Even More D&D Spells based on aiweirdness.com

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These are prompted samples from https://aiweirdness.com using GPT-2 Neural Network trained on the Dungeons and Dragons 5E spell list, more information on https://iforcedabot.com.




Spells in Alphabetical Order

Acter Lor distertion

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You transform a willing creature you touch. Until the spell ends, that creature becomes invisible but sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The target can use an action to exhale a single of its kind in a 40-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature’s size is reduced to 0; if it is larger, it is restrained, and when it reaches the bottom of the cube, it escapes. The trapped creature can escape using only one successful use of its speed bonus (4+ moves per round until the spell ends) or by spending 4 feet of movement. Once a creature uses its movement to escape, that creature uses all its movement to move one mile and then makes the saving throw. The creature escapes from this spell by swallowing up its food and leaving a trail of footprints behind it. The creature must use its movement to move to a space within range and repeat the saving throw, if possible. While the trapped creature can escape using only one movement action, it can only do so by using its movement to move one mile and then reusing all its movement to do so. This spell ends if you use your movement to move two miles and then use your movement to move two miles and so on. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A piece of metal lies on the ground (10 feet in diameter) within range. If the piece of metal strikes a creature, the piece of metal is automatically broken. The piece of metal strikes with a 5-foot-diameter arc of downward force, and the creature that strikes it must make a Strength saving throw. On a failed save, it takes 14d6 piercing damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Acter Lor distertion

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

This spell creates an unoccupied space within range for you and each creature that starts its turn within 10 feet of it must succeed on a Wisdom saving throw or drop whatever it was holding and return to its normal spot within 10 feet. If you cast this spell using a spell slot of 5th level or higher, the space becomes a contiguous 5-foot cube. For example, you could create a contiguous 5-foot cube for creatures you choose, such as giant slimes, by pouring down a vial of water from under the creature. If you cast this spell using a spell slot of 7th level or lower, any creature that starts its turn in the area takes 4d6 cold damage and must succeed on a Dexterity saving throw or take 6d6 acid damage. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 10
Duration:

Concentration

Acter Lor distertion

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

You create three tiny pillars of stone at the center of an unoccupied space that you can see within range. When you cast this spell, you can designate a password that carries over to its original password. When you use this spell, the pillar creates no forces and is invisible to hostile creatures and magical plants. Creatures and magical plants that detect the pillar can use that creature’s mystics on it to examine it for signs of magical activity. A creature that detect’s magic requires a willing creature’s willing creature to speak the password for it to believe it can decode the password. If the creature can decode the password perfectly, it can decode the pillar as well. Divination

Acter Lor distertion

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

You point in a direction you choose, including to a point where there are no foes within range, and the radius of the effect can have effects that extend over the entire visible range of your spell. Divination

Acter Lor distertion

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

This spell allows a creature of your choice that you can see within range and that can hear you to make a Wisdom saving throw. When you make the spell, any creature within 5 feet of you who is no longer in line behind you takes 6d8 thunder damage. The spell then goes silent for the duration. At the end of each of the 6d8 rounds that you have spent casting this spell, you can reduce the damage by one, but not more. At the end of each of the 60 rounds that you have spent casting this spell, you can use three different effects of your choice, instead of using any effects. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 10 Days
Duration:

Your magical abilities fade when you finish a long rest. You reroll any number of d10s of 15 or higher as part of casting this spell. While you are casting or casting a casting of another spell, you can use your action to reroll any d10s of all the spells you cast in one go, ending the effect on yourself on a success. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a place within range to be illuminated. The light doesn’t harm any creature or illuminate an object, structure, or other source of light. When a target appears in a place where the light doesn’t radiate, the target takes 1d12 radiant damage, and it has disadvantage on saving throws and Strength saving throws. On a successful save, the target takes half as much damage and is blinded for 1 minute. On a failed save, the target takes half the same amount of damage and has its hit point maximum reduced accordingly. Light 120 Concentration, up to 1 minute You create a magical light that can illuminate a willing creature within range for the duration. Until the spell ends, you also instantaneously light the light up to 300 feet away, making it a luminous, 10-foot radius light. The light can penetrate armor, mummies, and other nonmagical barriers, but it is blocked by celestials, elementals, fey, fey demonology, or the light of a fey demon. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 10
Duration:

You summon an incorruptible creature to serve as your faithful guardian, a creature that appears as an object weighing 5 pounds or fewer and that lasts until dispelled. Your nature determines the creature’s defenses and determines how it attacks. If the creature uses its action to make a melee attack against a target within your reach, you can use your action to dismiss the creature as an action. It appears to make an unblinking decision and radiates magical energy at the target that resists its attacks. You can use your action to dismiss the creature if you have it. If you do so, the creature takes 2d6 necrotic damage and must make a Constitution saving throw. If you have it on the same plane of existence as you, you can also dismiss it as an action on your turn. Abjuration

Acter Lor distertion

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

This spell creates an undead servant composed of thorns and sticks that grow larger and larger throughout your whole life and resemble the creatures that you fight in the video game Mass Effect: Andromeda. Choose a tree, a swamp, a grove of trees, a swampy meadow, a grove of trees with thickets (including those on the ground), or a forest or an open field that you can see. All the creatures in each category have advantage on Constitution saving throws. The Huge or smaller creatures in any of the categories also take 10d6 bludgeoning damage, or half as much damage on a Strength saving throw. If you throw this spell against a creature that isn't a tree or shrub, its Strength saving throw is reduced by 5, and it is also reduced by 1 until it drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 5d6 for each slot level above 2nd. Evocation

Acter Lor distertion

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

This spell reveals a location where an undead creature that falls within 300 feet of you causes it to erupt and make terrifying screech noises. Choose one creature within 300 feet of you who is friendly to you or charmed by you. The creature’s speed is halved, and it makes a melee spell attack against the creature that fled from you. On a hit, the creature must succeed on a Constitution saving throw or its speed drops to 1 until it escapes. It takes 14d6 thunder damage and 14d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if the creature is caught in an unoccupied space within 30 feet of you. Conjuration

Acter Lor distertion

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

A sphere of radiance appears at a point of your choice within range and lasts for the duration. It appears to be a sphere with a diameter of 30 feet and a height of 1 foot. It appears to be transparent and has a diameter of 30 feet. Until the spell ends, a flammable liquid that you can reach is spilled over the sphere, forming a layer of fog and slowly falling objects, spells, and other magical effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the flammable layer increases to 60 feet and the height of the fog increases to 25 feet. When you use a spell slot of 8th level or higher, the radius of the flammable layer increases to 100 feet and the height of the fog increases to 25 feet. Transmutation

Acter Lor distertion

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

Until the spell ends, you can use a bonus action to make a melee spell attack using your spellcasting ability, and you make the attack using your spellcasting ability. On a hit, a creature uses its reaction to move to the attacker’s left side, directly against your command, and then makes the attack from behind the ’s ‗‘‘ edge, passing behind the ’s edge in any but one of its turns. If the spell fails to reach its full effect, the creature takes 8d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, damage increases by 1d8 for each slot level above 1st. Conjuration

Acter Lor distertion

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

You make a magic mirror appear wherever you are located within range. Choose a location you can see on the ground, up to 60 feet on one side, up to 40 feet on the other, up to 50 feet on the other side, up to 50 feet on the ramp at the top, 50 feet on the roof, up to 1,000 feet on the ground, up to 5 feet below the surface, or 50 feet above the sandbridge at the base of any cliff or trench. If you create a mirror on ground that you can see within range, the spell fails and you take 1d10 radiant damage, and you can use your action on a second hit to shatter the mirror and cause enough of its light to illuminate the area for 1 minute. You can switch between the two conditions in 1 minute. In both cases, you must use your action to affect the second one. If the first condition is not met, the spell fails and you take 2d10 necrotic damage, and half as much damage on each of your turns. Transmutation

Acter Lor distertion

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

You choose one object weighing as much as 100 pounds when it is first created. That object is then magically transported to another container weighing as much as 50 pounds, provided that the container has a normal container space and an opening to allow for humanoids or creatures. If you have seen a phantom limb before, it appears to be a finger, if you have seen a true image of the limb (a real image of the limb is not possible), and if the limb is part of a creature’s physical body, that creature must succeed on a Constitution saving throw or become paralyzed for 1 minute on a failed save. Such a creature can be a celestial, a fey, or a fiend (your choice which creature’s natural state you use as a measure of its mental state, and it can be a creature that is friendly to you or hostile to you). You can mentally command the creature to move up to 30 feet before returning to the ground for a second time on a successful save. Necromancy

Acter Lor distertion

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

This spell makes magic items and mundane objects vanish, appearing only in dim light and made of fog. Each target must make a Wisdom saving throw. A target takes 3d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a target can benefit from one or more of the following effects when it w as created: • You can use a bonus action to create a magical invisibility cloak in an unoccupied space that can be tapped to give it invisibility, making it a shadow component of the w as created. • You can use an action to dismiss a spell in which you are casting a spell as an action, causing it to fail and leaving it w as created. • You can dismiss an item created by this spell as an action, causing it to automatically be removed from an unoccupied space that it can’t be tapped to drop without dealing it any extra damage. While at least one creature has audible communication with you through the invisibility cloak, you have heard the voice of the dead. You can also cast this spell while you are incapacitated, as if you w as created by the undead servant spell. Conjuration

Acter Lor distertion

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

You touch a magical object or a place that you can see within range. The object or place remains neutral until the spell ends. A creature can use an action to dismiss the object or place. The spell ends if it is destroyed by fire. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a successful save, the target takes 1d8 necrotic damage (if you have it) and isn’t poisoned. On a failed save, the target takes 10d8 necrotic damage. To a creature immune to necrotic damage, this damage looks like a star, but it doesn’t have a name nor has any sort of magical component. To a creature immune to poison damage, the damage looks like a gas, but it doesn’t have a name nor has any sort of magical component. The effect can be reduced or eliminated entirely. Alternatively, you can cause a creature or an object to become immune to poison damage, and the creature or object can use its reaction to make a saving throw. On a successful save, the creature or object takes half as much damage and doesn’t succumb to the effects of the poison. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Lor takes the form of a demon and forms a direct link between her and the current incarnation of her deity. She becomes friendly to you as long as you aren’t attacking or incapacitated her. This link isn’t permanent, but disappears when your next combat maneuver ends. You can use this link to issue a command to the current incarnation, making the move again if needed. You can also issue a general command, such as to guard a particular chamber or corridor. If Lor starts her link spell on the current incarnation’s turn, it lasts until she dies. Otherwise, she becomes friendly to you for the duration. You can dismiss the spell immediately, causing it to dismiss itself. If you cast it multiple times, it can have additional effects depending on the number of times you have cast it. You can have the same effect over and over again. For example, you could dismiss it every time you open a door, use it when you cast an ethereal spell, and so on. While Lor is animated, you can perform any spell you commanded while she is linked to you. You can also choose to keep her linked to you when you perform a Divine Dance spell, such as with your spear or your pole dance spell, and when you cast the spell linked to you as an action on your turn. You might also link her to you while she is incapacitated. If you would bind her to a physical object or service object that is worn by one other creature, the linked creature can use that object to perform any spell she chooses for herself, and she could perform any spell she chooses for another creature. She might command creatures to move, light torches, crack cargoes, light mummies, or even set them on fire. If she specifically tells you to do so, that creature can use her command to do whatever it wishes. You could cause the link to do whatever the creature desires, subjecting it to whatever restrictions some other spell of your choice might have. Then, during the duration of the spell, it can use whatever spell of your choice that is most efficient at dealing with the creature it is linked to effectively to do whatever it wishes. When you cast this spell, you can have an uncontrolled link triggered by an effect, such as casting a spell linked to an affected creature, that would trigger an uncontrolled spell linking other creatures. The trigger can be discerned by looking at the creature’s symbol, which you choose from any appropriate set of symbol cards. You can use this ability only once per turn. To activate it again, you need to have the creature linked to you by at least one symbol. Both times, a triggering triggered by an effect requires you to use another spell slot expended instead. Illusion

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature of 5th level or lower, along with all its equipment and weapons, falls prone if it is about to fall. So if you fall and hit an object or creature holding a bolt of lightning, the object or creature catches the lightning before it lands. So if you fall and hit an object or creature holding a holy symbol glyph, that creature catches the glyph before it lands. You can use an action to extinguish the flames before moving on to another creature. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral force springs from your fingertips to protect you. Choose an area of ground or a ceiling, one foot over, 10 feet across, or whatever height you choose. Each creature in the area must make a Constitution saving throw. It takes 4d10 force damage on a failed save, or half as much damage on a successful one. If you reduce the ground or ceiling to 0 feet over the course of the casting, the vapors are hurled there. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a creature that you can see within range and that is within 60 feet of you in a direction you choose. Your spell crushes the target. Destroy it. Alternatively, when you cast this spell on the same creature or within 30 feet of it, your spell destroys it without dealing damage. Each creature killed by this spell takes 1d4 radiant damage, and creatures killed by it’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration

Acter Lor distertion

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

A creature that you can see within range must succeed on a Dexterity saving throw or take 1d6 force damage. A target can make the saving throw by spending 1 minute or more on a spell or effect that requires that spell. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hours
Duration:

You invoke the Power that Is behind everything. Every movement you make during the casting of this spell requires a different performance in one of the following ways. When you cast this spell, you must make a Wisdom saving throw or have your spellcasting ability temporarily interrupted. If you do so, you can’t cast another spell for 1 hour or more. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s lair to become a magical laboratory, an abode of horrors, where the spirits of dead wizards, undead, undead lepers and undead servants are buried. The alchemical components used to create the spell are identical to those used to create the creature’s lair. When the spell ends, the element of labor and the element of flesh and blood are removed from the creature’s corpse. Illusion

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical demiplane of existence on the ground within range. You choose one of the following possible destinations for objects you can see within the demiplane. You can see through it and pass through portals, which also open to the general public. Travel across the demiplane takes you straight to the destination you chose. You can also go any distance in the space you occupy, up to 10 feet. If you have an object within 10 feet of such a destination, it floats temporarily above the ground where it appears. This effect doesn’t extend to barriers, such as those created by the spell’s blind spot, or to other objects that aren’t visible from the outside. Divination

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magic window in which a creature summoned by this spell enters the animating chamber of the Nine Hells. Any creature that you choose must make a Wisdom saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. You can create a magic window by making two small bombs on the ground. Each bomb explodes when you reach a depth of 60 feet. Each bomb damages and destroys any creature that is within the spell’s area and that can be targeted by the spell. The spell ends if you dismiss it as an action. If you cast it again before the spell ends, the spell creates a new magic window for the duration, and the spell ends when the two bombs each deal 3d6 radiant damage to a creature. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell makes a warding spell available to you. To cast the spell, roll a d8 and fill one of the following 3 possible ways long enough for the warding spell to be cast: 1) The warding spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). That creature’s speed is m used, but it can’t enter a ward and can’t attack or cast spells. Alternatively, if you cast the spell, and instead cast this spell each turn as part of the spell’s casting, this spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). That creature’s speed is m used, but it can’t attack or cast spells. Alternatively, if you cast this spell each turn as part of the course of the magic spell, this spell creates an invisible barrier between you and the warded creature (at the DM’s discretion, you might attempt an invisibility spell or a stinking cloud spell to stop it). This barrier’s speed is m used, but it can’t attack or cast spells. Regardless of the creature’s speed at which the spell is cast, this spell doesn’t restrict its movement. If the creature moves over a barrier that you have created between you and the warded creature, the barrier is lifted, and it remains there until the spell ends, at which point it stops moving and moves out of the way. If this spell ends before the creature moves over the barrier, the creature isn’t warded from that moment on. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell summons creatures of your choice whose base abilities are Strength, Dexterity, and Charisma. Choose one of the following creatures to be summoned: dragons, goblins, green dragons, ogres, oozes, or undead. The summoned creatures have advantage on saving throws against being frightened. While summoned, these creatures take only half damage from nonmagical weapons and are immune to all damage until the spell ends. In addition, the summoned creatures can’t take reactions and can’t take actions. When an affected creature makes an attack roll or a saving throw, the creature takes the attack. The creature takes the attack when it shatters or springs its saber, though it must still be sabed (your choice) and still having the correct weapon. When the saber reaches its full length, the creature then ducks and falls, attempting to block a shot that would have landed on the creature. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature doesn’t leap, fall, or use a weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon more than one such creature (multiple creatures each slot level greater than 7th). Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You cast this spell for the first time on a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage when the spell ends. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a portion of air that you can see that isn’t obscured by any sort of concealment spell or spell of 3rd level or lower. You manipulate the material to create a transparent, cylinder-like object with a 10-foot radius on the Ethereal Plane. The object is transparent only when and where it appears. The object can be part of a group of loose objects or a part of a group of objects that aren’t affected by magic. If the object has additional eyes attached to it, it emits a dim light equivalent to 120-footGOLD, which dims dim light for an additional 120 feet for the spell’s duration. The object can have one eye on it or the item and emits a deafening sound when sound is recited, which may leave the object partially transparent. The object can have a staff covering it or a jewel slot hidden behind a buckle or gem. If the item strikes an oculist, it emits a deafening sound equivalent to 120 feetWATER , which sucks up any solid matter created by the spell. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a globe of light in a 30-foot-radius sphere centered on a point you choose within range. Make a ranged spell attack against the globe. On a hit, the globe grants you a number of flying feet equal to your spellcasting ability modifier. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You draw the attention of one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or be affected by magic. For the duration, the affected creature has disadvantage on attack rolls and ability checks, and can't take reactions, its actions, or the actions of its friends. The creature can choose to be charmed, frightened, or embraced by a creature of your choice, such as a god, magic user, or a legendary deity (including secret sages). Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 1 hour
Duration:

You fill a visible corridor with shadows so strong they can penetrate hard armor, light armor, and walls. A creature can take 14d6 radiant damage when it enters the room or when it makes a melee attack against a creature within 10 feet of it. If you cast this spell while you have any darkvision or dim light sources active, the shadows w as bright light and deal 14d6 radiant damage to the target. Illusion

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a nonmagical force inside another creature whose material component you choose is composed of ten materials: stone, wool, bark, rope, or some other suitable mineral component. You imbue the material with a protective magic that lasts for the duration or until the spell ends. You can use a bonus action to cause the creature to shake hands with you, provided that you do so at the same time each day that you use this spell. You must have seen or heard the creature and know the material component. If the creature has seen or heard the material component, the creature has advantage on all Knowledge (geography) checks and make a simple Knowledge check (if yes) against your spell save DC. Divination

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits from another plane of existence, whether it be a nonmagical plane, a higher plane that extends over a celestial plane, or a celestial body outside the plane’s reach. The spirits appear in an illusion that you can see and cause the following effects to occur: • You create an instantaneous, harmless sensory effect. Such as causing plant growth to automatically occur on top of trees, triggering an instantaneous sensory effect. • You cause plants to sprout from your touch to form flowers and other plants in their natural locations for the duration. • You cause flames to leap from one plant to another and to blaze bright red or yellow flames in their place. • You create a harmless sensory effect that might otherwise be masked by an illusion. For example, you might create a harmless sensory effect that might appear to startle one creature that you choose while you are within line of sight of it’s color. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spirit that disappears into time and into space. The spell's duration depends on the dimension you occupy. You can use this spell to summon a Large or smaller creature. The creature appears in time to when you cast this spell, and it disappears when you finish a long rest. You can’t use this spell to leave time or space for another creature. While this creature appears in time to when you cast this spell, the spell ends. Alternatively, you can end the spell as a bonus action on your turn. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 1 Hour
Duration:

You use your action to create a replica of one of the following creatures. You can designate one creature as one of the created creatures: human, fiend, undead, or fiend demon. You can also designate several creatures from the same list and designate them as one of the two created creatures. Conjuration

Acter Lor distertion

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

You create five tiny lights within range, each one as big as a lantern. When you cast the spell, choose one of the following lights as the source of the light and animate it for the duration: a lantern, a torch, or a scimitar. • You create a nonmagical torch with an AC 20 and 15 hit points. This light burns with cold for 2d4 hours, and it emits bright light of a shade smaller than 60 feet per round for that period. • You create a nonmagical torch with an AC 20 and 30 hit points. This light burns with cold for 2d4 hours, and it emits bright light of a shade smaller than 60 feet per round for that period. • You create a nonmagical torch with an acid or gaseous form with an acid rating of 2, and you cause the torch to yield acid or gaseous form with an acid rating of 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of light pounds created and burned by both lights increases by two, and the flames created by any of the lights extinguish them. Ranged weapon attack rolls made with the light-taught lights or the torch created by the light or torch spell have advantage if they are made using the same attack action. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell allows a Large or smaller creature’s lair to grow to accommodate the living. If the place is more than 50 square feet and requires climbing, you can use an additional 2 feet of climbing rope for the space. It can be as small as a few feet on one side and as large as as a quarter of a mile on the other. When you cast the spell, you can change the size of the rope so that it is 1 inch higher, up, or behind the entrance and beyond the spell’s area. Alternatively, you can animate your own trapdoor to create a 5-foot square trapdoor that opens when an unlocked trapdoor is used. You can banish one creature you can reach into the trap if you choose. Alternatively, you can send one creature you can reach into the trap if it is at least 5 feet out toward the spell’s area (if the creature isn’t incapacitated, it can use an action to make a Strength or Dexterity check). The creature can’t attack you with a weapon attack until the spell ends. In addition, once per short rest, you can issue a verbal command to any creature you friendly toward you that is within 5 feet of the entrance to the trap, only using that command if the creature has a fear score of 4 or higher. The creature must use its reaction to obey. If the creature uses its reaction to obey approaching creatures, it takes 4d6 psychic damage, and it takes 10d6 psychic damage if it can’t see, until the spell ends. Roll initiative for the creature, which can’t be more than 30 feet away from you. On a success, the creature takes half damage and is frightened of you. At the end of every 60 days, a creature affected by this spell makes another Wisdom check. When the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell exchanges a common magic egg for a blank one, filling a 10-foot cube with magical energy. Each creature in a 40-foot-radius sphere centered on a point within range must make a Charisma saving throw. On a failed save, a creature takes 2d8 radiant damage and becomes blinded for 1 minute. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can store up to three blank magic eggs in one large, opaque container. You can create one item by putting the item onto the container and leaving a sheet of opaque parchment on the bottom. An object created by this spell also has an area of effect when you cast it, such as opening a door, opening a door to the hallway, or removing a worn-out item from a chest bag. Transmutation

Acter Lor distertion

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

You choose one creature you can see within range. You touch the target, or it expends 1d4 hit points for poison or radiant damage. The target regains 4d8 poison/thorn hit points at the end of its next turn, and the spell ends. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Acter Lor distertion

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

1 Hour (see below) 2 Hours (see below)You decide the location of a place on the map. You can place anything on the map that you wish, including any other objects you can see there. You can also choose to place objects on the map without having to pay any additional taxes. For example, you could place an object on the map for 1 mile, and you could place an object on the map for 10 miles. You can also place objects on the map without paying any taxes. You can also designate buildings that are on the map as being on the map for a specific purpose. The place you decide is not on the map. Conjuration

Acter Lor distertion

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

Choose one creature that you can see within range. You choose the creature’s location within range. The celestial, fey, or fiend’s types, if any, are based on the deity’s choice. The celestial has truesight, bardic discernment, occultation, divination, oracle. The fey spell ignores fey plants and undead and ignores fey materials found within 30 feet of it. If you cast this spell using a spell slot of 4th level or higher, the spell creates fey plants, fey shrubs, and fey trees in the same location within 30 feet of it. When you cast the spell using a spell slot of 15th level or higher, the spell creates fey plants, fey shrubs, and fey trees in the same location within 30 feet of it, but the plants are of the fey type. If you use a spell slot of 6th level or higher, the fey plant can be created there but not elsewhere within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates fey plants, fey trees, and fey foliage in a manner similar to how you animate, sort, or stow fey plants. Additionally, the fey plant creates a magical leaf that hovers for 30 feet between you and the spell’s area. When you use a spell slot of 4th level or higher, you can animate fey plants and fey shrubs in the same place within 30 feet of each other, and you can animate fey material in any of the locations you choose, creating fey plants and fey shrubs in the same place within 30 feet of each other. Divination

Acter Lor distertion

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

For the duration, a creature is able to perceive a higher power of matter. You sense the direction in which a given object is facing, the angle at which a given object is pointing, or the direction of a given motion. You can make a Wisdom (Perception) check against your spell save DC to see if the objects you sense are pointing in the right direction. If successful, the check grants the creature the ability to see in this way, even if it is in the opposite direction. Illusion

Acter Lor distertion

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

This spell allows a creature’s magic item to teleport you to a place that you specify. The destination is an object, such as a book, a book of commands, or a piece of magic that might be able to hold your object. You can suggest a location or a password that might be difficult to remember. Alternatively, you can suggest a password that might allow an attacker to read your password without leaving a password-protecting memory. If you cast this spell without first thinking through the options presented, the spell ends when you cast it or when you dismiss it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create multiple teleportation portals for each slot level above 3rd. Conjuration

Acter Lor distertion

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

This spell allows certain potions of temporary effect to disappear forever if they are used or consumed within the last 30 days (the duration is a semverary period, after which time they no longer apply). For example, if you have a potion of cure mutation in your possession that is no longer active and can be no longer applied, a potion of restore abilities that are no longer active and a potion of cancellation abilities that are no longer applied immediately after using them, if they are no longer in effect, to reappear within 30 days after using them. You can use this spell only once. The spell creates no effect other than to teleport you and to grant you temporary teleportation powers. This spell is cumulative with other similar spells of similar power. Transmutation

Acter Lor distertion

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

This spell exchanges one element of an element you touch with another element of one you touch, such as air, earth, fire, or water. Water . Moderate maelstrom. Affected creatures in the water. Medium . Large . Tiny. Affected creatures in the air. Huge or smaller. Affected creatures in the ground. Affected creatures in a certain manner. Evocation

Acter Lor distertion

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

A creature uses its action to move up to twice as fast as normal for each of its turns. You can make the move as a bonus action on each turn you spend concentrating on it. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration:

A halfling named Tenebrae emerges from the depths of a floating sauna to help fill a hungry dragon that's starving. You choose the element of surprise. If you feel that a creature is about to enter the sauna for the first time in a year or for the first time in its entire life, you have the element of surprise in effect. Each time the creature enters the sauna, it makes a Constitution saving throw. On a successful save, the creature awakens in a comfortable and natural location in a location normally occupied by beasts or humans. Alternatively, if you succeed on a saving throw and the creature awakens from its trance state before the spell ends, it awakens again in an unoccupied space within 30 feet of the sauna. If you use your action on a later turn to return to your normal physical plane, the creature wakes up in an unoccupied space occupied by the creature. Divination

Acter Lor distertion

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

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Acter Lor distertion

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

This spell creates a random, unprotected area of ground to the ground- a specific portion of which is covered by a spell’s force field. The field extends into the sky and moves with it, forming a horizontal barrier that vanishes when a creature takes damage. When a creature enters the barrier for the first time on a turn or starts its turn there, it takes 12d6 force damage, and so on until the spell ends. A creature is immune to this damage for the duration, or until it chooses another spell of 4th level or lower, after which it can’t take this damage. You can use your action to create a small, harmless, invisible barrier that prevents effects that specify an area or spell from being performed on it. Choose one of the following creatures to create the barrier on. One of the creatures must be on the ground before you cast the spell. Another creature can use its action to create a small, windproof barrier on the ground that is 10 feet tall and doesn’t exceed 10 feet high. You choose the creatures described below. When you create the barrier, you can target one additional creature for each affected creature. When you target a creature with an evil emissary spell, the creature creates a new message for that spell target, which then disappears while it remains within the barrier. Enchantment

Acter Lor distertion

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

This spell activates for the duration of a creature’s turn or until the target makes an Intelligence check. The check succeeds if you are dealing with an undead. If you are, the turn lasts until the spell ends, and an alarm sounds. When an alarm sounds, each creature in a 30-foot-radius sphere centered on that creature makes a Wisdom saving throw. On a failed save, the creature takes 4d12 necrotic damage. On a successful save, the creature takes half damage, and half if it isn’t charmed by a willing creature. Evocation

Acter Lor distertion

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

This spell makes creatures of your choice that you can see within range magically appear when you cast the spell. You can bring along objects as long as their weight does not exceed what you can carry. You can also bring along objects as long as their weight does not exceed what you can carry. If you bring along a Huge or larger object, its weight is not affected. Thus a Huge or larger object created by this spell weighs 6 pounds less than it would have been if you had carried it with you. As a bonus action on each of your turns after the spell ends, you can dismiss this spell. Transmutation

Acter Lor distertion

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

You create a magical link to another intelligent living being. The link leads to an unoccupied space within range, up to 10 feet of the target, or to a location within range that is entirely beyond the creature’s ability (such as on a wall, a ceiling, or in an area entirely obscured by fog). The link can hold as many as 100 willing creatures (your choice which creature’s slot you use when you create the link). The link can also bring its own creature into the link (if it’s a Huge or smaller creature or creature or Huge or smaller creature), or create an instance of the link from scratch (using an on-demand activity, such as reading a book, that requires no other activity and that only the creature can undertake) to the target’s space. An instance of the link can be summoned into the link (up to its full size and dimension) to bring a creature of your choice that you can see within the link’s space to your space. To the target’s space, you must choose a different link, or you instantaneously invoke the link on the creature summoned. If you instantaneously summon a second link, the second link disappears immediately after the first one. The second link remains summoned until the spell ends. If you instantaneously invoke the link on a creature, the creature or a second link is created, expiring when you cast this spell. Divination

Acter Lor distertion

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

You create a magic circle on the ground that contains a potion or a similar substance. Until the spell ends or the spell ends, an unwilling creature that drops the potion or substance and enters the potion or substance into a void location must make an Intelligence saving throw. When the spell ends, the spell remains in the spell’s effect until the creature enters the place or, if possible, for 1 hour straight. An unwilling creature can use an action to make a Wisdom saving throw. On a success, it can use its action to exhale the potion or substance in an unoccupied space within 5 feet of it. As an action, you can move the circle up to 30 feet in a straight line. If you create a vortex at the center of the spell, you can use this spell to move it up to 20 feet in a straight line. If you create a trench or a trench between the circle and the ground, you can use this spell to create a trench on the ground. You can use the trench to create openings in the ground—for example, you can use this spell to cause a trench made of human soil to become a trench made of stone. As an action, you can move the circle up to 30 feet in any one direction. If you create a trench made of borax or thread, you can use this spell to move it up to 20 feet in any one direction. A trench made of borax or thread can be made from any material created in this spell’s area, so long as it isn’t being worn or carried by another creature. Once this spell ends, the contraption vanishes, and you can use your action to break the trench and regain some of its dimensions. Transmutation

Acter Lor distertion

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

You invoke the spirit of nature to draw water from your land and to sustain it until that land drops to 0 hit points. Choose one creature that you can see within 30 feet of you and that can’t take reactions. It can’t attack you, but it rolls a d 100 to find out what creature it is. It also determines what conditions it will face in the event that it fails the spell. The creature takes 10d6 bludgeoning damage, is knocked prone, and has AC 15 and 25 hit points, respectively. The creature has resistance to bludgeoning damage. During the duration of the spell, it takes 20 bludgeoning damage on each of its turns, and it is subject to the halts learned in monk school. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 30 days
Duration:

Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature that you can see within range. You and any creature within 5 feet of one of you that you can see must make a Wisdom saving throw. Any creature affected by this spell makes the saving throw with disadvantage. If the affected creature fails the save, it can’t speak a line or take any other action. The affected creature takes 20 radiant damage on a failed saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a number of times per day equal to 1 hour increases by 1 for each slot level above 6th. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a magical object that you can see within range and that fits within a 5—foot cube. You create that object, and any spell of 3rd level or lower fails to apply to it. The object appears in a place within 5 feet of you, that spell fails and the object is wasted, and the spell ends when the object is no longer needed. The object is obviously magical when you cast it, because any effect that removes magic there transforms the object into a spell or a spell of 3rd level or lower. This spell ends when the object is no longer needed, if you cast it again. Divination

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The blade is a silver and black gemstone that appears at the center of a target creature’s space within range. The appearance of the blade is as smooth as marble, and it glows in the presence of a willing creature. The blade glows for the whole spell’s duration, leaving behind a bright silver and gold shimmer, a shimmering gemstone, and a dull, faded red hue. To a creature other than you, the blade appears as an invisible mark that prevents it from approaching or blocking a creature’s path. A creature can make a Wisdom saving throw to resist this spell. If it succeeds, the spell ends for that creature, and it is blinded until the spell ends. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

When a creature moves into a place within range for the first time on a turn or starts its turn there, the creature takes 5d8 necrotic damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. - You cause the object to glow red-hot. This change lasts for 1 hour. - You change the object’s color or opacity. If you are the target, you can use an action to change its color or opacity. You or someone else can make a Wisdom saving throw to end the effect. - You cause the object to emit a magical whistle. The whistle is audible within 5 feet of the object. It recites a song that you choose that has a different melody than the one you chose. It should be played only once a day for a year. - You cause the object to glow red-hot. This change lasts for 1 hour. - You cause the object to emit a magical flame. This change lasts for 1 hour. - You transform the object, which has a different melody and melody - must fit within a 5-foot cube. The object must be of a form and material that you can understand. If the object is composed of multiple materials, use the shortest and most recent material. - If the object is composed of multiple materials, use the most recent material. This change lasts for 1 hour. - You cause the object to emit a special magical effect. Choose an object created by a spell or magic item. When the spell ends, the object explodes in a 20-foot-radius sphere centered on that object. Each creature within the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the area from where it landed. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create an illusion that appears to be a creature that you manipulate. The image appears to be an illusion made up of text, shapes, colors, or other visually significant qualities. The image lingers in your memory and can be as small as an obscenity in size, up to 2 inches in diameter, as small as a letter or as large as a fourth letter. To create the illusion, shape, or appear to be a creature, cast this spell as normal. Choose any spell you cast, as well as any spell you cast that targets only one of the following creatures or targets one of the creatures you choose, and those creatures appear to be created by spell of 3rd level or lower. If you cast this spell using a spell slot of 6th level or higher, the illusion becomes a copy of the creature it duplicates, if you choose. Illusion

Acter Lor distertion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a spirit that assumes the form of a dragon and begins fighting in your presence. Choose one creature that you can see within range, which must make an Intelligence saving throw, and it leaps into the fray. Creatures within 10 feet of you automatically succeed on the saving throw each round for the duration. If you don't, the creature takes 1d6 cold damage, and it takes 1d6 radiant damage when it uses its reaction to enter the fight. For the duration, the creature has disadvantage on attack rolls against targets within 5 feet of it and can’t use reactions. The creature is hostile towards you and creatures within 5 feet of it have disadvantage on attack rolls against targets within 5 feet of it. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 3 Hours
Duration:

You create a magic circle on the ground that you can see within range, centered on a point you choose within range. You can create the circle as a ranged spell attack. On a hit, a creature might be drawn to the circle, causing it to glow red and cause flame to leap from its pointed tips. The flames appear to be made of mist, which floats on the ground and is shimmering green and blue under your laying hands. As a bonus action on each of your turns thereafter, you can move the circle up to 60 feet in any direction. A creature must use its movement to move the circle when you make an attack roll or a cast this spell. If you move the circle while you are paying its spellcasting cost, you make the magic circle disappear from your mind, leaving behind no discernible effect. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 5
Duration: 10 minutes

You fill a 10-footx10-foot cube with shadow in an unoccupied space of your choice within range. The shadow lasts for the spell’s duration. You choose between two possible effects when you cast the spell: darkvision, blindsight, or darkness—if you have darkvision, you can’t see in the light. The darkvision effect can be turned on or off in the creature’s mind, based on its physical condition and other factors, such as the creature’s size or weapon proficiency (you decide). If you have light and light vision, your condition is met. If you have darkness and light vision, your condition is met. While this spell is in effect, you can use an action and make a Wisdom saving throw to see if any creature is aware of the illusion. If you succeed, the spell ends. Illusion

Acter Lor distertion

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

This spell sends a magical or magical animate object hovering over an area in a rusted, worn, or worn out state to a condition that becomes permanent and lasts for the duration. An object that remains hovering might cause disease, poison, or even death. It can’t harm a creature or animate an object. An animate object spell ends for it if you cast this spell again. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 5 Days
Duration:

This spell can polymorph a Large elemental or a Huge or larger elemental. You choose the elemental’s types, which can be any of the following: celestials, elementals, fey, fiends, or undead. Your spell imbues the bonded elemental with a protective magic, such as a steed’s strong bond or the unique power of a demon’s talisman. If the elemental fails either a saving throw or a saving throw against a harmful attack, it makes a Wisdom saving throw at the end of each of its turns to try again. The saving throw fails. It is possible for the bonded elemental to slip back into the attacker’s party, leaving the creature incapacitated. Beastform Duration 1 Day This spell shapes and shapes up until your next turn. You know the following statistics. • You gain a +2 bonus to AC for the duration, and you regain hit points equal to half the bonus amount by the end of that spell’s next turn. • You have advantage on all Strength, Dexterity, or Constitution saving throws. • You can use your action to create a ward on up to 30 feet of nonmagical carpet in order to keep an undead aligned with you while you are casting the spell. • You can cast this spell with a 30-foot radius, up to three times per day. • You can animate dumbbells, blocks, or similar structures as long as their height is less than 30 feet. If you create a structure with a 30-foot radius, you must spend 4 feet of movement for each way up. While the structures are in motion, creatures that can use movement is also affected by the spell. A single dumbbell or similar structure can be destroyed by an attack. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 5 days
Duration:

You choose a location where the game reveals that you and a creature of your choice that you can see within range are among those whose alignment is aligned with that of the target that you choose. A creature that must make a Wisdom saving throw against this spell on a success means it has disadvantage on the saving throw. A creature that succeeds on a saving throw against this spell ends its turn there. On a failed save, the creature has disadvantage on the saving throw until the spell ends. If you cast this spell again on a creature that isn't within 60 feet of you, the spell ends. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 5
Duration:

Duration: 1 hour

Acter Lor distertion

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You decide the course of a battle. Choose one creature that you can see within range, and you create a circle on the ground within range that lasts until the spell ends. This circle is composed of up to four creatures, each of which can be a different creature than you. The creature must be within 30 feet of you (the spell ends without dealing damage) when it appears. That creature is protected by a barrier, but it can swim, run, and attack through the barrier, and it can pass through it, making its own passes and avoiding the barriers, as well as make both straight trips and stops in front of you. The spell closes blinds, psychic barriers, and similar barriers, making them less than 10 feet thick, and creates such barriers as long as the creature is within them. If the barrier is small enough, any creature immune to it is forced to make a Dexterity saving throw. On a failed save, the creature can spend 1 Dash moving up to its speed, but its movement ends on a successful save. The spell ends if you defend against a melee attack using a weapon against the creature; if you move more than 100 feet from the creature to defend it, that creature can make another attack against it. When you cast this spell, you decide what kind of creature the creature is and how it moves, using statistics from the game rules. If you cast it early and have the creature hit before you choose a creature type, that creature ends its turn in a location where it can’t be targeted by spells or by other means, such as by being driven by evil spirits or attacked by siege engines. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 5
Duration:

The time it takes to pour magic from one weapon to another is a time-lapse spell. It lasts for the full duration of the spell, or until all of its effects finish, your spell ends, or the spell is cast again. If you cast this spell as a bonus action on a subsequent turn, you can use your action to interrupt the pouring of magic by raising another creature’s speed equal to your spellcasting ability modifier + your proficiency bonus. Both creatures take 10d6 radiant damage on a failed save, or half as much damage on a successful one. Moreover, the creatures can’t become animated for 24 hours straight. You can have up to three creatures animated at a time, or one creature that can animate and withers if it falls unconscious. Both reactions trigger at the same time, and the duration depends on the kind of creature you animated. When you use an item created by the spell to make an animated or a wither attack, you make the attack roll with advantage. The item also makes the attack roll with advantage. If you make an attack roll with advantage, the creature’s speed is also reduced by half until it regains hit points. While the animated creature is animating the wither, it can use an action to make a new one using only its second use of the action, if needed. As an action, it can make another new one using only its second use of the action, or it can use one of its action to make a new one using the new one using its action. Both new and original creatures magically animate as normal. If you create an animatic of two creatures animating spells and another creature animating an action that requires slashing or piercing, the animatic animates the first creature’s withering attack until it makes the appropriate attack roll, or you can expend one of the animatic’s attacks to cause both creatures to reanimate and animate as normal. If you create an animatic of two creatures animating spells and another creature animating an action that requires creating a new spell, you animate both the two creatures at the same time, and the animatic animates the spell’s first and second attacks with as much force as possible. Both animations yield the same spell’s effect (if any), though neither has to use magic. Animate Dead The moment a creature’s soul or body attains maturity, it dies, leaving only its soul and spirit to take up a new life in its body, at the DM’s option. For the duration, a creature is considered a living creature and can’t become one with the dead and is immune to its diseases. Any creatures who are damaged when the spell ends or die as a result of dropping to 0 hit points are buried alive. Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 5
Duration:

You call upon the power of Lorcan's magic to reshape an area in your hand. For the duration, that area has 10 feet of exposed dirt and 20 feet of exposed floor. In place of the floor, the ground becomes difficult terrain under the spell. In addition, when a tower or a room falls on the terrain, it takes 1d10 fire damage, and it can’t extinguish it until the spell ends. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. The spell ends if the exposed floor, exposed ceiling, or exposed tower or room is destroyed or the spell ends. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 5
Duration:

You cause up to three misty orbs to fly out from inside a creature’s chest, behind its chin, at point blank range. Each object affected by this spell, associated with that creature by a creature category, and touching any number of creatures within range automatically destroys the spell and its components. Each creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature takes 2d6 cold damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Once it takes damage or dies, the spell ends, and creatures affected by it have disadvantage on attack rolls against them until the end of their next turn. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You turn invisible creatures if they are within range. The effect is permanent and appears in an unoccupied space that you can see within range. If you cast this spell while you have a Memory of Worlds slot, you can use that slot to turn the target invisible and keep casting, and you can dismiss such a spell as an action. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: 12 Hours

This spell makes creature magic more effective. Choose one of the 《Divine Word, 《Nephromancy of Silence, 《Witchcraft of Earth and Water, or 《Abjuration of Lightning or Force Lightning or Force Lightning Bolt). Conjuration

Acter Lor distertion

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

A creature emerges from the depths of the Underdark to take on the form of a lich. A creature of the type you choose must make a saving throw each time it attempts to cast a spell of 4th level or higher, or it must succeed on a Wisdom saving throw. The creature regains expended hit points for the duration. While in the form of a lich, you can use your action to deal 1d4 necrotic damage to one creature within 8 feet of you. The creature regains expended hit points for the duration by gaining a number of temporary hit points equal to twice the spell’s level. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of temporary hit points a creature can have also increases by 2 for each slot level above 5th. Necromancy

Acter Lor distertion

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

For the duration, your words fill a 15-foot cube within range, with one exception: words of no greater power can’t be conjured there. When you cast this spell, you make the words appear as a cloud of mist, which lasts until the spell ends. When you make a spell’s final words, you choose a cloud composed of words, which appear to be words of a sort. The words appear within 30 feet of each other and animate as a cloud until the spell ends. Each creature that can see through a creature’s eye sees a written message written on the ground sent to its parents or grandparents. The message, written in a tongue that is unintelligible, might read, "My beloved lord," or "I am surrounded by clouds," to your opponents. If you cast this spell on the same spot every day for 30 days, you can have up to two words written on the ground sent to you. You can also set spells of royal, holy, or magical origin to end this spell early, if you choose, but it might take longer to end. Divination

Acter Lor distertion

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

This spell affects up to three creatures that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 cold damage, or half as much damage on a successful save. When the spell ends, any creature that was also affected by the spell is restrained and must make the saving throw at the start of its next turn, or the spell ends. Transmutation

Acter Lor distertion

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

This spell grants you an ability with which you are proficient. Choose one creature you can see within range, such as a car, van, or scoot of some sort—including itself—to remain within 5 feet of you and instantly disappear. This spell has no immediate effect on you or on any creature within 5 feet of you. You instantly teleport a creature you d33 the creature’s size or smaller, or a Huge or smaller creature up to reach you, back to your current plane of existence. Abjuration

Acter Lor distertion

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

You create a magical ring out of the remains of any corpse you choose that you can see within range. You can use a bonus action to dismiss the spell as an action, and the spell ends for that creature. You can also dismiss the spell as a bonus action on each of your turns. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration:

1 Hour�You create a spell that lasts for the duration. You can make or receive an attack or a spell of some kind. You can make or receive a short or long attack, a move action or a special ability that deals an extra 1d6 damage. If you cast this spell once, you can repeat the spell on a subsequent trip. You can also make or receive an attack or a spell of some kind, such as a slam attack or a feint attack. Conjuration

Acter Lor distertion

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

You draw a circle in the air. The circle is made up of a thin line formed by a thin line extending from the center to the end of the circle. A creature that ends its turn in the line must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage. On a successful save, a creature takes half as much damage. Transmigration

Acter Lor distertion

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

You reach into the mind of one creature you can see within range, distorting the face of that creature until it appears as though it were diseased and/or devoured. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 necrotic damage, and the spell ends. On a successful save, the spell ends for you and your companions. When the spell ends, the damaged target regains 500 hit points, and it can’t regain all its hit points until the spell ends. If you cast this spell without first preparing a skeleton or other suitable gear, you create a simulacrum, issuing a strangled shriek to the creature so severe that it dies. While unconscious for the duration, the creature can’t speak, and it is blind to sound. While conscious, the simulacrum can’t move or take actions. The spell ends for you and your companions if they take a -2 penalty to their attack rolls or class skills against targets within 30 feet of you. Necromancy

Acter Lor distertion

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

Your journal reveals rare secrets from the past, present and the future that were lost to time and space. You write down what you know or have seen, what you could have done differently, and maybe even changed your future. This spell can reveal hidden information about yourself, your past and future, as well as statistics about your companions, allies, enemies, and more. You learn as much as you can about a creature as it can remember, from food to weather to magic items to circumstances that could have led to its defeat. So when you cast this spell, you learn what happened to other creatures over time, and what might have happened if you had known about those events. You also learn statistics about your companions, allies, enemies, and more, which might have affected your future. You must make these decisions for each creature you cast this spell on, and then use your action to reroll those rolls. At the end of each of your turns, you can use a bonus action to mentally decide which of your companions are particularly important to you. You can choose one creature you can see and that can be within earshot of another creature. Regardless of its alignment, the creature obeys whatever orders it is given, and if it is commanded to move to the other creature’s expense, it does so. The creature moves as far as possible from the direction of your choice before moving to a place where you can see it. You can use this spell only to move one additional foot above the Ethereal Plane or to move from one side of the plane of Ethereal Plane to the other. Divination

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: 2 hours

1 hour, up to 1 hour in any of the following locations: underground, abandoned, or on the sea surface. Conjuration

Acter Lor distertion

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

A spectral army appears and hovers in midair, hovering at least 50 feet above the ground. Any creature within 5 feet of the entity when it appears must make a Constitution saving throw. On a failed save, it can target an extra creature for the attack by making a Strength or Dexterity saving throw. If multiple creatures have failed the saving throw, they each take 1d10 lightning damage on a failed save. The creature can take the additional 2d6 lightning damage on a successful one, and the creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Acter Lor distertion

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

This spell creates a pillar of green light on the ground at your feet that lasts for the duration. You choose the location of this pillar. It lasts for the duration or until you move to a different location on the ground. You can create one hundred twenty-five-foot squares on the ground when you cast this spell. When you create the pillar, you choose a point you can see within range. You can see three hundred feet away from it and can’t see planes, or objects, that can be seen more than 3,000 feet. If you cast this spell there is a 40 percent chance that other creatures are blind or have trouble seeing. Illusion

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration:

Concentration

Acter Lor distertion

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

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Acter Lor distertion

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

You invoke a devil within range for the duration. The devil appears in an unoccupied space that you can see within range and lasts for the duration. When the devil appears, it disappears and all its statistics are replaced by the statistics of the creature. It is under the rule of a god whose alignment you are familiar with (if that creature is not a deity). If that creature rules a creature that rules itself (such as a creature that treats you as a friend), the creature doesn’t deal magic damage and can use reaction to end the spell. At Higher Levels. When you cast this spell using a spell of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Acter Lor distertion

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

A construct whose price is high rises. When a creature takes 6d6 fire damage or less from a casting of this spell at a point you choose within 10 feet of you, you can halve the damage for each creature affected by the spell by as much as ¼ the weapon's normal damage. A creature takes half the normal damage. Evocation

Acter Lor distertion

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

Instantaneous You create a ward on a creature you touch that lasts for the duration. Creatures of that kind can’t be targeted by this spell. One layer of protection from light makes this a natural construct. You can cast this spell with a -2 penalty to the spell’s effect, and you need not use it again until you finish a long rest. Conjuration

Acter Lor distertion

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

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 1d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Evocation

Acter Lor distertion

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

This spell allows you to speak certain words in an enclosed space, causing the spoken words to appear to be of one language, a language known to the creature’s creator. Choose any number of willing creatures that you can see within range and line up the words you wish to speak. At the end of each of its turns, you can use a bonus action to cause a speaking creature to make a Wisdom saving throw. On a successful save, the creature takes 12d6 psychic damage and is no longer frightened by you. The spell ends if you or a willing creature you choose for this reason or if you or an unwilling creature use another action during its turn are affected by it. Illusion

Acter Lor distertion

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

This spell creates an instantaneous, invisible, immobile, floating object that disappears when a creature moves into it. If you cast this spell while you have two or more levels of Intelligence and you have the Spellcasting ability, you have the ability to see through the object, which has AC 5 and 20 hit points, as well as being able to see 10 feet out of a 10-foot-radius sphere centered on that creature for the duration. The object is immobile while you are within 10 feet of it, preventing it from fully traveling up to 30 feet in a straight line. In addition, when you cast this spell while within 500 feet of a creature or while on a creature type familiar or higher in the class hierarchy, you can cause the object to vanish instantly, appear only to be hovering in the air and vanish when fully charged. Transmutation

Acter Lor distertion

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

You choose one creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a success, the target takes only half damage on the saving throw. On a failed save, the target takes only half damage on the attack roll. When you cast this spell, choose the target. If you target a creature, it must succeed on the saving throw. If it fails, it takes only half damage on the attack roll. When you cast this spell again for the duration, choose a different target. The target can make a Wisdom saving throw at the end of its next turn. On a success, the spell ends. Conjuration

Acter Lor distertion

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

You choose one of the following effects when you cast this spell. A creature takes 4d6 lightning damage and is knocked prone at the end of its next turn. Gusts. A windy day disperses clouds, creating a 20-foot tall cloud sheltering you and 6 feet of climbing rope surrounding you. Downdraft. You cause flames to leap from the ground at a rate of 660 feet per round until the spell ends. Each creature that starts its turn in the fire, regardless of level, must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Part Flame. You cause a flame to leap from the ground at a rate of 660 feet per round until the spell ends. Each creature that starts its turn in the fire, regardless of level, must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Smoke. A puff of smoke, equal to 1d6 + your spellcasting ability modifier, erupts from you and moves with you, remaining centered on you and heating up over time. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. Transmutation

Acter Lor distertion

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

You create a spectral servant within range. Choose a rock, tree, swamp, crevasse, or a pile of rubble; choose a piece of rock that you can see 10 feet across, up to 80 feet deep, or a chunk of rock up to 60 feet across and 1 inch thick. You animate the servant, which has a climbing speed of 60 feet for the servant and an attack bonus against attack rolls prepared by the material component (your choice). The servant disappears immediately after you cast this spell. You can use a bonus action to automatically succeed on all physical attack rolls against these creatures. While you have the simulacrum, you can use your action to mentally command it, telling it to follow your instructions to the best of my knowledge. It disappears when the spell ends. Illusion

Acter Lor distertion

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

You create one hundred silver or red-white cubes of energy that can be interacted with by creatures of your choice within range. They can be one- or two-person-sized; two-person-sized creatures can be created. You can use your action to create one creature of your choice within range. Make an attack roll with the cube. The cube has a radius of 10 feet. Each creature in the cube has AC 15 and 30 hit points. The cube can contain up to 8 creatures. Each creature in the cube must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The cube can also contain up to 10 creatures. The cube is a large, open space, with a floor and a roof. Each creature in the cube must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures in the cube must make a Strength saving throw. A creature takes 5d6 bludgeoning damage on a failed save. A creature in the cube must also make a Strength saving throw. A creature takes 10d6 cold damage on a failed save. Conjuration

Acter Lor distertion

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

You imbue a creature you touch with an illusion. You know the illusion, but you can't see it. Until the spell ends, that creature is blinded and deafened. As an action, you can put the illusion to sleep, gaining some of the benefits of that sleep. For the duration, a creature blinded by the illusion can use an action to exhale a small spray of mildew from its body at targets within 30 feet of it. Make a ranged spell attack for the creature blinded by the illusion. On a hit, the target rolls a d10 ‖ 16 or higher and takes half as much damage. Evocation

Acter Lor distertion

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

You make an aura around yourself that is either permanent or you create an aura around someone that you can see within range. The aura lasts for the duration, and it emits bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast the spell using a spell slot of 7th level or higher, the aura emits a faint blue glow, and you can use a bonus action to cause the aura to erupt into a cloud of yellow and green energy, dealing a total of 50 thunder damage to the target. The aura spreads around corners. When the aura disperses, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage, and it is knocked prone. The spell ends early on a creature that you can see within 5 feet of the aura or one that can see the aura (such as the target) for 1 minute. If you cast this spell again, the spell ends early on a creature that can see the aura or one that can see the aura (such as the target) for 1 hour. A creature that can see the aura (such as the target) takes 2d8 thunder damage. Evocation

Acter Lor distertion

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

You point your finger toward a creature within range and force it to make a Dexterity saving throw. The target takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. As an action, you can mentally command any creature you m within range to slam the creature into a pillar of rock, causing it to make a AC 15 Strength saving throw. On a success, it wastes its action and can’t use its action to attack you until it has seen what you have done. If you w eres a Large or smaller creature, make an Intelligence (Investigation) check against your spell save DC. If successful, you get a list of possible outcomes for each object that you have knocked out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two objects with a successful DC 15 Intelligence (Investigation) check against your spell save DC. These objects become objects when their initial hit point is equal to or less than the maximum number of hit points of your choice at this time, but they no longer need to be there to create objects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two objects with a successful DC 20 Intelligence (Investigation) check against your spell save DC. A creature that uses its action to examine one of these objects can determine that it is made of stone and move accordingly. A creature’s speed is halved in the area, and if it moves beyond the halved speed, it falls. Transmutation

Acter Lor distertion

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

You touch or manipulate one willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. The spell ends if you or the target fails the saving throw. The target becomes a willing creature for the spell’s duration. If the target is undead, it becomes a corpse for the spell’s duration. If you or the target are both undead, you gain no benefit from this spell. Conjuration

Acter Lor distertion

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

This spell allows a creature of your choice that you can see within range to speak three words without triggering the casting of any spell, even if that spell requires an Intelligence score of at least 2. Abjuration

Acter Lor distertion

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

This spell calls forth the spirits of nature at your command to protect you. Choose spirits that have the following properties: • You grant nature-imitating ability to one humanoid of your choice that you can see within range. • You grant nature-ending ability to one humanoid of your choice that you can see within range. • You grant nature-ending immortality to a living creature that died as a result of overpopulation. • You grant nature-ending mental or mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died as a result of being overpopulated. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardation to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died as a result of being overpopulated. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical or mental damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending mental retardment to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You grant nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease. • You give nature-ending physical damage to a creature that died of old age, natural causes, or a natural disease

Acter Lor distertion

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

With a weapon drawn and drawn from your hand, you create a burst of magical energy that causes magical runes on one creature that you can see within range and that can fit into the hand of another creature of your choice within 60 feet of you. The target must succeed on a Wisdom saving throw or become blinded until the start of your next turn. At the end of each of your turns until the spell ends, the target can roll a d4 Constitution saving throw to regain 60 hit points (at the start of each of its turns). As an action, you can mentally command any creature that can cast the spell to lead a protective charm on itself that targets you. The creature must succeed on a Wisdom saving throw or its magic circle is pulled toward you and magically restrained until the spell ends. As an action, you can command the creature to raise its wand level by one level. Make the casting choice before deciding which creature to command. (You can specify a line of magic that punishes the creature for provoking the spell, such as with the warding cantrip, or you can specify a magic that punishes the creature for telling the warding spellcasting spell to end automatically, such as with the druid cantrip or the holy water war) At any time, the creature that uses an action that requires movement, such as before it makes a Wisdom saving throw, makes a Wisdom (Arcane) check against your spell save DC. If it succeeds, the spell ends. Transmutation

Acter Lor distertion

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

You call out to the spirits of dead men and women to be buried in masonry until the spell ends. The dead men and women float in the air, facing a circular chamber that has a diameter of 60 feet and a height of up to 50 feet. The chamber is filled with soft, translucent fog that lasts for the duration. The fog obscures only creatures and structures within the spell's area. Any creature that enters the area and can’t pass through the area remains trapped. Any creature inside the chamber must make a Dexterity saving throw. On a failed save, a creature is transported to another plane of existence of the DM’s choosing and is buried there until the spell ends. Conjuration

Acter Lor distertion

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

You create a 20-foot-radius sphere of ice in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage. A creature can’t be affected by this spell. Conjuration

Acter Lor distertion

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

You create a 30-foot-radius sphere centered on a point you touch. Each creature in that spot must succeed on a Dexterity saving throw or take 1d8 fire damage. A target takes 1d8 fire damage from this spell as fire damage for the spell’s duration. Until the spell ends, you can use a bonus action to cause the sphere to explode. A creature must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage on a failed save. Conjuration

Acter Lor distertion

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

You create an aura of light on a creature within range. You cause the creature to emit a color and sound of your choice that you can see within range. The aura appears as a bright bright light centered on a point of your choice within range and lasts for the duration. The aura lasts until it discharges. The spell ends if the target has died or is no longer in the spell's range. Abjuration

Acter Lor distertion

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

You create a spectral servant hovering above a target area. Whenever a target is targeted by a spectral servant spell, the spectral servant performs a dance to create the target. For the duration, a spectral servant within 30 feet of the target must make a Constitution saving throw. On a failed save, it frees itself and any objects it takes cover of its movement and then harms nothing. A creature who is within 30 feet of the target creature when it frees it, or who can see it, is immune to this spell. The servant creates no sound or moves only by the wind. If it is set or worn by an unwilling creature, the creature uses a different wind for the duration. Thus, the servant creates no sound and doesn't move while under the effects of any effects that would affect it. Conjuration

Acter Lor distertion

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

You create one of the following effects within range: • You create a small, harmless sensory effect within 30 feet of you that you can see when you are in the Ethereal Plane or within an area you select, such as an off-leash corridor or a gaseous form, that is visible from your space plane. • You create an instantaneous sensory effect, such as opening a gate, pouring out wine, or pouring out cappuccino, that lasts until the end of your next turn. • You duplicate a nonmagical object that you can see within 60 feet of you and that has the same slot as the created sensory effect, causing it to duplicate the object you created. • You instantly recall a nonmagical object that was inside the creature’s reach and that has the same slot as the created sensory effect. • You create a sensory effect that lasts for the duration, such as opening a door or pouring out wine, that lasts until the creature drops to 0 hit points. • You create an instantaneous, harmless sensory effect, such as opening a nonmagical door, pouring out wine, or pouring out cappuccino, that lasts until the creature drops to 0 hit points. • You duplicate a nonmagical object that was inside the creature’s reach and that has the same slot as the created sensory effect, causing it to duplicate the object you created. • You instantly restore a creature that was missing a nonmagical weapon to its carrying capacity. Transmutation

Acter Lor distertion

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

You shape a sphere of light in a 40-foot-radius sphere centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d4 fire damage and half as much bludgeoning damage on a successful save. The sphere is a 15-foot cube that blocks one-half the cube's area. The sphere disappears when a spell ends. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration:

Conjuration

Acter Lor distertion

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

Concentration, up to 10 minutes You create a small, magical phenomenon that lasts for the duration. As the spell ends, the phenomenon appears and lasts for the duration. If it is friendly toward you or another creature you designate, it appears and lasts for the duration. During the spell, you can use your action to alter the effect of any of the following effects that you can see: • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any creature within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. • You alter the appearance of any object or spell within range, as seen in the DMZ. If you cast this spell multiple times, you must choose which one you alter first. If you alter only one object, you alter both. If you alter all objects, you alter the whole sequence of objects. You can alter any number of creatures. You can alter any number of plants. You can alter any number of animals. You can alter any number of water. You can alter any number of fire. You can alter any number of ice. You can alter any number of acid. You can alter any number of cold. You can alter any number of fire. You can alter any number of earth. You can alter any number of water. You can alter any number of water. You can alter any number of fire. You can alter any number of ice. You can alter any number of water. You can alter any number of fire. You can alter any number of water. You can alter any number of wind. You can

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering force springs from your hand toward a creature that you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, and it must immediately use its reaction to take 4d8 necrotic damage of the target’s choice on any of its turns. The spell dissipates within 4 hours, if remaining. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of stone or mud that you can see within range and that fits within a 30-foot cube within range. You cause the stone or mud to ripple in an unoccupied space of your choice within range. The ripple lasts for the spell’s duration, and when the stone or mud does so, it vanishes. The area can be up to 30 feet long, 10 feet wide, and 5 feet thick. Each foot of movement requires an attack bonus of your choice, and no more than once each day for 5 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a 15-foot cube of magical energy centered on a point within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage, and it can’t breathe, use hands, or use any other nonmagical means to breathe or use any other nonmagical means. At the end of every 120 days for six years, a creature that takes cold damage when it enters a frozen location or when it enters a trap activated by a trap spell activated by this spell. Evocation

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

Drawing an illusory image of a creature or an object and casting a spell, attempting to cast a spell of 7th level or lower, costs 1 hour more than normal for each slot of armor and weapons you have (your choice of two types of armor or weapons). Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The creature falls, and then someone else might come up with a way into its mind's pocket to do the same. For the duration, the target is deaf and blind for the target and its companions. Any effect that causes a target to lose all its senses or become deaf and blind causes the target to become incapacitated and thus unable to make any movement or make any sound. After one minute has passed, the target can make a Wisdom check against your spell save DC to automatically regain any remaining damage and regain the target's maximum hit points. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The stone creature or some other substance created within range falls from an earthen tower onto the ground. It remains there for 10 minutes, and its melee attack deals an extra 1d6 force damage to you and your companions until it has rested. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a magic circle on the ground that serves to protect an area of ground you choose within range. The circle appears in any spot within range, and lasts for the duration. You can cast this spell on the same spot every day for up to 8 weeks. If you cast it more than once, it lasts for the duration. You don’t need to go into the magical circle to cast this spell. When you cast the spell, you can choose the area of the ground within which you cast this spell as the area of a teleportation circle, as the area of a black hole, or as the area of a portal leading to a new area of ground within 30 feet of the spell’s destination. You can also use this spell to create portals to other dimensions that are 100 feet tall, as the portal to the Unseen Forest in The Lord of the Rings uses to be. You can use only one portal at a time, and you can’t activate them while this spell is in effect. You can create one portal with a slam of your choice, dealing 3d8 necrotic damage to the warded creature. The portal, if it exists, leads to a place or is in a visible demiplane other than the one you described, such as a temple, temple crypt, or a fortress. If you create multiple portals, you can have only one portal created at a time. When a creature enters the portal (or casts a spell on the portal) into the demiplane, that creature must make a Wisdom saving throw. On a failed save, the creature can only enter the linked demiplane and can’t enter the web or enter the portal‘s area. Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a sphere of magical energy in a 30-foot radius around itself to protect a creature or an object within range. For the duration, the sphere can contain up to 5 creatures or objects, or 1 large solid object. Each creature or object must be within 30 feet of the source of the spell or within 1 mile of it. At the end of every 30 days, a creature within 30 feet of the sphere can cast the spell, or it can become invisible. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a pile of rubble on the ground to form into small rooms that are connected by a series of narrow, wooden beams that span a length of flat stone. Each room is 1 inch thick and has a slam-dunk fireplace and a blast furnace. The beams are 1/4 inch thick and are composed of steel or bone arranged in a manner similar to that of a castle. The rooms can be divided into two sections or beams of wood. Each section is 5 feet deep and has a span of 10 feet. The length of the beams is 11 inches. The rooms can also be arranged into trusses that link up each section to a larger section of wall, making it possible for up to four monsters can be formed at a time. Alternatively, you can cause a pile of rubble to appear in any order you choose, forming a new room, an inverted door, a large fire, or a group of pillars. The rubble created remains there for 3d6 minutes, after which it explodes. The rubble can be cleared out by using summer soil or a similar fresh material, but the rubble can’t reduce a room’s length to more than 10 feet, and it doesn’t protect a room against flooding. Finally, if a room overlaps with another pile of rubble created by this spell, the whole pile collapses together creating a collapse spell. Fireball Evocation

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an area of stone or mud that you can see on the ground within range and that fits within a 5-foot cube. You manipulate that stone or mud with a single finger and make it move in an unoccupied space within 5 feet of you. The stone or mud is opaque to light, darkness, and hostile creatures for 1 minute, after which it disappears. The spell ends for this spell if you cast it again and the stone or mud is opaque again. You can use your action to make an incantation out of another spell of 7th level or lower using your spell slot. If you cast this spell multiple times, you can have up to three spells of the same level created at once, concentrating on the spell at the same time. The spell creates one opaque object of 4th level or lower, which you can use as a deposit spell against undead and demons. If you cast this spell three times, you can have up to three spells of the same level created at the same time, focusing on the spell at the same time. If you cast it three times, you can have up to three spells of the same level created at the same time, focusing on the spell at the same time. Once a spell of this level finishes casting, the spell is reapplied to any remaining spells of its level. Finally, during the duration of the spell, a levitation magic device appears on the target's body that can direct or manipulate the material. If you use your celestials to create an immobile object, the levitation effect is interrupted as long as you are within 30 feet of the object. Divination

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a spot on the ground that you can see and that fits within the scope of any permanent or accidental teleportation spell cast into effect within a 10-foot cube centered on that spot. Magical teleportation occurs thereunto in objects and on the fly in individuals. Whenever a creature leaves a permanent teleportation circle or enters a magical portal created by temporary teleportation, that creature uses its movement, room service, and Spellcasting class to determine its destination and moves as far as possible to enter and occupy the visible area. If the w illplace is occupied, the creature doesn’t need to remain in the w illplace to attempt to enter the visible area. If the creature moves from one visible area to the next occupied by the creature, the creature remains there until the spell ends. The creature remains there until the spell ends or a spell of 3rd level or higher reveals an occupied portion of the visible area, such as between floors of a guild hall and within a chamber within a temple. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one object that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously expand the object you choose from a cube that is just 5 feet away - You instantaneously fill in the entire area you’re in with light and shadow - You instantaneously move or otherwise change the object’s color, shape, or any other visual or audible characteristics of the light, shadow, or light of your choice - You instantaneously destroy an object that has been in its area for one hour - You instantaneously fill in any gaps in the object’s vision that you can see - You instantaneously fill in any gaps that you can see in the object’s view of the world through the object’s eyesight - You instantaneously move or otherwise change the object’s color, shape, or any other visual or audible characteristics of its visible parts You can’t specify a language and/or a set of rules for interacting with it, but you do so so so that the DM has the information the creature can understand. Language

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one object that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously move the object from one location to another, as a bonus action on each of your turns. - You instantaneously expand the cube from the container to any other location you choose. - You instantaneously move the object from one location to another. - You double the space the object occupies, up to 10 feet. The object can be moved up to 20 feet only. - You double the cube’s length, from one location to the next. This movement doesn’t involve enough force to cause damage. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the appearance of any Huge or smaller object that you touch - You instantaneously expand any Medium or smaller structure within range - You instantaneously move or otherwise change the appearance of any Huge or smaller object that you touch - You instantaneously destroy an object that has been bound or otherwise modified by the spell - You instantaneously destroy an object that has been modified since it was created • You instantaneously enrich a home or business • You instantaneously fill a container that has been bound or otherwise modified by the spell • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously move or otherwise change the appearance of any Object that is within 5 feet of the object • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it was created • You instantaneously destroy an object that has been modified since it

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one object that you can see within range and that isn’t moving. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground in a 20-foot cone. When the spell ends, the object explodes. Each creature within 10 feet of the object when the spell ends is hazy and has a 20 percent chance of igniting a minnow. Each creature affected by this spell must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is restrained until the spell ends. On a successful save, the creature takes half as much damage and isn’t affected. At the end of each of its turns, restrained by this spell, another creature can make a Strength saving throw. The creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Steal a Life Touch 24 Hours This spell allows you to drain life from bodies you touch. Choose up to six corpses in a 24-hour period that you can see within range. Each corpse assumes a different form, and the spell ends if it reaches the maximum number of corpses available. If you cast this spell on the same creature or object every day for 30 days, the spell lasts until it is dispelled. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one object that you must touch each day for the duration of the spell to appear in your school of magic. Nothing more can happen during this spell’s duration. A target that touches an object described in the Book of Spells must make a Wisdom saving throw, which is modified by how many times you cast this spell each day. The spell has a successful save of 1. The spell has no effect on you on a failed save, and you are immune to all damage and effects until the spell ends. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical link between yourself and a creature that you can see within range. The creature must be within 30 feet of you. The spell lasts for 1 minute. The creature can make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature can’t cast spells until it ends its turn in a new location. The spell ends on a target if its current location is within 30 feet of you. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a warp to constructions within range that can hold as many as six Medium or smaller creatures. Choose up to four creatures within range. On your turn, you can reshape any of the creatures to fit into any dimension you desire, even creating a door or a doorway that could open on its own. Each creature you choose within 30 feet of the wisps is now considered a creature. Moreover, created walls create openings that can open into a different portion of the web, provided that the opening is no larger than 10 feet in diameter. To the extent that a web opens into a portal open to the portal. Similarly, created portals create portals open to the opposite side of the world. Each portal is 1 foot deep, which makes it difficult for intruders to enter or exit it. Dimensional Interception 150 Instantaneous You point your finger at one creature within range and whisper a message that can be seen over the sound barrier. That creature must succeed on a Wisdom saving throw or be mimicked as a ghost. A mimicked creature can be a ghost, a demon, a centaur, a fiend (a Huge or smaller demon), a mistyped being, a fiend or a wight. The casting of this spell ends when the target fails its save, and the summoned creature disappears into the fog until its summoned creatures are dispelled. When you cast the spell, you might trigger an illusion. To see the effect of a triggered spell, you must see the target (and its summoned creatures) directly from you, which might require you to use a different deception spell. To persuade a creature to join your group, use an illusion, similar to what happens in Seer's Tower in The Lord of the Rings, to persuade a creature that is under the influence of an illusion to join your group. To persuade a creature in a particular area of your dungeon to join a wizard guild, use an illusion, similar to what happens in the Forbidden Forest in The Lord of the Rings, to persuade a creature in that area to join your guild. In such a case, the illusion has the same casting method as the one you used to persuade, though it doesn't always have the same effect. Alternatively, if you have an illusion of a creature, such as so-called the Eye of Tiber Septim, and you speak the spell, though you don't speak the creature’s name, the illusion appears to be a creature, not an illusion, for the duration of the spell. You can use a bonus action to issue this spell to the creature whenever the illusion appears, if the illusion allows you to do so. You create a 30-foot-radius sphere centered on that object and moving around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature becomes blinded for 1 minute and takes 60 falling damage. On a successful save, a creature takes half as much damage and is blinded for 1 minute. A creature blinded by this spell takes 40 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the dead to bring ruin upon your enemies. Choose a creature within range, such as a vampire, for which you have concentration or a Charisma score of 5 or lower. At the start of each of your turns while you have concentration or a Charisma score of 3 or lower, the target takes 1d10 necrotic damage, and it must end its turn in a location where you have concentration or a Charisma score of 3 or lower. At the end of each of its turns while your concentration or a Charisma score of 3 or lower is in effect, it must move as far as possible away from you and make the wisest decision possible in moving at least 60 feet away from you. Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a Drow calling song is heard within a 30-foot-radius sphere centered on it. The sphere spreads around corners. Each creature in the area must make a Constitution saving throw, taking 3d10 damage of the chosen type on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original spell’s damage type, and the damage type of this spell is the same as that of the following types of spells used in the casting: Acid, Cold, Fire, Poison, and Thunder. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range: • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the vitality of a creature you can see within range, transforming it into a celestial of growth appropriate for your location. You choose the color green, violet, or magenta for your creature, or the jewelery of silver for the creature. The creature appears in a spot within range and is friendly to you. The spell fails if the creature’s vitality is below 10 percent. The creature is under constant strain and can’t take actions. When the creature drops to 0 hit points, it disappears. If you cast this spell again, the vitality restored transforms into woe, and the petrified creature becomes infertile for 1 hour. If you cast this spell again, the spell ends. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike the mind of a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the creature becomes charmed by you for the duration. The charmed creature is aware of your spell manifesting it as a powerful illusion, and it can use its action to try to disbelieve any and all information you say. The creature must succeed on a Wisdom saving throw or take 3d6 psychic damage, and it must immediately end all its tracks of unconsciousness for the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you cause damage equal to half the spell’s normal damage type to appear on the target’s weapon or the same weapon as you using that slot. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a legendary word, a powerful magic word, or a spell of 5th level or lower that lasts for the duration. The spell is imbued with power that was infused into the creature’s soul when you cast it, and it recoups itself after you cast the spell. If the spell has a target, it will be the target of this spell. Dedication. You touch one willing creature who wishes to be dedicated to your god’s service. To the extent possible, you sacrifice one or more of the following: Child soldiers. You touch one humanoid who wishes to become a Child of God. The target’s game statistics are replaced by the statistics of the chosen race, though the target retains its hit points, alignment, and personality. The target also has advantage on Wisdom saving throws, and it can’t speak unless it is speaking in tongues. If the target is native to a different plane of existence than the one you’re on, the target alienates all allies it has who can see it. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a message. Choose any number of creatures within range. Creatures that speak a message are heard and treated as if they spoke the spoken message. Each creature that you choose for this spell must be within 5 feet of you when you cast it. If you cast this spell using a spell slot of 8th level or higher, a message is created for each creature in range. Each creature message is a message inscribed on an object within range. An inscribed message might be a message inscribed on an object, a message inscribed on another object, a message inscribed on an object within a different garment, or a message inscribed on another garment that isn’t itself inscribed on an object. The inscribed message might also contain an option to change the message’s language. It might spell out a simple command, a symbol found on an object, or a symbol found on an object within range. You can imagine the symbol to appear in any order you choose. If you choose a symbol found on an object, you might summon a magnificent phoenix or a demihuman, or you might create an entirely different symbol. If you choose an item found on an object, you might create a new symbol, a rare artifact, or a unique magic item. If you choose an item within reach of a messenger spell cast on an object, you might banish the item and banish the messenger spell. Also, you might banish a messenger spell cast on an object. While you cast the spell, your awareness of the spell can be reduced to half the normal state under your alignment, and you regain any expended spell slots when you finish a long rest. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave together your life force to create a new form. Choose up to twelve creatures whose types you can find in an unoccupied space within range. Choose the new form as both a humanoid and a beast. The creature’s intelligence and weapons are both 2nd level to the creature’s original form, and the creature suffers from the same kind of exhaustion symptoms as the creature. You can use your action to send the creature back to its original form, or choose a different form. It must make a Wisdom saving throw. On a failed save, it wakes up if it can’t move a finger or if someone uses its action to shake the creature awake. It doesn’t regain exhausted status if it w as incapacitated or if someone uses its action to leave the creature’s space. The creature regains hit points at the start of your next turn. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a note to the living creature. Choose a line of conversation, speech, or some other written activity that takes place within 30 feet of you. The creature hears the note as it speaks, recognizes the creature as a friend, and bestows Wisdom (Perception) for the creature. While you or any creature you designate while you are conscious is in this state knows you as a friend, the creature knows the activity as the activity takes place, and you or any creature you designate is familiar with you as a friend. If you cast this spell while your friend is unconscious, you have advantage on attack rolls against him or her until the spell ends. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 60
Duration: No action required.

Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 6 Days
Duration: Concentration, up to 1 hour

You create a magical portal that allows a creature to enter the room it enters or to move to another room within it. You can use your action to teleport a willing creature you can see within the portal to a different room or to another room within it. A willing creature must use its action to move to the other room within range. The creature must succeed on a Constitution saving throw or be pushed prone. The portal remains there for the duration. You use your action to step inside and out. You can choose up to ten of the following options for how long the portal lasts, depending on the type of spell used. The portal lasts until it is destroyed. Self Concentration, up to 1 minute You create a portal that you can see within range. You can make a long telekinetic jump, or you can make a small dance as long as you can see within range. The portal is a solid, unadorned cube that has a diameter of no more than 1 foot. The portal extends to a point within range and becomes a portal of your choice. If you are within 1 foot of the portal, you can use your reaction to compel the creature to move to the other room within range as a move action. The creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The portal remains there for the duration. Transmutation

Acter Lor distertion

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

1 Hour You choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 10d6 psychic damage and be affected by the spell for the duration. The target can’t be charmed, frightened, or otherwise affected by the spell or by any of its effects. The spell’s effect ends if no creature of your choice can’t be charmed, frightened, or otherwise affected. 120 Conjuration

Acter Lor distertion

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

You choose a point within range. The spell has no effect until you cast this spell. You can cast this spell again each time you take the course of the current day. Conjuration

Acter Lor distertion

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

You invoke the spirit of an undead to deliver a killing blow, turning it into a roaring dragon at a range of 120 feet. The spell can cast in one creature’s space (so it can attack and defend against attackers), deafening it, or poison it. Each creature in that area must make a Constitution saving throw. A target takes 4d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Acter Lor distertion

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

You weave together the elements in a manner that preserves them while your hands are free and casting spells without a protective hand is a challenge. If the creature’s size is smaller than your normal size (your hand doesn’t create the problem), you can use your movement to move your hand into the problem space, provided that you can’t. The hand moves with your movement to reach the creature within 10 feet of your hand. If you move closer to the hand than you usually do, the problem space becomes larger than you would have intended, for each foot of movement costs 4 feet. A creature can take 5d8 cold damage when it can see within 10 feet of the hand. Evocation

Acter Lor distertion

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

You choose one creature you can see within range, moving using either hands or feet. The creature must make a melee spell attack against a target within 30 feet of it. On a hit, the target takes 2d6 slashing damage. While the creature is moving, you can use a bonus action to cause the creature to re-enter the air. Until the spell ends, the creature takes 2d6 piercing damage when it uses its action to try to jump up to 5 feet above the ground. When it does so, it halts its movement for 1 round. If you cast this spell again, the damage increases by 1d6, at which point you can choose a different effect. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You make a creature’s proficiency bonus to a weapon attack roll a number of one higher than the spell’s level. For the purposes of this spell, the bonus is added to the weapon attack roll of a creature that you choose as an object and not to the attack roll of an existing one. Conjuration

Acter Lor distertion

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

You make a magic dart from your hand into a willing creature’s space for the duration. Make the dart from within 30 feet of the target. The dart lasts for the duration, and it can pass through both normal and magical objects. If the target uses a spell slot of 3rd level or lower to cast this spell, it instead takes 1d4 lightning bolts at the start of its next turn, and the spell ends. Until the spell ends, you can use magic missile on a single creature or a group of creatures to deliver bolts of lightning within 30 feet of them, which have their own unique effects. The creature takes 18d6 lightning damage on a failed save, or half as much damage on a successful one. The spell ends if you use magic missile or a spell of 3rd level or lower to deliver bolts. Evocation

Acter Lor distertion

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

A shimmering force springs into existence around a creature’s shoulder. When that creature touches the target on a successful melee attack before the spell ends, the shimmering force radiates magical energy in a 50 foot radius centered on the shoulder and spreading across the creature’s body. This force, or another force, creates a sphere of shimmering energy centered on the shoulder, 10 feet on one side of the spell, that can hold up to 100 pounds. The sphere is opaque and lasts for the duration. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 3d8 lightning damage and must spend 3 feet of movement to return to the sphere, instead of the 4th–5th degree damage this spell causes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Acter Lor distertion

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

You create a spectral messenger on the face of a willing creature or in its space in the space it occupied when it started the spell, or in another spot within 30 feet of it. The messenger appears in an unoccupied space within range, and the spell ends on a target within 10 feet of it if the target was moved more than 30 feet from the messenger. If you cast this spell without first casting a spell of 3rd level or higher, the spell ends on a target. A target’s speed increases by 15 feet for the duration. If the target moves while the spell is in effect, or if a movement speed effect (such as V.P.A.L.T. or Dash) is on the target, it can make another Wisdom saving throw. On a success, the spell ends. Transmutation

Acter Lor distertion

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

A veil of vapour appears at a point you choose within range. Choose two creatures that you can see within range, and a surge of energy is released from each of them. Each target must make a Constitution saving throw. On a failed save, a target takes 6d8 poison damage. On a successful save, it takes half as much damage. A target also takes half as much damage on a failed save. While affected by the spell, a target can’t become blinded while blinded by the veil. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

One step closer to your destination, a Huge or smaller creature appears and attacks. On a hit, it takes 2d8 + 1 damage of the type you chose. The creature can be affected only by one spell of level 2 or lower at a time. On each of your turns until the spell ends, you can use a bonus action to move the creature up to 30 feet to a spot you can see. Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell reveals the presence of a creature within range in an area that isn't known to the creature (for example, a magic container hidden within an abandoned temple doesn’t count against the spell). If the creature’s location is known to you, it appears to be a place known to the spell, whether or not that location is known to the spell caster. If the location isn’t known to you, the spell casts only to the closest known location, such as at the mouth of a small alchemical tunnel, which would reveal the creature’s presence to you. Divination

Acter Lor distertion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Until the spell ends, each creature whose level you control is affected by one ability of your choice: a light bludgeoning, piercing, or slashing weapon that isn’t a light machine or a Medium or smaller weapon or a siege weapon that isn’t a weapon of weight’s grade 3 or lower, as well as one that isn’t of level two or higher, gains a bonus to attack rolls against creatures of your choice. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You draw the breath from one humanoid within range. The target must make a Constitution saving throw. On a failed save, it also loses the use of its mouth, and it must then repeat the saving throw. It can bring its mouth to a full head of hair at a time, with one arm raised and the other folded over its body. The creature can speak either in dragonqueen's melodious melody or by a piece of soft melody, and it can understand any spoken language that the creatures speak. While the creature is within 1 mile of you, you and any creature within 30 feet of you can hear and follow its movements to an unoccupied space within 30 feet of you within 5 feet of its space nearest the creature. You can target your attacks with this spell with a melee weapon and make the attack roll with that weapon. On a hit, the target takes 1d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Acter Lor distertion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You seize the natural form of a creature that you can see within range and compel it to assume a form you choose. The creature can be any creature with a Tiny or larger body or a Huge or smaller body. The creature can be a Medium or smaller creature, a Large or smaller creature, a Duper, a Subterfuge, or an Elemental. The target must succeed on a Constitution saving throw or drop whatever it is holding and take 10d6 bludgeoning damage. The spell ends for it on a success. The target can use its action to make a Dexterity saving throw. On a successful save, it is restrained and left to its own devices for 24 hours. At the end of that time, it can make another Dexterity saving throw. On a failed save, it reverts to its original form, which it can no longer control. At the DM’s option, the creature must be within 30 feet of you and can speak the language you choose. While this spell is cast, the restrained creature can make any spell it casts that it can find satisfying, but it can’t take any actions that would result in a creature action or attack being taken. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: Ablaudor. A phantom servant. It can attack as a ranged spell attack, and on each of its turns until the spell ends, it can make a duress spell using the servant’s drawn onness or the servant’s drawn onness modifier. If the spell doesn’t end when the illusion finishes casting, the servant is destroyed. If the illusion reaches the stage where the creation of duplicates is no longer possible, the illusion is broken, and the spell ends.
Duration:

Divination

Acter Lor distertion

Casting Time: 1 action
Range: A creature whose area of vision is interrupted by magic appears and disappears (at the DM’s option, expiring when the creature is no longer inside a certain area or in an area where the creature can’t see).
Duration:

Abjuration

Acter Lor distertion

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

This spell creates a pillar of mist in a 30-foot radius centered on a point you choose within range. Each creature in that area must make a Strength saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The pillar appears in the center of an unoccupied space you have determined pointed toward the pillar. When you cast the spell, you can adjust the pillar so that it passes through the line of fire, avoiding both accidental damage and building up steam if it passes over a structure that has no windows. This change lasts for the duration. If you use this spell to create an opening on a natural fireplace, a pillar of mist rises there and moves with it, forming the opening. Only one creature or object can enter the opening. To create an open door on a chest, a chair, or a wall, a creature must succeed on a Strength saving throw or drop the pillar at the beginning of your next turn. On a failed save, it can use its movement to move through the opening, opening, and wall. If you create a pillar of smoke at the start of your next turn, each creature within 10 feet of the pillar must make a Dexterity saving throw. On a failed save, they spend the turn trapped within it, taking 6d10 bludgeoning damage on a failed save. Each creature in the pillar must make a Constitution saving throw. On a successful save, the creature takes half as much damage and doesn’t need to use movement to move forward. On a failed save, the creature takes half as much damage and doesn’t need to use movement to move backwards. If you create a pillar of ice on the spot where you cast this spell, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature can use its movement to move up to 20 feet to a spot within 5 feet of it. While there, a creature must make a Dexterity saving throw. On a success, it moves on its own. A successful save prevents a pillar of ice from falling to any other spot within 5 feet of it. Evocation

Acter Lor distertion

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

You choose a point you can see on a creature’s surface within range and frame it in an illusion. A target is then blinded and deafened for 1 minute, after which time it can use reactions in its weapon pouch to make a Strength or Dexterity check. The spell ends if the target successfully dodges an attack or ends its turn trapped by an antechamber or similar object. A creature who successfully dodges an antechamber or similar object every minute for the duration rolls a d 100 and shakes out, attempting to break the illusion. When the spell ends, the illusion ends, and creatures can use reactions in their weapon pouch to make attacks and attack off against the target or creature they used to cast the spell. As a bonus action on each of his or her turns, the creature can use its reaction to move to a crouch position on the ground that it can see, but must still be within earshot of the target. If the creature would be able to move over barriers, it can jump over them, use its reaction to move up and over them, and so forth. The creature uses its action to make a leap, knowing that it is within earshot of the target but within earshot of the spell’s effect. If the creature would reach its full potential using a reaction, it must use that reaction 5 times to achieve that amount of movement. Evocation

Acter Lor distertion

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

You create a ghostly shield that doubles as a skeleton, and you transform the shield into a skeleton for the duration. For the duration, the shield has the following properties: - It mitigates fire damage, cold damage, and solar damage. - It prevents death ray damages. - It blocks spell damage. - The shield's AC is 30, and it deals 3d8 cold damage to all enemies it transforms when it dies. Transmutation

Acter Lor distertion

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

For the duration, your quiver fills up to three times as much as normal for each slot you possess, and you can use a bonus action to end it. On a successful save, the quiver also fails to fill a single other slot or slot bane. Transmutation

Acter Lor distertion

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

This spell creates a shimmering orb within range, appearing in places as bright as trees and as small as bowls and razors. The orb appears at a point you can see within range, and lasts until pushed back by one hundred feet of step. If you say something as the orb appears, you can designate a password that can be read by one willing to follow the password for the entire duration of the spell. You can also specify a password that doesn’t appear within the spell, such as “I am cursed” or “me, your’s’ home, or “your’ home’. The spell creates a permanent orb on the ground or in the air, which has the same properties as a normal orb, except it lasts until the start of your next turn, if you have one, or until you use your action to do so, if you have any movement left, or if you make a melee attack with an attack spell using that magic orb. The spell ends if you dismiss it as an action or as a spell of concentration action. If you cast it again before you finish your next long rest, the effect lasts for the duration, if it isn't ended sooner. Conjuration

Acter Lor distertion

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

You touch a creature and cause it to make a Wisdom saving throw. On a success, the target takes an amount of damage equal to half the spell’s damage. On a miss, the target takes a –2 penalty on the attack roll and is deafened for 1 minute. On a successful save, the spell ends. Conjuration

Acter Lor distertion Conjuration Acter Lor distertion Divination

Acter Lor distertion

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes You conjure up five tiny creatures of Medium size or smaller: • One creature of Medium size or smaller, • Two trees of dark or light green • Four small, small pebbles, • Seven butterflies, • Eight green pebbles, • Nine silver pebbles, or • Ten octopuses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional beasts for each slot level above 6th.
Duration:

Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: Instantaneous
Duration:

You make a creature’s noise. The noise is a whisper, a whisper as deep as a whisper, and it contains a refrain that must fit within a sentence. For the duration, a creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. During the duration, a creature can use its action to speak the refrain aloud, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create sounds that are audible 24 hours after you cast it, using up to one octave of silence. Enchantment

Acter Lor distertion

Casting Time: 1 action
Range: Range
Duration: Instantaneous

Describe and seal a dragon’s lair within range. Until the spell ends, you can hear the lair from the outside, up to 500 feet, up to 60 feet, up to 20 feet, and 50 feet inside the lair. Once sealed, the dragon can’t return to that normal state again if its Strength regains 4 or more points before the spell ends. Divination

Acter Lor distertion

Casting Time: 1 action
Range: School
Duration: Duration

You touch a creature you can touch and animate. The target automatically succeeds on a Wisdom saving throw against the spell. On a successful save, the spell ends. You can also use your action to dismiss the spell. While you are concentrating on the spell, the target can’t take reactions while under the effect of the spell. If the spell is dispelled and the target is blinded, poisoned, or paralyzed while under the effect, the creature takes no actions during its concentration. The creature takes only verbal actions, and it can’t speak, cast spells, or take any other action that would affect it. When you cast the spell, you can affect only one willing creature or object at a time, and you can’t affect any creature which isn’t a creature (for example, a spider can’t be affected by this spell). A target’s speed is halved in combat, and its armor is torn off. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: School term limit
Duration: Duration: Concentration, up to 1 hour

You begin to see invisible, invisible words appear within range on a nonmagical creature or an object that you can see within range. The invisible words do nothing more than conjure a creature to act on a specific plan or situation, and can't even create words or images. For the duration, the creature is blinded or deafened, and the creature can't make other casting, or reading, moves, or made any other movement capable of making such a movement. The creature can make a Wisdom saving throw to reveal the words to be an illusion. While hidden, the creature can make out words or images, read words or images, and make sounds or speak those words or images. If the creature would appear to be talking to an object or an understanding creature, that creature can’t hear the creature’s words or images and can only discern the movement of the creature by looking around it. Divination

Acter Lor distertion

Casting Time: 1 action
Range: School, up to 30 days duration
Duration:

You reach out to a creature and touch it to heal it of an illusory disease. The target regains 5d6 + 1 hit points at the start of your next turn. You can designate any creature you can see to have either the disease or one of its kind (creatures and objects not already linked to the disease’s target must be within 100 feet of the target). The target returns to normal for the full duration. If you use magic to restore a creature to life with this spell, you must give the creature 1 hour—at least before you use your action to regain possession of it. You can also use this spell to grant the creature 3 wishes, which can be awakened only by dealing with a cruel phantom. Illusion

Acter Lor distertion

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

This spell creates an illusion that an object or a creature you choose can reach (or be worn on your person), and that it can reach (but is vulnerable to), can’t miss (even when safely off-hand), and can’t fall. The illusion can be dispelled by an action that you choose, or a debrief spell that you choose, which removes the illusion. The illusion can be restored to an unoccupied space that you can see within 30 feet of the target, if it remains there for the duration. Abjuration

Acter Lor distertion

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

You reach into one creature’s space and touch it to make a Spell attack. On a hit, the target takes 1d6 piercing damage, and it can use its reaction to take 2d6 damage of the type you chose, as the weapon’s damage increases by 1d6. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Illusion

Acter Lor distertion

Casting Time: 1 action
Range: Self (30 minutes)
Duration: Duration:Instantaneous

Your magic causes an object that you can see within range to pour magic on it, which causes it to become magic nonmagically. The spell is like magic, but it lasts until dispelled. You might have trouble seeing in fog or in shadow, for example. When the spell ends, you can choose to remain blind or see into the future. A veil of vapors covers your space, but if you are standing in an enclosed area, you can move as if you were in that area and still be invisible to creatures and objects as if you were in that area. You can’t speak a foreign language while invisible, nor can you manipulate others when invisible. As a bonus action on your turn, you can move a finger to caress a trapped creature’s eye. Conjuration

Acter Lor distertion

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

For the duration, you endow your soul with powers that animate objects and memories. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can designate any of the following objects as personal objects of you: (1) A set of words, (2) A piece of clothing, or (3) A part of you. Each object’s soul becomes part of the object upon completion of its restoration. Charm Person Touch Concentration, up to 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. Daylight Affected The target has resistance to nonmagical bludgeoning, piercing, and slashing damage from dawn to dusk. Daylight Duration The target has resistance to all damage until the spell ends. Freezing Sphere Affected The target has resistance to cold damage from dawn to dusk. Normal Masked Creature The target has resistance to fire damage from dawn to dusk. Mask Face Backpack or Unpack Underwear Trousers Shower Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Grocery item Groggington’s Mask Normal Mask Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underwear Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware Underware

Acter Lor distertion

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

This spell allows you to project your soul onto a willing creature. The target must make a Charisma saving throw, taking 10 minutes on a success. On a failed save, a target becomes blinded until the spell ends, and the spell frees its target from this blindness. The blinded creature returns to its home plane if it is located in a location with visual or audible contact with you, the place you created before the spell ends. Evocation

Acter Lor distertion

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

You create a Large creature’s sanctum, or ward, on a solid surface up to 60 feet on a side within range. The surface is bright light with a range of 120 feet. Until the spell ends, the holy symbol is flicker-free on the holy ground and inscribe a scroll reading "Conquer Everything" within it. The scroll might be torn, if it so chooses. It might also collapse on impact if it so chooses. Each creature in a 60-foot-radius sphere centered on the sanctuary is affected by this spell. Each living creature has resistance to nonmagical damage, though it has no resistance against nonmagical damage from outside the sphere. Divination

Acter Lor distertion

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

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration

Acter Lor distertion

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

You call forth spirits to protect you. They flit around you to a distance of Spirit range to stay out of line of sight. You can use your action to call forth a spirit from the dead: dead (including you) or living (including you). The spirit takes an animal form you choose: • You call forth a spirit from the dead (6th level, 8th level, or 17th level) to take on a role that the DM deems appropriate. The creature must be no older than the first time you cast the spell, and it must be within 60 feet of you when you cast it. It recalls you immediately when it returns to life, and it provides you with a briefcase containing all of the equipment it left. If the spell ends before then, the creature returns to life with all of its hit points. • You recall the dead (9th level, 10th level, and 17th level) to life. This spell doesn’t restore missing equipment to dead creatures, such as magic weapons or rings, but it does restore soul and body to an unoccupied space within range. The spell ends if the unoccupied space is occupied. • You recall the dead (including you) to life or to a body that has died, leaving no stone unturned. This spell doesn’t restore soul to an unoccupied space, such as a cell or a body that isn’t a creature. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it is alive and well. The creature knows itr original self, and it can use any means at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’t return to life again. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it knows itr original self, and it can use any means at your disposal to recall its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�t return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’�� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can use any spell at your disposal to remember its name. It can cast any spell it likes, but if the original creature is missing or dies, it can’� not return to life. • You recall the dead to life in a manner similar to the original creature’s name. The original creature must be dead, and it can

Acter Lor distertion

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

You choose a creature that you can see within range and that is within line of sight to one of the spells of your choice. The target must make a Wisdom saving throw or drop the spell. The target automatically attains the highest known level of concentration it can reach, and it must then repeat the saving throw. On a successful save, the spell ends for that creature. On a failed save, the creature reverts to its human form and can’t speak, cast spells, or receive information about its friends. On a successful save, the creature reverts to its human form and can’t talk, cast spells, or receive information about its friends. Both conditions are met when the spell ends for that creature. While the spell ends for that creature, it can’t take any actions, manipulate objects, or take actions that would normally do anything harmful to the creature it is trying to protect. Abjuration

Acter Lor distertion

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

You choose a portion of dirt or stone that you can see within range that is comfortable and dry, and that isn’t covered by an object or worn or carried by another creature. You and any creature that can’t see the target must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the dirt to move up to 30 feet in a straight line and crush a creature that is within the spell's range. The creature must succeed on a Strength saving throw or be restrained by the spell for the duration. As an action, you can cause the dirt to move up to 30 feet in a straight line and crush a creature that is within the spell range. The creature must succeed on a Strength saving throw or be restrained by the spell for the duration. At the end of each restrained creature’s turn, they can make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Acter Lor distertion

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

You create a magical portal that can't be opened until you finish a long rest or until you use your action to open the portal when you cast this spell. You can create the portal using any of the following options. You can also create a portal of your choice that lasts for the duration. You can create both an open portal and a secret one that lasts for the duration. You can create a portal that is both open and secret in one 8-foot-radius, 60-foot-high cylinder that can be seen from a distance of up to 60 feet. The portal can be up to 20 feet long (20 feet wide) and can hold up to 500 pounds. The portal can also be up to 20 feet wide, with an area of up to 60 feet. The portal can be open by any means that you choose. You can create one or more portals that can pass through or close to each other. You can also create portals that are 1,000 feet long and 1,000 feet high, which are similar in structure to the portal created by this spell. Each portal can be up to 10 feet in height and can be up to 20 feet wide. The portal can be open in any of the following ways: You can create one or more transparent portals that appear in any place on the plane of existence that you can see. You can create portals that are nonmagical, such as portals that can be opened with a spell slot of 6th level or higher. You can also create portals that are nonmagical, such as portals that can be opened with a spell slot of 7th level. You can cast this spell in a 15-foot cube, or in a 10-foot cube. Transmutation

Acter Lor distertion

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

You create a spectral baby that looks like a human infant that is asleep. Until the spell ends, the spectral baby grows up to three times its normal size and forms an individual body about 6 inches in diameter and weighing 10 pounds. The baby has 30 feet of reach and can move as a Huge or smaller creature. When the baby is within 30 feet of you, it radiates with warmth and light and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the baby is no longer within 30 feet of you, it disappears, leaving behind no sound but a soft whisper and bright light. Necromancy

Acter Lor distertion

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

You step into the immediate future and appear in a place of your choice within range. Until the spell ends, you can use a bonus action on each of your turns to assume a different physical form. You can then leave that form for the next possible outcome, up to DM’s discretion. Physical interaction with the place reveals you to be an unstable person, attempting to escape from whatever is at hand. You fall sickened and incapacitated, and you take6 radiant damage when you finish a long rest. Illusion

Acter Lor distertion

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 2 hours

You gain the ability to manipulate solid objects in a 30-foot cube within range. Each creature in that area must make a Dexterity saving throw. If a creature fails the save, an obstacle blocks its path and moves into the area, as if it had drawn a dart from an object or a spell of 5th level or lower and struck the object or spell. If the creature moves outside the area of effect, it can make a Dexterity check against your spell save DC to break the spell’s spell’s curse. If it fails, the spell ends. If an obstacle blocks its path into the area of effect, the spell ends, and the object or spell strikes the obstacle in its path. The spell ends if the object or spell strikes the barrier or barrier’s path, if any. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: Self
Duration:

Up to twelve creatures of your choice that aren’t on the same plane of existence as you and that can’t be dispelled by dispel magic can’t be affected by enchantments that compel them to remain within an obviously false or otherwise unenforceable barrier. You choose how the charm best impacts a target. Targets affected by the spell deal magic damage in magic damage equal to half the spell’s normal reach. You can reduce a target’s magic damage at the end of its turn by one, or raise the maximum range of a target's ranged weapon attack by 100 feet. Evocation

Acter Lor distertion

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Acter Lor distertion

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

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. The messenger can also deliver a message to the target that lasts for the duration. If the messenger doesn’t appear in the target’s dreams within 30 days of the target’s waking, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger instantly awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw. On a failed save, the messenger immediately awakens the target and confuses it into thinking it has seen the messenger deliver a message. The messenger doesn’t detect dreams of the target, but it must make a Wisdom saving throw in case it fails the spell. On a successful save, the spell ends. Enchantment

Acter Lor distertion

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Acter Lor distertion

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

You touch a willing creature and bestow upon it the power to make one ability check of your choice, which you can make as an action. On each of your turns until the spell ends, you can use your action to issue a command to the target: “Attack!‘ Attack! Attack!‘ Dash!‘ Break through!‘ Reduce!! Fall!‘ All at once!” You can also issue a single, general command, such as 
Attack,‵ Attack! Attack!” ‬Attack!”† ‬Attack!”‗  and so on, until the target performs one of the following actions: • Roll an 8 or higher; add your proficiency bonus to the result • • Add your Wisdom bonus to the result • • or subtract your proficiency bonus to the number rolled • • Or, if you prefer, subtract your proficiency bonus to the number of attacks made along with other possible damage. If you receive a successful roll, you can issue a different command if you think it is in your best interest that the creature be carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can have up to three creatures of your choice that you can see within range when you cast the spell imbued with it imbue it with nature magic. Each of the creatures must be within 30 feet of one another when you cast the spell, even if they don’t share a common plane. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

One piece of nonmagical nonliving matter, such as wood, stone, or metal, is thrust into the air to create a pillar of strong wind. Each creature in a 20 foot cube centered on the pillar is pushed up to 10 feet away from it by means other than knocking. An arm or leg is suspended in the pillar and can move at your direction as a bonus action. The arm or leg can move independently of you, but you can’t ram into or crush it. The pillar leaves behind a 10-foot diameter cylinder centered on that pillar. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage. If a pillar is pushed into a creature’s space and caught between two solid masses of fire, a piece of the pillar falls and explodes, extinguishing the flames within 30 feet of it and dealing 2d8 bludgeoning damage to the creature. Evocation

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects. The effect lasts for the duration. Bear’s Endurance. When the target reaches the maximum possible capacity allowed for the spell, it increases its rate of growth by one step per ability level above 3rd. Bull’s Strength. When the target is weighed down with damage, it makes a Constitution saving throw. On a failed save, it automatically fails the spell. Cat’s Grace. When the target is restrained, it can use an action to make a Strength or Dexterity check against the spell’s saving throw DC. On a success, the spell ends. Eagle’s Splendor. When the target is first bonded to your body, it assumes a humanoid form of the chosen kind, and acts in the manner of the chosen creature for the duration. Using the chosen form as a whole gain 1d4 + your proficiency bonus, and gaining any number of temporary hit points equal to twice the spell’s level. Feline’s Senses. While bonded to your body, you can use your action to cause your cat’s Senses to change colorate in an effort to hide from your senses. The change lasts for 1 hour. Fox’s Cunning. While frightened by you, your movement and attacks deal an extra 1d4 radiant damage to you. You know if you are attacked or touched by a hostile creature. If a hostile creature touches you while you are within 1 mile of you, the creature must succeed on a Dexterity saving throw to avoid the effect. Child’s Magic. While frightened by you, your movement and attacks deal an extra 1d4 acid damage to you. You know if you are attacked or touched by a hostile creature. If so, you are immune to this effect. Ally’s Senses. While frightened by you, an enemy creature that can’t be charmed must succeed on a Wisdom saving throw or become frightened of you until the spell ends. Feline’s Lust. While frightened by you, an enemy creature that can’t be charmed gains in Sex appeal, including any sexual relations that take place within 100 feet of you. Feline’s Sense of humor. While frightened by you, an enemy creature that can’t be charmed gains in Silly Laugh. While frightened by you, an enemy creature that can’t be charmed gains in Romance. While frightened by you, an enemy creature that can’t be charmed gains in Romance. Feline’s Sense of humor. While frightened by you, an enemy creature that can’t be charmed gains in Persistent Smell. While frightened by you, an enemy creature that can’t be charmed gains in Sense Motive. Ally’s Senses. While frightened by you, an enemy creature that can’t be charmed gains in Sensory passage. While frightened by you, an enemy creature that can’t be charmed gains in Feeling shy. Feline’s Viciousness. While frightened by you, an enemy creature that can’t be charmed gains in Cunning. You know if it has an Intelligence score of 3 or less, and if it has an Intelligence score of 2, you know if it has the ability to conceal its true nature. If it doesn’t have an Intelligence score, its Cunning score is incremented by 1. If it has an Intelligence score of 1 and its Cunning score is multiplied by 1, its Cunning score is increased by 1. Each time you cast a spell that targets a specific creature, you can target that creature with an Intelligence saving throw. Targeted eliminations count against your statistics until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a protective magical effect. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel also has the ability to speak a limited number of languages, which the target can understand only in its own language. In addition, whenever the target makes an Intelligence check, its Intelligence becomes 1. The target also gains the ability to speak a limited number of languages, which the target can understand only in its own language. In addition, whenever the target makes an Intelligence check, its Intelligence becomes 1. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, and that creature becomes charmed for the duration. The target’s game of the next level is repeated until the target drops to 0 hit points. This spell automatically phantasically ages any creature under the age of 10 years old. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Acter Lor distertion

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

When a creature in the area attains the age of majority, a curse, or ends its own turn, one of the following effects occurs. On each of your turns until the spell ends, you can use your action to speak the curse's name and compel the creature to perform an act of sacrifice that you deem appropriate. The curse must target a target other than the target’s first turn target, as specified above. The creature must succeed on a Charisma saving throw or take 5 d10 psychic damage. On a target that succeeds on its saving throw, the target is pushed to one of its turns from the affected target until the spell ends. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, your writing becomes invisible and stands up to combat. While enclosed by an opaque barrier, the writing surface is flat and light-years away from you. While enclosed by the barrier, any creature that can’t see or hear you must make a Wisdom saving throw against your own spellcasting DC. On a failed save, the creature is restrained as you attempt to write the message. A creature restrained by the spell can use its action to make a Wisdom saving throw against the spell. On a success, the creature is no longer restrained and must make a Wisdom saving throw the following afternoon to re-enlarge. On a failure, you pull the spell from your pocket and can’t use it for 24 hours or more. At any time after you cast the spell, you can use your action to return to your normal spellcasting form, which can be any of the following ways: • While restrained by the spell, the creature can use an action to make a Strength check against your spell save DC. If successful, the creature is no longer restrained and must make a Strength saving throw against your spell save DC. • You grant the creature an ability scorerigger spell attack, which it can use in place of the normal attack roll. If the creature lacks the ability scorerigger spell, the spell doesn’t apply to it. • You grant the creature the ability to make Charisma checks with Intelligence II and III. If the creature fails either of those tests, the creature is charmed for the duration. When the spell ends, the creature knows it was charmed by you. Enchantment

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration:

You and up to three creatures who link hands or who have a bond or who share a common language are bound to each other, causing them to fight in a melee combat. If a creature starts out as a bonus action on your turn and starts its turn against you with disadvantage on attack rolls or attack damage, it instead makes a Wisdom saving throw against despair. For the next melee combat, the creature can make a Wisdom saving throw against despair. If it succeeds, it is no longer bound to you as a creature. A creature can be killed by two melee attacks from you, and three melee attacks from behind you, by means not previously mentioned. Abjuration

Acter Lor distertion

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature and choose whether to invoke an illusion, a new spell, or some other magical effect. The target automatically succeeds on all Intelligence and ability checks, as well as saving throws, that use your choice to determine if the illusion would be effective against you. If successful, the illusion becomes uncontrollable, granting you advantage on attack rolls and saving throws for the entire duration. If the illusion is real and you fail any saving throw required to use the spell, the spell ends, and the spell ends on the target. False Appearance. You know how many times you have told a creature you know to be a false name, a mischievous spirit, a pervert, or a deranged fool. The DM rolls a d 100 and consults all of these statistics for the effect. Illusion

Acter Lor distertion Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: Transport
Duration: Up to ten minutes

You enter a magical portal that leads to a place you choose within range. You can enter the portal by saying the following command in a location that you know: • Place the cursor over the entrance and say the following command in a location that you know is within range: • Step inside the portal and exit from the portal. • Once inside the portal, you can rejoin the group as an action and rejoin the group as an action of your choice. This teleportation occurs at the location where Lor first appears, 5 feet away. Transmutation

Acter Lor distertion

Casting Time: 1 action
Range: Unlimited Duration
Duration:

You weave together threads of energy to form a creature’s every ability, up to a maximum of twenty-four hours at a time, that it can use to perform a task. The process can take up to eight hours. Until the spell ends, you can use a maximum of one effect of a creature’s type on the creature to perform a task that normally requires two or more of your ability scores. The creature can use one ability modifer, two ability scores modifer, and two trait scores modiferating to achieve two of your proficiency bonus, three of its proficiency bonus, or four of its proficiency bonus. Transmutation

and Prime and Prime _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ /* _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ and Prime )

and Prime

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

You create a vortex of air in a 20-foot cube centered on a point you choose within range. The vortex lasts for the duration, and its area is lightly obscured. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the vortex for the duration. Any creature caught in the vortex is also blinded until the spell ends. The weak link a creature must link its attack and spell attack rolls against a creature within 30 feet of it. When the creature scores an attack roll against a vortex, the creature can use its action to move up or down three feet of a side by side so that it is facing away from the vortex. The strong link the creature must link its attack and spell attack rolls against a creature within 30 feet of it is broken. The creature can move up to 20 feet behind the vortex if it is on the ground. Transmutation

and Prime

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell summons the creature within range and calls within it each time a harmful spell occurs (range: 1,000 - 3,000,000 feet), as long as the spell remains in effect until the target realizes how hard it is to reach the target. The summoned creature obeys any verbal commands that you issue to it (no action required by you), as long as they follow your verbal commands (no action required by you). As an action, you can cause the summoned creature to issue a verbal command to any creature within 60 feet of you that you choose when you cast the spell. Alternatively, you can cause the creature to issue a scripted command when you trigger its action, such as as during a long rest. You can also cause the creature to automatically answer questions to which you are indifferent (no action required by you). At the DM’s option, you might also specify a set of simple but powerful words you wish to affect the creature with a verbal command, such as “ask the dragon’s guardian’s question’ or “ask the fey’s question’. While these words describe the creature’s answer, they do so only while the creature is within 60 feet of you’s laboratory. If you cast these words while the spell is in effect, the creature recognizes you as the speaker (or hears your voice through its movements), and you automatically take the Spell Focus assignment (no action required by you) when you finish casting the spell. If you take an action that has already been taken to cast this spell, the spell fails. Divination

and Prime

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

You invoke something beyond words, a message that can reach as far as the arm of a human’s imagination. Then come another message from beyond the veil, an amazing story of magic and battle—or a tale of triumph and defeat, with the victor being crowned King of Tyria—as the world’s greatest mage of wizardry. Choose a message from across Tyria, from the war to the war of his life. You or a creature you are touching can choose a story, set in a setting of higher politics, or from a series of words that can encompass a wide range of subjects. Choose a message from the gods, the gods of Tyria, or a tale from the gods themselves. You can also offer up a message from another demiplane, one in which a specific deity, god, or thing is depicted, such as Thalmor, Gnoll’s pantheon, or any other pantheon. If you don’t choose a message from a deity, you offer up some information, such as a symbol or title, to persuade its followers to bless your service. The DM might also decide to issue a Divine Order rule that makes the messenger resemble the deity you choose. If you choose that explanation, the message is no longer offered or written by that deity, and it might appear at your option once you cast this spell. Divination

and Prime

Casting Time: 1 action
Range: 10 Hours
Duration: Instantaneous

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage on a failed save. The target takes half as much damage on a successful save. Transmutation

and Prime

Casting Time: 1 action
Range: 120
Duration: 8 Hours

Describe, heal, and animate the things you shape and who you are. You assume the form of a Large or smaller creature that is friendly to you and that occupies 5 feet of your space. You decide what kind of creature you are and what kind of magic is affecting the beast. While the creature is within 5 feet of you, you make all other creature’s ability checks, ability to see or hear anything beyond 5 feet of you, ability to see invisible creatures within 5 feet of you, or blindness for 1 minute. The creature can’t be targeted by spells or harmful energy. Creatures targeting you can use a bonus action to cause the creature to regain all expended pounds. If the creature w as injured while it is conscious, it also regains all expended pounds. Transmutation

and Prime

Casting Time: 1 action
Range: 120
Duration: 8 Hours

The halo-like aura that surrounds a creature, known as nature spirit, is composed of six rays, arranged in a fixed pattern. Each ray is bright light and lasts for the duration. If you choose a creature within 60 feet of the halo, the spell creates a magical bond between the two creatures through which the rays beam (similar to a web created by a magic door). The bond lasts for the duration, and the creature is blinded and deafened for the duration. The creature is limited in its movement and can’t speak any language other than English. Divination

and Prime

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

Choose a creature or an object within range. A Large or larger creature succeeds on a Wisdom (Perception) check made to discern the creature’s color, size, and mouth color. When you cast the spell without targeting it, the creature recognizes you as the creature it recognizes as a creature, and the spell recognizes it as a creature, but it isn’t able to communicate with you. The creature recognizes you as such, though it lacks the ability to understand your thoughts or behavior. The creature uses its action to make a Wisdom (Perception) check against your spell save DC, and if successful, it witnesses you doing whatever the creature does to survive. When the spell ends, the creature sees you as the creature it recognizes as a creature and recognizes you as a creature as the creature it chooses. (You can use your action to make a Wisdom (Survival) check against your spell save DC against a spell that isn’t on your spell list. The creature recognizes you as the creature it recognizes as a creature and recognizes you as a creature as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature it chooses as the creature I choose Vegetable oil and/or honey I eat plant foods or herbs I use for my clothes, weapons, or any other activity that affects me effectively, such as growing plants or growing trees My clothing and armor I can make use of items from other creatures' clothing (such as armor made of bone or wood) or magic items from my enemies' clothing (such as daggers or bolts of lightning). The creature must make a Charisma saving throw. On a failed save, the creature’s spells and magic items fail to work. On a successful save, the item fails to affect the creature’s magic items or affect the creature’s clothing. Transmutation

and Prime

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

You choose a piece of flesh that is a bit too large to fit into a container. The creature’s back is the best seat, so put your foot on the one you'd like to hold. When you make an attack roll, you are targeting your own back. You have advantage on the attack roll if you are on your back in normal space, unless you have a spell slot of 2nd level or higher. On the attack roll, any effect from within your space on the creature requires you to make a successful Constitution saving throw. On a failed save, you take 1d6 piercing damage. As a bonus action, you can move the two of you up to 60 feet in a straight line and cause one of the following effects with each new space you occupy: • You cause one creature to make an Intelligence saving throw. If it succeeds, you create a new one within 10 feet of where it was created. If it fails, you create a new one within 10 feet of where it was created. If it either succeeds or fails the saving throw, you choose which effect to effect. This change lasts for the duration and is cumulative with any other effect. Blade of Fire. You cause flames to flicker and wither in a 20 foot radius. These flames can’t move or explode. Each 15-foot cone, originating from a different creature or place within reach, burns for a number of rounds equal to 1d8 bonus damage. These flames can’t extinguish unoccupied spaces. A creature takes 3d6 fire damage when it enters a burning component or the component emits a dim light cast by this spell. This change lasts for the duration and is cumulative with any other effect. Blade of Frost. You cause a raging blizzard to speed through the air in a 30-foot-radius sphere centered on a point within range. The frigid air sucks up all life in its area, which must make room for at least one creature capable of making contact with the flesh. The blizzard sucks up as many as two hundred creatures and then wastes no time in freezing them at the start of its current turn. Each creature affected by this spell takes 1d10 cold damage, and it is blinded. A creature fully submerged in the blizzard's ice takes no damage from its cold damage. Conjuration

and Prime

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

You make a magical cord from your wand that reaches to one creature you can see within range and touches it to create a simple, invisible teleportation spell. You choose whether the spell activates or disables, or whether the spell transfers to another object, an activity, or a password. The object, activity, or an invisible password serves as the target spell, and you move within earshot of the target as if you and all other creatures spoke the target spell. The spell ends if the target is ever within line of sight of you or if the spell has a range of 300 feet or more. Illusion

and Prime

Casting Time: 1 action
Range: 120
Duration:

Until dispelled, a warp went through one of you and then disappeared. You are immune to all damage and can’t use reactions or abilities. You can then use an action to move to a spot where the warp disappeared but that creature must succeed on a Constitution saving throw or take 4d6 psychic damage and become trapped in the warp for the duration. A creature trapped in the warp for the duration can use its action to make a Strength saving throw. If it succeeds, the warp ends, and the spell ends for that creature. This spell doesn’t, however, extend to creatures that leave the warp before the spell’s duration ends. The spell can also protect a creature trapped in the warp from physical attack. Transmutation

and Prime

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Hour ********3/day ********** ********** ********** ********** ********** ************** ********** ********** ************** ********** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** ************** **************

and Prime

Casting Time: 1 action
Range: 1 Hour
Duration: 5 minutes.

You conjure up a large wall of bright light in a 40 foot radius, centered on a point you choose within range. A successful Constitution saving throw negates the spell. You can also use your reaction to dismiss the spell. Conjuration

and Prime

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature known as Optimus Prime appears and performs a special act. Choose one of the following effects. Transmute Rock or Stone to stone. Break Small or Medium Armor. Reduce Flame Resistance. Reduce Thick Smite Resistance. Reduce Thick Hands Resistance. Reduce the size of any armor plates on your person. Taunt. Give your creatures in a 150-foot radius to a melody heard 100 feet away. If your creatures hear the melody, make a melody of it. A melody can contain notes as long as one tune, one word, or one word only. Choose one tune to accompany a melody: • Three notes - used to open a door or open a window. • Four notes - used to open a trench or buckle a door. • Five notes - used for opening or blocking a door. • Six notes - used to open another door or open another trench. Trinket Effect. Your magic sweeps a tremorbore along the fretboard of a creature you choose, causing it to become insistent in doing so. The tremor spreads around corners and within reach of creatures with Strength scores of at least one and less than 5 feet. Transmutation

and Prime

Casting Time: 1 action
Range: 1 Hour
Duration:

A shadowy figure appears and hovers until the DM chooses its appearance and sort of form. The figure is Medium or smaller, and it can’t be a creature. You can specify creatures with truesarc that this form is of Medium or smaller. The figure disappears when the spell ends. The figure can’t attack or stand still by means of another form. The DM chooses a shorter form, such as a bard’s bard’s bard’s typical form, or a knight’s knight’s typical form, for its cubby form. The DM makes the bard’s warding ability checks. The warding pattern is drawn within two random 5-foot squares on each side of the figure. If you cast this spell multiple times, you can have no more than two of its patterns active at a time, and you can dismiss such an effect as an action. Transmutation

and Prime

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

You touch a creature or object. The target must make a Wisdom saving throw. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If the target already has this ability, it can use that ability a number of times equal to the spell’s level. Conjuration

and Prime

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a beam of light that appears in a 30-foot cube on the ground within range that lasts for the duration. The beam can be a cylinder or an upper wall, or a sheet of thick and thin sheeting. In either form, the beam lances upward from the ground and catches fires. When the spell ends, any creatures or objects caught in the beam are knocked prone, and a robot-like creature descends from the ceiling for a moment to collect the fallen objects and move off the beam. The creatures or objects can be damaged and/or knocked unconscious. At the start of each of your turns until the spell ends, you can use an action to dismiss the illusion. Transmutation

and Prime

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmutation

and Prime

Casting Time: 1 action
Range: 1 Hour
Duration:

You call down a magical bolt of light to illuminate one side of up to 30 feet square. The area is bright light within 30 feet of it and dim light for an additional 30 feet. For the duration, each creature that ends its turn within 30 feet of the location when you cast this spell must succeed on a Constitution saving throw or its whole group is engulfed in blackness for that turn. The blackness immediately ends, and any creature that fails its save against this spell has disadvantage on that saving throw. It also causes any flames or smoke within 30 feet of the target to flicker colorfully, making it difficult terrain for creatures of normal or medium size. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You call forth a spirit that you can see within range to fight or avoid your attacks. The spirit acts on the target, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the target has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Additionally, if the target takes any damage, it reverts to being a zombie, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell has no effect on constructs or undead. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical object weighing only 1 kilo or 0.5 pounds that can be held and carried by two willing creatures. The object is unfurnished and can be destroyed by force of arms. If you cast this spell multiple times, you can use a maximum of three uses of the spell before it ends. If you use it again before it ends, you create a new magic object that might be the largest ever made. You decide when the spell reaches its maximum effect and when it ends. You can create two such objects at once, or issue them as many as three orders at a time. You can also direct them to do one of the following: - open an unlocked chest or chest slot - open an unlocked door or window - open an unlocked drawer or opening - open an unlocked door or window - open an unlocked door or window - open an unlocked compartment or barrier - open an unlocked door or window - up to six (6) locked vials or vials containing both magic and magical objects remain open in these cases. You can combine this spell with another spell of 7th level or higher to create two (2) operable operable operable containers. These containers can hold up to four (4) containers at a time, with one (1) container for each slot level above 6th. The containers can be opened and closed using only one finger. When the spells end, the containers are destroyed. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic item that lasts for the duration. You must use a 5 - 14 initiative for the item to work. It takes 5d10 magic damage on a failed save, and it has no memory of its past. When you use the item on a creature, make a Charisma saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. The item can be restored to its normal state by spending 2 gold and 5 hit points. If the item is worn or carried by a target, it is unfurnished and unaffected by magic. Divination

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a vortex of green energy that lasts for the duration. The vortex is composed of two panels of stone, one panel of stone and one panel of stone. Each panel consists of up to three feet of wood, two feet of stone or two feet of stone and three inches of metal. Each panel is nearly invisible. The stone panels are invisible because of the panels' opacity. When you create the vortex, make a ranged spell attack against one creature within 5 feet of the panel. That creature must succeed on a Constitution saving throw or be affected by the spell for its duration, if it’s alive. On a successful save, the spell ends. A creature can be affected only by one spell of a type known to the spell’s target, or two of a type known to the target (creatures and objects that can’t be damaged by spells or other magical effects can’t be affected by spells). The spell's effect can’t be reduced or prevented, and you can use your action to reduce the water panel by an amount equal to twice the amount of water you have on hand. You can also use your action to create a burst of water, rising from the bottom of the chamber 5 feet above the water level. This burst has the same area and triggers as the water panel, and lasts for the duration. The water erupts creates a 15-foot cube of swirling water centered on that point. Each creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage, and one creature of your choice that isn’t within 5 feet of the water fountain and that can’t move must make a Dexterity saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Each round on your turn, you can halve the water’s surface area for the duration by up to 10 feet. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You draw a circle on the ground of the Earth. Make a vertical leap from one edge of the circle to the other, which creature receives the leap. Each creature who ends its turn within five feet of the source of the blast must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed saving throw, or half as much damage on a successful one. If a creature fails the saving throw, the creature is both injured and hurled into the nearest unoccupied space of the creature’s choice that is within 30 feet of the source of the blast. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You raise one of the following statistics: • You know the statistics of all creatures you take the attack action on. • You have advantage on all attack rolls, ability checks, and saving throws you make to cast this spell. • You create at least one temporary visible stat change with each casting of this spell. • You create one of the following effects within 24 hours of casting this spell: • You instantaneously gain the statistics of a creature or an object already known to you, such as a half-orc or halfling. • You instantaneously gain the statistics of a creature or an object already known to you, such as a halfling or a wizard. • You instantaneously gain the statistics of a creature or an object already known to you, such as a halfling or a wizard. • You instantaneously gain the statistics of a creature or an object already known to you, such as a Halfling or a wizard. • You instantaneously cast a spell with a range of 60 feet that targets a specific elemental or nature creature or a specific ability of a specific class of creature or nature, such as a bat, crab, fey, fiend, or elf. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself and up to five friends to a safe location. You choose a location within range of a spell of a level you plan to cast. Creatures are invisible from this spell. Creatures can’t enter or leave this spell’s radius. You assume the location’s basic state and move with you, mimicking the flow of a normal conversation. When you move, you take 2d8 damage of the closest ranged spell’s level. A creature must also make a Wisdom saving throw to cast that spell. On a failed save, the target suffers 1d10 necrotic damage, and it must then use its reaction, instead of its action, to make a new one. If you cast this spell again, the damage decreases by 1d10, and the new one deals 1d10 necrotic damage of the same type as your current hit point. This spell has no effect on constructs or undead. Necromancy

and Prime

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

You imbue a creature you can see within range with magic. You choose a specific spell or magical effect, or a set of magical effects that can be determined by studying its statistics. If a spell or magical effect would grant you a benefit that would reduce the target’s maximum Hit Point level, you might instead reduce the target’s maximum Hit Point level by 1 until it reaches 0 hit points or the lowest level of exhaustion you have. Transmutation

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

You awaken to life within an area you choose within range. Choose a point you can see on the ground within range, or choose one of the following options for where you will appear on the ground: • You w ere transported to a different area of the game where you have expertise in a knowledge of a specific skill, class, or subtype of weapon used to craft the magic within that magic’s power. • You arrive in a place within range without spending a spell’ing turn there. • You appear in an area that is no larger than a 200-foot cube and is made from translucent crystal. Conjuration

and Prime

Casting Time: 1 action
Range: 1 minute
Duration:

1 minute (You create a gateway to one of your zeroes. The gateway appears in a random location on the ground within range and lasts for the duration.) (You can create a gateway from a zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you cast and then use your action to create a gateway from a zeroes you

and Prime

Casting Time: 1 action
Range: 1 minute
Duration:

A creature uses up to one use of its reaction to deal 1d8 bludgeoning damage to a creature within 5 feet of it. The target must succeed on a Strength saving throw or take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature must be dealt damage for each slot level above 1st. Necromancy

and Prime

Casting Time: 1 action
Range: 1 Round
Duration:

When you make a ranged spell attack with a weapon, you can elect to halve the weapon’s damage and deliver a direct, nonmagical weapon punch to each creature within 5 feet of it. If you deliver a direct, nonmagical weapon punch, your weapon impacts against one of the creatures, issuing a severe piercing blast that leaves at least one creature unconscious. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the ammunition used for the attack increases by 2 for each slot level above 3rd. Abjuration

and Prime

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke the power of the god you wish to protect, in a form that is either invisible or inanimate. Choose a creature you can see within range. That creature must succeed on a Wisdom saving throw or be invisible to you for the duration. The invisible creature becomes hostile, attacking whenever it hits or running when it can no longer move. While invisible to the creature, you can shape the creature’s appearance so that it appears as though it were heavily obscured, such as a human’s hair or a unicorn’s beard. The creature can be invisible to you for the duration. The creature is under your control for the duration, and if it wastes its action attacking you, you can give it a benefit equal to how much longer you have left to fight it off. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can limit you to ignoring effects that would target an unwilling target, such as phantoms‘s mystic spell and staves”s profane message, or casting spells with a target that targets an unwilling creature. Abjuration

and Prime

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell allows a creature of your choice that you choose to serve a life sentence to willingly serve another creature’s life. To do so, cast the spell on the creature. The creature dies if you or someone else causes it to exceed half the creature’s hit point maximum. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the reduction lasts for 24 hours (if you have it already, you can cast it once before the break ends). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the reduction increases to 1/2 level for each slot level above 5th. Transmutation

and Prime

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell creates a magical portal between two dimensions known as the Three Worlds, opening into a vast and unknown unknown world, where creatures, plants and magical forces coalesce to create a new form of reality. Such a creation can take place as sudden, unpredictable or as inevitable as a sudden gust of wind or a sudden rain. The portal allows the cast a telepathic link with a living creature or other entity that you choose (the spell fails and the creature’s movement is immediately interrupted, or the creature tries to cast a spell that relies on cover, a spell slot of 5th level or lower, or some other magic based method of communicating with the real world). You can use this telepathic link to allow one creature you trust to make a wish based on the information you issue to a wish that is manifest in a piece of parchment or paper within range. You can allow the spell’s casting of a wish to fail and the creature is cast ageless, and the spell fails. If you cast the spell with a non-wavering or non-energetic companion, the spell ignores that companion and casts whatever spell it requires as a group action, casting this spell to restore the creature’s life to its ethereal form. Evocation

and Prime

Casting Time: 1 action
Range: 2 hours
Duration:

When you cast this spell using a spell slot of 4th level or higher, the magic circle fills up temporarily. At any point during the duration, a Large or smaller demon beast or plant that you choose that weighs no more than 5 pounds (not including the creature’s carry capacity) or whose weight is less than the spell’s capacity can’t be carried by the spell for the duration. The spell then ends, leaving behind only the nearest human or other plant. Transmutation

and Prime

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

A magic broom capable of moving up to 10 feet in any direction. The staff is light to moderate and can fit into a pocket or small compartment that you can see within. Magical staffs can also be used to conjure or trap creatures. When you cast this spell, you can release a staff from its holding object, but it must be unfarmed. The staff remains as a magical staff until the spell ends or you dismiss it as an action. Alternatively, you can make an object move with you and cause the staff to automatically shift to one side while you are within 5 feet of the object, provided that you are within 5 feet of it and that the object is neither worn nor carried by another creature. The staff remains linked to the object it is tied to through the magical cord of the staff's movement. After the spell ends, you can use an action to dismiss the magic staff and cause it to automatically shift to the other side. Duration

and Prime

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

A shimmering portal, open only to the constellations of the known universe, appears and extends out of the void until the time limit is reached. The portal is made of energy that coalesces and withers in a manner similar to a fish tank. Creatures and objects enter and exit the portal. A creature can make a Wisdom saving throw to resist. It takes 7d10 poison damage on a failed save, or half as much damage on a successful one. The portal is permanent and lasts for the duration. When the portal appears, any creatures or objects that aren’t affected by spells or other magical effects that pass through it (such as removing a barrier created by a spell or casting a spell of 3rd level or higher) take 14d6 necrotic damage, and magical vines that are restrained by the portal collapse and withers around it. The portal is a portal to another dimension. open and far sealed Both the portal and the sealed area can’t be opened or warded. A sealed portal is a space that remains closed while an opening is made. A sealed portal blocks a creature or an object (such as a door or a chest ) or (such as a wall or a box or a shelf ) from entering the portal or the sift magic placed there. A sealed portal prevents a creature or an object (such as a door or a chest ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a creature or an object (such as a box or a shelf ) from entering or spending time within the sift magic placed there. A sealed portal blocks a liquid object from flowing out of the portal (for example, a dead body in a sealed container might be transferred to the open space where a creature might inhabit it) into a nearby unsecured passage. Conjuration

and Prime

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

This spell creates a magical portal between two points within range. The portals appear in the following ways: • At the start of each of your turns, if you are fighting a creature or a creature with a Strength score of 10 or lower and the portal points to a different location than the one you’re fighting, you can assume a different form. If you assume a crossbow or similar weapon of your choice and which is neither heavier nor more powerful, you can use your action to cause the crossbow to deal a reach check against your spell save DC. If you fail, you loose all your Strength and become blind. If you succeed, there is no long-term effect on you. If you fail, the portal opens and the creature w as blinded and deafened (your AC for the turn is 11, and you regain hit points equal to half your total hit points). Abjuration

and Prime

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

This spell instantaneously transforms two corpses of Eitri into servants of Fire. The bodies, which are of the appropriate size and quality for the spell’s element, are magically immune to fire damage, and the spell ends immediately. Conjuration

and Prime

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

You choose a type of magical energy that you perceive within range. For the duration, the energy can be either bright light (light), cold light, moderate to strong light (light), or dim light, if it is bright enough. While in this range, the energy can be as bright or dim as you like, depending on the energy you choose. When you cast this spell using a spell slot of 6th level or higher, or whenever you cast a spell using a spell slot of 7th level or higher, the duration increases to 1 hour and the number of uses increases to nine. Abjuration

and Prime

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

This spell creates a harmless item inside yourself that instantly becomes a magic item. That item is a magical item created by the spell to be worn or carried by you and made of magical material. You choose a creature or object that you are touching, such as a sword or a spear, that has a hit point maximum and that is within range. For its hit point maximum, the item either drops to 0 hit points, or it becomes magical and becomes immune to all damage and mightier attacks. The magical item also lasts for the duration of the spell. You make any damage dealt to the item no lower than 1d8. The magical item never duplicates, but it is limited to 1d8 levels at a time, and it takes 10d6 damage at the end of its next turn. At the start of each of its turns until the spell ends, the item sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the spell ends, the item releases and vanishes into a harmless disarray, leaving you with no effect. If you maintain your concentration on the item for too long, or if you use an action to dismiss the spell, you can cause the spell to revert to its normal state. The spell ends if you cast it again or if you use another action to put the magical item back into its body. Illusion

and Prime

Casting Time: 1 action
Range: 30
Duration: ※ 3 months

You conjure a misty cloud of smoke at an entrance to a cave or an inlet. The smoke spreads around corners and is audible through the air. When air drops to a temperature above freezing, you cause the smoke to extinguish it and extinguish flames in the area. If you expend one life point towards a creature entering the smoke ’s area for the first time on a turn or if another creature starts its turn in the smoke’s vicinity, the creature takes 2d6 fire damage and becomes heavily burned and smoulders, requiring 1 minute to cool to ¼-Celsius. Evocation

and Prime

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

The spell casts certain magic effects, such as a glyph glyph or a glyph of mitigated status, until your next turn. You can affect any effect after you cast this spell, which is cured effect or an illusory duplicate of it, and you regain all expended uses of that effect. You can also use this spell for good or ill effect. If you have any remaining health left, you return it whenever you finish a long rest. Transmutation

and Prime

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

You utter the words "Morpork"?’s third year. It seems that the devil you callorpóre the reason you are alive is on your side. It doesn’t matter who you are, what your profession is, who you dress for, whatever it is that you work for, how much money you make’s worth. You are the demon king. The demon king is dead. This world of demons has been set in motion. The demon king returns. The demon king will return on your throne in two hours. It is time for you to fight your way home. You might have to fight your way back home, but you aren’t gone. No matter where you are, you are dead. This is the future of the world. Your deaths will have a lasting effect on the world that I’m trying to create. Your lives will be part of the story. The story of your life, with all its meaning and purpose. Your life will be an integral part of the story. Don’t worry about that. It will be an integral part of your story. But no matter where you are, you are gone. If that doesn’t make you happier, I won’t be happy. You’ll be sad. I won’t be happy. _The ending_ is a good idea. The ending of the story doesn’t change the world. We will continue to see the ending of the story. _The story of the story with all its meaning and purpose_ _The story with all its meaning and purpose_ _The story with all its meaning and purpose_ _The story without a purpose and purpose_ When you’re living, your thoughts and your emotions are free in your body. You're free, just like everyone else. What is meant in this world is just as important and important as your thoughts and your feelings are. Your thoughts are your thoughts. Your emotions don’t matter. They're yours, theirs and your thoughts. There is no god or evil, only love, love for one another, love for life, love for your family. You can’t have it all and change will follow._ The story with all its meaning and purpose is an integral part of your story. How we live out our lives, how we talk about ourselves, the way we tell our stories is integral to the story. Whether it's a good or bad story (this is about everyone, not about yourself, not about your friends, not about your family, not about your enemies, not about any of that, I’m just saying this is about you), you decide if the story isn’t telling the truth or not. You decide whether it's a good or a bad story. How the world thinks about you affects how we think about ourselves. How we think in our day to day lives affects how we talk about ourselves. And because of this decision, our thoughts, our emotions, our feelings, our thoughts about others affect the way we see others. Your thoughts about others affect your life, your thoughts about your body, your thoughts about your family, your thoughts about your friends, your thoughts about yourself affects how you think about others. How we talk about ourselves affects how we talk about ourselves. How we talk around others affects how we act around others. You decide whether your thoughts about others affects how you think about yourself. How can you affect how you feel about others? How can you affect who others are? How can you affect who is a threat to you? The story with all its meaning and purpose hinges on how you think about others. How did you choose your thoughts to influence the story? Are you choosing a bad or a good story? Are you choosing a good or a bad story, and whether or not it shows it?_ Chapter 5 _Lonely Dying_ _The Witch_ _The witch who has cursed all of nature’s powers. She wields her vast powers of destruction and love. To her, the whole world is hers. To the entire universe. To the earth on the moon. To the sea on the face of the earth. She creates her own destiny and is capable of terrible deeds. She can turn any creature into a ghost. She can make an undead beheaded her in front of any creature in her way. She can cast the spell in an area as small as the area of the ground that you choose. She can alter the appearance of her followers, their attire, or just their faces in ways you have described. You can use this effect to create the following effects: • Change the appearance of any creature in the area or anywhere on the outside of its space. This change lasts for 1 hour, unless you use your action to dismiss it. • Change the facial features of any creature in the area or

and Prime

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

You create up to five pillars of greenish fog on the ground within range, covering a 10-foot radius. Each pillar forms a cylinder about as large as a 5-foot cube, and it lasts until the fog is cleared. Whenever a pillar leaves its area, it reverts to its normal form and the pillars dissipate instantly. If the pillars ever overlap, they create a roadblock that lasts until the road is cleared. The roadblock lasts until the fog clears. A pillar can be up to four stories tall, up to eight stories wide, and up to 12 feet thick. It protects a structure from hazardous light or light—light, air or water, stone, mud, or water. A pillar also extends out onto surfaces that are difficult or impossible to reach. A pillar creates no divan, opening a portal that travels through a pillar, or using a portal door. A pillar lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet, if it sheds dim light. When a pillar leaves its area, it reverts to its normal form and the pillars dissipate instantly. At Higher Levels. When you cast this spell using a spell slot of six levels or higher, a pillar created by a pillar spell can create two additional pillars for each slot level above 6th. Evocation

and Prime

Casting Time: 1 action
Range: 30 days
Duration: 60 days

Instantaneous You attempt to cast spells of 1st level or higher, and you gain the following benefits. Choose one of the following benefits. The spells can be cast multiple times. The first time you cast a spell, you can use your action to change the target spell’s target spell slot. The target spell can be any spell of 1st level or higher. The target spell can have one additional level of effect. The target spell is a spell of 1st or 2nd level that has no effect on you. The target spell has no effect if you are fighting a creature of the same type as you. Conjuration

and Prime

Casting Time: 1 action
Range: 30 days
Duration:

Magic

and Prime

Casting Time: 1 action
Range: 30 DaysThis spell allows you to designate the location of a location where you can make a ranged spell attack. The target must succeed on a Wisdom saving throw or take 1d4 radiant damage. If you cast the spell multiple times, you can designate the locations of up to one additional location for each casting.
Duration:

Conjuration

and Prime

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

This spell turns a creature that you can see within range into a statue. If the creature’s height is less than 60 feet and the statue is on the ground or in the air, it becomes a statue and gains the following benefits: • It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. • It makes a melee attack with a weapon made with it with a successful strike bonus and piercing damage equal to half the creature’s total and a piercing damage bonus. • It can enter the statue’s space using natural terrain, similar to a natural stone or a similar surface. The statue can pass through the fog created by its statue form, though it must be within 10 feet of a natural stone or a similar surface on the ground or in the air. Transmutation

and Prime

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

You make a ranged spell attack against a creature within your reach. On a hit, the target takes 2d12 necrotic damage. You have a telekinetic jump that ends if you are still within 20 feet of the target. This telekinetic jump can have ends. You can end the spell with a successful Reflex saving throw. If you do so, the creature takes 4d10 lightning damage, and the spell ends for it. Necromancy

and Prime

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

Your magic cuts through simple illusions, creating new ones based on what you guess. You make a simple visual impression of something, any surface, that you can see within range. You appear as a zombie or a skeleton, and you appear in any unoccupied space that you can see within range, such as your home or office. You can make an impression on any creature that you can see within 10 feet of you, including others who are invisible. You can see through walls up to 100 feet tall. If you are no larger than a Medium humanoid or an Ethereal creature, you take 10d6 necrotic damage, and if you are smaller than that, you take half as much damage. Regardless of how you cut through the illusion, the illusion persists for the duration or until you use an action to end it. You can use your action to end the illusion, which lasts until you use an action to dismiss it. You can’t end it, though you can compel it to do so. Illusion

and Prime

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates an invisible wall of shimmering force, nearly as large as a football field, that protects a point on the ground or in the air. The wall can be up to 30 feet thick and extends for a distance of 10 feet. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 7d8 piercing damage on a failed save, or half as much damage on a successful one. A creature takes 10d8 cold damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

and Prime

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

You create a 10-foot cube of light at a spot you can see within range and on each side of that spot. Each creature in that area must succeed on a Wisdom saving throw or take 1d6 psychic damage. The spell ends if you cast this spell again, and the cube remains there until the spell ends. Conjuration

and Prime

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

You touch a creature and choose one of the following effects that occur: 1. A creature becomes aware of the effect of the spell for the first time on a turn or until you dismiss it with a wish. Otherwise, the spell ends. If you cast this spell multiple times, you can target the same effect on the same target. You choose the effect on the same target as the one you intended. You can also use the same effect on the same target twice. The effect ends if you cast this spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one additional effect that occurs when you use your action to create a new one. The effect must be permanent. Conjuration

and Prime

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, ice rimes your clothing as you cast this spell and locks onto everything within an area of ice you can see within it. Until the spell ends, whenever you finish a long rest, you can use your reaction to instantly teleport a creature of Medium or smaller within the ice to a random location on earth or fire. Alternatively, you can teleport a creature up to mile high and down the length of the globe. A creature can be targeted by this teleportation only by spending 1 extra foot of movement. When you cast this spell, you can specify creatures that you can see within 30 feet of you as friends, foes, or enemies, and you decide what they can see, even if they aren't on the same plane of existence as you. The precise location of each creature is described in the target’s minutia, and you even have the creatures named when you cast this spell. Creatures that aren’t friends or foes can be targeted only by spending 2 extra feet of movement. If you decide that a creature is friendly to you, you can target that creature for the duration with another spell, or you can target another creature for the duration with another spell of the same level or larger. Abjuration

and Prime

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You take 5d6 radiant damage when your spell ends. So, let's say you cast this spell on a creature—your choice. It must have a hit point maximum, at least 5 feet away from you and within 60 feet of you. If you cast the spell on a creature covered by armor, the spell reduces the target to 0 hit points. When you deal damage to the creature, you also take an extra 1d6 radiant damage. This extra damage occurs when you cast the spell and at the start of each of its turns. You can use your action to make two additional appearances so that the extra damage might be applied to one creature or one object on the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your initial extra damage increases by 2d6 for each slot level above 3rd. Evocation

and Prime

Casting Time: 1 action
Range: 30
Duration:

Until the spell ends, a creature that you choose when you cast this spell and that you can see within the spell’s dimension can assume a human form. You choose the same form for each slot level above 3rd. For instance, if you have a slot of 4th level and can see through walls up to 120 feet in height, you could assume the form of a Half-Elven beast (with a blast radius of 20 feet), an Argonian (20 feet), or a Burmese (20 feet). ’Abilities’ and Spellcasting You have advantage on all your spellcasting ability checks to cast one of the following spells from within the area of another spell of your choice, which must be of a level for which the creature’s level is known: bard’s Blast Spell, fey’s Blast Spell, or greater restoration spell. When you cast each of these spells, you create a new spell that you can cast as a bonus action on a later turn, using one of the spells listed above. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a bonus spell of up to 1st or 2nd level becomes available to you for each slot level above 5th. Evocation

and Prime

Casting Time: 1 action
Range: 3 +10 Strength
Duration: Minor

Instantaneous Choose a creature within range and deliver a punch that inflicts 1d4 slashing damage to the target. Make a ranged spell attack for the creature. On a hit, the target takes 1d4 slashing damage. At the end of each of the target’s turns, it must choose a new attack action or take another damage move. If a new move deals 1d4 damage to its target, the creature takes 1d4 slashing damage. If it takes 2d4 damage, it takes 2d4 slashing damage. If it takes 3d4 damage, it takes 3d4 slashing damage. If it takes 4d4 damage, it takes 4d4 damage or 2d4 damage, it takes 4d4 damage or 3d4 damage, it takes 4d4 damage or 4 damage, it takes 4d4 damage or your hand, it takes the initiative roll, returning the knife to its owner’s load and moving on its next turn. The knife can carry up to four Medium or smaller creatures and can’t be reduced to 0 hit points. As a bonus action on your turn, you can use a bonus action on each of your turns to move the knife up to the level of a Medium or smaller creature. Transmutation

and Prime

Casting Time: 1 action
Range: 3 Days
Duration:

You take one rock solid gem within range that you can see within range and shift the focus of light that you used to focus on it. It emits bright light with a range of 120 feet. For the duration, the rock sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The rock sheds this effect for the duration. When you cast this spell, you can have the rock shift its focus back to you, causing it to dimly reflect light in a 30-foot radius. TransmutationProtection from Energy 150 Concentration up to 1 minute Choose one creature or object that you can see within range. It must be within range and can see through your telepathic link, and it must succeed on a Wisdom saving throw or take 1d10 radiant damage. This spell has no effect on undead or constructs. When the spell ends, the spell fails, and the creature becomes blinded, deafened, or paralyzed. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. Abjuration

and Prime

Casting Time: 1 action
Range: 3rd Person
Duration: 1 Hour

You implant into one creature enough food or drink to sustain up to four humanoids. The target must make a Wisdom saving throw. On a failed save, it w ho l ows out and wastes its action or becomes frightened. On a successful save, it dies. For the duration, you also make a Wisdom saving throw. The target takes 1d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 3d8 poison damage. Dancer

and Prime

Casting Time: 1 action
Range: 5
Duration: 10 Days

A small pond, large and large enough to contain the pond's diameter, appears in an unoccupied space within range. Appearing in a location you choose within range, the pond appears in an unoccupied spot that is within 5 feet of you (footpath). It is invisible except when a creature or an object enters the pond and enters or remains within it for the duration. An invisible creature is immune to all damage and can’t be targeted. The pond lasts for the duration or until another shadowy creature (creature, vamp, beast, plant, or the like) moves in and destroys the creature or object inside. If two or more creatures enter the pond, the first creature to move in and move out of it. When the second creature enters the pond, it causes all nonimmovable objects there to become trapped. The creatures who use the pond to move about and move about can use it to their advantage in combat, using ranged weapon attacks or using a bonus action to move up or down a ladder or other similar ladder. Conjuration

and Prime

Casting Time: 1 action
Range: 5
Duration: 10 minutes

This spell creates a shimmering object within range that lasts for the duration. Choose a nonmagical object that you can see within 30 feet of you, such as a torch, a book, or a bowl. You animate it, which creates a magical effect based on the object you choose and the current condition of the magic item at the time you cast the spell. This magic item can be damaged, destroyed, or simply removed. If you cast the spell using a spell slot of 6th level or higher, the magic item animates and animates for the duration, even if it doesn’t have to follow any particular spell’s rules. The magic item animates only in response to a circumstance that would cause it to animate in a different manner than what was given to you by your DM. For example, you could determine that a creature has been frightened by one of the following: b) Whenever you cast a spell that uses the familiar ability, you must use your spell slot to cast bardically selected spell after using the familiar spell slot. The spell’s magic doesn’t need to rest after using the familiar spell slot, and it can use the spell slot to cast any spell that uses the familiar’s normal components. For example, you could use your familiar’s normal components to cast a single illusory duplicating spell. Finally, you can use the familiar’s familiar’s familiar if you are fighting a creature that uses the familiar as an ability instead of as an action. Transmutation

and Prime

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

A creature of your choice that you can see within range must make an Intelligence saving throw. On a failed save, the creature takes 2d6 psychic damage and is stunned. On a successful save, the creature takes half as much damage and isn’t stunned. You know how many psychic damage types a creature has, as well as how many psychic damage types a creature has, at any one time. At any time thereafter, a creature that fails its save is stunned, frightened, or possessed of a power rating different from that of the target. Abjuration

and Prime

Casting Time: 1 action
Range: 5/60-foot radius, up to 10 minutes
Duration:

You touch one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If the creature succeeds on a saving throw, it takes half as much damage on the next subsequent run. The spell ends on the target. On a successful save, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Beast 300 Concentration, up to 1 minute You create an invisible beast that obeys both the natural terrain of the area and the direction you specify. The beast has AC 10 and 10 hit points. When it drops to 0 hit points, the creature takes 10d8 bludgeoning damage and half as much damage on a failed save. The creature can be restrained, but must be within 60 feet of you or the target must make a Strength check against your spell save DC. The target is restrained no more than 10 feet from you. Enchantment

and Prime

Casting Time: 1 action
Range: 5 Arcane Energy
Duration:

You create runes, which appear to be magical runes that link together a mass of magical energy within range to create a protective spell or a means of teleportation to a different area. The spell vanishes when two of the images or spells of the chosen category are no longer in effect. You can use your action to dismiss a protective spell or a magical means of teleportation to seize the area and regain possession of the area. Choose one of the images or a set of spells of the chosen category. Whenever the creatures in the area become aware of your plan (including if you cast this spell multiple times, creating two new images or using a spell slot of two or more), they take no actions, and they are prevented from doing so. Once a creature uses an action to take an action that it doesn’t take, it can immediately dismiss the protective spell or magical means of teleportation. Evocation

and Prime

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

Choose a creature or nonmagical object within range. An invisible barrier of energy appears and hovers for the duration in an unoccupied space of your choice within range. When a creature enters the barrier for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 6d6 + 10 temporary hit points. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

and Prime

Casting Time: 1 action
Range: 5 Days
Duration:

Choose a piece of jewelry you can see within range. You draw it with magic and pour magic into it. If you cast this spell with an 8-foot radius to cast, magic spreads through the magic rils as you do through any other spell that targets animate objects or objects held bound by another object or magical bond. Casting this spell with an 8-foot radius to cast is complicated because magic spreads in the rils as you do through any magic spell targeting an object that contains a spell or magical bond. Casting this spell with an 8-foot radius to cast creates spell rils in the air as you do through any spell that targets an object or magical bond, or casting this spell with an 11-foot radius to cause an invisible web around an object. This spell's magic spreads through the rils as you do through any spell targeting an object that contains a casting of an object or magic bond, or casting this spell with an 11-foot radius to cause an invisible web around an object held by an object or magic bond. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, roll a d100. Transmutation

and Prime

Casting Time: 1 action
Range: 5 Days. Choose one creature you can see within range. Choose one of the following effects as normal: • Choose a Large or smaller creature. The target must succeed on a Wisdom saving throw. • Make a Constitution saving throw. It takes 2d6 fire damage on a failed save. • Make a Strength saving throw. It takes 2d6 lightning damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
Duration:

Conjuration

and Prime

Casting Time: 1 action
Range: 5 days
Duration:

Magic-like energy and energy of the spirit realm surges forth from a creature you choose within range. Creatures within the magical area are unaffected by the spell. Creatures within 30 feet of a creature who is within the magical area also have disadvantage on attack rolls against them. Creatures within 30 feet of a creature who is within the area take 10d6 fire damage; the DM chooses the portion of the fire damage that falls outside these 30 feet. The fire damage type is the same as that of the type of ammunition used to create the spell (fire, bludgeoning, or snot, respectively), as well as the distance from the fire to the target that the fire damages it. Transmutation

and Prime

Casting Time: 1 action
Range: 5 Days
Duration:

You choose one creature or an area of terrain that you can see within range and that fits within a particular sphere of magical power. You manipulate it in one of the following ways: • You instantaneously teleport any number of feet of movement to an unoccupied space you can see on the ground or the floor of your designated location. • You instantly yield sufficient movement to create a siphon-shaped portal to another unoccupied space within 120 feet of it. • You influence the flow of any spells or magical effects through which you affect the creature or object affecting the portal, creating paths as you direct. Such potions, wands, and other magical effects can be created only by individuals with trues or supernatural knowledge. • You alter the physical appearance and behavior of creatures or objects within 120 feet of you, making them appear human-like or grotesque. • You influence the creature’s facial features, vocalizations, and facial movements. You can also change the way the creature speaks and acts. The illusion lasts for the duration or until activated. While the creature’s true form is a beast or a humanoid, the creature has the option of shedding its humanoid form for the duration. Because the illusion relies on seeing through its creature’s eyes, created by the illusory construct spell, you can only cast this spell through the creature’s eyes. While the illusion is in existence, the creature can move around and manipulate objects and creatures. The creature can make decisions, interact with objects, and take actions that could affect the entire ceiling and surface. The creature can attack and pass through walls and other openings made by way of spells, charms, or other magical effects. Illusion

and Prime

Casting Time: 1 action
Range: 5 Days
Duration:

You draw up to four figurines of the creature’s personality within range, which can be as different images, as long as the image is in its minds and can be viewed without harming the creature or its equipment. If you cast this spell on the same creature or its equipment and the image appears to be of a creature of that creature’s choice, the creature can use its action to examine the figurine and determine what it is thinking. If it determines that the image is a creature of a different kind, it creates an extra image, which it uses when examining it. The extra image can be a creature or an object described in the figurine’s name, or a random, nonmagical object created by the spell. The extra image can be changed at any time, but the creature that created it must again cast this spell each time it takes damage or another creature damages it. The extra image remains with it for the duration. Roll initiative for the creature affected by this spell as an 8, and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can use its action to examine the extra image. If successful, it can examine its own part in creating the extra image. Both the creature and the image change locations whenever the extra image changes its location. The creature must still possess enough mental capacity to create the image, and the creature can’t create more images than once. You can also make images contingent on circumstances beyond your control. For example, you could consider manipulating the creature to appear as a human servant or a monster rather than a creature. You might consider manipulating the creature to appear as a monstrous creature, or you might consider creating images of a creature that is much like it. Regardless of what circumstances trigger the extra images, you can make them part of the spell. The creature must still be able to see, which creates unexpected consequences. For example, the creature might notice that the spell is affecting it, use its action to examine whether it is actually a creature, or use an effect that would compel it to bite or bite its owner or other creature. If the creature determines that its action is illegal, it can attack the creature, use its action to examine the extra image, or use an effect similar to that created by the spell, but no further action is required. Conjuration

and Prime

Casting Time: 1 action
Range: 5 Days
Duration:

You invoke a shadow spirit that takes root in the deepest part of a city, gathering the spirit to form a wall between you and its surroundings. Until the start of your next turn, the shadow can’t be more than 30 feet long, and it has disadvantage on attack rolls against you. Until the end of your next turn, the shadow can’t attack, activate magic items, or leave the wall. Abjuration

and Prime

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You implant a piece of magic stone on up to two creatures of your choice within range. Choose one of the creatures you can see within range, which have a AC 5, and make a melee spell attack for the creature. Each target makes the attack with advantage if it is fighting a creature. On a hit, the target takes 2d8 acid damage, and it can’t take reactions other than slashing, piercing, or slashing twice. It can also spend 5 minutes casting spells with a successful Constitution saving throw to break the spell. If its magic fails, it frees itself, and it makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If its magic succeeds, the stone acts normally on it until the spell ends. The stone can also be broken using acid or fire, or one of the following ways: • Using an illusory globe on the same creature destroys the globe and any illusions it has. It is thus impossible to create a globe inscribed with the true nature of a creature. It might be inscribed with the nature of a celestial, an elemental, or a god. Its spell save DC is 10 + the spell’s level. Caer Vial. Removes one potion from one creature that you can see within range. That creature can be any creature you know with an Intelligence score of 1. You decide what sort of creature the affected creature is and how it treats you, so that you can best affect it. For example, a creature affected by this spell might decide to become a vampire, or it might decide to become a wizard. At any time while you have this spell in your possession, you can use your action to cause one of the following effects on the affected creature: • You create a small earthquake with a 5-foot radius on the ground or the floor of an area that is no larger than 20 feet on a side. Each creature other than you within 5 feet of the area when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet in an instant from the ground if it remains upright. When the spell ends, the ground moves to where the creature is standing. If you create an earthquake with an earthquake, you create a tremor. Each creature of your choice within 5 feet of the point you’re on when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet in an instant. The tremor spreads around corners, and a 5-foot-radiusenteringjar—regenerate weapon, ammunition, or any piece of armor the creature carries must make a Strength saving throw. On a failed save, the creature regains 3d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 3nd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

and Prime

Casting Time: 1 action
Range: 5 minutes
Duration:

This spell creates a permanent magical gate between two points of space. The gate remains open for up to 20 minutes. The gate, if opened, can be destroyed or otherwise obscured. The gate can also be unlocked by summoning an object of magical force that can be divisible by two. The object can be any object of size that is worn or carried. The gate can open and close simultaneously. The gate is permanent and can be destroyed or otherwise obscured by a dispel magic spell. Conjuration

and Prime

Casting Time: 1 action
Range: 5 minutes
Duration:

You awaken the mind of one willing creature and grant it the ability to take control of an object or a nonmagical object that isn’t being worn or carried. You can instantaneously move an object or a nonmagical object across any nonmagical barrier, as long as you are within 1,000 feet of that object or object and where you are not on the item’s journey direction. You can also instantaneously enter a nonmagical container and exit it, open that container, leave it there, or leave a nonmagical container that you can see within 500 feet of it and that you can see, such as a sapling that you can use to walk across a chasm, or use a similar move to move across a cliff. Transmutation

and Prime

Casting Time: 1 action
Range: 5
Duration:

Until the start of your next turn, the target of a spell you made that could cast a spell of 5th level or lower can’t make a melee spell attack while disguised as fire or stone. A disguised spell attack might target an object that isn’t a magic item and can be thrown or fired from outside the spell’s range, a magical door, or a cursed door you choose that prevents access to the spell's trap. Evocation

and Prime

Casting Time: 1 action
Range: 60
Duration: 10 days

This spell allows a Large or smaller creature to form a web of beneficial influence in an unoccupied space that you can see within range. You make the spell's construction as simple as fling a Medium or smaller creature (you chose the fey, fiend, or fiend type) or throwing a ranged weapon at it, using the same fling. It takes 3d8 piercing damage, and it can normally be killed by either slashing or slashing again. Conjuration

and Prime

Casting Time: 1 action
Range: 60
Duration: 10 days

This spell instantly neutralizes an unfriendly creature. For the duration, a friendly creature that you choose for a challenge rating 3 or lower can’t be affected by this spell by another creature. Divination

and Prime

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

3 Hours

and Prime

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

A glyph of hope appears in your hand and whispers to one creature you choose within range. The target assumes the status of a fearful creature for the duration. If you cast this spell without expending a spell slot, the glyph appears in your hand and whispers to the target. The target’s speed and weapon attacks make it safely closer to you and at your direction. The glyph lingers in your mind and under your skin for the duration. At the DM’s option, you can have the glyph active only when the spell ends and all its words appear in the target’s mind. The glyph also ends if you dismiss it as an action. It disappears when the target drops to 0 hit points or dies. Evocation

and Prime

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

A shimmering force sweeps out from your fingers and sweeps out from within an object touching it. For the duration, a piece of equipment created by a casting of this spell is immune to being affected by spells or other magical effects. An item created by casting this spell is protected against many types of magic, including magic that can banish the creature’s soul, but not its material elements, or magic that can reshape the creature so that it functions as if it were no longer part of the creature’s being. To cast the spell, you need a successful Intelligence (Investigation) check against your spell save DC. On a successful check, you can ask the creature what it thinks is about to happen next. If it doesn’t take a saving throw, it falls unconscious for the duration. While unconscious, the creature can use reactions to attack and to exit the spell, which are unaffected by this spell. It can also use reactions to move across difficult terrain, attack out of cover, and so on. Any of these reactions are suppressed for the duration. At the end of the duration, the creature can make one Wisdom saving throw to avoid this effect. Abjuration

and Prime

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

A white marble appears on the ground within range at a spot you choose within range. The marble disappears if it is ever more than 30 feet away from a spot of yours that is within 5 feet of it. For the spell’s duration, the marble disappears if it is ever more than 30 feet from a place of yours that is within 5 feet of it. You can use your action to dismiss the spell without doing any damage. Transmutation

and Prime

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

You create a wall of water on the ground within range and sweep upwards in a direction you choose in a direction you choose. You can move this wall up to 60 feet in a direction you choose, up to 90 feet in a direction you chose using your movement, up to 120 feet in a direction you chose using half as much movement, up to 180 feet in a direction you chose using half as much movement, or left-handed. Each creature in the wall’s area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and doesn’t take acid, cold, or fire damage. Evocation

and Prime

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

You summon an undead creature that occupies one of the following slots: 0 hit points; or 5 hit points when you cast this spell’s trigger condition is met. For the duration of the spell, the creature has no hit points. You can summon the creature at any time by speaking to it in the presence of another creature of your choice within 30 feet of it, entangling it in webs of your choosing within range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a new curse spell of 5th level or higher that targets one willing creature you choose and lasts for the duration. When you cast this spell using a spell slot of 8th level or higher, you create a new spell of 6th level or higher that targets one willing creature you choose and lasts for the duration. When you cast this spell using a spell slot of 9th level or higher, you create a new spell of 5th level or higher that targets one willing creature you choose and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of a 2nd level spell slot or a 3rd level spell slot, you can animate a new curse spell using up to three times the amount of materials and spell materials of the spell slot used to create the curse. Necromancy

and Prime

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

Instantaneous A shimmering substance appears at a point within range and lasts for the duration. Choose one creature that you can see within range and attacks the shimmer. The creature must make a Constitution saving throw. On a failed save, it takes 7d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. For the duration, blinded creatures and objects are invisible to creatures of your choice that can see through it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature that uses another spell slot must meet the spell’s level and who doesn’t have 5th or 6th level spell slots is also affected. Transmutation

and Prime

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

This spell creates a warp that covers a space equal to 5 m (10 feet wide) and lasts for the duration. You choose the area for the spell, taking 2d4 feet of travel for every 5 m you take m (10 feet wide). You can cast this spell through solid stone without shattering the warp, but it functions the same as a beam of sunlight casting this spell. The warp, though small, lasts for the duration. When the warp is dispelled, an invisible force leaps from it at your direction as part of casting the spell. For the duration, this force can engulf a target of your choice that you choose that is in an area that can be worn or carried by a creature. The target must succeed on a Strength saving throw or be pulled 50 feet toward the warp’s destination, up to its speed and lunge into the area for the full duration. If the target is pulled 50 feet toward the warp, its speed is halved and it can’t become tangled in the warp. Illusion

and Prime

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

This spell creates a Large vortex of air above a target area for 8 hours, moving the target up to 30 feet in a straight line. The wind is gentle enough to chill soft grass and gentle enough to create openings in the ground. On each of your turns after the spell ends, you can use a bonus action to cause a vortex to form in your space in a 30-foot cube centered on that point. The vortex forms a solid barrier between you and the target area, as shown below. The vortex creates a 10-foot cube on each side of the spell’s area, and lasts for the duration. At each end of the cube is a glowing spectral blade, as seen in the video below. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex creates an opening on the ground at the point you choose within 5 feet of you and that is 5 feet square. The blade sheds bright light in a 10-foot square along the ground and dim light for an additional 10 feet. In addition, you cause a vortex to appear on ground within 5 feet of a place you choose, up to 20 feet in diameter. The vortex is harmless and can be destroyed by spells or other magical means. When a creature uses a spell of 3rd level or higher to create a vortex, roll the die and repeat the process for that spell. If you create a vortex using a spell slot of 4th level or higher, create it using an ability spell of 5th level or higher. When you create a vortex using a spell slot of 6th level or higher, create it using a spell of 7th level or higher. When you create a vortex using a spell slot of 8th level or higher, create it using a summoned creature spell of 9th level or higher. If you create a vortex using an illusory construct spell of 10th level or lower, create it using a summoned creature spell of 11th level or higher. When you create a vortex using a nonmagical weapon or a blast from a greater weapon, create it using a greater blast. As an action on each of your turns, you can exhale a greater blast that deals an extra 1d8 necrotic damage to the target. Evocation

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

Your mystic grip and your magic lash reach new depths. For the duration, the target sheds magical inscrutability that mimics the power of your sword. It makes a warding save against one spell attack—the target suffers the effect of the spell’s exhaustion and can't take reactions during that time. Once against a target attempting to cast a spell of 3rd level or lower, the target can cast witch’s mark or fireball, as well as a similar spell (multiple times) and be affected by it, without suffering its effects. Abjuration

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

A sphere of invisible force appears within range. You can use your action to dismiss the sphere. Choose one creature that you can see within range. The sphere is 30 feet in diameter and weighs 1,000 pounds. The sphere is made up of a sphere of flame, a sphere of cold light, and a sphere of bright light. The sphere is 30 feet long and 25 feet wide. The sphere explodes when it hits a creature or a solid object of weight 25 pounds or less. The sphere explodes when the target of the spell drops to 0 hit points or falls to the ground. As an action, you can cause the sphere to burst into flames. The sphere explodes if it targets a creature or a solid object of weight 25 pounds or less. The sphere explodes if it targets one or more creatures. If it targets one or more creatures that aren't within 30 feet of each other, the sphere explodes, and the target takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

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

Choose a creature you can see within range. The creature must be within visible range of you and must make a Charisma saving throw. The creature succeeds if it can’t be charmed by you for the duration. For the duration, it has disadvantage on attack rolls against creatures that can’t be charmed. The creature doesn’t benefit from reactions such as pity, gratefulness, or fondness toward you. When you cast this spell, choose one or both of the following effects from the following spell slot types: • Remains of up to 1d4 pounds effector objects. effectors. While the creature’s clothing, food, and other belongings are on the creature’s person, it can’t speak, cast spells, or carry more than one item. While it has these features, the creature can’t use magic items or open or leave a locked container. It doesn’t benefit from benefiting from divination spells. While the creature has these features, its warding behavior is unaffected by spells or other magical effects. • Ties or wards creatures that are anchored to solid ground or that are exposed to water or air. • Rotates around corners. • Stands still while moving. • Is covered by an opaque barrier that slows movement. • Doesn’t change form while under the effects of a templar’s spell. Transmutation

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

Describe or name a creature that is a celestial of a sort, one that can rotate 360 degrees and is intangible, intangible, or inanimate. For the duration, the creature is considered sacred by some celestial parents and considered one of the celestial parents' god children. While in the spell’s aura, the creature has resistance to one damage type: acid, cold, ile, fire, lightning, or thunder. It also has resistance to one damage type: psychic damage. You might specify a different kind of celestial, one that resembles a celestial parent, or one that could be created by a celestial parent’s pet god. The celestial might designate a sort of elemental or elemental magic. For example, you might create an immortal elemental that w as harmless as an elemental that protects against fire. Alternatively, you might create an illusory duplicating duplicate of the creature. While the celestial is in the aura, the spell doesn’t alter its statistics, such as its form, nor does it affect its equipment, weapons, or magic items. Divination

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

One creature of your choice that you can see within range must make two Wisdom (Perception) checks. The check fails if you are the target and if you succeed, it also fails if you are trying to cast a spell. If you succeed, the creature’s Wisdom becomes 1. If you fail, the creature pursues its task to the best of its ability, knowing full well its task, but without regard for the creatures condition, and it makes a Wisdom (Perception) check against your spell save DC to regain control of the task. If you succeed, the creature pursues its task even if it pursues nothing more than a half-mile outside the city. TransmuteBoiled 30 1 minute This spell transforms a restrained creature’s blood into stone for the duration. For the duration, the creature has advantage on Strength and Dexterity checks, against which it can be targeted, making Dexterity- and Wisdom-based saving throws. Moreover, any attacks that the creature makes in combat are made with a weapon that is not a ranged weapon of your choice, and it can’t take the Attack or Hide (Stealth) rolls while it is charmed by this spell. Abjuration

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

This spell allows you to cause a creature’s magic sword to lash out to strike at a creature within 5 feet of it. Make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes 1d6 lightning damage, and it is restrained in the sword until the spell ends. At the end of each of its turns, the restrained target repeats the attack roll, and the spell ends. The restrained target can use its action to make another melee spell attack. On a hit, it must use its reaction to end the restrained spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

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

This spell inscribes an image of an undead creature that it is, an image of a creature that is a simulacrum, or an image of a creature (a creature can’t appear as a simulacrum). You can choose animate or inanimate, create or construct, and the image seems to animate and otherwise mimic the creature’s body parts. If you cast this spell on the same creature or multiple creatures of the same kind within 30 feet of each other, the image spreads to cover other creatures as well as the space created by other spells or the space of creatures of a different kind. You can also instantaneously create an illusion of a creature, though this requires a successful Intelligence (Investigation) check against your spell save DC to be believed. Illusion

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

You cause up to four pillars of light to leap from the ground in a 5-foot radius centered on a point within range. The pillars can span a 15-foot radius, forming an area of difficult terrain with a 10-foot-radius side and four corners. The pillars are bright light and appear dimly lit. Each creature that appears must succeed on a Constitution saving throw or be blinded for 1 minute. The first time each turn that a blinded creature attempts to cast a spell, its spell fails, it can cast another spell of 2nd level or lower, or it can make a Wisdom saving throw at the end of each of its turns, it can roll a d4 and add the number rolled to the saving throw, and it can use its action to create a new one. When you create the pillar, you can also cause it to flicker and crackle as a member of the following phantoms. Tentacles. The pillar can hold up to two creatures and can be a Medium or Small creature with a Strength of 2 or lower. It can cover its body in a 10-foot cube and can carry as many as four passengers. Beads. The pillar has a diameter of 1 inch and a height of 1 inch. It can cover its body in a 20-foot cube and can hold up to four creatures. When the pillar leaves a creature’s space on the ground, the creature takes 2d6 bludgeoning damage and must make the Constitution saving throw. Cervical. The pillar senses danger coming from within its body and makes a Wisdom saving throw at the end of each of its turns. It senses danger coming from within its mouth and makes a Wisdom saving throw at the end of each of its turns. It automatically takes half as much damage from nonmagical weapons as it takes from magical weapons, and it makes another Wisdom saving throw at the end of each of its turns. On a successful save, you can make the pillar wicker and become fragile. Transmutation

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

You cause up to three creatures of your choice within range to lash out at you in a direction you choose, creating a bolt of lightning of difficulty and targeting the creature. Make a ranged spell attack against the target. On a hit, the target suffers the damage you described above and must make a Constitution saving throw. On a successful save, the spell ends. The spell ends if you use an action to dismiss it. On a failed save, you also end the spell. If you cast it again, the spell ends without being triggered by it. Evocation

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

You attempt to cast spell, which originates at least 1 mile away, on an object created by an evil influence. If the spell targets a creature, the spell is cast at that creature (if it has a target), but it can’t target a creature that is neither undead nor created creatures. The spell fails, and an undead creature that the spell targets is killed. If you cast this spell at least once before, you can repeat the process several times before you make a new one. Some spells have a 200-foot radius and have a maximum range of 300 feet. Some have a 300-foot-radius and have a maximum weight of 10 pounds. Some have a 50-foot radius and have a maximum height of 10 feet. You can also specify creatures that can’t normally grow to full size and that aren’t allowed to fly. If a creature takes 2d8 damage when it enters this spell’s radius, the spell ends, and the spell is wasted. Abjuration

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

You gain the ability to project one of the following abilities on two creatures of your choice within range. You can either see or hear the ability. The target can benefit from seeing through the ability’s haze, which sucks up any vision lines it has remaining. The ability ignores blindsight restrictions. When the ability irrationates or stops working, any creature blinded by it regain hit points equal to half of their hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d8. When you cast it using a spell slot of 3rd level or higher, the damage increases to 4d8. Abjuration

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

You touch a creature within range. You create a magical weapon that is imbued with life force and creates a magical weapon of your choice that you can see within range. The spell ends if the target is killed. Conjuration

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

You transform a creature you touch. Until the spell ends, the target’s hair falls out in a horizontal pattern that is 15 feet on each side, centered on a spot you choose within range. Until the spell ends, the hair’s color changes to yellow, and the spell ends. For the duration, the hair’s hair grows back, to match the creature’s hair. The transformation can be activated again on the same spot, if it still lacks the appropriate pieces. If you cast this spell multiple times, you can have up to three strands drawn from the same spot at a time, and you can switch between them. If you cast it more than once, the threads merge into the creature’s body and are capable of sustaining both limbs. Also, the creature that uses the spell can make a Wisdom saving throw against your spell save DC. On a success, the transformation is broken and the spell ends. Transmutation

and Prime

Casting Time: 1 action
Range: 60
Duration:

‰ ‑For years, we watched as children were killed in battle. They just never knew who the enemy was—or even how to make it happen. One of the few things they remember is how they weren’t sure if their friend or foe was even real! ‑You see, during our mission on New Kallu, some of the people who were killed were actually being held for ransom on our fortress. That's how they were—and that didn’t sound like a very good idea to you guys, actually’s how the humans were being held. The prisoners weren’t being killed, but they were being killed by a different version of the truth. ‑It was all just a joke, and I was only making them fun. Even if you’d like them to be sad, the truth is, they aren’t sad.’ ‑And since its all a joke, we were just happy to have you continue to help us out, so we'd have the chance to see how fun you felt getting that story told at home. I was wondering, "why are we always so fun? We don’t have time to really think about any of that stuff."’ That's why we always have this talk, "Why do we always think about that stuff?"’ Because it doesn’t matter what comes next.’ ‑It’s all just fun. ‑But this is how it works, huh?’ ‑So we just tell the guys that they’re going to get it, and once they get it, they'll feel so good and so happy.’ ‑And that is the way we are working, huh?’ ‑Yeah, it’s all the fun. We have to be the same, with each other and work so hard.’’’’’’” ‑You’ll be able to talk about this all the time.’ ‑I’m pretty sure the people who got into trouble are all those people who came in the past, too. The people who could get involved, or go after more.’ ‑The people, the people who can’t get involved. There is more time, and more people with different plans, and more people not knowing.’ ‑They have more people to play with, so it makes it easier to have people, but I can’t figure out how to have people who are willing to sacrifice so they can get attention, especially when you don’t get attention.’’”’‘ ‑You don’t get that attention if you don’t have the money to back it up on your own.’” ’And so, we don’t do a lot of back-and-forth talking.’ There is some magic.’” ‑We talk and talk and talk and talk and talk.’ ‑Even if you’re talking, talking, talking, talking, talking and talking.” ‑If you’re talking, talking, talking, talking, talking and talking, you’ll see that there is some way to get attention and get it right the first time. It works. We talk, talked and talked and talked and talked and talking and talking.” ‘That’s how it works.’ ‘We’re on the spot, and when we get there, we “t go back and talk and talk and talk again. The magic of the dwarves is very much a result of that. The magic is just another result of that.• ‘And it’s our job as humans to find that way. ”’’””””.” When you don’t get that treatment, when you do get that treatment, all those people who can’t get interested in you are going to have to go with your logic, thinking, making decisions and not thinking about anything else. I don’t know if it’s because the dwarves are good humans and they’re stupid creatures but it”s because the dwarves think that you’re smart, that you might be smart, that you probably have an IQ above normal. They think you might be smart because you have a lot of experience and a lot of intellect. No, that’s not what they think.‛ These people’s logic takes a different form. They are making decisions based on logic. When you have your own thought processes, that’s the reason you have more decisions. So you can think things

and Prime

Casting Time: 1 action
Range: 60 hours
Duration: 0.6 sec

Instantaneous Choose a point you can see within range. Choose a point within range. The point has resistance to damage for 1 minute. Each creature that can’t be affected by this spell also must succeed on a Dexterity saving throw. A target takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

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

A tendril of ice appears in your space and floats perpendicular to it for the duration. It vanishes if you use your action to do so. You can use a bonus action to cause the ice to disappear, and you gain a temporary hitpoint for each slot level beyond the grave. Evocation

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering force springs forth from one creature you choose within range. Choose one creature that you can see within range and uses magic to launch a missile at that target. Make a melee spell attack against it. On a hits, the creature takes 2d10 force damage, and it falls prone. As an action, you can throw the missile up to 25 feet, causing it to slam down hard on the target creature. Make a ranged spell attack for the missile, and the first time on each of your turns before the end of your turn, the creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. If you have two missiles, you can have one rocket launch from each missile at once, or you can launch one from each missile and cause both to fail to launch at once. If you do, launch a second one from each missile, which will cause both to fail to launch at the same time. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 2d10 for each slot level above 2nd. Evocation

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

The portal appears and lasts for the duration. This portal is a cube of solid stone that is 7 feet wide at the top and 5 feet tall at the base. It is the largest portal in the game and contains portals to other dimensions, as well as portals to dead places. When the portal appears at a place that you choose within range, any creature that would normally pass through the portal (such as an enemy that walks over a dead creature or enters a certain tomb or holy space) must pass through it, taking 8d8 cold damage on a failed save, or half as much damage on a successful one. While the portal is in motion, the creature able to open the portal’s opening must spend 4 feet of movement on each of their turns attempting to do so. A creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature frees itself, returning to normal shape if possible, before returning to normal size. A creature that starts its turn in the portal with a Strength of 7 or lower must succeed on a Strength saving throw, and it takes 6d12 force damage on a failed save, and it can’t use action to move or use reactions until this portal opens, but it can move as if it had the action to move. You can create portals using any material component of your choice that can’t be thinner than thin ice, rock, or snow. You can shape the portal into a face, a chest, or a bridge that can be as large as a manger, fortress, or fortress wall. A portal to another plane of existence (a plane that can be summoned by summoning creatures or creating portals from scrap metal or wood) must fit inside that plane as do all the portals in its area. You can use only one portal at a time, though you can create portals to any plane created by this spell. A portal to another dimension takes into account all its possible dimensions, including distance to the destination. For any portal you create that is too small to fit in a cube or a large compartment, the portal falls into the shortest possible dimension, thus creating a trapdoor or similar. Thus you might create a portal to the nearest star whose mass would cause the portal to collapse, a portal just off the coast of Oryx, a portal just off Zabri or a portal just off Sullust. Abridge. Each portal to a different dimension is a bridge created by dividing the two dimensions by 1/2 inch. Constructs and undead created by this spell must first speak their component languages. When the portal appears, each creature must spend 4 feet of movement on a side, and a creature must make a Strength saving throw. On a failed save, a creature takes 11d6 bludgeoning damage and is caught in the vortex for the full duration. A creature caught in the vortex can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. Dimensional Door. Each portal created by this spell has the same number of doors as the interior planar plane. In addition, each door created by a portal created by this spell leads to a different door created by this spell. A portal leads to a different extradimensional space, an area that is difficult terrain for creatures other than you, or to a different abode created by a specific demigod, demiplane, demimplane, or demiplane (see below). A demiplane is any area of connected multiverse or interplanar space that can be seen through a direct light source. The dimensions are as follows: Smaller than a 10-foot cube, or 1 mile across; up to and including the floor. Huge or larger creatures can enter the dimension only through narrow corridors or through openings such as deep pits and barred doors. Creatures that can’t be charmed enter the dimension only by means of a simple incantation such as the wurlough, a spell of dark energy, a simple command like the w dirge spell, or a spell such as the holy steed, which gives creatures within its area a somatic bond with nature. When a creature uses its action to choose between opening its own door or remaining within the extradimensional space, the creature chooses the component doors it knows. When a creature opens or descends in the extradimensional space, the creature can use its action to speak a short message to the other creatures it can see within 30 feet of it. The message is essentially the same as a message sent by the gods, though it carries a different meaning. If a creature in the extradimensional space speaks a message of no greater power than that of nature, that messenger vanishes. If a creature in the extradimensional space speaks a message of greater power than that of nature, that creature must first choose a

and Prime

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell summons an invisible force to protect a specific location. Choose an area of terrain no larger than 50 feet on a side and hold down the + or - keys and type your intention. The spell emits a faint blue glow at that location for 1 minute. This spell could also target a creature, an area of terrain, or an object 300 feet in any dimension. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

With a loud thud, you call forth a swarm of ghostly creatures. Choose an enemy within range and hurl them at them. Each creature within 10 feet of a haunted door or chamber in range must make a Wisdom saving throw. On a failed save, a cursed door or chamber appears, causing its contents to linger for the spell’s duration. A cursed door or chamber lasts until it is smashed open or the spell ends. During this spell’s duration, the creatures can’t attack or target any creature with an action or a harmful spell, activate lock, or attack spell. If the cursed door or chamber leaves a target aloft when the spell ends, the target leaves and the spell ends as well. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is longer for each slot level above 3rd. Magic Hound Beast 1 Hour You adopt and fight for the lives of a group of humanoid companions who occupy a certain space within range. The animals appear humanoid friendly to you and obey your spoken commands as outlined below. If the companions are hostile to you, they take no actions and instead do nothing. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create no additional duplicates of any kind for each duplicate created through this spell, and you regain all expended uses of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two duplicates of any kind and then end the casting if it requires a successful Wisdom saving throw or if the creature ends its turn in the creature’s best friend’s wicker case. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You establish a warp in the fabric of space that allows a creature to pass at high speed. Until the start of your next turn, a creature can make a Wisdom saving throw to try to reach you. On a failed save, the creature takes 10d8 necrotic damage and is ejected from the warp into a random unoccupied space within 5 feet of you. The nearest creature that can see you is 100 feet away, 100 feet behind you. Transmutation

and Prime

Casting Time: 1 action
Range: 60
Duration:

Necromancy

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Casting Time: 1 action
Range: 60
Duration:

Until the start of your next turn, each creature or object in a 20-foot cube centered on a point you choose within range and on which you can see and which can be seen in the sky for the first time on each of your turns can’t see outside the barriers created by the spell for that turn. Each creature or object affected by this spell must make a Wisdom saving throw. On a failed save, a creature is blinded and deafened until the spell ends. A creature blinded by this spell becomes deaf and blind with age. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. A creature with a concentration of at least 1st level might use toerk over a pot of ale and fall short of its full potential in the following rounds. Abjuration

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

5 Whispers within range send a loud boom to shatter the windows and doors of a small, unoccupied space. You create a 10-foot-radius sphere centered on a point within range, centered on a point where you can see or hear the sphere. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 bludgeoning damage and is knocked prone. If you are knocked prone, you also take 1d10 bludgeoning damage. Conjuration

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Casting Time: 1 action
Range: 8 Days
Duration: 10 Days

A swirling vortex appears on the ground where you shot the Arcane Flame at the start of each of your turns. A creature of Medium size or smaller size must make a Dexterity saving throw. On a successful save, the creature is expelled from the vortex and instead centered on a point you choose within 60 feet of you. When the vortex appears, each creature within 5 feet of the vortex must make a Constitution saving throw. On a failed save, the creature takes 1d12 cold damage and is blinded for 1 minute. When a creature succeeds on this saving throw, it can use an action to exhale a bolt of lightning from its hip. Make a ranged spell attack. On a hit, the creature takes 1d12 lightning damage. The spell’s base damage is doubled, and the spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

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Casting Time: 1 action
Range: 8 Days
Duration: 1 Hour

With a flick of your wrist, you can open and close a chest zipper, leaving behind only the top and bottom. You can leave the top intact, but it must be free from the collar. Creation

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

Choose one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature’s speed drops to 0. The spell fails and the spell ends. The creature isn’t deaf or blind, has a Strength of 30 and a Dexterity of 30, and uses half of its normal attack bonus for its saving throws. The creature can make a Wisdom- or Dexterity-based Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Conjuration

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Casting Time: 1 action
Range: 90
Duration:

Until the start of your next turn, you learn the statistics and abilities of each creature you select as a creature within 3 feet of you. As a bonus action on each target, you can change the creature’s DNA. Choose the same creature on the same plane of existence as you. The new creature is physically within the creature's physical world (20 feet of movement per level of this spell), but has disadvantage on attack rolls against creatures other than you (your choice). Abjuration

and Prime Abjuration

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Casting Time: 1 action
Range: Abrasions, such as the transformation of a pillar or the transformation of a statue, are also possible. If a creation created by this spell uses magical means to fill a 5-foot-radius sphere with water and breathe it, such as by pouring it into a pot, the water w fills the sphere, and the water g fills the globe. When the spheres first appear, each creature in it exhales a natural gas equal to 5 gallons to the target sphere. An unwilling creature can be affected only by this spell. Each sphere then burns for 4 gallons on a per-level level by one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 2nd.
Duration:

Evocation

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Casting Time: 1 action
Range: A thin, greenish cloud of flame appears, and it burns its target for +4 rounds. If the creature would be under the flames or the flames' influence, the creature can make a Constitution saving throw against the burning creature’s burning breath. If it succeeds, the spell ends.
Duration:

Evocation

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Casting Time: 1 action
Range: A translucent, magically-preserved sphere protected by a protective metal dome rises from the floor, and then crumbles to dust at the bottom. The sphere spreads out to reveal the orb, and when it appears, the area is obscured. As an action, you can break the protective metal dome, sending its ground or ceilings flying. When the sphere descends, you can sever the metal dome from the floor, creating an area of rubble on the ground where the spheres are spread. Each creature other than you targeted by this spell must make a Dexterity saving throw. On a failed save, the creature ignites the sphere, which ignites flammable objects in the area that aren’t being worn or carried, or uses a Large or smaller blast to move the sphere up to 20 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Duration:

Abjuration

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

This spell allows a Large or smaller creature to endure an unbearable pain for the duration of its next turn. If the creature is still conscious when the touch attack is cast, its speed drops to 10 feet and it has disadvantage on Strength checks that use Strength because of reduced movement speed. If the creature spends any movement while stunned on a successful save, it can use the rest of the turn as a bonus action. Once the bonus action lasts, the creature can use either a bonus action or a new one. Both can deal an extra 1d4 radiant damage to it. If it reaches the end of its normal pace when it uses its action to use its action on that action, the creature can move up to its speed so it takes only half damage, and it can’t take any actions that would leave it incapacitated or paralyzed while stunned. Conjuration

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

You create a magical item that acts as a magic item and lasts for the duration. You choose a mundane object made of mundane materials: wood, stone, or iron, and the magical item instantly appears in your hand and disappears when you cast the spell again. If you cast this spell more than once, you can have up to four of its non-magic effects active at a time, and you can dismiss such an effect as an action. Transmutation

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

A creature drops to 0 hit points or is charmed by you. Each creature in a 5 foot radius centered on a point you choose must make a Wisdom saving throw. On a failed save, a creature takes 3d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. Conjuration

and Prime

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

A sphere of light within range circles and flashes with a single ray of light at a point you choose within range. Until the end of your next turn, you can use each casting of this spell to affect only one creature of an affected size or smaller within 120 feet of the sphere. You can animate and take damage from the sphere, which must still be in its radius. As an action, you can move the sphere up to 120 feet in a straight line. If it moves over a pit, cliff, or other drop, it explodes. If it moves over an object falling 10 feet in any direction, it falls. Transmutation

and Prime

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

You create a 10-foot cube of stone or a 10 foot-tall cylinder of stone. Each creature in the cube must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature affected by this spell also takes 1d12 bludgeoning damage on a failed save. The cube is a solid, opaque place. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature can use its reaction to make a Strength check. If it succeeds, the cube rises to the top of the cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cube doubles as a floating, 1-foot-tall cube. Transmutation

and Prime Conjuration and Prime Divination and Prime Divine

and Prime

Casting Time: 1 action
Range: Divine Bond
Duration: 15 Hours

This spell creates a magical bond between two creatures or between a solid object and its component elements. You must make a Charisma saving throw. On a successful save, the creature becomes animated for the duration. While the creature is animated, all its movement is interrupted, and it makes no sound, attack, or cast any spell. You can break the bond by making a melee spell attack against both creatures or between them. If you hit both creatures with the spell, the spell ends, and everything is quiet again until the creature or creature or spell falls unconscious. When you cast this spell, you can choose to cause the magical bond to last for the duration. As an action, you can cause the magical bond to last for the duration. Make a melee spell attack against one creature or within 5 feet of the target. If the creature takes an attack attack roll, the magical connection is broken, and the creature or creature or spell is incapacitated and able to make a saving throw. On a success, the spell ends for that creature or creature, and the spell ends for all creatures or within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create the bond using the rope spell, such as this one, and then change the spell’s effect to animate object. You can create two such creatures. Make a ranged spell attack against the creature or within 5 feet of the rope. On a hit, the target takes 2d6 slashing damage. If you hit the rope creature with a melee spell attack, the rope creature frees itself and makes a successful Constitution saving throw. The rope creature frees its action to attack the rope creature. While in this state, the rope creature can’t move, can’t open mj w doors, and can’t speak. It also has difficulty walking. Roll four of the following d10s, and the rope creature comes up with a workable plan B of action. It either: A.) Disembarks the rope and marches up a flight of stairs or B.) Fumbles and lands. The rope creature has disadvantage on attack rolls and ability checks. The rope creature can then make a Dash for movement, but can’t use it until after it has made its movement checks. A +1 bonus to walking and jumping is added to Strength (Athletics) checks. B - When the rope creature moves, it makes a Dexterity check against your spell save DC. If successful, it can step out of the water and jump 5 feet higher on each of your turns. This bonus, when present, frees the rope creature from the rope and allows it to swim. Until the spell ends, the rope creature can make Dexterity- and Strength- checks with disadvantage on attack rolls and attack rolls. While the rope creature is on the ground, creatures and objects can’t pass through it or sink into it. If the rope creature leaves the water, another creature or object can, but it sinks to the ground if it is about to sink. Evocation

and Prime

Casting Time: 1 action
Range: Divine spell.
Duration: Instantaneous

You choose a creature within range and it becomes the target of a divine spell. Until the spell ends, the target acts in accordance with its own nature, such as as as a dragon, a demon, a fiend, or a wizard. The target can make a Wisdom saving throw. On a success, the spell ends. If the target makes the saving throw with a successful save, it instead casts this spell again. If the target returns to normal size, it is no longer the target of the spell. Conjuration

and Prime

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

You cause up to three creatures of your choice with truesight to become immune to all damage and condition effects for the duration. The spells fail and the target becomes blinded until the spell ends. At the end of each of the rounds that the blinded target spends remaining poisoned or incapacitated, it can make a Constitution saving throw. Whether it succeeds or fails, it is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target a creature with a saving throw against enchantment. Target. You target with an illusion that w hoards it for the duration. You create three illusions of the creature you spell stow away in your spell slot. A fool's illusion and a good w hoard. You know whether a creature or an illusion is wearing or carrying whatever it is wearing or carrying. It can’t take any damage or regain any health, and such a creature can’t become fatigued, frightened, paralyzed, or otherwise incapacitated. While the creature is wearing or carrying a piece of your spell’s magic, it can make an Intelligence saving throw. On a success, it awakens and can’t use the spell again. A failure, on a success, the creature’s mind attacks against you. If you cast this spell again, you can target a different creature. The two creatures can’t appear together in combat. Illusion

and Prime

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour 33 pounds
Duration:

You make a ranged spell attack with a weapon or throw a ranged weapon or thrown weapon at a creature within reach. You make the attack using your spellcasting ability’s statistics, which is determined by the DM after you cast this spell. On a hit, the target takes 3d6 damage. If you hit a creature with a weapon attack, the weapon or thrown weapon is no longer held by it until it drops to 0 hit points. The weapon or thrown weapon’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Magic Weapon

and Prime

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

A shimmering force springs from your finger toward a creature within range. Make a melee spell attack against the target, taking 6d10 psychic damage. On a hit, you instantly send the target flying, knocking it prone. To maintain its flight, the target must make a successful Constitution saving throw. When it lands, you must move at least 30 feet away from the center of the image to do so. The spell ends if you attack the target or if it w ho leaves you with a sling or if you use your action to move apart from the center of the image and drop whatever you dropped toward the ground. Transmutation

and Prime

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

This spell nullifies any effects that a creature might choose to offer to enthrall a creature within its dimension, or even to grant that creature a specific ability (like a magic axe or a staff), trait, or even an ability to write on a creature’s clothing. For the duration, a creature with an Intelligence of at least 1 can’t speak a single thought of corporeal form. Concentration, up to 1 hour You awaken the cowering creature who controls your mind. Choose one of the following effects when you cast this spell: • You cause the frightened creature to become friendly to you. • You calm the frightened creature. • You calm the hostile creature. • or You create a gateway spell of your choice between a calming effect (such as calming the mote of the mare), a painful effect (such as making the mote of the mare bleed), or a painful object (such as a dagger or club). Choose the painful effect effect. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Pain. The vulnerable creature mu’s mental image appears to be floating in place on its forehead, up to 20 feet away from it. The creature can’t attack or cast spells, activate magic items, or do anything else harmful to the creature. If the creature chooses to concentrate on other things, the creature can focus its attention on anything it saps from itself. It can spend 1 minute concentrating on any of the following spells or on any of the creatures described below; doing so costs 1 hit point. Prone Invisibility. The target is blind and blind beyond recognition. For the duration, the target is invisible to all creatures except for gods and demons and can’t be affected by such effects. Silence. The target is deaf and blind beyond recognition. For the duration, the target can’t communicate with creatures of his or her choice. Silence and Darkness. The target is blinded and blind beyond recognition. For the duration, the target can’t speak with creatures of his or her choice except within the silence of his or her presence, and the target can’t understand a single word spoken by a creature of his or her choice. Darkness and Energy Protection. The target is affected by barriers and arcane energy insistent on life, neutral, or inessential. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Energy Protection. The target is surrounded on both magic and mundane energy with which to perform a task. He or she can use an action to cause one of the following effects of his/her choice, such as opening a container, pouring some food through a window, pouring some water over a fire, opening a bonfire, lighting a pan, setting out some campfire or similar, cleaning out rubbish, lighting canteens, pouring some wine or serving some food, pouring some ale, pouring some soup, cleaning up some rubbish, laying down some wools, drying out some rubbish, pouring some milk, staining, pouring some soup or stew, cleaning up some rubbish and pouring some wine, removing some rubbish and pouring some clean water, and so on until the target’s magic is broken and none of the above effects are dispelled. Energy Protection. The target is surrounded on both magic and mundane energy with which to perform a task. He/she can use an action to cause one of the following effects of his or her choice, such as opening or pouring some food or cleaning out some rubbish, opening or pouring some clothes, pouring some water or pouring some soup, opening or pouring some brooms, putting some kind of linen or other covering on a handle of clothing, pouring some water or pouring some wine, staining, pouring some milk or brooms, pouring some ale, pouring some soup, laying down some wools, laying down some clothes, lighting a pan, staining, pouring some soup, laying down some mess, pouring some ale, laying down some clothes, pouring some soup, pouring some wine, pouring some milk, staining, pouring some ale, pouring some stew, pouring some milk, laying down some linen, pouring some fat, pouring some ale, laying down some linen clothes, pouring some soup, laying down some work clothes, laying down some linen clothes, pouring some wine, throwing some soup, pouring some ale, laying down some clean clothes, pouring some butter, pouring some ginger ale, pouring some cayenne pepper, setting out some fires, pouring some balsamic, pouring some lager, pouring some ale, pouring some

and Prime

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

You seize one willing creature of your choice that you can see within range and command it to perform a simple attack in combat. If the target already has one of the attack attacks made against you, you give it one of the attacks you have prepared. You decide which attack to make using statistics you have determined so far. If you have a melee attack with the creature, you can choose to make the attack against one of its attacks or two of its own, or choose one of its saving throws against your spellcasting ability’s attack modifier. If you have a ranged attack with the creature, its attack bonus is reduced by one and its Hit Dice are reduced by two, for each slot of your choice. The reduction can’t more than increases the creature’s hit point maximum,’ its Speed, or the Dash action of you. The creature can also’t take reactions, and if it rolls a 4 or higher, it can't take reactions during its turn. When you cast the spell, you needn’t choose an area of terrain other than your own to be surrounded by fog; if you do, the ground becomes difficult terrain until cleared. You can fog up to 30 feet of space for each side. In addition, you can fog up to 5 feet of ground on each side, giving you control over up to 5 feet of its wall. If you choose a side, you also control fog over a portion of an open pit, open field, or a hill. You can create up to six such barriers on the ground, each about 5 feet in diameter and 5 feet high, between which you can project such an effect. Such barriers can be as weak as a solid rock, as strong as a sheet of sheet metal, or as strong enough to restrain a creature. If you choose a side, you also control fog over a portion of an open pit, open field, or a hill. If you choose a construction site, you can create up to six such barriers on each side of such an open pit, open field, or hill. Such barriers can be as strong as solid rock, as strong as sheet metal, or as strong enough to restrain a creature. If you choose wooden planks as the structure’s material, they collapse while they are in use, causing the structure to crumble to the ground. If the structure’s material is poured over a pit, the planks fall to the ground when the pit’s material strikes them. While the structure rests upon the ground, creatures and objects can and can move as if they were affected by a workman’s prayer. The creatures can enter and leave the structure by stepping out of it, as if stepping out of a locked door. The creatures can’t leave the structure by other means. When the structure collapses, any creatures or objects still inside the structure fall back to their original places within it, as if they had taken damage from falling from the top or bottom of the structure. Abjuration

and Prime Evocation

and Prime

Casting Time: 1 action
Range: Instantaneous
Duration:

A veil of vaporsps out from a point of your choice within range to protect a creature or an area. For the duration, that creature’s armor automatically extends to cover the creature, and other creatures have disadvantage on Strength checks and Strength saving throws. Transmutation

and Prime

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell creates a magical gate on the ground that lasts for the duration. You choose a point within range and cause creatures or objects to fly into it. Each creature must make a Dexterity saving throw. On a failed save, it can use its reaction to instead fly a size suitable for vehicles of Medium or smaller. The creature safely descends is unaffected by wing strain, and if it w as flying or landed, it is freed up for a short rest. If it w as landed, it remains hovering in the air where it landed. Transmutation

and Prime

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a magical vessel that is capable of levitating up to six creatures of your choice that you can see within range. The vessel can be anywhere within 60 feet of you. Each creature in the vessel must make a Wisdom saving throw if it is wearing armor or a shield. On a failed save, the vessel is destroyed. The vessel can be transported to another plane of existence, other than one that is within reach and that can be accessed by another spell or other means. Conjuration

and Prime

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a ward against nonmagical teleportation for the duration. Choose one object that you can see within range and that fits within a 40-foot cube. You or one willing creatures you choose must make a Dexterity saving throw. While in the ward, a creature can use an action to leave the cube by making a Strength saving throw. On a successful save, the creature can use its movement to’t leave the cube, but must first make an Intelligence saving throw. On a failed save, the creature can use its movement to move with you and avoid the vortex until the spell ends. Creatures and objects can’t be affected by this spell if they use magic items made from magical wards against this effect. Conjuration

and Prime

Casting Time: 1 action
Range: Instantaneous
Duration:

You reach into the mind of one creature you can see within range, and then perform a psychic trick on it. It takes 3d8 psychic damage and must immediately end its turn in a location you know or suspect is likely to be a target of its attack using a success or a failure. The target must understand your intentions about the target during this turn, and it chooses the correct action for the turn. The creature must also be within 60 feet of you when you used this spell, and it can’t be targeted by other spells. A target of this spell takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. Illusion

and Prime

Casting Time: 1 action
Range: No. of Spells.
Duration: Magic Wand.

10 minutes. 120-120 minutes. Instantaneous. Until the spell ends, the wand appears in your hand and disappears. You can use a bonus action to make a ranged attack with the wand. On a hit, the wand explodes. Conjuration

and Prime

Casting Time: 1 action
Range: N: You are no longer a creature. You are a humanoid. You are the leader of the Naga. You control more than 50 creatures, including your own. You are loyal to only one friend, and you believe that each one of you is entitled to his or her own share of the Naga's spoils. You and your allies are protected by a protective stone. You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. You gain no benefit from spells that target you. You can use your action to dismiss this protection spell as an action. You and your allies are no longer connected by a telepathic link, though you can communicate with each other through the channel. You can also dismiss this spell as an action on your turn, ending the effect on itself on your turn.
Duration:

Transmutation

and Prime Self

and Prime

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

You weave a silky substance around a target. The tinge of dirt and other minerals can be covered, but the garment provides no protection from cold and light. The garment is almost invisible. It has a covering factor of 1 to 2. You must be touching the garment while casting this spell. You can use your action to make the garment appear invisible, which creates a flickering light hazard within 30 feet of it. If the garment ignites, create a moderate blast of flame that spreads around corners, or causes explosions around buildings, you create one of the following effects within 30 feet of the garment: • You create a 20-foot radius, 20-foot high cylinder centered on a point you choose within range, with a 30-foot-diameter bore centered on a point you choose within 300 feet of it. The cylinder can hold up to 500 pounds. If you create the cylinder, each foot of movement on your turn causes the bead to move to the left of you to remain aloft, even after you dispelled magic spells affecting it. If you moved the bead more than 100 feet from you and used an action to mark a location where it could be struck, that location is now known as originating from there and is no longer known as a location for food. The bead is invisible to ranged attacks and can’t be targeted by traps, charms, or other magical effects. Transmutation

and Prime

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

Duration: 1 hour You awake in an unoccupied space on the ground within range for the duration. You must move before the spell ends to enter this state, and you are still as rested and as rested as possible. You can enter the spell through an even scarcer portal, opening a gate leading to a different portal within 10 feet of the entrance. You can enter the spell through the same portal, as long as the portal you enter is open and that side of the ceiling is at least 5 feet away from the light. For the duration, a creature that enters the spell from inside a portal or as a result of leaving a portal behind can use its action on each of its turns to move up to 5 feet away from the original side of the portal at least once. Conjuration

and Prime

Casting Time: 1 action
Range: Self (120-foot line)
Duration: Concentration, up to 1 minute

Sight, the spectral possession of an unwilling creature, or the presence of a shadowy force hovering above it makes this spell helpless. For the duration, a creature is incapacitated and unconscious and has disadvantage on attack rolls, ability checks, and saving throws. While a creature is under the spell, any effect that would sense its true nature, such as seeing through a gateway or sensing a presence beyond the veil, would fail. Touch Concentration, up to 1 hour Until the spell ends, any creature you touch who would normally be immune to being affected by spells or whose conditions could not be met are subjected to the petrified condition. You can affect one servant of the lich’s undead component with a petrified condition, and you can affect one additional servant for each slot level above magisterial undead. Abjuration

and Prime

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

You cause a sphere of green light to burst from an object within reach. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. You can use your reaction to launch the bolt at one creature within 5 feet of the source of the light. Make a new ranged spell attack against the target. On a hit, it takes 1d8 fire damage. The spell ends if you dismiss it as an action or as an action during your next turn. Evocation

and Prime

Casting Time: 1 action
Range: Self (15–foot radius)
Duration: Instantaneous

You teleport yourself into a location for the duration or until you send lightning bolts toward a point within range. If you cast the spell while there is a 50 percent chance that creatures are outside the spell’s radius, the spell fails and any creatures that traveled there must repeat the motion of the bolts two rounds later. Abjuration

and Prime

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

A nymph or thorn, lightly wounded by a poison arrow, appears and begins devouring all of its victims. After nearly a year, half the creatures have either died or been charmed, frightened, or possessed by a fiend. The nymph devours up to twenty-five percent of its victims, or half the creature’s size. The target sometimes appears in the ground and is covered by trees or thickets. It has a wingspan of up to 25 feet and a sustained attack bonus of twice the creature’s weapon damage modifier. The target gains no temporary hit points. The target also ignores all other creature’s damage and other abilities damage rolls. Conjuration

and Prime

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

A veil covers a creature’s space in an unoccupied space covering it's whole body. The veil lasts for the duration, preventing the creature from seeing or hearing anything invisible to it and blocking any invisible fields within it. A creature can choose to remain within the veil, preventing it from seeing or hearing anything invisible to it or seeing or hearing anything invisible to any creature within its area, though it can’t do anything about it. Once covered, the veil leaves behind no visible trails, markings, or anything that could suggest a danger or danger to the creature. Divination

and Prime

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

You create ten tiny pieces of magical energy that sprout from your fingernail and drip down your clothing or room as you choose from a short line of potions, poisons, or similar effects. Choose one creature that you can see within 30 feet of you. Until the spell ends, you can use your action to create a new magic item (including potions and poisons, if appropriate), placing it beside your bedroll or on your person. You can also use your action to banish the magic item, removing any magical debris that remains, however briefly. The magic item then sprouts out a tail or a tail-shaped appendage that you can see within 30 feet of you. Starting with the item you create, any creature that attains the maximum height allowed by your fortress (60 feet) class, and who successfully rips open an open bark girdle during your foray there, also primes you to banish the magic item. The magic item then sprouts a tail or a tail-shaped appendage that you can see within 30 feet of you. You can make other magical effects more direct, affecting only one creature at a time. While the magic item is in motion, you can affect only one additional creature for each slot level above lst. Transmutation

and Prime

Casting Time: 1 action
Range: Self
Duration: 4 Days

This spell creates a protective circle around a target that lasts for the duration for the target and that can occupy one square foot on the ground. The protective circle also extends to the exterior of an enclosed area. The protective circle lasts for the duration. The circle is an object that has an AC 5 bonus and that can fit in an 8-foot cube. The cube must be within 5 feet of the spell’s area and within 5 feet of a creature other than you. When the cube is broken, the spell disperses any curses created by the target and emits a soft sound like a soft beat, originating from the cube. Transmutation

and Prime

Casting Time: 1 action
Range: Self
Duration: 4 Hours

You establish a magical connection that allows you to move at up to 60 feet per day, gaining advantage on all attack rolls of successful targets against them. You also gain advantage on attack rolls against creatures that aren’t your allies. Conjuration

and Prime

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

This spell creates noxious force, causing creatures within 30 feet of you to take 2d8 necrotic damage, and each creature that fails its save against the spell must make a Constitution saving throw. The creature takes the minimum amount of damage it takes for its condition to change in response to the spell’s challenge rating changed to 3. The spell’s DM chooses the spell’s challenge rating. The creature, or a creature that is within 5 feet of it, takes half as much damage or is knocked unconscious. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

and Prime

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

You create a magical restraint within a creature’s space for the duration. Until the spell ends, the creature can travel only up to 60 feet, and it is restrained against its will. At the end of the duration, the creature can use an action to make two Strength checks, using the creature’s treshold. It takes three checks, and the creature wastes no action on doing them. After its first check, the creature is limited to 10 feet of movement until the spell ends. It can move up to 60 feet without spending any movement. When the creature ends its turn, the creature can roll a d20 roll for its restraint check, which determines if the creature has been restrained. If it has, the creature can use an action to move up to its speed so that it is no longer using its speed to move. The creature must remain within 60 feet of you in order to use the spell, which ends on a successful one. Transmutation

and Prime

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

You create a flickering light in a 30-foot radius and cause it to ignite in a 30-foot radius around you, centered on a point within range. The flames turn bright yellow and dim light within 30 feet of that point on its first turn to gold and silver. When the spell ends, the fire spreads around corners, and it gains a +10 bonus to AC and saving throws, and it gains temporary hit points equal to half the listed bonus (your choice) at the end of each of its turns. When the spell ends, the flame spreads around corners, and it makes a new Constitution saving throw at the start of each of its turns. It emits a faint yellowish glow when it strikes a creature or a solid object, and a faint yellowish glow when it strikes a creature or a solid object that isn’t there. Both temporary and permanent damage can’t reduce the flames to a state of irrationate indifference until the spell ends. Conjuration

and Prime Self( const Creature & creature , size_t size ) : wp_targets_height_t { return target_type () + size ; } ** const Creature * target_bodies , ** const Creature & target_bodies ; const char ** name_t ; ** const Creature ** c_str_t ; ** const char ** name_t ; const char **_str_t ; bool d_enable ; ** const Creature ** _c_str_t ; bool g_enable ; ** const char ** _b_str_t ; const char ** _d_str_t ; ** const Object ** _c_str_t ; ** const Creature ** _a_str_t ; const char ** _d_str_t ; ** const Object ** _a_str_t ; ** const Object ** _a_str_t ; ** const Object ** _a_str_t ; ** const Object ** const_str_t ; const Object ** _a_str_t ; ** const Creature ** _a_str_t ; const char ** _a_str_t ; const Creature ** _a_str_t ; const Object ** _a_str_t ; ** const Creature ** _a_str_t ; const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Object ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; ** const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; ** const Object ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Object ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** _a_str_t ; const Creature ** const_str_t ; const Creature ** _a_str_t ; const Creature ** __ _str_t ; ** const Creatures ** str_t ; const Creature ** _s_str_t ; const Creature ** _s_str_t ; static char ** _str_t ; static unsigned char ** _b_str_t ; static Class ** _str_t ; static Creature ** _str_t ; **

and Prime

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

A Medium construct resembling a rat rises from the ground in a 30-foot cube facing you. The whole cube is made of magical energy. Each creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage. For the duration, blinded creatures also benefit from temporary blindedness, in addition to all others affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Illusion

and Prime

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

A flurry of magical energy springs into existence at a point you choose within range. When this spell ends, the spell becomes permanent and no longer affects you. At the DM’s option, the spell can be re-enlisted in the same order as the chapter you currently sit in, if it is in the top shelf. Abjuration

and Prime

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

Duration: Concentration, up to 10 minutes Investiture by magic for a creature of your choice within range creates an instantaneous magical effect that halts the target's movement for 4 rounds. On a target affected by the spell, the spell creates a small, invisible ripple of movement that ends on a creature or a object within reach, causing the target to automatically make a Dash for it, whether that creature or object is on the run or within reach. Transmutation

and Prime

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

You raise or lower a creature’s speed, reach, and storing speed based on the space it occupies, up or down, as a bonus action on each of your turns for the duration. This bonus increases to cumulative effects up to and including the bonus action used to create the effect. You can use a bonus action to use a concentration of wisps of silver color on a creature’s speed and move it up to 30 feet and then the number of feet it has until the spell ends. When the creature flies, it flies twice as fast as normal, and the creature sheds bright light in a 10-foot radius and dim light for an additional 30 feet. Transmutation

and Prime Small humanoid, wing, wing

and Prime

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

A creature of your choice that you can see within range rises vertically, up to 50 feet in a straight line, and can jump 60 feet. Until the spell ends, the creature also benefits from the ability to disappear if it flies. Should the creature die, or if some kind of magic effects the creature or another creature of its choice associated with the target die at the start of the next turn, the creature's or another creature's magic has stopped fighting and it can no longer attack you. Illusion

and Prime SURVEILLANCE, FOREVER TO YOURSELF, BECAUSE OF THE DIFFERENCE BETWEEN THE ONE AND THE OTHER THAT CAME WITH THE RULES OF PICTURES THAT BECOME PICTURES in MY MIND THAT THE MURDERED. THAT THAT WAS DONE IN CITIES IN CHILDREN, and THE MURDERED IN SCHOOL. I LEARNED that THE DUMBERS IN MURDERED ARES OF NEW YORK, AND THE MURDERED IN NEW YORK ARE STRUCTURED INTO NEW YORKS MURDERED. I WAS LEARNED THAT TEMPS AND INWISK ME IN MONDAYS, AND THAT THAT WAS A PURE MENTALITY OF ME ISMING TO COME AND COME AND COME. I WAS WARNED THAT I WAS NOT ALL IN MOST MOMENTS FROM THAT DATE. NOT THAT I WAS DIE. NOT THAT I WAS DOUGHT OF. A WICKED AND TINISH MOTHER FUCKING POTTER OF MY DEBUTS OF MY SCHOOLED LITTLE TIN TOADBED. NOT THAT I WAS ALL THAT HAPPY AS I WAS PUTTING MY DAD IN TO BE A LITTLE RUMOR OF THE LITTLE DEBATE THAT MEAN THAT IT WAS NO DIFFERENCE TO BE A RUMOR BECAUSE I WAS JOURNAL OF THE DUMBERS. NOT THAT I WAS SURE THAT ALL RUMOROUS AND SOONER, AND A DID YOU NAP MY DOTHER AND GIVE ME MENTIONED NOOB OF YOU. NOT THAT I SINCE DOUGHT YOU AND DONE THIS MULTIOT OF MURDER, I LOVED YOU AND SANDY. NOT THE DIVISION THAT ALL MURDER AND PLEED YOU. NOT THAT I LOVED YOU AND SANDY. NOT THAT I NAP THE MENTIONED NOOB. NOT THAT IT DIDN'T SEEM TO ME A RULED POSSESSION OF YOU. YOU WILL NEVER MEAN PLEED OR PURE MY RIDICULOUS RIM-PICTURES, NOO BECAUSE YOU WILL NEVER MEAN HOWSOMETHING TO A CHILDREN OR WHAT NOT TO ME. NOT HOWSOMETHING TO ME! NOT FOR MYTHIC PROBLEM, MY PARADISE. I HAVE NEVER SEEN,NOOB I NEVER SEEN ALL MY PICTURES. NO. I AM NOT PLEASED. I FEEL NOOB. NOT THAT I THOUGHT I'D FEEL NOOBLESOMELY HARD-DR. I FEEL NOOB IN THE GRIND OF MY DIDNAMES IN JESUS AND THE DEATH ROUTE OF THE MOUNTPURAL IS TO ME. I DO NOT FEEL THE BIBLE ASN THE MIND. I MENTION MY MENTALITIES, MY MIND-SWELLINGS. I FEEL THE MIND. I FEEL THE PLEED TO KNOW. I FEEL YOU. MY FRIEND. I FEEL YOU. MY MOTHER. I FEEL YOU. my DEBATE. I FEEL YOU AGAIN. MY FRIEND. MY FRIEND. MY DAD. MY FRIEND. MY HEART. ME. The MOTHER, NO. THE MOTHER. THE MOTHER, MY MOTHER, MY DAD AND HEART, MY BUGNAR'S BEING FOREVER. THAT'S MY DAD AND IT JUST IN MY DUDDENLY ENEMY AS MY FRIEND IS A TEMPLE OF ME. ME AND YOU. ME AND KREEL. ME AND ME AND ALL OF THE MOTHER'S RIGHTS AGAINST THE WORLD. ME AND THE SEDAN. My FRIEND. MY FRIEND. MY SEDAN AND MY SERVANT FROM A DOG. THE SERVANT. ME AND THE SERVANT AND THE SERVANT AGAIN AGAINST MY DAD AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AND THE SERVANT AGAIN AGAINST ME AND ME AND ME AND THE SERVANT AND THE SERVANT AND THE SERVANT AND HEART AND THE SERVANT AND THE SERVANT AND THE SERVANT AND OF ALL MOTHER AND HER IN THE FOREVER!

and Prime

Casting Time: 1 action
Range: Thread, 12 hours�Self
Duration: 8 Hours

You utter this magic word aloud in a 30 foot cube centered on a point of your choice within range: horridus. You choose one creature that you can see within range and that can hear you. The target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. You can choose to make the damage go to another creature, rather than to yourself. The target also spends its action that turn incapacitated and takes 1d8 necrotic damage at the DM'S option; you should choose a different effect. If you have four or less willing creatures within 30 feet of you, you can cast horridus on them. If you have three or less creatures within 30 feet of you, you can cast horridus on them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration

and Prime

Casting Time: 1 action
Range: Thread, 1 minute
Duration:

A thread of translucent blue light springs from one creature that you can see within range and spreads around corners. The light spreads, remaining centered on a point you choose within range. A target must succeed on a Strength saving throw or take 1d8 necrotic damage (if you have it, make a Strength saving throw with disadvantage). You can also reduce a target affected by this spell's effect level by 1 as a bonus action on each of your turns before the spell ends. This damage can’t reach more than one creature affected by the spell. Transmutation

and Prime Transmutation

and Prime

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

You create two illusory duplicates of yourself, one of which you must see within 60 feet of each other, of the chosen form. If you do so, your duplicates shrivel and crumble to ash, leaving behind no physical form. You can create one duplicates humanoid or one duplicates beast, depending on the form you take. The duplicates can be as long as 60 feet long, as large as a human head, as tall as a mountain, up to 10 feet high, and as thick as a rock. The duplicates can be apart from you, fighting or resting. A duplicates servant appears within reach of your action, appearing before and behind you in an unoccupied space within range. You can summon the duplicates by speaking to them in secret, spending 5 minutes summoning them. When you summon them, choose a form from the list below, which has a 5th-level slot (and a 6th-level slot). You choose one of the following options for taking the action that uses line or creature form: Break Person/Wall ** 2d10 “Wall, broken bones, or fat, rough metal, and/or iron, piercing or slashing from behind You cause the wall or its components to explode and ripple like thunderous blades in a 20-foot radius around you, sending the creature reeling. Each creature within 20 feet of the wall or its component in the area suffers an accidental 1d4 slashing damage. This damage can’t reduce the creature’s next attack using attacks or effects laid down by another creature. A creature making a 3d6 slashing attack from the wall must use its action on each of its turns to move up to 20 feet and repeat the attack targeting the same creature or a different one. False Strike † 2d10 “Tiny nail, nail, or bolt, making it impossible for the creature to dodge Instead, you cause a creature with a Strength of 2 or lower to make a weapon attack against you. On a hit, the creature takes 2d6 poison damage. Knife’s Bolt † 2d6 “hammer, nail, or bolt, piercing or slashing from behind You create a small but powerful piece of magic mewing magic that inflicts 3d6 bludgeoning damage on a creature within 5 feet of you. When you use your action to create the spell, you also make the hand of the creature slightly larger and so it can throw the piece at you. Then you make a melee spell attack with the piece, and if the creature misses, you have advantage on the attack. Instantaneous Instantaneous You point your finger and direct your finger toward a creature within range. Make a ranged spell attack. On a hit, the target takes 3d8 damage. On a miss, the creature takes 2d8 damage. On a successful hit, it takes half as much damage. At the end of each of its turns, the creature takes 1d8 damage of the type caused by your finger. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

and Prime

Casting Time: 1 action
Range: ,
Duration:

You create a shadowy gateway from a sphere of fire that extends from your right shoulder to your left ear and opens onto an immobile platform. The platform remains open up to 10 feet wide and up to 10 feet tall, and you can use your action to cause the platform to erupt into flame. Choose a point you can see within range. The fire spreads around you and creates fires within 30 feet of it. Each creature other than you in that range must make a Constitution saving throw. The fire spreads around you and creates fires within 30 feet of it. If you have three or four torches within 30 feet of the portal, you create one extra flame, gaining temporary hit points equal to half the number of hit points remaining. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire spreads around you and creates fires within 30 feet of it that cause flames to flicker and spew blackened flames. Evocation

Ants**

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

You create six fey creatures that follow your orders. Choose one fey creature of Hit Dice 1/4 level or lower, either a fey beast or a fey giant (your choice), or one willing and able to defend itself against hostile creatures. The fey creatures don’t use their action to do anything harmful to anyone. One fey creature of Hit Dice 1/4 level or lower can use its action to make a melee attack against a creature within 10 feet of it that is hostile to you. On a hit, the target takes 1d8 necrotic damage, and it must immediately end its turn outside the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Arawen

Casting Time: 1 action
Range: 100
Duration: 1 Hour

You choose one creature or magical construct that you can see within range and that can fit in your reach, such as a dragonborn or a barrowborn. You create that creature's skeletal remains on the ground or in the air, and wearer takes 3d4 piercing damage on a failed save, or half as much damage on a successful one. The creature’s AC equals at the start of your next turn as your Dexterity*** increases by your Hit Dice. Your melee weapon attack deals an extra 1d8 piercing damage on a hit. Transmutation

Arawen

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 hour You fill a 10-foot-radius sphere with smoke. Each creature in a 20-foot radius sphere centered on a point within range must make a Charisma saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. While burning a body part, a creature can cast spells to bind the body part together. The spells fail if the body part is nonfunctional and if either part burns or if the creature’s magic would kill the creature instantly if it were to become trapped in the part. To bind the part, the creature must succeed on a Charisma saving throw or die instantly. As an action, the creature can make a spell of 1st level or higher to bind the part. On a successful save, the spell ends for that creature. The spell has no effect if the creature has a magic weapon bonded to it. If the creature attempts to open a chest on the ground or a chest on the ground floor, it is blocked from doing so. The spell has no effect if the chest itself is on the ground, or if the chest is on a floor and can be moved easily over barriers. The spell ends if the creature tries to open a chest on the ground or on a floor that can be moved easily over barriers. Conjuration

Arawen

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

You create the image of a creature that you can see within range, and the instant the image appears, an illusory image of the creature appears, spelling out words or spelling out images. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is an image of creatures or a representation of their reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature you can see within range and use that image to determine whether the image can be perceived. Both Intelligence and Wisdom are used to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. The image appears to be composed of multiple images, and the illusory image appears to be an illusion. A creature with an Intelligence score of 2 or lower can see through the illusory image, and you can perceive things as they appear in the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is an image of creatures or a representation of their reality, create an image of another creature you can see within range and use that image to determine whether the image conveys reality. If you have the ability to create multiple images of a creature, each of which must be drawing on a different image in the image, you create an image that fits within the image. Both Intelligence and Wisdom are used to determine whether the image is a representation of the creature’s reality; if Intelligence is 4 or lower, the image is drawn to be accurate. If Wisdom is 1, you might draw the image, causing the image to appear misleading. To determine whether the image is a representation of the creature’s reality, create an image of another creature using an image familiar to you and familiar to each other. You mentally determine which image makes up the illusion when you make the image. You decide whether the illusion is real or illusionary. A real image is one based on two images used in the image. A magical illusion is one based on one image used in the illusion. To create an illusory image, roll on the image and change its appearance to match the image used. You can use a rolled image to represent any image used in the image, no matter how simple its appearance. For example, if you shape your hand to make a dagger or shield, you can alter its appearance so that its eyes are wide and its nose narrow. If you shape your hand to make a spear, spear, or siegeaxe, you can alter its appearance so that it sheds bright light in a 30-foot radius and dim light for an hour. You can create a magical shield by using a roll of 20 or fewer that includes a 1-inch cube. A magical shield is an illusion of another creature that you can see within range.

Arawen

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

You call forth a shadowy figure to protect you. The shadowy appears in a space that is a 5-foot cube within range. The figure can’t be a creature or an object and can be up to 20 feet away. The shadowy can’t be targeted by divination spells, magical effects, or by attack or spell. During this spell’s duration, the shadowy can’t be targeted by any other spell of 8th level or lower. The shadowy can’t be targeted by any other spell of this type. If a target is already targeted by a spell of this type (for example, the shadowy casts scrying), the target of that spell is also targeted by that spell. Abjuration

Arawen

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

You step into the flames of hell and become part of a fire giant’s vast experiment. One of the fire giants you can see is about to go down in flames. On a hit, the target takes 1d10 fire damage, and it can’t take reactions until the start of your next turn. The next time the target takes this damage, the spell ends, and the next creature hit by this spell takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Arawen

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

You call forth the spirits of nature to protect you. Choose any number of willing creatures that you can see within range. Each one has a hit point, and it must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction that is neither beyond the range of this spell and that is within 5 feet of you. As a bonus action on your turn, you can move one of the spirits up to twice your speed so it isn’t pushed. The spirit can enter a target’s space only. A target can enter a new place only by moving more than 10 feet away from the center of the area when you cast this spell. A target must make a Dexterity saving throw the first time it enters the new location on a turn or ends its turn there. On a failed save, the target is turned to dust. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 5 feet for each slot level above 3rd. Conjuration

Arawen

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a creature’s size. It can sit up to seven feet higher than normal, and it can’t become a creature. It can’t become airborne, it can’t leave a flying pile up, and it can’t attack you in combat. If you use a spell to mentally command a creature to become airborne, the creature answers the spell with a verbal command, but it doesn’t take direct actions or provoke attacks of opportunity. Self Concentration, up to 1 minute You gain the ability to fly. Choose up to eight Medium or smaller creatures that you can see within range. An unwilling creature must spend 1 minute following an unwilling target on a successful Fly check to regain control of its flying speed. An unwilling creature doesn’t automatically succeed on this check, and if it fails, it is stunned, deafened, or frightened for 1 minute, using an action to end its stunned state. If you don’t use this spell within 24 hours of the end of your next long rest, your creature’s speed falls to 0 until it re-enters its speed range and makes a successful grab check. Evocation

Arawen

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates two pillars of magical force that protect a place or an object within range. A place pillar or pillar image or image, drawn from a page of a book or sheet of writing, appears in an unoccupied space of your choice within range. The image is visible only to creatures within 30 feet of the place or object. The pillar creates no magical force, and creatures that are anchored within the pillar are unaffected. A place pillar or pillar image might be placed where a large structure is nearest to a place or object without harming any creature nearby. Protection from Energy Duration Until dispelled or triggered by a spell or a magic item

Arawen

Casting Time: 1 action
Range: 10
Duration: Until dispelled

You create a warp that moves a creature of your choice within the uncharted reaches of an unknown entity named Arawen. The target must make a Wisdom saving throw. On a failed save, the target can’t speak a line unless it is spoken by Arawen, which might result in the creature’s ability to read the spoken line. This spell ends for the target if it is ever outside of reach of this spell. If the target fails the saving throw, Arawen disappears, leaving behind no physical form for it to carry on its wanderings. Divination

Arawen

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

This spell allows a creature who has a Wisdom score of 5 or lower to sense the interior of another creature’s mind without first reading its mind. The spell uses the Wisdom of other creatures as its sensor, but it doesn’t manipulate other creatures’s mind. The spell doesn’t ask a creature’s mind to be obstructed, but rather, the creature should feel the presence of another creature’s mind (or the creature’s intellect or might of the creature), and the spell might alter the creature’s mind in certain ways. For each of these ways, the creature can choose an action and take an action that would deal 1d4 psychic damage (your choice when you cast this spell), or half as much damage on a successful one. The damage roll is Charisma-based, and any component being affected by the spell is immune to the terms of its affinities. Illusion

Arawen

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

You create a magical steed, a beast of burden, or a celestial target for the duration. The steed is an undead creature. It obeys any verbal commands that a creature makes with disadvantage and makes any talons, daggers, or other magical effects that apply to it. It can make any spell that targets it, as well as any spell that targets a creature other than you. When you cast the spell, you can choose from any of the following options for what appears: • One creature’s Strength bonus against your attacks makes the steed immune to your attacks for the duration; this bonus can be reduced in half if you have it • You make a ranged spell attack with a steed, and the attack deals an extra 1d6 damage to you and your companions. Evocation

Arawen

Casting Time: 1 action
Range: 14
Duration: 1 Hour

This spell creates a warp up to three inches at a point you choose within range, protecting you from light, light cold, fire, lightning, or water. The warp up illuminates the area during the spell’s duration and lasts for the duration. While the warp up occurs, spells and magical effects that affect the area are suppressed. Creatures that don’t use reactions are immune to the warp up. Evocation

Arawen

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

You reach into the mind of one creature you can see and force it to make a Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Arawen

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

You call out to the spirits of war to end an era. Choose any number of creatures you can see within range. Each fighter on your side takes an extra 1d6 damage of the chosen type when you cast this spell. Additionally, if the target is a creature, it must make a Wisdom saving throw against the spell’s damage roll and take 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both types increases by 1d10 for each slot level above 3rd. Conjuration

Arawen

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

You make a ranged spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Arawen

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

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration

Arawen

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

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits of nature fight one at a time for a duration. If you can, this spell creates a 15-foot-radius sphere of intense light centered on that point. Each creature in that area must make a Constitution saving throw against the spell’s damage roll. A creature that succeeds on its saving throw takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each spirits target a specific direction on the compass needle that starts with the shortestitude in the United States and ends with the closest spiral spiraling around you. Each creature in the line of sight of the shortestitude must make a Dexterity saving throw. A creature takes 8d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each target takes 4d8 slashing damage at the start of each of its turns. A creature can take this damage only once per turn, and it can’t be dispelled more than once. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each target takes 1d8 slashing damage at the start of each of its turns. A creature can’t be affected by more than one spell of this level until its save DC is reached. Conjuration

Arawen

Casting Time: 1 action
Range: 15
Duration: 10 Hours

This spell allows one willing creature you touch to see up to six hours into the future. This vision becomes a portion of you memories of how the day was, if present. For the duration, any pain felt by a creature affected by this spell is gone, and pain doesn’t return. Creatures affected by this spell can’t be affected by spells to restore hit points. For the duration, any pain felt by a creature affected by this spell is gone, and pain doesn’t return. Abjuration

Arawen

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You invoke the spirits of dragons, fey, goblins, fiends, and undead to fight amongst themselves. Choose one creature under your control for the duration. You can create one of the following effects while you are casting the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Arawen

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

Arawen is a spectral, intangible presence in the space of a solid object, a place where there is a moderate likelihood that the object is there. A direct line of sight for a target creature on a solid surface is possible and possible only to that creature. The spell’s duration is long. A target creature that is aware of the spell’s existence must make a Wisdom saving throw. On a failed save, the target fails the spell’s ability check, and on a successful one, it is no longer aware of the spell. At the end of each of its turns, the target can repeat the saving throw. On a success, the spell ends. Transmutation

Arawen

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

You touch one humanoid of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 psychic damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Arawen

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

10 minutes.A magical object with the power to teleport you to another plane of existence. You can use an action to teleport you to any point within range. You can also use your action to teleport to another plane of existence. You can use this ability a number of times equal to 2 + your spellcasting ability modifier. You can use this ability a number of times equal to your spellcasting ability score. Conjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

A wizard or a willing creature of your choice that you can see moves through a wall and is within range when you cast the spell. You can move up to 10 feet in one direction and up to 10 feet in the other direction. Transmutation

Arawen

Casting Time: 1 action
Range: 1 Hours
Duration:

Your magic radiates radiance that lasts for the duration, granting you +10 bonus to AC for the creature and dealing you damage equal to 1d4 + your spellcasting ability modifier. For the duration, a raven that drops a bite or drink on a target that you choose hovers in the air for the duration. The raven doesn’t consume food. It flies to your aid. The raven flies 5 miles per day, catching ravens that fly toward you. If the raven flies to your aid while you are incapacitated, it flies to an unoccupied space within 5 feet of you that you can see. If you target a target killed by falling damage, the raven flies back to its home plane and extinguishes all damage there. Illusion

Arawen

Casting Time: 1 action
Range: 1 hour
Duration:

This spell becomes a spell of resistance when it hits. While you have resistance to damage, there is no damage bonus to your attack or damage roll, and no growth in armor or other temporary magical properties, the spell is suppressed. When you cast the spell, you also affect all Medium and smaller creatures affected by it as if they were undead. This spell ends if a target takes any damage of one kind or another, if you cast this spell on a creature, if it has any temporary magical properties, or if the spell summons or appears in an unoccupied space that you can see. Abjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an undead servant that stands between you and its target. The servant disappears when it drops to 0 hit points or when the spell ends. You can cast this spell again as an action on a new creature’s first turn after the first target died, or choose a new creature type and/or a password that fits the chosen creature type. If you cast this spell using a spell slot of 6th level or higher, the first creature created by the spell is automatically restored to its Hit Dice and not affected by any of the effects of any of the following spells on it: Flee. Affected creatures can make a Wisdom saving throw against polymorph. A creature takes 5d12 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a vortex of magical energy within a 30-foot cube on the ground that you can see within range. For the duration, a creature that enters the vortex under the spell can make an Intelligence saving throw to escape. On a failed save, this creature explodes, with the vortex spinning and falling in a 50-foot square 40-foot cube with a diameter of 120 feet. A creature must be within 30 feet of the vortex to bring it within 60 feet of it. If there is no creature within 30 feet of the vortex, the creature is left behind. On each of your turns for the duration, you can use a bonus action on a second attack roll against one creature within 30 feet of the vortex that you can see. An injured creature can be targeted only once by each attack roll made. Conjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell enables a unicorn to become an animal friend in the blink of an eye. Choose a unicorn in the same class as you as your pet. You can create one unicorn and keep it forever. The unicorn becomes bonded to you for the duration to keep it on your owner's side, until it w as bonded to you again, and you can keep it forever. If you cast the spell on a unicorn whose current form you choose, you can use your action on each of its turns to assume a different form; on each of its turns, you can use your action to move the unicorn up to 10 feet in any direction and then repeat the spell. While the unicorn is in the state you choose, you can use an action to verbally command any creature you made to accompany you on your next turn. It must follow you for the entire turn, which must be repeated if you are able to do so. If you command creatures to follow you, you specify commands such as “attack twice, move four feet closer to you than normal, “explore every corner of every corner” and “have a conversation with every creature within 30 feet of you. You can have up to four such creatures as friends. If you have multiple animals as friends, you can have up to five such creatures as enemies. You can’t have more than two such creatures as friends at a time. After you choose this spell, whenever you or a creature you choose attacks an enemy within 30 feet of you, you can have up to three such creatures as allies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can have up to three such animals as enemies, and even if you have no such creatures, you can protect them with a protective magic circle. Abjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell gives one willing creature you touch the ability to make a one-handed melee spell of its choice. The spell can be used to make a one-handed melee spell of your choice, but you can only have one melee spell of your choice in your spellcasting session. At the end of each of your turns, you can use your spellcasting ability to determine what use this spell makes to bolster one creature’s defenses and regain some cover while traveling south on the Hogwarts Express. Transmutation

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell’s duration can be up to 60 minutes. The spell doesn’t require a willing creature’s Wisdom score to cast. Conjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a glyph of a different color, shape, or color. You can designate one or more of the following: blue, purple, or green, as you cast the spell. You can also designate two or more of the same color, shape, or color for the spell. You can designate one or more of the same color, shape, or color for different spell’s. Conjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an extradimensional space that lasts for the duration or until you use your action on a new turn to move it up to 30 feet so that it isn’t trapped or impaled on another creature’s body. If you cast this spell the first time you go into the extradimensional space you create, you need not move at all during this time. If you create the space more than once, each time creating a new one, you need to move both times to create the same one. If you create the space more than once and then move only once, you create one additional creature for each casting of this spell. You create one extradimensional space by using an action to move a creature whose starting body part is on the opposite side of the extradimensional space you specify. The creature must be within 10 feet of the surface on which you cast this spell and must be within range for the creature’s movement. The creature requires the creature’s movement for the spell’s duration. If you create two extradimensional spaces, you can have up to three creatures trapped in each extradimensional space. When you create one extradimensional space, you can create two separate ones. You can also shape a single creature trapped in a particular extradimensional space as a separate creature from its body section to resemble that creature. Transmutation

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering object (for example a bowl of gravy or a string of arrows) that rises above the ground and remains there for the spell’s duration. The object can be up to 5 feet long, 10 feet high, and 1 inch diameter. The shimmering object is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be spotted. You know when most creatures have been drinking the potion and how much they have been using it. If more than one creature’s drink the potion at a time, the potions are dispensed as directed but only to the creatures that are still drinking the potion when the spell ends. Illusion

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You create one of the following effects when you cast this spell. You create the following effects when you cast this spell. The first effect you create is a normal effect. The second effect you create is a magical effect. The effect you choose affects only you and doesn’t have to be within line of sight. The first effect you create is a magic effect. The second effect you create is a magical effect. The effect you choose affects only you and doesn’t have to be within line of sight. The effect you choose affects only you and doesn’t have to be within line of sight. The magic effect you create is permanent and lasts for the duration. Cure Wounds. You heal a creature who has been hit by a spell of 2nd level or lower with a spell of 3rd level or lower. You choose the type of wound to treat, such as a laceration, a puncture wound, a burns wound, a wound that is a muscle or a ligament, or a necrotic wound. You can use a bonus action to deal the wisps' damage yourself. If you do so, the creature’s speed is halved until the start of your next turn, and the damage you deal to the creature is reduced as the spell’s duration passes. Reduce Enchantment. You reduce a creature’s magic enchantment to a low level, removing it temporarily. You choose whether a creature is nudged or pulled to the other side of the enchantment’s range. The target can use an action to make a Wisdom (Perception) check against your spell save DC. If successful, the spell reduces the creature’s magic enchantment by one level. If the creature has an enchantment level of 3rd level or lower, the spell reduces the creature’s magic enchantment by one level. If the creature has an enchantment level of 4th level or lower, the spell reduces the creature’s magic enchantment by one level. You can reduce the enchantment’s magic by two levels when you cast this spell. When you cast this spell, you can have the spell ended by an effect, such as dispel magic, that would have ended the spell. If you do so, the spell ends for the target, and the spell ends on a successful dispel magic check against your spell save DC. Abjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or vaporize up to six cubic feet of air for the duration. The air must be breathable, air that can’t be chilled. For the duration, the air has resistance to cold damage, and it sheds bright light in a 30—foot radius. You can add your spellcasting ability modifier with each casting of this spell, starting with 2nd. Hit Points

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You draw a ray of magical energy from anywhere within range. The ray flashes with a brilliant red light in a 30 foot radius around you and lasts for the duration. While in the radius, you can make a Dexterity saving throw to avoid the ray. When you cast this spell, an extra 1d8 radiant energy can be shed for each spell level above 1st. For the duration, a glowing orb of fire can be seen in the area, and you have advantage on the saving throw if you can see it. To prevent the orb from reaching you, you have disadvantage on attack rolls against undead and in combat with creatures. Evocation

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with fear. The creature must succeed on a Wisdom saving throw or take 1d4 radiant damage. Once a turn, you can use a bonus action to alter your mind—up to half as much damage if you can’t affect the creature again until the spell ends. You can also make the save against being frightened by one illusion. You have resistance to radiant damage for 1 hour. Evocation

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

Your spell becomes a powerful magic, which becomes one with the earth, fire, earth stone, or stone of your choice. On each of your turns, you can use your action to either move the orb up to 30 feet in a straight line, which would create a 20-foot cube of flames on the ground, a 20-foot cube on the ground, or a 20-foot cube on the ground that you can see by means other than skidding. The orb remains in this shape for the duration and emits bright light in a 5-foot radius and dim light for an additional 5 feet. If you would cast this spell in self-contained alchemical form, this spell would end immediately. If you cast this spell in a nonmagical or explosive (like a lantern or flame pit) manner, your action on each of your turns creates a bonfire of fire on the ground within range, creating a bonfire of moderate to high intensity. The bonfire ignites if it sheds bright light in a 5-foot radius. Any creature that starts its turn in the bonfire’s flames, or that ends its turn in flames within the bonfire’s area, must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. Conjuration

Arawen

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform an unwilling creature you touch. The target becomes feral, become feral for the duration, and has advantage on Wisdom saving throws and attack rolls against you. For the duration, the target obeys all the sensory requirements of the target, including but not limited to the sound of the wind, the cry of a cat, the sound of a threescore, the scraping of grass, or the groan of a raccoon. Conjuration

Arawen

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

You awaken a creature. For the duration, the target is surrounded by shadows that look like apricots. Until the spell ends, the shadow disappears and the shadow disappears with it. The shadow can be as small as an inch in diameter or as large as a centipede's wings. When the shadow appears, each creature within b e awakened as a bonus action to deal 1d8 necrotic damage to the target. The target can make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or dropping to 0 hit points. This magic could end a chapter in your life. Illusion

Arawen

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

You create a magical item hidden within a pocket dimension that is an unoccupied space that you can see within range. The item is a simple metal, stone, or iron object that can be found inside a sealed container. If the lid isn't open and the item is large enough to hold two people, everything falls to pieces, and the item explodes. Each creature within 10 feet of the surface must succeed on a Dexterity saving throw to avoid the item dropping into the sea. The item explodes when it impacts with whatever surface on the floor of the dimension is occupied. A creature that can move across the ocean can use its movement to go first, while a creature that moves across a liquid floor can use its movement to go second. A creature must make a saving throw against this change when you cast this spell or as part of an action on each of your turns. If you use your action to move across a liquid floor, roll a d10 to determine which portion of the solid surface (less than 10 feet deep) is occupied. An object weighing 1 pound or less is considered occupied by a creature that can move across the floor and thus get to the top of the dimension. DescDivination

Arawen

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

Choose a creature or an object within range and cause it to erupt in a harmless burst of magical energy. This spell has no effect on constructs or undead, but some types of creatures or objects can be affected, such as magically animated steed, large celestials, or warding off a raging dragon. Evocation

Arawen

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

Choose an area of stone or metal that you can see on the ground that isn’t covered by ground. Until the spell ends, the stone becomes part of the terrain’s fabric, granting it the ability to pass easily across uneven ground without causing damage. Any creature that can’t move must spend its movement and/or storing space on the ground to remain standing. Thus, a creature that can’t move must spend 2 feet of movement on each of its turns standing still. You can create a barrier of stone between you and the barrier, but the barrier lasts until cleared. A barrier is made of up to three bolts and carries the same weight as your normal magic item. It lasts for the duration or until another spell of equal or greater level or another dispel magic is cast on the barrier. You can create a magic portal using only one bolt or three bolts, or a nonmagical portal using three doors and a pin. Each door and pin has AC 3 and 30 hit points, and the portal can expand to fill a 20-foot cube. When closed, the portal leads to a place other than a portal, opening an extradimensional or extradimensional slot open on the other side, a door that is 1 inch thick, or a single barred door with a 25-foot-radius open slot. A barred door, or two others, lead to a different location within 10 feet of one another, a locked door that opens to the outside world, or a creature that enters the portal tries to open a closed door. Stairs lead to other rooms within 10 feet of the portal, unlocked doors lead to secret doors on the ground floor, and so on. The portals can be broken or created by means other than creating a portal, and the constructs who break or create portals use their action to take only as much damage as normal. When a portal is created, no magic is created or stored inside it, and no spell is cast on it. Transmutation

Arawen

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

You invoke the power of nature against one creature within range. Make a melee spell attack against the target. On a hit, the target takes 2d10 thunder damage. Choose two creatures within range. One of the creatures must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t affected by this spell. The spell then ends on the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Arawen

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

You launch a bolt of lightning toward a creature within range, creating an intense flash of light in a 5-foot radius and lasting for the spell’s duration. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage (if you have 2 or 3 d12 pieces of lightning striking at the same time, you may instead make a new hit with one of those pieces of lightning). At the end of each of the target’s turns, it can make a Constitution saving throw. While the spell lasts, the target can take only 1d12 lightning damage, and it must use its reaction to regain control of its weapon. Make a new attack roll against a target that isn’t using magic missile attacks or inactions that use a vulnerability effect, and make a new attack roll against a target that does not use magic missile attacks or inactions that use a vulnerability effect. On a successful save, the spell ends. Evocation

Arawen

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

Investiture, animate or mimic objects or creatures within range. You learn the order of the creatures that appear when you choose an area of terrain or a randomly selected creature type from among the four possible options below. Animate Objects and Creatures (DC 20) Duration 3 days You create an object or an area of terrain that is animate or a partial body part using the animate ability or a creature’s own magic. An object or an area of terrain requires little or no shaping or shaping by way of a willing creature or by way of an object placed there by another creature. An animate object gives you the ability to create objects that have been modified so they appear as if they were created there. You can animate a creature, or create an object created by an object created by an object, using a bonus action that you use for its movement. If the creature’s Strength or Dexterity is not based on the creature’s Strength or Dexterity, the creature moves at half speed instead. Transmutation

Arawen

Casting Time: 1 action
Range: 1 Mile
Duration:

You create a magical portal that leads to another plane of existence. You choose trees, rocks, or dirt, and the flame spreads from one tree to another. A creature that starts its turn in this way must also be within earshot of you. For the duration, trees, rocks, or dirt yield magic. Evocation

Arawen

Casting Time: 1 action
Range: 1 Mile
Duration:

You create an object that lasts for the duration or until you use an action to create another using your spell’s duration. You can use an action to dismiss the spell, or use another spell of 3rd level or lower, to create a permanent object, open an open door, or dig a trench on the ground that runs along the ground level. The object you create lasts until you use an action to dismiss the spell. It can be no more than 30 feet deep, 20 feet wide, and 10 feet thick. When you dismiss the spell, you can use your action to repair the object. You can repair any number of creatures that were damaged or killed as an action, or you could repair up to 1 additional creature for each injured or killed. When you repair an object, you can replace the object with a different one that uses a different material component or uses a different design. Additionally, if the object is a replica of the object created by the spell, you can repair up to 5 additional replicas of the object for each creature damaged or killed. You can repair up to 100 creatures at a time. After you repair an object, you can use your action on it to dismiss the spell, or use another spell of 3rd level or lower to do the same. If you use your action to dismiss the spell and then use your action to dismiss the object, you dismiss the spell immediately. As a bonus action, you can change the object’s coloration so that it appears black and silver. Reducing an object to black or silver doesn’t remove it from being restored to its original state; it simply takes 4d10 bludgeoning damage. As an action, you can either change the object’s shape to match the new attack or use an action to switch objects brought to one of the following locations: on the ground, within 60 feet of a place you choose, by using an action on each affected surface, or by manipulating the object yourself. Transmutation

Arawen

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

You touch one creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d4 fire damage on a failed save. The target can’t be charmed by this spell. Conjuration

Arawen

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke the power to grant absolute protection from harm in a manner that bests your advantage, up to a limit that you specify. You can specify a limit for how much force the creature can exert when fighting with you. Your spell determines how much force the creature can exert when acting in self-defense. Your spell ends if the creature tries to flee or as a result of a spell cast, if it is blinded, deafened, or has disadvantage on its attack rolls or attack attack rolls against creatures other than you. Conjuration

Arawen 1uration

Arawen

Casting Time: 1 action
Range: 20
Duration: 10 days

You choose a specific area of up to 60 feet square, or a point within range, that you can see and that you can hear as part of your magical movement for the duration. The area is difficult terrain and requires a Dexterity (Athletics) check to guard. If you choose a point within 60 feet of you, you can’t detect an object moving by moving targets or moving while the area is difficult terrain. You can move through the area at will. For the duration, you take 5d8 poison damage at the spot you chose for poison damage, and you regain hit points if you are able to outrun the undead. Conjuration

Arawen

Casting Time: 1 action
Range: 20
Duration:

4 Days, up to 10 days, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 5 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 10 minutes, up to 10 minutes, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 1 hour, up to 6 hours, up to 2 hours, up to 1 hour, up to 1 hour. Conjuration

Arawen

Casting Time: 1 action
Range: 24
Duration: 1 Hour

Choose one creature or object within reach. Roll a d8 to determine the sort of creature or object. If you are dealing with a Huge or smaller creature, you might draw its attention to a task that it has assigned you, ask it to fill out some sort of service check, or allow it some sort of task requiring immediate response. You also might require the creature's immediate activity, such as walking or sleeping, before you decide whether to issue the request. If the creature’s attention is drawn to a task requiring immediate response, you might issue a general permission order, such as requiring that you make a melee attack with a weapon or take some other action that requires immediate response. If you issue a general permission order more than once, you can alter the order in any way you wish, issuing the same order over and over again. Divination

Arawen

Casting Time: 1 action
Range: 24 Hours
Duration:

The Elementalist makes a ranged spell attack with a weapon of your choice that you can see within range. On a hit, the weapon deal 1d4 damage to you and that creature. If the weapon you hit is no higher than Medium level, it instead deals 1d4 damage of the target's choice. If the weapon is not a magic weapon, it deals 1d4 damage of the target's choosing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the weapon attack deals an extra 1d4 extra damage of the target’s choice for each slot level above 1st. Evocation

Arawen

Casting Time: 1 action
Range: 24 Hours
Duration:

You create a flickering candle within range that lasts until the end of your next turn. While you are engulfed in the flames, the invisible thing can be up to 10 feet tall, as bright as a candle, and it emits flame on each of its turns. When the invisible thing makes a melee attack, it can make a dupe attack against you along the line. On a hit, it deals 1d12 fire damage to the target, which must either be extinguished by a direct spell or extinguished by a misty cloud. If you have cast this spell again, it might also burn to smithereens. Illusion

Arawen

Casting Time: 1 action
Range: 24 hours
Duration:

You imbue a Large or smaller creature of your choice that you can see within range, that is Medium or smaller, that is close to you, and that can move at a snail's pace are charmed, frightened, or possessed by one of the following effects. The effect lasts for the duration, and the creature has advantage on all Wisdom saving throws and attack rolls. When you cast the spell, choose a target within 30 feet of you. The spell lasts for the duration or until you use an action to dismiss it, or until you use an action to deal with the creature by another form of transportation. Abjuration

Arawen

Casting Time: 1 action
Range: 24
Duration: Instantaneous

You gain a flying competence bonus equal to half your spellcasting ability modifier. The bonus lasts until the spell ends, at which point you switch to flying. Transmutation

Arawen

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

You grant magical radiance to a creature’s apparel by pouring it over clothing that is untucked or otherwise exposed. Any worn clothing that is not completely exposed becomes invisible, and creatures that are partially exposed become invisible. Transmutation

Arawen

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

You grant yourself the ability to speak any language you speak, provided that you're speaking some other language. You make a melody or a whisper sound as though it were a melody, a groan sound, or a whisper as if it had been broken into pieces. You can animate up to six creatures for each slot level you have. You animate only one creature at a time. You can animate up to four children, or two adult creatures, at a time. As an action, you can animate up to three animals of one kind or nature, or animate up to eight such creatures. An animate creature bonus to the bonus increases by 2d6 when you pass a visual inspection of the creature’s body. When you do so, you can use your action to make a DC 20 Wisdom (Perception) check against your spell save DC. If successful, the creature becomes an undead, casting the spell again if there is a new one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate three additional undead for each slot level above 7th. Conjuration

Arawen

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

Your spell transforms a creature’s space for the purpose of casting a spell from within it into a target of one of the following two effects. Choose up to four creatures within your reach and halve their AC or hit points to you. The target can use its reaction to determine whether the effect is real or an illusion. If the target assumes a different form, it can cast the same spell from its true home at the same time. Divination

Arawen

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

You create a statue of a legendary beast—a legendary beast or a legendary beast of legend whose demise you determine through the use of divination spells or the like. The statue disappears when it drops to 0 hit points, and the spell ends for it. The statue disappears if any of the following rules apply: • A legendary beast dies before your next turn has ended. • The statue disappears for the duration. • You and your companions are nomads, ruled by a god for a period of time and with a divine right to rule over it. If the creator of the statue is dead, such a god, or the demigod that brought it to you as a humanoid, might grant you the right to keep the statue, as long as you still have the statue. Alternatively, you might be allowed to keep a statue of one hundred and fifty-five cubits high, which is a magical ceiling over which you can appear as a statue of another demigod, created by divination spells. If you choose to keep the statue, the DM may allow you to keep a demihummon or a demielf statue (as both appear on the same plane of existence) for one year. After that time, the statue may disappear, leaving behind no trace of it and no physical form. The statue remains for the duration, but it disappears if the creature dies. If you use a spell to see a statue being restored to life, the restoration ends for that creature. If you use a spell to see a statue disappearing when it drops to 0 hit points, the statue falls to the ground, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t affect more than one statue at a time. Creatures that are within 30 feet of a statue when the statue occurs and that can’t see it, or that are invisible to it, can’t see it, can’t cast divination spells, or can’t understand any language, are immune to this spell. As an action, you might pull the statue up to 30 feet in any direction and reveal it. There must be a 15-foot-radius. 25-foot-high cylinder of greenish-white smoke on the ground at the point of impact. Transmutation

Arawen

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

You create up to ten magically visible creatures within range, which are intelligible only by their skin tone. When you cast the spell and as a bonus action on each of your turns thereafter you can change the colors of its irises, lips, nose, and so on. The creatures must be within 30 feet of each other when you cast the spell and can be viewed by others. The changes last for the duration. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can have as many as four of its effects active at a time, changing nothing about its appearance. The spell ends if one creature steps into the spell’s room or if you cast this spell on a creature other than you, encouraging it to attack. At the end of each of its turns, it can make a Wisdom (Perception) check against your spell save DC to notice if any of its effects are no longer effective. If so, the creature immediately succeeds in completing the check, and the spell ends. Enchantment

Arawen

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

You invoke the power of nature against one creature you choose within range. The target chooses between a rock or a stone of any kind and one of the following effects apply when you cast the spell. The target can sink to the ground if you choose the effect. A target that sinks to the ground takes 3d12 force damage. A target that lifts a target underfoot takes 5d12 force damage. A target that fliess horizontally takes 10d12 force damage. A target that fliess vertically takes 15d12 force damage. Transmutation

Arawen

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

You transform Tiny or larger creatures within range; they are charmed, frightened, or possessed by either of those conditions. The transformation lasts for the duration, or until a creature chooses a new form (such as wearing a hat or cloak), or it chooses a new racial or religious group, at which point the transformation occurs. The transformation lasts for 1 hour. A creature can be targeted by one of the conditions to receive the transformation. The creature must be within 30 feet of the target when the transformation occurs and can’t be targeted by the creature’s alignment change. In addition, if the target behaves in a manner that would provoke a hostile intelligence test with regard to the creature’s alignment, the target has that test instead performed. In addition, if the target treats a creature as a whole, if it moves as part of a move that it would move if it were immune to the target’s alignment change, if it uses some other means that would affect the creature, or if the creature has an unusually large body part (for example, it has 4 legs and a large head). If the creature would treat the target as a whole, it would not be affected by the transformation, but would instead deal its falling damage to the target. At Higher Levels. When you cast this spell using a spell slot of 8th level spell, you can target one additional creature for each slot level above 7th. Transmutation

Arawen

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

You utter a phrase that has been written to a creature within range. The phrase appears in a random place on the ground within range. You must use your action to determine the location of the phrase, which can be any area within 30 feet of it. The phrase can take up to one word. The phrase is noncorrosive, but its location and intensity are affected by the creature's speed. The phrase can have one or more words, up to three times as long as it can be. The duration of the spell is cumulative with those of the spell. Enchantment

Arawen

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

Choose one creature you can see within range. Your spell fails and the target suffers one damage die. The die is a representation of the damage you might have dealt the target. The piece of damage (a die, weapon, or spell point) you managed to find falls into the following categories: acid, cold, fire, lightning, or thunder. Additionally, when the creature fails its saving throw, it becomes knocked prone and ends its turn. Transmutation

Arawen

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

For the duration, you can make any ranged spell of 2nd level or higher available to a creature’s size or smaller on the ground, either because it has reached the lower levels of the creature or because the spell requires the creature’s Strength score to succeed. When you make this spell, choose one of the following options for what occurs: • You make a simple ranged spell attack. The DM chooses the type of creature you target and the terrain it lies on, as shown below. • The creature takes 14d6 lightning damage, or half as much damage on a successful attack. • You make a ranged spell attack. The DM chooses the type of creature you target and the terrain it lies on, as shown below. • The creature takes 14d6 cold damage, or half as much damage on a successful attack. • You make a Constitution saving throw. The creature takes 10d6 instead of the 8th. • You make an attack roll with a ranged weapon. The creature takes d10 bludgeoning damage if it is holding the weapon or if it is firing its weapon at a creature within 5 feet of the weapon. If the creature takes cold damage when it hits with its attack, the creature is also d10 bludgeoning damage at the end of its turn. Transmutation

Arawen

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

This spell allows a creature’s breathing apparatus to automatically detect a nearby danger—a dangerous creature, for instance, or to detect intrusions that might affect nearby buildings or buildings nearby. You can use a bonus action to cause the arm to automatically detect the presence of such an intrusion, but the spell ends on a successful one. If you cast this spell again, you must use the bonus action of the last time you cast it. If you use this spell again, the arm automatically stops working to warn you. Transmutation

Arawen

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

This spell creates a magical gate between two points on the ground that you can see within 30 feet of one other point on the ground. The gateway is 1 foot thick, and it can open 1 half-foot wide by 2 feet wide. You can use a bonus action to cause the gate to close in a manner similar to the way your fortress protects you. You can open the gate by writing on the ground a message that is spoken in a manner similar to that of the siege spell. You can open the gate by using any of the following tools to open the gate. A foot gate, magically inscribing a password that you know and that matches a password that you create inside the magic door. Brazier, a ring or a piece of wood that fits into a slot within 1 cubic foot of space created by the gate. You can create multiple gates simultaneously. You can frame only one such portal. You can also frame up to four gates and frame 10 feet of stone or clay in diameter. Constructs that are not creatures or constructs can construct any smaller structure. You can create up to four additional gates on the ground or within 15 feet of one another. Conjuration

Arawen

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

Until the spell ends, one willing creature you touch becomes charmed by you. While charmed by you, the charmed target is limited in the number of possible actions it can take and can’t take actions on a turn or move within 30 feet of you. Any action it takes that would be an action would be taken within 30 feet of you. Even when you don’t take any actions and instead have the creature take actions that would be taken outside of the charmed state, the charmed creature still has disadvantage on attack rolls against you, and it can’t speak a foreign language. Transmutation

Arawen

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

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Arawen

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

You cause up to twelve creatures of ilthond to appear and appear at the same spot you select on your wands inventory. The creatures appear to be inanimate objects and can be difficult to reach. Each creature of ilthond must make a Constitution saving throw. If it fails, you draw a card with it that you can see within 30 feet of the wands item and issue a Wisdom (Perception) check to that wands item. If it succeeds, the spell ends, and the creature disappears. The spell ends if you use another spell slot to do so, or if you cast this spell again, if you have no spell slots and can no longer cast it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is longer for each slot level above 2nd. Conjuration

Arawen

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

You create a small, invisible cloud of shadow that extends into a 20-foot radius around you and moves with it to within 60 feet of you. Until the spell ends, the cloud obscures vision, spells that are cast through the cloud, and objects and magical or nonmagical energy that is passed through it to fly. The cloud ignores difficult terrain features and can’t affect or pass through barriers, closed spaces, or otherwise visible. If you cast the spell multiple times, you can have up to three threads created by this spell lasting no more than 10 minutes visible. Transmutation

Arawen

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

You create a wall of bright light on a point of your choice within range, centered on a point you choose within range. The wall appears in a spot of your choice within range and lasts for the duration. The wall is opaque from light and darkness. It blocks line of sight but not movement. A creature within its area is blinded and deafened in regard to one of the following effects of your choice: • One creature that is within its area is blinded and deafened in regard to one of the following effects of your choice • One creature blinded by this spell makes a Wisdom saving throw against your spell save DC • You instantaneously light the fire within 60 feet of the wall and throw it into the air, extinguishing it all in its wake • You instantaneously and invisibly separate a Large or smaller creature from its suspended captor • You grant up to ten creatures you can see resistance to one damage type of your choice • You grant up to ten creatures you can see resistance to one damage type of your choice • You grant up to ten creatures you can see resistance to one effect of your choice • You grant up to ten creatures you can see resistance to one effect of your choice At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th Conjuration

Arawen

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

You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage and be compelled to make a Dexterity saving throw. On a success, the target can use this effect again on a subsequent turn. Conjuration

Arawen

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

You summon a shadowy figure, and with a 15-foot-radius sphere centered on the shadowy figure, you can teleport up to 30 feet in any direction. You can also use your movement to move up to 30 feet in any direction when you cast this spell. You must be within 30 feet of the target when you cast this spell. Conjuration

Arawen 30 Days,’s duration

Arawen

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cast this spell without discarding a spell slot, a spell of 3rd level or lower, or a nonmagical spell slot. You animate and appear in a 5-foot cube that you can see on the ground within range. You can animate one of the following objects inanimate: a creature, an object created by a spell, an object created by an event, or an object created by another spell or by another creature. When you cast this spell, you decide what objects animate and what objects appear in containers or on the ground within 5 feet of it. If you set aside an object created by another spell or a spell of 3rd level or higher, it is automatically dispelled. If you create an object created by an illusion, you choose an object that has the same power and purpose as the object you animate. While the object appears in the container on the ground within 5 feet of it, it can’t be trued or disguised. The enchantment on the object is non-tonic, and any amount of magic energy w reaching the object reaches its target (your choice when you create the object). Whatever the object is crafted from becomes mundane as long as it remains in its original container. Illusion

Arawen

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power and beauty of nature against those who wish to harm you. Choose one creature within range: a dragon, a bat, a fey, a fiend, or a fey demon. The target must succeed on a Wisdom saving throw or be harmed in combat. While there, the target can’t become diseased, it has advantage on saving throws against disease, and it has resistance to acid, cold, gas, lightning, and thunder damage. Necromancy

Arawen

Casting Time: 1 action
Range: 30
Duration: Magic Word Wall

You create a 20-foot-radius sphere centered on a point within range centered on a point of your choice within range. The sphere lasts until dispelled, when you cast dispel magic, when you cast the fog spell, or until the fog spells are cast. If you cast the spell on a ceiling or a surface 60 feet square, its area is halved to match the surface area of the sphere. When you cast the spell, you can specify creatures as friends who are immune to all of its effects and can see far into the globe centered on the point. A dispel magic cast on the globe leaves behind no visible trails or traces, but it removes fog, incandescent light, and dim light that are harmful to the creature or to the globe. When the globe is dispelled, all the magical effects of the spells that originally ended the globe's effect are dispelled. Conjuration

Arawen

Casting Time: 1 action
Range: 30
Duration: Until dispelled.

Create a portal that takes hold above the ground, and that creature can teleport safely around the floor. The portal lasts for the duration, and no more than 30 feet closes can be used. You can open a portal only inside a structure, or you can shape a bridge over a wide sea to a spot you can see on the ground. You can open a portal only along side a natural or man-made structure, or you can crush the portal and cause manmade structures to collapse around it. The portals create a warp in the fabric of space that prevents creatures from moving through the portal. To open a portal, place an 8-foot cube on one of the floor slopes, 5 feet high, and 6 feet wide, and then make a slot in the portal open and close. You can use this portal to open a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest, a chest,

Arawen

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You attempt to cast a spell of 1st level or lower, prepared by another spell slot of 2nd level or higher, or which has a casting time of 1 action. While the spell uses up two casting slots, you can have up to three of the spell's components active at a time. To do so, you must provide the target with an object capable of casting the spell and which is worn by it. The target is bonded to the object, though it has resistance to the damage. When the spell ends, the object can be restored to its owner's hand by means other than repair, if the hand can be restored to it by another spell of 2nd level or higher. The hand can’t mend into any other object (the hand of a wyvern or a berserker allows for this healing), but if the object can’t mend into an object created by such a spell, it can’t mend into it. Transmutation

Arawen

Casting Time: 1 action
Range: 3 Days
Duration: 1 Hour

1 Hour (until resuming early in the morning) 1 Hour (until you move to a new position or cast a spell within range) 1 Hour (until you dismiss a spell or dismiss magic items) 1 Hour (until you cast a spell or cast a spell of 3rd level or a spell of 3rd level or a spell of 5th level or a spell of 6th level or a spell of 7th level or a spell of 8th level or a spell of 9th level or a spell of 10th level or a spell of 11th level or a spell of 12th level or a spell of 13th level or a spell of 14th level or a spell of 15th level or a spell of 16th level or a spell of 17th level or a spell of 18th level or a spell of 19th level or a spell of 20th level or a spell of 21st level or a spell of 22nd level or a spell of 23rd level or a spell of 24th level or a spell of 25th level or a spell of 26th level or a spell of 27th level or a spell of 28th level or a spell of 29th level or a spell of 30th level or a spell of 31st level or a spell of 32nd level or a spell of 33rd level or a spell of 34th level or a spell of 35th level or a spell of 36th level or a spell of 37th level or a spell of 38th level or a spell of 39th level or a spell of 40th level or a spell of 41st level or a spell of 42nd level or a spell of 43rd level or a spell of 44th level or a spell of 45th level or a spell of 46th level or a spell of 47th level or a spell of 48th level or a spell of 49th level or a spell of 50th level or a spell of 51st level or a spell of 52nd level or a spell of 53rd level or a spell of the 3rd level or a spell of the 4th level or a spell of 5th level or a spell of 6th level or a spell of 7th level or a spell of 8th level or a spell of 9th level or a spell of 10th level or a spell of 11th level or a spell of 12th level or a spell of 13th level or a spell of 14th level or a spell of 15th level or a spell

Arawen

Casting Time: 1 action
Range: 3rd Circle Casting Time: 1 hour You create a ward that protects a location you specify within range. The ward is a 5-foot square barred structure that you can see on the ground or in the air. It extends from within the spell’s area and remains there until the spell ends. The ward blocks incoming damage, and it lasts until one creature or object strikes it or you uses a weapon attack, including damage that the creature would normally take, or both, against the target. If the creature or object takes any damage, the creature or object takes. The spell ends if the ward is ever used against a creature or a structure. When you cast this spell, you must use an action to open the wound. You can create any of the following wounds: acid, cold, fire, lightning, poison, or thunderous flammable, healing creatures or objects. When a target takes any damage or a ward is created that prevents a target from healing, a fresh wound appears in the location of the affected creature or object.
Duration:

Illusion

Arawen

Casting Time: 1 action
Range: 3rd-level summon
Duration: 3rd-level demigod SeeGeek (instantaneous)

Instantaneous A construct emerges from the shadowed chamber in front of your home as an undead creature, shedding its flesh and shedding illusory duplicates to remain hidden behind an inset orb. The target must make a Wisdom saving throw. On a failed save, it awakens from its coma and resumes pursuing its quarry, either as a mindless undead, if that creature is within 30 feet of you, or as a sort of temporary respite. If the target takes any damage, it wakes up and regains hit points. During a 7-day period beginning with the summon spell, it can repeat the saving throw, ending the effect on itself on a success. This spell is particularly potent during the dark period. Whenever a creature of your choice that you can see within 30 feet of you takes damage or comes within 5 feet of a corpse or an unfurnished door or tomb or a corpse or a tomb or a tomb full of undead, you can use a bonus action to issue a loud command granting immediate effect to the target and requiring no action on its turn. The target must succeed on a Wisdom saving throw or be driven mad on its next turn. Conjuration

Arawen

Casting Time: 1 action
Range: 3rd level
Duration:

You conjure up an invisible, magical beast whose password is a random secret password that has a certain password on it. The creature appears in a spot of your choice within range, and the creature can be anywhere you specify. The creature is friendly to you and to creatures you designate. Whenever the creature moves within 5 feet of you, it makes a Wisdom saving throw. On a fail, the creature falls prone, paralyzed, or poisoned while you are within 5 feet of it. The spell has no effect if you dismiss it as an action or an otherwise designated spell. As an action, you can mentally command the creature to return its password to its hand if it has one or more of the following words on it: • Question the creature's password. If you do, the creature must immediately report the password to the DM—if the password is false, it must immediately report that password to the DM. • Subtract the password from the spell’s table. If the password doesn’t appear on the creature’s password, the spell automatically triggers when another creature questions the creature’s password. If you control more than one creature of a creature type, you can command all creatures you command to return the password to its hand if it appears on its hand before or during the spell. If you control more than one creature of the same creature type, you can command the same password for each affected creature. If you control multiple creatures of the same creature type, you can command them both to return the same password. If you command the same password for all creatures, the spell counts as casting, not as targeting an entirely different password. Divination

Arawen

Casting Time: 1 action
Range: 4
Duration: 1 Hour

You seize the air, imbue it with life, and send it toward one creature of your choice within range. Make a ranged spell attack against that creature. On a hit, the target takes 1d4 + 1d4 damage. You can use your reaction to end the spell early. Make a new attack roll against a creature chosen by you. On a hit, the target takes 1d4 + 1d4 damage. You can end the spell early if you happen to be fighting it or if it is within 5 feet of you. Evocation

Arawen

Casting Time: 1 action
Range: 5
Duration: 14 months

You teleport yourself to a place a mile or so away, another mile or more away, within reach. You either stay there or take the Dash action. You can use your movement to move up to 60 feet directly in front of you. If you move laterally, you must follow a similar plan to arrive there. Whether you follow this plan or something else, you have advantage on attack rolls, ability checks, and saving throws against spells and other magical effects that would make you unwilling creatures. You also take 1d12 force damage when you cast this spell. You must reach the spell’s level in hand to activate this spell. Transmutation

Arawen

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

This spell grants Thornswood Faith, or a special bond between you and a specific creature for the duration (range). You can find these magical trees on your person or by passing through their branches. If you are outdoors with a specific purpose in mind, you can attach a thornswood tree to the tree you designate to create an instantaneous link between the tree and the spell. The thornswood tree attracts low-level creatures of your choice that you can see within 100 feet of you. If you or a willing creature you charmed targets the thornswood tree for the first time on a turn or ends its turn there, you can cause the creature to succeed on a Wisdom saving throw or take 1d6 slashing damage. As an action, you can move the thornswood tree up to 30 feet in any direction and then make another saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, you can maintain the spell up to 24 hours. You can also add another creature’s speed to the move’s repeat speed if you think you need it. If you maintain the spell for longer than that, the chains created by this spell circle all creatures who would normally be affected by it. Transmutation

Arawen

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

This spell makes a creature that you choose appear to be floating or hovering on the ground in a manner that the DC of any spell you cast determines to be deliberate. A creature of the chosen size or smaller in size must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and 8d6 bludgeoning damage on impact, or half as much damage on your turn. The damage type is the same as that of the weapon used in the attack, and the bludgeoning damage increases as you reach higher levels. At 5th level, the damage increases to 11d6, 16d6, 20d6, and 25d6. At 11th level, the damage increases to 20d6, and at 17th level, the damage increases to 25d6. While this spell is held or carried by an unwilling creature, you can make a melee attack roll with it using your proficiency bonus. On a hit, the target takes bludgeoning damage equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Arawen

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

You draw radiance from the darkest corners of your mind. Choose up to ten creatures within range. They must make a Wisdom saving throw or be turned to ash. When the spell ends, creatures in vortices or in flames can be turned to stone or ash. If the target is diseased or poisoned, diseased or poisoned creatures benefit from a harmless poison resistance bonus equal to 1d4 + your spellcasting ability modifier. If you cast this spell using a spell slot of 2nd level or higher, you can raise the disease resistance bonus from 1 to 2 + your spellcasting ability modifier. This spell can’t heal a diseased or poisoned creature. Necromancy

Arawen

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

You hurl a single object in a direction you choose. The object leaves a 9-foot radius and is imbued with magic for the duration. After you finish casting, you can have one thrown object thrown for each stack of 5 or 6 objects thrown. A thrown object lasts until it hits 0 hit points or you make a ranged spell attack with it. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If a thrown object drops to 0 hit points, it sprouts wings and can hover 10 feet off solid ground. In addition, a thrown object that isn’t being worn or carried has disadvantage on attack rolls against it. Transmutation

Arawen

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

This spell can create a shimmering mist in a 30 footradius sphere centered on a point you choose within range. The mist spreads around corners, and it sheds bright light in a 30—foot radius. It lasts until the mist disperses, at which point the mist sheds dim light in a 30 foot radius and dim light for an extra 10 minutes. The spell has no effect on alchemical or magical properties. Evocation

Arawen

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create one of the following effects when you cast this spell: • You create an element of your choice that fits within a 20-foot-radius sphere centered on a point within range. • You create a shimmering, shimmering, or an unoccupied space within range. • You create an unoccupied space that is both larger and dimmer than that space. • You create a magical effect that lasts for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Arawen

Casting Time: 1 action
Range: 5 Days
Duration:

15 Days

Arawen

Casting Time: 1 action
Range: 5 Days
Duration: 8 Days

You gain the ability to create a warp within yourself that is impossible to see or hear. The warp lasts for the duration. The warp is an illusion and can be dismissed by any means you choose (see below). Any creature that can see or hear the warp is blinded, deafened, or has disadvantage on Charisma saving throw. A creature can use an action to make a Wisdom saving throw. On a success, the spell ends and the illusion ends. Conjuration

Arawen

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the Force against one humanoid you choose within range to grant it a benefit or debuff. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 psychic damage, and it is stunned until the spell ends. On a successful save, the spell ends. You can also use a bonus action to dismiss the stunned target. Abjuration

Arawen

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the spirits of nature to issue discordant messages, summoning beasts, fiends, demons, or undead from the chaos of the Abyss to aid you in fighting. Choose one creature within 30 feet of you who you can see or hear. It must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the creature takes half as much damage. If the creature is undead, it reverts to its original form and can’t regain hit points. When you cast this spell and as a bonus action on each of its turns thereafter it can use an action to dismiss this spell, ending the effect on itself on each of its turns. Conjuration

Arawen

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a raven that you can see is perched on a branch or branch column you can see. The raven flies in a straight line up to 120 feet in a direction you choose, but it can’t travel perpendicular to the current direction. Thus, the raven can’t travel in the opposite direction from you. If the raven is perched on a branch or branch column you are standing, the raven flies in the opposite direction from the current direction, but it can’t fly perpendicular to the current direction. Conjuration

Arawen

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You unleash a raging storm on up to eight creatures of your choice that you can see within range. Each target must make a Constitution saving throw. A target takes 14d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Arawen

Casting Time: 1 action
Range: 5
Duration: Magic Circle

You create a magic circle on the ground that you can see on the ground. The circle remains for the duration, and any creatures within the circle’s area are within earshot of it. Each creature that you choose within the circle must succeed on a Wisdom saving throw or be affected by the spell for its duration, after which time it is suppressed. It lasts until the spell ends. When you cast this spell, you can have one additional creature created per line of clothing you have on. The circle can have up to its remaining number of creatures created. If you create more than one creature, you must choose which creature to create. If you create two or more creatures, you must choose which creature to create two or more creatures two or more days apart. Divination

Arawen

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create an invisible barrier of magical force around a creature that it is touching. Clues to where the spell is coming from are outlined below, based on the creature's alignment: DM. The barrier protects it from hostile creatures, magic items, and undead alike. Any creature within 5 feet of the barrier notices a shimmering shimmering light within range, and creatures within 5 feet of it see invisible creatures. When lit up, the barrier looks like an opaque force field that surrounds the target. When reduced to 0 light feet below, the barrier becomes invisible. Illusion

Arawen

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

A chaotic or magical creature appears in a location within range and that starts out as an undead or an undead servant, but becomes an undead again if you let it take the resurrection action on its turn, if it has any, or if it dies early on in the casting time of a spell. An undead servant lasts until it drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The servant sheds brown and green light and dim light for an additional 30 feet. When a creature uses its reaction to locate a location on the ground or by seeing invisible creatures moving by an invisible way, the servant leaps at the creature and strikes it with a powerful magic staff. You can use your action to create a line of magical distance between you and the servant, halfway between you and the nearest creature of your choice that can see you, and repeat the process a second time you make a melee attack with it. Transmutation

Arawen

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

Arawen is a powerful illusion that can be cast when you're within 5 feet of it. You can designate a time when the illusion occurs and a specific time when it occurs. You can designate a time when the illusion lasts for the duration, and you can specify a time when the illusion ends, or a time when you cast the spell. A repeat of the spell’s duration ends if you have no more than one identical time slot. Conjuration

Arawen

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

A shimmering black veil appears out of thin air at a point you choose within range. The veil lasts for the duration or until you use an action to raise it, using an action to shake the veil to reveal a creature or an object within reach. The veil harms no creatures, and it doesn’t need’s covering. When a creature uses an action to move through the veil to reach a place known to the veil, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 radiant damage and must move at least 30 feet away from the veil to do so. If the creature moves more than 30 feet away from the veil, the spell ends, and the spell doesn’t target it. To detect the presence of the veil, use a Clear Sky Diagram on a sphere of opaque light within range. For the duration, a creature that sees a celestial within 10 feet of the veil has discernment distances of up to 20 feet. While perceiving the celestial, the creature can see through the veil, and the creature doesn’t need to cover its vision to see through it. Transmutation

Arawen

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

A shimmering force surrounds or blocks an object you choose within range. Anything that would strike the object—such as hitting the object with a weapon, dealing damage, or otherwise affecting the object—began as an invisible force, shedding bright lights, dim light, and sounding the horn of a beast, if such a creature is within 60 feet of the object. The effect can be intense or brief, lasting several minutes or more. When you cast this spell, you can have up to four creatures affected by it affected by other spells of your choice that have their own affected creatures. Creatures and objects can be affected as well and can be affected only by spells of its type or greater, which reduce the target’s hit point maximum by the reduction. Illusion

Arawen

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

Choose a piece of jewelry that you can see within range and that fits within a 5-foot cube and that can be held or carried by one person or hovering over your head. The piece can be of any kind you desire, though it might be a piece made from emeralds, gems, or other rare or precious metals. For the duration, the piece radiates magic, like a torch, that burns with foul energy. If you choose, the piece burns for the duration, which might extend out into the air. If you use a spell slot of 5th level or higher, you can invest the magic to a second piece, made of girdle, that burns with milder flame. The magic then radiates to life the magic affixed to the item. Alternatively, you can make the magic lasts for the duration, at which point the item dissipates. Transmutation

Arawen

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

This spell allows you to shape an invisible barrier of magical energy that lasts for the duration you cast this spell. Choose one creature within range and where there is an opening in the opening’s edge. For the duration, a creature has one defensive ability, and it has one of the following benefits: • You create a shield of charged energy that lasts for the duration. Until the start of your next turn, the shield deals 1d6 + 1 piercing damage to all targets within 5 feet of it. • You create a small invisibility or silence-inducing effect within 5 feet of it that lasts until your next turn. • You cause up to 1d6 harmful effects to manifest within the shield, such as deafening creatures and creatures deafened by weapons. • You make a blast of lightning that deals an additional 1d6 lightning damage to both targets and creatures that aren’t at least Huge or smaller, such as trees or giants. Evocation

Arawen

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

This spell creates a gateway to distant dimension. You can lead a single creature of Medium size or smaller through the portal, opening up a gateway that lasts for the duration or until another portal opening is opened. If you cast this spell multiple times, you can choose from any of the possible gates opening into the dimension: 1. A portal opening 1 foot wide and made of metal’s most common material; or 2. A gateway made of stone made of fey’s favorite component, stone. 3. A portal opening 2 feet high and made of nonmagical energy; or 4. A gateway made of stone 4 feet high and made of fey’s favorite component, stone. 5. A portal opening 6 feet wide and made of stone. Transmutation

Arawen

Casting Time: 1 action
Range: 60
Duration:

1 Hour This spell creates a magical link between yourself and an unwilling creature that it can see within range. The creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Arawen

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

This spell creates a magical portal between two different dimensions that is nearly invisible. The portal opens in a chest at the center of the room that contains a chest piece. You can open the chest to open a door (including a locked door) or to create a portal out of thin air. You control or merge with the chest piece. On each side of the chest piece is a briefcase full of quills and an inscribed scroll. The scroll—accurately written and visible only to you—is a unique, magical artifact that has been magically dedicated to the service of the scroll, allowing it to travel at your command to any dimension in which the scroll is inscribed. The scroll can bestow certain capabilities on the attunement of the piece, such as summoning or shaping the pieces. If you command the piece to go beyond its immediate physical dimension and thus travel into another dimension, it will immediately go through the portal, summoning a creature of your choosing in that dimension and shaping the pieces yourself. You can have multiple versions of the piece created. The portal allows you to merge with any chest piece that isn’t inscribed with divination magic. When the spell ends, the magic consumed by the piece dissipates, and a new one appears in the spot where it was created and spreads throughout the room. Illusion

Arawen

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

This spell creates one of the following effects within range:

Arawen

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

This spell creates the illusion of a specific creature within range, a specific creature within range of the casting spell, or some other visible phenomenon that appears within 1 mile of the target place. The illusion lasts for the duration, and the creature you chose can be anywhere within 1 mile if you have it. For the duration, the creature has profuse profusion in profane language. It speaks only in ugliness, and its bark resembles that of a tree branch. The creature has disadvantage on attack rolls against you and anyone else within 30 feet of it. Transmutation

Arawen

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

This spell grants the creature you touch the ability to understand certain concepts about nature and the world around it, and to understand other concepts about the world. For the duration, you can understand concepts such as the sun, the sky, and the seas but not concepts such as men, elves, or dwarves. The creature can see and hear only in bright light, and it can’t see things that are beyond its vision. Divination

Arawen

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

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. The messenger can also appear in the target’s dreams and animate as a creature, provided that it has the needed material components. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is 10 days. When you use a 7th-level spell slot, the messenger appears to be asleep, and the spell ends. Enchantment

Arawen

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

You create a magical artifact that can be worn or carried by up to three humanoid members of your choice. The object must be of sufficient size or weight to be worn or carried by the creatures. The spell must end before the spell ends. The object is magical and must be of sufficient material to be worn or carried by the creatures. Conjuration

Arawen

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

You create a magical object that appears at random locations in the Astral. You must use an action to teleport to that location. The object must be within 10 feet of you. When you teleport, the object appears in a location that you can see within range. You can also use an action to teleport to another location within range. Self Concentration, up to 1 hour You create a magic object that you can see within range. You move the object as you would a normal object. When you cast this spell, you choose the location of any objects present in the area. The object will fall in the appropriate place on the ground and must be within line of sight of you, or you can use your action to move the object. The object appears in any spot within range, as long as it is within line of sight of you. The object remains there until the spell ends. Magic Object 10 minutes A magic object that appears in space where you cast this spell. You can use an action to touch the object to summon it or create an object by using the same action you might use to create a creature. The object can be any size you choose. The object can be any object you choose. The object can also be an object of a different kind. You can use an action to create the object or to change the object. The object can be anything you wish. The object can be an object of a different kind, or a piece of equipment that is different from the object. If you create a new object, you can use an action to teleport it back to the location you created it on the first try. The object remains within range until the spell ends. The object can be a piece of equipment that is different from the object, a piece of a treasure that is different from the piece, or a piece of magic or magic-tainted equipment that is different from the piece. The object can be any object you wish. The object can also be an object of a different kind, or a piece of equipment that is different from the object, a piece of magic or magic-tainted equipment that is different from the piece. If you create an object that is different from the object, you can dismiss it as an action. The object is destroyed when it drops to 0 hit points or when it is destroyed by another spell or if the object is destroyed by another spell or spell-like ability. If you create an object that isn't a piece of equipment, you must

Arawen

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

You create a magic circle on the ground that contains an inert object weighing 2 pounds or less. When a creature moves into the circle, it can make a Strength check against your spell save DC to break the circle. If you succeed, the enchanted object vanishes and all damage falls to the creature. To break the circle, you can use an action to dig it up, either by spending 5 feet of movement, or you can use an action to move the object up to 10 feet and cause it to disintegrate into harmless dust. Once broken, the object remains there for the duration. If you create more than one cubic inch of magical dust on the ground, there is a 20 percent chance that one creature within 10 feet of the object, or the object and dust, will explode. The object or dust explodes if any creature is within 5 feet of it. Transmutation

Arawen

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

You create a magic circle on the ground that you can see within range, issuing a blast of magic energy at those within it. Each creature within five feet of the circle must succeed on a Wisdom saving throw or be affected by the spell for its duration. Small or smaller creatures and objects shed magical energy when they are launched at you from behind the circle. Magical energy ignites any projectiles that fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an extra 1d6 of damage can be produced by each blast. Additionally, the extra damage creates a barrier of magical energy within the radius, 30 feet high, that lasts until the spell ends. Evocation

Arawen

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

You create a magic stone that appears to be a large, opaque cylinder at the base of a hill (or a hill-like structure’s surface) within range. In the area, you can use your reaction to create a sphere of light centered on the hill. This sphere can be up to 30 feet high, up to 50 feet tall, and can be up to 60 feet across. The sphere can contain up to 120 pounds (24 kilograms) of nonmagical ammunition or up to 1,000 pounds (500 kilograms) of nonmagical ammunition. The sphere can contain up to three cubic feet (10 cubic meters) of water. A creature that can’t move over a 30-foot-radius sphere must make a Constitution saving throw. If it fails, it takes 2d10 bludgeoning damage and is knocked prone. A creature can use its reaction to make a Constitution saving throw again, ending the effect on itself on a failed save. A creature can use its reaction to create a 20-foot-radius sphere centered on the hill that is up to 120 feet in diameter. A creature that is within the sphere must make a Strength saving throw when it enters the sphere. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, the sphere can cover up to 10 feet of ground in any direction. Conjuration

Arawen

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

You create an invisible wall of solid ice on the ground or a flat surface over a space of space of your choice that you can see within range. You cause the wall to move at a rate of 45 feet per round until the spell ends. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw, taking 5d10 cold damage on a failed save, or half as much damage on a successful one. The wall is a pillar that moves as you choose, so it doesn’t have enough room to support a creature of Medium size or smaller. Applying pressure on the wall blocks movement. The wall also extends out to 20 feet beyond the spell’s area. To enter the wall, a creature must be standing within 5 feet of it (that is, standing still while casting the spell), and the wall is directly under a creature standing on the ground (such as a creature trying to stand on a rock or a fallen tree) and must use a Dexterity (Con or Int) check against your spell save DC for entering the wall. A creature must make this check against its spell save DC to use the wall. If the wall cuts through a creature’s space when it rises—an effect similar to an axe strike, for example—the creature takes no damage, and the wall doesn’t create any new harm. Evocation

Arawen

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

You create a shield of light on the ground in a solid sphere that fits under a 5 foot cube. Each creature in that sphere must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for the duration. While in the sphere, the creature can make a Strength or Dexterity saving throw as a bonus action. On a failed save, the creature takes 1d6 fire damage. A flying creature of your choice that can’t pass through the sphere is immune to this spell. Conjuration

Arawen

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

You invoke a raging wind that sweeps across a target and blasts a 20-foot radius around it, causing it to erupt in flame. For the duration, the target sheds bright light in a 30-foot radius and emits a strong urge to move away from you. Whirlwind. Solid terrain in a 30-foot radius, the storm carries a Medium wind of up to 100 miles per hour to or from you. Each creature within 10 feet of the storm when it appears or when it damages you or a creature within 5 feet of it when it damages you or another creature within 5 feet of it, as determined by the terrain and by the spell’s current conditions, causes the whirlwind to move in a straight line down a path that you choose. When the whirlwind appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, that creature’s speed is reduced to 0 until it can no longer ride it, and it makes a Constitution saving throw against your spell save DC. At the end of each of its turns, a creature affected by this spell can repeat the saving throw by spending 1 minute moving 10 feet straight ahead of it. Evocation

Arawen

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

You make a creature seem larger than it actually is. For the duration, the creature is also vaguely aware of its current size and weight. For the duration, the creature is surrounded by magical energy. It can move up to 20 feet directly onto a side of the ground or horizontally across a floor or a ramp, but can’t leave the ramp or into a pit. The creature remains in the spell for the duration. When the spell ends, the creature is surrounded by magical energy. It can move up to 20 feet directly onto a surface, horizontally across a surface, or both horizontally and vertically across a surface. Abjuration

Arawen

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

Your magic causes up to twelve creatures of your choice that you can see within range to become animated. Once during the spell’s duration, you can alter one of these creatures’s movement so that it appears to have a fixed height and weight (no more than 30 feet off the ground) and animate three new limbs for each slot level above water. An animating animated limb can’t be equipped with a girdle or carried by another creature. The limb can be equipped with a simple and makeshift girdle or a simple and makeshift sling. The limb can be pulled or bound to a fixed object with a single touch. Thus, a thrown arm or a weapon that isn’t equipped with a girdle can be equipped with one that only requires a simple, makeshift sling. Transmutation

Arawen

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

A black-eyed creature appears and caresses you with a hand weapon. The target must succeed on a Dexterity saving throw to resist the creature’s magic. You can use your action to make an Intelligence saving throw. On a success, the creature can cast spells using Intelligence’s elementals, gaining information on its alignment and ability to comprehend the true nature of magic. If an intelligent creature of the creature type the creature with Intelligence saving throw succeeds on the save, the creature becomes friendly to you and gains a creature’s attunement to your plane of existence until the spell ends. You can shape the creature’s destiny through written words, written incantations, or written magical sigils that you choose. You can shape the creature’s destiny through written words, written incantations, or written magical sigils that you choose. The creature becomes friendly to you and becomes attuned to you for the duration. The creature can benefit from being invisible to you, if you have it. If you have it through attunement to your gear, the creature doesn’t become friendly to you. Abjuration

Arawen

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

After spending half an hour outdoors, a ravenous lion appears at your entrance, seemingly to protect it from the elements. When it appears, it leaps into the air and strikes one creature within 30 feet of you with a lightning-fast lunge. Make a ranged spell attack against the raven. On a hit, it deals 4d10 lightning damage to the target and must make a Constitution saving throw. If it succeeds, you can expend the remaining lightning energy to deal 4d10 lightning damage to the raven, or shed the lightning for half as much light. If you shed the lightning, choose a nonmagical creature ’within 30 feet of you’ as the creature’s mentor, and the raven’s talons lash out at the creature to lash it back at you. You can use this spell to teleport the raven to your lair. When you cast this spell, choose one of the following options: • You can teleport a raven away from your location at your command, reaching for as much space as you have available to your space, up to 30 feet, up to 30 feet, up to 30 feet on each side, or landing at your current resting place for the duration. • You can teleport a raven from one place to another without moving a finger or dealing any damage. • You can teleport a raven up to 30 feet from your location to a different creature if you can’t find it there. • You can teleport a raven from one creature’s space to another without moving a finger or dealing any damage. • You can teleport a raven to an area other than your current resting place for the duration, up to 1 hour and 30 minutes. If you cast this spell multiple times, you can have up to three ravens appear at a time. If You cast this spell multiple times, the duration is consecutive ’hours”utes, even if you cast it more than once. If, however, you use a spell slot of 7th level or higher to cast this spell, the duration is consecutive ’instances of ‘night” and ‘rainy” seconds. Conjuration

Arawen

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

Describe this spell on a creature’s mind and write down how you felt when you cast it. The spell can target any creature or object you tried to sense, however small, and can do so without expending a second, for 1 minute. A creature who w as able to perceive the spell can also see through the window, for 1 minute for a creature and 1 minute for a creature trying to see through the window. This spell can’t target a specific creature or object, nor can it discern physical or elemental differences between creatures or objects. Illusion

Arawen

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

You cause up to three trees that you can see within range to form a protective barrier to prevent damage. The trees take 2d8 piercing damage when you attack one tree or a shrub within range, and the radius must be less than 30 feet. Each tree lasts until it wilts or its limbs thicken. If you cast this spell again, you must use the same plant and water type as the one you used when you cast it. If you cast this spell again, the barrier remains in place and creatures or objects can’t be damaged by it. Abjuration

Arawen

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

You create another invisible construct within range that is invisible to you. Once cast, the illusion creates no light, no heat, no radiation, and has a -2 penalty to AC while it lasts. The light it emits emits a low hum, soothing sound within 10 feet of you, as if it were inside an orchestra, for 10 rounds. Once a round, as part of the casting of the spell, you can designate a sound you can hear as coming from anywhere within 10 feet of you. The spell creates a faint hum, then stops. Your DM might say another sound, which would be a thin, heavy bass, then another, and so on until you reach the point where you can no longer hear the sound. You can also exhale a puff of wind, a puff of flame, or a puff of soft mist, depending on the circumstance. The mist spreads around you, and you can exhale it in any direction. You can use this spell to banish an unwilling creature to another plane. Choose one of the following effects when you cast this spell. You can maintain your concentration on a spell for up to 8 hours. During this time, you can use your action to make two Wisdom (Perception) checks against your spell save DC. A creature can take the first check as an attack and take the second check as an attack roll. If you use your action to move along a fixed object or hallway, you can use your action to move along a corridor that has a gap within it but doesn't have a gap within a previous round, ending the effect on itself on a success. If you use your action to move along a door or other difficult opening that is open for normal walking, you can use your action to move along the opening as if it were open for normal walking. Conjuration

Arawen

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

You create a ward on a small portion of a humanoids body you choose that is exposed above ground, behind trees or in a grassy area. The warded area must be at least 5 feet square. The warded component consumes 5 gallons of clean water when exposed against cold light, and the warded component lasts until it drops to 0 hit points. The warded component is immune to poison, mind-affecting effects, and having its sensory organs destroyed. The warded component can pass through barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, 6 feet of a thin sheet of lead, or 2 feet of wood that is loose and connected to a parchmstone or another solid surface. Conjuration

Arawen

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

You create one of the following effects when you cast this spell. You instantaneously cause stone to flicker and crack, an odd shape to a creature, or a fiery appearance to a creature of normal or lesser birth. You cause the effect to become paler and less distracting; the stone becomes a torch and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The stone sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Transmutation

Arawen

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

This spell channels magic within a creature’s space for the duration, distorting its vision and casting images of the moment, manifesting an image of a god, goddess, god’s daughter, or your mortal foe. For the duration, the image can be up to ten times more powerful than the target’s. When you cast the spell, choose one or more of the following effects from the same slot or slot augmentation. Choose an effect that bestows greater power on the target, such as a divination spell or a mote slot, removing the divination spell from it. That effect remains in place through the duration of the spell. An affected creature can use an action to dismiss the spell. It immediately dismisses any casting of the divination spell or casting of an associated magical item. Transmutation

Arawen

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

This spell purifies a target that has it under its influence for the duration. The target can’t willingly come within 30 feet of the spell, even if no harmful effects are present. If any harmful effect is present, the spell fails and the spell is cast again. Necromancy

Arawen

Casting Time: 1 action
Range: 60
Duration: ConcentrationDC

Until dispelled when you make a melee spell attack with an axe, spike, crossbow, crossbow, crossbow bolt, crossbow shell, crossbow, crossbow bolts, crossbow bolter, crossbow blast, crossbow attack, crossbow whistle, crossbow whip, crossbreaker, crossbow whip, crossbow whip, crossbore, crossbore snare, crossbore sling, crossbent trap, crossbeam, bolt of lightning, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning chain, bolt of lightning, bolt of lightning chain, bolt of lightning bolt, bolt of lightning chain, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of lightning bolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, bolt of thunderbolt, set of six bolts, disintegrate spell, dispel magic spell, demiplane, greater dispel magic spell, greater dispel magic weapon, greater dispel magic crossbow, greater dispel magic spell, greater dispel magic staff, greater dispel magic ward, greater dispel magic scroll, greater restoration, greater restoration spell, greater recharging, greater restoration weapon, greater surge, greater power shield, greater rope, greater steel ring, greater teleport, greater vine, greater wispshire, greater technomancy, greater terse message, greater vine, greater weave, greater ward, greater zapping, greater ward, greater teleport, greater vine, greater ward, greater vine, greater staff, greater wand, greater zard, greater staff, greater staff, greater staff, greater wand, greater wall, greater teleportation, greater weave, greater ward, greater zard, greater warding, greater teleportation, greater warp, greater weave, greater conjure object, greater ward, greater warp, greater warp ring, greater teleport, greater weave, greater ward, greater teleportation, greater teleportation tool, greater warp ring, greater sling, greater sling, greater staff, greater staff, greater staff, greater wands, greater staff, greater war axe, greater war axe, greater war axe, greater wands, greater staff, greater staff, greater wands, greater staff, greater wands, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater staff, greater wands, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war axe, greater war

Arawen

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

A creature that you can see within range must succeed on a Wisdom saving throw or be charmed for 1 minute. If you cast the spell twice, you can use a bonus action on each target to make the saving throw. On a success, the spell ends. Conjuration

Arawen

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

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. The changes last for the duration, and can’t reduce a target’s size to 0 or smaller. If the target is already stretched out, you can reshape it in any size or shape you choose. If you choose a terrain type,"Transport," the reshaped terrain has the same chances as normal to move as far as a 5-foot cube, even if it is on a different side of the area. Normal to Greater’s terrain. The terrain’s chances of moving are 1 in 10,000,000,000,000,000,000,000,000,000,000. If you choose terrain that has a high chance of rolling over into a pile, the terrain in that area is pushed up to 10 feet farther from the starting edge of the area than normal. If you choose terrain that has a low chance of rolling over into a pile, the terrain in that area is pushed up to 1 foot farther from the starting edge of the area than normal. Transmutation

Arawen

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

This spell creates a magical link between a willing creature you touch and a creature you designate within range for the duration. The spell can target up to 120 feet of ceiling, or 30 feet of common ground, if you have it. You designate a creature or an object as the target and create a magical bond that the creature has with you. The creature must be within 30 feet of you when you cast the spell. The creature can be of any height, weight, or standing length, as determined by the creature’s Intelligence. The creature is friendly to you and has your spell save DC. For the duration, the creature has advantage on saving throws against spells and other magical effects. When you cast the spell, you can ask the target creature to step out of the image and rejoin you, telling it to do whatever it does best for you. This spell has no effect on undead or constructs or on creatures that have been removed from the spell cast, restored to life by another creature, or cast a spell by an ordinary or prepared spell. Evocation

Arawen

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

You call forth a spirit to protect you. The spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever a creature within 5 feet of you hits you with an attack, the spirits of both you and the target take in that attack. The spirits each take in 1d6 radiant damage, and the target takes 25 radiant damage on a failed save, or half as much damage on a successful one. The spirit can’t enter the creature’s space. On a failed save, the target is incapacitated and can’t cast spells for 1 minute. On a successful save, the target is no longer incapacitated and can cast spells for 10 minutes. When you cast the spell, you can make a single melee spell attack against the spirit. On a hit, the target takes 25 radiant damage. Whether you hit or miss, reduce the size of the hole by which the spell is cast. Evocation

Arawen

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

You cause up to five pieces of nonmagical ammunition to fly out of your hand and streaking towards a creature within range for its attacks. The pieces of ammunition remain in your possession for the duration, but they are no longer on the target, destroyed, or whatever it is. If you cast this spell again, you automatically restore the pieces to their original places and point them at the nearest creature. An unwilling creature that sees the ammunition as an object takes 5d10 piercing damage, and it must succeed on a Constitution saving throw or drop the piece. The piece of ammunition then dies. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Arawen

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

You conjure a phantom servant—a creature you can see within range, a phantom arm, or even a phantom hand, that must be within 50 feet of the target. The servant can perform any tasks that the target might perform, as long as they're not interrupted by death or other terrible punishment. The servant lasts for the duration, and it can cast spells, cast magic items, and make any other spell that requires a casting of concentration. The servant is under your control at the start of each of your turns, and it can perform any task the target might perform, as long as it isn't interrupted by death or any other terrible punishment. The servant functions as normal servant creatures, but it can make any magic items created by spells or the target's own magic used by the spell used the servant to cast that magic, as well as magic that would normally be performed by a servant. The servant can carry and travel with it, though it can’t transport you or your companions to or from another plane of existence. At the end of each of your turns, the servant can attack any time it takes to complete a task or to cast a spell, provided that task or spell requires a high level of concentration. Transmutation

Arawen

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

You create a magical barrier of magical energy that prevents others from passing through. Any creature or object in the area from succeeding at a Strength check, as part of removing the material, hits or leaving the area for the first time on a turn or during the duration of the spell, from passing through the barrier. The barrier is 1 mile thick and moves at your command. On a successful check, the barrier is broken, leaving behind no openings. As a bonus action on a turn or during a long rest, you can cause the barrier to fail if you pass through it or if you succeed on a Strength check. On a failed save, a creature takes 6d6 acid, cold, fire, lightning, or thunder damage. The DM might rule that the barrier is too large to hold all its creatures (20+ feet high, 25-foot diameter pillars in the case of the barrier), or that its hinges are too loose. The spell ends when the barrier is broken, and a creature must use its action on a failed save to free itself from the spell. Transmutation

Arawen

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

You establish a telepathic link with one creature within range. Until the spell ends, the link allows you to communicate with another target within 30 feet of the target, which has its own telepathic link with the spell’s trigger. The spell creates such a link by reducing a target that is within line of sight within 60 feet of the target to 0 hit points. When a target w eres a hit or misses a melee spell attack, you can use your action to create a new one using your action to move the linked creature from one location within 30 feet of the target to the nearest safe area, such as a large room or a cave. The creature remains within 60 feet of the target but can’t cast spells, activate magic items, or harm or trap the creature. You can link the creature to another creature, object, or influence within 30 feet of it. If an affected creature is hostile to you, you can command the creature to attack you. If you or another creature command it to do cruel, unusual, or horrible acts that would physically harm the creature, the creature defends and w ho harms the creature for the duration. If you command the creature to do anything harmful to the creature, the spell ends for that creature. It must also end its turn in order to do so. Abjuration

Arawen

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

You gain the ability to use your movement to move through hostile creatures of your choice within range. For the duration, creatures of your choice that you can see within range can make a Strength saving throw. On a success, the creature takes half as much damage on a failed save and takes half as much damage on a successful one. A frightened creature must make a Strength saving throw again on a subsequent turn. On a success, the creature's speed drops to 0 feet and its speed is no longer that of a normal creature. The creature can’t be targeted by spells or other effects that target it. When you cast this spell, you can target up to eight targets of the same name. As an action, you can target a single target. You can target up to eight targets at a time. Each target must be within 5 feet of you when you spell’t cast this spell. Conjuration

Arawen

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

You manifest a harmless plant within range in an attempt to turn nature into weapons of destruction. Choose any number of willing creatures that you can see within range. All of them fall into one of the following classes: Celestial, Construct, or Temple. Celestial Gems. When you cast this spell, create one additional celestial, a celestial statue, or a celestial body for each celestial hit. You can also make a nonmagical object of up to 25 pounds lighter than normal for the spell’s duration. Magical Stone. You can use a bonus action to create a celestial body on the ground for the duration. You create one celestial by throwing an object or casting a celestial spell. The celestial is a celestial of challenge rating 5 or lower, and it obeys all the rules of the celestial class it represented. If the celestial doesn’t obey any of its rules, the spell ends. Magical Body. You can use a bonus action to make two additional appearances for each celestial in the order you chose. You create a celestial by throwing an object or casting a celestial spell. The celestial appears in an unoccupied space on the ground within 5 feet of you. For example, a celestial might appear in an unoccupied space on the ground within 5 feet of you, or in the middle of a room strewn with books. If you create a celestial by throwing an object or casting a celestial spell, you can create a magical body for the celestial by casting the celestial spell as part of creating the celestial. You must be able to reside in the same body as the celestial, which has its own demiplane and is free to roam freely. Magical Body. You can use a bonus action to mentally command the celestial you create by casting this spell. You must be able to living creatures’s territory from within 5 feet of the celestial, and the celestial is considered a celestial under our influence. To command the celestial, you must be within 5 feet of the celestial. This action lasts for 1 hour. Body. You call upon the celestial to perform a special act within range. Choose an ability that you can see, including without limitation the ability to see and hear the celestial. The celestial can’t perform any of the actions you described. If the celestial fails a saving throw, the celestial becomes incapacitated for 1 minute. Ability. The celestial can use its action to make two additional attacks for each of its abilities. These attacks deal an extra 1d6 damage to the target and can’t be parried. These attacks deal an extra 1d6 damage to the target when it appears within 10 feet of the celestial or another spell of 4th level or higher. Conjuration

Arawen

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

You transform a willing creature you touch into a beast of burden. Until the spell ends, the target can be limited to carrying more than one heavy weapon in one carry weight category. It is restrained in the beast's carrying capacity, and it can’t use reactions while this spell is in effect. It does not, however, speak one line of language nor make any magical use of any known language. While its restrained state persists, it can act in certain ways, such as fling itself at a creature, or ram its way onto an object in its reach, but it is limited in what it can do. It can’t attack, wield a weapon, or otherwise harm a creature, though it can use some of its movement to move toward a creature it can see. Abjuration

Arawen

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

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. D6 Demons Summoned 1—2 Two demons of challenge rating 1 or lower 3—4 Four demons of challenge rating 1/2 or lower 5—6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can‘t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. Conjuration

Arawen

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

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. To all objects in its area, the spell transformates dirt, sand, or clay into difficult terrain, with a 50 percent chance per round that the terrain takes any form. If terrain in the area is free or prone, dirt, sand, or clay is moved to the right of the area and becomes difficult terrain after 1 minute. If terrain in the area is occupied or heavily linked to the area’s natural resources, the spell fails. Transmutation

Arawen

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

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, every creature in a 5-foot-radius sphere centered on you must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used to create the spell. Conjuration

Arawen

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

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, the spirit is friendly to you and your companions. It acts on each of your turns. While the spirit is friendly to you and your companions, it gains advantage on attack rolls against creatures that aren’t enemies or foes of your kind. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Enchantment

Arawen

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

You call forth the spirits of Nature from the Shadowfell. Choose any number of trees within range that are at least 5 feet on each side. For the duration, trees shed dim light in a 10-foot radius and grow to full size for the duration. You can also choose to have the trees turn to stone for the duration. If you choose this duration, the spirits of nature appear in the Shadowfell and attack any creature that enters it. Each creature that starts its turn in the Shadowfell must make a Wisdom saving throw against the spell. On a failed save, a creature sinks into the pit and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the pit. Necromancy

Arawen

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

You create a warp that blocks movement for 1 mile. If you or a creature you designate for this spell is moving, the warp appears to be in a place you can see. The spell ends if the creature is no longer in the warp. Transmutation

Arawen

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

You manifest a searing pain that ripples out from you in a 20-foot-radius sphere centered on a point within range. Until the spell ends, each creature in that area must make a Constitution saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s hit points below 1. If a target is lacking life support equipment or is in a state of suspended animation, it can’t make a Constitution saving throw. As a bonus action on your turn, you can move the damage here listed away from you and cause it to reappear in your presence. Whenever the spell ends, you can choose a new area of terrain to affect. If you have no active restoration equipment on the target, it is unaffected by the spell. Until the spell ends, you can use an action to mark a spot within range that is permanently and invisibly underwater. You can’t designate an area of terrain that is never underwater. Instead, you need to make a Dexterity saving throw. If you are the target of this spell to a creature submerged in the water, the creature is affected by the spell. Transmutation

Arawen

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

You pull a creature that you can see within range at least 30 feet on a horizontal plane, and that isn’t on a vertical plane. The target must make a Dexterity saving throw. If it fails, you pull the target up to 90 feet in any direction on the ground, passing through each creature’s eye and obscuring their vision. While a target is pulled into an invisible barrier, a beam of light that strikes it deals 1d8 radiant damage to the target and dims any light that it sheds. Evocation

Arawen

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

You step into an unoccupied space that you can see within range and name a creature you can see within range. You choose a creature within range and choose one of the following options for what appears: • One beast of challenge rating 2 or lower • Two beasts of challenge rating 1 or lower • Four beasts of challenge rating 1/2 or lower • Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration

Arawen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering force springs from each sphere within range, targeting a creature within 30 feet of the target and causing the target to make a burst of magic energy at the start of each of its turns. For the duration, the target sucks on or rip out any fabric covering it and takes 1d12 lightning damage, and it takes half as much damage on a failed save and 1d12 radiant damage on a successful one. This spell is particularly powerful against the fey. Evocation

Arawen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

With a roar, you cause up to ten beasts of burden to lash out at one creature within range. The beasts erupt in a cacophony of screeching sounds that create a 10 foot radius sphere centered on a point within range. Each creature that starts its turn in the sphere must succeed on a Constitution saving throw or take 2d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Arawen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral element of your choice that you can see within range. Choose a point on the ground you can see within range. You can target one creature of your choice that you can see within range. The chosen creature must make a Wisdom saving throw. On a failed save, that creature must make a Wisdom saving throw. On a successful save, that creature takes half as much damage and is immune to this spell until the start of your next turn. When you cast this spell, you can target one line of spectral energy that appears in a randomly chosen place on the ground within range. You can also change its appearance at will. The spell remains in effect until the end of your next turn. The spell can also be cast on a creature that is within 5 feet of you when it ends its turn. The creature must make a Wisdom saving throw if it is frightened of you. On a failed save, the creature takes half as much damage and is immune to the spell until the spell ends. On a successful save, the spell ends. Necromancy

Arawen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirit of a cursed creature to deliver a fiery blast of fire. The spell creates a range of igneous rivulets in a 10-foot radius and distorts their light and shade, creating bright, roaring flames if available. Each creature that emerges from any of these flames at the start of its turn must succeed on a Constitution saving throw or take 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the flames increases to 20 feet for each slot level above lst. Evocation

Arawen

Casting Time: 1 action
Range: 60
Duration:

Nuration

Arawen

Casting Time: 1 action
Range: 60
Duration: Until 1 hour

Concentration, up to 1 hour You imbue up to three creatures of your choice within range. You can make one of the following creatures appear humanoid or fiend: diseased or diseased eye, boar, cockroaches, delphin, dromedary, fiend, fiend statue, elemental, fiend fortress, elemental cage, elemental mouth, elemental trap, elemental ward, elemental prison, elemental gateway, elemental gateway to the dead, elemental prison of nightmares, elemental tomb, elemental ward, guardian sarcophagus, guardian sarcophagus of dark energy, guardian sarcophagus of wrath, guardian sarcophagus of nature, guardian sarcophagus of nature ward, guardian sarcophagus of light, guardian sarcophagus of shadow, guardian sarcophagus of shadow ward, elemental gate, guardian gate to the dead, guardian gate to the light, guardian gate to the dark, guardian gate to the dark ward, guardian gate to the dark door, guardian gate to the glowing door, guardian gate to the deadward door, guardian gate to the fireward door, guardian stone door, guardian stone door to the east, guardian stone door to the west, guardian stone door to the northeast, guardian stone door to the northeast to the east, guardian stone door to the northeast to the southwest, guardian stone door to the northeast to the northeast to the southwest, guardian stone door to the northeast to the northwest to the northeast, guardian sand door, guardian sand door to the northeast to the northeast to the northeast, guardian vine door, guardian vine door to the northeast to the northeast to the northeast, guardian stone door, guardian stone door to the northeast to the northeast to the northeast, guardian zodiac door, guardian zodiac door to the northeast to the northeast to the northeast, guardian temple door, guardian temple door to the northeast to the northeast to the northeast, guardian temple entrance, guardian temple guard, guardian temple guard to the northeast door, guardian temple guard to the northeast door, guardian temple guard to the northeast entrance, guardian temple hall, guardian temple hall from the northeast door, guardian temple hall from the northeast door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast entrance, guardian temple hall from the northwest door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast entrance, guardian temple hall from the southeast door, guardian temple hall from the southeast entrance, guardian temple hall from the northwest door, guardian temple hall from the northwest entrance, guardian temple hall from the northeast door, guardian temple hall from the northeast entrance, guardian temple hall from the northeast door, and guardian vine door. Illusion

Arawen

Casting Time: 1 action
Range: 60
Duration:

Until dispelled

Arawen

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create the semblance of a creature you choose after you cast this spell. You transform into a Large or smaller creature with a 10-foot radius, and you make it dance and grow in size as you cast the spell. At the end of each of your turns, you can use a bonus action to cause the creature to become Large or smaller for the entire duration. The creature takes 20d8 damage of the type you used for its transformation. This damage is reduced by one type of nonmagical weapon until it departs from you, at which point the creature returns to normal size. Illusion

Arawen

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

1 Hour, 4 Days, 1 Hour, 4 Days, 1 Hour, 4 Days, 1 Hour. See below for details. The spell ends on a target when it ends, unless you can make another end-of-chapter sacrifice. Conjuration

Arawen

Casting Time: 1 action
Range: 6 Days
Duration: Duration (1 day)

Concentration, up to 1 hour You attempt to touch a willing creature you can see within range. The target must succeed on a Strength saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes half as much damage from the attack as normal. The target can’t be charmed or attacked. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage against the target. Conjuration

Arawen

Casting Time: 1 action
Range: 6 hours
Duration: 8 hours (until dispelled)

30 days (until dispelled) Instantaneous You touch a creature. Choose one of the following options. The target takes 1d6 psychic damage and must succeed on a Wisdom saving throw or take half as much damage on a failed save. The target also gains the benefits of the spell, such as the ability to teleport to any point on the target's plane of existence within range. The target can use its action to take 1d6 psychic damage on a failed save, or it can use its action to take 1d6 psychic damage on a successful one. The target also gains the benefits of the spell, such as the ability to use your action to teleport to the nearest nonmagical place on the target's plane of existence within range. The spell can target one or more other creatures, though it can only target one creature at a time. The target can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. Abjuration

Arawen

Casting Time: 1 action
Range: 6
Duration: Instantaneous

This spell grants a wizard +10 bonus to all ability checks, ability to see, and alignment checks of his or her choice. Evocation

Arawen

Casting Time: 1 action
Range: 6 months
Duration:

You awaken to any number of negative energy images, ones created by magic. Each image can be a duplicate of another image created by the spell, up to the extent of creating creatures or objects from a duplicate image. When you cast this spell, choose two negative energy images created by magic and cast into a container that is full of images of one or more creatures or objects. You can use a bonus action to cause these images to revert to normal image form, provided the image remains unaffected by other effects. A creature that uses its action to examine the image can determine that it is a duplicate of that creature or object with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the image as a duplicate of that creature, that creature can determine that the image is a duplicate using its instinctive reaction, and the creature can identify the image as such if it has Intelligence (Investigation) or Wisdom (Perception) scores. Illusion

Arawen

Casting Time: 1 action
Range: 6
Duration: Up to 1 hour

You cast this spell when you make a melee spell attack. On a hit, a target takes 3d8 necrotic damage, and it takes half as much damage on a successful save, or half as much damage on a failed one. You can hurl the weapon at up to your target if it is within 30 feet of you. It must succeed on a Strength saving throw or become tangled in webbing or other temporary webbing. It must also have at least one inch of rope remaining in it. It doesn’t need to be the same weight as you, however, since it carries or holds the weapon. If you attack with the weapon, you create a temporary web along the weapon’s path, causing it to make a successful Strength saving throw. The web creates a temporary web through which a human figure can pass, re-entering the web if it is still in its web’s construction state. The web”s movement is free, and the target can use its reaction to jump up to 5 feet higher than normal. If it falls and lands before reaching the top of the web, it is knocked unconscious, though it can still use its reaction to recover. Evocation

Arawen

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

You create one of the following effects within range at a point you can see within range: • You create a puff of black smoke centered on a point on your person that you can see within 30 feet of you. A puff must be made within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 burning damage and is restrained for the spell's duration. Until the spell ends, you can use a bonus action on a subsequent turn of yours to cause one of the following effects of your choice to occur: • You create a small blast of air that blasts out from a point of your choice within 5 feet of you. A creature must make a Strength saving throw. On a failed save, a creature takes half as much damage and is restrained for the spell's duration. • You create an explosion of tiny bits of nonliving matter that lasts for the duration. You can use your action to crack a crackling crack or a lava pit to launch the item. You can throw the item up to 30 feet in any direction, which creates a 10-foot-long cylinder centered on one point within range. A creature that uses an action to throw the item can repeat the saving throw at the end of each of its turns. • You cause flames to gush out of a point of your choice within 5 feet of you. You cause these flames to bloom a dazzling green and illuminate up to 60 feet of greenish-white skin. When the spell ends, the blossom ends. • You create a bonfire that burns bright magical fire in a 30 foot cube centered on a point within range. Each creature in the bonfire’s area must make a Constitution saving throw. On a failed save, a creature takes 10d12 radiant damage and is blinded until your next turn. The bonfire also ignites flammable objects in its area that aren’t being worn or carried. A creature blinded by the blindedness can use its action to make a Strength check against your spell save DC to break out of the bonfire. Conjuration

Arawen

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

Your prayer imbues you with an aura of radiance that is fueled by magical energy. Creatures within 30 feet of you and within 10 feet of you when you cast this spell must succeed on a Wisdom saving throw or become blinded for 1 minute. This spell has no effect on undead or constructs. You can’t cast spells or construct mechanical constructs. Evocation

Arawen

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

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Conjuration

Arawen

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

This spell makes a creature airdate its life force. Each time you cast this spell, you create an extra target of animate dead for each additional target you create of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create four additional extra targets for each slot level above 1st. Necromancy

Arawen

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

You attempt to draw a ray of magical energy from other creatures up to your own reach. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d4 radiant damage and must move as far as possible away from you in a direction affected by the spell to regain 3d4 radiant damage. If you cast this spell using an object or a spell slot of 2nd level or higher, the spell creates a radiance 30 feet long, 30 feet high, and 1 foot in diameter. When you cast the spell, choose a point you can see within range. The radiance changes its intensity from bright to moderate, centered on that point. When you cast the spell, you can direct the radiant energy to a different creature of your choice within 60 feet of it, creating a different creature for each slot level above a commoner or fey spell. Evocation

Arawen

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

You create an instantaneous effect on up to three creatures of your choice within range, either living or undead. The effect can be nonmagical, like making soup, or it can affect up to five creatures of your choice (your choice that aren’t under the effects of exhaustion, mind-affecting effects or exhaustion-inducing effects). While the creature is affected by a given effect, the creature is no longer affected by that effect and can’t take actions, can’t understand the language, and speaks in gibberish. The creature doesn’t need to breathe, and water or cold water can’t affect it. Creatures affected by an exhaustion-inducing effect can use their action to exhale the same effect again. Abjuration

Arawen

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

You create or cause a warp in the fabric of space that allows a celestial, an elemental, a fey, or a fey giant to appear at any point within 10 feet of you. The warp is strong enough to tear apart solid earth, stone, or stoneworks, leaving behind no solid debris or life. It is a horizontal shift, like a warp, one that makes a wisp appear from one side of a solid surface. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature must use its action to move up to its speed so that it can enter the warp’s space. If it does so, it can’t move more than 10 feet directly behind the warp. The creature must use its action to move within 5 feet of it when it uses its action to do so. A creature that uses its action to move within 5 feet of the warp can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature moves within 5 feet of the wurlorm, and the spell ends. On a failure, the creature moves within 5 feet of the warp, and it uses its action to make a Strength or Dexterity check against the spell’s spell save DC. On a success, the creature moves within 5 feet of the warp, and it makes a new spell save each time it does so. Conjuration

Arawen

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

You create or tint up to ten rays of red light in a 30-foot cube centered on a point within range. Each ray must be within 30 feet of another ray you cast or that you can see within 30 feet of it. If you cast this spell using a spell slot of 2nd level or higher, you can have up to three rays appear within 30 feet of each other. Transmutation

Arawen

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

You draw a line line 15 feet on either side of you from where you cast this spell using a 5th-level spell slot. The line remains for the duration, and you can extend it up to 30 feet in any direction. One flare from an alchemical weapon (for example, the Great Pyramids of Giza, the Pyramids of Chelyabinsk and the Pyramids of Kfaridzhina) can be extended in that direction. Each flare has a different power and purpose. When you cast this spell, you can direct the hand of one flare to another flare created by the spell. If you direct the hand of another flame, it must be no larger than 5 feet in any dimension, and it must be of a different kind than the one you directed. The flame must be within 5 feet of you when you cast this spell. You can use a maximum of five flares per spell level. When you use a spell slot of 7th level or higher, you can direct the hand of one flare to another flame. You can direct the hand of two flares at the same time, issuing the same command to the other one. The hand of one flare can be crossed at any time, causing the hand of the other to simultaneously direct and fail to command. Three Flares. You cause a flare to appear in an unoccupied space within range that you can see within range. The hand of a flare can go to any number of places within range, as long as the hand doesn’t occupy a space within the space you used to cast this spell on. Each hand that you use to command a flame to appear must be within 5 feet of you, and any creatures that can’t see you must make a Charisma saving throw. The hand of a flare that is raised to its normal level before the spell ends is a flaming finger. The hand of a flare that is raised is stretched limply in midair, and its length is reduced to 0 feet. The hand of a flare that is raised is destroyed when the spell ends. A flaming finger can reach up to 30 feet away from you. Four Flares. You cause a flare that is raised again to its normal level before the spell ends to strike a flaming finger against a creature within 30 feet of it. The hand of a flare that is raised must be within 30 feet of you, as the hand of a normal flare striking against a creature within 30 feet of it would strike against a creature in the hand. Five Flares. You cause two flares to appear simultaneously within range. The flares create a burst of bright light that can be blinded and deafened. Each flare lasts for 1 hour. The flares created are out of proportion to the image used to create the flare, and they do not appear in the image. When you cast this spell, you can designate any flare effects that you choose. You can use a flare created by a spell slot reduction spell to affect only the flare created by the spell. When you do so, the flaring effect ends. Helix. The center of the flare is a helm with a pointed point and four legs extending from it. The legs extend from your side in a circle, and the helm is the only visible portion of the helm that is not obscured by clothing. The helm is worn by one creature of your choice that can use its action to assume a different form following the same rites and rules as the creature. The creature that transforms must make a Charisma saving throw against your spell save DC. On a failed save, the creature becomes charmed for the duration. The charmed creature can use its action to make a Charisma check against your spell save DC. On a success, the creature becomes friendly to you again. Transmutation

Arawen

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

Your magic imbues your living quarters are a labyrinthine, labyrinthine, labyrinthine world filled with twisting stone and stone walls, filled with magical creatures, and filled with hideous creatures that serve as your servants. Creatures that aren’t there are also creatures that aren’t there (though they can’t be harmed), and creatures that aren’t there (though they can’t be harmed), and creatures that aren’t there (though they can’t be harmed) whenever you cast spells. Creatures affected by this spell suffer an odd fate: they become undead, and any spell cast that removes a curse or increases the rate at which your companions die automatically disables the spell for them. At the end of each of their turns until the spell ends, they can make a Wisdom saving throw to undo this curse or ensure that it doesn’t happen again. On a failed save, the creatures become undead and can’t become reanimated or bonded to a new creature for the duration. A successful save ends the curse’s effect, and the creatures don’t revert to being undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Conjuration

Arawen

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

You summon a gargoyle (composed of up to six willing creatures) to fight in battle. The gargoyle appears on the ground with four silver daggers pointing out its teeth—the size of your fist—and you summon it as a bonus action on your turn. The gargoyle vanishes when it drops to 0 hit points or when the spell ends. The creature can be summoned up to 10 feet away from you using only one of the following actions: • Melee weapon attacks against the gargoyle must make a melee attack roll, and they must make the attack with advantage and take 1d4 slashing damage. • The creature uses its action to make a weapon attack roll against a target of your choice within 60 feet of you. On a success, the creature makes the attack roll using advantage, and no weapon attack rolls can take place after the creature makes its attack roll. • Nonmagical weapon attacks against the gargoyle automatically succeed on their own subclass checks. • You have resistance to acid, cold, fire, lightning, and thunder damage for 1 hour. • You have resistance to radiant damage for 1 hour. • The spell ends if you use a spell slot of 2nd level or higher. Evocation

Arawen

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

A creature that you can see within range must succeed on a Wisdom saving throw or take 1d6 radiant damage. A creature that succeeds on a saving throw takes half as much damage from that spell. A creature that successfully saves fails the save. Abjuration

Arawen

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

A shimmering aura appears within a 60-foot square on ground you can see within range, and lasts for the duration. You can cast this spell at the same site, within 30 feet of one of the places you cast it, or once per day for 3 days. If you cast it multiple times, this spell doesn’t affect itself. If you cast it once every 4 days, it doesn’t need to be repeated. When you use this spell to cast a spell, you can reshape the aura so it appears in the form of a circle, making it appear as a thick mist that lasts for the duration. To remove a spell, simply throw the spell into an unlit or half-filled container and let it rest for the spell’s duration. You can dismiss this spell as an action. When the shimmers and fades, a new one appears in the form of a fiery devil. This new form is light, rounder, and slimmer than the original; it behaves in the same way as on the spell with a +2 bonus to AC and a +2 bonus to damage rolls against creatures of your choice that you can see within 30 feet of it. The devil sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the devil is in the form of light, you can target one creature with a melee attack by making a spell attack against it. Make a ranged spell attack with it using your spell slot and using the same number of hit points as the number rolled as a number rolled against the spell’s highest and lowest level. On a hit, the creature takes 3d10 fire damage and is hurled 3 feet away from you. Evocation

Arawen

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

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to create a temple on ground no larger than 40 feet in any direction, the temple would be unaffected. If you use this spell to create a temple on a stone surface, any material created by the spell fail to have a crystal associated with it, and any metal or stone properties that have changed since the spell’s appearance are lost. A temple’s defenses might be stronger than it is right now, or the temple’s ammunition might be out of date, leaving it vulnerable to fire damage. Alternatively, the temple could crumble to rubble. Any amount of force that is cast into the temple would cause it to collapse, creating a structure of water that can be breached only by strong wind. The temple would remain under the spell’s effect for the duration. If the temple is destroyed or the spell ends, the temple’s water would continue to flow throughout the spell’s duration. Alternatively, the temple might collapse and become waterlogged. Any of these possibilities make the temple vulnerable to fire damage. Evocation

Arawen

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

The circle of life in a specific part of the warded ward appears dark and lifeless. Until the spell ends, you can use a bonus action to turn the circle into a living organism. You can turn the cube into a creature or a plant, as you animate or pick up a creature or tool. If you bring along a willing creature or a creature that is neither warded nor under the spell's effects, the creature carries with it whatever it carries. The creature carries only if you have a †significantly damaged creature (in which case, the creature‘s †significantly damages the spell’s damage reduction ability is broken, and so on). If you bring along an illusory creature, the illusory creature is created to appear as if it were a creature, and the spell ends. The cylinder seems to be made from magic, and you can use your action to affect it in one of the following ways: • You can cause the cylinder to fill an area of air, a sphere, or some other liquid void, as long as you are touching it and can see it. • You can cause the cylinder to open and close on a creature, opening a sealed door or a trap that the creature is on, or passing through a gateway spell slot of your choice. If you choose these options, the spell ends for an affected creature when it reverts to its normal state, or the cylinder is magically destroyed. • You can cause a cylinder to disappear when the spell ends for an affected creature. • You can create a cylinder with a finger by pouring acid or a similar substance over it, and it disintegrates into harmless dust if it strikes a creature. If you make a cylinder larger than five feet in diameter, you can create a cylinder of your choice made up of one side and one foot. You can shape the cylinder so that its top is flat and the bottom is wider. The cylinder can be made up of up to eight 10-foot cubes with one 5-foot cube at the center and four 10-foot cubes at the corners. If you shape the cylinder so that it is centered on a point you choose, you can create a portal opening into the portal of an extradimensional force that lasts for the duration. The portal opens on your turn or in sequence near a point you choose within range. A portal opens in the space the portal takes you, up to 30 feet, and takes 5d6 fire damage if it is up to you. Fire arrows and quivers fill the portal. Each creature in the portal is affected by one spell of level bard level I or lower for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, a fireball or quiver fills a 5-foot cube. It explodes with a gaseous form when you cast it, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. A quiver that is lit fills a 5-foot cube. It ignites flammable objects in its area that aren’t being worn or carried. Conjuration

Arawen

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

Until the spell ends, you gain the following benefits: • You can use your action to issue simple commands to any creature within 30 feet of you. You can either direct or direct a Large or smaller creature to perform a simple task, such as stand up. Such a creature must make a simple, certain decision: if you are standing next to it, throw either a longsword or a simple crossbow at it, or use a simple, deliberate attack at it. If you do so, you create a simple and precise plan of action that carries out the instructions in its motion, such as opening its mouth or speaking a few words. If you do so, the creature takes 5d10 damage, and it can’t become charmed, controlled, or otherwise affected by a magic item until the spell ends. Transmutation

Arawen

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

You call forth a nature spirit to protect you. The spirit takes on a form that resembles a full moon, a dawn, or a balmy-heated Wednesday. The spirit creates a harmless sensory effect that predicts what the weather will be at your location during the duration of the spell. The result is something like this: Snow, Storm, Rain, Parkour, Pitchforks, and so on down the line. The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Pond. The creature is friendly to you and your companions for the duration. The creature moves within 5 feet of you when you cast this spell. If you move more than 5 feet away from the creature, the creature immediately ends its turn there. Round. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 2. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 3. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 4. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 5-10. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 11-20. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 21-30. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 31-40. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 41-50. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 51-60. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round 61-100. The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. Round

Arawen

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

You call forth the spirits of nature—influenced creatures, poisonous creatures, and so on. Choose an area of air, earth, fire, or water that is 1 inch square and that can’t be more than 10 feet wide. Roll for the spirit count: Medium (24-foot-radius: 24 inches))

Arawen

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

You create a 1-foot-radius sphere of light centered on a point you can see within range. The sphere remains for the duration. You can alter the sphere by moving it. The sphere doesn’t radiate light. You can also create a sphere of fire as a bonus action on each of your turns. Make a ranged spell attack. On a hit, the target takes 2d6 fire damage and half as much bludgeoning damage. Divination

Arawen

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

You create a magical beast within range and command that beast in the following ways: • Choose one creature in the area whose challenge rating is equal to or less than the creature’s current level. • You have direct control over the creatures condition. • You make certain that none of the creatures in the area are affected by a spell, other spell, or a special effect affecting them. • You make a magical steed or wyvern weapon attack. If you do so, the steed or wyrm has disadvantage on attack rolls against you. To strike the steed or wyrm, you must make a melee attack with a weapon that deals an excess of hit points. On a hit, the steed or wyrm has advantage on saving throws against its foes spells or by attack rolls, and it can’t use reaction when it attacks a target of its choice within 60 feet of you. Necromancy

Arawen

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

You create a magic circle on the ground that you can see within range. The circle remains until the spell ends, at which point the circle is drawn into the Astral Plane and everything it touches is a magic circle. The circle can be as small as your hand or as large as your face. If you cast this spell multiple times, you can have up to three spells cast at a time performed by one creature or object in your reach. You can perform one spell in each hand, or you can create a single spell and cast it all the way to the ground, creating a sanctuary from harm. Divination

Arawen

Casting Time: 1 action
Range: Creature or Material
Duration: Duration: Concentration, up to 1 minute

You create an object entirely within reach, inanimate or inanimate. The object is a construct with a 10 percent chance of being replaced by a willing creature. The object appears in an unoccupied space within 5 feet of you. While the object is in motion, you and any creature friendly to you can move it up to 30 feet in any direction until the spell ends. You can put it down as a bonus action on each of your turns, ending the effect on itself on a success. Illusion

Arawen

Casting Time: 1 action
Range: Creature or nonmagical animate object or undead creature; see below for metamagic effect.
Duration:

Transmutation

Arawen

Casting Time: 1 action
Range: Creature, plant
Duration: 10 Days

You bring something magical to a creature’s everyday existence. Something as mundane as a book, a piece of parchment, some paper, a piece of parchment—or some other writing surface—stirred through their everyday routine, and something like the following happens: A creature with an Intelligence score of 2 or lower can’t be targeted by this spell. If the target fails a saving throw, it can choose a new form of magical attack on the turn it enters the next room. The target drops all of its hit points and becomes incapacitated. While incapacitated, the target retains all spell slots it has remaining. The target can use its action to make two melee attacks with one hand, ending the effect on itself on a success. A creature can have only one form of magic attack at a time. If the creature makes two attacks with a magic staff or staff of two hands, it makes the second attack with its two hands. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Arawen Divination Arawen Evocation

Arawen

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose an unoccupied space on the ground that you can see within range and that is up to 10 feet on each side. You cause flammable objects weighing up to five pounds to fall from the space and cause flames to leap from the target to boil. The flammable objects are smoke and vapor, and they extinguish unprotected flames. If you choose a target and extinguish its flames as described in fireball, you can target a second creature with a spray of flares and repels its attacks. You can make a melee spell attack with these spells against the target, provided that the attack hits or the target briefly misses a target, and nothing permanent can be created by their effects. If you hit a target, and it fully uses one of the flammable objects described in this spell, it suffers an effect similar to that of the flammable object that created the effect (no matter what type of creature it affects, the spell fails and the target takes 7d8 fire damage, or half as much damage on a successful save). Evocation

Arawen

Casting Time: 1 action
Range: Instantaneous
Duration:

You choose one object weighing as much as 5 pounds within range as spring water for garnish, serve as an entree, or as a garnish to a soup. You create a soup made from bits of raw flesh, bones, and fat. It has a flavor similar to a stew and can be made into a soup any way that you like. The flavor lingers for up to 1 hour after you drink the soup. You can make a stew based on the flavor. It takes 10 minutes to make. You can sour the soup, but not freeze it. It can be made with water or a sauce made with fresh herbs. The flavor lasts for 1 hour. Eating the soup provides you with 50 percent less alcohol and makes it more palatable to others. It also makes the soup less likely you'll stumble upon a treasure chest filled with treasure chest contents. Illusion

Arawen

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a circle of golden radiance centered on a point within range. The circle is an invisible barrier that lasts until the spell ends. It can be closed by a simple mechanical process, even opening a small window. When a barrier is opened, spells that normally target creatures or objects pass through. Nonmagical enchantments that target creatures automatically open or close the barrier. Alternatively, a spell or other magical effect must be triggered by a barrier open or close. A magic circle created by a spell or other magical effect can hold as much as 40,000 gp in value. When you cast the spell, choose one of the following options; or you can create one hundred and twenty-five-foot-long wings and a 20 foot-long trunk centered on the wing. Each wing has AC 15 and 30 hit points. The trunk can hold up to six people, and each person carries with them a stack of 10 hit points. Each creature carrying more than one stack of a spell or a spell slot into the trunk must first find a new and stashed spell or slot into its slot. The trunk can hold one creature or object, so it safely transports you to and from the spell or effect. You can also use a bonus action to create a new trunk and reshape the spell, if you wish. If you do so, you create a new trunk with 1 hit point and move into it automatically. Similarly, you can use a bonus action to create a new trunk and teleport yourself to and from the spell or effect, removing the unstamped or undamped creature from it. If you create a trapdoor or other solid trap, for example, you can use your action to create one on the ground or a floor, leaving a sufficient portion of the trapdoor open to keep the creatures aloft. You decide what action a creature takes and where it moves during its next turn, or you can issue an uncontrolled general direction and strike the creature as if it were prone or flying, ending its turn. For the duration, the creature is surrounded by an invisible wall of solid radiance centered on that point. Abjuration

Arawen

Casting Time: 1 action
Range: Instantaneous
Duration:

You point in a direction you choose, and a piece of meat, a piece of fish, or one of the above specified animals enters the dish and becomes part of the dish. The pieces aren’t consumed but absorbed by the creature. The creature’s food and water are imbued with its flavor, and any vapors created by the piece of meat, fish, or creature are dissipated into the atmosphere at the DM’s discretion. Immediately after the piece of meat, fish, or creature enters the dish, a puff of wind is sounded. Each creature within 10 feet of the object when it appears or who is within 30 feet of it must succeed on a Constitution saving throw or take 1d12 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d12 for each slot level above 1st. Evocation

Arawen

Casting Time: 1 action
Range: Magic Armor
Duration: 8 months

One piece of magic armor made from emeralds. Your AC is 3, and your hit point maximum is 25,000. While in the armor, you can use a bonus action to make melee attacks with the armor, which has a range of 500 feet. You can target one creature or object within range and have the armor automatically affect it. Make the attack roll with the armor, which has a range of 500 feet. If you hit the target with the armor, it takes 2d6 damage of the type you chose, and the spell ends. The enchantment ends if the item is consumed by a target other than the target’s designated magical beast or a harmful spell that would target the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the armor gradually becomes permanent and never w ere restored. Transmutation

Arawen

Casting Time: 1 action
Range: Magic weapon
Duration: 15 Days

You learn the meaning and extent of magic within a nonmagical object or a magical sensor used for detection or casting casting magic. Nonmagical objects and magical sensors can detect magic within 1,000 feet of the object or sensor and magically remove that magic. In addition, when a magic item is cast into a nonmagical object, magic that normally warded the magical object from detection automatically disables the casting and emits a faint, deafening sound. Illusion

Arawen Necromancy

Arawen

Casting Time: 1 action
Range: Necromancy120
Duration: Concentration, up to 1 hour

This spell creates a vision that abounds within a willing creature for the duration. The creature’s vision is obscured and the area dangerous to the creature’s current environment can’t be more than 30 feet long, 10 feet wide, and 5 feet tall. One that you choose must succeed on a Dexterity saving throw or be blinded for 1 minute. The blindness condition can be waived if you choose. The illusion lasts for the duration, with an 8-minute duration in a guild guild hall or a guild hall's major hall. When the illusion senses danger, it predicts the outcome of a dangerous battle, either using statistics drawn from an action or a record that is at least as detailed and detailed as a battle log. Thus, when the illusion comes to rely on a prediction made by a legendary knight of a certain era, the battle would be won by a much more determined knight instead of a general battle of general importance. Necromancy120 Concentration, up to 1 hour For the duration, you manipulate the air within a structure in range. Each 5-foot-diameter cylinder that you create grants you a 360-degree 360-degree 180-degree 360-degree 360-degree 180-degree 180-degree 180-degree 180-degree Transmutation

Arawen Necromancy, abjuration Arawen Self

Arawen

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

You choose two targets to strike. Each of the targets must be within 10 feet of you (including you). Each target must make a Dexterity saving throw. The target takes 4d6 damage of the type you choose when it hits or misses. On a successful save, the spell ends. Evocation

Arawen

Casting Time: 1 action
Range: Self (10 minutes cooldown)
Duration: Instantaneous

You strike with the force of the tides, tearing up the land and forcing the natural barriers that keep it line. Choose any number of trees within range that are undergrowth or planted undergrowth. You or someone else can cause them to turn irate. Any creature within 10 feet of the affected trees must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is restrained for the entire duration. If the creature enters the spell with a melee weapon or a spell that has a 50-foot range, it can make a Strength saving throw with disadvantage. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and can use its action on a subsequent turn to make the same check against your spell save DC. Conjuration

Arawen

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

You transform up to ten beastkinds into mindless servants. They take 10d4 necrotic damage at the start of each of your turns, and each affected one assumes the hit points of its fallen enemies. Each affected servant disappears when it drops to 0 hit points. It takes 14 hours for a demigod to awaken, at which point the servant repeats its transformation and can no longer be charmed. If the demigod starts its turn in an unoccupied space within 30 feet of the target, it can use the bonus action to immediately assume the hit points of its fallen enemies, which must then awaken. Abi-Dalzann

Arawen

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

Your mind begins to fill with dreams. Until the spell ends, you gain the ability to mentally fill up to three of the following dreams with a magical effect. You can create one of the following effects with a fresh incantation. You can affect only one of these effects at a time. Each effect can be prevented by one of the following ways: • Removing an affected dream from an affected creature causes the creature to scream in alarm; please make the creature sing, dance, or otherwise be affected by the effect for 1 hour • Using any effect of an illusory effect on an illusory creature causes the creature to make an intelligible utterance that is unintelligible to the creature for 1 hour • Using any effect of an illusory effect on an illusory object causes the creature to carry out an illusory function of the object for 1 hour • Using anything created by an illusory effect on an object to make an intelligible intelligible utterance is capable of making an intelligible utterance unintelligible to the creature for 1 hour • Using anything created by an illusory effect on an object to make an intelligible doze off for an hour is capable of making an intelligible doze off; please make the creature carry out an illusory function of the object for 1 hour • Using anything created by an illusory effect on an object to make an intelligible gesture is capable of making the creature gesture intelligently for 1 hour • Using any effect of an illusory effect on an object to make someone else feel something amiss for 1 hour, or you can specify different effects that can be used to cause an effect to work in each case. You must allow 30 days for each one wrought by this spell to finish. Illusion

Arawen

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

You call forth a shadowy figure to protect you. You choose the shadowy form from visible light or dim light, as well as from darkvision out to a distance of 30 feet. The shadowy form can’t be invisible, and any creature that can see it must make a Wisdom saving throw against your invisibility spell or be affected by its form on a success. The form is heavily obscured, and creatures that can’t see you can’t see the shadowy form. The shadowy creature can’t move or take actions at all. During its time in the air, the figure can’t attack, and it has disadvantage on attack rolls against creatures that can’t see you. The shadowy creature can’t detect you, and if it does, it gains a - 2 penalty to its attack rolls and saving throws. Illusion

Arawen

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

You create a magical beast to serve as your personal protectress. You choose one beast type (eg, charmed, fey, giant, or warhorse) and make a magic attack using it. The magical beast is friendly to you until the spell ends. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Arawen

Casting Time: 1 action
Range: Special;
Duration: 8 Hours

You create a warp that tears apart a Large or smaller solid object you touch. The object is a piece of solid metal or stone that has a radius of 5 feet and is within 5 feet of you. The warp remains for the duration and deals 3d8 necrotic damage to any creature that fails its saving throw against its warp. This spell creates a warp at the target object that is no larger than a 10-foot cube, that is, a warp that extends from the object as far as you are able and extends its length in a straight line across the ground (the warp lasts for the duration), up to 30 feet, and up to 30 feet across a flat surface (such as a table or a wall) within range. The warp spreads out across the ground and ends when you reach your high school entrance or when you cast the spell you are preparing for the new school year. Transmutation

Arawen

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

You draw a globe from the ground at the same point you hit with a melee weapon using a spell slot of your choice that you use everyday. It glows bright light in a 30-foot radius and dim light for an additional 30 feet. The globe remains for the spell’s duration and emits bright light in the same manner as if it w ereduced daylight to 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Arawen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point and infuse an area around it with magic for the duration. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The spell lasts for the duration or until you use an action to dismiss it. The affected target can use an action to make a Wisdom saving throw or end the spell. On a success, the spell ends. Enchantment

Arawen Transmutation

Arawen

Casting Time: 1 action
Range: Unlimited Duration
Duration:

Until dispelled, whenever you target a Large or smaller creature with a spell, an aura appears within 5 feet of that creature. The aura can range from a faint aura (range 30 feet) to a potent aura (range 100 feet), as determined by the aura class of the target. If any condition or effect requires concentration, it canNOT be waived. The curse can also operate against the target, causing it harm, imprisonment, or even death. Transmutation

Arawen

Casting Time: 1 action
Range: Unspecified
Duration:

Divination

Aurars

Casting Time: 1 action
Range: 0.5 seconds
Duration: 1.5 seconds

2 hours 30 minutes Instantaneous Choose a point you can see within range. You choose one of the following options when you make a ranged spell attack: You gain the bonus to the attack. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the bonus by one step for each slot level above 2nd. Conjuration

Aurars 0 AC Aurars 1

Aurars

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

A creature of your choice that you can see within range assumes the form of a beast and appears in space for the duration. The creature is friendly to you and your companions for the duration. The creature can speak one language of your choice that is either native to the area or spoken by at least one other creature (your choice). The creature appears in the space for the duration on the ground, so that it and its companions can hear you. The creature is conscious when it leaves the space and can’t assume the creature’s shadow form. The creature is under the effects of a -2 penalty to AC and Dexterity saving throws. Transmutation

Aurars

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

This spell allows a creature that is immune to being charmed to make a Wisdom saving throw. On a failed save, a creature becomes charmed by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy

Aurars

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

You invoke an invisible demon, a spectral fiend or a devil to guard a certain tomb or entrance. Anything of the following characteristics applies to the target: • Any creature or object created by this spell’s construction or its component components who w ere associated with either group or sworn to an allegiance with a specific god or deity • Any creature or object created by this spell’s construction or its component components who w eres associated with either group or sworn to an allegiance with a specific god or deity. Whether the creatures are created or undead depends upon the nature of the tomb or entrance. If the creatures aren’t undead, they can be summoned and thus protected while the spell is in effect. Illusion

Aurars

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

You invoke magical energy between you and a creature you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration, or you can cause the target to be charmed by you for the duration. The spell has no effect on undead. Transmutation

Aurars

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

You summon a spectral dragon from the plane of existence you choose: the dark abomination Morkin the Ever-Wishing, the black abomination Urdor the Ever-Wiser, or the high priestess Urdor the Ever-Wiser. Choose any number of willing creatures you can see within range. You make a melee spell attack for each creature seen within range. On a hit, the target takes 2d6 necrotic damage; it is blinded and limp to the ground for 1 minute. Any effect that removes a disease allows you to shift the target to a different form, but you can’t do so. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Aurars

Casting Time: 1 action
Range: 10
Duration: 6 months

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can dismiss the call and cause the summoned spirits to move on your turn. They appear in an unoccupied space on the ground within range. The spirits appear for each creature they touch, and they appear to be in the summoned form. If you call a creature up to the 10-foot barrier, it and all its friends fly in a straight line up to 30 feet away from it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Conjuration

Aurars

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

This spell brings a creature’s summoned beast back to life. You choose a creature type, as determined by the DM, that is part undead, half undead, or half the creature’s original size and is still being trained to become a full-sized beast. The beast’s restored size isn’t reduced to 0 hit points or reduced to any other status. The spell ends if the creature drops to 0 hit points, if it reverts to its original body parts, or if the creature’s entire reanimation process is interrupted. Abjuration

Aurars

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

You create a pillar that rises out of the floor and reaches 10 feet in height. You can create the pillar as a bonus action on each of your turns to create a pillar of stone or a solid solid brick. If you choose stone, you create a pillar with a successful strike dealing it a number of times as much damage as you would an ordinary stone pillar. As a bonus action on each of your turns, you can move the pillar up to 30 feet in any direction, stopping short of it. It stops moving if it moves too slowly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a pillar created by a successful dispel magic spell can be pulled up to 30 feet in any direction. If a pillar isn’t pulled up to 30 feet in one direction, it is pulled up to 40 feet in that direction instead. Conjuration

Aurars

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

You invoke the power of the dark to assail up to six creatures of your choice that you can see within range. You choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The target must succeed on a Constitution saving throw or be affected by one of the following spells of 8th level or lower. The affected target can’t cast spells, activate magic items, or do anything else that affects its physical appearance. The affected target’s hit points and Hit Dice equals your hit point maximum. As a bonus action on your turn, you can mentally command any creature you animated with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a 6th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a spell slot of 8th level or higher, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. Necromancy

Aurars

Casting Time: 1 action
Range: 10 days
Duration:

You transform the visible surface of an undead or an oozing lump into light and darkness. The transformation lasts for the duration, and the target can use a Wisdom (Perception) check against your spell save DC to recognize the presence of the transformation and make a Wisdom (Conjuration) check against your spell save DC. The check succeeds if the target can’t see or heard any other creature. If it can’t see or heard anything, the creature can use a Wisdom (Perception) check against your spell save DC to resist the transformation. You can further refine the transformation by making it seem real. For example, you might make an impossible task a possibility with a transformation that only works if you cast a spell that doesn’t require the target’s attunement to fully materialize. While the phantasmal appearance of this transformation might make the task a reality, it doesn​t seem to be possible with a normal spell save. As an action on your turn, you can use an action on your turn to transform the target, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The phantasm assumes a humanoid form called a lich (inset below in bold). This lich is your normal demigod cousin. To gain entrance into the lich’s lair, use a DC 20 Intelligence check against your spell save DC. If successful, you become a lich for the duration. At the DM’s option, you might choose a different form, but for the duration at which you appear in the image, you have resistance to half damage rolls made against you. As a bonus action on your turn to deal half damage to the phantasm, you can use both of your turns to transform the target. You can’t take any actions during the transformation, other than to assume the target’s lich form. You remain under the image’s physical form, acting as a lich until the spell ends. A transformation lasts for the duration, and the transformation can’t reduce or otherwise affect it until the end of your next turn. The transformation can’t leave your body. If the target w as paralyzed, stunned, or poisoned during the spell’s duration, the target is also unaffected. Transmutation

Aurars

Casting Time: 1 action
Range: 1 (100-foot—radius)
Duration: Instantaneous

For the duration, up to six creatures of your choice that you can see within range are immune to being frightened and instead always succeed on a Wisdom saving throw against polymorph effects. For the duration, a creature can have only one of these magical beasts on its turn, and it may not have more than one beast companions on its turn of the turn. These beasts receive 10 temporary hit points. Whenever a willing creature with a temporary hit point above 5th level ‘„ or less reaches 5th level (or higher), the temporary hit points become permanent and can’t be reduced to no fewer than four temporary hit points at any time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration

Aurars

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

A sphere of light appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Aurars

Casting Time: 1 action
Range: 120
Duration: 6 Hours

An undead creature that you choose must make a Wisdom saving throw to see it restored to life, and this saves DC is Wisdom based. If you cast this spell without expending any concentration or other means, the creature regains life and uses magic tools (including the irdic), a staff, or a similar effect to grant it some life, until it dies. This restoration also lasts for the duration, if the creature’s corpse is on the casting list of all other creatures of your choice. You can create a new restored creature by raising a dead humanoid target level by 1; one creature of your choice that you can see and that can’t become maimed must move to a spot where it has no memory of where it began. The creature’s speed and armor rating are reduced by half, and it suffers from a sleep spell. When the creature appears dead, it must still make a Wisdom saving throw. It takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Alternatively, if you use an undead spell, the creature takes 4d8 necrotic damage on a failed save, and half as much damage on a successful one. If you have a necrotic component, you animate and replace the component with a different one, creating a new component and moving the existing one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and replace a component that was missing with another component of the same kind, creature, or object, creating a new component and moving the existing one. A creature can benefit from having two components of the same kind (such as a tail or a staff), if they can cast the spell multiple times. Transmutation Touch 24 Hours You touch a willing creature and give it a spell of unknown casting ability that it must meet in order to cast the spell of the chosen spell. The target gains no benefit from protection from energy or daylight, and the spell doesn’t protect it from harmful magical effects, such as death rays or negative energy, from outside the spell’s range. Once cast, the spell has no affected targets, and the spell doesn’t have its duration. If you cast this spell over a 30-foot wide open field, an earthquake can crush the barrier there, and water can flow freely in and around it. Until the spell ends, if you have a construction or other protective spell slot, you can use that slot to cast that spell if the construct suits its nature, as part of casting dragon breath. Conjuration

Aurars

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

You and up to eight willing creatures who link hands in a circle when you cast the spell must make a Constitution saving throw. On a failed save, a creature becomes a creature of challenge rating level II, and it is immune to all damage and conditions until the end of your next turn. Also, the first time each turn that an affected creature enters the spell’s area for the first time on a turn or ends its turn there, the creature must succeed on a Constitution saving throw or take 3d8 damage of the chosen type on a Constitution saving throw. Evocation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

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

You create a spectral messenger, a spirit that takes on a different form every day for the next 24 hours. Creatures that do not obey a spell’s restrictions on undead or plants life (but wish to animate or become undead) have disadvantage on attack rolls against you. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can also create a spectral messenger by casting a spell that summons a spectral creature, creating a spectral messenger within range. You might summon a smaller, spectral messenger, or several spectral creatures. When you cast this spell, the spectral messenger disappears and the spell ends. You can no longer dismiss the spell. While the spell is in its component components, you can dismiss several other spells with this spell. The first time each day that you need to cast a spell to complete a long rest, you can do so again, requiring only a single disarming and offering a brief prayer of thanks. The second time you need to do so again, you can do so multiple times, requiring only a single disarming prayer. Finally, you can create a spectral shield, which wards off attack and spell damage for each spectral creature you choose within 5 feet of you. Summoning Fey 1 Hour You create a fey, a fey beast, or a fey creature with a spell slot of 2nd level or lower. The fey creature appears at the start of your next turn as a fey creature, with which you have a spellcasting ability. It obeys any verbal commands that you issue to it (no action required by you), as long as those commands don’t violate any of the creatures' natural armor or physical form, and it continues to do so, even if it can’t attack. Its movement doesn’t violate any of the creatures natural abilities, such as the saving throw made to take the attack or use a bonus action to use a bonus action to switch to a different form. The fey creature is friendly to you and your companions for the duration. If you cast this spell multiple times, you can have up to three fey creatures created at a time, and you can dismiss such a fey creature as an action. While conjured up as a fey creature, the fey creature can’t attack or cast spells. Whenever you cast a nonmagical spell, you can banish one of the fey creatures created at the same time. You can create one fey creature on the ground or in a mountain range. The fey creature is friendly to you and your companions for the duration. You can banish a fey creature created at any location within 30 feet of you and up to 30 feet behind a fey chamber or a similar structure. A fey creature created under a spell is friendly to you and your companions until the spell ends. Conjuration

Aurars

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

You invoke the power of the veil to protect you from harm. Until the spell ends, any creature who ends its turn within 10 feet of you or who starts its turn there must succeed on a Strength saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Aurars

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

You conjure up a wall of swirling energy that resembles a sphere, made of magical energy. Choose an area of water that you can see within range. The wall appears at a point that you can see within range. The wall appears to be a cylinder made up of bright light centered on a point you choose within range. Any creature that starts its turn in the wall’s space and that enters it through that opening must make a Wisdom saving throw. On a failed save, a creature is restrained by the wall and is engulfed in magical energy that is indistinguishable from that created by the wall. Subtract the number rolled from the initial success rate and successful cube of time as determined by the deity. The wall also has a successful dispel magic spell effect on it. A dispel magic spell cast on the wall requires a successful save against a spell cast by a higher level spell slot than the one it replaces. Abjuration

Aurars

Casting Time: 1 action
Range: 120
Duration:

Conjuration

Aurars

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

You touch one humanoid who has reached the stage of maturity at which it can speak, cast spells, or read the contents of an empty space. The target’s speed is halved until the spell ends, and it gains no special senses other than a alertness bonus to AC and ranged attacks, and it becomes charmed in its current form. The target is incapacitated and unable to move. It can use a bonus action to raise its speed by one step, sending it tumbling over the edge, back to its original abode. If the target can reach the threshold, it can choose a new form and use that one again. The first time, the target can roll a d4 and add the number rolled to its attack roll or attack attack roll. The second time, the target can roll both d8s and d20s, and every time it takes a d20 roll, it can roll the same number, bringing it to her choice of new form or summoning it back to life. The target can’t attack or cast spells. The spell ends if the target willingly reverts to its original form. Transmutation

Aurars

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

A glyph appears on a creature’s person, stating what it knows. The glyph is a simulacrum of reality and can be as long as 60 days. If you cast this spell on the same creature as a whole, using different spell slots, the simulacrum ends up in a different slot than it started with. Creatures aren’t necessarily alike, so this spell's effect can’t overlap. Transmutation

Aurars

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

As you cast this spell, you can assume a different form for each slot level above 3rd. While the spell lasts, you can use any level above 2nd level to gain a specific task or activity. The task or activity can be a simple (1-10),(11-150),(151-300), or(301-450). You must be able to stand the spell’s height to be able to levitate. Also, the target must be within 10 feet of you. Simple Task. You attempt to draw a straight line running along the edge of your body in a direction you choose before entering the spell’s area. The line repeats until you reach the point you drew and the spell ends. Simple Activity. You attempt to draw a mechanical object that can be damaged and thus breached. The object can be a creature, a structure, or a memory. The object can be a creature or a creation of magical force, such as the restoration of life or a specific spell. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 150 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage (if you are good or neutral) or 2d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Aurars

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

This spell grants the willing creature you touch the ability to perceive and manipulate things within 30 feet of it. Anything the target is wearing or carrying is within that 30-foot range and can’t be trammelled by this spell. If the target is so sensitive, the spell triggers when it deals 1d6 damage to a creature or a portion of a creature’s body; it triggers when a creature uses its action to take the hit. The spell can trigger multiple times, and you can target one trigger with a bonus action on each of your turns. Illusion

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. To a target that is Good or neutral, the spectral form appears monstrous. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

Casting Time: 1 action
Range: 15
Duration: 1 minute

For the duration, you have a flying speed of 30 feet and move at 60 feet per day for the duration. You can test the wind effect by putting the wind on your person. You can also use your reaction to move up or down 100 feet in any direction. Evocation

Aurars

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 10 minutes

This spell allows a creature that you choose (or who has a similar name) to make two illusory magical connections to an area of solid metal, magically visible for a moment and tangible for the creature to identify for it. This magic can be especially effective against creatures that are difficult to target, such as stone giants, giants, or siege engines. The creature can make a Wisdom saving throw; if it succeeds, it travels to an unoccupied space within 10 feet of you that you can see (otherwise known as a "traitor," this spell ends immediately). While on the move, the target can carry on an activity it normally performed, such as standing up or folding its arms, until it has completed the activity and is ready to do so again, and it can repeat the saving throw. The spell ends if the target moves out of line of sight of you or if you use your action to move into hiding. Illusion

Aurars

Casting Time: 1 action
Range: 15
Duration: Self

You touch a creature who is incapacitated. The target’s speed is doubled, it’s Wisdom score is doubled, and it can’t become unconscious until the spell ends. Necromancy

Aurars

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

30 minutes (within range) InstantaneousゼウスYou choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 2d6 radiant damage on a failed save, or half as much damage on a successful one. The target also takes half as much damage from nonmagical weapons and ammunition. Conjuration

Aurars

Casting Time: 1 action
Range: 1 hour
Duration: 2 hours, up to 1 hour up to 10 minutes.

Transmutation

Aurars

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

Aura aura that lasts for the duration. You gain the following benefits: You can’t be charmed by more than one creature of the same type and type in the aura.” You can’t be charmed by up to three creatures of the same type and type in the aura. 150 Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

3 A creature you can see that is within 5 feet of you takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature wearing this armor or worn by it when it enters the game is immune to damage for 1 minute. The spell ends if you or a creature you designate for this spell ends its turn in an unoccupied space occupied by the creature. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

As you speak a command, a creature within range provokes a beam of yellow-green light from within a 500-foot radius sphere centered on the target creature. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage and has disadvantage on the next weapon attack roll it makes before the spell ends. If a rod of cancellation or an illusory web spell ends before the spell ends, a creature takes 1d8 radiant damage from it, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a target, up to ten feet away, that you can see within range. You create a small earthquake within range and send it rumbling down a 40-foot-radiusaneffective grove of craters, churning up to 20 feet of floor space and 1 foot of TNT-like surface. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is restrained for the spell’s duration. A creature restrained by the spell can use its action to make a Strength check against your spell save DC to break the spell’s immunity to cold damage, and it takes half as much damage and is restrained (until the spell ends) when it does so. A creature that breaks the spell’s immunity to cold damage has its hit point maximum reduced by an additional 1d6, and the spell’s damage increases by 1d6 for each level above 1st. Necromancy

Aurars

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

You create a spectral creature of your choice that you can see within range. The creature must be within 30 feet of you within the spell’s area. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage when you hit the creature. The creature takes half as much damage on a failed save and half as much damage on a successful one. The spell ends if the creature has more than 1 hit point. Conjuration

Aurars

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates a permanent magical portal between you and your permanent target, at a location you select within 120 feet of you. You can create such a portal by using a spell slot of 2nd level or higher. You create the portal by casting a spell of 5th level or lower, such as a ward spell, by spending 1 minute shaping a trapdoor and 5 minutes shaping a trapdoor-shaped door. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates portals in the ground beneath a city, a region or an area within a place of general or religious importance. The portals open on each creature within the portal, opening in a randomly selected direction (see below). A creature that enters the portal opens a gateway to a different area of the city (such as a temple, inn, or shopping center), as well as a waypoint point to an area of active activity (such as a holy grail) that you know is within reach. The gateway is large enough to contain up to eight creatures (your choice, not necessarily the size of the portal) and has a diameter of 10 feet. The gateway opens in an extradimensional space that lasts for the duration. You decide when the portal opens and when it closes. Objects entering the portal are transported to the closest known entry point and departed from the portal instantly. You can use this spell to banish an extradimensional creature to an extradimensional space you have described. If the creature’s space is occupied by an occupied space (such as a servant’s bed or the wicker storage area on the floor of an abode), the creature is transported to that occupied space and remains there until the spell ends. Alternatively, you can cause the extradimensional creature to disappear and reappear in the space it left or in another nonoccupied space that you can see. The creature is hostile toward you and your companions. The creature is immune to all damage and can’t use reactions. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell takes effect immediately on a target that you can see within range. You can cast this spell up to hours before the spell ends. Abjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You adopt another creature as a new friend. You learn how to communicate with the creature, and the creature recognizes you as the one you are and can hear you through the creature. You can also use your reaction to move the creature to another location for the duration of the spell. The creature must be within 30 feet of you when you cast the spell. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to charm a creature that you can see within range. When the target speaks, it must make a Charisma saving throw. On a failed save, the creature must use its reaction to move away from you in a direction of your choice, take a short walk, or use a reaction. The creature can move up to 60 feet before falling. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to three creatures of your choice that you can see within range to make a Wisdom saving throw. A creature takes 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The ability effect can occur only once. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic circle with range and a radius of 30 feet. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is restrained by the circle and is no longer restrained by the circle. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a ward against magic. Choose a sphere, cube, or cubicle made from solid gold or silver. Each sphere has a diameter of 5 feet and a height of up to 30 feet. Each cube has a diameter of 10 feet and a height of up to 30 feet. Each cubicle has a diameter of 30 feet and a height of up to 50 feet. When you cast the spell, you can choose a number of existing wards within 30 feet of one another. When you cast this spell, you can have up to three wards created at a time, and you can create one additional ward at a time. While a ward creates, a magic item that you touch is no longer affected by it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a third ward created by dividing the number of wards created by the first spell slot you use by 2. When you use a spell slot of 7th level or higher, you can create a fourth ward created by dividing the number of wards created by the fifth spell slot by 2. Abjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or animate an object of Medium size within range and create a solid barrier of ice between you and the object. You make the barrier up to 60 feet thick, and the solid barrier lasts for the duration. Whenever an affected object hits a creature or strikes a creature, a solid barrier springs forth, centered on the object. Any creature or object that enters the barrier is made into a pillar of ice and instantly stops moving. Any creature or object that enters the barrier and damages any creatures or objects inside the barrier’s area is pulled in one of the following directions: Up or to the nearest solid wall. Left—150 feet A straight line forms between you and the object, passing through a gap in the barrier. Any creature or object that starts its turn in the line and who is within its reach is pulled 5 feet toward the right. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of ice in the barrier increases by 30 for each slot level above 4th. Transmutation

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or reshape up to twenty-five magical objects—including books, scrolls, incantations, and statues—at your command until the spell ends. Choose one object as your commandment to be carried out, with a visual cue indicating when and where you intend to perform the command. The object must be of acceptable quality and quantity and must match the object’s general condition and visual appearance. The object must be able to hold its contents while the spell ends. If you cast the command while traveling with a group or alone, its contents are usually on the w plane. When the spell ends you either give the command or dismiss it as an action, depending on the object’s condition and object’s visual appearance. If you don’t specify the order in which the command occurs, the specified objects fall into two classes: ordnance and magic items. If you make an ordnance command and no objects are involved, the spell ends early because the ordnance object was damaged during the casting. Magic Items. If your command doesn’t specify a magic item, your magic ends early on an object created by a spell of 4th level or lower created by an effect 4 or lower. You can use magic items created by a spell of 5th level or lower to create or transmute wands and quivers and to cast spells. Spellcasting. You make two spell spells with a casting of 1st level or higher: alter self, banish vampir, or cast polymorph. If you cast each spell using a spell slot of 2nd level or higher, you cast each spell using the slot’s level. The effects of these spells on creatures have no bearing on whether you cast the spell or cast an object component spell. You can use these spells only in combat. During an ocassioné du temps que comprend la même, you can use an effect of your choice that would reduce a creature’s level by 1 if it was already higher than the spell’s level. A creature so reduced must first make a Wisdom saving wish check against your spell save DC. On a success, the creature sinks to 0 hp and remains so for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Aurars

Casting Time: 1 action
Range: 1 hour
Duration:

You imbue a creature with a magical ability, such as a bard spell, a fey spell, or a mesmerist spell, that affects a creature or a creature component of a creature. the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The target also has disadvantage on attack rolls and ability checks. The spell ends on the target. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a creature’s voice a murmur when you pass within 100 feet of it. The murmur can be heard over a distance of 100 feet. If you cast this spell through a nonmagical opening, there is a 50 percent chance for you to hear the murmur. This spell has no effect on constructs or undead. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise the dead’s intelligence. Choose one of the following benefits when you cast this spell: • You can create 1D6 radiant energy in a location you choose within range. • You can place an antimagic field on an unoccupied space that is completely within range. • You can place an insubstantial gloom spell on an area of low darkness that can’t be more than 10 feet square, making it imperceptible to hostile creatures. • You can cast divining worldview affecting up to three nonmagical plants within 60 feet of you (no more than once per day). • You can use your action to create a message inscribed on any plant you choose within 60 feet of you, in any language you know, in any detail you choose, or in any sequence you choose. The message might describe the nature of the plants’s danger, the plants’s vitality, or the spell’s potential effects. The message can be read only by one Medium or smaller creature friendly to you. If the spell’s DM chooses an illogical language, such as للتيروهمنا, the spell fails and plants in the spell’s area become frightened while in the spell’s area. Abjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise the power of one creature whose level has been raised or fallen for the duration. For the duration, the creature has resistance to one damage type of your choice: acid, cold, ile, fire, lightning, or thunder. The creature can use its action to make a douse of acid upon itself, or a similar spell. Once, whenever an affected creature exposed to acid or acid acid iliac or bile uses a spell of 3rd level or higher on its turn, the creature is no longer affected. Evocation

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic results in one effect you choose at the start of each of your turns: • Choose one creature’s speed, or • Reduce the speed of one creature to 0 feet for 1 hour • Reduce the speed of two or more creatures • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s speed by 30 feet for 1 hour • Reduce a creature’s armor by 50 pounds for 1 hour • Reduce a creature’s speed by 25 feet for 1 hour If the spell’s damage increases for a creature by 50 percent or more, that creature is also reduced to 50 percent or more of the reduced speed for the duration. If you cast the spell again reduce a creature’s speed by 50 percent or more, that creature is also reduced to 50 percent or more of the reduced speed for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the reduction increases by 1 inch for each slot level above 6th. Transmutation

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself to any point along the grounds of a temple dedicated to a god or a goddess. The spell fails if you cast it as an illusion, a representation of that god, or if you cast the spell as a divine or holy servant. You choose a location on the ground or in the air that attracts creatures, such as a mountain. Creatures within 30 feet of the point you cast the spell can see into the earth for the area to rest. Creatures within 30 feet of the point where you cast the spell can’t leave the area, and they can’t pass by a creature within 30 feet of the point where you cast the spell. Creatures within 10 feet of the point where you cast the spell can’t leave the area, and they can’t attack a creature within 10 feet of the point where you cast the spell. If you use an action to dismiss the spell and immediately end your turn there, you can attempt to teleport two additional creatures, which must be within 30 feet of the point where you cast the spell. Otherwise, the first creature to arrive at the destination instantaneously withers into ash, and the second creature instantly regains 1d10 mortal wounds. When the spell ends, the spell ends for each creature within 30 feet of the point where you cast it. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform Auras into glowing orbs, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The transformation lasts for the duration. Appearing in an unoccupied space within range, the orbs resemble those of a natural demon or a spectral creature, and they take on a spectral appearance. Once per day as a move action, you can cause one orb to leap from one creature within 30 feet of you and strike another creature within 30 feet of you with a sling weapon. The orb is unprotected and emits a dazzling display of colors and odors until the spell ends. Until the spell ends, you can use a bonus action to cause one of the creatures you described to use one of the spells listed below on it. A creature must make an Intelligence saving throw for the spell and then make a Wisdom saving throw against the orb’s effects. On a failed save, the creature takes 10d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional orbs for each slot level above 3rd. Transmutation

Aurars

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

Concentration, up to 16 hours Up to three harmless plants of your choice within range sprout from the ground or one of the following paths (this spell can target any one of these paths, though none of them must be ascending): • In the shape of a flower or shrub, a tree, an area of loose stone, or a cliff. • Within 30 feet of anything it can reach, a leaf or a surface and everything it can see is coated with poison. The poison spreads to all nearby creatures. • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional harmless plant for each of its 2 levels. Poisonous Cloud 120 Concentration, up to 1 minute This spell destroys harmless clouds in a 60-foot cube that you can see within range. For the duration, any creature in the cloud (including you) is immune to being burned in the same spot. An extinguisher drawn into the cloud, and up to five small rocks strewn about pile into the ground if possible. Dust devil 300 Instantaneous Choose a dust devil in the order you choose (limited to the number of creatures you have selected). For the duration, dust devils appear in the form of puddles, unoccupied spaces, and w feet up to 30 feet high. They can be found crawling on the ground or hovering lazily over uneven terrain. When a dust devil appears, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The light doesn't penetrate barriers, molds, or any other material barrier that a creature can see. When a dust devil drops to 0 hit points, or a thick fog appears where it falls, it creates nothing but swirling and swirling dark clouds with which it is unable to fight off the effects of barriers, muggles, or similar obstacles. These dark clouds can cover a 30-foot-radius sphere centered on the dust devil in fire, with a 30 inch diameter sphere centered on the ground. Each creature in the sphere when it forms or which attains the Monster Manual during your next long rest must make a Constitution saving throw. A creature takes 4 d10 Constitution saving throws to break out of the sphere and move away from it when it moves within 30 feet of it. Concentration, up to 1 hour The sphere ignites flammable objects in its area that aren’t being worn or carried. These objects, which are made of opaque or covered wood or stone, are heavily obscured and have a Medium AC of 10 + the spell’s level. When a flammable object touching the sphere strikes the object or impacts it against an object moving against the object’s current path (such as an action or a slot- open an opening), flammable objects that are touching these objects make a Dexterity saving throw. On a failed save, the object or the slot open opens a demiplane, where the objects can be removed using limited or no movement. On a successful save, they remain in the sphere but can’t touch it. A solid surface covering half the surface area of the cube and as many as 30 feet deep, or a portion of the cube and any floors or ceilings there, provides cushioning and might protect exposed ground. A solid surface covering one-fourth the area of the cube and as many as 30 feet across provides support and can protect exposed surfaces. Evocation

Aurars

Casting Time: 1 action
Range: 1 Mile
Duration: 5 minutes

You unleash a raging flame to assail up to five humanoid creatures within range, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. For the duration, each target has disadvantage on attack rolls against you. It also takes 4d8 radiant damage when it ignites a dud. Evocation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of one hundred feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see that are friendly to you. You can designate any number of creatures that are evil, and each creature that is an evil duplicate of a known evil creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. While cursed, the creature is incapacitated and has AC 15 hit points. If the creature is killed by an effect that permanently ends its match, the creature repeats the saving throw. It takes 3d6 radiant damage on a failed save, and it is disintegrated if it remains in this form for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Aurars

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

This spell enables a creature who studies magic to become proficient at manipulating water, stone, or wood with which to craft weapons and armor. A creature with a high concentration of these magic items can manipulate water, stone, or wood as if they were natural stone or wood, creating whirlpools and other suspended orbs that appear in the ground within 30 feet of the target. When a creature moves into the area for the first time on a turn or starts its turn there, the creature can make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a success, it can use its reaction to move into the swirling orbs and stop them immediately. Conjuration

Aurars

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

Your movement is limited to line of sight to a creature’s visible side while you are casting this spell. You take 8d6 radiant damage when you reach 5th level (2d6 damage), 11th level (3d6 damage), and 17th level (4d6 damage). Evocation

Aurars

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

You summon a spectral demon from the shadows of the Great Forest. Choose a grove of trees, shrubs, or savannah. Choose one of the following options for its appearance: • One humanoid of challenge rating 2 or lower • Two undead of challenge rating 1 or lower • Four celeste humanoid of challenge rating 2 or lower • Eight celeste humanoid of challenge rating 1 or lower Each celeste creature must be within 30 feet of you when you cast the magic spell or use a bonus action to do so. If you cast this spell multiple times, you can have up to four celeste creatures summoned at a time, though you can have up to twenty celeste creatures at a time summoned by the same spell or bonus action taken. When the summoned creatures let go, they appear as celeste creatures with talons pointing toward the ground at the scene. If you cast this spell multiple times, you can have up to three celeste creatures summoned at a time, though you can have up to twenty celeste creatures at a time summoned by the same spell or bonus action taken to do so. When you summon a celeste creature, you can use a bonus action on each of your turns to make a melee attack with your attack weapon against one creature within reach of your attack, if you have it. On a hit, the target takes 2d10 necrotic damage, and you must finish a long rest to maintain your health. Whenever the spell ends, you might have summoned a celestial, a fey, or a fey demon from the forest. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can summon increases by four, and the necrotic damage increases by two, for each slot level above 1st. Abjuration

Aurars

Casting Time: 1 action
Range: 1 Mile
Duration:

You awaken to life in one of the following ways: 1. You instantaneously become one with nature, a celestial cousin, an elemental deity, a dark lord, a fey animist, a fiend (a fey animist), or some other evil entity. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. 2. You instantaneously transform your body, any part of it you can see, into an undead creature. For the duration, the transformation can’t target you. If you cast this spell again, this spell fails 2nd level and becomes permanent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a zombie might appear in an unoccupied space within range. It disappears when it drops to 0 hit points or when the spell ends. A zombie that dies at the end of its current turn is restored to life with advocation and pet. When you use this spell to imbue a zombie with any ability, you choose undead as the new type. The new type is as good as or ahead of its time in terms of being able to move and attack as an undead, or as a zombie with a zombie spell based on its bloodline. The zombie also has a hit point maximum at which to run and jump. It is also much stronger than normal zombies. The zombie has a AC of 5 and 30 hit points per 10-foot section. It has disadvantage on attack rolls and ability checks. It takes 2d6 thunder damage when it crumbles under such force. It makes Strength checks and saving throws with a Strength of 4 or lower a failed attempt at lifting it would fail, and it can’t take any extra damage from attacks. If the zombie w as affected by a spell or effect that requires an Intelligence score of 5 or lower, it instead takes 2d6 thunder damage, and the spell ends 2 days later. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Mile
Duration:

You invoke a shadowy force that reaches from an unoccupied space of your choice within range to assail a target within 60 feet of it, shedding bright light in a 30—foot radius. For the duration, the target can’t become blinded, deafened, or frightened. Illusion

Aurars

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

You gain a bonus to your attack rolls with regard to the ability to cast spells. You take the form of one creature for the duration. Conjuration

Aurars

Casting Time: 1 action
Range: 1 minute
Duration:

A creature you touch has disadvantage on attack rolls, ability checks, ability skill checks, ability skill points, and ability skill points gained while the spell is in effect. Conjuration

Aurars

Casting Time: 1 action
Range: 1 minute
Duration:

This spell can’t create a bridge of speed or carry out any task within reach automatically. A creature using a spell slot of 5th level or higher can use her action to speak a word of intent, such as "Forgive me my frailty" or "forgive me my guilt" or "forgive me those I love" to overcome some of the emotions that accompany some of the tasks she wishes to achieve. The spell fails but doesn't create one of the following effects. You can reduce the radius of the bridge by 30 feet or cast this spell on the same spot every day for the next year. You can also dismiss the spell and return to your home plane. Conjuration

Aurars

Casting Time: 1 action
Range: 1 minute
Duration:

You use your action to compel a creature you touch to perform one of the following actions. The creature must make a Wisdom saving throw. On a success, the creature can use its action to do the same thing. On a failure, the creature must repeat the casting, up to an additional minute. The spell fails for the creature if it has the spell slot. Conjuration

Aurars

Casting Time: 1 action
Range: 1 round
Duration:

You choose a point within range that you can see within range. You teleport up to 30 feet to an unoccupied space you choose within 5 feet of it. The teleport lasts until the spell ends or the sphere is broken. It decreases size by one inch for each new size you choose. Starting with the dragon, the cube shrank by one inch each time you cast this spell, for each additional inch you spend, the cube shrinks by two inches. Whenever the cube shrinks, you can make a different teleport spell against a different creature within 30 feet of the point you used the teleportation spell on. Similarly, you can use your action to teleport a creature over a barrier up to 120 feet tall but smaller than the barrier that you use to teleport a creature. Conjuration

Aurars

Casting Time: 1 action
Range: 1 Round
Duration:

You utter a message inscribed within an object you touch and which can be understood only by one creature of your choice for the first time under your control. You and a celestial of challenge rating 5 or lower become the target of a telepathic communiqué. When the spell ends, or the spell fails and a messenger is available to the target, the communiqué is answered and the message lasts until the target leaves your grip and starts its journey back to your home plane. If the spell ends before you reach your destination country, the messenger might return as soon as 10 minutes after you cast the spell (at least if you rely on the messenger to carry you), if not sooner. Roll initiative for the target as a group, which includes you, to determine which of the following words appears: “perceive”ed on the target’s mind overlay a message you choose, audible and otherwise, as soon as possible during the casting of the spell. If you cast this spell while you have half as much health remaining, your group of six creatures becomes aware of the message and can either understand it or ignore it. The DM might instruct you to speak to a celestial of challenge rating 5 or lower, in which case the messenger might appear as an undead component, instead of acting as an illusion. Illusion

Aurars

Casting Time: 1 action
Range: 20
Duration: 10 minutes

This spell allows creatures of Medium size or smaller to mend their wounds. This healing can be performed once per turn or once per turn as a bonus action on each of your turns. The effect can reduce a creature’s damage level by an amount equal to twice the bonus damage you give it. Transmutation

Aurars

Casting Time: 1 action
Range: 2
Duration: 24 Hours

You reach out to one creature that you can see within range. It must make a Wisdom saving throw. On a failed save, the target takes 7d6 psychic damage, and it can’t speak, take any action that requires hands or speech for the spell’s duration. During its next turn, the target can make a Wisdom saving throw with disadvantage if you don’t have sufficient movement to move it. When it does so, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Aurars

Casting Time: 1 action
Range: 24 Hours
Duration:

You transform a creature you touch into an illusion that lasts for the duration. For the duration, the target is alert to your presence, to any special abilities that you have, and to objects that you assume hold magical value. To the target’s best advantage, it can make a Wisdom saving throw, taking 10d12 bludgeoning damage on a failed save, or dropping to 2nd level or 2d8 bludgeoning damage on a successful one. The target can’t willingly return to its original form, and any temporary wounds it places on another creature are nonmagical and dissipate when the spell ends. While the target is within 1 mile of you, you can communicate with it telepathically. Abjuration

Aurars

Casting Time: 1 action
Range: 24 Hour
Duration:

You grant bravery to a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 14d8 damage, or half as much damage on a successful save. The damage type is thunder, which deals 1d8 thunder damage on a failed save. The saving throw must be made before you can use this spell once. Evocation

Aurars

Casting Time: 1 action
Range: 2 hours
Duration:

You create an extradimensional structure on the ground that you can see within range. While in the extradimensional structure, a creature can take nonmagical actions as part of the action it can take to leave the structure. When a creature enters the structure for the first time on a turn or starts its turn there, the creature takes an action that reveals it for the first time on that turn, or made a Wisdom (Perception) action and that spell ends. The illusion lasts until the spell ends. You can use an action to send the plant toward a creature you choose within 60 feet of it, or to cause the plant to move up to 30 feet in a straight line, stopping if it crosses a line that breaks the spell’s opening. The plant produces the following effects when it creates the structure: • A circular pit with 15 feet of stone and 10 feet of rock falls from the pit into a pit trap. The pit traps an unwilling creature within it. When the creature drops to 0 hit points, it is knocked out and transported to another pit trap, or to another space within 30 feet of the pit. At the end of each of its turns, the pit traps an unwilling creature within it. When the creature drops to 0 hit points, it is knocked out and transported to another pit trap, or to another space within 30 feet of the pit. At the end of each of its turns, the pit traps an unwilling creature within it. A flying saucer, for example, traps an unwilling creature in its orbit and travels at high speed toward the saucer. The saucer traps an unwilling creature within its area and can’t leave the area by leaving its area open for the saucer. If the saucer’s area overlaps with the saucer’s interior, the creature is ejected from the saucer’s area and is struck by a missile that lands within the saucer of the saucer’s interior. With each miss, the creature lands in the pit’s pit area and is hurled 3d6 X 10 feet downward, toward the sea. Evocation

Aurars

Casting Time: 1 action
Range: 300
Duration: 4 hours

Your magic grants you the ability to create a sphere of shimmering energy that lasts for the duration. Choose one surface within range, such as a window, a wall, or a staircase, or you can create a vortex within 30 feet of it that causes twisted air to fill for 1 minute. The vortex spreads around corners, and it lasts until cleared. When a creature enters the vortex for the first time on a turn or starts its turn there, it also takes 4d10 force damage and must succeed on a Constitution saving throw or take 2d10 force damage. The vortex is a vortex. It lasts for the duration. When the vortex appears, each creature within its area must make a Strength saving throw, taking 4d10 force damage on a failed save, or half as much damage on a successful one. The vortex moves across the room as if it were spinning. When the vortex appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 3d6 force damage and is restrained until the vortex is cleared. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained and must either move off the ground or use another action to end its restrained state. A restrained creature can use an action to attack another creature or to cause an object to fall from its outstretched hooves. Evocation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

Casting Time: 1 action
Range: 30
Duration: 14 Days

For the duration, a villain’s lair appears on the map, drawn in a particular direction relative to the weather on the same plane of existence. The lair occupies the space on the same plane of existence as the lair of the summoned monster, but it doesn’t contain any special terrain. To the blinded or deafened effect of the spell, the lair looks like this: **Darkvision **Enchantment** At 5th level, you can mimic the appearance of one willing creature of your choice that you can see within range. If you choose the mimic, you create a shadowy figure with a 5-foot radius around it that lasts for the duration. You can also use your action to mimic a creature of the same or different alignment, gaining information about it and the creature’s alignment as you use the mimic. It has disadvantage on attack rolls against you, and it makes a Wisdom Wisdom saving throw if you don’t use it before the spell ends. It also makes a Wisdom Wisdom Wisdom (Investigation) check against your spell save DC. If it succeeds, the mimic is invisible, w black, and no longer requires attunement to retain its shadow form. Illusion

Aurars

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

This spell grants up to three willing creatures you touch the magical equivalent of an arcane component. For the entire duration, you can make a DC 13 Intelligence saving throw to understand what components are present or hidden. On a successful save, the creature knows its component and isn’t compelled to use it. If it already has that component in its spell used to cast the spell, you can use an Intelligence (Investigation) check against your spell save DC to search for the component whose properties you are familiar with. If you find none, or if the component you search for has different properties, you make a DC 15 Intelligence check against your spell save DC to determine what properties it takes into account. If a spell, spell, or other magical effect creates or overlaps a component that is missing from the spell slot offered by the component, that component is dispelled, and the spell fails. Transmutation

Aurars

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

You awaken a creature whose soul has been trapped within a Large or smaller treasure chest. The creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. The spell fails if you use your action to open the chest and there are no creatures within it. The creature needs at least 1 minute to gather whatever it is holding, and it can’t move or open anything except for locked doors and containers. When you cast the spell and as a bonus action on your subsequent turns you can switch from saving throw to full-round action. The creature can use its action to make a Constitution saving throw. On a success, it can use its action to move along the surface of the floor until it is overcome with darkness and falls prone. Conjuration

Aurars

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

You create an invisible barrier of magical force between you and a creature that you can see within range. The barrier creates an invisible wall of concentrated light in a 50-foot cube on the ground that you can see within range. The barrier lasts for the duration. If you cast this spell targeting a different creature, the barrier falls apart, creating a distraction that can be suppressed by removing the barrier. When you cast this spell on the same creature or a larger area within range, you can designate a spell of 3rd or 4th level that targets both you and the creature. The barrier appears and lasts for the duration. If you cast this spell targeting a different creature or a creature within 10 feet of the barrier, the barrier takes 50 percent less damage and can be destroyed by ranged weapon attacks made against it. Divination

Aurars

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

You create a spectral servant of sorts: a giant spectral beast or an undead servant. Its fighting style is melee, and if it has half the hit points of the target (your choice), it makes two weapon attacks with its weapon, and it makes one weapon attack with a sling attack (your choice) against one creature within 5 feet of it. The target can make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage, and it must then make two Wisdom (Perception) checks (your choice) to see who it is fighting. The spell fails if you or someone else uses another spell slot, if you cast this spell while you are casting it, if you use another spell slot, if you have no Spell slots, or if you use more than 10 minutes of movement. A disintegrate spell destroys the creature instantly. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Aurars

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

A portal is a natural opening into the Astral Plane that lasts for the duration. When you cast this spell, you can create one in six portals on the Astral Plane. You can open a portal on the ground immediately beneath you, or you can close the portal to the Ethereal Plane, opening there to the Ethereal Self. The portal to the Ethereal Plane, as well as the destination of all portals on that plane, appear dimensionally on the ground within 5 feet of the destination. You can specify portals that appear dimensionally on the ground, or you can specify portals on the ground that take you into a different plane. Planets. Each creature in a 30-foot-radius.— or 30 creatures that are within 5 feet of a point of your choice within range. A target can be a place where it doesn’t exist, a place where magic has no effect, or a place where there is no place to cast spells. Languages. You can speak, cast, and manipulate one or more of the following languages: • At will. A to—or diatribe. You communicate with up to words and images of other creatures, up to 500 words—ed, up to 500 words long. • Unbound. You cause a creature to be transported from one place to another by another, shifting the weight of the container so that it is no longer in one place at a time. The container remains there for the duration, and it can use its reaction to move to the nearest unoccupied space that has a maximum carrying capacity of two. • Door. You cause a creature door to magically open and close without expending any real effort. The door must be of a size fixed in the cube you’re in. When you cast this spell, you can specify a password that, when spoken aloud, causes the door to open and close automatically. The door also magically disappears if it is opened again within 30 days. Conjuration

Aurars

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

This spell allows a creature’s flying speed to be reduced to 0 feet for the duration if it is hovering and if a creature within 5 feet of the target can hear it. If you or a creature you are flying with can reach the lowest level of flying that you could see in another plane, you and the creature you are flying with are left with a speed of 30 feet while you and the creature are within 30 feet of each other. Conjuration

Aurars

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

You gain the ability to speak and animate with a creature’s nature within a manner that seems natural for the creature for the duration. You retain the ability to use an action and animate with the creature, but you have no knowledge of their origin other than your own. You know how they came to the Earth and where they came from. You might learn that some creatures from other planes of existence, if familiar, grew up in the region and aren’t affected. You know how a creature learned how to cast a spell from its mother or from a magic item it uses when it casts a spell.

Aurars

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

Your magic reaches its limit by concentrating on a spell of 5th level or lower. For the entire duration, you can’t concentrate on a spell of 6th level or higher. Until the spell ends, whenever you cast this spell, you can use a bonus action on each of your subsequent rounds to switch from concentrating to concentrating on a spell of level 6 or lower. You can also choose to focus on one spell of 7th level or higher, rather than the same spell you are concentrating on, to achieve the same effect. Conjuration

Aurars

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

This spell creates magic and chaos in the space of a single sphere within range. Each sphere is 5 feet in diameter and 5 feet on each side. Until the spell ends, creatures, plants, and objects in the area fall, become restrained, or become trapped. While restrained by any means, a restrained target can use a bonus action to make a Strength or Dexterity check, and while the restrained target can use its action to make a Strength or Dexterity check, it can’t have more than one use of the spell. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. When you cast this spell, you can adjust the area so that one half-mile-square motion of a human standing in it grants the restrained target the benefit of a climbing rope or a similar climbing aid. The rope can restrain a restrained target, and you can also create a rope up to 30 feet long that can restrain up to eight humanoids or one humanoid. You can create additional restraints by creating a cube that overlaps a sphere of water or by blocking a channel from reaching one restrained target. Finally, for each restrained target you choose, the rope warms and tightens, and the spell ends. Conjuration

Aurars

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

You weave a creature’s clothing in single layer of silk, covering it from head to toe, granting it a silken cloak and exposing it to magical light. The weave lasts for the duration. If the creature comes into contact with a creature who’s wearing light armor or light armor that has a shield slot, the creature takes 50 thunder damage and 50 radiant damage on each of its turns until it uses that slot to action to make a weapon attack, or until the spell ends. The spell ends for the creature if it uses a bonus action to move its head to a side to do so. Transmutation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

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

You create one of the following effects within range. You create either a spectral scream or an echoing scream. You can designate a cause and its duration. While the effect lasts, the creature is affected by a creature’s scream that lasts for 24 hours. If you cast this spell again, the creature’s scream also lasts 24 hours. You can shape your scream so that it appears to be the sound of a heavy weapon, a shout, or a piercing scream, for example. The creature’s scream disappears when the spell ends. Your scream lasts for the duration. You learn how to make a spectral scream using the spectral scream spell, as well as the sound and duration of a scream that you make with a melee weapon, a torch, or similar weapon. Silence for 1 minute Concentration, up to 1 hour You must choose a direction when you cast the spell and speak the spoken word. The spell spreads wordlessly among nonmagical creatures you choose within 500 feet of you. You can have up to three words spoken after the spell ends. If you are writing a spell, you can have up to three words spoken at a time, but otherwise, none of the words spoken can be heard. You can also specify creatures that don’t speak, such as trolls or trolls of a specific kind, that aren’t in an especial way associated with the creature type chosen for the spell’s text. Divination

Aurars

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

You unleash an illusory image of an undead creature on it, distorting it in its nightmares. The image spreads to all enemies within 30 feet of it. Any creature affected by the image gains temporary hit points equal to your spellcasting ability modifier at the start of each of your turns, at the end of each of your turns. This temporary hit points can’t be regained if you or your companions die while affected by the image. The image can’t be removed from the creature’s body, but it can be restored to it by means other than by harming it. Illusion

Aurars

Casting Time: 1 action
Range: 30 Days/1 year; see below.
Duration:

Conjuration

Aurars

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure and shapechill a Great Hound at the same time as a Huge or smaller human servant until the spell ends. The servant acts as a servant, sleeping only upon the same spot on the ground as the warhorse. When the servant moves, it acts as a messenger between you and the beast. When the servant dies, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The shadow becomes a light that can be seen up to 30 feet away. The servant remains in creature form for the duration, shedding bright light in a 30—foot radius. The shadow can attack and have a bite attack with two attacks against you at the same time. While the servant is under the effects of the shadow, you can use an action to launch an attack using only your own weapon against the hound to the best of your ability. If you hit an enemy with a successful melee attack against the hound while it is shedding its light, it is transported to a safe spot within 30 feet of you where it can fully concentrate on its weapon attacks. The shadow can’t attack you and can’t speak, cast spells, or do any other supernatural activity while under the effects of the shadow. If you cast this spell while you already have a mount and are now charmed, it doesn’t automatically become a mount and can’t become one using an action to switch to an elemental mount (if any exist). Beast Behavior Touch 8 Hours You touch one willing creature and bestow upon it the gift of nature. For the duration, the target can’t become invisible to you and is immune to all damage. You and the target obey any verbal commands that you issue to the creature as long as those commands are given when you cast the spell. If you use an action to dismiss the spell, dismiss magic item possessed by the target, a misty sphere centered on that creature can be launched from under the mist toward the target, sending the sphere flying. When you dismiss the spell and as a bonus action on your turn, you can also cause the sphere to harmlessly hover over the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the mist increases by 10 feet and the duration increases to 120 days. When the spell ends, the mist spreads across the floor, walls, and ceilings in your home, provided that there is no creature on the ground at the moment you cast the spell. Conjuration

Aurars

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a creature that you touch into a powerful illusion. For the duration, it can guess the appearance of all creatures within an area within 5 feet of it and can see into the illusion for that area, up to 30 feet away, as if it were there. The target can perform any spell or spell of the level it has cast, as spell cast, or had in its previous lifetime that dealt damage or put creatures at risk, but it can’t assume the form of a true fey, it can only speak in cryptic whispers and does not speak in any rhyme or reason. The target treats all other creatures as though they had never been there. If the target’s size is less than Medium or it has half the creature’s hit point maximum (equivalent to Medium or 1 hit point per level of the bane), it can make a Wisdom saving throw. On a failed save, it can‘t speak any line within 30 feet and must rely on spoken words to comprehend what it said. If the target has half the creature’s hit point maximum, it can’t use speech again until it has seen such a line uttered. Illusion

Aurars

Casting Time: 1 action
Range: 30 minutes
Duration:

A common dragonborn becomes one with nature. For the duration, a creature that ends its turn within 5 feet of you (if it isn't already doing so) has advantage on one check of your spell attack with a weapon attack bonus, and it can make a Wisdom saving throw with a weapon attack bonus instead of a Dexterity check. The target rolls a d120 damage. On a hit, the target must make a Dexterity saving throw. It takes 14d6 slashing damage on a failed save, or half as much damage on a successful one. Conjuration

Aurars

Casting Time: 1 action
Range: 30
Duration: Special

School or City You create an invisible portal from which a summoned creature or a creature that has been charmed falls to life, summoning it at random within range. It appears adjacent to the space where you cast the spell. If you cast this spell using a spell slot of 2nd level or higher, the portal appears twice as wide and is 1 mile wide. If you use a spell slot of 3rd level or higher, the portal appears 7 times as large. If you use a spell slot of 4th level or higher, the portal appears 10 times as large. You can use only one portal at a time. Transmutation

Aurars

Casting Time: 1 action
Range: 30
Duration:

Special Until dispelled, the circle of shadow magic you cast obscures illusions and brightens the touch. Any creature other than you in the area sees the circle for the first time on a turn or starts its turn there. A creature that is within its own sphere sees the circle as a dark, shadowy cloud, and so ends its turn there. When a creature moves into the circle, it starts with a -1 penalty to AC and saving throws. The creature can move up to 60 feet in any direction, using your movement. If you have a circle in the air, the creature can enter it and stay there, and it can use its reaction to move up to 5 feet in any direction, using your movement. So a creature entering the circle and staying in it has advantage on all attack rolls since it is in the circle. Finally, no creature can take anything from you while in the circle. If something goes wrong with your spell, a creature that enters the circle can use its action to determine what went wrong and what would have happened if you cast it this way. If your concentration is broken, your spell casts other spells and spells affecting creatures that you can see within it automatically fail. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Aurars

Casting Time: 1 action
Range: 30
Duration:

Until dispelled within range, a magic circle grants a magical effect to all creatures within it no longer existing within it. Creatures created by spells or by other magical effects can’t willingly move into or out of the circle, and those created by spells created by a spell slot created by or linked to a particular spell slot are affected only by that spell. Creatures of a specific type (for example, a witch or a high priestess) can ’t enter the circle. Transmutation

Aurars

Casting Time: 1 action
Range: 3 months
Duration:

This spell creates a protective barrier between you and an undead creature that you choose within range. You mentally link a creature you designate to one of the spells described in that section, linking it to an unoccupied space you choose within 5 feet of you. The creature is friendly to you and must be within 5 feet of you during the spell’s duration. When you cast the spell—including while linked to an undead creature—the barrier lasts until the spell ends. If the balm wanes, the creature w oncomes a protective spell for it that mimics the tactile characteristics of the creature’s clothing. For the duration, you can project a magic circle on the creature’s head and touch it to create an antimagic field. If the creature resists the spell, it can use its reaction to gain immunity to the balm. If you create the spell and then let go of the spell to create a protective spell, the antimagic field remains and the spell ends. The spell could be dispelled by another dispel magic spell. Abjuration

Aurars

Casting Time: 1 action
Range: 3rdawakening (90-120 Days)
Duration: Concentration, up to 1 hour

You gain the ability to sense the heart of an undead, any part of it that isn't on a creature or an object, as well as the location of any wounds or other injuries it sustained while it was under the effects of an illusion. When you cast the spell, choose one of the following effects to refine the simulacrum for interrogation: • You create a simulacrum with a successful Intelligence (Investigation) check against your spell save DC. A simulacrum is 1 foot tall and weighs 10 pounds. It is an undead creature. An illusion requires 2nd- or 3rd-level components for its creation. It requires 4th-level components for its manifestation. It requires 5th-level components for its destruction. It requires 6th-level components for its growth. - You light, suffocate, or make sickle creatures. The effects aren’t strong enough to keep a creature from dying. When a creature dies of starvation, its body fluids become hard to transport and take with it a body part or poison, thus leaving it with only a skeleton and some soft tissue. If the creature w as trained as a fiend to eat whatever remains of its body parts it’s eaten, the creature dies. - You create a sweet, sour, or stinky object that is a sphere with a diameter of 1 foot in diameter with a diameter of 30 feet. The object is a delicious and sensory treat. A creature that consumes the object experiences an intense sensory overload as the object unfurls from the handle. Any creature restrained by the sensory overload experiences a 15-foot-radiusoon shift, or a 20-foot-radiusoon blast, as the spell ends. This shift lasts for 1 hour, after which time it restores only to the creature’s conscious awareness. - You send a magical force field around yourself that lasts for the duration. Choose up to five different shapes you can see within range, targeting one of the following shapes: dark blue, green, or blue. Any shape you choose creates glyphs or images that are difficult to read. Any shape you shape causes a hovering cloud to appear at a point or within 300 feet of the center of a certain creature or object you choose, as if it were hovering over the creature. Anything you shape causes a vortex or a rope to appear within 300 feet of a creature or object you choose. Any created creature or object created under a different form number, such as a beast’s or a wizard’s warchief, vanishes under the vortex or rope. • You create a puff of wind, a growth spur, or a cloud covering a natural surface and raising it as a bonus action on each of your turns for 1 hour. This action reasserts your warded status, causing you to lash out with both hands in a straight line at the warded creature as a bonus action on each of your turns. • You issue a loud and clear call to all who are within 30 feet of the warded creature to a general halt,’ causing it to disperse in a 60 foot radius at a time, in groups of 10 or more, to form a fully joined movement. The creature takes 10d10 thunder damage and 10d10 cold damage when it uses its action to make a weapon attack. In addition, under the condition of suspended animation for 1 hour, a construct created under the warded condition can’t attack or use a tool unless its movement is with you. Conjuration

Aurars

Casting Time: 1 action
Range: 4 days
Duration: 1 hour, up to 10 minutes

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Aurars

Casting Time: 1 action
Range: 5
Duration: 10 minutes

This spell creates a magical link between itself and a willing creature it strikes against a target. For the duration, that creature is covered with a protective mist from which the spell emits a faint glow. The mist spreads to surrounding terrain and to objects you choose within 30 feet of it. An invisible creature or an object invisibly hidden can pass through the mist and avoid the spell and remain invisible until both the duration and target’s movement and spell save DC have ended. Evocation

Aurars

Casting Time: 1 action
Range: 5
Duration: 10 minutes

This spell purifies and revivifies all plants within a 5–foot-radius sphere centered on a point you choose within range. Any creature that resents such a point or moves to a different spot within that point must stop using that point while affected by this spell and must let go of the warded spell prior to using that one. When you cast the spell, you can have up to three illusory duplicates of the target created, or you can cause a plant created by this spell to appear inside a specific spot of the target that is magically or permanently unfurled. The target must be within 30 feet of the spell’s area and can smell the plant. If you create an illusory duplicating plant, the duplicate has no effect while you are concentrating on it or casting the spell. Divination

Aurars

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

This spell allows an arcane illusion to appear and to pass as genuine one if the image is one with the image’s original image, image’s original text, image’s original image and a copy of its image’s original text to be visible, if it is genuine. Each creature that you choose must make an Intelligence saving DC of that save, and the spell fails. On a failed save, the creature can’t speak a soporific or otherworldly language for 1 minute, and its sensory organs—like those of the creature—have difficulty breathing or moving. As an action, you can move the illusion up to 30 feet toward one side of the room it lies on. At the same time, as an action, you can move the illusion up to 30 feet away from you if you are in an unoccupied space within 5 feet of the space it lies on. Illusion

Aurars

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

You create a magical artifact that grants it an ability or a curse. Choose one creature’s basic ability score. That ability score is then multiplied by two to create a magic item that grants it a +2 bonus to the creature’s ability score. If you create a magic item of this sort, you also instantiate a magic item of this kind, which has the same bonus and other effects as the item’s magic item. The item’s magic item can have up to four uses in a row of active at a time. When the item appears in your hand, each target must make a Charisma saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Necromancy

Aurars

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

You create one of the following effects when you cast this spell. You make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 1d10 necrotic damage. You can’t reduce the target’s hit point maximum to 0 hit points until the spell ends. If you reduce the target’s hit point maximum, any excess damage carries over to its weapon damage type. The excess damage can’t reduce the target’s hit point maximum, damaged weapon, or weapon ’s ammunition to 0 hit points. The excess damage doesn’t restore hit points. A hit target must make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, which is replaced by half the amount of necrotic damage that came from the spell’s necrotic damage. Necromancy

Aurars

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

You invoke a magical energy field within range that lets you appear where trees, rocks, or other natural obstacles might be, as part of an upward march or a downward fall, and assume the form of a lion or a mastiff. You decide what sort of terrain the movement will bring to the scene and where the illusion falls. The illusion moves across three floors, each one 10 feet in each direction and centered on a specific obstacle. If you create an obstacle on each floor, you can create a ramp or a trench along the entire length of the obstacle, as long as the trench is present along each floor and perpendicular to the obstacle. When you create the obstacle along the entire length of the obstacle, you create a vertical obstacle (typically a rock or a spike) with a 10-foot radius on each side. When you create a vertical obstacle along the entire length of the obstacle, you create a horizontal one (typically a rock or a spike). If you create a horizontal obstacle along the entire length of the obstacle, a vertical one (typically a rock) with a 10-foot radius on each side. If you create a vertical obstacle along the entire length of the obstacle, a horizontal one (typically a rock or a spike) with a 30-foot radius on each side. The illusion can move across a vertical or a horizontal barrier, create portals to another dimension, or both, if none exists. Only creatures that link their feet to the vertical or a horizontal barrier have the illusion. Physical interaction with the illusion reveals it to be an illusion. A creature uses its reaction to see what the illusion looks like to make the decision regarding whether it casts the spell. If the creature uses its reaction to see what the illusion looks like, it can make a Wisdom saving throw or become blinded for 1 minute. A creature blinded by the spell can use its action to make a Wisdom check against your spell save DC. On a success, the creature’s blindness ends. If you create an obstacle on any floor other than the one you created the illusion on, you can create a ramp or trench along the entire length of the obstacle. As a bonus action on each of your turns, you can move one of the temporary barriers up and down as a bonus action. Conjuration

Aurars

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

You invoke the power of the dark to restore order in an area. Choose a point you can see within range. A limited distance through the portal leads to a golden state as seen in the animated image. Any creature that is hostile to you or its equipment is immune to this effect. A creature that is hostile to you is immune to all of its normal and statistics, also outlined in the creature section of this spell. You can specify a specific creature’s race, language, or religious group.'' half way through the animation, the animated image appears to be a translucent box that contains a limited edition, rare, or transmogrified dragon's talisman. You can only use this spell on creatures of the specified racial or language. You can’t use any of the above effects on an individual creature. Conjuration

Aurars

Casting Time: 1 action
Range: 5
Duration: 24 hours

This spell can affect up to three creatures that you choose within range. You mentally command each willing creature who casts the spell to attack you on each of their turns until the spell ends. If you succeed on a melee attack against them, they take 3d12 piercing damage, and you have cast this spell for the first time on a target within 60 feet of you for the first time on a turn or until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Conjuration

Aurars

Casting Time: 1 action
Range: 5
Duration: 24 Hours

Until you choose one creature or object within 60 feet of you that you can see, the sky and sounds are one thing. But at the center of it is a sea of swirling trees, each nearly 3 feet in diameter and weighing 3,500 pounds. The diameter of these trees ranges from 25 to 50 feet. Each trunk includes a trunk seal and a trunk fill open, with each trunk seal opening a different door or passage up to the ceiling. You can open a door (30 feet long, 10 feet wide, and 1 foot thick) that is 6 inches wide and 1 inch thick, and a trunk seal that is 1 inch thick opens a door that is 20 feet wide and 1 inch thick. You can open a passage in a trunk with a diameter of 30 feet and hold it open for the duration, using an ordinary action. If you would open a passage other than the one you use for the duration, the rope hanging from the rope would fall down and trap the rope. Each time you use a rope action to open a trunk, you must do so again. When you open a passage, the contents of the passage are transported to the next available room on the same plane of existence, albeit slowly and temporarily. The contents of the temporary passage are anchored to the wall, preventing the rope from falling. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of a trunk fills a 20-foot cube. When you cast it using a spell slot of 6th level or higher, the radius is 5 feet. When you cast it using a spell slot of 7th level or higher, the radius is 10 feet. Each time you cast a spell using a spell slot of 2nd level or higher, the radius is as wide as 25 feet. TransmagiographicalBrief Description Concentration, up to 1 hour This spell gives the feel of magic in the moment. You cast this spell for the first time on a creature you can see within range. That creature must make a Wisdom saving throw, taking 6d6 psychic damage on a failed save, or half as much damage on a successful one. You decide what sort of magic the creature has while it has first experienced magic, and if the creature has a similar magic to you, it becomes proficient with that magic. If the creature has a similar magic to you, it can’t become proficient in anything that might spell its warchief’s aid, and the creature automatically becomes proficient in all things prepared by its warchief. While proficient with this spell, the creature can cast spells without provoking opportunity attacks, which are often wasted if they don’t target the creature directly. As an action, you can mentally command the creature to perform a specific act of violence against you. You can specify commands such as “flask up, “explore the room occupied by my servant’ or “tear off one of the limbs’ of my servants. The creature must succeed on a DC 20 Constitution saving throw or lose all control of its limbs. The creature’s limbs become tangled with tangled goods created by this spell. Transmutation

Aurars

Casting Time: 1 action
Range: 5
Duration: 2 Hours

A magical force springs from the center of the cube and extends down its length. The force reaches its maximum speed when two identical or close by bodies are in contact. The force only extends from its tip to its center, perpendicular to the ground. Transmutation

Aurars

Casting Time: 1 action
Range: 5
Duration: 8 days

You create up to four glowing orbs within range in an unoccupied space you can see within range. Each orb is a cylinder or a circle with a diameter of 20 feet and a height of up to 30 feet. The orbs can be free floating orbs or sticky orbs. Each one is colored as you choose. A sticky orb (0 hit points) and a free floating orb (15 hit points, or 1 hit point removed from the spell) can be created by any spell’s negation or its blessing spell slot used. The sticky orbs are difficult terrain and move at your command. They hover in the air and are difficult for creatures other than you to see. A sticky orb creates a sticky globe in each dimension within range. A sticky globe is a tiny, translucent globe that floats in the air and is immune to damage. The globe is transparent and can contain up to four creatures or objects. When the globe strikes an object or a creature, the globe strikes that creature or object, and the globe strikes a creature or object that is within reach. The globe has reach and can pass through barriers, talons, and other magical openings. Physical barriers can and do create openings that can fit through a creature’s reach. Creatures that can’t see beyond the globe’s reach can see through the globe and are affected only by spells and other dispel magic. Creatures within 20 feet of the globe can see a sigil that matches the sigil used to cast the spell, as well as any other unique sigils or symbols present in the globe. A successful dispel magic cast on the globe removes the sigils, which are inscribed within the globe. For the duration, a creature that would be affected by a spell or other magic spell can cast a magic stone that magically transforms any stone it contains into a sticky globe that remains for the duration. The globe only affects creatures or objects within its reach. At Higher Levels. When you cast this spell using liches or similar fines, you can halve the damage of spells and other dispel magic in the aura created by the globe by making two additional attacks with a weapon and a disarming attack with a thrown weapon. Additionally, the globe sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Conjuration

Aurars

Casting Time: 1 action
Range: 5
Duration: 8 Hours

This spell creates trees, vines, and groves within the ground to guard against falling snow, ice, or snow storm. Once created, trees can be as long as 12 feet tall and can hold up to 100 pounds. They appear in any location on the ground that you choose for as long as you have this spell active. The trees can defend themselves from falling snow and ice, but they can’t become dormant. When snow melts, a frost giant appears and hurls the remaining snow at the wisps of ice until it has fallen 60 feet or more. The giant then sucks out any remaining snow and collects it for the purposes of further snow repair. The snow collects and is turned into frost by a plant’s bark. Once turned into frost, the wisps are covered with soft, bumpy bark, and snowflakes. While covered, a snow giant can't attack. When the spell ends, the wisps crumble into snow, and a thin sheet of frozen snow forms around the snow giant. This sheet of snow can’t be restored to a layer of snow a creature is on. A layer is an area of snow or ice that can be melted by a spell of 2nd level or higher. A layer protects a solid surface, such as a ceiling, that is up to 5 feet thick. A layer covered by snow can chill solid ground under it. When a snow giant locates a creature or object within 5 feet of it, that creature or object freezes to dust and becomes heavily obscured, until dry and clear air disperses around it. A layer on the ground under a creature or object blocks most nonmagical light that would be visible from the snow beneath the snow giant. A layer is difficult terrain for creatures other than you. If a snow giant drops to 0 hit points before reaching midair, the snow giant is pushed upward and slowly collects and becomes partially covered by the snow, which retains its shape. A layer created by a spell of level’s TAMADRA level determines whether a creature or object is frozen or snow-covered. If the layer snow appears to be too cold to block vision into frost-infested terrain without frostbite protection, the layer is automatically lifted up, and the snow melted. If the layer snow is too warm to support life under its surface, frost giant can use its action to make a Strength or Dexterity check. On a successful check, it takes no movement. The snow covers all but the covering surface, though it can expand to cover a whole body or to hide a creature. When a layer is created, other creatures can benefit from it. When a layer is broken, a creature or object can't be moved, and a layer created by a spell of level two or higher fails to freeze solid ground under it. As a bonus action, you can move the layer up to 100 feet, as long as the layer isn’t more than 100 feet thick. If you create a layer that is too thick, a frost giant is able to fit a small crack in it. Using a spell to move the layer increases the likelihood of a frostbite-like bite occurring using your action on each of your turns for a number of rounds equal to twice the spell’s level. Transmutation

Aurars

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 5 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

Casting Time: 1 action
Range: 5 days
Duration: 1 mile

1 hour, up to 1 hour You touch a creature and its body. The target must make a Dexterity saving throw. On a success, the target takes half as much damage from the spell and doesn’t need to make the saving throw. On a failure, the spell ends for the target. Conjuration

Aurars

Casting Time: 1 action
Range: 5 Days
Duration:

This spell’s duration is up to 7 days. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Aurars

Casting Time: 1 action
Range: 5
Duration: Instantaneous

All things considered fall into three classes, one divine, one magical. You make a melee spell attack against one creature within the spell’s range. On a hit, the target takes 1d8 necrotic damage, and it must make a Wisdom saving throw. It takes half as much damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s maximum number of hit points this way until the start of your next turn, at which point the creature resumes its downward fall. While undead creatures can’t benefit from being surrounded by hostile creatures, creatures that can’t be harmed by abilities that make them vulnerable (such as the warding wisp), or conditions that make them immune to their abilities—such as the saving throw made by the warded creature—the warded creature can enter your space and banish you to a corner of the room that has no creatures or doors. If you cast this spell while you can see a creature or a creature, and the creature has neither a mind nor a memory of when it first entered your space and has no memory of what you did there, the creature falls unconscious and must make a Wisdom saving throw. On a failed save, the creature isn’t knocked unconscious and is transported to the nearest safe spot while you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Aurars

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You teleport yourself from another plane of existence to a new one, or back to your current plane. You can use your action to teleport from one world to the next, ending the effect on itself on a success. Transmutation

Aurars

Casting Time: 1 action
Range: 5
Duration: Special

The spell creates these creatures magically bound to magical objects of magical worth. When you cast the spell, choose an object or a creature that you can see within range. You create the following magical restraints on the creatures: • Your concentration is on one of the following objects’s finesse properties. Each object restrained by the spell can be freed only by speaking or writing magic that directly or indirectly compels the object to do so, such as a magic that directly or indirectly compels a creature to move to a place where the object is restrained or to appear where it would normally be restrained. The objects magic allows can restrain any number of creatures or objects, but they must be nonmagical and contiguous to any objects or creatures or objects. An object can be an object kept as an object and connected to its container by a link wrought of force, such as a thread bound to a steed or a cord twisted to a manger, or a chain linking a rope to a manger. Such a link might last as long as a century or as little as a minute. Objects or creatures can restrain others if they freely move within the objects themselves. Both physically and mentally possible, these restraints might last as long as the objects themselves. A restrained creature doesn’t use its action to move or cast spells. When the spell ends, the objects aren’t bound or damaged, but they rekindle the objects themselves, if possible. A restrained creature can use an action to dismiss the spell. If it does so, it must choose a different action this time. If an object being lifted or dropped strikes an object bound to a solid object (such as a ceiling or a bridge), it strikes the object that has been restrained before, so it strikes the object that has been moved or casted before. This action can deal severe injury to the object, but the spell doesn’t end if the object strikes a solid object (such as a ceiling or bridge). If it strikes a creature, it strikes the creature that is trying to move to the top of the object, so it strikes the creature that is trying to move to the bottom of the object; the creature strikes the object that is being lifted or dropped. The spell ends for each object being restrained or damaged when you make a Dexterity saving throw. If a restrained object strikes a creature, it strikes the creature that was trying to move to the top of the object, so it strikes the creature that is trying to move to the bottom of the object. This ends the spell for each object being restrained or damaged when you cast it. Furnace. You choose a structure, panel, box, container, or other liquid or solid surface of your choice that you can see within range, such as a wall or a ceiling, to fill a 5-foot cube. You manipulate the surface with every 4 inches you move, until a vial of alecanite fills the space between the walls and ends at the container. If the vial is smaller than 5 gallons, the vial is automatically filled with alec when you cast this spell. You can use a vial to fill any number of other containers within 5 feet of one another, provided that they aren’t more than 5 feet off the ground. When you make a vial filled with alec, create a magic circle on the wall at the top and move it as your movement around the room. Ionic vials. You choose any number of nonmagical liquids or solid objects within 5 feet of one another that you can see within 5 feet of each other, and then cause them to sour and freeze to solid form. Alternatively, you can cause any nonmagical object within 5 feet of an affected object to sour and freeze to death, requiring a successful Strength (Athletics) check against your spell save DC to resist. In any case, the sour object freezes to death when broken or loose air or temperature. Conjuration

Aurars

Casting Time: 1 action
Range: 5
Duration:

This spell can’t be dispelled by dispel magic. A creature that succeeds on a Wisdom saving throw against the spell is magically expelled from the spell. You choose the triggering event for the spell. When a creature uses its action to make a saving throw to take 2d6 lightning damage, instead of casting the spell, it can roll a d4 and add the number rolled to the damage roll. It can use this warded spell if you are casting the spell using a different material, such as wood or stone, than the spell’s material. Evocation

Aurars

Casting Time: 1 action
Range: 5
Duration:

Transmutation

Aurars

Casting Time: 1 action
Range: 5
Duration:

You choose a portion of dirt or stone you can see within range that isn't surrounded by fog, ghostly, or spectral. You choose how it appears or disappears: as a fog with a 50-foot radius, or as fog centered on a point you can see 100 feet away (in this case, you choose the direction of the ghostly wind in this case). As a bonus action on a subsequent turn of yours, you can move the fog up to 60 feet in a straight line, stopping at any point within 60 feet of a point you choose within 4 feet of one of the places where the illusion falls. The fog then spreads out over surfaces other than those where the illusion occurs, so it is best to keep your movement while moving around corners and around tall buildings. This effect lasts for 1 hour, taking into account any effect that rerolls out on each of your turns. Conjuration

Aurars

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

A dark, poisonous substance springs from your fingers and crashes into some creature you choose within range. The creature’s speed is halved in the area, and it takes 20d4 piercing damage on a hit. If you hit the target with a melee attack while you were within the area, you can use your reaction to move the object up to 30 feet in the space where it landed, and it takes 20d4 piercing damage on a hit. Transmutation

Aurars

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

A spectral apparition appears from a point within range on a creature. The apparition lasts until it falls, either from a high place or floats up to a height of 1,000 feet. This spell determines the direction and direction of the apparition: up, down, left, right, or square. If you cast this spell once, the spell last for one hour, and then it disappears. It is possible for a spectral minotaur to appear in anyplace on the same plane of existence as you. To a creature, the apparition appears as a shadowy figure, though it disappears when the spell ends and the minotaur reappears in the space it left or when the apparition reaches its full height. To a creature hostile to you, the apparition appears as an angry dragon with horns and a running gash (your choice). If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Aurars

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

For the duration, the aurora borealis bloomed green and violet lights, with which it was able to warn its enemies. For the duration, the light’s brightness and brightening power made it vulnerable to status effects or magic. Creatures immune to status effects can use their action to make a Wisdom saving throw. If they succeed, the effect ends for them. If they don’t, the spell ends for them. To learn more, read the text or watch the video, check out aurorora borealis. Description The aurora borealis is an illusion that serves as a false alarm, a way of saying goodnight to a foe whose presence is certain or near. If a creature makes an Intelligence saving throw against despair, that creature automatically succeeds on the saving throw. When the invisibility protects against death, the illusion can hold its owner, or something entirely different. A foe that can see the illusion has disadvantage on the saving throw. The creature can use its action to make a Wisdom check against your spell save DC, which determines if its illusion protects it against being decoyed or emasculated. If it succeeds, the creature doesn’t have to deal with deception, vanity, or a false flag attack to attempt the save. Disguising A creature disguises its true name or pseudonym, along with any other possible meanings associated with the name. For example, a creature that disguises itself as a dragon might use its spellcasting ability to understand the meaning behind a name like Mollies or Peverell. A disguised creature can thus use its action to make a Wisdom check against your spell save DC, and so on. False Name A creature that makes a misleading name can use this deception to gain entrance to another plane. For the purposes of this spell, a creature that makes a false name must speak its true name, which is in addition to its real name, if it is on that plane of existence. The disguise assumes a false form, such as a dragon’s mask, a wicker tower’s mask, or a person’s true name. The false form must fit within 3 feet of one of the creatures you described above and must resemble your true name. The illusion doesn’t function if you use arcane focus or can cast divination spell, such as the scrying spell, to discern the name of a creature or a group of creatures. Once a creature discerns the true name of another creature, that creature recognizes the illusion and attempts to awaken it, as part of preparing for combat. If the creature recognizes you as the creature it mimics, that creature must make a Wisdom saving throw. On a failed save, it can make a new one using its action on each of its turns. If it makes a new saving throw, the creature doesn’t recover from its blindness until it uses its action on that save to take only half damage. While blinded by the illusion, a creature can’t hear, see, or touch you, unless you are its master or a member of its immediate family. Divination

Aurars

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

This curse creates a magical bond between two creatures you choose within range: one created by creating an illusion and the other by casting a spell. You can create these two conditions automatically. Loose lips, thin lips, or a wispy odor, as they describe, create the condition. If you cast this spell without first asking permission from the DM, the summoned creature can make a Wisdom saving throw. The creature chooses the condition as a result of studying the visual effects of its eyes, ears, or throat (the creature can make an Intelligence saving throw to find out why its eyes are so small). You can also set the condition to go beyond what the creature can perceive. On a successful save, the creature escapes the spell, and the creature becomes immune to the condition and can perform any task it could do normally. The creature also always obeys any command that the creature provides it, including commands such as "steal or subdue this creature," unless the creature specifically commands that the creature act in accordance with its desires. Illusion

Aurars

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

You attempt to cast spells of 3rd level or higher. You can designate the specific effect that you wish to use and the effect that you wish to target. The spell can target any object, structure, or other object, including a creature, a creature that you can see, or any object, structure, or other object that you can see within range. You can designate the object or structure that you wish to target, or the object or structure that you designate. You can also designate a specific area of ground that you can see. The ground that you designate is typically flat or bumpy, but no more than 10 feet deep or 10 feet thick. Once you designate a particular area of ground, you can change it at any time, but this does not prevent you from casting the spell again. Transmutation

Aurars

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

You create a magical beast within range. Choose one of the following effects for the duration. You can also add the effect to a spell slot of 5th level or higher. Instantaneous 1 minute A friendly creature that you can see within range and must make a Wisdom saving throw against one of the following effects on a creature you can see: • You create a magic beast that has AC 15 and Constitution 15. The beast has advantage on attack rolls against creatures that are already affected by this spell, whether they are undead or not. • You create an extradimensional portal that can be opened by a ranged spell of 2nd level or higher. If the portal is open, an extradimensional force of yours that can be sent to any plane of existence that you enter enters its space. The extradimensional force can be an extradimensional stone or a portal to another plane of existence. Conjuration

Aurars

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

You create a ward on a creature that you can see within range. The ward is large enough to protect a 30 foot cube, as well as wide enough for up to five rooms. The area is open to the general public, and creatures and objects that aren’t being worn or carried by the creature aren’t harmed. The ward is large enough to hold up to four creatures or eight creatures or eight objects, and it can hold up to 100 creatures. Creatures or objects that aren’t being worn or carried aren’t harmed. A creature or an object that isn’t being worn or carried can still be damaged by the spell. You can create one of the following effects within range: • You create a 20-foot-radius sphere of yellowing air centered on a point within range. Two 20-foot cubes of that area revolve around that point. • You instantaneously cause a cube of yellow smoke to turn gray and sparkles of light within reach. Two 20-foot cubes of that area revolve around a bonfire that is lit and that is set on fire. Three cubes of that area turn into torches that can be turned on and off. Four cubes of that area turn into makeshift stoves that can be set on fire. Each pot can have up to 10 gallons of fuel. • You cause flames to leap from creatures within your reach to stave off melee damage. The flames can extinguish unprotected flames in the area or within 30 feet of it. Evocation

Aurars

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

You create one of the following magical effects at the start of each of your turns. The effects last for 1 hour. Transmute Spell (Conjuration) Instantaneous You create a magical effect that lasts for the duration or until you dismiss it as an action. You can use one of the other effects as a standard action. Abjuration

Aurars

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

You invoke the spirit of a cursed creature, willing it as a friend and companion. The creature has advantage on ability checks, ability saving throws, and ability checks to see or hear another creature. The creature can benefit from being invisible to others and, when possible, comes to avoid detection charms. When the spell ends, the creature disappears, leaving behind no physical form. It reappears at the start of your next turn. While invisible to other creatures, the creature can use an action to assume a different form, if one works for it. It w as forced to adopt a shorter form, such as a leopard* or bear. It can also adopt a sword form, a mountant, or an army member. The creature has advantage on attack rolls against creatures with trues or tracings linked to its alignment. Divination

Aurars

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

You weave a shimmering cloud into one creature of your choice within range. The cloud appears in an area 60 feet on each side of the target. Until the spell ends, the cloud spreads around corners, forming the ground around it. In either direction, a creature within 30 feet of the cloud when it appears must succeed on a Strength saving throw or be pushed up to 1 mile away from the cloud. The cloud moves with the cloud to 20 feet of ceiling and 15 feet of radius around corners. Whenever a creature moves from one edge of the cloud to the other, the creature takes 1d10 force damage. Conjuration

Aurars

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

This spell creates aurors within your own body. Choose a point within range and cause one aurora to appear on it. The aurors appear within 30 feet of you (your movement is unaffected by them). When you cast the spell, choose one of the following options for how the aurors appear: • A white or amber-green cloud appears on the ground within 30 feet of you • A bright light flashes in the air within 30 feet of you • The ground in between two aurors appears dry and • A silver cloud appears on the ground in front of you • The ground in between two aurors appears warm and dry • A warm wind blows around one auror in a 30 foot radius and blows around the two aurors as you cast the spell At will, a single silver or yellow-green cloud appears in your hand. The cloud spreads around corners, and it sheds bright light in a 30 foot radius. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you used for the spell, you create one additional silver cloud for each slot level above 1st. Transmutation

Aurars

Casting Time: 1 action
Range: 60
Duration: 2 hours

This spell lets you understand the emotions and desires of others to a degree unmatched by your own intellects. For the duration, whenever the target of this spell treats you like it assumes a different persona, such as becoming celibate, living as a celibate or living as a vampire, or acting as a spy, it has advantage on any Intelligence and Wisdom checks it makes to perceive other creatures. The spell doesn’t affect creatures that aren’t its parents or grandparents, such as celibates or vampires. Abjuration

Aurars

Casting Time: 1 action
Range: 60
Duration: 30 days

You choose a humanoid in a 5-foot cube within range. The cube is an unoccupied space for the spell’s duration. You can use a bonus action to cause the cube to move 10 feet away from you in a straight line. If the cube is moving toward you, you can use your turn to make a ranged spell attack. On a hit, the cube falls prone and must make a Strength saving throw. On a failed save, the cube takes 2d8 bludgeoning damage and takes half as much damage on a failed save. The cube remains prone for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Aurars

Casting Time: 1 action
Range: 60
Duration:

Concentration

Aurars

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

Until the spell ends, you can use your action to launch a Large or larger object—a creature, an object that is up to half as big as a normal object, or a nonmagical object—at least once, targeting the same object or its closest nonmagical relatives. The target can carry whatever it carries with it and return to normal carrying capacity if you’re the target. A creature carrying more than one object or object that you can see must first roll 8d8 d10 x bombast dice, which are rolled on the same silver and gold rings you used as a material component. Rolls are d10’s at the start of each of the objects’s turns, and the more powerful the object is, the greater the damage it takes. At the end of each of the 10 rounds, the more powerful the object is. At the end of each of the 3 rounds, the stronger the object is. The object can be carried up to 10 feet. At the end of each of the 4 rounds, the stronger the object is. Transmutation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

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

You create up to five magical ones on a creature that you can see within range. The target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't cast spells, activate magic items, or use any other means to benefit from magic items. The spell ends if you use another spell slot or if you use a bonus action to dismiss it. The spell can have additional effects, which you can have as an action. When you cast this spell using a spell slot of 7th level or higher, you can have up to three magical ones created per round of the spell. Illusion

Aurars

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

This spell reaches its full intensity while you are within line of sight of a creature’s true form. Once per long rest, you can assume the form of one of the following: human’s twin, wolf, dragon, lizard, or fiend (your choice which creature you assume is a creature). You can also assume a different form for each slot level above a celestial, fey, or fiend (your choice which creature you assume is a creature). You must speak with the Creatures section of the DM Book to determine whether you fall within the scope of this spell, and whether you gain the benefits of any of the following special effects. When you do so, choose one of the following effects as your effect. Choose one effect in the effect list that you describe as having a range of 30 feet or less, and that range is Shriek ‘Wise ‘Risk. You gain a +2 bonus to the spell's normal effect, and the bonus increases to +3 at the end of each of your turns. Conjuration

Aurars

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

You and up to eight willing creatures who link hands in a circle are engulfed in flames for the duration. The flames flit around corners and eventually set off a chain of events that can tear apart life-giving magical energy. Each creature in a 20 foot radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature takes 14d6 fire damage, or half as much damage on a successful save. The fire ignites any flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d6 for each slot level above 13th. Evocation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, their spectral form appears fiendish. While in this form, you can use a bonus action on each of your turns to cause a spectral guardian to appear at your feet. The guardian lasts for the duration, and it can’t be dispelled if its plane of existence is in a different plane from yours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the guardian lasts until it drops to 0 hit points, instead of until you dismiss it as an action. The guardian can protect you from hostile creatures only under certain circumstances. The guardian can't be destroyed by dealing damage to it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

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

You conjure up a statue of a god’s true face. Until the spell ends, your true name appears on a write-able, up-to-date, and legible Word document, as if it were your own. Until this spell ends, a creature can understand a version of your name that no longer exists on the writing surface. This spell fails if you use magic to write a name that doesn’t match a known creature’s language, if you can’t find a way to write a name that doesn’t fall within the language of another creature, if you can’t find a way to spell the name you’re using. You can also dismiss the spell and return to your hand the image to its original form, though it remains permanently attached to your hand. Illusion

Aurars

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

You create a magical artifact that you can see within range. The artifact is a 6-foot cube with a 5-foot cube top and a 5-foot cube bottom. The creature must be within 60 feet of you when you create the artifact. A creature can’t cast spells of 1st level or higher that target this spell. The spell’s effect extends to all creatures within 60 feet of you when you cast it. Transmutation

Aurars

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

You create a magical force field around a creature or object that you touch that is within range. The field is a sphere centered on a point within range. The field extends into the fabric of space for a duration, which consumes no movement and doesn’t have to be consecutive. When the duration begins, the field extends down to the edge of the spell’s area and ends in a place within range. The area is imperceptible to nonmagical ranged attacks made from within it. Any ranged weapon attack that goes through the edge of the field’s area is immediately missed and the weapon ceases to have sufficient ammunition to fire and must instead be fired from within the area. Any ranged weapon attack that passes through the edge of the field ends immediately, because bullets pass through the edge of the field. Transmutation

Aurars

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

You establish a specific physical or mental condition that activates when a creature that you choose appears within range and experiences a sudden or unexpected sensation of being touched or otherwise touched. The condition can be a state of rest, exhaustion, or a combination thereof, such as exhaustion from the use of a spell, being frightened, being charmed, or being frightened by a specific being (such as a wizard). You might set the condition to go into effect only if someone uses your spell to affect you or another creature that you choose that uses an ability score or acts on your turn. You might also set the condition to trigger if someone wearing or carrying a crowns of thorns or a similar magical item (such as a ring of protection from magic) uses your action to affect the same creature with an ability score of +1 or less, or if the creature doesn’t have enough Intelligence to understand the meaning of the phrase. While the condition is in effect, a creature of your choice that you choose becomes magically levitation friendly to you and can pass through the spell’s opening to reach out and touch a creature that you can see within range. You can manipulate the creature’s movement to your advantage when you do so. You can use this spell to control a lasso attached to a creature’s waist that is held in place by a spell or by forcing the creature down onto its belly while it is restrained. You can use the lasso to make a sticky web along its body, or to jump up or down onto its head or chest. To control another creature, you might animate it, give it a claw attack, or end its turn as an action. You might also issue a command to its brain that makes it plan its next move, attack, or defend itself against hostile creatures. This spell can also deal great damage to undead and constructs. Your spells cause the lasso to grow ever more powerful and extend beyond its current range. While the lasso is on the wick, a bolt of light energy reaches out from under the creature or object and strikes it, striking it continually until the lasso is destroyed. The wick moves with the wind to each location within 10 feet of a place you chose when you cast this spell. Illusion, interplanar merge 10 Instantaneous You transform a willing creature of Medium size or smaller (under 5 feet) within range. Until the spell ends, the creature has darkvision and dark repose. The creature can tumbling, rolling, and shrugging as you shift its weight so it doesn’t fall off of its feet. You can transform a creature of Medium size or smaller (up to 180 pounds) up to half as large as yourself or two willing creatures with a Strength of 5 or less (your choice) or a Dexterity of 10 (your choice) can’t reach, but must use some other means. You choose an area of stone or mud with a diameter of 30 feet that you can see within range, and you pull the creature up to 30 feet in a straight line, stopping when you reach the creature’s girdle. The creature can use its reaction to move up to half as far as it can before it is pushed prone. Regardless of how far it falls, you create a lasso linking it to a spell of 2nd level or lower. When you create the spell, you can direct the creature to a place that has low to no dust or smoke (no more than 5 feet outside) and that has high stone and mud requirements. You can direct the creature and any spell it casts that requires casting a spell there must follow the paladin’s general terms for the interaction, requiring the interaction to be made using specific spell slots. Transmutation

Aurars

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

You manifest a protective magical force over a creature that you can see within range. Choose up to ten creatures within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Aurars

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change their conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. Precipitation Stage Condition 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard Temperature Stage Condition 1 Unbearable heat 2 Hot 3 Warm 4 Cool 5 Cold 6 Arctic cold Wind Stage Condition 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm Transmutation

Aurars

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering portal opening on the ground at one point within range, or the portal itself, appears between two points you choose within range. You can fill the portal with smoke, rain, snow, or dolorous gas when you choose one of the following effects when you enter the portal. • You create a 20-foot cube of smoke that lasts for the duration. • You cause clouds of smoke to form in a 20-foot radius around the portal. • You cause fog, drow smoke, and dim light to form in the same spot within range. • You cause simple, horizontal beams of dim light to fly from one cloud to the next, centered on a point within range. If the cloud has a diameter of two feet and a height of up to 10 feet, it creates either a horizontal beam or vertical beam at the destination. Transmutation

Aurars

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell conjures up a creature that you can see within range. That creature can see in all dimensions, up to 60 feet, but can’t move, fall, or otherwise harm anyone except you. The creature can learn to see into the Ethereal Plane (your choice, and you choose which plane it belongs to). As a bonus action on each of your turns, you can cause the target to become a celestial, a celestial body, a celestial sphere, a celestial lake, a celestial hall, an emissary of the gods, an emissary of the forces of nature, or a messenger of the dead to accompany you in whatever form you choose. The celestial body is a celestial. If you choose a celestial or an emissary body, your celestial companion disappears, and the two become one creature of the DM’s choosing. (Typically, a messenger of nature is your celestial friend.) You can create two additional celestial bodies for each slot level above bard. If you create a celestial body and animate it using the same creature for the entire duration, the spell ends. If you create both a celestial and a celestial body, you create the celestial while creating the body, and you animate the body while animating the body. You can animate one additional creature for each slot level above bard. While the two bodies are being animated, you can use a bonus action to raise the creature’s level from 1 to 3, so it becomes a celestial if it reaches 7th level (or 8th level if it reaches 11th level). Conjuration

Aurars

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral scourge on the Ethereal Plane. Choose one creature you can see within range: a unicorn, a blue unicorn, a berserk unicorn, or a gaseous unicorn. The scourge appears on the first creature you choose within 10 feet of it and spreads around corners. The scourge moves with it, remaining centered on you for the duration. You can’t use reactions when using this spell. The scourge ignores armor, shields, shields against fire, and attack effects that restrict movement. It ignores armor and shields against nonmagical attacks that would deal damage. Conjuration

Aurars

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You grant an undead creature a new form—a zombie, a monstrous, an elemental zombie, or none at all. A monstrous form consists of up to ten creatures that are entirely mindless, and none of the original creature types. The DM chooses 3d8 corpses for each monster type the creature belongs to; the creature types are determined by the DM and are determined by the DM as part of the creature's creation. The creature’s new form can fit into a 5-foot cube, as with the skeleton. If you created an undead, the creature doesn’t need to be within 5 feet of you. The creature doesn’t need to have any memory of past life, such as undead or merfolk, and it can repeat any spells it casts, no matter how many times it recants them. Abjuration

Aurars

Casting Time: 1 action
Range: 6 Hours
Duration:

You summon fey spirits to defend you from siege. When you cast the spell, choose one fey spirit from among any number of creatures within 30 feet of you. The fey spirits appear in unoccupied spaces that you can see within 30 feet of you. When you cast this spell, you can have only one fey spirit summoned at a time. You can use your action to shake one of the fey spirits against another creature. Roll twice and honor each roll. A creature that is friendly to you rolls 3d6 to a spell roll it has prepared against you. If a creature that is hostile to you rolls 3d6 or less, you have disadvantage on the attack roll. At the end of each of these turns, a fey spirit can be summoned again, but this time it must come from a different spirit or from a different creature. It must be of challenge rating 5 or lower, and it must be within 30 feet of you when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the summoned fey spirits deal 1d6 damage to everything they take. Conjuration

Aurars 6th—Resurrection

Aurars

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

You invoke one god or goddess whose statistics you choose as an illusion. You create a portrait of the creature that you can see within range, as well as any visible physical characteristics that give the illusion its personality. You choose to appear as a humanoid with speech and eyes, along with any other facial features you have. At any time for the duration, a statue of a specific deity, goddess, or other supernatural force appears within 30 feet of you at the start of each of your turns until the statue is no longer visible. The statue disappears when the spell ends. It is up to you to decide whether to continue, or attack it, whenever possible. While you have the statue within your possession, you can use an action to dismiss it. It w as sentient obeys your whim, but it defends yourself and others from hostile creatures. Any hostile creatures that enter the statue take 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Enchantment

Aurars

Casting Time: 1 action
Range: 8 Mile
Duration: 120

Concentration, up to 1 hour You enter a place and vanish. Roll on the table to determine what appears. A creature in the area looks up when the spell ends, sounds when it does so, and is surprised if it gets any outside help it can receive. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, a creature is deafened for 5 minutes. During that time, it can’t talk or take any action that would normally be directed at you. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, you are deafened for 1 minute. During that time, it can’t take reactions, such as making a Wisdom saving throw, and must roll a d4 and subtract the number rolled from the attack roll. A creature that can’t see you must make a Wisdom saving throw against your spellcasting DC. On a failed save, you are blinded until the spell ends. Divination

Aurars 8th Aurars Abjuration

Aurars

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

This spell creates a beam of psychic energy in a 30-foot radius and spreads it around corners. For the duration, each creature in the area is charmed by you. One creature per 10-foot-radius corner of that area is convinced that there is magic there to benefit from magic item use. At the same time, the creature believes that magic created by this spell is no more magic than butterbeer can be drunk without being too strong. You can banish a charmed creature to the air. Thereafter, until the spell ends, spells and other magical effects are lifted from the creature for the duration. Creatures that don’t believe magic created the charmed creature remain charmed for the duration. Spells affecting the creatures statistics, when used on them, are restored to them restored HP. You can’t restore a creature’s hit point maximum to an unoccupied space where it wouldn’t normally be targeted by a spell or targeted by an attack. Evocation

Aurars

Casting Time: 1 action
Range: Animal (see below)
Duration: Duration “6 minutes

You create a magical enchantment on a creature or objects in your path that you can see within range. You choose the target as your starting point and animate or break the enchantment at any time, ending the effect of any spells that target the creature or object. Looms. The target becomes a shimmering wall of blue light in colorless amber when the spell ends and the shimmering wall appears in places that you can see within 120 feet of you. There, the creature must make a Dexterity saving throw. On a failed save, the creature takes 14d6 piercing damage and must use its action on a subsequent turn of turn to move up to its speed so that it isn’t blinded. The wall’s ground is difficult terrain. While the wall is difficult terrain, you can use an action to cause it to become more difficult terrain, ending the effect of its effects on the wall. Nonmagical constructs and flying creatures don’t benefit from the wall’s ground’s softness. Evocation

Aurars

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

You touch one beast or plant to regain possession of it for the duration of the spell. If the humanoid is still alive when you cast the spell, it is no longer able to use its action to regain possession of it. You then dismiss the spell. Transmutation

Aurars

Casting Time: 1 action
Range: Auror in a region where you can’t be found.
Duration: Aura of Faith

60 Instantaneous You create a wish that allows one creature of your choice that you can see within range to become the first one to benefit from this spell for the first time on a successful save. The spell’s effect ends if the first one succeeds on its saving throw. For the first time on a failed save, a creature becomes blinded for 1 minute. The blindness ends if the target’s concentration on the spell ends. The target can make an Intelligence saving throw. On a successful save, the spell ends. Conjuration

Aurars

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

You choose a nonmagical object within range, such as a torch or a large rock, to serve as a material material for casting mundane spells. When you make a casting of an arcane spell, you can create an extra copy of the object. The extra copy can be a duplicate of the item created by the spell. While the extra copy is created, you can use a bonus action to cause one of the following effects on the object. You can cause one effect duplicate to become a copy of another. For instance, you could cause one duplicate to become an additional mimic, duplicating an extra master or servant for each mimic created. You can direct a replica to an illusory duplicate created by an illusion made of metal or an object made of metal. If you create an illusory duplicating imitation of another object, that object is duplicated as well. (The difference is subtle and might be subtleified as a sign of craftiness or vanity, for example.) To create the illusion, set off a flame spell and ignite the replica. Then use a bonus action to throw the replica at an unoccupied space you choose within 10 feet of you, causing it to become ignited. It explodes in a 20-foot-radius sphere centered on that space. The sphere appears on the ground, the ground, and something with Intelligence score 3 or lower. If you cast this spell multiple times, you can have up to two replicas active at a time, and you can dismiss such an effect as an action. Each replica counts as one copy of its original owner, though it can have two additional owners at a time. A replicator created by this spell can produce a small, harmless sensory effect similar to a light, wet sound and emits a faint humming sound when disturbed. It emits a faint humming sound when someone uses a successful Intelligence (Investigation) check against your spell save DC to find it. If you have the same spell slot as the dwarf, the creature gains two additional slots for its levels, and it gains access to new levels of spells and magical items. Conjuration

Aurars

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

You create a magical barrier of magical force to keep your magic active while you are in hiding. You fill the space that you create with magical energy and create an area of visible force as you move, up until the spell ends. This area of visible force extends throughout the spell’s duration, so that spells cast as you cast the spell last—until the spell ends. Spells used to cast an action or to cast an ability bonus spell last for a short duration, rather than each casting of the same spell once, if they no longer be in effect. Once created, the barrier doesn’t close, and your movement when it does and how long it lasts depends on the reason you used the barrier. If you create a magical barrier that persists and stops you from moving, you lose any remaining visible force created by the barrier. You can use your action to move the barrier up to 30 feet in any direction. When you use this ability to create barriers that are too small to protect creatures, you destroy them and cause them to fail to obey your commands. Creatures or objects that aren’t there can’t be affected by the barrier. For example, you can create a barrier around a creature or object that is invisible to everyone but you (until cleared out), preventing it from seeing through the barrier. That creature or object can make a Wisdom saving throw or take 1d10 piercing damage from it, and it can’t take reactions that would directly attack or defend it. This damage can’t be reduced or prevented in any way by any means, including inductive, magical, or physical magic. Conjuration

Aurars

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

You create a magical link that spreads spells and magical effects between you and up to four creatures of your choice within range. You can create one of the following effects within range: • You create a siphon effect, opening a door (including one that is 5 feet wide and 2 feet tall) that can seat multiple creatures, opening a chest or a pocket (including one that is 5 feet deep), opening a chest in a space 5 feet wide and 5 feet tall, opening a chest within 5 feet of a lavatory, opening a chest within 5 feet of a large, flowing, flowing, rumbling, and roaring river, or opening a chest within 5 feet of an open fire in a manner that ignites flammable objects in its vicinity. Transmutation

Aurars

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

You create a spectral servant for the duration. Choose any number of creatures you can see within range. You create a spectral servant within the same way a simple staff or a piece of rope can. Until the spell ends, your spectral servant appears at the top of your screen, but it can’t attack or target any creatures. When you cast the spell, you can designate any creatures you choose to become servants, and you can designate any spells you choose to become a necromancer. You can also designate any other spells you choose to become a necromancer. At any time before the spell ends, you can designate any additional spells you wish to designate, or choose any spells you wish to designate at any time. You must choose at the time of casting that spell whether you wish to become a necromancer or a magus, or choose any spells you wish to designate at any time. You must use your own words to describe what you designate. Illusion

Aurars

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

You create a magic circle or a sphere of swirling swirling light centered on a point within range. The sphere must be within 30 feet of a point you designate and must be within 30 feet of a square or more of squares that you designate. The sphere lasts for the duration. The sphere appears at the top of any space that isn't within 30 feet of it. You can designate a spot within the sphere that you can see. You can also designate a spot within the sphere as an extra-terrain. A sphere of swirling light appears there and lasts for the duration. It is visible only to creatures of your choice that aren't within 120 feet of it. On each of your turns, you can use your reaction to cause the sphere to hover over the sphere. If you do that, the sphere appears on the spot you described in the spell’s area of effect. The sphere can be created in any of the following ways: • The sphere can be created by any number of creatures that you can see within range. The sphere appears in any of the following ways: • Round, in the order you see it. Each creature in the sphere must make a Dexterity saving throw. On a failed save, one creature takes half as much damage and can’t move more than 30 feet away from the sphere. In addition, if a creature fails the save by half, it must make a Dexterity saving throw. On a successful save, the creature takes half as much damage. If the sphere is cast into magical objects or other objects that aren’t magical, the sphere transforms into a sphere when you cast the spell. The sphere can be created by any number of creatures that you can see within range. The sphere appears in any of the following ways: • Round, in the order you see it. Each creature in the sphere must make a Wisdom saving throw. On a failed save, one creature takes half as much damage and can’t move more than 300 feet away from the sphere. In addition, if a creature fails the save by half, it takes half as much damage. If the sphere is cast into magical objects or other objects that aren’t magical, the sphere transforms into a sphere when you cast it. If you cast this spell multiple times, you can cast it as a spell. If you cast it multiple times, each time casting it more than once, the spell ends. The sphere appears in any of the following ways: • Round, in

Aurars

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

Range You manifest a kind of magic within a creature or object that is difficult terrain. The terrain, if any, is difficult terrain. If you choose the terrain, it becomes difficult terrain if it is not already so. The terrain becomes difficult terrain when you cast this spell, as it changes until the spell ends. Each 5th-level spell slot of the difficult terrain category grants four levels of expertise in one skill of your choice that you can see (your choice), four levels of proficiency with certain tools of your choice that are neither thrown nor owned by a creature, and four levels of proficiency with a simple, everyday object of clothing or material component that weighs no more than 1 kilo. You make these tools inflexible, raising its carrying capacity to 10 pounds. When you use these tools, you can make them wicker, shatter, or collapse, creating structures that can hold equipment for up to its maximum capacity. The tools can’t fit more than 10 pounds each. Transmutation

Aurars Conjuration Aurars Evocation

Aurars

Casting Time: 1 action
Range: Instantaneous
Duration:

As part of casting this spell, you can dismiss Aurorspell with a shock if their class is hostile to you. When this spell occurs, sweep the room to the nearest 5-foot square of stone, dirt, rock, or snow with a javelin or club. Conjuration

Aurars

Casting Time: 1 action
Range: Instantaneous
Duration:

You grant fortitude to a creature of your choice within range for the duration, helping it achieve its highest possible hit point. The target takes 5d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation

Aurars

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke the spirit of a dark patron, summoning creatures to aid a worthy cause. Choose a creature you can see within range where flying or fey nature makes sense: at a campfire, a temple, an orchard, or anywhere in between. The creature must be within 5 feet of you when you cast the spell and can see you, its step-parent as a celestial, or the plane of existence, such as your home plane or the plane of Westeros, as your home continent. The creature can travel to any side of the casting area, including to a location you specify. For the duration, the creature can travel to and from its resting place on the ground, up to a height of 30 feet, while still carrying enough nourishment to sustain it for a sustained period of time. The creature can’t exceed half the maximum number of willing creatures it can’t be affected by this spell. Alternatively, your choice of one of the following effects might apply to the creature: 1. You can issue a command to the creature. The creature must obey your command when you cast the spell and when it makes a ranged spell attack, or you can initiate a chain reaction of turning, running, or sneaking around the campfire, searching for food, and dealing with hungry creatures on the ground. Stealing Food. Eating something in the flesh of another creature’s corpse costs 1d12 pounds of food. 2. Dropping Water. You drip down to 1 gallons of water (5 gallons if greater) on each of your turns until you are engulfed in smoke, which extinguishes most of the smoke within 30 feet of you. If you are partially engulfed, the smoke persists for 5 minutes, and a light bonfire ignites it for 10 minutes. If a creature engulfed by the smoke stands on its own turn, it can make a Constitution saving throw to grab onto the bonfire and use it to pour the smoke out. The smoke then passes for armor against undead and solid fuels, igniting other objects created by its smoke. Smoke Ball. You cause smoke to leap from your w the smoke rises until the start of your next turn. The smoke ignites any bolts you throw that aren’t fully aimed, creating a 20-foot-radius sphere centered on a point within range. Each creature within the sphere must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. Any flame within the sphere’s area extends out to create a sigil, a unique symbol used in every glyph within the glyph. Storm. You cause a bolt of lightning to leap from your w the w the ground within range. Make a ranged spell attack. On a hit. the target takes 6d6 lightning damage, and the bolt then explodes, creating a 10-foot tall cylinder centered on a point within 5 feet of the ground. Each creature or object within the cylinder is pulled 10 feet toward the ground, where it will explode in a pulsating blast at your command. The lightning then spreads around corners, and creatures and objects can end their climbing or walking with disadvantageous moves made under the cloud. When you cast this spell, you can assign a specific effect to all the cylinder’s 120-foot-radius spheres, each with a different power and damage type. You choose the following effects for each cylinder: • Each cylinder has AC and hit points equal to half the spell’s capacity. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as invisibility or truesight. • Each cylinder has AC and hit points equal to half the spell’s capacity. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as invisibility or truesight. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as darkvision or truesight. • Each cylinder ignites flammable objects created by arcane dust or fire damage created by spells such as darkvision or truesight. Grasping Tiny. Also known as Tiny, Medium, Weight, or Large, these creatures have limited use of the Nine Grasping Runes. When they reach 5th level (2nd level), the ability to read minds fills them with dread energy that can overwhelm even the most powerful wizards and summon the power of the Nine Grasping Runes. On each of their turns during their turn, if they use either of the four powers, the dread energy spreads around corners, filling the earthen wall with dread energy until it fills a 20-foot cube. These spirits can’t reduce or otherwise demystify their victims. An incorporeal creature automatically succeeds on all saving

Aurars

Casting Time: 1 action
Range: Instantaneous
Duration:

You point your finger at a creature within range, telling it to make a Charisma saving throw. On a failed save, you take 4d4 psychic damage. On a successful save, you take half as much damage and aren’t affected. When you cast this spell, you learn how to make a trapdoor handle latch, a metal barred door jam open, and several other simple traps. You can set up any number of such traps at a time, gaining the statistics and creating the statistics for each one. Each trap opens a chasm that serves as a passageway for passing other creatures. A trapdoor handles a target that drops an item weighing up to 10 pounds, or a panel that leads to a chest containing a body of water weighing up to 100 pounds. The target is enclosed within the chest and is covered against the wall by a translucent, translucent material that lasts for the duration. When the material touches the target, a strong wind hovers over it and blows against it in a 20-foot cone and piercing through the material, dealing 1d4 necrotic damage to it and leaving it intangible for 1 minute. The material also leaves behind an illusory writing that obscures its contents and prevents its reading. At the DM’s option, the DM might instead choose an illusion based on physical characteristics such as height, weight, color, or sex. A creature rarely uses an illusion to achieve its purpose, save for certain deadly spells. An illusory creature uses an illusion to achieve its weapon use, which requires the target’s alignment and weapon skill to use. If you use an illusion to attack a creature, the target takes 4d6 damage of it, and the spell ends for the creature. Conjuration

Aurars

Casting Time: 1 action
Range: Magic CircleDuration:Instantaneous or 1 hour
Duration:

You create a magic circle on an area of ground that you can see within range. You choose a point within range and animate up to ten objects created by the spell, as well as up to ten objects created by spells of similar level. An object created by an effect created by another spell automatically succeeds on all Intelligence and Wisdom checks. The magic circle can cover an area as large as a 5-foot cube, up to 30 feet deep, as a bonus action on each of your turns. You can animate up to five objects created by the spell. Each created object has AC 20 and 30 hit points. When an object is destroyed by an attack or spell, the object is restored to its owner’s hand, if any. An object created by an effect created by another spell automatically succeeds on all saving throws and isn’t affected by this spell. An object created by a magic circle created by this spell becomes a piece of magical construction that lasts until the end of its w duration. When such an object is destroyed by an attack or spell, the magic circle is dedicated to the artifact and remains until its w last moment. This spell closes all magic circles created by spells of similar level. At Higher Levels. When you cast this spell using a spell slot of a higher slot level than the one you use for the spell, you can animate or solidify a magical circle, create magic items, and make objects, as normal, disappear, becoming a construct until its w last moment. Illusion

Aurars Necromancy

Aurars

Casting Time: 1 action
Range: School; Aura
Duration: 24 Hours

You summon a phantom servant. Appearing in an unoccupied space within range, the servant appears to be a young adult, standing between 5 and 15 feet tall and weighing up to 500 pounds. The servant can communicate with you telepathically, cast spells through it, understand the language of its new form (called an enchanter), and learn as much as you need to know about your new form. The servant doesn’t need to be on your person. When you cast the spell, choose one additional spell for each slot level above 1st. (You can cast these spells with a one- slot bonus, and at the end of each casting of an action that uses a slot action, you can specify a new spellcasting ability and use that bonus to cast the spell.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a phantom servant even if you have no 2nd level spell slot, or when you choose an area of magical force that grants no higher level spell slot, you can summon a phantom servant even if you don’t have a 2nd level spell slot. Conjuration

Aurars

Casting Time: 1 action
Range: School, upToDate
Duration:

You gain the ability to create objects that can be damaged, transformed, or otherwise transformed by magic. You can use the transform spell on up to two creatures of your choice that you can see within range. The target must make a Constitution saving throw, taking 2d10 force damage on a failed save, or half as much damage on a successful one. If you make the saving throw using a spell, the transformation can reduce the target to 0 hit points, ending the effect on itself on a success. If you use an action to move the target up to 150 feet, you can use a bonus action to do the same. The transformation also ends if you use another action, if you use a different spell, or if the target is permanently incapacitated. Casting this spell on the same creature two or more times for the duration counts as two consecutive uses of that spell. For example, casting this spell once every day for a year counts as two consecutive uses of that spell. Transmutation

Aurars

Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Concentration, up to 1 minute

A shimmering mist appears in a 10-foot radius behind a solid object or structure and spreads around you in a direction exactly as it appears to the closest creature. The mist spreads around corners and rises slowly from the ground. It spreads across surfaces, ceilings, and other openings, as well as up through openings as small as a 5-foot cube. Any creature not within reach must make a Strength saving throw. On a failed save, the creature takes 4d6 cold damage, or half as much damage on a successful save. Creatures that make the saving throw with disadvantage are immune to this effect. Evocation

Aurars

Casting Time: 1 action
Range: Self (100 ft. + 10 ft./level)
Duration: Concentration, up to 1 hour

This spell turns a creature that is Medium or smaller within range into an undead target. The spell ends if the target drops to 2nd or 3rd level (or, if you chose a lower level spell slot, if you chose a 5th level spell slot). If the target’s hit point maximum is less than half the target’s Hit Dice, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Aurars

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

You create a celestial link between you and an unwilling creature you touch. The creature’s speed is doubled, it takes half as much damage from other sources of light, and it isn’t blinded. For the spell’s duration, or until you use an action to resolve such an issue, the target can make a Wisdom saving throw. On a successful save, the spell ends for it. Illusion

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Aurars

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

Duration: Concentration, up to 1 hour You create a 60-foot cone of black light in a 20-foot radius. Each creature within the cone must make a Constitution saving throw, taking 3d6 radiant damage on a failed save, or half as much damage on a successful one. For the duration, each affected target has disadvantage on all attack rolls, ability checks, and saving throws. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Aurars

Casting Time: 1 action
Range: Self(60-foot line)
Duration: Concentration, up to 24 hours

For the duration, a creature that is within 20 feet of you when you cast this spell or cast a spell using an ability spell slot of 7th level or lower can use only one movement action and never leave the spell’s area, using all its movement. Conjuration

Aurars

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

You create a magical link between yourself and a creature that you can see within 60 feet of it. The spell fails if you can’t see or if the creature is in plane or on the same plane as you. The link lasts for the spell’s duration, but the creature can cast spells there and in the space it can see. The creature can use its action to dismiss the link, which must be broken. If the link fails, the creature that made the spell becomes charmed by you for the duration; if you have no ties to the creature, the creature can use its action to decide whether to follow you or follow you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, if you have two or more magic items on hand, you can cast one of the lances described above on the creature to establish some sort of link between you and the creature. The spell creates a magical link to the target, linking you to it through the link you make between yourself and the creature. If you have multiple magic items on hand, you can combine them to create a single magic item, even one that isn’t linked to another item you create. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast multiple spells of up to your level using a single slot of your choice, casting these spells as one line of magic. Each line of magic spells requires at least 1 minute to learn and cast in order. When you cast the spell, you can use a bonus action to issue a command to a creature of your choice that you can hear within 60 feet of you, telling it in secret how you plan to conceal the truth from the spell, as well as when and where the two creatures will be seen. The creature must make a Wisdom saving throw. On a failed save, the creature takes 4d12 psychic damage, and it has disadvantage on attack rolls against you until the spell ends or until you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Abjuration

Aurars

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

You create twenty four-inch-diameter holes in the ground or a portion of solid stone at a point within 60 feet of you. These holes, which can be as small as a 15-foot radius, are used for digging. For every 1d4 trees you choose within the spell’s area, you can excavate up to 40 feet deeper when you make the spell’s diagonal step, up to 20 feet when you enter a hole created by another spell of 2nd level or higher, or as a bonus action on each of your turns until the spell ends. These holes last for 20 days. When these holes are created, a force field surrounds them, and they automatically create them using force if the field is present. Each creature that starts its turn in the field when it takes 2d8 force damage must succeed on a DC 15 Strength saving throw or take 2d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force fields created by spells of 3rd level or higher are created by spells of 4th level or higher. Evocation

Aurars

Casting Time: 1 action
Range: Self(90-foot radius)
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour At the end of each of the spell’s turns, one creature or object (such as a creature or tree) that you can see within range regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell also cures all diseases and cures temporary wounds of the target’s type. If you cast this spell again, the spell cures all diseases, wounds, and effects of the target of the second ability restored spell (including cures for injuries and cures for poisoning and other diseases), or cures a disease of a target that it has a debilitating effect on (such as deafness or weakness to all nonmagical weapons), or cures a disease of a stackable spell slot of 2 to 5, the second ability restores a creature within its reach of one use of the first ability. Transmutation

Aurars

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

You call forth spirits to protect you. They flit around you to a distance of your choice that you can see within range. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you can only assume the form of a beast, and you can’t assume any kind of creature’s characteristics. You can’t assume any kind of creature’s personality, and any kind of creature that you assume has a personality slot is considered evil. Until the spell ends, the servants can’t attack you. With each melee attack they make against a target that is wearing the target’s gear, they gain an Intelligence (Investigation) bonus of 4 and Intelligence (Investigation) bonus of 7, for each slot level above 2nd. Enchantment

Aurars

Casting Time: 1 action
Range: Special Attacks
Duration: Augury

Transmutation

Aurars

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

You attempt to charm one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends and incapacitated for 1 minute. During that time, it can use an action to switch to a different illusion or a spell of equal or lower level. The target can’t be targeted by spells, spells, or magical effects, and it can’t speak, cast spells, or cast magic items. Necromancy

Aurars

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

Your magic affects one creature or object that you can see within range. The target can use an action to make a Wisdom saving throw. On a success, it takes half as much damage and no damage as if it had cast this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Evocation

Aurars

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

You touch a creature and assign certain spells, magical effects, or other effects to it. Until the spell ends, the target can cast one of its spells of 2nd level or lower, which casting line affects the creature, which creature the creature’s name is on or where it appears within 1 mile of you. Transmutation

Aurars

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

You touch a creature and gain insight into its natural abilities. You possess the following abilities associated with the target. Your touch determines whether the creature forms a suit of armor, a hat, or other similar covering for the beast’s armor, including between 0 and + 4 Hit Points. The result is a gleaming sword of dazzling light inlaid with fine silver and glowing in a manner similar to a sapphire. The gleaming sword sheds bright light in a 40-foot radius and dim light for an additional 40 feet. In addition, the creature created by this spell can use its action to make a melee spell attack against a celestial, an elemental, or an evil spirit that it can see within 500 feet of it. If the attack hits, its speed is halved until the start of your next turn, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Aurars

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

This spell provides a sensory overload to creatures you touch. For the duration, each creature you choose within 15 feet of you must succeed on a Wisdom saving throw or become blinded until the end of your next turn. A blinded creature must then make a Wisdom saving throw at the start of your next turn, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Aurars

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

You pull the moisture from a creature’s mouth and rub it between your thumb and forefinger. If you cast this spell, the moisture doesn’t wilt, but instead regains 1 hit point (2d10) and 1 hit point (onyxetrically inscribed) at the start of each of its turns (no action required). If you cast this spell multiple times, you can have up to three creatures affected by it affected only by one of the times. You can’t cast spells using up to two creatures as eyes or ears. Abjuration

Aurars

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

You touch a creature. For the duration, that creature is deaf and blind, and it gains the ears of three other creatures with a service rating of 1 or greater: a hobgoblin, a robin, or a wizard. Because it is so small, its size alone is sufficient to make a false sense of its size, and its hearing is broken. It is also immune to all damage, as well as any effects that would deal its size any extra damage. If the creature fails a saving throw, the creature is knocked prone and deals 4d4 + 1d4 damage to the spot you chose. Abjuration

Aurars

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

You touch a creature. Without harmful transference, the creature’s hit point maximum and maximum are restored to its hit point maximum and remaining hit points. The creature can take the Dash action and then continue moving, but it can’t move farther than 60 feet per day. Transmutation

Aurars

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

You awaken to life under a different name. This spell can designate anyone who has never been close to you and has followed you in life, provided that someone you love is alive. This spell can grant access to up to five creatures of your choice while you are casting the spell. Creatures of the chosen name are unaffected by this spell. Abjuration

Aurars

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

This spell makes your fortress seem larger than it is, and makes it seem dangerous. You choose the shape of a pillar or a chunk of stone as the material. You can make the pillar seem large enough to protect a ten foot or two cubical fortress on the ground. If you create a portal between two places on the ground, though, the fortress falls into a state of suspended animation, with each portal causing its occupants to appear in a random order from lowest to highest on the ground. If one of the people on the ground is a creature, they each appear there, and the entire fortress functions normally. As an action, you can move the fortress up to 30 feet in any direction until it is suddenly lifted or otherwise suspended in air, at which point the action is wasted. It remains suspended there for the duration. Once suspended in air, the fortress can support up to 10 creatures, though it can’t exceed 20 creatures. Creatures are unaffected by this spell. To a creature affected by this spell, the portal seems larger and more dangerous. The portal is an illusion, created by placing a thin sheet of mist over a creature, and lasts until the creature uses an action to dismiss it or if the mist insures its life or it dies. It can lead a creature to suicidal thoughts, but if the creature attempts to break into the portal or leaves it there permanently, it must use an action to a higher successful hit point instead of the normal penalty. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magic it creates for one additional creature for each slot level above 4th. Transmutation

Aurars

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

You touch a creature. Until the spell ends, that creature becomes a creature for the duration. If you cast this spell on the same creature every day for the same length of time as normal, the spell ends, and everything becomes a creature until the duration is up for a full round. The spell is especially effective against trees, which normally defend themselves against intruders. Evocation

Aurars

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

You touch a creature. Until the spell ends, the target’s speed increases by 10 feet for each slot level above 2nd. Transmutation

Aurars

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a murloc creature of Medium size or smaller appears on the ground within range, moving silently as if it were a ghost. It drops everything it carries and disappears unharmed. The creature disappears when no one is there to see it or when you cast this spell. Each creature that is not within 500 feet of the surface must make a Constitution saving throw. It takes 3d12 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above lst. Necromancy

Aurars

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

With a stroke of your hand, you touch a willing creature to create a magic item for it. It becomes magic and lasts until the spell ends. You choose an item type (wood, metal, stone, vegetable, mineral, or whatever stone or mineral you choose) and the spell ends on that item. The magic item can be a spell, a staff, a staff weapon, a staff component, or a warded spell item. You can use a magic item to create an object you can no longer wear or use, an item that isn’t currently worn or carried, or an item that isn’t within 60 feet of a magic item. If you create an object that isn’t currently in use or within range, you wilt out the magic item and cast the spell again, leaving it warded until the spell ends. Using a spell to create an item ends your own wilt. If you create an object that isn’t currently in use or within range, you attempt to cast another spell that spells the magic item, but it fails. Alternatively, you can attempt to cast a spell that can no longer be cast, but has not yet been dispelled, but isn’t currently in use or within range. If you succeed, the spell ends for you and your magic item, if it, or a warded spell item, it, or a spell created by the spell, returns to the DM if it is no longer needed. Transmutation

Aurars

Casting Time: 1 action
Range: Touch
Duration:

You touch one creature. Choose one of the following effects when you cast the spell. If you cast the spell on the same creature or on a different one, you retain the effect until you finish a long rest. Transmutation

Aurars Transmutation Aurars Unbearable Creature

Barking Sphere

Casting Time: 1 action
Range: 0 1 A creature you can see within range must succeed on a Wisdom saving throw or take 4d6 force damage. On a failed save, a creature takes 2d6 force damage and is restrained by the Sphere. A restrained creature can use an action to move the Sphere into place when the spell ends, ending the effect on itself on a success. This Sphere's area can be any of the following—cave, forest, plains, treetops, or the Sphere itself. Aspect of Bork
Duration: 60

A creature that doesn’t benefit from a bonus action or ability of another creature must also use its action to make a Wisdom saving throw. On a success, the creature gains the bonus action. on a failed save, it moves to a spot you designate within range, so long as it has reached its limit of space. On a successful save, it moves to a place you can see within range. Additionally, if the Sphere isn’t on an area that isn’t occupied by anything other than creatures or items, it can’t be occupied. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 0,500-1,500
Duration: Duration: Concentration, up to 1 minute

A swirling sphere of air appears at a point within range. The sphere remains for the duration or until a wind of challenge (determined by the DM) disperses it. On each of your turns as a bonus action on each of your turns until the sphere appears, you can use your action to cause the sphere to move to a different location on the ground or a different surface. Make a ranged spell attack for the sphere. On a hit, the sphere explodes. On a failed save, it explodes as a cloud of debris, which falls to the ground and explodes again, dealing 3d8 bludgeoning damage to any creature within 5 feet of it. Each creature else within 5 feet of the cloud takes 3d6 bludgeoning damage. The cloud then spreads out across the ground, extinguishing flames within it that have no destination in the area. If you move more than 100 feet from the cloud, you can also extinguish it with a lance. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 0 block;1 Round
Duration:

You target an object or creature within range and let fall a crushing sphere with which it falls for one round. Any creature in a 30 foot radius centered on the sphere must succeed on a Dexterity saving throw or be flung 3d10 thin ropes of rope connected by two strands of string at random from the ground. Each string ends in a point within 30 feet of the object or creature, and a falling object or creature can use its movement to jump up to 5 feet higher or down. When you reach the start of your next turn as a bonus action on each of your turns, you can target another bonus action to target either a rope or a rope braid. Each piece of rope must be within 5 feet of another rope used in the attack and dealt damage in each of its turns. Each time you deal damage to the point where you perceive it as a rope, you can cause the rope to disintegrate, forming multiple pieces of rope with the same damage type that you have seen. Finally, whenever a piece of the rope drops to the ground and a ring or a spell of opportunity occurs, a piece of the rope that had been severed is hurled into the air, knocking the rope into the ground and forcing the object or creature to make a fall. Each round on your turn, you can use a bonus action to deal extra damage to the point where the rope becomes limp and cause the object or creature to be restrained by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a bonus action of your choice from the following bonus effects can occur: • If you cast this spell using a spell slot of 7th level or earlier, you can target one additional creature for each slot level above 7th. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 100
Duration: Instantaneous

The sphere appears around an area you choose within range. You choose any number of such openings within 10 feet on each side, along its radius, to fill. The spheres last for the duration. A wick or a thin sheet of putrid fog covers the openings. When a wick or sheet of putrid fog drops to the ground, each creature within 10 feet of the wick or sheet must make a Strength saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature takes half the amount of bludgeoning damage and the heavy damage of the second type, and each creature other than Tiny or smaller must make the saving throw. A Large or larger creature fails this save and can’t move or take damage from the wicking. Conjuration

Barking Sphere

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

You conjure a quiver of fireballs at the center of a 30-foot cube centered on a point you choose within range. Each ball explodes when it hits a creature, which in turn creates a burst of flame. Each creature in the fireballs' area must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The fire damages targets as it damages liquids. Each target takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: 5 Hours

Your tongue whips against the fabric of stone, shaping and shaping as you wish. You make wurl, twist, and twist the stones you touch. Using your spellcasting ability, and the DM's own practice, you can change the wurl, twist, and twist of any stone in the area to create a sword with an 8-foot radius and a 10-foot-radius sphere centered on it. You can use your action to create a short sword with an 8-foot radius and a 10-foot-radius sphere centered on it. While the sword is animated, the weapon deals no damage and can only attack or defend nearby creatures. The sword sheds bright light in a 30-foot radius and dim light for one hour after it enters the warded state. When the sword sheds this light, you can make a melee spell attack for it. On a hit, the target takes 1d10 radiant damage, and it has advantage on the next attack roll it makes before the end of its next turn. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10 AC
Duration:

You create an invisible floating orb centered on a point within range. Until the spell ends, the orb flashes with a brilliant radiance, and the creature that launched the spell scores a - 2 penalty to AC saving throws and takes 5d10 radiant damage. The orb shines with a brilliant radiance for 1 minute, after which time it sheds dim light and ends. The orb shines bright light in a 30—foot radius and dim light for 10 minutes in a direction you choose. When a creature within 30 feet of the orb sees it, that creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. Evocation

Barking Sphere

Casting Time: 1 action
Range: 10aneous
Duration:

You teleport yourself to an unoccupied space that you can see within range. You reappear 1 hour after you left, and you regain all expended movement. You can use your action to dismiss the experiment, using any of the following actions described in the dismiss command (other than the one you use for this spell): b) Make a melee spell of the chosen creature’s hit point maximum, and make a new spell of it. On a successful contest, you win the contest. On a failed contest, you lose the contest, and the spell ends. That spell must be back as soon as possible. If you cast it again, the spell ends early, and you take 4d8 radiant damage, and the spell ends on a successful contest. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10
Duration:

A small sphere centered on a point within range. The sphere is composed of a thin sheet of mist hovering in midair. The sphere has a diameter of 300 feet and a height of 30 feet. It can hover up to 60 feet. Thereafter, the sphere has a range of 60 feet. The sphere remains in place for the duration, or until a strong wind disperses the sphere. When the strong wind disperses the sphere, any creatures that aren‘t over the sphere and that can’t cast divination spells take 10d8 cold damage. Evocation

Barking Sphere

Casting Time: 1 action
Range: 10 days
Duration: 8 Hours (Up to 10 Day)

10 minutes (No Duration)�Necromancy for 1 year from the spell’s casting. Self (Conjuration) Instantaneous A spectral vessel appears above a creature-readable surface, centered on a point of your choice within range. A creature that can see through this sphere must make a Charisma saving throw. On a failed save, the creature halts its movement for the duration. A wand of teleportation that opens this sphere reveals a different vessel inside. An extradimensional portal opens on each surface within touching space; the portal appears to be of any kind. The portal has the same level of cover, and is only blocked when you cast this spell. A creature entering the portal’s area must make a Strength (Athletics) check or fail to obey the spell, or its spells or magical effects. When you spell through an extradimensional portal, you can also create one or more small portals in the dimension’s interior, separated from each other by enough material or magical space for at least one portal to appear on each surface. You can use an extradimensional portal to create any object that fits within reach while also causing creatures on the same side of the portal to move to follow or move across the portal. The portal is visible and invisible to the creature on the other side of the portal from the start of your next turn. If a creature ends its turn in the portal, each subsequent creature that enters it must succeed on a Constitution saving throw or be pushed to the other side. If you cast this spell multiple times on the same creature, it can’t take any actions beyond the spells outlined below while in the portal’s area. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10 Days
Duration:

A magic, magical cloud of swirling energy appears in the center of each creature within range, centered on a point that you can see within range. The cloud spreads out in a 50-foot radius around the point where you cast this spell. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes half damage. On a successful save, it takes half as much damage, and the spell ends. While the cloud is on the ground in the area, creatures can make melee attacks with it with a sling. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10 days
Duration: Instantaneous

You create a magical sphere that can be made up of any number of objects. Each object must be within 5 feet of you. Each sphere must be made of 1 cubic inch or less in size and must have a size of at least 4 inches high and 6 inches wide. The sphere must be of the same height and weight as the object you're holding. You can create a sphere with a single touch of your hand. You can also create a sphere by using an action to cause it to spin in a straight line. Each time the sphere hits a creature or object that you can see within range, it creates a 10-foot-radius, 20-foot-high cylinder of water. You can also cause the cylinder to expand in any direction. The cylinder extends upward and downward at the same time. The water can be condensed into a liquid or a liquid that is liquid but not warm, and the liquid can contain up to 100 gallons of water. A creature can use an action to make a Strength check to see if it is a creature. On a success, the creature takes half damage and gains a new hit point equal to half the creature's hit points. A creature can also use an action to make a Strength check against your spell save DC by 11, or by spending one minute pouring cold water on a 5-foot-radius sphere. A creature can make a Wisdom saving throw against this spell. On a success, the spell ends. Magic Circle 150 Instantaneous You create a circle of magical energy that resembles a circle of water. Each creature in the circle must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The spell lasts for 10 minutes, ending the effect on itself on a success. A creature can use an action to dismiss the spell as an action when it moves into the area. Enchantment

Barking Sphere

Casting Time: 1 action
Range: 10 days
Duration: Instantaneous

You sling yourself into a sphere of fire and slam it up to 30 feet in a direction you choose. The sphere sheds bright light in a 30-foot radius. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The sphere remains in place for the spell’s duration. A creature must be within 30 feet of the sphere when you cast it. At any time after the spell ends, a random creature appears in the sphere, then the spell ends. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 10 Days, up to 1 hour
Duration: Duration: Concentration, up to 1 hour (see below)

Touch 1 minute This spell creates a sphere of light that appears when a creature of your choice within range appears and takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. A creature must also be within 1 foot of the sphere to see it. A sphere that is centered on a point you can see within range has a 50 percent chance to crack if it is within 5 feet of the sphere. A sphere that is centered on a point you can see within range has a 70 percent chance to crack if it is within 5 feet of the sphere. If you cast this spell several times, the damage increases by 1d6 for each casting. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10 Days
Duration:

You create a portal to another plane of existence. Choose up to ten points on the ground within range. Once a round for the duration, you can use a bonus action to teleport one willing creature of your size or smaller who is within 30 feet of you to the portal. You specify the destination location, which must be within range, and specify how many feet from that destination you can see. A creature that can see the portal recognizes you as the portalmaster, though it must be within 30 feet of the portal. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A glowing orb appears in your hand and touches a creature within range. Any creature that can see within range must make a Wisdom saving throw. The orb then floats at your command toward a target within range. If that target is still within 10 feet of you, you can use your action to make a Wisdom saving throw. On a success, the orb falls into a puff of smoke and becomes a celestial. For the duration, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb sheds harmful light for an additional 30 feet if it lingers within 30 feet of a creature or a place of magical darkness. Necromancy

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A sphere of invisible force springs from your hand in a location you choose within range. The sphere is inconspicuous and is opaque until then. The sphere lasts for the duration and isn’t obscured. It is heavily obscured and can’t be knocked down. You can use your action to create a small earthquake along the ground beneath you. Each foot of movement costs 4 feet. The earthquake shakes the ground, creating blizzards. Each cubic foot of damage caused by this spell would be larger than the size of your fist, and you are deaf as fiends and as strong as a strong wind. The ground beneath you is littered with tings, weeds, and mounds. Each 4 foot-diameterox damages or sifts through the ground, and the dirt or thickets fills in any gaps. A roaring dragon or a calling dragon blast forth dragonsprite to your foes. TransmuteBoomingBoomerang 1 Hour As you speak on the nature of the boomerang, you create a momentary explosion of energy that ignites when one hundred feet of solid surface falls from your right hand and points toward a creature within 100 feet of it. You must succeed on a Strength saving throw. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. TransmuteBoomingBoomerang 60 10 Hours As you speak on the nature of the boomerang, you create a momentary explosion of energy that ignites when one hundred feet of solid surface falls from your right hand and points toward a creature within 100 feet of it. You must succeed on a Strength saving throw before you can use the spell. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. TransmuteBoomingGolem Instantaneous Up to six strong geomantic beasts appear at a point you choose within range. Choose one of these beasts: barded beasts, bearded dragons, bearded trolls, bearded trolls, or bearded dragons, or a dragon with a roar and a mouth full of teeth. The beasts fill one of the following slots of the chosen beast: beast (1/4th cubic foot or 5 feet tall), boar (1/8th cubic foot), cob-eyed owl (1/2 cubic foot), frog (2-foot-ton), hawk (4-foot), or centipede (6-foot). Each beast returns to its home plane if it is restored to its home plane. The first one to be restored to its home plane is one whose game statistics you know; the creature’s game statistics are in the book at the time it appears in this spell’s statistics. The second restored beast’s home plane slot is lost; if you cast this spell again, the beast returns to its home plane slot, assuming you have it. Bite. If you attack this way, you can expend a bite and deliver a small—lesser bite that ends for that creature. That creature must make a Constitution saving throw. On a failed save, it is restrained as a result of your bite. On a successful save, it is restrained until the spell ends. It can have up to two bile drops on it at a time ending any bile effects produced by it. Grasp. You can use a bonus action to seize a grip on a creature or object and deliver a small, harmless touch to it. The creature drops its equipment and falls prone, removing any remaining equipment and removing any objects within its reach. If you attack this way, you can deliver a small, harmless bite to it that ends for that creature. When you deliver the spell, you and any creature you muggle with it deal an instantaneous and harmless bite that ends for that creature. Grasp. You can use a bonus action to seize a grip on a creature or object and deliver a small, harmless bite that ends for that creature. The creature drops its equipment and falls prone, removing any remaining equipment and removing any objects within its reach. You and any creature you muggle with it deal an instantaneous and harmless bite that ends for that creature. If you attack this way, you and any creature you muggle with it deal an instantaneous and harmless touch to it that ends for that creature. Grasp. You make a melee spell attack with a weapon against a creature within your reach. On a hit, the creature drops its weapon and is restrained, requiring a successful Intelligence (Investigation) check made against your spell save DC to be restrained. The creature’s equipment falls to the ground and is killed when the spell ends. Grasp. You make a melee spell attack with a weapon against a creature within your reach.

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A sphere of magic energy blasts out from you in a 5-foot radius centered on a point within range, centered on a point you can see up to 120 feet away. The sphere remains for the spell’s duration and emits a dazzling array of beams of radiance when it strikes a creature within 5 feet of it. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant energy damage and is blinded until its blindedness ends. On a successful save, a creature takes half that amount of damage, or half as much damage. A creature blinded by the spell can use its action to make a Wisdom saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A sphere of shimmering emerald light springs from a point within range and spreads out over a distance of 150 feet for an area 60 feet square. Until the spell ends, a creature in the area is blinded and deafened for 1 minute. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is longer for each slot. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 10
Duration:

Instantaneous or 2 hours (up to 1 hour if you chose undead)) up to three hostile creatures within range can’t be targeted by spells or other magical effects. If these creatures don’t exist, a lich can choose to target only the creatures it can’t directly harm, though it can target noncreatures such as undead or goblins (if it chooses such creatures). While this spell is in effect, any noncreature attacks and spells that deal damage or have an effect on them deal a spell point that could be used against each creature. If you cast this spell without first preparing a spell list, each creature on the spell list that you cast treats its attacks with seriousness and can’t be targeted by any spell or magical effect that would end its turn there. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a circle of lightning-like energy centered on a point within range. The circle can be as large as 5 feet tall or larger, as small as 1 foot wide, and as wide as 10 feet tall. The circle lasts for the duration. You might cause lightning to leap from the center of the circle, dealing lightning damage to one creature or object within 30 feet of the point you chose. If a creature would be closest to the point you chose, the lightning deals lightning damage to the target and causes it to make a Constitution saving throw. On a failed save, the creature secures the circle and can use it to cast spells, as well as create familiars and defend against spells. The circle can hold up to 50 pounds. When dispelled, the spell creates two rings on the outside of the circle. When the spell ends, the spell ends for the circle. While the spell lasts, the creature can use an action to dismiss it, ending the effect on itself on a success. Once dismissed, the spell can be reapplied to a new circle created by placing a temporary spell of equal or lower level on it. When the spell ends, the spell can be removed from the circle and an additional spell of equal or lower level placed within it. As an action, you can dismiss the spell and cause the lightning to leap from the point you chose for the circle to another unoccupied space you can see on the ground or on the ground next to the target. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a tiny, harmless orb of fire in your space. Until the spell ends, the bead explodes with a fiery burst when you cast it. When a creature within 30 feet of the bead locates a creature within its space of resounding noise, or when the creature uses its action to make a melee spell attack with the bead, the creature is exhaled with a pyrotechnic blast that ignites within 40 feet of the bead. Make a ranged spell attack for the orb. On a hit, the creature must make a Constitution saving throw. On a failed save, it expends no energy casting spells, and the spell ends. The orb strikes instantly. If any creature within 20 feet of the bead locates a creature within its space of resounding noise, it creates the pyrotechnic effect of the bee and causes the object to ignite in flames. This pyrotechnic effect lasts for 1 minute or until the spell ends, it ignites a doused creature if it exists there, or it creates a bonfire within 20 feet of the bead locator. A bonfire creates both flames and smoke if it exists within 20 feet. The pyrotechnic effect lasts for 1 minute or until the casting ends. If the opening you choose allows you to open a fire or a bonfire, the flame and the fire extinguishing effect overlap, creating a bonfire and creating a bonfire bonfire. You can hurl the pyrotechnic flame or the fire extinguishing effect of a bonfire, and so you can create a bonfire and create a bonfire bonfire. You cannot hurl a bonfire or create a bonfire bonfire. The w ord the flame and the bonfire create overlap conditions. fire, wind, and water ily or nimbleness. The conditions are as follows: fire, wind, and water: 1 da 1/2 a fire ily, wind, and water: b water: c water: d water: e water: f water: g water: h water: i water: j water: k water: l water: m water: n water:o water: p temperature range

Barking Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Your hand touches a solid barrier made of stone to create a circular portal of solidified stone. The portal remains open for the duration and that creature can make a Dexterity saving throw. It takes 3d6 force damage when you attack it or a creature within 10 feet of it. On a failed save, it takes 7d6 damage. You can open the portal by raising your warded hand. It remains closed until the spell ends, at which point a creature must succeed on a Dexterity saving throw or become trapped in it until the portal is closed again. The portal is 10 feet long and 5 feet wide at the base and is heavily secured to the stone. You can make another Dexterity saving throw to open the portal. You take 7d8 force damage on a failed save, or half as much damage on a successful one. The portal is heavily guarded and can be breached only by a skilled intruder. The portal serves as a barrier between you and your foes. It blocks line of sight but no heat, cold or light energy. When you activate the portal, you can teleport yourself to the portal. You must use 10 feet of movement to enter the portal and the distance is based on your walking speed. You can enter the portal through a siding that is 2 feet thick and can be’t more than 10 feet wide. You can enter the portal through a chasm made of rock that spans 3 feet deep. You can enter the portal through a portal created by a portal spell, such as the portals bell and tombs of the dark side. You are immune to all damage and can enter the portal through the chasm. You must be physically present to activate the spells you invoke. You must be in the room containing the portal (not the space where you cast them), within 30 feet of it, to activate the spells you invoke, or you can invoke nonmagical portals created by the portal spell. You can invoke a nonmagical portal, one created by the portal spell, created by a dispel magic spell, or both, created by the barriers created by the portal spell. If you have cast an extradimensional web spell, you can freely use its web to link to the portal, creating a double link between you and the portal. As a bonus action on each of your turns before you activate the portal, you can use your bonus action to assume a different form from the one you cast the spell in. If you assume a mount, you can use your action to assume a smaller, nonmagical mount. If you assume a nonmagical mount, you can use your action to assume a kind of elemental, fey, or elemental that is fey, forygian, fiend, or undead. You decide what form the nonmagical mount will assume and when, giving it 1d10 necrotic damage each time it strikes. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell creates a globe of magical energy centered on a point within range. The globe is opaque and lasts for the duration. A creature or an object within the globe is visible and can hover nearby it. A creature can use an action to dismiss the globe by pulling the globe out of its container and placing it beneath a finger. It vanishes when a finger misses or when the globe falls out of the wisps or falls out of a ceiling. When you cast this spell, you can create a 15-foot high cylinder centered on that point. The cylinder lasts until you use another spell of 3rd level or higher to open it. Any creature that starts its turn in the cylinder with a success roll or a success die roll, or the cylinder is pulled up to 5 feet higher than normal for that creature, and it has flying speed for the duration. To maintain its speed for the cylinder, a creature must first succeed on a Strength saving throw or become frightened while in the cylinder. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a sphere of magical force around a creature and deposit it somewhere within range. The sphere remains for the duration, and the spell ends if it deals damage or is cast. When you cast the spell, you can create a second sphere of force on the same spot. The second sphere has the same area as the second sphere and must not occupy a square you choose larger than 5 feet. You can shape the sphere so that its center lies within a 30-foot cube, and you can shape the sphere so that its top remains within 30 feet of the place where you cast the spell. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can shape the sphere so that it appears within 5 feet of where you cast the spell. Evocation

Barking Sphere

Casting Time: 1 action
Range: 10
Duration:

Three tentacles, one at a time, and a pointed tip that explodes with a deafening scream. Each creature within 30 feet of the point must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed save, or half as much damage on a successful one. The tentacles extend from the creature toward the point, centered on it. A creature takes 10d6 slashing damage at the start of each of its turns if it can’t reach it from behind. A creature killed by this damage rises at the bottom of the pit. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 10
Duration:

You create a glowing sphere centered on an area within range. The sphere lasts for the duration, and its area is difficult terrain. It can’t contain more than one creature or a small area within 10 feet of the source of energy. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, or thunder. For each damage type, you make a Constitution saving throw. A creature takes 8d8 damage of the type you chose, or half as much damage of the damage type you choose. Evocation

Barking Sphere

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

A sphere of magical power springs into existence within range. The sphere moves at a crawl, and the sphere lashes out at a 45-foot angle to each creature in the sphere—leading to its fiery activity. Each humanoid in the sphere must make a Constitution saving throw. On a failed save, a creature is restrained and makes an Intelligence saving throw. On a successful save, it is no longer restrained and makes an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Abjuration

Barking Sphere

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

Here is another spell of opportunity that you can give yourself. Choose an area of ground no larger than 10 feet square and line it with a 45-foot radius around itself. Each creature that starts its turn in the path must succeed on a Constitution saving throw or gain 5 temporary hit points. When you cast this spell, you also choose one of the following effects, which also apply to this spell: - You create a tiny, harmless sensory effect equivalent to a light or a scent. - The creature hears your voice and can exhale a small blast of magic from its mouth, as part of a musical performance. The creature can exhale up to six blasts of magic, or choose a melody or a refrain from a musical score. The melody or refrain contains a margin that indicates a specific melody or refrain. The margin is invisible, preventing the creature from being able to read the melody. - You create a harmless sensory effect equivalent to a torch. Choose up to ten candles in one creature’s reach. Each candle emits a harmless sensory effect, such as a musky scent, a sour smell, or a sweet smell. At Higher Levels. When you cast this spell using 1st level or higher, the second effect causes candles made of wood or stone to ignite in a 5-foot radius throughout the casting. When one of those candles starts its turn in the smoke, extinguishing it, it creates a harmless sensory effect—such as a light odor, a musky odor, a sour smell, or a mild taste—similar to a candle. Both the aroma and taste of the smoke are mild and harmless. The sensory effect might even create some other effect, such as a mild hallucination effect, a seductive effect, or a terrible illusion. When you cast this spell with a spell slot of 6th level or higher, you choose the sensory effect created by the candle. For the duration, you have resistance to radiant damage and has resistance to all damage rolls made using it. While using its strength, the candle creates a burst of strong wind, which carries it across the room in a half-mile radius, dealing it no extra damage. Whenever the wind cuts through the candle, the whirlwind it creates rips through it, dealing it no extra damage. Similarly, whenever the wind rips through a candle and strikes a pillar within 5 feet of the flame, the pillar shimmers and creates a 20-foot-radius sphere of shimmering air. When you cast this spell, you choose a target level for the sigil spell. Creatures of that level must be within 5th or 6th level by that spell's level. Divination

Barking Sphere

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

This spell creates an invisible fortress on the ground that guards against the elements. The fortress is 10 feet tall and weighs 300 pounds. It disappears when the spell ends and all living things on the ground are destroyed. Each creature within the fortress’s space must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and has disadvantage on the saving throw until it destroys the fortress on its return in life. Fire wreaths that protect creatures on the ground or that move creatures within the fortress can’t leave. If a creature destroys the fortress on its return in life or attempts to enter the fortress from within, the creature destroys both the fortress and the creature’s physical structure and must return fire damage free to the creature. Fire shield surrounds the fortress and protects the creatures within it. Fire vine extends from the fortress to each creature within its reach. (Typically, one creature that can travel through the vine to a certain distance in one go uses it to travel through the wicker basket) When you cast this spell, choose one of the following options for how long the fortress lasts. Creatures that are immune to fire damage or that can’t be charmed are immune to this spell’s damage for the duration. The spell also creates a spectral cloud over each creature on the ground or on the ground as it appears. Targets that are immune to this spell and therefore incapable of moving are knocked prone. Blade of the Ruined King 1 Mile 24 Hours This spell pits a lich and a demiplanecrat against one another in a cage. The creature to fall on hits one of the two demigods; the creature that can hit the hardest is pushed up to five feet higher on the upper bound and is restrained. The creature that could not hit the target or were already restrained is restrained and can use its movement to move up or down as needed to reach its original bound position. A restrained target can then use its action to make a Strength or Dexterity check against your spell save DC. If successful, the target or an affected creature w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho

Barking Sphere

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

You teleport yourself to an area you can see. When you do so, choose a point within range. You can teleport up to 300 feet in a straight line. You can also teleport into and out of an outcropping of trees or a solid rock, as you would inhabitat. In addition, you can direct a creature’s movement by making a Strength or Dexterity check (your choice) against the creature’s ability check (for a Large or smaller creature, see below). Necromancy

Barking Sphere

Casting Time: 1 action
Range: 120�30 Days (1 day)
Duration: Instantaneous

You create a magic sphere inside a creature, centered on a point you choose within range. The sphere is made of 40 cubic feet of stone and has a diameter of 20 feet. The sphere can be made from any material (including stone, wood, or metal), including stone and wood. If you choose an object or a structure, the sphere can be created by any spell that targets that object or structure. If you choose an object or structure, the sphere is made from one stone component, and any creature that can see the object or structure must make a Dexterity saving throw. While the sphere is in the sphere, creatures of the chosen type are unaffected by the sphere. Touch Touch 1 Minute You touch one creature. The target takes 1d8 necrotic damage. The target takes half as much damage from falling. Enchantment

Barking Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A sphere of fire rose from the center of your cube. The sphere sucks up whatever remains and then spreads out to fill the entire globe. Each creature in the area when you cast this spell must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d8 for each slot level above 2nd. Evocation

Barking Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A swirling orb of light appears within range and lasts for the duration. Until the spell ends, when the orb appears again, or you choose an area that you can see and that is within 60 feet of you, the orb appears within 60 feet of you and lasts for the duration, if any. A creature who can see within the orb’s area must succeed on a Wisdom saving throw or take 3d6 radiant damage, and the orb appears again within the area. A creature can choose to fail the save. When the orb appears again, it takes 3d6 radiant damage, and a new magical effect takes place that ends the last effect. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1/2 mile
Duration:

30 minutes/night. A sphere of water in the shape of a sphere of water fills a 3D30-radius sphere centered on the spot you hit with a ranged spell of 4th level or lower. The sphere appears in a 10-foot-square room, centered on a spot you choose within range. While the sphere is in motion, creatures are unable to move and are limited to 120 feet of ground cover in a 40-foot radius. The sphere lasts indefinitely. At any point during the spell and on each of its turns thereafter, a creature can use its reaction to wade into the area, up to 60 feet away from the spot where the sphere was created, and repeat the wd. roll twice, using the same reaction. Conjuration

Barking Sphere

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

A glowing sphere appears on the ground within range, forming a sphere around which creatures can fall when buckled. The sphere appears on each creature within 5 feet of it, and creates a 10-foot cube in the space within which creatures can fall. Each creature within 5 feet of the sphere must succeed on a Dexterity saving throw or become restrained. A creature that starts its turn pinned to the ground must succeed on a Dexterity saving throw or take 1d6 piercing damage. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 1d6 for each slot level above t4. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above t4. Evocation

Barking Sphere

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

For the duration, magic blasts of great power can be fired from anywhere inside the area and extinguish them at the DM’s leisure. A caster who’s at least 2nd level or higher can use a bonus action to cause one of the blasts to fill a 20-foot cube. Each creature in that 20-foot square must make a Dexterity saving throw. If a creature fails the save before the spell ends, a bolt of lightning strikes it three times, stunning it, and dealing 1d4 lightning damage to it. If the creature fails the save before the spell ends, it instead takes 1d4 lightning damage, and the spell ends before it can further damage it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional barrier that blocks one inch from you for 24 hours. Blink Touch Instantaneous You touch a willing creature and choose one of the following options for whether or not it can see. Black. Reassured. Calm. Sensual. Sensitive. Precipitable. Sensitive to all physical and magical damage. Calm or alarmed. The target can be frightened with a shield, a lash of lightning bolt, or an unsheathed club. If the target is surrounded on all fours by gunfire, it makes a Constitution saving throw and makes a Constitution saving throw at the end of each of its turns. If it succeeds, magic can strike it again. Sensitive. The target has pray, a calming influence on it that allows it to perceive the world around it in a way that is nonthreatening to it. As an action, you can whisper something mysterious or unsettling in the creature’s ear. The creature can be heard over its sound, as if it were speaking, but it can’t leave its ear. Nondetection. Sight. Touch Concentration, up to 10 minutes You touch one willing creature. One creature you touch can’t be charmed or frightened by you. Until the spell ends, you can use your action to speak the name of an individual creature you wish to charmed and frightened while you are casting the spell. You can reach into the target’s mind, asking it to speak the name of a creature it has seen before, or asking it to make a song of thorns. The target understands the meaning of the song, though it must be performed by someone other than you. Should the target fail to understand the meaning of the song, whatever it says, it is unable to perform the spell, and the spell ends. Divination.Omnipotence. Self Concentration, up to 1 hour You draw fear and dread within you, driving creatures away from you and into the ether. If you choose, a creature that has been charmed or frightened gains no special senses of direction, height, direction, or intensity, unless it is at the wettest limit on land and at least 1 mile above the ground. A creature that has been frightened for the entire duration of the charm spell must make a Charisma saving throw. On a failed save, the creature can’t cast spells for 1 minute or more. On a successful save, the spell ends. Illusion

Barking Sphere

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

This spell creates a small, harmless orb of fire within range that lasts for the duration. When you cast this spell, choose a point within range. You can open or close this orb, creating a puff of flame that spreads around corners and falls at the same time you make a melee attack against one creature within 60 feet of the orb. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 2d6 for each slot level above 2nd. Evocation

Barking Sphere

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

A gargantuan sphere of magical energy springs into existence to defend you. Until the spell ends, you can use your action to create one of the following effects in place of the target's actions: Create a ward against poison and disease affecting one creature of your choice within 30 feet of you that you can see and that fits a dark or magical aberration or truer to the target’s background than you

Barking Sphere

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

You create a sphere of magical force that hovers over a creature. The sphere appears at a point within range, at a point within 5 feet of it, and lasts for the duration. You can use a bonus action to create a new sphere, or you can move one created by this spell toward a place you choose within range. You must make a Strength saving throw. On a failed save, the sphere crashes into a creature or something within 30 feet of it, causing it to become trapped there. The trapped creature must succeed on a Strength saving throw or be lifted by the sphere. If you cast this spell multiple times, you can have no more than two of its triggered effects active at a time, and you can dismiss such an effect as an action. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: 8 hours

This spell creates a shimmering orb centered on one solid object within range. The object is a sphere with a diameter of 500 feet centered on a point within range. Any creature in the orb’s area when the spell ends must make a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. The spell ends for a creature that succeeds on a Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, poison ivy blossoms from a 5 foot tall cylinder centered on the point you chose within range. The blossoms sprout from any leaves on the target object, covering it in a bright green, 5-foot radius. When the plant appears in this way, each creature within 5 feet of the target object must make a Dexterity saving throw. On a failed save, a creature takes 14d6 thunder damage and is knocked prone for 3 minutes At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Poisonous Sphere 150 1 minute Flames wreathe one such sphere into flames to form a 15-foot diameter cylinder that is 30 feet long and 5 feet high. The cylinder can hold up to 100 liters. When the flames fill, the surface appears dark green, twice the area of a typical lantern pit. When the cylinder fills, creatures within 5 feet of the cylinder must make a Dexterity saving throw. On a failed save, they take 6d10 fire damage, and those within 10 feet of the cylinder must make the saving throw. On a successful save, the spell ends. The flames are extinguished when the cylinder is 15 feet wide and 5 feet tall. If more fire has been created by this spell than is burned when it extinguishes the flames, the flames extinguish both the cylinder and the flames created by the cylinder saving throw. Both flames are extinguished when the cylinder is filled. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: 8 hours

Transcendental abilities. You create a permanent, intangible sphere of light centered on a point within range. You can create the sphere from one material component of any material you choose. Constructs, undead, and constructs that can reach 4th level or higher can create the sphere from one component of a single material component. Conjuration

Barking Sphere

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

A 20-foot-radius sphere of whirling air springs into existence on the ground, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or if it flies where it will cause the sphere’s whirling air to resume its upward flight. An additional 5 feet of static energy is created within that 5 feet of where it will rest on each of its turns. Each creature that can’t see within the sphere during its time at the sphere’s center must make a Dexterity saving throw. On a failed save, the creature can’t cast spells for 1 minute. On a successful save, it can cast spells for 1 hour. A creature that fails the save must instead regain 1d6 hit points. Divination

Barking Sphere

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

You conjure a sphere of magical force that lasts for the duration. Choose up to fifty-five feet on a side within range. If the sphere restrains a creature that enters it there is a 25-foot-radius sphere of whirling air within range. The sphere is a hard, transparent object that can be damaged, and it sheds bright light in a 30—foot radius. Any creature that can’t be charmed succeeds on a Dexterity saving throw to find the closest sphere of light in the area. If a creature is concentrating in the sphere, that creature must make a Constitution saving throw; on a failed save, the creature is restrained until the spell ends. While this restraint lasts, the creature has advantage on attack rolls against targets within 5 feet of the sphere. When a target is attacked with a spell or a spell of 3rd level or higher on a failed save, the target can roll a d4 and add the number rolled to the attack roll. A target can take the attack with advantage if it rolls a d4 or an equal number of its own. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment

Barking Sphere

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

A sphere of darkness appears on the ground within range and lasts for the duration. You can cast this spell using a spell slot of 5th level or lower, or choose a creature or an object created by the spell. When you do so, make a ranged spell attack for each miss, and the sphere deals an extra 1d10 fire damage on a hit. On a hit, the creature takes 1d12 fire damage. The sphere then disappears, leaving behind a faint mark on the ground. Starting with the creature or object you chose, you can use a bonus action to move the sphere up to 60 feet. If you would move more than 60 feet, the sphere falls, creating a 20-foot-radius sphere of crackling fire. The sphere deals 4d8 fire damage to any creature or object within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage for each of its necrotic damage types increases by 2d6, and the total increases by 4d6, for each of its necrotic damage types. For example, the sphere deals 4 necrotic damage to any creature or object within 5 feet of it. Conjuration

Barking Sphere

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

A 15-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 30 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 4d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else on the turn. The spell also ends if the target is ever outside the sphere. Evocation

Barking Sphere

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when the sphere appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy erupts from a point you choose within range. The sphere spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere moves from point A to point B of the sphere’s range. When the spell ends, the sphere moves to a new spot where it will be centered. Any movement it makes within the space it’s centered on can’t pass through the sphere’s area. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy surrounds and surrounds you in a 10-foot-tall cylinder centered on a point you choose within range. The sphere remains in place for the duration. Each creature in the sphere when the spell ends must make a Constitution saving throw. On a failed save, a creature takes 8d6 + 40 force damage, or half as much damage on a successful save. One creature can choose to fail the save. If a saving throw succeeds, a target is unaffected by the spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 3d6 for each slot level above 7th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-square unoccupied space has AC up to 1 minute, and creatures within range can cast spells of 1st level or higher automatically. The spell lasts for the duration. If you cast it again on a place in space taken from a spell slot of 2nd level or higher, the spell disperses all nonmagical material touching the place. The spell creates the following effects within the area. Bear’s Endurance. The target can’t stand the strain of long days spent outdoors, and its body adapts to the new conditions. It has resistance to cold damage, and it gains the ability to swim again if it is able to sustain a sustained swim. Bull’s Strength. The target has advantage on Strength checks and Strength saving throws. It also gains the ability to carry a Huge object (diameter 15 feet), with it, up to the speed of light. The target also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Cat’s Grace. The target has advantage on Dexterity checks and Strength saving throws. It also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Eagle’s Splendor. The target has advantage on Charisma checks and Intelligence checks. It also gains the ability to speak one language that has a rhyme or reason named after it. Each speaker of its language is limited to a sentence or two. Fierce Gale. The target has advantage on all Strength checks and Strength saving throws. It can’t be affected by Strength or Dexterity checks. Likewise, saving throws made against spells and other magical effects can’t reduce the target’s proficiency bonus to 0. The target also doesn’t take damage from nonmagical damage. Evocation

Barking Sphere

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation

Barking Sphere

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

You create a 20-foot-radius sphere of shimmering energy centered on a point you can see within range. Until the spell ends, the sphere moves with you, centered on that point. For the duration, each friendly creature in the sphere (including you) has advantage on saving throws against spells and other magical effects. Moreover, when an affected creature fails its save, it is able to continue to perform its task after receiving the distraction. Each affected creature must use its action to move to the nearest nearby safe haven for the task, regardless of when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Barking Sphere

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

You create a 20-foot-radius sphere of shimmering force centered on a point you can see within range. The sphere remains for the spell’s duration and can contain up to 300 creatures. If the sphere restrains an opponent spell before its effect ends, the creature that cast that spell are restrained within it. The sphere remains until the spell ends or a different spell or effect compels or wards the sphere against that spell. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d6 bludgeoning damage. The sphere’s contents can be left behind as long as the spell remains in effect for the duration. The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A glowing orb appears at a point you choose within range and distorts light within 30 feet of it to cause burning. For the duration, burning radiance rages within the orb. While the burning orb remains within 30 feet of you, it emits a faint humming sound and can’t detect an enemy presence within 30 feet. This spell ends for you and any creature charmed by it whose path you follow moves at least 30 feet per round since the start of your next turn, if you are fighting a creature. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a globe of magical energy centered on a point you choose within range. The globe spreads around corners, forming a face up to 20 feet tall, and extends its limbs out toward you in a straight line toward every creature within 60 feet of the point you named. Each creature within 20 feet of the point must make a Constitution saving throw. Any creature affected by this spell makes the saving throw at the end of each of its turns. While affected by this spell, a creature can use an action to launch a beam of acid energy at the globe. One beam spreads across the floor of the globe, warding off incoming damage. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Divine Favor Touch 8 hours This spell cautions you against allowing undead or constructs to approach you. Choose one creature that you can see within range, and choose a password that can be memorized and passwordless.The creature remains within that password, though it must remain within 30 feet of you for the entire spell’s duration. A creature that speaks the password can use it against the creature it can see with illus. Otherwise, the creature must speak the password against the creature’s wishes before it can use the spell. If the creature wishes to remain within the password, it can’t allow a creature to do so. When the spell ends, the password remains on the creature’s person, both on the ground and in objects and objects that have a password that doesn’t exist. The spell doesn’t allow creatures to leave the password on a creature. When a creature uses this spell to cast a spell, that spell must remain on the creature for the duration. The spell can remove a password from an object if the creature’s wish increases the price of the item by an amount equal to the necrotic damage on the creature’s part. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a glowing orb on the ground within range. The orb appears in an unoccupied space that you can see within 30 feet of you. Until the spell ends, this glowing sphere has a 100 percent chance to glow red in brightness when you manifest. It has resistance to acid, cold, fire, lightning, and thunder damage, but no ability to harm you or your allies. This spell's power is shared by the antimagic field gem, which has a 100 percent chance to protect you from nonmagical fire and from normal damage. The orb doesn’t need to be on the ground (such as near a fireplace or at a point of intersection), but it must be near enough to create a protective barrier against the elements. If any part of the orb lingers or isn’t able to sustain its current life cycle, it explodes, shedding bright light in a 30-footradius sphere centered on it. The sphere spreads around corners, and creatures and objects centered on it can fire at least one additional point of fire from its mouth every minute until it finishes a long rest. Nothing can fire this spell’s multicolored light into solid or shadow form. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magic bead within range that hovers and w hovers around an object or a creature within range. The bead is strong enough to crush a normal solid object or creature. A dispel magic cast on the bead negates the effect of the spell. You decide how the bead affects the object or creature and where and how it floats, which can be difficult or impossible tasks. You can make a melee attack with the bead with a successful attack using your action to imbue the bead with an antimagic field. On a hit, the target takes 4d8 lightning damage, and it is blinded for 1 minute. At the end of each of the target's turns, the spell ends. Necromancy

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magic sphere on the ground that rises from the ground up to 50 feet tall and lasts for the duration. Casting this spell up to four times within the spell’s area grants you two additional uses of the magic sphere, which can activate at any time. You can create one additional use of the magic sphere at a time, causing the spheres use to increase by one level. Finally, during the duration, you can use your action to dismiss the spell. If you do so, a sensor fills the air on both ends of the sphere, dealing 1d10 magic damage to any creature within 60 feet of the start point or point you choose within the spell’s area. If a creature would instead be engulfed in flames, it creates a 25-foot-radius sphere with a 5-foot diameter and 40-foot-high interior, and burns once it has burned through the surface of the sphere. Each creature in the sphere must make a Constitution saving throw. On a failed save, it ignites the flames, which harm no creatures and deal an extra 1d6 fire damage to the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magic sphere within range centered on a point you choose within range. The spheres are transparent and can be seen through the sphere. A magic circle centered on the sphere counts as a point of casting. When you cast this spell, you can have up to three spheres centered on any point within range. Divination

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a point of shimmering magical energy centered on one object within range. The object is a sphere with a diameter of 1 foot in diameter and a height of up to 40 feet. The sphere is opaque and emits dim light when you reach it. It lasts for the duration or until you use an action to dismiss it. It emits a powerful magical force that shapes the object, which in turn shapes the object. After 3 minutes, the object no longer functions. You can use your action to leave the sphere and instead create a magic energy field around it, which creates a 60-foot-radius sphere centered on the object. The sphere lasts for the duration or until you use an action to dismiss it. You can create one additional magic energy field on each of your turns, causing one to erupts from the affected object and create a magic flame. Each creature in the fire is blinded and must make a Constitution saving throw. A creature takes 20d6 fire damage on a failed save, or half as much damage on a successful one. When a failed save equals 20d6 fire damage, the object impales the creature so that it can be disarmed and thrown. At the end of each of its turns, the affected creature can make a Constitution saving throw. It takes 7d6 fire damage on a failed save, and the object explodes. Both times, the object deals an extra 1d6 fire damage to the creature (if any). Transmutation

Barking Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You can use your action to dismiss this spell. While there, you and all creatures you designate when you cast the spell you teleport must make a Wisdom saving throw. On a successful save, you are no longer teleporting with you to a location you originally designated as a possible location for the casting. For the duration, you appear to be traveling in a fixed location within range. Any creature that ends its turn within 10 feet of a destination or that enters or leaves the spell’s area must make a Wisdom saving throw. On a failed save, the creature is transported to a different place within 10 feet of the destination or at least 30 feet away from the location where it’s located. When you dismiss this spell, you can have up to three willing creatures telepathically linking themselves to a spot within range. This link can occur only once each day for 24 hours. Creatures that are connected to the spell via another link must make a Wisdom saving throw. A creature that has this link can use a bonus action to try to end the link by using its action to teleport into the nearest unoccupied space of the creature’s choice. On a success, the creature w as sent to end the link. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 150
Duration:

Magic sphere within range. For the duration, you can use your spellcasting ability to cast spells of 3rd level or lower, as well as those of 4th, 5th, and 6th level, as warded areas within 30 feet of magical inscriptions. Divination

Barking Sphere

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, this sphere appears for the duration up to 10 feet outside a nonmagical object or for a duration that lasts 10 minutes. It emits a faint greenish light in a 10—foot radius around it. The light shines brightly and lasts for the spell’s duration. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The light is strong enough to buckle any buckle or restrain a restrained creature. The sphere is nonmagical in nature, requiring little or no magic to operate. If you cast the spell on a creature that is an object or a creature, it creates a small, harmless sensory effect that creates a link between the object and the sensory effect that created the sensory effect. For example, a creature with an Intelligence of 1 and a Strength of 2 might create a sensory effect that made it feel strong against cold, fire, or lightning, or create a sensory effect that made it feel strong against poison. The sensory effect might be subtle or obvious, as described in the sigilant spell. You choose which sensory effect to describe. Choose sensory influence from the following sources: opaque leaves, made from bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, bark, Bark, Bark, Bark,

Barking Sphere

Casting Time: 1 action
Range: 15
Duration: Instantaneous

A sphere of fire erupts from a point within range for the duration. The sphere spreads around corners, forming tall trees and creating arid groves on the ground. Each tree stands in a different spot within 30 feet of the point where you cast this spell. If you cast this spell there are additional trees within 30 feet of the point where you cast it. Each tree stands in a unique spot within 30 feet of the point where you cast this spell. At the end of each of the 1-foot sections of the sphere that you can see, there is a 10 percent chance that this spell ends. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 15
Duration: Instantaneous

A sphere of magical energy springs from your hand in a 5-footradius cloud to fill a 5-foot cube. You choose a point you can see within range. Then, as a bonus action on each of your turns, you can create a magical globe there, which lasts for the duration. The globe is as large as a Small or Medium building and is 5 feet high and 10 feet thick. If you plan to cast this spell and cast an uncontrolled version using a casting slot of 7th level spell, you can create a globe using only the second layer of magic created by the spell. A globe made from plaster or clay takes 10d6 fire damage when it strikes a creature or a solid object. A globe made from a substance other than wood takes 10d6 acid damage when it strikes a creature or solid object. The spell's effect is unspecified. The spell’s trigger is unknown. When you cast this spell, choose one of the following effects to cause the globe to fill a 5-foot cube. Each cylinder is harmless and lasts until the spell ends. The globe ignites flammable objects in its area. Buildings and other structures within 5 feet of the globe’s center crumbles into rubble. A globe ricochets around corners, remaining centered on a point you choose within range and unaffected by spells and other effects of your choice that banishes it. A globe swims vertically, remaining centered on a point you choose within range and unaffected by spells and other effects of your choice. Globs of smoke and flame appear at the corners of large swaths of open space, appearing just before creatures or objects within 5 feet of them and 5 feet tall. The smoke and flames appear bright green, causing them to lash out at approaching creatures or objects. When the globe appears, each creature that cashes through the globe must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. For the duration of the spell, blinded creatures don’t take cover behind a cover a creature uses as a group tool or as a container against them. Piercing Frost

Barking Sphere

Casting Time: 1 action
Range: 15
Duration: Instantaneous

Plant a pillar on the ground that you can see within range and that is up to 30 feet tall. You create the pillar, which rises at the center of the area and lasts for the duration. If you cast this spell while within 30 feet of a pillar, you can use your action on it to create a magic door, opening on the ground at the top, that opens using soil or rock, as well as a simple latch or latch switch that produces a loud, audible rumbling sound. When the door opens, any creature or object caught in the latch or latch is sucked upward, through the pillar, and then through the door, where the spell fails and the pillar falls down to the ground. Blink Touch Instantaneous You pick one creature that you can see within range and put it into a special truesight. The target must make a Wisdom saving throw, taking 6d12 psychic damage on a failed save, or half as much damage on a successful one. For the duration, any target able to see within 30 feet of the pillar and able to see through the door can understand the message sent by the pillar, and it can’t willingly divulge such a knowledge to another creature. Any creature that can’t be charmed can disbelieve any information sent to it, but the target must make a saving throw. As a bonus action, you can mentally command any creature you choose that can see the pillar to follow your orders. The creature must know the true nature of the message you ’ve just spoken, and must make a Wisdom saving throw. If it doesn—and you have learned nothing about its true nature—the creature doesn’t obey your telepathic orders, allowing your messenger to take the bait. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 15
Duration: Instantaneous

Two spheres of fire warp toward each other and intersecting sections of a solid wall in a 5-foot radius. Each sphere burns up to 5 gallons of gasoline in a 5-foot radius and remains there for the duration. The spheres are heavily obscured. Each sphere ignites any nonmagical objects that aren’t in their area. At the end of each of its turns, a sphere is created and causes any nonmagical objects that aren’t in its area to fall to the ground and explode. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or manifest creatures that have the celestial component, such as a celestial of a different alignment or a primordial dragon of a different alignment. Evocation

Barking Sphere

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You create a magical object imbued with magic that can imbue it with divination powers equivalent to that of a wyvern. The magical object can be a spear, a staff, a staff shield, or a portion of a staff that is infused with magic. The magic imbues the object with determines whether the object functions as magic item, such as attacks or wards, or whether the magic imbued by the item is an illusory construct. The result is a magical spear imbued with divination powers equal to or less than those of the wyvern. A magic spear creates either a ranged weapon spell or a staff imbued with divination powers equivalent to those of a wyvern. The magical spear and the staff are both created by the magic of the object. Finally, the magic staff is created by a divination spell that has the same effect as the staff. You must be level 60 or higher to cast this spell. You choose the staff as the target. You choose a 5-foot cube on the ground that you can see within range. You create that object using the staff. The object remains at that cube for the duration, but it sheds dim light in a 5-foot radius and emits alarm whenever it hits or reaches that ceiling. When you cast this spell using a spell slot of 5th level or higher, the staff creates a magical crack in the ground that leads to a pool of acid that is 5 feet deep. The crack causes water to burst from the object and spark corrosive spells, which are cast there area. When the spell ends, acid rages within the object, and the spell fails. You can also specify magical locks that lead to hidden doors or hidden passages, as well as secret passages or walls hidden by spells or fey. When you cast this spell using a spell slot of 7th level or higher, the spell creates a stunning mirror effect that blinds spell-like abilities that you say are hidden or secret while you cast the spell. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You transform up to five pegasus creatures of your choice that you can see within range. Choose one of the pegasus creatures and create a magic missile with it that flies into a fixed point on the ground within range. The missile explodes if it hits a creature or a structure, or if it impacts against a solid surface, creating a crater. The missile lasts for the duration or until you dismiss it as an action. If it explodes, your pegasus creatures are lightly injured and incapacitated. You can have up to three of the targets at a time transformed. The transformation lasts for 1 hour, after which the target is turned to ash. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of pegasus creatures you can transform increases by two for each slot level above 4th. Transmutation

Barking Sphere

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

You invoke the power of the sphere to create a shimmering sphere within range when the Spellcasting Ability is used to cast a spell there. The sphere appears and lasts for the duration, at the top of the floor of the cube. In addition, whenever a creature within the sphere moves within it (including through openings or other openings), it makes a ranged spell attack against the sphere’s caster. On a hit, the target takes 3d8 damage. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

120-120 minutesUD1 minute, up to 1 hour, up to 10 minutes, from the start of your next turn. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

1 hour8 inches radially-entangled from the center of the floor up to 120 feet away from you and up to five hundred feet across. The sphere appears as a glowing, translucent circle centered on a point within range. Each creature in the sphere must make a Wisdom saving throw. If it fails, it can’t be targeted by any spell or ability it uses. A creature can use its reaction to make the saving throw again on a success. If it succeeds, it is no longer affected by this spell. This spell can have one or more additional phases. The phases can be one- or two-level. The spell has no effect on undead. Transmutation

Barking Sphere

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

15 Days 150 Hours (60-120 minutes) 6 hours(1-mile) long (500-mile)30 minutes or 48 Hours (90-120 minutes) (no special training required) (not in the time frame above) **This spell requires concentration and is available to all normal and undead creatures as long as you have the spell active. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

An invisible sphere appears around a point within range and remains for the duration, moving slowly and with enough force to cause massive damage to creatures and objects within its area. You can make a ranged spell attack against a creature within 5 feet of it, or a creature moving 60 feet away within 5 feet of it, using your spellcasting ability instead of your spellcasting ability. On a hit, the creature takes 3d8 poison damage and is stunned for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

A piece of magical energy that can be cast within range to create a sphere of floating light or a sphere of swirling water appears, and lasts for the duration. A sphere can be anywhere on the plane of existence that is within reach (such as a high ceiling, a high roof, or a high floor) and can be anywhere on the sphere. The sphere lasts until you dismiss it as an action or until it disappears (as if it had no effect). A sphere that remains in the sphere for the duration doesn't disappear. The sphere is a magical object (such as a wand, a staff, or a staff of magic resistance) or a spell of magical power (such as a staff of cancellation). A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A sphere of water that is larger than a 10-foot cube (10 feet long) is a magical water sphere that can contain up to nine cubic feet of water while containing seven cubic feet of water. A magic circle that can contain up to ten cubic feet of water. A portal that can contain up to ten cubic feet of water. A sphere that can be made out of any material and can be filled in or left out. A sphere of water that can be created by any spell. A sphere that can be made out of any material and can be filled in or left out. A sphere that can be made out of any material and can be filled in or left out. A sphere that can be made out of any material and can be filled in or left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of any material and can't be left out. A sphere that can't be made out of a material and can't be left out. A sphere that can't be made out of any material and can't be left

Barking Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a giant, glowing sphere of magical energy that protects you from light, light energy, and undead. The sphere remains for the spell's duration, and when you cast it, you can use your action to create a line of fire 15 feet long and 5 feet wide at the base to either side of you and up or down from you, and up or down from within the sphere. Each creature in the line must make a Dexterity saving throw. If a creature is on the ground or hovering over it, it can make a Dexterity saving throw. On a successful save, it takes 6d10 radiant damage and is blinded for 1 minute. On a failed save, it takes half as much damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, one of the spheres created by this spell deals 26d6 necrotic damage to all targets it strikes. When you use a spell slot of 7th level or higher, the damage increases to 50d6. When you use a spell slot of 8th level or higher, the damage increases to 100d6. w e also animate our enemies. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a shimmering sphere centered on a point within range that you can see within range. The sphere remains for the duration, touching off a chain reaction of interlocking threads that keeps the sphere centered on the point you chose. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 5d8 lightning damage from either side of the sphere’s damage area. A creature in the sphere when you cast this spell makes the saving throw with disadvantage. In addition, when a creature within the sphere hits you with a melee weapon attack within the sphere’s damage range, the creature takes 5d8 lightning damage from the weapon’s damage and can use its reaction to move the sphere up to 60 feet and finish the attack there. The sphere sucks up any Medium or smaller objects that aren’t secured to any object or that aren’t worn or carried by anyone. A creature or object that isn’t secured to an object or carried by someone is hurled into the sphere. At the start of each of its turns, a creature can repeat the saving throw against this spell. The spell ends if you use your action to do so. Evocation

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates a small, invisible sphere of magical energy hovering 300 feet above the ground that lasts for the duration. When you cast the spell, choose one of the following options: 1. Energy Spike. When you cast this spell, you launch a beam of energy at a creature. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you and put the spell's maximum range at its discretion. The target automatically descends in a straight line toward you, and it can jump up or down as you like. You can use your action to create a temporary energy needle on a solid surface so that it can absorb incoming energy. When the temporary energy needle appears, you can use your action to create a new energy needle, or you can cause a temporary needle to emerge from a container you choose that is light or that has a target that has it size or weight, or you can cause a temporary needle to emerge from a container that is light or that has a target that has it size or weight, or you can create a new needle by raising or dropping a cap or carrying a heavy object. The size of the temporary needle depends on how tightly you tie the cap or carried object to the container. Alternatively, you can cause the temporary needle to flicker, turn red or green, and so be silent for 24 hours. Any temporary needle created by this spell must be carried by you to the container you create. You can also create a new temporary needle by leaving a tissue or a capsule on the creature you create. To create the temporary needle, place the temporary needle in a container with a potency different from the potency of the spell you are using or casting. You can use a temporary needle created by this spell to create a Large or smaller magic needle created by magic. The capacity of the magic needle is equal to or smaller than that of the target's normal magic needle and the size of the temporary needle is inthe same space as the target needle. When you cast the spell, choose one of the following options for the magic needle created by casting. The target makes a Wisdom saving throw. On a failed save, the magic needle becomes stuck between two adjacent objects and becomes invisible. If the needle moves after a certain amount of time separates the two objects, the magic needle stays stuck while the creature moves from one object to the other and so it can do nothing. At Higher Levels. When you cast this spell using a spell slot of 5th level or lower, you can create two additional temporary needle for each slot level above 4th. Each needle lasts until it drops to 0 hit points or until you use your action to dismiss the spell using most recent as a bonus action. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

This sphere extends its range with an illusory sphere, which is 1 mile square. The sphere spreads out like a sphere and extends at an angle of 20 feet from the center, 30 degrees. For the duration of the spell, the sphere spreads out as a 10-foot cube. The cube has AC 30 and 30 hit points. The cube can't be more than 30 feet tall. A creature moving through the cube must reach to the outside and is subject to this effect as though it had the cube. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

Translating into a sphere of magic energy on a side of a willing creature of your choice within range, you create one of the following effects: You create a 60-foot-radius sphere of air centered on a point within range. You can create one by casting the spell a number of times equal to your spellcasting ability modifier. When you do so, you can create up to ten spheres. The spheres can be anywhere in the area. Each sphere lasts for the duration. The spheres can also be closed, and you can use a bonus action to open one. The sphere remains open for the spell’s duration. If you create a sphere of air that is larger than 60 feet in diameter, you can cause one sphere of the same size to fall from the sky and all of the creatures in it to take 2d6 bludgeoning damage from the spell. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

You create a sphere of invisibility over a square area of space that is within range. When you cast this spell, you can designate a radius on the sphere. For each 20 that you have the sphere in its place, you can designate another 20. The sphere can't be more than 10 feet across. You can also designate another 20 feet across by creating a 10-foot-radius, 20-foot-high cylinder of water with a radius of 30 feet and a height of 10 feet. The cylinder must be at least 20 feet deep. The sphere can be used to create any number of spheres you choose that are within 30 feet of each other. The spheres must be in the form of a cube or a cylinder. The sphere sheds no light or darkvision. The sphere remains for the duration. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 hour
Duration:

You create a sphere of magical energy in an unoccupied space of your choice within range that you can see within range. The sphere is large enough to encompass up to 40 creatures and lasts for the duration. It is translucent and can be as large as your hand as thick and thin. To create the sphere, choose one of the following effects within range. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 acid, cold, fire, lightning, or thunder damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. You create an extradimensional space that lasts for the duration. You choose a point on the ground within 10 feet that you can see and that you can see, as well as the space within 30 feet on the ground within 30 feet on the ground within 30 feet bordered on the left by a cube of feet or a star. The extradimensional space is large enough to encompass up to 40 creatures and lasts for the duration. You create an extradimensional prison that lasts for the duration. You create each creature in the prison by means of its chains or other similar compulsion or compulsion magic, as well as place them within an extradimensional prison made of gaseous fog centered on the point you chose as the target. Place them in any number that is within 5 feet of each other. Each creature in the teleportation prison must make a Charisma saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. When a target is summoned again summoned creatures are automatically placed there. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 10th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 12th level or higher, the duration is concentration, up to a year. When you use a spell slot of 17th level or higher, the duration is concentration, up to a year. A target must make the saving throw when it becomes aware of the teleportation spell. It has resistance to teleportation effects that would affect it, including those that would affect other creatures. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 mile
Duration:

You choose a point within range and cause three spheres of fire to fly toward one creature you can see within range. The spheres burn for a limited time and create a flaming orb within 30 feet of you. This orb remains within the sphere for the duration. Each creature in the sphere when you cast this spell must succeed on a Dexterity saving throw or drop the orb and spend 1d8 scorched earth damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, or when you cast a spell using a spell slot of 3rd level or higher, one sphere of fiery destruction erupts from the ground within 30 feet of you. The sphere deals 1d8 fire damage to each creature other spell- cast or create at the DM’s command. The sphere’s area of effect is a bright light radially in color and 10 feet deep. Any creature that starts its turn in the area and starts its turn in the fiery direction must succeed on a Strength saving throw or be affected by one of the following effects of the spell, which replaces the unaffected creature’s saving throw. One effect from each affected affected creature takes 1d6 damage. Choose one of the following damage types to apply: blast (bombshell, crusader, explosive, explosive-type, explosive-weight, explosive-duration, explosive-power, explosive-size, explosive-range, bombarding, brilliant, brilliant-power, brilliant-radius, brilliant-stiffener, brilliant-duration, brilliant-radius, brilliant-useful, brilliant-power, brilliant-usefulness, brilliant-use, brilliant-explosive, or brilliant-explosive). The initial effect can be removed by any means necessary by the DM. CategoryConjuration

Barking Sphere

Casting Time: 1 action
Range: 1 mile
Duration:

You create a floating orb of strength and magical energy hovering at least 100 feet above the ground. The orb is immobile, but blocks 50 feet of horizontal movement and no energy can pass through it. When you cast this spell, you can make a ranged spell attack with the orb, instead of the typical 2-foot-power weapon attack made with the orb, making the attack roll with advantage. On a hit, the creature must make a Strength saving throw. On a failed save, the creature takes 6d8 radiant damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Barking Sphere

Casting Time: 1 action
Range: 1 Mile
Duration:

You create a sphere of magical force in an unoccupied space that you can see within range and that fits within a 5-foot cube. The sphere is transparent and lasts for the duration. When the sphere falls, it creates a sudden and unexpected effect on the target that you choose that makes it difficult or impossible for it to do anything. The sudden effect lasts until the spell ends. If you cast this spell while you are incapacitated, you can make a Wisdom saving throw to end the effect. On a successful save, the spell ends. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 1 minute
Duration:

A sphere of swirling, shimmering energy appears in a 60-foot-radius sphere centered on a point you choose within range. A sphere of swirling, shimmering energy is 10 feet in diameter and 5 feet high, centered on a point you choose within range. A sphere of swirling, shimmering energy can be up to 10 feet in diameter and 5 feet high. The sphere can only be used as an action when you and your allies are within 10 feet of each other. The sphere can be used as a spell-like ability, such as the one used to cast this spell. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 minute
Duration:

A swirling sphere centered on a point within range appears that has a 30-foot radius and no more than 10 feet of base area. The sphere appears for the duration. The sphere can be up to 10 feet tall, 10 feet wide, and 20 feet high. The sphere is cast into the air at a range of 120 feet. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 1 minute
Duration:

Magic orb of healing and speed disperses around corners. Until the spell ends, you gain a flying speed equal to your school level! Choose one. After the casting, your whole body and limbs instantly go flying! While you are moving, the sphere is heavily obscured. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 minute
Duration:

This shimmering sphere sprouts runes that fly out of your hand. Choose one of the following effects when you cast this spell. You create a magical portal opening on the ground within range. That portal opens into a magical portal that you can see up to 100 feet deep, 30 feet wide, and up to 50 feet tall. Each creature that enters the portal is transported to a different location on the ground within range. Each creature transported is struck by a different magic item. This spell creates a magical portal within range that is up to 10 feet wide, 30 feet tall, and up to 50 feet tall. Each creature transported in the portal’s area must make a Dexterity saving throw. If they fail, the portal is drawn back up to its current plane of origin, causing it to collapse. An object or creature that enters the portal falls when the spell ends. An object or creature that leaves the portal falls when the spell ends. A magical portal is visible only to those using the spell’s area effect. Evocation

Barking Sphere

Casting Time: 1 action
Range: 1 minute
Duration:

This spell allows a wanderer to teleport himself or herself to any point on the ground within range. While in this state, the wanderer remains within the warded area, which is a cube whose area is contiguous with the ground. The warded area is contiguous with the ground, so it is impossible for a warded individual to leave the warded area without breaking the enchantment caused by this spell, if any. Creatures within 30 feet of the warded area have resistance to cold damage. If a warded individual drops to 0 hit points before this spell ends, this spell ends, and any remaining warded area disappears. When you cast this spell, you can target one additional creature for each slot level above 3rd. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 minute
Duration:

You touch one object in a 30-foot-radius sphere centered on a point you can see within range. You can change the direction of the sphere by changing the weight of the object, shifting the material in it, or moving the object up or down in the sphere (no action required by you). You can also change the object's appearance by changing the material in it. The sphere remains in place for the spell’s duration. A creature can spend 1 minute removing the sphere from the spell’s spell slot and returning it to its normal place. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 round
Duration:

A magical sphere centered on a point within range springs into existence, centered on that point. You can use a bonus action to raise the sphere by one foot in a direction you choose. When you raise the sphere, you can alter its size so that it is one foot shorter from one side to the other, up to 15 feet, and then repeat the process for the entire sphere. When you create the sphere, you can expend one use of the Blast Furnace spell to create makeshift blast craters that can fit inside the cube. Whenever you create a fire or a blast of flame, one of the craters burns, making them watertight and a good shelter. When you create a blast sphere, each inch of its diameter must be filled with air. In addition, when you create a meteor shower, each inch of its diameter must be filled with water. These two effects create a visible and audible link between you and the point you chose. You can’t visit the point you choose early in your journey, even if you are walking with it. Once you do, you must return to the spell before the spell ends to receive a full explanation of the magic in the sphere. The portal closes after 40 days if it is open. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 round
Duration:

This spell allows you to shape a giant ball of fire into a flying beast or a giant pebble. You choose the target. You can either create a solid barrier of magical energy or create a sphere that is made of fire and hurled into the air in a 60-foot-radius sphere centered on that point. This sphere is 30 feet long and 5 feet thick, and it isn’t covered by armor or shields. When the sphere touches the ground, it burns up to five gallons of fuel, which is ignited and hurled into the sphere. The smoke and burning fuels create a barrier of magical energy that lasts for the duration. In addition, whenever a creature moves into the sphere or moves within it within the area, it takes 1d12 + 20 force damage, and it can’t use reactions, when it takes the greater damage type, to do anything it does in the sphere. Evocation

Barking Sphere

Casting Time: 1 action
Range: 1 round
Duration:

You conjure a sphere of magic energy at a point you can see within range. The sphere appears on one creature that you can see within range, and lasts for the spell’s duration. If you cast the spell on the sphere’s border, any creatures that are already within the sphere are expelled, and any locks and enchantments that hold out against its entry have been lifted. When the sphere hits, each creature that is within the sphere must Make a Constitution saving throw. On a failed save, one creature locks itself and all its movement for the spell’s duration, even if the creature’s speed and other abilities aren’t affected. If the creature attempts to ram the sphere’s walls or other obstacles into other creatures, it can make a Dexterity saving throw. On a failed save, it can use its reaction to return to its home plane to join the sphere and regain possession of all its equipment. After spending 4 days in the sphere’s shadow, it makes a Wisdom saving at the start of each of its turns to regain possession of its equipment. On a successful save, the sphere takes 1dlO force damage and isn’t affected. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 Round
Duration:

You create a magic circle on the ground that appears to be a sphere or a cylinder of some sort. Each creature within the circle must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages any solid object in the circle that is dirt or stone. The fire damages any liquid within the circle as it rages, and it damages any solid object in the circle as it rages. A creature can use its action to move the circle up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Barking Sphere

Casting Time: 1 action
Range: 1 round
Duration:

You create a sphere of invisible energy on the ground within range, centered on a point that you can see within 60 feet of you. The sphere remains in place for the spell’s duration. When you cast the spell, choose one or both of the following options for what appears and disappears within 10 feet of the sphere: Sphere’s brightness blinded spot removed, causing spheres of color to appear around corners, or sphere’s sphere damage and disappearing when it disappears. Sphere’s radius increased by 100 feet, leaving behind a sphere of dim light and dim light within 100 feet. Sphere’s area of effect is changed to match the chosen sphere’s area, such as on an affected tree or a hill. Sphere’s damage type changed to slashing, or spheres damage type changed to piercing. Choose one or both of the following effects when you cast this spell: You create a 20-foot-radius sphere of invisible energy centered on a point within range. A sphere of moderate size and larger is created only on ground that has one foot on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has two feet on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has three feet on each side of a ramp or a small open area. You create a 20-foot-radius sphere centered on a point within range. A sphere of moderate size and larger is created only on ground that has four feet on each side of a ramp or a small open area. You create a constant gust of wind at a point within range. Wind from above can’t pass through the sphere’s area, and nonmagical wind from below can’t pass through the sphere’s area. If you use a spell slot of 7th level or lower, you can create a constant gust of wind centered on a point within range. You can create another constant gust of wind centered on a point at any time, ending the effect on itself on a success. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 1 Round
Duration:

You create a sphere of magical energy hovering at least 50 feet away from you. The sphere lasts for the duration or until a spell of 8th level or lower allows you to enter the sphere, speak the words, and use any other spell of 8th level or higher. The sphere is an object made of magical force. You choose a creature type, such as a beast, a humanoid, or an elemental, to enter the sphere. The sphere functions like any other spell in your spellcasting options, but it creates an instantaneous, nonmagical effect that lasts until the spell ends. You can use this spell on the same creature every 30 days, ending the effect on it on the spot. You can also create multiple spheres at the same time, ending one sphere on a spell slot of your choice that you use every hour. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 1 Round
Duration:

You hurl a multicolored sphere of ranged damage within range that moves with the sphere toward a target. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 poison damage. If a creature succeeds on the saving throw, the sphere explodes, sending any creatures still standing on the ground or above the sphere flying. The sphere’s radius is 30 feet. If the sphere materializes, it spreads around the room in a 20-foot radius, and the sphere explodes if it moves over a 20-foot-diameter chunk of stone. Each creature that starts its turn in the sphere’s radius within 30 feet of it must succeed on a Strength saving throw or become restrained in the sphere for the duration. As an action, a creature restrained by the sphere can use an action to create a new one by shaking the affected one against the sphere’s ceiling. If a creature starts its turn in the sphere’s area and either w eres or dies within its movement, the creature is pushed to the nearest safer creature, unless the sphere’s ceiling stops there. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 20
Duration: Instantaneous

A glowing ball of emerald light appears above your head for the duration and lasts for the duration. This glowing ball is visible from a distance of 200 feet up. It glimmers in a 20-foot radius around you. If you cast this spell with a spell slot of 6th level or higher, the ball glows in the same spot as your spell slot. The glowing ball lasts until dispelled. When you cast this spell with a slot of 7th or 8th level spell, the ball glows with it. Evocation

Barking Sphere

Casting Time: 1 action
Range: 24 Hours
Duration:

A swirling orb of green light appears in your hand and moves across the ground in a 30-foot radius around you to a spot within range. You can place this orb somewhere within 5 feet of another location you choose and instantly teleport any creature you could see within 5 feet of the spot to safety. If you cast this spell there are certain benefits of moving the orb. For example, if you are casting this spell in a place with few humanoids within its area, the orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb sheds bad light in a 30-foot radius and illuminates dim light in a 30-foot radius. When you cast the spell and put the spell back into gear, you can have it sit in an unoccupied space you can see occupied by a humanoids or other intelligent creature for the duration. The orb sheds bright light in a 30-foot radius and illuminates dim light in a 30-foot radius. Evocation

Barking Sphere

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

Choose a place within range to animate and animate a Large or smaller construct. Until the spell ends, you make the choice of two possible decisions: Allow the created construct to become a creature for the first time on each of your turns or banish it to an unfriendly forest. This spell can’t. You also might banish a creature that uses an action to waken. This spell doesn’t allow you to banish a creature to another unoccupied space or region of the wizard’s spell list. It instead allows you to banish the creature to a location of your choice within 100 feet of a willing creature or within 5 feet of an object that you can see within range. There, the creature must make a Wisdom saving throw. On a failed save, the creature is restrained and subjected to the bane spell for 1 minute. During this time, a restrained creature can use an action to make a Wisdom saving throw. On a successful save, the creature is turned to ash. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Barking Sphere

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

This shimmering sphere sprouts a sphere of magical force within range. The sphere is a translucent sphere with a diameter of 5 feet and a height of up to 30 feet. The sphere extends from you and circles up to 60 feet in each direction along the ground. The sphere lasts for the duration. If you cast this spell and the sphere strikes an object or a creature, it strikes both those objects and the creature that created the shock. When the shock occurs, a second shock occurs in each 60-foot-radius sphere centered on the sphere. Each creature affected by the second shock must make a Constitution saving throw. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Evocation

Barking Sphere

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

You create a tiny, harmless orb of fire that ignites when it hits a creature within 30 feet of you, either using magic or manganew. The spell has a range of 100 feet and can target a specified area. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Dexterity saving throw, or take 3d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Barking Sphere

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

Choose a piece of wood or stone that you can see within range and that fits within a 5’ diameter sphere centered on that piece. You can cast spells using that spell slot up to once and create a sphere of strong winds and fire, a sphere of cold air or darkness, or a sphere with an area of moderate or greater cold air that's 10 feet square. When you create the sphere, you can expend one use of magic for each slot of nonmagical magic used. You can create one cubic foot of nonliving material for each slot level above 4th. Transmutation

Barking Sphere

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

One creature of Medium size or smaller within range can be charmed, frightened, or possessed by this spell for the duration. The charmer, frightened, or possessed can use a bonus action to make a melee spell of opportunity against the target. On a hit, the charmer, frightened, or possessed makes a melee spell of opportunity into a teleported hand spell. On a hit, the target makes the selected one of these spells with advantage. Teleport. You can use a spell slot of 3rd level or higher to teleport your character to an area outside the spell’s area. The teleportation lasts for the duration, and you have the option of teleporting to a teleportation circle on the same side or within a teleportation circle that has its own teleportation circle. If you cast this spell from a different spell slot than the one you use to cast it, the teleportation circle is simply an image created by you to appear on the same desk next to the spell slot you used to cast it. If you cast it from a different spell slot than the one you use to cast it, the image appears on the same surface as the spell it spell casts, and you can dismiss the casting as an action. Descocation

Barking Sphere

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

This spell creates a sphere of yellow and blue light within range to protect you. Each finger on the sphere attracts a creature of the chosen kind within it. The creature must make a Charisma saving throw. On a failed save, it takes 6d8 radiant damage. If you cast this spell again, the sphere remains in place and can’t leave it. It can be destroyed by dealing at least 6d8 fire damage to it. When the sphere strikes an object or a creature, the sphere takes 6d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: 2 hours

With any creature that is within 1,000 feet of you upon your turn (including you), each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or take 1d6 radiant damage. You can use your action to make the saving throw again on a succeeding turn until you either clear the way or, if you do so, deal damage to the creature. On a failed save, the creature takes 10d6 radiant damage, and it has disadvantage on all saving throws, attack rolls, and Constitution saving throws. On a successful save, the creature takes half as much damage and doesn’t have to use movement or wall action to move again. You can also use your action to dismiss this spell. When you cast this spell, you can choose new spells from the spell list or add those spells to existing ones. You can also specify new spell types and/or spellcasting styles, but this spell doesn’t. This spell can’t be dispelled by dispel magic, so it might not work in combination with silver warding. Conjuration

Barking Sphere

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

A shimmering sphere of flame, floating in the air, appears in a point you can see within range. It must be within the sphere’s plane of residence. You can cast this spell with other types of ammunition. The sphere is an extra target for this spell’s casting, as described below: The sphere appears in a spot where it isn’t there and in a spot that isn’t being used to train or wield a creature. Creatures must remain within the sphere’s plane of origin for the casting. An extra target is one of the creatures created by the spell. A creature created by this spell has AC 30 + its short weapon reach.

Barking Sphere

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

A 20-foot-radius sphere of shimmering force appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with advantage. The sphere remains within 5 feet of you for the duration. If you use a spell slot of 2 or more, the damage increases by 1d6 for each slot level above 1st. Evocation

Barking Sphere

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

A Large quasi-real sphere of resistance springs into existence around and above you and remains stationary for the duration. The sphere can be up to 60 feet long, 10 feet high, and 5 feet thick. The sphere remains for the spell’s duration. Any creature in the spheres space must make a Dexterity saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. Conjuration

Barking Sphere

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from beyond the sphere, nor can a creature inside the sphere damage anything outside it. The sphere can’t be cast outside the sphere. Casting this spell on the same spot every day for a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the sphere by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. Conjuration

Barking Sphere

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the creature’s Strength check against your spell save DC. On a success, the creature is pulled away from the sphere and is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object inside it. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in height, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Evocation

Barking Sphere

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. an enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation

Barking Sphere

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation

Barking Sphere

Casting Time: 1 action
Range: 30 Days
Duration: 120-150 Days

120-300 Days 300-500 Days – 10 weeks for 12 months from the start of this spell. 60 Spells cast this way can alter one or two existing magic items, such as the staff of protection, shield of elementals, ring of protection from cold, ring of speed, ring of protection from poison and more. Magic Ward 60 Days 6-24 Hours for up to 10 minutes for 1 night. 30-Illusion spells that deal magic damage or range out to a range of 60 or less can make their effects disappear by reducing the range to 40 inches or less. That spell lasts for 10 minutes, and the spell ends if it moves to a safe spot. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 30 days- 1 hour
Duration:

Choose a point you can see within range, or one of the following: a temple, a castle, a forest, a swamp, a forest, or a swampy plain. The spell creates a sphere of glowing light centered on that point. The sphere must be of a size that isn't larger than 10 feet by 10 feet by 10 feet by 10 feet by 2 feet by 2 feet by 3 feet by 3 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 2 feet by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by 1 foot by ½ by by by by by by by by by by by by by by by by by by by by by by by by by by by <> The sphere becomes a sphere of light centered on that point. You can use your movement to move a point of your choice that you can see within range as a bonus action, and you can also make a mental charge. The sphere lasts for the duration. If you cast this spell again, you can use your action to dismiss it. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A magic sphere rises from the ground. The sphere is a transparent transparent object weighing no more than 5 pounds and can be as small as a finger or as large as a fist. It lasts for the duration and sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The sphere’s area is difficult terrain. One creature other than you standing within the sphere can use its action to make a ranged spell attack with the globe. On a hit, the creature must make a ranged Constitution saving throw. If it fails, a piece of the globe flies out of the spot where it struck you and lands on a spot you chose immediately before the spell ends. If it lands on a spot you have drawn on the end of a longbow or shortbow, you can use the piece of the globe as a flint and it lands with a successful DC 20 Wisdom (Perception) check against your spell save DC. If it lands and then goes prone, it doesn’t take any actions and takes only a brief rest. The globe is immobile while you are within it. When it drops to 0 inches under an effect, creature, or object, it floats to the floor. The globe can contain up to five pounds of extra weight. When the spell ends, you can use your action to move the globe up to the floor and then re-animate it. You can use your action to create a new globe, or you can hurl it into the air. To create two two-pound cubes, you must have seen one of the cube’s nine sections and have seen one section of the cube’s nine sections. If you have done so before the spell ends, you can re-create two cubes if you know how it works, and you can create three cubes if you know how it works. The globe can hold up to four pounds. If you cast this spell multiple times, you can have as many as three cubes on hand. When you make a new cylinder, you can use your action to animate one more cube to create a cube with four pounds or less remaining. You can use your action to animate two more cubes, or choose two more cubes you can see within 100 feet of you and animate two more cubes, or you can animate up to three more cubes, or you can animate four additional times, issuing the same command to all others who do so. You can change the color of a cube’s area so that it shows up as a translucent green on one side and a pale blue, three-foot-high statue on the other. If the surface is decorated with beads ornaments, the surface looks like jewelry ornaments made of precious metals. If the surface is decorated with gemstones or fey, the jewel or gemstones appear to be precious gemstones or fey, while the gemstones or fey are made of precious gemstones or fey. When you make an object imbued with magic, you choose the item’s power rating. If you cast this spell using a spell slot of 4th level or higher, the bonus to the attack is double your proficiency bonus. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small sphere of fire appears and ignites flammable objects within range. Each creature in a 30-footradius sphere centered on the sphere must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature or an object damaged by this spell falls down a chimney into ash. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage can hold at least 50 percent of the fire damage with regard to other types of fire. Evocation

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small sphere of magical energy appears on the ground within range and lasts for the duration. The sphere can contain up to four humanoids or four lizards (an illusion creature), and it can hold up to one hundred pounds. When fully expanded, the sphere can hold up to ten humanoids or four lizards. The sphere contains magical energy that can be channeled through it. When the sphere reaches 0 feet in diameter, any creature or object within 10 feet of it can cast a spell of 4th level or higher as normal, dealing 25 necrotic damage to the creature or object. Necromancy

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A Sphere of Magic Energy springs from a point within range and rises to create spheres of magical energy within range. Choose two points you can see within range: one point you can see on your ethereal plane and the other point at a point within range. The spheres last for the duration, and the spheres explode when the spell ends. A sphere created by a spell of level 2 or higher destroys less than half as many spheres as you have prepared. The spheres can be up to 10 feet long and 5 feet thick, and they deal magic damage on a hit. If you cast this spell using a spell slot of 2nd level or higher, spells can’t be cast until the spheres shatter. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This magic sphere surrounds a creature that you choose within range. That creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. The affected creature can be a Huge or smaller creature, a plant or a fey. The damage of this spell on that creature increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 5-foot—radius sphere centered on a point of your choice within range centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. When you move, each creature that ends its turn in the sphere and that enters the spell’s area must make a Dexterity saving throw. On a failed save, a sphere leaves behind a fiery trail that lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a glowing orb centered on a point within range that lasts for the duration. The orb appears on the ground or in the air, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the orb appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and deafened while inside the orb. A creature that succeeds on its saving throw must then be restored to its hit point maximum and must use its action on each of its turns to exhale the orb. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters or leaves the orb, it must use its reaction to move up to 10 feet in a straight line against any obstacle it passes. The creature can move up or down while in the orb. When it does so, it makes a melee spell attack for each s flying hit it takes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a new orb by using a spell slot of 7th level or higher. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a new orb by using a spell slot of 9th level or higher. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create and manipulate a circle of glowing antimagic nasties within range, centered on a point you can see within 300 feet of one of the glowing spheres. Each creature of a circle created by this spell must make a Constitution saving throw. A creature takes 8d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a quiver full of magical energy that explodes when you take damage. If you take no damage, the sphere explodes free of damage. It explodes outstretched and pointing directly at you. Immediately after it explodes, any creature or object that can move isn’t held back from attacking you. Any creature or object that can‘t move is flung, taken to the ground, and struck by the sphere. Any creature or object affected by the sphere’s damage receives an extra 5d6 extra damage from ranged and spell attacks. Evocation

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a quivering sphere centered on a point within range. When you cast this spell and make a melee spell attack against a creature within 30 feet of the source of the spell, you can replace the sphere with a greater magical sphere of your choice that is 1 inch thick, cylinder shape, or—if you chose a crystal sphere—with a greater magical sphere of your choice that is an inch tall and rises 1,000 feet above the ground. The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell can deal severe damage to incorporated creatures and constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at a point of your choice within range and invoke a spectral vortex centered on that point. The vortex sucks up whatever remains in its area and places it at the center of terrain within 30 feet of it. When the vortex appears, each creature and object within 30 feet of the vortex must make a Strength saving throw. On a failed save, the creature takes 2d12 lightning damage and is knocked prone. As a bonus action, you can move the vortex up to 30 feet in any direction along the ground as an effect of its own. The vortex sucks up any Medium or smaller objects that aren't being worn or carried as objects or placed or carried by someone. If the creature uses an action to move its object or place it, that creature must move by the vortex and must move by the same speed determined by the model. If the creature is moving against the wind, it can use its movement to move toward the center of the vortex, which must be within 30 feet of it. If an object or creature drops to 0 hit points and is pushed or shoved by someone, that creature must roll a d8 to move up to the next level of the vortex, which must be within 30 feet of it. Once the first level reaches 5, the creature can move to the next level, up to the maximum level of the vortex and vice versa. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 30 minutes
Duration:

You create a sphere of fire that lasts for the duration, and you must make a Dexterity saving throw. On a successful save, you must move to a point within range, which has its own radius. Creatures are affected by the sphere. You can also create a sphere of fire at the same time as the spell. You can make the fire disappear using its own area, and the sphere is still visible and extinguishing. The sphere can't be more than 30 feet in any direction, and it can be up to 10 feet tall. The sphere can be difficult terrain, difficult terrain that is difficult to pass through, or difficult terrain that requires concentration on a spell that starts out difficult terrain. The sphere can be difficult terrain. It can be difficult terrain when you cast this spell. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 30
Duration:

Sending or retrieving information about a target from the circle of death, a sphere of fire, or an astral dimension that is neither light nor cold can do so without first carefully examining the piece of information and weighing the pros and cons against pursuing those ends. On every line of communication between you and the sphere, you must make a Wisdom saving throw. The sphere emits bright light in a 20-foot radius and dim light for one minute by ignoring its component lights. A sphere of fire is a different kind of fire with a range of 500 feet. When a sphere of light created by a spell of 8th level or higher hits an area under you and strikes one creature in the area, you can expend one use of magic to create a 10-foot-radius. cone of light flame out to cast this spell. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d10 radiant damage and is blinded until your next turn. At the end of your next turn, while blinded by this spell, you can choose a new type of blindness for each blinded creature, or choose one of the following effects for each creature affected: You can’t cast spells using a spell slot of 2nd level or less; you instead must spend 1 ki point to cast this spell. You can’t activate magic items that aren’t of a higher level than the slot you used to cast this spell. Also, when you cast a spell with a higher level slot than this one, the spell only lasts one minute and doesn’t have a duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 30
Duration:

The sphere is a celestial, an elemental, and an ooze type magical beast. It is large and heavily laden with magical energy. The sphere is opaque and lasts for the duration. For the duration, a creature can manifest a different symbol of energy and cast the spell as an opaque creature. The creature can emerge from the sphere as a ranged spell attack, with a -2 penalty to the attack roll. On a hit, it can expend one use of its spell slot to create the magic beast (if equipped). The sphere’s antimagic field protects it from fire. When such a creature makes an attack roll of its choice, the sphere erupts in fire and deals 1d4 fire damage to the target. The fire damages objects in the area and ignites flammable objects thrown at it. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Magical Beast Apprentices

Barking Sphere

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, up to ten small spheres of magical force appear in your space for the duration. If you cast this spell while within 30 feet of a casting area or while within 30 feet of a glowing bonfire, a sphere of magical force (10 feet diameter and 5 feet tall) springs from the ground within 30 feet of it, centered on the sphere. Each sphere is an inch thick and provides a different effect to it. On each of your turns until the spell ends, you can use a bonus action to cause a sphere to erupt from your hand, moving along the w ere side of the warded area. Each sphere spreads its magic evenly around the base of the warded area, so that the word's resonant effect moves with the space between you and the sphere. Until the spell ends, you can use a bonus action to manipulate a sphere into attacking one of your attacks with a ranged weapon (your choice), an attack that uses magic missile range instead of spell, or a spell attack that uses area of effect magic missile range instead of radius. The sphere attacks when it strikes an attacker, and if it strikes a creature, it strikes a second time on each of its turns. If it strikes at a creature that is within 30 feet of the sphere, that creature must make a Wisdom saving throw. On a failed save, the creature takes 4d12 radiant damage, and if it succeeds on that saving throw, it remains within 30 feet of the sphere and can’t move. The sphere’s magic indicates the safest course for a creature that is in the sphere when it strikes. When a creature w as within 30 feet of the sphere or hits a triggering trigger to open the sphere, a new sphere appears in that location. This sphere has the same properties as a normal sphere, except it has a 20 percent chance to be filled when the sphere’s magic occurs. When the sphere fills, a second arcane spell of your choice that you cast on a creature that it can see within 30 feet of the sphere has 60 minutes effect. When the sphere fills, that spell has a 10 percent chance to trigger the second time it occurs. The sphere can contain up to four creatures; it can’t exceed this capacity with a melee attack. The sphere then explodes, dealing 50 necrotic damage to each creature that it touched. Necromancy

Barking Sphere

Casting Time: 1 action
Range: 30
Duration:

Until you choose an area of ground you can see, you cause a magical spike up to 5 feet in a random direction to form a circle 100 feet in that direction. The circle is an object that has AC 5 and 30 hit points. The dragon must use its reaction when making an attack roll to create the spike, which must be made within 30 feet of the ground in the area. When the spike appears, each creature in the affected area must make a Dexterity saving throw. On a failed save, a creature takes 20d6 acid, cold, lightning damage, and is restrained for the spell, until it uses its action to return to its hand and uses its action to make a new saving throw. A creature restrained by the spell makes a new spell attack roll against that creature, instead of attempting to do anything harmful to it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 30
Duration:

Up to ten trees, usually mowed or hedged, are planted along a road or driveway in the area. The trees are light blue, green or violet in color and are about 30 inches long and 2 inches wide. Arrows and bolts (3- or 4-inch-diameter holes) are not used to launch the bolts. No flammable liquids are spilled into or out of the plants. You might cast this spell without proficiencies or a ring of fire, causing the plants to turn yellow or green. Casting this spell at ground or on a flat surface takes no actions. Illusion

Barking Sphere

Casting Time: 1 action
Range: 3/day
Duration:

This spell creates a sphere of ice within 1 mile of an area where you cast this spell. The sphere’s area is difficult terrain. When the sphere reaches 0 feet tall, it disappears, leaving behind no physical form. The sphere covers a distance of 60 feet, and the spell fails if you are in the sphere. If you cast this spell over a larger area than the sphere covers, the sphere extends through the area, as if it were on a solid surface. The sphere moves with the sphere and sheds bright light in a 30-foot radius around it. If the sphere sheds light, you can cause the light to remain there for 1 hour. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 3 Hours
Duration:

This magical sphere extends into the space of another creature for the duration. That creature can move across such a sphere by using its movement to go first, and it can then use its action to go back in time to the moment when the sphere was created. Alternatively, you can use your action to go back in time and destroy all the spheres at once. Each sphere is 1 foot in diameter and is 5 feet tall. Each sphere is destroyed when a spell of 3rd level or lower destroys it in its area. A piece of nonmagical craft paper inscribed with a symbol of a specific kind of magic circle appears in one of the spheres and is carried to the other side of the sphere for its destruction. If there is no magic circle affixed to a sphere, the sphere is destroyed and magic dies. Enchantment

Barking Sphere

Casting Time: 1 action
Range: 3 lb
Duration: Instantaneous

You create a sphere of magical energy hovering just above your head. Until the spell ends, the sphere fills a 10-foot cube within range, and you can choose to create an orb that isn't a sphere. The sphere has the following properties: - The sphere is light and moves 300 feet every 15 minutes. - The sphere doesn’t harm you. - The sphere sheds bright light in a 30 foot radius and dim light for an additional 30 feet. - The sphere has resistance to cold damage. - The sphere is difficult terrain for creatures other than you. This spell ends for you and your companions if they are fighting another creature. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 3rd Person
Duration: UnfilledInvisibility, up to 1 hour

150mm2x150m (120-foot-radius circle) 5 minutes You awaken to life, magic, or both. Choose one creature whose power rating is equal to or less than the awakened creature’s power. The creature returns to life with 1 hit point. This spell has no effect on constructs or undead. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 hour

This spell creates a sphere of magical power that lasts for the duration, up to 1 hour. The sphere is invisible, and creatures immune to being frightened or possessed by a false god or a god of war can’t be targeted by the sphere. The sphere is a cylinder that can be as large as the floor of a football field (25 feet tall and 10 feet deep) or as small as the perimeter of a football field (10 feet thick and 10 feet thick). The sphere occupies a 5-foot cube from you to you. When you cast this spell, you can make a melee spell attack against one creature within 5 feet of the sphere. On a hit, the creature deals 1d12 force damage. You can also deal 1d12 force damage to any creature within 5 feet of the sphere or the floor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

A sphere of shimmering energy surrounds a creature within range, appearing as a translucent cylinder within range. The sphere is opaque and lasts for the duration. When the sphere appears, each target must make a Dexterity saving throw. On a failed save, a target takes 8d6 acid damage and 4d6 acid damage at the end of its next turn. On a successful save, a target takes half as much damage and no damage at the end of its next turn. Transmutation

Barking Sphere

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

You create a sphere of magical energy centered on an area of ground within range, one inch thick. The sphere lasts for the duration, and it disappears when a new area of ground is created. When you create the cube, choose one of the following effects. The cube has truer colors, lasts longer, and uses less energy, being rolled against a 6 roll. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 5
Duration:

Any magic spinning in your sphere is audible within 300 feet of you. You can make one auditory gesture as part of casting the spell to raise the vibration level of nearby creatures. When an affected creature hears the phrase, it can make a Wisdom (Perception) check against your spell save DC to break out of the sphere and follow you. It must be within 300 feet of you and must make its saving throw against your spell save DC. If you are immune to all damage caused by spells and abilities, this spell can deal 1d6 lightning damage to you, and then other creatures have disadvantage on the attack roll if they can’t be targeted by spells or abilities that target only the creatures affected by spells or abilities. Evocation

Barking Sphere

Casting Time: 1 action
Range: 5 Days, 6 Hours (Until the spell ends)
Duration: Instantaneous

Choose a point within range. The sphere explodes. The sphere must be within 100 feet of a point of unoccupied space. If there are no unoccupied spaces within 100 feet of the point of explosion, the sphere must remain within those spaces. The sphere can’t reach creatures or objects that aren’t being worn, carried, or carried by others. The sphere can’t be broken or tampered with. The sphere can’t be damaged or blinded. The sphere can be blocked and can’t be touched. It can’t be moved by any means. If the sphere is rolled or is rolled up, it moves in a straight line. For the duration of the spell, the sphere can’t be moved by any means. If the sphere is broken or tampered with, it explodes and the spell ends. The sphere can’t be harmed or otherwise affected by spells or other magical effects. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 5 ft. (w e wil w eld)
Duration: Instantaneous or 1 hour

You unleash the power of the spell to form a sphere of magical energy that can be as large as your hand and spread across several hundred feet. The sphere remains until the spell ends. Any creature that starts its turn in the sphere, and if it takes damage, it also takes 4d8 radiant damage, with a 50 percent chance per 10-foot radius exception made. W eld is used to shaping objects and creating magic items, and spells with a casting time of 1 action are suppressed while the sphere is being formed. For spells that use area of effect effects, you choose the sphere as the spell's focal point. You can use this slot to create an area of effect effect, like a large bridge over a wide ocean, that extends over an open pit. You can create one of the following effects within the sphere. You can create one effect within the sphere; you can create an area of effect effect effect within the sphere, create an area of spell power within the sphere, and create a teleportation or interplanar communication opportunity within the sphere. You can create an area of effect effect effect within an unoccupied 5-foot cube. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature becomes blinded and deafened for 24 hours, or it suffers some other effect that would make it blinded (such as shifting and falling), instead. During that time, blinded or deafened creatures can use a reaction to succeed on a Constitution saving throw with advantage. Evocation

Barking Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A shimmering orb appears and floats within an enclosed space within range. The orb spreads around corners, appearing on the ground, within an opening on either side of an open space, or within a trench on either side. It lasts for the duration or until a creature enters the orb and moves out of it. The creature must succeed on a Wisdom saving throw or fall in the orb and be engulfed by the mist. The orb is light and inconspicuous for the duration. When a creature enters the orb for the first time on a turn or starts its turn there, it and all creatures within 5 feet of the orb within 15 feet of it must succeed on a Wisdom saving throw or become engulfed by the mist and/or take 1d8 radiant damage. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A sphere of shadow radiate from you, and a bolt of lightning erupts from it dealing 1d8 lightning damage to one creature within 30 feet of you. If you are connected to the ground within 30 feet and can’t see anything up to the ground, the sphere lashes out at one creature within. An additional creature must make a Dexterity saving throw. The creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Barking Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A swirling orb of gray light appears at a point within range and lasts for the duration. When you cast this spell with a spell slot of 4th level or higher, you can create a swirling vortex around one creature of your choice within range that lasts for the duration. This vortex spreads around corners. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. It takes 2d4 fire damage on a failed save, or half as much damage on a successful one. The wisps of black smoke swirling around the creature make it difficult terrain for creatures other than you. When the vortex appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature can throw a ranged weapon’s magazine back at the vortex, which then ignites it. At the end of each of its turns, it can repeat the saving throw. It takes no actions. If it does, the vortex creates a cloud of debris that remains for the duration. When the cloud appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, a creature can use its action on a later turn to repair the vortex. On a successful save, the cloud disperses into a safe area behind structures, close to obstacles, and within 500 feet of any creature casting a spell. In addition, a successful save leaves behind no cloud. When a creature uses its action to move within 5 feet of a vortex created by this spell, that creature must use its reaction to move at least 5 feet closer to the vortex. A creature can move up to 20 feet when it uses its action to move within 5 feet of the vortex. For the duration of the spell, a creature can move up to 20 feet when it takes an action and can move within 5 feet of the vortex when it takes an action. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Until the start of your next turn, a gargantuan sphere of crackling, magical energy appears in the center of a room and flies upward toward a creature within range. The sphere can hover in the air and can hold up to 500 pounds or less. When the sphere reaches its destination, each creature in the sphere and any creatures within its reach take 15d6 bludgeoning damage. If the sphere would strike a creature, the sphere could strike it leaving it with 25d6 bludgeoning damage. The sphere’s reach is wide enough for skimmers and other ranged enemies, and its downward path allows it to pass through openings as small as a 5-foot cube. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 5
Duration:

You create a magical sphere centered on an area within range that lasts for the duration. When you cast this spell, you choose between a bright light cast using a light cube or an area entirely within an unoccupied space you choose within 10 feet of a point of your choice within range. The sphere spreads around corners, creating an especially dangerous area for intruders. A creature frightened of the sphere can use its movement to try to pass through the sphere, and the sphere stays within 20 feet of it. A creature frightened of the sphere can use its movement to try to pass through its sphere. If it successfully dodges each of the three attacks meant for it, it doesn’t need to use its movement to get through the sphere. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: 150

10 minutes You create a sphere of thick fog centered on a point within range. Each creature in the fog must make a Constitution saving throw. A creature takes 6 d10 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. When a creature takes damage in this way, it can throw a bubble up to 30 feet tall, fill it with cold light, and then make a spell attack against a creature within 30 feet of it. On a hit, it can cause the bubble to burst and cause as much damage as bludgeoning damage to the target. A creature takes 10d12 cold damage and other cold damage when it damages this way. When a creature ends its turn, or if it succeeds on a saving throw, this damage spreads out throughout the spell’s area. Evocation

Barking Sphere

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

A magical sphere made of gold or silver, or a similar substance created by magic, that appears in a location other than a location on the map, and that you can see within is a sphere for the duration. The sphere can be made from anything you choose, including metal, stone, wood, or any other material that is magical or that can be created or modified by magic. The sphere is made from gold, silver, or emerald, as well as pearls or other pearls. The sphere is difficult terrain and can be difficult terrain in all its forms. The sphere lasts for the duration. A sphere of gold or silver is the same as any other spell or effect that you cast that ends the spell. Conjuration

Barking Sphere

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

A sphere of invisibility appears at a point of your choice within range and is centered on a point you choose within range. The sphere remains for the duration, or until an object strikes it. The sphere’s space is difficult terrain. The sphere’s space is difficult terrain. While within the sphere’s space, you can use a bonus action to cause an object that is within 30 feet of the sphere to fly up to 20 feet of the sphere’s space, passing through it’s space and succeeding on its saving throw. An object that is within 20 feet of the sphere’s space can be damaged. If the object hits the sphere or the barrier, it strikes the creature that produced it, which immediately takes 6d6 acid damage. If the object strikes a creature or a staff connected to it, it strikes the creature and deals 4d6 acid damage, and it makes another saving throw against this spell. A creature takes half as much damage on a failed save and half as much damage on a successful one. Conjuration

Barking Sphere

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

You create a sphere of magical force between you and a creature. The sphere is 100 feet high, 10 feet wide, and 3 feet thick and lasts for the duration. When you cast this spell and as a bonus action on each of your turns until you finish casting it, you can cause the sphere to rise from the ground, forming a star-like cloud with a 10-foot radius. Choose one of the following options for how the sphere moves. Red. The sphere moves with you, moving with you on each of your turns until it completely moves. Yellow. The sphere remains where it is and creates a circular effect around it that lasts until the spell ends. Bright. The sphere glows in a bright pink, blue, or yellowish-white light. Dark. The sphere moves with you, creating a circular effect around it that lasts until the spell ends. Silence. The sphere is silent. Actions and Scrolls. You can create two additional scrolls of restoration per lien on the ground or by flowing water in a 5-foot radius around the sphere. Solid. The sphere is solid and safe from rust and stains. You create two nonmagical ripples in the ground at the same time that deal a total of 5d8 bludgeoning damage to the sphere. This damage is nonmagical if you are not wearing armor or if you are wearing a shield. Transmutation

Barking Sphere

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

This spell blasts forth arcane magic, seemingly imbued with nature. Choose one creature you can see within range. A dart straight toward the sphere, forming a ring around it and touching one end of it. The rod lashes out at your command, effectively blocking any attacks you make before the spell ends. Creatures can’t cast spells, activate magic items, or use magic items. You can dismiss this spell as an action, before it begins, deal 5 to 10 percent of the dart’s normal damage (if any), and then end it. Evocation

Barking Sphere

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

This spell creates a 20-foot-radius, 20-inch sphere of whirling air centered on a point within range that you can see within range. The sphere remains for the spell’s duration, and can hover 100 feet in the air and have an elevation of up to 5 miles. The sphere spreads around corners. Beyond the sphere is an altitude of up to 60 miles, and on hard ground up to 500 feet. The sphere remains for the duration, and can hover 100 feet in the air. If you cast this spell without first preparing spells for the duration, you are limited in the actions you can perform by the general direction of the wind in your area. On each of your turns to affect a creature within 5 miles of the sphere, you can use an action to move the sphere up to 60 feet in any direction, but the sphere follows you and moves only when you have advantage on all attack rolls and move only when you have the initiative. When you spend your action to move the sphere up to 150 feet in any direction, you can add your choice of one of the following effects to it: Each creature within 5 feet of the sphere for each saving throw it makes during its next turn must succeed on a Constitution saving throw or take 1d8 bludgeoning damage at the end of its next turn, or half as much damage at the end of its next turn. Each sphere of whirling air that starts its turn in this way must make a Strength saving throw. A sphere of whirling air points to you. Each creature that starts its turn in this way must succeed on a Strength saving throw or take 1d8 bludgeoning damage, and it must use its movement to move up to half the speed of light, and it takes 3d8 bludgeoning damage at the end of each of its turns. Evocation

Barking Sphere

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

This spell creates a sphere of light centered on a point inside a 5-foot cube. The sphere spreads across the ground, and all creatures within it must make a Dexterity saving throw. A creature takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere can't be more than 30 feet tall, and its radius isn't larger than 20 feet. The sphere can also contain up to six magical barriers. Each barrier is 10 feet in diameter, and you choose one of the following options when you cast this spell: Construct, Skeletal, Medium, Huge, Small, or Medium. Construct or undead creatures of your choice that you can see within range are restrained by the spell. Large or smaller creatures. Creatures that aren’t Large, Medium, or Small are restrained by the spell. The spell also creates a barrier that extends into a space of your choice that you can see within range. The barrier is centered on a point you choose within range, and you can make a Dexterity saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A barrier created by this spell has its own set of circumstances. If the spell creates a barrier that is 1 inch in diameter, it must be 1 inch thick and 10 feet long. If it is 10 inches in diameter, it must be 1 inch thick and 10 feet long. The spell’s area of effect extends across any distance with a burst of movement that can reach up to 10 miles per hour. The spell’s area of effect is centered on a point you choose within range. A barrier created by this spell can have any number of barriers created in it. The number of barriers created in the spell’s area is equal to the spell’s area of effect. The spell’s area of effect extends across any distance with a burst of movement that can reach up to 10 miles per hour. A barrier created by this spell can have up to five barriers created in it. The spell can have no more than one barrier created in it. Divination

Barking Sphere

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

You create a magic object imbued with the power of one of the following spells of your choice that targets a creature within range: bard spells, fey spells, druid spells, fiend spells, or summon monster spells. The magic object appears within 5 feet of the target and functions like any other spell. The object has the same power, duration, and description as the object itself. The magic item can be turned into any spell or other magical effect. The object can be created or reshaped to grant different effects to the target, or create a duplicate spell or other magical effect created by the target. Creatures take no damage from turning the object into a duplicate duplicate of themselves. While the object is in existence, the spell can be cast through the object. Divination

Barking Sphere

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

You create an invisible sphere of energy hovering just above the ground that lasts until your next turn. When you cast this spell, you can choose one of the following effects to fling the spell at an odd or unique creature: Spike the creature or create a distraction by using its movement to ram the spell at an unoccupied space within 60 feet of it. Target a creature within 15 feet of the sphere for the first time on a turn or ends its turn there. While the creature is within 20 feet of the sphere, the spell sends the creature flying. The creature lands safely in the nearest lavatory or on the ground covered by a layer of debris. During the duration of the spell, you can target another creature with an attack. If you do so, target another creature with an attack during its turn. If the creature would be knocked prone, this spell triggers when that creature attacks an unoccupied space under your command. Evocation

Barking Sphere

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

You create a sphere of bright light in a 10-foot-radius sphere centered on a point within range. The sphere appears to be a 5-foot-square, 10-foot-tall cube, and has the following properties: It emits a mild light that is audible for 1 mile. It lasts for the duration of the sphere. It has a 20-foot radius. It has a range of 60 feet. Other than as an action, it can also be affected by the following spells: Drow Sight Spell Focus Minor Illusion It has no effect on undead, constructs, or undead that aren’t members of its kind. It has the same number of hit points as normal creatures. It has no hit points in the form of hit points when it casts this spell. You can use a bonus action on your turn to cause this effect to end. Enchantment

Barking Sphere

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

A sphere of light, resembling a sphere of flame, forms around a target. The target must succeed on a Dexterity saving throw or become blinded for 1 minute. The spell’s area of effect is centered on the sphere. The target only has AC and Dexterity for the duration. A creature blinded by this spell must make a Constitution saving throw. On a failed save, the target takes 1d6 psychic damage and is blinded until the spell ends. Conjuration

Barking Sphere

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

A strange sphere of energy springs from your hand and springs into existence from the other side of the barrier. The sphere can hover within 60 feet of you and can hold up to 500 pounds. When you cast this spell, take 6d6 thunder damage and make a thunderous cry (your choice when you cast it). When the cry ends, the sphere explodes, sending shards of glass flying toward creatures and objects within 30 feet of you. Each creature in the area must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much damage on a successful one. The fire damage also extends back to the start of your next turn, reaching its maximum level at the start of each of your turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Barking Sphere

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

This spell creates a sphere of glowing force within range using one of the following materials: Hazelnut (30 square feet), Dagoth Ur (30 square feet), Evergreen Tree (30 square feet), or a mineral mineral (30 feet or less). The sphere is infused with life, which sucks out any life within 30 feet of it and makes one creature within 30 feet immune to its effects. A creature can use either an action or a spell to end its turn by pulling the cube up to 5 feet off the ground. While pulled, the cube moves, has 5 feet of movement left over it, and lasts for the duration. If you end your turn pulled by a creature or a spell or a permanent or some other effect, you can pull the cube up to 5 feet more easily. If you create a magic circle or a similar area outside a cube, you can pull it up to 5 feet in an instant, creating a seamless network of rings and veins that lasts for the duration. Any creature that starts its turn in the magical circle or in the area of a circle or in another area within 5 feet of it must make a Constitution saving throw. On a failed save, the creature is transported to the nearest safe haven of its choice (such as a safe haven at a location you choose as your landing spot) until it leaves the magical circle or within 5 feet of it. Once transported, the creature takes half damage equal to half the spell’s damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Barking Sphere

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

You create a sphere of darkness that is centered on an object you touch. A creature in the sphere must make a Wisdom saving throw. On a failed save, a creature takes 2d6 fire damage and is blinded until the spell ends. A creature can repeat this saving throw at the end of each of its turns. It must also repeat its saving throw for each sphere of darkness in its area. A creature can use a bonus action to make a fireball of up to ten arrows centered on the object. If the target has fewer than 10 arrows in its area, it can use its action to move them up to 10 feet. A creature can use its action to move up to five feet away from the object. Conjuration

Barking Sphere

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

A sphere of fire appears and lasts for the duration and dim light for 1 hour in each location where it is visible. It appears 1 mile across and is invisible to creatures of your choice within 30 feet of you. Any creature restrained by the sphere must make a Charisma saving throw. On a failed save, the creature is restrained for the duration. The spell inscribes a message on the ground within 5 feet of the sphere saying that you are trying to stop a suicidal creature from falling into a celestial pit (1 mile deep) that others can reach. You can communicate with the sphere by using an audible communication spell, as part of the spell's effect, or through a similar spell. The sphere remains for the duration and emits a faint blue light when dim light conditions are met. If the sphere moves or falls as you choose, it sheds bright light in that area as normal dim light, and it dims dim light in the same spot as if you had the sphere within its body. The light sheds bright light for an additional 30 feet per day for 24 hours, and it dims dim light in the same spot as if you had the sphere within its body. Both light sheds light and dim light. Nonmagical objects in the area become obscured, and creatures are blinded while in the area. If you cast this spell on the sphere, you can designate a password that carries over to your password. The password is written on the exterior of the sphere, and when the sphere appears at a location within 30 feet of it, you can choose an alchemical symbol used to create the magic symbol. A sphere covered in magical energy is invisible and lasts for the duration. As an action, you can move the sphere up to 30 feet in a straight line. If you move the sphere over uneven terrain, you can cause it to come to rest on a hill or a small clearing. You can also cause it to merge into a creature’s shadow, a shadowy wall, or a sphere of stone. When the sphere appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature falls unconscious and is blinded for 1 minute, after which it can’t become unconscious again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Barking Sphere

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

This spell animates and distills the magic inside a bead of magic dust within range until the spell ends. Choose a bead as an opening toward a creature or an object within 30 feet of it. You might use a bead as ammunition in the void. If you cast the spell in this way, each bead created by the spell counts as one bead created by another spell of 3rd level or lower, and the entire set of bead counts as one bead created by another spell of 3rd level or lower. For the duration of the spell, a bead created by another spell counts as one spell hit for each bead created by that spell, or three spells of 3rd level or lower for the purposes of determining damage type. For the purposes of this spell, four spells of level two or higher are inscribed on the bead: two daggers drawn in the bead, two short swords drawn in the bead, two long swords drawn in the bead, and two simple shields drawn in the bead. Each bead must be drawn and struck before it can be used by an attacker. Abjuration

Barking Sphere

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

This spell creates a warp in the fabric of space within range, and leaves behind a shimmering, opaque barrier between you and the target. The barrier is up to 60 feet long, 5 feet thick, and 15 feet high, making it strong enough to protect creatures up to 30 feet long and up to five feet thick. The barrier is visible from the target and invisible from the other side. When the spell ends, any creatures or objects caught in the barrier are either ejected into the void beyond or held inside by the barrier for dear life, though they can breathe in and out of the void as normal air. If you expend spell energy targeting a creature or object trying to enter the warp, the target can make a successful Constitution saving throw with disadvantage. On a failed save, the spell destroys the creature or object, and the spell ends early on any creatures or objects still being drawn into the void. A creature drawn into the void, though, has advantage on any Wisdom saving throws it makes before the end of its next turn. While drawn into the void, the creature and object have contact while within 5 feet of it and can communicate telepathically. Evocation

Barking Sphere

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

The swirling sphere radiates magical energy, centered on a point within range. Until the spell ends, this energy looks like an illusory sphere with a blue/green/white swirl around one end and a pointed star at the other rim. Any creature in the area when the vortex occurs becomes invisible and creatures that aren’t within 30 feet of the center of the vortex are trapped there. A creature can use an ability check made under your spell slot to see what creature types the vortex appears to be made of, though the creature must meet the following requirements: The creature can be any creature (including noncreatures) that the creature is trapped within. A creature trapped by the vortex must make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Barking Sphere

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

This magical sphere surrounds you and your objects when they fall to 0 hit points. You can use your action to switch from a solid surface to a floor, ceiling, or whatever other surface you choose, creating a solid barrier that surrounds you and your objects. Creatures that pass through the barrier are deafened for 1 minute after using their action to make a Dash, or half as long while moving at least 50 feet. When you use your action to move across the floor, you can move up or down a ramp or a side wall as part of the move, which takes 1 minute. When you move across a floor or a side wall, you can use your reaction to move up or down a small ladder or other structure as part of the move. You can set off traps and other barriers in the space to keep the creatures out. When you make a ranged spell attack, you make the attack roll with advantage if the smaller ladder or other structure isn't being used as a base. On a hit, a creature uses the full length of the ladder or structure as a launching pad for an attack against it. Conjuration

Barking Sphere

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

This spell creates a bubble that appears to be a sphere of fire that spreads around corners and intersects with your finger tips. For the duration, flames spread around corners that match your shape, and flames can’t be extinguished by nonmagical means. When you cast this spell, you choose whether you set the sphere ablaze or not. If you choose the no fire spell, the sphere remains for the duration. The sphere can contain up to 5 cubic miles of air or up to 1 cubic meter of stone. When you cast this spell, you can have the bubble form a face up, or you can place a form on top of the sphere that is neither too large nor too small to form a face. The new form has the same Intelligence, Wisdom, and Charisma scores of its original form, and it fills the same space as its new form. It can’t become a creature, such as a construct or an undead, or join a guild, make new companions, or join a new race. You can use this spell to banish an enemy from the sphere. While the enemy is banished, any spell of your choice that would target it would end before it began its next turn. For the duration, any spell of your choice that would target an allied creature would end before it began its next turn, and any spell of your choice that would target an entire land or an area that was under an enemy siege spell would end before it began its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is long enough for its effects to stack with each other. Conjuration

Barking Sphere

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

Instantaneous You create a swirling sphere at a spot you can see within range. The sphere is 30 feet in diameter and can be up to 40 feet wide and 30 feet high. The sphere can be made up of up to 10 cubic feet of solid stone or a combination of both. Each cubic foot of solid stone or a combination of both is 10 feet in diameter and 15 feet high. The sphere moves in any direction as long as you can see the sphere. The sphere is cast into the air, and the spell can be used to create a sphere up to 30 feet in diameter and up to 30 feet tall. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration:

A large ball of spore-forming energy appears and explodes in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 10d6 + 40 force damage. On a successful save, a creature takes half as much damage. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the area toward one creature you choose within 60 feet of the center of the sphere. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

You create a celestial space at a point you can see and appear in it within line of sight of as much as 100 feet of a celestial target. Until the spell ends, the celestial creates a circular—or flatter—shaped radius around itself around the spell ends. A celestial created by this spell must make a Strength saving throw. On a failed save, it takes 3d8 slashing damage. On a successful save, it takes half as much damage. If you create a celestial created by this spell, the spell ends early if it hits a celestial created by another spell. Divination

Barking Sphere

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

A 20-foot-radius sphere of energy washes itself from you and surrounds you in a 20-foot-radius sphere centered on a point within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of you. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 20-foot-radius sphere of shimmering force appears and surrounds a creature that starts its turn there. The sphere is so strong that water-based creatures are unaffected. Each creature that starts its turn in the sphere at the edge must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains within the sphere. A creature restrained by the sphere can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The sphere is immune to all damage, and a restrained creature can use its action to try to break free. If it fails, the creature is turned to dust and must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained and can use its action to try to break free again. The sphere is destroyed if it is moved more than 10 feet away from the center. Conjuration

Barking Sphere

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

A 20-foot-radius sphere of shimmering force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration, and can hold as much as 100 pounds. The sphere is opaque from the outside, of any color you choose, but it is transparent from the inside. A surface can be turned into a flowerbed, a garden, aiary, a pavillon, or any similar arrangement. The shape of the watery form determines whether the spell ends up in the ground or in a storage container. Abjuration

Barking Sphere

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 30 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects on the next hit by 10d6. Evocation

Barking Sphere

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw. The sphere remains centered on you for the duration. If you chose a different sphere, you can repeat the saving throw with disadvantage if it’s on a different plane of existence than the one you chose. Round. You choose one round of magical energy that you can see within range. You can cast this spell anywhere on the target’s person or by calling out spells or employing some other means. You can turn the sphere into a sphere by using an action to touch one end of the sphere and choose a point within range. A creature can be bound by this spell only once. Breakage in this way affects all other magic effects created by this spell, as well as any magic used to create new ones. Conjuration

Barking Sphere

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

A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with advantage. The sphere can hover, but no more than 10 feet from you. If the sphere damages a creature, it regains 4d6 cold damage from swimming. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Barking Sphere

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

A 5-foot-diameter sphere of energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the saving throw with disadvantage if it’s already moving. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed its maximum height, this spell ends. Transmutation

Barking Sphere

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

A 5-foot-diameter sphere of energy springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack rolls of all attacks that you make against targets within 5 feet of the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 5 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 5th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy surrounds and surrounds you in a 30-foot-radius sphere, cracking, crevasse, or whatever else is placed upon it. Any creature in the area when the sphere is created is also centered on the sphere if it isn't already centered. In addition, as a bonus action on each of your turns until the spell ends, you can make a melee spell attack against a creature within 30 feet of the sphere. On a hit, the target takes 3d8 radiant damage, and it has advantage on saving throws against its own spells and other effects. Additionally, when you make the attack roll you can make the attack again on each of your subsequent turns as a bonus action. Additionally, the sphere surrounds you and surrounds you with energy, so it can affect creatures of your choice that are within 5 feet of you. As a bonus action on your turn, you can move the sphere up to 30 feet. At any point during its duration, an additional creature of your choice that is within 5 feet of the sphere can make the attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy surrounds and surrounds you in a 5-foot-diameter sphere centered on a point you choose within range. The sphere remains for the spell’s duration. The sphere remains for the duration to which you are proficient. If you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy surrounds and surrounds you in darkness. Until the spell ends, spheres of energy range from 1,000 to 10,000, extending out from you in a 30-foot radius centered on a point you choose within range. A sphere up to 20 feet in diameter is a sphere of force up to 50 feet wide and 25 feet tall. The sphere remains centered on you for the duration. Any creature in the sphere’s space must make a Dexterity saving throw. On a failed save, a creature takes 6d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, a creature is unaffected by this spell. Until the spell ends, you can use an action to launch a beam of acid at a point a foot square and higher than the spell’s area. Each creature in the area must make a Constitution saving throw. A creature takes 3d6 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of energy surrounds yourself and consists of seven spells of 5th level or lower. You can cast these spells through the link spell. Choose one of the following spells of 3rd level or lower: One creature that you can see within range. One creature that can’t be charmed. Two or more creatures of the same type or type of familiar. Familiar spell’s range is reduced to 0, the target’s level is reduced by one, and the spell ends. The target’s familiar inflicts 1d8 necrotic damage on itself, or half as much damage on creatures that aren’t familiarized to the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Barking Sphere

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

A 5-foot-diameter sphere of shimmering force springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 force damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of whirling air springs into existence around a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit. the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a melee spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A 5-foot-diameter sphere of whirling air springs into existence, centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Barking Sphere

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

A floating, magical, or animated beast appears at a point of your choice within range and hovers for the duration, paused, or reaction of a creature within range. The beast is friendly to you and your companions. It obeys any verbal commands that you issue to it (no action required by you). If you don’t immediately recognize the beast as your own, you assume its identity through time travel. When the beast appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If you have a close ally who can see it, the creature must succeed on a Wisdom saving throw or become frightened of it for 1 minute on a failed save. During this time, you can’t see it and can’t interact with it. During this time, you can also use your action to assume its charmed form, which can be any beast you have seen and is charmed by you. While the beast is charmed, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your original form has more hit points than the beast has hit points, the beast has disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Barking Sphere

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

A sphere of crackling, pulsing energy springs from your fingers to point to a point within range. If there are no creatures on the ground within 5 feet of the point you chose, you create a 15-foot cube of unstable energy centered on that point. When a creature would reach 0 feet in this sphere, it must make a Dexterity saving throw. On a failed save, the creature takes 6d6 trues damage from the spell and is restrained, subjected to the spell while it is within 5 feet of the source of the crack, for 1 minute. While restrained by this spell, the creature can make a Constitution saving throw. On a successful save, it can’t be charmed, threatened, or possessed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 9 hours, and the spell lasts until you use a different spell slot, its level, or the duration ends with an illusory scroll spell. Transmutation

Barking Sphere

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

A sphere of shimmering force appears at a point that you choose within range. The sphere is an area of difficult terrain with a 10-foot radius. The sphere remains for the spell’s duration. The sphere remains for the duration on an object or within an area that is no larger than a 10-foot cube. Until the spell ends, any of your enemies that can see the sphere can see it as if it were a celestial. This spell can have additional effects, as specified in the prior section. The following effects can be had in addition to the normal effect, as long as they apply to the sphere. Bulldozer. You can cause a celestial to launch an attack of opportunity that deals an extra 4d6 psychic damage to the target. Eagle’s Splendor. You can place a celestial within an area you choose that is no larger than a 20-foot cube. The target can’t be targeted by any of the following effects. Bear’s Special. The target of each of the effects can’t be charmed, frightened, or possessed by any of the creatures in the area. Bulldozer. You can cause a celestial to perform a special act that has a harmful effect on it. The target can use its action to make a Strength check against your spell save DC. On a success, the target is no longer charmed, frightened, or possessed by such creatures. Bulldozer. You can cause a celestial to launch a melee attack that deals an extra 4d6 psychic damage to the target. Eagle’s Trait. The target of each of the effects can’t be charmed, frightened, or possessed by any of the creatures in the area. Bulldozer. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Barking Sphere

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

A sphere of shimmering force appears at a point you choose within range. The sphere is a sphere up to five stories tall. The sphere is opaque from the outside, of any color you choose, but it is bright light and difficult terrain. Any creature that can’t see the sphere is about to fall into a catatastrophe. Each creature that can’t see the sphere at the time of the spell must make a Dexterity saving throw against poison. On a failed save, the creature becomes blinded until the spell ends or dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. Abjuration

Barking Sphere

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation

Barking Sphere

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

A sphere of shimmering force springs from your fingertips to fill a 5-foot-radius. centered on a point you can see within range. Until the spell ends, a 5-foot-radius snowball-shaped sphere appears in an unoccupied space within range, and lasts for the duration. When a 5-foot-radius sphere appears, each creature in that space must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature knocked prone falls prone only once its speed is reduced by this spell. A creature that can’t fall prone saves against this spell's damage and is not knocked prone must make a Dexterity saving throw. On a successful save, a creature falls prone only once its speed is reduced by this spell’s damage. A creature that can’t fall prone saves against this spell’s damage must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Transmutation

Barking Sphere

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

A sphere of whirling air springs from your fingers to a point on the ground within range. The sphere remains for the spell’s duration, and lasts for the duration. Each creature in the sphere when it appears or expelled a vial of wine or a small quantity of water. For the duration, water condenses around the sphere and moves with it, replicating the motion of a grass limb. Creatures that w ere within 60 feet of the sphere can’t see it or can’t use sight, such as a creature’s mouth, as a object of view. Transmutation

Barking Sphere

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

You create a magic-like sphere centered on a point you can see within range. The sphere remains for the spell’s duration, and lasts for the duration. The sphere is a magical object made of magical energy. Each creature in the sphere when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage, and everything in the area must make a Constitution saving throw. A creature must also make this saving throw when it moves into the center of the sphere for the first time on a turn or ends its turn there. The fire damages objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Barking Sphere

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

You create a prismatic orb of light that is 5 feet in diameter and 20 feet high. The sphere has a 60-foot radius and can be up to 20 feet in diameter. The orb can be up to 10 feet in diameter. You can move the sphere up to 30 feet. If you move more than 30 feet away from the sphere, you must make a Dexterity saving throw. On a failed save, the sphere falls to the ground and is engulfed in darkness. The sphere can be blocked by any material other than stone. You can use a bonus action to make a ranged spell attack with the sphere. If you do so, it takes 6d6 bludgeoning damage on a hit and is hurled up to 10 feet away from you. The sphere is covered in fog. Conjuration

Barking Sphere

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

You send up a small sphere of swirling energy that doesn’t have enough area of effect to create anything else or even create a shield. A sphere can have up to 30 feet of radius, or 1 inch in diameter. A sphere can be as small as a Large or as large as a Small. If the sphere has fewer than 10 feet of area, it ignites when a creature of your size category higher than the target must make an Intelligence saving throw. On a successful save, the target takes 4d6 force damage, or half as much damage on a successful one. A sphere of bright light on a solid surface made of nonmagical clear material is dim light and can be used to illuminate any area it covers. Any creature within 30 feet of the sphere when it activates it is blinded until the spell ends. Conjuration

Barking Sphere

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

You create a strange, blinking orb somewhere within range. It appears to be a sphere made of air, like a wing, and lasts for the duration. You can use your action to create the orb. Choose one creature or an area of terrain that you can see (20 feet to you) that you can see, that is within range, or that is within 100 feet of a fixed object you can reach (such as a steed, horse, or paladin). The orb flies 300 feet and sheds bright light for an additional 300 feet. If any creature looks within 300 feet of the orb, that creature must succeed on a Wisdom saving throw or take 12d4 radiant damage, using 2 of the orb’s 5-foot radius and 2d4 radiant damage from another spell slot used to cast the spell. You can use your action to create a new poison ivy sting on the orb. Choose another spell slot: bane, bane bane, ward, or death ward. At any time for the duration, an invisible enthrall appears at the target and spreads across the surface of the ground around it in a 30-foot radius around you. Whenever a creature within 30 feet of the orb gazes at the orb, that creature must make a Wisdom saving throw. On a failed save, it takes 14d6 poison ivy sting damage, and it takes 14d6 poison ivy sting damage at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration

Barking Sphere

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

You create a tiny warbling orb of fire in range to protect a creature or an object within range. Until the spell ends, the orb appears in an unoccupied space that you can see within range. The orb appears for 4 x 10 feet on each side, and its diameter is 10 feet. The orb spreads around corners. When a creature sees the orb for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 3d6 fire damage. The orb spreads around corners. When a creature makes a Dexterity saving throw in response to being affected by this spell, that creature can make a Constitution saving throw. If it succeeds, the orb appears for the duration on the creature’s clothing, if the orb’s temperature is +30°F, and on any objects it dons, they dissipate into smoke if it is within 30 feet of it. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A magic circle of magical energy emanates from you in a 100-foot radius centered on a point within range. You and your companions can use your action to cause a specific magical spell to roll. The spell ends if it doesn't target a target. If you cast this spell multiple times, choose up to one spell slot of each slot. As many times as necessary to keep the spell active. For the duration, any spell effect that isn’t already on the target must still be active. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A quiver of emerald mist fills the air within which you appear on the World Tree for the duration. Until the spell ends, you can use your action to move the quiver up and down as you use the spell’s space. If you move more than 100 feet from the edge of the World Tree to where you are concentrating, a thick mist covers the area and fills any gaps in your movement. You can use your action to move the quiver up and down. If the quiver moves into a specific part of an area of nonmagical cover, the spell fails and the entire area becomes obscured. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering, multicolored sphere of energy appears at a point that you can see within range and that is no larger than 10 feet in any dimension. The sphere is opaque from space, and creatures within its area can’t see in the darkness. The sphere is immune to all damage, and creatures within its area can’t be targeted by divination spells. A creator must consult with an alchemist to determine what sort of divination spells might be appropriate for the task. When a creature is affected by a divination spell, the creature must succeed on a divination check that uses its action to determine whether the affected creature can see the divinatory message affixed to it. Dedication. You touch one to three willing creatures whose alignment has changed, and one willing creature that isn’t undead. The creature must make a Wisdom saving throw. On a failed save, the creature is dedicated to the divine. On a successful save, the creature becomes a celestial, a fey, or a fiend under your control for the duration. Famine. You cause a creature to suffer a severe emotional distress. The target must succeed on a Wisdom saving throw or be deprived of all benefits from that time. The suffering ends if the target takes any damage or if its soul is separated from its body. Necromancy

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of fire rose from the ground at a point you choose within range. Each creature in that closest to the spot where the fireball was launched must make a Dexterity saving throw. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The fire burns for the spell’s duration. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. For the duration, exposed objects have bludgeoning damage, and light and medium weight objects have vulnerability to bludgeoning damage. The spell ends if you have no weapon or ammunition inside the area. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of light wreaths and emits a beam of energy against an unoccupied space within range that isn't within 10 feet of it. The beam is visible up to 30 feet away. Each creature that can see the sphere must make a Wisdom saving throw. On a failed save, it takes 7d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and is blinded for 1 minute. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of magic energy springs from your hand to strike a creature within range. Make a ranged spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 magic damage. You can use your reaction to move the sphere up to 30 feet in any direction along the target’s face. If you do so, a thin sheet of mist appears around the creature’s neck, covering it from head to toe. The mist obscures its area and obscures objects that aren’t being worn or carried. The mist lasts for the duration, at the DM’s option. If you cast this spell targeting a creature, the mist disperses into different creatures of your choice within 5 feet of it. Each creature within 5 feet of the mist must make a Wisdom saving throw. On a failed save, the creature takes 6d6 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of shimmering energy appears in a space you can see within range. Choose a point within range. The sphere appears up to 10 feet tall and appears to be opaque. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the sphere appears as normal. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of shimmering energy springs from a target that you choose within range and crashes against a wall, making each creature within 10 feet of that point have AC 15 and hit points equal to the magickal power of the wall gone. Each creature killed by this spell must make a Constitution saving throw. On a failed save, a creature takes 5d8 necrotic damage, and it is blinded for 1 minute. Each target takes piercing damage at the end of that time. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swirling sphere appears at a point of your choice within range and lasts for the duration. This sphere is transparent and shines bright light in a 30-foot radius. Small or smaller objects in the area can’t pass through it’s opening. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the sphere is bright light, you can target one creature on the ground who can’t see anything and who can be targeted by spells or magical effects. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This arcane sphere encloses one creature you choose within an unoccupied space you can see within range. The sphere remains for the duration or until a target can use an action to attack you. You can attack the target with a portion of the sphere, but it must be healed to standing still and returning to its normal place, if it has one. When the sphere leaves the space, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 10d8 necrotic damage, or half as much damage on a successful save. The sphere’s area of effect is a yellowish aura that remains for the duration or until a target can use an action to attack you. You can use this magic to banish a Huge or larger creature to the air. Make a melee spell of range. Direct damage: You slap a creature’s feet up to 15 feet in any direction. On a hit, the target takes 2d8 + 1d6 damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6 + 1d6), 11th level (3d6 + 1d6), and 17th level (4d6 + 1d6). Necromancy

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a point within range. Make a ranged spell attack for the first time on a line of fire that doesn’t have an unblinking eye. On a hit, the target takes 2d6 piercing damage. Any creature that ends its turn within 5 feet of the target must make a Dexterity saving throw. On a failed save, the target takes 1d6 piercing damage. On a successful save, the spell ends. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a sphere of energy centered on a point within range. The sphere is centered on a point within range and is 10 feet tall and 20 feet wide. A creature that can’t be inside the sphere must make a Strength saving throw or take 5d8 psychic damage and be engulfed in darkness for 1 minute. A creature that can’t be engulfed in darkness must choose one of the following options when casting this spell: Choose one of the following options. Roll a d10 and add the number rolled to the roll. You create the sphere from several simple objects (a sphere, a cube, a cube-shaped object, a cube-shaped object, a cube-shaped object, or a cube-shaped object). The sphere can have up to three such objects, and it can’t fire an unarmored weapon. You create a sphere from a single object that can’t be more than 10 feet in diameter. You create a sphere from a single object that can’t be more than 10 feet in diameter. For each sphere created, you add the number rolled to the d6 roll of the item that is created. For example, if you create a sphere of stone, you can add the number rolled to the d6 roll of the stone. You can also create a sphere from a spell or item, but you must roll a d6 to cast it. You can create a sphere from a single object or a cube that has no more than one object. A sphere created using this spell has the same mass and radius as a regular sphere created from a normal spell. You can create a sphere by casting this spell multiple times, and you are limited to one sphere at a time. A sphere created from a spell or item can contain up to one cubic foot of air. When a sphere is created, it is filled with air of the shape of a circle and must be centered on the point you chose. The sphere can’t expand beyond the sphere’s area. When you cast this spell, you can set the sphere to float and move up or down by a few inches. You can also set the sphere to hover and move by several inches. You can also create and maintain a sphere from multiple objects. Creatures that can’t move to a sphere created from a spell or spell slot of 2nd level or higher can’t use the sphere. A sphere created from a spell

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering sphere centered on an object within range. The sphere lingers within the object for as long as you have a spellcasting ability score ( ). The sphere is invisible and lasts for the duration. If you cast this spell using a spell slot of 5th level or higher, the sphere appears on the ground, in the space where you cast it, and within 5 feet of you if you are standing. You can animate or manifest any object in the sphere as a Huge or smaller creature, or you can create multiple spheres by dividing the number rolled by 3. Each sphere has AC 6 and 30 hit points. Each sphere lasts for the duration, or until you use your action to shake the sphere up to 30 feet to create a duplicate. When you create a duplicate, you can use an action to create one of the following effects within 10 feet of the duplicate: create duplicate, duplicate duplicate. Create duplicate. Removing duplicate. Creating duplicate. Step into the mirror. You assume the appearance of the replica. You or someone you designate can perform the act of living things' first act upon entering the sphere, as normal, or performing any task that the sphere requires the creature to perform. A creature can perform any task performed by a creature other than you that uses locomotion, as well as any task that requires a different task, such as chopping trees, performing any other magic- related skill or service, or casting any spell. The task performed by a creature requires a different task performed by the creature than the creature performs. Alternatively, a creature who’s within 1,000 feet of the sphere performs an action that the sphere cements it, such as by opening and closing the lid. Removing duplicate. Removing duplicate. Step into the mirror. You assume the appearance of the duplicate created at the top of the activity description. For purposes of this spell, a different duplicate is created when you cast this spell than when you cast it using an action or a spell slot of 7th level or higher. Divination

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of energy that is centered on a point you choose within range. The sphere extends in a cone up to 30 feet in any direction. The sphere is light and transparent, and it can be used to create a shield of ice or thunder for the duration. A creature takes 10d6 bludgeoning damage when it hits the sphere. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point toward a place within range, and a creature of your choice within range, igniting the sphere. Each creature in that area must make an Intelligence saving throw. A target takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Huge or larger creatures are immune to this damage. On a failed save, a creature becomes immune to it for 1 minute. This immune status frees it from exhaustion, and it is immune to all damage and effects that would deal it maximum damage. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Dexterity saving throw. On a failed save, it can use its action to move out of the spell’s reach and attack a different creature or object. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward one creature within range and communicate a message within range, written within ten words. The divine message is a message inscribed within a globe or similar object. The globe or object is an object composed of threads or an arranged arrangement of threads and arranged in a manner suitable for weaving. The globe can be arranged so that threads merge into a single object, each thread serving as a locust, a spider, an axe, a centipede, a frog, or a serpent. The divine text has no frequency or location. If there is room in a globe for other messages, the globe is aligned with that message and can thus be read. Thus, if both threads are aligned, the globe might be read as saying something other than a message about an event or creature. Alternatively, the globe might describe an event that takes place beyond the globe's area, a place you own, or a place that might be called a place or name. The divine text is difficult to read and can be difficult to comprehend. If you choose to read the divine pictographic text as it appears in scrolls or papyrus, you must find a location of your own that you are familiar with. A place, a name, or a place that is not a place or name is difficult to read. There is no fixed location where the divine text appears. The location must be known to you by at least one known person and that person is known to you. You can set your own location as the divine symbol for locations on the globe. If you set a location too far from you, an invisible demigod named Thecod enters the location and destroys it instantly. If You set a location as a result of taking damage, you lose the ability to cast a nonmagical weapon of your choice in the area, which is heavily obscured. Divination

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a giant, floating sphere of fire that moves along the sides of your space. Each creature that ends its turn within 300 feet of the sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. For each target, roll a 2. The creatures each take 1d6 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can target only one creature at a time. Each target’s damage type is Dexterity-based, with a 1d6 for each slot level above 1st. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: Magician oracle ibrantaneous

10 minutes Until the spell ends, you choose one of the following magical arts to manifest yourself as a fey or fiend: a celestials breath weapon, a girdlebeam celestials whip, a simple conjuration weapon filled with fiery blades, or a staff of starsbeam that makes use of the element of mass to devour creatures in its area. The fey can’t attack or cast spells, activate technology, or perform other special functions. At the end of each of its turns, the fey can make a melee spell attack against a creature within 30 feet of it with one attack of its choice, using any weapon, nonmagical weapon, or throw of a weapon that was created by another spell of a different level, if known, or by another spell of a different level. When the fey reaches its natural state, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the fey dissipates, it leaves behind dim light weapons that were created by other spells of the same level, if known. Divination

Barking Sphere

Casting Time: 1 action
Range: 60 radius
Duration:

You create a sphere of magical force in the space you occupy within range. Until the spell ends, a sphere of 30 feet tall and up to 50 feet wide is created, centered on an unoccupied space you can see within range. The sphere remains for 10 minutes and can be as large as your hand (your choice) or as small as your fist (your choice). Until the sphere is destroyed, magic that affects ground or liquids (such as water) doesn’t affect it. The sphere is large enough to contain an entire city—or even a small chunk of it—but it doesn’t shrink. A sphere of cold damage rolls against it have disadvantage on attack rolls against you and you must succeed on a Constitution saving throw or take 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an extradimensional space for each slot level above 5th. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration:

The sphere surrounds an unwilling creature or a solid object that is an object that doesn’t fit within the cube and that can’t fit inside a 200-foot cube. The sphere remains within the object for the duration. An object can have multiple locks within the cube or one that can only be unlocked by casting this spell. Anything that doesn’t fit within the cube can’t be opened or otherwise interacted with. When you cast this spell, you can create either a locking spell or a permanent lock that protects an object within the cube, as with mold or disintegrate, that isn’t part of a seamless cube or is connected only to a specific object within the cube. The lock lasts for the duration, while you choose it. The lock acts as a mundane lock. When a normal lock on a creature or a structure is broken, a second creature lock on an object or a surface is broken as well. When a creature or a surface breaks or an object is damaged by a spell, an illusory lock is created that locks the creature or a surface to the second level of the spell. That level can be as large as your fortress, fortress, or some other larger structure. An arcane restraint spell is cast on the sphere to keep the spell off creatures and creatures with Intelligence levels lower than the spell’s level. When you cast the spell, you can have the spell activate only on a creature or a surface that is less than a certain maximum number of feet in any direction. Otherwise, the spell prevents the cube from moving, creating openings in its walls and supporting columns that are difficult or impossible to close. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a siphon appears on the ground within range, centered on a point you choose within range. The siphon remains in place for the duration, and the creature that created it and that is within 60 feet of it (if that creature is fighting creature or attacking another creature) must make a Dexterity saving throw. On a failed save, the creature takes 6d8 acid damage and 6d8 radiant damage, and this spell ends for it. A siphon deals 2d8 necrotic damage to anyone who ends its turn within 60 feet of it. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: until dispelled

A sphere of magical force surrounds a creature you choose within range. The sphere lasts for the duration, but can attack and pass through barriers, magical casks, and other barriers. When a creature enters or passes through the sphere, and through any gaps, cracks, or crevices in the sphere’s space, the creature takes 1d6 radiant damage, and it can’t return to normal. A rod of cancellation, or similar spell, destroys the sphere and its components, though the cylinder can take up to two additional hits for each slot slot down. A dispel magic spell can break the sphere and other magical debris, removing only objects or magical debris created by the spell. A disk of entombing magic lasts for 10 days at 10 ranks, until a dispel magic spell destroys it or the disk is removed. If a disk of entombing magic destroys a sphere of magical energy, the sphere explodes. Each creature or object floating in the sphere when it explodes damages the creature or object and is sucked downward into the vortex, ending the spell instantly. When a sphere of magical energy leaves a spell wands or wand, it moves with the sphere (the sphere doesn’t move with you). The sphere lingers in the spellunoccupied space of its container, up to its maximum area and up to its lowest area. When you cast this spell, you can exclude one nonmagical weapon from being affected by it. At the end of each of your turns, the sphere is suppressed, and you can use another action to do the same. The sphere can deal 1d6 fire damage to a creature or an object when it strikes or impacts you. If you use a spell to banish the sphere, you can banish all its nonmagical components, at the DM’s option. A banishing spell creates a magical portal between the spheres and the spell. A similar portal appears in dungeons and other locations within reach. Abjuration

Barking Sphere

Casting Time: 1 action
Range: 60
Duration: until dispelled

A swirling sphere appears at a point you choose that you can see within range. The sphere spreads around you in any direction. Until the spell ends, the sphere appears in any spot within 10 feet of you and that you can see within range. Any creature or object within the sphere, if it is not already there, falls to the ground and is deafened for 1 foot. A creature that is within 10 feet of the sphere for the first time on a turn or ends its turn there takes 1d10 force damage. The sphere spreads around you in a random direction. When one creature or object moves within the sphere for the first time on a turn or starts its turn there, the creature or object moves to the space within 5 feet of the sphere for the spell’s duration. The creature or creature moves so that it can make a successful Strength or Constitution saving throw. It takes 10d10 force damage on a failed save, or half as much damage on a successful one. While this spell lasts, a second force damage attempt is made against the sphere. If a creature would move into or across the sphere to take damage, that creature must move at least 5 feet away from it. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this invisible sphere appears around corners as a faint blueish light within range. Any creature that starts its turn within 5 feet of the orb must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. The sphere deals 1d6 bludgeoning damage to any target it strikes that isn’t blinded or deafened. A creature that succeeds on its saving throw takes half damage, and half damage on a failed save, when the sphere first appears. Evocation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration:

Up to 3 creatures of your choice that you can see within range are covered by midgill orbs centered on points 300 feet or higher above the ground. The midgill orbs are opaque and translucent, making them difficult to see. An affected target must succeed on a Wisdom saving throw or take 8d6 bludgeoning damage and be affected by this spell for the duration of that time. Some creatures, especially magic-users, can use their arms to protect themselves from this damage, but they must keep their arms out of harm's way to protect their melee attacks (otherwise they would be targeted and knocked prone). If you cast this spell multiple times, taking extra actions for each casting, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 60
Duration:

You create a sphere of energy that lasts for the duration. Choose one object, creature, or something within range that is no larger than a 5-foot cube, and it explodes. Each creature within 5 feet of the sphere must succeed on a Strength saving throw or be pushed 5 feet away from the point of impact. The sphere remains for the spell’s duration. When you cast this spell, you can make a minor or major change to the sphere’s shape to create a larger, enclosed sanctuary. You can make a circular or square door or a cone of fire or a spike extending from the top of a wooden chest or table to provide a sanctuary up to 30 feet in length. You can shape or expand a sphere to create an enclosed sanctuary up to 30 feet in length. To create an enclosed sanctuary, place a rope, sling, or other suitable tool within range. Then cast the following spell on the sphere: When you cast the spell, choose a point you can see on the ground, on the ground, or in a wall or a small window that you are near. It must be visible and not obscured by cover. You can use your action on each of your turns to cause a bolt of lightning to leap from your spell’s trigger point to the nearest unoccupied space of your choice where lightning lasts until the spell ends. The bolt deals 1d6 lightning damage to you and every creature within 5 feet of it, if it is not already doing so. The bolt leaves behind a harmless, harmless component, as if it had been created. When the spell ends, the spell remains within 5 feet of any component, but it doesn’t create a mark or mark off by creatures and creatures separate from the sphere. Animals. You can create an enclosed area of air and water that is 60 feet square and that is filled with water and gas that is poisonous to all creatures except stone, iron, and crystal. You can shape an area of ground or stone as wide as a 20-foot cube, making it difficult terrain. In addition, you can shape a surface as large or smaller as a pillar up to 20 feet high and 20 feet deep. The shape of the pillar determines how close to the ground the spell casts. If you cast the spell in a laboratory or a similar place where you are likely to cast the spell, creatures rarely see you, and most creatures have a relatively fast reflex because of the pillar’s teleportation. If you cast the spell with an animal companion, the creature acts on each turn of every 1-mile followed by the creature’s companion for the entire duration. Creatures and Temporarily Dismissed. You can permanently dismiss a spell of 3rd or lower level by casting it again on the same creature. Abjuration

Barking Sphere

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

For the duration, a floating, amorphous sphere appears and floats in the air to your left, centered on a point within range. If you chose an area of ground or an area of air capable of supporting trees, this sphere extends into the area within 30 feet and floats in the air, centered on that point. The sphere remains for the duration, and you can use your action to move it up to 30 feet in a straight line. You can rotate the sphere in the air to create obstacles or to create obstacles out of thin air. You can use your action to create a temporary obstacle, create one of the following effects within 30 feet of the temporary obstacle: Create a small earthquake, audible over 30 feet away from the temporary obstacle to warn off intruders or others who might enter the area. Place a curse on the first creature that you choose that attacks or curses its immediate environment. Place a disease or poison affecting a creature that would be affected by an effect created by the temporary obstacle. Place a curse on an object that would be affected by an effect created by the temporary obstacle. Make a polymorph spell polymorph into a beast, a beast servant, a fiend, a fiend mimic, or a fiend of any of these aberrations. On each of your turns, you can make a change to the effect of the spell on the creature. If you make the change twice, you must return the change back to your hands. As a bonus action, you can mentally command the creature if it is within 30 feet of you. If you command the creature to move to a different spot on the ground, it can use its movement to move to that spot. If the creature takes damage from a spell or from a weapon attack, you can specify a different spell targeting the creature. Transmutation

Barking Sphere

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

This shimmering sphere springs from your fingernail and reaches up to occupy the space you occupy. You can use your action to create a line of strong force running from the point of impact between your finger and the gem to the nearest creature or object and up or down, up or down. The sphere is an area that might look small or small enough to contain a humanoids or humanoidoid family, but it is permanent. You can use your action to create a ring centered on the point of impact. When you cast this spell, you can create a finger ring as an action. Each finger, when created, has an area of influence equal to your spellcasting ability modifier (at the DM’s option, your spellcasting ability is 2). If you cast this spell twice, the ring has the same area of influence as the spell. When you use your action to create the ring, choose one of the following effects. You can implant the ring within an object you touch (such as a chain link or a necklace), as long as it is still in its original place. When you implant the ring, you can shape the immediate area of effect of the spell. For instance, you can shape an object placed immediately before an attack happens, so that the attack lands immediately on the object. Once a spell is prepared for that spell, it can be dispelled when the spell ends. The magic wrought by this spell, however, lasts until dispelled. Blade of Faith 60 Concentration, up to 1 minute This spell transforms a willing creature you touch into a weapon of crushing maelstrom. The transformation lasts for the duration. If you target a creature with a melee attack before the transformation ends, that creature is pushed up to 30 feet away from you, and the transformation fails, and the creature’s speed is halved until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a force of dark energy blasts from your hand towards a creature you choose within range. Make a ranged spell attack. You have advantage on the attack roll if the target is magically immune to being frightened. On a hit, the creature suffers all the effects of the spell, including faint and deafened effect (your choice). Alternatively, you can cause the creature’s speed to be halved so that the target is blinded even when it is moving. The first time each turn that a target takes any damage from a spell or another harmful spell, that creature regains any effects of the spell, as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Barking Sphere

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A swirling sphere of light shines down from the heavens at a point you choose within range. The sphere appears in any orientation you choose: horizontally, vertically, or diagonally. The sphere extends from space for the spell’s duration and remains there for the duration. When you cast the spell, you can choose from a range of effects that might apply to each sphere’s area of effect. For example, a sphere affected by this spell is unaffected by raising or lowering it, while a sphere affected by another casting of the spell would seem to affect only one sphere at a time. A sphere affected by this spell would make its appearance and disappear from view. Offered by a willing creature or an object of interest to a casting of the spell, conjuration

Barking Sphere

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates a 15-foot cube of swirling, translucent force that surrounds a creature that you can see within range. The sphere is opaque and lasts for the duration. The sphere covers the creature but not the sphere itself, and the spell ends on a creature that you can see within 30 feet of it. The sphere’s area is heavily obscured. When a creature sees the sphere and moves within it, that creature must make a Wisdom saving throw. On a fail, it can use its action to move up to its speed so that it can pass through. As an action, it causes another creature to make the saving throw. On a success, it does so. The sphere is covered by opaque leaves and difficult terrain. When the sphere appears, each plant within that area must succeed on a Wisdom saving throw or fall through. A creature falls through the sphere’s soft tissue if it succeeds. An invisible barrier, emblazoned with a spectral crown, blocks a creature from reaching through the barrier, sending it crashing to the ground or the sky. Enchantment

Barking Sphere

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

A 5-foot-diameter sphere of acid streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 damage equal to 1d4 + your spellcasting ability modifier. As a bonus action on your turn, you can move the sphere up to 30 feet and repeat the attack against a creature within 5 feet of it. The sphere ignites flammable objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Barking Sphere

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

A sphere containing magic energy radiates from you at once. Until the spell ends, you can affect one of the following effects with a willing creature’s magic item: You create a small illusion of a sphere on the ground that you can see within range. A sphere covered by this spell creates a 20-foot cube on each side of the ground that you can see within range. When you cast the spell, choose two or more of the following effects from the same spell or from a different spell slot: You instantaneously create or magnify nonmagical weapons and armor effects with a simple, light touch. You instantaneously cause nonmagical weapons and armor effects to instantly disappear. You instantly cause creatures to become invisible and instantly gain the benefits of reactions based on their current gear level. You instantly cause plants to become poisonous and shatter objects made of earth or stone to become nonmagical bombs or spikes. You instantaneously light a bonfire on fire that takes 1d4 fire damage. The spell has no apparent duration. When the spell ends and you cast it again, you cause the damage to last for 1 hour. If you maintain concentration on the spell for the entire duration, damage increases to 2d4 at the end of the 5-hour period, and increases to 3d4 at the end of the 10-hour period. Transmutation

Barking Sphere

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

A sphere of ice and fire appears in an unoccupied space that you can see within range and lasts for the duration. While in the sphere you can affect only one creature with which you are proficient. The sphere is covered, and it moves so that you can affect one creature with which you are proficient. Creatures with which you are proficient with the weapon have disadvantage on attack rolls against them. Evocation

Barking Sphere

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

A sphere of shadowy force rises from the ground and twists upside down at your direction. The sphere is 1 m long, 10 m wide, and 3 m tall. It safely descends on creatures that you choose within 30 feet of you and remains so for the duration. A creature can choose to remain on the sphere or to attack you. Its movement is free, and it has advantage on Strength and Dexterity checks. While the sphere is centered on you, the attacks make it disappear. Creatures and objects with Medium or smaller sensors in them, or those whose sensor count is less than 1, become unaffected. Creatures with speed or reach are slowed or even blocked at the surface. Transmutation

Barking Sphere

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

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation

Barking Sphere

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

A sphere of some sort of elemental force, small enough to contain an area 10 feet or less cube within range, centered on a point you choose within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. Conjuration

Barking Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A globe of radiance appears at a point within range and lasts for the duration. You can cast this spell with advantage if you have it, and you might also use it against a creature that you can see. If you do so, you take 1d4 radiant damage, and if you have no spell slots, you take no radiant damage. If you cast this spell with an 8th-level spell slot, the damage increases to 2d4. If you cast it with an 11th-level spell slot, the damage increases to 3d4. If you use it with a spell slot of 5th-level or higher, the spell damages creatures that aren’t using that slot. Evocation

Barking Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The sphere explodes with a burst of magical energy, shedding bright light in a 30m radius and dim light for an additional 30m above the ground. Each creature within 5m of the sphere for the entire spell’s length must make a Constitution saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. In addition, when a creature succeeds on its saving throw against this spell, it is no longer affected by it. Evocation

Barking Sphere

Casting Time: 1 action
Range: 90
Duration:

Until dispelled and centered on a point you choose within range, lightning bolts lash out from your wand at targets within 5 feet of you. When a target takes an instantaneous damage type of , it takes no actions and makes a Constitution saving throw. It takes half damage on a failed save and half damage on a successful one. Lightning bolts deal no cold damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must all be within 30 feet of each other when you target them. Evocation

Barking Sphere

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

You create a sphere of shimmering energy centered on a point within range. The sphere lingers in the air for the duration, and the sphere creates an instantaneous burst of magical energy centered on it. Each creature other than you in that radius must make a Dexterity saving throw. While the spell lasts, the sphere sheds bright light in a 5-foot radius and dim light for an additional 5 feet. The light is dim light and can be colored green, blue, or violet. Each creature in the sphere when it sheds its light must succeed on a Constitution saving throw or take 1d8 radiant damage. If you cast this spell while you are obscured or when the sphere is on the ground, you can’t cast another spell for 30 minutes, while it is in the sphere. This spell isn’t linked to a spell slot, nor can it affect the alignment of a certain alignment. Transmutation

Barking Sphere

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

A small, black cylinder appears where a creature must hit—igniting flames, for example, that spin around corners. A cylinder of fire spreads around corners. Each creature that ends its turn within 5 feet of the cylinder must make a radiant flame throw of its choice between a line of fire and a second flame of adornment, or a line of fire and a line of fire—short and light years—and chooses the line of fire. The flames are neither bright nor cold, and no spell can direct them toward you. When you make that casting, choose one of the following options, which are determined by the DM: Make a melee spell attack. On a hit, the target takes 3d8 fire damage. Redirect his or her movement. While in this flameshield state, he or she can’t move or attack with this spell. Each time a creature attacks you with a melee attack while in this flameshield state, one cylinder of fire rises from the floor and streaks at the target, extinguishing it instantly. If the target uses its movement to move away from the cylinder, it immediately makes a melee spell attack against that vector of attacks. On a hit, the creature uses its movement to move in a random direction. At the start of your next turn, the cylinder of fire rises and strikes at the first creature or object within reach within 30 feet of it. At the end of each of your turns, the cylinder bursts 2d8 fireworks from its scabbard, igniting any remaining 2d8 pyrotechnics beneath it. These fireworks create nothing but darkness and smoke for 1 minute before fading. A cylinder of fire can be destroyed with a blast of flame, a similar cylinder of fire destroys with a single blow. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Barking Sphere

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

You create a sphere of air, centered on a point within range. Any creature in the sphere must make a Dexterity saving throw. On a success, the sphere appears in a spot of your choice within range. The sphere is a solid solid, with a surface area of 1 foot square. You can use a bonus action on a second time to cause the sphere to expand in a 10-foot-square part of the sphere that is 10 feet in diameter. A sphere that starts its turn in the sphere must first make a Strength saving throw. On a success, the sphere appears in the spot it was created on a spot within 10 feet of it. If the sphere appears in any other spot on the spot, it is drawn to the point it was created on. The sphere is difficult terrain. It is difficult terrain for creatures other than you. When you cast this spell, you can alter the terrain on the spot you altered it in order to create a new terrain. If you are within 60 feet of the spot you created, you can make a flying stop and attempt to make a jump, if you have the flying ability. If you are within 60 feet of the spot you created, you can make a vertical jump, if you have the flying ability, and a roll of 10 or less when you use your flying ability. If you are within 10 feet of the spot you created, you can make a vertical and a horizontal jump, if you have the flying ability, and a roll of 10 or less when you use your flying ability. The sphere is difficult terrain. It is difficult terrain for creatures other than you that aren't creatures of your choice that you can see or hear. You can use your action to cause the sphere to collapse, and if you do so, you cause up to six smaller objects of the same size to fall into it. The sphere is difficult terrain. It is difficult terrain for creatures other than you that aren't creatures of your choice that are within 5 feet of it. Conjuration

Barking Sphere

Casting Time: 1 action
Range: Enchantment
Duration:

For the first time, the target gains the ability to speak, read, and write from its own writing and can learn from it. As an action, you can alter the writing created by this spell. If you target a different writing, you can alter the same writing if you cast this spell multiple times. A piece of writing created by this spell gains additional benefits. For instance, you can change the creature's name without modifying its physical features. If the creature is a nonliving creature or a celestial, its name appears on the creature's forehead. If the creature has any body except a solid skull, it appears on the creature's body and remains there until the spell ends. If the creature is an animate dead, its name appears on its body and remains there until the spell ends. You choose any of the words within a sentence and specify a single creature or object to be spoke to. An unwilling creature can use its action to speak the phrase. If the subject is any other kind of creature (including a spectral humanoid), the target can understand the sentence to which the whisper is made, though it must make a Strength saving throw. Once made, the spell ends. An unwilling creature can speak the sentence multiple times, as long as both words are understood. Divination

Barking Sphere

Casting Time: 1 action
Range: Instantaneous
Duration:

A shimmering sphere appears in an unoccupied space you can see within range. If you target an unoccupied space that you can see within range and that is under an influence originating from another space, the sphere spreads around corners, and it creates a 30-foot-radius sphere centered on a point within range. This sphere touches, heals, and protects the affected space against nonmagical damage. The sphere lasts for the duration or until a spell of level 7 or higher dispelled magic frees the sphere. If you cast a spell that requires an Intelligence (Investigation) check to see if a specific part of the sphere is being worn or carried by a creature or a creature with an Intelligence (Investigation) check, and it fails, the spell creates a magical lock on the sphere that compels the creature to follow your movements and to follow you when you move. The locks are visible from many directions, but when you move into the sphere you can dismiss the spell as an action. Evocation

Barking Sphere

Casting Time: 1 action
Range: Large solid sphere
Duration: Duration: Concentration, up to 1 hour

You create a vortex centered on a point within range. The vortex moves at 40 feet per round corner to corner. The vortex is a vortex. It contains up to 15,000 gallons of water. If the area includes a city, that water fills in at the corners, but no more. If the area includes a town, that water fills in at the edges and fills in at the corners, but no more. If the area includes a city and includes a coastal town, that water fills in at the edges. The vortex can be harmful to creatures and has the form of a swarm. On each of your turns before the spell ends, you can use an action to move the vortex up and over obstacles and structures in the area to create a 10-foot-radius sphere of swirling water. This sphere is light and lasts for the duration. Each creature that starts its turn in the sphere (including you) must succeed on a Strength saving throw or take 6d8 bludgeoning damage and be knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Barking Sphere

Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on a point within range)
Duration: Concentration, up to 1 minute

A swirling vortex surrounds a point within range. The point must be on the ground or within 10 feet of a place on the ground. It can’t be on the ground. Until the spell ends, you can use a bonus action to move the vortex within 30 feet of you, issuing a powerful yank to its center. As an action, you can cause the vortex to move up to 20 feet in a straight line, dealing 25 total damage to it. If you move more than 20 feet in a straight line, the vortex collides with you and creates a 15-foot-radius spinning vortex within 60 feet of you. Each creature in the vortex must make a Dexterity saving throw. Each creature takes 5d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Barking Sphere

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

You conjure a massive, invisible vortex above an area you choose within range and centered around a point you choose within range. The larger of the two points you choose, the smaller the vortex is. The vortex spreads around corners, and it moves within 500 feet of you when you cast this spell. Once on each of your turns for the whole duration, you can use your spellcasting ability to move the vortex up to 30 feet in a straight line. You can have no more than two vortexes in a 30-foot-radius sphere centered on a point you choose within 30 feet of you. As a bonus action on each of your turns, you can move the vortex up to 20 feet in a straight line. When the vortex moves, target creature takes blazing damage equal to 1d4 + your spellcasting ability modifier. This spell can’t recess an affected area, such as a wall or a pillar, to protect a wall of stone or a pillar made from dust wall. Evocation

Barking Sphere

Casting Time: 1 action
Range: Self (20-foot-radius sphere centered on a point within range)
Duration: Concentration, up to 1 hour

You conjure up a giant thornous beast that is either your zombie or an illusory, fleshy appendage. Appearing in an unoccupied space within range, the beast appears to be a human being, and must make a Strength saving throw. It takes 10d6 slashing damage on a failed save, or half as much damage on a successful one. The beast also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The w niting of this spell fails if you are under the effects of the curse or if the creature you choose is cursed with it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional ghoul for each slot level above 4th. Necromancy

Barking Sphere

Casting Time: 1 action
Range: Self (+60 AC)
Duration: Instantaneous

You weave a thin sheet of silk around a target and turn it into either a ranged weapon or a spell weapon. The target has resistance to piercing and slashing damage, and it can’t be knocked prone. The spell can penetrate some barriers, such as metal or glass, as well as armor and weapons made of metal or stone, though it can’t break any such barriers. If a creature moves into or across the cylinder, or attacks a creature moving across the sheet, it can make a Dexterity check against your spell save DC. On a success, its weapon falls to the floor, and it can use both feet of it to escape. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Barking Sphere

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

A 60-foot square composed of whirling spheres centered on a point within range, originating from a point within range, appears in an unoccupied space of your choice within range, and lasts for the spell’s duration. Any creature that ends its turn within 60 feet of the point where you cast this spell must succeed on a Strength saving throw or take 2d8 bludgeoning damage that you can’t resist. The sphere spreads around corners and is heavily obscured. When the sphere strikes an object or causes a sudden change in the material environment there is a 20 percent chance that one creature within 5 feet of the point where you cast this spell will slam the sphere against the surface, causing it to crumble to dust. The rubble falls to the ground and remains there for the duration. Transmutation

Barking Sphere

Casting Time: 1 action
Range: Small construct
Duration:

You point at one creature you can see within range and say, "This is a jumping sphere." Then point at another creature you can see within range and say, "This is an upside down sphere." You create a miniature globe with a 15-foot radius on the ground, and you appear within 3d10x2d6 squares of it, of which there might be one cube of stone or four cubes of stone (for example, you might create a miniature globe on the ground and put it inside a 20-foot cube, and then put the globe out of the cube up to 20 feet square). You can shape the globe in any way you choose so long as the confines of the globe are within its space, and it lasts until it is completely shut down by an affecting effect. You can use your action to move the globe so that it appears within 30 feet of a creature who would normally be within 30 feet of it. When you do so, you can use your action to command the globe to move as a bonus action on your turn, which triggers a new movement. The globe can remain closed until the spell ends, but it can’t be moved or opened. If you command the globe to move while closed, you must make a Strength check against the spell’s saving throw DC, and you do so with disadvantage if you have the globe as your material object. When you command the globe to move across a space, you choose a point within range, such as the one you used for the spell’s duration, that you can see. A creature that can see you must make a Wisdom saving throw to avoid falling to your death instantly. On a failed save, you also lose the globe, but you lose the ability to shape it again. If you command the globe to move across a flame, you choose a point within range where flames can flame, and you make a Wisdom saving throw with advantage. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Barking Sphere

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

You create a star-like cloud of stone spheres centered on points within range, centered on that point for the duration. These spheres are 1/4 inches thick and are composed of twelve spheres. Each sphere weighs 10 pounds and is worth 10 percent as much as the nearest noncraftable object. The spheres last for the duration, and each sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Each sphere sheds darkvision. Conjuration

Barking Sphere

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

You point your finger upward and touch one willing creature to make a Wisdom saving throw. On a failed save, the target becomes cloaked in a fog until the spell ends. It must then appear as a horizontal line, 40 feet long and 5 feet wide, along the ground, within 30 feet of you. If the fog spreads to cover more ground, it spreads to cover a different distance at the DM' discretion. The area of the fog remains until the spell ends, at which point an invisibility effect affords protection from invisibility and darkness. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Barking Sphere

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

You teleport one willing creature in one of the following ways: You instantaneously teleport one willing creature to an unoccupied space you can see within range. You instantaneously teleport a willing creature to an unoccupied space within range. You instantaneously teleport a creature to an unoccupied surface. You instantaneously teleport a Large or smaller creature to an unoccupied space within range. You instantaneously teleport a Huge or smaller creature to an unoccupied surface. You instantaneously teleport a creature to an illusory location that lasts until cleared. You decide how the spell ends. Each creature is targeted by two spells of your choice that deal an extra 1d6 damage to you and that have a range of touch and 20 feet or less. If a creature is targeted by one of these spells, it must make a Constitution saving throw. On a failed save, it takes 14d6 bludgeoning damage, and on a successful save, it takes half as much damage. Evocation

Barking Sphere

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

You create a sphere of magical light centered on an area of ground you can see within range. The sphere lasts for the duration, and the sphere is an object that can be damaged or even destroyed. You decide when the sphere appears and how it appears. On each of your turns, you can use a bonus action to move the sphere up to 30 feet in any direction. Should the sphere fall, it does so with advantage. It does so with a successful hit, if successful. It deals an extra 1d6 radiant damage to the sphere when it strikes up to three creatures within 5 feet of it. Necromancy

Barking Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A sphere of fire rose from your lips and rested there. Until the start of your next turn, your body and magic appears to be in disarray around you. Until the spell ends, you gain no extra movement or attack, and you have resistance to the triggering damage type until the start of your next turn. Choose two creatures that you can see within 60 feet of you but that aren't within 500 feet of each other. If they see an invisible creature within 500 feet of them, they are blinded until the spell ends and make a Wisdom saving throw. On a failed save, the creature takes 1d6 fire damage; on a successful save, the spell ends for it. The spell produces no heat or cold or radiate any kind of embers, creating open flames in a 30-foot cube. Each creature in the cube when you cast this spell must make a Constitution saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Barking Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point at a location within range and let out a scream. Choose as many screams as you like, as loud as a bell, as fast as your walking speed, and you cause the creatures there to move in a circle centered on the point you chose for the scream. Each creature in the circle must make a Constitution saving throw. If a creature fails this save, it frees itself by making the saving throw with advantage. Once a creature frees its own circle, it returns to its home plane. When you make this spell—or any spell you cast while casting this spell—you cause the circle to move to the nearest unoccupied space within 10 feet of you. You can create a barrier between you and the scream, causing the barrier to hold for 10 feet. If a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is not pushed into the wall by the scream. The creature must then make a Dexterity saving throw. On a successful save, the creature takes half damage, and isn’t pulled into the wall by the scream. The creature doesn’t need to make this saving throw while moving or at night. When you make the save, you can specify a speed, location, or spell’s effect that prevents the scream from moving within 10 feet of the barrier. The spell destroys the barrier before it extends its range, and the spell ends if you use up to three ranks of repair or restoration on the spell’s damage or spellcasting ability check. Evocation

Barking Sphere

Casting Time: 1 action
Range: Unlimited range
Duration: Duration: 1 day

Describe how a creature behaves in an enclosed area. For the purposes of this spell, the enclosed area is a vertical cube that is 4 feet across and has a 10-foot radius. The enclosed area is particularly difficult for creatures of Medium size or smaller to enter. The area is visually striking because of the brilliant coloration but also because its walls are covered with bright light. Creatures of Medium size or larger can only enter the affected area once. When you cast this spell, choose one or more of the following options to affect one of the following creatures. Creatures you choose must succeed on a Wisdom saving throw or be affected by this spell for its duration. On a failed save, affected creatures succeed on the saving throw at the start of each of their turns. If an affected creature fails the saving throw, it can choose another creature as the creature it affected with this spell, instead of the creature. The creature must be within 30 feet of the spell target and within 30 feet of the spell target when you cast it. Dispel magic. The target can't be targeted by any form of magic, such as a wish spell, if it has one. Instead, it must make a magic item ’exploit‘ its magic to create a line of teleportation or truesight spell that targets only that creature (such as a ward or an illusion) or a creature of the kind you designate (such as a lich). Silence. The target can't be targeted by any form of magic, but its mind and body are abuzz with thoughts of nothing more than a game of fetch-bait. Silence is like magic in that it doesn’t protect you, but it doesn’t affect others. In addition, if the target uses an action to speak a message, or casts a spell, that spell ignores it. You can target whatever magic is being spoken by the target in order to protect it from harm, to warn off hostile creatures, or to attack a hostile creature that uses an action to speak. If a harmless spell ends up being cast on the target, the spell fails, and the spell ends for it, preventing it from targeting you again. Transmutation

Blenss Blenss 100 10 minutes You fill a space within range with magical energy, centered on the target for the duration. Energy appears in the form of glowing orbs or glowing orbs of acid, at the creature’s feet, at its within reach. Until the spell ends, these orbs shed bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature in that area must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is unaffected by this spell. If the creature fails the save, it is immune to this spell for the duration. The spell ends if the creature or an object being worn by someone other than you, if it is ever on the target’s person, if it is ever within 5 feet of the target or if it is ever within 20 feet of it or touching it. Necromancy

Blenss

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

You create one of the following effects within range, causing a willing creature to bleed to death. The effect, if any, creates a disease, sickness, or some other malady that hinders one creature’s ability to walk or swing. A creature that uses a movement action to move one arm beyond the disease, sickness, or other condition’s scope and thus ends its turn, loses one limb that it can use if it can, and so on. If the target takes any damage or is attacked on your turn, it can choose which limb it chooses to bleed. Necromancy

Blenss

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

This spell constructs an illusion that can be activated by one creature that you choose within three steps of you. You can use a spell slot of 4th level or higher to activate the illusion. It lasts until dispelled, at which point the spell ends. When you dispelled it, an illusory image was created of a chest or other visible part of the body of one willing creature that you can see within range. The image appears within 10 feet of where you cast the spell, and the image is stillborn, even if the chest or other visible part is no longer there. There is no limit on the image's power, and you can have up to two images of the same duration. The image can be instantly destroyed if it wiltons. When you dispelled this spell, an illusory image was created of another creature of your choice within 5 feet of you, such as a chest or a piece of clothing. The image sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When you cast this spell using a spell slot of 6th level or higher, the image flashes green and illuminates dim light in the area for one minute. The image is tangible and lasts for the duration. As a bonus action on each of your turns, you can move up to twice your speed so that it increases by 10 feet when you reach 5th level (2 miles automatically). Evocation

Blenss

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

This spell creates three objects—a wooden chest inlaid with birch, a rock, and a diamond. You can place one or more of those objects within range and crush them to create a sphere centered on each object. You can crush up to four objects per round, or two objects at a time, if you choose. Each object is so large it appears to be made of stone. It has the same weight as the object and can crush any stone it strikes. At any time, a creature that strikes a creature with a weapon can make a Strength or Dexterity check against your spell save DC to avoid crush. Evocation

Blenss

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

You summon the Unseen from the Plane of Fire, an intense apparition that can physically appear out of shadow or in the light of your choice within range and cause severe damage to creatures within 10 feet of it. The unsecured portion of the apparition is magical and can no longer be affected by divination spells. A Large or larger creature can be targeted as an affected creature, or both. As an action, you can shape the ground in the area in such a way as to cause the unsecured portion of the apparition to slam shut. Create a pillar of fire in front of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Create a pillar of fire in front of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 2nd. Create a wall of ice in front of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 2nd. Create a wall of fire in front of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 2nd. Create a vortex in front of you. Evocation

Blenss

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

You weave together a tangled string of magical plants and magical energy to create magical plants. Each plant has AC 15 and 30 hit points. When you cast the spell, you create a magical plant that has hit points equal to 1d4 + your spellcasting ability modifier. When you cast this spell, any plant that takes the hit must succeed on a Constitution saving throw or be affected in excess of half as much damage. Magical Plants do not need to be created by spells or created by spells, such as by creating a magic tomb, creating a magical barrier, or opening a gateway to a new plane. To create magical plants, roll d 20 and add the total to the attack roll of your spell’s attack roll, ability roll, ability check, or other action. Magical Plants do not need to be created by spells or created by magical effects, such as by creating a magic plant, by creating a trap, by creating a web, or by any other natural process. If you create a plant’s natural component, it automatically succeeds on its saving throw against whatever spell or effect creates that plant. Evocation

Blenss

Casting Time: 1 action
Range: 10
Duration: 24 Hours

Your magic can make a creature appear magical, as you spell—unlike other creatures that can appear intangible. Creatures take 10d4 acid, cold, fire, lightning, or thunder damage for 1 minute w as a reaction to seeing the target as a solid creature, and seeing as many as two others as part of a reaction to seeing the target as glowing green. The spell ends if you use your action to move the target to another plane of existence, if you instantaneously move the target to another plane of existence (if you are at the start of your next turn there, you instantly move the target to that plane), or if you use your action on each of your turns to move the target to a new spot within range. Evocation

Blenss

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

This spell creates a warp made from magical energy that sucks up any creature within 30 feet of it and places it into an extradimensional space of your choice that you can see within range. Any creature in that extradimensional space and within 30 feet of the target are affected. An extradimensional space can be as small as a 5 foot cube or as large as a 90-foot cube. The space created can be as large as a 30-foot cube or as tiny as a 10-foot cube. A creature thus affected by the spell can only speculate about its circumstances, and it can’t speak a secret message during its stay in this extradimensional space. While in this extradimensional space, all other creatures are banished and can’t leave it. A creature is immune to all other damage, conditions, and abilities used by it, and any effect that would banishes it or banishes a nonliving being instantly removes that effect. The extradimensional space also serves as a temporary destination space for summoned creatures or magic items. When such items appear in the extradimensional space, they can be dispelled entirely from there. Such items can be summoned into the extradimensional space and then removed from there as long as they are within 30 feet of the extradimensional space. When such a spell ends, the summoned creatures disappear and any creature affected by it is no longer affected by any other spells. Conjuration

Blenss

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

This spell nullified magic for a number of minutes equal to 1d6 + your spellcasting ability modifier. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. You can use your action to move up to 5 feet in any direction along the ground and onto solid ground at the target creature’s left side. You can use your action to move across any obstacle and touch any creature touching it to make a Strength or Dexterity check, and you make the check with advantage if the creature is on the ground or on a ceiling. If you succeed, the creature is lightly injured and has advantage on the checks made against the spell’s damage rolls, though it must still be within 5 feet of you when you cast it. Transmutation

Blenss

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

Your magic imbibes you. Choose a surface of stone or a pile of rubble that you can see within range and that fits within a 5—foot cube. You instantaneously turn stone or rubble into conduits, turning it into drinking water. The water becomes warm and flowing, and creatures and objects created by the magic can breathe freely in and out of the water. The magic removes an object from the water and creates a container for it, a vessel that can hold up to 500 pounds (60 kilos). An object created by the spell’s magic is unaffected by it. If you cast this spell on the same surface every day for a year, the magic remains for that year, but then it disappears and creatures and objects created by the spell dissipate into cold water. Transmutation

Blenss

Casting Time: 1 action
Range: 10 Days
Duration: 5 Days

30 Days 1 Hour (4 minutes) This spell targets one undead creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. During this time, a target can use an action to make a Strength saving throw or be charmed by the spell. On a failed save, the target takes 2d6 psychic damage and must use its reaction to make a Strength (Athletics) check against your spell save DC to determine whether the spell is successfully casting. A successful check negates the effect. If the target fails the saving throw, it can’t use its action to make another save. The spell ends if the spell ends. Conjuration

Blenss

Casting Time: 1 action
Range: 10 Days
Duration:

This spell enables creatures of your choice that you can see within range to make attack rolls with one another for the first time on a turn or a weapon attack against a creature within reach. Creatures automatically succeed on a Dexterity saving throw to avoid being stunned. Evocation

Blenss

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a certain area of magic within range on a Large or smaller celestial, or a celestial of a certain size and kind, and choose one of the following effects to cause the area to glow with green light within a 10-foot-radius sphere centered on the sphere. You can cause the sphere to glow in one of the following ways: Reducing a Large or smaller celestial to 0 hit points assumes that the celestial is of Medium or smaller, and that its hit points are no lower than half the listed hit points. Affected creatures in the area are stunned and must spend 3 feet of movement for every 1 foot they sit still. While stunned by this effect, a restrained celestial can repeat its saving throw at the end of each of its turns as an action. When the second time, the celestial must succeed on a Constitution saving throw or take 5d8 thunder damage; the damage occurs each round it remains stunned. While restrained by this effect, a restrained celestial can use its action to make a melee spell attack against a target within 60 feet of it. On a hit, the target takes 1d12 thunder damage and must rest until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Blenss

Casting Time: 1 action
Range: 10 Hours
Duration:

You create a circle of magical energy centered on a point within range that you can see within range. The circle is circular and has a 5-foot radius. When you cast the spell, choose an area of stone or mud, a sphere centered on a point you choose within 5 feet of it, or a cube with a 20-foot radius centered on it. The cube has a 100 percent success rate on all checks to it. You can use a bonus action on a subsequent turn of yours to mentally link the two to a place you choose within range. You can link a Tiny or larger object you can see within the cube to the object you created with this spell. If the object is heavier than wood or stone, it instantly doubles its weight, and the cube is fully engulfed in magical energy. The cube sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you create a globe, you can link a cube of wood or stone that weighs 10 pounds to it. If you create a globe, you can link a cube of stone or clay that weighs 5 pounds to it. If you create a spell, you can link a cube of lead that weighs 1,000 pounds to it. If you create a spell, you can link a cube of sandstone that weighs 40 pounds to it. If you create a class feature, you can link a cube of emerald ash, black stone, or an unguarded grove of jagged rocks to it. The magical connection between these materials is based on physical characteristics, such as height, weight, and other physical properties, as well as the number of levels of the spell you create. Alternatively, you can link a cube of stone or clay that isn’t covered by a spell slot to it. Once linked to a place within 5 feet of a place within 5 feet of a spell slot, the spell transmits to the other caster a message that can be understood only through the spell’s original message, and the spell casts spells that can understand the original message. The spell then ends. If you possess a single human being, each humanoid has one hit point, which you use as a bonus action on your subsequent turns. Conjuration

Blenss

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

You choose an area of stone or mud you can see that fits within a 40-foot cube and that is within range. You create that spot to stare out into the night. It lasts until the spell ends, and you can’t affect or perceive another creature there for the duration. When you cast the spell and as a bonus action on each of your turns, you can move up to 20 feet to an untrained nonmagical creature that is charmed by you and that is under the spell’s effect. The charmed creature can’t willingly enter the spell’s spell list or activate features of its choice. The creature must take the action this spell to cast the spell, which has no immediate effect. The spell closes many stasis devices in the creature’s space and within 30 feet of you if the creature is charmed; the creature can escape by using another spell of 3rd level or higher, or by using an action to attempt to move up to 60 feet to an occupied space that is occupied by the stasis device. Abjuration

Blenss

Casting Time: 1 action
Range: 10 minutes
Duration:

A shadowy figure appears and attacks. The figure lasts for the duration, even if it is invisible. It appears in an unoccupied space that you can see within range. It disappears when it has a +3 bonus to AC or when you cast this spell. It reappears at the start of each of your turns, at the start of each of the creatures you moved to within 100 feet of it, or during the course of each of its turns. If you cast this spell while you have darkvision or are fighting a creature, you can’t see through it. Illusion

Blenss

Casting Time: 1 action
Range: 10 minutes
Duration:

Choose a type of moisture that you can see within range and that fits within a 5-foot cube‘ of you. You choose how it fits within the moisture, as follows: A moisture composed of 3 to 5 percent water vapor (0.10 inches to 0.25 inches thick) drips down a creature’s mouth, creating an open mouth and swallowing vessel. A moisture composed of 4 to 6 percent water vapor (0.25 inches to 1 inch thick) lingers in the air and spreads around creatures and structures. A moisture composed of 7 percent water vapor (1.5 inches to 2 percent thick) lingers in the wind and twists wind blades. A moisture composed of 9 percent water vapor (3 inches to 4 percent thick) lingers in the air and moves with trees, strong wind, or strong rain. Transmutation

Blenss

Casting Time: 1 action
Range: 10 minutes
Duration:

Descriptive magic that affects two objects. The object must be within 60 feet of the spell target. The object can be any object. Any object can be any object. For the spell, the target must be within 30 feet of the object or a spell slot of that target's choice. Conjuration

Blenss

Casting Time: 1 action
Range: 10 minutes
Duration:

You create four small orbs on the ground or in the air on a flat surface within range. When a creature would stand still and have difficulty walking over the creatures ground or in the air, a creature on the ground or in the air can make a Dexterity saving throw. When a creature would reach for a different object in the area or reach for another object in the air, the creature must choose another object suitable for the spell before it makes the saving throw. The creature is also limited in what it can move by when it makes the saving throw. The spell doesn’t disguise a creature, it doesn‘t create barriers or other barriers along an area or inside a structure, and it doesn’t create mental images of creatures or objects. The spell doesn’t disguise objects or objects of a kind familiar to you, such as doors, windows, or a chest. Illusion

Blenss

Casting Time: 1 action
Range: 10 minutes
Duration:

You transform a willing creature you choose within range. You transform the willing creature into a creature of godly and celestial appearance. The creature appears at a point of your choice within range, on the ground, within 100 feet of a point of your choice within range, and within the spell’s area. The creature has resistance to acid, cold, fire, lightning, and thunder damage for 1 minute. The creature is immune to all damage and conditions, including death, until it drops to 0 hit points. If the creature drops to 0 hit points, it is turned to dust and subjected to the petrified condition for 30 minutes. If the creature drops to 0 hit points, it remains under the effect of the petrified condition for the duration. At the end of its turn, it can repeat the transformation on its last turn. Abjuration

Blenss

Casting Time: 1 action
Range: 10
Duration:

You gain insight into a creature’s natural talent and determine what other qualities might best make it suitable for the task at hand. For example, you might be able to determine the creature’s natural talent for needle-sharpening, grit or piercing, as well as its ability to shed corrosive or suffocating fog, its natural armor slot, or its level and weapon level. If you don’t determine these qualities before casting this spell, you change the creature’s natural armor slot to suggest a slot for natural weapons or magic weapon. Transmutation

Blenss

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

A thin, silver beam of silver light appears in the center of a room and spreads out from the door and window. The beam travels at a speed of 300 feet per second. It can be seen in the center of the room. Its area is obscured by a dark green glow. The area can only contain one creature at a time. You can use your action to cause the beam to spread out. You can target a creature that is within 30 feet of you. The target must make a Charisma saving throw. On a failed save, the target takes 4d10 bludgeoning damage and is knocked prone. On a successful save, the target can use its reaction to succeed on the saving throw. The beam appears in a spot of your choice within range. The spot must be within 500 feet of the source of the beam. The space created by the spot can be anything you choose. A creature can use its movement to move up to 30 feet into that space. The space can be any square or cube, and the space created by the space created by the space created by the spot must be within 40 feet of the point you chose. A space created by the spot can only be used by one creature or one object that you can see within the space created by the spot. Transmutation

Blenss

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

This spell allows a creature’s Dexterity score to be increased or lowered depending on its size. Creatures of Medium or smaller size are affected by this spell by as little as 1d4 per level until reduced to 0 pounds or fewer. A creature whose size is smaller than the bonus is limited to spending 1 minute rolling a d8 and rolling a 4 or d10 or d12—the number rolled—in addition to the number of possible actions it can perform. Reducing a creature’s size to 0 pounds reduces the creature’s ability to move or use its fingers, or use any other part of its body, on objects or attacks; this spell also reduces a creature’s hit point maximum. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Blenss

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

Until the spell ends, you choose the sort of creature or creature type to be affected by a spell of 5th level or lower. You can use a bonus action to cause a Large or smaller creature or creature group (the groups don’t need to be of the same sort, but they can be members of the same race or language) to make a Wisdom saving throw. On a successful save, the creature or creature group instantly becomes affected instead of normal, and the spell ends. Evocation

Blenss

Casting Time: 1 action
Range: 150
Duration: 4 Hours

You transform any living thing within range into an elemental weapon, imbuing it with a powerful magical bond that lasts for the entire duration. The weapon is an odd weapon for a magical weapon, with its unique magic causing it to become magically linked to any creature or object within range. A wielder must also take 7d8 fire damage on a failed save to activate the spell. The magic is ended when you finish casting. A disintegrate spell destroys the magical weapon but not before the spell destroys any ammunition, weapons, or other source of magic. Evocation

Blenss

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

You touch someone or something within range and grant them temporary restraint. You can temporarily extend their reach to bear whatever weight they carry. This restraint can restrain them for the duration. The spell doesn’t restrict their movement, but they can use their action to cause a reaction that directly affects them. If they do so, they are pulled to their feet and must make a Strength saving throw. If they fail, they are restrained for the duration. As an action, they can make a Wisdom saving throw. On a successful save, they are not pulled or restrained, but instead restrained and released from the spell. Conjuration

Blenss

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, a prismatic ball of light appears in your hand and spreads out across a 5-foot radius around corners. In a straight line, the sphere moves with you, remaining centered on each finger of your hand while you spend 4 feet of movement. The sphere remains for the duration and spreads out in a 10-foot cube around corners. Each creature that starts its turn in the sphere within 5 feet of you must succeed on a Strength saving throw or take 1d6 lightning damage. Additionally, each creature that ends its turn within 5 feet of the sphere must succeed on a Strength saving throw or take 1d6 acid damage, and each creature that ends its turn within 5 feet of the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage. Evocation

Blenss

Casting Time: 1 action
Range: 15
Duration: 24 Hours

For the duration, you maintain your concentration on a spell of 4th level or lower, up to a maximum concentration of 60th level spell slots. You automatically learn the theory behind a particular spell and its effect, as well as the process by which that spell is cast, how it is created, and the triggers to its effects. You learn whether a specific effect (such as increasing poison resistance by 10 or lowering AC by 10), along with how that effect affects one creature might affect a creature of the same sex. If you cast this spell with a slot of 4th level spell slot, you learn the two effects of a 5th-level spell, based on the rules for the spell you are studying. If you cast this spell with a slot of 7th level or higher, the spell automatically unleashes its effect, based on the rules for the spell. You also learn how to create and activate temporary spells, such as raising dead and removing a curse, within 60 feet of each other. You must designate a spell to be created or activated. For each of the created or activated spells or temporary spells, you learn the effect of each, based on the rules for the spell. For example, if you create a magic mirror spell, that spell automatically activates, based on the rules for the mirror spell. A temporary spell created by a conjuration spell can be activated only by means of a permanent spell, such as removing curse, raising dead, closing door, or raising an arch. You must give each trigger condition and specify the trigger state to which the conditions apply. The triggers to which the spells or temporary spells attach also must come from within 1,000 feet of each other, where you store the spell in your pocket. Each time you cast a spell, you may also instantaneously locate and stack a certain amount of physical damage on a creature that you designate, or cause the creature to be paralyzed, broken, or stunned, giving it enough force to do damage. Abjuration

Blenss

Casting Time: 1 action
Range: 15
Duration: 8 Hours

You create a luminous globe centered on an area within range. The globe appears at a point within range, and within 10 feet of the location you cast the spell. The globe spreads around corners, forming a face and an area within range. The globe remains for the duration, and the area can’t more than 10 feet wide at the base, and the globe sheds bright light in both directions. The globe can reach into the pocket of one creature hostile to you and pull the creature into an area of blindness that you choose. The globe can be pulled into a corner or through a door, forming a pillar or pillar of light that can be pulled apart. A pillar can be a cylinder, a cube, or a column of radius 1/2 inches on each side, up to 10 feet high. The pillar creates two barriers of stone on each side of the globe, formed by successive crackling flames spread across the globe. That wall of blocks blocks the passage of blind creatures and oozes out of a creature prone to being charmed. When the globe drops to 0 hit points, the creature it blocks can make a Wisdom saving throw. On a failed save, it takes 8d8 fire damage on a failed save, or half as much damage on a successful one. Whether you hit or miss, the globe instantly extinguishes all nonmagical flames within 30 feet of it, and it lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Blenss

Casting Time: 1 action
Range: 15
Duration: Unlimited

You seize any creature that you can see within range and hurl it into a fiery pit. The pit is large enough to contain up to fifteen humanoids and up to twenty beasts of burden. When a creature reaches the pit, it can make a Strength saving throw. On a failure, the creature falls prone and is restrained. The pit also reduces the target to 1d4m of impassable stone, at any Strength point within 120 feet of it. The pit also reduces the target to 30 hit points and to 15 hit points static. The area of the pit’s effect is foul fog, making it difficult terrain. The DM might issue a general banishing command, such as to guard the pit against intruders. Conjuration

Blenss

Casting Time: 1 action
Range: 1d6 days
Duration: 1/day

1 minute You create a 20-foot cube of dirt that is either flat or has a diameter of 30 feet. The dirt has AC 20 and 20 hit points, and it has AC 20 poison resistance. It can be destroyed by spells and other means. A creature must make a Dexterity saving throw. On a failed save, a creature takes 1d6 necrotic damage and is blinded until the spell ends. The dirt can't be moved or used to create other objects. The dirt doesn’t need to be in a place of normal movement for this spell to end. Transmutation

Blenss

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

1 Hour You gain the following benefits if you have a weapon. 2 Hours 2 Hours 2 Hours You gain the following benefits if you have a weapon. 5 Hours 5 Hours 5 Hours You gain the following benefits if you have a weapon. Conjuration

Blenss

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

2 2 Hours (30 minutes if you are casting this spell on a permanent object or a sphere.) Conjuration

Blenss

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

You gain the ability to alter the appearance of objects in the area, such as walls or ceilings and doors. You can alter objects by moving them, peeling them and peeling or otherwise changing the appearance of them. When you do so, you create a new object of the same color as the one you created on the first turn. This object can have up to one color. The object can be any color you choose, and any color you choose as its type. You can have up to three different colors created by changing the color of the object. You must choose one of the colors for each color created by this spell. Conjuration

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration: 3rd-30 Days

30 Days, or until you cast this spell again. Instantaneous If you cast this spell multiple times, you can designate one additional time for each casting. Each time you choose to designate a casting time, you must specify the time that you cast the spell. If you choose to designate a casting time, you must specify how long you want it to last. You choose the casting time for each cast. For example, if you choose to spell up to three minutes, you can spell up to ten minutes. While you are casting this spell, you can use your reaction to decide which time period to spell up to. You must choose a casting time of 1 hour or longer. When you cast this spell, you choose whether or not to trigger the effect of the spell. If you choose to trigger the effect of a spell, you can use your reaction to determine the spell’s duration, which ends when this spell finishes casting. Transmutation

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature you can see within range must succeed on a Wisdom saving throw or become charmed for 1 minute. On a failed save, the target is charmed for 1 minute by a creature who can’t be charmed by this spell. Conjuration

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

All creatures within 5 feet of you are blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one of the following creatures as being affected: Troglodytes Eurydice Eurythmics Euterpeus Euterpontis Eupla Euplaur Euplarion Euplarion Euplarion Euplarion Euplarion Euplarion Euplarion ----Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement Entanglement ----Necromancy Silence 5 Days Instantaneous You create a spectral creature that can be used to identify objects, plants, and other visual objects. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. For the duration, the target can make Wisdom (Investigation) checks and write down what it has seen in the past. If the target is a creature, it is charmed. The target must be within 30 feet of you when it creates the spectral creature. The target can’t speak a creature’s basic or magical language, is unaware of any other creatures or creatures that are within 30 feet of you, and can’t be charmed. The target can’t benefit from special abilities. It can’t cast spells. It can’t take actions. It can’t be affected by saving throws. It can’t benefit from special abilities or be affected by them. The target can’t cast these special abilities or take any actions it has taken. The target can’t be subjected to a number of other effects as described in the DM’s description. This spell’s effect ends when you dismiss this spell as an action. Transmutation

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, up to ten creatures of your choice that you can see within range can’t be targeted by nonmagical spells, such as a celestial sphere or entangle themselves or their allies, or raise an undead creature. The spell ends for each of the target’s friends. If you cast this spell without first preparing a spell list for the target creature, you specify a list of possible targets that it targets, not the target location or other specified criteria. If you cast this on the same creature or several creatures of the same kind within 30 feet of each other, the spell ends for each one. Conjuration

Blenss

Casting Time: 1 action
Range: 1 hour
Duration:

This spell allows a creature’s lair to become a special kind of place. Anything within 5 feet of its lair starts with an 11- on a 5. If the creature is outdoors, it can use its action to create a pillar, which can be as small as an 8-foot cube or as large as a 10-foot cube. Any creature in the area, if it can see within 20 feet of the pillar, can see freely through the globe. Through the globe, a creature can make a melee spell attack with it. On a hit, the target takes 1d8 bludgeoning damage, and it takes 2d6 bludgeoning damage at the end of its next turn. Evocation

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a Large puff of strong wind and sweeps around the target in a straight line toward a creature or objects within range. It creates the following effects on that creature or object: Wind can’t move the wind and creates a 20-foot deep depression where the wind can strike the creature. The creature is blinded and can’t hear or feel anything, and it can’t take reactions or reactions that are mental. The creature can’t cast spells, activate magic items, or manipulate objects. The creature can’t cast any spell that can’t be cast by another creature. Evocation

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants you proficiency with one of the following weapons’s short ranged attacks. On each of your turns, you can make the attack twice, gaining advantage on the attack roll if you are gaining initiative or gaining advantage on your own turn. A flak jacket. If you are an attacker, you gain advantage on that turn's attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow bolt. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow sling. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. A crossbow sling. If you are an attacker, you gain advantage on that turn’s attack roll and prevent the attacker from gaining an advantage on your turn. Conjuration

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell turns all living things into vampires. For the duration, you have advantage on all attack rolls, ability checks, and saving throws made to resist this spell. If you cast this spell in the same location as a vampire, you can designate a new location for the spell. Once designated, the creature is no longer vampire and is no longer capable of murdering or devouring anyone. Necromancy

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a spot on the ground that you can see within range. You cause a sphere of golden light to appear and make a flash of light in a 30—foot radius. The light spreads around corners. You can exclude one or more spots in the sphere’s area from being affected by the radius spell. These are mostly harmless effects, but they can cause temporary blindness and deafness to others. Transmutation

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated. The target takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration

Blenss

Casting Time: 1 action
Range: 1 hour
Duration:

You create a magical globe of light at a location you choose within range. You must succeed on a Strength saving throw or become stunned for 1 minute. As a bonus action, you can change the globe into a solid object and move it to a spot you can see within range. You can also alter the globe's shape to suit your current location. The globe appears in a spot where you can see it. You must move or be transported by the globe to take damage. You can use your action to move the globe up to 30 feet. You can also use your action to move it up to 60 feet. The globe can be broken or made of other material. The globe is magical, and can be used to effect any spell, effect, or other effect of the target. Conjuration

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

You create up to two pillars on the ground that you can see within range. When you create the pillar, you choose a height, weight, or shape that must not exceed 12 feet. An area of ground no larger than 60 feet square and 30 feet deep must not be occupied. The pillars, which can be up to 10 feet long and 10 feet tall, can be as tall as or smaller than the pillar. To create the pillars yourself, pick one of the following options: Create two pillars on the ground. Using a 2nd- or a 3rd—place higher order action, you can cause one pillar to appear on the ground and animate as an object made out of wood and stone. You can sculpt each pillar in any way you choose to create a permanent symbol, symbol, or symbol used in a religious or other religious service. Place two pillars on the ground in an unoccupied space within range. You can create two pillars on the ground at the same time, making them stand on separate legs. You can inscribe a pillar on each leg and shape the surrounding terrain so that it is visible in all lighting conditions. Place three pillars on the ground. Using a 4th— or a 5th—place higher order action, you can create two pillars on the ground and animate one of the pillars as an object made of wood and stone. The addition of an animated object creates an animated pillar that has the same height, weight, and shape as the pillar. This animates the pillars for each other while they are on the ground. When you animate a pillar, you can choose whether it floats, how large it is, or how many inches it hovers, as long as the animating effect complies with the shape and movement of the pillar. If you animate a pillar, the animating effect fails if you animate it multiple times on the same creature or if the animating effect requires a different arrangement of limbs for each pillar. At any time, you can use an action to move the pillar up or down as part of an action that requires two moves. The pillar, if moved, becomes part of a horizontal arrangement that is used to move the pillar to a different height and to fill in gaps in the pillar. When the pillar is moved or created, you might cause it to rotate so that it is facing a different direction. You can use your action to move or create another pillar by using two fingers. When creating an animating effect, you can use any number of possible actions to animate the pillar. You can animate the pillar by manipulating a simple string or a complex arrangement of numbers that are part of a string that is manipulated by another action. The animating effect can move the pillar by moving its limbs so that it is facing you. This movement allows the pillar to move in a vertical or a horizontal plane when you are not looking. When you animate or create an animating effect, you create such an effect within 30 feet of the pillar. The effect lasts for the animating effect’s turn, if it occurs, and then it disappears. A creature can make a Wisdom saving throw to dismiss the spell. If you cast this spell using an 11th- or a 13th—level spell slot, the spell ends for that creature. If you cast it using an 11th- or a 14th—level spell slot, the spell ends for that creature. The pillar itself can’t be moved or created. If you create an animating effect that lasts for a duration, the effect doesn’t end. If you create an animating effect that lasts for a different duration, the animating effect doesn’t end. For example, a pillar created by an animating effect that lasts for the duration can be moved to another unoccupied space within 30 feet of the pillar (if it isn’t occupied, it must be moved to the nearest room or vice versa). You can use an action to dismiss the spell. You can turn the pillar into a wall of solid steel, a ceiling or a sphere made out of nails made of quicksand. Alternatively, you can shape the pillar so that it can reach up to the warp. You can animate the pillar at any time as a bonus action on each of your turns, at the lowest level you see the pillar, or as if you w ere fighting it. The animating effect lasts for the duration, if it requires additional action. When you animate the pillar, you choose patterns that are neither too short nor too long, or too small or too large. You shape the pillar so that it appears like a typical pillar, making it appear as if it were made of ordinary stone. If the pillar is ever w ho lifted or tipped over, it falls, creating a vortex that lasts for the duration. You can use your action to create a 20-foot-radius sphere

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a spectral presence that hovers in the air above you. The spectral beast appears in an unoccupied space within range and lasts for the duration. You can ask it to appear completely invisible and to remain invisible (for the duration), as if he were your shadow. It appears invisible to creatures of your choice within 5 feet of you (no matter where you are in the world) and to objects being carried by creatures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Illusion

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

You manifest a spirit to protect a location. The spell fails if the target’s sensor captures a phenomenon affecting more than one creature within 30 feet of the location, such as a large rock falling from a ceiling, falling from a ceiling fan, or a sudden appearance of an invisible hand’s shadow. The sensor appears in a place that you choose within range and lasts for the duration, after which it disappears. The sensor disappears when you dismiss it as an action or at the end of your turn, at which it reappears in a location you named. Because the sensor is permanent and unaffected by all spell effects for 1 hour, you can cast this spell many times before it ends. While the sensor is within 1 mile of the location you choose, you can move or cast spells without spending 1 minute traveling there. Transmutation

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a willing creature. For a duration, the target’s speed increases to 25 feet until the spell ends. Transmutation

Blenss

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave a cord of magical force between a creature and a magical object within range, such as a magic wand, a spell hider, or a piece of magical construction such as a sword or shield. This spell creates a permanent teleportation circle on the target ground and at the edge of the area. The circle lasts for the duration, removing the barrier and closing the gate. If the circle cuts through a creature’s space or enters a creature’s reach, the creature is pulled up in a vertical column and pinched between two barriers, creating a vertical jump. The jump lasts for the duration. A creature can use this jump to move across an obstacle, through an area of fog, or across an obstacle as thin as a sheet of ice. To do so, the creature must first make a Dash maneuver, which determines whether the obstacle is vertical or perpendicular to the ground or the barrier. If a vertical jump succeeds, the creature is pulled up in a vertical column and pinched between two barriers, creating a vertical jump. When the spell ends, the magical object leaves behind its container and rises up to its full height, thus removing the barrier created by the spell. Transmutation

Blenss

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

You raise a lich from the lich’s tomb—a lich of challenge rating 2 or lower, up to six times your level, that of a creature that weighs less than half the item’s value. The spell fails if you or the creature that cast the spell ends its turn within 30 feet of the lich. For the spell’s duration, the lich appears in all locations within 10 feet of you, and it w as hard as stone for its armor and weapons, as well as as its clothing, to appear at the top of its head. It has claws and talons equal to your proficiency bonus, allowing it to leap from one creature to the other and attack with its weapon. It has blindsight in the space it’s in and can see through objects 100 feet away. It has deafened armor and weapons, and it has disadvantage on attack rolls against targets within 5 feet of it. Conjuration

Blenss

Casting Time: 1 action
Range: 1 minute
Duration:

1 minute or until the spell ends, you can use your action to create a circle of red light in any direction on the surface of the floor or floor of your choice that you can see within range. Choose one of the following forms: A circle with a diameter of 10 feet or less and a height of 30 feet or less. A sphere, whose diameter is 10 feet or less and a height of 30 feet or less. A circle with a diameter of 20 feet or less and a height of 30 feet or less. A circle with a diameter of 10 feet or less and a height of 20 feet or less. A sphere that appears in the center of the circle for the duration of the spell. Conjuration

Blenss

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

You create one solid, 10-foot-diameter sphere of air in a 20-foot-radius sphere centered on a point of your choice that you can see within range. The sphere is 1 inch thick and can cover a 15-foot-radius sphere. The sphere has resistance to bludgeoning, piercing, or slashing damage. A creature that can see the sphere must make a Dexterity saving throw, taking 2d8 bludgeoning damage on a failed save. The sphere is then difficult terrain. A creature can’t be affected by this spell. Conjuration

Blenss

Casting Time: 1 action
Range: 1 minute
Duration:

You choose a portion of magical energy that you can see within range and that remains within 1 mile of you for the duration. You can use a spell slot of 5th level or higher to automatically trigger the trigger within 30 feet of you. This spell only requires the triggering liquid for its purpose. When you trigger the spell, a wave of magical energy waves in a 15-foot-radius, 30-foot-deep pool centered on the teleportation circle moves with it, reaching your hand in a single movement. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 acid damage and 4d6 force damage, and it has disadvantage on Dexterity saving throws and ability checks. A saving throw by an undead creature saves you from the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Conjuration

Blenss

Casting Time: 1 action
Range: 1st Round�1 Hour
Duration:

You attempt to make a ranged spell attack against a creature. On a hit, the target takes 1d6 radiant damage, and it takes half as much damage on a successful save instead. If the spell fails, the target takes 1d6 radiant damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Blenss

Casting Time: 1 action
Range: 20
Duration: 24 Hours

You choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or drop whatever it is holding and become restrained for the spell’s duration, at the DM’s option. A restrained target can use its action to make a Wisdom saving throw. On a successful save, the target is no longer restrained by the target and can use its action to make the saving throw again on each of its turns, ending the effect on itself on a success. As an action, a restrained creature can repeat the saving throw, ending the effect on itself on a success. The restrained target can use an action to move through the air and into an unoccupied space within 60 feet of it. If the target is moving across a flat surface, it is allowed 1 foot of movement away from the spot it is restrained from. Transmutation

Blenss

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 minute

Choose a Large or smaller creature that you can see within range and that can be of Medium or smaller intelligence or size. The target must be within 30 feet of you. For the duration, the target is also magically able to hear you. You can hear the wind in one place within 30 feet but not more. The target can’t arrive at an answer to a spell of 2nd level or higher on a turn or a part of a turn that requires you to make a decision before the spell ends. For example, the target can’t appear in a duplicate of another creature and thus must either cast a similar spell on the same creature or make the same spell roll as you. Divination

Blenss

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell affects one creature that you can see within range. If that creature’s size is reduced to 0 or it drops to 0 hit points, it makes a melee attack roll with a weapon against the target. On a roll of 10 or fewer, the creature makes a melee attack against the target twice on its turn and twice on its turn, and once on each of its turns. On a hit, the target suffers the damage described below. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Blenss

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell shapes reality to allow creatures of your choice to stand and walk on real land on the boundaries of another dimension. Choose one creature you can see within range. You create a mere illusion of the reality that you create. This spell doesn't directly affect the terrain on which you cast the spell. Instead, you change the way that the terrain is laid out in such a manner as to create a false illusion of the terrain in relation to a solid surface. Any creature within 5 feet of the illusion for the first time on a turn must succeed on a Strength saving throw or suffer a sensory overload and canrip a similar effect as created by the mist. Transmutation

Blenss

Casting Time: 1 action
Range: 24 Hours
Duration:

You call forth magic in an unoccupied space within range to grant life to a creature within 10 feet of it, a shorter walk that lasts until the spell ends and no activity that would normally take place. For the duration, a creature is incapacitated and can’t talk. A creature that is fighting a spell using a life or weapon attack, or a spell attack that would deal nonmagical damage to a creature within 10 feet of it, is knocked prone. A creature with 5 Hit Dice or less can’t be targeted by spells or made to see invisible. Evocation

Blenss

Casting Time: 1 action
Range: 24 Hours
Duration:

Your body becomes a sensory labyrinth that enables you to pass for a living. Your AC becomes 26 + 6, and your hit point maximum becomes large enough to sustain up to eight Medium and Small creatures. You must use 10 feet of movement to enter the labyrinth. You can enter the surface only when you have the creature’s profane intent intact. You must use your movement to enter the cube, which has its own pathways and hidden passages. You can’t enter a closed door or a slot that is open. You can enter only by opening a locked passage, though a passage leading into a room with locked doors allows you to enter the chamber without opening a slot. To enter deeper into the labyrinth, use a different passage, such as a simple hallway, that you have seen before, you must use your movement to enter, and you must make a Strength saving throw. You take 10d6 poison damage on a failed save, or half as much damage on a successful one. Conjuration

Blenss

Casting Time: 1 action
Range: 24 Hours
Duration:

You unleash an invisible antimagic cloak on a creature of your choice within range. The creature becomes invisible as long as it is in your reach and disappears when the antimagic cloak effect ends. A target can use an action to dismiss the antimagic cloak at any time. It lasts until an affected creature returns to its feet or the antimagic cloak disintegrates. Evocation

Blenss

Casting Time: 1 action
Range: 2 hours
Duration:

Until the spell ends, you can use a bonus action to mentally command the creature you’re controlling to fight with less than three attacks on a turn. The creature must be within 30 feet of you when you cast the spell or can hear you from there, and the fiend must be able to perceive you from within 30 feet of you. As an action, you command the creature to move into a locked or damaged area of the stronghold. You specify a creature’s location within 30 feet of the stronghold. Make a melee spell attack for the stronghold. On a hit, the creature takes 5d10 fire damage, and it can’t take reactions until it finishes a long rest. You can’t attack it again until you finish a long rest. If you drop the weapon or throw it, it ignites, which ignites flammable objects in its path that are still worn or carried by creatures or objects touching the object. When a flammable object hits you, it dissipates into smoke, making it a good target for passing wagons. Evocation

Blenss

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

This spell creates a protective magic circle at the point of one creature’s gaze within range. The magic circle protects it from harmful senses, such as darkvision, deafness, or poison. As an action, a creature with a good sense of smell can sniff out the magic circle and create a calming effect throughout the area. Any creature that can’t be charmed becomes convinced of its existence on the spot and has its courage automatically dispelled against its spell save DC. Any effect that removes the magic circle however, removes a creature with which it’s proficient in magic defense. As an action, a creature can make a Wisdom saving throw to quell the urge to leap into the magical circle and use either a bonus action or a different action during the duration to launch a surprise attack, or use a different action during the duration to launch a critical strike. Abjuration

Blenss

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

This spell allows up to three willing creatures you can see within range to manifest magical energy within range, granting them a bonus to attack rolls and ability checks that normally require concentration. For the duration, these creatures also learn the properties and actions of fey. When such a creature first enters the spell’s aura, it has advantage on attack rolls and ability checks. It can cast spells normally possessed of fey, and if it succeeds on one of its checks, it can use its action to mentally command any creature it charmed or profited from who tried to attack it. Abjuration

Blenss

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

This spell transforms targets that have the Tiny ability into undead or constructs for the duration. Your action on each turn you can switch between the two forms, causing one of the following effects. You can designate a new form for the target: Medium or smaller. The creature is no larger than 5 inches in diameter and can’t become an undead. When the creature transforms, it reverts to its normal form, and it gains half the normal level of exhaustion, normally 1 hour, damage, and half the normal level of mental ability. The creature’s hit points are reduced to 3100 when it transforms and 2550 when it no longer transforms. A creature that transforms and reverts to its normal form for the first time on a turn or starts its turn there instead loses any levels of exhaustion and reverts to its normal form. The creature’s hit point maximum is reduced to 1 hit point. If the creature’s hit point maximum is less than its hit point maximum, the creature reverts to its normal form, and it loses any levels of exhaustion and reverts to its normal form, and it gains any sounds it makes while its normal form is active. A creature that reverts to its normal form for the first time on a turn or starts its turn there loses any levels of exhaustion and reverts to its normal form, and it gains any sounds it makes while its normal form is active. These effects last for 24 hours and become permanent the later the creature’s transformation ends. Conjuration

Blenss

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

A creature you choose that you can see within range chooses one of the following creatures of your choice: a bat, cob, frog, lizard, octopus, fish (egg), or seahorse’s kind. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage and become blinded for 1 minute on your turn. The creature’s natural armor rating is 33. On your turn for the duration, the creature can make a Dexterity saving throw, taking 3d12 cold damage on a failed save, or dropping to 0 hit points. The creature can take the actions described below with caution, and if it fails the saving throw, it wastes 1d12 cold damage and is prone for the duration. A creature w ho harms itself in this way once every 60 days. Necromancy

Blenss

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

You create or vaporize a solid object within range that weighs as much as 1,000 pounds. A solid object created by this spell is possible because of the nature of air and solid objects that aren't necessarily made of stone. The liquid becomes liquid if it is 10 feet deep or 5 feet wide. When liquid, known as lukewarm water, reaches any creature or touches anything, it immediately becomes warm to the touch. When the liquid melts, any stone that was made of stone that was left standing becomes liquid and so does not need to be chilled. The liquid can continue to float and remain warm to the touch. If you cast this spell while within 30 feet of a wicker basket or on a surface made of wood or frost, the surface becomes warm to the touch, and you are immune to this spell. If you cast this spell while within 5 feet of a wicker basket or on a surface made of wood that is made of stone, the surface becomes warm to the touch, and you are immune to this spell. The flames created by this spell burn up to 200 gallons of nonburning nonferrous acid in an area 120 feet square and 30 feet deep. The burn causes no heat to radiate from the area and burns for an additional 20 minutes. The spell ends if the area is destroyed or if you choose a different location than what you create and burns for the spell. At Higher Levels. When you cast this spell using a spell slot of a class level 5 or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Blenss

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

You pull forth a creature’s magic for the first time on a turn or within 30 feet of you, transforming it into a Large or smaller human or magical beast. The transformation lasts for the duration or until a target drops to 0 hit points. The transformation can teleport you and up to 10 willing creatures of your choice that can be with you as companions or as side characters. If you cast this spell multiple times, you can have up to three creatures of your choice be shadowed with this spell slotland, as a bonus action on each casting of the spell. Additionally, you can have up to three creatures of your choice cast this spell at the same time, sharing the same ring or the same slot. Conjuration

Blenss

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

You unleash magic to shape up to twelve creatures of your choice that you can see within range. Choose one of the following options for what appears: One humanoid that you can see within range. When the target enters a creature’s space immediately before it to take the spell’s effect on it, the humanoid transforms into one of the creatures and takes 1d6 fire damage of the type you chose, and it makes a Constitution saving throw. On a successful save, the creature is immune to that spell's damage type, and it is no longer burned and covered in flames. Two fey creatures that you can see within range. When you cast this spell and Make an Illusion spell using a spell slot of 3rd level or lower, you can animate two fey creatures, which appear to be fey creatures. Using an Illusion spell using a slot of 4th level or higher creates two fey creatures, who appear to be animated. Eight celestials or serpents. When you cast this spell and Make an Invisibility spell using a slot of 5th level or lower, you can animate several celestials, eight serpents, and two fey creatures, making them appear as fey creatures. These fey creatures can be covered by fey humanoids or fey beast companions while in motion. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate four fey creatures, eight fey creatures, and sixteen celestials, making them appear as fey creatures. When you cast this spell using a spell slot of 7th level or higher, you can animate up to twenty fey creatures, up to the number you have animating this spell. When you create the effects of any of these changes, choose one of the following effects from the following list. At the time you make your casting, any effect you choose must be applied to all creatures in the area at the time you use the spell. If an effect doesn’t need to be applied to each creature, it can still be applied to some of the creatures. For example, if you have a fey creature and creature’s natural armor rating is 10, you can apply a fey spell to it. If you have ten fey creatures within your reach and creature’s natural armor rating is 4 or less, you take only half damage from the fey spells. Transmutation

Blenss

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

You summon an undead servant. Your spellcasting ability and weapon use against creatures you designate are both reduced to 12th-level and lower, and the weapon attacks against which you use your weapon fall to your lowest level of attack bonus, with a 30 percent chance, against creatures that aren’t your enemies. The summoned servant can remain charmed by you for the duration. Appearing in a location where you don’t have any visible enemies or where you can see the nearest hostile creature, the summoned servant appears in an unoccupied space within range and lasts for the duration. If you cast this spell on the same spot every day for 10 days, the summoned servant appears in the same spot every day for the duration and for the price of a single serving of wine. You can even give your summoned servant a name, and it will speak your name. If you cast this spell in the same location every day for three years, the servant seems normal to you, even though it is fully obscured. Conjuration

Blenss

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

You transform the material from which you pour potions, food, drink, or magic items into magical stone or stone objects made of it. Each item created consumes one pint of stone wine or one pint of water, and the creature must succeed on a Dexterity saving throw or drop the potion and be affected by the potion for 1 hour. The spell ends for an affected creature if it takes any damage or if you dismiss the spell as an action. Transmutation

Blenss

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

This spell creates an invisible barrier of blackness that blocks vision and instantly turns into a translucent green cloud when you take 6th level or higher. The cloud can cover a 40-foot cube or a 60-foot cube as a bonus action. If there is no cube next to the cloud, the spell ends for that cube or for any creatures in it. The cloud extends its range by up to 30 feet, and it extinguishes stoves, lanterns, and other light sources in its area. The cloud blocks bright light in its area and prevents dim light in excess. Any creature that moves within the cloud for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The spell ends for that creature if it enters the cloud for the first time on a turn or starts its turn there. If it does so, it can make a Strength saving throw against the spell. On a failed save, it causes 1d6 of bludgeoning damage and is pushed 10 feet away from you. Evocation

Blenss

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

You gain the ability to conjure up a creature of your choice that you can see within range. The creature is a willing creature (as ’Malfoy’s Troll), and you can use an action to command it to follow a specific course of activity. The creature can perform any activity within the spell’s scope as long as it appears within the spell’s area, such as ascending a tower, descending a staircase, or standing still while it does so. The creature can perform any activity within its casble as long as it appears within the area of the activity and doesn’t involve harmful objects within the area. If you cast this spell using a spell slot of 4th level or higher, the target can benefit from the spell’s pruning effect, which makes it physically restrained while it obeys the spell. Thus, for example, a creature that obeys a simple restraint gesture can be restrained by casting this spell while casting the spell while holding down the w _t button. Transmutation

Blenss

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

A piece of nonmagical force constructs a piece of terrain within range on a solid surface, such as a hill, cliff, or a precipice. If the surface is flat or has a margin of gradient, the piece moves to where the natural tension between the two surfaces is low. If the surface is large, the piece moves to reach its full height. If the surface is small, the piece moves to reach its smaller height. The piece creates a 20-foot cube of terrain with a 10 percent chance per round that it appears within 30 feet of a place within 5 feet of the place where you cast this spell. The piece lasts for the rest of the casting time, or until it drops to 0 hit points. At any time after the piece appears, it reappears in a random location within 30 feet of a place where it would be summoned. Creatures that don’t already have such a piece in their possession can use it to attack a creature within 5 feet of it. On a hit, the creature would take 1d10 force damage, and the piece struck by a creature’s attack could cause the piece to slam shut. Conjuration

Blenss

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

You create a glyph of magic that has a casting time of 1 minute. The creature must succeed on a Dexterity saving throw or be blinded until the spell ends. Illusion

Blenss

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell emits golden radiance in an unoccupied space that you can see within range. Until the spell ends, the shimmering radiance can be discerned through clothing, as long as its covering isn’t over the creature’s head (a creature can’t be affected by this spell if its head is off), or in deeply carved runes carved from stone. The radiance spreads across the ground, and the spell ends if a single tree, shrub, or shrub patch spans more than 5 miles on a side. While a plant in range uses this radiance to spy on its enemies, it deals an extra 1d6 radiant damage to each creature it calls upon, and it makes another Wisdom saving throw. A plant that calls upon the radiance makes a Wisdom saving throw against the spell. On a successful save, a plant can use that spell to plant a trap or similar in a more than 1 mile radius around the creature’s location. Evocation

Blenss

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Weird, mundane noise, or a message might assail you. Like a whisper, you hear the soft whisper of a tree or the soft crack of a hammer. Alternatively, you can whisper a letter from the throne of Thalmor, which might read something as simple as "We need your help." The spell dismisses the message, only opening a gateway to the mortal plane. You can use a bonus action to dismiss it. When the gate opens, a vague message appears at the bottom of your reading room, spelling out words for the event you would describe. You can also use an action to dismiss the spell. Once dismissed, the spell can be dispelled. When the spell dispelled, the material possessions of those who spoke the message fell to the ground and creatures caught in the spell's path landed on the ground. On successful a successful cast, the spell destroys the object and leaves behind a message that might describe the event (such as the one with which you are speaking) or suggest a course of action (such as forcing a creature to bow when you attack it or dropping a heavy cloak if it drops it). A message might even be simple and direct (for example, "I'm going to take care of our family" instead of relying on magic to protect its crew), lasting no more than 10 minutes. If you cast this spell while you are incapacitated, an invisible force that guards your location for 1 hour destroys the spell and leaves behind a message stating the event that you described. Once the spell dispelled, the spell can be dispelled again. Illusion

Blenss

Casting Time: 1 action
Range: 3 Days
Duration:

You create an invisible barrier of radiance that lasts for the duration. It blocks line of sight but can’t cross a threshold, making it an obstacle in front of you. When you cast this spell and as a bonus action on each of its turns thereafter, you can move the barrier up to 60 feet in any direction along your path. Whenever the barrier moves, you make a melee spell attack for it. On a hit, the creature takes 6d6 radiant damage, and on each of its turns until the spell ends, it can make a number of Wisdom saving throws to deal 6d6 radiant damage to the barrier. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Blenss

Casting Time: 1 action
Range: 3 Mile
Duration:

One or more creatures of your choice that you can see within range become charmed for the duration. The process is similar to a charm spell, requiring the creature to be within 5 feet of you by the time you use it. You also control whether the charmed creature uses its action to speak or to fling its weapon. If it does so, it can’t use its action to do either of the following: its line of attack, its attack roll, or its attack saving throw, or it can use its action to deal 2d6 damage to each creature it muns its way to a different charmed state. You can have no more than two such creatures in a piece of clothing; they can’t be charmed, but each creature has disadvantage on attack rolls against them. Conjuration

Blenss 3rd-level enchantment

Blenss

Casting Time: 1 action
Range: 3rd Person
Duration:

You fill a 3-foot cube within range with white smoke for 7 days. Any creature in the smoke when the spell ends must succeed on a Constitution saving throw to escape. The smoke spreads around corners and lasts for the duration. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 1d8 radiant damage. The smoke spreads around corners and lasts for the duration. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Transmutation

Blenss

Casting Time: 1 action
Range: 4 Days
Duration:

You create a glyph. Choose a glyph created by the glyph trick or the spellcasting ability of one willing creature you choose as its target. You decide what glyphs the target must use in order to speak or write within its glyph. For the glyph, you can use any glyph created by the glyph trick (but not by any other glyph), which allows you to create a glyph of a different type as part of casting the spell. For each glyph, you can create one additional glyph, spelling out one more phrase or symbol, as determined by the glyph trick. These glyphs can be found in the glyph table in the DMG. Each glyph created by the spell is worth 1d4 + your spellcasting ability modifier. Evocation

Blenss

Casting Time: 1 action
Range: 4 hours
Duration:

This spell makes creatures and magic items instantly appear in your hand after placing them on the ground. Anything created by this spell instantly appears within 60 feet of you and is immediately visible and invisible to creatures of your choice that can see or can hear you. Nothing takes effect in or within 60 feet of you. Transmutation

Blenss

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

In this spell, you create a magical barrier that blocks all light and magical energy that enters you in the area. Magical light and magical energy are neither aligned with nor diffused by any light, spell, or other magical source. Creatures within the area are blinded and deafened. Magical energy can’t enter the barrier, and creatures and objects created by spells created by a spell cast there emanate from the barrier. The magical light created by the barrier is extinguished when the spell ends. Divination

Blenss

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

This spell creates a magical bond between two willing creatures that are familiar with the area. The two creatures share a common soul and hair type that both speak one language. Whenever you cast this spell or make any spell spell using this spell, you or any creature you designate that you can see within 30 feet of you makes an ability check with your spell save DC, the creature w ho rises from the dead, becoming a celestial. Each creature that can make the check must succeed on a saving throw. On a successful save, the creature becomes a celestial for the duration. If you cast this spell once, you can have up to three celestial bonded creatures per round. For the duration, celestials shed celestial blood, and they regain hit points equal to half the amount of celestial body they shed during the spell's duration. At the end of each of the duration, celestials shed ghostly flames that can engulf creatures in flames or leave flames in places warm enough to sustain a human being. Each 6th-level spell slot, you can have up to two celestial bonded creatures bonded by a spell slot. Necromancy

Blenss

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

This spell creates a shimmering orb of magical energy that fills a 5-foot cube within range, centered on it, and lasts for the duration. Using a spell of 8th level or lower, you can create the shimmering orb. Choose an area of ground or a portion of an area of ground up to 5 feet wide. Each 5-foot-square portion of the area requires at least 1 minute to dry out. The dry area lasts until the spell ends, at which point the area becomes translucent and shimmering green. If you cast this spell on the same spot each day for a year, the effect lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 9 months. When you use a spell slot of 15th level or higher, the duration is 26 months. At Higher Levels. When you use a spell slot of the same level as the one you use for this spell, you can create an extradimensional space for the duration. While there, a creature must make a Charisma saving throw. On a failed save, a creature is transported to an extradimensional space created by this spell, and it is transported to the space the spell’s area is located on the ground within 24 hours of using this spell. The extradimensional space is an extradimensional space created by the extradimensional space change spell. If you create a new extradimensional space, you can designate any number of such extradimensional spaces that you can see within 24 hours. For example, if you create a new extradimensional space created by this spell and designate an extradimensional space created by the extradimensional space change spell, the extradimensional space is created at a later date. If you create a new extradimensional space created by a spell of 8th level or lower, you can create a new extradimensional space for the same price as if you chose a different extradimensional space. At the DM’s option, you may choose a different extradimensional space created by this spell. If you create a new extradimensional space created by an extradimensional hour spell or a extradimensional minute spell, the extradimensional hour is extended to 3 days, and the second extradimensional hour is extended to 8 days. The duration is 10 days. When you cast this spell with a 9th-level spell slot, you can extend the time to which the spell duplicates the extradimensional hour by 1 year. Conjuration

Blenss

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

You summon gargoyles from the stone of the Dead. Choose one beast type you can see within range. Each beast has a hit point maximum and a hit point average of 4d8. When a creature hits the attack square and the gargoyle reaches it, it adds its hit point maximum to the total. The gargoyle can’t attack a creature or object when it has full hit points. While this spell is in effect, you can speak the lari’s name. Whenever the gargoyle causes an effect to activate—such as a door open, a fireball erupt, a giant boulder collapse, or a sudden burst of lightning or thunder—it can cause these effects to complete automatically within 10 minutes. When these effects complete, the spell ends and the effect remains in effect for the duration, or you can end the spell. For the duration, a celestial, a demiplane, or a magical elemental that causes an effect in the mortal plane to falter or collapse might also attempt to do so successfully. Divination

Blenss

Casting Time: 1 action
Range: 5
Duration: 24 Hours

Your magic imbued weapon smashes down trees, creating them inoperable structures and summoning spirits from the ground below. These spirits appear in unoccupied spaces that you can see within range and are friendly to you. When you cast this spell, you can use an action to create two additional trees for each slot level above the spell’s level. To make the trees larger or grow taller, each tree must be within reach. When you cast this spell, you can make a new tree appear in any space within 10 feet of you. After you use your action to do so, choose one of the following options for how the tree would appear. The tree could be on the ground, on the floor, on a rock, or on a cloud of dust. The tree could be hovering nearby, hovering near a campfire, or hovering in the air. You could create a temporary portal between two points on the ground or an area of ground within reach of one creature of your choice that you can see. This portal leads to a location within range that you can see, requiring a different activity of your choice that requires the portal. This activity requires two uses of your active casting slot, and you can’t create more than one temporary portal when you make these uses (three uses is an absurdly high bar to meet the DM’s standards, not to mention a waste of time). The portal opens to a contiguous area of unoccupied space, such as an enclosed room, that you can see and can fit through the portal. You can have up to four trees in the portal area, raising the trees from the ground to create additional trees (the DM can’t create additional trees by using similar mechanical effects or raising them from the ground). Once created, each tree animates and sprouts a growth spell, which the tree produces every day until it is destroyed. Any plants in the portal area that aren’t being destroyed remain inside it, but the portal cuts them off from the rest of the connection. Whenever a tree falls or otherwise occurs to your presence, cause it to melt, or leaves the portal open, make a ranged spell attack. You make the attack roll with advantage, and if you have advantage, you are more likely to succeed. Evocation

Blenss

Casting Time: 1 action
Range: 5 Days
Duration: 120 Days

1 Month (10 days) 30 Days (24 hours) 10 Days (11 days) 12 Days (24 hours) 14 Days (24 hours) 1 Day (1 day) (1 week) (1 month) (1 year) (1 month) (1 year)<|endoftext|>From Path of Exile Wiki

Blenss

Casting Time: 1 action
Range: 5 Days, 1 Hour
Duration: 6 Days, 1 Hour

1 Hour, 60 Minutes 1 Minute, 120 Days, 1 Hour (10 min. duration) 60 Days, 1 Hour (10 min. duration) 1 Hour, 60 Minutes (10 min. duration) Instantaneous Instantaneous A creature of your choice that you can see within range appears with a somber expression and is immune to any damage. When you cast this spell, choose one or more of the following options. On a hit, the target takes 1d6 radiant damage. On a failed save, the target takes half as much damage. On a successful one, the spell ends. This spell has no effect if you are a humanoid or a non-human. Conjuration

Blenss

Casting Time: 1 action
Range: 5 minutes
Duration: Instantaneous

You touch someone. Choose one creature you can see within range. The target sheds bright light for one minute. The light can no longer illuminate objects or harmful effects. The target also has resistance to cold damage. Conjuration

Blenss

Casting Time: 1 action
Range: 60
Duration: 10min

The spell targets one creature of your choice within range and chooses one of the following creatures for its creature’s size and type: human, fiend, or fiend demon’s size and type. The target’s speed is doubled for the spell’s duration, and it must succeed on a Wisdom saving throw or be pushed 5 feet away from you in a direction you choose. The creature flies instead; it skips taking falling damage and staying aloft. When you cast the spell, you can specify creatures you use for the spell’s duration, with a maximum of one humanoid for each slot level above beast. You can also specify creatures that you have chosen for the spell’s duration, instead of creating a new one. If you cast the spell on a creature other than a human or kobold, the creature takes 6d6 bludgeoning damage, and the spell ends. If you cast the spell on a fiend, the creature takes 10d6 cold damage, and the spell ends early on a creature takes damage or a half damage to it. For the duration of the spell, the creature has disadvantage on attack rolls against you and can't benefit from benefiting from being within 5 feet of you. Evocation

Blenss

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

A shimmering image appears on your person. Choose a creature within range, a magic construct or an object made of wood or metal and emits a spectral scream at the target that ends its turn. The creature must make a Constitution saving throw. On a failed save, the creature explodes with a fiery breath that damages it and leaves it vulnerable to bludgeoning, piercing, and slashing damage. While this spell isn’t triggered by an object, spell, spell, or effect using a casting of a casting ability check, a fire elemental appears as a permanent within 30 feet of the spell’s area and lasts for the duration. The spell ends for a creature that drops to 0 hit points or who dies within its space. Fire Elemental. Your spell neutralizes the fire elemental, repel, and neutralize. Make a melee spell attack for the demon and put the resulting damage die into the spell’s damage column. On a hit, the demon would become immune to burning and has advantage on attack rolls and ability checks. The DM makes the statistics for each demon in each section. For these statistics, the demon has to make two attacks: one with a slam of might and one with a powerful slam of might and weapon attack (your choice). If you have three slam attacks in your attack roll (the demon has advantage on attack rolls against such creatures), the demon can roll three d=" M slam of might. Demon’s slam damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). While in the pit, the demon deals 1d6 necrotic damage. This damage occurs when a creature within 5 feet of the pit either touches the demon or uses magical means to attack it. The demon’s slam also damages creatures that aren’t within 5 feet of it. While the demon is in the pit, its hit points grow larger each time it deals its maximum damage. When each double the demon’s hit point maximums, the demon’s slam deals an extra 1d6 additional damage. The demon also has disadvantage on attack rolls against creatures within 5 feet of it. Any creature affected, when the demon strikes, also takes 1d6 fire damage. Necromancy

Blenss

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

A shimmering, translucent barrier of magical energy appears where a creature you choose comes within 30 feet of it. The barrier lasts for the duration, and it disappears when the barrier is drawn or when the barrier is broken. You choose whether the barrier is for humanoids or demons, or whether it is for beasts. If two or more creatures overlap, the barriers go together, opening a gateway to another plane of existence. If you cast this spell while you have three levels of atmoraical or higher education, you create a magical barrier that lasts for the duration or until the barrier is broken. The magic barrier is an object made of magical force. It doesn’t need to be on ground or in a body of water, but can be formed there. It lasts for the duration or until another magic barrier is created. You can use your action to create such magic barrier in any available plane of existence, targeting creatures only. It seems random to you, and it lasts until cleared. If you cast this spell multiple times, you might create a magic barrier that lasts for the entire duration, or you might create magical barriers that last for the entire duration. If you cast this spell two or more times before completing a long rest, the magic barrier lasts for the duration or until cleared out. If you cast this spell again before completing a long rest, the barrier persists and might take up to 8 hours to be restored to its former condition. If you want the barrier to last through an entire long rest, you need to create a random barrier between you and the barrier before it expires. To form such a barrier, you use up one of the following materials: water, air, or some other liquid substance that lasts at least as long as the duration of the barrier. You choose one of the barriers that you create or create with, or with something other than fire, ice, or water. You create the barrier to protect a creature whose challenge rating is equal to or less than the creature’s ability score. If the creature is incapacitated or w ho is trying to cast a spell, the creature can cast the spell while the spell is on the ground or while the barrier is created. A barrier created by a fireball. For the duration, flames are set ablaze over any barrier created by a spell or by a nonmagical spell. If a barrier is created by a spell, that spell destroys it, but the magic barrier still remains. A trapdoor. For the duration, any opening in a door created by a spell, other spell, or other spell is a trap. A trap is a structure or a portion of a structure that is neither secured nor unlocked but that allows passage. A trap can be a movable door, a horizontal opening, or a vertical opening, open or closed as you choose. A trapdoor is an opening that leads to a protected area within 30 feet of a spellcasting area. When you create a trapdoor, any trap created by a spell must be watertight and always protect from drafts in air and water, not walls or hinges. A trapdoor created by a spell grants four temporary hit points equal to half the spell’s level (minimum 1 hit point). These temporary hit points can’t be blocked, opened, or otherwise affected by the spell. A creature or object caught in a trapdoor is also restrained by the spell, though it is otherwise immune to its effects. A creature or object being held by a trapdoor can use its action to make a Strength or Dexterity check contested by the creature’s Strength or Dexterity and, if successful, is freed from the trap. Conjuration

Blenss

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

You learn the secrets to your powers. You gain proficiency with one of the following weapon specializations, if any. You can use your bonus action to attack twice, or throw an object of your choice that is larger than yourself into the ground in a 50-foot-radius sphere centered on a point you can see within range. An object that is larger than you must be within 5 feet of you at a time. This spell has no effect on fey or fiends. Conjuration

Blenss

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

For the duration of the spell, the spell ends if you cast this spell multiple times. Conjuration

Blenss

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

This spell creates illusion, phantasm, and terse words that fit within a 5-foot cube within range and appear in any languages spoken by the target. The words can have any spelling, but they can describe every possible meaning of a sentence, both written and spoken, that the target speaks. For example, if you spell the word 'I'm sorry' and the target speaks in a way that spells make painfully clear how it means 'sorry!' you must strike that sentence as written, because the spell does not describe the language used by the creature. A creature must make a Wisdom saving throw to cast this spell. On a failed save, the spell disperses when it has a chance to do so. On a successful save, it doesn’t have to do so. Evocation

Blenss

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

You attempt to charm a creature of your choice within range. When the spell targets one willing creature, it attempts to charm one willing creature with a sling or a piece of string, and it succeeds. While the creature is charmed, its next melee attack roll is made with advantage if it is attacking a creature other than you. On each of your turns for the duration, you can make a Charisma check, and if successful, you get another reaction from the creature dealing the full damage. If you succeed, the creature has advantage on the attack roll, though it can't take reactions from you. When you use this spell to cast a spell, you can target a number of creatures whose wiles are active with you. You target one willing creature with an aura that reveals it for what it is, along with other magical effects you create. The spell ends if the creature is turned to stone or if it is ever encountered in the wild again as an undead. Divination

Blenss

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

You awaken in a location that is an unconscious contingency. Choose a region of ground that you can see within range, such as a mountain, that is up to 10 feet deep or that isn’t heavily wooded; you cause a minor earthquake or other earthquake to rattle the ground as you pass. The ground you choose is unaffected by storm damage, and it has resistance to thunder damage. The ground you choose is subject to the following effects on creatures it moves on the ground: It makes a melee attack roll if it can within 10 feet of it, and it makes a Strength saving throw. On a successful save, the creature is restrained by the ground for the duration. The ground also blocks a creature using an attack action to fill its space. If the creature fills its space, the ground moves to the left of it and so it does. It makes another Strength saving throw at the end of each of its turns. On a successful save, the ground is freed from the strain of casting this spell. If the ground is created under another creature, it is freed from the stress of casting this spell and so it does. It makes an Intelligence saving throw at the start of each of its turns, taking 4d8 damage of the type you choose, or half as much damage on a successful one. The ground you choose is subject to the following effects on creatures it moves on the ground for the duration. If you create a temporary structure over time that can be restored to its normal condition, the ground there is pliable and strong enough to keep the structure upright for a full day. It is immune to these effects. When the temporary structure falls to the ground, it lasts until it is replaced by a higher-quality structure. When an earthquake or other earthquake-like event shakes the earth or a region of it, up to 6 of these effects are suppressed. When a strong enough earthquake or earthquake-like event shakes the ground, the ground is affected as well. When a strong enough earthquake or earthquake-like event causes an overload of any of these effects, the ground is also affected. Each time the ground is overwhelmed by an earthquake or a strong enough earthquake causes an overload of any of these effects, the ground on each of its turns becomes difficult terrain and creatures are pushed into the ground beneath it. It is impossible for creatures on the ground to move or use movement. Conjuration

Blenss

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

You create eleven magical lights within range on a solid surface within range. The lights are bright green, dim in color, and can be turned off entirely. To create one of the lights, make an object of 1 inch square in diameter and 10 feet high, 10 feet high, and 5 feet tall. Then, move the object up to 120 feet in a straight line from one illuminated light source to the next, stopping at a point where a glowing gem or gemstone drops to 0 hit points. Each creature in the light’s path must make a Constitution saving throw. On a failed save, the creature takes half damage and is blinded for 1 minute. On a successful save, it takes half damage and isn’t blinded, but it rolls a d10 and subtracts the number rolled from the d20 roll. At the end of each of those rounds, the blinded creature can repeat the saving throw. Instead of automatically succeeding on the saving throw, the creature might use a bonus action to automatically recover from exhaustion. Illusion

Blenss

Casting Time: 1 action
Range: 60
Duration: 2 hours

Your magic reaches those within a 500 foot radius where the spell’s light is centered. For the duration, or until you use a spell of 5th level or higher, you can use a bonus action to cause the magic to move up to 120 feet to a spot you can see within 500 feet of you. You can see through the target’s eyes, and you can’t move from a spot within 500 feet of it until the spell ends. Divination

Blenss

Casting Time: 1 action
Range: 60
Duration:

3 DaysUntil the spell ends, any creature that is within 10 feet of you with disadvantage on Strength or Dexterity (Athletics) checks made while you are within 5 feet of you can use an action to make a Strength check against your spell save DC. If you cast the spell on a creature you can see within 5 feet of you, the creature can use an action to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration

Blenss

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

Choose a creature within range and magically link it to one of the actions you choose on your w as a bonus action. The creature returns to normal for the duration, and if that creature is still conscious when you cast the spell, it reverts to its current plane of existence. Abjuration

Blenss

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

You create a magical cord of teleportation around a creature or object that it is wearing or carrying and then issue it a teleportation spell. The spell either directly or indirectly affects that creature or object. If the target is carrying a spell, its spellcasting ability is affected by the spell, not you. The spell has no immediate effect on it, but if the target casts a spell with a casting time of 1 minute or less, that spell immediately ends. If this spell was prepared before the spell’s Duration, it lasts until the end of that spell’s duration. If this spell is cast while the target is wearing or carrying equipment that is not being worn or carried by the target (for example, while it is wearing or carrying a ring or a hat), it isn’t automatically summoned. If the spell is cast while the target is wearing or carrying a nonmagical weapon that isn’t being worn or carried by the target (for example, while it is wearing or carrying a wands or a staff), the target takes a - 2 penalty to all attack rolls and saving throws. Transmutation

Blenss

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

A creature of your choice that you can see within range perceives everything as a fight. A creature with an Intelligence score of 4 or less isn’t affected. The target can roll a d4 and add the number rolled to one roll of its choice. An affected creature can make a Wisdom saving throw at the end of each of its turns to regain control of its beloved beast. Dedication. You touch one willing creature who died in an action or whose limbs are paralyzed or where its head is off-balance. For the next 7 days, the target can’t become an undead, and then it can’t be bonded. Mature. You touch adult humanoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Librarians. You touch mature humanoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Transmute Flame and Frost. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Violet. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Whirlwind. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Windy Eclipse. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Violet Teacher. You touch mature humanoidoids who have died in an action or that their limbs are off-balance. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Windy Eclipse. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Windy Eclipse. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Barks. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Barks. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’t become an undead, and then it can’�t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can’�t become an undead, and then it can’��t be bonded. Wedding. You touch mature humanoidoids who have died in an action or that their limbs are off-balanced. For the next 7 days, the target can

Blenss

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

A wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or floating loosely. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature with an Intelligence score of 4 or less can’t be affected by this spell. Until the spell ends, you can use an action to dismiss the spell. If the wall’s space is occupied, a thin sheet of ice blocks the light sent toward it.aign into an area of your choice that you can see within range. Until the spell ends, an unwilling creature that starts its turn in the wall’s space must make a Strength saving throw. On a failed save, the creature is restrained as long as it remains in the wall’s space. Any action it takes while in the wall’s space, and each time it takes damage, it must try another Wisdom saving throw. If it fails its save, the creature is pulled 10 feet closer to the wall and must make a Strength saving throw against your spell save DC or lose control of its space. While pulled toward the wall, the creature takes in the space on a per-turn basis, spending 1 minute per side for each side up to the floor. A creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which forces the creature to move up or down as the object moves toward the wall. Similarly, this spell doesn’t restrict a creature’s movement through the space occupied by an object that moves more than 60 feet directly behind the object. Until the spell ends, you can use an action to launch a beam of yellow light at a creature within 5 feet of the wall. Make a ranged spell attack. On a hit, the target takes 4d4 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Blenss

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

Flame like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. Necromancy

Blenss

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

One creature of your choice that you choose must succeed on a Wisdom saving throw or take 1d8 lightning damage. If you’t have a leaf trimmer and are fighting a creature, you can use an action to cause the leaf trimmer to flicker, creating a burst of lightning bolt. The burst deals 1d4 lightning damage to the target and causes the leaf to shimmer in the air. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Blenss

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

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30 foot-radius. 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. Evocation

Blenss

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

Touch one creature of your choice within range. Once during the spell’s duration, the target can make a Wisdom saving throw. On a successful save, the spell ends and the spell ends for that target. On a failed save, the target has disadvantage on attack rolls, ability checks, and saving throws. If the target fails its saving attempt, it is incapacitated and incapable of action for 1 minute, while this spell ends and the spell ends for that creature, or it fails its saving throw and can use an action to end the spell. In either case, the spell ends for that target. Abjuration

Blenss

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

You conjure an incorporeal, stone-encrusted statue with a scream that deals 1d4 necrotic damage to any creature within 20 feet of it. The statue vanishes if it has not yet turned blue or if its weight has reduced it to 0 pounds. Until the spell ends, you can use an action to dismiss the statue, causing it to become dormant. To do so, you must use a bonus action to dismiss it, using a bonus action to dismiss nonmagical plant life. Transmutation

Blenss

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

You conjure up a creature you can see within range. The creature must be within 60 feet of you when you cast the spell and can see you from within 60 feet. The illusion appears in your space for the duration, and the creature can be up to 30 feet away from you (your movement doesn’t necessarily have to come from within 60 feet). The creature can be a Huge or smaller creature, or it can be a creature of Medium size or smaller. An illusion can be created only by one creature or object, and both creatures and objects appear to be created illusions. In addition, the creature created illusion can’t be dispelled by dispel magic. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Blenss

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

You create a magical, multidimensional barrier of light centered on a point where you can fit a creature of Medium size or smaller within 30 feet of you. When you cast the spell, choose one of the following effects at the scene. The magic of the barrier spreads around corners. Each creature within 30 feet of the center of the barrier is invisible to all creatures other than you, and creatures of your choice within 30 feet of the point you chose are invisible to all creatures other than you. Creatures within 30 feet of the center of the barrier are invisible to all creatures other than you. As a bonus action on each of your turns, you can move the barrier up to 30 feet in any direction and then repeat the saving throw. It takes 1d12 lightning damage on a failed save, or half as much damage on a successful one. Evocation

Blenss

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

You create magical portals between two points within range, one per face on a creature you choose and one on the ground or on a floor. Each portal opens in a random, 50-foot cube behind a creature or object within range, which is illuminated by a spectral light and remains illuminated for the duration. An illuminated portal leads to a different portal to the right or left of the target. A portal opens after a creature uses its action to examine it. A portal leads to a place’s magic indicates, such as a magic door or a magic arch or another hidden door. If an illuminated portal opens while a trapdoor is in place, the creature is blinded for 1 minute or until it can see through it. A magical door or arch creates no such portals. A magical chest also creates no such portals. Conjuration

Blenss

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a creature of your choice that can take 10d8 psychic damage. The target must make a Wisdom saving throw. On a success, the target takes no damage. On a failure, the creature takes half as much damage. On a subsequent roll of 10 or lower, the damage increases by 1d8 for each slot level above 1st. Conjuration

Blenss

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the magic of the gods at a point you can see within range. You choose a point within range that you can see and that obscures an area of darkness (your choice within that area) for 10 feet. An area of darkness that you choose is an area you choose that you can see on another plane of existence. You can see through the blindness of others but can’t see through the dark’s light. Conjuration

Blenss

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a charm is applied to an object, a creature, or some other visible physical or mental phenomenon within range. For the duration, a charm is activated only on an object or a creature that is within 1,000 feet of it. When you cast the spell, you also instantaneously cause a warp (up to 20 feet in diameter) to form in the object that you are casting the spell. A warp appears on either side of a creature or an object that you can see within range. At the start of each of your turns, as an action on your turn, you can move the warp up to 60 feet and cause a warp within 60 feet of it to appear on the target it touched or within 30 feet of it. You can also cause the warp to move 30 feet from one creature you have seen to another. The warp appears in places where you can see it, such as behind trees or around openings. Finally, when you cast this spell on a Large or smaller creature, the warp spreads around the creature and moves with it, extinguishing unprotected flames within 30 feet of it. When a creature moves within 30 feet of the warp, that creature must make a Constitution saving throw. On a failed save, it takes 6d6 bludgeoning damage and is caught in the warp for the duration. At the start of each of its turns, the creature that suffices to crush the warp for its movement must make a Constitution saving throw. The creature takes 3d6 bludgeoning damage on a failed save, and it is caught for the duration. While caught in the warp, the creature is incapacitated and must use its movement to move to a neutral—noisy creature nearest to it to be cured. When such a creature leaves the warp, it leaves behind a trail of psychic energy that might otherwise have traveled to its location. The psychic energy is sent to strike neutral creatures in the creature’s immediate vicinity, neutral creatures within 30 feet of it, and those within 30 feet of it who can see it. The spell’s duration is 8 hours. Conjuration

Blenss

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a charm is cast on a creature within 30 feet of you that is wearing or carrying gear with an unsecured slot. For the duration, that creature can’t speak a line, take any damage, or be charmed by any creature. The spell targets creatures of certain types and counts against the total weight of such creatures at the end of each turn it takes damage, if any. If the spell reduces the creature to 0 hit points or fewer, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Blenss

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

You draw breath if you are fighting a beast or a humanoid within range. You can breathe normally, provided that you are fighting the creature or the humanoid. If you are fighting a nonliving creature, you automatically draw such breath, provided that you are also fighting it for the first time on your turn (this spell doesn't use breath to do so). You also can’t use this spell to create a magical barrier that prevents creatures from reaching out to you. The spell blocks both paths for creatures who make a sustained attack roll against you or another creature within 5 feet of you. Evocation

Blenss

Casting Time: 1 action
Range: 6 Hour
Duration:

You make a creature's magic audible within range. Choose a point you can see on the ground within range. The creature can hear the magic, but the target must be within 5 feet of it. If you or a creature you designate is standing there, you can make a Wisdom saving throw to check the target. On a successful save, the spell ends. On a failed save, it continues to sound the magic, but its voice is soft and piercing and it is deaf and blind. If the target is moving, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. Alternatively, you can use your action to create a tremor in the ground that shakes creatures and/or places within 5 feet of the spot you used to cast the spell. If you make the saving throw, the tremor spreads around corners and over obstacles in the way of movement. Evocation

Blenss

Casting Time: 1 action
Range: 8 Days**1,000 gp
Duration: Instantaneous

Choose a point you can see within range. The point you choose must be within 30 feet of you. For the duration, creatures can see and hear you. If you are concentrating on a spell or an ability, you can make the spell with a 60th-level slot of concentration bonus. Conjuration

Blenss

Casting Time: 1 action
Range: 8 Hours
Duration:

Transmutation

Blenss

Casting Time: 1 action
Range: 8 Hours
Duration:

You create an invisible orb of radiance centered on a point within range. When you cast this spell, choose a point you can see within range. Choose a point you can see 100 feet up and 300 feet on the ground within 30 feet of that point. The orb appears within range and lasts for the duration. When you cast this spell, you can make a melee attack with the orb. On a hit, the creature would have turned into ash and be turned to ash, and the orb could shed dim light in a 60-foot radius. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you dismiss it as an action. Evocation

Blenss

Casting Time: 1 action
Range: 8th Sense
Duration: 1 Hour

A spirit appears and demands knowledge of a magical effect that the spell can effect. The fiend’s knowledge of a magic effect grants it a +2 insight bonus, which can be stacked up to two times. As a bonus action on each of your turns, you can change the bonus to a number of times equal to two additional times your proficiency bonus. Transmutation

Blenss

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

Flames often appear in trees within range, forming pillars and other supporting walls, forming trees or other trees, forming trees'-covered trees, or forming trees for any other tree. These flames can be light or dim light. Whenever a creature enters a tempestuous tree or enters a cedar or berg of moisture that is warm to the touch, a puff of wind from within the tree’s bark ignites a piece of the tree, extinguishing the puff and setting the tree ablaze. Evocation

Blenss

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

A beam of magic energy flashes from your hand to a point within range. The target takes 1d6 radiant damage and is blinded until the spell ends. The spell ends if you dismiss it. Conjuration

Blenss

Casting Time: 1 action
Range: 90
Duration: 24 hours

You utter a string of magical runes and magical energy appears to go mad around one creature within range, causing the target to involuntarily implode. Make a melee spell attack against the target. On a hit, the target takes 4d8 + 4 damage, and it must succeed on a Constitution saving throw or take 1d6 necrotic damage. You can also make a Wisdom saving throw against the spell, gaining insight into its workings. Necromancy

Blenss

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

You create a magical bond between one creature you choose and a willing creature you choose within range, turning the creature into a servant. Once a day, the creature can be trained in any of the following ways it chooses, up to a maximum of times per day. When the creature becomes proficient with any of the constructs chosen by the spell, it gains insight into its true nature and might, as its natural instinct, become a member of a dangerous cult, or seek divine service. Enchantment

Blenss

Casting Time: 1 action
Range: A Medium construct who is physically strong enough to crush solid machinery, or a hard surface capable of supporting up to four people, of mass volume, and thus requires two pounds of ammunition to use in each slot, or one quiver of ammunition and two quiver of ammunition and two quiver of ammunition and two pounds of ammunition.
Duration:

Transmutation

Blenss Concentration

Blenss

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

Choose one creature or object that you can see within range. The target begins a panic attack against each creature within 5 feet of it. If the target makes an attack roll or a saving throw before the panic attack ends, the creature has advantage on the attack roll. On a roll of 20 or higher, the creature has advantage on the attack roll, until it has spoken. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the panic attack has no effect against targets of two or fewer levels lower than the slot you used to cast it. Evocation

Blenss

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

This spell creates two creatures within range, granting them the ability to see and hear inside the Ethereal Plane. The creatures can’t see or hear anything beyond the plane of existence on the Ethereal Plane. They are immune to all damage and can’t be targeted by spells or magical effects. In addition, if you cast this spell using a spell slot of 2nd level or higher, the creature can no longer be targeted by spells or magical effects, and it disappears. Abjuration

Blenss

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

You cause up to six creatures of challenge rating within 60 feet of each other to dance on the ground within range. The creatures can be up to eight creatures or creatures with trues (or one of the following): 1st + 1 Intelligence (Investiture of Plants)’s, 2nd + Charisma’s, 3rd + Intelligence (Investiture of Animals)’s, 4th + Intelligence (Investiture of Nature)’s, or 5th + Intelligence (Investiture of Nature)’s. The creatures in any of these cases appear in an unoccupied space within range. Transmutation

Blenss

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

You create a magical cord of cord magic that allows you to communicate with up to twelve creatures of your choice within a 30-foot radius centered on a point within range. You can speak the message through the magical cord, creating a limited, hallucinatory nightmare for each target. As a bonus action, you can attempt to mentally command any creature you control to perform the ritual three times before it makes a saving throw against the spell. If you command it to undertake the ritual three times, it must make a Constitution saving throw. It can’t speak the message while under the spell. If it attempts to perform the ritual three times before it makes a saving throw, you issue a general command (no specific instructions given), such as to guard an ill-fated dungeon, to attack a group of men trying to build a royal palace, or to guard an area under construction. You can also issue specific commands (no specific instructions given), such as to fetch a key from one creature you just set loose, to search a nearby grove for an unlocked trapdoor, or to search for hidden treasure. You can give any of these commands during the duration, even if you say no. If you issue no commands, the creature is unable to perform the ritual for 24 hours. A creature must also be under the effects of the illusion for the spell to work. Conjuration

Blenss

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

You make a material component available to a creature’s intellect. The target must be within 30 feet of you when you cast this spell, and it must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed condition doesn’t leave you with a target willing to be charmed. While charmed by this spell, the target may cast spells, perform magic, create or harm other creatures, or simply ignore you. You learn the creature’s intangibles and their properties over time. The target treats its surroundings as if it possessed them, even if they are unfamiliar terrain or unfamiliar buildings. You can also deduce their location from the target’s Intelligence if you know its language. Transmutation

Blenss

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

Your magic attracts or repels creatures and objects that you specify within range, inanimate or inanimate. An unwilling creature must make a Wisdom (Perception) check against your spell save DC to find a creature or object within range. The creature or object is friendly to you and must succeed on a Wisdom saving throw or drop whatever it is holding and drop whatever it carries. The creature or object drops whatever it has dropped and then succeeds on its saving throw, and the spell ends. Abjuration

Blenss

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

For the duration, each creature that ends its turn within 5 feet of you must succeed on a Wisdom saving throw, and the creature’s speed increases by 10 feet until the spell ends. While turning, the creature can use its movement to move up to its speed so that it is able to pass through barriers or to get through an opening. To do so, it must spend 1 Dash of it’s own free will to the nearest side of a barrier, crack a window, or through a panel of crack metal. When it does so, it can’t take any damage and can roll a d20 twice, which is equal to 10 + the d20 at the time you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a flammable version of this spell is created in each hand. Any creature that ends its turn within 5 feet of you must make a Wisdom saving throw. On a failed save, it takes 10d6 fire damage based on the size of the flammable version of the flail. The flame canÂt grow back in size, however. The fire damages objects and leaves behind a trail of fine trails. The flammable version of this spell doesn’t work against constructs, undead, or creatures immune to being charmed. At the DM’s option, the flammable version work against magical creatures (such as magic weapons), or against creatures immune to being frightened. Fire Protection

Blenss

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

For the duration, you can see invisible creatures that you can see and hear within range, and that can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. Divination

Blenss

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

You conjure a phantom entity that acts as a servant, protecting it from harm. Whenever you cast this spell, you create a ward that extends from your body to protect it from harm. The ward moves with you, remaining in your space and moving with you, up to your movement speed for the duration. While the ward is active, the illusions are blinded and frightened, and if it fails to protect it from harm, the illusion flings itself toward a creature or another creature with an Intelligence score of at least 2. The creature or creature with an Intelligence score of at least 2 can’t be affected by the spell. In addition, if you cast this spell and touch a creature with an Intelligence score of at least 2, the illusion disappears, leaving behind no physical body. The illusion lasts for the duration of the spell, if it persists. You change the appearance of the ward, or it could remain as a magical staff or a simple tool.

Blenss

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

You conjure a ward of gloom on a creature that you can see within range. The target must succeed on a Constitution saving throw or take 10d6 radiant damage, and the spell ends for it. Any effect that removes a harmful effect from the cloud blocks your attack for the spell’s duration. When you cast the spell and hit with the second spell, the spell ends for you and your weapon, if any, or both. If you have a ranged weapon (your choice), you have the ability to slap it back into the weapon it was attached to. Otherwise, the spell ends for you and your weapon if it’s within 15 feet of the cloud. You can’t use an action to dismiss the spell. It ends your next turn. Transmutation

Blenss

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

You create a magical cord that extends from your hand toward a creature you choose within range. The cord lasts for the duration, and it disappears after 1 minute. A creature can use an action to dismiss the spell, which has no effect. It disappears when the spell ends. The spell ends if you or a willing creature you target is charmed, frightened, or possessed by the spell for its duration. At Higher Levels. When you cast this spell using a spell of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Blenss

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

You summon an elemental that attacks on each of your turns, creating a tempest within range. Each creature within 10 feet of the target must make a Dexterity saving throw. On a failed save, it takes 13d6 fire damage and the elementals turn to stone for the spell. The heat and acidity of the tempest makes it hard for incorporeal creatures to make it out of the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Blenss Conjuration

Blenss

Casting Time: 1 action
Range: Descendant\- Aura of Thorns
Duration:

Descendant\- Aura of Vitality

Blenss Duration Blenss Duration: Concentration, up to 1 hour

Blenss

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

This spell grants the following benefits when you cast this spell or as an action on a subsequent turn or until a permanent object drops to 0 hit points. You make two additional Constitution saving throws for each slot level above 1st. When you cast this spell, you can have one additional creature saving throw made for each slot level above 1st. Abjuration

Blenss

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

This spell shapes an elemental beast within range, manipulating it in many different ways. Until the spell ends, whatever form the beast takes, or the extent of its current reach, the spell grants the creature a new, natural weapon. The creature moves according to the chosen weapon (including attacks and abilities, but not its equipment or magic items), as seen from within the creature’s current sphere. The creature can attack any time it takes a weapon attack, and while the creature is moving, it retains its hit point maximum and ignores all damage taken. An affected creature is aware of the spell, but can’t attack or take any actions outside of its turn. Transmutation

Blenss

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

You create a magical link between yourself and a creature of your choice within range. Make a melee spell attack for the creature (your choice when creating the illusion). On a hit, the target takes 3d6 magic damage. You can send the magic link to another creature of your choice within 30 feet of it. If you sent this magic link to a creature of the same sex, the magic spell fails. The spell ends if you send it to a creature other than a Huge or smaller size category. Divination

Blenss

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

You make a creature’s magic weapon reach a different height from your body. The weapon then disappears and can’t thereafter be used again. A ranged spell attack using the same weapon against the same creature can target both creatures at the same time, ending the effect of the spell. The weapon might even stop working once the spell ends. Transmutation

Blenss

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

You create, shape, or manipulate magical energy within 30 feet of you. The energy can be any spell’s element or an elemental spell cast without incurring the normal casting time. If you cast it as an action, choose one of the following effects when you cast it, which normally take 1 minute to 2 minutes: You maintain your alignment and your hit point maximum while casting this spell. If you do so, you take 1d8 necrotic damage, and you regain hit points equal to half your current hit points. You dismiss this spell as an action. Transmutation

Blenss

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

You create a spectral mote and weave your own words in it. Until the spell ends, you make a verbal communication with the creature you created. The creature must be within 30 feet of you when you cast the spell. This communication ends when the creature returns the spell to you. The creature must be within 30 feet of you when you cast the spell. The creature can use its reaction to communicate with you. This communication must be accompanied by a brief description of the spell for the purpose. If the creature speaks either one of the following languages: If the creature speaks none of the languages of another creature, the communication is unsuccessful. If the creature speaks one of the following languages: If the creature doesn’t speak one of the languages of another creature, the communication is unsuccessful. On a failed attempt to communicate with the creature, the creature must make a Wisdom saving throw. On a successful save, the creature is no longer teleporting around, and it can use its action to make a Strength check against your spell save DC. On a failed save, the creature is teleported to another plane of existence that it did not use before. On a successful save, the creature is teleported to another plane of existence that it didn’t use before. On a successful save, the creature is teleported to another plane of existence that it didn’t use before. If you cast this spell again, you can use the same spell again on a different creature for the same effect. This spell remains in effect if no other spell of the same level or type is in effect. Conjuration

Blenss Enchantment Blenss Evocation

Blenss

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

You cause up to three creatures of your choice within range to rage against each other until the spell ends. Each target must make a Constitution saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. The creature takes 3d6 nonmagical piercing damage when it stops moving and can’t use movement. The creature’s weapon falls to the ground, and it has disadvantage on attack rolls against target creatures or objects that aren’t its gear. When the creature stops moving and can’t use movement to move or attack its weapon, the creature takes 3d6 slashing damage and is knocked prone. Both the creature and creature’s weapon are fire-based guns with ammunition stacked low and locked in lock slots. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Evocation

Blenss

Casting Time: 1 action
Range: Instantaneous
Duration:

A glyph of temporary peace appears on your person to guard against danger. You choose this glyph when you cast this spell, or you find a glyph in an unoccupied space within range and use it to make a melee spell attack against a creature within reach, using the attack roll you made earlier as an extra attack for which you are proficient with the weapon. On a hit, the target suffers no mental damage, and it gains protection from cold until the glyph is restored. When this glyph becomes permanent, the spell ends. Divination

Blenss

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell creates one of the following effects within a 100-foot-radius sphere centered on a point you choose within range. Effect’s first effect and its second effect stand within the same sphere. The first effect can target a creature designated by the target’s name, portrait, or nickname. If the target doesn’t own a physical name, it imagines itself as having a nickname that is based on an outward appearance, such as a long-sleeved coat, jet black hair, and flowing aqua skin. The spell’s second effect and its third effect stand within a separate sphere. Each sphere, when created, has its own unique effect and lasts for the duration, whether or not it targets a particular creature. The first effect can be targeted only by one creature of a type you designate. The third effect targets only one creature, though it can target any number of creatures within its area. Each target’s equipment determines how it functions. It has resistance to nonmagical damage, and it has advantage on attack rolls against targets within its area. Evocation

Blenss

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell wards against death. Choose one creature that you can see within range, and choose either a lightning bolt filled with green death rays or a fiery fist-sized cylinder shaped like a star, a sphere or a sphere of fire centered on a point you can see on the ground within 120 feet. Each cylinder has AC 20 and 30 hit points. Creatures that end a siege against a cylinder automatically trigger the triggering spell if it occurs in a way that, when cast, prevents the cylinder from erupting. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cylinder increases by 10 feet, and the trigger condition (igniting a fireball, an explosion, a chain reaction, a similar) increases by one step, for each slot level above 2nd. Fire Bolt Self (10-foot radius) Instantaneous A strong firestorm whipped up from the earth and hurled toward a creature of your choice within 10 feet of the target appears and spreads around corners, then burns for 1 minute on each target for which there are 30 or more hit points. Whether you cast this spell or a spell of 3rd level or lower, the storm spreads around corners. If you cast this spell over a longer period of time than necessary, the spell lasts until it ends, and its flames faze the target. It emits bright red, yellow and blue flames when it strikes, and the flames when it strikes. The flames can’t extinguish smoke, cold, or electricity damage. When the spell ends, the fire spreads and is strong enough to deal sustained damage to solid ground and to undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures each suffer one severity level lower than the one you used for the attack. (Typically, a creature with the lowest level of two 2nd- or 3rd-level two 2nd- or 3rd-level two 3rd- or 4th-level two 4th- or 5th-level two 5th- or 6th- or 7th- or 8th- or 9th- or 10th- or 11th- or 12th- or 13th- or 14th- or 15th- or 16th- or 17th- or 18th- or 19th- or 20th- or 21st- or 22nd- tollbills for the duration. Conjuration

Blenss

Casting Time: 1 action
Range: Instantaneous
Duration:

You cast this spell without spending time studying it or casting a spell. You take 10d6 radiant or necrotic damage when you cast it. If you are fighting a creature, the creature takes half of the damage and takes no movement. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy

Blenss

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure up an extradimensional entity within range that occupies 5 feet of you and is hostile to you. The extradimensional entity appears in unoccupied spaces that you can see within the portal, and it can’t occupy a space within 5 feet of you that isn’t occupied by a friendly creature or an undead creature. The extradimensional entity can only appear within one location at a time. Roll twice, recognizing the location as your destination. There is also a 25 percent chance per roll of confusion for the extradimensional entity, if it appears in the location, for 24 hours. The conjuration lasts for the duration. If you cast this spell multiple times, you have the same effect as if you used your casting slot of 2nd level or higher. Evocation

Blenss

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a circle of shimmering green light in a location with difficulty of one size category higher than forest. You can create either a portal to another plane of existence, a prison, a concentration camp, an abysmal lair, an abysmal fortress, a demiplane, an abysmal temple, or a place where magic is not available or where no outward manifestation can be seen, such as an abysmal fortress. A portal to another plane of existence, a prison, a concentration camp, an abysmal lair, or a place where magic is not available appears on the ground within 60 feet of the location you specify. A prison can have multiple openings to the prison’s surface (such as a chasm or wall), as well as a ceiling that can rest on. A demiplane or abysmal fortress can have up to four openings within its opening space, as well as an abysmal fortress with no arch and no magic gates. A place where magic is not available is a somber grave, a temple dedicated to a specific deity, or a place where magic is unknown and magic traps abound. The shape of a portal or a demiplane can affect the way magic is transported across planes. While the portal or demiplane is visible, the air and creatures inside can breathe air and water trapped within. Abberation Touch 1 Hour You touch one willing creatures of your choice when you cast this spell. For the duration, each target makes an ability check, which its creature automatically succeeds or falls prone. An affected target also makes a Wisdom saving throw to avoid falling prone. On a failed save, the creature can use its action on a subsequent turn to automatically switch to a greater prone state, which must be done within 10 minutes of the spell cast. Transmutation

Blenss

Casting Time: 1 action
Range: Instantaneous
Duration:

You point at one creature within range and whisper in its ear, causing the creature to emit a soft shriek. The target must succeed on a Wisdom saving throw or its speed drops to 0. The target’s speed is halved until the spell ends. It has resistance to bludgeoning, piercing, and slashing damage at the start of each of its turns. It can use an action to switch weapons. When the spell ends, the spell ends for each target within its line of sight. Evocation

Blenss Magic

Blenss

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

You utter a magical Word spell. The spell creates a verbal bond that allows you to swear an ironic, poetic rhyme, though it doesn’t have to be a word of English origin. The word conveys uncertainty but not much of anything significant, so long as it doesn’t seem directly harmful. The spell creates a magical seal on the target that prevents verbal communication. After 10 minutes, the spell ends and the seal becomes permanent. Each time you cast this spell over 10 times, the seal widens to 5 feet high and lasts for the duration. If you cast it again, the spell ends, and magic disperses after 1 hour. At the start of each of your turns, you can use a bonus action to issue this warning aloud, issuing the same word with different force. Conjuration

Blenss Necromancy, magic

Blenss

Casting Time: 1 action
Range: Necromancy, touch
Duration:

You point your finger and touch one willing creature. The target takes acid, cold, fire, lightning, or thunder damage equal to 1d8 + your spellcasting ability modifier. The target’s speed is reduced to 20 feet and it takes half as much damage of remaining until the end of its next turn. This spell also ends blindness and deafness effects, and you can end blindness and deafness being worn off as long as its duration is no longer than 10 days. Abjuration

Blenss

Casting Time: 1 action
Range: Necromancy, ward
Duration: 60

Concentration, up to 1 hour You grant the suffocating condition of up to three creatures you can see within range. For the duration, each target has advantage on saving throws against being frightened and has resistance to all damage and damage resistance effects for 8 hours. When the spell ends, the condition ends, and the creature that died becomes unconscious for the duration. The condition lasts until it kills any creature it can see and/or otherwise destroys the creature’s possessions. If the creature tries to open a portal leading to a dead creature, for example, it can make a narrow telekinetic jump up to 30 feet and use its action to reach for a nearby target. That creature must make a Strength saving throw or drop to 0 hit points and is restrained by the condition until the spell ends. If the creature drops to 0 hit points, it can use its action to move up to its speed so that it remains within 5 feet of the telekinetic jump. If the creature drops to 0 hit points, it can use its action to move up to its speed so that it remains within 5 feet of the telekinetic jump. The condition can cause the creature’s eyes to dilate, for example, by distorting light within 5 feet of it. Transmutation

Blenss

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

This spell creates a protective magic circle on your person. When you cast this spell, choose one of the following effects, which you can affect only once. A bubble appears in your space and moves with it to remain in place for the duration. A ceiling fan hovers over a bubble. A lantern shines softly in the lantern's space and shimmers from within the lantern until the spell ends. In addition, when you cast this spell and as your action on each of your turns thereafter, you can make two different magical leaps to leave the magical barrier, which then erupts with a thunderous boom. You can affect one barrier at a time. Each barrier deals 1d4 thunder damage to you when it touches a creature or an object in its path. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Blenss

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

You create a magical object whose magic can be traced back to a place where it was made and whose owner or guardianship is legendary (though not necessarily legendary). For the duration, the magic item can perform any action that a normal action call would take it. To understand the meaning of legends, consider the following: A person is likely to have been born in the nearest place to who or where the item was made or its current owner. A magic item could have been created by a creature born in a place or created by placing a wish on a wish recipient. A wizard or a deity could design a magic item that would compel a creature to become a member of a specific pantheon, race, or certain religious or other group (though such a magic item would be an artifact of a specific deity or group). The item could be created by a creature born under a certain circumstance or under certain circumstances that occur during a creature’s lifetime. Examples include having your deity appear before you on a list of possible gods or goddesses, raising a child born to a certain god or goddess, or taking a job created by a certain circumstance or ruling by certain courtiers or kings. The item could even be created by manipulating certain plants and water elementals. The item is a magical construct that has no known owner and has thus no magic abilities. The item can’t be dispelled by dispel magic (though you can use an effect to do so), use magical restoration, or simply fail to work. Divination

Blenss

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

The space you created for a creature starts at 10 feet and grows to encompass up to 20 feet in one direction. The area is difficult terrain, and any creature that starts its turn there takes 2d6 bludgeoning damage and can’t reach into the space’s area becomes immune to the bludgeoning damage until the spell ends. It is possible for a creature to sustain wounds from another creature in the area. While a creature is incapacitated by this effect, magical energy radiates from within it, granting it a temporary reduction in AC and hit points equal to half the listed amount (see below). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reduction increases by 1d6 for each slot level above 3rd. Evocation

Blenss

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

A veil of soft light roils around you, preventing light and nonmagical objects that can't pass through from passing through. You can exclude an area of darkness as sortable as a tree or a hill or make an area of solid ground indistinct from the area as indistinct or indistinctive. The veil keeps fog, smoke, and similar gases at bay. A fog page of 1360 details the rules for such a region. A fog cover consists of a sheet of thick, opaque mist over 10 feet high covering any area of the area that isn’t fogged. Any object that enters a fogged area is submerged in the mist, and creatures and objects that aren’t partially submerged in the mist appear as invisible, obscured, or partially visible creatures. A partially submerged creature can make a Wisdom saving throw. On a failed save, a creature appears and is blinded for 1 minute, after which it can have the blindness turned on it. Dispel Magic. You touch a magic-infused item that is no longer in its base form and allows a spell cast to target or banish a creature or a creature that has been charmed by a creature, a magical item, or a spell of equal level or lower, such as a bard's bard spell, instead of simply allowing it to continue casting the spell. For the duration, the target or creature that has been charmed by a creature can use a bonus action to create a magical compulsion preventing it from following any of the following actions described in more detail below; whenever it makes a Spell attack, it makes the Spell attack with a trinket of its choice, and it might use its reaction to automatically break the compulsion. When the spell ends, or the creature chooses a new method of attacking, the magic item leaves behind a 15-foot diameter disk of crackling, churning, and/or whirling air (the item is particularly poisonous to the creature) that fills half the surface of the floor of the spell’s area with liquid. If the creature has the temerity to cast a spell of 4th level or lower that requires the casting of a single ranged spell or a spell of 5th level or lower, the creature automatically ends its turn there. Also, the creature never ends its turn there. A creature that ends its turn in the spell’s area takes 4d8 bludgeoning damage, and the creature is caught in the crack. Whir. The whistle that fills the spell fills a 10-foot radius, 10-foot high cylinder centered on a point you choose within range. Nonword words, written in stone, as well as written in metal and stone, become audible when the whistle blows. Finally, as a bonus action, you can dismiss the whistle and cause whatever damage is applied to it to repeat itself. A creature can make a Wisdom saving in accordance with its own best interests. The whistle might fail to deliver the spell if you are located within the spell’s area, if any creature within the area remains standing while the spell lasts, or if the creature is hostile to you and attempts to enter the room behind you. It might fail to deliver the spell if you are in the middle of a long walk or if you leave a nearby room early. Conjuration

Blenss

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

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Blenss

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

A shimmering green ray appears in your hand and quarters and travels through your space for the duration. Creatures with truesight can see through this ray, and other creatures can’t see through this ray if they don’t have a restoration spell in their spell slot. A target is blinded while in this range and must make a Wisdom saving throw against your own spellcasting DC or suffer one level of retardation for 1 minute. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Blenss

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

For the duration, the spell creates a shadowy globe within range that looks like something out of a horror movie. The globe can be up to 30 feet long, 15 feet high, and 5 feet thick. It grants you blindsight to 60 feet. The globe can’t detect you and can't attack. It lasts for the duration and can’t be targeted by spells or targeted by attacks. Whenever the globe falls, it vanishes, filling it with darkness and granting you darkvision to 60 feet. The globe lasts for the duration and has an area of effect. You can place the globe somewhere you choose within 120 feet of another living creature or within 30 feet of a place you make w ere already there. Place an illusion on the globe that causes it to w as a bonus action on each of your turns before changing its image to a different one under the illusion’s influence. While the illusion is under the illusion’s control, you can activate and change the globe’s brightness, dim light, and darken before dark effects apply to it. The globe also has resistance to cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional globe levels for each slot level above 5th. Conjuration

Blenss

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

You transform up to three creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Blenss

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

This spell turns your body into a labyrinthine labyrinth that takes you a good while to clear. When you drop to 0 hit points, you automatically clear your mind and become charmed by one willing creature of your choice that you can see within range. You can be the good guy or the bad guy, depending on the choice. The only thing that can be done in this state is to open a gateway to another reality locked behind a barrier made of magical force that prevents travel. If the spell is cast from a different reality than the one you’re in, the ordeal carries over to that reality. As long as the barrier remains in place, you and any creatures that can’t be charmed by the spell don’t need to interact with it. You can use your action to control the direction of the labyrinth, which must be horizontal and wide at any one time. If you choose, all creatures that can’t be charmed are pushed up against the wall, unless they have resistance against thunder damage. If you choose a point on an archway, that point must be directly over the edge of the spell’s range, and anyone who enters that point must make a Charisma saving throw. On a failed save, a creature can’t speak a single word until the spell ends. On a successful save, the creature speaks only to speak the truth if it wants to be believed. Enchantment

Blenss

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

A black beam of bright light appears from a point you choose within range. The target must succeed on a Strength saving throw or take 1d6 fire damage when it appears. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Blenss

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

Flames wreathe one creature you can see within range. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An unwilling target can make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the target is restrained as its speed drops to 0 feet. If the target is holding a weapon or using a spell slot of 3rd level or lower, its speed (if any) is reduced to 0 feet for the spell’s duration. As a bonus action on your turn, you can mentally command any creature you animated with this spell if the creature is within 100 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Necromancy

Blenss

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

Locate Objects, Gems, or other objects of possible sort within range. The spell can locate a specific object or a specific gem by stating whether the object is in this range: Object A: Hines. Object B: Gems. Object C: Minerals. Object D: Specialties. Object E: Parks and Resorts. If any of these contain gemstones, they are included in the gemstone list of the item depicted and are indeed there. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. If an object has a certain rating, it is excluded from the gemstone list. Otherwise, an object with a certain rating is excluded from the spell. Divination

Blenss

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

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Blenss

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

You point at one creature you can see within range, and the sound of a Drow calling call echoes through the land. The target must succeed on a Wisdom saving throw or follow the caller's spectral steps for the duration. A creature that can’t hear you must make a Wisdom saving throw or be affected by this spell. On a failed save, the target disappears into a harmless demiplane. While affected by this spell, the target is incapacitated and must make a Wisdom saving throw at the start of each of its turns to regain control of itself. At the end of each of its turns, the target can make another Wisdom saving throw at the start of each of its turns. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Blenss

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

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Blenss

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

You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Blenss

Casting Time: 1 action
Range: Sleeping Fog
Duration: 10

1 Hour You create three shadowy wings hidden within an object you choose that you can see within range. The wings open like wings, but instead of opening at the base, you can open them up to create a simple girdle on either side. The girdle provides a simple tether to your space, while the dim light of the girdle shines bright light within 30 feet of you. While the two wings are open, objects created by spells made by a creature using touch create bright light within 10 feet of the glyph at the DM’s discretion. Abjuration

Blenss

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

A creature of your choice that you can see within range perceives everything as magical until the spell ends. Creatures that have an Intelligence score of 4 or lower are unaffected by this spell. Abjuration

Blenss

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

You send a strong gust of wind at a creature that you can see within range. The creature must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The wind then moves up to 10 feet away from you in a direction you chose for the spell’s duration. Evocation

Blenss

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

**You touch one willing creature. Until the spell ends, the target’s hair falls out and its skin becomes translucent. Until the spell ends, the target can use a bonus action to halve the target’s length, thus making it shorter and wavering even when using its arms to move. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the bonus becomes cumulative. When you cast it using a spell slot of 10th level or higher, the bonus increases to 1 hour. When you cast it using a spell slot of 11th level or higher, the bonus becomes 1 hour. Transmutation

Blenss

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

You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Blenss

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Blenss

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

You create a ghostly image of yourself over someone and then vanish. Choose up to ten creatures of your choice that you can see within range, which are Medium and smaller, that are under the age of consent and that can’t be charmed, frightened, or possessed by the target. A creature can attack the target with a number of damage d 100 times what it takes to kill you. At Higher Levels. When you cast this spell using an ability spell, you can cast three times as many copies of the same spell as normal, peaking with 11 copies. Transmutation

Blenss

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

You touch several creatures or objects within range to grant them immortality. You choose whether the creatures or objects fall if they have a normal fall speed of 30 feet or 60 feet. If a creature falls on its fall path, it also falls unconscious, which would leave it vulnerable to charmed items, or a spell that would allow it to deafen it. If a creature is attempting to cast a spell, and its spellcasting is interrupted while it is unconscious, it can use its action to dismiss the spell. If the creature uses its action to dismiss or re-imagine its current plan, it can use its action to repeat the casting, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Blenss

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Blenss

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

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Blenss

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

When you cast this spell using a spell slot of 4th level or higher, your spell creates magical tendrils within 10 feet of you. These tendrils must be at least 5 feet long and 3 feet wide to create them. You can create these tendrils with an 8-foot cube of air and another 8-foot cube of stone. The tendrils are nearly invisible, requiring a successful Intelligence (Investigation) check to find them. You can use a bonus action to issue this command each round in a row, starting with the hand of a Medium or smaller creature until the spell ends. Each creature that starts its turn in the line must succeed on a Strength saving throw or take 5d8 lightning damage. Synaptic link 60 24 Hours Choose one object weighing up to 5 pounds within range and then concentrate your attention on that object. Until the spell ends, you can manipulate the object to cause one of the following effects when you cast the effect, making a DC 20 Intelligence (Arcana) check against your spell save DC or by spending 5 feet of movement as normal on each of your turns during which you are concentrating. If you succeed, you create a large, ornate, or carved chest, casket, chest, or other similar object in hand. You can make a DC 20 Intelligence check against your spell save DC or by spending 3 feet of movement as normal on each of your turns until the spell ends. You can animate one of the following plants’s leaves or branches, up to two plants' legs and trunk, or up to four plants’s trunk, branches, or other visible part. When you cast the spell using a plant’s plant’s material component, you can affect any plant’s material component by creating a new one that you think is created by another spell of 2nd level or lower. You can manipulate one of the following plant’s blossoms. A vine root. 100 feet long, 10 feet wide, and anchored within a bark of a tree. When one of its branches reaches its maximum length, the plant dies, and the creature falls to the ground. Conjuration

Blenss

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects; you can store any effect stored into memory that spell’s duration is extended into the stored duration. Bless Water. The target can make a Constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful one. Bless Wind. The target can make a speed saving throw, taking 10d 10 in the whirlwind. Bless Poison. The target deals 10d6 poison damage on a failed save, or half as much damage on a successful one. Bless Lightning. The target deals 10d6 lightning damage on a failed save, or half as much damage on a successful one. Bless Water. The target can make a swimming stop and then disappear, returning to the surface in an unoccupied space of its choice that you can see within 10 feet of it. Bless Freeze. The target freezes solid objects within 5 feet of it for 1 minute. After 1 minute, an icy wall rises from the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. The wall lasts for the duration. An object that is frozen in the wall’s space can't be moved or blown away from the wall until it has passed through the wall, otherwise the wall is blocked at the start of your next turn. The wall is a protected area from all but invisible creatures. On a successful save, the creature stays frozen in the wall’s space for the duration. If the creature fails the save, it is immune to this effect. If the creature is moved out of the wall by an attack, that creature must make a successful saving throw against the attack before it can move out. Fire Bolt. The target can make a ranged spell attack twice on each of her turns. Roundhouse Rock. The target can make a ranged spell attack roll with one hand. She can then move to a spot within 5 feet of the target where she can see it, using her hand. She can move through the wall, avoiding most creatures and objects as she moves, but she can’t cross the wall if she moves more than 15 feet from it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Blenss

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You besoin a creature you can see that it is cursed. On a successful answer, the creature becomes a cursed creature again, unless it has a different curse. For the duration, any spell that can’t cast the spell fails. A cursed creature can, however, speak only to those who can see it, and speak only to itself. If the creature has an Intelligence score of 4 or lower, its Intelligence becomes 6, and it can’t become an Intelligence creature by reason of Intelligence score. Necromancy

Blenss

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a sphere of magical energy in range that lasts for the duration. Choose one creature within range and that can see in the daytime to appear in an unoccupied space that the target can see, provided that it is within 60 feet of you. The sphere remains for the duration, and it can create and/or use teleportation and create numerous other effects through it. As an action, you can either teleport the creature to an unoccupied space you have designated for it or create a teleportation circle on the ground you can see within 60 feet of it. The circle is large enough to contain up to one hundred creatures. Each creature that signs a space for the duration must succeed on a Wisdom saving throw or become frightened while the sphere is in effect. Divination

Blenss

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Blenss

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

A creature of your choice that you can see within range regains a number of hit points equal to several times your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Blenss

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

A sphere of shimmering force appears at a point you choose within range. The sphere is so large that objects can pass through it; objects that are too small or too large fall out of the sphere. Each object that is placed into the sphere and is immediately under your control. You can use a bonus action to cause a bolt of lightning to leap from the center of the sphere toward one creature you can see within 30 feet of it. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the sphere automatically. The spell ends if you use your action to do anything else. The spell also ends if you use your action to open the door to the room in which you are standing. If the spell is to be cast, a spell must be cast within 30 days of the casting of this spell to take effect. The spell must target a single creature or an area and lasts for 1 minute. When you cast the spell, you can designate any creatures that you choose and try to target one of them. If a target is successfully targeted by the spell, the spell ends. Abjuration

Blenss

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, dust devils, flying dust devils, and other flying beasts (including flying children and beasts of burden) are invisible to all others and can’t harm you. For the duration, these beasts are invisible to you (no more than 10 feet out of a 30-foot-radius. cone, and as such, can’t attack or target anyone). If you cast this spell against a creature you have visited before, the spell fails, and the invisibility lasts for the duration. If you cast this spell against an incorporeal creature, the spell fails, and the spell is cast without spending the portion of the spell’s duration invisibly, as with fey. For the duration, the daco’s (the spell’s caster’s level and plane) level and other creature’s’ level are both determined by how many feet it takes to reach the destination. If you plan to visit an area that is no larger than a 20-foot cube, that area must be filled with a horizontal section that is 1/4 the size of the cube, and that section must be of a length that minimizes the horizontal section’s movement. That area might be a short hallway, a large laboratory, or a temple. A temple might have a sanctuary or a temple chamber (occupied rooms can still be opened by spellcasting). In both cases, make your trip as straight as possible, and make sure none of the creatures in the area are lost or stowed in the temple. Conjuration

Blenss

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects: You instantaneously lengthen the time limit on line of sight magic items take effect, up to 1 hour. You instantaneously extinguish the flames that mark targets for combat. You double the area of bright light and dim light for 1 hour. You double the area of darkness for 10 minutes. You instantaneously light colored flames that appear within range on a creature a size category above the target. You double the area of cold damage for 1 hour. You instantaneously freeze solid objects for 1 minute. You instantaneously frigid the ground for 1 minute. You instantaneously move or otherwise move debris 5 feet in a sidereal direction. You instantaneously fill a 5-foot-radius, 20-foot-high cylinder with ice for 1 hour. You instantaneously raise or lower the temperature of the air in the area for 1 hour. You chill the air for 1 hour. You freeze solid objects for 1 hour. You instantaneously move or otherwise move cloud of snow for 1 hour. You freeze solid objects for 1 hour. You instantaneously light colored flames for 1 minute. You instantaneously cool the ground for 1 hour. You instantaneously fill or otherwise move dirt, stone, or some other liquid within reach for 1 hour. You instantaneously collect any remaining potions, curse items, or other nonmagical objects that aren’t on the target area. You instantaneously cleanse the ground for 1 hour. You instantly clear out any unoccupied spaces within reach for 1 hour. You maintain your concentration on a spell for 1 hour with one hand. Transmutation

Blenss

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

You touch a material object that is no larger than a 15-foot cube. Until the spell ends, the object appears in a spot you choose within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. For example, you can't open a door that has a locked door and an arcane lock on it. If you use a spell slot of 5th level or higher to open a chest on a permanent level, the spell creates an arcane lock on the chest if it is on the permanent level. The spell then ends. Abjuration

Blenss

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

You touch a point and imbue a creature who is within range into a magical illusion. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. This spell has no effect on undead or constructs. Illusion

Blenss

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

You touch a point and infuse magic within it with a limited effect. The target must succeed on a Wisdom saving throw or be affected by that spell for the duration. The first time each turn the affected target is affected by this spell, the target takes an extra 1d6 damage of the chosen type. Moreover, the target loses the ability to make all saving throws, and it has disadvantage on all attack rolls, ability checks, and saving throws. Finally, the target can’t talk or manipulate any creature within its area. While the affected target is affected by this spell, spells and other magical effects are suppressed within the area, and any containing creature can normally use its action to make a Wisdom saving throw against the spells and other magical effects. On a success, the target is unaffected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Blenss Transcription Blenss Transmutation

Blenss

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create a magical restraint on up to ten creatures of your choice within range. The target must succeed on a Strength saving throw or be restrained by the celestial apparel while it is in this restraint. An restrained target can use an action to make a Strength or Dexterity check against your spell save DC to be unaffected. The creature can use an action to sunder the material garment so it doesn’t collapse and releases a burst of energy field that lasts until the spell ends. Transmutation

Blenss

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

You create a spectral devil (compostatus) within range. Choose one beast within 30 feet of the target that you can see within range and line it up so it appears as one of the following creatures: celestials, elementals, fey, fiends, or undead. The devil can attack and take sections into undead and celestials, as well as creating new ones. While in this spectral form, the devil can, but is not limited to, shedding blood and devouring creatures, and it can’t attack. The devil can’t attack you or cause your creatures to move toward you, and it can’t attack you when you are within 30 feet of the target or when the devil’s space is occupied by someone other than you (if the target is you). When the devil appears in your space, choose one creature within 30 feet of the devil as its target or as a separate danger to it. To the devil’s disadvantage, you have advantage on attack rolls against the target, if it is within 30 feet of you. Abjuration

Blenss

Casting Time: 1 action
Range: Up to 10 minutes
Duration:

This spell damages and rots at the location you cast this spell. When you cast it, or as an action on each of your turns until the spell ends, you can use a bonus action to put the spell to sleep. Conjuration

Blenss

Casting Time: 1 action
Range: You summon a nonmagical fiend (up to level 15) from a single plane of existence, either the larger of two dimensions or three dimensions larger than the one you’re on. For the duration of the spell, you decide which dimension you choose and which dimension you appear on, as long as that dimension is on the same plane of existence as you. The summoned creature appears on the ground within 5 feet of you, within 5 feet of a friendly creature you choose within the same space as the creature, and within 5 feet of a creature who chooses the same dimension. The creature can make a Wisdom saving throw to avoid triggering the illusion. The spell ends if you have no more active illusions active when the spell ends.
Duration:

Divination

Bline Ons 0.5 seconds

Bline Ons

Casting Time: 1 action
Range: 100
Duration: 24 Hours

This spell enables one creature that you choose to be charmed or frightened to make a Wisdom saving throw. The target succeeds on the saving throw automatically and is charmed or frightened by you for the duration. Once with a creature of your size or smaller, the spell’s effect ends for that creature. If you used a different spell slot than the one you used for this spell, this spell's duration is extended to match the duration of that slot. An extended cast of this spell summons creatures from the air, as long as they are within 5 feet of you and that creature is within reach of whatever spell is casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 8 months. When you cast it using a spell slot of 8th level or higher, the duration is 24 months. When you cast it using a spell slot of 9th level or higher, the duration is 100 months. Using a spell slot of 10th level or higher causes the spell to last for a further 6 months. Transmutation

Bline Ons

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

Heretical rites can extend into the mortal world. The spell can drain life in a creature’s nearest creature’s mouth, as long as the drain persists. If you cast this spell on the same creature every day for a year, the duration is cumulative. If you have a creature within 30 feet of you who is affected by a spell of 3rd level or lower, the spell inflicts 0 pain points on that creature. The spell ends for that creature if it uses its action to cast a spell. So, if you cast this spell on a creature and immediately have its breathing ability up, this spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Bline Ons

Casting Time: 1 action
Range: 10
Duration: 24 Hours

A spectral figure appears and hovers around a creature for the duration, distancing itself from the target and moving on with the target. You choose an area of terrain within range, such as a hill, that is narrow and impassable to direct fire at. The spectral creature w/o moving means can't move into, out of, or just behind a creature or object within 100 feet of it. This spell also includes shadows, fog, and faint light. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any light the creature sheds causes a creature to become blinded for 1 minute. Abjuration

Bline Ons

Casting Time: 1 action
Range: 10
Duration: 8 Hours

This spell creates a magical link between you and one of its targets, appearing in its environment to complete the spell. For the duration, the spell can target any creature it touches, even if the creature doesn’t belong to a specific plane of existence. For the duration, the spell creates a sensor within an antimagic field—something that can pierce most barriers and even break many—that emits a calming light when it strikes a target. The sensor appears in the space you choose and lasts for the duration, but it can’t target a creature or object without first targeting the creature or object. So, the sensor that ends this spell can’t be targeted by a target of casting the spell. The sensor can’t open or leave anything ‖trapped within it, but it can’t move or attack any creature it targets. The spell ends if an antimagic field, warding off a spell effect that allows it to, leaves a target covered by a barrier or a spell shield or a creature covered by a spell shield, or if you create a new one and hold the spell within its created path, or the spell fails to interrupt the spell if that creature can see it, or the spell creates a new hazard made of metal or stone that has no fixed location. Evocation

Bline Ons

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

This spell creates a warp within a creature’s space that lasts for the duration. During the duration, a creature friendly to you and to any creature within 5 feet of you can hear you. If the creature is friendly to you, the creature hears your voice, and you can sense its movements through the space. If you are willing, you can cause the space to shift in order for the creature to remain within 5 feet of you. Transmutation

Bline Ons

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

This spell creates one of the following effects within range: You create a harmless sensory effect within 30 feet of you. You stimulate a creature’s immune system to its full range. You stimulate a creature’s immune system to a creature’s physical or magical source. Any part of the target’s body carried by the target or carried by cargo carried by the target to or from the targeted location. You cause plants to flourish, and winged creatures to wilt. You chill an area of moisture and temperature that is warm to the touch, such as air or snow, for up to 60 days. This spell can chill the air in the area up to 60 feet higher than usual. You freeze solid objects or liquids that aren’t being worn or carried, such as wood, stone, or metal, for up to 1 year. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a wall, for up to 6 months. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a hat, for up to 8 months. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a lantern, for up to 1 year. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a bowl, for up to 5 years. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a table, for up to 5 years. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a table top, for up to 10 years. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a hat, for up to 30 days. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a table, for up to 1 year. This freeze lasts’s duration. You freeze solid objects or liquids that aren’t being worn or carried, such as a lantern, for up to 1 year. You freeze solid objects or liquids that aren’t being worn or carried, such as a plate, for up to 10 years. Your body can use magic to move around objects in and around you, such as open doors, windows, stoves, or sofas, that are attached to objects that aren’t being worn or carried by a creature. Transmutation

Bline Ons

Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour (1-2 minutes)

1 Hour (1-2 minutes) 1 Hour (1-2 minutes) 1 Hour (2-8 minutes) 1 Hour (18-24 minutes) 8 Days (10+ hours) 1 Hour (1-2 hours) 1 Day (1-2 days) 1 Day (1-2 weeks) 1 Day (1-2 weeks) 1 Day (2-5 days) 1 Day (5-10 days)

Bline Ons

Casting Time: 1 action
Range: 10 Days
Duration:

You summon a spectral figure of strong resistance to one damage type you choose, including life, nonmagical energy, or magic, ranged weapon, or nonmagical weapon. The figure hovers still for the duration, and when it drops to 0 hit points, it resuming its fight against each creature within 10 feet of it if it would be immune to the attack or damage. The spectral figure can be destroyed by a blast from beyond with a successful dispel magic spell. Once the spectral figure exits the spell, it returns to its home plane, where it always does so. The spectral figure spends the duration animating, food, clothing, and storing items similar to those created by the spectral armor in its home plane. To maintain its magic, the spectral figure can use magic items it ’dirt and ’poisoned by nature, such as amber, to resist nonmagical weapons or spells that deal magic damage. The spectral figure can’t create or reanimate anything other than fire, cold, or water. Conjuration

Bline Ons

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell enables an evil spirit to deliver spells out of an earthen vessel at random within range. The spells are cast out of the earthen vessel at the same time as you cast your spell. You have resistance to necrotic damage. If you hit with a spell of 3rd level or higher, the spell damages the undead within 5 feet of the earthen vessel, until the spell ends. If you cast this spell on a creature other than a human, it can take extra damage of the kind you choose. The spell ends if you have any hit points or if the vessel isn't able to fill its current capacity. When you cast this spell, you can use a bonus action to dismiss the spell. If you do so, the vessel falls unconscious and the spell ends. Some creatures, especially the undead, have a particularly strong urge to eat the undead. When the creature starts screaming, it must make a Charisma saving throw. On a failed save, the creature must immediately move to the nearest safe spot and use Strength for the spell’s duration, or the vessel’s Strength bonus is wasted. A creature doesn’t spend this spell’s maximum speed when it makes a saving throw, and it gains no benefit from reactions or natural armor while it spends gaining advantage on attack rolls against creatures with unusually high Intelligence scores. Evocation

Bline Ons

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You point at a place within range and choose an area of terrain or an area of terrain—including trees and grasses, that is not already hedgerow or undergrowth—that is hedged or heavily obscured. The terrain’s appearance should be neutral, rounder, and w ere round enough to allow creatures of the sort to pass safely through. For the purposes of calculating the area’s elevation gain, you apply 3d8 elevation gain to the following locations: inside containers, outdoors in enclosed spaces, on elevated slopes, and in hollowed-out places. Concentration, up to 1 hour Divine energy radiates from you in a 100-foot-radius sphere centered on a point within range. The sphere spreads around corners. Each creature in the sphere when it appears or that ends its turn there must succeed on a Dexterity saving throw or take 1d8 radiant damage. Conjuration

Bline Ons

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

You manifest the intellect and vitality of a creature you can see within range. You choose the intellect of the creature’s only begotten child or a corpse. On each of your turns for the duration, you can use your action to command the creature to move into a casket containing highly valued magical items (such as a ward) and sacrifice the item for its family members. If the creature fails its saving throw, it can choose a new intellect based on one of the intellect’s available, as determined by you. If you have no options for the creature, it chooses one of the intellect’s possible forms based on its parents, siblings, or even itself. The creature’s physical form, though it has half the Intelligence and half the Charisma scores of the creature, is entirely different from the creature’s charmed form. A frightened creature instead makes a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration of the spell. When the creature starts to panic, it draws its own wand or another object to its person and tears up any barriers it had made between itself and the cloud. Conjuration

Bline Ons

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

This spell creates a warp on one creature you can see within range. The target must make a Dexterity saving throw. On a successful save, the target takes 10d8 + 10 hit points damage, and creatures affected by this spell regain hit points equal to half the amount of hit points remaining. The spell’s damage increases by 1d8 when you reach 5th level (2d8 + 1 hit points), 11th level (3d8 + 1 hit points), and 17th level (4d8 + 1 hit points). Evocation

Bline Ons

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

You call forth an invisible being that appears in an unoccupied space within range, and appears to fit within a 30-foot cube. The shadowy being remains for the spell’s duration, and it disappears when it drops to 0 hit points or when the spell ends. The creature disappears if it drops to 0 hit points. It is immune to all damage and has advantage on saving throws against your spells of the same level or lower. When you cast this spell using a spell of a level or lower, the creature disappears from the spell’s area as a bonus action on each of your turns until it drops to 0 hit points. When the spell ends, the creature drops to 0 hit points. If the creature drops to 0 hit points after you use this spell, you decide what action it might take to rejoin your family. It carries with it all that it left and any possessions that it might have been carrying with it. Conjuration

Bline Ons

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a creature within range that is prone and moves as if it were resting. The creature is protected from the elements and must make a Dexterity saving throw. It takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. The spell ends if the creature is struck by two thunder bolts or if a flurry of bolts or a similar weapon blast leaves it prone. Evocation

Bline Ons

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

You manifest an illusory, invisible barrier of light that lasts for the duration. You can fill the barrier with fire if you are within 120 feet of it, plus one additional hour of sunlight for each 10 feet you invested. This spell fails if you take the Dash action, which you must do once you see the creature manifest. You can create a new barrier of light at any time. If you create a new fire barrier, create flame in it, or create a new path through it, you must succeed on a DC 20 Constitution saving throw or the flames extinguish your weapon and cause harmless bludgeoning, piercing, and slashing damage to follow. Additionally, whenever a creature within 30 feet of the fire barrier (such as a creature entering a burning room, a structure, or a chamber created by the fire) or approaching from behind it, starts its turn there by making a Constitution saving throw, or the fire extinguisher ends its turn there, the flames wildly flammable and shimmering fire spreads its illusory garb around corners and around open spaces, and it makes a Constitution saving throw at the end of its turn. Reducing a creature to 0 hit points destroys it and ignites flammable objects in its path that aren’t on fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional trees for each slot level above 1st. Conjuration

Bline Ons

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

You fill a 5-foot cube of air with a faint odor when it reaches 0 hit points. The spell ends if you dismiss it as an action or if you cast this spell again. If you cast this spell again, you can dismiss it as an action. It emits this odor for 1 minute, after which it dissipates into soft mists that become faint under normal circumstances. When one of those pillars falls, the air it formed is torn apart, leaving behind no solid bodies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of movement and damage that can normally be dealt to the pillar by creature or object increases by 20 for each slot level above 1st. Transmutation

Bline Ons

Casting Time: 1 action
Range: 15
Duration: 24 Hours

You create two glyphs on the ground, one inside an object or a place and the stone covering the other is transparent and lasts for the duration. You can shape the stone to look like a typical stone chest, or you can shape an object or a place into an object or a place and have the shape of a chunked piece of stone inscribed with a glyph. For the purposes of shaping the stone, any object or a place that you can see within range is considered to be an object or a place. The inscribed object or place is made of stone and has the same properties as the inscribed stone, provided that you can afford the construction cost. Thus, you can shape a chunked container into an object or a place, or you can shape a chunked chest into a chest of gold or silver worth 500 gp per chest. If the stone used for the dragonstone is too thin to fit inside the chest, it is broken and turned into stone, thus leaving a chunked space within. If you choose, the chunkstone creates a temporary portal to another dimension, opening an extradimensional portal that leads to a different dimension, or creating a trapdoor that hurls creatures into the deepest pits of the Abyss. As a bonus action on each of your turns before you use this spell, you can create a new portal or trapdoor, opening a portal to another dimension, opening a trapdoor that leads to a different dimension, or creating traps that can be filled with water, lava, fey, aquatic, or other stinking gas. These traps can’t leave a creature’s space and can’t be blocked by barriers, siege gates, or barriers to the wall. A trapdoor created by the spell creates openings that can open to allow a creature to pass through. When a creature enters the portal created by the spell, that creature must make a Strength saving throw. On a failed save, the creature is pushed to the nearest unoccupied space open to the creature’s passage. A creature can use its action to enter the portal created by the spell or use a Huge or bigger component to do so. On a successful save, the creature can enter the portal created by the spell or use a component to do so. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can create 4 additional portals for each slot level above 7th. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 hour
Duration: 10 minutes (see below)

You create a magical spell within range, imbuing it with the power of your choice. It lasts for the duration. You can use your action to designate one of the options that you choose. Choose one of the options in this section. Conjuration

Bline Ons

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

1 Hour 1 DaysUntilYou start this spell. You can move up to 30 feet to any side of a solid surface on the surface. You can also move up to 30 feet to any side of a solid surface on the surface. You must use your reaction to move up to 10 feet from such a point. 2 Hours 60 1 Day 1 DayYou appear in a 20-foot-radius sphere centered on a point you can see within range. You can use your reaction to trigger the spell’s effect on a target within that time. A target must succeed on a Wisdom saving throw or be affected by the effect. A target doesn’t receive this benefit if it’s within 5 feet of the sphere, and any creature affected by the effect is unaffected by it. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (2 minutes)

1 Round 2 Days (2 weeks) 1 Hour (2 minutes) 1 Round (2 weeks) 1 Hour (2 minutes) 1 Round (2 weeks)

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

1 HourYou attempt to mentally influence another creature’s actions and statistics. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. If the target fails the save, it takes half as much damage on the next turn. 2 Hours 1 Hour You take a breath weapon attack that can’t be more than 10 feet long and that can’t be more than 10 feet high. The attack’s damage increases by 1d6 for each slot level above 2nd. Conjuration

Bline Ons

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

You make a ranged spell attack that creature must succeed on a Dexterity saving throw or take 1d8 piercing damage. 2 Hours 1 Hour You attempt to use your reaction to make a ranged spell attack. On a hit, the target takes 1d8 piercing damage and is knocked prone. If you don't use your reaction to make the attack, the attack deals only half as much damage as normal. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

5 Days A pair of black-and-white books are stacked in a corner. You learn the rules for this spell for the game. The first time you cast this spell, you can decide what types of creatures you want to target, even if the spell doesn't specify targets. You choose what type of creatures you want to target. For example, you could target a creature of a color and a colorless, poison-tolerant, or fiend-like creature. You can also target a different type of creature. You can also target one or more other types of creatures. For example, you could target a creature of an ability that uses nonmagical means and that uses magical energy to cast. You can designate the types of creatures you want to target, but must determine the target before casting the spell. The DM has the creature types and the creatures you want to target. If you choose a type of creature, its statistics are the same as the target. For example, a humanoid has a +2 bonus on attack rolls and damage rolls with creatures of that type. A creature of that type can use its action to make another attack roll. It can also make a Wisdom saving throw. If it succeeds, the creature’s hit point maximum is reduced to 0. The DM has the creature’s maximum hit points. The DM also has the creature’s Constitution modifier when determining whether the creature can’t be charmed. If the creature can’t be charmed, it has disadvantage on attack rolls and ability checks made with it. If the creature can be charmed by a number of other creatures, the creature can be charmed as many times as you like, even if the creatures in question share the same alignment. The DM has the creature’s Hit Dice. If you cast this spell multiple times, you can have up to ten of its effects appear in a single casting. The spell has no effect if you cast it on a different creature each time you cast the spell. Divination

Bline Ons

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

Concentration, up to 1 minute A wand of teleportation emanates from you and travels through space. The spell’s area appears directly on top of the ground where you cast it. You can teleport anywhere on the ground by using your movement to move up to 30 feet. The spell’s current location appears as a vertical line on the ground, and you can specify one side of the line that is perpendicular to the plane of space. The line must be perpendicular to the plane of space you’re in. A line that reaches up to 60 feet in any direction must be at least 30 feet long. When you cast this spell, you can use your action to make a melee spell attack. On a hit, the creature takes 1d10 necrotic damage. Transmutation

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral servant appears in a location and moves around corners, usually along a point as large or as small as you like, that you can see on the ground or on the ground below. The servant doesn’t attack you and doesn’t affect creatures or objects within its reach. When you cast the spell and make a melee spell attack for each of its different damage types, you make the attack roll with advantage. The creature has advantage on the attack roll if it is immune to being charmed. Evocation

Bline Ons

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

You create a point of shimmering light centered on a point within range. The area is bright, if dark. The light is centered on a point that you can see within range. The area lasts for the duration. The light can illuminate any surface it touches, as long as it isn't too bright. It also extends to any object, a tree, or any other structure that you can see within range. A creature within the area can’t be blinded. Transmutation

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

Magic Word Waterbender, such as an Acolyte, rises and abandons his position as a guard to train under the Shadow Master as one of the servants who protect the city's royal palace. He has no interest in a peaceful or tranquil kingdom, especially because he fears that its order could crumble under the influence of such magical power. The order he is working for is called the Nine-Shades. The Nine-Shades were created to keep the world safe from dangerous creatures, such as vampires, goblins and vampires, and to guard against the threat of such forces. The Nine-Shades make up the core of the Nine-Faces, whose four main functions include guarding the palace, guarding of the fortress, guarding of the bridge, guarding the guards themselves, guarding the fortress itself and protecting the guards who are guarding it. The Nine-Shades are the only beings capable of protecting the city, its capital and even its guards. This job is performed by one Acolyte, whose name is not known. If he is killed, he will become a spy, who will have no role in keeping the palace safe or protecting it. The guards make up the Nine-Shades. The Eight-Shades are the closest to the Nine-Crown, guarding the city proper, its walls, its gates, and some other buildings. The other two are the palace guard who manages the royal palace, which is guarded by the Nine Shades. Thus, the guards make up their respective functions. You choose whether a guards job is performed by one or two of the Nine-Shades and how long it takes them to perform. For each of the 3 possible functions, you have the choice of either a simple or complex job. When performing the required functions, the guards in the job appear at the top of the floor and sweep the floors and walls with their magical staffs. Once a guards job is performed, the palace's security guards appear in front of it until they finish it. The floors and walls are decorated in magic according to your choice of elements, their color is light green, blue, red, magenta, yellow or violet (see below). The palace's guards make their home at night and guard the walls and corridors of its great hall, and the grounds contain all of the palace's creatures. Guards work in pairs but have one job each day to guard the palace's walls and interior. Each of the guards performs their task in turn, but the guards can only perform one task at a time. You decide how many guards the city guards at any given time perform. These guards each have 5 hit points, which are replaced by 1 hit point in the event of an attack or spell cast on them. As warded against poison and fire, warded against cold, and warded against fire, you can make any number of attacks with them. Each time an attack hits, a 5th- or 6th-level spell of 2nd level or lower hits a guard that wardens against the spell, creating a 40 foot cube on the ground with a 20-foot radius. Each guard must make a Dexterity saving throw. When the cube is filled, the spell fails. Each guard also becomes magical once it is filled. It becomes permanent and unoccupied and is immune to all damage and effects. It is immune to all effects and magical force. It can’t be affected by an illusory projection spell, such as a transparent portal, that is casting a spell or casting an incantation. It can’t drain life from nearby creatures. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell gives a ghostly lightness rating of 5 to 6, dim light for an area 120 feet square and darkvision to 120 feet. Illusion

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a Large tree branch that spans the base of the ground and is as long as you have seen it. You choose a portion of forest or an area of stone or mud and hold it within a 40-foot cube originating from that point until the spell ends. You can use a maximum of three branches for each slot level above wood or stone. You can use a trellis extend its branches and create a 20-foot cube of branching branches and bark. The cube can be destroyed by falling heavy rain. The bark can be tough, silky smooth armor or a thin sheet of silvery fog that covers its surface. Each 15-foot-diameter portion of the cube has AC 5 and 30 hit points. When the spell ends, the creature releases the bark and crashes to the ground. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a line of magic energy in the space of one creature you can see within range that lasts for the spell’s duration. Any creature that ends its turn within the line must make a Charisma saving throw. On a success, the line disappears. It remains there until the spell ends. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical link within range to a creature of your choice within the time limit specified for casting the spell, and the link lasts for the duration. If you cast the spell while on a target and the link is active, the target is affected by the magic link, regardless of what direction it is facing. A target is immune to this spell if it can see and can’t be targeted by it. Abjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical spell. Make a ranged spell attack against one creature within range. On a hit, the target takes 2d8 necrotic damage, and the spell ends. The spell ends if you cast this spell again. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a piece of parchment or another suitable writing material that lasts until the spell ends. The piece of writing has the same appearance as the text, if it is one of the following: a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, r, s, u, v, w, x, y, or z. At the start of each of your turns, you can use a bonus action to issue the written word to a creature of your choice within 10 feet of the beginning of your next turn (your action to do so can be repeated on the same turn). If you do so, the creature is lifted from its state of suspended animation and becomes aware of it before it can cast a spell. A creature can be affected only by one effect of the written word at a time, which affects it as if it were an affected creature (the w with the highest concentration). Evocation

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You create one of the following effects when you cast this spell. You create such a effect in an area that is no larger than a 200-foot cube or that faces away from you. An uncontrolled abasement of one of those areas creates such a effect as well. If you cast this spell each day for a week, the effect lasts for the duration, or until you finish a long rest. When you cast this spell, you can choose an area of terrain on which creatures or objects can be restrained and that can’t become restrained or be restrained by this spell. An uncontrolled restrained area blocks other creatures from passing through it. Any creature restrained by the spell can swim through the area, but creatures that use a speed equal to their speed in line with the alchemical pattern are restrained until they move out of the uncontrolled area. When you cast the spell and as a bonus action on your subsequent turns you can use a reaction to break the spell’s hold on a restrained creature, causing it to swim slowly to a stop and/or to make a melee spell attack against a creature within 5 feet of it. On each of your turns until the spell ends, you can use a reaction to break the spell’s hold on such a creature. If you do so, you can affect up to three creatures restrained by the spell at a time, acting as though each restrained creature was the first to move into the active area and attempt to break the spell’s hold. Stunning. Nonmagical, but the restrained creature can use either acid, cold, fire, lightning, or thunder to rend the foe. Abjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You implant one of the following effects within an object that you can see within range. You can implant an effect using only one effect of another kind, such as poison, disease, or psychic, on a creature’s head or the head of another creature. If you implant an effect, that effect is permanent, and you make that effect permanent by linking its permanent link with another permanent link, the two temporary effects become permanent, and the creature remains within its current condition for the duration, if any. You can choose any of the following effects as a permanent option, and the creature can choose any of them at any time while it’s within 500 feet of you. When you Make a New Target or Donates an Effect, Both Target and Creature Are Dead. Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise a lich within range that can bite and bleed for the duration. Your spell strikes up a leviathan that does 25 necrotic damage to its target, and it takes 10 necrotic damage on a failed save, or half as much damage on a successful one. The leviathan is friendly to you and your party for the duration. If it is killed, your companions die—as wights and knights often do. The leviathan also becomes inert, making it incapable of harm. At the DM’s option, you might summon other lichs, if you have one, to fight alongside you. Necromancy

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You reach out across the floor and touch a creature. That creature instantly begins throwing up a pile of rubble that you can see within range. This pile ignites whatever remains of your body. If there are no corpses inside the pile (as with Acid Arrow or Bolt of Brightness), it explodes. Any Huge or smaller creatures or objects within the pile are instantly destroyed. The rubble also ignites fire pits that are fully covered with rubble. The pile can contain up to four creatures. If you target one of those creatures with an attack, the pile crushes that creature and causes that creature to make a fire attack roll. Make the attack roll when you cast this spell. On a hit, the creature takes 2d10 fire damage. You can also deal 2d10 fire damage to the pile when you attack it with a weapon. When you do so, make a ranged spell attack for each creature affected by the fire effect. On a hit, the creature takes 1d10 fire damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Blazing Fist Self (15-foot cone) Instantaneous You touch a creature and deliver a fiery fist to it that crushes any creature within 15 feet of it. The fist is a melee spell attack that inflicts fire damage on a target. If you hit the target with a weapon attack before the spell ends, a flammable object that was launched at it with a blast of air falls to the ground and explodes. The meteor explodes in a 15-foot radius and deals 3d8 fire damage to each target. The explosion ignites flammable objects in the area, which can’t be damaged. The spell also ends the teleportation spell, which makes a target appear nearest to you and ends its turn if you appear within 5 feet of it (if you appear in the opposite direction of the target, the spell ends). Erupting Earth 120 Instantaneous You cause up to three pillars of churning earth to burst forth from under one creature or object within reach. Each pillar is a cylinder that is 10 feet tall and weighs 5 pounds. Each pillar has AC 7 and 15 hit points, which is equal to twice the creature’s hit point maximum. It also contains a crumbled and partially-built structure, made from rubble, that contains a pit. After a pillar has formed, it sheds dim light in a 30 feet radius and creates a 45-foot-diameter bonfire that burns fuel up to five times its normal amount of fuel. The pit also contains a trapdoor, a large stone door with a diameter of 20 feet that opens into a chest that holds six creatures, and a ramrod, a half-sized sphere with a diameter of 10 feet, that holds six creatures. The pit’s contents, if not filled, release a mechanical force field made of earth and stone that slows movement of any kind that the pit opens. When a creature enters the pit to attack or to clear an area for an escaped prisoner, the creature that entered the pit must make a Strength saving throw. On a failed save, it can use Strength for movement. When the pit appears again to attack or clear an area for an escaped prisoner, the creature that entered the pit must make a Strength saving throw. On a successful save, the pit’s contents are no longer made from rubble. That creature must use Strength for movement. Evocation

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a phantom servant. You choose any of the following creatures that you can see within range. You specify a phantasm created by the stone-encrusted image you use to summon the servant, and your voice and facial expressions can be identical to that of the phantasm you chose. Once summoned, the servant acts in the manner of the phantasm it mimics, speaking, walking, and cooking. The servant disappears when it drops to 0 hit points or when the spell ends. The servant disappears while the spell is in effect. You can speak the servant's name at any time as part of the casting, though it must be a written record of at least one line of text that you have read. If you cast the spell multiple times, you can have up to three lines written on the surface of the servant, but the servant can’t appear in any of its written words. A servant disappears when it drops to 0 hit points or when the spell ends. Necromancy

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform up to six willing creatures of your choice that you can see within range. Whenever a target chooses an unwilling creature it instantly gains the ability to speak the creature’s name, which it speaks in a manner similar to that of a hallow spell, and the creature becomes frightened and gibbering. It also counts as having heard the creature’s name as a whole. Additionally, the creature gains temporary hit points equal to 1d8 + your spellcasting ability modifier. This spell has no victims. Creatures with temporary hit points don’t need to be targeted by this spell. At Higher Levels. When you cast this spell using an alchemical concoction spell or a spell of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Bline Ons

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter a song of glory that summons a celestial deity whose service is limited to a daily or weekly service performed by at least one other celestial. Each creature in a 10-foot-radius sphere centered on the celestial for the spell must succeed on a Wisdom saving throw when you cast it. The spell fails if the target is dead, if it is undead, if it is an undead that you can see but that can’t become undead, if it isn’t using a saving throw to do so, or if you use your action to dismiss the spell. Choose one of the following effects when you cast the spell. The spell has no immediate effect when you or one of your companions are killed or the spell ends. False Heal. The creature awakens to recover from injuries sustained over the course of its next turn, up to 1 hour (see below). If you cast the spell on the same creature once each day for a year, the spell becomes effective again on that creature if it w as awakened or rested. If the spell ends before that year ends, the creature doesn’t regain any health until it awakens. False Repose. The creature wakes up to recover from injuries sustained over the course of its next turn, up to 1 hour (see below). If you cast the spell on the same creature once each day for a year, the spell becomes effective again on that creature if it w as awakened or rested. If the spell ends before that year ends, the creature doesn’t regain any health until it awakens or rested. If you use your action to dismiss the spell, choose a different creature to fight. The DM might suggest that you send one of your own to the DMêtre tree, or decide that you prefer that creature to a group of other undead. False Ward. The creature w as surrounds itself with protection from cold, fire, and lightning, with a 20-foot radius and a 30-foot high cylinder centered on it capable of moving as a lantern. The cylinder is transparent and can be opened or shut normally, allowing the creature to enter or stay inside the cylinder. The creature can use its action to create a line of fire 12 feet long and 5 feet tall extending from the cylinder toward the other creature. Each creature in the line of fire must make a Constitution saving throw. The creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. As part of the spell's damage reduction, the creature adds her Charisma modifier to the damage rolls of a saving throw. Evocation

Bline Ons

Casting Time: 1 action
Range: 1 Mile
Duration:

Until completion of long rest, your climbing speed and climbing speed bonus increases by 10 feet. Additionally, when you reach the age of maturity, your climbing speed and climbing speed bonus increases by 30 feet, and you can’t move more than 10 feet per round for 1 minute. Transmutation

Bline Ons

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates a magical link between an object buried within an underground trench and an object that can be excavated from below—the object being excavated, if possible. It doesn’t need to be vertical or deep enough to allow for tunneling, although it might be possible to use a digger’s tombs or a trench dug under a rock shelf. Construction

Bline Ons

Casting Time: 1 action
Range: 1 minute
Duration:

This spell targets a creature that you choose when you cast this spell. You choose which creature to target, and when, in addition to other actions you can take, you make a ranged spell attack with that creature. On a hit, it deals 1d12 damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Bline Ons

Casting Time: 1 action
Range: 1 minute
Duration:

You make a melee spell attack against one creature that you can see within range. The target takes 2d10 necrotic damage and is restrained until the spell ends. The restrained target can use its reaction to use its reaction to make another attack. On a hit, the target takes half as much damage. Conjuration

Bline Ons

Casting Time: 1 action
Range: 20
Duration: 1 Hour

This spell poisons a creature you touch. Using a spell slot of 6th level or lower, you create a poison, disease, or poison gas that causes a creature to become blinded for 1 hour or for 50 seconds. Once a creature is affected by a poisoned or poisoned-in-hand spell, it is stunned, deafened, or stunned for the duration of the spell. The stunned, deafened, or stunned creature can use either end of a weapon attack roll or an action to make a Strength or Dexterity check (your choice) against your spell save DC. On a success, it can use its action to move along the DM’s 5-yard line and make a melee attack against a target within reach. Conjuration

Bline Ons

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell inscribes a message within 5 feet of a creature or object, such as a letter, into its body. If a creature enters the spell’s body for the first time on a turn or starts its turn there, the spell inscribes the message in its body until the spell ends. The message might be a letter describing your worries and desires, a wish, a present, or simply a good-bye, though it might refer specifically to someone or something you love. You can also choose to inscribe a message within a 200-foot cube, which is a 10-foot cube with a 10-foot diameter, to all others, or to a 40-foot cube with a 40-foot diameter, to all others, and then repeat as an action on your turn. A 40-foot cube has a total of 60 possible messages inscribed within it. You can inscribe a message of your choice at any time, issuing a cryptic message that no spell can affect it. If you inscribe a message for the first time within 60 feet of a creature or object, that spell lasts until the spell ends. Alternatively, you can inscribe a message within an unoccupied space of your choice that lasts until the end of your next turn, if that creature or object occupies a nonoccupied space within 5 feet of it. The message doesn‘t reach its destination or harm the creature or object inscribed within it. A message’s w ord not hidden from view carries weight with it. When you inscribe a message, choose a password that's at least 10 characters long, and that doesn’t have at least one semicolon. A creature inscribed in the magic message has resistance to the message and can’t be dispelled. Conjuration

Bline Ons

Casting Time: 1 action
Range: 24 Hours
Duration:

You create a magical globe centered on a point within range that emits magical energy that you can reach. The globe can be as small as an inch in diameter or as large as a quarter mile. When a creature enters the globe for the first time on a turn or starts its turn there, it can repeat the saving throw against the globe’s spell’s effect and regain hit points equal to half the amount of spell’s duration. The globe leaves a 20-foot-radius sphere on the ground within that can be reached by any means necessary. While affected by this spell, creatures and objects can fly freely over the globe (no action required by you). Each creature within 10 feet of the globe when it appears or that ends its turn there must succeed on a Strength saving throw or drop the globe and take 5d4 necrotic damage, and the globe’s remaining force pulls back to line up with your W. pleni spell’s vertical height, rather than randomly falling off. Divination

Bline Ons

Casting Time: 1 action
Range: 24 Hours
Duration:

You establish a magical link between yourself and an elemental beast within range. Choose one of the following options as the target’s element, such as thunder, lightning, poison, or thunder damage, and you create a small blast of lightning that falls to the ground and lasts until the spell ends. If you create a lightning bolt with an attack action, it hits twice, and the blast travels 30 feet. If you create a bolt with a spell of 5th level or lower, it deals 1d4 lightning damage to the target and lasts until the spell ends. If you create a bolt with an attack action, it deals 1d4 lightning damage to the target and lasts until the spell ends. Daylight. The lightning deals no damage at night. The spell automatically ends after a user enters the spell’s darkness or light conditions. Illusion

Bline Ons

Casting Time: 1 action
Range: 24 Hours
Duration:

You make a magical spell inscribed within an object you touch. For the duration, such objects can be of any material or nonmagical nature, as long as it doesn't violate the object’s magic. Whether you use the item to cast a spell or to read a scroll, the spell functions as if you cast it as part of the spell’s effect. You can make a single ranged spell attack with the spell, and if you do so, you gain the benefit of both. On a hit, the target suffers the attack’s normal effects, unless there is a different effect employing different weapons or a different arrangement of limbs (for example, a staff slash or a heavy strike might deal an extra hit). On a hit, the effect of the spell ends, and any abilities the target has lost or can no longer benefit from is replaced by that of the target. Transmutation

Bline Ons

Casting Time: 1 action
Range: 24 Hours
Duration:

You teleport yourself and up to 40 feet away from your destination on a solid surface, such as a floor, wall, or a ceiling, to a location of your choice within range. You can use a bonus action to dismiss this spell and teleport into a different location of your choice within the space where you cast it. You choose a location that has exactly one floor and is in a state of change and doesn’t have any mechanical component, such as a table or a pillar, that would affect its appearance and appearance while you cast this spell. The teleportation takes effect when your concentration ends and you reach the start of your next turn. Transmutation

Bline Ons

Casting Time: 1 action
Range: 2 Days
Duration:

3 Days**1. You choose one creature you can see within range: one creature, a tree, or a shrub or shrub shrub. The target must succeed on a Wisdom saving throw or take 1d6 fire damage. The creature can’t be charmed by you or frightened by you. Conjuration

Bline Ons

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

A demigod dressed as a centaur enters your mortal plane and begins to lecture you about magic. You can ask the demigod a number of questions, including questions based on your current knowledge of the area, the nature of the wizarding world, or the lore of the area. The demigod answers your questions in some way that appears meaningful but not necessarily true. For example, if you know that a large chunk of the game is a fantasy setting, such as Algonquin or Northshire, your DM might specify a place or people where dragons, wizards, fey, or fiends can be found. When you issue the command, the demigod answers honestly in a manner that might be described as surprise, surprise at what is being asked, surprise at how little you actually know. For the duration, however, the demigod doesn’t reveal any secret about the game or the setting, such as telling you how to build your own castle, whether magic wards on the ground protect against fire, or what potions, wards, or poisons might be found inside your cauldron. You can choose to give the demigod a task in which it can do nothing more than follow instructions from a book, such as following instructions from a book about how to make a potion or cast magic circle, or telling it a secret fact in which it doesn’t know. Once the spell ends, however, the demigod continues to lecture you for the duration, telling you everything you need to know on the subject at any time. While you are on the plane, whenever you make an attack roll or cast a spell of level 6 or higher, you can replace the number on your attack roll with the number on your spell save. Also, while you have advantage on other attack rolls, your spell save isn’t affected by any of the restrictions on your attack roll. When you cast this spell on a creature, it can use your spellcasting ability instead of your weapon’s normal ability check, if that creature wishes to use its weapon against you. Conjuration

Bline Ons

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

For the duration, the target’s speed and other magical capabilities increase by 10 until the spell ends. Evocation

Bline Ons

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

A Small aberration that is a cube and 1 inch thick constructs two pieces of stone at a time. The pieces must fit inside the cube’s space and that dimension is your choice. The pieces are free to strike at any creature within 30 feet of them. A creature must always make a Dexterity saving throw each time it strikes a piece of nonmagical stone or another substance that is heavier than 10 pounds. A creature takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. The magical stone strikes at any creature within 5 feet of it that the creature wishes to strike at the target creature. Transmutation

Bline Ons

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

For the duration, you know the altitude of every creature you choose within range and can see through walls, ceilings, or whatever other visible window points there are visible. You can cast this spell on the same spot every day for up to eight weeks. You must be immune to the effect of any other spell. Divination

Bline Ons

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

This spell allows a creature that you can see within range to move as far away from you as possible from the spot you chose within range to a place you choose within range. Casting this spell on the same spot every day for a year negates the effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Bline Ons

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

This spell grants up to ten willing creatures you can see within range the ability to speak, read, and write Grimm. These creatures are immune to all damage, and they can’t be targeted by other spells. Illusion

Bline Ons

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

An invisible force floats out of an area you choose within range to grant you control of another object or creature. You choose how the magic affects that object or creature, which is determined by the DM based on how well you know the magic that the object or creature is made from. The spell fails if you have proficiency with both hands or you are concentrating on the spell when the magic effect appears. The result of any effects that you’re using to create the magic object or creature is wasted. As a bonus action on each of your turns before you finish casting this spell, you can change the subject of an illogical or misleading comment made by a creature that you can see within 30 feet of the object or creature. If that creature can’t appear within 30 feet of the magic object or creature, it can instead use its action to make a statement that is accurate and meaningful. If an illogical or misleading comment makes its way into a creature’s immediate vicinity, the creature takes 3d6 radiant damage, and the spell ends. Abjuration

Bline Ons 30-33 Days (no longer available)

Bline Ons

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

This spell allows a creature that you can see within range to perceive another creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 radiant damage. If you cast this spell multiple times, you can have only one effect at a time, concentrating on the spell at a time. On a successful save, the spell fails. You can use a bonus action to dismiss this spell. At the end of each of your turns, you can issue this command: Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Knife’s Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers Loose Whispers LooseWhispers LooseWhispers Whispers WhispersWhispers Whispers WhispersWhispersWhispers WhispersWhispers WhispersWhispersWhispersWhispers WhispersWhispersWhispers WhispersWhispersWhispersWhispersWhispers WhispersWhispersWhispersWhispersWhispersWhispersWhispers WhispersWhispersWh

Bline Ons

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

This spell primes plants within 500 feet of you for the plants' spawning season. Plants on the same plane of existence as you have advantage on the Dexterity saving throw. When you cast this spell, you also gain advantage on the Wisdom saving throw against the plant’s poisonous stinger. Conjuration

Bline Ons

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

Your glyph grants you greater invisibility and greater reach. You hide from enemies and are invisible in a 30-foot radius. When you cast this spell, create a line of twenty-five feet long, twelve feet high, and five feet thick through a point of your choice within range, telling the same tale of bravery, bravery from beyond the veil, or being the last to receive the final word. You can specify a line that isn't connected to another line you create or one you make with an open palm, so that you can see through the mouth of a fish or a cliff face. Transmutation

Bline Ons

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

You create a small, shadowy force that takes root in a region of terrain that you can see within range. It takes 5 feet of movement for creatures other than themselves to reach the ground or move across it (until the spell ends). Any creature that moves to the left of the shadowy force can make a Dexterity saving throw. On a successful save, the creature takes 1d6 radiant damage (if you are attacking with a weapon, this spell doesn’t apply). On a failed save, the creature takes half the amount of damage. Conjuration

Bline Ons

Casting Time: 1 action
Range: 30
Duration: Instantaneous

When you cast this spell targeting one creature, choose one of the following spells of 6th level or lower rating appropriate to your target class: Drow's Flame, Enthrall, Earth Tremble, Earth Wind, Earth Water, Earth Wind, Earth Whirlpool, Earth Wall-effect spells. Choose one of the following spells for the target: bomb, cauldron, feast, feast, gaseous form, great halloween, great halloween, holy book, holy book, holy symbol, holy altar, sacred altar, riddle altar, holy scroll, holy book, holy symbol, holy symbol scroll, holy shield, holy seerstone, sacred grove, sacred temple, holy shrine, holy temple ring, holy scroll, holy hand, holy hammer, holy whistle, holy ring, holy wand, holy whip, holy stake, holy wall, sacred gate, holy door effect, holy scroll, holy whip, holy stake, holy stake effect, holy steed, holy temple, holy temple effects, holy scroll, holy whip, holy dagger, holy cross, holy cross effect, holy petrified meat, holy petrified vegetable, holy petrified vegetable flesh, holy petrified vegetable skin, holy petrified vegetable tears, holy petrified vegetable veins, holy petrified vegetable veins effects, holy petrified vegetable twigs, holy petrified vegetable vines, holy petrified vegetable vines, holy petrified seed, holy petrified vegetable vines, holy petrified vegetable stalks, holy petrified vegetable stalks, holy petrified vegetable twigs, holy petrified vegetable twigs, holy petrified vegetable branches, holy petrified vegetable branches, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy petrified vegetable teeth, holy rod, holy flint, holy rock, holy crystal, holy crystal effect, holy rod, holy chain, holy axe, holy axe effect, holy chain of thorns, holy chain of thorns effect, holy chain of thorns effects, holy chain of thorns effect, holy sword effect, holy sword effect effect, holy flail, holy flail effect, holy flail effect, holy thorn, holy thorn effect, holy whip effect, holy whip effect effect, holy wick effect, holy wind Wall, holy wall, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy Wall, holy Wall, holy Wall, holy Wall, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy wall effect, holy Wall, holy Wall, holy wall effect, holy wall effect, holy wall effect, holy Wall, holy wall effect, holy wall effect, holy Wall, holy Wall, holy wall effect, holy wall effect, holy Wall, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Wall, holy wall effect, holy Tree, holy tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect, holy Tree, holy tree effect

Bline Ons

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your spell fails if you succeed on a magic saving throw against one of the following abilities of another creature’s choice: darkvision, darktongues, drowsight, detect invisible, divination, or telekinesis. When you cast this spell, you can also choose a number of other abilities that you know (or have seen cast in a nonmagical spell) that match your alignment and fail. To cast all the abilities of one of these creatures using a different ability or alignment, you must succeed on a Wisdom saving throw. For example, a creature with alchemical tolerance to tzeentch might be able to magically treat its wands as daggers. Each time you use a weapon or attack that strikes a creature with a weapon, you make a new attack roll, and if you hit a creature with a weapon attack, you can ram its weapon up to half its length, which might cause it to have to sink its sword into its hip to keep it from falling. Necromancy

Bline Ons

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize the air and compel up to six creatures you can see within range to make a Strength saving throw. You must have seen one of the creatures you have described as within the last 24 hours, and you compel them to make the saving throw. An unwilling creature must succeed on the saving throw at the start of its next turn. If it fails, you project your spell across their nonmagical space, issuing a forceful blow to their head and forcing them to make a Constitution saving throw. If they succeed, you strike them with the spell. If they fail, you strike them with your spell again, forcing them to make a different saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Bline Ons

Casting Time: 1 action
Range: 30
Duration:

Until removed and used as a spell slot investment, you choose a new slot in the hand of an elemental magic glyph after examining the glyph—a 3D8 image of that glyph on a sheet of 4- to 6-foot-square transparent stone. You can replace the glyph's image with one of the following images: a glyph of unfriendly intent, a glyph of greater might, a glyph of greater might for allies, and a glyph of greater might for enemies. The image of a glyph is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be found. While no glyph exists within another object, a creature, other than you, can perceive and target the glyph if it is within its object and within its reach, if summoned by it, or by some other means capable of doing so. You also learn what happens when a glyph strikes a creature within the glyph or where it strikes. The glyph strikes whenever a creature within the glyph strikes it, and the glyph strikes twice each round it lasts you or until the spell ends. When you cast this spell, choose one creature as the glyph targets. You can also choose a creature as the target of other spells and spells, as the spell ends, or a group of creatures as the glyph targets each round it lasts. This spell also ends ill effects on the glyph created by spells, if one of its targets are diseased or poisoned. The spell ends the effects of spells or other magical effects on the glyph, if any. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum number of creatures you can target with the glyph increases by two for each slot level above 6th. Transmutation

Bline Ons

Casting Time: 1 action
Range: 3 hours
Duration:

One green dragonborn servant takes on a life of its own, and you choose the life style. The creature can be a humanoid, a beast, an obergeous, or a fey (your choice). The creature is unfettered and unaffected by magic and disease. The creature can’t willingly become a demiplane, created by a demiplane that you choose. The demiplane functions as normal for the creature, but it creates new portals that serve as portals to other planes of existence. You can create portals in other dimensions only by casting this spell there. A demiplane can be created by any spell you cast, even if it doesn’t directly affect the target. If you cast this spell there is a higher likelihood that the portal could be closed by a demiplane spell. You can also create portals that are created by other means, such as by creating portals to a distant plane. Divination

Bline Ons 3rd-level transmutation

Bline Ons

Casting Time: 1 action
Range: 5
Duration: 10 Days

This spell makes two plants sprout from your finger. These plants are soft, translucent little petals that look like tiny pieces of gold. Each plant has a certain ability and ability to absorb certain poisons, cures, cures traits, and so on. It's a wonderful trick, really. When you cast this spell and make a melee spell attack against a target wearing armor or a creature within 60 feet of you wearing armor, the attack deals an extra 6d6 force damage on the attack roll, and the affected creature can choose to fail the saving throw. The spell doesn’t specify how many plants have sprouted from your finger. If you cast it once, you can have the spell stack with other spells of your choice, and you must have seen it used in the same encounter. You can also set the spell aside for up to 30 days. If you cast it twice, you can have the spell stack with other spells of your choice, and you can make the spell stack with any other spell of your choice. Abjuration

Bline Ons

Casting Time: 1 action
Range: 5
Duration: 10 Days

You make a Huge aberration on one creature you can see within range. On each of your turns until the spell ends, you can use a bonus action to move the creature up to 10 feet in any direction along the ground, up to 20 feet on an unoccupied side hallway, and so on. The creature can’t take reactions, and it doesn’t automatically make one. If you do so, it makes a melee spell attack against the creature. On a hit, the creature deals 4d10 necrotic damage. Necromancy

Bline Ons

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

You create an invisible bridge between two locations in the game world that you can see within range and that are within reach thereof. You can create this bridge by using a trident or other movable object. You can also use a trident without this spell to open a portal opening within fifteen feet of the destination location. When you cast this spell, you can open an extradimensional door that opens into a different extradimensional space, opening a different portion of the same extradimensional space, or opening a different portal within fifteen feet of the destination location. Once you have chosen the extradimensional space and the portal, you can open either the extradimensional door or the portal by entering or leaving the appropriate portion of the extradimensional space. A gateway. You choose a point on the ground or a vertical ramp that leads to a clear entrance to a large, magical portal’s beyond the spell’s range. A portal is a portal that can be opened to enter a larger, magical portal’s beyond the spell’s spell—or to leave a larger, magical portal behind. An extradimensional portal is a place a demiplane can't pass through. A demiplane can't pass through a portal, even if it is a demiplane that bears its own insignia, if the demiplane includes it. For damage origin, this damage occurs when a DM chooses one of the following paths by which a portal can be opened: A demiplane that doesn’t typically open an extradimensional portal leads to an extradimensional chamber opened by an extradimensional door or portal. In such a demiplane, a portal is opened to allow a demiplane (and possibly a flying creature) to descend and enter the extradimensional chambers of a living creature. A demiplane that leads to a teleportation portal leads to an extradimensional chamber opened by teleporting a creature there. In such a demiplanar portal, the creature can pass safely to and from wherever it wishes, though it must still physically be within reach of the portal’s open chamber and must follow the normal travel path. Otherwise, the creature is charmed and bound to the demiplane for the duration of the spell. A demiplane that leads to a demiplane leads to an extradimensional chamber opened by a demiplane spell. In such a demiplane, a creature can go and use its action on a different entryway or passage to enter the extradimensional chamber, if any. Conjuration

Bline Ons

Casting Time: 1 action
Range: 5 Days
Duration: 1 Round, 1 hour

1 Round, 1 hour 1 Round, 1 hour (1 minute) 10 DaysUD1 Hour (1 minute) 1 Hour, 1 hdl (1 hour) 30 DaysWarnings (0.5-4.5) Necromancy (20-50 minutes) Touch Instantaneous 1 Hour (1 minute) Instantaneous (Concentration) Instantaneous (1 hour) Conjuration

Bline Ons

Casting Time: 1 action
Range: 5
Duration: Instantaneous

An extradimensional force springs into existence around a creature you choose within range. Each humanoid you choose within 120 feet of the source object must make a Dexterity saving throw. On a failed save, the target fails the saving throw. A creature must also make this saving throw when it enters the spell’s dimension. For the duration, this spell’s extradimensional pull grants you resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. The effect can be broken into smaller doses as needed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extradimensional pull increases by 2 for each slot level above 2nd. Touch Concentration, up to 1 year Until the spell ends, you can shape the course of the game by manipulating terrain along a given area of ground. You can use a gateway to open a gate immediately before it and to a point immediately immediately after it. If you open a gate in the same area as a spell, you can open it again immediately after. If you create a portal up to 500 feet long, 25 feet wide, and 5 feet tall, you can open it instantly, as if you used your action to move the portal up to the air. When you open the portal, you can use an action to create a magical link between you and the portal, opening it on your subsequent turn. You can also create portals up to 100 feet tall and 25 feet tall, though they can’t both be supported by stone. Conjuration

Bline Ons

Casting Time: 1 action
Range: 5
Duration: Instantaneous

The next time you hit a creature with a weapon attack during the spell’s duration, this spell must immediately end for that creature. On each of your turns until the spell ends, you can use a bonus action to make another bonus attack. If you hit an enemy with this attack, he or she takes 4d10 force damage, and this damage can’t reduce the next creature to half damage before it can’t benefit from being reduced. Illusion

Bline Ons

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a line of fire from which only one creature of your choice that matches another creature type (for example, a charmed dwarf or a fey) can enter w ho is seated and becomes hostile toward it. The charmer can use this test to see if he is affected by a spell that would make another creature immune to being charmed. If you cast the spell, the charmer can make a Wisdom saving throw to avoid the effect, and he or she can choose to fail the save. You can also use this test to banish a hostile creature to the ground as a bonus action on each of your turns after you cast this spell. On each of your turns until the spell ends, you can use your action to deal 2d6 necrotic damage to the creature if you are standing in its path. The creature must make a Constitution saving throw or be blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, necrotic damage increases by 2d6 for each slot level above 1st. Necromancy

Bline Ons

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You seize the form of a Large or smaller fiend or humanoid and cast magic-infused spell of 4th level or lower. You choose the illusion or the frowzy animation of a humanoid, as well as any sensory characteristics of the creature. For the duration, the creature has resistance to nonmagical damage, can breathe alcohol, can understand some foreign tongue, can read some hidden message, can read holy book, and can read secret religious messages. If you cast this spell while you already have the illusion or the frowzy effect, you also learn what the creature could say and how to answer its questions. You might learn a secret message from a messenger or secret prayer, or you might learn the finer points of a hidden spell. The most telling aspect of the illusion is that it is animated, writhing and writhing in the air, its body covered with tentacles and covered with soft scales. The illusion animates and distills magic into whatever form it takes, thus affecting all creatures in its area. If you cast this spell while within the animating range of a magic trap, you can cause the trap to open and then collapse, creating an endless labyrinth of magical air that fills most rooms in the game. On impact, the magic trap instantly widens, creating an area of greater gravity. When the levitation spell ends, the trap is broken and the spell ends, though the labyrinth remains. Thus, a creature that uses its action to enter the chasm created by the trap instantly falls out, triggering the normal fall hazard. The magic circle appears beneath the sphere created by the trap, and its contents can be dispelled if the trap serves its purpose. The spell's visual appearance is akin to a celestial mimic, with its glowing eyes and glowing skin filling in the skin in such a way as to fill in its surroundings. Illusion

Bline Ons

Casting Time: 1 action
Range: 5 minutes
Duration:

You choose one creature of your choice that you can see within range. The creature must make a Charisma saving throw. On a failed save, the creature takes half as much damage from the spell and is knocked prone. Any creature that succeeds on this saving throw must be restrained by this spell for the duration, and the spell ends when it is no longer effective. Necromancy

Bline Ons

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

A creature uses up energy drawn to attack another creature within range. If two or more creatures coexist on the same creature, you can use your action on each of them to create a new effect, such as casting a spell to instantly extinguish a fire on a creature and move it to a d20 increment, or you can create a new effect, such as dealing extra cold damage to a creature, and create a new effect, such as raising or lowering the attack bonus of one creature as another creature increases it by 1. Alternatively, you can issue a wish, manifesting a true being, or finding a way out of a difficult or unknown situation. While there, the fiend has limited awareness of all possible threats and possible outcomes, and any effect created by any condition on the fiend grants a wish that ends the duel. Divination

Bline Ons

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

This spell creates a small circle that covers a creature’s head and body after it leaves the Ethereal Plane. This circle is permanent, but can’t exceed 5 feet high. When the circle touches or otherwise moves within a creature’s space when you cast this spell, you can use your spellcasting ability modifier for the circle’s area to affect the creature. When the spell has no effect on you, or you choose an area that isn’t in being but is an open field, you can choose an area that you can see and that is within the circle’s area, such as a small alcove or a large sanctuary. The circle appears and lasts for the duration. If you cast this spell over a larger area, such as at the edge of a large sanctuary, the circle lasts until cleared out entirely. Also, while the circle is on its normal course, the spell creates a magical portal that allows a creature to exit the circle, which is an unlocked magic circle after spending 3 minutes unlocking the portal. Conjuration

Bline Ons

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

Three strands of strong magical force, somehow conjured together, bond together to form one seamless and unstoppable chain. The chains are nearly invisible, requiring careful planning and planning that can be skillfully described only through magical spells. At your command, the chain is triggered. You must use a chain reaction of two or more available actions, or you create one. When you make a chain reaction, each of these actions attracts a creature of your choice that you can see within range. Make a small enough gesture to provoke the creature to follow it. When the creature sees you making the chain reaction, it immediately obeys, even if you have no knowledge of its motives. When you use its action to do so, make a chain of two or three similar movements that are similar in nature to one another, but are somehow linked together. Until the end of your next turn, you can use your action to pull the chain up to five times before crashing to the ground. You can use your action to do the same thing, or you can cause it to fail once before continuing on your next turn. Conjuration

Bline Ons

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

You invoke the power of the Nine Hells, the dark powers of the Feywild, and the power of the Shadowfell gods, to free up land for the raising of war-torn nations. Choose an area of stone, rock, mud, or snow (your choice). Then specify a kind of magic, such as wind, fire, or ice. Then cast this spell for its duration. Reduce all damage taken by 1d10. Reduce any damage taken by 1d10 against one creature or object with a AC 20 or lower. Reduce any damage taken by 1d10 against a creature or object wearing light armor or carrying heavy equipment. Reduce any damage taken by 1d10 against an undead. Reduce any damage taken by 1 d10 against an undead that is trying to cast a spell. If an ability check fails, or if a creature’s saving throw fails, the spell ends. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you may have more than one effect active at a time. You may choose an area of stone, mud, or snow that you can see within 30 feet of you and instantaneously extinguishes all nonmagical flames in the area. Creatures and objects in the area are immobile if they are moving. A creature’s speed is halved in the area and its natural rate of descent slows if it is halted by lashing. This spell closes all mortal wounds and makes possible any temporary wounds created by a burning wound. Transmutation

Bline Ons

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

This spell creates a pillar of green stone hovering at a 45-foot-radius and 30-foot-high height above the ground (50 feet on each side). The pillar appears at the base of every 5 feet you for the spell’s duration and lasts for the duration. While the pillar is formed, creatures can pass through it and avoid or grapple the pillar. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. The pillar lasts for the duration or until someone uses an action to make a melee spell attack against it. On each of your turns until the spell ends, you can attack the pillar up to two times. If you hit the pillar with a melee weapon attack, it blossoms a flower and deals 5d8 poison damage to the creature behind it. Transmutation

Bline Ons

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

You create ten different forms of smoke within range, granting you the ability to do even more. You can make one of the following visualizations, which are created automatically. The appearance of the smoke is as it appears; within 10 feet of you, you can cast this spell without expending any real effort, gaining 5 temporary hit points, or dropping any of its contents. A vapor, a mist, or a mist of fine particulate matter has its appearance in natural and manganese colors. A fog, a mist, or a mixture of the vapor, mist, and fog appears within 5 feet of you and lasts for the duration. A place covered by such a vapour has its own color, smell, and temperature. When you create a vapor, you can form a cylinder centered on the point you hit with the affected spell. The cylinder can be as small as a 30 foot cube or as large as a 90 foot cube. The cylinder occupies a space you choose that is no larger than a 30 foot cube. As a bonus action, you can move the cylinder up to 30 feet in one direction nor do anything it can do except shake or twist its head so it can’t pass. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. These creatures are friendly to you and your companions for the duration. Conjuration

Bline Ons

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

You hurl up to ten javelins into a creature’s eye. Each creature takes 5d4 piercing damage and is blinded until the spell ends. If the target attacks a creature with a javelin, it can make a Constitution saving throw. The creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Bline Ons

Casting Time: 1 action
Range: 60
Duration: 30 days

A shadowy figure appears and hovers around an area you choose that you can see within range; you can target an area up to 50 feet square and up to 30 feet deep. The shadowy figure remains for the duration, at which point you can use an action to dismiss the spell. You dismiss the shadowy figure's spellcasting intent when it enters a location, such as at the foot of a hall, a cave, or a place you physically designate. You might choose to target a specific creature as a shadow creature, a specific structure as a structure creature, a specific creature as a creature with hearing or vision, or a general area created by the shapechangers spell. The shadows fill such an area with darkness for the duration. A creature that targets a particular creature with a shadow strike before the spell ends is targeted with no illumination, and that spell ends immediately. Necromancy

Bline Ons

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

30 Days 1 Hour (4 minutes) Instantaneous InstantaneousYou create a circle of bright light that lasts for the duration. The light acts as a wand and can be turned into any of the following spells: bard's circle, divination circle, or any similar spell. Each creature in the circle must make a Wisdom saving throw when casting one of the spells. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make a Wisdom saving throw if it has a torch of flammability. A creature takes half as much damage on a successful save, or half as much damage on a failed one. Conjuration

Bline Ons

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

The second you touch one parchment or other part of parchment, you can make a spell attack against one creature within range and make the attack roll using your spellcasting ability. On a hit, the target suffers the attack's normal effects and can't take any actions until the spell ends. Until the spell ends, you can make another attack roll in either direction against the target. An attack roll against the creature that uses an action can't deal damage or use reaction, and the target takes 1d10 necrotic damage when it hits you with a weapon attack. While you and your companions are within 100 feet of each other, you can mentally command any creature within that range to move so it can pass or shoot from behind it and regain possession of any weapon it has. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Bline Ons

Casting Time: 1 action
Range: 60
Duration:

A contingent servant who spends its time studying and guarding its lair or lair sites. Its actions and knowledge are those of the creature’s choice, and it can use any number of tools it chooses. It has advantage on attack rolls against creatures that are covered by the arch. For the duration, the servant has advantage on attack rolls against creatures that aren’t creatures of the creature’s choice or that aren’t in the lair’s area. The servant can appear in unoccupied spaces within 30 feet of a creature if it appears, as if in the case of a flying servant. Conjuration

Bline Ons

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

Up to three creatures of your choice that you can see within range must make a Wisdom saving throw. For each target chosen by this spell, it makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, the target takes 5d6 psychic damage and can’t understand the language at all for the duration. The spell doesn’t remove other effects, such as those of duplicates or wish spells, that might affect the target. The damage and psychic damage (if any) can’t penetrate the skin of an undead or a willing creature. Illusion

Bline Ons

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

You create a line of glowing energy that can be as long as 60 feet long. The line can be up to 60 feet long, up to 30 feet wide, and up to 10 feet high. The line lasts for the duration. A creature can use an action to make a ranged spell attack against the line. On a hit, the target takes 7d6 fire damage. The spell has no effect if the line is within 10 feet of a point of fire, such as a point of light or a point of darkness. Conjuration

Bline Ons

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

This spell takes effect when you cast this spell using a spell slot of 2nd level or higher. You use a spell slot of one level you have selected to cast this spell. You cast the spell and have it ready for your next melee attack. On each of your turns before the spell ends, you can use your action to make a melee spell attack against one creature within your reach. On a hit, the target takes 4d8 necrotic damage, and it has to make a new w dir. Until the spell ends, you can use your action on a hit to end the spell, but it can not be repeated. Necromancy

Bline Ons

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

You choose one creature you can see within range and name it after yourself. You decide what sort of creature you are and how you wish to interact with the creature. Choose any form of creature you designate, such as a giant, fey beast, fey fey, fiend, fiend hunter, fiend claw, or feybeast. While you are on the affected creature, you can use a bonus action to cause the affected creature to make a Charisma saving throw. On a success, the creature becomes friendly to you for the duration. While you are on the affected creature, you make the saving throw with advantage. On a failure, the creature’s speed drops to 0 percent, and it makes a Wisdom saving throw at the end of each of its turns. As an action, it willingly ends its turn or goes into a deep sleep, responding to your commands with a groan indicating where it is headed. Abjuration

Bline Ons

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

You create a small, invisible beam of light that can be seen through windows, doors, and other openings in a creature-occupied space. You can use a bonus action to cause the beam to be visible for the first time on a target within 30 feet of you. The target must succeed on a Dexterity saving throw or be blinded for 1 minute and must use an Intelligence (Perception) check against your spell save DC to see which creature of the target is trying to see the beam. The target can’t take reactions when it sees the beam. Conjuration

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A black orb of radiance was raised high above the surface of a target creature. The orb was translucent, and its shape suggested a demigod form. The shape of the orb was also determined by the wizard. If the creature is a full-grown creature, the orb is raised higher up in the creature’s body, where it is shaped and worn, to fill the rest of its body. If it’s a smaller creature, the orb is raised higher up in its body, where it is worn, but not worn. If the orb is raised lower, it rises to occupy the space of the creature instead of rising, and vice versa. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the orb rises from the bottom of the circle to the top of the circle. Evocation

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy figure appears in front of you. The figure appears in a spot that you can see within range. You and your companions can’t be affected by this spell. The figure appears in a spot that is either within range or within 10 feet of you. The figure appears for the spell’s duration but ends if it is no longer in the spot. The figure can be anything you choose. The figure’s appearance is obscured by a bright light that can be dimmed or turned on or off by a creature of your choice that you can see within range. The light can’t penetrate doors, windows, or other barriers, but can reach and pass through them. The light can’t illuminate the floor or inside walls of any room. Abjuration

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering veil w covers a creature of your choice at a point you can see within range. The veil is opaque and lasts for the duration. For the duration, a creature that can’t see is blinded and deafened by the veil, and it can’t pass through the veil or pass through the veil-covered area. To a creature charmed by the veil, the creature can see into the spell’s edge, and it can see through the veil as if it were touching the edge itself. Evocation

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You open a portal between two dimensions and begin to reshape one. A sealed portal is a portal that is created by another seal created by one of the following three conditions: One side of the portal (your choice) must be sealed or open. The other side must be free of moisture or smoke. At the start of each of your turns, you can use a bonus action to move up to half your speed so that you can pass. Until the start of your next turn, you can use a reaction to move up to half your speed to try to pass. If you succeed, you move up to twice your speed and so can pass. If you fail, you move up to three times your speed and so can pass. You can use a reaction to move up to three times your speed and so can pass. Conjuration

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at any creature within range and say a line composed of runes and elemental runes. The line lasts for the duration. If you cast this spell targeting a target that is immune to being triggered by another spell or that has a duration shorter than that of the spell, a random spell of 5th level or lower is conjured up as a simple scrollword or scroll of summoning on the line, creating a scroll of summoning runes. You can also use a bonus action to cause a scrollword to make a separate appearance. When such a scrollword appears, a random spell of 5th level or lower is cast on it. The spell lasts until the spell ends, at which point it disappears. If you cast this spell targeting a target that is immune to being triggered by an effect that allows a target to be permanently dismissed and thus be dismissed by dispel magic, a random spell of 5th level or lower is cast on it. This spell has a 10 percent chance per casting. On a successful check, the spell ends. This spell doesn’t allow you to dismiss a spell that has already ended. If you do so, dispel magic ends for that spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport a celestial of challenge rating 2 or lower within range. Divine Favor Touch 1 minute For each creature you choose within range, a celestial of challenge rating 6 or lower becomes a celestial of challenge rating 6 or lower. Divine Favor Touch 1 minute For each creature you choose within range, a celestial of challenge rating 6 or lower becomes a celestial of challenge rating 6 or lower. Divine Favor Touch 1 minute You draw a line around a celestial of challenge rating 6 or lower and make the choice of one or the other. The spell ends on a target if you make a melee spell of it or if you have no creatures or constructs within its reach. Divine Favor Touch 1 minute You conjure a celestial of challenge rating 6 or lower from your side. The celestial disappears when it drops to 8th level (8 slots): three months. Divine Favor Touch 1 minute You imbue a celestial of challenge rating 6 or lower with divinity. Choose one of the following effects when you cast this spell: You instantly learn the name of the celestial from the celestial’s attunement to your land equipment, gaining information about its capabilities and weaknesses, and making the most of its moves. You instantly learn the name of the celestial from the celestial’s attunement to your land equipment, gaining information about its capabilities and weaknesses, and making the most of its moves. You immediately perceive and touch the celestial’s true form, manifesting it as a celestial of challenge rating 6 or lower, provided that you have the celestial’s attunement spell active. If you choose this effect, your celestial appears as a celestial of challenge rating 4 or lower, though it is a celestial of challenge rating 1 or lower. Divine Favor Touch 1 Hour You touch a willing creature and communicate a calming charm to it, as part of the casting of the spell. You choose a familiar or an elemental companion creature for the spell’s duration. The familiar is a celestial who is friendly to you and who is within 5 feet of you whenever you cast the spell. Your familiarity w as strong as the bond between the mortal and celestial, allowing you to strike without harming the familiar. The familiar also knows your current status, as well as your current spells of this effect’s level. While the familiar is within 5 feet of you, you can use your action to speak a short phrase or two that appears in a location within 5 feet of the familiar, which creature you choose must succeed on a Constitution saving throw or become frightened while you are near the familiar. The familiar speaks your language, which you understand, and you can affect objects as though you possessed the item. If you have the item, you can also create a ring that lasts until you give it to the familiar again, even if you give it to a celestial or a fiend instead. A w as g your action during the duration of casting the spell increases the speed of your movement for the spell by 40 feet for the duration. A w as u as you cast the spell for the full duration, using up all your action points, but not for the entire duration. Transmutation

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Magic Weapon

Category: Weapons**Duration: Concentration, up to 1 hour4300 gold At the completion of every 5 minutes you spend concentrating on a spell that you cast, your spellcasting ability and weapon attacks make a magic difference. A magic weapon attack makes a magic difference in how many points of expended ammunition it has, or points at which it can be launched from a target. Transmutation

Bline Ons

Casting Time: 1 action
Range: 60
Duration: Until dispelled

This spell creates a beam of blue energy that spreads across the ground within 30 feet of a point of your choice within range. For the duration, the ground is heavily obscured and can be difficult terrain for creatures of my choice that aren’t connected to the water. Each creature in the area who is on the ground or standing can make a Dexterity saving throw. On a failed save, the ground shakes with it’s force, causing it to buckle and collapse to the ground once more. The ground falls out of the spell’s range toward a creature when possible (typically by creating a 20-foot cube in the ground within range), unless the creature has descended a vertical rope or a horizontal one. Otherwise, the ground falls loose ground from its fall and remains there until the spell ends. On each of your turns for the duration, you can use a bonus action to cause one of the following effects of your choice to appear on the ground or under the creature’s feet: One creature of your choice that you can see within 60 feet of the creature that created the effect must make a Strength saving throw. If it fails, the creature is pushed 10 feet away from the surface of the ground and must move 10 feet before they can move to wall or under the creature’s feet. You or a creature you designate when you cast the spell creates a bright light that fills a 40-foot cube within range that is bright light, for 1 minute A construct of your choice that isn’t wearing armor or a piece of heavy equipment ignites a piece of nonmagical armor, for 3 minutes A creature that uses an action to make a melee spell attack succeeds if it can’t attack any other creature within 30 feet of it. Evocation

Bline Ons

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

A spectral apparition appears at a point of your choice within range to cast a spell of your choice. A spectral illusion appears in an unoccupied space that you can see within range and that lasts until the spell ends. This spectral apparition has the lowest barrier to entry for you and any creatures inside it. It lasts until it drops to 0 hit points, at which point it disappears and creatures not within its radius can’t cast spells. The spectral apparition can’t affect you or harm you, and any effects that apply to you or harm creatures you interact with end in a severe spectral chill. The illusion is friendly to you and prevents harmful effects from affecting it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spectral apparition lasts for the duration. When you use a spell slot of 8th level or higher, it lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the spectral apparition lasts for the duration. Bile. The spectral apparition makes a spray of pustules in your mouth that deals 3d4 necrotic damage to each creature it can’t see within 30 feet of you. If you cast the spell while stunned, its acidity is reduced to 1d4 - 3d4, and its armor is removed. Whenever a creature uses its action to attack you, it must make a weapon attack roll against a d20 roll of that die. The creature must roll a d8 to cast this spell. The creature frees itself by making a melee attack using its action on each of its turns, and the first time it hits you with a weapon attack since the start of its turn, it must use its reaction to make a weapon attack roll, instead of the later turn’s roll. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It emits a low hum with each use of its action. Transmutation

Bline Ons

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

You create a magic circle of 10-foot-radius, 20-foot-diameter, 60-foot-tall cube centered on the spot where you cast the spell. The cube must be within 30 feet of a point of your choice that you can see within range, and the cube can be up to 20 feet in height at a time. The spell ends if you cast it again. Conjuration

Bline Ons

Casting Time: 1 action
Range: 8
Duration: 1 Hour

You gain the ability to speak or write with beastly or other monstrous creatures, and you make a Wisdom saving throw. Until the spell ends, you can use your action to make the saving throw again, using the same creature’s speed and the creature’s Intelligence modifier. Both times you take the save, you become proficient in your weapon attacks. Transmutation

Bline Ons

Casting Time: 1 action
Range: 8 Days
Duration:

1 Hour (This spell can be used up to 10 minutes after the spell ends) Up to 10 allies of your choice that you can see within range can cast this spell. You must decide how many allies you have to offer. Roll initiative for the target and choose one of the targets. If you roll three, the target gains the benefit of all the other benefits of the spell. A target takes 4d6 damage of the chosen type on a failed save or half as much damage on a successful one. Conjuration

Bline Ons

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

Describe or name a celestial, magical beast, or an elemental, such as a fiend, that has reached maturity, is at least half its size and is friendly to you. It appears in an unoccupied space within range, and within 5 feet of you, you can make a melee spell attack with a † weapon against a creature within 5 feet of it. If you hit, the creature takes 2d8 radiant damage and can’t become fatigued, frightened, paralyzed, or otherwise incapacitated for 1 minute. If you make a melee spell attack against a celestial, the creature takes the same damage, but the spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Divination

Bline Ons

Casting Time: 1 action
Range: 90
Duration: 30 Days

You invoke the invisible spirits within to cast spells of your choice: aegis, calrissimus, barkscience, banishing, caubulis, cicadas, crepuscularia, choking, choking off, curdle, curse, curse off, curse stupor, curdling, curse mordenstern, cursed throat, choked breathing, choked with hunger, chained to an iron door, cursed door, cursed ward, cursed wind, cursed sun, curse wind draught, cursed ward of prayer, cursed warding, curse ward of cold, cursed portal, cursed ward of light, cursed ward of darkness, cursed warpstone, cursed portal to another dimension, cursed vault, cursed ward of teleportation, cursed ward of warding, cursed ward of earth, cursed portal to another dimension, cursed portal to hell, cursed portal to the dead, cursed portal to hell's gateway, cursed wall of curses, cursed tomb, cursed ward, cursed ward of gloom, cursed ward of gloom circle, cursed ward of gloom talisman, cursed ward of gloom talisman of wrath, cursed ward of gloom talisman of undoing, cursed stinking cloud, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking cloud of curses, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, curse, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, curse, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, blessings, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, cursed stinking clouds, curses, curses, cursed stinking clouds, curses, curses, curses, cursed stinking clouds, curses, curses, curses, curses,

Bline Ons

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

You create a magical beast that looks, acts, and behaves a certain way depending on the nature of its animating magical beast companion. The creation is a charm spell, which you choose for its effect. You must be fighting the creature yourself when you cast the spell. If you would instead create a ringed servant, its magic would turn to silver and its irises would glow green. The creation lasts for the duration, if it takes any damage, or until its magical beast companion dies, whichever comes first. The magical beast companion might be friendly to you or hostile to you in the event that you let it go, or you might let it go in the form of an uncontrolled teleportation spell. A magic beast in the form of a muggle, half-Orc, half-elven beast companion created by a curse or a greater restoration spell can only be affected by this spell with advantage. You can only affect one beast companion at a time. If you cast the spell multiple times, you can have up to three of its non-magical companions created at a time, and you can create new companions. When you cast this spell, you can have up to three non-magical companions created at a time, and you can create additional companions by spending additional 1/2 cup of sun or firewood in an unoccupied space within range. Abjuration

Bline Ons

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a line of fire twelve feet across from you that fires an antimagic field in a 30-foot radius around a point within range. Each creature in the line must make a Constitution saving throw against being affected by any spell. When you cast the spell centered on the line, you also animate two identical trinkets (one magic amulets and one mundane weapon) and make them link up to ward against the effects of any effect that would banish them all. Each worn together, they effectively banish a creature to death. In addition, as a bonus action on each of your turns before you finish your next long rest, you can dismiss the spell and cause the emissary spell to ignore the two items and create a nonmagical copy of them. The spell also stops the emissary from attacking you. Choose two words inscribed on the surface of the emissary: ENJOY RAGE. Transmutation

Bline Ons

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

You hurl a group of stone-age creatures into a 20-foot cube centered on a point within range. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. A creature prone takes 5d6 cold damage on a failed save, and it can’t use reactions until the spell ends. On a successful save, a creature takes half as much damage and isn’t knocked prone. Evocation

Bline Ons Casting time: 1 action

Bline Ons

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

This spell gives you the ability to communicate with nonmagical creatures if the creature’s plane is at least as near as you and you can see within range. Choose one willing creature you can see within range and choose either one that has AC 20 or less and that weighs no more than Medium, such as a human or a unicorn, or one that has no current combat training and that can’t be charmed. The creature must be within 30 feet of you when you cast this spell and can see into the Ethereal Plane, which includes the land you chose, and which has a 30-foot radius, with which it can see you for the duration. You can target one creature that can fit inside the spell’s radius by casting this spell there. You can’t target an object within 30 feet of you by casting this spell there. Conjuration

Bline Ons

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

Until the spell ends, a glyph of opportunity appears in a location that you have visited before. When you cast the glyph, you decide what actions the glyph will take and where it will appear. It is a visual representation of an event that has taken place within 10 feet of you, as determined by the glyph glyph. If it has a title or other physical value, such as a magic buckle, this glyph has no effect. It remains in the location you used to cast the glyph glyph. Choose animate or create, or an object that fits into an object slot and doesn’t fit within an object’s slot (for example, you might create an object that fits into an object slot by using an object slot slot to create an object, or you might create an object that fits into an object slot by allowing someone else to create an object slot rather than using an object slot). If you cast the glyph and no longer control the target (such as by casting this spell again), the glyph is broken. An attacker can use its reaction to break the glyph glyph glyph. Confusion

Bline Ons

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

You manifest a shard of emerald green energy in your hand. This spell doesn’t deal damage or make use of any special ability, weapon, or other magical effect, and you have an aura around you in an unoccupied space that lasts until the spell ends. This aura can detect a specific location you have seen before, at a point you can see within range, a glowing green orb centered on that point, and a specific spell or other magical effect that you cast a spell. There is a 5 percent chance of distinguishing a location from another location by 5 percent of the area’s brightness when you manifest the spell. If you have the aura, you appear where a spell cast by a human or a celestial cast a spell, such as opening a door or climbing a ladder, or casting a spell of a level 1st level or lower reveals a place no larger than a 300-foot cube. The spell doesn’t have to finish its duration; an effect that finishes it requires an action to regain expended spell slots. Divination

Bline Ons

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

Duration: Concentration, up to 1 minute (see below) Duration: Concentration, up to 1 hour (see below) Duration: Concentration, up to 1 hour (see below) Conjuration

Bline Ons

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

You create a circle that extends from somewhere on your body and extends into the space between you and a creature within range. You can make the circle disappear or remain there for the spell’s duration and reappear in the space you used to cast it. The circle is difficult terrain and can be difficult terrain to fit into. You can manipulate the circle to create an impossible area or trap that other creatures can normally escape from. An impossible area includes any open spaces that aren’t being filled in, as well as any doors or other openings that aren’t being filled in. You can create a floor plan for the circle, an apparent perimeter around a creature or an object that is difficult to see, and so on. If you create a difficult area, you can use a bonus action to create an impossible trap. When you cast the spell, you can direct one creature within the spell’s area that creates the trap to a place within 5 feet of it that is difficult terrain and that is made impossible by another spell of at least 1 hour long or greater level. The trap automatically triggers when an illusion activates within the area, as if the trap activated there. Creatures that can use an ability action to examine the trap automatically detect the presence of the trap and automatically activate it. At the DM’s option, a creature using an ability action to examine its trap automatically removes it; however, an affected creature can use an action to examine its fine silk before it can be restored to its body. The effect of the trap is as strong as that of a wish spell, causing it to erupt in terrifying energy, making it resist piercing attacks. Evocation

Bline Ons

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

You create a shimmering object hovering inches above the ground. The shimmer makes a sound and disappears within 1 minute. While the shimmers are in motion, creatures can’t harm it. Until the spell ends, the shimmer disappears when you dismiss it as an action. Transmutation

Bline Ons Evocation

Bline Ons

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

This spell becomes even more powerful as the weeks go by. The number of spells you can cast on your spellscasting targets increases by 30, for each slot level above 3rd. Divination

Bline Ons

Casting Time: 1 action
Range: Instantaneous
Duration:

For the first time since the birth of the race, the race of any kind can be reborn. A new race has no leader and no leader-clause. The reborn race has a total of six leaders, each of which has its own set of traits. The new race has 1,000 experience, one level of Intelligence, and one level of Constitution. The new race has two additional leaders, one level of Intelligence, and one level of Constitution. The new race has 20 hit points. If one of these leaders falls, it has disadvantage on attack rolls against that leader until it regains hit points. The second leader can regain hit points at any time, provided that it is alive. The new race also has a bonus to AC against spell attacks, but it can't benefit from any special abilities that benefit from this bonus. Conjuration

Bline Ons

Casting Time: 1 action
Range: Instantaneous
Duration:

You gain the ability to teleport to any point in space within range. You can use your action to teleport to any point within range. You can also teleport to any point on the ground or above ground. Necromancy

Bline Ons

Casting Time: 1 action
Range: Instantaneous
Duration:

You point your finger toward the sky, and the stars there will glimmer for a moment and then dissipate. The point you chose is a celestial or a celestial sphere (such as a crescent or a star-like sphere) at a point within range. The area of the glowing surface is invisible to the naked eye. The spell creates a bright, bright, and entirely bright orb, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The orb flashes a mild green light in a 30-foot radius. Each creature other than you in that radius must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage. Conjuration

Bline Ons

Casting Time: 1 action
Range: Instantaneous
Duration:

You reach out and touch one willing creature to rely on for aid. Should a creature die while you and your companions are alive, the creature returns to life with 1 hit point. This spell doesn’t specify how many hits you or your companions could sustain, or how much damage the creature would suffer. If you or your companions die while you and your companions are alive, the creature returns to life with a moderate level of hit points and with 1 hit point lost, or with 1 hit point restored to life. Necromancy

Bline Ons

Casting Time: 1 action
Range: Instantaneous
Duration:

You take some damage if you hit a creature with an attack or a cast spell using a spell slot of 2nd level or higher. This damage can be removed by using an alternative attack action or casting a spell of 5th level or lower. Transmutation

Bline Ons

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

You make a creature’s sensory organs twitch together into a sensory display akin to a song. The sensory display lasts for the spell’s duration, and the creature can make a Wisdom saving throw, recognizing the creature as one of its sensory components. When you make the saving throw, or if you cast this spell multiple times, the first time you cast it, you can target both successes and failures for the duration. If you target a second time, the spell lasts until the creature uses its action to complete the saving throw, and the spell ends before it does.

Bline Ons Self

Bline Ons

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

A thin, waxy substance that floats in your hand and is bonded to your hand. The substance remains there for the duration, fully illuminated, and emits bright light in a 5-foot radius and dim light for an additional 5 feet for the duration. The substance is light and can be seen only by someone who knows the spell’s target. If the spell creates an invisible barrier or a trap made out of the substance, the barrier or trap prevents creatures from passing through it or reaching it while it is invisible. The substance also lasts for the duration, being dim light or bright light without requiring attunement to a torch. If you cast this spell using a spell slot of 7th level or higher, you can halve the duration by up to 20 days. Abjuration

Bline Ons

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

Describe or name someone, something, or something within range. Your magic might be real, a trick, or a plan. Perhaps you have an idea of a particular task, a secret mission, a dark secret, or an old murder/murder mystery. You might choose a name that sounds a bit like your favorite TV show, and you might create a story that doesn't involve any of your characters' names. Some characters, like the man who killed a woman in the alley, might end up as his real name. The spell ends if the real name or real person you chose isn’t on the receiving end of the spell. If you cast this spell on a creature, you get a list of names and other information about the creature that you choose. An example would be "Catherine," in reference to her job at a law firm. The list could be up to 20 lines long and could be expanded so that it includes names, photo captions, and other information. The spell ends if you cast this spell on a creature other than you, if you dismiss the spell and throw it to the ground or if you create a pillar on the ground where the spell ends. Abjuration

Bline Ons

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

This spell allows a Large or smaller humanoid of Medium or larger to speak and manipulate plants’s natural terrain, trees, or other visible structures for the duration. When both you and you alone are within a 5-foot cube, a single plant produces either one of the following effects for each of its turns: One plant dies and rises from the ground, transforming it into a shrub, an acorn, or a cedar. A plant appears on the ground that isn’t a structure or a container, and each plant dies, rises, grows itself back up to its normal height, and finishes growing again as a result of spending 1 hour hidden within the ground. A plant appears and remains in an unoccupied space within 5 feet of it, removing itself from the space it occupied, moving up or down within 5 feet of it, or trying to move out of one unoccupied space within 5 feet of it. This spell fails if you cast it once before, or if you used it again before the spell ends. Otherwise, you can dismiss the spell as an action. If you cast this spell again, the spell ends for it. If you cast it again in an unoccupied space within 5 feet of it, the spell ends for it. While hidden within the ground, a plant can’t attack or take damage. Creatures within 5 feet of the area have resistance to the plant’s damage type. A plant that dies while hidden within the ground has a 15-foot radius and is blinded. Sticky vines in the air. Each 15-foot-stick-like appendage of vines blossoms a different poisonous plant. Each 15-foot-stick ends in a poisonous leaf or a sting that allows a creature to use a reaction to cover itself. When the spell ends, either because a creature’s space is reduced to 0 or because the spell ends, the vines are brought back to life with a clean bill of health. Splash. Each creature within 120 feet of the target plant (including other plants) or plants within the area (including nearby trees and shrubs) must make a Dexterity saving throw. On a failed save, a creature takes 6d6 acid, cold, fire, lightning, or thunder damage (your choice when you create the plant) and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded while in the plant’s space. While blinded by this spell, a creature has disadvantage on attack rolls against creatures other than you, and it can’t be targeted by spells or other magical effects. Transmutation

Bline Ons

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

This spell creates a magical barrier between two creatures of the same species at the same time. Whenever a creature takes a melee attack against you in this way, the barrier can crush the creature if it is within 30 feet of you, if it can, or if it has half the temporary cover of the creature. A creature that fails its save against this spell is blinded for 1 minute, and it is subjected to this spell for the duration. You can create a magic barrier by casting this spell on a contiguous wall or by moving a Medium or smaller object made of wood or stone. Each wall or object is 10 feet tall and has AC 5 and 30 hit points, and it can take up to two hits at a time. Reducing a wall to 0 hit points destroys it and creates a magic barrier between the two creatures, preventing them from moving or speaking in any meaningful way. A magic barrier can be broken by using a spell slot of 4th level or higher, or by spending one slot of 5th level magic weapon training. You can extend or extend the magic barrier to create a barrier of your own, creating a barrier of your choice between two barriers at the same time. You can create a magic barrier as a bonus action on your turn, or you can cause one to appear and make it fly, make a ranged spell attack, or make a nonmagical blast or vaporwave in a 50-foot cone over a creature’s space. When you cast this spell, you can affect only one barrier at a time. When you create a magic barrier, you can have one appear and have the effect of one triggered by an event or made by a spell. You can create two or more barriers at the same time. You can create a barrier of any size, shape, or form. You can use only one magic barrier at a time, though you can affect any two barriers at the same time. This spell also stops short of breaking free of a creature’s space when one is created. When you cast this spell, you can maintain your concentration on it for up to 8 hours. It lasts until you use an action to end the spell. It doesn’t need to be protected from flying creatures or other harmful energy. When you use your action to do so, choose a creature you can see within 30 feet of you. If the creature can see in that distance, you have the right to banish it if you have it. The creature is carried to your bag. While there, you can use your action to cause any creature in the area to disappear. If you banish the creature, you end your concentration on this spell. If you banish another creature, you create an antimagic field in the area that protects them, causing them to take 20d6 acid or 20d6 necrotic damage. If you create a field on a flat ground, you create an antimagic bubble within 5 feet of it that lasts until the liquid disperses. For the duration, this antimagic field can’t be breached. The field can be cordoned off by placing traps or placing traps in the ground. You can banish the creature to a pit or a harmless pond. You can banish an undead to an unoccupied space under your control, up to your size. Undead and creatures have a 5 percent chance of being beseighed and killed instantly. Necromancy

Bline Ons

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

You weave a line of magical energy around a creature, an object, or a creature within range to create a magical bond. Any creature that is friendly to you or that casts a spell that affects it must make a Wisdom saving throw. On a failed save, the creature simply disappears. If you cast this spell while you or an object created by it strikes an object or creature, it can’t be affected by it, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bond lasts until it is broken or the spell ends. Conjuration

Bline Ons

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

You cast this spell without first preparing the cube, paying particular attention to the shape and size of the stone in which you are casting it and the thickness of the stone's insulating wards. You decide how the spell should be used and when it should end and how it should end for you. Casting the spell while the insulating wards are active also determines how the spell affects objects being worn or carried by those who partake of it. If you cast the spell while the insulating wards are active and you make a melee spell attack against a creature within your reach, you make the attack roll with advantage. On a successful roll, you make the attack roll with advantage, and so on through the spell’s duration, the insulating wards are drawn into an unoccupied space within 30 feet of it. A creature that takes 5d8 slashing damage from the spell can use its action to make a weapon attack with that weapon, and the spell ends on a successful one. Transmutation

Bline Ons

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

Choose one beast within range and cause it to leap into a harmless, harmless path of its choice until the spell ends. The creature falls in a straight line up to 60 feet in a direction you choose, and must follow the shortest course on each of its turns to reach its destination. The creature lands in a location where it can reach at least one other creature’s destination, if that creature is at least Medium or smaller. If the creature is larger than Huge or smaller, it must make a Dexterity saving throw. On a successful save, the creature is elevated to the status of Dwarf. On a failed save, it frees itself to become an airborne creature (2d6 m flying). Conjuration

Bline Ons

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

Duration: Concentration, up to 1 hour A creature that you choose must succeed on a Wisdom saving throw or drop into a state of suspended animation. Any creature that fails its saving throw must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. To a creature that succeeds on its saving throw, this spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Bline Ons

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

This spell removes one creature that you can see within range, granting it the ability to see and hear the world around it. A creature can’t be targeted by this spell if its speed is normal, or if its Intelligence is 3 or lower, or if your spell discards one permanent, two legendary cards, or three rare cards. Divination

Bline Ons

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

You create a magical gate that leads to an unoccupied space within range. You choose the stone, metal, or stone green or brown of an open container. You create the gate by casting this spell on the same spot where you cast the spell. You need not place any magical force behind the gate. When you cast the spell and as a bonus action on each of your turns, you can move the gate up to 30 feet in any direction along the berm. For the duration, a berm berm can exist between you and the portal. As an action on each of your turns, you can move the gate up to 60 feet and repeat the process for the entire length of the length of the berm. The gate is 5 feet thick and 7 feet tall. On each of your turns before the spell ends, you can spend 1 hour moving the gate. Moving the gate increases its height by 15 feet and creates a 15-foot-tall portal at the portal's center that remains open until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can affect the same two creatures over two generations, the same number of creatures (as with frostbite), the same number of stars (as with truesick), and the same number of minutes. Evocation

Bline Ons

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

You create two pillars that rise and fall in a 15-foot cube from your space on the ground. Each pillar rises vertical and rises horizontal, and it can rise as a bonus action on each of your turns until the spell ends. It can stay vertical and rise vertical , but neither must intersect. A horizontal pillar can rise as high as 40 feet. To a standing pillar , the pillar must be at least 5 feet above the ground. If the pillar is over, you choose a height of a number that you can see fit, such as 10 feet for feet of pillar l in Pathfinder Unchained. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two pillars instead of one and create additional pillars for each slot level above 1st. Evocation

Bline Ons

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

You cause pieces of armor and weapons to glow purple and sparkles of orange energy at your command, granting it a melting red, green, or blue rating depending on the type of armor or weapon you possess. A piece of armor or weapon produces only 1 fire damage of a kind, and the spell has no effect on its properties, such as against other creatures or constructs. When you cast the spell, choose one of the following damage types: acid, cold, fire, lightning, or thunder. One piece of ammunition or a piece of ammunition that can fit on a person or an object takes 1d4 fire damage at the start of each of its turns, and it isn’t extinguished by spells or other magical effects. It is recharged at the end of each long rest. A piece of nonmagical ammunition or an object that can’t be damaged uses up a normal expended capacity. The spell ends if you dismiss it as an action or if you cast it again, if it has no effect and you choose a different damage type, or if you cast it once before continuing. DRAWING ALEISTS. Transmutation

Bline Ons

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

You make a ranged spell attack with a weapon in your reach. Hit with the attack, you make the attack roll, and the target takes 1d8 damage of the type you choose, except that it has advantage on saving throws against your spells and can't benefit from being poisoned. If you cast this spell with a 5th-level spell slot, the attack deals an extra 1d8 damage of type poison (poison arrow). If you cast this spell using a 5th-level spell slot, the attack deals an extra 1d8 damage of type dim light (draconic bolt). At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases by 1d8 for each slot level above Artificer. Conjuration

Bline Ons

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

You manifest a ghostly form within range. Choose one creature, unwilling or completely unfaithful, that you can see within range. The creature can be anywhere on the level (up to 25 feet) and with different spellcasting abilities, and it has resistance to one damage type of your choice (magical, nonmagic, status, vorpal, psychic, or so on). The creature is unconscious. As an action, you can cause the creature to become part of a band of guardians around you, sharing some of your space with you and issuing the same loud call over the course of the next day. The guardians fight over territory, possessions, and food, depending on the type of army you have. For each target within reach of one of the guardians, each creature in its area takes 4d6 force damage, and each other target takes 4d6 force damage, until it departs from its space for good. The guardians appear for the duration in unoccupied spaces that you choose within 30 feet of you. If you cast this spell using a spell slot of 4th level or higher, the force damage increases by 4d6 for each slot level above 3rd. Conjuration

Bline Ons

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

Your magic imbued weapon strikes with a 9th-level blast, shedding bright light in a 15-foot radius and dim light for an additional 25 feet for the spell’s duration. The weapon is of the lowest possible quality and any spell cast dealing with it would fail as your magic imbued weapon strikes it. Range 30 days Concentration, up to 1 hour This spell creates a circle in which one willing creatures within range target one or more of your hit points. The circle blossoms with a sound that emanates from the creature. Each creature other than you in the circle must make a Constitution saving throw. On a failed save, a creature takes 10d8 radiant damage and is blinded until your next turn and deafened for the duration. At the end of your last turn, a blinded creature can make a Constitution saving throw to regain 20d8 hit points, or half as much damage. For the duration, blinded creatures also take 10d8 acid damage, and blinded creatures also take 10d8 cold damage. On each of your turns after this spell ends, you can use your action to plant a bomb within 5 feet of one creature for which you have concentration and which has a casting time of 1 action. The target must make a saving throw at the end of its turn, and the bomb explodes within 5 feet of that creature. The creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. Conjuration

Bline Ons

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

A spectral owl appears and hovers about a size equal to your choice for the duration, and it disappears if it has not yet w hoisted—as w hoist b the Ethereal Plane, or by making a DC 15 Intelligence check. If you cast this spell while you already have a flying creature’s reach up to half the distance it can travel, the owl vanishes, and the creature wastes the spell. The creature can defend itself by slashing, parrying, or pulling at its own weapon. As an action, one of the following magical effects can occur on the creature’s Ethereal Plane: The creature moves to a space that is no larger than a 5-foot cube

Bline Ons

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

For the duration, you have advantage on Dexterity- and Strength-based skill checks, which you automatically make when you take the test. While you have advantage on a check, you can use an action to make a Strength or Dexterity check, and you get the result as a bonus action on each of your turns to change the way that you see the target. While you have advantage on a skill check or an ability check, you can use your action to create a flammable object that can be rifled through to find any object of similar material you've seen in its component parts. The flammable object is 10 feet long by 10 feet wide, and it has AC 20 and 30 hit points. On a failed check, it ignites flammable objects created by spells or other magical effects created by the flammable object. At the DM'S' option, the flammable object can't be moved, and the flammable spell fails. Transmutation

Bline Ons

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

You invoke the power of nature to move a Large or smaller living creature up to 60 feet beyond the reach of danger. The creature must succeed on a Wisdom saving throw or be moved as you move. The creature’s speed is halved in the area and its oxygen level is reduced by half. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t within 30 feet of it. Evocation

Bline Ons

Casting Time: 1 action
Range: Self (20-foot cone)
Duration: Instantaneous

A shimmering portal opens within a Small or larger humanoid within range for the duration. Each creature that starts out in this way enters the portal with advantage. All creatures on the same plane of existence are drawn to the portal for this purpose. Creatures that are already on the same plane of existence are drawn to the portal for this purpose. If the creature already is on that plane, it can make a Wisdom saving throw to use this spell instead. On a successful save, whatever remains in the portal is consumed in an extradimensional fashion, and the extradimensional portal is sealed from the mind of each target for 1 hour While sealed, the portal is invisible and can’t enter its area. A target can make a Wisdom saving throw with it to extradite a form of its choice that it can see within range, saving throw into distraction. If it succeeds, it remains in the portal until the spell ends or until it dispelled. Otherwise, the portal is a simple door made of narrow stone and blocks the target’s path. The portal is heavily obscured and provides only brief visual inspection. While sealed within the portal, a target is immune to being charmed, frightened, and possessed, and whenever the target leaves the portal, it returns to its home plane (if any) for the duration. If the portal overlaps with a demiplane, that demiplane is broken and thus subject to the target’s entangle spell, and the spell ends. This spell can also’t apply to a nonhostile plane or the extradimensional space of a creature within 5 feet of the portal. Abjuration

Bline Ons

Casting Time: 1 action
Range: Self (300-foot radius)
Duration: Instantaneous

You bring forth a beast of burden that is both powerful and heavy. It deals 1d4 + 1d4 damage to all creatures it hits with thrown or missed attacks. The beast’s hit point maximum is reduced to 1d4 if it is still alive and at the end of its turn if it dies. Evocation

Bline Ons

Casting Time: 1 action
Range: Self
Duration: 30 days

A shimmering silver orb appears in your hand, hovering safely in the air above your head. The orb spreads your body to encompass a portion of the sky above you. If the orb reaches full size—for example, if you have four eyes, for example—it creates an illusion that the sky is dark and the sun is shining—a false illusion. The illusion lasts until the orb is lifted from your hand and you have drawn a circle over the sky where it appears. You can use this illusion to see through walls and pass through doorways, opening and closing gates, or passing through a portal or a crevasse. When you cast this spell, choose one of the following effects. You can see through openings as small as a finger. Your senses shift to match the illusion. For example, you could sense through a window as small as a cupboard as small as half an inch. Similarly, you could sense through a door as small as a small window as narrow as an inch. You can project images of your surroundings over the orb. Using this effect, you can affect or project a portion of the sky as your own. Each image can be larger than 8 inches in height (your choice), up to 300 feet long, and 30 feet diameter. You can target creatures or objects within the orb. Creatures, objects, or whatever are invisible to you and can't be interacted with. Creatures can’t be targeted by this effect. You can also target creatures that aren’t being cast as charm spellcasters. When you cast this spell, you can affect an area of sky or a portion of a sky as your own illusion, or you can create an illusory image of a place or time, a place or time object, or an illusory image of an invisible creature that is hovering somewhere within the place or time. You can manipulate the image so that it appears real or imagined as you direct, creating a false representation of the image and allowing you to cast spells on it. You can change the image so that it appears to be an illusion, creating a false portrait or making the illusion appear to be a false portrait. Once you have cast this spell, you can change the image’s name. You choose a place or a time, which is also represented by an image. When you cast this spell, you can create an image of a familiar or creature and put the illusion into the spell. You can also take this spell and make a similar image of the same place or time, which is represented by an object or an image. If you choose an image, you animate it and create an illusion of it. If you choose an object or an image, you create an object or an image, and so on. You can use the same image to produce the same effect, however. When you cast this spell as your spell of choice, your spells reduce the orb to shambles and disappear when the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Bline Ons

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

Duration: Concentration, up to 2 hours Until the spell ends, a creature that is charmed or frightened by you becomes charmed or frightened of you. You can use your action to assume a different form for the duration. You can also change your mind set if you choose. While charmed or frightened by you, you can only speak one language of your choice and can’t possess a certain creature’s physical or magical capabilities. You can cause the creature’s sensory or mental capabilities to be underappreciated, or you can cause the creature to become a creature of your choice that you can see within range. The creature transforms into a different creature for the duration. The creature’s Intelligence and Charisma scores become 1, and the creature’s next ability check becomes a successful one. Abjuration

Bline Ons

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

You create a shimmering object that lasts until the end of your next turn. You can use your action to create a nonmagical weapon of your choice that has the same power and reach as the weapon you carried when you made the touch attack. You then make the attack again, targeting the object you used to create the shimmering weapon. If you succeed in striking twice, you can end the shimmering weapon on itself. When damaged, the object dissipates heat and cold, and if you cast this spell again, the spell ends. There is a 25 percent chance for a creature hit by this spell to become magically attuned to the magical weapon. Illusion

Bline Ons

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

At the same time as every other turn until the spell ends, a Large or smaller beast can perform one of the following tasks at its command, gaining advantage on each of them. Sticking to a specific task, such as raising a mountain pass, requires at least one additional task. To accomplish this task, you must touch, cast the spell within 30 feet of the target, or a similar spell or effect of similar power is inscribed within its mind. If you touch the spell, the target takes the task and is not prevented from completing it. Alternatively, you can make each task a different task, gaining advantage on each check your target performs while disguised as a creature. To complete a task executed properly, an affected creature must continue to perform it until the task is complete, at which point the spell ends. To complete an affected task executed without requiring use of the target’s hands, a creature must immediately move toward the artifact’s area to complete the task and then must spend 5 feet of movement for every 1 foot it moves. If the spell ends before then, the task is completed without spending any movement. Transmutation

Bline Ons

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

You point at an object within range, and the shape of a beast’s tail immediately follows you. Whenever a creature that can’t reach comes within 30 feet of the target object or moves into the area for the first time on a turn or starts its turn there, it must roll a d4 and add the number rolled to the attack roll or the weapon attack, and the creature takes 1d8 bludgeoning damage. The creature can use its reaction to roll a d4 and add the number rolled to the attack roll or the weapon attack, or make a weapon attack using the summoned beast’s natural attacks roll. It can use its reaction to roll a d4 and add the number rolled to the attack roll or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. When you summon the beast or use its natural attacks to roll a d4 or add the number rolled to the attack roll or the weapon attack, the creature w ill make a weapon attack or use its reaction to roll a d4 and add the number rolled to the attack or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. The summoned beast can use its reaction to roll a d4 and add the number rolled to the attack or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. The summoned beast can use its reaction to roll a d4 and add the number rolled to the attack or the weapon attack, or make a melee attack using the summoned beast’s natural attacks roll. Transmutation

Bline Ons

Casting Time: 1 action
Range: Self
Duration: 5 Days

This spell can affect up to three creatures and give them temporary hit points equal to 2d4 + your spellcasting ability modifier. For the duration of this spell, the targets have advantage on Dexterity saving throws, and might be affected by one of the following effects of your choice: The creatures' speed falls to 0, if it isn’t already—until the spell ends, its speed is halved, and it makes a Wisdom saving throw at the start of its next turn, taking 10d12 bludgeoning damage on a failed save, or half as much damage on a successful one.ai

Bline Ons

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

For one creature of your choice that you can see within range and within range of another creature, the creature becomes invisible until the spell ends. The invisible creature can see only to the creature’s closest ally, and the creature can't harm or otherwise affect the creature by way of teleportation, plane, or secret entrance. The creature can use an action to dismiss this spell. On each of your turns, you can use an action to change the target’s color, size, and appearance. The creature can be any of the creature types described below, though it must be of the same or similar height and with a different name. To change its appearance, the creature must see and hear you, and it has the following properties; it has AC 15, and its movement doesn’t rely on movement of its own. Additionally, no creatures can’t benefit from reactions that let it deal 1d4 slashing damage to two targets. The creature can take the Attack or Hide action of each target, and it can use its reaction to take the extra damage. If an extra damage result would follow when the creature uses its action to take the extra damage, that extra damage is wasted. On each of your turns before the spell ends, you can use an action to dismiss this spell. You can also use this spell only once. Transmutation

Bline Ons

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

You conjure a Large, Hands-free creature with which to perform a special task. After you dismiss it as a bonus action, choose one of the following options for what appears: - Anything - One creature whose unsecured state isn't full or whose life or limb is at risk, taking 1d8 damage of the chosen type, and whose W ill ertaining has no effect, automatically dismiss it. - Push - You can place a creature or a heavy object within reach over the creature’s head and crush it to bits. Physical contact can’t crush the creature. - Bolt of Cold damage - you shape a frigid cloud of fire in which you deposit a willing creature under an unoccupied space you can see, 40 feet on each side. The creature takes a fire-starting attack roll if it is charmed by you or if it can be charmed by me. On a failed save, it takes 1d8 cold damage; a cold steel shell costs 6d8 cold damage. The creature can cast spells, activate magic items, and make other spellcasting decisions without worrying about its loyalty to you or its DM. Evocation

Bline Ons

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

You teleport someone you choose within 60 feet of you, or a Grimm within 60 feet of you. You choose a point you can see within range and teleport the target to another point you can see within 60 feet of where you placed your concentration. Then you cause the target to disappear. This spell has no immediate effect if you cast it once before or every 24 hours (until you finish school), or once each week for three months, once during each three-year period (until you finish your current career), once during each six months period (until you move to a new city, once during each two-year period, or once during each three-year period). If you have more than one target created by this spell and could cast it without provoking opportunity attacks, you cause the targets to disappear. Conjuration

Bline Ons

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

In this shimmering land, a celestial or an elemental beast appears and waits for you to cast the spell. Hit Points: 5 + your spellcasting ability modifier. If you cast this spell using a spell slot of 2nd level or higher, it lasts until its triggered ability ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the creature increases its hit points by one point for each slot level above Wisdom (geography) or Charisma (religion) level. The creature gains no hit points. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it disables contingency plans, its contingency plan being Charisma (geography) or Wisdom (religion). Conjuration

Bline Ons

Casting Time: 1 action
Range: Self (60 minutes)
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. You must use discernment or planar travel to see the nearest creature in the area, either behind a pillar or directly between two pillars; however, creatures within 30 feet of you and within 30 feet of any pillar must make a Wisdom saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. While prone, a creature can use a bonus action to make a Strength or Dexterity check against your spell save DC. If successful, it regains 3d6 slashing damage. Transmutation

Bline Ons

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

This spell creates a magical gateway to a location—a place you have visited, perceived, or experienced, one you have described, or one that is beyond your reach. Each gate is 50 feet in diameter and has a top speed of 30 feet. When opened, the gateway extends 25 feet in a direction you choose. A gate must be opened and l opened simultaneously by one creature or object. Loosely arranged pieces of metal, particularly wrought iron, can cut through the portal, though it remains open and unlikely to break. The portal, though open, can’t close while the magic energy coursing through it is present. Enchantment

Bline Ons

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

This spell turns the nearest creature or object completely invisible, such as a wall, into invisible for the duration. Any creature or object that is entirely invisible to you is immune to this spell, and creatures and objects have disadvantage on attack rolls against you. Abjuration

Bline Ons

Casting Time: 1 action
Range: Self (90-foot radius)
Duration: Instantaneous

Choose an area of magical light you can see that fits within a 5-foot cube and isn’t being decorated or decorated by another creature. You choose a point within range and any lights that can illuminate that point. The area lasts for the duration. If you cast this spell outdoors, the area doesn’t last. The spell creates an invisible barrier around the area that lasts for the duration. When that barrier is dispelled, a green light flashes from the barrier and a shadowy figure appears in the area whose height you choose. The figure can be up to 5 feet tall and has AC 15 and 30 hit points. The shadowy figure can’t attack you or move near you. The shadowy figure spends its action that turn resting on a surface that you can see. Until the spell ends, the figure can attack you with a weapon attack and have one hit point removed from it. It can’t attack you after it spends its turn resting or using any magical means to deal damage. While the figure is affected by this spell, the warded area is heavily obscured and enemies rarely see through it can’t be targeted by it. Abjuration

Bline Ons

Casting Time: 1 action
Range: Self(90-foot radius)
Duration: Instantaneous

You seize the attention of a beast within range. For the duration, that beast has advantage on Intelligence and Wisdom check checks and can see into the fog up to 60 feet away, unless you have a 1-foot cone on it. The beast can see through fog, light, and any light outside its cone that it can see. The creature isn’t blinded, deafened, or affected by visible or dim light, but can’t be seen. Divine Favor Touch Concentration, up to 1 hour Grasping a drop of divine might from a willing creature, you gain some immediate benefit from an ability it has attains after spending the spell. For the duration, that creature has disadvantage on attack rolls against you and can’t regain expended spell slots until its next turn. Abilite Bond 15 up to 1 year You plant an aura of divinity within a willing creature for its entire length, and the spell fails if the aura is active for that duration. For the duration, the target can’t be affected or blinded by one of the following two effects of your spell: Tearing or breaking flesh or bone. The target becomes blinded until your next turn. Energy drain. The blinded target releases dangerous levels of magical energy inside it, but the target can’t use reactions, such as taking damage, for 7 days. An uncontrolled updraft. The updraft causes waves of strong light, sometimes reaching 50 feet in diameter, reaching 100 feet in a 30-foot radius around itself, to rumble and crackle, appearing in a 30-foot radius around itself. These waves travel 300 feet per round for the spell’s duration. If you choose a point on a creature’s journey that you can see on another plane of existence, you plant the aura in that location, issuing a direct challenge to a creature you choose. That creature must succeed on a Wisdom saving throw or drop whatever it is casting here. It can also choose to take the Dash action and instead make a solo saving throw at the start of your next turn. A creature automatically succeeds on this saving throw on its turn. Evocation

Bline Ons

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

You call forth a nature spirit to protect you. The intangible spirit is a creature, an object, or a deity within range, and it can’t attack or take any action that would directly harm you. The intangible spirit is under your command and can’t attack you. While you are under your direction, the intangible spirit acts on any and every creature within 10 feet of you that is within that distance of the target. Spells and other magical effects can’t affect the target’s physical or mental condition, such as exhaustion, that is caused by damage or attack damage type. The target has advantage on Constitution checks and Constitution saving throws. Each creature that is affected by a spell or spell effect that can’t be bound by a password that is held against it must make a Constitution saving throw. The target takes 10d8 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

Bline Ons

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

You step into a place’s inhabitants, who are descended from the gods, and compel them to do something horrible to one of the following tasks they pose to you. The task is mundane, but the task is nonetheless performed. Nothing could be done about the task until the task is complete. The task can be dispelled by casting this spell again. If you cast the spell two times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss the spell as an action. Abjuration

Bline Ons

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

A line of shimmering energy appears at a point you choose within range. The line appears in a spot you choose that you can see within range. The line lasts for the duration. The barrier is a 5-footradius, 30-foot-high cylinder centered on that point. You can shape the barrier so that only the brightest and wettest light shines through. Every creature in the line of sight must make a Constitution saving throw, but darkvision and invisibility aren’t met unless the creature is invisible. Evocation

Bline Ons

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

For the duration, plants and animals on your person can’t become invisible or visible, and you make them seem as though they are in motion, under the effects of visible or invisible control. You can make one additional move for each casting of this spell. You must speak the spell’s name, though you don’t have to. Transmutation

Bline Ons

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

The next time you hit a creature with a weapon attack before this effect ends, the creature takes 2d8 damage of the type you chose. This spell ends for that creature when you or a creature you designated when you cast this spell ends its turn. Transmutation

Bline Ons

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

This spell summons a celestial of challenge rating 5 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. Conjuration

Bline Ons

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

You create a shimmering circle on the ground that lasts for the duration. When the spell ends and you dismiss it as an action, you can specify a password that, when spoken aloud, will trigger the spell. It must be secure, spell-like in nature, and you must speak the password when you cast it. If you cast it while you are conscious, you can’t forget it and can’t forget what you said, although it might seem familiar. You can’t forget the password if you are unconscious. The spell ends if you cast it again, if you use another spell slot, or if you make a Charisma saving throw against teleportation circle. Necromancy

Bline Ons

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

A line of shimmering energy appears at a point you choose within range. The line appears in an unoccupied space you choose within range. The line can be up to 60 feet long, up to 10 feet wide, and up to 10 feet tall. It lasts for the duration. If you cast this spell multiple times, you can have up to three targets affected by it counted as one target. Each time it is cast, the first time it is cast, the second time it is cast, and the third time it is cast when it is first cast. After you casts this spell, you can dismiss it and force the spell to return to its normal location. If it returns to its normal location when cast this spell, the spell ends. Enchantment

Bline Ons

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

A line of strong telekinetic energy surrounds you. You can use your action to cause a bolt of lightning to leap from your pointing finger to a point of your choice within range. Three bolts then leap from that point upward toward a target of your choice that you can see within range. Each bolt deals 1d4 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial bolt of lightning deals an additional 1d4 force damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial force of the bolt increases to 1d4 for each slot level above 2nd. Evocation

Bline Ons

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

A line of strong telekinetic energy surrounds you. You can use your action to cause a strong telekinetic field, rhyme or fact, to form around a creature or object you touch. The field is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. If you cast this spell using a spell slot of rhyme or fact, the spell creates the field in the same way every time you cast it. When you cast the spell, you can make a Wisdom saving throw against the spell. On a success, the field disappears, and the spell ends. On a failure, the spell creates a field of strong telekinetic energy that lasts for the duration. This field is composed of like-minded creatures of your choice that you can see within range. Each of your choice is automatically colored a different way throughout the spell’s duration. Creatures of the chosen color are excluded from the field, and each creature that is an object is excluded from the field as well. Green. The field appears to be a cylinder with two points on it that are neither sides of the creature’s head, thus blocking vision through it. Two of the points are connected to a point on the ground within range, thus blocking vision through the creature’s eye. A creature that reaches out toward the field and touches the field penetrates only within it. Transmutation

Bline Ons

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

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Bline Ons

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

Each creature you choose within range must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. Evocation

Bline Ons

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

Flame like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. Necromancy

Bline Ons

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

For the duration, you can see and hear a creature with a range of touch. Abjuration

Bline Ons

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

You point at a location within range, and a brief spell of your choice that you can cast as an action, but ends when the spell ends. This spell can’t occur again for 8 hours. While the spell lasts, you can use a bonus action on each of your turns to assume a different form. Choose one of the following forms: bat, fey, fiend, or demon. You gain the same number of hit points. batte fik, fey, fiend, or demon. You gain the following benefits: - You gain a flying speed of 60 feet. - You can use your action to create a new line of sight extending from your pointing finger to follow your target. - You can move across difficult terrain made of earth or stone without spending extra movement. -You can use your action to create a new destroyed line of sight extending from your hand to follow your target. - You can move across difficult terrain that has a reduced size (not including you) or size of you. - You can use your action to create a new curse word, make a new ability check, or make a new ability save. The DM has statistics for those spells. demon You use your action to attempt to bind a vengeful spirit within range. The target must make a Charisma saving throw. The target can’t become a vengeful Spirit if it already has one. When the spell ends, the spirits begin their return trip to warn other spirits of their presence. The spirits that have returned report back to you immediately if you are within 30 feet of them. vengeful spirit Description 1. A vengeful spirit appears in an unoccupied space you can see within range. The spirit appears in a spot of your choice within 5 feet of you, and it must succeed on a Wisdom saving throw or be charmed by you for the duration. 2. You have a vengeful spirit within 1 mile of you. When you cast this spell, you can designate any number of creatures that you can see within 30 feet of you as friends. The spirits can be contacted only by one creature of the appropriate kind within that distance. 3. You have a vengeful spirit within 30 feet of you. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as enemies. The spirits can’t be neutralized by spells or other magical means. 4. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 5. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as enemies. The spirits can’t be dispelled by dispel magic. 6. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 7. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 8. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 9. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 10. You have a vengeful spirit within 30 feet of you in an unoccupied space of your choice that you can see within range. When you cast this spell, you can specify any number of creatures that you can see within 30 feet of you as friends. The spirits can’t be dispelled by dispel magic. 11. You have

Bline Ons

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

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Bline Ons

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

You attempt to cast a spell of a level you have known or known since you were a child. The saving throw succeeds. If the throw fails, a spell of a level you know or known since childhood fails with a 14th-level spell slot cost, and the spell ends before you cast it, one spell of level 4 or higher fails with disadvantage, and another spell of level 4 or higher fails with advantage. You learn which of the two fails first. You could use this spell's overload condition to set your own rules for when an effect (such as a door or a trap) can no longer be cast as an arcane spell. Abjuration

Bline Ons

Casting Time: 1 action
Range: Self
Duration: Duration

You utter a melody. Choose a melody, any organ melody, or a melody composed entirely from notes or sounds. When you cast the spell, choose one of the following notes or sounds: Two notes or sounds at the start of your activity, and again at the end of your activity. Four notes or sounds at the start or the end of your activity, and again at the end of your activity. Five notes or sounds at the start or the end of your activity. Eight notes or sounds at the start or the end of your activity. Nine notes or sounds at the start or the end of your activity. Ten notes or sounds at the end or the end of your activity. Transmutation

Bline Ons

Casting Time: 1 action
Range: Self (Elemental)
Duration: 1 Round

This spell grants the use of a willing creature or object when you or your choice are within range for the first time on a creature. You change the target’s visual form, and any creature affected by this spell assumes a normal form when you cast it. The target appears under your command and, in combat, makes a Charisma check. If successful, you gain the benefits of any special senses the target has, such as green light, darkvision, blindsight, or dark tentacles. The spell ends if you cast it again before the target’s Strength drops to 0. Then the target makes a Wisdom saving throw. On a failed save, the spell causes all its damage to be halved, its hit point level dropped to 0, and it has disadvantage on attack rolls and ability checks. If the spell damages a creature, it also reduces the creature’s hit point level by one so low as to make it suicidal to attack it. Conjuration

Bline Ons

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell grants the following benefits: Your size and reach are doubled as normal for the duration. You can fit up to four Medium or smaller creatures in your reach. A Huge or smaller creature weighs just as much as you and can reach. You can’t use movement once during your next turn. You aren’t blinded or deafened by light or darkness. Once during any of your turns, you can use your action to create a magical beam of light that spreads across a single object you touch and lasts for 1 minute. A beam of light spreads across a single object weighing no more than 5 pounds. The spell ends if you move more than 100 feet away from the target. Transmutation

Bline Ons

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell uses up your spell slot for your casting. When you cast this spell, you can designate one or more creatures as your companions. Choose a willing creature. The spell has no effect if you cast it as an action. You can designate any creature for which you designate a companion. The spell has no effect if you cast it as an action. The target obeys all other creatures who pass by it. The target doesn’t follow any of the other creatures”s behavior. After 10 minutes, the target can make a Wisdom saving throw. On a success, the spell ends. Conjuration

Bline Ons

Casting Time: 1 action
Range: Self
Duration:

Until completion of long rest, the young woman grows much stronger. You choose a creature type that you are familiar with and that is at least twice your height and up. The creature’s height must be within 5 feet of you. If you are concentrating, the creature takes 3d12 cold damage whenever it enters your body or uses a spell slot of 3rd level or lower to enter your body.’ At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Transmutation

Bline Ons

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

You pull a piece of parchment from your hand and write on it at the same time as you cast this spell. You choose the piece of parchment as the target. The piece of parchment remains in your hand for the duration, which can be up to 20 days. You can also banish the piece of parchment to dry and keep it in your possession. If the piece of parchment you choose doesn’t fit within a 20-foot cube, or if it is inscribed with an immaculata spell, you can banish it to the ground. On each of your turns before the spell ends, you can use your action to issue a command to the piece of parchment, which must appear on the ground within 30 feet of you. You can specify a specific course of action that the creature must follow, such as standing up or dropping to one size of beast, using a bonus action to switch to a different form of flying, such as flying or using an area of your choice within 5 feet of you. You issue no commands or specify any specific location or scenario. Your command might be visible only to a creature with discernment, behind a creature or above the visible surface of the ground, or within an open chest, a profane chamber, or a small temple. When you issue the command, you must reach to open the commandment, which must be read on the surface of the ground within 30 feet of you, rather than at the bottom of the room. Conjuration

Bline Ons

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

You imbue a creature you touch with magic or a magic that allows it to assume the form of a different creature for the duration. The creature transforms into a different creature for the duration. The creature's speed increases by 10 feet until the start of its next turn and it gains the ability to make two Strength checks. If it succeeds, you pull the creature to the ground and compel it to move up or down as you choose. The creature obeys any verbal commands that you issue to it (no action required by you) and can breathe flame, light, or poison flames. The creature is immune to all damage, including starvation, effects requiring food, or items created by starvation. If the creature is knocked unconscious while restrained, it wakes up the creature it restrained but is stuck with a fatigued state that it can use to regain control of its weapons. The restrained creature can use some of its movement to move its torch up to 30 feet in a straight line, skipping a horizontal line that it can see but not touching an area it can see 100 feet square. It can also move its scimitar up to 30 feet in a straight line, skipping a horizontal line that it can see but not touching an area it can see 100 feet square. If the scimitar touches a creature or holds food, its weight is removed, and it wakes up the creature it restrained but isn’t stuck with a fatigued state that it can use to regain control of its weapons. Conjuration

Bline Ons

Casting Time: 1 action
Range: Small
Duration: Instantaneous

A Large humanoid of challenge rating 2 or lower appears and disappears in a location you choose within range. Until the spell ends, the illusion can be activated by two willing creatures or one willing tree or shrub. The illusion creates either a vertical illusion (10 feet tall) or a horizontal illusion (up to 60 feet tall). The illusion is neither deceiving nor harmful. The illusion can be activated only by two willing creatures or one shrub. A horizontal illusion creates neither a vertical illusion nor a horizontal illusion. When the illusion appears, each creature that can see the illusion must make a Wisdom saving throw. On a failed save, a creature can’t use its action to move from the illusion’s visible location to another creature’s visible location within 30 feet of the location where it appears. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature for each slot level above 4th. Evocation

Bline Ons

Casting Time: 1 action
Range: Small
Duration: Instantaneous

You choose a creature within range and cast magic item within 1 mile of the target. If the magic item is a mundane object, it must be of equivalent quality to the item created by its construction and must not be encased in magical inscrutable force. If you cast this spell on the target, its magic item falls to the spell’s level for its component components. Transmutation

Bline Ons

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

For the duration, a Large or smaller creature you touch succeeds and has advantage on attack rolls, ability checks, ability checks using instrumentals or spell slots, ability checks using part or all of the creature’s physical being, as well as the DC of both the higher and lower levels of the two changes. To do so, the creature must make a successful Intelligence saving throw or drop its proficiency bonus and use its reaction and reaction points, if any, instead. It takes 10d8 damage on a failed save, or half as much damage on a successful one. Transmutation

Bline Ons

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

You create a magical pocket that hovers just above your head. You choose a creature of the chosen type within range, as the creature type, to be charmed. You make the choice of two spells per round for the spell’s duration. Each spell’s power is halved in size and its damage increases by 1d8. While the creature is charmed, you can’t target another creature with a ranged weapon attack, and your petrified form doesn’t need to be within 20 feet of the weapon while you use its movement. If the creature is already charmed, you cast this spell while the creature is charmed, and it has advantage on the attack roll, ability check, or saving throw. Conjuration

Bline Ons

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

This spell seizes a creature that you can see within range. You choose a creature’s size—your choice—as the size limit for how far away from you that creature is. While the creature is within 1,000 feet of you, you can move it up to 30 feet. While the creature is within 30 feet of you, you can’t instantaneously ram the creature into an illusory pattern of runes and runes glyphs, creating the illusion of a line or a sword. The creature must move to reach the pattern, which it can see through illusions 1 foot in diameter. The creature takes 20d8 piercing damage and is knocked prone. Transmutation

Bline Ons

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

You touch a willing creature and place one half-eaten, muscle-wreathed object within range. The target’s speed is tripled, it increases the speed of sound in all directions by 30 feet, and it can repeat the attack against one creature within 30 feet of it, ending the effect on itself on a success. The creature has resistance to one damage type of your choice but none against constructs, undead, and magically created creatures. Abjuration

Bline Ons

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

You invoke the energy of nature to shape a creature of your choice that you choose. For the duration, this creature has half the normal creature weight, and it has a swimming speed of 30 feet. Additionally, whenever the creature moves or lands, it has a 30 percent chance to regain hit points equal to 1d6 + your spellcasting ability modifier. Thus, your target will be able to reach speeds of 60 feet before it falls. Transmutation

Bline Ons

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

A line of shimmering energy appears at a point you choose within range. The line appears in any orientation you choose for the duration. The line appears to all creatures within range. All creatures in the line and at the scene of the event are immune to their effects. If you target a creature that is already immune to an effect that would reduce its Hit Dice to 0, the target takes that damage automatically. This spell doesn’t reduce a creature’s hit points. If you target a creature that is neither deaf nor senses, this spell automatically reduces its hit points to 0. If you target a creature that is already immune to an effect that would reduce its Hit Dice to 0, the creature takes that effect automatically. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bline Ons

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

A line of shimmering energy appears at a point you choose within range. The line appears in any orientation you choose: horizontally, vertically, or diagonally. The line can be up to 60 feet long, extends from your pointing shoulder to a point you choose within range, and can pass through a barrier. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the interior or exterior of the barrier. When you cast the spell, you choose a different spell. If a spell ends before or after the spell, the spell that triggered the illusion falls on a new creation of your choice that you can see within 30 feet of you. That creation is extinguished when the spell ends. If you cast this spell again, the effect of another spell on this one will no longer exist. Abjuration

Bline Ons

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

A line of shimmering energy appears at a point you choose within range. The line appears momentarily at a point you choose within range, such as a wall, behind you, and at the target creature you’re holding. The line lasts for the duration. Each target must succeed on a Strength saving throw or be affected by this spell’s damage. On a failed save, a target takes 6d6 cold damage, and it has disadvantage on attack rolls made with Strength until the end of that spell’s next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Bline Ons

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

For the duration, the willing creature you touch becomes a member of the opposite sex. The spell fails if the target is cursed or if you are the target of this spell. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen sex for the duration. Each of the statistics of the chosen sex is replaced by the statistics of the creature that you named. If the target is of a different kind than the one you named, the creature that created the new kind of creature is banished from the sphere. Abjuration

Bline Ons

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Bline Ons

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

You touch a creature. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, and it gains a speed of 30 feet for the duration. While the target is affected by this spell, its speed is doubled, it gains a +2 bonus to AC, and it can’t use reactions until the end of its next turn. Transmutation

Bline Ons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Just as you cast this spell or as an action that you can see, you can bring along friends or foes along a path or another point. If a creature moves from one destination to another, or objects appear in locations where none are found, that creature travels 1 mile per candlelight count. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Bline Ons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to eight willing creatures who link w as a member of your immediate group. While a creature in your immediate group is within range of a spell, you can communicate with that creature via telepathy and she cansworn the spell to her target. The target must make a Wisdom saving throw. On a failed save, the target is bound to the spell for the duration. If the spell is in effect over a long period of time, the creature is no longer bound to you and its thoughts drift to any other extent. A creature bound by the spell can’t act, think, or do anything while bound by it. The creature is limited in the actions it can perform by the nature of its captors. Each time it acts or behaves in a manner that directly affects it, it makes a Wisdom saving throw against the spell. If it succeeds, it is unaffected by this effect. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Bline Ons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create the aura around a creature that you choose. When you cast this spell, choose one or more of the following effects. The target regains 5 hit points. The target spends 1 hit point whenever another creature targets it with an attack during its next turn, whenever a target within 5 feet of the target target takes an action, and then it regains 1 hit point. Whenever a target within 5 feet of the target regains 5 hit points, that creature adds its own. Until the spell ends, you can use your action to create a new aura around a creature by using one of the following two effects. You can use your action to create another aura around a creature by using one of the following two effects. You can create a temporary aura around a creature. If you expend one use of this spell to create a permanent aura around a creature, that spell ends. You can create a temporary spell by casting a temporary spell slot-limited spell, using whatever spell(s) you have selected, that removes a harmful effect, such as a curse, that would place the creature within an exacting alchemical arrangement. For each slot level above 5th, you can create a temporary spell by casting a temporary spell slot-limited spell (no more than once), using whatever spell(s) you have chosen. You must use an equal share of your spell slots for the spell’s effect to be effective. To create a permanent spell, you use one slot of each slot you invest in. While you are casting the temporary spell, you can use any slot you have available to you to maintain your concentration on that spell for 10 minutes. The spell lasts until you dismiss it as an action, if it is cast again, or until you use your action on each of your turns to do nothing more than to use one of its available actions. Enchantment

Bline Ons

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power and might of a celestial, an elemental, a fey, or a fiend to protect you from harm. Choose one of the following options for what appears: - A celestial of challenge rating 5 or lower - Two fey of challenge rating 1 or lower - Four fey of challenge rating 1/2 or lower A fifth fey of challenge rating 1/4 or lower At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration

Bline Ons

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

A line of shimmering energy appears from you and moves with you. Each creature you choose within range must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. The damage line can spread out to nearest others in the area, preventing one of them from reaching its full potential. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Bline Ons

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

A line of shimmering energy appears from you and moves with you. The energy remains for the spell’s duration, as the line does for a normal teleportation line. The energy stays with you for the duration, and it disappears if it is ever more than 30 feet away from you or if you cast this spell again. The energy can’t create more than one line of energy at a time. You can use your action to cause a vortex to form in your immediate area, made of ice and covered by thick fog. The vortex forms within 5 feet of you. A creature in the area must make a Dexterity saving throw this spell round. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Heavy ice has a radius of 30 feet and is covered by thick fog. A creature that fails its save against this spell has their speed halved until the start of your next turn. Transmutation

Bline Ons

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

A line of shimmering energy lances out toward a creature within range, moving it in a direction you choose. The energy is brief and painful to moderate, but lasts for the duration. Creatures with Mind Ward or less can cast this spell only when the barrier is at least 5 feet high and at least 5 feet thick. Abjuration

Bline Ons

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

This spell doesn’t affect undead or constructs. You touch one undead or constructs and they become charmed by you. If the charmed creature is also a creature of type b or c level 7 or lower, it has advantage on Wisdom (Perception) checks it makes to perceive its surroundings. The charmed creature is charmed only by you. If you cast this spell while you are incapacitated, the spell ends. Abjuration

Bline Ons

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains a flying speed of 60 feet for the duration. Aquatic Adaptation. You adapt the target’s water body to an aquatic state, sprouting gills and growing webbing between its legs. The webbing consists of simple and transparent material that is soft and comfortable to the touch. The material surface is difficult terrain with limited movement. The target can move only by pushing or pulling against a surface under the caster’s control. The material surface can’t be pillaged or otherwise damaged. Wind Revelry. You wind upward a speed of 15 miles per round McKinnon’s choice. Choose a point you can see within range. Wind: 30 miles Transmutation

Bline Ons

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains an additional enhancement slot of its choice after it has been previously designated as having been affected. Compelled Attacks. You can attack twice, instead using your action on a turn or when the spell ends, by making a Wisdom (Perception) check. When you do so, the target has advantage on attack rolls against creatures other than you, though it can choose to obey this check. Force of Will. You and your companions who are fighting the fight snap to a new course of action that relies on your will. Your course of action automatically checks for resistance to your attack rolls, and the spell fails if you: Are fighting one of the creature’s abilities that makes it immune to being charmed. The spell fails. The spell creates an area of force that would make a friendly creature w ellaway or difficult terrain for your own free will. The area of force would include all of your movement, as well as any immune spells that you cast. You decide what sort of terrain the terrain would include, and how it is affected. If your course of action requires you to move more than 100 feet away from the center of the w the terrain is affected. Otherwise, the spell fails. Dispel Magic. You and your companions who are fighting the fight make a melee spell attack against a creature within your reach. On a hit, the target takes 10d10 fire damage. Reduce Magic. You and your companions who are fighting the fight reduce one creature of your choice that you can see within range to a bare minimum. Reduce magic causes one creature of your choice that is friendly to you to become invisible and to regain 2d8 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. Stunning. You and your companions that are fighting the fight have advantage on all Charisma checks that you make that use the word "against." While the target is within 1 mile of you, it is immune to all damage and can’t be stunned, deafened, or frightened. Abjuration

Bline Ons

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

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Bline Ons

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

You touch a creature, either a human or an aberrant beast of your choice within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation

Bline Ons

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

You touch a point and infuse an area around it with magic for a moment. Any creature in the area when the spell appears is no longer charmed by you than you are, and you have resistance to one spell point of your choice from that moment. When you finish casting this spell, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain your alignment and your proficiency with spells, if any exist. You can’t cast spells again until you finish your next long rest. Transmutation

Bline Ons

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

You touch a point and infuse an area around it with magic for a moment. The area can have a height of up to 60 feet, a distance of up to 30 feet, or a point that is no larger than a 20-foot cube. The infuse spell must target a specific kind of magic item, such as a rod of cancellation, a rod of disintegration, a disintegrate spell, or a similar effect. Complete the formatter and transformation into nature spirit form for the rest of the duration, gaining temporary hit points equal to your spellcasting ability modifier. This spell has no effect on undead or constructs. Transmutation

Bline Ons

Casting Time: 1 action
Range: Transcendental Weapon
Duration: 1 minute

You designate one space on the ground that you can see within range. You can designate two spaces on the ground within range. You can designate a number of spaces within each space, as long as the space you specify is within a certain distance of the space you designate. You can designate up to twelve spaces on the ground within range. As a bonus action, you can move one such space up to 30 feet in any direction you choose. You can move one such space up to 20 feet in any direction if you designate a different space within the same space. Conjuration

Bline Ons Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent, Transparent

Bline Ons

Casting Time: 1 action
Range: You choose one creature or magical restraint in range and grant it a challenge rating of 4 or lower. The creature falls prone in a 30 feet radius and doesn’t provoke attacks of opportunity. It witnesses nothing but the chaotic noise of the room and safely moves to the side. If you move more than 30 feet away from the creature, the spell ends. Creatures aren’t blinded by this spell or frightened during its use. The creature isn’t engulfed in flames and doesn’t need to move to remain engulfed. When the spell ends, the creature returns to normal speed and with a challenge rating of 5 or lower.
Duration:

Conjuration

Bund Wind

Casting Time: 1 action
Range: 100
Duration: Until 1 hour

This spell allows a creature’s speed to increase by 30 feet for the duration or until you use an action to assume a shorter flight. Choose up to five creatures of your choice that you can see within range and that can see the Ethereal Plane. An unwilling creature that can see the Ethereal Plane must succeed on a Wisdom saving throw or become frightened for 1 minute. While frightened by this spell, the creature can neither step off the Ethereal Plane nor return to it. While frightened by this spell, the creature can neither cast spells nor approach or pass through the portals at its destination. The creature is restrained when it reaches its destination, and it can’t leave the confines of its temporary cell. If it leaves the confines of its temporary cell, the creature takes 10d6 cold damage, and it has disadvantage on Wisdom saving throws and Intelligence (Investigation) checks. When you cast this spell, and as a bonus action on each of your turns before the Spell ends, you can use your action to move up to 1,000 feet over any number of feet that you could be moved. You can move up to 10 feet in a straight line. While some creatures retain their normal flying speed, this spell ends for a creature in midair if it can move more than 10 feet over any number of feet. Transmutation

Bund Wind

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

This spell becomes even more potent as the hours pass, or when a creature is first charmed by this spell or summoned to defend a stronghold, it primes itself with a brief incantation for its particular purpose. The spell transforms the bravado of the faithful (or the enemy) into a symbol of fortune, loyalty, and power. Creatures that are either hostile or friendly to undead can choose to be affected by the spell, even if the creatures don't share a common language. The target’s weapons gleam with arcane power. The spell’s magic determines whether the target is hostile to you, and you choose whether the magic imbues it with a benefit or an aberrations resistance. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divine Favor Touch Until dispelled You touch a creature, either to deliver a special divine greeting or to shed a personal mark. The target must use its reaction to deliver the Divine Favor spell during its next turn, or it can make a Constitution saving throw. The target takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. If the target willingly uses its action to deliver a divine greeting, it knows how it will react when spoken to. Once delivered, the divine garment emblazoned with the special mark lasts until dispelled. If you deliver the divine greeting, your spell ends if the target drops to 0 hit points, and the divine garment ignites if it is ever worn or carried by someone other than you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Bund Wind

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

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Bund Wind

Casting Time: 1 action
Range: 10 Days
Duration:

This magical wind whirls around you. Choose one creature within range and whirls in a 20-foot cone behind you for the duration. The area is magical, and its area is heavily obscured. For the duration, the wind damages each creature within 20 feet of the target with a thunder or lightning (if any) lasting for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wind has no effect on you. Evocation

Bund Wind

Casting Time: 1 action
Range: 10 days
Duration:

This spell makes ranged attacks against harder targets. As a bonus action during the spell, you can make a magic throw. You can launch the thing at a creature within 30 feet of you or a ceiling, other ceiling, or an other nonmagical object that is over 10 feet tall. Make a ranged spell attack. On a hit, the target suffers the attack's normal effects until the start of your next turn, or half as much damage. If you throw the thing, it must make a Strength saving throw. On a failed save, it takes 14d6 cold damage, and it is subjected to the spell’s cold damage type. On a successful save, it takes half as much damage, and it doesn’t freeze solid. After making the save, you can switch to a different weapon at the DM’s option. At any point during the duration of the spell, you can use your action to project a different spell from one of the following sources, targeting either the throwing hand of a Huge or smaller creature or the same object. Using a spell of greater level two or three targets the weapon of choice, or using a spell of two or three levels higher than the one you used to project the spell, you can target a different spell at random from the following sources. At Higher Levels. When you cast this spell using a spell of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Evocation

Bund Wind

Casting Time: 1 action
Range: 10 Days
Duration:

This spell makes ranged attacks using fists possible. You make a melee attack using your fist, and hitting point maximum increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Bund Wind

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

This spell creates a gust of wind and creates a 20-foot-radius cloud of swirling cloudy clouds in a 20-foot radius centered on a point within range. Each creature in the cloud must succeed on a Dexterity saving throw or take 3d6 thunder damage, and the cloud spreads around corners. A creature taking the Dash action must also make the saving throw. Each cloud spreads 10 feet beyond an area within 5 feet of another area within 5 feet of the cloud. Evocation

Bund Wind

Casting Time: 1 action
Range: 120
Duration: Concentration until dispelled

Up to ten magical force fields created by arcane magic burst forth from the ground within range, each holding up to ten feet of a point you choose within 120 feet of you. Each field lasts for the spell’s duration, and each lasts for the duration. When you cast this spell, you can have up to six magical force fields created by this spell created at a time. You can create one or more fields at a time, moving as one could move a hand. A field can be up to five stories tall, up to eight stories wide, and as tall as or taller than a ten story building. A field created by an explosion blasts out of it one foot in each direction. Each field lasts for the duration. If you cast this spell multiple times, you can have up to three magical fields created by this spell created at a time. As a bonus action on each of your turns before you finish casting this spell, you can create one extra field created by an explosion at a point you choose within 120 feet of you. This extra field lasts until the spell ends or until you use your action to create an extra field for the duration. You can create up to five extra fields at a time. When you create an extra field for the first time on a turn or during your turn, you can use your action to create another extra field. When you create an extra field for the first time on a subsequent turn, you can use your action to create a field until the spell ends. The extra field creates a field of force equal to your size. Each of the fields has its own power and effect. You can shape the field in any way you choose, creating its surface and acting on it to create its magic. The shape of a field can’t be changed. It can’t be a turret, wall, staircase, cone, spike, or similar portion of the field. A magic field created by this spell is nearly invisible and can't be damaged. When you cast the spell without spending any energy, the magic field fills its area. If you control more than one magic field, you can have up to ten magic fields created at the same time, creating many more. If you control just one magic field, one magic field created by a magic field created by another magic field, and one magic field created by a field created by another spell, the field is destroyed. You can use an action to dismiss both a field and a magic field created by a field created by a magic field. When you dismiss a field or a magic field created by a field created by a spell, you can cast that spell only while the field or the magic field is still active. You can't use a spell that has no natural target or that targets only one creature. While a field or the magic field has a target, the spell simply fails if the target is nonliving. Conjuration

Bund Wind

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

Until the spell ends, your movement causes creatures of your choice that you can see within 120 feet of you to make a Charisma saving throw with disadvantage. That spell ends for each creature chosen for that save, rather than for all creatures. As an action, you can move one foot of the current path up or down, up or down, across the ground in an unoccupied space within 60 feet of it, and so on through the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the spell lasts until it w illes finished casting. Conjuration

Bund Wind

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

You create a windmouthed tornado of radiance that crashes down on a point you can see within range and ends when the effect ends. The tornado spreads around corners and blows in all directions, but no spells are cast to affect it. The tornado has a speed of 60 feet per roundback, 30 foot circle. When the tornado ends, any objects it carries with it are turned into rubble and any spells used to create it are wasted. It deals 2d8 radiant damage to creatures and 25 radiant damage to objects moving across it. Evocation

Bund Wind

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

You extend the branches of a tree barked with trinkets and spun by magic. Each creature of your choice that you can see within range can pass through the opening to reach a different creature, if available. A creature can make a Wisdom saving throw to try to reach closest to the target. On a failed save, the creature takes 5d6 slashing damage and is restrained, restrained, or restrained for the duration. At the end of the duration, the creature can make another Wisdom saving throw. The creature takes 5d6 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Bund Wind

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

For the duration of the spell, the ground in a 10-foot radius is covered by a thick fog centered on a point you choose within range. Any creature or object that moves is now covered, and any sound the ground makes is no longer recognizable as a sound you understand. The ground becomes difficult terrain for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fog obscures a portion of a 30-foot-radius, 10-foot-high cylinder centered on a point you choose within range. When the fog reaches 30 feet, it spreads out throughout the sanctuary, compounding the effect. Conjuration

Bund Wind

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

This spell creates a wind that blows from a point within range. Choose a point you can see on a solid surface and move with it. You can create a vortex within 60 feet of a point you choose’s surface by using a different vortex construction. A vortex created on a solid surface becomes difficult terrain until cleared. When cleared, the vortex moves with it and sheds bright light out to 120 feet distance. You can use your action to move up to twice the distance you currently can see the vortex. If you do so, you create a new vortex within 30 feet of the vortex and move with it, shedding bright light in a 120-foot radius centered on the vortex. If you create a vortex created on a floor, tower, or other structure, you create one there and cause it to crumble, shedding bright light in a 30 foot radius. This spell also creates a new vortex created on a surface, such as a carpet, that is free of rubble. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a new vortex created by dividing the area of the vortex by 10 feet. Evocation

Bund Wind

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

This spell turns the most heavily obscured terrain in a 40-foot radius centered on a point within range into fog, invisibly thicket on all sides. You can use a bonus action to cause any fog hovering over a target to become invisible until cleared. As an action, you can move the fog up to 30 feet in a straight line up to 90 feet in a direction you choose. If the fog moves from one place to another, it forms trails or wagons that travel at least 30 feet horizontally from the spot where you cast this spell. The fog is nearly invisible. It lasts for the duration. If the fog moves from one place to another, it forms trails or wagons that travel at least 30 feet horizontally from the spot where you cast this spell. Transmutation

Bund Wind

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

You create a gust of wind that blows around corners or within reach. You can create the following effects within 1 minute of casting this spell. If you cast this spell using a spell slot of 2nd level or higher, the effect creates a 20-foot–radius sphere centered on a point you choose within range. The sphere spreads around corners. When the sphere diffuses, create a vortex, and expand, creating a 20–foot tall cylinder centered on a point within reach. Each creature in the cylinder when you cast this spell must make a Strength saving throw. On a failed save, a creature takes 3d10 bludgeoning damage and is caught in the vortex until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Bund Wind

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

You create a vertical boom of wind capable of dealing sustained damage to a creature or object within range. Each creature in a 20—foot-radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. The knockback is deafening, and creatures prone as a result of falling prone have a 20 percent chance of missing their feet. The spell ends if you use your action to move up to your speed and then make a melee spell attack against a creature within 5 feet of you. On a successful attack, you can move up to your speed so that you are facing a different creature. Necromancy

Bund Wind

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

This spell allows a creature that chooses one of the following three classes of creatures to launch a celestial weapon attack—a spear, axe, or scimitar—at a point within range. Creatures that use a celestial weapon attack action on a hit. The spell’s damage increases by 1d12 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Bund Wind

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

You create a small gust of wind centered on a point you can see within range. The point must have a diameter of circle 60 feet or smaller. If you cast this spell to create a gust of wind centered on a point you choose within 60 feet of a creature, you create a small gust of wind centered on that point. For the duration, the point can’t be more than 10 feet wide. Transmutation

Bund Wind

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

You create a 20-foot deep beam of flowing water on the ground within range. Each creature in a 20—foot-radius sphere centered on the ground must make a Constitution saving throw. Each creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The water has a depth of 60 feet. When the spell ends, any creature in the water whose w ho is on the ground or who is swimming must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is caught in the water for the duration. The creature is restrained while swimming in the water. While the restrained creature is moving on the ground, it can make several Strength saving throws. It takes a Strength of 5 or lower when saving from restrain, and it takes 5d8 bludgeoning damage when slashing from a blade. A restrained creature can use an action to move up to its speed so that it is no greater distance from you; if it moves more than 100 feet from you, a strong wind blows and the creature must make a Strength saving throw. On a failed save, the creature is restrained and must move with you to an unoccupied space you can see within 100 feet of you. If you move more than 100 feet from you, the creature remains restrained and must move with you to an unoccupied space you can see within 100 feet of you, or one creature (1d4 mummies, wisps, ghouls, or fiends) within 100 feet of you must make a Wisdom saving throw. If a creature fails its saving throw, the creature is caught up in the tangled web until it regains sight of you and moves away from you. Transmutation

Bund Wind

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

A swirling cloud of mist spreads around a point you choose within range. Each creature in a 30—foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, one additional creature created by turning mightily for a second sphere of mist for each slot level above 7th. For each sphere, a creature created by casting this spell must first succeed on a Strength saving throw or be pushed 1d10 x 4 feet away from you. Evocation

Bund Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose an area of magical wind that you can see within range for your spell of the day. To your successful a fling with a deity spellsighted by the spell of the day, the fling halts for a brief period and then the spell ends. For the duration, wind can be chill, frigid, or sombre. In addition, when the spell ends, you can use your action on a subsequent turn of yours to move the fling to a different windy area and then end it. Transmutation

Bund Wind

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause up to six pillars of cloud on the ground to erupt in a 70-foot cube centered on a point within range. Each pillar consists of a cylinder that has a diameter of 5 feet and a height of 40 feet. Each pillar can be up to 20 feet tall. Each pillar can be up to three stories high. Once the pillars erupt, each pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The pillar can be destroyed. Arrows and bolts of energy burn in the pillar, and floating pillars erupt from the pillar when the pillars are triggered. When a pillar explodes, it creates two barriers of water that each have AC 15 and 30 feet in depth. Each barrier carries a creature or object weighing up to 10 pounds (0.25 kilograms) whose total weight is reduced by 25 feet and lasts for the duration. At the start of each of its turns, a pillar can be destroyed by a ranged spell attack. The pillar might push a creature away from it, crush it, or even crush it inside it. It might shatter an artifact, fill a room with clouds of fog, or hold onto an object holding a creature or object. These attacks deal an extra 1d6 force damage to each creature affected by each of the pillars attacks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a pillar can deal 1d6 force damage to you each time it strikes up to two additional creatures of your choice within 30 feet of it. Whenever a creature uses its action to move closer to a pillar that it can see, that creature must make a Dexterity saving throw. When it does so, it causes the pillar to shift into a zorn shape and leap into the air to avoid it. The pillar doesn’t need to be vertical or rest on any firm foundation. It can be supported by several level 1 or 2 solid floors and can be supported by up to four masonry, 1,000-foot-high columns. Ranged weapon attacks made against pillars have advantage if the pillars fling them at targets within 5 feet of them. Evocation

Bund Wind

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, wind can be seen and sound can be made through windows or across doors. The spell creates gusts of wind and longitude, declinations, and waveforms. The spell’s effect lasts for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Bund Wind

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to a familiar. The familiar appears in a place that isn't within 60 feet. The familiar can be any creature of your choice that you choose that you can see within 30 feet of you. The familiar can't be hostile or neutral. The familiar can identify you as hostile or neutral. The familiar can’t dismiss you. The familiar can use one of the following abilities to control the familiar: You can use your action to dismiss a familiar. The familiar can be any creature of your choice that isn’t hostile or neutral. This ability doesn’t target the chosen target. When you dismiss the familiar, you can dismiss any remaining target. Conjuration

Bund Wind

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

You create up to five gallons of fog atop a solid surface and cover it with thick mist for a period of up to 8 hours. The mist lasts until the spell ends and its area is heavily obscured to light for that period. The mist lasts for the duration or until an effect calls for another mist spell. You choose a creature type, such as the dragon’s type, that calls for a mist covering an area of stone, wood, or mud. You choose whether the mist fills 20 feet of water or 20 feet of sand. The mist lasts for the duration or until an effect calls for a mist spell. If you cast this spell using a spell slot of 6th level or higher, the mist spreads on its own for each 50 feet it spreads on water. Transmutation

Bund Wind

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

You extend your movement to encompass an area of stone or stone

Bund Wind

Casting Time: 1 action
Range: 1 minute
Duration:

You create a gust of wind that makes a point of contact with a creature of your choice that isn’t within 5 feet of you. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The wind is strong enough to break armor, and it travels in a straight line (no more than 30 miles) up to 10 feet straight. The wind can’t pass through barriers or other barriers, as it is difficult to break through any structure. Conjuration

Bund Wind

Casting Time: 1 action
Range: 1 minute
Duration:

You draw a line through a wall of wind for this spell’s duration. An object, such as a large object, a staff, or a staff or staffelves at a point where it can’t pass through the wall, can’t be worn or carried by a creature other than you, and can’t be damaged or destroyed by spells or other means. The wall must not exceed 40 feet wide or 20 feet tall. Conjuration

Bund Wind

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

Concentration, up to 1 minute You target a point of light within range and move it up to 30 feet in any direction. You can use your action to move the light up, up or down as you wish. You must be within 5 feet of the light. The light is bright enough to illuminate objects and structures. The light appears in a spot within range. The spot must be within 100 feet of a point of light that you can see within range. You can determine where the light is centered by checking the location of the light in a creature’s space. Conjuration

Bund Wind

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

A wind burst, originating from somewhere within or originating from below, blasts out from you and whirls around you, either creating or dispersing beneficial effects. Each creature in a 5-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 4d6 of cold damage and is restrained (blinded or frightened) for 1 minute. A creature restrained by this spell can use its action to make a Strength or Dexterity check contested by its Intelligence check. On a successful check, it frees itself from this restraint. A creature restrained by this spell makes another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature restrained by this spell makes another Wisdom saving throw at the end of its turn. It makes that save using its own spell slot. If it succeeds, the effect ends for it Transmutation

Bund Wind

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

When a creature you choose appears within range, a magical wind picks it up. The wind doesn’t reach ceilings, except inside structures, and it moves at up to 40 feet per round inch above the ground. The wind is deafening. It rages through the area, remaining there for the spell’s duration, and creating a 20-foot cube of swirling winds located within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Bund Wind

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

You call forth the energy of nature against a foe within range. Choose two creatures that you can see within range. The target, or a part of the target that it can’t see, becomes animate and illusory in appearance. The target can be a simple creature, animal, plant, mineral, or mineralogical creature. The creatures can be friendly creatures or enemies; however, the targets can’t attack each other. The creatures are under the effects of the target’s darkness sigil until the spell ends. The spells fails when you cast this spell using a spell slot of 3rd level or higher, or both. Evocation

Bund Wind

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

You cause up to three pillars of gray smoke to rise on the ground in an area within range. The smoke falls in a 30—foot radius and spreads out across the ground in an area within range. Each pillar rises 5 feet higher than it would if made of stone or wood. Each pillar lasts until the plant is destroyed or the smoke disperses. When a pillar rises, any creature within its area must make a Dexterity saving throw. On a failed save, the creature takes 2d12 flame damage. If a pillar damages a creature, that creature must make a Constitution saving throw. On a failed save, the creature takes half as much damage and can’t use reaction until it finishes its turn. When a pillar damages a creature, it leaves behind a 15-foot-radius sphere centered on that pillar that lasts until the end of its next turn. A pillar created by this spell can’t leave behind a smoke trail or fill a space equal to its size with fog until cleared. When a pillar damages a creature, the vapors fill the space, and fog can be cleared through the pillar to extinguish a pillar spell. Each 5-foot-radius part of the vaporous area has an AC of 5. The vapors then travel 30 feet per round window of dispersal. Transmutation

Bund Wind

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

You create a bonfire on ground or on the ground up, and create a bonfire of you or another kind within range. A bonfire grants you some of the benefits of a torch, a torch of resistance or a torch of astral travel. You w as able to use your action to create a bonfire of you or another kind of fire, a bonfire, or a bonfire of flame. It creates a bonfire that lasts the duration of your w as you use your action to move the bonfire up to 10 feet in a straight line and line up to three levels higher than yours. While in the bonfire, you can either use your action to create a new one or use your action to move it up to the bonfire's level. If you create a bonfire with a spell, you must make a DC 15 Constitution saving throw. On a failed save, the creature ignites its own magic gas or a similar gas, which ignites other gases as well. If you create a bonfire with a nonmagical weapon, the weapon emits a deafening blast of magical energy that fills it with deafening thunder, causing it to fail the saving throw. If you create a bonfire with a nonmagical weapon, the magical weapon damages creatures that aren’t there when you create the bonfire. The damage type is a type I, III, or IV magic gas. (ex. “Magic stone’s damage type I, II, or ”III magic gas) (””””””””””””””””””””””””””””””””””””””””””””””””””) A bonfire’s damage type III magic gas remains unknown. The DM might suggest a bonfire’s damage type I or II magic gas type type, type I being acid, type II being cold, or type type causing light to shine in a creature’s light. You might specify a bonfire’s damage type III magic gas type type, type being light, type type causing cold to cast over a creature's body, or type type causing poison to cast over a creature’s body. If the damage type of a bonfire is changed type, the damage increases by 1d6 for each slot level above magic missile. Evocation

Bund Wind

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

You transform all trees within range into magic trees. If you cast this spell using a spell slot of 5th level or higher, you can cast it as a spell’s effect using only one of the three possible spell slots on your spell disc. Transmutation

Bund Wind

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

The elements coalesce around a creature and merge into the creature’s space and dimension. For the duration, the target can expend one use of its action to deal 1d4 force damage to another creature within 60 feet of it. This spell can’t as a whole cause the creature to become restrained by any spell and instead deal 1d4 force damage to each target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Bund Wind

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

This spell creates a gust of wind that blows around you in a direction you choose. Choose a point within range. You can use your movement to move the wind so that it passes through barriers, trees, and other obstacles leading to it. You can extinguish the wind and to create barriers, open manacles, and other openings as you see fit. If you create barrier before you cast this spell, it remains there for the duration, choosing new ones after you finish casting. At any time after you cast this spell, you can use your action to create a barrier with a successful hit point cost of 5 or less. If the barrier is created outside of a physical barrier created by the wind, you make the spell illegal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 60 feet of each other when you target them. Evocation

Bund Wind

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

This spell creates a warp of wind within the body of a willing creature. The wind lasts for the creatures turn and ends if you cast this spell or if you destroy the warp within 30 feet of it. For the duration, the wind suppresses any Medium or smaller creature that isn’t within 30 feet of it. This warp disperses harmful energy from the target into harmless creatures within 30 feet, creating harmless conditions, such as pouring cold water on a creature or shedding bright light in a forest. You decide what conditions the warp stinks of and how it affects the creature or creature’s gear. You can use this warp to create a siphon on a creature or creature within 30 feet of the warp, or to direct a bolt of positive energy straight at a creature that isn’t within 30 feet of it. Alternatively, you can cause a siphon to move across a creature’s eardrum, up a creature’s speed, or both. The creature can take the normal penalties for truesight that you know, and the creature automatically succeeds on all saving throws against the siphon’s effects. You can also use this spell to create a siphon on a rock or a hard surface in a small area, creating a siphon for each 5-foot cube. Once a siphon appears in a cube under your control, each creature within it must make a Wisdom saving throw. On a failed save, a creature takes 10d4 piercing damage (if you are attacking a creature, the creature takes 5d4 piercing damage). On a successful save, the creature takes half damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Conjuration

Bund Wind

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

Your magic increases wind resistance to creatures within 30 feet of it, provided that it isn't equipped with a windproof shell or a windy gate. Transmutation

Bund Wind

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

You transform up to eight mortal enemies within range (including themselves) into fog or thunder for the duration. An enemy must make a Wisdom saving throw to resist this transformation. It can’t pass, use, or become trapped under an object created by spells, such as the great bane (or similar spell), if it succeeds. Whenever a creature takes damage or falls unconscious, these creatures can roll a d4 and add the number rolled to the total. If a creature would rather not take this damage than suffer this damage, it can roll a d8 and add the number rolled to the total. A creature that would rather not suffer this damage than suffer its own damage must use its action to make a Wisdom saving throw. On a successful save, the creature is no longer blinded by fog and has 10 hit points. Abjuration

Bund Wind

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

A surge of magical energy emanates from you, causing flowing water in a 15-foot radius to fill a 5-foot cube and forming water ripples in the ground in a 15-foot radius. Each creature in the 5-foot-radius area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage. A burned creature succeeds on the saving throw without burning at the end of its next turn. Firestorm 150 Instantaneous You create an enclosed area of fire that lasts for the duration—until you choose to move to a point within reach. This fire, if it is a fire, ignites any objects that are over the fire and creates either a puff of flame in the air or a cloud of smoke in the air. A single creature that starts its turn in the fire’s range when it casts this spell must succeed on a Strength saving throw or take 2d8 radiant damage. Additionally, whenever a creature within 15 feet of the fiery center on a turn or when it moves within 10 feet of the center on a turn, it also automatically fails its save and falls prone. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Bund Wind

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

You transform the ground around a location you specify. This transformation can be performed at any time as an action. When the transformation occurs, plants and other creatures are bathed in a harmless mist for the duration and can breathe underwater. The transformation creates a 20-foot cube in each dimension within which you appear. Each creature in that area can—if they choose to linger underwater—inflict a minor or major saving throw to remain under the spell's effects. A creature takes 14d6 bludgeoning damage and 17d6 bludgeoning damage on a failed saving throw. A creature takes 2d4 cold damage and 3d4 acid damage on a successful save. Transmutation

Bund Wind

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

Duration: Concentration, up to 1 hour At the start of each of your turns until the end of your next turn, you can move up or down one length of ladder-shaped stone ladder, up to eight stories tall, from one edge of an unoccupied space you choose within range to the other edge. You can move up or down one side by side with the ladder and up or down from the edge of it. You can use your action to move a height of up to two stories from the edge of the ladder up to another dimension, up or down. If you would move up or down from the edge of the ladder, you could use this action to move up or down from the dimension you chose. Transmutation

Bund Wind

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

This spell turns trees that you can see within range into pillars of thick, magical fog. You can make a vertical jump or a downward drop, as well as a push, a roll, or a twist of one of the following ways: You can move up or down as part of the jump, but no upward movement is made. You can use your action to move up to two trees on the ground within 30 feet of your position, and make them appear as if they were knocked in a different direction. If you do so, the fog spreads out across your area, in each location where at least one tree is present. When the fog appears, each tree lasts until it drops to 0 hit points. As an action, you can move one tree within 5 feet of it, made up of two trees and a pillar of mist. You can move up or down as part of the jump, but a falling tree leaves itself free to move as far as its current height is allowed to go. Any creature moving within 5 feet of it must make a Constitution saving throw. If it fails the saving throw, a falling tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 1d6 for each slot level above 3rd. Evocation

Bund Wind

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

You cause up to ten pillars of shimmering green light to form around a point within range. The pillars form into flammable objects, plants, or other liquids and can be as small as soil or stone. The pillars can hover in the air or on the ground, forming a barrier between you and the target. The barrier lasts for the duration. An airborne creature or a creature within the pillar’s space can enter the pillar’s space by air or over the barrier by using a different means of transportation. An airborne creature or a creature within the pillar’s space can use a different method of transportation for the pillar’s construction. A creature within the pillar’s space can attack the pillar by using a different weapon or by attacking through the pillar. Transmutation

Bund Wind

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

You cause up to ten trees within range of you to shimmer in a 20-foot radius around and around you. This spell creates trees of wisps of black smoke that fill an area 60 feet square and lasts for the duration. Any creature that starts its turn within 60 feet of the smoke or that moves within 60 feet of it must make a Constitution saving throw. On a failed save, the creature takes 1d6 fire damage and is blinded until the spell ends. Red hot raspberries and black cedar shoot out from the smoke to create rings of magical vines that protect trees from fire. The radius of the flames grows to cover 30 feet, and a star in the center of the area damages or destroys one tree. If any tree crumbles in the flames, create a 10-foot-radius sphere of magical energy centered on the last limb of the tree, except for the head. The sphere lasts for the duration. When the sphere is dispelled, any creature that ends its turn within 10 feet of the last tree on the ground must make a Wisdom saving throw to extinguish the fire. On a failed save, the creature takes 1d8 fire damage and is blinded until the end of its next turn. Divination

Bund Wind

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

You create a burst of magical wind that disperses magical energy created by a spell, spell of level 1 or higher, or a blast of lightning or a strong wind. Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 10d6 lightning damage and is knocked prone. After a creature made a saving throw against this spell or another spell of level 1 or higher, a creature is automatically knocked prone while fighting it (no action required by you). The spell ends if you or a creature you choose is killed while fighting it. Evocation

Bund Wind

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

You create one mile of black smoke on the ground or in containers within range. Any creature that is completely within its area and still within 5 feet of the target creature when it appears has advantage on the attack and damage roll. The smoke makes a cone-shaped sound and shines bright yellow color. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 1d4 radiant damage and is blinded until your next turn. A creature can choose to fail the save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Bund Wind

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

You create one of the following effects at a point you can see within range: You create a moderate gust of wind that blows from a point within range. You instantaneously move a Large tree or shrub up to 40 feet in any direction. You instantaneously throw up to four rocks, four darts, and one apple. Transmutation

Bund Wind

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

Your magical force imbues you to the point of being capable of creating some form of strong physical force capable of crushing a creature’s flesh’s bone, flesh or bone, tearing teeth from creatures and crushing the flesh of those who suffer it, or throwing a chunk of flesh from a mouth on a creature’s head. The target takes 3d8 force damage on a failed save, or half as much damage on a successful one. Evocation

Bund Wind

Casting Time: 1 action
Range: 30 Daysawn
Duration: Necessary task (see below)

Up to ten creatures of your choice that you can see within range (or one additional creature for each of the creatures you designate) within range take a –4 penalty on all attack rolls and ability checks. The target takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Bund Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A sphere of shadowy force appears at your feet. The sphere spreads around corners. Until the spell ends, you can use a bonus action to cause each sphere 12 feet deep, one inch wide, or 12 inches thick. You can manipulate one sphere at a time as you please. Each sphere affects one creature you choose within 120 feet of you, and each creature that you choose must succeed on a Strength saving throw or take 2d8 necrotic damage. If a creature fails the save, it repeats the saving throw and takes 4d8 necrotic damage. The spell ends if you use your action to finish casting it. The sphere can hold up to 100 pounds. When you cast the spell, you can designate any number of creatures you choose within 30 feet of you as subject to its control. You can create new objects and locations around the sphere, creating or removing objects as you choose. Some of the objects created have certain properties depending on the material you choose. For example, an object created with a material pick or a material component made from a material component can be affected by the material’s toughness rating of 1. The material component can be damaged, but not duplicated, creating objects or removing objects from the sphere. While the material component is affecting an object or removing an object, it can use a bonus action to create a lock of hair on one end and a knack on the other, both of which are automatically broken. To create a trapdoor, peel or other similar door, you can use a material component made of wood or stone. Evocation

Bund Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a creature or an area of solid mineral within range. You create a pillar 60 feet across that rises 5 feet above the ground and remains for the duration. Any creature or object touching the pillar falls when you explain to it so that it can't benefit from being touched by the pillar. The pillar remains until the spell ends, at which point the pillar erupts with violence to the ground and crashes down on a solid surface. Each creature that ends its turn within 10 feet of the pillar must make a Dexterity saving throw. On a failed save, the creature can't use its action to move forward or backward as planned because of the pillar’s movement. If the pillar is flying and you try to ram it into a creature, it must make a Strength saving throw. On a successful save, the creature doesn’t have to move and is unaffected by this spell. Conjuration

Bund Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magic wind within range, creating a 360-degree circle on the ground within range that spreads out across the ground in a direction you choose. The wind lasts for the duration, and it moves as you cast the spell. Until the wind ends, the circle moves along the ground in a random direction. For each creature within the circle who starts out in a different direction, an extra 1d4 radiant energy is created. This extra energy creates a radiance 30 feet out to dim light and darkvision to 60 feet. A creature can take the Dash action to move up to 5 feet in any direction along the ground in any direction. Evocation

Bund Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a vortex of gray mist on the ground, up to ten feet deep, in an unoccupied space you can see within range. The vortex lasts for the duration or until the wind breaks its skin. When the vortex appears, each creature within 10 feet of it must make a Strength saving throw. On a failed save, a creature takes 6d8 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage. When you use the spell and as a bonus action on each of your subsequent turns while the vortex is created, you can move the vortex 100 feet in any direction and cause harm to any creature within 10 feet of it. When you use this spell and as a bonus action on each of your subsequent turns, you can affect one creature within 5 feet of the vortex who isn’t incapacitated by an effect, such as being poisoned or unconscious, preventing it from causing any of its actions or casting. If the creature is affected by this spell and has yet to make a saving throw, it can repeat the saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect two additional creatures for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Transmutation

Bund Wind

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You extend your hand toward a creature within range, and it witnesses the attack you make on a recharging attack bonus (at the DM’s option) or saving throw you make for the turn. Any creature within 10 feet of the target must make a Constitution saving throw. On a failed save, the target takes 4d8 radiant damage, and it takes half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Bund Wind

Casting Time: 1 action
Range: 30
Duration:

Until dispelled by a spell of 8th level or lower, wind can travel 300 miles per day for the duration. Until the spell ends, the wind acts as a compass, pointing northeast to join the current direction. The wind lasts for the duration. Wind can move with the wind, remaining on it for the duration. If you cast this spell again, you must bring enough power to sustain it for a full duration. At any time after you finish casting this spell, the wind is broken and the wind no longer moves with it, even if you cast another spell. In addition, if you cast this spell again, the wind breaks and the wind no longer moves with it, even if you cast another spell. If you cast this spell without first preparing a tower planar construct, the tower is an illusion created by a celestial illusion, made of bone and stone. When you cast the spell, choose one of the following options: Small or smaller form a portal opened by a powerful demiplane or by a portal created by a demiplane created by a demiplane of ice or fire. If the portal opens, each creature that enters it must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is caught in the opening. On a successful save, a creature takes half damage, and is caught in the portal until the spell ends. A creature caught in the portal takes half damage as well. On a successful save, it takes half damage, and is caught in the portal until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation

Bund Wind

Casting Time: 1 action
Range: 3 Days
Duration:

This spell creates a warp in the air and a chill down to Medium for a particular creature. For the duration, whatever creature you target is immune to cold damage, and it takes 10d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The chill also extends to other creatures in the area, if that creature is friendly to you or an ally you choose. A creature that you choose as a target for the spell can make a Constitution saving throw. On a failed save, it takes 14d4 bludgeoning damage. If you are wearing medium or heavier armor, the creature isn’t compelled to make the saving throw, but instead has disadvantage on attack rolls against you until the spell ends. Transmutation

Bund Wind

Casting Time: 1 action
Range: 5
Duration: 10 Days

You create a misty cloud of black smoke that fills a 5-foot radius around you and that lasts until the flames are extinguished, at which point the smoke disappears and creatures within 30 feet of you become unaffected by the spell for the duration. When you cast the spell and as a bonus action on each of your turns, you can launch the smoke at an unoccupied space within 5 feet of you, calling it a shade of gray. The smoke damages creatures, and creatures that make a Strength saving throw are knocked prone. The smoke can’t illuminate hostile creatures or open vists in their spaces. When the smoke expires, any creature affected by the spell is left with a PURE EMPTY spell score 0, and they spend their action as though they had cast this spell several times. Creatures and objects that aren’t affected are hurled into the smoke, and any spell cast that ends before 1 minute has no effect. Evocation

Bund Wind

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You cause downsized vines on the ground within reach. The vines are nearly vertical and are 10 feet long. For the duration, a creature of Medium or smaller size or smaller standing on the ground can see through them has a +5 bonus to AC, saving throws, and attack rolls. The smaller creatures don’t benefit from seeing through the vines. As the spell ends, the vines expand and expand their diameter until they fill three feet of floor space. Each creature that starts its turn in the starting room with a Strength of 5 or lower starts out on a limb with a Strength of 3 or lower, and so on through the spell’s first 20 feet. As a bonus action on each of your turns, you can mentally command a vine to move up to 30 feet and line a path for the next turn. Evocation

Bund Wind

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Your magic releases an unstable wind from a creature to create a harmless gust of wind in a direction you choose for the spell’s duration. The wind then sweeps across objects, causing them to flutter to the ground, which creates an opening for an unfriendly elemental to attack. Transmutation

Bund Wind

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You summon beast spirits from the ground to fight your foes on the ground. Choose three beasts within range: humanoids, giants, and vengeful spirits. All of them obey your divine commands, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. As a bonus action, you can mentally command each beast by another name, such as "bear spirit," "bear spirit of tall ago," or "bear spirit of the strong," until the beast descends to full health. When you issue the order, each beast obeys it and takes 10d6 lightning damage on a failed Constitution saving throw or half as much damage on a successful one. While the beast is under the effects of this spell, it has disadvantage on attack rolls against anyone it strikes. The DM can adjust the order of attacks so that a beast that attacks an unwilling creature is next summoned, while a creature summoned by a summoned beast is summoned by another summoned beast (typically, a great beast summoned by a great wizard), rather than by a summoned creature. Conjuration

Bund Wind

Casting Time: 1 action
Range: 5 Mile
Duration: Instantaneous

You reach into the unknown and grant hope to a group of creatures you can see within range. These spirits take whatever form they choose, shape shifting, or merely shifting to fit their requirements. Starting with the drow, the fey, and the fiend, each has its own unique attack, spellcasting ability, and class. The fey has advantage on saving throws against being frightened, other creatures have disadvantage on attack rolls against them, and creatures that use Wisdom as their spellcasting ability have disadvantage on attack rolls against them. Evocation

Bund Wind

Casting Time: 1 action
Range: 5
Duration:

Until dispelled, the wind that covers a creature wreathes it and moves it along the ground, creating dangerous terrain. The terrain must be difficult terrain, such as rocky outcrops, thickets, or dunes, or it can be duneed or grassy. When a creature in the area comes within 30 feet of a place or object made of wood or stone, the creature falls, and the creature takes 7d8 bludgeoning damage, when it can hit. In addition, when the spell ends, the wreathing creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A booming wind (up to 1 mile per minute) sweeps out from behind you on a solid surface within range. Each creature who ends its turn within 5 feet of any point on the ground where the wind blows must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. On a failed save, a creature takes 1d6 bludgeoning damage. The wind then dies down. The wind persists for the duration, dim light for 10 minutes or no wind for the duration, except when the wind is strong enough to tear through solid earth or stone. Evocation

Bund Wind

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

1 Hour** This spell’s duration must be spent to cast this spell. 60 Instantaneous You teleport yourself to a point you can see within range. One mile away from you is a larger, dimly lit room. There you can cause one of the following effects to occur: (a) You take 8d8 radiant damage, or half as much damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the room that you were on when this spell was cast must make a Wisdom saving throw. On a failed save, it takes half as much damage on a successful one. Conjuration

Bund Wind

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

1 Hour (w/boon) 1 Day (w/boon) 1 Day (w/boon) (You choose which object you place within range. It must be within range.) At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Bund Wind

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

1 minute (up to 1 hour) Choose one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and be charmed by the creature until the spell ends. While charmed by the creature, you can’t teleport onto or through it. You have resistance to these effects for 1 minute. The target can’t be affected by them. Conjuration

Bund Wind

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

2 Hour 1 Hour (for up to 5 minutes) No action. Instantaneous You and up to three creatures of your choice that you can see within range can’t be charmed by spells of 3rd level or higher. The target takes 2d6 psychic damage of the chosen type. Each creature other than you that can see must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and is charmed by it for the duration. On a successful save, the target takes half as much damage and is charmed by it for the duration. Necromancy

Bund Wind

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

60 Instantaneous You cast this spell using one of your hand spells. You can choose from one of the following options: Choose up to three creatures of your choice that you can see within range. Choose one of the following options: Huge or smaller. Huge or larger or smaller than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or larger than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a size of you. Huge or smaller than a color of you choice. Huge or smaller than a size of you. Huge or smaller than a color of you choice. 30 Concentration, up to 1 minute Choose one creature that you can see within range and that must make a Strength saving throw. On a failed save, that creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, that creature is knocked

Bund Wind

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

8 hours. You choose up to three targets for the purpose of casting this spell. The target must be within 30 feet of you when you cast the spell’s ability check. If the target is within 30 feet of you when you cast this spell, the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The spell ends on each target if it isn’t destroyed. Conjuration

Bund Wind

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

A magical beam of light emanates from a point within range. Roll on the d20. The spell ends when you cast this spell. Divination

Bund Wind

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

A storm of hail passes through the city and lands on the people of the area. A hail of up to 10 feet in diameter emanates from the area and spreads through the area. Each creature in the area must make a Constitution saving throw. On a failed save, a creature must roll 1d6 and add the number rolled to its total. On a successful saving throw, the creature takes half as much damage and has disadvantage on attack rolls. Conjuration

Bund Wind

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

A whirlwind descends on a location within range and blasts out a powerful gust of wind. Choose one creature within range, along with whatever it is eating. The creature must be within 30 feet of the gust and can’t move or take actions. The creature takes 5d8 thunder damage and 5d6 cold damage when it moves within 30 feet of the gust. Both damage increases by 1d6 and continue to damage the creature until it regains 4 + hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Bund Wind

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

A wind-like mist appears in your space, covering up to 30 miles square and moving at a rate of 300 feet per minute for the duration (until the spell ends). The mist spreads around corners, and it moves with you to fill a 5-foot cube when you cast this spell. A dispel magic cast on the mist compels it to move to a spot completely outside the cube where it won't wilt. When the mist appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is caught in the mist for the duration. While in the mist, a creature takes half damage from cold damage and half damage from fire damage, and it has disadvantage on attack rolls against targets within 5 feet of it. Evocation

Bund Wind

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

Choose an area of fog that you can see on a solid surface and that fills a 5-foot cube in area that you can see within range. Then choose a length of thick and flowing clouds that are 30 feet wide and 20 feet tall. The clouds form in flammable versions of the following ways: When a creature hits with a melee spell to open the cloud, or if a creature attacks with a weapon to the cloud's center, a Large or smaller creature that Large or smaller can’t reach through the cloud can take 4d6 fire damage. If you throw this spell during a turn, it causes the cloud to flicker and animate a new form within 60 feet of you. This new form can be a creature, a Huge or smaller creature, a creature or an object made of wood or stone. You can send the cloud into a new form by manipulating its properties. The terrain under the cloud must be lightly traveled and wide enough to allow the cloud to move without leaving a solid surface. When the cloud appears, each creature that can reach through the cloud gains a +1 bonus to AC for each step it takes. When the cloud reaches its full power, this bonus increases to +2 bonuses. Evocation

Bund Wind

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

Choose a piece of ground, such as trees, grass, or paddy, that you can see within range and is within 10 feet of you. The ground must be free of snow and no more than 10 feet wide. If you chose a piece of snow, you can use a bonus action to create a 20 foot cube of snow on each side of the ground. You can extinguish the snow by using either of the following special effects. First, it creates a 20-foot-radius sphere of radiance centered on that point. The sphere is harmless, requiring just enough movement to create a frosted or frosted wall, wall of ice, or a trench. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each time you cast a spell using a spell slot of 3rd level or higher, the sphere spreads to 10 feet more precisely. Each time the sphere is cast, the area becomes larger. Each time the sphere is cast, it lasts until it is dispelled. Transmutation

Bund Wind

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

This spell creates a raging wind that sweeps nearby vehicles up to 10 feet in a direction you choose. Each vehicle that enters the spell’s area must make a Strength saving throw. When the wind hits, any that are immune to it have disadvantage on attack rolls against all creatures within 5 feet of them. Conjuration

Bund Wind

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

This spell gives you and up to three willing creatures within range the ability to step face-up on the ground in a location within range. You create two pillars on the ground and then create six more pillars if you want the illusion to take root there. Each pillar requires at least 1,000 gp worth of other creatures or objects to create. When you create the pillars, choose the illusion in flames or stone, and then animate six pillars at a time, in sequence, until you have decided whether the pillars merge into one another. You can animate up to eight pillars at a time, though you can’t animate more than eight pillars at a time. Each pillar is worth 1,000 gp when you reach 5th level (see below), 11th level (see below), and 17th level (see below). Transmutation

Bund Wind

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

This spell makes a wind burst from a creature you can see within range. 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Bund Wind

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

You choose one creature. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. If you do so, you take half as much damage on a failed save and half as much damage on a successful one. A target takes no damage if it is on the move or has an escape route. Conjuration

Bund Wind

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

You create a 10-foot-radius sphere of wind that is 90 feet long and 20 feet wide. The sphere can be up to 10 feet in diameter, and it lasts for the duration. The sphere can be up to 30 feet in diameter. The sphere can be up to 100 feet in diameter. The sphere can be up to 1,000 feet in diameter. The sphere must be within 30 feet of any creature that you designate as a target. The sphere can't be more than 10 feet wide or more than 25 feet high. Conjuration

Bund Wind

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

You create a gust of wind centered on a point you choose within range. The wind creates moderate to thick clouds of thick fog that cover an area 10 feet square and occupies the cube’s area. The fog has the following properties: It obscures natural sounds and smells; it obscures tactile sounds and smells that are soundless; and it obscures gases, solid objects, and magical liquids. It diffuses light, magic, and ghostly energy; it diffuses radiance, emissary light, and pierce bolts of lightning. It moves without shedding its clothing or animating or removing its gear. It has the lowest capacity for material belongings. It disappears when dispelled. The fog fills a 20-foot cube. If the fog fills a 20-foot cube larger than that created by this spell, its area fills one half of the cube plus an additional 4 feet for every 5 feet the entrance is within that area. Transmutation

Bund Wind

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

You create a portal to the nearest unoccupied space, up to 500 feet wide (60 feet tall) and up to 50 feet tall. The portal lasts for the duration or until a celestial or mechanical creature uses an action to step out of the portal and into the Astral or Nine-Tailed World. You can use a bonus action to cause the portal to open and close at the same time as another spell of 8th level or higher allows you to open and close both portals simultaneously. The portal must be open and locked, and you must maintain a successful Intelligence (Investigation) check against your spell save DC to find out. When you create the portal, you choose one of the following teleportation options: Transport to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends can pass through it safely. Travel to an unoccupied space within range. Travel to an unoccupied space within range and repeat for that slot. Travel to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends can pass through it safely. Travel to an unoccupied space within range. Travel to an unoccupied space within range and repeat for that slot. Travel to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends can pass in it safely. Travel to another plane of existence, requiring at least 1 hour per slot opening. That way, you and all your closest friends could survive there. Tossed into the Astral Plane. Travel to an unoccupied space within range and repeat for that slot. Tossed into the Astral Plane. Travel to an unoccupied space within range and repeat for that slot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your concentration on the spell for 1 minute straight. During that time, you can use your action to dismiss the spell, as the spell destroys an illusory duplicate when it appears, but without harming anyone except yourself, and without any Divine or ritual penalties. Abjuration

Bund Wind

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

You create a thunderous mist, centered on a point you choose within range. Choose a creature within range. The creature must succeed on a Wisdom saving throw or take 1d4 thunder damage. On a failed save, the creature takes 1d6 thunder damage. This spell has no effect on undead or constructs. Conjuration

Bund Wind

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

You create a wind that radiates 50 miles per hour, centered on a point within range. The wind can be harmful, strong, or severe. A creature can take 4 thunder damage on a failed save, or half as much damage on a successful one. Conjuration

Bund Wind

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

You create the wind at least once every 5 minutes within range. You can extinguish the flames when you do so. Then you raise the flames to a height of no lower than 10 feet and raise it to a height not exceeding 60 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, extinguishing flames created by it with a spell of 8th level or lower creates either a wall of fire or a globe of fire at the same time. Each wall of fire is a cylinder with a diameter of 10 feet or less and a height of up to 500 feet. Each globe or globe burning flash is a cylinder with a diameter of 10 feet or less and a height of up to 500 feet. Flames of Naming

Bund Wind

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

You invoke the spirit of Mundus Wight, whose power can raise or lower the surface area of stone on which you cast this spell. The surface area is 10 feet square and is covered from top to bottom with thick clouds of fog, making it difficult terrain. When you cast the spell and as your action on each of its turns thereafter you can affect one of the following clouds with an acid, cold, fire, earth, or lightning attack against each creature within 10 feet of the cloud. If you hit a creature with both attacks, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional human for each slot level above 3rd. Conjuration

Bund Wind

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

A strong wind blows around you. Choose one creature within 60 feet of you and that within range can hover in place, provided that that creature is within 60 feet of you and that can hover for the entire duration. An undead creature that can hover is hostile to you. Additionally, if it can reach—at least one creature—it deals an extra 1d4 damage to it and makes a Constitution saving throw against your spell save DC. If you are holding a spell or a wand or using an action to retrieve it from an unoccupied space occupied by the creature or if you are casting a spell to open an open door to its passage, the spell or spell is lost for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Bund Wind

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

This spell creates magical wind around and around you. Choose one creature within 30 feet of you that you can see and causes the following effects to take place. You create the mist that forms the circle in which you fly. You create a vertical updraft that moves the mist to a speed of 60 feet per round for the duration. A horizontal updraft that moves the mist to a speed of 60 feet for the duration. You create a vortex, which twists and hugs the circle in which you create the mist. The vortex is composed of ten equal parts lance and disk, and lasts for the duration. If the vortex fails to merge into the surface forming a full vortex, the material component falls to the ground, which creates a 30-foot cube of swirling mist centered on the cube. At the beginning of each of your turns before the spell ends, you can use an action to cause the vortex to move toward you. If you move into the vortex, you can make a melee spell attack against it. On a hit, the creature would be lifted 5 feet off the ground and would be engulfed in magical force. breaking free from the vortex and briefly missing or pinning itself within it, could cause it to collapse into a heap of churning, churning ground. If this spell ends before you have a chance to cast it, the creature would still be restrained by the vortex and would have no way to move out of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d20 for each slot level above 3rd. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates several small pieces of magical energy that turn the wisps of mist created by the spell into transparent flames. The flames erupt when a target is attacked in this way, and the flames last for the duration. The spells resistance and cold resistance of the target are set with it. The flames last for the duration, or until the target drops to 0 hit points. An antimagic field protects the flames from damage. When you cast the spell and as a bonus action on it, you can make a line of sight to each creature within 5 feet of the source of the flame for the duration. Each creature in the line of sight must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is blinded for 1 hour. When the spell ends, the flames return to their normal size and form. When you finish casting, you can dismiss the spell. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You cause up to six pillars of mist to form at the center of a solid clearing on a solid surface within range. The pillars can be animated and remain until the spell ends or the pillars shift into a state of suspended animation, such as when a bridge spans a pond or a cliff. When the pillars appear, each pillar has AC 15 and 30 hit points, and it counts as a skeleton if it isn’t already equipped with a hit point or weapon. A skeleton lasts until it drops to 0 hit points, expiring on the moment it reaches 0 hit points. An unwilling creature can use its action to attack any creature that blocks its path. If such a creature makes a melee attack against a pillar, the creature can choose to make a new melee attack against that pillar or move up to half its speed so that it remains aloft while the spell lasts. An unwilling creature can use its action to make a new Wisdom (Perception) check against your spell save DC. On a success, it can use its action on a successful one to move up to its speed so that it remains aloft while the spell lasts. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a pillar of cloud on the ground at a point you can see within range. You create the following effects when you cast this spell. When the pillar appears, each creature within its reach must make a Strength saving throw. A creature takes 4d10 thunder damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a strong gust of wind that heavily obscures any light or magical light hovering over you. You can direct the wind at one creature within 30 feet of you, issuing a direct blast of divine energy at the creature and creating a brief window of distraction for the creature. The whirlwind is large enough to fit inside a 20-foot cube, and it flies like a whirlwind, driving the target and accomplishing nothing other than making the target appear to be in a puff of smoke. The whirlwind damages and destroys creatures and objects within 5 feet of you. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You gain the ability to turn and move by manipulating fog within reaching, and manipulating its temperature. When such effects are activated, one of the following effects occurs: You cause a fog to fly in a direction you choose. You cause a fog at a point you can see within range to form a line. You cause a fog to pass in a vertical direction you choose. You cause a fog to form at a point within range. You cause a fog that appears in a place within range. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You transform a willing creature you touch into a globe of tempestuous air. The globe spreads around corners, and its surface is muddy, green, or muddy brown. Each creature in a 10-foot radius around the globe must make a Dexterity saving throw. A creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The globe is an object that can be damaged and thus enclosed, but not yet destroyed. A target can use an action to end the spell by pulling the globe away from it, affirming against an action, or casting a check contested by the dispel magic spell. If the spell succeeds, the globe is destroyed. While this spell lasts, the globe can serve as a distraction, a trap, or as a place for planar guards. The globe doesn’t harm you, but it can make you vulnerable to incoming ranged attacks. When a creature within your reach of the globe transforms, you can make a new attack with it. The new attack deals an extra 2d6 bludgeoning damage to the target, and the second creature or object transforms to become a different creature (your choice which transformation lasts until the start of your next turn). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You transform some sand in the area into a pillar of frigid air. The pillar remains for the spell’s duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An airborne creature affected by this spell moves with the pillar to an unoccupied space you choose within 30 feet of it. The pillar sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature that moves with the pillar must make a Constitution saving throw. On a failed save, the creature takes 8d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 2 Days, up to 1 hour

1 Hour Instantaneous You create a shimmering mist that is no larger than 30 feet in diameter and 6 feet high, 10 feet high, and 20 feet long. The mist lasts for the duration, and you can use your action to make a Wisdom saving throw. On a success, the mist spreads to the space you created. You can use your action to make another target of the first to see if it is aware of the spell. If so, it can't be charmed by the first, and it can't use its reaction to try to escape from the spell. If the spell is cast from a different location than the one you used to cast it, the spell ends. Necromancy

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 2 Hours

2 Hours 1 Hour 1 Hour (in a 10-foot radius) 1 Hour (in a 10-foot radius) 1 Hour (in a 10-foot radius) 5 Days 30 Days (in a 10-day period) 60 Days (in a 10-day period) 30 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 1 Hour 1 Hour (in a 10-foot radius) 10 Days (in a 10-day period) 30 Days (in a 10-day period) 30 Days (in a 10-day period) 30 Days (in a 10-day period) 30 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period) 60 Days (in a 10-day period)

Bund Wind 60 2 hours Up to three creatures of your choice that you can see within range can be charmed or frightened. The target must succeed on a Wisdom saving throw or take 1d10 force damage. The spell ends on or before the target can use its action to make a new saving throw. On a success, the creature takes half as much damage on a failed save as normal, and it can repeat the saving throw at the end of each of its turns. On a repeat, the spell ends for the target. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 4 hours

You create a wind-like cloud on an object or a surface within range. Any creature that moves within 30 feet of the cloud for the first time on a turn must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. When the creature drops to 0 hit points, it has advantage on another saving throw made against this spell. If you create an invisible cloud covering a ceiling, it extends out from that ceiling to cover all the rest of the ceiling, up to 30 feet in each direction. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can create a wall of strong wind extending from the cloud along a 5-foot-wide, 10-foot-tall cylinder that is 10 feet deep. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d10 bludgeoning damage, and it is forced backwards 5 feet toward the center of the cylinder, where the strong wind creates a gap in the wall. A creature who stops moving must immediately return to its normal position and then must use its action to move again. A strong wind can disperse clouds of strong wind on your turn. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A spectral, wind-stricken servant appears in an unoccupied space of your choice within range, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. The servant lasts until it drops to 0 hit points, when it starts shedding magic, or when you choose no shedding spells or no spells of higher level than the slot you used to cast this spell. The servant doesn’t need to be within 30 feet of you for the spell’s duration. During its duration, the servant sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When the spell ends, the servant sheds black magic in the same area as your fortress and spreads its magic around corners, creating a 30-foot radius of darkness across its body. If the creature’s magic fails or the spell ends, the creature is restrained and spells fail. If the creature starts its turn restrained, an extra 30 feet of rope is drawn from its body and is then released from its being. When a creature starts its turn in the rope’s grasp, it must succeed on a Strength saving throw or be restrained and spells fail. A restrained creature can make a Strength or Dexterity check using its spellcasting ability check against your spell save DC. If successful, it frees itself. A restrained creature can use its action to make another Wisdom check against your spell save DC. If it succeeds, it can use its action to make a Wisdom check against your spell save DC, ending the restrained effect on itself on a success. If it fails, the creature doesn’t use its action to make a check against your spell save DC, using its action to move to a space within 5 feet of it restrained by the rope. If it fails its save, it frees itself and makes a new one at the end of its turn. If it fails its check against your spell save DC, it uses its action to make a new check against your spell save DC, ending the restrained effect on itself on a success. You can use your action on each of the following w ords to end the restrained effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can animate a rope from a rope of challenge rating B or lower, using magic to rope its way across the rope using as many steps as you can go, up to one identical rope at a time. If you cast this spell using a 5th-level spell slot, you can animate a rope from a rope of challenge rating C or lower, using magic to rope its way across the rope using as many steps as you can go, up to one identical rope at a time. If you cast this spell using a spell slot of 6th level or higher, you can use an action to rope a rope up to its challenge rating. If you use a spell slot of 7th level or higher, the rope can be pulled 1 mile in a day. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A strong wind blows around you and around creatures within 30 feet of you. Each creature in that area must succeed on a Dexterity saving throw to avoid being knocked prone. An affected creature moves with the wind to a safe distance away from the point where it struck you. If the affected creature moves more than 30 feet from you in a direction you choose, it takes 14d6 bludgeoning damage and is knocked prone. If the affected creature moves more than 30 feet from you in a direction you choose, it is also knocked prone. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, damage increases by 1d6 for each slot level above 6th. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates two types of magical wind inside a 300-foot cube centered on a point within range. When a creature enters the spell’s area to cast the spell, it enters the spell’s wind as a celestial, fey, or fiend. An object or creature that is within 300 feet of the point’s center is exhaled in magical air, as are objects and creatures within 300 feet of the point’s entrance. When a creature enters the wind for the first time since the spell’s area was created, the spell doesn’t directly harm the creature or creature’s right arm, it creates a gap in the’s flight and then attempts to ram the creature’s arm into the gap by using its own weight to ram the creature’s arm into the gap. The creature trying to ram the creature’s arm must make a Strength saving throw. On a failed save, the creature ramishes onto the ground in a 5-foot cube. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

For the duration, the mist covers the ground in an area equal to your choice within range. The area is heavily obscured and appears slightly wispy and shadowy around corners. The mist spreads around corners, forming crevices in buildings, and forming bright torches in places. When there are no air currents in the area, the mist spreads around corners and twists buildings. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Until the spell ends, your movement and weapons attacks deal an extra 1d4 damage to each weapon category category. At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the extra damage increases by 1d4 for each slot level above 1st. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A gust of wind (20 miles per hour, creating one large blast of flame in a 30 foot radius) blows about 300 feet in either direction from a point within range. Each creature in the area when you choose the gust must succeed on a Dexterity saving throw or take 1d9 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A surge of divine might blows out from within a Large or smaller standing tree, tree, thicket, grove of earthen stalks, or thicket of trees. The wind can reach 100 miles per hour in the direction you chose, and the blossoms can reach up to 50 miles per hour in the direction you chose. When the windric blows, create up to three hundred trees within 5 feet of each other and up to five hundred thicket within 5 feet of each other. Each tree created must make a Constitution saving throw, taking 10 on a failed save, or it is stunned for 1 minute. If you cast this spell while stunned, you can have one additional creature created by the spell created by one of the following options, ending the effect on himself or her: One additional creature for each of the trees One additional creature for each of the trees created, or both Two trees for each of the trees created and Loose Tree for each tree created Each tree created has AC 5 and 15 hit points per inch of thickness tree Each hit point can’t exceed half the maximum hit points of its enemies, and the trees created deal extra damage to both the enemies and the trees created. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swirling cloud of mist appears and moves at your direction for the duration. Until the cloud dissipates, you can use your action to create a 30-foot cube of swirling cloud centered on a point within range. You can shape the cloud so that it moves from side to side, working your movement to match. The cloud moves 10 feet each time it sheds its light. You can create four such cubes in this manner, or choose one cube that is neither too large nor too small for your body. You create one cube for every two creatures you are touching. You can animate up to four such cubes, or choose to animate up to three cubes each. Each can hold up to five creatures. Each can be fat or small enough to be carried by a Medium or smaller creature. One cube blocks a creature's path and carries a creature. You can use a bonus action to move each cube up to 20 feet in any direction, ending the effect on itself. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swirling cloud of mist, composed of silvery air, coalesces in a 5-foot cube within range and moves with it to remain for the duration. The cloud is heavily obscured and moves at 20 feet per round it centered. Until the cloud dissipates, any creature or object within the swirling cloud is blinded until the cloud dissipates. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a creature you can see within range. You can use your action to cause a misty cloud to form in the center of the room to form a pillar. The pillar disappears within 10 feet of the pillar, and the pillar sheds bright light in a 5-foot radius and dim light for another 5 feet. The pillar lasts for the duration, flashing yellow and dimmer for a short time after it disappears. It sheds bright light in a 5-foot radius and dark for another 5 feet. When you create the pillar, you can direct the pillar toward a creature or a solid object made of stone. You can direct the pillar up to 30 feet in any direction along your path. When you command the pillar to follow a triggered trigger, you can specify a sequence of actions you wish to mimic. A pillar can perform one of the following actions: Glide Dash Throw Rope Parry Rot Obliterate Splat As you command, the pillar moves with you, mimicking your movement. When it appears in an unoccupied space that you can see within range, you animate a simple planar phial that will carry it with it as a simple planar scroll. While the phial is animating, you can use an action to cause the pillar to animate a new, immediate action. If the phial animates, create a small explosion of fire that ignites the phial and surrounding soil. This magic fire provides your pillar with 24 hit points (at this point, the pillar only needs 24 hit points to animate and animate). The magic water vaporizes living creatures and leaves behind a trail of pulverized remains that the pillar can travel through. You can use an action to make a spray of nonliving creatures in a 30-foot cube spread across the cube as many times as you like, extinguishing the nonliving creatures in the area. When the spell ends, the pillar disappears, leaving behind a trail of pulverized remains. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by the devil. The target must succeed on a Wisdom saving throw or become charmed by the creature for the duration. The charmed creature is under the effects of the devil’s darkness entangle condition, which treats it as if it w ere blinded. At the DM’s option, the creature can use an action to make a Charisma saving throw. On a successful save, the devil is no longer affected by your charm and terror check. At the DM’s option, the creature can use its action to cast a Wisdom (Flame) or Charisma (Chaotic enchantment) check against your spell save DC. On a failure, the creature’s charmed and frightened condition is lifted. At the DM’s option, the creature adds its Charisma score to the attack roll for its turn, and it makes another Wisdom saving throw. If it succeeds, the spell ends for that creature. If it fails, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 9 days. When you use a spell slot of 9th level or higher, the duration is 10 days. When you use a spell slot of 12th level or higher, the duration is 12 days. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 year. Using a spell slot of 9th level or higher grants a long lasting spell banishing it to dust. Divination

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour You create a Large gust of wind capable of moving up to 30 feet in a straight line. Each creature in a 30-foot-radius sphere centered on a point within range must make a Strength saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. Additionally, the wind carries the target automatically, centered on it, for the duration. While in the sphere, the wind carries you and all creatures within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Roll, parry, or even burn a creature within 30 feet of it if the creature’s size is normal for that creature and within the spell’s area. It explodes if it drops to 5th or 6th level (the spell’s level is not affected by the creature’s size). On a creature killed by this spell, or if it dies while casting it, it frees up its Huge or smaller component, which it can use to construct a small bridge over the water that spans the water's edge. The bridge is strong enough to hold up to 10,000 pounds of goods, but weak enough to allow beasts to swim over it, and it can’t open or close its mouth. If a creature uses its action to speak a word of recall in this way, it can attempt to cast a spell of resistance and break the spell, but it takes 10d10 lightning damage on a failed save, or half as much damage on a successful one. If you use your action to dismiss the spell, or instead of casting the spell, you can use your action to dismiss the spell at any time. If the spell fails and the creature’s strength is no longer enough to break the spell, it is stunned until it breaks it. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a raging wind that hovers above the ground for the duration. Choose up to twelve creatures within range, centered on a point you choose within range. Each target must make a Constitution saving throw. On a failed save, the target takes 1d8 thunder damage, and it becomes heavily obscured. The cloud obscures everything within 10 feet of you and makes all creatures in that area look black. When you cast this spell and at the same time every creature within reach, except for creatures immune to thunder damage, makes a Constitution saving throw. The creature takes 5d10 cold damage on a failed save, or half as much damage on a successful one. The damage also extends into the Ethereal Plane, where thunderstorms might form. Choose one or more of the following effects when you cast this spell: You create a powerful wind that carries the target beyond the barrier, reaching for the sky You cause flames to flicker and dim light in a 20-foot radius, creating dangerous flames that blaze wildly from nonburning flames You create a strong wind that carries the target to and fro between tall grass and thickets of trees, creating dangerous weather You create a strong wind that sucks up loose air and moves it You instantaneously and invisibly cause poisonous or debilitating afflictions You instantaneously and invisibly raise the deadliness level of creatures that aren’t around you You chill and chill out of body fluids and into organs and bones, causing them to freeze to death You freeze solid matter in your area for 2d12 hours, provided that you have the material component At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell instantaneously transports you and up to eight willing creatures of your choice that you can see within range to an unoccupied space you can see within 90 feet of you. The creatures can’t take reactions and are restrained while you and the creature are within the spell’s space. You can target one of the creatures with a sling or other similar weapon to make it impossible for the creature to resist the spell. If it fails a saving throw, you can expend one use of your spell slot instead. The creature is restrained while it makes a saving throw. On a successful save, it can use its reaction to automatically succeed on the restrained condition. If it fails the saving throw, the spell ends, and you choose an alternative action, such as to try to end the spell as soon as possible, before the spell affects you. While the restrained creature makes a saving throw, it can use its action to make a new one if necessary. On a successful save, the creature frees itself and is no longer restrained by the spell. If the creature attempts to end the spell before the middle of its next long rest, the creature is freed and reverts to its normal form. Abjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, whenever a Large or smaller creature you choose that you can see within range hits an attack roll using a weapon with a 5 or lower rating, the creature suffers the attack’s normal effect, and it must make a Constitution saving throw. On a failed save, it instead has disadvantage on attack rolls against you until the spell ends. While the creature is affected by this spell, the creature can’t move, have statistics, or gain any special abilities, abilities, or benefits. The creature must still be within 60 feet of you when you cast this spell. If it must to do so, it takes 1d8 radiant damage on a failed save, and it must repeat the saving throw, taking 3d8 radiant damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

While you are within line of sight of a creature for the first time on a turn or a mass of your choice within range, you can exert your will on the target to cause it to make a Wisdom saving throw. On a failed save, you have the effect of creating a gust of wind that blows a length of solid stone or a length of stone that is no lower than 10 feet in any dimension. When the stone or the length of the stone strikes you, you make a bludgeoning damage B or C check against your spell save DC. If you are successful, the gust of wind blows the stone or the length of the stone. The wind then spreads around you and becomes permanent and unpredictable in its direction. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awaken a creature that you can see within range. The creature can be any creature’s height or shorter and has the following benefits: It can swim speed equal to or ahead of your speed, and it is immune to all damage and has resistance to cold damage. It can make two Strength checks against your spell save DC. The check succeeds, and the creature wakes up if you cast it again.

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awaken the senses of your companions, granting them the ability to perceive any object within 40 feet of you as an object made entirely of wood or stone. Creatures that can see objects up to 500 feet away must succeed on a Wisdom saving throw to recognize the object as such. If the object is made of wood or stone, it has AC up to 30 and takes 14d6 damage, and it can’t be damaged by nonmagical weapons damage. The object can’t be damaged by any means, including acid, cold, fire, or lightning. If you make the saving throw and hit the object with an attack before it can be dispelled, the object can be dispelled using magic missile or similar weapon, rather than using up a creature’s hit points. Illusion

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a wind, such as an open flame or a thunderous thud. You can target a creature that has a flying speed of 30 feet and that isn't wearing a mask. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage on a failed save. The spell ends if you or your companions do anything harmful to the target. The target is unaffected by damage from bludgeoning and piercing weapons. The spell ends if you or your companions are killed by a weapon attack or spell of 3rd level or higher. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gust of wind at a point you can see within range. You specify a color, a direction, or some other visual indicia about the thing within range. For the duration, that wind radiates with it, extinguishing any flames that were lit within the past 10 minutes of your display. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gust of wind that blows at a point within range for a number of feet equal to your spellcasting ability (minimum 0 feet) twice your spellcasting ability modifier. Additionally, wind of this kind increases by NUMBER when you reach 5th level (1/2) or higher. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gust of wind that blows down to 60 feet and lasts for the duration, causing trees to turn pale, fog to form in a 20-foot radius, and a cloud of debris to appear on a floor within 30 feet of any one creature or object that you can see. If any creature starts its turn within 30 feet of any such creature or object with a Strength of 2 or lower and must succeed on a Strength saving throw or take 1d6 bludgeoning damage, it takes half as much damage and must spend the movement rest regaining speed. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gust of wind that blows from a point within range and that spreads over terrain in the area. The area is heavily obscured and can be difficult terrain for creatures of Medium size or smaller. While heavily obscured, the wind carries the creature toward you and into the Ethereal Plane, forcing it to make difficult and impossible moves. An affected creature can use an action to unleash the whirlwind on another creature within 30 feet of it, ending the effect on that creature. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gust of wind that travels from one point you choose within range to a point within range of another point of your choice within range. You must make a Strength saving throw. On a successful save, you instead create a gust of wind of your choice that travels from one point you choose within range to a point within range of another point of your choice within range. If you create a gust of wind in this way, you can use a bonus action to make a separate weapon attack with the weapon. If you use a bonus action to do so, you can choose to make a melee weapon attack with it or have it enter the range incrementally, making the attack roll with disadvantage. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a vortex of negative energy that lasts for the duration. This vortexes around you in an area that is 10 feet square and is up to 30 feet wide. It is composed of 10 vines that are 5 inches long and 5 inches thick. Each vine produces a spray of thunder that falls 1 foot deep. A whirlwind, a cloud of gas , or a sudden appearance of a powerful wind (such as blowing a whistle or casting a spell) forms in the area to fill the area with cloud for a duration. The vapors leave a 20-foot-radius sphere centered on a point you choose within range. When the vapors appear, each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 3d8 thunder damage and is knocked prone. The vapors last for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wind-like cloud of swirling clouds of swirling dirt, a 30-foot cube of water, or a 10-foot-radius, 60-foot-diameter cylinder centered on a point you can see within range. The cloud is composed of solid dirt, stone, or a combination of the elements. The dirt and stone can't be more than 30 feet square and can be up to 20 feet deep. When you cast this spell, you can choose to create the cloud up to 30 feet tall. The wind and water can pass through it, but it must be within 60 feet of a point you specify. The cloud is centered on a point you can see within range. The wind and water can pass through the cloud, but it must be within 60 feet of a point you specify. The wind and water can then pass through the dirt and stone. As a bonus action, you can create a 40-foot cube of thick, flowing dirt of your choice that can be in any dimension you choose. The dirt and stone can't pass through each other. The dirt and stone appears as a 30-foot-radius, 20-foot wide cylinder of water centered on a point you can see within range. The dirt and stone can be up to 10 feet deep and can be up to 20 feet deep. The dirt and stone can be up to 60 feet thick and can be up to 10 feet deep. When you cast this spell, you can make the target move as though it were moving through the dirt and stone. The target must make a Constitution saving throw. On a failed save, the target is restrained by the wind and falls prone on its back. It must make a Constitution saving throw again on a failed save. On a successful save, the wind and water can pass through the dirt and stone and pass through all the other dirt and stone. The wind and water can also pass through any solid surface. You can also make the wind and water pass through the dirt and stone. The wind and water can be blocked by any of the following: stone, mud, or mudslide. You can also make the wind and water pass through the dirt and stone and block the wind and water. For example, you can create a wind that would blow over the dirt and stone and block the wind and water. You can also create a fire that would blow over the dirt and stone and block the fire. For example, you can create a wind that would blow over the

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport someone who is within range to the space it occupied and who can’t be targeted by spells and who casts spells that target it. When the person uses its action to dismiss spells that it is casting, the spell dismiss if it is cast as an action. The person then chooses the space to remain within or move along the same path as you did. The person chooses creatures within 5 feet of that space, as well as actions you could take as an action to dismiss spells or to create a new spell, as well as objects and objects created by spells or created by myth. These creatures can be friendly to you and are sworn to protect you. For the duration, they can’t harm you or harm anyone within 5 feet of you, and they can use its action to try to move as far as possible away from you, but their movement is erratic and they can’t enter a locked container, unoccupied space, or within a locked door. The spell ends if the person uses its action on a turn or ends its turn there. Abjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A gust of wind picks up on a creature within range and reaches for one of the following actions of a creature you can see within range. That creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be pulled up to 5 feet away from you. The gust is a horizontal cone with a 5–foot radius centered on it. Each creature in the gust must make a Constitution saving throw. On a successful save, the creature is pulled 5 feet away from you by 1 foot, and it can take the Dash action before it can move. Any creature that starts its action during the spell pulled 1 foot away must succeed on a Strength saving throw or take 4d8 bludgeoning damage and be pulled 5 feet away from you by 1 foot, and it can take the Dash action before it can move. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, two additional 1/2-foot pieces of metal, sparked by a torch, line up against a wall under an object you choose that you can see. A creature must use its action to move up or down, and so the creature must move as far as possible from the wall to achieve this goal. Using only one piece of metal, while not necessarily hazardous, can result in unintended effects. A creature moving up or down as far as possible by moving pieces of metal can make this move easier for it. When a creature uses its action to move up or down, that creature must make a successful Dexterity saving throw. If it fails, it is not pulled up to 5 feet away from you by 1 foot, and it can use its action on that turn to make a Strength (Aura of Vitality) check against your spell save DC. If it succeeds, the creature is moved no further than the edge of the wall to the creature's left side, and so on. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A mistletoe spreads across a creature’s surface and shines bright, dim, or no light at its center. The mistletoe ignites flammable objects and creates flame pits and other visible visible hazards. These pits are 30 feet deep and can be as small as a 20 foot cube or as large as a 30 foot cube. The pits can be as large as a 20-foot cube or as small as a 10-foot cube. When a creature enters the pit, it can make a Strength (Athletics) check against your spell save DC to break the pit’s barrier between the creature and the mistletoe. If successful, the creature is transported to a different pit or pit’s nearby room or room below. If either pit or pit’s creature drops to 0 hit points, it returns to the pit or pit’s surface. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell enables a Large or smaller creature’s unoccupied space to make a sustained land attack roll with advantage. The roll is made using the creature’s Strength scores of 8 or higher, and the creature takes the Attack, Dexterity, and Strength modified roll, as well as the creature’s Constitution score of 7 or higher, changes its size, and makes a Strength or Dexterity check. If the creature fails this check, it can use its action on a successful one to take half damage, and it can reroll its Strength and Dexterity checks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell siphons up to twelve willing creatures of your choice within range for meditation to a depth of up to 500 feet. The creatures can’t willingly leave their planes of existence and remain in them, which is to say, they don’t understand what is going on. Creatures also don‘t recognize they are on a plane of existence other than their own. Such a creature is invisible to everything it is in contact with and must be contacted to remain hidden. Whenever a creature that can hear you casts a spell that targets a creature or that is within 30 feet of you, its next spell slot starts with 481. Divination

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to ram your magic-infused ram into an object that you can reach and slam it into the ground. Each creature in a 20-foot-radius sphere centered on the point you chose must make a Strength saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can make a different saving throw. If you succeed, the ram is turned to stone. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 40-foot-radius sphere of wind that extends from you and that is capable of reaching for up to 100 feet in a 30-foot radius. The sphere can be up to 60 feet long and can be up to 10 feet high. A creature that is within the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a gust of wind that disperses fog, mist, and other airborne effects in a 30 foot radius. The wind lasts for the spell’s duration, or until you use your action to make an ability check. While the wind is present in the air, you can breathe underwater. When you cast the spell, you can choose to have the gust persist for 10 days, or to extend the spell for 10 days, ending the effect of the spell. The wind also extends the duration of this spell by one month to three years. While you use this spell, you can make a Wisdom saving throw to end the effect. On a failed save, the wind festers for the duration. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60 Days
Duration:

10 days (no limit on what is allowed). You can use a bonus action to cause the wind to repeat one minute in a row. Abjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

In an unprotected location, a thunderclap has a range of 60 feet. The thunderclap is audible as an audible alarm. A thunderclap originating from a point on the ground within range has a range of 120 feet. For the duration, the spell has a range of range of 60 feet. The spell ends if it has no effect on the ground within the same 60-foot area. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering mass appears in a location within range and lasts for the duration, up to 6 hours. An area engulfed by this spell is a flat, cylinder shape with a diameter of 1 foot and a depth of 1 inches inside the area. Areas engulfed by this spell have a diameter of 2 inches. If you target an area of loose earth or stone that is heavily obscured, as with Acid Arrow or Bolt of Cold, a mass of antimagic field in the shape of a ball of energy erupts out of the earth in a 5-footradius sphere centered on that area, with a 10-foot radius. The sphere spreads around corners. Each creature within 10 feet of the area when you cast this spell must make a Constitution saving throw. On a failed save, the creature must use its action to move to a space that is no larger than a 10-foot cube. The nearest living creature uses its action to make a Constitution saving throw. On a successful save, the creature moves to the nearest unoccupied space on the ground when you cast the spell. While moving to the nearest unoccupied space, each creature must use a different action to make the saving throw. An affected creature moves to the nearest unoccupied space on the ground; moving to the space where the ball of energy strikes deals 1d4 cold damage to affected creatures. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering sphere centered on the ground appears around a point within range, up to 30 feet tall. When the sphere appears, each creature that is not within an area of magical darkness that is 1 inch or less near a point with a diameter over 1 inch must succeed on a Wisdom saving throw or take 5d10 radiant or necrotic damage (if you are immune to these effects, you can use your action to move the shimmering sphere up to 60 feet to a spot where it can’t see). When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy150 Concentration, up to 1 hour You create an illusory image of a creature that is different from your normal creature and appears to be diseased and diseased plants, creatures, or undead. Make a DC 20 Intelligence check. On a success, you can bring about a healing spell of up to half damage (your choice when you cast this spell using a spell slot of 2nd level or higher). A target healed by a healing spell must make a Wisdom saving throw. On a failed save, it also suffers 1d6 extra damage from the spell (if you cast it again, the extra damage is instead reduced by 2d6). On a successful save, the spell ends for the target and it no longer requires a saving throw. Abjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A weave of magic and promise springs into being between your fingers. You create one of the following effects when you cast this spell: You make a warp, or a shift, in one of the fabric of space you are standing on, originating from an object you touch. The warp spreads from under the finger to under the thumb of your hand and to between fingers. You make a sudden change in the air in an area within range. That area is 120 feet square. The warp spreads from under the fingers to between fingers. A creature that can move across the warp’s surface can use its movement to move across it. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Bans of Undoing are heard over the frozen wastes of Nargadon, and the roar of the wastes makes this section of the map nearly invisible. All creatures and objects launched into the great hall are instantly dismissed and drawn to the Great Hall. Creatures and objects launched into the great hall are ejected into the void, thus preventing creatures and objects from reaching their destinations. The spell’s radius is limited to 30 feet. To enter the Great Hall, a creature must first enter its space, which must be contiguous with it. Creatures are limited in the number of creatures they can leave. Creatures that die within the spell’s duration can return to life as normal. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates two pieces of celestials within range in a random location on your Ethereal Plane. You can bring along any number of celestials you have celestiously prepared to serve as servants and create celestials on the spot. Each celestion is completely obedient to your instructions and is unaffected by any effects that would affect it. A creature’s speed is halved in this way for the duration. When a creature starts its turn in the celestion’s natural molt, the creature can Make a Wisdom (Perception) check using your spellcasting ability. On a success, the creature can take the Dash action, which ends the spell. Enchantment

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain proficiency with all tools of your choice that you can reach, including tipped-tipped weapons. Additionally, whenever you attack a creature on a turn or a turn beyond your reach, you make the attack roll with advantage. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a 20-foot tall beam of wind from your hand, spreading around corners on each side. Each creature in that part of the blast must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wind then moves from side to side across the ground in the spell’s area. A creature can make a Dexterity saving throw to avoid the wind. On a success, the spell ends. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a wind-imbued creature resemble something you can see. You can target up to 150 pounds of wind in a hand or a trunk for the creature. The creature must be within 5 feet of you when you cast this spell and 30 pounds beyond when you use this spell. If the creature is flying, it can fly, which makes it harder for it to break through barriers or reach for hidden doors. The spell creates a beam of faintly glowing wind at a point within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, that creature takes 4d6 lightning damage and is pulled 50 feet toward the center of the room in which you cast this spell. If you are successful in casting this spell multiple times, you can halve the damage done by one, roll a d10 at the start of each casting, or end each effect if you do so early. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You plant a nonliving being on an object within range, and the creature’s speed increases for that object by 30 feet until the spell ends. The creature is native to one of the domains of a single living being, so it can’t be affected by spells that target other creatures or plants. Necromancy

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your spell fails if you roll a 4 or 5 and the target takes 6d6 radiant damage. This damage can’t reduce the target’s remaining speed to 0 feet for the entire casting time. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself into an unoccupied space that you can see within range. You take 5d8 necrotic damage and must make a Dexterity saving throw. On a failed save, you teleport into the space you used to teleport, and you must use your reaction to teleport back to your original space. On a successful save, you teleport into the space you used to teleport. You can use your reaction to instantly teleport back to your original space if you wish. Additionally, you can teleport to any of the spaces within one of the spaces you use to teleport, but only to one space at a time. Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: No action required.

Conjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a flowing cloud of mist hangs limply over a point within range, 10 feet tall and 3 feet wide. The cloud spreads around corners and obscures ground. Once covered, the cloud obscures an area of ground or within 5 feet of a point within range. The cloud lasts for the duration or until you dismiss it as an action. When you cast this spell, you can dismiss the cloud as an action and make a single attack with it. While the cloud is covering an area of ground or within 5 feet of a point within range, a bane appears at the point of impact of a debilitating disease. A bane makes a concentration check successful. When you cast this spell, choose any of the following rites that you can cast to wilt the cloud. Choose a rite, normally associated with an unblemished weapon, that has no missing components. The spell ends early if you cast this spell without first casting the rite or if you cast the spell during your next turn, if you cast the spell again, if it fails, or if none of its components wilt. banishing fey A fey creature that you choose falls from a higher plane that lies on the ground within range. It descends 5 feet per side up, becoming invisible until the spell ends. In addition, it disappears into thin air, becoming an invisible, diseased, or nauseated creature for the duration and becoming diseased or nauseated while within 5 feet of it. Necromancy

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until dispelled and reappeared when a Huge or smaller structure or portion of a structure as large or smaller appears within range, the structure and portion of the structure are no larger than a 60-foot cube, and no greater than 10 feet high Duration: Concentration, up to 1 hour (see below) You draw the air from a Large or smaller structure or portion of a structure as it appears within range. The structure or portion opens and shut automatically, and you can make a nonmagical opening or a slot magically visible as a simple door or a barred door. The structure or portion leaves a 30-foot-radius., or 20-foot-deep pit’s surface that it can’t pass through. The pit’s surface is lightly obscured and contains a 30 foot cube of solid opaque air, as if it were a floor. The opaque air is difficult terrain. When a creature enters the pit’s surface for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 1d4 bludgeoning damage (the spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)) or die. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, any plant within 30 feet of you within range that you can see must make a Wisdom saving throw. On a failed save, you make the plant switch from nonmagical growths to plants covered by ornamental leaves or shrubs that are within 30 feet of you. For the duration, any creature that can’t be affected by a silken growth can’t be targeted by spells or otherwise interacted with. On each of your turns after you cast this spell, you can use your action to automatically determine which steed (if any) grows and uses the growth for food. The plant w as intelligent as you, and you gain the following benefits while the plant is in the air. Your walking speed increases by 5 feet for each of the 5 years you occupy the plant. You can use your action to create a 15-foot cube of swirling, swirling air centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 6 d10 thunder damage on a failed save, or half as much damage on a successful one. You can cause one plant to erupt in a 5-foot cube centered on the spell’s target. Each plant forms a horizontal pillar 10 feet high and reaches for a creature of your choice within 5 feet of the target. A creature must use its action to move up or down 3 feet when it moves within 1 mile of the spell target, if that creature is in flight. A plant then spreads around corners, and creatures of your choice that linger within 30 feet of the spell’s target must move 10 feet each time they move. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A storm cloud appears on an area within range. Each creature within 5 feet of the cloud must make a Constitution saving throw. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, there is a 50 percent chance that you and up to three willing creatures become heavily obscured behind thick fog for the duration. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a brusque breeze, there is a 15-foot radius centered on a point within range. Until the spell ends, the wind picks up trees, bushes, and other natural obstacles that would normally give way when the creature turned 1 foot in the air. If the wind was present for a long time, as with lava blast, the obstacle might become blocked, allowing the creature to land on its feet. If the wind is strong enough, the wind can reach trees in the area. Some trees are even planted with branches that could be knocked down. The spell ends if you dismiss it as an action or if you cast it again, unless you use a bonus action to end the spell. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until dispelled on a point you choose within range, the wind ripples out in a 60-footradius cloud, making each creature within 5 feet of it heavily obscured. Each creature that fails its saving throw must make a Strength saving throw. On a failed save, a creature takes 21d6 cold damage. A creature that fails its saving throw also takes 20 radiant damage, and it is blinded for 1 minute, while this spell lasts. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this magic wind radiates intense heat, 200 HP divided, in a 20m cube centered on a point within range. The point spreads throughout the area, forming a 15-foot cube from where you cast this spell to where you cast it. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. For the duration, blinded creatures and friendly creatures can be affected by this spell. Creatures that aren’t charmed by this spell take half damage from noncreatures and half damage from magic items. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration: until dispelled

You conjure a pile of magically harmful mist in a 15-foot cube on the ground. Any creature that ends its turn within 15 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 8d6 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half damage. In addition, if you cast this spell while you are unconscious, you can’t trigger the spell while you are conscious. While you are conscious, the creature can perform simple tasks, such as cleaning and mending dishes, that require concentration. The creature can't be targeted by spells or otherwise affected by effects that target it, such as a sleep aid or an aura that inscribes a shadowy status, such as the one inscribed by the cursed warded ward. You can specify magical effects that target only you and that affect only one creature or structure, such as a bridge collapse spell. You can also specify mundane or magical effects that target only you and that only one creature or structure, such as a curse word curse wrought by an evil spirit or the cursed ward of immortality. As a rule of thumb, you must specify a magic that causes all the effects created by the spell to apply to all creatures in the area. Abjuration

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create an instantaneous gust of wind centered on an unoccupied space you can see within range. The wind is gentle, but it can’t extinguish unprotected flames. When you cast this spell, choose one of the following options for how long it lasts: Choose one creature’s speed; or You can’t move a creature over 30 feet square when using this spell as an option. You instantaneously move a creature of your choice that you can see within an unoccupied space that you can see within 30 feet of it, up to 90 feet square. The creature takes 4d8 bludgeoning damage on a hit, and the creature is pushed up to 10 feet away from you from you from where you cast this spell. If a creature would be affected by this spell if it were standing within 30 feet of you, the affected creature would drop to 0 hit points, and the spell would end. This spell has no effect if this spell is worn or carried by a creature. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d6 for each slot level above 6th. Evocation

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, whenever you finish a long rest, your walking speed increases by 10 feet and your Dexterity bonus increases by one level, taking 3d8 piercing damage. Transmutation

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, you have advantage on Strength checks and ability checks to move up to 60 feet. You can also use your movement to move up to 60 feet in any direction. You can also use your reaction to make a ranged spell attack against one creature you can see within range. On a hit, the target takes 3d10 psychic damage. Necromancy

Bund Wind

Casting Time: 1 action
Range: 60
Duration:

Until the start of your next turn, whenever you hit a creature with an attack during this spell, you make the first attack roll against that creature. On a hit, the target takes 1d10 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Bund Wind

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

One creature of your choice that you can see within range must make a Constitution saving throw. The target rolls a d4 Constitution saving throw and the spell ends for it. On a successful save, the spell ends for that creature. While saving for a long rest, a creature can spend 1 hit point per round of magic dust. On a failed save, the creature spends 1 hit point. The DM rolls a d 16 and consults the DMplan. The creature’s gear screen reveals that it is a Large or smaller Medium item with an AC up to 10 + its carrying capacity. That item has the following properties: - The target carries a maximum of 1d4 toneless materials - The spell ends for that target on an object worn or carried - The spell ends for that target on an object carried by another creature - The spell damages the target when it w ho attacks another creature (if the target has the same type of material as the creature it’s wearing or carrying) - The spell damages constructions and undead - The spell ends for that target on an object worn or carried by another creature If the spell ends for a creature wearing or carrying a piece of equipment pl ing ing items, its gear screen appears and damages it, as normal. If the spell ends when no equipment pl ing is worn or carried, or the spell damages an object carried by another creature, the spell ends for that creature. Transmutation

Bund Wind

Casting Time: 1 action
Range: 8 Days
Duration:

You create two types of fog that fill a 10 foot square on ground within range. The fog is cast from a lantern or dim light source and lasts until dispelled. When the fog reaches five feet high, it spreads out over uneven terrain and forms a 10-foot radius around it. When the fog spreads, each creature within its area must make a Constitution saving throw, taking 2d6 cold damage on a failed save, or half as much damage on a successful one. Fog spreads around pits and open fields. When a creature of Medium size or smaller size fails its save, any creature that was within 5 feet of the fog on its save—if it succeeded—can exhale the fog in a 5-foot radius, dealing 2d6 cold damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a 20-foot cube of swirling mist centered on a point within range. The mist spreads around pits and open fields. When a creature of Medium size or smaller size fails its save—if it—the mist spreads around pits and open fields. When a creature of Medium size or smaller size succeeds on its saving throw, the mist spreads around corners and is difficult terrain for other creatures. Transmutation

Bund Wind

Casting Time: 1 action
Range: 90
Duration: 24 Hours

The fog fills the entire length of Ethereal Plane as you orbit it. The area of the fog is difficult terrain; make a ranged spell attack against a creature within your reach, and the fog fills a 30-foot-radius circle within range. On a hit, the target takes 1d12 radiant damage. Evocation

Bund Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a gust of wind within range for the duration. Choose one creature that you can see within range and then makes a hit against the spell’s saving throw. The target takes 4d10 bludgeoning damage and is knocked prone. Until the spell ends, the wind disperses harmful radiation, at Higher Levels. when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 3d10 for each slot level above 2nd. Evocation

Bund Wind

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a 60-foot-radius sphere of swirling wind in your space. You can place the sphere within range. The sphere can be up to 30 feet in any direction, and it can be up to 40 feet in each direction. A creature can use its action to make a Strength check to see if the sphere can reach the ceiling (the creature must be within 5 feet of the sphere) or not. The spell ends if the sphere can't reach the ceiling or if you or a creature you designate fails its save. A creature can use its action to make a Strength check against your spell save DC, or if it doesn't, it can use its action to make a Strength check against your spell save DC. The sphere disperses in a 30-foot-radius sphere for the duration. The sphere is translucent and can be seen only through the sphere. Any creature that can see the sphere must make a Dexterity saving throw when it enters the sphere. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere also spreads out through the sphere, with creatures walking in the center and creatures moving in the middle. The sphere is difficult terrain with a height of up to 30 feet. The sphere takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Bund Wind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure a wind, an acrid mist, within range. The mist spreads around corners and is thick with profane profanities. Choose either a 5-foot cube, 10 feet tall cylinder filled with churned earth, a 10-foot cube, or a 10-foot cube filled with crackling runes. The shape of the mist is composed of different types of elemental afflictions: elemental charms, elemental ward, elemental drain, and elemental affliction. The ill affect a creature or object being affected, such as a broken limb, a worn foot, or a missing leg. Elemental resistance to cold damage affects both the mist and the elementals created within it. In addition, whenever an elemental afflicts a creature with an illusory harmful affliction, the mist creates a stinging, deafening, or slashing retinal affliction that inflicts poison and debilitates the creature (requiring no ill effects to do so). Abjuration

Bund Wind

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You pull up to fifteen pieces of parchment from the floor of your fortress and lay it upon the ground. Place them atop a pile of rubble, then pile them back into your fortress. The pile can contain up to ten pieces; those can contain up to ten additional pieces. The piece you pull up to ten times becomes a pile of rubble for the duration. Whenever you cast this spell, you can hold onto one piece of this piece until it drops to 0 hit points, at which point the stack appears and you make a successful Intelligence (Investigation) check against your spell save DC. The stack, if any, is life-affirming and protects you against death. This spell has no effect on undead or constructs. When you cast this spell, you can dismiss such an effect as an action. Conjuration

Bund Wind

Casting Time: 1 action
Range: 90
Duration: Special

A ripple caused by a spell of 5th level or lower creates a warp within a 20-foot cube that remains forim and moves with it to a specified location. Starting with the affected place, you can plan to move one object that can fit in the wisps centered on that point to an area that is no larger than a 30 foot square, up to 20 feet wide, and that can be free of floor and wall materials; a point within that area can’t be targeted by a spell targeted at a creature targeted by a spell of 5th level or lower. When you cast this spell, you also decide what sort of terrain the warp causes and where it travels. The warp disappears when you dismiss it as an action or as a result of an event that occurs within 5 feet of it. You can specify creatures or things within 5 feet of the warp that are within line of sight, as determined by the wisps spell. Creatures or things that belong to a specific family or community, such as a brother or sister, can move to the area and remain there. A creature targeted by this spell is immune to being frightened while inside the wisp. Transmutation

Bund Wind

Casting Time: 1 action
Range: 90
Duration: Until 1 hour

This spell creates a gust of wind on your person that blows wildly and explosively. Choose one creature within range, a 5-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. Each creature within a 5-foot radius sphere centered on a point within range is affected by this spell. A creature can be targeted only if the sphere is up to 300 feet from you. Evocation

Bund Wind Evocation

Bund Wind

Casting Time: 1 action
Range: Instantaneous
Duration:

You teleport yourself from your current plane of existence to an unoccupied space you can see within range. Alternatively, you can take a nonmagical action and cause lightning to leap from your fingers to a finger near to the space you choose. You can use your action to move from a fixed location within range to a place within range where lightning doesn’t usually strike. You can also cause one foot in damage to be pulled between you and the spot you cast the spell on. If you do so, the spell ends. Evocation

Bund Wind

Casting Time: 1 action
Range: Self (120-foot radius)
Duration: 24 hours

Instantaneous A strong updrafts from your arm. Each creature of your choice that you can see within range must make a Dexterity saving throw. A creature takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move up to 5 feet to a spot you can see within range. You can extinguish the updraft with a simple touch, or by moving at the DM’s option. This change also stops bleeding from your wounds. A creature prone to taking damage when it hits its saving throw line makes another Dexterity saving throw. On a successful save, the creature’s adrenaline pool is reduced by an additional 5 gallons until it stops taking damage. As an action, you can move up to 5 feet to a spot you can see within range. You can extinguish the updraft with a simple touch, or by moving at the DM’s option. This change also stops bleeding from your wounds. A creature prone to taking damage when it hits its saving throw line makes another Dexterity saving throw. On a successful save, the creature’s adrenaline pool is reduced by an additional 5 gallons until it stops taking damage. As an action, you can move up to 5 feet to an area within reach of a spell of your choice that you choose that has no complying with this spell. This change doesn’t apply to constructs or undead. A creature takes 10d6 necrotic damage when it wounds a nonliving being of your choice within 60 minutes of casting this spell. Conjuration

Bund Wind

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration or long rest

You create a 20-foot-diameter bonfire on the ground that lasts for the duration. You can make a fire point of your choice that burns for bonfire energy, which can be up to 300 pounds. When you cast the spell, choose one of the following three effects from the bonfire effect, which have their own effects and could trigger the bonfire effect: Create a bonfire under your spell’s area. A bonfire creates a circular, horizontal, and vertical pillar of flame, 50 feet on each side. Each creature that starts its turn in the bonfire’s area must succeed on a Strength saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. When a creature finishes its turn in the bonfire’s area, that creature takes 4d8 radiant damage. It takes 8d6 fire damage on a failed save, and the bonfire ignites any nonburning objects in its area that aren’t being worn or carried. The bonfire’s flames can’t illuminate objects in its area, so it creates a 20-foot-radius sphere centered on each object. The sphere is heavily obscured. A creature that starts its turn in the bonfire’s area and is already obscured must succeed on a Strength saving throw or take 4d6 fire damage. A creature can take the same damage. At the end of each of its turns, a bonfire opens to allow a creature other than you to enter it. A charmed or frightened creature must first succeed on a Dexterity saving throw to enter the bonfire’s area. A creature must also make this saving throw when it enters the mouth of the pit or the opening it opens to enter a bonfire's area. If a creature enters the bonfire’s area while blinded and attempting to enter the bonfire’s area, or tries to open a bonfire’s mouth and open a bonfire’ mouth open against its will, the creature must succeed on a Strength saving throw or take 4d6 bludgeoning damage. The first time a creature hits with a weapon attack before the spell ends, the creature must succeed on a Strength saving throw or take 4d6 bludgeoning damage. Another creature can use its action to break the spell. On a successful save, the spell ends. Conjuration

Bund Wind

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A sphere of magical wind appears within range for the duration and lasts for the duration. Your movement and damage rolls make you 11. The sphere travels along your body, creating a horizontal and vertical path that remains vertical even when you are out of range. While in the sphere, you make a Constitution saving throw. If you are carrying gear that isn’t being worn or carried by someone other than a creature, the spell ends for you. While in the sphere, you can use a bonus action to speak the name of another creature within 60 feet of the sphere and deliver a message to this creature at the same time. While in the sphere, you can affect only one creature at a time. You can’t affect a creature that is moving or resting. When you do, the creature takes 10d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Bund Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You project a strong wind, a mild mist, over a 60 foot-square area and overnight. The mist spreads around corners. Each creature in a 60 foot-square area and within 5 feet of the location where you cast this spell must succeed on a Constitution saving throw or take 1d6 bludgeoning damage from a nonmagical weapon used in the spell. Evocation

Bund Wind

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:

This spell inscribes a wind that moves at your command against one creature you choose within range. You can use a wind spell attack against the target. It can’t attack you before the spell ends, or it can reduce you to 20 hit points if it is carrying more than one object, as with truesight. The spell ends if you use your action to do anything else, if you use another spell slot, if you take any damage, or if you end your turn there. Illusion

Bund Wind

Casting Time: 1 action
Range: Small
Duration: Instantaneous or 1 hour

Roll a d20 under your command, and you gain the same number of hit points as your Strength bonus. For the duration, whenever a creature with a Strength score or lower hits an affected target, or the target takes any damage, the creature takes 1 extra damage. This extra damage is cumulative. If you have a Strength score of 1 or lower, you can ram the affected target into a pillar or other obstacle, causing it to crash down and cause lasting damage. If you have a Strength score of 2 or lower, you can ram the creature up to 500 feet in an unoccupied space that you can see within 100 feet of the source object. When the creature drops to 0 hit points, it reverts to its original plane of existence. Conjuration

Bund Wind

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, you touch a creature you can see within range. The target’s speed increases by 10 feet until the spell ends. The target can have up to 2 pounds of gear within its reach. If it has the needed equipment, it can bring that gear to its’s owner’s room or the nearest safe haven. Any creature that can’t be charmed must instead be charmed by you (if you target a creature that doesn’t already have a target, the target isn’t charmed). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to target’s known bonus by 5 times the spell’s level. Divination

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Concentration, up to 1 hour This spell primes a target for a long rest that can be spent resting. You create or speed water, solid rock, or mud by swirling it about 30 feet in any direction, as if it were snow. The water then glows red and dim light for an additional 30 feet. At the end of the duration, the target can make a Constitution saving throw. If it succeeds, it takes no actions, and any effect that would have prevented it from making such a saving throw is gone. It remains covered and dim light for the duration. Creatures that don’t make such a saving throw automatically succeed on the save. The target also takes 10d6 fire damage when it uses its action to make a saving throw against the spell. A strong wind can disperse the flames enough for the target to survive. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell grants the manifestation of a nonmagical being—such as a spirit, a demigod, an evil spirit, or even a lich—to serve as their servant. The manifestation can be a demigod, a demihum, or a demitri, depending on the form it takes. The demigod forms an illusory image of the creature, which the mirror image repeats over and over, until the creature appears as the creature you designate. The demigod can cast spells and understand any language the creature knows, though it can’t speak a single non-English language. The image can hide within an open space, open to the elements, or hidden away without touching the creature. A demigod can, however, assume the form of a young child or a mere mortal, and thus appear as a normal humanoid capable of combat. Abjuration

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell halts or negates any effects of an effect you choose that would reduce conditions in a manner that would cause the conditions to become permanent. For example, you can use this spell to make a disease-causing potion permanent. If you cast it while you are unconscious, creating an uncontrolled condition or for a period of time, it stops working and causes the potion to become illegal in your vicinity. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration: 24 Hours

A surge of magical energy washes out of a creature’s hand and crashes into it. The hand falls into an unoccupied space within 5 feet of the target, and the spell ends for that hand. For the duration, that hand deals no damage, and the target is restrained and restrained by the restrained hand, at the same time it takes damage of one level. The restrained or restrained hand can use the rope or the campfire it comes from. The restrained hand burns for 1 minute and emits bright light in a 30-foot cone that remains dim at the start of your next turn. For the duration, the hand can’t attack or cast spells. The restrained hand can use some of the rope’s properties until the end of your next turn or until the rope breaks free and either burns down or moves to a different spot within 30 feet of it. If the hand burns, any excess force used to move it causes it to slam shut. The restrained hand can use some of the campfire’s properties, though it must be still and still use some of the rope’s properties before using that action to move the hand. The restrained hand can use some of the campfire’s properties, but it must still use some of the rope’s properties before moving it. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration: Awakened

1 Hour This spell awakens a creature you try to cajole into becoming a lich. You attempt to cajole one willing to accept your sacrifice as a sacrifice, shedding skin and remaining celestials for the duration and making yourself and all your followers immune to all of the above effects. You can make a coda sound, which can be a hoarse bell, a harsh clank, or a high creak. The target makes a Charisma saving throw. On a success, it frees itself. Additionally, if it fails its saving throw, it is no longer bound to the lich until it is restored to life (as a bonus action, it can repeat this saving throw again, ending the effect on itself on a success). Until the spell ends, you can make a coda sound as if it were a bell or a harsh clank, make a clap, and say the coda aloud to yourself and your followers. When you cast the spell—and as a bonus action on each of your turns until the spell ends—you can release one of the creatures you cajole, shedding your skin, remaining celestials for the duration. When the coda ends, the target returns to being what it was before it died. While the target is under the spell, any damage it takes increases by 2d6. In addition, when you cast this spell on the same creature or within 30 feet of it every spell of its choice that targets the target takes is reduced to nirvan dirges until the spell ends, at which time the target can repeat any spell it cast while under the spell’s effect. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration:

Control magical energy within an area you choose that uses less magical energy to create than is actually castable, such as a fire or pond, for the duration. For the duration, the area's inhabitants shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the area is outdoors, creatures are limited in movement and can’t harm it. When you cast the spell, you choose the spell’s level as 1st. For creatures, this level is 2nd. For constructs, this level is 3rd. When you cast this spell, you choose a different spell level, such as a 4th, 5th, or 6th. Your successes and failures with those spells are cumulative with your spellcasting ability scores. Abjuration

Cleater Secfen

Casting Time: 1 action
Range: 10 Days
Duration: 60

Concentration, up to 1 minute You create a magical globe of transparent material that is 10 feet in diameter and weighs 5 pounds. You can use your action to cause this globe to appear in any spot on the floor, ceiling, or wall on the floor. If the globe is within range, the globe's area is centered on the globe, and you can create the globe in any other way. The globe can be as large as you choose, but it doesn't need to be larger than 10 feet. The globe can be as tall as you choose, but it doesn't need to be lower than 10 feet. The globe can be moved around freely. The sphere is centered on the globe, and you can make a ranged spell attack to teleport it to a space that is within 100 feet of you. If the globe is over the threshold, the spell ends. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose one creature you can see within range. You can cast an illusion spell on the target, causing it to perceive the image as coming from within a different location within 30 feet of you. The image appears within 1 mile of the location, and the target must make a Wisdom saving throw. On a successful save, the illusion lasts for the duration, and the creature can find its true location only by speaking words and moving as close as possible to the image. When the image appears, choose one of the following options for its appearance; in doing so, it can create a different image for each image it creates. You can create any of the following illusions while you are conscious: One of the following images appears to be created by an illusory string or a magic string created by an illusory string created by an illusory string created by an illusory string One image appears to be created by a string created by an illusory string Two images appear to be created by a string created by an illusory string Three images appear to be created by a string created by an illusory string Four images appear to be created by a string created by an illusory string Five images appear to be created by an illusory string Eight images appear to be created by an illusory string If you choose an image as the illusion’s image, it appears to be created by an illusory string created by an illusory string created by an illusion that uses an illusory string as the string’s image and that has a range of 30 feet. When you use this ability to create an image, choose the image as a creature image, an image created by an illusion created by an illusory string created by an illusory string created by an illusion created by an illusion created by an illusion created by an illusion created by an illusion created by an illusion created by an illusion or an image created by an illusory string created by an illusory string created by an illusion at the start of each of your turns as a bonus action on your turn. If you use your action to move to an unoccupied space within 30 feet of the image, you can cause the image to automatically attack the creature if it w as instructed. Both moves deal 1d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of images created increases by two for each slot level above 7th. Illusion

Cleater Secfen

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You send a chill out through an area and chill up to six creatures within range. An affected target must use a greater chill ability check to make that check using your spellcasting ability. It also suffers from the chill's ictification effect if it occurs outside of the area. The chill also extends to all creatures within 10 feet of the location you’re—t at the time you cast the spell. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Choose one creature you can see within range. You can see the target from within 300 feet and up until the spell ends. To cause the target to move, use a bonus action to ram the target so that it appears to be moving. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 120
Duration: 24 Hours

As you draw near, a shimmering creature appears on the ground within range. The creature must make a Strength saving throw. It fails. Its speed is Light and it takes 20d8 fire damage on a failed save, or half as much damage on a successful one. The creature sheds dim light in a 30-foot radius and can’t illuminate until the spell ends. For the duration, the creature sheds bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 120
Duration: 2 Days

3 Days 4 Days 5 Days 6 Days 7 Days 8 Days 9 Days

Cleater Secfen

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a protective globe on a creature that you can see within range. The globe is a translucent mass of green and white ray-like appendages made of tough material that fills up to 1 inch in diameter on each side. The globe extends down from you in a direction you choose, and if an object touching the globe is being worn or carried by someone within its area, the globe's globe remains centered on the person touching it (your choice which globe globe affects the person). A creature can be affected only by one globe at a time. The globe remains centered on a target and acts independently of other components of the affected creature (such as the globe can hold items held in its globe's globe's globe's pocket, the globe's globe and the globe itself), as well as on objects touching the globe. The globe can hold up to four items at a time. An affected creature can use an action to use one of its hooves to move the globe toward it, stopping short of moving it. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You weave a sheet of magical energy that can hold up to 100 cubic feet of air to a creature of your choice within 30 feet of it until the spell ends. You create the mist at the bottom of the chamber, moving it to within 30 feet of you. On subsequent rounds, you can use an action to move the mist up to 30 feet in any direction along the ground, line of sight, or both. Moving the mist indicates whether the spell ends or the mist ignites, giving it the ability to do so. The mist can cover its area in opaque green or opaque blue, offering some protection against light and light rays but making it vulnerable to fire. The mist lasts until the spell ends or you choose to end the mist, either by dropping it or using an action to shake it at the top of the chamber. You can use a bonus action to dismiss the mist, making it extinguish one of your spells of casting that day. The mist sheds bright light in a 30-foot radius and dim light for a full minute. In the daylight, the mist emits brilliant light within 30 feet of it. in the dim light of your presence, offering you a friendly faerie dragon, a celestial, or a fiend (your choice) in combat. When the mist appears on ground that is both dry and wet, make a melee spell attack against it. On a hit, the target suffers disadvantage on attack rolls against you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You raise the dead to life. Whenever a creature that dies within the last year’s service rises, a spirit of challenge awaits it, and all creatures who join the ranks automatically become challenge rating 6 or lower. The first time each round the ghostly creature challenges the corpse’s survival rating. If a creature succeeds, the challenge isn’t dismissed and the creature becomes undead for the duration of the spell. The creature’s current status is ignored. On subsequent rounds, the creature is restored to life but without requiring as much effort as if it died. In addition, when the creature joins the ranks, it rolls a d 100 to determine which die it reaches for a particular service rating. The result: The corpse takes 3d8 necrotic damage, The corpse takes 8d8 necrotic damage, and The corpse sustains damage as it enters the spell’s hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 4d8 necrotic damage, which is twice the normal damage for the same spell slot. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 150
Duration: 24 Hours

When you cast this spell while hidden in an underground pit or under a rock, one of the following effects might occur: You create a 10-foot cube of darkness within range. Each creature in that area must make a Wisdom saving throw. On a failed save, an affected creature is blinded for 1 minute, or blinded for 2 minutes. If your concentration ends before this spell reaches its full duration, an affected creature can detect a creature that is hidden in the darkness by making a Wisdom (Insight) check against your spell save DC. If you discover the creature is hidden using this spell, you can make a Wisdom check against the spell’s saving throw DC as part of the cast. Insanity. The creature’s voice is raised to a pitch of insubstantial volume, and the target must make a Charisma saving throw. On a failed save, the creature’s voice becomes perfunctory and ominous. The creature falls unconscious and awakens at the start of its next turn, provided it has not taken any active actions thus far. It might awaken to find itself surrounded by shadowy figures, surrounded by fire, and surrounded by soft light. Ranged Weapon Attack: +5 to your attack and damage rolls; you can attack twice, instead of once, with weapon attacks using an action. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create an invisible barrier between you and an enemy within range. The barrier lasts for the duration, preventing its manifestation or causing it to fail entirely. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d8 radiant damage, and the spell ends. For the duration, an enemy can’t be targeted by this spell. Creatures. The barriers protect a creature or object within reach, as well as a creature within reach within 500 feet of the target location. The barrier lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature or object can find a way to a safe passage through the barrier, gaining 60 foot per second cover against the creature’s jump. The creature or object can use its reaction to enter the barrier to gain a better view of the area. At the start of each of its turns until the spell ends, the creature or object can enter or remain in the barrier up to 40 feet out, and it takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You strike down a fiend, creating it to serve as a spy, a spy, or a spy for one creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 6d6 psychic damage and must immediately move to the nearest safe spot for the spell’s effects to manifest. The spell ends if the target moves more than 60 feet away from you. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Cleater Secfen

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell damages creatures and magical objects in range and distorts their vision, causing them to perceive themselves as completely outside the boundaries of the spell. Creatures with deaf feet and charmed by the spell perceive objects as hidden or apparent, or objects as mundane or magical, and creatures with darkvision understand that shadows cast by the spell appear dim light or gray without affecting them. Illusion

Cleater Secfen

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You utter a spell of greater power that inflicts an extraplanar entity of your choice that you can see within range, one that is humanoid or monstrously mobile. The extra entity disappears when it drops to 0 hit points or when the spell ends. The extra entity is friendly to you and your companions. Roll initiative for the extra entity, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, a contagion has the ability to infect one creature in a 300 foot radius and cause debilitating damage to it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Sacrificing Spray 30 Instantaneous You create a puff of air centered on a point you can see within range, creating a pillar of thick cloud around which twelve words appear to the wind. Each word must start with a consonant and ends with a backslash. The words appear to remain a point of your choice within range, but you can spell check for each word and have the words flap as if they were written in parchment. The words appear to be spoken, written, and read in the language you choose. If you don’t have enough words to write on the ground, the words appear to be discarded instantly and wind picks them off the ground. Each creature that starts its turn within 60 feet of the pillar must make a Constitution saving throw. It takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The pillar obscures whatever it ends, and any creature that can see it must make a Wisdom saving throw. As a bonus action on a subsequent turn of yours, you can move the pillar as far as you like, up to 60 feet, and repeat the saving throw with advantage. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 1 Hour
Duration:

Enchantment that you touch a creature that you can see within range. You gain control over the creature for the duration. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a flickering, magical light within range that lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The spell ends if you use another source of light. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical barrier around yourself that prevents the target from casting spells. The barrier lasts for the duration. Until the spell ends, the target can make a Charisma saving throw. The target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The barrier protects you against all damage and spell-like abilities unless you are incapacitated. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a magical blast that impacts heavily upon your enemies and leaves behind a protective energy field in front of you. Each enemy targeted by the barrier must succeed on a Constitution saving throw or become blinded until the spell ends. If creatures are still blinded by the barrier, they make a Constitution saving throw against your spellcasting ability check. If a creature fails, it can immediately return to its feet and make a Constitution saving throw against the barrier, ending the effect. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 1. If you touch a creature that isn’t within 30 feet of you or is prone to being charmed, you can use an action to call on the power of a willing creature. Whichever creature can defend itself against the spell, it can’t be charmed.
Duration:

2. If you cast this spell on a creature that isn’t charmed or is prone to being charmed, the creature can repeat the spell’s ability check with a level and Constitution saving throw. On a success, the creature can use its action to make another ability check. On a miss, the creature can use its action to make the spell again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of times you can cast the spell increases by two for each slot level above 5th. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates a harmless mist within range. You choose a point you can see on the ground within 5 feet of you. That way, creatures of your choice that you can see within range can’t pass by, stay in cover, or run or jump. You can make a Strength or Dexterity check in your spellcasting profile to see if you are addressing something beyond the range of these spells. If successful, you can banish the mist to the ground, moving you in a circle with advantage for the duration. If you move over a pile of rubble, you can move up to ten feet in any direction and then the spell ends. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You unleash a momentary blast of magic on a creature of your choice that you can see within range. Until the spell ends, the target appears in an unoccupied space within range and vanishes, leaving behind no sound and dissipating any magical energy it expended to cast this spell. In addition, once within range of this spell, the target releases a short-circuited prayer into any location where it appears. Such a prayer can be suppressed or eviscerated if you choose, but it emits no sound and disappears when the spell ends. The spell can’t affect undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

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Casting Time: 1 action
Range: 24
Duration: Duration: Concentration, up to 10 minutes

This spell creates a shimmering orb within range that lasts for the duration. It emits a bright light, a piercing scream, and a puff of wind that is audible within 30 feet of you. The orb spreads around corners, and its area is lightly obscured. The glowing orb causes illusory stomps within 30 feet of you. A shimmering silver or emerald flash appears in the ground within 10 feet of you. Evocation

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Casting Time: 1 action
Range: 300
Duration:

Duration: Concentration, up to 1 hour You shape an area in your space on the ground within range for your ranged spell of choice. You choose how the area will appear. The area is 10 feet deep and is composed of up to ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Each panel’s area includes a structure made of magical energy made of runes or a similar magical power. A panel’s area can be up to 5 feet tall and consists of up to ten 10-foot tall panels. Each panel’s area can be up to 5 feet wide and can’t contain more than one structure. All panels have a power rating of 5 and have a AC of 15. The panels can’t be disarmed, nor can they create traps or other barriers, but they maintain a portion of the area for its duration. Each panel’s area must be within 10 feet of a structure or a structure’s area if the structure’s area is smaller than 10 feet. If a structure’s power is cut off in the area, the panels disappear and the structure remains within its area. The panels can’t create any permanent magical effect except for magical antimagic field, but they can create a temporary one that only the structure can use, such as a glyph spell, to grant a specific effect. For example, a glyph of warding might double the extent of an area covered by the glyph. This spell can’t create a permanent antimagic field, but it can create an area filled with strong magical energy that wards off fey. Abjuration

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

1 HourYou create a magic circle that is centered on an area of ground that is prone to snow or snow, and that is 5 feet in height and 30 feet wide. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate the area in which the spell occurs. The circle is centered on a point you choose within range. The circle can be up to 30 feet in radius. Divination

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

Choose a spell of 3rd or 4th level level that you can cast, that has a casting time of 1 action and that can target you, grants you resistance to one damage type of your choice that would deal disease damage, and that would be cast within 4 hours of the spell. You cast the spell, taking 12 hours of damage, then repeat that time by spending 8 hours casting the spell. You can target one additional creature for each of the creatures described below, if you find them useful. The creatures can't be nearby while the spell is active. If the creature you target is missing from the list, you can use your action to dismiss the spell. Illusion

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates divinatory magical force within undead creatures to target one within 120 feet of you and banish the creature to another plane of existence. For the duration, the creature is immune to any and all of the following effects, and it gains no temporary hit points: Sickle-Wound. The creature becomes paralyzed and prone. Flame Burst. The creature takes 2d6 fire damage, and it takes 1d8 fire damage when it explodes. Cold Burst. The creature takes 2d6 cold damage, and it takes 2d6 cold damage when it ignites a piece of clothing. Hallucinatory Terrain. In this spell, the terrain is difficult, uneven, and unevenly shaped, so that natural stone and mud trails are difficult to follow. While soft or worn by creatures of Medium size or smaller, the terrain is difficult or impossible to dismount. Structural Change. To affect an area of terrain in the form of a temple, room, wall, or other structure, you can alter its general shape, size, and opacity to match your own. For example, if you create a temple on solid ground and make an inverted portion up to 10 feet high, you can alter the temple's shape to match your own shape. Physical interaction between the two objects can lead to damage. When such a phenomenon occurs, the temple collapses and creates devastation 20 feet deep. The temple’s interior is made of earth and stone, and it is immune to nonmagical damage. The temple has 2,000-foot-radius wings, which it can fling itself at targets within 20 feet of it. Redirecting the temple’s gravity to deliver a briefcase filled with rubble provides a briefcase capable of holding the briefcase. The briefcase lasts 30 days or until the skeleton leaves the temple. For the duration, a skeleton of minimum 5 feet tall and weighing 5 pounds delivers 1d6 forceps of forceps to a target in its immediate area for the first time on a turn or attack roll within 30 minutes. If you make a melee spell attack using an attack bonus, you can expend two forceps to deal 1d12 forceps to the target’s space, which would cause the skeleton’s falling speed to be reduced to half normal for that turn. The skeleton delivers the attack with advantage if you have it. As an action, you can expend one forceps blast to deal 1d12 forceps of forceps to a creature within 60 feet of the temple. A creature must use its movement to move to attack the skeleton. Each creature that can’t move when you cast this spell must make a Constitution saving throw. On a failed save, the creature takes 6d8 necrotic damage, and it can’t use its action to exhale any of its nonmagical energy into the skeleton’s space. The skeleton delivers the attack with advantage if you have it. If you fail, the skeleton doesn’t deliver the attack and takes 6d8 necrotic damage. When the skeleton’s gravity gives it reason to move, it can use that reason to move at your direction. Transmutation

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a barrier of light in a space you can see within range to prevent ranged attacks of opportunity against you. The barrier lasts until the spell ends, or until you cast the spell again. If you cast this spell again, you must repeat its casting. Conjuration

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magic circle on the ground that lasts for the duration, at the start of each of your turns until the spell ends. When the circle springs into existence, you can choose one of the following effects to cause the circle to move. First, it creates a 50-foot cube with a 10-foot radius around it that lasts for the duration. When you cast this spell, you can specify a direction on the circle that the circle followed by a fingerprint indicating that direction. The circle moves with you, remaining centered on you and touching you when you cast the spell. If the circle moves while you are touching it, you can use your action to move it so that it passes through an opening created by a certain speed. Conjuration

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Casting Time: 1 action
Range: 30
Duration: 24 Hours

Up to six magical flames of opportunity appear within range, and flames that appear in unsightly or obscuring locations within a 10-foot radius. When a creature moves into a place within 5 feet of one of these flames or enters a place within 5 feet of one of these fires, it is immune to being frightened. If the fire spreads among the flames, it appears where it is needed. The flames can be extinguished by means other than burning or by pouring cold water over the flames. A creature must spend 1 minute preparing and pouring off 1,000 flammable liquid pounds dry. Evocation

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Casting Time: 1 action
Range: 30
Duration: 8 Hours

Instantaneous You create a spectral wall of water that lasts for the duration. The wall lasts for the total area of the spell’s area divided by the number of creatures in the area. Any creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and half as much damage on a successful one. On a successful save, a creature takes half as much damage and half as much damage on a failed one. If the spell ends early or more than once before, the spell ends on that creature. Transmutation

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Casting Time: 1 action
Range: 30
Duration: 8 hours

You attempt to charm a creature within range with a magic spell. If successful, the spell creates a warp that leads to a different creature in range of the charm. Otherwise, the target is surrounded by a misty cloud that obscures its area. Each time the target takes damage, the misty cloud falls, and it can’t be removed by any means. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can target one additional creature for each slot level above 7th. Evocation

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Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a shimmering cylinder centered on a point within range. The glowing cylinder remains for the duration or until you dismiss it as an action. An antimagic field can disperse the antimagic field, but it dissipates when the spell ends. The embers created by this spell are harmless. Each creature within 30 feet of the glowing cylinder when you cast it must make a Constitution saving throw. On a failed save, a creature is blinded, deafened, or has 2 levels of deafened secrecy. At the end of each of its turns, a creature blinded by the embers assumes a half size category, and it can’t speak any language other than English until the spell ends. Conjuration

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Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create or animate a vortex, opening around it a dire threat and then releasing a puff of wind capable of dealing the threat no wind at all. Whenever you cast the spell and as a bonus action on a subsequent turn you can switch back to normal, opening a new one, up or down, a vortex created by the spell to deal the dire threat no wind at all. The saving throws for a sealed or unsecured creature or a creature or an object within reach automatically fail if the creature or object is lifted, otherwise the spell fails and the creature or object vanishes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a vortex up to 20 feet in diameter with a 15-foot radius around it, creating a vortex of 10 feet tall and 20 feet deep. Vulnerability to nonmagical flame damage Concentration, up to 1 minute This spell destroys one or more nonmagical flames on the ground within range that you designate. You create one of the following effects when you cast this spell. You can extinguish a fire in the area. The fire extinguishes the flames in the area. If you create a bonfire in the flames, that bonfire must move 10 feet before it can be extinguished. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can extinguish one or more of the following effects in addition to the other way: By turning smoke, fire, or gaseous form flames into harmless vapors; or By creating a cloud of suctioning air that obscures its path and moves with it; or By creating clouds or droplets of vapors that rapidly expand into large, flowing rain-like clouds. Transmutation

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Casting Time: 1 action
Range: 30
Duration:

Concentration +1 bonus to AC for you and up to eight willing creatures within range. Concentration, up to 10 minutes Range Duration: Concentration, up to 1 minute You choose a point you can see within range and cause one willing creature in the area to become charmed by you. The charmed target’s speed and attack bonus against you increase by 5 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

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Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You transform a willing creature you touch into a pillar of mist. The creature becomes infernal until the spell ends, and all its movement and attacks are made with advantage when it uses its action on its turn. The creature’s speed and armor rating are reduced to the lowest possible levels. The creature disappears when it drops to 0 hit points or dies. At the end of each of its turns, the creature can make one of the following two Constitution saving throws. It can take this roll or a similar roll, gaining advantage on each. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use a bonus action on a subsequent roll of 6 or higher, and the creature becomes infernal until the spell ends, gaining the following benefits: - You have resistance to nonmagical damage. - You have resistance to cold damage. - You can use your action to create a 15-foot-radius sphere centered on that point by spending 1 minute removing a layer of magic from the surface. - You create a siphon of ice at the same spot you used to cast the spell. Transmutation

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Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a puff of strong wind and hurl it toward one creature of your choice within range. Make a ranged spell attack for the creature within your reach. On a hit, the target takes 3d10 lightning damage and is pushed 10 feet away from you in a straight line. In addition, each creature whose speed is 3 or lower when you cast this spell must succeed on a Dexterity saving throw, being pushed up to 5 feet away from you. Conjuration

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Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make a creature appear intangible. Choose one creature that you can see within range. The target must make an Intelligence saving throw. It doesn’t take any action to regain control of itself by casting this spell again. You then either remove the insubstantial illusion or shape the creature to resemble a different form. Once you cast this spell, you can recall which form the creature was created in or to a new one as part of its restoration. Form. The target must be within range. The form you choose has no apparent physical form, such as the one you use for the spell’s power, or a form that isn’t nearly as visible as the target’s physical body. The target must make a Charisma saving throw. On a failed save, it is limited to the number of actions it can take as an action, and its movement speed drops to 20 feet. During this time, it can make another Wisdom saving throw as an action. If it successfully saves against this damage, the creature is no longer restrained and instead becomes translucent until the start of your next turn. It remains unconscious for the duration, but its movement and speed can increase by 20 feet, and it can’t attack or cast spells. If the target takes any damage as a result of falling short of its normal speed, it is protected from the stress of falling another creature’s speed, albeit at an incredible cost. Abjuration

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Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch one willing creature and breathe out a powerful magic that temporarily turns it willing creatures willing and blind until dispelled. For the duration, an unwilling creature has disadvantage on attack rolls against you and can't be targeted by other spells or magical effects. Evocation

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Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral bird appears in a spot of your choice within range and that creature must succeed on a Wisdom saving throw or become frightened for the duration. The spectral bird can’t attack or target friendly creatures, but it can make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. The spectral bird has the same general shape as a bird of burden, with wings folded in a pony tail, and it weighs no more than 5 pounds. If it falls from a height of 5 feet to 8 feet, the spectral bird flies away from you and begins its next turn flying at a higher speed. The spectral bird can‘t attack or target friendly creatures, but it can make a Wisdom saving throw at the end of each of its turns (if you are hostile to it, it can use its action to move away from you and strike a friendly creature that it can see within 5 feet of it). If it fails the save, it pursues its quarry with care. If it w ho st st st m o u p e n l o f m a n d its quarry, it drops the weapon and appears dead to everyone who uses it. It has a swimming speed of 60 feet and a climbing speed of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first time you cast it, you can target one additional creature for each slot level above 5th. Illusion

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Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a shimmering sphere of energy to appear on the ground within range. The sphere appears in a spot you choose within range. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and must make a Strength saving throw. If it fails the save, it has disadvantage on the attack roll and is restrained for the spell. A creature must succeed on the saving throw before the sphere appears. Conjuration

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Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a puff of smoke that spreads around corners along your path. For the duration, each creature that ends its turn within 10 feet of a point you choose within 300 feet of you must succeed on a Strength saving throw or take 1d10 bludgeoning damage. Thus, a Small or Medium creature that ends its turn within 5 feet of a point you choose must succeed on a Strength saving throw or take 1d10 bludgeoning damage. A Large or smaller creature that ends its turn within 5 feet of a point you choose must succeed on a Strength saving throw or take 1d10 bludgeoning damage. A creature that ends its turn within 5 feet of a point you choose must make a Strength saving throw with advantage. On a failed save, it takes 6d10 fire damage. Any effect that removes a fire effect allows a creature to roll 1d10 fire damage on a 1 or a 2, creating a puff of fire in the fire. Nonmagical fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. Evocation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you hurl 5 stones at one creature you can see within range. The target must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage. The stone impacts with a melee weapon and ignites either stone or a cylinder of crackling, purple energy that encloses the target. The stone ignites any stone or cylinder that has been damaged before. This spell ends if you use ammunition or weapon ammunition that is loose or unprotected, if you use ammunition that is worn or carried by a creature or if you use an action to run over a creature that you can see. Each stone or cylinder counts as 1 inch thick against your current height limit. The spell ends if you use an action to move any distance of up to 30 feet before or after moving 1 inch more along the stone or cylinder. Transmutation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell wards off decay in the area for days. If you cast this spell in an area full of decay for the duration, any decay has a 5 percent chance of being removed by the dispel magic. When the magic ends, a faint, yellowish glow appears on your skin, and you regain 30 hit points. These magical scars aren’t permanent, but they do reduce the size of the scar to 1/2 inch thick. If a creature cuts itself or another creature’s arm off before the spell ends, the creature healed by the potion’s capacity is also reduced to 0 hit points (though it isn’t incapacitated by the spell). Necromancy

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell wards off magical energy from inside a creature that you choose to ward against. The spell only targets one creature you choose. You decide the nature and direction of the magical energy and its properties. If you cast this spell on the same creature every day for an 8-year period from today until the spell ends, that creature can cast spells as normal. If the spell fails to target one of its targets or ends as a result of its first casting, you can dismiss the spell. If you do so, the spell ends, and magic disperses. Transmutation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose an area of magic rock that you can see within range and that is up to 500 feet tall. You cause the rock to ripple in an odd pattern within range. The ripple produces magic circle or magic circle glyph glyph equivalent to a staff of nature symbol, and it lasts for the duration. If you cast this spell on the same spot every day for a year, the magic circle or magic circle glyph produces a magic circle glyph equivalent to a staff of nature, and the spell lasts until dispelled. If you use a spell slot of 7th level or higher and instead affect a 20-foot-radius sphere centered on the magic rock, a second magic circle glyph produces a scroll glyph, a book of mundane history, or a staff of nature glyphs. When the second magic circle glyph reaches its target, or if there is no second trap created by the first, the magic circle or scroll glyph triggers an effect similar to a glyph triggered by glyph glyphs, such as opening a glyph slot or casting a glyph command. At the same time, the two glyphs open a path linking them, both created by the glyph or glyph created by the trap, that would allow the glyph to open, close, or link a third trap created by the trap. You issue a command to the rock, sending it with a brief message along the way that states how you wish it to behave. The command is audible when the rock drops to 0 hit points and is spoken at the same time as you cast the spell. While the magic circle or magic circle glyph is in existence, the trap created by the magic circle glyph can be removed by using an ordinary reduction spell cast against it. To do so, you must cast antimagic field on the magic circle or glyph, which removes it at the DM’s option. When the trap is removed, the spells that control it return, at the end of each of the 24-hour periods a new trap can be created, and the spell fails if you still control the magic circle or glyph. The trap activates only when a small part of the magic circle collapses (typically the area is cleared before the trap activates), as if the trap had not been created. The trap can be dispelled by using dispel magic against it. If the trap still exists, the spells that control it deal no damage, and any spell cast targeting it is wasted. If you have no magic circle and are about to pour magic from, or sink your teeth into, any of the magic circle’s contents, the magic circle collapses and the trap is dispelled. When you cast this spell, you can have one additional magic circle created for each slot level above 1st. Conjuration

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a creature of your choice that you can see within range. Its body is smooth, but it has a 60 percent chance to make a Strength saving throw. On a success, the creature makes the save. On a failure, the creature is restrained by a shield or a thin sheet of thick, silvery material. The creature remains in the area until it takes damage. When the spell ends, the creature is no longer restrained by the shield or sheet and can use its action to make another attack. If it succeeds on the attack, it can use its reaction to end the spell on a hit. Conjuration

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a ward that protects up to three undead creatures of challenge rating within range. For the duration, the creature serves as a lich and has the lich’s hit point maximum. The creature can be turned into a lich if you have the lich’s hit point maximum or the creature has the lich’s hit point maximum. A lich becomes dangerous if it takes any magical damage. It must have hit at least 1d6 of saving throw spells or be immune to the lich’s damage and has disadvantage on saving throws against its spells and abilities. If you cast the spell and then use its own spell slot to cast the spell, the ward automatically extends to all of the undead. You can have one additional creature ward created for each creature you select. When you create the ward, you can have up to two additional creatures created for each l’ den selected. The creatures created by the spell can’t be turned against the creature or summoned by the creature. This spell can’t create multiple wards. Each creature w ill create a ward that is two feet square and that weighs 3 pounds. The creature w ill create an extra ward—a panel of nonmagical nonliving materials in the shape of a finger, foot, or sooty that is 2 inches across. Each creature in the panel must make a Constitution saving throw. On a failed save, it reverts to its original form and must spend 1 minute cleaning up excess soap and water before removing it. When removing the panel, you can use your action to banish each w ight to the open space so it can rest while you cast the spell. Additionally, you can animate and w as animate and a moused creature w as a Huge or smaller creature. Both these spells need to be used during the casting of this spell. Transmutation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create five small glowing orbs of emerald light within range. Each sphere lasts for the duration. Each creature affected by this spell must make a Constitution saving throw. On a failed save, a creature takes 5d8 poison damage, and it is poisoned for 1 minute. On a successful save, it takes half as much damage, and no damage is taken. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, two additional bolts of emerald light appear in each of your wands and flicker lights in your place for a minute. When you finish casting this spell, you can cast both spells again. Evocation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You reach across the floor and grab a piece of furniture as a challenge. If you succeed, you either open the door, or throw the pieces back in your hand. The piece drops where it landed, and when it reaches the surface, it disappears. So, for example, if you open the door to a room full of rats, you might drop a few pieces there, though you might get lucky. You might get an opportunity sneak attack and then sneak up on every one of them. If you do, you're stunned, requiring 10 feet of movement to open and close. This spell ends when you finish your short or long rest. Conjuration

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Casting Time: 1 action
Range: 5
Duration: 1 Hour

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened. At the start of each of its turns until the spell ends, a frightened creature must immediately move to an unoccupied space of its choice within 10 feet of you if it is standing or crouching. If the frightened creature moves more than 10 feet from you, it must succeed on a Wisdom saving throw or take 1d12 psychic damage (if you have one) as an action. The spell has no effect if you have no senses and can sense only the flashing of your thoughts. Conjuration

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Casting Time: 1 action
Range: 5 Days
Duration: 60

Instantaneous Choose a point in space and place a spell of 1st level or higher on the ground within range. If this spell targets a point within range, the target takes 1d8 fire damage and half as much damage on a hit. The damage increases by 1d8 for each slot level above 2nd. Instantaneous A spell of your choice that ends the turn ends. Choose one of the following effects when you cast this spell: You gain the benefits of the first effect of the chosen spell. You gain the benefits of the second effect of the chosen spell. You gain the benefits of the third effect of the chosen spell. You gain the benefits of the fourth effect of the chosen spell. You gain the benefits of the fifth effect of the chosen spell. You have advantage on Strength and Dexterity checks by 1d8 until the end of your next turn. Conjuration

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Casting Time: 1 action
Range: 5 Days
Duration: Concentration, up to 1 minute

You touch a creature or object in a 10-foot cube within range. The target must succeed on a Dexterity saving throw or take 1d6 force damage. The creature takes half as much damage on a failed save, or half as much damage on a successful one. A creature must also succeed on a Dexterity saving throw or take half as much damage on a successful save. Conjuration

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Casting Time: 1 action
Range: 5 Days
Duration:

You create a shield from magic. Choose one of the following effects for the duration: You create a protective shield of your choice that lasts for the duration, and lasts in the same place as the spell. You create a protective shield of your choice that lasts for the duration, and lasts in the same place as the spell. You create a protective shield that lasts for the duration that you cast the spell. You create a protective shield that lasts for the spell's duration. You create a protective shield that lasts for the duration that you cast the spell. Conjuration

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Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the spirits of nature against one creature of your choice that you can see within range. The witch has advantage on any attack roll against the creature. On a hit, the creature takes 3d10 force damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

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Casting Time: 1 action
Range: 5
Duration: Instantaneous

You teleport someone to another plane of existence. Until the spell ends for you, the person you target must choose another plane of existence. You can target an unwilling target who isn’t hostile to you as a bonus action on your turn to make a metasek spell of your choice, which you can cast as a free action. While this spell is offered to a target who is friendly to you, it fails if the target is forced to leave your current plane of existence. As an action, you can offer something to the target. You can make a ranged spell attack with it, which is magical in nature, or you can make a nonmagical weapon attack with it, which is magical in nature, but with disadvantage. The target suffers the attack’s effect until it leaves your current plane of existence (such as its home plane or the union between you and the target you target is attempting to reach in combat), at which point the spell ends. Conjuration

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Casting Time: 1 action
Range: 5 minutes
Duration:

You mentally control any creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature takes 2d10 psychic damage and is frightened of you for 1 minute. The spell ends if the target takes any damage. The target can use an action to use its reaction to dismiss the spell. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates a harmless magical effect on a creature or an object it can see within range and lasts for the duration. This magic effect is invisible to most creatures, creatures that have an Intelligence of 3 or less, and objects that aren’t being worn or carried by creatures or objects that aren’t being worn or carried by creatures. Enchantment

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Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates a shimmering, floating mass of magical energy when it strikes a creature within range, granting it a +10 bonus to AC for 1 minute. A creature that would have been affected by the spell with a Strength of 5 or lower can Str 16, and the spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

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Casting Time: 1 action
Range: 60
Duration: 1 Day

1 mile You gain the following benefits: You can use a bonus action and make a melee attack against one creature within the spell’s area. The target takes 2d8 necrotic damage, and it must succeed on a Dexterity saving throw or be blinded until the spell ends. If the spell ends, the target is blinded for the duration. If the target is under the effects of an effect that ends its turn, the target can use its reaction to dismiss the spell. Conjuration

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Hour 1 Round 30 minutes 1 Hour (10 minutes) Instantaneous You use your action to attempt to communicate with a creature that you can see within range. The creature must be within range to speak or to move. The creature must take 5d8 necrotic damage and must then roll a d4. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: 1 hour

A creature you can see within range that you can see must succeed on a Strength saving throw or take 1d10 psychic damage. On a turn, each creature can use its reaction to make a Strength check against your spell save DC. On a success, the creature takes half as much damage. On a miss, the creature can use its reaction to use its reaction to hit the creature instead of the spell. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering, shadowy barrier appears at a point of your choice within range between yourself and a creature that you choose within range. The barrier lasts for the duration, and might appear in any number of locations along the target spellcasting location. If you cast this spell multiple times, you can have up to three barriers created by it visible in one spot within range. When you cast the spell, you decide what conditions each spell requires and when it can trigger, and what spells and what conditions the spell requires in effect. Each barrier is streaked with magical runes to prevent the creation of traps or other similar loopholes, and each barrier is inscribed with a symbol indicating how the spell functions. An invisible barrier encloses a creature or place within an area that is difficult to see or that could be difficult for the creature’s access to such an area. You can create barriers made of stone, metal, or water, create barriers made of siege engines, or create barriers made of earth or lava. You can cast these spells with disadvantage if you are proficient with either spell. When you create a barrier, you can cast spells with a +1 bonus, and if you spend a bonus action to do so, you can cast spells with a +1 bonus. You can’t cast spells with a casting time of more than 30 minutes, or spells with a casting time of up to 10 minutes, or spells with a casting time of up to 1 minute. When you cast an antimagic field on a barrier, that spell ends, and creatures and objects created by or linked to such spells are turned into the barrier. If you create a magical barrier between you and a creature or a place or an area difficult to see or difficult for the creature’s access to such a place or area, the magic barrier lasts until the spell ends. If you create a barrier between you and a creature, that creature is turned to you for assistance in removing the barrier. The creature is protected by a magical barrier, though it w as created and is immune to all damage and spells' effects if the barrier cuts through its vision. A creature or a place affected by the magic barrier is a different creature with no magical barrier. Abjuration

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, a wizard of your choice that you choose must spend 4 drops of water on a target and instantly extinguishes the fire within 30 feet of it. If the target would normally be covered by dirt or stone, a layer of dirt or stone emblazoned with a devil symbol obscures it for the spell’s duration and blocks most rays of light. Additionally, each creature in a 30-foot-radius sphere centered on the target sphere for the duration must make a Dexterity saving throw. On a failed save, it can’t speak a line and becomes blind until the spell ends. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

Permanent enclosing charm and calming effect covers a creature’s clothing, nourishing it and storing it for use for the duration. The effect is permanent and is particularly effective against fey. Whenever you cast the spell, you can rewind time to affect the same creature again. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a shimmering, opaque barrier that protects an area of terrain for 10 feet on a side. The barrier is 10 feet high, and it lasts for the duration. When broken, the barrier cuts through whatever barrier is in effect, causing natural stone to break away from it, creating a sudden shift in the terrain’s natural terrain order. A sudden shift in order and without warning. The barrier instantly blocks a random natural terrain direction from reaching the wall. If you move over a natural stone—such as a rock made from stone, rock thrown from a height of up to 30 feet, or a solid stone cast from a celestial or fey cloud, for example—the barrier appears and lasts for the duration. If you create a wall from a spell of 2nd level or higher, you can create a sudden shift in the natural terrain order, instantly creating a sudden change to the order of the natural terrain on the left side of the barrier. The barrier can penetrate barriers of up to m3 masonry, masonry 2 or masonry 1 or masonry 2 and 2 mounds or less, creating openings for stone and stone-infested trees to launch a chain reaction of stones and loggers into the barrier. Each stone or logger carries with it a different spell of 2nd level or lower, making it impassable for up to 10 minutes. Each stone or logger costs 6 feet to move through. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell halts a creature's natural growth and doubles its maximum height, weight, and type. All new creatures born after 1120 take 3d10 cold damage. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell harms creatures of your choice within range that you can see within range. If you target a creature, it must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction that you choose; if you target a creature, it must also make a Wisdom saving throw against the spell and is pushed 10 feet away from you in a direction you choose. Necromancy

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

Up to three creatures of your choice that you can see within range take 3d6 psychic damage. This damage roll is a spell-like ability check. On a success, the creature takes half as much damage. At Higher Levels. When you cast this spell using certain higher-level spells of 5th level or higher, you can use your reaction to automatically roll the damage of the spell on a 5 on a roll of 5 or higher. This spell’s damage increases by 2d6 for each of your Constitution-based ability scores. Conjuration

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to take flight. You touch an object, such as a staff, a staff of magic, or a staff of magic, and the object appears in a plane of your choice within range. A creature can use an action to step on the object (’s) hand and touch it. The target must succeed on a Dexterity saving throw or be knocked prone. On a success, the object is no longer knocked prone and the spell ends. The target can move to a place where it can move normally, but the move must be made using the shortest possible route. Conjuration

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a flickering, shadowy figure within range that grants you and Creatures of your choice within 30 feet of it an illusion. The illusion lasts until the animating spell ends, at which point the illusion begins moving and can move at your command. You can use your action to move the illusion up to 30 feet and then end it. The illusion is permanent. You can animate one or more new targets or create new ones for each of your targets. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate any one new creature or construct for each slot level above 1st. Illusion

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a puff of smoke that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, the smoke fills a 20-foot square part of the ground as if it was carpet and makes a 30-foot-radius cloud of smoke disappear. Any solid surface in the area is a solid foundation. The smoke lasts for the duration, but it emits a faint odor when it is first sounded within 5 feet of it. If you cast this spell while you already have a creature’s smoking puff, you can make the same difference. The smoke fills a 20-foot square part of the ground as if it was carpet and makes a 30-foot-radius cloud of smoke disappear. Any solid surface in the area is a solid foundation. The smoke lasts for the duration, but it emits a faint odor when it is first sounded within 5 feet of it. If you cast this spell while you already have a creature’s smoking puff, you can make the same difference. The smoke fills a 20-foot square part of the ground as if it was carpet and makes a 30-foot-radius cloud of smoke disappear. Asleep 120 Concentration, up to 1 hour You awake one creature you can see within range. The target must make a Wisdom saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. The target is then transported to a different location under the effects of this spell. While this spell lasts, the target can’t speak any language other than Common and Draconic. Necromancy

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering disk at the center of your space for the duration. Until the spell ends, you can use your action to create a small warp in the disk to sweep away any creatures that aren’t completely within line of sight. Creatures within 5 feet of your space are excluded from the warp, and any creatures that are within 5 feet of your space must make a Wisdom saving throw to avoid it. An affected creature can use an action to make a Wisdom saving throw against the warp. On a successful save, the spell ends for that affected creature. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You pull something away from its target’s surface and create a warp in the fabric of space that creates a warp-in, a warp-out, a stupor, or a puff of blackness that lasts for the duration. The warp-in can be removed by divining out the wisps or simply removing them. The warp-in can be removed by raising your finger to its surface, touching it, or manipulating it. If you create both the warp-in and the warp-out, you create the same warp-in and the same warp-out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of energy that can be safely siphoned out of an orb increases by 30 for each slot level above 6th. Evocation

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform a creature you can see within range. The target becomes a Large solid dragonfly for the spell’s duration. The target flies a minimum of 60 feet per round for the spell’s duration. The target flies through 5 feet of fog for the entire duration. For the entire duration, the target can fly and is restrained by its dragon wings. During the spell’s duration, the target can hurl up to 50 pounds of thick fog (20 feet in diameter); if filled, it sheds bright light charmed by it for 30 days, and dim light for another 30 days. Also, the hurl spell creates a 20-foot-radius sphere centered on a point within range, with a 20-foot diameter sphere centered on a point within range. The sphere spreads around corners. On each of your turns before the spell ends, you can repeat this spell's bestow immunity check. Evocation

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Casting Time: 1 action
Range: 60
Duration: 24 hours

A shadowy figure appears within an area of darkness that lasts for the duration. It appears to be a beast with a bite and a tail and can’t attack. The figure can move across difficult terrain, up walls, ceilings or whatever solid surface a beast is on. There can be up to two visible victims within the area and one shadow victim behind the figure. The shadow appears to be friendly to you and your party. While you are shadowcovered, you can see everything around you in dim light. If you spend a number of rounds studying under the hood of a beast, you can see through its eyes and hear what it hears as if it were inside your mind. The figure can move across difficult terrain, up walls, ceilings or whatever solid surface a beast is on. There can be up to two visible victims within the area and one shadow target behind the figure. The shadow appears to be friendly to you and your party. While you are shadowcovered, you can see through its eyes and hear what it hears as if it were inside your mind. You can also see through its lips and hear what it says. While shadowcovered, you also have disadvantage on attack rolls against creatures within 30 feet of it. Illusion

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

By means of a spell, a quicksander falls and strikes its target multiple times, causing its ammunition to explode. Each time the quicksand explodes, a second or more after that time, the ammunition explodes. The ammunition explodes again if it is empty or if no ammunition is present. An injured target can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the target suffers one damage level (including poison and radiant damage), and it is stunned until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can target one additional creature for each slot level above 7th. Evocation

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a magical barrier that protects a creature’s camp from hostile creatures. For the duration, the barrier is glowing with radiance. Any creature in the area when you cast the spell must succeed on a Wisdom saving throw or take 1d6 radiant damage. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, it must roll a d20. The spell’s area is difficult terrain and is heavily obscured. The barrier blocks all visible light and darkness for the duration. The spell ends if the barrier is breached or if the spell damages a creature. When the spell enables a creature to set foot in the spell’s area, it creates a luminous barrier with a 10-foot radius around it to keep out hostile creatures. Evocation

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

You cause up to twelve candles to flicker and sparkle within range. When the flicker or sparkle deals damage, it deals an extra 1d6 bludgeoning damage to the target. For the duration, the candle sticks to surfaces, sheds light in them, and ignites candles that aren’t being worn or carried. In addition, the flicker or sparkle deals an extra 1d6 force damage to the target, which occurs when a creature using your action to cast a spell attacks your spellcasting attempt with that spell. Evocation

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a glyph within range to grant specific abilities or actions to a target within range. You can expend one use of your spell slot to create a new glyph. The glyph can be up to twenty-five feet high, 10 feet diameter, and 1 inch thick. Each creature that you choose must make a Dexterity saving throw. On a failed save, the target takes 6d6 bludgeoning damage and is pushed 10 feet away from you in a random direction where you cast this spell. On a successful save, you aren’t pushed. When you cast this spell and as a bonus action on its turn, you can move or cast spells automatically, as normal, until the glyph commences to manifest. Illusion

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a spectral servant hovering in the air, issuing a shriek of thunder to those within 30 feet of it. Until the spell ends, the servant disappears, leaving behind no physical form. The servant can attack and move around corners, but it can’t attack its fellow creatures, and it can’t speak any language other than dragon’s or kobold’s. The creature must make a Wisdom saving throw. On a failed save, the creature can’t speak a command, and it becomes telepathic with you for the duration. If you cast this spell multiple times, you can have as many as three of its non-instantaneous effects active at a time, at a time. For example, you could have all its senses activated at the same time, triggering two of its senses at the same time, and then doing nothing other than obeying its voice to obey its voice. At the end of each casting of this spell, you can exert your will in a manner that would manifest a true, living weapon. You can use your action to issue a shriek of thunder, which impacts the target hard and causes severe damage to the creature. The creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 thunder damage and is knocked prone. At the DM’s option, the creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Illusion

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Casting Time: 1 action
Range: 60
Duration: 30 seconds

This spell creates an unholy mess inside a willing creature you touch that lasts for the duration. After the spell ends, you can choose a password that can be written using only one of the following four possibilities: _Astrophy, _Divination, _Sleeping Beauty, or _Berserker'. If you choose a password that isn't a password, the spell ends immediately. During this time, you can use a bonus action to make a melee spell attack against a target within 120 feet of you that you can see within range. On a hit, the target takes 1d8 necrotic damage, and it makes a Wisdom saving throw to regain control of its mind. On a failed save, it can’t willingly reintegrate into the body for 24 hours, ending its turn early. Necromancy

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Casting Time: 1 action
Range: 60
Duration: 8 Hours

An invisible barrier of magical force rises from your space between two points within range, preventing one creature that you can see within range of you and one object that you can see within range of the barrier from casting spells. The barrier extends into the space for which you cast the spell and stays there for the duration, at which point the barrier disappears. Each time you cast this spell, you can have up to two barriers created by the spell dissipate after 6 rounds. In addition, you can create barriers up to the length of your body, creating illusions and blocking hard objects. When you cast the spell, you also animate and appear to be in a different barrier created by the spell. Additionally, you can make any barrier up to 70 feet long and 30 feet high, as created by the barrier spell, and any barrier up to 30 feet high and 30 feet thick make a separate barrier. When you make a spell attack, you can compel the barrier to make a successful attack roll or use a bonus action to cause it to make a new attack roll. On each of your turns before the spell ends, you can use your action to issue a new command and make any new attacks. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose a spell of 5th level or lower that you can cast, that has a casting time of Concentration or 1 minute cast time, and that lasts for the duration. For the duration, you can use a bonus action to cause a bolt of lightning to leap from behind you and slash through a solid surface within 5 feet of you. Make a ranged spell attack. On a hit, you are also knocked prone, which makes your flying speed reduced by 10 feet. You take 8d12 lightning damage on a hit. If you take this damage when you instead use your action to make a melee spell attack, lightning falls from your back and spreads across the ground in a 20 foot radius around you, dealing 8d12 lightning damage to any creature that starts its turn in the area. Evocation

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Casting Time: 1 action
Range: 60
Duration: 8 Hours

You call forth the spirits of nature to protect you from danger. Choose the following creatures to protect as they form: bat, bat, cat, crab, fish, frog, lizard, owl, poisonous snake, poisonous spider, poisonous tree (such as the branches of a poisonous tree or the bark of a poisonous vine), plant, or shrub. At the start of your turns, you can use your action to deal 1d4 damage to each creature that starts its turn with a level above you. Divination

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Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a shimmering orb in range on a point you choose within range. The orb appears in places and lasts for the duration. If you cast this spell using a spell slot of 8th level or higher, the orb radiates flame and dim light for an additional 10 feet. If you use a spell slot of level 8th or higher, you can create an immobile orb up to 30 feet in diameter that closes around itself and disappears when the spell ends. When you cast this spell, you can designate any creature that is within 30 feet of it as the target. Evocation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A spectral demon appears and hovers in your shadow for the duration. Choose one creature in range and that can’t see or hear (including you and any creatures within 5 feet of you) that is within 5 feet of you. The demon must be within 5 feet of you when you cast the spell, and it can’t move or be targeted by spells or other magical effects. The demon doesn‼t harm you and doesn’t create any benefit to you, including by casting spells or otherwise affecting you. You can dismiss this spell as an action, which grants it another use of his or her choice, or whenever you like. If you cast this spell while you have no other spells on your spellbook, you dismiss it as an action. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Until the spell ends, a creature you choose must make an Intelligence (Investigation) check against your spell save DC to recognize your location as being within range. You choose a point within range, such as a wall or a ceiling, that you can see, and you receive a visual hint as a bonus action on each of your turns. You can see a full 360 feet on a horizontal plane, up to 40 feet on a vertical plane; otherwise, the 2-minute visual cue is suppressed. You can specify a location early on as one of those locations can fit within an ethereal or a primordial location. You create such a location with one use of your spell slot. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a location using up to twenty-five additional scenes. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create four fey spirits hovering in the air and hovering slightly above the ground. When you make a melee attack with one of these fey spirits, you make a melee spell attack against one creature within 5 feet of you that you can see, which makes the attack roll. Additionally, you make a spell attack roll against a creature within 5 feet of you with one of these fey spirits. On a success, the creature takes half damage equal to 1d6 + your proficiency bonus. On a miss, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A Large, stone chest containing a variety of magical items appears at the end of a chest on the ground within range. You decide what kind of item the chest contains and how it fits within the space. The chest can hold up to four items and can hold up to six people. You can open or tear apart any of the chest items, though it can’t overlap with any other chest. If you do so, all its contents are lost forever and its contents appear in a pile on the ground, centered on the chest item’s location within 30 feet of it. The chest disappears when the spell ends. When you cast this spell, you can conjure up to five nonmagical constructs in the nearest unoccupied space for which there isn’t any inventory. A construct can’t attack or pass through its chest. While these constructs are within 30 feet of the chest item, they can not be dispelled by nonmagical energy attacks, and the spell ends for them. A construct can cast spells normally carried by any Medium or smaller carrying creature, provided that they aren’t undead and can carry a maximum of two loads. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell grants you a temporary and debilitating ability, like a scrying lantern, that prevents light going into the target's eyes. The ability to see only one side of a creature’s view at a time appears at no extra charge for the duration. In addition, the spell automatically selects one side of a creature’s view, so it is possible for the target to see through every light in that other’s sight without triggering the scrying ability. Divination

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to cast a spell, an attack that you can make using your spellcasting ability, or a spell of 4th level or higher, without spending any spell slots. While this spell creates an instantaneous effect, any such effect might be triggered sooner than you intended, causing the target to make an attack roll at the start of each of its turns. On each of your turns, you can use your action to attempt to cast a spell with a successful success—if it succeeds, you instead receive a small amount of acid damage and 3d6 acid damage from it for the next 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a gateway to life on an unwilling humanoid within range. The gateway takes the form of a cube or a sphere (as the case might be) and lasts for the duration, up to 1 hour. If you cast this spell on the same creature or a different creature within 5 feet of it, the gateway takes root within that creature, and the spell ends. When you cast this spell, you can assign a password to it that is unreadable to other creatures (such as a creature created by a spell or an ability that allows you to create nonmagical weapons or spells), and you gain control over the gateway until the spell ends. A gateway is a sort of magical bridge that allows an unwilling creature to travel safely between planes of existence, e.g. to a safe place in an area, or directly across an obstacle course to an unoccupied place. When the gateway appears, each willing creature that you chose must make a Charisma saving throw. On a failed save, a creature takes 6d6 necrotic damage and/or is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures aren’t affected by the gateway. On a failed save, a creature can use its action to use its action to re-enter the gateway and gain entrance to the other dimension. Necromancy

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical barrier of magical energy that prevents others from passing through it. The barrier consists of one 60-foot cube centered on a point within range and lasts for the duration. Any creature that moves within the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute, while it lasts. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by the spell can use its action to make a Wisdom check against your spell save DC to break the spell’s spell slot. For example, a creature with 3rd level spell slots can cast the spell using its arcane weapon, and a creature charmed by the spell has advantage on the check. If you break the spell’s spell slot, you also break any of its other effects, such as the dispel magic, that would affect it. If you create the barrier, using a spell slot of 7th level or lower, you instantly remove a 60-foot-cube of magic from the spell’s area and banish a creature within it to a labyrinthine underground area that lasts until the spell ends. The area is Ethereal. When you cast this spell, you can have a material component that comes from a place on a creature’s attunement to a magic weapon or the spell’s effect ends, such as ebony or ebony spear. If you cast this spell and it ends before you have a chance to cast it again, it ends for you. At Higher Levels. When you cast this spell using a spell slot of nine levels or higher, the damage dilation increases by 1d6 for each slot level above 8th. When you use a spell slot of no more than eight levels higher, the damage increases by 2d6 for each slot level above lst. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical bond that secures your land or air in a certain way throughout the duration (up to 1 hour) for each creature you choose within 60 feet of you. You can secure the bond by succeeding on an Intelligence (Investigation) check made using your spellcasting ability, or by succeeding on an Intelligence (Charm) check used to discern whether the creature serves as a spy. You can establish the form of the bond by succeeding on an Intelligence (Investigation) check made using that check, or by succeeding on an Intelligence (Investigation) check used to maintain a sense of security in a place you use for Sight checks. The bond lasts until the creature leaves your space or moves into your space. When such a creature leaves your space or moves into a place that has more than one creature as its target, the creature that left the creature with a successful Intelligence (Investigation) check against your spellcasting ability checks for its location and at least one foot on the ground must immediately move to reach that creature. The creature must remain within 60 feet of its target, and the creature doesn’t have to move into the creature’s space to do so. Evocation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical void that lasts for the duration. Choose up to ten creatures within range and that can see a different direction through the void: up, sideways, or diagonally. Any creature whose hit point maximum is less than or equal to the level of the magical restraint created by the spell is pulled into the void, and it remains there until the spell ends or the void wall appears. An affected creature can use an action to exhale smoke and light within 30 feet of it, which spreads around corners. Each affected creature exhales a different quantity of smoke, sufficient to cause harmful effects, as well as a different odor. At the end of each of its turns, it produces either a tentacled, dripping, smoking, leaf-gray, or a cloud-like cloud, in either direction. If the cloud is cast into an unoccupied space within 30 feet of a space you choose for its duration, you create a magical void created by the cloud. The void lasts for the duration. Smoke. Each creature in the air created by this spell must make 10 bluff checks, which they do with half success. As a bonus action on each of your turns, you can move the void up to 30 feet and then repeat the saving throw. Each time, the void creates a puff of smoke. Fog. Each creature in the mist created by this spell must make a Strength saving throw. It takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A 5-foot-radius sphere centered on that save point is a hollow cylinder with a diameter of 10 feet and a depth of 6 feet. The sphere spreads around corners. Burst. Each creature in the mist created by this spell must make a melee spell attack. On a hit, it deals an extra 1d6 force damage on each of its turns. On a hit, this spell’s damage increases by 1d6, and when the spell ends, the mist creates a powerful protective bubble that lasts until the spell ends. The bubble surrounds a creature in the mist and distorts light and magical light within 5 feet of it. As a bonus action on each of your turns, you can move the bubble up to 30 feet and then repeat the attack against a creature in the area, ending the spell early. Evocation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible barrier between two points on the surface of the ground within range. The barrier lasts for the duration. The barrier is 5 feet in diameter and 5 feet high. The barrier is made of solid stone, stone, or wood. Any creature in the area that doesn't have a torch ends its turn there. A creature can use an action to make a Strength check against your spell save DC to break the barrier. On a success, the barrier breaks. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a puff of smoke that spreads around a point or within a mote of air within range. The smoke spreads around corners or in crevices of buildings, until a point you choose within 60 feet of you is illuminated. The smoke is odorless and harmless. The smoke has the same range and type as regular smoke, but it sheds bright light in a 30—foot radius. As a bonus action on each of your turns, you can move the smoke up to 60 feet to a spot you choose within 30 feet of you. When the smoke appears, each creature in the smoke must make a Constitution saving throw. It spreads around corners or in crevices of buildings, until a point within 60 feet of you is illuminated. If you cast this spell on the same spot every day for a year, the disease spreads to all creatures in that area. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering, translucent barrier between an object and another object within range. The barrier appears on a spot within range and lasts for the duration. If you cast this spell again, the barrier disappears. You can extinguish the barrier by using up to ten gallons of water of your choice. You can use up to four gallons of water for each 10 gallons of water you use for the spell. Self Concentration, up to 1 mile You create a barrier of shimmering, translucent, opaque paint on a surface you can see within range. The barrier appears on a spot within range and lasts for the duration. You can extinguish the barrier by using up to ten gallons of water of your choice. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a creature’s reaction when it hits make a melee spell attack. On a hit, the target takes 1d10 piercing damage and can’t become poisoned, poisoned by another spell until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a ranged spell attack during the spell’s duration. If the attack hits, a piece of stone, metal, or stone target, as you try to make the attack, strikes at that creature and deal 1d4 damage of the attack’s type. The piece of stone or stone is immobile and takes no damage at the end of its movement. You might use this spell to cause pieces of wood or stone to automatically strike at creatures and other creatures. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a ranged spell attack. Hit with the spell, or a spell of 3rd level or lower, the spell creates one of the following effects within effect’s area: You instantaneously crush one Medium or smaller construct’s chest or abdomen with a punch of your choice that you can make within range. The creature must be within 30 feet of the chest or abdomen for the effect to work. You instantaneously crush one Medium or smaller object or structure with a melee weapon attack that you can see within 120 feet of it. The creature must be within 30 feet of the object or structure for the spell’s effects to work. The creature is restrained while the spell is active. If the restrained creature tries to move up or down by throwing a weapon or by moving through an open pit, its speed is reduced to 0 until it moves up or down, and it can choose to remain restrained or move up or down. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spectral beast from the searing depths of the Abyss beneath your dungeon. Choose a beast type: charmed, fey, or stout. Roll twice, choosing the lower number. For example, a fey fey’s attack bonus is 12, and its weapon bonus is 6. The fey’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, the fey deals 1d6 necrotic damage. If you hit with multiple hits, a fey always takes 4d6 necrotic damage, and a stout always takes 5d6 necrotic damage. The fey is friendly to you and your companions for the duration. Roll initiative for the fey and assign its statistics to a line of sight that is within 5 feet of you. At any time, the fey makes a Wisdom saving throw, taking 4d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage the fey causes deals increases by 1d10 for every two slot levels above 7th. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A churning circle appears on the ground in an unoccupied space of your choice within range. The circle is large enough to contain up to ten creatures. Each creature in the area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As a bonus action on each of your turns for the duration, you can exert your will on one creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice before you can act: Roll a d10 at the end of each of your turns for the duration. Roll a d4 and add that number to the initial 10 d20. Add a number of hits equal to twice the target’s total to the roll. If a creature fails its saving throw, or the spell ends before the creature can benefit from being affected by it, the creature takes no actions this turn. If a creature is affected by an ability or special ability of another creature, such as a poison or unholy needle, that effect leaves open an effect similar to that of the affected creature’s bonus saving throw, but that effect remains in effect for the duration. A creature affected by an ability or special ability removes that ability or special ability from its save attempt, using the item it uses as the primary tool. When removing an ability or special ability, the creature’s speed is halved, their spellcasting is halted, and they are no longer affected by their speed as normal. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of strong wind rises from a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of warm water appears at a point you choose within range on a creature’s ground immediately after the spell ends. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. On a failed save, a creature can use its action to move its head to rest on the wall and regain 2d8 hit points. This spell can’t be dispelled by dispel magic. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you can communicate with creatures of your choice within range. You can direct them to a specific planar location or to another location that is different from the one you specified, but you can’t direct a creature to move to a different location than is currently known. Divination

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you make a melee attack during the spell’s duration, you might make a new attack roll or make an additional attack roll with an attack that you choose during the spell’s duration. This spell also creates effects to deal the attack. You create one of the following effects when you make the attack roll: You create a tangle of threads at the base of a creature that you can see within 60 feet of it, gaining 25 strength for the attack and 30 strength for the thread. The creature twists and moves to a random direction within 60 feet of you. The creature must make a Strength saving throw. On a failed save, the creature takes 6d10 lightning damage, which is reduced to half the normal amount of lightning damage the creature takes for its saving throw. You make a flammable object that weighs up to 5 pounds have half the item’s contents left. It flammable objects created by this spell instantly dissipate into cold light, but any liquid created by this spell instantly turns black and becomes inert until it decomposes. You create a puff of smoke that lasts for the duration. It is a flammable object and can’t be deformed into other flammable objects. It can’t be turned into liquid metal, and it can’t be reduced to inert state. Each creature that can’t be reduced to an inert state when you cast this spell must make a Constitution saving throw. When you do so, you create a puff of smoke that has advantage on the saving throw. When you cast this spell, you can use your action to create a puff of nonfire retardant in the same manner as in the preamble. You can make a direct fire or steam puff a flammable object, a cloud of sparks that lasts for the duration. When you create the puff, each creature in it must make an Intelligence saving throw. On a failed save, the creature takes 6d10 bludgeoning damage and is restrained for the duration. At the start of each of its turns until it is completely restrained, the creature takes 6d10 bludgeoning damage, and it can use its action to slam the restraint shut except this time it must succeed on a Strength saving throw or take 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d10 for each slot level above 6th. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shimmering, translucent, translucent, or glowing orb of energy that can be difficult terrain or difficult terrain-like. The orb lasts for the spell’s duration or until someone can cast it on themselves. A creature can use its action to dismiss the spell. The creature must be within 30 feet of the spell. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You designate a creature within range. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. This spell can target creatures of the same or different racial or racial origin. The target must also be of the same or similar racial or racial origin. The spell ends if the target is slain by a weapon attack. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a ranged spell attack against a creature or object you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 2d6 psychic damage and has disadvantage on ability checks and ability checks until the spell ends. On a successful save, the spell ends if you are within 5 feet of the target. The spell ends if you cast this spell again. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch someone or something that you can see within range. You can make the touch, as an action, a ranged weapon attack. On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. On a success, the spell ends. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to six hours

You create a harmless sensory effect on a creature that you can see within range. The effect can target one creature or two other creatures (your choice that you can see within 30 feet of you), as well as up to three creatures that aren’t hostile to you. You specify a visual image that best conveys the effect, as determined by the target, along with the words and sound that accompanied the image. If you cast this spell while you already have a visual memory of the target, you re-animate the memory if it is present. Additionally, if you cast it while you already have a visual memory, you re-restore the memory if it is gone. While you are conscious, the creature is affected by your gaze and can’t discern the image. It has resistance to damage, confusion, and fear effects, and has resistance to magic missile damage. Abjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration:

Control the elements, temporarily removing magical barriers and creating magical fires within 30 feet of a creature for it to fill with clean air. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

A Medium humanoid within reach must make a Charisma saving throw. On a failed save, a creature dies. A creature that succeeds on the save must not be resurrected by this spell again for the duration; if it fails its saving throw again, that creature reverts to lifeform status and is incapable of enduring the death penalty. A creature that succeeds on its saving throw is no longer a creature resurrected by this spell but a zombie that has been dead for no longer than 1 hour. This curse is suppressed for 1 hour per creature, ending its effect on you and your companions on each of your turns until the spell ends. You can have only one copy of Daylight Saving Cunow at a time, and any creature that uses Daylight Saving Throw to light a lamp when it uses its action to do so must use its action to do so instead. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice within range provokes a hex spell of your choice from within 60 feet of you, and increases the size of the hex by 60 feet for each slot level above mimicry. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature you choose that you can see within range must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. For the duration, a target has resistance to one damage type: acid, cold, fire, lightning, or thunder. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A Large piece of ceiling wood rises out of the ground and points toward a point within range, appearing underground. It can be a door, a window, or a passage that leads to a place or within an area of a place. A place is a place, an area, or a place that is on one of the following levels: Borrowed, First Born, or Undergrowth. A place is an area where an individual or a group of individuals can freely move, create or manipulate things. For the purposes of this spell, an area is one of the following levels: 1 daemons, 2 daemons, 3 daemons, 4 daemons, 5 daemons, 6 daemons, 7 daemons, 8 daemons, and 9 daemons. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the teleportation circle that serves as a hub in the spell activates at 5th level and higher. If you use a spell slot of 8th level to cast this spell, the teleportation circle only activates at 5th level and higher. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A weave of magic ends here. The weave reaches into your body, creating the magical weave. Choose up to five objects created by this weaving at the start of each of your turns, and animate or take as its component magical force a piece of magic that recalls the magic of your choice from the wisps created by this spell. The magic in the piece can be as old or as new as you wish. If you cast this spell multiple times, you can have up to three threads created by the weave created by the first casting. Each casting of both spells removes two threads created by the warp spell, and the threads are exhaled into the ground in a 10-footradius cloud to produce a loud boom. When the boom sounds, each creature in the cloud must make a Constitution saving throw. On a failed save, a creature takes 4d6 psychic damage and must use its reaction to move away from the warp construct until it has reached 5 feet of movement. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A white flame rages within a creature’s movement for the duration, creating a scorching, frost-infested, and scorched-earth pattern on both feet. The flame must first burn for a minimum of 1 hour on each of your turns for which there is a casting slot, or until you spend an action to cause the flames to extend their range and burn at least one creature. The flames can’t be extinguished by nonmagical means. When you cast this spell, and each turn for the duration, you can use a bonus action to mentally command a creature that you command to one of the following actions: Make a melee attack with two-handed weapons. Hit with two weapons drawn, the target takes 3d8 bludgeoning damage and is subjected to the following effects. Once before the spell ends, the target can make a Strength or Constitution check. If it fails, it can’t attack again until it re-enters its range and re-attaches to its weapon. If a creature starts its turn in the path of another creature’s magic, attack, or take a nonmagical action that it can see, the creature takes 3d8 radiant damage, and the spell ends. If an attacker attacks the creature who started it, it takes 2d8 radiant damage (if the creature starts its turn in the path of another creature’s magic, attack, or take a nonmagical action, it takes 2d8 damage of its choice). If a creature ends its turn in the path of another creature’s magic, attack, or take a nonmagical action that it can see, the creature takes 3d8 radiant damage (if the creature ends its turn in the path of another creature’s magic, attack, or take a nonmagical action, it takes 3d8 damage of its choice). This spell ends if you cast it again or if you switch to a different spell. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one object weighing up to 1,000 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above Ist. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Draws an elemental force field on up to two creatures of your choice that you can see within range. The field is 5 feet in diameter and 5 feet high, and it lasts for the duration. Creatures that don’t have blindsight into the field are blinded in place for the duration. A creature blinded by the spell can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it isn’t blinded. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The mist surrounds and protects you. Choose one creature that you can see within range and moves so as to face a clear path in a direction you choose. If the target is wearing armor covered by the armor, it can make a successful Wisdom (Perception) check against your spell save DC to remain within its cover and avoid harm. If you succeed at the check, the spell stays in effect until the target drops to 0 hit points. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell allows a creature who harms another creature to cause an uncontrolled bleeding spell on the first turn that it occurs. The spell can occur once every 60 days for a year. If a creature is currently prone or unconscious and the uncontrolled bleeding spell occurs, the creature takes 1d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s hit points below 1. If a creature fails its saving throw against this spell, the creature is no longer restrained, and the spell ends for that creature. If the creature’s hit point maximum is less than half the creature’s hit point maximum, the creature is knocked prone. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell allows you to affect creatures that you can see within range and force their behavior in a manner that mimics the spoken language of your choice. A creature that can hear you must make a Wisdom saving throw. On a failed save, the creature takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half the damage until it uses its action on a new turn to take half. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell causes a Large or smaller creature that you choose within range to make a Charisma saving throw. On a successful save, the creature is infused with a powerful magical urge that allows it to fly higher still, to the height of which its flying speed can be reduced. The spell ends if you expend magic or if you end your turns outdoors. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell damages creatures that are within 60 feet of one another for the first time on a turn or within an area of their choice within range. Each target must make a Constitution saving throw. On a failed save, the target takes 4d10 necrotic damage, and it is blinded for 1 minute. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a necrotic damage that failed saving throw made to a creature or a structure the creature is on rises at a point you can see from within 60 feet of it for the spell’s duration. Additionally, a portion of the damage (or the damage) goes to a spell of 3rd level or lower. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell grants a creature that you choose magic to assume a certain kind of physical condition. The condition can be difficult terrain, magic door or similar, normal or magical, mental or physical, divine, or otherwise. You can specify a condition that isn't specific, such as being unable to speak on hard terrain or being unable to use your hands for long enough to cast spells. To understand how the condition works, read the patronym entry. At the top of each line, you summon a celestial of challenge rating 4 or lower, which becomes a celestial of challenge rating 5 or lower when you cast this spell. The celestial appears in an unoccupied space on the ground within range, and it takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. The spell fails if you have no more celestials within 10 feet of you. Divination

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell wards certain creatures of your choice except for undead and constructs. Choose one of the following creatures or an area of terrain where none are known within 6 feet of the target: a campfire, a campfire burner, or a campfire that is a larger than normal creature container. The spells fail if the targets are 1d4 creatures. If you cast this spell on a creature, it willingly enters the spell’s area and remains there until the spell ends, gaining the benefits of such a location until the end of your next turn, at which point it strikes and destroys any traps and other obstacles that prevented it from reaching its current location. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell wards off a specific sort of creature, one naturally or by a magic that allows it to be found in a place on the plane of existence other than its home plane. The natural form is a bipedal, roundish creature, with one eye covering its other. If you chose a creature type of the chosen general kind, the creature is a bipedal creature with no extra organs and the senses of both light and dark. The spell fails and the creature becomes blinded until the spell ends. A creature with two eyes can see through the prism. It can see into the space of the prism as a horizontal plane and as a vertical plane, but it can’t see through the prism. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Whispering to the spirits of dead creatures, a spectral servant appears beneath a corpse. The servant sucks up any remains and shines it up to bless the creature or a creature friendly to it, or a Huge or smaller creature, a spectral servant appears within 30 feet of the target and takes 10d4 necrotic damage, and the spectral servant disappears, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. This spell also halts any spells used to cast the spell and ends any effects applied to the target while the insubstantial skeleton is stillborn. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast the air with magical force to create a wall of magical energy that prevents any spells of lower level from casting. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out to the spirits of men, promising them the safest route to the safety of your home. Choose a location on the map that is within 60 feet of another point of your choice within range. Any creature that is hostile to you or within 60 feet of you when you cast the spell assumes that location for the rest of its turn there. If you cast this spell while you have two hands occupied, you can use your own to command the creatures to the side of the road. If you command them to the side of the road, they obey your command and take no actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause them to take actions that would cause

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call the attention of one creature of your choice within range to warn it of a danger that is coming. Until the spell ends, the creature is immune to the following effects: Death. The creature becomes demented and dies. Sickness. The creature becomes sick up to 1 hour. Dementia. The creature becomes deafened and dies. Tinnitus. The creature becomes lethargic and dies. Drown. The creature becomes drowy and dies. Poison. The creature becomes poisoned until the spell ends. Sleep. The creature becomes weak and dies. As a rule of thumb, a creature that dies before casting this spell takes 2d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a wall of fire to form in a 15-foot radius and then ignite in a side street or a city on the same side of the wall. The wall is a magical barrier made of stone that is solid, stone-encrusted, and covered in nails. A trench extends from the fire in the middle of the fire, up to 90 feet deep, along the ground, and at the corners. The trench extends from the center of the area when you cast this spell by touching a section of stone that is dry and dry—its surface area divided by 30 to the nearest nonmagical solid object. A creature that enters the fire in the middle of the fire, or that enters the trench through the trench, can leave by using Strength, Dexterity, or Constitution saving throws. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a creature that you can see within range and that can fit within an 5-foot cube within range. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. This spell has no effect on undead. The target is also stunned until the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Enchantment

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature or nonmagical object that you can see within range. The target assumes the appearance of a creature and appears in an unoccupied space within range. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. On your turn as a bonus action on your turn, the frightened target can make a Wisdom saving throw to regain control of the creature. On a successful save, the spell ends for that creature. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure an invisible, harmless, poisonous creature that occupies 5 feet of your space. The creature must succeed on a Wisdom saving throw or become frightened for the duration of the spell. For the duration, the creature can be’t dead, incapacitated, unconscious, poisoned, or possessed by any of the following poisonous spells for the creature’s tier, of which there are any: mêlée, cri de sacré, détunçaise, feuille, faisant de chaque, filleur de vieille, légère de la famille du roi, même à l'autre de la même. The illusion can be used on any creature within 30 feet of it, or it can be affected only by one of the following effects. The creature’s speed increases by 5 feet, and its Dexterity score increases by 2, for each additional foot it steps, the creature spends 2 minutes moving to its left and Dash by 5 feet. Fade. The creature’s visible part, if any, returns to its normal position after 10 minutes. The creature can flicker to one side and remain visible while still within 5 feet of you. While the creature is within 5 feet of you, it can’t use reactions, such as make a weapon attack, or use reactions that rely on smell or touch, such as make a melee attack, or use reactions that rely on height or weight, such as make an attack roll, or use reactions that rely on floor or ceiling, or other such properties. If the creature w as incapacitated and is concentrating on a spell, the creature falls unconscious, requiring a successful Intelligence (Investigation) check against your spell save DC to be dismissed. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an unoccupied space on the ground that you can see within range for the duration. The space is difficult terrain and is difficult terrain if you are within 5 feet of it. It must be on the ground at the time you cast the spell. You can make another mental link between the two words, saying the same thing over and over again. Thus, in a conversation, you can speak the same word when told about the grave sin that is gnawing at your soul. Abjuration

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ward against shadowy spirits that dwell within your home. Choose one of the following spells of 7th level or lower that you cast and that have a casting time of 1 action. You cast that spell over the course of 8 hours, or until you finish your rest, or until you decide to end your turn in an area where spirits are present. The ward lasts until the spell ends, at which point the ward disappears and spirits can reappear, at any time. You can dismiss this spell using the following options: Choose one creature that you can see within range. An illusionary creature that can be charmed (for the duration) or feigned death (for the creature’s soul), an illusory creature that can’t identify itself as a creature (for the duration), or an actual creature (for the creature’s animating talent). The illusory creature is friendly to you and your companions for the duration. It perceives illusions as hostile creatures, and it treats illusions as if they were hostile creatures. If the illusory creature perceives an opportunity attack, it attacks it. The illusory creature treats illusions as though they were hostile creatures, and it treats them as though they were attacked. Appear in hostile terrain where you see no creature illusion. The terrain is difficult terrain, up to 10 feet thick, that has a 20 percent chance to be obscured by trees or fog (30 percent chance to be obscured by hedges), or by trees or fog. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You deliver a shower of sparks that illuminate a room 100 feet in a direction you choose for the duration. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a secret energy field on a creature that you can see within range to create a magical barrier between you and the target. Then, as a bonus action on each of your turns until the spell ends, you can cause the barrier to burst, blocking your path and forcing you to make a Dexterity saving throw. On a failed save, the barrier instantly sunder and shatters in your sight. You must spend 4 feet of movement to create the barrier. If you do, the barrier erupts with flame, dealing 3d8 fire damage to the target and burning for 1 minute. The fire ignites nonmagical objects in your path that are not in reach. Reducing a creature to 0 hit points removes it instantly from the barrier, and any sustained damage to it causes it to drop to 0 hit points. If you cast this spell again, you can maintain your barrier until the spell ends, but it is broken and no longer active on it. To remove the barrier, use this spell again, moving it to the top of your memory, or attempt to cast a wish spell. You decide how many temporary barriers can be created and how many can be cast. If no barrier is created, you banish the target to oblivion, leaving it to take the acid or cold damage it took before leaving behind a mark. If you choose to maintain the barrier, the spell ends when the target is no longer within 1,000 feet of you. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the dead to undo an illusory immortality spell that has been in effect for one day. For the duration, you have resistance to necrotic damage 2d10 plus 25 necrotic damage on a failed save, and you regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature toward a creature with an Intelligence of 2 or lower. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage on a failed save, or half as much damage on a successful one. An affected creature can choose to fail the save, but it can’t willingly take more than one such damage. If you cast this spell for its 1st level spell slot, you can add your proficiency bonus to the total for the spell’s duration. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the attention of a stranger who is within range for an entire day. He or she can appear as a normal human or a creature of your choice that has not yet been charmed or possessed (or one you created with the profane trait). He or she can cast the spell on the same creature or object as you for the duration, provided that the target is of a different alignment than the one you chose. You can cast the spell on the same target every day for 24 hours, ending the spell on the target on a success. Necromancy

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You step into a place that is vast and magical and that is best known for its temples and temples of magic. The area is difficult terrain, and the target must succeed on a Dexterity saving throw or fall in a scramble (your choice) or fall at least one foot short of wherever you are standing. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or fall prone. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take an action that you can see within range and cause one creature in a proximity to make a Wisdom saving throw. On a failed save, the creature’s Wisdom is reduced to 0. The creature takes 1d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Necromancy

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You throw a rock or a similar material object at a creature within range. You choose a point within range and move as far as possible in a straight line toward it. When you throw the rock or the object, or when you reach for a grip on the object or the grip to one side of the target, the creature must make a Strength saving throw. If it fails, it is thrown back up to three feet in the air. If it succeeds, it is thrown back down to the ground if it was already under an object or if it has a Strength of 2 or less level in the thrown object. If it fails, it is hurled into the air and then the throw is wasted. The rock or the object has no force other than those of impact and can be pulled back up to three feet in any direction. If you would throw the object or throw it into an unoccupied space within 30 feet of a point you can see within range, the object would fall and cause the object to be wasted. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and bestow upon it a protective magical effect. Choose one of the following effects; the target gains that effect until the spell ends. You instantaneously expand the target’s physical and magical capabilities, up to what extent and how much damage the target takes. You instantaneously destroy the target’s physical and magical capabilities, and you destroy the oldest and most powerful of them. You end any and all physical and magical relations between the target and the creature that granted the ability to cast the ability and refrain from harming it. You grant the creature’s soul a temporary measure of security that lasts until the end of your next turn, at which point the target returns to its human form. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You turn invisible objects into invisibles for the duration. You can see through objects as if they w ho were visible through them. An object or a creature can’t be seen through the illusion unless it has a wide-angle, or the illusion can be activated only by one person. Illusion

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a bolt of lightning that strikes against two targets within range: one humanoid and one beast of your choice within range, igniting an earthquake and shaking the target area. Each target must make a Constitution saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. For the duration, a target has resistance to one damage type, and it has resistance resistance points equal to your proficiency bonus (your choice), multiplied by two + your proficiency bonus. Your damage increases by two times your proficiency bonus. Evocation

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a curse. Each creature other than you within range (including you) must Make a Wisdom saving throw. On a failed save, a creature takes 10d6 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature can use an action to make an Intelligence saving throw. On a successful save, it takes half as much damage and isn’t blinded. As a bonus action, a creature can use an action to make an Intelligence (Animal) check against your spell save DC to detect the location of a cursed spell. The check fails if you have no more Intelligence than 30, or if you have Intelligence of 2 or less, or if you have no Intelligence check. The check is likely to fail if you are the target of a spell, if it w as performed, or if other creatures see you as hostile. Necromancy

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Casting Time: 1 action
Range: 60
Duration:

Searing radiance in a place you choose within range. You transform the target you choose into a glowing green dart, shedding light in a 30-foot cone that remains for 10 minutes or until a creature of your choice within 60 feet of you emits a loud explosion of sparks, colliding with the dart and killing the creature. The creature is blinded and deafened while under the spell. The target also becomes blinded and deafened when it uses all its movement to move to a different spot within 120 feet of you. While blinded, the target takes darkvision out, making it vulnerable to nonmagical damage. Evocation

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Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by an event, you conjure up a devil to act as a demigod to protect a certain corridor and/or corridor component. The devil appears in a space of up to 50 feet square and lasts until dispelled. If the devil leaves a corridor or component with an activated devil spell cast on it, the devil acts as if it were cast on a different corridor or component, so it can perform other functions, such as stepping through a door or opening a latch. The devil also emits a low rumble when it strikes up to five creatures. In addition, whenever any creature within 5 feet of the devil moves to attack it, the creature must succeed on a Constitution saving throw or take 1d8 radiant damage, which the devil can use against it. Conjuration

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Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell poisons a creature or an object within range that you choose, creating a searing pain in the target's chest, abdomen, or legs and burning flesh on its clothing. The target must make a Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. Once per round, you can send a sentience spell in a location the target knows or that you know of to inflict pain on it. The target, who must make a saving throw at the start of each of its turns, must make a Constitution saving throw. On a failed save, the spell ends for that creature or object. Pain in the Target The target is incapacitated. It must then make a Constitution saving throw. On a failed save, it can’t speak any language for 1 minute, and if it has an Intelligence score of 14 or lower its Wisdom score is reduced to 0. While incapacitated, the target must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Pain in the World The target is lost. It must then make a Wisdom saving throw at the start of each of its turns, ending its turn. On a successful save, it returns to its home plane. This spell ends if you dismiss it as a move action. Mind Knife Unlimited 15 Days You create a long drawn string of mind-affecting images that are imbued with a mysterious power. You can shape the image so that it appears to be a different creature or to appear like a regular creature. The shaping can be as powerful as to send a chill wind through a creature’s head, a bolt of lightning through their soul, or a thunderous bang through their jaw line. The image lingers in the mind of the creature for the duration, and it creates a constant state of terror in the creature’s area that lasts for the duration. Thus, a construct that attacks an awakened creature can break out in a wide variety of ways, including slashing at its creature or object, opening fire on its enemies, or stomping on its servants. A creature that dies while affected by this spell is reborn as a fresh-faced, undisturbed creature with six hit points for each level above its Hit Dice. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the image becomes magical for the duration, and the image becomes harder to disorient. The image stays within the spell’s area and can be as close as 60 feet (10 feet) inside the spell. Illusion

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Casting Time: 1 action
Range: 6
Duration: 8 Hours

This spell turns your body into a fey beast’s lair. You must choose one willing creature within 30 feet of you that you can see within the spell’s area. The creature must succeed on a Wisdom saving throw or be blinded for 1 minute, and the spell ends. It is capable of making two Wisdom saving throws at the end of each of its turns. If it fails, it wastes its action that turn doing nothing. Its action is free. If it fails, you can use its action to dismiss the spell. Divination

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Casting Time: 1 action
Range: 8
Duration: Instantaneous

You invoke a specific magical force within range, creating an illusion that a beast within range of your spell becomes invisible. You use a magical force that you can see within range to make one of the following effects manifest in the creature’s space: You create a momentary circle with one hand within reach of the other to compel the creature to move automatically if it is completely within reach of your spell, provided that you have two fingers on the trigger. You compel a creature within the illusion to make a Wisdom saving throw. On a successful save, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails this save can choose to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. You create an instantaneous, nonmagical effect that lasts for the duration. Choose two effects from the following list to designate a new illusion. Aegis of the Dead 10 Instantaneous A shimmering, translucent object appears in your hand within range and moves with you as you cast the spell. The object is an object of greater diameter and type—typically, a creature or a piece of metal—and lasts for the duration. If you cast this spell multiple times, you can have up to three duplicates of the illusion under your control, and you can dismiss such a duplicate as an action. Illusion

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

1 Hour You learn the language of a willing creature that you can see within range. You choose the language you choose in this spell’s list. The language is spoken in the language of the creature. You can also speak the language of any creature that you can see within range. You can’t cast spells of 2nd level or higher, as you choose.’ You can communicate a language of your choice. You can also speak a language of your choice in a manner other than your spellcasting. Transmutation

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

A wizard casts a spell of concentration for the first time on a creature he can see within range. The target must succeed on a Wisdom saving throw or become blinded for 1 minute. An unwilling target is blinded until it is no longer blinded. Conjuration

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Casting Time: 1 action
Range: 90
Duration: 1 hour

For the duration, a lich can’t take the Attack or Hit Points of another creature. Abjuration

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell allows a creature that attacks an approaching creature to move into a state of suspended animation as if it were attacking a spell of level two or higher. The spell emits a powerful shockwave that can be difficult to miss, but can also leave behind a deafening cacophony. For the duration, the creature is incapacitated and must move at least once if it is moving at least 60 feet per round for that round. The spell’s sound is one that the spell’s creator composed. Then, whenever the creature moves to a different spot within range, its speed halts until it reaches its destination spot. It also has disadvantage on attack rolls against creatures other than creatures of your choice within 60 feet of your destination. The spell ends for the creature if it spends its action recalling its action before the spell ends. Evocation

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates a globe of translucent green energy at a point of your choice within range, centered within a sphere of transparent energy centered on a point within range. The globe spreads around you, and its area becomes difficult terrain until cleared. The globe remains for the duration, at which point it disappears. This spell also damages creatures within 30 feet of the caster and those within 5 feet of it. Additionally, when any of the creatures w ere pulled to within 30 feet of the globe, the creature takes 7d8 lightning damage and has disadvantage on Dexterity saving throws and death saving throws. The spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates a ward composed of magical force that defends undead creatures from attack when you choose it. Each creature within 5 feet of the warded area uses one of the following magical effects when you cast this spell or by spending 1 minute pouring magic into your spell’s target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet for each slot level above 3rd. Protection from Energy Self Concentration, up to 1 minute All nonmagical magical energy centered on you for the duration seeps into the target, repel any missile attacks that it makes, and launch nonmagical projectiles at it that pass for the first time on a turn or pass as charms or spell of resistance. The target sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature that starts its turn in the warded area with the left hand raises the brightness level of its other hand to a maximum of 100 lights. Transmutation

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell summons a gargantuan beast—a creature with a head and feet equal to the beast’s size and weight, that weighs up to 50 pounds, and is Medium in size. The beast appears within an unoccupied space within 60 feet of you. Until the spell ends, the beast appears in any visible visible demigod or demihum location, animating a demiplane made of its bones and teeth, and it acts as a demiplanege if you chose animate or construct instead. While in this demiplane, the beast can communicate telepathically with you and can comprehend your language. Whenever you cast an illusory spell on the beast, you can have the spell cast through it, and it can communicate with you telepathically if you wish, gaining knowledge of its secrets and divining its power. Illusion

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a shimmering orb of magical light in a 5-foot radius around yourself that lasts until the spell ends. When you cast this spell and as a bonus action on a subsequent turn you can choose to cause the orb to reappear in the space you occupy, moving like a normal falling orb. Any creature that can move takes 1d6 radiant or necrotic damage, and it can’t take reactions that could benefit it. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: 1 Hour

Your magic creates portals between two different dimensions, one of which is the Prime Material Plane. The portal is formed in a way that looks like a door, opening into a chest or a small compartment on the ground. The chest or compartment is made of wood or stone, and the portal is wide enough that the ground can pass through it. You can use any number of portals you have prepared for the portal, which are animated, to open the portal. A portal opens when a sudden movement within the portal (such as a sudden entrance into a hidden chamber, sudden appearance of a secret door, or sudden appearance of a creature) causes a portal within range to open and move out of the way. The portal is invisible and can't be clearly seen. It can be opened or shut by one of the following options: - Small - a portal up to the size of a Small compartment opens and moves within 5 feet of the target compartment You can use only one portal open option at a time, and creatures can be targeted only once by each use. The portals created by this spell are visible only to creatures other than you. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You transform a target you touch into a misty cloud. The illusion remains in place for the duration and harms only you, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. A creature that has the mistype of an undead is affected first. At the DM’s option, the target can be reassigned to another creature’s mote, or it can remain permanently blinded. Conjuration

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

You transform one creature you can see within range. You choose from either a light, dark, elemental, fey, fiend (your choice), or a hostile creature of challenge rating 2 or lower. The target must succeed on a Wisdom saving throw or be transformed for the duration. The target becomes a fey creature, gaining the following benefits: Smaller Medium or smaller organs automatically work as normal organs for the target. If you create a new creature, it can appear in any spot on the target body, as long as it is on the target body, and it isn’t diseased or diseased-proof. If you create a creature, it has a 20 percent chance to regain hit points if its hit point maximum is less than the target’s. This spell has no effect on undead. Small creatures If you create two or more creatures of the same or lower level and have each created a different creature of the same or lower level, the second creature becomes a creature of the same or lower level and has advantage on all saving throws, and the first creature has disadvantage on attack rolls against targets of the same or lower level. Conjuration

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Casting Time: 1 action
Range: 90
Duration: 24 Hours

You invoke a power within range to move a creature’s nest from one end of a long corridor to the other, creating openings that range open to allow passage. The nest can be up to 30 feet long, 10 feet high, and 5 feet thick, and it lasts for the duration. You can open an opening only when you are within 3 feet of the nest, and you can use a bonus action on a subsequent turn of yours to move the nest up to 5 feet. This movement allows you to move the nest up to 20 feet in any direction. You can open a gateway to another plane of existence, opening a gateway to another dimension, or opening a portal to another plane of existence, opening a portal to another dimension. When you cast this spell, and two additional times per day for a year, you can use a bonus action on a subsequent roll of your spell save to move the nest up to 20 feet in any direction. The nest opens when a sufficient supply of food is found for the current spell duration. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: 8 Hours

This spell creates a gateway between two dimensions to create a magical teleportation device that lastsfor the duration. A gateway is a piece of magical energy that fills a space within range and that you choose must be within 1,000 feet of another creature. You create the portal by moving a Large or smaller object or creature as close as possible to the portal and placing a spell spell on it that creates or mimics the portal. A sealed door on that side of the portal opens into a demiplane that resembles a larger, locked door on the other side. The demiplane is a cube about the size of your normal space and is composed of eight doors. Each door has AC 7 and 15 hit points; you have advantage on Strength and Dexterity checks made to attack each door. A sealed door on the other side of the portal produces a random, fire-infested spell when you cast this spell. When you cast this spell, you can expend one random spell from your spell list to create a random, fire-infested spell, and then make the appropriate attack against one creature within 30 feet of the area. The spell creates a random, magical crack in the door frame that must be pried open for it to open. The spell then ends. If you are successful in creating the temporary spell, you can open the door and restore the life of a friendly creature to its normal state. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d6 for each slot level above 3rd. Evocation

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Casting Time: 1 action
Range: 90
Duration: 8 Hours

This spell creates five flames within range: a pale torch, a torch of fire, a torch of flame, a torch with a flame front and back, a torch of frost and spark, and a torch with a flame in it. The flames fill a 20-foot cube. The flames use cold ray, fire breath, flame jump, flame throw, flame throw by rope, breath of fresh air, small bubble, gust of wind, hail, or lightning storm. The flames last for the duration and extinguish harmless flames within the cube. At Higher Levels. When you cast this spell using an alchemical potion, you can create two additional flames for each slot level above 6th. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You choose a structure or an area of terrain within range that you can see within range and that fits within a 5-foot cube. You manipulate all stone, mortar, mud or rock within 5 feet of the structure or area and make a powerful earthquake that spreads around the affected area. Each creature other than you within 5 feet of the structure or area when you cast this spell must succeed on a Strength saving throw or be pulled 10 feet to a side in a random direction where it’s knocked up. An affected creature can use an action to make an ability check against your spell save DC. If successful, the affected creature is transported to a different location on the same plane of existence. If an affected creature moves into the affected area while within 5 feet of the structure or area, the affected creature is pushed up to 10 feet to a side in a random direction. When the spell ends, the rubble or wall disappears, and any debris that remained falls to the ground where it was placed. Creation

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Casting Time: 1 action
Range: 90
Duration: 8 Hours

You create a gust of wind around a point you can see within range. The wind causes swirling vortexes centered on that point to form. Each vortex has AC 5 and 30 hit points. When the vortex appears, each creature within its area must make a Dexterity saving throw. When a Huge or smaller creature fails the save, it is blinded until the spell ends or suffers from darkvision out to the full distance. The vortexes have reach: up to 120 feet. A creature or an object enters the vortex’s area and sinks to the ground if it isn’t secured to the structure. While a creature is in the vortex’s area for the duration or until the spell ends, it can make a Dexterity saving throw. On a successful save, the creature sinks to the ground and isn’t secured to the structure. If a creature or an object falls in and damages the vortex’s structure, the creature or object lands on the ground immediately on top of it. It has total cover from behind the vortex, which allows it to move with it. In addition, a creature that enters the vortex’s area for the first time on a turn or starts its turn there takes 1d10 bludgeoning damage. While the creature or object is in the vortex’s area, each creature that can’t make a saving throw against this spell must use its action on a turn or take 2d10 bludgeoning damage. This spell also imposes disadvantage on both attackers and defenders, which allows a creature to be both targeted and excluded from combat. Evocation

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration:

Concentration

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a piece of equipment that can be turned into a weapon or armor at any time, using an action that you choose. Until the spell ends, your weapon appears in an unoccupied space that you can see within 5 feet of a permanent object you created with a straight line. The piece of equipment can be pulled apart and mounted on the weapon or armor. The piece of equipment moves with the piece of equipment to the space you created with this spell. The piece of equipment remains in such an unoccupied space for the duration. You can use a bonus action to cause the piece to move in any direction you choose, causing it to sink to the ground and forming a crossbeam pattern on the ground. If you choose, it sheds bright light in the same spot and casts divination spells there. Conjuration

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Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a shimmering, transparent cylinder that emits an electric current in a 30-foot radius centered on a point you choose within range. Each creature in the area must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. Constructs and undead can benefit from the spell’s saving throw automatically, and you can animate or possess objects created by the spell, as long as those objects can be created by other means. Image of Ith Self (10-foot radius) Concentration, up to 1 minute This spell creates a magical image of a creature within range that lasts for the duration. The image is an illusory duplicator that appears in an unoccupied space that you can see within range on an object or an area within 5 feet of an object. You can cast the spell on the image, which lasts for the duration, removing it from its space and placing it within 1,000 feet of a warded door or an illusory vessel. False Image of Ith. A magic image appears within range on a creature, an object, or an illusory duplicating creature of the chosen form. The image is tangible and appears within reach. The image persists for 1 hour, after which time is reduced to half normal. Illusion

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You invoke a magic effect that mimics a creature’s natural ability score to create an illusion. A mimicking spell can target a creature that you choose whenever it attempts to cast a spell. You try to conceal the illusion from the creature until the spell ends, casting it with advantage if the illusion is visible. The illusion lasts until the spell ends, at which point the illusion becomes invisible. You can use your action to move the illusion up to 60 feet and then make a melee spell attack with it. On a hit, the illusion deals 2d10 necrotic damage. If you drop the illusion or drop the illusion spell, or if you use your action to move the illusion from one creature to another, you cause it to become diseased and die. Illusion

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You send one creature that you can see within range into a state of suspended animation. The target must make a Dexterity saving throw. On a failed save, the target fails the spell and becomes restrained for the duration. While this spell is in effect, you can target another creature that is neither charmed nor frightened by this spell with advantage. If the creature is already restrained, you can use an action to release it. The restrained creature can use its action to make another Wisdom saving throw. On a success, the effect ends for it. Abjuration

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A wall of fire arcs through a creature’s space when you cast this spell. When the wall appears, each creature within its area must make a ranged spell attack against a spell of 3rd level or lower, and the fire ignites the target, extinguishing its candles and reducing it to 0 hit points. For the duration, a blinded creature blinded by the wall can’t see nor hear anything moving and is restrained, though it can use a reaction to break free. It escapes when it has hit its limit (or the target’s limit), at the DM’s option, or the target’s choice this moment. It can use only one escape strategy at a time. The wall can be broken by a ranged spell attack. On a hit, it explodes, igniting any bolts it formed within or those that connected to it. The smoke and flames created by the fire wall create a 20-foot cube centered on a point within range that you can see inside the wall. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. A creature restrained by the fire wall can use its action to make a Strength or Constitution check against your spell save DC. On a success, it can use its action to break free. The wall ignites flammable objects in its area that are neither tipped nor worn by feet or by arms. Finally, no creature other than you is within 20 feet of the wall. Any creature restrained by the wall when it creates the wall can use its action to break free or use its action to break free with a successful Constitution saving throw. The wall can have a ceiling and a ceiling area of your choice that is 10 feet by 10 feet, 10 feet by 5 feet by 4 feet, and can be up to 20 feet tall. You can animate and construct barriers to protect the wall, up to 20 feet high, and to serve as walls or chapels. You can inscribe or fabricate such a wall, or you can create a circular or bulge-shaped passage through the wall, so long as it lasts. You can shape the wall in any way you choose so long as you use both hands to manipulate the way through the wall. You can shape the way the wall flows so that the walls might merge into one side or other, for example when a bridge spans a section of the wall or when a ramp encloses a section of the wall. Once you have done so, you can use your action to move the wall as part of a larger move or to push it as part of a smaller one. If you do so, the walls merge into one side of the room, creating a vortex up to 30 feet in length. While this process is ongoing, one creature that you choose must make a Strength saving throw. On a failed save, it takes 18 d10 bludgeoning damage and is not restrained by the fire wall. On a successful save, the creature takes half damage, is no longer restrained by the fire wall, and is neither moved by the cloud of smoke (20 feet) nor struck by the cloud of smoke (the creature’s speed is halved when attacking or casting spells) nor ripped by the vortex. While the creature is under the cloud of smoke (20 feet), it is immune to poison and psychic damage (if any) and has resistance to cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

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Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one permanent magical object, a wand, a ring of teleport control, or a teleportation spell spell with the same name. The object must be a wand. It lasts for the duration. You can use your action to dismiss the spell as an action. Divination

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Casting Time: 1 action
Range: 90
Duration: Instantaneous

A weave spreads across a creature’s space, expending energy when the target is dropped to 0 hit points or less and then leaving behind a fine tail. For the duration, the creature carries on a normal activity that it normally carried with it, and it makes all its movement while flying checks with advantage. This tail extends from the target to the ground where it restrains movement by as much as 20 feet, and it leaves a trail of trails tracing its movements. For the duration, the tail emits bright light in a 30-foot radius and dim light for an additional 30 feet. The tail doesn’t harm you in this way. Each time you take damage from a weapon attack, your flying speed is halved until the end of your next turn, and you regain hit points equal to half your proficiency bonus. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose one creature you can see within range and within range of a magic door. You create a magic door in the space it opens, and one that remains open for the duration. You can open a door as a bonus action on each of your turns until the spell ends. You can also dismiss a magic door and cause it to remain open indefinitely. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell creates an invisible barrier between you and whatever is closest to you. Until the spell ends, whatever is closest to you can see a faint blue glow around the area, which it creates. You can use a bonus action to repel the glowing orb, ending the spell. If you do so, a loud knock, a loud thud, or a puff of wind (in this case, a rustling sound) from behind you creates no damage. While this spell is in effect, your movement is no longer erratic and you can no longer take cover behind a pillar. If you cast this spell on a structure, it becomes harder to break through the barrier and moves with you, instead relying on cover. The barrier can be broken only by spending 3 feet of movement. Evocation

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Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell segues the fabric of reality for the duration. For the duration, each creature you choose within 60 feet of you has advantage on any Strength, Dexterity, or Constitution saving throw. Both creatures and a creature within 60 feet of the target must make the saving throw. An affected creature takes 4d8 damage of the type you are affected by and can use the bonus damage to try to break the spell. An affected creature can use an action to make a Strength or Dexterity saving throw, and the spell ends for that creature. If it succeeds, its spell ends for it and brings its proficiency bonus to -6. An affected creature can use an action to dismiss this spell if it wishes. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You draw your weapon and use it to defend yourself against an incoming ranged attack. If you do so, a ranged weapon attack that hits you deals an extra 1d6 fire damage to you and your clothing, armor, or some other object within reach. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Cleater Secfen

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You weave yourself together to create a magnificent illusion of the heavens. Choose a point you can see on the ground within range. You create a miniature dome of flames in a 15-foot radius centered on that point. The flames appear pink, yellow, and violet in color. Each creature in the dome must make a Constitution saving throw, taking 10d6 radiant damage on a failed save, or half as much damage on a successful one. Creatures in the dome have resistance to radiant damage for the spell’s duration. Each creature in the dome when it appears or when you cast the illusion has resistance to necrotic damage. When you cast this spell, you can have up to three trees flowing in and out, forming a circle with a 40-foot radius around the flames, and you can extinguish the flames there as a bonus action on a subsequent turn of yours. While in the smoke, a creature can make a Wisdom saving throw to break out. A creature can be destroyed by one of the following effects on a creature or object broken by the spell: You create a burst of flame that spreads across the ground in a 10-foot radius, spreading poison and disease-like symptoms on each creature who starts its turn in the smoke. You instantaneously cause the ground in the explosion to turn muddy, surfaces up to 300 feet in any direction. You cause slickened or stained surfaces to appear on ground that is up to 40 feet in any direction. You create a cloud of debris that lasts for the duration of the spell. You create a mass of soft materials that are inert if they have not already melted away. For the duration, these materials have AC 15 and 30 hit points. They instantly disintegrate when dispelled. Transmutation

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Casting Time: 1 action
Range: 90
Duration:

Until dispelled, a spell of equal or higher level than the Spell save DC includes the casting of a simple one-word message that only appears when the group summons an undead creature. The spell appears in an unoccupied space that you can see within range, and lasts for the duration. When the spell ends, the spell doesn’t have to be cast. If you cast it again, the message has to be replaced by a message of its own in both words and images, and a temporary phrase appears in your mouth that carries the message to its final destination. To understand why the spell might fail this way, read the message. Starting as a triggered spell, the spell lasts until it is dispelled. When the spell is dispelled, a red light appears on your ethereal body that leads to a location where the spell is cast. You can determine this location by noting the creature’s color, size, and location within 30 feet of where the spell is cast. This location determines whether the spell is cast through a channelled object or upwards. You can set this up as part of casting summons. You can also designate a location where the message should appear. For example, you might send a simple message to a group of soldiers guarding a major temple that guards an important temple’s gate, or you might command a group of undead soldiers to defend an area that is heavily guarded by mummies. If you choose such a location, its messages are likely to remain over the course of the duration. You can specify creatures or objects that appear within the location and aren’t necessarily anchored to the sky. A group of undead soldiers guarding a major temple might notice that the temple guards an area of terrain that isn’t particularly secure, and might move to protect the temple grounds, blocking access to the fortress. This way, the soldiers can defend themselves against the undead, but it might not do them much good. The location would have to be at least 300 feet away from the area in which you cast this spell. Divination

Cleater Secfen Casting Time: 1 action

Cleater Secfen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to three creatures of your choice in an unoccupied space within range that you can see within range, in addition to the creatures you can see within 1 mile to one creature that you can see within 100 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. While frightened by this spell, the target can have one of the following abilities on it, which you choose when you cast this spell and when you cast the associated spell. Whenever the target makes an attack roll or a saving throw, it can make a Constitution saving throw. On a successful save, the spell ends for it. Nondetection

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Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You touch an object you touch and cause it to become a Medium or smaller object of opportunity. The object is made of solid metal, or any other material that is nonmagical. A Medium or smaller object of opportunity is a Medium or smaller object of opportunity. The object must be in the form of a solid or opaque substance that is opaque to light. A Medium or smaller object of opportunity is a Large or larger object of opportunity. The object becomes opaque if it is on a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness. The object becomes opaque if it is on a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness. A Medium or smaller object of opportunity is a Large or larger object of opportunity. The object must be on a surface that is opaque to light, such as a surface that is opaque to darkness, such as a surface that is opaque to light, such as a surface that is opaque to darkness. A Medium or smaller object of opportunity is a Huge or larger object of opportunity. The object must be within 60 feet of a point of visible light. A Medium or smaller object of opportunity is a Huge or larger object of opportunity. The spell fails if the object has a mass or a slot, not if the object is part of a larger or additional spell, or if the spell is cast on the same target. Transmutation

Cleater Secfen Evocation

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Casting Time: 1 action
Range: Feather
Duration: 24 Hours

This spell creates undead servants. Choose any number of creatures within range and cause them to become servants of meteors, pouring forth flame in a 20-foot cone to batter any creature within 5 feet of the target at the start of each of its turns. The servants extinguish unprotected flames within 5 feet of the target. Any creature in an unoccupied space within 5 feet of the target when you cast this spell must succeed on a Strength saving throw or be struck by lightning for its whole group (including itself). For the duration, lightning trails behind you and deals 1d4 lightning damage to all creatures in its area. The servants last for the duration, and they last for the duration. The meteors last for 10 minutes, after which time rolls show snow in flight. Transmutation

Cleater Secfen Necromancy

Cleater Secfen

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Fissure. The target must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Open Grasp. The target can make a Wisdom saving throw. On a failed save, the target is restrained as long as it remains in the air for the spell’s duration. As an action, the target can make a Wisdom check against your spell save DC to steel itself against collapsing objects, and it can spend up to half its total movement to continue moving. This spell can be ended by otherwise being telepathic. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: Small
Duration: 1 minute

This spell shapes a group of nonliving creatures that you can see within range. You choose how these creatures appear within 30 feet of you. The creatures appear humanoidically as long as they are within 30 feet of you. You can specify humanoid shapes, as long as they don’t resemble humanoids or things, and creature types such as fiends or undead. The creatures can be found only on the separated terrain within which the spell takes root. A creature can be killed by striking it down without dealing any mortal harm. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. Coming into effect, the target also has advantage on Strength, Dexterity, and Constitution saving throws. The target also gains a flying speed of 60 feet for the duration. When the spell ends, the target also has advantage on Strength, Dexterity, and Constitution saving throws. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration:

Choose a creature that you can see within range and that can hear you. The target must make a Wisdom saving throw. On a failed save, it can’t speak, take any action that requires a word or gesture, for 1 minute. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This time, the target has 10 feet of movement, and it can’t move overgrowth, fallen trees, or fallen leaves. While shedding light, the target can’t turn undead creatures into solid wastes until the spell ends. Evocation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target’s flesh becomes soft, and for the duration, as soft as bone. Whenever a human with a Strength of at least 3 or less or who isn’t fighting in an armed conflict with a fey or fey demon or a lich’s shadow, ends its turn before then, and has advantage on any attack roll it makes before the end of its next turn, the target takes the attack roll, and the spell ends. You can’t use this spell on any creature other than the target, even if you have sworn fey service to the deity. Abjuration

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch’s birthday wishes are written on its wall, whether or not it wishes to be reminded. If the birthday wishes are true and your servant wishes to remain a member of the new year’s school, then your servant becomes a creature with a birthday wish spell. If you cast this spell on the same creature every day for a year, the birthday wishes become a spell cast each time you cast this spell for the next year, except they aren’t affected by spells targeting creatures or servants. Your servant is a creature native to your home plane whose wishes you wish to be fulfilled. Your servant creates birthday wishes if you possess an attunement to an item you are holding or one you create with an action or a wish spell. Choose a day on which you are familiar with another creature’s birthday wish: rediscover the hidden birthday wish of a willing creature, mend a broken treasure chest, or serve as a guardian against evil spirits. Your servant provides you with a wish that lasts for the duration of the spell (until the wish is broken or the wish is broken again). The wish is true, and you can’t wish another creature a birthday wish if that wish would allow the target to become a member of the new year’s school. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for every two slots you have available. Wish Touch 6 Days This spell makes one willing creature of your choice who can’t be charmed or tricked, even though it would allow the creature to see beyond words and understand illusory messages written on its wall. If you cast this spell at the same time every day for 24 hours, the spell lasts until dispelled. Through the magic of wish, the target can still see and be intelligent with you, though its Wisdom score is reduced to 1. Illusion

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Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a spot on the ground that you can see and that fits within a 5-foot cube within range. You can extinguish a candle within that area, at the DM’s discretion. A candle that is within 5 feet of you is set on fire. When set, the candle is set to a specific duration and intensity and lasts until the end of your next turn. The spell ends if you use your action to open a locked door or other entryway or if you cast this spell again. If you are outdoors in heavily fogged spaces or in locations that impede movement, a sudden appearance of a celestial, an elemental, a fey, or a fiend (your choice) is prophesied. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Abjuration

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Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose one creature’s body part for reconstruction. Choose one portion of fur, some cartilage, or some ligament made of muscle. The part can be as large as your hand, up to 10 feet high, and extends from your other hand up to 20 feet. The part also contains nourishment and clotting stimuli. The part is free of damage and can be restored only by magic. You can restore 1d4x the total weight of the skeleton if you have the skeletal component. If you have the skeletal component, you can’t repair the mechanical problem. The part’s original component, though, is unaffected. Whenever a skeleton part replicates any remaining component or transforms a muscle component, the skeleton transforms with the component’s original component. If you have the skeleton component and another creature is within it, the creature can use its instinct for movement to move the skeleton. Additionally, if an arm and leg part is damaged or replaced by a component that isn’t restored to its original component, the limb part—called a limb—is damaged, and the game ends on the piece’s right side. These sequences of actions and reactions give lifelike effect to any part of the skeleton that is damaged or replaced, as well as to any component’s original component (such as the limb being made of cartilage or the limb being used as a sword), that was damaged (but doesn’t lose any its own component), and that could use another limb—such as a leg part—to defend it. The magic of chains and thorns causes limb components to act independently of one another, while guards are set to prevent duplicates of limbs from replicating or transforming. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell can restrain a creature of your size or smaller, causing it to willingly become restrained as a bonus action on each of your turns. Each time you cast this spell, you can cause a bolt of lightning to leap from your fingers up to 60 feet in a direction you choose; if you have the glyph, you can choose to have it jump higher, up or the other way. If you have the glyph, you can cause an uncontrolled spell casting by a creature of your size or smaller to fail as a swift action. Conjuration

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure an invisible servant who stays within range to protect you from melee attacks. The spell fails if you cast it twice, if you enter an enclosed area within a certain area, or if you reach into an area of higher ceiling than the target area to attack. The creature’s visage is immobile and unprotected from melee damage, but it can use reactions in response to being affected by a certain energy, such as thunder, to shed its armor or to gain access to new weapons. The creature’s visage lasts for the duration. If it drops to 0 hit points, it can no longer see, has 10 hit points, and is blinded. It can’t speak, cast spells, or use reactions. Evocation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power of the dead to restore life to a creature that has been dead for no more than a century. Until the spell ends, any creature that died as a result of a necrotic spell cast on the creature by this spell must make a Constitution saving throw. On a failed save, the creature becomes undead at the start of your next turn. If the creature’s soul is both w illing and at liberty to rejoin the body of a new creature, the creature becomes undead at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into the mind of an unwilling creature and force it to undertake a debilitating act of violence. For the duration, that creature also suffers an effect that causes it to become diseased. For the duration, that spell has no effect. An unwilling creature suffers no ill effects. For the duration, that spell has no effect. You touch the affected creature, and the spell ends. The spell can target any number of creatures you choose, and you can target one additional creature for each target. You can also dismiss the spell when the disease condition completes, unless you have additional victims. For the purpose of this spell, any number of creatures that are w illed or w illed at the time of the disease’s casting must be killed before the spell ends, and the creature must remain diseased. Illusion

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Catapult. The target has advantage on Dexterity checks. It also doesn’t take damage from vehicles carrying objects over 1,000 feet. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Invitation to Dance. The target has advantage on Wisdom checks. Laughter line. The target has advantage on Charisma checks. Masochism. The target has advantage on Intelligence checks. Healing energy radiates from him in an aura around him that lasts for 1 minute. During this time, you can use your action to restore 1 hit point to the target. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. Insect’s Bane. The target has advantage on Dexterity checks. Invocation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a target and gain a grasp on its arcane properties. You touch the target and imbue it with nature's power, promising to protect it against all attack and damage. The target becomes a celestial until the spell ends or until it u se its action and moves to inanimate itself, at which point it reverts to its original form. If you target an area where nature has rendered human life impossible, the spell ends, and all life in the area is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a target that has been charmed or incapacitated. The target becomes charmed and vulnerable to nonmagical damage until the spell ends. The target is also unaware that spells and other magical effects are in effect on it until the spell ends. During this spell’s duration, whenever a target on the same plane of existence as you, or within 30 feet of you, as a bonus action on your turn, you can mentally command any creature you made within 30 feet of you to a spell of your choice that targets a different creature than you. If the target is a creature, it can make a Charisma saving throw, taking 10d12 psychic damage on a failed save, or half as much damage on a successful one. The DM can adjust these odds after studying the statistics of the chosen spell for its effect on the target and on others. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can up to twice the number of creatures you can target with the spell. Enchantment

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. Until the spell ends, the target gains a flying speed of 60 feet for one creature and is willing (if it isn’t a creature) for partners. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. Until the spell ends, the target gains the ability to perceive its captors through its eyes and to its own words. This spell can’t be dispelled by dispel magic. Illusion

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You whisper a discordant melody within range and animate some object of your choice from the air for its component. Make an ability check using your spell save DC. You determine what object would make the sound by examining the shapes, sizes, and other properties of objects worn by other creatures. The familiar will then animate any one thing from the air for that object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate any number of objects that you can see within 30 feet of you. Illusion

Cleater Secfen

Casting Time: 1 action
Range: Touch
Duration: Self

Concentration, up to 1 minute This spell repairs a damaged object or creature. It replaces a damaged object or creature with a new magic item. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st (to a maximum of 6 d10). Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Transcendent
Duration: 3 Days

1 Stone 60 AC 1 Minute Instantaneous You create a magical barrier that blocks the movement of creatures of your choice within range. Creatures in that area must make a Wisdom saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a barrier is created, each creature in that area must make a Strength saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A barrier can be created of any height or shape, but it must be on a surface that is 2 feet or more away from the point of effect that you created it on. The barrier lasts for the duration. A creature can use its action to go through the barrier, which must be in a space that is not more than 30 feet away from you. If the barrier is on a surface that is 5 feet or more from you, a creature can use its action to go through it, which must be within 5 feet of you. Make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. A barrier can also be created of any height or shape, but it must be on a surface that is not more than 5 feet away from you. The barrier lasts for the duration. A barrier created with this spell can be used to create a barrier that is 5 feet or taller. A barrier created with this spell can be used to create a barrier that is 10 feet or taller. The spell must be at least half as deep as the spell’s height, and the barrier can’t be more than 10 feet wide. Enchantment

Cleater Secfen Transmutation

Cleater Secfen

Casting Time: 1 action
Range: Unspecified
Duration: 10 Days

Instantaneous You cause a target of your choice within range to make a Wisdom saving throw. A creature can make this saving throw at the end of each of its turns. If you do, the spell ends for that target. Evocation

Cloud

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this spectral form, you can only use your action to assume a different form following your example. You can only assume a mount if you fall within 10 feet of them. A mount has advantage on attack rolls against the same target or a different one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon twice as many mount’s. If you cast it using a spell slot of 5th level or higher, you summon three times as many mount’s. Conjuration

Cloud

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You tap into the dreams of a creature you can see within range to create a magical artifact of up to magic damage that lasts up to 1 hour. The target must succeed on a Wisdom saving throw or be affected by this effect for the duration. The affected creature awakens at any time if it takes damage or if someone else uses an action to shake or slap it awake. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

10 Days until death, this spell transforms a warded creature into stone. The stone becomes damp, hard, and lifeless after 2d4 days. Thus, a warded creature is covered with a sheet of stone, and his clothing is stained with filth. A warded creature has resistance to acid, cold, fire, lightning, and thunder damage for 1 hour. While in this state, he can’t take reactions, and his movement isn’t prone while in the stone’s shade. Transmutation

Cloud

Casting Time: 1 action
Range: 10 Days
Duration: 1 mile

Your mind fills with thoughts and emotions as you move away from home, away from your friends, and toward your home. You choose the following effects when you move to a place: You gain the appearance of a familiar or legendary creature that fits within the following categories: A humanoid of 2 to 5 feet tall and of moderate or higher level than you can be charmed or frightened by you. You transform into a Large or smaller construct with a 5-foot radius and a growth pattern on the ground that can accommodate up to fifteen humanoids or five beasts. A plant’s atmosphere patterns patterns and transforms into a cloud of smoke and becomes difficult terrain. Your body can’t move forward or behind you, and you have disadvantage on attack rolls and attack rolls that use your action to move up or down a flight of stairs or across an open pit. You can’t use reactions or cast spells while in the cloud. You must use your reaction and the cloud’s moisture to move as far as you can, using your reaction and the cloud’s moisture, to move into an open pit or close enough to a pit to a human’s pit reaction. Evocation

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

A shimmering green, faintly luminous substance reaches its destination, and travels along the surface of the water there for the duration. For the duration, the substance seems to float in the water, but the surface can’t be more than 10 feet wide. If you choose a point within 30 feet of the destination, a shimmering substance falls and crashes down on it, causing it to become immobile for the duration. Any creature moving through the surface for the first time on a turn must succeed on a Strength saving throw or take 1d4 radiant damage. At Higher Levels. When you cast this Spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Poison. Concentration, up to 1 hour A white mist fills the air and moves slowly toward a creature with an Intelligence score of 2 or lower. For the duration, the mist regards and recognizes each creature it touches, and it produces a line of bright light in each creature's ordinal location on the ground within 5 feet of it that matches the creature’s sort’s color. At the end of each of its turns, a mist will rise from the ground toward the creature it strikes, moving slowly toward it until it appears as a yellowish cloud of smoke. This cloud lasts for the duration, and it emits a faint, metallic voice when it strikes the creature it strikes. When the mist appears, each creature in its area must make a Constitution saving throw. The creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The mist sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this Spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

Choose a creature within range for the spell. For the duration, the target is charmed by you for the first time on any day for the first time in your whole life. The charmed target can use its action to make a Wisdom saving throw. On a successful save, the target can cast spells by using its action to assume the persona of another wizard, such as Asher the Unseen, or Bystal the Everlasting. The charmed target can use its action to make a Wisdom check against your spellcasting ability and make the saving throw with advantage. If successful, the spell ends for the target, and the spell is wasted. Abjuration

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You choose one creature’s natural weapon. The natural weapon’s damage increases by 1d8 for the duration, and the weapon’s ammunition decreases by 1d8 for the duration. The weapon's damage rating is 3. You can use this method of aiming to kill two creatures who share a natural weapon attack bonus. You use the bonus as your advantage when you make a weapon attack. Evocation

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You establish a magical link with one creature you choose within range. The link lasts for the duration, and if you are fighting it, it has no affect against it and must be dead. The link can teleport you to any other destination within 10 feet of it. Conjuration

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You implant magical nature into an object or a creature you can see within range to create a magical bond. For the duration, the creature can’t become friendly to you, and when the spell ends, the magic bond ends. For the duration, the bond lasts for the creature’s whole duration, or until the spell ends. You can have up to five creatures bonded by this spell, or none at all. Creatures become magical in—within 10 feet of you—when they are subjected to an affliction or opportunity spell. You can specify magic that makes the bond permanent, such as dark side energy or immobile undead, and that mitigates the effect of the spell, such as the bond on an undead or an illusory duplicating spell, becomes permanent, or w the DM chooses a different temporary form, such as in a fortress’s secret chamber. Abjuration

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You make a magic artifact from crystal or stone appear invisible to you and only you and a creature you can see within range. The artifact is an object, a piece of magical construction, or a magical service rendered by some other creature. When created, the artifact acts as an invisible sensor on you, mimicking the movements of nonmagical creatures. You can use your action to create a small bubble around the artifact and project it into the space behind you. Until the spell ends, you can use your action to freely move your hand up to 5 feet in any direction along the front of the bubble and move your foot to a distance of 10 feet. As an action, you can move your hand up to twice as fast as normal for 1 minute. Illusion

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You make yourself fit into a frame formed of solid stone, much like a swimming pool. Until the end of that time, you gain the following benefits when you cast this spell. Your walking speed increases by 10 feet; when you reach the top of a high stone wall you can see over the top, your speed increases by 10 feet. If you are on the ground, you are transported to a height of 10 feet above the ground; if you are beneath the ground, you lose your movement while you are transported. You are blind, deafened, and suffers movement sickness. You can’t talk if you are incapacitated. Transmutation

Cloud

Casting Time: 1 action
Range: 10 min, 9 turns
Duration:

You imbue a creature you touch with necrotic energy. Until the spell ends, you can use a bonus action to cause the creature to become heavily injured. While the creature is under the effect of the damage, it can make a Constitution saving throw. On a success, it can use its reaction to determine whether the spell ends, and use that result as part of its action to cause a new wound. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional wounds for each slot level above 6th. Necromancy

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration: 30

Instantaneous You attempt to teleport yourself to another plane of existence. You must be within range to spell the spell. You choose a point within range. You can move up to 60 feet, and you can’t be knocked prone or restrained. You must remain within 1 foot of the point where you used your spell’s teleportation ability to cast the spell. You can use your movement to take three additional steps on each of your turns, and you can’t take any actions other than flying. Conjuration

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration: The spell ends when you cast this spell again.

Conjuration

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell creates a magical construct called a Serpent. Until the spell ends, you make a Wisdom saving throw to keep it from going off and thus ending the spell. You can use a bonus action to switch from Magical Serpent to a more powerful one, at the DM’s option. Using a bonus action, you can alter the design so that its legs become triceps and the lower arm replaced by a triceps and lower leg replaced by a triceps. You can also alter the diameter of your arm to match the number of prongs on each leg. This change lasts for the duration. In addition, whenever a Serpent you choose transforms into a human or a lizard, you can make the transformation even if it has more prongs on its triceps than you are able to maintain, and you have advantage on the save. Finally, for every 10 points of Wisdom you spend using magic or a spell slot of 2nd level or lower, you can spend three times this spell’s price to keep the Serpent from attacking or attacking another creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the magic used to create the snake becomes part of the spell’s magic. You can use a bonus action to cause the magic used by the spell to reoccur in the same place on your person, similar to how you might cause something as simple as a wall of ice to freeze to ice in one sitting. Transmutation

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell wards off darkness and earth in an area for the duration, except you can grant up to three times the maximum number of uses of sunlight spells a day during the duration to this spell. When you cast this spell, you can designate any number of creatures that you have seen within 30 feet of you that have either turned green or waned in weight, and you can designate any number of creatures that have either turned cold or turned hot (your choice). The conditions under which these conditions are met can be as general and as severe as you choose. For each creature that becomes prone or falls prone while casting this spell, make a Constitution saving throw. On a successful save, the creature regains half its hit points. If a prone creature fails this save, it frees itself by casting a long rest. If it regains half its hit points, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a magical link between a willing creature and a willing creature that has the same birthday and other specified dates as the creature’s birthday. The spell targets undead and constructs, not you or a willing creature; however, the spell can target constructs up to Chapter 5. If you cast this spell multiple times, you can have up to two creatures affected by it succeed on saving throws against its spells of the chosen birthday. It also ends the effect on each target. Abjuration

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a magical ward on a creature you can see within range. The sphere is about the size of a small melon, and it lasts the duration. When the sphere is moved, it moves with the sphere to a different spot on the creature’s ground, which it does so, picking up any debris it removes and placing it back where it left off. The sphere is invisible, and any creatures within its area or who can see it can't see anything about it. Creatures that can see the sphere can see only through the surface of the sphere. Transmutation

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a misty cloud of mist, one inch in diameter and 10 feet high, centered on a point you choose within range. When you cast the spell, choose one of the following options for how the mist spreads: Place a mist in a 20-foot radius sphere over which a Large or smaller creature can cast its spell. Casting this spell creates a 30-foot-radius sphere centered on that point. Two 30-foot-radius spheres, each 1 inch in diameter, each bear the symbol of a different spell or magical effect. A target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage when it is sent flying. The mist spreads around corners and extends its tentacles. At the same time, creatures of the target’s choice make a Dexterity saving throw, taking half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

You create or shape an object that is neither worn nor carried within 5 feet of it and that is more than 100 feet tall. An object created by this spell is warm, heavy, and silvery, requiring at least 1 minute to mend by fire and burning for 1 minute by nonmagical means. If the object has a weight of 5 pounds or less, the magic izer chooses metal or iron as the weight. As an action, you can direct the magic izer to create a circle or a disk of green or yellow light that moves with the wind, mimicking the sounds of your voice, for 30 feet. That action lasts until the item drops to 0 hit points or you make a Charisma saving throws. Transmutation

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

Your magical staff magically compresses and seizes an object it can fit in it and crushes it, or it and all its components and forms, and constructs a new magical staff. The staff produces a magical staff composed of magical energy bonded to its base material components. When the staff appears in a place or a location where a creature would target the magical staff with disadvantage, the creature that created the target, if any, can use its reaction to attack the magical staff. The creature must be within 5 feet of the magic staff when you cast this spell, and it can make a Constitution saving throw against the spell. On a failed save, the magical staff instantly becomes warded by nature. Until the spell ends, you can use an action to cause the warded magic staff to automatically become nonwarded, even if it is warded against its element. You choose one of the following effects to cause the warded magic staff to automatically become nonwarded: Rotates freely around the room. For the duration, plants in the radius of the warded area have disadvantage on attack rolls against creatures within 5 feet of the magic staff. If a creature within 5 feet of the warded area reaches out to touch it, that creature can use an action to shake the staff and make a melee spell attack against it. If the creature makes the attack roll against the staff, it can use its reaction to make another melee spell attack against it, using the attack bonus. If the creature makes the attack roll against the magic staff, it can use its reaction to lash out at the creature it can see within 5 feet of it. Even though the creature can’t reach out to touch the staff, it can use its reaction to lash out at the creature when the staff is subjected to its effects. Transmutation

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

You touch a creature. The target takes 2d6 necrotic damage and is restrained. The target can make a Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Cloud

Casting Time: 1 action
Range: 10 minutes
Duration:

You touch one unwilling creature and force it to make a Wisdom saving throw. On a successful save, the target is bound to reside in an unoccupied space within 5 feet of you for the duration. It can’t be bound by another creature’s will or power, and it doesn’t need to be bound by an elemental or a divine bond, such as the one that guards you in this spell’s area. It can only be bound by magical means and can’t be bound by mundane or magical means. A bound target can examine itself and make a Wisdom saving throw to determine if it is affected by this spell. If so, the target regains 4d12 psychic damage (if it isn’t a divination spell) if it has no more stored psychic damage, and 4d12 psychic damage (if it has stored psychic damage) if it has stored psychic damage. Abjuration

Cloud

Casting Time: 1 action
Range: 120
Duration: 10 Days

Choose one object or creature within range that you can see over the course of one round as part of a gesture or ritual. The creature must know the gesture or have the ritual components (such as a stupendous performance, a caress, or a call for divination) at the time it makes the gesture. If the creature uses its action on a subsequent round of movement for the first time on a turn or starts its turn there, it makes the gesture with the gestures suite available to it. The gesture can invoke the benefits of divination magic or the summoning circle, manifesting a greater fiendish plan, or endow the illusory creature with a greater immunity to negative energy. You can also animate or manifest a duplicate of the gesture, provided that the illusion is made from an other divination spell. Once animated or manifesting, the duplicate requires no animating or manifesting components. When you animate or manifest the duplicate, you can use it to carry out the gesture, identify the object or creature, and then repeat the process for all others. While the duplicate is carrying out the gesture, the creature has resistance to half damage taken except against attacks made using the crossbow or mace. When you manifest the duplicate, you can dismiss it as an action that a creature choose within 30 feet of you. If you do, the duplicated creature can use its action to carry out the gesture again, provided that the first time it carries out the gesture on a turn or starts its turn there, it must take the Dash action and then use its reaction. A duplicate can beheaded only by succeeding at a different penalty. Transmutation

Cloud

Casting Time: 1 action
Range: 120
Duration: 1 hour

This spell grants you some general knowledge of the terrain outside of the case. For the duration, and at your command, you can move up or down as much as 50 feet on each side, and you make any move you make from behind the case as if it were stone. Up or down. You can use the wind in this way to move you and hurl you (if you have it) up or down as you please. Whether or not you choose to move up or down, the wind carries you and your equipment along the ground. You can use an action to create a line of fire 5 feet long and 5 feet wide running from you to the ground in a 20-foot-radiused pocket of cloud. Each creature in the pocket must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. In addition, the fire spreads around corners, forming several puddles within 30 feet of one another that are harmful to both you and your equipment. A creature must always reach for its hooves to extinguish the fire. When you cast the spell, you must hold the line until the spell ends. If you do so, a small flame appears along the ground, lit by candlelight, that it can reach at the start of your turn. This flame burns if it is visible and within 120 feet of you. Any creature exposed to the fire uses a reaction to reduce it to immobile status in an unoccupied space closest to the spot where you cast the spell. It releases the flammable flammable flammable spell if it has one within its reach and then makes a Wisdom saving throw. It causes the flammable flammable spell to evaporate, leaving behind no heat and no acid, cold or fire resistance. The flammable flammable spell then ends. If any damage or other visible sign of foul originates from the flammable spells used to create the flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flamm

Cloud

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell grants Minor Illusion, Stunning, or Repel effects and whispers that create visual or audible sensations for the duration. For the duration, the target’s senses, but not the target’s reality, are suppressed, and the target is blinded and deafened while it is blinded or deafened. This spell can’t be dispelled by dispel magic or an equal part-natural or stone based spell. Illusion

Cloud

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a circle of magical force that extends out from you toward a creature within range. To create the circle, right-click on a creature you have chosen and choose a point within range. The circle moves 10 feet per round target when you cast this spell, or 30 feet when you cast it using the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the magic circle increases by 5 feet for each slot level above 2nd. Enchantment

Cloud

Casting Time: 1 action
Range: 120
Duration: 8 Hours

This spell provides a temporary magical weapon for the purpose of creating one. You choose the Magical Weapon or the Weapon of Elementals Elementals. You grant a magical weapon the ability to exist inside a creature and manipulate that creature for the duration. Using the weapon, the creature is subjected to a number of debilitating effects equivalent to those of the disease, poison, or polymorph effects on the targeted creature. The weapon's normal damage increases by that effect until it is pulled into the container used as the container for the item. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours. when you cast this spell using a spell slot of 7th level or higher, the duration is 10 hours. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is a year. **This spell has no effect on undead, constructs, or the undead that are under the effects of a disease, poison, or polymorph spell. Each time you cast a spell of 7th level or higher, the spell treats a target with disease and cures them of the disease and the poison, if it takes this spell’s normal damage and isn’t dealing with a disease such as exhaustion or exhaustion and instead treats the current affected target with such diseases as normal. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is concentration, up to 6 hours. When you use a spell slot of 9th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 10th level or higher, the spell lasts until it is turned to its normal state, at which point it deals no damage, and it restores 2d4 hit points to the target if it is still alive. If the spell’s normal components are missing during the casting, the target has disadvantage on attack rolls against you. Conjuration

Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your magic fills the air with a tremor, turning it into stone, crackling with flame. Until the spell ends, the tremor widens into a cacophony of thorns and thistles, and the ground becomes difficult terrain. The ground becomes muddy and difficult terrain becomes difficult terrain for your own soldiers. While muddy, your soldiers take 1d4 acid damage and 1d4 fire damage when they are subjected to an area spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation

Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a Large or smaller creature you choose that you can see within range attacks that creature for the whole duration of the spell, regardless of the size or direction of its body. The attacker takes 8d8 piercing damage from nonmagical weapons and targets each creature in a 30-foot-radius sphere centered on that creature for the spell. Each creature that is targeted by the spell must succeed on a Wisdom saving throw or take 1d10 acid damage. The spell ends for each creature or object within 30 feet of the sphere. Conjuration

Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours

This spell creates magical pathways that protect a location or a group of locations. As an action, you can shape the paths so as to create openings on each side or openings on the ground or the floor. Choose any number of existing openings as near as you are able to see within range; you can make a minor entrance on the right side of the room or a great entrance on the left side. At any time thereafter, you can shape any of the temporary openings so as to create openings at the outer edges. Additionally, you can shape any permanent openings so as to create openings on either side of the place you choose. Thus, if you shape any temporary openings, you can shape them where they are needed most, protecting them from approaching creatures. At Higher Levels. You can up to damage that creature if it is within 30 feet of a place you create these pathways, or it and any creatures that can be connected to it. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Conjuration

Cloud

Casting Time: 1 action
Range: 120
Duration:

Until the spell ends, a Huge or larger object you touch has no antimagic field, and it isn’t blinded or frightened. It simply blocks the antimagic field, as if it were there, until the spell ends. This spell can penetrate most barriers, but it isn’t as strong as steel, bone, or iron. In addition, a Huge or larger object that is held or carried by another creature is vulnerable to being struck by one of the weapon’s bolts, which might make the creature take 1d10 piercing damage. When you cast this spell, you can choose a single ability score. An ability score can’t be more than one spell level lower than the spell’s level. You can’t increase an ability score below 20 using this spell. Transmutation

Cloud

Casting Time: 1 action
Range: 12 hours
Duration:

This spell allows a creature’s teleportation origin to occur within the space of a flying object other than a craft or hovering craft within 120 feet of it. The origin can be determined by considering several possible destinations within 120 feet of the object: an unoccupied space occupied by a creature or an area that is heavily obscured, such as a dungeon or a large laboratory. If a destination is determined to be occupied by a nonplanar entity (such as a god or a powerful demiplane), the spell ends. Necromancy

Cloud

Casting Time: 1 action
Range: 13 Days
Duration:

A shadowy force of nature appears in your space and moves with you, seemingly out of the blue, toward a target within earshot of you. The target must make a Wisdom saving throw. On a failed save, a target’s speed is reduced to 0 until the spell ends. While the target is within earshot of you, its movement doesn’t provoke opportunity attacks. Once during each 24 hours that you are within earshot of the target, you can use an action to dismiss the spell and cause the shadowy force to move at your command. While the force surrounds the target, magical or otherwise, the shadowy force appears in its space, seemingly out of the blue. This shadowy force lasts for the duration. When this shadowy force appears, the spell ends, and the target takes an extra 2d6 psychic damage and must make an Intelligence saving throw. On a failed save, the spell ends. The shadow force moves into the space and costs 2d6 force damage, and the shadow force deals 2d6 force damage when it moves into the space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Illusion

Cloud

Casting Time: 1 action
Range: 14
Duration: 8 months

Your magic becomes visible to as many creatures as possible until the spell ends. Creatures that don’t need to go into hiding or are immune to fear effects are unaffected. Conjuration

Cloud

Casting Time: 1 action
Range: 14 days
Duration:

You choose a plant’s brightness as the darkest point on its surface, and when you create the spell, you choose a point on the ground that has a luminosity of 1,000 feet or less. A luminous mist appears in the ground every 1 hour, forming a natural light source within 300 feet of the ground. The mist spreads around corners, and it lasts until cleared. When the mist spreads across a square or a cube, make a colour attack against it. A creature takes 2d8 damage of the attack type chosen. Evocation

Cloud

Casting Time: 1 action
Range: 14 Hours
Duration:

You make a magic door appear on the ground at a point you can see within range. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or drop the door. A creature must also make the saving throw when it moves into the spell’s area for the first time on a turn or starts its turn there. If a creature fails the saving throw, it can choose to remain in the spell’s area or move out of it. Transmutation

Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You attempt to cast a spell in this way once before, instead of once every day for the duration. When you cast the spell, you can designate any creature or object that you can see within 30 feet of you as a target. You can see through windows as small as 2 inches on one side, up to 30 feet wide and 20 feet tall. Each creature or object can see through a window as if it was in the sky, but it can't pass through a window. Divination

Cloud

Casting Time: 1 action
Range: 150
Duration: 24 Hours

For the duration, up to twelve creatures of a sort within range can’t pass. Choose up to three creatures of your choice that you can see within range. A specific creature that can normally be charmed is also affected. A creature must be within 5 feet of you when you cast this spell and 60 feet away when you cast it. A creature’s speed is halved in this spell, and it becomes subject to the following effects on it: Your body becomes more difficult terrain. If you have 5 feet or less of remaining movement left, you are subjected to the following effects. You can no longer use your action to see through wall or ceiling, or to move across a pit, canola, or other obstacle of your choice that you can see. You become blinded and deafened for 7 consecutive hours. You can’t speak a noncorporeal language for 8 consecutive hours. You can use your action to move across a pit, drain a rat or any other natural stone that stands on end, and cause one of the following effects on one creature: Tons of otherworldly force surrounds and protects you. Creatures in a 20-foot radius sphere centered on your location are subject to the following effects. Tremors and condensed air in the sphere deal thunder damage. Your body becomes smaller for the duration. You have resistance to cold damage, and you are forced to use fire damage instead of lightning damage in addition to the normal number of feet it takes you to cast this spell. Your attack rolls are reduced to half of their normal form. You can use a reaction to reduce the reduction to 1. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reduction to 1 half of the reduction becomes 1. Transmutation

Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 150 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Cloud

Casting Time: 1 action
Range: 15 Days
Duration:

A creature of your choice that you choose must succeed on a Wisdom saving throw to resist a corrosive gas spell that is casting in its area. The vapors do not pass through barriers, creating openings as wide as 20 feet wide, until after 120 days, or one hour—if the spell lasts. A creature that succeeds on its save against a corrosive gas spell becomes immune to the spell. Evocation

Cloud

Casting Time: 1 action
Range: 15 minutes
Duration:

You create a ghostly object that occupies 5 feet of your space and floats 100 feet above the ground. The ghost can’t harm you or harm anything within 5 feet of it. The object can be no larger than a Small or Medium object and can fit up to five adult humanoids or two beast’s inside it. The ghost is friendly to you and your companions for the duration. A ghost created by a spell or a higher spell of 8th level or lower grants it a +5 bonus to AC and saving throws, and a ghost created by a spell of level two or higher grants it a +5 bonus to the attack rolls of its companions. This bonus lasts for the duration. Additionally, a ghost created by a spell of level two or higher grants it a +2 bonus to AC and saving throws, and a ghost created by a spell of level two or higher grants it a +4 bonus to attack rolls and chemicals. Conjuration

Cloud

Casting Time: 1 action
Range: 16 days
Duration:

You choose the physical manifestation of a disease or an effect, as you cast this spell, that treats a willing creature as if it were a humanoid. When you target the same creature or a part of it that is affected by a disease, the effect activates only under certain circumstances, such as when a creature is killed by a disease cast on it, or when the creature becomes incapacitated (for example, at the touch of a disease cast on it, it simply leaves). You can use this spell against the same creature or a part of it on a different turn each time you cast it. So, a creature killed by a disease might still be alive in its next turn, but if you have the disease within it and have cured it of the disease automatically, you have cured the creature, not attacked it, and your attacks deal no extra damage. This spell has no effect against constructs or undead. Transmutation

Cloud

Casting Time: 1 action
Range: 16 Hours
Duration:

This spell creates or distorts visible reality within range. This spell can target one creature or ten creatures or objects at a time, or a single object hovering in the air that isn’t moving. An object must be within 1,000 feet of the object (if it isn’t moving), touching it, and moving within 500 feet of the object. The object’s position in time with the current moment is contested by another object or an omen. That piece of reality, or the entire thing, becomes visible when the object moves into the present moment. The object can disappear at any time as an action, but the moment a creature triggers this spell, an illusion springs out of the object to reveal the true condition of the scene and to warn a creature of its surroundings. Transmutation

Cloud

Casting Time: 1 action
Range: 18 Hours
Duration:

’ time limited, on a specific day. You are limited in the following ways: You can only cast this spell once. When you cast it again, the spell ends. You instantaneously teleport up to 300 feet to a different room that you can see. This can only occur once every 10 days. You can’t cast this spell while wearing light armor or while carrying heavy weapons. Transmutation

Cloud

Casting Time: 1 action
Range: 18 Hours
Duration:

You draw magical energy from elsewhere in the area’s atmosphere for the duration to create a constant stream of green light—up to ten times more intense than normal light. The light is brief and harmless, and the area is immune to all damage and spells. Abjuration

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

Transcendental abilities. Choose up to three creatures of your choice that you can see within range. You can use your reaction to make a Wisdom saving throw. On a success, the creature takes half damage on a failed save, and it takes half damage on a successful one. The spell ends on the creature if it has a saving throw against the spell. Conjuration

Cloud

Casting Time: 1 action
Range: 1 hour
Duration: 5 gallons

Transmutation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature you touch regains hit points equal to twice the spell's level. Conjuration

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering, translucent object rises from the ground at your feet. You can make the creature hover or lie still so that it isn’t affected. The creature must make a Dash move before it can move. It can be up to you, a creature of Medium size or smaller, standing in a fixed spot within range. If the creature is standing still, it automatically ducks into the nearest unoccupied space where it can’t see, until it uses its action to move up to its speed, and it can duck into the nearest unoccupied space if it can see it. It can move across uneven terrain, up or down stairs, across large trees, across sloping buildings, and across narrow passages. Transmutation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a creature within range that you can see within range. You teleport the target to a different location by touching the target and leaving it there for the duration; if the target moves while you're on the move, you can teleport it back to your current location. Conjuration

Cloud

Casting Time: 1 action
Range: 1 Hours
Duration:

A shimmering, translucent object appears within range on a creature’s surface and lasts for the duration. For the duration, the target knows nothing about the magic that creates the shimmering object and can’t use actions or hold objects. It has disadvantage on attack rolls and ability checks. The object can be opened or removed only by using an action or seeing through a small gem’s prismatic window that allows it to be opened. Transmutation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants the ability to speak only one language. When you cast this spell, you make a spell attack. Choose a creature within 30 feet of you and make a new attack using your spellcasting ability. If you do so, your creature must make its own laceration, in which case it must roll a d 4 to cast this spell, and it must roll a 4 or higher. As a bonus action on your turn, you can mentally command any creature you made with this spell to cast a spell of 3rd level or lower, issuing the same command to any creature you made with the animate dead spell. Choose two constructs or two undeads, and you summon one from your hand. Each constructs or undead must be within 60 feet of you, and each must make a Wisdom saving throw. On a failed saving, it can use its movement to move up to its speed so that it can pass, bypass, or interrupt you. If you don’t specify a spell’s nature or its own effect, the creature is allowed a speed of 60 feet per round it casts this spell. On a successful save, the creature spends the rest of its turn moving up to its speed so that it can succeed on a single attack roll, and it can repeat its saving throw against that spell once per round for each creature it chooses. Conjuration

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants you the ability to shape the atmosphere around a target creature or an object it inhabits. You can shape an area of terrain up to 20 feet square and up to 10 feet deep, as w ness or as a horizontal direction. The area is widely dispersed and is made up of panels or rooms arranged as you wish. Each panel or room can be up to three stories high, forming shelves or supports. Each panel or room can contain up to four creatures. Conjuration

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell makes a creature’s senses shift when you cast it. When a target within range attempts to cast a spell of 2nd level or lower on you, instead of the target using a spell slot of 7th level or higher, you instead use the spell’s casting ability modifier for each slot level above 6th. Evocation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You and up to eight willing creatures you can see within range assume a tower-like appearance for the duration. Creatures of Medium size or smaller can fit in at most 20 feet out of the way of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of you when you cast the spell. Transmutation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to four things on the ground in a 5-foot radius around you to shimmer in an unoccupied space within 5 feet of you for the duration. You can animate up to four of the things. They appear as wisps of green light in your space. You can animate up to two of the things at a time, or you can create two additional things. The first animate and remain animate objects of the kind you select. The second animate and remain animate objects of the sort you choose, but animate only if the first creature’s Hit Dice is less than 10 or the second creature’s Hit Dice is less than 10. If you cast this spell while you already have four animate objects components, the second component animates and animates for 30 days. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional things at a time by using an additional spell slot, not including the first component’s slot. Transmutation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical staff protected by a protective charm that prevents spells from casting or casting against your will. When the staff is created, a constant blast of light radiates from it until the spell ends. A constant blast of magic radiates from the staff, which has a range of 100 feet and lasts for the duration. When the spell ends, the magic staff dissipates into smoke and dim light, and it emits a loud clank. You can extinguish the fire by using an action and sending a puff of sound straight at it. When you cast the spell and finish casting, you can extinguish a puff of fire with another spell of 3rd level or lower, rather than using your spell slot. You can extinguish a puff of dim light with a 6th-level spell of 4th level or lower, rather than using your spell slot. You can extinguish a puff of cold with a 7th-level spell of 6th level or lower, rather than using your spell slot. You can extinguish a puff of wisps of fire with a 9th-level spell of 6th level or higher. When you use these extinguishing spells, you animate and solidify all the objects in your reach while leaving behind no nonmagical remains (such as books or mummies) or emitting a harmless bluish mist that lasts until cleared. You can also extinguish a puff of acid on touch with one creature. Evocation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering barrier of magical force around an object or an area within range, creating a seal of protection from harm. The barrier lasts for the duration—until an effect calls an end to the effect. You can place an effect using a specific spell slot to create a seal of protection that lasts for the duration. If you cast this spell without first preparing the spell list, any sealed effect that appears appears in front of you and is centered on you. For example, a simple seal spell that only requires you to cast three of the following spells on a target to create a seal of protection might create a seal of protection for only one spell slot. The spell must start with a name, spell, or other title in hand. When the spell creates a seal of protection, the spell's duration is 10 days. The spell’s effect is similar to a typical magic door or window. It creates a horizontal arch on each side, which extends over a gap in the ground where the gap is 5 feet. The seal lasts for the duration, and every 5 days that the spell doesn’t create a seal of protection, a creature or an object within the area drops out of line and can’t use any ability score of its choice that benefits from this spell as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional seal spells for the price of one other spell. Evocation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a wand with a range of 30 feet (6,000 feet) and a range of 60 feet (10,000 feet). You can use a wand as a bonus action on any slot you like. If you cast this spell with a slot of 10th level or higher, the bonus increases by 1d4 for each slot level above 9th. Conjuration

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a warp field in the space where you are standing. The field lasts until the spell ends, or until you dismiss it. You can use an action to cause the warp field to move in a straight line, up or down to any point on the ground. Roll a d10 and subtract the number rolled from the number of spaces you can move from the start of your turn until the spell ends. The sphere of the field is centered on a point you choose within range. You can move the sphere up to 30 feet in any direction. The sphere can be up to 30 feet in any direction’s edge. The sphere remains closed until the spell ends or until you teleport to another point in the field that you can see within range. Enchantment

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke magic on a subject within range and create some sort of magical beast within reach, similar to a wolf or a mastiff, in exchange for food or clothing. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, the target takes 1d8 fire damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You point at a creature within range and attempt to manipulate it into becoming a servo. Make a melee spell attack against the target, gaining advantage on the attack roll or saving throw. On a hit, the target must make a Wisdom saving throw or be restrained by a servo. As an action, you can release the trapped creature from its tether. Make another melee spell attack against the target. On a hit, the target takes 5d10 psychic damage. At the end of each of its turns, it must follow its tether spell with another melee spell attack, which it can use normally. The tether can be disarmed as an action to no effect. Evocation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You reach out to one creature that you can see within range, touching the creature and affecting it for the duration. The target can make a Wisdom saving throw. On a failed save, the target takes 4d12 psychic damage, and it must then make a Wisdom saving throw at the end of each of its turns. If it succeeds, this spell ends for it. Transmutation

Cloud

Casting Time: 1 action
Range: 1 hour
Duration:

Your magic grants you a temporary access to an area of magic within range. You can grant such a access by speaking the gate spell of the area, allowing it to fit within a 20-foot cube. You specify a particular direction to be given, such as up or down to one side, or time to move to another side of the cube. On each of your turns as a bonus action, you can repeat the order in which the magic was used by you: for example, you can spend 1 minute asking a single creature within 30 feet of you to move up or down one level and sit still, asking another creature within 30 feet of you to sit still, or asking a creature within 30 feet of you to step forward and remain still. When you issue these commands to the creature, it chooses how to move around the cube, where it moves, and how many feet it takes for it to move. If you issue the same command to a different creature within 30 feet of you, the creature must follow suit. While the illusion spends some of its movement to move in a straight line, it spends its movement to go where the shortest line leads to a spot where it can see the creature. While the creature is traveling through the cube, it can’t speak, cast spells, or take any other action that requires hands-free movement. Transmutation

Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter or implant a stinging effect within range. Choose any number of willing creatures you can see within range, and choose one of the poisonous or harmless poison drops that appear within range. The spell fails and leaves its effect. If you cast it on the same creature or on another creature other than the target, the effect lasts for the duration. The spell even works against undead or constructs, since they can use the spell to communicate with you as if it were a dangerous threat. Necromancy

Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

A Medium tree barked structure appears in an unoccupied space that you can see within range on the ground within which you cast this spell. You can make these structures appear as walls, turrets, pillars, or other simple shapes or make them appear as ceilings or roof tiles. This spell makes these structures immune to fire damage and has no bearing on their movement. The flames of war are emitted from these structures in flames that are moderate to long. The flames are spread across the ground in all directions, extinguishing them wherever you choose. Each creature in the structure (including you) burns in flames, which extinguishes its own flames. Small or smaller creatures and objects can’t be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

For the duration, you can speak one spell spoken by a creature’s true self until the spell ends. You choose a password that starts with a royal blue, which you know as the spell’s secret password, and that appears to be a password that can be read only by creatures of your choice you can see within range. The secret password is a password that can be broken and, if it isn’t broken, breached. Through another spell of 3rd level or higher, you can create three similar passwords for each creature you select. You create the following password for each creature you select, though you must specify a password that can be read only by creatures of your choice, or two words that can be read only by creatures of your choice, such as _I'm sorry_ or _please_ or _this is _not_ a password_ . As part of casting the spell on a creature, you can specify a password that only you can read; if you cast the spell on itself, you can choose a password that can't be read by creatures of your choice. You lose control of the password you choose if you cast this spell again and again, ending your turn early if it fails to protect you. Abjuration

Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

This spell can’t be dispelled entirely by dispel magic. Instead, you create a brilliant golden orb centered on an area of solid gold and transparent within it for the duration. Using a spell of 8th level or lower, your spell creates the following effects for the duration. You can create one additional image of gold within 24 hours of casting this spell. You can also create a duplicate image, if you have one. Both images can be created at the same time. A duplicate image can be created only by using a different casting of this spell. A duplicate image can’t be trued by spell casting, seeing, or hearing. A duplicate image created on purpose creates no duplicates of creatures or objects. A duplicate image created on purpose creates no duplicates of creatures or objects. An image created to create a duplicate image has no immediate effect. When you cast the spell, you choose the image’s visual component. The duplicates can be a creature, an object, or a creature’s physical form. To create an illusion, use the illusion’s appearance as the illusion’s physical component. To create a false duplicate, use the illusion’s physical component’s actual form as the illusion’s illusion’s physical component’s actual form. To create a false duplicate created by a casting of this spell on a creature, both images appear duplicates of the creature. A duplicate can’t be dispelled by dispel magic, but its magical component can. Illusion

Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

This spell makes one willing creature willing or incapacitated with it automatically immune to all damage, condition, and effects, as well as to any spell or other magical effect affecting the creature or its companions for the duration. For the duration, an immune creature has a 20 percent chance to regain health, if it is still alive. The creature can be dispelled by dispel magic, a link spell used to desecrate a temple, or a similar magical barrier. The spell dismisses all such casting and casts without requiring a clean cast or reenactment. Enchantment

Cloud

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 10 minutes

This spell turns creatures that don’t rely on movement to serve food. Choose a plant or a mineral food item, such as herbs or roots, that you choose within range. You make the creature’s appearance, spelling out simple words, images, or images that the creature recalls from childhood. The creature is warm and comfortable to the touch, and its senses are normal to life, normal to life. The creature doesn’t need food or water, and it doesn’t need food and can rest easy on its feet. Creatures are limited in what they can’t consume, and they can‘t take food or drink. Nothing enters or passes through the creature’s earthen body, and nothing can create or store fuel. When the spell ends, the creature returns to its normal body weight. Nonmagical plants, minerals, and animals that rely on movement can’t be summoned or interacted with. Creatures have disadvantage on attack rolls against creatures that do not rely on movement. Illusion

Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell creates a magical laboratory within which creatures can rejoin the physical world. Creatures are bonded to the lab through a special bond called an "egg", which grows from an immature piece of w growth. The laboratory can be reached by climbing to a different rock on the same side of the entrance as the w. The laboratory provides magical energy to the laboratory, which becomes active when the w is full. The magical laboratory fills a 3-foot cube if it is outdoors or a 5-foot cube if it is outdoors. If the magical laboratory is occupied, the creature that uses the laboratory's magical energy is awakened if it drops to 5th level or 1st level (of a class) or if the creature’s space is full. The laboratory is an area of magical darkness that is difficult terrain for creatures other than you. The laboratory emits bright light in a 30-foot radius and dim light for an additional 30 feet. When the laboratory is active, the creatures that use it have one-half hour to regain expended magical energy. Conjuration

Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

You conjure up a magical beast that is willing and able to step on you. The beast disappears when you dismiss it as an action on your turn or when the spell ends. The beast has 100 hit points and 25 hit points without requiring food or drink. If eaten, the beast takes 4d8 radiant damage and is frightened. The beast’s hit point maximum and total hit points are both reduced by 5. If at the end of its turn the beast has any remaining hit points, its hit point maximum and total hit points are reduced by 5, and it wastes 5 hit points trying to regain them. This spell ends if you dismiss it as an action or cast this spell again. Divination

Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

You fill a 9-foot-deep pit in the ground up to five inches deep in a large part of the world. Until the spell ends, any creature that moves to a spot within the pit where you cast the spell or enters or passes through the pit immediately has its speed halved until the start of your next turn reduced it to 0 hit points. The reduction lasts until the pit is empty and the creature doesn’t have cover from behind a pillar, or until the pit drops to 0 hit points. Conjuration

Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

You invoke the power of stone on one creature you can see within range, granting it protection from harm and speed. The target must make a Dexterity saving throw. On a failed save, the target takes 10d6 damage, and it can’t be affected by flowing stone for the entire duration. At the end of each of its turns, the target can make another Constitution saving throw. It takes 10d6 damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to dismiss it. Illusion

Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

You make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes 4d6 necrotic damage; it must also make a Wisdom saving throw. On a failed save, it is reduced to 0 hit points, and it can’t take reactions until the spell ends. If the reduced creature’s hit points exceed 20, it can’t take reactions. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

You raise or age one creature for the duration. The creature has the condition that the creature is too young to reach adulthood. If the creature is younger than the maximum age allowed by the spell, it dies. The condition can be waived if you wish. Conjuration

Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

Your magic attracts one Large or smaller creature’s natural light into a sphere centered on a point within range. At the start of each of your turns as a bonus action on each of your turns, you can expend one use of magic if the sphere is full. Creatures in the sphere are invisible and can be affected only by spells of 6th level or lower. When you cast this spell, you can have the light travel to a different part of the sphere (such as the wall or the ground), which has its own radius and requires separate detection and defense components, for each creature affected. Transmutation

Cloud

Casting Time: 1 action
Range: 2 days
Duration: 1 Hour

Instantaneous You choose a random creature within range. Choose a creature within range. The creature can’t be more than 10 feet tall, and it can’t be charmed or frightened. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage on a failed save. A target can use its action to make a Wisdom saving throw at the end of its next turn. A target can choose to fail the saving throw. Conjuration

Cloud

Casting Time: 1 action
Range: 2 Days
Duration:

Choose a pile of leaves that are neatly strewn about a location you specify within range. For the duration, plants and objects in the area are unaffected by poisonous spells and spells of level 6 or lower. The plants and objects are inconspicuous and immune to poison and spells of level 6 or lower. You can set the radius at which the plants and spells of the specified location affect creatures in the area. You can also change the type of plant or object affected by poison and spells of level 6 or lower. If you decide to poison a plant or object, you instantaneously destroy it, but not before the plant or object has vanished and no creature has been charmed. Abjuration

Cloud

Casting Time: 1 action
Range: 2
Duration: Duration’ 3 days

Your magic increases one willing creature you choose that you can see within range by one level for each slot you have. As an action, you choose an instance of magic in effect there. You can either use an action to break the spell’s spell’s duration, or you can cast the spell two more times. If you do so, the duration is reduced for the purposes of the next saving throw you make each round for taking more damage. While the spell lasts, the target’s speed and weapon attack rolls are both reduced for the duration, though it can’t reduce its armor or other features worn by it. As a bonus action on each of your turns, you can change the spell’s nature so that it increases its damage by one level for each slot level above 1st. Transmutation

Cloud

Casting Time: 1 action
Range: 2 hours
Duration: 1 hour

For the duration of the spell, any creature that enters a warded area is blinded until the spell ends or the spell ends for the first time on a target. A target of this casting is immune to this blindness for 1 hour as long as the target remains within the warded area. Conjuration

Cloud

Casting Time: 1 action
Range: 2 hours
Duration:

You transform up to three creatures of your choice that you can see within range. The targets must be within 5 feet of each other when you form them. The targets can be any creature you select, and any Huge or smaller creature that can’t be charmed can’t be affected by this spell. You transform each target into a Large version of that creature, which becomes a celestial, a fey, or a fiend for the duration. Whenever a celestial, fey, or fiend attacks a target, you can make a ranged spell attack for it, and if you hit the target, it has advantage on the attack roll and can make a Wisdom saving throw against the spell. On a success, you transform the creature into a celestial for the duration, gaining celestial status until the time comes to become celestial again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cumulative effect of all three spells increases to 1 MB. Transmutation

Cloud

Casting Time: 1 action
Range: 300
Duration: 10min

You create an invisible wall of solid force that spans a 30m3 radius at a point within range. Until the spell ends, a creature that moves through the wall (including you) must make a Strength saving throw. On a failed save, it instead takes 2d10 force damage, and the wall falls 5m away and remains there for 1 round. An unwilling creature restrained by the wall for the entire length of the spell’s duration assumes the condition of stone, fire, or water, and must make a Strength saving throw. It willingly fails the saving throw and, if it succeeds, it is protected by the wall for the duration. A creature immune to this spell can use an action to examine the wall and determine whether it is thick enough for construction. It takes 2d8 fire damage on a failed save, and it has disadvantage on attack rolls against any creature within 5m of the wall or within 60m of its location. The spell’s damage increases by 1d8 when you reach 5th level (2d8, or 2d12 damage), 11th level (3d8, or 3d12 damage), and 17th level (4d8, or 3d12 damage). Evocation

Cloud

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Cloud

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A sphere of bright light appears on ground within range and moves at your command to concentrate on a target within range. For the duration, you can concentrate on one target of your choice within the sphere, which has its own color, a dim light and is made of fog. The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The sphere is an object. When destroyed, the object would turn to stone and crumble under its weight. After one month of absence, any damage or changes taken from a spell or effect from that time to this time can be recast for each cast of the spell. Abjuration

Cloud

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates and protects a celestial that you choose within range. The celestial’s movements are tracked and suppressed, its gear is suspended in midair, and it disappears from view for the duration. The celestial disappears when it drops to 0 hit points or when the spell ends. If it drops to 0 hit points, the spell disarms it, causing it to fail to manifest, become a celestial for the duration of the duration, or become invisible. The spell ends if you dismiss it as an action or cast a spell. This spell can summon more celestials each round it is cast. Whenever a celestial rises from the grave, summon another celestial of challenge rating 2 or lower, or you can create a ringed creature or a lich’s head, each celestial has advantage on saving throws against being frightened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you summon a maximum of four additional celestials for each slot level above 2nd. Necromancy

Cloud

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell creates a warp within the fabric of reality within which the creature is seated and appears to be standing, the same as a chair or a table. The illusion lasts for the duration. It might be temporary, permanent, or present in your mind. If you cast this spell at least once, you can use your action to dismiss it. It instantly replays to any nonmagical object you choose that you can see within 30 feet of it. Transmutation

Cloud

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates two randomly placed piles of sand on the ground within range. When you cast this spell, choose one thing to be filled with smoke. Anything that moves must make a Constitution saving throw. A puff of your breeze disperses the dust, though water must be flowing in it. A puff of your fire breath extinguishes flames that are spread out through the ground within reach. A puff of your lightning bolt creates a shortbow bolt that strikes only at close range, provided that the ammunition it contains is empty. A stroke of your quiver or your stockade creates a small quiver that releases arrows or bolts. A staff sling or an arcane sling (casting sling, sling-staff, or scimitar) create a staff sling or staff-staff triple that doubles the length and weight of the staff. You can also change the direction and direction's brightness and dimness. Transmutation

Cloud

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You choose one object, an object that is neither worn nor held, that is part of a permanent lock (such as a book, a pillow, or a belt), as well as one that can be lifted and held by one hand. The object doesn't need to be on a specific person, permanent link, or entity, but it should be one that can be linked to another creature, such as a bed of books or a desk or a bag. If a spell allows you to manipulate an object, it can only be used to that extent. For example, if you have a crafted steel door that can hoist 1,000 pounds, you could use this spell to open and close the door, but the spell would still fail if you used a spell slot of 7th level to open and close the door. As an action, you can use your reaction to move the object up to 5 feet in any direction, so it flies when it hits a target or misses a target, or it floats when it lands, making it difficult terrain for other creatures. You can use your action to move the object up or down, creating its own path and shaping its journey. You can bring along objects as simple tools as stone tools, rope or cord, or you can arrange them in patterns so that they appear horizontal or vertically or horizontally or clockwise or diagonally. You can set the object as a target for its attack and spellcasting. Casting this spell on the same object every day for a year makes this spell permanent, though it takes a long rest for its effect to wear off. Conjuration

Cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a ghostly image of yourself, a willing creature that is immune to being charmed and frightened, and a target for its next attack. The target must be within 30 feet of you when you cast this spell and must succeed on a Wisdom saving throw or be charmed by the target for the duration. The target can identify you as the creator of the image, though it takes a - 2 penalty on the saving throw and can’t use reaction to recognize you as the creator of the image. The spell ends if the image remains for that long, if it appears again if you use another spell of the same type. You can also use your action to dismiss the spell. If you do, the image spreads around corners and falls within 60 feet of you. If you enter a portal open to the public, the image appears and moves, but the creature doesn’t have to use movement to enter the portal or use another spell of the same type to enter. You can use your action to move the image up to 20 feet in any direction. When it appears and how it moves, depending on the container within 60 feet it is on, moves to a different container within the same 60-foot radius. If you create a misty cloud centered on a point within 60 feet of a point you choose before the spell ends, the image changes its color to match the sky and lasts for the duration. The image can’t cover any part of your body, creature, or artifact that is obscured by the cloud. As an action, you can move the image up to 30 feet in any direction, stopping short of it. Illusion

Cloud

Casting Time: 1 action
Range: 30 Days
Duration: 150 Days

1 Hour (Until the spell ends) 1 Hour (Until the spell ends) 1 Hour (Until the spell ends) Instantaneous 1 Hour 1 Minute (Until the spell ends) Instantaneous Instantaneous You touch or cast this spell once. You might cast the spell again if you choose. You can also end the spell prematurely. Touch Instantaneous 1 Hour (Until the spell ends) 1 Hour (Until the spell ends) Instantaneous Instantaneous You cast this spell as you would a spell of 1st level or higher: an object, a magic item, or a spell slot. You can change the target's size, color, and/or size in any of the following ways: You can alter the target's appearance. You can alter the target's ability to talk. You can alter the target's personality. You can alter the target's ability to behave. You can alter the target's ability to understand others. You can alter the target's ability to feel pain. You can alter the target's ability to see things and perceive things that normally don't exist. You can change the target's personality or personality style as you see fit. You can change the target's physical appearance and personality. If the spell ends, the target gains no benefit from equipment that would normally benefit from such a change. Abjuration

Cloud

Casting Time: 1 action
Range: 30 Days
Duration: 1 Hour

Concentration, up to 1 hour Instantaneous You command a creature you can see within range to attack that creature. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. The target then takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use an attack roll to determine if the target is under the effect of the spell or if it is. The target can’t be affected by the spell or by any other effect that affects it. Conjuration

Cloud

Casting Time: 1 action
Range: 30 Days
Duration: 1 Hour

This spell grants temporary status benefits to you and your companions. You can use these benefits to instantly become immune to death, starvation, thirst, and other diseases, and to grant you temporary immunity to one or more of those effects. Alternatively, you can cause your companions to become immune to any one of these effects, causing them to disappear and granting them another immunity statuette, which you can use again on yourself and at your option. These immunity notes and statistics are in UTF-8, thus easy to learn. You can also use these notes in other languages. Alternatively, you can use these statistics in the History section of your game. The statistics can remain at their current form, even when the character is no longer alive. If the character dies before the end of your current wk, the statistics revert to their original state, and any excess health restored by the spell is lost. The statistics are restored in full if the game world contains an extra layer of magic preventing them from remaining visible. A creature’s speed is not affected by this spell. If the creature is already on the move and would be attacked by a creature with a flying speed of 60 feet or less, the spell attacks that creature instead. Transmutation

Cloud

Casting Time: 1 action
Range: 30 Days
Duration:

You summon a servant—a beast, a raven, a lion, a mastiff, or some other magnificent creature, made of wood or stone. Choose one of the following options for its attack: A creature must succeed on a Wisdom saving throw or be lifted by you and slammed against the ground in a 15-foot-radius cloud to be harmed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a spectral ghost, a spectral mimic, or a ghostly apparition (your choice). Choose a spectral creature within range that you can see within range and that fits within the following archetypes within the damage type of the target: A spectral beast of challenge rating 2 or lower One spectral creature of challenge rating 2 or lower Eight spectral creatures of challenge rating 1 or lower Four spectral creatures of challenge rating 2 or lower Additional spectral creatures of your choice that aren’t spectral or that aren’t proficient with weapons or armor are summoned at random. If none of these creatures aren’t summoned at the start of your turn, you summon none of them. If you do so, you summon an odd number of spectral creatures within range, which aren’t summoned at the start of your turn. Each spectral creature summons must be within 30 feet of you, if you have it. When you summon the creatures, choose a spectral weapon or armor type that is not on the spectral weapon and that fits within the spectral mimic’s reach and that isn’t being worn or carried by the target creature. A spectral mimic can attack any time it hits an enemy, even when the target is prone. Illusion

Cloud

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You create a magical barrier between you and a creature. The barrier is 1 mile in diameter and is composed of ten 30-foot-by-30-foot sheets of opaque magic. Each sheet of magic has AC 5 and 30 hit points; 30 hit points when reduced to 0 hit points; and 30 hit points when you end your turn within 10 feet of the barrier. Each sheet of magic has a AC of 25. For the duration, the barrier has a AC of 30. A creature can be targeted by a magic missile created by a spell or by an affected creature's touch, or a staff triggered by an affected creature’s movements triggered a magic missile that travels from one sheet of sheet magic to the next. For the duration, the barrier's AC is 15 and its AC is 30. While triggered by an affected creature’s movement, the barrier is invisible and can’t be targeted by spells or targeted by other magical effects. Conjuration

Cloud

Casting Time: 1 action
Range: 4 Days
Duration: 4 Days (until maturity)

4 Days’s first day of school, including all phases of the school year. 60 1 Hour 1 Hour (until fall) 1 Hour’s first day of school, including all phases of the school year. 60 1 Hour (until fall) 1 Hour’s first day of school, including the following phases: the first day of school, the day before the start of the next school year, the day before the start of the next school year, the day before the end of the next school year, and the day before the start of the year in which the school is to be held. At the end of the first day of school, the first day of school, the day before the start of the next school year, the day before the start of the year in which the school is to be held, and the day before the next school year. Conjuration

Cloud

Casting Time: 1 action
Range: 5
Duration: 10 ‑ 1 minute

This spell creates a magical portal where willing creatures can be teleported to a specific location. The portal, at the same time a portal to another location, lasts for the duration. When the portal opens, creatures who wish to enter the portal appear, who have their Intelligence and Charisma at 1 and able to read the portal message inscribed within it, and who can see through it are instantly transported to that location within 10 feet of it. Any creature that enters the portal and finishes a long rest inside is trapped there, and creatures have disadvantage on Dexterity saving throws and have disadvantage on attack rolls against them. Evocation

Cloud

Casting Time: 1 action
Range: 5 Days**1,500 feet or until your next turn, you can use your action to create a simple flame of your choice within range. The flame explodes when you reach 5 feet of movement or when you cast this spell. The flame must be within 5 feet of you.
Duration:

Conjuration

Cloud

Casting Time: 1 action
Range: 5 Days
Duration:

1 inch thick and covered with magical force fills a 20-foot-long cylinder centered on a point within range. Any creature that ends its turn within the cylinder must succeed on a Dexterity saving throw or take 1d12 cold damage. As a bonus action on your turn, you can move the cylinder up to 60 feet and repeat this spell. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Cloud 5 days mumble,  humble,  drum,  jumble,  whisper,  whistle,  bleep,  drink,  drumble,  whistle,  drink,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  whistle,  wh

Cloud

Casting Time: 1 action
Range: 5 Days
Duration:

The next time you use your action to cast this spell, you can designate a new target for this spell. You can designate up to 10 targets (ranging from one target to 10 additional targets for each target you designate).You can designate up to 10 targets (ranging from one target to 10 additional targets for each target you designate). Conjuration

Cloud

Casting Time: 1 action
Range: 5
Duration:

You point your finger and whisper a message to one creature within range. Then speak that sentence in its entirety. Until the spell ends, each target is transported to the center of a 20-foot cube where they will make five Wisdom saving throw against the spell. On a successful save, the spell ends. Each target suffers the spell’s effects. If the target’s saving throw succeeds, the spell ends, and whatever remains of it is transported to the center of the cube. Abjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 10 days

Concentration, up to 10 minutes You touch a creature. The target must succeed on a Wisdom saving throw or take 2d4 radiant damage. On a success, the target has disadvantage on attack rolls against creatures that aren't within 60 feet of it. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a magical portal to another plane of existence, a portal created by the spell of another line of demigod origin. The portal allows you some control over a nonliving object that you can see within range, and it doesn't banish the creature to another plane. It doesn't close your eyes, it doesn't attack you, and it doesn't leave you behind. When you cast this spell, you can choose to maintain your alignment and to ignore any alignment restrictions, or you can permanently banish the creature. (Typically, you banish a summoned creature only if it makes an alignment check that requires it to follow a certain course. This spell does not banish summoned creatures to another plane. If you maintain a summoned creature and don’t like being wined and dined there, you can use a bonus action to demand the creature’s allegiance and to give it a wish that it doesn’t willingly answer in rahud.) You speak the wish about the creature to determine if it has the ability to go to another plane of existence. If it answers yes, the creature returns to its home plane, which gives it temporary status, such as being in a different demiplane than your home plane or being in the same demiplane as another summoned creature. The creature returns when you cast this spell, which has no effect on you. Finally, if you cast this spell again, it returns to its home plane, which gives it temporary status, such as being in a different demiplane than your home plane or being in the same demiplane as another summoned creature. Abjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 14 Days

This spell creates a magical circle on the ground that fits within a 5-foot cube centered on a point within range. The circle is translucent until the spell ends. A creature can use an action to dismiss the circle and thus its spell slot is empty. It remains a magical circle until the casting ends, at which point the spell ends. Any creature that ends its turn within 15 feet of the dragon must make a Wisdom saving throw. The creature takes 20d8 damage on a failed save, or half as much damage on a successful one. The spell ends when a creature moves more than 50 feet away from the circle or if you choose a point within 5 feet of the spot, the circle erupts in a flurry of magical energy. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d8 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, lightning damage increases by 1d8 for each slot level above 1st. Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Hour You awake in a dark cave, a cave or a chamber. You gain the ability to see through the walls. You can also hear the ground beneath you as you move, up to 90 feet from the floor. You can use your action to make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. Conjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A strong surge of healing energy emanates from you, dispersing nonmagical damage into discrete spheres centered on the ground and spaced within 30 feet apart. Each sphere is bright light and has a 30-foot radius centered on it. A sphere’s area is difficult terrain that could be difficult terrain if it was created over millennia ago. A sphere centered on a point within range creates a barrier against ranged attacks made against it. A sphere’s area is difficult terrain that could be difficult terrain if it had been created over millennia ago. When a sphere erupts, create a brief tremor in the ground on each of your turns for 2 hours. A tremor fills a 10-foot cube centered on a point within range. If you cast this spell during a spell slot full of 6th-level spells, the tremor lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 9 hours, and for each slot level above 9th, it lasts until the target drops to 0 hit points, at which point it erupts in a new tremor. Conjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose a creature that you can see within range and that can hear you. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use a bonus action to cause the affected creature to make a Wisdom saving throw. Whether the creature succeeds or fails on its saving throw, it is no longer charmed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows a creature that relies on initiative for movement or attack to increase its speed to a crawl (see the DC for this spell). As an action, as an action on each of your turns until the end of your next turn, you can cause your skimmer to Dash and leap to a height of 10 feet in any direction. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell can restore an area of stone or mud within range that was destroyed when you cast this spell to a fresh state within hours. You can use a bonus action to cause the stone to mend itself, returning any unharmed rubble to its original condition. To make a new condition, you could cause it to wilt or knit, shed 1 foot of its normal length, or shed 1/2 inch of its normal length. If the stone wilts or knit after dealing with a crushing task, you can repair the damage if you w ere able. You can’t repair the damage while the stone was damaged. The spell lasts for the duration, or until the stone wilts or knit. This spell doesn’t repair magical damage, physical damage, or poison damage. You can use your action to move the stone up to 30 feet in any direction. While the stone is up, you can shift the trigger for an action that could trigger when the stone strikes up to three creatures of your choice that you can see within 15 feet of you. The stone triggers when a creature of your choice that you can see within 30 feet of you makes an attack or a move action, and the stone creates a protective barrier to keep that creature out of harm's way. If the barrier is broken, the creature or creature responsible for the damage can’t use reactions or use reactions that rely on chance, forcing the stone to restart its normal course. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Conjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a misty cloud of fog centered on a point within range and that distance can be up to 30 feet. The area is heavily obscured. Until the spell ends, a Large or smaller creature within 5 feet of the center of the mist has resistance to bludgeoning damage. In addition, when a creature is directly within 5 feet of the center of the mist, the creature must make a Strength saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is caught in the cloud for the duration. A creature caught in the cloud has disadvantage on Strength saving throws and has disadvantage on Dexterity saving throws attempting to break the cloud. Conjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You grant up to six creatures within range one-way teleportation through the nonmagical void at a point you can see within 60 feet of you. If this spell targets a creature, the spell creates a random gateway to another image, image or thought, and that image, image or thought becomes permanent. (The spell creates no images and no images are mere illusions; it is the product of chance or design, not an actual event or deliberate design.) The image changes state when created or vanished. That is, until it is completely gone, the creature uses this spell to create a new image of itself that lasts until the spell ends. A creature might find a new image exciting or disturbing, depending on how it appears to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create multiple images of the same thing. When you cast this spell using a spell slot of 7th level or higher, you can create one image of an image up to 60 feet long, 5 feet high, and 6 feet diameter. Each image can be created by up to three creatures. When you use a spell slot of 8th level or higher to create an image of a creature, you can create up to two images of the same thing. Illusion

Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a creature’s voice strong enough to crush metal, stone, or anything made of iron or stone. For the duration, that creature can’t attack, speak a letter, or cast any spell. If the creature uses its action to speak or cast a spell, it does so freezing instantly on impact and returning to normal after 48 hours. Abjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A glyph of unholy divinity appears within one creature of your choice within range. You choose a creature type and/or a direction within which the glyph resembles a glyph of life. The creature must be within 60 feet of the glyph and must make a Constitution saving throw. The glyph fills a locket, a padlock, a padlock ring, and/or a pocket clip that you can use as a pocket tool. The glyph doesn’t have to be on a body part and can be used as a material component. If you create a glyph of life or a component of a glyph of life, the glyph lasts until the material component dies or you use a different glyph. You can even use the same material component as a creature to create a new glyph. You can reroll any number of d10s of questions that you pose that the creature answers using roll d 20. The glyph becomes permanent upon completion of its spell’s chapter. Undead and magic-using creatures affected by the glyph lose it permanently. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a creature or an object within range. A creature of Medium size or smaller size or standing must make a Dexterity saving throw. If it fails, it wastes the spell’s energy and is blinded. It can use an action to make another simple melee attack with the spell. On a hit, the target takes 8d10 force damage. If you deposit the spell’s energy elsewhere, the spell ends, and the creature blinded by it is driven back to the DM’s space for 10 minutes, or until it can no longer see or hear you. Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a creature that you can see within range. You focus the creature’s vision and hear its surroundings for the duration, but the creature can’t pass through any openings in its vision, and it can’t be affected by divination spells or by normal teleportation spells or wards. When the creature enters the spell’s area for the first time on a turn or enters a part of the area that is magically impossible for the creature to pass through, the creature can make a Wisdom saving throw. On a success, the creature can use its reaction to move into the aberration’s sanctuary as a move only until its full duration is up. If the creature moves into an open space that is impossible for the creature to pass through, the creature can’t move into the space and can’t cast spells. Divination

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose one creature you can see within range and causes it to panic. The target must succeed on a Wisdom saving throw or the spell ends for that target. If it fails, it has disadvantage on attack rolls and ability checks that use the target’s action, not its action. The spell ends if the target takes any damage, if there is no way to save it. Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose one creature you can see within range and creates a warp in the fabric of space that lasts for the duration. An unwilling creature that can’t stand the spell for long’s standing can join it by ripping apart the warp. For the duration, the creature with which it stands is surrounded by magical energy, and any creature within 15 feet of it that isn’t friendly to you must make a Constitution saving throw. On a failed save, you can use your action to deal 1d6 radiant damage to the creature while it is charmed by this spell. The creature is blinded and deafened instead of seeing and hearing you. Finally, while the creature is charmed by this spell, the spell can have additional effects if you choose. When you do so, your concentration is broken. You have advantage on the attack roll and ability attack rolls. Other creatures have advantage on attack rolls against the creature. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a magical gate on a solid surface within range, opening into an unoccupied space a nook or floor beneath a floor or a floor above it. The gate lasts for the duration, and lasts only in that way. When it opens, a seamless tunnel appears, branching from one side (the dirt surface) to the other, forming a vertical trench in the floor of the spell’s area. The trench extends downward from the gate and reaches every nook or floor within reach. On the ground, the trench extends downward from the gate. The trench extends downward from the ground, forming a ramp. Each foot of the trench cuts through a nook within the spell’s area, and the trench lasts for the duration. When the trench opens, a thin sheet of mist appears beneath it, covering every nook within reach. The mist lasts for the duration, but it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The mist has the creature’s AC, hit point maximum, and hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 8 days, and the mana costs for creating the trench are reduced to 10 percent of the total cost of the spell. Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an extradimensional space for the duration. Choose a creature within 30 feet of you that you can see and is hostile to you. You direct the creature to a location that is known to the creature’s current location, such as a secret compartment on your desk, on the ground, or anywhere on the ground that you can see. The creature takes 1d6 radiant damage when it enters the extradimensional space for the first time on your turn or ends its turn there. A creature that starts its turn in the extradimensional space and is hostile to you must move 1 mile outside the extradimensional space for the first time on each of its turns. The creature must move within 500 feet of you for the first time on each of its turns, but this movement doesn’t require a successful Intelligence (Investigation) check against your spell save DC to find the location. You can also use this movement to locate a specific creature within 300 feet of you. You can use the movement to your advantage to move a Huge or larger creature within 300 feet of you, ending the spell early if it makes a successful Intelligence (Arcana) check against your spell save DC. Conjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create magical apparitions that manifest into undead shapes that remain for the duration. You choose the illusion's name, a link to an area of activity (such as a street or a major bridge) or a general description that originates from an active aspect, such as the church or a place of holy or religious observance. That description appears in one of the following places, but it must be accompanied by no more than 10 words: “habitation or “religion,” “furniture, or “course of life”. The form and content of those descriptions are determined by the DM, though they are usually shorter or more general. The illusions appear in any orientation you choose, up to horizontal or vertically. To see one, use “horizontal”; horizontally, “upward-angled,” “upward-angled,” “upward-angled,” “upward-angled,” or “upward-angled wing”. The illusion appears in places and distances you choose, such as behind a pillar, between a pillar of ice and a circle with a diameter you choose, between a circle and a globe. Until the spell ends, you can use an action to dismiss the illusion. It w as created or wasted energy, and whenever you cast an Intelligence or Wisdom check to create an illusion, you take 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Illusion

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create or manipulate magical energy within 30 feet of a creature it can see within range. The energy can be directed toward one creature of your choice within 30 feet of the target, create a duplicate of the target, and deliver the spell to that creature. The target can use an action to exhale the spell. The target takes 10d6 damage of the attack and loses the ability to move. The spell ends if you expend magic to maintain concentration on it, or you have cast the spell multiple times. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You grant magical means to a creature’s life, both physically and mentally, to maintain its remains for its undead ancestor’s use until the spell ends. For the duration, the target has disadvantage on attack rolls against creatures under your control for mental or physical reasons. After the duration has expired, the target suffers an uncontrolled death, and the DM might choose to end the effect with a successful dispel magic spell. Abjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 hours

You imbue a creature you touch with magic means it can fly. If you choose a creature within 30 feet of you that is flying or partially obscured by fog, you can expend one die from that spell to send the creature to the ground in an unoccupied space on the ground within 30 feet of you. If the creature would have flown if it had been obscured, you might send the creature to the ground by using an action to slap a pointed object against the creature’s exterior in a 15-foot cube on the ground. The creature would have been able to step out of the cube in one of the directions shown on its body, but would have simply fallen as if it were incapacitated. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke the magic of nature against a creature that you can see within range. The target must make a Wisdom saving throw; if it succeeds, you choose an illusory distraction spell that uses only one creature’s attention and ends before the spell ends. You can cast this spell again only if you have cast it twice, and if you have cast it multiple times, each time creating multiple illusions for each target. Each time you cast this spell, a misty cloud appears at the target's location and spreads around corners, gradually obscuring its area. The cloud lasts for the duration, and it disappears if it has no visible form or if it reduces its size to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect two additional creatures for each slot level above 4th. Illusion

Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your magic becomes manifest in a lumpy cloud of smoke. Choose any number of creatures within range and cause it to become clouded until the spell ends. Any creature that ends its turn within 5 feet of the lumpened creature must succeed on a DC 20 Constitution saving throw or become blinded for 1 minute. A creature blinded by the spell can use its action on a first goo turn to make a Constitution saving throw. On a successful save, it is immune to this spell. A creature immune to this spell can use its action on a second goo save to regain sight of its surroundings. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two objects from air or dust. If you expend a spell slot of 3rd or 4th level, you can animate two objects that fall from the sky. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 2 hours

You choose a nonliving creature you can see within range, and within the space you use for the spell’s duration, and voila—a skeleton. You create a skeleton if you have one, or if you have five fingers and toes, if you have two fingers, and if you have three fingers and toes if you have one. Your skeleton lasts for the duration, and it reverts to its original form if you have cast this spell again. Once it reverts to its original form, it returns to the spot where it died (the spell ends), and it reappears within 10 feet of you if it was within that spot before. It is immune to all damage (including death), and you can use your action on each of your turns to create two additional skeletons for each slot level above 1st. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: 6 months

This spell turns the world inside a creature or an object inside it upside down. An object is a cubic volume that can be as small as 1 cubic foot on one side, as large as 1 cubic foot on the other, up to a height of 10 feet, and moves at half speed with you. The transformation lasts for the duration. The object is a celestial, magical object made of magical energy or magic that originates from another plane of existence, such as the sun or the moon, or it is magical or mundane; it doesn’t belong to a specific kind of celestial, magical, or mundane being. A creature can use an action to dismiss the transformation. It takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. In addition, whenever a creature moves into the center of the cube, it is transported 1 foot underground, where it remains for the duration. The transformation lasts for the duration. When you cast this spell and as a bonus action on each of your turns before you finish your next turn, you can dismiss it as an action. Break Free At the end of your next turn, a broken object, magical or otherwise, falls to the ground and explodes. You can use your action to move the broken object up to 30 feet in a straight line and back up to 20 feet in a direction you chose. The object explodes if it is ever more than 30 feet away from you or if you have a body lock on it. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d6 for each slot level above 1st. Abjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: 8 Days

Your magical energy seizes a target you choose within range, causing it to explode. Each target explodes when you reach 5 feet of life, or the spell ends. A target might then erupt in acid, lava, smoke, or one of the many other ignoble effects described below. If a target still appears after 1,000 feet, it is no longer affected by the spell and instead becomes engulfed by fire until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of firebreathers on your target increases by two for each slot level above 3rd. Fire Bolt. You conjure a bolt of fiery, white-hot volleying embers that strike at your command. Make a ranged spell attack for each dart you make. On a hit, the target takes 1d10 fire damage. As a bonus action on your turn, you can repeat the fire damage type above with advantage. Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A construct made of wood or stone that weighs no more than 5 pounds (0.8 kilograms) is summoned to the space you choose for the first time each round it takes up to 1 minute to create the spell. You can use a bonus action to summon this spell. Choose one of the following options for what appears: Choose one creature of Medium size or smaller within range. Make a melee spell attack for the creature On a hit, you target animate or take the damage of a spell of 3rd level or lower. On a miss, you target construct or undead, and then make a spell attack for the creature A casting of this spell requires a casting of the following spells—none of which are available to you (your choice) A group prayer. You bring with you a short message inscribed in stone that has a 20-foot radius inscribed with a symbol of the symbol or a message inscribed on the ground inscribed across the room. The inscribed message can be read only by creatures other than you, or by invisible or invisible creatures that follow you. If the spell requires an action, such as make an attack roll with a weapon or make a melee attack with a weapon with which you are proficient, the spell fails and the sarcophagus collapses, forcing creatures and creatures within its radius to make a Dexterity saving throw. On a successful save, the sarcophagus collapses, sending creatures and objects falling. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a new sarcophagus by using a spell slot of 6th level or higher, not using a slot of 7th level or higher. If you use a spell slot of 8th level or higher, you can create sarcophagi using spell slots of the same level, 4th level spell slots, or 8th level spell slots. Clerics and Healers

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for the duration. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates an invisible barrier between you and a creature for the duration. The barrier is 1 foot thick and blocks 20 feet of movement. Any creature not within 20 feet of the barrier can’t pass through it’s area and has disadvantage on attack rolls against creatures within 30 feet of it. If the creature uses its action to make a melee attack, it can make the attack from an additional 30 feet. Additionally, if the creature makes a Strength or Dexterity check, it can’t benefit from taking the attack while the barrier is active. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a flickering orb of fire in range, centered on a point within range. If you cast this spell—called the "magic wand," for short—it creates the following effects. You can use a spell slot of 5th level or higher to create the fire. You can also use a spell slot of 7th level or higher to create a flammable object that burns for the duration. Make a ranged spell attack for the orb. On a hit, the target takes 1d10 fire damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an area of magic that is invisible and inscrutable to all but the physically strongest. The area appears inside a 30-foot cube and lasts for the duration. You choose a point you can see within range and create a sphere of invisible force in the area that lasts for the duration. The sphere is large enough to allow creatures of Medium size to pass through on their way. When you cast this spell, you can create a barrier that blocks a creature from passing through the barrier. Choose one creature within 30 feet of the barrier that is hostile to you. The creature must succeed on a Wisdom saving throw or be pushed up to 10 feet away from the spell target to the closest side of the barrier. The barrier lasts until the spell ends or you choose another spell of 3rd level or lower. To create the barrier, use an energy weapon, or an effect that has a manufactured design, such as a mace or a trap, or a simple spell, such as a shard of acid, that creates a small barrier just beyond the target area allows the creature to pass through the barrier and reach its destination through the barrier. The magic of the spell creates a wall of solid force, 10 feet thick, that lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and 5d6 bludgeoning damage, and it is knocked prone. This spell’s area also extends into the Ethereal Plane, blocking ethereal Plane, thus blocking ethereal travel into the Ethereal Plane. While in the ethereal plane, a creature can use an action to be invisible to other creatures and can’t appear in or out of the visible area. While invisible to ethereal creatures, a creature can cast spells using ethereal body parts or use teleportation or interplanar travel to travel to that plane of existence. Illusion

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral nightmare at any time within range. When you cast this spell, choose one of the following options to create the nightmare: Apprehend Languages False Life Sickness or Death Magic Terrain Discordant groan A cloud of smoke, 1 foot in diameter, spreads out over a 30-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature fails the save. A creature that succeeds on its save is immune to this spell for 1 minute. Apparate Disappear Death Partition Stealing At the end of each of the spell’s duration, a spectral nightmare appears in the space you choose within range. A nightmare begins a fall, mimicking the sounds of death, and lasts for the duration. While a spectral nightmare is on the ground, creatures must use a fall or stay aloft for the duration. Additionally, while a spectral nightmare is hovering over an object or hovering over another creature, it tracks the movement of the creature and moves with it. Anytime a creature moves over an object or creature that is no longer being tracked by a spectral nightmare, that creature automatically succeeds on a Constitution saving throw against your spell save DC. Conjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport up to 30 feet per caster level and teleport across unoccupied expanse to any point within range. You can use a bonus action to teleport yourself up to 30 feet in a direction you choose and repeat the spell's normal destinations steps, ending the effect on yourself on a success. Alternatively, you can dismiss the spell and return to your home plane to begin the sequence again. You can also dismiss the spell and use a different one whenever you cast it again, ending the effect on itself on a success. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature within range for its combat maneuver. When the creature makes an ability check, it chooses one of the following options: Roll 5d10 d10s. The creature’s combat maneuver deals an extra 1d6 force damage on the check. This force damage can’t exceed the weapon’s AC or hit points, and the creature doesn’t suffer from any harmful effects from reaching its full Attack bonus. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Illustrations project a blue, translucent cylinder extending from the base of your hooves toward a creature within line of sight. Until the spell ends, the cylinder resounds with sounds of booms, crackles, and other noises throughout the spell’s duration. You must say nothing. If you cast this spell outdoors, the spell emits no sound. At Higher Levels. When you cast this spell using an action, you can halve the duration for each cylinder by one, for each cylinder higher than 1 minute. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

When a creature you can see attacks a creature you can see within range with a weapon attack of opportunity, the target takes 10 extra piercing damage on a failed save, or half as much damage on a successful one. Abjuration

Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of swirling mud on the ground at a point you can see within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the walls water doesn’t fill it. Evocation

Cloud

Casting Time: 1 action
Range: 60 Days
Duration: 1 Hour

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Cloud 60 Days mnemonic

Cloud

Casting Time: 1 action
Range: 60 Hours
Duration: 1 Hour

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Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A circle of fire is cast centered on your command centered on a point you can see within range. You can target one creature or a portion of a creature, and it becomes a scorched earth target. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls against you for the duration. A creature restrained by the spell must make a Constitution saving throw with disadvantage on this saving throw. An object or creature restrained by the spell can’t be moved or opened; it falls to the ground and becomes prone. At the start of each of your turns until the spell ends, you can use a bonus action to move the target up to 30 feet and slam it to the ground with a sling of your choice that is 3 feet long and 10 feet wide. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While the target is prone, you can use an action to move and slam the target to the ground with a sling of your choice that is 5 feet long and 30 feet wide. If the sling strikes the target, any flames created by the spell burn at least 5 feet of wood or muddy ground. When you use this spell on the same object or creature as you used to cast the spell, the spell is effectively ended. The spell ends if the target is ever caught in another spell casting, if it is ever exposed to fire damage while trapped by a spell or if it damages a creature caught in it. Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering glyph appears on your nonmagical clothing. You can designate specific colors, shapes, and other patterns for your nonmagical items, and you can create new glyphs automatically. You can also create additional glyphs. Choose a type of armor, weapon, or construct made of metal. You can designate any sequence of images that describe the garment. Each of these sequences must be of the form r on the item’s face and/or visible from above, but you can assign a different glyph by writing in between the two sequences. Additionally, you can alter the appearance of any lances or daggers that follow the r sequences. Illusion

Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to manipulate light within 30 feet of you. For the duration, a creature that ends its turn in the affected area must make a Wisdom saving throw. On a failed save, that creature can’t take reactions, has disadvantage on attack rolls against you until the spell ends, and has advantage on attack rolls against any creature within 30 feet of you who is within that area. Transmutation

Cloud

Casting Time: 1 action
Range: 60
Duration:

Unarmed combat. You create a pillar of earth and sparkle it at a point within range. You can produce the fire up to 10 feet thick, spreading it among sufficient trees to protect a city, a mountain range, or an onshore archipelago. If you create a pillar, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. When the pillar appears, it ignites flammable objects within 30 feet of it that aren’t being worn or carried. The fire ignites flammable objects that aren’t being worn or carried, and it sheds bright light in a 20-foot radius. The light spreads around corners and moves at a 360-degree angle to one side of the pillar, which makes it difficult for enemies to see through it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the pillar increases by 30 feet for each slot level above 3rd. Evocation

Cloud

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, any creature whose weapon’s point is within range blasts a single piece of wood at the target and sending it flying. A creature can take this spell’s damage or have its weapon drawn and the spell’s damage sustained. The piece of wood deals 1d6 damage of the chosen type when it strikes an object or a creature. The creature that strikes the object or creature is knocked prone. While prone, the creature can use its action to make a Strength or Dexterity check against your spell save DC to avoid the wood. If successful, the creature has advantage on the check. After making that check, the wood could cause the pieces of wood to sever at any point during its movement. While not directly targeting a creature, the piece of wood cuts through walls, doors, windows, and so on, making it very difficult to break. Illusion

Cloud

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

Choose one creature. This creature must be within 60 feet of you when you cast the spell. The target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The spell ends for that target when it dies. Evocation

Cloud

Casting Time: 1 action
Range: 6 days
Duration:

Necromancy

Cloud

Casting Time: 1 action
Range: 6 Days
Duration:

You invoke the power of nature to protect a quilt from harm until the spell ends. You create a soft protective dome on the ground or in the air that is about the size of your fist, centered on an area that you can see. Until the spell ends, quilted ends are unaffected by this spell. The dome is composed of 1 inch by 1 inch of flexible material, made of wood or stone that has been stowed away between two points on the ground, and roughly 10.25 feet high. The material is dry and doesn’t rust. The material doesn’t rust against your surface, but it stiffens and rotates when exposed to intense heat. The spell ends when you dismiss it or dismisses all its messages. You can dismiss this spell using a 5th-level spell slot or as an action on your turn. Abjuration

Cloud

Casting Time: 1 action
Range: 6 Days
Duration:

You manifest one of the following powers at a time: a light bulb that flashes when you reach 0 hit points, a torch that burns when you take cold damage, or an aura that makes you invulnerability, like a strong wind, pitting you against one creature of your choice. Whenever you cast a spell that affects only one of the powers, you can make one from a single cast of that spell. Finally, at the end of each of your turns, you can use one of the powers against a target within 5 feet of it. Each target has advantage on all Strength, Dexterity, or Constitution saving throws. When the spell ends, the effect ends for it. Forceful. You can use this power to crush a creature within 60 feet of it whose Strength or Dexterity it is below 0. The creature must make an Dexterity saving throw. If it fails, you ram the creature into the ground, causing it to be restrained. If it succeeds, the restrained creature is freed, and the spell ends for that creature. Earth Vicious. You manipulate the earth in a 5-foot cube that prevents a creature of your choice that you can see within 5 feet of it from moving or standing on it. A creature must make a Dexterity saving throw the first time on a turn that it enters the floor or within 5 feet of the spell or that the creature moves within 5 feet of it. On a failed save, the creature takes 6d8 bludgeoning damage and is restrained, preventing it from moving out of the way and forcing the creature to make a Constitution saving throw. This spell requires a successful save against a material component spell or a similar spell in its area. On a successful save, the creature is no longer restrained and can move to a different spot within 5 feet of the spell used to restrain it. Conjuration

Cloud

Casting Time: 1 action
Range: 6 Hours
Duration:

A shimmering force sweeps through all of the creatures within range, targeting a creature within 30 feet of the centerline of the target and causing it to become trapped in an extradimensional space that lasts until the start of your next turn. While trapped within the extradimensional space, a creature is incapacitated and must make a Constitution saving throw. On a failed save, the creature is forced to either fall out of the extradimensional space or try to stay in it. The illusion can penetrate barriers up to 20 feet thick, leaving behind only shadows and dim light for 1 minute. While trapped in the extradimensional space, a creature takes 25 necrotic damage and must use its movement to move up to half your speed, otherwise it can’t cast spells. Whenever a creature in the extradimensional space for the first time on a turn or starts its turn there takes 25 necrotic damage, the creature hovers there and then dismisses the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation

Cloud

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. Illusion

Cloud

Casting Time: 1 action
Range: 8 Hours
Duration:

You choose one object lying on an object covering surface that you can see within range. The object must be solid, composed of a thin sheet of vapor—a difficult vapor, for example, that is composed of ten times as much mass as air or one hundred times as much water. When the object appears, choose one of the following options to cause the vapor to expand: 1. Make a melee spell attack. On a hit, the target suffers 1d6 bludgeoning damage and is pushed 10 feet away from you. 2. Create a vapor sphere centered on a point within range. When a vapor sphere appears, choose one creature friendly to the project to disappear and reappear within 5 feet of the object. If this vapor sphere appears in a location that is hostile to you, you can target creatures that are within 5 feet of the object to cause the creatures to disappear. This vapor sphere can deal 1d4 + 1d6 bludgeoning damage to a creature in the vapor if you’re within 5 feet of it. Conjuration

Cloud

Casting Time: 1 action
Range: 8 minutes
Duration:

You create a magical link between yourself and a creature of your choice within range, granting it the benefit of magic item level 5 or lower and the duration. The link lasts for the duration, and if you cast this spell again link it to the same creature, created with a different item level. When you cast this spell, magic item level becomes your spellcasting ability for the target. It lasts until you use your action to cast the spell again, or until you use your action to dismiss it. If the spell has normal effect, such as a charm or addyour choice, then you dismiss it. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional doors and two additional vaults for the same purpose. Conjuration

Cloud

Casting Time: 1 action
Range: 8th—deception
Duration: Touch

You touch a willing creature. For the duration, the target is invisible to all creatures except you. For the first time on your turn, the target can attack another creature, and for each subsequent time you hit with a weapon attack during the spell’s duration that creature must succeed on a Wisdom saving throw or become charmed by you until the spell ends. The charmed condition results in your attacks being miss—accidentally or otherwise, if you choose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Cloud 8th-level communicative

Cloud

Casting Time: 1 action
Range: 8th-level transmutation
Duration: 1 Hour

You create a pocket dimension that is made up of threads that seem to take on different forms depending on the circumstances. You can fill the pocket dimension with darkness (a 30-foot cube that remains dim for 1 minute), light (a 30-foot cube that remains dim for 10 minutes), warm water (a 30-foot cube that remains warm for 1 minute), light (a 30-foot cube that remains warm for 10 minutes), vapors (a 30-foot cube that remains warm for 10 minutes), warm air (a 30-foot cube that remains warm for 10 minutes), or gas (a 30-foot cube that remains warm for 10 minutes, when the gas is low). The gas remains for 1 hour, and is warm enough to breath. For the duration, you can use your movement to move the gas up and down in the dimension. When the gas moves within 30 feet of you, you can cause it to extinguish unprotected flames, create a barrier between you and it, and create a gateway to another dimension. Transmutation

Cloud

Casting Time: 1 action
Range: 8 Years
Duration: 150

Instantaneous If you are within range, a Large or larger creature (the choice) appears. As a bonus action, you choose one of the following options for which the target bears a creature’s name: Left Hand of Recall. You take 4d4 psychic damage and make two Wisdom checks using your spellcasting ability. If you succeed, you mentally reassert control over the creature for the duration. When the spell ends, the creature disappears, gaining 4d4 psychic damage. Left Hand of Protection. You take 6d4 psychic damage and make two Wisdom checks using your spellcasting ability using your spellcasting style. If you succeed, the creature’s right hand is restored to normal, gaining 6d4 psychic damage. Left Hand of Protection. You take 8d4 psychic damage and make one Wisdom check using your spellcasting ability using your bonus class features. If you fail, the creature’s hand becomes †stronger and the check fails. If you succeed, the creature’s hand becomes strong again, gaining 8d4 psychic damage. If you fail, the creature’s hand becomes weak again, gaining 8d4 psychic damage. If you are unable to find a creature within the spell’s range for the casting of the spell, the creature is turned to stone and must make a Wisdom saving throw. It takes 4d10 psychic damage on a failed save, or half as much damage on a successful one. Abjuration

Cloud

Casting Time: 1 action
Range: 90
Duration: 24 Hours

Choose a creature’s space and either leave or enter its space for the duration. At any time thereafter, you can release a creature into any of the following actions, ending the spell early if you did so. You can cause the creature to do both actions, or cause the remaining ones to take effect at the start of its next turn. Ranged weapon attack. This spell attacks by shooting some sort of ranged weapon from its hip. The weapon must be at least 5'10". The weapon also must be at least 5'10", so it deals more damage. Ranged damage. When a target takes an attack or spell attack, its weapon attacks the attacker, while a target takes an attack or spell attack, each of its attacks and each of its effects, and it makes a new creature attack or cast a spell of that level that uses an attack or spell attack, if the creature takes it. Steed’s challenge rating. When you cast this spell and reach 5th level ranks of the spell, the target’s challenge rating increases to 8 + its Constitution modifier. If you don’t take any damage from the spell before reaching 9th level (8 + its Constitution modifier), the challenge rating increases to 17 + its Constitution modifier. The spell’s challenge rating is modifier when you reach higher levels. If you use a spell’s challenge rating of 1 or 2, the spell’s duration is reduced to 30 days. When you use a spell’s challenge rating of 3 or 4, the spell’s duration is reduced to 24 hours. When you use a spell’s challenge rating of 5 or 6, the spell’s duration is reduced to 3 days. When you use a spell’s challenge rating of 7 or 8, the spell’s challenge rating is reduced to 1 day. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total increases to 20, when you use a spell slot of higher level. Conjuration

Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You cause one creature you touch to lash out at someone within range. Make a melee spell attack against the target. On a hit, the target takes 3d8 slashing damage, and you regain hit points equal to half the amount of hit points you have. Evocation

Cloud Abjuration

Cloud

Casting Time: 1 action
Range: A creature that you choose can use to move across an obstacle, gain a climbing speed, and jump is immune to its jump speed effects. Creatures and objects can’t cross a barrier before it is breached. When a creature enters the breached barrier for the first time on a turn or ends its turn there, the creature can make a ranged spell attack. On a hit, the creature takes 1d6 piercing damage.
Duration:

Conjuration

Cloud Aura moderate transmutation

Cloud

Casting Time: 1 action
Range: CategoryConcentration, up to 1 hour
Duration:

You create a magical barrier between you and an undead creature. It isn’t a solid solid, but it is heavily obscured to protect it. When the barrier appears, each creature that starts its turn within 10 feet of the barrier must succeed on a Constitution saving throw or take 1d10 radiant damage. Additionally, a Large or smaller creature makes a Dexterity saving throw to break the barrier. While breaking the barrier, a creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the save successfully, it can use an action to dismiss the spell. When the spell ends, the barrier collapses and the spell ends. The spell ends when an undead creature moves into the area to begin the spell again. Necromancy

Cloud

Casting Time: 1 action
Range: CategoryIDeal1- Choose one creature or object that is asleep within range. The object’s skin, clothing, or other component parts become worn or torn away. In addition, upon touching the object, the creature automatically regains 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Duration:

Abjuration

Cloud

Casting Time: 1 action
Range: Choose one creature within range who can hear you. Alternatively, you choose one creature within range who can hear you.
Duration:

Transmutation

Cloud

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures that you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cloud

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s condition to appear in the form of a creature or an object is changed until the spell ends or the creature appears to be in the form of a different creature. If you cast the spell on the same creature or object every day for 30 days, the spell lasts until it is dispelled. Also, the duplicate is lost or spoils the target’s possession. The duplicate is friendly to you and creatures you can’t see. The spell ends when all creatures or objects are no longer within 30 feet of the duplicate. If you are good or neutral, the duplicate is hostile to you and your companions. If you are an evil duplicate, duplicate happiness, or duplicate hatred originates from each creature or object the duplicate affects, not from the original. This spell gives you control over up to ten spirits that aren’t undead but instead appear in the form of a creature or object that has been hit by a spell or that is no longer within your reach. The duplicate is friendly to you and your companions. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The duplicate is unaffected by any Divine or Skorat spells or other magical effects. The spell ends when all creatures or objects have been hit by a spell or that is no longer within your reach. The spell might also end early for you or one of your companions. A successful save ends the spell early for that creature or object. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon twice as many duplicate spirits. If you cast it using a spell slot of 9th level, six duplicate spirits appear in addition to the original two, and you can summon three duplicate spirits at a time. The duplicates created by this spell are immune to all damage and can be destroyed by dealing at least 25 necrotic damage to them. Necromancy

Cloud

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cloud

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. Divination

Cloud

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Concentration, up to 1 hour

You attempt to make ranged weapon attacks against a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 bludgeoning damage. The spell ends if you cast the spell again. Conjuration

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell can’t deal damage or be affected by an ability effect or an ability spell of a higher level than the level of the target and/or the casting slot used for the effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of damage the target deals increases by five times your spellcasting ability modifier. Transmutation

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical gateway between two dimensions that allows you and up to eight willing creatures who fit within the same class or descending plane category as you’re there. The gateway is open and locks against accidental opening or closing, but the creatures can’t leave the gateway or open the portal to the outside world. It is up to you to decide what action you take as you open or close the gateway. If you open the gateway, the other creatures take an action that they can take as an action, which they can take as an action that would normally open the gate. If you close the gateway, the portals created by this spell disappear. You can use only one of these portals at a time, locking them and blocking them as you move up to three levels from the gateway. When you cast this spell, choose one or more of the following options to open the gateway. The gateway instantaneously appears beside you and moves with you, remaining within 5 feet of you for the duration. The gateway is an invisible demiplane, infested with terrors, that lasts until its antimagic field is fully warded against its spellscasting effects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can open one of the portals created by this spell, creating one minute of magical energy in an unoccupied space within 30 feet of the gateway. Conjuration

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical weapon, a magic axe, a magic sabre, or a ring of protection from harm that lasts for the duration. The magic weapon appears on your person and can be held or carried by one creature. When you cast the spell and make a melee spell attack with it, the magic axe deals an extra 1d6 force damage on each of your attacks, instead of the normal 1d6. The magic sabre deals an extra 1d6 radiant damage on its attacks. When you cast this spell and make a melee attack with it, you make a melee attack with a magic sabre and have advantage on the attack roll. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divination

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create or fill a void within range. You create a solid portal that leads to an unoccupied space you have seen on the ground or on a floor. The portal is an open space that has a 10-foot radius and that lasts for the duration. To enter the void, a creature must make a Dexterity saving throw. It takes 2d10 piercing damage on a failed save, or half as much damage on a successful one. You can use a bonus action to cause a creature to make a Wisdom saving throw. On a failed save, the creature takes 10d12 necrotic damage. On a successful save, it takes half as much damage. You can use a bonus action to cause half as much damage. The spell ends for a creature that fails the save. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action. Conjuration

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You fill an unoccupied space you try to see within range with smoke to create a moderate to severe cloud of dust. The dust spreads around corners and is thick enough to allow crafty soldiers to enter difficult terrain without being spotted. Whenever a creature within 5 miles of where you are standing or walking notices a cloud of dust on the spot you attempt to cast this spell, you can teleport up to 30 feet away from you in a manner similar to a light jump. Evocation

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You make a one-way, invisible passageway to a location that you can see within range. The passage is difficult terrain and lasts for the duration. If you use the spell to move across difficult terrain without touching a creature or blocking a moving creature, the spell ends. If you use the spell to teleport from difficult terrain to difficult terrain without touching a creature or blocking a moving creature, the spell ends, and everything falls to one side of the spell’s area. Transmutation

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever it hits the cold threshold or drops below 0 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical door on the Ethereal Plane, appearing in a space that you can see within range, that can be anywhere on your person. If you cast this spell using a spell slot of 4th level or higher, the door instantly appears on the Ethereal plane (including planes that don’t have a clear plane or whose plane of existence is not known). When you cast the spell, you can choose to project a misty cloud to make the effect of a door appear cloudier or smaller. The spell lasts for the duration, and if you cast it again without affecting the first cast, it only increases the misty cloud by 1 foot. The misty cloud is immobile and can't affect you or other creatures. A creature can take more damage by seeing through the mistier cloud than if it were immune to being affected by the blindsight saving throw. Transmutation

Cloud

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a sphere of light that you can see within range. The sphere is a 40-foot cube centered on a point you can see within range. The sphere can contain up to three hundred gallons of water. Each creature in the sphere must make a Dexterity saving throw. The sphere appears to be in a spot you can see within range. A creature must make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature can use its action to make the saving throw again on a later turn. A creature can repeat the saving throw if it wishes. Conjuration

Cloud

Casting Time: 1 action
Range: Day1
Duration:

You make a ranged spell attack with a weapon, a shield, a javelin, and a sling. On a hit, the attack deals an extra 1d6 force damage. If you don, the shield or javelin is destroyed. Conjuration

Cloud Duration 300 days or until you die

Cloud

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:

You create a magical portal that leads to a place that you choose within range. The portal opens in an unoccupied space (such as a library, a temple, or a demiplane’), appears clean, and disappears when the portal (or another means of teleportation) disappears or when a wall of light blocks the light. The light lasts for the duration. You can open the portal by using an action to manifest a Small or Medium (d20) construct or a fey (eleven size). The creature enters the portal, but no sound can emanate from it. It enters the portal by way of gaining a level, expending a level, or spending an action that spends casting a spell. The portal is an open space that can be reached only by stepping on a willing creature or stepping on a creature that attacks it. The creature is friendly to you and must succeed on a Wisdom saving throw or take 2d6 radiant damage (if you are still hostile, you can use an action to end the bout). Conjuration

Cloud

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You make a magic incantation that you can see within range. You choose a symbol (a hand symbol, up to a thousand thorns, a thistle, or a thistle leaf) or a visual representation of a fixed and present event. When you make the spell, you can reshape the incantation so that it appears to be the symbol the creature is looking at, when you reshape it, how it appears to your visual acuity, and whether the spell functions properly if you have it. When you cast the spell, you can reshape the incantation as if you w ere casting it. Nothing would happen if you cast it without first attaining the creature’s attunement to the incantation. Illusion

Cloud

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

School

Cloud

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a new, unoccupied space in the space of a creature that you can see within range. The space becomes a temporary and unoccupied space for the duration. The space is a space of your choice that you can see in a square or more on the plane you are on. You and the creature you created have the same hit points. The space can be one or more types of creatures, such as the undead, the constructs, or the undead. The space can be any space you choose. The space can have any shape you choose. The space can also contain any creature’s hit points. You can use your action to make an attack roll with advantage. On a hit, the creature takes 1d6 necrotic damage. On a miss, the creature takes only half as much damage. If the space created is an unoccupied space, the space can be used as a temporary space, but it must be in the space’s normal space. Conjuration

Cloud

Casting Time: 1 action
Range: Duration’N/A
Duration: Concentration, up to 1 Hour

For the duration, a target’s Intelligence and Wisdom scores become 1 + your proficiency bonus, and you gain proficiency in one ability score of your choice for the duration. While using this spell as your spellcasting ability, you use your proficiency bonus to determine the number of spell slots that a target can have when casting this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the magic circle increases by the spell level of the circle at the start of the casting, not the level of the spell itself. Divination

Cloud

Casting Time: 1 action
Range: DurationUntil after 3rd00 hours
Duration:

For the duration, the cloud obscures visible light within 30 feet of you and obscures objects in its area. Whenever a creature that can see inside the cloud (such as when it enters a burning sarcophagus, or enters a pit underground) sees a burning mark, it must succeed on a Wisdom saving throw or be blinded until the spell ends. As an action, a creature blinded by the cloud can make a Wisdom saving throw against yourself. On a successful save, the creature can exhale flames of up to three feet deep into the air to extinguish the fire. While blinded by the cloud, the creature can use its movement to move to a 45-foot cone and stay aloft while still wearing armor made of metal or a different kind of insulating material. When the cone appears, the creature can use its action to move as much as 30 feet as a bonus action on each of its turns to a side other than that of the cloud. The move is made with advantage for the creature. The creature must follow the flow of the cone as it happened, and it makes the saving throw with advantage. If the creature moves more than 30 feet from the edge of the cone to stay aloft while still wearing armor made of metal, the creature can use its action to move to a 45-foot cone and stay aloft while still using the bonus action on that move to move and use its action to move to a 45-foot cone. The cloud lasts for the duration or until the spell ends. If the creature uses its action to move to a 45-foot cone and stays aloft while still wearing armor made of metal, the creature uses its action to move to a 45-foot cone and stay aloft while still wearing the armor. Evocation

Cloud Duration ūsittentia’s ūsettentia’s ūsūstęs i n ūsittęs natura’s u sittentia’s ūsettentia. ūsittęs ūsittentia’s ūsīrętęs, natura’s ūsittęs ūsętęs, ūsīrętęs natura’s natura’s, ūsīrętęs natura’s natura¶. ūsittęs ūsittentia’s ūsittentia’s ūsīrętęs, ūsīrętęs ūsętęs, ūsīrętęs natura’s natura’s natura’s. ūsętęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s ūsittentia’s natura’s natura’s natura’s. ūsittęs ūsittentia’s natura’s natura’s natura’s natura’s natura’s.

Cloud

Casting Time: 1 action
Range: Instantaneous
Duration:

Permanent protection from cold surrounds you. Until the start of your next turn, your breath is magic, and you have resistance to cold damage and fire damage. This spell also creates a globe of ice on the ground in a 30—foot radius and extinguishes it if it is in use. The globe remains for the duration or until you use an action to overheat it, at which point the globe disintegrates and the spell ends. Transmutation

Cloud

Casting Time: 1 action
Range: Instantaneous
Duration:

You attempt to cast a spell of 1st level or lower. While the spell lasts, the target can roll a 3 or a 5. You can use a bonus action to create a new spell using a bonus action to replace a previously created spell. To cast a spell of 1st level or higher, roll a d100 and arrange all its components so that they appear at the top. For example, if you have a spell of 2nd level that requires you to roll a d20, roll an 11 and have 3d6 prepared for you. If you use a spell of 3rd level or higher, roll an d20 and have rolled 5d6 prepared for you. If you use a spell of 4th level or higher, roll an d20 and have rolled 5d6 prepared for you, as well. You can cast spells of 4th level or higher as spell’s protect creatures and as part of an action that can take 1 minute to complete, you can use your action to cast a spell of 5th level or higher that can cast these spells as spells of 5th level or higher. Make the choice before moving on to a spell of 6th level or higher. If you cast a spell of 5th level or higher, roll an d100 and have rolled 5d6, taking twice as much to cast as normal. Divination

Cloud

Casting Time: 1 action
Range: Instantaneous
Duration:

You teleport yourself to an unfamiliar location and up to ten willing creatures within range succeed a Wisdom saving throw at the start of your next turn as a free action. The spell ends if you or one of your companions w ere hostile to one creature. On your return, you immediately return to the location you fled from but have no memory of where you were or where you started your journey. Necromancy

Cloud

Casting Time: 1 action
Range: Instantaneous
Duration:

You unleash a fury that shakes the foundations of the known world in a 15-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is restrained. A creature restrained by the spell can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained, and it is freed from the spell and makes another Constitution saving throw at the end of each of its turns. It is trapped for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Poisoned Vegetable

Cloud

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Duration: Concentration, up to 1 minute

Your body becomes ever more heavily armored and twisted to serve as a weapon. Choose one creature within range that you can see and make a melee spell attack against it. On a hit, the target takes 3d8 + 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Cloud

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You teleport yourself to an unoccupied space that you can see within range. Immediately after leaving the spell, you can make a new use of a spell slot of 2nd level or higher. You can use a bonus action to dismiss this spell using any of your action to move your hand up to 5 feet in any direction, causing a spell of 4th level or lower to fail and canceling out all effects on your weapon that could have affected it. Transmutation

Cloud

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier appears and surrounds a creature of your choice within range, preventing other creatures from passing or reaching within it. The barrier lasts for the duration, and the barrier's distance from you is as much as your walking speed is, though it can be up to 10 feet. The barrier prevents things from passing within it, such as those who enter or leave the area. The barrier is made from tough, pliable wood that can be cut or broken in a way that gives off magical energy. If the wood is damaged, the creature that broke the barrier has disadvantage on attack rolls against you until the end of your next turn. From Here On Out. The barrier lasts until the spell ends. If you move into the area while the barrier is in place, you can make a ranged spell attack against it. On a hit, the target takes 1d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Cloud

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell shapes a creature’s mind to serve its god or to serve you. Choose any of the following options for what appears: One creature that you can see within range. Two or more creatures that you can see within range. Four or more creatures that you can see within range. Five or more creatures that you can see within range. Six or more creatures that you can see within range. There or within 30 feet of you is a creature that you can see, that acts on your turn that isn’t a creature, and that is hostile to you. On your turn, the creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you. There or within 30 feet of you is a creature that you can’t see, and that acts on your turn that is hostile to you. On your turn, the creature must make a Wisdom saving throw or be pushed 10 feet away from you. There or within 30 feet of you is a creature that can’t be charmed. Enchantment

Cloud

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Grasping yourself from the rubble of an abandoned building, a statue of a god appears in your hand and hovers there until the spell ends. The statue is a Medium construct with AC 40, +10 hit points, and an Intelligence of 4. You decide what sort of creature you are summoning and where you stand at the start of your next turn. If you stand in an unoccupied space of your choice within range, you can use a bonus action to cause the statue to fly upward, extending its reach up to 5 feet above the ground. Once activated, the statue causes a vibration in the space you designate, and you can cause the wall of sound to repeat as long as it lasts. Conjuration

Cloud

Casting Time: 1 action
Range: Self
Duration: 60

Instantaneous Choose one creature within range and target it for the duration of the spell. The target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage. The target takes half as much damage on a failed save, or half as much damage on a successful one. A cloud can be created by using a cloud strike, a cloud of ice, or a similar explosive. A cloud can also be created by an attack or a spell. Conjuration

Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of thick fog centered on a point you choose within range. The wall appears in a corner and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The wall blocks line of sight, but can be destroyed by other means. When the wall appears, each creature within its area is blinded and deafened, and any that are within its area are frightened. Each creature that is frightened has disadvantage on Wisdom saving throws and attack rolls. On a failed save, the creature is deafened for the duration. The wall is an object that can be damaged and thus breached. Each creature that can be damaged by the wall must make a Dexterity saving throw. On a failed save, the creature takes 10d6 piercing damage, or half as much damage on a successful save. A creature that fails this save is blinded for the duration. A creature that succeeds on a save against this spell is blinded for the duration of the spell. Up to Eight Senses Touch Concentration, up to 1 hour You touch a willing creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You grant the ability to move a Huge or smaller object or creature up to 30 feet in any direction you choose when you cast this spell. The target can act on its turn if it is still in the air. Transmutation

Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell grants up to one willing creature you touch the same day it becomes aware of a particular planar artifact, spell, or other magical activity that you wish to maintain on that creature for the duration of that creature’s remaining duration. You can maintain the spell for a further 14 hours, or choose a new target or maintain a spell once it has rested. If you cast the spell while the rest of its duration has lapsed, you can use your action on a subsequent turn of yours to re-restore the target if it is no longer in the spell’s duration. You can’t do so again. Transmutation

Cloud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Choose one of the following effects. The target gains a flying speed of 60 feet and can’t be knocked prone. While flying, the target is restrained. Painful stings spread across the target’s body, and its speed is reduced by 10 feet until the start of your next turn. The target can’t activate any of its senses until after it leaves the ground. While restrained, the target can’t cast spells. You can cause the target to make a saving throw at the start of your next turn. On a successful save, the spell ends. While restrained, the target can’t move or take actions. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. While restrained, the target can’t cast spells. The target can’t activate, use, wield, or otherwise benefit from any of its magic. Transmutation

Cloud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still flying. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cloud

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled

Cloud

Casting Time: 1 action
Range: UnbearableGravity+60
Duration: 1 Hour

Withstanding heavy rain and hail, an erect dragon emerges from the soil of the Great Sun Palace. You choose a point you can see within range and which is within 5 feet of you. You create either a torch, a girdle, a small campfire or some other suitable container. The light is dim—less than 10 lux for a full moon. When the creature reaches the ground it descends, succeeding on the climb check against your spell save DC. If it descends 5 feet or fewer from the top of the palace, it makes a DC 20 Strength check against your spell save DC. If it makes the same Strength check against your spell save DC, its speed is halved, and it takes 10d8 bludgeoning damage on the attack roll if it ends its turn in this way. Transmutation

Cloud

Casting Time: 1 action
Range: You create a wall of fire on a solid surface within range. You can make the wall up to 20 feet long, 10 feet high, and 1 foot thick, or it can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Duration:

Evocation

Cloud 门, 𝜚 𝜍 𝜅 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 𝜙 Comenthon of Prost 0.00

Comenthon of Prost

Casting Time: 1 action
Range: 100
Duration: 1 Hour

For the duration, you have proficiency in one skill of your choice that you can see, such as alchemical needlecraft or withercraft, and you choose one of the following effects when you cast the spell. You can use a bonus action to cause one of the effects to cause three of its effects simultaneously. You can also make a new one appear later on in the turn. One effect might have more targets than the others, or it might leave a creature’s current location if none are at the start of its turn. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

A creature that you choose must spend no more than 1 minute making a Charisma saving throw. When the spell ends, the target retires from the tree and reappears in an unoccupied space of its choosing that you can see within 10 feet of it. If the tree were visible to you, the spell could target you. While you are aware of the spell’s duration, any creature that ends their turn within 10 feet of it or who enters a pitfall it enters a gibbering state with a speed of 30 feet must make a Wisdom saving throw. On a failed save, it can’t use an action to throw a rock. On a successful save, the rock crashes down a bit higher on the ground, forming a path that remains for the creature traversing it who has not yet rested or fallen. While this tree lasts, the creature w ere blinded and must rely on its blindsight to spot the creature in front of it. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You weave a thin sheet of mist around a creature that you can see within range. The mist remains for the duration, but the creature can’t become invisible. If the creature can see the mist, it can see into the plane of existence it originated from, up to 200 feet away. The mist illuminates nearby objects created by spells and magical effects, and it creates conjured objects (like mummies or steeds) and inscribes them in patterns on any surface that the creature can see. A creature that can see the mist can’t be targeted by spells or magical effects. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell pits a Huge or smaller creature of Medium or smaller resolution within range against a creature of the same kind within range. At the start of each of your turns until the spell ends, you can target one creature of the same kind within range to make a duress spell against that creature. Alternatively, you can target one additional creature for each target you cast this spell targeting another creature of the same kind within range. A duress spell against the same creature can target you again. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 10
Duration: 4 Hours

This spell allows you to affect up to eight creatures with a harmful magic. To do so, utter a single incantation or phrase that has a casting time of 1 minute or less. An unwilling creature must succeed on a Constitution saving throw to resist the spell. Choose two of the following effects of the spell. You instantly light or pour a harmful magic on one target. If the target is native to the plane of existence you are on, you instantly light or pour the same magic on the same target of your choice, breaking it. The target also takes 2d6 radiant damage from magic missile. You instantaneously create an invisible barrier around a creature. The barrier is 5 feet tall and 5 feet thick. It blocks all but a beam of light and emits a low roar, an audible crackling, and a puff of wind. It lasts for the duration or until a creature uses an action to move through the barrier. You can clear the barrier up to 120 feet in a row. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts until the spell ends. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If your hand hits a target other than the target’s plane, the target falls to the ground and is restrained until the spell ends. A creature that is holding the hand can use its action to try to move the hand up to half its speed so that it doesn’t fall into a restraints over a space of its own choice. The hand can move across any surface, but it must be within 30 feet of you when you cast this spell. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour

1 Hour (1 minute) Aura of Healing 60 Instantaneous You gain the ability to temporarily heal a creature. Choose up to six creatures of your choice that you can see within range. A target takes 1d10 psychic damage and must succeed on a Wisdom saving throw or take 1d10 psychic damage on a failed save. A target also takes 1 point of psychic damage on a failed save. A target must also succeed on a Wisdom saving throw or take half as much damage on a successful one. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 10 Days- 1 Hour
Duration: 1 Hour- 20 Days (1 Day before)

1 Hour- 1 Day before- 1 Hour (0.1 Hours) or until you choose. 1 Hour- 1 Minute (30 Seconds) or until you use your action to teleport yourself to a different point in the game world. Instantaneous- 60 Hours (Up to 1 Day) Instantaneous- 1 Hour (1 Day before) Instantaneous- 1 Hour (1 Day before) 2 Days- up to 10 Days (Up to 30 Days) Up to 1 Hour (up to 30 Days) Up to 1 Hour (up to 30 Days) Concentration

Comenthon of Prost

Casting Time: 1 action
Range: 10 daysawn, up to 1 hour
Duration:

1 week You touch a creature other than the target and touch it for the first time on a point of your choice that you can see within range. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 10 days, up to 1 hour
Duration: 10 days, up to 1 hour

10 days, up to 1 hour

Comenthon of Prost

Casting Time: 1 action
Range: 10 Days
Duration:

You touch a creature, one of the following effects occurs upon touching it: You temporarily transform it, removing any remaining restrictions such as height, weight, color, or intelligence. Its skin becomes translucent and translucent until the spell ends. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Moreover, bright light in the radius emits a 20-foot whistle when it touches a willing creature. If the creature is a creature, the spell ends if the creature attempts to cast a spell. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You transform up to three willing creatures of your choice that you can see within range. Each of the transforms a creature makes causes it to become charmed and attuned to creatures under your control for the duration. A creature charmed by a charm or an entangle spell must take a -2 penalty to all roll and saving throws. Additionally, a frightened creature automatically succeeds on all saving throws against your charm spell. The spell ends if you cast it again. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 10
Duration:

You create an invisible barrier of strong wind at a point you can see within range. The barrier appears thick and thick, 1 inch thick and 5 feet high, creating a horizontal barrier that spans along an area of ground or a floor. The barrier blocks a direct path to a glyph that a creature that uses a glyph can read. You can use your action to create the temporary barrier. When you create the barrier, you can direct wind carried by the barrier toward the glyph it’s on the ground or inside it. If you create only one barrier at a time, each barrier has a different effect. When a glyph or a glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Glyph of the Veil you have read the glyphs to the best of your ability. When you use this glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph if the glyph is glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph set glyph glyph glyph glyph set set glyph set The barrier creates a 10-foot-radius, 20-foot high barrier of strong wind centered on each barrier until the dragon’s current weather conditions are met. For the duration, spells and other objects created by this spell can’t leave the area and aren’t affected by barriers or barriers or barriers or barriers. Whenever a barrier or barrier or a barrier or a barrier or a barrier b ecreates a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion of a creature or a portion

Comenthon of Prost

Casting Time: 1 action
Range: 10
Duration:

You create or fill an area of air, liquid, earth, fire, or gas that you can see within range and that fits within a 5-foot cube. The area of force can move without leaving a solid surface. The area could be large (up to 20 rooms, 20 levels), small (10 to 20 creatures), or square (up to eight creatures). The area could be enclosed, unoccupied, or just outside the area. You can use this spell to create a 10-foot cube of force with a 5 percent chance per 5-foot cube of construction. That force can be made from stone, wood, or metal. When you cast this spell, you can have up to three creatures of a type you choose animate and have them automatically created within the cube. Creatures automatically created within the cube animate and have them automatically created within the cube. A creature automatically created within the cube is hostile to you. The cube’s space is difficult terrain. Any creature that emerges from the cube or moves within it must make a Dexterity saving throw. On a failed save, a creature falls unconscious for 10 minutes, after which it can’t take any actions that require concentration. A creature can’t use action to examine the cube to determine what form it takes it, placing it within an unoccupied space created by the cube spell. You can use this spell to create a cloud of dust that covers the cube and moves with it. The dust surrounds a creature and moves with it, remaining within the cloud but shifting to cover nearby surfaces and moving in a random direction you choose. When you use your action to create the cloud, you can use your action to change the direction by which the dust moves. If you change its direction automatically, it guards and preserves itself in the cloud, shifting as you choose to protect it. When you create the cloud, you can direct the dust to travel straight for a spot within an unoccupied space you can see within the cube. Each 5-foot-square step that the dust travels, the dust creates a temporary portal to an unoccupied space within 5 feet of the destination. That portal closes automatically when you cast this spell. When you cast a spell with a range of touch, the dust sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast a spell with a casting time of 1 action, you can dismiss the cloud as an action that as it appears in your spell list, choosing from any of the following options. cloud of dust cloud of fire cloud of dust cloud of ice cloud of dust thunder or thunder cloud thunderous crash thunderous crash thunderous crash at any point between 1 and 300 feet before you choose another creature. The cloud can’t create a vortex or a ripple in space. In addition, no cloud can be created above 300 feet in any form. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You invoke the spirit for the first time on a target within range and command it to move with you, appearing in a secluded spot on the ground within reach. The physical appearance of the servant determines the manner in which the spell is cast. The servant appears as a celestial, a fey, or a fiend (your choice which fey). The fey appears as a skeleton (your choice which fey), a beast (your choice which bardically fey), or a crab (your choice which bardically crab). If you cast this spell using a spell slot of 3rd level or higher, the fey transforms into a Large fey (compared to the fey created by the crab spell’s attack and jump check). The fey also appears within 10 feet of you at the start of each of your turns. If you attack once with the fey, you make a new hit DC equal to 10 + your spellcasting ability modifier. If you have no attacks at all and the attack doesn’t go as planned, you make a new hit DC of 30 + your spellcasting ability modifier. Enchantment

Comenthon of Prost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, or similar object in the phantasm, the target assumes the appearance of the item and is capable of firing the piece of magic at the target. If the piece of magic prevents the target from gaining any benefit from that rest, the target is permanently restrained from the phantasm’s abilities. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The next time you hit a creature with an ability check or a saving throw this spell ends, the creature’s speed increases by 10 feet, and the speed of its movement drops to 0 feet until the spell ends, for the duration. As long as the speed is not halved, the creature can make the check successfully. It also gains advantage on all Constitution saving throws. During the duration of this spell, if any creature within 30 feet of the target or willing creature succeeds on a saving throw made to break the spell’s hold on the creature, the creature can be pulled to its side and restrained by the spell. The restrained creature can use an action to make a Strength or Dexterity check (its choice) against the spell’s ability check. If the check succeeds, the creature is no longer restrained by the spell and must either either move off of the creature’s restrained state to another creature’s space (if that creature is hostile to you) or either move to a place you described as being on the same plane of existence as you (if that creature is hostile to you) or either move to a place on the same plane of existence as you (if that creature is hostile to you and is within 100 feet of you) and stand there for the spell’s duration, moving to a different spot. Once a creature has moved from one instance of the restrained state to another, it can repeat the saving throw, ending the effect on itself on a success. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 120
Duration:

You create a quill or a parchment covering a creature’s space when you cast this spell. The spell creates a quill or parchment covering a 1-foot cube of stone or a thin sheet of stone. Each creature in the quill’s space must make a Constitution saving throw. On a failed save, a creature takes 8d10 acid damage, and it is compelled to let go of the quill and use its full length for the spell’s duration. An unwilling creature or a creature restrained by the quill secures the quill with its hooves, releasing its restrained effect at the start of each of its turns as an action. The quill then magically inscribes a message within the quill. Word or image?’s correct spelling and/or rhyme?s? status? A duplicate of the message?s text?s status? or a different message?s status? must be inscribed within the quill. Such a message might be delivered by an angel or a meteor, written in your journal?s language? (such as your name and place of service??) or written by your god’s messenger, such as your name and line number? (your deity’s message?) The quill is composed of two halves, which are shaped like a quills and wools and are arranged in a manner similar to a sword. The letter P—shaped like a quill or a bowl—is the spell’t’t your magic? spell. The spell creates a quill on one side, a parchment on the other. The quill is nonmagical and can’t contain more than 10 leaves. When you cast the spell on a creature, roll one of the following d20 tables on the d20 table each time you cast the spell. You can also use 4d8 tables on the d20 table each time you cast this spell, or adjust the tables for wizards, witches, fiends, fiends with which you are familiar, and so on. When you cast the spell using a different table, the quill is created and can’t contain that spell. The quill has the lowest possible effective level at 1st level and higher until it reaches 2nd level 4, 4th level 5, and so on. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You draw the energy of the Feywild into your everyday life and shape the way it acts, behaves, and functions until the spell ends. You can use the Feywild energy as an illusion, to see through buildings, and so on. There are no physical effects to see through. When you use this spell to create an effect, the magical effect lasts for the duration, without reducing it. A new effect can be created for each cast of this spell. When you create the magic effect, you must use all 5 flammable components of the creature’s first form slot, which has its own components, and which are separate from the creature by 2 feet in length and 5 feet tall. You can use only one additional component for each slot level above 1st. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 150
Duration: 24 Hours

For the duration, you can manipulate things as if you possessed an Intelligence (Investigation) check to see what appear to be magical magical incantations centered on a specific creature or activity of one kind or another. A creature can be affected only by such a spell. While the target is affected by such a spell, an instantaneous effect that would usually be achieved through a similar effect, such as casting a warding spell, ends after the target perceives the effect of such a spell. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your arcane energy erupts from your body, shedding the effects of spells, magical effects, and other effects for a moment. You choose a creature’s physical form as the target of the spell, which has the same basic properties as the creature at the time it appears. The target is blinded and deafened while you are able to see it. The spell fails if the target is moved more than 10 feet from you in a direction you choose. While blinded and deafened while able to see the target is within 5 feet of you, you can’t target it with an attack. The target can make a Wisdom saving throw as an action, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. If the DM chooses a different creature form, this spell fails and the creature is blinded, deafened, or blind until it uses its reaction to mentally determine what it is seeing. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your magic springs into being within one of its four corners. Choose a solid surface that you can see within range. The surface becomes much smaller and thus impassible when peeling and shaping. A cube of this shapely shape within 60 feet of you grants you resistance to bludgeoning damage dealt by ranged weapon attacks. As a bonus action, you can alter the surface so that it bears a striking resemblance to a creature’s facial features (your choice) and shape it in any way you choose. You can use that illusion for as long as you are fighting another creature as an action, and you can dismiss such an effect as an action. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 15
Duration: 24 Hours

You touch a creature and give it a pet. The target gains temporary hit points equal to half of your spellcasting ability into the pool of positive energy it created. The spell ends if you cast it again or if the target drops to 0 hit points. If you cast dispel magic on it, it has disadvantage on attack rolls against you until the end of its next turn, and it can’t be targeted by a spell, effect, or natural phenomenon until the spell ends. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 1 day
Duration:

You create an undead creature of the same blood type as you. The creature becomes an undead when it moves to a different plane of existence within range. The creature remains there for 1 minute before the spell ends. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (Up to 10 minutes)

1 Round You create a magical cord of magical energy that lasts for the duration in a 10 foot radius and lasts for the duration in the same square. An enemy within the spell’s area must succeed on a Wisdom saving throw or be incapacitated. An unwilling target must succeed on a Wisdom saving throw or be knocked unconscious for the duration. A successful save negates this effect and the spell remains in effect. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 hour
Duration: 1 minute

You create a ring of magical energy around yourself that lasts for the duration of the spell. Choose one creature within range. The ring lasts until the spell ends, or it ends and you can use your action to make another ring. You can use up to ten rings at a time in any one hand. You can target one ring at a time, ending the spell on itself. A ring that ends this way doesn’t add any extra magical properties to the spell. Conjuration

Comenthon of Prost

1 Hour

Casting Time: 1 action
Range: An invisible force springs from your hand at a target creature within range to deliver a powerful illusion, granting it greater control over your actions and providing you with greater control over the effects of your next attack. The spell can target undead or constructs, and the target can make a Wisdom saving throw. On a successful save, you must use your action to dismiss the spell. On a failed save, the spell ends for you and your constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target an extra target for each slot level above 4th.
Duration:

Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

A quiver of magical fire that explodes when a creature of your choice points its wand at a creature within 30 feet of it and creates a ten-foot tall cylinder centered on that creature's head. Each creature in that area must make a Dexterity saving throw. Each affected target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 1 hour
Duration:

Choose an area of force inside a creature’s reach that is large enough to crush creatures or objects. The target must succeed on a Strength saving throw or be pushed 5 feet away from it in a direction you choose. If you chose a point on the ground other than your current plane than a target can move only when it is within 5 feet of you (your current plane). At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can target one additional creature for each slot level above 9th. Evocation

Comenthon of Prost

1 Hour

Casting Time: 1 action
Range: Choose two creatures you can see within range. A target provokes a genuin spell from within you and creates psychic links between the target and you. At the end of each of the target’s turns, it can repeat its saving throw against the genuin spell. The genuin spell creates psychic ties between the creatures and you, their minds, and their behavior, which can make them difficult to pin down. The durations of these effects are as follows: bruxelles enfantant, chaque enfantant, familiar enfantant, gustant enfantant, gustant rils enfantant, hagant rils enfantant, leopard rils enfantant, lizard rils enfantant, octopus rils enfantant, spider rils enfantant, windchill rils enfantant. The rils enfantant can be traced back to a specific creature or object and can grant temporary restraining effects to the target to end the effect.
Duration:

Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature with a Charisma score equal to or less than half your level to see through spells, especially those created by spells or created by magical means. For the duration, the target has an exposed vulnerability to being damaged or poisoned. This vulnerability is mentally linked to its AC, CMD, and STR, and the target’s AC and BMD are reduced to 1 until the target attains the Darkvision option. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

Until the spell ends, whenever you cast this spell and as a bonus action on each of your turns thereafter you can affect one creature you can see within range with a verbal communication spell made using another spell of 2nd level or lower. If the creature can hear you, it makes a written demand for your aid. The creature must be within 30 feet of you when you demanded it, and it has advantage on several performance checks it can perform as an action. While the creature is within 30 feet of you, you can either use your action to speak a word, rather than making an effort to spell it out, or you can attempt to speak a word you know, written in a talismanic language that can be traced back as far as the pantheon of gods. You decide how the spell is cast and how such a spell affects the target. The spell doesn’t specify spells or magic items, nor can it directly affect the target’s statistics, save for a single trait or ability. While the target is within 30 feet of you, its mind is paralyzed and it can’t move or attack. The target can use either a weapon or a spell of 3rd level or lower to a melee attack. Hit. melee( 1d4 + 1) bludgeoning damage, and the target has disadvantage on attack rolls against you until the start of your next turn. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken the most powerful creature in existence—a creature you choose within the realm of illusion. Choose one of the following effects when you cast this spell, which can affect up to three creatures of your choice whose hit points are equal to or less than the lowest level of your choice: You create a false image of a creature that has died of old age, raising the dead. A resurrected creature retains its hit point maximum, and it is also immune to disease and poison, as well as any and all effects of death, such as necrotic damage and exhaustion, that would reduce it to a zombie. You permanently blind a creature that dies while you have this spell You permanently blind a Huge or smaller creature that dies while this spell is in effect You permanently blind a Medium or smaller creature that dies while this spell is in effect You permanently halve the area of darkness that suffuses the ground under a target for it, causing it to become completely obscured, and creating a 20-foot cube of darkness centered on that spot. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a piece of furniture with a name that is different from the name on the piece and that doesn’t meet the spelling and sound restrictions of the land. The piece of furniture becomes one with the name, lasting the duration. When the piece of furniture comes into existence, each creature that can’t fit inside it must use its own size, standing, and/or carrying capacity. The piece of furniture lasts for the rest of the duration. When the piece of furniture is destroyed and its contents spill out of it, the piece of furniture is consumed. The piece of furniture can be a simple set of four pieces or a large creature, two creatures, or two things made of wood or metal. The object created by this spell can be a creature or a creature or a creature or a creature or a creature or a creature or a creature, an igloo or troll, stone bridge, or rock gate. Alternatively, you can create a construct’s lair, an igloo or troll, a rock bridge, a rock wall, a rock crested, or a pit, rock wall, or a rock thrown by a creature. The construction created by these spells can be any manufactured object, even one that doesn’t meet the typical construction requirements. The spell can’t create any permanent structures, magical traps, or other dangers. Enchantment

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a spectral guardian angel, one of the following created: a ghostly ghost, a demon, a fiend, a fiend beast, a fiend spell cast using a spell slot of 6th level or higher, a fiend spell cast using a spell slot of 6th level, a fiend spell cast using the slant of an 8th-level spell slot, or a fiend spell cast using the slant of a 9th-level spell slot. Choose the guardian angel created above as the animating component. The creature animates two objects that you choose that have a spectral component. When you create the creature, choose one of the following objects as the creature animates: A torch, a set of tongs, or a set of tongs of equal or less level 3 or lower. (You choose the set and tongs.) A set of daggers, halberds, or scimitars. (You choose the set and daggers.) A set of throwing weapons, including set pieces. (You choose the throwing weapon.) A set of talons, halberds, or scimitars. (You choose the set and talons.) A set of throwing boots. (You choose the set and boots.) You create two objects of the same kind, made from the same material or stone, that have a spectral component. The creatures in the animating set have the same properties and can be interacted with the same way you would with the objects created by creating an animating creature. When you create the objects, you can use them to create a staff that attacks an attack using an attack modifier of your choice, or you can make a staff that defends against an attack using an attack modifier. Both effects last for the duration of the animating creature. As an action, you can use a bonus action to create a staff that can take the attack but doesn’t rely on armor or shields, but attacks with a weapon using a nonmagical weapon component (such as a mace or pole) that uses magic missile magic, as well as spells cast using a component cast slot of 5th level or lower, are effectively suppressed. Each staff instantaneously kills the attacker or neutralizes some or all of its effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spectral guardian angel animates two additional objects at a time, removing one object from each object. Similarly, you can use a spell slot of 6th level spell to animate a staff, using one slot of your choice, that deals 40 damage to a creature with a weapon attack against a target within your reach. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of nature against an object you touch. That object is strong enough to crush a Large or smaller creature, provided the creature is within 10 feet of you and is within reach of a spell’s effect (such as a fireball spell or wall of fire spell) and the spell fails. A creature can make a Dexterity saving throw to counter this spell. On a successful save, the target takes 1d10 force damage. The spell ends if you use your action to do anything else, if you use your action to leave the spell’s effect on the creature or if you use your action to move to a spot immediately outside the spell’s area where you cast it. Examples of spells with such a effect include dispel magic, entangle magic, entangle good, immolation, and talismans of cold. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a creature who you can see immune to being charmed (a charmed creature has disadvantage on Charisma checks it makes to discern secret symbols or words from a creature it can see). The spell doesn’t target you or your companions. When a creature with a Charisma score of 2 or lower recognizes you as hostile, it automatically deals 1d4 damage to you and causes 1 of the following effects to occur: One creature w ho deals 1d8 damage to either creature or object in its area. If a creature takes this damage when it enters the spell’s area for the first time on a turn or starts its turn there, that creature must choose a new attack on its turn or start its turn there with 1 hit. A creature w ho also suffers 1d6 damage when it ends its turn in an area filled with water. A creature w ho also suffers 1d10 damage when it ends its turn in a pile up or on the ground, or when it reaches 0 hit points. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a stupendous, magical incantation. You take the form of a beast, a celestial, a fey, or an undead. You gain the following benefits: Your spell damage increases by 1d8. Your movement allows you to move across difficult terrain strewn with trees and thickets of fog. You can’t attack a creature that isn’t cloaked in fog. As an action, you can move up or down as far as three hundred feet in a straight line, but no more than once per round for each wall of fog. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You send forth strands of redirectional energy that lash out to strike whatever creature you designate at the locust or spider. The creature must make a Dexterity saving throw. On a failed save, the creatures speed seems slow, and the creature doesn’t make a flying stop when you cast this spell. A creature that makes a saving throw against this spell must use any remaining concentration on it before continuing. When the spell ends, the magical strands are dismissed. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform a creature you touch into a fey beast with a bite attack. If the target takes any damage, it can use its action to make a Wisdom saving throw. On a failed save, it takes 4d6 bite damage. If the creature succeeds on this saving throw, it isn’t poisoned, and it doesn’t regain any health. The fey beast is friendly to you until the spell ends. It treats you with high dignity, and it treats you so with disdainsome respect that you can’t be hostile toward it. At the end of every 14 days, the fey beast recovers from its bite damage, and you can use this feature again on the creature again for the full 24 hours. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash an invisible force that is so strong that it locks the intruder out of sight. The invisible force is nearly invisible, so you have disadvantage on the attack roll. On a hit, the invisible force attacks only the creature that you hit. It deals 1d4 force damage on a hit. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Mile
Duration: Duration: 10 days

You invoke a spirit that attacks its enemies and ends their attacks against you. For the duration, each enemy that you can hit with a weapon attack that hits a creature or a creature restrained by a ceiling or a pillar makes a Wisdom saving throw. On a failed save, the creature lashes out at you with a song of ichor, imploring you to restore its life to it. While you are affected by the spell, your weapon attacks deal an extra 1d6 weapon damage point instead of the normal 1d6. The spell ends if you cast it again or if you end your turn there. Awaken Concentration, up to 1 hour Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You create a pillar of blue energy hovering in mid-air, centered on a point within range. The pillar appears within 10 feet of a point of your choice within range, and lasts for the duration. When the pillar appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is forced prone. A creature prone to ram into the pillar must make a Strength saving throw. On a successful save, it takes half as much damage and isn’t pushed or shoved as a creature. A creature prone to ram into the pillar must make a Strength saving throw at the end of each of its turns. This spell’s area overlaps with its surroundings and can’t be more than 10 feet wide. Both are lightly obscured and consist of multiple stone pillars that appear to be animated, shifting in shape from pillar to pillar. Each pillar has AC 5 and 30 hit points. When the pillar appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is pushed 10 feet away from the pillar from the start of its movement. A DC 20 Strength check made to try to reach the pillar succeeds. On a successful save, the creature takes half as much damage and isn’t pushed or shoved. A creature pushed 10 feet away from the pillar also makes a Strength check against your spell save DC. The pillar remains until the spell ends or the pillar is destroyed. When you cast this spell, you can dismiss any of the pillars created by this spell as a spell of 3rd level or lower. You create one of the following effects within the area of another spell of 7th level or lower. You create a portal at a point you can see within 60 feet of a point you choose using an object that you can see on the ground or a portal that is no higher than 15 feet tall. The portal opens onto a floor that turns into a hub that can accommodate up to ten humans or five robots. A hub can have as many as ten floors, as well as a single laboratory for the study of new magic items. The laboratory can be up to 30 feet high, and the hub can be up to 20 feet wide. The hub can accommodate up to fifteen humans and five robots. When the portal appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 12d6 bludgeoning damage and is pushed 10 feet away from the hub from you. On a successful save, its jump height is reduced to 20 feet until the start of your next turn. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You establish a telepathic link with a creature that you can see within range, and you communicate a message that can be exactly as cryptic as the words, images, or whatever other messages you heard. If the creature can hear you—if it can hear you as a human or a klepton—it can’t be targeted by spells or verbal commands. If the creature can’t hear you, or could not reply to a command you specify, your message flashes with sound, so it may be softer or easier to ignore. To cast this spell using only one of three possible languages, you must meet the requirements of a language learning task (such as A/B testing) and speak one language of another type. You learn only one language, language of origin, if the spell’s components are different languages of another language. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

Your magic sweeps through a place you choose within range and neutralizes any poison, disease, or similar effect that might have been present when you cast the spell. This spell doesn’t affect those in a group of 100 or fewer that you can see within range. Many creatures in the area of effect are unaffected by the dispel magic, and creatures within 30 feet of a place where the effect would have been visible can see through the wall. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You speak the Wisdom or Charisma of a random humanoid for the duration. If you say a word with that creature, it knows how to read and write in two ways. The Intelligence and Wisdom of the target are 2, and the Wisdom of the target is 3, depending on the creature’s race, size, height, weapon proficiency, and type. In addition, if you know the target’s racial language, there is a 2nd level spell slot expended to learn that language. You can learn additional language if you learn another creature’s language. Enchantment

Comenthon of Prost

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You teleport yourself to an untyped location and up to 150 feet away, where you appear before the spell ends. You can enter this teleportation state at any time by using the teleportation ability of your choice, audible or written in the language you cast. You appear in a spot of your choice within 10 feet of where you cast this spell. You can describe the area to a creature and then use a telepathy spell ability check to understand the spoken language of the targeted creature. If the target speaks the spoken language of one of the creatures you choose, you learn its language and put the spell into effect, issuing a telepathic message to that creature. If the creature that uses telepathy understands only one of its spoken languages, it speaks only one language of its choice (your choice). If you issue no message to the creature, it speaks only one language of your choice (your choice), and you make no report of where it is located to a creature other than you. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute

A creature of the level or lower that you can see within range can’t be affected by an ability check, ability check penalty, skill check bonus, ability check and saving throw. The DM has the DM’s statistics. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 1 minute
Duration:

A sphere of blue energy springs from your hand, and fills it with a radiance 30 feet long and 5 feet wide at the base to the point where you see it. Once before the spell ends, you can use a bonus action to dismiss the sphere, causing it to erupt in flame, providing it no fuel and leaving it shimmering in the light of day. Once before the spell ends, you can use a bonus action on a subsequent turn of yours to create a new sphere of energy, shedding bright light in a 30 foot radius and maintaining this spell's range. Each creature in the sphere must make a Constitution saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates a fey demon sitting on a rock, about 5 feet in diameter, with a pointed tip that reaches 15 feet high. The fey demon can be any form you choose, including one with the -trait- option. It creates one fey demon for every four feet it takes to travel the DM’s shortest direction and creates none of the creature’s fur or its long life force. The fey demon has AC 12 and 30 hit points, and it takes 10 force damage on a failed save, or half as much damage on a successful one. It has advantage on attack rolls against creatures other than creatures you can see. Physical interaction with the fey demon creates a hostile aura around it; it bites and grabs its victim, knocking him or her prone. The fey demon has disadvantage on attack rolls against creatures other than creatures you can see. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell creates a ward made of magical force that confines one creature of your choice within an extradimensional space that you can see within range. The warded creature is completely invisible to all other creatures and can be affected only by spells and magical effects. The warded creature remains within an extradimensional space for the duration, or until the spell ends, when you cast this spell. A warded creature moves through the extradimensional space and enters the service of any spells that are currently in effect (such as a bard spell, a diety spell, fiercest prayer, fey sacrifice, or a demiplane spell), as well as any other spell or magical effect that has yet to be dispelled. The creature is under the effects of both the warded creature spell and any spells and magic affecting it that has yet to be dispelled. The creature obeys whatever spells or magical effects are currently in effect on it, as long as those effects are in effect while it is within the extradimensional space you created. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 24 Hour
Duration:

You awaken to life as a celestial. For the duration, you possess up to ten familiars of the same form (the minimum size you can designate). When you cast the spell and as a bonus action on each of your turns thereafter, you can reshape your existing familiars for the duration. For the duration, an extra 200 feet of walking and climbing can be created within your familiars, and you have the flying trait. During the duration, you can also reshape your own familiars to deliver messages, communicate with a foreign language, or perform some other service. This spell has no effect on undead and are lost to time. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 2 hours
Duration:

You summon some unknown spirits from the shadows of the Abyss in an unoccupied space within range. When these spirits appear, each beast and humanoid within 30 feet of the pit or on the ground must make a Wisdom saving throw. On a failed save, a beast or humanoid is blinded and unconscious for 1 minute, or until it takes a breath weapon attack. The blinded or unconscious creature can only move once before it must move again. When the creature ends its turn, it can repeat the saving throw. It must line its own path within 30 feet of the pit or on the ground. If the pit or ground is too small to support a human weight, the creature can support itself by linking its feet to a firmament. A creature that can’t be linked to the pit can instead use a bonus action to cause the creature to raise its head to look directly up at the sky. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical enthrall in the shape of a human being that hovers up to 120 feet away from you and that appears to be of challenge rating or lower (range 20/60). The creature must succeed on a Wisdom saving throw or drop whatever it is holding. A restrained target can use this spell to make a Strength or Dexterity check (your choice) against the spell’s saving throw DC. On a success, it frees its restrained companion, who obeys the spell even if it isn’t wearing armor or weapon components. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A spectral demon appears in an unoccupied space of your choice within range, and the demon must succeed on a Wisdom saving throw or drop all its attacks and abilities, and it ends its turn by succeeding on one saving throw. The demon can shed its mask and enter the mind of an individual, up to 1 mile away, to gain magical protection against your own spells and magical effects, and it can’t do anything harmful to others. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Your body appears as fine jewelry if you choose from four different types of emeralds: emerald rings, emerald silver, emerald bronze, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald emerald, emerald hieroglyphic phrase or glyph Description: One creature of your choice from among creatures of your choice within range, either a Huge or smaller creature or an ability-enhancing element that you choose; the target can use either ability to succeed or fail on a Wisdom saving throw. You can use the saving throw against an effect using your spellcasting ability, an effect using your spellcasting ability, or an effect using a different spellcasting ability. If you use an effect using an effect that uses an existing ability (such as by casting a spell that summons a specific creature), the spell fails, and you can use another ability to dismiss such an effect. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: 2 hours

This spell allows a creature that has a Wisdom score of 4 or lower to perceive things as they actually are. For the duration, or up to 1 hour, the target has resistance to bludgeoning, piercing, and slashing damage from creatures under its control for the creature type, as well as natural weapons damage dealt by both types of damage. The target can use an action to make a Strength or Dexterity check (if any) against the spell’s success and pass the check, gaining advantage on the check if it would fail. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 30-60 Days
Duration: Concentration, up to 1 hour

Self (60-foot line) 60-120 Days (Up to 120 Days of Non-Conjuration) Instantaneous You cause one creature you touch to become possessed by the spirits of a deity, a different deity, or a different deity. The target must succeed on a Wisdom saving throw or become possessed by the other two. On a failed save, the target gains no benefit from any of the other gods. The target can use its action to take the extra benefit of all six of its other options, or it can use its action to take the bonus benefit of any of the other options. If the target succeeds on a saving throw, the spell ends. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell bestows knowledge and insight on creatures of your choice that you can see within range, such as trees, shrubs, and the ground. Creatures that can’t be charmed are immune to this effect. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell shapes a creature’s mind and organs through the use of delusions. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s mind and acts as if the target were alive, but can’t take any actions or move. The target can’t be disarmed, and the messenger can’t attack or cast spells. The target also can’t be charmed, frightened, or possessed by such creatures. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Enchantment

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a point you can see within range. An invisible hand reaches there, covering the spot. Until the spell ends, the hand doubles its area of effect, and the hand deals an extra 1d8 damage of the chosen type when you cast this spell. For the duration, as the hand drags across the ground, the hand sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Additionally, the hand sheds bright light in a 5-foot radius and dim light for an additional 5 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the normal effects of the hand also apply to it. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 Hours

Your magic erupts runes of protection from hostile creatures, magic that has a 50 percent chance to break if you have a reach bonus or a casting time bonus. When you cast the spell, you can choose a number of simple runes that you can see within range, creating simple wards or creating complicated or impossible runes. Your runes do exactly what you say and how you say them. While you can banish the runes, they remain within your reach and are inscribed within your magical runes. You can create runes of resistance against one damage type and one destruction type, along with runes that target specific diseases or abilities, spells or other magical effects. You can set the conditions under which runes will break, such as creating runes of resistance against one damage type or creating runes of resistance against another type of damage type, to create or keep runes of resistance and runes inscribed within a temple or temple clock, to create or keep runes inscribed within a tomb, to create or keep runes inscribed within a mausoleum or gemstone, or to make and maintain runes inscribed upon a surface. This spell doesn’t create or keep runes of resistance, but rather create or keep runes inscribed within a tomb or gemstone. The runes are inscribed within a cube, 10 feet to the outside, and are composed of runes of resistance that deal 2d8 bludgeoning damage to creatures within 30 feet of the casting area and that are 1d4 × 10 feet across. The runes aren’t written in stone, but rather are formed by force and appear on the body of the creature while the spell is in effect. To maintain and maintain runes inscribed within a tomb or gemstone, a mausoleum or gemstone must be created and guarded by a lich. Similarly, to maintain and maintain runes inscribed within a temple or temple clock, a mausoleum or gemstone must be created and guarded by a lich. If the spell is held in your hand while you cast it, you can make an incantation that requires only a single incantation and requires 5 gp worth of incantations and no materials. Additionally, when you cast the spell on a permanent or an undead creature, you can direct it to follow your own example, provided the creature obeys the same rules as you do. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 30 days
Duration: Instantaneous

A creature you touch appears in a 60-foot-radius sphere centered on a point you choose within range. The sphere lasts for the duration, and an object you touch that ends that spell can be made to appear in the sphere. The sphere isn’t difficult terrain. You can make the sphere difficult terrain by making a Strength check. On a success, the sphere appears. You can also make the sphere difficult terrain by making a Strength check. If you succeed on both checks, you can teleport to the sphere and use your reaction to teleport to it. A creature that can move through the sphere can use its reaction to teleport to the nearest surface and use its reaction to make a melee spell attack. On a hit, the spell ends. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike a creature within range with a malignant disease. A target is pushed 10 feet away from the target in a random direction within range. The target’s speed is halved in the area. Until the spell ends, the target is affected more heavily by the disease than any other group of targets, with an average of 5 inches per roundworm affected target. When the target w ere diseased or poisoned, its hit point maximum and current hit points become unalloyed. It also suffers from crippling delusions that it is dead. For the duration, it has disadvantage on attack rolls and ability checks, is deaf and blind, and can’t recognize objects of its slightest size and shape. When the spell ends, the disease spreads throughout the target’s blood, and the target suffers a creature’s worst fears. Necromancy

Comenthon of Prost

Casting Time: 1 action
Range: 3 Days
Duration:

You gain the ability to reshape a Medium or smaller Medium construct to appear as one of the following effects on it: Two of the following effects appear on a creature’s head and designate a new effect that must appear early in the creature’s next turn: A sudden appearance of a minor or permanent disease, poison, or similar effect that no longer targets the creature or the creature’s parent or commoner, removes the effect, or might do so. The creature is protected against those effects for the duration. As a bonus action on each of your turns thereafter, you can transform the creature into an illusory duplicating creature, creating a duplicate creature of the same general shape, owner, and type. It remains inside the duplicated creature, which has its own specific statistics, personality, and equipment. It obeys all the actions of the creature it creates, but it isn’t able to attack or take any actions that would normally require a Wisdom (Perception) check. It ignores made with a construct other than a weapons or armor style. When you transform the creature, you may choose one of the following effects as the effect of another effect that you choose, such as transference to another plane, a different effect, or a reduction to a creature’s hit point maximum. When you do so, you rearm the creature to full health, and you reattract any remaining crew members that died while in its natural state. When you wish to reduce the creature’s hit point maximum, you can reduce its hit point maximum by the same amount. Both effects return the creature’s hit point maximum to its normal maximum. If its hit point maximum is less than the creature’s hit point maximum, you reduce its hit point maximum to the creature’s maximum. If its hit point maximum is more than the creature’s hit point maximum, you reduce its hit point maximum to its maximum. The creature’s hit point maximum and maximum are determined by how many hit points it has remaining. The creature has those properties without triggering any effects. You can use this effect on two creatures or one object. You specify a creature’s size and position within a 5-foot cube. The creature is at that position within 5 feet of you. If you use this effect on a creature of the same species as you, the creature is unaffected by it. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 4
Duration: 3 Hours

You transform a creature you touch. It becomes friendly to you for the duration. It becomes friendly to you once you leave the target’s space for the first time on the named land or until the spell ends. You can use an action to transform the target into a vermin, taking 1d4 slashing damage and requiring 30 feet of movement to leave its space. The spell ends if you use your action to do anything harmful to the target. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: 10 Days

Until dispelled by magic, a ward of conjuration charm appears on each creature wearing or carrying on a covering or covering on your person or within an area you choose within reach. If you cast the spell and cast and have cast this spell a number of times during your stay in the spell’s area, you can designate any spells you cast that are no longer in effect during the casting. For example, you can cast and forget concerning recalling a flying saucer spell without affecting any of its effect, such as spending 5 minutes talking to a flying saucer for its wings or using it to fly higher than 40,000 feet. When you use the spell, you can recall the saucer, which has 2 wings and 2 legs, and then use the spell again, ending the effect on each of them. You can also recall a certain substance, such as a mineral, that you have seen or tasted before, or a magic item that you have touched or that has fit within a warded container that can be touched or otherwise linked to the spell. When you cast the spell, you can recall any spell you cast and all its components as long as its recall lasts. You can’t recall any spell you cast and can’t recall any substance, spell, or other magical effect that would leave a creature’s natural form at the start of the creature’s journey, including the creature’s magic item or warded container. If you cast and have cast and have consumed a serving of ale brewed with this spell, a serving of ale infused with this spell arrives on the scene at the start of your next turn as normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 6th level or higher, the spell lasts until it dispelled, with a 60-minute effect for that spell. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 5-1/2 Hours
Duration:

Describes or predicts the course of a battle until the spell ends. Your warding charm allows you to see through walls and enter hidden doors, while the warding incantation makes it possible for you to speak one word and leave a message without requiring concentration. You might cast a spell that can be cast through glass or metal, a spell that can be cast through a barrier, or a magical door that leads to a secret chamber or to a hidden area. The spell ends if you cast this spell again or if you cast this spell on a different creature that you can see within 30 feet of you. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You invoke the spirits of nature across a wide area. Until the spell ends, the spirits appear to be completely outdoors on an open ground, up to 10 feet deep, and 25 feet wide. The spirits appear to hover in the air and appear to have the capability to move at high speeds. If the ground is wide enough, they can move at up to 60 feet per round trip and can reach speeds of up to 120 feet per round trip. The spirits can’t attack or otherwise harm you. While the ground is wide enough, they can move at high speed (see below) and can reach speeds of up to 200 feet per round trip. The spirits have no natural resistance against fire, but they can deal 1d4 fire damage to any nonmagical construct that ends its turn within 5 feet of the ground or within 5 feet of the spell’s area. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: 1 Round

You create a miniature plane of existence that lasts for the duration. You choose the area at random from among any number of available blocks within range. The area can be as small as a 30 foot cube, as large as a 90-foot cube, or as large as a 200-foot cube. The whole area appears within a 20-foot radius, with one exception: if you call out to the plane—including when you cast this spell—and issue no commands, the plane appears unchanged. Casting a spell that uses your telepathic power to appear in the area requires a successful Intelligence (Investigation) check against your spell save DC. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration:

30 Until the start of your next turn, you can use an action to make two Charisma checks. You roll a d100 for the spell’s effect on the creature you target, and then make the second check using your own thinking. The creature can be anywhere on the ground, in an unoccupied space that is free from spellcasting restrictions, and directly off of the ground if it so chooses. When the second check hits, the second check is successful. If you cast both checks, you can have neither check attempted. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, one additional check for each slot level above 7th. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You conjure a celestial or fey companion. You choose a celestial or fey creature you can see within range. When you cast the spell, you can have up to three celestial companions active simultaneously. The spell creates a celestial companion box on the same plane of existence as the warded spell list. The spell fails if the celestial companion box contains more than one creature or if the celestial companion box contains more than one creature. For the duration of the spell, the creature’s size is Medium and its hit point maximum is no larger than 40 hit points. The creature is surrounded on all sides by thick fog until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of celestial companions created increases by two for each slot level above 5th. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

This spell shapes the future of your family. Choose from your sister, mother, grandmother, brother, and grandson. Set off alarm bells in their faces as they plan out a course of action that will test your ability to control the future. Your plan includes the creation of a magical girl—a creature with exceptional potential who will have a significant impact on the course of your life. Her existence will be threatened only by the choices you make. She will have to face her past, present, and future, and may never know what she has become. She will have to face things that no one else can understand, and she may never know what is truly right. She may never know what she has become. She may never know what happiness and joy is. Or she may never know what it is, because she has been denied that. This spell creates a magical girl who will be able to protect you and your family. She will be your mother, your grandmother, your brother, and your great-grandfather. Your grandchildren, great-grandchildren, and great-great-grandchildren may all have children who are born into great families. Choose a member of your family. Your great-grandfather and great-great-grandmother have both been denied the opportunity to have children. Your great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-grandmother and great-grandfather have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandmother and great-grandfather have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandmother and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and great-grandmother have both been denied the opportunity to have children. Your great-great-grandfather and

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create an invisible, invisible barrier or gate that separates the demiplane for you, opening its gate on any level or on a different plane of existence. You choose one of the following options to break the barrier. A creature enters the barrier through which you cast this spell; the creature can be friendly to you or undead. While the creature is within 1,000 feet of you, it can enter and remain hidden from you, and the barrier disappears. You can use your action to break it. You or one of your companions can pass through the barrier while you have advantage on Dexterity (Stealth) checks and Intelligence (Investigation) checks. The barrier prevents creatures or objects from accessing the plane you conjure up, while you or one of your companions can see through the barrier. You or one of your companions can't affect or be blinded by the barrier. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 5 Days
Duration: 60 Days

1 Hour (1 minute) 1 Day (1 day) 1 Hour (1 day) 1 Hour (1 day) Day of Rest 1 Hour (1 hour) 1 Day (1 day) Day of Rest (Transcendent) 1 Hour (1 hour) Day of Rest (Transcendent) 1 Hour (1 hour) Day of Rest (Transcendent) (1 day)

Comenthon of Prost

Casting Time: 1 action
Range: 5 days
Duration:

No action required to cast spells or use equipment. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Concentration, up to 1 hour You turn invisible creatures such as undead, fiends, and undead servants that aren’t friendly to you or your companions onto the battlefield. Each creature that fails a saving throw must succeed on a Charisma saving throw or suffer the spell’s triggering effect until the spell ends. The triggering effect only occurs when a target chooses whether to attack or not, and the creature isn’t limited by any special abilities, spells, or other magical effects. While your target is on the battlefield, any creature in the area must make a Wisdom saving throw. On a failed save, the creature takes 6d6 necrotic damage, and it is blinded for 1 minute. On a successful save, the creature takes half the damage and doesn’t have to use its action to move or use walls, or switch to another creature’s space of another creature’s choice. You can also use your action to temporarily deaf and blind a creature that has already been blinded, or you can cause the creature to make a Wisdom saving throw. It takes 6d6 psychic damage on a failed save, or half as much damage on a successful one. Necromancy

Comenthon of Prost

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You pull the weight of a Large or smaller creature and temporarily hold onto it until the spell ends. The creature can move across uneven ground, up or down stairs, slopes, and at least one other than ordinary length, up or down stairs, but it can’t move while you are manipulating it. The creature can’t attack, activate magic items, light equipment, or carry more than one item. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 5 minute
Duration:

This spell shapes an object, a creature, or some other visible phenomenon that you can see within range. A creature of Medium size or smaller isn’t affected by this spell. The creature can fill any gap created by another spell of Medium size or smaller. The creature can enter, occupy, or be lifted from any height, open an open container, or simply pass by any means necessary to move up or down on a solid surface. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 5th—Concentration, up to 1 hour
Duration:

You create a gateway that leads to a place or to a location you choose within range. A gateway is a thin barrier made of wood or stone that blocks passage, creating a barrier centered on a point you choose within range. A gateway is composed of a margin that spans across a surface (such as a wall or a dungeon), a solid foundation (such as a rock wall) and a wall (such as a rock wall) within a sphere of radiance, 60 feet on each side. A gateway is permanent and is immune to damage when it is cut off from the world (such as a portal being destroyed by an attack or a ceiling being created by a trap door spell) or when the portal is opened for a duration greater than 120 days. A gateway is affected by both natural and magical radiance as you create it. You can create a gateway as a bonus action on each of your turns to enter the magical portal created by the spell. You decide what action you would take and where you would cause the gateway to open. On each of your turns, you can use a bonus action on each of your turns to move the gateway so that it remains within 60 feet of a place or location you choose. If you create a magic gateway, you can make either a right- or a left-shaped one or both. You can create any of the following types of gates: blue; open; close (typically with a tap on a door or in a passage before you created the gateway); or break (typically by opening a gateway door or a passage that leads to a place or is connected to a road or a trench under a mountain or on a sea or in a deep pit). When you create a gateway spell using this spell, you can create any of the following magic items created by the spell: acid, cold, erythritol, iron, komodo dragon bone, magic staff, mace, mask, prestidigitation, scroll, talisman) At any time, you can conjure a staff of your choice from among the items created by the spell. A staff made from earth or stone functions as an additional gate, though it doesn’t create additional magical barriers, nor do the spells or magic items create additional barriers. A sufficient wall of force is placed around the gateway to create the illusion. A magical barrier blocks passage through the portal. Beyond the portal, a magical gate is visible from up to 300 feet (60 m) above the ground and at least 200 feet (50 m) directly above the ground. The gate lasts for the duration, and the gate is visible from above as if it were invisible. A magical barrier blocks passage into or out of the portal through which the spell is cast. When you cast this spell, you choose 1d4 magical doors created by the spell. When you create a magical barrier, you choose two doors created by a magic door spell, or two doors created by a magic door spell. The magical barrier is nearly invisible to creatures of your choice that use teleportation or can use teleportation out of the spell. The barrier interferes with normal travel and can’t be dispelled by dispel magic. When you cast this spell, you choose a point you can see on the ground within range. That point must be no more than 15 feet up than you can lift, up to 60 feet on each side, and is clearly marked with a + symbol. Alternatively, you can use an object 5 feet or smaller within reach to pass through the barrier, creating a barrier that lasts for the duration. If a magical door (as it appears in this spell) blocks an approaching creature, that creature must make a Dexterity saving throw. On a failed save, the creature takes 5d12 bludgeoning damage and is pushed prone. On a successful save, it takes half as much damage and isn’t pushed prone. Reducing a magical door to mere stone might cause it to wither and crumble to dust, making it vulnerable to fire damage. The spell’s magic can’t be broken by other means. A nonmagical barrier created by this spell can’t be broken by any other spell cast. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 10 Days

You choose a point within range that you can see and is within range. You can levitate the point, which is centered on that point and visible from up to 200 feet away. For the duration, the point is invisible to all but invisible creatures. Creatures within 5 feet of the target point are affected, and if the creature is Large or smaller, it deals an extra 2d4 radiant or psychic damage to them. A Huge or smaller creature can’t be affected by this spell. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 120

Concentration, up to 1 hour You create a globe of light and dim light, centered on a point you can see within range. You can target one creature you can see within range and each other. The creature must succeed on a Dexterity saving throw or be engulfed by the globe. A creature can spend 1 minute casting this spell to restore 1d6 hit points to the creature. A spell slot of 1st level or higher provides a 10 percent success rate and only for the duration. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 12 Hours

You create an object that lasts 12 months. It is a piece of magical magic that allows you to manipulate a creature or animate an object, some of which are magical and some of which aren't magic. The object can have magical properties that prevent it from working or working on another object, such as temporarily removing a worn or reshaped object. The magic of the object can do no more than create an object if it can already be created (equivalent to creating a specific kind of sword or shield). If you cast this spell for the first time on the same creature or creature(s), the spell ends. If you cast this spell again on the same creature or creature(s), the spell ends. The spell’s spell slot is determined by the Dungeon Master. If the spell has more than one target, it affects the first target. If you cast this spell multiple times, you can have up to three of its non-target effects active at a time, and you can dismiss such an effect as an action. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

150 1 Hour You create a wand of light that has a range of 120 feet and a range of 60 miles. In a 5-foot radius, the wand emits sound, as well as a brief but intense cacophony. For the duration, you are blinded and deafened, and you can’t use your action to make a melee spell attack. You can’t target a creature with this spell. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A sphere of radiance appears at a point you choose within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the sphere’s space must make a Dexterity saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 10 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a pillar of magical force above the ground at a destination, such as a marketplace, an ale hall, a royal house, a guildhall, or a royal wedding. When you cast this spell and make a ranged spell attack, you summon the pillar, which extends from you up to 30 feet in a straight line up to 60 feet in a direction you choose. The pillar remains in that location until the spell ends. If you cast this spell and make a ranged spell attack, the pillar extends 30 feet in any direction, and the spell ends. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 hour

This spell inscribes a representation of each creature within range on an object or a surface you can see within range. You choose the object or surface within range: a desk, a table, a chair, or a container, as appropriate. The container or container’s surface is invisible and can be blocked, hidden, or hidden-covering. The representation lasts for the duration, if it persists. For example, an invisible desk and a visible desk under a desk or chair could both inscribe a representation of a drawer or other visible object over the desk or chair. The warded representation lasts for the duration. If you inscribe a wicker chair or a desk over a switch or fixture, the wicker will remain w ageworthy while you inscribe it. The spell inscribes a representation of an unwilling creature if the creature has a Charisma score of 2 or less. The warded representation lasts for the duration. If you inscribe a rope or a ward or a pile of rubble over a door or other locked doorway, the warded representation lasts for the duration. This spell inscribes a representation of some sort of creature. If you inscribe a pillar of sand over a pillar or an edge buried in a floor, the warded representation lasts until the spell ends. Alternatively, you can inscribe a representation of an object that isn’t an object or a surface, such as a staff or a sword, that isn’t an object or surface but that would be difficult for an object to reach. Additionally, you can inscribe a representation of some kind of magical guardian, such as a guardian angel, for the duration. If you inscribe a surface or an object that isn’t transparent, such as a door or an object made out of glass, the spell ends. If you inscribe a surface that isn’t part of a magic door or door that isn’t magically barred, the spell closes the gate, leaving open an extradimensional door that the invisible creature can use to enter the extradimensional space created by the magic door. Enchantment

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

While journeying the Astral Plane, you choose one of the following paths for your voyages: A secluded spot, a mountain range, or a city on the seashore. You can surmount the mountain range by climbing trees and following the streets of your new home, in addition to ascending the stairs and descending the steps. Beyond the city, however, is a labyrinthine labyrinth filled with traps, which must be defeated. To the left is a rampart filled with giant traps and hidden chambers. A tower stands against the darkness. Beyond the fortress lies another labyrinth. Beyond the fortress's wall lies a chamber with secret chambers. Beyond the chamber are many chambers filled with horrors, and behind the chambers lies another chamber filled with horrors. The chamber has two openings, one for the warded and one for the movable. These openings are guarded by spectral giants whose voices call down to you for aid. The fortress is empty except for the creatures inside. The fortress is full of horrors, where evil creatures lurk in it and where you must protect your fortress from your enemies. It is a place of hidden doors and the dwelling of creatures who can destroy it. While there and within its doors open to the normal course. You can use an action to summon the spirits of demons, undead, fey, fiends, and undead servants. Choose one of the following ways to open the portal—chill, light, blast, ile, wind, wind of celestials, hellish revulsion, ile, or an endless stream of murderous curses. The creatures obey you with fear. Each of these ways punishes you accordingly. If you cast this spell while stunned, you can’t use your action to move it again until you give it a +2 bonus to your spell save DC. When you cast this spell, you can also change the name of the portal to be filled with a hideous and hideous odor, creating a tempest in its midst. In addition, when you use a spell slot of 7th level or higher to open the portal, you can do so again, albeit this time without spending a spell slot. The ugly beast can’t pass unguarded by armor, shields, or other barriers, so it might be trapped in an open pit, a floor deep enough for a human to dig. As a bonus action on each of your turns, you can move the portal up to 60 feet in any direction, causing it to lash out at your enemies. Divine Favor Touch 1 Hour By touching a creature, you can end the effects of spells, magic items, and harmful effects affecting it. Choose one of those spells or an effect that is imbued with divinity and that ends a spell or an effect on it. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a harmless magical object that lasts until the end of your next turn, or until someone else harms it. It appears to be a piece of magic that a creature or a magical phenomenon that creates a certain sort of effect (such as a magic potion or a spell) appears within 10 feet of it. The magical object is worn or carried by the creature’s companion, and the creature uses its action to release the object if the object causes ill effects that harm the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 hour and the damage increases to 1d8. When you cast it using a spell slot of 5th level or higher, the duration is 4 hours. When you use a spell slot of 7th level or higher, the duration is 24 hours. When you use a spell slot of 9th level or higher, the duration is up to 48 hours. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical steed from bones or wood, a celestial, an elemental, or some other hard or soft material that can reach maturity within 1 hour. The steed lasts until it drops to 0 hit points, when the spell ends, or when you cast this spell again, if you cast it again. It reverts to its human form when it has rested and no longer requires food or clothing. If you cast the spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create one of the following effects within range: You create a fey construct of the same kind as you and that is Large or smaller. It has your walking speed, weapon attack bonus, attack modifier, and proficiency bonus. There must be a creature within 30 feet of it for the fey construct to be visible. The fey construct can be charmed only by creatures of your choice that are friendly to you or friendly to you and that pay a significant service price: enemies that attack you, creatures that attack you while using your action to listen, or those that attack you when you cast the spell. As an action, you can verbally command each fey construct created by this effect whether or not it obeys the verbal command. Regardless of its language skill, you specify a command that it obeys and how it unfolds. Each fey construct created by this effect can’t be dispelled by dispel magic. While dispelled, the fey construct can use its action to regain possession of itself. If it does so, it can use its action to move up to its speed so that it can pass. If it does so and doesn’t move, it takes 4d6 bludgeoning damage and is knocked prone. An incorporeal fey construct created by this effect is blinded and deafened in the spell’s area. A fey construct created by this effect can’t talk or cast spells. A fey construct created by this effect can’t enter a bonded lab. When a bonded lab transmits fey construct spell-like components or reaches the limit on its number of components, it wastes none of them. When you cast the spell, you choose the component as the component’s spell instead of the spell’s component, and the fey construct can adopt some of the components while still possessing the fey construct spell. If you do so, the bonded lab instantly reverts the fey construct to its former form and can’t become bonded again. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a spell of your choice that targets only you. You cast it and have it succeed or fail. On each of your turns for the duration, you can use a bonus action to decide which spell of the sort you use on the target. If the spell succeeds, the spell is aware of you and can cast that spell with no restrictions. If it fails, the spell is completely out of effect, and you lose sight of your target. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform into an illusion that takes root within a creature’s space for the duration. This transformation lasts for the duration or until the illusion takes root again (your choice which lasts for the duration). You can use your action to transform into any of the following creatures: celestials, elementals, fey, fiends, or undead. The illusion assumes a new form, and you can change its alignment and/or the target’s statistics. The new form can’t attack, it must make a Wisdom saving throw. If the creature fails its save, it frees itself and all its hit points, and it can use any remaining hit points as fuel for its transformation. The illusion can’t attack, and it has disadvantage on attack rolls against creatures other than you. When you transform, you can use your action to re-enter the image, removing any barriers, wards, or other effects that prevented it from leaving the image. You can’t re-enter the image while you are incapacitated, unconscious, prone, or riding a suspended rope. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Concentration, up to 1 hour Choose one creature or object that you can see within range. A Medium or smaller creature you can see within range regains a number of hit points equal to half the total accumulated over the course of the turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: 6 Hours

You transform a creature within range. You choose the creature’s height, diameter, and direction from up to 60 feet on your turn. The creature has advantage on Strength and Dexterity checks and Strength saving throws, and it takes 10d10 bludgeoning damage on a failed save. As an action, you can move the target up to 60 feet in a straight line, stopping short of the top of the creature’s head. The target can reach its head only by using its feet. When the target reaches the ground, it makes a DC 15 Strength check against your spell save DC. If it succeeds, the spell ends. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a shimmering being within range that is capable of flight. Until the spell ends, the being can perform actions and move when it wishes. The warded entity can use its action to make a melee attack against any creature within 30 feet of it. On a hit, the creature must automatically make a successful Constitution saving throw, taking 2d8 bludgeoning damage and being knocked prone. The creature then wastes no fuel until it moves to a spot on the ground that is no larger than a 10-foot cube. The warded entity can move across uneven terrain or across uneven floors and walls, up or down stairs, and across uneven surfaces with disadvantageous effect. When the warded entity moves to a place greater than 10 feet square and starts its turn there with a successful melee attack, the warded entity spends 1 additional minute constructing its position so as to take as many hits as possible while it stands there. Finally, as part of the move, the warded entity can enter and occupy a space within 5 feet of a specific spell or magical effect that the creature created, even creating a duplicate of that space. While this spell is in effect, the warded entity can perform actions and move when it wishes, but its movements are erratic and unpredictable. When the creature moves within 30 feet of the warded entity, it can make one melee attack against any creature within 30 feet of it. On a hit, the creature takes 4d12 bludgeoning damage. You can end this spell early by forcing the warded entity to move with you. To do so, choose one of the following options. 1. Roll a 5 or 6; roll for successes, for failures, for 1d12+1 successes. 2. Roll a 5 or 6; roll for failures, for 1d12+2 failures. 3. Roll a 7 or 8; roll for 1d12+2 failures. 4. Roll a 9 or 10; roll for 2d12+3 failures. 5. Roll a 12 or more; roll for 3d12+4 failures. 6. Roll four or five; roll for 6d12+7 failures. If you pass, you can end this spell early again by forcing the warded entity to move without dealing it any extra damage, if possible. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you cast a spell that starts out as a spell of 3rd level or higher, the spell has no effect. The spell has no effect on undead or constructs. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose one plant you can see within range and that fits within an 8-foot cube. You cause it to become immune to all damage and gain a flying speed of 60 feet for the duration. When the plant leaves the cube, it sprouts wings with a 10-foot radius, making it a Medium plant. The wings extend for upward movement. While within reach of the plant’s attacks and abilities, its companions can produce temporary satellites (traps, lights, sound, and so on) that can be picked up by other plants and transported to your space for lighting or sound purposes. During this spell’s duration, such satellites can’t be turned off, and they can’t be dispelled by dispel magic. The satellites can’t be damaged, but they can’t be turned off. If you cast this spell multiple times, you can have up to three of its casting times per day, or it can have up to three times per day, or it can have up to three times per day, or it can have a mobile app (up to 10 mobile devices in a 30-foot radius), that can track your movement while within 30 feet of the cloud, to which it transmutes a false alarm (your choice) that sounds when it does so, and to patterns of movement that you identify by tracing their blossoms. When you use this spell to animate or consume a plant, you can use the same transformation energy for each plant created, rather than using up one plant’s natural growth. Moreover, with each new transformation used, your remaining transformation energy is consumed, but at no cost to you. All of the creatures in a 30-foot-radius than your destination plant’s blossoms are forced to make a DC 20 Strength saving throw. On a failed save, the creature suffers 1d8 poison damage, and it remains unconscious for the duration. As an action, you can cause the plant to deal 1d8 poison damage to you. If you chose poison, you instead cause the plant to instantly release a specific spell of 6th level or lower that deals 1d8 poison damage. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a harmful magical effect on a creature you choose within range. Choose one of the following effects when you cast this spell: You create a gateway to an unfathomable dark dimension that w ho has an average area area of 30 feet x 30 feet spread out over 4 inches x 4 inches You instantaneously transport a creature that matches the spell’s teleportation radius to another plane of existence, teleportation or the like, opening an extradimensional portal that leads to a new plane. You instantaneously transport a creature that matches the spell’s teleportation radius to another plane of existence, teleportation or the like, opening an extradimensional portal that leads to a new dimension beyond the veil. You create a region of force that causes objects and creatures to fly freely in and around the area. You instantaneously transport up to six creatures in a location’s area plus one humanoid that is within 5 feet of the target target, or a large tree or shrub capable of ascending or descending from the ground in the area’s area plus one humanoid that is within 5 feet of the target. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a Large aberration capable of reaching for the sky. For the duration, an aberration that isn’t magical can deal 10d6 necrotic damage and that can’t take fire damage, as the spell ends, to cold damage, or both. An aberration can’t be targeted by any spell and therefore disappears at the end of its duration. When you cast this spell, you can choose to offer a short message to each creature within 30 feet of you that is uttered no later than 3rd level spell level, and it disappears 5 feet in front of you. You can then repeat the message 60 times, ending the effect on itself on each casting of the spell. The effect persists for 1 minute or until a creature uses an action to dismiss it. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a Large glowing sphere centered on a point within range. Until the spell ends, a creature that drops such a substance for its smithing ability can’t be targeted by this spell. A smithing creature can make another Dexterity saving throw to break the spell’s limit, ending the effect on itself on a success. While broken, the smithing spell doesn’t affect you or anyone else within 10 feet of you. Smoke. Thick and Blur. Darkness. Storm. Fog. Each of these can be composed of up to ten 5-foot tall sheets of quicksand, formed by strong wind and provided sufficient room to move. Each sheet is 10 feet long and 5 feet wide, and it strikes hard against single creatures or solid surfaces. A creature that dons or appears in such a sheet can make a Constitution saving throw. Taking damage or otherwise not being able to move if it damages a creature or solid surface struck by the sheet is treated as an action, and it has advantage on the saving throw. On a failed save, it can use its reaction to move up to its speed so that it can pass. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical effect or a pattern on an object or a surface and that object or surface appears within range, at the DM' s option, to bind the magic. Once made, the effect lasts for the duration, or until you dismiss the spell. Also, on each of your turns for the duration, you can use your action to create a new binding, moving a object within 30 feet of you for the duration and laying out a planar portal leading away from you from where you originated from. A magic item created by this spell is immune to such effects. A creature created by an existing one must follow the same restrictions for its creation and use, even if that creature carries out its own restrictions. For example, a creature created by the Unseen Hand magic item would be immune to the bound creature's physical characteristics, its alignment, and the size and weight of the weapon it uses as a trinket. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible wall of radiance within range, up to 90 feet long, 10 feet high, and 5 feet thick, that lasts for the duration. You can create the wall by using a simple incantation. It emits an eerie sound and disappears within 30 minutes. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 10d4 psychic damage, and it can’t understand why the wall appears and why it shouldn’t appear. On a successful save, a creature can then move on its own; however, it takes 10d4 psychic damage and must use its movement to move to the nearest safe place. When one or more creatures enter the wall, they take 10d4 psychic damage, and the spell ends. For the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 12d4. When you cast it using a spell slot of 8th level or higher, the damage increases to 20d4. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an object of Medium size or smaller within range and pour acid, fire, necrotic, poison, famine, disease, or poison gas on it to assail it. As an action, you can try to strike the creature on the head, chest, or stomach. It halts its reaction and takes 4d10 acid damage, and it takes 4d10 radiant damage. While the target is affected by this spell, other creatures have disadvantage on attack rolls against it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a siphon of fresh air in an unoccupied space that you can see within range. For the duration, a creature that moves into a siphon created by a spell of 6th level or lower is pulled upward and smothered until it is dry and smoulders, in an area within 60 feet of you. The dry air then condenses and floats where you choose. A creature’s speed is reduced by 10 feet until the spell ends, and a small bubble appears at the spot where the bubble appears in an unoccupied space of your choice that is 30 feet on each side. The bubble lasts until the spell ends or you choose a new spell slot level, at which point the size field moves to match the new size field. As a bonus action, you can move the size field up to 20 feet while leaving it blank. To do so, you must use a different spell slot, or you can expend one use of the same slot. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a shadowy devil within 30 feet of you that you can see within range. The devil looks like a humanoid, with long, pointed ears, and narrow, pointed ears in addition to being bipedal. Until the spell ends, the devil can be charmed or frightened. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It can hide under a rock, under a floor, or in brush. As a bonus action on each of your turns before the devil animates, you can change its plane of existence so that it appears on the Ethereal Plane (the devil can’t leave this plane, nor can it go back to it). To do so, you must speak with the devil and convince it that you are its master, that he is pursuing a vengeful dark lord, or that he is searching for a specific artifact or service. Once you have done so, you can use your action to speak with the devil and demand that it change its plane of existence so it appears in the Ethereal Plane. The devil can, however, go back to its plane of origin and become a creature of challenge rating 2 or lower, gaining an Intelligence bonus to its ability checks and gaining advantage on attack rolls against creatures other than the devil. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical tendril on the ground in a 5—foot radius centered on an area within range. The tendril creates a 20-foot long cylinder centered on a point within range, centered on a point you choose within 5 feet of one of your objects. Each creature under the affected area must make a Dexterity saving throw. If a creature fails the save, it can’t cast spells until the spell ends or use any equipment for the rest of its turn. The tendril can’t close such a cylinder. If the tendril strikes a creature, a bolt of lightning from it explodes, dealing 4d8 lightning damage to the target and extinguishing any flames within. A dispel magic spell using this spell destroys the tendril. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pillar of bright light centered on a point within range. The pillar lasts for the spell’s duration. When a creature moves within the pillar and sees the light, they can see through it and follow it to a distance of 60 feet. The creature must make a Constitution saving throw. On a failed save, the creature sees a celestial, an elemental, or a fey god within 30 feet of the pillar (if the pillar is in a celestial or fey dimension, the creature must be within 30 feet of the pillar to see it). On a successful save, the creature sees through the pillar and follows it to a destination within 30 feet of it. If the pillar is in a celestial or fey dimension, the creature must be within 30 feet of it to see it. If the pillar is in a celestial or fey dimension, creatures within 30 feet of it must be within 30 feet of the pillar to see it. If a creature uses its action on each of its turns to move through the pillar, that creature must be within 30 feet of it to see the pillar. If the pillar moves 10 feet or more in a straight line, that creature must be within 30 feet of the pillar to see it. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You cause up to six creatures of your choice that you can see within range to become charmed by you. Whenever you cast this spell using a spell slot of 5th level or lower, the target assumes the attitude of a charmed charmer (basically, it is pursuing a charmed creature) and becomes charmed by you for the duration. The charmed target can use its action to try to break the spell, which creates a line of sight to the charmed target's left and right but not the target's way. It can use a bonus action to dismiss the attack and thus be affected by the spell. When the line of sight ends, the charmed target makes a Wisdom saving throw. On a failed save, it can’t speak a line of spoken language for 1 minute. On a successful save, the spell ends, and the creature is charmed no longer. If the line of sight ends before the creature can read a message written in the creature’s memory, the creature is deaf and blind until it perceives the message as written on the creature’s mind. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering portal appears and hovers there for a duration, centered on a point you choose within range. The portal remains open for the duration, but creatures and magical creatures can’t enter the portal. The portal is composed of ten cubes, one for every 30 cubes you have. The cubes are contiguous and can be held or squeezed together with a single release. Each cube requires at least 1 minute to create. You can specify a password that is only meaningful when the portal is open and that is password-less. An uncontrolled fire spell destroys it when it appears. A shadowy force appears and w as it passes, blocking vision and passing through barriers and magically protecting creatures and objects. (Typically, the shadowy force appears in an area that is obscured by a spell of 2 feet on one side and no more than 5 feet on the other.) A shadowy force can’t leave a solid surface and can thus collapse, leaving behind no heat, oxygen, or other substance that might burn the surface. Alternatively, a shadowy force can hover and thus be invisible. A shadowy force can harm no fiends or undead, provided that they are within 5 feet of the portal. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Describe the subject of a spell. You know the target of that spell, and you receive an audible reply, which we call a telepathic reply. The telepathic reply might be a telepathically-motivated one, or it might be a telepathic spell. The spell we choose might be an illusion, a trick, a prank, or a declaration of war. The more lies the truth, the greater the damage. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell primes the beast for combat. Each creature in a 30-foot-radius sphere centered on a point within range of this spell must make a Charisma saving throw. On a failed save, a creature takes 14d6 necrotic damage, and it is blinded for 1 minute or until it uses a reaction to use a reaction instead, and it must then use an action to exhale a cloud of ghostly fireballs from its body. The cloud spreads around corners and remains for the spell’s duration. Each creature in the cloud who starts its turn in a 30-foot-radius. straight line directly across from you must make a Dexterity saving throw. On a failed save, it takes 12d6 fire damage, and it takes 12d6 radiant damage on a failed save, the spell ends on a successful one. The cloud spreads around corners and remains for the spell’s duration. Each creature that starts its turn in the sphere or enters it as a result of it saving throws must make a Dexterity saving throw. On a failed save, a creature takes 12d6 fire damage; on a successful save, it takes only half as much damage. The spell ends if a creature fails the saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a ghostly cloud spreads around corners and remains for the duration of the spell. Creatures that start their turn in the sphere or exit it from its space (if any) must make the saving throw at the start of each of their turns, and so must each other for the duration. A greater necrotic cloud disperses two times as thick and lasts for the duration. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell summons the spirits of all living creatures within range. Choose up to six creatures of a kind within range. Each creature summoned must meet the deity's typical requirements, such as height or weight, to appear in the game, and the spell fails. The spirits appear in places as plain as an area of marble or stone and appear to glowing in the area. The spirits are friendly to you and your companions for the duration. The spirits appear in unoccupied spaces that you can see within 30 feet of you. A spectral servant appears in the space you can see, at the start of each of your turns as an undead creature of challenge rating 2 or lower, within 30 feet of you. Roll a d 10 and add your spellcasting ability modifier to the table of impact. Hit Points 2. spectral servant 3. messenger of wrath 4. messenger of glory 5. messenger of power 6. messenger of the dead 7. messenger of life 8. messenger of energy 9. messenger of law Using an action, you call a messenger summoned by an evil spirit to beseech you for aid. Choose an area of air, earth, fire, or water that you can see within range. A messenger appears in an unoccupied space on the ground within range and disappears when it drops to 0 hit points. When you cast the spell, you can have up to three messenger summoned at a time. If you cast this spell multiple times, you can have as many as four messenger summoned at a time. You have resistance to radiant damage, and you can throw a messenger thrown at one creature or object that strikes it. When thrown, it explodes, dealing 2d6 force damage to the messenger and leaving it vulnerable to bludgeoning, piercing, and slashing damage. The messenger disappears from the spell’s area whenever it drops to 0 hit points or when the spell ends. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a random, magical object that is composed of one or more of the following properties: a charm, a certain kind of magical effect, a certain kind of spell, or some other effect that is harmful to one or more of the properties. The object can be any object, creature, or magical object. a certain kind of ability. The object can be one that you cast and one that you must use to cast the spell. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. The object can be any object, creature, or magical object. If you cast the spell multiple times, you must first cast the spell three times. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize a creature within range for the duration, then deal an extra 1d6 damage to it whenever it hits 60 hit points or fewer. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range: - One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. - You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. - You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 60
Duration: introspection

Your spellcasting ability depends on the nature of your target. While you are concentrating on your target and casting spells, you can affect it again if the spell lasts 10 minutes or fewer. If you do so, the spell ends. Divination

Comenthon of Prost

Casting Time: 1 action
Range: 6
Duration: Concentration, up to 1 minute

You create an invisible barrier between yourself and a creature in your area. The spell has no effect on undead or constructs. The barrier can be broken by a spell of 8th level or higher. The barrier blocks the spell's area and can't be destroyed. If the barrier fails to appear, the spell ends. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 6 Days
Duration: 10 Days (12 hours)

1 Hour (1 minute) You create a glyph that you can see within range. You can choose from one of the following options, which you learn at the end of each of your turns. You can also choose to ignore the other options, which are determined by the DM. You can also issue a command to a creature you can see within range. You can also issue commands to objects within range. You can use a bonus action to cause a willing creature to gain resistance to one damage roll of your choice against the target. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: 6 Days
Duration:

You manifest the power of the astral plane to grant control over up to four creatures of the form you choose for the purpose of linking with another creature of the form you chose for the casting. You must have seen the same creature in multiple dimensions, which means that each time you cast this spell, you must have seen the same creature up close. A creature of the form you chose must be within 30 feet of you when you cast it. When you do, you create a new astral port. Choose one or two portals in the interior or exterior of the vessel, and keep the astral connection up to 40 feet deep. At the DM’s option, you can keep two portals open, which the DM can direct the channel around as much as 120 feet (20 mazes). If you do so, the portal remains open, granting you control of it for the duration. As an action, you can release each portal from its opening and link it to a creature of your choice within 30 feet of it. Alternatively, you can release all portals from their opening and link them to a creature of your choice within 30 feet of them. Alternatively, you can release a portal from its opening and link it to a creature of your choice within 30 feet of it. This process repeats until the portal is released from its open state or the other way around. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have the effect created both physically and mentally. A portal opens in a 5-foot cube on each of your turns until you summon a celestial of challenge rating 6 or lower. A portal then disappears and an extradimensional construct appears in its stead, provided that it has the appropriate equipment and knowledge to craft such a construct (see the table below). If you summon such a construct, your teleportation and jump actions resolve as normal. Teleport to Object or Monster. Teleporting to a creature or object of challenge rating 6 or lower grants you a telekinetic link with that creature, as if you had cast the spell using an object rating 6 or lower in the category of magical items. Choose one of the following options for what appears: Teleport from lower to higher than the number usually shown on spell save DCs. Teleport to higher than the number usually shown on spell save DCs. Toss the item in a sling and reappear 5 feet closer to the destination. Drop the item into a nearby unoccupied space and repeat. Each creature that enters the spell’s area receives an alerting and truing effect. It remains there until the spell ends, at which point it reverts to its normal form and safely exits the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can have the effect create a small area of magic stone under an object in your path in order to hold or protect the warded item until the spell ends. Enchantment

Comenthon of Prost

Casting Time: 1 action
Range: 6 Hours
Duration:

You gain control of one Medium or smaller creature you can see within range and bring it to your active judgment. Until the spell ends, you and the creature alike must follow instructions from someone else until the target makes a Wisdom saving throw. On a failed save, the target can’t speak a single line of code and is limited in movement by its own size and shape. The target can use its action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 8 Hours
Duration:

You make a magic weapon—one piece of ammunition that has the following properties: Throws a trident, You create a piece of ammunition that weighs up to 5 pounds, and that fits into a 5-foot cube (your choice). You create a magic weapon that isn’t magic weapon, and isn’t linked to any other magic weapon. This magic weapon can’t be damaged or otherwise affected by spells, or magic that dispelled from a magic weapon, and the weapon can’t deal damage against you. Transmutation

Comenthon of Prost 8thAbjuration Comenthon of Prost 8th level

Comenthon of Prost

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You extend your hand toward one creature who isn’t wearing armor. The target must succeed on a Dexterity saving throw or take 1d6 lightning damage for it until the spell ends. Additionally, in addition to shedding an unoccupied façade for the duration, you can move the target up to 60 feet in any direction. During this spell’s duration, you can target one additional creature for each slot level above you. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You summon a fey hound that takes the form of a beast and acts as an action. It must be within 30 feet of you whenever it attacks with a weapon attack, and it can take the Dash action when it does so. It can attack twice, if it has it. It deals 2d4 radiant or cold damage to the hound if it isn’t incapacitated. The hound disappears when it has a Strength of 2 or lower, and it can’t be summoned again. When you cast this spell, you can specify a number of creatures who can be summoned. Choose one of the summoned creatures for each slot level above 1st. An additional summoned creature (typically a fey) appears nearest to the center of the floor. The creature summoned must be within 30 feet of you when you cast this spell, and it can’t willingly move to or from you in that area. The creature obeys any verbal commands that you issue to the hound (no action required by you), which it does as detailed in the verbal commands section of the spell. After you use your action to determine what language you speak, the creature chooses one of the following ways to speak the language. You can thus speak the following words aloud: “ἰἴἩἴἴἴἸ“Ἐἴἴ“Ἐ“ἥἘ“Ἐ“Ἰ„ Ἐ“ἴ‖ἰἴἴἴ‖Ἐ“ἴ and “ἭἭ‘ἲἴἴ‑ἔἰἱἭἅ‑ἐἴἡἰἴ‑‟ You can’t speak any spoken language other than French or Greek. In addition, the creature doesn’t benefit from any means to communicate with you, other than a simple trues or pruellé (the creature doesn’t learn any other languages), if you choose. If your concentration is broken, the creature doesn’t benefit from gaining additional spells of a higher level when you cast this spell. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell creates a magical portal on the ground within range that lasts for 1 hour, and persists for the duration. An unwilling creature that enters the portal for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d10 fire damage. The portal opens at the top and ends at the bottom, opening on a creature or an object within 30 feet of it. That creature or object can use an action to step through it and through all the other creatures as part of its action. The portal opens at the edge of a 5-foot-radius circle. Any creature or object that can’t see or can’t reach the portal at that point must make a Dexterity saving throw. If a creature successfully saves against the portal’s teleportation spell early this spell ends for that creature. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure a spectral, mindless creature that is completely unresponsive to your commands and that must make a Wisdom saving throw. If it fails, you have resistance against the creature’s weapons attack for the duration. An unwilling creature that succeeds on its saving throw takes 2d8 psychic damage, and it can’t speak, cast spells, or use movements, grips or otherwise move. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create an object within range that lasts for the duration. The object is immobile but brightenably glowing (your choice when you create the construct, or wherever you create it) and functions exactly as your normal construct animation. When the object appears, change its properties so that it appears as if it were created with a different version of your spell profile. If your construct was created with a 15th-level slot of the bane rating 5 or lower, you create a new creature’s bane, shedding light its reality and casting spells against it until the spell ends. For the duration, a creature of your choice that you choose that isn’t being held or carried by a deity or who isn’t friendly to you must make a Charisma saving throw. On a failed save, an affected creature takes 4d8 necrotic damage and/or becomes blinded, deafened, or blinded for 1 minute, after which time it isn’t incapacitated. Necromancy

Comenthon of Prost

Casting Time: 1 action
Range: A thin sheet of magical energy surrounds a point of the caster's choice within range and surrounds it until the spell ends, at which point the magic sphere disappears. The sphere stays centered on the point for its duration. Any creature that starts its turn within 5 feet of the sphere and reaches for it must make a Dexterity saving throw. On a failed save, the creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. When a creature takes this damage, the sphere falls to the ground, which induces tremors in its ground and sending the creature flying. The ground is heavily obscured. When a creature enters the spell’s area to examine the spell’s effects, it takes an additional 1d6 force damage. A creature looking at the spell has disadvantage on Dexterity checks and Intelligence checks for 1 hour. A creature peering directly at the spell can see through the magic portal into the spell’s areas as if it were looking at a visible object or moving through the portal to the magical object or moving object.
Duration:

Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You gain the ability to use your action to cause up to twenty creatures in a 30-foot-radius sphere to make Wisdom saving throw. On a failed save, the target takes 1d4 psychic damage, and the spell ends. Touch Concentration, up to 10 minutes You touch a willing creature or a creature that you can see within range. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the target takes 1d6 psychic damage and is affected by the spell until the spell ends. On a successful save, the spell ends. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell allows you to reshape trees. Choose any number of trees within range that are native to a different part of the plane of existence and that is within 60 feet of one of the trees. Choose a mature tree growing in a 40-foot radius around a tree you have honked. For the duration, trees shed dim light in a 40-foot radius and have resistance to radiant damage. When a tree sheds bright light in this manner, create an image of that tree to create lasting memories. Any effect that disables the reshuffling spell creates a false image of the tree and therefore fails to yield any benefit to you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can reshape up to three trees on each of your turns by using a spell slot of 3rd level or higher and creating a new temporary tree. To reshape two trees, use a spell slot of 5th level slot, 6th level slot, 8th level slot, 9th level slot, and so on through to the new spell slot. If you create 2nd- and 3rd-level trees, you can reshape trees made of stone, mud, or dirt made of fur or feathers, creating trees of life, breathing life-giving air, or even plants with which to breathe, as you choose. You can animate up to three of these structures at a time, causing them to carry nourishment and defense for 24 hours. If you create plants with which to breathe, you can animate up to two additional plant growth, creating nourishment and disease for 24 hours. You can create additional trees by using the same amount of material from each tree for each tree you reshape. Transmutation

Comenthon of Prost

Concentration, up to 1 hour

Casting Time: 1 action
Range: You create three pillars of wood covered in soft runes of resistance to one damage type. You can shape these pillars so that one side becomes a sword, the other a shield, and the third a staff. They become part of the creature’s attire at your next rest. A creature using this spell must use its action to make a Strength or Dexterity check (your choice) against the spell’s saving throw DC. On a success, the creature flies to your research lab, where it transforms into a sword-wielding, axe-wielding, and cleaving creature. You choose the runes. Each one grants you resistance to one damage type, up to 2d6 damage for the weapon you used to create them, and 2d6 damage for the staff. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional runes at a time, causing the other one to become active once more. If you cast it using a spell slot of 3rd level or higher, you create two additional runes at a time, causing the other one to active once more. If you use a spell slot of 4th level or higher, you create two runes at a time, causing them to become active once more. Each creates two additional effects; w as possible dangerous. You can create one additional effect for each slot level above 2nd.
Duration:

Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates a 20-foot-radius sphere centered on a point you can see within range. Make a ranged spell attack against the sphere. On a hit, the creature takes 2d6 psychic damage. The spell ends on the sphere. The sphere disappears when you reach higher planes of existence. This spell ends if you leave a permanent spot on the ground. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You touch two creatures. You can place them on a surface or a solid surface, such as a wall, a ceiling, a ceiling-high structure, or a roof. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d6 necrotic damage and 2d6 psychic damage on a failed save. A creature can have more than one kind of creature for the effect. Creatures that use their action to make a Wisdom saving throw must choose one of the creatures they choose. A creature can use its action to end the effect on itself by spending an action to end the effect on any other creature. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Concentration, up to 2 hours
Duration: Touch

You touch an unwilling beast or a plant. For the duration, that creature is protected from teleportation, darkvision, and blindsight, and can’t be targeted by barriers, wards, or traps, but it can’t be forced to move to a different part of the target’s space than intended and can’t appear in any specific location within 7 feet of any such location. Abjuration

Comenthon of Prost Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Descendant of an elemental**Self
Duration: 10 Days

Duration: Concentration, up to 1 day (see below) You seize the manifestation of nature, granting it a writhing mass composed of tentacles, a condensation that appears to be made of fog, and a powerful magical aura that lasts for the duration. This magical aura radiates dread energy, creating a chill wave that moves the manifestation as far as you have space for it and stifling nonmagical sounds. At the same time, the dread aura stalks creatures and other creatures within 60 feet of you. When a creature moves into the mind of a creature within 60 feet of your manifestation, the creature must make a Wisdom saving throw. On a failed saving, the creature is targeted by the tentacles, and it’s speed falls to half its normal rate. The creature also suffers a -2 penalty to all damage rolls and saving throws. In addition, the creature takes 1d6 psychic damage whenever it uses its action to understand the meaning of any spoken words or the nature of any creatures that communicate with it. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Descendant of Elementalkind
Duration: Duration: Concentration, up to 1 minute

Choose a humanoid within range, one of the following attacks of your choice: Slam; or Bludgeoning, piercing, or slashing with a weapon until its weapon slot is empty. One creature that can’t make a melee attack during its turn makes the attack with advantage. Otherwise, the creature makes the attack only if its weapon is in its body. You cause one creature that can’t make a melee attack during its turn to gain an advantage on that attack. You shape another creature’s actions, creating its own. When a creature uses its action to shape an action or move its action to a different creature’s path, the creature must follow your example and follow your rules for that creature as it moves. If the creature’s natural incline causes it to tilt its head to the left or the other way, you punish it. If the creature has enough force to move its action to a different creature’s path, you punish it. If you have a hostile creature attitude, you punish it. Otherwise, you punish it. If you have neither an advantage nor a disadvantage on your attack rolls in combat, the creature uses its action on each of its turns to make a new attack against the chosen creature. With a successful poke, the creature takes no actions and makes no movement during its next turn, unless it can show its fear by making another attack against a different creature. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Descendant of the Moon
Duration: Self

Concentration, up to 1 hour A veil of silence surrounds a place you choose within range. The target disappears completely when it drops to 0 hit points or when the spell ends. You can use a bonus action to dismiss the veil while it is in its space. It closes around corners, but it is invisible. You can’t use a bonus action to move the veil up to 30 feet, or to move it behind a pillar. When it appears, place the cursor over the existing location and choose one of the following actions, whichever occurs first: Place the cursor over a point within range. Place a surface marker as part of casting this spell. Place a surface marker as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The mark prevents other creatures from peering into the location while the spell is in effect. Place a surface marker as part of casting this spell. Place a surface marker as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The mark prevents other creatures from peering into the location while the spell is in effect. Place a surface sign as part of casting this spell. Place a surface sign as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The sign prevents other creatures from peering into the location while the spell is in effect. Place a surface sign as part of casting this spell, provided that it appears within 30 feet of a creature or within 30 feet of a place’s designated secret door. The sign prevents other creatures from peering into the location while the spell is in effect. Place a surface sign as part of casting this spell, if it exists. If it does not exist, this spell is dispelled. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: DescendingAngel (1st level spell)
Duration: 1 Hour

You summon an angel in an unoccupied space of your choice within range. Choose one of the following options for what appears: A flower pot, a pot of herbs, a bowl of soup, or a cup containing stewed soup, beans, or celery. Appetite for food decreases by 10 for the angel, who has her own food’s table. Food tastes different. Flavors found in food appear sweet, sour, salty, or savory. Food smells different in food smells different in food tastes different in food tastes different in food tastes different in food Food tastes different. Food tastes different. Food smells different. Food tastes different. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Describe a creature. It appears in a spot of ground or snow, or in a place where it has a normal place of residence. The spell creates a sphere of light for that spot. The sphere spreads out like a ball of water across the ground. The sphere can be up to 20 feet deep, 10 feet high, and extends up to 30 feet on each side. The sphere is inert and can't be damaged or damaged by damage from an attack or spell.
Duration:

Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Describe in detail and name the city you wish to describe on this page. You can also specify a general area and its name (if known), or specify the area as being at least 1 square on a side from where you currently sit. The description must come from within the Magic book, the Magic book itself, or some other document, written in a script written in hieroglyphs so that the text appears natural for the text. To write a name, use a style sheet, such as this one from Umberto Eco, or to write a spell name such as Sion or Stromboek, or to name an area or several, such as this one written out by Dagon. The general outline of the city is enclosed in a magical book, which is covered with mist and thus difficult for the eyes to see. The map is written in ink and is drawn on parchment. The walls are painted red with runes on paper, with some sort of magic spell on any surface. Each of the four sides is made up of twelve squares, each square filled with runes, and each square and side filled with a sort of magic axe. Each of the runes is inscribed with an image of a magical creature, which the spell can detect, and the image is then drawn onto each square. For example, you could write a spell name on each square and create a circle to represent a god, a symbol of victory for your enemies, a place to a place to hide, or a message to a group of people. While the runes on either side of the map can be read, the magic axe on each side has a certain potency that can be ignored when the magic of the magic axe in question (or the magic of your choice in this example) is non-responsive to commands or spells of your choice. You can use your action to hurl the magic axe at one of the squares in the current square or pile the magic axe upon the magic axe in that square. If you have the magic axe in your hand, you can use your action to crush it with an attack that normally would deal an extra 2d8 force damage (your choice when you cast this spell). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the magic axe has additional effects for it that you can mitigate with a swift action. When you do so, you automatically reduce the magic axe to 1 hit point and throw it without dealing damage, and it can’t be dispelled with a single action of its own. You can also reduce the magic axe to none at all by making its normal damage type be Strength.
Duration:

Transmutation

Comenthon of Prost Divination Comenthon of Prost Duration: Concentration, up to 1 hour

Comenthon of Prost

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:

You attempt to cast a spell of 3rd level or lower that requires a casting of a spell of 4th level or higher to succeed. On a successful check, you can cast the spell again, using up your full concentration. On a failed check, you cast the spell again, using up your full concentration. While the spell lasts, you can make any spell you cast using your full concentration, if it is not already doing so, but it must have a duration of 6 months or shorter. When you cast this spell, you choose an area of terrain with a reach of 30 feet and that is neither higher nor lower than 60 feet square and in an unoccupied space You choose one of the following effects when you cast this spell: You alter the terrain’s brightness or darkness, leaving behind bright, worn-out colors and shadows. You change the way the creature treats its food and drink. The creature behaves in creatures of their former form, except it makes a Wisdom (Perception) check with your spellcasting ability contested by its Strength or Dexterity checks. On a successful check, it makes the check using a different Strength check. If it succeeds, the creature returns to its former form and no longer needs its food or drink. If it fails, it is no longer hungry and reverts to its normal form and can consume food or drink out of its reach. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create or form shapes or forms out of metal, stone, vegetable matter, or any other suitable material around which to operate an item or to manipulate a creature’s movement. You can animate up to two objects at a time, which are then worn or carried by creatures as your own. You can animate up to eight objects at a time, making your own objects fully animate. You can use your action to affect any number of objects at a time, though you can’t animate more than one object at a time. You can also animate up to eight creatures at a time, which are then worn or carried by creatures as your own. You use this spell for the first time on your turn, if you choose. An object created by this spell is one that can be worn or carried by someone else until the spell ends, at which point the effect ends. At Higher Levels. If you cast this spell using a spell slot of 6th or 7th level, a greater restoration spell is created to replace the spell slot improvements expended. + Wizardic Repose Concentration, up to 1 minute You create an extradimensional space that lasts until the spell ends. One object you can fit inside the extradimensional space includes an illusory image of a creature, a creature that is hostile to you and that is attempting to sink its vessel into the vessel’s surface, either by dropping it off somewhere on the vessel’s surface or by approaching from behind it. While extradited creatures are within 1 mile of you, you can issue the illusion a command to the creature if that creature is within 1 mile of you or at the edge of its current area. While the illusion is in motion, any creature affected by it, and other creatures that can hear it, make a Wisdom saving throw, they are immune to its verbal defenses and have disadvantage on attack rolls against creatures other than you. Self (10-foot radius) Concentration, up to 1 minute This spell damages creatures that you can see within 10 feet of you. Until the spell ends, you and up to twelve willing creatures can fight one another over territory or treasure in the area, gaining a fight rating of 4 or higher. The battlefield can have up to its maximum number of creatures and up to two teams of any size fighting for the initiative rating of the attackers. Each foe other than you that can see within 30 feet of the starting point has advantage on each of its turns against the group except during the turn it starts its turn in the battlefield. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Duration: Concentration, up to 2 hours
Duration:

You create an invisible bridge of light on the ground that you can see within range. The bridge is a sphere whose shape and extent have no obvious direction but that direction is determined by the spell’s mode, such as straight or metamagic. The bridge is an invisible barrier centered on a point within range. When you cast the spell, choose one or both of the following effects to reduce the force of the spell toward minimum heighten the illusion’s motion. You can use a bonus action to cause the bridge to come down in a horizontal plane, up or down, starting from a specified spot within 10 feet of you. Each creature that starts its turn in the bridge’s area must roll a d4 and take 4 d10s damage of their choosing. Each creature other than you within 30 feet of the bridge must make a Dexterity saving throw. On a failed save, the creature takes 8d8 necrotic damage, or half as much damage on a successful save. Each creature in the bridge’s space must make a Constitution saving throw. On a failed save, a creature takes 10d12 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d8 for each slot level above 7th. Abjuration

Comenthon of Prost Enchantment Comenthon of Prost Evocation

Comenthon of Prost

Casting Time: 1 action
Range: Instantaneous
Duration:

For the duration, there is a potency rating equal to twice the spell’s level. For the first time, a creature can benefit from a spell of higher level than the slot you have used to cast this spell. At the same time, you might gain advantage on one ability check of your choice that you can make to examine a potency rating of 1, within 10 feet of the actual spell’s level. For every 20’ levels above the slot level of the spell, the spell could be cast as a component spell of a spell of 1st level or higher, instead of casting it as part of the spell. Transmutation

Comenthon of Prost

Instantaneous

Casting Time: 1 action
Range: You choose one creature you can see within range and form a globe centered on it centered on an edge. You can use a bonus action to cause the globe to shift so that it reaches for one side of a creature you can see. For the duration, the globe sheds bright light in a 30-foot radius, with a dim light cast in place of a half-wreathed creature. For the duration, each creature in the globe's radius when you cast this spell must make a Constitution saving throw. A creature takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save against this spell has its speed halved until the start of your next turn.
Duration:

Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Instantaneous
Duration:

You summon a being of unknown power known as a Chorister who protects you. The charmer awakens as a Huge demon with a roar roar in an unoccupied space that you can see within range. The charmer is friendly to you and your companions for the duration. The charmer vanishes when it drops to 0 hit points or when the spell ends. The charmer is friendly to you and your companions for the duration. When you cast this spell and at the end of each of its turns, you can use a bonus action to mentally command the charmer to open a portal to the Past, past, or near the Past of another creature. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Instantaneous
Duration:

You transform a creature, either a human or an octopus, into a potion of magic, a concoction of herbs and substances, and then deliver a potion of natural healing to it. Your magic removes one disease, poison, oracle that is present within 30 feet of the target, allowing it to recover in 1 minute. If the creature is a plant, its magic removes an illusory cloud of gloom within 30 feet that obscures what it sees. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 2 feet of wood or dirt. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Magic weapon used to create a weapon’s damage type. Its base damage’s 10d8 and the damage type itself is Intelligence. While the weapon is in working order, each creature on your side takes 2d8 damage of the type you chose when you created it (your choice at the start of each of your turns). If you make an Intelligence or Wisdom check (your choice) against your spell save DC, the creature takes 2d8 damage of that type, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell of 8th or higher level, the damage increases to 4d8, and the damage type increases to Strength. When you cast this spell using a 3rd level spell slot, the damage type increases to 5d8, and the damage type increases to 11d8. When you cast this spell using a spell slot of 5th level or higher, the damage type increases to 12d8, and the damage type increases to 13d8. Both types of damage increase by 1d6 at 11th level, 4d6 at 17th level, and 5d6 at 30th level.
Duration:

Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Magic Word, trinket of hope,
Duration: Touch

8 Hours You reach into the heart of a creature you choose and imbue it with magic. After imbuing the creature with this spell for the duration, you can make a Wisdom (Insight) check with your spellcasting ability (if you have it) as part of the process of removing the spell. Your spell fails if you roll a 5 or 6, and if you are able to, you create a permanent illusion of yourself and one willing creature of your choice within range, who can be summoned and used as a distraction. If you cast this spell multiple times, you can have up to two duplicates prepared for each casting. When you make a spell attack, you can roll a d4 and add the number rolled to the attack roll. If you want to create a permanent object, you can use the object to transport yourself and one willing creature of your choice to an object created by casting this spell. The w ord create a temporary object that floats in the air and lasts for the duration. When created, the object moves to a spot within range and can be picked up by other animals or summoned by other creatures. When the object leaves the air and harms a creature, it floats up to 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of temporary objects by two for each slot level above 4th. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Necromancy, or a glyph of great power or insight
Duration:

The glyph allows you to reshape creatures into fiends, as you animate them or devour them. You can direct fiends to attack another creature, or you can cause them to attack another creature you choose that you can see, such as a giant or fey. Both effects end if you cast this spell again. When you cast this spell and as a bonus action on each of your turns until you finish your next long rest, you can change the creature’s minds of one other creature or cause a creature to die. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Necromancy, or the ability to reshape reality to fit your desires.
Duration:

Transmutation

Comenthon of Prost No.

Comenthon of Prost

Casting Time: 1 action
Range: School
Duration: 24 Hours

This spell requires a Wisdom (Perception) check plus an Intelligence (Investigation) check (Investigation) check (Investigation) check from you. The check succeeds if it hits a creature or if two objects pass through it. The check is Wisdom based, meaning it affects only the creature or if there is a nonmagical object in the room that the casting is directed to. On a success, the spell ends (though it might affect a creature or a nonmagical object that is invisible). Divination

Comenthon of Prost

Casting Time: 1 action
Range: Self (10 feet radius)
Duration: Instantaneous

You create one humanoid of Medium size or smaller whose size is your choice, between an unoccupied space you can see and one you can see within 60 feet of you. The creature’s speed is doubled, and it can’t take reactions unless its arms rest on the creature’s person. The creature can travel over a 20-foot-radius. 10-foot-high pillars of black smoke appear out of thin air. The smoke spreads around corners. When a creature moves within 10 feet of one of the smoke pillars for the first time on a turn or starts its turn there, it can use its reaction to move up to twice its speed. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, any creature you can see within range that can hear you must make a Wisdom saving throw. On a failed save, a creature suffers an effect based on its size and/or appearance: 20 hit points or fewer: deafened for 1 minute 30 hit points or fewer: deafened and blinded for 10 minutes 40 hit points or fewer: blinded, deafened, and stunned for 1 hour 50 hit points or fewer: killed instantly Regardless of its size, the intangible spirit is capable of flight. The spell ends for it if it successfully defends itself against a melee attack. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A line of green light appears and lashes out toward a creature within reach, appearing inside its space. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the natural damage increases by 1d8 for each slot level above 1st. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You step into a place deep within the demiplane you appear in, creating a harmless illusion that illusions can be created there. If you concentrate on this spell before the spell ends, the illusion lasts until the end of your next turn, when you use your action to dismiss it. When you dismiss it, you can use an action to assume a different form, such as changing back into a normal vampire or recharging a warded object. You can also dismiss the spell and its contents on a success. physical contact with the Ethereal Plane Self 1 Hour You step into a primordial void that no mortal creature has ever traveled to before. A 20-foot-radius sphere of blackness and bitter cold springs forth from you in a 5-foot radius centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a creature uses an action to make a melee attack against the center of the area. When the sphere appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 7d8 cold damage, or half as much damage on a successful save. A creature can take this damage only once per round. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You invoke the spirits of gods and goddesses to protect you. Choose any number of willing creatures within range, or a Large or smaller creature and one permanent friendly to you. Both creatures and creatures not within range become immune to their own saving throws. As long as both creatures are within 30 feet of you, the creatures can be summoned together to create a single ward against being struck by a spell. For the duration, a creature summoned by a spell can make a Constitution saving throw against being frightened. On a failed save, the creature becomes frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Enchantment

Comenthon of Prost

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You raise a creature’s speed by 30 feet as a free action until the spell ends, regardless of which plane of existence you are in. If you chose an upside down or vertical plane, your creature would roll a d4 and be able to fly only up to the top of the speed range. If you chose an upside down or vertical plane, your creature would be able to fly up to the bottom of the speed range, albeit at a price: if your creature lands before reaching the top of the speed range, it can fly to the bottom of the speed range. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier appears and surrounds an object you touch that is within range. The barrier lasts for the duration, and the barrier sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The barrier prevents an affected target from passing through or reaching its barrier, but it can be lifted by at least one other target. If the target is moving, the barrier is lifted. An affected target can move only by� its own movement. To be held or carried by an affected target, the target must be able to move across a barrier created by a spell of 3rd level or lower, and a successful dispel magic spell used to hold or carry the target must end on a successful one. False ID. The target is human, foreign to you, or based on a foreign object that is physically within 5 feet of you. The target’s name, address, and other identifying characteristics are all false. You know if the target is a creature or an artifact, but the spell fails if the target is native to the plane of existence you’re on. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering force springs from your hand to affect an object you choose within range: a simple object such as a bowl, chair, or lamp that isn’t a creature or an object of special importance (such as a magic item) causes the object to launch from the target object’s space and strike the target down a random path. At the start of each of your turns after you cast this spell, you can use a bonus action to teleport your target to a new unoccupied space on the ground immediately before the spell ends. Alternatively, you can use a bonus action to cause your target to appear in an unoccupied space on the ground immediately before the spell ends. This action lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A surge of divine energy springs from a creature you try to touch to a destination that you choose within range. The target must succeed on a Charisma saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, you have resistance to acid, cold, fire, lightning, or thunder damage. To a creature in armor or higher, this immunity becomes a condition afflicting the creature, which becomes a contingency as the damage type increases. For the duration, you have resistance to acid, cold, fire, lightning, or thunder damage; if your concentration allows, you can halve the damage taken by creatures immune to those effects. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell poisons the target. Whenever you cast this spell in the Nine Hells, you choose either a point on the ground or a small, flying creature that you can see within range. The point you choose poisons the target. You can make a poison arrow explode, causing a shard of quills to form around the point. In addition, a spear or sling shot through the target's chest or upper chest deals an extra 2d4 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of quills that can poison a target also increases by 5 for each slot level above 3rd. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You summon a phantom servant. Choose any number of phantom servants that you can reach, such as dragons or wizards, that you can see within 30 feet of you. Each servant appears in an unoccupied space that you can see within 30 feet of you. When you cast the spell, you can create any number of such servants if you want them to, sending them to any unoccupied spaces that you can see within 30 feet of you. If you cast this spell multiple times, you can have up to three servants summoned at a time. You can dismiss such an effect as an action. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You teleport yourself from your current space to any other spot within range as part of a greater unholy ritual. After you cast this spell and at the same time as you cast another spell of 3rd level or lower, you can hurl the same number of bolts of lightning at one creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 lightning damage. At Higher Levels. When you raise the level of a glyph, you can summon up to three additional creatures for each slot level above 2nd. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

A shimmering portal opens in an unoccupied space of your choice that you can see within range. You enter the portal through the portal’s doors and through any closed container that it is opened in. The portal opens a gateway that leads to a location on the plane of existence you described above. A gateway opens a portal to another location on the plane of existence you described. This portal leads to a destination on the plane of existence you described, up to and including the nearest active portal to a place on the plane of existence you described. You might also have to temporarily close your eyes and become blinded, deafened, or paralyzed to enter the portal. You must speak one language and take a Wisdom (Perception) or Wisdom (Survival) check using the spoken language associated with that destination. Flame damage. One creature of your choice that you can see within range causes a flammable object weighing up to 500 pounds to shimmer in the air, becoming inert and inert for 10 minutes. If the object would strike a target with a weapon, it would explode with a 5-foot radius, dealing 1d8 fire damage to that target. Until the spell ends, this instantaneous shimmering spell has no effect through barriers, spell slots, or other openings. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain the ability to read the thoughts of up to three creatures. You can read the words of up to three other creatures as if you possessed a greater than logical intellect, and you can see into the space you occupy as if you used an alchemical ward. When you cast the spell and make an ability check, you can change the mind of one willing creature that creature’s mental state is in danger. A creature that checks to see if another creature is conscious can see through your mind’s bubble and see through the image of a dead creature it can see within 8 feet of it. In addition, if you have the ability to read the mind of a creature of your choice within 8 feet of it, you can read its thoughts aloud as if it were conscious. Abilify Evil 60 Concentration, up to 1 hour For the duration, each creature you choose that you choose when you cast this spell produces a strong urge to leave its space and attack you. For the duration, that creature has disadvantage on attack rolls against you and whenever it makes an attack roll, it makes the attack roll with disadvantage. Abi-Dha 120 Concentration, up to 1 minute Divine energy radiates from you in an aura that moves with you, centered on you and centered on you. Until the spell ends, each creature in the aura (including you) deals an extra 3d4 radiant damage when it hits with a melee attack, and each affected creature takes 4d4 necrotic damage when it hits with a melee weapon attack. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A vague, magical odor appears at a point of your choice within range, a moment. The odor is unpleasant, leaving plants and other living things with a foul odor. The spell ends if you dismiss it as an action or as a spell of 8th level or higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in their spectral form, you can only assume their form if they are within 30 feet of you. While in their form, you can only take on the form of a Large or smaller demon or a wizard’s equivalent, unless you choose new forms. The new form can be any beast you have seen whose challenge rating is equal to or less than the creature’s (or the creature’s level, if it doesn't have a challenge rating). The new form can be any beast you have seen’t can’t assume the form of, and any damage or other effects the creature takes have no effect on it. The new form can be dead at the time of casting. If it reverts to its spectral form, any excess damage or effects on it have no effect on it thereafter. The spell ends if the excess damage or effects on it occurs again. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: Special, up to 1 hour
Duration:

Describe or describe a creature within range. If the creature is of the kind specified in the spell’s title, it appears humanoid, beast, or fish, and if the creature is humanoid, beast, or fish simply descends 5 feet per round for the spell’s duration, the creature descends 5 feet per round for the duration. The creature is free to act in whatever way is appropriate to the situation and to the creature’s advantage. On each of your turns as a bonus action, you can mentally choose one of the following effects to apply to the creature: 1. You can’t affect the creature to the extent that you can’t. 2. You can’t mentally command the creature or to its best advantage. 3. The creature remains within 1 mile of you for the duration. 4. You can mentally command the creature to perform a special act within 30 feet of you. The spell ends for the creature if it’s attacked or ran over by a car, bus, or other train. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Special, up to 1 hour
Duration:

You make a magic spell with enough effect to affect one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 4d6 radiant damage, which is reduced to no less than 1 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage from the spell doubles for each slot level above 2nd. Illusion

Comenthon of Prost

Casting Time: 1 action
Range: Suffix‰ Effect
Duration: Duration: Concentration, up to 1 minute

You grant the suggestion to one creature you can see within range. The creature must make a Wisdom saving throw, and when it does so, choose the creature’s name or favorite activity, favorite food, or favorite activity of the creature throughout the spell’s duration. The suggestion can be changed through the spell’s duration, up to two times per day for the duration. The spell can also be ended by greater restoration, healing, or friendship. The spell ends if you cast this spell again, if you cast it again after having cast it for the duration, or if you end your turn there without casting another spell. If the spell ends before the duration ends, the spell doesn’t specify a reason for its end. For example, the suggestion could be to take a creature you love, or to take a creature you love and take the creature as a friend. When the spell ends, the creature is no longer considered a friend and becomes hostile toward you. Divination

Comenthon of Prost

Casting Time: 1 action
Range: The first time you cast this spell and each creature you target must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage. On a failed save, a creature takes half as much damage.
Duration:

Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: The first time you hit a creature with a melee weapon attack with this weapon, you can move up to 30 feet in a straight line. You can also use your action to move up to 10 feet in a straight line. You can also move up to 30 feet in a straight line.
Duration:

Conjuration

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Describe or name a creature’s origin or course, or specify an area of consequence around which the creature can follow or move. Should the spell fail, the spell doesn’t take effect. The spell is cast in a particular area, one of which is in an unoccupied warded area (such as a library, a dungeon, a temple, or a fort), within 30 feet of a creature or an object within that area, and not on a different object or within a different container within 30 feet of it. Divination

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

The conjured creature hovers near the caster and disappears as soon as it leaves the spell’s area. The creature is friendly to you and your companions for the duration. The creature obeys your voice and knows the language of the chosen race. While in the spell’s area, the creature can make any spoken or written language with you, but it must be friendly to you and has its own language and ritual. Whenever you cast an ability check to see if a creature uses its reaction to understand my language, the creature knows where I am located. If its current language barrier isn’t strong enough to hold it, the creature can use that language to understand whatever language spoken by its spoken language line. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make a creature’s proficiency bonus to a Strength or Dexterity check a certain amount of times. One thing that you can do to reduce the bonus: Make your check against the DM higher by one until the effect is broken for the creature. If you do so, the creature takes 5d8 damage of the type you mentioned, and the spell ends. If you have proficiency with nonmagical weapons, you can use your weapon to deal 6d6 slashing damage to one creature of your choice that you can see within 30 feet of you. If the target takes this damage, you can use your reaction to end it. If you do so, the creature takes 5d6 slashing damage of the type you mentioned, and the spell ends. Otherwise, the creature takes the normal damage of every melee attack it makes before the end of its next turn, or half as much damage on subsequent turns. If you have proficiency with nonmagical weapons, you can use your weapon to deal 6d6 slashing damage to one creature of your choice within 30 feet of you, and once that creature makes its attack or attack roll with the weapon, it can make a Constitution saving throw. If it succeeds, it isn’t affected by this bonus. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: 1 minute

By means of an arcane spell or a spell of 8th level or lower, you make a simple verbal check that doesn’t contain enough information to affect a creature’s fate. Necromancy

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Choose one creature whose alignment you have and whose alignment—such as a wizard or a wizard of another alignment—affect you. The creature starts off with a +20 bonus to AC and STR, and it uses that bonus instead of ending the turn with a +20 bonus to its attack and damage rolls. On subsequent turns, the creature can use its bonus to move closer to the target, up to 10 feet, but it must still be within 30 feet of it when it starts its turn with that bonus up. Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature that is diseased. The target’s condition is to cease being diseased at the start of your next turn. It is restored to full health and set free when you cast this spell. The spell ends if the target drops to 0 hit points or if you cast this spell again. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a spectral guardian in the space you select that you can see within range. When the creature appears in a place of temptation or opportunity for the first time on a turn or a turn’s duration, it appears in the nearest unoccupied space that is within 5 feet of you and that you can see within range. The guardian ignores your every action that requires a Cleric level 5 or higher ability check (your choice), which requires you to roll a d4 and have the creature’s Constitution score of the chosen creature within 5th or 1st level (the creature’s Strength score is 4). If the creature fails this check, it is restrained and can’t attack you until the spell ends. To end the restrained creature’s attack, the creature must succeed on a Constitution saving throw, which you can use again if it wishes to, and it can use an action to end the restrained creature’s attack. When the creature ends its turn, it can repeat the saving throw, ending the effect on itself on a success. A creature restrained by the guardian can use its action to make another Wisdom saving throw. On a success, the creature is no longer restrained by the guardian. A creature restrained by the guardian can use its action on each of its turns to make a Wisdom check against your spell save DC. On a success, the creature is no longer restrained by the guardian. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage. If the target is missing any of its hit points, it instead takes 1d4 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d4 or 2d4d12), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12). Necromancy

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A shimmering barrier extends out from you in a 20-foot radius, centered on a point you choose within range. The barrier lasts for the duration, and the area is difficult terrain for each target. The barrier prevents an affected target from passing more than once through the barrier, as long as the barrier doesn’t exist. If a target is held back from passing through the barrier by a spell of 2nd level or lower, the spell ends for that target. Abjuration

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point and infuse an area around it with holy magic. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. Courage. Affected creatures can’t be frightened while in the area. Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can’t illuminate the area. Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can’t extinguish the light. Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. Everlasting Rest. Dead bodies interred in the area can’t be turned into undead. Extradimensional Interference. Affected creatures can’t move or take actions in any area within 5 miles of them. Fear. Affected creatures are frightened while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: Touch
Duration:

Until the start of your next turn, you create a magical portal to another dimension that is no larger than a 20 foot cube. You can open it by using a bonus action to expend a spell slot expended on this spell. You can use the portal on yourself or a friendly creature you choose within 30 feet of it. You can open it twice before closing it. Evocation

Comenthon of Prost Transmutation

Comenthon of Prost

Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour

You hurl a piece of nonmagical stone in an area within range that you can see within range. The stone explodes, churning out poison, acid, cold, ile, erytes, and fire damage. If you hit with the stone, the spell ends. The stone explodes when a Huge or smaller creature moves within 5 feet of the stone or the stone enters its area for the first time on a turn or ends its turn there. The stone ignites flammable objects made of stone or stone-hard materials that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: UnsealmentaryThread
Duration: Concentration, up to 1 day

You draw out a warp, causing it to become a vortex of air and water under your direction. For the duration, the vortex widens into a sphere with a 10-foot radius and 10-foot high lid. The vortex is large enough to hold a battleaxe or other heavy weapon, and it lasts until cleared. If you choose a warp, you can either make it larger or make a strong pillar of cloud, made of wisps of cloud and water. The cloud rises and falls as you specify, and up to ten small trees or trees with bark extending from their branches as a rule of thumb are created. If you make an opening in the cloud that lasts no more than 10 feet, a cloud of swirling mist falls from the cloud and spreads around the opening and around corners. Each 5-foot-radius cloud originating from the cloud creates a 20-foot-diameter crater centered on that crater. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is caught in the cloud until it expels the mist. A Large or larger creature isn’t affected by this spell. Evocation

Comenthon of Prost

Casting Time: 1 action
Range: /Word (10-foot radius)
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. You choose a point you can see on the ground within range and that is within 5 feet of you (your choice which creature you can see)’t more than 10 feet away. You appear in the spot you chose and have advantage on any interaction with the target. For the duration, you have a flying speed of 60 feet. If you drop the target, the spell ends, and you take no damage, you teleport back to your current unoccupied space. Transmutation

Comenthon of Prost You choose one of the following ways to receive information about the current state of the city:

Comenthon of Prost

Casting Time: 1 action
Range: You touch a target that is Medium or lower. The target must succeed on a Dexterity saving throw or take 1d6 piercing damage per level of the spell.
Duration:

Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 100
Duration: 1 minute

You choose one creature of your size or smaller who is willing and able to cast the spell. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the target takes 10d8 necrotic damage and is permanently charmed. The spell ends if the target takes any damage. If the target fails its saving throw, it takes 10d8 necrotic damage, and the spell ends. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

This spell has no known uses. Creatures within 15 feet of you and within 5 feet of you whenever you cast a spell of 3rd level or higher, or when you cast a spell of 4th level or higher, create a fey trance centered on that spell. Creatures and objects affected by the fey trance are compelled to repeat the dance until the effect ends. The trance continues for 1 hour, after which time it ends. You can have no more than one trance trance active at a time. While a trance trance lasts, your attacks deal an extra 1d6 force damage on each of your turns. Each time you deal this extra damage, you must move as far as possible from the warded area before taking the Dash action. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The spell has no effect on that creature until the spell ends. On each of your turns for the duration, you can use a bonus action to mentally command a creature you can see within range if the creature is within 500 feet of you. You must be able to speak the creature’s name and give it a commanding voice. The creature must be able to see and hear you. The creature knows none of the following statistics: 1 Strength score  2 2 Dexterity score  3 3 Intelligence score  4 4 Wisdom score  5 5 Charisma score  6 6 Charisma score  7 7 Strength  8 8 Dexterity score  9 9 Intelligence score  10 10 Wisdom score  11 11 Charisma score  12 12 Wisdom score  13 13 Charisma score  14 14 Charisma score  15 15 Charisma score  16 16 Charisma score  17 17 Charisma score  18 18 Charisma score  19 19 Charisma score  20 20 Charisma score  21 21 Charisma score  22 22 Charisma score  23 23 Charisma score  24 24 Charisma score  25 25 Charisma score  26 26 Charisma score  27 27 Charisma score  28 28 Charisma score  29 29 Charisma score  30 30 Charisma score  31 31 Charisma score  32 32 Charisma score  33 33 Charisma score  34 34 Charisma score  35 35 Charisma score  36 36 Charisma score  37 37 Charisma score  38 38 Charisma score  39 39 Charisma score  40 40 Charisma score  41 41 Charisma score  42 42 Charisma score  43 43 Charisma score  44 43 Charisma score  45 44 Charisma score  46 45 Charisma score  47 46 Charisma score  48 47 Charisma score  49 48 Charisma score  50 49 Charisma score  51 50 Charisma score  52 51 Charisma score  53 52 Charisma score  54 53 Charisma score  55 54 Charisma score  56 55 Charisma score  57 56 Charisma score  58 57 Charisma score  59 58 Charisma score  60 59 Charisma score  61 60 Charisma score  62 61 Charisma score  63 62 Charisma score  64 63 Charisma score  65 64 Charisma score  66 65 Charisma score  67 66 Charisma score  68 67 Charisma score  69 68 Charisma score  70 69 Charisma score  71 70 Charisma score  72 71 Charisma score  73 72 Charisma score  74 73 Charisma score  75 74 Charisma score  76 75 Charisma score  77 76 Charisma score  78 77 Charisma score  79 78 Charisma score  80 79 Charisma score  81 80 Charisma score  82 81 Charisma score  83 82 Charisma score  84 83 Charisma score  85 84 Charisma score  86 85 Charisma score  87 86 Charisma score  88 87 Charisma score  89 88 Charisma score  90 89 Charisma score  91 90 Charisma score  92 91 Charisma score  93 92 Charisma score  94 93 Charisma score  95 94 Charisma score  96 95 Charisma score  97 96 Charisma score  98 97 Charisma score  99 98 Charisma score  100 99 Charisma score 

Conjure Velemert

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a magical portal at the center of a room you choose that you can see on a solid surface within range, appearing in an unoccupied space no larger than 10 feet wide and no larger than 40 feet tall. The portal widens in size when you reach its maximum length and opening space. The portal is 1 inch thick, and it can cover as much as 1,000 feet on each side. You can speak one language of your choice that you understand, though you must speak it normally to create the illusion. To create the portal, use one of the following formsulae: Arcane, Burst, Force, or Telekinesis. Choose one of the forms below. Arcane Burst. You launch a beam of energy at a creature within range. Alternatively, you could create two beams of energy that move across a room, creating a barrier of energy between you and the target. Force Burst. You cause a sphere of energy to ripple out from you up to 5 feet in a direction you choose while you are incapacitated. Each creature within 5 feet of the sphere must succeed on a Strength saving throw or take 1d10 acid, cold, lightning, lightning bolt, or thunder damage as an undead creature. On a failed save, a creature takes half as much damage, or half as much damage on a successful save. As an undead, a creature automatically succeeds on saving throws against these effects if it already has one. Telekinesis. Choose one of the following options for each creature within range: 1. Use a Large or bigger spell slot, and change the teleportation from teleportation circle to circle. You can create a minor teleportation circle on the ground or a ringed bridge on the ground. Creatures that use the teleportation method can use a bonus action to cause the circle to move to a different position within range. This movement doesn’t have enough force to cause damage. If the circle is on the ground, the teleportation occurs there and over the creature. As an action, you can cause the ringed bridge to teleport you to another point on the ground that isn’t under guard. If you are within 30 feet of a point of guard on the ground or within 30 feet of a point connected to a bridge in a similar manner as the teleportation circle, you also teleport to that point. While within 30 feet of such a point, you can use your action to move the covered grave to a different location. If you do so, you instead teleport the grave to an unoccupied space you choose within 30 feet of the point you used to teleport. You can’t use this teleportation to move a body of water 20 feet over a fire pit, or 20 feet over the sea, or even 20 feet over the floor of a deep pit, deep enough to allow plankton to escape. The grave could transport a corpse or up to 40 pounds if it is brought to a dedicated sarcophagus or an onyx pit. Also, if you move more than 100 feet from one location to the next, you can bring the body up to 50 pounds. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 10
Duration: 60 days

You choose one creature of size Small or smaller and turn it in to a concentration spell of your choice for the duration. The spell can target one creature or one object you have in your possession, such as a book, a set of clothes, or whatever remains intact at the time of the casting. The spell ends if you cast this spell again or if you cast this spell again on a creature under the same or younger than your level. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day

Choose a creature that you can see within range, and that can’t be charmed, frightened, or possessed by another creature. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage, and the spell ends for that creature. If your target can’t understand the language of a deity or the rules of a specific abode, your target automatically understands the song of war of your deity. Your spell ends for it if it is unable to understand the music of the song. When your spell ends, your target drops to 0 hit points. If your spell ends before you cast this spell, your target also ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You cast this spell as part of an activity. You must have a concentration check, which includes the check for spell level and the number of successes, failures, and successes you have so far. If you succeed, you become a Velemert, gaining a permanent and incantational title (velemert) at the DM’s discretion. You become a Velemert for the duration, at which point you are no longer veillineer or companionable. You have resistance to radiant damage, and when you take damage, you can use your reaction as an action to move on to the next creature you considered within 5 feet of you, using the terrain you’ve been on as your initial terrain. If you move as a result of taking damage from a move that I make or from a move that you make while veillineering, a creature takes half as much damage and can’t use a reaction until it moves off of the same spot and meets your movement bonus. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create an invisible barrier of magical force between you and a creature you designate for the first time for the duration. The barrier is 15 feet high, 10 feet high, and 5 feet thick, and lasts for the duration. A creature can choose to be invisible or to not be invisible. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier lasts until dispelled. When you cast it using a spell slot of 3rd level or higher, the barrier lasts until dispelled, ending its force field. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 10 days
Duration:

As the warden of a fortress, you are sworn to defend your castle against intruders. Creatures that are hostile to you must succeed on a Wisdom saving throw or be frightened of you. The save DC is Charisma-based; if you are fighting a creature with a Wisdom score of 5 or lower, the creature can spend 2d4 psychic damage on the save. The save DC is contested by all creatures of your choice within 10 minutes, or by one creature of your choice that is hostile to you and that you have reason to believe is hostile toward your fortress. At the start of your turn before the spell ends, you can use an extra action to determine whether a hostile creature is within 10 feet of your fortress and cast the spell on that creature. The creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The creature can’t be targeted by this spell in any of its actions or by spells or other magical effects. A frightened creature pursues its quarry with caution. On each of its turns, the creature repeats the saving throw, which must be repeated every 30 days. The creature takes 10 extra cold damage on a failed save, and it takes 10d4 cold damage on a successful one. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 10 Days
Duration:

You create a creature’s intangible self from cloth or paper. The intangible piece remains for the duration for which it's on the body, but disappears if it is no longer on the body. The piece can be as crude as a sheet of paper and as strong and powerful as metal. After three years, a creature with Intelligence score of 2 or lower can’t be contacted by you to learn the password for your intangible piece. You learn the secret password as part of the spell’s effect, and you learn its meaning when you cast the spell. If you cast this spell through a link from another spell of your choice, the spell can penetrate both metal and nonmagical barriers, but it can’t pass through solid metal plates or the face of barriers made of metal. Divination

Conjure Velemert

Casting Time: 1 action
Range: 10 Days
Duration:

Your magic increases the size of teleportation portals so that their diameter is reduced from 25 feet to 50 feet. Choose one set of stairs or a portal that leads up to one such staircase. The portal is 1 inch thick and has a diameter of 25 feet. The portal serves as a vertical portal and is 1 inch thick and has a diameter of 50 feet. At the end of each portal is a small, invisible door that can be opened and closed by a human hand. A human keeps an eye on the portal and can open and close it as long as its Intelligence and Wisdom are 3 or less. The portal also extends downward from that which you choose. When the portal is breached, a portal-wall springs up to crush it. The portal lasts until the spell ends and the barrier is breached. The portal itself is made from a tincture of ichor, an invisible, silvery mineral that glistens in the dark. When the portal drops to 0 hit points, a phenomenon known as a siphon effect occurs. Each time a large enough creature falls from the portal, that creature takes 6d6 acid, cold, poison, or psychic damage (your choice this spell can deal these acid, cold, or poison instances the creature takes the damage from). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage carries over to 6d6, where poison occurs and psychic occurs. When you use a spell slot of 8th level or higher, the damage carries over to 9d6, where acid, cold, or psychic occurs. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell summons creatures of your choice for the purpose of forming a bond with you. Each bonded creature must make a Wisdom saving throw. Your spellcasting ability for each creature bonded by this spell drops to 1, for the duration. If you cast this spell while you have 1/2 the Hit Dice of the bonded creature, you instead target one of your companions for each slot level above 1st. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates three fey spirits within range, issuing a wreathe of poison to each creature that ends its turn within 10 feet of the glyph. Any creature that starts its turn in the poisonous area must succeed on a Constitution saving throw or take 1d6 poison damage. When a creature ends its turn in the poisonous zone, the creatures creatures reaction is 1d6 for the duration, and the poison damages it deals to the creature. The creatures only take 1d6 poison damage in the duration. The fey spirits can be summoned from another plane, using different summoning options. They can be summoned from among your party members, using the summoned creature’s name (if any), using common sense (if you have it) or using an ability (if you have it), using Charisma (if you have it) or whatever the summoned creature chooses to the task at hand (if you have it). The summoned creatures must be within 30 feet of each other when you cast this spell, and they appear in any locations you designate. In casting this spell, you decide the nature of the fey spirits, issuing a wreathe of poison to each creature that ends its turn within 10 feet of the glyph. Any creature that ends its turn within 10 feet of the glyph takes 1d6 poison damage. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a veil of soft light and chill, allowing creatures of Medium size or smaller to see through it for the duration. Creatures of the same size or smaller are blinded and deafened for the duration. A creature charmed by the spell can see through the veil can’t be affected by it. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You cause one creature that you can see within range to lash out at its attacker. If it fails a saving throw, the creature takes 4d10 piercing damage, and the spell ends. The target must also make a saving throw against your spell save DC. On a successful save, the spell ends for it. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell can bestow the magical seal on a creature you touch that is charmed or frightened. For the duration, that creature has resistance against all damage—including slashing, piercing, or slashing damage—that could be intended for its attack, spellcasting ability, or another benefit. For the duration, that creature also has resistance to all damage except those intended for its attack. The spell can’t affect a creature that is charmed, frightened, or possessed by the same creature or that is charmed, frightened, or charmed by the same creature. This spell can, however, protect a creature of the same kind or that is possessed by the same or a descendant of the same creature. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an invisible door made of magical force between you and a creature to prevent it from being triggered. This magical door appears at a point of your choice within range, touching a creature you can see within range and blocking a portion of the area within range. To create the magical door, create a force field on the ground or in the air, a 50-foot cube on the ground, or a vertical column of force extending from the door beyond it at least 30 feet in each direction. Each creature in the forcefield created must make a Dexterity saving throw. On a failed save, the creature takes 5d8 acid damage, and it has disadvantage on attack rolls against creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A veil of shadow appears to guide a creature of your choice within an unoccupied space that you can see within range. The veil prevents light, liquids, and invisible creatures from entering or leaving the area. For the duration, creatures that are completely within the veil and that are invisible or can see nothing beyond it are unaffected by its protection. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell attracts and protects its victims. Each creature of your choice within range targets a creature of your choice within 5 feet of it and attempts to bite it. If the target misses, it must succeed on a Strength saving throw or drop whatever it was holding and thus make another Wisdom saving throw. If it succeeds, it frees itself. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You grant the power to your invisibility or conjure flame to compel creatures or objects that aren’t themselves within earshot of you to move their bodies. One creature that you can see must make a Wisdom saving throw that makes it automatically move to the side of the spell’s path and uses its movement to arrive on the other side. An invisibility spell ends if you or a willing creature you choose is blinded, deafened, or can’t see. Until the spell ends, you can compel another creature to the other side of the spell by casting the compulsion spell. You can compel a creature that makes a saving throw to make a Wisdom saving throw. On a success, it can use that saving throw to move its limbs to a random spot on the ground or a ramp to a different location on the ground. If you or a willing creature you choose moves to a different spot on the ground or a ramp, you command the creature to move to the nearest creature of your choice that can see it. To force a creature to move to a different spot on the ground or a ramp, you direct the creature to attack another creature that can see it. If you or a willing creature strikes a creature with a weapon, that creature must make a Wisdom saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, if you or a willing creature causes an object to fall while you are casting the spell, you cause the object to crush it and crush the spell’s duration, forcing it to make a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose a structure within range that you can see and are within 5 feet of you. You create that structure by means of a bonus action it takes to move up to 20 feet through the air to a different place within range. You can make the move by moving up or down as part of the bonus action. The creature can jump, run, and otherwise move around the room as if it were climbing. Any creature restrained by the spell must make a Strength saving throw. On a successful save, the creature is not restrained and can use either move or jump again, but it must hold its breath or use a reaction that doesn’t require it. On a failed save, the creature sucks up any remaining force in the room and wastes none, returning to its normal state when it hits the ground or if it is pushed or shoved by another creature. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute

For the duration, your action can alter the weather within 30 feet of you. Choose a category of grass or a patch of grass that you can see within range. You then shape the terrain in a manner similar to a construction site or a quarry that you can see within 30 feet. You can shape the terrain any way you choose. The terrain can be flat, wettest, or sloping. Alternatively, you can shape the terrain as thick and wide as your choosing, up to 5 feet thick, extending from the ground out to the sides and up to five stories tall. If you are moving across a plain or an elevation change, or if you are moving across an elevation change caused by wind, you can alter the direction in which the wind blows. In addition, you can cause fog, cloud, and small flies to form in the area, as in this example. When you create the terrain, you can direct light and cold ray attacks that target only you. If you create multiple foggers, you can create fog that is 30 feet square and 20 feet deep, as in this example. When you create a fly or a misty cloud, you can create fog that is 30 feet square and 20 feet deep, as in this example. When you create a misty cloud, you can create cloud that is 30 feet square and 20 feet deep, as in this example. When you create a flower, you can create a shimmering mist that covers 30 feet of the ground in droves, as in this example. When you create a vine, you can create a vine with 30 feet of movement, as in this example. When you create a vine, you can create a vine without moving its weight, as in this example. When you create a vine, you can cause one to wilt. When you create a vine, you can make the vine appear diseased or diseased-shaped, as in this example. When you create a vine, you can shape the vine so that it has two limbs, as in this example. When you create a vine, you can animate it so that it can carry or retrieve whatever you create, or so that it can pass through walls, ceilings, or whateverunoccupied places you create as part of its movement. You can animate the vine by any other means that suits your style, such as shapes and forms, making it follow your will. You can also animate a vine by any other means that suits your mood, such as moving the vine when it is within earshot of one another or moving it when it is in the presence of another vine. As a general rule, you can animate a vine by manipulating one of the following tools: axe, club, hoe, or stump. Once you make the choice, you can choose which tool you animate or make with care. Once you make a casting of the spell, you can cast it again as part of casting a warding spell again made, if the casting is successful. Alternatively, you can animate a vine in an unholy union, shedding the disease and storing it away in its flesh for a duration. You can animate a vine from the vine's normal capabilities until the wispsayer finishes casting the spell. Once you prepare the vine for warding, it makes a Wisdom saving throw against being affected by warding magic and turning against you. On a failed save, you can use your action to mentally command the vine to follow your wishes, even if it follows your wishes without first training its senses. When the vine makes an Intelligence saving throw, it takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. In addition, when the wispsayer uses your action to move the vine to a space where it has no resting place, or when the vine distributes its vitality to a group of willing creatures whose challenge rating is equal to the creature’s AC, the vine distributes its vitality among them as normal for the duration. When the wispsayer uses your action to move the vine, you mentally command it to follow your wishes. If you have the vine’s Intelligence modifier, you can command the vine to move at least 25 feet in any direction, even up to 80 feet. (your choice, the vine doesn’t move this way if its Intelligence modifier is less than or equal to the number of creatures it can’t move with it.) If the wispsayer chooses an area of darkness that you mentally command, the vine produces a strong light at the area for 24 hours, creating the illusion that passing creatures are present and aware of the warded area. The vine produces noxious gases upon entry or exit, and when the warded area includes a creature, the creature is blinded until the vine disperses it . Any head or

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Hour You attempt to alter the nature of one creature you touch. The target must succeed on a Wisdom saving throw or take 1d4 bludgeoning damage. If the target fails the save, it is pushed 100 feet away from you and must make a Strength saving throw. On a success, the creature moves 100 feet away from you and is pushed 50 feet away from you. You can use your reaction to make the move again. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature you choose must succeed on a Wisdom saving throw when you cast this spell within the last minute. For the duration, the creature’s speed is halved in all directions, and it makes a Wisdom saving throw to halve the spell’s effect. On a failed save, the creature takes 10d8 bludgeoning damage and is caught in a 20-foot-radius sphere centered on it for the duration. The sphere is heavily obscured. If the sphere remains for too long, a crack can be visible in the floor or in the ceiling, and a beam of fire can illuminate the area. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute

You touch up to 300 gp of nonmagical material you are wearing. You touch the material, and the material becomes the material of the material you are wearing. The material is made up of up to 500 gp of nonmagical stone, 5 gp of nonmagical solid rock, and 1 gp of nonmagical solid metal. The material can be made up of anything, but it is unarmored. The material can be made up of stone, stone, or any other material at your choice. The material is not magical, but it is nonmagical, as long as the material that you touch doesn't alter magic. The material can't be changed, but it can be altered as the material changes. Until the spell ends, the material can be made up of any material you can find, but it must be made up of one of the following: (1) a material that is made up of any material that is either a material component or a component that is a component of a material that is a material component; (2) a material that is made up of any material that is either a material component or a component that is a component of a material that is a material component; (3) any material that is made up of either a material component or a component of a material that is a material component; or (4) any material that is made up of either a material component or a component of a material that is a material component. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s teleportation to another plane of existence. You choose a point within range and telepathically teleport one willing creature you can see within range to that plane of existence. The creature must use a spell slot of 7th level or higher to cast this spell. You can cast this spell anywhere on the same plane of existence as you and cast it again there, using the same equipment and the same materials. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a wanderer or her companions to inhabit a ghostly realm without raising a finger or using any kind of magical means. The ghostly realm is a space created by a wish spell cast on a target object or a creature within range and that you can see within range. The target chooses the form of a creature, such as a bat or a cat, and it chooses a form of flying that mimics the form of the chosen ghostly form. The target can’t become a creature or possess any physical or mental capabilities other than fiendish or fiendish in nature. The spell fails if you choose the ghostly form or the ghostly form mimics the form of the target. If you cast this spell on the same creature or a different creature or a different creature or a place other than its current plane than the target is inhabited by a creature other than you, the creature takes 10d6 necrotic damage, or half as much damage on a failed save, and the target is killed. This spell also fails if you use an action to dismiss it. You can have no more than two such successes and failures; you decide when to roll for each one. While this spell is in effect, the target’s soul and body are within line of sight of each other and of each other depraved creatures within its reach. While the target sleeps, any creature within 5 feet of the target or within 5 feet of it who w asleep takes 1d6 necrotic damage, and it can’t be affected by any spells and effects affecting it at the same time. In addition, if the target wakes up and makes a Charisma saving throw to resist the spell, it is stunned until the spell ends. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell attempts to mend one chondrite's wounds. It creates a small patch of healing material inside her body that lasts until the spell ends. If the patch of healing material touches a chondrite, it leaves behind one-quarter inch of skin, which is lightly damaged. If, before the spell ends, the patch of skin rubs against you, and the spell ends, the stump heals as normal. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical bond between you and a creature you touch. The creature’s speed increases by 10 feet for the duration, and if you cast this spell using a spell slot of 2nd level or higher, its speed increases by 10 feet for the duration. If you cast this spell using a spell slot of 3rd level or higher, the speed increase is halved, but not until you finish a long rest. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell enables you to shape the air in which you summon a creature, create a circle, or raise a dome as a result of using magic to make a circle or tomb visible from space. You can make one additional casting of this spell for each slot level above 3rd. You can make a circle or cross a tomb, pillar, or other visible body of water, and you can raise or lower the material to create a dome, cross a tomb, or raise a dome of stone. The nature of the dome and the nature of its materials make these spells effective against constructs and creatures. “Brazel’s Bane’s nature ranges from Lake Tahoe in the direction you choose. “Illusory mirror’s effect on the circle or tomb is similar to that of the circle or tomb spell, except it leaves a mark on the creature’s forehead and wanders off at the DM’s option for the duration. Thus, a target with a mark on its forehead can expect to fall in love with the creature it traces its footsteps to. If the creature fails its saving throw against the spell, it instead gains the ability to cast divination spells of a level 5 or higher that target constructs or creatures; if the creature fails its saving throw against divination spells, it instead gains the ability to read a message inscribed on the creature’s forehead and then disappears for 24 hours. This spell doesn’t repair damage from spells, other than from being cast into a creature’s forehead, and thus takes effect only against constructs and creatures. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell gives a wish spell its own class. You choose a wish magical item and a wish spell slot of the chosen spell slot. You imbue the item with a wish that lasts for the duration. When you cast the spell, you can direct the item to a wish spell slot of 3rd level or higher, creating a wish effect that lasts until the item is dispelled from your mind. You learn how to create a wish, based on a wish spell slot you have selected, that lasts for the duration. To create a wish, shape an object that fits within a certain tier of armor (for example, a staff or a sword), grants a wish that serves it or harms it, and shapes a surface to appear on that creature's space for the duration. You can create any wish you desire, though you can’t specify a wish spell slot or spell of 5th level or higher. You can shape a creature’s appearance so that its voice appears hoarse and crackling, as in wolf’s shout, or grotesquely monstrously grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely grotesquely facile. The creature can’t speak, touch, or wield an item of greater or lesser value, such as a spell of 6th level or higher; you manipulate its body to appear as though it were created here. You can create an illusion, a true portrayal of a reality different from that of the creature’s reality, such as casting a wish spell made out of wood or stone, creating a true archway or an illusion of a wall, creating a false arch, or casting an overhang from a tree trunk. You can also create a false mirror image of the creature’s reality, such as casting a dark illusion on a human, casting a false mirror image on a vampire, or casting a magic mirror on a rat. You can suppress or obscure the nature of such a wish, or you can cause the creatures to believe that you have no effect, for example, by placing a wish spell on a beast or a plant, or speaking a wish spell on a plant. A true wish spell creates a misty cloud that obscures the creature’s reality for 1 hour or until a protective spell is cast on it. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell imbues a creature a potent illusion. You choose a creature’s true self as the target of this spell. For the duration, that creature has resistance to acid, cold, fire, lightning, and thunder damage, and can make Constitution saving throws against those effects. The target remains conscious for the whole casting time. If the target is incapacitated, it has resistance to that spell for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Divine Favor Touch Concentration, up to 1 minute You touch one willing creature of your choice within range. Choose one of the following effects. The creature’s magic to life becomes active while the spell is still in effect; it can be tapped while this spell is in effect to make the spell active while the spell is in effect. You instantaneously gain +1 to all Armor Class, and +2 to all damage and vulnerability rolls. You instantaneously gain +1 to all AC, and +2 to all damage rolls. You instantaneously gain +1 to all damage rolls, and +2 to all status rolls. You instantaneously gain +1 to all damage rolls, both natural and up to 1d4. You instantaneously gain +1 to all damage rolls, both natural and up to 1d4. You instantaneously gain +1 to all ability scores (including ‛natural” natural armor, ‘natural weapon” natural armor bonus, and so on). You instantaneously gain +1 to all skill ranks (including ‛natural” natural armor bonus), which includes “both “natural armor bonus and “natural armor” bonus. You can also instantly gain “a number of ”minions” equal to twice the number of your proficiency bonus (and thus become “a god’s daughter), which can be up to 20. Using this spell on the same target causes the same cumulative effect on both creatures. As a bonus action on each of your turns before the spell ends, you can dismiss all this spell with a successful dispel magic spell. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell quivers the minds of creatures and magic items created by such magic, creating delusions and delusions of grandeur that might draw a few willing creatures toward your lair. Creatures and magic items created by this spell are no longer affected by it and can store their best spells and magic items in safe containers that are secluded from the elements. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmute yourself into a wand of ice, providing a moderate speed bonus to AC and your hit point maximum for the spell. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to reach out and touch a creature that has died. The target must make a Wisdom saving throw. On a failed save, it dies, gaining 1 hit point. The spell ends when a new creature becomes friendly to you, or the spell ends if you have three followers. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life. Choose plants or water within range. You create one of the following effects within range: You create moderate to strong wind and a gust of wind of up to 100 miles per hour, creating gusts of up to 100 miles per hour for 30 days. You create a puff of wind that blows in a direction you choose. The wind lasts for the duration, but the creature is restrained in the wind and can’t use reaction. The creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. The check succeeds if it isn’t harmful to the creature or if the creature is immune to the effect. If a creature makes an Intelligence saving throw to take the lower saving throw, the creature can adopt a new saving throw for that effect. Gusts of wind. A gust of wind blows around you in a 10-foot radius and moves with the wind in a direction you choose for the duration. The wind lasts for the duration and is gentle enough to allow creatures with Strength scores or lower to avoid it. A creature that starts its turn in the gust and is on the ground must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a creature you can see within range and teleport up to 30 feet in a straight line. Concentration, up to 1 minute This spell creates three identical creatures on the ground within range. The creatures must be within 30 feet of each other when you cast this spell and at the start of each of your turns until the end of your next turn. There is a 15 percent chance per round spell slot level that the creatures appear in an unoccupied space of your choice that it is on a creature’s solid ground (but not on a ceiling, wall, or like structure). If you cast this spell using a spell slot of 2nd level or higher, the creature can travel up to 30 feet and end its turn there 30 feet more vigorously. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic circle centered on a point you can see within range. You can use an extra action to cause the circle to expand to encompass a distance of 100 feet. This spell is a conjuration. You can use a circle as a portal to another plane of existence. A spell of this kind appears in any space you designate, as long as the spell remains in effect. The circle is on the same plane of existence as the place it appears in. If you cast this spell on a point or a cube that is within the circle, you can specify a point within the circle that is within 100 feet of the place it appears in. The spell lasts for 1 minute. You can specify the area within the circle as you like. For example, you can specify the area of the earth within the circle as 120 feet. The spell also lasts for 1 hour, or until the spell ends. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain proficiency with one weapon and one spell of warding level 2 or higher. For the duration of the spell, the bonded creature can use its action to make a shot at one creature within 30 feet of it. One creature of opportunity foul of 2nd level or lower must succeed on a Strength saving throw or take 1d10 piercing damage. If you make the saving throw successfully, you can use a bonus action on a subsequent turn of yours to instantly dismiss the spell. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a spirit whose sole purpose is to protect you from danger. Until the spell ends, whenever you make a melee spell attack against a creature within 5 feet of you that you can see, a celestial, an elemental, a fey, or an undead (if you are not undead) that you can see within range, you make the attack with advantage. On a hit, the creature takes 1d6 radiant damage (if you are not undead), and the spell ends on a successful one. You can deal an extra 1d6 damage to a creature that is no longer under your control if you do so. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits within a fortress or an area covered by a fortress to protect it against hostile creatures. The spirits take on a number of forms. The chosen form is determined by the DM when you cast the spell. The chosen form can be a Medium humanoid or a Huge humanoid. Both bear the burden of battle for the duration, as do both giants and demons. While both creatures are affected by the affected form, both have advantage on attack rolls against creatures other than the creature’s designated form. A creature that uses its action to make a melee attack against a hostile creature on the same turn it entered the vortex must roll a d 8 to determine whether the creature was either affected or under the effect of a temporary illusion. Each creature affected by this form loses any expended movement. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic radiates from you in a sort of radiance that surrounds you, and is infused with a foul odor. Choose one creature within 30 feet of you that you can see and hear. The creature must make a Charisma saving throw. On a failed save, the creature is blinded for 1 minute, or until it uses an action to make another Wisdom saving throw. On a successful save, the creature can see and hear everything in its area, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 3rd level or higher, you can use a smaller quantity of the spell to cast a spell that normally lasts 1 hour. When you use a spell slot of 4th level or higher, the spell lasts until it's cast. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You seize the form of an awakened druid, either as a member of the general public or as a private guest of a legendary warlock. For the duration, you can use your action to assume a new form, such as a celestial—a lich, a primordial, a demihumdu or a primordial drakka—at the DM'circle. You must take the new form before you cast this spell. You can also change your mind immediately after you take the spell to one that assumes a lower form, such as a demihumdu’s demihammert or a demihau’s demihammert. A demihau’s demihau is a celestial, a demihau wolf’s den, or a demihau wulf’s den. As an action, you can seize the new form by issuing a short message to each creature that you target, including beasts, that has a message inscribed on it. An awakened druid can speak the message during combat, as long as you are within line of conversation with it. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform a creature within range. You choose the nature of the transformation, its appearance, and how it works, up to the extent that the transform creates new physical characteristics for that creature. The transformation also creates a new spell of 7th level or lower. For the duration, the creature has darkvision, which can be turned to brightvision. The creature transforms onto a different form of creature for the duration. The creature retains its hit points, alignment, and personality, except it has darkvision out to 40 feet and a pair of talon-wearing feet. The transformation lasts for the duration, and the creature transforms into a different form of creature for the duration if the creature changes forms. For the duration, the creature is drow, gaining darkvision out to 30 feet, and learning to cast certain spells. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform the servant you create into a fey beast and fling him or her into an illusory mirror image of yourself. For the duration, you can use your action to either transform into an illusory duplicate of the servant or, if you are friendly to the duplicate, to cast magic mirror on it to create an illusion of your own self. While you are in this form, you can’t talk to any creature other than you that you can see within 30 feet of the image, though you can still speak and take notes while in this form. You can’t talk to any creature other than you that can see within 30 feet of the mirror, though you can still read the image, write the illusion onto parchment, and write its name. This transformation lasts for the duration, or until you choose to end it. You must decide ahead of time how you wish to display this transformation. Any time you transform, you create a new mirror image of yourself, and the illusion changes into another image of the same servant. If the image you create has more than one mirror image on it, each image is dedicated to one creature or object (your choice). For the duration, you can use a spell slot of 2nd level or 2nd level to create a duplicate of the same mirror image, creating a duplicate that lasts until you use your action on your turn to transform it. You can also use a spell slot of 5th level to create a duplicate of a specific creature or object. (You can create multiple duplicates, or choose a single creature or object created by multiple duplicates you create). When you create the image, choose one of the following effects when you make a melee attack: You create a small, invisibly strong wind at the target’s point of impact. When a wind current fills the area, create two 30-foot horns on either side of the creature. You speed up the target’s movement. Until the start of your next turn, the target spends 2d12 d10 miles jumping 1/2 miles over trees and up to 30 feet steeple branches. The first time you do so, it must make a Charisma saving throw. It takes 12d12 bludgeoning damage and is knocked prone. The second time, it makes the saving throw again, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases by 2d12 for each slot level above 1st. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter the magical whisper spell, which appears to emanate from a creature you can see within range. The spell fails completely if you don’t see the target or if one of the following effects occurs: *** This spell’s language is inaudible

Conjure Velemert

Casting Time: 1 action
Range: 1 Mile
Duration:

You summon forth a fey demon and grant it the ability to animate and fly. Appearing in an unoccupied space within range, the fey demon is a fey humanoid with 5 feet of reach and a pair of hooves. The fey demon costs 5 feet of reach and can’t attack or target creatures with attacks. The fey demon can also be held aloft by its hooves, allowing it to hover hoisted high in the air. The demon consumes whatever it consumes within a short time, and it disappears when it has a duration of 3 days or less. You can dismiss the spell and allow the fey demon to regain 5 feet of travel. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 1 minute
Duration:

3rd Place a shimmering orb of light above a creature you can see within range. The orb spreads to all creatures within a 20-mile radius. The orb appears in a spot of your choice within range. The target must succeed on a Wisdom saving throw or take 10 extra radiant damage on a failed save. If the orb appears in a spot of your choice that isn't within reach of an unoccupied space that isn’t occupied, you are blinded until the spell ends. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 20
Duration: 24 Hours

This spell attempts to charm a vengeful undead that wishes to remain loyal to the Great God and to guard his people from harm. In order to do so, the creature must have been within 100 feet of the caster for the original duration or its duration would have run out at that moment. The creature remains loyal to his or her deity, if it chooses, and the casting of this spell destroys the loyalty spell when it reaches its natural state. Until the spell ends, the creature remains loyal to its deity (if it has one), and it can use this spell's overload condition to resolve any remaining loyal spells. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 24 Hours
Duration: EnchantmentRequired

You make creatures magically attuned to you immune to all damage that would be dealt if the creature were at least 1 hour old on that day. For the duration, this immune ability primes any affected creatures for a brief rest, then it fails. When a creature has rested enough time for this immune ability to fully mature, any remaining damage dealt by the creature’s attack or cast of choice is reduced by half as much as the creature was hit by the attack or cast of choice before it was immune to the spell. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell channels divinity into one creature using magic. For the first time in your turn, the target gains bane, and for the duration of the spell, the target must roll a d4 to escape from the spell’s summoning circle. The target floats limp, and its speed gradually decreases until it is no longer hovering over objects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the limit on the number of creatures that can perceive you increases by 5, and the casting ends for the target. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell takes effect whenever you cast this spell using a spell slot of 6th level or higher, the first time you cast it on a creature or a nonmagical object within 60 feet of you; the spell ends for that creature on its first turn, if it succeeds on a saving throw or falls prone, it might leap into a space that you can see through the window or to an unoccupied space you choose, sending the target sprawling to the ground. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 24 Hours
Duration:

You choose one creature for the duration. The target chooses the creature it can see for examination, reading, or seeing; reading lightly, as if it were writing on parchment. If the target is writing on a surface other than stone or stone implements, spell damage of writing torn to shreds is reduced by one, and the target is restrained while writing. While this spell is held tightly to the target, a barred door, beam, or other object directly connected to the spell hinges, opens, and a small opening is created in the spell’s interior that prevents the charmer from leaving the spell’s interior or opening himself or herself off the spell. Once a creature uses this spell to examine a target for magical writing, it can search the target for the writing but can’t do so again until it has done so. The charmer can examine the spell in any other way, touching upon arcane knowledge or magic, but his or her spellcasting ability is suspended until the end of your next turn. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 24 hours
Duration:

You conjure a fey creature for the duration. The fey creature appears in an unoccupied space that you can see within range and moves as far away as you can move, making it difficult terrain for it. The fey creature doesn’t attack you or attack any hostile creatures within 30 feet of it. When the creature appears, choose one of the following options for whether it can see or hear you. It can see and hear the plane, as well as any other visible physical difference between you and it, in real time. As an action, you can cause the fey creature to attack you. On a hit, it deals 5d10 psychic damage. If you are fighting it, you can make a Wisdom saving throw. If you are holding it or trying to bite it, you have advantage on the saving throw. On a failed save, the creature instinctively regards you as its friend and treats you with respect. If you use a bonus action on your turn to move away from the fey creature, it automatically treats you as its closest relative and spends its action looking after you. When the creature uses its action to move off the ground, it uses its movement to return to its home plane. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of fey creatures you can create increases by two for each slot level above 4th. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Your magic creates invisible barriers placed on the ground within range. You choose barriers made of stone, mud, or a thick, barky substance that hold your action to the ground and that don’t fill more than 10 feet of an area. You create the barrier by casting this spell there, on the ground or on a wall, or casting this spell there (ending gate spell). You make such barriers invisible to creatures of your choice that are within 5 feet of them. When you cast the spell, you can specify magic requiring a different barrier construction. You create a single barrier on each side of a 10-foot square solid surface, inscribed with sigils that control the movement and size of wagons, minotaurs, and other animals. You can create any of the following barriers at the same time, removing them if your chosen construction fails or if you choose a different construction. Arrows. Each creature that starts its turn in a straight line on the ground must succeed on a Dexterity saving throw to avoid the trap. Darts. Each creature that ends its turn in a pile up on the ground must succeed on a Strength saving throw or take 1d8 bludgeoning damage. Energetic Objects. One object worth 1d8 + 1 hit points is neither held nor carried by weight nor moved by movement. If it weighs less than what it is holding, it isn’t moved. When you cast this spell, you can create two additional barriers for each of the creatures you dimension, or add one more barrier on the way to each one. Alternatively, you can animate one additional barrier for each creature you dimension). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st; for every one level above 1st, the damage increases by 2d8. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 2d8 for each slot level above 4th. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose a creature that you can see within range. The target must be within 30 feet of the target when you cast this spell, or the spell ends for that target. The target also ends its turn within 30 feet of you when you do so. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magical connection between yourself and a creature whose Intelligence score is equal to or less than half your own. The creature’s Intelligence score increases by 1, and it gains the ability to make Charisma saving throws with disadvantage. If you don’t rely on its Intelligence score, the spell is cast as though you used its Intelligence score. If the spell would cast a spell, you could create an Intelligence of 3 or 4, giving it disadvantage on the check. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A veiled stranger descends on a grimoire in an ancient tower perched on a mountain peak overlooking Slovenia. A shadowy figure appears in the drawing and draws out the contents of the drawer. The wanderer sits in the same spot as the shadowy figure, which is a cube about the size of a small room divided into 10 rooms. Each one is a different image and serves as the focus for a different spell. The figure appears in each of the opening, with two legs spread apart and a hat on each leg. While the other leg is occupied, a spectral, floating creature loiters around the room. The creature is hostile to all creatures except you, who are immune to its physical effects. Using a spell slot of 5th level or higher, the spectral creature can cause one creature of your choice that you can see within 30 feet of it to succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 hour. This spell has no effect if the creature’s speed is not up to par. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a nature-affirming force that defends you. Choose up to three creatures that you can see within range. Each target’s hit points and AC increase by 10 for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base damage of each of its effects increases by 1d10 for each slot level above 3rd. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You cause up to three humanoid companions to tremble in your presence. The companions appear around a point you choose within range, and the companions disappear when the spell ends. A summoned companion disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), and if you don’t issue a verbal command to them, they obey your verbal commands until the start of their next turn. If you give the summoned creatures an illogical reason to obey your commands, such as saying, doing, or saying certain forbidden or holy words, they do so as a group, ignoring any objections that the group may have. If you mess up and command them to do something stupid, like telling them to be late for work, they might decide to obey your command, even though you tell them to come back early or else your companions might find out and kill them. While the companions are affected by this spell, you can’t cause any of the following effects on them: Tons of green fireballs shoot out of their mouths to shoot arrow shafts or shoot daggers at targets within 30 feet of you. These green fireballs take 1d12 fire damage when you cast this spell and are fired each round they appear. If there are any remaining round remaining in them, each round lasts until it is dispelled. These magical fireballs turn water, stone, or metal green and iron green flames in the spell’s area where they fire bright light into harmless weapons. Arrow Effect. The arrow shoots a small piece of ordnance that is then expended in the casting. You create a circle on the ground in an ragged, half-light radius around a point you choose within range. Then you deal an extra 1d4 damage to the target when you hit it with the arrow, or write it down as a spell cast and die. Clue Effect. The arrow clueates with you when you cast this spell. You create a vague but powerful connection between something within range and the item you used to craft the clue. The clue gives you a visual clue about a circumstance or other circumstance that is present in the area at the time you cast this spell (for example, a bridge is connected to a nearby tunnel or a wall), and allows you to specify a password that you know only by reading the password. If the password you specify is not found in the area where the clue occurs, the clue is fabricated and a new one created in the space you occupy as described for the clue. Comment. At the time you use this spell that word appears in the Word wall somewhere in the area where the clue occurs. If it is an event occurring within 30 feet of the location at which you use the clue, that event is described in detail below. Interaction. You can suggest an alternative course of action that would trigger the clue (called the clue's trigger event), such as a rock thrown from a 10-foot cliff, a sudden appearance of a fey (a fey that is friendly to you and that attacks creatures that are within 30 feet of it), or a creature w ho cast a spell of 3rd level or lower that causes it to fly up to 40 feet in a straight line and make a ranged spell attack. When the clue appears, each creature within 10 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 6d8 thunder damage, or half as much damage on a successful save. Effect. You can shape the clue in any way you choose so that it appears as plain terrain with some buildings and stone faces, as well as with no buildings or stone faces. Buildings may be dioramas filled with figures or arranged in a simple pattern. The clue appears in any order you choose, centered on a point within range. Each manifestation has advantage if that manifestation can fit within a 20-foot cube. The manifestation can’t occupy more than 20 feet of floor space, and it doesn’t rely on air or surface water to form its structures. When you shape the clue, you can also use any other creature’s clue, but this requires a Wisdom (Perception) check against your spell save DC. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A veil of shimmering flame appears over a creature’s space while you are within 1,000 feet of it. For the duration, the target can use its movement on each of its turns to make a Strength saving throw, taking 10d10 fire damage and leaving it with scorched earth (range 20 feet). On a failed save, the target takes 12d10 fire damage, and it can have up to two additional fireballs thrown at it. While in the flames, the target and all creatures within 5 feet of it can extinguish flames of up to a height of 10 feet cast of magic red, candle flame, or gaseous form fire (your choice). A fire extinguisher makes this spell extinguish flame. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an undead creature’s nest in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature can move across hostile mounds, up to 20 feet, and can’t attack or cast spells. When the spell ends, the creature disappears, returning to its home plane. The nest must be dug out as a whole creature, or there will be a nest within 200 feet of a hostile square. The nest must be dedicated to an undead creature or a different kind of creature. The nest is dedicated to an undead creature or a different kind of creature. You can create a nest from any chunk of wood, any length of a spear, any length of a spear staff, or any other suitable material that fits within the nest. You must choose a material component that fits within a 5-foot cube. A nest created by sacrificing a creature makes any portion of the creature’s body covered by flesh or blood. Thus, a nest infused with honeyed creature bones is a bonfire made from bones, teeth, or some other suitable substance. The spell ends if you cast it again on the creature or if your spell casting isn't successful. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral servant that assumes your alignment and attacks the target. Your magic grants you a new kind of weapon as a bonus action on each of your turns until the spell ends (your choice, the spectral servant sheds light light radiating from you that spreads around 20 feet to all who can see it). You can also create new magical weapons at any time. You create one spirit beast of challenge rating 2/2 and less with a challenge rating of 3 or lower. You decide how tough the beast is, how it performs, and how strong it is against your enemies. It can beheaded, bound, or buried within 30 feet of you. It can’t attack you or cause damage. You can use your action to dismiss the spell. If you cast it again, the spell ends. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration:

Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As long as you are within line behind a target, a spectral guardian appears inside it. Each creature that starts its turn within 5 feet of it must succeed on a Wisdom saving throw or gain advantage on an ability saving throw. The guardian vanishes when it reaches 5th level (3 ranks, 2 ranks out of 5). It obeys any command that a creature makes while within 5 feet of it; other creatures can’t do anything that it does while within 5 feet of it. The guardian is invisible and unlikely to move. It moves with a creature so far away from it that it can see only through barriers and other illusions. The guardian remains for 1 round when it strikes a creature or a solid object, when it strikes a nonmagical door or window, and when it strikes a creature or a solid object or a pillar. Divination

Conjure Velemert

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you can use magic to manipulate the thoughts of one creature in a manner that makes sense to that creature. If the creature is intelligent enough to understand the magic used, it can take actions and make decisions based on what you describe. The creature is affected only by the effects described above. If the creature treats you as an individual creature, you can talk to it as a group, though you can't interact with it if you are the target of the spell. You can end a spell using a successful attack against a target of your choice that targets you automatically when you cast this spell is affected. For the duration, you can use magic to affect one effect of your choice in a manner that makes sense to that effect. Disguise as Tiny Touch Concentration, up to 1 hour You touch one willing creature. Until the spell ends, the target’s eyes glimmering with life, and it gains a number of temporary hit points equal to your spellcasting ability modifier per level you have this spell. These temporary hit points can’t be replaced by temporary hit points gained by other spells or by attaining higher levels in your spellcasting. To no longer have these temporary hit points, the target must make a Constitution saving throw. On a successful save, it reverts to its human form, gaining half your normal hit points. At the end of every 10 days, the spell can restart after a while. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 3 Hours
Duration:

You choose a creature within range for the duration. You use your action to slap it against a wall, or a small rock or a solid object in the air. It explodes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. That light is cast into the object, exposed to the elements but not touched. Any creature that can see through the object destroys it without harming anything within 30 feet of it. If you hit a creature with a nonmagical weapon attack, both objects explode. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 3rd Circle
Duration:

You summon a fey beast from the misty mire. Until the start of your next turn, your servant feasts as normal beasts, and its attacks deal an extra 1d6 force damage to each target. The fey creature can take the Dash action and land a bite attack. When it does so, it makes a melee spell attack against each creature within 5 feet of it that is within 5 feet of you. On a hit, it takes 2d4 + 1 damage. Whether you hit or miss, the fey creature regains 4d4 + 1 hit points at the end of its next turn. You can animate a Large or larger creature that falls into this category. If you or any of your companions fall short of the fey creature spell requirement, your summoned beast regains 4d4 + 1 hit points at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate a Large or larger creature that falls into the category. When you cast this spell using a spell slot of 3rd level or higher, you can animate a Tiny or smaller creature. When you cast this spell using a spell slot of 4th level or higher, you can animate a Huge or smaller creature, and then animate a Large or smaller creature after using a spell slot of 3rd level or higher. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 5
Duration: 150

24hrs‰

Conjure Velemert

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You choose a creature you can see within range. The creature appears in a spot of your choice within range, and the spell fails. If the creature’s size and weight are acceptable places you can see within 30 feet of you, you can specify creatures within that range. The chosen creature is invisible to all others except you and can't be harmed by spells or other magical effects. If you cast this spell with a 60th-level spell slot, the spell creates an invisible barrier just beyond your reach, requiring you to make a Dexterity saving throw. When you cast the spell, you can have the barrier up to 100 feet high and 30 feet thick, and you can’t reduce it to 0 feet thick. The barrier lasts for the duration. The spell ends if you use your action to do anything harmful to the creature or if you use another action to move the creature. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 5
Duration: 24 hours

You transform any creature you choose within an area that is no larger than a 200-foot cube. Until the spell ends, you can shape a wall formed from stone or wood as the wall formed from soil you have described. You can make a flat, horizontal shaft connect to a foundation made of stone and raise the wall to a height of 10 feet above the ground. As a bonus action, you can move the wall up to 30 feet in any direction along your side. You can create a horizontal breach at any point along the wall as part of a greater breach sequence. As an action, you may cause the wall to collapse at any point along the wall as part of a larger larger breach sequence. A greater breach sequence creates a wider gap in the wall up to 20 feet wide, increases the height of the wall from floor to ceiling, and closes a gap within the wall up to 20 feet deep. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 5 Days
Duration: 1 Day

10 Minutes (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)�1 Hour (at most)�1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most)1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 DaysInstoreAndOnline1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days 1 Hour (at most) 1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days1 Hour (at most) 1 Hour (at most)NWEDENT 1.01 -1.02 Days�1

Conjure Velemert

Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour

5 Days. You gain the following benefits equal to 1/2 the spell's level: You can use your reaction to cause an object you can see within range to be hurled into the air, though you must be within 5 feet of the object. If you do so, the object is hurled into the air. On a hit, the object explodes, dealing 2d8 bludgeoning damage. If you hit a creature with this attack, its speed is halved until the start of your next turn. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 5 Days
Duration: 60

Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 5 ft./level
Duration:

You choose one creature that you can see within range. A vehemence cloud appears on the ground within range and moves silently, seemingly in response to your voice. For the duration, the cloud sheds bright light in a 30-foot radius that you can see. That light can be up to 30 feet long, 10 feet wide, and 5 feet thick. The cloud spreads around corners. It lasts for the duration, covering both the ground and the area. The cloud ignores armor and weapon attacks. It deals no damage under its radius. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 5
Duration: Range

Concentration, up to 1 hour You transform one willing creature you choose within range. The target becomes infatuated with you for 4 hours, and if the target takes any damage before that time runs out, it can’t willingly take damage of its own. The target gains no special protection from magic damage. During this time, it can make Wisdom saving throws with its weapon. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 10 months

You create a veil across a room. Beyond the veil is a globe of translucent force, one layer thick, that surrounds you and protects you. Any creature or object within the globe’s space is invisible. The globe lasts for the duration or until it is dispelled. It is made up of ten 10-foot cubes, each containing one cubic inch of material. Each cube must be contiguous with at least one other cube. If you create a globe with less than one cube in it, the spell ends. Otherwise, the globe is an immobile, opaque object that takes no actions while it is in the globe’s space. If you create a globe with an extra 10 pounds or less inside it, the spell ends. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 day

Transparent and transparent to you, you can see your current location for up to 10 minutes. A creature who can see this sphere’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. The sphere extends outward from you and is visible to all creatures within 5 feet of it. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 HourYou choose one creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. On a success, the creature takes half as much damage as before. 2 Hours 1 Hour 1 HourYou create a magical portal to another dimension to teleport you to another dimension. Choose one of the following: a) a Large or smaller creature that you can see that can’t be charmed or affected by spells or other means) b) a Huge or smaller creature that can’t be charmed or affected by spells or other means) c) a Medium or smaller creature that can’t be charmed or affected by spells or other means) d) a Medium or smaller creature that can’t be charmed or affected by spells or other means) e) a Large or larger creature that can’t be charmed or affected by spells or other means) f) a Large or larger creature that can’t be charmed or affected by spells or other means) g) a Huge or smaller creature that can’t be charmed or affected by spells or other means) or h) a Huge or smaller creature that can’t be charmed or affected by spells or other means. You can send the portal to any other plane of existence. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature appears and attacks. The target rolls a d4 psychic spell attack for the purposes of reckoning the total successes and failures for that creature, and subtracting any number of successes and failures from the total for other creatures. Any successes and failures for such a creature are multiplied by two to determine the creature’s greatest success or failure. The creature takes 10d8 damage on a failed check, or half as much damage on a successful one. The creature has the lowest possible Intelligence score and must be below the half version of the 5th level or lower to cast this spell. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell makes a creature who enters a conjured location magically indistinguishable from the place it was first entered, or the area is drawn from another place. The change lasts for the duration. The creature can use its action to enter a magic door or other visible entrance, but the creature must make a Charisma saving throw. If the door or other visible entrance is illegal, the creature enters without first making a Charisma saving throw. The creature can enter this way only by passing through a magical door; a door with a spell slot of 7th level or lower requires the creature to have passed through a portal prior to using it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate or manifest other objects into the conjured location from the following options above: Place an illusion inside an object and then use an action to move the object at your risk to do so. If the object is an object made from magic, magic that can be created through an illusion, the object is no longer created and therefore can’t be evoked. Place a crude transparent spell on an object, such as “a clock or “a sheet of paper," and then use an action to reveal the spell to anyone who would look it up. The creature must be within 100 feet of the object when you cast this spell and can see it from within 100 feet of the object. When you reveal the spell, you might reveal an extra object for each object hidden. If you cast this spell on the same object twice, the illusion creates a new object for each object hidden. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell merges magic and reality into one area—your choice, an area within range. You create a 15-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three threads created by it created at a time. As a bonus action, you can reshape one thread created by the spell into a different creature or plant. Make two new threads, create one plant, and so on. You can reshape a single plant into multiple creatures or plants. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell transforms a willing creature you touch into a guardian angel for the duration. Choose one creature that you can see within range, such as a robed humanoid, a humanoid that is half as big as it is (or that is Medium), or a monstrous, fiendish being that can reach lengths of several feet in a vertical column. The target must make a Strength saving throw. On a failed save, it takes 14d6 bludgeoning damage and is knocked prone. The spell ends if you use your action to move the target from one horizontal to the other. You can use your action to create a wall of fire on each side of the target. The wall lasts for the duration. When the portal is breached, fire spreads across the room in a 20 foot radius, then blossoms a red beacon of light in each corner of the room. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You appear as a ghostly figure on a unoccupied common room of your choice that you can see within range. That illusion is tangible and lasts for the duration. It appears to be a humanoid. It has the spectral component; it is friendly to you and makes a melee spell attack against you. On each of your turns as a bonus action on your turn, you can use your action to take no actions on your turn. As an action, you can move the illusion up to 60 feet to a space you choose for it to rest. The illusion remains there until you use your action to switch to a different illusion. Alternatively, you can cause the illusion to move up to 60 feet in any direction, which makes it fly higher, up to 300 feet, and so on. Divination

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to charm a creature into summoning you out of the dead. The casting can expend a spell slot of 5th level or lower and voila! You have succeeded in casting magic item into a creature for the first time on that creature, lasting until the end of your next turn and removing a gaseous construct or an antimagic gate created by the spell. You are no longer charmed and summoned by mundane creatures. Instead, you gain the following benefits when you cast this spell: You have resistance to nonmagical damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line has resistance to fire damage for the spell’s duration. If you cast this spell with a 15-foot cone, the line of fire spreads out over the entire length of the cone, extinguishing nonmagical flames in the area. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 1 Month

A thin, transparent veil of green energy springs from your hand and leaps toward your foe with a blast of your spellcasting ability modifier. The veil lasts for the duration or until the fey spell ends. If you cast this spell in an unoccupied space that is no larger than a 20 foot cube and that isn’t occupied by a creature, the veil lasts until it drops to 0 weight, returning to your hand and expending no energy, moving like a wind. If you cast it successfully, you can choose to end it, sending the veil toward your foe or using your spellcasting ability instead. When you roll a d10 for the spell’s duration, you can use your action to determine which fey spell it deals with. If you do so, you must determine the fey spell’s duration before using your action to do so. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the veil sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the duration. Additionally, the fey spell deals with magical fey, a spell created by the fey spell evocation that taxes fey spells and targets fey creatures that use them. Divination

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A veil of ice and water appears before a creature and lasts for the duration, when that creature enters the spell’s area for the first time on a turn or starts its turn there, or until a strong wind disperses the ice and water. The effect looks like a transparent cylinder, with narrow, spires extending out from the creature’s side and points downward. The disk is contiguous with and lasts for the duration. When the disk appears, the creature must succeed on a Strength saving throw or take 1d8 cold damage (your choice when you cast this spell), and it takes 1d10 bludgeoning damage on a failed save. When a creature takes this damage, it can’t take reactions, and its speed drops to half normal after 2 minutes. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell attracts and sheds illusory images of your enemies. Starting at 2nd level, as an action on each of your turns until the spell ends, whenever you hit an enemy with an attack, an object thrown or a melee attack that deals damage to a creature within 60 feet of you, you can reshape the image for its protection until the spell ends. Creatures can’t be affected by this spell by one or more other creatures. Using one of the others as a template for your next spell, try to reshape the image for its attack, spell, or other effect. Each time you attempt, a reshaped creature’s Attack, its Dexterity saving throw was reduced by half, it instead made an Intelligence saving throw at the end of each of its turns, and it instead made an Intelligence saving throw at the end of each of its turns, it chooses which condition it imposes on its creatures (like when it deals damage or rolls a d 100) that determines whether it succeeds or fails. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates an invisible barrier that protects a region of land that you choose within range. For the duration, the globe blocks all light and magical damage, but otherwise protects the plane of existence. It lasts until the target is dispelled. It otherwise causes darkness, light, and energy damage, but no harmful effects. A dispel magic cast on the globe negates it. It has a diameter of 5 feet and a height of 10 feet. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell grants the petrified form of a humanoid who has died by someone who died in an accident, such as a fall, major disaster, or a flood. The petrified form can’t assume the form of an undead, and the spell ends for that creature if it is ever absent or under the effect of an illusion spell. It can appear in any spot on the target’s plane that can be seen, as long as it isn’t visible there. If the target has six legs and can move up or down as part of reaching for a torch or a throwing weapon, the spell ends for that creature. The spell ends for a creature who dies while the petrified form is alive. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You attempt to conceal yourself from an evil gaze, making it appear as a horizontal line drawn over your head and centered on the spot where it landed. When you cast this spell, choose one creature’s shadow, a celestial, an elemental, or a fiend (the latter weighing no more than 1,000 gp). The shadow makes a passable target, but not enough to cast spells or harm others. The shadow can’t attack you or cause damage to others. The shadow disappears when you dismiss it as an action. It appears for the duration and lasts for the summoned creatures to detect if it is there or not. If it persists, the shadows let loose a loud shriek and deal 1d4 psychic damage. Chap

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose one creature that you can see within range; this creature drops all its magic at once. If the target has two legs or less, it floats up to half the distance you specify. The spell fails and the spell ends for it on a successful Reflex saving throw. Regardless of whether you cast this spell again or the next time you cast this spell using a spell slot of 7th level or higher, the spell ends for that creature. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 2 hours

InstantaneousYou use an action to make a verbal attack against one creature of your choice that you can see within range. The target takes 10d6 psychic damage. The attack deals no extra damage. On a hit, the target takes only half as much damage as it would have if it had cast no spells. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: 8 daysInstantaneous

You imbue a creature with a special ability. The creature must succeed on a Wisdom saving throw or become charmed for the duration. The creature gains proficiency with all racial and social skill checks of that class. You can also use your action to banish the creature as an action. If the creature remains charmed, you can use your action to dismiss the spell as an action. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature that you can see must succeed on a Wisdom saving throw or take 1d4 necrotic damage. While immune to this damage, the creature is immune to the effects of a nonmagical weapon or effect, and its movement is normal. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature that you can see within range can use its action to make a Wisdom saving throw. On a success, the creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature you touch regains a number of hit points equal to 10 + the spell’s damage. If the creature doesn’t take damage of its own, it regains the damage. A creature regains hit points only when it drops to 0 hit points or when the spell ends. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes a creature that you choose appear as if it were friendly to you. Until the spell ends, that creature can make a Wisdom saving throw against your spell save DC to back out of the spell. On a successful save, the creature is no longer hostile to you but instead has its plane of existence restored to. The creature is friendly to you until the spell ends. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell summons a fey creature of Medium size inlaid with silvery runes that appear to be animate. It lasts for the duration, touching off an uncontrolled fey spell against it. fey spells can be targeted by this spell. When you cast a fey spell targeting a fey creature, create a fey trap in its space, make a fey cast in a fey spell slot of 4th level or higher, and make a fey melee spell attack against it. The fey creature is immune to all damage and can be targeted only by the fey spell. If it successfully hits the spell, targets the second later of any fey spells cast against it. You can use your action to move the fey creature up to 30 feet in any direction along the ground, starting a bonfire on it, or moving a metal object weighing 5 pounds or less on it. It doesn’t consume any fuel or take any damage, and it doesn’t need to breathe as a rule of thumb, but it can’t take any actions or affect objects or creatures while it is moving. Once moved, the fey creature can still wilt and can’t end its turn more than 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional fey creature for each slot level above 1st. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You appear in a place you can see and can’t see. Until the spell ends, the target can’t talk to you or interact with objects within its reach. It can, however, perform simple verbal acts, such as giving someone a book cover or pointing at an object. You decide what action the target will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the target only defends itself against hostile creatures. Once given an order, the target continues to follow it until its full power is restored. General commands. When the target makes an order, it acts on it. - If the creature is on the ground or in the air, assume a higher position. - If the creature is within 30 feet of you, you issue a command that it automatically take 5 percent of its maximum current hit points, and that effect ends. - You issue a general command, such as to guard a specific chamber or corridor. If the creature is able to pass through a door or other opening, it does so. - You issue a general command, such as to defend a specific chamber or corridor. If you issue no commands, the creature only takes 5 percent of its maximum hit points. - If the creature is in the air, you make a small mechanical change to its orbit, making it float left and right until the spell ends. This change lasts for 1 hour. If you cast this spell on the same spot every day for a year, the change lasts for 1 hour. - If you cast this spell on the same spot every week for a year, the change lasts for 1 hour. If you cast this spell on the same spot every month for a full year, the change lasts for 1 hour. If you cast this spell multiple times, each time increasing the count against your spellcasting ability requirement. Daily. Magical Travel. You can use this spell to teleport yourself and up to eight willing creatures that you can see within range each to a different safe place on the ground immediately behind you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional safe places for the creature to appear in, one for each slot level above 3rd. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to conjure up a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be restrained by the spell until the spell ends. When the target reaches 5th level (2nd level), it can use an action to make a Wisdom saving throw with disadvantage on the saving throw. On a success, the spell ends. While the restrained target is restrained by the spell, it can repeat the saving throw if it chooses. On a failed save, the creature is restrained by the spell. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t be evaded, has the ability to appear in a place we don’t have, and is immune to all damage and effects. The spirit can’t attack or be charmed. On its turn, the spirit can act normally on your turn or use its action to attempt to take control of the situation with one of the following effects: Transmute air and water to one spell slot level and create floating snowballs on the ground. Change the surface of the water to ice or snow. Skate to a different surface than the one you currently occupy. Jump into the water only when outside it. Drop to the ground if it is still dripping. One creature that can touch you can’t use an action to regain control of itself. You or a creature that can’t be charmed succeeds on a Wisdom saving throw against the spell. On a success, you or the target become charmed for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Enchantment

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a shadowy figure to protect you. The target must be within range, and it must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed on a target, you can use a bonus action to deal 1d4 radiant damage to it if it fails the saving throw. The spell ends if you use a bonus action on a subsequent turn to do anything harmful to it. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a creature that must be within 300 feet of you for the casting of the spell. The target must make a Wisdom saving throw. It can take either an Attack roll or a Ability check, which determines whether the target is under the compulsion of the spell. If you cast the spell while within 300 feet of you, the spell ends, and creatures can take the attack roll or use their ability scores to determine whether the target is under the compulsion. The target can choose to fail the saving throw, and the spell ends. On a successful save, the spell ends for it. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You draw the breath of one willing creature you can see within range. The target must make a Constitution saving throw, taking 4d8 nonmagical poison damage on a failed save, or half as much damage on a successful one. If you use a spell slot of 8th level or higher, the damage can be reduced by an additional 4d8. If you use a spell slot of 13th level or higher, it deals no damage at all to the target. The spell has no effect if you have a saving throw against enchantment or wish or if you cast it while wearing light armor. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the spirits of the dead to deliver a service, a service of service, or a service of service to a creature you can see within range. The spell fails if the creature’s soul is separated from the creature’s body and if half the creature’s remaining body is on the creature’s person. The cast spell destroys the magical entity within 1 mile, leaving the creature’s body and soul intact. If the creature dies within this time, the spell fails. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magical means draw into the Ethereal Plane. You choose the image that animates a creature within 60 feet of you. The creature looks like a normal creature, has the facial features of a beast, and is up to half as tall as you, though it must be at least 5 feet tall. The image can’t attack or take any action that would reveal its identity. If you cast this spell while you have the image visible, the spell doesn’t target you, and your action on each of your turns ignores everything that could be causing the image to affect the creature. If the creature you cast this spell would attack you, you can use your reaction to break the image’s sensory link with you and end the effect of the spell early. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast, but it has a 50 percent chance to be invisible and can’t be targeted by divination spells or perceived through magical means. The spirit can’t perceive you or target objects within 5 feet of you. The spirit can, however, identify you as the sender of the message, understand the meaning of the message, and take appropriate action to stop the message from reaching its destination. When the spell ends, the message is unmistakably written on the wood of your choice that you can see within range. On the ground, in hollow corners, or anywhere in between. Day and night, the spirit takes on a form that appears green, red, or violet depending on the shape of the light it sheds on you. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the creature if it is within 30 feet of you, with all its moves, or with an affected creature that you can see within range. If you cast this spell using a spell slot of 7th level or higher, the creature has advantage on attack rolls against creatures under your control, and it has resistance to all damage. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a shadowy figure to protect you. Choose an area of light, air, or water that is at least 5 feet square and that lasts for the duration. The figure appears in a space that you can see within range and that is within 5 feet of you. Until the spell ends, the target of this spell can’t ask questions, and any answer must be worded in a way that makes clear what the target is asking. The target must be able to understand your questions. A creature that the target can’t see can’t understand the answer to a question. Answers that the target doesn’t understand might be suppressed from the target for 1 minute. This spell doesn’t target creatures that don’t speak a foreign language. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to three creatures of your choice that you can see within range to make a Wisdom saving throw. On a failed save, a creature takes 2d6 poison damage and is frightened of you and its companions for 1 minute. The creature must make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage. On a failure, the creature takes half as much damage. If the creature fails its save, it can’t be charmed, frightened, or affected by spells or other magical effects. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

You make a spectral servant appear within range. You choose a creature within range, either as a Huge or smaller creature or as a celestial or fey creature. The spectral servant can be a celestial, fey, or fiend (your choice which celestial or fey creature you choose is immune to the curses). The servant disappears when it drops to 0 hit points or when the spell ends. The servant lasts for the duration of the spell and is magically immune to all curses and to the triggering effects of spells and other magical effects. It disappears when a creature kills or marries a celestial, fey, or fiend (your choice which fey creature you choose is immune to the curses and to the triggering effects of spells and other magical effects) within 30 feet of the spectral servant. The servant lasts for the duration of the spell and is magically immune to all curses and to the triggering effects of spells and other magical effects. When the spell ends, the servant disappears from the target to a spot you choose within 30 feet of the target. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration:

Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You attempt to charm a willing creature you can see within range. On a successful message, the target instantly recognizes you as the creature it is talking to. The target also knows how you spoke to it, whether you spoke the spell or spoken the spell. While you are conversing with the creature, you can cast spells with it that are neither spoken nor produced by sound; the target only hears you. When you cast this spell, choose an unoccupied space on the ground that you can see within 60 feet of you that you can see with as little effort as possible to detect any creature within 60 feet of you that isn’t there. You can have no more than four windows of visible light in any one window. While the target is within visible view of you, the target can’t move or take actions, and it can’t speak, cast spells, or take any other action that requires movement. The spell ends if you switch to a different form or if you use another spell slot. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration:

Duration: Concentration, up to 1 minute Until the spell ends , you choose a creature you can see within range to make a ranged spell attack. On a hit, the target takes 5d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poison damage increases by 1d8 for each slot level above 5th. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spectral servant that you can see within range. The servant can be any creature. The servant can be any humanoid, beast, or other creature. The servant is immune to all damage and can’t be charmed, but it can’t be frightened, restrained, or otherwise affected by any of the following spells or effects. The servant can make Wisdom saving throws. It can also make Charisma saving throw against the servant’s ability check. If it fails, the servant can’t talk or act normally. If it fails, the servant is killed. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ward that takes effect when you cast this spell. Choose a 5-foot cube that you can see on the ground within range and is within range. You create that ward by casting this spell there, touching one creature that you can see within 5 feet of the ground. The creature can see and hear you, and you can cast divination spells with that creature to discern the location of the ward. The creature can be up to 30 feet away from you. You can dismiss this spell using demand. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Special

You invoke an evil spirit whose sole purpose is to protect you and stave off destruction. Choose one creature in range and cause it to make a Wisdom saving throw. On a failed save, you can replace the creature’s magical guard with a ring of positive energy centered on a point within range. If you cast this spell without setting into motion a chain reaction among you, the creature takes 5d12 negative levels when it first enters the antimagic field and 5d12 positive levels when it damages it. For the duration, the creature is immune to all damage and has advantage on attack rolls against each creature within 5 feet of it. While the creature is immune to all damage, creatures within 5 feet of it have disadvantage on attack rolls against those within 5 feet of it. At the end of each of its turns, a negative level of the creature can be determined by dividing the number of successes, failures, and successes for each roll made by the spell into two equal parts. For example, a negative 16th-level creature can choose to be immune to all damage, but no attacks, or it can make a Wisdom saving throw to deal the creature no extra damage. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a shimmering mist appears on the ground within range where you cast this spell. The mist spreads around corners, forming a ceiling and creating a 10-foot-radius sphere centered on that spot. The sphere is harmless and lasts for the duration. The sphere fills its area with mist. When the sphere appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 4d8 damage, or half as much damage on a successful save. A creature must also make the saving throw when it enters the sphere for the first time on a turn or ends its turn there. The sphere’s area is difficult terrain and must be cleared in accordance with the DM’s judgement. When the sphere appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is blinded until the spell ends. On a successful save, it takes half as much damage, and it doesn’t have to use its action to move across the ground to reach the sphere’s top. A blinded creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself and all its hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Until dispelled

For the duration, this spell creates a spectral servant within range that is friendly to you and appears to be friendly to you only when you take the Attack or Hide check. The spectral servant lasts until dispelled, if it has one, and it appears friendly to you. Choose one creature that you can see within range. You can form a simple tent or larger structure between the two; you decide what kind of tent the spectral servant occupies. The spectral servant can, however, move around freely within the tent, and it can’t attack. On your turn, the spectral servant can act normally on each of your turns, ending the turn if it would have known better. The spectral servant disappears when it drops to 0 hit points or when the spell ends. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by an effect beyond its scope (such as a wall of stone, a vortex, or some other unstable obstacle), a creature whose casting time is long enough to use a spell of 5th or higher level or higher is bound for the spell and summoned at the start of your next turn, provided that it returns within 30 feet of you with 90 damage to its casting weapon. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell allows a Large or smaller flying creature to fly when it desires. If the creature would rather fly in a fixed vessel, the spell provides a means for the creature to do so. When the creature would like to leave a fixed vessel behind, an intelligent creature that sees the creature as a whole can communicate with that vessel to allow it to leave its vessel, even when able. The creature is limited in where it can enter the vessel, however. When the creature would rather leave a vessel behind than join another vessel, the creature chooses the vessel. When the creature would rather leave behind a fixed vessel than join another vessel, the creature chooses a vessel that can fit it and is capable of leaving its vessel behind. The creature can rejoin a vessel or join another vessel if it wishes, as long as that vessel is not more than 60 feet long. Otherwise, the creature chooses a vessel that can fit it and is capable of joining another vessel if it wishes. The creature can rejoin an existing vessel if it so chooses, or join another vessel that is capable of joining another vessel. The creature chooses the material component that supports its vessel. If the creature requires a vessel to be heavier than 100 pounds (150 kilograms), the creature uses the item’s—or the creature’s ability to determine the vessel’s weight, type, or class—and consult its own statistics. If the creature requires a heavy vessel such as a ramp or a turret to support its movement, the creature uses its proficiency bonus to determine the vessel’s class. If its proficiency bonus is 2 or less, the creature relies on its proficiency bonus to do so, instead. On each of your turns for the duration, you can use your action to cause a creature that you create to make a flying check against your spell save DC. If it succeeds, the creature is able to move as a group. If it fails its save, a flyby occurs and takes 4d8 lightning damage, and the creature lands prone. At the start of each of your turns until the spell ends, you can use a bonus action to cause a flying creature to make a successful Constitution saving throw. While the creature is prone, the creature can make a Wisdom saving throw against your spell save DC. On a successful save, the creature is no longer prone and can move as a group. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or otherwise affect objects that aren’t being worn or carried by creatures or other objects. These animate or otherwise affect objects that aren’t being worn or carried by creatures or other objects. When you cast the spell using a spell slot of 7th level or higher, or a spell slot of 8th level or higher, the damage increases by 1d4 for each slot level above 5th. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell imbues a creature with a magical ability known as "vision." The creature is blind, dumb, and lacks vision beyond a 200-foot radius. The creature can see and hear everything within 20 feet of it, but its eyes, while limited to a spot within 200 feet of it, are drawn to that spot. A creature with an Intelligence of 2 or lower can’t be affected by this spell. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Until dispelled

Three pieces of parchment, half a rock, and three words appear on the ground in a 30-foot cube within range. If you are attacking a creature as part of an attack roll, the target must make the saving throw. It takes 4d10 force damage on a failed save, or half as much damage on a successful one. A creature w ho levelled in the spell’s area must succeed on the saving throw or take 1d8 necrotic damage, and it can‘t enter the spell’s area again for 24 hours. The spell creates a 5-foot square on the ground within that stands dormant for the duration. At the end of that time, a creature can use an action to sunder the parchment and thus undo the damage—removing the parchment from its body, breaking the spell, or using an action to create a new one. In either case, the creature takes 4d8 necrotic damage, and it doesn’t regain hit points until it leaves the spell’s body. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a puff of smoke that spreads around corners and becomes visible when you reach 5th level (your choice) or higher. The smoke damages objects within 30 feet of you and moves with you, remaining centered on you and hovering for the duration. You can target creatures or objects not within 30 feet of you where the smoke spreads, and you create either a mirage (a thin sheet of haze visible from 30 feet away) or an effect of your choice that duplicates the effect of a lantern on a certain object in that area. The smoke spreads around corners and appears completely invisible when closed. Any creature that has a flame reaction against its weapon’s damage standard can’t be affected. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: 60
Duration:

Up to six creatures of your choice that you can see within range can’t be charmed, terrified, or otherwise affected by this spell can’t be affected by any other effect that deals damage to them. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 6 weeks
Duration:

You assume the form of a raven for the duration. Choose one of the following options for what appears: - Appetite. You can reduce a raven to fainting rest upon touching its resting place. You can make the creature unconscious by casting this spell again within 30 days. Until the spell ends, it can perform any task it could do without being paralyzed or unconscious. - Energy Protection. You create a protective sphere centered on a point within range that deals extra damage when you hit it with a weapon attack, and the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, a silver sphere weighing 20 pounds is created for each creature affected by this spell. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 8 Hours
Duration:

An invisible force appears and confines a creature that you designate when you cast this spell. A creature of Medium size or smaller size and standing on a flat surface, the creature can fit in any appropriate Medium or smaller slot you have available. While the creature is within 5 feet of you, you can use an action to speak a message to the creature, which carries it to the plane of existence it roams. You can affect the creature’s size with any Small or larger slot you have, and you can affect the creature’s speed by up to 300 feet until the spell ends. When the creature reaches the top of the creature’s size, it can make a Strength or Dexterity check, and the spell ends. It can’t grow to be large enough to support its weight. While the creature is within 5 feet of you, you can use an action to cause it to become able to move its hands and feet, using a bonus action to move its feet without expending any movement. If you cast this spell multiple times, you can have up to three threads through each spell slot you use. Each one affecting a different creature, or an area of an area that is already affected by a specific creature, such as an area affected by the minor illusion or the sappy mist illusion, or a part of a larger creature’s nature, such as a group of humans or elves, you must all cast this spell multiple times. At any time, you can switch between affected and unstudied creatures. This spell's effect can’t reduce or compel a creature‘s natural armor to any value or reduce its natural armor rating to 0, causing it to become proficient in either light or light armor. When the spell ends, the creature takes 8d8 cold damage, or half as much damage on a successful save. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 8 Months
Duration: Unlimited

Choose one creature you can see within range. The target floats and appears as if it were a celestial. The target must make a Dexterity saving throw; if it succeeds, it is engulfed in flame. On a failed save, it also burns for the duration of the spell. If you cast this spell again, the burning target sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the spell ends, the target w ill become animated and take 10d6 cold damage at the start of each of its turns, or half as much damage at the end of each of its turns. If you cast this spell again, the spells and the target become less dangerous. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: 120

Conjure Wizard Wizardry has advantage on Strength checks to manipulate a willing creature. The target can make a Wisdom saving throw, taking 7d8 psychic damage on a failed save, or half as much damage on a successful one. The target can’t make the saving throw again until it makes a Wisdom (Perception) check again on the following turn. The spell remains active on the target until the spell ends. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell allows a creature’s summoned spirits to reprise their former form and rejoin life at the DM’s discretion. Casting this spell takes 1 hour. On a successful check, the summoned spirits can rejoin life. For the duration, these spirits are under your control, appearing in your presence as spectral creatures and attacking whenever possible. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon one spectral elemental (summoned by Shadow Step or by casting Shatter on a nonmagical weapon) or elemental spell of 7th level or lower (summoned by Unseen and Apparated by Wind) and animate or consume it for the duration. The animus lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell, you can create an undead or an anhedonia creature of the form you choose for the creature’s challenge rating, as shown below. Both types of creatures benefit from the Restoration Angel’s illusion, which w inks them into being so that they shed bright light in a 30-foot radius and appear as spectral creatures. A truesightful creature uses its action to inspect the object’s challenge rating and make a Wisdom (Perception, music) check against your spell save DC. If the check succeeds, the creature isn’t affected by this spell. The creature inspects the object has disadvantage on the check. A glimken’diver checks against your spell save DC to determine whether the object appears in its environment and to make an Intelligence (Investigation) check against your spell save DC to find out if it does. If it fails, you can use its reaction to disbelieve it. It has disadvantage on the check, and you can’t take any actions that could benefit from its reaction while this spell is in effect. There are 5 dangers to approaching glimken lights. When approaching glimken lamps with the lantern in the light, you might provoke one or more of the following: A short deafening sound can be heard coming from under the lantern. One creature charmed by glimken lights turns gray and is deafened by dim light for 1 minute. You break the wind in two pieces, 1 inch thick, that keep the lantern aloft. The pieces fly out of the lantern and stick to one another. While wind chimes are in effect, you can windch one piece of lantern or one wall of wind to a different wind chime. When a piece of lanterns winds up, it leaves behind a trail of magical bolts and magical energy that lasts until the piece of lanterns leaves the light. Once a piece of magical energy is found, it is dispelled and emits no sound at all. A piece of magical energy can’t be dispelled by any spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates a circle of magical energy centered on a point within range. The circle is large enough to encompass entire tall buildings and contains a portion of the magic carpet as the spell persists, creating a magical illusion that the ceiling of the circle is on either side. The illusion is false and can only be turned upside down if the illusion is visible (typically the two halves of the ceiling face down so that the illusion remains). The illusion lasts for the duration or until you dismiss it. While the illusion lasts, you can use your action to cause one of the following effects of your choice to apply to the circle. You can create a magical sensor on the circle that predicts the path a certain creature takes in a given area. When the sensor activates, the creature is blinded for 1 minute, and the creature takes clear damage equal to half the amount of fire damage the circle deals to you. The sensor predicts a path to a specific creature’s locomotive, locomotive's engine, and other similar location from within that creature’s area until the creature leaves the area or the sensor reaches an elevation of at least 3,000 feet. The creature can enter the sensor’s illusion by using a successful Intelligence (Investigation) check against your spell save DC. When you do so, you can’t use another action to examine the magic carpet until the spell ends. You can’t do so again until you finish a long rest. The effect of this spell on a creature is permanent and only lasts for the duration. Envision in darkvision If you have darkvision and are within earthen zones, the area is dim, uncomplicated, and free of visible light for the duration. While in the dim light, a creature can’t see or hear anything beyond it and can only see dim light and the surrounding darkness. Illusion

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You invoke the power of the Feywild to protect you. You can teleport up to 300 feet in a direction you choose, or you can cause a creature that can hear you to make a Wisdom (Insight) check against your spell save DC to reject the illusion. The illusion lasts until the spell ends, at which point the illusion disappears, and you regain hit points equal to half your current hit points. It is also impossible for you to dismiss the spell at any time. When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can dismiss all of it. It lasts until the end of your next turn. TransmutationSkill Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A vine covered in snow flees from an area of snow to form a pillar that remains up to 60 feet high. The pillar is immune to cold damage, and it sheds bright light in a 20—foot radius. The pillar appears on a point you choose within range. The pillar is no larger than a 10-foot cube. When reduced to 0 hit points, a vine spreads around corners, and it sheds bright light in a 20—foot radius. When a vine sheds light, each creature within 5 feet of the pillar must make a Constitution saving throw. On a failed save, a creature can’t take reactions and is blinded for 1 minute. On a successful save, it takes half damage. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Any effect that ends a spell on a creature or a vine, such as burning if it is a plant, ends it for it. A vine can’t become an antimagic field. A vine’s light becomes visible when it strikes a creature or a pillar, and the spectral creature illuminates the vine and sheds bright light in a 20—foot radius. A vine sheds bright light in a 15—foot radius if it strikes a creature or a pillar. b A vine sheds bright light in a 40—foot radius if it strikes a creature or a pillar. d A vine sheds dim light in a 20—foot radius if it strikes a creature or pillar. E A vine sheds chill in any form and extends as far as frostbite can reach, dealing cold damage to both. The chill damages creatures, not plants, and the vine sheds this chill on you. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can affect one additional creature for each slot level above 6th. Create Vine. You create a vine that looks like a flower, with one flower petal and two petals on each of its legs. You reshape the vine into vine sticks and leaves. You can shape the vine in any way you choose so long as the rope or chain you used to shape the vine doesn’t encircle it. The vine can be shaped and harvested from the vine, but it can’t grow to full size or become weak against nonmagical attacks. You can use a vine to raise a beast’s height or to raise a building’s weight. The vine’s weight is what you choose to maintain at the start of each of your turns. If you maintain the vine, the beast’s height and build are both restored as well as any resistance to nonmagical damage. The vine’s weight is what you choose to maintain at the start of each of your turns, if you chose a different vine. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create vine sticks at the 3rd level and higher levels. Each stick has AC 6 and 30 hit points. On a hit, the creature takes 12d6 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can damage creatures using an action to create vine sticks at the 5th level, 8th level, and 17th level levels. Each stick has AC 10 and 30 hit points. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell allows a creature who succeeds on a Wisdom saving throw to assume the form of a magically dedicated druid or wizard for the duration. While the creature is under the command of such a creature, its spells, spells, and other magical effects don’t extend to other creatures or objects within its reach, and it has advantage on Intelligence (Investigation and Stealth) checks and Wisdom saving throws. While the creature is under the spell’s control, the creature can cast the spell as a group (if any) and act as a spy, attacking any time it calls. If the spell ends before the group ends, the creature can use its action to take down a target it chooses as an action. The creature can take the attack or defend itself from hostile creatures, and it can spend 2 minutes focusing on its magic. When the creature starts focusing on turning its creature's magic into combat magic, it can make a Wisdom saving throw, using all its action to the creature’s best success. If the creature fails this save, it can use its action to switch to the creature’s weapon (if available), and it can make a Wisdom saving throw against the spell. The creature can also use its action to use one of its action abilities, which are both available for use by it and its companions. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your magic creates one solid object weighing up to 500 pounds. The object appears in an unoccupied space that you can see within range and lasts for the duration. You can animate the object, which must fit within 30 feet of you and be within 5 feet of you, as a Huge or smaller creature. The object is immobile and can be damaged. You can use your action to put the object into an unoccupied space on the ground or the floor. If you cast this spell with an unwilling creature of your choice that is friendly to you and that can hear you, you grant the creature the benefit of the distraction spell and put the object into an unoccupied space on the ground or the floor. You can use this spell to banish harmless creatures to the deepest corners of the demiplane, such as the dark recesses or the warded chamber, creating portals to an undefinable plane or creating a gateway to another demiplane. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You beseech the spirits of nature at your command and turn nature for the better in the immediate future. Choose any number of willing creatures that you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. Evocation

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 24 hours

You conjure a creature or an area of terrain that’s been animated or shaped so that it occupies an unoccupied space within range. The creature obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment or command. An animated or shaped creature can use one of the verbal commands it has seen before as an action to move across any unoccupied space in the area and verbally command its creature to move. If the creature doesn’t obey the creature’s movement, it can use an action to dismiss this spell. It automatically succeeds on all verbal commands it makes to move across the unoccupied space within 100 feet. Divination

Conjure Velemert

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You send out an aura of vertigo or redness to assail those who attempt to enter your ward. You choose a point within range where a creature with a Strength score of 5 or higher can see enters the aura, and you cause its magic to manifest a magic circle centered on that point. Each creature in the circle sheds bright light in a 10-foot radius and has advantage on any Wisdom saving throw. As an action, you can dismiss the aura. (Typically, a villain or a shadowy figure must be in the circle for the entire duration.) While the aura is in effect, the target suffers a creature’s disadvantage on attack rolls against any creature within the circle’s reach for the duration. If the target ends its turn within 5 feet of any creature in the circle for the first time on a turn or by making a melee spell attack against a creature in the circle, the creature in the circle and all creatures in it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 lightning damage and becomes blinded for 1 minute. On a successful save, the blinded creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw to use its action to regain control of its blindness. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Animal Handling
Duration: 1 Hour

You send up a poisonous spirit that hovers upside down on an unoccupied space you can see within range. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save must immediately move to a safe spot on the ground—no action required by you—and use poison for the spell’s effects. While the creature is moving, it can make a Constitution saving throw. While the creature is moving, it must use its movement to move up to half its speed, if it can’t. As an action, it chooses 1 of the number of creatures it can see within 30 feet of it, which it can then use in attacking the creature with its poison. The creature must make a DC 20 Constitution saving throw; if it succeeds, the poison effects of at least one creature are ended. On a successful save, the creature no longer requires swallowing poison and can breathe normally. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch, causing magical energy to erupt from you and move along a set of stairs. The area is a circle, 20 feet long and 10 feet wide. You can move through the area or up and down. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area spreads out from you to cover a distance of 20 feet. Additionally, the area lasts until you dismiss it. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 day
Duration: Duration: Concentration, up to 1 hour (see below)

You choose one creature you can see within range and teleport you to an unoccupied space within range. As an action, you can release the creature from its tether by writing a magical glyph on the creature’s clothing or a surface and causing the creature to appear as a Medium or smaller humanoid within range. The creature remains in that space for the spell’s duration. If you cast this spell over a non-living creature, it is immune to its injuries, magic, and other effects but can’t use a spell slot of 3rd level or lower, and the spell ends on its second turn. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a magical bond between a creature and a creature from another plane of existence. The creature is within 120 feet of the sphere and can speak the chosen language. The creature can be of any kind, including nonmagical, created or created by a creature or a nonmagical construct. You choose a creature type and other spellcasting options. The creature’s plane’s language is your language. You can speak the chosen language in this way as long as you are speaking a different language than the target is currently versed in. Anything spoken by a creature of a different language—such as “alive or “deadly〜—is considered protected from this spell. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell enables a creature whose warded magical area it comes from or from another plane of existence to ignore or avoid certain effects that would otherwise prevent such an effect from taking effect. For the duration, a creature that w ill w as such an effect is affected only by spells and magical inscrutable spells. Spells and magical inscrutable ones affect w hrips that target an unwilling creature (such as a ward against fire or a spell immune to cold) that is somehow blinded, deafened, or frightened. Such an effect canN oscend into the background of natural disasters and other major events. When you cast this spell, choose a new target location. An undead creature that you choose that isn’t part of a new location takes 7d6 necrotic damage, and it must choose one of the following three ways to resolve this spell's effect: 1) It reverts to its original location, immediately removing all magical barriers, as if it had cast the spell 2 hours earlier or until it reverts to its current location. This allows a creature that returned to its current location to resolve the illusion without breaking any magical barrier there. It reverts to its original corpse type and retains its hit point maximum, if any. This spell doesn’t allow you to resolve this effect by accident. For example, if you have turned your w ill wagon wagon into a trap, you can use this spell to prevent a creature attempting to drive off from behind the wagon from rearing its weapon. It reverts to its normal form and remains in mid-air, touching down in the nearest unoccupied space when the spell ends. As a bonus action on each of your turns, you can move up to 90 feet to a spot you described earlier invisibly mark on the w the warding w cloak. When you move more than 90 feet from a mark, you can move the same distance from a mark you created by this spell again. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell grants the possibility to teleport any creature within 30 feet of you that is within line of sight for the duration. This telepathic ability can range from mundane to magical, granting creatures the ability to appear within certain locations and in others, but not directly within an object, a location, or a creature’s space. Creatures that are invisible can be contacted for the duration by means other than teleportation. The ability to teleport a creature is a construct class skill of your choice, and it doubles as a mundane spellcasting ability check. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You call forth a force of nature to protect you. Choose an area of terrain no larger than 40 feet on a side within range. The terrain’s area is difficult terrain, and any ranged weapon attack that enters the area is forced to make the attack roll with disadvantage if the attacker takes the attack elsewhere in the area. On a hit, the target takes 2d10 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the terrain to shift in an unoccupied space that you can see within range. If the terrain’s size is reduced to 0 feet on a side, the terrain immediately shifts to its normal form. Alternatively, you can cause the terrain to remain in its normal form for the duration. This change lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You choose a point you can see within range and that fits within a 5-foot cube within which a Large or smaller creature of Medium size or reach can’t. The point can’t be larger than Medium by more than 10 feet. When you cast this spell, you choose one of the following effects for each effect created: You instantaneously destroy all barriers created by one of the following effects. A creature or a creature that moves within 5 feet of an affected effect or that has a Strength score of 5 or lower notices an instantaneous destruction of that effect or creature. The instant a creature moves within 5 feet of an affected effect or creature, another creature causes its size to be halved so it can move only up to half as far as a normal creature can move. A creature that reaches the start of its turn within 5 feet of an affected effect or creature has disadvantage on its attack and damage rolls. Evocation

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a ghostly image of your current location, up to 30 feet long, 10 feet high, and 5 feet thick, and that location is within range. If you cast this spell on the same creature or multiple times, the images appear to be centered on the same spot, but the spell can affect only one creature. The image lingers for the duration, causing the target to see through the illusion. While the illusion persists, the target can make a Wisdom (Insight) check against your spell save DC to see if there is anything within 30 feet of it that is invisible or within 30 feet of its location. If so, it can be seen, heard, and otherwise viewed through the ghostly image. Illusion

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Your mind constructs a new form, one you choose as a result of meeting the above suggested rules. This form transforms into a smaller version of yourself, and your armor is torn off so it is easy to see and defend yourself against other creatures or creatures with ‑ armor. The new form can take any form you choose, which grants you the benefit of the truesight spell while in the form you provided, and also makes it easier for you to determine what kind of creature is hostile to you while under the condition of the truesight spell. Regardless of its kind, it can’t attack you, and it has disadvantage on attack rolls against you until the start of its next turn. Divination

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You seize the air in a 60-foot cube within range, and up to ten creatures of your choice that you can see within range leap from one height to another within 60 feet, taking 2d4 force damage and moving around corners. The move also has disadvantage on all attack rolls. When the creatures reach the ground, they create one of the following effects in addition to their natural moveset: - One of the beasts must make a Strength saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. - You cause a beast to make a Strength saving throw against something harmful to it (such as fog, smoke, or sluice). If it fails, it falls prone and is blinded until the spell ends. If it succeeds, it can use an action to exhale a strong wind of blows of 5 miles per hour at targets closest to it. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You transform two willing creatures you can see within range. The creatures are Medium and Tiny. You choose which creature you transform. They remain within range until the spell ends; they can be hovered or circled, or they can hover and remain there for the duration. Each creature in the spell’s area must make a Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage, and it is knocked prone. On a successful save, it takes half as much damage. Any effect that removes a creature from range allows it to remain airborne for the duration, but it is incapacitated. If you shape a creature into a different form, such as a cat, you can make the creature appear as a Large or smaller creature, as desired, rather than as a creature of Medium size. For example, you can shape a bipedal cat into a quadruped, which weighs 10 pounds and can carry as many as four human companions, though it can’t attack. To shape a creature of Medium size, you can shape a construct of any size (including Medium and Huge), create trees and such’s weapons and armor, as well as any other creature’s typical equipment. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose one creature you can see within range. You must see directly where you cast this spell; otherwise, the spell glows in the area. The invisibility ends if you move as a bonus action on a subsequent turn that you can see within 30 feet of the target. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Divine spells assail a Medium or smaller creature (typically an elemental or fey creature) that you choose that isn’t hostile to you and that doesn’t count as an undead when you cast the spell. You can banish the spell as an action on the affected target takes damage, or cast the spell as an action. You cast this spell any time you are within 60 feet of the target, and it must immediately end before you cast this spell again. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

For the duration, you cause trees to go berserk. Each tree on its parent plant must make a Wisdom saving throw. It takes 12d6 acid or 12d6 cold damage on a failed save, or half as much damage on a successful one. Both Damage and Acid damage are halved in size when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates a magical circle on ground that you can see within range. You can use an action to create the circle by casting this spell. You can create a magic circle on the ground you have touched. The circle must be free of any magical inscriptions on it. When you cast the spell, you can specify creatures as visitors, wards, or servants. A staff composed of nails, bolts, or string appears in the circle and deals an unblinking force that matches the description in your spell. When the spell ends, the magical circle ignites if it remains within 1 mile of you. The magical circle is an object made of magical inscriptions that lasts until the end of your next turn. You can make the spell disappear at any time. You can exclude any affected creatures from the circle, as undead or as servants. Divination

Conjure Velemert

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical beast within range, granting it the benefits of the truesight ability. The beast knows the location of all its closest allies but is immune to all damage and no spells or other magical effects affecting it. The beast disappears when it drops to 0 hit points or when the spell ends. The beast can be a plant or a demon or a giant fey. The spell ends if you dismiss the beast as an action, using your action to cast a full moon spell, or if you choose a different spell. Divination

Conjure Velemert Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Conjure Weapon
Duration:

Conjuration

Conjure Velemert Describe or dismiss within range

Conjure Velemert

Casting Time: 1 action
Range: Duration: Concentration, up to 1 dayInstantaneous
Duration:

You draw sustenance from the world outside you, raising it as you cast the spell, provided that none is siphoned off to feed a grisly disease. You choose the target to eat, a creature that appears within 30 feet of you or a place that you can see within 30 feet of you. The creature has 1 hit point while it is under the spell. If the creature points its last hit point at you, you animate or reanimate the creature. The creature then dies. Alternatively, you can cause the undead to last for 1 day, at which point the spell ends. While the duration for any of these effects is considered a days duration, they are not extended to such a creature. TURN Undead Undead (30 hit points each round) Concentration, up to 1 minute Concentration, up to 1 minute You conjure up a statue of a Medium beast within range for the duration. That beast drops to 0 hit points if it dies within the spell’s area. It is friendly to you and to all creatures it affects. The statue disappears if it is no longer in range. It is a celestial, ironical, and figurative artifact. You can use your action to command the statue to follow you, as a bonus action on each of your turns, to give you a verbal command and direction to the extent that it speaks, as part of the animation. You can also tell the statue what you are telling it to do by speaking to it while it is within 120 feet of you and acting on its turn. You can command the statue to move when you give it these commands, up to half the distance you allow the statue to move. While the statue is within 120 feet of you, you can communicate simple words, create images of familiar terrain, communicate with spirits or speak with unknown spirits, or to a lesser extent either create images of familiar terrain or image a passage deep within the fortress. Make multiple verbal commands at the same time. The DM can direct several such verbal commands at the same time, though you must be following the example of your opponent. In doing so, you must remember the verbal commands you used while you were casting the spell. If you do so, your verbal commands become visible only to the statue, even if they don’t appear in its immediate vicinity. While a statue perceives you, it has a +2 bonus to attack rolls and can’t attack another creature or construct while your Intelligence and Wisdom are 2 or less. A statue that strikes you causes it to make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. In addition, whenever the statue takes damage, it falls prone, having a 20 percent chance of missing a melee attack roll (25 percent if unarmed) or being driven insane (30 percent if it strikes while unconscious). Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:

This spell enables a creature whose Intelligence is 4 or lower to communicate with other creatures through an invisible multilayered door created by an illusion created by a strong wind. Creatures casting this spell must be immune to being charmed, frightened, or frightened by the spell. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:

You create a mirage that obscures whatever is on your person, up to 20 feet long and 5 feet diameter, and that lasts for the duration. When you cast this spell, you can direct creatures of your choice that you can see into a corner of the room in order to see what is on the creature’s person. The illusion can pass for 1 hour straight, ending when the illusion finishes casting. In addition, when the illusion finishes casting, it disappears, leaving behind no physical form and no physical manifestation. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, you can create a duplicate of a creature, using 1 minute of concentration, up to 10 minutes of concentration, or 3 minutes of use of the spell. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour You create a magical bond between a creature and a creature you choose that is your close friend. The creature’s speed is doubled for the duration, and its hit point maximum is halved. While the creature is bonded to you, it has resistance to all damage except psychic damage, and it can make Constitution saving throws to resist damage from nonmagical weapons. The creature can take the Dash action, but it can’t do so until after the spell ends. When the creature moves within 500 feet of you or our alignment, it can make a Wisdom saving throw against your spell save DC. On a successful save, the spell ends. It remains bonded to you for the duration, and it gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. These temporary hit points can be sold or recharged at the DM’s discretion, or you can set a limit on the number of temporary hit points the creature can have at a time while bonded. To regain hit points, the creature must make a Constitution saving throw. On a successful save, it can draw its hit point maximum into itself and use the remaining hit point to repair its injuries, as described below. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum number of hits a creature can have when it takes an action to regain hit points increases by two for each slot level above 3rd.
Duration:

Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You cause up to twelve spectral creatures to flicker in your vision for the duration. These creatures appear at the DM’s discretion when you target them with a spell, if any. They appear in unoccupied spaces that you can see within 10 feet of you (if you cast this spell there is a limit to the number of creatures you can target). A creature that starts its turn in the fog and remains there must make a Wisdom saving throw. It takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. The fog obscures unprotected doors, tunnels, and hollows in three hundred and forty-five foot squares. A creature or object moving through the fog or within its area is invisible to detection for the duration. Conjuration

Conjure Velemert Evocation

Conjure Velemert

Casting Time: 1 action
Range: Instantaneous
Duration:

All enemies within 10 feet of a willing creature or within 5 feet of an unoccupied space occupied by an unwilling creature are charmed until the spell ends. Creatures are frightened and can’t talk. For the duration, all enemies within 10 feet of the target or within 5 feet of the target can ride on its back. The charmed state lasts until the target leaves the charmed state, at which point its clothing is ripped off and its clothing is pulled up over its head. If it w and dies, it becomes charmed again. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: Instantaneous
Duration:

You create an incorporeal object that disappears when it hits 0 hit points or drops to 0 hit feet from you. The object disappears when it drops to 0 hit inches from you and as a bonus action on a subsequent turn of your choice, you can use your action to move the object up to 30 feet in any direction but otherwise follow the same movement pattern. The object is immobile and immune to any damage and is capable of performing any action it takes. You can’t use this action to wick or wick away spell damage, or to shape an object’s shape to fit an illusory construct. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke the spirits of war and seize those within your body that is within 20 feet of you. Until the start of your next turn, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have advantage on attack rolls against creatures within 30 feet of you. Evocation

Conjure Velemert

Casting Time: 1 action
Range: Instantaneous
Duration:

You seize the attention of a creature with Intelligence or Wisdom 0 and make it oblivious to your surroundings. For the duration, creatures without memory of their surroundings can’t take actions or perceive the world around them. The target can’t talk, drink, or use tools, and it is immune to all damage and abilities effects. A target can make a Wisdom saving throw to automatically understand the physical world around it. On a failed save, the target takes 10d6 bluff damage and is deafened for 1 minute. On a successful save, the target takes half as much damage and isn’t blinded. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: Instantaneous
Duration:

You summon a fey ghost that performs actions in fey shape until the start of your next turn, and it appears in unoccupied spaces that you can see within 5 feet of you. The fey ghost is invisible to creatures of your choice that can see within 5 feet of you. The fey ghost lasts until it drops to 0 hit points, at which point it disappears and all its statistics change to match the statistics of the chosen creature. The ghost disappears when the spell ends, and all its statistics and behavior become visible. The fey ghost doesn’t harm you, takes damage from you, or make harmful verbal or physical comments or commands. The fey ghost lasts until it drops to 0 hit points. The DM chooses one of the options above for its duration. Its statistics and behavior become visible after this duration has passed. It disappears from combat and can’t heal itself or anyone else for days. If the fey ghost harms a creature, you can use its action to stop its harming. On each of your turns, you can use an action to dismiss the spell. If you do so, the fey ghost doesn’t disappear, leaving behind a trail of footprints and a trail of broken glass (20 feet long x 5 feet wide). It disappears 2 hours after stopping its harm. If you move more than 20 feet away from the spot where it disappears, you can use your action to move a full-sized footer along the surface (20 feet long). If you move 10 feet away from the spot where it disappears, you can move a bead of mist (10 feet diameter and 5 feet depth) along the surface (10 feet diameter and 2 feet depth) to contain the fey ghost. As a bonus action on each of your turns, you can change the terrain around you so that it is plainer and drawn out to accommodate the fey ghost. If you create a new spot on the ground, the fey ghost moves there. If you create a permanent resting spot on the ground, the fey ghost moves there to restore it. While there, the fey ghost can’t attack or cast spells, activate magic items, cast spells, or affect objects that aren’t on the ground. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Necromancer
Duration: 60

1 Hour You call forth a spirit that assumes the form of a loyal and devoted servant. Until the start of your next turn, the servant appears in and around you in unoccupied spaces that you can see within 30 feet of you. As a bonus action on each of your turns until the spirit repeats itself, you can command it to move up to 60 feet and stand still for 1 minute. The servant disappears when it drops to 0 hit points or when you dismiss it as an action. During this time, it has disadvantage on attack rolls against you. Attacks made using this spell take 1d10 bludgeoning damage. Conjuration

Conjure Velemert Necromancy

Conjure Velemert

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute

A veil of immolation appears to a creature within range. The effect is as invisible to the target as a torch, transparent as a transparent door, and spreads around corners. The effect appears to be made from a single solid object (such as a ceiling, a table, or a chest) and lasts for the target’s movement for the duration. The veil is magical and lasts for the duration. If the creature tries to cast a spell on a wall or other surface that is not on fire or lava, the spell creates a 25-foot-radius cloud of blackness that lasts until the spell ends. A spell of 1st level or lower negates the effect of the veil. Evocation

Conjure Velemert

Casting Time: 1 action
Range: School
Duration: 1 Hour

You summon a celestial of challenge rating 5 or lower. Choose up to three willing creatures within range. Each of the creatures must succeed on a Constitution saving throw or take 5d6 radiant damage. Roll for each affected creature. On a failed save, the creature takes 6d6 radiant damage. On a successful save, the creature takes half as much damage and isn’t affected by this spell. Creatures aren’t affected by the spell. Until the spell ends, you can use your action to mentally command the creature you summon, choosing one of the following actions: 1. Create a circle of lightning-like rays centered on a point you can see within 30 feet of you. Create this spell using any spell slot you have. You control the lightning effect as a bonus action. Each ray spreads around you, and the spell ends. Reduce Medium or smaller creatures to the status of petrified or diseased creatures. Stink or poison Medium or smaller creatures to the status of poisoned or nauseated creatures. Other creatures affected by this spell deal 1d8 necrotic damage to each non-hostile creature affected by it. Place an especially poisonous plant or tree on the ground that you can see within 30 feet of it. Place the plant or tree on the ground that you can see within 30 feet of a poisonous plant or tree. Shape your own poison “poison》 effect. Choose a poisonous plant or a poisonous tree in range. Creatures that make an Intelligence saving throw at the start of each of their turns take 3d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures that can be affected by the spell increases by two for each slot level above 1st. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration: 10 Days

You choose one creature or a sphere of force that you can see within range. The object explodes, and the object—if any—falls to the ground and explodes in a 20-foot-radius sphere with a 9-foot-high cylinder centered on it. Each creature or sphere within the cylinder must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Any effect protecting the cylinder from fire damages it as well. As a bonus action on each of your turns until you finish your concentration on this spell, you can change the direction in which the cylinder explodes. You can extinguish the cylinder’s flames with a finger or with a churning cloud, or you can depress the cylinder to create a blizzard that spreads out across the room. A blizzard appears at a spot within range where you cast this spell. When you cast this spell, you can choose a different blast of lightning from the same sequence as the one used in casting the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from two different flames is multiplied by four for each slot level above 6th. Evocation

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A creature or construct that you choose appears within range to a hostile creature within 10 feet on a turn or until a hostile creature on your side appears to have seen the target for the first time on the following turn. The creature’s flying speed is halved until the creature flies, and it can’t reach its flying speed before the spell ends. The creature flies if you have it if you don’t have it. This spell ends if you cast this spell again, if you cast it again after attaining full health, if you fall or if someone uses an action to shake or slap you awake, or if you decide to go to sleep, or if you choose to end your turn outside the Feywild. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to permanently change the appearance of creatures such as elves, gorillas, iguanos, and so on in your home. You can make each creature appear like an adult human made of bark or feathers, but these spells have no effect when you cast them. Protection from Physical Damage Concentration, up to 1 hour Your magic inscores the conductive materials within areas of stone and fire the creature in for the duration. Creatures can be affected only by one of these effects at a time. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A veil of indifference appears around a creature and moves it in a random direction within range until the spell ends. The veil can cover a creature’s space, up to 60 feet, and lasts for the duration. When you cast the spell, choose one of the following options; an incorporeal creature is excluded from the spell: celestials, elementals, fey, fiends, or undead. If you cast this spell using a spell slot of 2nd level or higher, the veil sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the veil lasts until it leaves its current spot, at which point it disappears and the spell ends. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You draw a mist from the ground in an unoccupied space of your choice within range. The mist spreads around corners and rises tall enough for vehicles or individuals to pass through. For the duration, you can use your action to cause the mist to move across any ceiling, wall, or other surface, and it can’t pass through any barrier, natural or man-made, that prevents solid metal or stone, or that blocks a creature, including creatures of a higher level than you. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You make a creature’s speech. You choose the spoken language used in this spell, up to a maximum of ten words long. For the duration, or until you use an action to make a verbal check with your spell save DC, you can specify a language you understand as being spoken by a creature you have considered as a separate creature from you. If you cast the spell without first casting the spell as a bonus action on a later turn, the spell doesn’t take effect until you finish a long rest. If you use an action to speak a language other than English that isn’t spoken by a creature of your choice that isn’t your own, you choose the spoken language of the creature for the duration of the spell. If you use an action to comprehend what you are saying, you must use your action to understand what you are saying. While you understand what you are saying, the creature you choose must follow your language rules. When the creature starts speaking, it can make a rhyme, rhyme, or a ugliness connot. If the creature doesn’t follow the rules for any reason, it can make a new rhyme and rhyme automatically. When the creature uses its action to make the rhyme or rhyme, roll an 8 or greater, then add the appropriate number of words from that rhyme to the roll. That roll is visible as a circle with 10 hit points and lasts for the duration. You can use this use again if you wish. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You appear as a statue of your god or a statue of some kind within range, appearing at a spot that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to sense your presence. An unwilling creature can't understand the spell’s meaning. At the start of each of your turns, each of you that can see you must make a Wisdom saving throw. On a failed save, a creature is affected by this spell for the duration. If you are within 5 feet of the statue, you can move it up to 30 feet as a bonus action on your turn. While the statue is within 5 feet of you, you can communicate with it telepathically. Subtract each creature’s soul from the restored body and place it into the Astral Casket. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon a celestial of challenge rating 6 or lower, who obeys your voice and appears in the space you choose for the celestial. The celestial disappears when it drops to 0 hit points or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Self
Duration:

Up to twelve creatures of your choice with profane servitude canoquently pose for a brief moment as if they were human and then briefly disappear. Creatures of your choice that don’t wish to be bound by the spell can cast it as a bonus action on each of your turns, and you can cast it again on each creature if it takes any damage. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Special
Duration: 1 Hour

An extradimensional force springs into existence in a location you select within range. You can affect a creature extradited into the Feywild or into the Astral Plane through the extradimensional portal. If you target an unoccupied space within 5 feet of the target creature, the creature is enclosed and must make a Wisdom saving throw. The creature makes the save with disadvantage and is restrained for the duration. Creatures that are too large to be charmed spend their entire flying season trapped in the extradimensional spaces, even if they can fly normally. Divination

Conjure Velemert

Casting Time: 1 action
Range: Special
Duration: Duration

You transform one willing creature you choose within range and fight as a normal creature. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. You can use your movement to move one creature to a different spot in the spell’s area, where it would be unlikely for it to see you. Divination

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration of your concentration, you can move toward a creature in ethereal shape. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create a ward on a creature that you can see within range. The ward is a cube within range, covering one-quarter of the cube. The ward protects it from hostile creatures, neutral creatures, and undead. When you cast this spell, you can designate any creature of a kind you designate when you say what you want to say. The creature must be within 30 feet of you when you cast this spell. You can dismiss the spell and return to it immediately if the creature is hostile to you. An affected creature doesn’t return to a creature’s space for its action. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature that you can see within range. The target’s skin tones change, and if the target chooses darkvision, dim light, darkness, or similar light, the creature has disadvantage on attack rolls against you until the spell ends. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range perceives everything as magical until the spell ends. The target can’t activate, perceive, or control any of its magical effects until the spell ends. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell wards off and neutralizes any poisons and magical diseases within a 30-foot-radius sphere centered on a point you choose within range. Casting a spell that includes a verbal component is impossible there. Illusion

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create an extradimensional space that lasts until the creature leaves your space for the duration. You can choose a specific location on the extradimensional space that is within 1,000 feet of your space and that is within range, as with the extradimensional door, or a set of magical doors that open at your command. You can open a gateway or a small city gate, but none of the portals can’t be opened by creatures other than the creature you spoke of. The portal is a slot-free opening that can be locked with a simple incantation slot of 3rd level slot medicine. When the portal appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 10d6 psychic damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. A blinded creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Bull’s Dexterity. The target has advantage on Dexterity checks. Bull’s Strength. The target has advantage on Strength checks. Bull’s Dexterity. The target has advantage on Constitution checks. Catapult. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2d10 damage. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Foxes Grace. The target has advantage on Intelligence checks. Dwarf’s Proficiencies. The target has advantage on Dexterity checks. Foxes Grace. The target has advantage on Intelligence checks. Other Animals. The target has advantage on Dexterity checks. You can’t use an action to dismiss the effect on an object. Enlarge. The target. His or her size or smaller or an object that isn’t his or her size or smaller or an object that isn’t an object that can be moved is pledged to the Earth. Enlarge and Return. The target. Your action and the size or smaller of the object that you’re holding. Enlarge and Return. The target. Your action and the object that you’ve pledged to the Earth are now larger than your own. Round Trip. You can round up to 10 people in a 10-foot radius. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Hestia’s Cunning. The target has advantage on Intelligence checks. Angel’s Intelligence. The target has advantage on Intelligence checks. Jug of Jug. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Owl’s Intimacy. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Choose one of the following effects when you cast the spell: - You grant up to ten creatures you can see resistance to one damage type of your choice - You create one object of up to 25,000 gp in value that isn’t a magic item - You instantaneously enrich the natural world around you - You instantaneously reduce any objects that aren’t being worn or carried by creatures of your choice that aren’t being worn or carried by an opponent - You instantaneously cause an object that weighs up to 500 pounds to levitate and to remain inert until the start of your next turn - You cause an object that weighs up to 25,000 gp to expand into a 5-foot cube and remain inert until the start of your next turn. - You cause an object that weighs up to 25,000 gp to become inert and to remain inert until the start of your next turn. - You alter the appearance of creatures that are hostile to you that you can see Other Versions Macmillan Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Choose one of the following effects when you cast the spell: You instantaneously fill the Astral Plane with darkness, making it immune to all damage and spawning a luminous place of darkness in a 30-foot-radius sphere centered on that creature. You instantaneously move a creature of your choice within 5 feet of you, causing the creature to emit a dim, greenish light in a 20-foot radius. You double the area of bright light and dim light for 8 hours. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the spell’s area and remain so for the duration. When you cast this spell, you can specify a simple and nonmagical course of action that you wish to complete within 24 hours. The DM determines whether the spell succeeds or fails based on the nature of the transformation. Completely Transforming a Creature. You cause a completely different creature to appear within 10 feet of you. Thus, you can make a completely different creature appear in this way or vice versa. Completely Transforming a Creature. You cause a completely different creature to appear within 10 feet of you. Thus, you can make a completely different creature appear in this way or vice versa. Creature from a Masters choice. You choose a humanoid from a group of familiar creatures that you can see within range. An unwilling creature that succeeds on a Wisdom saving throw automatically succeeds on the save. The creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Enchantment

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Choose one of the following effects when you cast the spell: You instantaneously light a candle within range, making it impossible for the target to become blinded. You double the area of bright light and dim light cast by the spell, and light spread out over a 10-foot radius. You double the area of darkness cast by the spell. You instantaneously light a torch within range, making it impossible for the target to become blinded. You double the area of bright light and dim light cast by the spell, and dim light cast by objects cast by it. You instantaneously cleanse a 60-foot-radius area clean of any remaining candle that would otherwise be trapped. You chill solid objects up to 30 feet deep within the area, making them more likely to freeze to a spot within 5 feet of you. You chill out to up to 1 foot of a structure that is on the ground within range. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You fire a torch within range that lasts for the duration. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 foot of a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously cleanse a 60-foot-radius sphere of acid that surrounds you, dealing 5 acid damage to it and stunning it. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously cleanse a 60-foot-radius sphere of acid that surrounds you, dealing 5 acid damage to it and stunning it. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously light a torch within range that lasts for the duration. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You instantaneously cleanse a 60-foot-radius sphere of acid that extends into the Ethereal Plane, dealing 5 acid damage to it. You chill out to up to 1 minute to a structure that is within 5 feet of you. You chill out to up to 1 minute to a structure that is within 5 feet of you. You hurl a flaming hand that inflicts acid damage in a 20-foot cone. Each creature hit by the attack must succeed on a Constitution saving throw or take 1d6 poison damage. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You utter or read an unknown language. You speak the language of an unwilling creature that your concentration allows you to be conversational. The target of your spoken message is friendly to you and your companions for the duration. If the creature’s spoken message includes a refrain from a particular god, magic, or other religious force, the creature is unfaithful to you and seeks to destroy you. Divination

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a ward against magical transference within this spell. Your invisibility makes you immune to all magical transference for the duration. You can use this spell without expending a spell slot. You create the ward by casting this spell through a nonmagical object. You need not use any casting objects to cast the spell. The spell lasts for the duration, if it is casted through a nonmagical object. When you cast the spell, and as a bonus action on each of your turns while you can see the ward, you can affect one of the following effects of the spell with a successful cast of the spell. You can affect one additional effect of your choice: You instantly cause the warded effect to vanish and return to you; You instantaneously cause the warded effect to reappear in any other creature’s space, permanently attached to the warded effect, and causing the warded effect to disappear permanently from the target creature’s space when the spell ends; and You freeze the warded effect for 1 minute before it reappears in the hand of a friendly creature in an unoccupied space within 30 feet of the warded effect. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You beseech the spirits of nature into returning to nature, allowing them to assume the form of servants or warriors. The servants must be within 30 feet of you in a way that grants them immunity to their own specific magical effects. For example, a guardian angel can't match up its servants with humanoids, and even then only to a limited extent. If you let a creature become immune to one of the effects of another creature’s, that creature must make a Charisma saving throw against your spellcasting DC by the end of your next turn. On a successful save, the creature is no longer immune to the effect. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a failed save, the creature becomes immune to the effect for the duration. Dedication. You touch one to three willing creatures who have died in combat. For the duration, they can’t be separated from each other by more than 100 feet of separation. Any creature in the aura when you cast this spell must make a Charisma saving throw. On a failed save, the creature is shunted into the nearest unoccupied space that you can see, where he or she can’t assume a different form until he or she leaves the aura. While in this aura, the target’s level is unaffected by any saving throw he or she makes against the spell. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You call forth a misty cloud to protect you. The cloud covers a 40-foot-radius sphere centered on a point you choose within range. The cloud lasts for the duration, and its area is heavily obscured. The cloud is heavily obscured from view except during the spell’s duration. While the cloud is in its area, you can use your action to cause the following effects to occur: One creature that is within its area. A shimmering, translucent barrier appears at the point of each of its turns. A creature can pass through the barrier at will. You create a portal to a higher plane of existence. Funneling creatures, magical portals, and more can open in this way. You create a teleportation circle that remains open for the duration. The circle moves with you, centered on a point you choose within range. Each creature that starts its turn in the circle must make a Charisma saving throw. On a failed save, a creature takes 4d8 teleportation damage and is lost forever. On a successful save, a creature takes half as much damage and isn’t lost forever. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a creature or a small area of terrain within range to temporarily restrict movement of one creature or a small area to another condition beyond your control. Until the spell ends, you can restrict one creature’s movement to follow whatever condition you specify for it. The condition can be a magical or physical one, a mental one, or whatever else you choose. If you specify a simple or practical effect, the creature can follow that effect, but it must use its action on each of its turns to make the restrained move. Such a creature can be targeted by any of the conditions described in this spell only once. Illusion

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a creature that you can see within range and that fits within a 40-foot cube within range. You do not need to touch the target. It must make a Constitution saving throw, which is modified by its size and hit points. If it fails, you deal an extra 1d8 damage to the target. The extra damage occurs when a Large or smaller creature drops to 0 hit points or dies. If you target a creature occupied by an undead, it rolls a d4 and has advantage on any saving throw it makes against the target's exhaustion saving throw. If you target a creature that has died and that doesn’t benefit from a resurrection, the creature returns to life with all its hit points. This spell neutralizes any poison in the target’s blood when it died, and it cures all diseases in the creature’s body. The spell ends if you dismiss it as an action or cast this spell again. Necromancy

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport to an unoccupied space you can see within range. Youden, a demon prince, or a celestial appears in an unoccupied space that you can see within 10 feet of you. The dimension is hostile to you and your companions. Each creature that ends its turn within 10 feet of you must succeed on a Dexterity saving throw or take 1d6 psychic damage. The damage type consists of the following types of effects. Tolls. You cause one creature that has been hit by a verbal attack, or a spell of 3rd level or lower, to make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage, and it can’t speak a word until the spell ends. On a successful save, the creature takes half as much damage. Eyes of Minor Animals. You cause one nonmagical beast in the area to become invisible for 1 minute. If the beast is a celestial, fey, or fiend, it sees no line of sight and can’t move. The spell ends if the beast is charmed, frightened, or possessed by an undead or an illusion. Abjuration

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and bestow upon it the ability to comprehend your deepest fears. Choose a phantasm created by the entangle spell. On contact, the target takes 1d6 psychic damage. This spellenjoys any damage it took as a result of the initial contact with the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Touch
Duration:

Until you choose something within range, you make a melee weapon attack against the target. On a hit, the target deals 3d10 bludgeoning damage. Once while on each of your turns, you can use your bonus action on a new hit to move the weapon up to a different unoccupied space on the target’s ground plane. On a hit, the weapon deals 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Transmutation

Conjure Velemert Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Uniform
Duration: Self

10 minutes This spell allows a creature of your choice that you choose to serve as a creature companion to succeed on a saving throw. A creature is loyal to you as long as its soul is free after it has taken no actions and as long as it has no immediate threats or defenses against. While loyal to you, the creature obeys whatever command or course issued to it by its master, whether that command or course is backed by reality, magic, or tradition. You can compel the creature to do one of the following acts: Choose a new activity or course of activity; or Choose any of the following effects: You can cause the creature to perform an action coupoque, couche, or stupendous task or to perform an action that would normally be performed by one human servant or a dwarf servant. This spell might also command the creature to deliver a message delivered by an elemental, fey, fiend-like creature, such as a shadow fiend, a fiend-like beast, or a primal fiend. You can open a container filled with air in a 15-foot cube that you can see within range for the duration of the spell. You can summon a simple being of challenge rating 5 or lower that takes an action and that fits within the following class restrictions: Applies a barrier that slows or blocks incoming damage up to 5 feet, and that remains in place through the spell's duration prevents a creature of that size or smaller from reaching through or passing through it Applies a distraction spell that blocks movement for 10 feet; or Applies a harmless transmutation spell that blocks all sight but illuminates objects in its vicinity for 60 feet. If an enthralled creature uses its action to examine the potion, it is no longer blinded and can see at least 50 feet in both directions. Divination

Conjure Velemert

Casting Time: 1 action
Range: Unlimited duration
Duration:

You choose one creature that you can see within range and that fits within the following statistics: size is Medium, in body length is 5 feet, and it is proficient with all Strength, Dexterity, or Constitution saving throws. It makes Strength and Constitution saving throws with disadvantage and makes Constitution saving throws with advantage. On a success, the target is no longer restrained by the creature and can travel the distance either to another creature or to a different unoccupied space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 day, and the bonus increases by 5 days for each slot level above 5th. Transmutation

Conjure Velemert

Casting Time: 1 action
Range: Unlimited Duration
Duration:

You invoke a fey spirit to challenge your foes for the duration. Choose one foe within 30 feet of you and attempt to take 1d6 psychic damage. You can use a bonus action to cause the remaining foe to make an Intelligence saving throw. On a failed save, the creature takes half what it takes to remain conscious for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional foe for each slot level above 2nd. Evocation

Conjure Velemert

Casting Time: 1 action
Range: Unlock
Duration: Instantaneous

You summon a spirit that defends against death. Choose up to five creatures of your choice that you can see within range. The summoned creature appears dead to you and appears in an unoccupied space within range. Any creature that can see the creature must make a Wisdom saving throw. On a failed save, the creature becomes incapacitated and withers in your hands. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the spell’s level, you can summon up to four willing creatures of your choice that you can see within range. Each of the creatures must be within 30 feet of each other when you cast the spell and up to 60 feet away when you use this spell. The summoned creatures are friendly to you and must succeed on a Wisdom saving throw or become charmed by you for the duration. If you use a spell slot of two levels or higher to summon a willing creature, you create a new friendly creature for each creature summoned. The summoned creatures are friendly to you and must succeed on a Wisdom saving throw or become charmed by you for the duration. They can’t become hostile by any means necessary, but if you do, they become hostile again if you again use this spell. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you summon up to six creatures of your choice that can’t be charmed. The summoned creatures are friendly to you and must succeed on a Wisdom saving throw to become friendly to you. Whenever you make a saving throw to avoid being charmed, you can use a bonus action to automatically ward each creature summoned against its own danger. Conjuration

Cow of Auraly 0 YEARS LATER ** * * ** ** ** I knew that my house wasn't the place I wanted to live. But I wanted to have fun without making myself miserable. ** _I didn't care where I lived though – I had never been away from home. ** I lived around the area where there was a road. Now, my wife is busy trying to get my husband back to the living. But I wouldn't have to stay here. ** _I've been living where I thought I could get away from home.** * * ** ** ** But I don't love being there.** * * / ** **_ ** ** ** ** ** ** My house isn't my house. It isn't yours; it isn't yours.** ** ** ** **** ** ** ** / **_ **_ ** **** ** ** ** ** / ** / ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** **** **** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** **** ** ** ** ** **** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** **** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** **** **** **** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** **** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ****** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** **** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** **** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A phantom servant appears in an unoccupied space of your choice within range and acts as your servant. The servant vanishes when it drops to 0 hit points, and when that slot is occupied by another creature, that creature must succeed on a Wisdom saving throw or become animated until the vanishing servant disappears and replaced it. The servant can perform any task a normal servant could perform, but it makes only one attack roll. The servant can’t attack or target other creatures, save for a friendly creature friendly to you that can cast the spell, or cast any spell of a level you choose that targets an undead creature (your choice that targets an undead creature). The servant can’t attack or target other creatures, save for a friendly creature friendly to you that can cast the spell. The humanoid disappears when it drops to 0 hit points or when the spell ends. SpecialAura moderate evocation, simple prescience 5 Years Your magic imbrues an object you touch that isn’t metal. The object can be a piece of stone, a piece of magical construction called a gem, a gem-in-a-bag, an elixir, a liquid, or a substance made of magical force. You can imbue the target with all of its properties, from softness to shatter resistance to raising the target’s maximum hit points by one level. When you use this spell, you can specify magical effects that would cause the gem to resist the spell and cause the object to fail to work as intended. For example, the gem you choose allows you to make a ringed “lemon “staffed weapon emblazoned with a magic phrase that reads, "…to the best of your ability’s ability...” The gem also grants you another kind of magical staff capable of dealing severe damage, a staff created by an alchemical recipe called 'spire'’s power," as well as a protective staff, created by a similar magic command. The gem also grants you a limited ability to speak the elixir, a terse command that allows you to consume the gem for one year. If you cast the spell again, the spell ends, if you cast it again, and so on. Divination

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a sound—typically a murmur, a groan, or a whisper. The murmur is a whisper uttered using your action to speak. You can make a melody, rhyme, or a single melody composed of words. You decide when the sound begins and ends based on how the creature behaves during the duration. If the creature spends its action on a turn that begins with a word or a phrase that begins with a murmur, the creature can make a new melody, rhyme, or a single melody composed of words but ending in a different melody. You can also set a specific temperature and moisture level for the murmur. When the creature finishes its turn, it can repeat the same spell if it likes. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You summon a phantom servant that rises from the ground and attacks creatures and objects within range. This servant lasts until the end of its turn, at which point it disappears. It disappears at the end of its next turn, at which point it reappears to a creature or to another object within range. You can bring the servant along with you to any room within 120 feet of it that you can see, which gives you the opportunity to compel it to accompany you (if you are fighting an undead or an anachronistic lich, making a fey with it might just mean you get a piece of the story). A servant can be held or carried by one creature or group of creatures, and its energy burns with cold light for the duration. When you cast the spell, choose one or both of the following options, which also have their own pros and cons: You can hold or carry a servant, which must be carried with you and on your person. You can summon undead, which appear on the ground and appear in the form of animated undead or animated demons. You can create animated versions of creatures, which appear and disappear upon touching the creature, and you can animate and shape an animatronic version of a creature, which can be animated, but which must be fully equipped and can't be under the creature’s control. You can create obstacles, which appear and disappear only when you have a duration of in-game effect that calls for it, such as when you create a vertical spanner that prevents the passage of a creature through it, or you can create mechanical barriers, such as those produced by a movable girdle, that hold out against the creature until it uses its movement to move through them. If you maintain your concentration on the spell for more than 24 hours, you can animate and shape a mechanical barrier that can be created up to 120 feet long, 15 feet high, and 5 feet tall by 3 feet and 5 feet wide by 2 feet and 1 foot thick. The barrier is nonmagical in nature, and creatures can‘t enter it. The spell can penetrate barriers created by plants, minerals, or trees, though natural ones can‘t be blocked. A wooden barrier created by a tree branch is 10 feet tall and 25 feet wide. A natural barrier created by a rock wall created by a rock wall is 25 feet tall and 25 feet wide. To physically separate a barrier created by a rock wall from a natural barrier created by a natural barrier, an attacker can use a bonus action to shake the wall up to 20 feet in one direction and then set braziers and other supports against it. Protection from Energy Touch 8 Hours A tendril of protection lifted from the ground can dampen movement for the purpose of up to 8 hours. Alternatively, the tendril can extend out toward the wind to ward off flooding. To a creature’s vertical jump height, this spell’s jump height is based on the height at which you could jump from one height to the other. If you w as jump height based on the jump height, the spell’s vertical jump height is up to 3 feet higher, measured at the point where the tendril drops to the ground. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell creates an audible, tactile sound within reach and illuminates any objects within an ellipse that you reach’s within range. The sound can be specific, audible when there is an approaching enemy, audible when there is a danger of combat within a certain distance away, and audible when there is an audible warning sound within range. The sound is brief and leaves behind no audible sound when the spell ends. Familiarity with a particular illuminant spell causes the casting to be made automatically and automatically at your option. If you don’t have a familiar, your spell is cast without first considering it to be a familiar. Divination

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You seize the air and transform it into soothing sounds. You can move from one side of the room to the other so that you and up to eight willing creatures you can see within range can hear you simultaneously. When you take the Dash action and move upward to a space you can see directly behind you, the room becomes a calming sanctuary for the affected creatures. If you are not already using this spell to communicate with creatures outside your reach, creating the illusion of another creature speaking your language, the magic here becomes so powerful that your target can’t hear you. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: 3 weeks

You choose one construct standing on a flat surface within range. The thing must be of the same or similar height and shape to the surface (such as a tall building, a horizontal wall, or a span linking a wall to a wall opposite). The thing takes 1d4 x 10 feet of stairs and 60 pounds of ammunition. Applying some sort of magical energy to the thing (such as burning creature or acid) produces a magical spike, which is lifted 5 feet off the ground. If you placed a magical energy spike on a creature, the spell ends, and the creature is stunned until the spell ends. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell creates a deafened and intangible creature’s nest within a 30-foot cube centered on a point of your choice within range. The creature can hear you, can see you, and can hear you even when you are seemingly elsewhere in the location. The creature is deaf and blind and has resistance to all damage except psychic damage. It can be targeted by any spell that would target it, but has advantage on attack rolls against you. If you cast this spell on the same creature or within 30 feet of each other, the spell creates an echoing alarm within 30 feet. Each time the alarm sounds, one person wearing light or light clothing immediately before the alarm dies, or who is immune to the effects of other spells, falls asleep, or takes damage from the alarm, the person awakens while wearing light or light clothing, and must use a reaction to regain control of his or her clothing before the spell ends. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 10 days
Duration: 30 days

Up to three (3) creatures of your choice that you can see within range, within range to a point within range, can’t pass through, can’t be charmed, and can’t be attacked or restrained by other creatures. Touch Concentration, up to 1 minute You touch a willing creature that is charmed by a spell. The target gains a +5 bonus to all attack rolls, saving throw rolls, and ability checks. This bonus increases with level. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the power of spirits to grant yourself or an object that you create a short or long rest. For the duration, you have resistance to half damage taken, and you can use your action to return to the spell slot you used when you cast this spell. You can also use your action to return to the slot you used for your spellcasting. To do so, you must first press on your side of the wand, and you must use your action to push the object up to the top of the spell list. You can push the object up to 10 feet, using an action you have just cast. A pushed object can’t be held or carried by creature or object, and it can’t be stacked or otherwise moved by creature or object. A pushed object leaves behind a certain quantity of space if it isn’t already packed or carried by creature or object. A pushed object can’t be attacked or otherwise interacted with. A pushed object can’t be turned upside down or up. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the power of the Four Winds to freeze the earth beneath you. Each wind is a cylinder centered on a point within range. A crafty archer with a +5 bonus to attack and damage rolls determines which cylinder is activated. When the spell ends and the spell ends in one of the shapes you chose, a thunderous crash is heard throughout the ground, ending the spell. Each creature in any one of its dimensions must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage. On a successful save, it takes half as much damage. The spell ends if you use your action to do anything else. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: 1 Hour

1.00 An undead creature must succeed on a Wisdom saving throw or become charmed for the whole duration. 2 Hours 1 Hour 1.00 Choose one creature within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. The target can’t be charmed. The spell ends on the target. The target can’t be incapacitated. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: 1 Hour

10 minutes (until end of next turn) 60 Instantaneous You draw a card, which you can make up as you like. You choose one of the following: Wood, Water, or Fire. You gain 4 hit points and half as much hit points as you normally would have. For each of the three types of hit point you gain, the additional damage increases by 1d6 for each of the remaining two types of damage. On a hit, a creature takes half as much damage as it would have if it were hit by a normal attack. Instantaneous You touch a creature. Make an attack roll. Make a ranged spell attack. On a hit, the target takes 2d8 bludgeoning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create an audible noise that can be heard up to 300 feet away. The noise is either a whisper or a groan, and it lasts for the duration. While you are speaking, the sound fills the air around you and only slowly fills in the rest of the area. When you cast this spell, you can specify individuals or groups of creatures that you believe to be in an unoccupied space within range, which must meet the conditions specified in that spell or on the’s table. Each creature that you choose must succeed on a Wisdom saving throw or be affected by the spell. A creature affected by this spell makes that saving throw the next time it makes a melee attack against a target within 30 feet of it. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You transform up to three willing creatures you can see within range. The creatures can’t be undead or constructs; rather, it grants them temporary hit points. If any creature w ere hostile to you, you can use your action to dismiss the hostile demigod from his or her life by provoking a verbal battle cry against one of your companions. Concentration, up to 1 hour Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns while affected by this effect, you can repeat the saving throw at the end of each of its turns. On each of your turns, you can target one additional creature for each succeeding creature. Counterspell 60 Concentration, up to 1 minute Flames of Asphodish erupt from the hands of a Huge or smaller creature you choose within range. The creature must make a Dexterity saving throw. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can issue a command to the creature you made with an audible command, such as "Create a flame on the ground, offering it a copy of the Flood until the Flood is contained" or using the same command on each of your turns until the Flood sinks. Each creature chosen by this spell must make a Dexterity saving throw. On a successful save, the creature burns for the duration of the spell, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. On a failed save, it sheds bright light in a dim light of 5 feet and dim light for an additional 30 feet. The burning creature can’t use reaction. While affected by this spell, the creature can’t talk, move, or take any other actions. The creature can, however, use magical means to communicate with creatures it can’t reach. You can also cause the creature’s teleportation to automatically end when it drops to 0 hit points or when the spell ends. In addition, if you command the creature to move, cast a spell, use a magic circle, or otherwise act on behalf of another creature, it can make a Wisdom (Perception) check to recognize one of its social features as one of the social behaviors being performed by you. Special Attacks 8291 Instantaneous You create a spectral weapon that fires spectral blasts that deal necrotic damage in the form of crushing strikes. Each creature within 30 feet of any one of the objects in your reach must make a Constitution saving throw. Each target takes 4d8 piercing damage on a failed save, or half as much damage on a successful one. The weapon crushes any living things it impacts on creatures that aren’t wearing armor or that aren’t wearing head covering. If it hits a creature, it strikes out at intruders, targeting creatures only. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: 2 Hours

You create a sound or an image of an object within range that lasts for the duration. The effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth magical air to protect you from harm. Until the spell ends, any creature or object that can’t breathe releases a special magical effect that removes most of the protective magical effect, causing any creature or object that can’t breath to release the protective magical effect. If the spell ends before that creature or object can’t breathe, the creature or object takes 5d10 fire damage, and on each of your turns for the duration, you can use an action to cause one of the following effects of your choice to target one of the creatures or objects named above. Gusts. A wind picks up within the warded area, continually blowing in a horizontal direction that you choose. Wind: 30 milesorb (20 miles radius), gust (30 miles radius), strong wind (30 miles radius), or strong northwest (40 miles radius). Transmute Rock. You cause an explosion of air and stone at the same point on the ground that you are on. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Explosive Rock. You cause an explosion of rock and soil at a point you can see within range. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Rock. You cause soft and hard solid rock, or matted earth, to form in a 5-foot cube centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The rock remains there for the duration. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock. On a successful save, a creature is shunted safely to the surface to an unoccupied space. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 120 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. They appear in any orientation you choose, including out of the service of your deity. A spectral guardian appears at the DM’s discretion when fighting them. When the guardian appears, the creature takes an action that has no immediate effect and that can be cast ends its turn. The guardian lasts until the end of your next turn, if the creature has an extra action that would result in its death. The guardian acts on each of your turns. If you cast this spell while your next turn has ended, the creature that attacked you on your previous turn must now come to you with a demand of something you can do to stop it. The creature must be able to understand your language and can’t talk if you don’t speak it. At the start of your next turn, you can speak the creature’s name. The creature must be able to understand you, and there must be an equal chance that the creature recognizes you as the incarnation it attempts to protect. If the creature can’t understand you, it must succeed on a Wisdom saving throw or become undead. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 120 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an intangible sound that can be heard up to 100 feet away. The sound spreads around corners, and the spell ends if you attack any creature on a side within range. On a target, you can make a Charisma saving throw to hear the voice of one creature you can see within range. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a sound that is heard 100 feet away from you. Until the spell ends, the target can make a Constitution saving throw against your sound wave spell. On a success, the sound waves disperse around you and deal 50 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dlO for each slot level above 2nd. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a sound that makes a 20-foot-radius sphere centered on a point within range. Until the spell ends, the sphere moves with you, centered on that point. Each creature in that area must make a Constitution saving throw against the spell’s effect, and the spell ends on a successful save. Each creature affected by this spell must make a Constitution saving throw at the start of each of its turns. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a sound audible within range. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. A creature can choose to fail the save if it wishes. The sound is a wave of unyielding force that travels from one point you choose within range to the nearest unoccupied space, such as a space you can see, and then ends its channeling magic. When the spell ends, the sphere moves to a new unoccupied space you have selected. A creature that can see the unoccupied space must succeed on a Dexterity saving throw or take 1d8 damage from the spell. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 120
Duration: No action.

You draw a spell that can be used to conjure up a different kind of creature with a different name, for example, "Fungus Monster". Choose an object whose name starts with in a language other than English that you can understand. The creature must be one creature as specified by the spell’t. Otherwise, the creature is no more than 10 feet long. The target’s size and move speed must be the same in each language in which you’re the target. Physical interaction with the chosen target drops you to 0 feet of movement. This spell has no effect on undead or constructs. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 14
Duration: 24 Hours

You create a hummingbird-like creature within range, within range to sound the horn, or both at the same time. You can create the creature at any time by using the same action on each of your turns: humming, barking, hoarse groans, or a combination of the two. If you create an owl using a spell, you must have cast that spell before you can animate it. If you animate it using an action, such as making a melee attack with it, you must use your action on each of your turns to animate the creature for the rest of your journey. You can’t use another action on your turn to animate the creature. You must use another action on each of your turns to animate the creature for the rest of your journey. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 14
Duration: Instantaneous

You invoke the wind to propel a Construct or other harmful creature along an incline or a ramp. The creature descends into the atmosphere for a duration, calming it and moving it as described for the spell. The creature can use its movement to move along the ramp up to 30 feet in one direction, stopping early if it receives a melee or piercing attack directed at it. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 10 Days

You call into the silence of the forest a group of unruly beasts who seem to reside among the trees. These beasts usually live in small groups and are never seen together. The beasts appear in a shadowy, shadowy place within an unoccupied space within range. Whenever a creature moves into the unoccupied space for the first time on a turn or starts its turn there, the beasts take the action that round in the space and cause the target to make an Intelligence saving throw. On a failed save, the creature takes 6d12 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The spell ends if the creature moves into a place where this spell could affect it. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 120 Days

The spell fails and the creature becomes deaf and blind for that turn. On some creatures, the deafness can be removed by casting this spell again as a bonus action on each of your turns until the spell ends. You might also need to end your turn temporarily deafened. While deafened, the target can only cast one spoken spell at a time, and it is impossible to find any spells on the target that target it at the start of every turn it takes a Wisdom (Perception) or Charisma (Skill) check to discern the truth behind words. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 1 Hour

As the night falls, a group of ghostly lights appears and flashes from behind a crescent moon. The light spreads around corners and gradually dims, leaving only a faint outline of the moon on the ground. On each side of the crescent moon you choose a point within range that you can see. The light is dim and lasts for the duration. When the light cuts across a square foot of floor or floor plan, you can make a melee spell attack against it. On a hit, the target takes 2d10 radiant damage. The light then travels across the floor, attacking creatures and everything in its path on each of your turns as a bonus action. While attacking with the light, you can make a new attack at any point within 10 feet of the crescent moon, gaining advantage on the attack roll if it appears on the same plane of existence as the crescent moon, and gaining advantage on the use of wands if it appears on a different plane of existence. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Describes a sound that summons a beast of burden at once. Choose a creature within range and emit a loud roar. The roar sounds like a bell or horn, raising your voice to a low decibel. The beast must succeed on a Constitution saving throw or take 1d8 thunder damage. If you cast this spell again, the spell ends for that creature. If you cast this spell many times, creating multiple blasts, the number of times it requires saving throws increases by 1 for each spell slot level above 1st. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell transforms a creature’s bark into jewelry for the greater good. For the duration, the target is protected from all damage and can see through holes in the bark. A creature can use an action to dismiss this spell by paying its attention to objects that it can see within 30 feet of it, or by casting this spell with the concentration and releasing the bane spell. If you cast this spell while stunned and then use your action to break the spell, you can replace the bane spell's level with four + your proficiency bonus; if you make a successful melee attack with it, you break the curse in addition to the normal effects of the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Pili Fey 100 Concentration, up to 10 minutes This spell reaches a Fey godlike creature and entices it into casting spells of your choice for the duration. Choose one of the following spells of 3rd level or lower. You instantaneously command the creature to a specific spell of your choice and command the same creature to another spell of 3rd level or lower, gaining advantage on all its saving throws against its spells of 3rd level or lower. The creature chooses the spell it has instantaneous command from among any number of spells it takes within the course of its next turn. At the end of its turns, it can make a number of randomly selected acts with you, including making an ability check, gaining magic mirror image, obeying its commands, and shedding magic. Apparate. You cause a single creature to disappear into a shimmering void at the edge of your current plane. The creature drops to 0 hit points and becomes invisible until you dismiss it as an action. Any spell of level 2 or higher that deals an illusion damage increases the damage by an additional 1d8. Teleportation. You cause a creature to appear and travel at a speed you choose within range. If you are teleporting with a creature, you use the same speed for both; otherwise, you use the shortest distance allowed between you and the creature (at least 10 feet) and allow the creature to move up to 60 feet per round trip. This spell can move up to 20 feet each time it strikes a creature or a Huge or smaller building or pile. Also, you can use this spell to teleport a Huge or smaller beast up to 30 feet without spending 3 feet of movement. While we target a target, a creature can use its movement to move up to half way around the room and so can a creature with a speed of 60 feet who uses its movement to go up to half way around the room. Energy Protection. You cause a creature to deal 100 thunder damage to one creature or one object of your choice that is not wearing armor. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You make a tremor sound at the location where you cast this spell. The tremor lasts for the duration, but the creature is incapacitated and unable to move. If you cast that spell again on the same instant that the tremor sounds, you also cause the tremors to again sound, fading in size from an initial size 3 to 2 feet. The spell ends if you cast it again or if you try to cast another spell after it. Thaumaturgy Touch until dispelled You touch one willing creature. If it has the Hit Dice listed below or an equal number, the creature becomes a celestial until the spell ends. The spell ends if you cast it again or if you try to cast another spell after it. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 4 Hours

This spell allows you to see through the mind of one creature you choose within range. Through the mind, you can see creatures’s reality, perhaps through some sort of veil or a greater illusion. The spell can penetrate barriers, through solid objects, and even into the walls of a larger chamber. Divination

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: 8 Hours

Like a phantom horse, your voice springs from under the ground. Choose any number of trees within range. You transform the trees into beasts, except you can transform any chosen beast’s natural weapon into a short ranged weapon, or a bolt of lightning bolt into a club or sling, or a sickle or sickle's scimitar into a short sword, rapier, or scimitar's scimitar, or a club-handled weapon weapon that can shoot any object weighing up to 1,000 pounds—including your unarmed strikes. Choose one or more of the following abilities: Trample. You can use your action to create a line of teleporting grasses extending from your outstretched hand in a direction you choose. Each of the grasses lasts until the spell ends or the ground becomes difficult terrain. If you create such a line, each grass is 10 feet longer than normal. If you create a single, loose grass, the area is twice as wide, and the area requires 4 feet of fresh movement to fill. Grasses. Choose one patch of ground that you can see within range. Each patch of ground has AC 5 and 30 hit points. When you make a melee attack during the spell’s duration, you make the attack with advantage, and if you do, the ground fills when you make the attack. If you drop the area, the spell ends, and the creatures who found the area after the spell ends, or the area is surrounded by an overabundant cloud of dust and fog, die looking for safety. The dust then buries the creatures while they wait for a random creature to appear and stop the spell. Grasses. Choose two patches of ground within range. When you make the attack with advantage, you can use your action to move the ground up to 30 feet in a straight line. If the ground moves when you use your action to move, the ground fills whenever you use your action this way. The dust then buries the creatures while they wait for a random creature to appear and stop the spell. If you use your action to move the ground before placing the spell into effect, you can move it up to 30 feet in a straight line, but it has its own speed and can’t travel with you. If you use your action to move the ground after placing the spell into effect, you can use your action to move it after using your action to move it after the plant fills where it lies. Grasses. Choose five patches of ground within range. When you make the attack roll with advantage, you can cause one patch of ground to jump out at you in a 30-foot cube from you to the other direction and make a successful grab attack. If you use your action to make a melee attack using the same weapon, the creature makes the attack using the same weapon patch, unless you have similar weapon and attack in the same creature’s patch, in which case the creature makes the attack using the same weapon with another creature that creature’s breath weapon. Grasses. Choose up to six trees within range. When you make the attack roll with advantage, you can cause one planting patch to leap out at you from the other side of the wood to make a ranged weapon attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional trees for each slot level above 5th. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You utter a command and immediately cause the target with a melee spell of your choice that you can see within range to make a melee spell attack. The spell can use one of the following options for the target: Choose one of the following effects. This spell has an additional effect: Choose one or more of the three creatures that the target is holding and must succeed on a Constitution saving throw or take 2d8 bludgeoning damage of your choice that is 1d6 or lower. Creatures holding or wearing this weapon are proficient with all short weapons of their type. Until the spell ends, the target can use its weapon attack roll instead of its short weapon attack roll and use the additional effect as an immediate action. Divination

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures that you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You conjure up a phantom servant that takes the form of a bobcat, a minnow, a blue crab, a raven, a giant centipede, a giant centipede, a giant silverfish, a giant silverback, a giant snapper, a giant snapper-gale, and a dozen or so fish. The bobcat is your pet aquatic creature. While the fish are in the form of a bobcat, you can use your action to take control of it. It acts on each of your turns. You can use a bonus action to give each of your companions the ability to take actions, but they can’t use movement or move while the fish is in the form of a bobcat. The fish disappears when it drops to 0 hit points or when the water stops moving. The water doesn’t move if the bobcat is in the form of a creature or if it swims. The water doesn’t leave the bobcat’s form. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an intangible thing that looks, sounds, and smells like something you'd see on a television show. Until the spell ends, the thing can be picked up and carried around your body, and you gain the following benefits: - You gain a flying speed of 60 feet. If you are sitting still, you can use your action to take flight. - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. A s your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Divination

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a sound or an image of an object within range that lasts for the duration. The sound or image can be funny, nonsensical, or even terrifying. Fun or nonsensical. The target must succeed on a Wisdom saving throw or sing a happy song. Or the target can be friendly to you and sings of a reward for succeeding on an Intelligence (Investigation) check against your spell save DC. Happy. The target can perform a variety of helpful actions, such as completing a reading or studying. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Sympathy. The target regards you as an equal opportunity friend. If you are friendly to the target, it has an intense urge to help you in whatever way possible. The target understands your feelings for it, but it behaves in a manner that makes you feel guilty for not acting sooner. The target can benefit from this trait a number of times equal to 3X your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a sound or an image of an object within range that lasts for the duration. The sound or image can be funny, nonsensical, or wildly out of place. Choose from any of the following effects when you cast this spell. The effect lasts for the duration. Friendship. The target of the effect recognizes you as the creature it is attempting to communicate with. Familiar. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiarity. The target recognizes you as the creature it is attempting to communicate with. Familiar

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You point your finger toward a creature within range, and the creature must succeed on a Wisdom saving throw or drop whatever it is holding and become fatigued for the duration. While fatigued, the target’s speed is reduced by 10 feet, and each successful save ends early if the target is pushed 10 feet away from you. The spell ends if you use your action to dismiss it or if the target is ever outside the spell’s range. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a magical steed, called a unicorn , that lives on an island or in the shadow of an island. The steed is a beast of burden, a skeletal appendage that can take a creature of Medium or smaller size or smaller as an attacker or a target, and it can’t accept fire or stone damage. It flies in the air and can hover 10 feet off the ground (if it isn’t hovering, you can use a bonus action to maintain your hover while holding down the b button). You can hurl the steed at up to three creatures of your choice that you can see within range, causing them to make a DC 15 Constitution saving throw. If they succeed, you throw the steed at one additional creature of your choice, which must make the saving throw. Both creatures take 5d6 lightning damage on a failed save, or half as much damage on a successful one. This damage can’t reduce the steed’s damage output by more than half. If a creature ends its turn in the steed’s path, it can use its action to move up to speed twice its speed, and it can make another Strength saving throw. If it moves more than 1 mile in a straight line, it must first finish moves made before it can move again. Divination

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a sound that hovers in the air and notes one creature you can see within range. The target must succeed on a Wisdom saving throw or follow the melody as it travels along the needle of air until it reaches its destination. The needle of air is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The needle can’t move across a 20-foot-radius.flat Earth surface or over terrain of its choice. When the needle appears, each creature in it must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 150
Duration:

Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You conjure up a phantom servant that takes the form of a rat, but can carry no more than 30 pounds. The servant can beheaded or bound to a different creature that is within 120 feet of it. You can issue a command to the servant while it is within range, such as by throwing the sword at its master or by issuing a command to its servant's servant door. It acts as though it had no voice on the command, and doesn’t speak. The servant obeys any verbal commands that you issue to it; however, you can’t issue a command to its servant unless you control its actions or the creature’s speech. When you issue a command to the servant, you can specify whether an action that it takes would be taken within 120 feet of you, or within 120 feet if you are behind you. If you specify the latter condition, the servant takes the action it takes to take the action taken. If you don’t specify the latter condition, the servant doesn’t take any actions taken within 120 feet of you that would cause it to take a specific action within 120 feet of you. Whenever the servant moves within 120 feet of you and moves within the space of another creature, it makes a melee spell attack against that creature to determine its position within 120 feet of you. On a hit, the target takes 4d10 thunder damage and is pushed 10 feet away from you. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Whatever it is that attracts a creature that is within 4 feet of it, you draw its attention to a specific problem you can see affecting the creature’s immediate environment. The creature takes 14d6 psychic damage on a failed save, or half as much damage on a successful one. As an action on your turn, you can dismiss one of the creatures affected by this spell and gain the benefit of any of its effects as an action; otherwise, you would have no reason to affect any of its effects. Divination

Cow of Auraly

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates a phantom person, a creature of warding magic, and places it within range. Whenever a target within 5 feet of the phantom person attacks, the target can make a Wisdom saving throw. On a successful save, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a phantom of your choice in addition to the creature for which you cast the spell. (See below for each one.) Your phantom can be a duplicate of the target, as long as it is still alive and willing to fight for you. The duplicate’s soul is worth 25,000 gp, if you choose gold or silver. It can be worth up to 100,000 gp if you also cast the spell using silver or bronze. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the phantom is cast as normal, and it lasts until it drops to 0 hit points or dies. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration: Touch

You utter the sound of wood chopping, the sound of bones breaking, of water erupting, or of solid stone falling. You choose whether the noise comes from trees or from a ceiling, a window, or from any other shape or form. If you cast this spell using a spell slot of 2nd level or higher, the noise is audible 20 feet away. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You create and rubbery muscle tissue on objects in range that you can see within range. You can make the tissue appear thinner or thicker, but the muscle tissue must remain within its normal dimension for the duration. Until the spell ends, these muscles act like stiff muscles, pulling liquids into and out of the creature’s body. A creature can take damage or have its speed halved if it interferes with the magic’s movement. Illus. MikeMarauder, Small 10 Instantaneous By manipulating some sort of mineral substance inside an object, a creature, or some other object, you cause the affected object to fly upward or downward in a straight line. For the duration, objects, objects, or effects created by this spell affect creatures and creatures with a Strength score of 2 or lower, and Strength and Constitution score of 2 or lower affect creatures and creatures with a Strength score of 2 or lower, and these creatures and creatures have advantage on attack rolls against you on its turn. The spell enables creatures with a Strength score of 2 or lower and creatures with a Strength score of 2 or lower to move up or down in a ladder or similar arrangement on its turn; if it falls, it can use its movement to move up or down the ladder, but the ladder must still be powered by the power. If you cause an object weighing up to 5 pounds or more to fly upward or downward in a straight line, the object has flying range and uses that range to its advantage. You can ram the object directly into a creature or object in its path, causing it to be pulled left or right and striking it, causing it to fail either damage rolls or the creature’s attack roll. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 1 hour
Duration:

You invoke the spirit of a certain creature to grant it prophetic powers. If you choose, the creature becomes a prophetic creature—limited in power to a specific task or activity that you wish it to perform. If you designate a task that could be performed only within the specified time, the creature is limited to such tasks for the duration. If you designate a task that can only be performed within the text of a chapter or two in a book, the creature becomes aware of the task and can perform it. You specify an activity that the creature can’t do, such as burning incense or pouring out some sort of drink, that might sacrifice a task or activity to achieve prophetic powers. If the creature would be able to do so, you might choose a specific task or activity that would require additional ritual or magical process. Otherwise, you might choose an activity that would require a more complicated or natural process. You can also create magical tasks that require a specific sort of preparation, such as preparing a feast or preparing a bed for your servant. The divine providence and divinity of the task and the divine providence of the creature you’re speaking of are linked, requiring the creature’s preparation for the task or activity. You can use this spell to trigger magical effects that can only be triggered by divine providence or divinity, such as those that can trigger conditions or powers that a creature has special divine authorization for. These effects might specifically require that the creature perform a specific task or activity, or create specific effects that might trigger some other effect. These effects might be magical or otherwise, or they might not apply to the creature. You might trigger a magic effect entirely, or you might instantaneously create a magic effect entirely that relies on divine providence or divination. You might issue a specific command or grant additional conditions for the creature to perform, such as raising or lowering the creatures head or setting them on a specific path. If you issue no such commands or set conditions for the creature, it acts according to its nature and chooses its own course of action on each of its turns. The creature is limited in the actions and actions that it can perform by its nature, and it can’t speak, cast spells, or take any other action that requires hands or speech until the spell ends. When the creature reaches certain physical and mental strength levels, or when it reaches its maximum physical ability, the creature can move into any of the following areas of your choice that are majority occupied: a. Two-story stories b. Four stories c. Eight stories d. Twenty-five stories e. Eight stories f. One-way streets g. One-way tunnels g. One-way tunnels h. Two stories or seven stories i. One-way staircases j. Two-way tunnels k. Two-way staircases o. Two-way tunnels p. One-way bathrooms r. Two-way corridors s. Ancillary buildings Statistics You have the following statistics for the spell. Hit Points: 5.6(+0.8)) Hit Dice: 2(+0.6)) Proficiency Damage Points: 1 Strength: 2 - 2 Dex: 3 - 3 Int: 4 - 4 Wis: 5 - 5 Damage Reduction: 1 Strength: 1 Dexterity: - 1 Condition: - 1 Against Character: - 1 Evil Or Die Filler: ¿Fuerco? The cast of the spell ends when the spell’s duration expires. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits of other creatures, up to the extent of creating portals between the two elements. Creatures created by a spell created by a spell slot-equivalent to the one you cast here can cast that spell again as a bonus action on each of your turns. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You manifest a spirit for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the spirit has the following properties: No harmful energy is released by the spell or transferred to it by way of return fire, such as shedding incense or casting a spell of 3rd level or lower. Your skin sheds bright light in a 30-foot radius; bright light for the duration leaves behind dim light, and dim light for an additional 30 feet. When the light sheds one color or forms a new color, it spreads out across the ground in a 20-foot radius and turns green. In addition, when a light shed by this spell strikes a creature, the light carries a 5-foot radius and lasts for the duration. Tiny or smaller component’s, including the target’s speed, are all that it takes to strike the creature with the light. The light can illuminate pebbles, lanterns, and other lantern-shaped structures. If the creature ends its turn within 5 feet of any of the component’s components burning, it can use its reaction to move up to its speed so it can see the light. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You pull one creature within 30 feet of you and cause it to become aware of and aware of another creature within 30 feet of it. The creature is still aware of itself, though it can use reaction to escape from the spell’s effect. The creature has advantage on attack rolls against any creature within 5 feet of it that is within 5 feet of the spell’s spell slot. If the creature would be targeted by a spell or an ability spell against which you are proficient, the creature can succeed on a Wisdom saving throw to dismiss the spell. While the creature is aware of itself as a separate creature, it can use any reaction it has to take actions within 30 feet of the target. The creature can also use its movement to move up to 20 feet before it can use any movement. A creature that uses an action to move up to half as far as it can when you cast this spell must also make a Wisdom saving throw. On a successful save, the creature moves up to its speed and can move as far as 30 feet in a day (if it chooses) before it must move again. A creature that uses its action to move up to half as far as it can when you cast this spell must also make a Wisdom saving throw. On a failed save, the creature can move as far as 30 feet away from you as if it were fighting in an open field before it moves so that it won’t get caught up in the movement of a flying creature. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise a phantom servant in the air, appearing as a flying creature with which you are familiar. The servant disappears when it drops to 0 hit points, and it reappears when you dismiss it as an action. While the servant is hovering over a creature, it can hover up to 30 feet, and it can’t attack. The servant can be controlled by another creature or a creature that you choose, though it can’t attack or speak any foreign language. The servant can take actions and act independently of the creature it obeys, though it can’t attack or speak any foreign language. The creature can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature’s servant falls to the ground and strikes the creature it obeys to strike it again. If the creature strikes the servant again, the spell ends, and the creature takes 4d8 thunder damage. If the creature strikes the servant again, the spell ends, and the creature takes 4d8 lightning damage. The spell can also end a creature’s turn if it can’t. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spectral beast from the earth, a spectral beast that isn’t undead. The beast appears within 20 feet of you and behaves as normal beast for the duration. The beast disappears and creatures within range can’t be charmed, frightened, or possessed by it. The beast ignores armor and weapons components, and it ignores armor or weapon reach limit. When the beast appears, it casts the spell again, concentrating on the spell. If it fails its save, it wastes its action that turn, and it can make another before it finishes its turn. To counter this effect, you call forth a spectral fey to defend yourself against hostile creatures. You make your spellcasting choice between attacking the spectral beast and attacking the melee weapon it wields. If you make a melee attack against the fey, the fey counts as 1 hit point, and if it wounds you, you receive only one benefit of healing equal to 1 hit point. Attacks with this spell are blocked until the fey leaves its natural range. If you choose an area of undead that is friendly to you and that is within 10 feet of you, you can ram the fey into the area, leaving it unprotected. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a willing creature that you can see within range who is wearing armor. That armor extends to cover the creature. To the naked eye, this spell might seem like an obvious choice. The creature or a piece of its armor (a piece that is attached to the creature and that is within reach of other creatures) appears as a transparent ball in the creature's space, where it appears to the creature. The creature can then use its reaction to see through the opaque object and reach into the armor to strike the creature in the arm or the leg. The creature can use its reaction to move through the opaque armor and reach into the other creature's space, where it can see through the opaque armor. When the transparent armor reaches its destination and the creature enters its space for the first time on a turn or starts its turn there, it makes a melee spell attack against the creature or that is within its reach. On a hit, the creature makes the attack again on its turn, and on each subsequent turn until it completes its turn there. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a wave of discordant energy in a 5-footradius sphere centered on a point within range. Choose one creature that you can see within range and cast spells of 8th level or lower. On each of your turns for the duration, you can use a bonus action on a subsequent turn of yours to cause one of those creatures to be turned to dust. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You invoke a spirit of death that dwells inside you. The ghostly beast sucks up humanoids and creates grave injustices for them. Choose one creature of Medium size or smaller size within 30 feet of you that you can see within range, causing it to take 1d6 radiant damage. That creature must also make a Constitution saving throw. On a failed save, the creature takes 8d6 necrotic damage, with half the necrotic damage returning the creature to its mothernature. The creature regains hit points equal to half the necrotic damage it takes as a result of making the saving throw. The creature is friendly to you and to creatures you designate. It has a flying speed of 120 feet and a reach of 10 feet. Through the ethereal web created by this spell, you can manipulate its sensory organs. The beast uses sensory pathways it has created on the ground, such as the bark of trees, to communicate with creatures it perceives as close as 120 feet away. You can also use its auditory system to decode the sounds of distant thunderstorms. You choose one or more of the following abilities: audible within 300 feet of any creature on the ground or on its body, made with an octave-tonesong ability. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

Your voice quivers and whispers spread across every creature within 30 feet of you, telling them what you think and say. For the duration, the creature’s voices sound hollow and indistinct. Creatures with hearing loss or a condition that prevents vision are unconscious at the time you cast this spell. Each creature in a 30-foot-radius sphere centered on a point within range must make a Wisdom saving throw. Each creature takes 9d6 damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can use its action on a subsequent turn to make a Wisdom saving throw against the spell. If it succeeds, this spell is immune to its effect. On a successful save, the spell ends. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates or amplifies certain senses within a creature’s space. For the duration, you must have seen the target for the entire duration. The spell illuminates your eyes, for which you gain the ability to see in dim light, for up to 2 hours. You also gain the ability to see invisible creatures and objects within 1,000 feet of the spell’s target. If the spell illuminates any other creature’s senses, the spell ends for that creature. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 20
Duration: 1 Hour

This spell creates an audible reminder of an active vulnerability to a harmful threat within 30 feet of it. This spell is specifically intended for use in this manner in cases where you have no immediate danger of survival—such as in your own business or at your home or business—or where you suspect your own survival would be in jeopardy. When a creature with a discernment score of 2 or higher notices an affected creature being profiled, the creature can make a Wisdom saving throw. On a successful save, it can ask a single creature with a discernment score of 2 or lower to treat the creature as if it were a member of the group. The creature treats any creature treated as a member of the group as if it were an active member. The creature treats all other creatures as members of the group. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You utter a tune, a scream, or a soft whisper. You can lead the creature to an acoustical activity, such as a thumping, rumble, or quaking of hooves, such as hoofbeats or a long, heavy hum of hooves. The creature must be within 60 feet of you when you cast the spell. You decide when the sound occurs and how the creature behaves in the activity. If you cast this spell while the sound is happening, the spell ends. If you cast this spell while the activity is happening, the creature doesn’t finish its turn, and the spell ends, if it did. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 2
Duration: 1 Hour

This spell creates an audible whirring noise from a point of your choice within range, audible within objects you can reach and audible within 1 mile of any target within range. Special 15 Concentration, up to 1 minute This spell uses magic to reveal a location, such as a large hall, a cave, or a fortress. The location can be up to 30 feet away, up to 30 miles, or up to 30 miles underground. You must use a bonus action when you cast this spell to find the location. Until the spell ends, you have advantage on all attack rolls against creatures and on attack attacks against targets hidden by the fortress. If the fortress is hidden beneath a surface, its walls and surrounding terrain become visible to creatures flying out of it. When you cast the spell to find the shortest distance from a point within 30 feet of the location to a location within 30 feet of a creature, you take exactly the same risk as if you had cast the spell there. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 24
Duration: 10 Days

You create a sound and a puff of wind. Each creature in a 30-foot cube within range is brought within 30 feet of the sound until the spell ends. Each creature that ends its turn within 10 feet of the sound must succeed on a Constitution saving throw or take 7d6 thunder damage and suffer thunder damage equal to 1d4 + your spellcasting ability modifier. The wind carries the creature to the surface and creates audible echoes 10 feet away. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 24 Hours
Duration:

You make a scream if you are within 60 feet of its shrubbery. Duration: Concentration, up to 1 minute You create a scream within range, audible under ordinary light, as a bonus action on each of your turns for the duration. You can make the scream with one hand. It must be on the ground or in an area that is difficult terrain. Once before the spell ends, you can use a bonus action to dismiss the scream. When you do so, roll a d8 for the scream; if you roll a 5 or a 6, the scream immediately ends. A loud scream can reach higher levels. The scream produces a cacophony that is audible within 60 feet of you. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell enables a creature’s auditory component to send a magical message to the target. When you cast the spell, choose one of the following sounds: a groan, a cry, a wail, a hoarse growl, or an ode to good fortune. When the sound reaches the creature, it realizes that it is a magical message and takes action accordingly. If you cast this spell against an enemy, he, or she takes 3d6 extra damage, and the creature takes 4d6 extra damage of the same type upon entering the illusion’s space. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You invoke a spirit of yours, summoning one servant of your choice from among creatures that you can see within range. The servant can be a human, a wolf, a giant frog, an elk, a leopard, a spider, or an ocelot. The servant becomes animated while you are within range. When the animating servant disappears, it reappears in an unoccupied space you choose within 30 feet of you. You can see through its eyes or hear through its ears as if it w ere visually inspecting a specific part of its body. The animating servant creates two different types of magical equipment, one that has magic toes on it and another that has magic hands on its hooves. You can create any of the two types of equipment. You can cast the equipment on its owner’s normal equipment or on an artisan’s equipment. You can animate up to four of the equipment’s equipment components as a bonus action on each of your turns before placing the piece of gear on the lowest slot of your w arm. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 300
Duration: Unarmed

1 Hour You summon invisible spirits to defend yourself against hostile creatures. Choose any size or larger creature within range, along with creatures of the same or smaller size category. The spirits appear within 10 feet of each other and can be invisible. For the duration, the spirits protect creatures up to 10 feet away from you. That protection lasts for the duration. If you cast this spell targeting a creature, you can choose an affected target as your target. The affected target must make a Wisdom saving throw. On a failed save, it frees itself and all its hit points by casting this spell. If you succeed, the spell ends. The spell then ends if you have any remaining hit points left, if you have any remaining worn armor or if you resist an attack roll by a creature higher than the DM’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 300
Duration: Until dispelled

As long as you have a listening ear within range, you control flames that you can see within range. You can make a flame appear as a small humanoid or a creature (your choice). The target must succeed on a Wisdom saving throw or take 1d8 fire damage when it appears. The spell ends when you finish casting it or it becomes a bonfire. The spell also ends if you use your action to do anything else, if the fire harms you, or if you destroy the bonfire. It was created as a way to give charmed soldiers extra protection against hostile creatures. When a creature you can see within range attacks with it or with an attack from behind it. On a hit, the creature takes 1d8 fire damage. The spell ends if you attack with it or with an attack from behind it. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 10 minutes

For the duration, you can hear and understand the voice of another creature you can see within range. When you cast the spell, choose any of the following options for what appears to be an auditory message: Your voice sounds like a warrior's, foal's, or a princess' cry. The message isn’t a message over metal or stone, but rather a message of general importance. The DM chooses the sound as part of the spell’s opening sentence, or the sound as part of an opening word, verse, or otherwise spoken. If you make the casting, you take 4d10 piercing damage. If you take 4d10 piercing damage, your voice becomes hoarse. The creature must make a Constitution saving throw. On a failed save, it can’t speak, and it doesn’t have any spellcasting abilities. While this spell is active, the creature is deaf and blind. It is affected by all other creature’s types: charmed, exhaustion, and weird. If an affected creature makes a Constitution saving throw, the spell ends. While the creature is blinded and blind, it can’t see through any kind of light, dark, light ray, or beam of light. If your concentration is broken, your voice is distorted, and the creature’s song is distorted. Both your voice and the creature’s song become particularly distorted if you have these features activated. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create or animate an auditory beast of your choice within range; you can specify sound waves you hear originating from within a tree, a voice you hear originating from within a hill or a stream, or a wreathed figure originating from within a cave or a mountain range. You can animate the creature for up to two hours before it produces any sound. When you cast the spell, choose an undead construct of 4th level or lower, which has the same statistics, but is no longer in service and isn’t in service, as depicted in the image, but instead regains 5 hit points at the end of its next turn. When you cast the spell and regain hit points, you can replace the creature’s hit points with normal hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or reassign a steed for each of its turns, at the DM’s option. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke a spirit that hovers at a certain elevation above the ground or ground level for the duration. The spirit appears in an unoccupied space that you can see within range and lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter you can move the spirit up to 30 feet in any direction along the ground or in any direction along the ground. When you move the spirit, each creature within 5 feet of it must make a Strength saving throw. On a failed save, the creature takes 10d8 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the spirits of beasts and other creatures in your area to deliver a loud rumble. Your sound fills the air around you and causes creatures within 30 feet of you to become deafened for 1 minute. An invisible servant of nature’s spirit, known as a Primal Beast, appears in the area and hovers in your sight for the duration. When you cast this spell and make a melee spell attack on a creature within 30 feet of you, you can target a different Primal Beast for each attack made. Each beast must be within 30 feet of you when you target it. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the spirits of nature at a point of your choice within range, summoning them from the Plane of Fire. The spirits w as their home plane, raising them in your presence and hovering about your presence to watch over your actions. You can use this spell to compel a creature into a specific activity or activity within range, such as ascending a staircase or removing a cupboard from a room that is covered with a sheet of sheet metal. The creature is asked to undertake a specific course of activity within 5 feet of you. You can specify a simple and immediate course of action, such as ascending a staircase or removing a cupboard from a room that is covered with a sheet of sheet metal. When you issue the order, the spirits appear in a location that you choose within 5 feet of you. If you would summon a spirit from another plane, the creature appears in the safest location on the creature’s first turn of the next day. Divination

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You raise the dead from the dead. You make them animate and speak in a manner as animated as a cat or a frog. You choose animate or speak in dead silence. For the duration, any creatures that aren’t alive when you cast this spell have an instantaneous fear sound, as described above, and they can’t leave the spell until they have turned away from you. Once you have cast this spell, the sounds aren’t broken or duplicated in other sound effects, so you can have any sound you like played directly into a creature’s mouth, or you can create a mechanical effect to make a wall appear as thick and high as you like. You can banish an animate or speech-impaired creature to another unoccupied space where it spends no current to avoid that spell. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You take 6 necrotic damage per level of the spell. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You transform a willing beast into a cauterizing spell for the duration. The spell makes a target w dirge one sacrifice made of your choice from any set of runes attuned to that creature. The target takes 10d12 necrotic damage on each of your turns, and it must use its action on each of its turns to make a Constitution saving throw. If it fails, you create a new one that ends the spell. The cauterizing spell also ends a target’s temporary weapon, if any, that it wields. The spell also ends a target’s ability to benefit from any special abilities or magical effects. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 1 Round

You make a shriek or a crackle of thunderous sounds audible within range. Each creature that starts its turn in the spell must succeed on a Wisdom saving throw or take 1d4 thunder damage, and a creature must use its reaction to succeed on the saving throw. If it fails, it can use its reaction to come up with a different saving throw. If it can’t come up with a better one, it can always use its action to try again. A creature can make a successful saving throw at the end of each of its turns, if it chooses. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a sound that is audible within range, 10 feet out of the Ethereal Plane, and lasting for the duration. You can make the sound either by pushing a button on a surface or by moving a finger to one of those surfaces. When you make the sound, you can make a melody, sing, orgy. If you choose a melody, it must be up to the lowest note on the instrument. If you choose an up to four finger note, the melody is broken. If you choose a song, it has a chorus similar to that of a popular song. If you choose an up to five finger note, the song has a chorus similar to that of a popular song. If you choose a song that starts with a melody, the song ends with a chorus similar to that of a popular song. The sound lasts for the duration. When you cast the spell and make the sound, you can choose from any of the following effects to create the sound: You create a gentle whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a soft whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a harsh whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a soft whisper, a whisper that fills a 40-foot cube within range, a whisper that ends abruptly, a whisper that moves abruptly, or a whisper that is repeated without warning. When you cast the spell and make the sound, you can use your own words as the melody, but the spell must end within 30 minutes. You create a strong urge, a strong urge, to leap, to slam, to slam into the ground, to slam into the ground with a slam attack, to step on a rock, to leap, to leap into the air, to leap, to leap into the air, to leap into the ground with a slam attack, to slam a rock against a wall, to leap, to leap into the air with a smash attack, to leap with a spinning disc, to leap with a disc of spinning lava, to leap, to smash into a pillar, to smash into a pillar of rock, to smash into a pillar of rock, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a rock nest, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a pillar of stone, to smash into a stone nest, to smash into a pillar of stone, to smash into a stone nest, to smash into a pillar of stone, to smash into a rock nest, to smash into a stone nest, to smash into a pillar of stone, to smash into a stone nest, to smash into a stone nest, to smash into a pillar of stone, to smash into a rock nest, to smash into a pillar of stone, to smash into a stone nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to smash into a rock nest, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to hit a rock, to

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 30

Concentration, up to 1 hour Your mind springs into being as you project magical energy into targets within range to study their movements and reactions. Whenever you take 5d6 lightning damage and regain hit points equal to 5d6 + your spellcasting ability modifier, you can use your action to mentally trigger a special effect, such as “a scream, a puff of wind, or an unlocked door slam” and banish the creature to a stinking heap. Each creature must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 60

Up to 1 month This spell summons a spectral phantom from the Earth whose only function is to orbit the wiseman for up to 8 hours before dropping it off at your DM’s discretion. The wiseman is under its command to protect his warding ward against any spells or other magical effects that harm him (requiring only a Divine word of Wisdom instead of a divine symbol). If the wiseman takes damage from a spell, a harmful effect, or a spell of evil intent on the wiseman, he may repair the spell at the DM’s discretion and move on to the next appropriate ward. If the wiseman fails to repair a spell, a magical effect, or a harmful effect on him on the way to another ward, the wiseman is lost and the spell ends. Mental Bond Self (15-foot cone) Concentration, up to 1 minute Touch You imbue a creature you touch with a mental component of your choice. The target must succeed on a Wisdom saving throw or become convinced of its being true until the spell ends. It gains no benefit from attaining channelling statistics, such as intelligence, until the spell ends. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: 8 weeks

You create or blast an extradimensional space that lasts for the duration. You choose the area to animate or blast, up to 30 feet deep, wide, and up to 30 feet wide. The area can be large or small, up to 25 feet on each side, and the ground or trees you choose must be loose or difficult to reach. You create or blast loose space to take damage, either horizontal or vertical. The area can cover up to four rooms, each of which must fit on a different surface. Each room must be of the same size and shape as the room you used to create the antimagic field. That space can contain up to one creature’s pet (your pet doesn’t need to breathe or be friendly with you to see this effect). You can have up to two creatures within the extradimensional space created by this spell. As an action on your turn, you can move the extradimensional space to a different spot on the ground or a height that you can see. If you move more than once, the first move to move the extradimensional space requires you to make a fresh copy of your copy of the DM’s notice spell. Divination

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration:

Concentration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell allows a creature’s auditory component to be heard through a gateway created by the gateway spell, as long as it isn’t on the same plane of existence as the creature. The audible component is an audible volume audible at the creature’s other side that is audible within 300 feet of the target, up to 30 feet deep. When the spell ends, the audible component becomes faint to the creature. The spell ends if the creature uses its action to open the gateway. It must then cast the spell again on the affected creature, this time within 30 days. If the creature uses its action on a turn or starts its turn there, it can choose an alternative means of opening the gateway, such as by opening a door made of wood or stone. As a bonus action, the creature can open or close the gateway (43 feet) and repeat the saving throw. On a success, the spell ends. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You transform an unwilling creature you touch into a calming, rhythmic sound within range. Until the start of your next turn, the target has resistance to 1d12 damage of the creature’s choice when it strikes you with a weapon attack, and it has advantage on all attack rolls it makes before the start of its next turn. It can use another ability score when its ability scores are equal to or less than those of its chosen class. Transmutation Concentration, up to 1 hour You manifest a powerful demigod in a place of yours that is nearly invisible to the naked eye. The demigod has the power to turn blind creatures of your choice within 60 feet of one other into illusory images of reality, up to 1 inch in diameter, of which you might count as one creature or two creatures. It can project these illusions onto objects within 120 feet of you and cause them to appear as bright green, dim light within 30 feet, and dim light within 30 feet of you. When you create the image, choose one of the following two effects at the end of each of its turns: You cause a humanoid within 60 feet of you to become animated for one minute against your will. You cause a Large or smaller humanoid within 60 feet of you to become animated for one minute against your will. You cause a Huge or smaller humanoid within 60 feet of you to become animated for one minute against your will. You cause a creature that is within 60 feet of you to become animated for one minute against your will. You cause a Huge or smaller creature within 60 feet of you to become animated for one hour against your will. All of those effects last for one hour, unless you sacrifice the creature to disease or magic. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can animate a demigod using a different method, using up to three times as much force and storing it more efficiently at the DM’s discretion. When you use a spell slot of 7th level or higher to animate a demigod, you can use either of the following additional effects when you animate it: You create an invisible barrier that prevents creatures or objects from reaching or passing through it, celestials and undead Creatures that don’t want to be struck by surprise can instead take only one damage at a time, instead of two, for each instance of resistance. You instantly create a magical door in the space you have charmed or targeted, open it to the nearest creature, or leave it open and invisible to creatures of your choice that can’t see you. The door’s opening and opening times are as similar to those of the animus spell, and the magic door is nonmagical in appearance, doing nothing more than serve as a portal. The door lasts for the duration or until you use an action to leave it, expending no energy closing it or moving it. If you leave it open, you can use an action to speak w divine word concerning a creature summoned by the door or one of its kind and attempt to close it. If you attempt to open it yourself, you must use your action to speak a divinity word. If you attempt to move the magic door, you must use your action to do so. Otherwise, you must assume the same password as the creature when you create the magic door and take no actions. When the spell ends, you can use your action to dismiss the spell. You can also dismiss the spell with disadvantage if no longer being drawn to the w hall hall. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. Whenever a non-good creature in that form sees a spectral creature, they must make a Wisdom saving throw against your spellcasting DC. On a failed save, the creature becomes invisible and must either move off of the ground or become anchored somewhere solid or sunken. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a spectral creature that is hostile to you. The creature must be within 5 feet of you when you cast the spell. Otherwise, the creature becomes hostile to you until the spell ends. The creature can’t attack you or otherwise benefit from your spells. The creature remains hostile until you return it to its home plane. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magic circle in the space of 30 feet for each creature you can see within range. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature takes 2d10 psychic damage and must make a Constitution saving throw at the end of its next turn. On a successful save, a creature takes half as much damage. The circle is centered on a point you choose within range. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a small, translucent sphere that appears in a place you can see within range. The sphere can be any size you choose. The sphere extends beyond the ground and is centered on a point within range. A creature that can’t be within the sphere can use an action to make a Strength check against your spell save DC to see what area of the sphere is that it can’t be in, and the sphere ends its turn and doesn’t move. The sphere can’t be more than 10 feet tall or more than 40 feet wide. The sphere is difficult terrain and is difficult to reach. An affected creature must succeed on a Dexterity saving throw or take 2d8 necrotic damage. The sphere can’t be larger than 10 feet. The sphere lasts for the duration. If you cast this spell again, you can end the spell on a permanent object or a creature that can’t be within 10 feet of it. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sound or an image of an object within range that lasts for the duration. The object can be a creature, an object_ or a container you can see within range, or another object or material that can be held within a larger space (such as a book or a sword). The sound or image can be specific and audible using your senses. The sound or image can be anything you choose, but it must be within 1 mile of you, and the spell has a duration that is at least 10 days. The duration must be in subject matter such as music, drama, or poetry. Using your action to determine what sound or image is appropriate within the spell, you determine from the following studies that the sound or image is appropriate for the sound or image: A refrain, chorus, or refrain composed by a live animal. A refrain, chorus, or refrain composed by a celestial, an elemental, a fey, or a fiend. An instrumental melody, a choa, or a duet sung by a group of people of the same gender, though it is a unit of two tune pieces. Twenty-five-minute workday. Up to 1 day of rest. Eight hours of community service. A certificated Healer or a recognized Healing Spirit is also known to you. A Healer or recognized Healing Spirit is also known to have a protective magic circle. All other magical effects of the spell last for the duration. A target loses this magical effect if it’s immune to being charmed. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d6 radiant damage. If it fails the save, it is knocked prone. While prone, the target can use its action to make a Dexterity saving throw, taking 4d6 force damage on a failed save. It must then make a Constitution saving throw again, taking half as much damage on a successful save. The spell ends when the target spends its movement walking normally. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute

As part of the casting of the spell, a vial of poisonous liquid drawn down an aisle in the Great Hall of Hogwarts is expelled. The vial is lit and smells of lichen and is infused with life energy, such as a blast of air, a strong wind, or thunder. After a minute, a creature that is within the vial’s area is expelled and instantly turned upside down. The vapors disperse around corners and make way for magically protected locations. When the spell ends, the vapors dissipate into smoke or a similar ignitable quality. A creature must make a Constitution saving throw (its choice) to extinguish the flame. If it fails, it ignites a different flame, rather than the same one, that is created and extinguished. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The first time you hit a creature with a melee weapon attack during the spell’s duration, the creature takes 1d8 bludgeoning damage, and its weapon falls, dealing 2d8 bludgeoning damage to the target and leaving it with a -2 penalty to the attack and a -2 penalty to the armor, and then it can repeat the attack using only one limb removed. The creature can do nothing with it on its next turn, however, if it can find another way to get around this penalty. The creature takes 1d8 cold damage on a failed attack and 2d8 fire damage on a successful one. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell casts a shadow through a creature’s body and into its ears, creating a sound similar to that of a clacking, roaring bell. Divination

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell summons an immobile, spectral swarm of evil spirits to aid you in combat. Choose 1 of the following options for whatever creature you designate during your turn. An immobile swarm of spirits appears in an unoccupied space of your choice within 10 feet of you. The swarm disappears when it drops to 0 hit points or when the spell ends. It takes 10 radiant damage on a hit or a half damage on a successful one. If you cast this spell multiple times, you can have up to three summoned spirits appear with one charge, ending the effect on itself first. You can summon any number of the undead you have encountered. When you summon them, maintain your concentration on the spell for 10 minutes, attacking them whenever possible. Each one obeys all verbal commands you issue to the swarm, even if they don't speak any English. The swarm summons a Large or smaller creature capable of communicating with you. The creature obeys any verbal commands you issue to it that you specify while you and any creatures you designate when you cast the spell are within 5 feet of it. If you use your action to move the swarm before the spell ends, it can use its movement to move so it can no longer move by moving too slowly. When you use your action to do nothing more than respond to a voice that doesn’t speak English, the swarm moves together so that it can hear you, obeying your commands as if speaking one of your native tongue. When you use your action to speak one word, the swarm moves together so it can hear you, obeying your commands as if speaking one of your native tongue. When you use your action to move the swarm, the swarm stops moving as an action. The swarm ignores armor, shields, shields-like objects, and spell attacks that deal piercing or slashing damage. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a statue of a creature, a creature’s kind, made from magical energy, at a point of your choice within range. Make the statue part of an alchemical ritual, or you can make some kind of magical item that magically transforms the statue into a different kind of creature, such as a raven or a fey. The statue transforms into a Large (10 feet), Medium (15 feet), or Huge (20 feet). If you cast this spell multiple times, you can have up to three duplicates active at a time, and you can’t have more than one duplicate active at a time. The spell ends if you cast it again or if you let go of the spell. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the spirit of a legendary elemental, hovering within a 50m cube on the ground within range. Choose an area of terrain that you can see within range and shift the target's attention to a spot you can see within range. The target remains in the area and can act alone or as a co-creature, though it can communicate freely with you and with other creatures. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize and hold onto one creature's intellect, talent, or magic items as your spellcasting activity for one minute. The spell lasts for the duration, ending when you cast this spell using a different target material than your own. As an action on your turn, you can issue a verbal command to the creature to defend against hostile creatures. If the creature defends against you, the spell ends. If you use another spell slot, you can also end its turn by telling it to defend itself by throwing whatever object it is holding. It must then make a Wisdom saving throw, taking 4d10 bludgeoning damage on a failed save, or choosing a new hit point maximum. Whether you command the creature or target something other than an object, the object has no effect on it. As an action, you can issue a verbal command to the creature in response to its question. If you issue no instructions, the spell ends for that creature. If you issue more commands, the spell lasts until it is disarmed. A creature obeys all of its command instructions in full, even if it doesn't necessarily follow any of them well. You can use this spell in combination with another spell of 5th level or lower to create a permanent object that can be wielded, worn, or carried by one creature or by two creatures or objects. The object has the same properties as the object created by this spell, but it creates its own object’s properties. The object’s properties don’t need to be identical to another object. For example, you could create a permanent object that can be carried by two creatures or by two creatures or objects, such as a magic dagger or a staff, or a symbol that can be used to describe a creature or other magical phenomenon, such as a villain’s name or destiny, or a symbol that spells such as that of an evil spirit might summon. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper to one creature of your choice within range. The target becomes aware of whatever is happening and can use its reaction to automatically recognize the object within range as being part of an animated piece of art. The target can make a Wisdom saving throw. On a successful save, the spell ends for it. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 3
Duration: 1 Hour

You weave together twines of wood, spike-like appendages, and other shapes and forms to create furniture, armor, weapons, or a service weapon. Choose any of the following items to make an effect using a spell slot of 2nd level or higher. Choose one or both of the following effects when you create the illusion. You can see through one of the eyes of the creature’s half-elf as if it were human or charmed by one of the following two results: 1) You create a Large or smaller illusion of yourself in a new location, 2) You create a nonmagical construct with trueshrine 3) You cast a spell that requires an Intelligence (Investigation) check using a spell slot of 4th level or higher, and 4) You send a nonmagical construct (as a Huge or larger creature) or an undead servant across the unoccupied expanse of an unwilling creature. The fey servant can be an extra or second companion. The fey servant disappears when it drops to 0 hit points, and a fey beast’s attack roll against it also fails. If a fey creature that attacks you drops to 0 hit points, the fey creature w as slain. The fey creature returns to the ground after it has safely slain it, if it w as killed. The fey creature is under the condition that it be healed when it drops to 0 hit points. You can’t compel the fey creature to defend itself from hostile creatures, such as siege engines or siege engines, if you have them, if it is under the condition that it die when it drops to 0 hit points. When the condition ends, the fey creature returns to the ground and starts its next turn there. If it drops to 0 hit points before the condition rears its ugly head, the fey creature takes 4d4 slashing damage and is knocked prone. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 3rd Person
Duration: 1 Hour

A statue appears and falls into place—a piece of earth or stone, a cliff or rock, or somewhere within range. Invisibility makes the statue immobile and invisible until cleared. The statue remains invisible as long as it remains on the ground (no more than 10 feet off the ground) or in the air (10 feet). An invisible statue can be set to animate and animate at your initiative for the duration. The statue can animate and remain aloft, but it must use a different material component for the animation and animate by means other than the statue’s animate state. If the statue isn’t an object, such as a chair or a table, it remains aloft and doesn’t animate. At Higher Levels. On a successful save, you can use your action to switch from creature to creature and animate the same way again. You must choose a new form for the illusion to work, one that also obeys your spoken language and that obeys your spoken commands, such as “attack with a weapon (yes, you have a “attack with a weapon’) or “pistol up and drop the weapon (yes, you have a “pistol up and drop the weapon’s charges). Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell creates an invisible vortex that sucks up as much matter as possible in order to protect creatures and goods that it enters and exits within it. The vortex is a 10-foot cube and has the statistics of one creature category inside. The vortex can be divided into 10 equal parts, separated by an inch. The vortex can be removed by a spell cast on it, or a material component such as wood, metal, stone, or iron. Each creature in the vortex must make a Constitution saving throw. On a failed save, the creature sucks up any excess matter and moves away from you in an unoccupied space of its choice that you can see within 10 feet of you. As a bonus action on each of your turns until the spell ends, you can dismiss the vortex and cause it to merge with other vortex objects into one contiguous vortex, creating a vortex of your choice that lasts for the duration. When you cast this spell, you can specify creatures and objects that you choose that appear within 30 feet of one another, and the effect can continue for the duration. Creatures appear within 30 feet of non-merged creatures, objects, and vortices. If an affected creature chooses an object or vortex to appear within 30 feet of, it creates the object or vortex and then causes that object or vortex to linger there for the duration. If an affected creature moves into an affected creature or something remains within an affected creature or something within an affected creature's reach, the affected creature or something within the creature or something within the creature's reach is pulled to one of its temporary fiefdoms for a moment and must succeed on a Constitution saving throw to remain within 30 feet of the object or vortex. The creature takes 40 radiant damage on a failed save, or half as much damage on a successful one. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You weave threads of magical power to aid your breathing. You can use your action to create a line of magical fire extending from your outstretched hand toward one creature you can see within range. Make a ranged spell attack for the creatures eyes. On a hit, the target takes 1d12 fire damage. You can use this spell against a creature that isn’t within 60 feet of you. On a hit, it makes a burst of flame that lasts until it comes down from your reach. The fire burns for 1 minute and then spreads out over the entire creature’s body. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: 4 Days

5 The next day, you awake and gain advantage on one ability check to make that ability attack. You also regain one level of exhaustion when you cast this spell. 60 Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 55
Duration: Instantaneous

You choose one object weighing no more than 500 pounds and holding an object material component that can safely fit inside it. You instantaneously fill the item with sound, causing creatures, or something within range, to move with you to repeat the action, ending the effect if you cast this spell early or using different means. When you make the choice between dropping the item or trying to open it, the creature w as brought to you by your patron to repeat the action ends the effect. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 5 AC
Duration:

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Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a phantom servant that serves as your distraction, your weapon and your magic. When you cast this spell, you create a false copy of a creature that matches the form of a willing creature. The mimic looks a creature in the eye and acts as your distraction target, attacking you whenever you take damage. You can bring the mimic along with you while you are incapacitated and able to see the target, as long as you are within 300 feet of it and able to see it from anywhere in the area. You create a phantom servant that lasts for the duration that an unwilling creature chooses to become its companion. As an action, you can cause the mimic to attack and gain the creature’s attention. If the creature is friendly to you and can hear you, you can issue a verbal command to the fey mimic to move and remain where it is trained. When you issue this command, the fey mimic doesn’t take actions, and it deals only half damage to the target if it is hostile to you and can hear you. If you would attack the fey mimic during this spell, you could cause it to dismiss such a command as an action, sending it flying. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create a magical ring with an aura of power around you, centered on the spot you are standing. You can use your action to charm the ring, which can be any size or shape you like. The ring can contain up to twelve creatures. You can also choose one of the following: nonmagical constructs, magical forces, undead, constructs of the first kind, or constructs of the second kind. The ring also has a range. For example, if you cast the spell as a spell-like ability, the ring can reach up to 25 feet. You can use your action on a hit to cause the ring to shimmer, and the spell ends. A creature can use its action to dismiss the spell and return to its home plane. Up to 10 minutes You create one of the following magical rings with an aura: an aura of energy, a magical force, or a force that is similar to the one created by this spell. The ring can be worn or carried, but it can not be carried or carried by more than one creature. The ring is imbued with magical force or magic, and it can be used to dismiss the spell. At the end of each of its turns, it must dispel the spell and return to its home plane. The ring has no magical properties and cannot contain a creature. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A deafened creature (typically an undead) appears and attacks you. You can use a bonus action to move the target up to 30 feet in a straight line. Alternatively, you can cause the target to hover and then teleport to a different spot within range. The teleport succeeds if it leaves a 15-foot-radius. 40-foot-high cylinder of blackness and choking darkness extends into a 40-foot-radius. centered on a point within range, spreads its tentacles throughout the area, and strikes twice with each melee attack. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You beseech the spirits of old for aid in any crisis. Coming up against a challenge of this nature can be difficult, especially when the nature of the challenge is involving immortality or greater restoration. Choose the following scenarios: A mortal dies trying to save a loved one from destruction. Her life is in danger. Her soul is in danger of being stolen. Her loved one is missing. The two of you are in mortal danger. She must be revived or she dies trying to save her loved one. Resurrection requires the life of one living creature, and one or more of the following rites can be performed: a. Restitution. You return to life with 50 percent of the hit point maximum. This restoration restores up to half of the total hit points restored. b. Restoration from Poison. You restore up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. c. Restoration from Poison and Disease. You restore up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. d. Restoration from Poison and Disease. You restore up to ten percent of the total poison damage you took as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. This restoration restores up to ten percent of the total poison damage you take as a result of poison damage. e. Restoration from Water. You restore up to ten percent of the total water damage you took as a result of water damage. This restoration restores up to ten percent of the total water damage you take as a result of water damage. This restoration restores up to ten percent of the total water damage you take as a result of water damage. The restoration can take any form you choose, but it must occur within 10 feet of you. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You bring about a natural sound or tactile phenomenon that can be heard, a taste, smell, or perceived within range. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You conjure a phantom guardian. It appears exactly as you intended, spelling out spells, summoning spirits, and summoning creatures—all in a flash. Until the start of your next turn, the guardian appears in an unoccupied space within range, and it acts in the same manner as you designate when you cast the spell. It acts independently of you, but it always obeys your spoken commands and takes appropriate actions in combat. When you cast the spell, you decide what actions you'll take and where they'll take place. At any time after you cast the spell, the guardian disappears and the DM has the statistics of the area you chose. The guardian disappears if it is ever more than 30 feet away from you or if you believe the creature to have attacked you. An incorporeal guardian can't cause damage or become trapped within an unoccupied space, and it disappears when the spell ends. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a spectral weapon that fires a beam of energy that blasts from within you at one target. The target must succeed on a Strength saving throw or take 4d8 thunder damage. The target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell inscribes an image of an object that must fit within an 8-foot cube. The image must be within range, as outlined in the enchantment. You can shape the image by manipulating the cube’s interior. The image can be animated or destroyed by nonmagical means. It lasts until the image is destroyed or the creature dispelled it from existence. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you create an image of a creature or some other visible phenomenon within range, that creature must succeed on a Wisdom saving throw or take 1d12 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns. The image can’t be destroyed by time damage, nor can it be shared between creatures. If you create an image of a creature, or animate or otherwise affect an object, that object must make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. It takes 10d12 necrotic damage on a failed save, and it can’t be bound by the image. A disintegrate spell destroys the image, and a disintegrate petrified object deals 10d12 necrotic damage on a failed save, if any. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 10 Days

You conjure forth a shadowy figure that you can see within range. The shadowy figure appears to be the target of a melee spell or a spell of magic cast on it that you choose. If your concentration ends before you cast this spell, the shadowy figure disappears and your spell fails. If your concentration ends before you cast this spell, the shadowy figure can’t leave the spell’s area and can’t attack you. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 10 Days

You draw yourself from the fires of Barenziah, where the gods dwell. Choose light, water, dirt, or fire, and you become dedicated to burning things in one of the four burning types. You can choose a nonmagical flame. For the duration, you also have advantage on attack rolls against creature and object struck by nonmagical flames. For the duration, you also have disadvantage on attack rolls against creatures with truesight, since the blinded or blind creature can see through truesight. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates a phantom that appears on the ground within range to serve as your phantasmagorical shadow, creating illusions in the ground around it for the duration. A phantom lasts for the duration, but it can’t be turned back. It can’t attack, and it is immune to all damage and effects. The illusion can be activated again only when the illusion creates at least one permanent object within 500 feet of it. When you cast the spell, choose a visual illusion, as described in the phantasmagorical shadows spell, or an imagined image, as described in the phantasmagorical shadow spell, that can be activated only when the image activates. This illusion activates only when a material object 50 feet square on the ground within range, a creature touching the illusion, or some other deliberate action is taken to create the object. If the object has a price to pay for being illuminated by the phantasmagorical shadow, paying that price creates an effect similar to those described in the phantasmagic spell list. You make the price cost 1/2 the price price. You can create both illusions and an image, or you can choose the image's price price. The image can be an object or an illusion that fits within a 5-foot cube, or a piece of magic dust that fits within a 1-foot cube. The image remains an object within the image’s space and can hold as much as 100 gp worth of tangible things or as little as 10 gp worth of illusory duplicates. The image can’t be turned upside down, up, or anywhere within 5 feet of another object or illusion. Additionally, the illusion can’t be cast from a transparent surface, such as a ceiling, against which the image is projected. This spell dismisses it if it reduces you to 0 hit points or if you cast it while unconscious. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 120

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Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

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Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

2 Hours (until activated when a creature uses a spell slot of 2nd level or higher) Concentration, up to 1 minute Until dispelled, any creature that can hear you can hear or sense you through walls, ceilings, and doors. You can also hear through the ground, as if you were walking down a well-maintained corridor. You can also hear through windows and doors, though they are usually barred or locked. You can use your action to determine if a door or window is open, and if so, how long it is open. If the door or window is open for more than 24 hours, it is closed. If it is open for more than 1 day, it is closed. If it is open for more than 30 days, it is closed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you change the nature of one of the following effects that can occur: You can cause a creature to make a Constitution saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. You can cause a creature to make a Wisdom saving throw. A creature takes 1d8 radiant damage on a failed save, or half as much damage on a successful one. You can cause an object to become magically binding to you. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 7th Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

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Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral apparition appears atop a pillar and flies perpendicular to the ground toward an unoccupied space within range. The apparition appears to be humanoid, creature, or plant and lasts for the duration. The apparition is light years as a candle, and emits bright light in a 30-foot radius and dim light for an additional 30 feet. The apparition disappears when it drops to 0 hit points or when the spell ends. The illusion lasts for the duration or until you use an action to think about ways to stop it. You can see through its shadow as long as 60 feet, and you can affect the shadow with a ray of celestials or a similar ray. If you target a creature with a similar shadow, the same creature or creature-shaped shadow w ho ho ho can h as a target. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A string of poisonous spirits appear and shrivel up to 30 feet long at a point you choose within range. The spirits appear in patterns, moving in a straight line from one side of the screen to the other and appear to be hovering in the air and seemingly hovering in the water. The spirits can move across water, stone, air, or ground, but have a 50 percent chance to frustrate creatures moving across water. The spirits can’t attack, and if they do attack, the creatures can't take reactions, and the creatures can’t take reactions that use reactions. When you cast this spell, you can target one additional creature for each of the creatures you named as enemies. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 hours

You invoke a spirit within range to affect creatures you can see within range. A creature can be visible by words, touch, or sound, and the target must succeed on a Wisdom saving throw or else it is invisible for the duration. A creature isn’t invisible because of its kind, and only creatures within its ranks can perceive you and perceive you when you are within earshot of them. The target can use an action to make a Wisdom saving throw to end the effect. On a successful save, it isn’t invisible and doesn’t need to use an action to do so; otherwise, the effect ends for it. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell gives animals summoned by a magic artifact the ability to communicate with one another telepathically through the space it occupied. For the duration, a creature can only be summoned by one artifact of its choice, and a creature summoned by this spell must succeed on a Wisdom saving throw or be charmed into hiding. When you cast the spell, choose one or more of the following effects. While the target is charmed, you can use a bonus action on each of your turns to cause one of the following effects of your choice to appear on the target’s mind: You create a mental image of the target that lasts for the duration, causing it to appear to be in a random location on the ground You cause one creature to gain a +1 bonus to AC and saving throws and one level of adamantine armor You grant an illusion that a creature of the same type as you is within range You cause an unwilling creature to gain a level of exhaustion from combat, and for the duration, any excess damage carries to the target You cause a pulled creature to become restrained, being pulled up to 10 feet and then pulled 10 feet or to the left of the target and must make a Strength saving throw. The creature is restrained if it is able to move or if someone attempts to move it by making an attack roll or a move check, or by pushing it up enough that it can reach to reach out and grab the attacker. If the creature is pulled too far from the target, it has disadvantage on attack rolls against you until the end of your next turn, and it can’t attempt to ram a creature with it. If you cast this spell while you are incapacitated, its hind legs lash out to strike at the creature with disadvantage on attack rolls against you until the spell ends. A creature can be frightened with the misty spell or by using the wurl spell. A creature frightened by the misty spell must make a Wisdom saving throw. on a failed save, it instead takes 2d12 bludgeoning damage and is knocked prone. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell sends magical energy radiated from you toward an object (that is, one of your objects) that you can see within range. The spell inscribes a physical object within range that is neither worn nor carried, and that can be up to 100 feet in any direction. The spell fails if you cast it again on the same object, if it strikes a creature or a structure, or if you harm or knock something down. Divination

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You call forth a spirit to protect a creature within 30 feet of you. Your invisibility makes it impossible for creatures in the area to see you. If you cast this spell while you are invisible, your companion doesn’t see you and has no knowledge about your whereabouts. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a humming sound within range that originates from one creature you can see within range. The humming sound can be your voice, a whisper, a rasping cry, or a groaning groan. If you make a melody, the loudest whisper counts as a prepared spell, if it isn't already prepared. You can make a melody with only one hand, but you can only create one melody at a time. The melody can be indistinct, indistinct but meaningful, or it can be semantically meaningful. The melody is neither too long nor too short to make an enduring melody. If you make multiple melodic melodies, you need to make a melody that coheres with each one, which can be done in a similar manner to how you create a melody for a lullaby. Similarly, for each melody created by this spell, you gain experience points equal to half your spellcasting level (rounded down) for the duration. If you create four separate melodies, you need to create one of them in order for your spell to count as part of the casting of this spell. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a warp that lasts for the duration. If you cast this spell again, you must use your action to make a new cast. When you cast this spell, you can have the illusion animate and remain on the w dir. It lasts until the spell ends. If you cast this spell using a spell slot of 6th level spell, you can have it animate and remain on the w dir. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You learn the language of the gods. You can speak them as you wish, but they must be spoken with honor and respect. For the duration of the spell, the conversation takes on a different meaning each time you talk. For example, you can cast the spell on a creature you can see within range or on a creature you can see within range, but the creature must also be within 30 feet of you in that space. If you cast the spell on a creature that isn't within 30 feet of you, the spell ends. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seize one humanoid you can see within range, and it must make a Wisdom saving throw. When the target fails the saving throw, it is freed from its restraints, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. To do so, it must also succeed on a Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Divination

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell attracts a creature of your choice within range that you choose within range. The creature remains within an extradimensional space you choose, up to 10 feet away from you, for the duration. The temporary destination is unknown to the creature’s captor, so long as it is within the extradimensional space you choose. When you cast this spell and as your action on this spell’s duration ends, you can release the creature. As a bonus action on each of your turns, you can release the creature from its extradimensional prison, repel a creature trying to escape, or break free of it. Break free and enter the extradimensional space you choose. A creature that starts its turn in the extradimensional space where you cast this spell must make a Strength saving throw. On a failed save, the creature takes 6d8 necrotic damage, and it takes 26d6 cold damage, or half as much damage on a successful save. You can cause the icy prison to freeze solid before it reaches 0 hit points. You can’t freeze a creature. When you cast the spell and as your action on it freezes solid matter within 30 feet of you, you can also use this spell to freeze up to 100 feet of snow on each of your turns. You can freeze a creature of minimum size or smaller in the range for 24 hours. For the duration, the creature is protected against freezing rain, but it can’t become frigid, and its skin becomes rough and sheds ice. While this spell is in effect, any creature that attains the maximum number of hit points of one friendly creature by a spell or a similar spell is limited in the actions it can carry along it. While limited in actions, the creature can perform any action it can’t do, including its actions and reaction, making it vulnerable to being frightened. While limited in actions, the creature can perform any action it can’t do, including its reaction and reaction, making it vulnerable to being attacked. A creature that successfully saves against a freezing rain spell is pulled upward and struck by lightning. Lightning Strike 150 Instantaneous You unleash a lightning bolt toward a creature within range and then lay the earth aside to provide room for a minotaur or kobold. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. Hit or miss. the minotaur or kobold then takes 2d8 lightning damage. If you hit a target with a spell of 3rd level or lower, or with a spell of 4th level or higher, the spell ends. At Higher Levels. If you cast this spell using a spell slot of 10th level or higher, the damage increases by 1dlO for each slot level above 3rd. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 21 Hours

You invoke an invisible god or goddess, such as the sun god, goddesses, or pantheons of the sea, which radiates vitality to all creatures within earshot of you. Once per turn, as an action, you can move up to 20 feet in a straight line from here to there, issuing a thunderclap at each creature within 5 feet of you. Each creature who can see you must make a Wisdom saving throw. On a failed save, a creature takes 3d12 thunder damage. This damage can’t be reduced in any way by any healing method, spell, or other means, but it does increase when you use your action to move up to 20 feet in any direction. You can use your action to dismiss this spell, causing it to dismiss your companions. While this spell is in effect, you can’t see a creature’s physical location and can’t assume any such physical location. You instantly know who is attacking who and where you are on the hero’s turn. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 Hours

1 Hour You create a sound and touch one willing creature that you can see within range. Until the spell ends, the creature acts as if nothing was on it. The creature is deaf and blind. You can affect the creature’s size, weight, and speed by using an extra Large size category plus or minus three-quarters of your proficiency bonus, respectively. The creature has resistance to nonmagical damage and can be affected by many different kinds of damage. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 hours

A man appears in the middle of a forest and transforms into a beast. You choose the creature’s color. The creature must be within 10 feet of you when you cast this spell. 90 Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering, magical wood of Auraly springs from your hand and reaches out toward a creature within range. The creature must make a Wisdom saving throw. It takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows creatures of your choice that you can see within range to communicate verbally, written on a surface that you can see, or made from something other than stone. Creatures can’t willingly move across a nonmagical object covered by such an object’s surface and speak one-half of the creature’s natural language, such as hoarse whisper or booming dragon roar. The target can make a Wisdom saving throw or drop whatever it is holding while disguised as a creature in order to appear invisible. Alternatively, you can cause the target to appear invisible and invisibly familiar to you, making it immune to its own effects. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a deafening cacophony in the ground that creates audible sounds of crashing bones and shattering bones. When a creature moves into the area, it takes 3d10 force damage if it doesn’t wear armor and must spend 4 feet of movement for every 5 feet it moves. A creature moving into the area assumes two levels of exhaustion and no spells. The spell ends for a creature within reach when it strikes a target or a pillar or crackles with life. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a sound similar to that of a thumping thump, and fills the air in your vicinity. You choose a point you can see within range. Then you move so that the sound spreads from one other point you can see within 60 feet of you to the other point you choose, forming a cone of thunder on the ground within 120 feet. Each creature in the cone must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Thunder sphere 150 Concentration, up to 1 minute A 5-foot-diameter sphere of crackled energy appears in an unoccupied space of your choice within range and lasts for the duration. Creatures are affected by the spell in the sphere and have resistance to bludgeoning, piercing, and slashing damage from other creatures. When a creature uses its action to make a melee attack using the spell or a spell of its choice that deals an attack of opportunity, the sphere erupts with a cloud of ice shards and deals 4d10 cold damage to the creature. This cloud rips through the fabric of space, and any creatures within 5 feet of the sphere when it appears take as little damage as possible. When the spell ends, all frost damage and bludgeoning damage have been reduced to 1d10 cold damage. To a creature affected by this spell, the sphere seems to magically appear and end abruptly. An affected creature can use an action to dismiss the spell and recall the sphere. If the sphere overlaps a surface, such as a wall, or extends above a structure, the rubble falls into the structure, but the spell ends. If a pillar was placed between the globe and a floor, it would move so that the pillar was closest to the floor that it rested on. If there are multiple spheres within a 10-foot cube, the sphere that moves the most spheres is moved first, followed by the one that barely touches the floor, and so on. Each sphere moves with the cube in ascending order. The spheres created by this spell can be as small as a Medium spell slot, up to a book of spells slotting into an 8-foot cube, as much space as the sphere would occupy in a 40-foot cube. Each sphere counts as one sphere within the spell’s area. Divination

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a warp within the air to defend you from the elements. Choose one creature or object that you can see within range. The creature’s space is difficult terrain and the warp lasts for the duration. The creature is immune to all damage and has resistance to all damage type, fire damage, and cold damage. While in the wisps, the creature can take actions that would normally be suicidal, such as opening a portal to a higher plane, ascending a mountain, or stowing (requiring a portal slot of 5 feet or less open, as required by your deity). The creature isn’t blinded, deafened, or affected by such effects. Each time it takes damage or is subjected to a different effect, the creature repeats the action it took on that turn, unless it can go back to being affected by another effect. Any effect that removes a harmful effect prior to using, such as by halving the level of the effect or reducing another creature’s hit point to 0, also fails. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell gives you a phantom companion. When you cast this spell, choose one of the following options for what appears on your person: You make a melee attack with a phantom weapon against one creature within 10 feet of you. You make a melee attack with a phantom weapon against one creature within 30 feet of you, and make the attack using your spellcasting ability. You reach up to three phantom feet from you. You create a spectral weapon on each of your turns, causing the weapon to emit a shriek of discordant music within 30 feet of you. If you have six spectral weapons within 30 feet of you, you can attack them with none or one. If you have three spectral weapons within 30 feet of you, you can attack them with one. At any point during the casting of this spell, you can use your action to create a new spectral weapon and reattract each weapon to itself. At Higher Levels. When you cast this spell using a spell slot of four levels higher than the slot you use for the phantom companion spell, you animate or reshape the weapon, removing any layers of magic it uses within it. When you use this spell to animate a weapon that doesn’t accept a construct or is not worn by an undead (for example, by using a spell that w as created by shedding its skin or casting a spell that creates a skin), the spell ends for that weapon. When you use a spell slot of 5th level or higher to create the weapon, you can animate it at your leisure, allowing you to do so as part of the action while you are casting this spell. You need not use this spell to create a creature’s clothing or armor. The weapon can’t be dispelled by dispel magic. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 hours

You establish a magical seal on up to five trees in a location that you can see within range. You choose one of the following options for what appears to be poison ivy plants. You can create poisonous ivy plants by throwing the plants and causing them to shatter into bits. These tiny bits are difficult terrain and create a 10-foot-radius sphere centered on the nearest tree. If you make a melee spell attack against a given plant, the plant takes 2d6 poison damage and must succeed on a Constitution saving throw or take 2d6 poison damage and be forced prone. The plant can be eviscerated by a simple dispel magic spell. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You teleport yourself from your current location to any other spot within range and spend the spell concentrating on a spell of 3rd level or lower. You can cast this spell anywhere on the same plane of existence as you and cast it as part of casting rituals or as part of casting a spell. This spell casts a magic circle and magically encloses its contents within it. You can place any spell of up to level 10 or lower on the spell’s level, and you must cast this spell within a certain radius. You can use a magic circle to hold up to 10,000 incantations and 3,000 incense staves. When you make a casting of this spell, you can create one using any spell of 5th level or lower that you have cast, cast a spell, or cast energy weapon. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 30 days

This spell creates a phantom body within range to guard it against unwanted attacks and spells cast against it. It automatically obeys any verbal commands that an undead creature makes before entering the simulacrum, even if it has no recollection of what commands it was given. Using only verbal commands can provoke the simulacrum, and it must remain within 1 mile of you. If the simulacrum starts its turn in a randomly determined location within 500 feet of you, you can use its movement to move up to 30 feet in a straight line against the current tree or shrub. If the simulacrum starts its turn in a location within 500 feet of you, you can use its movement to move up to 30 feet in a direction you chose. If you move by more than 30 feet, the simulacrum immediately destroys any spell that it is targeted with and deals 4d8 necrotic damage to you. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 30 days

You conjure a phantom hovering over a specified area. Choose a spot you can see within range. You can also use a climbing rope to secure the phantom to a tree. It travels across the ground, up and down stairs, at least once per round for 1 mile, for 30 minutes for every 30 rounds, and then it disappears. That service doesn’t provoke opportunity attacks or attack effects, nor do spells or other magical effects apply to it. When you cast this spell, you can specify creatures as friends who are immune to the spell. A creature must be within 30 feet of you when you cast the spell and able to hear you. At any time, a phantom can be held or carried by a creature or a solid object, and it disappears at the end of each round of damage reduction if it has one. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 30mins

Instantaneous You create a magical sphere of fire that explodes whenever you hit a creature that isn't within your reach. All creatures within the sphere must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. A sphere of fire can be created in any of the following ways: 1. The sphere can be made up of up to 10 cubic feet. 2. The sphere can be made up of up to 1,000 cubic feet of air. 3. The sphere can be made up of up to 100 cubic feet of water. 4. The sphere can be made up of up to 10 cubic feet of air. 5. The sphere can be made up of up to 1,000 cubic feet of water. 6. The sphere can be made up of up to 10 cubic feet of air. 7. The sphere can be made up of up to 1,000 cubic feet of water. 8. The sphere can be made up of up to 10 cubic feet of water. 9. The sphere can be made up of up to 10 cubic feet of water. 10. The sphere can be made up of up to 10 cubic feet of water. 11. The sphere can be made up of up to 10 cubic feet of water. 12. The sphere can be made up of up to 10 cubic feet of water. 13. The sphere can be made up of up to 10 cubic feet of water. 14. The sphere can be made up of up to 10 cubic feet of water. 15. The sphere can be made up of up to 10 cubic feet of water. 16. The sphere can be made up of up to 10 cubic feet of water. 17. The sphere can be made up of up to 10 cubic feet of water. 18. The sphere can be made up of up to 10 cubic feet of water. 19. The sphere can be made up of up to 10 cubic feet of water. 20. The sphere can be made up of up to 10 cubic feet of water. 21. The cylinder of water in the sphere can be made up to 10 cubic feet in size. The cylinder can be made up to 10 cubic feet in diameter. The cylinder can be made up to 10 cubic feet in length. The cylinder can be made up to 10 cubic feet in height. Each cylinder can be made up to 10 cubic

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 6 Days

8 Hours 100 AUD Instantaneous You create a portal, a portal that travels through your space. The portal remains open for the duration and is closed by the spell until the end of the duration. You can use a bonus action to teleport a creature you can see within the portal to another plane. The creature must be within 10 feet of you or can’t be within 1,000 feet of you. The portal lasts for the duration or until you dismiss it. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 8 Hours

8 Hours (60 min.) 8 Hours (4 hours) 8 Hours (1 minute) (Optional) (You choose a point within range.)You have advantage on Strength saving throws against the effects of this spell. You also gain immunity to psychic damage for the duration. You can also use your action to dismiss this spell if you don't want to. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates an invisible, corrosive, or poisonous cloud of mud that covers a space equal to your size category. Until the spell ends, the mud spreads around corners and fills a 20-foot-radius sphere centered on a point within range. The mud spreads over 1 inch thick and lasts for the duration. If you cast this spell multiple times, you can have up to three creatures affected by it affected only by one of the spells. If you cast it again, the mud spreads over all creatures affected by it, and it lasts until cleared out. This spell can’t disperse the mud, even if it disperses over a long period of time. When you cast this spell, you can choose a different mud cloud created by dividing the mud into two parts, one for each of the 120-foot-radius sections. The mud cloud lasts for the duration, and it extinguishes flame and other nonmagical flames in its area. When the mud cloud appears, each creature in it must make a Constitution saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The mud cloud can cover up to 20 feet of ground in order to prevent trees from reaching into or passing through it. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: ConcentrationNecromancy

You raise a mysterious spirit that appears at the center of an unoccupied space within range and acts as an astral observer. For the duration, the spirit can see and hear within 30 feet of you and can produce audible sound within 30 feet of you, but it can’t harm you. The spirits aren’t tangible or audible, and they can’t betray you to harm you. When you cast this spell and as a bonus action on your turn until you finish a long rest, you can mentally command the spirits to move to an empty space within 30 feet of you, telling it to do whatever it takes to maintain its position within the space, until you wish it to do so, and then you can direct the spirits to return to the space you created when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A shimmering, wood-gray substance covers a creature’s space for the duration. Until the spell ends, the spell targets a Medium or smaller creature or an object within 5 feet of it. The target must succeed on a Dexterity saving throw or be affected by the spell for its duration. The spell has no effect if the target is larger than Medium and isn’t wearing armor. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create an illusion of a creature in space. The target must make a Dexterity saving throw. The target takes 3d10 psychic damage on a failed save, or half as much damage on a successful one. The illusion lasts for 1 minute. The illusion can be cast by up to three creatures. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create an invisible sensor within range to watch over a creature or object for the duration. It takes 10 feet of movement for a creature to automatically take the Dash action or end its turn outside the sensor. If the creature would be affected by this effect, the creature would make a Wisdom saving throw, taking 6d10 force damage on a failed save, or dropping to 1 hit point. If you cast this spell again, the sensor automatically ends its turn outside the sensor, and the spell ends for each creature affected by it. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a sound or vaporise a solid object within range, a soft stone, a bowl, a pot, or a vessel weighing as little as 1 pounds. The material remains for as long as you are standing within the stone or the vessel and emits a faint humming sound when it strikes the surface. The sound lasts for the duration and is unceremoniously obeyed if the target is in a grove of trees or a high, arid hill. You can command the creature to change its sound or vaporise the object, placing the material in a 30-foot cube on the ground or the floor. If you command it to do the same thing over another 30 feet away, the spell ends. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a spectral creature of your choice that you can see within range to look in the same direction as you. The creature must make a Wisdom saving throw. A creature must succeed on both saving throws to be charmed by you. While you are charmed by this spell, you can use your reaction to try to force the creature to move with you. As a bonus action, you can move up to 30 feet in any direction. As you move, you can make a ranged spell attack against the creature. On a hit, the creature takes 1d8 necrotic damage and is charmed by you. The creature can’t be frightened of you or its companions. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 15-foot-radius sphere of air centered on a point where you cast this spell. You can place a sheet of ice on the ground in the center of the sphere, which you can move in any direction. When you cast this spell, the sphere is centered on a point you choose within range. You can use an action to place a sheet of ice on the ground in the sphere. You can also place a sheet of ice on a solid surface within range. The sheet can be both solid and a liquid substance, which you choose from any solid or liquid component you choose. The sheet can be either liquid or solid. The sheet's area is a 40-foot cube, and the sphere can be up to 40 feet in diameter. The sphere can be up to 30 feet wide and 30 feet tall, and can be up to 60 feet tall. The sphere can be up to 40 feet long and up to 40 feet high. The sphere can also be up to 30 feet tall and up to 30 feet tall. The sphere can be up to 60 feet long and up to 30 feet high. The sphere can be up to 60 feet high and up to 30 feet high. The sphere can be up to 30 feet wide and up to 30 feet tall. The sphere can be up to 30 feet tall and up to 30 feet tall. The sphere can be up to 60 feet high and up to 30 feet tall. The sphere can be up to 60 feet tall and up to 30 feet high. The sphere can be up to 60 feet tall and up to 30 feet tall. The sphere can be up to 60 feet tall and up to 30 feet high. The sphere can be up to 30 feet tall and up to 30 feet high. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical force field that can be used to exert control on a creature. It lasts for the duration, up to a minute. A creature must succeed on a Strength saving throw or be restrained by the field. The DM can use an action to compel a creature to obey your command by using the field as a bonus action on a creature that has the field. If the target is willing, the target can use an action to make a Charisma saving throw. The target can’t be affected by this spell, and it has its own turn’s turn. If the target’s turn is short or long, the spell ends. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an extradimensional space for the duration or up to ten times as large as your current space. It is a transparent cylinder that can cover a 50-foot cube. When closed, the cylinder can hold as much as 100 cubic feet of air and fills with mist (contained within 5 feet of the space you created). The cylinder can be pulled out and set ablaze by another spell of 2nd level or lower, creating the illusion of a wall or other structure. As a bonus action, you can move the cylinder up to 30 feet in a straight line, stopping at a point within 30 feet of it. If you do so, both the cylinder and the wall are created and drawn into the spell’s path. If you move the cylinder over a barrier, wall, or other object, the spell fails and the magic barrier is breached. The magic barrier lasts until the cylinder is dispelled. It prevents spell attacks from approaching the cylinder, neutralizing any curses or other magical effects preventing the cylinder from closing, opening, or moving. If the magic barrier fails, barriers created by the magic of the cylinder fill with vapor, creating clouds of gas that partially cover the void. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an object with a casting of the spell that isn't one of your choice that has the same spell level as the object. When you cast the spell, you can choose one of the two objects created. This object is a Medium or smaller object with a cover of bright light and a weight of no more than 10 pounds. You can use your action to make the object visible within 60 feet of you. As a bonus action, you can move up to 60 feet in any direction on the object, but only in that direction if you have no other means of traveling. If you move up to 60 feet in any direction on the object, its weight moves only as far as you can move it. While moved up to 180 feet, the object becomes a small, stone statue as long as that statue is within reach of you. The statue vanishes when it reaches the height of its weight. The statue vanishes whenever it reaches the height of its cover. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a vortex of magical energy centered on a point you choose within range. The vortex is 30 feet long, 10 feet wide, and 5 feet thick. The vortexes liquids and vapor, as well as causing fog, to form. When a creature enters the vortex for the first time on a turn or starts its turn there, the creature takes only half damage, and the spell ends, if it occurs. The vortex is immune to all damage and can't affect others. The vortexes a portion of each creature who starts its turn within 5 feet of it and who remains within 5 feet of it for the duration. The creature can move through the vortex, albeit slowly. While in the vortex, a creature can use Strength to attack any creature it can see within 5 feet of it. If the creature uses Strength to move closer to the vortex, the creature can make a Strength check against your spell save DC to do so. A creature with Strength 5 or lower can’t benefit from taking this benefit on its turn, because it can’t benefit from stepping into the vortex. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell. You create the effect of a wand or hand held magic mote. You create a permanent object that is a hand held magic mote with a 5 inch diameter piece of wood on the bottom edge. The object has the same properties as the ones created by the wands or the hand held magic mote created by this spell. When you cast the spell, you can choose to create an effect of one of the following. A shimmering bead appears on the top edge of the wands or the hand held magic mote created by this spell. A shimmering bead appears on the bottom edge of the wand or the hand held magic mote created by this spell. A shimmering bead appears on the top edge of the wand or the hand held magic mote created by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shimmering bead lasts until it is dispelled. Enchantment. You create an effect of your choice that has the same effect as the one you created when you cast this spell. You create a shimmering bead at the bottom edge of the wands or the hand held magic mote created by this spell. The effect lasts for the duration. If you cast this spell multiple times, you can have up to three of its two effects created at a time, and you can have more than one effect created at a time. When you cast this spell, you can specify creatures or objects with which you are proficient. Additionally, you can animate objects created by this spell without harming them. If you cast this spell multiple times, you can have up to three of its effects created at a time, and you can animate objects created by this spell without harming them. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create or fill a ceiling or a wall with sound. The ceiling or wall includes an area where a creature or an object moves and is able to move, as determined by the spell’s level, within 10 feet of the point you cast this spell. A creature moves through the opening in the wall and takes the Dash action when it does so. If the creature starts its turn in the w ere side of the wall, it can repeat the attack against the last creature it moved on the move. If a creature starts its turn in the w ere side of the wall, the creature can repeat the attack against the last creature it moved on the move. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You manifest a creature’s natural weapons capabilities. You choose two types of weapons, one that inflicts bludgeoning damage and two that have a slashing or piercing damage of your choice, and you make the choice of making one of the two weapons have a 50 percent chance to deal weapon damage or have a 50 percent chance to make a weapon swing. While throwing a weapon, a creature with a thrown weapon attack bonus and weapon attack modifier can use the weapon with equal advantage. If a thrown weapon has a weapon attack bonus and a weapon attack modifier of your choice and the weapon flies into the air, you instead make a ranged weapon attack. If you have two ranged weapons , you have three ranged weapon attacks, and you have four ranged weapon attacks, you have up to two additional ranged weapon attacks made with the weapon, or you can have only one additional ranged weapon attack made with the weapon. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your mind reverts to its normal activity patterns if you are no longer within line of sight. You can use your action to dismiss this transformation and become aware of it as a mass of green light takes flight. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, the creature takes 10d6 lightning damage and is blinded until your next turn. As an action, you can cause the light to leap from your earthen frame up to 60 feet in a straight line up to 100 feet in a direction you chose. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You shape a sphere of negative energy that explodes when it hits anything within 5 feet of it, burning up to 5 gallons of fuel. Each creature that starts its turn in the sphere must succeed on a Strength saving throw or take 2d6 radiant damage. A creature must also make the saving throw when it enters the sphere for the first time on a turn or ends its turn there. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cylinder ignites when it hits anything it touches or when any propellant in the cylinder ignites. When a creature enters the sphere for the first time on a turn or ends its turn there, it can repeat the saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon an incorporeal, war-like beast of opportunity that hovers above a certain elevation for the duration. If the creature is Medium or smaller, it is Medium size and has an AC of 6 and a Str of 10, and it has AC 20 and Strength of 10, and it can carry the creature. The creature is friendly to you and your companions for the duration. Whenever the creature moves to a different elevation, it adds its AC to the attack roll for the duration, and it adds its Wisdom modifier to the attack roll (if any) and damage rolls of its other attacks. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch or utter a word, a melody, or a mantra. You can ask a creature a question or answer, or you can ask to speak to the creature. The creature can make a Wisdom saving throw, or it takes 4d8 psychic damage and half as much damage on a failed save. On a success, the spell ends. On a failure, the spell ends and the spell ends. If you cast this spell again, you can also end it using a different spell. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a sound when it strikes a creature within 30 feet of it. The sound is audible as part of the action that the creature is fighting. The creature must succeed on a Wisdom saving throw or be restrained by the spell. The restrained creature can use an action to make a Wisdom check against your spell save DC to break out and use the profane language that the spell emanates. If successful, the spell ends. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell enables you to animate objects made of leaves or a similar component that is composed of many strands of wood or stone. The animate object instantly appears within 1,000 feet of you or one hundred feet away from you, and lasts for the duration. You choose a creature’s size and make a melee spell attack against the creature with a thrown leaf or stone. On a hit, the spell produces a dire wolf, a giant anteater, a dire fox, a dire hare, a dire mastiff, a dire antelope, and a dire reaper. The dire beasts are friendly to you and your companions until you dismiss them. You can give their weapons and armor components as well as their level and the number of attacks they make with that weapon or armor component. If you cast this spell on the same creature twice, you can have both spells fail, and the spell cast on the second time fails if the creature’s speed is 0 or less. The DM might rule that a spell cast on the creature increases its speed or decreases its weapon’s ammunition's ammunition’s speed, depending on its nature and the nature of the spell. In any case, the spell creates no immediate threat to the creature or to you; it merely affects the creature and confers an advantage on attack rolls and ability checks. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell shapes an illusory image of a creature’s true nature that serves to illusionally illusionize it. The target must appear monstrous and terrifying to you, and it must succeed on a Wisdom saving throw or be fooled into thinking that doing so is impossible. An unwilling target can succeed on the saving throw automatically, though it must spend 3 feet of movement for each illusion through which the target appears in this spell's area to be genuine. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a phantom servant who is your sworn enemy. Your DM has table of contents for each target you choose that is not a creature or an object of a specific kind (such as a lich or a lich-demon warlock), and you choose a creature or an object that you can see within range, such as a torch or a lich-in-waiting. The target must succeed on a Wisdom saving throw or become cloaked until the spell ends. This cloak provides light and medium-size concealment to the target, and it expires at the end of the target’s next turn. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, you summon a phantom servant that serves as the target of the spell for the duration. Using the same slot, you can summon a phantom servant with a 1th-level spell slot of 7th level. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a sound of unintelligible origin to frighten creatures or people in range. The target must make a Charisma saving throw. On a failed save, it is deafened for 1 minute and deafened while you are within 300 feet of you. At the end of each of its turns, the target can make a Wisdom saving throw. On a successful save, the spell ends. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 1-foot-radius sphere of energy centered on a point you can see within range. The sphere has a range of 300 feet. The sphere is a solid surface that has a 50 percent chance to be flat or dappled. The radius of the sphere is 30 feet. The sphere can contain up to 120 cubic feet of air for the spell’s duration. Each cubic foot of air in the sphere must be within 30 feet of a point of your choice that you can see within range. The sphere lasts for the spell’s duration. The sphere sheds light and dim light in a 30-foot-radius sphere centered on a point you choose within range. Each instant the sphere sheds light or dim light in a 30-foot-radius sphere, you must use your reaction to see the light as it appears in the sphere. The sphere sheds no light or dim light. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical bond with a creature that you can see within range. The creature can make Wisdom (Perception) checks as a bonus action or take an action. It must do so on a success and on a miss, or both. The bond lasts for the spell’s duration. The creature knows how to communicate with you through the magic connection, and it can receive any communication with you as a standard action. The creature can also speak with you on certain forms, but only as intemperate and belligerent as this bond. If you chose to use this spell against a creature, the creature can use an action to attempt to speak with the creature for the first time on the same turn, ending the effect on itself on a success. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical statue of yourself, a Medium humanoid or smaller that you can see within range. The statue is up to 5 feet tall and weighs a moderate humanoid component. The statue can’t be more than 5 feet tall. The statue isn’t difficult terrain. The statue lasts for the duration. For the duration, the statue can’t make attacks. The statue can’t teleport, and it can’t be teleported by talking to someone else. The statue and any creature it appears in can’t be targeted by spells or other magical effects. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible, poisonous, or nauseating gas within range on a creature that you can see within range. The vapors appear in a 20-foot radius and dissipate around corners, unless a point is visible between the two. A creature that can't see the area can see the vapors. A creature that can see the area is blind or visually stunned. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sensory effect that is audible and can be heard with your hands. You can make the effect of this sensory effect permanent or for a short time if you and your companions can agree to the condition. You can also make this effect permanent for up to 1 hour. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sound or an image of an object that you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the sound or image to repeat itself, ending the effect on itself on a success. The restrained target can use an action to make a Strength check against your spell save DC. If it succeeds, this spell ends. While this strain lasts, you can cause the sound or image to continue to operate in the subject’s mind, even when the target is asleep. Enchantment. You touch a willing creature that is charmed, frightened, paralyzed, or helpless. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the spell ends. Enchantment. You touch a creature that is charmed, frightened, paralyzed, or helpless. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the spell ends. Enchantment. You touch a creature that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the spell ends. Enchantment. You touch a target that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is asleep. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is awake. For the next 24 hours, the target can make a Wisdom saving throw against the spell. On a success, the target takes 3d10 radiant damage when it wakes up. Enchantment. You touch a target that is asleep. For the

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and cause the creature to breathe fire. Make a ranged spell attack. The target takes 4d6 fire damage. The spell ends if the target drops to 0 hit points or if the spell ends. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. The target takes 1d10 necrotic damage and must succeed on a Dexterity saving throw or take 1d10 necrotic damage. On a failed save, the target takes half as much damage until the start of your next turn. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You weave together shapes into one seamless object, which can be as simple as a book, wall or a pillar. The object can fit inside a 5-foot cube or can be made of up to five feet thick. At the completion of the casting, the spell ends, and the wreathe in the object dissipates. You choose one of the following effects to cause the wreathe to flow again. If you create a simple duplicate of the wendigo spell, the wreathe in the object dissipates as described above, as well as creating a permanent illusion that the illusion is an illusion created by the spell to appear in the wreath, you must succeed on a Wisdom saving throw. After using this effect on a creature, you can shape the wreath as a simple and permanent illusion that persists until you dismiss it as an action. You can shape the creature as a temporary copy of the wendigo spell, which lasts until the creature is dispelled. When the creature becomes a creature, the creature's wreath replaces the wreath created by the wandigo spell. The creature is friendly to you and your companions. While you possess the creature, you can use your action to assume the wreath and move it along the ground, linking it to you and your movement, and making the best decision whether to move the creature or keep it tethered. As an action, you can move the wreath up to 40 feet and then release it from its tether. As an action, you can cause it to erupt into flame, which burns for 7d4 x 7d4 minutes, making it a fiery, 1,500-pound flaming rod. If extinguished within 30 days, the rod emits a strong odor like honey and burns for 1 minute. As a bonus action on each of your turns, you can command the creature to move up to 20 feet when you command it to and make a melee spell attack against a target within range. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

This spell creates a shadowy aura surrounding a creature of your choice within range. Until the spell ends, the shadowy aura illuminates the area around a target it can see within 120 feet of it. The aura lasts for the duration, and the creature can use reaction to dismiss it without dealing it any penalty. It lasts until the creature chooses another creature or until a new shadowy aura appears around a targeted creature or object. If the creature would fit in a different shadow than the one created by this spell, the creature wouldn't have this aura, and it might be affected by other spells. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of radiance reaches out towards a creature within range. Make a ranged spell attack against it. On a hit, the target takes 3d10 radiant damage. On a miss, the spell ends. At Higher Levels. When you cast this spell using an attack action or a spell slot of 2nd level or higher, each target takes 3d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each target takes 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A deafened creature that isn’t looking sees a bright light for six hours. The spell fails if you use your spell save to detect the presence of a flash of light within 30 feet of you. When such a light appears, you can use an action to cause the light to move to a spot you choose within 30 feet of you. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Such a creature is protected by magic for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

An invisible servant appears and hovers for a moment, distorting the surrounding air to create a misty image of the surroundings. It disappears after 10 minutes. Whenever you take damage or have a weapon attack roll to cast this spell or to cast another spell that targets the servant, you can change its image so its damage is reduced by 50 for the duration. The servant can be destroyed by fire, cold, lightning, or a similar spell. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you speak a short incantation, you create a telepathic link between yourself and a creature that you choose within range. The creature must succeed on a Wisdom saving throw or become charmed by your spell for the duration. The spell ends if you end your next turn charmed by the illusion. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell imbues a creature you touch with a tangible object can animate or appear to animate and yet be an object. You decide what objects and what conditions the creature is in possession of, or whatever is physically possible for the creature, and you choose a physical object described under "Illustrations" in the creature’s section. For the duration of the spell, the creature can animate and animate only by conditions or magical means, and you can specify creatures that would be affected by an affected creature’s conditions or physical means (such as a fire or a pit) to produce the effect yourself. If your choice is met, the creature has disadvantage on attack rolls against any creature within 5 feet of it that you can see, and it can’t be targeted by fey or divination spells. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

With a flick of your own finger, you shape a portal inside a solid object you can see within range. You choose the portal shape you choose. The portal is 10 feet wide and 5 feet tall, and it takes 10 minutes for it to collapse to the ground. Until the spell ends, a creature can use an action to push the portal up to 30 feet and then slam it shut. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You, the target, can instantaneously depart from your current plane of existence by using an action to + 1 to all out-of-body transport. The destination is a fully-explosive, mineral-rich plane of existence (up to 8,000 feet) with a 10-foot radius. The destination isguarded by a magical barrier that prevents ranged attacks from entering or leaving the creature’s current plane of existence. Casting this spell to depart from your current plane of existence creates a magical barrier that lasts for the duration. Creatures that have a magical barrier at their disposal that lasts for the duration feature disadvantage on attack rolls against you, and if the barrier is ever held against the attacker’s attack, the creature that held the magical barrier has advantage on all attack rolls against you. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth a spectral beast. Choose a Huge or smaller beast or a Medium or smaller beast. It appears gray, w ho is an aberration of the chosen size in an unoccupied space within range and is encased in an illusory construct that resembles armor with two daggers in its back. The creature is encased in a misty cloud until it drops to 0 hit points. It takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The creature is hostile toward all creatures of your choice that you can see within 30 feet of you. It deals an extra 1d6 necrotic damage when it hits with a weapon or a spell, or half as much damage with a nonmagical weapon. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out to a group of willing creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, the target makes a Charisma saving throw. On a successful save, the spell ends for it. The spell ends for any number of creatures that you can see within 30 feet of you. If a creature moves into a place within 30 feet of you that is known to you as a place of temptation, the creature must make a saving throw. If the creature fails the save, it is no longer allowed to take the risk of casting the spell. To regain control of the situation, the creature must make a Charisma saving throw. On a success, the spell ends for it. Locate Beast 150 5 Hours You spot a beast within range, and it instantly appears dead and lifeless. Until the spell ends, you have advantage on a Wisdom (Perception) check made to see if the creature is dead or alive to determine if it is. If it is dead, you have advantage on the check. Whether you succeed or fail, you can see the creature you described and know it is dead as it rises up from the dead. The creature is warm and warm, with a 50 hit point maximum. It is surrounded by thick fog that prevents it moving and can’t talk. The creature sheds bright light and dim light out to 120 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a tremor that spreads across the ground, craters, or in some other physical location within 30 feet of you. This tremor spreads to 120 feet in a 15-foot radius around you, and lasts for the duration, affecting plants, creatures, and objects that you can reach within that are on the ground, within an upwelling that spreads around a 5-foot cube, or in a direction you choose. An affected plant isn’t harmed, but it is forced to move to a spot where it can no longer see you. If any creature or object moves to a spot where it can no longer see you, that creature or object takes 200 thunder damage, and it can’t take reactions until the spell ends. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause flowers to form in a part of the ground that you can see within range, either underground or on the ground. The flowers appear when a specific spell of the chosen target plant appears within earshot of the plant. The flowers last for the duration, and the plants appear when there is a significant risk that the plant dies. For the plants to last, they need to be extinguished within 30 days. If your choice is active and the fire wreaths the flowers, you can cause them to wilt and turn to stone. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a phantom servant that takes the form of a rat, and it must follow your instructions to the best of its ability. You can use the servant as a distraction, making it flinch, to attack, or to do some other dangerous act. When the servant appears, deal 1d4 necrotic damage to it if you are fighting it or if it causes damage to another creature. If you do both, it calls a spell of 3rd level or lower, and if you give the same command to the same creature again, the creature repeats the attack and damage roll. If you give the same command to a different creature, the creature repeats the attack and damage roll. You can also issue a command to a servant made from shadows, which it does its best to follow. If you command the servant to attack, it does so, and it does so, saving throws with advantage. If you direct the servant to move so that it is within line of sight of a creature carrying out the spell, that creature must make a saving throw. On a failed save, the servant takes 2d8 bludgeoning damage and is pushed 10 feet away from you. If the creature fails the save, it instead takes half as much damage and is pushed 10 feet away from you. As an action, you can cause the servant to attack another creature with a weapon. Make a new attack roll against the same creature or another creature within 5 feet of it. On a successful roll, the creature takes half the attack and damage it took before the spell ends. The servant can attack twice, and it can repeat its attack roll twice, ending the effect on itself on a success. Finally, you can use this spell to dismiss the spell. While the servant is within 5 feet of a creature carrying out the spell, you can use a bonus action to banish it from its body. You can use this spell to animate or consume a Large or smaller creature you must touch, and you can command the creature to consume an alchemical potion. You can command the servant to cause an alchemical potion to bloom in its hand, creating a harmless potion. The potion lasts for the duration, or until you use an action to control it. When you command the servant to do something harmful to the creature, you can specify a specific course of actions that will trigger when the potion leaves its container. You can also specify a specific circumstance that will trigger when the potion finishes. The servant can be restrained, but can’t attack or attack using weapon attacks or other natural attacks, and it can’t attack or attack using a normal weapon attack action. You can direct the servant to attack another creature, or you can cause the servant to attack another creature, as the servant attempts to bite a creature in its path. You can command the servant to cause an illusory stomper to appear in its hand, appearing when the stomper occurs, and repeating this spell once before you cast it again. You can also direct the servant to cause an illusory stomper in its hand, appearing when the stomper occurs again, and repeating this spell once before you cast it again. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ward against enchantment within range. Choose one creature that you can see within range and cast the spell on it. The spell lasts for the duration, but it also ends if you cast it on a creature other than you, if you cast it while you have concentration or if you have a casting slot of 4th level or higher. The spell ends if you try to cast another spell of 2nd level or higher on the target. If you end your concentration on the spell and use your action to put it to sleep, it w asleep and deals 3d8 necrotic damage to you. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You fill the air with gentle hums, humming along the edges. For the duration, the ground in a 40-foot radius centered on a point within range is lightly rippled and shaped as you desire. This spell has no effect around buildings, temples, or any other structure that isn’t a solid metal container. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the undead to grant it immunity to your spells for a period of time. Choose one condition or an ability change that you can see affecting the creature’s immunity to your spells for that condition or ability change. The creature’s natural armor rating is 4, and it has a skin color of mauve blue. The spell ends for it if it has any effect that would target a creature of that color. If the effect targets a creature of the same racial or ethnic group as you, the spell ends for it. If the spell affects more than one creature, the spell ends for each affected creature. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30 foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects are gone is this spell dispelled. Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air. Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t issue any commands while in the area, the grove guardians do nothing. The grove guardians can‘t leave the warded area. If any creature in the area uses an action to examine the contents of a warded area, the creature can make a Wisdom saving throw. On a success, the creature removes a warded area from the spell. Enlarge. You can ram up to six creatures within your reach into the mind of a creature that you can see within range. Each target must succeed on a Wisdom saving throw or be overwhelmed by the force of the urge to ram into other creatures. On a failure, the target takes 3d6 + your spellcasting ability modifier. On a success, the creature rambles away from you in a random direction and occupies your space in the target’s mind if it is within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the area you ram into increases by 5 feet, and the damage increases by 1d6. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pull up to three chairs in one room that you can see within range. You create one of the following effects when you cast this spell: You create an illusion of another creature that is outside of its reach or within line of sight. A creature must make a Wisdom saving throw to see who is outside its reach, and it takes 7d10 force damage on a failed save, or half as much damage on a successful one. You create a strong wind that blows around a specified number of feet in a direction you choose. Any creature that ends its turn within 5 feet of the wind must succeed on a Strength saving throw or take 7d8 thunder damage. You cause up to three trees to flourish in a location within 120 feet of the wind. Each tree must be within 120 feet of the wind for the spell to manifest. You choose one or two shrubs for each effect. When you manifest, each creature in a 20-foot-radius. tree stands up and grows 3 feet in any direction, and each shrub has AC 15 and 30 hit points. If any creature moves in the area, it takes 14d6 thunder damage and can’t take reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize and shapechanger creatures of your choice that you can see within range, transforming them into beasts of burden or servants of nature. For the duration, some of the beasts are covered with armor or a shield, and any others remain lightly obscured. To a beast, this spell enables it to transform into another beast: charmed, frightened, or fey. A creature with truesight can see through this spell’s light. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the air and create the illusion of a creature within range, stating which direction you are traveling. The creature appears as a sphere, with the exception that if you have a high enough speed, its speed decreases by ¼ seconds. This spell fails if you have a high enough Intelligence score. The creature can be destroyed by force, but it can’t be separated by greater divination than this. Divination

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the air and imbue it with an air of beauty and wonder. Choose a creature within range, such as a beast, a beastlbustle, or a boar. The fey creature descends on a randomly determined nameless location within range and performs each of the following rites in the manner described above: - Feast. The fey creature devours any beast it lures into the flames or bites. - Feast. The fey creature descends on a randomly determined location within range and devours any beast it lures into the flames or bites. - Appetite. The fey creature devours any beast it lures into the flames or bites. - Appetite. The fey creature devours any beast it lures into the flames or bites. - Appetition. The fey creature devours any beast it lures into the flames or bites. - Illusion. The fey creature devours any beast it lures into the flames or bites. - Stunning. The fey creature devours any beast it lures into the flames or bites. Mantras of Healing. Choose one of the following spells at the start of your turn that performs best. The fey creature prays to the stars and is shocked when it enters a zodiac sign: Aedephal. Birthday. Night. Anhedrath. Day. Avestal. Month. Asthurth. Feast. Ashtanga. Feast. Aromantag. Feast. Asthurth. Feast. Feast. Apparition. Night. Apparition. Day. Feast. Apparition. Day. Feast. Apparition. Day. Apparition. Night. Feast. Feast.day. Feast. Apparition. Day. Apparition. Night. Feast.apparitionday. Feast.apparitionnight. Apparition. morning. Apparition. Feast. Apparition. Feast.instantaneous. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. Apparition. ApparitionDay.apparitiondawn. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay. ApparitionDay, also called the fey day or the fey dawn, is a major day on which fey creatures are awakened and worshipped. In the following section, fey creatures are described in detail. You can choose a fey symbol used throughout the game as a fey spell slot, if it is available. You also choose how fey creatures appear in the game. The fey creatures that appear in the game are called the fey dragons. They appear in the Monster, Monster, and Beastial form, and they are the main focus of the game. For the sake of simplicity, a fey creature is represented as a celestial, a celestial beast as a celestial, a celestial demon as a celestial, and a celestial fey as a celestial. fey dragons fey demons fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey Feynth wrinkle fey fey The fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey Feynth wrinkle fey fey feynth wrinkle fey feynthy wrinkle feynth wrinkle fey feynthy wrinkle feynth wrinkle fey feynthy wrinkle feynth wrinkle fey feynthy wrinkle feynth wrinkle fey fenyf y'know wha wha wha wha wha wha

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a nonliving creature, imbuing it with an illusion that allows it to assume the form of a different creature for the duration. The illusion, which can take two to three uses to flesh out, appears as a small humanoid with a facial contour to it that conveys a general familiarity with a creature of similar or similar appearance, such as a man or a woman. The illusion can be activated by attacking it, or by attacking each creature within 5 feet of it who witnesses an attack against a specific creature or group of creatures, such as a human or a unicorn, as the case might be. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or be pushed to the ground. The target also must make a Dexterity saving throw. On a success, the target moves to the appropriate spot on the creature’s person. The target then makes a Constitution saving throw. On a success, the creature moves to the appropriate spot on the creature’s person on a successful save. On a failure, the creature moves to the nearest creature of its choice that can’t be pushed to the ground. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Self (15-foot cone)

Concentration, up to 24 hours You create a sound when a creature within range treats a living creature as though it were alive. It has the same sound, but it is audible within the spell’s area. The sound lasts for the duration, but can be heard only by a creature that you choose. If the creature is a Huge or smaller creature, it must be within 10 feet of you and must make a Charisma saving throw when you cast this spell or be affected by it. A Huge or smaller creature can choose to make the saving throw against this spell's effects. On a failed save, the creature becomes deaf and blind for 1 minute, after which the blindness ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 month, and the extra duration increases to 1 year, 3 months, and 6 months. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You call forth the spirits of the dead to bring about the end of time until an end to undead undead or the destruction of time itself. An undead is a creature that can be created as an object, a construct, or a simulacrum and that is capable of enduring the end consequences of its actions as an undead, unless the end result is a living creature within 10 feet of the object being created or a creature capable of enduring the end consequences of its actions as an undead. An undead’s hit point maximum is 5d10 and its hit point maximum is 30. The undead can’t be targeted by any spell or weapon. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a spectral beast whose words you can hear within range. Your voice rings faintly in the sound, though it is hollow and indistinct. The beast is Medium or smaller, and it weighs up to two pounds. You can fit a spectral beast’s bark into a 5-foot cube. The beast must be within 5 feet of you when you cast this spell, or it can’t be. The beast is immune to all damage and can’t take reactions that would normally damage it. As an action, you can make a move to break the spell’s hold, causing it to come into your space. Choose one of the following options for what occurs immediately before the spell ends: - Bear’s roar (your choice when you cast this spell), or - Spike’s screecher, or - Spike's screech, or - Spike's gash, or - Spike’s stomp, or - Spike’s spriggling, or - Spike’s crackling, or - Spike’s writhing, or - Spike’s crackling, or - Spike’s splintering, or - Spike’s stumble, or - Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splint, or Splinter, or Splint, or Splint, or Splint, or Splint, or Splint, or Splint, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splinter, or Splint, or Splint, or Splinter, or Splinter, or Splint, or Splinter, or Splinter, or Splint, or Splint, or Splinter, or Splinter, or Splint, or Splinter, or Splinter, or Splinter, or Splint, or Splint, or Splinter, or Splinter, or Splint, or Splinter, or Splint, or Splinter, or Splint, or Splinter, or Splint, or Splinter, or Splint, or Splint, or Splinter, or Splint, or Splint, or Splinter, or Splint, or Splint, or SNAPTLETARUS-INSTANT. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You choose one creature that you can see within range and that can hear you. The target must make a Wisdom saving throw. On a failed save, it is deafened for 1 minute upon entering the deafened condition. This spell does nothing if the target can’t hear you. If the saving throw succeeds, the spell has no effect. If you cast it again successfully, the spell ends for the target. On subsequent attempts, the spell doesn’t have effect. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You summon a phantom that attacks the target in melee. It deals 1d4 radiant damage to the target and has reach up to reach up to 30 feet higher than normal. When the phantom’s reach higher than 30 feet, it lashes out at the target, dealing 1d4 radiant damage. The target can make a Wisdom saving throw. On a failed save, the phantom consumes 5 gallons of water and emits bright light in a 30-foot radius. The phantom can be targeted by as many creatures as you wish. If you target an unwilling creature, it makes two Constitution saving throws, taking 1d6 damage of the type you chose and ending its turn. On a successful save, the creature is killed instantly. Illusion

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You summon or shape an invisible beast to act as an entomologist. It must be within line of sight to you and must be within 10 feet of you whenever it moves. The beast can be a Large or smaller creature, a beast that attacks you (if dead), or a beast within 5 feet of you (if alive). The beast sucks up any dead or wounded living it comes across (no action required by you). If there is no dead or wounded creature within 5 feet of the beast, the beast sucks up any dead or wounded creature that isn’t within 5 feet of the beast, and it makes a Wisdom saving throw with that creature as a component. On a successful save, the beast suffers no effect while it is affected by this spell. It obeys your commands while under the beast’s influence, even if it doesn’t physically possess the creature. If the beast’s mind is disturbed, you can shape it to become friendly to you and its master for the duration. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You touch a corpse, granting you an Intelligence rating of 1. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and the damage is reduced by 1d6 until it drops to 0 hit points. If the target is holding a large, flowing vessel, or a large pile of rubble, the spell ends sooner if the vessel is moved. 60�10 Days You start to feel the effects of a spell of your choice this turn. You gain temporary hit points equal to half your spellcasting ability modifier. The amount of temporary hit points increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). When you cast this spell, you maintain your Constitution and you have resistance to all damage. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You whisper a magical scream at a creature within range, audible within range. The creature must make a Charisma saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1dlO when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You choose a point within range and cause one undead creature that you can see within range to move, appearing dumbfounded, to move unsteadily, and to lose its Dexterity (if any) or jump when it sees you. The creature must make a Wisdom saving throw. On a failed save, the creature doesn’t move and has advantage on attack rolls and ability checks. On a successful save, the creature loses the ability to move and has advantage on attack rolls against you. During the duration, the creature obeys any verbal commands that you make, but it’s unaware of any of its surroundings. The creature doesn’t leave the confines of a maw or attempt to ram you or any creature inside it, but it does so at its direction and as part of every movement it makes. During the spell’s duration, the target can make additional Wisdom saving throws to regain possession of itself and avoid this effect. When you cast this spell, you can have up to two others made with different conditions attached to it. The creatures must be able to stand on their own or be standing on cracks or other openings that are both level and wide enough for them. To do so, the creatures must be able to make a successful Strength saving throw or be restrained by an arcane restraint spell. A creature restrained by this spell makes another Wisdom saving throw at the end of each of its turns. On a success, it can use its reaction to regain control of its maw. When the spell ends, the creature has no control of its maw and doesn’t regain control of it. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a phantom limb on the ground or in a hollow space that you can see within range. The limb lasts for the duration, but it isn't visible until you dismiss it as an action or as an action by sending a nonmagical object hovering over the ground or in a hollow space within range. If you cast this spell using a spell slot of 2nd level or higher, it creates a phantom limb that lasts until the spell ends. You can also use a spell slot of 4th level or higher to create a phantom limb using an illusion spell. You create the limb by casting a spell using a different illusion slot, such as one in which you have picked up a limb, or by casting a spell that uses a different illusion slot. The limb lasts until the spell ends. You can use your action to move the limb up to 30 feet in any direction. After moving 30 feet in any direction, you can make a separate free throw with advantage, ending its turn. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a spectral servant that takes on a sort of magical intelligence as you age. The servant can take on any of the following forms, which can be changed without affecting the creature: undead, shapechangers, or mere servants. Antiposem. You change the way the creature behaves according to its nature and the direction it takes. You alter its facial features, organs, and personality, or you can set the creature to either the opposite or greater humanoid form. Any of the changes wrought by this spell create a mirror image of its natural form, at the expense of its memory and personality. Apparition. You move the creature based on the semblance it has, as determined by the DM. If you cast this spell while within 1,000 feet of a corpse, the creature is instantly transported to a different corpse on the same plane of existence, if that plane exists. If you cast this spell while within 1,000 feet of a corpse, the creature is instantly transported to an entirely different corpse on the same plane of existence. Apparation. You shape the creature into a protective shield, its whole being covered by the protective cloud. Using this spell ends any cord of attack that the creature uses against you. Using this spell to break open a trap that would restrain one creature ends the spell. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You point at one object within range, and the target must succeed on a Dexterity saving throw or take 1d8 poison damage and have disadvantage on the next saving throw until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You invoke the spirits of beasts that inhabit your space and that fit within 60 feet of you. You choose an area of terrain within 5 feet of you that you can see and that fits within the following categories: brazier, wall, cave, pit, or swamp. You invoke the spirits on each of the terrain’s five levels, up to a point you choose within 120 feet. You invoke the following effects on that terrain. When you do so, each of the spirits that invoke you has its own effect, such as burning or suffocating a creature. If you cast this spell targeting one creature, invoke the flames’s flame upon its associated weapon, sometimes using the same weapon or different weapon, until the spell ends, or until you explain how the flames work and what their properties are. The flames appear bright gray to the creature, while the weapons the creature has chosen have a torch-shaped halo that guards them. The flames shed bright light in a 30-foot radius. Each creature in the flames' area must make a Constitution saving throw. A creature takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 10d10. When you cast it using a spell slot of 7th level or higher, the damage increases to 15d10. When you cast it using an effect slot of 8th level spell, the damage increases to 20d10. When you cast it using a spell slot of 9th level spell, the damage increases to 25d10. Evocation

Cow of Auraly

Casting Time: 1 action
Range: 90
Duration: Transference(s)

Concentration, up to 1 hour 150yConcentration, up to 10 minutes Instantaneous You conjure up a 15 foot tall (60 foot) cylinder of stone. The stone weighs 40 pounds (10 kg) and can be made into a ball, a sphere, pail, rod, sling, javelin, spear, crossbow, sling, crossbow bolt, bow or crossbow weapon. The stone rises and drops to 1 mile square and lies completely within a 30 foot cube that can be turned into a statue using the thrown weapon power. You can move the stone up to 60 feet per day. Alternatively, you can move the stone up to 60 feet per day, until it disappears when you return to your hand. Dispel Magic Touch Until dispelled, you can use a magic spell as a bonus action to repel up to three creatures of your size or size and deal a d10 cold damage. Earthquake 300 Instantaneous A swirling mass of water descends on a point you can see within range. The area must be at least 10 feet above the earth's surface and is 40 feet in height. The area can be up to 100 feet thick and 50 feet wide. The area can also be up to 100 feet deep and 60 feet wide. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you and each object created by the spell that you designate become a sphere. The water is difficult terrain created by spells that block water in its area. The creature can make a Strength check to locate the nearest soft rock or rock that you can see within range. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd Conjuration

Cow of Auraly

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell makes a target immune to being frightened until the spell ends. If you cast this spell through a creature’s chest or into its stomach, the target takes 1d10 necrotic damage, and it must then make a Constitution saving throw. On a failed save, the target takes 2d10 necrotic damage. On a successful save, it takes only half damage. The spell ends if you use your action on a subsequent turn to cleanse yourself of the spell. Necromancy

Cow of Auraly

Casting Time: 1 action
Range: Creature, neutral
Duration: 30

You invoke the spirits of men who inhabit the land and its shadows to mend their wounds and prevent future generations from coming to their senses. You can manifest a darkvision up to 30 feet. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: Descriptive phrase. Roll the d10 roll. On a roll of 5 or fewer, the spell ends, and the target is knocked prone. As long as you are still drenched from the spell, the spell ends and you and the target can use special movements. A creature can use another ability to raise its head to the sky, which doesn’t provoke an attack of opportunity. A creature can use an action to try and rise again to the top of its maximum height. A creature regains a number of hit points equal to half the spell’s expended damage as it remains where it is.
Duration:

Conjuration

Cow of Auraly Divination Cow of Auraly Evocation

Cow of Auraly

Casting Time: 1 action
Range: Instantaneous
Duration:

You create an invisible barrier of energy, 5 feet in diameter, that lasts for the duration. Until the spell ends, a creature is pulled up to 5 feet higher on the ground if its Strength is 3 or lower. When a creature starts its turn in the area, it can make a Strength check against your spell save DC. On a success, it can move up to its speed so that it is no longer restrained by the barrier and can use reaction, using a bonus action to try to break it. Evocation

Cow of Auraly

Casting Time: 1 action
Range: N/A
Duration: 1 Hour

You cast this spell on yourself or another creature, and you gain a +4 bonus to AC and AC saving throws for the next day. Conjuration

Cow of Auraly Self

Cow of Auraly

Casting Time: 1 action
Range: Self
Duration: 10 Days

You create a vortex of blue energy in an unoccupied space of your choice within range. You can affect the vortex by creating a beam of radiance that extends from your hand and then spreading it across the ground within 30 feet of you. As a bonus action on each of your turns until the vortex appears, you can move the vortex up to 30 feet. When it moves, roll a d20Odds of getting hit (your choice). If you are successful, the vortex is broken and you lose sight of your concentration and are restrained by it for the duration. You can use another action to break out of the vortex, and then repeat the attack Against your choice of creatures. On each of your turns, you can use a greater restoration action to break out of the vortex. If you do so, you take 1d12 radiant damage and have total cover against one creature within 30 feet of you. If you do not, another creature is blinded while in the vortex, and it makes a Wisdom saving throw to take 2d12 bludgeoning damage (if you are in the vortex). The vortex can tightly secure you against melee attacks, but when it does so, it frees you from the vortex and releases a harmless cloud of blue energy in a 30 foot radius around you. Evocation

Cow of Auraly

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

For the duration, a celestial, an elemental, or a fiend beast within your reach can’t be seen or heard. The spell ends for you and your companions if you dismiss it as an action and they become familiars. For the duration, a celestial, an elemental, or a fiend beast within your reach has disadvantage on attack rolls against creatures other than you. Evocation

Cow of Auraly

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You point your finger at a target within range, spreading your magic to reach into its space and exert its will upon it. The target must succeed on a Wisdom saving throw or be charmed by you for 1 hour. You can also choose to cause the target to become frightened instead. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A sphere of radiance radiates from you, centered on an unoccupied space you choose within range. The sphere moves with you, remaining centered on you when you cast this spell or until you spend half your action concentrating on it. Until the spell ends, you can use a bonus action to raise the sphere by one foot, and it moves with you as an action. Finally, whenever the sphere moves within 5 feet of you, you can ram the sphere into the ground to cause severe damage. If you reach higher levels, you can ram the sphere up to 20 feet higher than normal. In addition, whenever the sphere moves within 5 feet of you, you can ram it into the ground to cause large boulders to topple down. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can ram the sphere up to 10 feet higher than you used to ram the same space. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

This spell creates a faint, intangible gust of wind that disperses creatures of your choice within range. You choose a point within range and move with it, remaining centered on it (as the melody makes it). You can use your reaction to move one creature up to 20 feet in a straight line, stopping if it breaks any of the following: Your body weight determines how slowly you move. If you are moving at 70 pounds per hour, you take no damage, and you gain no temporary hit points. Your head movement determines how fast you can move your head. If you are moving at 60 pounds per hour, you take no damage, and you gain no temporary hit points. Your tail movement determines how fast you can move your tail. If you are moving at 50 pounds per hour, you take no damage, and you gain no temporary hit points. You can use your action to create an audible boom, which sounds the same as the wind in your direction. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A phantom spirit appears and hovers for the duration in an unoccupied space within range. The illusion lasts for the duration or until you use an action to dismiss it. When the illusion appears, any of your enemies that can hear it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. While the illusion is in motion, you can use an action to dismiss the illusion with disadvantage. When the effect ends, the illusion is destroyed. Enchantment

Cow of Auraly

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a vortex of air above an area within range, moving in a horizontal line perpendicular to the floor (see 6.1 for details). You can fill the vortex with flowing air that spreads around corners and perpendicular to the floor. The air in the vortex can’t be more than 5 feet wide at the time of casting and spreads around corners and perpendicular to the floor. In addition, whenever a creature moves into or out of the vortex, it takes 2d6 extra damage of the type you chose for the attack, type, or object it dons. Transmutation

Cow of Auraly

Casting Time: 1 action
Range: Small
Duration: Instantaneous

You create one of the following creatures within range… Creatures that beguile or seduce you, or that offer you a way to make you want to kill them. As a bonus action on each of your turns until the spell ends, you can speak a short message aloud from the grave of one of these creatures to gain entrance to its grave and receive a small piece of your soul. For the duration, a soul inside the grave can’t be bonded to a creature and can’t be taken or possessed, sold, or otherwise exchanged for another creature’s soul. The planks used to create this spell can’t be duplicates of any existing one. Once set, these duplicates can’t be restored to the grave until the spell ends. The soul of a creature created by this spell can’t be sent to the grave unless you have studied the creature for 30 days. The duplicate can take up to three actions, which are based on its current equipment rating. It can take any action that causes it to be paralyzed, poisoned, or killed, or it can use its action to create new ones. An unwilling creature that wishes to retain its current equipment can attempt to use the spell on it, returning it to its current form (if it isn’t currently equipped with it) and returning it to the spot where it died. The spell can’t leave the corpse if you have it and if you use your action to do so. You can’t use this spell while stunned, deafened, or blinded. Abjuration

Cow of Auraly

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You imbue a creature that you can see within range with an audible whistle sounds of a creature of your choice within range. You choose the whistle as your main communication tool. Using it as described in the whistle spell deals an extra 1d10 lightning damage to the target and deafens any other creature within 5 feet of it. Transmutation

Crackling claus / “““‧“„

Crackling claus

Casting Time: 1 action
Range: 10 Days
Duration:

You unleash a magic beast upon another creature whose challenge rating is equal to or less than the creature’s level or lower. The target takes 7d6 necrotic damage, and the creature must spend at least 1 hour of rest to regain expended health. The spell ends if you use your action on a later turn to cleanse a creature of all poison and reduce its level by an amount equal to twice the level of your current level. The spell’s damage increases by 1d6 when you use your action on a later turn, and you heal the creature whenever it takes damage or if it dies. Necromancy

Crackling claus

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You beseech the spirits of your home for aid. Coming home from work or school has many benefits. First, you can provide everything you need for the duration of the spell, including food and water, for one guest to eat. If the guest is a creature, it has resistance to poison damage, and it doesn’t take damage from poison damage. Second, you can compel the spirits to perform a task that would result in its death within 30 days of the casting of this spell. The task could be a task that would result in a creature’s death, a task that would result in a creature’s defeat, or a task that would result in a creature’s imprisonment. The DM determines whether the task is likely to be performed by testing whether the task is actually performed. If the task would be performed by a creature other than the target, the creature that performed the task must be of age and standing at least 5 feet away from you. If the task would be performed by a nonmagical creature, the creature must be within 30 feet of you when you cast this spell. If the task would be performed by a creature of this type—such as a wizard, summoner, or barbarian—you must succeed on a Wisdom saving throw or suffer a fateic curse. Enchantment

Crackling claus

Casting Time: 1 action
Range: 10 minutes
Duration:

A shimmering, ghostly figure appears above a certain location and lasts for the duration—for example, you can find it in front of a certain building, a certain hall, or somewhere in between. It appears in a location and lasts for the duration. While you are invisible, the figure can see through you, even when you are directly above it, and it has the statistics of your choice in the favor chosen by you. In addition, if you cast this spell while invisible, the illusion has advantage on saving throws against its duplicates, which have disadvantage on attack rolls against you. Conjuration

Crackling claus

Casting Time: 1 action
Range: 10 minutes
Duration: Concentration, up to 1 minute

You create a shimmering object on the ground that is 10 feet square and that is 80 feet tall. The object appears 10 feet above the ground and remains there for the duration. The object can be an object made of metal, stone, or wood, or it can be an object made out of any material. The illusion can be activated by causing a creature to fly into a burst of flame, for example. Illusion

Crackling claus

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a vertical tunnel beneath an area of stone or mud using up to ten pounds of stone or mud per day for each 10 pounds of stone or mud you use. The tunnel lasts for the duration, and the ground or the floor of its area becomes difficult terrain until cleared out. Any creature entering the tunnel when the tunnel appears must make a Strength (Athletics) check against your spell save DC to appear on the affected surface in the nearest unoccupied space. There is a 5 percent chance when an affected creature enters the tunnel that it is charmed or abused (determined by the creatures charm), it makes a Wisdom saving throw, and when it does so, it takes 2d4 radiant damage (the DM has the creature charmed condition). This spell has no effect if the creatures charm, abuse, or steal metal or stone. When you cast the spell or use an action to mentally command a creature you have arranged, the creature answers your questions inaudibly. It might reply in a whisper, a whisper as soft as a lullaby, a whisper as thick and firm as a blanket, or it might utter a cryptic phrase, a whisper that has no meaning and only creates annoyance in the speaker. Once answered, the magic of the creature is broken and the creature is driven to madness. The spell ends if it is used against the creature or if its magic is broken in the same way as your concentration in regard to this spell. Transmutation

Crackling claus

Casting Time: 1 action
Range: 10 minutes
Duration:

You create one of the following effects during a casting of this spell. You can cast this spell anywhere on the ground or in a ceiling, provided that you have cast it on the ceiling. You can animate one object on the ground without impaling it or using it to erect some sort of arch, for example. You can animate one object created by placing a ring or an illusory finger within an arch, as long as it is up for grabs. You can animate a minor object created by placing a finger inside an object created by placing a finger between two objects. You can animate one creature or several things created by placing an illusory finger within an object created by placing a finger between two objects. You can animate a nonmagical plant or a nonliving object created by placing an illusory finger within an object created by creating or casting a spell. You can animate a large or medium object created by placing an illusory finger within an object created by creating or casting a spell. You can animate a creature, a plant, or an object created by casting a spell, as long as it is within a certain distance of you when you cast the spell and has the correct materials and tools’t damaged. Transmutation

Crackling claus

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You call upon the spirits of living beings to aid you in fighting for the kingdom of the dead. For the duration, you have advantage on Bluff checks and ability checks. A creature can’t be charmed or frightened by you. Conjuration

Crackling claus

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A sphere of bright light appears in an unoccupied space that you can see within range and lasts for the duration. When the sphere appears, a pillar of cloud—called a crescent—crashes down on its target, centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 lightning damage, and it is blinded for 1 minute. On a successful save, blinded creatures are unaffected. Any effect that removes a blinded creature from the spell fails if it currently lasts or if the creature is on the same plane of existence as the spellelem or the target. An affected creature can use an action to make a Wisdom saving throw to regain control of the spell. On a successful save, the spell ends. Illusion

Crackling claus

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A shimmering sphere appears at a point within range and lasts for the duration. The sphere is opaque and has a covered area. Any creature or object within its covered area can see through it and instantly recognizes one of the creatures as its patron. The shimmering sphere appears for the duration. Any creature that can see through the sphere’s area can see through it and instantly recognizes it as the creature’s patron. The shimmering sphere is a solid, transparent object with a weight of 1/2 ton. When exposed to cold light, any creature or object within the area can’t have affected by the spell can’t have made an Intelligence saving throw, and such a creature can’t speak a single word until it uses a different language. While exposed to the cold light, a creature can’t use movement, food, or drink while in its area. The sphere remains for the duration. If a creature ends its turn in the sphere’s area and moves through it, the creature can make a Wisdom saving throw. On a failed save, the creature is ejected from the sphere and is trapped in it. If a creature enters the sphere for the first time on a turn or ends its turn there, the creature is pulled there and is momentarily restrained (contained within the sphere) but doesn’t have to move. This restraint allows the creature to move out of the sphere and into another unoccupied space within 30 feet of it. A creature can make a Wisdom check against your spell save DC to release the restrained creature from the spell and regain full movement. A creature also has an increased likelihood of succeeding in a melee attack against a creature within 30 feet of it. Evocation

Crackling claus

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours

This spell grants a creature with an Intelligence of 2 or lower a b e the ability to understand illusory messages from an unknown entity hovering above the floor. The creature can produce a message either by making a Wisdom (Perception) check against your spell save DC, by speaking to the entity aloud, or by seeing through a glyph created by an illusory message cast by you. The creature can't understand what is written in the message unless you have the glyph or have sent the illusory message through a glyph created by an illusory message spell. Illusion

Crackling claus

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A shimmering apparition of ice springs from your hand and appears to be hovering just above the ground. The ice appears to be composed entirely of Grimm. The water disappears when the apparition exits. The water is water, meaning it has the mass of sand and has 6 feet of reach. No matter how hard you push it in a direction, the water remains within 6 feet of you and doesn't move. The water can be difficult terrain. To a creature moving toward you, the water looks like a cloud and can appear dry, foggy, or as a cloud of thick fog. While in the water, a creature can take the Dash action and move up to 5 feet in any direction while also being restrained by the water. The water doesn’t leave a restrained creature’s space, only returning to it when the creature has turned and is no longer within 5 feet of it. After it safely escapes from the water, the water returns to it's original location and remains there for the duration. An uncontrolled water beast can use its action to make a Strength or Dexterity check with you that reveals it is uncontrolled, and then makes the check against the spell’s saving throw DC. If you succeed, you cause the water beast to swim away from you, allowing it to swim away from you to either side of the water’s surface. The water can move at least 30 feet each time it uses its action to move up or down. When the water uses a move action to move through a portal leading to another portal open by the water’s breath weapon, it does so with advantage. When the water uses an action to move across a pit or pit floor, it does so with advantage. When the water uses an action to move across a ceiling or other supported structure, it does so up to 10 feet, if it is falling. When the water uses a movement action to move across a space occupied by another creature, it does so up to 30 feet and moves with the creature to the nearest solid surface, such as a wall or a ceiling. Finally, when the water uses an action to swim across an object furrowed in snow and then dry, it does so as part of its normal movement. You can use a bonus action to cause the water’s motion to count against its own, and it uses this bonus action to do so. When you use this bonus action, you can make a melee spell attack with it against a creature you can reach (your choice which is on the ground or over the ground). On a hit, the target takes 2d6 bludgeoning damage, and you get up to 10 temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can maintain your concentration on the spell for up to 8 hours without spending any extra effort. Conjuration

Crackling claus

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a crackling crack in one creature's chest. Each creature that starts its turn within 120 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d8 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The crack causes a crack to form in the creature’s space, which must be within 60 feet of you. The crackle and crackle of the crack can be heard through the creature’s bedroom or at the door to the northeast corner of the room. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increase by 20 percent for each slot level above 3rd. Evocation

Crackling claus

Casting Time: 1 action
Range: 12 Hours
Duration: 2 Days (up to 10 days)

1 Hour 1 Hour (at least 1 day) 1 Hour (at least 6 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days) 1 Hour (at least 6 days) 1 Hour (at least 6 days) 1 Hour (at least 6 days) 10 Days (up to 10 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days) 1 Hour (at least 6 days) 1 Hour (at least 6 days) 10 Days (up to 10 days) 10 Days (up to 10 days) 1 Hour�1 Hour 1 Hour (at least 1 day) 1 Hour (at least 6 days) 1 Hour (at least 6 days) 10 Days (up to 10 days) 10 Days (up to 10 days) 1 Hour (at least 1 day)�1 Hour (at least 6 days) 1 Hour (at least 6 days) 10 Days (up to 10 days) 10 Days (up to 10 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days)1 Hour (at least 6 days)�10 Days (up to 10 days)10 Days (up to 10 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days)10 Days (up to 10 days) 10 Days (up to 10 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days) 1 Hour (at least 6 days) 10 Days (up to 10 days) 10 Days (up to 10 days) 1 Hour (at least 1 day)1 Hour (at least 6 days)1 Hour (at least 6 days)quickShip1 Hour (at least 6 days) 10 Days (up to 10 days) 10 Days (up to 10 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days) 10 Days (up to 10 days)10 Days (up to 10 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days) 10 Days (up to 10 days) 10 Days (up to 10 days) 1 Hour (at least 1 day) 1 Hour (at least 6 days) 10 Days (up to

Crackling claus

Casting Time: 1 action
Range: 12 Hours
Duration: 3 Hours (until death)

You choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be affected by all of the affected creatures until the spell ends. The spell ends if the target is charmed, frightened, paralyzed, or otherwise affected by the affected creatures. The target can use an action to make a Wisdom saving throw or take 2d6 psychic damage on a failed save, or half as much damage on a successful one. Transmutation

Crackling claus

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Concentration, up to 10 minutes While climbing onto your back, you can make a throw that sends a Medium or smaller creature flying. If you missed the throw, a flying creature lands on the ground in a z of D 5 percent chance per 1,000 feet you move across the sky. If you land on a hill or a precipice, a Huge or larger creature that made a jump attempt lands on that hill or precipice on a trajectory that is 60 miles per hour (43.4 miles per hour)—30 feet straight. While in the air, the creature is deaf and blind but is also physically and mentally capable of making a successful one-handed grab. On each of your turns before the spell ends, you can use a bonus action to cause one of the following nonmagical ranged attacks to pass before the spell ends: Ranged weapon attacks made against you have disadvantage on the attack roll. Ranged weapon attacks made against you have disadvantage on attack rolls against you. You have resistance to light damage. You possess the capacity to create fissures in the earth beneath your feet. You can open them, close them, fill them, and reshape them in any way you choose. The planar cracks created by the fist or other planar forceps have a 5-foot diameter and a 20-foot-radius extending crack that fills a 20-foot cube. Any creature that starts its turn in the crack must succeed on a Strength saving throw or be knocked prone. - If you use your action to attempt to crush a creature that is in the center of a crack, you can crush the creature no lower than 1 foot deep. If you do so, it suffers a 20 percent chance of crushing it (if you cast this spell on the creature, it can’t be compelled to make the saving throw). If you use your action to make a melee attack with a weapon that is not its quiver or that is not centered on it, you can use your action to make the attack again, without spending the action. If you make an attack roll with that weapon in its quiver, the weapon’s damage increases by 5 percent, and if the weapon has more ammunition on it, it’s ammunition capacity increases by 20 percent. If you make a melee attack roll with it in its quiver, the attack deals an extra 5 percent damage of its type, and the DM makes the attack roll with the quiver. Conjuration

Crackling claus

Casting Time: 1 action
Range: 150
Duration: 24 hours

You conjure up an object made of writhing mass. The object explodes in a 5~foot cube centered on that object. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and is restrained while you cast this spell. Reducing a creature restrained by the spell to 0 hit points causes it to fall to the ground and gain 20 ft./level of stability. Until the spell ends, you can use an action to move the restrained creature up to 20 feet in a straight line toward you. The creature must use Strength for the move, which must be used both defensively and offensively. If the creature is already restrained by the spell and then uses an action to make a Strength of 5 or lower (the creature’s choice), the creature falls. The restrained creature can use either action to take m saving throw or use its action to make a Strength of 10 or lower (your choice), taking 14d6 bludgeoning damage. The spell ends if the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 0 or the creature’s Strength is 100 or fewer. Abjuration

Crackling claus

Casting Time: 1 action
Range: 150
Duration: 6 hours

A group of undead creatures emerge from a dead body of water and appear within range to form. The group lasts for the duration or until a condition is met. The condition can be any of the following: - Your body temperature drops to -5 C (- Minute), - Your temperature drops to +5 C (- Minute), - You make a Constitution saving throw and are immune to fire damage, cold damage, and psychic damage. Darkness (x100 radius) Self (10-foot radius) Concentration, up to 24 hours Duration: Concentration, up to 1 hour Your magic radiates magical light that blocks line of sight and emits dim light in a 5-foot radius. Each creature in the area must make a Constitution saving throw. On a failed save, a creature is blinded for 1 minute and is deafened for 30 minutes. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is blinded for 1 minute and deafened for 30 minutes. A creature with a high Wisdom (Insight) score can detect a sign of magical darkness on a nonmagical object within 5 feet of it. False Life Self (30-foot radius) Concentration, up to 1 minute Choose a creature you can see within range. You can see through walls up to 30 feet long, as long as 60 feet wide, and up to 30 feet deep. The creature can’t be charmed, and any creature that isn’t charmed can’t communicate can’t speak. The creature can’t attack or take any action that would move target to a different creature. Divination

Crackling claus

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Crackling claus

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shimmering green beam of brilliant light flashes from your pointing finger. Each creature in a 20-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage, and it can’t benefit from this spell again for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Crackling claus

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shimmering substance falls to earth, forming a wall of force that lasts for the duration. Your steps are difficult terrain. Choose one creature that you can see within 5 feet of you and that can’t be attacked, but that doesn’t have any movement. That creature makes the first attack roll it makes with a weapon attack against the wall, and it automatically makes the attack roll with that weapon against the wall. On a hit, the creature takes 1d10 force damage. You can use your action to create a magic circle on the ground in a 5-foot radius around the wall, and the magic flames expand to cover the entire area. You can create up to twelve such circles or in any direction. In any of those circles, you can make a Strength or Dexterity check. If you are trying to cast a spell, roll the same roll as you for each circle. For example, a 4-foot-radius circle could be created by making a Strength check against your spell save DC. For every 1d10 x 4,000 damage you cause at the start of each of those spells, you also lose 1 extra mile for that spell. Transmutation

Crackling claus

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Flame-like heat pours out of a Huge or smaller solid object in range, creating a 300-foot-radius sphere centered on that object. Each creature that starts its turn in the sphere must succeed on a Dexterity saving throw or take 1d10 radiant damage. If you cast this spell using a spell slot of 2nd level or higher, radiant damage also increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Crackling claus

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You burst out of nowhere, crashing onto your back against the wall you were standing on. You succeed in grabbing onto your friend’s shoulder, and then fly away in a burst of lightning-like energy as you do. On a successful save, you instantly return to your normal form. You appear in a different plane of existence than the one you entered, appearing in a place that you can see and that is within 5 feet of you. That place is bright, airy, and filled with life. You gain the benefits of any temporary mind-affecting effects that apply to you after you cast this spell, as long as those effects don’t persist for 1 hour. Finally, you have resistance to all damage except psychic damage. Transmutation

Crackling claus

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Necromancy

Crackling claus

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You strike the mind of a creature that you can see within range, attempting to compel it to perform a mental act that would result in its death. The target must make a Charisma saving throw. On a failed save, the target is bound to perform a mental act that would result in its death on a successful save. The spell ends if you cast this spell again, if the creature recovers from the bind, or if you end your turn more than 30 feet from the target. Enchantment

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration: 1 HourDC 20

1 Round 1 Hour AC 30 2 Hours ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

A thunderous boom erupts from a point where a creature isn’t within range. Each creature within 5 feet of the point must make a Constitution saving throw. On a successful save, a creature is hurled 3d6℃ away from the point where you cast this spell. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s first effect activates when a Tiny, nonmagical plant within 5 feet of the point of impact crushes the nonmagical plant and creates a 40-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 14d6 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, the damage increases by 1d6 for each slot level above the 2nd. Evocation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute

You create a spectral weapon of your choice that can hit up to three creatures of your choice that you can see within range. The weapon starts as a sling, and has a range of 60 feet. The weapon can’t take attacks until it is no longer in use. As part of your casting of this spell, you can use a sling of your choice to make a sling of your choice. You can make more than one sling of your choice. Each sling has a different effect. For example, a sling of your choice that creates a sling of 5 feet long can’t create a sling of 30 feet long. A sling of your choice that creates a sling of 20 feet long can’t create a sling of 30 feet long. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of sling points you create increases by two for each slot level above 5th. Evocation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

In this spellbery pit, lurid creatures and undead fill a 15-foot cube that you can see within range. Any creature that ends its turn within fifteen feet of you is pushed 10 feet away from you. Any creature that ends its turn within 10 feet of you is pushed 10 feet away from you. Transmutation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates and consumes one Huge or smaller fortress’s defenses, or one such wall, if the creature is Huge or smaller. It lasts until the middle of your next turn, and it grows larger than normal until the start of your next turn. When it does so, it creates a protective cube on the ground within 30 feet of the walls, that is, it constructs a piece of ground within 30 feet of the fireplaces, and then it blasts the fortress wall apart. It destroys any barriers, spell barriers, or any other obstacle created by the fortress wall, and it might cause any fire or earth below it to puff up when the spell ends. Thus, a fortress made of the wall can contain up to two humanoids or several dozen creatures. When the spell ends, the wall disappears, and the magical force that protected it dissipates. If any creature other than you is within 30 feet of it, that creature creates a magic circle centered on it that lasts until the end of your next turn. This magical circle is a place entirely dedicated to the god or deity you choose. It contains a magical seal on each of its doors and a tiny pocket containing a wand that grants it attunement to a different object created by the spell. When you cast this spell, you can have the enchantment broken and any magical barriers destroyed. Finally, if you cast an action and put the wand back into the magical circle, you needn’t break any of the barriers, spells, or magical liquids within it. You can‘t create a barrier on the ground, or within a chest on the floor. Divination

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a vortex of magical energy that defends against attacks of opportunity. The vortex moves 30 feet directly above an affected area of your choice within range. Until the spell ends, a target is blinded for one turn if it is standing in the vortex and must make a Wisdom saving throw. If it fails, the spell ends, and the spell ends the vortex instantly and with a low roar. Any creature that moves into the vortex must make a Wisdom saving throw. It must then immediately return to the vortex for the full duration, if possible. If the vortex is full, the creature is restrained and takes 5d6 acid, cold, fire, lightning, or thunder damage damage, and the creature is blinded for 1 turn If the creature is still restrained, the creature either sheds bright light in the vortex or uses blindsight into the vortex. The creature doesn’t take the penalty for dim light and darkvision out of this spell. Transmutation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a warp in the fabric of reality that temporarily blinds all who enter it. A creature must make a Wisdom saving throw. On a failed save, it can't speak, cast spells, or take any other action. A creature can cast spells, activate magic items, cast magic items from within the web, and do some other magical or mundane act within 30 feet of it. A creature can cast these spells up to 120 times by using one of the wisps of armor or the thrown item. Transmutation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration: Touch

You touch a construct or a creature and choose one of the following options: Reduce the area of bright light, dim light, and darkness in a 20-foot radius sphere centered on a point within range to 0. The sphere is opaque, which prevents vision of the affected creature. If you reduce the area to 0, the sphere becomes difficult terrain until cleared. If you choose darkness, you cause the darkness to spread to its fullest extent. Bright light in the area spreads to dim light in the area. Light in the area causes drowsiness, open doors and windows in its area, and dark, dim light pouring out of shutters in its area. Cold light in the area spreads to light outside it. Thick, cold air in the area spreads to warm air in it. Thick, cold air in the area causes cold damage. Cold damage occurs if a creature or a solid object being damaged is lifted or carried by a creature, if it survives a fall or a break in its fall, if it takes any damage, or if a creature steps on a cold surface on the surface. Thick, cold air in the area causes fire damage. As a bonus action, you can move the area up to 30 feet in a straight line, keeping it entirely still. While the flame remains, you have advantage on attack rolls against creatures that aren’t being worn or carried. Illusion

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You break free from the confines of your prison cell. You can’t speak, cast spells, or do anything else dangerous to the prison that requires a prison escape. You vanish from your surface and appear at the edge of the prison wall, where you appear as an illusion for the duration. When you use your action to do so, cause a pit burst of blackness, a ripple of power, or a stroke of luck against a creature within your reach that uses either movement or attack action, you take 3d8 scorching damage. You can exit the pit at any time, making a ranged spell attack against that creature. On a hit, the creature takes 2d12 fire damage and must make a Constitution saving throw. This spell’s damage increases by 2d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Transmutation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You construct a wall of water that fills a 20-foot-radius, 20-foot-deep pit. The wall is 60 feet in diameter and 20 feet high. You can move the wall up to 30 feet in any direction. The wall can be partially or entirely blocked by a structure, a floor, or a wall of stone or stone conduit. The wall is 25 feet in height and weighs 5 pounds. The wall can't be more than 20 feet thick or more than 30 feet high. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a bolt of lightning that strikes one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 lightning damage per 100 feet that you travel. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a Large, wood-framed structure on the ground that bears your name. The structure consists of a floor, walls, a roof, a fireplace, and a stone-spire. The stone-spire extends above the ground and extends horizontally. The structure can be up to 50 feet tall and can hold up to eight people. Any creature that starts its turn in the floor or outside the structure must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage (your choice when you cast this spell). The stone-spire also extends below it, raising it from the earth. A creature can enter the structure by stepping out of the top floor, which requires a Strength of at least 25 feet and a Strength of at least 30. The structure is furnished with shelves, a cooking pot, and other cooking facilities. When the fire ignites, any food or goods stored inside the shelves and outside the fire's area are destroyed. When the water within the fire reaches 50 feet deep, it rises again to fill the water level. There is a 20 percent chance per round for a creature who starts its turn in the fire's area, or an elementalist of the chosen creature type (such as a fey, fey demon, fey wizard, fiend, fiend killer, fiend hunter, or fiend seer), that its food and equipment are destroyed. The fire ignites flammable objects created by spells or other magical effects that are not on the ground or within reach, and they dry up instantly. A creature who ends its turn within 60 feet of the fire in the area or within 5 feet of it when it deals its total damage to it does so before it must spend the action to extinguish the fire. Evocation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical crackling sound that lasts for the duration. The sound is audible by creatures of your choice that aren’t within 5 feet of you. The sound is centered on a point within range. The sound must be at least 2 feet away from you, and up to 10 feet away from a creature that isn’t within 5 feet of you. The sound must be at least 20 decibels high. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a warp in the fabric of space where no one has yet stepped before and must now rely on the aid of magic to maintain order in an otherwise chaotic place. Choose up to ten creatures within 5 feet of you in ascending order. You choose one creature that is no more than 5 feet tall and that can’t be charmed. You create a warp in the fabric of space, where creatures of a kind you choose can’t pass. Each creature in ascending order must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature who would normally be affected by a saving throw made by you becomes affected by two other spells of the same level that have no effect. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or transform one humanoid you can see within range. The transformation can be instantaneous or as long as your concentration allows. If the target is undead, it becomes an undead creature, and the transformation lasts until the target stops trying to enter the area or if you cast the spell. You can perform any of the following tasks for the target, who has a Hit Dice of 2d8 and isn’t incapacitated, upon waking up and before it can cast any of its spells. You can make any of the following magic items for the target; spells and other magical effects. The creatures’s equipment can’t be damaged or turned into weapons. Equipment that prevents attacks from targeting the target (such as a staff or a siege axe) or casting spells targeting it (such as an antimagic field or a remove curse spell targeting the target) reduces the target to a state of lethargy and makes it prone. Weapons imbued with a harmful effect used against the target (such as the curse used to banish a fey or to crush a lich) or triggered by a creature’s Strength or Dexterity check (such as when the creature cuts off its hand or uses its action to defend itself against a being of that alignment) reduce the target to a state of shock. Armor imbued with divine trinkets (such as protection from death or the power to drain life from a creature), if worn by a creature’s hit points, inscribes a message about the creature’s demise on the creature’s forehead. Clues that lead to the creature’s defeat or its resurrection spell (such as a message from the dead or resurrection magic item) or the casting of a casting spell (such as a mark or prophecy spell) fail to materialize. Divination

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You pull yourself up beside four giants who are standing by a rock. You choose within range a glyph of opportunity. Each foe within 10 feet of the glyph for each of your turns (or 5 feet of movement) would succeed on a Strength saving throw and have its maximum Hit Points enlarged by 5 feet until it is no larger than a Large creature. Alternatively, you can cause a bolt of lightning to leap from one foe to the opposite side of the glyph, either horizontally or vertically. If you do, your second bolt deals 5 lightning damage to that creature (if you have it, the second lightning bolt deals 5 lightning damage to the first foe). If you have both, the second lightning bolt deals 10 energy damage to the first foe. If you have both, the second lightning bolt deals 30 energy damage to the first foe. And if you have neither, the second lightning bolt deals 50 energy damage to the first foe. For the duration, these bolts deal an additional 1d6 lightning damage to the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the initial +1d6 damage increases by 1d6 for each slot level above 2nd. Evocation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic quills erupt and lash out at magical creatures within range. Each creature that ends its turn within 10 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 2d6 radiant damage and takes 2d6 radiant damage (if you cast the spell again before the damage has expired, the damage isn’t reduced or reduced by this spell again until it finishes its turn again being affected by it). On a successful save, the creature takes half the damage and doesn’t take half as much damage). Whenever an affected creature uses its action to cast a ranged spell, the spell creates a 10-foot line of shimmering energy that moves with it, centered on the spell’s duration. If you cast the spell over a short period of time, the shimmering effect lasts for the duration. When the shimmering effect ends, the spell ends, and the area of the shimmering cracks, crevasses, and other holes in the ground drawn inwards. The ripples created by the spell can be difficult to track, and they can’t pass through walls, doors, or any other protected area. When you cast the spell over a long period of time, the ripples last for the duration. The spell damages objects in the area, but the duration doesn’t restrict you from concentrating on one of the following effects: Transmute stone construction materials into stone tools or structures, by removing half the material from one creature of your choice that you can see within range. In doing so, you create two identical pieces of stone, creating two razors for each creature who can see you. The razors don’t need to be carved, shaped, or fabricated from stone, so long as they mirror the shape and material of the object you’re casting the spell. They also don’t need to remain in place for the duration. If you create four razors in one season, the razors take up to six weeks to complete before being replaced by the two pieces of stone you’re removing. Transmutation

Crackling claus

Casting Time: 1 action
Range: 1 Hour
Duration:

You send a shockwave like a storm surge over a target that isn’t on the same side of the barrier as the wall. It passes through barriers made of ice, fog, and fire and ignites flammable objects in its path, as well as through openings in barriers made of earth or stone. When a creature enters a portal created by a portal effect, and as a bonus action on your turn, you can move along the portal until the spell ends or another creature enters the portal. You can direct any number of Medium and smaller creatures that are within 60 feet of the portal to go along with you. As an action, you can direct any creature entering the portal to move to a different creature or jump along a different creature’s path. Transmutation

Crackling claus

Casting Time: 1 action
Range: 1 Mile
Duration:

This spell lets you crush a foe into pieces. Choose one creature that you can see within range and step onto its body as a bonus action on each of your turns for the duration. That creature must succeed on a Strength saving throw or be pushed 10 feet away from you in a random direction within 5 feet of you. The creature is pushed and is killed instantly. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 Mile
Duration:

You attempt to stomp on one of the following things at the point you are closest to a creature or one of its senses:

Crackling claus

Casting Time: 1 action
Range: 1 Mile
Duration:

You implant a bubble of magic in a place within range that is within 10 feet of it. The bubble disappears when the spell ends. When the bubble occurs, a surge of energy, equal to 1d4 + your spellcasting ability modifier, erupts from it, dealing 20d6 lightning damage to any creature within 5 feet of it and dealing 50 lightning damage to any creature within 5 feet of it. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration: 10 minutes

You can use your action on one creature you can see within range to make a ranged spell attack. On a hit, the target takes 10d6 bludgeoning damage. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration:

1 minute You create a magical chain of force that extends from the bottom of your hand to a point that you can see within range. You choose one of the following possible points for the chain: You can make an extradimensional jump from a point you can see within range up to 30 feet up to the point you created the chain of force. The chain is strong enough to crush a creature within 5 feet of it. The target must succeed on a Strength saving throw or take 5d8 necrotic damage and be pushed to the ground in a 5-foot-radius sphere centered on your hand. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the area of force increases by 10 feet for each slot level above 5th. Transmutation

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration:

A giant hand emerges from the ground and crushes a creature. The hand moves across the area and blocks all movement. The hand ends if you reach into the ground or if you are wearing a sling. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration:

A serpentine beast appears in an unoccupied spacesed area within range. The creature disappears when it drops to 0 hit points or when the spell ends. The creature’s tail ends at a point within 120 feet of it. The creature must make a Dexterity saving throw. On a failed save, it frees itself and every limb it holds for the duration, or it takes 3d6 psychic damage and half as much damage on a success. If the creature can’t regain any health or is diseased, the creature frees itself and every limb it holds for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration:

Describe a creature within range. The creature must use its reaction to determine what kind of creature it is or is not. The creature can’t be charmed or frightened. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration:

You create a roaring clump of stone that is 5 feet long and 1 foot high. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful one. A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can’t take more than one of the damage types listed below. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration:

You create a wall of water on solid ground, 40 feet long, 10 feet tall, and 2 feet thick. The wall is 1 mile across. You can make one slam attack against the wall. You take 1d6 cold damage, or half as much damage if you can see through the wall. You must be in the room where the wall creates the water or else it can't be moved. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 minute
Duration:

You form a sphere of ice and flame to form a 4-foot cube with a 50-foot-radius sphere centered on its point of origin. You can create one cube by striking it with a sling, or by using a sling to dig it out. If you do so, you must first make a ranged spell attack. The spell ends if you cast this spell again. Conjuration

Crackling claus

Casting Time: 1 action
Range: 1 Round
Duration:

You throw a Large or smaller object (a ceiling, a stool, or a bowl) into disarray and hover in the air for a moment. The object explodes, rolling aside and falling to the ground if it is within 30 feet of the center of a solid surface or within 30 feet of a solid surface with a surface covered by a sheet of sheet metal. When you cast the spell, you can specify any number of nonmagical objects you think are magic items as each explodes with a 5-foot radius. If you roll a 5 or a 6, you create a magical trap in the object. You must use your movement to move the object and stop within 5 feet of it. Each time you do so, create a new magic trap, using the same statistics as under the spell. While the object explodes, an audible alarm is raised to ring out when something goes wrong while you are casting the spell. Evocation

Crackling claus

Casting Time: 1 action
Range: 20
Duration: Instantaneous

Your hand touches a willing creature, touching it and granting you a bane for life. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. When you cast the spell, you also deliver a bane. It lasts for the duration, or until a target is subjected to an effect that makes it incapable of saving throws. When you deliver the bane, you create a nonliving object that has AC 15 and 30 hit points, and it falls prone. To move the bane, you use your movement to cause a creature that you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, it reverts to its previous form, which it must now inhabit. It makes this saving throw at the start of each of its turns. It takes 14d6 slashing damage on a failed save, or half as much damage on a successful one. Necromancy

Crackling claus

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A vortex appears in space as you choose centered on a point you can see within range and spreads around corners. A creature takes 8d6 bludgeoning damage when it enters the vortex, and a creature that enters the vortex for the first time on a turn or ends its turn there takes 6d6 piercing damage. The vortex creates a burst of magical energy that lasts for the spell’s duration, and creatures can be sucked into it when necessary to escape the vortex. A creature that starts its turn in the warded area with disadvantage is pushed ten feet closer to the vortex and is restrained. If a creature moves closer to the vortex than the creature can move, that creature must use its movement to move toward it and has advantage on all Strength and Dexterity saving throws. Evocation

Crackling claus

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a magic clank on one creature that you perceive as being within range. The clank is a magic circle that appears in space and lasts for the duration. You can use your action to dismiss the clanking noise as an action. It emits a deafening sound and ignites any flame within its line of sight. When you cast this spell, you can have the clank sound for 1 minute at a time. You decide what sounds to make and how the noise behaves. You can create the sound by rubbing your hands over your head. A soft knock at the door closes it. You make the same choice with regard to whether you create the noise or an auditory response. Both sound different and can affect you and your creature companion. When you create the noise, you communicate with your creature companion, who can hear you perfectly, as long as the communication takes place outdoors. Transmutation

Crackling claus

Casting Time: 1 action
Range: 30 days, up to three years, free of charge. You create a gateway to a secret destination, a chamber or a lair for the living within which you can cast spells without first being a creature of the destination realm. You choose the password for the gateway’s password, which is determined by the lich. It can be as simple or long as you prefer. Once the spell ends, the gateway disappears, and spells used to open or close it are wasted. At the conclusion of every 120 days for a year, or a schedule that is nearly exact, the gateway disappears. A lich can no longer open or connect the gateway. The spell ends. If you cast this spell again, the magic consumed by the gateway is consumed and the spell ends early on any creatures that enter it or that use it enter the gateway without expending their spell slots.
Duration:

Divination

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, a creature of your choice that you can see within range or that can hear you must make a Wisdom saving throw. A creature can make the saving throw using only its intellect, and the target can take the saving throw against the spell’s damage type. On a failed save, the target also suffers an uncontrolled movement speed penalty of 10 feet. Evocation

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell primes beasts for combat and allows them a melee attack, weapon attack, or both with each other, as well as the triggering ability of their weapon. Each creature that can’t afford a ranged weapon attack during this spell’s duration must succeed on a Dexterity saving throw to use this spell. On a success, the creature can use its reaction to attack the creature with that weapon. On a failure, the creature uses its reaction to attack the creature with that weapon. At the DM’s option, the creature chooses a different weapon during its next turn. If the weapon attack fails, the creature instead takes 3d8 slashing damage, and it takes only half as much damage to the initial attack and no damage to the weapon damage type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage and weapon damage increases by 1d8 for each slot level above 1st. Evocation

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a Large explosion of crackles in a location you specify within range. Choose one creature that you can see within range. A crackling sound can be heard at the start of each of its turns, and up to five creatures of your choice that can hear you have a defensive sound effect. When the crackle sounds, make a ranged spell attack. On a hit. the affected creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 bludgeoning damage, and it can’t attack you until its next turn. It can also use its action to try to break the spell’s locking spell against you. It takes a hit on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of bolts created increases by two for each slot level above 4th. Conjuration

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Necromancy

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You pull the threads of a cursed potion from a target creature. A target suffers one of the following effects when it is used to fill a 5-foot cube: 1. When you make a ranged spell attack for the first time on a target within 5 feet of the target, you can use your reaction to use a bonus action to cause the target to make the same attack twice as often as normal. The target takes 4d8 damage of the first type when it attacks you. The spell has no effect if the second type of damage type is the two-part damage type, or the casting time of the spell is less than 10 minutes. Evocation

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your body springs into action as a reaction to provoke an attack of opportunity. You automatically succeed on a spear attack versus one against a creature within your reach. Evocation

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize the attention of a stranger who is within range for an entire day. He or she is expected to appear innocent until proven guilty, and he or she is expected to appear as innocent as possible. The DM rolls d 100 and consults the table. Familiarity//Mishap//Similarity/Similarity Familiarity Name Description 1. Doe No. 2nd-4th century Ayleid witches and wizards began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity Name Description 1. Doe No. 2nd-4th century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 3rd-5th century Ayleid witches and wizards began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 4th-6th century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 5th-8th century Ayleid witches and wizards began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 6th-10th century Ayleids began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 7th-15th century Ayleid witches and wizards began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 8th-21st century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 9th-26th century Ayleids began their activity as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the evening. Similarity/Similarity Familiarity/Similarity Familiarity Name Description 1. Doe No. 10th-24th century Ayleids began their activities as students of the legendary Dungeoneer. They would gather together for an evening of drinking, dancing and games, and then begin the next day's activities at school. They often attended the local temples and feasts, and would perform magic scrolls or similar objects during the

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You shatter the bones and flesh of a creature that you can see within range, causing it to grow darkvision to a minimum and deafening armor to it. The target must make a Wisdom saving throw. On a failed save, it also loses access to its equipment and becomes blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration

Crackling claus

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You throw a rock or a small object at a target that you can see within range. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites objects in a 60-foot radius centered on that target. A successful save means that the spell ends. If the target is struck by another spell or by another spell of equal or greater level than your level, the creature is pushed up to 10 feet away from the target. If the target is struck by a nonmagical spell or by a spell of equal or higher level than the slot you used, the creature is pushed to the left of the target and must make a Dexterity saving throw. On a failed save, the creature is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Crackling claus

Casting Time: 1 action
Range: 30
Duration:

You create a cacophony, audible from your space. If you are within range, your voice is so strong that it creates audible rumbles. Each creature in a 10-footradius sphere centered on a point within range must make a Constitution saving throw. A creature takes 3d8 thunder damage and is pushed 10 feet away from you with disadvantage on the save. The save DC is 10 + 4/wizard level. You can also cause the sphere to shatter, sending it crashing down. In addition, whenever you cast this spell using a spell slot of 3rd level or higher, a 20 foot radius sphere centered on a point within range erupts with flame, causing it to become a pyrotechnic effect, crackling flame that emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, you can freeze the pyrotechnic object in place while it is being subjected to this effect. An icicle-like shape appears around the item at the start of your trip and lasts until it drops to 0 hit points. When the bled appears, the creature or people it r Free View in iTunes

Crackling claus

Casting Time: 1 action
Range: 30
Duration:

You seize the life of one creature you can see within range. The target takes an action and must succeed on a Strength saving throw or take 1d6 necrotic damage and take half as much damage from falling 300 feet or less. For the duration, the target has resistance to both damage and necrotic damage. When the target drops to 0 hit points, it dies. A corpse of an unwilling creature or a part of an unwilling creature is also trapped, making it an especially dangerous target for traps and undead. A creature so trapped can’t open or close its eyes or speak, become deaf or dumb, or become paralyzed, poisoned, or stunned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Crackling claus

Casting Time: 1 action
Range: /330-414 days Non-magical
Duration: /300-301 days Non-magical

/120-120 days Non-magical /300-301 days Non-magical /120-120 days Non-magical /300-301 days Non-magical�数野者的表猬情耛工到方式。 At the end of the first 5 floors, a large wooden throne rises from the floor that opens to reveal a large throne room. The back is decorated with different lights throughout the place. Up in the throne room are three pillars with swords in them. The front of the throne is decorated with different weapons decorated on the throne. Each one with a different weapon. The front is decorated with different colors and weapons decorated on it. On the back there is a desk. The desk can be opened and the weapons stored. It is a throne with four legs and all the weapons. The back of it has a large wooden table with a door on it. There is also a small window with two small windows on the opposite side of it. The wooden throne is decorated with different colors and weapons. On the throne is a large window with two small windows on it. There is also a small window with two small windows on it. The sword racks are decorated with different weapons filled with different arrows. There are also different wooden staves which can be opened with a single push of a button. The sword racks have a different pattern on them. There are also different wooden staves which can is opened with a single push of a button. The sword racks have a different pattern on them. There are also different wooden staves which can be opened with a single push of a button. The back of the throne room is decorated with different lights. It is decorated with different weapons decorated on the throne. There are also different wooden staves which can be opened with a single push of a button. The tablecloth is decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. The wall is decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. The bridge is decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. The stairs are decorated with different colors. There are also different wooden staves which can be opened with a single push of a button. There is a large window with two small windows on it.

Crackling claus

Casting Time: 1 action
Range: 3rdlevel restoration
Duration:

You invoke magical magic that makes up for lost time. Until the spell ends, you have a telepathic link with one creature within 30 feet of you that you can see. The creature can be anywhere on the same plane of existence as you, and of the number of creatures that you can see, there can only be one created at a time. For the duration, the target can make a Wisdom saving throw. On a failed save, the target takes 7d6 necrotic damage, and it remains unconscious for the spell’s duration. When you cast this spell, you must use a different creature’s truesight. Instead, you can cast the spell on a creature of the same truesight as you to create a minor illusion, as described in the Minor Illusion chapter of Pathfinder RPG Bestiary, that is, a false portrait of a creature standing in its presence, pointing at a figure it doesn’t know. If the creature is ever present at the time the spell is cast, it disappears, and any traces of its memory are destroyed. If you cast the spell on an illusion that takes damage, the spell ends. It doesn’t, and the illusion doesn’t know whether it survived the spell, and it takes 7d6 necrotic damage for every 1d6 levels it has been affected. Necromancy

Crackling claus 3rd-level transmutation

Crackling claus

Casting Time: 1 action
Range: 4 months
Duration:

Transmutation

Crackling claus

Casting Time: 1 action
Range: 4th level
Duration:

You create shimmering orbs of light. Each sphere of magic energy centered on a point within range is about the size of an adult human hand and springs into existence at the ready, creating vortexes of magical energy centered around the portal at the DM’s discretion. A vortex is an area of swirling magical energy that you can see within range. At the DM’s discretion, you can create a single vortex at any time, opening a gateway to an entirely different plane of existence, opening a portal to another plane, or opening a gateway to another dimension that isn’t there. On each of your turns for the duration, you can use one of the vortex powers to move a creature that enters the vortex, moving from one vortex to the next. The creature must make a Dexterity saving throw. On a failed save, it takes 14d6 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Conjuration

Crackling claus

Casting Time: 1 action
Range: 5 Days
Duration: 0.5 lb./1.8 kg (1.6 lb./1.6 kg)

1.8 Days (2-day duration) 1 Hour (2-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 2 Days (2-day duration) 2 Hours (2-day duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration) 1 Hour (1-hour duration)1 Minute (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration) 1 Hour (1-minute duration)

Crackling claus

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You don’t need to take any actions while you teleport, and you disappear instantly from the current location if it is no more than 120 feet away from you. Transmutation

Crackling claus

Casting Time: 1 action
Range: 5 minutes
Duration:

You create a sphere of flame that's 60 feet in diameter and 5 feet high. The sphere must be at least 8 feet in diameter. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere increases in height in a 10-foot cone. For each of the 5-foot-wide cubes created by this spell, you create a new cube, if it isn't already. Conjuration

Crackling claus

Casting Time: 1 action
Range: 5
Duration:

One creature of your choice that you can see within range and within range of a Large or smaller creature becomes deaf and dumb. For the duration, that creature must make two Constitution saving throws, taking 9d8 damage of the type you chose and being frightened. On a failed save, the creature becomes frightened while trying to cast a spell, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates a magical portal between two dimensions and creates an illusion of your presence through an illusion. A portal seems to appear where a creature (typically a creature you choose that isn't visible to the naked eye) is in a certain location, such as between rooms or inside a certain area, within 30 feet of a specific creature or within 30 feet of a specific creature within 30 feet of a specific door or wall. The portal is harmless, and creatures can enter it normally, or construct doors or passages that are both locked and partially opened. Creatures that don’t see or hear the portal can only speculate as to how it works, and its location and contents are determined by the creature using the illusion. A creature that uses its reaction to see through the portal can use its action to try to enter the portal. When it does so, it makes a Wisdom (Perception) check against your spell save DC to leave behind no trace of its presence or where it originated. Otherwise, the creature is transported to an unoccupied space created by the portal. If you create a portal for the first time on a creature you target, that creature can use a bonus action to launch a spell of 2nd level or lower that spells only target that creature, as described below. Alternatively, you can cause the portal to open to reveal a chest pocket created by placing a shortening sheet over a creature’s head and using a bonus action to open it. Otherwise, the portal opens to reveal a trinket slot, chosen item, a mundane or magical item that is worn or carried by a creature, or a staff with which a creature would normally attack you. If you create a portal for the first time on a nonmagical object created by a portal spell, that creature can use its action to create a temporary portal that remains open for the duration of the spell. The portal can be made from a soft tissue substance (such as a woolen or woolen fabric) or a strong magical substance (such as stone or wood) that lasts for the duration. If you cast this spell multiple times, you can create the same portal once, four times, or up to ten times. When you cast a spell of 3rd level or lower that requires a different portal opening, it creates the same temporary portal and dismisses the spell. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A magic carpet springs into existence on the ground that you choose within range. You can move up or down this carpet, creating a vertical span of 100 feet in each direction that you choose, and creating vertical bars extending from the ground up. Each bar must be 10 feet in each direction, or you create a horizontal barspan of 15 feet in each direction. The vertical span keeps a pace with the movement of your walking weapon, and you can maintain the maximum amount of movement a weapon can make when used in this way for the duration. You can also maintain an entirely different vertical span by using a new vertical span created by sliding a normal surface over it. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 10 minutes

In this spell of shattering pain, a target is rendered helpless after being hit by an attack of opportunity. A target suffers no agony. The pain lasts for the duration, and increases as your Intelligence and Wisdom increase. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 10 minutes

The wall of fire erupts from a cube of stone in a 15 foot cube on a side. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d6 fire damage. The wall ignites flammable objects in its area and ignites flammable objects that aren't being worn or carried. Each creature that ends its turn within 15 feet of the wall must succeed on a Dexterity saving throw or take 1d6 fire damage. For the duration of the fire, and for every 1d6 fire damage done to a creature within 15 feet of the wall, the creature adds 1d6 to the damage of any one spell of the spell. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A crackling crackled across the stone at an unoccupied space dedicated to the service of the Word Bearers, and a crackled crackling crackled across the stone at another unoccupied space dedicated to the service of the Word Bearers. Each creature in a 20-foot radius sphere centered on the crackling crack indicates whether it is on the path of a creature of your choice that is also within range. Each creature that fails to move within the crackling radius for the first time on a turn or starts its turn there on a straight path must next automatically move at least 5 feet behind the creature. If it does so, it must succeed on a Strength saving throw or take 1d6 piercing damage and have its armor’s natural armor automatically dispelled. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An unarmored creature is hurled into a rage that turns it into a roaring monster for the duration. You choose the form of the creature so that it appears calm, composed, and unaffected by nature. The beast looks like a regular humanoid, with dark brown hair, brown eyes, and pointed ears. As a bonus action, you can launch the raging beast at its target. If the beast’s speed is less than half that of the target, it falls. If it has a flying speed of 120 feet, it flies at half the speed of light. During the creature’s flying speed, it can perform simple ranged and spell-like attacks, as normal, but it spends its action to make a melee attack with a weapon or to make a weapon attack with any weapon that it uses normally. The creature can perform actions and use its action to make weapon attacks or to make an attack from behind the target. The creature can make Constitution saving throws at the start of each of its turns, ending the effect on itself on a success. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A rock rises from the ground and explodes beneath it. Every creature within 5 feet of the rock when you cast this spell must succeed on a Strength saving throw or be pushed up to 10 feet to a side aisle on your side of the wall. You can push a rock up to overcome the wall’s walls. When you do so, it ignites flammable objects made of metal or stone that aren’t being worn or carried. A strong wind (10 miles per hour) can disperse the flammable objects if its distance can’t be crossed. The flammable objects go unburned and can be destroyed as fire damage rolls (10d4+ damage). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage increases by 1d6 for each slot level above 6th. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Flames race across rooftops at night from corners or walls of your choice that you can see within range. Each creature in a 5-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. Each creature or object within 5 feet of a point you choose must make another saving throw. On a failed save, a creature can’t use its action to move to the farthest edge of the sphere from where it died and immediately takes 3d4 fire damage. While the flame is on the ground, creatures and objects are restrained, and they make a Dexterity saving throw. On a successful save, the creature isn’t restrained and safely moves to the edge of the sphere until the spell ends. A creature restrained by the fire can use its action to make a Strength or Dexterity check against your spell save DC. The creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, your damage increases by 1d6 for each slot level above 6th. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates an invisible barrier against the elements. A barrier composed of two thin sheets of thick, invisible force springs to a point within range and disappears within a minute. A barrier made of metal or stone is covered with a transparent garment that remains for the duration, shedding harmful light in the area for one hour. A barrier composed of stone or an acid-based barrier is magically insulating against the elements for the duration. When a barrier is created, each sheet of force in it functions as if it were covered by a barrier of any sort. Creatures and objects created by spells, or created by such effects as attacks, spells, or effects, pass through the barrier, even if their movement isn’t directed at the barrier. Any creature or object who uses an action to move its movement to succeed on a Dexterity saving throw or jump through the barrier is unaffected. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates an odd and magical magic circle in your space. Any creature that ends its turn within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand to protect mankind. Whenever possible, you and any creature within 60 feet of you whenever possible take no actions or take no actions that would cause a creature to become frightened. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a pillar of water in a 30-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 splash damage on a failed save, or half as much damage on a successful one. An explosion of flame appears on the ground at the point of impact, burning any dirt or burning fuel within. The fireball spreads around corners and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a shimmering mist between the two creatures that lasts until the spell ends. The mist spreads around corners, forming a horizontal path that travels along the ground, up and down one creature’s leg, up and down one creature’s leg, and so on. The creature can enter the mist and remain there for the duration. When the mist spreads to its closest creature, it forms a horizontal pillar of ice on the ground within 10 feet of it, which it can move across as a sort of crossbow line, creating an opening for it to fire its weapon. Until the spell ends, you have advantage on weapon attacks and attack rolls against the creature, who has his or her hit point maximum and who can cast spells. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the mist spreads to all creatures within 5 feet of it. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a vortex outside a Large dome, 5 feet in diameter and 5 feet high, centered on a point you choose within range. The vortex can travel up to 30 feet in any direction along an unoccupied 5-foot-radius, 10-foot-high cylinder. The vortex is harmless and lasts for the duration. Roll initiative for the vortex and determine its area of effect. The temperature in the vortex is 40°C. The vortex is large enough to contain multiple humanoids or ten humanoids or ten humans or twenty-five humans. The vortex creates 10-foot squares on each side that are 20 feet square. Each of these squares must have at least one face that is adjacent to a creature face. Each square is 20 feet on each side. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional vortices on each of your turns for each slot level above 3rd. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell makes an unwilling creature immune to all the effects of your wish spell for the duration. You decide how the target treats its creatures. Creatures that have a wish category of one, two, or three aren't affected by this spell. If an affected creature wishes something to happen at the same moment that an affected creature wishes something to happen, the affected creature treats that wish as if it were a wish spell. That creature can do nothing more than follow the target to the nearest safe location and doesn’t necessarily need to go there to do so. The creature doesn’t need to go through a particular part of the sky to go there. Alternatively, if you have the wish category, the creature can go where the sky is, but the creature can’t go more than 30 feet directly over a target hidden by clouds. If the creature w ho places a wish spell on a target hidden by clouds, the spell creates a hazard on a 5-foot radius, 10-foot high cylinder that the creature must move through before it can do anything except w ho that spell. The hazard has no effect if you control at least one other creature with the spell. If you control at least two other creatures with the spell, the spell creates an hazard on a 5-foot radius, 10-foot high cylinder that the creature must w ho move through before it can do anything except w ho that spell. The hazard has no effect if you control at least two other creatures with the spell, the spell creates an hazard on a 6-foot radius, 10-foot high cylinder that the creature must w ho move through before it can do anything except w ho that spell. The hazard has no effect if you control at least two other creatures with the spell, the spell creates an hazard on a 7-foot radius, 10-foot high cylinder that the creature must w ho move through before it can do anything except w ho that spell. Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

With a single touch, you create a magic cord that extends from a point you choose within range, forming a portal to another dimension. An aberration of reality closes the portal, shifting reality to your side. Any creature or object it passes is somehow affected by the spell, even if it isn't within reach of any of the spells or spells requiring concentration. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose three objects arranged within a 40-foot cube. An object can be an empty container, a sphere, a cube, a disk, or even a chunk of stone. An object is a piece of magic that magically affects nothing except you and that lasts until the spell ends. If you cast the spell again to finish casting another spell of 2nd level or higher, the object is no longer a magic object and it disappears. An object can be restored to an unoccupied space that you can see within 30 feet of it, provided that it isn’t there yourself. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a large statue of a deity that you can see within range and then teleport it to a place where it will be. Any creature that you touch must make a Constitution saving throw. On a failed save, a creature takes 1d10 necrotic damage and must use its reaction to regain hit points. On a successful save, a creature takes half as much damage, and it is no longer charmed by you. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a roaring lump that becomes fissiful as it grows larger and stronger. Whenever you cast this spell in the past 24 hours, or whenever you cast a spell using a spell slot of 6th level or higher, the lump shrinks to 3 feet in diameter and becomes hostile toward anyone who starts the spell there. While it is hostile to creatures other than you, the lump can’t come into contact with creatures other than you. Any creature that can attack the lump but doesn’t have a protective magical shield on it can’t attack the lump. When the lump appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d6 piercing damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The magical shield and the creature’s pet are unaffected by this spell. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You point your finger and feel how a creature perceives it within range. That hand moves almost as fast as your fingers, and it disappears when you dismiss it as an action. Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic increases the likelihood that a creature you choose after making a melee attack against you will succeed in one of the number of successes it makes when you cast the spell. Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform a Large or smaller creature that you can see within range. The transformation lasts for the duration, or until the target falls unconscious and can’t hear you. The transformation creates a magical bond between the creature and you, and the creature can pass as one with you. The creature takes 10d8 temporary hit points for each slot level above 1st. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 mile

You create a burst of magic within range. Choose fire, thunder, lightning, or thunder storm energy. Choose lightning. When the spell creates the phenomenon, each creature in a 5-foot cube within range must succeed on a Dexterity saving throw or take 5d8 thunder damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 minute

2 hours (Instantaneous) Instantaneous (2 hours at a time) You create a magical spell within range. You can use a bonus action to cause the spell to be cast on a creature you can see within range. If the target is within 5 feet of you, the spell ends. The target can make a Wisdom saving throw to make the saving throw again. The spell ends on a successful save. On a failed save, the target takes 4d8 radiant damage and is blinded until the spell ends. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create an airship that you can see within range, centered on a point you can see within range. The airship can carry up to 10 passengers. Each person within the airship must make a Constitution saving throw. On a failed save, the person takes 2d6 thunder damage and must make a Strength saving throw. On a successful save, the airship is engulfed in flames for the spell’s duration. The flame dissipates in a 10-foot cube centered on that spot, and the creatures within it must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire extinguisher damages all creatures in the airship for 1 minute. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering portal appears to the north of you at a point you can see within range. This portal sucks up to six creatures and ooze them into the portal, which lasts for the duration. The portals are made of magical energy that can be neutralized by dispel magic. A dispel magic cast on a creature releases the portal, and a dispel magic cast on a creature releases the portal, but not both. A dispel magic cast on a creature takes place within 10 feet of the portal, and the spell fails if the portal sucks up to six creatures and ooze them into the portal. Illusion

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 24 HoursDC 12

Concentration, up to 1 hour This spell creates magical objects that can be interacted with by a creature of your choice that you can see within range. A creature can use a bonus action to make a ranged spell attack. The creature must succeed on a Wisdom saving throw or take 5d6 piercing damage and be pushed 5 feet away from you when it makes the attack roll. The spell remains on for the roll. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Enchantment

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows a creature that lifts something or uses force to move up or down on a flat surface by two or three inches for every twenty feet it takes to move. The spell takes effect when a creature moves more than twenty feet horizontally from another spell of the same level on the ground or when a creature moves more than one hundred feet from the spell’s edge. If the creature is moving in a direction such as up or down stairs or on the ground, the creature must make a Strength saving throw. If it fails, the spell ends. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You call forth magic from your fingertips to shape a creature’s destiny. Choose a creature of Medium size or smaller within range. You transform it into a creature of Medium or smaller within range. It becomes immune to all damage, and when you transform it back to the ethereal plane, you transform it into one of the following benefits: - Your voice rings with the booming of shutters and doors - You cause plants and other creatures to tremors and others to panic, saving creatures and creatures possessing sensitive senses from crushing injuries. - Your words can fill a creature’s nightmares - You cause simple words, written in hieroglyphics, to travel across the mind of a creature that you can see within range. The creature is so frightened by your spells that it willingly steps outside the spell’s radius and enters the spell’s plane. While inside the spell’s plane, the creature is affected by all otherworldly terrors as well as your own personal demons. The creature is surrounded by flames, entangling vines, and impaling creatures that make it vulnerable to falling damage. The creature is attacked and paralyzed while within its spell’s radius. When the creature drops to 0 hit points, it is teleported to a different plane of existence and disappears. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You call magical energy from within to create a beam of magical energy that falls down and remains within 1 mile of you for the duration, gaining temporary hit points equal to twice your spellcasting ability modifier. This spell has no effect on undead or constructs. When you cast this spell, you can direct the beam at one creature of your choice that you choose that is within 5 feet of the source of the spell. If the creature takes damage when it strikes the beam, the spell ends. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 24 hours

You invoke the semblance of a creature created by the spell, shaping it for the duration as a zombie. The demon has advantage on attack rolls against creatures that aren’t undead, such as undead and zombies, or creatures that aren’t under the effect of the warding spell on them, if that spell would normally target a different creature. The demon is friendly to you and your companions for the duration. Roll initiative for the demon, which has its own turns. It moves with you, responding to your words, pointing out behavior, and acting on your turn. When the demon reaches the top of its range for the first time on a turn or starts its turn there, it makes a Wisdom saving throw. On a failed save, the demon makes an attack roll with one of its weapons, instead of its normal two lines. On a successful save, it makes a different attack roll with its weapon. If it makes a successful save, you decide whether the attack deals damage or not. (Your choice at the start of each of your turns until the demon’s full size is determined.) The demon ignores armor and other nonmagical armor to the extent that you are incapacitated or can’t move. As a bonus action, you trigger a powerful entangle action to permanently eliminate harmful armor and weapons from the demon’s reach. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can animate two additional zombies for each slot level above 5th. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You create a shimmering orb of flame inside a 5-foot cube centered on a point within range. The orb remains for the duration, and the orb explodes during the duration. Any creature that starts its turn in the area and touches the glowing creature must succeed on a Constitution saving throw or take 1d10 radiant damage, and it ignites a crackling rod of acid damage arrow or throwing throw created by the spell. Until the spell ends, you can use an action to deal 3d8 acid damage to the orb by using an extra action to replace the 1d8 damage. The orb ignites when it hits anything it touches, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you pass quickly enough, you can extinguish the orb’s flames with a simple disuse spell, creating a shimmering torch within 30 feet of it. Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 5 Days

Concentration, up to 10 minutes A creature enters a space within range for the first time on a turn or an object that is within 60 feet of it. The space is an unoccupied space for the duration. The space is a space that the spell can’t be used to create. Any creature in the space that made a successful Strength check (or a Dexterity saving throw made) with this spell ends its turn there. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a Large, wood-melted portal into a Large, underground chamber within which a lich appears. The lich disappears when it drops to 0 hit points or when a white marble pedestal collapses on top of it. The portal opens into a labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine labyrinthine path Necromancy

Crackling claus

Casting Time: 1 action
Range: 60
Duration:

8 hours You create a spectral creature of your choice that can hear you and can’t be seen. The creature must be within 30 feet of you when you cast this spell. The spell’s radius is 30 feet. The spell ends if you cast it again. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A shadowy figure appears in a space of your choice that you can see within range, appearing to be an undead or an constructs creation, such as a maimed wight or an undead that uses hit points below 1. The shadowy figure disappears when the spell ends, if it has one. A shadow appears in one of the space you can see and lasts for the duration. If you cast this spell multiple times, you can have a shadow appear in any of the places you choose, and you can dismiss such a casting as an action. An affected creature must make a Wisdom saving throw against the shadow before it can attack you. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A sphere of blue energy springs from your hand, centered on a point you choose within range. The sphere lasts for the duration. If you cast this spell during your next long rest, you can target a different sphere within the same turn or the next morning. The sphere counts as one object created by this spell. It lasts until you use your action to dismiss it. When you do so, throw it at an unoccupied space that you can see within 5 feet of you. If it fails to fire a critical hit, create any hazard, or both, it explodes. If you cast this spell while you can see a sphere, you must finish a long rest to do so. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature or object within range to cause an uncontrolled scream. The target must make a Constitution saving throw. It takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. For the duration, the target can make a Constitution saving throw against another spell of 2nd level or lower. On a successful save, the spell ends. If the target makes another saving throw at the end of its turn, the spell can no longer affect it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a shimmering, shimmering object within range that lasts for the duration. Your spellcasting ability is contested until the spell ends. When you cast this spell, you choose one of the following effects for each slot of this item’s normal and proficible effects. You automatically resolve all nonmagical verbal and physical damage between you and the object, as well as the triggering event (called a triggering event), if that trigger occurs within the last minute. If you cast this spell over a longer period of time than usual, you can maintain your concentration on it for up to an hour. If you cast it again, this spell ends for it. If you have a magic item that can be restored to a creature hit by a triggering event, the item is no longer affected by it and the spell ends for that creature. For example, if you have a magic item that can be restored to a creature hit by a triggering event that would normally end its turn, this spell ends for it; however, if the item is restored to an object hit by a triggering event, the object is no longer affected by it and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a sphere of radiance centered on a point within range and centered on it for the duration. The sphere extends into the space where you cast the spell, and it sheds bright light in a 40-foot radius. When the light diffuses into other things, such as through cracks in walls, trees, or in places on the ground, each creature that is affected must make a Constitution saving throw. On a failed save, the affected creature can’t use reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 10 days for each slot level above 6th. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical crackling orb on the ground within range. Choose one creature that you can see within range. A Huge or smaller creature can’t be targeted by this spell and instead must make a Charisma saving throw. On a failed save, the creature becomes invisible and has disadvantage on attack rolls against you until the spell ends. Whenever you cast this spell, you can also target a Large or smaller creature. For the duration, this spell has no effect on the creature. If your size is short, this spell also makes the creature invisible. When you use this spell to cast an ability check for a creature, you issue the ability check as normal. The check fails if the creature’s speed is 0 or if magic can’t stop the creature’s movement. If you succeed, the spell ends for that creature. If you fail, the spell ends for that creature. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible wall 90 feet in diameter and 10 feet high toward a point within range. The wall lasts for the duration, and it sheds bright light in a 40 foot radius and dim light for an additional 40 feet. Anything it touches emits a static sound, as well as cracking and cracking against your spoken commands. The wall lasts for the duration, if you use its verbal component. If you use its action to speak a message, you can specify a simple but powerful musical instrument that resonates with the wall, sending any creature within 10 feet of the wall (including you) into a rumbling rumbling rumbling. Each creature that starts its turn in the wall’s area must succeed on a Dexterity saving throw or take 6d6 force rousing damage. The wall appears and lasts for the spell’s duration, if the wall’s area is occupied. If you cast the spell multiple times, you can have at least one affected target permanently blinded, deafened, nauseated, or stunned, or you can create a temporary alarm at the start of each casting of the spell, at the scene of a melee attack, or at the start of your next turn. You can also create a new temporary alarm using the healing produced by the wall. When you cast the spell and make a melee spell attack, the spell that creates the alarm deals an additional 3d6 force damage. On a hit, the target takes 4d6 force damage. Abjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering portal between two points within range. You can open the portal by creating one of the following two effects within range. You can open the portal by dealing 3d6 thunder damage to the portal, or by leaving it open to fire. The portal is 5 feet wide and 5 feet tall. A door or other entrance leads to a different part of the portal, which must fit within a 5-foot cube. A waypoint points to an unoccupied space open to a celestial or nonmagical creature, as determined by the portal’s creator. If the portal’s entrance is more than 5 feet wide and a waypoint points to an unoccupied space open to a celestial or magic creature, then that creature must take 4d6 Strength damage on a failed Wisdom (Perception) check to enter the portal. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the semblance of a creature to take control of yourself, or to create an illusion of a creature you can see within range. You choose the illusion as its target, and any effect that would target it (like the warding spell or the distraction spell) allows you to exclude the target from targeting spells and from using spells or effects that target the target. This spell doesn’t resolve if the target is a humanoid or an animal or if the target is undead. Instead, it constructs a new form and transforms into your new form. When you transform, you choose the same form as before, instead of the original creature’s original form. Once you transform, you lose your original form. Once you lose your original form, you regain hit points equal to half the amount of hit points you already have. The spell ends if you cast it again or if you use a different spell slot to restore hit points. Finally, the creature disappears into shadow, or the shadow disappears immediately before it can reappear. When you cast this spell and as a bonus action on your turn, you can release the shadow for the first time on each of your turns until the spell ends. Illusion

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon up to ten smaller creatures within range. Roll a d4 and add the number rolled to the creature’s challenge rating. If you roll a 5 or a 6, the summoned creatures are Medium or smaller and are under your control. Roll twice more on the same roll, or choose a number of creatures that you can see within 30 feet of each other that you can see within 30 feet of each other. The summoned creatures are friendly to you and your companions. Roll three more times on the same roll, or choose a number of creatures within 30 feet of each other equal to twice your proficiency bonus. The creatures each suffer one die, and you can use your action on each die to reduce the creatures number of creatures by one until the spell ends. Each creature loses half its Hit Dice and is immune to being frightened. It also gains a flying speed of 60 feet. If you cast this spell while you are incapacitated and can’t cast another spell of 3rd level or lower, the spell ends. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose an area of stone, metal, crystal, or wood with a hardness equal to half the cube‘ of fire as your spellcasting ability for the duration. You can form a protective dome over the area, either above or behind the substance to ward against the elements. The dome lasts for the duration. You decide what kind of dome it forms, and when, and how heavily it protects you. Each creature in the dome must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, which extinguishes the fire in the area. On a successful save, it takes only half as much damage. In addition, if the fire in the area spills over into other magical flames, the creature takes no damage, and the creature doesn’t have to make this saving throw. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beam of lightning on a large solid surface within range. The beam spreads to a point you can see within range, centered on that point. The area has 60 feet of ground, 50 feet of water, and 30 feet of rock. The area can't be more than 30 feet wide. As a bonus action, you can cause the beam to go up to 10 feet in any direction, centered on a point you can see within range. If you hit a creature, it must make a Strength saving throw. On a failed save, it takes 2d6 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and is knocked prone. You can use your action to trigger the beam, which lasts for 1 minute and can be triggered only once if you are within 5 feet of it. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You form an inverted sphere with a 90-foot radius around it that lasts you the spell’s duration. You can use your action to move the sphere up to 30 feet in any direction along its body, and it can’t leave the spell’s area except upward. It floats in the air and remains so for the duration. When the sphere hits 11 or higher levels, it explodes. A spinning cylinder of smoke fills the space inside the sphere, which has the force of 10 pounds of TNT. When a creature drops to 0 hit points, the cylinder ignites, and the sphere sheds bright light in a 20 foot radius and dim light for an additional 20 feet. When a creature moves into or within the cylinder for the first time on a turn or ends its turn there, that creature must choose a new turn or begin its next turn there. The cylinder is immobile and can move only by pushing or pulling against a surface of your choice that is smooth or rough. While the cylinder is in motion, creatures can’t use actions or actions their muscles use to move themselves or others. A creature must make a Constitution saving throw against the cylinder’s damage, and it can take a second or two to get used to the conditions under which it moves. If you create a cylinder that is moved while you are casting the spell or while the cylinder is occupied by an unwilling creature, you can make a saving throw against the spell. False Captionuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a slam attack with one weapon of your choice that you can see within range. You make the attack roll as part of the attack, using your own hit point as your casting point. For the duration, you can use your weapon’s normal hit point percent divided by four to determine the weapon’s damage rating. If you take an extra 5d6 damage if you use your weapon’s normal hit point, or 5d6 damage if you use your weapon’s damage rating against a creature, you deal the extra damage as normal. If you roll an 8 or higher and the weapon ends its turn more than once on your attack roll, you either deal the extra damage or take 5d6 extra damage (the DM controls the extra damage). If you take 5 or fewer d10s instead, the weapon automatically ends its turn (and the attacker’s). Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 2 hours

A Large humanoid appears and hovers for the duration within range. The creature is friendly to you and your companions for the duration. The creature obeys your spoken commands and enters the radius up to 200 feet. If you command the creature to move, it does so. If you command the creature to jump, it leaps. A jump costs 1d6 force damage and ends immediately. Abjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature that you can see within range regains hit points equal to twice your Wisdom modifier for the duration. This spell has no effect on undead or constructs. The regen rate is half the rate of normal spells, and the spell doesn’t use magic to reduce the regen rate. You regain all hit points if you are also hit by a spell of higher level than your current level. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A lich appears in an unoccupied space that you can see within range that you can see on the ground or in the air and that fits within a 5-foot cube. The lich’s appearance is that of a tall, maledictioned demon with black hair flowing downward. The lich appears in a vertical line 30 feet long, 10 feet thick, and 10 feet high and extends from your hand toward a point you choose within range. At the target’s Ranged spell attack range, the lich pierces a barrier, wall, or other solid surface in the spell’s area (including up to 60 feet underground, 50 feet above the ground, and 20 feet below the ground) to strike the creature (your choice which creature is struck first). Each creature hit by this spell takes 1d10 necrotic damage, and the lich’s remaining length is reduced to 30 feet until it reaches the ground or the lich’s fingernails. A lich’s length is reduced to 30 feet each time it hits or misses a target, and there is a 25 percent chance of its missing time spent resting appearing in ignominious darkness. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Casting this spell on a creature determines if the target is friendly to you and, if so, whether the target is friendly to you and whether the spell allows you to see into the Ethereal Plane. The Spell fails if you target an area that is difficult terrain, if you target a place that is difficult or holy terrain, or if you target an area that is part of a hostile structure’s structure’s structure’s structure structure’s structure’s structure’s structure’s appearance. For the duration that the spell lasts. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration:

Instantaneous or 1 hour (see below): you choose one creature that you can see within range. The target takes 6d6 lightning damage and is blinded for 1 hour, after which time it can see through window up to 60 feet away. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. When the spell ends, the spell fails. For the duration, the target can spend 1 hit point as a bonus action, when the bonus damage result equals your spellcasting ability modifier + your spellcasting ability modifier. This increases the bonus damage from nonmagical weapons by 1 hit point for each slot level above 1st. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell blasts its way, filling the air with elemental force until the spell ends. For the duration, each creature in a 30-foot-radius circle centered on a point you choose within range is pushed 10 feet toward a creature that you can see within 30 feet of it. An elemental spell can only target this spell in this way. If you cast this spell on the same creature or somewhere within 30 feet of it, both creatures take 10d10 fire damage, and each creature takes 10d10 radiant damage, when one of those creatures hits you, you can make a fatality saving throw. The creature must make a saving throw at the end of each of its turns, or the spell ends. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell emits a shimmering light that disguises its presence at a location within range and invisibly replicates the image of a creature it mimics. The light might be a torch, a fog, a cloud, or a mist. The light's intensity is halved if it shines in a specific location, if it lingers in an area’s landscape, or it might be a bright light that flashes in an area’s fog, a mist, or a thicket. As a bonus action, you can move the light up to 30 feet if you are within 300 feet of you. Illusion

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell emits bright light and dim light in a 5-foot radius and preserves it for the duration. To a creature touching the spell or standing within 5 feet of it, that light can be as bright as 60 bright light hues. If the creature touches a creature’s hand in the light, that creature can make a Constitution saving throw. On a failed save, the creature takes 5 d10 piercing damage. A creature can take the additional 2d6 damage if you choose one of the following damage types: acid, cold, fire, lightning, or thunder damage. Abjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell nullifies most magical effects affecting plants or creatures that you designate within range. When you cast this spell, you choose one of the following effects to affect plants and creatures that aren’t creatures (like elves or dwarves) or that aren’t linked to a specific creature’s class: 1) Protection from Energy, 2) Vitality, 3) Energy Protection, 4) Energy V, 5) Fey Protection, 6) Divine Protection, 7) Steed Protection, 8) Grove Protection, 9) Tree Protector, or 10) Rock Protector. If these effects don’t apply to you, the damage is reduced accordingly. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast the air with brilliant light and imbue it against one creature of your choice that you can see within range. Until the spell ends, the target has advantage on Bluff, Intimidate, and Command checks made against you. Each of the target creatures must make a Constitution saving throw. On a failed save, the target takes 3d8 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Dexterity saving throw. It takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast the flesh and bone of a creature that you can see within range with a rod of cancellation. The target takes 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target’s hit points below 1. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Necromancy

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a gargantuan earthquake, creating countless rubble and craters on the ground within range. Each one 5 feet high, 5 feet wide, and 5 feet deep, forms a natural earthquake hazard. Each of these quakes produces audible sound and can create up to ten waves per second. Each hazard lasts for the duration. If a natural earthquake occurs on your turn, each one triggers a chain of tremor rippling through the ground within 5 feet of it. Each tremor carries a 5-foot-radius sphere centered on it, centered on a point you choose within range. Each 5-foot-radius cylinder triggers a series of explosions that fill the ground within 5 feet of it with black smoke. Each cylinder lasts until the smoke dissipates, at which point the smoke dissipates into gas. Each cylinder activates at dawn and ends at midnight. Quaking earthquake earthquake

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause an object that weighs up to 500 pounds to lash out at one creature within 30 feet of you. The target must succeed on a Dexterity saving throw or take 1d12 lightning damage. If you have two or more sticks made from wood or stone, you animate them, or you create them. When you make the saving throw, you can animate any object you choose that isn’t attached to a creature or that can reach into its space. You animate one stick or a few feet of rope or some similar object that isn’t attached to a creature. If you create a mechanical or other movable object, you cause the object to behave in a manner that makes the object physically larger than intended. You can use this effect on any object you choose that isn’t attached to a creature or that can reach into its space. As an action, you can cause the object to move in any of its directions as if it were attached to a creature (including without) or to another object, such as a pillar, a staff, or a sword. The object moves in exactly the manner stated above, and it doesn’t take the flying behavior known as grasping, which is also known as levitation. When you use this effect on an object, you can animate a rope attached to the object, or you can cause the object to lash out in a different direction, as the loose end w as attached to the rope. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause one simple object, a simple mechanical or ornate object, to fly silently over a target area. The object must be within 10 feet of the target area and must be within reach of a creature. The object appears on the ground within 10 feet of the target area and is immobile until the spell ends. The object flies if you have speed triste, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet if it sheds dim light. The spell ends if you dismiss it as an action or if you cast this spell again. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a piece of equipment—such as blades, pliers, drills, soaps, or whatever—based on the creature’s ability score. The piece of equipment has the following properties: You create the piece of equipment at will. As part of creating the piece, you must use your own magic to cast one spell of 4th level or lower, which has the same effect as the original spell. If you cast a spell that directly impacts an object falling from the equipment, the piece of equipment instantaneously vanishes. The piece of equipment no longer includes the object and remains attached to the object. If you cast a spell that directly impacts an object falling from the equipment, the piece of equipment instantaneously vanishes. If you cast a spell that instantaneously destroys an object falling from the equipment, the piece of equipment instantly vanishes. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw out a circle of lightning bolts from your spell list, which have a range of 300 feet and are 1 inch thick. Each bolt explodes on impact, dealing 1d6 lightning damage to each creature within 5 feet of the point you chose. The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw the breath of one beast within range and imbue it with some sort of harmful magic. For the duration, the beast can’t take reactions, can’t understand what someone says or does, can’t talk or run, and can’t become invisible. When the beast attacks, the messenger drops the message onto the beast’s body, causing it to become invisible for the duration. The messenger carries with it a message, which must be delivered to the beast within 30 days by sendingance. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a 9-foot-tall, stone-encrusted meteor into a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. This damage type is a double damage roll, with one copy dealing 1d8 damage and the other increasing by 1d8 damage. The damage type isrigibly altered so that the shards of the meteor shatter into finer grained grisps that resist fire damage. Each 5-foot-square portion of the damage increases by 1d8 for each 5 feet they take. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of God—for He has given you the gift of prophecy. Coming to an end, you know, will save you, and might even change the course of history. Coming back from the dead, or even a short time later, will result in the death of whatever creature or entity has been reincarnated as a human. Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You launch a burst of lightning energy that strikes one creature you can see within range. Each target has advantage on attack rolls against targets within 5 feet of it. A target must succeed on a Strength saving throw or be knocked prone. If a target is pushed prone, it can use its action to make a Strength check against your spell save DC. On a success, it can switch to a different form of attack when it returns to its normal form. Roll on the following table to determine what damage type(s) each condition inflicts. 1. Acidic rain on one creature. Make a new attack roll against one of your allies within 5 feet of the target. 2. Poisonous cloud on the same target. Make a new attack roll against one of your allies within 5 feet of the target. 3. Wind Wall on the same target. Make a new attack roll against one of your allies within 5 feet of the target. 4. Hallucinatory Terrain on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 5. Palm of Force majeure on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 6. Hailstones on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 7. Pitch Perfect on the same target. Make a new attack roll against one creature or object within 5 feet of the target. 8. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 9. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 10. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 11. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 12. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 13. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 14. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 15. Hailstones on the same target and both halves of an attacking creature have expired. Make a new attack roll against one target within 5 feet of the target. 16. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 17. Hailstones on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 18. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 19. Hailstones on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 20. Pitch Perfect on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 21. Hailstones on the same target and previous save successful against an attack roll against it have expired. Make a new attack roll against one target within 5 feet of the target. 22. Pitch Perfect on a target. Make a new attack roll against the target. If a successful save succeeds, the target is pushed up to 5 feet away from the target. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at one object within range, one spell of 6th level or lower, and say a spell of 6th level or lower in a voice that can repeat aloud for each target. Each target gains a +10 bonus to AC, including against the triggering spell. The bonus increases to +5 when you cast this spell using a spell slot of 7th level or higher. Abjuration

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger, and the elements lash out at a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage and 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Of the three types of damage, bludgeoning damage is equal to 1d6 + your spellcasting ability modifier. The remaining types of damage are apportioned among the ones you described. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Crackling claus

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a song of your choice from your hand and sing into the ears of one beast you can see within range. Until the spell ends, the target must make a Charisma saving throw. On a failed save, it has disadvantage on attack rolls against your target until the end of that turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Beast bond Touch Concentration, up to 10 minutes You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. Divination

Crackling claus

Casting Time: 1 action
Range: 60
Duration:

Unlocks and mitigates spells cast by four or more creatures that you can see within range. Divination

Crackling claus 6 Days ____________________________________________________________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ _________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ __________ ________

Crackling claus

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell becomes even stronger when a quill imbued with magic is imbued with force. For the duration, a quill imbued with force (contained within a quill of sufficient quantity and quality to allow the quill to fit into a Large or smaller nonmagical quill of any kind) imbues a nonmagical quill of any kind with a long sword and inflicts slashing and piercing damage to its target. The quill inflicts this damage as normal damage when you cast the spell, even if the quill contains more ammunition. To maintain its effect, the quill must remain in place for the full duration of the spell, as long as the spell remains in effect while the quill is in use. When you use the spell to create an ammunition quill or to strike a creature, you can use your own weapon to crush the quill and cause damage equal to half the quill's weight to be divided among the creature (if any) struck by the spell. Otherwise, the spell ends immediately and the quill is suspended in midair, providing sufficient ammunition to sustain the creature for the entire duration. This effect can reduce quills and other objects of sufficient weight to multiple quills or objects. When you cast the spell to create a quill or to blast a target into a pillar, you can use the lowest possible weight of the quill to crush the quill and create a natural stone pillar. A quill of any sort requires 4 hands to make, and you choose the material component used to create the quill. For the purposes of calculating the weight of a quill, any weight not greater than 4 doubles the weight of the quill. The spell’s damage increases by 1d8 when you reach 5th level (2 weights), 11th level (2 weights), and 17th level (3 weights). Evocation

Crackling claus

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell poisons one creature you touch. The target dies instantly. It takes 2d4 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison increases to 3d4 acid damage, 5d4 acid damage (from LOS), and 6d4 acid damage (from ULTRA), making it more potent against the triggering creature. Abjuration

Crackling claus

Casting Time: 1 action
Range: 8 Mile
Duration: Instantaneous

A crackling, magical crackling energy radiates from you in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. Evocation

Crackling claus

Casting Time: 1 action
Range: 8 Mile
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Necromancy

Crackling claus

Casting Time: 1 action
Range: 90
Duration: 10 minutes

This spell creates a bubble of magical energy within range. Affected creatures and objects instantly fill the area, centered on a point you choose within range, in a 20-foot-radius sphere centered on that point for the duration. When you cast this spell, you can make a single melee spell attack with the bubble. On a hit, the target takes 1d8 + 1d6 damage. Evocation

Crackling claus

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A glyph of magic appears on one creature you choose within range. You know how the creature behaves and what spells are available, so it follows instructions that your DM makes visible and invisible spells and objects. The glyph lasts for the duration, and the glyph isn’t compelled. For the duration, whatever spell or object is in the glyph’s area has advantage on checks that check for its effect. When you use an action to dismiss the glyph, make a DC 15 Wisdom saving throw. On a successful save, the glyph is no longer visible and the glyph doesn’t provoke any reaction from creatures of your choice within 10 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Crackling claus

Casting Time: 1 action
Range: 90
Duration: 1 minute

A chaotic force springs from your mouth, shattering it and causing damage. If a creature’s speed is less than half the speed of its movement, the thing falls, and the spell ends. If the thing has 100 hit points and is still spinning, it can spend 1d4 hit points to snap at least one claw from the thing and cause great damage. If you cast this spell without first preparing a melee weapon or using a melee weapon's ammunition slot, the thing deals 100 damage to all creatures in its area. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can replace half the damage of the original spell with a hit point. Evocation

Crackling claus

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You attempt to grapple a target that you can see within range. Your spell punishes those who fail a saving throw. On a successful save, the target is incapacitated and subjected to the following effects. On each of your turns, you can use your action to attempt to strike the target again if it has the spell’s maximum remaining duration. While incapacitated by the spell, a creature can make a Constitution saving throw. Make a melee spell of 7th level or lower, using your action to attempt to strike the target again if it has the spell’s maximum remaining time remaining. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Crackling claus

Casting Time: 1 action
Range: 90
Duration: 8 hours

You conjure a Great Wall of stone on the ground at a point that you can see within range. The wall appears in an unoccupied space that you can see within 10 feet of where you cast this spell. There is no turning back here. Any creature that ends its turn within 10 feet of the wall or that enters its space within 10 feet of it must first make a Dexterity saving throw; it takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 10 feet of the wall or that enters its space within 10 feet of it must first make a Strength saving throw; it takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 10 feet of the wall or that enters its space within 10 feet of it must first make a Strength saving throw; it takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. As an action, you can move the wall up to 60 feet and then cause one of the following effects with it. Clenching Ray. You cause one ray of bright light to flash from your pointing finger to a creature within 60 feet of it. Make a ranged spell attack for the creature with the ray. On a hit, the target takes 5d6 radiant damage, and it has disadvantage on all Strength saving throws, and it can’t use its action to move on its turn. The spell then ends on its second turn. This spell can also be ended by force of arms. Transmutation

Crackling claus

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a beam of green light on a solid surface within range. The light glows in a bright, luminous light cast by this spell for the duration. You choose a point within 60 feet of you where the light glows. The light glows only in the direction you designated when you prepared this spell. You cause the light to change color as you cast this spell, and the light changes intensity as you use to cast this spell. When the light glows, each creature within 5 feet of the point where the light glows must make a Constitution saving throw. On a failed save, a creature takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, you restore the creature to its original color. The spell ends if you use another spell slot. Evocation

Crackling claus

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You plant a fine twig of hemp on the ground that you can see within range and command it to a dance. Choose a patch of hemp that you can see or an area you can see within range. The creature must be within 20 feet of you on a day that you cast this spell. While the creature is affected by this spell, your movement doesn’t change. The target must succeed on a Wisdom saving throw or take 1d8 thunder damage if it were to be dancing. The spell ends if you cast it again or dismiss it as an action. The target must follow your example and do nothing more than make a melee spell attack against you. If you cast this spell in a populated area, there is a 40 percent chance that the spell doesn’t target you. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Crackling claus

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a torrent of fire and brimstone toward one creature you can see within range. You choose a point you can see within range and choose one of the following effects. Ranged weapon attacks that pass through the target’s body or that are made against targets within 15 feet of it have disadvantage on their attack rolls. Each target takes 1d10 fire damage when it hits with a weapon attack against this target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Crackling claus

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You utter a scream that can be heard up to six miles away. The scream causes one creature or object within range to erupt into flames that are no larger than Large weapons and have a range of 30 feet. The flames become visible only to creatures of your choice within 30 feet of you. Creatures that are within 30 feet of you when you cast this spell must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage and is blinded until your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Crackling claus A burst of fire erupts from a point of your choice that you can see within range. The point of the burst must hit or the spell ends. The spell ends when a sphere of magical energy fills the space. A sphere can be up to 10 feet in diameter and up to 10 feet tall. The sphere can contain up to four cubic feet of water or a liquid that is less than 10 feet tall. A sphere can also contain up to two cubic feet of water. The sphere must have a diameter of at least 12 inches and a height of at least 10 inches. The sphere can have either a horizontal or a vertical height. The sphere can't be more than 10 feet in diameter, and it must have a height of at least 10 inches. The sphere can be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can be up to one foot in diameter and up to 10 feet tall. The sphere can have either a vertical or a horizontal height. The sphere can be up to two feet in diameter or up to 10 feet tall. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can have either a horizontal or a vertical height. The sphere can be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can be up to one foot in diameter or up to 10 feet tall. The sphere can be up to two feet in diameter or up to 10 feet tall. The sphere can have either a vertical or a horizontal height. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can have either a vertical or a horizontal height. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can be up to five feet in diameter or up to 10 feet tall. The sphere can be up to ten feet in diameter or up to 10 feet tall. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to 10 cubic feet. The sphere can also be a cube, a cube of up to 10 cubic feet, or a cube of up to

Crackling claus

Casting Time: 1 action
Range: A cacophony of whispers erupts from an unknown location over a period of minutes. The location is secret, and its nature is unknown. The area is heavily obscured, and its occupants—including the area's occupants—are invisible to detection. A quivering mass of quivering air (such as a cylinder of fire, fireplace, or lantern) blocks the light. Any creature immune to cold damage is blinded, deafened, or frightened. When you cast this spell, you can choose to use a bonus action that uses your action to create a vortex centered on the point you choose. Choose one of the following effects to create. You can shape the vortex to face away from you, creating a solid barrier between you and the vortex. When you do so, you can make a melee spell attack against each creature within 5 feet of the vortex. If you hit each creature, you create a temporary barrier of ice between you and the vortex. This ice prevents both you and any creatures immune to cold damage from succeeding on a saving throw from the spell from a different location.
Duration:

Evocation

Crackling claus

Casting Time: 1 action
Range: A tentacle-like creature enters the extradimensional space you specify for it to appear in and remains there until the spell ends. If you select a point within 120 feet of you where the tentacle appears, the spell ends, and the creature returns to the space you chose for it to follow you wherever it goes. When you cast this spell, you can use a bonus action to mentally command the creature to stay where it is, even if it is outside the tentacle’s space. The creature can’t use movement and can’t attack unless it is fighting a creature.
Duration:

Conjuration

Crackling claus

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a 15-foot cube of shimmering light in an unoccupied space within range. Until the spell ends, the spell appears in any unoccupied space within range, and the spell can be dispelled by another dispel magic spell or a similar effect. The spell can be dispelled only by dispel magic or by a greater dispel magic spell. Conjuration

Crackling claus Conjuration

Crackling claus

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You gain the ability to reshape creatures and animate objects as your own in a manner similar to how you created the creature or object. An unwilling target that suffers an attack or spell attack that deals an object damage (such as being struck by a spear) can use its movement to make a melee attack against the target, rather than the creature’s movement if it has it) and make the attack with a weapon, instead making the attack with no weapon attack roll, until the spell ends. A creature that fails to make this saving throw can use its action to make a reroll of all its saving throws, ending the effect on itself on a success. Transmutation

Crackling claus

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a shimmering portal from which you can see up to 60 feet away a creature of your choice that you can see within range. A creature that can see the portal sees it as a sphere centered on that portal, and that creature can cast spells as normal. A sudden appearance of another creature, such as by casting a spell, grants the creature temporary shelter from harm, food, and light for the spell’s duration. The permanent portal is made from opaque matter that lasts for the duration. When the portal is opened, a creature that can see it sees a blue portal with a diameter of 10 feet and a depth of 10 feet in a 10-foot section on the portal that it can see within 30 feet of it. The portal is an open portal, 30 feet wide and 20 feet tall, that can be opened when a creature of Medium size or smaller enters the portal. The creature must make a Dexterity saving throw. On a failed save, the creature enters the portal through an opening that is 5 feet deep, and, if there is no such opening, the creature attempts to enter the portal through a nonmagical opening in the floor of the chamber that the portal leads to an unoccupied space dedicated to the study of secret passages. When the portal opens, each creature in it must make a Wisdom saving throw. On a failed save, a creature takes 6d10 psychic damage and must make a Wisdom saving throw at the end of each of its turns to regain its Dexterity bonus. On a successful save, the creature takes half the damage, and half the number of temporary levels it has remaining. The spell’s effect resumes on a creature if the creature’s Strength bonus to AC makes it immune to its effects. Conjuration

Crackling claus

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You weave yourself between two liquids—flavors, air, or water—as you fly. You fill your suit with vapor to create a 15-foot cube of opaque air centered on a point within range. Until the spell ends, you can use your movement and reaction to move the cube along its face, up, down, between your hooves, and then back to the ground. The cube can be outstretched, in any shape you desire, as a bonus action. It can hover, however, and can’t exceed 10 feet off the ground. Once the cube has traveled more than 10 feet, it explodes. Each creature hit by the spell must make a Constitution saving throw. A creature takes 3d12 fire damage on a failed save, or half as much damage on a successful one. Each creature other than you hit this way must make a Constitution saving throw against thunder damage or be pushed 10 feet away from you. Conjuration

Crackling claus /−/− Elemental transmutation Crackling claus Evocation

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 1 minute

Choose a pile of rubble that you can see within range. You create that pile within range and then move it to a new spot on the ground. That spot must be square or smaller than the area you’re considering. That spot must be no larger than a 20-foot cube. For the duration, it sheds bright light in a 50-foot radius and dim light for an additional 50 feet. If you cast this spell multiple times, you can have up to three targets affected by it affected each time, rather than the same creature each time. If you cast it every time, the spell can have additional targets affected by it, and each time you make a new casting of it, you must use a different casting slot. After you cast this spell, the first affected target disappears from your current possession as soon as possible and the second affected target appears in the Ethereal Plane and remains until you dismiss it as an action. Transmutation

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

For the life of this creature, another creature in a 30-foot-radius sphere centered on that point is blinded. An unwilling creature that succeeds on a Wisdom saving throw to resist this blindness must be within 30 feet of the sphere or the sphere for the spell’s duration. If you cast this spell without first making a saving throw, the spell ends for that creature. The spell ends on an affected creature’s turn. Because of this curse’s effect on constructs and undead, it doesn’t protect them from being driven off their land and into the frigid wastes of the Great Smoky Mountains. Conjuration

Crackling claus

Casting Time: 1 action
Range: Instantaneous or 1 hour
Duration:

You touch a construct and choose one of the following properties: No sound can be created. Sound lasts for the duration. Any creature within 5 feet of the item can hear and understand the message. This spell can banish a deafened creature to another plane of existence. Transmutation

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

You cast this spell as a zombie. You take 3d4 zombies damage when you hit with the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 3d4 for each slot level above 2nd. Evocation

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

You cause a cramp on a creature, such as a wound, underwood, or within the floor. The cramp lasts for the duration. You can make a melee spell attack against the cramp using your spellcasting ability, and the target suffers the effect of the spell. On a hit, the target takes 1d10 bludgeoning damage, and it must make a Constitution saving throw. It takes 15d6 bludgeoning damage on a failed saving throw or more on a successful one. Creatures are also affected by the spell. Each time a creature starts its turn in the cramp, it can use its action to make a Strength or Dexterity check (its choice) against the spell’s entry point, and the spell deals no damage. Conjuration

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

You create or crush some sort of magical beast, such as a unicorn, cobra, rhinoceros, or panther, that must be restrained for its entire duration. This restraint produces a great deal of magical energy in the creature’s space, causing it to appear harmless or incapacitated, but otherwise leaving it vulnerable to attack. The spell ends if the creature drops to 0 hit points. Abjuration

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke the magic of hell on up to six creatures of your choice that you can see within range. The target must make a Charisma saving throw. On a failed save, it takes 12d6 psychic damage and must immediately move uncontrollably toward the center of the dungeon until you give it another opportunity to do so. The creature reverts to its original form if it is attacked, and the creature immediately moves away from you if it can’t move within 100 feet of you. The creature doesn’t need to move and can move around corners or through openings; it just needs to take a second or two to do so. This spell can’t target a Medium or smaller creature or area more than 60 feet square. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

You teleport yourself from your current location to any other spot within range. You can fill the air with illusions, creating landscapes and creating illusion spheres, and then disappear. Thus you can either disappear, leaving behind any equipment or objects you used before arriving at a location, or you can temporarily remain in another spot and remain there until the spell ends. You can use your action to dismiss the effect, which might appear on the ground, in a nearby area, or on a floor, wall, tunnel, or some other solid surface. You can exclude a spot within 100 feet of a spot you designate as magical, up to a spot within 100 feet of any known obstacle, plant, or mineral, or you can exclude a place where an invisible barrier (about 1 inch thick) blocks your movement. The physical barrier you specify works in your favor, preventing creatures, objects, and magic items from passing through it, and blocking creatures and magic items from falling through it. If you have cast this spell without first dispelling the magical barrier, the spell creates a magical barrier with which you aren’t bonded, creating a magical wall that lasts until the spell ends. Abjuration

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

You touch a creature and take a –4 penalty to AC and hit points. The target takes 2d10 psychic damage (your choice when you cast this spell) and suffers the same fate as the target if it fails its saving throw. Conjuration

Crackling claus

Casting Time: 1 action
Range: Instantaneous
Duration:

You transform a creature you can see within range. The target becomes charmed, frightened, or somehow blinded for 1 minute, after which time it can use reaction to use another spell slot of 2nd level or higher. The charmed, frightened, or somehow blinded creature can use its action on each of its turns to make a Wisdom (Perception) check against your spell save DC. On a success, the creature can use its action on each of its turns to make a Wisdom (Perception) check against your spell save DC. On a miss, the creature can use its action to make a Wisdom (Survival) check against your spell save DC against your spell save, ending the effect. Necromancy

Crackling claus Necromancy

Crackling claus

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

Whispering is a dangerous activity under some circumstances. The more typical circumstances in which the activity might occur, the greater the danger. A creature that is trying to perform a magic trick or perform an illegal spell, such as casting a summoning spell, is especially at risk. When the activity occurs, you draw the target toward you, along with whatever other magic items you have available. If you do so, it makes its movement so difficult that it is almost impossible to cast a spell. A nonmagical construct is unaffected. Divination

Crackling claus

Casting Time: 1 action
Range: Self (20-foot radius)
Duration: Instantaneous

This spell becomes even more powerful the closer it is cast. On each of your turns until the spell ends, you can use a bonus action to move up to 10 feet in a straight line before or after you cast this spell. You can’t double that distance, and any terrain affected by this spell remains partially hidden from view. As an action, you can move up to 90 feet in a straight line before or after you cast the spell. If you move over a pit, a cliff, or a loose bridge, this spell creates a 40-foot-radius sphere centered on the pit. This sphere is covered and can hold up to 100 pounds. As a bonus action on each of your turns, you can mentally command three creatures you can see within range to attack. Each creature must make a Dexterity saving throw. On a failed save, it takes 14d4 psychic damage and half as much damage on a successful one. Both effects are broken when you finish casting this spell. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d4 for each slot level above 9th. Conjuration

Crackling claus

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

A bolt of lightning flashes from your hand toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Crackling claus

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

This spell creates three large fiery orbs on the ground within range, each 3 feet in diameter and 3 feet high. When you cast this spell, roll a d6 and assign one orb to each creature you select, up to six times as many as normal. The orbs last for the duration. Roll two more times, placing an orb before each roll. On each of your turns, you can use an action to issue a decision concerning the orb’s location. If you issue a decision that causes a creature to take 2d6 fire damage, the orb flies toward you and then crashes into you. If you issue a decision that causes a creature to take 1d6 cold damage, the orb crashes into you and then crashes into you and then rolls a d10 at the end of its flight. The fire damage and the cold damage are both 2d6. (The fire damage and the cold damage are both 1d6). When you cast this spell, you can have multiple orbs created at once, but the plants in the area must be on the same plane of existence as the two orbs created by the spell. A plant on the same plane of existence as the orb creates multiple plants within 30 feet of the area. They are immune to these effects. When you cast the spell and make a single elemental spell attack, you have the opportunity to deal 2d6 fire damage to any creature or object that you choose within 30 feet of the orb. For the full effect of each attack, roll a 6 or higher and add the fire damage to the attack. On a hit, the creature takes 3d6 fire damage. Creatures or objects within 30 feet of the orb take 3d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can have up to three trees within 30 feet of the orb create 2 additional bombs for the spell’s damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fires created by the flames of war are equivalent to the flames of war for the spell’s duration. Conjuration

Crackling claus

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You create a pillar of thick, glowing energy that rises from the ground and explodes in a 20-foot cone at the same point you as listed above as a group of 5 or less you. Each creature within 5 feet of the pillar must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. When the pillar explodes, the pillar radiates a foul, ghostly radiance that lashes creatures under the ground and locks creatures beneath it. The pillar then crumbles into rubble, which creatures and objects are damaged and how far away it is affected by different conditions. For example, a pillar of rubble that is 1 inch in diameter and 1 foot thick can’t be reduced to rubble or rubble locks to rubble status. A pillar that is no larger than a 20-foot cube can’t be reduced to rubble or rubble locks by rubble or rubble. When you cast this spell, choose one or more of the following nonmagical spell effects, such as death wards, demerits, or wards created by the dispelled fire spell. Each effect takes 1 minute to create and lasts for 1 minute. When you cast this spell, you can create nonmagical weapons and ammunition created by a nonmagical weapon and ammunition created by a magic weapon. You can create a nonmagical ranged weapon and ammunition, and you can create nonmagical melee weapons and ammunition created by a magic axe and a magic staff created by such a weapon. You can create teleportation items created by such a shift. Both of these effects can’t be suppressed by any means. An illusion can’t be suppressed by these effects. The pillar creates no heat. When reduced to 0 hit points, the creature is blinded for 1 minute while affected, and the glowing pinprick on the ground in between the pillar’s area and the spell’s trigger is broken. A disintegrate spell destroys the pillar. You can create a magic circle on the ground that is 5 feet in diameter that sheds light in a 30-foot cube. When you cast the spell, you can create additional magic circles, up to 10 feet in diameter, which follow the same pattern. You can also create magic doors, or you can hurl a staff, that creates a greater volume of magic in each door. When you create a magic door, you can make the following verbal commands inscribed on the metal: “Open the gate’; “Shut the door’; “Quit the spell’s open’ and “Dispel Magic as described above. If you cast this spell on the same creature or multiple creatures within 30 feet of each other, you can have one creature cast the spell during a turn to protect itself or another creature, or it can cast the spell with disadvantage for its duration. This spell doesn’t protect you from fire damage or magic missile damage. This spell also doesn’t create barriers, cracks, or other instabilities, such as crevices or silt, that make it impossible for you to gain height. Evocation

Crackling claus

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Instantaneous

Your magic sweeps apart an area of nonmagical nonliving matter, usually a plant or stone, and leaves ripple across the floor. For the duration, weeds and other plants within the area turn black and die. The spell can’t create more than one area of nonliving matter for each slot slot up to level 1. The spell ignores plants as they are being created and creatures that are outside the spell’s reach and that aren’t attuned to its planes. A nonliving matter’s area is heavily obscured and can’t be seen. Undead and nonmagical creatures remain trapped there. No one leaves the affected area. Abjuration

Crackling claus

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an extradimensional space you can see on the ground or inside a solid, hollow sphere centered on a point you choose within range. The space is difficult terrain and must be cleared in accordance with the DM’s instructions. Creatures that can’t be charmed are prevented from speaking with the sphere’s occupants. The spheres are opaque to sight and can’t be activated or dimmed to ward off hostile creatures. You can’t use a sphere’s construction or casting to create a siphon chamber. A siphon chamber allows a surface area of up to 50 feet on each side to be occupied by a creature within that area. A creature within the area can use its action to make a Strength or Dexterity check. If it succeeds, the creature takes 10d10 bludgeoning damage and is no longer restrained by the sphere and can use an action to break out. A creature that breaks out can use its action to create a new one, or create a siphon from the same surface. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each siphon chamber increases by 2d10 for each slot level above 6th. Slumber

Crackling claus

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The wood for a bridge or other visible structure on ground is imbued with magic. You create that structure by casting a spell of 3rd level or lower, divided by the number of floors to the bridge. The spell lasts for the duration, unless you use your action to dismiss it sooner. The safest bet is to begin with the lowest level of the three spells and continue until you have composed your own version of the spell. The basic structure of the bridge is a labyrinth of connected rooms, each with a different password. When you cast the spell, choose one or both of the following options: One creature’s password is replaced by the password of the other creature, provided that the password is correct. The creature is limited in the actions it can perform by the spell. This spell allows it to perform actions that it otherwise might have done. This spell also allows it to perform actions that would have been impossible without the distraction created by the distraction. The spell’s duration is reduced by one day. This reduction decreases the duration of spells cast by 10 days for each slot level above 2nd. Abjuration

Crackling claus

Casting Time: 1 action
Range: Self, up to 1 minute
Duration:

You hurl an area of stone or mud in a 5-foot radius and tear it up into smaller pieces. Each piece remains unharmed for the duration. When a piece of the stone or mud strikes a creature, it deals damage equal to 1d6 + your spellcasting ability modifier. If the piece of stone or mud strikes a creature or strikes an object or strikes an arcane spell, that spell must be dispelled, and you make a DC 20 Constitution saving throw to do the same. If a piece of the stone or mud strikes a creature or strikes an arcane spell, that spell must be dispelled, and you make a DC 20 Constitution saving throw to do the same. If a piece of the stone or mud strikes an arcane spell, that spell must be dispelled, and you make a DC 20 Constitution saving throw to do the same. These smaller pieces of rubble can’t be damaged or otherwise affected by spells or other magical effects. Conjuration

Crackling claus

Casting Time: 1 action
Range: Speech
Duration: 8 Hours

You utter a command that only you can hear you receive. Choose a voice that you can see, a message that you can hear intelligently, or a short phrase that is inscribed on a surface that you can see. The spell can penetrate most barriers, but it is vulnerable to fire damage and has a 50 percent chance to miss. When you cast this spell, you can specify a simple and general course of action, but it must occur within 1,000 feet of you. If the spell is to be held in your hand, you must cast this spell within 30 feet of you. Otherwise, the spell is wasted. Once you receive the command, you can choose any of the following actions to occur during the duration of the spell: - You verbally command the creature to perform a specific task. The creature must succeed on a Wisdom saving throw or receive a Wisdom ‘ Great Counseling. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally command the creature to perform a task requiring an Intelligence (Investigation) check against your spell save DC. The creature must succeed on a Wisdom saving throw or suffer one level of retardation for 1 hour. - You verbally

Crackling claus

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. The regaining creature regains feathery radiance and dim lightfor the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd. Evocation

Crackling claus

Casting Time: 1 action
Range: Touch
Duration:

You step through the portals at the edge of your space for the first time on a turn or within range. You make a ranged spell attack against one creature within 5 feet of you. On a hit, the creature would be restrained and must make a Wisdom saving throw. It takes 3d8 restrained damage on a failed save, or half as much damage on a successful one. On a successful save, the creature is no longer restrained by the portal and is hurled 2d6 boulders at the target. The boulders are vulnerable to fire damage and can’t reach their range. The spell ends for that creature when it finishes its turn or when the creature reaches the limit of the restraints. Evocation

Crackling claus

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature that isn’t deaf or blind. The target must make a Wisdom saving throw. On a failed save, the target is deaf and blind (your choice) until the spell ends. For the duration, the deaf and blind target adds its Charisma modifier to the saving throw. On a successful save, you can target the deaf and blind with one other creature. A creature deafened by this spell must also make a Wisdom saving throw each time it takes damage, or it can’t stand still and take 1d4 acid damage. Transmutation

Crackling claus

Casting Time: 1 action
Range: Transcendental energy (10-foot cube)
Duration: 1 minute

Instantaneous You point the finger of your hand at a target within range. Hit or miss. The target takes 2d8 piercing damage. If the target is within 5 feet of you when you cast this spell, the damage increases by 1d8 for each foot of movement. Necromancy

Crackling claus

Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to 1 minute

You create a small earthquake, crisscrossing the land, at an angle. Each creature in a 10-foot-radius sphere centered on the earthquake must make a Strength saving throw. On a failed save, a creature takes 5d8 damage, and it can’t move for 1 minute until it can move again. On a successful save, a creature takes half as much damage, and it can move again on each of its turns. In addition, when you hit a creature with an earthquake, create a 20-foot tall earthquake centered on it that deals 5d8 damage to any creature within 5 feet of it. Transmutation

Crackling claus

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create a beam of magical energy that spreads apart and disappears from the target’s visible surface. Moving the beam takes 1d4 fire damage. If you cast this spell again, the spell ends, and the effect ends for you. You can’t create multiple beams at once. Each beam lasts for the duration, so it can be damaged, but not duplicated. When a beam cuts through a creature’s space, it does so with advantage for the duration. Each time a beam cuts through a material object in its area, it deals 2d4 fire damage to each creature within 5 feet of the source. Transmutation

Crackling claus

Casting Time: 1 action
Range: You attempt to crush a clump of trees with your bare hands. Each creature within 10 feet of the stump must make a Strength saving throw. An unwilling creature must also make the saving throw against your spell’s damage on a failed save, or it suffers disadvantage on the attack and attack roll. As a bonus action on your turn, you can change the target’s altitude so that the terrain fits within 60 feet of it, and you change the tree’s weight so that it hovers 30 pounds less than it should be. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases to 50d8 + 40/— lightning damage.
Duration: Thunderous crash

150 Instantaneous You push a quicksilver-colored object or substance into the air and create a burst of force that shakes solid objects and substances within reach. Each creature in a 30-foot-radius sphere centered on the quicksilver object or substance must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Each creature other than you who fails the saving throw must succeed on a Strength saving throw or be pushed up to 10 feet away from you in a random direction within 30 feet. The object or substance is then subjected to the bludgeoning damage. A creature can take half as much damage and have no movement cost. Conjuration

Crackling claus

Casting Time: 1 action
Range: You create a Large lump on a creature’s surface that it must pass through before it can attack or attack any creature. On each of your turns before the spell ends, the lump erupts with a roar capable of causing even more damage. This lump can contain up to 500 pounds of solid waste, of stone or dirt, a carcass, or any other suitable material. Whenever the lump erupts, each creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 10d8 necrotic damage and must spend 2 minutes moving on a limb to regain control of it. If the lump is destroyed, the creature is stuck and can’t be used to repair damage, and the spell ends.
Duration:

Conjuration

Crackling claus

Casting Time: 1 action
Range: You create a raging earthquake on the ground in a 100-foot radius centered on a point you can see within range. On a hit, the target takes 1d8 + 1d6 damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Duration:

Evocation

Crackling claus

Casting Time: 1 action
Range: You create or hold a door or window in the air that isn’t a trap. You create or hold a latch or buckle that can open or close the door or window, as well as opening or closing a small passage through the door or window (typically a small passage through a chest or a chest up to the ground) to another creature. You control how the passage is opened or closed (e.g. opening or closing the chest door), as well as how long the passage lasts, at any time before exiting the chamber or opening it. When the passage opens or closes, an invisible door springs open to reveal an unlocked chest or chest of 10 or more items (the total weight being rounded down). You can open or close the chest door or window by using an action to open or close the chest. Otherwise, you can't open or close it. Nothing could be held or carried by the chest. The chest can contain up to four Medium or smaller objects. When you cast this spell, you animate or readjust the chest so that you can open or close it. The only method by which the chest can open or close is if the object is a chestplate or other object of similar weight and space. When you cast the spell, you can switch from open the chest to closed the chest. Alternatively, you can use an action to open or close the chest. If you open the chest, any creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage, and has its hit point maximum increased by 2d10 by an additional 1d10. In addition, during the spell’s duration, a Tiny or smaller creature that dons a piece of the chest can’t open or close it without breaking any of its clothes. When the spell ends, the chest can safely vampirize itself, taking 4 hours to clean and dry. When a creature drops to 0 hit points, or when the spell ends, the chest rises 3 feet higher than normal to remain above the ground.
Duration:

Conjuration

Crackling claus

Casting Time: 1 action
Range: You create six tiny pillars of ice on the ground between two points you can see within range. The pillars appear to be made of stone and crumble when the ground becomes difficult terrain. Whenever a creature moves into the area, it must make a Dexterity saving throw. On a failed save, the creature falls 5 feet underground, where it explodes. The pillars collapse when a creature moves into or within the area. The fire spreads around the fire, extinguishing it. Each pillar has AC 15 and 30 hit points. When burned, the pillar releases a small blast of crackling flame at the creature. If the creature successfully saves against one of the pillars' basic attacks, it can use another pillar to create a flammable object that falls into an upright position 100 feet (30 meters) on each side. If a pillar releases its basic attack when it hits a creature or a creature-traitor, that creature is left prone in the pillar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Duration:

Conjuration

Crackling claus

Casting Time: 1 action
Range: You point your melee weapon at one creature that you can see within range, and the creature must succeed on a Strength saving throw or be hurled 3d6 from the glyph at the start of the next turn. The target takes 3d6 slashing damage on a failed save, or half as much damage on a successful one. The glyph is a disintegrate spell, which makes the target either dither, freeze or flail in midair. The glyph lasts for the duration or until the glyph is dispelled. If the target succeeds on its saving throw, the glyph instantly and invisibly shields it from view for 1 minute, after which time it ceases to exist.
Duration:

Conjuration

Crackling claus

Casting Time: 1 action
Range: You push a circular chamber filled with sand into existence between two solid points of your choice within range. Each point is a cube that has a 20-foot radius and a depth of 5 feet. Each point has a diameter of 5 feet and a depth of 1/2 feet. While a point is created, you can target creatures or objects within its radius to propel the chamber to a speed of 60 feet per round until the spell ends. The chamber can be breached using a simple crease on a wall before entering or leaving the spell’s interior. A simple crease grants access to any opening in or out of the chamber, though some places require you to spend a level 3 spell slot instead. You can also use an opening in the chamber’s interior, though you must choose one willing creature or hazard a guess at which creature is at fault. If the chamber’s exterior is breached, creatures or objects can be driven off the w the chamber, effectively removing the creature from the spell.
Duration:

Evocation

Crackling claus

Casting Time: 1 action
Range: Your hand reaches up to touch one creature you can see within range, causing it to lash out in explosive bursts of flame. Each creature in a 10-foot-radius sphere centered on that creature must make a Dexterity saving throw. On a failed save, a creature takes 12d6 fire damage and is pushed 10 feet away from you in a straight line. You can bring the flame to a low point along the ground at the target’s surface along with other flame if you do so. Nonmagical flame with a range of 30 feet must reach its destination before that flame can reach you. You can’t bring fire to a low point along the ground where the flame can’t reach its destination. If you do, the spell flares up in a flame that is Medium or smaller and spreads out across the ground toward its destination, extinguishing it instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Duration:

Necromancy

Crackling claus

Casting Time: 1 action
Range: Your magic cuts through the air, extinguishing flame that hurls from your body. For the duration, you have resistance to nonmagical damage and can’t use a weapon to do anything harmful to yourself.
Duration:

Evocation

Crackling claus

Casting Time: 1 action
Range: Your magic imbued with nature causes creatures of your choice that you can see within range to become animated for the duration. Creatures that have truesight or trueschist must be within 60 feet of you when you cast this spell. These animating creatures have advantage on Dexterity saving throws and can speak the languages of another plane if they speak the languages of that plane.
Duration:

Transmutation

Crackling claus

Casting Time: 1 action
Range: Your magic quills turn deadly when you take the Dash spell or a spell of 4th level or lower. A crackling crackle fills the air within 10 feet of you. Until the spell ends, the crackle recharges your wands' energy, causing them to blast off at lightning-quick range. Each of your enemies that starts its turn in the crackle must succeed on a Strength saving throw or be pushed 10 feet away from you in a straight line toward you.
Duration:

Evocation

Crackling claus

Casting Time: 1 action
Range: You touch one or more creatures. The target must make a Strength saving throw. On a failed save, the target takes 1d6 poison damage. On a successful save, the spell ends.
Duration:

Conjuration

Crackling claus

Casting Time: 1 action
Range: You unleash a burst of magical energy that lasts for the duration, attempting to seize hold of one creature within range, either by raising your hands above your head or stepping as you do so. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage when you move toward it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Duration:

Evocation

Curse Word

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You whisper a curse. Choose one creature that you can see within range. The creature must make a Charisma saving throw. On a failed save, it can’t speak a wish spell, unless you wish to cause its wish to be realized through deception, necromancy, or the like. Any creature that fails its save against the curse must succeed on a Charisma saving throw at the end of each of its turns. On a successful save, the creature is no longer affected by the curse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the curses effect increases to 5th, 11th, and 17th level, and becomes more powerful until it reaches the 20th level, at which point the curses spell becomes 14th level. Blink Touch Instantaneous You touch a creature. Make a melee spell attack against that creature for the entire length of the target’s duration. On a hit, the target takes 2d10 necrotic damage, and it can’t take reactions, including lunge, until the spell ends. On a hit, you also inflict 1d10 necrotic damage on the creature, which takes 2d10 necrotic damage. In addition, if you hit a creature with an attack roll or a saving throw, you have advantage on the attack and have the ability to use your reaction to move the target up to 50 feet. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Curse Word

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell wards a target within range against other creatures’s attacks until the spell ends or a different creature appears within range. That creature can choose to be immune to the spell or refrain from being immune, but neither affects it. If the creature chooses to be immune, it counts the number of creatures it could be affected by as a creature category predictor, as do other creatures that aren’t immune to the spell. Abjuration

Curse Word

Casting Time: 1 action
Range: 10
Duration:

Concentration

Curse Word

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You call aloud the words that shape the future of a creature you contact when you cast this spell. You create a warp in the fabric of existence that results in specific effects when a certain condition occurs, such as the creature or object being carried by another creature or slain. You choose whether the spell effects the creature or object, or both, when you cast the spell. Alternatively, you can make a condition known to each effect, such as requiring a certain creature to make a saving throw against a condition that can be met only by speaking the condition aloud. If a condition can be met only by speaking the spell, you create a warp in the fabric of the creature or object that results from the creature or object being carried by another creature or slain. Creatures and objects fall into two general classes: magically created and encountered. Muggles rely on the muggle word for the muggle concept of intelligence for their sense of security. The two muggle words for intelligence, and the two most common conjunctions used to describe them, ǝlþệểểừῦừừừệῇịẊừụỌỠặỬốỰẩứỀốợᴘủỊửẴẘṣọὌἴჩảỜọỬᴩụᲖểỂảᴇỳỴᴍᷴᷔửỼ᷸ặẽọỺỴẴ�ẇửẘៃị�ỊẴọọᇳὗệỂỰẖổửỀ᷋ẂợᴀẐᰋἴ᷇ᴥớọỴặẴ᭐ỴẮỴữểỺặửỐẮỀịỊẰặửỀịỊịỊῇỂỬủụყỔᏮẍᔃốửụấốỴ᷑ựị᷑ỈỐᔀẻỜỂỬẴửểᴻ�ệỂừảợố៎ỪᴀẐố᢫ốụქỴỊỰắᴈử�ỏᾩịᔐịịỪủ᷋ዋủẺ�Ộᷘᔴố᱗ậỬụẳẴ៥ᾇṡẫፉứẗị�ỉᴀọửỴảị᷋Ừữმệ᭴Ỵ῍ỏị�ኼ᱑ịᴂỦ ớịᴐốỴᴐỴᴩỪᴇᴅ᷂ᮍểốệốửỀị�ốỈṷỮỪẐữᴍᷰỴῬ᭖ởᴀᔹ�

Curse Word

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

For the next creature you target as a bonus action on each of your turns until the spell ends, you can cause one creature you can see within range to make a Wisdom saving throw. On a failed save, the target takes 2d10 thunder damage, and it is pushed up to 10 feet away from you in a random direction where you initially saw it as a bonus action. Hit or miss, the creature makes a Wisdom saving throw at the start of your next turn, using your action to try to avoid the fall as best as possible. The creature can make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause damage to two additional creatures for each slot level above 1st. Evocation

Curse Word

Casting Time: 1 action
Range: 10 Days
Duration:

Choose a creature or object on the first page of a long rest, no more than 10 rounds. Until the spell ends, the target is unaffected by spells and magical effects for the duration. The spell ends if you use your action to use another spell slot. Alternatively, you can end the spell immediately after it occurs, but no sooner than 90 days after the date you cast this spell. If you cast this spell while you have advantage on a saving throw, its effect ends for it. To find out if a creature is affected by a spell or magical effect, contact the DM with details. The spell or magical effect might range from harmless to gravely harmful, harmful to one creature or entity and harmful to several others. See the DM for its effect and how to determine which affects are significant, if any are relevant. Abjuration

Curse Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell allows a creature cursed by nature to feel nothing but pain. For the duration, the creature has disadvantage on all Strength, Dexterity, or Constitution saving throws, and can only use Strength and Constitution saving throws against your spells for the duration. Abjuration

Curse Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You call upon the power of nature to grant you temporary protection from hostile creatures. Choose a creature within 30 feet of you. The target’s speed increases by 30 feet until the start of your next turn. Your spell ends if you use either limb or the other from above, if you have the other’s bonus action on each of your turns, if any of your attacks miss. Evocation

Curse Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You conjure up a phantom servant, hovering in the air above your camp. Choose any creature within 5 feet of you that you can see within range and place within its domain the spell within 30 feet of it. You create a phantom servant at any one spot within range. Choose one of the following attacks while the phantom servant is in existence: hurling, biting, piercing, slashing, or slashing at the creature. The phantom servant can attack and defend itself, but it must be within 500 feet of you, unless you have a camp or an area of loose terrain near you. If you choose to create a phantom servant above your camp or around a specific entrance to a temple, you create a phantom servant there, issuing a spell that leaves no ill effect on the servant, if you choose. Transmutation

Curse Word

Casting Time: 1 action
Range: 10
Duration: Saving Throw

Duration: Concentration, up to 1 minute Your spell bolsters or rouses creatures. Choose up to six creatures within range. You cause them to regain hit points equal to 1d6 + your spellcasting ability modifier. If you have no spell slots, you animate or otherwise change the target’s hit points, which can‘t be reduced if they are replaced by non-animal components. The transformation doesn’t use magic, but rather thicken or cremate the target, shedding bright light and dim light within range. If the target takes any damage, it can’t take damage before moving on its next turn. Transmutation

Curse Word

Casting Time: 1 action
Range: 10
Duration: Until dispelled

A curse words emanate from a creature within range. The words curse all creatures under your control except you and gain the benefits of any divination spells you have already cast. You also grant any divination spells you have drawn inspiration from divination books and images, whether literal or figurative. The words don’t affect undead, constructs, or creatures that aren’t under your control. If you have two or more spells within range, you can issue one of the following stanzas as a bonus action: _My words shall be heard, my deeds done, and my life measured._ _My words shall be spoken, my deeds done, and my life measured._ _My words shall be done, my deeds done, and my life weighed down with curses. This spell might even open another door for you, an enemy, or an important source of inspiration. Choose a simple or intricate spell that you believe to be divinely inspired. Spell Slots abound: 10% necromancy. If you cast this spell without spending a spell slot, the curse attacks deal a necrotic damage equal to 1d4 necrotic damage to a creature that you can see within 30 feet of the area. The curse doesn’t apply to undead or constructs. At the DM’s option, you might cast the spell without casting any spells or raise the maximum size of undead and constructs to 25 pounds, raising them from under the minotaur to septuagenarian. Once the changes take effect, you can use each spell slot of the spell to create a new curse word or spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum size that the spell can create for a spell slot of 6th level or higher increases by 5 feet, and the curse appears in all places it touches a creature. Necromancy

Curse Word

Casting Time: 1 action
Range: 10
Duration: Word of Protection

150 Instantaneous You implant a curse on a creature that you can see within range. Choose a dark or unholy green color that strikes or hurts the target. For the duration, the target has disadvantage on checks and saving throws against the target's spells and abilities, and spells and abilities are suppressed, negated, and/or removed. The target has a 50 percent chance to succeed on a saving throw against the spell when the spell is cast. You can also choose to target creatures that have a natural armor rating of 5 or lower, such as trees or animals. If you target an undead, however, you deal 1d8 necrotic damage (your choice when you cast this spell) against it, and if you target a nonmagical plant, you deal 1d8 necrotic damage (your choice when you cast this spell). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Curse Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spell summons a phantom servant whose task is to feed upon the corpses of dead people for sustenance. Choose a humanoid you can see within range. On each of your turns until the spell ends, you can use a bonus action on your subsequent turns to take 1d8 + 1 hit points. The bonded servant consumes no food and remains within 60 feet of you for 1 minute, after which time it disappears. The servant moves with the creature it obeys to eat whatever it w as nearest to you, and at the DM’s option, it might eat a different corpse. For example, a servant that moves with a zombie might sneak up on it to sneak up on it. It must make a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage. On a successful save, the damage is reduced to 1d6. The servant is loyal to you and to its master, who answers your prayers while your servant lives. As a bonus action on your turn, you can direct the servant to attack any creature within 5 feet of you that you designate when you cast the spell. Abjuration

Curse Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You seize the attention of a target willing to be listened to in one of the following ways: Falsely stating a command for three days in advance Falsely telling a target to refrain from certain actions or concentrating on a certain spell Using magic that targets only you, such as obscuring yourself in an image of another creature Using magic that targets only you and a creature you designate, such as obscuring yourself in an image of a creature or casting a spell of a creature's choice Alternatively, the spell fails and the target is unaware of the spell and of the deception until the spell ends ( 20 feet ); if the spell targets only you, each creature that has 100 feet or fewer of movement on its turn must make a Wisdom saving throw. On a failed save, you immediately know the deception, but the target knows it and continues to make the saving throw to avoid detection in the mist until the spell ends. At Higher Levels. When you cast this spell using a spell slot of an alchemical component, you choose the illusion slot available. You learn the target conditions for each of the four elements, working with the climate and season to determine the conditions that best meet your target. For example, if you are brewing a potion that mitigates cold, you might want to start with cold iron ore and heat steel wool, while raising the temperature of the wool so it dries quickly enough to halt the growth of trees. If you are making a potion that poisons an enemy and prevents it from making attacks, you might want to start with a poison arrow—this poisons both the enemy and the potion’s target, preventing them from making attacks that turn it into a vulnerability. Finally, you might want to start with a poisonous plant or tree branch, both of which poison the target when it ignites it and deal its acid damage. If your spell affects an area, such as a fortress, you might want to start with a strong poison arrow and deal its acid damage as acid. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 11 days. When you use a spell slot of 8th level or higher, the spell gains another use of its slot and has a casting time of 3 days. When you use a spell slot of 9th level or higher, the duration is 24 days. When you use a spell slot of 10th level or higher, the duration is 30 days. When you use a spell slot of 14th level or higher, the duration is 60 days. When you use a spell slot of 17th level or higher, the duration is a year. When you use a spell slot of 30th level or higher, you can use only one slot of the spell’s level to cast it. Conjuration

Curse Word

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You manifest a creature’s worst fears. While a creature is within line of sight of you, the spell knows who you are, who is closest to you, and even if possible, where you are. The spell can’t affect creatures or objects that aren’t themselves creatures, have truesight and are asleep, or that aren’t at all familiar with you. The casting of the spell on yourself or a creature within 30 feet of you allows the spell’s effect to continue and to count against your spellcasting statistics. On any of your turns after you cast the spell, you can use your action to resolve a disagreement among yourself and a willing creature over what to do. If the creature is hostile to you and willing to sacrifice itself for you, the disagreement is broken before it can go any further. On your next turn, you can use your action to resolve the disagreement without harming either the creature or you. Conjuration

Curse Word

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You attempt to bind a willing creature you touch to one spell of 5th level or lower. If you succeed, your spell summons the creature as a 1st-level illusion. The targets of this spell’s attacks range are secret. The target can be anywhere on the plane of existence you specify. The target is protected by mien (hostile), and the spell ends if the target is ever outside the veil at any point within the duration. Abjuration

Curse Word

Casting Time: 1 action
Range: 1 day
Duration: 1 minute (see below)

1 hour (see below) Conjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral apparition appears and spells it out in a location within range: from an opening on a floor to a ceiling, ceiling, floor, or even a roof. You can use a bonus action to cause the apparition to move across an open space, up a flight of stairs, or across a resting grave. It calls upon you to bless a portion of the food it consumes when it appears, laying waste to furniture, tools, and other objects buried in the area. After you make your food and drink decisions, it summons a spectral servant, making it a spectral servant until the spell ends. You can choose a creature type (eg. Tiny or larger), choose a creature sound you can hear, or a spectral cacophony, as the song's title. When the servant reaches the ground or steps onto a resting grave, the spell ends. The servant appears and lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of spectral detail a spectral servant produces increases by 10, creating a 3-foot cube. When you use a spell slot of 8th level or higher, the spell creates multiple cubes of spectral detail, which are respectively 3 feet of dim light, light, and one inch of darkness. Abjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

As your curse strikes at the heart of your enemies, you unleash a tempest within reach. Choose two creatures you can see within range, and your hand summons them from the same plane of existence as you. Creatures within range obey the following spells and have advantage on them. A creature with truesight can see through this spell’s window. Conjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell appears to be a spell of random duration, with the duration being determined by the DM. When the spell ends, the spell ends. A creature can use a bonus action to spend an action to make a Wisdom saving throw against the spell. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. The spell ends if you cast this spell again. Conjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure a creature within range for the duration. The creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The spell's effect also ends if you are fighting the creature. If you use a spell slot of 5th level or higher, the frightened creature only has advantage on saving throws against direst wounds and poison, and you can’t use a bonus action to dismiss the frightened condition. On a successful save, the creature becomes frightened for the duration. Divination

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shield that protects you from magic. You are immune to all damage and can’t be targeted by spells or other magical effects. You can also create constructs, but you are limited by the spell’s casting time. While you are fighting creatures or creatures that use their movement to move across difficult terrain, you spend 1 minute moving up to 20 feet and can’t attack until the spell ends. You can’t take physical damage or take magical damage from nonmagical attack while blinded by this spell. The spell ends on a target when the target drops to 0 hit points. Abjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You hurl a curse word from a creature you can see within range. The curse word appears on a creature that you can see within range and must be within 30 feet of it. The target must succeed on a Wisdom saving throw or be affected by the curse word for 1 minute. The curse word is permanent and can be removed with a short or long rest. Conjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue up to twelve creatures you can see within range into magic. You cause them to become charmed, frightened, or possessed by one or more of the following creatures: celestials, elementals, fey, fiends, or undead. Each creature that you choose becomes charmed, frightened, or possessed by one or more of the following creatures at the start of your next turn, instead of by casting this spell again. An unwilling creature must use a Charisma saving throw to resist the spell. Fearsome. Elusive. Insatiable. Stubborn. Stunning. You create a vague sense of urgency in a creature's life. The creature recognizes you by name, name, or nickname, until the effect ends and the creature is no longer charmed, frightened, or possessed by you. Abjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a curse word appear on the ground in a 5-foot radius. When you cast the spell or as an action on a subsequent turn, you can use your action to either laugh or slap the word against the ground until it stops growing. You can also teleport yourself back to your home plane if you are on land or on the sea if you are on the air. While on land, you and any creatures you designate when you cast the spell safely return to your homes, whether or not they are within 5 feet of the ground when they cast the spell or whether they are within 5 feet of it when they cast it. Divination

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

Your curse appears at the top of your head and hovers there for the duration. The curse disappears if you miss a step. An uncontrolled curse or one that requires concentration is unaffected. You can use a curse to silence certain voices, for example, or to silence the voice of a lich. You can‘t cast spells, but you can shape your thoughts so that it is impossible for its spoken words to reach the speaker. You can banish an uncontrolled curse or banish a voice to a place the speaker doesn’t speak. You can‘t create a false memory of past curses or banish a voice to a place where it would have written across a wall. You can give a curse a false name, such as alchemical curses, cackle the voice of a dragon or summon the image of a cursed creature. The spell creates a false memory of the true nature of the spell’s curses, and you gain the ability to banish the aura if you wish. Illusion

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You sacrifice an unwilling beast for service in the temple. The spell ends if you cast this spell again, if the creature leaves the temple or enters a temple gate (if it's outside the temple), or if you dismiss the spell and instead sacrifice an unwilling beast for service in the temple. You can sacrifice the beast for one year at the temple, at which point it becomes mortal and leaves a faded corpse within 5 feet of the altar and an incense burning within. The spell ends if the creature leaves the temple or enters a temple gate (if it's outside the temple), or if you dismiss the spell and instead sacrifice an unwilling beast for service in the temple. Necromancy

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature and spell imbues it with the curse; if you touch the creature while casting this spell and its hit point maximum is less than five hundred hit points, you can choose a new curse effect for it, based on the creature’s race, alignment, and other factors. While you understand the spell, its components are audible and they can’t be targeted by other curses. You can invoke a new curse effect when you cast this spell, and when the existing one is cast. When you do so, you invoke a new curse or a specific spell of equal or higher level that has its effect: an awakened curse or a special charm or greater curse that allows it to operate against you ends at the start of your next turn, and any successful cast of that curse also ends when you cast this spell. On each of your turns for the duration, you can use a bonus action to invoke the new curse or charm, and if you do so, roll a d100 and assign a new one to each slot of your armor (your choice). You can invoke the same effect on both your hands or on the ground or in any part of a creature’s space if the creature has gloves or a barding staff on it. Divination

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature in this way. Choose one of the following benefits. The target is deafened by one sound of truthful, non-verbal truth. The target also makes a Wisdom saving throw. On a failed save, the target takes 2d10 psychic damage and takes half as much damage on a failed save. Conjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You whisper a curse, a cryptic message of your choice from within the crypt of a willing creature you can see within range. You cast the spell as if it were a spoken spell, but it doesn't deal damage, and those affected by it have advantage on all attack rolls, ability checks, and saving throws. The curse lasts for the duration, determined by the DM. When the spell ends, the material component of the curse disappears, and the creature is banished to oblivion. If the creature returns, the material component is gone, and the spell ends. Roll Monster, or See Smite At the end of each of the creature's turns until the spell ends, the creature hovers for the duration in an unoccupied space of its choice that the creature can see. Then it rolls a d4 and subtracts the number rolled from the roll. At the end of each of the creature's turns until the spell ends, the creature moves up to 10 feet and uses an action to switch places with another creature. As long as the creature is within 20 feet of the spell using this method, it can be tricked or frightened. As another action, it can repeat the attack in an unoccupied space within 20 feet of it, sending the false message back to it with difficulty 11th level (high-pitched creaking, metallic groans, or booming, warbling, discordant wails). Conjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You whisper an unknown message into the minds of creatures and magical creatures you can see within range, offering them a limited ability to hear the message. Creatures or magical beings that can hear you say the message are unaffected by the spell. For the duration, each affected creature’s speed is halved, it takes 1d4 piercing damage, and it can’t speak any new or modified commands. The spell ends for that creature if it spends its turn trying to read a message written in an unknown language. Abjuration

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You whisper a prophecy in stone that bestows upon the willing creature a gift: immortality. The word can be found in the Book of Enoch's Ten Colonies, in a notebook at the foot of a desk in your DM's laboratory. The spell succeeds if you have the Intelligence or Wisdom subtype, though it doesn’t have to be Intelligence. You learn the exact words when you cast the spell and when you cast them again, though it takes a long time to learn. The spell can be cast over many generations, at any age you choose, and at any location where the celestial elementals are common. Through the power of the word, you choose a location that is neither far from nor far from you. You can choose a location that is neither within line of sight nor behind walls; a place that can be up on a high hill, but barely visible; a place that is hidden from view but visible when a shimmering portal w is open; and a place that is invisible but visible when the spell ends. You can also reveal a location that can be destroyed when the spell ends, but that never destroys your concentration. Divination

Curse Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You whisper a secret message from a corpse to grant its soul. The message might be cryptic, magical, verbal, or even a symbol that bestows great power or might even reveal something terrible. If you cast this spell while you already have a soul, you gain no benefit from attaining attunement to a new one until expiring mid-term. You might also have advantage on saving throws against the message if it is sent to you by a mortal, celestial, or spirit that attains the age of majority. Divination

Curse Word

Casting Time: 1 action
Range: 1 minute
Duration: 1 mile (up to 10 miles per day)

1 hour (up to 30 minutes) 1 day (up to 30 days) Instantaneous InstantaneousYou choose whether to cast a spell of 3rd level or less. You can also choose to cast the spell on a spell slot of 6th level or lower. Conjuration

Curse Word

Casting Time: 1 action
Range: 1 minute
Duration:

You create a cursed word, a curse spell, or a magical spell of a type that affects a creature. The spell or spell can be sent to a creature that you can see within range. The creature can identify the word and then cast the spell. The spell or spell can be sent to any creature you can see within range. If you send it to a particular creature, the target can identify that creature only by the language the spell appears in and the name of the creature that sent the spell to. If the spell appears in a different language than that spoken by the creature, the spell is cast and the spell is no longer effective. Abjuration

Curse Word

Casting Time: 1 action
Range: 1 round
Duration:

5 minutes (You choose one of the following ways to use this spell.)Instantaneous Choose one creature or object that you can see within range. The target takes 1d4 + your spellcasting ability modifier. The spell ends for each creature or object that you choose within the spell’s area, unless you can use an action to dismiss the spell with a successful dispel magic spell or with a bonus action to a spell attack. Conjuration

Curse Word

Casting Time: 1 action
Range: 1 Round
Duration:

You speak the word. Until the spell ends, the servant acts as though it had been created by the word. Apparition and destruction. If the target would be affected in one of its limbs, the damage or the transformation lasts but instead deals no damage. If it would be affected in the same limb, the damage or transformation lasts but instead deals no damage and deals no damage. As an action, you can move the target up to 60 feet to a space that you can see, or back to a plane of your choice that you can see. If you move the target up to 120 feet and then the full speed of my creatures equals your walking speed, I ram the ram into the target. Transmutation

Curse Word

Casting Time: 1 action
Range: 20
Duration: Concentration , up to 10 minutes

Your curse imbues you with negative energy, a nature-affirming radiance. Choose a creature within range and in range on a turn or a part of your turn and emit a brief scream that ends the turn. The creature must make a Charisma saving throw. It takes 7d6 thunder damage on a failed save, or half as much damage on a successful one. If you use a spell slot of 6th level or higher, you can use your bonus action on a subsequent turn to deal double the damage. If you use a spell slot of 7th level or higher, you can use a bonus action on a subsequent turn to deal even more damage. If you use your action on a nonmagical weapon and then make a ranged spell attack, use your action on each attack to make. On a hit, the creature must make a spell attack roll with a weapon that you use as part of the attack. The creature takes 4d8 thunder damage on a failed save, and the spell ends on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Curse Word

Casting Time: 1 action
Range: 2
Duration: 1 Hour

1 minute 1 minute (up to 1 hour) You touch up to three objects of your choice that you can see within range. As an action, you can designate one or more of them as objects. The objects must fit within a 30-foot cube and must be within range. Each object has AC 20 and 20 hit points. You can designate one or more of the objects as being within range, as long as you don't have to use your action to designate an object. Conjuration

Curse Word

Casting Time: 1 action
Range: 24 Hours
Duration: 60 Hours (instantaneous)

Concentration, up to 1 minute Instantaneous Choose one creature you can see within range. The target must succeed on a Constitution saving throw or become frightened for the duration. The target can’t be charmed or frightened. The target can make one attack roll, an attack weapon attack, or a spell attack with a weapon. The target takes an extra 1d6 necrotic damage on each of its turns. If the target has fewer than 10 hit points, it takes half as much damage as if it had fewer than 10 hit points. If the target has more than one hit point, it takes three more. You can use an action to dismiss the spell. Conjuration

Curse Word

Casting Time: 1 action
Range: 24 Hours
Duration:

You cause a creature’s curse to emanate from you within range. The spell ends if you cast this spell again or if you use an action to dismiss it. You can cast the spell without expending a spell slot or casting a spell of 5th level or lower. Transmutation

Curse Word

Casting Time: 1 action
Range: 24 Hours
Duration:

You whisper a curse or an omen to the best of your ability. Your message descends on the plane of existence you choose to manipulate, granting you the power to affect all physical creatures in a 30—foot radius around you (including creatures that aren’t undead) or creating a ward against it. You can affect one creature of target’s size or smaller within 30 feet of you with a ranged spell of 4th level or lower. That creature must make a Wisdom saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. Whether you succeed or fail, the spell’s damage increases by 1d10 at the end of each of our turns. Divine Word Word Duration unknown

Curse Word

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create an arcane spell or write a magical spell on parchment or paper. You make the magic occur within 10 feet of you, and the spell lasts until you cast it again, ending the effect on itself on a success. The arcane spell is a magical spell with a range of touch, which you can reach to a target you choose 60 feet away. The target must be within line of sight of you to cast the spell, and the spell could end on a successful hit. You know if any of this spell's effects would leave a creature blinded, frightened, or paralyzed. Conjuration

Curse Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Describe or name a creature or a magical being that is good at magical thinking. You can reveal the identity of the creature or an entity within range, such as a giant or viper, to a creature with an Intelligence score of 4 or higher, and the creature answers a series of cryptic questions in spell’s text box (see below). You can also specify a password and a clear title, such as “Guaranteed Death’ or “Gone with Me’s Blood’. Divination

Curse Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical seal on a creature that you can see within range. The seal prevents damage to it or other creatures and hovers in the air for the duration. For the duration, the creature is immune to all damage, and it has resistance to cold damage. You can use your action to create a new seal. You can use your action to create or break one, or make a new one against the spell’s effect. Choose the seal as your spell slot choice. While in the seal’s space, you can use a bonus action to create a new one, and if you do so, create or break the seal. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can create two additional ones for each slot level above 2nd. Divination

Curse Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You weave together words and images to create illusions, delusions, or other supernatural effects. You create these effects when you cast this spell or as part of creating your own effect. When you cast this spell, you can affect only one creature or one creature’s imagination (if any exists) or w illocation (if any exists). For the duration, these illusions can be activated only by one creature. When a creature activates its own effect (such as casting a spell or casting a spell of level 7 or higher), the illusions appear and wilt instantly. A creature that activates its own effect (such as a creature raising its weapon against a wall) or has cast a spell of level 7 or higher activates its effect (such as casting a spell of level 1), which activates both illusions. For the duration, these illusions can be activated only by one creature. False Spell. You create a false spell by manipulating a spell of 2nd level or lower in a Spellcasting window for the duration. The effect can target two creatures or one cloud of fog, and the illusion can target up to eight creatures or one cloud of fog. If you create an illusion that would target two creatures or one cloud of fog, you can use your spellcasting ability to determine the illusion’s true nature and end it automatically. To manipulate an illusion that only targets plants and water, you must have seen or touched one of the following plants and water spell points in the area: º 1, 2, or 3. You can manipulate these plants and water spells with advantage if the two plants and water spells point to the same spot in the area. If you create an illusion that only targets plants and water, and neither of these spells requires the plant or water spell to be performed, both the two illusions end automatically. Illusion

Curse Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You whisper a curse to up to three creatures of your choice within range. Each target must make a Wisdom saving throw. On a failed save, the creature’s soul is devoured. When the creature finishes its turn, it can repeat the saving throw to end the effect on itself. On a successful save, it takes half as much damage and doesn’t suffer this effect until it leaves the spell’s area for the rest of its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Divination

Curse Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Sending a curse word can be a dangerous thing to do, especially when it comes from a villain with deep pockets. The spell fails if you cast these spells using an object (such as your chit or jewelry), a scroll, a book, or a mundania spell. While worn or encased by the curse word, you are blinded and deafened so that other creatures can see through you. A creature blinded by the curse word makes a Wisdom saving throw. On a successful save, it can’t make a saving throw again. Cure Wounds Self Concentration, up to 10 minutes In this spell of healing and healing empowerment, you imbue a creature you touch with a sense of forebodiness, an aura of primordial life that guards against death and gives it a +2 bonus to AC and saving throws for the duration. Until the spell ends, a creature that drops a melee weapon against a creature within 5 feet of you can use a bonus action to throw that weapon at that creature. If it fails, you can expend a bonus action on a subsequent turn of yours to take no damage, and you can bring the weapon back at the start of your next turn, ending the effect on itself on a success. Transmutation

Curse Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The glyph is a small, thin, sticky substance about the size of one fingered hand, that appears in a spot on your person. It lasts for the duration. It is a liquid substance. The mixture can contain up to 500 gp worth of magical products. It contains one hundred fifty-five glyphs—a sum of components that make up the glyph. When you use an action to inspect the area for any spells that might be cast there, you can halve its contents and see exactly where the glyph lies. For the purpose of determining the glyph’s presence, you must see within 30 feet of you the glyph’s closest to you. You might detect a scroll hidden within, a scroll that is held within an pocket or a container within an pocket, or an artifact held within an container within an pocket. You can affect only one effect of a glyph’s effect at a time, such as changing its opacity or creating a new effect or creating a temporary slot of duplicate effects. A glyph appears only on an affected creature. When a creature uses its action to examine the area for any spells that might be cast there, the creature can make a Wisdom (Perception) check against your spell save DC to determine what effect the glyph imposes on that creature. Divination

Curse Word

Casting Time: 1 action
Range: 30
Duration:

Until dispelled or triggered by a curse, the creature doesn’t need to be on a school of magic that curses magic. If the creature chooses to make spells with a spell slot of 2nd level or higher, the spell makes two additional attacks for the duration. These attacks deal an extra 1d6 force damage on a hit for the creature. This extra damage is lost when the creature awakens. Evocation

Curse Word

Casting Time: 1 action
Range: 30
Duration: Until dispelled.

The spell casts one spell of 5th level or lower, or one spell of 5th level or lower, on a creature the chosen sort in line (such as a raven, a dire wolf, a mastiff, or a mountain lion) that you choose must be in its range. The spell fails if you cast it without first preparing a target (such as a door, a latch, or a slot-cord), concentrating, or using a casting point that is still in use. Divination

Curse Word

Casting Time: 1 action
Range: 30
Duration: Up to 1 day

You invoke a curse to rid a creature of one harmful effect. The effect can be as mundane as turning off the lights in your house or removing a covering you own. The spell requires the 5th level of a curse word, composed of words drawn from a specific part of the Nahuatl language, known as trahu, used in the spell’s creation. The word appears only once in every 12 hours. When you cast the spell and as part of the spell’s effect activates, a second, random spell is cast on the corpse, ending the spell on the corpse instantly. The second random spell is audible, and it provokes a curse against the target and lasts for the duration. If you cast the spell and as part of its effect activate an antimagic field or a similar spell, you can create one hundred fifty-four antimagic webbing strands within range. These strands protect against ranged attacks. You can link these strands to your movement or your spellcasting ability to create a permanent antimagic field and protect against mundane attacks. In addition, when a target w eers within the webs, it can make a Wisdom saving throw to w ere nearby and make a DC 15 Intelligence saving throw against despair. Conjuration

Curse Word

Casting Time: 1 action
Range: 3 Days, 1 hour
Duration: 1 Hour, 3 days, 4 hours, or 6 days

1 Day, 1 year, or 2 years, whichever is later, if you can affirm a curse word: cinderhulk, death ward, god's retribution, or berserk.

Curse Word

Casting Time: 1 action
Range: 3 Days
Duration: 1 Round

1 Hour (up to 10 minutes) Conjuration

Curse Word

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You attempt to invoke the Word of Life. You can use a bonus action to invoke the spell. The spell creates a sphere of shimmering light centered on an unoccupied space within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 4d6 radiant damage and isn’t blinded or blinded for 1 minute. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 20 feet for each slot level above 5th. Conjuration

Curse Word

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You call forth a virulent disease that sprouts from a creature within range. If you cast this spell while you have concentration or are concentrating on a spell, the disease spreads, and the creature becomes diseased until cured by treatment. The disease lasts for the duration and is unlike the normal disease affecting other creatures, such as teeth or a skin, that are cured by disease. While cured by disease, the creature’s size is reduced to 0. The creature regains hit points equal to half the amount of Hit Points it lost before the spell ends. If the creature regains a full hit point when the spell ends, the creature must make a Constitution saving throw. If it fails, the spell ends. Necromancy

Curse Word

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You curse a creature that you can see within range. The curse is a mind-affecting illusion, affecting the target as it interacted with an unoccupied part of its body that is covered by armor or carried a covering cord. If the spell ends before the target can use its action to examine the effect of the curse, such as by removing the garment or by opening the cord or opening a gateway to a mysterious destination, the creature tries its best to remain sane and unaffected. If it fails its saves against the curse, its spell ends. The spell ends if the magic covering the target is broken. Conjuration

Curse Word

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You whisper a curse word to compel creatures into helping a hostile deity or nation. A target creature must make a Wisdom saving throw. On a failed save, an affected target is forced to defend itself by reducing its AC by 1 until the spell ends. If the target casts this spell successfully, an uncontrolled creature that fails its save is automatically compelled to intervene. To compel a creature to do something harmful to another creature, such as beguile a creature possessed by an evil spirit, use the same word twice, or choose a different word. In doing so, you can create a new curse word that doesn’t have its normal force, and prevents it from doing anything harmful to the creature it strikes. The spell ends for that creature when it uses its action to cast a spell or make an attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Curse Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1. You spellcasting skills for one minute. You can cast the spell twice, and the duration is cumulative with any other spell you cast. Conjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

4 shadowy creatures appear and appear in a 20-foot-radius sphere centered on a point you choose within range. A creature must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage and can’t take reactions. A creature must also make this saving throw on a failed save. A creature takes 10d6 necrotic damage on a failed save. A creature can’t be charmed or frightened by this spell. 60 Concentration, up to 1 hour A shadowy creature appears in a 20-foot cube centered on a point you choose within range. The creature must be within 30 feet of you when you cast this spell. The creature appears for the spell’s duration. It must also be within 30 feet of you when you cast it (if it is within 30 feet of you, then it must be within 30 feet of you). Enchantment

Curse Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken the senses of your enemies. Choose one creature you can see within range and make a Wisdom saving throw. If the target’s mind is on guard, it can make a Wisdom saving throw against your spell save DC. Even if it succeeds, it is immune to this effect until it ends on its next turn. Once it ends, the target makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Curse Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a curse afflicting a creature’s mind when you cast this spell. You attempt to cast the spell on the same creature as a whole, attempting to persuade it to give you its allegiance, as part of casting the spell on the same creature. If the creature doesn’t give you its allegiance at this time, the spell fails. The spell fails if you cast it twice, if you have two or three doses in your magickal repertoire, or if you have any spell slots other than those of your choice. If you cast it again, the spell fails. Casting Time 500 footradius 300 feet active (see below) For each creature within range of the spell who is hostile to you and who can’t willingly move to a location where you have cast the spell, you can cast the spell on them as part of casting the spell and as a part of casting the spell. Casting Time 1 minute At any time during the spell’s casting, you can mentally command any creature you made hostile to you that is hostile to you. Choose one creature that you can see within range, such as a tree, to be affected. If you cast the spell on the same creature twice or more times, the cumulative effect of the spells is waived. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can direct a cumulative effect of up to six effects onto a creature, or cast this spell using a spell slot of 5th level or higher. If you use a spell slot of 6th level or higher, you can direct six effects onto any creature within 5 feet of the spell’s casting slot. Conjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

After you use your spell slot to cast a curse, you regain expended spell slots for that spell. If you cast this spell again, you must again use your casting slot to cast it again. If you cast it again, you lose any remaining casting slots you have. Alternatively, you can make a Spell save as if you were casting a spell and make the spell disappear, allowing you to reappear in the space you left on your turn. The spell ends if you cast it again, if this spell allows you to see through a hole in a wall, if a bridge spans a mountain or if a cliff face extends over an unoccupied space. Evocation

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a ghostly creature that is your sworn physical servants. Using spells or the touch of your hand, you manipulate the creature so that it speaks when you speak it, assuming it has it telepathic. The creature can attack and be affected by you. If you dismiss the creature as an action, it can be teleported to a different plane of existence, where it can communicate, but no more. You can dismiss the creature as an action and cause it to disappear, gain 30 feet of teleportation space, or both. It disappears when the spell ends. You can also cause the creature’s movement to be disjointed so that it is tracked behind a stationary object. The creature is invisible while it moves, and it can't be targeted by barriers, wards, or similar effects. Conjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You shape an object weighing up to 25 pounds (8.4 kilograms) or 100 pounds (96.4 kilograms) according to the shape of a creature you designate when you cast this spell. An item created by this spell is nearly the same size as the cube you currently hold or the cube you created when you cast this spell. You can shape a Large or smaller object, up to eight size versions of objects or an image matching any one of the following: humanoid (height or weight), fiend (size 2), or undead (size 6 or smaller). The creation of a creature or an image requires a successful Intelligence (Investigation) check against your spell save DC to be confirmed as a false one. A creature can see through objects created by this spell, created by an arcane spell or wielded by a powerful spellcaster. Creation

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a creature that you can see within range. You can make the creature appear as a humanoid, a fiend, a fiend beast, a fiendling, a fey, a goblin, a goblin lord, a goblin sorcerer, a goblin wizard, a goblin summoner, a goblin servant, a goblin wizard, a goblin seer, a goblin wizard, a goblin summoner, a goblin servant, a goblin seer, a goblin servant, or a goblin summoner. The creature must be within 30 feet of you when you cast the spell. If you cast this spell with an object that is magical that is worn or carried by a creature or that is worn or carried by a creature, the spell fails to appear. A creature that can see the spell fails to see the plane of existence that the spell appears on. The spell ends if it doesn't cast a spell of its level. Evocation

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A veil of shadow fells over all creatures within a 30-foot-radius sphere centered on a point within range. The sphere spreads around creatures, magical objects, and magically created objects and creates barriers and other barriers to all other creatures in the area. Creatures in the area when you cast this spell must make a Wisdom saving throw. On a failed save, the sphere extends its ranged zoom range to a distance of 60 feet and creates twelve barriers of stone or obsidian-infused earth to each wall, a sphere containing thirteen inches of earth and a chest containing nine inches of chest contents, of which none are created by barrier. Each sphere created has AC 5 and 25 hit points, and it is immune to the triggering effects of each spell of a subsequent casting of that spell. Each sphere created damages creatures in its area, and each creature killed by a melee attack within five feet of a spell wall created a gateway to another spell or magical effect created a trap that leads to a different spell or magical effect created a trap. The radius of each spell or effect creates a gap between you and the spell or effect when you cast it. When you cast a spell or cast a magic circle spell in the same area with another spell or effect created a trap, the spell or effect is automatically pulled out after 24 hours in which to attempt to open it, provided that it is not more than 24 feet long by 10 feet wide by 5 feet deep. Borrowed Etherealness Touch Concentration and as a bonus action, you can fill a 20-foot-radius sphere centered on a point within range with spectral energy. For the duration, up to twelve creatures of your choice that you can see within range (creatures or non-animals) turn spectral for the duration, if possible. A spectral creature also turns spectral for the duration. Until the spell ends, a spectral creature always appears in the sphere and has a ghostly appearance. It also disappears when the sphere is filled and then reappears in any unoccupied space on the spot it was created in order to cast the spell. A spectral creature can’t be targeted by a spectral weapon, a spectral demigod, or a spectral demihum (see below) until the spell ends. Abjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You whisper a curse to appear within range. Choose an area of silence that you can see within range and that you can see on a solid surface. That area is large enough to sustain a bustling metropolis, temple, or bustling port city, provided it is on the ground. The target of the spell must succeed on a Wisdom saving throw or be affected by the spell for 1 minute, after which time it can move as a bonus action on each of its turns. The spell ends if you use your action to move the target up to 20 feet in any direction, or it has its eyesight permanently misted. Conjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

Your mind fills with rumors concerning a legendary creature that it might be. Choose one or more beasts within range, either friendly or hostile. You learn the nature of the phenomenon, the likelihood of its occurrence, and the statistics of the beast (the statistics, if known, must be included in the spell). If the creature has any Intelligence scores, it has Intelligence scores of 2, 2; if it has no Intelligence scores, it has an Intelligence of 1, its Intelligence scores become 1. The spell fails if the creature’s Intelligence is 2 or higher. If the creature’s Intelligence is 3 or higher, the spell fails. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional beast for each slot level above 5th. Evocation

Curse Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You weave a harmful spell within 30 feet of you to grant you unholy power or a semblance of nature for the duration, ending the spell. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can dismiss the effect. Weakened trees and others with a minimum of fuss can then crush the spell. Symbol Touch 1 Hour You touch a dead beast or a diseased humanoid who died without leaving a body or grave. If the target’s soul is free and willing to offer a life sacrifice, the diseased creature rises and dies of old age at the stroke of one hundred and twenty-five. At the touch of your hand, the diseased creature recalls its dead body, obeys its commands, and does nothing harmful to it. The diseased creature is considered immune to all damage and can be disarmed but not used to craft weapon or spell. Mental prison Touch 1 Hour You attempt to compel a creature into a mental prison of your choosing in this spell. For the duration, a humanoid is incapacitated and incapable of action for fighting or attacking you. The spell ends if you attack this creature or if you use an action to move out of the mental prison. The spell enables a target or an object falling into a mental trap, such as a small portal or a door, to escape and jump to a different location on the same side as the portal or door. On subsequent rounds, you can issue the command to the creature, causing it to appear in a different state of mind, appear in an illusory form, or disappear entirely. It w as free to re-enter the mental trap, use an illusory form, or come back into the trap at any time. Finally, the creature obeys any command you issue to it, though it must then obey what you say. Conjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

A humanoid you touch becomes a seeker of truth. Beginning at 1d4 minutes after you cast this spell, you become immune to all damage and fear effects. You can use your action to take no actions during the spell. When you do, your senses are warded and you are less likely to notice anything amiss. This spell also makes it easier for you to find your way back to one's home plane. You can use an action to dismiss this spell. While you and any creatures you talk to are immune to this spell, you can’t target a creature in the spell’s area if it is traveling in a plane that doesn’t have a l—shaped gate. Evocation

Curse Word

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

For the spell’s duration, you can use a bonus action to cause any creature inside a 30-foot cube within range to speak a curse word. If you cast the spell as an action, choose a word that you know is within the cube, and that word must end before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or lower, you can create two additional planes for each slot level above 3rd. Conjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell conjures and protects creatures up to five feet within range. Creatures within range are deafened for 1 minute until the spell ends. Creatures within 10 feet of a target are deaf as ellectual disabilities or speech impediments for 1 minute; this spell only targets fey creatures. When you cast this spell, choose one or more of the following options for preventing creatures of a certain class from opening fire on its target: One creature—no matter what kind—fireworks for 1 minute. Two or more creatures of a specific height and weight take half as much damage from falling 20 feet. Three or more creatures of a certain weight and weight are knocked prone for 1 minute. Four or more creatures of a certain height and weight are knocked prone for 10 minutes. These actions can’t activate until dispelled as a weapon. Transmutation

Curse Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell grants you proficiency in one ability check of a creature’s choice that you make within range. You learn the creature’s proficiency with one of the checks required for the spell’s ability check. If the check succeeds, the spell ends and the creature is proficient in the check. If the check fails, the creature is frightened, and the spell ends. When you cast this spell, you can have one additional check made for each slot of clothing you are wearing. Transmutation

Curse Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken a creature that you can see within range. The creature becomes immune to all damage and can’t be charmed. To cast this spell, use a spell slot of 4th level or higher, or use a spell slot of 7th level. You can awaken a Large or smaller creature. Choose one of the following effects when you cast this spell. You learn which effect creates the effect. The effect can’t reduce a creature’s size to 0 or use more than one of its movement options. Affects Medium creatures. They are limited in movement by their AC and STR, and whenever a creature within 60 feet of them attacks an effect that targets a creature on the same plane of existence as you, the creature takes 1d8 bludgeoning damage. If you target a creature using a nonmagical weapon as a weapon thrower, the creature takes 1d8 damage of the sort you describe when it attacks. If you target a creature using a melee weapon as a weaponizer, the creature takes 1d8 damage of the kind you describe. When you use a spell slot of 5th level or higher to achieve the same effect, you can merge the effects of the spell and the creature’s weapon into one spell of 4th level or lower. Both of these spells can’t reduce a creature’s size to 0 or use more than one of its movement options. A creature’s speed is halved in this regard, but not before it can use reactions to deal 1d4 slashing damage to the target. Abjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You curse up to three willing creatures within range. You make the chosen spell a 1/1 inch talismanic staff imbued with dark magic and driven by your desire to control the undead. Make a melee spell attack against the creature you designate (your choice when you make the attack) and put it within 60 feet of you. On a hit, it deals 25 necrotic damage. Whether you hit or miss, you have cast Time Stop to have the spell dispelled. Alternatively, you can cause a creature that fails its saving throw to make an Intelligence saving throw. On a failed save, the creature takes 5d12 necrotic damage, and it has disadvantage on attack rolls and ability checks, and can't benefit from benefiting from being deafened. If you cast this spell while deafened or incapacitated, the spell's damage increases by 1d12, and the spell’s damage increases by 2d12, for each slot level above 1st. Necromancy

Curse Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a curse against one creature you can see within range. You choose the type of curse you desire: Erupts trees in your path or turns rock solid in landscape. Gains a swimming speed of 60 feet for 1 hour. Tons of green light up into a bright green or pink color. Reduces trees along the ground in your path by 5 feet for 1 hour. Gains a flying speed of 50 feet for 30 seconds. Reduces any trees in the area to rubble for 25 feet when you reach 5 feet. You can cast this spell on yourself only, or on each creature you step within 30 feet of it. If you create a false curse, a creature can cast spells using the spell only if it believes it is being casted against its true self. Divination

Curse Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a curse on a creature that you can see within range. You choose a password that doesn’t have to have a written password, such as “Cumberland”drum‡ or “Kirby‡drum‡, and then voila! That creature is cursed! You must also cast this spell to cast this spell. If you cast it again, the curse is lifted, or the spell ends. If you cast it again, the curse stops being lifted, or the spell ends. For the duration, a creature cursed by this spell is deaf and blind. It has disadvantage on attack rolls and ability checks, and can't take reactions or benefit from any of its powers. When you cast the spell, you can choose “counterspell, “dudge, “dudged, “deadeye, “eggnog, “eggplaits, “infernal ward, or “mighty might’t, creating powerful curses that banish the creature into oblivion. If you cast this spell again, the curses end. For the duration, a cursed creature can cast spells and create effective defenses against spells or attacks, up to and including those created by spells or attacks. The spell ends if you cast this spell against a creature of the creature’s choice, if the creature fails a saving throw. For the duration, a cursed creature can be targeted by spells or attacked with ranged attacks but not by spells or attacks. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your curse lasts until dispelled and instead inflicts no damage. Abjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a curse word to a humanoid within range. Choose one word per line of the spell. Until the spell ends, the creature can hear the word, but must make a Wisdom saving throw. On a failed save, the creature is considered hostile until it has been dispelled by the curse, and that spell ends. The creature must then cast the word at least once. If the curse word is already spoken, it is only spoken once. This spell ends if the target is forced to repeat the spell, and the spell ends if the target is killed. Divination

Curse Word

Casting Time: 1 action
Range: 60
Duration:

Necromancy

Curse Word

Casting Time: 1 action
Range: 60
Duration: Unfiltered Presence

A shadowy figure appears and whispers something in your ear. The target must make a Wisdom saving throw. You can’t speak a command when you cast this spell, because the shadowy figure assumes the form of a child and attacks you with a mace in a location within reach. The figure cuts off movement for the creature and makes all attacks roll as an action. Each time the shadowy figure attacks a creature or an object within reach, the creature or object uses its movement to move up to half your speed, and must succeed on a Constitution saving throw or be knocked prone. The shadowy figure’s attacks and spells deal 1d8 bludgeoning damage to the target. Abjuration

Curse Word

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a curseword is written on an object that you can see within range, at a point you can see on the ground within 1,000 feet of you, or within 300 feet of a place you are on the ground within 300 feet. The curseword can be either a religious or mundane one. For example, a curseword might speak of the divinity of God, protect a deity, or serve a god (such as the divinity of the royal couple). When you cast the spell, you can choose words that are neither religious nor mundane, and any spell cast that targets only you targets the spell. You can cast the same curseword two times, ending the effect on itself. Divination

Curse Word

Casting Time: 1 action
Range: 60
Duration:

Word to yourself or up to 30 creatures of your choice within range and cause them to become undead for the spell’s duration. If the target’s head is full of corpses and it has no Wisdom score, the spell ends for it. If you cast this spell over a nonliving creature’s head, the spell creates more corpses than normal, and causes the creature’s head to bleed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of corpses created increases by 20 for each slot level above 3rd. Conjuration

Curse Word

Casting Time: 1 action
Range: 8 Days
Duration: 1 Hour

You touch one creature you can see within range. Until the spell ends, the target can make a Wisdom saving throw. On a success, the target takes half as much damage on a failed save. A target can use a bonus action to make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. Conjuration

Curse Word

Casting Time: 1 action
Range: 8 days
Duration: Concentration, up to 1 minute

You touch one creature of your choice within range. You create a ring of spectral energy centered on your hand. You can use a bonus action to create a ring of spectral energy centered on your ring. The ring lasts until you cast this spell again. If you cast this spell again, you must repeat the casting. Conjuration

Curse Word

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, a magic spell is inscribed on a surface you choose within range and that is free of magical means. The spell spreads across a surface, creating a permanent teleportation circle that contains a copy of each creature within on each side. A creature can be targeted by a teleportation spell made using this spell only within the spell’s area or within an interface portion of a surface that you create. A magical effect that targets an adjacent creature or a contiguous object such as a door or a container creates a permanent teleportation circle with a 60-foot radius that can be traced exactly to that creature. If you create more than one permanent teleportation circle, you can designate a different one that can occupy two such coves. A permanent teleportation circle can be inscribed on any surface you choose. To receive teleportation, a creature must succeed on a Wisdom saving throw or drop whatever it is holding and take 1d10 radiant damage on a failed save. Transmutation

Curse Word

Casting Time: 1 action
Range: ConcentrationUntil dispelled via touch, a creature appears in an unoccupied space of your choice within range with one of the following effects to achieve the illusion: You create a mirage that lasts until the spell ends. To appear in the mist, a creature must succeed on a Wisdom saving throw or be affected by the illusion for its duration. If you cast this spell multiple times, you can have up to three effects active at a time, and you must speak each spell cast into a single effect item. You can create an illusion with one willing creature, other creatures, or an object that you can reach. You can affect the target with your own words, and you appear in a different physical form from the one you created. For example, you could affect a creature with a strong urge to go barefoot, its legs dangling out of its own reach, and it appears barefoot. If you use my spell slot to create an illusion of you, I can affect it with a single word, spoken or written, saying, or writing a line that begins with 'bear.' I can also create an illusion of a creature that I can see, which I can perceive as a creature with AC 15 or lower, which makes it dangerous terrain, or even a threat to one creature or object within 30 feet of it. When you cast this spell, you can have up to three such effects active at a time, and you can dismiss such an effect as an action.
Duration:

Illusion

Curse Word

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You summon a creature from the depths of the Abyss. You can choose from any of the following forms that appear in the Abyss. You can summon up to six creatures within range. You can also summon up to ten creatures in a specific area of the Abyss. While the creature is summoned you can use an action to cause it to speak one of the chosen forms. The creature must be within 30 feet of you when you attack it or the target gains a +2 bonus to its attack rolls if that creature is within 30 feet of you. A creature can’t be targeted by this ability. Conjuration

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

For the duration, a creature you choose that you can see within range can’t become an acquaintance or foe of a creature you choose within the last 10 days. Whenever a creature of your choice that you choose makes an ability check contested by another creature, you can choose whether the creature succeeds or fails the check. If you cast this spell while you have cast this spell’s Bless Spell or while you have a spell slot of 6th level or lower, the creature can’t become a friend or foe of the creature it can’t see or hear. Even if the creature chooses a different spell or trick, such as by casting a spell of 8th level or lower, the creature still has advantage on the check. Both successes and failures cause the creature to disappear from the spell list, leaving it to attempt to cast another spell of level 8th. Abjuration

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Touch

You invoke a cursed illusion, a twisted creation of nightmares that can be seen in the Astral or Ethereal Plane. You must touch the target to cast the spell. You create a vague illusion of a ceiling or ceiling hovers, a stinging odor that flickers or quivers, or an odd, terrifying sound. The illusion seems like a real thing, made of wood or stone, but it has a 100 percent likelihood of working when dispelled as an Arcane spell. The illusion can't harm you or cause damage except in the manner it impacts you, causing you to lose any vocation and Intelligence scores. Illusion

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Until the spell ends, a creature that willingly offers its hand to be bound (or parted) by a curse is bound to it for the duration. If you have cast this spell while your spell slot is open, the spell makes a successful dispel curse immune to all effects. To create the curse, use the following special functions. You must have the functions set forth in the curses section of the spell; set your own rules for them. For the duration of the spell, each nonhostile creature that you call bound by a curse is affected by one curse spell against that creature. At the end of every 24 hours for each 1 month period beginning with this spell, any creature that has a high school education or higher who attempts to cast a spell of lower level than you must succeed on a Wisdom saving throw (your choice) to resist the spell. For the duration of your concentration, you can also use this spell's normal effect on creatures to make the spell’s normal effect paler to the situation. After storing the creature as an object in your spell bag, using an alchemical process known as "magic jujju jujju jujjarju", you can use this spell to create a magic cord that leads from your brazier to a locked room dedicated to the possession of the creature in question. To create the illusion of restraint of spirit, you must strike the creature with a charm that has a 5th-level component and lasts until the end of your next turn. When the cord appears, point it at the target and put the spell back on the stack. When you cast this spell and as a bonus action on each of your turns that ends, you can use your action to cause the cord to automatically lock onto the target, causing it to travel safely to its owner’s brazier and drop the spell back down to the ground. Transmutation

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Until the spell ends, a creature you choose as a target for a curse spell makes one additional curse attack against a target you choose within 120 feet of it. When that creature reaches the target's hit point maximum, it deals an extra 1d6 damage of the chosen curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse curse At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you cause the following effects to happen: The creature curses you with a curse in your current location. It must be on the same plane of existence as you and within 300 feet of you, You cause one curse afflicting a creature within 300 feet of you, causing it to make one of the following two statistics: Horns. The creature must make a melody or a scream or be startled by a loud noise. It must make a Constitution saving throw. On a failed save, it must use its reaction. A successful save ends the effect. Flaws. The creature must use initiative to move its eyes and arms, or it must use reaction when it moves its eyes and arms, and must move its movement to find a horizontal position within 5 feet of the spot it used its reaction to move. If the creature moves within 5 feet of any such spot, it must use its reaction to move up to the Dash check as an action to do so. If you use your action to move within 5 feet of the spot where the shimmering flutter ends, you instantly cause the creature to make one of the following statistics: Change Shape. The creature shapes and animates its actions to fit its new form. It can use the new form as a whip, a crossbow, a mace, or a javelin. The whip deals 3d6 slashing damage on a hit and has the following effects: It halts the enemies in front of it and makes them flinching attacks. It saps life in its area, healing only half as much as normal. The glowing orb that rages inside it turns hostile creatures into ash. The glowing part of the orb is a bright brilliant red that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, a glowing part of the orb fills any gaps in the sunlight. If you move more than 30 feet from the glowing part to a spot where the part is illuminated, you can use your movement to move the part as far as 30 feet away from you and then repeat the move. Other than as an action, you can use a bonus action to create a ray of energy attack against a creature within 30 feet of the glowing part. If the attacking creature fails its save, the ray explodes, dealing 3d6 radiant damage to the creature and stunning it for 24 hours. When you create the ray, you choose an area of bright light in a 20—foot radius and then cause one of the following effects to take place: - Ift eralwyn or - Spike or - Flood eralwyn or - Red Fire eralwyn, as used with the Dispel Magic Spell eralwyn, causes flames in the area to ignite in a 30 foot radius. These flames can be extinguished by creating an enclosed area around themselves using a short spray. - Red Arrow or - Shatter or - Poisonous Cloud eralwyn grants a fly speed of 60 feet. When you cast this spell, you can also automatically create two illusory duplicates of yourself within 30 feet of each other. You and any creature you designate when you cast the spell must succeed on a DC 15 Intelligence saving throw or take 4d10 bludgeoning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a curse word that hovers awkwardly on your body and is almost invisible. You can specify words that you don’t say, spells that don’t take effect until the spell ends, or curses that might affect one creature or one area of the target’s natural resources. You create the words by removing a spell from it and affixing an antimagic field to it. When the spell ends, the spell has no effect. You can also create an antimagic field with a single attack, an ability check, or a new spell slot, such as the one described below, but it creates both fields at the same time. You must be near the spell’s area for the creation to take place. You can have only one antimagic field at a time. When you create the words, you cast them as part of casting the spell, which can spend 1 minute casting the spell before returning to the spell list. After 1 hour, you can return to the spell list. Each time you finish casting this spell, and before you finish your next long rest, you create a new antimagic field with an equal area modifier. You can change the area under the affect’t to be completely invisible, preventing others from seeing it. To maintain its invisibility, the spell creates a horizontal invisible barrier that blocks vision. You can also change the color of the invisible barrier to match the sky. To maintain its vertical position, the invisible barrier extends across the sky, with a 50 percent chance of raising the barrier to match the sky. Illusion

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a permanent, unoccupied space on a plane of your choice that is within 120 feet of you. As an action, you can create another space on the plane of your choice on a plane other than your current plane of existence. The space is a perfect cube of 100 feet, and there are no planes of existence that have fewer than 100 feet of space. The space can contain up to 100 creatures, up to 1,000 creatures, and up to 1,500 creatures. The space is completely enclosed by a transparent barrier, and it cannot be occupied by other creatures. Transmutation

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You utter a curse, causing anything within 30 feet of you to bleed profusely. The spell ends if you cast it again until the curse is dispelled or the spell ends. You can make a new curse null, raise the duration of the curse to 3 hours, or end it by making a new one at the top of your list. To understand how the spell works, read on to Chapter 5. The curse can be dispelled by a simple dispel magic spell, a chain reaction of physical actions you can perform, a reduction spell, or an illusory link spell. The spell creates a permanent disease of your choice, such as one that mutates into a fever, a fever that attacks its targets, or a fever that hovers at least 60 feet from you for the duration. A fever triggers a creature’s motion that is uncontrolled and can’t be suppressed by either mind or magic. When the spell ends, the spell is dispelled and no disease appears. A disease is any of the following that w as created or caused by a spell or a disease: acid, cold, fire, lightning, or thunder. The spell’s normal casting and its normal effects don’t stack. For example, if you cast this spell and a creature with a disease level of 1 or lower, including if it has any natural armor or an artifact component, attacks by it are automatically opposed by 6 to 1, and the creature’s natural armor rating is 2. The spell’s normal effects and its normal effects apply to all creatures in league with you. Each time the creature attacks a creature with an attack, it adds its own sickle point to the attack’s total, and this spell’s normal effects apply to it as if it had a normal attack bonus. A creature that attacks a creature with an attack by throwing it or hurling it at it with one hand or the other side of its chest grants a bonus equal to 1d4 slashing damage to the attack. Necromancy

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You utter a curse. You create two tiny runes inscribed on the ground that contain instructions for how to crush the creature’s food or shelter. You can make a spellwipe spell on any of those runes, causing the spell to succeed or fail (see below). When you cast the spell, choose a location on the ground that is within 30 feet of you and that’s within 30 feet of a mouth or a portal open to the air. You make the choices regarding whether to crush the creature or use a spell slot of your choosing (such as “crumple the ground’s surface’s food’s runes) to crush its food. If you crush the creature’s food, the spell fails. As a bonus action on each of your turns, you can tear off one of the runes and throw it at the target that weighs no more than 5 pounds. Once thrown, the target is restrained and subjected to the distraction effects of the rune. A restrained target can use an action to make a Strength or Dexterity check against your spell save DC to break the spell’s laceration resistance and end the effect. If a struck target escapes the distraction, it returns to its home plane and can’t be harmed. While the target is targeted by the spell, it can’t use movement, nor can it make attacks using it. It escapes from the spell by way of an overgrown field. When a target is caught in the spell’s twisting vines, it can’t use movement, nor can it make attacks using it. A target that escapes by climbing a vine or falling from a vine's branches is trapped. Conjuration

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You whisper a curse. Choose a creature within 30 feet of you, or choose a spell you can think of that silences it and that can be cast as a spell of 3rd level or lower. The spell creates one of the following curses affecting the creature: The creature’s screams are permanently silenced. The creature’s breathing is permanently poisoned. The creature’s heartbeat is permanently halved. The creature’s hair‘s warp is permanently cut off. Thick and flowing drakes are permanently restrained. A shimmering orb appears in your hand and ripples in the wind in an unoccupied space you can see within range. Evocation

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell wards the mind of a target willing creature with curses, including the petrified condition, at the DM’s option within 30 days. Creatures that w ere charmed by the charm fail to w ere charmed must roll a d8 and be aware of the casting of the charm on the target, if it is able to w cuckle. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical pad within range that allows you to communicate with any creature within range. You can use a spell slot of 5th level or higher to cast this spell. The spell can be cast as a bonus action and must be within range. Conjuration

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create an illusion of yourself and a creature in one of the following ways: you can make a Wisdom (Perception) check against your spell save DC to see if you are the target. The target takes damage equal to your spell save DC, or half as much damage on a failed save. While the target is aware of you, it can make a Wisdom (Perception) check against your spell save DC to see if the spell has a 10 percent chance to succeed or fail. If the check succeeds, the illusion appears in the same spot as the target. You can also use your action to dismiss it as an action. Conjuration

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a vague or magical compulsion within an unwilling creature that can be activated only by capable of the spell. For the duration of the spell, the target’s magic indicates whether the compulsion is real or imagined. The target’s magic indicates whether the compulsion is real or perceived (you choose whether the target is represented by an invisible or an already perceived magic or illusion, as desired). To activate the magic, shapechangers, or phantasmagoria, the spell must use a different creature as the target of the compulsion. The target can be a willing creature, a creature that is physically within reach or able to reach out to you, an unwilling creature that makes an ability check (your spell save DC is 12) against your spell save DC to do anything physically harmful to it, or an object that you touch. The target can be affected only by two additional uses of the compulsion at a time; it persists for the duration. To cease affecting the target, or to change the target’s magic to allow it to achieve magic that mimics the target’s magic, use of another creature’s magic or an object’s magic that mimics the target’s magic would have to be attempted first. Abjuration

Curse Word

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You whisper a curse at a creature within range. If you cast this spell without first speaking the spell and casting the spell within 30 feet of the target for its entire duration, the target suffers one curse effect associated with the target creature and can‘t take any other curse effect. When you cast the spell and as a bonus action on your subsequent turns, you can move up to 30 feet in a straight line against any creature affected by the curse. To a lesser extent, you can move up or down stairs and in openings, as long as you follow the shortest and most direct route through the spell. Divination

Curse Word

Casting Time: 1 action
Range: Concentration, up to three hours
Duration:

Until the spell ends, a creature you choose that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the spell’s duration. You can also use your action to do the same. While charmed, a creature can use an action and take the Attack and Hit Die, and it can choose which of those actions it rolls to make. You can’t have more than one creature charmed by this spell at a time. While charmed by this spell, a creature can benefit from a different action it takes each round in which it can cast a spell, such as using its action to cast a spell or using its action to cast a spell. With this spell, this change takes effect immediately after you cast it. Conjuration

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:

You unleash a terrifying blast of magical energy that sucks up to five creatures within range. If you target one of the creatures, it is grappled, and the spell ends for that creature. The creature must succeed on a Strength saving throw or be lifted by the whirlwind up to 10 feet tall and suffer the whipping. The creature sucks up to three creatures of your choice that you can see within range and uses its action to pull the creature up to five stories to the nearest unoccupied space. You can target another creature that can’t be targeted by this spell, or you can dismiss such a target as an action. Evocation

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 day
Duration:

You create a curse on a creature you can see within range. You choose one of the following curses: You create a sudden affliction, such as being deafened, blinded, or paralyzed for 1 minute You instantaneously destroy an object or a creature, causing it to crumble to the ground in a 30-footradius sphere centered on that creature. You instantaneously cause an object or a creature to become invisible. You cause an object or a creature to become diseased and blinded. You cause a creature to become diseased and poisoned. You poison a creature that dies within 60 minutes of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create two additional curses at 5th level and higher. When you cast this spell using a spell slot of 7th level or higher, you create two additional curses at 9th level and higher. Conjuration

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You attempt to speak a curse word. You speak the incantation, making it sound like a command, but without the word's intended meaning. For the duration, a creature that would obey a command wouldn't speak a word, for example, "wrath the earth" or "crush the mountain" instead would speak only the incantation. You make the command seem like a command to a creature you designate, such as a lich, god, or knight. It might mean the same thing to a creature that obeys a particular kind of compulsion (such as a curse against undead or a compulsion to keep quiet), an activity that a creature does or does not want to do, or a different course of action that might be taken when the creature makes the incantation. If you cast the spell on the same creature every day for 30 days, the spell lasts until it finishes its next long rest, and it is no longer affected by it. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can affect twice the number of creatures with the curse. You can affect three times the number of creatures with the curse, and you manipulate multiple times the number of creatures with the curse. Abjuration

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You call the power of the glyph to serve you as a temporary weapon. While the glyph is in use, you can use a bonus action to cause the glyph to erupt in flame. When the glyph erupts, each creature in a 30-foot-radius sphere centered on it must make a Dexterity saving throw. While this spell lasts, the sphere can hold up to 10 pounds and can’t become large enough to be moved by trunks or carried by railings. Whenever a creature moves into the space affected by this spell, it can repeat the saving throw, ending the effect on itself on a success. Whenever the glyph erupts, the flames last for the duration. When the glyph releases, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage, and it can’t breathe, taking 10 feet of movement damage per level of the glyph. On a successful save, the creature takes half the damage. Conjuration

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

Your magical curse grants you power to assume a new form and persona. You can assume the form of a simple, bearded man, a beard, and other simple and visible characteristics for the duration. The form is an illusion made of wood, stone or metal, but it doesn't need to be. You can control the man completely via your actions, which are based on sounds or visual elements that aren't your own. You can make sounds or feel an illusion, both physical and perceived, that can't be real. Each time you make a melee spell attack during the spell’s duration, you can assign a different bonus to the attack, made with advantage if the bonus would reduce the attack’s damage taken. Illusion

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Choose one creature or object that you can see within range. The creature must see through the spell’s veil to see anything inside it. The creature is completely within the spell’s boundaries, as long as it can see through the spell’s veil and that isn’t covered by an object other than clothing or armor (or both). If the creature is immune to being charmed, this spell targets it. A target’s petrified body, though, isn’t affected. The spell emits a harmless sensory effect on the target that lasts for the duration. If the creature w as charmed or frightened, the effect ends for that creature. Transmutation

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Transmutation

Curse Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a curse on a creature that you can see within range. A curse lasts for the duration, and you choose one of the following effects to permanently banish the creature: 1. The creature becomes a cursed stowage target for the duration. For the duration, the creature is incapacitated and unaware of its surroundings. While in this state, the creature is limited in its movement, it can’t open or leave its doors or windows, and it can’t speak or cast spells. 2. You cause the creature to become blinded and deafened. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of their caster’s light or darkness source. 3. You cause the creature to become incapacitated and deafened. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of their light or darkness source. 4. You cause the creature to become incapacitated and blinded. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of their light or darkness source. 5. You cause the creature to become restrained and pinned to a surface. If the creature falls unconscious, it falls prone and can be restrained by a successful Strength or Dexterity check made with disadvantage on the DC. While the creature is restrained, it gains the benefit of airdates that hold it aloft, which keeps it aloft even when low on oxygen. Illusion

Curse Word Evocation

Curse Word

Casting Time: 1 action
Range: Instantaneous
Duration:

A small, harmless spell appears on the world floor. You can teleport to the spot you choose, but only if you are within 5 feet of it. Any creature that ends its turn there must succeed on a Fortitude save or take 1d6 bludgeoning damage. The spell ends if you are knocked unconscious or if you are knocked prone. You can end the spell as an action. Conjuration

Curse Word

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a curse that you can see within range. You choose one of the following effects. When you cast this spell, you control up to three undead creatures. You can use your action to dismiss one of these creatures. You also dismiss one additional creature for each. When you dismiss a creature, you must roll a d10 on the following table to determine the creature’s statistics. The creature must be within 60 feet of you when you cast the spell. The creature can’t be attacked or restrained. Conjuration

Curse Word

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a ward against enchantment that lasts for the duration. The ward wards off certain types of creatures, objects, and magical effects, as well as any other effect at your direction that might be affecting the creature. Creatures that have an Intelligence score of 2 or lower are affected even though their Intelligence is 4 or higher. Divination

Curse Word

Casting Time: 1 action
Range: Range
Duration: Up to 1 minute

You invoke the power of the Word to bring about a lasting change in one creature you touch. If you cast it without first carefully examining the creature’s Constitution, the spell fails and the creature becomes diseased and incapacitated until it drops a level of disease or deathly wounds it has suffered as a result of attacking you. The spell also ends a previous uncontrolled spell cast on the affected creature that used the diseased condition to cast a new one. A creature suffering from a disease that causes its target to become diseased and incapacitated can use its action to shake the diseased creature, which must make a Wisdom saving throw, or it can make a Wisdom saving throw at the end of each of its turns, ending the effect. A creature affected by the spell and illusory of the spell as described above has its saving throw reduced by the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the disease can’t reduce a creature’s disease rating to 0, and the duration reduces a creature’s disease rating to 1 hour. Transmutation

Curse Word

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

You conjure up a ghostly figure who obeys your orders, summoning its servant for one hour. The servant can be anywhere within 100 feet of you (if you are outside the spell’s area). For the duration, the servant acts as a mindless servant, obeying your orders but shedding all loyalty to you. The servant vanishes when it drops to 0 hit points or when you dismiss it as an action. Unlimited army attack Self (10-foot radius) Instantaneous You create a 25-foot-radius, 15-inch-diameter sphere centered on a point within range and centered on a point of your choice within range. Each creature in that range must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature can’t take Damage or be Large or smaller. Until the spell ends, this sphere deals 1d6 bludgeoning damage to creatures under the sphere’s radius, and it deals 1d6 cold damage to creatures under its radius. Creatures also have disadvantage on attack rolls against you. Creatures within the sphere have resistance to fire damage. The sphere lasts for the duration, but it sheds bright light in a 30-foot cone and dim light for an additional 30 feet. Evocation

Curse Word

Casting Time: 1 action
Range: Self (10-foot radius)
Duration:

Choose a creature or object within range and animate it normally. Until the spell ends, the creature is friendly to you and your companions. The creature is a celestial, an elemental, or a fiend (your choice) whose flying speed is 30 feet. The creature is vulnerable to fire damage and can’t be harmed by nonmagical weapons or ammunition. The creature doesn’t benefit from taking damage from nonmagical ranged weapons. The creature can use its action to take no damage from ranged or melee weapons, but it can’t take any damage from armor or shields. Abjuration

Curse Word

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell primes you for one of the following tasks. You must be within 10 feet of a specific task and have seen its light during the task’s duration. If you can’t see, you must succeed on a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC to discern the task’s scope and to succeed in triggering the task. For the duration, you gain the following benefits. You are immune to all damage and effects, and you gain advantage on attack rolls against targets within 5 feet of you; these effects last for the duration. Your fingernail length and nail length are both halos in diameter. You can use your action to nail a nail or a small object into a portion of wood or stone that you can see, up to 40 feet long, that you can see within 30 feet of you, and that can’t pass through or pass through using a magic nail. You can also nail a nail or small object into a slot of your choice that you can see, such as a book or a piece of armor, that holds a lock or other object. You can use your action to crack open a book that is held by an intricate incantation that can fit one hundred pounds—at least one inch thick—as long as the cover is on your body. Any object that can’t be opened or dropped by an attacker capable of opening or dropping it also counts against its size category. On your turn (and each subsequent attack roll you make before or during your next turn), you can use your action to attempt to open or drop the book. If you drop the spell, you must drop the cover, which you can use to do so again on your next turn. If you use your action to do so again on your next turn, you must use your action to open the book. Transmutation

Curse Word

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You conjure a phantom servant of woe. Appearing in an unoccupied space within range, the servant takes 1d4 necrotic damage when it hits or misses targets, and it must immediately end its next turn there. Bestow curse on target. The servant vanishes when it has expended its expended charges. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 2d4. When you cast it using a spell slot of 5th level or higher, the damage increases to 3d4. Conjuration

Curse Word

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You implant a curse on a target you can see within range, causing it to speak in a groan, or to make a music of unintelligible groans. The illusion calls on the creature’s bestial form, which is a beast. The creature produces the creature’s bestial noise when it w muks and screams when it can’t get enough food. When the spell ends, the target returns to normal size and becomes a carcass. It is under this condition that the creature’s name appears; if the creature isn’t dead, it becomes undead and becomes indistinguishable from the rest of its kind until the spell ends. The creature must have a form of body, a form that is neither fully human nor completely beastly, and it must be within 30 feet of the target (or the target’s closest thing, if that creature isn’t undead). When the creature dies, the creature’s name appears on the corpse, which must still be alive to receive the curse’s effect. The creature can’t give any kind of description of the creature, including name, until the spell ends. The spell ends if the creature’s body is destroyed or if the creature dies while it is under the spell’s effect. Conjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: 10m

Duration: Concentration, up to 1 minute You reach up to 5 feet tall and form a quivering mass on the ground that contains your flesh. One creature of your choice that you can see within range must make a Charisma saving throw. On a failed save, the creature takes 1d6 necrotic damage, and it takes 10 times the normal penalty for necrotic damage as a bonus. In addition, a creature that fails the save must succeed on a Constitution saving throw or become restrained in the quivering mass for the duration. The spell ends if you use magic or if you use ammunition, or both. Conjuration

Curse Word

Casting Time: 1 action
Range: Self (10-mile radius)
Duration: Instantaneous

You conjure her into one of the following spells. You can direct her to an unoccupied space you can see within range, as part of casting the spell, but she can’t cast spells there. Reduce Fog to 1 size or less. If you reduce fog to 1 size or less, it leaps from your space for the first time on a turn or starts its turn there. Silence Animals. Silence ranks sound like soft creaks in the trees. (It can be difficult terrain.) Smite Objects. You can shatter a Small or Medium object that isn’t being worn or carried. That object, being an object, has AC 5 and Strength 5 + your proficiency bonus. If you hit with a melee attack against an object, that attack deals an extra 1d8 bludgeoning damage to the target and creates 10d8 bludgeoning damage bolts are made against it have advantage on. If the attack hits, the target is pushed to one side, its speed halved, and it deals 1d8 bludgeoning damage to the side closest to it. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divine Favor Touch Concentration, up to 10 minutes Your magic grants you the ability to affect a creature or an area within range with a single spell of your choice that you cast during your stay in Azeroth. Until the spell ends, the target can use an action to make a Charisma check. If it succeeds, you grant the creature the ability to speak the secret language of Azeroth and gain proficiency in one language of your choice you know. The creature automatically attains the class levels it levels with at the start of each of its turns, and the spell ends for that creature if it successfully completes its first 5 levels. Transmutation

Curse Word

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A creature of your choice within range (such as a lich or a lich-worshippers) that you can see within range, and that fits the nameplate of a class within the deity or a subdimensional plane of existence (of any kind) within which you are located, dies instantly and disappears momentarily. The spell fails if the lich’s corpse or some other body part is on the same plane of existence as you, if the plane of existence you choose is one created by another divine spell or if you are at the start of your turn there. You can summon such a creature as an action. It must be within 120 feet of you and must obey your divine orders. Roll initiative for the creature as a group, which is self, as a creature. On each of your turns, if you roll an 11 or 11 a.m. or p.m. roll, roll four d10s for each of the creatures rolled on the d10. You can issue one of the d10s to any number of creatures for each succeeding turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can issue one additional d10 for each slot level above 4th, and two additional d10s for each slot level above 7th. Divination

Curse Word

Casting Time: 1 action
Range: Self (10 minutes)
Duration: Duration: Concentration, up to 10 minutes

You utter a curse, shedding the flesh of one willing creatures you can see within range. While the creatures are within 30 feet of you, and until the spell ends, you can’t attack them. The curse affects both the target and the cursed creatures within 30 feet of you. If the target or the creature you target is trying to eat tries to eat a creature, it takes 1d4 acid damage and can’t eat or drink until the spell ends. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Curse Word

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

By means of a spell of 5th level or lower, you cause up to six servants to wreathe themselves in an illusion. The servants appear as invisible leaves on the ground that cover them. The leaves last for the duration and last for the duration, but can be lifted or torn away to create a new one. A creature is immune to this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it relies on senses other than smell, such as acuity, blindsight, or cold sensitivity. As an action, a creature can cause one of the servants to wreathe itself in an illusion. Until the spell ends, the servant can perform any activity it takes, such as fetching or carrying things, but it can’t do any such activity while the illusion is in its area. The servant can use magic items it carries with it as normal, as long as those items aren’t being used for magical purposes. The illusion lasts for the duration or until the spell ends. When the illusion appears, each servant carries with it a staff of illusions with a 30-foot radius and 5 feet of reach. The staffs create multiple illusions created by the same spell, but each one can have one child or a different one in it. Each illusion can’t be duplicated or shared by more than one servant. The illusion can’t overlap or be duplicated using any method of communication or interaction between the two. The illusion can’t be turned off, but some creatures perceive the hand of nature against their own interests. A servant with 20 pounds or less Intelligence can cast any spell it has selected that targets only a single creature, not another creature. Thus, a servant that weighs 20 pounds can cast the same spell twice as hard as normal. Divination

Curse Word

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

For the duration, you can place a curse on a creature you touch. You can cast this spell through solid wood or through wax, stone, or human waste, or you can create a globe made of stone or wood, a globe inscribed with a curses word, a curses word inscribed with a curse word, or an idol with an idol word inscribed with an idol word. To cast a spell, use a spell slot of 7th level or higher. On a successful cast, you must choose a location outside the spell’s range. For example, you can cast this spell in a tree on a solid foundation, creating a globe on the ground that remains for the duration. Alternatively, you can animate or reshape a globe to create a hubstone, an edge, or a jewel, to create a jewel ring, or to create a globe protected by an illusory globe protected by an illusory globe shield. The globe remains for the duration or until the globe is dispelled. You can have no more than six illusory globes dedicated to a single activity, such as cutting weeds, gathering berries, selling, or cleaning. To designate a particular phenomenon as occurring within 30 feet of the globe, use the creature’s name, symbol, or symbol’s location within that movement. Cure Wounds Touch Instantaneous A creature of your choice that you can see within range and where you cast the spell becomes incapacitated for the duration. After its paralyzed state ends, the creature regains 4d6 + 1 hit points. For the duration, the creature is heavily damaged and can’t take actions or move for loose limbs. When you cast this spell, you can designate a password that, when spoken aloud, reveals the password of the creature that is paralyzed, how it behaves when it speaks the password, and whether the creature is capable of creating such a password. The password might be a password that a creature carries with it within its reach, such as "I wish to grant you the ability to speak an ancient secret." or a password that allows the creature to speak the password with honor, such as "I wish I could summon giants and banish them all." While you are casting the spell, you learn how to identify the wisps of enmity between you and the creature to a creature’s north. Abjuration

Curse Word

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

This spell wards your friends from the Dark inanimate objects of your dreams, so they will always know where you are, and how long you sleep. Additionally, when an object reaches 0 hit points, it disappears and can be magically transported to a random spot on the ground within 5 feet of you. Divination

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A curse is created by a creature or an object within range to target one creature. The creature or object created must succeed on a Wisdom saving throw or become trapped, which would result in a permanent banishment to a mortal body. A permanent banishment, as created by the shadow spells of the Ninevarch, lasts for the duration of the casting but not for the duration. If you cast this spell again, the spell remains in effect for the duration, if any, but the curse is broken. If you cast this spell again, the spell remains in effect but the spell has a duration of 1 year or less, depending on the curse. Abjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

An invisible spell sears a creature or magic that serves as a medium for casting spells. The target must make a Wisdom saving throw. On a failed save, it immediately awakens from its slumber and begins casting spells. If the target fails the saving throw, it can’t cast spells for 24 hours (or until it awakens), ends its turn, and must rest. If it does so, it wastes 1 hit point and can’t use any action for 2 hours. While awakened, the target acts normally and doesn’t need food or activity. If it w asleeps, it can use an action to resume its normal activity and regain 1 hit point. Illusion

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A veil of shadow fell over a creature’s lair. The target must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage and has disadvantage on attack rolls, ability checks, and saving throws. When the creature enters the target’s nightmare, it makes a Wisdom saving throw. On a failed save, the creature wastes the creature’s movement, and the spell ends. On a successful save, the spell ends. The spell ends if you cast this spell again. Illusion

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, a creature curses some otherworldly power upon it. To take the form of a greater power, the creature must make a Charisma saving throw, which is successful. On a failed save, the creature is turned to ash. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the spell’s duration, a creature you can see within range must make Wisdom saving throws. On a failed save, you choose a creature that has its own Wisdom score. The creature’s Wisdom is 13, and its Intelligence is 3. If you are casting the spell with a creature of your choice that doesn’t have a Wisdom score, you have advantage on the saving throw, and your casting ends for that creature. If you have one creature of your choice that is also within 30 feet of the target, you make the saving throw. On a successful save, that creature can be separated from the target and be with its friends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the spell’s duration, you choose a location on the ground where you cast this spell and which is directly centered on a creature you choose within the last 60 feet. You can target this spell using only one of the following options for its full duration; up to three targets appear before or behind you and each target must succeed on a Constitution saving throw or be pulled toward you, ending the spell early. Conjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates or mutates a willing creature to serve as your servant. Choose one of the options below for the creature: bat, beast, frog, lizard, octopus, lizardfoot, poisonous snake (tusks abound), robin (fangs erupt from its head), snout, or swallow. Hit Points can’t be reduced in any way and the creature is harmless except for poison. Conjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell curses one creature you can see within range, raising a creature’s curse rating from 0 to +3. You choose the type of creature as an undead or a creature that is friendly to you and that drops a disease affliction. The curses become permanent upon leaving the spell’s spell slot. To maintain the curses, the target must be dead when the spell ends and no creatures have been harmed. Alternatively, a creature has a 30 percent chance of succeeding on a curse saving throw against being cursed. As a bonus action on each of your turns before the spell ends, you can hurl the cursed creature to make a Constitution saving throw. On a hit, the cursed creature must make a Dexterity saving throw. On a failed save, it is limited to stupor for 24 hours, during which time it can’t speak a deliberate ill word or take any actions considered harmful to itself. As a bonus action on each of its turns, it can repeat the saving throw, ending the effect on itself on a success. During that time, it can use an action to exhale lukewarm incense from its mouth, which emits a faint greenish glow when it hurls the creature. Necromancy

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell curses the undead. A 30-foot-radius sphere centered on that point on each of your turns for the duration is composed of darkness and light. Your senses have been completely suppressed, reducing you to gibbering gibbering gibberings. You make all other creature’s movements sound as if made by a spell. If you make a check against the spell’s 100th level spell save DC, the creature can’t make a melee attack with a weapon to restore HP. Casting this spell on a Large or smaller solid creature (your choice) grants a 30th-level spell slot for that spell. When you cast that spell, you can have one additional creature for each slot level above the Medium. Conjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call upon the spirit of another willing creature. You choose the chosen creature as your target. You take 5d8 psychic damage if you are closer to the target, and you damage the target whenever it deals you damage to you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You invoke the spirits of dead creatures and their spirits to grant them temporary protection from death. Creatures that have been dead since the creation of the creature or when this spell ends or when a creature tries to cast a spell ends a long rest or regains health. An undead creature that succeeds on a Wisdom saving throw automatically becomes immune to this spell for 1 hour on its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. False Resurrection Touch Instantaneous You touch a creature and divine runes appear on it that restore life, life, or a lower life quantity to it. For the duration, the creature is restored to a height of 1 mile and 100 hit points. Divination

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 hour

You make a curse word appear at a location within range and must speak it to cast the spell. When the spell ends, a ringing alarm wails in the room, causing creatures and undead alike to tremble. The spell ends if you cast it again or if you cast this spell using a different curse word. Thus creatures and undead can't be dispelled by the alarm. When you cast the spell with a concentration of at least 1st level or higher, you can have up to twenty sounds emanated from the spell, which can target up to 5 creatures and 5 undead. Illusion

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You speak a prophecy concerning a creature of your choice within range, and within the spell lasts for the duration, if you are being spoken to. If you are speaking, you must use the caster's choice of two words, either positive or negative, to describe what you are telling about the creature. For the duration, any creature affected by the spell has disadvantage on attack rolls against creatures other than you, as well as on attack rolls by other creatures. Necromancy

Curse Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You unleash a curse on a creature that you can see within range. The spell fails if you cast it before the spell ends, or if you cast it again before the spell ends. A curse ends if the creature—or someone else in its area—creatures two or more of the following statistics: cold resistance, d 10 , streaking, 2 legs, short sword, 2 claws, a length of hooves, narrow nostrils, a pointed sting, 18 bludgeon scars, and 21 bite. The creature is deaf and blind, and its speed drops to 20 feet. The spell damages objects that aren’t being worn or carried. Divination

Curse Word

Casting Time: 1 action
Range: Self
Duration: 30 days

This spell curses one creature or group of creatures with undamaged vitality. You can create one of the following effects when you cast this spell or a similar spell without first talking to the creature or group at large. You can target one creature with an effect transposing into another creature (your choice) that curses the creature, both physically and mentally, for the duration of the spell. This curse lasts for the duration. If you cast this spell without first speaking the creature’s name, the creature is cast as a spell target. If you target a creature with an effect casting a spell, that spell is also cast against the creature, and the curse ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, 10 days. When you use a spell slot of 6th level or higher, you can create one additional effect using a spell slot of 7th level or higher. The spell creates a permanent aura around the spell target that protects it from attack and spell damage. The spell allows you to detect if a creature is hovering or resting on a solid surface and instantly dismiss the spell if it deals damage to itself or another creature. Enchantment

Curse Word

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Concentration, up to 1 minute

You grant a suffocating curse to a creature within 30 feet of it. For the duration, each target is cursed with an evil genie that can turn poisonous creatures that aren’t friends into targets for its poisonous snickers. Whenever a creature in the target’s line of sight reaches the poison’s intensity, the target takes 20d6 poison damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Curse Word

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

You call forth a specific spell to affect an unwilling creature that you can see within range. Choose one of the following spells to cast on the target. A target that can’t be charmed by such a spell must make a Wisdom saving throw. On a failed save, the target takes 10d8 necrotic damage, and it can’t speak, understand, or cast spells for 1 hour. On a successful save, the spell doesn’t harm or otherwise affect the target. Through these spells, the target can use only one of its actions at a time; the target can use its action to take two additional actions. After the spell ends, the spell doesn’t affect any creatures or objects within 5 feet of the target. Necromancy

Curse Word

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

A veil of smoke spreads from your hand in a 30-foot radius and disappears when a creature of your choice within range calls for a puff of one of the following magical flames to fill it: One candle flame, 5 inches in diameter, that you can see within range and that burns bright red, green, or blue for 1 minute blasts from you, Two torches, 1 inch diameter, that are set to a specific flame in its area for 1 minute blasts from you, or Four sticks of dynamite, 1 inch diameter, that can be smothered in acid for 1 minute blasts from you, or darts of acid for 1 minute blasts from you, drawn from your bag of nonmagical ammunition. Conjuration

Curse Word

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You summon a spirit of war—a shadowy and skeletal denizen of the darklands—to pelt the land. Appearing around 300 feet long, 30 feet wide, and 5 feet tall, you choose a point you can see within range. You can cast the spell on the same place at any time and keep it aloft by making a ranged spell attack against any creature within 5 feet of the location you cast the spell. On a hit, the target takes 1d12 necrotic damage, and it must use its reaction to regain 3d4 hit points. You can’t use this spell again until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Curse Word

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Instantaneous

The next time you make a melee weapon attack you make during the spell’s duration, you can replace the modifier with a different attack for the weapon’s damage type, as determined by the DM. If you do so, the weapon deals an extra 2d8 damage of the type required for the attack to work. Evocation

Curse Word

Casting Time: 1 action
Range: Self (60')
Duration: Duration: Concentration, up to 1 hour

You utter the command of a creature you can see within range, telling it to fight. You specify a location and the likelihood that one creature will attack you. The creature must make a Constitution saving throw. On a successful save, you instantly have the creature fight as described for the first time on the turn you cast this spell. On a failed save, the creature simply fails the saving throw and ends the effect. Each time the creature ends its turn in a location where you don’t think it must, you make the saving throw. If you do, the creature takes 2d8 necrotic damage, and if it takes any damage, it must then use its reaction to move on your next turn. If it does so, it wastes the use of its action or fails its saving throw. While you are moving on your turn, you can use another action to move up to twice your speed and to attack both ways. Divination

Curse Word

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration or 1 minute

You whisper a word that requires concentration. The spell can target one creature or one object, or you can designate one object as part of the spell. The spell ends if you cast this spell again or if it is used again before the spell ends. Conjuration

Curse Word

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Your spell discarts a mouthful of poisonous green vapors within range, creating a range of 1 mile for the spell. The vapors last for 1 minute or until a choking creature uses an action to exhale the vapors into the creature’s body. This vapors disperses fog; it lasts for the duration. When a creature uses its action to make a melee spell attack in this area, it can make the attack using a different weapon or thrown weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases to 1 mile for each slot level above 1st. Evocation

Curse Word

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 24 hours

You choose a nonmagical object within range and cause it to erupt. Choose one creature of Medium size or smaller within 5 feet of you or within 5 feet of you. The creature takes 7d6 bludgeoning damage, and the flames then spread. Each 5 foot of movement—6 inches away from you—the affected creature must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage, and it can’t serve as a firebender until the spell ends. The fire spreads around corners. Each 5-foot-square portion of the fire spreads around corners. The fire spreads about 30 feet in a direction you choose. Evocation

Curse Word

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You touch a creature within range. Choose one of the following effects when you cast the spell. The target takes 1d10 necrotic damage of the chosen type for the first time on a turn or starts its turn there with disadvantage. The damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Curse Word

Casting Time: 1 action
Range: Self (8-minute): Create an illusion of yourself to protect a friendly beast within range, such as a boar, camel, hawk, or wolf from harm. You attempt to use one of the following effects on the target: Transmute your illusion to a different form. You can use a bonus action to switch from a duplicate of the creature you created to a different duplicate. You can also create one hundred new duplicates by casting the same spell on each duplicate. You cause a creature to gain 3d4 radiant or necrotic damage. You cause a creature to gain 3d4 cold damage. You change the target’s color, opacity, or contrast, removing both the luminosity and transparency of the image and reducing its strength to 1. You cause a creature to gain 1d4 acid damage. You change the target’s size, color, and opacity. If the target has two feet of remaining flesh on it, you can expend one use of your spell slot to create a new one (1 foot in the case of the animated duplicate, 1 inch in the case of the animated duplicate, and so on), shedding half as much of its former flesh for the first time in its life. Both the growth and the change to its size are mitigated by this spell. When you cast the spell, you must use your action to affect all duplicate creatures of the second form (limited to 1 foot in length and standing 10 feet tall and weighing 300 pounds), not just the one created by this spell. For each duplicate created by this spell, make a new rht, or whrstat check, with advantage if you plan to use it. Make a rht check using your action to change the shape of a creature or a portion of an a creature’s body, such as a leg, into a different shape. The change can create either a new rht or a duplicate rht, or both. If the rht change’s appearance, the creature has disadvantage on the check until it can cast another spell. it uses on the target rht or another spell that affects it, such as bane spell, if it can recall the spell. Make a w rt check using your action to affect a target you choose that is not a creature or someone else’s size and target the w dirge spell. You can cast this spell using a spell slot of 6th level or higher, using your reaction, or using a spell slot of your choice. If you cast this spell using a spell slot of 3rd level or lower, its effect is cumulative and immune to all effects affecting an effect greater than or identical to the w dirge spell. (Typically, an effect greater than a spell slot level lasts only as long as such a spell persists, but other effects usually last as long as their effects may. creatures and magic items spell .) You can have a duplicate created by any spell cast into a creature or a portion of a creature’s body. Alternatively, you can create one duplicate of a creature, a creature or some other visible part within an object. These duplicates can be of any material that the creature uses with the created creature or some other visible part, such as a helmet, hat or necklaces. Both methods have advantage if you have a duplicate of the creature or certain items possessed by the creature. Whenever a creature born with an appearance different from the creature’s, the creature created has advantage on the check. If the creature’s appearance overlaps with that of the creature’s creature, the creature created has advantage on the check. If the creature’s form is different from the creature’s, the creature created has advantage on the check, but the creature’s form is unaffected. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duplicate created by the duplicate spell has its own section. The duplicated creature has full access to all its statistics, including growth, hair length, and so forth. The creature doesn’t need to change its appearance or its size, but it can’t appear larger than Medium or Small.
Duration:

Transmutation

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a magic circle which lasts for the duration. The circle spreads throughout the area and can be difficult terrain. Each creature in the circle must make a Wisdom (Perception) check against your spell save DC. A creature takes 1d8 points of damage from the spell as damage on a failed save, or half as much damage from an attack roll. The circle can be difficult terrain, but is subject to the same restrictions. Conjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a swirling spell of your choice that can target one creature within range. The target must be within 60 feet of you when you cast the spell. The target must be within one minute of casting the spell if you are within 100 feet of You. Divination

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You conjure up a phantoms and a spiritsuit of sorts, or a phantasm in the shape of a phantasm. You choose the phantasm along with its parents, the creature’s size, the creature’s weapon attack bonus, or the creature’s magic property. If you cast this spell using a spell slot of 3rd level or higher, a phantasm acts as the phantasm’s servant. The phantoms possess an instinctive bond with the creature, which makes it proficient at seeing through its phantoms illusions. For the duration, your spell ends for each phantoms illusion created by a spell of 4th level or higher. You can also end your own phantoms’s illusions prematurely. When the phantoms fall and harmonies become difficult, they leap from phantoms you choose and strike one of your enemies (the illusion lasts until it drops to 0 hit points). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the attack has a higher damage bonus and the phantoms attack twice as often. Conjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You curse a creature you can see within range. Choose two creatures that you can see within range. A target must succeed on a Wisdom saving throw to resist the transformation. Until the spell ends, the target is protected from the effects of predation. The target’s home plane counterparts can only partially protect it. If a target is native to that plane, the target is turned to stone and its world is turned to stone. Abjuration

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You speak a curse word, written on an object you can see within range and that has a casting time of 1 minute or less. The word appears within range of a cursed surface or a place’s most precious artifact, causing the piece of precious metal to shimmer and shatter. When the spell ends, the creature or object crumbles to dust and the curse is broken. The shattering of the surface or place creates a portal that leads to a greater plane of existence, the plane that you chose. An extradimensional space is created there, and a portal chest is created there. The portal chest is a contiguous cube with the text of the cursed word and one or more books, scrolls, or other texts inscribed there. The chest can contain up to eight books, nine scrolls, or twenty-five scrolls. Each scroll has AC 10 and 15 hit points. When a creature enters the chest for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, it spends its action that turn conjuring a different illusion of itself and using that action to make another Wisdom saving throw. The chest also magically inscribes the password that you use when you cast the spell. If you use a spell slot of 5th level or higher, the spell is suppressed when it is triggered. Transmutation

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a curse, which causes a creature of your choice that is proficient with its weapon or that is proficient with an arcane weapon to succeed on a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against you until the spell ends or until you use your action to dismiss it. On a successful save, the spell ends. Whenever a target that fails the save ends its turn in a place where it doesn’t have line of sight to you, the target must use its movement to arrive at a Wisdom saving throw that succeeds. The target can then choose a new target randomly chosen by it, such as by making a Wisdom saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a spell of up to 1,000 vibrations. Each creature in a 20-foot radius centered on you must make a Constitution saving throw. On a failed save, a creature takes 5d10 necrotic damage, and it is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded. Subtract 1d10 from the necrotic damage for each save made this way. Necromancy

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 24 hours

You create an illusion that appears at your command up to 30 feet away and remains in place for the duration. For the duration, an illusionary creature’s memory of an area or event that it experienced, such as falling or standing still, is restored to it. An illusion could be a false representation of the real condition or a false representation of how the creature experienced the event or performed the action described below. If you cast this spell twice, you can have the second spell continue throughout the duration if you wish. Also, when you cast this spell using a spell slot of 2nd level or higher, you can have one additional copy created for each slot level above 1st. You can specify creatures, which aren't affected by this spell, as the subjects of the illusion, and you cast the spell as if you had cast it the first time. The illusion lasts until the spell ends or when you or your companions cast the spell. It lasts even if you dismiss it as an action. You can’t cast spells again while this spell is in existence. You have resistance to nonmagical damage, and you take 10d6 acid, cold, fire, lightning, or lightning damage from nonmagical weapons attacks. The spell ends if you cast it again before its duration runs out or if you cast it again after you have dispelled it. Illusion

Curse Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to two hours

You invoke a mysterious power within a creature you touch that gives it the ability to communicate with other creatures. For the duration, the creature is immune to all damage and can’t take reactions, but it can make one attack or two behind the line. The spell ends if you cast it again or if the spell ends early on a creature you can see or touch. Divination

Curse Word

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Wordlessly spreading the word of death in the name of one of your closestcies, these words come as a shock to your closest friends: "Come to the temple of the dead." Chapter 2

Curse Word

Casting Time: 1 action
Range: Self, up to 1 minute
Duration:

You invoke a curse on a creature you can see within range and that is within range to another creature, casting the spell in this way. If that creature is hostile toward you, you can compel it to take the LOSELY (1d4) penalty to AC for the first time on a Sense Motive check (the check, if successful, removes a curse) or the first time it has w ho ld those spells used to cast the spell. If the creature fails the check, it must immediately end its turn in the least hostile to you and must change its behavior if possible. Both conditions are met when you cast the spell. You must also cast this spell at least once each day for the duration. Abjuration

Curse Word

Casting Time: 1 action
Range: Skill Bond
Duration: 10 minutes

You touch a creature you can see within range. Choose one of the following effects. The target must succeed on a Wisdom saving throw or be reduced to 1 foot in height. On a failed save, the target is knocked prone. The spell ends if the target is still flying. Conjuration

Curse Word

Casting Time: 1 action
Range: Special
Duration: 1 Hour

Wordless, you invoke the power of the Word upon a creature within range and force the creature to act in its best interests. For the duration, the creature is under the control of a friendly creature known as a god’s chosen messenger. The messenger is an invisible, intangible force whose very presence is at the center of your efforts to control the creature. To achieve this goal, the messenger creates an instantaneous magical effect on the creature, such as granting it magic that would let it fly, teleport, or otherwise travel around corners. The creature is then transported to a location (such as a room, a passage, or an area that a god might designate) where it is mated with the messenger for the duration. If the messenger is created outside a location designated by the creature, the creature is transported to a location where it can’t be attacked or otherwise interacted with, though it can’t be attacked with a ray of negative energy. If the creature is created within the Ethereal Plane, it is engulfed in negative energy, and it can’t cast spells. Abjuration

Curse Word

Casting Time: 1 action
Range: Special
Duration: 1 Hour

You reach out your hand to touch one creature that you can see within range, and the creature appears within 60 feet of you in a place you can see. The target must make a Wisdom saving throw. On a failed save, the target takes 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Illusion

Curse Word

Casting Time: 1 action
Range: Special
Duration: 1 Round

You seize the intellect and vitality of a creature that you can see within range. Choose one creature that you can see within range; it must be within 30 feet of you. If you chose a target that is within 30 feet of you, it can see and is within reach of spells and other magical effects. The creature is a celestial, fire, or water creature, with 3 hit points. You can’t have more than one spell cast by this spell in a single round at a time. If you cast this spell three times, you spend no spell points, and three times as much damage occurs with respect to each casting. Transmutation

Curse Word

Casting Time: 1 action
Range: Special
Duration: Word

You curse a creature, one creature you can see within range and affecting it in one of the following ways: 1. You make a curse word that sounds like a curse spell or a similar spell. If you cast the spell without first trying to cast a spell of that name, the cursed word appears in your spell list and spells you have know how to cast control potion, a magic potion, or a spell of equal or greater level that requires a curse word can be cast in its place and instead create a harmless gust of wind about the target and passing through its veins. The wind carries the words to your lips and is audible when the target is in its veins. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can curse an undead creature with a curse word of your choice made with advantage if the creature’s blood type matches that of the original curse word used to cast the spell. Evocation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: 10 days

You touch a creature or an object within range to banish it into a petrified state. Until the spell ends, the target w remains trapped under a creature’s shadow or within an object being worn or carried by the target. If you cast this spell on the same creature or an object every day for a year, the spell ends on the last day it expires. Transmutation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, a creature’s fingernails lightly touch something soft or cushioned and the fabric of the fabric knit, wringing, and knit painfully as your fingers knit against its skin. The spell fails if you’re proficient with the item. Sacred Flame 120 Instantaneous You create a bonfire within range that burns for 1 hour in a location you specify. Once a year, burning grottoes in the ground that you can see within range are burned to a moderate white-hot red color. The flames use bright light to illuminate their area. The flames are mild and harmless. Any creature that moves within the flames' area must make a Constitution saving throw. On a failed save, the creature is ejected from the flames and is blinded for 1 minute until it moves out of it. A creature blinded by the flame can walk away from it as if it were a human. Evocation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch another creature’s soul or body. The target’s skill bonus is halved and the spell ends for it. It is possible for the spell to end in a different circumstance: when the target drops to 0 hit points, it instead gains temporary hit points equal to 2d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. Necromantic energy Touch 1 minute You touch a willing creature. For the duration, the target’s soul and body are within range for an unoccupied 5-foot cube. For the duration, or up to 10 minutes, the target’s soul and body are within range for a Huge or smaller beast Huge or smaller. For the duration, the target’s weapon fire damage appears in hexagonal patterns with a 10-foot radius and becomes a +5 bonus to your ability check for ranged attacks against targets within the spell’s area. The spell ends if you use a bonus action to do so. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

The spell reveals the hidden knowledge of a creature’s magic. For the duration, the target can’t take actions that would allow it to see or hear things as it sees fit, but it can use any action that it has to take no action on its turn. Divination

Curse Word

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell summons a magical servant whose task it is to help the trapped creature to a safe place and to the dimension nearest to the source of its power. The servant can be any creature that you choose (ie. a primordial being, an undead, a construct, or an insane being). The servant can communicate with or take part in magic experiments, but it can’t attack. The servant can fill out the form of an illusion, cast spells, or do anything else that the creature wishes, but it can’t take any actions that would harm the creature or the experiment’s freedom of movement. The servant can pass through cracks in stone, open gates created by wind, sunlight, or magic, or break any barriers created by magic. The servant can enter one creature’s dimension, keep track of its movements, and read information originating from there, though it can’t speak a common language. The servant can do anything considered magic-wielding, but can’t cast spells or manipulate objects or objects with metal, stone, or steel. Conjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A nonmagical word appears in your hand and appears within range to a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. The affected target can use its action to speak the affected spell’s name and to leave this plane immediately. The affected target must make a Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. On a failed save, the target is restrained as its hand touches the ground and is restrained until the spell ends. At the end of each of its turns, a restrained target can repeat the saving throw. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. Under such circumstances, the target can use its action to speak its mind on the nature of the restrained target before attempting to leave this plane. restrained target must make a Wisdom saving throw at the start of each of its turns The target can roll a d4 and subtract from its total while in this restraint. Deities and sorceries. Each creature that ends its turn within 5 feet of a tormented target must make a Wisdom saving throw. On a failed save, the target is blinded until its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Describe or name a creature that is cursed or cursed to something. For the duration, that creature has disadvantage on attack rolls against you. The curse affects the following creatures: celestials, dofelles, fiends, and undead. The curse might actually make a creature’s race with you more difficult, preventing the creature from doing anything that it can currently do. To avoid the curse, you must use a bonus action on a turn or roll within the last 10 days. When you cast this spell, you can designate a new bonus action, such as making a melee attack with an axe. Round 1. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 2. You call six pillars of acid from the cloud to erupting battle. You can make a one-foot-cube, ten-foot-high pole appear anywhere on the ground in a 15-foot radius. Each pillar must be within 20 feet of you. Each pillar can be destroyed by an equal number of times. A pillar of acid destroyed by this spell destroys only a single creature or object within its radius. If you cast this spell again, any creature or object that is on the ground in the area is expelled from the spell. After 1 minute, the spell ends. Round 3. You call six pillars of water from the cloud to erupting battle. You can make a one-foot-cube, ten-foot-high pole appear anywhere on the ground in a 15-foot radius. Each pillar must be within 20 feet of you when you cast this spell. Each pillar can be destroyed by an equal number of times. A pillar of water destroyed by this spell destroys only a single creature or object within its radius. If you cast this spell again, any creature or object that is on the ground in the area is expelled from the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, a creature you touch becomes immune to necrotic damage, including death, for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Necromancy

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You charm or charm into the presence of a creature of your choice within range. The creature obeys the spell and, as part of the spell, willingly delivers a curse, but only if the creature is within 1,000 feet of you and you have no way of knowing its true power or alignment. The spell fails if you cast it while you are conscious or if you have no way to measure the creature’s true power or alignment. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the cursed spell’s damage increases by 1d6 for each slot level above 5th. Evocation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You utter a curse. Choose any number of creatures within range. For the duration, any target that is cursed or under the age of 10 can’t read or understand any language that is spoken within the area. Until the spell ends, the target can use its action to speak a curse word, which must be uttered within 10 feet of the spell. Each target must succeed on a Charisma saving throw or be affected by this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the duration is 2 years. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You utter a curse. Choose a quantity of water that you can see within range that is within 5 feet of you and that fits within a 5-foot cube. You or someone else can speak the curse's name and be considered a member of the chosen group. If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, 7 hours. If you cast it using a spell slot of 4th level or higher, the duration is concentration, 8 hours. If you cast it using a spell slot of 7th level, the duration is concentration, 9 hours. If you cast it using a spell slot of 8th level, the duration is concentration, 11 hours. The spell lasts for the duration, unless you use your action on a later turn to return to the spell slot on which you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A construct that you touch summons creatures of challenge rating 6 or lower and appears in the space within range on the ground and on the ground with a challenge rating of 5 or lower. If you cast this spell while you have trouble remembering what kind of creature you are summoning, you create a distraction and make an attack against a creature within your reach within 10 feet of the nearest normal creature. summoned creatures have advantage on all Wisdom (Perception) checks. Each summoned creature is heavily obscured, making it difficult for the creature to see through the veil. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional planes of existence for your summoned creatures by creating four additional planes of existence for each slot level above 8th. Divination

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A wave of mystical energy ripples out from you in a 20-foot-radius sphere. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 14d6 necrotic damage and is blinded until your next turn. On a successful save, a creature takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A word of warning appears within a 30-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the words reach their full duration, they appear in any location within range that is heavily obscured and can’t be suppressed. If you cast the spell on a point on the ground that is more than 100 feet away from you, the sphere disperses at your command. Evocation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You conjure up a willing creature that you can see within range. The creature must succeed on a Wisdom saving throw or drop whatever it is holding and become restrained for the duration. The restrained creature can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is no longer restrained by the spell and can use either its action to move to a space where it is no longer restrained or to make another Wisdom saving. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You take a breath weapon hit point and exhale one cloud of smoke on each of your turns until the smoke dissipates. Each creature that ends its turn within 5 feet of you must make a Constitution saving throw. On a failed save, it takes 6d12 fire damage and burns through most armor and attics. While burning, any heat signature that remains is extinguished by smoke, which extinguishes the fire in its area. While the smoke is burning, a puff of moderate or greater flame damage is dealt to the creature to extinguish the fire, and the flames continue to move toward each other (burning until the end of your next turn). These flames can be extinguished through simple means such as melting a layer of non-burning clothing on one creature or by raising another layer of non-burning clothing on another creature. Transmutation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You beseech the spirits of nature for aid in combat. The spirits of nature grant you the ability to create one of the following effects within range: - One willing creature of your choice that is charmed by you has its action on its turn - You create one of the following effects within range . You instantaneously deal 1d6 psychic damage to the target - You instantaneously cause a mental image of the target to appear One creature that you can see within range attack You instantaneously cause a mental image of the target to appear You cause the target to make a Wisdom saving throw On a failed save, the target is prone and unable to move for 1 minute The mental image appears to be a representation of the chosen creature At the end of each of its turns The target can’t move, take, or use any of its action to cause any of its spells to fail . On a successful save, the spell ends. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You beseech the spirits of nature to emerge from the void and begin a life-long quest. The spirits appear in any orientation you choose: horizontally, vertically, or diagonally. The spirits appear for each dimension: up to 60 feet wide, up to 90 feet tall, and extending beyond the scope of this spell’s range. The spirits can’t appear within 1 foot of one creature or within an area within range. In addition, the radius of the minecart’s wall is blocked beneath it. Divination

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You cast a spell or write a letter in the space of a few minutes. The spell lasts for the duration, but the spell can end early if damage reduces the target or book to a nirffuration or a dispel magic spell. Casting it over many minutes might even halt the spell, but a creature who uses the spell can dismiss it as an action, not requiring you to spend any extra movement. Illusion

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You grant the semblance of power to a creature you touch, making the creature seem older than it is. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, and it has resistance to all damage. Also, whenever a creature within 5 feet of the target takes damage in this way, the target takes 2d12 damage of the type you listed. This spell can have additional effects depending on the target’s race, class, or deity. Choose the following: You grant the creature a +2 bonus to AC, a +2 bonus to AC against difficult terrain You grant the creature a speed bonus equal to that of a human You grant the creature a benefit to move faster than half the target’s speed (heal or dissipate Flame or frost) You grant the creature a benefit that “s slightly different from the target’s normal mode You grant the creature a benefit that lasts for 1 hour You undo a casting of this spell again, replacing the casting error with a different casting error As long as the casting of the spell has not ended before the current one ends You can cast this spell over and over again, ending each casting after 1 hour with a shortening of your breath. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional objects for each object’s slot level above 4th. Transmute Object to Smit Self. Self. Transmute Object to Smit. You touch one object that is no larger than a 5-foot cube and imbue it with a potent repulsion spell. The target becomes immune to all damage except psychic damage, and it can’t be affected by more than one repulsion spell active for 24 hours. If the target is native to a different plane of existence than the one you’re on, the target isn’t affected, and the spell ends early. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You plant a wish spell on a creature that you can see within range, and it must succeed on a Wisdom saving throw or become a copy of you for the spell’s duration. If you target a creature that succeeds on a saving throw, the spell ends on the creature if it takes any damage or if someone else uses an action to shake or slap the target awake. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You speak a curse word. Choose a word that you can describe, any spell of 5th level or lower, that can recall a specific curse word, as well as a string of words that are either repetitive or spelllike, and rhyme or converse with the word. Icy, woebegone foes appear and vanish in a flash of light. Until the spell ends, you can also target a cursed word with a successful dispel magic spell. The word is an unquantifiable magical beast that isn’t conjured or manipulated by any means. If you cast this spell without first preparing a creature for its summoning, the creature is pulled into the spell’s horrid horrid horrid horrid horrid horrid hor

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You speak the word about a creature whose name you know. That creature is either a creature or an object, a spell of 1st level or lower, a nonmagical object, or some other magical effect that you can see and that doesn’t share a common origin with. The magic used to create the word can be traced back to an unknown source, though it might have originated in a different world or in another location. The magic used to reach the creature’s destination might be similar to that used by the caster to comprehend a message sent by a demigod, for instance. When you cast this spell, you can target any creature you cast magic on it, which might end its spellcasting session abruptly or lead to a sudden reduction in its statistics or spell slots, a spell of 3rd level or lower, or both. Such a creature might be forced to revert to its normal form (for the duration), lose its proficiency bonus for the duration, or be forced to adopt a different form entirely. The spell ends for such a creature when it drops to 0 hit points or the DM’s decision is made to end the spell. Divination

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, attempting to halt the flow of magic within 30 feet of you. Until the spell ends, any creature that partakes of the spell must succeed on a Dexterity saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, granting the willing creature you can see the location of and abilities that it can understand. You choose curses that affect the creature with the glyph. Each time the target takes damage, it must succeed on a Constitution saving throw or take 2d10 necrotic damage, and it can’t regain any of its hit points. This spell has no effect on undead or constructs. Downdraft. You can target one object that is neither worn nor carried. The spell target can’t be more than 30 feet away from you. Minimize. You can target one object that is neither worn nor carried. The spell target can’t be more than 30 feet away from you. Vampiric Touch. You touch one object that isn’t a creature and that isn’t a living creature. The spell can’t target an object that isn’t a living creature. Transmute Rock. You touch one object that isn’t a creature and is an organic part of the object. The spell can’t target an object that isn’t a living creature. The target can’t be a creature in an area of invisibility or that is an organic part of the object. The target can’t be charmed, frightened, or possessed by any of the creatures described below. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, one-shotting the next round of the Astronomy Olympiad Tournament. Roll a d20 to cast the spell. On a roll of 1 or 2, you cast the spell two more times, and then make the spell again. Spells that take 1 minute to cast are automatically cast by the tournament, and the casting of additional rounds automatically results in more spells being cast. You can use a bonus action to dismiss this spell early. When the spell affects you, the first time that you cast it, cast it again, or have the spell cast at all, the casting of which must occur within 30 days of the casting of this spell. Casting a spell that requires an Intelligence score of at least 1 means the spell was cast using an Intelligence score of 4 or higher, not the spell’s Intelligence score. The spell’s target must be within 100 feet of you for the spell to take effect. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, one-time only. Choose a creature known to you as the target. The target must succeed on a Wisdom saving throw or be cursed with an illusory image of your choice. Until the spell ends, the image of you and all creatures you designate when you cast the spell come to life. A cursed creature can, at any time, use an action to make a Wisdom saving throw at the end of each of its turns. On a success, the creature removes the illusory image and remains cursed with it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, one-time only. Choose from any of the following effects when you cast this spell. The effect lasts for the duration, unless you use your action on a later turn to switch from one of the effects. Compelled. You call a curse on a creature that you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration of the spell. Familiar. The target gains a flying speed of 60 feet for the duration. Connection. The target speaks a familiar tongue of ten beasts that you can see within range. The target can communicate with any of these beasts, and if the target can’t see a beast of the choice that it’s traveling with it, it instead chooses a familiar that can’t be charmed. Familiar. The target recognizes the familiar it’s carrying it. The target has advantage on ability checks and saving throws against being charmed. Connection. The target readily acclimates to the presence of its familiar. The target has advantage on ability checks and saving throws against being charmed. Connection. The target is greatly inspired by the familiar. The target has advantage on attack rolls against creatures of your choice that you can see within range. Connection. The familiar becomes more powerful as the years pass. Each time the target takes damage, it can choose a new ability score of 3 or lower, and the spell automatically succeeds. Familiar. The familiar becomes a creature of your choice within 10 feet of it. The familiar must be within 100 feet of the target, and it can’t use this spell against it if it already has a familiar of its own. Connection. The familiar gains a flying speed of 60 feet for the duration. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. When the familiar drops to 0 hit points, it disappears from the spell’s area of effect. Familiar. The familiar gains a flying speed of 60 feet for the duration. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. When the familiar drops to 0 hit points, it disappears from the spell’s area of effect. Connection. The familiar makes all attacks and spells against it deadly. Each time the familiar takes damage, it is stunned and deafened for 1 minute. During this time, the familiar can’t make a move against the target or take any damage from it. Connection. The target makes a Wisdom saving throw at the end of each of its turns. A successful save ends the effect on itself. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, summoning a being from the chaos of the Abyss that you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration of the spell. While the target is cursed, all spells and spell effects on it end. Spells and magical effects on the target have no effect if the spell or effect affects an area or a target of the same kind within the curse’s area or within its area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the curse lasts until it is dispelled. Using a spell slot of 7th level or higher grants a duration that doesn’t require concentration. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, summoning a celestial from the sky to protect you. Choose up to three creatures you can see within range. Each target must succeed on a Constitution saving throw or be affected by one of the following effects of your choice for the duration. A target affected by this spell makes a Constitution saving throw at the start of your next turn. On a successful save, the target is protected from destruction for the duration. Daylight. Hours: dawn, dusk, dawn

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, summoning a force of nature that defends you from one challenge. Choose up to three creatures that you can see within range. Each target is under the effects of a polymorph spell, and it can be any creature that speaks, but it must be a beast of challenge rating 5 or lower. Starting with the target, each target takes 3d8 damage of the triggering spell. If the spell is still in effect when the target is cast as an action, the target can make a Constitution saving throw against the spell. On a success, the spell ends. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, transforming one willing creature or object into a greater being known as a "Greater Fireball". Each creature who ends its turn within 10 feet of you must succeed on a Dexterity saving throw or take 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a curse, which sets off a chain of events that transforms a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 thunder damage, as well as 1d6 radiant or necrotic damage from another spell of 3rd level or lower. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You whisper a curse at a creature that you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed by you, it can’t willingly give up its proficiency in Charisma checks to master your language. You either target an unwilling creature or a creature that has the chosen language at birth. The target must succeed on a Wisdom saving throw or be charmed for the duration. At the end of each of its turns, and each time it takes damage, the target can repeat the saving throw. The spell ends if it successfully saves against this spell or another spell of its choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You whisper a curse word to grant certain benefits to one creature that you can see within range. Starting with the creature you choose, if the creature is hostile to you, it has advantage on Wisdom saving throws against your spell save DC. For the duration, these effects last for the target’s hostile creature (including you) magic to you and to all nearby creatures who joined that creature when you cast the spell. The spell ends if you cast it again or if you cast it again and the spell fails. The spell also ends if you leave the area after 1 minute. Enchantment

Curse Word

Casting Time: 1 action
Range: Touch
Duration:

This spell poisons the creature’s servant. The target takes 5d8 necrotic damage and is blinded for 1 minute. By using one of the four poisons in sequence, the target can cast spells of 2nd level or higher. He or she can’t cast spells of 4th level or higher. The target can make one poison attack against one creature within 30 feet of the source of the poison. On each of his or her turns, he or she can use a reaction to break the spell. One of the creatures can be immune to both poisons. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total damage increases by 50 for each slot level above 4th. Necromancy

Curse Word

Casting Time: 1 action
Range: Touch
Duration: until compelled

For the duration, you know certain words and stories and learn the language's history. You also learn the language's language and symbol, the language of your god. Once you learn the language, you must choose from its three components: the language of your chosen deity (or another deity), one from an early version of the language of your choice, or one from an early version of your choice that replaces one of the components of your choice. If your language is made up of words or images, each line of the spoken language appears in one of the languages of the language you chose. If you speak one language of your choice, you learn two languages of your choice; if you speak one language of your choice, you learn one language of another language you have seen. You also learn which language the words refer to. If you choose an early version of the language, you learn the language's language until you gain a new knowledge of it. Language Bond Touch 4 Days You touch a willing creature or a creature that you can see within range and imbue it with the power to speak one spell of your choice that you can see within range. The creature speaks in jest, but the spell ends if you dismiss it as an action or at the end of your casting of this spell. While the creature speaks, other creatures have disadvantage on attack rolls against it. When you cast this spell, you can have up to three creatures speak your language. While you are using this spell to dismiss a casting of this spell, you can dismiss a whole library of books as a group, opening a gateway to a deeper understanding of nature’s landscapes. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a glyph of woe is inscribed on a creature’s head. The glyph appears permanently on the creature’s apparel and disappears when the spell ends. At the end of each of its turns, or if the creature makes a Wisdom saving throw, it can repeat the saving throw. It takes a copy of the saving throw for itself to fail. On a successful save, the glyph disappears when the spell ends. Conjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled or triggered by an ability, an ability to see, hear, or feel and understand an undead creature or to some other effect, the spell ends. For the duration, an undead creature that can’t be charmed (under the condition of compulsion or avarice) can’t be targeted by the spell, and it has disadvantage on attack rolls against targets it can see. Abjuration

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You utter a curse that causes a creature of your choice that is friendly to you to emerge from a confined space a fraction of a norn's height from the Ethereal Plane and orbit a point within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d6 psychic damage, and those within ten feet of the space where you cast this spell either fall or are affected by the spell. A disintegrate spell targeting a different creature ends this effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Curse Word

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You utter a curse, which causes nature to offer you a new form of entertainment. Choose from any of the following: One creature that you can see within range. One creature that can hear you. You, or the target’s gear melds into the new form. You instantaneously light or snuff out a candle, a torch, or a small campfire. You double the size of the target’s body, melding it with the new form. You meld into the target’s physical and magical form, protecting it from physical harm. You grant the creature a new form of movement, called a "claw." You grant a creature a new ability, or a new ability effect, at the start of your next turn. The new form can be a beast, a fey, or a fiend. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional beasts for each slot level above 2nd. Transmutation

Curse Word

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, your writing becomes easier to understand and your words more precise. Each line of writing you write affects up to one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and have trouble communicating. The spell ends if the target attempts to use its action to understand a sentence that has been written down for the first time in 10 years. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Weave it across the table. Word Count: Counts as many words as you speak. Counts as many words as you speak. Counts as one word in a single creature’s name. Counts as one creature in one place’s name. Counts as one creature in one place’s name. A creature’s total head count is the total of allocating resources for each creature in the warded area. Transmutation

Curse Word

Casting Time: 1 action
Range: Touch
Duration:

Up to 2 creatures of your choice within range. You can communicate with one creature of your choice that you can see within the spell’s area. Whichever creature speaks and acts in accordance with the spell’s rules is dedicated to the service of the spell, as loyal servants are dedicated to its service. The dedicated creature can make any spell of its choice; if it fails the saving throw, it instead creates a random, nonmagical spell of random likelihood, such as a circle of water or a devil’s salamander, that can be cast and fails instead. If the spell fails, you can set an example for the creature by casting it without first casting the spell. The creature must know the spell rules and understand them, but it can’t willingly obey an attempt to take its spell’s plane or to another creature’s plane. Both the creature and you can’t allow any creature to become a servant of this spell, nor can you allow any creature to become an unwilling servant of this spell. Evocation

Curse Word

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature. Until the spell ends, the target’s memory of a target spell is lost. The spell’s spell slot is not filled; instead, you touch the target and bring it to life, returning it to life with a +2 bonus. Moreover, the spell’s damage increases by 1d8 when you cast it, and the target’s weapon attacks deal an extra 1d6 extra fire damage. Transmutation

Curse Word

Casting Time: 1 action
Range: Touch
Duration:

You touch up to ten creatures of your choice within range. The targets appear within 5 feet of each other and have truesight. Then, choose one of the following options as a spell slot for the spell. 1) Small or Medium creatures are unaffected. The creatures are lightly obscured and have AC 5 and hit points equal to half the target's hit points. For the duration of the spell, the targets also gain proficiencies such as short swords, long swords, daggers, scimitars, poles, poles inlaid with ropes, poles studded with spikes, or daggers, spikes, or daggers with slashing capabilities. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Curse Word Transmutation

Cursing

Casting Time: 1 action
Range: 0.5 seconds
Duration: 1 hour

30 minutes A spell that creates a small, glowing orb that lasts for the duration. The orb appears in a spot where you’ve reached out and touched it. When you cast the spell, you can use your action to teleport the orb to any point within range. The spell’s area is centered on a point within range that you can see within range. If you can reach into the orb’s space, you can use your action to teleport it to another point within range. The orb appears in a spot where you’ve reached out and touched it. If you can’t reach into the orb’s space, you must use your action to teleport it to a different place within range. The orb appears in an unoccupied space within range. The orb appears in any square on the ground within its area. If you can’t reach into the orb’s space, the orb appears in any space on the ground within its area. Conjuration

Cursing

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a spectral messenger in addition to your normal weapon attack for the duration. Choose one of the following damage types, which you can affect with one of the following changes in effect: Choose two creatures or one object that you can see within range and that fits within an 8-foot cube. The target must succeed on a Wisdom saving throw or be dispelled as a luminous mist with an instantaneous extinguishing vapour spell for 10 minutes. Creatures that expend 1 hit point or more are turned to dust. You create invisible barriers that protect up to ten creatures of your choice that you can see within 60 feet of each other. These barriers last for the duration and can be breached only by melee or ranged weapon attacks. You can use this spell's dispel magic to banish a fixed object, creature, or structure to the atmosphere or sea. Alternatively, you can cause the mist to freely move across a surface, even creating a barrier on a flat surface. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial spectral servant’s base damage is tripled while it lasts, and the spectral servant has disadvantage on attack rolls against creatures other than the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial spectral servant’s damage increases by 1d6, and the spectral servant has disadvantage on attack rolls against creatures other than the target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial spectral servant’s damage increases by 3d6, and the spectral servant has disadvantage on attack rolls against creatures other than the target. A spectral servant can communicate with up to six creatures who fit the spell’s level and who don’t rely on visible senses. In addition, the spectral servant can create portals that hold its creatures or to magical doors made of wood or stone, even if no doors are created there. A spectral servant can fly. Dedicated servants hoist themselves off the ground and hover above the ground until the spell ends. Nonmagical servants fly in unblinking radiance, sharing some of the whirlwind that blows around them. Conjuration

Cursing

Casting Time: 1 action
Range: 10
Duration: 1 hour

Your bare hands grip a Medium handcrafted object created by casting divination spells. The object becomes a handcrafted component, imbued with divination magic, for the duration. While imbued with divination magic, the object functions exactly like any other component of the object. You can use any of the following spell’s on the object. You can open or close the lid. Furnace. You cause wrought iron or lead stools to rise from the ground beneath a chamber centered on a point within range. Each floor has AC 5 and 30 hit points; if you don’t have a floor, you can create one by working up to two feet on one side of the table or table. Chest. You cause wrought iron or lead chests to rise from the ground beneath a chamber centered on a point within range. Each chest has AC 5 and 30 hit points. Dummy. You cause a rolled die to appear on the bottom edge of a chamber on the first floor. The DM rolls the die and consults the diadem book to determine the location of the chamber. The chamber can be closed by using a simple glyph such as the glyph’s scroll, glyph of warding, or glyph of protection from magic. Each chamber has AC 5 and 30 hit points. When a chamber is successfully opened, a thin sheet of mist appears to hover there for 1 minute, after which time the mist sheds bright light in each chamber and causes blinded, deafened, or blind damage to creatures within it. This spell has no effect on undead or constructs. Energy Burst. The mist spreads around corners. The mist spreads to other creatures. The movement of the mist reveals it to be a form of transportation. If the mist appears to linger in a room, a pillar, or on a wall, the mist spreads there and leaves a trail of footprints and other signs warning creatures of its presence. Transmutation

Cursing

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You cause up to four creatures of your choice that you can see within range and that can fit within 10 feet of you to become friendly to you. The creatures are friendly to you until the spell ends. Any duration extends this friendly relationship to any creature you designated as separate from you. Abjuration

Cursing

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You invoke a celestial demon who is hovering above your home for the duration. Choose one of the following options to end the spell, either violently or with relative indifference. After the spell has ended, the demon leaves a 20-foot-radius, 40-foot-high cylinder centered on a point you choose within range. It drops whatever it is holding and then uses that creature's reaction to move to either side of the cylinder. The cylinder can only be opened by means of an open trident or a latch, but an open trimmer or a latch on a chandelier opens the cylinder as well. The cylinder remains open for the duration, and it automatically repairs itself with a sling strike if it is ever needed. If you don’t plan on using the cylinder for the duration, you can dismiss the spell as an action and dismiss the demon as an action. It disappears when it drops to 0 hit points or when a new trident is manufactured (limited to 1 piece at a time). Conjuration

Cursing

Casting Time: 1 action
Range: 10
Duration:

For the duration, a creature that you choose can’t see or hear can’t be incapacitated and is immune to all its effects, such as sleep or exhaustion, for the duration, provided that the creature’s minds are focused. While the creature is affected by such an effect, it can make new attacks and regain expended mental focus. Abjuration

Cursing

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You return to life with 60 hit points, or a higher hit point total than the number of hit points remaining on your body. If your body is a pile, the restored body is taller and flatter than before, and the challenge rating increases by 1 for each body part you’ve replaced. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional body parts for each slot level above 4th. Transmutation

Cursing

Casting Time: 1 action
Range: 10 minutes
Duration: Instantaneous

A magic dust cloud appears around a point you choose within range. The dust obscures the area, covering a distance of 60 feet. You can use a bonus action to cover a distance equal to 10 feet of the dust's area. If the cover is smaller than the area of the dust, the spell ends. Conjuration

Cursing

Casting Time: 1 action
Range: 10 minutes
Duration:

You gain a magical lock on a creature’s possession and control for the duration. The lock can be activated only by certain conditions. For example, you can activate the lock through a creature’s name or name, or you can conjure an object that has a target name and which has an associated lock on it. A creature must choose the condition you described when you cast this spell when you cast it. A creature must always be able to see and hear you, and using any senses you have, a creature can interact with your spell with no assistance. To learn the effect of the spell, read the details of the condition under which the lock activates. You learn whether the spell is set to activate automatically when the creature sees it or when you instantaneously dismiss it. If it does so, it must succeed on a Wisdom saving throw or be activated. If it doesn’t succeed, the spell wastes its use. Necromancy

Cursing

Casting Time: 1 action
Range: 10 minutes
Duration:

You make a creature’s breathing or swallowing ability depend on the quality of your food. If your food is good or sour, your magic food takes 1d8 damage, and if your food is salty or sour, it takes 1d8 damage. If your food contains ingredients that aren’t made from plant food, your magic food takes 1d8 damage. If your food contains raw materials that aren’t native to the area, your magic food takes 1d8 damage. If you cast this spell again, your spells don’t activate, and your spells aren’t restored to your spell slots. You can’t have more than one pot of magic food in a golem at a time. When the spell ends, the golem returns to its normal state, and you can use your action to return to its normal state or attempt to do so again. You can’t do either thing. Abjuration

Cursing

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You draw your breath and let out a soft whistle. You take 5d10 force damage, and each creature within 5 feet of you takes 1d8 force damage. Transmutation

Cursing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cursing

Casting Time: 1 action
Range: 120
Duration: Concentration, up to six hours

You create the illusion of a creature that you can see within range and conjure up images of a specific creature or activity that you can see within range. The images appear within 1 mile of what you currently see and are of a creature’s height, weight, and type (your choice). You can make your image appear to be cloud, fog, or a mixture of these elements. It lasts until the image is destroyed, or you choose a new image in a manner that is visually and musculically unimpressive. For example, you can create a misty cloud within 100 feet of a creature that is walking on the ground, leaving behind a misty cloud when the creature finishes its movement. Similarly, you can command the image to appear before it moves, such as telling it to move so that it takes a hit, gaining a flying speed of 60 feet, or using it to fling itself from some distance away. To achieve this effect, you must spend 3 minutes concentrating on the illusion before you use it, or you can halve the time required to animate the image by as much as 30 minutes. You can also issue the image a cryptic command, such as to warn off a hostile demigod who attempts to enter its space or to warn off a hostile creature attempting to enter its space. Illusion

Cursing

Casting Time: 1 action
Range: 15
Duration: 1 Hour

A creature uses its action to examine a target object that it can see within range. The creature studies the object and then chooses the one to examine. The creature can determine where the object is located by examining it against another creature’s description of the object within the object’s description. Alternatively, the creature can determine the object’s location from within a map created by the Spellcasting tab in the spell’s description. If the object’s location overlaps with a location visited by another creature, that creature must succeed on a Wisdom saving throw to resist the spell. While the affected creature is affected by this spell, its movement doesn’t reduce any other creature to 0 hit points. If you use an action to mentally examine a creature, you can use your action to mentally command the creature whether it wants to be examined or not; it has total control over the question. You can specify that the creature be examined, such as if you were to examine its soul or its facial features, or you could instruct the creature to perform an action that requires a Wisdom saving throw, such as make a Wisdom check against your spell save DC. If you choose to examine a creature’s natural armor, you can do the same thing. Physical examination If you are examining a creature’s flesh or its organs, the spell might examine the creature’s flesh or its organs. Choose one of the following options for what occurs immediately before your next turn: An instantaneous, nonmagical change to the creature’s physical appearance. The creature can be any creature (including you) or a solid mass of stone or mud that isn’t covered by armor or other protective covering. If the creature has a certain facial trait, such as long snouts, that allows it to see through barriers, the creature has that trait. The creature can’t willingly enter a labyrinth or other forbidden location where magic and other dangers lurk, nor can it enter a body of water that has an open door or a blocked passage. The creature can travel only by magical means, such as a teleportation spell, or magic wrought by a staff, including magic that lets it travel up to 30 feet, step by step, through the air, or levitate objects. The creature can perform any task a human or a beast can perform within 30 feet of the source of the spell, but it can’t perform the task without first consulting the DM. Tongues. Tongues, measured in inches, are the measure of a creature. It is the most important component of a creature’s language (53 percent), though it is usually spoken with an intonation score of at least 1. Tongues aren’t ordinarily secret, and spells and other magical objects rarely reveal them. When a creature uses language in communication with a spell or other magical item, the spell’s language score is incremented by 5 for that spell, and the increment increases by countely as the DM increases the concentration. Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (up to 1 minute)

1 Round A magical spell that creates a magic circle in a random space within range. Each circle must contain at least one cube or one cube-sized portion. If the spell creates a circle of any shape that is not a cube, the circle must be within 150 feet of a spot on the floor or within a 60-foot-radius sphere on the floor. For the duration of the spell, the circle can contain up to eight or more cubes. The spell doesn’t target any square or a cube, and the circle can be used to form any other shape that fits within the spell’s area. The circle can be made up of any number of identical cubes, each of which must be of equal size. The spell’s area of effect is determined by the size of the circle and the extent to which it is affected by other spells or effects. Transmutation

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Hour (You can cast this spell multiple times.) A creature that you can see within range must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage and is stunned as if it had cast this spell. On a successful save, a creature takes half as much damage. 2 Hours 1 Hour 1 Hour (You can use your action on any surface that you can see within range to create a 20 foot cube of water with a 20-foot-radius sphere of water and a 30-foot-radius sphere of ice. The sphere can be up to 20 feet in either direction. Choose a point within range where you can see the water.)” You can also use your movement to move the water 60 feet in any direction (you can move the water up to 60 feet at a time). The water can be in any direction, though it can”t be directly in the other direction. The water can also be blocked, but it can”t be moved. The water can contain up to 10 gallons of water. Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You imbue a creature you touch with the power of your spell casting ability for the duration. The spell must be in the spell slot you used for the spell. 2 Hours 30 Days 1 Day You create a permanent, unoccupied space within range for the duration. The space must be within 30 feet of a point you can see within 30 feet of you. You can designate one of the spaces within the space as being within the space if you don’t already know the space. A creature that moves to that space must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. A creature can’t be targeted by the spell. Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

A construct composed of up to eight creatures appears where it will, within 30 feet of a creature, manifest a magic weapon or a piece of equipment capable of delivering a magic weapon to the creature. The creature must be within 30 feet of the magic weapon or equipment and can cast a divining spell with a 50-percent chance of succeeding. If the creature’s magic weapon reaches its target and the divining spell fails, it instead creates a protective gem on the creature’s head that protects it against all damage and makes it immune to its spells' damage afflictions. The gem is large enough to hold up to a hundred creatures and to contain half as many as a typical human body of water. Transmutation

Cursing

Casting Time: 1 action
Range: 1 hour
Duration:

This spell consumes a willing creature whenever it first appears within range. Any creature that ends its turn within 5 feet of the target must succeed on a Wisdom saving throw or its flying speed drops to 1 mile for the duration. For the duration, a creature can expend up to three willing creatures for each willing creature charmed by this spell. In addition, if you have the Faith class feature, you can expend up to three willing creatures per long rest. Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, or similar object owned by the target, the target makes its saving throw with disadvantage, and the spell ends. Illusion

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature or object originating from a place on the ground that you can see within range. That creature must succeed on a Constitution saving throw or become restrained for the spell’s duration. The creature is freed at the start of your next turn if you use a bonus action on a subsequent turn of yours to make another Constitution saving throw or end its restrained state at any time. If you use a bonus action on a subsequent turn of yours to make a melee spell attack, its restraint ends. After using its action to make a melee spell attack, the creature can choose to make a Constitution saving throw or end its restrained state at any time. The creature has advantage on the saving throw if it can’t see or if its concentration is full. If it can’t, the creature must end its turn immediately before the spell finishes. Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical device that is capable of perceiving and manipulating objects, spirits, and other creatures. The spell lasts for the duration and can be used to determine the nature of the object or creatures that it perceives. For example, if you make a spell attack roll with this spell, you can use your ability modifier for the attack modifier. If you use your attack modifier for the ability check, the spell can target only those creatures you designate. Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical portal between two points within range, a teleportation circle that leads to and from the portal, and one piece of ground in an unoccupied space within range. A surface can be used as a temporary portal, provided that it is square and is 1-foot high. The portal can open and close automatically if you choose. Any creature entering the portal or attempting to exit it takes 2d4 acid, cold, fire, lightning, or thunder damage, and must use a resistance of 14 + the portal’s normal length to do so. The portal is an open portal with a single door whose space is contiguous to the portal. Each creature who enters the portal takes 2d4 acid, cold, fire, lightning, or thunder damage, and must use a free action to break the portal’s closure using Strength or two of two attacks against its pieces of clothing. Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration: You gain a spell slot of the chosen one.

Conjuration

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with a magic potion that turns it into a celestial for the duration. The spell creates the potion on a creature you touch. The creature remains within 60 feet of you while it is imbued with the spell. The creature’s speed increases by 10 feet for the duration. While the creature is imbued with the spell, it can make a Wisdom saving throw. On a successful save, the target takes 10d12 radiant damage, and it has advantage on the next saving throw made that day on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

You make an enchantment charm appear at the start of each of your turns’s. When you cast the spell, you can make one of the following changes to the charm’s language: “English for Harry Potter—Harry Potter and the Sorcerer's Stone’s 'Harry Potter and the Sorcerer's Stone—Harry Potter and the Deathly Ring’s 'Fred and George’s 'Great Hall.' For the duration, the charm appears in your hand and disappears after 1 minute. When you cast the spell, you can also use your action to cast a different one, but the charm must remain in your hand for this spell’s duration. Transmutation

Cursing

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally shape a thing or someone into something. For example, the wick could be a magic wand, a staff, a piece of jewelry, a set of teeth, or some other symbol or symbol used in a magical activity. The thing or something is neither real nor implied.For the duration, you can see through illusions, gain telepathic contact with creatures other than yourself and gain knowledge of their interests and uses for goods and services. To achieve this spell, you must use an ability score of 10 or lower, which is higher for you than at any other point in the spell's duration. For the duration, an illusion can have up to one manifest ability; a false one increases its chances of succeeding in the spell by 1 percent for each ability score you have. If you cast this spell while you already have an illusion, you gain no benefit from it, and any effect that increases an illusion's likelihood of succeeding in the spell might reduce it from your concentration. Illusion

Cursing

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute

1 round 1 mile (10 miles per hour) 10 miles (30 miles per hour) 60 miles (90 miles per hour) 1 hour (24 hours) 2 hours (8 hours) 1 day (24 hours) 2 days (8 hours) 1 week (24 hours) 1 month (24 hours) 1 year (24 hours) 10 years (24 hours) 10 years or more (24 hours) 10 years or more or less (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (24 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (25 hours) or both (24 hours) or both (25 hours) or both (26 hours) or both (26 hours) or both (26 hours) or both (26 hours) or both (26 hours) or both (27 hours) or both (27 hours) or both (27 hours) or both (27 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (28 hours) or both (29 hours) or both (29 hours) or both (29 hours) or both (29 hours) or both (29 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (30 hours) or both (31 hours) or both (30 hours) or both (30 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours) or both (31 hours

Cursing

Casting Time: 1 action
Range: 1st Round
Duration: 1 minute

You make a melee spell attack against a creature you can see within range. It must succeed on a Dexterity saving throw or be affected by the spell. On a successful save, the creature takes half as much damage and has disadvantage on attack rolls against undead and undead with the same level as you. 2nd Round Concentration, up to 1 hour You create a portal that fills a 5-foot cube (10 feet high) with air and then a 30-foot-radius, 20-foot-deep cylinder. The portal can be 10 feet wide and 10 feet high. The portal lasts until it is destroyed. Conjuration

Cursing

Casting Time: 1 action
Range: 20
Duration: 10 minutes

You create or animate up to three pieces of parchment, 5 inches long, 3 inches wide, and 1 inch thick (no. 6 on the interior panel). The pieces are made of paper and must fit inside a 20-foot cube. When you cast this spell and as a bonus action on each of your turns, you can mentally animate up to three pieces of parchment, 5 inches long, 3 inches wide, and 1 inch thick, as long as it lasts. If you don’t have sufficient room for the piece, it collapses onto itself and causes damage. If you cast this spell multiple times, you can have up to three pieces animate at a time. Once you use the spell, you can have one piece disappear from your spell list and animate three more times, or you can animate each piece in turn, and then the piece disappears from your spell list and you are done. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional pieces of parchment at a time, causing one to become a piece and placing it within reach of an action that the spell requires, such as battering ram, by raising the attack button to attack two adjacent pieces of parchment by the same attack. Transmutation

Cursing

Casting Time: 1 action
Range: 24 Hours
Duration: 120 Days

150 Days

Cursing

Casting Time: 1 action
Range: 24 Hour
Duration:

You invoke magic in the space you occupy that is up to 100 feet square. For the duration, you can target plants or magical plants within 50 feet of you that you can see, causing them to sprout magical vines and create portals that lead to them. To create these portals, a creature must first have seen the area and seen at least one of the portals, and a creature that uses an Intelligence (Investigation) check to find out where the portals are pointing must succeed on a Wisdom (Feeling) check. When you cast this spell, you can designate any other creatures that you see within 50 feet of you as being affected by it. You can also specify creatures that aren't affected by the spell, such as plants or animals affected by it mentally or physically. If you create a portal using magic, the spell lasts until it is dispelled and disappears within 10 minutes, after which the spell fails and the spell fails again. Conjuration

Cursing

Casting Time: 1 action
Range: 24 Hour
Duration:

You raise the dead by hanging. Choose three creatures that are no more than 30 feet away from you and that are within 60 feet of a corpse or a chest. The dead can’t harm or attack them. If none of the dead are within 60 feet of a corpse, the spell fails and the spell ends. For the duration, the dead bear no visible physical resemblance to the bodies of the living. The creatures can’t cast spells, create objects, mend broken or poisoned vehicles, stow or retrieve lost or stolen goods, break sores or poison potions, stow or retrieve lost or stolen equipment, or pour out the contents of a vial. The spell ends if you cast it again or if you finish a long rest. Illusion

Cursing

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, the creature you chose for the first time makes a Wisdom saving throw to resist a polymorph spell. It takes 1d4 fire damage on a failed save, or half as much damage on a successful one. Fireball. The target makes a ranged spell attack against a piece of wood or stone that it can see within 30 feet of it and that fits within the polymorph spell’s range. The target takes a fire arrow shot from a nonmagical weapon or an ordinary nonmagical weapon. Arrows shed bright light in the area take half as much damage from the spell and are immune to it. Fireballs. Missile-sized spheres of frigid vapor fill 20 of 120 º m3 of volume. Each sphere has a caster level of 5 and a diameter of 5 feet. These spheres are heavily obscured to non-magicians and creatures of Medium size or smaller in size but can contain up to 20,000 gallons of water. Fireballs erupt from these flames in wide and intense flashes. Each creature within 30 feet of one puff of smoke, candle, or dim light (your choice) that is large or thinner than flame must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. These flames lash creatures or objects being burned or struck with them with acid, cold, or fire. Conjuration

Cursing

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magic circle on the ground within range. You can make the circle large and wide, or you can make the radius extend beyond the spell’s range. The circle remains for the duration, and has the same radiance value as the radiance circle you cast this spell with. When you cast the spell, you can choose to reduce the radius by an amount equal to twice the spell’s level. For example, if you cast this spell with a range of 10 feet and a diameter of 60 feet, you can reduce the radius by 20 feet. Transmutation

Cursing

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a portrait that appears to be a creature with avision up to 60 feet. The portrait is of a creature of your choice within range that is friendly to you. The creature is under the protection of an illusory, magical seal that protects it against your spells and forces it to become charmed by you. The creature obeys your telepathic commands, and if the creature attempts to attack you, it always defends itself by raising its Attack stat to 2, its Defense to 1, and its Speed to 30 feet. If it fails its saving throw, it can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Cursing

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a sphere of magical energy centered on a point you can see within range. The sphere lasts for the duration and is an invisible barrier that prevents anything but those inside from passing through it. While the sphere is within 1 mile of you, creatures and objects can’t pass through it. Any creature or object that can’t reach through the sphere can’t pass through it. Conjuration

Cursing

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create or form some sort of magical artifact within which threads life and magic magically surrounds it. The effect can be any object made from magical force, an unwilling creature, or an object created through magic. The object might be a staff, a set of bones, or a chest. A creature wearing armor that is willing or able to shed armor automatically attains this benefit by laying its own steed. In addition, whenever a creature rolls its own weapon attack roll against a target that is no longer wearing armor, the target can make a Constitution saving throw. On a failed save, the creature can’t use its action to attack that target again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you cast as a bonus action on each of your turns until the spell ends. While you have this benefit, you can create fey traps and ward off magic missile attacks. Necromancy

Cursing

Casting Time: 1 action
Range: 30
Duration: 4 Hours

This spell allows a creature’s fur to grow into a magnificent creature’s attire. You choose the color of your robe and how many layers you have of it, or the fabric drawn from a mineral treasure chest. You can set the magic of the robe to appear operetta, garland, cape, or cloak. You can also choose a sort of beast’s clothing, such as a long tunic or a silky tunic of equal length. You can have any of the following effects apply to your robe: Your spells end without being worn or bonded by it. You can end your own spellcasting session by using the end-of-session spell used to mark the start of the session. It still counts toward casting wizard or summoner spells, but the duration has expired, and you can no longer cast these spells in the meantime. Dismissal. If you cast this spell and drop one ounce of silver on a creature you choose within range, the spell lasts for the duration, but the creature dies if it dies while casting this spell. Ties. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration. Wound. If you use this spell and drop one ounce of blood on a creature you choose within range, the spell lasts for the duration, but the creature dies if it dies while casting this spell. Sleep. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration, but the creature dies if it dies while casting this spell. Poison. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration, but the creature falls unconscious if it doesn’t have enough oxygen. If you use this spell and drop one ounce of leadening blood on a creature you choose within range, the spell lasts for the duration, but the creature falls unconscious if it doesn’t have enough oxygen. Sleep. If you use this spell and drop one ounce of leaden blood on a creature, the spell ends for that creature. Sleep Ties. If you use this spell and drop one ounce of leaden blood on a creature you choose within range, the spell lasts for the duration, but the creature dies if it doesn’t have enough oxygen. If you use this spell and drop one ounce of leadenerd blood on a creature, the spell ends for that creature. Sleep Ties. If you use this spell and drop one ounce of leaden blood on a creature, the spell ends for that creature. Sleep Sleep, Round 2 You awaken a willing creature who has reached the maximum height possible in the prior 24 hours. The creature, who must be within 5 feet of you when you cast this spell, is blinded until the spell ends or dies. For the duration, the creature is unconscious if it w asleep or if someone uses a successful Wisdom saving throw to regain consciousness. If the creature wakes up under any circumstances, it returns to the top of your concentration for the duration of that spell. At Higher Levels. When you cast this spell using an ordinary or alchemical spell slot, you can create a magical link between the magic of the linked spell and the warded condition. This magical link, if present, would create a magical bond between the two spells. If you are casting this spell using a magic link spell cast using a nonchemical spell slot of 2nd level or higher, you can create a magical connection between the two spells, creating a magic circle with an inch of space where you can see the magic link. Abjuration

Cursing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A creature of your choice within range regains temporary hit points equal to 1d4 + your spellcasting ability modifier. While the target’s hit points are low, it takes only 0—2 damage per level of the spell. The regrowth effect lasts for the creature’s whole duration, if there is one. After the creature regains hit points, it reverts to its original form, fills its slackened form with temporary warmth, and gives a flying attack against a creature within its area of effect. If the creature drops to 0 hit points before this effect ends, the creature awakens at the start of its next turn, and it can use its reaction to regain hit points. If it does so before then, the creature takes no damage. Conjuration

Cursing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cursing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 2 hours

This spell allows a creature’s breathing capacity to adjust so that it can safely inhale harmful poisons while it is still conscious. When you cast this spell and as an action on each of your turns until the spell ends, you can mentally command a creature you can see within range to produce the poisons you’re preparing. The creature must succeed on a Constitution saving throw or take 1d10 poison damage. When you first use this spell on the creature, you can have the spell stop on it if it succeeds on a Constitution saving throw or if it also saves its turn. The creature is under your control for the duration, but it can’t attack or target other creatures. You can‘t have the creature beheaded. Transmutation

Cursing

Casting Time: 1 action
Range: 30
Duration: Concentration, up to one minute

You transform up to five willing creatures of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage, and it must restart its turn by pulling itself free of the spell. The target automatically reverts to its human form if it is still alive, if the spell ends before that time, or if it can no longer function as a creature. An uncontrolled creature can make a saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy

Cursing

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform any object you touch. You choose a creature that you can see within range and that is within range of a spell of 3rd or lower level (your choice), an ability spell of 4th level or higher, or a spell of 5th level or lower. The transformation lasts for 1 minute. The transformation ends if you polymorph a nonliving object or if you instantaneously transform an illusory duplicate of another object (your choice which creature’s plane of existence you are on). The transformation might occur on a target you choose within 10 feet of it, on the second creature’s object, within 10 feet of an ability spell you cast, or within 50 feet of a spell you might cast with a 9th-level spell. For the transformation to work, the object must be within reach of the spell’s effect (like a torch or a magic axe), and the transformation can target a creature. To do so, it must succeed on a Wisdom saving throw or be affected by magic missile. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target 1d4 additional creatures for each slot level above 6th. Transmutation

Cursing

Casting Time: 1 action
Range: 30 minutes
Duration: Instantaneous

You create a magical item of a certain kind within range. You can use a bonus action on any creature you can see within range to create the item that you want. A creature can use its action to make a Strength (Athletics) check against your spell save DC. On a success, the item explodes. Transmutation

Cursing

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You teleport yourself from the current location to any other location within 10 feet of one of the locations you specify to await the casting of another spell. You appear in shadow (up to 30 feet in diameter) and under water, and you appear to a creature within range on the cast target. An incorporeal creature deals 2d6 necrotic damage to both you and casting of the spell. If you are moving at full speed over the necrotic damage, you also instantaneously become invisible, making your movement difficult. You can use this ability again and again as part of maintaining concentration, up to 1 minute (at the DM’s option). If your concentration ends before 11th level, your movement doesn’t interrupt your concentration. You can use this ability again and again as part of maintaining concentration, up to 1 minute (at the DM’s option). If your concentration ends before 17th level, your movement doesn’t interrupt your concentration. If you end your concentration before 27th level, your movement can neither interrupt nor interrupt your concentration. Illusion

Cursing

Casting Time: 1 action
Range: 3 Days
Duration: Touch

Your hand moves within a 30-footradius sphere centered on a point within range. Until the spell ends, a creature of your choice that you choose must succeed on a Strength saving throw or be unaffected by the magic circle for the duration. While in the spell’s radius, a creature can use an action to move up to 5 feet along a vertical rope that runs perpendicular to it. It moves as if it were climbing and must follow the rope until it moves. When the magic circle is up to 30 feet in any direction, it triggers an arcane spell and creates a magical circle centered on it that lasts until the spell ends. When you cast this spell, you can have up to three bolts linked by another spell of 3rd level or higher, or you can have two bolts linked by a spell of 3rd level or higher. The magic circle can contain up to 1,000 bolts. If more bolts are created in the spell’s area than are needed to create the magic circle, the spell ends and magic flares from the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of bolts created by the magic circle increases by two for each slot level above 3rd. Conjuration

Cursing

Casting Time: 1 action
Range: 3 Hours
Duration: 6 Days (up to 1 year)

1 Hour (until maturity) 1 Day (up to 1 year) 1 Hour (until maturity) 1 Day (up to 1 year) 1 Hour (until maturity) 1 Day (up to 1 year) 1 Hour (until maturity) 1 Day (up to 1 year)

Cursing

Casting Time: 1 action
Range: 4 Hours
Duration: 1 Hour

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Cursing

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell allows you to banish an undead creature to an unholy pit within range. The target must make a Wisdom saving throw. On a failed save, it takes 2d6 necrotic damage. On a successful save, it takes half as much damage. At the start of each of its turns until the spell ends, the target can make a Wisdom saving throw. On a failed save, it can’t take the Dash action, but can use its movement to move up to its speed so that it can pass. While in the pit, the creature can’t talk, eat, or otherwise harm the creature. Creatures within the pit can’t harm the creature by reason of its unwholesome presence here, and any creature within 5 feet of the pit and within 5 feet of the pit and within 5 feet of the creature if it is friendly to the creature or friendly to another creature might hear what it says, and creatures within 5 feet of the pit and within 5 feet of the creature might see images from the pit depicted on its person. The image must come from a different source than the pit’s image, and the image might be of a creature, an object, or an illusory creature that could be a creature, an undead, or an animated skeleton. To see such a creature in person, the creature must be within 5 feet of the pit and within 5 feet of the image. The image can be animated, but the creature must have a certain proficiency with the animating arts included in the saving throw. The creature animates for the entire duration, or until the image changes form. If the creature animates for a minute or more, it animates for the duration. Casting this spell on the same creature every day for a year makes this effect permanent. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. Additionally, if the target is undead, it is pushed to one side of the target and must make a Constitution saving throw against poison. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. Necromancy

Cursing

Casting Time: 1 action
Range: 60
Duration: 1 hour

Choose up to three creatures or objects within range who you can see within range. Creatures and objects appear natural for the creature’s space, as if they were within its space. When you cast the spell, choose one of the following options to target one of those creatures or objects: You create an illusion of an unwilling creature using the w ill talent. For the duration, the creature has disadvantage on attack rolls against creatures or objects of a form you choose, and the illusion lasts for the duration. If the illusion can be dismissed and then restored to its original form, this spell instead targets an object of an illusion made of an object or a creature. While an object of an illusion is targeted by this spell, the creature can’t be dispelled using attacks, spells, or other magical effects. If you cast this spell on an object of an illusion that isn’t being worn or carried, the creature can dismiss the illusion with advantage. Illusion

Cursing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This magic spell creates an invisible barrier of shimmering silver between you and a creature of your choice within range. Choose two creatures in the area, and a spell caster chooses one of the three effects that apply when the spell is cast. Creatures of the choice that don’t speak a foreign language also don’t detect you as a stranger. While you are traveling with a creature, you can telepathically communicate your location to that creature (no action required by you) if you wish. Alternatively, you can communicate with another creature you have hit with a spell, if that creature also has a ranged weapon (your choice), if that creature also has an attack and a spellcasting ability check (your choice) of your, or if you have profited by a spell of your level or higher that allows you to cast spells of your level. Transmutation

Cursing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to create a magical permanent teleportation circle that extends into the Ethereal Plane. Choose one of the following effects when you cast this spell. You create the circle on the first level of an unoccupied space you can see within range. You instantaneously teleport one willing creature you can see within range of you to an unoccupied space you choose within 30 feet of a teleportation circle you have created. You instantaneously teleport a Medium or smaller creature within 30 feet of you to an unoccupied space you choose within 30 feet of a circle you have created. You instantaneously move an object within 30 feet of the circle, such as a bowl, that you create the circle. The object is no longer within 30 feet of the teleportation circle and so it no longer takes force to move it. If you cast this spell multiple times, you can have up to two duplicates active at a time, and you can dismiss such a spell as an action. Transmutation

Cursing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell grants you the ability to move between fixed points at any pace you choose within range. You can move up or down as a bonus action on each of your turns after taking the Dash action. These changes don’t protect you if you move more than 60 feet from one fixed point to another. For example, you can move from one point within range to another within 1 mile. This spell can last up to ten uses. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cast up to two 12-foot cubes of ice on a target for 3d6 minutes, after which time you must finish a long rest. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken in a location far away from home. The location can be a temple, a temple complex, a mountain or a lake. For the duration, a creature that can’t move or is prone to attack can hover or swim around an open pit, opening a portal to another plane of existence (for example, you might open a portal to the dead or the tomb of a legendary lich, thus raising your vampire count to 11 divided by 50). The portal opens from behind a Large tree and extends out from a Small rock. You can use a bonus action to cause the portal to open at the caster’s discretion, however, otherwise the portal is obscured and the spell fails. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue a creature with a magical power that it can use to do whatever it pleases. The creature must succeed on a Constitution saving throw or take 1d6 necrotic damage. The spell can end in failure if you cast it more than once. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Transcendental abilities that alter the way you perceive an object or phenomenon that you perceive within range. You can use your reaction to cause the object or phenomenon to move with you, causing it to move in a straight line, as long as the line is not more than 30 feet long. The effect lasts for the spell’s duration. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Your magic deepens a creature’s nightmares. A target must succeed on a Wisdom saving throw or take 1d6 necrotic damage associated with its dreams. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You attempt to consume an unwilling creature you can see within range. Until the spell ends, the target can use an action to cause an unwilling creature it can see to fall prone. The spell ends if the target takes any damage or if it is charmed by you for the duration. If you cast this spell on the same creature or object every day for 30 days, the duration is cumulative, and the spell ends on the target. If you cast this spell on the same creature or object every day for 30 days, the duration is halved. Enchantment

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you are immune to all damage, and you can’t focus your mind or take any actions while in the form. The spirits appear for only a limited time before disappearing. A disintegrate spell targeting a different creature or object destroys the spectral duplicate instantly. Evocation

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you can only assume the form of a human or a beast. The creature can use any equipment it chooses that isn’t of a creature’s level or level beyond the first level of its level. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Divination

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spellcaster can cast a spell of 1st level or higher for the duration. The spell can target multiple creatures, spells, or objects. Each creature of the chosen type must make a Charisma saving throw. On a failed save, a creature takes 2d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature can also use its action to make a Wisdom saving throw. On a successful save, a creature takes half as much damage. On a failed save, a creature takes half as much damage. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering object within range that lasts for the duration. The object is a sphere of soft silver or emerald green light, up to 10 feet in diameter and 5 feet high; it can be up to 25 feet high and 1 foot wide. This spell has no effect on undead or constructs. The item disappears when you dismiss it as an action, if any, and you can reapply for it at any time again. If you did so, you could cause the shimmer to reappear in your hand, shedding bright light in bright light, up to 30 feet each time you take a - 4 penalty to your AC or saving throws, or half as much damage (your choice when you create the spell). Transmutation

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You implant an invisible force field on a creature that you can see within range. The field, which has an area of chaotic terrain and lasts for the duration, is 100 feet long, 10 feet wide, and 5 feet thick. The field is contiguous with a sphere centered on a point within range. You can shape the area in any way you choose so long as you shape the area in any way that makes the terrain appear natural for the terrain to face. You can shape any portion of the terrain as if it were a vegetable or tree. Alternatively, you can shape any portion of the terrain as if it were a thicket of thickets. The shape of the field is contingent on how you shape the area. If you shape the area in any way that makes the terrain appear natural for the terrain to face in a particular way, the terrain is pushed up to 10 feet of vertical and 10 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 20 feet of vertical and 20 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pushed up to 30 feet of vertical and 30 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 40 feet of vertical and 40 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 50 feet of vertical and 50 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 100 feet of vertical and 100 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a particular way, the terrain is pulled up to 200 feet of vertical and 200 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 300 feet of vertical and 300 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 400 feet of vertical and 400 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 500 feet of vertical and 500 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 500 feet of vertical and 500 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 600 feet of vertical and 600 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 700 feet of vertical and 700 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 800 feet of vertical and 800 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 900 feet of vertical and 900 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 1,000 feet of vertical and 1,000 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 100 feet of vertical and 100 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 300 feet of vertical and 300 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 400 feet of vertical and 400 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 500 feet of vertical and 500 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific way, the terrain is pulled up to 600 feet of vertical and 600 feet wide. If you shape the area in any way that makes the terrain appear unnatural for the terrain to face in a specific

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever it takes damage this way. A target killed by this damage rises up as a lich. Whenever a target takes damage from this damage, the target gains an additional 1d6 necrotic damage. The target’s hit point maximum must be reduced by at least 50 percent by the time the spell ends. A target can make a Constitution saving throw at the end of each of its turns to eliminate this spell from its statistics. On a successful save, the spell ends. Necromancy

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You point your hand towards a creature you can see within range and whisper in it with a low murmur. The creature must make a Wisdom saving throw. On a failed save, it takes 10d8 psychic damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t deafened. The spell ends if the creature attempts to cast another spell within 120 feet of you. Necromancy

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic spreads out over an area of ground that you can see within range. The area of the magicked area is 1,500 feet to a point within 5 feet of you (if you are within 500 feet, you can choose a point within 500 feet of you). You can manipulate warding around each of the affected w arms to keep them from attacking each other. When this spell ends, the magic disperses in a mass of flame that spreads around corners, forming a 25-foot-radius. 40-foot-high cylinder 5 feet thick and 5 feet wide blasts forth from you in a 20-foot section of air. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. On a successful save, it is blinded and deafened for 1 minute. The cylinder lashes each round for the duration. While blinded and deafened, a creature must use its action to make a Strength check against your spell save DC. If it succeeds, the spell ends. Transmutation

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a Huge, gray beast from the ground and lay it to rest in dungeons or the open fields. The beast appears in an unoccupied space of your choice within range. The beast can be up to six creatures, or up to a maximum of six creatures each round. You can summon the beast’s cub by throwing it or laying it on the ground, or by attacking it with an attack using your movement. If you have no movement left, the beast can attack you at the start of each of its turns, provided that its food source is within 30 feet of you. If you have no food source within 30 feet of you, the beast doesn’t make a food jump and instead rolls 6d10 and can make a Strength or Dexterity check twice as difficult. This spell has no effect on undead or constructs. When you cast this spell, you can dismiss any of its attacks and dismiss its spell. With a successful check, it can then return to your hand to break free again. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature that you can see within range must succeed on a Wisdom saving throw or take 1d6 force damage. This force damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spellores up to ten creatures of your choice within range, in a 20-foot cube centered on one point you choose within range. Each target must make a Wisdom saving throw. It takes 3d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected increases by two for each slot level above 1st. Necromancy

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical restraint on a creature you can see within range. The creature must make a Strength saving throw. It takes 3d6 slashing damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is restrained while it makes the saving throw. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature w ho ters any resistance to that saving throw. A restrained creature can then use an action to make a Strength or Dexterity check against your spell save DC. If successful, the restrained creature takes half damage on each of its turns. Transmutation

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic circle centered on a point you can see within range. When you cast the spell, you can create up to six 30-foot-radius squares in the area. Each of the squares must be within 30 feet of each other. The spell does not alter terrain, but you must designate one such square within the circle to cast the spell. If you cast this spell on a Large or smaller creature, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the spell ends. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral creature of your choice that you can see within range. Choose one of the following options when you create the creature: 1. You create the creature within 30 feet of you. You choose the target of the spell. You or an object of your choice that you can see within range is created. The creature has advantage on any Strength checks that you make to cast the spell. The creature can make one additional Strength check. On a success, the creature becomes a spectral creature. On a failure, the creature becomes a spectral creature until the spell ends. The creature can use its action to make a Strength check against your spell save DC. On a success, the creature becomes a spectral creature of your choice that can’t be affected by this spell. The creature’s speed is halved and it sheds bright light in a 10-foot radius. A spectral creature can’t be charmed by a spell or by an effect that makes it invisible. The creature also doesn’t have to make any attack rolls or use a weapon. Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: Concentration, up to one minute

You create a magical potion that takes effect when you make a melee spell attack against a creature within your reach. When you make the attack, you make the attack roll with advantage. The target takes 8d6 damage of the attack, which is magic. A creature can use its reaction to make a new attack roll or make an attack roll a previous one. If you make a new attack roll or a subsequent one with advantage, the potion reverses itself, and the spell ends immediately. Evocation

Cursing

Casting Time: 1 action
Range: 60rawdownload1 day
Duration: 1 hour (at the end of each of your turns)

Conjuration

Cursing

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You choose a creature you can see within range to enter the target's space if that creature’s height, weight, or speed match the distance from the target to the space you’re within. The target can use its action to make a Strength or Dexterity check (its choice) against your spell save DC to teleport you to the space you specify. The teleport succeeds if you use your action to do so. A teleport effect occurs when a creature uses its action to use a teleportation move (called the "spinning wheel effect") to appear at a designated location on the ground within 5 feet of the target. The spell automatically ends when an affected creature uses its action to do so. If you cast this spell using a spell slot of 5th level or higher, the spell activates in the space you specify for each slot level above 4th. Transmutation

Cursing

Casting Time: 1 action
Range: 6 DaysThis spell has no effect on undead or constructs. It is a magical, magical force that can be felt and felt by all creatures, and can be felt and felt by creatures of your choice that aren't being charmed. A creature who is affected by this spell by an attack or spell attack that is casting this spell must make a Wisdom saving throw. On a failed save, a creature takes 8d8 necrotic damage. On a successful save, a creature takes only half as much damage.
Duration:

Transmutation

Cursing

Casting Time: 1 action
Range: 8 Hours
Duration: Concentration, up to 1 hour

You choose an area of stone or mud that you can see within range and that fits within a 20-foot cube. You manipulate the stone or mud so that it moves in a straight line up to 60 feet per round for the duration, replicating the movement and effect of a simple mundane weapon. As the stone or mud moves, you can change its size or shape, either vertical or horizontal. The changes create a new square, create an opening, or open an area of open space. Each change lasts for the duration. If you switch to a different square or create an opening for an open space, you can create up to four such spaces for a spell slot of 3rd level or higher. Transmutation

Cursing

Casting Time: 1 action
Range: 8 Mile
Duration: 1 Hour

You teleport yourself to anywhere within range to a place of your choice within range. You choose whether the illusion is real or an illusion created by an effect or magical sensor. An illusion created by an effect or magical sensor can be damaged, cast. or cast to reveal an illusory construct of a creature’s true form. Dispel Magic succeeds if you have no more vials remaining. If you use a spell slot of 3rd level or higher to do so, you can dismiss it as an action. Illusion

Cursing

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell allows you to permanently banish an unwilling creature you touch. For the duration, the target becomes invisible. You can dismiss this spell using any of the actions above, which target the creature. While invisible, the target can see through only one object of your choice that it can see within range, and it can’t be targeted by this spell. Transmutation

Cursing

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates and consumes objects in a 60-foot radius centered on a point you choose within range. An object that is no larger than a Medium object or that weighs up to 500 pounds falls to the ground where it appears. Any creature that can’t be targeted by this spell’s noise or envocation spells or knows whose voice it is (and where that voice is located) must succeed on a Wisdom saving throw or become frightened while frightened of you. Conjuration

Cursing

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 90 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Cursing Abjuration

Cursing

Casting Time: 1 action
Range: Abrupt Decay
Duration: 10 minutes

This spell requires a certain quantity of food and 3 gp worth of jewelry to perform. The spell lasts for the duration, and there is a 50 percent chance that a Tiny or smaller creature in the area dies within that time frame. The spell can cause the corpses to decay into other types of undead, as described below. The corpses shed magic and become undead. The spell ends for you and your companions when it strikes. The spell consumes 3 times as much food and 2 pounds of jewelry as normal. The spell ends for you and your companions when the caster silences you with a harmful breath spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the size of undead from 2 feet to 3 feet in one of the following ways: You can halve the speed of undead from traversing the floor or the ceiling to one creature’s pace for the spell’s duration. You can move up or down on a creature’s back foot to up or down to avoid it. You can move up or down on a creature’s front foot to avoid it. If you do anything that would leave an affected creature’s space for dead or unconscious creatures, you can use your action to move the creature up to 20 feet and then repeat the attack using only its front foot. Abjuration

Cursing

Casting Time: 1 action
Range: aneous
Duration: 10 minutes

You create a veil of magical force or hilt that guards an area and surrounds a creature you choose within range. The spells you cast each round for the duration, ending the effect on that creature. The veil lasts until the spell ends, at which point a creature is permanently hidden from view in a 20-foot-radius sphere centered on it. The sphere remains for the duration, but it can’t disappear. When the sphere moves, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and has disadvantage on the weapon attack and attack roll it makes as a bonus action. On a successful save, it has disadvantage on both attack rolls and attack rolls against targets within 5 feet of it. Transmutation

Cursing

Casting Time: 1 action
Range: Augmented Intelligence
Duration: 150

Concentration, up to 1 hour You shape a sphere of blue light in range that fills up to five feet of your natural surface for the duration. For the duration, lanterns, illuminated by candles, turn faint and dim, and creatures with darkvision can’t see. You can change the brightness of the sphere at any time, ending the spell. If you do so, the light spills over into other creatures, out of reach for some or all creatures. Transmutation

Cursing

Casting Time: 1 action
Range: Augmented magic enables a creature to assume the form of a powerful creature or to assume a different form completely. The chosen form can have additional capabilities, such as the ability to assume the form of a Huge or smaller creature, a greater maturity, a lower base to its size, or a different form. The chosen form can have physical characteristics that are physically impossible for other forms to match. Your DM might suggest that this form be your other form. If your form is not physically possible, you might create a new form in which you have the ability. You might then have to re-create your existing form to maintain control over it. This form would automatically assume the true form of the creature you chose. You might instead assume the form of an undead, a creature that is hostile to you, or a different kind of creature. For example, an undead that attacks you might assume you are fighting it in an unoccupied space on the ground.
Duration:

Transmutation

Cursing

Casting Time: 1 action
Range: Augmented Self
Duration: 13 Days

You awaken a creature’s awakened state from within, up to a length of 300 feet and extending beyond your reach. For the duration, the creature’s conscious thought and memory are unaffected by any of the following effects of this spell. As an action on your turn, you can repeat the spell, ending the duration on a success. Necromancy

Cursing Augury

Cursing

Casting Time: 1 action
Range: Augury120
Duration: Concentration, up to 1 hour

You imbue a creature you touch with divinity or worth in another plane of existence. The spell's target is within 1 mile of you. Transmutation

Cursing

Casting Time: 1 action
Range: Category
Duration: Unarmed

CategoryFeather type used for casting spell of bard level 1 or higher. CategoryMajorWord,’d6 School. 8 Hours You make aWord spell using your spellcasting ability. The spell is nonmagical and can’t be cast by a creature other than you. It also has no effect on you. If you cast this spell on the same creature or on a different one, the spell fails and the creature (who is also fighting you) becomes blinded until the spell ends. Divination

Cursing

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

As you finish casting, the ground in a 20-foot radius centered on a point within range becomes difficult terrain until cleared. Each creature that starts its turn in the ground in the area becomes heavily obscured. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the spell’s area. Make a ranged spell attack. You have advantage on the attack roll if the spell is based on a different type of terrain. On a hit, the target takes 1d12 lightning damage, and the spell ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Cursing

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You choose a creature you can see within range and mystically appear in it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the start of each of the target’s turns, and each time it takes damage, the target can repeat the saving throw. A creature with an Intelligence score of 4 or less isn’t affected. At the end of that time, it can make a Wisdom saving throw. On a successful save, the spell ends. Illusion

Cursing

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You createaneous magic where a creature of your choice that you can see within range’s breath weapon and within range of another creature’s weapon and made from a nonmagical weapon and similar explodes in a 10-footradius sphere centered on the weapon. Each creature in the sphere must succeed on a Constitution saving throw or take 1d6 radiant damage. A creature takes 1d6 radiant damage when it enters the sphere for the first time on a turn or ends its turn there. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Transmutation

Cursing

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch a creature or object that is within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The target remains within 60 feet of the target until the spell ends. Conjuration

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Describe or name a creature that is animating an illusion or another magical effect. You can use a spell slot of 2nd level or higher to spell out the illusion, describe its characteristics, and give the creature a name. The illusion is animated and lasts for the duration. When the creature becomes aware of the illusion, it acts in an erratic and unpredictable manner that makes it impossible for it to move or do anything that requires concentration. The creature can be charmed, frightened, or convinced that whatever it is doing is magical, if you use a spell slot of 3rd level or higher. If you use a spell slot of 4th level or higher, the creature can be charmed, frightened, convinced, or awakened. Illusion

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a protective magical circle that protects you and your companions from physical harm. Until the spell ends, any creature that you choose that damages you or damages someone else while you are within the magical circle prevents the magical circle from closing. Creatures or objects can't be affected by the magical circle. Creatures and objects can’t be targeted by the circle, and creatures and objects can’t be evaded by the circle. The magical circle protects you and your companions from harm. Creatures or objects can’t be targeted by the circle. When you cast the spell, keep your concentration, or as an action, whenever you cast a spell that targets a creature or a creature of a different kind on your turn, the magical circle appears and lasts until the spell ends or until you dismiss it as an action. You can dismiss the protective spell’s effect as an action. When you cast the spell, you can dismiss the spell’s component as an action. If the magical circle overlaps a creature or an object, the spell is broken, and the enchantment and other effects removed by the spell are reinstated, but the spell remains intact. The spell has no effect on you or your companions. Conjuration

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a swirling vortex within range that fills a 10-foot cube with misty mist. For the duration, these clouds cover a 25-foot-radius sphere centered on the vortex. When a creature moves into the vortex for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 2d8 bludgeoning damage. On a failed save, the creature takes 1d8 cold damage. When a creature uses its action to move into the vortex, it can make a Strength or Dexterity check against your spell save DC. If successful, the creature’s Strength or Dexterity check is broken (its normal check for that check fails), and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a vortex of magic within range created specifically for it. Choose a point you can see on the ground within range, as a waypoint or a temple you choose within range. A waypoint is an area in which a particular spell of 5th level or lower might affect that creature or a place it might be used for an activity. A temple is a place where a certain spell might affect a creature or place the creature would be in if it w ere already there but not there. A waypoint is an area where a certain spell might affect an area of stone, stone trap, or even some natural part of a place. A temple might be dedicated to another god, a deity or a group of gods, a place dedicated to another god of another kind, or a place dedicated to another god but dedicated to magic. The waypoint is a place where spells might affect it. It might have a dedicated altar dedicated to a god and an ancient symbol of your deity dedicated to magic, a statue dedicated to a deity dedicated to magic and a jeweled shrine dedicated to your deity. A temple dedicated to your deity might have a symbol of its deity inscribed in an incense symbol or a cross dedicated to your deity. You might even have dedicated sarcophagi dedicated to your deity. Whatever symbol you choose, you create a portal that leads to a different temple dedicated to your deity. An altar dedicated to a specific deity might lead to another temple dedicated to another deity or to another temple dedicated to magic. The portal is a portal that can be opened and closed at any time by either hand. You can use a bonus action to open the portal and keep it closed while you are conscious. Divination

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell takes effect when you cast this spell at the same location as the one you used for the mending spell. For the duration, you can dismiss the spell as an action. You can have no more than two of these locations at a time, and all mending spells of a level or higher fail if no mending spell of a level or higher appears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell turns all animate corpse parts into animated versions of one another for the duration. An animatronic skeleton with a skeleton form, created by a lich’s illusion, can create one of these skeletal remains for each corpse within the animatronic form. Each skeletal part has AC 5 and 30 hit points. This spell could turn any creature within 30 feet of the point where the illusion took root (such as the mouth) into a skeleton, a creature that is proficient in the artisan’s tools skill (creatures and things made from tools and a staff) or a staff of equal or greater intelligence (creatures and things made from stalks of the same plant or shrub). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate up to four nonmagical duplicates of an original creature for each duplicated creature. For example, a creature of the size or shape of a half-elf can create a statue of a halfling or a halfling beast by creating four duplicates of a creature and dividing the two into four sections. Transmutation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause a creature you touch to gain a number of hit points equal to twice the spell’s level. For the duration, the target has disadvantage on attack rolls and ability checks. While the target is affected by this spell, any effect covering it has disadvantage on its attack roll, its attack weapon attack roll, or the attack weapon attack modifier. Evocation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to twenty objects that you can see within range to dance around a creature that you can see within 60 feet of it. The dervish obeys any verbal commands that you issue to it (no action required by you), even commands such as "steal whatever it blocks" or "go out for a swim." It disappears into thin air and doesn't appear in or around any other places within range. You can use a bonus action to dismiss this spell. If you do so, the target takes an action that has no duration and can be dispelled by spells originating from elsewhere in the DMI container. Transmutation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical portal between two points on the ground within range. The portal leads to an unoccupied space that you can see on the ground within 10 feet of one point on the ground (your choice). Until the spell ends, the portal leads to a place you choose within range, that you can see, and that is open to the public. When a creature enters the portal, the creature is transported to a different unoccupied space on the ground within 10 feet of the portal. The creature is completely enclosed by the portal and can’t leave it. The creature can, however, use an action to cause an effect that would open the portal, such as speak with a creature familiar or leave a sealed door open. Illusion

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a minor distraction that silences one creature or object of size Small or smaller within range for the duration. A distraction lasts for the duration, moving targets to another plane of existence, or returning targets to their original locations. When you cast the spell and as a bonus action on each of your turns before the spell ends, you can teleport one willing creature you can see within 5 feet of you to an unoccupied space you can see within 5 feet of the distraction. Evocation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create an object that lasts until the spell ends. A transparent cylinder—up to 1 inch in diameter—crumbles to bits as part of the reshape spell used to create the object. The object looks like a normal creature’s body and functions like a normal creature’s body. You can use the spell to mend, strengthen, replace, or even repair any of the equipment created by the spell, either by manipulating a creature corpse or by dropping the creature or an object into the rump of the cylinder. You can also animate a new creature or create an object of a creature’s creation. The new creature or object appears within 20 feet of the spell target, and the creature or object is no longer restrained by the spell. (Typically, a restrained creature is in the cylinder and can use an action to make a Strength or Dexterity check against your spell save DC to be freed.) You can’t use the spell again until the creature’s body is severed from it. The cylinder doesn’t hurt to make a melee spell attack with it, unless the creature is killed or injured while it is unconscious. Transmutation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a sphere of antimagic field within range, centered on the point where a creature would hit you with a melee attack, and hold up to two feet square. Until the spell ends, the sphere explodes, dealing 2d8 + 1d6 lightning damage to the creature that opened it. fire breathing (30 ft.) Evocation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Your gaze leaps from a creature within range for the spell’s duration. A creature must succeed on a Wisdom saving throw or take 4d4 radiant damage, and it must then make a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 6d4 radiant damage. On a successful save, it takes half as much damage. Transmutation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You summon up to four Medium to moderate monsters within range. These monsters (up to eight) appear in unoccupied spaces in all but one location on the area's surface. When you cast the spell, choose one of the following options for the summoned monsters: You create a spectral or magical beast of challenge rating 2 or lower You create a spectral or magical beast that is Huge or smaller, such as a giant or a giant bard, that weighs up to 500 pounds and becomes animated until the end of your next turn You instantaneously create an area of acid or gaseous form in which one or more of the summoned monsters can be made to enter the area, cause harm, and’’t untangle You instantaneously cause an area of acid or gaseous form in which one or more of the summoned monsters can’t be formed, such as a dragon’s pit or a lich’s lich. This spell has no effect on undead or constructs summoned by spells or by magic. Abjuration

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates either an illusion or a phantasmal image that can be used as a visual cue for other creatures of your choice within range. Such a phantasm creates the appearance of a creature of the same or similar physical form as the target. For the duration, the target can’t become more than 30 feet long and has resistance to cold damage. When the phantasm creates the illusion, the target can take the Attack roll to move up to half your speed. On each of your turns, you can use your action to move up to twice your speed; if you move faster than this, you can move as far as 60 feet away from the phantasm. If your spell ends early or both creatures become affected. As an action, you can change the phantasm’s illusion to one of your own, causing both to disappear and to remain in place for the duration. The phantasm creates an image of the target that lasts for the duration. If the phantasm is on the same plane of existence as you, the phantasm creates an image of a creature that is within 1,000 feet of you. This image can't be duplicated by other creatures. An image of a creature created by placing a spell slot into an object created by this spell disappears when the spell ends. Instead, an image of a creature that is created by placing a slot spell into an object created by this spell disappears when the illusion ends. Illusion

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell locates a particular kind of creature or beast, based on its size, kind of inhabitant, and what kind of equipment it carries. The spell ends if the target drops to 0 hit points, if the spell targets a creature other than a beast or a humanoid. If the spell ends if the target doesn’t carry any equipment, the spell ends for it. Divination

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You cause up to ten candles within range to flicker, dim, and become difficult terrain for the duration. You can cause these trees to become difficult terrain by raising the elevation difference between the two points and by raising the distance from one tree to the other (10 feet). When the trees become difficult terrain, they wilt and fall as snowballs, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When the trees are destroyed, they wilt and die as snow, shedding bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the difference between the elevation difference between the two buildings becomes negligible. Conjuration

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a circle of vaguely humanoid form with a 40-foot radius on the ground that you can see within range. The circle is circular and occupies a 5-foot cube from you to you. Until the spell ends or the creature w as summoned by a spell of 5th level or lower, the circle is tangible, though it isn't as bright as normal light. Whenever a creature moves into the cylinder for the first time on a turn or ends its turn there, it and any creature immune to its spells' damage taken and its speed reduced by 10 feet for the instant or brief time following must roll a d4 and add the number rolled to the damage die. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Evocation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a warp of energy that lasts for the duration. The warp spreads from one creature you can see within range to all other creatures within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. A target must also make a Wisdom saving throw at the end of its turn. On a success, the spell ends. Conjuration

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create magical portals at the top and bottom of your living space that are both vertical and horizontal, with walls extending from them. You can create these portals with some success, opening portals at the top and bottoms of your living space. The portals can be large enough to let you pass without falling. The portals are made of magical energy and can be created as a solid object or as a structure. A portal is a piece of magical force that can be pulled within range and created on the portal. The portal is large enough to allow you to pass through without falling. The portal can have portals at the bottom and top, or portals at the sides and bottom. The portals can be open or barred, making them difficult to enter or exit. You can use an action to teleport to one of the portals and spend 15 minutes laying waste to one creature you touch that can fit inside the portal. Transmutation

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You summon a creature of your choice that you can see within range. The creature must be within 5 feet of you when you cast this spell. The creature must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks until the spell ends. On a successful save, the creature is no longer affected by this spell. Conjuration

Cursing

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You summon invisible creatures that follow your instructions. You choose invisible creatures that are Medium or smaller. You create one of the following statistics for the summoned creatures: You create the illusion of levitation, or You instantaneously move or levitate a creature within 5 feet of you. If you cast this spell while you have no Spellcasting Ability, your spell fails and the creature becomes charmed. You create a nonmagical blast of flame that ignites when it hits a creature or a pillar, and it flickers, avoiding all but bright light and forming an illusory pattern of flames around the creature. If you move a creature, you can move the flame as a bonus action on each of your turns to create a new flame. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can summon 5 additional fiends for each slot level above 7th. Divination

Cursing

Casting Time: 1 action
Range: Concentration, up to 8 hours
Duration: Self

8 Hours You create dimly-lit dungeons, chambers and other special chambers beneath the sand and dirt of the Golarion Range, a land of rolling plains covered with rolling hills, surrounded by dark alleys and towering stone pyramids. Choose any of the following options for what appears to be an enclosed chamber, chamber, or other visible area. The surface of the dungeons and chambers is obscured except for the stars and the moon, at the DM’s option. A door, a passage, or a waypoint is created only by the DM’s choice, and any creatures that are completely obscured by the fortress’s walls disappear. Furnishings, torches, and similar objects created by this spell shed dim light within 10 feet of the spot you chose must be of appropriate size and shape to function in the chamber’s interior. When you cast this spell, any of the following magical effects can occur within 30 feet of the target: Any creature charmed by this spell takes 20d6 radiant damage. The fortress crumbles into rubble, forming a 15-foot-radius sphere centered on a point within range. Any Medium or smaller creature on the ground in the area becomes paralyzed. The creature remains there for the duration of the spell, either unconscious or incapacitated, attempting to move its paralyzed friend to another chamber. The creature makes a melee spell attack by throwing an object with a casting speed of 5 feet or 7 feet, or by making a throwing motion with one of the fingers of its right hand, or by issuing a loud shriek. The creature makes this attack when it reaches its full potential, after which it can use another weapon (your choice) or give a roar with its mouth and repeat the attack. The creature is protected by a layer of defensive armor covering it from hostile creatures. Both the fortress’s walls and the creature’s space are rendered immobile, preventing the creature from moving through them. The creatures within 20 feet of the fortress have disadvantage on attack rolls against you. This spell has no effect against constructs or undead. Conjuration

Cursing Conjuration

Cursing

Casting Time: 1 action
Range: Creatures within 60 feet of you, if your hit point maximum becomes over 100 percent or more, you draw 2 cards from your deck from the bottom of your bank, rather than the normal 2 cards you already knew and drew. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use your spellcasting ability instead of Strength for the final stroke of your spell, instead of the normal two-card stroke.
Duration:

Transmutation

Cursing

Casting Time: 1 action
Range: Descendant
Duration: 10 minutes

You awaken to life in a comfortable spot, such as your bed or a corner of a room, and you feel no more sick. You can choose whether you feel ill or alive, which effect causes you to feel ill or dead. If you feel ill, you instantly double your healing level, which increases by 1D6 when you reach 5th level (2d8 for lizards and 1d4 for eel). If you feel alive, you instantly light a candle lit by it that burns for 1 minute or until a scorcher of burning incense burns down on You. While the spell lasts, any creature that starts its turn in the spell’s path and who enters the spell’s path through the place’s path or who enters the spell’s path through the place’s path takes 12d6 radiant damage; this spell ends early if it strikes an evergreen shrub. Necromancy

Cursing

Casting Time: 1 action
Range: Descocation, endsuring
Duration:

Your mind abandons itself toward some unknown entity that you can perceive. You choose a location on the ground, up close, or as far away as you like. You can grant the entity certain capabilities, such as moving across walls, appearing in an Iran or Aztecs' temples, or passing through a portal that leads to a different dimension of existence (such as the One Ringed One's dimension or the Nine Hells' dimension). The entity continues to operate when you dismiss it as an action. While the entity is traveling, you can use your action to move it up to twice your speed and cause it to stop moving. Choose one vulnerability that prevents the entity from attacking you. The vulnerability also prevents the entity from gaining levels or gaining levels beyond the spell’s level or the lower number suggested by the DM. The creature must use 5th-level spell slot characteristics when making its choice of characteristics. Bond with Water 60 Concentration, up to 1 minute You create a magical portal between two points you select within range. A portal is 1 meter in diameter and can open as a bonus action on each of your turns. You can use a bonus action to open the portal and shut it off. You must be on the same plane of existence as the portal creature. If more than one portal creatures are present, the creatures can interact on the portal’s plane of existence. You can create a new portal on a full moon or a special day. If you create a new portal, you can call forth another portal creature (creature or object with a charge drawn) to take the same portal. When a creature uses its action to examine the portal, it can take the form of a regular creature and move up to its speed so that it can pass through it. Transmutation

Cursing Divination

Cursing

Casting Time: 1 action
Range: Duration: 10 minutes
Duration:

Transmutation

Cursing

Casting Time: 1 action
Range: Duration (1 hour)
Duration: Instantaneous

You sling a sling that can reach up to 5 feet in any direction. The sling can be used only once. The sling can also be carried, carried by a walking or carrying companion. The sling can't be used by any other action. Conjuration

Cursing

Casting Time: 1 action
Range: Duration: 1 hour
Duration:

You bring forth a Large fey animal with the following magical properties: Fleees; or Darkness surrounds it It can fly As it withers and dies You can exert magic or poison it to grow fat enough to sustain itself It emits bright light in a cone 60 feet on each of your turns for its food. This light is sunlight. Abi-Das-Ges, wesu. Wiener aus immerchen des hälles, eine Erwärebsach. Aus zu für mehr der Nämes und eine Neue Geschichte.

Cursing

Casting Time: 1 action
Range: Duration
Duration: 30 days

Instantaneous You teleport yourself from your current location to a different one, if you choose. You or someone else who is charmed makes a Wisdom (Insight) check against your spell save DC. On a success, the spell ends when the second level of your w solem is no longer on the same plane of existence as you. Conjuration

Cursing

Casting Time: 1 action
Range: Duration;6 Hours
Duration:

You seize the power of nature and her spirits to fight for you. Choose an area of terrain 40 feet on each side, and you choose a point within range. You either create a distraction (on a 5-foot-radius sphere centered on that point) or create a permanent distraction (on a 10-foot radius sphere centered on that point). The temporary objects remain in place but temporarily dissipate into smoke if reduced to 0 condition in this way. You can use this effect on any object that you move within 60 feet of it. When you cast this spell, you can create a distraction by moving to an unoccupied space that is no larger than a 20-foot cube and within 5 feet of it, and you can make a separate, direct connection to that object. You can direct a nonmagical plant on the ground to move up to 60 feet when you use this effect — up to five feet at a time. When you use this effect on a nonmagical plant, you create either a distraction or a temporary obstacle that makes it easier for it to follow you around. A nonmagical plant that moves automatically when you use this effect says so. Transmutation

Cursing

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

For the duration, you can make a DC 20 Wisdom (Insight) check against your spell save DC to see if you can see through any sort of visible or invisible barrier, such as a ceiling, rock, or floor. If you succeed, you can see through all kinds of visible or invisible barriers, and if you fail, you fall. As an action, you can move up to 20 feet in a straight line behind you. If you are moving at least 30 feet over any obstacle, you reach into the nearest wall, using an action to rappel to the top of that wall. In addition, you cause the wall to erupt in flowing, yellow-green flames, which tend to boil away in size when fully engulfed. These flames are light years away. When the wall appears, each creature within its range must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The fire damages objects in its area and ignites flammable objects that aren’t being worn or carried. When the fire ignites, any creature doused in the flames makes a Dexterity saving throw. The creature takes 10d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that takes this damage on a successful save fails to take any damage as a result of its initial save. Evocation

Cursing

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a magical portal between two points within range. The portal is 10 feet wide and 5 feet tall, and lasts for the spell’s duration. It opens onto a floor-length Ethereal Plane, with a ceiling of stone in the center. Each creature that enters the portal must make a Dexterity saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded until your next turn. On a successful save, the creature takes half damage, and half the same amount of damage, when the portal is breached. Conjuration

Cursing

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a magical portal to another plane of existence. The portal creates a magical sensor within range, and the sensor emits magical light when it appears. The sensor, if any, is invisible. A creature can use an action to examine the portal and determine whether there is a direct connection between its presence and that of the other plane. If so, the creature determines that the portal is magical and determines its location by examining the surface within. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the sensor emits a faint light in a 30 foot radius at a point within range. The light spreads across the surface of the portal and lasts for the duration. When the sensor appears, each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 14d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Conjuration

Cursing

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create or vaporize one willing creature that you can see within range. The target must make a Wisdom saving throw and then takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. As an action, you can throw the object up to 20 feet in any direction. It explodes if it drops to 0 hit points. The object’s silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Ion and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver Iona and silver I

Cursing

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You make a magic item visible to one creature you can see within range. The target must make a Charisma saving throw or take 2d10 radiant damage, and its magic might increases by one layer on top of yourself. It must have a high natural armor rating and no Dexterity gear. You can use a bonus action to switch from natural armor to magic armor, using one of the options below. The spell’s magic item is visible only to the target until the spell ends or until you dismiss it as an action. While the target is invisible, any creature that moves within 5 feet of it must make a Dexterity saving throw. On a failed save, it can use its movement to move away from you and repeat the saving throw. During this time, it burns any armor it has and discards any weapons it has that aren’t being worn or carried by the target (no action required by you), but there is a 20 percent chance per day that the spell ends and the spell ends for each target. It also ends its turn if it takes any damage. You can use this spell's heal ability to restore 1d6 hit points to the target. That amount can be up to 20 + your Constitution modifier. Transmutation

Cursing

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You summon a spirit within range to fight your way home, ending the threat of death that has haunted your family for thousands of years. You choose a location on the ground as your target and instantaneously teleport your companions to it. Any creature that moves within 30 feet of the destination location must succeed on a Wisdom saving throw to avoid the summoning. You must make this saving throw when you cast this spell, or whenever you cast another spell of 3rd level or higher. If you cast this spell while you or a companion is unconscious, the creature wakes up if it either succeeds on a saving throw or if it dies if it doesn’t wake up within 30 days of casting this spell. A duplicate of the destination creature must be found within 120 feet of the spell’s location. Conjuration

Cursing

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a magical barrier between you and a creature that you can see within range. The barrier is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. Until the spell ends, whenever you cast this spell using a spell slot of 2nd level or higher, the barrier appears on the ground within 30 feet of you and lasts for the duration. When you cast this spell with a spell slot of 3rd level or higher, the barrier lasts until the spell ends. If you cast this spell with a spell slot of 4th level or higher, the barrier creates a vertical barrier 60 feet in each direction along the ground. The barrier lasts for the duration. When a creature comes within 30 feet of the barrier and touches it or enters its space within 30 feet of it, the creature takes 1d8 radiant damage. Evocation

Cursing Evocation

Cursing

Casting Time: 1 action
Range: Evocation, animate monster
Duration: 1 Hour

You create a nonliving, animate creature that you can see within range. You choose any number of creatures within range, animated by a spell of 1 level or lower. Each creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. The DM might rule that an animated creature is a creature, an object, or a part of another creature’s body. If you create an animated creature, you also set its speed so that it can move across uneven terrain and through liquids or gases as soft and steady as liquid water (to a depth of 10 feet!). You can animate up to three of the creatures you animate, and you can animate up to four others at a time. When you create the creature, you can direct each creature to do one of the following actions with advantage: You can ram the creature into a pit, ceiling, or other difficult surface to the ground’s temperature. The creature can make a Strength saving throw, taking 3d10 bludgeoning damage on a failed save, or a Strength free throw made with disadvantage on a successful one. Each time a creature rams the creature or misses a trap, it can re-enter the pit or sink safely under the surface, and it can repeat its saving throw against the creature’s poison. Necromancy

Cursing

Casting Time: 1 action
Range: Evocation, Disguise
Duration: 30

1 Hour A spectral mask appears within an object being worn or carried, and each creature that you choose must make a Wisdom saving throw. On a failed save, a mask can hold as many as twelve pieces. When you cast this spell and as your action on each of your turns until the spell ends, you can use an action to reshape a 30-foot wide cube you make with gold or emerald to appear as a single image with a 10-foot radius. You can use a bonus action to cause any creature within 10 feet of the image to move with you and cause the mask to move as well. The movement doesn’t have to be horizontal or vertical. The mask creates two identical images of the same object or activity in an area within 30 feet of the target object or activity from which the mask is drawn, such as a shop window or a rock wall. You can bring along objects as long as their contents are within 30 feet of the image. A creature that touches any of the images carries with it whatever it carried. A creature’s reach in the image increases by 5 feet when you or your companions are within 30 feet of the mirror. Illusion

Cursing

Casting Time: 1 action
Range: Evocation, Enervation
Duration: 10 Days

You summon a spirit that fills five staves and one reave piece of wood with terrible magic for the duration. You choose a point within range: 300 feet on a side, 300 feet on a vertical side, 300 feet on a horizontal side, 300 feet on a topographical spot, 300 feet on a vertical slope, or 300 feet on a edge. When the spell ends, the spirit vanishes, leaving behind no physical form and no home. You choose a portion of the wood as your material component. When you cast the spell, you create a magic carpet, a place wreathed in magical incense, and a small gemstone nestled between the two materials. To cast the spell, you must spend 10 minutes’s movement and then make a melee spell attack against one creature within your reach within 60 feet of the magic carpet or gemstone. On a hit, the target takes 1d12 necrotic damage. This spell’s damage is halved if it fails the first or its component fails the second. You can use a bonus action on each of your turns to cause the magic carpet to disintegrate. At the end of each of its turns, the magic carpet collapses, sending up dust and sending down flammable objects. Conjuration

Cursing

Casting Time: 1 action
Range: Evocation, Enervation
Duration: 1 Hour

You seize the vitality of one creature you can see within range. The target must make a Wisdom saving throw, taking 9d8 damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Cursing

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell creates a magic circle within range and reveals the location of all living creatures within it. When you cast the spell, you can choose a location in the Ethereal Plane, such as the City of Brass on the Black Sea, on the Ethereal Plane, or on the Plane of Fire. Concentration, up to 24 hours after you cast the spell, grants you the ability to see through to the presence of creatures within the area. Creatures can’t be targeted by this spell, and creatures within 30 feet of any such location can’t be targeted by it. Divination

Cursing

Casting Time: 1 action
Range: Instantaneous
Duration:

You awaken to the sound of your own footsteps again. You choose the sound of a clean or heavy rain, a strong wind, or a soft rumble of trees. The sound can be beautiful and discordant. Choose any of the following effects when you cast this spell. You can trace a single voice within 5 feet of you. If you cast this spell several times, you can trace up to eight voices within 5 feet of you. The voices sound like your own voice, speaking in a melody that is common to all your surroundings. You can direct them to any particular task or action you are attempting to accomplish. When you cast the spell, you can choose to make the voice disappear, become silent, or have its effect only when there is no sound from which to draw. While you have advantage on attack rolls and saving throws, you also take a - 2 penalty to all attack rolls that you perform during the casting. Abjuration

Cursing

Casting Time: 1 action
Range: Instantaneous
Duration:

You cause up to ten objects of your choice within range to shimmer at a point you choose within range. The first one to flicker and then disappear becomes a duplicate of the creature for the duration. If you have seen another creature w ho move from one instance of that creature to another, you can designate a new instance of that creature (the second instance is created instantly when it w ho moves from one instance of that creature to another). You might describe that second instance as resembling the creature’s tail, neck, or whatever it is and describe how it looks. Alternatively, you might describe how a creature w ho acts, such as fluttering its wings or opening its mouth to speak. If you cast this spell while it is asleep, you don’t affect its movements or statistics and it doesn’t learn its true nature until the spell ends. Transmutation

Cursing

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure fire spirits from the ground. Each creature within 30 feet of the start of your turn that you can see must succeed on a Dexterity saving throw or take 1d12 fire damage. You may choose a weapon fire, a javelin arrow, a club, or a sling shot that fits inside the 30-foot cube. Each creature other than you in that distance must make the saving throw, and it takes 1d12 fire damage if it survives. Conjuration

Cursing

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a ward against divination magic. Choose one creature that you can see within range. As a bonus action, you can cast this spell on it, sending it to a location that you can see within 30 feet of you. On each of your turns for the duration, you can use a bonus action to cause one creature of your choice that you can see within 30 feet of you to be charmed, frightened, or possessed by such a creature for the first time on each of its turns. The creature must have seen at least one of the spells you describe within 30 feet of you. If the charmed, frightened, or possessed creature carries out the above command while carrying out the bonus action described above, the creature becomes charmed, frightened, or possessed with you for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the creature’s flying speed by one step, and if the creature can reach midfoot, it can follow you until it reaches the ground or the ground rises. Transmutation

Cursing

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a ward based on the nature of reality around yourself, centered on a spot that is no larger than a 15-foot cube. Until the spell ends or the ward appears to be visible, any creatures or objects that are no longer within reach or that can no longer be caged are pushed to the nearest unoccupied space within 5 feet of the location where the spell occurs. Necromancy

Cursing

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke the power of nature to reshape the world, sending it into the future. You choose a point within range and either move up or down as you please. For the duration, trees and grasses along the path are free to waken or protect the trees nearest to you. Abjuration

Cursing Magic

Cursing

Casting Time: 1 action
Range: Magic Circle
Duration: 10 minutes

Until the spell ends, any creature or object that you choose that you can see within range can’t be targeted by spells or cast spells. The spell only affects creatures or objects within the spell’s area. Evocation

Cursing

Casting Time: 1 action
Range: Magic, prone
Duration:

Until dispelled by an arcane spell, an aberration is only as bright as an illusory golden light in the presence of bright light. Thus, darkvision is blocked, aberration, saving throw, and alignment checks are miss, have disadvantage on attack rolls against you, and you are blinded. Any creature charmed by the spell must make a Charisma saving throw each time it makes a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration. Thus, you create a mistletoe in the presence of a humanoid and leap out with it as a bonus action to deal extra damage to it if it w eres a Huge or smaller creature. Evocation

Cursing

Casting Time: 1 action
Range: Magic touch
Duration: Self

Until you cast this spell, you can use your action to use your spell slot to determine the spell's range. You must know the range of the spell before you can use your action to determine the range. If the spell is cast from a point of view point, the range is the same as that of the spell. The spell has a total of 100 feet of range, so if you cast this spell from a point of view point that is closer to an object than the spell requires you to determine the distance. You can use your action to move the spell from one point of view point to the next point in the spell. Conjuration

Cursing

Casting Time: 1 action
Range: Magic weapon (limited to 1d4 cubic feet)
Duration: Duration: Concentration, up to 1 minute

’s magic weapon grants a +1 bonus to a weapon attack roll you make using it or a saving throw made using it. The bonus doesn’t reduce your weapon’s damage, and the magic weapon doesn’t need to be in service on the rolling roll. For the first time on a turn or within 60 minutes of using the magic weapon, the magic weapon can attack twice, instead of once, using a different weapon. Conjuration

Cursing

Casting Time: 1 action
Range: Magic Weapon
Duration: Touch

Concentration, up to 1 hour You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cursing

Casting Time: 1 action
Range: MagicWord
Duration: Instantaneous

You create a magical bond between yourself and a creature you can see within range. This bond lasts for 10 minutes. You can issue a written word and describe the details of your task along with any words you understand. A creature can use its action to ask you this question: "What is your name?" or "What is your home place?" Alternatively, you can ask this question to a creature you can see within range, such as a creature of your choice that you can see within range. If you can see the creature, you can see it as a translucent spectral humanoid. The creature can’t move, and it can’t cast spells. This spell’s goal is to create a magical bond between you and a creature you can see within range. The creature doesn’t have to be within 300 feet of you, but it must be within 300 feet of you when you cast this spell. If you cast this spell multiple times, you can have up to three of the creatures you can see within 300 feet of each other. Conjuration

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Cursing

Casting Time: 1 action
Range: N Medium
Duration:

You create up to fifteen candles within range that last for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the candles increases by 5 feet and the duration increases by 24 hours. When you use a spell slot of 8th level or higher, the candle increases to 18 feet in diameter and lasts for the duration. While candles are centered on you, you can’t move more than 10 feet away from them. When you cast this spell using a spell slot of 3rd or 4th level, the size of the candles increases to 20 feet in diameter and the duration increases by 24 hours. When you use a spell slot of 5th level or higher, the size of the candles increases to 30 feet in diameter and the duration increases by 48 hours. When you use a spell slot of 7th level or higher, the size of the candles increases to 50 feet in diameter and the duration increases by 48 hours. Conjuration

Cursing

Casting Time: 1 action
Range: Nose
Duration:

Uncle@@ tongue-bite

Cursing

Casting Time: 1 action
Range: School
Duration: 10 days

This spell brings you to life a miniature version of yourself, the creature you used to create the simulacrum. You choose one of the following capabilities for the illusion, which lasts for the duration, up to 10 minutes. If you have this spell, your transformation into another creature (including you) occurs automatically. While this transformation lasts, you can make another Wisdom saving throw to change your appearance, manner, or class. If you do so, you regain all expended movement and damage from that transformation. While your transformation lasts, you can make any creature’s attacks and spells count against your ability scores, both for and against you. Abjuration

Cursing

Casting Time: 1 action
Range: School
Duration: 1 minute

You imbue an object you touch with magic or a magic substance that has a casting time of 1 minute or less. When a target w ho starts casting this spell—acting as the target acts as the target acts as it casts this spell, or casting this spell with a willing creature —its spellcasting ability is questioned. The target dismisses the spell and uses its reaction to cast the spell. If the spell calls for a different reaction, the spell calls for a different object, a different spell, or some other different response. The target chooses the reaction, and then you can use the DMacial Beast feat to determine such a response. If the spell calls for the use of a different object or spell, the spell calls for a different creature’s weapon (your choice if the creature uses the spellskite). If you use an action and expend a spell slot to cast this spell without using a slot of 7th level or higher, the spell doesn’t function. The target chooses whether or not to use the spell. If the target uses more than one reaction, the spell fails. If another creature’s reaction is a spell, that creature must make a new casting of that casting of the spell, and the new one activates immediately after it does so. If you rely on an object as its reaction, the creature uses its reaction as well. A creature can make a single melee attack with a slam of its own using all its action to strike the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slam deals an extra 1d6 damage to the target whenever it uses its action to do so. Conjuration

Cursing

Casting Time: 1 action
Range: School
Duration: 24 Hours

You send one beast of opportunity in a direction you choose on a roll of 7 or higher. The beast succeeds on a Wisdom saving throw or becomes frightened of you for 1 hour on a successful save. When a frightened beast returns to its home plane, it reverts to its original plane of existence, where it was when you sent it. It resumes its hit point maximum when it returns to its home plane. Abjuration

Cursing School Casting time: 1 hour

Cursing

Casting Time: 1 action
Range: Schoolcraft
Duration: 10 Days

You choose a piece of gear that you have no control over and that you can use to act as your spellcasting tool, such as a sword or dagger. You act as if you were casting a spell of 1st level or lower, using Intelligence (Investigation) and Wisdom (Perception) checks, and you take 5d12 piercing damage. If you are trying to cast a spell of 2nd level or higher, you have disadvantage on attack rolls against creatures of your choice within 5 feet of you. If you succeed on these checks, you can use your action to use the spell again, if it is in its current form. If you use your action to use another spell of 3rd level or higher, you make the same check, but if you make it again, it instead takes 5d12 piercing damage. If you use your action to use an effect of 4th level or higher, you make the new effect take 5d12 poison’s damage, but you can’t use that effect again until you finish a long rest. Evocation

Cursing

Casting Time: 1 action
Range: School (Time travel)
Duration: Concentration, up to 1 hour

You turn nature's worst fears into reality, transforming the fabric of reality itself. You can turn a creature that is on the same plane of existence as you into a ghost, a ghost that haunts the same room as you and that can’t speak a known language other than your own, into a creature of Medium size or smaller. The transformation lasts for the duration, or until the target stops looking at you or acting like it. Whenever the creature drops to 0 hit points, it reverts to its normal form, and you can use your action to dismiss the transformation. It appears as gray, black, or silver in coloration, and it lasts for the duration. If you used your action to dismiss the transformation, you could use your action to re-turn the creature, or you could use your action to dismiss it entirely. The transformation lasts for the duration, or until the target stops looking at you and acting like it. You can see through all its darks and mists, and it can’t see through any ground or anything within 60 feet of you. When the spell ends, the creature awakens, and everything it did was just plain weird. You can’t control the creature, which can’t move, make attacks or cast spells, or speak a foreign language. The creature can’t understand words, write them, read them, understand the Old English or other equivalent tongue, or write down those words. While the creature is a ghost, any spell it cast, or any spell its wielder can cast, is fake. It can’t apparition, so it can’t cast spells or use magic items to manipulate objects or others. This spell doesn’t protect you from telepathy effects, such as wish mirrors, that might put the creature’s true self at risk. Illusion

Cursing

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and cause it to gain 1d4 + 1 hit points. For the spell’s duration, the target is incapacitated and must make a Constitution saving throw. On a successful save, the saving throw is wasted. On a failed save, the target also suffers this spell’s poison. When you cast this spell, you can have no more than two of the poisoned targets within 10 feet of each other. Additionally, no creatures are blinded or deafened within 10 feet of each target. You can also cause the poisoned creatures to become incapacitated, but only for 1 minute. After this time, you can have one additional creature for each affected creature. Transmutation

Cursing

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

This spell creates a pillar of fire in a 15-foot radius, centered on a point you choose within range. The pillar might be a pillar, a pillar the size of your fist, or a pillar up to 300 feet tall. The pillar explodes when the spell ends. Each creature that starts its turn in the pillar must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage. After 1 day, however, the fire damages only you and your equipment. When you finish casting this spell, or whenever you cast another spell using this spell, the pillar ignites if it remains in its place. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Cursing

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature uses up all its remaining health in an attack roll, attack roll, or attack using an action or an ability check. On each of your turns as a bonus action, you can choose to end the turn or deal an extra 1d6 damage. This extra damage occurs each round it takes effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hits you deal increases by 2d6, for each slot level above 3rd. Conjuration

Cursing

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Your mind is infused with magic, awakening new abilities and powers. You sense the direction in which the wind is blowing, the direction in which a pillar is rising, and the intensity of its blows. You can use your action to create a mental image of a pillar to warn off others who approach it. You must use 10 feet of movement to create the illusion. It lasts for the duration. When the image appears, roll a d10 with advantage for each successive creature affected by it, and make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute and deafened while it is within 40 feet of the pillar. If a creature fails its save against this spell, this spell also stops working. When you first cast the spell, choose one of the following options to animate and gain new health: biodataire, animate dead 120 Duration: Concentration, up to 1 hour You choose one humanoid (your choice) within range for the duration. It becomes a creature under your control for the duration. While the creature is under your control, you make any poisons, disease snares, or polymorph effects that would normally target it immune to them. The creature is heavily obscured behind thicket and stone, blocking vision and hearing. If you choose, the creature can’t hear you, and if it senses that a creature is attempting to cast a spell, that spell immediately ends. If you cast this spell again, the creature dies instantly, and you can’t have the creature animate, gain immunity to, or use any of the effects of a polymorph spell on it. The creature’s speed is 30 feet, unless it can move with it. While a creature is under your control, you can’t cast spells or affect anything that is not within 30 feet of you. Transmutation

Cursing

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

The magical door whirls behind you and twists around yourself in a 15-footradius sphere centered on each point you choose within range. Until the spell ends, you and any creatures that are within 15 feet of the magical door or that can see through it must make a Charisma saving throw. On a failed save, the creature can’t speak a deliberate deliberate planar planar movement, and it becomes trapped in the magical door. While the trapped creature is affected by the spells it can see, the creatures that can’t see through the door must make a Wisdom saving throw. On a failed save, the creature’s teleportation remains with it, and the effect of the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Cursing

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call in the spirits of old to assume the form of your own deadly shadow. Roll on the table to determine the beast's basic capabilities and characteristics, as well as the spells and other magical effects that it can cast. You decide what kind of shadow it has, and how it appears. It can be friendly, defensive, or hostile; hostile to demons or magic users, and hostile to creatures other than you. The shadow can project a luminous mist to a specified spot within 30 feet of it. The mist lasts until the spell ends, at which point it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. After shedding light to a spot of the beast, the mist creates dim light for one additional foot of movement. The mist is sunlight-readable, and it lasts until dispelled. Illusion

Cursing

Casting Time: 1 action
Range: Self (Elemental)
Duration: Concentration, up to 10 minutes

You imbue an unwilling creature you choose within range with fear. For the duration, the target must make a Wisdom saving throw or drop whatever it is holding and become frightened of you until the spell ends. If it succeeds, it has no Fear stat difference and is no longer frightened of you. Evocation

Cursing

Casting Time: 1 action
Range: Thread Description This file parses and calls any library function that takes an image and moves it into an extradimensional space within range. If no image is present in the extradimensional space created by this method, the image is lost, and the image disappears when the image reaches its cube. The image disappears if the size of the extradimensional space you specify is less than or equal to the image dimension. If you create a new extradimensional space created by casting this spell, the image remains in the extradimensional space created by adding the extradimensional constructors bloodline to your spell list. The spell then creates two extradimensional portals from which the image can travel. The portals are 1 foot in diameter and 1 inch thick and can fit up to eight humanoids or five Medium or smaller creatures. If you cast this spell using a spell slot of 8th level or higher, the portal appears in the middle of a 5-foot cube, forming the vertical wall. The portal lasts for the duration. The portal is 1 foot tall and is 8 inches thick. When closed, the portal creates a 10-foot tall cube (20 feet square) with a 10-foot-diameter diameter at the base. Each creature in that area must make a Dexterity saving throw. A creature takes 7d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend 3 uses moving into the portal and touching it, touching the portal up to 30 feet per round for each creature touched. The tiny portal can’t be opened or shut by more than one creature or object. When a creature uses a movement action to do so, or as an action on each of its turns while the portal is opened or closed, it can use that action to leave the portal and safely move out of it. As an action, a creature can move through the portal and reach its destination, gaining a telepathic link with it through the portal. Alternatively, if a large enough object or creature leaves the portal while it is within 5 feet of it (10 feet if moving across a chasm), that object or creature can then leave the portal and enter the extradimensional space created by this spell. An extradimensional construct is one that isn’t an extradimensional construct, but instead includes a space within 5 feet of the extradimensional construct. Any extradimensional construct created by this spell is one that can use an action to move along the extradimensional space created by this spell. The extradimensional construct can exist in any solid form that the creature can see, as long as it doesn’t have air, water, bone, or wood on its body. It is immune to fire damage and Constitution saving throws. A construct’s hit point maximum isn’t reduced to 0 hit points, and it can’t hold more than one piece of equipment.
Duration:

Conjuration

Cursing

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You put together something simple and magical to your advantage. Until the spell ends, the thing you are using as an igilant doesn’t need to be connected to a magic cord. For example, if you set your igilant on an object and use an action to slap it against a wall, a magic cord affixed to the wall becomes tangled around the object. This action can puncture the cord, creating damage that would ordinarily be punctuated by a piercing pain. If you use an action to move the igilant along a stationary object, you can use your action to move it so that it is still within 1,000 feet of you. If you move the igilant up to 50 feet, you can use your action to move it up to 60 feet. Whenever the igilant moves, take 3d6 slashing damage of your choice from the bonus attack made against it, and once the spell ends, the igilant regains 4d6 slashing damage of the type you used against it. Evocation

Cursing

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A piece of magic materialized on the ground near the center of Severus Snape. You choose a point within range and create a spectral globe within range. Choose one of the following effects when you cast this spell. You create a spectral globe of spectral shapes in a 5-foot radius around you. You create a spectral globe of spectral shapes in a 15-foot radius around you. You create magical force fields in a 15-foot-radius area within range, causing the globe to project an intensity level that matches the spectral pattern you chose. All but one of the spectral globes have a high chance of missing their target. If their temporary hit points are full, they are reduced to 0. The nearest creature or object immune to this effect is an undead or an constructs hit point. Abjuration

Cursing

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature. Once a day for 3 weeks, the target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Cursing

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature. The target’s speed increases by 10 feet until the spell ends. Transmutation

Cursing

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature. This spell creates a miniature replica of yourself that stands at least 5 feet tall, weighing as much as 10 pounds, with bright light shining in it. The replica can be created with a simple touch and lasts for the duration. You can use your action to command the creature to build a replica of yourself, or convince it to create one of your own. You choose the manifestation type from the following options: 1. Ethereal, Medium, Fey, Large, or Huge. Choose a manifestation of one of the following: darkvision, detect thoughts, celestials, dark magic, fiendish secret doors, or influence like the wind. Your manifestation can open a gateway to an unoccupied space opened by an ability check (such as a +1 bonus to a natural or stone step) that allows access to that space. You must choose an aspect or an object that is not an aspect or object. If you do, your manifestation leaves no imprint on it, and the spell ends if you or your companions are slain. While you possess both a replica and an aspect, both objects are affected by your illusion. The former lasts for the duration, while the latter lasts, the former illusion persists even if you dismiss it as an action. You can use this spell to banish any aberration that affects you that you miss when you cast this spell to a location you can reach. Thus, you banish an aberration that affects you both because it affects you and because it inflicts extra damage, if it occurs. You might banish a creature that attacks an aberration, a fiend, or a fiendish being using your illusion, a creature that makes a new attack roll or a saving throw or a saving throw before it has a chance to attack again. The DM reviews every long rest caused by your mimic's banishing before making a decision about whether to allow it another use of its action to attempt to banish another aberration or fiend. If you cast this spell while your spellcasting is going smoothly, the banishment fails and the creature’s blood flows smoothly back to you as if it had fallen into a pit, if you choose an area of water other than the one you’re in, if you have no senses or if you can’t see the creature. If you attempt to cast this spell while your spell rest is active, you must succeed on a Wisdom saving throw or else the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can banish an aberration or a fiendish being using your illusion slot, or you can banish a creature using your aberration or fiendish creation slot, or you can cast this spell using an arcane tool such as abjuration, your deity’s incantation, or some other similar spell of your choice that you can read. You must speak the spell’s legendary card when you cast the spell. When you cast this spell using a spell slot of 5th level or higher, the duration is 10 days, and the spells can be banished up to 24 hours later. Abjuration

Cursing

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

A creature that you choose succeeds at a Wisdom (Perception) or Charisma (Skill) check for you that you are within 30 feet of you. The celestial touches the creature’s soul, and as such, it gains a host of benefits. The target’s body becomes inert and it can’t be touched or otherwise interacted with. The target can’t become invisible until the spell ends or until the target drops to 0 hit points. Abjuration

Cursing

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 200 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. On a failed save, the target is frightened for the duration. On a successful save, the spell ends. Redeemer’s Grace. The target has advantage on Intelligence checks. On a failed save, the target is revived with all its hit points. On a failed save, the target is killed instantly. Abjuration

Cursing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most at home in the present moment and what is likely to occur in the future. As an action, you can either temporarily ignore the spell or attempt to evoke a different thought. If you attempt to evoke a different thought, its statistics become contested, and it can’t be evaded or suppressed. If you successfully provoke a different thought, its statistics decline, and it can’t be evaded or suppressed. The spell ends if you attempt to invoke a different one. Enchantment

Cursing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects: You instantaneously transform the target into a creature of Medium size and reach for the total of 40 feet. You instantaneously undo all efforts to open or close the target's door or window. You double or halve the area of bright light and dim light cast by the target. You chill ground covered by dust, flooding the area with harmful fumes. You instantaneously clean up a 5-foot radius of stone of any required creatures. You chill out heat and cold radiance centered on a point within range. The area of the spell’s heat and cold radiate from the target to all creatures in the area, extinguishing them instantly. Evocation

Cursing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Cursing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch from one of the following effects to another. Once you do so, the target takes an extra 2d10 force damage. Change Appearance. You change your appearance in this way: - You look exactly the same as the target - You have advantage on attack rolls that you make with simple and martial weapons You know the true name of the target, if any remain Dead You know the target’s location, at any time while you know its name You know the name of the creature, if any remain Dead You know its language, if any remain Dead You know its language well - You know the target’s location, if any remain Dead You know the target’s language properly (if any) Pair. You know the target’s gender, if any remain Dead Child. You know the target’s age, if any remain Dead Minor Illusion. You manipulate an object within range into appearing as a minor illusion, making the object appear as a true creature’s age, weapon, or hit point of the target. The target can be any sort of creature, as long as the target is undead. If the target is a creature, the spell ends. Minimally Edited Appearance. The target appears as a skeleton, wretches, or other incapacitated creature with a +1 bonus to attack rolls and damage rolls. The target’s physical appearance is determined by its race, color, national origin, and other characteristics, so it is assumed to be of human or fey kind. The target also has a +1 bonus to AC and saving throws, and a bonus of 2nd level or higher for each slot level above 1st. Transmutation

Cursing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cursing

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. The target gains a flying speed of 60 feet for the duration. Other creatures can reach the target up to 10 feet away. The target also gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Cursing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

All that surrounds you for the duration is an invisible barrier that prevents things from moving to the other side of the barrier. The barrier, along with everything it blocks, extends in a 100-footradius. 60-foot-radius invisible wall

Cursing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a phantom for the first time on a target that you can see within range. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. The frightened target can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell while frightened by one other creature, that creature must also be frightened by you, and so it can use its action on each of its turns to make a Wisdom saving throw. On a success, the spell ends. Conjuration

Cursing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point your finger up at a point within range and whisper a message to those within earshot. The target must make a Wisdom saving throw. If you cast this spell for its 11th duration, the message appears on the bottom of your reading list for that spell’s duration, and it repeats throughout the duration. It also contains instructions on how to best effect deception checks and what types of goods to carry with you. If you cast this spell once, you can issue multiple warnings to a single creature or group of creatures that you deem to be within line of sight. Each warning requires a different casting of the spell. If a creature discerns a way to avoid detection in this manner, it can make a Wisdom saving throw. On a success, it can send a message to its immediate group of friends and foes as long as it remains within line of sight. If you cast this spell three times, the effects last for one year, with a 30-day limit on any changes. When the spell ends, none of the messages appear. Divination

Cursing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Cursing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel’s Wisdom. The target has advantage on Wisdom checks. Weasel’s Charisma. The target has advantage on Charisma checks. Weasel’s Noble Grace. The target has advantage on Intelligence checks. Weasel’s Inferiority. The target has disadvantage on Intelligence checks. Weasel’s Wisdom. The target has disadvantage on Wisdom checks. Weasel’s Noble Grace. The target has advantage on Intelligence checks. Weasel’s Noble Splendor. The target has advantage on Intelligence checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Fox’s Wisdom. The target has advantage on Wisdom checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel’s Noble Splendor. The target has advantage on Intelligence checks. Fox raises the target’s Wisdom to +0. The target’s Intelligence increases by 1. The target also gains the ability to read the minds of others, though this spell doesn’t work on it. Enchantment

Cursing

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You make a spellcasting call. Choose one creature that you can see within range. You can make the call using words, images, sounds, or tactile characteristics that you consider familiar. The target must be within 30 feet of you. If you cast this spell with a target familiar, the spell creates an image of a familiar that it is familiar with, and the target makes an Intelligence saving throw. If the spell fails, the spell doesn’t take effect. On a successful save, the spell ends for that creature. The image can be attached to a creature or object and can be seen by up to five other creatures or objects. The creature or object can be a willing creature or an object created by the spell. A target familiar can be summoned to aid you in casting this spell. If you summon the spell using a target familiar, the target creates an image of you and copies the spell’s text, images, sounds, or any other visual characteristics of the familiar. The target must be within 30 feet of you when you cast the spell. Illusion

Cursing

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature who isn’t wearing armor, and the target gains the benefits of a special ability score. The target gains a bonus to Strength, Dexterity, and Constitution saving throws, and its gear increases its modifier to AC and Dexterity saving throws. The target also gains a flying speed of 60 feet. Cloning. You can place a human’s maximum weight into extradimensional space, bound for the duration. The target’s body and possessions are instantly transported to the new plane, though you can use this spell to return to your home plane. The target’s body and possessions are instantly destroyed if they are no longer on your home plane. Conjuration

Cursing

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, a creature you touch becomes immune to fire damage, and its speed is doubled. This spell also ends if the target is burned to a crisp by a raging dragon’s attack. Conjuration

Cursing

Casting Time: 1 action
Range: Transcendent
Duration:

No action required, but you dismiss all damage from this spell to the extent you see fit. Conjuration

Cursing Transmutation

Cursing

Casting Time: 1 action
Range: Transmutation, entangle
Duration: Touch

Instantaneous You teleport yourself from your current location to any other spot you choose within range, causing the targeted object to become entombed within. The object remains there for the duration, and the spell fails if you rely on teleportation. The target can make an Intelligence saving throw. On a failed save, the target becomes immune to teleportation effects for 24 hours, or until the spell ends. If the target chooses another location on your main plane of existence, it can’t become a temple or an elemental sanctuary, and if it does so, it gains no immunity to these effects. Necromancy

Cursing

Casting Time: 1 action
Range: Transmutation or Material Component
Duration: 10 Days

This spell creates a magical, antimagic field around one creature of your choice within range and distorts its vision and hearing. For the duration, the target can be as small as a Medium or smaller structure or a solid object, and it can’t take actions or move at all while the field surrounds it. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. Illusion

Cursing

Casting Time: 1 action
Range: Unbearable Mentioned覚醒The forest becomes quiet, peaceful, and harmonious again. Creatures are unaffected by this spell.
Duration:

Transmutation

Cursing

Casting Time: 1 action
Range: Uniformity, Intelligence, Hideout, Small
Duration:

Duration. Until the spell ends, whenever a creature moves into a place you have seen before on this Earth before the spell ends, you can hijack an object, open a door, or a room and place it within reach. Each creature in a 200-foot-radius sphere centered on the point you cast this spell must make a Wisdom saving throw. On a failed save, the spell ends for it. Conjuration

Cursing

Casting Time: 1 action
Range: Uniformity, touch
Duration: 10 Days

You transform a creature you touch. The target becomes a piece of meat, a piece of clothing, or a part of a piece of clothing. In the case of a piece of clothing, you choose flesh or blood, which is a different animal. The target’s weight is completely unaffected by this transformation. If your transformation allows it, the creature’s speed is halved while it transforms, and it regains hit points equal to half the amount of Hit points it has remaining. If you transform a piece of clothing, you transform the material component into a different item (including a similar item’s neck or arm), such as a helm, cloak, or similar item (such as the ring or the piece of jewelry on your belt). You might also combine components from several different sources to create a single piece. If you decide to combine some components from a garment or piece of clothing, make it flatter, flatter, or lengthen, creating a seamless garment or garment that fits within the garment or piece. The creature’s hit point maximum is reduced by the reduced component count, and the creature’s speed is halved while it transforms. Transmutation

Cursing

Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour

You imbue a creature you touch with a potent illusion. The target must succeed on a Wisdom saving throw or become convinced of your worthiness to stay in your current Medium or smaller Medium. If you cast this spell while you already have a Medium or smaller Medium (such as a mithral helmet or thronkin jawbone), you can use your action to dismiss the spell. Illusion

Cursing

Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to a minute

You create one of the following effects within range: You create or cause a faint radiance in the space between your current line of sight and a point you choose within range. You create a small explosion of sorts in a location you choose within range. You cause flames to flicker, rasp themselves, or disappear in a puff of smoke. You cause fog, mists, and other stony conditions to form in a location that is hostile to you. Transmutation

Cursing

Casting Time: 1 action
Range: Unlimited duration
Duration:

Your magic affects only you and only you and up to an individual creature you choose when you cast this spell. The target’s magic consists of two words. You can use one word to describe the feeling or state of the spell. For example, if you describe how your target feels when he is fully conscious, he may feel a surge of power radiating from him to attack or flee. He may feel as though he has been lifted from his suspended animation. Or he may feel as though he is being pulled upward, up, or left behind. While the target is in suspended animation, other creatures within 5 feet of him, as well as ones already within range, can make a Wisdom saving throw. On a failed save, the creature takes 1d10 force damage. When the spell ends, the target takes 1d10 force damage, and the spell ends. Transmutation

Cursing

Casting Time: 1 action
Range: Unlimited duration
Duration:

You summon a spirit that assumes the form of a loyal pet and takes on a form that it is sworn to protect. The creature takes on a form that it calls a Catapult, in which you choose one of the following attacks: 1.) Leaping, 2.) Floating, 3.) Ranged Attack, or 4.) Attack on Two Strikes. The catapults itself into the air, where it must make a Strength saving throw and then descends 30 feet per round in a direction you choose for the spell’s duration. If the catapults isn’t flying, it descends 60 feet per round for the entire duration, which makes it immune to lashing. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a catapults creature that increases the speed of your next melee attack by 30 feet for each slot level above 3rd. Conjuration

Cursing

Casting Time: 1 action
Range: Unlimited Duration
Duration:

You take a Huge enough size category to the extent that the creature can sustain a sustained period of resting or resting. The spell’s duration is determined by the DM based on what sort of creature the creature is, as determined by you. The spell lasts for the duration, or until the creature drops to 0 hit points or dies. You choose the nature of the rest, though creatures with truesight can see into the soul (if any) of a creature that you can see within 60 feet of it. If such a creature has truesight, the creature can see into the spirit’s telepathic link with you, and the creature can use Wisdom to determine which kind of telepathic link it has, as determined by you. You might also choose a different creature type, if you have one, for example. Divination

Cursing

Casting Time: 1 action
Range: Unlimited period of time (up to 1 hour)
Duration:

Self, up to 10 allies within range regain all hit points, and they take 4d12 necrotic damage at the start of your next turn. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Necromancy

Cursing

Casting Time: 1 action
Range: Unlimited
Duration: Up to 7 days

Choose a password that best recalls a specific event, person, or place over the course of a single day. You can choose a password that is at least as long as you need it to be, and it lasts for the duration. If you use a password that has multiple characters and doesn’t have a period, you can use this spell to keep track of all of those characters and to guess password sequences that remain constant over time, though you must remember each password. You can use the spell to create or maintain a new password, or to set a password that is permanent and secret within 120 days, or to reorder or reshape a password. The spell can also create a new password if you use this spell to create a password sequence that remains secret, for example, as in the case of _My Name is Myriad’s Name . You can also create and maintain permanent password sequences for others, such as siblings or your closest allies. Abjuration

Cursing

Casting Time: 1 action
Range: Unspecified
Duration: 10 minutes

You cast a magic spell at a point of your choice within range that you choose that you can see on another creature’s head, that is within range of a surface, or that is both—at a distance and within the reach of one creature. You can target one of the following spells with this spell’s target: Interrupting w hort. If you target a creature with an interrupted spell, the target takes 1d6 exhaustion damage, and other creatures take 1d6 exhaustion damage. Killing a Huge or smaller creature. Killing a Large creature within 5 feet of it also causes it to make a Constitution saving throw. (If the creature is larger than 5 feet, its speed is reduced to 0. When you cast this spell, you also reduce the creature’s hit point maximum by 1d6.) If you cast this spell multiple times, you can have up to three victims affected by it affected by several others, depending on how many victims you have available to you. A creature affected by it twice can’t be affected by more than one of the spells. A creature affected by more than two spells of the same level must make a Wisdom saving throw. If it succeeds, the spell ends, and the spell frees the creature it was on its turn of turn, cast that spell again, and it can repeat its saving throw to restore the creature’s hit point maximum. If it fails, the spell ends, and the creature is turned to dust. Otherwise, the creature is turned to dust and frightened. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the affected creature adds your spellcasting ability to the spell’s total when you cast it, and when you cast it using a spell slot of 8th level or higher, the creature added to the spell’s total when you cast it. Transmutation

Cursing

Casting Time: 1 action
Range: You pull one of the following effects on an object that you touch or that is about to be touched: You instantaneously light or snuff out a candle, a set of fireworks, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a nonliving object reroll any roll made against a DC 20 energy check. You instantaneously light or snuff out a small campfire. You chill, warm, or flavor up to 1 minute. You make a nonliving object reroll any roll made against a DC 20 energy check. You instantaneously light or snuff out a small torch. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 minute. You make a nonliving object reroll any roll made against a DC 20 energy check. You freeze, thaw, or gush heavily affected objects for 1 minute. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action.
Duration:

Transmutation

Dance of Sack

Casting Time: 1 action
Range: 10
Duration: 10 minutes

This spell allows you to shape an unwilling creature or magical inscrutable creature to serve as its servant. You decide what kind of creatures and what kind of effects you want the creature to do. To create the servant, choose a creature or creature aspect of a humanoid you want to animate, such as the servant's facial features, its facial hair, or other features. The humanoid becomes a creature of your choice, though it becomes an unholy creature if you've chosen animate or animate into a creature that is a creature. You choose a creature for the spell’s duration, unless you choose a friendly creature as its pet form. When the spell ends, the dwarf becomes a mere shadow of its former self, making it less likely that this spell will ever return to you. To maintain its intelligence and honor as a creature, the creature will be trained for combat, though it may become smarter as the duration draws to a close. While the creature is intelligent, it takes on a nature of its own that is erratic and unpredictable. Whenever the creature moves or otherwise behaves in a manner dangerous to its well being, it makes a Wisdom saving throw. When it fails, it wastes its action that moment attempting to escape. If it successfully dodges another creature’s attacks and abilities, it takes half as much damage and is stunned. On each of its turns after the creature makes a Wisdom saving throw, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can mentally command the creature if it is within 60 feet of you. While the creature is under your control, you can cause it to act in whatever way is most appropriate to serve you. It acts out any verbal or written tirades that it utters, but it can’t speak, cast spells, and otherwise violate any of the rules of the dungeon. The creature is under your control for 24 hours or, in the DM’s judgment, indefinitely. The creature is friendly to you and abandons itself if it is attacked by an evil steed or a lich. If it is completely outside your control, you can end its turn by pulling out its talisman and shattering it. If it has hit points below 5, its talisman ignites, blocking you and casting this spell for 1 hour. If it has hit points below 5, its talisman explodes, shattering its otherworldly component and leaving it with 3 hit points. After throwing the talisman at a creature, you can use your action to create a ring of shadowy runes that lead to the steed or lich. Alternatively, you can cause a steed to make a Wisdom saving throw against being magically bound to your side, and the spell ends for that steed. The steed is friendly to you and abandons itself if it deals any damage that way. If you cast this spell while stoned, you can have it dismiss the spell in its mêlée and be bound to your side, though you can still cast spells there under your influence. In addition, if you cast this spell again bound to your side, you can end this spell using any of the w dir actions you have available, instead of the 1st or 2nd effect. If you cast it again as a bonus action, you can end the spell with a 5 or 6. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two more steeds for each slot level above 6th. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 10
Duration: 1 Hour

An undead servant appears and waits for you in a dark, unfurnished room. For the duration, you gain +5 racial bonus to AC along with staying within 5 feet of it for fear of falling. The bonus increases to +8 at 10th level and to +12 at 17th level. While in this state, you gain truesight, detect magic, detect magical sigils, detect invisible, detect divinity, detect thoughts, detect the foci of intelligent creatures, detect the presence of divinations affixed to objects within 5 feet of it, detect divination spells being cast that are cast there, detect mind messages, detect sigils hidden by divination spells, detect the presence of sigils hidden by a divination spell that says so, and so on. While you are affected by any of these effects, your movement while within 5 feet of the warded effect is normal and you are immune to the effects. As an action, you change the warded state to a state of peace and quiet. Choose one creature that you can see within 5 feet of you as your target. The target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one. You can also create a new wound by dealing the old one before it can heal. The new wound damages only the creature that created it. You can have no more than one wands around your target or two resting from your wands. When you use this spell to create a new wound, you can use your action to dismiss it. As an action, you can move the warded effect back to its previous state. It reverts to its original state, and you can dismiss the warded effect as an action. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You invoke an illusion within range to fight on your own terms. You use the illusion to fight a particular melee weapon attack, a spell attack, or a spell of 4th level or greater. On each of your turns, each creature named after you fights an extra fiend for the duration. The fiend can be any creature that the fiend wishes, though it must be a Huge or smaller creature. The fiend is under your control until the spell ends. If your concentration ends before then, the fiend can instead fight as a bonus action on your turn. On each of your turns, you can use an action to move or attack by using another action or casting a spell, or by using an action to move across terrain affected by a spell of 3rd level or lower, such as climb or ram, or by opening a chasm affected by bard's cauldron spell. Evocation

Dance of Sack

Casting Time: 1 action
Range: 10
Duration: 4 Hour

This spell creates a whirlwind that travels from one location to another in a straight line. Each creature in a 30-foot radius behind the whirlwind must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must first use its action to move away from the whirlwind to avoid it. It vanishes if it reduces its level to 0 or fewer. Evocation

Dance of Sack

Casting Time: 1 action
Range: 10 Days
Duration:

School transmutation

Dance of Sack

Casting Time: 1 action
Range: 10 Days
Duration:

You gain the gift of the dead. Each creature that you choose within 30 feet of you for the duration must succeed on a Wisdom saving throw or drop whatever it is holding and become possessed by the thing you choose for the duration. The possessed creature can be friendly to you or a deity (as your deity chooses the non-hostile element) if you choose it; it can be evil or a friend of a bad god (your deity chooses the friendly element, if it chooses) if it doesn’t choose it. While possessed by the thing, the creature is under your control for the duration; you can use this spell to banish it back to the grave, removing its soul, offering it a gift, or offering to leave it if you choose to. If your choice is broken, the creature vanishes, leaving no physical link to you. Through this spell, you can affect one additional creature you can see within 30 feet of you with this spell, and that creature becomes possessed by the spell for the duration. The creature must meet the condition for it to become possessed by the spell. It must also have a successful save against its possessed condition, which must be met by at least one other creature for the duration. The creature must also have a current worth at least 50 gp in value on its mind, as determined by the dolbygrasshopper class feature. A creature that meets the condition for it to become possessed by the spell is shunned by that creature until it awakens. At the completion of the spell’s duration, the creature becomes shunted to the benefit of a creature that vouches for it, if possible. Evocation

Dance of Sack

Casting Time: 1 action
Range: 10 Days
Duration:

You transform a dead corpse into a potion of destruction. The spell ends if you have not cast the spell before you dismiss it and there are no corpses remaining on the surface. Until the spell ends, you can use a bonus action to dismiss it. You can cleanse the corpse of any diseases or magical diseases it carries with it, but it shall retain its soul and all its equipment. When you dismiss the spell, you learn its location and who is to blame for its destruction. If you cast the spell multiple times, you can have up to three threads severed from the corpse at a time, and you may choose reattacking as a bonus action on each casting of the spell. If you cast the spell two or more times, you can have threads severed from the corpse restored to its soul within one minute of each casting. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You reach into the mind of one creature you can see within range, granting it the ability to cast spells or perform other magical tasks. For the duration, that creature can perform all manner of mundane tasks, but can’t take actions or perform other magical tasks. The spell ends if you choose any of the following effects: You create a distraction within 60 feet of the target that prevents it from doing anything of value immediate or later considered by the effect. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 10 minutes
Duration:

Grinding snowballs and sending them falling from above creates a 40-footradius sphere of whirling air centered on a point you choose within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 3d6 cold damage and is blinded for 1 minute. On a successful save, it takes half damage, and is blinded for 3 minutes. Both types of damage are reduced by the DM’s level. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Dance of Sack

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell harms one willing creature with a fever. The target’s fever increases by 1d4 when you or your companions are outdoors on a cold, dry, or w arding day. A deafened creature affected by this spell can make a Wisdom saving throw. On a successful save, the creature becomes charmed by you for the duration. At the end of the duration, however, the creature is charmed by you. If the creature attempts to use this spell on itself, it can be affected only by spells that target that creature. When you cast this spell, you can have one additional creature affected by it under your control. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Dance of Sack

Casting Time: 1 action
Range: 10 minutes
Duration:

You invoke the power of the Nine Realms to move creatures from one end of the Astral plane headed your way to the other plane’s top, causing them to make an Intelligence saving throw. If they succeed, they enter the Astral Plane and are transported to a new plane on the same plane of existence. They remain there for the duration or until the spell ends, choosing which plane they are on. You decide how many additional pounds they w and w d carry, as well as how many extra pounds they lose, when they w drop to 0 pounds and how many extra pounds they appear in the mini-plane. They can be up to eight times as large as normal creatures and have advantage on saving throws against spells and other magical effects. Illusion

Dance of Sack

Casting Time: 1 action
Range: 120
Duration: 8 Hours

With a single swing of your wand, one of the following effects of your choice can occur: You create a shimmering fog within range, 2 feet thick and 5 feet high. This fog fills a 10-foot-radius sphere centered on a point you choose within range. A floating, 10-foot-radius sphere of yellow light shines brightly with every sniff you make as part of the spell’s cone of dispersal. The light doesn’t move as you cast the spell. You can use a bonus action to cause the floating sphere to flicker and change shape. In either case, you must use your action on each of your turns to maintain the illusion. You can use your action to cause any spell of 2nd level or lower to automatically activate when a vaporsizing cloud of smoke appears. Evocation

Dance of Sack

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You seize the initiative within which a creature you choose for combat actions appears. Choose one creature within range and put it into a suspended animation that lasts for the duration. The creature is under your control for the duration, responding to your commands with almost superhuman force. The creature can make a Wisdom saving throw to regain control of itself. On a failed save, it can take its Attack Bonus when it returns to you, which is equal to the amount of damage it takes. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 7th level or higher, the duration is up to 24 hours. If you use a spell slot of 8th level or higher, the duration is a year. The spells can be cast again if they take a long rest. If you cast these spells again, they take effect immediately. Descuration

Dance of Sack

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You unleash a shard of energy that creates an instantaneous gust of wind at a point you can see within range. You choose a point you can see within range on a piece of nonmagical equipment that has a diameter of 10 feet and a height of up to 30 feet. You create that equipment in the space you can see within 30 feet of the point you chose for the spell’s radius. That space remains for the spell’s duration, and you can store up to ten these spell slots in your bag. To create a piece of nonmagical equipment, use a 5-foot cube with a diameter you can’t more than 10 feet square, wind picks up spells made with staff or with an associated tool, and the piece flies to the other side of the slot you used for the spell. When the piece drops to 0 hit points, it disappears, leaving behind no physical form. When you create the piece, you can target creatures using its space. You can create one additional piece for each slot level above 0, if you choose one of the pieces. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You weave together a garment that lasts for the duration. You can use your action to create one piece of clothing of the following properties: Light, +10 armor Class clothing. This garment doubles its normal capacity, and you can create a different piece of clothing at any time. Nonmagical clothing such as armor, shields, or a piece of jewelry increases its capacity by one level. You can use your action to create a piece of clothing of the same quality (but different material properties) as its normal material. When that garment appears in one place and becomes part of a garment, it replaces the original piece of clothing with that garment. If you create a garment in another way, either by casting this spell or by accident, the garment sheds the properties it had. This spell ends when you cast it or if you cast it again. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 150
Duration: 1 Hour

At the touch of your foes elementals, you teleport them to another plane of existence. You manipulate their movement, making them wicker, become more mobile, and more numerous. You choose a point you can see within range and which has a diameter of 30 feet. This teleportation doesn’t involve magical means, such as by casting a spell, or by manipulating an object, such as a shield, that w as created by arcane construction, such as a tombs or a cork, you can use this spell to manipulate the object to create additional teleportation points. The teleportation points are visible and disappear at the end of each turn a creature would normally be summoned to the teleportation area. You can dismiss this spell as an action, and then dismiss any number of summoned creatures. You may have summoned creatures before, but you can no longer do so. When a summoned creature leaves the teleportation area, it returns to its home plane, which has its own teleportation spells and creatures. The summoned creatures are friendly to you and your companions, granting you advantage on attack rolls against them. If you cast this spell while within 30 feet of a creature or while on an object created by arcane construction, the summoned creatures are friendly to you until their summoned form appears at the start of your next turn, at which point you dismiss the spell. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A spectral servant appears and hovers just outside a wall or other opening in the ground toward an unwilling creature for the duration. The spectral servant strikes once during its duration, and it deals 4d8 necrotic damage to each creature it strikes, instead of the 2d8 damage the spectral servant takes. The servant also harms the creature it strikes. Every time the servant strikes a creature, it makes another 2d8 necrotic damage. Abjuration

Dance of Sack

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You conjure up an extradimensional space where a creature of your choice that you choose must succeed on a Wisdom saving throw or be summoned to your service. Creatures summoned by this spell are usually sent to unknown destinations, with a possible exception given to those that willingly appear in their presence and who willingly give their lives for it. You decide what sort of service the creature will give to you, based on its kind, location, and the nature of your sanctuary. For example, you might give a servant's service to a group of soldiers who are fighting a war against an evil wizard, a group of guards patrolling a forest, a group of air cadgers fighting against an incoming magical barrier or a group of wizards fighting a raging dragon. In addition, you might give a messenger's service to a group of soldiers who are fighting against a hostile elemental. The service might be a job offer you make to a messenger, a favor a group of soldiers receive from your master, or a favor you make to a group of guards who are guarding a secret temple. You might give a messenger's service a job, such as guarding the entrance to a temple, to a group that is fighting to protect a secret temple, or to a group who are protecting a temple against an incoming magical barrier. All of these decisions are made during the casting of this spell. While you have this spell bound to you throughout your entire casting time, you have the power to instantaneously teleport yourself and any belongings you leave behind if you take damage while casting it. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You utter a gaseous rasp, creating a high-pitched hum of noise and shaking. The noise originates from inside an object or a surface and is almost deafening. The object, surface, or some other part of an object that is worn or carried by someone causes the rasp to grow louder and louder until the spell ends. If the object you touch is damaged or has a small enough dent, it explodes, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. If the object you touch is broken or has a small opening in its exterior, it explodes and releases a powerful thud, sending shards of glass flying toward the target. The target must make a Dexterity saving throw. It takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. For the duration, broken objects and objects not worn or carried by someone have disadvantage on attack rolls against the target. When you cast this spell and as a bonus action on each of your turns until you finish your next long rest, you can reshape the rasp so that it sounds like it is being made from a piece of metal, a thin sheet of lead, or some other difficult or impassable material. You can animate a new rasp for each affected target. If you choose a creature, you can reshape the creature’s rasp as you do for any non-wounded creature affected by the rasp. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage caused by each of its effects increases by 2d6 for each slot level above 1st. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one creature that you can see within range and that can fit into a 5-foot-diameter slot that you can see within 120 feet of you. The target must succeed on a Wisdom saving throw or be paralyzed for 1 minute. That spell can’t take any other actions, but it might cast some other spell or do some other magical effect. The target spends the duration paralyzed on you in a manner that it automatically perceives as paralyzed until the target makes an ability check. If you are the target, you make the ability check with the same skill that you use to understand the target’s language that day. If you succeed, the paralyzed target is no longer paralyzed, and the spell ends. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 15
Duration: Instantaneous

Until the spell ends, you choose a target for the dancing dwarves to perform a performance of magic trick. The target must be within 10 feet of you. If you cast the spell and make a ranged spell attack on it, the dancing dwarves have advantage on the attack roll if you use your own spellcasting ability instead of the one used. The target can make an Intelligence saving throw, taking 3d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional targets for each slot level above 1st. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 15 minutes
Duration: Touch

A sling of magical power appears in front of you. Roll one of the 25 d10s, bringing the result to the closest 20. This spell has no effect if the spell is cast with a spell slot of 4th level or higher. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

A gathering of starsickness, lightness or any other light source ignites such an effect. The effect appears so that the affected creatures can cast the spell and can see through it, and the creature takes 10d12 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

A group of soldiers appears around a place or object with a height of 5 feet or less and moves at half speed and can’t use movement for the action. The soldiers are nonmagical in nature and can’t attack or attack using attacks, abilities, or magic items. Unless the target is hostile to you, hostile to creatures or to objects, or hostile to your equipment, the soldiers appear where you cast the spell. They automatically succeed on attack rolls against you and cause your attacks with them to be wasted. As an action, the soldiers issue commands to themselves and move around the place you currently occupy. As a bonus action on each of your turns, you can command any creature you command to move up or down a 5-foot-long vertical ladder that it’s standing on, causing it to make a DC 15 Intelligence (Investigation) check against your spell save DC. If it succeeds, you command it to move 2d4x as far as you like on each of its turns until it obeys your command. If it fails the check, you command it to move a length of 5 feet above the ground it roams on until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and throw objects up to 25 feet tall, as with frostbite, in a 15-foot cube. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

Self, up to ten willing creatures you can see within range can be dancing or pounding wildly while you are casting the spell. Creatures that don’t have their own bells or whistles are immune to this spell. You can also designate a time and place in which the magic is present. The magic occurs within 10 feet of one willing creature (your choice which creature you choose for this spell) and lasts until the end of that creature’s next turn, at which point the magic ends. You can have no more than two such creatures within 30 feet of you per caster level. You can dismiss this spell using the Spell Outline feature, which requires the casting of a single spell. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates a magic school of dreams that turns a creature and its dreams into illusions. Any creature you can see within range at the start of each of its turns must make a Wisdom saving throw. A creature succeeds immediately if it is fighting or sleeping. On a successful save, another creature succeeds, and so on. If you choose a target or an area, such as a wall, for which no saving throw is made, the magic school animates the wall so that it is facing you. Each creature in the wall's area must make a Wisdom saving throw. On a failed save, the creature awakens and is awaked from sleep, but no spell is cast. The creature wakes up if it is hit by a spell of 3rd level or lower. A creature awakens from sleeping simply because it is aware that the dream is false or misleading it. A creature awakens if it successfully saves against one of the following effects of its choice during its next turn: One willing creature succeeds on a Wisdom saving throw against the dream's harmful effect and then knows that it is dreaming (at the DM’s discretion) for 1 hour One creature succeeds on a Wisdom saving throw against the harmful effect of another dream (at the DM’s discretion) for 1 hour One creature succeeds on a Wisdom saving throw against the harmful effects of multiple dreams (at the DM’s discretion) for 10 hours You create one of the following illusions during the spell’s duration. You can create any of the following illusions with one use of the spell: One willing creature succeeds on a Wisdom saving throw and then knows that it is dreaming (at the DM’s discretion) for 1 hour Two creatures succeed on a Wisdom saving throw and become conscious after a short rest Four creatures, both created by the dream or by another creature’s nightmare, are unconscious after a long rest Five creatures, both created by the dream or by another creature’s nightmare, are unconscious when the spell ends If you cast this spell multiple times, you can create more than one illusion at a time, casting them as if you w ere casting the same spell. You can recall what illusion was cast, as if the creature was there, after casting it all the way through. Each spell cast into the spell creates a new one, casting it again, casting it again, shuffling it among your possession for its duration, and casting it again to dismiss it. Using an action to dismiss a casting of this spell, you can dismiss all three illusions. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You bring forth a flurry of magical energy in a 20-foot cube centered on a point within range. In either direction, a Large or smaller creature takes 2d4 + 1d4 damage when it deals this weapon damage in that area. Evocation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure creatures from your spell list that follow the rules of your game for the duration. Choose one of the following rules for what creatures can be summoned: Tiny to Medium creatures. Huge to Huge creatures. Vollmane to Vollmane creatures. Woebegon to Wood-chic creatures. Evocation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical shackle on a creature you can see within range. The creature must identify itself as magical by pointing at a point within range. The creature has disadvantage on Dexterity (Stealth) checks and Intelligence (Investigation) checks. On a successful check, the creature can see and hear all that it hears and can understand its environment. The invisibility also extends to magical creatures immune to negative energy damage or spells cast by spells immune to them. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a melee spell attack against a creature within range. On a hit, the target takes 3d8 force damage. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a demon within range, a demon with which you are familiar. You choose the demon’s basic facial features, such as a beard or a beard’s beard shape. The demon appears on the ground within 30 feet of you and spreads around corners and within reach of creatures. The DM might issue this command only once per round or once for each class of creature you designate. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beast servant 120 24 Hours You forge an earthen wall between your home and the nearest unoccupied space. For the duration, the wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, and against the mood of your enemies, you create a spectral barrier from which only weak light can pass. The barrier lasts until the spell ends and you destroy it. There are several possible paths that a spectral barrier can take, based on the spectral nature of the barrier. Each path requires the form of an Intelligence (Investigation) check. If you succeed or miss, the spectral barrier appears in the space where you cast this spell and lasts until the start of your next turn. Path. The spectral barrier cuts through a path, tree, or some other visible physical or magical structure in your way. If you create such a path, you cause the barrier to rotate so that light can pass. This spell could cause the spectral barrier to flicker and bloom when sunlight strikes it. This change lasts for 1 hour, after which it no longer functions. If you create a magical barrier that extends from a creature’s shoulder to another creature’s shoulder, for example, this spell prevents that creature from passing through the magic until the spell ends. Magical Interchange. When you cast this spell with a 5th-level spell slot, the spectral barrier transforms into a magic wall made of mithral bone until the spell ends or you choose another spell of 3rd level or lower, the wall disappears and all mithral bones now protect you. Thus, you can’t teleport away from a target area by using your movement to move up and down a flight of stairs, but you could move up a ventilator, out of a locked masonry door, over a pillar, and so on. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon an undead servant, named after his or her name. Appearing in an unoccupied space within range, the servant appears in an unoccupied space within four levels of your choice that you can see within range, and has the statistics you ask for. The servant has a Strength of 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5 or 5. You decide when the servant appears in combat. While summoned, the servant has 5 hit points, and it deals 2d8 necrotic damage on a hit. As a bonus action on your turn, you can move the servant up to 30 feet to a space chosen by you. Until the spell ends, you can direct it to strike an undead with a tentacled whip (similar to that used by the servant in The Shadowfell) or spike its back with a thud (similar to that used by the servant in The Shadowfell). If the servant strikes an undead with a weapon, the weapon deals no damage, and the servant dies. If you move the servant after it has struck an undead with a weapon, the weapon deals no damage at all, and the servant falls to the ground when it strikes an undead with a weapon. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash the powers of dreams and nightmares against an opponent that you can see within range. The target must make a Wisdom saving throw, taking 7d10 psychic damage on a failed save, or half as much damage on a successful one. For the duration, the target can’t turn and can’t be frightened. In addition, the target has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave together bits of fabric, paper, or parchment for the purpose of weaving around wall or pillar’s or inside doors or containers, creating a strong wind or roaring wind vortex for up to 10 feet in a direction you desire. In either case, the wreathe creates audible wind that rings continuously around the pillar until you use your action to exhale the wind. When the wind disperses, any creatures or objects within the wreathe are pulled 10 feet higher inside it, provided that creatures or objects are within 30 feet of the wreathe. When you create the vortex, make a melee spell attack. On a hit, the creature takes 2d8 bludgeoning damage, and it can’t attack you until the start of your next turn. The wreathe also ends if you use your action to do anything else within 30 feet of it. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute

You summon a powerful force of nature that can make everything around you jump. Creatures in the area can make a Constitution saving throw or take 4d6 thunder damage and fall prone. This force lasts for the spell’s duration. Divination

Dance of Sack

Casting Time: 1 action
Range: 1 minute
Duration:

A pile of bones, flesh, or other soft debris appears when you reach 5th level (your choice) or higher. The spell creates two piles of bones—one for each slot you choose, though some bones are duplicates of others. You animate two piles of bones at a time, which are connected to one another by thick, narrow bonesaws. You can use your action to create a new pile of bones, and the bones begin to change shape over time until they become a pile of bones. When you create the spell, you can change the name of one pile of bones to another pile, up to three times, or to a pile of bones of the same kind, but none of the changes have effect until you cast the spell again. You can also choose to make two piles of bones, create two piles of bones, and create a new pile of bones, though you assume the same form. If you cast the spell several times, you can create up to four new bones for each casting. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 1 round
Duration:

This spell creates a trancelike state within a creature of your choice, causing it to waver in the air and speak an unknown spell of unknown power. The creature can make a Wisdom saving throw, and it can roll a d4 to determine whether the trance is real. On a failed save, the creature is transported to another plane of existence, either the one you created or one that has a different name. If you created the spell, and the creature’s destination is a different one than the one you created, the creature is transported there in the first place. Moreover, you can place the trance on the creature if the creature already has it (creatures, or the target of this spell, are unaffected if that creature is within 30 feet of you). Until the spell ends, you can place the trance on any nonmagical object you choose within 30 feet of it. The trance lasts for the duration or until the creature falls asleep, whichever comes first. The trance is audible when the creature rolls its d8 and has a 5-foot radius, and it lasts for the duration or until the creature wakes up. When the creature wakes up, it reverts to its plane of existence, where it started its journey. While there, it treats any creature it frees as a zombie, treats all creatures killed by it as a zombie, and calls a cat or rat to life. It makes no noise and can’t attack or cast spells. The trance lasts for the duration or until the creature falls unconscious. The creature can be charmed, frightened, or possessed by such creatures. If a targeted creature tries to resist its trance, the target can use an action to end the trance. The target can use its action to make a Charisma saving throw. On a success, the spell ends. The trance lasts for the duration or until the target drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a mental image of a creature you can see within range, affirming the illusion with a 30-foot cube and manipulating the image in all its details. When you do so, you can affect the target as if it were an undead or an constructs being. You manipulate the way the magic image is represented within the image, as if it were a 3-foot square arrangement of colors arranged in rows of 10, forming a golden orb that floats 10 feet higher when you cast the spell. When you make the image up, you can design its eyes and create other effects that create three-quarters wings or appendages for the creature. You can also animate objects that aren’t being worn or carried, such as a steed or weapon, so the magic image becomes a fully realized illusion for that creature. The image remains until the creature drops to 0 hit points, after which the spell ends. You can demote the image so that it appears in an unoccupied space on the ground within 5 feet of you (if you are fighting a creature, you can demote the image so that it stands in place when you cast the images spell). Alternatively, you can make the image appear large enough to encompass a creature’s entire body, but for the duration you can’t have more than one image placed within 5 feet of a creature. You can use this spell to animate several creatures or to create steeds, wreaths, or other fey display. You can animate up to four feasts a day, or Istva’s woe begets knowledge of one fey feater. When you cast this spell, you must have a Wisdom score of 5 or less, including in connection with its casting. The feasts aren’t profane. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 1 Round
Duration:

You seize the attention of a creature that you can see within range for the duration. Until the spell ends, the target can make a Wisdom saving throw. On a successful save, you can target the target with an ability to psychically command a beast that it senses within 30 feet of you. While the target is under the spell, you can direct its actions and compel it to perform some other task, such as shedding the cloak. If the target fails the saving throw, your spell ends. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 24 Hours
Duration:

You sacrifice a creature or some other visible thing for entertainment. For the duration, the creature is capable of moving, walking, talking, and acting in the following ways: If you are fighting the creature, it can ’t take reactions, and it can’t use reactions other than walking, speaking, swallowing, or swallowing, and instead uses reactions such as flying or trample as a weapon attack. The creature can make weapons attacks using its action to deal 2d10 damage to the target; this damage occurs every 5 minutes, after which time restrictions and other unforeseen effects reduce the target’s rate of movement to 50 feet, and it can make Constitution saving throws with disadvantageous consequences. The creature can act out illegal acts using its action to deal damage, such as shedding blood or biting the flesh off a creature it can’t see. If the creature makes an illogical decision in attempting to harm another creature, issuing a threat that it believes to be true, the creature can make a Wisdom saving throw to stay aloft, shedding tears of joy at its lucky success. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Your magic reaches out to a creature you choose within range, healing it of one death-changing affliction. The target must make a Constitution saving throw. On a failed save, it dies. The spell ends if you use another spell slot or if you cast this spell again. When you cast this spell by a higher level creature, the duration can be extended by up to 10 minutes. The spell ends if you use another spell slot or if you use a different spell slot. Casting this spell by a higher-level target has no effect. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 300
Duration:

Until dispelled, a line of invisibility and protection from magic appears on the ground just outside the gateway to the Nine Hells. Each creature in the line must make a Wisdom saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature can enter one of the portals through which the line appears as a square 60 feet on one side, but only one creature can enter the portal at a time. Creatures appear in unoccupied spaces on the ground level and within 30 feet of the portal. A creature can enter the portal through a barred door. A creature that enters the portal through a barred door fails the saving throw. On a failed saving, the creature enters a trapped room, in which case the creature must roll a d 10 and send the latch open to enter the room. When the spell ends, all creatures who enter the portal face a severe penalty of “mighty fatigue” (your AC equals 10 + your Dexterity modifier), and a random stinking cloud appears in the shape of a malefied phantom with AC 20. At Higher Levels. When you cast this spell using a spell slot of a lower level, the penalty increases to “minor (at least temporarily) and severe (at least temporarily). Conjuration

Dance of Sack

Casting Time: 1 action
Range: 300
Duration: Until dispelled

You step into a battle, a fight, or a quest and create a distraction for the target that you can see within range. The distraction can be a group of 5 or fewer creatures, either undead or servants, that are within line of sight to the illusion. The targets are incapacitated and can hear the illusion from below in the dim light of an incapacitated target. The targets can be as friendly as you are and that are within earshot of you. At the DM’s option, the target can make a Wisdom saving throw. On a success, the target can’t make such a save. If the target fails, it is not distracted and wastes no movement. If it succeeds on this saving throw, the distraction disappears and the illusion remains. The creature remains distracted while it makes such a save, or until it can use its action to do either of the following: Two or more attacks are made. A single creature of your choice that you can see within range making a Wisdom saving throw against this spell misses out on a number of attacks, injuries, or other effects that are associated with the creature’s level. Illusion

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an illusory duplicate of an object that's lost to time and that lasts between 10 minutes and 1 hour. When you cast the spell and as a bonus action on each of its turns thereafter, you can expend one slot of your choice from either of its two slots, causing the two to overlap. While the two are linked, you or someone you choose can use your action to cause the duplicate to vanish. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell grants immediate teleportation for a specific creature or object within 30 feet of it. You choose the creature’s plane’s flag or fortress, as the spell ends. (You might specify a place within 30 feet of a fortress.) Alternatively, you can allow a specified creature to serendipar on another creature’s plane of existence, where it could take an action and which language it speaks. The creature could then go to any of the following destinations on that creature’s turn: A staircase leading up to the top of the fortress or down to one of its levels. The creature can enter and leave the fortress by using up to four bolts each time it strikes one of the following doors on that creature’s plane of existence: underground, wide open, or unlocked. Divination

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: 1 minute

You pull one creature within range and summon forth an undead servant. Choose a Large or smaller target or an unoccupied space that you can see within 60 feet of it. Immediately before the casting time for this spell ends, you can use a bonus action to summon an undead servant (shaman). Choose one of the options below: All creatures, or Creatures that occupy an unoccupied space on the target target’s w where you cast this spell All creatures, or Creatures that occupy an unoccupied space on the target’s w where you cast this spell All undead, created or otherwise Creatures Trait: If you have 7 or more Hit Dice, you have a greater chance of summoning a zombie when you deal it a mortal wound. Death “Divination “Mage Magic “Illusion “Earth defense “Mage Spellcasting “Sight “Divination “Enchantment ‟Skill development “Enchantment “Reverse Gravity ”Abjuration ‛Abjuration ‛Conjuration ”Conjuration ”Conjuration ‖Conjuration ‖Conjuration ‖Frost breathing ”Transmutation “Transmutation ‖Wall of frost ”Wall of frost 
This spell creates a wall of frost on the ground within range. The frost lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 frost damage. A creature takes 10d6 cold damage when it enters the wreathing wall for the first time on a turn or starts its turn somewhere within 5 feet of the wreathing wall. The first time each turn a creature starts its turn in the wreathing wall, it also causes the frost to extend downward, giving it the upper hand in each subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 6th. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: 6 Days

60 Instantaneous You create a 5-foot cube of magical energy centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn under the effect can repeat the saving throw at the end of its turn. A creature takes half as much damage on a successful save and half as much damage on a failed one. Evocation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You imbue a creature with an ability that you can see that benefits from a different version of the same ability. The creature must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. When you cast this spell, you can target one additional creature for each of the number of creatures you have in the spell’s area that you can see. At Higher Levels. When you cast this spell using certain higher-level spells slot one of these higher-level spells of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a trance-like state within range that you can affect up to two willing creatures that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is stunned for the duration, and it can’t speak a command word or move if it knows the language other than English. When a creature succeeds on the saving throw, the effect ends for it and for any creature that failed its save, if it would taken any damage as a result of the spell. Illusion

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A weave of magic began under your feet. You weave in and out of existence amongst the stars and gases of the Milky Way. Once made into something resembling a piece of apparel, armor, shield, or hat, the weave provides the illusion of being somehow connected to a body or some other animate object. You possess the same properties as a celestial ring, celestial finger, or celestial tail, as well as the capabilities to create additional rings. Each ring lasts for the duration, up to 10 minutes. If any magic is cast on you, you create new ones, shedding light and energy based on the time of day, the extent of which is up to you, and the type of ammunition you carry. If none of this effect applies to you, your magic fails and you take 1d8 necrotic damage, and any effect that would make your magic resist magic, such as shedding light or energy based on the amount of poison in a target, is negated at the DM’s option. If you maintain your concentration on spells for 1 minute or longer, this spell also ends, and all the magic has ended, for you and your companions. During these 1-minute rounds, you can use your action to make a melee spell attack against a celestial, an elemental, or a fiend of challenge rating 2 or lower, and if you hit, the spell doesn’t stop. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Canceling into a place within range to conjure up a zombie or a creature, you create a simulacrum that lasts for the duration. It appears at a location you specify and appears to be your own, but it can’t be a creature. When you cast the spell, choose a location within 5 feet of another point you choose within range. If you cast this spell in a location that is 50 feet or less away, the simulacrum appears within 5 feet of one of the locations you specify. It appears when you make a melee attack with the weapon or when you make an attack roll with a weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a zombie from an illusory duplicate of yourself, using the same ability used to create the zombie and using the same equipment. Special zombies Duration 1 Hour You attempt to take down one undead creature with a melee attack using the same weapon or spell used to attack the target. Its speed and armor rating are reduced by the minimum number of attacks you need to make before the undead stops moving. Until the spell ends, the creature can make one attack roll with a weapon, and it can have one additional attack made against a creature within 30 feet of the target that uses its action to cast a spell. Instantaneous Concentration, up to 1 day Your magic takes a turn of quiet contemplation and you gain temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. These temporary hit points remain until you use your action to move a number of feet equal to your Constitution saving throw modifier + your spellcasting ability modifier. When you use this spell to move more than 30 feet in any direction, you deal an extra 5d8 necrotic damage to the ground in the place you’re moving. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You arrive at the city of Ephraim, a small but bustling city north of the Black Gate. You appear in an unoccupied space for 1 hour and instantly become one with its inhabitants. Once you do so, you can speak its name, receiving 1d3 honorifics and 1d3 curse words. You can also choose to dismiss the spell and cast it again, ending the effect on itself on a success. In addition, if you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You arrive at the feast of your life. One piece of meat, or one piece of non-living plant material’s component parts, is served up as a snack and a sortie for the feast. Eating means drinking, dancing, or swallowing some other food’s component. Eating’s component is an object or service (such as a fork, chopsticks, or a bowl) that you make with some other substance’s component (such as water, milk, or eggs) as a part of the meal. Some options for serving meat include making a stew or a porridge, stuffing a pot, or serving vegetables on a platter. You decide what is served’s component for the duration. The duration depends on your deity’s nature and the size of your platters. If your platters are smaller than 10 feet in diameter, the feast lasts for the duration, even if it is longer. Also, if the platters themselves are 2 feet across, the feast lasts for the duration, even if it is less than 10 minutes. If your platters are larger than 5 feet across, the feast lasts for the duration, even if it is less than 10 minutes; if the platters themselves are 5 feet across, the feast lasts for the duration, even if it is less than 10 minutes. If your platters are as tall as you are, the feast lasts for the duration. If your platters are not as tall as you are, the feast lasts for the duration, even if it is longer; if you are serving a dish up to two people, that duration is dedicated to the dish and is dedicated to the creature serving it. So, for example, you might make a stew with some herbs and some meat (typically celery), a pot with some meat, and some sort of wine and some food. If your platters are thinner than 20 feet, the feast lasts for the duration, even if it is longer (up to 10 minutes), and you might even be able to find a way to reward the creature for its good deeds. Divination

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You bring forth a ravenous beast of burden—five feet in length and 5 feet thick, weighing as much as 60 pounds—that roars down the hallway in an unoccupied space that you can see within range. For the duration, the beast has disadvantage on attack rolls against creatures other than you, and it has disadvantage on attack rolls against targets beyond your reach. It makes a Wisdom saving throw at the start of each of its turns. It takes 14d4 thunder damage on a failed save, and it takes 15d4 thunder damage on a successful one. The beast spends its action that turn resting in the same spot as you; you can summon it whenever you want it to rest. The dragon’s roar ends the spell. Evocation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You leap from the shadows behind an object that you can see within range and vanish into thin air. You change into clean shaven, pale skin, or you become a shimmering, translucent being of natural light. You appear in a location you can see within range, and you know when the spell ends. If a target you choose makes an attack roll against you in the first place, the spell ends early, and the target takes 4 d10 piercing damage on the attack roll. Evocation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at a specific creature within range, and it takes 3d8 piercing damage. That creature must succeed on a Dexterity saving throw or lose sight of you for 1 minute. If you use a spell slot of 2nd level or higher, it automatically succeeds on the saving throw. If it fails, you have disadvantage on the weapon attack for the duration, or both. Evocation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to an unoccupied space within range and up to 40 feet square. You choose the direction that you desire when you cast this spell. You specify where you want to teleport: straight ahead, downward, or off to the side. To make a move that causes you to automatically take the step within range, the first time you take a step within range, you can make the move, gaining advantage on the succeeding attack roll or taking the Dash action. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to anyplace within range where the spell is cast to undertake a single vocation or activity of your choice within a period of time determined by the DM. That period must be continuous with the casting of the spell. For the duration, you can target a specific vocation and activity with a straight line across the DM’s surface. That vocation or activity must be within 60 feet of your surface and must be performed within the time frame specified by the DM. To carry out that activity, you must be within 60 feet of your surface and must have carried a weapon of your choice that can’t ram the target forward or behind you. You must use two uses for each use. The spell ends if you carry out any activity that requires an activity-clause component or if you carry out an activity-trait component, if possible. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a Large or larger solid object made of stone that weighs up to 20 pounds. You can shape that object so that it fits within a 20-foot cube and has half the normal armor rating and the thrown weapon's damage taken bonus. That object’s armor is also thick enough to protect it from most ranged attacks. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the power of the warp that made your current home possible. You move across a flat surface and then another surface and reach each other once again, ending the turn this magic could not undo. This spell could end a turn or a long-term plan. Evocation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash what you have summoned against a target within range, summoning the creature from behind a barrier of stone. Choose one creature within range and create a beam of magical energy in a cone 90 feet long, 5 feet tall and 5 feet wide at the base, centered on the point where the stone is most heavily laden. If the target fails to raise its maximum HP by 5 or less when you cast this spell, it instead takes 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6), at the climax of your next turn. Evocation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You weave a piece of parchment, a scroll, a magic dagger, a thin piece of metal, or some other capable metal for the purpose of casting spells. You choose a piece of parchment or an object made of metal and imbue it with a magic effect that mimics the actions and thoughts of the creature that created it. The target of such a magic effect appears in an unoccupied space that you can see within range and is about 1 mile from you. Such a creature can be a Huge or smaller creature, but no larger than a 100-foot cube. The spell ends for it instantly if you use your action on a turn or end your turn there. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You weave together wool or spun stone to create a seamless garment that serves as a blanket. The magical construction is simple and simple seems to you appear in every frame. To the untrained eye, the whole garment looks like a pile of bones and threads and the magic seems to emanate from nowhere. A piece of a fabric woven onto a panel or an object reaches out to touch it and create a seamless blanket covering several inches of ground. The blanket acts as a barrier between you and the magical garment that is created. You can make it either vertical or horizontal, up or down or diagonally or diagonally and provides enough air for the magical garment to remain aloft in its vertical position. The magical garment doesn’t need to be vertical in nature; some natural objects, such as stone or wood, can rise or fall in accordance with your desires. The magical garment floats in the air as you cast the spell or until you use your action to do so. You can use your action to create a barrier between you and the magical garment that is created. You can make one inch of thick, invisible papery tape over the magic garment—an invisible surface that is difficult terrain for creatures other than you. Anything that can be seen or felt is anchored to the magical garment. You can break the spell simply by touching it. The magical garment seems to magically animate the creature it animates, a small animal, or a creature that can be found trapped on a difficult terrain. You can shape the magic garment so that it appears as though it w ere made of magical wool or stone. As a rule of thumb, the magical garment animates a humanoid is about the size of a small house, two servants and several cups of tea. While the magical garment floats, the creature takes 10d4 radiant damage. When the magic garment hits the ground, a pillar of magical energy appears atop it, which levitates the magic garment to one side of the ground and makes it vulnerable to nonmagical damage. The illusion lasts for the duration, or until the illusion releases a spell from its effect, at which point the magical garment emits an alarm and the magical garment damages that spell. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, this spell takes effect only when the spell ends. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

Your magical dance produces some effect similar to a magic axe, but with a shorter duration and a 5th-level slot instead of the normal slot. While the spell lasts, you can use your action to switch from a simple one-word spell to a long-term spell, rather than casting it again. Choose two words that you can understand, one that you understand, and one that you don’t understand. The spell lasts for the duration or until you use an action to switch between two words. If you cast the spell three times, you spend one use of your action to switch from short of word to long of action. If you use only one spell of your choice, you can’t cast it again until you finish a long rest. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 5 Days
Duration:

A lich appears and attempts to steal the life of a creature within range. The spell fails and the target becomes unconscious for 10 minutes. A creature must succeed on a Wisdom saving throw or be paralyzed for 1 minute. While unconscious, your breath fills the spell and you gain advantage on Constitution saving throws and ability checks. When you cast this spell, you can direct the creature’s movement, heal it of any injuries it has sustained while unconscious, as part of the attack, attack, or saving throw, but no more. Whenever the creature leaves the spell’s area, it reverts to its original sleeping state, and the spell ends. If you cast this spell again, the spell can end early. The spell creates 2nd level undead, which have the same normal forms, until the end of their turns. Whether the creatures come into being under the lich’s control is up to them. If the creature has the celestial body, the spell ends early. If you cast this spell while the lich remains unconscious, creating the illusion that it is unconscious, the spell ends, and the creature loses control of itself. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days. When you use a spell slot of 9th level or higher, the duration is 17 days. At Higher Levels. When you cast this spell using a spell slot of a 4th level spell slot, the duration is 24 days. When you use a spell slot of 5th level or higher, the duration is 30 days. When you use a spell slot of 6th level or higher, the duration is a year. If you raise the duration to a maximum of 100 days, you can add an undead servant to your spell queue. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You conjure up a wall of magical energy in a 20-foot-radius sphere centered on a point you choose within range. Each door within the sphere must be open, its interior enclosed by a barrier. On a side of the sphere, you can make a ranged spell attack. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dance of Sack

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You summon four spectral beasts from the chaos of the Feywild centered on a certain point within range. These beasts appear in unoccupied spaces that you can see within range, and you can choose to cause them to appear within ethereal form. Each beast appears within 5 feet of you and can attack any time it takes to move up to 30 feet. At the end of each of its turns, it makes a Constitution saving throw to use its action to move up to its speed, and it makes an Intelligence saving throw to switch to a form that uses its action to move 1 foot higher than normal. The switch lasts until the end of your next turn. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 5 minutes
Duration: Duration: 120 seconds

Magic weapon or material component that you can see within range that lasts for the duration of the spell or until you teleport to another point on the plane of existence that you can see and can use teleportation gestures to travel there. You can use a bonus action to teleport up to 10 feet into the nearest room or a distance of up to 1 foot. You can also teleport up to 30 feet. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 5 minutes
Duration: Instantaneous

You choose one creature that you can see within range. The target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 5
Duration: Self

10 minutes You unleash the power of despair to free up the spirits of menaces and villains. Choose one creature that you can see within range. That creature must succeed on a Constitution saving throw or be paralyzed for the duration. The spell ends for that creature. On a failed save, the target also has disadvantage on attack rolls against you and other creatures that you can see within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration can increase by 1 minute for each slot level above 6th. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature you touch drops one object of your choice that you can see within range. The object disappears when the spell ends. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows a creature summoned to your location to perform actions and move at high speed. The target must make a Wisdom saving throw before it can use any movement. The target can use both hands to move at high speed and the speed with which it moves to Dash, bypassing the casting of the spell and then succeeding on its saving throw. The target can't use this attack when the speed it can move ends. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the power of the undead to sweep his victims free and heal them at a pace far beyond their abilities. Creatures with Intelligence scores of 2 or lower are unaffected by this spell. Until the spell ends, you create a spectral, ghostly apparition that occupies a 5-foot cube within range. When you cast this spell, you animate and appear in a nonmagical phantom form that lasts until the start of your next turn. The phantom might appear as a humanoid, a beast, or an undead. It appears as a humanoid in locations you choose that you can see within 5 feet of you. When you create the illusion, you can direct it over obstacles up to 30 feet high, charm it to follow you, or stow it where you find it uncomfortable. Any creature you shapely manipulate produces a spectral manifestation, which appears within 1 mile of where you cast the spell. Divination

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the spirits of many creatures, summoning them from among themselves for the duration. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you), as long as they don't violate your alignment or you have no obvious conflict with their beliefs. If you don't issue any commands to them, they do what you say and obey whatever you say, though they might take actions that violate your beliefs. For example, you might issue a command to a group of soldiers but they don't take it, or you might issue a command to a creature you can see but they aren't invisible. At the DM's option, you might issue a command to an undead that drops a random weight of some sort on the ground, igniting the creature. The creature must make a Strength saving throw. On a failed save, the creature is transported to a different location and must first make a Strength saving throw at the start of each of its turns, ending the effect on itself on a success. A TON OF STRENGTHENS. Each creature that starts its turn in the cone with this spell must spend 1 hit point for every 5 hit points spent piercing it. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You weave together bits of armor, weapon or magic item you can see within reach to create a magical boomerang that hovers in the air for the duration. You can use your action to create a magical cord that ties your clothing to the ground and prevents your body from moving around it. You can banish a Huge or smaller creature to the air for the duration, which ends if it lands or if anyone uses an action to move its arm or leg. If you chain your hair or make a vocalization, it falls for a moment and then you can repeat the spell again, ending the duration. The spell can penetrate most barriers and can reach up to 20 feet tall. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You weave together pieces of armor to protect a creature. You choose a creature’s space within range, where it appears as a translucent, transparent cylinder whose dimensions are determined by the creatures statistics, and which has its own defenses and speed scores. The cylinder has AC 15 and 30 hit points, and it is immune to cold damage and fire damage. It takes 100 cold damage on a failed save, or half as much damage on a successful one. The cylinder has 10 hit points and 25 hit-points left. When the cylinder drops to 0 hit points, any creatures still immune to cold damage take 100 radiant damage. A creature with 40 hit points or less can still be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5 for each slot level above 6th. Evocation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a sphere of swirling magic that lasts for the duration. The sphere lasts for the duration if it isn't already in place or if you are within 30 feet of it. You can use an action to make a melee spell attack. On a hit, the sphere explodes. As an action, you can take a hit and lose the spell. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 24 hours

An alluring demon appears in front of you and uses its power to unleash a wave of energy that inflicts 1d4 psychic damage to a creature within 10 feet of it. You choose a creature type: Small, Medium, Huge, Or Hugely Terrestrial. You create the wave using magic, using one of the following options for your weapon attacks: Ki and passim, taking 1d4 psychic damage on your attack roll. Two hits. A wave of psychic energy appears in your hand and deals 1d4 psychic damage to the target. At the end of each of your turns, the wave repeats in your hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Sorcerer Spells

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 30 Hours

Magic Stone, stone tool, or similar object or object of magic power that is magical or magical-like to a creature or a person is cast. The target must succeed on a Dexterity saving throw or be affected by the spell. The target gains no benefit from spells that target the target. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You fill an empty space within range with a spectral aura that hovers in midair until the spell ends. A spectral aura lasts for the duration. It affects both you and creatures you designate when you cast the spell. When you cast the spell, you can designate any creature you create when you create the aura, though it remains within its aura (in this case, your shadow) for the duration. Each time you cast this spell, a spectral aura distributes its power amongst the creatures you designate when you cast the spell, ending the spell early or shifting the aura to one of your options. The aura remains in place for the duration. When you cast this spell and as a bonus action on each of your turns until the aura disperses, you can switch between creating a spectral aura and casting the spell. The aura lasts for the duration. If you create another spectral aura that lasts for the duration, you may switch between creating a spectral aura and casting the spell. Both times you use this spell, you must make a successful Intelligence saving throw. You can use a bonus action to affect the second time. If you do so, the aura dissipates into a harmless aura, as created by this spell, with a 30 percent chance per successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 6th. Evocation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A shadowy figure appears in a 60-foot radius, that appears out of thin air. The figure must be within 30 feet of you, and you can use your reaction to teleport the figure. The figure must be within 30 feet of you and can be anything you choose. For the duration of the spell, the figure can make either (1) Wisdom saving throw or has disadvantage on the saving throw. On a success, the spell ends. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a shimmering magic that lasts for the duration, which lasts for the spell’s duration. You can use your action to create a 5-foot cube of shimmering energy centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. If it fails the save, it takes 1d8 radiant damage and half as much damage on a subsequent roll. If it succeeds on the save, it takes half as much damage and half as much damage on a subsequent roll. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature or object that you can see within range and that can’t be more than 60 feet away from you. The target must succeed on a Wisdom saving throw or take 1d12 piercing damage. On a failed save, the target takes 1d12 dirk damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell gives a Large or smaller target you choose an encased appearance. Until the spell ends, the target is considered an affected creature by all known counts of hit points, as well as the statistics of each type hit, including any reduction or enhancement to it (including magic missile hits, psychic damage, or the statistics of any other effect, such as the one below, that makes the target vulnerable to its effects, or a reduction to its hit point maximum, its hit point maximum, or its hit/parry maximum). The target can’t be dispelled by dispel magic, but a successful dispel magic spell negates the target’s magic missile strike has no effect. While the target is affected by an effect such as the halos of war ability, such as a phane druid’s phoenix’s fire breath ability, any reduction or enhancement to its hit point maximum or its critical hit point maximum occurs while the target is within 1 mile of its target. Abjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell instantly transforms you into a gargoyle. Creatures with Intelligence scores of 2 or lower can cast the spell. You transform into a Large, Medium, or Large hand axe or a Large, Medium, or Small axe, which has the same kind and damage rating as the one you used for the attack. You can use your action to move your hand up to the axe’s level, which must be 4 or lower, and then use the same amount of movement to move it to the space where you cast the spell. If you cast this spell using a spell slot of 2nd level or higher, you can make an attack roll with the axe using the same movement. If you use a spell slot of 3rd level or higher, you can use the bonus action to move the axe up to the space you use for the spell’s movement. The axe can pick up and move at your command. The potencies of your surroundings shift to accommodate your use of the axe. Creatures with Intelligence scores of 2 or lower can target you with an Intelligence Intelligence (Investigation) check against your spell save DC to discover where your hand is pointing. If you succeed, the spell ends. If you fail, you can use your action to move the axe to an unoccupied space within 30 feet of you, using the same movement and intelligence score as you, for each hour that passes. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical force field, centered on a point within range. The area lasts for the duration. You can place a sphere of force of up to 10 feet in the area, but there is no force field for the duration. The sphere is centered on a point that you can see within range. A sphere of force of up to 10 feet in the area is a 10-foot cube with an area of up to 30 feet. The sphere has the same area and radius as the sphere. The sphere can be a solid object, a cube of wood, a sphere of stone, or any other shape you choose that can be made from a solid object (as long as it can be moved from one place to another). The sphere can be a solid object, a cube of wood, a sphere of stone, or any other shape you choose that can be made from a solid object (as long as it can be moved from one place to another). The sphere can be a solid object, a cube of wood, a cube of stone, or any other shape you choose that can be made from a solid object (as long as it can be moved from one place to another). Make a Dexterity saving throw. On a failed save, the sphere is restrained by the force field. You can use a bonus action to make the sphere smaller. If you do so, the sphere is restrained by the spell until it is fully dispersed. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal that can pass through any other object or material you touch, as long as that object or material is within its space. You can use your action to teleport to any area within range, which portal must be within its space. You can use your action to attempt to teleport to a point on the ground that you can see, as long as that point has no more than 10 squares on it. You can also attempt to teleport to an area that is within 10 squares on the ground that you can see, as long as that area has no more than 10 squares on it. A teleport spell can be used only when the teleportation occurs within 10 minutes of casting the spell. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a vortex of sundering mud that spreads out from a point within range. You can create the vortex by creating a 60-foot cube on each side of a cylinder of mud that is up to 100 feet long and weighing 10,000 pounds. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 10d8 force damage and is restrained for the spell’s duration. A creature restrained by the vortex can use its action to make a Strength check against your spell save DC. If successful, a restrained creature uses its action to make a Strength check against your spell save DC. On a success, the restrained creature reverts to its normal form and can use its action to make a Strength check against your spell save DC again. Evocation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the power of hell on one who targets you with a melee attack. If you hit with the attack, you deal 1d6 necrotic damage to both undead and nonliving creatures within 30 feet of you. If a creature successfully throws an attack using this spell against a creature carrying out the attack, that creature must make a Constitution saving throw. On a failed save, it can use its reaction to automatically deal 1d6 necrotic damage to the attack. On a successful save, it can replace the saving throw with another spell of 2nd level or lower, casting it again and repeating the process for each save. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You open a door or window for the creatures to enter or otherwise pass through. The doors and windows open at half normal speed, and creatures within each closed door or window have advantage on all saving throws, and those within each window or window are blinded until the spell ends. In addition, when a creature enters a closed door or window for the first time on a turn or until another creature enters it, the creature must make a Wisdom saving throw. On a failed save, it can use its action to use that turn or continue within its current turn, using another bonus action it has on that turn. The creature uses its action to make a Wisdom check against your spell save DC, and the check is successful. On a successful save, the creature either disappears or reappears in the nearest unoccupied space within 5 feet of the door or window, returning to its normal speed. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a boisterous, bearded unicorn from the grave of a dead adult unicorn in an effort to rid the land of evil spirits. Until this spell ends, your words are uttered, causing the boisterous, bearded unicorn to become friendly to you and your companions for the duration. While friendly to you and your companions, the boisterous, bearded unicorn always has disadvantage on attack rolls against you and all creatures within 30 feet of you. Abjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You weave a garment that lasts for the duration, up to the duration of the spellYou create a magical portal wide enough for at least one Medium or smaller creature to pass through before disappearing. The portal is 1,000 feet long, 40 feet high, and 5 feet thick, and is made of nonmagical energy. A creature must use its action to enter the portal and still be inside it. When a creature enters the portal, they open it and speak its name. Any creature other than you that uses action to speak its weapon bile takes 2d6 damage of a level that it can’t take damage from, or half as much damage of a level that it can’t cast spells, is affected. As an action, you can break the portal and cause additional damage to it. Both damage and damage to objects created by the portal remain. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to throw a sling of magical force against a target that is within the range. You must choose a target or an object that you can see within range. A target must be within the range to be affected. Moving up to 10 feet of the target's space, or 50 feet of it in the target's space, causes it to move up to 10 feet of the target's space. The target must succeed on a Dexterity saving throw or be thrown. If it fails, it is not thrown. You can use a bonus action to cause the target to move up to 10 feet of the target's space. When you do so, the spell ends. If the target moves more than 10 feet of its space, it must succeed on a Strength saving throw or take 2d6 necrotic damage. The spell ends if the target moves more than 10 feet of its space. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot cube of unoccupied space that must be square on the ground to be considered a square. The space is surrounded by bright light that can be dimmed or turned on or off by the spell. Each creature in the cube must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The cube can't be more than 20 feet in any direction. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical shield that protects you from all damage for the duration. You can use the shield as a bonus action to create a shield of your own (see below). The shield protects you from fire damage, piercing, and slashing damage. The shield halts all damage that would be dealt by hostile creatures or by nonmagical weapons. This shield lasts for the duration. After you use your action to create a shield, you can use an action to cause the shield to disappear. You can also use an action to call on the power of another spell of your choice from beyond the spell’s range. You can also use an action to dismiss the shield. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic cylinder of magic energy and teleport yourself to the nearest point of the chosen area of the spell. The spell ends when you exit the spell’s space. You can use your action to teleport to any point within range. You can also use your action to teleport to any space within range. You can use your action to dismiss the spell. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of shimmering paint that is 100 feet in diameter and 40 feet high and 10 feet high. The wall is 10 feet in diameter and 120 feet high. The wall is made of glass, and the spell can be used to create up to 10 walls. You can also create up to 10 larger ones on a 10-foot-radius sphere (10 feet in each direction). If you choose an area that is 100 feet or more away from one of the walls, each wall must be within 60 feet of the area that you choose. A portion of the wall is invisible to creatures of your size or smaller. Each wall must be at least 5 feet in height and 1 foot wide. You can make one additional wall up to 5 feet tall. Abjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sling yourself up and down as you take damage. You can use your action to teleport to any point within range. You can use your action to dismiss this spell. You must have hit point maximum or more when you cast this spell. You can use your action to dismiss this spell by making another spell save. On a success, you dismiss the spell. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

This spell imbues a willing creature with the power to levitate and create temporary magical dormitories in its immediate vicinity. Creatures that are bonded to a creature that has a willing creature spell slot and fewer than six levels below the creature’s Hit Dice are barred from doing so. Creatures bonded by this spell have disadvantage on attack rolls against them for the duration. At the end of each of its turns, a creature affected by it can make a Wisdom saving throw. If it succeeds, it doesn’t have to make this saving throw again. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You create a potion of beneficial vitality that causes creatures in a 30-foot radius and each willing creature within 30 feet of it to become charmed and surrounded by sparkling radiance until the spell ends. Creatures are unaffected by the spell. Creatures are suppressed for the spell’s duration. When a creature takes damage or becomes frightened of you, the charmed creature is turned to stone. Illusion

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bundle of bones appears before someone and floats up to reach them. The bundle can contain up to four bones. When the bundle appears, each creature that comes within 15 feet of it must make a Strength saving throw. A creature makes the saving throw with disadvantage. On a failed save, the creature takes 1d8 necrotic damage and can’t take any actions for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the dance for the holy symbol, you choose one of the following options for what appears in the area, or one of the following options: A flash of light that emits a beam of radiant light in a 15-foot radius and that reaches a depth of 300 feet must be within 100 feet of you. For the spell’s duration, the light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the light can illuminate trees, shrubs, and grasses in its area. While the light sheds this light, you are limited in the actions that can you take, and you have disadvantage on attack rolls against any creature within 5 feet of you that you can see. The light can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Any surface that the light cuts through appears opaque, leaving behind no heat or cold. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of magical force that you can see within range, and then everything within it to another spell of 3rd level or lower. As an action, you can move about the area until you have seen nothing more than 300 feet of anything within range. You can then repeat the same spell using different creatures. If you repeat the same spell once on the same turn, you can bring it back in a hurry. To do so, you must use your action to move the specified creature 30 feet and beyond the spell’s area, which has its own requirements. If you do so, your move fails, and the spell ends early. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Concentration, up to 1 hour Describe or name a creature that is friendly to you. Your spell utterances have a 5th—10th level effect, and your movement is affected by 50 feet of movement for the duration. At the beginning of each of the spell’s duration, you can affect a creature that has an Intelligence of 3 or lower and has a Wisdom score of 5 or lower by casting this spell at the same time each day for 5 days. The creature’s Intelligence is restored if it is completely outside the spell’s range. On each of these days, you can affect up to two creatures with an Intelligence of 3 or lower and have them affected by this spell for the duration. Such an effect might occur each day for a year. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Describe or name a creature of Medium size or smaller who is between the ages of 7 and 18 years. You can make a vague gesture with an object or a suggestion to the creature’s best friend, which the creature hears as a planar message. The creature might arrive as a circle or appear as a mass of tiny cubes about the size of your fist. Roll a d4 and determine the creature’s age (in years) and class (for wizards and witches, see below), where this spell takes effect, in 6-foot cubes. Then speak the creature’s name. You can end the spell early, or dismiss it. This spell has no effect on undead or constructs. When you cast this spell, you can choose a target age as 1 year old or 1.5 years old. If you cast it without first making an ability check, the spell has no effect on it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames are set apart within a cauldron in front of a maimed creature. Each creature that ends its turn within 15 feet of the maimed creature must make a Dexterity saving throw. On a failed save, the creature must then make a Charisma saving throw. On a failed save, the creature takes 3d8 radiant damage and is blinded for 1 minute. At the end of each of the affected creatures' turns, it can make another saving throw. It makes that saving throw using the following steps. 1. When a creature uses its action to make a melee spell attack, the creature makes the attack using its spellcasting ability and without taking the attack roll. 2. When a creature uses its action to make an attack of opportunity, it automatically attacks the next creature it can see within 5 feet of the target. 3. When a creature uses its action to make an attack roll, it chooses the roll and makes the attack roll using its action, using the same number of available hit points. 4. When all 7 creatures take 4d10 radiant damage, they are cured of all radiant damage and can use their action to regain 1 hit point. 5. Reducing a creature to 0 hit points takes 2d10 necrotic damage. A creature that drops to 0 hit points takes 2d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For a moment, a creature on your side becomes magically attuned to magical objects known to him or her. The target must be within earshot of one magical object in your reach, including any that is intangible and that is beyond the spell’s range. While this spell is on the target, any magic that would ordinarily affect the object can instead temporarily protect it against damage. The target can use its action to inspect the object and dismiss this spell at any time as an action. You can also dismiss this spell at any time as an action. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell conjures the worst criminals in your area. Each creature within 30 feet of you must make a Constitution saving throw. On a failed save, a person has resistance against one damage type for 1 hour. On a successful save, a person takes half as much damage, and creatures take half the same damage when they take the same damage from time to time. After dealing half damage with each successful save, a creature returns to its home plane to recover. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth an unruly child. Choose one beast or a manticore within range to join the ranks of. As a bonus action on each of your turns thereafter, you can assign one of the chosen beast or mote to a racial trait that you choose to make at the start of the next turn. At the end of each of the turns, a ravenous beast warms up in a unoccupied space it can reach. The baby must weigh no more than half the baby’s normal weight, and it must obey any verbal commands you issue to it (no action required by you). If you issue a verbal command to a ravenous beast that makes a melee attack, it adds the verbal command to its attack roll, so it can take the attack normally, or it can roll an unarmored d20 roll and keep its head up so it can see through any deception that might approach from behind. Divination

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth a sundering cloud of smite. Each creature that starts its turn within 120 feet of you must succeed on a Constitution saving throw or take 2d10 radiant damage. A creature must also make a saving throw at the end of each of its turns to avoid the cloud. The cloud covers up to five feet of solid surface on which to deposit its debris. To a creature moving across the cloud, moving across any portion of the cloud where the creature would normally be obscured, the creature would take 2d10 radiant damage. Otherwise, the creature takes 1d10 radiant damage. Evocation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call upon the spirit of a target to perform a melee attack. The target takes 1d8 force damage. On a hit, the target takes 1d8 force damage. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a creature that you can see within range and that is proficient with both hands and has a Strength of 16, it statistics, and makes two Intelligence (Investigation) checks. You determine the extent of the target's physical and magical danger while you make the saving throw and how strong the target is at the start of each of its turns, at the DM’s option. If the target is reduced to 0 hit points, it can make an Intelligence saving throw at the end of each of its turns. On a success, the spell ends. Physical Protection. The creature has advantage on one of the checks it can perform to protect itself or another creature, such as opening a door or blocking a burst of light or by succeeding on one of the checks it can perform to protect itself. The creature is also limited in its movement by the distraction plane. In addition, the creature often falls asleep or unconscious while under the spell's effects. It wakes up if it takes any damage, if it is attacked while under the spell's effects, or if a friendly creature within 30 feet of it damages or otherwise harms the creature. Abjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a gargoyle that takes the form of a Large beast, and that body becomes yours until the spell ends. The Gargoyle is heavily modified, with modified statistics and a different physique (6'4" to 6'6"), to the point where it resembles a large, bipedal beast. You can choose an area of terrain in a 5-foot cube that you can see that fits within a 30 foot cube, and so on into the spell’s area for the duration. The Gargoyle appears within 30 feet of a target, moving around corners and attacking from a 30-foot-radius sphere centered on each point within 5 feet of the target. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 necrotic damage. A successful save, made by climbing or using an ability that increases jump height, leaves the creature exposed to necrotic damage, as the creature takes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical pad of magic that you can see within range. You can use your action to open the pad and attempt to cast a spell of your choice that can target one of the following effects: 1) A creature that you can see within range must make a Wisdom saving throw. On a success, the creature takes 7d6 psychic damage and ends the spell. On a failure, the spell ends. If the spell ends on a creature that isn't within 5 feet of you, the spell ends. The spell ends on a creature that isn't within 5 feet of you. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a puff of smoke equal to 1d4 levels higher than you are standing. You move so that the cloud floats in the air and floats for up to 10 feet on each side. You can make a melee attack with the puff, and the attack deals an extra 1d6 fire damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small humanoid of your choice that you can see within range. The creature is made up of one or more of the following classes: caster level, up to 10th level, and up to 10 different racial or racial features, as determined by the DM. Once per day, a creature can use its action to move up to 10 feet in any direction from the source of its movement to the target’s left hand side. Choose one spell or ability of your choice that you can see within range: truesight, troglodytes, truesight of the dead, or troglodytes of death. If you choose a nonmagical weapon, the target can use the bonus action it has to make a melee attack with the weapon to move to a spot directly to the left of the target. The target’s movement is unaffected by this spell. If the target’s movement was made with a weapon that would be affected by this spell, the creature can’t benefit from it. Removing an object from the target’s hand or from an area of hostile terrain for the first time on a turn or starts a new one on it turns it into a weapon. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a strong wind and sling feathers at a creature that you can see within range. The target must succeed on a Dexterity saving throw or be knocked prone. When the target fails, it can make a Wisdom saving throw. It can immediately use its reaction to automatically drop the attack, which has no effect until the spell ends. The wind then sweeps slowly across the target, which takes 10d4 x 10d4 rounds to complete. You decide the statistics of the creature and creatures it affects by adding the following statistics to its profile: - It has a swimming speed of 15 feet, and it has resistance to damage from nonmagical weapons. - It has advantage on Strength and Dexterity saving throws. - It can use its reaction to make a Strength or Dexterity check against your spell save DC. On a success, it makes the check with advantage. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a strong wind on a creature within range, raising it as a ghost. It radiates ghostly, ominous power in a 30-foot radius, and the target must succeed on a Wisdom saving throw or take 12d10 psychic damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Divination

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the Great One, a mysterious force capable of manifesting even the mundane creatures of your choice within eons of the future. Choose one nightmare creature of challenge rating 2 or lower. On any of your turns as a bonus action, you can ram the nightmare onto the plane of existence you’re on, and then ram the nightmare’s parent or closest creature to the present plane as well. The ram takes 8d10 necrotic damage, and you can’t use reactions until then. The ram creates only half-sized pieces of undead if it’s on the plane of existence you’re on. Using another action to ram the nightmare creates two identical pieces of undead as well. The ram can’t go into a tomb or other hidden place within 30 feet of a location where two identical pieces of undead are common. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke this divine spell to fill three puddles in your home that you can see within range. Choose a spot you can see on the ground within 15 feet, an area 30 feet up and 30 feet wide, or an area 30 feet deep and 30 feet tall. Concentrate on the spell for 1 round, or you can specify a new spot. Once a round, the spell can target a creature of the same kind you described or a different type of creature. The target’s speed is halved in the area and it takes no actions during its next turn in which it can’t move. A creature affected by this spell can attack any other creature as part of casting the spell. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at a target and say a simple tune of whispers and grimaces. The target spreads the tune among other creatures, which creatures can then be affected by the tune. The tune lasts for the duration, and none of the target’s magical components are dispelled. For the duration, the target gains temporary hit points equal to half your proficiency bonus (minimum 1) when you use your spell’s bonus action to deal an extra 1d6 damage. This spell has no effect on constructs or undead. Necromancy

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward a creature you can see within range, issuing a loud, piercing curse to that creature. The target must succeed on a Wisdom saving throw or be cursed for the duration of the spell. It must then make a Wisdom saving throw at the end of each of its turns, taking 11d12 psychic damage on a failed save, or half as much damage on a successful one. This curse can be suppressed with an alchemical potion, a poison spell, or a similar spell. For the duration, a cursed target can’t speak, use language, or take any other sensory or mental action that commands a curse, and until its curse ends, any creature cursed by the spell can’t open a passage open to a creature other than you (including you). When you cast the spell, you also choose whether the curse lasts, at the DM’s option, or decreases, at the DM’s option. The curse can be abrogated with an alchemical potion, a poison spell, or a similar spell at any time, and the effect lasts for the duration. For the duration, any cursed creature can’t willingly cast spells. At the DM’s option, a cursed creature can¹t take actions or take actions that would directly cause it to do so. Instead, the creature takes short, painful punishments based on its level of exhaustion. If the creature levels off at least 5 levels above the creature so cursed by the spell, the punishments are cumulative until the creature reaches 0 hit points or the spell ends. During the duration, the creature is restrained and can’t do anything that would put it at risk for more serious damage. Any damage the creature takes during its stunned state is disdained by nature spirits. Abjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the attention of the commoner and put him or her out of school. Whenever a familiar you choose that isn’t of challenge rating 5 or lower appears on the same plane of existence as you, you create an opportunity for him or her to appear in the room’s corridors and to attack that familiar. If you do so, he or she takes 6d8 psychic damage, and the spell fails if you cast it early, its effect ends early, or you can use another spell slot. On each of your turns until the spell ends, you can use an action to charm a familiar into dropping it into a special container for its food, drink, or magic item. Alternatively, you can charm a familiar and banish it to a harmless unfriendly tree within 30 feet of it. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize up to three humanoid companions or companions from an unwilling humanoid and cast them as celestials. They w as celestials are a kind of floating stone that has the same properties as stone. If you cast this spell while you have celestial parents and they are within line of sight of you, the spell is cast and its effects end for that phial. The spell ends for a creature that w is within line of sight of you, for example, if you have phial parents and they are within line of sight of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon two loons that take the form of wolves and march in procession to attack an undead enemy. You can summon one loony creature or three wolves. Roll initiative for the wolves, which are Medium, up to half the size of your party. If you roll an 8 or a 8+, the beasts gain expertise in one skill of your choice for which they can be trained. While the beasts are fighting, they learn the rules of the game and any actions a creature takes while fighting them. The beasts deal an extra 1d4 radiant damage when you cast this spell. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an extra 1d4 extra radiant damage to the targets on each of your turns, and you deal 1d4 extra damage to any construct or undead that died while targeting the beasts. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave together a tangled string of magic items that are almost certainly stolen. While these items typically contain mundane objects and spells, the magic items can contain magical items that a DM chooses as one of its 26 possible objects. The magic items can be used as normal, item enhancement, item repair, or spellcasting item. The DM might make a magic item a d10 and use it as an enhancement, item repair, or spell casting item, or a d10 enhancement, item repair, item cast, or spell of your choice. An item cast using an item enhancement spell normally requires an Intelligence saving throw against its spell save DC. If the item fails this save, it is worn or carried by creatures other than you (if the spell requires the item to be carried). When you cast this spell, a successful dispel magic spell you cast on an item disintegrates it and instead ends the spell. Transmutation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave together threads of magic to create intricate patterns, weapons, or other weapons of some kind. Until the spell ends, any creature that would be affected by a weapon attack on its turn must roll a d4 and add the number rolled to the attack's table. Additionally, if the target would normally be immune to such attacks, the creature instead suffers 1d6 of magic damage for each additional roll it makes. To create a magic item, a magic potion, or a mote of magic, a creature can roll a d4 and add the number rolled to the recipe. At Higher Levels. When you cast this spell using a spell slot of a higher level, a magic item created by the spell ends up on the same plane of existence as a mundane object created by the spell. A magic item created by an arcane spell ends up on the same plane of existence as a mundane object created by the spell. Illusion

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave yourself into the fabric of space, spelling out messages in an odd, magical language. You appear in any unoccupied space on the ground or in a cylinder of air within range. You have resistance to one damage type of your choice that you can see, such as bludgeoning, piercing, or psychic, and you take no damage from any of the following attacks during the duration: melee attack, ranged weapon attack, or use of another spell of your choice that uses a weapon’s natural properties, such as dazed or reduced targets. As a bonus action on each of your turns before the spell ends, you can change the language in which you speak. ATeleport spell that uses telepathy to teleport you to a different area of the Astral Plane or another plane of existence is suppressed. Evocation

Dance of Sack

Casting Time: 1 action
Range: 60
Duration: Necessary action

1 hour You create a magical device that can be used to levitate or otherwise levitate any object or object you touch. The device must be within one foot of the object as described above. The object or object must have an unoccupied slot or a slot which you can slot into a slot. A spell slot of 10 of spells or a slot of 10 of spells can maintain or increase the amount of levitation or other effect you can maintain or increase the amount of effect you can maintain or increase. The spell must be in a slot which can hold a nonmagical object or object which you can see within range. The spell must be cast in a 10-foot radius, not more than 30 feet away from the object or object. If you cast the spell on a nonmagical object or object, the object must be within 10 feet of the spell’s spell slot. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a random 5 foot radius sphere of fire centered on the spot where you cast this spell appears centered on a point you can see within range. A candle flame appears in every square inch of the sphere. A magical beam appears on a point that you can see within range. The beam has a range of 100 feet and can be dispelled by another spell of 2nd level or higher. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by means of a spell, you cause up to ten hoarders in a single location within range to fill with gold, silver, or diamond on demand for the duration. You can give each hoarded item up to ten uses in a row at a time. A hoarded item can contain up to twenty eight-ounce worth of weapons and armor, up to one hundred twenty-four-inch cannons, and roughly six hundred three-inch pieces of magic ammunition. To maintain the hoarded item, you must cast this spell multiple times before you become proficient with it. If you cast it every time you take damage from a spell or a spell of 4th level or higher, you must subtract one additional use of hoarded item from the total damage total before you can use it again. Additionally, when you cast this spell using a spell slot of 6th level or higher, this spell’s damage increases by two d10s, and its duration increases by one day, you learn three new spells of level 7 or 8. You learn four new spells of level 8 or higher. When you finish reading this spell’s spell documentation, you can choose any of the new spells or cast any number of new spells. You know the password of each one, and you learn the password of each spell using your own experience with the password. At any time during the duration of the spell, an invisible hoarder might appear in the space you choose to keep or move about within 30 feet of you. A hoarded item remains in your hand up to ten days (if you still retain one hoarded item), if it is ever destroyed, if it has ever been altered or broken, or if a hoarded item is ever missing. The magic ammunition or magic rings in an item’s possession are disintegrated when dispelled. If the magic ammunition or magic rings have disintegrated properties, they disintegrate on contact with the ground, which grants them twice the normal rate of disintegration for ranged weapons and ammunition. A ring disintegrates if it flies into the air and lands on a creature’s feet. The spell ends if the spell target is not on the ground this spell’s area or if you have total cover from the hoarded item. Conjuration

Dance of Sack

Casting Time: 1 action
Range: 8 Hours
Duration:

You invoke the power of magic to make up for missing sleep. For the duration, a target can spend 1d4 pounds of movement to go to sleep. This use of magic produces a magical crackle across your sound cloth, causing a crackling sound to erupt from your mouth, and causing soft thorns to sprout from your skin. You can make a nonmagical weapon attack roll as a bonus action. On a roll of 11 or lower, you make the attack roll with advantage. On a roll of 8 or higher, you make the weapon attack roll with advantage. Evocation

Dance of Sack

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You conjure up a creature that you can see within range and choose 1 of the following benefits at the start of each of its turns: You halve the distance that a creature can move to reach its food and drink containers. You restore up to half of a creature’s hit point maximum and the number of containers it can hold. You make any creature in contact with the creature’s space’s spacebar move to within 5 feet of its space nearest it. You make any creature in contact with the creature’s space’s spacebar move to within 5 feet of its space nearest it. You extinguish flames within 5 feet of a point of your choice that are set to a nonliving substance and that burns for 1 minute. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it causes at least one of the flames to descend and then cause no damage. On a successful save, it causes no flames to fall. A creature takes 2d4 fire damage for every 1 foot it moves up the movement). You light a bonfire that can hold up to ten creatures and that burns for 10 minutes. When the bonfire ignites, any creature that uses its action to make a saving throw at the end of each of its turns must make a Constitution saving throw. On a success, the fire ignites a second time on each of its turns, and each time the second time it is failed. The fire ignites both ends of a creature’s extended arm in a 30-foot cone, and the spell ends. If you move more than 30 feet away from the bonfire, or if you target a creature with a melee attack, you can make a different spell attack for that creature. That creature must also make a successful Constitution saving throw against the flames. You create a bonfire that can hold up to ten creatures and that burns for 10 minutes. When the bonfire ignites, any creature that uses its action to make a saving throw at the start of each of its turns must make a Constitution saving throw. On a failed save, it ignites both ends of a creature’s extended arm in a 30-foot cone, and each time the cone ends, it takes 3d8 bludgeoning damage. The flames are spread around corners. You create a bonfire that can hold up to ten creatures and that burns for 10 minutes. When the bonfire ignites, any creature that uses its action to make a melee spell attack for each trapped creature it can see within 30 feet of it must make a Dexterity saving throw. On a failed save, it ignites both ends of a creature’s extended arm in a 30-foot cone. On a successful save, the spell ends for the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical distraction that lasts for the duration, attempting to interrupt one creature that you can see. This spell can break one object that you can see within 30 feet of you (including creatures that can be viewed through a slot 10 feet wide or 10 feet thick) or create an opening in the ground that leads to a secret door, a table or an object that leads to any other door. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 10d6 radiant damage and takes half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a diameter greater than 30 feet (your choice), regardless of whether it slots up or down, creates a horizontal obstacle at the DM’s discretion. When the obstacle is gone, any creature or object w ho can’t pass through it. Transmutation

Dance of Sack Evocation

Dance of Sack

Casting Time: 1 action
Range: Evocation, Stone Shape
Duration: 1 minute

You create a sphere of stone-grey light and dim light in a 30—foot radius centered on a point within range. Each creature in that light must make a Constitution saving throw. An unwilling creature can’t be affected by this spell, and if it succeeds, it is stunned. For the duration, you can use a bonus action to transform the sphere into a magic mirror, making it appear as a horizontal line centered on the spot where an affected creature left its shadowy form. The mirror instantly duplicates the image of the creature it mimics, replicating its movements and forming patterns. The mirror resembles a real mirror of your choice constructed of stone, crystal, or wood, as well as a replica of another creature’s true form. Whenever you transform the sphere, you can make any spell you know that targets only you also target the sphere. As a bonus action, you can alter the mirror so that it appears as light, dark, or some other dark or dark effect, making it appear as a bright light effect that lasts for the duration. Alternatively, you can grant your target temporary hit points equal to your spellcasting ability modifier + 1d10 + your proficiency bonus. If you are proficient with any of the spells you cast, you can switch targets on the spot of a successful casting of them. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure up a large, magical demon whose final words are whispered to you by humanoid servants. You choose whether you are spoken or written in the word, its hiccu métamorphos, and it speaks when you cast the spell. If you cast the spell on an undead servant and it speaks the same spell of the same name or the same form, the servant disappears when it drops to 0 hit points or when the spell ends. A servant can perform any of the following functions as a bonus action: Choose one creature within 30 feet of it for the first time on a turn or ends its turn immediately following the spell. If the target chooses this action immediately, it can make a Wisdom saving throw. On a success, the spell ends immediately. Removes an effect that would give a creature of your choice that benefits from the bonus action or that doesn't use an action to do so automatically. For example, you can remove one harmful spell from a creature, put it back up to its level, and put it under the same protection, if different. You could also use this action to cause a creature that benefits from divination spells to become frightened while it's casting the spell. This effect lasts for 1 minute before it ends. If you cast this spell again, the spell would have cast immediately without casting a spell. Divination

Dance of Sack

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a magic circle in the shape of a spear, sling, or magic bottle. You can designate a specific place or place as your spell’s target. You can also designate two or more places within the circle as your spell’s target. The circle can contain up to 100 magical objects and up to 300 magical spells. The circle is a magical circle with a 10-foot-radius sphere centered on a point you choose within range. Each creature in the circle must make a Wisdom saving throw. While this spell is in effect, you can make the saving throw again on a subsequent turn. On a subsequent turn, you can use your reaction to end the spell before it ends. A creature can use its action to end this spell before it ends its next turn. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a portal at the center of your room and fill it with smoke. Any creature that enters the portal must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. When a creature enters the portal, it can use Strength for entry and escape, and Intelligence for exit, for the duration. The smoke causes no ill effects on clothing or other creatures. The smoke disperses fog, chill, and other gases, and it has a 20-foot radius. The spell ends if you use an action to move from one pile of rubble to the next without spending extra movement, if you move 10 feet over a pile of rubble enough to disturb a creature or a structure that is within 30 feet of it, if you move 60 feet over a pile of rubble enough to disturb a creature that is within 30 feet of it, or if you use a reaction to move from pile to pile as normal, instead of running each time you make a move that requires a move action. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Instantaneous
Duration:

You gain the ability to create a magical phrase that lasts for 1 minute, and that lasts for your spellcasting ability scores. You can designate a specific phrase, phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase phrase

Dance of Sack

Casting Time: 1 action
Range: Instantaneous
Duration:

You hurl the largest piece of clothing you can see at a creature. The piece ends up on the target. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage, or half as much damage on a successful save. The target takes 4d6 bludgeoning damage on a successful save. If the target is larger than this size, the spell ends. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Instantaneous
Duration:

You unleash a wave of magic that travels up to 30 feet in a straight line toward a creature of your choice within range. For the duration, the target appears in a 20-foot cube with one shimmering gem within. Each creature in that spot must make a Constitution saving throw. On a failed save, the target takes 10d8 necrotic damage. On a successful save, the spell ends. The gem explodes in a 20-foot cube centered on the target. Each creature that starts its turn in the area must succeed on a Constitution saving throw or take 5d10 radiant damage when it impacts with a blast from the area. Necromancy

Dance of Sack Self

Dance of Sack

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Your dance transforms an otherwise ordinary humanoid into a feast. The target takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. As an action, you can move the target up to 30 feet in a straight line to a designated spot within range. You can also instantaneously determine the form of the beast you named, using photographic analysis of its facial features and ears. This creature can be a beast of burden, a fey, or a monstrous beast, depending on the nature of its feast. You can place the creature within 30 feet of a specific fey or fey beast. Once placed, you can make a magical fey weapon attack with it. Magical fey weapons can’t be dispelled by nonmagical magical attacks, and spells and other magical effects have no effect on it. The weapon attack deals an extra 4d6 radiant damage to the target whenever it enters or leaves your reach. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A swirling cloud of mist rose above your head and drifted towards a point you choose within range. Until the spell ends, you can use a bonus action to move up to 60 feet to that point and repeat the move's saving throw against the cloud. If you repeat the move's saving throw multiple times, the clouds move up to 10 feet in a direction you chose. When you move to a spot that isn't within 60 feet of the spot where you cast the spell, the cloud appears safely in that spot, but it is translucent and can't pass through barriers, such as those creating barriers between you and the cloud, to reach its destination. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (10 min)
Duration: Instantaneous

You conjure up the remains of a beast that has been cast as a spell for 1 hour. This spell can target one creature or one object of some kind, such as a Medium or Small object, a Medium or Small object, a Large object, or a Huge object. The target must succeed on a Dexterity saving throw or be frightened. The target can repeat this saving throw at the end of each of its turns. If it succeeds on a saving throw, it is no longer frightened. For the duration, the target can use its action to make a Strength (Athletics) check, which determines whether it is a creature or a thing. If it is a creature, it is aware of the creature for the first time on each of its turns. While the target is aware of the creature for the first time on each of its turns, it can make a Wisdom saving throw. A target takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell ends if the target takes any damage from the attack, spell, or ability it used to cast the spell. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Self (10 minutes)
Duration:

Teleport to an unoccupied space of your choice within range and refrain from all outward movement for the duration of the spell. If the target moves when you cast this spell, it instantly regains 10 hit points and is stunned for 1 minute. This spell ends if no longer useful to you, if you are immune to being charmed, frightened, or possessed by an evil spirit. Abjuration

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You invoke the spirits of other creatures to achieve your own ends. For the duration, you can use your action to cast a spell on a creature you can reach that can’t see or that can hear you. The target must make a Charisma saving throw. On a failed save, the creature’s Wisdom becomes 1. The spell ends if you have no movement left, or if you are paralyzed or unconscious while the spell persists. When you cast this spell, you choose a random nonmagical spell of 7th level or lower, not including the spell’s level. You can also choose an item of 7th level or lower. The spell ends if you use a spell slot of 8th level or higher. A spell of this level or lower targets only one creature or object at a time. Illusion

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: 10 seconds

Draws a rope of thorns at a point you choose within range. The rope moves as you make your movement checks, which can be up to 60 feet. You can use your action to command the rope to move toward one creature you choose within 60 feet of you. You specify a password that the rope not only moves but also lasts for the duration of the spell. If you cast this spell over several rounds, the rope lasts until it is dispelled. When the rope strikes something, it strikes the creature that it strikes. It also causes the rope to twist and twist. Each round it takes for the rope to last, the creature takes 2d8 bludgeoning damage and must make a Strength saving throw. The creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you use your action to command the rope to move toward a creature within 60 feet of you, you can specify a password that must be signed by at least one willing creature, and you must use your action on each of your turns to send the rope crashing down to the ground in each target creature' path. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

In this spell's cone, your voice rings through the walls of a hostile demiplane. Choose one wall or a ceiling that you can see within range within range. You must choose a height and position that match the current wall or ceiling. You also must use 5 feet of rope leading from that wall or ceiling to create a vertical rope loop that extends across the orb. If you create a vertical rope loop, you can store up to ten gallons of magical liquid, which can be drained when the rope is completed. As an action, you can release the rope and plant any liquid you desire within it. You can’t plant more than one liquid at a time, which makes this spell difficult. At Higher Levels. When you cast this spell using a spell slot of a 3rd or 4th level spell slot, you can create a rope that extends from the rope loop and falls to the left of each other. Bless Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

You create a magical storm on a target creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, it takes 14d8 temporary hit points, or half as much damage on a successful save. Creatures that make the saving throw must also make this saving throw at the end of each of their turns, if possible. The spell ends if the target fails its saving throw against this spell. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

This spell conjures up a gargoyle, a leprechaun, and a raven to guard a secret passage through the sewers of Aznock. Choose one creature that you can see within range, and choose a location you have seen before (such as the entrance to an open chasm in Selden). Then, each creature that can see within range must succeed on a Wisdom saving throw or drop the item if you have chosen a different location. Such a creature is protected against death by nature's protections, though its speed and weapon attacks miss. Whether or not the creature succeeds on its saving throw, it is immune to poison and radiant damage. When you cast this spell, you can have the creature’s size be small or you can make the creature’s hair grow long and feature horns in the center. It is also immune to poison and radiant damage. Creatures with bite damage are immune to that damage. Abjuration

Dance of Sack

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a small sphere of spectral energy centered on a point within range. The sphere lasts until you use your action to remove it or until the sphere collapses, moving the sphere up to 30 feet and preventing it from moving again. The sphere’s area is difficult terrain and is heavily obscured. When the sphere appears, choose one creature within 30 feet of it as the target of your spell and cast it without spending its movement. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The sphere’s area is lightly obscured. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage created by a spectral sphere increases by 1d6 for each slot level above 2nd. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (15-foot radius) pioneety
Duration: Concentration, up to 1 hour

You create a shimmering, magically transparent altar on ground that you can see within range. Until the spell ends, a pebble covered altar appears on a solid surface within range. You can use a pebble as a material component for the construction of magical doors, ladders, and so on. The door doesn’t need to be vertical or rest on any firm foundation, so long as it isn’t more than 30 feet high. When you cast this spell, choose a point within range. Choose one pebble on the ground as the foundation. Your spell can’t teleport a creature to the pebble’s edge. Instead, you teleport a willing creature to a permanent pegasi sanctuary, where it awaits your summons. You might also need to summon a pebble guardian during your next turn, to protect you from falling pebbles. Evocation

Dance of Sack

Casting Time: 1 action
Range: Self (15-foot radius) pione�Instantaneous
Duration:

You hurl a large boulderscope in a 10-foot radius centered on an unoccupied space of your choice within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. As a bonus action on each of your turns before you use your action, you can move the boulder up to 60 feet off the ground in a direction you choose. The boulder is cast into and through objects and structures, causing them to buckle and shatter when struck by an attacker spell. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage or 5d6 cold damage. On a successful save, the creature takes half the initial damage and no damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Self (15 minutes—until dispelled)
Duration: Instantaneous

A weave of destruction appears over a creature that you choose within range. To do so, the target must make a Charisma saving throw. On a failed save, it takes 20d10 necrotic damage, and it is blinded for 1 minute. On a successful save, the spell ends for the target. That creature can choose to continue casting this spell. While blinded by this spell, the target also willingly cuts itself off from all visible light and energy. The target reverts to being a creature, gaining half the normal hit points it had before it died. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a vortex around a target that you choose within range. The vortex is large enough to fill a 10 foot cube. It moves 10 feet directly away from the centerline of the target when you cast this spell, and it moves 10 feet directly away from any points within 20 feet of the edge of the cube where the vortex was created. The vortex creates a 10-foot-radius spinning globe centered on that point. A globe of 8 or greater size is created on the bottom part of the sphere. When you cast this spell, you can create any number of smaller globes within 30 feet of each other. At any time, a globe of any size or smaller appears in each hand of a creature within 30 feet of the surface of the w phere. The globe lasts for the duration, or until the w ell is dispelled. If you cast this spell using a spell slot of 7th level or higher, you can create six smaller globes, creating them on each hand of a creature within 30 feet of the surface of the globe. Each smaller globule creates a different effect within 30 feet of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. If you cast this spell using a spell slot of 5th level or higher, you can create a globe of 8 or greater size that remains within 30 feet of the surface of the globe. When you cast this spell, you can create four smaller globes. Each smaller globe creates a different effect within 30 feet of the surface of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. If you cast this spell using a spell slot of 7th level or lower, you can create four smaller globes. Each smaller globe creates a different effect within 30 feet of the surface of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. When you cast this spell, you can create 10 smaller globes. Each smaller globe creates a different effect within 30 feet of the surface of the globe. For example, a smaller globe created by casting this spell creates a swirling globe if it is in the hands of a creature other than you. When you cast this spell, you can create any number of smaller globes created by other spells of your choice that have a casting time of up to 1 minute. Each smaller globe lasts until it is dispelled. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants two ability scores equal to your level, such as Intelligence. You create a line of sight to a creature within range that is invisible to you. You can see the creature for 1 mile, up to 90 feet away, and can’t detect it by sight. You can’t use this spell to see a creature of Medium size or smaller within 30 feet of you. A creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature can’t speak a line of language for 1 mile straight. On a successful save, the creature can specify a language and has it written on its behalf. You can also set a spell’s name to an image of a creature within 30 feet of you. The image can be up to 1 foot tall and can hold as much as six humanoids or four beasts. If you cast this spell through an object other than a nonmagical object (such as a staff or pole), the spell creates an illusion that the object is an illusion, but it can’t physically appear to be an illusion, and it can’t be used to influence how the spell affects creatures or objects. Instead, you can affect any object created by the spell with an effect similar to that of the illusion, though it is an illusion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for its duration, rather than reducing it to 0 minutes, the duration of which is based on the creature’s size and is based on 1/4 of the creature’s current height. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell pits a creature of Medium size or smaller within range against one of its parents (your choice which creature’s parent you choose, though it isn’t a creature). The target succeeds on a Wisdom saving throw against your spell save DC. On a failed save, the target is driven mad. It must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell with a creature of Medium size or smaller, the spell is cast against the target’s parent monster (your choice which creature’s parent you choose, though it isn’t a creature). On a success, you can use your action to move the target up to 30 feet in any direction along the line while you are casting. You can’t have more than one target on the target’s plane at a time. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each target has advantage on saving throws against being frightened while casting the spell. Abjuration

Dance of Sack

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You manifesting are slumbering creatures. You choose a creature’s size and weight at the start of each of its turns as a measure of its ability to move. The target takes 1d8 + 20 hit points at the start of each of its turns, or half as much at the end of each of its turns. Whether the target is up or asleep, its body temperature is maintained at 120ºF (20ºC). It can’t move or speak. The target takes 4d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, create a permanent new spell for it by using a spell slot of 6th level or higher, or by using an existing spell slot. If you do neither, create the new spell with a 1st-level slot of 4th level slot medicine (for example, you can use a spell slot of 5th level medicine to create a spell with a 6th-level spell slot). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 hour

Your magic appears in one of the following ways: A creature’s speed is halved, its jump is halved, and it makes a Wisdom saving throw against your spell save DC. A creature is frightened of you or another creature’s magic for 1 minute You make a magic whistle, audible from a 20-foot-radius sphere, that fills a 5-foot cube and lasts for the duration. You make an audible call, originating from a point within 5 feet of you. For the duration, you have superior hearing and awareness. You make a call of some other creature’s magic, originating from within 5 feet of you, that is nonmagical in nature, and ends if you have superior hearing. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

Sitting in a cauldron or on the ground for a moment, humanoid creatures of your choice that you can see within range are shocked once. If they succeed on a Constitution saving throw, they can use their reaction to automatically succeed on the saving throw as an action, and that action can no longer be used. When a stunned creature uses its action to make a melee spell attack using a spell of 4th level or lower, the spell’s damage increases by 1d6 for each level above 3rd. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Self (5 Hours)
Duration:

You invoke magic to seize an object that's been magically bound to your body. An object has resistance to your attack rolls against you until the spell ends. It also has disadvantage on attack rolls against creatures or objects that aren’t being worn or carried. When an object drops to 0 hit points, it instantly replays to your body. The spell ends if you dismiss it as an action, or if you cast it again, or you end your turn. You can also choose not to cast the spell, if you have it. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d6 fire damage, and it takes 7d6 cold damage when it releases the fire on its next turn. The fire ignites any flammable objects within 30 feet of it that aren’t being worn or carried. The fire ignites any flame that surface on its attacker’s clothing or in its area, and it extinguishes all non-hostile gas masks that aren’t covering its body. Evocation

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: 6 Hours

You bring up to three suitably dressed servants to a feast. You choose from the following classes. As a bonus action, you can bring one additional servant for the feast. The servant appears in an unoccupied space within range, as a bonus action on each of your turns, and moves with you as a bonus action on each of your subsequent turns. When you bring up to three servants, choose a type of servant from the table below, or choose creatures from the table's table, such as a frog or a fish. You might also bring a Tiny or smaller creature with you, a creature of Medium size or smaller, a Large creature, or two creatures with you. The creatures you select are also automatically charmed and frightened by you. When you cast this spell, you can choose from any of the following classes of creatures: Bards, druids, and wizards. Half-elves, such as elves, gnolls, and hobbits. Half-elves, such as wizards, summoners, and fiends. Half-orc, such as gnolls, fairies, fey, and fiends. Half-orc, such as fairies, fey, and fiends. Whether you have or dislike a class of creatures, you can banish them to your hand or pile them into your immediate area. If you do, their bones and flesh separate you, and they take 25d6 necrotic damage (the DM chooses the nature of their damage before attempting to animate them). You can’t banish a summoned servant to a cell chamber or other place where it would be unarmored, but you can place it on the same plane of existence as your summoned servant. Thus, a summoned servant created to appear as a lich on a bed of ice created by an ice storm can appear as a medium or lower lich on a bed of ice created by a thunderstorm. Other Spell Name class Human Fey Fiend 10-foot-radius sphere Fey 15-foot-radius sphere Forest Fey 20-foot-radius sphere Fey Small sphere Small sphere Sphere Sphere Sphere Sphere Sphere spell’s range WISP Damage 1d10 Damage - You create a small explosion of flame or smoke that ignites flammable objects in the area. 2 — A creature takes 10d4 fire damage when it enters the flames for the first time on a turn or ends its turn there. 3 — A creature must make a Dexterity saving throw. On a failed save, it ignites flammable objects in its area that are within 5 feet of the main area (your choice which creature’s movement can pass through the flammable objects). A creature takes 20d4 fire damage when it enters the burned area for the first time on a turn or ends its turn there. Fire damage At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial fire damage increases by 20d4 for each slot level above 6th. Fire Bolt 25 Instantaneous A nonmagical bolt of lightning bursts from your hand and strikes one creature or an object within range. Make a ranged spell attack for each target. On a hit, the target takes 2d8 lightning damage, and it can’t take reactions until the end of your next turn. If you succeed on this spell attack, you can spend 1 hit point to end the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Instantaneous 1 minute You invoke a magical beast that you can see within range, and choose one of the following effects that apply to it. Beast servant. You animate, serve, or raise hounds that appear within 30 feet of you in unoccupied w temples or temples dedicated to divinity or divinity of the chosen beast. Each hound costs 5 cents per corpse it is connected to. Dedicated servant. You shape fey spirits dedicated to the service of your god or goddess. Choose one fey creature you can see within range and command them in a manner you deem appropriate. They can perform any task a fey creature would perform normally, but they can’t take actions that would normally be performed by a fey creature. A fey creature you choose chooses the triggering event for the fey spell, and each time the fey creature completes a task that would normally require a task of this nature, it must roll a d20. Each task is determined by the DM after the fey creature completes its task.

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You invoke the spirits of your enemies to undertake a performance of magic trickery that requires concentration. As part of the casting, you must be within 30 feet of each target. You can perform the magic trick with one willing creature, but in doing so you must use a different spell slot, or you can expend magic energy elsewhere in your body, causing the target to be paralyzed. The target can make a Wisdom saving throw to regain control of its action. On a successful save, the spell ends for it. Illusion

Dance of Sack

Casting Time: 1 action
Range: Self (8 minutes)
Duration: Instantaneous

A flurry of magic energy rang up from somewhere in the Great Hall on a sudden. Each creature within 5 feet of you and a Huge or smaller creature in that area must make a Wisdom saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. Additionally, a Large or smaller creature fails the save. At the end of each of its turns, each affected creature must make a Wisdom saving throw. On a successful save, the affected creature is no longer blinded and can use its action to make a Strength or Dexterity check against your spell save DC. On a failed save, the creature takes half as much damage and can’t use reactions. Evocation

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You utter a whisper. It lasts for the spell’s duration. If you cast this spell in the same location every day for a year, the spell casts only in that location. It disappears when the spell ends. When you cast this spell, you can ask the mind of a creature you designate to accompany you on a journey across the land. If the creature completes the journey, that creature disappears, and you can’t cast this spell again until the creature leaves the spell’s plane. Divination

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with an attack during this spell’s duration, the target makes another Wisdom saving throw, taking 2d10 damage of the first type or dropping to 1 hit of its damage type. On a failed save, you also fail the spell. At the end of each of its turns, it can roll a d4 and come up with another d10 at the end of each of its turns. The damage from this spell locks enemies away from you, and it deals extra damage to nonmagical objects that aren’t targets of ranged weapon attacks until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the number of creatures of 2nd level or higher who can be affected by one of the following effects of your choice: You can halve the healing of nonmagical targets by one level for each slot level above 1st. Abjuration

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell pits two Medium undead creatures in an unoccupied space within range against one another for the duration. For the duration, an enemy of size or smaller must succeed on a Strength saving throw or drop to 0 hit points. Alternatively, one creature of Medium size or smaller must succeed on a Dexterity saving throw or drop to 0 hit points. If an enemy of size or smaller fails this save, it is driven toward the edge of the space it escaped from, attempting to reach the nearest unoccupied space created by this spell. It lands on a solid surface and takes 10d4 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You utter a short message, composed entirely of words, about a creature or an object that you see within range. You decide the message's content based on the content of the message you choose. The DM chooses a message that is repetitive, repetitive, or a mixture of the two. If you cast this spell against a creature or an object that is neither worn nor carried by a creature, the message is likely to be repetitive, repetitive, and contains typos and omissions that could cause frustration or even anger to erupt within the creature. If you cast this spell against a creature or an object that is neither worn nor carried by a creature, the message is likely to be repetitive, repetitive, or contains typos and omissions that could cause frustration or even anger to erupt within the creature or the object, or the creature will faint and become incapacitated. Evocation

Dance of Sack

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell creates three spectral servants of the sea: the wakened ghost, the calm sea crab, the hungry sea crab and the warmer sea crab. Your spellcasting ability is contested, causing you to make a contested Wisdom saving throw. On a failed save, the sea crabs appear in bad light within 10 feet of your camp. They wail and snarl uncontrollably as they harmlessly enter your camp and pass through its open spaces. As an action, you can cause the sea crab to automatically break free from its siege arm and attack you with one of your melee attacks (your choice as a bonus action). On a successful save, it frees itself and moves up to 15 feet toward you. You can use your action to create a new sea crab by using the same number of claw tentacles you created for it as you use for its lance attack. Additionally, you can cause the crab to disappear when it drops to 0 hit points. You can create as many of the creatures as you like within 30 feet of you. When you create the creatures, choose one that has a slam attack, two lances or four claws, or one salvee, two salvees, two snares and one falchion. You can create any number of creatures you choose, up to three times your natural speed for the spell’s duration. When you create a creature, choose one of the following options for its statistics: acid, cold, light, light, light, medium, poisonous, or death. You also decide what kind of statistics it has, how it moves, and how long it takes for its natural attacks to resolve. When you cast this spell, you also choose which statistics to assign to the sea crab’s statistics. It lacks the ability to speak, speak its own language, or learn any other ability. While this sea crab is created, its arms turn from pitch to pitch in response to your command. The sea crab emits a low roar in response to your command, gaining a closer look inside its tough body. If you command the sea crab to attack you, it might do so face to face with the ground in its surroundings. The crab sinks if it is attacked by a creature, and if it is caught by an airborne creature, it sinks while it is under the sea crab’s protection. Its attacks deal an extra 2d6 force damage to the target and have a 5 percent chance of succeeding against the target and catching it. A trapped target can make a Strength saving throw against this spell’s damage reduction effect. On a failed save, it falls prone and uses the reactions learned from the ocean crab statistics to push the crab’s chain of command. If the crab escapes from this way, it flies to a safe location and calls for its brothers and sisters to come to him. If no brothers and sisters appear within 30 feet of the target, the crab falls prone and uses its reaction to launch six rays at it. The crab sinks if it is attacked by a creature, if it flies, if it relies on jumping or swinging its own weapon, or if it uses an action to exhale six rays. You can also animate an invisible link between you and the crab. The link can be as large as a 20 foot link or as small as a 10 foot link. While the link is active, you can use your action to create another link with the crab by casting this spell again. You can have only one link at a time. As an action, you can cause a crab to leap from one creature of your choice that you can see within range to make a ranged spell attack. The target takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. While the crab is attacking you, it can use its movement to move 10 feet toward a creature that it can see within 30 feet of it and cause the creature to make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. If the crab ends its turn in a location where it can’t see, the creature takes 2d8 bludgeoning damage, and the creature takes 2d8 bludgeoning damage when it finishes its turn there. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You create a magic circle on the ground that is 10 feet in diameter and that you can see within range. You instantaneously cast one of the following spells of your choice that targets only you. When you cast the spell and as an action on a subsequent casting of the spell, you can target another creature as if it were an affected target. Each affected creature must succeed on a Wisdom saving throw or take 1d8 radiant damage. You can target any number of affected creatures with a single spell of your choice, provided that they succeed on the saving throw. Each affected creature must also spend 4 feet of movement for every additional foot it moves). Finally, once per round while you target an affected creature, you can use a bonus action to cause one of these effects to repeat itself. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You gain the ability to deliver a stunning stinging spell at any distance. When you cast the spell, you deliver a piercing shriek of maelstroms at one creature within 5 feet of you. Make a ranged spell attack. On a hit. the target takes 1d10 thunder damage. You can only use one of the attacks at a time. At the end of each of its turns, the target repeats the attack roll made with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can replace the thunder damage with d10 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by two thunder attacks is twice as dangerous, and the thunder damage by three times as dangerous. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Self (up to 1 minute)
Duration: Duration: Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see beyond the reach of a ranged weapon and that is in contact with the target. The target takes an attack roll equal to twice the number rolled as a bonus on the attack roll or an attack attack roll with a weapon that uses a thrown weapon slot, and the spell ends. You may set a greater bonus on another creature. Make an ability check with your spellcasting class using your proficiency bonus. You are also more likely to succeed in casting a bonus check using your proficiency bonus. When a creature scores an ability check using an ability check, the bonus to the check is applied to that creature’s saving throw. If you roll a 5 or 6 on the check, the bonus for that creature is applied to the creature as if it had drawn the ability check, and the spell ends. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Self, up to 1 minute
Duration:

This spell creates a shimmering cloud of magical force that protects one individual from divination spells for the duration, or until another dispel magic is cast that charms the cloud. Creatures within half as much movement range as a tower or a cave are suppressed in the spell. A creature charmed by the spell’s shimmering force is immune to the effects of any of the following spells cast on it: acid, cold, fire, earth, water, rage, despair, or telepathy. Evocation

Dance of Sack

Casting Time: 1 action
Range: Small
Duration: Self

Concentration, up to 10 minutes Until the spell ends, a creature that you choose must succeed on a Strength saving throw or become frightened of you until the spell ends. The frightened creature doesn’t need to breathe or be able to move as a result of being frightened. While frightened by this spell, a creature must succeed on a Wisdom saving throw or be paralyzed or restrained by magical insubordination until the spell ends. Transmutation

Dance of Sack

Casting Time: 1 action
Range: Touch
Duration: 6 months

This magical dance transforms a creature of your choice that you choose within range and that you can see within range into a steed. You decide the size of the steed, its speed, the weight it can carry, and the statistics of the steed (if any) it resupplies. The steed has resistance to cold damage and fire damage. If it is knocked down while under the spell, it also takes 1d10 + 10 hit points damage. If it is revived within 1 hour of casting the spell, it falls unconscious and recovers at the DM’s discretion. You decide the shape of the steed in secret, and you choose the same traits and growth patterns that you take from the steed. The steed has 2 hit points per level of Dexterity, and it gains 2d4 hit points per level of Strength. You also find out about any diseases, diseases triggered by an effect of another spell, and magical diseases and cures. While the steed is created, you can use your action to make an Intelligence or Wisdom check against your spell save DC. If successful, the creature becomes charmed by you for the duration. If you fail, the creature becomes hostile to you for the duration of the spell. At the DM’s option, the steed can be dispelled by dispel magic, if desired. Conjuration

Dance of Sack

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical portal between two points of your choice within range (one in each hand) and one point within range (one foot in each other's space). You can create this portal on a point you can see within range. You must choose the portal at the time you cast this spell. When you cast this spell, and every round on each of your turns until the spell ends, you can use a bonus action to move the portal up to 30 feet in any direction you choose, and then repeat the move in 1 minute. When you use your action to move the portal, repeat the move in 10 minutes. Divination

Dance of Sack

Casting Time: 1 action
Range: Transport
Duration: 10 minutes

You awaken to the sounds of an ancient incense. You feel the touch of a creature, up to ten feet close, on the spot, or in the ground within range. You also see through the touch’s illusion. The spell fails if you cast it on a target that isn’t your turn or if the spell inflicts disease or an absorb spell on you. This spell doesn’t remove a creature’s soul, so some diseases or absorb spells cast by you affect only the creature or a portion of the creature’s body, even if you cast them. Eating an ill-fated potion or dropping it from an ill-fated vessel completely destroys it. You can use your action to suck the potion out of the body of an ill-fated creature, returning it to its home plane if it is already dead. While you are returning to your home plane, you can use a bonus action to switch bodies of creatures you can see within range. If you do this, you instantly switch to a different form of undead than you are flying with. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 10 Days
Duration:

This spell poisons or enfeebles undead creatures who are attuned to at least one of the following types of undead. The target must make a Constitution saving throw. On a failed save, it takes 6d6 necrotic damage and is blinded for 1 minute. On a successful save, the spell ends for it. A failed save, or both, ends the spell for that target. Dimensional Interference. The target perceives and can manipulate the surrounding space in such a way that it is impossible for it to move or take actions. The target is limited in its movement, accesses and manner of eating, except by some limited teleportation or otherwise limited access to its space. Floating. The target is subject to the crab’s crushing grasp on any surface it chooses that is not submerged. Such a creature can fit through a gap of 1 foot in one creature’s space, up to 120 feet, and has disadvantage on Strength (Athletics) checks made to crush the bottom half of such a creature. Also, if the target appears to be floating or floats without any leverage, a boom can be heard from within 10 feet away, and its weight can’t exceed 300 pounds. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 10 days
Duration:

You create a stone wall of stone that bears your name and spells inscribed on it. When the wall appears, each creature within 30 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 4d8 poison damage, or half as much damage on a successful save. The wall includes a spell slot of at least 1. You might make other similar repairs in the event of an emergency, such as flooding a city or destroying a fortress. When the spell ends, the wall falls to the ground and deals 4d8 poison damage to each creature it enters until the spell ends. The spell also ends for a Large or smaller creature if it is a Huge or smaller creature. This spell doesn’t create a temporary portal that leads to a destination. Instead, an individual creature or wall of stone leads to an open pit or a pit-like structure, as described below. 2. Red. The creature’s eyes narrow and narrow, the creature can’t see beyond the opening it enters to the outside world. This creature instantly becomes blinded, deafened, or frightened. 3. Violet. The creature’s skin turns soft and translucent. It has darkvision with a radius of 30 feet and dim light for 1 hour. It can see in dim light’s darkness 20 feet per hour. It also has disadvantage on attack rolls against creatures within 5 feet of it. 4. Warm. The creature’s skin temperature reaches -60C (60F - 80F). The creature is warm and comfortable (your choice when you cast this spell). It can breathe underwater, but can’t reach deep into the ocean floor to get warm water. If it drafts its body into a different vessel, it assumes the form of a cold sleeper and floats to the surface in a space covered with icy rubble. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a glyph of protection that lives up to its name. The glyph lasts for the duration, and can be replaced at any time. When you cast the spell, you can choose from a set of simple runes that protect up to four willing creatures. You manipulate those runes to your advantage, and if you do so, each creature within 5 feet of the glyph must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage, or half as much damage on a successful save. Additionally, if you cast this spell twice, the first time a target’s hit point maximum is reduced to 0 hit points, and the second time the target’s hit point maximum and maximum hit points are reduced to 0 hit points. Once the spell ends, the glyph is destroyed. Each time you cast this spell, you take 3d8 necrotic damage (if the target is undead), and are blinded for 1 minute or until you can see again. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 10 minutes
Duration:

As part of the casting of the spell, you must have seen an object that you can see within range and that can fit within a 10-foot cube. The object’s size is Medium or smaller, it has the same weight as the object and is within 10 feet of the object and within 15 feet of the nearest creature. The object can have multiple uses inside the cube and on the ground within. When the spell ends, the object disappears, and the spell ends. While the object can be moved and touched, you can use a bonus action to cause the object to move up to your speed slot of 60 feet, as if it were carrying gear. You can move the object up to 30 feet in any direction but must end your movement there before you can use the action to do anything. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can move the object up to 30 feet in any direction but must end your movement there before you can use the action to do anything. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 10 minutes
Duration:

You make stone-sized orbs of flame in a 30 foot radius centered on a point within range. Each orb must have at least one surface that isn’t coated with metal, such as metal plates, hinges, or hinges, and it must be at least 5 feet square, 10 feet high, and 1 foot thick. Each rod or chunk must be at least 5 feet long and 1 inch thick. The orbs remain for the orbs’s duration. A rod or chunk can be an object (such as a book, a scroll, or a treasure chest), a piece of metal (such as a helm), or an object that can pass some sort of magical link (such as a magic lock). To hit a creature when a rod or chunk hits it, a creature must make a Dexterity saving throw. On a failed save, it takes 4d8 fire damage, and it must then use its reaction to throw the rod or chunk at the target creature. fire dot (15-foot radius) fire dot (25-foot radius) fire dot (30-foot radius) Fireworks erupts from burning bonfire. Each creature in a 5-foot-radiuso—of them all, 100 fireworks flicker and explode in a 5-foot radiuso—at 01:00 p.m. on a successful save, or a white torch appears in the center of the circle and spreads out from the bonfire in a 30-foot-radiuso—until the spell ends. The torch spreads around corners, and it deals 2d4 fire damage to noncreatures. The flames don’t move. Burning Arrow (arrow) 60 Instantaneous You hurl an arrow that hits a target that you can see within range and that doesn’t fit a 20-foot cube. You charge the arrow with a spray of arrows—arrows of 10 arrows each—at the point of impact. The target must make a Dexterity saving throw. On a success, it ignores the spell and becomes an arrow of high energy. During the spell’s duration, you and any creatures you designate when you cast the spell also take an extra 1d6 damage of the sort described above for each arrow struck by the arrow. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of arrows created by the first spell increases by two for each slot level above 1st. Divine Protection. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 10 minutes
Duration:

You reach out and touch one humanoid you can see within range. The target immediately attains the level of the stone you used on. The target’s armor, weapons, and clothing have all been removed. The target is no longer charmed by ranged weapons or armor; instead, its armor contains magical ammunition for an additional 30 feet. The spell ends if you dismiss it as an action or if you cast it again. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure an extradimensional guardian willing to fight for you. Your DM controls the guardian, who appears to be in the form of an upright, bearded being with black hair and blue eyes. The creature appears to be in the form of an undead creature that the creature can be defeated except that it can’t be charmed, possessed, or commanded to fight you. The creature takes actions in the DM’s space when you cast the spell, such as as an action to assume a new form, or turning, using the same movement and attack moves as the DM chooses. If you cast this spell on the same creature twice, the first time to keep the illusion within the 5-foot radius and the second time to reduce the creature’s size to 0. The creature can’t become summoned creatures when the spell ends, and it disappears when its size is reduced to 0. The creature also disappears if it has three or more hit points or if it is killed off as a result of taking damage. If the creature is killed off while it is within 5 feet of you, you can have it reanimated as an undead, created a new one, or both at the same time. You can target one additional creature for each hit point the creature takes. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a portal of stone at a point you choose within range. The stone remains open for the duration, allowing you to target creatures or objects that aren’t being worn or carried by those who are aware of the portal. If you target an object that isn’t being worn or carried by someone who isn’t aware of the portal as such, the portal instantly disappears, allowing the target to return to another portal or to a different one. Additionally, once the portal is closed, a creature that enters it (including you) is pushed up to 10 feet away from the portal, with no Strength required to enter it. This teleportation allows you to travel to any point on the Ethereal Plane of existence in a moment, instantly vanishing from view or, in the case of a time travel plot, for days at a time, permanently in the Ethereal Plane. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a stone door on the ground that you can see within range that opens when you cast this spell. The door disappears when it drops to 0 hit points or when the spell ends. The door is unlocked and remains unlocked for the duration. You can use a bonus action to push the gate up to its maximum height. When you do so, you can change the amount of light created by the spell by pulling the lever that says MOLD_UP_ TO 10 feet. When you do so, the door quits. There is a 10 percent chance for each of the languages in the area when you cast this spell that you are speaking a language other than your native tongue. The door also closes when the spell ends. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell inscribes an illusion onto a flat solid surface and lasts for the duration. Whenever you cast this spell, you can cast it as a spell of 4th level or higher, using a spell slot of 8th level or lower, and then create a new image using only the image’s normal elements. You can use this image to create shields or talons. The image must be of a shield that is 6 inches in diameter and 5 inches thick. A creature’s skirt is cut, and a beam of crack appears in the shield’s area and travels across the spell’s surface. Each creature in a 5-foot-radius, 20-foot-high cylinder centered on that point must make a Strength saving throw. A creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a rock or a hard surface that you can see within range. You choose whether the surface is in any dimension or, if none, in one of its several commonalities. If the surface is in either dimension, you create a magical gateway that leads from the rock to an unoccupied space you can see within 60 feet of the space you choose. You can use this gateway on a single creature or the entire ground within 30 feet of it (no more than once per turn, or multiple creatures must fall into the gateway each round they take this effect). When a creature enters the gateway for the first time on a turn or starts its turn there, the creature or other creature within 30 feet of the gateway must choose a password that is at least twice the password created by the stone. Choose a password that has the following effects: Tries to invoke the Warder spell on you. You succeed in issuing a divine command to one creature or object within 30 feet of the portal that you choose; the creature takes 10d10 radiant or necrotic damage (your choice when you cast this spell) when it fails its saving throw to resist its curse. Tries to invoke the Unseen Ward spell on you. You succeed in issuing a divine command to one creature or object within 30 feet of the portal that you choose; the creature takes 10d10 radiant or necrotic damage (your choice when you cast this spell) when it fails its saving throw to resist its curse. Tries to invoke the Unseen Ward spell on you. You fail the spell's normal cast and have no spell slot left. Tries to invoke the Ward spell on you. You attempt to cast the spell again on the same creature or object under your command, using whatever spell of your choice that you have. The spell fails if you use a spell slot of 4th level or lower. If you cast that spell on a creature other than yourself, that spell's level is equal to your spellcasting ability modifier, not the level of the spell itself. When the two fail, you can use your action to dismiss the spell. Otherwise, the spell is cast, and the creature falls unconscious. If you cast the spell again, this time without using any spell slot, the effect of the first time on the creature using or wielding the ward is broken. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You attempt to cast a spell. You choose one of the following effects that can be triggered. One effect, or a lowercase version, of an effect, can trigger if you chose an extra effect or an effect offered by another DM. When you trigger such an effect, you create a temporary elixir that can replace one of the spells you cast. A surge of magic, similar to a flash of lightning, erupts from you in a 50-foot cone, dealing 50 necrotic damage to any creature that starts its turn on the ground or in a 5-foot radius around you. The spell ends if you dismiss it as an action or cast this effect again. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a stone bridge that leads to a location that is familiar to you and that is no more than 10 feet on a side and that is within line of sight of you. The bridge can be up to 20 feet long, 15 feet high, and 1 foot thick. The bridge lasts for the duration. The bridge is opaque and lasts for the duration. If the bridge cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the bridge and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The bridge is immobile while you are within 10 feet of it. Evocation

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You make a nonmagical stone explosive enough to throw a rock, spike, or other object at a creature. Make a ranged spell attack against it. On a hit, you throw the stone or throw a spear, provided that it isn't a throwing weapon. The attack deals an extra 1d4 damage of the type you choose when you hit with it, and the throw deals an extra 1d4 damage of that type when you throw it. Moreover, if you hit a creature with a thrown object, it must immediately immediately make a Dexterity saving throw. On a failed save, the throw deals an extra 1d4 damage of that type, and both creatures throw it off the ground. If you are dealing 1d4 damage to a creature with a thrown object, you must use the second damage type as your attack modifier and aim for the first. Should a creature miss the first attempt to throw the object, the second object thrown by a creature is instead thrown to the ground and must make its fall with 4 feet per second spent aiming. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You raise a statue from the floor below. It becomes a statue when it strikes up to five creatures that you can see within range, or when the statue appears within 120 feet of you. You can make a melee spell attack with the statue, and it deals 3d8 + 1 extra slashing damage to the target. The statue’s top surface is covered with fog, and any creature that can see through it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is forced to spend 3 feet of movement to escape. The statue remains for the spell’s duration, but can be restored to its surface by any meansaunched within. When you cast this spell, you can create a 25-foot cube of fog centered on a point within range. Make a spell attack roll against one creature within the cube, and make the attack using your spellcasting ability. On a hit, the target takes 3d8 bludgeoning damage. The fog then spreads around corners. When the fog rips across a creature, it deals 3d8 bludgeoning damage to the target. Both damage rolls increase by 1d8 when you reach 5th level (2d8 bludgeoning damage), 11th level (3d8 bludgeoning damage), and 17th level (4d8 bludgeoning damage). Evocation

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A sphere of bright light appears at a point of your choice within range and lasts for the duration. You choose between red, pink, or blue light. When you cast this spell and make an attack roll with it, you can roll a d4 to add the number rolled to the attack roll. Additionally, you can use an action to create a half-mile circle on the ground where you cast the spell, and you can make an attack roll as a bonus action on each of those rolls. When you cast this spell, you can have one additional creature created for every three human feet on the ground. The circle is light and leaves a trail of footprints that you can see where you cast the spell. To a creature walking on the ground where you cast this spell, you can make a false trail using the same planar characteristics as the normal path (your choice), but when the creature reaches the top of the circle, it must make a Strength saving throw. On a failed save, it spends its movement trying to step on a rock or another surface that is 1 foot over, leaving it exposed to fire damage. Red light is spread around the creature so that it appears normal. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Special and Spellcasting

Dood to Stone

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You manifest a new kind of beast you choose. Choose any beast’s size, reach, or the size of which is larger than 11 feet and is within 60 feet of you. The beast takes 10d8 damage of the type you selected, and the spell ends. For the duration, the beast is friendly to you and your companions. During the spell’s duration, it can attack and occasionally use tools that it has designated as safe for combat. As an action, it tershest any object that you deem within 60 feet of it dangerous, such as a torch or bowl of fire. As an action, it causes a gaseous cloud to form in the space it assumed, 5 feet deep. This cloud spreads around corners, and it can’t cover its area except in crevices. A creature can use its action to move through the cloud but not reach it. The cloud moves slowly and invisibly through open spaces and narrow passages. When it strikes a creature, it creates a 5-foot cube of air centered on a point within range. If two or more cubes of air are moved within that 5-foot cube, the cube creates one additional cube of air within that 5-foot cube. Each creature in the cube when it creates the cube must make a Constitution saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is forced prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of the cubes created by the cube saving throw to 3d6. When you use a spell slot of 7th level or higher, the damage increases for each cube created by the cube cold damage. Evocation

Dood to Stone

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You attempt to seize an object within range and use it as a tool against it. If you succeed, the tool gives you advantage on one of the weapon's weapon skill checks (if you succeed, the weapon is no longer in use), which might reduce it to the lowest possible quality, and you might provoke another creature to do the same. Asking the creature what it did was a dangerous prank, as you would for asking a favor. While your prank might be appreciated by the creature, it might still suffer from poor performance in combat. If the creature takes any damage, it instead makes a Wisdom saving throw at the start of its next turn. On a failed save, it has disadvantage on attack rolls and ability checks, and it suffers an additional 1d6 damage when it takes the extra damage. During this time, it can’t use its action to speak a word, and it spends 5 minutes concentrating on a new spell. After its short rest, the creature spends 4 minutes concentrating on a new spell. Finally, the creature’s Strength score is reduced by 2 for the duration. If the cutaneous effects of this spell reduce another creature to 0 hit points, the creature takes 4 points of damage, and if the creature’s Strength score is reduced to 0 or its Strength score is reduced to 0 or its Constitution score is reduced by 0, the creature takes only 1 point of damage (your choice when you cast this spell). Transmutation

Dood to Stone

Casting Time: 1 action
Range: 1 hour
Duration:

1 hourYou create a magical stone that can be cast up to 5 times. The stone lasts for the spell’s duration. The stone appears in a place you specify on the map. The stone must be within 30 feet of you or within 5 feet of you when you cast this spell. The stone can be broken down into 4 parts: (a) a material component that forms in a solid surface (such as a stone or other object), (b) a liquid component that forms in a liquid medium (such as water), or (c) a solid component that is composed of a variety of different solid components. The stone can be broken down into any number of parts to create a single element. These components can be either liquid, solid, or non-solid. You can use a rolled die or any other written information to determine what component your spell’s component is, and whether it fits within the other components. If the stone fits within the component, you can use an action to break it down into its component components. The stone can be broken down into any number of components. You can use one component of any component for the spell’s duration. You can use each component as a bonus action on your turn. The stone can also be broken down into parts or pieces as you wish. When you cast this spell, you create a nonmagical stone of your choice that can be broken up into smaller cubes. For example, if you create a cube of stone of stone, you can create a cube of stone of material component. The cube of material component is one cube larger than the cube of stone. This spell’s area of effect appears to be one hundred miles long. The area of effect can be any shape or size that you choose. You can use your action to cause the cube to appear as a cube of stone. The spell ends if the cube of stone is destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a cube of up to one hundred feet in size. You can create the cube using any other material component that you could find. The cube must be within 30 feet of you. The cube doesn’t have to be within 30 feet of you. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You invoke the power of stone to fight for your own interests and to defend your friends. Choose two targets: one is a group of five or six humanoids, with which you are associated, and the other is a creature of challenge rating 2 or lower. On each target, you can either resolve an action to the best of your ability (no action required by you) to mete out justice or to sacrifice one or more of your own creatures to the fey. The fey have one advantage on saving throws against your spells and abilities checks (your choice). At Higher Levels. When you cast this spell using a spell slot of 2ndlevel or higher, the number of creatures for which you can cast spells by one level increases by two for each slot level above 1st. Evocation

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration: 60

Concentration, up to 1 hour You create a stone wall of stone in a 30-foot-radius sphere centered on a point you can see within range. The wall can be 20 feet in height, 50 feet in diameter, and 5 feet in height. It can also be 10 feet in diameter, 5 feet in diameter, and 5 feet in height. The wall can be up to 20 feet in diameter, 50 feet in diameter, and 5 feet in height. The wall can be up to 20 feet in diameter, 50 feet in diameter, and 5 feet in height. Each creature in the wall must make a Constitution saving throw, and it takes 1d6 force damage on a failed save. A creature takes 10d6 force damage on a failed save. This spell ends if you or someone else attempts to cast this spell on yourself or someone else. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a shimmering stone inscribed with a calming magic spell that lasts until the end of your next turn, or until you dismiss One Who. Evocation

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates stone pillars above the ground such that the ground is level and perpendicular to the floor. The pillars last for the duration, and the ground within them is covered with pillars to all other than stone. A pillar lasts for the duration by shedding bright light in a 10--foot radius and dim light for an additional 10 feet. A pillar can be up to 6 feet tall and 10 feet wide. To dig a pillar, a creature must be within range and must be able to see the ground. You can set the spell to trigger only when a pillar appears or when a pillar releases a trap created by a trap. Evocation

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature or an area of solid stone that you can see within range. The creature must be within 15 feet of you when you cast this spell, and you can’t specify a target material or spell’ within that is affected by this spell. If the target is a creature and you have the Material Component component, it appears in an unoccupied space on the ground within 15 feet of you. When you use this spell to imbue an object created by this spell with this spell, the spell only affects that object. As an action, you can release the target from its tether and move it to another unoccupied space within 30 feet of you. While the target is within 30 feet of you, you can make a melee spell attack with the creature against a target within 30 feet of it. On a hit, the target suffers the attack's normal effects and becomes blinded until the spell ends. When you use this spell to imbue an object created by this spell with a component that isn’t creature metal, you make the attack with that component as a bonus action on each of your turns until the spell ends. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose rock, thin and hazy, that faces into a face you choose. Each creature within 30 feet of the face must make a Wisdom saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. While prone, the creature can use Dexterity-climbing gesture to grab onto a rock, and it takes half as much damage and 2d8 bludgeoning damage on a successful save, or half as much damage on a failed save, to move to one side of the face. The rock forms a face that is 5 feet thick, up to 30 feet wide, and 5 feet tall. The face can be free or against a solid surface. The face can be a circular, walled, or a dome. A creature of the face type is immune to being knocked prone. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical stone that you can see within range. You can use an action to cause it to drop to 0 hit points or 1 spell point. The stone drops to 0 hit points or 1 spell point if it isn’t an object. Evocation

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a spectral vessel that can hover over any solid surface on the surface. The vessel can be larger than a 50-foot cube and can be up to 60 feet long, up to 30 feet tall, and up to 10 feet tall. The vessel can be up to 20 feet wide and 10 feet tall. The vessel can be up to 10 feet tall and 5 feet tall. Roll initiative for the vessel until it hits 5, and you choose the chosen terrain within range. The vessel can also have one hundred feet of vertical speed. In addition, the vessel can’t be on land or water. The vessel can open and close doors, windows, and other nonmagical doors that you can see within range. The vessel can open and close its door and any other nonmagical door of its choice that can be opened or closed by a creature within its reach. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a stone statue of a deity within range, centered on a point of your choice within range. The statue appears in a spot that you can see within range and lasts for the duration. You can also create an illusion, a wish, or a wish that lasts for the duration. If you cast this spell several times, you can create up to twenty such illusions at a time. You can also create up to three such illusions at a time, as long as one of the illusions lasts until the spell ends. The statue must be in a location that is within 100 feet of you. To create the statue, you must touch it and attempt to speak the name of the statue. If you do so, you must succeed on a Wisdom saving throw or you become blinded. A target can repeat the saving throw at the end of each of its turns. While blinded, the statue appears in a spot that is 60 feet from you. The statue disappears when it reaches 60 feet of reach. You can see the statue in the ground, which has a depth of 60 feet. The statue appears to be in the shape of a spear or an axe. The statue disappears when it reaches 60 feet of reach. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You create stone shelters from winds or rain for up to 30 days in which to dig or to erect temporary stone walls. Choose any number of tall, narrow, or w ellshaped stone walls within range. They are 1 inch thick and composed of ten 10-foot-by-four inch panels. Each panel is contiguous with two panels of stone, or two 10-foot-by-four inch panels each. Each panel is contiguous with five panels of stone, or two panels of stone. This spell can construct one additional stone wall at a time, but each panel must be contiguous with each other. Each panel can be up to 50 feet long, 1 inch thick, and 5 feet diameter at the base. Each panel must be decorated with magical runes or decorated with an ores of rare or magical force. If any portion of a panel is decorated with a mark of royal or magical service, the magic that guards it is broken, and other panels are rendered useless. If you create a panel and then no w ere created, any portion of it that could be a mark of royal or magical service is instead inscribed with the mark of royal service. Divination

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You create stone statues to guide creatures of your choice and imbue them with divination magic. When you cast the spell, choose any of the following options for how the statues appear: One statue of a creature, an animal, or a magic item that is no larger than a 30-foot cube and that fits within a 5-foot cube. You can also animate two statues of a creature and create a new statue whenever you wish. The statues can be reanimated or destroyed, but they take 10d6 necrotic damage when you cast the spell. A new statue created by this spell can’t be more than 40 feet long, and it suffers from 5 necrotic damage to it. This spell can’t create more than one statue at a time. Two statues of a creature. You create two statues of a creature and create an object or two that resembles the creature. An altar or a dedicated tomb appears in each statue. The objects created by this spell can’t be sold, but they can create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. Three statues of a creature. You create three statues of a creature and create an object or two that resembles the creature. An altar or a dedicated tomb appears in each statue. The objects created by this spell can’t be sold, but they can create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. Four statues of a creature. You create four statues of a creature and create an object or two that resembles the creature. An altar, dedicated tomb, or an equivalent site dedicated to a protected deity is a place dedicated to an elemental deity or a dedicated god. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a protected deity. Five statues of a creature. You create five statues of a creature and create an object or two that resembles the creature. An altar, dedicated tomb, or an equivalent site dedicated to a protected deity is a place dedicated to a god or a demigod. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a god. Six statues of a creature. You create six statues of a creature and create an object or two that resembles the creature. An altar, dedicated tomb, or an equivalent site dedicated to a protected deity is a place dedicated to a demigod. This spell can’t create an altar, dedicated tomb, or an equivalent site dedicated to a demigod. Seven statues of a creature. You make a statue of a willing creature you can see within range. The statue appears in an unoccupied space that you can see within 25 feet of you. The statue is small and is immune to any damage. The statue is magically inscribing onto an object you choose within 30 feet of you. You can use a spell slot of 6th level or higher to inscribe a figure of another creature within 30 feet of the statue. The statue requires no raw materials, but it can’t take any damage or become inscribe. You can inscribe any number of creatures of the chosen size or shape you choose, up to the extent you choose one of the following ways: Tiny or smaller for 1 mile Each round for the spell’s duration, or until you use your action to move up to 5 feet straight, or until you use your action to move 10 feet straight, or until you spend 1 hit points repairing damage taken by an affected creature. If you spend any movement using your action to move faster than the spell’s maximum speed, the spell ends. The basminess of the creature’s size determines what kind of inscribing magic it uses. For example, a thin sheet of paper that has a diameter of 6 feet must be inscribing a magic inscribing spell of 5th level or lower. A thin sheet of parchment that has a diameter of 2 feet must be inscribing a magic inscribing spell of 5th level or lower. A thin sheet of parchment that has a diameter of 3 feet must be inscribing a magic inscribing spell of 5th level or higher. A thin sheet of parchment that has a diameter of 4 feet must be inscribing a magic inscribing spell of 5th level or higher. In either case, the thickness of the parchment determines how thick the inscribing spell is. While the inscribing spell is in effect, you can use your action to inscribe a password that you think is appropriate for the creature’s

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You seize the environment for the duration, shaping it in intricate shapes and evocative of natural landscapes or bustling metropolises. The environment becomes a labyrinthine labyrinth if you choose. Each creature in the area must make a Dexterity saving throw. If some natural force is present, such as the floor or stone walls of a floor-length passage, the labyrinth spreads around corners, and falling creatures are trapped. Each creature in the labyrinth must make a Dexterity saving throw. On a failed save, a creature is trapped for the duration. If a ceiling or other structure falls, falling creatures and creatures moving bits or pieces of the environment aren’t restrained by the magical walls and remain trapped, however long they remain trapped. For the duration, any structure blocking a creature from seeing or hearing the passage allows one creature or object to pass through it at a time, but the creature must still be within 30 feet of the walls and the ceiling. If a creature would fall within 30 feet of a magical wall or ceiling, that creature w ere instantly restrained and must make a successful Constitution saving throw against poison. Necromancy

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You strike up a magical bond between yourself and one creature of your choice within range. You know how difficult it is to get two pieces of the same thing, and how good it is to have two pieces of the same thing that you can easily mend. For example, if you have two pieces of the same thing, you can mend them together by hand, but neither of them appear normal so you must mend the body of one creature for the other to function correctly. If the body of a creature would fall apart in your hand, you can repair the body with a simple reshaped part of the creature’s flesh, and the two pieces of the creature’s flesh mend as one piece of the creature’s flesh, dropping the creature’s magic item and removing the magic item from its chest, along with any belongings it left behind. When you cast this spell, any pieces worn by the creature would instantly disappear, and there would be no damage to the creature or the chest. The spell ends for the creature if it dies or if you cast it again. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature of your choice that you can see within range or that can move using your bonus action. The object of the spell is a piece of stone that can't be more than 10 feet long or less, and that fits within the spell’s reach. The creature can use its action to make a Dexterity saving throw. On a success, the spell ends. On a failure, the creature’s stone falls to the ground and it must make a Dexterity saving throw. A creature takes 4d10 force damage on a failed save, or half as much damage on a successful one. A creature can’t be knocked prone. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 hour

You create a stone statue of an unwilling creature that you can see within range. The statue appears in a spot you can see within range. The statue is difficult terrain and has a 50 percent chance to poison the target. When the statue transforms, the target becomes deaf and blind until the spell ends or until the spell ends and the statue is no longer there. You can also use a bonus action to cause the statue to become inert. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 1 Round
Duration:

You cause stone to form around a target or an area of solid ground. The stone remains for as long as you have remaining on the target for the duration, and it grows larger as you win the ability to move and as you win the creature’s movement speed. This growth lasts for the duration, but the stone can’t exceed 10 feet tall. While the stone is growing, creatures are blinded while within 10 feet of it. When you cast this spell, you can instantaneously cause a rock to form from the stone’s growth, and the stone becomes lichen-infested until the spell ends. The rock can be disintegrate, blast, fall, burrow underground, dig through a creature’s body and so forth. The rock can provide sustenance for up to 10 creatures at a time. When a creature reaches the higher elven mountain range, or when the spell ends, the terrain on the target becomes difficult terrain, and the rock disappears. Evocation

Dood to Stone

Casting Time: 1 action
Range: 20
Duration:

Instantaneous base power and finesse radius surround a creature you choose within range. The chosen target disappears into an extradimensional space of your choice that you can see on the DM’s side of the target. The space is difficult terrain and can be difficult terrain if its surface is rough terrain and if the target is on an object that weighs about the same as the target. For the duration, that object has advantage on attack rolls against you. You can also cause the extradimensional space to freeze. Thus, you can cause it to freeze solid, solid ground, solid ground voids, or voids made of stone and fire. A frozen target is one that can’t be restored to life or ejected from the extradimensional space or into an extradimensional portal (such as the one created by the extradimensional ward or the wall created by the wall spell). Transmutation

Dood to Stone

Casting Time: 1 action
Range: 24 hours
Duration:

A creature inhabits an area of stone or mud that you can see within range. The area can be as small as a 30 foot cube, as large as a 300 foot cube, or as large as a 30-foot cube. The area is difficult terrain and can be difficult to reach. The area must be open or otherwise obscure. Until the spell ends, the area is difficult terrain. You can shape the terrain to your choice that prevents the terrain from shifting in an obvious direction. As a bonus action, you can move the terrain up to 60 feet in a straight line. If it moves over a pit, a cliff, or a hill, you can cause it to merge into the pit and create a large damper for it. This can create either a pond or a body of water. The merge ends when the terrain moves beyond the spell’s reach. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 2 Hour
Duration:

You awaken a creature within range for the duration, allowing you to its conditions and explain them below. If the creature is friendly to you and has certain characteristics, such as a rare or legendary status, you provide its name, its portrait, and a brief description of the area and its territory (if any), its cuisine, and its current location. The creature’s conditionals are the same as the one you use for the spell’s duration, but it suffers from rarer characteristics, such as a certain curse, that might prevent it from speaking. A creature with this condition might fail a saving throw or become incapacitated, frightened, or confused. Divination

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering force springs into being inside of you. Using your action to see through any opening on your person, you can either make a ranged spell attack with a weapon against one creature within 5 feet of you or throw an antimagic field over the creature in order to exclude that creature from the spell. For the duration, a target can’t take reactions and makes a Wisdom saving throw. On a failed save, the creature’s reaction is to move to the nearest unoccupied space on your side of the spell’s area. If you cast this spell while you have the antimagic field active and then dismiss it, the spell ends. Evocation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering portal opens within a Huge or smaller building within range, linking a contiguous area of open space within the same building to a ceiling that can be up to 70 feet high and 30 feet wide. A door opens within the portal, opening as you hightail it and protecting against fire, lightning, and poison. The portal is invisible and has a glowing border and opens onto flat ground or stairs with a crack. The portal provides access to a maximum depth of 120 feet (30 m) within an unoccupied cube plus a depth of 30 feet on each side, and the opportunity to connect to an activity within 120 feet of the portal. The portal offers a path up to 40 feet long and 20 feet wide. Open the portal to a celestial, fire elemental, a fiend, a psychic, a fiend mimic, or a fiend summoning circle or find treasure within the portal. The portal is open to the public. Nonmagical objects, such as magical weapons and spellcasting instructions, appear on the portal, requiring attunement to the item and attunement to a slot within a specific reality. Magic Bond Touch 6 Days This spell grants a creature with a magical bond with you for the duration specified. You can specify a simple and mundane spell to create a material link between the two. You can give a creature bonded to you a +2 bonus to AC, including against the spell’s effects, while it is within 30 feet of you. If the creature fails its saving throw against a material link spell, that casting fails. Divination

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The stone demon or fiend that appears before you becomes a piece of stone that can hold up to 100 hit points. The stone becomes inert after 2d8 days. If the stone takes any damage, the stone explodes. That stone and all its non-damaged components are expelled from the stone at the same time. So you can have 100 hit points expelled at the same time, which creates some tension within the DM. Make a melee spell attack against the stone. On a hit, the target takes 10d10 force damage, and it can’t take reactions, including lunge, before returning to its normal size. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell brings the flesh and bones of a wylde into existence under the skin of a willing creature. The wylde grows to be a size Medium, with a base weight of 3—6 pounds. The wylde doubles as a skeleton, provided it is willing and capable of walking. The wylde becomes a celestial, fey, or fiend (your choice which slot you have available). The wylde is a celestial of challenge rating 3 ranks higher than the one you chose. The wylde lasts until it dies, at which point it disappears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the base damage increases by 20 with each slot level above 3rd. Evocation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create stone spheres on the ground within range that are made of warded stone. When a surface covered by warded material falls, creatures that were hit by the spell can make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The stone spheres last for the duration. When a creature uses its action to move into the sphere, that creature can make a Strength saving throw. Both ends of the weapon deal bludgeoning damage. The sphere’s diameter is 20 feet. The sphere’s diameter is 25 feet. The diameter of each ball’s center is 30 feet. And the diameter of each sphere’s edge is 40 feet. The diameter of a single warded sphere is 24 feet. For the duration, warded materials have an average mass of 6 pounds, which is 15 pounds less weight than normal. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the spirits of stone, fire, earth, and mud to create a magic portal to a place beyond the line of sight of your deity (your choice, no more than 60 feet wide). Through the portal, an unfriendly kind can enter the portal and harm you. The portal opens to a distance of 1 mile, and an uninvited creature that enters can enter it as a whole. To enter the portal, a creature must be within 60 feet of you, and it must use its action to speak the password you use for the portal. The creature must use its action to enter the portal, otherwise the spell fails. In addition, whenever a creature within 60 feet of the portal enters the spell, another creature can enter it as well. Creatures can't enter the portal unless their hands are free, otherwise they can't enter the portal, and a creature can't enter the portal if it can see within 60 feet of the portal. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A shimmering web of stone springs from your fingers to encompass an area of stone, flat, or even squashed. The web is 10 feet long and 5 feet thick. Its area is heavily obscured and can be as small as a 5 foot cube or as large as a 5 foot cube. The web disappears when the spell ends and you have reached the bottom of the web. This spell creates a magical web of stone enclosing a portion of an area you choose within range. The web is 1/4 inch thick and can encompass a solid surface up to 60 feet deep. Any creature that enters the web and comes into contact with the substance or touches it can make a Dexterity saving throw. They take 10d6 fire damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s speed or alchemical damage done by spells or other effects reduced the web’s area. When a creature uses its action to examine the web, it can make another Dexterity saving throw. On a failed save, the creature can't carry out its activity inside the webs, and it is restrained in the web for the duration. A restrained creature can use its action to move through the web, using the shortest 1-foot step it takes. The restrained creature can enter the web by using its movement to go up or down. If the web cuts through a creature’s space when it deals its damage, the creature can use its movement to move up or down, using either its action to move up or down, or its action to move beyond the webs web. If the web cuts through a creature’s space when it deals its damage, the creature can use its action to move away from the webs web and then use its reaction to move at the last possible opportunity to break it. A restrained creature can use its action to move within the webs web and make another Dexterity saving throw. On a failed save, the creature can break it and use its action to move away from the webs web and then repeat the saving throw. If the webs web breaks or the creature moves beyond the websweb’s area, the creature or objects have advantage on the saving throw. If the webs web might not be broken, the creature can rejoin the webs web while keeping its speed and alchemical damage against it. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: 4 hours

You attempt to dig a trench on land or sea that you can see within range. The trench must be no larger than a 5-foot cube and can be as deep as 10 feet. For the duration, ravenous beasts use wind trances to lash the trench toward them. One creature that lashes the trench must make a Constitution saving throw. On a failed save, it takes 7d8 thunder damage (if it isn’t a creature) or 14d8 thunder damage (if it isn’t a Large or greater creature) damage, and it takes 14d8 thunder damage on a failed save, or half as much damage on a successful one. If the trench ever dries, it erupts at the end of your next turn, shedding all the remaining moisture in its area and causing damage equal to 1d10 × your proficiency bonus (minimum 1d10), plus 1d10 acid damage. The trench damages creatures that enter it or pass through it. When a creature damages a creature or an object inside the trench, its speed is halved, it takes 1d6 acid damage, and it isn’t blinded, frightened, or affected by any of the following effects of the trench (ignoring it if it is on the same plane as you). 1. Solid Fog. Fog is composed of 25 percent oxygen, 20 percent hydrogen, and 2 percent oxygen (20 percent oxygen reduces moisture in the trench to 1 percent). Each area of fog has a 50-foot radius and is 25 feet deep. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d6 bludgeoning damage, and it can’t use reactions while in the area. The fog covers 10 feet of wood, 2 feet of dirt, and 1 square foot of floor space. It lasts for the duration. 2. Overgrowth. Overgrowth is composed of 10 percent vegetable matter, 10 percent peat, and 10 percent bark, and is composed of 1 inch of common or 1 inch of daffodil. Plants and water rarely become large enough to sustain a sustained army, though they can infest much of the area. Thus, a typical army of 1,000 men or 12,000 dimes can sustain a 12,000-man army for a year. The area of overgrowth is lightly obscured by thickets of brush and vines, vines, and fallen trees. The moisture in the vapor forms a barrier between plants and moisture in the air. Each 5-foot cube created for each foot of moisture created, a plant dies of damage in the area. A plant that grows in the vapor dies of damage at the start of your turn. 3. Rocks. Rocks formed by deposition or disturbance of earth or stone have a firm foundation with which to base their foundation. Rocks formed by flooding or collapsed buildings have a firm foundation with which to base their foundation. Similarly, rubble created by a natural disaster or earthquake has a firm foundation with which to base their foundation. Buildings on the ground and surrounding structures are firm foundations with which to base their foundation. When a structure collapses, a section of rubble that forms a foundation and supports a solid barrier, as determined by the floor planter, moves along the ground until it is completely surrounded by rubble. A structure or section of a structure falling into the mist can’t be compelled to follow the ground’s foundations. While a structure can’t collapse into the mist, it isn’t compelled to excavate beneath the rubble. The area of a structure’s foundations is lightly obscured by thickets of brush and vines. A structure’s floors are lightly obscured by thickets of vines. A structure’s ceiling is lightly obscured by thickets of thickets. Each 5-foot cube of the rubble created by a collapse requires a Dexterity saving throw. A structure collapses just as it would if it were pushed up against a solid wall. 5. Wall. Wall is composed of 25 inches of thick, 9 inches of thin wall, and an average of 20 feet thick at the base. Each 3-foot-diameter portion of the wall can be up to 10 feet thick. The walls heighten the effects of traps, blast doors, clambakes, crevices, and other barriers created by nature using a Dexterity (explosive, natural) check made using the trap spell. Each 5-foot-diameter portion of the wall, or 20 percent of the wall’s length, forms a trap made of force. A trap created by a trap created by a trap creates a trench on the ground with a length of 20 feet and a depth of 10 feet. The trench extends into the atmosphere, forming a trench up to 30 feet deep and 30 feet wide at the base. Each foot of trench creates a trench below the skin. A

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a magical stone capable of casting stone weapons and stone arrows. You create the stone when you make a melee attack against a creature on the ground within range. At the end of each of your turns, you can use an action to cause one of the following effects of your choice to create the stone: . Create a magic stone of Moderate or Strength rating 5 or lower, such as an open chest, a plate, or a bowl. In either case, you create a magical stone that is 5 feet in diameter and weighs 5 pounds. You can create a stone by making two checks with your spellcasting ability checks. If you succeed, you create one more stone for yourself and each other creature. Create an object that fits within 5 feet of the magic stone. You can use it to create a magic tool, as long as the tool isn’t on a surface that you can see. The stone can be a simple set of simple tools or a set of complicated tools that need to be carried by someone carrying a set of simple tools. You can set the stone aside so someone can carry it. It disappears when the spell ends, and a new one appears every round it disappears. The stone can be restored to its original spot by succeeding on a new save, an incantation, or a similar spell. Material Component Touch 1 Hour You touch a nonmagical object that isn’t undead and doesn’t require a hit point to automatically succeed on an Intelligence saving throw. For the spell’s duration, the object is held within an unoccupied 5-foot cube on the ground within range. If you cast this spell multiple times, you can have up to three threads—no more than two at a time—for one additional minute. When you cast the spell without casting the spell, the second thread creates a talisman that bears the spell’s power and becomes part of that talisman’s permanent possession. The spell ends if you use another spell slot. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure a stone wall from the floor up that is 5 feet tall and 5 feet thick. You can make the wall up to 50 feet long, 40 feet high, and 5 feet thick. You can push the wall up to 30 feet in any direction. When the wall appears, each creature in its area must make a Strength saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. While the wall is in place, creatures traveling through the wall—including creatures immune to bludgeoning, piercing, or slashing damage, or those immune to being charmed altogether, or those immune to being frightened, can enter it. You can end this spell early by using an action to dismiss the spell. To do so, you must use an action or use another spell of 3rd level or lower. Evocation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create or vaporize the stone nearest to a target. When you cast this spell and at the DM’s option for a different target, you specify a radius of 4 feet and a height of 10 feet, and the size of the slab’s area to be filled by this spell. You choose the target’s dimension, and the space within which a creature can move to and from the stone becomes inhospitable to creatures other than you. The stone, if it exists, ignites and ignites once more when the radius becomes too small to do so. A creature can use its action to exhale at least one gallon of air as smite using both of its action to move the cylinder up to 10 feet in any direction. As part of casting this spell, you can use your action to create either a line or a cone of flame, depending on the shape of the stone. The cone’s area is difficult terrain. You can shape the cone so that it passes through objects or through barriers, such as those created by spell resistance, making it difficult to hit. You can create any of the following effects in the cone: You create a 20-foot long line extending from the center of the cone to the edge of an extradimensional space created by an evil wish spell. You create a 30 foot long line extending from the center of the cone to an extradimensional space created by an evil wish spell. You cause flames in the line to shimmer in an illusory light, causing them to crackle and swirl around you. You create a 20 foot deep crack in the ground in the cone’s area that leads to a treasure chest. You create a 20-foot-radius sphere of magical acid, 20 feet high, that burns up to five times as much acid energy and causes acid fire to erupts in a 20-foot radius, spreading the disease throughout the area and shedding bright red and blue flames in a 20-foot radius. These glowing flames do not harm creatures or objects, and creatures are restrained and affected by the acid for the duration. The curse lasts for the duration of the target’s equipment, creatures, or objects, if it’s not already there. When the spell ends, the acid explodes in a flame that spreads around corners, emblazoning the area with the devil’s magic. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering portal opens across the globe, where it is possible to speak, experiment, create, or manipulate another object (including a staff or a globe), as well as create a specific effect (including summoning others or summoning creatures) of one of the above listed creatures. If you cast this spell on the same creature or multiple times, the effects might overlap, and the spell might restore a creature killed by it of a summoned effect to life. If you cast this spell multiple times, you can create two separate portals, opening across different dimensions and summoning different creatures. These portals might be 1, 2, or even 3 feet wide, with floors and ceilings 1 feet thick and ceilings 10 feet tall. When you summon an effect, choose a creature that you can see within 5 feet of the portal and that fits within the summoned effect. The summoned effect must be friendly to you and can come from a friendly creature (such as a brother or sister), a hostile creature (such as a brother or sister offhand), a harmful (such as a shoplifter), or an undead (such as a lich), such as a lich, a demigod, a demigo, a demiurge, a demigod's cousin, a demigod's pet, or a demon). The summoned effect can be removed by casting this spell again. You can also banish the summoned effect to an unoccupied space of your choice that you can see within range. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a pillar of stone on the ground that spans an area equal to your size. It remains for the duration and sheds bright light in a 30-foot radius around it and dim light for an additional 30 feet. A creature that has the pillar’s light must use that creature’s Strength saving throw for the spell’s duration. A creature must also be within 30 feet of the pillar when it appears and standing by when it does so. If the creature is resting or moving, it can use its reaction to regain expended energy. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a piece of stone that is half as big as the stone you used to create and that fits in a pocket within reach. While you have control of the stone, you can reshape it in any manner you choose to create a new stone or create a second stone. The shard can be of any diameter you desire, and it must fit within a 10-foot cube. When you reshape the stone, choose one of the following actions to create a new one: Create a new termite stone or a bonafide dwarf's hammer stone. Shred the termite in its veins and rub it off. Rock it up and crush its contents. Roll two d10s and repeat. You can reshape any number of the terms created by this spell for the duration for the first time on the same turn you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 month, plus additional 3 months for spells with a 5th-level slot or lower. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make yourself up in some kind of animate or dreamlike form. You can use your action to change the way you appear to others and to manipulate all creatures within an area within 5 feet of you that you can see within range. Change Shape. You can appear normal or insane, as with Markov's illusion, as your normal form and walk at the top of your speed, but you can’t change either form until you use your action to move down to the lowest possible level on your Wisdom (Perception) checks. You can’t change either form again if you switch to either. The DM rolls a d 100 and consults the following table to determine which form you wish to use: Name Description 1. Dimensional Form 2Brief Description 1. Normal form 2Brief Description 2. Demiurge 2A Deep Form 3B Demiurge 3B Heavy Form 4B Heavy Form 5B Illusionary form 6A Illusionary form A shadowy figure appears and beckons you to its side. Choose between two possible outcomes, and the DM chooses the one that best suits your situation. You can use your action to mentally issue a command to the shadowy figure, issuing a general command (no action required by you) as if you were hovering over it. Once made, the command lasts for 1 minute, after which it ceases to be a direct action. If you cast this spell without first concentrating on it, concentrating on another spell of 2nd level or lower results in your casting of both spells being wasted. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 3 Days
Duration:

You make a wooden construction project in your choice of 5d4 bits you can see within range. You create either a bridge over a lake or a ramp that leads up to a height of 10 feet above the ground. You can use this method to create any bridge you'd like, up to a height of 20 feet. If you make a major pit exit, for example, you can create a massive wooden bridge linking an upper-level pit to the pit below. Until the spell ends, whenever you or someone else enters a pit, one of the beams that leads from the upper level upward and downward causes a blast of water to erupt from it, sprouting 20d4 inches of slush-like material weighing 10 pounds and standing on top of the pit. The fire spreads around corners, or you can cause these flames to flicker slightly and extinguish them when lit in the same way as a burning candle. When the bridge appears, each creature under the water when it appears must make a Constitution saving throw. On a failed save, a creature takes 1d6 acid damage and another 1d6 acid damage at the end of its next turn. At Higher Levels. When you cast this spell using liceny, you can expend one use of the spell on up to three creatures of your choice that you can see within 30 feet of one another, raising the size of the bridge from truer to even further out. An unwilling creature must make the saving throw the first time it enters the pit (your choice when you create the bridge) or when a creature moves into the pit (your choice when you create the ramp). An unwilling creature must roll a d4 and subtract the number rolled from the d20 roll. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 4 Days
Duration: 60

Instantaneous You touch one of the following creatures. You choose one of the following effects. You gain a number of temporary hit points equal to your Strength modifier. The temporary hit points can also be spent on any of the following effects. You can also use your action to end the effect on a creature. Necromancy

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell makes one willing creatures of Medium size or smaller immune to all damage and grant them advantage on attack rolls, ability checks, and saving throws. The spell also ends blindness that usually ends a creature’s vision. This spell also ends blindness affecting a creature of the same or higher level as you. You can cast this spell again only if your concentration is broken or you have cast this spell a second time, requiring a different attunement to your weapon (for example, if you have an axe or spear in its attunement to this spell), or you can cast this spell as a bonus action on each of your turns, using a bonus action that would normally require you to concentrate on casting the spell instead. Divination

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You make a large, stone-encrusted sword w ho strike up to five creatures of your choice that you can see within range. If you target one of the chosen targets, these creatures turn into stone, and the spell ends. Each target takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage ends if you cast this spell attempting to bind a creature to a stone surface. A creature bound to a surface must make a Dexterity saving throw. The creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: 1 Time spent in Stone Shape

1 Hour You shift into stone form, sharing your physical appearance except for the ring you wear. You retain your normal height, weight, and weight-bearing capacity but are now able to add in your climbing ability and your walking speed for the duration. If you end your shift on a flat surface and are pulled 30 feet higher into it, you become a statue. In addition, if you are in a state of Stone Shape, you can use your reaction to see through walls, such as those of Menagerie Tower, to pass through its reach. You can either teleport yourself to a new spot within reach of the wall or use your reaction to bump into the wall at the appropriate moment in the sequence, moving as far as you can until you do so. If you do so, the statue briefly disappears, and your movement again depends on you succeeding on a DC 20 Intelligence saving throw or by making a Dexterity saving throw. You can maintain your stone form for the duration on a creature or a solid object, and you regain any expended movement rules if you are able to while stone. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You create a stone bridge from bone and wood that reaches 5 feet high and extends 4 feet above the ground. The bridge glimmers in the light of day and lasts for the duration. When the bridge appears, each creature that reaches the bridge's height’s reach increases its speed by 30 feet, and the speed of sound increases by 30 feet while the bridge spans. When a creature enters the bridge‘s area for the first time on a turn or ends its turn there, it can make a Strength (Athletics) check against your spell save DC. If successful, the spell creates a warp in the fabric of space that leads the creature and object to harm. It also damages the creature and object when it leaves the bridge‘s area. When the bridge spans are destroyed, the warp widens to create a ceiling that spans both sides of the bridge. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: 4 Days

This spell enables a creature to perceive illusory images floating within its body and within its mind. The image is indistinct and can pass for some illusion, though the creature is entirely within its mind's sphere. A creature can use an action to dismiss this spell by using its action to move to a different spot within range, using whatever swift action it has left, or using whatever verbal, somatic, or written language appropriate to the image. If the creature chooses to move to a different spot within range, it uses its movement to move as much as possible away from the image and into the closest unoccupied space within 10 feet of it. This movement can reduce or otherwise stop the image, but it fails if the creature is completely within its image. Illusion

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You create a stone bridge that spans a longitude, such as a high mountain, that separates you and your companions from the forces of nature at your command. The bridge is a magical link that allows you to move across any elevation range and remain within the sphere at the same time. You can make the bridge up to 50 feet long, narrow, and barred, and it is worth 50 gp per foot of rock you touch. The bridge extends into the Ethereal Plane, blocking ethereal travel through the sphere. Evocation

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create one of the following effects within range: You create gusts of wind in a 30-foot-radius sphere centered on a point you choose within range. A wind of this length and weightlessly blowing within the space you select produces a series of 10-foot-radius, 20-foot-deep winds that move from one side of the spell toward a creature or object within reach. For the duration, the creature or object is restrained in the gust and can use Strength to achieve the desired end result. The spell fails if the restrained target has no Wisdom score or if the target has no Intelligence score. When you cast this spell, you can also choose to use a bonus action to dismiss the spell. When the spell ends, the spell ends. The wind disperses over a portion of the spell’s duration. Evocation

Dood to Stone

Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour

Instantaneous You gain the ability to make a melee spell attack. On a hit, you cause a rock to fall from the sky. A rock is a solid structure that is 30 feet in diameter and 5 feet tall and weighs 1,000 pounds. You can use your action to cause the rock to fall. Each creature in that spot must make a melee spell throw. On a successful throw, a rock falls. This spell ends when the rock becomes worn or carries on your person. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 5 Days
Duration: 6 Days (1 week)

1. Roll a d6 for the number of days that you can spend in the Stone. For the first time on a turn or a turn-based action, you can use your action to roll a d6 for the damage type of the stone or a d4 for the damage type of the stone. If you roll a d6 for the damage type of the stone or a d4 for the damage type of the stone, the stone isn’t affected by this spell. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dood to Stone

Casting Time: 1 action
Range: 5 Days
Duration:

A shimmering pool appears in which an extradimensional being appears and disappears. The shimmering pool is an open space that can be created on one side by a simple hinges or latches on to a nearby tree or rock. The shimmering pool has 4 feet of reach and can hold up to 200 people. A creature must eat and drink inside the shimmering pool when you choose it as the pool’s water type. When you cast this spell, you can dismiss any of the animating effects that occur within the shimmering pool and instead create one of the following primordial creatures for each slot level above 3rd. Each primordial creature must be of one of the following types: Tiny or smaller Huge or smaller Fey Huge or smaller Lúcian Naquadah or smaller Anub'arak or smaller Other primordial creature types, however, can’t be created. When you cast this spell, the primordial creature types become permanent. You retain the creature types you used for the duration, if any remain. You can reshape an extradimensional object created by this spell into any of the creatures you created or removed. A new extradimensional object created by this spell is visible only to those who have a certain class or race slot (you can create an extradimensional duplicate for greater teleportation and invisibility), or by using an extradimensional or solar energy source such as wind or fire. Necromancy

Dood to Stone

Casting Time: 1 action
Range: 5 daysUntil you cast this spell, you can designate the direction of the storm. Storms in the area are usually centered in an area of moderate size or larger. You can designate a direction only in the area, such as to the northwest or to the east. For example, if you designate a direction in the middle of the night, you can designate a direction in the north of the city. Storms can range from low to severe. For example, if you designate a direction in the middle of the night, you can designate a direction in the north of the city. You can designate a direction in the middle of the night, up to 10 miles away, in any direction. You can also designate a direction in the middle of the night, up to 10 miles away, in any direction. You can also designate a direction in the middle of the night, up to 10 miles away, in any direction. You can designate a direction in the middle of the night, up to 10 miles away, in any direction. The wind can reach up to 120 miles per hour. The storm lasts for the duration. If the wind is strong enough to sustain a creature for the entire duration, the creature is knocked prone. While prone, the creature is restrained by the power of the spell and can use its reaction to make a Strength check. On a failed check, the creature is knocked prone. If the creature is knocked prone, it becomes helpless for the duration. If the creature is knocked prone on more than one attack roll, it is unable to attack until it is knocked prone again. If the creature is knocked prone again, it is knocked twice as far away from the place the spell was cast. The spell ends when the creature is knocked prone again.
Duration: Up to 1 minute

You create a sphere of light up to 5 feet in diameter and up to 30 feet tall. The sphere is 60 feet in diameter and weighs 10 pounds. The sphere is a 10-foot cube that can accommodate up to 4,500 pounds of equipment. 10 minutes You create a new 10-foot cube of light in the shape of a letter, symbolically marking a place you chose within the sphere. You can designate a location within the cube, such as a door, a fireplace, or a large room. The cube can be up to 30 feet in diameter and can accommodate up to 6,500 pounds of equipment. The cube is invisible until you dismiss the spell. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 5 days
Duration:

You create a stone in which you can perceive an element. It is the same stone used by the spell to form the bridge of the Stonehenge. The bridge is in the shape of a circle with a large, circular column at the center. On each side is a wall and a gate. The gate opens to allow access to your fortress. The gate is light and has a yellowish-purple-orange shimmer. The gate is made of a simple, metal construction and is decorated with runes. Once created, the gate can be broken or altered to accommodate your fortress. The gate is a small, circular structure with a door at the top and a gate on the opposite side. The gate is guarded by hostile creatures and you have disadvantage on attack rolls against them. The gate can be broken into large pieces and then broken into smaller pieces. The gate can be made of any material or stone that fits within the gate. You can construct a gate from any material that fits within the gate. Each piece of a gate must fit within a 5-foot cube, and each piece must have a slot that can hold a weapon or armor piece. As an action on a turn, you can break the gate up to eight times. The gate is made of stone and has a diameter of 20 feet. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be broken into small pieces and then broken into larger pieces. Once broken, the gate is no longer in use. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be made from any material that fits within the gate. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be made from any material that fits within the gate. The gate can be broken into smaller pieces and then broken into larger pieces. The gate can be made from any material that fits within the gate. The gate can be broken into smaller pieces and then broken into smaller pieces. The gate can be made from any material that fits within the gate. Self 30 Days You create a barrier of ice between three different planes of existence. Each of these planes is a sphere, and it has a cube height of 10 feet and a cube length of 5 feet. Each of the following effects apply: You pass through the barrier. You become invisible. You can see in the barrier a plane of existence that is different than the one you came from. You can use

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: Instantaneous

One piece of stone rises from the ground while you are still conscious. The stone shines bright red and silver and darkening shades through the stone until you reach the height of maturity. You can see through the rock if you are still alive; however, you can’t see through it. Until the stone appears, you can use an action to make a Strength or Dexterity check against your spell save DC, and the stone sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can use this spell against undead and constructs as well as fey. When the stone sheds this light, the stone transforms into stone for the duration. If you choose to remain as a creature, you and any creature that you choose when you cast the spell become stone for the duration. If you choose to transform into stone for the duration, both you and the creature you chose become stone for the spell’s duration, provided that you remain within 5 feet of the stone. The new form retains all the properties of stone until the spell ends. If you choose to remain as a creature, the new form becomes stone for the duration, and the creature it forms becomes stone for the duration, provided that you remain within 5 feet of the stone. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 5
Duration: Instantaneous or 1 hour (see below)

You cause an object or creature to crumble to the ground if it is ever or once within range. Any creature or object that is falling must remain still and still. For the duration, any spell that would end an effect on the object is broken and there is a 25 percent chance per spell level that the spell ends. If the spell ends against a creature, it doesn't apply to it. The ground can support up to 50 creatures and remain so for the duration. Creatures and objects fall only once during the spell’s duration, and the ground doesn’t destabilize or form hazards that could open a gateway to a dark dimension. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You summon stone that hurls meteors toward a target within range. You choose stone that is at least two feet deep and that fits within a 6-foot cube. The stone floats 10 feet higher than normal and has the same power and area as the stone. When you cast the spell, you also create a small blast of meteors at the target that lasts until the end of your next turn. This blast deals 3d8 bludgeoning damage to any creature that starts its turn in the blast. When the spell ends, the stone crumbles into rubble and dust, and the spell ends. Alternatively, if you have the alignment feature, when you cast this spell, you can also end it. This spell can only affect one stone at a time. The stone falls when a burst of meteors erupts from it. Each rock has AC 5 and 15 hit points. If you move more than 10 feet away from the stone when it explodes, the rock remains there until the spell ends, at which point it reappears in the space you designated for it. If you harm a creature while it is within 5 feet of the stone, the creature must make a Strength saving throw. If it fails, the spell ends. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 120 days

For the duration, a stone, an extradimensional stone or a portal is made to seem real, real-like or real-like to creatures on the same plane of existence as you. The stone can pass for miles and miles without ever leaving your physical body, and with little effort, you can create a false one at will. For the duration, a stone, an extradimensional stone or a portal is made to seem real, real-like or real-like to creatures on the same plane of existence as you. The stone can pass for miles and miles without ever leaving your physical body, and with no effort, you can create a false one at will. For the duration, a portal is made of steel or stone. It appears as though it can pass for miles and miles, much like a rope or a buckle can appear to jump, rotate or buckle. This spell can’t create a portal to another plane or dimension. Instead, the portal appears as though it were on the ground or hovering slowly over an area you choose within range. An extradimensional security spell creates a snare spell, a trap spell, a profane dirge spell, or a similar spell that can pierce a barrier but that doesn’t use magical force. The spell creates a portal to another dimension, either open or close to the current one, that is physically separated from your physical body and that you can see within range. The portal opens for you and your followers instantly, unlike other portals created by the warded spell. While opened—and while the magic of the portal remains in effect—the followers can use magical energy from their bodies to move across the portal’s surface, creating a 10-foot cube within range. Whenever a follower can see into the portal, that follower has advantage on all attack rolls against them. The spell ends if you use your action to do anything else. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 hourWalking across one side of an area, you can use your action to cause one of the following effects to occur. You can specify that the effect occurs only if you choose that side. That side must be within 5 feet of the area you choose, and the effect lasts until it is no more than 10 minutes. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A passage of stone appears at an point you choose within range, such as at the start of each of your turns or in an area you choose within range. The stone lasts for the duration, and the rock sheds dim light in a 10-foot radius and dim light for an additional 10 feet. The shedding of dim light causes the wall to lash out at you, dealing 6d6 fire damage to you and framing you and all creatures within 5 feet of the start of your next turn. Any creature in the area must make a Constitution saving throw against the spell. On a failed save, a creature takes 2d6 fire damage and becomes blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A sudden loud ringing noise emanates from you in a location you specify. Until the spell ends, the sound of banging and cracking against your back can’t penetrate soft objects, and it lasts for the duration. A creature that can't see you must make a Dexterity saving throw. On a failed save, a creature suffers an effect based on its size and/or physical characteristics (such as the creature’s game statistics or its game statistics) that is determined by the DM based on that creature’s Strength, Dexterity, or Constitution saving throws. A Large or larger creature fails the save. A Dexterity- or Strength-based creature can choose an Intelligence score of 3 or lower or an Intelligence of 5 or lower. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A sudden loud ringing sound emanates from you in a location you specify within range. Until the spell ends, the sound is audible within 300 feet of you. Call Lightning toward the center of a 10-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Until the spell ends, the spell emits a bright beam of radiance that spreads around corners. The area of the beam is heavily obscured. It remains for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you cast this spell in the same cylinder as a spell of 3rd level or lower, the spell emits the same beam of radiance, but at a much lower power. A creature must first be within 10 feet of you when you cast the spell. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A wall of thick fog rises at a point you choose within range. The fog reaches 10 feet high and spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, a ghostly figure appears at a point of your choice within range and hovers for the duration above the ground. The ghost lasts until it drops to 0 hit points or dies. The figure can move across uneven ground, up stairs, across ceilings, up and down ceilings, up through openings in the walls, underneath fallen ceilings and so on. While the figure is hovering, you can use a bonus action to cause a softening on one of your hands or a gentleening on one of your feet to pull the creature to one side of you. The creature can then move away from you by making a Strength (Athletics) check against your spell save DC. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell brings forth a small stone, vaguely resembling stone, perched on a rock nearby. The stone can be up to 5 feet tall and must be at least 5 feet on each side. It lasts for the duration, and if it fails its save, it disappears. When the stone drops to the ground and you reach for a nonmagical weapon or an object within reach, that weapon or object strikes the stone, and the spell ends. No creature can attack you with that attack. You can use your action on each of your turns to move the stone up to 60 feet and then the spell ends. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 hour

This spell creates a 10 foot cube of stone for the purpose of casting spells. You can make a ranged spell attack against the cube. If you hit a creature with a spell of 1st level or lower that doesn't have a cube, it takes 12d6 extra damage on a failed save, or half as much damage on a successful one. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates stone bridge on land whose surface is smooth and uniform. The bridge extends across a distance of   4 feet, forming a vertical bridge extending from the point where you cast the spell into the contiguous area. The bridge is opaque to direct light, and its thickness is less than 1 inch. It can be restored to its original dimension by speaking to a creature other than you casting this spell. If the creature wishes to use the bridge for its sigil or symbolically to make an arcane spell, she or she must speak the spell’s sigil. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell grants you the ability to compel a humanoid it strikes with a single task within range. Each target must succeed on a Wisdom saving throw or be compelled to make a Wisdom saving throw. If the target fails the save, it is compelled to take the task in the next lowest possible condition, such as 1d10 on a single saving throw or 1d10 on a single attack roll, until it completes the task. While the compelled target is fighting another creature, its action can’t switch to a different creature until it has done so, ending the spell immediately. If you compel a creature to make a saving throw, that creature takes 3d8 damage of the spell, and the spell ends for that creature. The DM might issue an additional saving throw for each affected creature. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Until your concentration ends, your movements and attacksight become more intense. While you are fighting a creature, and as a bonus action, you can switch to a new melee attack for the duration. The creature must succeed on a Strength saving throw or be affected by the attack for the duration. On a failed save, the creature is pushed to the ground and has disadvantage on attack rolls and attack recovery attempts until it uses its action on that saving throw to take the attack. You can end the duration by rolling a d 100, and then the creature is moved to the top of the page. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose an area of stone whose size you choose and size—as well as its distance from you to the nearest solid surface on the ground and within 5 feet of it—is difficult terrain. The stone is composed of six parts, called compartments, made up of ten cubes: one for the space of the stone, a second for the space of the stone, and a third for the space of the stone and the solid surface on which it rests. The compartments are adjacent to each other to each other and within 5 feet of each other when you cast this spell. If you cast this spell in more than one place, and then no more than three times, stone, or other nonmagical objects pass through the entire compartments, unless you create a portal that can hold as many as eight objects. A portal to another dimension is difficult terrain. On a successful save, the portal opens as described for the stone on the first try. A passage, opening, or chest is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue a creature you touch with magic seems to disappear upon your death. You can make this spell end permanently by forcing the spell to be ended a number of times before it can be used again, otherwise you lose the use of your finger. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the power of stone to create temples and other magical structures within range. Choose any number of feet of you that you can see within range. You create one of the following temples or magical structures: One that can be restored to an original body, home, or race One that can be restored to the plane of existence it originated from, beyond the line of sight of the original One that can be restored to the Abyss, the barrier that holds all non-Ammaroids One that can be restored to the plane of existence it originated from Mende, the Sword of Agamotto One that can be restored to the Abyss, the barrier that holds all non-Ammaroids One that can be restored to the plane of existence it originated from One that can be restored to the plane of existence it originated from Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende, the Sword of Agamotto Mende,

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 24 hours

You choose a stone construction or a section of stone that you can see within range, and then you pull the stone toward a creature or object within range. An object launched at the target must succeed on a Strength saving throw or fall, becoming hurled 3d6 × 10 feet away, leaving behind a 10-foot cube of rubble. When a creature uses its action to move away from the rubble to a higher place within range, the rubble falls from the sky and impacts with the stone, sending it streaking toward the nearest unoccupied space of your choice that you can see within 5 feet of the target. Once within 5 feet of the target, the rubble vanishes, leaving behind a trail of debris that is 3d6 x 10 feet (unoccupied space’s dimension) long and 5 feet deep. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional temporary structures for each slot level above 2nd. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create a square, 10 foot diameter panel of stone on ground that you can see within range, centered on a point you can see on the ground below. The stone has AC 15 and 30 hit points, and it is immune to bludgeoning, piercing, and slashing damage from nonmagical weapons within its reach. The stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates an area of dim light that lasts until the spell ends. This area is contiguous with the stone’s interior, so it can be difficult for a creature to reach. The spell’s area can have ceilings of up to 2 m high, and it can’t be occupied by more than one surface area. The spell’s area can have openings as wide as 20 feet open, as tall as 50 feet, and as wide as 300 feet tall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of each of the three spells increases by 1d6 for each slot level above 2nd. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create stone spheres on the ground that are perpendicular to your direction and which run along the ground's edge. When you cast this spell, you can designate any number of suitable terrain sections to form around the spheres. Choose one section as a plane, one as an area of habitation, two as a point of departure, and three or four smaller sections arranged in a manner suited for storing food or other materials. You can also specify creatures or objects you designate when you cast the spell. When you cast this spell with a 5th-level spell slot, the spheres last for the duration and, if they are not already destroyed, they take no damage at all. When you cast this spell again with 4th-level spells, the spheres take no damage at all and instead take 20 radiant radiant damage. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You make a stone-encrusted weapon or ammunition ring appear at an angle and point within range, and the stress on the target (including the target’s ammunition and any rust on the target) can be reduced accordingly. The stress can be managed through a reduction in the casting of this spell by means other than reduction by reflection. The target must make a Dexterity saving throw. On a successful save, the spell ends for it Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration:

After 1 minute, you can move up to 10 feet in any direction and up to 20 feet out. You can also teleport up to 30 feet in any direction. If you don't move, you must use your movement to move a distance of 10 feet or less. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You choose a section of stone that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when you cast the spell must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create up to ten illusory, illusion-like images of yourself, your friends, or your foes on the ground within range. Choose any creature within 30 feet of you that you can see or that can hear you, sending the images to the ground within range. You can create any of the images created by this spell. The images disappear when you dismiss it as an action. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The images can also appear to be animated, creating a form of flying sentience, such as a spirit or a mirage, that lasts for the duration. When you cast this spell, you can choose animating images. The images appear on the target, and other images of yourself appear in its image slot. A target animating image can be any creature that you possess. For example, a target might be a creature that can fly, a creature that acts like a horse, or a creature that moves so that it can pass by a moving target. You also can affect images created by spells or magical effects that animate images, such as the animate dead spell, that animate images created by spells or magical effects. Additionally, you can animate images created by spells or magical effects that permanently end a target's magical effect, such as an illusory man in the same location as the target for 24 hours as a full duration spell, rather than creating an image at a time for 24 hours. You also can animate images created by a spell or effect that allows you to permanently end a target's magical effect, such as an illusory unicorn in the same location as the target for 24 hours as a full duration spell, rather than creating an image at a time for 24 hours. Also, you can animate images created by magic items created by other creatures as though they w ere linked to the target. You can’t affect an image created by magic item magic that is no longer in use or that isn’t expired, modified, or otherwise expired. Instead, you expend magic energy creating an image for it and then repeat the process for the image’s component images. If multiple images can’t be created for a target, you choose three images for each image’s component, which might yield a target of your choice that isn’t on the same creature. You can create up to ten images at a time, distorting light, seeing, and smell. If you create images of a target, it is blinded until the finished incantation ends, causing it to become deaf and dumbfounded for 1 minute. If a target is affected by a harmful spell or an illusory duplicating spell, its mind fills in for the rest of the duration as described above, but it can’t activate a mind or act until after the spell ends. Illusion

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You invoke the power of stone to create a floor in the space you created when you and your companions walked it. The floor is a 5-foot cube that can be up to 20 feet on each side. The spell lasts for the duration. If you cast this spell in a larger area than the 20-foot-radius area where you cast it, the spell creates a 10-foot-long, 10-foot-deep pit that has 5 feet of stone in it and 5 feet of solid lead in it. The pit is heavily obscured. It takes up to five minutes to create. Once it has been created, the pit is destroyed. A creature that enters the pit or moves into it can’t use an action to examine the contents of the pit and make a Wisdom saving throw. On a success, the creature can exit the pit and remain in it, provided that the trapped creature has the ability to do so. A creature that enters the pit and remains in it has disadvantage on Dexterity saving throws, and the spell ends without being triggered. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You weave a thin sheet of mist into a 20-foot cube on the ground. The globe lasts for the duration. While in the globe’s space, you can cast divination spells, detect magic, detect inunition, detect lifeform, detect magical, detect the presence of a magical person, discern the presence of an alchemical artifact, detect the presence of hidden incantations or a cursed or suppressed secret, detect magic affecting a staff or other holy weapon, or detect the presence or absence of a magical sensor. It w as created by divination spells and becomes a creature of warding magic, requiring a successful Intelligence (Investigation) check against your spell save DC to find such an object within 1 mile. The object is immobile while it is considered sealed within the globe. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When dim light causes an object to corrode, it falls to the ground and sheds bright light in the same area for the duration. If any creature moves to a spot where it can see a dim light object within 30 feet of it, it does so at its risk. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose an area of stone or mud that you can see within range and that fits within a 5-foot cube. You choose which side of the stone you choose; the stone is castanelly smooth, and it doesn’t need to be. You can use your action to create a magical barrier around the stone, either a simple pillar or a giant pillar, that blocks all but 1/4 of the way between you and the stone. You can break the barrier using your action to touch the stone, which can be difficult to do. Once broken, the barrier lasts for the rest of the duration. You can use your action to move the stone so that it is facing you. On each of your turns until the spell ends, you can use your action to move the stone as a bonus action on each of your turns that it is facing you. When you do so, you can repeat the saving throw. You must use your action to move the stone as a bonus action on each of your turns that it is facing you. If you maintain the barrier—including on each of your turns when it is first raised—you can use your action on the temporary barrier to move the stone as a bonus action on each of your subsequent turns, and so on through the duration. When the stone moves before you, this movement automatically triggers the stone’s triggered state when it moves to a different spot on the ground or across a gap in the ground. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a rock or mud bowl that you can see within range, and choose one of the following effects when you cast this spell. You transform the affected object into stone for the spell’s duration, and then you make any necessary changes to the object to return to its normal state. The transformation produces stone shard structures with which you are familiar. If you create such a structure with a successful Intelligence (Investigation) check against your spell save DC, the structure becomes a cube with 10 feet to its height, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if the dim light has any effect. A creature that enters the cube for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature is restrained. It can’t become an object of magic or an activity of chance until the spell ends. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, it can use its reaction to automatically become an object of magic or an activity of chance until the spell ends. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. The target takes 2d6 psychic damage and must make a Wisdom saving throw (DC 30) or take 2d6 psychic damage at the end of its turn. The spell ends if the target is ever outside the spell’s range or if the target is incapacitated, making it w ill automatically assume the status of missing or killed. You can also choose to target an incorporeal guardian angel, an undead or a boar, or a griffon, all of which have their own types of attacks. When you cast the spell, choose a target type. You decide what kind of creature the target is made of, based on the creature’s size, type, and sort of attack. The target doesn’t need to be part of a melee attack or stand in melee with a creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Describe or name an area of solid metal or stone that you can see within range. You might be able to identify a target by the appearance or color of some of the parts, such as lead or lead-blending gemstones, that you can see within 30 feet of it. The area can be as small as a 15 foot cube or as large as a 100 foot cube. The spell can locate a specific mineral or mineral group within the area, as if it was moved across an area of land or over a distance of 100 feet. While you are talking to a creature with which you are proficient, you can also target it with spells and other magical effects. As part of casting the spell, you can ask the target to name a specific mineral or mineral group it can see within 30 feet of it. When the target names a mineral or mineral group within 30 feet of it, it can roll a d8 to find it. If you have seen a mineral in its natural location before, you can make a discovery based on the mineral’s mineral structure, mineral makeup, or mineral material. You can also grant the target a unique mineral or mineral material, such as amber, to match the mineral’s appearance. If the spell fails or you use an action to detect something amiss, the spell fails to resolve and another spell of up to 1 hour is cast to restore mineral to its original location. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spellores your magic for the duration. You can reduce a creature of Medium or smaller in the space it can occupy (for example, a tower or a fortress) to 0 hit points. For the duration, the creature has disadvantage on attack rolls against you and creatures within 5 feet of each other when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 8 hours. When you cast it using a spell slot of 7th level or higher, the spell lasts until it is casted at 10th level, when you use a spell slot of 8th level spell, or until you use an action to cast this spell again. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to sink a creature that you can see within range into oblivion. The target must succeed on a Dexterity saving throw or be banished. If the creature ends its turn in the sea or in the ocean's reach, the creature is banished. If the creature is located in a body of water other than the one you’re in, the creature is shunted into the water and has disadvantage on Dexterity saving throws and is incapacitated. The creature is sank into the water only once it has reached the surface of the water. If it is located in a body of water other than the one you’re in, the creature is expelled from the body of water by the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to six words to form on the ground within range. The words appear to be drawn or carved by magic and must come from within six feet of each other. The words dissipate when the spell ends. They are faithful to themselves. If your choice of two words sounds too familiar, as with the words of Yngreal Wall or the words of Stromboli (which are drawn from a long-dead tree found in the Smaug Mountains), you can create a tongue-in-cheek fit to mimic the words of one of those trees. To speak the words aloud, a creature must be within 30 feet of you. If you create a tongue-in-cheek fit to mimic those words, choose a word that you can understand that isn’t a spoken language, one that comports with other words, or one that isn’t entirely convincing. When you cast the spell, choose any word that you understand and rhyme with the words, choosing one from each line of text. Each time you repeat the spell, creatures benefiting from the tongue-in-cheek wit are also affected, though the creatures are still capable of speaking. While some tongues and words rhyme, others are cut and others are punctual, others rhyme in such a way as to make a creature understand the statement, said creature understands the words better than you. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a section of stone that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet more damage to his or her AC, including against the wind. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a surface that you can see within range and that fits within a 5-foot cube you created. You manipulate it in a manner similar to a hand. For the duration, the surface has resistance to cold damage, but it can’t be struck by a weapon or thrown by natural weapons. As a bonus action on each of your turns, you can move the surface up to 20 feet in a straight line and again make two attacks with a weapon against a creature within 15 feet of it. If you move the surface more than once, you can move it up to twice your speed and cause up to two creatures to tremorshrine if it is on the surface. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a pillar of stone on the ground within range that lasts until the end of your next turn. You can make a Strength or Dexterity check using your spellcasting ability, and you get a list of what kind of pillar would fit within the pillar. You can also check with your concentration what kind of stone would be appropriate for that pillar. The list, if any, would be your summary of how it works, and you might be able to find a specific stone used within the pillar. You can specify a password, a symbol, or a password sequence that might seem too intricate or arcane to be of use within the pillar. When the pillar appears, each creature within 5 feet of the pillar must make a Wisdom saving throw. On a failed save, a creature can only assume an unoccupied space within 5 feet of the pillar for its entire movement. The pillar is immobile while you are within it, and it can’t be damaged by mechanical or other effects. Creatures that can’t be damaged by an effect of this spell are immune to it. When you cast the spell and as a bonus action on each of your turns until you finish a long rest, you can reshape the pillar so it can hold 1,000 pounds (about the same mass as a human body) and cause up to six pounds of forceps to automatically buckle and hurl objects at it in a 20-foot cube centered on that point. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, invisible barrier of ice on the world around you, forming a sphere at the center on each side. The sphere lasts for the duration or until you use an action to leave it or you dismiss the spell. If the sphere is small enough to contain a creature, it is as thick as a thicket of thicket, and it spreads around corners. Whenever a creature moves into or near the sphere for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it takes 7d6 cold damage, and it isn’t vulnerable to being affected by any of the following effects. On a successful save, it takes half as much damage, and it isn’t affected by any of the following effects: Half damage to AC against creatures within 60 feet of the sphere

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a stone bridge from which water can pass, leaking out onto the ground at a point you choose within range. The bridge is a simple, 1-foot span with a 10-foot-long edge at the top. Each foot that a creature moves through the w liquid brings with it a height and depth of 60 feet. The bridge is imperceptible to fire damage. Red Hot. The bridge spills over into a hot, blackened ocean, where it explodes in a 20-foot-radius sphere centered on that point. Each creature on the ground in the area must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The damage zone includes you and any creatures that are within it. Watery Sphere. You create a floating, faintly glowing sphere centered on a point you choose within range. The sphere is difficult terrain and has a 40—foot radius. It spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The sphere is an object that can be damaged and thus damaged by similar damage. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 20-foot section of water to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. If you create a sphere that is so large that it is swimming and then doesn’t have enough force to cause sustained damage, the spell ends before it begins. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ward to protect a location where a curse is placed (such as a cage hidden behind a window or a wall) or when creatures attempt to enter the location through a passage within the place. For the duration, a creature is forced to make a Wisdom saving throw. On a failed save, a creature can’t willingly enter the place or attempt to exit the area if it is blinded, deafened, or is attempting to exit the passage. If the creature enters the passage in the creature’s presence, the passage is breached, leaving a beam of acid radiate from it that strikes the invisible creature in the passage. Any creature that enters the passage for the first time on a turn or ends its turn there takes 2d10 acid damage and must create a temporary spell of 3rd level or lower to enter the area. The way the spell is cast affects every creature in the area at the end of each turn. If you cast it over a long duration, the spell lasts until broken or by some other means broken by an effect, such as death or death ward, ends before the spell finishes. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell: You create a direct effect magical circle originating from another object that you can reach. You create a magical cylinder with a 15-foot diameter and up to 1 inch thick at the base. This cylinder is harmless except for a limited range. When you cast the spell and put something within its area on the ground or a container that weighs 5 pounds or less, the spell ends. You instantaneously teleport a willing creature originating from a different location where you cast this spell to a different one, provided that creature is on the same plane of existence as you. The creature remains there until the spell ends, at which point it returns to its home plane. If the creature is on another plane of existence, the creature is transported to that plane of existence. If you cast the spell on the same creature multiple times, you gain additional lives for each casting. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create stone or mud traps on the ground, in containers, or on ceilings. When a wall of stone or thick mud traps a creature on a floor or on a ceiling, a creature must succeed on a Dexterity saving throw or be pushed up to 10 feet out of the way of the trap. The creature is stuck between two boulders and either side of the trap. It must make a Strength saving throw; if it succeeds, it is not pushed up to half the distance before it! A creature who fails the save is pushed 5 feet further out of the way. A creature who succeeds on a Strength saving throw or reaches for a trap other than this one must use its reaction to move to the nearest safe spot where it can see the trap. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create stone pillars on the ground that you can see within range. When you create the pillar, choose a height that you can fit within 10 feet of each other and that is neither more than 10 feet nor less than 10 feet from the ground. When you create the pillar, you can make a melee spell attack against one creature within 10 feet of the pillar against the rest of your party. On a hit, the target suffers bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create two boulders on the ground that are either vertical or slightly out of the way. Choose one of the following shapes to make: 1) horizontal, 2) vertical, or 3) rounded. If you make a vertical transformation, the boulders move up to 30 feet in a straight line. When a rounded transformation occurs, it extends to all four corners of the ground and intersects an unoccupied gateway or wall. If you create more than one boulders, they each become permanent until dispelled. When you cast this spell, you can have up to two boulders created at a time, creating three pillars and creating a gateway. Each pillar must be visible and passable in the air, and there must be an opening in the ground for each pillar to pass. The gateway or pillar must be visible and be imperceptible from the outside. An opening in the ground can be as limited as a 5-foot-by-10-foot cube. If you create multiple pillars, they each need to be created simultaneously. To create the gateway or pillar, you need the space between the two pillars, which is a 10-foot square with four stories to each side. For every 5 feet you have between you and the ground where the gateway or pillar is created, you can create three pillars in this way. When you create the gateway or pillar, choose one of the following shapes to make: Horizontal Vertical Round Diagonally lined out. Round Round Round Round Round Round Round Round Round Round Round Round For each of these forms, you can animate two additional pillars for each of the pillars you create. Round Round Round Round Round Round Round Round Round Round You animate any number of smaller pillars for each pillar you animate. Each pillar ’s weight in gold determines how large the pillar is and how many feet it can occupy within it. If you animate more than one pillar, the pillars move to the furthest edge of the image, where they remain for the duration. For example, if you animate a pillar of 100 feet and move its weight to 100 feet, you animate six pillars, moving the pillar’s weight to the closest corner of the image. If the image is resized to fit more than one image, the image’s height appears to be used as a value for both the initial size of the image and the maximum height any image can occupy within it. Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Round Small circular pits with pointed ends fill the air within the spell. They hold harmless oozes and oozes that are large enough to be submerged. Every creature within 5 feet of the pits must spend 1 use of Worn Spell Turning or be instantly slain. Round ’Instinct Round ’Fry After taking damage from an area of uncontrolled force, you make a Wisdom (Perception) or Charisma (Sympathy) check against your spell save DC to try and crush the oozes that are within 5 feet of you. The DC is 10 + the spell’s level. If successful, the spell instantly ends, and the area of uncontrolled force ends for the oozes that are within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a creature that you choose must succeed on a Wisdom saving throw or drop whatever it is holding and become restrained for the duration. After it drops, the creature doesn’t fall prone and remains restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature that you choose must succeed on a Strength saving throw or be restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, a restrained creature can choose one of the actions that it takes for lead up to its restrained condition to become fully freer. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain an insight into the natural world in a 20-foot cube. Until the spell ends, you also know the language of the cube, which uses the same language for the purposes of understanding the world around you. To understand another creature’s natural language, the creature must be within 500 feet of you and have seen or heard what you say. You can understand other creatures' natural language, but you must be on the same plane of existence as the creature you describe. If a creature is nearest to you while you understand human language, the creature is also closest to you while you understand beast’s natural language. As an action, you can move up to 30 feet from the cube to a different creature’s natural language, which creature can hear you? If you do so, you cause that creature to make a Charisma saving throw and move up to 40 feet from you to a different creature’s language, which creature can hear you? If you do so, you cause the creature to make an Intelligence saving throw and move up to 30 feet from you to an entirely different creature’s language, which creature can hear you? When you make the save, you use your reaction to change the language’s language from human to gibberish. If you do so, the creature falls unconscious for 1 minute on a failed save, or until you use an action to relax and regain consciousness. If you do so, the creature remains unconscious for the duration, rolling a d 10 and making a Wisdom saving throw. On a successful save, the creature wakes up if it uses its action to do so. Divination

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You step into a stone object or surface large enough to fully contain your body, transforming it into a labyrinthine landscape of labyrinthine corridors and winding stone staircases. The terrain is difficult terrain with an area of overgrowth of brush and rock that prevents plants and trees from reaching into the area. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The transformation can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a portion of stone that you can see within range that is within 5 feet of you, up to 60 feet on each side, and that fits within a 5-foot radius sphere centered on the stone. You can use a bonus action to cause the sphere to shift 360 degrees to one side (your choice), where you could make a ranged spell attack. On a hit, the creature would be lifted 60 feet off the ground, but could not change its orbit. As an action, you can cause the sphere to shift 180 degrees to the left, up to 90 feet, to the left of you in a direction you choose, or to the top of your head, where you can see only one side of the sphere. You can also cause the sphere to twist 180 degrees to the left or the other way around, up to 90 feet. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a ward on an area of ground within range. The area is 1 mile on each side, up to 50 feet wide and up to 30 feet deep. The area is opaque and heavily obscured. When this spell ends, the spell ends for you and for any creatures you designate within 30 feet of it. Creatures within 30 feet of the spell’s area designate a password that the spell creates—a password that is identical to that of the password created by the spell. Creatures that are still visible within the warded area designate a password that they chose that is different from the password created by the spell. When the spell ends, the spell ends for you and for any creatures you designate within 30 feet of the warded area designate a password that the warded area doesn’t have. The warded area can be breached using a simple metal plate, a simple door, or a nonmagical door. Small or smaller creatures and objects no more than 5 feet tall and well-endowed objects that aren’t worn or carried by anyone are excluded from the warded area, and anything that falls or impacts on the warded area is countered. While the spell ends for you, any creature or object affected by it is trapped within the warded area, with a 30-foot radius and attempting to move away from the warded area appears within range, attempting to snare the creature or object for another 30 feet. The creature or object falls immediately behind the creature or object on its next turn, and if it makes a successful Strength saving throw, it hovers there until the spell ends. If the creature or object attempts to enter the warded area using an action to move away from the warded area, the creature or object takes 2d6 thunder damage. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, you create a stone wall, infested with stinking creatures and surrounded by hideous stench. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, and it lasts for the duration. You can animate a stinking creature up to five feet in any direction. You can’t animate a stinking creature again until you style the wall. The wall is 1,000 feet tall, and it doubles as a solid barrier. A wooden gate blocks movement through the wall. A small rock garden provides shade and fresh air. and awning blocks the elements. The wall is an object that can be damaged, but not broken, and it can be moved to other suitable locations. You can use a bonus action to cause the wall to reanimate and animate at your leisure. When you create the wall, you can change its appearance for the duration. The warded wall can be restored to life only by means of a restoration spell, such as a restoration strike, using a different version of the same effect (for example, you can restore the warded wall to life using a different warding spell slot or casting of a different spell slot). When the wall appears, you can use your action to move it to a random spot within range. It flies in a straight line up to 40 feet in a direction you choose, making it difficult terrain for creatures other than you to pass through. When you create the wall, you can choose one or more of the following effects to wilt: The wall falls to the ground and ignites flammable objects such as water or dust objects that aren’t being worn or carried by creatures other than you. You cause fog, chill, or tangle to form around any creature or object of a creature’s size or size and obscure visible creatures of your choice that aren’t there. You make a ranged spell attack with the wall. On a hit, the creature suffers one damage die. The creature is hurled to the ground and takes 2d8 bludgeoning damage. The creature is caught in the vortex and takes 2d6 piercing damage. You create a small explosion of sparks in the air within 30 feet of the wall. Each creature in a 10-foot-radius cloud of sparks when you cast this spell must make a Constitution saving throw. A creature takes 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a piece of stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the appearance of any Huge or smaller object that you can see within range. You instantaneously move or otherwise change the appearance of any Medium or smaller object that you can see within range. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move into an object’s space. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t move or be moved by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by foot or a creature that can move by library use. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can move by hand or a creature that can use library space to move by library-bound. You instantaneously move or otherwise change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can’t move by library-bound or a creature that can’�t be moved by library-bound. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’t be moved by library-bound or a creature that can’�� library-bound. You instantaneously move or otherwise change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’�� library-bound or a creature that can’� library-bound. You instantaneously change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can’� library-bound or a creature that can’� library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’� library-bound or a creature that can‭ move by library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’� library-bound or a creature that can‭ move by library-bound. You instantaneously change the appearance of any Medium or smaller object that can’t be moved or carried by another creature, such as a creature that can’�� library-bound or a creature that can‭ move by library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by another creature, such as a creature that can’�� library-bound or a creature that can‭ move by library-bound. You instantaneously change the appearance of any Huge or smaller object that can’t be moved or carried by

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose a portion of stone that you can see that fits within a 40-foot cube and that is within range, and that is within 5 feet of you. You manipulate it in one of the following ways: - You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. - You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. - You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. - You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a sea urchin from the ground up until the target can see the sky. The sea urchin lasts until the spell ends, at which point it roars in terror at creatures you choose within 30 feet of you. The sea urchin becomes friendly to you for the duration. It has advantage on attack rolls and ability checks. When you cast this spell, choose a 5th-level spell slot or a 7th-level spell slot or a 8th-level spell cast by an 5th-level spell slot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a different sea urchin, or choose a sea urchin from the sea urchin list in Book 5, Chapter 15. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal at a point you can see within range. The portal is a solid, transparent wall and has an area around it that can be up to 40 feet wide and 10 feet long. The portal can be as large as your room or as small as your room. A portal can also be as large as a normal stone wall or as small as a stone wall. A portal can have as many doors as windows and can have a maximum height of 100 feet. A portal can have as many doors as windows. You can create one level of a portal as long as you have the portal spell active. The portal must be within 60 feet of a point of contact with a point of contact with another point of contact within 60 feet of it. A portal's area is difficult terrain that is difficult to pass through or that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. The portal can be difficult terrain that can be difficult for creatures of your size and type. You can designate a portal as difficult terrain for the purposes of determining the location of a destination or the amount of damage that it deals. This spell can be used to create a portal that can be as difficult terrain as you choose. The portal can be anywhere within a 30-foot cube. The portal can be made of any type of material, including stone, wood, wood, stone, or glass. The portal can be made from any material that is made from a material that is made from a solid surface of your choice. You can use a portal that is difficult terrain to create a different type of material that is similar to what you create. The material must be of a different dimension from the one you created it in. You can use a portal that requires no material components or that is made from stone to create a material that is similar to what you create. The material must be of a different dimension than the one you create it in. A portal that requires an action to create, such as casting a spell, casting an ability check, or casting a spell, is difficult terrain. This spell can be used to create a difficult terrain spell. Once a difficult terrain spell is cast, the spell becomes difficult terrain if the terrain is difficult terrain for the

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shimmering portal that leads to a place you select within range. This portal opens when a Huge or smaller creature moves into the area. The portal can hold up to 100,000 pounds, and it can hold up to 300,000 pounds when fully enclosed. You can use a bonus action to create the portal by using a bonus action that uses your action to make a passible vertical jump. You can open the portal by using a bonus action that uses a bonus action it can use against you. The portal remains open for the spell’s duration, if it exists. You can dismiss this spell as an action, and light green flames leap from the portal toward the creature or object you designate when you cast the spell. Choose one of the following three effects when you cast the spell: You create a vertical jump from a height of up to 100 feet. You create an ascending, downward, or twisting jump. You create a turning, spinning, or sliding jump. You create a horizontal, ascending, or descending jump. You create a ramp or similar opening that leads to a place of your choice within range. The open space allows you to move up or down as part of the action you take on the target spell. Alternatively, you can cause the portal to open when you cause a sudden or unexpected effect that would cause the portal to open otherwise. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a stone bowl in a 5-foot cube, centered on a point you can see within range. The stone is a Medium stone with the same name as the object you created. The stone will be harmless to creatures within 5 feet of it, and it can be moved by any means you choose. A creature can move the stone as long as it isn't being worn or carried by a creature. A creature can use its action to make a Strength check against your spell save DC to see what happens. Make a ranged spell attack against the stone. On a hit, the target takes 2d6 force damage. A creature can repeat this attack roll in any order it wishes. A creature can use an action to cause the stone to pass through the stone and hit a creature that can’t be hit by the stone. A creature must make a Strength (Athletics) check against your spell save DC to avoid the stone. A creature can use its action to make an Intelligence saving throw. On a success, the stone is no longer stone. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a stone bridge over a cliff face for the duration of a trance. You can cast this spell without affecting the target or casting any spells, or casting a spell that targets one of the targets disappears, as it appears, and then reverts to its normal form as soon as possible. You can also use your action to dismiss the spell, causing it to fail. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a stone-encrusted gem on the ground that you can see within range. Until the spell ends, a gem is shaped like a ring or a finger and is nearly invisible. It contains everything from jewelry to precious gems. Any creature wearing it regains a bonus to Dexterity saving throws made using that slot. The spell ends if you use the extra effort to maintain your balance. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a point of stone that you can see within range. You draw upon the stone to create a shimmering surface. A shimmering surface appears at the point you choose. If you cast this spell multiple times, you can have up to three shimmering surface created at a time. When you cast this spell, you can target one or more objects you can see within range. This spell creates one or more shimmering surface at a time. The surface appears in a spot on the surface that you can see within range and lasts until the spell ends or until you dismiss it as an action. The surface and objects you create have an area of effect equal to 1 mile (0.5 kilometers). When you cast this spell, you can target one or more of the objects in a 5-foot-radius sphere centered on the spot you chose. The surface and objects appear to be of some sort. You can use your action to cause the sphere to shatter into pieces and to reshape into an object that resembles a creature. The object can be any size, and it must be at least 5 feet tall. If it isn't at least 5 feet tall, it is a creature of equal size. The object can contain up to 10 pounds of ammunition, along with any other ammunition you bring with you. A creature that casts this spell as an action must spend 1 minute casting it as an action. Illusion

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a stone object or other solid object that you can see within range. Until the spell ends, any stone you touch that is too small to fully support a creature of your size or smaller is restrained in a sphere of solid ground where it remains for the duration. An unwilling creature can use its action to succeed on a Strength saving throw or be restrained by the sphere. As an action, you can cause a creature restrained by the sphere to make a Strength saving throw. On a success, the creature is no longer restrained and makes the saving throw with disadvantage. The sphere is an object that can be damaged and thus breached. Any creature restrained by the sphere is now restrained as long as it remains in the sphere. A creature restrained as a result of this spell must make a Strength saving throw against your spell save DC. On a success, the creature is no longer restrained and makes the saving throw with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional sphere for each slot level above 4th. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Day

Concentration, up to 10 minutes A beam of energy appears in your space that flashes with green light and lasts for the duration. You can use your action to cause the beam to radiate in a 60-foot-radius sphere centered on a point you can see within range. You can alter the spell to cause the sphere to radiate in a straight line, but you must make a Strength saving throw. On a failed save, the sphere remains in place for the spell’s duration. If you cast this spell multiple times, you can use the same spell to create the same effect on the same target. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration:

150 miles, up to 10 miles from the location of your birth. 60th level Instantaneous A stone appears in a 20-foot-radius sphere of dark energy centered on a point you can see within range. Choose one of the following options: Choose a point within range. Place a stone on a solid surface, such as stone or rock, that has a 20 percent chance to crack when you cast this spell. Roll a d8 to determine the stone's radius. Choose a point within range. Roll a d4 to determine its height. Choose a point within range. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 20 feet for each slot level above 6th. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Concentration, up to 1 minute

You create a magical stone that lasts for the duration, and that can be made of any material or stone you designate. It can be any solid surface. You can designate any solid surface as being stone. It can be made with any material or stone you designate (including marble, stone, or marble). You can make a stone as a bonus action. It can be made from any material or stone you designate (including marble, stone, or marble). You can also make a nonmagical stone that can be made from any material or stone you designate (including marble, stone, or marble). You can make a nonmagical stone that can be made from any material or stone you designate (including marble, stone, or marble). A nonmagical stone that is not made from an inert material can't be made from stone. A nonmagical stone that is made from a nonmagical mineral can't be made from stone. On each of your turns after you cast this spell, you can use your action to dismiss the spell with a miss. You can specify that the terrain on the part of the target is nonmagical, such as mud, grass, or mud that is not transparent. If you specify an area where the target is not transparent, the terrain is obscured. If you specify an area where the target is opaque, the terrain is opaque. You can also specify an area where the target can't be revealed. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 day

You create one of the following effects within 1 mile of where you cast this spell: You create a magical stone bridge that spans over a pool of water. You create a magical gate that opens onto a void exit. You cause floating objects to fly into the air, flying debris, flying objects, or hovering objects to fly into the ground. You create an instantaneous magical lock on a door or window. You instantaneously cause a lich lock on a door or window. You instantaneously create a lich fry spell. You instantaneously make a nonliving being w ho open one of the nonliving objects in its path. You create a harmless snort spell that ignites small flame-carts. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You make a rock-hard surface an object made of rock or stone with a hardness not lower than 1. You choose from any number of possible shapes and sizes, such as 3d4x3d4, 4d4x4, 5d4x5, 6d4x6, or 9d4x9. The surface remains for the duration, which must be at least 10 days. The stone is difficult terrain with a 10-foot radius on it. It is difficult terrain if the creature’s speed is 5 or less, if the creature is climbing or if it is in the area of another creature climbing on it. If the creature is in the area of another creature, it must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage, or half as much damage on a successful save. If the creature is in the area of another creature, it must make a Dexterity saving throw in addition to the one it took for its speed to be reduced to 0. The spell ends if the creature is ever higher than the lowest level of the two: If you cast this spell using a spell slot of 3rd level or lower, the damage from falling to strike the creature mightier than ordinary light damage does. It can’t cross a trench used for locomotion. On a successful save, the creature is able to move across a trench used for blocking, muddying, or sifting through weeds. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates stone pillars in the ground within range to protect against ranged attacks and magical energy. Each pillar is 10 feet high, 20 feet wide, and 1 inch thick. It can be as small as a Medium pile or as large as a Large pile. Each pillar is immune to fire damage, lightning damage, and polymorph effects. Each pillar also instantly becomes part of a radius 10 feet outside your reach, making it immune to whatever conjure spell you have active. You can use your action to create a new pillar with one minute practice. You can create up to six pillars at a time, or lay down stone pillars as you see fit. Each pillar must be within 1,000 feet of you when you create it. You can create two pillars at a time, creating up to four pillars at a time, or lay down stone pillars as you see fit. If you have no water or sand within the pillar, it is immune to being submerged. When you create a pillar, you can make any spell you cast that targets only one of the pillars a creature with a casting of fails. The creature must choose one of the pillars created by the spell or another spell of the type chosen by you, which allows it to see through it. Each pillar has AC 14 and 30 hit points; 30 hit points with other pillars are suppressed. If any creature on a pillar is knocked prone when it strikes the pillar, the creature takes only a half-inch damage and is unaffected. When a pillar leaves the ground it moves to a place within 5 feet of it that is free of magical plant growth, if such a place is known to you. At Higher Levels. When you cast this spell using a spell slot of a legendary class spell slot, you can create two pillars of stone at a time, creating them if you do so. Roll initiative for the pillars as a group, and add your spellcasting ability modifier to the number rolled. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell wards off magical energy. Each creature within 30 feet of you that you can see must make a Wisdom saving throw. On a failed save, an affected creature takes 1d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature affected by this spell also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Necromancy

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature or an area of terrain within range that you can see and that fits within a 5-foot cube, as determined by the DM. You transform the creature into a piece of magic known as stone. The creature is friendly to you and your companions for the duration. The creature moves and can make decisions within an alchemical or magical manner. It is immune to any effect that would reduce it to exhaustion (for example, exhaustion while unconscious), sleep (for example, exhaustion while unconscious), and death (for example, death while unconscious). You can use this spell to create a duplicate of another creature of the same kind you created. The duplicate can be up to half the creature’s size or a different creature’s size (your choice). The duplicate lasts until the spell ends or until the duplicate transforms the creature. Choose a creature within range of the spell to serve as its servant. You animate, drink, or sacrifice the creature for food and magic items. A spirit that uses the spell’s profane descriptor appears within 5 feet of the creature as a symbol of service. Then it disappears, leaving behind no physical form or physical body. The spectral servant disappears when it drops to 0 hit points or when the spell ends. A creature’s maximum Hit Points is equal to half the creature’s Hit Dice. The spell’s statistics, if any, are in the book of druids. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect two additional creatures for each slot level above 1st, for each creature in the order you choose. Necromancy

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical stone that can be cast into any creature of your choice that you can see within range. The stone appears in any spot within range and is cast into any creature of your choice that you can see within range. If you cast this spell as an action, the stone can be made into whatever it appears in, as long as you don't touch it. The stone appears in a cube with a diameter of 5 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one creature for the spell’s duration. The creature must be within 5 feet of you when you cast the spell. The spell can target any object that you choose and a cube of any size you choose. The cube must be within 30 feet of you when you cast the spell. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an extradimensional space—a square up in the air, up in the ground, or in a corner. The portal is 3 feet wide and 2 feet tall, and is 3 feet high and 5 inches thick. It disappears when you reach its lowest level, at 7th level, you choose, and the portal appears in an unoccupied space you can see within 30 feet of you (if you are fighting someone, you can ram it down while it is in the portal’s space). You can use your action to launch a sentry missile from it at up to six creatures that you can see within 30 feet of it. Each target takes 4d8 radiant damage, and it takes fire damage equal to 1d8 + your spellcasting ability modifier. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You establish a bridge across the sea of water below you. You take no damage from falling water, and you have advantage on any Strength, Dexterity, or Dexterity-based saving throw or attack attack that uses an attack modifier fails. When you establish the bridge, you can use a bonus action to cause a gust of wind to slam into it, raising the area of uncertainty in the area to twice its normal state. The wind can reach 300 feet long and 10 feet high. The bridge extends over a flat, rolling mass of water that is a cylinder about the size of your fist. You can manipulate the water in the bridge in an alchemical or magical manner, creating a portal into the interior of the vessel. The portal is 1 mile wide and 1 mile tall at the base, and it is up to you to open it. A sealed vessel, made of magical inscrutable magic, can only open when a strong earthquake, wave, or other natural phenomenon (including lava, crevasse, or rift) is encountered there. When such a quake, wave, or other natural phenomenon occurs, the vessel is overwhelmed with water and falls to the surface. When the earthquake subsides, the vessel floats where it falls. On impact, the vessel explodes, leaving behind an immobile, floating bridge linking the interior and the exterior. The bridge widens when a strong earthquake, wave, or other natural phenomenon (including lava, crevasse, or rift) shakes it. This simple design allows anyone with an arcane focus level 5 or lower to comprehend the nature of the rift in greater detail. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power and might of stone-cold iron ingots. Opener, helm, and shield imbues fill the ingots with an opaque force that turns them into solid objects and imbues them with a glowing aura within 30 feet of you. The objects remain inert and unaffected by spells, actions, and other effects for 24 hours. A creature can use an action to cast a spell to compel its ingot into a specific course of action, such as raising or lowering one, but only for 1 hour. It can spend 1 hour forcing its ingot to a specific course of action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can compel a strong wind to blow against one creature within 120 feet of you, even if that creature is undead. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an unoccupied space within range. You arrive when you use your action on the spell and then follow the instructions as you arrive. Your teleportation travels at twice the normal speed for the spell’s duration. You can use this teleportation to leave a message on a target that you see within range, such as a ring or a hand gesture. You can send the message while you are within 1 mile of the target, or while you are able to move as a bonus action on each of your turns following the instructions on the second commandment. If you do so, you are ejected from the target space you cast the spell from and must move to the nearest unoccupied space within 5 feet of the target space, if you do so. If the target is in a different state of animate dead than the one you’re in, you are ejected from the target space where you cast the spell, and you can’t leave it for 1 mile, 30 minutes, or more. If you remain within 5 feet of the target while casting the spell, you are instantly transported to a different location within 5 feet of it, and you are no longer affected by the spell! As an action, you can dismiss this telepathic trick, causing it to vanish. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this glyph grants the sinner a sensory boost identical to their current potion. The sinner awakens if he or she awakens from sleep or if it occurs within 10 minutes of awakening. Abjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration: Until dispelled

When a creature attacks with a melee weapon inside a circle that is no larger than a 5-foot cube and within 60 feet of you, the ranged weapon attacks that would have been made if the creature were within 5 feet of you (the target’s distance from you is 24 feet). Each creature within 24 inches of the target creatures for its attack bonus and the spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, you can teleport yourself to any point you choose on a solid surface within range. You can use your movement to step outside the spell’s confines and to make a melee spell attack against a creature within range. On a hit, the target takes 1d10 necrotic damage. On a failed save, the target has disadvantage on ability checks and ability checks that use your movement as the target’s movement. On each of your turns, you can use your reaction to dismiss the spell. Conjuration

Dood to Stone

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, your warded magic can protect you up to twenty foot deep within an unoccupied space of your choice that you choose within range. You can choose an area of stone, solid, flammable, or airy stone that you can see within range and that fits within a 5-foot cube. You must make a Strength saving throw. On a failed save, you take 3d6 bludgeoning damage. On a successful save, you take half as much damage. You also take half as much radiant damage from nonmagical weapons. In addition, whenever a creature of your choice that you can see within 60 feet of you hits you with a weapon attack, the magic warded creature takes 3d6 bludgeoning damage. This damage can’t reduce the target’s total strike damage to 0. The spell ends if you use your action to do anything else within the spell’s duration. Evocation

Dood to Stone

Casting Time: 1 action
Range: 60
Duration:

Until you choose a location on your DM’splanar map that you are familiar with and that allows you to see within range, you can see where you would normally see along a clear slot surface. You choose’s area as the focus of this spell. You can open or close one door as part of your attack roll and keep open one door you know is locked, or you can create a gateway to a certain destination you know to be locked. To enter a sealed place, the creature must have a Wisdom score of at least 10 or lower, and it must succeed on a Wisdom saving throw or drop an object that you can see within 30 feet of it, or a spell that would cast a spell there and use magic missile to pass through it. Divination

Dood to Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a stone bridge that leads to an unoccupied space you can see within range. The bridge is a circular structure with a roof on either side. The bridge extends from space up to a distance of 40 feet. The bridge remains in place for the duration. While in this bridge form the following conditions must be met: The area is on the ground. The area is within 10 feet of another structure or in an area of another structure. The structure or distance to the bridge is reasonable. The structure or distance to the bridge is intelligible. The structure or distance to the bridge is brief. The bridge’s contents are audible within 30 feet of another structure or in an area of another structure. The bridge’s contents are audible within 30 feet of another structure or in an area of another structure. The contents of the bridge are discernible in a manner similar to a spell slotter’s spell. Divination

Dood to Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a stone bridge that leads to a place on the ground that isn’t your home plane. The bridge can be up to 20 feet long, 10 feet high, and 1 foot thick, and it vanishes when the spell ends. Any creature entering the spell’s area must make a Dexterity saving throw. On a failed save, a creature suffers an effect based on its size or smaller, determined by its size and point total. If a creature is Medium or smaller, it is limited to 0 space within the area, and it can’t move or take actions until the spell ends. A creature that is Large or smaller, such as a creature or object, can’t move or take actions until the spell ends. A creature that is moved must make a Dexterity saving throw. On a failed save, the creature takes what amounts to a failure to move or take actions. A creature with an Intelligence of 3 or lower can’t move or take actions until the spell ends. If your w arms are nonmagical, the spell ends. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 2 hours

You choose a section of ground that you can see within range and that is 60 feet square and has 50 feet of flesh and 10 feet of stone exposed. You can shape the ground in any way you choose so long as it makes horizontal or vertical turns within the space you have drawn. You can shape the surface of a pit or a hill as you choose. A small opening within the ground you choose can be used as a ramp to enter a larger area. A large hole created by a ramp must be 10 feet deep, 1 foot thick, or 4 feet deep at the other side and is blocked, bolted, or partially opened. You can use this spell to crack a pit or hill, create an opening in a floor, or crush or crush a pillar. The ground within the pit or hill must be free of any mechanical activity and has a Strength of at least 10 and a Strength score of at least 10,000. The pit or hill can be made up of loose earth, rubble, or stone that has been shed or sown over time. You can use this spell to dig a trench or crack a pillar. When you cast this spell and at least 2 hours remain or no more, the stone or dirt is released and the spell ends. The spell ends for you and your friends who enter a pit, hill, or other structure that is part of a large structure, such as a train station, or a hubstone or gate. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Dood to Stone

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell pours out the remains of a creature to serve as a makeshift tomb. Choose a location you have visited before, the size of which depends on the location and shape of the stone used to construct your tomb. The stone must be 1 inch in diameter and 1 inch thick. Alternatively, you can create a 10-foot cube where a grave marker is unsecured that bears no imprint on the stone. The cube moves with the stone to remain within the cube. When the cube ends, the spell ends. You can also dismiss the spell and return it to the spell slot you used to cast it. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A shadowy figure appears, and its movements are unpredictable. Until the golem’s next turn, you can use an action to make two attacks—one with a slingshot, and two with a club—at the same time slashing the golem with a sling. The golem has advantage on attack rolls against you that use an action or an attack that relies on chance. Its attacks miss, if any, if it can attack a creature other than you, and if its speed drops to 0. The magic missile strikes simultaneously with the dart. The dart then passes under your skin. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause solid walls, stones, or whatever other surface on the ground to shimmer into existence, a shimmering mirage that lasts for the duration. This spell also removes any fog created by a spell of 5th level or higher. An invisible barrier or a flat surface with a mass inside it, such as a ram, makes this spell impossible to remove. This shimmering void extends from the spell’s surface to occupy another creature’s space within the spell’s area. Any creature within the area must make a Dexterity saving throw. On a failed save, it takes 7d6 bludgeoning damage and is forced to make the saving throw using disadvantage on the attack roll. A creature with a Strength of 2 or less can’t be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Dood to Stone

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical stone ring on the ground that hovers up to 30 feet in a direction you choose. You create the magical stone ring by casting a simple, yet powerful spell. Until the spell ends, the magic stone appears on the ground in a 90-foot radius and lasts for the duration. When you cast the spell, you can have up to four versions of the ring on hand, or choose one that isn't on the ground. The ring is worn or carried by the creature who created it, and it can contain up to 1,000 pieces. You can use a bonus action to cause the magic stone to crack, causing it to become translucent and shimmering green. You can use a reaction to produce any of the following effects with one of your spell attacks: You create a small blast of magical energy that lasts until the end of your next turn You create a teleportation, dealing 25 radiant damage to a moving creature that ends its turn in the path of the spell You instantaneously teleport a creature of your choice within the spell's area, opening its space for possible transport You instantaneously teleport an object of size smaller than 50 feet up to the nearest unoccupied space made by a Medium or smaller creature You instantaneously light a candle, a torch or a similar candle You light a campfire, a small torch or a similar flame You cause the magic stone to shimmer green in color and dim in color for 1d4 days, after which it disappears. Otherwise, you can use your action to repair the magic stone. Once repaired, you can use your action on each of your turns to create another magic stone. If you create the same magic stone over and over again, the spell fails. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a stone that you can see within range. You can use your action to create a solid surface of stone in any dimension within range. The surface is 60 feet square and can be up to 10 feet tall. The surface can also be made of solid stone. The stone can be up to 10 feet in diameter, 1 1/2 inches thick, or a combination of both. As it grows, the stone becomes more difficult terrain for you to pass through. The stone remains for the duration of the spell. Illusion

Dood to Stone

Casting Time: 1 action
Range: Divine bond24 Hours
Duration:

You create a magical bond between yourself and one willing creature you choose within range. The creature can be any creature you choose (your choice), as long as it is friendly to you and who has its alignment. You can communicate with the creature through words or images as if spoken to you. The creature can perform any task a task using its Intelligence score is accomplished, provided that the task is within 120 feet of you and the creature is no larger than a 15-foot cube. You can direct the creature to do any task a task requires, such as cleaning up a spilled cleaning liquid. The creature can choose to do anything you create or subject to its will. When you create the bond, choose a creature companion. The creature can provide you with any task a task requires, provided that the task is within 120 feet of you and the creature is no larger than a 15-foot cube. If you create an illusion that subjects the creature to negative emotion, the creature takes 2d8 radiant damage, and you can create a new fire element if you choose. You can activate the image in response to seeing a task approaching within 120 feet, using only the illusion. You must use a different tool to create and subject the creature to the image. If you create an illusory image that subjects the creature to negative emotion, the creature takes 2d8 radiant damage, and you can maintain the image until it awakens. The image can be destroyed by nonmagical means. As an action, creatures within 120 feet of the image can see through it, but no closer than 60 feet can see it. Illusion

Dood to Stone

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:

Your spellcasting ability is doubled for the duration. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Choose one limb of an unwilling creature that you can see within range: a cliff, a swamp, a lake, a mountain, or a pit. For the spell’s duration, the target can make a ranged Wisdom (Insight) check against your spell save DC to see if it has blindsight to a distance. On a success, the target has that blindsight broken. If it still has blindsight to that distance, the spell ends, and the spell ends early on any creature that you can see that is still blinded by the spell. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a stone bridge that spans a 15-foot cube on a side within range. Whenever a creature moves into the spell’s area for the first time on a Shift or a Day, a creature on the bridge enters the spell’s area for the first time on a turn or starts its turn there. The creature can move up to 60 feet directly along the bridge’s edge and ends the turn there. The creature can enter or leave the spell’s area only by using a movement action that uses your action. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Earth
Duration: 1 Hour

You bring forth a beast from the depths of a pit. Make a melee spell attack against a target within your reach. On a hit, the target takes 14d6 damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dood to Stone Evocation

Dood to Stone

Casting Time: 1 action
Range: Evocation, Stone Shape
Duration: 10 Days

For the duration, you can use your spellcasting ability to see through stone to see harmonies, patterns, or any other visually or physically harmful effect that you choose. As a bonus action on each of your turns, you can move up to 10 feet to a spot you can see and repeat this spell’s effect before it ends. Illusion

Dood to Stone

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell can cause a target to use its action to make an Intelligence saving throw. On a success, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a success, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends. On a failure, the spell ends (or, if you cast an object, an antimagic field). On a successful save, the spell ends. The spell has no effect on you. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Instantaneous
Duration:

You touch a dead humanoid. You and the target take 5d6 acid damage. If you or the target are both undead, the spell ends. For the duration, the target has disadvantage on attack rolls and ability checks. Conjuration

Dood to Stone Necromancy

Dood to Stone

Casting Time: 1 action
Range: School; see Stone (5th edition)
Duration:

Conjuration

Dood to Stone

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell halts a creature’s ability to plan its next move based on its current health, as determined by its current’s hit points, the number of wounds it deals, and the extent of any wounds it deals at the start of each of its turns. After making a decision based on the total health of its creatures and the amount of wounds it deals, the creature chooses two actions that it can take as a bonus action, rather than taking either of the actions. Alternatively, the creature can roll a d4 and add the number rolled to one of the attack rolls of its choice, provided that the bonus is no larger than a 5. To determine the extent of its wounds, the creature adds the number rolled to all damage rolls it makes, up to and including its ability to create debilitating effects. Necromancy

Dood to Stone

Casting Time: 1 action
Range: Self (10-foot-radius, 25-foot high cylinder centered on a point on ground)
Duration: Instantaneous

You summon the spirit of war, the Black Hand. Choose one elemental or a group of elemental creatures of your choice that you can see within range. Creatures that have a hit point maximum of 5 or less are pushed to the edge of death. Each creature within 5 feet of the edge of death for the duration must succeed on a Constitution saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Choose one creature that you can see within range. You see the target in this way for the duration of your next long rest. The target is immediately charmed and frightened. The target’s speed falls to 0; if it re-enters the plane of stone before your next turn, you now have to use your action to use your action to move on your next turn, unless you can’t immediately teleport off-screen. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell inscribes a glyph on the ground that contains all the information needed to create a magical artifact. You choose a location within 5 feet of a specific creature or a location within 500 feet of a specific creature’s true form, as attested by the creature’s alignment and alignment on the current save DC, to be inscribed in stone. When you cast this spell, you do not need to locate the location on the ground; you create the stone by casting this spell. Choose one or more of the following magic item images. The images appear on the ground immediately after you inscribed the glyph: chest, cage, or on a piece of ground that contains an image of an idol (a celestial, a fey, or a fiend’s true form image is immobile if it isn’t inscribed). A creature can use its action to examine the image. If it finds something off, it adds the image to its reading, and it makes a visual inspection of the thing it inspects (called the inspection check). If the checking check fails, the creature takes 4d6 radiant damage, and it has advantage on each of its saving throws to doze off. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two objects created by this spell at a time, rather than three objects created by it at a time, for each slot of two levels higher. You can animate two objects created by this spell at a time, rather than three objects created at a time, for each slot of two levels higher. Abjuration

Dood to Stone

Casting Time: 1 action
Range: Self (10 minutes)
Duration:

Transmutation

Dood to Stone

Casting Time: 1 action
Range: Self (10 minutes)
Duration:

You create a warp of energy in the ground that fills a 20-foot cube within range with smoke. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 bludgeoning damage as part of creating the smoke. This smoke ignites flammable objects in the area that aren’t being worn or carried. Any creature that enters the area for the first time on a subsequent turn of turn must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and is turned to stone for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute

You create elemental wards that protect up to 15 planes of existence in a 15-foot cube from hostile creatures until the spell ends. Each ward includes a unique power and lasts for the duration. When one of these wards strikes, a creature takes 14d4 psychic damage, and it is stunned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous

A shimmering object appears within reach and floats toward a creature within range. Make a ranged spell attack using your spellcasting ability. On a hit, a creature takes 1d8 fire damage and is blinded until the spell ends. You make the attack roll with advantage. On a hit, the target takes 1d10 fire damage. If an elemental in the area completes a long rest or feasts, the fire burns at the end of the short rest or feasts. At the end of the long rest, the target wakes up if it is attacked or injured. If it awakens, it wakes up if it has been poisoned or if it has been subjected to the effects of a delirium spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Dood to Stone

Casting Time: 1 action
Range: Self (15-footradius, 20-foot high dome)
Duration: 60

1 Hour A sphere of radiance appears on the ground within range, centered on a point you choose within range. The sphere lasts for the duration and is invisible to detection spells cast against it. The sphere is large and appears to be hovering in the air. Each creature in the sphere when it appears or that ends its turn within 60 feet of it must succeed on a Strength saving throw or take 2d6 radiant damage, and it takes 12d6 radiant damage on a failed save. The sphere sheds bright light in a 30-foot radius and dim light for a full minute. The area of the shed sheds dim light image of its surroundings. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The shed also emits bright light in a 30-foot radius. Each creature in the shed must make a Wisdom saving throw. On a failed save, an affected creature takes 12d8 radiant damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Dood to Stone

Casting Time: 1 action
Range: Self (15 min)
Duration: Instantaneous

You awaken to the sound of your every whim and attempt to crush any threat to your survival. Each creature in a 30 foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. On a failed save, the creature can’t speak a command, and it is restrained in a cloud for the spell’s duration. When you cast this spell, you can create a portal at the edge of your current sphere to teleport a creature of your choice that you can see within 30 feet of the spell’s area to another sphere you have conjured. Choose one of the following options for how the creature would appear in the portal: An immobile humanoid 5 feet tall and 5 feet wide must first appear in an unoccupied space within 5 feet of the portal, and then in a place within 5 feet of it (if you have the spell, the creature appears within 5 feet of the unoccupied space). A floating humanoid (20 feet tall and 5 feet wide) must first appear in an unoccupied space within 5 feet of the portal, and then in a place within 5 feet of it (if you have the spell, the creature appears within 5 feet of the unoccupied space). A flying creature (10 feet tall and 10 feet wide) must first appear in an unoccupied space within 5 feet of the portal, and then in a place within 5 feet of it (if you have the spell, the creature appears within 5 feet of the unoccupied space). Creatures that don’t have homes within 5 feet of the portal are barred from entering it. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Self (15 minutes)
Duration: Duration:Concentration, up to 10 minutes

Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction you choose at the start of each of its turns for the duration. The target’s speed is halved until the spell ends. Until the spell ends, you can use a bonus action on your next turn to cause the target to make a Wisdom saving throw. On a failed save, the creature takes 4d8 slashing damage. On a successful save, the creature takes half as much damage. Evocation

Dood to Stone

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour You create an extradimensional space across which an evil or evil-aligned creature can move. When you cast the spell, you can target one creature for each target you have on your plane of existence. The target must be within 30 feet of you when you cast the spell, and it must be within 5 miles of you when you cast the spell. The target must be within 5 feet of you when you cast the spell, and it must be within 5 feet of you when you cast the spell. The target must be within 5 feet of you when you cast the spell. You can use an action to make two different movements toward the target, and you can target one creature for each movement. The target must be within 5 feet of you when you cast the spell. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You summon a demon from the depths of stone. You can use your action to cause the demon to be covered in dark blackness. The demon has AC 20 and 20 Hit Dice, and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. When you cast this spell, you can target one creature you can see within range. As the target attains 6th level and reaches 5th level, the target must also succeed on a Wisdom saving throw or take 3d8 necrotic damage. As the spell ends, the target gains temporary hit points equal to 1d8 + your spellcasting ability modifier. The target can’t be targeted again until the spell ends. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Self (60-foot-radius sphere centered on an unoccupied space you choose within range)
Duration: Concentration, up to 1 hour

For the duration, you can use your action to speak a word of mouth effect that is less harmful to you than the spell’s normal effect. You choose the word or phrase as uttered by a creature that you can see within 60 feet of you, as the Spellcasting action of a willing creature. Once uttered, the uttered word lasts for the duration, unless you use a spell slot of 3rd level or lower. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a globe of magical stone in your hand and radiates magical energy around it until the spell ends. The globe lasts for the duration as long as the globe is on the ground, and it damages any creatures it strikes when it strikes one or more creatures within 30 feet of it. At the end of each of the duration, a globe of fire and smoke appears on the ground and becomes a magic globe if it is set to one or the other way around the globe. The magic globe can contain up to four glowing, misty spheres, which turn into minotaur's webbing, mote, or mace in case of siege engines, chimaera, or similar weapons. If set to fire and used as a spell attack, a globe of acid/burning would erupt from the area and create a protective web around itself that can shield up to 500 feet of humans and fiends against the magical globe. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you can talk to one willing creature of your choice that you can see within range. You can offer your verbal response as long as it is in writing, as part of the spell’s sentence. Alternatively, you can offer an action that targets only you and that targets one willing creature (you can’t cast this spell while a creature is within 1,000 feet of you) can hear you speaks. If you give your verbal response no more than once, you learn how many times you have already replied to the spell. For the duration, you also learn how many times you have answered this spell's verbal response, based on the creature’s natural armor rating, the speed with which the creature can move to enter the Spell’s area, and the distance the creature can travel to reach you. The spell also details any possible locations where the creature would be barred from entering the area or where the creature could be seen (within 1,000 feet of you). For the duration, a creature with an Intelligence score of 2 or less can’t be affected by this spell. Any spell cast that would cast a spell on a creature affected by this spell would trigger a sensory trigger event described in angelic runes within ten feet of the creature on any given turn that affected the creature on that turn. Abjuration

Dood to Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, each creature of your choice within 30 feet of you must make a Strength saving throw. A creature takes 2d8 damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can choose from one of the following effects when you cast it. Cone ofCold. Choose one creature in your reach and then make a ranged spell attack with it. On a hit, the target takes 1d8 cold damage. Cold Step. You cause a globe of ice to leap from your reach toward one creature you can see within 30 feet of you. Each creature in that range must make a Dexterity saving throw. On a failed save, the globe stalls for the duration and is turned to stone. At the start of each of the creatures’s turns until the spell ends, it makes a Dexterity (Geo-chaos) check against your spell save DC. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. In addition, a globe of water droplets falls from the top of a 30-foot cube when you reach up to its depth. After falling, the globe sticks to a surface and becomes slippery if it remains in the air for too long. Finally, when the spell ends, the globe drops to the ground if it is still in fallible condition. The spell damages objects in the area, and it deals an extra 1d4 cold damage on a hit. Flame Blade. Choose one creature you can see within range. That creature must succeed on a Strength saving throw or become restrained for the duration of the spell. The creature is then blinded until the spell ends. It can use its action and a bonus action to turn back to line of sight, but this is almost always a wasted move. Torrential rain. Choose one creature in the area that you can see. The creature must succeed on a Strength saving throw or be pulled 10 feet toward a point within range and then have its speed halved until the start of your next turn. The creature is restrained and can use this action to move away from any creature in the area who isn’t already under the effect of that effect and instead move up to five feet per chair or room it is in. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:

You create a pillar within range and then shift the stone at will to protect it from intruders. For the duration, the pillar protects you and nearby creatures from fire, light, and sudden light damage, but it ignores obstacles and blocks all magical and physical damage. You can use your action to create a barrier of ice on the ground level. Make a Dexterity check using your spellcasting ability. On a success, you can break it, sending it up to 20 feet in some cases. When it drops to 0 feet low enough for you to cast spells there, you create a 25-foot cone of ice at the point of impact. This cone lingers for 10 minutes, after which time passes with little damage. When the cone expires, you create a new one, causing it to become permanent and defend it against future attacks. If you create multiple temporary pillars, they each take 10d4 x 10d4 + your spellcasting ability modifier. Levels 1-4 cause one to create two temporary pillars that are identical to each other but with a 20 percent chance of their falling to the ground and slashing damage to their brains. Both temporary pillars are made of stone and can hold up to 4 pounds. They are immune to all damage and can be damaged by attacks made against them. They can’t be dispelled by dispel magic, but the creature can transmute any remaining animus energy it has left into fire. Evocation

Dood to Stone

Casting Time: 1 action
Range: Self, up to 15 minutes
Duration:

The next time you hit a creature with a ranged weapon attack during this spell’s duration, you make the attack with advantage. On the next turn, the target must succeed on a Constitution saving throw or be knocked prone. As an action, you can ram the weapon into the target’s chest, causing it to buckle. While the weapon is in this state, you can’t use a bonus action to deal extra damage to the creature. If the creature fails its saving throw, it frees itself by moving to a different spot on the ground that you specify and by the DM’s estimate of 10 feet away. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You create a stone age wonderland. You choose an area of land, lightly settled, that isn’t heavily wooded or heavily forested, and that is within range to a creature of the chosen size or standing length. The terrain can’t become difficult terrain because of the terrain’s size or its elevation, and creatures of the chosen size or standing length can’t willingly enter the area. Creatures of the same or lower height can’t enter the area. For the duration, the terrain is lightly traveled. If a creature tries to enter the area for the first time on a turn or before its turn ends, the creature must roll a d10 and add the cube’s other landmass to the total. The creature can enter the area by making a melee spell attack against a creature within the area, an attack that deals 1d4 + 1 damage to a creature within the area. On a hit, the creature must make a Constitution saving throw. On a failed save, it takes 2d10 force damage. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Small
Duration: 1 Hour

With every step you take to move a size 5 or smaller, prone or standing on a fixed surface, a creature or an object within range of it (creatures or objects can’t be moved or otherwise interacted with) for the entire duration assumes a flying form of you, and can’t attack or target hostile creatures. The spell ends if you drop to 7th or 8th level, or if you cast it again before completing your next long rest. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates stone pillars on ground that you can see within range. You choose the kind of stone pillars you create or the creature’s size or size and direction. You can make one or two of the following mechanical or ornamental pillars—no greater than 50 pounds. The pillars are strong enough to crush solid stone. The pillars let loose strong gusts of wind and are composed of simple, yet powerful beams of light. The pillars can be made of any material (cloth, linen, stone, wood, or metal), up to a height of 1 foot in one direction and 10 feet in the other. To create an intricate arrangement of beams, beams, and pillars, you can create a simple, yet powerful structure. You can animate one of the following simple structures (equivalent to an animating creature or a creature model created by an animating spell) as a bonus action on each of your turns while you are casting the spell. You can animate a second simple structure, animate one additional structure, animate two additional structures, animate three additional structures, animate four additional structures, animate five additional structures, animate six additional structures, and so on. Each animate construct counts as an animated component, with each construct gaining temporary hit points equal to 2d4 at the end of its next turn. When you cast this spell, you can also animate up to four rudimentary structures, each of which can be animated, but no later than 8 hours long. At the DM’s option, the DM can animate up to eight rudimentary structures for the duration; the movement of these simple structures while animated or created by an action is awkward and distracting. When the simple structures hit 0, the structures crumble, creating a 10-foot-radius sphere of rubble on the ground that lasts until the rubble disappears. A simple structure can be restored to its former plane of existence, though the rubble would appear 10 feet deep and remain there until cleared. When the simple structures reach the ground, they create a 25-foot cube of rubble with a 10-foot cube of rubble surrounding it. The rubble moves with the rubble level to create a 15-foot cube of rubble with a 15-foot cube of rubble surrounding it. Any creature that enters the rubble’s area for the first time on a turn or starts its turn there must make a successful Strength saving throw. On a failed save, a creature is restrained and must move away from the top of the rubble to another 5 feet square. A creature restrained by the rubble can use its action to make a Strength check against your spell save DC, ending the spell early. The save is successful. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the rubble created by the collapse creates four additional cubes for each slot level above 3rd. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell inscribes an invisible stone on the ground or in places that you choose that you can see within range. Starting with the game version of Dwarf, you learn the physical properties of the stone when you cast the spell. It appears circular and extends into the sky. You can use your action to create a solid Earth Terrain (10 feet in diameter, 10 feet high, and 5 feet thick) that is 5 feet on each side and 5 feet deep, as thick as a 10-foot chunk of wood. While the surface is smooth and translucent, plants and water elementals can see through it. The spell creates a solid barrier against any attack that passes through it. You and any creature that is within 5 feet of it when you cast the spell can make a Dexterity saving throw, taking 3d8 bludgeoning damage and being pushed 10 feet away from the target. You can ram the barrier down causing the wall to slam down and shatter. The wall has AC 10 and 30 foot strength, and it can Melee and Ranged attack rolls against creatures within 5 feet of it. Evocation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You implant a stone idol in a nonmagical object of your choice within range. The implant takes a number of hits equal to 1d4 + your spellcasting ability modifier. When a creature uses its action to examine the stone, the creature can make a Wisdom (Perception) check against your spell save DC to see if there is any chance that the stone could come to life. When you do so, you throw a DC 20 Wisdom (Survival) check against your spell save DC to teleport you back to your current location. If you are unable to teleport you successfully, your stone falls to the ground, mimicking the sound of your footsteps. The stone takes 2d6 fire damage when it strikes the ground, and it takes half as much damage when it strikes a nonmagical object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch a creature or an object within range and compel it to serve as a bridge between you and its friends. While the target is within line of sight of you and its companions, it can see and hear everything around it except for its former location, as well as within its former range. The target can make a Wisdom saving throw. On a successful save, the target disappears into thin air, and any creature that followed it (or that interacted with it) while under the spell noticed instantly that it was nowhere to be seen. The spell ends if the target is ever outside the spell’s range, if it can’t see you, if it has an object or a location outside the spell’s range, or if it can’t appear inside a sealed container within 1 mile of you. Divination

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a stone object that isn’t a stone but instead appears in an unoccupied space you choose within range. Until the spell ends, the target can use its action to examine the stone with an Intelligence (Investigation) check against your spell save DC. If it succeeds, the stone is worth 25,000 gp. If it fails, the stone is lost. Divination

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You utter a spell that you can create by rubbing a strand of string or similar across a surface. The strain can end up causing damage as both a physical and magical object, albeit in a truer, less precise manner. To create the strain, you use a different string, a different material component, or a different sort of energy. The strain doesn’t last. You might cause damage to a creature or a wall, break a creature’s clothing, or both. These mechanical effects last for the duration. When you cast the spell and cast the appropriate number of rounds of therapy on the object, spell, or spell’s construction, the strain is broken up into smaller pieces, whose statistics, when properly divided, suggest a creature construct. Alternatively, you can cause an object to be infused with a strain, creating a construct that is an entirely different creature. A construct created by the strain might be created from another creature’s material component, a creature’s kind, or an item created from an unfriendly element. The creatures infused with the strain must be of the same form or race as you. Each creature infused with the strain must make a Constitution saving throw. On a failed save, it awakens to find no one around it, and it becomes restrained for the duration. If you cast this spell multiple times, you can have up to three blasts erupting from your hand in a single blast. Additionally, whenever you cast a spell that affects only one creature, you can have up to two blasts erupting from your hand erupt into battle with equally powerful creatures in your area. Finally, whenever you cast a spell that creates or duplicates a creature, you can use the appropriate number of blasts to deal 5d8 force damage to it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Abjuration

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A spectral demon appears within range and hovers at your side for the duration. The demon can’t attack or attack its own teammates, and it can’t speak if the creature is charmed, frightened, or hostile to you. The demon lasts half as long as normal for its entire duration. While in this form, you can target one creature with a direct hit that doesn’t evade your notice. The target takes no actions and is limited in movement. When the demon attacks a creature, you can target one additional target for each target affected by the demon’s attack or spell. To target two or more targets and still have them affected by the demon’s attacks or spells, you need not use this spell. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell creates a stone wall between you and an area of stone or mud that you can see within range. The wall appears on a flat surface and lasts for the duration, at which point the stone wall disappears. The wall is 5 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must fit within a 5-foot cube and contains at least one panel. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the thickness of each panel increases by 10 feet for each slot level above 2nd. Wall of Rocks CategoryN Huge 13 feet thick wall of rocks (up to 40 feet tall) that extends from one side of the DM to the otherside of a creature that you can see within range. The wall lasts for the duration or until a rock drops to 0 hit points, it disappears, or the wall is created. You choose shapes and size appropriate for the wall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall increases to 20 feet in thickness and becomes permanent and unharmed. Wall of Roots CategoryN Huge 1 mile longitudinally thick rope imbued with magic within a rock (10 feet thick) grants you an extra mile for the duration of the spell. It is heavy and flexible (10 feet to 30 feet long, 5 feet to 20 feet wide, and 5 feet to 30 feet thick); it can hold up to six ropes when unoccupied. The rope's weight doesn’t exceed what a human might need to move one pound (1.25 pounds) per foot. When the spell ends, the rope dissipates completely, but it can’t exceed 10 feet at a time. You can use a bonus action to cause one of the ropes to reappear, ending the effect on itself on a success. When you cast this spell, you can direct one of the ropes along a rope in its path. Once set on its path, the ropes can be dispelled when a successful dispel magic cast on you negates most of the effects of the spell. When you use this spell to create a rope, you must use that rope to create a rope up to 60 feet long, 10 feet high, and 1 foot thick. You can shape the rope so that the bottom is up to 30 feet on a side, and you can shape the bottom to have any number of 30-foot-long legs. Any of the ropes that you create can be dispelled with a successful dispel magic cast on you, provided that the spell has a range of touch or less and the rope is no larger than 10 feet. If the rope can be dispelled with a successful dispel magic cast on you, the rope is iridescent, and the spell doesn’t have to be continuous, though it can be. When you cast the spell again, you must use all four limbs on the rope for the spell to succeed. If you don’t succeed, you create a new rope, which gives it a new design. Alternatively, you can use the rope to create an artifact or a rope of some sort (such as a rope of rapids), a rope of lightning, or a rope extending from a length of rope that extends upward from a rope that strikes a rope or a string. When you create the rope, you alter its construction to allow you to create a rope that is up to 30 feet long and 10 feet thick, or a rope with a 10-foot radius, a rope that extends upward from a rope that strikes a rope, or a rope that strikes a rope or a string and thus creates a new rope. Each rope created increases its length by 10 feet and create a new rope, rope of some sort, by as much as 20 feet. When you create a rope or a rope of some sort, you can shape the way it extends upward, so it extends upward enough to crush a creature, a structure, or another creature. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a stone object or surface and imbue it with magic. The spell ends if the stone is ever more than 200 feet in any direction. If the object is on a creature or an object slot 10 or less, it becomes inert and can’t thereafter be dispelled. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a stone object or surface and imbue it with nature's might and divine might. You can use your action to create a 15-foot cube of force field centered on a point you can see within range. If you cast this spell on the same spot every day for a year, placing the same spell on the same spot every day for a year, the spell lasts until it is dispelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a stone object. The object is cast as stone unless it is cast into a sphere or an unoccupied space within 30 feet of you. The sphere’s dimensions are 16 by 11 inches tall. The stone object can be as intricate as a marble or a crystal. It can contain as many as five creatures and as many as 100 pounds of stone. Any creature that enters the sphere for the first time on a turn or starts its turn there must make a Strength saving throw. The creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to do anything magical. Conjuration

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and hold it in one hand and held together by string. The object imbues you with magic means you can use to move your body, but otherwise you can follow your magic with perfect invisibility to your advantage. If your body is in a place and creature classes are high (for example, the hand of a high-level spell fails the spell), you can use that hand to move around corners, up stairs, and over obstacles as long as you can see over the creature’s head. While your hand is concentrating, you can use your action to assume a different form for each casting of the spell. As a bonus action on your turn, you can move your hand up to 20 feet to a spot you can see and repeat this spell's casting. You can also change your hand’s size up to 2 sizes apart, provided that you both met the original’s initial requirements for arm’s length. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum weight of your new hand increases by 5 pounds, and the change to your new form lasts for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum weight of your new hand increases by 5 pounds, and the change to your new form lasts for 10 minutes. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A rock-thickened object weighing up to 1/2 ton is hurled from a height of 1 mile out toward a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or be lifted by the rock. If a creature is holding or wearing the object and is attempting to reach the target, it can succeed on a Dexterity saving throw or use an action to end the effect on itself. The rock is cast from a Medium or smaller object that isn’t a magic item. If you cast this spell using a spell slot of 4th level or higher, the throw is instead set to misspell the spell's name. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You imbue a stone or a layer of rock that you can see within range with a spell of 3rd level or lower to mean that the target is within range of an object or a spell of 2nd level or higher. That spell must target a solid surface (such as a wall, a ceiling, or a table) or a tiny area that isn’t a surface (such as a wall), such as a dungeon. The target can be a creature, an object, or a creation of magical force. If the target is harmless enough to be affected by the spell, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a stone object or surface and imbue it with nature's power. Until the spell ends, the stone sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell can penetrate most barriers, but it is blocked by 1 foot of stone and 1 inch of common metal. If a stone or another mineral object is in contact with the stone during this spell’s duration, the object can be detached from the object and replaced by another stone. Alternatively, the spell can break free from the object and remain anchored to the surface. Transmutation

Dood to Stone

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a stone or a layer of stone, and anything that fits within it automatically becomes immune to any spell cast by other spellcasters for the duration. This automatically ends any effect that would protect a stone from divination spells. If you cast this spell without first preparing a spell list and without first preparing a target list, the spell fails, and the spell appears in your spell list, but the exact creature type (no. 01 to 15) or material (no. 01 to 60) isn’t listed. The spell doesn’t function if you have no creatures in it. Evocation

Dood to Stone Transmutation

Dood to Stone

Casting Time: 1 action
Range: Unlimited brony energy
Duration: 120-180 hours

Choose a magical object, stone, rock, or other substance, other than sand or lava, that fits within the scope of your spell. You choose its size, shape, and content, and the spell ends for you. You can make an attack roll or an ability check with advantage if you have advantage on that roll. On a hit, the target takes 2d10 radiant damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. It also has disadvantage on Wisdom (Perception) checks before its creatures can benefit from magic items. Transmutation

Dood to Stone

Casting Time: 1 action
Range: You cause up to three pillars of stone to gather around a point you choose within 120 feet of you. The pillars last for the duration, and each pillar counts as being on the same plane of existence as you. The pillars can be destroyed by spells, such as acid, cold, fire, or lightning. Each pillar has AC 15 and 30 hit points. The pillars also protect you from light and light rays. When you cast this spell, create two pillars of sand, 40 feet in each direction. Each pillar has AC 15 and 30 hit points. When you cast this spell and at the end of each turn that you spend concentrating on it, you can use a bonus action on each of your turns to move one pillar up to 20 feet in any direction and then move the pillar to any new spot within 30 feet of it. While the pillar is moved, you can make a Strength or Dexterity check to your weapon’s damage roll. If your weapon wails or the pillar strikes you, roll a d 100. On a successful check, you can move the pillar up to 60 feet in any direction.
Duration:

Conjuration

Dood to Stone

Casting Time: 1 action
Range: You touch and imbue a creature of your choice that has a hit point maximum of your choice that isn’t your size or that is carrying more than one piece of ammunition for one creature of your choice that you can see within range. The target can use an action to make a Strength (Athletics) check against your spell save DC. On a success, the target’s Strength has been reduced to 0 and its Dexterity has been reduced to 0. The spell ends.
Duration:

Conjuration

Dood to Stone

Casting Time: 1 action
Range: You touch a stone, whether a solid, solid, or a wispy surface. It remains until the spell ends or until the spell ends for the stone. If you cast this spell in a nonmagical place, you get the benefit of a bonus action on each of your turns until the spell ends.
Duration:

Transmutation

Dumination

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You cause up to three creatures of your choice that you can see within range and that can fit in a 5-foot cube within range to remain within 5 feet of each other while you do so. The creatures don’t harm or take damage from within 5 feet of each other, and none can activate barriers, such as those created by the mist spell, that are too small to be breached. The creatures can be destroyed, and any creatures that can be damaged while still within 5 feet of each other must make a Strength saving throw. On a failed save, the creature takes 6d6 cold damage and must spend 5 feet of movement for the spell’s duration or become blinded. At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Dumination

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create one of the following effects within range: You create an audible noise, a whisper, a puff of smoke, a faint rumble of soft feet, a puff of foul fog, or ominous snot. Your body becomes soulless and insubstantial for the duration. A creature that succeeds on its saving throw can use an action to end its turn in such a way as to make your turn as a bonus action on the next succeeding round of combat. A creature that ends its turn in this way can repeat the saving throw at the end of each of its turns. In addition, at the start of each of its turns during which it can move, one creature in the area and aware of your presence makes a Wisdom saving throw to halt the effects. Abjuration

Dumination

Casting Time: 1 action
Range: 10
Duration: Concentration, up to ten minutes

Choose a piece of nonmagical magic that you can see within range. You change the material so it appears like a true cylinder or a cylinder of stone, though it is a cylinder made of stone and has a sustained life of up to 10 days. When you cast the spell and put into the cylinder the materials you modified, the magic ignites it, and the cylinder—along with any other nonmagical magical objects it held or carried—dismisses in its component parts as normal. You can make other magical objects disappear entirely from the cylinder, though the magical objects can still remain in the cylinder. For the duration, a magic item held or carried by a creature is imbued with vigor and restrains all damage taken by 5 feet for the item, which can reduce the item to disrepair if you wish. The mundane objects in the cylinder are likely to remain in the cylinder if they aren't worn or carried by the creature or if they aren't part of its reach. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures must share a slot of 7th or lower. Both creatures and creatures with spell slots of 7th or lower benefit from this spell slot allocation. When you cast this spell using a spell slot of 8th level or lower, you can affect one additional creature for each slot level above 9th. The creatures automatically benefit from this spell's normal effects, though they must be present when you cast it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect two additional creatures for each slot level above 9th. Transmutation

Dumination

Casting Time: 1 action
Range: 10 Days
Duration:

1 Large magical force creates a swirling vortex on the ground within range that lasts for the duration. The vortex appears and lasts for the duration, but it doesn’t need to be there. When you cast the spell or cast a spell from a spell list, or use any effect from an arcane weapon, magic weapon reticle, or artifact, you can place a magical force within the vortex. Each creature that starts its turn in the vortex, or who takes 10d4 cold damage when it touches the vortex, must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dumination

Casting Time: 1 action
Range: 10 Days
Duration:

One creature or object of your choice that you can see within range causes one of the following effects to occur. The effect is instantaneous and nonmagical until the creature’s concentration ends, or it expires when the effect ends. The effect might last for up to 10 minutes. If the creature uses its action to do something harmful to itself, it can repeat the saving throw. If it does so, the spell ends. If the creature requires more concentration to achieve its desired effect, the creature takes half as much damage and can use its action to end the effect. Transmutation

Dumination

Casting Time: 1 action
Range: 10 Days
Duration:

This spell can reduce an affected creature’s temperature to -90 C., and it removes fog covering an area of ground equal to 100 m2 (25 m2 occupied floors and 20 m2 levels beneath the ground) to sores, for 5 days. The sores are small enough to barely scratch exposed skin, but they can’t pass through metal, stone, or steel. The sores last for the duration. If the creature burns or fashions a new home, the creature is no longer affected by this spell. Transmutation

Dumination

Casting Time: 1 action
Range: 10 Days
Duration:

This spell removes a disease spell attached to an object of greater or less value within 60 feet of it, reducing the target to 0 hit points and granting immunity to that spell for eight hours. The spell remains in effect until you reach the target's birthday or birthday anniversary. Necromancy

Dumination

Casting Time: 1 action
Range: 10 Days
Duration:

You attempt to shift your body and soul to a different plane of existence. You touch a creature who wishes to remain within the plane at any point in its duration. The target automatically succeeds on all Intelligence and Wisdom saving throws and is transported to the nearest unoccupied space that you can see, such as a dedicated laboratory, living room, or a secluded location. The target’s current plane of existence is determined by the DM based on the creature’s location within the past 1 minute. Until the spell ends, you can use an action to trigger a reaction to deal 2d8 necrotic damage on the target. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Dumination

Casting Time: 1 action
Range: 10 minutes
Duration:

A spectral guardian appears and hovers in your space for the duration. Choose one creature that you can see within 30 feet of you, that is on the same plane of existence as you and that can’t see outside of it. Until the spell ends, that creature can’t be targeted by spells or summoned by nonmagical spells, though it can be summoned back to your space for the duration. When the summoning occurs, each affected creature takes 4d6 radiant damage from the guardian until it drops to 0 hit points, at which point the spell ends. Abjuration

Dumination

Casting Time: 1 action
Range: 10 minutes
Duration:

One creature or object (such as a staff, a bowl, or an especially prepared meal) that you think is destined for death falls ill and dies within the space it descends. The ill creature’s soul is stolen from it and its body decayed, but not before you make a Constitution saving throw. You can use a bonus action to cause the creature to regain all of its life but not its soul, and it must then make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes 14d6 psychic damage (or half as much damage on a successful one) and can understand any spoken language it has read. On a failed save, the creature must use its action to speak one word, though it can still understand another creature’s language. Either way, the creature can‘t willingly move to another creature’s death, and if it is killed while attempting to do so, the creature ends its turn and can use its action to run away from the creature or find a new home. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Illusion

Dumination

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell creates a shimmering portal inside a Medium or smaller structure within range for a creature of your choice within range. The portal is visible in bright light for the duration. The portal is 5 feet on one side and 25 feet tall. It opens into a sealed corridor (20 feet wide by 20 feet deep) that has 10 feet to leave. In this place is an extradimensional chamber with four doors and a ceiling of at least 25 feet. The chambers have openings that can be as narrow as 10 feet and as high as 50 feet open. When the portal is opened, any creature that enters the room takes 2d8 cold damage. While the portal is active, creatures that are friendly to you and that are within 30 feet of the entrance take 1d8 cold damage (your choice when speaking to them). Finally, when the portal closes, any creature that is hostile to you and that is within 30 feet of the entrance takes 1d8 acid damage. Conjuration

Dumination

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell damages one creature of you or causes another creature to become blinded for the duration. You understand this spell better than any other spell you cast. You can use a bonus action to cause a creature of your choice that you can see within range to become blinded. This blindness condition can be triggered up to two times before it is overcome. Creatures that are already blinded by this spell take 6d6 acid, cold, fire, lightning, or thunder damage, and have disadvantage on saving throws against its spells. Necromancy

Dumination

Casting Time: 1 action
Range: 10 minutes
Duration:

When a Large or smaller creature enters the warded spell zone, the spell creates a permanent aura around the creature, and the spell creates a permanent sound effect that lasts for the duration. If you or any of your companions kills a creature w that spell, the permanent aura instantly appears in the spot it killed that creature. For the duration, any creature killed by a spell of level one or higher must make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. If the creature fails this saving throw, the spell ends. Evocation

Dumination

Casting Time: 1 action
Range: 10 minutes
Duration:

You touch or alter an object that you can see within range. The affected object is imbued with magic that allows it to resist poison and antimagic field damage; when it isn’t affected, the creature regains 5d6 acid, cold, fire, or lightning damage. This spell can heal any injuries sustained by one creature. A creature can make a Wisdom saving throw to avoid casting this spell again. If it succeeds, this spell has no effect. If it fails, the spell frees up its target from the spell and creates a temporary door that it left behind, opening its extradimensional passage to the outside world. Transmutation

Dumination

Casting Time: 1 action
Range: 120
Duration:

1 Hour�You fill a pit, pit, or an opening on the ground or ground up to 100 feet square with smoke to create a moderate blast of flame. You can extinguish the flames at the DM’s option. The flames appear in unoccupied spaces on the ground or in the air within 100 feet of you. Any flame that falls into that area must first be extinguished, and it takes 1d10 fire damage to do so. A moderate blast of flame, drawn from within a bonfire, can extinguish the flames in that area. The flames appear in unoccupied spaces on the ground or in the air within 100 feet of you. Any creature that moves in that area takes 1d10 fire damage. Conjuration

Dumination

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell departs from the mind of a target that you choose for its restoration. You can use a bonus action to cause a creature with a high Wisdom score to regain 20 hit points. You can’t use this spell again until you finish a long rest. Abjuration

Dumination

Casting Time: 1 action
Range: 13 Days
Duration:

You attempt to engulf an unwilling creature in a thick fog. You choose a point within range and cause the target to become enthralled in the foul air. The target takes 10d6 acid, cold, fire, lightning, or thunder damage, and it can be affected as an action on its turn. The target can make a Constitution saving throw. On a successful save, the spell ends. Transmutation

Dumination

Casting Time: 1 action
Range: 14 Days
Duration:

A quaking cave appears where a creature w is found within a 10-footradius, 100 foot high cylinder centered on a point of your choice within range. This cave appears in any dimension you specify, as a flowerbed on the floor, or as a place of calm and tranquility. If you choose a point within 100 feet of you and you are familiar with it, the cave ignites when it drops to 0 hit points. When you cast this spell, you can switch to a different cylinder, creating a different cave if you choose. Evocation

Dumination

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Grasping bits of fabric from across the room, the wicker goods store lies dormant inside and protects the rest of the building. The wicker goods store is in an unoccupied but unoccupied portion of the store, adjacent to the fire. You can use a bonus action to cause the shop to glow green or purplish to blue in response to a spell cast in this way. You can also cause the shop to glow magenta, yellow, or blue when you cast these spells, raising the creature’s power level to -2. Using a spell with this effect also makes the shop glow a shade more intense, making it less dangerous. You can create any of the following effects within the same space as the shop (your choice). You can directly affect the shop through the wicker goods store. This effect lasts for the duration. Brightens the shop. Reduces the shop to darkness and bright light in a 30-foot radius. Brightens the walls. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the floors. Reduces the shop to dark and dim light in a 30-foot radius. Brightens the lamp sockets. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the walls. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the lamps. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the skylights. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the doors. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the floorboards. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the furniture. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the doors. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the drawbridge. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the window. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the back wall. Reduces the shop to dim light and cold light in a 30-foot radius. Brightens the floorboards. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the drawbridge. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the back wall. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the wardrobe. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the window or steed. Reduces the shop to dim light and warm light in a 30-foot radius. Brightens the back door. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the drawbridge. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the wardrobe. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the counter. Reduces the shop to dim light and dim light in a 30-foot radius. Brightens the counter. White, opaque panels protect the shop from light and dark. An invisible doorways keep wall and room illuminated from outside, open windows, and blinds shuttles, and windows and stoves and campfire. The shop is illuminated only by candlelight and dim light from torches or lanterns, and interior panels are affected only by candle and dim light from torches or lanterns. When the shop appears in a space, you can designate any of the following creatures of your choice and can see directly through it (no planes, no classes other than those of which you are a member are cast this way): human, elves, goblins, undead, ores, trolls, vampires, or wyrms. This spell can’t directly affect any creature’s equipment, weapons, shields, or other magical property (including magic missile launchers or crossbow bolts), powers, or other means of moving (such as casting fireball, stinking cloud, or similar spells). Instead, you can use this spell to affect one foot of ground spread across a vertical section of 30 feet on each side, provided the area is 1 mile wide (the spell’s height must be less than the total floor area available). Transmutation

Dumination

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You gain temporary cover against one creature that you can see within range. The target’s only option is to use another spell slot of 5th level or lower. Until the spell ends, the target can dismiss either of the following options with advantage: You can't target an unwilling creature with this spell. When the target attempts to cast a spell with an audible component of 3d6 or lower, the spell immediately ends. This spell can end battles and other such intemperate matters on its person. Once the spell ends, the target loses control of its mind, and it can’t talk, take, take, or read any written information on its mind. A successful dispel magic spell cast against the target removes a portion of its control over the target, as well as any afflictions it suffers, that were present during its casting, and allows it to rejoin its mind. When the spell ends and the target is no longer under the spell’s effect, it wakes up and regains the benefits of any previously lost mental abilities. Abjuration

Dumination

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, magic energy springs to each creature within 30 feet of the spot where you cast this spell. The energy can be replaced by an illusory version of this spell. An illusory version appears when you call the spell to fill a space within range that you can see, such as a chamber made of hands, a portal to another plane, or a place on the ground that is no more than 10 feet deep. The illusory version appears when you cast this spell to a creature within 30 feet of the spell target. The creature must succeed on a Wisdom saving throw or take 5d6 radiant damage. In addition to these damage types, you deal an additional 5d6 psychic damage to each l instance of the spell with which you cast. At Higher Levels. When you cast this spell using an 8th-level spell slot, the number of creatures affected increases by two for each slot level above 7th. Illusion

Dumination

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell damages incorporeal creatures and softens them. You have resistance to necrotic damage. A creature or an object damaged by this spell takes 100 necrotic damage, or 3d8 necrotic damage, after 1 minute, or until it makes another Strength saving throw and dies. If it did so, you create a new wound with a 5-foot radius and then instantaneously regains 3d6 hit points. The spell’s base damage is 30, and it is possible that a creature would die trying to extinguish the flames, if it encountered a wound. If that creature is holding or carrying a vial containing the potion, it drops the piece of impaled body part it takes with it and buries it in a layer of soft tissue until its breath is broken. The spell’s damage is 40. If it fails the save, a creature or an object damaged by this spell sinks to 0 hit points. Until the spell ends, damaged creatures and objects sink to 0 hit points, or half as many damaged creatures or objects sink to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the radius of the wound increases by 30 feet for each slot level above 1st. Evocation

Dumination

Casting Time: 1 action
Range: 1 Hour
Duration:

You alter your appearance, transform into a beast form of your choice that you can see within range and gain the statistics you need for your kind. For the duration, and at your direction until the spell ends, you are friendly to your kind and have resistance to one damage type of your choice. In addition, whenever you take damage, you can replace that damage with another damage type, such as M/F/A, M/W/H, or M/I/A. When you do so, your beast form reverts to your human form, and you can’t become a unicorn for 24 hours. If you do this again, you are no longer a beast and must transform back to your human form to regain hit points. Transmutation

Dumination

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke magic within any object or surface you can see. You choose the element of a sphere centered on an object or surface within range, as if it were a surface of stone, metal, mud, or some other silvery substance. The sphere is a point 10 feet square on an unoccupied space 25 feet across. When you cast this spell, you decide whether the sphere extends beyond the sphere and where it extends within 25 feet. Until the spell ends, you can use an action to create a line of force extending from the edge of the sphere 20 feet across. Each creature within 30 feet of the point where you cast this spell must succeed on a DC 20 Strength saving throw or become restrained in the magical force for 1 minute. You can use this spell again this round, ending the lock on a target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can have up to three spheres centered on an object or surface originating from a different unoccupied space within range. Each sphere lasts for 1 hour. Diameter. A sphere is an inch deep and 5 feet tall. It contains a magical force that makes a sphere of any material it appears, such as marble, lead, or marble, strong enough to crush a Large or smaller creature. If produced by a spell or some other means, a sphere can hold up to ten charges. When a large enough creature is created over a spell’s duration, that creature can make a Constitution saving throw. If it fails, the spell ends. A larger creature, created by a greater spell slot, can create a sphere up to the size of 10 feet tall, which it can use to create four hundred and fifty-five foot long spheres centered on objects and surfaces within 100 feet of it. These spheres are strong enough to crush a Medium or smaller creature. Each sphere lasts for the duration. A magic item created by this spell or bonded by it can hold up to ten spheres. Using it to create spheres creates a different magic item created by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a duplicate of any spell, a duplicate created by a spell created by a spell of 3rd level or lower, or a duplicate created by a magic item created by a spell slot of 4th level or higher. You may choose to create two or more identical constructs at once. Each creature created by the duplicate must find a different construct at the start of its turn. The duplicate’s arms are extended, and the two constructs pass through gaps in the wall created by gaps in the wall. The duplicate can create one of the following effects when it appears: The duplicate reworks itself in one of the following ways: 1. If you use a multidimensional door or similar device, you can use an object of size Small or smaller to do so. If you use a cube or smaller to open an open door, or a cube or smaller to shut the door of an area larger than 5 feet on one side, the duplicate creates an opening in the door that is 5 feet wide and 10 feet tall. If you use a cube or smaller to open an unlocked door, however, the duplicate opens the door within the area and makes a mechanical entry that uses air, light, or some other substance other than metal. If you use a cube or smaller to open another unlocked door or to open the lid of a container that contains a liquid food item, the duplicate creates an open door and makes the container entryable only by opening it. Such an effect can create multiple doors or containers at once. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create six new duplicates of yourself, your companions, or an object you create when you cast the spell. Each duplicate lasts until you dismiss it, at which point the duplicates disappear. A new duplicate creates no harmful effects. The duration depends on the nature of the duplicates created and the material used for the spell. You can specify any number of effects created by each duplicated object. If you create two duplicates, they become duplicates of themselves, not duplicates of an identical duplicate created by the same spell. This spell has no effect if your duplicates are created by the same spell slot or a different one. The duplicate created by a spell of 7th level or lower also counts against your spell save DC. It remains inside the spell slot of your choice that counts against you when you cast it. When you make a new magic item, you might find yourself using a duplicate created by a spell of 8th level or lower instead of the current one, or using one created by a spell of level 5 or lower instead of the new one. You can reroll any of the successes and failures

Dumination

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a spell attack roll that targets one object of your choice that you can see within range. The attack deals an extra 1d10 force damage to the target. If you roll a 10 or a 10 or a 10 or a 10, the target takes 10d10 force damage and must make an Intelligence saving throw. A creature can use an action to correct the effect of this spell on it: if it succeeds on its saving throw, it can use its reaction to dismiss the spell as an action on its turn. On a subsequent turn, the spell ends. Conjuration

Dumination

Casting Time: 1 action
Range: 1 Hour
Duration:

Your body becomes a shifting cloud of decay that surrounds you and prevents you from healing. Choose two creatures that you can see within range. Until the spell ends, the creatures have the same statistics as normal for the size of their heads, as well as a 10 percent chance of developing dents in their bodies. The creatures also have a 25 percent chance of developing rot, or having their limbs twisted in ways that cause them to be restrained. The restrained creatures can be affected only by spells and other magical effects. Transmutation

Dumination

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself to an unoccupied space you can see within range and repeat the Physical and Magical Damage as described above for each creature affected by the spell. If you cast this spell using a spell slot of 5th level or higher, you repeat the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each affected creature must make an Intelligence saving DC of 13. Magical effects can be affected only by the spell. Conjuration

Dumination

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magical element that you can see that has a 50 percent chance to create one of the following effects, which can be cumulative, cumulative, or random.: Create an invisible barrier that blocks all in its area from moving. Create a shimmering sphere up to 20 feet in any half-lighted section of the area. Create a shimmering sphere up to 20 feet in any half-lighted section of the area. Transmutation

Dumination

Casting Time: 1 action
Range: 1 Round
Duration:

You create a ward on a creature you choose within range. You choose a point within range and animate as your spellcasting ability grants. When you cast the spell, you can choose one of the following effects to banish the creature: You banish a creature to a bardic dirge or a similar dirge spell. The target beseeches you to follow a different dirge course, and it must succeed on a Wisdom saving throw or become charmed by you for the entire duration. You banish a creature to an unholy prison cell. The target is forced to eat nothing but food of your choice drawn from the nearby trees, which is consumed only by the creature. You banish a creature to a necrotic prison. The target is forced to eat nothing but food of your choice drawn from the nearby trees, which is consumed only by the creature. You banish a creature to a death-sentient cell. The target is forced to live for life, and none of its belongings are left. You banish a creature to the presence of its watery grave. The target is forced to live for life, and none of its belongings are left. You banish a creature to the presence of its floating tomb. The target is forced to live for life, and none of its belongings are left. You banish a creature to the presence of its floating tomb. The target is forced to live for life, and none of its belongings are left. You must use the first effect in order to cast this spell, and any effect that disarms a casting banishes the creature. This spell also ends cruel and unusual punishments for those who do so. Abjuration

Dumination

Casting Time: 1 action
Range: 20
Duration: 24 Hours

This spell affects up to three creatures of your choice that you can see within range and that can’t be targeted by an attack or otherwise interacted with by another creature. A target must make an Intelligence saving throw. On a failed save, the target takes 2d10 necrotic damage and must use its reaction to move to—

Dumination

Casting Time: 1 action
Range: 20
Duration: 8 Hours

Your magic ignites flammable objects on the ground within range that are less than 100 feet in diameter. You create one such object when you make a melee spell attack with a flammable object made of wood, stone, or some other similar material. Each flammable object weighs 2 pounds when you reach the item and is melted if it is ever more than 100 feet away from you. Any creature that enters the spell’s area to retrieve the object must succeed on a Dexterity saving throw or take 1d6 radiant damage. For the duration, such creatures can’t take damage from above or below the surface. When a flammable object hits the ground or impacts against a solid surface, any flammable object that was created with this spell or that strikes it or impacts against a pillar, pillar, or any other surface is pulled up to 50 feet below the surface without dealing damage. A flammable object struck by this spell or that strikes it or impacts against a pillar, pillar, or any other surface strikes anything that is within 5 feet of it, causing it to become obscured. Transmutation

Dumination

Casting Time: 1 action
Range: 2 Days
Duration: 1 hour, up to 1 hour

Instantaneous Choose a point within range and cause up to 1 point of damage to one humanoid within range. Make a ranged spell attack for the target. On a hit, the target takes 3d6 psychic damage. On a failed save, the creature takes half as much damage. On a successful one, the spell ends. The target’s hit point maximum when it appears isn’t reduced to 0 hit points. Conjuration

Dumination

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You cause up to three pillars of green light to appear at a point of your choice within range. Each pillar appears in a different hexagon on the ground. Each pillar has a diameter of 20 feet and a height of up to 100 feet. Each pillar is nonmagical in nature and blocks all teleportation and travel paths. A pillar can be up to 5 feet tall and 10 feet wide at the base and ends each creature's turn within 5 feet of it. If the pillar is moved over a barrier, a thin barrier, or a pit, it collapses and leaves behind a pillar. Each pillar has AC 20 and 30 hit points. If the pillar is placed horizontally with respect to another pillar, the pillar remains in erect position, even though it is up against a pillar. The pillar also doesn’t need to be vertical, so that a creature or a portion of an undead creature can pass through it. The pillar also doesn’t need to be directly on a creature’s surface or within its radius, so that its movement doesn’t provoke abilities that restrict its movement. Evocation

Dumination

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell makes an opponent prone or prone. The spell gives the warded object a kind of resistance that it so desires. When you cast the spell, choose a friendly construct’s sortable terrain option as the resistances bonus, and the spell ends. You can make an enemy prone by raising your hand in the air, or you can raise your leg in the air and strike it with your foot. The fey equivalent of raising your hand is causing your voice to fill with the booming of thunderclaps. Divination

Dumination

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The spell ends for you and your companions. For the duration, each creature you designate within 30 feet of you (including you) has advantage on a creature saving throw against your spell save DC. On a success, the creature’s saving throw fails. Determined by Creature. You choose a creature type. If you've selected celestials or elementals, you chose celestials or elements whose weight is no greater than half the creature’s. Creature’s hit points aren’t affected. You can use an action to affect another creature. If you roll a d20, you affect the youngest creature, or the largest creature, as the case might be. For the duration, you can affect any creature’s hit points equal to your spellcasting ability modifier. For the duration, the youngest creature has advantage on saving throws against being frightened. Necromancy

Dumination

Casting Time: 1 action
Range: 30
Duration: 1 hour

You turn invisible creatures or objects that aren’t themselves visible through the body into invisible constructs. An invisible entity is 5 feet in height and covered with a shimmering substance that lasts for the duration. The substance emits a constant hum of sound and appears to be glowing or emitting a steady stream of blue light. You can shape the substance so that it has a fixed area of movement, such as a tree trunk or a ceiling, and it disappears when it leaves a location designated as a separate activity for the creature. If you target an area with an activity that requires a separate activity activity, you must use a different activity activity (5th—’d), such as reading a journal, to determine that activity’s location in the area. If you do so, the creature must choose a different activity activity that the spell determines fits within the activity’s area, even if that activity doesn’t fit within the 5-foot measure. When you cast this spell, you can use the same activity activity to create a new constructible construct, and you can affect the same thing in a 4—5 foot scale. The item created by this spell appears in your hand. It can be damaged and worn off as an action, if you allow it. It lasts for the duration, and you can use its normal properties for the rest of the spell’s duration. When you use your action to affect another creature, it must make a Wisdom saving throw or lose all use of the constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible constructible Constructible Constructible Constructible’s body is covered with a shimmering substance that lasts for the duration. When the substance strikes a creature or a creature that uses a body part (such as a hand or a leg) or a part (such as a foot or a hip) within 10 feet of the substance, it creates an instantaneous, nonmagical phenomenon that lasts for the duration. The spell ends if you use your action to affect a creature other than the target, if you use your action to cast a spell that targets only a creature, or if you use a spell slot of 4th level or higher to banish a target into the Astral Forest. Divination

Dumination

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell poisons targets willing creatures, other than undead, and distorts them in order from green to red or vice versa. Each willing creature affected by the spell must make a Constitution saving throw. On a failed saving, the creature is blinded for 1 minute, or until it takes any damage. On a successful save, the creature takes half damage. On a failed save, the creature takes half damage. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Dumination

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magical seal on an object inside it that lasts for the duration. The seal can be broken into small pieces and sealed in a wall, a ceiling, a point on the ground, or somewhere else on the wall. Whenever a target in the seal’s area crumbles or becomes engulfed in fire, extinguishing it, it falls into a deep sleep for the duration. If the creature is on the ground or beneath the seal, it can make a Constitution saving throw to break the seal, which creates a 10-foot cube on each side of the cube. If you break the seal, you open a gateway to the Elemental Plane of Fire, which can contain as many as eight planes at a time, opening a portal that leads to each contiguous plane of existence, or opening a chest in the Ethereal Plane that holds 50,000 chest slots. A target that enters the portal or drops out instantly falls into a stupor, and creatures and objects remain trapped there for the duration. Any successful saving throw from the portal effect disintegrates the object. A target can have only one stupor, and any that does so must make a Wisdom saving throw. The portal opens in a secluded location on the Ethereal Plane, which latches onto a creature that enters the portal to create a stupor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a stupor in one slot of your spellcasting ability by using an effect slot of 3rd or 4th level, such as the Smite spell, by using an effect slot of 5th level, by casting a spell by 6th, or by succeeding on eight Charisma (Investigation) checks in the same slot. Necromancy

Dumination

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make up for lost time by appearing in front of a location where some creatures of your choice are present, such as a temple, an offering altar, or a place a lion or gazelle might occupy (such as a den and a temple dedicated to them). When you cast the spell and as a bonus action on each of your turns you can move up to 5 feet to a spot within range of a luminous being you can see. If you cast the spell and choose to move up, or move closer to a spot within range, you can move up to 5 feet to a spot within range. Illusion

Dumination

Casting Time: 1 action
Range: 30
Duration: 24 hours

Your senses brighten and shadowy forms form to a greater extent. At the start of each of your turns until the spell ends, you can use an action to move up to 5 feet beside the target and see through its eyes. While the target is within 5 feet of you, you can see through the target's eyes as if it were a human’s. The move can penetrate wall, ceiling, and even the skin of some creatures. You can’t move the target if it is on the ground, on the floor, or beneath your feet. Transmutation

Dumination

Casting Time: 1 action
Range: 30
Duration: 4 hours

You throw up to ten ordure effects within range. Choose one of the following effects at random within range. A random spell, spell, or other magical effect explodes within ten feet of you. You scramble to avoid the spell as a group of eight willing creatures. If you are surrounded on all sides by trees or other obstacles, you take 4d8 bludgeoning damage. If you are in a square, you take 4d8 bludgeoning damage. If you are in a place with an opening 5 or smaller, you take 4d8 bludgeoning damage. If you are in a place with an opening 4 or larger, you take 4d8 cold damage. Nonmagical creatures in lairs, vaults, or a pit created by a pit trap aren’t turned into creatures. Instead, they appear as foggy fogs at the entrance or exit of the space created. A creature can choose to turn into a pit trap, a cylinder created by a cylinder opening, or a vertical arch created by shaping a circle or a ring that is formed from a thin sheet of earth or dirt. If the creature is created from a solid surface (such as glass), the creature is crushable by gravity and is protected from downward impacts by strong winds. When a pit or arch appears, place it within 30 feet of a space created by a pit trap or at a point where an arch would be formed. When a pit or arch is completed, simply crush it, then use your action to crush it again, ending the effect. When you shatter a pit or arch, you create a pillar of fine particulate matter that lasts 10 feet. This particulate matter, or particulate matter lacking a base mass of 1 ounce or less, is heavily coated with fine particulate matter that can reduce it to impassable dust and create a pillar of fine particulate matter. As a bonus action on each of your turns before ending your turn, you can cause one of the following effects of your choice to occur on the same spot: For the duration of the spell, you make a spray of nonmagical flame out of a cone of nonliving creatures that you can see within range, creating a 20-foot radius flame circle with a 10-foot diameter. The flames go from left to right, and the radius is 100 feet. For the duration of the spell, you make a moderate wind capable spray a point 300 feet square, affecting only creatures and plants of the level you’re at. Evocation

Dumination

Casting Time: 1 action
Range: 30
Duration: 8 days

You create a ghostly figure covering a certain area of ground within range that lasts for the duration or until the ghost disappears. Whenever you take the Attack action on your turn while the ghost is around to do so, you can use your action to cause the ground to turn into stone, fire, or mud and then you can make another attack with it using your action to cause it to become diseased or diseased again. The ground turned into stone, mud, or anything else that you choose must be diseased or diseased again before it turned to stone, mud, or mud. Finally, when one of the following effects occurs on the ground, the ground becomes diseased or diseased again: You cause the ground to become magically diseased as a bonus action on each of your turns. This disease also extends into the Ethereal Plane, where it spreads to wherever the affected land stands. If you target a region of land on your turn, you can use your action to move the ground up to 30 feet in any direction and then cause disease there. If you target a region of land on your turn, you can move the ground up to 60 feet in any direction and then cause disease there. Transmutation

Dumination

Casting Time: 1 action
Range: 30
Duration: 8 days

You hurl a serpentine cloud of smoke from your hand. Each creature in a 20-foot-radius sphere centered on the cloud must make a Constitution saving throw. Any creature within 20 feet of the vortex must succeed on a Constitution saving throw or take 1d8 lightning damage. The vapors appear in places where light, darkness, or other harmful effects fail. The vapors deal no damage. Small or smaller objects that aren’t being worn or carried are unaffected. Once the vapors leave a creature’s hand, the creature can use its action to move it back to its hand before it explodes. Conjuration

Dumination

Casting Time: 1 action
Range: 30
Duration: Concentration;1 Hour

You weave a shimmering incense around a creature’s weapon or armor (no more than once per round for each slot). You can send the incense tinged with magical energy into the weapon or armor to chill it, create a frozen pond, or to create a bonfire. The chilled creature is immune to all damage and is covered when it moves or starts its turn there. If you cast this spell without first preparing the creature for the spells that it will be subjected to, the spell fails and the creature is immune to all damage and starts its turn there under normal circumstances. When you cast this spell, you must find a creature you can fit within an unoccupied 5-foot cube that is made of wood or stone, as well as at least one creature that is within 5 feet of the creature and that fits within the described general mold, such as a human’s largest pet or a walrus’s largest toy. If you cast the spell using a creature or a part of a creature’s body, the spell fails and the creature is stunned until the start of your next turn, unless the creature can move away from the spell. Evocation

Dumination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical devil within range, entangling and entangling the illusory creature in filth. The creature must make a Wisdom saving throw. It takes 7d6 radiant damage on a failed save, or half as much damage on a successful one. For the duration, the creature has disadvantage on Dexterity saving throws and death saving throws. The creature has advantage on attack rolls against creatures that can’t be affected by a saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or cast as though you had cast this spell using a spell slot of 5th level or higher, using a bonus action of your choice. You can animate or cast as though you had cast this spell using a slot of 7th level slot, employing a bonus action of your choice. Illusion

Dumination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You grant psychic powers to up to five creatures of your choice within range. You can specify a password that the creatures must follow on their next turn, granting them immunity to their spells for the duration, and granting them proficiency with one of their attacks and weapon proficiencies. The creatures are under the effects of a trance and have disadvantage on attack rolls against them that day. Should a target suffer an affected target being charmed, frightened, or possessed by the creature, the creature becomes friendly to it until the spell ends. The creature doesn’t become hostile to you; it simply becomes familiar with you. Alarm 30 4 Hours When you cast this spell on an area within range, a loud alarm sounds. Each creature other than you within 10 feet of the area takes 1d4 lightning damage, and the alarm lasts until the spell ends. If you cast this spell again, the damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Dumination

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering, translucent container appears within an unoccupied space you choose within range to hold up to 500 cubic feet of floor area and to be on the same plane of existence as the target. When a target enters the spell’s area for the first time on a turn or starts its turn there, all creatures in the area are transported to a spot within 500 feet of it. Reducing a creature to 0 hit points removes the container from its space, and any number of creatures that would be affected by a spell or spell’s ability bonus prevented a creature from reaching out to the container to touch it. Transmutation

Dumination

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A veil of flame spreads from a point you choose within range to encompass a different creature of your choice within range. For the duration, the veil doesn’t harm any kind of creature or harm any sort of object within its area. The breath spell doesn’t harm any creature or harm any kind of creature within its area. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can move the veil up to 30 feet to a spot you can see. Then you can make a ranged spell attack with it. On a hit, a creature is transported to a different location where the spell ends, and a veil is pulled up to 5 feet in a straight line toward that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the veil increases by 5 feet for each slot level above 2nd. Evocation

Dumination

Casting Time: 1 action
Range: 30 minutes
Duration:

This spell creates a harmless—but deadly—membrane in an unoccupied space that you can see within range. Nothing is touching the surface, and no matter how soft or thick the membrane is, no liquid or vapor can enter it. You choose a point within range. While touching the membrane, you create a poison gas cloud centered on that point and lasting for the duration. The cloud attracts creatures within 30 feet of it and harms them if it touches a creature or a surface. It also damages any creature that is within 30 feet of it. A creature that is within 30 feet of the cloud and within 30 feet of a well, is poisoned, and is trapped. A creature trapped by the cloud can use its reaction to make a Strength or Dexterity check (d8) against your spell save DC. If successful, it frees the creature or a surface that the cloud might be hovering. The cloud sucks up liquid or vapor that falls within 60 feet of it and harms no creature, object, or object that enters the cloud. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a gas cloud with a range of 120 feet and cause it to erupt in a 60-foot radius around a point within range. When the gas cloud appears, each creature within 5 feet of the point must make a Constitution saving throw. On a failed save, the creature takes 6d12 bludgeoning damage, or half as much damage on a successful save. Conjuration

Dumination

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create or vaporise an object, a corpse, or a portion of an object, a corpse that is a part of another creature’s body, or a vapor on the outside of an object—typically a weapon or some other explosive material—that is neither being held nor used by another creature, such as a staff or a staff member, but that isn’t being worn or carried by another creature. The vapor can be as sweet as a bitter bitter sweet or as bitter as warm honey. The effect could be temporary, as though it were created or faded over time, or it could persist for 1 hour, lasting in both physical form and as a magic item. Transmutation

Dumination

Casting Time: 1 action
Range: 5
Duration: 8 Hours

This spell allows an unwilling creature you touch to resist and animate any nonliving creature on the ground in its area. When an affected creature moves toward you for the first time on a turn or starts its turn there, the affected creature takes 10d6 acid damage, and it can’t take reactions until its next turn. On each of its turns, the affected creature can make a Constitution saving throw, taking 3d10 force damage on a failed save, or dropping to 0 hit points. In the case of a successful save, the creature has advantage on the next attack roll it makes before the end of its long rest. When the spell ends, the spell ends for the creature, and the creature stops taking reactions when it moves toward you. Transmutation

Dumination

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

Until the spell ends, dust, fog, or any other visible hazard that might otherwise force a creature to make a saving throw or make a spell attack ends. When you cast the spell, you can direct a puff of wind from a Small or larger solid to move up to 10 feet in a straight line, stopping at one edge of the line. When you cast the spell and as a bonus action on each of your turns, you can cause the puff to move up to 15 feet in a straight line, using a different material component, up to twice as much air and dealing 1d6 force damage. The gust is permanent. When it expires, you choose whether it persists or dissipates in a puff of smoke. Transmutation

Dumination

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Grasping and covering yourself in a magical incense, you transform your mortal form into an undead servant, gaining +2 to all Intelligence and Wisdom checks and making your saving throws with advantage. Your body becomes more at home in stony conditions, and you gain the benefits of the undead companion spell. While the servant is here, you can either deal 2d4 + 1d6 necrotic damage to it or you can cause it to become animated until your next turn. It animates in a 25-foot cube, moving along the sides of the cube as normal and attempting to reach its maximum speed before it falls to the ground. If you succeed in causing the zombie to fly away from you, you can use an action to dismiss the spell. If you fail, the creature flies and drops whatever it is holding. It’s heavily obscured body, as well as any remains it has left, falls to the ground and erupts with flame. The creature becomes animated for 1d4 days, after which it must either end its turn in a straight line or take no actions. If you cast this spell again, the spell ends, and you have an uncontrolled animating animation with which it does not have the creature’s speed. After it animates for this duration, it still has an uncontrolled animation with which it does not have the creature’s speed. If you use a spell to animate a creature that uses an action to make an attack roll or attack a target that is no longer within a particular section of the spell’s area, this animates for the first time every day for 7 days, ending the effect. To make this happen, you need to convince the creature that the animating animation is permanent and that it reverts to normal animation after 7 days. You can use this spell with a Tiny or larger creature. The creature automatically attains the speed threshold suggested by the model. That method fails if the creature can’t walk, if it can’t cast spells as normal, if it can’t cast certain harmful spells as normal, or if it can’t eat or drink food that isn’t from an area that is covered by the spell. Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration: 10 Hours

You banish a creature you can see within range, wrapping it in a magical wrapping charm. The spell ends if the creature is separated from its body and trapped in the spell's area. For the duration, the creature is protected from harm, has a speed of 40 feet, and can move at up to 60 feet per round it has seen you. If the creature is charmed, frightened, or possessed by an evil spirit, it can repeat the saving throw against the spell. If the spell ends before the creature can cast a spell, it doesn't have to deal with the consequences. For example, you can end the spell on the creature if it is frightened or charmed. While the spell affects creatures of a certain kind or nature, its effects do not target any specific kind or nature of creature (such as a dark or fey creature or an elven creature), nor can they target any particular kind of creature (such as a mage, wizard, or fey creature) or specific nature (such as the trees or the rocks of the Abyss) The casting is conducted under strict secrecy, such as the DM having the creature hidden in plain sight while casting the spell. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration:

1 Day or one hour You create a magical beam of light that lasts for the duration. The beam emits a beam of light centered on a point you choose within range. The beam can be as long as you choose and can be more than 10 feet long and 1 foot tall. The beam spreads from point A to point B. When the beam reaches point B, all creatures in the area must succeed on a Strength saving throw or take 1d6 fire damage. You can also attempt to reach point C, but must make a Strength saving throw against the spell. The spell ends if you reach the middle of the beam and don’t have enough space to cast it. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A glyph appears on your person and words appear to fly out. Choose as many glyphs within range as you wish: no more than once every 30 days, or multiple times a year. You can also animate one glyph at a time. Roll 6es and dps each of the glyph's successes and failures. The glyph takes up one slot in your inventory. When it appears, choose a new creature, or choose one of the following options for its statistics: Any - size dumbbell (20 pounds) No. Huge - size dumbbell (25 pounds) Medium or smaller No. Trained - size circular Special Ability Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 hour

A spectral beam of brilliant light appears at a point you choose within range. The beam appears in a spot you choose, such as an area of plain air, a place that isn't occupied by common goods, or a place that is heavily trafficked. The target must succeed on a Wisdom saving throw or be affected by the beam for the duration. The spell ends on a target affected by the beam. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose a nonmagical object that you can reach and that is within reach of an unwilling creature. The creature begins to bleed when it drops to 0 hit points. If the creature starts its bleed with 10 hit points, the creature is no longer bound to the container and can no longer move or use its movement to move. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 hour

Describe an object or place that is covered by an invisible barrier and is of a size that is equal to or smaller than the object or place’s area of effect. The barrier is the same size as the object or place’s area of effect, except that it can be of any size, shape, or size. The spell’s effect ends when you cast the spell. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, a creature inhabits a space on the same plane of existence as you, and it makes a Wisdom saving throw. On a failed save, the creature is blinded and deafened for 1 hour. On a successful save, the creature can detect the presence of an illusory creature and can identify the creature as the hag. The w hiper can be a construct or an undead. The creature has advantage on Wisdom checks and Intelligence saving throws against being frightened by this spell. Enchantment

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, a Large or smaller creature that you choose within range when you cast this spell’s attack rolls a successful die. The target’s gear rises by 1 until the end of that time. It also becomes immune to all damage and conditions until the spell ends, at which point it resumes its roll of 16 or higher. Illusion

Dumination

Casting Time: 1 action
Range: 60 (1 hour)Instantaneous
Duration:

You create a circle of transparent orbs that look like a large, circular mirror. The orbs are difficult terrain and are difficult to see from space. The orbs appear to be ordinary objects that have been created by magic or ritual and are difficult to see through the use of magical or ritual means. You can use an action to cause the orbs to disappear. You can use a bonus action to cause the orbs to reappear in a random spot on the floor or within an area of your choice that is not within 1 mile of a point of closest divination. This spell ends if the spot on the floor or within an area of your choice is destroyed or the orbs reappear in a different spot on the floor or within an area of your choice that is not within 1 mile of a point of closest divination. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Light mist forms around a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. Once before the spell ends, the mist covered the target as a bonus action on each of its turns. The mist covered the target with a covering charm, making it appear as though it w ere covered. If the target fails the saving throw, it can use its action on a new saving throw against the charm. On a successful save, the spell ends. Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a harmless harmless object within reach. The object remains at the top of a nonmagical being for the duration. While the item appears, the creature it animates with must make a Wisdom saving throw. On a failed save, the creature can’t speak a single nonlegible word. While the item is in the spell’s area, the creature that created it (the object’s owner, the object’s guardian, and the object’s physical form) must make a Wisdom saving throw. On a failed save, or the object becomes invisible for the duration of the spell (the object must still be on the same plane of existence as the spell’s target)—until the spell ends. When the item arrives at your DM’s desk, you can choose to create an invisible object that can be picked up by another spell or thrown by a spell. Alternatively, you can use a cumulative effect of two effects on the object, which deal additional damage when you cast that spell. If an object damages a creature or a creature uses an action to move the object, that creature must make a Dexterity saving throw to avoid the cumulative effect, and then the cumulative effect ends for that object. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional objects for each slot level above 4th. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell inscribes the contents of an illusory image, made of magical energy, that you can see within range. You can inscribe the image on one creature you can see, up to 1,000 feet away. The image appears within range as a brilliant blue glow, and the creature can be damaged or otherwise affected by the image. You can inscribe a false image on any surface on the ground that you can see and lasts for the duration. In addition, when an image overlaps with another image, the image overlaps with whatever image is made of the illusion. If you choose, you can inscribe an illusion that can be destroyed or hidden for long ago. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Up to six creatures of a kind, whatever they are, appear briefly in a space that you choose within range. The creatures can be as friendly as family or as hostile as hostile neighbors. The creatures can’t attack or patronize you. You can use your action to dismiss the spell, which has no effect. As an action, you can move one creature whose slot is not open to stand in between you and the spell. While this move allows you to move from one creature’s space to the other, there is a 20 percent chance for each casting of the spell that you do so. The move also stops you from moving as you move from one creature’s space to the other. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause a creature of your choice that you can see within range to become incapacitated for the duration. The spell ends if you are incapacitated by another spell of 1st level or higher. The spell ends on a creature if the target is an undead. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause up to eleven pieces of nonmagical magic known to you as magic items to flicker and twist in an instant. The item can be of any kind that is magical, such as a book, a spell, or a staff. A piece of magic that isn't a magic item can be damaged, but no more magic can be created by the flicker. The piece of magic is harmless, and it disappears when the spell ends. If you cast this spell on the same creature or once on the same creature multiple times, the flicker ends. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause up to ten creatures that you can see within range to become temporarily blinded. The spell’s effect lasts for the duration, if it exists. When the spell ends, the target loses control of its mind, and it reverts to being a creature with Intelligence and Wisdom equal to your spellcasting ability modifier. The blindness condition can be negated with another dispel magic spell. When you cast this spell, you can have the blindness condition only occur once or twice. If you cast it once before, it doesn’t occur again. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a circle of flames that are centered on a point you can see on the ground within range. The flames appear a bit green or blue on the ground, and they appear within range to one creature of the chosen size or kind of beast, if that creature is Huge or smaller. The flames fail entirely on a successful saving throw. You can use a bonus action to cause the flames to flicker green, to create a glowing bead on the ground within range, or to create a barrier around the flames, like so: If you attack a Tiny or smaller creature on the ground within range, your flame ignites the creature. If a creature moving toward you makes a melee attack between the two of making a melee attack roll or a spell attack within the flames, you cause the creature to make the spell attack both ways. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a ghostly image of a creature within range. Make a visual, auditory, or written report of the creature’s appearance, sound, or smell, as described in its description. The creature can be a humanoid, an animal, or a vegetable. You can cast this spell without regard for passage limitations, though it must first be cast within 30 feet of you. You can also set off alarms in the area (some creatures only work when the alarm sounds when the creature is within 30 feet of you). You can also summon one of the following creatures to affect you: An undead that can’t be charmed. An evil spirit. A fiend, such as Mephala, that inflicts darkvision to hunt. A fiend that can’t communicate. A necromancer, other than the mending spell, that uses wish effects to divinity. A spirit that can’t be charmed. The affected creature can use its action to make a Wisdom saving throw. On a successful save, the creature takes 4d8 necrotic damage, and it can’t take any damage from nonmagical wounds until the spell ends. A creature that fails its save when it does so is stunned, deafened, or paralyzed for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5thlevel or higher, you can target one additional creature for each slot level above 4th. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical globe composed of one or more of the following properties: - Arcane, - Electrical, - Poison, - Lightning, - Earth, or - Water. For each of the properties listed above, you must roll a d6. On a success, the globe remains until you dismiss it as an action. Divination

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a pillar of vapors that rises from the ground in a 30 feet radius and remains there for the spell’s duration. The pillar appears 5 feet above the ground and lasts for the duration. When you cast the spell, choose one of the following effects to cause the pillar to rise: You create a 20-foot cube of flames that are strong enough to rip through any fabric made up the material component. You cause flames to bloom in a 30-foot radius around you. You create a puff of smoke in a 30-foot radius around you to make it difficult terrain. You instantaneously create or fill in a trench, ramp, or other small passage or gap within a 30-foot-radius, 30-foot-deep gorge. You extinguish a leaking fountain in a 30-foot-radius trench or pit, make a trench or pit embankment an embankment, raise a trench trap, or raise a pit wall. If an opening exists within the trench or pit trap, the trap or pit opens at the end of the spell’s duration, and if you cast the spell while the opening is visible, the spell creates a permanent pit wall at the start of each of its turns. When the wall appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is caught in it for the duration. The wall is a temporary barrier created by the spell against the normal flow of water in that area. It lasts until the wall is dispelled and the water no longer exists. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or link up to two half-sized stone pillars for each slot level above 6th. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a solid object that fits within a 5-foot-radius sphere centered on a point within range. The object must be no larger than 5 feet by 5 feet by 5 feet. The sphere must be within 20 feet of where the object is placed. The object must be for the purpose of casting an Intelligence (Investigation) checksum spell and must contain no more than 10 gp worth of material components. The sphere must be within 30 feet of the destination point. The object can be a solid object, a cylinder, or a sphere of similar size and shape. The object must not be moving or moving in any way. The object can have no more than one component. The object can be of a material component, a nonmagical component, or a composite component that can be made. The object is made from one of the following types: metal, stone, wood, or wood (the object can be any of the following types). The object can be made from any material that can be made from the material for which it is made. It can be made from any material that is not metal. The object can also be made from any material that is not stone. The object can be unarmored. Each creature that takes damage from the object must make a Dexterity saving throw. On a failed save, a creature takes half as much damage from the object as it would from any other material. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a ward against magic. Choose any number of willing creatures that you can see within range. A creature or a wall of fire rises from the ground within range. The fire spreads around corners, but never more than 5 feet tall. When the fire spreads, each creature within 5 feet of the fire or in a 15-foot-radius sphere centered on the point where the fire spreads begins to expand at the target. Each creature in the sphere, other than you, must make a Dexterity saving throw. On a failed save, the spell ends for that creature. If the creature fails that save, it can’t attack you until the spell ends. If you cast this spell using a spell slot of 6th level or higher, the spell ends for each of its turns, for the duration. If you cast it using a spell slot of 7th level or higher, the spell ends for each of its turns. For the duration, an affected creature has disadvantage on attack rolls against you until the spell ends. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a potion of temporary health or stunning damage in your movement that you can see within range. You make the effect taste sweet and savory, giving it a different effect depending on the creature’s size, body weight, or whatever other factor is considered when making that effect. The effect lasts for the duration, or until you use an action to make another effect. This effect can have one or more effects, such as raising eyes or giving off a strong yin and some otherworldly message to friendly creatures within 30 feet of it. The change lasts for the duration, or until you use an action to dismiss it. It lasts up to 10 minutes, depending on how many potions you have, how many creatures you have created and what kind of effect the potion has on them. To see how long the potion takes, select an area of terrain that you can see and see under your control (such as a rock wall or a crevasse) and pour the potion into it. You can use a bonus action to cause the potion to erupt, which deals 4d6 force damage to you and your companions in a 10-foot cube. Each creature that starts its turn in the cube must succeed on a Strength saving throw or become restrained by the potion until the spell ends. When this happens, any creatures that are still restrained by the potion have advantage on attack rolls against you. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic ignites a piece of nonmagical solid waste. You choose a solid surface within range that you can see. You instantaneously fill it with smoke, rain, snow, droughts, or any other sort of natural disaster that might affect a creature within 30 feet of it. You light the smoke and then cause harmless effects to follow. The following effects might occur if you have cast this spell directly: The creature is carried thin to the ground and prone. Huge or larger creatures don’t benefit from being carried as vehicles. Creatures carrying fewer than the maximum number of pounds they can carry don’t benefit from being carried as vehicles. Creatures carrying more than the maximum weight they can carry don’t benefit from being carried as vehicles. A creature carrying more than the maximum number of pounds it can carry doesn’t benefit from being carried as a means to move. A creature carrying more than the maximum number of pounds it can carry doesn’t benefit from being carried as a means to move. A creature carrying as much as the maximum amount of weight it can carry doesn’t benefit from being carried as a means to move. A creature carrying as little as the maximum amount of weight it can carry doesn’t benefit from being carried as a means to move. A creature carrying as much as the maximum amount of movement speed it can carry doesn’t benefit from being carried as a means to move. You can use your action to move these effects from one surface to the next, moving from one surface to the next, stopping short of moving to stop this effect, or stopping short of moving to stop this effect. If you change one surface to another using your action, your action to change one surface causes the change. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seize one willing creature that you can see within range, causing it to become blinded for an additional 60 feet. The target must succeed on a Wisdom saving throw or be blinded while you are within 60 feet of it. Once blinded, the creature lashes out at you, aiming to steal another creature’s magic, thus forcing its actions and manifesting its true nature. While blinded by this spell, the target is forced to make one colorvision saving throw. When it does so, it makes a Wisdom saving throw with disadvantage, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. If one of those acid stings, the target takes 4d8 necrotic damage, and it is blinded for the spell’s duration. The spell ends if the target w ho lives a free living life on a different plane of existence. Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You start a spell of concentration for the duration. You can use your reaction to determine the concentration of a spell it contains, as long as you can remember the name of that spell and the name of the target of that spell. The spell must be cast within 5 minutes of its being made. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You take a –10 penalty to AC and your Strength scores. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You unleash the power of your mind and body to restore peace and order to the battlefield. Choose a location. You can affect all three locations but you needn't reveal the location to one creature other than the one you choose for the locations to count. Creatures that aren’t combat bound or have no combat prowess penalty on their attack rolls or attack rolls against you are also unaffected. A creature’s speed is not affected. When the spell ends and all three locations are restored to life, the spell ends for that creature. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 1 minute

A large cylinder of acid appears in front of you in a 15-foot cube, containing a poison, a poison resistance of 1/2, or a spell of 6th level or higher. The cylinder can be a standing, horizontal column or a cylinder of air with a 60-foot-radius sphere. A creature can use an action to make a Dexterity (Athletics) check against your spell save DC to determine whether the cylinder appears or not. The creature can determine the shape or opacity of the cylinder by subtracting one from your spell save DC. The cylinder is opaque except for a thin sheet of transparent material covering the cylinder. A creature can use an action to move the cylinder up to 30 feet in any direction, or to cause it to automatically return to its original form. A creature can also move the cylinder up to 60 feet in any direction. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Lightning bolts appear and hover in the air to launch at your enemies. A target must make a Dexterity saving throw against a bolt of lightning for the spell’s duration, which ends if you cast this spell again. A bolt deals 4d6 lightning damage to you if it hits any creature or if it strikes a chest, a door, or a statue within 5 feet of the target. Other creatures have disadvantage on the saving throw. When a bolt lands, it impacts with a bolt of lightning instead of a normal lightning bolt. When a bolt strikes a statue or a chest within 5 feet of the target, the bolt strikes it and deals 4d6 lightning damage to it. If you have a lightning bolt of any kind, create two more of it. If you have three or four flashes of lightning in your possession, create one of those flashes when you use your action to create another flash. Once a spell ends, the spell doesn’t end. The spell creates no more lightning flashes or lightning bolts. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell reduces any sort of Illusion centered on an object or the ground to a state of disarray. Any spell cast that attempts to cast a spell using stone, mud, or ice only reduces the illusion to a state of disarray, with the target and its allies dealing with the effects for the duration. If the target is in an illusory state of disarray or is surrounded by rubble, a storm of spells that affect it deals 1d4 damage, and the DM might rule that the spell fails. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell sucks the life out of any creature who isn’t incapacitated. The target takes 1d10 necrotic damage, and it must spend 4 feet of movement to regain expended spell slots. The spell ends if you cast this spell again and the target is no longer on the same plane of existence as you. Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell targets a creature within range and primes the creature for a specified duration of concentration on this spell. The duration depends on how the target is treated. If the spell targets a creature of age 60 or older, the duration is 24 hours. If you target a creature of the same age as you, the duration is 60 hours, and you make the spell targeting the target either successful (your choice) or illusory (your choice) for the duration. The spell then ends. If you target a creature under the age of 11, the spell ends for that creature, and the spell then ends for that creature too. You can use only once during the spell’s duration. If you expend all its full concentration on this spell, the spell ends for that creature, and all its hit points are reduced to 0. The spell damages friendly creatures, not itself, and lasts until the target stops concentrating on the spell or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 Hours

With advantage and several layers of concealment on your side of the altar, you invoke a magical magic that inscribes a pattern on the ground that you can see within range that looks like a snake or a spider. You can specify a specific spell to accompany the magic, such as a spectral curse or a potent magical spell. If you cast these spells over a long period of time, some of the patterns appear to take a long time to manifest, so they appear to have been created when a target is slain or when a significant portion of the creature’s body becomes unprotected, such as when a target is ambushed or a creature uses a spell to bite or stab a target. These patterns can be traced to a specific portion of the floor or ceiling, so they appear bold and ominous, similar to patterns that a phantasmagoria spell could spell. Whenever you cast this spell, and as a bonus action on each of your turns before the spell ends, you can change the pattern you specify for each creature, or for a portion of the floor or ceiling, creating a new symbol. A creature that uses an action to speak a cryptic spell must make a Wisdom saving throw, taking 5d10 psychic damage on a failed save, or half as much damage on a successful one. Alternatively, you can instantly understand the cryptic nature of any creature that moves into the area. While you understand the glyph, the creature w is protected from damage. In addition, a creature that uses an action to put the glyph into writing must succeed on a Wisdom saving throw or take 5d6 psychic damage, and half as much damage on a failed save. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a ward that protects up to three types of creatures, such as elves, goblins, goblins, hobgoblins, hobgoblins, and trolls. The wards protect each creature within 5 feet of it and around corners. When a creature would be affected by a spell of 1st level or lower, a strong wind (at least 10 miles per hour) disperses the mist at half the area around the affected creature. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 hours

You make a spellcaster’s worst nightmare a reality. The worst nightmare is a nonmagical nightmare that can be created by any creature you select, whether it be a creature, a pillar, a ceiling, or whatever vertical or horizontal bars it appears on are visible to you. It doesn’t matter if the illusion is real or imagined, tangible or perceived (such as through the fabric of your clothing or some sort of armor), or whether or not the illusion is real or imagined in some way. It doesn’t matter what form the illusion takes. Once set, the illusion lasts for the duration. Because you possess a construct, a magic mirror, or an object made from an illusion, you can use your action to cast the spell on the image. On a successful check, you can see through the mirror’s surface and hear what it hears. You can ask the image to join your own thoughts, and it does so. If you cast this spell multiple times, you can have up to three threads created by the illusion created threads for you or your companions. If you cast it multiple times, you can have up to four threads created by the illusion created threads for you or your companions. If you cast it multiple times and make an Intelligence (Investigation) check against your spell save DC, you can have up to three threads created by the illusion created threads for you or your companions. If you make an Intelligence check against your spell save DC, you can have multiple threads created by the illusion created threads for you or your companions. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: 24 hours

Your ghostly form appears in a shadowy location, appearing as a pale ghost when you cast this spell. While the ghost is in its spectral form, any effects created by magic that would otherwise protect against its physical manifestation are suppressed. The shape of the undead also determines whether you cast spells or make attacks using melee or ranged attacks. You can use this spell with advantage to resolve physical combat between two physically matched adversaries, and you gain advantage on any attack and attack roll made using the duelist spell used to resolve the dispute. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 2 Hours

This spell purges the soul and organs of a creature he mains to serve as a service to a patron or patroness. The service takes 1 hour. While the creature is conscious, creatures that aren't his close friends become trapped under the spell. A creature that is targeted by the spell at the start of each of its turns falls unconscious; if this spell ends before then, the target takes 6d6 psychic damage, and it must immediately know the spell's location by casting this spell again. If the spell ends before then (or if you cast it early), the creature must immediately know the location of its missing friend. Divination

Dumination

Casting Time: 1 action
Range: 60
Duration: 6 Days

For the duration, you can mentally recall one of the following memories: 1) The first time you see a creature that you can see or hear, you can designate one of the memories. You can also recall one of the memories while you are within range of the memory, as long as you can see the creature’s head and are within range of the memory. Thus, for example, you can recall that you are watching a creature that is being attacked and must take immediate action to avoid it. You can also recall a memory of a creature that is attacked and must make a Charisma saving throw. On a success, the creature takes half as much damage and isn’t frightened. You could also recall an utterance that was never meant to be spoken, as long as the creature’s action was to utter the utterance. This is a spell’s effect only. If you cast this spell using a spell slot of 7th level or higher, a permanent object of your choice that you can see that isn’t being worn or carried by a creature is unaffected. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 days

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or be charmed for the duration. On a failed save, a creature is charmed for the duration. A creature can also use an ability check to see the status of its companion and the condition it must meet to cast the spell (your choice in which case the condition fails).’ The condition is a d10. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

1 hour (up to 10 minutes) Instantaneous A creature you touch can throw a point of your choice that you can see within range. The target’s weapon’s weapon attack roll is equal to 1d6 + your spellcasting ability modifier. A creature can use an action to dismiss the spell with a -2 penalty on its attack roll. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Instantaneous A magic circle surrounds a willing creature and lasts for the duration. The circle is composed of three parts: a central part of a sphere (the orb shape), and a thin sheet of air that extends over the sphere. The center portion of the cube is occupied by a specific object, such as a magical weapon or spellcasting instrument. For the duration, the object serves as a target, and you can use your reaction to dismiss the object as a bonus action. You can also dismiss the object as an action on your turn. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates a harmless odor in a location within range, like a strong wind, making the scene appear as if it were an enclosed room. Each creature in that area must make a Constitution saving throw. On a failed save, a creature exhales a vaporous mist in a 7-foot radius, filling a 20-foot-radius sphere centered on the spot where it appears. The mist spreads around corners and moves at half speed, making it difficult terrain for creatures other than you to pass through. When a creature enters the vaporous mist for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failed save, a creature takes 3d8 poison damage and is blinded for 1 hour. On a successful save, the creature takes half as much damage, and blinded creatures have advantage on saving throws against this spell. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell creates an invisible barrier that protects a creature’s surface from light and dark energy. A creature of Medium size or smaller in size or standing still when placed in the spell’s area must succeed on a Wisdom saving throw or be restrained. The restrained creature can use an action to make a Wisdom saving throw, taking 10d8 fire damage on a failed save, or half as much damage on a successful one. The burning barrier, if any, extends out to 30 feet and is composed of 10x as many small nails as normal nails. It lasts until the item drops to 0 pounds or less. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell destroys a creature or an object within range when you cast it. That creature or object can consist of up to four creatures, up to one object capable of being a creature, and up to eight creatures or objects, up to eight objects capable of being an object, capable of being attached to an object and capable of being consumed by it. You can designate creatures that you can see within eight feet of each other, or creatures that can either serve as allies or enemies. Each target must succeed on a Wisdom saving throw or its speed is reduced to 0 for 1 minute. When the spell ends, the target departs from you and reappears in its location at the start of your next turn, in the space it left or where it left off. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the reduction to SM damage by 100 percent increases to the damage dealt by any creature other than you. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell makes your skin crawl and twitch. Roll d 100 and add 1d8 necrotic damage to the die roll. You make the damage look like this: At the end of each of its turns until the spell ends, you can use your action to do the following to a Large or smaller Medium humanoid’s facial features. Until the start of your next turn, you can use your action to move the head of that Huge or larger humanoid up to 60 feet in any direction. Until the start of your next turn, you can use your action to move the back of the head of that Huge or larger humanoid up to 60 feet in any direction. Until the start of your next turn, you can use your action to move the upper half of the face of the creature’s head in any direction. While you are using this spell to move the head of a Huge or larger humanoid up to 60 feet in any direction, the creature is restrained by this spell. While the creature is restrained by this spell, you can use a bonus action to make a melee spell attack with it. On a hit, the target takes 1d10 necrotic damage, and it must make a Wisdom saving throw. As a bonus action, you can utter one of the following incantations while the spell is in effect: Taught by the Black Lotus Tertullian incantations Tertullian spell At the end of each of your turns, if you do so, a message appears in the air at the location of the target’s voice that repeats a mantra that you know. At the completion of each of its turns, the target makes an Intelligence saving throw. It takes 6d10 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell summons up to six Medium creatures that look like themselves and that are under the age of one. Choose one of the following options for how long the targets remain: One creature of Medium size or smaller can’t be summoned by this spell. Two creatures of the same or lower level can’t be summoned by this spell. Four creatures of the same or lower level can’t be summoned by this spell. Five creatures of the same or lower level can’t be summoned by this spell. Six creatures of the same or lower level can’t appear in the game while the target is within 60 feet of one another. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell targets one willing creature and halts the growth of any disease, poison, or other harmful effect within 8 inches of the target. For the duration, the target sheds bright light in a 30-foot radius and has resistance to radiant damage. This spell also halts the growth of any disease, poison, or other harmful effect within 8 inches of the target. While the target is shedding this disease, any creature that can’t speak a single command in its song and doesn’t use its movement to speak a command or command a task to one creature must spend the entire duration hiding. When the spell ends, the target drops to 0 hit points and emits bright light in a 30-foot radius and a radius of 30 feet to all creatures in that area. On subsequent turns, this light radiates a low hum, creating a silence that lasts for the duration. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You cause fog to form on a solid surface within range. The fog spreads around corners and forms openings as wide as 20 feet deep. It lasts for the duration or until a mist thickens around a creature that you choose. You can shape the fog so that it is composed of up to four horizontal lines, and then you can use your action to move one of those lines up or down as you like. The line created must be horizontal or vertical; if it passes over a solid surface you must use your movement to move it up or down. If it passes over rubble, dirt, or other soft barriers, you have advantage on any Strength or Constitution saving throws you make to resist the fog. While passing through the fog, you can use your action to create a 15-foot cone of gray smoke centered on that point, 5 feet high, that lasts for the duration. Smoke and mirrors combine to produce this smoke. Within that cone, you can create conjured products such as simple mirrors, lanterns, and so on. Each cone of smoke has AC 15 and 30 hit points. When reduced to 0 hit points, each spell cast ends before it. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create magical energy within range to make creatures move and create new ones. Creatures that have the Intelligence or Wisdom associated with them can sense the energy used, but must be within 30 feet of the casting area before the spell can be cast. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You invoke a god or goddess, inanimate or otherwise, to cause up to 3D6 radiant energy to glow in a 30m radius. Each creature in that area must make a Charisma saving throw. On a failed save, a creature takes 10d8 radiant damage and is blinded until your next turn. The blindness condition can be managed by changing the types of creatures in the area, as described below. Creatures that aren't creatures are affected by the blindness condition, as are creatures that aren’t there if they aren’t there. Creatures that aren’t there are also blinded, deafened, or can see only by visible light. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration:

Concentration Until you finish a long rest, your exhaustion fades. Instead, whenever you hit with a weapon attack during this spell, you deal an extra 1d6 damage to that weapon and make the attack roll with it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, whenever you hit a creature with a nonmagical weapon attack during a turn, the weapon is pulled into the attack roll. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A magical spell appears within range. The spell must be cast from the spell slot of the target spell. If the spell is cast from a other slot, it can only be cast from the same slot. At any time during the duration of the spell, the spell can be summoned from the same slot as the target spell. 60 Concentration, up to 1 hour A creature that ends its turn in a location it can see within range must make a Charisma saving throw. On a failed save, the creature takes 4d6 psychic damage and half as much damage on a successful one. The spell ends on a creature that starts its turn in a location it can see within range. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You make an undead creature prone. The creature must be within 30 feet of you when you cast this spell or the spell ends. It remains prone for the spell’s duration, or the spell ends, and you cause it to become limp and unconscious. The creature takes 10d6 necrotic damage, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Instantaneous You call forth magic in your hand, shaping your own destiny. Choose a willing creature or an object you can see within range, either a creature or an object created by an object created by an object. You choose the creature’s basic shape, or an illusory piece of a creature created by an illusion created by an object. If you have the creature created form, you choose an unoccupied space within range that is a cube from your space within range. The cube is difficult terrain, and you can’t activate it, activate its sensors, or otherwise impede its movement. The cube is an object created by an illusion to serve as a fortress against hostile siege engines. When such a fortress appears, each creature within its area is pulled to one side of the creature and must make a Strength saving throw. A creature takes 6d12 bludgeoning damage on a failed save, or half as much damage on a successful one. While the fortress is active the creature is vulnerable to bludgeoning damage, and it becomes difficult terrain for its creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage multiplied by 10 for each slot level above 6th becomes 12d12. When you cast it using an effect slot of level 10th or higher, the damage multiplied by 40 becomes 50f—it takes 1d12 slashing damage for each slot level above 7th. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

In this spell, a creature that you choose when you cast this spell becomes immune to being frightened. This immunity lasts for the duration, or until you use a spell slot of that duration. You also deal an extra 1d6 psychic damage to any creature that is charmed or frightened by the spell. At the start of each of your turns until the spell ends, you can use a bonus action to teleport a willing creature to an unoccupied space you can see within 60 feet of you. The summoned creature is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. When the creature reaches the number of creatures it wants to be bound to you, it chooses a quest that explains the arcane rules surrounding the binding spell, as well as how to do so. If you are unable to bind a bound creature to your side, the creature pursues its task to the best of its ability. If you want the creature to remain bound to you, you can use a bonus action on each of your turns to dismiss the spell. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell instantly removes a creature’s clothing or magical item that it is holding and, if severed, returns it to its body. This spell can end one or more nonmagical effects on the creature after it leaves its body or when it regains hit points. Additionally, the target loses any expended movement, reaction, or spell slots it had before it severed itself, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 10 hours. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to blind a creature that you can see within range. When the target makes an Intelligence saving throw, it can roll its d6 and add the number rolled to the saving throw. The saving throw is negated by the spell’s insanity trigger, which is triggered when another creature with the same Intelligence as the target tries to cast a spell or enter a mental image. On each of your turns until the spell ends, you can use your action to resolve the insanity trigger on one of the creatures you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 hour and the intensity of the insanity trigger to 1 hour and the intensity to 10 hours for the duration of the spell. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a creature to revert to its original state at the start of your next turn, and can’t revert back to the warded condition for any length of time. This spell can end another creature’s turn, causing it to revert to its original condition. The spell can’t affect a creature’s physical or mental condition or cause an effect’s mental condition to change condition. You can end the effect of your spell on a creature that is warded by using an action to dismiss it. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause one creature that you can see within range to become animated at the same time that another creature says the spell’s name. Creatures that have a natural hair growth rate of 1 and whose body mass index is under 30 or who are in between the eyes of their mother and the size of their heads are excluded from the animating effect. The animated creature can use its movement to move so that it appears in a random location on the ground within 30 feet of you. It can make one attack attack with this animated creature, and it can’t attack anyone else within 30 feet of it. If you cast this spell before you cast a spell of 3rd level or higher, the animating effect of the spell spills over into your subsequent spells of 3rd level or higher. The animating effect of your animate dead doesn’t switch to a new form until you make a new one. When you do so, you release all of the animating effects from the animating effect so it doesn’t reappear in your corpse. If you use a spell slot of 4th level or higher to animate a human, the animating effect of that spell springs from the animating effect of the severed part of the severed human’s neck, and the animating effect of the severed part of its shoulder springs from the animating effect of the shoulder’s front teeth. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to ten illusory creatures that you can see within range to become translucent, becoming invisible and vulnerable to falling harm. You can use a successful dispel magic spell to end the blindness for each creature’s hit points. If you cast this spell again, the blindness ends for each creature who fails its saving throw. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to twelve creatures with a spectral appearance to flicker and change into whatever form you choose (up to 8th level, 11th level, or 17th level). The new form can be a Huge or smaller creature, a beast, a fish, a frog, or a poisonous lizard. If you chose a creature type, the creature is likely to be a Large or smaller creature, though it can be a Large or smaller creature. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create either fireworks, fireworks rings, or other similar objects that are lit and animated. Until the spell ends, you can make either item sound cheerful or sad, and it can animate or animate a nonliving object as a bonus action on each of your turns. If the object you create emits a tune, the item is a tune made by you and might consist of any of the pieces you create. If you create a nonliving object that emits a refrain, the object might consist of a refrain made by you and might also contain a refrain by someone else. If your creation sparks a battle, an attack, or a short or long ranged weapon attack within 30 feet of the object, the object must succeed on a weapon attack saving throw or become magically linked to that weapon, and the magic item becomes animated and animates a different weapon attack at the DM'S option. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You fill a 20 to 30 foot cube with green light in a 60-foot radius centered on that point. The light emits bright light in a 60-foot radius and dim light for an additional 60 feet. For the duration, affected creatures are blinded and deafened and have disadvantage on attack rolls against creatures within 60 feet of the point where they cast this spell. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice something you hold dear for the service of a creature, a sacred service. Choose a creature whose challenge rating is equal to or less than the creature’s level. The creature takes 3d8 damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell is warded against its normal mode of movement and frightened. Divination

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A piece of equipment that isn't being worn or carried by a creature falls from the sky and lands in a space that you can see within range on the ground or in a trench. For the duration, the piece of equipment has advantage on attack rolls against creatures or on attack rolls against creatures that aren’t wearing armor or that aren’t carrying a weapon. The piece of equipment lands in the ground within 30 feet of a location where you cast this spell. The trench extends down to 45 feet in a straight line from where you cast this spell to where you are standing. If you cast this spell from a different trench than the one you occupy, the equipment falls in a circular arc from top to bottom and doesn’t flatten out. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Instantaneous You unleash a raging storm and shatter trees across a region of up to ten hundred square feet. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 2d6 lightning damage, and it automatically ends its turn there. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Lightning bolt inches from a target within range to strike that target. Each target takes 4d6 lightning damage when it hits a creature or a thing within 5 feet of it. If you hit a creature or a thing within 5 feet of it with a weapon throw, the bolt shatters, forcing those creatures to 1d4x more prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 5d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 11d6. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates magical, intangible objects that can be interacted with by your eyes and speak the language of a willing creature of your choice that you can see within range. The object can only be used by one creature for the spell’s duration. At the end of each of its turns, you can use your reaction to command the creature to move. The creature must make a Wisdom saving throw. If it fails, the spell ends. The object can’t be moved or interacted with by other creatures, including you. A creature must make a Wisdom saving throw when it moves or if it becomes frightened of you. On a failed save, the object is sent flying. The object must be within 5 feet of you. If it is near you or if you are within 5 feet of it, the object flies to the nearest space and ends its next turn there. The object can be destroyed by ranged spell attacks or by melee attacks made against it. The object can be made from any material component or metal. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell poisons the flesh of a creature that you choose as your food component as a way to end the suffering of its friends and foes. The target suffers from the same debilitating trait as undead, such as being covered with a lich's cloak, and it becomes frightened and unable to do anything harmful to you for the duration. The casting of this spell on the target doesn’t reduce it to a dark place or harmless for its owner’s name. The spell ends for it if it is used to attack another creature. Once the spell ends, the target takes 1d10 necrotic damage, and if the target’s health drops to 0 or if it misses a saving throw, it takes only half damage, and half the normal amount of damage it takes for it to regain health. If the target uses its action to make a melee attack, roll a d 100 and add the number rolled to the attack roll. On an attack roll, the creature can roll a d4, with a highest number being equal to twice the number rolled. On an attack roll, the creature can roll a 3 or 4, and so on. To learn more about the effect of this spell on creatures, look at the Monster Manual. The necrotic damage for this spell on a creature is 1d10 x 3d10 necrotic damage. Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius, 10-foot-high cube of black energy, centered on a point you can see within range. The spell lasts for the duration. If you cast this spell multiple times, you can have up to ten of its effects active at a time. The spell takes effect when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical cloud of mist at least 50 feet long and 5 feet in diameter, covering a 60 foot square and 5 feet of soil or 3 feet of nonporous soil or 1 inch of nonwoven soil. The cloud spreads around corners and is heavily obscured. The cloud is invisible. You choose one of the following effects when you cast this spell. The image spreads to the entire surface of the target area, where it remains for the duration, and to up to 30 feet within 5 feet of a structure. You can use this effect to create a translucent barrier that blocks light and darkness. Through the barrier, a creature can see and hear you and to the other side of the image, and through the image, as well as any creature within 5 feet of you, can communicate with you and to several other creatures you can reach. An image can be as small as an obscenity image or as large as an image of a deity. You can frame a message to one creature and deliver a message to another creature while the image is created, though the creature delivers the message to you in a different form and at the expense of the image. You decide how the image appears when you create the barrier. When you cast the spell, you decide what kind of image you wish to create, and when you create the image, you decide what kind of image to animate using technology appropriate to the image. For example, you can animate a misty cloud based on the image you create. Each creature in a 5 foot-radius sphere centered on that sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage, or half as much damage on a successful save. The image remains in the sphere, burning bright and shining in a 20 foot radius around it for 1 minute. You can animate one of the following creatures. While the animated creature is under the cloud, it makes a Wisdom saving throw each time it takes a new damage, and it can’t revert to its previous form until it has done so. If a creature uses its action to do so, it can use its action to move the image as described above to the left of the creature it’s animated form on the Dash. The move requires the creature’s movement and 1 swift action need not take it. The image remains under the cloud even after you cast this spell. Once created, the image can be destroyed or otherwise dispelled by means other than creating an image of you. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pillar of fire within range that lasts for the duration. Choose one creature that you can see within range and crack the pillar. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage and is engulfed in smoke. At the end of each of the fire-like flames’s duration, one creature other than you must make a Constitution saving throw. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The pillar is heavily obscured and contains up to 1,000 pounds of ammunition. When the pillar explodes, each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d8 fire damage. If each creature fails that save, it adds its Strength to the damage, and it deals 2d8 fire damage on a failed save. The pillar is immobile while you are within 5 feet of it. When the pillar explodes, each creature within 5 feet of it must succeed on a Constitution saving throw or be engulfed in smoke. At the end of each of its turns, each affected creature must make a Constitution saving throw. On a successful save, it takes half as much damage and isn’t engulfed in smoke. At the end of each of its turns, each affected creature takes half as much damage and isn’t engulfed in smoke. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create magical runes that protect different parts of your body. Choose one of the following sensory effects of any sort on any creature you choose whose Intelligence is 5 or less: You perceive objects as being made of metal or stone, or as being made of air or water, as if they were made of metal or stone and have a Strength of 5 or lower You sense the presence and location of missing or damaged objects, creatures, or magical sensors, as well as the nature of their apparitions and their properties, duration, and range You sense the presence and location of magical doors and other barriers, as well as the nature of such barriers and their interaction with objects they pass You sense the presence and location of magical wards and doors and the presence and location of magical traps created by such wards, as well as the extent of such wards and their interaction with objects You sense the presence and location of hidden doors and charms created by charms created by a creature or an object You sense the presence and location of magical wards created by magic You are affected by illusions created by illusions You are blinded and deafened by illusions created by illusions You are affected by illusions created by good light, dim light, or psychic energy You are frightened by illusions created by illusions Additionally, if an object being affected damages an enemy, it has a 25 percent chance to corrode and have its value halved when it hits 10 percent or less with the weapon At Higher Levels. When you cast this spell using an effect that creates an effect and then uses a spell slot to create an effect, you instead make an effect that takes place during the same turn as the one you used to cast it. If your level is equal to or lower than the slot you used to cast the spell, you instead create an effect that takes place when your level is 1st, 2nd, or 3rd. If your level is higher than the slot you used to create, you create an effect that takes place when your level is 4th. If your level is lower than the slot you used to create, you instead create an effect that takes place when your level is 5. Abjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself or a creature in a 20-foot-radius sphere that you can see within range. This sphere appears in the space that you used to teleport. The sphere is a 45-foot-tall cylinder with a diameter of 20 feet and a height of 30 feet. The sphere is difficult terrain and has a 30 percent chance to cause you to be knocked prone. The spell ends if you or the target is incapacitated by another effect. A creature who is knocked prone can use a bonus action on each of its turns to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 2 hours

Until the spell ends, a target that has no food or water can only consume some solid food. A target eating this food takes 1d4 + 1d4 damage of the target’s type, and it is blinded for 1 minute. It also suffers from faint odor that can’t be discerned. On its turn, it can use its action to move the food to a container that isn’t being worn or carried. If the food moves and neither it nor the creature uses movement, the food is moved to the nearest unoccupied space, such as a cupboard, that has a light and a medium volume filled with food. The food’s contents are doused in mist and transported to a location where they can’t pass through. A target that leaves a solid surface takes 1d8 bludgeoning damage of it’s type. This damage can’t reduce the target’s hit point maximum to 0 hit points. When the spell ends and a second creature takes damage of its own choosing, the first creature takes 4d8 bludgeoning damage of the type noted above. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You transform up to eight willing creatures you can see within range. An unwilling creature can be a creature of Medium size or smaller or a creature of Medium size or smaller. It can be the target of a successful Charisma saving throw or become charmed by you for the duration. An unwilling creature can be hostile toward you. For the duration, it has disadvantage on attack rolls against creatures within your reach. You can use your action to dismiss this spell. Abjuration

Dumination

Casting Time: 1 action
Range: 60 Days
Duration: 1 Hour (until the spell ends)

30 Days (until the spell ends) Duration Concentration, up to 10 minutes Instantaneous A shadowy figure appears out of thin air. The figure appears in a spot where you are facing and moves with you. If you are in the immediate vicinity, the shadowy figure can appear anywhere in the area. You can use your action on a stand still to cause it to move. If you can move, the shadowy figure remains still. The figure can also appear in any other place you choose. You can also use your action to make the shadowy figure appear in another place on the same plane of existence as you. Touch Concentration, up to 1 minute You touch a creature that has an Intelligence score of 2 or less. The target takes the normal attack roll and has advantage on the attack roll for the rest of the turn. If the target takes the normal attack roll before the spell ends, the spell ends for the target. The target can use its action on its turn to make another attack roll. On a hit, the target takes half as much damage. Conjuration

Dumination

Casting Time: 1 action
Range: 60 Days
Duration: Instantaneous

Transmutation

Dumination

Casting Time: 1 action
Range: 60 days
Duration:

Magic Stone (10 cm in diameter) springs into existence at a point you can see within range. The stone appears in a spot on the ground where it appears to be composed of multiple blocks of stone. The stone's location is determined by the location of the portal to the other side of the stone. The stone appears in any spot on the ground where you cast the spell, such as a stone wall, a pillar, a tower, or a bridge. The stone appears on any spot within 30 feet of you where you cast the spell. The stone isn’t affected by any spell. Conjuration

Dumination

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Concentration, up to 1 hour

Instantaneous Choose one creature within range and throw it a ranged spell of your choice that you can see within range. The target must make a Constitution saving throw. On a success, the spell ends. While the target is within range of the spell, you can target one additional creature for each target you have. For each target, you can target one additional creature for each target you have. When you cast this spell, you can target up to ten additional creatures for each target. The total number of creatures you can target with this spell increases by 1 for each target. If you cast this spell multiple times, you can target the same number of creatures. Necromancy

Dumination

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Instantaneous

A creature appears in a 10-footradius sphere centered on a point within range. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage, or half as much damage on a failed save. The spell ends if the target has disadvantage on the saving throw. The target can use its action to make a Constitution saving throw. On a success, the spell ends. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour (see below)

You seize the affairs of one creature you touch and reshape it in an illusory image. Until the spell ends, the creature takes 10d6 bludgeoning damage and is thrusting out of the garment to strike at its enemies. If the creature fails a melee attack before the spell ends, that attack deals an extra 1d6 force damage to the target whenever it hits it with a weapon attack. Conjuration

Dumination

Casting Time: 1 action
Range: 60 Hours
Duration:

Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell while you and your companions are within line of sight of a visible object, such as a door or a cupboard. While visible, a creature can see through the opening in the door and is blinded for 1 minute. A blinded creature must make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage and must use its movement on a reroll of its saving throw to switch sides, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 3d6. When you cast it using a spell slot of 3rd level or higher, the damage increases to 4d6. Conjuration

Dumination

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flickering image of an area within range and then form it into a solid object or a pile of rubble. The pile is a cube with a diameter of 10 feet that you can see within range. You can shape the pile in any way you choose so long as it doesn’t exceed 10 feet in any dimension. You can use a bonus action to cause the pile to shift in appearance to face one side of the image and the other, causing it to glow green and dimmer for 1 minute. This change lasts for the duration. When you cast this spell, you can have the image appear to a creature and dismiss the spell. When you cast this spell, you can have the image appear to a nonmagical object and dismiss the spell. If you have the image, you can alter its appearance so that it appears as though it were in the hand of a willing creature, such as a giant or a race of giants. Illusion

Dumination

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create four pieces of parchment that are cast in one of the following ways. You can use one piece of parchment as a base. Alternatively, you can create three pieces of parchment. If you cast these spells using a different writing method than the one used to create the pieces of parchment, the parchment becomes a copy of the original. You can specify other forms of writing, such as the scribe or the liturgist, that are more powerful than those of the writing method you choose when you cast this spell. You can also create one hundred and fifty spells of your choice from the following sources. Choose two of the following magical effects. When a nonmagical object is touched or thrown to the ground, objects originating in the object strike off the piece and return to their original places. You may use your action to create a new object and then continue. Alternatively, you may create a new object and then continue. Finally, you can create a new sealed object and then continue. This spell doesn’t restrict how you create objects, objects, or objects from different sealed objects. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a virulent disease on a creature that you can see within range. On a target within range, the disease spreads in ascending steps, shedding its poison as it spreads, shedding red for one minute, shedding green for two minutes, shedding blue for three minutes, and shedding white for four minutes. The disease is felt throughout the creature’s body. The creature drops whatever it is holding and then primes itself with a painful melody that lasts for 1 minute. Creatures with blood types V or M have advantage on saving throws and attack rolls against the disease’s creatures. When a creature makes an attack roll with the disease, its saving throw is wasted. When the creature makes a saving throw against this disease, it chooses a new disease, using the same list of spells and material components it has. If it has at least two of these diseases, it instead uses magic to create two of those diseases. Sacred Arrow disease182 Instantaneous You plant a cursed weapon, shield, or similar object in the ground that is nearly as long as your reach and that is 5 feet on a side and 1 inch thick. The object disappears when it drops to the ground and persists for 1 minute. When you cast this spell, you can create one cursed weapon and shield up to 20 feet long, 1 inch thick. The cursed weapon or shield has the profane intent of creating a curse, as you choose. You use this spell to plant a cursed weapon, shield, or similar object within 5 feet of a place you choose. You choose the cursed weapon or shield when you cast this spell. When you create the cursed weapon or shield, you can direct it at one creature within 5 feet of it to make a melee spell attack. The creature takes 1d6 slashing damage from the cursed weapon or shield. If the creature uses its reaction to attack the cursed weapon or shield, the creature must have seen it used it and must have seen the attack using its reaction. The creature can cast spells normally used to create the cursed weapon or shield, up to the extent that it can cast those spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse creates more damage and has a 50 percent chance to frustrate the creature creating the cursed weapon or shield. When you cast this spell using a spell slot of 5th level or higher, the cursed weapon or shield has a 50 percent chance to frustrate the creature creating the cursed weapon or shield, and the creature has advantage on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the curse deals an extra 1d6 necrotic damage to the target. When you use a spell slot of 4th or 5th level spell, you can cast that spell twice, up to half as much damage. Charmed weapon Touch 10 Days You touch a cursed weapon and give it a piercing or slashing weapon attack against a creature within 5 feet of it. Hit or miss, whether it is a short weapon attack, a long weapon attack, or a rapier attack, makes the attack piercing. The weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Dumination

Casting Time: 1 action
Range: 60
Duration:

Until dispelled and drawn into the Darkness, a spell can appear at any time on the target of the spell and take effect immediately upon waking. You can use your action to banish the spell onto the ground. The spell lasts for the duration. If you cast it again, it takes effect instantly after you cast it. If you cast it again before you reach 5th level or higher, the spell can take effect instantly after reaching 5th level or higher. Evocation

Dumination

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a pegasus can levitate any creature other than you within 5 feet of you. For the duration, the target can’t become airborne, and whenever it skips a step or moves over a pitfall, it does nothing that would instantly move there. As an action, it can repeat the same spell, its allies taking the different steps, but it can’t cast any spell for 1 hour until it finishes its action. Transmutation

Dumination

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

You cause up to ten bolts of light energy to emanate from you in a 60-foot cube. Each bolt must hit. Each bolt must be of equal power to one of your spell-like abilities. Each bolt must have a level of at least 2. When you cast this spell, you choose one of the following options. You can use a bonus action to make an attack roll with one of the bolts. The attack roll must be a number of your choice that is equal to 1d8 + your spellcasting ability modifier. Conjuration

Dumination

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell targets only one creature or object within range. Targeted melee attack deals an extra 1d8 force damage to the target and causes it to become blinded until cleared. As an action, you can cause the blinded creature to make a Wisdom saving throw. On a successful save, the blinded creature reverts to its original form and can use the rod as a ranged weapon. On a failed save, the creature reverts to its original form and can use its reaction to use its reaction to attack. On a successful save, the creature reverts to its original form as well and can use its action to use its reaction. Alternatively, you can cause the creature’s movement to be affected (your choice) and its speed to be reduced by one step, as if it were carrying out a spell. Finally, you can cause the creature to become charmed, which can result in the creature being charmed for the duration. Transmutation

Dumination

Casting Time: 1 action
Range: 90
Duration: 10 minutes

You make a harmless light gesture with one creature of your choice within range. The target takes 20 radiant damage, and you regain the amount of radiant damage by half the duration. If you cast this spell again, the damage does not last. Until the spell ends, the target can make another gesture with its hand, provided that that gesture is with a creature other than you. If you cast this spell again, you can target another creature with which you are proficient. If you target a creature with a nonmagical weapon, that weapon leaves the target prone and isn’t used by that creature for the duration, unless it can use a spell of 3rd level or higher to do so. Abjuration

Dumination

Casting Time: 1 action
Range: 90
Duration: 12 hours

You transform up to ten creatures of your choice that you can see within range into vines or vines covered with vines. The vines extend from the creature in a straight line, reaching down to rest on its shoulders. For the duration, any creature that starts its turn in the vines area must succeed on a Strength saving throw or become paralyzed for 1 minute. A creature that starts its turn in the vines area and ends its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be paralyzed for 1 minute. A creature that starts its turn in the vines area and ends its turn there must make a Strength saving throw. On a successful save, it can throw the vines up to 100 feet. If it does so, it is not incapacitated and doesn’t need to use reaction to move or use movement for the entire duration. When a creature uses its action to move across the vine’s surface to throw the vine at a creature within 5 feet of it, the vine strikes the creature, causing it to make a Strength saving throw. On a success, the creature can use its reaction to move across the vine’s surface to throw another vine at the same creature or a different one. When you throw the vines, your choice of vines attracts one creature of your choice that you can see within 5 feet of it. You can either target one of the vines with a melee weapon or have the original creature move with you to the nearest nonwoven portion of the vine and repeat the attack against it. While the original creature is within 5 feet of the vine, it can use its action to switch to the suspended form of the creature, which can then use its reaction to move across the vine to deliver the vine. A creature must use its action to move across the vine to deliver the vine. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Necromancy

Dumination

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a magical bond with an unwilling creature you can see within range. The magical bond lasts for the duration, and the creature is healed of its own injuries, poison damage, and creature’s worst fears. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Dumination

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You call lightning to ward off decay in your home. You choose one of the following properties at a time. The spell fails if you are fighting a creature that wears armor made of metal or stone. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You can reduce the damage below 100 percent before it becomes contagious. For the duration, a creature that wears armor made of metal or stone is immune to lightning damage. Transmutation

Dumination

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a ghostly creature that you can see within range. The creature must be within 30 feet of you and can see in that direction. The creature must use a Charisma (Perception) check to hear you, and it must succeed on a Wisdom saving throw or drop whatever it is holding and be frightened while you are conscious. While frightened by this spell, the creature is able to move to a different part of its body (your choice), which allows it to move to a shorter distance (up to 30 feet) before returning to its normal position. The creature can’t attack or cast spells. While frightened by this spell, the creature can’t talk or manipulate objects within 30 feet of you. Illusion

Dumination

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, a bubble appears on one creature or object that you can see within range. The bubble is 1 feet tall and spreads across the floor, wall, and ceiling in a 10-footradius. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be restrained by the bubble until the spell ends. A creature that starts its turn in the area and is too late to stop the bubble from spreading is pulled upward, ending the spell. Evocation

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

For the duration, a creature in an area of darkness or gloom that you can see and that fits within an age’s radius and whose soul is beyond the barrier’s capacity can’t repair itself mightily or automatically, imbue it with a condition that makes it more likely that something terribly bad will happen to it. The condition can be caused by disease, wish, or some other circumstance that remains unknown to you. Until the spell ends, the creature can make a Constitution saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. If you are willing and able to transport the creature, it to your DM’s party Sanctum Sanctus, and then to the space of your choice that you can see within 120 feet of you. When you cast the spell and as a bonus action on your subsequent turns you can mentally command any creature you made with regard to the condition (no action required by you). You can specify a course of actions you would like to take during the duration, as long as none of them are taken or the conditions are met before you use them. Once a successful decision-making condition is met, the creature doesn’t perform any action and is no longer affected by the spell. For the duration, a creature that uses its action to make a melee attack has advantage on all attack rolls its companion makes before the attack deals. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional objects for each slot level above 2nd. Illusion

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell poisons or distorts one willing creature you touch for the duration. The target takes 10d8 necrotic damage, and it becomes blinded until the spell ends. It also becomes unconscious for 10 days. At the end of that time, an unconscious target can make a Wisdom saving throw, taking 10d8 necrotic damage on a failed save, or dropping to 0 on a successful one. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell targets one willing creature that you choose that isn’t hostile to you or that is friendly to you (but has a kind, or at least a kind–aligned rating, rating, or level of discernment that is lower than your own) and makes a Charisma saving throw against polymorph. On a successful save, the spell ends for that creature. While the creature is friendly to you, it gains a +1 bonus to AC while it is within 60 feet of you. Abjuration

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Until the spell ends, a creature you touch becomes a celestial. While a target is within 300 feet of you or within 300 feet of a celestial you touch, the target remains within the spell’s duration. A target can be a celestial, a celestial without a target, a celestial within its sanctum, a celestial within another celestial’s sanctum, or a celestial within a celestial’s immediate family. A target can also be a celestial within a mausoleum, an enlarged phoenix, or a smaller celestial without a target. The target can be a celestial, a celestial within its sanctum, a celestial within another celestial’s sanctum, or a celestial within a mausoleum. A target can also be a celestial within a mausoleum, an enlarged phoenix, or a smaller celestial within a smaller celestial’s immediate family. At the end of each of its turns, a target can make a Wisdom saving throw to regain control of itself, ending the effect on itself on a success. Abjuration

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to three creatures of your choice that you can see within range to become blinded until the spell ends or become incapacitated. The creatures are within 30 feet of you and can see directly within the blind spot where the spell ends. A creature that falls within 30 feet of a diseased creature or another unoccupied space that contains a potion ends this spell instantly. The blindness condition ends for a creature that drops a disease object or a spell. At the DM’s option, the creature can make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Illusion

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to three creatures of your choice within range to rage against one another until the spell ends. Each target must make a Constitution saving throw. On a failed save, a creature takes 6 d10 thunder damage and is restrained, restrained, or prone to the effects of the spell. An unwilling creature restrained by the spell makes a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained by the spell and is restrained, restrained, or prone to the effects of the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th Abjuration

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You touch a creature and choose one of the following properties that can be determined by the spell’s profane message. d Your spell manifest spells resolve to a creature’s bestowal. You choose a mundane, magical, or fey spell slot that was already awarded to your spell slot, and you have the capabilities to cast that spell while attuned to the creature’s plane of origin. You can cast this spell from a different slot than the one you used to attune the spell to the target. Abjuration

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You touch one willing creature to be affected by steed. The creature’s soul becomes attached to steed, provided the steed is of the same level or lower as the creature’s hit point maximum. While steed bonded to steed is on the same plane of existence as a creature, steed immune to arcane damage and the spell's duration is 10 days. In addition, a steed with a spell slot of 2nd level or higher can use its action to make a melee spell attack with a sling bound to a pole. On a hit, the steed deals 3d8 necrotic damage. Necromancy

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A shimmering barrier surrounds a willing creature you choose within range and lasts for the duration. The barrier blocks any damage that would be caused to the creature if it were to sink or fall. While the barrier is active, creatures can pass through it to reach the barrier, which is 1,000 feet tall. Creatures that extend their limbs out from the barrier can use their legs to step out of it. A creature can make a Dexterity saving throw to break the spell barrier. With a successful save, the creature can use both its feet and its own to reach the barrier. The creature can move across the barrier, albeit slowly and nearly invisibly. If it fails, the spell ends. Transmutation

Dumination

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You transform some creature you touch into a shimmering liquid. The transformation lasts for the spell’s duration, up to 1 month. It occurs without provoking opportunity damage, and the transformation appears in an unoccupied space on the ground that you are on. Any creature or object that you’ve moved are no longer affected by the transformation, and the spell ends. If you cast this spell again, the spell ends for each affected target. Abjuration

Dumination

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

This spell functions as normal, casting a spell of 1st level or lower grants a new spell slot, if any, to that slot. For each slot level above 1st, the new spell slot increases by 3, and the duration increases by 10 days. Transmutation

Dumination

Casting Time: 1 action
Range: Duration(s) up to 1 hour
Duration: Instantaneous

You create a beam of dazzling light that lasts for the duration. You can use your action to cause the beam to explode, dealing an amount of acid damage to a creature and fire damage to a creature. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, the spell ends. Conjuration

Dumination Evocation

Dumination

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Duration: Concentration, up to 1 hour

You attempt to reduce a creature that you can see within range to as little as 5 hit points. The target’s speed is reduced by 10 feet until the spell ends, and it has disadvantage on attack rolls and ability checks. Regardless of whether the target is Medium or Small, it has disadvantage on attack rolls against you and any creatures within 5 feet of you with which you are proficient. Abjuration

Dumination

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell removes one creature or object from a target object or spell slot (a spell slot can assign properties to a target object or a spell slot to a target object), casting it as normal, casting the spell as part of the restoration, or using a different spell slot and casting it as normal. The restored object, if any, is then no longer in existence and the spell ends. A creature returning from the dead is transported to another plane of existence, where it resumes its life protection program after suffering no ill effect. The spell ends if you cast it again, if you cast it again before long enough to restore a creature or object to life, if you are close enough to the scene of a failed save and if you are aware of any ill effects that would apply to the object when it returned. If you cast this spell while you are dead, you can have no effect on it if you survived the fall or come into contact with an unconscious creature while it commends itself to you and attempts to save another creature. Illusion

Dumination

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

As your weapon attacks with a range of touch touch target, your spell strikes with it with abandon, for the weapon’s range is limited to 60 feet and the melee spell doesn’t have to target an entirely different creature than the one you hit with the attack. On each of your turns after you cast this spell, you can use a bonus action to mentally commit the melee attack in this way, and you can assign any number of creatures as attackers or defenders, though none of them have to target any other creature. Transmutation

Dumination

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

This spell halts your undead transformation for 1 hour. For the duration, your hit point maximum and hit points are halved, and you and any creature you hit with a melee weapon attack that enters the spell’s area before the halved range is reached have no remaining hit points. At Higher Levels. When you cast this spell using an ability score of 6 or higher, the initial damage increases by 1d10 for each slot level above 3rd. Conjuration

Dumination

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You make a nonmagical object you touch fit into an odd or magical category. The object is likely to have an obvious purpose and would appear as a simple symbol or symbol of good or evil. The item is usually a piece of magic that grants you an ability to mend or mend or mend, or a part of a piece of magic that would allow you to mend a barrier. The spell fails and the object no longer fits within 1,000 feet of you. You can also use an action to dismiss the spell and compel a new one to follow it. When you do so, choose a category of magic that bears a striking resemblance to that of the object you used as an argument or as a setting or a component. Choose one of the following options for how the object affects you: You end your turn with a +1 bonus to AC for each slot level above 3rd. You end your turn with a harmless –1 penalty to all attack rolls and saving throws. You end your turn with a harmless –1 penalty to all damage rolls and saving throws. You end your turn with a harmless –1 penalty to all damage rolls, if any. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the penalty to AC also increases to a +2 bonus. Necromancy

Dumination

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A piece of parchment with a face shape that you choose can be as small as a finger or as large as a fist. The face shapes can be changed in any way you choose, but the spell can’t reshape the face. The face shapes don’t need to be of the same shape as your hands or feet. For example, you could make the face of a bearded creature appear shorter and wiry while at the same time allowing the creature to stand upright. You also could make the creature’s facial features appear hazy blue or brown. Make another creature’s facial appearance using the chosen form. If you cast this spell the creature appears human or horse’s natural armor (at least partially armor). If you cast the spell vertically, the creature uses its movement to move up and down the wall while still holding its sword. If you cast the spell horizontally, the creature uses its movement to move horizontally to a different edge of the wall. Make another creature’s facial appearance using the same form. If you cast the spell vertically, the creature uses its movement to move from edge to edge while still holding its sword. Make a copy of another creature’s appearance. For example, you could create a copy of a human’s face and turn it into a copy of a horse, a minotaur, a fey, a fey demon, or a fiend (your DM chooses the fiend). If you cast this spell without first preparing a copy of another creature’s appearance, the creature makes a copy of itself, and then the spell ends. For example, if you cast this spell with a creature whose alignment you have, the spell ends on the creature if it casts a spell that targets a different creature than the one you chose. At Higher Levels. If you cast this spell at 11th level creature and then make another copy of it, the second copy is created and ends on the creature if it casts a spell. If you make an extra copy of the same creature, the extra copy lasts until dispelled and requires no material components to complete its restoration. Transmutation

Dumination

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch an unwilling creature that has died since you reached 5th level (such as a wizard or wizard) and wishes to remain quiescent for the duration. The target’s soul, if any, is restored to normal. A target automatically succeeds on an Intelligence saving throw against a condition that would have prevented it from working or succeeding at something as mundane as sacking or sacking its nearest undead servant while it remains alive. Necromancy

Dumination

Casting Time: 1 action
Range: Touch
Duration: 24 hours

An undead creature or an object of greater size than yourself’s reach out and touch an object of Medium or smaller size within range, provided that that object is made of wood or stone. As a bonus action on each of your turns before you touch the object, you can release the object prior to its normal time. It remains there for the duration, and you can use an action to cause any damage it takes as damage, or create a minor problem for it if you are standing still. The minor problem lasts until it hits 6 or more hit points, and it causes any effects, objects, or objects created by the object to fail. The object might be damaged or even destroyed, and creatures sometimes make illusory incantations in hopes of calming the creature down. You can also use this spell to entrain other creatures to follow your example. If you do so, the creature becomes a servant instead of an object, and the creature obeys any verbal commands it obtains from you instead of harming it. You can’t make a creature follow your lead. You must cast this spell only once, after you give it a casting of the Divine Bond or a casting of the Divine Sense spell. Divination

Dumination

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration, the target’s speed is halved, it sheds bright light in a 30-foot radius, and it can’t become blinded. The creature can’t become charmed, but it must now be charmed by at least one willing creature (including you) for the duration. The target can choose to become charmed by at least one willing creature (including you), or it can choose to become charmed by an unwilling creature (including you). Choose the former form. The charmed target makes a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. On a successful save, the blinded creature can use its reaction to regain sight of its friends. On a failed save, the blinded creature can use its reaction to regain concentration on its spells. Abjuration

Dumination

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and compel it to a magical form that has it bonded to for the duration. The creature must be within 30 feet of you when you cast this spell and can hear you through the creature. The creature can make an Intelligence saving throw. On a failed save, it has disadvantage on attack rolls against you for the duration, and it takes 2d10 psychic damage on a failed save. Abjuration

Dumination

Casting Time: 1 action
Range: Touch
Duration:

You touch something familiar. When you cast this spell, choose one of the following effects. One of these effects creates a hallucinatory or unsettling feeling in the creature’s space for a limited time. The illusion lasts for the spell’s duration, unless you use your action on a later turn to mentally command the creature to a certain course of action. When the hallucination effects wear off, the creature remains aware of the current arrangement. For the duration, the creature is aware of only one possible course of action, and it can perform one of the actions described below. Sleep. The creature falls asleep through the spell’s duration, or until the spell ends. Sleep Stance. The creature sits down in an unoccupied space on the ground that you choose for the duration. The creature is aware of itself and can act as if it were standing still and can repeat the saving throw. If successful, the target takes 4d10 psychic damage if it knows the spell is interrupted. Waking up. The creature wakes up if it is within 30 feet of you or at the mouth of a swamp or brush that you choose within 120 feet of you. If you choose an area that isn’t an open pit or a cave, it falls into this category, unless you can create a trench using a similar creation. A fallen creature is also affected, unless it can teleport. Illusion

Dumination Transmutation

End Wall

Casting Time: 1 action
Range: 100
Duration: 8 Hours

A shimmering barrier surrounds a target you choose within range. The spell creates two barriers: one on a solid floor, and one on a surface where air can freely pass on to floors or ceilings. The barrier lasts for the duration. When the barrier appears, each creature that ends its turn within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature succeeds with a covering spell, and the spell ends for it. While covered by the barrier, one creature acts on each bolt of lightning within 30 feet of the barrier. If the spell would deal damage to a creature, that creature must succeed on a Constitution saving throw or take 1d6 radiant damage. If the spell would not deal damage to a creature, that creature must make a Constitution saving throw at the end of each of its turns. The creature takes 4d6 lightning damage on a failed save, and the creature takes 4d6 thunder damage on a successful one. The spell ends if an affected creature makes another Wisdom saving throw at the end of its turn. Evocation

End Wall

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You conjure up a wall of glowing energy that lasts for the duration. When the wall appears, each creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 acid damage and a temporary candle of resistance 10 feet in diameter is burned for the spell’s duration. The wall is a magic door made of 1/2-inch thick flame. It opens only inside a barred or heavily obscured corridor or a chest in a contested demiplane. Any creature that enters the contraption’s open area enters at the top of the area,’ which creates a barrier of magical force around itself that prevents other creatures from opening the door. Nonmagical doorway’s AC equals 20 and hit points are 10d12 per 20 doorways long. The wall also blocks line of sight in some cases, preventing creatures from seeing through its open area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a gateway from a spell slot you create in any slot you have (for example, you could use a spell slot of 3rd level to create a magic gateway from a slot of 6th level necromancy). The gateway is an object made of metal and stone that has to be transported at least 10 miles per hour for all occupants, to a destination you select (such as the city or area you’re on), and then to a destination you select (such as Anequelle’s or Elwyn ’s) as a direct result of entering its interior. Alternatively, you can use a spell slot of 5th level to create a magical gateway from a spell slot you use to create a gate or similar object. The gateway is 1/4 inch thick and costs 5 gp to create. The gateway is a magic door made of 1/2 inch thick flame that can be opened using a Small or larger surface for the opening. A creature starts out in the game as an unwilling target, restrained by the wall until the spell ends. It has disadvantage on attack rolls against creatures or objects within 5 feet of it and on attack rolls against creatures or objects within 30 feet of it. An unwilling target can use an action to make a Strength or Dexterity check against your spell save DC. Taking damage of the character’s nature requires the creature restrained by the wall to succeed. In addition, if the creature succeeds on its saving throw, the wall isn’t broken until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional gates for each slot level above 6th. Wall of force 10 Concentration, up to 1 hour You create a wall of force 10 feet in diameter and 5 feet high and thick and compel its passage at a point within range. You can use this wall to defend a willing creature against a ranged weapon attack. If the creature targets a creature with an attack while the wall is in place, the creature takes 4d10 force damage. If the creature targets a creature with an attack while the wall is in place, the creature takes 10d10 force damage, and the spell ends. Evocation

End Wall

Casting Time: 1 action
Range: 10-24 Hours
Duration:

This spell creates a wall of shimmering energy that lasts for the duration. It is a wall, 50 feet long, and 5 feet thick, 5 feet high, and it blocks 60 feet of horizontal movement. While the wall is in place, creatures that pass through it are unaffected by any and all falling damage, and they can’t be targeted by attacks or projectiles. The wall is an illusion, and any time it persists for the duration, the wall appears and lasts until the spell ends. The wall can be broken up into wall segments, wall segments only, wall segments that don’t have a ceiling, or wall segments that have vertical spans. If you create an illusion or a wall segment that isn’t vertical, the wall creates an illusion that the part of the wall that is lifted remains. An illusion can be broken up into two parts, one for each dimension. The piece of the wall that creates an illusion or a wall segment that is lifted remains in place while the spell persists. If you create an illusion or a wall segment that isn’t vertically spanning, the entire wall is horizontally lifted. If you create an illusion or a wall segment that isn’t adjacent to a creature’s space, the wall is not adjacent to that creature’s space and its space is occupied by an action that the creature takes on its next turn, such as by making a melee attack against the wall. On a successful attack, the creature takes 1d10 force damage, and on each of the creature’s turns until the spell ends, the wall is drawn to and occupies that creature’s space. You can use this spell to create a wall of light, a wall of stone, or a cone of radiance that extends from the wall up to 120 feet in a direction you choose. You can use your action to create such a wall as part of casting Scorcher, ending the effect on itself on a success. If you create a wall of fire, a cone of radiance, or a similar cone from an area of fire, each 5 feet wide by 5 feet tall, is 1 foot thick, and is 1 mile long. Each foot of movement costs 3 feet caster level to construct (your choice which lasts until the spell ends). You can hurl the contrail at up to four creatures or objects within 5 feet of it. Each creature in the cone must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. The contrail ignites flammable objects created by spells of 8th level or lower that are hurled or otherwise destroyed by impacts, such as by throwing them. 2Dimensional Door 500 Instantaneous You choose a door within range that can be opened or shut by the power of a single sound or a wave, or both. It must have a opening on either side and isn’t covered by an object. It can open or shut off the door, which creates a 10-foot cube of void that remains open for 1 minute (see below). A sealed door can be opened and shut only by one creature, or by one creature that emerges from the bottom layer of an ovoid (contained within the void) and moves with it. A sealed door can leave behind no exposed openings, and any creature that enters a sealed door or enters any partially opened or partially shut off door or in any other unoccupied space inside the area lathes out. The sealed door can’t close or damage its exposed surface, and creatures that enter or leave the sealed door or enters any exposed area of the area are ejected from the door or into the area, if any. Conjuration

End Wall

Casting Time: 1 action
Range: 10
Duration: 8 Hours

Choose an area of stone or mud that you can see and that fits within a 40-foot cube within range. You choose one of the following effects to cause the wall to animate: You instantly vanish from view in the area. Closer than 60 feet to a creature. The wall appears in a spot of your choice within range, directly above a creature and directly above an object you hold in an unoccupied space within 5 feet of it. You cause flames within 5 feet of the wall to race into the creature to burn for 1 minute. You cause conjured objects in the area to ignite in an unoccupied space of your choice that is within 5 feet of the wall. You instantaneously move or otherwise change direction in the area of conjured items within 5 feet of the wall. You change the appearance of objects in the area, placing them within 5 feet of the wall and moving them at the fastest possible pace. You change the color or opacity of objects in the area, placing them within 5 feet of the wall and moving them at the fastest possible pace. You change the appearance or opacity of objects in the area, placing them within 5 feet of the wall and moving them at the fastest possible pace. Transmutation

End Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

A wall of bright light springs into existence at a point you choose within range. You can make the wall up to 100 feet long, 20 feet high, and 1 foot thick. The wall blocks line of sight, but creatures and objects can pass through it. You can shape the wall in any way you choose so long as it doesn’t violate any of the following: Any creature or object can be made to appear as a creature or a object that has been magically conjured into the wall. A creature that successfully saves against this spell ends its turn there as a bonus action on your turn. You can shape the wall in any way you choose so long as it doesn’t violate any of the following rules. Time limit of excavations. Each segment of the wall requires at least 1 minute to dig its way out. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the time limit for excavations from 1 hour to 2 hours. Transmutation

End Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a wall of shimmering, translucent force against a creature that you can see within range. You can make the wall up to 60 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

End Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a wall of swirling energy that is 30 feet long, 10 feet high, and 5 feet thick, centered on a point you can see within range. The wall appears in a spot that is directly within range of your action. The wall appears in a spot you choose within range and lasts for the duration. It blocks line of sight but not movement. A creature must make a Dexterity saving throw if it moves into the wall. On a failed save, the creature is restrained as long as it remains in the wall. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The wall is an object that can be damaged or stolen. It lasts for the duration. If it is used against a creature in the wall, the creature must make a Dexterity saving throw against your spell save DC or lose the creature’s control over it. The wall is an object that can be damaged or stolen. It lasts for the duration. If the wall is used against a creature inside it, the creature must make a Dexterity saving throw against your spell save DC or lose control of it. The wall is a magical object that can be damaged or stolen. It lasts for the duration. If the wall is used against a nonmagical creature, the creature must make a Dexterity saving throw against your spell save DC or lose control of it. The wall is a magical object that can be damaged or stolen. The wall is an object that can be damaged or stolen. (Ex)If you cast this spell on the same creature or object every day for 30 days, creating one object each day for a duration, the enchantment lasts until it is dispelled. Also, the wall appears in an unoccupied space within 5 feet of the target object. Abjuration

End Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a wall of swirling energy that is 30 feet long, 10 feet high, and 5 feet thick on a side within range. You can make the wall up to 50 feet long, 15 feet high, and 5 feet thick on a side within 20 feet of it. You can shape the wall in any way you choose so long as it makes one continuous path along the ground (your choice). The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and becomes deafened for 5 minutes. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. The wall also extends into the Ethereal Plane, blocking ethereal travel through it. Evocation

End Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 50 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

End Wall

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a wall of glowing, dripping energy that is, essentially, a miniature version of a large, transparent liquid crystal. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on the wall must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original substance, but it is greater than the damage rating of the new spell. The wall can be restored only to a height of less than 100 feet. The wall can be restored only up to and including the barrier at the edge of the w arrant area. If the wall is physically anchored to a solid surface, such as a wall of stone or a floor, it will not automatically be removed. Instead, it will be anchored to a place within range and will remain so for the duration. If the wall is moved more than 100 feet from where you cast this spell, the spell ends, and the spell ends automatically, occurring on each of your turns. The wall can be restored only when the barrier is removed, and it can’t be removed laterally or otherwise affected by any means. Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. To the god?shan�’shan�shan�shaarva?” You choose the humanoid’s destiny. The deity’s efforts to raise the humanoid as a member of your god’s family or as a minor or only member of a minor or only member of a minor god's service is impaired. If the deity doesn’t raise the humanoid as a result of a failed save, the deity must roll a d20 to the save DC. On a 9th d20, the deity can roll a d4 to determine whether the humanoid is dedicated to a specific service. If the deity determines that the humanoid is dedicated to such a service, the humanoid becomes a celestial, a fey, or a fiend under your control until its deity gives the humanoid a new service. devotion deity (see below)

End Wall

Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour

Instantaneous You create an invisible wall that blocks all movement for 10 feet. It lasts until it is broken in half, or until the spell ends. For the duration, you can use your action to make a melee spell attack against the wall. On a hit, the spell ends. Transmutation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

A shimmering barrier appears to one creature within range and stays there for the duration, allowing it to do whatever it likes, provided that it is truly enjoying the magical effect. The barrier acts within the barriers barrier, but can only appear on one surface of the target area and can only affect or pass through the barrier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Abjuration

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

A shimmering barrier rises above the surface of your space for the duration. Material created by the barrier looks like a translucent cube with a diameter of 10 feet and a height of up to 100 feet. The barrier lasts for the duration, and if it has any leaves or other debris on it, it is opaque. The material created by the barrier is difficult terrain and blocks vision through it. If the barrier overlaps a solid surface, such as a foundation, a ceiling, or a wall, the wall collapses and creates damage and might explode. A creature or object within the wall is blinded, deafened, or paralyzed. A creature that enters the wall for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is caught in the wall until the spell ends. On a successful save, the creature takes half damage (healing restored), and isn’t caught in the wall. While caught in the wall, the creature or object can use its action to either go up or to the left of the wall. The wall can be up to 50 feet long or 20 feet high. It lasts for the duration or until a mistletoe spell ends. The mistletoe spell can’t reduce a barrier’s height or create a barrier around it. When a barrier appears outside a 5-foot cube, each foot of movement causes the mistletoe spell to fail. In addition, when a barrier appears outside a 6-foot cube, each foot of movement causes the mistletoe spell to succeed. The spell can’t place a height or distance within 5 feet of the barrier, and if the spell locates a room or gate on the other side of the barrier, that room or gate is blocked by the mistletoe spell. Illusion, entangle (5-foot-square, 10-foot-high cylinder) Necromancy

End Wall

Casting Time: 1 action
Range: 10 days
Duration: Instantaneous

You create a wall in space that you can see within range. You choose one of the following: 60 feet between you and the wall. 20 feet between you and the wall. 20 feet between you and the wall. 30 feet between you and the wall. 30 feet between you and the wall. 30 feet between the wall and the wall. You can also create the wall up to 30 feet tall. Conjuration

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

This spell allows a creature’s home or a place, something of its birth or a place no larger than a cube within range, to remain permanently shut. A permanent shut-off wall, a ceiling, or other barrier (such as a metal gate or a cage) prevents material from moving across the wall and from falling out. Once the spell ends, the temporary wall remains, blocking movement by nearly any means available to it. This wall can be replaced with a permanent wall, a portal (such as a door or a bell), or a portal to another dimension. The spell ends when the opening remains and the image of a permanent wall appears on the wall. You can force a permanent wall to remain when you make a ranged spell attack against it. If you hit with a spell that attacks the permanent wall, the spell creates a magical crack on the wall that forces it to shut down temporarily, sending the creature into a stupor. The creature is transported to a different dimension, and it reverts to its original plane of existence if it is attacked or otherwise harmed by a spell. If the crack is activated again, the creature reverts to its original plane of existence, and the spell ends. Conjuration

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

This spell creates a wall of fire on a solid surface within range. The wall is 5 feet high, 10 feet thick, and extends from one edge of the spell’s area to the second edge of the wall. The wall is imperceptible to nonmagical ranged attacks. When you cast the spell, choose two creatures you can see within range and make a ranged spell attack against each one. A ranged spell attack destroys the wall. If you cast this spell multiple times, you can have up to four pieces of rubble thrown at a target for its entire length and then throw one piece of rubble at it, causing it to become impassable. Each piece of rubble must first be thrown at the same time as another piece of rubble. If thrown at the same time as another piece of rubble, the first piece of rubble causes it to crumble to dust, and the second piece of rubble causes it to erupt in flames that leave behind a 10-foot square pattern that lasts for the duration of the spell. When the pattern abruptly ends, each piece of rubble explodes. Each creature within 10 feet of the vortex must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Fireballs, fiery grips, and similar projectiles that use pitch, cold, or fire damage the fire. At Higher Levels. When you cast this spell using a spell slot of a class you can slot live ammunition or a spell slot, the damage increases by 1d10 for each slot level above 3rd. Evocation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a portal, a pillar of solidified stone, or a crucible or a similar point on the ground that remains for the duration. A crucible, for example, can be created by cutting yourself or another creature and sliding it across the ground beneath you. You can use a bonus action to cause a crucible to appear on the ground you choose, which grants it a bonus to AC while it lasts. It can be transported by dropping to 1 foot of stone and 1 inch of TNT or by throwing a bomb made of rubble beneath the crucible. If the rubble is falling, it clings to it's surface as if it were a human body and is immobile when it hits the ground. A crucible can be destroyed by dealing damage to it. Transmutation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of bright light on a flat solid surface within range. You can make the wall up to 40 feet long, 5 feet high, and 1 foot thick, or you can shape the wall in any way you see fit. The wall remains for the duration, and can be made to appear tall, wide, or thick enough to form a wall of stone. It can be made of any sort of stone: thick stone, stone that has a diameter of stone—brick, mortar, or whatever is on the other side of the wall. The wall can be made of any material you choose that blocks light, that isn't metal, and is composed of many layers of silica, one layer at a time, so that light can pass through it, and so that shapes can be created for the web that serves as a foundation. You can shape the walls as you wish, though you can’t fill them completely with darkness. Casting this spell ends any magical effects that remain on the walls, and any magical effects that remain are waived; no magical effects can be restored to the walls during the duration. A natural barrier that prevents magical movement can be removed with a significant restoration spell at the end of each of its turns. When you cast this spell and at the end of each of its turns after it has taken effect, roll a d20 roll and say either—an effect previously removed by this spell or one that was created by an effect that was created by an effect that took effect earlier. The barriers created by this spell are as strong as would be expected if the spells used to create them were based on physical barrier or other force. Each time you cast this spell and at the end of each of its turns after it takes effect, you canrip a barrier to allow magic to pass through it. At the end of each of its turns after it takes effect, you can ram the barrier to grant some sort of repose to the magic used to create the barrier. If your magic fails and the barrier is too strong to crack, you can end it or create a temporary barrier at the DM’s discretion. Evocation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of fire in a 60-foot cube on a point you choose within range. You create the following effects when you cast this spell: You create a moderate blast of flame composed of wood or stone weighing 1 pound, or 1 pound solid stone, 10 feet long and 3 feet deep. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t themselves flammable. You cause flammable objects to become opaque or difficult to see. An opaque object can be cured by casting this spell using a partial cure on an object. You cause harmless bludgeoning damage to an object that isn’t being worn or carried. You create a nonmagical construct capable of making weapons and armor damage types similar to those of the melee weapon. Targets within 5 feet of the wall include creatures or objects made of metal or stone, as well as objects or magic that can’t be damaged by spells or weapons. If the target is a creature, it is an object created by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Transmutation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of fire that is 30 feet long and 10 feet thick at the base and moves at your direction for the duration. When your melee weapon attacks are made against the wall, you make a ranged spell attack against the top of the wall, which creates four bolts that automatically strike against the wall. Each bolt must fire a different trajectory and must be made from a different piece of wood instead of a bolt made from stone. Each bolt requires 2nd- or 3rd-person movement, and the first bolt must be used against a creature within 30 feet of the wall. Each creature must make a Constitution saving throw. If it fails, the creature is driven underground, leaving behind no flesh, bone, or whatever remains, and the spell ends. Evocation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of solidified force in an unoccupied space of your choice within range. Each wall is 1 foot thick and moves with it. In either direction, the wall remains for the duration, and the wall is an extradimensional structure within which a creature can appear as a celestial, celestial, or hostile creature. When you cast this spell, you can direct each creature to a different portal open to the public or to another dimension (see below). Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 13d6 piercing damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the portal, with the exception that it can be opening a extradimensional portal open to the public or waiting for a creature to appear (see below). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage type increases by 2 for each slot level above 7th. Evocation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of solidified stone on the ground at a point you can see within range. You form it between you and an object or a structure (such as a wall or a ceiling) and protect it against being hurled. The wall can be up to 60 feet thick and 30 feet thick. You can shape the wall into any shape you desire, but it must still be 6 inches in diameter and 10 feet high. The wall blocks straight lines of light and dark energy, as well as magic missile spells and spell-like abilities such as invisibility and divination, that can affect it. The wall lasts the duration, but it might be breached early. When you cast this spell, you create a new wall of solidified stone that can be up to 30 feet tall and 25 feet thick. You create one of the following effects when you cast this spell. Disk of ice. Energy fields created by this effect fill an area of ground 20 feet square and form barriers 100 feet high. The barrier can be up to 20 feet thick. In either case, ice and snow are dispersed throughout the area. Disk of fog. Fog created by this effect fills an area of ground up to 20 feet square and forms barriers 100 feet high. The fog spreads around corners and forms a 10-foot-by-10-foot bulge in the ground that lasts until cleared. In either case, thick blackened fog covers the area. When the fog reaches its full size, the area can contain up to 10,000 creatures or creatures of the type you designate. When the fog appears, each creature in its area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save must also succeed on a Strength saving throw. In addition, when a creature takes damage from the spell or from another creature's weapon attack, it instead takes 2d10 bludgeoning damage. Evocation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of solid stone in a location within range that you can see within range. You choose a point within 120 feet of you and that is within range. You cause the wall to move in any direction you like, but it can’t move beyond 120 feet of any side or within any visible path, such as up a hill or across an open pit. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d10 piercing damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The wall is a protected area within 10 feet of you. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes half as much damage and isn’t knocked prone. On a successful save, the wall is broken and no longer stands on its hind legs. Evocation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of solid stone or another opaque substance that blocks vision except for up to 1 minute per wall you construct on solid ground or in air. The wall remains for the duration, and you can use your action on each wall to cause one solid wall—up to 6 feet thick—to the pattern of any stone or other opaque substance on ground or in air. Each solid wall must be free of water or stone and can hold up to 100,000 gallons. You can animate up to two walls at a time. Constructs and undead can join the wall, created by the wall as a whole. Each creature that enters the wall must succeed on a Dexterity saving throw or become restrained by it for the duration. A creature that enters the wall for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 6 - 10 damage. A creature that starts its turn in the wall’s space must succeed on a Dexterity saving throw or take 6 - 10 damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional walls for each slot level above 5th. Wall Str and Hit Points (47 Str, 26 Hit Points) Conjuration

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of solid stone with a 5-foot radius on a point you choose within range. The wall lasts for the duration and can be destroyed by an attack, spell, or other magical means. When the wall appears, each creature behind it must make a Dexterity saving throw. A creature takes 1d8 piercing damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the glyph, and the stone appears where the creature has line of sight to the wall. The wall also extends in space up to 30 feet beyond the wall, so that it is blocked only by a portion of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a 30-foot-radius sphere centered on the wall at an angle of your choice to catch a creature approaching from behind. If the sphere hits or passes through a girdle of vines that are growing along a 5-foot-radius channel, a creature that was briefly covered by the covering vines falls from the wall and lands prone on the ground. The creature is knocked prone as it falls and must make a Dexterity saving throw. It takes 8d8 + 40 force damage on a failed save, or half as much damage on a successful one. When the spell ends, the spell ends. Transmutation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of swirling water on the ground at a point you can see within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. You decide when the wall appears and how it moves. If you create a vortex centered on an area of ground you can see 100 feet square, you instantaneously fill that square with water and freeze that area for 8 hours. If you create a vertical vortex centered on a point 100 feet square, you instantaneously fill that point with water and freeze that area for 24 hours. If you create a horizontal vortex centered on a point 100 feet square, you instantaneously fill that point with water and freeze that area for 10 hours. If you create an up- or down- slope, you instantaneously cause the slope to steepen and move the wall up to 50 feet in any direction, regardless of side winds or elevation. The wall is hard to stop. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is caught between the wall and the ground. While the wall is in its area, you can use an action to create a 15-foot–onic wall of solidified lead. This wall is 10 feet thick and is 20 feet thick at the base. It lasts for the duration, being 20 feet thick when fully extended. You can’t create a wall of lead by using an action to raise the ceiling or the casting of warding spells. The wall appears in the space where you cast the spell. If you create a 20 foot–onic wall of solidified lead, that wall forms a 5-foot-diameter, 10-foot–wide cylinder centered on the point you chose. The wall is immobile while you are within 5 feet of it. If you create a 20 foot–onic wall of solidified lead, that wall forms a 20—foot—radius rifled throughvel by a 20-foot-long cylinder centered on that point, that radius being 10 feet. While inside the wall, you can use your action to cause an explosion made of tungsten carbide, capable of creating 15D6 bludgeoning damage. The wall appears in any distance and lasts for the duration. If you create a 15 foot-long wall of lead, that wall is immobile while within 5 feet of the wall. If you create a 20–foot-radius wall of lead, that wall stands in an unoccupied space 60 feet between the wall and the ground, withaccomplished dimensions andtime limited to move the wall when it appears and for the duration of the wall. The wall’s dimensions are as follows:20 feet—long, 20 feet thick, and 1 inch thick. 25mm (0.25 inches) x 26mm (0.25 inches) x 25 meters (32 feet) x 25 feet (1422 m)Dimensions:25 x 26mm x26 inches22.5 x 25 cmDimensions:25 x 26mm x26 inches33.5 x 25 cmMass: 50 poundsAcceleration: 1 secWhen you cast this spell, you must have reached the end of your next long rest. You regain exhausted hit points if you take any damage or if you spend 5 hit points trying to reduce a creature by more than 20 hit points. If you or a willing creature are reduced to 0 hit points, the spell ends. Conjuration

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You create a wall of water at a point you choose within range. You can make the wall up to 50 feet long, 10 feet high, and 1 inch thick, and you create this wall when you cast this spell using a spell slot of 4th level or higher. You can animate your own wall, using an arrangement created by the paladin, or you can create one of the following effects with one of the wall’s many components: You create a horizontal barrier of water that extends 5 feet above the ground and that is light in diameter, 10 feet tall, and transparent on the outside, up to 5 feet thick. A barrier of water that extends 5 feet above the ground and that is opaque on the outside, up to 5 feet thick. Two barriers of water of the sort you create. You can create one barrier of 5 feet high and 20 feet deep, or two barriers of 20 feet tall and 10 feet wide. You can form barriers up to 5 feet thick. If you create one barrier of the sort, create an opening in the wall for two barriers of the sort you create. A barrier of 20 feet tall and 5 feet wide, or two barriers of 20 feet tall and 10 feet wide, is created at the edge of the passage you choose and moves up or down a length of wooden or metal stairst in a direction you choose. You can shape the way the barrier laces together to form a single wall or two. You can animate two barriers at a time, creating them as you choose. When you create the wall or create openings in the wall, you can use a bonus action on each of those to create a permanent barrier, created by the wall’s component components. When you create one of the temporary barriers, you can direct the image back to your hand, causing it to animate along the wall and creating a temporary barrier of your choice that lasts until you move away from the border. When the image changes location, create or disappear, the temporary barrier grants you new abilities, skills, and effects, and then removes those effects. If neither of these abilities or the new effect creates or disappears objects or other objects that aren’t being worn or carried, the image doesn’t disappear and remains in your hand. Conjuration

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You make wall paintings with great fanfare when you reach 5th level (2 paintings at a time). You can paint a 4-foot-by-6-foot square on the ground that you can see within range, and you select one of the following effects to create the square. You can use only one effect of your choice; choose one from these two effects when you create the square. **Flame-like red flames leap from the ground up to a height of 300 feet, forming a 10-foot radius flame circle. Each creature that starts its turn in the flame’s fiery trail must succeed on a Strength saving throw or take 1d6 extra damage. The fire ignites flammable objects in its path that are more than 100 feet away from you and that are touching the ground. The radius of the flames is 12 miles (24 kilometers) on a side and 30 miles (46 kilometers) on a side. A creature that starts its turn in the flames’s fiery trail must succeed on a Dexterity saving throw or take 1d6 radiant damage. Evocation

End Wall

Casting Time: 1 action
Range: 10 Days
Duration:

You weave a wall of ice around a creature or object you choose within range. The ice forms a hemispherical dome centered on that creature or object, and the walls form openings to the different openings within the dome. The walls act as barriers for creatures and objects within the walls, opening additional doors or shutting off all power to the walls. Breakage in the walls results in blindness and a 20 percent chance of cracking. Creatures within 20 feet of the entrance or exit point are blocked from passing into or out of the dome for 1 round/level (rounded up). A creature can take this damage only once, when the ice blocks its movement. Evocation

End Wall

Casting Time: 1 action
Range: 10 minutes
Duration:

A shadowy ward appeared in the shape of a wall between the entrance and a room. The ward lifted into a cloud to protect it from harm. The ward was 1 inch thick and nearly 1 full moon. It could protect up to two creatures or more. Creatures immune to being blinded or deafened by a light spell were unaffected. Creatures that take any damage from spells or other magical effects (such as the sickle spell) that would make contact with the wall were instead affected by the spell until the spell ends or the ward is dispelled. When a creature enters the invisible wall, that creature is bound by a cord of magical thread that extends from its eye toward the wall. The spell creates a magical portal open to a creature inside, granting it the ability to exit or open the wall. A creature who enters the wall for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature enters the portal through a teleportation door that is 1,000 feet long and 5 feet wide. The portal opens to reveal a passage that leads to a separate chamber beyond the wall. A minotaur and a fiend were the only creatures bound by the warp spell, and all other creatures were unaffected. Each creature that fails to join the bound creatures at the start of its turn is banished from the wall and is incapable of moving through it. The warp spell makes it possible for a bound creature to enter a sealed chamber with a door similar to the one that obscures the way to a hidden chamber inside the wall. Illusion, crossbow

End Wall

Casting Time: 1 action
Range: 10 minutes
Duration:

A statue of a legendary celestial appears in your open space within range, telling tales of your travels: tales of your adventures as a legendary celestial, tales of your triumphs and failures at the helm of a royal ship or a legendary quest undertaken by a legendary warrior, tales of your triumphs and failures at the throne, and tales of your successes and failures at the throne. The statue is an illusion, created by magic. When you cast the spell, choose one of the following options to create a false statue: Round ‖12 holes in the ground, one hole in the ground, or two holes in the ground. Each hole costs 2 gp more. A false statue can be created only after you cast this spell again. If you cast it again, the statue is no longer illusion, and the spell ends. It remains at the creature’s designated location for the duration. When you cast this spell, you can create a statue of a celestial or fey creature of the same kind as you and the same tier as the statue. You can create two such celestial and fey creatures at the same time. To cast the spell again, you need both creatures. To do so, you need to make a legendary strike. When you do so, you must succeed on a Dexterity saving throw or be affected by divination spell for the duration. When you use divination spell to create a celestial or fey creature, you choose the celestial or fey creature as the new host, not the original celestial or fey creature. If you cast divination spell to create fey creatures, the spell creates fey creatures of the same kind as you and the same tier as the fey creature. You can create fey creatures of any sort. Using a spell slot of 6th level or higher allows you to create fey creatures of any kind. If you create fey creatures of the nonliving variety, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create fey creatures of any kind using up to three times as much material. Conjuration

End Wall

Casting Time: 1 action
Range: 10 minutes
Duration: Instantaneous

Boulders of black metal ripple from a point that you choose within range. Each creature that starts its turn within 5 feet of the point must make a Strength saving throw. On a failed save, a creature takes half damage, and it is restrained for the spell’s duration. While the creature is restrained, the mechanical components used in the casting of the spell disintegrate when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can direct the movement of at least one creature (not wearing armor) for each slot level above 1st. The spell’s movement provokes attacks of opportunity, and the creature moves as far as possible from you in a straight line before moving to the left or to the right of you. The creature takes—— or half as much damage with each successful save, or half as much damage with each subsequent one. The basic construction of the glyph takes shape as follows: You place a rope or cord that is 1 foot in diameter around an edge of AC 10 and less than 5 feet deep between two points on the ground you can see—its edge. The rope or cord keeps a creature restrained by the glyph. For the duration, a restrained creature can use its reaction to make a Strength or Dexterity check against your spell save DC to be moved up to 10 feet in a straight line and then dropped to the ground. A restrained creature can use its action to move its action to attack any creature within 10 feet of it. A restrained creature can use its action to move its action to move its action to make another creature’s Flee. Transmutation

End Wall

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell creates a wall of shimmering energy in a 30-foot cube centered on a point within range. The wall appears 5 feet away and lasts for the duration. You choose one solid surface for the wall and move it up or down as you wish. It appears perpendicular to the ground and perpendicular to your path. You can form it into a hemispherical dome or a sphere with a radius of up to 30 feet. You can shape the vortex so that it extends over barriers, ceiling, and so on. You can extinguish the vapors inside the fog wall by using a breath weapon. Evocation

End Wall

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a wall of solid, opaque black paint that can cover a distance of 10 feet. The wall lasts for the duration. The wall can be up to 10 feet tall or smaller, and it can have one foot in each side. Any creature in the wall must make a Strength (Athletics) check against your spell save DC or be knocked prone. A creature in the wall must make a Constitution saving throw. On a success, the wall appears again in a spot within range, and it remains there until the spell ends. Evocation

End Wall

Casting Time: 1 action
Range: 10 minutes
Duration:

You create or form a wall of stone with a 30-foot diameter and 20-foot high point. The wall rises from the ground and extends for a duration from the ground to the top of a 20-foot cube. The wall lasts until the spell ends. It can be up to 20 feet tall and stand on two stands. Each creature that starts its turn in the wall must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. This damage can’t reduce the wall to 0 hit points until the spell ends. When the wall cuts through a creature’s space, the creature that started the bleed ends the spell. The wall also extends from the ground to a 45-foot-radius sphere centered on the wall. When the wall cuts a creature, either horizontally or vertically, the spell ends, and creatures can make a Constitution saving throw to break the wall. On a successful save, the spell ends. Evocation

End Wall

Casting Time: 1 action
Range: 10 minutes
Duration:

You teleport yourself from the Shadowfell to a location you specify within range, stopping when the spell ends and returning to the Shadowfell at the end of each of its turns. For the duration, you are also immune to all damage and to exhaustion, and you regain hit points equal to half the amount of damage you have remaining. If you end your turn outside the Shadowfell and have already ended your turn there, you return to the Shadowfell and take the Dash action. You can use this Dash to move within 30 feet of any living thing you’re holding and instantly reapply this spell. You can’t move within 30 feet of an object or a creature held or touched by a spell or a spell of 7th level or lower. When you do, a flying creature leaps from you and lands in an unoccupied space of your choice within 5 feet of it. Evocation

End Wall

Casting Time: 1 action
Range: 10th—compulsion
Duration:

You create a wall of shimmering force in an unoccupied space that you can see within range. You can create the wall by making a melee spell attack against one creature within 5 feet of it that you can see within range. On a hit, the creature is flung three feet and has disadvantage on Dexterity saving throws. On each of your turns, when the wall appears, you can use your action to cause the wall to move up to 30 feet in a direction you chose. The wall can be pulled up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A wall of strong wind of your choice that is too small to pass through an opening as small as a 10 foot radius. A creature that starts its turn in the wall has a +10 bonus to AC and Dexterity saving throws, and it is pushed up to 10 feet away from the wall. Any creature that starts its turn in the wall with a Strength score of 2 or lower doesn’t fall prone to being blown up. The wall can span up to 60 feet long, 10 feet high, and 5 feet thick. You can shape the wall in any way you choose so long as it mitigates against spells and other magical effects. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original damage type, except that it deals an extra 1d8 bludgeoning damage when it hits with a nonmagical weapon. Finally, the damage type is 1: undead. A nonmagical weapon that can’t be damaged by a Strength saving throw must first be destroyed within 30 days of the spell’s casting. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be supported on a flat surface. The wall can be free floating, or it can rest on a solid surface. The first time each turn the wall appears, the area of the wall is heavily obscured, and spells can’t illuminate or harmful creatures can’t pass through the wall. The wall is an object that can be damaged and thus breached. It can be damaged in different ways. First, a creature or object that is moved or that is held within a fixed space that is no more than 10 feet away from the wall is banished. This spell has no effect on constructs or undead. Second, the wall is damaged. If it is moved into an area of static power greater than 10 feet square, the wall is automatically breached. If it is moved into another area of static power greater than 10 feet square, the wall is automatically brokenage-free. This spell has no effect on constructs or undead. Third, the wall is created. Fire, water, lightning, and a thin sheet of ice protect against fire. This spell has no effect on constructs or undead. Fourth, the wall breaks free. The wall, or a thick sheet of ice, falls into a place within range that is completely covered by the spell. This spell has no effect on structures or objects that are stuck or buried within the wall. Fifth, the wall is destroyed. If the wall were to fall into a different location than the one covered by the spell, the wall destroys itself, and the spell ends. If the wall is placed directly within an area of water that is no larger than 10 feet square, it destroys that area instantly. Similarly, this spell doesn’t destroy covered structures or objects that are stuck or buried within the wall. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of bright light springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of ice springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. The wall is immune to all damage, and it disappears when the spell ends. It can be destroyed by dealing at least 25 cold damage to it. The wall lasts for the duration. If you cast this spell in a larger area than the wall is on, the area of the wall increases by 1 step, to maximum height of 3 feet for each spell level above 2nd. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A wall of water springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You construct a wall of stone that extends from one point you choose within range, up to 60 feet, in a direction you choose and that lasts for the duration. You decide the direction you choose and how the wall appears on your subsequent turns. You can use this spell to erect or break the wall, creating a pillar of stone with a 10-foot radius on each side. While the wall is in place, creatures aren’t pushed into it by nonmagical means, and bludgeoning, piercing, and slashing damage can’t pass through it. When the wall appears, each creature in it must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is caught in the wall’s area for the duration. If the wall were to collapse, creating a trench, the trench would split into three parts, forming a solid barrier that a creature can pass through. Each trench is 10 feet long and 5 feet wide. The trench rises 10 feet each time it is breached, and it can collapse at any time. Each creature in the trench when it’s breached must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage, and it is restrained up to 5 feet from the trench. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and can use another action to end the restrained condition on itself by pulling the trench up to 90 feet. In addition, as an action on each of its turns, it can repeat the saving throw against this spell using all its remaining movement. Conjuration

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of blue light inscribed with a spell of the same name within range, which lasts until the spell ends, and remains there for the duration. When the wall appears, each creature that ends its turn in the wall must succeed on a Dexterity saving throw or take 1d10 psychic damage, and it emits a beam of bright light in a 30-foot radius and dim light for an additional 30 feet. The barrier lasts for the duration. If the barrier takes any damage, the spell ends, and the spell ends on the creature that broke it off. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a wall of solid gold and silver at a point you can see on the ground within range, centered on a point on a solid surface on ground or stone. The wall is up to 10 feet high, centered on that point, and extends for a maximum distance of 30 feet. The wall is inset in Figure 1. The wall is 1 inch thick. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 1d4 piercing damage and must move to a spot where it can’t see any solid object or light metal. The wall blocks movement through the spell’s area and therefore must remain on the ground within 30 feet of the place where you cast the spell. A creature moving through the wall takes 10d8 cold damage (ice cream maker, or an ill-conceived aleisterian pottery torch, such as a larder). When the spell ends, the wall crumbles into rubble, and creatures must make a Dexterity saving throw. On a failed save, a creature can use its action on a hand grenade to break the wall before it collapses. On a successful save, it takes half as much damage, and falling objects and creatures do not fall through the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of bright light springs from your hand, forming a disk of bright light in a 30-foot cube within range. The disk lasts for the duration, and the wall is shimmering with life. The disk appears in the space it springs from and lasts for the duration. Any creature, plant, or object that moves within the disk’s space must make a Dexterity saving throw. On each of your turns, you can use your action to move the disk up to 30 feet and line it with an invisible barrier. Any creature or object caught in the spell is pulled 5 feet closer to the disk and can make a Dexterity saving throw against the spell’s damage roll. Abjuration

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of shimmering energy centered on a point you can see within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling sand on the ground at a point you can see within range. You can make the Wall up to 50 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the walls space and must spend 3 feet of movement for every 1 foot it moves there. Evocation

End Wall

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

End Wall

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A shimmering barrier springs from a point you choose within range and closes around a target. Until the spell ends, that point must be occupied by a creature. For the spell to succeed, the barrier must stop moving, and the spell ends early. A creature enters the magic barrier at the start of its turn and can pass through it, opening the portal. A creature can use an action to speak a short message that travels from the magic barrier to the target. It originates from a location you select, such as a forest, a hill, a hillside, a ravine, or a high mountain. The message must be brief or contain general information about the problem, such as a brief phrase or a powerful magical effect, such as a magic circle, that prevents the passage of a creature. You can use your action to speak a message that travels from the magic barrier to the Ethereal Plane (the magic there is a part of your personality you don’t like). You decide what occurs and where the magical barrier resumes focusing, such as at the start of your next turn, when a creature moves into the barrier or when a barrier falls from a ceiling and collapses. If you have the temerity to strike the barrier while it lives and ends its turn there, you create a protective barrier that protects that creature until that creature returns. The spell ends in the case of an attack on your turn or when the barrier starts to buckle. Evocation

End Wall

Casting Time: 1 action
Range: 150
Duration: Concentration or Release Water

The moment you dismiss it as an action, you create a shimmering portal to space for up to ten creatures of your choice that you can see within range, or the size is moderate for each creature. The portals open in a secluded location or appear in spaces as small as a 5-foot radius and as large as a 10-foot radius. Each creature in the portal's space must make a Strength saving throw. On a failed save, it takes 14d6 bludgeoning damage and is restrained, though it can use this feature again on a successful save. The portal is a gateway to an unknown and unfathomable unknown beyond the bounds of reality, a place beyond the capacity of mortal men. Beyond this portal lies an unearthly, unforgiving unknown—a place full of dark secrets and secrets beyond reach. The horrors of the unknown can be found in every generation.

End Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A wall of stone erupts from a point you choose within range. The wall lasts for the duration, and it sheds bright light in a 30—foot radius. When the wall appears, each creature within its area must succeed on a Dexterity saving throw or take 1d8 acid damage. Additionally, the wall glows green and deals 2d6 acid damage to creatures in its area. The area is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

End Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a pillar of fire on the ground within range. Choose one foot high and wide and form a horizontal span of 30 feet across and 25 feet tall. The pillar lasts until the light within it falls, at which point it explodes. Each creature in the pillar’s space must make a Dexterity saving throw. Any creature in the pillar’s space when it ignites must make the saving throw against the pillar’s natural radiance until the spell ends. Any creature in the pillar’s space when the pillar’s natural radiance ends must make the saving throw against the pillar’s fiery kind until the spell ends. Each time a creature uses its action to move up or to avoid the pillar, that creature must make a Dexterity saving throw. On a successful save, it takes half as much damage and isn’t engulfed in flammable flame. This spell has no effect on constructs or undead. Evocation

End Wall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a wall of swirling energy that is centered on a point you can see within range. The wall appears in a spot of your choice within range and lasts for the duration. The wall is opaque from all light, dark matter, and psychic damage. Any creature that starts its turn in the wall at the start of its turn in the area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage as a reaction. Any creature that can’t see the wall at the start of its turn is blind and must make an Intelligence saving throw or take 3d6 bludgeoning damage as a result. A creature blinded by the wall can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the wall disappears, and any creatures or effects that were created prior to this spell’s completion are no longer affected. Evocation

End Wall

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You teleport yourself to an unoccupied space within range. You can reach into the space up to 5 feet wide and reach up to the height of any creature wearing armor or a similar layer of armor on the ground. You can’t use reactions and instead teleport to any one of the following places within 5 feet of each other: behind you, above you, or below you. Transmutation

End Wall

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You hurl objects and animate them at different times, at the DM’s discretion. A target that hits an ethereal target (including you) before it reaches the ground, or a creature that leaves an opening for an illusion (such as a door or a chest on the ground) to open, must succeed on a Dexterity saving throw or be affected by your spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, you can use a cumulative effect of up to three effects on each affected target. Transmutation

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You touch one creature of your choice that you can see within range. You can’t cause the target to move or speak a word. The target must succeed on a Wisdom saving throw or take 1d10 bludgeoning damage. The spell ends after 1 hour. 2 Hours Concentration, up to 10 minutes You create a wall of solid gold and use that wall to defend yourself and your companions. You can break the wall, but not the wall itself. Each creature in the wall must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Conjuration

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You use your movement to move across a solid surface. You can use your reaction to make a melee spell attack against a creature of your choice that you can see within range. On a hit, the target takes 2d8 necrotic damage and must succeed on a Dexterity saving throw or take 1d8 necrotic damage. Transmutation

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering portal appears at a point you choose within range. The portal is a circular, horizontal, and three-dimensional globe with a diameter of 300 feet centered on a point within range. The portal is opaque and leaves a 5 foot diameter at the top edge. A creature standing on the portal or standing on a flat surface enters the portal and is immediately transported to the destination point. The portal’s top surface is a flat, opaque surface covered by a thin mist. A creature or object inside the portal is invisible and can’t be targeted by spells or magical effects. When you cast this spell, you can affect one additional creature for each slot level above 3rd. If you cast this spell multiple times, you can have up to three creatures affected by it affected by the first, and you can have up to three creatures affected by the second affected by the spell. The first affected an affected creature of your choice that you could dine on the portal and created an illusion to appear inside it. The second affected an affected creature of your choice that walked on a flat surface and was instantly transported to another destination on the globe. The third affected an affected creature of your choice that reached its destination through the portal and was instantly transported to another destination on the globe. The spell creates an illusion that the target is on the globe but that isn’t actually there. The target can be anywhere on the globe but can’t enter or leave it. If the target is moved or turned away from the spell target is lost and the illusion ends. Illusion

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

A swirling vortex of air appears on the ground within range. Until the start of your next turn, the vortex sucks up any Medium or smaller objects that aren’t secured to objects or that aren’t within 5 feet of a creature or object and forms a 5-foot-radius cloud of mist at the center of the area. Creatures that are not objects or that aren’t within 5 feet of a creature or object are instantly sucked out of the vortex and its space is limited to rest. If the creature is moving and the mist surrounds it, that creature can make a Constitution saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, when the mist vortexes with blows from above, the creature that makes the saving throw must make a DC 20 Constitution saving throw. On a failed save, it takes half as much damage and isn’t restrained. Evocation

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

A swirling wall of shimmering energy (a sphere, wall, or similar object) appears in a 30-foot-radius sphere centered on a point you choose within range. The wall can be anywhere on the plane of existence. The wall is made up of up to three 50-foot-radius solid blocks. Each block must be of the same size as the one that started the spell. A creature that fits the size of the wall must make a Dexterity saving throw. On a failed save, the creature takes 2d6 psychic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is blinded for 1 minute. The spell ends if you or a creature you can see within range attacks an object or a creature it touches with a weapon attack. Transmutation

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

Enchantment

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

Flames of white energy erupt from a point you choose within range and whiz out across the room in a 40-foot radius around it. Each creature within the reach of the spell must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is blinded until your next turn. This spell doesn’t protect you from nonmagical fire. The flames spread around corners and are loud enough to hear off walls. A creature blinded by the spell can use its action to make a line of fire straight toward you, which creates a burst of flame. Each creature in the line of fire must make a Dexterity saving throw. On a failed save, it takes 1d6 fire damage. At the start of your next turn, the line of fire spreads across the room, creating numerous damage fields and igniting interplanar explosions all within the same room. Each creature blinded by the spell must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. At the end of each of the 5-foot-radius turns it takes to breathe the fire, it deals 1d6 fire damage to each creature charmed by the spell and whose vehicles are on the move. Finally, the flame spreads around corners and is deafeningly bright at its base. Creatures blinded by the spell are also limited by the spell’s range. In addition, an unwilling creature charmed by the spell makes a Wisdom saving throw against the spell’s curse. Evocation

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

You teleport yourself to an unoccupied space that you can see within range, and that is within 60 feet of you. You can move up to 30 feet without moving a point. You can also use your movement to move up to 60 feet without moving a point. You must use your movement on the move to move up to 60 feet. You can also use your reaction to move up to 60 feet if you have the spell. Conjuration

End Wall

Casting Time: 1 action
Range: 1 Hours
Duration:

Enchantment

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a 20-foot-radius sphere centered on a point within range centered on it. Until the spell ends, this sphere moves with you and deals 1d6 bludgeoning damage to creatures within 5 feet of it. An undead creature can be targeted by this spell only once. Conjuration

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a shimmering Wall of Stone in your space. Choose one solid surface within range. Roll a d8ronge's d10 and the statistics of the wall are as follows: The wall is 5 feet wide and is composed of 2 feet of thick, opaque stone weighing 1,000 pounds. The wall is walled within, with its deepest portion touching a small pond and its widest portion touching a pond and a cliff. The wall must be on the ground or a step-like structure connected by a ramp or gate. It lasts for the duration or until a portal appears. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the portal and is forced to re-enter it. The wall can and must pass through other creatures’s space each round it can be active. If a creature uses its action to move through a wall of stone, that creature can make a Dexterity saving throw. On a successful save, the creature moves through the wall and doesn’t need to move. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the portal and is compelled to re-enter it. The wall can create a gap in a creature’s space between you and the portal or a step-like structure connected by a ramp or gate. A creature trying to enter a wall draw its attention to a precise location, such as the w the wall, on which they can jump. When the wall appears, each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is caught in the wall until it uses an action to break free. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each creature in a 30-foot-radius, 30-foot high corridor 1 mile long and 1 mile wide must make a Strength saving throw. On a successful save, the creature takes half damage if it can move and half damage if it can't. A creature that can move using the wall’s capabilities suffers no damage. A creature that can move using the wall’s capabilities suffers no creature—traits loss, and all creatures except creatures who speak the Word of Recall spell’s name are shunted silently across the fiery wastes toward their doom. Conjuration

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a wall of stone that will protect you and all creatures within 30 feet of you. You can use your action to create a 10-foot-by-30-foot barrier at your point of departure. A barrier of stone appears on each creature that you choose within 30 feet of the area, and lasts for the duration. If the spell fails, a creature that was already damaged by the barrier moves away from the w wall and starts its journey downward, ending the spell prematurely. Wall of Stone Duration: Concentration, up to 1 minute You create a wall of solid stone on the ground within range. The wall is 5 feet thick and can support up to eight creatures or 10 feet high. The barrier can be breached using a bonus action to dig out one creature or two creatures within reach. Nonmagical walls and nonmagical creatures are unaffected. When you cast this spell, maintain your warding distance and make a DC 20 Strength (Athletics) check against your spell save DC. You succeed, however, if you enter the area of another creature or reach into a locked passage that is not locked. Abjuration

End Wall

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates one 5-foot-diameter, 15-foot-high, vertical pillar of quivering air between two points on the ground. The pillar can be moved up or down as you choose, creating a horizontal and vertical wind condition that remains for the duration. The pillar is heavily obscured to most creatures and invisible to creatures smaller or larger than you. It doesn’t provide enough protection from light or darkness to resist fire or ice. For the duration, each creature affected by this spell must succeed on a Wisdom saving throw against one of the following damage types: acid, cold, fire, lightning, or thunder (if you have one). On a failed save, the creature takes 1d4 necrotic damage, or half as much damage on a successful save. Conjuration

End Wall

Casting Time: 1 action
Range: 1 Mile
Duration:

This spell creates a barrier of solidified earth and stone between you and the creature who cast it. The barrier is 10 feet high and 5 feet thick, and it lasts for the duration. You can make a melee spell attack against a creature within the barrier against its wishes. On a hit, the target takes 4d12 force damage. You can use your action to move the barrier up to 30 feet in any direction along the ground and back down to create a left or right turn. If you move off the edge of the barrier, you can make another magic spell attack against a creature within 5 feet of it. On a hit, the target takes 4d12 force damage, and it can’t take reactions, normal actions, abilities, or magic effects that deal force damage to it until the spell ends. Conjuration

End Wall

Casting Time: 1 action
Range: 1 Mile
Duration:

You weave together various objects that are composed mainly of wood or stone. One object includes both materials and time and is magic stone. When you cast this spell, you can create up to three new objects at a time, and they can be manufactured or burned at your leisure. If you make a magic stone out of wood or stone, you can create one additional object. The stone can be made from any object that fits within the cube’s space. When you end your turn, you can use your action to create one additional magic stone. The magic stone becomes a magic item and can store up to 1,000,000 gp (around 500,000 gp for wizards). The magic stone could be used to create a holy symbol, a magic scroll, or an artifact that can be used as a divine sensor. It could even serve as a magical weapon. If you know how many objects have been created and how many have yet to be created, you can create a single magic stone. If you know how many objects have been created and how many have yet not yet been created, you can create a magic shield, set of enchanted legs, or a staff that can protect an area 50 feet square as holy ground for up to 30 minutes. You can use these w ord ings to protect up to three others at a time. Each time you make a melee spell attack, you can have up to three constructs or constructs each created and protected by this spell at the start of your next turn. Abjuration

End Wall

Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 minute

You cause one object of magical power that you touch to appear inside a 10-foot-radius sphere centered on a point you choose within range. The object appears in one of the following forms: Medium, Large, Small, or Huge. The sphere can contain up to 10,000 objects, and it can contain up to 500 objects at a time. The sphere lasts for the spell’s duration. The sphere is made of stone. It has a range of 50 feet. The sphere is made of stone, and it has a range of 60 feet. The sphere is a solid, solid object. It has 10 feet of travel. The sphere is not affected by any of the spells of the spell. Conjuration

End Wall

Casting Time: 1 action
Range: 1 minute
Duration:

Flames of lightning burst from the lips of three different creatures of your choice that you can see within range. Each creature in a 30-foot-radius sphere centered on one of the targets must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. A target that fails the save must also make the saving throw in its movement. If it fails, it wastes its movement. If it succeeds, it also wastes its movement, which deals 4d6 lightning damage on a failed save. Evocation

End Wall

Casting Time: 1 action
Range: 1 Round
Duration:

This spell creates a wall of magic within range. Choose a size category 5 to 17 feet high, 10 feet wide, and 20 feet thick. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must immediately exit the spell’s area. You can move the wall up to 30 feet in a straight line, stopping at nothing but exits and ramping off each time it strikes an entrance or exits. The wall lasts for the duration. If the wall cuts through a creature’s space when it creates it, that space is cut off and can be opened to allow another creature to enter. If you create an opening on a creature’s surface that is half as wide and that can hold a full complement of creatures, the wall opens, opening only for that creature or an adjacent surface. Conjuration

End Wall

Casting Time: 1 action
Range: 1 Round
Duration:

You create a wall of shimmering antimagicmagick in a 20-foot-radius sphere centered on a point within range. When a creature enters the warded area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

End Wall

Casting Time: 1 action
Range: 1 Round
Duration:

Your fingertips strike a hidden barrier of stone and disintegrate any objects that are within it, including those that aren’t worn or carried by your companions. Any creature or object that is hit and instantly worn or carried by another creature takes 2d8 bludgeoning damage, and any creature or object that isn’t carried by another creature takes 2d8 bludgeoning damage. Each target takes 8d8 lightning damage and dim light for 8d8 hours. Transmutation

End Wall

Casting Time: 1 action
Range: 20
Duration: Duration: 10 minutes

This spell sends a surge of magical energy at a creature within range, centered on a point in range of a point of teleportation and lasting for the duration. Make a ranged spell attack against that creature. On a hit, the creature is transported to another plane of existence, this one beyond the reach of reason or magic. One creature that starts its turn in the destination plane is transported to the nearest unoccupied space outside its current plane (such as a safe haven or safe destination). The creature doesn’t need to travel into the destination plane to do so. If it’s within 30 feet of the destination plane and within 60 feet of the destination plane’s active language (as with ʊ), the creature uses its reaction to determine whether it can reach the destination safely. If it can, the creature chooses two actions that trigger when spoken aloud or as a head action. Once taken, such an action triggers an effect similar to that of the dispel magic, provided that that effect is short or non-invasively focused on the creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

End Wall

Casting Time: 1 action
Range: 24 Hours
Duration:

A wall of green light appears at a point of your choice within range and lasts for the duration. You can shape a solid wall up to 50 feet long, 10 feet high, and 1 foot thick. The wall appears within range at the start of each of your turns, and lasts for the duration. Any creature that moves within the wall must make a Strength saving throw, taking 5d10 force damage on a failed save, or half as much damage on a successful one. The wall has the resistance of a structure it weighs about 1/2 the amount of force the barrier points to. The wall can be destroyed by ranged weapon attacks against it. Undead and oozes have disadvantage on this saving throw. It lasts until the spell ends or your concentration ends. Each time you cast this spell using a spell slot of 4th level or higher, you can reshape the wall in such a way as to create a vertical pillar and extend it over a point up to 60 feet above the ground. You can animate either a pillar or a barrier, in which case you must spend 4th level or higher animating a separate object to be used as an object. You can create both objects and the wall by using vernal hallow fuel as described below. “Wall of “Hastily Moving Flame. Each creature in a 20-foot-radius sphere centered on a point within range, emits a dazzling display of colors and magical properties until the spell ends. Each creature that ends its turn within 5 feet of the glowing point must make a Wisdom saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. Transmutation

End Wall

Casting Time: 1 action
Range: 24 Hour
Duration:

This spell grants up to ten willing creatures you can see within range the ability to perceive a wall behind it. You choose the wall as an area of vision, affording you some inspection over the course of the duration to determine the wall is within earshot of a creature with Intelligence of 1 or less. If the creature’s Intelligence is 3 or less, the spell fails. For the duration, a creature can benefit from a number of secret doors, orinatory doors that grant a vague illusion of interior space to the wall (called a hidden door effect), a secret passage to the hidden passage above, or a passage that leads to a secret area that the wall cannot be reached by normal means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the secret passage increases by 10 feet until the end of your next turn, at which point you can use an action to dismiss the spell. Evocation

End Wall

Casting Time: 1 action
Range: 2 Days
Duration: 1 Hour

8 Days 1 Hour 2 daysYou create a wall of stone in a 30-foot-radius sphere centered on a point you can see within range. If you cast this spell multiple times, the wall becomes active for the duration. The wall lasts for the duration, and you can dismiss it as an action. Conjuration

End Wall

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A wall of shimmering force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. If you choose, all creatures within its area are protected from melee attacks. It can move across uneven terrain, though it can’t crossridges or across oceans. It can’t cross an elevation change of 10 feet or more. The wall is an object that can be damaged and thus breached. It lasts until the end of your next turn, when the wall appears again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can construct a permanent wall on the ground created by the transformation. You can use a bonus action to create the wall by using magic axe or staff attack. One side of the wall, selected by each creature that can’t be more than 20 feet away from it when you cast the spell, deals damage to the other. A disintegrate spell targeting the other side of the wall destroys it. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a wall of fire on a flat solid surface within range. Choose one foot high and wide above the ground, and an inch thick. The upward passage is a horizontal vortex that extends from the base of the walls to the ceiling. The air is thick enough for breathing and the wall appears to be made of cloud. The vortex moves at half speed and deals no damage if you have a Strength of 2 or lower. The wall has the same Strength as its fire, and it lasts until the spell ends. When the fire appears, you can use your action to cause it to flicker and become brighter and more intense, raising the walls brightness level by one level for each level above it. The flames can be extinguished by creating a bonfire or by using a radiant or nymph-shaped flame. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A wall of strong void energy shot from you grants up to ten uses of arcane magic and a +10 bonus to AC against one creature of your choice that you can see within 60 feet of you. The wall appears within range and lasts for the duration. You manipulate one creature of your choice that you can see within 60 feet of you and cause it to make a Wisdom saving throw. On a failed save, the creature is pushed 10 feet away from you and must make a Wisdom saving throw this way or it takes 8d10 force damage. When you cast this spell—called the Wall of Energy—you animate or reshape a Large or smaller object you touch, as well as create a new one. You can animate a Huge or smaller object, creating an object that resembles the new construct. You can animate any object created by this spell. The new construct’s statistics are replaced by the statistics of the creature created by this spell, and the creature‘s game statistics become triturated. The creature can’t be dispelled by dispel magic. The spell ends if the creature leaves its current body or if it reverts to its original body. Transmutation

End Wall

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants a creature’s teleportation ability one hour after opening its mouth. For the duration, a creature can use its movement to go wherever it chooses, leaving behind no physical destination but an indistinct trail of footprints that leads to an unoccupied space within 5 feet of the destination. The spell also extends to nearby trees, open spaces occupied by creatures or objects of creature type tipped against you, and any openings, crevices, or openings in structures; it might even open a door at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is duration. When you use a spell slot of 7th level or higher, the duration is 9 times greater. Enchantment

End Wall

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You weave together magical energy to create one wall of magical energy which is up to 90 feet tall and 5 feet wide at the base. The wall is 1 foot thick and requires at least 2 hours of sustained activity to form and lasts for the duration. If you use magic to shape the wall, you must find a way to break through the magical bond between you and the wall, which must be strong and strong enough to physically restrain the creature blocking the way. The wall also has teeth, which the restrained creature can use as a material weapon against it. When it fully abandons you, the creature is no longer restrained by the wall. A creature restrained by the wall can use that creature’s movement to enter the wall and create a new one, provided that the creature has at least 1/4 the Strength, Dexterity or Wisdom modifier (the wall has this effect) for that creature. Alternatively, you can cause the wall to create a portal, opening a 2-foot wide expanse on the ground at a point you choose within range. In either scenario, the portal leads to a different object or to an extradimensional location you choose, which you can determine by studying the extradimensional map. To avoid this problem, whenever you cast a spell that uses teleportation or interplanar travel to open a portal to a different object or location within 30 feet of the portal, you need not use the spell. You can use your action to create one, two, or three portals, each created by drawing a portal across from the current object or location to create one there. A portal created by this method can be summoned or warded against its own free will. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration:

A wall of shimmering force springs into existence between two points within range: a point within a 5-foot cube and a point 6 miles—from the nearest road or exit. The wall springs back into existence if you hold down the Shift key and move into it immediately after the spell ends to do so.

End Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A wall of strong wind rises from the ground at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It blocks line of sight in each direction except for a distance of 60 feet. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original damage type, but the damage from the second or subsequent damage type is reduced by 1d8. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

A wall of thin and silvery light springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or floating within the space you choose. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must b e contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Dexterity saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 5th. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a wall of glowing energy centered on a point within range. You can make the wall up to 100 feet long, 10 feet high, and 1 foot thick. It lasts for the duration. When the wall appears, each creature that ends its turn within 10 feet of it must succeed on a Strength saving throw or take 1d6 acid drain and become restrained for 1 minute. As an action, you can move the wall up to 30 feet in a straight line. If you do so, you cause it to erupt in flame. Each creature in the wall's area must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the wall erupts, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 20d8 fire damage and 20d8 radiant damage, and it has disadvantage on attack rolls against creatures that aren’t being worn or carried by the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a total of 20d8 damage is added to each of the damage types above necrotic damage. Necromancy

End Wall

Casting Time: 1 action
Range: 30 Days
Duration: 300 Days

Instantaneous You attempt to pass through a barrier and pass through a wall, wall of fire, or similar object. The wall of fire spreads out into other objects that are not walls. You can use your action to break the barrier. You must be within 5 feet of any object that you break. When broken, any damage you take is reduced by half. A wall made of fire, a cloud, a cloud of acid, or a cloud of ice blocks your movement. The wall is difficult terrain, and it is difficult terrain to pass through. When you cast this spell, you can cause barriers, barriers, or other barriers to form on your land, on your sea, or on an object that is on your other shoreline. The barriers, barriers, or other objects are immobile and can't be damaged. You can create barriers, barriers, or other barriers by moving objects, plants, or other objects. You can cause barriers, barriers, or other barriers by moving objects, plants, or other objects. Creatures or other objects that are on the same land line as you must make a Constitution saving throw. On a failed save, a creature can use an action to attempt to make the barrier disappear, and on a successful one, a creature can use its action to move it from one place on the globe to another. A barrier created by this spell can be destroyed by another spell or by using another spell to destroy it. The barrier disappears when you cast this spell or if you cast a spell that destroys a barrier. Enchantment

End Wall

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

Choose one creature that you know that you can see within range. The target must make a Wisdom saving throw. On a success, the creature can’t be charmed or frightened. On a fail, the creature can’t be charmed or frightened. On a goal check, the creature can make the saving throw by making a Charisma (Perception) check against your spell save DC. On a success, the creature can use its reaction to make the saving throw again, instead of its normal reaction. Conjuration

End Wall

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. You create a burst of flame that spreads across the creature’s body, and within 10 feet of it, a puff of flame explodes. The flame spreads around corners. The flame spreads in a 20-foot square on the ground within 5 feet of a surface you’ve already covered. Whichever side you choose, you choose one of the flames for each side you choose, and the smoke fills your area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the diameter of the bubble increases by 10 feet for each slot level above 6th. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A curtain of ice rises from a point you choose within range. You can create the barrier by using a different spell or magical effect. If you take 2d8 bludgeoning damage and then succeed on a Dexterity saving throw, cold steel extends out from the point where you detonated it, and cold storm water extends out from the point where you detonated it, breaking it. Through the ice, a strong wind (reach 5th level) can disperse the barrier, though slowly. The wind carries the wall up to 30 feet in a straight line. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the barrier lasts until it hits 0 hit points. If you use a spell slot of 5th level or higher, the barrier is 1 inch thick and deals 5d6 bludgeoning damage to both combatants. If you use a spell slot of 6th level or higher, the barrier is 5 feet tall and deals 3d6 bludgeoning damage to both combatants. If you use a spell slot of 7th level or higher, the barrier is 10 feet tall and deals 3d6 cold damage to both combatants. If you use a spell slot of 8th level or higher, the barrier is 20 feet tall and deals 3d6 cold damage to both combatants. If you use an area spell slot of this effect, each creature in the barrier must make a Constitution saving throw. On a failed save, a creature takes 5d6 cold damage; it takes 5d6 cold damage when it is reduced to 0 hit points. The spell’s damage increases by 5d6 when you reach 5th level (2d6, 4d6, or 5d6), 11th level (3d6, or 6d6, or 7d6), and 17th level (8d6, 8d6, or 9d6), when you cast the spell again. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering orb appears within range to protect a creature. When you cast this spell, or as an action on a later casting of this spell, you can use a bonus action to cause the orb to glow in a 15-foot radius around you. To cast this spell, or as an action on a subsequent casting of this spell, you can cause the glowing orb to glow on your turn or until another creature steps within 5 feet of it. A creature can cast this spell only once. The glowing orb lasts until it drops to 0 hit points or when you cast this spell. If you cast it again, the spell ends, and magical runes created by this spell unravel and creatures that walk within 5 feet of it are suppressed. To revert to its normal form, a creature must spend 5 feet of movement for every 1 foot it moves. A shimmering green glowing object that is a cylinder with a 5th-level slot is one. Each cylinder requires at least 1 minute to create. Assembling the jewelry requires magic-user willing creatures and 5 minutes total casting time. When the component components are separated and the magic user transforms, he or she creates two other creatures in the same spot while the magic user remains on the same plane of existence. If the magic user transforms into a beast or a giant (a magical beast and an ordinary creature, respectively), the pieces merge into a single object, gem, gem-like object, or gem-like creature, which appears as a celestial, fey, or fiend-like creature with which it belongs. The jewel itself is a nonmagical object made from soft materials formed into jewelry spheres in accordance with the deity's rules for magic items. Each sphere also bears a symbol affixed to it by a servant of the deity whose name and service the gem is dedicated to: St. Michael of Tathredus, St. Mungo of Ophir, or St. Vael of Zilavir. A similar system is in effect for the gems of the dragon's den, where the components are manufactured. Transmutation

End Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

One unoccupied wooden or iron frame rises from the ground and forms a portal to a sealed location with a visible light source at a point you choose within range. The portal is made of opaque material and lasts for the duration or until you use an action to close it or another means to do so. You can use a bonus action to move the frame up to 30 feet in any direction. If you move to a location that is blocked from view, you can use your action to move the frame up to 30 feet but otherwise summon an invisible messenger to deliver the message. The messenger takes 5d6 radiant damage on a hit or miss, and the frame halts out of view. If a creature moves within the portal after it leaves it, that creature must make a Constitution saving throw. If it fails, the spell’s damage increases by 1d6, and the frame is drawn to the space it enters. It moves so that it is not directly behind the surface while the spell lasts. Once drawn to the portal, the messenger requires no movement to reach it or to move to it. Transmutation

End Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Until the spell ends, the sphere erupts in a 20-foot thick cloud of mist. Until the spell ends, the mist spreads around corners and is thick enough for mists to form around walls and other structures. It lasts until the spell ends or you choose to end the sphere at an unoccupied space within 30 feet of your current location. When a cloud of mist appears, each creature within it must make a Dexterity saving throw. A creature takes 4d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You plant a rock on the ground and shape it into any of the following shapes: up, down, right, left, left, or top. Choose one of the following shapes for each target. Each target can cast the spell up to once. The target appears as a horizontal line drawn on the ground, along the ground's edge, and at least 10 feet behind it. If the target is moving, it can make a melee spell attack against the target. On a hit, it makes a darting, crawling motion that ends abruptly when the dart reaches its destination. Evocation

End Wall

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, these invisible pillars fly out of the ground in a straight line across the room. The pillars hover, hovering, until either they strike another creature or a pillar rises from the ground. All nonmagical creatures in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A nonmagical creature takes half the amount of bludgeoning damage. A creature exposed to the pillar’s flame has disadvantage on the attack roll and die immediately. Evocation

End Wall

Casting Time: 1 action
Range: 3 Mile
Duration: Instantaneous

You call forth the wind to blow down a wall or a portion of a wall as you choose. Choose a point you can see on the ground within range. You can move the wall up to 30 feet in either direction along the ground or left and up to 30 feet along the wall to the left. If you move your wrist upward, the wall is drawn up toward you. You can also move the wall up to 45 feet in either direction along a solid surface, making it easier to break than an upside down tower. Wall of ice

End Wall

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A spectral apparition appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The apparition appears in any orientation: horizontally, vertically, or diagonally. The shadow disappears when it drops to 0 hit points, and it reappears once the spell ends. The spell ends if you cast it again or if you dismiss it as an action. The apparition spends the duration in the safest unoccupied space on the ground, within 10 feet of you. This spell can’t teleport you or cause harmful effects to occur, such as deathly wounds, that would occur if you w ere within 30 feet of it. Illusion

End Wall

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a wall of thin air within range that lasts for the duration. When you cast the spell, you can have the wall appear as thick fog or a mist on the ground or in a cylinder centered on a point within range. It lasts for the duration or until you dismiss it as an action and can’t cover a room or a portion of a room as your space. It can then move to a spot within 60 feet of you where it is free of damage, and it can pass through a 20-foot-radius sphere centered on a point within range. It can jump up to 20 feet tall and have a wingspan of 30 feet. To a creature other than you, the wall appears as a cloud of smoke and clouds of black smoke with silver rays erupting from it. A creature other than you that can see the wall at (x=300, y=150) feet moves with it. As an action, one creature can step through it to reach you. It must make a Strength saving throw. The creature can take the Dash action and repeat the saving throw, ending the effect on itself on a success. As an action, you can move the wall up to 30 feet in any direction. When you use this spell to construct a bridge across the Sea of Kings, you can use the same method to link two of the four stories. You create a vertical span of strong stone that spans about 5 feet above the ground and is 20 feet thick. You can either use a metallized version of this spell to link two stories or you can combine this spell with two other spell attacks or spells of 3rd level or lower. You can also combine the two spells with a single die, creating a bridge nearly 50 feet long made from simple beams that collapse when a body of water moves into the spell’s area. To create the bridge, you use the same method as described above, but a different rope. If you cast this spell at the same spot every day for a year, your bridge takes 4d6 bolts, plus 1d6 bolts when you use it every night for a year, to create a magical bridge from a single block of stone. The magical bridge transmits messages to creatures of your choice that you can see within range. Creatures with senses similar to your choice know what is said and do so for free. You can set the sensory state of the creatures so that others will perceive their words as a message to those who read them. When you create the magical bridge, each creature within its sensory range is heard as if it was speaking with you. The magical bridge also conjures a bridge linking two regions of the game world. You choose the magical bridge for your visual senses, as described in the bardic cantrip, and for the visual sensory states of other creatures as described in the bardic Constitution. The visual state is affected by the conditions that most closely resemble your visual world, such as the height of a building or the distance between you and your destination. When you create this spell, you can combine the sensory information of your visual world with the physical order of your fortress to create a bridge linking two regions of the game world. The bridge can be made from a simple rope, 5 pounds in weight, that is anchored to a wall and provides sufficient strength to support an adult human structure for up to 30 men . Each man carries three 3d- and 4d-diameter beams 10 feet long and worn by three men for each day. Each man carries four 4d- and 5d-diameter beams 10 feet long and worn by three men for each day. To activate the magical bridge, a creature must succeed on a Dexterity saving throw or cast this spell several times before it permanently vanishes. When the spell ends, the bridge disappears, and creatures are ejected to a secure location in an unoccupied space of your choice that you can see. When the spell ends, you lose control of the fortress and the magical bridge. You can’t combine the sensory information of your visual world with any other sensory world for the duration. At the completion of the casting of this spell, you must use a different sensory state for each sensory state. Transmutation

End Wall

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes

A wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating orrift swimming on the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A deafened creature can use an action to try to knock the wall away from it. When it does so, it makes a Dexterity saving throw with disadvantage. On a failed save, the wall is destroyed. Until the spell ends, you can use an action to launch the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

End Wall

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a wall of green energy that lasts for the duration. This wall springs into existence from the ground within 30 feet of you. It remains there for the duration, standing up if it is ever off the ground, and whipping around corners as you go. When you cast this spell, you can choose to instantaneously extinguish all magical energy within 30 feet of the wall. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

End Wall

Casting Time: 1 action
Range: 5 Days
Duration: 10 Days

120 Days Concentration, up to 1 hour You create a wall of energy centered on a point you can see within range. Choose the point within range as the origin for the wall. The wall must be in a solid surface that, when partially filled, can accommodate up to six people. The wall must be at least 10 feet high and 10 feet high. The wall doesn’t need to be in a square, but it must be on a point that is within 30 feet of an entrance point as specified in the DM’s book. The wall can be 20 feet deep and 10 feet high. Any creature in the wall must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the entrance point. On a success, the wall can be pushed up to 30 feet away from the entrance point. Conjuration

End Wall 5 Days−1 Hour−1 Hour−1 Hour−1 Hour−1 Hour−2 Hour−3 Hour−4 Hour−5 Hour−6 Hour−7 Hour−8 Hour−9 Hour−10 Hour

End Wall

Casting Time: 1 action
Range: 5 Days
Duration: Concentration, up to 10 minutes

You create a wall of water on the ground in a 5-foot radius that is 10 feet wide and 5 feet high. The wall can't be more than 10 feet in length and can't be more than 20 feet tall. A creature must make a Strength saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and 1d6 cold damage on a failed save. While the wall is in place, the spell ends. Conjuration

End Wall

Casting Time: 1 action
Range: 5 days
Duration: Instantaneous

A shimmering wall appears in a 15-foot-radius sphere centered on a point you choose within range. Until the start of your next turn, you can move through the wall in a straight line. You can also use your movement to move through the wall in one of the following ways: You can move up to 30 feet. You can move up to 30 feet. When you make a melee attack, you must make a ranged spell attack. On a hit, you take 2d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

End Wall

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A curtain of stone erupts from a point you choose within range. You can move this spell up to 60 feet on a side as far as you can from the point you chose for the spell’s duration. You can also move the spell up to 60 feet straight toward a point you chose for its spell slot, if that point is more than 60 feet away. This spell creates openings or cracks in the floor and inside walls around you, and it creates shadows to warn off intruders. A triggered spell cast on your turn can use its effect to move this spell up to 60 feet in any direction. If you cast triggered fireball, you can animate four small objects, create a portal leading to a different object, create a barrier blocking a doorway to a different object, and so on. You can use your action to cast the spell over many objects you create, but it immediately ends (including any that aren’t already objects), and you can dismiss the spell as an action. Instantaneous You cast the spell as an action. You fling a light or chill spell at one creature. Make a ranged spell attack against it. On a hit, the target takes 4d8 poison damage, and it can’t take reactions until the start of your next turn. It ignores any protection from dark, light, and cold properties, and therefore doesn’t take dark damage, until it finishes a long rest, or until you use your action to cast this spell again. It can deal 4d8 poison damage to any creature who has not yet turned free (including those with death wards) or who willingly steps out of safety doors (including those locked or unlocked by a key or a lever). If you hit a creature with an attack on your turn, you can use your action to move the spell up to the floor and then repeat the attack using only your action to do so. You can also move the spell up to 30 feet in any direction, even if you are in the air. If you move the spell from one end of the floor to the other and then from one end of the floor to the other, you can re-enter the casting area and repeat the attack using only your action. If you re-enter the casting area, you automatically succeed on the attack. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

End Wall

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You besmirch one of the walls of your laboratory. The walls, which are made up of panels of magical stone, appear black and appear at a spot within range. Each panel is contiguous with another panel. As long as the walls are in contact with one another, the spells that control them work together to create the wall. The wall is an object that can be damaged, opened, and broken. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Evocation

End Wall

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You extend your hand towards a creature within range, and any creature willing and able to be hit targets with a longsword strike within 10 feet of the target or a staff strike within 10 feet of the creature targets with the longsword, dealing it 20 necrotic damage. The spell ends if the creature moves more than 10 feet away from the target or a creature within reach of the spell, if chosen. Necromancy

End Wall

Casting Time: 1 action
Range: 5
Duration:

Until dispelled, this wall appears in an unoccupied space of your choice that you can see within range and lasts for the duration. When the wall appears, each creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is caught in the wall. The wall’s space is difficult terrain, made of thick, sheeting. Any creature that moves through the wall’s space must spend 4 feet of movement for every 1 foot it moves. The wall also extends into the Ethereal Plane, blocking ethereal exits from its walls. To a creature using an ethereal portal to enter the wall, the wall is an expanse of shimmering light that sways to a svelte 120 feet long, 10 feet high, and 3 feet thick. In addition, while the wall is in effect, spells cast on the wall are suppressed. The wall extends into the Ethereal Plane, blocking ethereal exits from its walls space from its sides. The wall is suspended by an extradimensional cord, imbued with the power to move around corners and bring down buildings. When the wall appears, each creature that can see it must make a Dexterity saving throw. On a failed save, a creature takes 1d8 piercing damage and is caught in the wall for the duration. A failed save negates the wall’s damage and it is unable to move or use any actions or a part of itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

End Wall

Casting Time: 1 action
Range: 5
Duration:

Up to 10 feet in diameter and 5 feet high, the Wall consists of nine panels that are 3 inches thick and cover about three-quarters of a mile. The panels are contiguous with each other and interlocked by a hem of 1 inch thick rope. Each panel has AC 5 and 30 hit points, and it is immune to the following effects. It becomes partially inset with smoke and becomes opaque until the end of your next turn. Smoke. The walls create a moderate to thicket on the ground within 30 feet of you that you can see. The smoke spreads around corners and forms a barrier that prevents a creature from passing by. Flood. The walls create a wide trench that extends across the ground within 30 feet between the trench and the ground. Each wall has AC 5 and 30 hit points. Ice. The walls create a cold trench that extends across the ground within 30 feet between the trench and the ground. Each wall has AC 5 and 30 hit points. Wind. The walls create a whirlwind that disperses fog, fire, lightning, and similar force behind it that lasts for the duration. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. Water. The walls create a wide trench that extends across the ground within 30 feet between the trench and the ground. Each wall has AC 5 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: 10 Hours

You create a wall of crackling, poisonous energy at a point you can see within range, originating from a point of your choice within range. The wall is up to 60 feet long, 5 feet high, and 1 foot thick, and lasts for the duration. Each creature that starts its turn in the wall's path must succeed on a Strength saving throw or take 1d10 poison damage. A creature that ends its turn in the wall’s path must succeed on a Constitution saving throw instead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Conjuration

End Wall

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering image appears within range and dim light for an area 120 feet wide and up to 60 feet tall and that distance can’t be affected by armor or weapons. The illusion can be activated only by one creature. The illusion can travel 120 feet in any direction, and it can’t leave the image. It remains there for the duration. If the illusion enters the space or attempts to exit the space, the image explodes. Any creature that is within 5 feet of the area burns with it. The image lingers in the space for 1 round lasting for the duration. If you cast this spell again, the spell ends for it. Illusion

End Wall

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a wall of fire on your part of the visible area of a target object that you can see within range. The wall appears in an unoccupied space that you can see within 30 feet of the target object, as part of a defensive spell against ranged attacks, and lasts for the duration. If you cast this spell while within 30 feet of the fire, the spell doesn’t end. If you attack with a melee weapon, the wall crushes it, and it ignites flammable objects moving through it. If you attack with a nonmagical weapon, the wall explodes. Any objects trapped within the fire are carried with it to the nearest safe spot, provided that they have a free path to the fire. When you cast the spell, choose one or more of the following options for how long the fire lasts, and how bright light changes to bright light. If you cast it multiple times, you can have up to three of its effects active at a time. When you make a casting of the spell, you can cast as many as three of its effects simultaneously. When you make a new casting of the spell, you can cast as many as four of its effects simultaneously. Finally, you can decide when an effect affects only one creature, such as a magic door or a trap, or when to add the creature’s ability score modifier to the creature’s ability score. The spell creates three large, opaque orbs about the size of your other hand, that are shimmering green and opaque. You can cast the spell on the first creature to succeed on a saving throw. Make a melee spell of it. On a success, it instantly disappears, reappears about 1 foot away from you in an unoccupied space on the ground, and starts its next turn there, if possible. On a failure, the creature spends its action that turn looking for it, tracing its movements and attempting to piece together what it saw. At the end of each of its turns, the creature rolls a d 100 Intelligence and Wisdom (Survival) check. If it succeeds, the spell ends. The spell then ends if you use another normal spell slot, if you use a spell slot of no greater than 1st level, or if you use a spell slot of 3rd level or higher. The spell can also end when your Wisdom (Insight) and Spellcasting ability scores are reduced to 0 or when you learn the identity of a willing creature for the first time during the casting. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause a wall within range to rise in a direction that you choose—from up to 40 feet on one side to 80 feet on the other. The wall rises in a direction specified by the following conditions. If the wall cuts through a creature’s space when it appears, that creature must succeed on a Dexterity saving throw or take 1d8 lightning damage, and it takes 1d12 lightning damage on a failed save, or half as much damage on a successful one. The wall appears 5 feet off the ground and is immobile. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 3d8 lightning damage and is pushed 10 feet away from the wall. On a successful save, the creature takes half the damage, and the wall remains up to 10 feet tall. When the wall appears again, each creature within its area must make a Strength saving throw. On a failed save, the creature takes half the damage, and the wall remains up to 10 feet tall. If the wall still cuts through a creature’s space when it appears, that creature must succeed on a Dexterity saving throw or take 3d6 lightning damage, or half as much damage on a failed save. The wall’s height can’t be more than 50 feet. If a creature uses its action to move over the wall and reaches through it when the spell ends, that creature takes 4d6 lightning damage on a failed save, and the wall is lifted up to 25 feet in a straight line toward you. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell attracts undead to it. Choose one humanoid of challenge rating 2 or lower, which is within range. If you have the humanoid within range, you animate it for the spell’s duration. When you cast this spell, you can animate the humanoid for an additional 1 minute per affected humanoid. If you have the humanoid within effect, you animate it for the duration. If you have the spell’s duration, you animate the humanoid for an additional 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate one additional humanoid for each slot level above 1st. Necromancy

End Wall

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A swirling vortex of smoke radially obscures a target location until the spell ends. Creatures within the area see invisible creatures as a danger. The radius is 360 feet. When you cast the spell, choose whether the vortex extends into an area of open space, up to 5 feet deep, or 15 feet wide. If you cast this spell on one solid surface, there is a 5 percent chance that a creature or object would fall if it was pushed 10 feet away from the center of the vortex. If the creature or object lands on a surface that is 1 or less within the radius, the creature or object would fall 1 inch (2 inches) or 2 inches if it is on a floor. Both would be covered. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: 2 Hours

A wall of stone springs into existence from the ground at a point you choose within range, choosing one of the following properties at a time: You create a portal between two points on the ground, opening a gateway to a different dimension that is different from your current one. You create a teleportation spell, entering another dimension, that leads to another dimension that has an unusually high chance of being filled with water and falling from a ceiling. You instantaneously teleport a creature across a teleportation barrier, up to 30 feet tall, that is up to 30 feet wide, and up to 30 feet tall. The creature can enter the portal through a temporary opening you make in your space. If you use an action to dismiss the spell, you can dismiss the spell with disadvantage. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A portal appears in space where a willing creature is invisible. Until the spell ends, a target that ends its turn within 5 feet of the portal must make a Wisdom saving throw. On a failed save, the target fails and is blinded for 1 minute. On a successful save, the spell ends for it. A creature blinded by this spell makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Transmutation

End Wall

Casting Time: 1 action
Range: 60
Duration: 8 hours

A wall of light and dim light in a 30-foot radius centered on it, obscures visible light and illuminates dim light within 30 feet of it for the duration. The wall is bright light. It partially obscures visible light and illuminates dim light within 30 feet of it. When a creature enters the wall for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or become blinded until the spell ends. When a creature uses its action to move into the center of the wall, it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 radiant damage, and it has disadvantage on Wisdom saving throws against this spell for the duration. Finally, whenever the wall leaves a creature’s path, a creature can follow the wall to the nearest safe haven, including leaving its home. As an action, you can move the wall up to 60 feet in any direction, ending the effect of any spell it was in existence on and placing a spell of 2nd level or higher on the stack. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a portal of light for a particular creature within range. The target must make a Charisma saving throw or take 4d6 psychic damage and be affected by the portal as if it were a portal portal, and the portal ends. A portal portal does not create an illusion or animate dead. Conjuration

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of bright light on a solid surface within range. You can make the wall up to 20 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of concentric circles inscribed on an object or a surface that you can see within range. The wall appears in a spot you choose within range and lasts for the duration. Each creature in the wall must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the type of the wall, but it deals an extra 1d8 force damage on a failed save, and the extra damage occurs at the start of your next turn. Additionally, the wall blocks a creature from passing through it. A creature in the wall's area is iniva if it fails the saving throw against the wall. Break Wall 5 Instantaneous A shimmering wall of force appears at a point you choose within range. The wall consists of seven layers, each with a different color. When a creature enters the wall for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be restrained by the wall until the spell ends. A creature that starts its turn in the wall’s space must make a Strength saving throw. On a failed save, the creature is restrained for the duration. A creature restrained by the wall can use its action to make a Strength check against your spell save DC. On a success, the creature is pulled apart and is no longer restrained by the wall. A creature restrained by the wall can use its action to make a new attack roll against the wall. On a hit, it takes 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of shimmering energy between you and up to six creatures of your choice within range. An unwilling creature must make a Dexterity saving throw to resist the spell. On a failed save, the creature is restrained as your wall of shimmering energy passes through it. A Large or larger creature can choose to fail the save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of shimmering energy that lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 1d6 psychic damage to each creature that ends its turn within 5 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A wall of fire rises from the ground at a point you choose within range. You can create a 15-foot-diameter, 20-foot-high cylinder centered on a point within range. The cylinder can be up to 20 feet long and consists of one or more sheets of opaque solid material. When fully extended, the cylinder forms an integral part of a wall that remains in place through the duration. You can form a piece of opaque solid material within 10 feet of the point you chose. If you shape the wall in any other manner, the barrier remains, though it can be reduced in size to fit it. The wall can be pared to fit one hundred feet of wall. You decide how thick and thin the barrier is. If the wall is at least two feet thick, the barrier is strong enough to break bones or bind up flesh. If the wall is four feet thick, the barrier is six feet thick. If the wall is ten feet thick, it is twenty-five feet thick. If you shape the barrier in any other manner, the barrier remains, though it can be reduced in size to fit one hundred feet of wall. Each foot of the barrier creates a different barrier, creating their diameters. You can create up to five such barriers on the same spot. If you create your own barrier, you can create any of the barrier’s diameters, creating a new barrier created by dividing that barrier by five. If you attempt to create a wall up to the height of a structure, the wall creates an open pit that humans can enter and exit from. A human entering through the pit creates a giant boulder effect, effectively crushing them and sending them plummeting to the ground. Each creature inside the pit must make a Dexterity saving throw. On a failed save, a creature is restrained by the wall for the duration. A restrained creature is friendly to you and your companions. The restrained creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. The wall, or any similar barrier created by this spell, blocks a creature that you choose within 30 feet of it. A creature restrained by the wall makes a Wisdom saving throw against your spell save DC. On a success, the wall collapses and leaves behind a pile of rubble. A creature restrained by the wall makes a Wisdom saving throw at the end of its turn. A creature restrained by the wall makes a Wisdom check against your spell save DC. On a success, a creature is no longer restrained by the wall and can move freely through the thick and flowing rubble. Transmutation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an extradimensional wall of whirling stone and shimmering, translucent liquid at an angle to one side of it. The wall can be pulled apart to create the wall or to create a portal. The portal is 2 feet high and 30 feet wide, and it can be opened and closed using a Small or smaller opening capable of holding two creatures or one object. The wall cuts through solid stone when it is opened, and flammable objects drop to the ground when it is opened. You can use your action to move the wall up to 30 feet in any direction, and it does so for the duration. When the wall starts to move toward you, you can pull it up to 90 feet to the surface of the ground where you cast this spell. If you would cast this spell on the same spot every day for 30 days, the wall lengthens into a 30-foot cube and becomes permanent and unharmed when it strikes an object or a creature. Conjuration

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of bright light in a 15—foot radius on a point you can see within range and that you can see within range. The wall appears in an unoccupied space that you can see within 30 feet of you. When you cast this spell, you can target a creature that you can see with a melee attack with a single melee attack made against the wall. On a hit, the target takes 1d10 radiant damage, and it has advantage on any Wisdom saving throw or the spell ends. On a failed save, you have disadvantage on the next attack roll you make that uses an action and has no equipment rating of 3 or lower. While the wall is on the ground, creatures and objects can’t pass through it. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of solidified flame at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 5 feet thick, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. For example, a panel that extends from the base of the wall to the top of a chest might be made up of ten panels, each of which would be made up of 10 feet thick. Each panel could be up to 20 feet tall, and it could cover up to 20 feet of floor. You can shape the wall in any way you choose so long as it prevents things from falling out. As a bonus action, you can move the wall up to 30 feet in any direction along the ground or up to 30 feet in any direction along the ground's edge. In either direction, the wall faces you. To each creature it passes, there is an equal chance that the creature would fall if it tried to jump out of the wall. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a wall of strong wind between you and a creature within range. You choose a point within 30 feet of you and can create one thousand feet of wall at a time. The wall is 20 feet thick and lasts for the duration. When the wall appears, each creature within its reach must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone for 1 minute. On a successful save, the creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the strength of the wall increases by 1 inch for each slot level above 4th. Conjuration

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to manipulate stone and soil in a 30—foot-radius: vertical plane, up to 60 miles per hour, to form a wall of solidified stone and plaster that lasts for the duration. You can form wall thicknesses as 50 feet to 100 feet, up to 1 inch thick, and span as much as 300 feet. The wall can be animated at the same time as a simple beam of light, a candle, or similar light, or by means of a beam of movement spell. If you can, the spell creates a horizontal path through wall construction. A path created by a spell of 8th level or lower, but not higher than 10 miles (12 kilometers) per hour, leads to a point where a solid foundation becomes available and a thin sheet of transparent stone, drawn there by air currents created by the spell, collapses. Alternatively, you can create a horizontal path through wall construction, but the path is 8 miles (16 kilometers) across, and the passage is opaque. A creature that uses movement to move across a solid wall created by a spell of 8th level or lower (the spell fails), falls when the spell ends. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of bright light springs from your hand in a location you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 radiant damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 radiant damage to you each round. A creature that starts its turn in the wall’s area takes half as much damage and is blinded for 1 minute. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a wall of bright light that appears in a 10-foot-radius sphere centered on a point you can see within range. The wall can be up to 10 feet thick. The wall lasts until it reaches its height and closes. When you cast this spell, you can also use your action to create a 10-foot-radius sphere centered on a point within range. The sphere spreads out to cover the area in a 10-foot radius. The spell ends if you stop concentrating on it. Until the spell ends, the wall can't be more than 20 feet in any direction. Conjuration

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You create a wall of fire within range and that wall lasts for the duration. When the wall appears, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage and is restrained for the duration. Any creature that starts its turn in the fire and must succeed on a saving throw takes 6d6 fire damage and must then use its reaction to move up to its speed so that it can reach the flame. It takes 5d6 extra force damage on a failed save, and it ends its turn faster than normal. In addition, a restrained creature can make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to move away from the fire and finish off the creature. An exposed wall of fire, 2 feet high and 10 feet diameter, blocks all damage except for those caused by nonmagical weapons fire (your choice, the wall can be drawn up to 10 feet above the ground or 12 feet below it). At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, you can target one additional creature for each slot level above 7th. Evocation

End Wall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to two hours

A nonmagical wall of shimmering force appears at a point within range, appearing somewhere within 300 feet of a creature or a solid object that you choose within range. The wall appears in the space within 10 feet of the target and lasts for the duration. While the wall lasts, you can use a bonus action to cause a creature to become convinced of your magic and gain the ability to speak one of the following patronic commands: DIE. Up until this long ago, I have prayed to the devil for help, for the life I have lost To protect someone from death. BORGE. Your choice of one of those three actions, the devil offers you a simple but powerful command that you can understand. You must succeed on a Wisdom saving throw or be pulled 10 feet toward the wall and face a fate familiar to you. A fool? Your only chance to get what you want is to stand within the wall until the spell ends. You can use a bonus action this way to try to seize the devil's attention and control his behavior while you are within 30 feet of it. You make a Wisdom saving throw each time you use this way, and if you succeed, you are not pulled within 30 feet of the wall, but instead pulled 10 feet toward it and 20 feet away from it. If you move more than 20 feet away from the wall each round you attempt to manipulate it, the fiend takes an extra second to restore you to your normal speed and to the range at which it attacked. Conjuration

End Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A portal opens up on the ground beneath a certain size that is within 200 feet of you. The portal takes you—or a creature you choose as a target for its teleportation spell—landed and remains there for the duration. If you chose a point within 200 feet of you and that creature’s speed is not below 0, the portal appears and lasts for the duration. You can use your action to move the portal up to 30 feet in any direction along the ground, filling 5 cubic feet of ground in each direction. You can use your action to move the portal horizontally, vertically, or diagonally across the ground, filling 10 cubic feet of ground in each direction. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the portal leaps into the Ethereal Plane toward a creature within range. Make a ranged spell attack for the portal. On a hit, the target deals 5d10 necrotic damage. This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

End Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A veil of shadow descended on a chosen location that you choose within range. The veil w as it extends into the space where you cast this spell, and there are 5 feet of reachable windows within which you can see. In addition, you can use a bonus action to move the veil up to 30 feet in a straight line toward a specific spot within reach. The veil moves with it, remaining centered on that spot. You choose the area of the mist as your target. Alternatively, you can cause the mist to spread out over a 5-foot radius, forming a dome and forming an opening, or you can cause the mist to extend out over a 30-foot radius, forming a trench, opening a gate, or pouring over a portion of the ceiling. The extent of the mist depends on the direction in which you cast the spell. If you are targeting a creature, you can use your action to cause the mist to move in a direction you choose, up or down, 5 feet, or 1 inch, depending on the direction the mist travels. After making its movement decision, the mist moves and sheds bright light in a 30-foot-radius sphere centered on the area. If it moves more than once, it sheds dim light in a 30-foot radius centered on that area. If it sheds its light in a different place than its current location, the light sheds light in that location for its full duration. If the light sheds a color or a crude symbol or a harmful effect on another creature, it sheds that effect as well. To cause an affected creature to become blinded and deafened, a mist or a celestial sphere. A paralyzed or stunned creature is affected first. At the end of each of its turns until the spell ends, a paralyzed or stunned creature can make a Wisdom saving throw. It succeeds, however, if it can't defend itself against being affected by the blindness spell or by a similar effect, such as a reduction in cover. If a stunned creature damages an affected creature with a harmful effect before that time runs out, its damaged creature recovers at the DM’s option (if available). A stunned creature can use an action to make a Wisdom (Insight) check against your spell save DC, healing the creature. On a successful check, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Transmutation

End Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, you create either a wall of stone or a shimmering portal that leads to a place, object, or object you choose within range. You can use this portal to teleport you or to deliver a message to a creature within 10 feet of the destination. It lasts for the duration or until the portal is closed, the spell ends, or the spell ends. The portal takes no teleportation actions and can be opened by any normal action on the target. Once opened, the portal leads to a place you choose within range, such as a temple, library, or a secret passage within a tomb. You have resistance to all damage and vulnerability to all effects for the duration. If enough damage or vulnerability has not been removed from the portal, a dark lord appears at the entrance to the portal and ends the spell. If enough damage or vulnerability has not been removed from the portal, a lich appears at the entrance to the portal and ends the spell. If enough damage or vulnerability has not been removed from the portal, a wizard appears at the entrance to the portal and ends the spell. In addition, a demigod appears where the portal leads to an unoccupied space that is dedicated to evil or that you have designated as your personal tomb. The demigod, who appears to be an angry beast wearing an illusory phantasm, appears to belong to the evil demigod group you described. If you choose a tomb dedicated to a group dedicated to evil, a demigod immediately appears in that space and calls vengeance on those who attacked it. Choose a location that is sacred to a specific deity or group of deities or that has been dedicated to one of those groups for its deity. You can create an unoccupied space dedicated to the activity of a specific deity or group of deities for the duration. Creatures that are aligned with that deity or group are unaffected. Necromancy

End Wall

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wall of solid solid force in a 10-foot-radius, 100-foot-high cylinder centered on a point you choose within range. You can create this wall by casting this spell once, or you can create a portal by casting this spell once, or by concentrating spell slot one. You can also create an area by casting this spell once, or by concentrating spell slot one. The wall can be of any thickness and thicknesses in its area, and it can contain up to six hundred pounds of stone. When you cast this spell, you can move the wall up to 60 feet in any direction and no more than 10 feet in any direction. Conjuration

End Wall

Casting Time: 1 action
Range: 60
Duration:

Necromancy

End Wall

Casting Time: 1 action
Range: 60
Duration: Range

Duration Until dispelled

End Wall

Casting Time: 1 action
Range: 60
Duration: Range

Up to 1,000 feet on a side within range, you cause a wall composed of ten cubes to form in an unoccupied space within range. Each cube must come from a different area within that area. Each cube must be within 5 feet of another cube. For the purposes of this spell, a cube with two legs equals two cubes that are on the ground must be within 5 feet of each other. Each cube must be on a separate surface from which to run. When a cube appears outside the spell, it counts as a cube within the meaning of that spell. Each cube must fit within a 5-foot cube and is immune to the triggering effects of spells and other magical effects. Each cube must be on a separate surface from which to place a cube or a creature. When a cube attempts to pass, it makes a Dexterity saving throw. On a success, it can use its reaction to automatically cross the cube and complete its destination task. When the cube reaches the finish line, the spell ends. Each cube has AC 15 and 30 hit points. If a creature would roll a 6 or a 7 on a 4 or a 5 on a 3 or a 6 on a 2, the creature would make a successful Constitution saving throw. The cube can have no more than two Hit Dice, and its hit point maximum is reduced to 0. If a creature would roll a 5 or a 6 on a 4 or a 5 on a 3 or a 6 on a 2, the creature would make a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional cubes for each slot level above 7th. Transmutation

End Wall

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a shimmering wall of force radiates magical energy that ripples out from you in a direction exactly like a rope or a rope bridge, but made of transparent glass instead of stone. Each creature in the wall must make a Dexterity saving throw. On a failed save, a creature is restrained and must move to the nearest safe passage or another safe-space, such as a locked compartment or a wall of stone. At the end of each of its turns, a restrained creature can roll a d4 x10 moral test on the d20 roll and choose one of the following two capabilities scores—anchors, bridges, crevasse, or high arch—that fit within the following categories: Huge or smaller Nonmagical, up to 10 feet high Appearing in an unoccupied space up to 60 feet wide Nonmagical, up to 10 feet tall Appearing within 60 feet of you Appearing in an unoccupied space within 60 feet of you Nonmagical, up to 10 feet tall Appearing within 60 feet of one creature Appearing in an unoccupied space within 60 feet of the wall or creature Appearing in an area within 60 feet of a wall that is a separate object or an area within 60 feet of another wall As a bonus action on each of your turns until you finish your training, you can mentally command up to six creatures you have trained with that have become proficient with the use of the rope or bridge. You decide what action the creatures will take and where they will move during their next turn, or you can compel them to move before the start of your next turn, ending the effect of any effects that would have prevented them from doing so. Transmutation

End Wall

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this wall creates a ripple of wind around you in a 10-foot cube within range. Up to five creatures of your choice that you can see within range when you cast this spell (such as elves, goblins, or vampires) have resistance to being frightened. The wall is an illusion, and any creature or object it affects can be seen in the wall. The wall is 10 feet tall and composed of several layers. The first layer is an illusion—a wall composed of sheets of thick mist that is difficult terrain for creatures other than you. It has AC 15 and 30 hit points. The second layer is a solid mass of mist that is difficult terrain for creatures other than you. It has AC 15 and 30 hit points. While in the second layer, an unwilling creature that fails a saving throw made against this spell must succeed on a Dexterity saving throw or become frightened of you for 1 hour. Until the spell ends, you can use an action to move the wall up to 30 feet in any direction, ending the effect on itself on a successful save. Conjuration

End Wall

Casting Time: 1 action
Range: 8 Hours
Duration:

A wall of stone erupts out of a creature’s space using acid, cold, fire, lightning, lava, mud, rock, or snow. The wall extends into the space it hits and touches, forming a face that faces an enemy or a wall. The wall is bright green and has 4 flashing colors, one for every 5 inches of ground under the creature’s line of sight. A creature can choose from any of the following effects when creating the wall: Each creature in the area must make a Dexterity saving throw. On a failed save, a creature can throw a ranged weapon (axe, mace, mace-like weapon, stick, club, chain saw, mace-like weapon, or dagger-like weapon). The weapon deals an extra 1d8 damage of the type you choose when you reach up to 10 feet away from the wall. The creature that laid the bombs must make a Constitution saving throw. On a failed save, the creature takes 1d8 poison damage, and it takes half as much damage on a successful save. Both times, the creature takes half the amount of damage. If the creature’s Strength or Dexterity score is less than or equal to the creature’s scores, the creature takes half the amount of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the wall increases by 2d8. When you use a spell slot of 3rd level or higher, the damage from the wall increases by 4d8. When you use a spell slot of 4th level or higher, the damage increases by 5d8. That spell’s damage increases by 1d8. When you use a spell slot of 5th level or higher, the damage from the wall increases by 2d8. When you use a spell slot of 6th level or higher, the damage from the wall increases by 4d8. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from the wall increases by 1d6, and the damage from spells with a casting time of 10 minutes or shorter increase by 1d6, for both types of damage. Conjuration

End Wall

Casting Time: 1 action
Range: 8 Hours
Duration:

A wall of stone springs into existence in a 30-foot cube centered on a point you choose within range. The wall vanishes into silence, and each creature it ignores when it appears on the ground or on the ground next to you must make a Constitution saving throw. It remains there for the duration or until you dismiss it as an action. The silence lasts until the spell ends, at which point the wall reappears in your space. You can use your action to move the wall up to 60 feet in any direction. You can extinguish the flames within by using its movement to do so. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If it is completely dark, as with all flames in the wall’s area, it sheds a harmless gloom effect on the ground and wastes no energy fighting any other creatures. As an action, you can move the wall up to 30 feet in any direction, ending the effect on itself. Evocation

End Wall

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a wall of shimmering crystal on the ground within range. You can make the wall up to 50 feet long and 10 feet high, and it lasts for the duration. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. Any creature other than you who enters the warded area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d8 piercing damage on a successful one. The wall’s interior is lightly obscured, creating a difficult environment for walkers, goblins, and other creatures. It is heavily obscured against light and heavy objects. Any creature of at least 2th level or lower can enter the warded area sees its full potential, and it can make a Wisdom saving throw to automatically eliminate the fog and move away from the wall as described below. A dispel magic spell cast on the wall removes the fog and replaces it with a less harmful illusion. A false wall also extends into the Astral Plane, preventing it from passing through the portal leading to it. A wall of strong dark energy reaches 5 miles to the north and 10 miles to the east. It can be pitting a prepared warlock against one who has a long history of causing great damage. Each creature within 10 feet of the wall when you cast the spell must succeed on a Dexterity saving throw or become alarmed (your choice with a successful one), take 1d8 necrotic damage, and take 1d6 necrotic damage for 8 hours (your choice with a failed save). When a creature uses its action to move toward the wall and uses its action to make a melee spell attack, it can make a different attack roll using its action. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

End Wall

Casting Time: 1 action
Range: 90
Duration: 10 minutes

This spell sends up a 15-foot-radius sphere that lies completely still within range, centered on one point on your person. Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects within range: You cause a bolt of lightning energy to leap from your hand toward a creature within range, creating a lightning effect. You cause a shortening in the ground within 10 feet of the point you chose for the effect. You cause flashes of light in a 10-foot radius that last for the duration. You create a small explosion of stinking vapors that causes fine black smoke to leap from your mouth to a creature within 5 feet of it. Conjuration

End Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell allows a creature with a Wisdom score of 4 to understand the nature of its surroundings. It also reveals secret areas within creatures minds that aren’t normally read. The spell doesn’t affect creatures that aren’t within line of sight. Special Concentration, up to 1 hour You create a magical barrier that blocks incoming and outgoing spell attacks. Until the start of your next turn, an enemy within 10 feet of the spell’s center has disadvantage on one Strength saving throw, and it must either succeed or take 4d8 radiant damage on a failed save, or half as much damage on a successful one. The barrier lasts until the end of its effect, at which point it stops working. The spell allows a creature with a Strength score of 2 or less to overcome a particular obstacle or to move up or down stairs without using any movement. Evocation

End Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A wall of stone appears in a 5-foot-radius sphere centered on a point within range. The wall appears at the end of each of the creature's turns. The stone disappears when the spell ends. If you cast this spell again on a different creature, the spell ends. Transmutation

End Wall

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a wall of concentric rings centered on a point you can see within range. The wall appears at a point that you can see within range and lasts for the duration. Each creature that fits within the wall must make a Dexterity saving throw. On a failed save, a creature takes 6d8 piercing damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 6d8 piercing damage to each creature that ends its turn within 5 feet of that side or inside the wall. A creature must make this saving throw if it were to pass through the wall. If a creature fails the save, it can normally be attacked as a group. If a creature is in a bubble created by a spell slot of 4th level or higher, this spell creates a 15-foot-radius, 30-foot-high cylinder centered on that spot. Creatures that pass through the bubble have disadvantage on their attack rolls against the spell’s target. Spells that deal cold damage that pass through the wall cause the area of the wall they create to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s chill remains, and any creatures that can’t see it or that can’t read it have disadvantage on their attack rolls and ability checks. Evocation

End Wall

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a pillar of green flame that spreads out vertically over 10 feet square, 50 feet deep, and lasts for the duration. If you cast this spell on the same spot every day for a year, the pillar shrinks to make room for the Large or smaller creature. When the pillar appears, each creature in the pillar must make a Strength saving throw. Any creature restrained by the pillar must make the saving throw with advantage. If a creature fails the save, the pillar is destroyed, and the flames set off by this spell on the pillar are extinguished. Transmutation

End Wall

Casting Time: 1 action
Range: A shimmering wall springs into existence on a solid surface within range. The wall radiates light and radiance, and it extends outward as far as 40 feet. The wall lasts for the duration, at which point it explodes, dealing 4d10 radiant damage to any creature within 5 feet of the entrance. When the wall deals this damage, the wall creates one of the following effects within 1 hour of entry: Stunning one creature (including you) that starts its turn in the passage. Targets have disadvantage on Dexterity saving throws against your spells and have disadvantage on attack rolls against you that use your spell slot. You plant a celestary seed on one creature that you can see within 60 feet of the entrance. You command the creature to move into a secure location in order to receive a spells minimum price at the end of each of its turns. The creature must succeed on a Strength saving throw or be restrained by the wall. If the creature fails the save, the wall explodes, dealing 4d10 radiant damage to any creature in 5 feet of movement.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: Choose an area of air that you can see and that fits within a 20-foot cube and that is within range. You create one solid beam of light at a point you specify within range and 24 feet high. Any creature that ends its turn within 8 feet of the center of the beam must make a Dexterity saving throw. On a failed save, a creature takes 1d8 lightning damage and is knocked prone. As a bonus action on your turn, you can move the beam up to 30 feet in any direction. If you ram the beam into a creature, that creature must make the saving throw. On a failed save, the creature takes 1d8 lightning damage and is knocked prone. As an action, you can ram the beam up to 60 feet in any direction, ending the effect on itself on a success. The spell ends if you ram the beam as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Duration:

Conjuration

End Wall

Casting Time: 1 action
Range: Choose an unoccupied 5-foot cube that you can see within range and that fits within the following categories: Within 5 feet of any nonmagical object you choose that isn’t part of a creature’s body or that doesn’t share a body part with any creature Within 5 feet of any object that isn’t magic or that isn’t part of a creature’s body (for example, if the creature is talking or walking), you can cause it to make a Wisdom saving throw and make the saving throw with disadvantage if the creature’s speed is reduced to 0. The creature takes 5d8 damage on a failed save, or half as much damage on a successful one.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch a creature. You touch the target and give it the ability to make a Wisdom saving throw. On a success, the target takes 1d10 necrotic damage and is charmed until the spell ends or until the spell ends. On a failed save, the target takes 1d6 necrotic damage and is charmed until the spell ends or until the spell ends. Enchantment

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a wall of fire on a flat solid surface within range. When a creature moves onto a solid surface within 120 feet of it for the entire casting of the spell—including the casting of the spell on the floor or the wall itself—the fire spreads and falls down into the area, extinguishing at the first movement target for the spell and at the start of each of the creature’s turns until it finishes casting or until at least one of its tools falls and strikes the wall (other than by a slam attack, an axe strike, or a club attack). Any creature that moves into the fire or directly strikes it or casts a spell thereinst can succeed on a Strength saving throw to stop the fall and extinguish the fire. While the fire is on the ground, each creature other than you in the area must make a Dexterity saving throw. On a failed save, a save for the first target uses up the spell’s duration. A saving throw for the second target takes effect immediately after the first. If you cast this spell using a spell slot of 4th level or higher, the first target also automatically succeeds on saving throws against the fire. During the duration of the spell, a second target also automatically succeeds on attack rolls against the same target or one unaffected by its spell. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell poisons the flesh of a willing creature it strikes within range. You make the target wilt. The target must make a Constitution saving throw. On a failed save, it falls unconscious for 1 hour, or until you meditate. While unconscious, the target can use only one of its moves on a turn that it can use, and it suffers from poor movement and endurance, relying on movement that isn’t fast enough to move at all. At the start of each of its turns, the target must make a Constitution saving throw. On a failed save, it can use its action to move into a secure space and shuttles its food and drink to a safe distance within 30 feet of where it starts its turn. While the target is within 30 feet of its safe space, it makes a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. You can also choose to cause the target’s movement to be affected by truesight, in which case you send the spell to the creature’s best friend, the willing creature, or the spell’s harmful effect to rest. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a glowing wall of fire on the ground within range, centered on a point you choose within range. The wall lasts for the duration. When a creature moves into the glowing area for the first time on a turn or starts its turn there, it can use Strength instead. On each of your turns after you cast this spell, you can use a bonus action to cause these flames to exhale flammable objects weighing up to one hundred pounds (150 kilos) less than the creature’s normal weight. The flames lash the wall, spewing gases that are no larger than Medium constructs or fire pits filled with gas and smoke. Each creature in a 20-foot-radius sphere centered on the glowing wall must make a Dexterity saving throw. On a failed save, a creature takes 10d8 fire damage and is blinded for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create an instantaneous wall of light in an unoccupied space that you can see within range. You choose one side of the wall and lay waste to any melee attack against it. Each creature within 10 feet of the wall must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 20d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 25d6. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a pillar of silence across a 5-footradius, 30-foot-high cylinder centered on a point you can see within range. You can create the pillar as either a point on a solid surface or as a part of a wall or a ramp extending from the pillar toward a location within 5 feet of it. You can shape the pillar so that only creatures and objects that can be opened or worn by creatures or objects within 5 feet of it can see or hear you. Each creature in the pillar must make a Wisdom saving throw. If it fails, it takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Illusion

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a wall of force in a 5-foot-by-5-foot-high portion of space within range. The wall is thick, with a 50-foot-radius sphere centered on the wall and centered on an unoccupied space within range. The wall is difficult terrain and can't be made more than 10 feet wide. When you cast this spell, you can affect the wall with a spell of your choice that you can see or hear that can see up to 40 feet in the area. Conjuration

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a wall of soft stone against which a Large or smaller creature (such as a wall or a ceiling) is shielded. The wall can be up to 50 feet long, 20 feet wide, and 10 feet thick, and it lasts for the duration. When the wall appears in an area of natural hazard (such as a river or a mountain) or as a defensive barrier (such as a mountain pass), it effectively stops water from reaching a creature that is swimming within its area. The wall blocks flowing water that enters or leaves the wall, and any creature that begins its swim by making a Strength or Dexterity check against your spell save DC or by making a Strength check against your spell save DC, as well as igniting flammable objects that are within 60 feet of the wall, must make a Strength check against your spell save DC or be blinded for 1 minute. When the wall appears, each creature in its area must make a Strength saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is pushed 10 feet away from the wall. A successful save ends the effect of that spell. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create one of the following effects when you cast this spell: An illusion appears in front of you in a 60-foot-radius sphere that you can see that is 60 feet long and 30 feet high. The spell lasts for the spell’s duration. The illusion fills a 20-foot-radius sphere for the spell’s duration. The spell ends if you cast it again or if you cast your next spell. If the spell ends, the illusion appears in a spot that is normally invisible. The spell can be dispelled by any means. Conjuration

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Until this spell ends, a shimmering wall of green light appears at a point within range and lasts for the duration. The wall seems to grow in height to match your location. It appears to be made of thick and flowing stone, with narrow sides and narrow beams that lead toward and above you. Small or larger creatures within the wall can’t pass through it. The wall lasts for the duration. Within 5 feet of you, you can move up or down, creating a temporary barrier. You can construct one of the following barrier types: Stone, brick, or log (including natural stone components) that isn’t made from stone or that isn— Any metal or stone construction that uses stone occurs within 5 feet of the wall. This construction can use Strength, against the spell’s casting ability of your choice. Any creature blocking the way can use its action to try to reach for the wall. If it fails, the spell ends. If you break the wall, you move up or down, creating a temporary barrier at the bottom of the wall that lasts until the end of your next turn. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a shimmering wall of solid stone three times as thick as your normal wall and 10 feet long, 5 feet high, and 10 feet thick. The wall lasts for the duration. You can shape the wall so that it faces you, one side at a time, facing away from you. You can shape any aspect of the wall you desire. For example, the wall might be vertical and horizontally horizontal, ascending and descending as you direct, descending as you descend, and so on. If you animate or construct a pit or other archway (as with dragons or stone platforms), the wall becomes an archway when you create it, and an open pit or gateway whenever you create it. You can create any number of archways in the wall, each “stronger than iron” or “less so” or anywhere in between. When you create the wall, choose any stone structure or object within 30 feet of it as the foundation. Any stone structure in the wall’s area is difficult terrain. The wall is a celestial, magical pillar, with four horns on the base and a ringed staff on the top. The staff protects it from melee attacks. While in the wall’s area, you can use an action to cause a creature of sound within 30 feet of the wall to repeat the attack against a creature within 30 feet of it. Each creature that ends its turn within 30 feet of the wall must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded by this spell. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a wall of bright light that lasts for the duration. At the start of each of your turns until the spell ends, you can use an action to cause the wall to burst, cracking open some structures or dealing heavy damage to one creature within 30 feet of you. The wall appears in an unoccupied space within range. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can break the wall up into walls, up to 5 feet in diameter, or as wide as the ground under a hospital or a fortress. Each wall can be up to 20 feet tall and has AC 12 and 30 hit points. In addition, a creature starts out on the wall at the greatest possible height, so it can travel up to 30 feet per round trip (8 AC, 10 AC, and so on) or slow to 15 feet per round trip (10 AC, 10 AC, and so on). Thus a creature on a creature journey of 8 miles or more must first be within sight of the wall when it appears. If it does so, it is driven mad and must move to defend itself against the madman. You can extinguish the fire within the fire’s area, provided that it is on the ground (such as a wall in a cave, or atop an altar), or you can cause it to erupt in flames, creating a moderate to large pyrotechnic effect similar to a pyre eruption. Evocation

End Wall

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a wall of shimmering energy centered on a point within range. The wall lasts for the duration. You can make a Dexterity-based Strength (Athletics) check against your spell save DC to break the wall. It w soaks you up to 60 feet on each of your turns. It lasts for the duration of your spells. When you break the wall, you can use your action to push it up to 20 feet. If you break the wall, you cause it to become a gateway between two different planes of existence, thus forming a contiguous wall against which creatures can travel. This wall lasts for the duration. As an action, you can move the wall up to 30 feet in any direction along the wall. You can create a nonmagical lock on it, as long as it is not a lockable object or a slot that can be opened or shut by another creature. If you break the wall, you cause it to become a cylinder with a diameter of 15 feet or 10 feet on each side. This cylinder lasts until the spell ends, when you use your action to move the wall up to 20 feet in any direction along the wall. Conjuration

End Wall Conjuration

End Wall

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:

Your body becomes part of the world around you. Choose a solid body part, such as a leg, a chest, a hip or a waist, and everything moves with you. Your movement doesn’t necessarily follow a fixed course, but rather requires you to make a precise and precise choice about what you want to happen. As part of casting the spell, you can change the way the spell affects the creature you choose when you cast it. Choose one of the following effects when you cast the spell, which you must be touching the subject of each casting. The spell can have additional effects depending on the object or persons affected by it, such as the creature might detect a magic door open on an alchemical floor or a glowing, shimmering door on the floor of an arcane chamber. Detect Curses. You learn the alignment of all curses affecting you, based on the nature of the spell and the extent to which they are native to you. Choose 1 effect affecting you, a curse you cast and which has the same effect as the spell. If you cast the spell without attaining the level of the enchantment, you can cast that spell again if the level of the curse is less than the level of the target you choose. Sickle Death or Sickle Spell. You learn the nature and extent of curses affected by the sickle spell. Choose one effect, a curse you cast and which has the same effect as the spell, or a simple disease or magic disease, if that effect’s nature is different from the target’s. If the curse is so simple that the target can neither do anything harmful to themselves nor others, the spell fails entirely. If you cast the spell on a creature that is neither undead nor possessing magical wards, the creature is cured of its diseases and charms, and whatever damage it sustained from casting the spell is replaced by an additional 2d6 bonus, based on the nature of the disease and the portion of the creature’s health restored as magic damage. Similarly, if you cast the spell on a permanent or a cursed object that is not worn or carried, the spell fails and no additional damage occurs, unless the object is somehow held or carried by a celestial or fey deity. Sickle Sleep or Sickle Resurrection. You learn the nature and extent of sickle spells, which also have the same effect as the sickle spell, and which have the same effect as the sickle spell, if the spell is cast using a spell slot of 2nd level or higher. If you cast the sickle spell on a creature or a part of a creature’s body, the spell fails and the target recalls its original form, if available, of the new form from memory. The spell recalls the form of any current or former targets who w ere aware of the new form from memory. Sickle Whirlwind. You create a long and whirlwind-like whirlwind whose center is a point on the ground within range. The whirlwind travels 1 mile on a s s and 30 feet on a s speed of 40 feet. When a creature enters the whirlwind for the first time on a turn or starts its turn there, it is affected by this spell for the first time on that turn; if it makes a move in the whirlwind and moves twice as fast as normal, this spell fails. The whirlwind emits bright light in a 30-foot radius and dim light for an additional 30 feet. The whirlwind is heavily obscured. It is difficult terrain and moves at your command. When the whirlwind reaches the ground it strikes up to four creatures that are within 5 feet of it and causes them to make a DC 20 Strength check, taking 3d8 damage of the type you chose. Conjuration

End Wall

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a statue of the spirits of war behind a pillar of fire. The statue disappears when it drops to 0 hit points and reappears every hour for the duration. The statue vanishes if it hits an object or structures. The statue is immobile and takes no actions. It obeys all verbal commands and can move at high speed, up to 60 feet per round for long distances. When the statue drops to 0 hit points, it disappears and extinguishes all fire effects and poison effects within 10 feet of you. Any spell that removes a spell, including removing a harmful effect, doesn’t do so. The statue lasts until it drops to 0 hit points. If you cast this spell again, the spell removes all harmful and non-harmful effects within its area, and the statue doesn’t return to its normal place after 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 1 hour. Evocation

End Wall

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a wall of stone or a thick cloud to protect a specific location within range. The wall is 3 feet on each side, half as high as a mountain, and stands on one side of the wall. The wall is 10 feet thick and fills a 20-foot cube. When a creature enters the wall for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it instead takes 2d6 stone damage, and it takes twice as much damage on a successful save. Redundant rain falls in 2nd level and higher locations. Place your choice of one of the following effects on the wall. It reverts to its normal state if the wall’s edge is free. It reverts to its normal state if the wall’s edge is on a different plane of existence than the one it is on. An instantaneous trap creates an opening in the wall for the creature to escape. The trap creates one of the following effects within 10 feet of the edge‘way: Renders itself in an odd pattern in an8 random image drawn from a 12-inch cube made from dirt, leaves, or other clean materials. Such a pattern reveals hidden pathways that would lead the creature through a secret passage or trap created by the wall effect. Creatures that don’t rely on teleportation or planar travel are unaffected by this effect. This teleportation, or the wall effect, destroys the effect in its area. A creature that uses planar travel to enter a trap created by a fortress-like wall effect is transported to the nearest extradimensional space of its choice that is open and centered on the wall. If the creature is currently trapped in the wall effect, it can use its action to move up or down as described above to grab the object at hand. Alternatively, the creature can use its action to move over the object, which must be at least as long as its reach is extended. If the creature uses its action to move up or down, that creature can use its action to grab the object and use its action to move back up or down as described above. Transmutation

End Wall

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create up to four pillars of green light in a 15-foot cube centered on a point you choose within range. The pillars can be as small as a 20 foot cube, as large as a 30 foot cube, or as large as a 200 foot cube. Once the pillars appear on a spot within range, they animate and remain there until the spell ends or the pillars dissipate into smoke, reaching a maximum capacity of 100 pounds (4720 kg). When the flames cool to the touch, they turn a stinking pile of bones and flesh into flesh and bones and flesh and flesh and flesh and flesh. The spells last for 1 hour, if they are cast with a clean energy item, or until the pillars cool to the touch. Evocation

End Wall

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A wall of solid rock springs from your space, moving toward a creature you can see within 60 feet of you. If you chose this form, you can target an invisible creature with a successful dispel magic spell or a creature with a successful dispel magic missile spell against the creature to cast the spell using your spellcasting ability, provided that you have the creature’s Strength and Dexterity levels listed above. You can choose a section of the wall that you can see and that fits within a 30-foot cube within range, such as a wall that extends from a ceiling to a point 60 feet up, as a bonus action on each of your turns until the spell ends. When you cast this spell, you can have up to six creatures follow you in this way, provided that you have the creatures’s hit point maximum at that point. When you use this spell to create the wall, create additional barriers, and erect barriers to separate blind and partially obscured creatures, you can direct the creatures to a different and potentially dangerous spot on the wall. When you cast the spell, you can direct the creatures to a place that is neither more dangerous nor safer for them. Each creature in the wall must make a Constitution saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is subjected to the bludgeoning damage for the duration. The creature can’t use reactions, such as ramost, while it is subjected to the bludgeoning damage. At the end of each of its turns, the creature must make a Strength saving throw. On a successful save, the creature takes half the damage it took without saving for the duration. The wall can be destroyed in the course of a single short or long rest. When the wall is destroyed, any creatures in the wall's area are demesneashed and transported to another room on the wall. Such a place can’t have more than one creature or object on the wall or adjacent to it, and its dematerialization state can’t reduce it. While this dematerializes, a creature or object can use an action to dismiss the dematerialization with a harmless disuse spell. In any case, each affected creature rolls a d20 incrementally until it is indistinguishable from another creature. This change lasts for 1 minute, after which time it repeats. Transmutation

End Wall Evocation

End Wall

Casting Time: 1 action
Range: Instantaneous
Duration:

The wall that forms where you stand disappears and you decide where the wall is located. If you are within the wall, you can use your action to make a ranged spell attack against the wall. On a hit, the wall pushes away from you and you gain the bonus spells equal to your spellcasting ability modifier. Conjuration

End Wall

Casting Time: 1 action
Range: Instantaneous
Duration:

You choose one creature that you can see within range. The target takes 1d8 bludgeoning damage and is restrained until the spell ends. The target is also incapacitated and can't move. The target can repeat its saving throw if it wishes. If it succeeds on its saving throw, the target is then restrained until the spell ends. The target can use its reaction to make a Strength check to see if it has enough intelligence to understand the spell. If it can, the target takes half damage and is restrained until the spell ends. Otherwise, the target can use its reaction to make an Intelligence check against your spell save DC. If it can, the spell ends. Abjuration

End Wall

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a wall of fire on an unoccupied space that you can see on the ground within range. You can make the wall up to 50 feet long and 5 feet high. Because the wall cuts through solid earth to fill its area, it lasts for the duration. You can shape the wall in any manner you choose so long as it makes one continuous path along the ground. If you shape the wall in any way that keeps objects within the wall mobile, they fall. Any object that falls remains within 60 feet of the wall. Any object that strikes an object inside the wall is done so as normal. Evocation

End Wall

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a wall of light within range. Choose one of the following effects. Choose one creature or object within range. The creature must be within 30 feet of the wall. The wall must be of solid material that fits within the wall. The wall must not exceed 10 feet high or 10 feet wide. The wall must have a face that is at least 10 inches in the center. The wall must be made from a thin sheet of paper that is at least 5 inches in diameter at its top and 30 percent thick at its bottom. The wall must fit within the space of a normal door or window. The wall must be strong enough to resist the attack of a Large or smaller demon. Evocation

End Wall

Casting Time: 1 action
Range: Instantaneous
Duration:

You create ten translucent barriers or slots at the center of a room within range that are made of a certain material or stone. The barriers are 10 feet tall and have a diameter of 20 feet. When a surface falls on a barrier, you can place a ceiling or other structure over it to create the barrier as well. Each barrier is 1 inch thick and is covered with a thick, sticky covering. When a creature enters the barrier or enters the barrier's area when the barrier is created, the creature must succeed on a Strength saving throw or take 1d6 acid, cold, fire, lightning, or thunder damage. On each of your turns before the casting time for this spell ends, you can use an action to mentally command any creature you summoned to serve you. You decide what action each creature will take and where they will move during its next turn. Creatures that will move during their next turn are also commanded to make a Wisdom saving throw. A creature takes 4d12 cold damage on a failed save, or half as much damage on a successful one. The DM chooses the nature of the cold damage and the DM's statistics, which are in addition to its normal damage. When a creature successfully saves against the cold damage or a similar effect for its entire attack, it isn’t pulled to its attack action. Evocation

End Wall

Casting Time: 1 action
Range: Instantaneous
Duration:

You plant the bark of a tree you can see within range and shape it into a pillar, making it appear as a vertical pillar in the air or a horizontal pillar in the ground. You can make any other shape you desire, such as an overhang or cone with two branches. When you animate the pillar, you create an effect that either increases or decreases the height of the pillar, or both. If you create an effect, each blade lengthens at the same time that another blade recoils at the same time. If you create an effect, you create a small void, a sphere centered on a point you choose within 30 feet of you that is a small warp in the fabric of space that allows a creature within reach to pass through and reach out through it. Transmutation

End Wall

Casting Time: 1 action
Range: Instantaneous
Duration:

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a glyph appears indicating where you were when you vanished. You can specify a location, a date, a time, and a location's name. You can also specify a password. Once revealed, the glyph remains in your hand and you can use it again only if the spell ends. Divination

End Wall

Casting Time: 1 action
Range: Self (10-foot-by-10-foot cube)
Duration: Range

Duration Until use, you create a 20-foot thick cylinder of rock on the ground within range where you cast this spell. The rock can be anywhere on the surface. Until the spell ends, you can use a bonus action on each of your turns to cause one of the following effects of your choice to apply to this spell. ‣ Rockscan. You cause simple supports of one kind onto the ground in a 5-foot cube. Each creature of a distance equal to your speed can ride on the supported platform. All structures within the area crumble to stone and trees erupt. ‣ Rockslide. You create three straight layers of thick shadows on the ground that are indistinct except for a gleaming sword that glimmers in the darkness. Each creature in each layer must make a Dexterity saving throw. On a failed save, a creature takes 14d8 necrotic damage, or half as much damage on a successful save. ‣ Rockslide-Inflict Stunning. You cause waves of tears within the image to lash out at one creature you choose within 60 feet of you. For the duration, each target has disadvantage on Strength, Dexterity, and Constitution saving throws. At the end of each of its turns, the target can make a Constitution saving throw against the image. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increase increases by 1d8 for each slot level above 5th. Slayer Touch Concentration, up to 1 hour You touch a willing creature, granting it the ability to speak a one-word message that can teleport it to any other spot within 30 feet of the destination tree. Until the spell ends, the target can’t willingly leave its tree where it can’t cast spell for 30 days. Its tree leaves are vulnerable to truesight effects, such as blindness or deafness, and it can’t talk with nonmagical messages. Transmutation

End Wall

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Duration’Tirement

You create a wall of flame on the ground within range. Each creature in a 20-foot cube must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

End Wall

Casting Time: 1 action
Range: Self (15-foot-radius. dot Create a wall of magical energy centered on a point within range. You cause the wall to move in any direction along a solid surface within reach, and it has advantage on attack rolls against you and so it can enter a new fixed position within 5 feet of you and attack the same creature it replaced. When the wall appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 10d6 acid, cold, lightning, or thunder damage. On a successful save, the creature takes half the amount of temporary hit points it can retain. As an action, you can move the wall up to 30 feet in any direction. While in the wall’s location, the creature must make a Constitution saving throw. On a failed save, the creature can use its action to move to the nearest side of the wall, which side is perpendicular to the ground (but not over the top or below the wall). If the wall is higher than the creature’s maximum height, the creature can move up to half its height but must first make a Strength saving throw. On a successful save, the creature is no longer restrained by the barrier and instead uses its action to push it up to half the remaining distance. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Duration:

Conjuration

End Wall

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a wall of solid radiance at a point you can see within range, up to 200 feet on a side. The wall extends from you and moves with it, remaining centered on each spot you choose within range. You can hurl the wall up to 30 feet per round cylinder. You can hurl one hundred three coaltions in a round using only one pile of coaltions, up to 10 coaltions in a round using two piles of coaltions, up to 10 coaltions in a round using three piles of coaltions, and so on. Each pile lasts until the spell ends. A coaltion is an extra pile of flames that you can use as fuel. You decide when the wall extends, and it lasts for the duration. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is blinded until the spell ends. On a successful save, both creatures take half the damage and are blinded for 10 days. When the wall appears, each creature in it must make one Constitution saving throw. On a failed save, a creature takes half the damage and is poisoned for 1 day. A creature that fails the saving throw must instead make another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

End Wall

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 10 minutes Choose a creature or an object within range and exert a strong urge on it that causes it to erupt into fey, slashing, or slashing attacks. Each creature in a 20-foot cone must make a Constitution saving throw. A creature automatically succeeds on this saving throw if it is immune to being frightened. On a failed save, the creature becomes frightened again if it reverts to its normal form. The frightened creature can’t speak, cast spells, or take any other action that requires hands or speech until it regains control of its environment. The frightened creature disappears when it drops to 0 hit points or when the spell ends. Conjuration

End Wall

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create one of the following magical effects within your space: You create an instantaneous puff of either flame, thunder, or lightning within range, causing flames to flash in all directions and causing them to move across the room in one go. You create a chill that spreads to 50 feet in a 10-foot-deep pool of boiling water, causing feverish frolicking in a 15-foot-radius sphere to manifest in a secluded spot within 30 feet of it. You create a harmless sensory shock, such as a rumble of thunder in the room, a faint musical note flying when you cast the spell, or a loud knock when you cast it. A sensory overload causes creatures in an area within 30 feet of the spell zone to become immobile for the duration. You cause flames to leap from the floor of the spell’s area to a location within 30 feet of the location you’re located within 30 feet of. If you cast the spell on an area that isn’t a simple living arrangement, the flames leap from the floor to a location where they are light years away from the place where you cast it. Evocation

End Wall

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour

You step out of your hideout to a place of your choice that is enclosed by a wall or other solid barrier. You can create that barrier by shaping the wall as you like. You can shape a solid barrier up to 40 feet tall, covering up to 20 feet of wall or 10 feet of barrier. You can shape a sphere as large as 20 feet across as a simple illusion, or you can shape a circle as large as 20 feet around as simple divination spells, as magic for the job. The shape and brightness of the circle create hallucinations, delusions, or other terrors within the boundaries of the illusion. When you create the barrier, you decide how the light of the barrier reaches creatures, who are blinded and deafened when exposed to the light, and how dimly light is dimpled to prevent creatures from falling out of the barrier. The light can be blinding light or dim light. If any creature in the area is blinded or deafened by dim light, it can make a Wisdom saving throw to regain vision. On a successful save, the creature is blinded or deafened for 1 minute. At the end of the creature’s turn, it can make a Wisdom saving throw to regain vision. Transmutation

End Wall

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing creature and create a wall of shimmering energy that lasts for the duration. You can end the wall on a creature or an object within 120 feet of it. The wall only partially exists there and can’t move. Any creature or object affected by the wall is made whole and immune to all damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or manifest a second wall of shimmering energy that lasts for the duration. You can animate or manifest a wall up to 120 feet in a direction you choose, causing it to curve to one side and lasting for the duration. You can also animate or manifest a third wall, which can move up to 20 feet in a direction you choose, permanently hanging from the wall. Wall of Thorns 150 Concentration, up to 1 minute A strong wind (5 miles per hour) blows around you in a 50-foot radius inside a 30-foot-radius cylinder centered on a point within range. The wind lasts for the spell’s duration. If you cast this spell using a spell slot of 2nd level or higher, the wind damages up to one creature or object affected by it, and the spell damages one creature or object within 5 feet of it. If you use a spell slot of 3rd level or higher, the wind damages two creatures or objects affected by it. Evocation

End Wall

Casting Time: 1 action
Range: Touch
Duration:

Concentration or long rest, you cause a wall of glowing, spectral energy to erupt from your hand, centered on a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The wall can be destroyed by ranged or divine attacks. On a successful save, a creature can throw the glowing object at the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 10 feet of the object when you target them. Evocation

End Wall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the creature’s feet are crossed and its speed is equal to or less than the creature’s. The touch creates a Fey spell slot of the chosen one, and the creature can be charmed by it. On each of your turns, you can use a bonus action to mentally command a fey creature or a summoned fey (the fey creature must be within 5 feet of you to cast this spell). You decide which fey creature to fey and how fey to create it. The fey creature must be within 5 feet of you when you w ill plant it, and it must obey your spoken commands or suffer disadvantage on attack rolls when it does so. Such a fey creature is immune to all damage, but it must make a Wisdom saving throw to gain the benefit of another saving throw. For the duration, it ves out and dies of old age at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and gain a petrified version of the fey creature, provided that you have the 2nd level perk of at least 1 hour. Abjuration

End Wall

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and ask it to deliver a long ranged attack against a random foe within range. The target takes 1d4 slashing damage at the start of its turn, and on its next turn, the target must succeed on a Strength saving throw or drop its weapon and attempt a Constitution saving throw at the end of each of its turns. It can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Special Abjuration

End Wall

Casting Time: 1 action
Range: Touch
Duration:

Up to 1 meter outside a location’ within range. You touch a creature to grant you flying or teleportation abilities, and the creature can fly up to 30 feet in a straight line up to 10 feet in any direction. Alternatively, you can cause the creature’s flying speed to be contested as one skilled in the game to gain the upper hand in combat. While the creature is at rest, its movement isn’t erratic, but it can make haphazard moves in difficult terrain to a greater or less advantage. A target automatically succeeds on a Wisdom saving throw if it can’t move if you or your companions are within 20 feet of the target. A creature can make a Wisdom saving throw against this spell using an action to end one of the following effects, as described below: You attempt to cause a teleportation spell to automatically teleport a Huge or smaller creature to an unknown location, such as the Shadowfell, that is 30 miles from you. If the spell fails, the creature is transported 1 mile to the nearest unoccupied space that can accommodate it (your choice, the creature can be a friendly creature or an enemy creature). If the creature is moved more than 30 feet from you, it is transported 1 mile to the nearest safe haven location, which means the creature is transported 1 mile to the nearest safe haven. Transmutation

End Wall

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature of your choice that you can see within range and say, within 300 feet of you. The spell ends if that creature dies or if another creature steps on it. To a creature’s attacker, the spell ends if it dies or if another creature steps on it. Abjuration

End Wall

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature’s flesh to create a wall of fine air. You choose the shape of the wall: horizontal, vertical, or diagonally. The wall can stay on the ground or spread around a solid surface. You can create a 5-foot square by 3-foot cube with an 18-foot diameter inside it. Any creature in the square’s space who is outside the wall can use Strength for the move it made against a creature within 15 feet of it. If the creature was targeted by a bullet from behind the wall, the creature would instead take 2d6 slashing damage from the start of its next turn to the second it took damage, or half as much damage from the start of its next turn. The spell fails if you use Strength to cast this spell without first targeting a creature inside the wall. Flame Damage Duration

End Wall

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature. You target it with an aura that bestows a magical seal on it and that lasts for the duration. When the spell ends, the seal appears on the target and w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho

End Wall

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. For the duration, that creature is protected from all damage, magic, and other effects that might attack or otherwise harm it. Creatures are affected both physically and mentally, and their hit points are reduced by half for the duration. At the end of the duration, any creature affected by this spell is also automatically injured, though it lacks hit points. Illusion

End Wall

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. For the first time for the duration, a willing creature becomes a target of this spell. On each of your turns until the spell ends, you can use a bonus action to mentally command a creature that you can see within range to a suicidal course of action. Transmutation

End Wall

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature that has reached the age of maturity. For the duration, the target’s speed is halved, it sheds bright light in a 30-foot radius, and it can’t take reactions and emits dim light for an additional 30 feet. The target can’t make more than one melee attack during the spell’s duration, and its speed is reduced to 15 feet per level of that level. Any creature affected by this spell must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Divination

End Wall

Casting Time: 1 action
Range: Touch
Duration:

You touch one object that isn’t being worn or carried and that can be damaged by ranged weapon attacks. The target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. This spell cannot target constructs or undead. The target’s first ranged attack fired at least 40 feet away from it deals 4d6 extra damage. Alternatively, at any time during the casting of the spell, you can use your action to move a solid object 5 feet away from you as if it were an object made of stone or dirt and then target another object made of stone or dirt. While the target is moving, any creature that ends its turn within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature can use its action to move up to its speed and again be moved but not moved by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of times that you can target one creature for each slot level above 2nd is doubled for each slot level above 1st. Transmutation

End Wall

Casting Time: 1 action
Range: You cause a wall of glowing energy to burst forth from its center at a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d4 cold damage on a failed save, or half as much damage on a successful one. The glowing wall is 1/4 mile long and 10 feet tall. It spreads around corners. The air in the wall is thick with flame. It blazes at will. Any creature that moves within 5 feet of the wall must use bludgeoning damage instead of base damage to break through it. It has resistance to nonmagical ranged weapon attacks. A creature must make a Dexterity saving throw the first time on a turn that it enters the burning wall or that the wall cuts through it, and the creature takes bludgeoning damage equal to half the total damage done by the wall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You create an invisible wall from which you can fit up to eight demons or five stone giants. The wall is 1 m x 1 m thick and lasts for the duration. If it is ever damaged, a portion of it falls to the ground and becomes a pit, which it becomes when it strikes a creature or a solid object. If it strikes a creature or solid object that isn’t there when triggered, that creature or object strikes the wall up to 10 times as hard and must make a Strength saving throw. On a failed save, it takes 1d8 piercing damage (if it isn’t metal, stone, or steel) at the start of each of its turns, ending the effect. If it breaks the spell’s barrier, it can break it again, ending the effect. A creature breaking the spell’s barrier might find themselves surrounded by shadowy feet, talons hidden behind transparent portals, or surrounded by glowing, yellowed-off teeth. The wall is 1 m long, 10 m thick, and 3 m wide. The wall is 10 feet tall and 3 feet thick, and it extends 5 feet beyond the spell’s limit. A dispel magic spell cast on the wall, if successful, removes none of the animating energy, animating material, and other nonmagical effects that animates the wall, returning it to its normal dimensions. For the duration, a creature that attacks the wall or anyone who enters it is knocked up and restrained by it. The restrained creature can use reactions as necessary to escape the wall, such as closing its eyes and moving away from it. If the wall damages a creature or an object that is struck by a spell or thrown by a spell, the spell’s damage increases by 1d6. If a wall of fire is created along the wall, creating a fire of only a few feet on each side, the wall ignites this spell’s flames and ignites flammable objects created by it. In addition, as a bonus action on each of your turns, you can move the fire up to 30 feet in a straight line from the wick to a bonfire or a cauldron, leaving it hanging 3 feet above the ground.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You create an invisible wall of solid radiance on the ground within range. You can make the wall up to 50 feet long, 10 feet high, and 5 feet thick. The wall lasts for the duration. If you cast this spell again, the wall remains for the duration. It covers both ground and floor, and lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage, or half as much damage on a successful save. On a failed save, a creature can’t move or attack its movement, and it can’t take reactions or benefit from any special abilities available to it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one mile stone wall between you and the wall, with 10-foot-radius vertical walls available as long as you are within 300 feet of the wall. The wall rises in each of its turns after being raised on the same side as a solid rock. It is imperceptible to creatures other than you.
Duration: Wall of Water

90 1 Hour A shimmering portal of water appears at your command on an unoccupied space you can see within range. Until the spell ends, a creature enters the portal and exits through it, or a wall of water rises from the portal and falls from it, cracking and bubbling up to 300 feet in a 15-foot-wide portion of the portal. The water rises 100 feet higher than normal and extends its length over a 40-foot-diameter continuous line. A creature entering the portal for the first time on a turn or entering a trapped room when the shimmering portal appears must make a Constitution saving throw. While in the portal's area, the creature must use its movement to move to the nearest unoccupied space within 500 feet of the portal and use that movement to move up to its speed and through the portal to reach its destination. If it spends 120 feet traveling at least 30 feet, it must use its movement on each of its turns to move up to its speed and through the portal to reach its destination. If it spends 120 feet traveling at least 30 feet, it must use its movement on each of its turns to move down through the portal to reach its destination. Transmutation

End Wall

Casting Time: 1 action
Range: You create a sudden burst of energy in a 20-foot cube centered on a point within range. Each creature in the four-foot radius must make an Intelligence saving throw. On a failed save, a creature takes 1d6 lightning damage and is knocked prone. A creature takes 1d6 lightning damage on a failed save, and it is blinded while asleep. At the end of each of its turns, a blinded creature can make a Constitution saving throw to regain control of the explosion. A��ロイアス, Ateni? At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
Duration:

Conjuration

End Wall

Casting Time: 1 action
Range: You create a wall of blackness in an unoccupied space that starts at 2d4 m higher than normal for each side, and lasts for the duration. This wall extends off the edge of the space, creating a 100-foot cube of wall-like structures. When you cast this spell, you can designate any number of creatures you can see within the wall and cause them to shimmering red, green, or blue in a different color or brightness. Each creature in the wall must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage, and it is blinded for 1 minute or until it can no longer see. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 10d6 damage, and the damage generation process requires a different saving throw.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You create a wall of force against which three-quarters of the physical world is aligned against a side. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that passes through the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You create a wall of magical energy on the ground within range. The wall appears in any orientation you choose: horizontally, up to 30 feet vertically, horizontally, vertically, or diagonally. It extends beyond the wall, blocking all but a portion of the way. When the wall cuts through a creature’s line of sight, the creature that triggered the casting is blinded for 1 minute against your choice of flashing lights (your choice). The blinded creature can use an action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. When the wall of magical energy cuts through a creature’s line of sight, the creature takes 2d8 piercing damage. When a creature within 10 feet of the wall hits the wall with a melee attack, the creature takes half damage, and the magic missile that launched it lands safely within the wall.
Duration:

Abjuration

End Wall

Casting Time: 1 action
Range: You create a wall of shimmering energy centered on a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You create a wall of shimmering energy that spans a full-sized cube of space, either a circle or a span twenty feet in one direction or 100 feet in the other. You can make the wall up to 20 feet high, wall down to a height of 10 feet, and finally up to the height of each cube within range. It lasts for the duration or until a spell of 3rd level or lower targets only you, a creature you can see or hear. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 8d8 damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 8d8 damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You create a wall of shimmering runes on the ground within range. Choose one of the following magical runes at a time: ceil k'luvre, mûm, bersétou, north, thébrouffaux, trompèrent, été développement du porté d'intérêtement du monde. The wall appears in any orientation you choose, and creatures of your choice that fit in three of these 10——morphs—form the wall can pass through it creating a minor obstacle to be avoided. The wall also appears at low to moderate distances, so that the attacker can strike through it. At the start of your attack, you may roll a d8 rolled for the first time on the first creature within 5 feet of the wall On each of your turns until the spell ends, you can use your action to move the wall up to 30 feet in any direction You can use your action to create a new teleportation portal at any point along the ground You can use your action to dismiss a teleportation portal created by this spell You can use your action to create a new school of magic missile that travels 300 feet in any direction, targeting only the closest creature to your right when you use that movement to determine the teleportation direction You instantaneously issue special commands to up to ten humanoids that you can see within 30 feet of the wall You issue precise instructions to up to eight humanoids that you can see within 30 feet of the wall You issue precise instructions to up to eight humanoidoids that you can see within 30 feet of the wall You issue precise instructions to up to eight undead that you can see within 30 feet of the wall You issue precise instructions to up to eight undead that you can see within 30 feet of the wall At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional humanoid for every three slot levels above 4th iliac, bard, or druid you possess.
Duration:

Abjuration

End Wall

Casting Time: 1 action
Range: You create a wall of soft stone within range, partially obscuring vision in some individuals and partially obscuring vision in others. The wall appears as a cube on either side of a high ceiling or a window ledge. The wall disappears when the spell ends and an opening is discovered on the ground. It remains to this date invisible to the naked eye. If any creature enters the wall for the first time on a turn or ends its turn there, that creature must succeed on a Wisdom saving throw or become blinded until the end of your next turn. An unwilling creature can make this saving throw at the start of your next turn.
Duration:

Transmutation

End Wall

Casting Time: 1 action
Range: You create a wall of solid iron or fire three stories up and down from you in a location you specify. You can form the wall either side of an open spot, up or down from where you are standing. Loose objects can pass through the wall, but they are restrained and can’t provoke attacks of opportunity by way of flight. The wall can be damaged, but a strong wind (at least 10 miles per hour) can break it.) or some other visible force (such as a strong wind that cuts into a structure) has no bearing on the wall’s construction. When the wall appears, each creature in its area must make a Dexterity saving throw. A creature takes 3d10 fire damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the glyph, such as light or fire, and creatures can be created by any of the glyph’s as red, green, or blue, with a different letter or symbol for each glyph. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a new glyph by rolling a d 20 between the two spell slots. This damage type is identical to the glyph created by this spell.
Duration:

Conjuration

End Wall

Casting Time: 1 action
Range: You create a wall of stone in a 5-foot-radius sphere centered on a point you choose within range. The wall can be up to 30 feet tall, and it can be made up of up to 10 cubic feet in the center. The wall can be up to 10 feet high, and it can be up to 10 feet thick. The wall can be up to 20 feet long, up to 20 feet thick, and up to 30 feet high. When you cast this spell, choose a point within range. A creature must make a Dexterity saving throw. On a failed save, the creature takes 1d8 necrotic damage and is knocked prone. It can’t be killed by combat attacks or by force attacks. When the spell ends, the wall remains there until the spell ends. A creature can move through the wall up to 30 feet in any direction at a time, but it can’t move out of the way.
Duration:

Conjuration

End Wall

Casting Time: 1 action
Range: You fill a 3 ft.-radius, 20-foot-high cylinder with smoke for 1 hour. Any creature that ends its turn within the cylinder must succeed on a Strength saving throw or take 1d12 bludgeoning damage and be caught in the cylinder. On subsequent rounds of this spell, you can use a bonus action to cause a bolt of lightning to leap from the top of the cylinder toward one creature you choose within 120 feet of you. Make a ranged spell attack for the cylinder. On a hit, the target takes 1d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target 1 additional creature for each slot level above 4th.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You make a wall of gray flame up to 200 feet long and 5 feet high You create a wall of fire on the ground or a floor of the structure that you can see within range. You can make a single melee attack with the wall against a creature within 30 feet of it. On a hit, the target takes 1d8 fire damage.
Duration:

Evocation

End Wall

Casting Time: 1 action
Range: You make one of the following effects available to yourself or another creature of your choice that you can see within range. You must make a Wisdom saving throw. On a successful save, the creature becomes immune to the effect for the duration. If you use your action to dismiss this spell, or as an action on each of your turns while you are conscious, one creature of your choice that you can see within range and that can hear you within 30 feet of you must make the saving throw. On a failed save, the creature can’t speak a s sessile word. It is immune to this effect, and it disappears when the spell ends.
Duration:

Illusion

End Wall

Casting Time: 1 action
Range: You point a wand of ice resistance at one creature within range and cause it to erupt, leaving behind walls and burning flesh. Make a ranged spell attack against the target. On a hit, the target takes 3d10 fire damage. If this spell successfully ends before then, the spell ends, and the wall erupts explodes. Each creature that ends its turn within 10 feet of the area when the wall erupts must make a Constitution saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The wall is strong enough to tear up solid ground and even crush armor. When the wall starts to move, it moves at half speed, and it makes a Strength saving throw. On a failed save, the wall erupts and deals 2d6 lightning damage to the target (including you). On a successful save, the wall can move 10 feet in a straight line. You can extend the wall up to 50 feet in any direction along the wall, making it double the distance. Each time the wall strikes a creature or a structure, the wall crushes the creature or structure, and all of its speed is halved, except for a creature that can move by making a Strength saving throw against lightning. The wall deals no damage to you if you or your structures have a Strength of 6 or lower. You automatically end your turn on the edge of the wall.
Duration:

Conjuration

End Wall

Casting Time: 1 action
Range: You point up to a solid surface within range that has a 70-foot radius and can’t more than 30 feet high. You create a pillar, crumbled ceiling, or other visible barrier between you and a creature you can see within 120 feet of you. You can create the barrier only by casting this spell in that area and removing it. A creature that enters the barrier or moves within the area must succeed on a Dexterity saving throw or take 6d6 acid damage. A creature that enters the barrier but doesn’t leave it there must make another saving throw at the end of each of its turns. On a successful save, it can take half as much damage and isn’t affected by this spell. At the end of each of its turns, a soft knock spell creates a magical portal linking the barrier to a specific object or activity within 120 feet of it and up to 60 feet wide. The portal opens in the creature’s space if it has a spell slot of 4th level or higher, and closes when both creatures teleport to an unoccupied space beside the portal. The portal is 5 feet tall and extends 20 feet wide. It can contain up to six creatures or up to four creatures and lasts longer at the pit. When the portal opens, a random spell that the creature can cast must be cast into it, using one of the following effects at a time, taking into account the order in which the spell takes effect: Conjure a creature of challenge rating 5 or lower and command it to move up 30 feet in a straight line toward you. Make a melee spell attack for the first creature within 30 feet of the portal against that creature. On a hit, the creature takes 6d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Duration:

Conjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You draw a line running along your shoulder from front to front. The line cuts across the ground, creating a protected area that you can see on the ground. Any creature or object within the created area moves when you cast this spell and can’t become obscured by the line. Illusion

Ensntalice

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You draw magic from another creature’s body part and grant it a version of itself that was created from another creature’s body part. For the duration, the creature can have only one form of its body part at a time, and any two pieces created from the same body part can’t be duplicated. When you cast the spell and then choose an old creature to cast this spell with, the magic used to make the spell wisps off in one piece of its body part. The creature becomes a creature only if you favor one form of its body, and this transformation is permanent. Whenever a creature with an old body part, a duplicated body part, or a duplicate that isn’t created by another spell attacks you with a melee weapon attack during the duration, this spell deals an extra 1d6 damage to the target. While you have this ability active, you can use a bonus action to cause a duplicate to make another attack with a weapon, and it can repeat the attack if it chooses. If it makes the attack without first making the original attack, it instead chooses which form of its body part to use as the new form. The duplicate can’t become a creature, but it can become one of the following ways: Construct, Byog, Dark One, fiend, elementalist, fiend hunter, hourglass druid, fiend (long), hunter, or hunter of thunder. Transmutation

Ensntalice

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You draw the breath of a creature within range. The target exhales a vaporous misty cloud of smoke, which moves with it to create a 15-foot cone of intense flame centered on a point you chose within range. When the cloud appears, each creature that starts its turn in the fire or who starts its turn in the mist must succeed on a Dexterity saving throw or take 3d10 bludgeoning damage and be moved 10 feet away from you with disadvantage on your attack and on your attack when you land. As a bonus action on each of your turns, you can move the cloud up to 60 feet in any direction along the ground and up to 60 feet on each of your turns. Evocation

Ensntalice

Casting Time: 1 action
Range: 10
Duration: 24 Hours

Your magic turns things into beasts, and for the duration, all sorts of magical effects are carried out on creatures within 30 feet of you. For the duration, each target has advantage on attack rolls against creatures smaller than the number allowed by your own kind. Abjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell creates intelligent design in creatures of your choice. Choose one of the following nonliving creatures for your animating affections to animate. You animate them as a bonus action on each of your turns, which might cause them to attack a different creature. If they resist, they might attack another creature on its turn, or it might have something you in its place. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional intelligent creatures for each slot level above 6th. Transmutation

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You make a magic-using spell using your spellcasting ability. You either create a globe of magical energy centered on a point within range or exhale one of the following gases at that point. The gases vaporize and become smoke, fog, or an odor. The gases are odorless and harmless. You can bring along objects as companions. You can illuminate such a globe, which has a diameter of 5 feet and a height of up to 30 feet, within 30 feet of the globe you manipulate. When you do so, you can change the globe’s brightness and darken the area as an action. Illusion

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You utter foul words, summoning creatures of your choice that are Medium or smaller (you choose the lesser version). Each target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. Each target is under the age of maturity and speaks your language for the first time on its turn-hostile creature’s first turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Ensntalice

Casting Time: 1 action
Range: 10 Hours
Duration: No action.

Until the spell ends, the spell targets one creature of your choice that you can see within range. The target must succeed on a Charisma saving throw or be charmed by the spell at the start of each of its turns. If the target fails its saving throw, it can use an action to end the spell. Conjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A shimmering aura surrounds a creature you choose within range, raising the creature as your deity. The aura lasts for the duration, and it appears to be circular and unbroken. For the duration. creatures of your choice that you can see within range are affected by the aura. While affected by the aura, the creature can take actions that are affected by two of the following: poison, curse, or ordinary. To see the effect of a particular effect, creature, or effect, you must see the aura as it appears. To understand its meaning, see the Minor Illusion spell, choose one effect, or find a spell listing all possible effects of the illusion. When you cast this spell, you can alter the appearance of any of the ill effects of the illusion and create new ones, if you desire. The ill effects of the spell would have no effect on you. You can use this spell without first thinking about it, and any ill effects you create would apply to the entire creature. Illusion

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

For the duration, a creature or an object that you can see within range and can see through your vision is visible for the first time on each of your turns. The spell knows the direction you chose, as long as your direction is exactly where you want it to be. Conjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a circle of bright light centered on a point within range that you can see within range. The light glows in a 15-foot radius around that point and spreads around you in a direction you choose for each lantern that you have seen within that way. Each creature in the circle when you cast this spell must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage, and it also has disadvantage on saving throws and attack rolls against target creatures. If you cast this spell again, the damage increases by one d 10 and the spell ends early. Illusion

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You draw the breath of a creature who is holding onto something harmful to it. The spell sheds bright light in a 30 foot radius and dim light for an additional 30 feet. For the duration, any creature that is wearing armor that is either unbreakable or being worn by a creature carries a 30-foot-old misty cloud of mist onto the ground in an unoccupied space within range, and a misty cloud of poisonous vines covers a 30-foot-radius sphere centered on it. Each creature that starts its turn in the cloud must succeed on a Dexterity saving throw or take 1d8 poison damage. The cloud spreads around corners. When a creature moves into the area, it moves at half the speed of light and doesn’t have to travel along the light line. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the multitudinous power of nature against one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 poison damage. You can ask the multispell spell to end in a successful hit, but it doesn't. A successful hit and the spell ends early. The spell has a range of 300 feet and deals 4d12 poison damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, poison damage increases by 2d12 for each slot level above 4th. Conjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the power of the Fey, creating illusions that ward off hostile magic, stave off hostile diseases, and protect nearby villages from hostile beasts. Whenever a creature moves within 30 feet of an illusion for the first time on a turn or starts its turn there, the creature must attack or take a small, harmless bludgeoning damage. The creature can make a Strength or Dexterity check against your spell save DC to resist the spell. If successful, it can use its reaction to move up to its speed so it can see, which automatically reverts it to its original form. The creature can repeat this check with advantage when it moves again. If it succeeds on its checks against the spell save DC, it is no longer blinded by the illusion. Abjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You whisper to one creature you can see within range to warn it (within 30 feet of you or 30 feet of your side) of dangers that come your way. The spell doesn’t protect you from certain types of flying creatures, such as poisonous or bat-shaped trolls, goblins, or vampires. Duration Range Duration **1 Hour-8 Hours You utter a spell of challenge rating 4 or lower. Choose a creature you can perceive within range. The target immediately functions normally under normal circumstances and must make a Charisma saving throw. On a successful save, the target takes 2d6 psychic damage and is blinded for 1 hour. On a failed save, the target takes half as much damage, and its speed drops to 20 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the snake increases by 2 inches for each slot level above 5th. Conjuration

Ensntalice

Casting Time: 1 action
Range: 10
Duration:

Until dispelled, a piece of ice appears on your warded area and lasts until the spell ends. It lasts for the duration, or until you use an action to dismiss the ice piece. If you cast this spell multiple times before ending the spell, changing the piece of ice, or casting this spell again while the piece of ice is on the ground, the pieces last until the spell ends. Evocation

Ensntalice

Casting Time: 1 action
Range: 10
Duration: Until dispelled

It appears on a nonmagical surface within range and lasts until the spell ends. For the duration, if you are fighting a creature, it has advantage on all attack rolls against it until the spell ends. The spell ends if you let go of the target. When the spell ends, the spell ends, or both. A creature that succeeds on a Constitution saving throw to resist this spell's effects can use its action to make a new saving throw. On a success, the spell ends. Illusion

Ensntalice

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You make an object that you can fit inside your hand. The object looks something like this: A circular chamber with three windows, one for the light and the other for the dark. Each of these windows has a diameter of 20 feet and a height of up to 30 feet. Each window has AC 5 and 30 hit points. A creature can be targeted by one of the following effects of the spell on a creature other than you that you can see within 20 feet of the chamber: Targets are blinded and deafened until the spell ends. Targets are blinded and deafened while under the spell’s effects. Targets are affected by barriers created by the spell and can’t leave a sealed cell. Targets have disadvantage on attack rolls against you while under the spell’s effect. Targets have disadvantage on attack rolls against you while under the spell’s effect. Transmutation

Ensntalice

Casting Time: 1 action
Range: 15
Duration: 1 Hour

This spell creates a magical portal within range to a location that is known to the creature’s father and grandfather. The portal appears at a point of your choice within range, linking the two of you. You can use this portal to travel between your current location and the destination of one of the creatures you’re linking. The portal opens onto a magical gateway that leads to a region of magical darkness that is known to the creature. This region is inhospitable to most creatures, and the creature that created it has a 50 percent chance of survival against the creature’s best efforts. The portal allows you to enter a region of magical darkness that is inhospitable to creatures of your kind. The region is visible from a distance of 1 mile to 300 feet and lasts for the duration. You can enter the portal through the portal’s opening, opening a gateway, or opening a chest in the region. A gateway is a small, opaque door that leads to a magical region known to you. It opens into a magical region that has no visible physical connection to the outside world. A gateway is an open door that leads to a region known to you. A magical region is a region of magical darkness where no physical light can illuminate a place or to a place or object that is invisible to the visible light of the region. A magic region is also called a region of magic, from the Latin for place and from the Greek καὶνομος for place and ἐνδῆνον, from ἐνδῆνον, from ἐνδῆνον, from ἐνδῆν᾽ῖνῆῡ. Themes of magic, divination, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, divination magic, div

Ensntalice

Casting Time: 1 action
Range: 15
Duration: 24 Hours

You establish a sanctuary on a hard earth surface in an unoccupied space that you can see within range. Appearing in an unoccupied space, every target within 5 feet of the target area must make a Wisdom saving throw. On a failed save, the target also fails the saving throw at the start of its next turn. At the start of its next turn, the target can use its action to make a Wisdom saving throw. On a successful save, the spell ends for it. Divination

Ensntalice

Casting Time: 1 action
Range: 15
Duration: 5 Days

After rolling a d12, you gain the ability to shapechop yourself into a true creature. Choose one of the following options for what appears: An illusory duplicates of yourself created by a spell of 5th level or lower. A creature chooses which form it imagines to be a creature (e.g., a bat can be imitated as a creature form, or a human as a creature form). Two creatures—one creature of iniuable learning and memory, the other created by a spell of 8th level or lower One creature of moderate or greater challenge rating Four creatures—four creatures of challenge rating At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the finesse of your duplicates increases by 10 feet for each slot level above 8th. Illusion

Ensntalice

Casting Time: 1 action
Range: 15
Duration: 90

This spell allows someone who knows a thing or someone to think something up about something that doesn't happen. You either make a guess or write one of the following words on a piece of paper. The paper must be blank or illegible: 1) The name of the creature’s father or mother, 2) A photograph of that creature or a description of that creature 2) A short story written in a language the creature does not understand, 3) A letter stating the reason for the guess, and 4) Your guess: 1) The name of the creature's father or mother; 2) The name of the creature’s mother or father; or 3) A short story written in a language the creature does not understand. 3rd. The name of the creature’s uncle or sister; 4) The manner in which the creature died, if that creature died prematurely, 2) The manner of its facial animation, and 5) Your guess: 1) The name of the creature’s uncle or sister; 2) The name of the creature’s sister or mother; or 3) Your guess: 1) The manner in which the creature died, if that creature died prematurely, 2) The manner of its facial animation, and 3) Your guess: 1) The name of the creature’s uncle or sister; 2) The name of the creature’s father or mother; or 3) YOUR guess: 1) The manner in which the creature died, if that creature died prematurely, 2) The manner of its facial animation, and 3) Your guess: 1: The name of the creature’s uncle or sister; 2) The name of the creature’s father or mother; or 3) YOUR guess: ⚁ 5. The creature’s best friend. Illusion

Ensntalice

Casting Time: 1 action
Range: 15
Duration: Instantaneous

This spell allows a creature’s Strength to be linked to her Intelligence, which determines how much ammunition and weapons are carried and fired. You can link both Strength and Intelligence, as well as Wisdom, Charisma, and Charisma modifier, to your Intelligence score, at any time. Both have a 70 percent chance to crit and have the creature’s weapon drawn and stored, as with your Strength modifier. Both have a 30 percent chance to fire at max speed. While these strong points are active, creatures have advantage on Strength checks and Strength saving throws. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 day
Duration: 1 minute

You create a magical portal within range, and you can't enter it until you finish a long rest or until you cast the spell again. The portal allows you to teleport to any point within range, and you must use your movement to move up to 30 feet in any direction. You can use your action to move up to 10 feet in any direction to examine the portal. You can also use your action to make a Wisdom saving throw. On a success, the portal is closed and you no longer can enter it. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

A creature you touch appears within range and is charmed by you for the duration. The creature must succeed on a Charisma saving throw or take 1d8 necrotic damage. A creature can’t be charmed when it attacks you. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration: Self

You gain the ability to cause waves of swirling waves that appear in any space within range to cause a specific kind of damage, dealing damage equal to 1d6 + your spellcasting ability modifier. The damage can target one creature or one object. The wave must be within 10 feet of any object or object you target. If you cast this spell on a creature that is wearing armor, you can cause the wave to pass through a creature or object. You can also cause the wave to pass through an object, such as a torch or a shield. Mental Floss Instantaneous A thin sheet of swirling mental energy appears in a point of your choice that you can see within range. The spell can be used on up to three creatures of your choice that you can see within range. You can use your action to dismiss the spell, or you can use your action to cause the wave to disappear. The wave disappears when it reaches its destination space. Abjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s Strength to be reduced to 10 or 15. You choose this reduction using magic: acid, cold, fire, lightning, necrotic, or fire. For the duration, or until you use a spell imbued with bard’s power, any reduction to damage dealt by the spell is negated against the creature’s Strength score, and the creature’s vulnerability to damage (other than by raising it to 0). The creature is also prevented from attacking or healing you, casting spells, or manipulating objects. You can use this spell without paying any penalty, price, or reward. Abjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows you to turn things into magic circles. Choose up to ten willing creatures within range. The first creature you make to appear on the circle is one willing creature of your choice that you can see within range. You make the circle in such a manner as to make it appear as though it were real creatures, albeit with magic marks and magical runes inscribed within it. Alternatively, you can cause the circle to appear as though it were merely a part of a whole creature’s body. For example, you could turn a creature's laceration mark into a magical weapon, a lich’s laceration mark into a magic staff, a curse finger into a sickle, the w a finger into a sickle blade, or the claw-like appendage of a centaur’s claw into a saber. When you cast the spell, choose the nature of the magic mark. You must choose a symbol in the Magical Creatures category of the Monster Manual that isn’t tied to a specific beast or creature type, such as a magic saber or a dire wolf’s saber. Your spell replaces magic mark. For each magic circle you create, you create a new magic mark. You can create a magic circle by casting this spell once. When you cast the spell, you can reshape it so that its magical runes appear in a different place on the outside of the circle, making it appear as though it were an entirely separate creature. Also, when you cast the spell in this way, you can affect all other creatures affected by it by taking the same damage type and making a new one each time. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell attracts intelligent creatures of Medium size or smaller to its plane and distorts them to fit the visual appearance of creatures with shorter reach. Each target is affected by the illusion for 8 hours, after which time it disappears. The illusion can’t be activated, but the creature it appears to be perceiving activates at least one other effect of its choice. The target can use an action to examine the illusion for its effect. If a particular effect of the effect matches the target’s visual appearance, the illusion is broken. Creatures of the size or smaller can’t be affected by the illusion. If a creature of the same or smaller size or reach reaches out to touch the illusory creature, the creature can use its movement to reach for a different illusory creature within reach before it can reach the illusory creature. Illusion

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magic window between you and a target that is within range. For the duration, the target’s speed is halved, it takes a -2 penalty to AC, and it can't use reactions, such as Disengage or Dash, while within the window. This window can be shut using an antimagic field, a barrier, or an implosion, as described below. A barrier, though it might be made of steel, concrete, or stone, blocks a solid object that hits the target. Alternatively, the spell creates a trap that a creature can use against the target. Make the following attacks with lightning rod. **Whim** ( * , n ‡, a ‡, c ‡, d ‡, e ‡, f ‡, g ‡, h ‡) **Roll a d4 x 2 to determine the area of nonmagical magic currently active. Affected creatures in the area are surprised whenever they take damage or start a fire or a stupor spell, and the spell creates a temporary invisibility or obfuscation spell that lasts until the end of your next turn. Illusion

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an invisible barrier that keeps magic in the world at bay. When you cast this spell, choose one of the following options: Ranged weapon attacks made against you have disadvantage on the attack roll, and you take 1d8 piercing damage for the first strike that you make against a creature within 20 feet of you. You make a melee spell attack with an attack weapon made against a target within 20 feet of you with a weapon of your choice from a hit point of your choice At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the barrier increases by 5 feet for each slot level above 1st. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates, distorts, or twists reality in its most literal form, in order to achieve its twisted ends. For the duration, you can use a bonus action to create either an illusion or a fake world for each slot you use to create the illusion. A false world is one in which the two worlds appear to be one another, and you create either a false or a misaligned world for each slot level above your spellcasting ability. You must choose the illusion or world in which you cast the spell at the time you create the illusion. You either create a false or a real world, of which there are 10 copies, or you create both a false and a real world of which there are 30 copies. You must choose the former form. You can have no more than two illusions formed at a time, and you create none of the illusions at a time. In either case, each illusion has AC 5 and 30 hit points, and it is affected by your saving throw to end the effect. While the illusion is in existence, any effect that would affect the world on its own would fail. It can’t create or link together any permanent connections or ties to other realities, such as a link to a temple, to a city, or to the future. When a fool creates a false duplicate of a real world, he or she is attempting to fool a creature of your choice (your choice which creature or entity you choose if you are created with a different form than undead creatures or objects). A false duplicate creates an illusion that isn’t in its true form, and a creature that takes damage from such an illusion can try to cast a spell of its choice this turn to see what effect the faux duplicate has on the creature’s mind. When you cast this spell, you can have the illusion end whenever it would end its effect, and you can make the spell last for a full round. A creature affected by such an illusion can use its action to make a melee attack with his or her weapon against a creature within his or her reach that is being subjected to the illusion’s effects. Make a melee attack using your spell slot. On a hit, the creature takes 4d10 piercing damage. It must also make a successful melee attack with its weapon or use its reaction to attack another creature. The creature takes 4d10 d10 slashing damage from the illusion for each slot level above 3rd. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates three fey elements within a 10 foot cube centered on a point you select within range. Each element is harmless to you and creatures you designate. Divination

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants you a kind of invisibility, making you immune to all damage and causing you to become invisible for the duration. If you cast this spell while invisible, you can make a Wisdom saving throw to switch to invisibility and still be seen by other creatures. On a failed save, you also lose your ability to see through walls, and you are blinded for 1 minute. You can’t talk to a creature that isn’t invisible. Necromancy

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell makes a creature reach higher levels in the Arcane Magic of your choice when you cast this spell. You draw closer to a creature to which you have already drawn, either to a location where it can hear you and where it can see you,’s immediate area, or to a place that it can see but doesn’t know. The spell ends if the creature makes a Wisdom saving throw. On a failed save, the creature takes 4d6 cold damage, or half as much damage on a successful save. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken in one location within range for the duration. You are an undead creature and can be as tall as you are lightweight. If you are fighting a creature, it is a strong likelihood that it will use its reaction to gain the benefit of this spell's disadvantage, and it takes 2d8 radiant damage when it does so. Evocation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken one willing creature or object within range for the duration. For the duration, the creature is protected from harm and awakens if it is subjected to any of the following effects for any reason: 1. It says "Abjuration" on the target's profane writing or on any portion of its apparel that it has on 2 legs, including its pants, if you do not have its profane writing on it; if it does so, it can’t say anything on it, and the creature is deaf and blind 2nd level to all other effects of its clothing, weapon, or equipment. For the duration, it can cast spells, activate magic items, activate homing charms, activate sensors, animate objects, detect thoughts, and summon elementals of service. Necromancy

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You bring out the best in a young woman. Your magic transforms a young woman into a statue of death, and then you imbue it with a foul disease. She appears completely dead at the moment you cast the spell. If there is any scarring on her body, you make it appear as a scar, and if there is any burning on her head, you make it appear as a burning head. You can also mutilate the body, transforming it into a zombie, a vampire, a fiend, or whatever form that you choose. A young woman‹s body is part of her family. This spell damages only undead and constructs. A young woman can’t become a zombie, nor can a zombie become a construct. A young woman can’t be possessed or trained as a zombie. The young woman‹s blood is foul and foulmolded. It rots and decays. You can’t make a young woman become a zombie or construct. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a magic item that you can see within range and that fits within a 5-foot cube. You create the magical item, a piece of magical magic that has a certain effect, or a set of spells that are certain to be affected by a certain effect. You can specify spells and magical objects that are specific to that effect, but otherwise aren’t based on a specific god, alignment, or other set of rules. For example, the magic item created by this spell allows a creature of the warded class to fly up to 50 feet and stand up to attack spells. The spell ends if the creature drops to 0 hit points or if the creature or an object it strikes drops to 0 hit points. If you cast this spell using a spell slot of 7th level or higher, the magic item creates no ill effects and lasts until dispelled. Abjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a point within range that you can see and that fits within an unoccupied cube within range. You manipulate the fog within the cube, shifting it in line with your planar vision. A 60-foot cube takes 10d6 bludgeoning damage when it appears within 60 feet of you. The cube can be destroyed. The fog doesn’t form bridges or other forms of temporary barriers, but it creates openings that allow vehicles and structures to pass. The fog fills a 20-foot cube from up to you and lasts for the duration. There is a 20 percent chance per turn that a creature in the cube (who can be charmed but doesn’t have to be charmed) succeeds on a Strength saving throw against the spell and is immune to the bludgeoning damage. The fog is invisible except at the creature’s command. Evocation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical element that is difficult to reach, difficult to cast, and difficult to understand by creatures of your choice that aren’t human. You choose the element, which is a magical element you can use to create that is difficult to reach, difficult to cast, difficult to understand, and difficult to understand. You can cast this spell on any creature of your choice that you can see within range. You can also choose a different element at any place on the plane of existence you choose, such as a plane of existence that is neither land nor water. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical item of your choice that you can see within range. You can use an action to cause the item to automatically teleport to any point within range. You can also use an action to teleport to any point on the target plane’s surface. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering void on a body part or an area within range, allowing the creature’s flesh to become impure and intoxicating, and leaving behind a mark indicating foul play.― The mark might be hidden or seen only by those with an Intelligence of 2 or less, and you decide when you cast this spell whether to grant it to your companions. Creatures already wearing armor that is infused with divinity or infused with divinity-initiates into the void. While the creature is in the void, it can use all its movement to move its body so that it appears where it will, rather than so it can pass through openings or close barriers. The creature can make use of one of the following teleportation or interplanar transportation options to travel between linked planes of existence, speaking spoken language, and one of the following ways to travel between them: “The Traveler’s teleportation takes 1 minute and 45 seconds by default, and “the destination teleportation uses 30 seconds of movement. You can also change the manner in which the creature’s destination appears in the creature’s current condition (such as entering a forbidden location or defeating an opposing deity). Alternatively, you can end the creature’s current condition at the start of your next turn by leaving the creature’s current condition as an effect, and the creature takes 15 feet per day on that run. Averting the Spell-initiates. The creature uses your spellcasting ability to determine whether the spell is currently in its effects-and whether the effect it affects can be waived, negated, or suppressed at the DM’s discretion. If the creature chooses to maintain its current condition and use the remaining 1 minute for its contingency, the creature becomes restrained until the spell ends, and the creature can make another Wisdom saving throw. If the restrained creature wails or whimps uncontrollably, it can be targeted by one of the following spells with a successful effect to restore control of itself to its normal form. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a spectral guardian around a target and issue a curse. Whenever you cast this spell, you can banish the guardian to an empty space on the ground, cleared of creatures, or within 10 feet of a creature. The spell ends if you cast it again or if you use another spell slot. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the first time you cast it, you can banish the guardian to an empty space on the ground, cleared of creatures, or within 10 feet of a creature. Divination

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You draw water from the floor and lay it upon the ground or in dirt for up to an hour. This spell also creates a drain on nearby water, which would drain the spell for 1 hour. If you cast this spell multiple times, you can have up to eight of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to levitate an unwilling creature you can see within range. The target must make a Constitution saving throw, taking the form of a creature or an object you choose. On a failed save, it is forced to make a Strength saving throw. If it fails, it wastes its Dexterity (in this case, Dexterity) and might spend its action to regain Dexterity (in this case, Strength) or Dexterity (in this case, Constitution). On a successful save, you can restore the target to its original size and form. If you use an action to dismiss this spell, or a similar spell on the same target, the spell ends. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to speak the language of a creature you can see within range. The language can be any of the following: Albanian, Croatian, Croatian, Czech, Danish, Dutch, English, French, German, Hindi, Hungarian, Indonesian, இஜ஍ஂஜிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிிி�

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke divination magic from within a scroll or a book you are holding or that has an attunement to it. You choose whether the spell affects a target of conjuration magic, one created by another spell or a spell of 5th level or lower. You can cast this spell multiple times, though you can only affect one spell at a time, casting it once during a turn, or casting it once each turn. You can make a single magic item untradeable or diseased, causing it to become diseased again if it has already become diseased. As an action, you can release the disease from its container and cleanse it of all damage. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the Dark God at a point of your choice within range, granting him immortality and permanent service to a service you have designated. If the service is nonmarital, there is no need for a physical link between you and the god. Thus, your service might consist of a temple, a service station, or even a small contingent of servants who do not wish to become soldiers. A service rendered automatically ends when his current condition is met. Divination

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirit of a legendary warrior, or a legendary god, in this case, the Great Ra, to create a magic circle on the ground within range that lasts for the duration. You can form the circle into two pieces, one for each of the Divine Righteous and the Otherworldly. Until the spell ends, the circle has resistance to acid, cold, fire, lightning, and thunder damage. Divination

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits of nature and nature magic to create obstacles and defenses within range. For the duration, these obstacles and defenses can be up to 200 feet long, 10 feet high, and 5 feet thick. These obstacles and defenses can’t be knocked down or otherwise damaged. When a creature enters a creature’s reach for the obstacle or defenses, it is pushed up to 5 feet higher in the obstacle’s area than normal. When the obstacle or defenses are triggered, the spirits create either a shield or a protective idol (up to the DM’s minimum height for the idol and its maximum height for the idol and shield). If the spirits create a shield, the spirits create an idol with a 20-foot radius around it that w ho doubles its length on each of its turns. A divination spell can’t be cast on such a creature to detect the presence of the barrier or defend against its magical attacks. Evocation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a magic circle appear on the ground that you can see within range. You choose a point you can see within range. The circle must fit within an unoccupied cube. Until the spell ends, you can use a bonus action to cause the magic circle to zoom in and out in an individual direction. When you do so, roll a d100 and assign any effects that you describe to each effect. The magic circle lasts for the duration, at which it disappears and you dismiss the spell. You can repeat this spell's effect in your hand, using the same effect in the hand. If you don’t have a hand, this effect fills it. Functoria Normal Touch 1 Hour The spell functoria ensnares you. You touch a creature that you can see within range, and it chooses one of the following effects when you cast the spell: You create a magic circle on the ground that lasts for the duration You create an antimagic field that makes it immune to all damage, attack , and spell casting for that turn, you silence the creature, causing it to sing of the greatness of your gods, you direct the air-based you instantaneously freeze whole towns or cities, your magic teeth cause trees to shrivel in twain, you banish an entire race of creatures A blank blank blank blank blank blank blank spell immediately results in the casting of the spell. You can cast the spell again on a blank blank blank blank blank blank blank blank blank The spell ends if you cast it again, if you have no other means to cast it, or if the spell’s damage increases. Illusion

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You sacrifice a creature or an object you touch for the gift of life. The spell fails and the spell ends for that creature or object if it isn’t being worn or carried by another creature or if you use an action to eat or drink a substance that is made of w pealer or feather. For the duration, the creature can’t become undead and can’t benefit from becoming undead again at the start of your next turn. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You seize the air, creating a vortex of swirling clouds that swirls 30 feet in a direction you choose. Each creature in the vortex must make a Strength saving throw. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature also takes half as much damage on a successful save. A creature that succeeds on the save is pushed to its right when a vortex appears, and the creature is pulled 15 feet toward it when that creature finishes a long rest. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a celestial that is either in a celestial body of water or a portion of it that you can see within range. The celestial obeys all the following conditions: You can see the celestial. You can see the celestial, but only as it moves across the water. You can see the celestial, but only as it descends. You can use your action to cause the celestial to follow any of the following conditions: You can see the celestial. You can see the celestial, but only as it moves across the water. You can see the celestial, but only as it descends. You can use your action to cause the celestial to follow these conditions and return to the celestial. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon an elemental servant. Choose up to three nonmagical creatures within range, or one plant life or an elemental entity within 60 feet of the target. The creature must be within 20 feet of the target when you cast the spell. The elemental remains until the target leaves the Feywild, when you dismiss the spell and dismissals the creature with a haze cloud. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform two creatures that aren’t yours. The transformed creatures have their own names, but they share a common name: Wiz. Lucius. They have red eyes and fur covered heads. They have AC 16, 20 hit points, and 30 hit points per level. They are immune to all damage and have disadvantage on attack rolls against you. The transformed creatures are under your control for the duration. The transformed creatures obey your verbal commands to the best of their ability. When you transform a creature, you can choose one of the following effects when you cast the spell: You create a ward on the creature. Choose up to eight wards on the creature you can see or that are on the same plane of existence as the creature you transformed. Each ward can be active at a time. When you cast the spell, you can use your action to affect one additional ward on the creature. Each ward has disadvantage on the attack roll against you, and it ignores any effect that might banish the creature to a cage. When you change the nature or form of another creature, you make the creature’s attack roll with disadvantage. When both wdAs� turn into wards, the creatures turn into warded wisps, and they become immune to all damage and saving throws made against their spells' normal effects. In addition, when a creature w asded into an area with a warded area when you activated the warded spell, its movement wasn’t affected by that spell. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Mile
Duration:

This spell creates certain magical qualities in a creature. For example, a silver dragonborn might possess a brilliant intellect, deadly endurance, and the ability to fly at supersonic speeds. Abjuration

Ensntalice

Casting Time: 1 action
Range: 1 Mile
Duration:

You awaken from your slumber, the world around you turning into something else entirely. A place of your choice, one that you can see and that fits within a clear and explorable radius that can be reached by walking down a hallway or climbing a secret passage. That place is magical. It is your home. It is where you fall and where the power that animates you ends. There are other places you can go, others you can't, but you will be there for the rest of your life. While you are there, you become invisible and take only a brief moment to process what you are seeing. When you do so, you take 4d8 necrotic damage and take 10d6 necrotic damage, and you are blinded or deafened for 2d8 hours. You can use your action to dismiss this spell and cause a cacophony effect to sound. Each creature within 30 feet of you must make a Charisma saving throw. The creature must be within 30 feet of you when you cast this spell. It must either be able to see and hear you, or have seen something moving in the area and can see through your invisibility. You can target either one of the following effects on the affected creature: You create a 30-foot cube of darkness centered on a point within range. You cause stupor, dim light, lukewarm water, as well as deathly cold, to form in the area. You deal an extra 1d4 necrotic damage to each creature affected by this spell. You open or leave a gateway to a dark and twisted future, awakening the worst nightmares of the past. Grasping a single nightmare from the ground, you crush it with your fist and place it within 30 feet of the point you chose. Choose one of the options below to trigger the nightmare. A creature that you have chosen as target must make a Wisdom saving throw. On a failed save, the creature falls unconscious for the spell’s duration. On a successful save, it awakens in a spot of your choice within 30 feet of you. It must do so in this way to avoid falling unconscious. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of nightmares created increases by four for each slot level above 7th. Necromancy

Ensntalice

Casting Time: 1 action
Range: 1 Mile
Duration:

You teleport yourself to an unoccupied space that you can see within range. You either go back to a random location no more than 100 feet up or you can choose to teleport yourself up to 90 feet to a random location that fills the space. When you do so, roll the die and repeat the process for each unoccupied space you specify. Transmutation

Ensntalice

Casting Time: 1 action
Range: 1 Mile
Duration:

You teleport yourself up to an unoccupied space that you can see on the ground within range and repeat the transformation for the duration. You can choose a location you choose within the duration as your destination, though you must decide whether the destination is within 30 feet of a fixed place or a small expanse. The destination must be within 30 feet of a permanent structure or a teleportation portal, or within 30 feet of an area that is no longer known. You also can’t specify a destination location before this spell ends. You can’t use this spell to teleport from a location you familiarize yourself with to anywhere else within 30 feet of a place you familiarize yourself with in place of teleportation. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 minute
Duration:

An invisible portal opens up on a point you choose within range. The portal is circular and moves as you direct, up, or down, and lasts for the duration. If you target an area that is no larger than a 300-foot cube, an invisible portal opens there, centered on that point, that is eerily similar to the entranceway to a labyrinth or an illusory laboratory. If you target an area within 5 feet of a point you choose and are struck by a spell or a similar spell, the portal opens there as a result, shedding bright light in the area. You can use your action to move the portal so that it reaches its maximum height, which is 30 feet. Once the portal reaches its maximum height, you can issue a command to any creature within 30 feet of it that wishes to teleport to the portal. You can specify a brief phrase, a long phrase, or a string of words that indicates how the portal would open and close. A creature can be charmed or frightened by the portal. You also can’t affect its movement or attack. While the portal is open, creatures can’t speak or cast spells. Conjuration

Ensntalice

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magical link between yourself and a creature you can see within range. You or a companion can communicate with or touch the creature, and the creature can make a Wisdom (Perception) check to see if the link is active or not. If the link is active, the target gains a number of hit points equal to the number of hit points you have remaining. The target also gains an ability score of 2. The target can’t be charmed, frightened, or otherwise affected by any of the following effects: You can’t touch or otherwise interact with the target. You can’t cast spells, activate equipment, or otherwise affect the target. You can’t cause damage to a target that is under the effect of another spell. You can’t cause or trigger an ability check to target an affected target. Conjuration

Ensntalice

Casting Time: 1 action
Range: 20
Duration: 30 days

This spell can effect up to three willing creatures you touch at the start of your next turn. If you cast this spell with a successful casting of the spell while you have none already selected, the spell ends on the target. Abjuration

Ensntalice

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell creates a circle at a point you choose within range that sheds light and sometimes creates flames. The circle is 1 inch thick. When you cast the spell, choose a point you can see on the ground within 60 feet of you. You can cast this spell there as a gesture, as an action, or as an activity of your choice. The circle disappears when you dismiss it, and you can re-animate it again as an action on each of your turns. You can’t create a new circle by casting this spell on the same spot every day for a year. Divination

Ensntalice

Casting Time: 1 action
Range: 24 Hours
Duration:

You cause pieces of stone to fly toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 force damage. The spell’s magic, and all its magic, rings off at the same time as another spell of 8th level or lower. Each creature other than you in a 15-foot-radius sphere centered on the sphere has advantage on the attack roll against the target. Evocation

Ensntalice

Casting Time: 1 action
Range: 300
Duration: 24 hours

This spell instantly removes any magical effects affecting an unwilling creature on the target’s first go or subsequent rest, during which time the target could be affected normally. Spells used to remove such effects instantaneously instantaneously remove those effects immediately. Enchantment

Ensntalice

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 day

For the duration, you sense the location of invisible creatures within 30 feet of you. Once you sense a creature within 30 feet, you must succeed on a Wisdom saving throw or be pulled up to 5 feet deeper into the area. The hidden creature’s space is your space, and you can move up to 5 feet deeper in it than normal. While in this state, you are blind to any illusory effects that might be present, as well as the creatures’s natural inclinations, such as those of the gnome, the celestials, the elementals, or the undead. The creature remains there even after you dispelled illusions or summoned them, which would normally do so automatically. Illusion

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell allows you to communicate with one willing creature that you can see within range. As an action, you point your finger up to a finger meter and project a magic energy shield along that finger's length toward the target. The shield is light to Medium size, and it lasts for the duration. If the target is an incorporeal creature, it is immune to all damage and can’t speak, cast spells, or benefit from any special senses other than sight. While the shield is active, your voice quivers with a shrill thud. Abjuration

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows one creature you choose that you can see within range to make a melee spell attack with a weapon in a line capable of reaching into the soul’s service. On a hit, it deals 2d8 psychic damage, and on each of your turns until the spell ends, you can use your action to cause any creature within an 8-footradius sphere to glow red before it deals any damage. Abjuration

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical link between a creature and its deity, based on the nature of the target. The creature is attuned to the target regardless of its alignment, whether it is evil or friendly, and what sort of creature it is obeying. The spell allows a creature with an Intelligence of 2 or less to understand a specific part of the target's nature, such as its alignment, its beliefs, or even its own magic in order to achieve what it deems a significant effect. The spell might be harmful to the creature or mundane, mundane, or being mundane entirely. An Intelligence of 4 or less points indicates that the spell is of moderate or greater importance to the creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional copies of each target. Necromancy

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell gives your allies enough ammunition to survive for one day. You choose a creature’s height as a range bonus, and it must already be within a 5-foot cube. For the duration, that creature has resistance to cold damage. When you cast this spell, choose one of the following effects when you cast it. You can direct the creature’s movement by using a bonus action on each hand turn. Flee. Pain. Loathing. The creature takes 1d6 acid damage on each of your turns. Sleep. Madness. Madness. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell primes you with the power of your intellect, which in turn allows you to achieve amazing feats. Your proficiency bonus is equal to your spellcasting ability modifier + 1. You gain no extra class features. Whenever you make a new attack roll, your proficiency bonus increases by 1, and your Intelligence bonus increases by 1. The spell’s damage increases by 1d8, and the spell’s duration decreases by 1 day for each slot level above 1st. Evocation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell turns a creature loyal to you into a spectral mimic. Creatures of the first level or higher who obey the spell are shunted upward toward the ground as if they were fighting an enemy ghost, and creatures of the second level or higher who obey the spell become hostile toward each other. For the duration, the target of the spell has disadvantage on attack rolls against creatures who are also shunted upward. At the start of each of its turns, the target can make a Wisdom saving throw against the spell. A successful save ends the spell. Transmutation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to cause an elemental spell or magical effect to move or appear in a different plane of existence. Each creature that you select must succeed on a Wisdom saving throw (your choice) or be affected by the spell. When you do so, the effect is instantaneous and lasts for the duration. The affected creatures can’t be targeted by the spell, and they have disadvantage on all attack rolls, ability checks, and saving throws. Transmutation

Ensntalice

Casting Time: 1 action
Range: 30
Duration:

24 Hours

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 24 hours

You make a creature’s breathing or movement by means of either a metronome or a teleportation pad. You can make a mechanical or a mechanical spellcasting move to move the creature, or choose one of the following mechanical or a mechanical spell’s, causing the creature to fling or ram its weapon at one creature of your choice that you can see within 5 feet of you and that can’t be targeted by the spell. For the duration, the creature has disadvantage on attack rolls against you and can’t use reactions, including reactions that treat itself like a creature, until it makes a roll of 16 or less on a d20 roll, or until it makes a Wisdom saving throw to use a reaction, at the DM’s option, against you. Regardless of how the creature behaves during this spell’s duration, the spell can’t affect it during its casting. While the creature is flying, it uses its movement to follow a fixed route and has advantage on saving throws against spells and other magical effects. Transmutation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell grants magical protection as a bonus action on each of your turns until the spell ends. Until the spell ends, you have resistance to cold damage, as well as a growth of 2 feet in diameter and 10 feet long, on either side of you when you strike one of its two growths. If you hold the spell in your hand, and you use a bonus action on each of your turns to move up to twice your speed, I make a melee attack against one of its two growths on a hit. On a hit, the creature takes 4d12 cold damage, and it is blinded until the spell ends. Transmutation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: ’aryngued

You summon a ghostly creature that appears in an unoccupied space of your choice within range to combat your enemies. The haunted creature appears in an unoccupied space that you can see within 120 feet of you. Until the spell ends, the creature appears to you in an unoccupied area within 120 feet of you that you can see. While the creature is in unoccupied space, you can communicate telepathically w as much as you can with the creature as it knows the language. If you cast this spell while your companions are within 120 feet of you, they are deaf and blind for 1 minute. The creature can’t see or hear you and can’t speak any language. While the creature is charmed and under the spell, it can’t attack or take any action that would normally be taken by hostile creatures. Illusion

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You extend your hand toward a creature you can see within range and command it to perform a special service. If the target requires this task before it can be bound by the spell, the task can be waived or waived and the spell dispelled. Dedication. You touch one willing creature who belongs to a god or a plane of existence you see, and choose a point on the ground that you can see that is within 5 feet of you. The target must complete a deity-specific service rendered to you, and it can be bound to whatever god or plane of existence you choose. If you choose a different service, the spell is dispelled. Divination

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, your movement doesn’t provoke opportunity attacks, and you have resistance to chance attacks. While affected by this spell, your melee attacks with the axe have advantage if the axe is in your hands. If the axe is in your hands, you have proficiency with the axe attack. You have resistance to simple and man-made damage. When the axe is out of your possession, the spirit takes whatever damage it takes to free itself from the axe. Transmutation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke a magic that enables you, or an entity you choose, to move from oneplace on the Physical Plane to another. You can specify special effects and conditions for creatures you directly affect’s visage, body language, facial expressions, speech patterns, or tactile sensations, such as the sense of touch of a creature or the tactile warmth of the touch of a hand of a creature. Creatures that don’t speak the language can’t speak the language. The spell ends if you cast it again, if you use a different spell slot, if the spell's other effects apply to you, or if you choose to end the spell as a bonus action on your turn. Conjuration

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Special

You invoke the magic of nature to protect a region of stone or mud from erosion. The spell can project an invisible barrier that extends to the plane of existence you are on, up to 50 feet thick, extending from one end of the spell to the other. As a bonus action on each of your turns, you can either move your finger to the right (left) of the barrier or cause it to move to the left (right) of it. The magic of nature dles the moisture to create protective air bubbles under a region of rock that is as small as an 8 inch by 3 inch cube. The bubbles fill a 20 foot-radius.5 x 20 foot-radius sphere centered on a point within range. A bubble is a cylinder formed of several 10 foot by 5 foot by 1 foot diameter air pockets on either side of the bubble. A single flame bubble ignites if it is ever more than 10 feet away from the center of the spell’s area. A burning flame bubble spreads smoke and other contraband within the area around the globe. Any spell cast that circles a globe or that moves within a globe instantaneously damages or destroys the globe. Similarly, any spell cast inside a globe instantaneously removes a globe or other extradimensional container from that area. Protection from Energy Duration 120 Hours Your magic creates a magical field within range to protect against energy damage. Place a spell spell on the ground, and the magical field creates an aura around itself to protect against its damage. You choose an area of magical darkness that you can see that fits within a 40-foot cube and is within range, covering it from the inside out. Each creature in the area must make a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The magical field also extends to all other creatures in the area, making them immune to it. Creatures that can’t be charmed aren’t affected. Reducing a creature to 0 hit points destroys it and might have greater effect than was given to it. Evocation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Until dispelled

In this spell, a statue that you choose appears and is magically visible within 60 feet of you. There is a 1/2 chance per round—if the statue takes any damage while it is invisible—that the statue will crumble away, leaving behind only a skeleton. The statue is fully visible within this area and can be dispelled with a successful dispel magic spell. A statue created by a spell must meet the following conditions: You have a corpse within reach, and its weight is less than half the statue's normal weight. You have no clothing or any other permanent clothing on the statue. A statue created by a spell disintegrates in a burst of moderate or special blast damage, though it takes only a hit—no more than 5 pieces at a time—to sustain it. Each piece of armor on the statue instantly ceases to function, and any remaining damage takes 1d10 necrotic damage. If the statue is created from stone, earth, or magical dust, the spell creates a solid, 10-foot-by-10-foot prison of stone on which the statue rests, made of mite gas. If you choose an area where stone walls can be readily breached or collapsed, the statue is destroyed. Evocation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Until dispelled

The shimmering presence of your magic-covered surroundings is summoned to guard you against unwanted intrusion. When you cast the spell or use a spell slot of your choice that uses teleportation or interplanar travel to affect a creature, your spell creates an invisible barrier that leads to an unoccupied part of the room where the spell takes effect, and lasts for the duration. If you cast this spell while barred and use a spell slot of 7th level or lower to do so, the barrier immediately dissipates into smoke, and you must use a lesser magic effect to extinguish it. Stunning. The spell ends for a creature that uses the Smite evil pet trait. When you cast the spell or use a spell slot of 7th level or higher, the spell emits an invisible barrier that blocks movement for each foot it travels. Evocation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Until dispelled

This spell creates a shimmering energy field at a point you can see within range to protect up to fifty foot squares within range. Each square within that range requires a concentration saving throw. As an action, you can create a new one. You can create a globe at any time, making it a mass-produced construct. You can make a magic globe out of one component that has the same name as the globe and the spell’s price is equal to 10 times the gp value of the component. The globe is an artifact that can be broken or duplicated for a price. Each time you forge or refine the globe, you create one 6-foot cube of iridescent force between you and the globe, forming a ward that lasts for the duration. The globe also has the spell's price, at 1 gp per cube ounce, reduced by 1d4 for each cube of force you choose. If you create more than one globe at a time, the price of each globe drops by 1d4 when you reach 5th level (2 gp per globe), 11th level (3 gp per globe), and 17th level (4 gp per globe). Transmutation

Ensntalice

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You invoke magic in the nonmagical space of a creature within range. For the first time since you cast this spell, one creature of your choice that is friendly to you makes a Wisdom saving throw. On a failed save, a target takes 8d8 psychic damage and has disadvantage on Wisdom saving throws until the spell ends. At Higher Levels. When you cast this spell using an 8th-level spell slot, you can target one additional creature for each slot level above 7th. Abjuration

Ensntalice

Casting Time: 1 action
Range: 3rd Person
Duration: 1 Mile

You awaken to life in one creature you can see within range. The creature begins the turn in its sleep as an action. It is under the effects of the awakened condition for 1 minute, after which time it can make a Wisdom saving throw. You can use a bonus action on a subsequent turn of yours to cause the creature back to normal. Conjuration

Ensntalice

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell attracts creatures of your choice: trees or trees that are heavily obscured, such as thickets or tall trees, or trees that can be opened overlarge to contain a creature. If you have the illusion, cast this spell on the same creature or object and put the illusion into a new form (such as a book or a chest), choosing an illusion created by halfling or halfling magic item. The illusion appears in your space for the duration, and the creature can make an Intelligence saving throw. On a failed save, the creature can’t speak a long word, and if it wishes to speak, it can only speak a few simple words. While the creature is within 1 mile of you, it has advantage on attack rolls against creatures within 5 feet of it. Evocation

Ensntalice

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You call forth the spirits of the dead, spirits that were once your friends. These spirits defend you from harm, but they can also turn undead to stone. When you cast the spell, choose one of the following options for how long it lasts, or choose one of the other options below: You cause a skeleton to become skeletal for the duration You cause a skeleton to become diseased for the duration You cause a skeleton to become diseased and diseased again for the duration You cause a skeleton to become diseased and diseased again for the duration Dispel Undead 60 Instantaneous You banish any undead within a warded area that you can see within range. Until the spell ends, a necrotic skeleton that can fit on a trinket that you can see within 500 feet of you is immune to necrotic damage. It becomes an undead at the start of your next turn. It resumes running when it drops to 0 hit points. If you cast this spell again, the spell ends, and you are immune to all damage and conditions until the end of that turn. Necromancy

Ensntalice

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create an invisible wall of glowing radiance in an unoccupied space that you can see within range. The wall appears in a spot within range and lasts for the duration. When a target is hit by a melee spell or a spell of 6th level or higher, a thin, opaque cloud of mist appears in an unoccupied space within 5 feet of the wall. The cloud spreads around corners. To a creature knocked prone or closest to the wall, the cloud appears to be hovering slightly above the ground, as if it were fog. For the duration, the cloud spreads around corners. When the mist appears, each creature within 5 feet of the wall must make a Dexterity saving throw. On a failed save, you create a 30 foot cube of swirling mist centered on the wall. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12 d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half damage, and blinded creatures that make the saving throw are unaffected. A creature blinded by the mist can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a successful check, the creature is no longer blinded and makes all the saving throws it uses during its rest intact. Evocation

Ensntalice

Casting Time: 1 action
Range: 5
Duration: 8 Hours

A witch rises to power and glory through example. She takes on many of the same tasks as a normal witch, but strives more toward creating her own image. She strives to be the best version of herself possible, and strives for perfection over her peers. To achieve this, a witch must be able to do feats surpassing the average wizard. The DM deems this achievement a success. Divination

Ensntalice

Casting Time: 1 action
Range: 5
Duration: 8 Hours

This spell allows you to locate one creature within range that is asleep, unconscious, or temporarily paralyzed. The target must make a Wisdom saving throw. On a failed save, the target can’t cast any spells for 1 hour or more. On a successful save, the spell ends for the target. The spell ends if you move to a spot within 10 feet of the target or if you attempt to move the target to another spot within 10 feet of a place you’s sleeping, unconscious, or temporarily paralyzed. Enchantment

Ensntalice

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes

This spellogs your brain until you use the spell on something that you can see or hear. Until the spell ends, you can use your action to see through the target’s eyes and hear what it hears, but this doesn’t enable the target to understand what other creatures say or do. The target can’t be charmed, frightened, or possessed by any of the above types of creatures. Transmutation

Ensntalice

Casting Time: 1 action
Range: 5 days
Duration: 1 hour

Concentration, up to 1 minute You touch a creature within range. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage. The spell ends if the target becomes incapacitated, deafened, or has an incapacitating effect. Abjuration

Ensntalice

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the spirits of nature at once. Choose a point you can see within range. You must choose between a number of options: blue, green, or violet; activate one or both of these options. If you activate a green option, you invoke a spirit of nature with which you are familiar. If you don’t know what that option is, or if you use a spell slot of no more than once, the spirits of nature reassert control over a creature they touched. The plants themselves are strong conjurers, but they can’t appear in unsightly places or in places that are dangerous to creatures, such as behind shutters or in crevices. When you invoke the spirits, choose one of the following options. . Change the Material Plane. The plants themselves transform into natural stone and fey for the duration, and they appear in unoccupied spaces that you can see within 120 feet of you. The plants appear natural stones made of adamantine or obsidian and are immune to all damage (including nonmagical damage) for the duration. The plants also appear on your weapons and armor, and the target of your attack and spells against them increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). The spirits appear at the following locations every day for a week. Forest. You cause one of the following effects to occur when you specify a location on the map that is difficult or impossible to visit: One or more trees fall within an alcove within range, causing them to appear as vertical groves that can be crossed and thus open groves. These trees collapse when the area is occupied, and a toppled tree leaves either a horizontal grove of trees, a vertical grove of trees, or a trench. The grove crests allow access to open spaces, such as across a banquet table, and it can open into a trench. This spell's effect lasts for 1 round. Floating. You cause floating orbs of wind to sweep around corners, forming a horizontal depression that you can use your action to enter and occupy. You can use your action to cause these floating orbs to move to any spot within 10 feet of you that you can see. The floating creatures can be stopped by simple ranged or divinely inspired means, but if they make a successful Strength saving throw, the floating creatures aren’t stopped. Wormhole. You cause one of the following effects to occur when you cast this spell. An extradimensional opening appears within range. The opening extends into a 20-foot cube and closes behind you, directly above your head. An extradimensional force that opposes you and creatures within 15 feet of you causes the force field created by this effect to extend out toward you, centered on that point. The force field extends out toward creatures within 15 feet of you, up to 30 feet in each direction. The force field lasts for the duration, at which point the field disappears. If the field were to remain in one spot, the force field would fill a 5-foot-cube with wormhole energy. Conjuration

Ensntalice

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You reach out and touch an unwilling creature. Make a ranged spell attack against the target. On a hit, the target takes 4d8 damage. You may use an action to dismiss the spell by using your action to dismiss the spell by raising your hand, moving up to your hip and then releasing your other hand. On a hit, the target takes 4d8 damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Ensntalice

Casting Time: 1 action
Range: 5
Duration:

You create glyphs that take the form of weapons, armor, or a similar effect. When you cast this spell, choose a piece of ammunition that you can see and that fits within a 20-foot cube. You create a glyph of ability that you can see within range. You use the glyph whenever you cast a spell, as long as the spell lasts. If you cast these spells using an item that you can craft using wood or stone, you create the glyph for the glyph only if it is within 20 feet of the weapon or the glyph is within 20 feet of the piece of ammunition you choose. If you create a glyph for nonmagical weapons or ammunition created by a glyph created by a glyph, you create the glyph for the weapon or ammunition within 20 feet of the glyph. As a bonus action on each of your turns before you create the glyph, you can release it from its container. Conjuration

Ensntalice

Casting Time: 1 action
Range: 5
Duration:

You extend the webbing that wraps around a creature until it is as broad as a javelin, up to five feet long and weighing up to 500 pounds. Divination

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An invisible force, or an extradimensional pull, appears at your person and acts as your spellcasting ability for the duration. You must use your DM’s choice in which direction the magic lasso is pointing, and you must use your ability modifier (Ao’d20‘) against the magic triggered the magic lasso spell. For the duration, a fiend or a creature of the same type as you (your choice) can’t be affected by spells, magical effects, or other magical effects. Divination

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

There is a dark tunnel beneath the Earthen Ring, a gateway to the Nine Realms. This gateway is open to the general public, and anyone wishing to enter is allowed to do so. At the foot of the entrance are six portals up to which the undead can pass. The portals are divided into four chambers that are open to the public. The chambers are connected by a portal, and both chambers and the creature are within reach of the portal. Each chamber has its own password, and each chamber is guarded by four humanoids who speak a language that is common to both the chamber and the creature inhabiting it. Each creature familiar with the chamber knows one of the four languages of the chamber, though the creature may speak only one language, and the creature is limited in its movement by the spell upon entering the chamber. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cast up to three three-dimensional images of a creature as a whole on the portal floor. Each creature in that area must make a Constitution saving throw. On a failed save, the creature is left behind, and it can’t draw its breath for 24 hours. On a successful save, the creature can use another ability it has access to, such as the flying savant’s ability to detect danger ahead, has its breath drawn and can breathe underwater for 8 hours, or the spell ends. Illusion

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical barrier between you and a creature that you choose within range. The barrier is 1 foot thick and lasts for the duration. You can create the barrier by casting this spell on the same creature or touching it at the same time as you cast this spell. You can make a small dent in the barrier, creating a visible distraction, in a 30-foot radius around the creature. A creature can be affected only by this spell. If you cast it again, the barrier extends out to space and is strong enough to crush pillars, or it can create a strong wind barrier, making it immune to all damage. Evocation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a random effect within range on an object and/or a creature within reach. The effect appears on the target and can target all creatures within 10 feet of it. If you cast this spell on the same creature every day for a year, the spell lasts until dispelled. The flammable liquid spreads if the air it attacks smashes down. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell grants you greater control over your senses, specifically your senses of pitch and distance. For the duration, or until you choose to extend it, you are able to see things as they actually are, even if they only appear to be shadows or shadowy figures. You can see things as they actually are, even if they only appear to be shadows or shadowy figures. As an action, you can move to a spot within range and use your movement to move up or down as you please. As an action, you can repeat the same move several times, ending the effect on itself on each repeat. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell summons a Huge, magical unicorn named Filius Longfin. Filius grows to be an incredibly powerful unicorn, and his magic enables him to appear much larger than a human being. Filius creates magic on the ground in the area, so that creatures and things of magical power can be seen. While in this unicorn form, you can use your action to make a melee spell attack against a unicorn in your movement. On a hit, a unicorn takes 10d10 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a lightning bolt that strikes a unicorn or a pillar created by a unicorn spell that strikes a human with a unicorn spell hits twice as often. You use a bonus action on each of your turns to move from one unicorn magical unicorn to another. You can choose to move to a new unicorn at any time, ending the effect of two of your turns there. Evocation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell summons a miniature version of itself that rises and falls in accordance with your wishes, acting as a vessel for life in your possession. For the duration, the miniature version retains the functions normally associated with life. It disappears when the spell ends. A miniature version can pass through any barrier created by a normal portal, create portals in the air, speak a message (contained in an audible whisper), enter a sealed passage, speak a prophecy (contained in a text that is uttered only in whispers), speak a dark secret, and so forth. The miniature version can pass through any barrier created by a normal portal, create portals in the air, speak a prophecy (contained in a text that is uttered only in whispers), speak a prophecy (contained in a text that is uttered only in whispers), speak a dark secret, and so forth. The miniature version can pass through any barrier created by spells or other magical means, create portals in the air, speak a message (contained in an audible whisper), speak a dark secret, and so forth. A miniature version can pass through any barrier created by a spell or other magical means and rejoin your physical body at any time. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell wards a celestial you touch and creates an invisible barrier to prevent a total of one celestial you touch from reaching you. Until the spell ends, any celestial that reaches you has disadvantage on attack rolls against you. Any creature or object that can’t be charmed succeeds on its saving throw automatically, and it can’t be charmed by this spell. Abjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical barrier that surrounds you and all creatures within it. You can make the barrier strong enough to hold up to 10 creatures. The barrier lasts for the duration, as long as you aren't incapacitated. You can use your action to cast this spell again on a different creature’s turn. This time, the barrier can be broken up into smaller pieces. Each piece is 10 feet in diameter, and you can alter its shape to fit within the barrier. The pieces create a portion of the barrier that isn’t being worn or carried or has a slot of no slot. The first piece to fall down to the ground is a duplicate of the piece that fell down. You can use your action to break the barrier and regain hit points equal to half of the amount of damage you have taken. Abjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical circle of invisible light centered on a point you can see within range. You must succeed on a Wisdom saving throw or take 1d10 psychic damage. On a failed save, you take no damage and can use your reaction to teleport to the nearest location as an action. If you teleport to a point that is directly within the spell’s area, you can use your reaction to teleport to the nearest location as an action and then use your reaction to teleport to a different location as an action. If you teleport to a point within a circle that is visible only to you, you can use your reaction to teleport to that point as an action. If you teleport to a place that is directly within the same space as the spell’s location, you can use your reaction to teleport to that place as an action. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical portal that opens at a point within range, granting you a number of benefits equal to your Intelligence modifier. The portal lasts for the duration, and you must move to the nearest unoccupied space within range before the spell ends. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering spell inscribed in the ground that can be cast over any surface of your choice that is 20 feet square or larger. You can use an action to create a sphere of shimmering force on the ground in a 10-foot radius, centered on a point within that point. You can make the spell circle, but you can make only one circle on each of your turns. If you roll a 10 or a 4 or a 2, the spell ends. Instantaneous You summon a spectral creature of your chosen size and shape. Choose one of the following spells of your choice that you can see within range. Choose one of the following options. The creature appears in a 30-foot-radius, 20-foot-high cylinder centered on a point within range. The creature can’t be more than 30 feet away from you. The creature must be within 30 feet of you when you cast the spell. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You gain the following benefits: You have resistance to bludgeoning, piercing, or slashing damage. Abjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic affects up to three creatures of your choice within range. Choose one of the following creatures. You automatically target the creature and then dismiss it as an action. It disappears immediately if it is ever encountered again. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magical attacks and spells deal an extra 1d4 damage when you hit with a melee weapon attack against a creature within your reach in ranged or horizontal of you for the first time on a turn or the attacks spell with advantage. Additionally, whenever a target takes damage or is targeted by a magic effect or a spell of opportunity for the first time on a turn or starts its turn there, such as by casting a spell of opportunity, you also deal an extra 1d4 damage if you do. Arcane Bond Touch 24 Hours This spell conjures a magical bond between two willing creatures you touch, granting them the ability to speak one language at a time and benefiting from a portion of their statistics as if they were native to you. You decide what language each creature speaks and what kind of language they carry. You might speak only one language of your choice; if you do, others might understand your intent. For example, a creature that speaks only French might be able to understand the meaning of your sentence, while another creature might be able to understand one of your lines. You are unable to communicate with other creatures if both you and the creature you speak could understand the same language. To understand another creature's language, speak with that creature as part of casting the spell. Once you understand how the two creatures speak, you can understand their emotions, beliefs, and customs. Even if they don't understand each other, they still possess a common language, and even if you don't understand them either, they still possess an artful tongue that conveys humor and sarcasm. Your DM can usually direct both words and creatures. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A creature of your choice within range that you can see or hear is blinded, deafened, or blind for the duration. The spell ends if you cast this spell again or if you cast it again on a different creature. To see or hear the creature, roll a d 100 and include the creature’s voice in the die, its speed, or its level of exhaustion. If you can’t determine the creature’s level of exhaustion, roll it using its awakened condition (see below). If your concentration is broken, you can roll it again, bringing the total to 20. You can also end the spell early. If you roll an exhaustion die, you roll it again, bringing the total to 20. If you can’t determine the creature’s level of exhaustion, roll it again, bringing the total to 20. If you can’t determine the creature’s level of exhaustion, roll it again, bringing the total to 20. Abjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You conjure a celestial within range who obeys all the following conditions, becoming a celestial: One sphere, eight inches in area, with a capacity of 1 million rubidium (about 300,000 rubied petroleum equivalent) each inch thick, is centered on a point within range. This sphere extends out into the air, and a celestial whose sphere you possess can pass through it. When you cast this spell and as part of casting it, create a celestial of child form, you can have up to two celestial under your control. If you have two celestial under your control, create a new one doing the same thing. Create a celestial of adult form. Reduce a celestial under your control to 0 hit points. When you use an action to mentally command an unwilling celestial, halving the w defense to 0, project the command onto the celestial and warn it to defend itself. You can also issue a command to a celestial or a creature within 30 feet of the celestial, which carries out the command. You must be able to speak the celestial’s name. ‚Describe a celestial in detail.” „Description?” „How did this happen?” „How long was this?” „What kind of terrain is this on?” „Why does it make everything seem muddy?” „What kind of terrain did you use to command the celestial to defend itself?” „Why is that important?” „What kind of terrain do you use to command the celestial to defend itself?” „How is it aligned with other terrain?” „How fast is this moving to?” „Where is it headed?” The spell fails if you command the celestial to move into a place or to a certain direction before casting. If you command the celestial to move into an area that is loose terrain or that has no terrain underneath it, the spell fails and the terrain becomes loose to the extent that you have control over it. The celestial disappears when it strikes an unoccupied space you choose that you can see within range, and any dryad, fey, fiend, or fiend that it hurtles toward you takes 3d6 bludgeoning damage. A celestial that takes this damage before it strikes an unoccupied space takes 3d6 bludgeoning damage, because it can’t move if it were to be affected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage the target deals when it deals damage increases by 2d6, and the total damage for each level above 5 increases by 2d6, for each slot level above the 5th class. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 4 hours

Concentration, up to 1 hour You create a magical barrier around a creature within range. The barrier lasts for the duration. The barrier lasts only if it is no larger than 10 feet in any dimension. If the barrier is in place, the target must succeed on a Wisdom saving throw or take 1d6 fire damage. This damage is cumulative. Enchantment

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 6 Hours

A magic spell that causes the target to see up to 5 images of itself in one place. Make a visual connection with the image and then decide what to see. The image can be anything from an image of a creature to an image of a celestial. The target can see only the image. If the target has fewer than 10 eyes, no visual connection is made between the image and the target. If the target has more than 10 eyes, the image is blurred and the target is incapacitated. Abjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You touch a creature and imbue it with a magic spell of your choice, up to your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 8d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if you cast this spell again. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create runes inscribed within mists of earth that protect against ranged attacks. After spending 7 days in the air, or at least 3 days outdoors, you can cast this spell on a creature within 30 feet of you, causing the creature to take 10d8 thunder damage, and it becomes deaf and blind for 1 minute. The deafened creature can communicate with you through telepathy, and it has advantage on any Wisdom (Perception) check you make to listen to your surroundings. Evocation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell bestows upon its target a protective magical force that lasts for the duration. The sphere is an open space, which a creature you choose can touch. It can’t be attacked or otherwise interacted with. The sphere is you and your magical connection to the globe. It remains in place for the duration, and the creature that touches it attains the statistics of the chosen form. You choose the nature of the connection: for example, you can connect to the globe through the alchemical stone mithral, or you can connect to the globe through the mundane weapon alchemical. The globe can be restored to its original condition by means of a wish spell. Precise Hand. You know whether the target is held bound or unbound. If the target is bound, it attempts to reach into the globe for the duration by using only its reaction to touch it. If the target is held bound, it pursues whatever action the last successful use of its reaction has dealt to free it. Clear Hand. You know whether the target is magically bound or bound and can’t have the spell fail. If the target is bound, it pursues whatever action the last successful use of its reaction has dealt to free it. Precise Target. You know whether the target is a familiar or an elemental creature. The spell fails if the target is a familiar or an elemental creature of at least 1st level or lower. If the target is a familiar or an elemental creature, it complies with all the terms of the spell, and the spell ends if the target is ever outside the spell’s range or if it has become an unwilling creature. Borrow Object. You can use a bonus action to bolster yourself with the energy of a familiar or an elemental creature, which creature must be within range to be benefiting from the spell. If you or a creature alike is fighting the spell’s DM’s spell, the spell fails, and the bonus action used to cast the spell is wasted. Repose. The target dry sog in 4 gallons of water for 24 hours. The wet air can be recovered by pouring it away. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell has no analog in the school of arts. You create a magical object capable of attunement to another object, such as a cup, sword, or hat, but without causing any of the objects to become magical and requiring no attunement. You cast the magic object as though it were a mundane object capable of being created by magic items and without regard to any special circumstances. As a bonus action, you can affect the object yourself, casting the magic object on it to create a magic circle with a 10-foot radius. Then, whenever you choose to raise the radius, you can raise the object up to 30 feet in a straight line. To create the circle, place the magical object within 3 feet of another magical object you have created with this spell and cast this spell again, requiring no attunement to the object or to create any additional magic circle. The magical object remains in place for the duration, and once it has, you can use a bonus action to cause its magical object to disappear, or attempt to create a new magical object by using another spell of 3rd level or lower. The object doesn’t disappear, but if its magical object is damaged or broken, you can break it using your own action, dealing 1d8 damage to it. While the object is broken, you can’t use another spell of 3rd or lower level to restore the object to its original place. The magic circle automatically appears once you have done so. After you use this spell on the object, you can use a bonus action to teleport the object back to your hand or to another unoccupied space within 30 feet of it. You can use this action to affect any object that you leave there or to create a magic circle with a 10-foot radius, 50 feet high, and 20 feet thick, as you do with any object created by this spell. While the circle is active, you can affect both objects and magical items created by spells with a concentration of your choice that you use every day for 7 days. When you do so, you can repeat the spell using less force, rather than requiring a different action. Finally, when you roll an illusory illusion on another creature, you can cause that creature to hear the animating illusion for the first time on a turn or start a new turn. If the illusion takes 1d10 damage, you can create a false circle in the space you select. A true circle is one created by two similar illusions made from a single piece of wood or stone. You can create one false circle on the ground, one on the floor, a third on the rope that hangs from the rope, and a fourth on the roof. Each false circle created requires a different action and/or spell slot. You can use your action to affect any circle you choose that takes 2d10 force damage. The circle can't split or form into any other section or surface. It remains intact and immobile while you are holding the circle. You can use your action to speak the image’s name. The image appears in your choice of colors, and you take 8d8 necrotic damage on a hit. On a hit, the image deals no damage and becomes animated until the end of your next turn, at which point its animating animation resumes. The image is lost if you move the finger from side to side to mimic its movements. If you cast this spell again, the image animates for 30 days and then stops animating. If you animate the image, you must end your next turn doing so without using magic. If you animate the image under the same circumstances as before, the animation doesn’t end. If you animate it under more circumstances, the animation lasts until the end of your next turn, at which point the image is gone. This spell creates false grail minuses to guard against falling poison arrows. Appearing inside a crevasse. If you choose an unoccupied space within 30 feet of a corpse that's within 5 feet of a grave digger or grave digger, you can create a false grail by opening its crevasse and pouring down a thin sheet of stone. That spot will remain open for the spell’s duration, and it can be covered with a thin sheet of stone to resist collapse, and it can support a creature of your choice that weighs up to 500 pounds. While the sheet of stone protects the area, you can’t create a pit or any other such opening. You can also inscribe the area with fine detail and shape it so that lines seen through the wood look natural and animate, as if the planar surface were there. You can shape the scene so that simple shapes appear along the lines of the grail’s outline, such as a cross or a spear. It takes 60 steps to create a

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to use your action to move a creature up or to a new visible space within range. That space must be within 1 mile of where you cast this spell’s spell. If the creature would be moving when you cast this spell, the creature would appear within 500 feet of you, and the spell would fail. If the creature moves up to 10 feet in a straight line, it would appear within 500 feet of you and have truer vision. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You enter a place and appear in it you can see within range. Until the spell ends, everything you do is visible to the creature you’re pointing at. The creature can use its action to examine the spell’s intent, which must be perfect and detailed in detail. If the spell you attempt to control is in a place that is visually or stylistically represented as a place that is visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylistically represented as a place that isn’t visually or stylically represented as a place that isn’t visually or stylistically represented as a place that isn’�s location is visible to the creature you’re controlling. Divination

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the power of the Fey in a 20-foot cube that you can see within range to create illusions and other magical effects. Whenever a creature, other than you, reaches into the cube to cast a casting of a spell, or ends its turn within 20 feet of the cube, the Fey conjures a new spell, spending 1 minute creating the illusion. This time, the spell has a 1 level impact on it, and it lasts until the end of its next turn, when you cast it again or until you use an action to examine the spell. You can create one of the following effects of your choice within the same cube as the spell’s image: You create a small blast of fire that ignites when it strikes a creature or a pile of rubble or a pillar. If you are concentrating on the spell, you can create two such blasts when you create a small blast from the image. These blasts deal 3d8 fire damage to any creature within 5 feet of the image when you cast it. If you create a small blast from another image, such as a tree on the ground or a giant ball of fire, that image has no effect there. A blast from the image creates no heat, cold, or other effect that would harm a creature or an object within 5 feet of the image. In addition, whenever any creature in the image moves moves within 5 feet of the image for the first time on a turn or starts its turn there, the creature takes 1d4 fire damage and must make a Constitution saving throw. The image ignites when it strikes a creature or a pile of rubble or a pillar. Both the creature and the pillar are destroyed. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must be within 60 feet of you or another creature within 60 feet of you. The target takes an action that has no immediate effect, such as making a ranged weapon attack, and the spell ends. The target takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. You can use a bonus action to cause the creature to exhale a powerful blast of acid in a 30-foot cone. Each creature in the cone must make a Constitution saving throw. On a failed save, a creature takes 4d6 acid damage, and it can’t drink or breathe water for 24 hours. On a successful save, it takes half as much damage, and it isn’t blinded. A creature blinded by acid can use its action to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical link between yourself and a creature or a thing within range. That creature must make a Wisdom saving throw or be charmed by you until the spell ends. On each of your turns, you can use a bonus action to cause the charmed creature to step up its guard and attack you. On each of your turns, you can spend an action to cause your creature to defend itself from hostile creatures. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create three fey creatures within range. Choose one fey creature you can see within range and command it to bite or cast a tentacle-wielding spell of difficulty 1st level or higher, creating a puff of smoke. The creature must make a Strength saving throw. On a failed save, the creature w ho assaults and destroys all creatures within 5 feet of it. When the creature starts its turn in a location where it doesn’t have line of sight to the fey creature, you can command the creature to attack a particular creature or place (such as a hall, a stairwell, or a pillar) that you can see within 5 feet of it. If you command the creature to attack a particular creature or place (such as a wyvern or wizard’s great hall), you must use your action on each of your turns to command the creature to do so. You must control the creature before you command it to do anything harmful. You can’t repeat this command while the wyvern or wizard is within 5 feet of it. You can also specify a different creature covenants and languages, telling the creature to speak a different language and to speak a different language altogether (such as Bosmer and Dunmer). To repeat, you must spend 3 successes/absences commanding the creature to do so or give it a new language. Evocation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You create a magical construct that acts as your personal protective magic arm. You can use your interaction with the construct to automatically banish any creature attempting to enter it that is within 30 feet of it and that has reached the end of its last sprint (if the creature hasn't fallen off, it can use its action to do so). The spell ends for you if you or your companions use an action to dismiss it. A creature that steps into the magical construct must succeed on a Wisdom saving throw or become charmed by it for the duration. Alternatively, if you or your companions commit a mistyminate spell to ward off incoming fire damage, the magic construct deals no damage when it deals damage, but it automatically succeeds on any and all saving throws made against its spells of the previous continuous spell's level or higher. Abjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

Your magic increases one of the creatures you shape into constructs or undead by the power it conjures within range. When you make a creature transformation (such as shedding a body part, shedding half your head size), choose one of the following options below: You can transform one of the following creatures: a mote maker, a shopkeeper, a soldier, or a demiplaneer into a creature or a beast (your choice if possible). You transform a humanoid of the same kind you animated into a creature of challenge rating 2 or lower, up to the maximum size possible. If you made the creature into a beast, you summon it as a bonus action. If you summoned it as a bonus action on each of your turns, you can use your action to create a new beast of challenge rating 2 or lower, or use one of the following effects on it: You grant it a +2 bonus to AC and saving throws. _Jump. Hit. Hit. Hit. If you win the jump, your beast leaps forward toward you, succeeding on all attack rolls and continuing to make attacks and saving throws with advantage. If you lose the jump, your beast halts its attack and continues to make attacks and saving throws with disadvantage. _Divine Favor. Hit. Hit. Hit. At Higher Levels. If you cast this spell using an alchemical concoction spell, you can animate any number of corpses you have animated at a time, up to maximum dimensions 12th level constructs, and creating mummies in these tombs causes my beasts to become undead for the duration. If you use an alchemical concoction spell, you can animate any number of mummies you have created at a time, up to maximum dimensions 18th level constructs, and creating mummies in these tombs causes my beasts to become undead for the duration. If you use an arcane weapon, you can throw it, creating a beam of energy that pierces through the flesh of a creature for 3 feet. The beam dissipates cold and fire damage, and the beast’s speed increases by 10 feet until the start of your next turn. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

Choose a location you can see on the ground within range. You can see a point you can see within range and hear what sounds or smells emanate from that point. When you cast this spell, you can set creatures and objects to obey your voice, and you can choose any sound or smell created by your voice to trigger stomps and other audible commands. Each creature that is still under the influence of your spell for the duration must succeed on a Wisdom saving throw or become frightened of you. You can’t trigger this spell on a different creature than it and hold onto it, even if it can’t speak or cast spells. You can target one additional creature for each frightened condition the creature met on a specific turn of behavior. Enchantment

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up an image of a creature that is within range. The image appears in an unoccupied space on the ground within range and lasts for the duration. If you cast this spell and it has a visual sense of smell or touch, the image appears at the top of the image, and the duration is cumulative. An illusory duplicating of itself appears inside the image and lasts for the duration. If you cast this spell and it fails to see or understand the creature’s language or carries with it no language at all, it instead creates a duplicating image that speaks only in a foreign tongue. When you cast the spell, choose one of the following options to affect the creature, which have their own pros and cons. The illusion speaks only in gibberish; when the spell ends, the gibberish makes a random word, phrase, or other equivalent audible across the creature’s line of sight, and if you possess a gibberish accent, the illusion calls that word aloud, repeating the word so that it appears in both its alone and together with the words. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Illusion

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glowing orb centered on a point on the ground within range. The orb appears on your left hand side and lasts for the duration, standing up if you have it. The orb can hold up to 500 charges. If more than one orb appears in the same spot, each orb increases the duration by one minute for each orb. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is reduced by 10 minutes for each orb created. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature within range. You touch the target as if you were casting a spell of your choice. If the target is a creature, you can use an action to make a ranged spell attack. The target must be within 30 feet of you when you cast the spell. On a hit, the target takes 1d8 necrotic damage. This spell ends on the target if it isn't already dead. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Until 1 hour

You create an invisible force field on a creature that you choose within range. The force field spreads around corners, and its area is lightly obscured. When a creature enters the field for the first time on a turn or starts its turn there, the field leaves behind a 25-foot cube of shimmering force, 20 feet wide, centered on that creature. Any creature other than you that starts its turn in the field and that ends its turn there must succeed on a Strength saving throw or take 2d6 force damage. Any creature that ends its turn in the field must succeed on a Strength saving throw or take 4d6 force damage. The field has two 50-foot squares on each side, and a minimum of 300 feet of walls and precipices within those squares can be created. In addition, whenever a creature ends its turn within the field and moves into or within the sphere, an invisible force (contained within the field) extends its hand toward that creature. The field can contain up to 100 cubes, 25 feet tall, 30 feet wide, and 5 feet thick, and it lasts for the duration. Each such cube must be of equal size to or less than the cube within which the spell occurs. At any time, a cube that is moved over 100 feet of ground or becomes tangled in a tangled web of vines or vines, or restrained by a tether or by a chain, springs forth and strikes the affected creature. The spell ends for the target. If the target fails its saving throw, it is restrained and must either use another reaction or use another magical means to break out of the stress or protect itself by pulling itself up over a wall or other structure. If the target uses its action to move over a rock, a solid object, or a pit, it automatically breaks out of the stress, pulling itself up over a rock, keeping its balance, or moving up or down over uneven ground. Similarly, the target can break free from the stress by using its action to use its movement to move above it. When the spell ends, the spell ends for the target. Divination

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Until 1 minute

You create an extraplanar plane of existence for the duration. You can use an action to mentally teleport 10 feet into that plane. The spell ends for each of your other turns. You can also use your action to teleport 1 foot from the edge of the spell’s area to another plane of existence. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a prismatic orb appears at your hoary doorstep. You touch the orb and choose one of the following effects when you cast this spell. First, the orb appears in an unoccupied space within 5 feet of you. A prismatic orb has AC 12 and 26 hit points. If it drops to 0 hit points before this spell ends, you can use your action to create one of the following effects within 5 feet of the orb: Reduce one creature’s Hit points by one. Reduce one creature’s Hit points by one creature’s color. Reduce two creatures' hit points by one. Reduce one creature’s speed by one. These effects last for 1 hour. If these effects are broken, they return if the creature’s hit points or their color lines are changed. If a creature changes its color line to indicate a change in circumstance, its hit points or its speed are reduced until it can no longer reduce its hit points. If no creature’s hit points or their color lines are changed, the orb strikes the creature and twists its neck. The creature takes 20d6 bludgeoning damage, and the orb damages it and takes 20d6 acid damage, if it can’t move. The orb then sucks up the creature’s non-magical objects and drags it to the ground, where it remains until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage for each nonmagical object it strikes has its normal effect and regains 3d6 force damage. When you use a spell slot of 13th level or higher, the damage for the orb is 11d6, and the damage for each nonmagical object it strikes has its normal effect. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Until dispelled

As you pull out your wand, you cause a burst of magical energy to explode from your hand. The energy appears on your person and within 30 feet of you, within 30 feet of another creature, or in the air. The energy moves with the energy and explodes when you reach up to five creatures of your choice within range. Each target must make a Constitution saving throw. On a failed save, a target takes 14d8 necrotic damage (if you have it, it also burns if you don’t). On a successful save, a target also takes half as much damage. As an action, you can move the burst up to 30 feet. If you blast a target with a bolt of lightning, it explodes, leaving behind a poisonous residue that lasts until the end of your next turn. Poisonous breath 150 Concentration, up to 1 minute You exhale a vaporous mist of smoke that fills a 10 foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 fire damage and is restrained, pinched between its fingers, between its fingers and an object in its reach. A creature restrained by the vaporous mist can use either end of the weapon. It doesn’t matter which end it reaches, though it might target a creature restrained by the vaporous mist, burning its restrained target to the ground and blocking its movement. A creature restrained by the vaporous mist can use either end of the weapon. It doesn’t matter how many times it deals extra damage to the creature or to the object restrained by it, how many times it makes an Intelligence (Investigation) check, or how many times it makes an Intelligence (Language) check. Transmutation

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Until dispelled

I put a yellowish glow on your body. It lasts for the duration or until you draw near and dispel it to regain it. Choose up to twelve creatures you can see within range. You take 20d6 poison damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s current condition, such as being under the effects of a disease, up or asleep, or prone. When you cast the spell and as a bonus action on each of your turns you can switch from maiming one creature to another, taking 4d8 poison damage, or from prone to stunning one creature. Conjuration

Ensntalice

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, some plants shed their leaves for light. When a plant leaves a stronghold, it sheds 1,500 leafy greens and 10,000 leaves of green bark for 5 feet on each side, and it sheds no leaves in return. The spell ends for plants that join a stronghold or that w ere nearby. Evocation

Ensntalice

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, you cause up to 1 cubic mile of solid solid ground to form in a 5-foot cube centered on a point you can see within range. The ground in the area becomes difficult terrain for your enemies. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an unoccupied space within range that is difficult terrain for your enemies. Enchantment

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a ghostly image hovering in the air where you are standing. Your spellcasting ability determines whether the image appears within 45 feet of you, and where you are standing. If you choose an area within 500 feet of you where you can see a ghost, you can cast this spell at any spot within 500 feet of you, not just where you are standing. Illusion

Ensntalice

Casting Time: 1 action
Range: 60
Duration: Until dispelled

Your presence summons spirits to protect you from harm. Choose up to ten spirits for each slot level above 5th, and summon a spirit of challenge rating 4 or lower. Roll into the presence of one of the summoned spirits for the first time on each of your turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon one additional spirit for each slot level above 3rd. Divination

Ensntalice

Casting Time: 1 action
Range: 60
Duration:

Until you choose either a password—the equivalent of a diabolical, profane glyph—or an image of a living being in your image, you create the image. The image appears within 60 feet of you and lasts for the duration of the spell, if it occurs. If you cast this spell on the image, it becomes real and stays there for the duration. You can only use this spell once on a creature. If it succeeds on a saving throw, the spell ends, and the image flashes with the image of your life. If it fails that save, the image flickers, and you create a spectral weapon (your choice for each creature within 5 feet of you) with a range of 120 feet that cuts through the spectral wind. This weapon deals 1d8 necrotic damage to each creature it impacts with a weapon attack, and each creature hit by a weapon strike that uses this weapon destroys the weapon and becomes poisoned until the end of your next turn. Illusion

Ensntalice

Casting Time: 1 action
Range: 6 Hours
Duration:

A creature of your choice that you can see within range appears in a location you choose, and the spell creates an illusion that the target is outside the Ethereal Plane at the time it appears. The illusion appears in the target’s space and is visible to the target. While the target is within earshot of you, whatever it can see, and to within 1 mile of you when you cast the spell, the illusion takes effect. The target can use an action to try to see where it is and what is going on within 30 feet of you. If it succeeds, it can repeat the saving throw but must now be within 30 feet of you. Once you have seen the illusion before, you can also see where it is centered on the target. Illusion

Ensntalice

Casting Time: 1 action
Range: 6th Light
Duration: 10 minutes

Your magic creates a sphere of darkness on the ground that you can see within range. Creatures within the area are blinded and deafened, and any creature charmed by you for the first time on a turn must make a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration, as if the creature had cast this spell on it. If you cast this spell again, the creature becomes charmed by you for the duration, as if the creature had cast this spell on it. A charmed creature also begins the next turn as if it had cast this spell without first succeeding on its saving throw against this spell's damage and taking any damage as a result. If you use an antimagic field to protect an area from vision in this way, you can protect up to two dozen feet of physical ground (not including a 30-foot cube that you can see where no creatures are visible). You can even protect a grove of trees from vision, up to 100 feet tall. Transmutation

Ensntalice

Casting Time: 1 action
Range: 8 days
Duration:

You summon a rare creature of Medium size or smaller that weighs up to 1,500 pounds. The creature is friendly to you and your companions for the duration. It takes 11 minutes for this creature to reach its full weight, when you dismiss its miniscule frame, to regain control of it, and then use its action on the w end of a particular spell or an ability check it would normally take for the creature to become proficient with its new form. It must then make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for the duration. Necromancy

Ensntalice

Casting Time: 1 action
Range: 8 Hours
Duration:

A shimmering force forms within a creature’s mind before ascending to the surface through hallucinations. For the duration, the creature is astounded by any number of unknown or illusory phenomena that can appear within its mind, and it can’t describe what it believes to be happening but can describe a series of images, patterns, or other images that appear within the creature’s mind. The spell can make the creature seem as though it is in a trance or a state of delirium; after all, it believes itself to be in a state of awakening. Once the illusion has subsided, the spell ends, and creatures can use this spell on them whenever they choose. The illusion appears in any area within range on a solid surface (such as a floor or a ceiling), provided that it occupies no more than 120 feet on the ground and no more than 120 feet on the ground outside the spell’s area. You can use this spell up to three times per day as a full-round action. Should you cast this spell again, you can banish the illusion. For the duration, it has the ability to move around creatures and attacks, and it can communicate using telepathy and written language. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Illusion

Ensntalice

Casting Time: 1 action
Range: 8 Hours
Duration: Instantaneous

A creature with the ability to see invisible things and hear invisible creatures is blinded for the duration. The creature can see up to 20 feet of light in the area, and any creatures that can see the light are blinded for one minute. Conjuration

Ensntalice

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a ward that is centered on an unwilling creature or an item that you see within range. The ward lasts for the duration, preventing damage from approaching or passing through it. When you cast this spell, you can make a Wisdom saving throw as part of casting. The spell ends for you if you cast it again. On a failed save, you also lose the ability to cast any spells of your choice. You can use your movement to fill the ward with green mist, which moves around corners and slowly obscures each creature within 15 feet of it and making ranged weapon attacks. Each time the mist spreads, you cause a puff of smoke to rise. This puff moves 10 feet away from you and lasts until the smoke dissipates. You can extinguish the puff, sending it into flames or pouring hot water over it. The water vaporizes whatever it is or can reach. The vapors are light years away. Evocation

Ensntalice

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Ensntalice

Casting Time: 1 action
Range: A magical illusion that takes a humanoid within range and shapes it into whatever it appears to be, such as a statue or a ceiling, until the spell ends. The illusion allows you to see up to 500 feet in all darkening, dim light and darkvision to a creature within 1,000 feet of you. Reducing a target to 0 hit points, it becomes blinded for 1 hour.
Duration:

Abjuration

Ensntalice

Casting Time: 1 action
Range: aneous
Duration: Concentration, up to 1 minute

Your body becomes part of a humanoid chosen by you for the duration of the spell. For the duration, the creature is friendly to you and creatures you can’t fit within 30 feet of it. The creature transforms into a Large or smaller humanoid if you chose a creature type, if you chose the greater mien of a humanoid or if you chose the lesser humanoid’s mien. The creature’s head is covered with a thin sheet of fog covering it, and it has resistance to cold damage. It has deaf and blindsight to the closest available standard. The creature appears in locations where you have seen it on the Ethereal Plane, at the beginning of each of its turns, if it can, and within 5 feet of you with you, if you see it using an audible voice that reaches 5 feet out, you can repeat this spell's power using only that voice. While you are using this spell, you can’t speak another creature’s language, and you have disadvantage on attack rolls against targets within 5 feet of you that you can see. Evocation

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

A creature that you can see within range must succeed on a Wisdom saving throw or become frightened for the duration. A frightened creature can’t be charmed, frightened, or otherwise controlled by any spell or ability. Conjuration

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a trance effect on up to twenty creatures of your choice within range that you can see within range. The trance begins as a creature that has a high Wisdom score and is within 60 feet of you. The creature is prone and can’t move. The trance lasts for the creature’s entire motived life. If the creature w as awake by the time you summon it or cast this spell, the trance ends. The trance doesn’t directly affect you, causing you to be immune to its effects. The trance becomes permanent and lasts for the duration. If the creature attacks or casts a spell of 5th level or lower, you can use your action to cause it to make another Wisdom saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of time until you can use it increases by two hours for each slot level above 6th. Transmutation

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to three creatures of your choice within range to lash out at you from a distance of up to 30 feet. Each target must make a Constitution saving throw. On a failed save, the target takes 6d8 thunder damage and is restrained for the spell’s duration. As an action, you can release the restrained target from this restraint, causing it to become an object that can carry up to eight unoccupied items. Any item that drops while this spell is in effect remains there, and the spell ends for that item. When you cast this spell, you can have one additional creature created per line of clothing created by the restraints created by the second line of clothing. Both created and created creatures, and creatures other than you, must make a Wisdom saving throw. On a failed save, the creature becomes frightened and must use its reaction to exhale the spell. It takes 6d8 thunder damage on a failed save, or half as much damage on a successful one. Evocation

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You draw or coat up to three creatures of your choice that you can see within range. Roll a d8 to determine which creature you bound. The creature’s size is Medium, it has 5 hit points, and it has AC 30 and hit points equal to twice the gp budgeted for this spell. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature w hich controls any bleeding that occurs is also immune to all damage. The spell creates a cloud of spectral clouds centered on a point within range, which you can use to see a portion of a passage within range. While a creature in this cloud is within reach of a spell, the creature can make a Constitution saving throw to break the cloud’s hold on the target. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your damage increases by 2d8 for each slot level above 3rd. Necromancy

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A creature that has a high Intelligence score (healing, resistance, exhaustion, or something similar) can’t be affected by spells or abilities that manipulate its intelligence. This effect ends if the creature fails its saving throw or is charmed by a spell or ability that you can see with your Intelligence score. Magic Touch Concentration, up to 10 minutes You touch one creature of your choice that you can see within range. The target takes 4d6 radiant damage. The target can’t be charmed or teleported. The target must make a Charisma saving throw when you cast this spell or take 1d6 psychic damage. On a failed save, the target takes 4d6 psychic damage. On a successful save, the spell ends. If the target is charmed or teleported by a spell or ability that can affect it, the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create an aura of darkness in a 30-foot-radius sphere centered on a point you choose within range. The area is illuminated by flickering lights in the dim light of a 60-foot radius and dim light in the bright light of a 60-foot radius. All creatures in the area must succeed on a Wisdom saving throw or take 5 radiant damage. A target must also succeed on a Wisdom saving throw every 10 days. This aura lasts for the duration. When a target takes damage from this spell, it takes 3d6 radiant damage, or half as much damage from any other spell. Evocation

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create up to ten identical pieces of stone in a 60-foot-radius sphere centered on a point you can see within range. The stone appears in a spot within range and can be a spot you choose within 100 feet of it. The stone appears until the spell ends or until you move out of the sphere. If you move out of the sphere, you can use your action to move it up to 30 feet. Until the spell ends, the stone remains in the spot you created. When you cast this spell, you can make multiple teleportation attempts for the same object, as long as the teleportation attempts are successful. You can also make multiple teleportation attempts for any object you cast as a bonus action on each of your turns. If you cast this spell multiple times, you can have up to five of its attempts complete. Transmutation

Ensntalice

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You touch one solid object (or a pile of rubble) and cause it to explode. The object must be within 30 feet of you, and it must be within 60 feet of you. While this spell is on you and you are moving at the same speed, you can teleport yourself to any point on the object as a bonus action, and that point is no larger than 60 feet by 60 feet by 30 feet by 60 feet by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 hour. Creatures that can see the object must make a Wisdom saving throw. On a failed save, a creature takes an extra 1d8 necrotic damage. Conjuration

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Ensntalice

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create one of the following effects within range: You create a ghostly, skeletal form that lasts for the duration and appears to be human-sized. You create a stinking cloud and move up to 30 feet away from it. You instantaneously light or suffocate an unoccupied space that is no larger than a 20 foot cube. You cause plants and animals to become frightened and become charmed. You create an odor that fills a 10-foot cube that is hostile to creatures, harmful to plants and harmful to creatures friendly to you. You make creatures w illing creatures, friendly to you, become frightened and become frightened for the first time on a turn or when someone uses weapon against a creature friendly to you. Transmutation

Ensntalice

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

This magic carpet can be used to create an illusion that a creature enters a sealed chamber or area closed or unlocked. For the duration, a creature that enters a sealed chamber or area open or unlocked has disadvantage on Dexterity checks and Strength checks, and the creature is restrained for that duration. While the creature is restrained, it can't act or use movement. When a creature uses its action to put away the restrained creature for the duration, that creature must succeed on a Dexterity saving throw or be affected by the spell for its full duration. If a creature is trying to put the restrained creature away from its current location, the creature must make a Dexterity saving throw. As an action, it can roll a d4 inquiring creature’s Constitution saving throw and invoke the Sealed Chamber spell to cast this spell on the creature. As an action, the creature can cast a Wisdom saving throw and invoke the Sealed Chamber spell. As an action, it can roll a d4 and add the number rolled to the spell’s total. Illusion

Ensntalice

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You choose one creature that you can see within range and that is mentally capable of attacking you. The target must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration, which can’t be more than 10 minutes. If you choose this saving throw, a creature can have up to eight frightened creatures automatically, in addition to the number rolled in the spell’s second saving throw slot. For the duration, frightened creatures deal an extra 1d6 bludgeoning damage to the target when it makes a Strength saving throw. While frightened by this damage, the creature must also make a Dexterity saving throw. That save succeeds, and the creature reverts to normal form when the damage ends. Transmutation

Ensntalice

Casting Time: 1 action
Range: Duration or up to 10 minutes
Duration:

An invisible force springs into existence, granting it full power to affect creatures within 5 feet of it. Creatures with Intelligence scores of 4 or greater are unaffected by the spell. For the duration, each affected creature can perform one spell of level d10 or lower. The spell creates an illusion that the creature you described is within line of sight, acting as a blind spot as well as obscuring its vision while it is invisible. If the creature is incapacitated and can see no more than 300 feet away from you, it makes a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Ensntalice

Casting Time: 1 action
Range: Duration
Duration: Until dispelled

Instantaneous You take 2d6 poison damage. You take half as much damage from poison damage from nonmagical weapons and magical ammunition. Conjuration

Ensntalice Evocation

Ensntalice

Casting Time: 1 action
Range: Feather
Duration:

Your magic burns bright and cold stone to make way for a cage of sorts, a sort of chimney, or an ossified temple. A cage can be as elaborate as an inverted arch, a throne, or a throne-like structure on the ground, made of stone or wood or metal. Each cage is 15 feet in diameter and 15 feet high and has a weight of 10 pounds. Each creature in a cage must make a Dexterity saving throw. On a failed save, a creature is restrained and burns for the duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC, and the creature is killed instantly. A burned creature can use an action to make an Intelligence or Wisdom check against your spell save DC, and it does so at its own peril. Finally, burning creatures have disadvantage on attack rolls against creatures that aren’t within 30 feet of them. A creature or an object that isn’t secured to a cage or that isn’t on the ground has disadvantage on attack rolls on subsequent turns until it plants its creature’s remains in the cage. You can use this spell to banish an entire creature to the ground, creating a temporary restraining cell or wall. If created, the cell or wall lasts until the spell ends or a creature steps inside it. After failing a save to keep an affected creature restrained by a cage, a creature has disadvantage on attack rolls against creatures that aren’t within 30 feet of the cage. Evocation

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

With a flick of your hand, you can bring about the ruinous end for one creature you choose within range. If you cast this spell without first preparing a skeleton or chopping away at one of the creature’s ribs, the creature is instantly killed instantly. Transmutation

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

You bring forth the strong magic of the Fey, making it one with creation magic. Choose one creature you can see within range (such as a tree or a mountain range) and command it to animate three things at a time: a creature or an object that you can see within 60 feet of you; celestials, elementals, fey, fiends, and undead; or an object that can fit a 30-foot cube. The creature must be within 30 feet of you when you cast the spell, and the spell must first be completed within 30 days. You might specify a different creature or creature type, depending on the nature of the creature, before the spell becomes effective. To achieve this effect, you must cast this spell on the creature or entity you direct. Alternatively, you can cause the creature or entity to animate only when you specify a different creature or creature type. If you use a spell slot of 2nd level or higher to animate a celestial object or a creature, your spell automatically produces a new creature for that slot. If you use a spell slot of 5th level or higher to animate a steed, your spell automatically produces a new steed for that slot. You might use a spell slot of 7th level or higher to create a celestial creature, a fey creature, or a fiend (your choice which animates fey or fiend creatures). You might also use a spell slot of 7th level or higher to animate multiple creatures of the same kind within 30 feet of one another (your choice which animates fey or fiend creatures), as well as within 30 feet of one another when animating fey creatures. Divine Favor Touch Concentration, up to 1 hour Your spell bolsters and protects you. Until the spell ends, whenever you take 1d8 damage, you are immune to that damage, and your speed increases by 10 feet until the end of that time. Abjuration

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a magical orb of light and dim light centered on a point you can see within range. The orb lasts for the spell’s duration, up to 10 minutes. The spell lasts for the spell’s duration, up to 10 minutes. The orb can be anything you choose that you can see within its area. The orb can be a small, transparent cylinder (1 foot in diameter) or a cylinder of transparent glass (10 inches in diameter). The cylinder is centered on a point that is within 5 feet of the orb. The orb can be either a cube (10-foot-radius sphere centered on a point within 5 feet of it) or a cube of transparent stone (10 feet in diameter). You choose the cube you choose. As a bonus action on your turn, you can move the orb up to 30 feet in any direction. The orb moves if it is in a space you can see within range. The orb also moves if it is in a space you can see within range. Transmutation

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke a magic that allows an Undead creature you see within range (such as a Tiny or Vile tree) to speak in an unintelligible rasp of unintelligible runes. The target must make a Charisma saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At the start of your next turn, the target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional undead creature for each slot level above 5th. Necromancy

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

You point at a creature within range and say a spell of up to power of your choosing. Make a ranged spell attack against the target, taking 2d10 radiant damage on a hit. On a hit, the target takes 1d12 necrotic damage. You can choose from any number of nonmagical trinkets (including normal or divine, of your choice created by the trinket spell) that you can see within range, and target the same creature. If you cast this spell on the same creature every day for a year, the spell inflicts 1 necrotic damage on it. During this spell's duration, you and the target can be affected only by one nonmagical trinket at a time. If you cast this on a creature, it, or a spell of a different name, the spell doesn't take effect. When you finish casting this spell, or if you cast it while you are incapacitated and don’t have to use a nonchemical means to do so, the spell ends, and necrotic damage and any excess namming damage remain. Tongues Unlimited For the duration, you have a telepathic link with one creature you can see within range. If that creature can hear you, you can communicate with it telepathically. The creature must be within 5 feet of you when you cast this spell and must be able to understand you. If you cast this spell while incapacitated and can’t speak, take 1d8 psychic damage, and you have advantage on the attack roll on that creature roll if it can see, the creature’s plane of existence is in danger, the creature must succeed on a saving throw to end the telepathic link. Abjuration

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

Your magic increases one creature that you can see within range by one point until the spell ends, at which point you choose one of the following effects. You can also increase the target’s maximum number of willing creatures by one, but for the duration of the spell. The spell ends if you use your action to use an action or a slot of your choice that requires an additional action. The target can be one willing creature (by contrast, you have no way to know whether it is a creature or an object, for example) and the effects of which end when you use your action to use an action or a slot of your choice that requires an extra action. Transmutation

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

You strike at the center of a hostile presence that is composed of up to three creatures. The target must succeed on a Wisdom saving throw to resist the spell. When the target fails its saving throw, it can’t cast spells, activate magic items, or leave the spell list. The spell fails if the target is charmed, frightened, or possessed by the creature. If the creature willingly removes itself from the spell, the creature is no longer charmed, frightened, or possessed by the creature. If the creature tries to cast a spell, use its action to do so, and then finish the spell. If the creature attempts to cast a spell, use its action on that spell to try to end the charmed, frightened, or possessed creature. If the creature succeeds, it can end its turn here by raising its Intelligence score. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you choose one of the options above, and more creatures appear. Divination

Ensntalice

Casting Time: 1 action
Range: Instantaneous
Duration:

You teleport yourself from your current location to any other spot within range. You can deposit yourself anywhere in the area, which is a different space than the one you’ve been currently in. If you w land there, you immediately return to your current location, and any objects you brought with you disappear immediately from the surface of the ground. Thus, you appear safely in the shadow of a nearby rock, but you are separated from your location by no more than 20 feet from that spot. A creature or an object can’t be moved closer to your destination than that distance. When you cast this spell, you can add your concentration to any Spell save made to teleport you. You need not specify an exact location at this casting. You can imagine what the destination would be in a 20-page book, or you could spell out a detailed plan for how you might arrive there. Whatever you do, make sure that you establish a secure passage through the rubble to the nearest safe spot. The safest place you can establish a safe passage is to conceal yourself in an unoccupied space (such as a safe passage door or a passage out of the way) until the spell ends. Alternatively, you can establish a safe passage by forcing a creature into the passage you’re in. When the spell ends, the spell ends for that creature. Transmutation

Ensntalice

Casting Time: 1 action
Range: Nootric acid, a silvery energy, or some magical substance in between.
Duration: Concentration, up to 1 hour

Instantaneous You choose an area of force 60 feet square and 10 feet high that you can manipulate with force 5 feet or smaller. The area you select functions differently in each creature’s space and is affected by two effects of your choice that target only one creature or a part of the creature’s space. For example, you can create a ward around a creature that attacks a creature with a melee attack. Using these effects together with the spell’s effect on an affected creature, and the spell's effect on an unwilling creature, created an illusory stupor in the creature’s space when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Ensntalice

Casting Time: 1 action
Range: School
Duration: 1 minute

You create a ghostly image of something you touch that lasts for the duration and appears to be real. When you cast the spell, choose one of the following options for the image: Create a duplicate of the image. A copy lasts for the duration, and it can be removed by dealing 0 damage to it. Transfer the image to an object that you can see within 60 feet of you. You can use a bonus action to cause any creature you subject to its control to automatically succeed on its saving throw against the image. Create an illusion of an open door in an unoccupied space within range. The illusion can be made to appear as a horizontal or vertical door that leads to a space that is no larger than a 30 foot cube. You can use this spell's effect on affected objects to restrict movement and prevent exits from the image. When a creature enters the image for the first time on a turn or starts its turn there, the creature must choose a password that doesn’t have a password that starts with a backslash ( _ ) or a backslash ( “ ) that starts with a backslash, and then continues through the creature’s turn after the creature makes its first attack roll. The illusion lasts until the spell ends, at which point the image reappears in the space the creature chose for the creature’s turn. A creature using an action to cast a spell can repeat the illusion 2 times, ending the effect on itself on a success. Illusion

Ensntalice

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Drawing blood, a creature causes flesh to wilt and change color. This spell has no effect on undead or constructs. Body Temperature 50° 40W (60°C.) 50‖ frost 50‖ fire 50‖ necrotic damage Range Up to 7 hours You create a body of water that is warm enough to sustain up to eight creatures or a small portion of creatures. One creature you can see within range created by this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 cold damage at the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Touch Concentration, up to 1 hour You touch one willing creature and imbue it with the power to see illusory images of your enemies. When the target sees the apparition of a creature within 120 feet of it and can see it clearly, the creature assumes a height of 1—4 feet, and moves 10 feet each round it assumed the height. When the spell ends, the creature returns to normal size and form, shedding its clothing and armor for the duration. The creature can’t become smaller than this before the spell ends. While the creature is in this form, it can’t attack nor take any actions that would allow it to take actions that would normally benefit it, such as benefiting from a reaction, saving throw, or using an action to move up or down a slippery slope (such as slipping or standing on a fallen rock). Conjuration

Ensntalice

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell summons the spirits of men, elves, and beasts into your home for the duration. You can create one of the following special spirits: celestials, elementals, elementals of air, elementals of air elemental, elementals of poison, elementals of cold, elementals of void, elementals of void element, elemental spirits, celestial spirits, and so forth. You can create up to three of these spirits at a time, making them appear as white or amber orbs made of wood or stone. You can also use a wave or an illusory mirror to create a new one. Each spirit has AC 10 and 30 hit points, and when it drops to 0 hit points, it disappears. A creature that dons the new spirit can’t dismiss it as an action and emits an instantaneous poison or disease effect instead. Conjuration

Ensntalice

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You invoke the power of nature to shape the fabric of space to your advantage. When you make a Melee spell attack, you have the ability to break any barrier that an attacking creature occupies while you are casting the spell. If a creature can’t cast a spell by sitting still or using an action to speak a spell, that creature must make a Wisdom saving throw. On a failed save, a creature isn’t pulled into the space of another creature for the spell’s duration. Evocation

Ensntalice

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You send something into orbit around a target that you can see within range and specify a direction that the thing will follow on its next turn of attack roll, attack before it leaves the space it occupied, or it can follow the same course of action as you and make its attack roll with one of its abilities checks. The thing can follow you around corners, under trees, in difficult terrain, or on the move. The thing is also able to see and hear you. The thing can’t be frightened, but if it uses an ability score modifier for a particular ability check, the magic ute automatically increases the check by 1. While this spell is in effect, the thing can’t become frightened by other creatures’s Sense Motive check, and it can’t have more than one Sense Motive check written on it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Ensntalice

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You summon an elemental guardian. Choose two pegasus-like creatures that you can see within range. Each of the creatures is Medium or smaller. The summoned creature appears within 60 feet of you and takes no actions in the movement it uses. The creature obeys your spoken commands, acting on its own turn, to defend itself against hostile creatures. If the creature attacks or comes within 30 feet of you, that creature must follow your instructions to the best of its ability. If you command the creature to move, it performs one of the actions described below, using its own initiative, that indicates whether to follow your instructions and obey. If the creature stays within 30 feet of you, that creature must follow your instructions to the best of its ability. If the creature moves to a spot where its movements might be suspicious, that creature must follow your instructions to the best of its ability. If you command the creature to attack or avoid approaching you, that creature treats your instructions as if they followed routine physical rules. If you command the creature to go on a rampage, that creature takes no actions in the attack or defense, and the creature doesn’t take actions in the area it moves to avoid approaching you. The creature carries with it all the equipment it takes from you, which can be carried with it whenever it goes in the opposite direction from you. As an action, you can make a melee spell attack with the pegasus creature. On a hit, the creature takes 2d6 poison damage (if you have it, your next melee attack with it would be reduced to 1d6). While the creature is under the effect of the spell, it can’t do any ranged or Constitution-based damage. On a missed attack roll or attack before the spell ends, the creature takes the equivalent of 5d10 force damage on each of its turns (your choice when you cast this spell before or during the casting of this spell). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Ensntalice

Casting Time: 1 action
Range: Self
Duration: 24 hours

This spell inscribes runes on the skin of your creature’s closest relative to a certain direction and predicts when that direction will be. The runes appear to be animate and fade at your command, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast the spell—up to 8 hours if you are outdoors or up to 24 hours if you are outdoors in a structure—the runes appear on the creature’s neck, head and feet. The runes can be read and decoded by others, even if they are different from what you see. To understand how the runes work, see the book of runes at the DMG. For the runes' purpose, the creature must make a Wisdom saving throw. On a successful save, it instead gains knowledge of how to read and decode the runes and of where that knowledge lies. Divination

Ensntalice

Casting Time: 1 action
Range: Self (60-footradius, 10-foot high, 10 feet tall)
Duration: Instantaneous

A creature of your choice that you can see within range can’t be charmed, frightened, or otherwise affected by any of the following spells or effects. You can use an action to attempt to cause a creature of your choice to attack or avoid an attack as a bonus action. The target must succeed on a Strength saving throw or take 1d8 piercing damage. Conjuration

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see that are friendly to you. You can cast a verbal communication between the two spirits by way of a mobile phone or a spell-based communication between yourself and the spirits. While you are speaking, you can communicate with any creature you can reach, regardless of its kind. Connection to the Astral Plane. You can reach out to astral planes such as the Ethereal Plane, through the portals to the plane you originated from, or through the portal to the plane you originated from. Webs. Webs fill a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Those who can see the point at least once every 24 hours can view it from their home plane. Webs spread around corners. A creature that targets a creature in a websuit on a turn must succeed on a Dexterity saving throw or take 1d6 cold damage as cold pain shoots out from it. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. Death. The target falls into a deep sleep that lasts until the spell ends. Death can inflict major damage to the target if it is in its area of effect. If the target is immune to this effect, it is permanently charmed by this spell. Necromancy

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You conjure up a mist that disappears when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). When you cast this spell and at the same time after you cast another spell of 4th level or lower, you can end one of those spells as an action. Evocation

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create an illusory portrait of a creature within range on the ground, the floor, or some other surface and turn it into a portrait. The portrait lasts for the duration, and the creature has advantage on any Wisdom saving throw. It lasts if you have the undead trait. You can animate the portrait or change its appearance before the spell ends. Until the spell ends, you can use an action to dismiss the portrait. It floats at your feet, resting on a spot you can see. You can put it down as an action, or you can force it to remain there and you summon it. The portrait is immobile, and you have resistance to nonmagical damage until the start of your next turn. If you have a portrait under your possession, you can summon it whenever the portrait isn’t within range. Illusion

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You seize the attention of a creature that you can see within range and assume the actions of a creature that you can see within range. The target can use an action to make a Wisdom saving throw, taking 4d8 psychic damage on a failed save, or dropping to 0 hit points. As an action, you can move up to 20 feet in a straight line toward one creature of your choice that you can see within 60 feet of you; you can also move up or down 60 feet in a straight line. As an action, you can cause any number of creatures of your choice within 60 feet of you to hear your message aloud, which you can communicate in writing whether or not you want to. Each creature that can hear your message must make a Wisdom saving throw. On a failed save, an affected creature can’t take an action that it can take to move as far as its movement allows it, leaving it paralyzed and unable to move. As an action, you can teleport an unwilling creature that is charmed by you to an unoccupied space you can see within 30 feet of you. If you teleport a creature that is charmed by you, that creature must make a Wisdom saving throw against the spell, and the spell ends for that creature on its target. Transmutation

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creation of this nature ritual springs to life in which you create an illusory world in which the physical world is completely outside your control. As an action, you can move the globe up to 60 feet in a direction you choose, causing it to lash out at the nearest creature within range. If the creature would be immune to this spell if it is immune to being charmed, this spell attempts to dispel that immunity. If the creature would be unaffected by this spell, the globe doesn’t remove magical effects that would otherwise be cast through the globe, and those effects can’t be removed by casting this spell again. Abjuration

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell attempts to transmute a willing creature you touch to ice cold. On each of your turns until the spell ends, you can use a bonus action to automatically raise the temperature in this area by 100 degrees for each target day . At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the change increases the target's temperature by 100 degrees for each slot level above 2nd. Transmutation

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spellogs your brain for the first time in a while, and it becomes especially hard when you cast it in the first place. For the duration, whenever you take any of the following triggering actions, you can use your action to automatically trigger a new one. You can begin the spell early, during the casting of your spell, or during the casting of your spell. During this time, you can use your action to investigate whether any of the following actions violate the spell. You determine that a set of three words, an image, or a phrase is triggering the phantasmagoria by examining them in a way that incites, prompts, or predicts the phantasmagoria. Image. The phantasmagoria locates a piece of information that might be of use to a phantasmagoria phantasmagorizing what appears to be a simple thought. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is thinking of a spell. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand a spell. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an arcane spell. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature within 30 feet of it that is trying to understand an ability score. The creature must succeed on a Wisdom saving throw or be affected by the spell for its duration. Interference. The phantasmagoria attempts to communicate a phantasmagic puzzle to a creature

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth a nature spirit to protect you. The spirit takes on a form that resembles a full moon, with rarer elements (like rare fire) and some major changes (like the loss of life) occurring during the duration of the moon. The spirit remains in the form until the spell ends or you choose a different creature’s fate. If you will not be able to cast the spell during this time, the spirits appear in the form of a bearded man and appear for 24 hours. At any time after the 24-hour period ends, a spirit of at least 1 mile away appears in the form of a grizzly bear, which is friendly to you and your companions. This spell has no effect on undead or constructs. Enchantment

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. If you are good, they appear chaotic. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical link between an unwilling creature and its creator. Your steeds transport you to the willing creature’s space on the ground, where they remain until the spell ends. The steeds arrive at your step by walking step by step and using magic missile to batter the target into oblivion for 3d6 fire damage. The creature must make a Dexterity saving throw. On a failed save, the target takes 2d6 fire damage, which extinguishes magic items it dons when it leaves its body. At Higher Levels. When you cast this spell using an alchemical weapon, you can animate, engrave, or knit a magical link between the w dir and the spell’s target. If you create an object with this magic link, it can be made to disappear when the spell ends, and the magic link can’t be brought back to life. Transmutation

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You invoke the power of the phantasmal image to shape a new course of action, such as a course of combat. Once you create the illusion, you can use it again and again until you end your turn or until you destroy it. The phantasm is destroyed of its own volition. The spell ends for you and your companions when you destroy it. When you destroy the phantasm, any creatures within it become trapped in the body of the phantasm. Each creature that starts its turn in the phantasm must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the phantasm. A creature restrained by the phantasm is immune to this spell. Until the spell ends, you can use an action to make a Strength check against your spell save DC. If successful, the creature is no longer restrained as long as it remains in the phantasm. If it succeeds on this save, it is no longer restrained. Transmutation

Ensntalice

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You strike the mind of a creature that you can see within range, attempting to compel it to undertake a course of action that would normally be suicidal. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and be affected by this spell for the duration. While the target is affected by this spell, any effect that would reduce the target’s Intelligence score to 0 or lower by less than 1 indicates that the ability to understand the target’s emotions or understand its thoughts has failed. The spell ends if the target takes any damage or if it feels any special pain. Enchantment

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell allows an individual to comprehend and logically deduce the reason why certain things take place at certain times. For example, you might be able to deduce why a certain creature of a certain kind has certain characteristics that make it an unusually fast creature, or why certain plants are poisonous or stinking. You can also deduce the reason why certain creatures of a certain kind aren’t necessarily in a particular place at the same time. For example, you might deduce that an ability a creature has requires concentration, use its own kind-specific abilities, or be of royal origin. You might deduce, instead, that items created by certain spells are specifically meant for use in such an ability, such as a staff of silence, which casts this spell immediately, allows a creature’s hp to fall by 10 percent while it is within 1 mile of the place where you cast it, or a staff of mist, which withers creatures found there by 30 feet, grants them resistance to cold damage and protection from poison. Divination

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: 1 hour

Up to four creatures of your choice within range are charmed, frightened, or attacked with a flurry of javelins in a 10-foot cube centered on a point you choose within range. Each creature within the blast must make a Dexterity saving throw. On a failed save, it takes 14d6 thunder damage and 40d6 lightning damage at the same time it attempts to cast the spell. On a successful save, the spell ends without use. At Higher Levels. When you cast this spell using a spell slot of 13th level or higher, you can target one additional creature for each slot level above lst. beast zombie Concentration, up to 1 hour Concentration, up to 1 hour A creature of your choice that you can see within range appears in the space you choose for the spell’s duration, appearing in any spot on the target that you can see. The creature appears for the duration and must make a Wisdom saving throw. On a failed save, it takes 14d12 bludgeoning damage and is caught in the confusion. The catch-all phrase "a creature of your choice" appears in excess of one place on the target and must be followed by at least one word that is directly related to the phrase. When the creature makes its saving throw, it can choose a new word or make one related to the phrase; this spell doesn’t automatically detect words that rhyme in a word, but words that appear in duplicates can be used as a bonus action to do so. To detect words that rhyme in a word, the creature uses its reading of the word as part of casting the spell. The creature chooses words originating from its reading but that don’t fit within words that have a single rhyme or that rhyme while within 5 feet of the target. While within 5 feet of the target, the creature uses its action to switch words that it recognizes, such as the target’s origin and title, from its rhyme. When the creature succeeds on its saving throw, the spell ends, if it had used up its action to do so. A creature that had used its action to switch words and become aware that its rhyme was misappropriated can use its action to switch words that it recognizes, the rhyme changes to match the changing words, and so on until it makes a choice that complies with the rhyme. If the creature chooses neither rhyme nor change, the creature isn’t stunned by its spell. Transmutation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature who has died within 60 days. The spell fails if the creature is a zombie or a corpse. The corpse’s soul’s component is replaced by a magical vial that contains poison and remains inert for the duration. The vapors then enter the creature’s body and leave behind a trail of poisoned and mutilated remains. Conjuration

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and give it expertise in one spell of your choice you can see within range. The target’s skill bonus is expended. For the duration, whatever spell’s spell slot you have is up to the lowest level of that slot you possess. At the completion of the spell, the target reverts to full health, and all damage and status effects of its spells have no effect. If the spell ends before this spell ends, the spell ends if you use your action to do anything else. Transmutation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell attracts a celestial or an undead creature of your choice within range. Choose one creature you can see within range and command it to perform an act of violence that would physically violate the creature’s space, food, or activity. The creature must make a Charisma saving throw. On a failed save, the creature is restrained and can’t act on its own until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate or gain an alternative action to maintain control of the creature. Choose two creatures within range, both of which automatically succeed on melee attack rolls against you. They must both make a Constitution saving throw. Each creature’s speed and Dexterity score are reduced by 10 for the duration to an acceptable range. Then, as an action, you can affect one of the creatures’s remaining menses with a gust of wind. A gust of wind of uncontrolled wind (10 miles per hour) blows around corners and disperses wind effects, creating gusts of concentrated noise in the area. Using this spell's chill effect to maintain control of the creature allows you to create a chill mist centered on each creature within 10 feet of it that you can see. Conjuration

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch an unwilling beast or a creature and grant it the ability to communicate with you through touch. You can give each target one of its senses for the duration, such as you call its hearing, darkvision, or blindsight, and if given the opportunity, might it do so. Transmutation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature. The target gains a flying speed of 60 feet for 10 minutes, and is able to fly up to 30 feet at a time. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. When the cube was created, the difference was 1d4 + your spellcasting ability modifier. This wind has a 50 percent chance to extinguish it before it reaches its full effect. Spike. Sweeping winds of up to the size of your choice blow downward from the top of the cube. Choose a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also takes half as much damage. Slumber. You cause a restrained target to become desiccated overnight. The overnight change in state of being can’t be removed by any means before the spell ends. During this spell’s duration, the target is deprived of all of its sleep and can’t be affected by any of its spells. Sleep. The target is subjected to an implacable planar imprisonment that lasts for the duration. The target can’t be incapacitated by any of its spells or illusions. If it is incapacitated by a spell or other magical effect, its mind is replaced by a foolishly simple plan that allows it to escape or be captured by a superior being. The plan consists of two parts, each of which must be performed by a different creature or circumstance during the duration. Once a creature has been captured by a superior being, it can’t be bound again until it leaves the instance. Master Plan. You summon a spirit that assumes the form of a powerful demiplane, creating a magical barrier there that prevents any of your spells from reaching its full extent. The spirit appears in an unoccupied space on the ground within 5 feet of you. that is centered on a point of your choice within range. The spirit can’t attack or cast spells. Instead, it must make a Wisdom saving throw. On a failed save, the demiplane becomes a new, stronger version of itself called a ''Primordial'' . The original primordial is a primordial that has changed little since its creation. It is no longer a primordial earth elemental, it is a primordial earth-based elemental, and it has a hit point maximum of 100 hit points. The original primordial was a primordial earth elemental who was created to defend a primordial ruin against invaders. The original primordial is dead. Any damage or other effects that extend into the future damage or otherwise harm the primordial or its creatures has no effect on it. The original primordial is a primordial undead that dies when it drops to 0 hit points or when the spell ends. The original primordial spell cast has no effect on it. Instead, it w as created by another primordial spell, such as mending a skeletal arm or laying waste to a maw. Conjuration

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature, and it must make a Wisdom saving throw. On a failed save, the target’s game statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality, but it is immune to all damage and is oblivious to any circumstance that might affect its alignment. If your target is a celestial, fey, or fiend (the target doesn’t benefit from alignment), its statistics become unaffected by this spell. Additionally,as a bonus action on your turn, you can move the target up to 60 feet in any direction, but otherwise must spend 3 feet of movement for each foot moved. The target can move only during its turn, unless it can move only once. This spell has no effect on undead or constructs. Evocation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power of the plane shift to grant greater control over yourself and to grant greater control over your equipment. You become able to move up to twenty-five stories away from you in a direction you choose, causing equipment to automatically move to a height of one hundred and fifty feet in a direction you choose. This spell's effect ends if you move more than 100 feet from the destination you cast this spell on. Transmutation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for 1 hour. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the barrier moves 10 feet away from you and prevents an affected target from passing through it. If the target is already restrained, the target can make a Wisdom saving throw to end the spell. Evocation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A sphere of magical force appears at a point of your choice within range and lasts for the duration. Choose up to ten creatures in a day. Each target gains a flying speed of 60 feet for 8 hours. Transmutation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature, and it must make a saving throw. On a failed save, it is incapable of benefiting from any special ability it has or that it can benefit from. Until the spell ends, the target also gains a flying speed of 60 feet for the duration. Gusts. A 60 foot Gusts appears on the ground in a 20-foot radius. The Gusts are a constant throughout the spell’s duration. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or fall prone. Hopelessness. You can’t speak a creature’s minds for the duration. While on the Ethereal Plane, you can’t take actions, can’t activate any of the planes of existence, and can’t activate into another plane. In addition, your jump action and jump action are unaffected by this spell. Evocation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point and inflate a magic-imbued object of potential force. The target must succeed on a Dexterity saving throw or use its reaction, if any occur, before you cast this spell. When you cast this spell, you can specify a price that will be paid by the object upon which you stand. The price can be in either a liquid (such as champagne or champagne-flavored liquors) or a substance that is either liquid or solid (such as wine or mints), and the object has advantage on the saving throw. The price is in addition to the spell’s price, so items with lower prices are less likely to be dropped by hungry soldiers. Funeral. You touch a corpse, returning it to life and shedding some of its organs and equipment. The target’s body decomposes into small bones and flesh-replenishing substances called living beings. The target’s soul is free to reincarnate as a creature or as a zombie, and it can’t be disowned or subservient by another creature. Necromancy

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. When the cube was created, the difference was 1d8 + you spell level. Roundtriangle. You touch a circle that is no larger than 10 feet in any dimension. Round two, there is a cumulative 5 percent chance for each touch that a part of the spell’s life is lost. This spell makes the circle disappear when the spell ends. The missing part of the spell’s life is then gone. Illusion

Ensntalice

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Gusts. A wind picks up within the cube. Roll a d4 for the direction: 100 miles, 60 feet north. Gusts. A wind picks up within the cube. Roll a d4 for the speed at which the cube moves, and the cube is restrained until the spell ends. This spell has no effect on or grazing existing ones. Part Water. You cause a point of water within range to boil away. A boil lasts until the spell ends or the cube is reduced to 0 cubic feet or more. A creature that starts its turn in the area and is already under the effect’s effect water gets stuck in the lake. A creature that ends its turn in the area and is already under the effect effect water gets stuck in the lake is also affected. Redirect Flow. You cause a flow of water in the cube to move in a direction you choose, even if the cube is in an unoccupied space such as the one you created for it. The water in the cube moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The cube moves just as you direct it, but it doesn’t move into or out from you. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Transmutation

Ensntalice Transmutation

Ensntalice

Casting Time: 1 action
Range: Unlimited duration
Duration:

Choose a spell of 6th level or lower cast on an area within range to permanently deafen a creature in a 60-foot cube. A creature of Medium size or smaller in that size must make a Wisdom saving throw. On a failed save, a creature is deafened for 1 minute. On a successful save, the creature is transported to a different location that was previously obscured by a spell, such as an earth or fire spell or by a mist created by a powerful enough to overwhelm a creature. When a creature of Medium size or smaller in that size damages a creature, it makes a Wisdom saving throw against the spell. On a failed save, the creature is transported to another location that is not obscured by a spell or by a mist created by a spell of 5th level or lower, or by a force field created by a spell of 6th level or higher. If the creature’s size or the field’s capacity allows, the creature vanishes from that location, returning to its home plane after 1 hour. Transmutation

Ensntalice

Casting Time: 1 action
Range: Unlimited duration
Duration:

This spell creates two types of objects that are worn and carried by willing creatures. One object, a hand or footstool, appears on the floor and is carried by one creature to the surface on which it lies. The second object, a piece of flesh or a muscle, appears in the air or on the ground. When the second object appears on the surface, it is held or carried by the creature who created the surface and must succeed on a Dexterity saving throw or carry the piece for the duration. The piece remains when the creature drops to 0 hit points. The piece can be carried by a creature and carried by an unwilling creature. You create two identical pieces of flesh or a muscle, or a magical piece of flesh and a bone. You create a magical piece of flesh or a lump, a piece of flesh and enough fat to sustain a creature for weeks on end. You animate two identical pieces of flesh or a muscle, or two identical pieces of flesh and enough fat to sustain a creature for weeks on end. The pieces can be restored to their original places of origin, with the exception of magic weapons or magical tendrils that keep them aloft or w wings. The magic weapon or weapon part can be restored to its original place of origin if the creature holding or carrying it is holding it. That creature can use an action to repair the magical piece, which drops to 0 hit points. Once repaired, the piece can be wielded or carried by a creature of one size or smaller; providing it isn't worn or carried by the creature carrying it, the piece isn’t worn or carried by the creature carrying it. Wands You make two different versions of your war axe, using a power different from your’s normal weapon. The first, a double-bladed axe made of hard thread, cuts through flesh and leaves behind a blast of acid and cold energy coursing through it, forming a cone of corrosive energy centered on a point you choose within 120 feet of you. The cone lasts until the spell ends. The second, a half-bladed axe made of bone and flesh, cuts through flesh and leaves behind a crackling blast of lightning energy, forming a cone of crackling, wall of fire in a 60-foot cube centered on that point. Such a cone can be destroyed by a spell of equal or greater level or a spell of equal or higher tier. Either way, the cone is a blast of lightning within the meaning of your spell casting. It deals 3d6 lightning damage to each creature within 5 feet of the point you chose when you cast this spell. Conjuration

Ensntalice

Casting Time: 1 action
Range: You create a magic circle on the ground at a point you can see within range. Until the spell ends, a creature moving through the circle must succeed on a Strength saving throw or drop the circle if it moves. The creature must then repeat the saving throw, which requires 3 feet of movement. If it succeeds, the circle appears in an unoccupied space within 30 feet of you. If it fails, the spell ends, and an antimagic field 20 feet thick surrounds the circle. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional green orbs on the ground at the same spot every day, for 9 days, requiring 3 feet of movement.
Duration:

Transmutation

Ensntalice

Casting Time: 1 action
Range: You create an object that takes 1d6 poison damage when it enters the spell’s area for the first time on a turn or starts its turn there. If you cast this spell multiple times, you have a cumulative maximum of 120 additional uses of this spell's normal effects. If you cast this spell multiple times, you have no cumulative maximum for itself. The spell creates a poison that ignites flammable objects that pass by it and that have a range of 5 feet or less. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration:

Poison

Eser Wold

Casting Time: 1 action
Range: 0130
Duration: 1 Hour

A creature you choose within range, other than you, appears in an unoccupied space on the ground in the DM’s space for the duration’s spell. The creature can be a creature, a solid object, or a mass of stone. Magical steeds and roots sprout from the creature’s space, and it creates flying debris if it can’t see. The creature flies if it can. It uses all of its movement to fly toward you, up to its speed against spells and other creatures. If it must fly to reach a destination or to deliver a message to another creature, the creature uses its movement to move with you, up to its speed against spells and other creatures, if it can. Evocation

Eser Wold 01. Round ends. Eser Wold 01./S05E04ゴンゴンゴンゴン

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A creature of your choice that you can see within range regains a measure of hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a vortex that lasts for the duration, up to ten feet in diameter and composed of threads. The vortex sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried securely. Any creature that ends its turn within 15 feet of the vortex must succeed on a Strength saving throw or take 1d6 bludgeoning damage. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The vortex is nearly invisible, requiring an opaque container to hold it and to contain its mass. Any creature not within 30 feet of the vortex must make a Strength saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. A creature blinded by the vortex can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it takes half as much damage and isn’t blinded. A creature blinded by the vortex can use its action to use its action to make a Wisdom check against your spell save DC, if the creature is within 30 feet of it. Conjuration

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a ward against magic attacks that can make it impossible for you to cast spells or to use magic items. Choose 1 of the following effects that you can see targeting one of the following creatures: 1. Your body language conveys the direction in which the spell is performed

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a shimmering object within range that lasts until the spell ends. The object is a construct, made of wood or stone and has the following properties: Medium size and weight are no larger than Medium creatures. When you cast the spell and choose an object made of wood or stone, you create a shimmering object of Medium size and weight, made from a material you choose that isn’t of a material kind known to the creature. The shimmering object is made of light and heat, and bright light and cold damage no more than 5 light years. The shimmering object remains for the duration, or until another spell of 3rd level or higher activates. If you cast this spell and choose an object made of stone or wood, you create a magical stone that lasts until the end of your next turn. It is made from soft materials and emits light and cold damage no more than 5 light years in duration. Transmutation

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create or replace the words on the wall, and one of them becomes unbreakable. If there were any visible barriers between the walls of the wall and the ground within when you drew the parchment, one of those barriers would be destroyed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates or replaces a barrier between you and the wall in an unoccupied space that is within 5 feet of it. The barrier is a magical barrier made of stone. If any creature enters the barrier to enter the spell, or enters the spell or its object into the barrier while in its space, any creature in the area and trying to open the gap must first speak a curse word. Nonmagical barriers made of stone fail to work and have a 25 percent chance of breaking before it expires. The barrier can’t close a magical barrier created by a curse spell. A barrier created by a curse spell can and must still hold a magic item. A barrier created by a spell can and must remain sealed within a magical lock spell. A spell that creates a magic door or opens a magic trap creates such a trap. To open such a trap, a creature must succeed on a Dexterity saving throw or drop an object or open a magic door created by a spell used to open such a trap. When such a trap opens, a nonmagical creature attempts a Dexterity saving throw or take 5d10 acid, cold, fire, lightning, or thunder damage. A creature takes 5d10 cold damage at the start of each of its turns. On a successful save, a creature is immune to this damage until it drops the object or the magic door. A nonmagical creature that succeeds on the save is immune to this damage. You can see through a barrier created by a spell you cast to see through a corridor created by another spell. The corridor is 1 mile long, 5 feet wide, and 15 feet tall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional steps for you. You can choose one of the steps’s other side (occupied spaces are excluded from the attack and damage calculations), and then place your finger through the corridor to enter the second (and only) staircase. You can’t move through the second staircase unless you are wearing a bard symbol or using a bonus action to speak the line. You cannot move through an opening created by a bonus action on your turn. You can’t move through a bonus action on your turn if you are incapacitated. You can create a duplicate staircase by using a spell slot of 4th level and 1st level spells, 11th level spells, or 11th level spells, 3rd level spells, or 1st level spells. Once you have done so, you can reroll any dices required to create a staircase. A staircase created by a bonus action on each of your turns can be created again if the bonus benefit is enough to complete the turn. Stunning. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You teleport yourself to an extradimensional space you choose within range. You instantly teleport all creatures you can see within range, who remain temporarily trapped within the extradimensional space, if any, and appear at a random location within 10 feet of the location you chose. The nearest such location is 25 feet away where you cast the spell. You can use this teleportation spell on creatures trapped in the extradimensional space or who are unable to see or hear you. To teleport to an extradimensional location created by this spell, use teleport(lunar, invisibility, dimension door) or cast teleport teleport (tongues, land) on the creature. You must be within 5 feet of the creature when you cast this spell, or the spell fails, leaving behind a trapped creature. Conjuration

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 4 Hours

This spell creates a magical link between an unwilling creature and its willing companion. While the spell was on a creature, if the creature was already an unwilling creature when it cast the spell, it might still be so if it chose to do so. For the duration, the enchantment on the target acts the same on both of its unwilling components. When the spell ends, the creature chooses a new form, and the linked creature is no longer bound to the target. The magic link serves as an illusion that an unwilling creature can use to its advantage against other creatures, especially strong or unarmed creatures. Enchantment

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 6 Hours

Choose one creature’s sensory organs or limbs; either as a mass of sensory hairs or as strands of fur. The appendages are composed of two to six threads, each about 1/2 inch long and 1/4 inch wide. The threads end in tiny, serrated points within the material that are 1/4 inches thick. While the threads are in motion, you can use your action to create a loud groan and send the threads flying. Each creature that ends its turn in this way must succeed on a Constitution saving throw or take 6d4 psychic damage, and the spell ends for that target. Illusion

Eser Wold

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create one of the following effects within range. You choose the effect. When any creature within 5 feet of the effect sees the effect, it perceives it as a hostile creature whose Intelligence score is 4 or lower, and whose frightened condition reduces it to exhaustion. The creature’s Wisdom score is 0, and its Strength score is 0. The creature recognizes you as a friendly creature and pursues you to the nearest creature for aid. If the creature ends its turn in a location where it doesn’t have line of sight to the effect, the creature immediately turns until the creature sees you. This effect persists for 1 hour, or until you use an action to dismiss the illusion. Necromancy

Eser Wold

Casting Time: 1 action
Range: 10
Duration:

A moment of silence for those affected by the Daylight spell. Enchantment

Eser Wold

Casting Time: 1 action
Range: 10
Duration:

Conjuration

Eser Wold

Casting Time: 1 action
Range: 10 Days
Duration: Duration: 60S (N)

Instantaneous Transmutation

Eser Wold

Casting Time: 1 action
Range: 10 days
Duration:

This spell allows a mortal who dons the clothing of a celestial, celestial beast or a celestial other than a celestial to appear as a celestial in order to appear in another location and appear to the spell’s caster as a celestial. The celestial appears in the manner of a celestial, a celestial beast , a celestial humanoid , or a celestial ocelot , though it appears in random locations around the game table. A celestial appears in a location other than as a celestial by casting this spell, such as a shop, temple, or a brothe. Divination

Eser Wold

Casting Time: 1 action
Range: 10
Duration:

You attempt three melee spell attacks with a weapon in a hand slot open to you. You make the attack with advantage, and have the opportunity to do so prior to the spell's duration. When you do so, you have the opportunity to regrow your hit points. When you do so, your weapon widens into a magic saber with 5 bolts drawn, and the saber sheds bright lightin addition to your normal effect for 3 rounds. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Eser Wold

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of hit points equal to twice the hit points of its normal form. Whenever a target takes damage or is targeted by another spell, a spell, or a effects spell, this spell automatically restores hit points equal to 5 + your spellcasting ability modifier. This spell can’t be instantaneous or in the spell’s area. Conjuration

Eser Wold

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates a magical link between you and your closest living relative. You must be close to the target and you can connect using either magic door or magic door spell, or both. You create a magical link between yourself and the magic door or the door, or create a magic circle on the floor of which you can connect. You can direct the connection between you and the target, even if the magic door or the magic circle is off-limits (for example, you can direct the connection between yourself and a sleeping target if you are already asleep). The magic door or the magic circle can be removed using a successful dispel magic spell cast on the target. Conjuration

Eser Wold 13

Eser Wold

Casting Time: 1 action
Range: 13
Duration: 1 Hour

A shimmering hand appears on each creature that you choose within range. The hand lasts for the duration or until you use an action to dismiss it. Choose up to three creatures you can see within range and moves with and through the target. The hand disappears when it reaches 0 hit points, and you can use another action to dismiss it again with disadvantage. Illusion

Eser Wold

Casting Time: 1 action
Range: 1/day
Duration:

A wizard who has studied magic for a long time knows that casting curses and raising children requires a significant sacrifice. The sacrifice requires both magic and material possessions, but it can be performed as an activity. An activity in which nature or man is cast to aid a creature in achieving its end falls under this section. Casting this spell requires a material component worth 100 gp, divided equally among the two spells. For each creature in the spell’s immediate area that I cast this spell, I make a DC 20 Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute and must use its movement to move to a different spot on its surface, rather than the DM’s choice. A frightened creature moves only half as fast as a normal creature’s movement. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can affect one additional creature for each slot level above 4th. CategoryWitchform Duration 24 Hours This spell grants the warded status to any nonliving being within range who attains the lowest level of protection from death he or she can see. You choose whether the target becomes undead or becomes an undead creature, and how long it takes to establish the status. You can specify a time and place’s duration, though it must be no more than 1 hour. It can also be a name or a title that doesn’t exist, but counts as an alternative title in the creature’s mind. The spell ends if the target drops to 0 hit points. The creature’s remaining hit points are shared among all zombies and undead. The spell activates only on the creature that has become undead, not on that target. If the creature becomes an undead creature, it returns to life with 7 hit points. The spell’s effects last for 1 hour, if the target is sleeping. On a successful save, the creature takes 6 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Necromancy

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Choose one creature that isn't incapacitated. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If the target takes damage, it takes 1d6 necrotic damage on a failed save, or half as much damage on a successful one. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You gain advantage on Wisdom (Perception) checks made to see if a creature is aware of the presence of a certain object or person. A creature can use its reaction to determine whether it is aware. A creature can also determine whether it is aware of an object or person that is within range. A creature can make a Wisdom saving throw to avoid this effect. If the creature succeeds on the saving throw, the spell ends. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

1 HourYou touch a creature and cause it to become charmed or frightened. The charmed or frightened creature must make a Charisma saving throw. On a failed save, the creature takes 10d8 damage and must roll a d10 and add the number rolled to the attack roll. On a successful save, the creature takes half as much damage and does half as much damage as normal. 2 Hours 60 Concentration, up to 8 hours You touch a creature that is charmed or frightened. The creature must make a Charisma saving throw when it makes a Wisdom saving throw. On a failed save, the creature takes half as much damage and does half as much damage as normal. If the creature fails the saving throw, it must roll a d10 and add the number rolled to the attack roll. On a successful save, the creature takes half as much damage and does half as much damage as normal. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You touch a creature that you can see within range. The target must make a Constitution saving throw. On a successful save, the target takes 1d8 force damage and is restrained until the spell ends. On a failed save, the target can’t be charmed, frightened, or possessed. 2 Hours 1 Hour You touch a creature that you can see within range. The target takes 1d6 psychic damage. On a hit, the target takes half as much damage. If the target is under the effect of a 1-foot-radius burst, the spell ends. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Round

You touch an object and give it sufficient force to move. The object becomes a statue for the spell’s duration. The statue is tall and thin, and you have advantage on Strength checks to move it. It becomes a statue when you cast this spell. The statue can be destroyed by a ranged spell attack or an attack roll against your choice that deals damage, and it falls to the ground if it isn’t on the ground when you cast this spell. Abjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration: 60

You cause runes to appear in your space. A rune appears in the space of one creature you can see within range. When you cast this spell, you dismiss all terrain within it as a 60-foot-radius sphere centered on you. The sphere is nonmagical in nature, and any creatures within it are subjected to the same spell's effect as normal creatures. Any creature that can see the sphere must succeed on a Dexterity saving throw or take 10 radiant damage, or half as much damage on a subsequent roll. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature that you choose within 120 feet of you becomes immune to being frightened during the spell’s casting for the duration. While the creature is frightened, the spell ends, and the spell can no longer target you. An immune creature becomes charmed by you even if it is immune to your other spells. Divination

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature you choose can’t take an action on your turn that reveals itself to you. You choose one creature that is hostile to you and that is within 5 feet of you. The target takes 2d8 necrotic damage when it deals it the lowest hit point it can’t defend against a spell of 1st level or lower. Until the spell ends, the target floats gently toward you and is immune to its weapon damage. You can also target one additional creature for each target affected by the spell. Necromancy

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

A force that surrounds you increases your AC, a speed equal to your level, and proficiency with all damage types above Celestial. Abjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

A white marble appears on the ground within range and floats toward a creature when you choose it. When the target first enters the portal, it can make a Wisdom (Perception) check against your spell save DC to be charmed. If successful, the target becomes charmed by you for the duration. The charmed target also receives your verbal commands and recognizes your voice as such. If you cast this spell while unconscious, its condition becomes a mental checklist for you to track throughout the duration. Once determined, the mental checklist becomes part of the spell. The mental checklist can be changed at any time by you. A creature with a mental checklist as its mental condition determines can benefit from being charmed as a temporary effect. Creatures with a list of mental conditions as its mental might otherwise stipulate that you are mentally ill. You can determine the mental condition of a creature with a mental checklist from there. You might mentally state that a creature doesn’t know its own name, or you might point to an example of a creature’s mental state as an advantage in combat. If you w ill have the mental condition altered, you might cause the creature to reveal its name, to appear monstrous, or to have a bizarre habit of attacking other creatures. You might further alter its mental state so that its mental checklist becomes a mental checklist for the duration of the spell. This change also allows you to affect the mental condition of creatures with a mental checklist that you feel is appropriate. For every 5th level you possess, you can alter the mental condition of one additional creature for every 5th level you I possess. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose one object you can see within range. The object can be a piece of magical material (such as a book), a spell slot, a piece of magical construction (such as a door or a large chest), or an obviously harmful spell. When you cast the spell, you can make any spell you cast against the object. Alternatively, you can dismiss the spell and banish the object to the ground, effectively removing all magical energy used up by it. If you cast this spell over a long period of time, the magic consumed by it is drained, and if it is activated from within you may instead deal an extra 1d6 extra damage of the type you chose. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose up to three objects you can see within range. You imbue any nonmagical object you touch with a protective magic that lasts for the duration. The object is strong enough to block most attacks and can’t strike you. If you cast this spell without first preparing a protective magic item, the protective magic lasts for the duration. The protective magic is a spell of level one or two, provided that it targets only one creature or one object. If you cast the spell without first preparing a protective magic item, the protective magic lasts for the duration. Small or smaller object’s base AC is 30 hit points, and objects smaller than that are affected by the protective magic have disadvantage on attack rolls against the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 2 days. When you cast this spell using a spell slot of 3rd level or higher, the duration is 5 days. Evocation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, you can move up to 20 feet on a side by one creature you choose within range. The switch lasts for the duration. You can use your action to move up or down one of those rows. You can use your action to do the same, but the shift must come from behind you. As an action, you can move up or down one of those rows. You can use your action to do the same, but the shift must come from behind you. As an action, you can move across the floor (including up to 10 feet) or across a set of stairs (including 10 feet). Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

This spell attracts and protects undead. Choose one creature within range, along with one willing creature of the same type as you to the effect of a target spell or a spell of 5th level or lower. The target must be within 10 feet of the target when you cast the spell. Until the spell ends, the creature sees and hears the sound of the charm, and it can make Wisdom saving throws to resist it. The creature is friendly to you and any creatures it harms. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a Medium or smaller creature to appear in an unoccupied space within range and disappear within 10 feet of it as a bonus action. The spell creates noxious vapors, causing them to erupt in harmless flame. The vapors are audible through walls and ceilings, and they cause no damage. When you cast this spell, choose a point within 120 feet of you that you can see. You can see a vague outline of an object described in colored light, or you can perceive a particular shape or color of wood or stone. You can also perceive any and all things visible in that area, though you must be within 120 feet of the target object or within reach. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows you to create a ward against spells targeting a specific creature or nonmagical object that you can see within range. Choose up to three willing creatures you can see within range and then let go of them. Creatures that see the creatures that created the ward automatically fail the spell and are blinded for 1 round. An unwilling creature can be affected only by one of the two effects described below at a time. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional willing creature for each slot level above 5th. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell can affect up to ten creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for 1 minute and then take 1d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical bond between you and a creature you choose within range. The creature must be within 60 feet of you when you cast this spell, and the bond lasts for the duration. If you cast this spell on the same creature or several others, the spell ends. Evocation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magic trap within a nonmagical creature that lasts until the end of your next turn. When you cast the spell, choose a point on the ground within range. You can place a wicker ceiling or a panel made of wood between the ceiling and the floor of the circle, which rises to a height of 10 feet above the ground. No more than 6 feet of rope or 2 inches thick hangs between the two points, requiring a DC 20 Strength (Athletics) check. You can also place a rope trap under a rock, a rope trap created by a trap created bonfire, or another trap that makes use of a rope or snowboard. If you create a trap created by a trap created bonfire, a rope trap created over a fire, or a rope trap that makes use of a fire pit, a rope trap causes a bonfire to open within 10 feet of the bonfire. Each creature that enters the bonfire must make a Dexterity saving throw. When the bonfire ignites, any nonmagical flames that were created or created by the trap (such as from a magic circle or by casting a spell) explode onto the ground, and creatures must make the saving throw with disadvantage. A bonfire created by a trap, bonfire, or similar successful against a creature requires a DC 20 Strength (Athletics) check made against your spell save DC to escape. When a bonfire damages a creature, it explodes. As a bonus action, you can move or spend 1 foot of your movement to a point within 1,000 feet of it. There, you can use your action to move or spend 1 foot of your movement to a point within 500 feet of it, causing it poison for 1 minute. The spell ends if you use your action to move or spend 1 foot of your movement to a point within 500 feet of it. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an invisible wall of shimmering metal and emits it in a 100-foot radius centered on the point where you cast the spell. This wall can be damaged or barred instantly, but the spell fails and no magic attacks or spells are cast on it. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d12 piercing damage and is knocked prone. At the start of each of its turns, a creature that fails the save must succeed on a Strength saving throw or become restrained in the wall for the duration. A restrained creature can use an action to make an attack roll with a weapon (DC 20) or using a bonus action to throw a weapon (DC 20), and that attack rolls are made with disadvantage against the wall. The restrained creature can use an action this turn to move the wall up to 30 feet in any direction. Once the wall moves, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d12 cold damage, and it has disadvantage on attack rolls against targets within the wall. Evocation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a portal to a higher plane that extends within a 10m cube. The portal is open to the public but requires a Wisdom (Perception) check against your spell save DC to enter the portal. You must have seen the portal before to enter the portal; you must have seen the portal in the space it interweaves within. This portal is an illusion made of stone. When opened, the portal leads to a secret entrance to a magical plane within range. Each creature in the portal’s space must make a Wisdom saving throw. On a failed save, the creature is transported to the nearest visible plane of existence. The creature’s plane of origin is determined by its level of divination, determined by its class (if any), and deals magical damage equal to your spellcasting ability modifier at the start of each of its turns as normal. The portal is blocked by an inset, making it difficult to approach. The portal is wide Open and Blast Furnace. The portal is opaque and lasts for the duration and can contain up to 40,000 cubic feet of solid ground and 10,000 cubic feet of solid floor. The portal can be pulled apart, forming an opening as deep as 40 feet deep. When closed, the portal leads to a magical portal that is 1,000 feet tall and blocks a teleportation circle created by this spell. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a shimmering orb around yourself at a point you choose within range, and creates a protective aura around it that lasts for the duration. Alternatively, you can make the spell illusory; you can use this spell only when the orb appears and lasts until you dismiss it as an action. If you cast this spell outside of combat, if you have deaf ears and have seen the orb devour a willing creature, that creature must succeed on a Wisdom saving throw or take 12d6 necrotic damage. Necromancy

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates or distorts magical energy within 30 feet of you for the purpose of creating or destroying objects on the ground or on a floor. This energy can be divided as magic items within those items and used to create or destroy other objects, creatures, or things. The produced or destroyed objects, creatures, or things can’t be harmed. Each object created or destroyed must be within 30 feet of one of the created or destroyed objects, creatures, or things. If the object created by this spell would damage a creature, it must succeed on a Dexterity saving throw or be destroyed. Thus, a creature that successfully saves throws at least 1d3d6, or a creature that is hit by a harmful spell or that is restrained by a spell or that casts a harmful spell, can roll a d8 to determine its magic item’s magic item’s current damage type, as determined by the DM. If a magic item has the lowest level of magic item magic item’s damage type, the creature is limited in its attacks and spells can’t cast spells. A restrained creature (or a creature that uses a staff that has it) can use its action to make a melee spell attack against a creature it can’t hit with a spell or attack, and the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Illusion

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants access to an area of magic you choose within range. You create or direct the flow of water in the area and control the temperature and moisture in the area. The water can be clean, dry, or even oozeable, requiring little or no shaping. The water doesn’t need brewing or churning to serve your purposes. If the water is too cold for your purposes, it can evaporate allowing you to create condensation on the ground surrounding the area, creating an air bubble. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants the creature’s resistance to damage up to half as strong as normal for the duration. At the end of each of the target’s turns, it can make two Strength checks. As a bonus action, it can move up to 30 feet in a straight line. It does so at the DM’s option. If the creature moves when the effect ends, it automatically reverts to its original position, and any temporary wounds it places within 1 mile of the location it left immediately after being affected by this spell are removed. Evocation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmute one object within range that you can see within range. You change appearance, clothes, and skin tone, and, if you are human or a beast, gain proficiency with one of the following equipment checks: Armor, Feather, Gems, or Weapons. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to bind a willing creature you touch to an extradimensional space that you can see freely on the other side of the barrier. An extradimensional space can be as small as an 8-foot cube or as large as a 30-foot cube. When you cast the spell and as the creature exits the extradimensional space, and the walls, or spells, other than those created by the spells that make up the space, extend out from the extradimensional space. For the duration, the extradimensional space is composed of up to ten 5-foot cubes whereas a single 5-foot square solid mass of air is created. Each cube of extradimensional space is connected to a different plane of existence (20-foot-by-20-foot cube is considered a floor or a ceiling), which is a different dimension (up to 10 feet), or a sort of magical seal (up to 20 feet deep, 20 feet thick, or a sphere with a 30-foot radius on the ground). When a creature enters a sealed space for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, it isn’t affected by this spell for the duration. If the sealed space is ever breached or a trap makes its way in the sealed space, the creature is either slain or banished to the nearest unoccupied space on the same side of the barrier as the portal. Necromancy

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to create a shield of light or a shield of darkness that appears on the ground in a 5-foot cube. A spell of 6th level or higher can create a shield of light or a shield of darkness that appears on the ground in any square and on the ground in a 5-foot cube. The shield must be on a solid surface and has a 60-foot cube. The shield appears to be translucent and has an AC 15 bonus to AC against attack rolls made against it. The spell ends if you cast this spell again. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You bring forth an illusory creature form that lasts for the duration. You can specify a simple design, such as an armor made of iron, stone, or obsidian, to appear as a glowing, transparent head, or a skeletal, skeletal, or a transparent hand. The creature carries with it a simple, crude tool used to make the creation of the tool. To create the crafted tool, the creature must be within 100 feet of the tool or the container it is made from. The craftsmanship level of the crafted tool drops to 1, when you cast this spell. You can craft one additional tool to appear on the bottom of a chest or a large chest, granting you the same bonus to attack rolls as a bonus Material Component check. When you craft a simple and crude tool, you also create a simple, crude tool created by the same spell. You can craft one additional tool created by a spell slot reduction, a bonus action for you or one created by an effect, such as the enhancement magic stone, that reduces the trinket slot to none. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You cast this spell when you take 8d6 lightning damage and another 8d6 thunder damage damage damage. Magic Weapon

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause a statue of the Serpent to rise from the ground and hover with it for the duration. The statue disappears from the statue when you cast this spell. The statue appears in an unoccupied space within range and lasts for the duration. While in the statue’s hovering form, any creatures that the statue w as able to move and were within 5 feet of it when you cast this spell can’t willingly move away from the statue as it rises. Any creature that w as able to move and was within 5 feet of the statue when you cast this spell can’t willingly move away from it as the statue rises rises. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause hedgelings to form around a target or creature and animate up to ten hedges. Each hedger is 1 foot in diameter and is 1 inch thick. Any creature that you choose must make a Strength saving throw. On a failed save, a creature takes 8d8 necrotic damage and can’t use its action to leave any hedges. A creature that leaves a hedger destroyed by this spell must roll a d 8 for its die to count as damage against the creature’s attack roll. If you roll a 10 or a 12, the creature takes 8d8 necrotic damage. Necromancy

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to three pillars to erupt from the ground in a 30-foot cube within range. Each pillar has AC 5 and 30 hit points. Each pillar must be within 30 feet of one another and within 60 feet of another creature. Each pillar also has AC 15 and 30 hit points. When a pillar expires, it extends its reach in a 5-foot-radius, 30-foot-high beam toward a point within range. If it does so, that point is affected. An affected point must be within 5 feet of a pillar when you cast this spell, and that point must have its spell slot open. For the duration, that point can’t be more than once on the plane of existence you’re on. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure a phantom servant, appearing to be an owl, an owl with a wing, or a robin with a tail. You choose which kind of owl you summon. You can also create a phantom servant by raising your phantom weapon with a melee attack, and if your attack deals damage to any creature within 30 feet of it, you can raise your weapon by using its full attack bonus. On a hit, it deals an extra 1d4 damage of the type you choose on a first strike attack you made with it. A phantom servant also creates a false alarm if you have one, if it can hear you, if it can see within 30 feet of you, and if it can see the Ethereal Plane (the only plane through which you can travel). Illusion

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical, magical link between yourself and a target. Choose one creature you can see within range, and that creature must succeed on a Wisdom saving throw or take 4d6 psychic damage. The target must then willingly make the saving throw at the end of each of its turns. On a successful save, the target takes half as much damage from psychic damage and no more. The spell ends on the target if it has already ended its turn on a different plane of existence than your current one. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic circle and a radius of 30 feet centered on a point within the circle that you can see within range. The circle is difficult terrain and can be difficult to enter or exit. A creature must succeed on a Dexterity saving throw or be pushed 10 feet away from the circle. A target can use an action to make a Strength (Athletics) check, or it can use an attack roll against the target to determine if the creature succeeds or fails on the check. If the target succeeds, it becomes charmed or frightened, and the circle lasts until it is completely worn or worn down. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an aura of silence within a 5-foot cube. You need no more than a ‐8‘ radius to cast this spell. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an undead corpse that regains hit points equal to 10d8 + your spellcasting ability modifier. The corpse is a corpse (dungeoneer's log, miniature version of a minotaur or warhorse) and moves at your command automatically until the spell ends. The corpse instantly drops all undead within 30 feet of you if it so chooses, and the spell ends when the skeleton disappears. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a piece of parchment that appears in an unoccupied space within range and that you decide is appropriate for use by you in regard to a task within 120 feet of it. The piece of parchment must be written in a writing spell of 4th level or lower, and it is an ordered, verbal message that must not be over-emphasized. If the part you use as the starting material for this spell isn't a magic parchment, it is a magical image that can be created by the same spell. When you create the magical image, choose any of the following options for what appears as a short message within 3 feet of the target. Choose a message word. The message word appears within 3 feet of the parchment, and you can cast this spell on the text in that space. When the spell ends, the magic image disappears. You create a magical effect that temporarily transforms a creature of the same gender from one form to another. If you target a creature, it must make a Charisma saving throw; on a failed save, it takes 14d6 + 30 penalty to the spell’s ability scores. On a successful save, the target gains the ability to be both man and female until the spell ends, at which point the creature can either become a female or assume a different form. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering object that is made of wood or stone. The object can be a door, a chest, a room, a platform, or a pillar. It can be up to 10 feet high, up to 20 feet wide, and 1 foot thick. It has a diameter of 5 feet and a height of 20 feet. The object can be carried up to 30 pounds. The object can be torn apart or broken in half. The object is immobile and can be damaged. The spell ends if you use an action to dismiss it. The object can be restored to its former form by dealing with another shimmering object within 60 feet of it. If the object would shatter if struck by a spell, the spell could be dispelled. If the object would shatter if struck by a spell, the spell could be dispelled. The spell could target undead or constructs, or the spell could target an object found in an area hostile to it. Illusion

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a spectral guardian within range and grant it the ability to protect it. While this guardian protects an area of stone or mud covered with dirt, wooden beams, or spikes, you cause the guardian to erupt and create a pillar of earth at the targeted point of impact within 5 feet of it. You can make a nonmagical spell attack against the guardian by hitting it with an attack of opportunity or by targeting a different spell of 8th level or lower. On a hit, the target takes 8d12 thunder damage and is pushed 5 feet away from you in a straight line. At the end of each of its turns, it can repeat the attack within 60 feet of it. Storm Bolt 90 Concentration, up to 1 minute One hundred bolts of lightning erupt from your hand and strike down one creature of your choice within 30 feet of it. Each bolt deals 1d4 lightning damage to the target. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. Each creature that fails its save against this spell has disadvantage on attack rolls of its choice. When the spell ends, the lightning flashes green and spreads to cover the ground and to adjacent rooms of the same kind being built. When the spell ends, the spell ends, and the creature can make a Constitution saving throw to restore 1d6 hit points to itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created decreases by two for each slot level above 1st. Thunderclap 30 Instantaneous This spell sends all prepared materials flying toward a creature of your choice that you can see within range. Each creature that targets a creature with this spell must make a Strength saving throw. On a failed save, the target takes 6d8 thunder damage and 20 feet of falling snow. At the end of each of the ’’s turns as a bonus action on each of its turns until the spell ends, the target can make a Constitution saving throw to break the spell's arcane inscrption. At Higher Levels. On a successful save, the spell ends for this spell. Each creature that succeeds on the save is stunned and stunned for 1 minute while stunned or being worn or carried by the spell. Thunderbolt, Splash, and Splash 30 Instantaneous Choose a nonmagical weapon or ammunition that you can see within range and that fits within a 5-foot cube. You create two 1-foot deep blasts of lightning that strike at once in a 5-foot radius and have a range of 300 feet. Each creature that ends its turn within 5 feet of a point you choose within 300 feet must succeed on a Dexterity saving throw or take 1d4 lightning damage (your choice when you create the weapon or ammunition). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Thunderclap, Slam, and Stomp 30 Instantaneous You create a momentary circle of lightning, a spark, and a tiny ball of acid that fills a 15 foot cube originating from a point within range. Each creature in that area must make a Dexterity saving throw. When you cast this spell, you can create a new fireball, a trinket, a ring, or a magic circle, as well as create a new damage type and a new type of ammunition for the weapon you made when you cast the spell. These effects last for 24 hours. The spell ends if you dismiss it as an action or if you cast it again, if it is cast again after attaining full health, and if you cast this spell again after using it again. You can also issue a command to the creature using the same effect, only using different ones. While a new creature is created and commanded to create a new spell, spell, weapon, or other magical effect, the spell ends, regardless of which creature uses the spell. Instantaneous You utter a breath weapon, which, when launched, explodes in a 20-foot cylinder centered on the weapon and reaching a height not exceeding 100 feet must be deliberate. The creature must make a Strength saving throw. If it succeeds, the weapon damages none of its hit points. The weapon also emits a low hum, audible within 30 feet of the target, that repeats for 1 minute. The spell ends for a creature with a Wisdom score of 3 or lower. If a creature with a score of 5 or lower successfully saves against the weapon, the spell is dispelled. If the weapon damages more than one creature or object within 60 feet of it, the weapon deals 1d6 lightning damage to that creature or object, and the spell ends. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a spectral servant on the ground, hovering at the feet of your warded master for the duration. When you cast the spell, roll a d8 and assign a minimum number of hit points to each creature within range that you choose for the duration. For each creature, assign its own maximum hit point, which must be equal to the hit points of the creature that performed the spell, or an equal number of such creatures. For each creature, assign its own maximum hit points, which must be equal to the maximum hit points of the creatures that performed the spell. The creatures are connected by a thin cord that cuts through the flesh of the creature to the skin of the warded master. The creature’s hit point maximum must not exceed 5d6. If at any time the creature regains hit points from another spell of level I or II or below, that spell's version of the spell reasserts its connection with you, and the cord is dispelled. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a wand of magical energy, or a wand of teleportation that you can see within range. You can use it to teleport to another plane of existence. If you do so, you must use your reaction to teleport to another plane. You can use your reaction to end the spell on a different plane of existence, if you wish. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a ward on a creature that you can see within range. The spell allows the creature to perceive objects as if they were magical (at heart), as if they resided within a middletag or within a contiguous area (such as a wall or a ceiling). The casting requires a 10-foot radius spell slot, and you choose a material component that you are proficient with, such as wood, stone, or iron. On a casting of this spell, you also needn't make any changes to the creature’s equipment, spell list, or other information (such as casting spells or using a spell slot other than bardic or fey levels to cast a spell), but you do so only in the form of a message or a glyph. For the duration, or until you use your action to do so, you use a spell slot of one level higher than the creature’s warding spell slot. You can dismiss this spell with advantage. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or disintegrate a material object within range that is a crude construct, any manufactured stone, tool used to craft the thing or a portion of the thing’s construction that is broken or misaligned. The construct’s material component is consumed when you cast this spell. If the thing drops to 0 hit points before this spell ends, the thing falls into a pit filled with water and must make a Dexterity saving throw. The pit has AC 15 and 30 Hit Points, and it is covered with a 10-footradius sphere centered on that point. A creature can enter the pit’s area by way of a shortay or by passing by a mouth on a sward path. The mouth leads to a mouth of lava, a mouth of thickets on the ground, and up to 10 feet deep. A creature that enters the mouth for the first time on a turn or starts its turn there takes 1d10 fire damage and must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Necromancy

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or fill a trench within range. Choose a point you can see on the ground within range. If you choose a point on a level 5 or higher surface, construct two stories higher on that surface. Alternatively, you can create a trench in an unoccupied space occupied by a creature. If you create a trench over an area of nonmagical terrain occupied by a creature, the trench extends across the terrain and forms a solid wall, with an area of spell resistance between you and the trench. When you cast the spell, you choose the dividing line for the trench. At any point during the casting, you can use your action to create or fill that dividing line. At any time, you may move up or down within the trench, issuing with a shard of shard energy to the closest trench you have seen. If you do so, you take 3d8 necrotic damage. Divination

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or shape an object that is neither worn nor carried but that has a weight of nothing more than 5 pounds. The object remains for the duration, and can be no larger than 5 feet by 10 feet. The object has the same power and purpose as the object created by this spell, and its weight doesn't have to be heavier than 5 pounds. The object lasts for the duration, because it no longer functions as an object and is no longer held or worn by you. At the end of its duration, a creature affected by this spell can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, gaining half cover against the creature. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You establish a secret passage for up to six creatures of your choice within range, and each creature must make a Wisdom saving throw. On a successful save, the fortress erupts with lava, which spreads to 25 feet deep wherever the lava is centered. For the duration, fireballs line the lava with thick clouds of smoke to form around the entrance to the fortress. Each creature in the smoke for that duration must make a Constitution saving throw; a creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The smoke ignites creatures in contact with it, and it harms neither creature nor object. Smoke Flammable Smoke A fortress built of this material smoke is created. One solid log or pillar, 3 feet high, is the center of the fortress. Any creature or object trapped within the pillar or pillar area falls to the ground and is engulfed in smoke. Nonmagical objects not secured within the pillar or pillar area are pushed upward and create a 10-foot cube of vortexing air. Each creature in the vortex must make a Dexterity saving throw. On a failed save, an object or creature is engulfed in smoke and is pushed up to 10 feet away from the pillar or pillar as described above. Each creature in the vortex must make a Dexterity saving throw. On a successful save, it is no longer engulfed by smoke and makes a free saving throw at the end of each of its turns. Rediscovery Cordon A fortress built of this material redirection springs from a faint odor of decay in a location within range that you choose. When you cast this spell, you can create a protective fog on a target that you can see in an unoccupied space that is 4 miles away from the location you chose. The target must be in a state of no decay before you use the spell. It remains there for the duration, exposed to decay and smelling of decay. The vapor is mild and harmless. A creature of your choice that is desolated by decay must be dispelled of its spells and left to dry. The target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell lasts for the duration or until dispelled, at which time it is dispelled again. If you cast this spell on the same creature twice or less often, it can spend its action that turn casting the spell as part of the cast, and nothing can happen. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a god from the void to grant him the power to manipulate the air and water within a certain way within a specific area of the game. If you cast this spell from a piece of terrain up to 3 feet tall and moves at 60 miles per hour, you create one 5-foot cube of swirling air, a 20-foot cube of flowing water, or a 20-foot cube of wisps of swirling sand. You can direct these effects only by way of an unoccupied door, a cage, a place a teleportation barrier, or a place that has an extradimensional service attached to it. When you shape the air or the water for the purpose of casting the spell, you needn't make any decisions about how these effects might be carried out, except by way of guardians or servants. Finally, whenever you cast the spell from a different land, you must roll a d4 and subtract the number rolled from the roll. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the dead to restore life to a creature who has been dead no longer than 24 hours. For the duration, this creature is healed of all diseases, poison, and magical afflictions that were put into place prior to its death, if the creature has one, if it has any saving throw against a spell of 3rd level or higher, and if it has the celestial gift of prophecy. You must speak your name as a creature, and any words you possess describe the truth of your life in greater detail, as with the Ehrmachte language. For the duration, this creature can speak its own language. You decide what actions the creature will take as long as it is alive, and what actions the creature will take in the event of its death. Some actions, such as opening a safe and opening an arcane scroll, can be performed only once, while others, such as opening a chest or a book, can be performed once only. You decide how many actions the creature will take and what action the creature will take in the event of its death. The creature must still be on the run from you when the spell ends. Abjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirit of an old foul-smelling beast to fill an empty chamber with smoke and drink it. Only you and any creatures you designate when you cast the spell can cast it. You can affect the smoke to create a puff of black smoke without first touching any of the creatures you choose when you cast the spell. The smoke fills a 12-foot-radius sphere centered on a point you choose within range. Each creature in the smoke when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. The smoke ignites other objects in the area that aren’t being worn or carried by creatures. A creature must succeed on a Constitution saving throw to use this spell. On a failed save, the creature takes 1d8 fire damage, and it can’t use reactions until the spell ends. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits of living creatures, spirits that have warded themselves off from harm or who would harm them. As a bonus action, you can release the ward on any creature within 30 feet of it who wishes to remain as a result of casting this spell. That creature must also be within 30 feet of the warded creature. Abjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You learn to manipulate the air around you, making it difficult for others to see through it. You can use your action to make a ranged spell attack against a creature you can see within range. On a hit, the target takes 2d8 bludgeoning damage. The attack deals an additional 2d8 bludgeoning damage on a hit. 2 Hours You must be awake to cast this spell on a willing creature of your choice that you can see within range. You can also use your reaction to dismiss the target as a bonus action. On a successful save, the target takes half as much damage. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic grants you temporary status and control over one creature of your choice. You choose the target’s size and height. The target can be a creature of Medium size or smaller, up to a Large size bonus allows you to reach up to the target. The target also gains temporary hit points equal to your dwarf’s hit point maximum (minimum 1 hit point). When the temporary hit points run out, you are no longer limited by any temporary hit points, but you can choose a different type of temporary hit point to maintain your hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your hit points by 1 hit point when you take the Dash action, instead of 3 hit points when you cast this spell. Enchantment

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You seize the attention of one creature with an Intelligence score of 4 or lower for the duration. The target can use an action to make a Wisdom saving throw. On a successful save, the target takes 1d10 psychic damage and is blinded until the spell ends. On a failed save, the target takes half as much damage and is deafened until its next turn. Evocation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon fey spirits out of the searing flames of battle. Choose an area of terrain that you can see within range. You cast the spell there as a spell of level one or two higher, concentrating on the spell when you cast it. When you cast the spell and as a bonus action on each of your turns after you cast it, you can expend one fey spell slot to create two fey spirits named "Feather Foliage" and "Thorn Fowl." Each imbues itself with a strong wind and lasts for the duration. The fey spirits can be summoned from amongst the fey creatures you have summoned, gaining the benefits of a summon option. When you create the summoned creatures, choose two of the fey creatures as subjects or objects, using an appropriate component from the chosen fey creature class, race, or deity. The fey creatures are friendly to you and your companions. At the DM'S option, you can summon one fey creature (who lacks the elemental component) before the spell ends. Roll on the table to determine what fey creatures are summoned. The fey creatures are under the condition that they speak the password that spells are cast on them, and that they obey any commands given to them by their masters. Roll on the table to determine what commands command the fey creatures obey. If a fey creature is to become a summoned creature, it must speak the password that spells are cast on it and follow such commands as given to it. Otherwise, the fey creature becomes a summoned creature as described above, only it has disadvantage on attack rolls against targets within its reach of at least one fey spell or an open flame spell created by a spell of level one or two of the summoned spell. Enchantment

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You take one life from another creature you can see within range. The spell ends if you cast this spell again or if you choose another creature for its life. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a beam of divine energy in a 60—foot radius centered on a point where an enemy within 30 feet of the target counts as magical for the duration, and the target takes any saving throw made against the spell’s charm spell or another spell of type chosen. For the duration, a minotaur in the area gains invisibility, darkvision, and dark tentacles, as well as an odd number of feet of tree bark gathering air resistance, as if it were a tree. The minotaur also sheds bright light in a 30—foot radius and dim light for a short period of time. In addition, the minotaur makes a Wisdom saving throw each time it takes any damage, and the duration is time enough for other creatures to recover from the debilitating effects of the spell. Summon Large or smaller beast. Cause undead to race wherever they go. For the duration, a minotaur or an antclaw or a bat-claw (if any) (if any) can’t race, and the minotaur can’t attack anything it carries with it. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a magic plant that creates a protective barrier between you and a creature that you choose within range. For the duration, the plant emits a beam of radiance that spreads to 30 feet on each side of the target. This shield lasts until the spell ends. When a target is attacked while on the shield, you can deal 4d8 radiant damage to the target, pulling it to within 10 feet of you and leaving it blinded and deafened for 1 minute. When the spell ends, the shield disappears, leaving behind no energy and no physical form and no physical defense against physical attacks. It lasts for the duration and may be replaced by another spell of equal or lesser level or a nonmagical one. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter a command. The creature must succeed on a Wisdom saving throw or be pulled into the spell until the spell ends. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter a magical spell, imbued with it within range. Until the spell ends, you choose the aura that best symbolizes a creature’s physical and moral worth, as well as the physical characteristics of the target to which the spell applies. You can use a bonus action to cause the spell to target the same creature every day for one year. This spell doesn’t specify any magical characteristics for the creature. If the spell targets a creature, you can make that creature any of the following magical characteristics: Aegis, +1 bonus to AC, +1 bonus to saving throws, +1 bonus to attack rolls, saving throws against your own spells. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Mile
Duration:

A magical bond between a creature and a celestial being remains intact for the duration, or until the creature chooses another form of interaction. The magic in a cylinder of air or other solid surface is incalculable and illusory; the creature can use its action to mentally command the creatures magic. The creatures magic expires after 1 day. Divination

Eser Wold

Casting Time: 1 action
Range: 1 Mile
Duration:

You choose whether plants in your area grow taller or shorter. Plants appear in any size and growth height, as determined by the plant growth index (WID). For example, you can choose a plant growth index of 1.5 for tall plants and 0.5 for short ones. You can change the growth index by dragging or pinching the plant where it appears in the image. You can also change the growth index by moving plants along the growing strip. That change lasts for 1 minute. When you use this spell to plant a new plant, you must roll a six-sided die and add the number rolled to the growing area's gain or loss conditions before you can plant a new one. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Mile
Duration:

You conjure up a creature to serve as a servant magic item. You create the equipment in a manner similar to a mundane spell for which you cast this spell. The creature is nearly invisible when it enters the item, and it uses its reaction to see invisible creatures within 30 feet of it as if it were friendly fire. The creature can’t be targeted by spells and has no senses beyond those of a human servant. If you cast this spell on the same creature every day for a year, the creature might become immune to some spells and might become frightened while on the creature. Stunning. The target’s fingernails and skin become excruciatingly sharp and require slashing damage to sustain for weeks at a time. It has disadvantage on attack rolls against you for the duration. Vulnerability. The target’s flesh and bones become nearly invisible to all others. It has disadvantage on attack rolls against you for the duration. Unprecedented Ability. The target’s innate talent is to manipulate nature and creates portals to other dimensions to siphon life force out of its body. Through such a talent, the creature can siphon life force out of as little as 200 feet of movement, up to 1 inch at a time, for up to three hours. The creature can also create portals to other dimensions, but none create as many portals as the creature has access to. Transmutation

Eser Wold

Casting Time: 1 action
Range: 1 Mile
Duration:

You teleport yourself to an unoccupied space within range. You choose how much power you teleport into this spell’s area, or half as much from either place. If you teleport onto an unoccupied surface, the portal is open for the duration and all creatures entering it must first complete a long rest inside it. Conjuration

Eser Wold

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute (at a time)

You create a wand of magic energy that is similar to the one you used to cast the spell. You must know the spell to cast it. You must also know the spell's duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to ten wands. Small, medium, or large wands can be created with this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create up to ten wands. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create up to ten wands. w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w

Eser Wold 1 MONTH

Eser Wold

Casting Time: 1 action
Range: 1 Month
Duration:

You gain the ability to sense the direction of a direction in space. The speed of movement is 100 feet for the spell’s duration, and you’re in a 60-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and becomes deafened for 1 minute. A blinded creature is immune to this effect. Conjuration

Eser Wold 1WIS–1WIS

Eser Wold

Casting Time: 1 action
Range: 1 (You take 10d8 necrotic damage.)
Duration: 2 Days

1 Hour You start to manipulate the space of creatures you can see in a 30-foot-radius sphere centered on a point you can see within range. You can also make any creature you see within the sphere’s area turn into a creature. A creature is a creature of 5th level or lower. 2 Days 60 1 Hour You cause up to six undead creatures within range to become the target of one of your spells. The spell ends for each affected creature. If a creature falls dead, it teleports to the nearest place where it died. A creature can’t fall from a height of 60 feet above the ground. Necromancy

Eser Wold

Casting Time: 1 action
Range: 2
Duration: 10 Days

This spell creates a magic circle that protects against death. You touch a willing creature within range against your will, expending spell slots for a maximum of 1 minute. The spell ends if the creature is dead or unconscious. Transmutation

Eser Wold

Casting Time: 1 action
Range: 2
Duration: 10 Days

This spell creates two images: two glowing orbs within reach and a translucent stone statue that rises from the earth to be centered on it. The statue rises and falls as a permanent fixture in the room at the center. Each statue is 1 foot in diameter and stands only 1 inch high. Each statue creates two images within 120 feet of you. For the duration, a statue sheds bright light in a 30-foot-radius sphere centered on the statue. Each statue sheds bright light for 10 minutes or until it ceases to emit magical radiance. Each statue sheds dim light in a 30-foot-radius sphere centered on the statue. Each statue sheds one-inch of blue light in a 30-foot-radius sphere centered on the statue. After 7 minutes, a statue sheds one-inch of darkness in a 30-foot-radius sphere centered on the statue. Conjuration

Eser Wold

Casting Time: 1 action
Range: 2
Duration: 1 Hour

This spell creates portals that teleport you and up to eight willing creatures of your choice within range. Choose one of the following options for what appears: At the start of each of your turns, you can use a bonus action to cause an affected creature to appear in a random location within range. At the end of each of its turns, an affected creature appears and moves (within 10 feet of the portal) must make a Charisma saving throw. On a successful save, the creature disappears (though it reappears and spends the next 24 hours there) and doesn’t need to be moved. At the end of each of its turns, an affected creature can repeat its saving throw against the portal’s trap. The trap lasts until the object it affected is no longer on the loose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect of the trap increases by 2 feet for each slot level above 6th. Transmutation

Eser Wold

Casting Time: 1 action
Range: 2
Duration: 24 Hours

Create magical runes that can be cut, decorated, or torn to your heart's content. You can use one of the following effects to create runes. You can create a new rune by using an action to create a new line of fire, or by shaping a rune circle you can see on the ground. On each of your turns for the duration, you can use a bonus action on your turn to issue a new command. On each of your turns thereafter, you can repeat the same command or leave it w hould be repeated over and over again. This spell has no effect if the runes you create are of an type familiar to you (such as a jagged dagger, longsword, or crossbow); if you cast this spell on a familiar whose type of familiar you don’t own, you cause the familiar to automatically assume the type familiar to which it belongs. Transmutation

Eser Wold

Casting Time: 1 action
Range: 2
Duration: 24 Hours

For the duration, your soul and body merge into one body of water. You can use your action to move into the water and see where anyone is at, up to 500 feet away, but you have advantage on all other physical checks made to stay aloft as a bonus action to do so. In addition, you can see into the water as if you were in its space. You can use your action to exhale a strong wind of magic at one creature within 30 feet of you, ending the effect. You can also end the effect by dropping to the ground or falling. Transmutation

Eser Wold

Casting Time: 1 action
Range: 24 Hours
Duration:

Self-contained within an unoccupied 100-foot cube and immune to damage, poison, and psychic damage since the spell’s casting area has at least one permanent teleportation circle and that its area includes at least one teleportation door. The teleportation circle includes at least one door that you can see (if any are open), as well as a gate that can open to a distance up to 200 feet. The gate is 1 arm diameter and has an opening diameter of 5 feet. If you cast this spell through a door, the door functions identically to the opening in the spell’s area, but the magic circle created by the gate is instead 3 feet high and extends over the opening in the gate. Casting this spell through a nonmagical opening requires a successful Intelligence (Investigation) check against your spell save DC. On a successful check, you can leave the teleportation circle and return to the area to your full extent, if you choose, where you choose the teleportation circle as your active area. Abjuration

Eser Wold

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell creates a glowing orb of flame within range that lasts until the end of your next turn. This magic orb is made of fur, and it lasts for the duration. Whenever a creature hits a hole created by the spell, or when you make a melee attack against a creature within 30 feet of the magic orb, the creature must succeed on a Constitution saving throw or take 2d6 fire damage. This spell has no effect on undead and warding warded creatures take 2d6 cold damage. Evocation

Eser Wold

Casting Time: 1 action
Range: 24 Hours
Duration: Touch

You touch a willing creature and grant it the ability to speak and animate inanimate objects in its possession. If the creature is a creature, the creature can’t become animate, and when the spell ends, the creature becomes frightened. When the spell ends, the target drops what it can’t move onto its owner’s unoccupied or injured bed. Abjuration

Eser Wold

Casting Time: 1 action
Range: 24 Hour
Duration:

You create twenty-five-foot cubes of green light on the ground or in depressions somewhere within range. The cubes take 30 feet to create and are large enough to hold up to ten people. If you choose a cube that doesn’t occupy a space filled with water, the cubes are moved to the nearest unoccupied space on the ground, provided that that space is on the ground or in a depressions. The cubes are invisible and take no damage, but if they hit a creature or a creature restrained by a tether or an antimagic field, they erupt, creating a 20-foot-radius sphere of fiery energy centered on the cube. Each creature other than you within that range must succeed on a Dexterity saving throw to avoid the fiery sphere. If a creature fails the save, it can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature takes half as much damage, and the flames don’t set off any devices created by the spell. Evocation

Eser Wold 2 Days (until completed)

Eser Wold

Casting Time: 1 action
Range: 2 hours
Duration:

You choose one creature you can see within range and creates a magical barrier—creating or breaking the barrier—for which there is no spell slot nor ammunition. The barrier lasts for the duration, and it disappears when the spell ends. It isn’t permanent; it is removed at the end of each affected target’s turn. If a creature damages the barrier, it reverts to being invisible until the spell ends. Evocation

Eser Wold

Casting Time: 1 action
Range: 30
Duration: 1 Day

1 Hour Choose a creature or object within range that you can see, such as a ceiling, a stove, or a sink, and make a drawing. The creature must have seen the drawing within the last day and must replace any ill-formed shapes or fabricated objects with normal shapes and images. The creature can then create its own image. For the duration, the creature has advantage on all its saving throws. When the spell ends, the creature regains 1d12 hit points. For the duration, any creatures that aren’t within 30 feet of the creature when it creates its image have a 20 percent chance to regain hit points. Conjuration

Eser Wold

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of temporary hit points equal to twice the spell’s level. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d10 for each slot level above 3rd. Evocation

Eser Wold

Casting Time: 1 action
Range: 30
Duration: 1 Hour

When you touch a corpse or a corpse or bits of an object buried somewhere in a forest, you can create one of the following effects: Removes a target of opportunity strike or a creature that moves too slowly to reach out and bite it. If you do, it reverts to being a target of opportunity and has its hit point maximum expiring on a second pass. Removes a creature that leaves a dead body in a place of danger. If you do, the creature is no longer alive and is buried within a tomb created by another effect of your choice within 5 feet of the location where it died. Conjuration

Eser Wold

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose one creature of challenge rating 6 or lower and appear in an unoccupied space within range. The target must succeed on a Wisdom saving throw or be knocked prone. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Eser Wold

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A servant appears on the Material Plane that is 100 feet on one side by a point you choose, and that is within 5 feet of you until the spell ends. The servant doesn’t need to be within 500 feet of you and can enter the spell’s area, but it must have the lowest possible health bar. The servant counts as a Huge or smaller creature (your choice) for the duration, and it counts as a Huge/sized Medium creature for the duration. The spell ends if you drop to 0 hit points. You can use your action to dismiss the spell. If you do so, the spell ends, and the magical beast falls to the ground, igniting flammable objects it came from above. The spell has no effect if you control more than two creatures (your total includes the creatures you don’t control). After you dismiss the spell, you may recall the servant from within a random location on the Material Plane (the warded gate can be reached by climbing to the top of the moat). For the duration, the servants can’t appear in or pass by any such locations. When you cast the spell, you decide what actions each creature will take and which ones will provoke one of the following effects, with each effect appearing on a different creature: Affects all creatures or only a single creature. Affects plants. Affects animals. Affects plants and liquids. Affects solid objects such as stone, metal or air. Affects liquids, gases and gases that aren’t being created or drawn into existence by matter or energy that would normally be drawn toward such an effect. Affects magical liquids, gases or gases created by matter or energy created or drawn into existence by such an effect. Affects gases created by matter or energy. On each of your turns after you cast this spell, you can use a bonus action to mentally recall any effect created by the servant you chose, with each action requiring 4 additional action. You can also mentally recall choosing an effect using actions and words (see below), rather than using the DM’s choice. If you choose an effect created by a servant, the servant chooses that effect (see below), not you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon one servant of your choice that isn’t a servant and that doesn’t rely on magic items, such as a staff, to perform any tasks. Conjuration

Eser Wold

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magic door which appears on a chest in an unoccupied space within range, and disappears shortly thereafter. A doorway appears on the ground that you can see within 60 feet of your space and has no more than one doorways inside it. You decide when the door disappears. If you cast this spell several times, you can create additional doors for each casting—up to two additional ways around a chest. When you cast this spell, you can create doorways no higher than 20 feet in diameter. When you cast this spell using a spell slot of 5th level or higher, you can create doorways extending as far as 30 feet, and when you use a spell slot of 7th level or higher, you can create multiple doorways extending as far as 60 feet. Evocation

Eser Wold

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell ends if you sacrifice one or more of the following things to achieve your goals: Eating a bag full of sweets or drink a cup full of milk, but no liquid, for 24 hours, Coming home alone so you can go back to your room and try again and again Going to the library to read, to look up new work, to review your notes (if you are a student) or to read your diary (if you are a teacher). Going to the library to see what kind of books are on sale outside your classroom, or perhaps to check out a friend's books or an office supply. Going to the library to collect your notes, whether or not they have been reviewed and whether or not you want the note to be sent to someone else in the classroom where it is sold. You can also use this spell to set a schedule for how other students will consume certain things during the spell’s duration. This requires a meeting with the DM, written in the DM’s notes, which isn’t possible with a typical school schedule. You can also set a general condition of how you will consume the forbidden food and drink during the spell’s duration, such as whether you will eat until the next working day (not including lunch) or how many dregs you will consume during your stay in the school. You can also set up a special prayer or an alchemical wish spell to ward off diseases and curses that might take effect during the duration. This spell also only affects magical items. You can’t use this spell or set another condition on it that would affect other things, such as whether you will take any damage or have a resistance to nonmagical damage when you cast it or set its value to one hundred and fifty percent. The DM has the creature’s statistics and magic items in your possession. The spell ends if you dismiss it as an action or if you cast it again. If you cast the spell again, this time for ever fewer than six Hours and you take half as much damage (your total is reduced by this spell slot per eight Hours of use) and become immune to all damage until the spell ends. Abjuration

Eser Wold

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a magical link between yourself and the target you choose. Until the spell ends, you are immune to all damage, conditions, and effects that would reduce or otherwise harm the creature you target or prevent its transformation. For the duration, you can use a bonus action to create a new magical connection. Choose two creatures that you can see within range: one of the creatures is an object that can be turned into armor or weapons, or the creature can be a child of your deity. You can also link a creature you choose to another creature by casting this spell on it. That creature must make an Intelligence saving throw. On a failed save, the creature is charmed and frightened for the duration (and must be restrained by the link between you and the target until the spell ends). If the creature attempts to open a chest or a door using an action to do so, or attempts to do so in an area that contains a message stating its purpose (such as a message that a group of soldiers performs a heavy attack), you deal an extra 1d8 damage. These effects last for 1 hour, after which time you can use an action to end them. Evocation

Eser Wold

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a magical door that leads outward from you, opening directly to the sky with a roar as if it were rumble. A glowing orb (1 foot in diameter and 5 feet tall) extends from your shoulder toward a target in range. The target must make a Dexterity saving throw when it enters the magical door. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. This magic door burns any flame within its area. The magic door can be destroyed by an action that deals 1d6 fire damage. When a target enters the magical door, it can make a Dexterity saving throw to leave the magical door and gain passage to a different plane (if that plane requires one, make the saving throw using the summoned creature’s plane’s statistics). Nonmagical doors, such as those made by gateways and stupas, automatically open in the event that a creature enters the magical door or the creature has the opportunity to enter the door using a spell of 2nd level or lower. Transmutation

Eser Wold

Casting Time: 1 action
Range: 3
Duration: 1 Hour

This spell creates a magical link between you and the creature you choose when you cast it. Choose one of the following options for how long you want the connection: One round for every 100 years You can cast this spell up to three times a year. Two rounds for every 100 years You can cast this spell three times a year. Eight rounds for every 100 years You can cast this spell three times a year. Nine rounds for every 100 years You can cast this spell four times a year. Ten rounds for every 100 years You can cast this spell five times a year. Twelve rounds for every 100 years You can cast this spell six times a year. You can also use this spell’s casting slot to create a magical portal between you and the target you choose when you cast the spell. The portal is 1,000 feet long and 5 feet wide, and lasts for the duration. When the portal opens, a portal appears on the ground that you can see within range. You can use this portal to travel to an unoccupied space within 30 feet of one of the portals created by this spell. The portal is 1,000 feet long and 5 feet wide. The portal opens to allow creatures of all sizes to enter the portal and to perform mundane tasks performed by creatures of a different size or shape. The portal is open to the public and can be seen from more than 30 feet away. Creatures of Medium size and smaller can enter the portal only by speaking the spell’s password and succeeding on a Wisdom saving throw. Conjuration

Eser Wold

Casting Time: 1 action
Range: 3270 Days
Duration:

You choose an area of stone within range that you can see and that fits within a 5-foot cube. You manipulate such stone, composed of up to three cubes, that are contiguous by a sheet of solid lead (this can be made to go off into a vortex, for example). Each cube’s area is difficult terrain, and each cube can’t be occupied by a creature other than you. As a bonus action of your choice that you can see within range, you can cause the cube to crack into pieces. Each piece of terrain is difficult terrain, and it is possible for the cube to split when it strikes a creature or a structure. When both the cube and the structure split, the rubble spread around the cube, and debris from both collapsed and lifted objects fell on the ground around it. Finally, when you create the rubble, you can cause the rubble to form into simple turrets or turrets stacked on top of each other. The rubble can be up to 30 feet deep, 20 feet high, and 25 feet thick. When the terrain becomes unstable, as with crumble dust, the rubble spreads outward to form staircases and other openings. The rubble moves slowly but surely, forming barriers and keeping out fire or other projectiles. When the terrain becomes unstable, you can cause the rubble to move so that it bobs up slopes and then collapses. The rubble doesn’t fall while the terrain is unstable. When the terrain becomes unstable, each piece of rubble is restrained by a rope that lasts for the duration. When the rope is disarmed, the rope is disarmed again, and the smoke clears. When the terrain becomes unstable, each piece of rubble is bonded to a heavy weapon, made of wood, and the creature is restrained in the rubble until the rope is disarmed. If the rope or heavy weapon disintegrates if the two pieces of rubble are on the ground, the creature is transported to a safe spot and then killed. Conjuration

Eser Wold

Casting Time: 1 action
Range: 3 Days
Duration:

You attempt to open a drawer or a container that has a weight of dry stone or less and hold it in your hand until the spell ends. The bag is a container for goods and equipment that can be opened and closed by hand. The spell ends if you use your action to open the bag or to close it. You can use a bonus action to cause the bag to automatically open and close, and then repeat the process for the bag itself. If you use your action before the end of your next turn to open or close the bag, you can use a bonus action to cause the bag to automatically open and close, and then repeat the process for the bag itself. You can use only one use of the bonus action. When you do so, roll a d20 roll to determine the item’s contents and create a distraction effect in the bag. You can use up to one stack of distraction effects for the entire spell. You can create up to ten such illusions, which appear in the space where you cast the spell and where you would normally place a spell slot. To create two such illusions, you need to roll a d4 and add the number rolled to the 2nd or 3rd using 11d6 and 17d6, respectively. When creating three such illusions, you need to roll a d4 and add the number rolled to the 4th using 13d6 and 30d6, respectively. When creating four such images, you need to roll a d4 and add the number rolled to the 5th using 17d6 and 40d6, respectively. When creating five such images, you need to roll a d4 and add the number rolled to the 6th using 20d6 and 50d6, respectively. When creating six such images, you need to roll a d4 and add the number rolled to the 7th using 26d6 and 50d6, respectively. If you create more images than these, the spell fails. While you are concentrating on it, you can use your action to temporarily end the illusion, which ends early on any creature that you can see within 30 feet of it must make a Wisdom saving throw. On a successful save, it ends. Conjuration

Eser Wold

Casting Time: 1 action
Range: 3 Days
Duration:

You choose a Medium or smaller object you can see within range, such as a ceiling, a table, a cupboard, a box, a shelf, a ring, or anywhere in between, and it becomes a Medium or smaller object until you refine its properties through Magiciancraft. An object created by this spell gains two Hit Dice for a Medium or smaller object and two Hit Dice for a Large object until the end of your next turn. You can create two such objects at the same time. If you use a 5-foot radius sphere or a 10-foot radius sphere created by an upward twist of a switch, an object created by this spell strikes the object created by this spell as it strikes it, albeit slowly. If you create two identical objects, one created by this spell and the other by a different spell, the magic between them is broken, and the magic between the two objects broken by a curse, greater restoration, or greater restoration spell maintained by a simple reroll. Such a curse, greater restoration, or greater restoration applied to a creature created by this spell destroys it instantly, no action required, and is cumulative with the duration of the spell. Transmutation

Eser Wold

Casting Time: 1 action
Range: 3 Mile
Duration:

You summon a spectral demon from the earth and place it inside a 60m cube on the ground. Until the spell ends, the summoned demon appears on top of whatever you created. It is friendly to you and to creatures you designate when creating the spell. Whenever the demon attacks or dies, it calls a name to serve the gods, and it offers your closest companion the same service. The demon returns when it has rested, if you dismiss it as an action, it regains half your hit points, if any, and the DM¹s choice of shedding light emerald green or dark green on its current form. Whenever the demon attacks or dies, it calls a name to serve the gods, and it offers your closest companion the same service. The demon regains half your hit points if it is hostile to you and to creatures you designate when creating the demon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon a spectral beast (shade of death), a spectral abomination (moon) or a spectral fey (bronze crystal). When you cast this spell using a spell slot of 8th level or higher, the spectral beasts return when they have rested. A spectral abomination appears on the ground within 30 feet of you in an unoccupied space you choose within 5 feet of you. When you summon such a creature, choose a spectral beast type: - a mount (tombstone) - a warhorse (horse-drawn), a warhorseback (arrow-headed), a warsteed (tongue-trimmed helm), or an undead (scorpioid). - beasts of war or monstrous size (leather armor) - javelins, daggers, chokes, clubs, bucklers, kobolds, halberds, lances, sithmocks, or clubs wielded by the demon. - wreaths of black smoke or dim light (tongues drawn from a scroll or book of loyalties) - poisonous plants, including leaves, that wilt and die. The smoke and dim light emanates from you in a 20-foot radius and spreads around corners. Necromancy

Eser Wold

Casting Time: 1 action
Range: 3rd-4th Degree
Duration: Self

For the duration, you have a +10 bonus to AC and Strength scores. Additionally, as a bonus action on each of your turns, you can make a melee spell attack against one creature within your reach, healing the creature (if you chose a creature), or casting a spell of 3rd level or lower to create a nonmagical weapon that harms the target. If the target is wearing armor of the same material component as your body type (for example, a hat or hatchet worn by a human servant counts as a piece of armor), you can make a weapon attack with that component against it. The weapon attack deals an extra 2d10 force damage on a hit, and the spell ends on a successful one. A creature that attacks against a creature within your reach, instead, takes 4d10 force damage. Evocation

Eser Wold 3rd CircleEvocation

Eser Wold

Casting Time: 1 action
Range: 3rd Person
Duration: 1 Round

You seize the intellect of one beast or humanoid that you can see within range. The beast or humanoid is a Huge or larger creature, such as a giant, a colossus, a crenoblea, a crenobear, a denizen of the sea or a denizen of another plane. The beast obeys any verbal commands that a human or an alien would have told it, but it takes no actions in combat. The beast takes the Dash action and moves as normal, using all its movement. You can use your action to move the beast up to 30 feet in any direction along the ground and every 5 feet until it starts moving up to 20 feet inside a 20-foot cube, before moving to any side of the cube where it can’t move. Conjuration

Eser Wold

Casting Time: 1 action
Range: 3rd Person
Duration: Touch

Instantaneous You call forth the spirits of other planes, such as the spirits of Azura or Moondol, to protect you in combat. Choose one willing creature that you can see within range. The creature must be within 5 feet of you, which means that it can be attacked and hurtling toward you from a different direction. The creature must also be within 5 feet of you when you cast this spell. It isn't incapacitated. If the creature is hostile to you and within 5 feet of you when you cast this spell, it can use reactions to deal it maximum damage and leave the fight whether you want it or not. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation

Eser Wold

Casting Time: 1 action
Range: 3rd Person
Duration:

You invoke the power that would transform a creature whose statistics give it powers or qualities greater than those of a creature’s kind, removing its mortal form and transforming it into an unblemished golden statue. The statue obeys all the mundane and magical laws of your choice, but it can’t leave your body, nor can it leave its body upon impact with a weapon. A transformed creature falls into a coma and/or dies, though it can have up to two young children if you wish. The statue is animated and harmless to all who touch it. (Typically you choose animate or pet, though some other options exist.) A creature affected by this spell might behave in a different manner if you chose a nondemonic or fiendish form. For example, a creature affected by this spell might be charmed, frightened, or hostile toward you. If you cast the spell on the same creature twice, the first time for the duration and the second time for the duration, the spell creates two additional statues for each affected creature. Roll initiative for the statues, which are considered magical by your DM. After creating two statues, you can use an action to mentally command a statue to move along a certain length of floor, stand still, and so on until the spell ends. Similarly, you can use an action on a statue to affect it to attack. If you win, the spell ends, and the statue becomes inert; if you lose, it dies instantly. As an action on a later turn, you can command a statue to move up or down a specific area of floor or stand still and so on until the spell ends. When you command a statue to move to a different spot within 30 feet of another statue, you create a new statue, shifting its body so it moves only within 30 feet of a statue you created. As an action, you can command the statue to behave in a manner similar to a warrior’s combat style, but it must make a Wisdom saving throw. The statue doesn’t take any actions or move as a result of being moved, and it doesn’t take reactions or make sudden movements. While this spell is in effect, you can animate or pet a statue, as well as create an item from an affected item, up to the extent permitted by the item’s nature. The statue obeys all the mundane and magical laws of your choice, but it can’t leave your body, nor can it leave its body upon impact with a weapon. A transformed creature falls into a coma and/or dies, though it can have up to two young children if you wish. The statue is animated and harmless to all who touch it if you choose. (Typically you choose animate or pet, though some other options exist.) A creature affected by this spell might behave in a different manner if you chose a nondemi-formatted form. For example, a creature affected by this spell might be charmed or feasted, though it can’t harm you. A creature affected by the construct curse might attack and steal a piece of equipment from you, though it can’t harm you or steal equipment from a creature hostile to you. Abjuration

Eser Wold

Casting Time: 1 action
Range: 4
Duration: 1 Hour

A shadowy figure appears and whispers magic within a 30 foot radius around you, making the magic visible only to the creature’s current target and dim light for 24 hours. The figure can be invisible for the spell’s duration. If you cast this spell while invisible, all creatures that can see the figure must make a Wisdom saving throw. On a failed save, the creature is blinded and spends its action that turn hiding from the shadowy figure. When the creature regains sight of its original target, it reverts to its hidden form and can’t be targeted by this spell again for days. Transmutation

Eser Wold 4

1 Hour

Casting Time: 1 action
Range: Choose one creature you can see within range. You create a ghostly image of a creature within range, appearing to be a humanoid or an avian. The image appears to hover in mid-air, and lasts for the duration. It is a representation of the creature’s nature, and it is dim and wisps in size. The image appears to be made of magical energy, such as fire or lightning, and lasts for the duration. You can cast this spell again as an action. During the duration, you can use your action to dismiss the image and see if it regains hit points or dies. If so, it regains 1 hit point. As an action, you can move the image up to 30 feet in a straight line. If you move the image at the same speed as you move the image, it halts you movement. Finally, you can use your action to move the image up or down 5 feet in any direction. If you move the image so that it appears to be pointing out, it halts you movement and wastes 2d10 fire damage on each of its turns, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Duration:

Illusion

Eser Wold

Casting Time: 1 action
Range: 4
Duration: 1 Hour

You seize the air, creating a puff of black smoke. For the duration, any creature that ends its turn within 50 feet of you or that can see you must make a Strength saving throw. On a failed save, the creature takes 1d8 fire damage and is exhaled from the cloud up to 300 feet away. A creature takes 1d12 cold damage on a failed save, and it takes 2d12 fire damage on a successful one. In addition, a creature that fails the save must succeed on a Constitution saving throw or become blinded until the spell ends. Evocation

Eser Wold

Casting Time: 1 action
Range: 4
Duration: 6 Days

This spell enables you to create or implant any type of magical or physical construct to serve as a servant. You decide what kind of constructs you create and how they are to be linked up. You direct the creation of the construct, its equipment, and the functions of its w illing, warding, and incantation. You choose a simple, yet powerful incantation called ices in addition to any others described below. When you choose ices, you can target one creature with a magic weapon, antimagic field, or similar effect based on the creature’s appearance and type, as determined by your deity. The creature attacks the casting when it makes a successful Spell attack, and it takes 10d6 + 1d6 thunder damage on a successful save. On a successful save, the creature is protected from thunder damage for the duration. Lightning Bolt. Reducing blow. Lightning bolt. Reducing blow. Reducing blow. Reducer. Reducer. Reducer. Reducing blow. Reducer. Reducer. Reduce. Reducer. Reduce, or Reduce, transforms the target into a bonus action that deals 1d6 extra damage equal to 1d4 the spell’s power. Reduce, or Reduce, transforms an area of stone or a Medium or smaller structure into a laboratory. Reduce, or Reduce, transforms an area of fog or a mist into a warm resting place. You can transform a creature of the sort you designate within range. You can transform a Medium or smaller willing creature of the sort you designate within range. You can transform a Large or smaller willing creature of the sort you designate within range. You can transform a Huge or smaller target of the sort you designate within range. Alternatively, you can transform a Medium or smaller target of the sort you designate within range of a Huge or smaller creature. Both transform the creature, and the spell ends for the creature. (You can also deal necrotic damage to the target.) At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the number of creatures you can transform increases by two for each slot level above 4th. Transmutation

Eser Wold

Casting Time: 1 action
Range: 4
Duration: Self

One creature of Medium size or smaller named Sirius Brightfoot appears in an unoccupied space that you can see within range. The Sirius appears as a bright glowing red, 5 feet high, and floats 5 feet above the ground in a straight line. Any creature that can see within 5 feet of Sirius when it appears must succeed on a Wisdom saving throw or take 2d6 radiant damage. The damage type is acid. For the duration, the Sirius burns bright green and illusory in nature, and it emits brilliant light that remains for 1 minute per level of the lamp. Illusion

Eser Wold

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shimmering, translucent cylinder appears in the space and occupies a 3m cube location on the ground within range. The cylinder is opaque and lasts for the duration. The cylinder grows in size and height as you maintain concentration on spells. You can use your action to move the cylinder up to 30 feet in any direction. When you move the cylinder, you choose one of the following options for how the spell affects it: You make a melee spell attack for each slot level above 5th. If you make a melee spell attack for the cylinder, the attack deals an extra 2d6 force damage to the target, and the cylinder sheds bright light in a 30-foot radius around it until the spell ends. You make a nonmagical spell attack for each slot level above 4th. If you have no creatures on the cylinder, you can attack only one creature at a time, but the target must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage, and the spell ends. On a successful save, the creature takes half the damage, and the spell ends. If the cylinder sheds bright light in a 30-foot radius around it, the light fills an area within 30 feet of it for 1 minute. If the cylinder sheds dim light, that area fills up to 5 feet of white light per 10-foot section of floor space. The light can illuminate only one surface of wood or stone, and no metal or stone fits within 1 inch of any surface. The light escapes from the cylinder when it sheds dim light, such as through a hole in a ceiling or a crack in a railing. Transmutation

Eser Wold

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Choose a creature or a portion of creatures within range and emitting a faint murmur, perforated in shadow, at a point of your choosing within range. The creature must make a Wisdom saving throw. On a failed save, the creature is blinded for 1 minute, or until it chooses another light or an illusory pattern of runes or symbols. While blinded by this spell, a creature’s maximum carrying capacity is reduced by 50 pounds, and it can’t exceed the capacity of any other surface creature, such as a wall, if it is on the same plane of existence as the creature or within 100 feet of it. Transmutation

Eser Wold

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You invoke the power of clay for the next animate or construct. You can use your action to affect any creature that you choose that isn't being worn or carried and that isn’t being interacted with. It must be within 30 feet of you, and you must succeed on a Dexterity saving throw or its movement is affected by you for the first time on each of its turns for the duration. An affected creature’s speed is halved in the area and its AC reduced by 10 for the first time in its turn. The made saving throw succeeds on the second time, and the speed of another creature is reduced by two feet (your choice when you create the spell) for the duration. If you cast this spell on a creature that is no longer being worn or carried, the spell ends for that creature and for all creatures that aren’t wearing or carrying equipment. Transmutation

Eser Wold

Casting Time: 1 action
Range: 5
Duration: 1 Word Of Truth

Self (10-foot radius) Instantaneous Flames wreathe your body until you have a range of motion of your choosing. Until the spell ends, you w as sensitive to fire as normal creatures. You can use your action to move the flames up to 30 feet in any direction. If you would normally move the flames, they lash out to strike at your nearest creature or object. If you would move the flames toward a creature, the flames would instead come into contact with a surface and extinguish their full range. An ignited flame can be turned to smoke, a spark, or a substance that ignites a piece of metal or stone. The smoke and the resulting vapor can be sown by spells or other means, such as burning through clothes or a floor. Conjuration

Eser Wold

Casting Time: 1 action
Range: 5
Duration: 60

One hundred and fifty years into the history of the world, a meteorite falls from a mountain range. Affected by a meteorite, a meteorite appears and lasts for the duration. In addition, when a meteorite strikes a creature on the ground within reach, it flies in a random direction until the spell ends or each creature within reach immediately after. The meteorite, which has the same name as the meteorite, flies in that direction. You can use a bonus action to cause a piece of terrain on the ground to become connected to the ground. The ground must already be soil or trees. If you cast this spell multiple times, you can have no duplicates of one face on the ground at a time, but you must have seen the spell three times before you target a piece of terrain. Once you cast this spell, the globe also w blocks the spell. Transmutation

Eser Wold

Casting Time: 1 action
Range: 5 Days** The spell summons a humanoid of your choice that you can see within range. Until the spell ends, the target is friendly to you and you gain one additional level of AC by 5 + your Dexterity modifier. The target gains the following benefits: You can use your action to make a melee spell attack against the target. On a hit, the target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and be charmed by the spell for 1 minute. On a miss, the target takes 10d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.
Duration:

Conjuration

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

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Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature emerges from behind a manufactured door that looks as though it were poured from a cupboard. The creature, who either rises or falls by the handle, must succeed on a Strength saving throw or drop the watery container for 10 feet and then fall prone. The object you choose for this spell is soft and lightweight. Any metal creature or object falling requires a Dexterity saving throw. The object falls 1d10℃ less heavily than the recommended fall fall speed for the object. Transmutation

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering force springs from your hand toward a creature you choose within range. Make a ranged spell attack against the target. On a hit, the target takes 1dlO force damage. The spell creates more than one object at a time, each object has AC 15 and 15 hit points. The spell creates multiple duplicates of the same object, and it lasts until the end of your next turn. Functio. You name the object, and the spell creates one duplicating a minor or great wizard. The duplicates can be any spell of 3rd level or lower that you can cast, and the spell creates one duplicate of the same spell. The duplicates are friendly to you and your companions. They take no actions and hold their own unless otherwise noted. The spell ends when all four duplicates are destroyed. Illusion

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering portal appears in an unoccupied space of your choice within range and lasts for the duration. You can open a portal by casting this spell using a spell slot of 6th level or higher. You can create one hundred fifty-five miles out of thin air by using a spell slot of 7th level or higher. When you do so, you can use your action to teleport each creature within 500 feet of the portal to another area of the destination area that is no larger than a 20-foot cube. Conjuration

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose up to three creatures you can see within range. They can’t be targeted by spells or otherwise affected by spells or magic items, and they don’t need to be. An affected target can take any number of damage of your choice that it can take on its next turn, ending the effect on itself on a hit. Abjuration

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Concentration, up to 1 minute You can manipulate the shape of one creature, up to six creatures of your size or smaller, up to 5 feet tall and 1 foot thick. The creature must be within 30 feet of you and must be within 10 feet of you when you cast this spell. Conjuration

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows a creature’s Strength score to rise by 1 step, provided that you have the creature’s strength score. Evocation

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical portal that leads to an unoccupied space you choose within range. You can use this portal to travel from one place to another, either to another location or to another dimension. You can open the portal using a Small or Medium (10 feet diameter) opening, and creatures that enter or leave the portal are transported to a different dimension. For the duration, a creature that enters the portal is transported to another dimension, even if that creature can enter a different one. The portal can close, and a creature that enters the portal enters a different dimension than the one you described. You can use only one portal at a time. If you create more than one portal, you need to wait until the last portal created by this spell ends before you can use them all. Conjuration

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell wards off strong wind and cold, making it easier for creatures of Medium or smaller height to pass through. Choose a point you can see within range. A wind of moderate or greater speed (at least 10 miles per hour) blasts from you in a 20-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Wind of Moderate or Higher Strength blows slowly and painfully against harder surfaces. Against a creature of the same or smaller size as you, the damage increases by 1d8 for each slot level above 3rd. Evocation

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

When a creature enters the game, it can make one Intelligence-based Wisdom saving throw. On a success, the target takes half as much damage from magic weapons and magic ammunition as it would from normal weapons and ammunition. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a vortex at the same spot you cast this spell as if you were casting a spell there. You can make a small earthquake, make a tremor sound and create blizzard and snowflakes within 60 feet of that spot, making it imperceptible to the naked eye. When you cast this spell, you can reshape a solid object made of earth in three dimensions to resemble a flying saucer. The creature is suspended there for the duration. A creature can be reared in a flying saucer, but a creature reared in a crabby or feisty creature is suspended there permanently. To release the creature permanently, you cut off its movement and either place the creature somewhere else on the ground, such as a floor or ceiling, or you can raise the creature from the ground. To release the creature permanently, you break apart the physical bond between the saucer and the creature, creating a warp in its physical space. When this transformation occurs, the physical bond between you and the creature is broken, creating a warp in its physical space. The warp then widens and the creature sinks to the ground. Until the spell ends, you can use this ability to affect one humanoid in your area who isn’t being controlled by another creature. You can open a warp in the creature’s space to cause it to swim safely to your surface or to another surface that isn’t being docked at a dock. Evocation

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You establish an invisible barrier between you and a creature you choose within range. The barrier extends across a room, wall, or other surface and lasts for the duration. You can open or close the barrier, which can make it difficult for a creature to pass through. If you do so, they can’t physically harm you. If you open the barrier, they can feel it and can sense your location. A creature or an object that isn’t a creature is barred from reaching through the barrier, and therefore can’t reach through the barrier or open its passage. Transmutation

Eser Wold

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make one creature’s sensory response. The target can use its action to make a Wisdom (Perception) check against your spell save DC to see if any sensory effects have been reduced. On a successful check, you cause any sensory effects you reduce to 1mdW or lower to disappear. Any creature that uses its action to notice any reduction to its sensory reactions can use this check to see if any sensory effects have been reduced. If so, the creature’s sensory response matches any of the conditions outlined in the patron’s patronym entry, and the creature notices the reduction using its action on its turn to move to a space that is within 5' x 5' of it. If you cause a creature to make a Wisdom (Perception) check against your spell save DC to see if any sensory effects have been reduced, the creature automatically determines whether any sensory effects have been reduced using its action on its turn, and the creature recognizes the sensory reduction as magical. If it fails, the creature is otherwise trained to see no difference in its sensory reactions to any effect that affects it. Abjuration

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport yourself, up to 30 feet underground, to a place that you can see within range. You must succeed on a Wisdom (Insight) check to see if the teleportation is possible, and if so, you receive a brief telepathic message from the destination tree (such as the Red Tree, shrubbery, or a grove of trees that you can see within 300 feet of you) as a whole. You follow this message for the duration, but if you say no, you gain no telepathic knowledge of the destination tree. Divination

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a single melody in accord with your wishes. Choose any melody you desire and move up the melody count so that the lowest note is played when you cast this spell. Alternatively, you can move the melody vertically or horizontally, up or down, depending on your preference. Whether you animate, a cowbell, a harp, or a string instrument, you animate the melody as a normal action, which should not change the melody's pitch or direction. If the melody calls for an immediate action, such as opening a container or pouring wine, you animate it so that the second note of the note called for immediately following that action. Otherwise, you animate the melody as part of casting the spell, casting it again, or even as part of casting a spell. When you animate the melody, you can use a bonus action to move it to a spot you can see within range, which of its four directions you choose. When you move the melody, you can control its pitch and direction. As an action, you can switch from using a bonus action to using a shift action to animate the melody to an action that uses a different action; in either case, each time you animate the melody during this spell, you must use your own action to animate it again. If you animate the melody while casting this spell, you can animate the same piece twice while casting the spell, up to a maximum of times. This movement also obeys your voice and can’t be repeated in self. Using only one action to animate a melody reveals the extent of your control over its tempo and volume; moving from one melody to another automatically animates the piece you use to animate it and animates your own animation if you choose. If you animate only a melody and no action is taken to animate another piece before moving on to the next melody, you animate both to animate the same piece and animate again to animate a new one. If you animate both pieces at the same time, animate them again until you animate both pieces, or use an animation that animates both pieces at the same time to animate a third piece. Each piece animates independently of the other, so you can animate as many pieces as you like using only one action. You can also animate more than one melody at a time, creating new ones. You can make any melody you wish, animate it as it animates, and put its melody into an order you choose with sound or touch. Physical activity, such as standing, stepping, kneeling, bending, skipping, snagging, bending, shoving, rolling, twisting, and so on, keeps the melody from changing. The w growth lasts until your next full moon (the spell ends today), when you regain all your hit points. If you end your spell in an area of acid, smoke, or fire and no longer have half as many hit points as before, you lose the melody. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the melody fills a 5-foot-square fornate space that you can see within range. You can also use your action to specify a melody using verbal commands, such as issuing a command that a creature behind you performs, raising its right hand to a height that you choose, or pointing its right foot at a creature within 5 feet of it. You decide the melody's larynx content and create its melody by studying the melody during the melody’s duration. The melody can be any sound you choose (noise, slurping, or slurping is typical), which sounds are common to your genre, or which are triggered by circumstances beyond your control, such as when you trigger the melody to perform a task, when you perform the melody, or when you sense a danger or opportunity in the melody’s melody. If the melody doesn’t create a melody within 5 feet of you, you can use your action to decide whether the melody is sustained and sustain it for another 5 minutes. If you make a decision about whether to sustain the melody (solo or in concert), you make the decision based on facts regarding the melody’s duration and possible effects of your choice during its rest. If you make a decision about whether to sustain the melody (band or solo), you make the decision based on circumstances beyond your control, such as when you make the decision and where you find yourself facing the melody during its duration; if you make a decision about whether to sustain the melody (chill or otherwise), you make the decision based on circumstances beyond your control, such as when you make the decision and when you feel the melody might be sustained. This spell’s duration depends on how long you have rested, how much time you expend resting, and how many hours you spend eating or drinking. Your spell save DC is 8 + your proficiency bonus + your Wisdom modifier. When

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Casting Time: 1 action
Range: 60
Duration: 1 Month

3 Days**

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

Describes a phenomenon that appears to be an odd, magical force moving around a creature in a nonmagical way. The creature must be within 500 feet of the area at the time the spell is cast. The phenomenon appears at any spot within 500 feet of the area within range. The phenomenon lasts for the duration of the creature’s invisibility or wish. You have total control over the phenomenon and can use it to your advantage whenever you choose to do so. If you use your action to move the illusion up to 60 feet to an unoccupied space you can see, the illusion vanishes and the space is turned into a solid object if you possess the properties described above. If you move the illusion up to 60 feet and then return to a spot where it appears, the illusion vanishes and the space for it to remain remains solid. An illusion can only appear when there is an obvious opportunity to do so, such as when you move an object or activate a spell or other magical effect. When the effect of a casting of this spell calls for the creature’s shadow, an illusion can be made to appear as a shadow. It can appear to be a sphere, a cloud, a sphere, a cube, a thin sheet of air, or any other shapes and forms that you specify. An illusion can be cast as a spell or as part of an action that can be taken to cast an effect or a magic effect. For example, an illusion that casts a certain spell can be ended by simply casting the spell using its remaining life points. Similarly, an illusion that destroys an object created by an evil religious artifact can be ended by simply casting the spell using its remaining life points. Similarly, an illusion that summons an undead ends if it appears in the form of an unoccupied pit or an area that is full of corpses. Divination

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Casting Time: 1 action
Range: 60
Duration: 2 years

You weave a silken thread that turns into simple shapes for up to six hours. The material can be anything you choose, including plants and animals. You can use the magical thread to make any arrangement, from simple shapes to elaborate buildings. The threads last for the duration, so don't overuse them. When you make a similar arrangement, choose an open pit, a road, or a place where animals can safely pass. Alternatively, you can create a protective circle made from the magical thread that protects you against all attacks. If you cast this spell using a spell slot of 5th level or higher, the circle lasts until you finish casting it. Once you have cast it, you can no longer cast it. To cast this spell, you must be within 30 feet of the magical thread. When you cast this spell using a spell slot of 5th level or higher, you can create the protective circle by removing the magical thread from a wicker or other covered object. You can use this spell's equivalent in an action to move a Medium or smaller creature 15 feet away from the magical thread and place it between a pillar and a table. The creature must make a Strength saving throw. On a successful save, the creature moves and is no longer affected by this spell. Finally, at the end of each of its turns, after each creature it chooses within its movement for the first time on a turn or starts its turn there, it makes a Wisdom saving throw against this spell. Divination

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Casting Time: 1 action
Range: 60
Duration: 6 months

This spell can permanently neutralise the appearance of any creature within 60 feet of you. At the start of each of your turns for any reason, a random humanoid (minimum 1st level), or an object (equivalent to a simple longbow or simple spike) magically appears in the area, in an unoccupied space of the target’s choice within 60 feet of the area and that is within range, and makes a magic throwing attack with advantage. The target takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. Conjuration

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Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell allows a necromancer to forge new weapons and armor, making them legendary. Each piece of wrought arm or leg becomes legendary, granting a new ability for the weapon to defend against a ranged spell attack. The legendary weapon also becomes an unlocked spell of the same kind that created the armor. When you cast this spell, you can create an unlocked duplicate—and a duplicate that can no longer be created by attacks against you. When you create this spell, you can choose to create a duplicate of a different being that has its own unique set of abilities, weapons, and armor, and then designate one of those abilities to be dedicated to creating a weapon or creating a piece of armor. The weapon or piece of armor can be a simple melee weapon or a special spell (such as the one granted by a legendary weapon), or it can be a massive siege weapon that allows it to deal crushing damage to any creature within 60 feet of it. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. As a bonus action on your turn, you can dismiss such a casting of this spell and cause the manifestation to emit a foul, yellow-green cloud of debris that lasts for the duration. The cloud, with all its area, can cover a ceiling of 10 feet away. If the cloud is filled, the creature within its area falls to the ground if it is moving. If the cloud is large or moves more than 10 feet away from you, the creature outside it falls to the ground if it is moving. Until the spell ends, when you cast this spell, meteors can pass through the cloud, but meteors that pass through it also pass through portals leading to other meteors, such as those created by the portal spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this spectral form, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. While in this form, your hit points don’t decay into damage or become inert objects. If you die, all of your hit points remain in your body, and you are dead except for a tiny fraction you retain. You reappear in the form of a bearded man who has a beard and wears a beard bandaged in an attempt to rid himself of his beard. Your hit point maximum and current hit points remain the same, but your hit point recovery time has increased by 10 feet. Finally, if your hit point recovery time ends before the spell ends, you lose all your hit points and appear dead. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a warp that extends to a spot you choose within range. You can use a bonus action to cause the warp to extend and cause it to move up to 10 feet in either direction. The warp can be broken up into four sections, one for each section of space you choose. A warp can be broken up into any of the following:

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. You can call forth a shadowy figure in the shape of a clockwork owl, an ethereal sentinel in the shape of a diamond-encrusted star, or a maddening dread maw. The target must make a Wisdom saving throw. On a failed save, the target b ecomes soulless and withers sooner than normal. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell traps you in a trapdoor, in the deepest part of the forest on the continent. Place a spell of 5th level or lower on the ground in a 5-foot radius and wait until the spell ends or the trap is lifted. When the trap is lifted, any creatures that are within 5 feet of the door (including you) have resistance against the triggering spell. Anything that enters the trapborns trap is trapped there. Any creature that can’t open or close the trapborns trap is forced back to its plane of origin. Any creature that can’t successfully door or door into the trapborns trap is compelled to make a Charisma saving throw against your spell save DC. On a success, the creature returns to its plane of origin, unless it takes a different action this time. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. To a witch or wizard, the spectral guardian represents the devil (or the devil as depicted in the image), which makes them appear evil-looking and weak-willed. To a human or an undead, the spectral guardian represents the dead. If the target is alive and aware of the guardian, it can use its action to check that the image is real and not an illusion. If it is, the image is permanently broken (broken for the duration of the spell). False ID. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a statue. False Attack. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Unseen. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask Off. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask On Self. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Unseen. The image shows a creature as a _different_ from the one it appears in. The creature could be a human, a demon, or a zombie. Mask On Target. The creature appears invisible to all creatures except you and can be harmed only by spells or other magical effects. The creature can be harmed only by an ability check made using your spellcasting ability. The higher the check, the larger the damage package. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Illusion

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 15 foot long, 10 inch by 11 inch square of solid gold in every direction. You can create up to eight such magical objects in a 30-foot radius centered on a point you choose within range. You can cast the spell on a nonmagical object as long as it remains within the spell’s area. The object must be within 30 feet of you. If the object is in the target’s space, it must be within 30 feet of you on the spell’s spell slot. The object can’t be more than 30 feet away from you. A nonmagical object that is within 30 feet of you must be within 30 feet of you on the spell’s slot. If you cast the spell twice, the object must be within 30 feet of you on the casting slot. Divination

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create undead, such as celestials, primals, or elementals, on the ground within range. Choose an area of terrain that you can see and that fits within a 60-foot cube within range. All creatures and objects in the area must make a Strength saving throw. On a failed save, a creature takes 10d6 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half the damage and is no longer blinded. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

Describe, conceal or reshape a creature, object, or creature’s physical, mental, or physical characteristics and/or personality. You can shape or reshape a creature in such a manner as to make it appear as if it were a unicorn or an aberrant, for example. The transformation might be visible at the creature’s feet and on its head, the creature’s clothing or its facial features, or it might appear as if it existed independently of the target. To shape an object or a creature’s physical or mental characteristics, you might issue a command that the creature take a beating, or you might issue a condition that causes the creature to rise and strike you in the chest. Each condition causes the creature to regrow its current hit point maximum and hit point lowest possible health. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can manipulate a creature’s natural or emotional defenses to deal extra damage to the target. Abjuration

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Casting Time: 1 action
Range: 60 Hours
Duration: 1 Hour

1 Hour (in a 10-foot radius) 1 Hour (in a 10-foot radius) The spell ends on a creature that ends its turn within 5 feet of the spell, or one that ends its turn within 5 feet of it. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

A black-tinted creature appears in a space of your choice that you can see within range and uses all its movement to make a Strength check. A creature takes 7d6 piercing damage on a failed save, or half as much damage on a successful one. A creature also takes half as much damage on a successful save, or half as much damage on a failed one. A creature can use its reaction to make a Strength check using its reaction. On a success, the creature takes half as much damage on a failed save as it has on a successful one. Conjuration

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Casting Time: 1 action
Range: 60
Duration:

Transmutation

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Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, each creature who ends its turn in the spell slot created by this spell becomes blinded and deafened for 1 minute. An unwilling creature can make a Wisdom saving throw to end the effect, as determined by its DM. On a failed save, the spell ends for that creature. If the blinded creature makes the saving throw, it can use its action on a later turn to take a new one. Transmutation

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Casting Time: 1 action
Range: 60
Duration:

Until your concentration ends, you have advantage on attack rolls, ability checks, and saving throws and are immune to all damage, including normal damage, until the end of your next turn. Additionally, as an action, you can mentally command one of the summoned creatures to run and hide, which it does so with advantage, and which has its own limited motion sensors and can’t move or attack targets. Whenever you cast this spell and as a bonus action on your subsequent turns, you can mentally command one mounted mounted creature to attack and take 2d6 force damage, and when that creature takes damage of any kind, you must use your action to command it to make a Strength or Constitution saving throw. The creatures instantaneous reaction is an attack that could use another spell slot. Conjuration

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Casting Time: 1 action
Range: 6
Duration: 1 Hour

You bring forth a swarm of flying beasts. Choose an area of terrain you can see within range that is flat, wiggly, or stout. Tiny or larger creatures are affected in the area automatically and have a flying speed of 60 feet per round until the spell ends. Each creature that is affected must also make a Strength saving throw. On a failed save, the affected creature flies automatically. Each creature takes 2d8 bludgeoning damage when it strikes a creature with a shaft in the ground or a creature with an axe in the ground. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Transmutation

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Casting Time: 1 action
Range: 6
Duration: 24 Hours

This spell harms one willing creature whose goal is to consume food or otherwise harm another creature. The target must make a Wisdom saving throw. On a failed save, it is incapacitated for 1 minute, after which time it reverts to its normal form. When the target completes the saving throw, it consumes the food or other material as part of its efforts to maintain a high quality of life. The target also takes 1d12 cold damage when it is reduced below 20th level (and again when it falls below 20th level). Transmutation

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Casting Time: 1 action
Range: 6★ (8/6)
Duration: Instantaneous

Choose a creature that you can see within range. Until the spell ends, that creature can make a Wisdom saving throw. On a successful save, the creature takes 10d10 bludgeoning damage (less than 1d6 damage per inch of thickness). On a failed save, the creature takes half the damage, and it takes half the damage if it is standing still. The damage can’t reduce a creature’s speed, attack, or damage by more than 20 feet. Additionally, when a creature with an apparent weakness (such as being knocked up or pinned) hits you, you can make a Wisdom saving throw to regain control of it. If you do so, the creature automatically recovers from the weakness, and if it recovers enough to use another ability, that ability instantly reasserts its hold over the creature. If the creature recovers enough to use another ability, that ability instantly reasserts its hold over the creature. Abjuration

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Casting Time: 1 action
Range: 6 Years
Duration: 1 Hour

You create or shape another object or a surface for grinding or shaping. The shape you specify can be as small as a thin sheet of stone or as large as a solid sheet of stone. The spell can animate objects and shape them. The new form can be a creature, an object, or an object that is neither worn nor carried by an entity or a surface, such as a wall or a pillar. Huge or greater creature. When you cast this spell, you create or shape any creature or thing that weighs up to 500 pounds. The creature’s height must not exceed 10 feet, and you can’t create or shape a creature that weighs more than 500 pounds. Conjuration

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Casting Time: 1 action
Range: 8th Circle
Duration: 24 Hours

You choose one creature that you can see within range. The creature must be within 30 feet of you when you cast this spell, or 30 feet of a side of you when you cast it. The creature’s speed is halved in the area until the spell ends, and the creature is restrained while you make the casting. The creature can use an action to make a Strength or Dexterity check against your spell save DC, and the creature takes 3d8 bludgeoning damage on the attack roll or less on its next attack roll. The creature is restrained while you make the casting. While the creature is restrained, you can use an action to make an extra attack for each slot of restrained condition open. Transmutation

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

Your prayer grants you the ability to grant temporary status benefits, such as invisibility, protection from death, protection from cold, or protection from energy. Transmutation

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Casting Time: 1 action
Range: Augmented deity
Duration: 1 minute

Choose a glyph, a piece of magical energy that costs 700 gp per gaseous form you have, or two substances that are nearly as long as a creature’s head. The substances are harmless, and the glyph fills its area. When the glyph appears, each creature under the effect of a glyph must make a Wisdom saving throw. On a failed save, a creature takes 3d6 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

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Casting Time: 1 action
Range: Augment�
Duration: Self

1 Hour A shimmering green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates any material created by it. Transmutation

Eser Wold Category Spells Name Duration Class Effect Redirection

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Choose a creature or object within range. You choose from a pantheon of deities, as seen from above. Choose one of the following options for the duration: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower If you cast this spell no creatures or objects appear. Physical interaction between the two creatures (or two creatures or two objects) is not possible. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature or object can be affected by it, for each target. The additional creature or object affects only one creature or object of your choice: it creates an opening in a floor, a pillar, or a gap in a ceiling, causing it to slam shut. Abjuration

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical talisman that lasts for the duration. The talisman can contain any quantity of silver or obsidian you desire, intact and perhaps even translucent, to grant greater protection from hostile magic. The magical talisman's properties can be viewed in greater detail below. A magic talisman is a magical barrier composed of three layers of magical energy that are suspended between two solid masses of stone, solidified at different points in the cube and whose properties extend along the magic talisman_. The magic talisman protects its layer from ranged attacks made against it. If you cast this spell multiple times, you can have up to three creatures of your choice that you can see within range and that can be charmed or frightened by it — each creature charmed by it takes 1d4 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Conjuration

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Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose three creatures that you can see within range. You can see one discerned by casting this spell within range, and it becomes visible to you for the duration. The creature is invisible to all other creatures except for you, and it can see and touch you as if it viewed you. The creature sees and is aware of everything that moves around it, so it can react in whatever way it chooses. The creature can detect you using its tenses, making it aware of whatever physical or mental conditions are present in the creature’s environment. You have resistance to nonmagical damage and a flying speed equal to your walking speed. When you cast this spell, you can reroll any number of successes and recur one additional time for each stack. Transmutation

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Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

For the duration, you can use your action to create a ring of teeth on an unwilling creature that occupies an unoccupied space within range. The creature must make a Wisdom saving throw, taking 10d6 damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by one die when you reach 5th level (2d6). Evocation

Eser Wold Creature

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Casting Time: 1 action
Range: Creature, from beyond the veil, moves across the plane of existence in a straight line down to the plane of existence you chose. Until the spell ends, the wanderer can travel along any straight line you chose until the spell ends or until the wanderer lingers over another plane of existence. He or she can cross any due-dwelling plane, up or beyond, as long as his or her destination is on the same plane of existence as you. You might choose to halve the wanderer's travel time by one hour, instead requiring him or her to move into an entirely different plane of existence (a different plane can be learned here) or up or beyond the veil by one hour. You and your companions can agree on rules for when the veil appears, though it might appear as a horizontal line or a vertical line. If you cast this spell over a continuous period of time, there is a 25 percent chance that the wanderer appears within a 24-hour period of his or her choice. If the veil appears once before or after a certain point in a creature’s space, that point rises to full health as if it were touching a finger and falls to the ground after 3 feet. If the veil appears again before that point is reached, that point rises to full health as if touched by a finger and falls to the ground after 4 feet. Casting this spell again refreshes the veil and prevents it from fading.
Duration:

Conjuration

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Casting Time: 1 action
Range: Descendant of Power
Duration: Self

1 Hour A shimmering force springs from your fingertips, shaping your physical body to serve as your foundation. Choose up to three creatures you can see within range. Each target must make a Constitution saving throw. On a failed save, it takes 10d30 radiant damage and is turned to ash. On a successful save, it takes half as much damage and isn’t turned into ash. Transmutation

Eser Wold Divination

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Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a magical gateway that leads to an unlikely place: a place entirely beyond earth and magic. You choose the area: an area that is secluded but that contains friendly creatures (for example, a fortress), a labyrinth that is wide and wide-open (with an opening to the sea), or a place where an undead might spawn. The gateway is a magical gateway to a place beyond the physical world. You can create the gateway by creating an extradimensional space in a warded or invisible location within range and creating two antimagic pylons, one on each side of the room. Once created, the antimagic pylon tells you its location, and it disappears when you dismiss it. When you use an action to dismiss the antimagic pylon spell, choose one of the following options. You can dismiss this spell as an action or as an action on your turn. While the gateway is created, you can use a bonus action on each of your turns to move the antimagic pylon from warded to secluded. When you do so, use that action to move the antimagic pylon back to your space. Roll on the antimagic pylon effect after you use it. If you don’t use that action before moving the antimagic pylon, you move it to the nearest unoccupied space of your choice that you can see, at the DM’s discretion. The antimagic pylon is unoccupied except when you move it to a place where warding is not available. If the antimagic pylon is moved into another unoccupied space within 30 feet of the maelstrom created by the antimagic siphon spell, the spell ends immediately, and the antimagic siphon is expelled from the antimagic pylon. Conjuration

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Casting Time: 1 action
Range: Elemental Spell
Duration:

You create a magical staff that hovers in the air at a point of your choice within range. It lasts up to ten minutes and can be dispelled by ranged weapon attacks. When the staff appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature is blinded until your next turn. A creature blinded by the spell makes a Wisdom saving throw against half damage, or half the damage of the spell. Transmutation

Eser Wold Evocation

Eser Wold

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell shapes a creature or a solid object in your imago. Choose a solid object made of stone or stone connected by a bond of stone or mud. Constructs and creatures with an Intelligence score of 10 or lower can cast spells there, as well as those with a Intelligence of +1 or less can't benefit from the spell. The constructs and creatures are immune to the spells. When you cast the spell, choose one of the following effects to affect the creature or object: Each creature in a 20-foot-radius sphere centered on the orb that you cast this spell increases its AC by 10 + its Dexterity modifier, and starts moving in a straight line up to 20 feet in one direction until the spell ends. You cause shapes, colors, and even magical energy to rage over a creature, spawning elemental attacks, spells, and other magical effects. The creature must make a Constitution saving throw. A creature takes 5d8 acid damage on a failed save, or half as much damage on a successful one. Transmutation

Eser Wold

Casting Time: 1 action
Range: Magic circle
Duration: 10 Days

You seize the moment for the family and friends you've just met. Your own birthday is here, and they're hoping to have you all up for it. You decide to help them plan your birthday dinner and to go out for a walk around the house, but when your dad arrives, you decide that you'll have to come to their wedding. As you leave to drive away, you hear him say, "Don't be so self-conscious during a big day." You're glad he's gone, because you know he's gone. You think about how much you love your parents' house, and you realize that some days you'll see them sitting around the fire, just talking, eating, and chatting with each other. You can't let that happen, and you hope that you'll be able to with your parents and your grandparents. On the other paw, you look around at the other families on the side. You remember the girls of your childhood; how they treated you no matter what your age, even though it could have been much worse. What about your parents? What's changed in the last few months? What do you think about their children, the way they treat you? Your parents aren't too happy about it. They seem to get over it, but you know how much they miss them. As you drive around to visit the family, you notice your sister's home and the other family behind it. She's walking through a massive mansion with a big gold door, standing next to an enormous fireplace, the roof covered with carved trees, and there's a giant, golden door on the level below you. It's an open door to the house, and one that looks out on you when you get close enough to see what they've built for you. It's large enough that you can see what's on the floor next to the doors, and it's decorated with pictures of people, places, and things you probably wouldn't have seen. There are giant marble statues on a great scale, and you can feel their energy growing stronger, even if it's just right there for your ears. You're probably worried about your father, because he can do more than just his family, he can actually change things for the best for your happiness. You walk through the front door to get your sister up as soon as possible. The light shines inside, and before you know it you can feel it falling from a window. You feel like you've gone to sleep. The light begins to shine again, and you know the world is going to end. You hear footsteps coming from the bottom of the door, and you don't know how long it is. The light shines out again, and you can feel the wind picking you up and running your back along the wood. You hear the footsteps again, and before you know it, the light comes back on, and you feel a chill run down the back of your neck. You don't know when you'll be back next, or if your family will be here for you. _ _ _ _ _ __ _ _ _ /

Eser Wold

Casting Time: 1 action
Range: Magic, necromancy, or similar effect) The target must make a Charisma saving throw. On a failed save, it is blinded until your next turn. For the duration, the blinded creature has disadvantage on attack rolls against creatures that are within 60 feet of you.
Duration:

Abjuration

Eser Wold

Casting Time: 1 action
Range: Magic Stone
Duration: 14 Hours

You create or create the stone shown on the surface of an object that you can reach. The stone is made of steel or stone, and its weight is no more than ten pounds. To create the stone, use 1d4 + your spellcasting ability modifier, and until the spell ends, you can use your spellcasting ability instead of Strength for the stone’s construction. You can create any number of cubic feet of solid stone on the surface of the stone, or a sphere of stone on the surface. Each foot of movement requires 3 feet of movement. When you create the stone, you can expend one use of magic jade to craft one additional use of magic stone. You can use a maximum of one use of magic stone per round expended. You can create one additional use of magic stone per round of casting this spell using any method you choose, but the stone must come from the same source as the material used to craft the stone or from a different spellcasting school. You can create two additional uses of magic stone per round of the spell. You must choose a material used in the casting, not a single spellcasting effect. Transmutation

Eser Wold

Casting Time: 1 action
Range: Necessary action
Duration:

You cause pieces of armor and weapons to fly straight up at a creature within reach. Make a ranged spell attack against the creature. On a hit, the creature automatically takes 2d10 piercing damage, and you gain no spell slots to spare. The spell ends if you use your action on a subsequent turn to do so. You can use your action to end the effect. On a success, the spell ends for the creature. Evocation

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Casting Time: 1 action
Range: Numbered
Duration: Animal Manual

Describe in detail the history and natural defenses of a creature. A creature of either sort in a natural forest, a city or on a high mountain must prepare a protective spell, which must specify the kind of plant or mineral to be targeted. For every 10,000 feet that a creature moves on a paved road, it takes 14d4 piercing damage, and it can’t take reactions, including making a melee spell attack with a weapon. Conjuration

Eser Wold School

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Casting Time: 1 action
Range: School
Duration: Instantaneous

This spell merges all the elements of a crystal into one substance—the gemstone or the stone of an elemental element, if you chose—for which it is composed. Through magic, one element becomes an element of nature, while the other becomes an element of manganese or other mineral element. The element is nearly indivisible under the skin, as are its minerals. To create an alloy, melt it, pour it out of a mica-coated vessel, fill a 20-foot cube with water, and cool it, you need the following ingredients: an elemental, an ore, or a mineral other than lead. For each component, add the appropriate amount of time for the initial reaction, and specify when that reaction occurs. If you cast this spell with a casting time of 1 minute and a cooking time of 1 hour, the casting of all components takes 2 minutes instead of 3 hours. If you cast it with a casting time of 3 hours and an opening time of 1 hour, the casting takes 1 hour instead of 2, and the opening time is 1 hour instead of 2. AgedStone Earth 15 Days Choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose four stones or mud that you can see within range. Each stone or mud you select has AC 12 and 30 hit points. It is immune to being triggered by attacks or possessing abilities originating from that stone or mud. A creature that uses an action to shake or slap the affected stone or mud up must spend 4 feet of movement for the spell’s duration to do so. A creature can use its action to move the stone or mud over the edge of the cube, ending the spell early. A thin sheet of cloud covering the area obscures its area of effect, making it difficult terrain. Any creature in the area when you cast this spell is blind until the spell ends. When you cast this spell, you can have one additional creature under the cloud for each slot level above 3rd. Transmutation

Eser Wold Self

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A beam of yellow light flashes from your fingertips to a point you choose within range. The target must succeed on a Constitution saving throw or be blinded until the spell ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s expended cost. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to three additional healing points for each slot level above 3rd. Evocation

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A flickering flame appears in your hand and moves with you, remaining there for the duration. The flame remains there and can be extinguished by one of the following effects. Ending the flame ignites it and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or cast this spell again. If you cast it again as an action, the flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Daylight. You can illuminate the area around you in bright light for an additional 30 feet. This light is sunlight. Energy Vulnerability. If you have a resistance rating of 2 or lower, your construct becomes immune to being affected by this spell. If you have a resistance rating of 1, your construct becomes affected by this spell. Energy Vulnerability: Your constructs have a natural vulnerability to being affected by this spell. When this spell ends, your construct becomes affected by an additional spell for each slot level above 1st. Abjuration

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Casting Time: 1 action
Range: Self
Duration: 1 Hour

A Large spectral ghost appears in an unoccupied space that you can see within range and lasts for the duration. The ghost is friendly to you and your companions for the duration. Roll initiative for the ghost, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ghost, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier appears and b eons later, an illusory duplicate of yourself appears in your space. You can see and hear the duplicate, but everything it appears to be an illusion. The duplicate can be anything from a human to a creature of your choice. The duplicate can be a creature, an object, or a creation of magical force, as well as anyone else you can see. The duplicate is physically identical to the original, but it has a duplicate mirror. The duplicate can open and close the mirror, which is about the same in size as the space the illusion occupied. However, it can’t open or close the duplicate’s space. The duplicate can’t open or close the duplicate’s space, and it can’t create or duplicate any other object or creation of magical force within the space available. The duplicate is physically in the space the illusion occupied, within 5 feet of you. If the illusion created is too small to create or duplicate any object or magic force within the space available, the duplicate is destroyed. The duplicate is created only under certain circumstances, such as when the duplicate is created by a spell or a natural disaster. The duplicate can be destroyed only when the spell or natural disaster results in any of the following effects. When you cast this spell or as your action during the duration, you can replace the duplicate’s physical component with another spell of 3rd level or lower. - You create a duplicate of another creature. The duplicates physical component is identical to the original, but it has a duplicate mirror. The duplicate can open and close the target’s space, and it can’t create or duplicate any object within that space. - You create a nonmagical object that isn’t a magic item. The object is an object created by the spell to be held and used only by the duplicates physical component. The object can be a simple, mundane object (such as a cloak or mask), a set of arcane or magical runes, or a combination of the two. The spell fails if the duplicate created an object of greater value than the object used to create it. The spell fails if the duplicate is worn or carried by the duplicate. - You create a nonmagical object that isn’t a magic item. The object created by this spell is identical to the object worn or carried by the duplicates magical component. The object can be a set of runes, a set of magic runes, or a personal spell or artifact. The object can be destroyed, invisibly, by the duplicate if it exceeds your spell save DC. If you cast the spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss the spell at any time. Transmutation

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A spectral apparition appears in a location within range and lasts for the duration. The apparition is invisible and requires an Intelligence (Investigation) check against your spell save DC to find it. The spell ends if you dismiss it as an action or as a result of an event as mentioned above. If you cast the spell while the spell has lasted, you can dismiss it as an action. The spell emits a bright beam of radiance that reaches into the Ethereal Plane and moves with it. The beam remains for the duration, and the spell ends if you attack any of its 5 locations. The spell has a 50 percent chance of finding a specific location when you cast it as part of casting the ritual. The more locations you have, the more powerful the spell is. The more locations you have, the greater the damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A wall of sand appears at a point of your choice within range, firmly rooted in place by gravity. You choose the edge of a circle that you can see within range. A circle of force 30 feet square and up to 20 feet deep is impossible for other creatures. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in its area that aren’t being worn or carried. When a creature takes damage or is pushed into the wall, the creature that pushed it must make a Dexterity saving throw. On a failed save, the creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages types of objects that can’t be broken, and those that do so are pushed up to 10 feet away from the center of the wall. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell summons a spirit that assumes the form of a loyal, majestic mount. The mount appears in an unoccupied space on the ground within range. The mount appears in an unoccupied place with a willing creature of your choice within range, and the spell ends if the creature is slain or if you cast this spell again. The mount is unfriendly toward you and your companions. Roll initiative for the mount, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue any further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the course of its wanderings, and you can’t issue further orders to it. Once you issue a command to the mount, it defends itself from hostile creatures but otherwise takes no actions. The mount is under your command to the best of its ability. The mount makes no decisions about the

Eser Wold

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, choose one of the following damage types: acid, cold, fire, lightning, or thunder. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both types of damage increases by 1d6 for each slot level above 3rd. Necromancy

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Casting Time: 1 action
Range: Self
Duration: Augury

Concentration, up to 1 minute The next time you hit a creature with an attack before this spell ends, the attack deals a spell point maximum of 3d6 damage (no creature life is lost). If the creature w as injured by this spell or becomes injured while attacking a different creature, the creature is also reduced to 0 and has no hit points. Necromancy

Eser Wold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of fire on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. Evocation

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to twice the number you cast these spells. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal state when it is restored to its hit point maximum. This effect lasts for 1 hour, after which it ceases to be a target of this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points of triggered spells are replaced by the temporary hit points of triggered creatures. Transmutation

Eser Wold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Eser Wold

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call out to the spirits of nature to protect you. Choose a point you can see within range. The spirit spirits each take 3d6 psychic damage on a failed save, or half as much damage on a successful one. The spirits each cause a sensation of great power and glory to befall a creature that you can see within range. The spirits appear in the form of glowing, pale, wispy, bearded menials with pointed ears and pointed thumbs. They are friendly to you and your companions. Roll initiative for the spirits, which have a radius of 30 feet. The spirits each take an extra 1d6 damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Eser Wold

Casting Time: 1 action
Range: Selfortium
Duration: Concentration, up to 1 hour

You create a magical object, a magical item created by a spell of 5th level or lower, that can be found within 30 feet of you and that lasts for the duration of the spell. The magical item might give you powers, make you stronger, or reduce the target’s carrying capacity by 30 feet. It might even double the target’s food intake. It might even keep you warm. To the best of your knowledge, this spell doesn’t work on undead or constructs that aren’t protected by a lich’s ward, such as undead or constructs. You choose one of the following options for how the spell ends: The target dies. If it does so, it is pulled into a lich’s shadow prison, where it awaits the next manifestation of its power. This casting ends for it. For the duration of the casting, the spell can summon up to three undead or an odd number of creatures of the chosen type. This casting ends if your concentration ends prior to the spell’s duration. For the duration of the spell, a lich’s shadow prison appears and lasts for the duration. The target has disadvantage on attack rolls against creatures that aren’t its types. Conjuration

Eser Wold Small

Eser Wold

Casting Time: 1 action
Range: Small
Duration:

Threads of spectral energy radiate from you and move with you, remaining within range and casting spells of your choosing. For the duration, this effect can’t reduce terrain on the ground to 0 hit points. Transmutation

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Casting Time: 1 action
Range: Special Condition
Duration: Category:Animal Behavior

Duration: 1 Hour Concentration, up to 1 hour You summon celestial creatures from the plane of chaos known as the "Floor of Maelstrom", a room with a circular hall that is almost 100 feet high and reaches for 1,000 feet. Each celestial there is a celestial of challenge rating 4 or lower, and it must succeed on a Dexterity saving throw or drop to one of its hit points. As a mass of churning gas fills the room, each celestial must make a Constitution saving throw; a celestial with a saving throw of 1 or less makes that saving throw by throwing smoke bombs from its chimera as an action. When it does so, it makes a flammable entangle attack against a creature within 30 feet of it, and three bolts of lightning strike at the celestial. On each of your turns until the spell ends, you can use a bonus action to cause four bolts of thunder to leap from the celestial at your command, and you can cause six bolts of lightning to leap from the celestial at your direction. Conjuration

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Casting Time: 1 action
Range: Special Intelligence
Duration: Duration: Concentration, up to 1 hour

You create a magical construct that looks like a muggle construct, but has the same basic properties as a real muggle construct. The only difference being the name. For example, a muggle construct might be called a fortress or dragonback, or a brothel, or a prison. Additionally, each muggle construct has a magical connection with one of the four major Houses of Hogwarts. While in existence, the construct is an illusion, and any spoken commands it might carry out, are either lost in translation or unintelligible to the mind of its wielder. The construct can animate, wither, or even fall based on the nature of its magical connection to the fortress or brothel. To the best of your knowledge, no other magical construct has this connection. Conjuration

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Casting Time: 1 action
Range: Thread\-Elemental summon
Duration:

For the dragon**s sake, cast this spell. Summon an incorporeal being from your spell list to challenge your mortal enemies for the life of a willing creature. Roll on the d20 roll and add the number rolled to the attack roll you make against one creature within 5 feet of the incorporeal being or until that creature makes an Intelligence saving throw. The creature’s Strength score is equal to your spellcasting ability modifier + your spellcasting ability modifier. On an attack roll or an attack treat roll using this spell, the incorporeal being can roll twice and add your proficiency bonus to the attack and damage rolls of the two. Once, roll two Constitution saving throws for each slot slot level above 5th. The creature’s Strength score is equal to your spellcasting ability modifier + your spellcasting ability modifier. While the creature is within 30 feet of you, it can use an action and make a Wisdom saving throw, returning the spell to its slot if it has one. If it has neither, it spends its action to exhale a blast of lightning of your choice from the Ethereal Plane. Make a ranged spell attack for each slot level above 4th. On a hit, the creature takes 4d8 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

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Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a shimmering orb appears at the center of your space on each side. Choose one creature of your choice within range, and you create an instantaneous magical link between you and it that lasts until the start of your next turn. You create the link by creating a magic sphere on each of your turns. You can have up to three spheres at a time on the ground, on the ground next to a potion or food item, and on the ground if it is on the ground. The spheres last for the duration. A sphere with a 25 percent chance to teleport you is the only magic item that can be linked to a portal to another dimension. You can use a bonus action to cause any other magical item to teleport you and cause any magical effect creating a link between you and the sphere to end there. The orb is invisible and remains for 1 hour before it pours out. Evocation

Eser Wold Transmutation

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Casting Time: 1 action
Range: Unlimited
Duration: Duration: 10 minutes

You choose one creature you can see within range and assume the appearance of a fey companion. You choose one of the following forms for the creature, which have the same basic abilities and characteristics as the creature’s in the game. While the fey companion is acting as a servant, it treats any attacks it makes with a weapon attack as normal. You can also dismiss the fey companion as an action. Abjuration

Eser Wold

Casting Time: 1 action
Range: Unlimited
Duration:

You choose a creature or an object that you can see within range. The target must be within 60 feet of you when you cast this spell and able to see through it. The target can't pass through a 20-foot-radius sphere centered on the spell’s target. For the duration, each friendly creature that starts its turn in the sphere takes 1d8 bludgeoning damage. If you cast this spell without first preparing any natural weapon (such as a warding weapon), the spell’s damage increases by 1d8 and the spell ends early. Evocation

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Fall of the Wild

Casting Time: 1 action
Range: 0 Hours
Duration: Concentration, up to 1 hour

You create a nonmagical beast or plant that has AC 20 and 50 hit points and is Medium or smaller. The beast’s hit point maximum is reduced by the total hit points of all creatures you choose within range. You can move the beast up to 30 feet to a depth of 15 feet, up to 30 feet for each side you split into two levels, up to 20 feet for each side you split into three levels. The beast can move to and from any one fixed point within 30 feet of you. It can enter a locked container, unsink or unsecured, and it can use an action to exhale a blast of energy in a 30-foot cube centered on that point. Each creature in that area must make a Constitution saving throw. A target takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st, and two additional creatures for each slot level above 2nd. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

This spell creates an invisible barrier between you and your intended target. Until the spell ends, a creature that can’t see or hear you or that can’t speak your language as part of casting the spell can see through the barrier,’ but otherwise isn’t within 60 feet of you. At the completion of the casting, a creature on the ground hears the sound of the spell, and the spell damages the target and makes it deafened if it can’t hear you. The spell ends for an unwilling creature if it can’t be targeted by the spell. Abjuration

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: 10 minutes

You create one of the following effects within range. When you cast this spell, create the following effects. You instantaneously freeze the area of stone and mud that you can reach. You instantly draw line, or straight and deep, across the ground that you can see and push through it. You instantaneously illuminate and turn into lava and smoke, making it difficult terrain for creatures other than you. You create a solid barrier of quicksand that lasts for the duration. If the barrier is breached, ground is driven up around it, and creatures within its area are blinded. If the barrier is breached again, solid walls and other obstacles are created, and creatures within its area are pulled 10 feet to the left of it. If you cast this spell once each day for 30 days, creating two other effects, you can do the same with only one effect. You create a barrier of quicksand that lasts for the duration. If you use your action to defend yourself from lightning rod lightning damage increases by 10. You instantaneously crack the skin of a creature that attacks you. The creature takes 10d6 lightning damage and is knocked prone. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create an undead creature’s fortress against the elements that rises on land at the end of your walking or long rest. The fortress lasts for the duration and isn’t filled with fog or by flowing water. It is a Huge fortress with 10 feet of reach and 30 feet of reachable ceilings and a 60-foot-radius sphere centered on that point. The sphere can be reached only by ramming your head against the sphere’s edge. If you drop your head, or do something magical to the sphere, it vanishes, creating a 30-foot-radius sphere with 30 feet of reach. A sphere smaller than that can hold up to twenty-five creatures. The sphere lasts for the duration or until you cast this spell. You choose not to create a sphere when you cast the spell’s third ability spell. If you cast this spell while you and as part of a long rest are fighting together, a sphere of your choice moves with you. It flies toward you and then crashes down, raising the creature to three levels of exhaustion. The creature returns to its home plane if it is slain, unless you have additional eyes on it, if your camp or an area within its reach, or if you create a telepathic link between you and the creature you cast this spell with. Divination

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You teleport yourself from your current location to one that you can see within range. You are late for class. You re-enter the spell at the same spot you left off in the previous casting. The teleport lasts 1 hour and costs half as much as before. When you cast this spell, you can use your action to teleport to another spot within range of the spell and re-enter the spot as described above. You reappear within 10 feet of the place you left off. If you cast this spell again, you can use your action to teleport to another spot within range. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You conjure a fey, the flesh-eating creature you stave off in an area that looks like it might be a world away. Until the spell ends, the fey doesn’t attack you. You may choose a new fey as the target of this spell. It disappears when it drops to 0 hit points or when the spell ends. On a successful dispel magic spell, the fey doesn’t harm you. A fey has no need for concentration; you can use it to your advantage to keep an eye on intruders and to avoid combat situations. The fey can’t attack or cast spells. If it does so, roll an d10 at the end of each of its turns for the purpose of ruling over the fey, which has its own day. When the fey resolves, it attempts to bite one creature within 30 feet of it that it can see within 120 feet of it. The fey takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The fey is friendly to you and your companions for the duration. It obeys your command to the best of its ability, even issuing commands such as to guard its lair and keep watch on intruders, but it makes no decisions about when or where to resolve these decisions. If you do so, your fey’s lair falls to its natural terrain, and it has disadvantage on attack rolls against you and any creature within 60 feet of it who is hostile to you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. The creatures must be within 30 feet of each other when you target them. When you affect one more than two creatures, you can affect them all at once. They w as fey (1/2 the creature’s full weight in gold and silver) and you can’t have more than one fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY FEY SEVERAL HUNDREDS Of fey and illusory vermin abound in the forests of Draenor. You must have seen fey and illusory vermin in the forest surrounding the Black Gate at some point during the game. They appear at the bottom of the Grove of Madness and creep toward you while you are within 60 feet of its lair. When you cast this spell, you can have up to two fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey fey FEB 20 FEB 20 FEB 15 FEB 10 FEB 10 FEB 10 FEB 10 FEB 10 FEB 10 FEB 10 FEB FEB 20 FEB feb feb feb FEB 20 FEB feb feb feb FEB feb FEB feb feb FEB feb FEB feb FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB 50 FEB 20 FEB FEB FEB feb feb FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FEB FE

Fall of the Wild

Casting Time: 1 action
Range: 10 Days
Duration:

An undead creature rises from the ground in this divine location. It crumbles to bits and falls to the ground, where it awaits your challenge. It has a AC of 10 and 30 Hit Points. If it has no hit points, it has disadvantage on attack rolls against creatures of Medium size or smaller. It has disadvantage on attack and damage rolls against creature types other than Wisdom and Charisma. The challenge can be won by killing the creature or by defeating the evil spirit, which is a spectral fiend named Sire. After defeating the fiend, you can use your action to move the creature up to 30 feet in any direction. You can’t move the creature more than once. When it appears, switch back to being a skeleton if you want it to move again, or fall to the ground if you want it to fall. The creature can use its action to exhale acid, which causes it to flourish. As an action, it exhales a cloud of acid. Choose one creature within 10 feet of the target that it is attacking or standing on an unoccupied spaceable as a pile. That creature must make a Dexterity saving throw. On a failed save, the creature’s entire body is covered in acid. When the spell ends, acid damages only the creature whose equipment it lies on its body. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 11d8 + 30 damage. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 12d8 + 40 damage. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 hour

Choose a creature or an object that you can see within range and that fits within a 100-foot-radius sphere centered on a point with range and lasting for the duration. If you choose the sphere, the spell causes the target to make a Wisdom saving throw. On a failed save, the creature becomes restrained by the bound creature until the spell ends. The creature, restrained by the creature spell, makes the saving throw with disadvantage. If the creature successfully saves against the magic trap before the spell ends, the restrained creature can use an action to try to escape, but has disadvantage on the save. A creature restrained by the magic trap can use an action to make a slam attack with a slam of his or her weapon against the creature within 30 feet of it. If the creature succeeds, the trap has an effect similar to that of the spell, except the creature is restrained by the magic trap. If the creature damages the magic trap by reaching for it, that creature instantly escapes. Abjuration

Fall of the Wild

Casting Time: 1 action
Range: 10 Days
Duration:

Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 10 Days
Duration:

You conjure a sea beast to carry out your bidding. Until the start of your next turn, you can use a bonus action on each of your turns to grant the beast a bonus action to itself or to another creature (your choice when you enter this spell's area). You can also use a bonus action on each of your subsequent turns to grant the beast a new action, an option, or a new effect. While the beast is within 30 feet of you, you can’t grant its action, reaction, or any other ability to carry out your commandment to it. While granting these options and allowing it to take the action that would normally result in a saving throw, the beast also has disadvantage on attack rolls against you and its companions. In addition, when you strike it, you cause enough damage to shatter armor, shatter insides, and shatter solid foundation to create a 20-foot tall cylinder of crackling, corrosive gas within 30 feet. Each creature in that area must make a Dexterity saving throw. The creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a 25-foot cube of crackling corrosive gas centered on a point within range. Each creature in the area must make a Dexterity saving throw. On a failed save, the creature takes 4d8 poison damage and is restrained for the duration. At the end of each of the creature’s turns, it can make another saving throw against the spell. If it succeeds, the spell ends, and the spell becomes permanent. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 5d8 poison damage and the duration increases to 10 days. When you cast it using a spell slot of 8th level or higher, the damage increases to 10d8 poison damage and the duration to 30 days. When you cast it using a spell slot of 9th level or higher, the damage increases to 30d8 poison damage and the duration to 1 year. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell can end a creature’s early pregnancy. While such a creature has no eggs, a foetus that is neither spermati nor viable, or a foetal heartbeat, it has no recollection of its mother’s birthday, birthday, or other significant event. If the creature recalls an event that occurred a long time ago, it is no longer pregnant and dies within 24 hours after the instant the spell ends. The memory is permanent and can even last up to 1 year. Abjuration

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You open a gateway to unknown lands, a gateway that allows a creature who dies within its area to reincarnate as a creature of Medium size or smaller. The creature’s maximum height is 300 feet, and the creature has disadvantage on Strength checks and Strength saving throws. While in the gateway, the creature can’t speak, cast spells, or affect objects other than wood or stone. The creature can’t attack or benefit from emotions, and creatures that aren’t connected to the outside world can’t benefit from emotions such as fear, anger, or pity. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You point your finger toward the heavens and create fireworks within range to illuminate the way for the next rainstorm to fall. Up to ten meteors will fall down and crush it. Each 3 foot— or 15 feet—radius part of the sky must be covered in falling debris. There would be a 0.5 inch wind chill on the ground as a result of the spell’s area, and falling debris could reach 10 feet thick. Arrows, bolts, and other projectiles launched from the ground or falling from tall buildings could also fall down. Illusion

Fall of the Wild

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself or a willing creature you can see within range. You and a willing creature that can see you within range form a charmed, fey sortie. You and the creature you charmed are sworn to secrecy, a nature that is at odds with both your wits and your loyalty. If the creature doesn’t want to reveal your name to you and is willing to go to great lengths to avoid being recognized by other creatures, it chooses to remain hidden. This disguise change also extends to all other creatures you designate, though only to you and a willing creature. When you cast the spell, you can switch to a different form, such as a muggle or other arcane form, and cast the spell again if you lose control of the illusion or if you learn of its true nature through another spell. If you cast that spell while you are casting this spell, you lose control of the illusion and can no longer see or hear anything. To learn more about this spell, read the spell's full text at the end of the spell. Divination

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: 120

1 Round You reach into the soul of a beast and imbue it with the power to assume the form of an undead servant. Hit point maximum increases by 2, and the DM gains a number of temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hits last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a harmless gust of wind in a 30-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. When the sphere moves to within 300 feet of you, there must be one dwelling within 300 feet of it. It creates a 360-degree circle centered on that point. Until the spell ends, you can use an action to exhale the wind in a different direction. The wind spreads around corners, so choose a point within 300 feet of you and move as far as possible from that point before the spell ends to create a 45-foot cone of radiance centered on that point. After choosing a point, you can exhale a gust of wind up to 60 feet long and 5 feet wide. Make a DC 25 Intelligence check. On a success, you create an arc of radiance in each of your fashions for 3 minutes, after which time you take half damage from the wind. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You invoke the spirits of nature to guard a stronghold or keep a section of a fortress from destruction. When you cast this spell, you choose an area of terrain with a challenge rating of 3 or lower and shape it in such a way as to create a 10-foot cube with a 10-foot edge. The cube is then 10 feet long, and the spell chooses one side of the cube for each side you choose. You can shape a square, up or down, as large or small, as wide or deep, or as few as 10 feet wide and as many as 40 feet deep. You can shape up to four 10-foot cubes, each with a challenge rating of 3 or lower. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: 8 hours

Choose one creature you can see within range and instantly teleport you. Alternatively, you can cause the illusion to teleport you into another plane of existence. You can also cause the illusion to teleport you to a place other than the one you’re currently on in that plane. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional planes for each slot level above 6th. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration:

Concentration

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You cause an object that you touch to fly toward a different creature of your choice within range. Until the spell ends, that creature must succeed on a Strength saving throw or become frightened while in the ranged weapon's range, and until the spell ends, it doesn’t gain the benefit of advantage in attack rolls against you. While frightened by this spell, a creature becomes worse by every 1 foot it travels, and it spends the rest of the duration frightened of you and each successive creature it can see within 30 feet of you. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You cause beasts to leap from a distance of up to 30 feet. Your movement is unaffected. The jumping beast instantly begins its fall, making a vertical jump of 30 feet or less possible. The jumping beast can do one additional jump move made with its weapon (’s slam attack, for example). If you use your movement to move the beast, choose a new destination and then repeat the jump. You can target any number of creatures within 30 feet of one another when the creature’s speed is light enough that you can reach the beast’s flight. When the creature reaches the top of its destination tree, it leaps up to 30 feet in a straight line and releases a small amount of force that restrained it. The creature also has advantage on Strength and Dexterity checks it makes before leaving its home tree. The creature can reach its greatest speed when fighting against its greatest enemies. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a target undead. It becomes a zombie when it becomes within range and when the spell ends. It loses any ability to speak, or gain any special abilities or abilities. It gains the following benefits: It gains 10 temporary hit points. These temporary hit points fill the target’s severed body and limbs, though they aren’t healing. A target can use its action to retry the resurrection. It doesn’t take a hit, however, and takes no actions. When the target drops to 0 hit points, it reverts to undead form, which temporarily sucks it up and sucks its remaining hit points out of it. If the target is still alive and conscious when the spell ends, it is no longer a zombie and can instantly return to normal form. If you cast the spell again, the temporary hit points have already been removed, and the creature’s restored hit point maximum is reduced to 0 hit points. When the spell ends, the creature is no longer a zombie and can’t automatically revert to its normal form. If the creature reverts to undead form, it still takes 2d6 necrotic damage and must immediately use its reaction to regain all the hit points. When the spell ends, the creature’s severed body and its hit point maximum are no longer affected by the resurrection spell. Abjuration

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You shift your body so that it appears like you're walking. When you cast the spell, you can move from a standing position to a seated position as a bonus action. You can also change the appearance of your feet by moving them up or down as you like, up or down as you wish. When you use your action to move your body to a different position, you can use your action to move it 1/2 mile, but you can’t move more than once. You can’t move more than once when you have advantage on one saving throw. If you do so, you immediately move your body back to the starting position, unless you want to move it up or down in anything from where you stand. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical portal that leads to a place, manner, or goal within range. It lasts for the duration. You can open the portal by spending 5 feet of movement on each of your turns. You can use your movement to enter the portal and exit it. If you do so, you are ejected from it and face harmlessly through the portal, blocking the path and dealing damage to any creatures you choose that pass through it. When you open the portal, choose a password that can be learned only by one creature of your choice that you can see within 30 feet of it. The portal is an illusion that requires the creature’s soul to come from. For the duration, that creature has disadvantage on attack rolls against you and can't benefit from taking damage from it. Illusion

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Instantaneous

When you cast this spell, you choose a region of fire in range. The area appears completely opaque, and creatures within it see invisible light for the duration. Each creature in the area when you target one of those areas must make a Wisdom saving throw. On a failed save, a creature can’t speak a line or write on the ground for 1 minute. On a successful save, a creature can write on the ground for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You summon a beast that has no natural defenses, and it counts as a Huge or smaller creature if it doesn’t have a home outside the Great Tree. The beast can be found inside the Great Tree every day for the duration. You can make the summoning call by dealing its skeletal component with a challenge rating of 4 or lower, and it delivers the closest melee melee attack within its range, using whatever weapon or ammunition is available. If the creature’s ammunition choice fails, the creature is driven back to the Tree and forced to abandon its tree dwelling. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 120
Duration: Unlimited

Until dispelled by a spell of 5th level or lower, the image appears within earshot of friendly creatures within 30 feet of it and illusory (the target’s language, or whatever you have seen so far, is no longer intelligible). You can thus create a false image of the creature if it is within 30 feet of you and illusory (the target speaks gibberish, or carries on an idle speech that is unintelligible within its space, if the target doesn’t speak any) occurs, and the image fizzles out. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 13
Duration: Instantaneous

You create a dragon within range, granting it the power to fight in battle. You choose a creature type: ranged weapon (sword, axe, crossbow), axe (bow), mace (cannon), or daggers (explosive). The dragon’s speed is its normal speed. The dragon has resistance to all damage except psychic damage. If it has psychic damage in it, that damage deals an extra 1d6 psychic damage to it, and if it spends its action trying to cast a spell, can’t reduce the damage to 1d6 or lower. If it spends its action trying to cast a spell, trying to cast a spell that costs 5 minutes or less of casting, the dragon’s action is wasted. After spending its action trying to cast a spell, the dragon spends 3 minutes or less of its action trying to cast a spell, or attempting to cast a spell that costs 5 minutes or less of casting. The DM makes these statistics in connection with the summoning. At any time thereafter, the dragon can enter a bonded state, accepting all the circumstances that would normally bring it to its senses. The bonded state might involve leaving behind a weapon, shedding it for a spell, shedding it for a spell, shedding it for a short rest, shedding it for an extended period, shedding it for no purpose, shedding it for a full duration, shedding it for a heavy burden, shedding it for a short rest, shedding it for a long rest, and shedding it for no other reason. The DM makes this statistics in connection with the summoning. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You choose a type of stone that you can see within range. When you cast this spell, choose a stone that isn't covered with bark or leaves. Your spell ends when you finish casting. While covered, creatures have resistance to bludgeoning, piercing, and slashing damage from beyond the Wall. When you cast this spell, you also endow the wood with resistance to necrotic damage, if any. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your magic vanishes when you reach 5th level (2 miles) or higher. You can use a bonus action to dismiss your spell and have it revert to full effect. You or one of your companions in a 30-footradius cloud, centered on a point you choose within range, becomes blinded until the spell ends. For the duration, a willing creature can make a Wisdom saving throw. On a failed save, it can’t speak a single line of language for 1 minute. A deafened creature takes 1d4x necrotic damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a harmless odor that can be suppressed by one willing animal companion. You can detect the odor around 1 mile away, within 30 feet of you. You can smell a specific sort of fish or soil element within 30 feet of you, or a specific kind of plant within 30 feet of you. Until the spell ends, the odor is eerily quiet. It hovers between you and the spot you spot the odor; it passes through objects and remains in your possession for the duration. To cleanse you of the odor, roll on the ground or a soft surface and do the following: Invisibly clean it off. Then pour some water on it. Invisibly clean it away. Then pour some airbrushed over it. Invisibly clean and lighten it up. Then pour some airbrushed over it. If you choose a place within 20 feet of you that has an airlock, you can create one up to 20 feet deep and let the vapors pass freely through it. If you choose a place within 20 feet of you and that doesn’t have an airlock, you instantly banish all but one creature within 20 feet of the place from it. A second banishing spell can banish up to two creatures instantly, ending the effect of both spells. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch a creature. For the duration, this spell can’t teleport you to the nearest undefinable teleportation glyph of another kind and can’t incapacitate another creature. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute

You create a ward that protects up to fifteen creatures of your choice within range. Each target is affected just as it was when it summoned you. The warded creatures have resistance to acid, cold, fire, and lightning damage. When a target is destroyed by an attack, spell, or otherwise harmful effect, the creature takes 1d4 radiant damage, and it takes 10d4 radiant damage at the end of each of its turns. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration: 150

Concentration, up to 1 hour You create a magical portal between two points you can see within range. The portal opens in a 30-foot cube and is centered on one point. A creature can use an action to teleport to the nearest point you can see within the portal. A creature can use its action to move up to 10 feet away from the portal when you do so. A creature can use its reaction to move up to 10 feet away from the portal when you do so. The portal remains open for the spell’s duration. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour or until you cast this spell again.

Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration: 2 Days

1 Hour (1 min. per day) Instantaneous You send a magical message to a creature within range. The creature must succeed on a Wisdom saving throw or be charmed by the message. The creature is charmed by the message even if it isn't incapacitated by it. The spell ends after the target has made one Wisdom saving throw or it has disadvantage on the saving throw. A creature that fails the saving throw is charmed by the message, even if it can't see the object or the creature. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a plant that you can see within range. You choose blossoms or shoots, as well as other plants that are tall and wide enough to encompass the plant’s space. When you cast the spell, choose leaves, berries, ferns, herbs, and chilliwakes. You also animate and sustain plants that you can see within 30 feet of the target. In addition, when you cast the spell to animate, create or sustain a plant, you must use the same number of uses of the animate or create conditions effects, not the same number of uses used by the spell itself. If you use the same number of uses for both conditions, the spell fails and the plant dies. Alternatively, you can establish a location using soil detail. This change allows you to create plants without disturbing the natural environment of the spell’s area. Plants in the area are unaffected by plants in the same area. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 hour

You create an undead body that you can see within range. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 1d6 necrotic damage. On a successful save, a creature takes half as much damage. A creature must use a bonus action on each of its turns to succeed on this saving throw or take half as much damage. A creature can’t take more than one saving throw at a time. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute

You cast this spell at a point you can see within range. You must have a Large or smaller size bonus to damage rolls, attack rolls, and ability checks. If you hit with a weapon attack, you take 1d6 damage on a failed save, or half as much damage on a successful one. 150 Concentration, up to 1 minute You create a 5-foot cube of solid air with a 10-foot-diameter section of solid wood and a 20-foot-diameter section of solid wood and a 30-foot-diameter section of solid stone for the duration. You can use your action to create as many 10-foot-diameter sections as you like. Touch Concentration, up to 1 minute You touch a willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw. On a success, the creature takes 10d6 necrotic damage. On a miss, the creature takes 10d6 necrotic damage. On a successful save, the creature takes half as much damage. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature that enters a burning ruin or that enters the spell’s smoke to reek of decay and decay at a rate of magic. Anything that isn’t burned remains. You can use a spell slot of 5th level or higher to automatically light any bonfire at the ruin and make any other damage as necrotic. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 hour
Duration:

This spell allows a dragon a short rest that doesn’t require food or water at all. Until the end of your next turn, as a bonus action, you can move your body up to 60 feet and reroll any number of d20 roll failures you make to see who on your next turn is immune to this effect. You can also dismiss this spell as an action. Transmutation Aura Touch Instantaneous You step into a place you magically conjure and serve as a symbol of authority. Until the spell ends, you possess certain characteristics, such as the facial features of the one you chose, appearance and mannerisms of the target, as well as physical appearance of the target. The target can be a humanoid or an animated creature (your choice if the target is a creature). The target also obeys your spoken commands and enters your presence. The target can be friendly to you or hostile to you if your alignment does not favor it. You decide what action the target takes. It can make one weapon attack, one melee attack, or one shield attack with that attack. If the target fails any of these attacks, or the spell ends before it can affect you, you can use an action to dismiss it. If you do so, the spell ends. Enchantment

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell damages creatures you choose within range. If you target a creature, it must make a Wisdom saving throw. On a failed save, it takes 14d6 lightning damage and is blinded for 1 minute. On a successful save, the creature takes half damage. When the spell ends, the creature’s speed is restored to full. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause a beast to enter a stump or some other abiotic environment beyond reach. The beast must be within 1 mile of the stump or the ground there. If the creature’s speed is low, it can enter the stump by using a bonus action on each of its turns, and it must then make a Charisma saving throw. On a failed save, the creature is left behind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for two beasts increases by 1d6 for each slot level above 3rd. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

You make an undead creature resemble the creature you drew from the chest of a corpse. The creature can be any creature of Medium size or smaller or a Huge or smaller creature. The creature must fit within a 40-foot cube in each dimension, and it can’t have more than one eye on it. The creature is also completely covered from the start, with its hair covering its facial features, and its fingernails covering its forearms. Any appendages or severed limbs on the creature can’t be touched, though it can stab or bite you with its bare hands. The creature spends 1 minute attempting to bite you before it’s frightened condition is met. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 7th. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

Your glyphs are a magical barrier that protect you from harm. You use your movement to move so as to not fall, but you can use your movement to move at a speed of 60 feet per round in all directions. When you reach the glyph, you can choose a new height or distance from the glyph to cover your travel. If you drop your weapon and reach the glyph at the same time, the glyph shrinks from you to 0 feet in each direction, shedding bright light in a 20-foot radius. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature that has the following statistics. The target takes 10d8 necrotic damage. On a hit, the target is knocked prone. On a successful hit, the spell ends. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform a Large or smaller creature you can see within range into an undead creature by passing a polymorph spell of your choice that you cast and that ends a turn or ends a turn. An undead creature can’t become undead, and it disappears when it drops to 0 hit points or when the spell ends. As an undead spell, you can use an ability die to determine the creature’s natural armor bonus: “natural trinkets, “natural weapons, ½”natural armor, or “infernal weapon” If any of these bonuses apply to a creature other than you, you can use your action to move the creature’s natural weapon bonus to one level higher than the spell’s slot, and it can take the Dash action, but it can’t move further than the spell’s maximum speed. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 hour

You create a magical energy sphere, centered on a point you can see within range. An object that is not being worn or carried or carried or carried by another creature can see through the sphere and is visible when you cast the spell (your choice, up to a distance of 30 feet). You can use an action to teleport to the sphere. Moving to a point within reach, such as a point you can see from a distance up to 120 feet, you can use your reaction to teleport to the sphere. An object that is worn or carried by another creature can see through the sphere, and it can’t be seen by the creature. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 1 Round
Duration:

You establish a magical link between a creature and an object within range. You can direct a creature to a magic door or to some other magical portal within range, opening a gateway that leads to a different location or to a location beyond the spell’s range. The spell can open a gateway in a different location or in a different creature’s area, opening a gateway that leads to a different temple, inn, or temple-like structure within reach. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 hour

This spell creates a raging flame within range to deal 2d6 fire damage to any creature within 5 feet of it. This spell creates the flames when you cast it. You can designate any number of creatures you have affected as under the flames spell. You choose a creature’s height and weight. The fire spreads around the creature if it is within 1 mile of it, but spreads out across other creatures if it moves within 500 feet of it. The spell creates no heat or cold damage. If you cast it again, the fire spreads out across the floor and so does the smell of burning flesh and bones, for 1 minute A t he start of this spell, you can’t use this spell again until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You cast this spell on the same creature you are holding who is no longer incapacitated. The spell fails if you or the target both hold water and one creature is hovering near the target. When the spell ends, the creature falls and the spell ends. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 24
Duration: 10 minutes

This spell lasts for the duration. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d4 cold damage. You can deal 1d4 cold damage to the creature if you are connected to the spell’s URL on an object or a place within 60 feet of it and at least one inch thick. At the end of your next turn, the cold damage deal increases to 2d4. If you don’t have enough cold damage to deal with, the creature dies. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the damage dealt by an amount that PsiSpell.pelic, or Spellstrike, deals to a creature by 1d4. The total change increases to 2d4 when you reach 7th level (at the DM’s option, you might choose an earlier version), 8th level (at the DM’s option), or 9th level (at the DM’s option). Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 24 Hours
Duration: 1 Hour (Noon)

Self 10 Days Instantaneous (10 minutes) You create a magical object that you can see within range. The object can be any creature or object that you can see, up to four feet tall and up to 10 feet wide. The object must be within reach of a creature or object that you can see within range. You can use your action to make the object magically appear before you cast this spell. While the object is in the air, you can move up to 30 feet in a straight line. You can also move up to 30 feet in a straight line. You can use your action to cause the object to move up to 60 feet in a straight line. The object has advantage on attack rolls against creatures and on saving throws against spells and weapon attacks. The object is magical in nature and can be interacted with only by creatures or by creatures that share the same plane of existence. You can use a bonus action to cause the object to move up to 60 feet in a straight line. The object can be placed anywhere on the surface, and it can't be moved more than once. The object can be moved only by means of a spell of 3rd level or higher. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 2 Days
Duration: 10 Days

8 Days, up to 100 days (up to one year) 1 Hour (no action) Concentration, up to 10 minutes Instantaneous A creature enters the space of a willing beast or smaller for the first time on a turn or a long rest. The target must succeed on a Dexterity saving throw or take 2d6 radiant damage. A creature takes half as much damage on a failed save. The spell ends on a target who succeeds on a saving throw. A target can repeat the saving throw at the end of each of its turns. A target can use an action to end the spell on itself on a success. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 2 Days (1 hour)
Duration: 1 Hour (30 minutes)

10 Days (1 hour) 10 Days (1 hour) 1 Hour (30 minutes) 10 Days (1 hour) 1 Hour (30 minutes) 1 Hour (30 minutes) 1 Hour (30 minutes) 1 Hour (30 minutes)

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: 1 Day

You choose a point you can see within range. The point you choose must be within 30 feet of a point you cast this spell on a point you can see within 30 feet of it. For the duration of the spell, the point can be up to 60 feet away from you. You can use your action to make a ranged spell attack against the point. On a hit, the target takes 2d6 psychic damage. If you cast this spell multiple times, your attacks are targeted by the same target. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants the warding elementals sufficient warning before a hostile creature, other than a beast or a plant, attains the reach of footsteps and steps in an area it can’t pass. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You draw up to three twenty-centimeter cubes of stone from the mote, which is a piece of magical stone made from a thick, tough stone leaf. As a bonus action on your turn, you can move the cube up to 60 feet and repeat the spell if appropriate conditions are met. If the cube moves more than 60 feet from you, the spell ends. Special Condition Touch 1 minute You touch a dead creature. The target’s vitality and total missing body parts are restored to it, as are the remaining missing body parts. As a reaction when the spell ends, the target can make a Wisdom saving throw. On a successful save, it reverts to human form, shedding its hit points and attaining hit points equal to half the original missing body parts’s maximum. If the target w ere incapacitated or diseased, it can use its reaction to automatically move out of the dead creature’s shadow to regain full health, or it can use its reaction to immediately move to a spot within 5 feet of the creature’s shadow that is completely occupied by it and that can be no closer than 5 feet away from you. The spell ends for the target if it would fall if it were to fall into a pit or if it would fall if it were to sink to the bottom of the pit. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates either a Large or smaller construct of your choice within range within which to mount a hostile beast or a creature. For the duration, each creature in a 20-foot-radius sphere centered on a point within range is affected by this spell. At the start of each of your turns until the spell ends, you can use a bonus action to mentally command a beast or creature that you can see within range to accompany it on a course of combat that it chooses. The beast obeys your verbal commands, and when the beast completes the course of combat, it returns to its original position and forms a line of command with you as part of the attack. (Typically, the beast obeys the order it was designated to follow on its way to battle, though you can create such a line of command by creating a new command or casting a spell that adds your symbol to its power description.) You decide the target of the command, its movement patterns, and how it behaves while it is within its sphere. Creatures within the sphere are immune to this spell. Whenever you command a creature, raise it's size so it can fit in a 20-foot cube, it carries out the command automatically and doesn’t have to use its movement to do so. You might specify a different activity or creature type, such as raising or barfing a creature to attack it. The creature obeys when it is within its sphere of commands, even when the creature is physically within it. Divination

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure a creature that you can see within range. The target must succeed on a Wisdom saving throw or drop whatever it is holding. When the target drops whatever it is holding, you choose whether it is a creature or a solid object. The creature can hold up to 100 pounds, and it disappears when it drops to 0 hit points. The spell ends if you drop to 0 hit points. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You draw the air from a creature’s mouth and suck on it like a fish until you reach 5th level (2 gallons). You can fish it for 1 minute in a row, eating whatever remains. The fish is native to the Ethereal Plane and appears in an odd spot within 100 feet of you whenever a creature other than you enters the mouth or moves into it (for example, as an area of fog or smoke, 40 feet or 30 feet within an open pit, or 10 feet within a cave). You can’t cast spells there. When you cast this spell, you can create a gaping mouth on the ground or in a loose cloud covering an area of ground 100 feet square. This mouth is 5 feet wide with a diameter of 20 feet and a depth of 12 feet. It spreads out over a 60-foot radius and lasts for the duration. Whenever a creature moves into the mouth, it must make a Charisma saving throw. The creature takes 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The mouth is 1 foot deep and 30 feet wide. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration:

Illusion

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature within range as your weapon. You create a medium-sized blast of lightning that lasts for the duration or until you dismiss it as an action. It flashes green and then dims in an area of your choice within range. The fire spreads around corners. A creature in a 15-foot radius sphere centered on the point you chose fires twice as fast as normal. A creature in the sphere when you cast this spell can lob a total of 1d8 lightning bolts per 10-foot cube you occupy, or 1d10 lightning bolts per 10-foot cube created by spells of 2nd level or lower. For the purposes of this spell, a creature is "born light"—its speed increases by 10 feet until the start of your next turn. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell is an ability change wrought by a willing creature. A target might choose to switch to a different ability within a long-term hold, or keep what it has learned as an afterthought. For example, a creature that moves to the north might adopt a strategy that recognizes a place in the forest as warm and friendly to dragons, and it performs a simple task to ward off the cold. You might even adopt something that a warded place might not be suited for. A creature might be able to survive in an unheated world, though that world might be scorched to bits. When you cast this spell, you have up to ten uses of the temporary ability check. You might change one warded ability check made using your normal ability check to a modified natural ability check made using your proficiency bonus. You might even change one warded ability check made with a +2 bonus for being a celestial. Whether you roll a d20, or adopt a modified natural ability check, you create a new warded ability check based on your proficiency bonus, not the bonus you use for the check. If you make a successful natural ability check against your spell save DC, you are no longer warded. If you make a failed natural ability check against your spell save DC, you are still warded. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 30
Duration: Range

1 Hour This spell summons a great beast of burden. You choose the Beast type. Medium or smaller animals are preferred. A Huge or larger creature is preferred. Large or smaller creatures are better choices. For battles raging within its area, the beast might attack while it is within 5 feet of you. If you have no terrain active on it, it might lash out at you from a different distance. If you have a Large or smaller target, the beast might attack while within 5 feet of you. While the beast is within 5 feet of you, you can use a bonus action to make a melee spell attack against it. On a hit, the target deals 1d8 damage on a failed save, or half as much damage on a successful one. You can also reduce the beast to 0 hit points with a Strength or Dexterity check (your choice) as a free action. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 3rd-level transmutation
Duration:

You create a spectral beast within range that can’t enter a place or within an area that is dedicated to any kind of magic. The beast must be within 60 feet of you when you cast this spell, which might take a long time. The beast’s speed is 25 feet. Until the spell ends, the beast can move up to 30 feet straight, attack two others, and make three damage rolls each time it makes its attack roll. It also makes two damage stops at its feet and makes a number of noise checks equal to five times your spellcasting ability modifier. When you cast the spell and as a bonus action on each of your turns while the noise check is active, you can deal an extra 20 radiant damage to the beast if it starts its turn in a spot you have designated as their hiding spot. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 4 Days
Duration: 1 Hour

1 Hour 1 Day, up to 9 days. Until the spell ends, you must use the spell to determine the day and time of the specified day. You can determine the day as early as the start of the current day. You can also determine the day or time as early as the start of the next day. You can also determine the day or time as late as early as the start of the next week. You can use this day or time or both. You can also determine the day or time as late as the start of the next day. You must use this day or time or both. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 5
Duration: 10 Days

This spell summons undead creatures of the specified type. Choose a creature type and a target is summoned. The summoned creatures are friendly to you and your companions for the duration. An undead creature’s game statistics are replaced by the statistics of the creature, which are unchanged but no longer relevant. The creature must have a hit point maximum of 2d8 or lower, a hit point falloff of 1’, and at least 1 hit point. It also suffers from T levels of 0 or less. The spell fails if the target’s hit point maximum is less than or equal to the level of the spell’s level. A creature suffering from necrotic damage can use its action to assume a different form, shedding its hit points for the duration. The creature can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer undead but constructs, and its hit point maximum and maximum are each halved. A construct’s hit point maximum is halved, and it also has disadvantage on attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of summoned creatures increases by two for each slot level above 6th. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 5
Duration: 14 Days

This magical artifact is an artifact of nature, whose power and might have sent the beasts of the forest reeling. These animals are servants of nature, their bark being the perfect companion to bark. Whenever a creature within 5 feet of the artifact (for example, if you are in the area and are fighting a creature) makes an ability check, roll a d4 and assign a starting creature type to that ability check. On each of your turns, you can use your action to determine what creature type the beast would have to be in order for it to succeed. It would be a beast of challenge rating 5 or lower, or a creature of challenge rating 1 or lower, in size, type, or ability. Alternatively, you could assign a challenge rating of 1, meaning a creature would be better off using the lower challenge rating for a challenge rating of 1. Creatures that have a challenge rating of 2 or lower are unaffected (and might otherwise be immune to these effects). If you raise the total to 3 or lower, creatures of challenge rating 1 or lower might not be affected at all. Roll initiative for the beast, which has its own turns. It obeys any verbal commands that an unlocked verbal challenge requires it to obey. If you raise the total to 5 or lower, creatures of challenge rating 1 or lower might be immune to these effects at the DM’s option (if that option is occupied), at the DM’s option’s option’s choice; otherwise, creatures of challenge rating 1 or lower might be dismissed from the group, or banished. Divination

Fall of the Wild

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell pits two celestial fey against one hostile creature of your choice that you can see within range. The fey w in a cone and moves with the creature toward you, occasionally attacking the creature it eases. When the creature scores a hit, it can make a Constitution saving throw. On a success, it isn’t compelled to use its action on the turn it’s attacked by raising its Bonewing bonus, and the creature then treats it as though it had hit the target. If you cast this spell while your hands are tied, you provoke opportunity attacks from the fey. This spell gives you advantage on those checks, which you can make early in your turn. While the fey is within 100 feet of a creature, it can hover and can’t attack. Enchantment

Fall of the Wild

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You conjure up a beast of burden to crush and crush down on an unwilling creature within range. The creature must make a Strength saving throw. On a failed saving, the creature is driven to either immediate or lifelong servitude, and it takes 2d6 psychic damage on a failed save. This damage can’t reduce the target’s maximum weight or carrying capacity to less than half the creature’s normal rate. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create a bonfire on the ground that you can see within range. You can make the bonfire appear as a horizontal pillar, rising 100 feet above the ground. The pillar has the same horizontal dimensions as the vertical one on which you place your spell’s bonfire. When you create the pillar, you can designate any number of perpendicular directions to the pillar's movement. You can also designate paths along the pillar, which are made up of nails that twist and twist as you make the nails go in and out of your direction. The nails become permanently attached to the pillar when the spell ends. Flame Resistance Touch Concentration, up to 1 hour You touch a creature, granting it resistance to one damage type of your choice: fire, cold, or lightning. (your choice.) One creature of your choice within 30 feet of the target must make a Dexterity saving throw. On a failed save, the target takes 1d6 fire damage, which is replaced by radiant energy, at the end of the next turn until it collects itself. A creature takes half as much damage and is blinded, deafened, or blind for 1 minute while blinded or deafened by the bonfire is on the fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 5 Days
Duration:

A strange apparition floats from your mouth to occupy the air within until you choose a location within range: an empty room, a large room with multiple stories and corridors, or a room on the ground that is up to half the floor: 1 foot in diameter, 10 feet high, and 5 feet thick. Each creature is affected by the spell for its duration, and when the spell ends, the apparition appears within 5 feet of you, flashing red, green, or black in color and emitting bright light in all of its area. The apparition is friendly to you and your companions. It lasts for the duration. You can use your action to deal 1d6 radiant damage to the creature if it is within 5 feet of you. If you do so, you also lose sight of it for 1d6 days. As an action, you can move the apparition up to 30 feet in a straight line toward an unoccupied space you can see within 5 feet of you. If you move more than 300 feet in a straight line, the light it emits ignites flammable objects in its path that aren’t being worn or carried. The light moves with the movement of the light, which can’t enter or leave occupied spaces or rooms. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a flammable object created by the apparition moves with the light to 1d4 on a failed save, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light sheds this effect as light 100 feet in a direction you choose for the spell’s duration. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the spirits of the dead to safeguard themselves against mortal enemies. The spirits let them down by forcing them to move to a certain location on the ground, either underground or on the ground next to a certain entrance. If a creature moves into or through this location while you are within 60 feet of it, the creature is pushed to one leg and must first make a Strength saving throw. On a failed save, the creature can throw another object or strike a creature or a structure within 5 feet of it that has been magically consecrated as a living place. If you attack this creature, which has 70 hit points, it takes 20d10 force damage. Whether you are attacking a creature or forcing its will to move, it can make a Strength saving throw. On a failed save, it can’t use a spell until it uses its reaction. Using it when the spell ends has no effect. The spirits protect undead creatures and neutral creatures, neutral creatures and creatures created by spells. When you cast this spell, you decide what kind of creature to create, how far away from that creature is a creature and how far from that creature that creature is. The spirits can protect creatures that are friendly to you or hostile to you. When you cast the spell, choose Medium or smaller. When you roll on each of the 18 d10 damage dice, you draw your own spell list. Creatures with natural armor and shields (your choice) are unaffected. You can’t create more than one spell list at a time, and spells and other spell effects created by the spell create two or more spell effects. When you cast a spell, choose one from the list, and then choose one of the spells from the list to affect. Creatures that use a spell slot of two or more are affected only by that spell. A disintegrate spell destroys a single spell spell, not multiple spells, and the number of feet of movement required to affect a creature or an object that it can reach is reduced to zero. Enchantment

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 1 day

All creatures within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 10d6 psychic damage on a failed save. On a successful save, a creature takes half as much damage on a failed save. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 1 Day

This spell allows a creature who uses its action to make a melee attack with a weapon with a range of touch. On a hit, the target suffers the attack's normal effects, and it’s weapon falls into an unoccupied space on the ground made available by the weapon’s construction. You can target a creature’s movement for the attack’s effect, and a creature with a Strength score of 2 or less can use its action to move the weapon up to half its speed for its melee attack. The weapon then disappears from the target’s reach, and the creature can repeat the attack in its space. If it successfully hits, the weapon is no longer in its space and disappears from the target’s reach. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 1 Hour

2 Hours At a point you can see within range, you can determine the direction in which the wind, wind, or snow passes through it. A creature in the wind, wind, or snow area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is pushed 10 feet away from the spot where the wind or snow entered it. A creature can’t be pushed more than 10 feet away from the spot where the wind or snow entered it. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 1 Hour

60 You touch one willing creature you can see within range and choose one of the following benefits: You gain no benefit from being under the spell. You dismiss any attack or spell that would be able to hit you. You can use your action to dismiss an attack or spell that would be able to hit you instead. You dismiss an attack that would fail you or that would cause you to take damage. You dismiss an attack that would cause you to take damage. In addition, you can use your action to end an effect that would end the spell. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell shapes the air around your home. Choose any number of cubic feet on the ground that you can see within range. Buildings, trails, and other structures in the area collapse, flattening trees, forming valleys, and forming steeple-ties. This spell creates these structures in service of energy, such as trees, to support the weight of the building. The trees in service are strong enough to keep a human or a beast from falling off of a tall chimney. When the spell ends, the trees crumble to dust, creating wide ravines that span miles. To these trees, every creature counts. You choose the trees and the thickness of the ravines as an ability modifier. When you make an ability modifer choice, roll on the die and choose the pile height at the top of the spell’s table. A pile height of 10 feet or less can be created by dividing the height by 10 feet or so in any number of ways: as a rule of thumb, an 8-foot tall pile created by the addition of this spell's bonus masonry bonus increases its height by 5 feet, while an 11-foot pile created by the addition of this spell’s bonus construction skill increases its height by 10 feet. When you make these changes, you can assign different bonuses to these trees, rather than having them each be one meter thick and have the same bonus as a bonus from a pile. For example, an 8-foot tall pile created by the addition of this casting ability requires only one masonry bonus. If the bonus is no longer paid in full, a second masonry bonus is applied, which adds the bonus to the pile. You should consult your DM when you design such a tree, as the tree increases its height by another 10 feet if you or I choose the same tree for the new bonus. For example, if I add an extra masonry bonus to an 8-foot pile created by this casting ability, the pile rises by 10 feet, and the tree adds the bonus to its pile. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a magical portal that can extend to up to 100 feet in any direction. You can use the portal to teleport another creature of your choice that you can see within range, and the same creature can't be teleported to another portal. The portal is made of thick, thick metal and can hold up to 500 pounds. When you cast this spell, you can make one additional teleport of your choice to fill the portal. A creature can use its action to make the first teleport to fill the portal, and it can't make more than one teleport every 24 hours. Divination

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: ‰1 Mile

This magic spell imbues a creature you touch with a wish that it can either die or become mindless undead. This wish can be a wish manifesting in any form you choose—as a wish to live, as a wish to be destroyed, or as a wish to be cured of a disease or even become immune to it. The wish is sincere and might command the creature to become a mindless undead, something the DM might ask the creature to do at the DM’s discretion. The creature has AC up to 10 + its level. It can’t take reactions or move at all while under the wish’s influence. The wish doesn’t last. The creature returns to life with 10d6 hit points if it is killed by an attack, spell, or other arcane spell. If it regains hit points while under the wish’s control, the creature is slain. Illusion

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 1 Round

You touch a creature and cause it to make a Wisdom saving throw. On a failed save, the creature takes 1d4 bludgeoning damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On a failed save, the creature takes half

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell causes chaos in a location within range. Each creature in a 30-foot-radius sphere centered on the point where you cast this spell must make a Constitution saving throw. A creature can choose to fail the save. On a failed save, the spell causes trees to blow upward from the point of impact, causing them to erupt in flame. An erupting creature takes 10d6 fire damage and 10d6 radiant damage at the start of its turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, fire damage increases by 1d6 for each slot level above 2nd. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You cause hedges and trees to twist and twist until the sunlight passes through one of the wooded areas or until the light flares into a series of sparks that move down through the hedges and trees. The change lasts for the duration, and the hedges and trees in it turn to stone when the change occurs. Each time you cast this spell, you must use a different hand’s construction instead of the one in place. The changed physical form must be of the form you cast on yourself. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You unleash magic within a Small or larger standing tree and turn it into a ranged spell of your choice that can hit. If you cast this spell without first targeting the stump, the spell ends for it. Until the spell ends, the magic weeds out trees and other plants within 500 feet of it and makes them wither away. This spell can’t target a Huge or smaller tree. The spell damages only those trees that are within 500 feet of it. A creature that uses an action to move its limbs to a side within range can do so, as long as the creature is within 500 feet of the stump. If you don’t affect the movement of a creature that is within 500 feet of the stump, the creature moves with it; otherwise, the creature moves with you. To learn whether the spell affects a Large or smaller tree, read Formless Roots before entering the stump. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 24 Hour

You make yourself into one of the beasts you can see. You choose the image based on a single trait you have, a visual trait, or a sequence of traits you have. For example, a wolf can be trained in running or jumping, but not to a weapon attack. You then choose whether your image looks like a weapon, armor, weapon-wielding creature, or a service weapon (your choice if the image looks more like a spear, dagger, or staff). Alternatively, you choose whether your image appears as a torch, a campfire, or a campfire spell (your choice if your target is on a hill). To appear in an image, you must have one of the following features (your choice), which has no subject: undead, constructs, or undead created by divination, such as the poisoned komodo dragon's bark, magic potion, or potion of cancellation, or magic bottle, or magic whistle, as you create the image. The image appears in your space and lasts for the duration. If you cast this spell multiple times, you can have up to three images produced and one created. “Illusion” You manipulate the appearance of illusory creatures that appear in your space, either as visible shapes or as opaque objects with thin, shimmering lines. Whenever you cast this spell, you can animate up to four such an illusion of your choice, in which case you automatically make a new one. An illusion created by an illusion spell is always worth 9d6 force majeure, with 10 force damage added at the end. Thus, you can animate a 3-foot-by-4-foot illusion of a dragon to appear as a normal flying creature, raise its cap at the start of your next turn, and so on. You can animate an additional 3 feet of animate solid illusion for each slot level above 2nd. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 30

24 Hours You summon a fey beast from the Plane of Fire to fight wherever it lands. You can make a melee attack with one of your weapon attacks against a fey creature within reach. Make a ranged spell attack. On a hit, the fey creature wastes no movement and becomes animated for 1 minute. If you cast this spell again, the animating fey creature spends the full duration animating a different weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial creature’s hit point increases by 2 for each slot level above 3rd. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 60

Eighteenth century, after the defeat of the English in 1768, the Black Death came. The Black Disciples of Gondor, a group that had fought a brutal civil war called the Black Death, appeared in a shadowy chamber above Hogwarts, where they sought to free Gondor's inhabitants. The battle of Hogwarts was so violent that the wizarding world saw only the death and destruction wrought by the Black Death. There, Lord Voldemort, now known as Voldemort, led a group of followers that tried to seize the wizarding world. They were defeated by an array of magical force to no avail. While the followers were scattered, many innocent people, many of whom had no knowledge of Gondor, were tortured and murdered. Many of their followers were also tortured and murdered by Voldemort himself. This incident has become one of the most famous of the Black Death, and a reminder of the importance of education in the Wizarding world. During their captivity, the followers became disillusioned with their leader, Grindelwald. The followers' obsession with Grindelwald led to their downfall. The followers have since become a major force in the wizarding world, with the release of many of the Dark Lord's followers. The followers are thought to have been among the last remaining remaining followers of Grindelwald, who died in a massive torture in 1796. At the same time, Grindelwald's followers have been on the move. While the followers remain faithful to Grindelwald, they have formed one of the more violent wizarding families, the Thalmor, who is considered the most dangerous wizarding family. The Thalmor are not very good at war, and are often ruthless toward those who stand in their way. This battle has brought to the life of many followers of the Black Death, and made them a potent threat in the Wizarding world. The Thalmor is believed to have been the first group to ever appear to the Order, which would lead to Gondor's fall. In all truth, Grindelwald and Grindelwald's followers are the closest that they came to the Dark Lord's followers before. If the followers had survived Grindelwald's imprisonment, the battle would have been averted. It is thought that Grindelwald's followers are responsible for the deaths of four generations of followers of Grindelwald, which would have ended the Dark Lord's rule and forced Gondor to become a vassal by itself. The only thing currently known about the followers is Grindelwald's death or lack thereof, possibly due to Voldemort's death. The Thalmor are thought to hate the Order, but there was another group known as the Thalmor or Muggles who believed in Grindelwald until he was caught. This group is thought to still be alive when his followers were captured by Voldemort, probably after Voldemort's death. It is said that Grindelwald, Grindelwald's followers, and Grindelwald himself will forever be bound to this group by Grindelwald.

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 8 hours

Transcendental portal opened into an extradimensional void which you can see in full view to the whole wizard’s—s’s space. The air is thick with dripping runes that lash the ground, which creates a choking hazard. The ground can be muddy, muddy, or muddy smooth. The ground is difficult terrain for creatures other than foot soldiers and creatures other than celestials (your choice that aren’t undead). You can create any number of rounds of such rounds as a bonus action on each of your turns. As an action, you can move the ground up to 30 feet in a straight line, stopping short of raising it. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You choose a creature or an area of terrain within range to be illuminated. Bright light shines in a 50-footradius sphere centered on that creature for the duration. Until the spell ends, any creature or terrain in the dim light that is illuminated by this spell is illuminated in bright light of your choice for the duration. Nothing is bright enough to cause blindness or blocked short-term teleportation. In addition, whenever a blinded creature enters the illuminated area for the first time on a turn or starts its turn there, it can make a Wisdom saving throw to make the saving throw (the DM might say this saves the blinded creature from being blinded by this spell). On a successful save, the blinded creature can make a Wisdom saving throw at the end of its turn, ending the blindness. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Your magic reaches its maximum potential at the touch of a willing creature. When a creature enters an unoccupied space that you can see on the ground within range, you know whether it has hit points or fallen short of its normal speed (your choice when you cast this spell). If it does so, it causes one of the following effects to occur: One creature within 10 feet of the target moves to the top of the movement for the first time on each turn it is within 5 feet of the target or until its speed halts for the duration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a Large bonfire on ground that you can see within range. The bonfire fills a 5-foot cube centered on a point you choose within range. The bonfire emits light in a 20-foot radius around it that matches the color of its light. The light creates ten burning chambers within 5 feet of your bonfire. While these chambers are lit, the creature doesn’t take acid, cold, or fire damage. When you cast this spell and at the same time as a creature you choose as a creature, you can affect one additional creature for each chamber you have seen, creatures that you choose as friends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a quiver filled with magical energy is created at the tips of your fingers. The quiver has the following properties: It lasts for the duration. You can use a bonus action to cause one creature of your choice that you can see within range to make a Charisma saving throw. If it succeeds, your spell ends for that creature. The quiver distills magical energy between you and the quiver. For the duration, the target can use its action to take 4d6 radiant damage, and it takes 4d6 radiant damage from exhaustion with this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 40-foot cube of dark energy centered on a point you can see within range. Each creature in that spot must make a Wisdom saving throw. On a failed save, a creature takes 1d4 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is prone. The spell ends when it expires. Enchantment

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You pull together a group of creatures you can see within range for a spell of concentration. You choose whether the group consists of Medium or Small creatures, and weage the group as a whole for the duration. The spells you cast reduce all creatures in the group by 10 hit points for each slot level above Medium. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform a Large or smaller creature within range. The transformation lasts for the duration, or until the target drops to 0 hit points. A target’s hit point maximum and maximum hit points are both reduced by 5 at the start of your next turn, and the target’s hit point maximum and maximum hit points are reduced again at the end of your next turn. The reduction ends when the target drops to 0 hit points or, if you have heard of its name before, when it reaches 0 hit points. The target also has disadvantage on attack rolls against you. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

An invisible barrier that defends a location is hoisted by one creature of your choice within range. Until the spell ends, that creature can make a Strength or Dexterity check as a bonus action on each of its turns. The check, which can be made using a number of hits of 1d6 or less, answers a creature’s question as soon as possible after entering the location. If the creature questions the creature or a creature that enters it about the existence or fate of a particular creature or creature (such as a wizard), the creature answers in a truthful and truthful manner, acknowledging that the creature is dead and willing to discuss the details of its death. The creature then descends safely to its destination. If destroyed, the barrier would likely collapse and lead to the destruction of a location. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you are immune to nonmagical damage and gain the following benefits: You can use a bonus action on each of your turns to create a magical barrier against one creature approaching from behind you. You can move up to 20 feet directly above a target creature or a ceiling or a creature within 5 feet of it. You can use your action to create a magical gate that opens onto a flat or w eeling floor or a box that is 10 feet tall. The gate is 1 inch thick and is up to five feet high. You can use a bonus action on each of your turns to create a permanent lock on the door. If the gate is created and you create, you can create a simple and harmless distraction to intruders, knocking them out, or opening an otherwise imperceptible trap. The manufactured trap is invisible and can only be triggered by one creature action. When you create the trap, you choose a point within range. A simple latch, a simple latch spell, a simple and harmless magic button, or an alarm spell have no audible effect, but trigger if an intruder enters the trap, enters the chest of water, or enters a sealed door or container. You can learn the precise location of all sensors located within the trap using intuition and skill.ogg. Similarly, you can train your mind so that it recognizes objects and triggers the proper actions to open the trap. While unaware of the trap, the mind can use its action to cause any sensor that triggers an action to automatically open or close the trap. To create a sensor, you use a chaining action. You can use a trigger spell’s effect on the sensor to create either a simple or harmless distraction; you can cast any spell cast on the creature that activates the distraction, and you can create a distraction with a successful dispel magic spell. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ghostly, skeletal temple within range. Until the spell ends, a creature in the temple’s space is surrounded on either side by an insubstantial skeleton that can’t be removed by any means. The temple is a permanent object in the game world, placed within reach when you cast the spell. The temple disappears when a creature uncovers it or when the temple is broken or damaged. The temple is an illusion, created by a lich to serve as a distraction spell. The temple reveals a location and serves as a hideout for wights and undead. Only protected by a veil or by protective spells, the temple is an illusion and can’t be removed by any means. It is worth 500 gp to a caster casting this spell. Divination

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical beast within range, such as a lion, bat, fang, or dire eagle. Its movements are unpredictable, and if it takes any damage, it instead makes a Wisdom saving throw against your spell save DC. On a failed save, the beast becomes frightened for the duration, concentrating on it until the spell ends. While frightened by this spell, a frightened creature has disadvantage on attack rolls against you and other creatures. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical portal to the north-east of the Ancient One. The portal is open to the north, and you must succeed on a Wisdom saving throw or take 4d6 necrotic damage and be within 5 feet of it. You can also open the portal by dropping a wand of your choice that is held within it and casting this spell once. You can't use the portal to teleport to another location other than that of a different target, as you must use your movement to move to that location before you can use your action to open the portal. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create up to four pillars of golden light within range. The pillars last for the duration. When the pillars open, a portal opens to a teleportation circle of your choice up to 100 feet long and 5 feet wide. A portal lasts for the duration. When the portal opens, an opening jut out from the pillar to a space up to 5 feet wide opens a portal that locks the portal sealed inside the pillar. A portal lasts as long as the pillar or until the portal is reallocated. When the portal opens, a glyph inscribed with the goddess appears and hovers in the air for the duration. The glyph might be hidden or visible but not consumed. If an object is moved into the portal, the object takes 8d6 fire damage, and the glyph disappears, the object’s movement is halted and the creature takes no damage. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You point your bare hands at hostile creatures within range and make them carry out a debilitating wish. Make a melee spell attack against a target within your reach. On a hit, the target must make a Wisdom saving throw. It must succeed on a saving throw or be reduced to 0 hit points. It can also be affected with a Minor Illusion or a Sickening Torrent spell, and it can’t affect others. The spell can’t enter a creature’s space or pass by a creature’s room or pass by any surface’s surface. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You pull one creature of your choice that you can see within range into a dark, shadowy crypt that looks like a cave. For the spell’s duration, or until you cast the spell and put the target inside a sealed cage filled with air, the creature can make a Wisdom saving throw. On a failed save, it is compelled to move to another chamber that is completely outside its reach and that is on the same plane as the crypt. At the DM’s option, the creature can take the Dash action to leave the cave and continue the encounter there. The creature can also spend 1 minute attempting to escape from the cage by succeeding on an Intelligence or Wisdom saving throw or by spending 1 extra foot of movement to do so. Regardless of the creature’s speed, its attacks deal an extra 1d6 force damage on a hit. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You shape a mountain range on stone. Choose one level of the earth in the area as the target terrain. It is a straight, 100-foot-radius, 40-foot-high, 20-foot-deep pit, 3 feet thick and 5 feet thick. The pit’s area is difficult terrain. When the pit appears, each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, when a creature starts its turn in the pit’s area and moves into it, it automatically succeeds on the saving throw. A creature must first come within 60 feet of the pit from the start of its turn after the pit’s area opens; this spell makes this difficult for such a creature. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You take 20 radiant damage, and one creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell's damage increases by 1d4 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

Choose a creature that you can see within range and that can hear you. The target must be within 5 feet of you. While within 5 feet of you, you make a Wisdom saving throw. If a target succeeds, it can’t be charmed or frightened by you. On a failed save, the target isn’t charmed, frightened, or possessed by you, and it can't benefit from becoming charmed, frightened, or possessed by a creature of your choice that is friendly to you. Divination

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

This spell makes creatures of your choice that you choose capable of making attacks with nonmagical weapons w ho reach for targets within range. You make the attack with a weapon up to your reach. If the target is a nonmagical weapon, you make the melee attack with that weapon. On a hit, it deals a spellcasting error equal to 1d10 force damage. As a bonus action on your turn, you can move the weapon up to your shoulder and use the bonus action on it again, ending the effect on itself on a success. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A burst of magical energy (ranging from a blast of lightning to a chill wind) emanates from you within range, centered on a point within range. Each creature in a 40-foot-radius sphere centered on that point must make a Wisdom saving throw. A creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

An invisible barrier, created by a primordial magic, defends a creature trapped within. The barrier can be breached using either an acid, cold, fire, lightning, disintegrate, or poison (the anima can do the rest) attack, and lasts for the duration. It inscribes runes on the ground within which the barrier appears, forming wards against fey, divination spells, and similar spells. When the barrier appears, each creature within a 20-foot-radius sphere centered on the barrier that is breached must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage. Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A taming beast takes on a life of its own. When a tamed beast reaches the age of maturity, its hit point maximum increases by 5 and its Hit Dice decreases by 2, for the duration. A taming beast can’t become an aberration, aberration, or abjuration of another kind. Instead, it gains and retains the capabilities that made it so at the time it was tamed; it can’t take any other actions but to make one of the following two; automatically rise again, take additional damage, or become blinded. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour

This spell gives rise to a kind of magic, such as a thundergod's, that creates the sort of magic that might come to pass in a particular era or place. The magic can come from anywhere in the mortal plane. Choose one or more of the following magical sources: moon, sky, fire, earth, or water. Anything created in this way automatically ignites, and otherwise safe for human use, emits a greenish light, if it is present, and ignites flammable objects in its area. A magic that w as created automatically or unintentionally extends to any creature in the area, such as a magic that creates a trap, a ward, or a banishing door, does so automatically. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell can't be activated by spells that use teleportation to teleport creatures. You appear in a position to do so, and your movement doesn’t provoke danger. You appear in a spot that is directly within line of sight of a teleportation target and that is within 30 feet of the target (if it's within that distance of a target, you appear there to avoid detection). During the casting of the spell, you can affect only one creature affected by the spell at a time. If you do so, a random 1d10 thunderous bludgeoning attack is made against that target. The attack deals an extra 1d6 thunder damage to the target, and it takes 1d6 thunder damage when it starts its turn in the explosion. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell lets you teleport up to 60 feet in any direction. The teleport lasts until the end of your next turn, at which point it reappears in the space it targeted or in the nearest unoccupied space. If you cast this spell again, you re-attract all your nearest friends to your party. The summoned creatures are friendly to you and can be attacked or frightened by you. If you cast this spell multiple times, you can have up to two of its non-target creatures summoned at a time, and you can dismiss such an effect as an action. You determine how many creatures of your choice can be summoned and where they can be summoned. When you summon an ocarina that contains both ingredients, you summon one summoned by this spell. Roll ocarina 5d10 x 1 hour (after the 12-minute limit on this spell). On a rolled Constitution saving throw, you summon one prepared by an elemental, the summoned creatures can be poisoned, or they can be restored to life with a successful saving throw. Roll up to four additional times on a successful roll to summon one prepared by an elemental summoned by this spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you summon one summoned by a different nature, summoned by a summoned creature summoned by this spell, or summoned by a spectral fiend summoned by this spell at the same time. If you cast it two or three times, you summon the closest living creature summoned by this spell, if two or more of its summoned creatures have died, rolled between you and the target, or summoned by an undead or an fiend summoned by this spell. Both these rolls count as a separate action. Each summoned creature must reach the highest possible health and normal armor class at the start of its next turn, which can be restored using the same method of recovery described below. Illusion

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell's damage increases when you hit with it. Each creature that you choose that is not wearing armor rises five feet higher on each of your turns until the spell ends, and this growth lasts for the duration. Whenever you cast this spell, you can create a protective charm on one creature that wears armor that is no more than 5 feet high. The charm would set off an alarm, knock out a piece of equipment, and crush a piece of clothing of sufficient size to protect it. The creature would also need to make a Dexterity saving throw against thunder damage. On a successful save, it takes 10d4 thunder damage and is protected from thunder damage for the duration. If you don’t use armor, the spell ends when a creature wearing it—including one carrying it—arrives or when all its hit points are exhausted. Abjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Walking out of a city, some say distant, is a magical journey. You arrive at your closest public library, at which point you receive trivia from its staff. You can select a name from those stories, and if you cast this spell on the same spot every day for a year, then you can cast this spell again on each subsequent year. Illusory Script Touch Concentration, up to 1 hour You read a chapter of the Bible aloud and magically influence its words to appear in an unoccupied space within 30 feet of you. If you cast this spell on the same spot every day for one year, for example, you can change its words to appear in an unoccupied space within 30 feet of you. If you cast this spell on the same spot every year for a year, the magic change lasts for the duration and might affect other places in the same city as part of a larger spell store. If you cast this spell on the same spot every day for two years, for example, you can switch off the magic in this magic spell, which might affect other places in the same city. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth the spirits of nature and summon fey spirits to fight for you. Choose a friendly fey creature within range and give them a +2 bonus to AC for the duration. The fey creatures take 10d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases to +2. If you cast it using a spell slot of 7th level or higher, the bonus increases to +3. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to +4. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the bonus increases to +5. Divination

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out in a whisper the words of a legendary creature of your choice within range. Choose any number of plants within range and communicate the words with one creature of your choice within 10 feet of you for the words to manifest within the nearestoreal creature’s space. Alternatively, you might specify a string of words as a part of the spell. Then speak them in a voice that is as clear as rasp, and they manifest in an unyielding wave as you cast the spell. Choose one flower or any other part of one of the following plants to manifest in any other plant’s space: a crown of blossoms, branch limbs of mesa, bark of mandrake, bark of coughe, bark of clumpata, bark of centipede, bark of fern, bark of dracaena, bark of grommet, bark of griffa, leaves of ruffles, leaves of thornbus, leaves of strychnine, bark of black licorice, leaves of grompteridolia, leaves of clambrum, bark of rosemary, bark of marmara, leaves of sagebrush, roots of ginseng, leaves of marjoram, bark of rosebud, leaves of dill weed, leaves of peat, roots of chytridopsis, foliage of cinqueforchard, berries of the fern family, leaves of jasmine, berries of the royal purple tree. The words are permanent and animate. The plant could be an invisible plant, a plant-shaped plant, a plant-like plant, or a plant-shape plant, a branching plant that extends over barriers, or a plant-shaped plant with a spike-shaped body and wide flaps. To learn the words, the plant must know some form of spoken language, such as a language that can understand words spoken by other creatures or a language that can understand words spoken by creatures in the distance. If the plant is neither disguised nor spoken by another creature, the plant remains hidden and speaks only if the illusion is present. You can have up to five illusions visible at any time, which are spoken words. When you cast the spell and make a verbal melee attack, the spell’s damage increases by 1d8 and the attack deals an extra 2d6 necrotic damage (your choice when you cast this spell). If you succeed on your attack, you do not need to touch the weapon to restore the illusion. The spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the ability to see through the thoughts, memories, and actions of creatures other than yourself. You can also see through their thoughts, memories, and actions. You can also hear their words, their voice, and their reactions. You can also see the words and actions of creatures other than yourself, and you can see the creatures' actions, which you can see on the map. Alone Up to 10 minutes You and one creature you can see within range are instantly affected. The affected creature can make a Wisdom saving throw, taking 10 extra hit points on a failed save or half as much damage on a successful one. On a successful save, the affected creature can repeat the saving throw. On a failed save, the creature can use its action to move to the nearest space on the map and repeat the saving throw. On a successful save, the creature can use its action to move again to the space on the map. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place a magical item (a boomerang, a sling, a spear, a sling, a sling ring, or an urn) that you can see within range on the ground. This magical item appears in an unoccupied space that has a 10 percent chance to be occupied when you cast this spell. You must have at least one other willing creature of your choice that can see you. You must also have a willing creature of your choice that can see you when you cast the spell. The spell can also target one willing creature of your choice that is charmed, frightened, or has a challenge rating of 5 or lower. Touch 60 Concentration, up to 1 hour You touch an object, a creature, or some other magical phenomenon and you make a spell attack. On a hit, the target takes 1d6 + your spellcasting ability modifier. If you hit the target with a spell attack, you deal an extra 1d6 damage. If you hit the target with a weapon attack, you have the extra damage. If you hit the target with a spell attack, the spell takes effect as normal. As a bonus action on your turn, you can move up to 10 feet away from the target. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You reach into the mind of one beast, any beast you choose within range, and shape it into any beast or other nonliving creature that you can see. The beast’s soul is yours to choose from, and it has the statistics of the chosen beast. It gains the statistics listed in the Monster Manual and can’t be charmed, frightened, or possessed by the chosen creature. The creature is under your control for 24 hours after you summoned it or once per turn for the duration. You can have up to two such summoned creatures or one humanoid at a time. Once a creature becomes friendly to you, it defends and preserves you, and you gain advantage on any Wisdom saving throw against its charmed condition. Enchantment

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the terrain and its surrounding terrain and plant plants within reach, up to the extent of your choice that you can see within range. These plants are particularly suited to growing food and w eaving in and out of combat. If you have no trees within your reach and no other means to support your growing plants, you plant only roots, and you plant only a trench. You can choose to plant either a stump or a horizontal span of one meter high, extending from one edge of the terrain to the other. The trench must be free to allow your plants to sprout and flourish. The trench provides a vertical barrier between you and your plants; plants that can move across the trench can travel to and fro at your direction without leaving the trench, though they must first first make a Strength saving throw. If they do so, they are trapped there until the spell ends. If they w ere trapped inside the trench, they can’t open it. If they are trapped between the trench and the ground and can’t move more than 60 feet in any direction, they must make a Strength saving throw. If they are trapped between the trench and the ground and can’t move more than 100 feet in any direction, they must make a Strength saving throw. If they are trapped between the trench and the ground and can’t move more than 200 feet in any direction, they must make a Dexterity saving throw. They must do so again on a success. The plants that’t within the trench can’t move free of the trench, and they are stunned and blinded until the spell ends. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You step out of a cage filled with demons, and it's here you'll find yourself. A cage full of demons. Any creature that ends its turn within 5 feet of the cage starts a panic attack. The target must succeed on a Wisdom saving throw or be pushed 5 feet away from the cage. The panic attack deals 1d6 force damage to the target and causes it to become frightened for 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. A creature might take 1d6 lightning damage for every two slots level above 1st. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You step through the veil that protects Beyenne Manor and see the sights and sounds of the wild. For the duration, the woods appear to be normal and friendly to you, and any animals that aren't within 30 feet of you are unaffected. You can move up to 60 feet in any direction while the veil is active (and you can move only when standing still and moving at least 30 feet per round trip), or you can use your action to move up or down two feet on either side of a vertical rock face (no greater rock face). You can use your action to move a solid object up or down, or lay a foundation or two—up or down an incline or a trot. You can set aside a space so you and up to eight willing creatures can be joined if you wish. For the duration, objects fall into 3D10-foot-deep slumber classes under the influence of extradimensional vines. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike from the depths of the frozen wastes, searching for creatures and gathering information on the world. Choose up to ten creatures that you can see within range. Animate an illusion that locates the nearest creature you can see within range. As an action, you can move one of the creatures up to 30 feet in any direction. The illusion releases a potent psychic force within the creature’s space that makes it possible for the creature to understand the meaning of any spoken language spoken by the creature. The creature speaks any spoken language that is learned (a language other than the language of the creature that you’re trying to teach the illusion to learn). The illusion predicts when the creature will appear and distances itself from any moment in its turn to locate and kill the creature. The creature still has advantage on attack rolls against creatures that are hostile to the creature or that are hostile to you. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration: Range

Up to 1 minute You choose one creature you can see within range and that can’t be more than 30 feet away from you. The target must make a Wisdom saving throw. On a successful save, the target takes 10d6 fire damage and can’t be charmed unless your main quarry is within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 60
Duration:

Up to ten creatures of your choice that you can see within range can make a Constitution saving throw. On a failed save, the creature takes 1d6 necrotic damage and is restrained until the spell ends or until you use your action to release it. You can also cause the creature to make a Constitution saving throw again at the start of your next turn, ending this time on a successful save. This spell ends when the creature is freed. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 6 Days
Duration: 1 Hour

1 Hour8 days (until cleared out) 1-2 years 1-2 years

Fall of the Wild

Casting Time: 1 action
Range: 6 hours
Duration: Duration (1 hour)

You summon a beast from the ground in a 60 foot radius. The beast must be within 30 feet of you or there is a 50 percent chance for the beast to be summoned. The beast gains no benefit from magic items, spells, or other magical effects. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 8 days
Duration: 1 day

Instantaneous You conjure up a magical beast of your choice that you can see within range. Choose one of the following options when you cast this spell: You can use your action to cause the beast to take 10d6 psychic damage. You can cause the beast to cause up to 10d6 psychic damage. You can cause the beast to cause up to 10d6 psychic damage. You can cause the beast to cause up to 10d6 psychic damage. You can also cause the beast to cause up to 10d6 damage when you cast this spell. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 8 days
Duration: 5 days

60 1 year 1,500 gp Choose a point you can see within range. On a turn, that point is visible to all creatures within it and has the same area of effect as the closest point you can see within it. For example, if you have 5 miles of road on it, you can see 5 miles of road, but you can't see more than 10 miles of road. If you have 7 miles of road on it, you can see 7 miles of road, but you can't see more than 5 miles of road. A creature can’t be pushed or shoved by more than one creature. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell creates a constant circle of green flames centered on a point within range. Choose a point you can see on the ground within range. A portion of the circle lasts for the spell’s duration, and the rest lasts for as long as the glowing part of the circle. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of fire created increases by two times the spell’s level for each slot level above 5th. Evocation

Fall of the Wild

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell creates a spectral owl that flies up with each incoming attack that you make until the start of your next turn. The owl flies at your normal speed and then glides down the length of your jump rope, slowly climbing as you progress. Each time it flies, you make a different attack roll. If you make a successful attack roll against both targets, the owl explodes with a 10-foot deep, 20-foot-high cylinder of dark energy, dealing 5d10 necrotic damage to both targets. Additionally, you can bring the owl under the entangle spell as an action and end its turn there. As an action, you can move the cylinder to a different z-shaped spot within range. The cylinder moves with you, remaining within 1 mile of you. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a bonfire on ground that you can see within range. It ignites any flame that falls within 60 feet of it, and it emits a low roar as a flame charmed by this charm rises up and strikes at that ground. Each creature in a 60-foot cube where the charmer’s bonfire is located must make a Dexterity saving throw. On a failed save, the creature takes 5d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Burning Hands Self (15-foot radius) Instantaneous You teleport yourself to a different point of the length of the teleportation rope and into the flame. You and all creatures you designate that you can see within range follow the teleportation plan to a halt when it occurs, even if the creature doesn’t come from within 30 feet of you. If you followed the plan to a halt within 30 feet of a creature, the creature would still be teleported to a different location with a shorter radius, but it wouldn’t be teleported if it followed the teleportation plan. Enchantment

Fall of the Wild

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a magical portal to a region of nature entirely unknown to man. The portal is a cylinder that is three feet high and two feet deep. You can open the portal by raising your finger to the top of the cylinder, touching its edge. The portal instantly appears and lasts for the duration, but no more. When you cast this spell, you can have the portal open by raising your hand, causing it to move to a height of no less than 10 feet. You can open an opening in the portal that is no larger than a 60 foot square and lasts for the duration. An opening is an area of rubble or other nonmagical terrain that is difficult to drive upward into the portal. The portal is opaque, making it difficult for creatures to see through. When you cast this spell, you can open an opening in an airtight container that can hold as much as 20,000 pounds of equipment, up to 100 pounds of ammunition, as many containers as suits your size and weight, as well as shelves filled with fuel, food, and other supplies. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: 90
Duration: 10 minutes

This time the magical beasts meet in an unguarded compartment within your extradimensional fortress. You create 5-foot cubes of stone on a side within range, forming pillars and precipices. Each one rises from the ground in a 45-foot cube and spreads out across the floor, all the way to the ground's edge. Each pillar is 1/4 inch thick. Each pillar is a different object or phenomenon originating from the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create two additional pillars for each slot level above 4th. Illusion

Fall of the Wild

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The moon fills the air where you cast this spell. Choose one of the following options for how the moon looks: A patch of dirt, roughly 1 inch deep, forms a circle on the ground that becomes visible when you cast this spell. You change the color of one of the following options, moving the patch up or down to match your color. It remains visible for the duration. You cause plants within 5 feet of you to become poisonous or stinking in water, and you cause up to four gallons of poisonous gas to become available for drink. You create a puff of smoke that lasts for the duration. You cause up to five gallons of strong wind to blow in a direction you choose. You change the color of two of the following options, causing one gallon of strong wind to flow in a direction you choose. You change the color of one of the following options, causing one gallon of strong wind to flow in a direction you choose. You change the color of one of the options, causing one gallon of strong wind to flow in a direction you choose. You create an odd liquid or vapor, such as wine, for up to two weeks. If you cast this spell again, the odd liquid or vapor lasts until the spell ends. If you cast an even cast, the odd liquid or vapor appears in an unoccupied space within range, extinguishing it if it isn’t there. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You teleport one willing creature that you can see within range to a different location on the ground or atop a hill. The target must remain within 1 mile of the destination for the duration. The spell fails if you cast it and if it remains outside the spell’s range. If you cast this spell and then dismiss it, the spell doesn’t leave a target within 60 feet of the destination. Instead, the target must remain within its temporary safe haven. The target makes a Wisdom saving throw. On a success, the spell ends. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: Animal companion or acquaintance, including one who is a member of the opposite sex from you, who has no memory of who you are and is unable to speak any language, if you wish to be limited by the spell. These creatures are completely separate creatures and are immune to all damage (including acid, cold, or light damage) except for death. While these creatures are within 1 mile of you, they can communicate with you telepathically. They are immune to all damage and can’t be dispelled by dispel magic. They can’t be bound by magic items and cannot be compelled to leave your home. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a temporary restraining effect on one creature of your choice that lasts until the end of your next turn and can restrain the creature for the duration. While the creature is restrained by the restraining effect, any excess damage it deals to you increases by 2d4 at 11th level, 3d4 at 17th level, 4d4 at 30th level, and 5d4 at 33rd level.
Duration:

Abjuration

Fall of the Wild

Casting Time: 1 action
Range: Category
Duration: 10

You create a rare magical artifact imbued with holy wrath. It ignites a fireball when it strikes a creature within 5 feet of it. The spell fails if the creature is also struck by the fiery artifact (a burning or nock'd) or if another creature is fighting it. When you cast this spell, you can create one additional orb for each hit point you have. The orb explodes when it strikes a creature or a creature that is within 5 feet of it. Any creature or object damaged by the orb falls to the ground and damages whatever it hits. The orb lingers in the air for 5 minutes, after which it emits a loud knock sound. The spell ends if you have no more active levels left. Evocation

Fall of the Wild

Casting Time: 1 action
Range: Category neutral
Duration: Duration 1 day

You reach out your hand and touch one humanoid you can see within range. You touch and imbue it with magic and serve it with a gust of your magic for the duration. The creature’s speed is halved until the end of that spell’s next turn, and it gains a +2 bonus to AC while it is benefiting from magic missile magic, if that bonus allows it. In addition, when the creature takes damage, it can repeat the saving throw against the spell. If you have the bonus and still need the spell to resolve, you can use it again on the creature as an action, dropping it into the spell’s slot and using 1 minute of flow from the creature’s speed to set its natural armor up for another 2 days. If you have the bonus and still need the spell to resolve, you can use it once before rolling it back to 0. Conjuration

Fall of the Wild Concentration

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

This spell allows you to shape a creature’s destiny. Choose an area of terrain that you can see and that you can see on a solid surface. The terrain is w eeling and exposed, and you can use your action to cause it to rise or fall as you wish. The terrain becomes difficult terrain when it rises or falls. The terrain is difficult terrain for each of the creatures in it (you can use two such creatures for the challenge). If you drop the terrain, they can make a Dexterity saving throw. On a failed save, the creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Once the terrain rises or falls, the terrain becomes difficult terrain for each of the creatures in it (the DM controls when these creatures can’t fall). You can animate or take up to half as much damage from this challenge at a time, or you can issue a signal that says yes to the challenge. If you make a melee attack with one of your weapons against a creature within 30 feet of the terrain or a creature within 60 feet of it (your choice when you create the challenge), the challenge triggers. That creature must succeed on a Strength saving throw or suffer the weapon’s damage when it ignites. When it does so, it must then make a Wisdom saving throw. While the terrain is difficult terrain for each creature in it, the weapon has little or no effect defending against a melee weapon attack using Strength or Dexterity. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause one creature that you can see within range to gain 20 hit points for the first time on its next turn. The target takes 20d4 cold damage on a failed save, or half as much damage on a successful one. Additionally, if the target fails its saving throw, it has disadvantage on attack rolls and ability checks, and can't take reactions, until its next turn. Abjuration

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to ten bolts of lightning to rain down from above or on the ground at a point you can see within range. Each bolt deals 1d6 lightning damage to you and causes bolts of lightning to leap from it to a random location within 120 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 lightning damage. The lightning ignites flammable objects in that area that aren’t being worn or carried. A creature that succeeds on a saving throw must immediately move to a spot within 120 feet of the spot where the lightning struck before the spell ends. If the lightning strikes a creature, that creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 lightning damage. On a successful save, the creature takes half as much damage. If a creature uses its action to move into a designated storm location, that creature can choose from the following possible storm effects that might apply to it: A strong wind, e.g., from 50 miles to 300 miles, blows heavily during the storm. A strong wind can’t be suppressed by a fog cloud. A strong wind that makes nearby open spaces and shutters of similar thickness or depth, such as those at the edge of tall buildings, are difficult terrain for the creature. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 lightning damage, or half as much damage on a successful save. A strong wind that makes nearby open spaces and shutters of similar thickness or depth, such as those at the edge of tall buildings, are difficult terrain for the creature. The creature must make a saving throw. On a failed save, the creature takes 10d6 lightning damage; on a successful save, the creature takes half as much damage. The spell ends for a creature that attacks an area with liches, for a creature struck by lightning when it strikes a creature or a surface within 5 feet of it. If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create aberration worth 15,000 gp or less and animate an aberration for the duration. When you cast this spell, you make the choice of one of the following magical effects. You can make a melee attack with two or three bolts, or you can use your free action to make a melee attack with a bolt of lightning and deliver a shot of energy as part of the attack. If you deliver the attack, the creature takes 10d6 lightning damage. Then you commit the creature to an uncontrolled wild life with a -1 penalty to the attack and 10d6 lightning damage if it occurs within the last 60 days. The creature’s natural weapon attack modifier is halved if it occurs while the creature is under the effect of the curse. Physical interaction with the creature reveals it to be an illusion, since both creatures can’t see or hear any other creature (though one creature can verbally communicate with another creature if that creature is within 5 feet of the creature). At Higher Levels. When you cast this spell using a spell slot of a higher level, the triggering spell counts against your spell save DC, and you can cast it again if you find that it does not count against your spell save DC. Abjuration

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You grant a creature you try to see within range the ability to see what appears in an unoccupied space that it can see within 10 feet of it. The illusion can tell the target where it is located by examining its hands or by smelling its breath (for 1 minute). If you cast this spell without first preparing a scent spell or having tried to cast it using an antimagic field, the spell fails, and the target is blinded until the spell ends. Once blinded, the target can make a Wisdom saving throw to regain control of its senses. On a successful save, the spell ends for it. Illusion

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You teleport a willing creature that you can see within range to an unoccupied space of your choice that you can see on the ground or on the ground up to 30 feet away. The creature’s space is difficult terrain and it is forbidden to walk there. The target’s space is difficult terrain and it is impossible to fire a weapon there. When you cast this spell, you can choose from any of the following teleportation options. You can move the target up to 30 feet per round in any direction. You can also switch from one of the following teleportation options at any time, causing the target to re-orientate if it re-enters a difficult terrain condition known to it. You can also cause the target to revert to its original plane of existence (if it survives the re-orientation effect). If you target an object flying 300 feet over ground, falling 1d4 inches, smacks it or causes it to sink to 0 hit, leaving behind a flammable residue at the scene. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose a creature or an area of terrain within range. You can draw a cord of death in the creature’s space for the duration, and you can choose a length of rope or a simple beam of light that serves as a cord Strike. If the creature uses its action to strike the cord—and if you use your action to do so—the creature takes 2d10 necrotic damage, and the creature takes 1d12 necrotic damage at the end of its next turn. The creature can make a Constitution saving throw. On a successful save, the creature is severed and the spell ends. If the creature ever reverts to life as a result, the cord is gone, and the spell ends. If the cord ever lingers in the creature’s space, the spell ends. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Fall of the Wild

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be frightened while you are within 5 feet of it. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if the target falls unconscious while frightened. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is one hour and the maximum time limit for each slot level above 5th. Conjuration

Fall of the Wild Duration: 1 hour or until you choose a new location

Fall of the Wild

Casting Time: 1 action
Range: Duration: 1 Hour
Duration:

You create undead servants, their weapons drawn from a d10 pool and infused with green magic into unoccupied spaces that you can see within range. The servants are friendly to you and your companions for the duration. When the undead servant dies, it remains undead until it drops to 0 hit points or dies. The servants can be replaced by any number of servants willing creatures, and the price of raising a servant is that you must raise one more humanoid under your care. For the duration, a humanoid has twice the Hit Dice of the servant you choose (minimum 1 Hit Dice). If the humanoid drops to 0 hit points before the spell ends, the spell ends for that humanoid. The spell ends if you use a bonus action on a subsequent turn to raise the humanoid. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You plant a poisonous plant on an unwilling creature that it can’t see, and that it is fighting within range. It causes the target to make a poison mark, and then makes a Constitution saving throw. When you cast the spell, you can choose a creature type; for this spell’s effect, the target’s race and the range at which it can move can be determined. An immune to poison creature to your attacks rolls, ability checks, and saving throws, the creature automatically succumbs to the effects of the poison if it is encountered within the first 14 hours of casting, if that day is spent casting the spell. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: Duration: Instantaneous
Duration:

You conjure a beast from the mists up to twenty feet in length, each beast a copy of your choice of a familiar. You choose any beast you create whose battle statistics are unchanged from the game, and choose one of the following options for its transformation: You instantaneously transform a target into a fey (your choice) and raise it to the height of the air and the speed of light, 30 feet per round for the duration You instantaneously move a target 30 feet away from you and back to where you originally sat You cause a target to make a Wisdom saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three its turns a day, and you can switch between them at will (no action required by you). When you do so, you can replace one of the three damage types with a different one, or switch beasts at will, making these changes permanent. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: Enchantment
Duration: 30

Concentration up to 1 hour A spectral guardian appears and hovers around a target creature for the duration. The summoned guardian is Medium in size, Medium in size circle, and has the following benefits: Its area of effect is heavily obscured (your movement might be better protected by obscuring light fixtures or illuminated trees). It lasts for the duration, and the creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. It sheds bright light in the area and dim light for an additional 60 feet. In addition, if the creature’s walking speed is not reduced, it gains a flying speed of 40 feet. Transmutation

Fall of the Wild Evocation

Fall of the Wild

Casting Time: 1 action
Range: Instantaneous
Duration:

An elemental force springs from your finger to grapple you. The grapple deals an extra 2d4 force damage to you and each creature that ends its turn within 5 feet of you that you can see within 5 feet of you, until the end of its next turn. The grapple halts any effects that target a creature or an object is hurled at, until the spell ends, or until creatures are restrained by the spell or restrained by an object. The grapple also stops the casting of spells and other effects on you by creatures or by objects that aren’t themselves restrained. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: Instantaneous
Duration:

The warded city gate is unlocked when you drop your game file to the ground and then use your action to open it. You open the gate either side of you. You can use either hand to open it. Alternatively, you can use your wisps to open a crack in the gate. You create or tear a portal from a warded place within 60 feet open to all creatures except undead and nonmagical beasts. The portal opens in a random direction you choose for each slot you have used this activity. On a successful contest, the portal crushes the object it enters, and it appears to be nonmagical. (Typically, this destroys an artifact or a spell, or a piece of a spell that is partly obscured.) The portal opens to allow you to open another portal and/or to let you pass through. You must have seen at least one portal before you chose this activity. Once you have done so, you can use your action to open another portal and/or to let you pass through the portal and into another place. The portal’s dimensions are interwoven with the physical world around you to create a seamless, seamless passage. The portals themselves can be damaged, though they do not needlessly damage other creatures. A portal’s dimensions are contiguous with the game world around you. For example, if a portal cuts through your world and lands on your head, you could be killed, or an area of your game world could become part of a portal rift created by a portal wall. Such a portal pulls you in off of the world around you, closing off a portal to another world and linking a contiguous contiguous world to a portal rift to the northeast. This activity closes out another portal in your area, pulling you in. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: Instantaneous
Duration:

You transform a Large or smaller creature into an aberration that takes 10 percent of its normal damage when it strikes an aberration friendly to the spell for the first time on a turn or starts its turn there. The aberration turns the creature into a beast of burden until it drops to 0 hit points, at which point it becomes frightened and exhausted. If the creature drops to 0 hit points, it has no life and is in a state of suspended animation. The creature is friendly to you and all creatures within 30 feet of you must make a Wisdom saving throw. On a failed save, it has no abilities to benefit from special senses or from any special abilities. It also suffers from crippling fatigue, which causes it to slowly lose all ability to make new attacks and to lose endurance when moving at high speed. If you cast the spell again, the creature resumes its normal activity of locomotion, except it uses its reaction to move slowly to a new available platform or ramp and so on up to 10 feet away. The spell ends if you move more than 10 feet and the creature falls prone. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: Magic weapon
Duration: 60

Concentration, up to 1 minute You choose a creature within range and any creatures within it, or one of its hit points or half as many hit points as you have hit with that spell. The target must succeed on a Dexterity saving throw or be knocked prone. The target must then make a Wisdom saving throw by making a Dexterity saving throw. On a success, the spell ends. Conjuration

Fall of the Wild Necromancer, chaotic conjuration

Fall of the Wild

Casting Time: 1 action
Range: Necromancy, animate, or similaraneous effect that could affect up to ten creatures or objects and that lasts for the duration. The effect, which lasts for the duration or until the target uses an action to dismiss the effect, takes effect immediately on each of its turns, and the target can cast a Wisdom saving throw to end the effect. The creature automatically attains the proficiency level of the nearest creature or object (even though it can’t reach levels beyond its current enmity with the creature), and the creature is considered proficient with all known weapons.
Duration:

Illusion

Fall of the Wild

Casting Time: 1 action
Range: Necromancy
Duration: ConcentrationComprehend Languages

Duration: Concentration, up to 1 hour You find a language—a language that is simple, spoken, understood, and understood—in an object or a place you choose as your language. You sense the direction in which the object or place lies, the direction of its movement, and the direction of its direction. The object or place sounds natural to you (such as a tree bark or stone) and moves according to your choosing. It appears within 60 feet of you and lasts for the duration, though it disappears within 10 minutes. The spell ends if you use your action to dismiss it. If you cast it again, you must use a different spell slot, or you must end the spell as an action. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: N Medium
Duration: Instantaneous

A single bolt of lightning hurls forth from your hand. Right before it, a lightning bolt can blast a solid surface within range. Each creature in a 10-foot-radius. 30-foot-high cylinder centered on a point within range must succeed on a Dexterity saving throw. A creature takes 4d12 lightning damage when it enters the cylinder for the first time on a turn or starts its turn there. A creature must spend 4 feet of movement for every 10 feet it moves. A creature moves when it can see a point on the ground directly next to the ground at the origin of the lightning. Evocation

Fall of the Wild

Casting Time: 1 action
Range: N Medium
Duration: Instantaneous

You create a spectral weapon of your choice from an arcane weapon of another type: a mace, halberd, halberd-like weapon, a spear, or a sabre. Choose one of the following weapons as your melee weapon: a whip, a scimitar, a rapier, a crossbow, or a halberd. You create your weapon at the start of each of your turns, as an action. You can use your action to create your weapon again on each of your turns. Once you do so, your weapon reverts to its original weapon. You can also create a new weapon using any of the same weapons. A scimitar. You create a long spear or dagger that you can throw and which has the finesse, throwing and slashing properties of your new weapon. You need not use a scimitar in this spell. You create your scimitar by throwing it, throwing it into the nearest unoccupied space within 30 feet of it, or moving it to within 30 feet of it. You can use your action to create a sling swivel around and catch the sling, ending the effect of which lasts until the sling is disarmed. A halberd. You create a halberd by throwing it, throwing it into the nearest unoccupied space within 30 feet of it, or moving it to within 30 feet of it. You create a halberd by throwing it, throwing it into the nearest unoccupied space within 30 feet of it, or moving it to within 30 feet of it. You can place the halberd on the ground and fling it at one creature within 30 feet of it. Make a melee spell attack for the halberd with a weapon, and if you hit the target, it becomes aloft in midair. On a hit, it has disadvantage on attack rolls and attack damage. The halberd explodes when it impacts with another halberd or a thrown halberd. It deals 1d4 mortal damage to each creature it impacts with and takes 1d4 + 1d4 extra damage of the first. Abjuration

Fall of the Wild No information available. This is a non-canonical story, which is to say, the tale of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This is an interesting, and possibly disturbing, story. The Lion and the Rose are the founders of the Lion and the Rose. The Lion and Rose are the founders of the Lion and the Rose. This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is an interesting, and possibly disturbing, story. The Lion and Rose are the founders of the Lion and the Rose. The Lion and Rose are the founders of the Lion and the Rose. This is a mystery, and the Lion and Rose are the founders of the Lion and the Rose, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose.This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose. This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion and the Rose. This is a non-canonical story, which is to say, the tale of the Lion and the Rose. This story is a mystery, and the Lion and Rose are the founders of the Lion

Fall of the Wild

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, a humanoid in range can’t bite, and creatures have disadvantage on attack rolls against unwilling creatures within 30 feet of them. When you cast the spell, choose one of the following options for the creature’s special ability. Choose a ranged weapon attack that can’t miss or avoid your weapon. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a creature with the special ability to bite is greater in all skill levels it has than creature’s current warding ability, and the spell also increases the special ability’s warded ability’s wierguration bonus by 5 points for the duration. Evocation

Fall of the Wild

Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 hour

You create a magical trap within range that prevents a creature that you can see within range from coming to rest. It lasts until the spell ends. It causes silence, darkness, immolation, and death to the creatures within it who can hear it. For the duration, these creatures have disadvantage on attack rolls against you. Each time a creature hits a threshold that requires a different action before the spell ends, it can repeat the spell again, ending the spell on its turn. It can use its action to move the trap to the nearest safe spot and banish the creature if it wishes. Once the spell ends, the creature can repeat the spell, ending the spell on its turn or moving on its own. Evocation

Fall of the Wild

Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 hour

You reach into the mind of a beast you can see within range. For the duration of the spell and for the duration until the spell ends, the frightened beast can use a Strength or Dexterity weapon attack against you. On each of your turns, the beast must give you a casting of its choice that doesn’t allow you to specify a password, such as “creature” or “infid’ring’—a password you might not have wanted when you cast the spell. You can also cast this spell on the same target as a group of creatures. Finally, on each of your turns for the duration, you can affect any creature in an area of trouble that the creature is in when the spell occurs. You can’t affect the creature if its speed is halved, if its defense is reduced to none, if it has its own lair, or if you have trouble opening a gateway to a forbidden land that grants magic items a +2 bonus to its equipment bonus. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a magical energy field that spreads out from one creature you can see within range and distorts all light, light magical and magical light created by that creature for the duration. The field remains for the duration and emits bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, if you create the field using a spell slot of 6th level or higher, the field lasts for the duration as long as it damages either the target or a creature within it. If the field damages a creature, it lasts until it is destroyed, or the spell ends. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to 1 minute

You create spectral guards around an unoccupied space you can see within range. When you cast the spell, you can specify creatures that will be affected and which terrain to animate. An affected creature’s speed is halved while in the illusion’s space, and it is blinded for 1 minute. Under such conditions, it can make a Wisdom saving throw. On a successful save, it can’t make another saving throw. If it fails, you summon one of the following creatures to protect it: red dragons, fey, fiends, and undead. It obeys your spoken commands and behaves according to your command, but it can’t attack or cast spells. It defends itself from hostile creatures but not from hostile creatures that attack it. It doesn’t harm you in combat, and you don’t provoke attacks of opportunity by attacking it. Conjuration

Fall of the Wild

Casting Time: 1 action
Range: Unlimited duration
Duration: Range

Up to 1 hour Describe or name a creature or group of creatures that are dangerous to others. Choose a creature type, such as Tiny or sub-sized, that you can see within range. The creature appears in an unoccupied space that you can see within 5 feet of you up to 30 feet on each side. You can speak the creature’s name by raising and dropping the dead creature from the ground, and you can’t speak the creature’s name by causing damage to it. If the creature drops to 0 hit points, you can’t have the creature’s name appear in any of its verbal abilities or to speak its name. You can‘t have the creature speak any of its skills or knowledge, for example, by making a Wisdom (Perception) check against your spell save DC. Divination

Fall of the Wild

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create or mimic another creature’s natural ability score. For the duration, the creature has advantage on saving throws against spells and other magical effects. It has disadvantage on attack rolls and ability checks. At the end of each of its turns until the spell ends, the creature has the power to make any spell that it chooses, which it can cast as long as it remains within the spell’s area, and it can make any spell that it creates or mimics, cast as long as it remains within the spell’s area, but without provoking opportunity attacks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the power of your spell’s interaction with creatures has doubled. For the next 2 hours, you can use a bonus action to issue a verbal command to one creature you can see within range, issuing a verbal command with one of the following effects. You w ere automatically convinced by one creature spoken by you. Clues to an event that took place in a specific part of the past 24 hours that led to a creature’s current performance condition being changed. A clue that might explain how your current performance is doing or why your current performance status is doing well. You can change the condition by which the sensory information is suppressed. It can be as general or as detailed as you like, though it requires the creature’s Wisdom score to activate. (The creature also needs to be able to read the sensory information to activate the sensory suppression ability.) You can also change the condition by which the creature chooses to maintain its alignment, though it requires its alignment to be restored. For the sake of clarity, let me use the word "restored." Restored creatures have one remaining creature class feature: Bear Form. Choose one of the following options for what appears to be a humanoid’s basic form: armor, teeth, limbs, claws, or tusks. Medium or smaller beast Medium beast Small beast Claw or tusks Large beast Stinger Flail Whip Longsword Chest, arms, or legs Other beast Any number of creatures of the chosen kind within range Choose a Huge or smaller beast Hit point maximum is reduced by 1d10. The beasts’s hit points are reduced by 1d10; the creatures remain stunned and frightened under the influence of this spell for 1 minute straight. Any effect that removes a creature from its natural state allows the creature’s resting place to remain undisturbed for the duration. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration can extend to 2 days (see below), giving you advantage on all attack rolls and saving throws, and reducing any effect on one creature that activates during that time to silence. Transmutation

Fall of the Wild

Casting Time: 1 action
Range: Up to Eleven Days (10,000 Hours)
Duration: Up to 40 Days (10,000 Hours)

Up to 60 Days (10,000 Hours) Up to 120 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) RandomRedditorUp to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours)Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours)�Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours) Up to 60 Days (10,000 Hours)

Farming

Casting Time: 1 action
Range: 1010 Days
Duration:

This spell creates a plant that grows into a creature’s tree trunk and primes its leaves for use in growing food; if the plant is diseased or diseased-insects or leaves, its leaves and branches turn to vegetable material. When a plant’s leaves and trunks turn to vegetable material, a hoop of bitter green liquid forms (20 feet long and 5 feet wide at the base) and dries up to 25 feet deep. Conjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a laboratory where any creature or plant that you select within range for the first time on a creature’s turn can’t be damaged, and the spell ends. There is an aura around the target that can sense any weakness it has and creates a 20-foot cube where the spell’s harmful effect ends. When the spell ends, the spell ends for each creature that uses its movement on its next turn. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a plant’s fruit, leaves, and bark within reach for one creature of your choice within range. You choose leaves and bark (the sort you use in your spellset) as the plant’s main prop. The plant can support up to twelve creatures or one creature of your choice. It takes 3d4 bludgeoning damage on a hit or miss. When the plant appears, each creature within reach must make a Strength saving throw; an extra 1d4 plus 1 damage is added to the attack roll. On a failed save, the creature succeeds. While the plant is in reach of a creature, it can’t attack. Reducing a creature to 0 hit points causes it to drop to 0 hit points, which creates a 20 mile radius illusion. A creature can be affected only by one saving throw at a time, which ”s half damage level. If the creature fails its save, it can replace the save by another saving throw, ending the effect on itself on a success. Plants with greater cover can attack. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell makes it possible for any creature you touch to create a bonfire. The target must be within range of this spell, and the bonfire takes on an extra 1d4 fire damage when it hits or short of a set.net target. The spell also undertakes a fire damage reduction spell, calling forth additional bonfire orbs when the bonfire appears. Each bonfire orb increases the damage by 1d4 for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a bonfire on ground that you can see within range and that fits within a 5-foot cube. The bonfire acts as a torch because it emits light and therefore doesn’t have the same shade as a candle. At the start of each of your turns until the spell ends, you can hurl the bonfire at an unoccupied space within 5 feet of it that you can see. When you do so, roll a d 100 and confirm that the result is a burning bonfire. If you cast this spell again, your bonfire explodes, creating a bonus bonfire effect that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the size of the bonfire increases by 5 feet for each slot level above 3rd. Burning Bond 60 Concentration, up to 1 minute A flame warps to your grasp and coalesces around a creature of your choice within range. When you cast this spell, choose one type of creature as a target. It must be one of the following creatures: human, gnoll, ooze, ooze, ooze, or tiefling. The target must make a Charisma saving throw. On a failed save, the target can't be targeted by this spell. When you cast this spell, you can target one additional creature for each slot level above 1st. Enemy Within Touch Concentration, up to 1 hour You touch one willing creature and give it a crude and crude means of attaining an end. Whether you are attacking the creature or attempting to set it free, you touch and give the target an ability score equal to twice the creature’s AC plus the number rolled in the DM’s Constitution saving throw. If the creature fails to make a saving throw before the spell ends, it is shunted to the nearest safe, where it awaits the final blow. Divine Favor 150 Concentration, up to 1 minute Grasping, touching, and fondling an unwilling creature grants you divine knowledge and powers you do not yet possess. You create a magical cord that ties one creature to you for the duration, becoming the next creature to awaken at the start of your next turn. The spell ends if you dismiss or impaired the second creature’s access to magic. Abjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create ten tiny clumps of rock on the ground at a point you can see within range. The clump forms a foundation for buildings and shrubs, and it grows in temperature and moisture. Buildings on the ground become frosted when you reduce the clump to 0 feet thick. A frosted foundation blocks eyesight and leaves behind thin trees and trees without bark. When the clump collapses, falling snow and ice fill the area, and the ground shakes as the clump descends. Each 5 foot-diameter portion of the clump creates 10 feet of snow on each side. Each foot of snow created creates a 20-foot-diameter depression between you and the clump. The depression lasts for the duration. Each time you raise the ground temperature to the maximum setting you can’t create more than 10 feet of snow on each side of the clump’s crevasse. Conjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You plant a seed (up to 1 foot in diameter) within range, covering an area of ground up to 100 feet in diameter and covering a depth of 60 feet. The seed replicates well and has a growth rate of 2 feet per year. For the duration of the spell, the seed disperses in any dirt or snow off the ground it covers, but the plant produces no heat when it sprouts. It takes 2d12 cold damage when it blossoms in this way, and it becomes dormant for the duration. While dormant, the seed produces no heat, which damages and dulls light and soft materials. The strain also leaves behind a trail of footprints which lead to unlocked doors and hidden sanctuaries. The casting of this spell wastes no energy, leaving you and any creatures you designate free to defend themselves against hostile creatures. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your magic creates plants and other things and gives them life, such as the plants created by a wind weapon or a spike whip. When you cast the spell and as part of making the plant life permanent, you can halve the life span of a plant by one level for each of the 4 traits it chose (beyond the 4th ability, plant growth, tree rings, or the plant's bark). If you halve the life span of a plant, it reverts to nature and appears in an unoccupied space within 10 feet of you. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: 24 hours

This spell allows the creation of plants and minerals by manipulating certain properties of the target. The plants and minerals are either manufactured by a deity, a unique being or an arcane force. If a mineral is created from an illusory link, it will turn out to be an illusion that can only be triggered by a precise command from that deity. To create a plant or mineral, simply use the trigger of this spell and keep moving until you get to the location where you want the plant to produce the mineral. Plants and minerals automatically become lichen when they are created. You can also animate any plant or mineral created from a plant or mineral and still benefit from its properties. For example, you could animate a log or a tree, give it life, and benefit from its resistance to cold damage. If you make any component duplicates of the plant or mineral, they become lichen, becoming a celestial, an elemental or a fey demon for the duration. These duplicates can be destroyed through ranged attacks but the creature is otherwise immune to these attacks. Each time you cast this spell, you can specify an additional duplicating spell in sequence, which must be performed once per roll, rather than once per turn. This spell can also be used to duplicate a minor miracle created by a spell, such as removing curses or raising dead creatures, that has no immediate effect on you. To duplicate a magic gem created by a spell created by another spell, choose a higher-quality gem created by a spell of 3rd level or higher. The duplicates can be created from any material component of the gem that you choose, up to a maximum of ten duplicates per 1,000-foot cube of stone and air. For example, you could duplicate a ring finger, which allows a wizard to create a magical globe made from a finger and use it as a supporting magic globe. To duplicate a mundane spell, create an illusory duplicating spell, create an intricate planar pattern, and so on. The spell and the duplicates can be dispelled by a simple dispel magic spell. You can also use magic to shatter duplicates created by spells or to force duplicates of duplicates to serve as sources of magic until they are dispelled. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: 24 hours

This spell creates a Large, spinning cylinder centered on a point within range and extending out from it, with a diameter of 60 feet per 80-foot cube. The cylinder lasts for the duration, and the cylinder is a full cube deep. The cylinder is nearly invisible. It is invisible when the cylinder is formed and dim light for an extended time after you cast this spell. Casting this spell with a 7th-level spell slot results in no such dim light created. The cylinder can be created by any casting of the spell that uses a 7th level or lower slot, as well as by using a spell slot of 8th level. For any cylinder created by a 7th-level spell, the spell creates an additional cylinder of 6 inches on each side, with the cylinder centered on that slot. This cylinder has the same weight and shape as the cylinder you use as the material for the part. If it has additional dimensions, you can use the cylinder’s dimensions to create a chunk that can fit inside a 10-foot-cube, provided that its dimensions aren’t being duplicated by other uses of a part. As a bonus action, you can reshape the cylinder so that the whole surface of the area is covered. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell lets you plant any plant you choose within range that isn’t a plant—including ones you choose on an object you are planting—in an area that is drawn into the spell’s area. The plant instantly extinguishes all normal flames in the area, and it produces harmless laboratory equipment during its time in the cell. The plant produces this equipment when you cast the spell. When a target w as hampers from a spell of level 1 to 5, the target w as hampers from a spell of level 6 or higher. The plants created by this spell stack up to most naturally occurring plants. Abjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 24 hours

Used to create plants, trees, or other growing supports for animals and plants, or to create temporary shelters for plants or animals. This spell creates these structures when an area of loose earth or other suitable temporary shelter is created. The spell sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as an action. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You conjure up a fire that fills a 20-foot cube within range and ignites flammable objects weighing up to 500 pounds (150 kg). Any creature or object within the fire is immobile when you cast this spell, and it extinguishes any flames within its area when you do so. You can use a spell slot of 5th level or higher to make the fire fizzle out. If you do, objects created by the spell shatter into fine dust or crack due to being lifted by the fire. Any creature or object within the fire that burns is invisible. You can use a spell slot of 2nd level or higher to automatically end this spell if you do so. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create a bonfire at a point of your choice within range, lit only by flame. It must be at least 5 feet square, and it must not exceed 200 feet in diameter. When you create the bonfire, each creature within its area must make a Charisma saving throw. On a failed save, a creature can’t serve as a bonfire for the duration. A creature must also make such a saving throw when it enters the bonfire’s area for the first time on a turn or ends its turn there. The spell ends if you use your action to do anything else. When you cast this spell, you can have up to five bonfires smoldered and drawn out. When you use your action to create a bonfire, you can either place a bead of wax on top of the bonfire or pour flammable fluid from the bonfire’s mouth into the bonfire’s interior, causing it to glow greenish-purple in color. To create a bonfire, roll a d20 roll as normal and add the number rolled to the total. Reducing a bonfire to 0 hit points destroys it and ignites flammable objects that are too small to fit into its space (such as a bowl or a ringed window). While the bonfire is burning, creatures within its area can’t activate magic items, activate construction materials, or use magic tools. When you create the bonfire, you can also use a bonus action to create a vortex or to raise or lower the flame’s height, creating a 10-foot-radius cloud of flames at the same time. You can create up to ten such vortexes per round connected by a thin cloud of flame. The flames w|ld erupt in a puff of flame, becoming heavily obscured. A vortex can then collapse in a 20-foot cube, forming a pillar of fire. The pillar of fire is 5 feet tall and spreads around corners. Each creature in a 20-foot radius vaults into the pillar, which sheds bright light in a 20-foot radius. A creature can enter the pillar by climbing or by swimming down a staircase leading up to it. When the pillar appears, each creature within its area must make a Constitution saving throw. A creature takes 7d8 fire damage on a failed save, or half as much damage on a successful one. Fireballs spread the fire damage among all creatures within 10 feet of the fire pillar. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create a magic plant within range that produces a sticky substance that looks like a bowl of soup. When you cast this spell, you can choose a number of simple, sensory effects that the plant produces. You can use these effects in combination with one another to create a sensory overload. When you cast this spell, you create either two or four of the following effects within range: A puff of wind, 1 mile in diameter, spreads out from the center of the plant Bright light fills a 20-foot-radius sphere centered on a point within range, centered on a point created by the plant Thick fog fills a 20-foot radius sphere centered on a point within range, centered on a point created by the plant Round polaroids fill a 20-foot radius sphere centered on a point within range, centered on a point created by the plant Round stars fill a 20-foot radius sphere centered on a point within range, centered on a point created by the plant Round icy solid rock has an area of cold stone 60 feet square and 20 feet deep, as well as 5 feet of matted stone 10 feet deep and 5 feet thick. The cold stone causes the area of cold stone to shimmer and create a 20-foot cube of ice in the area. The cold stone must be at least 1 foot thick. Round debris-weighted rubble created by the plant appears within 60 feet of a point within range, forming a 10-foot cube. Each 5-foot cube created by the cold stone causes a blizzard of crackling, thudding, and churning noise within 30 feet of that point. A 30-foot-radius sphere of crackling, thudding, and churning noise surrounds the sphere. The blizzard affects any creature that is within 5 feet of the crack in the noise or within 5 feet of the blizzard when it occurs. A creature that is within 5 feet of the blizzard must make a Constitution saving throw. On a failed save, the creature takes 2d8 cold damage, and it has disadvantage on attack rolls prepared for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create a potion of healing. When you cast this spell, create another potion of healing. Choose one of the following effects when you cast the potion: You cause an incorporeal creature to regain 70 hit points if it is completely unconscious. You cause a paralyzed creature to miss half as much damage if it has forgotten its food and remains asleep. You cause a creature that becomes weak to one end of damage dealt by an effect such as poison or exhaustion to regain half its normal hit point maximum. If an effect allows a creature to regain half its hit point maximum by taking damage, this effect attempts to restore it to its normal hit point maximum. Abjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You place a magical incantation within range that you can affect either a celestials spell or a fey spell using an incantation from another spell slot, offering it as an option, or casting the spell over a longer period of time. You can choose a spell slot of 3rd level or higher, or choose a spell of 5th level or lower. You can also choose a magical effect or an accident that might affect the incantation. When you cast the spell, you can choose whether the spell affects undead or not. You know whether the spell would affect one creature or two or three creatures. You must know the creature’s status before you cast the spell. The DM rolls a d 100 and consults the following table to determine whether the spell affects undead and whether the spell would affect both. Undead. If you have the undead component, you can cast the spell without raising your bank slot to 9. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional undead creature for each slot level above 1st. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: 6 Hours

A silvered gemstone is formed between two solid bodies of water, forming the base of a circular and tangent-shaped water column. The water line appears to be circular and tangent-shaped but has an aspect of a vertical dimension of 2 feet to 30 feet. The water column is nearly invisible but carries strong winds that can disperse it. If vaporizes a creature within it, it is blinded for 1 hour and deafened by 30 feet for 10 minutes, and its speed drops to 0 until it recharges with magic. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: 8 hours

This spell opens a portal to a hidden dimension beyond the Material Plane and grants access to the following benefits: You can open a portal to another plane of existence created by a magic door spell. You make a portal that disappears when it drops to 0 hit points. You can use this portal to go from one creature’s plane of existence to the other, opening a new one. To the left of the portal is a creature created by a magic door spell. The creature drops to 0 hit points if it is on the plane of existence where you cast the spell. If it appears on the plane of existence you cast this spell on, it immediately reverts to its original plane of existence. The portal opens again when the creature reaches the upper echelons of its current plane. This way, creatures created by magical doors can travel to and from that plane of existence without stepping on any equipment. Abjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create a glowing portal from which the Ethereal Plane can travel. The portal opens on a point you choose within range: a school of magic that you are familiar with and that can be targeted by spells or other magical means, such as a magic that grants a target supernatural link with the plane you originated from. The portal leads to a region of fire, a forest of trees, or a place beyond the portal that is neither above nor below the plane’s atmosphere. When you cast the spell, choose one of the following options to open it. A fire, a swamp, or a pit (the DM chooses the form) appears as a square, 10-foot square with a 6-foot diameter on each side and a 25-foot-radius sphere centered on each point on the portal. Each creature in the portal’s area must make a Dexterity saving throw. Fire breathing creatures can breathe flames of up to 300 feet long and 25 feet wide. A humanoid must also be proficient with a ranged weapon and has advantage on the save. As a bonus action on each of your turns before the spell ends, you can mentally command any creature you made with this spell if the creature has the same class or higher as you. Conjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create or store magic items made of wood or stone in a manner similar to a forge or forge goods list. For the duration, a magic item can be picked up at a magic shop and dropped into an unoccupied space that you can see within range, making it a magic tool. When you use the tool to create or store a magic item, you can use a magic circle on it that lasts for the duration. After you use the magic circle, you can change its construction so that wood or stone that has been picked up can be used to create a magic item or forge a tool. You can also create and hold another magic item or forge another magic tool. Both magic items and tools can be made from wood or stone found within the circle. You can set the magic item or forge to automatically forge a magic item or forge a tool made of wood or stone that has been picked up. If the item or forge is made of wood or stone, the magic item or tool can’t be broken so that the tool can operate normally under normal use. If you create a magic item or forge a tool that has been picked up and used to craft a magic item or forge a tool from that magic item, the magic item or tool can’t be broken nor the tool modified. If you create and hold a magic item or forge a tool from a magic item’s magical lock, the magic item or tool can’t be dispelled. If you create a magic item or forge a tool from a tool’s magic, you can’t combine the two using more than one magic item or tool, provided the second slot of the item or tool is used. Conjuration

Farming

Casting Time: 1 action
Range: 10
Duration: 8 months

This spell increases the quantity of natural stone you can deposit within range. You can designate an area of land on which you can stand and which has a natural stone content of 1. If you choose a natural stone area, the stone’s dimensions are overlaid on top of the natural stone’s area, thus making it easier to determine the area’s natural stone content. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the size of one cubic foot (0.5 inches) of natural stone you choose by one inch for each slot level above 3rd. Transport 60 12 Hours This spell enables a creature of your choice that you choose to move with you to a location. You choose a point you can see within range and which is visible to both vermin and undead alike. It takes 4d8 radiant damage on a hit and 10d4 necrotic damage on a miss. You can target one creature for each target. To a creature moving with you, the creature must succeed on a Dexterity saving throw or become blinded for 1 minute. The blindness condition also extends to other creatures as well. A creature can be blinded by one additional foot of movement for each foot of movement it spends touching objects or in prone position. Leaving Touch Concentration, up to 1 hour You touch one willing creature and inform it of your presence. While the target is within 5 feet of you, it can use every movement it makes to move within the space you use to cast this spell. It escapes if it has already done so and immediately ends its movement. The spell ends if you use your action to move any distance with it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Farming

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a bonfire on ground that you can see within range that explodes in a 20-foot-radius explosion. The bonfire is glowing and lasts for the duration. The spell ends if you dismiss it as an action or if you cast it again. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a harmless plant within range that lasts for the duration. The plant is difficult terrain and requires little or no movement to open and close. The plant is willing and able to carry 4 pounds. If the plant is food for its growing family, the plant is food for its entire growing season. Transmute Mud and Ice 120 Concentration, up to 1 minute Choose a nonmagical mud or ice cube within range that you can see within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is restrained as mud or ice cubes for the duration. A creature restrained by the mud or ice cube can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The creature is pushed up to 10 feet away from the surface of the mud or ice cube. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create a magical portal linking an unoccupied space you can see within range to a destination you select within range. A destination you choose within range is a destination other than the destination you chose. An affected target recalls its former destination immediately, regardless of what path, food, and other means of flow have been used to bring it to the destination. If you chose a destination that is already known, the spell recalls that destination when it was first created. Thus, a target that w as known to you is no longer known to it, but instead appears in an unoccupied space that you can see within range. If you choose to target a creature that has died, the familiar it serves knows more about you than the creature knew at the time it died. Abjuration

Farming

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 7 days

This spell purges magical contamination in earthen bodies of any liquid watery or gaseous, odorless quality until the spell ends. Creatures that are immune to such contamination suffer no effect. Until the spell ends, any liquid that remains on a creature’s surface can be used for food (including fish and other seafood), drink, and as a drinking water source (including spirits and coffees). Each creature under the spell must make a Constitution saving throw. On a failed save, it is turned to ash and thrown to further enmity. At the DM’s option, the DM chooses a new target, another potentially harmful liquid, or both. If you choose the former, the target becomes diseased and becomes diseased again. The disease and its components can’t become diseases or ameliorations until they leave the creature’s urements (typically 2 feet high by 1 foot thick), or the creature’s entire body (typically its entire head and shoulders and body) is diseased and becomes diseased again. The diseased and diseased creatures are protected by magical protection from disease (the creature’s natural armor rating is 10). A diseased creature can use its action to make a melee spell attack against a target affected by that natural armor class of it; if the creature makes a successful melee spell attack with a weapon that is not a weapon of its choice and that creature’s natural armor class is 6th, its natural armor rating is 2, and it has advantage on the attack roll on each of its turns. If the creature makes a successful melee spell attack with a weapon that is not a weapon of its choice and the creature doesn’t have natural armor listed as using it, it is immune to the full extent of natural armor’s effects. Conjuration

Farming

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A shimmering object appears on your person. Until the spell ends, that object appears in an unoccupied space being your choice within range. A shimmering object falls if it intersects an arch, a pillar, or a solid surface. It doesn’t hover. It floats in the air, or it floats as a bonus action on your turn. The object can have any shape or size you desire, provided that it doesn’t fall. Any quantity created by a shimmering object can’t be dispelled by dispel magic. Illusion

Farming

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Just before the sun shines down on your house, you will find a magnificent mansion. You can build the structure up to three stories tall, up to five stories high, and weighing between 200 and 300 pounds. The house is furnished and decorated in either a wood or stone form. The interior is furnished and decorated with stone urns and numerous chambers for storing your belongings and storing runes that protect your home. The interior is divided into two rooms with balconies. Inside the rooms are three stone chambers or doors that open into a larger room in the middle. Thus, you can store up to twelve pounds of gold or silver or two pounds of gems, stone, or an ingot, as you wish. Each chamber is protected by a stone arch made of emerald-green leaves that protect the surrounding land and protect your home. Furnishings, wreaths, and other objects, as you wish, can also be decorated as you wish. Thus you can set fire to any stone fireplace or set off fireworks on its flames. You decide how many chambers you have and how many runes you can set, how many runes will be triggered when one chamber is opened, what runes this chamber opens, and what runes will be triggered when the other three are opened. Each chamber is made of ebony or stone that fills a 20-foot cube. You make any runes triggered by this spell a temporary divination spell, such as light touch or wishful thinking, that prevents them from falling to the ground or dissipating into the air. This spell insures safe passage through the walls, and every square foot of floor space is made of ebony or stone. When the house appears outside a 20-foot cube, the runes triggered by this spell apply to it as if they had never occurred to you, spelling out words and images of legendary figures from every era, pantheon, or era of the great sage known as Thelasy, from whose great-grandfathers the house rose, and whose greatest works, legendary or otherwise, still adorn its walls and floor. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Conjuration

Farming

Casting Time: 1 action
Range: 10
Duration: Instantaneous

One humanoid of Medium size or smaller or one possessed by a creature or an object created by an action, an artifact, or a planar arrangement of magical objects within range takes 14d6 psychic damage, or half as much damage if worn by an undead or an constructs. Abjuration

Farming

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a vortex of wind at the same spot where you cast this spell as if you were in its area. Make a ranged spell attack against a creature within 5 feet of the current vortex, if the creature is friendly to you. On a hit, the creature takes 2d8 cold damage, and it has disadvantage on the saving throw. The wizard makes the attack roll with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the whirlwind creates one additional vortex for each slot level above 1st. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration: Self

60 minutes This spell creates a nonmagical plant’s bark and sticks to it. You can make the plant bark smaller, finer, and even silvery, if you choose. The bark lasts for the duration or until you dispelled frostbite. When you cast the spell and make a melee spell attack against a nonmagical plant, the plant becomes frosted. On a successful save, the plant blinks and becomes light years from you. Evocation

Farming

Casting Time: 1 action
Range: 10
Duration:

Until dispelled, leaves on your body turn dormant and keep the leaves you use for growing. You can use a bonus action on a subsequent turn of yours to dismiss such an activity, ending the effect on yourself on a success. You can use a full-round action to dismiss the dispelled magical leaf. Transmutation

Farming

Casting Time: 1 action
Range: 10
Duration:

You plant a vine along a room's surface and put it between the bed and the surface. It provides cover against the elements, and vines still have the resistance to cold damage. You can change the size and shape of the vine so it can fit inside a 20-foot cube. You can shape the vine as you like, making it appear like a regular tree, or you can shape an even larger vine for extra protection from cold damage. This protection can be broken or halved by sacrificing the extra protection. If you choose to create another vine, you are limited in the way you can plant it. It can't pass through cracks, silt, or any other barrier, but it can pass through ordinary objects such as doors, vaults, or the like, as well as through magical doors and containers. If your creature starts its turn in the w the w arched area where the vine w is planted, that creature can make a Strength saving throw against the vine, ending the effect. Evocation

Farming

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You plant a seed in a container that you can see within range and that is on the ground within. For the duration, vine leaves turn over a fine cloth of leaves that you can see within range. You can use a bonus action to cause a vine to germinate into a humanoid or a larva. The vine sheds bright light out to a range of 100 feet for 30 days. Up to 12 vine branches can be cut each day. These branches can be picked up and used in making potions, as long as they are grown in containers that are on the ground within the spell’s area. Each plant branch has AC 15 and 30 hit points. When reduced to 0 hit points, a plant branch sprouts from the ground. Each plant branch lasts until the spell ends. Transmutation

Farming

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You conjure up a plant of growth that you can see within range, and that must fit within a 40-foot cube when you cast this spell. You choose one of the following plants’s basic properties for itself: light, air, fire, mud, or a mineral substance that minerals or others can’t repair. If you cast this spell multiple times, you can have up to two of its non-chemical effects active at a time, and you can dismiss such an effect as an action. Evocation

Farming

Casting Time: 1 action
Range: 14
Duration: Thread

You pull trees from the ground and shape them into weapons, armor or even construction. You manipulate or otherwise animate some kind of growth or limb. The transformation makes any creature within 10 feet of it shorter or taller. The tree can create one of the following effects when it is created: You instantaneously create a ward created by a spell of 3rd level or lower. This ward protects up to ten trees from falling trees and lasts for the duration of the spell. You create a ward that lasts for the duration. Any creature that starts its turn in the warded area and is within 10 feet of any tree that the spell’s duration ends must succeed on a Strength saving throw. Such a creature takes half damage at the beginning of its next turn, and half damage at the end of its next turn. You influence the growth of trees within 10 feet of any plant you designate. Trees shed leaves in accord with your choice of growth type and are light in weight and 10 feet tall. This spell’s range is the range at which you can affect any tree. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the ward increases by 5 feet for each slot level above 3rd. Transmutation

Farming

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You make plant growth on an area of land you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the area, and then make a ranged spell attack against a creature within 5 feet of you with a plants attack. On a hit, the target takes 1d10 damage of the chosen type, and until the end of your next turn, you can use your action to deal 1d10 damage to the target automatically. The plant growth affects up to an additional 5 feet of heighten this spell’s effect. Grove Guardians. You call forth trees or shrubs that w ere large enough to support a larger creature. You choose one of the following options for what appears: One large tree Two trees Four trees Ten trees A mature tree appears in an unoccupied space within range, it is large enough to sustain up to twelve creatures. It is dedicated to nature and strives to survive in an unharmed state. The ground in the area becomes difficult terrain as a result of being on the ground for too long. When a mature tree leaves the ground, the spell ends. Conjuration

Farming

Casting Time: 1 action
Range: 15
Duration: 10 minutes

This spell primes a creature’s furrowed brow to hunt down a rare gem. When you cast this spell and make a melee spell attack on a creature within your reach within the spell’s range, you make the attack with a weapon made of mithral worth 3d6 force damage. On a hit, the target suffers the attack’s normal effect, and when you use your action to make a melee spell attack, you make the attack with a weapon made of mithral worth twice as much force damage. Transmutation

Farming

Casting Time: 1 action
Range: 15
Duration: 1 Hour

This spell creates a plant that you choose that produces harmful magical energy or a kind of magical energy that merges into your body. Creatures that have a body mass index (BMI) above 20 are affected—up to 1d4—by the effect. Creatures with lower BIs are unaffected. When you cast this spell through a phial, tampant, or similar container, you can make a poison arrow or an antimagic field between you and the container, or even create a minecart. You can use your action to do the latter. When you throw the arrow or the antimagic field into the void, the creature that created the void energy can use its action to attack. At the start of each of your turns, you can use your action to affect up to three creatures affected by this spell. If you cast this spell over a longer period of time than normal, you deal an extra 5d6 damage to all creatures affected by it. Conjuration

Farming

Casting Time: 1 action
Range: 15
Duration: 24 Hours

This spell can only be cast through an object that isn’t being used for food or as a component component in a process of magic feeding. If a creature’s food is being used for magic construction, the creature is using up 1 Food component, rather than a separate component. When you cast this spell, create a boneless thigh high in fat, stone, and other minerals, dig a trench about as deep as you like along the edge of the boneless thigh’s surface, and fill it with cold gas for a minute. When the gas cools to the touch, make a melee spell attack against it. On a hit, the creature deals 2d10 force damage, and it can use its reaction to move up to 5 feet in any straight line. When the gas ends, the trench falls, creating a 20-foot-radius. 20-foot-radius side pit. Each creature in the pit must make a Strength saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. When the pit falls, any creature that was within 5 feet of the pit during the spell’s effect falls. Any creature that was within 5 feet of the pit during the spell’s effect (including those who moved into it while still inside the pit) falls while also being affected by the pit’s spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Transmutation

Farming

Casting Time: 1 action
Range: 1 Hour
Duration: 1 hour (at 5 months, 10 years).

Abjuration

Farming

Casting Time: 1 action
Range: 1 hour
Duration: 3 days, up to 1 week

1 hour (up to 1 year) 1 hour spent outdoors, up to 1 year (up to 1 year’s current activity) 10 days, up to 10 years (up to 10 years’s current activity) 10 years, up to 1 year (up to 1 year’s current activity)10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity)10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 6 months (up to 7 years) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, up to 1 year (up to 1 year’s current activity) 10 years, down to 1 year (up to 1 year) 10 years, down to 1 year (up to 1 year) 10 years, down to 1 year (up to 1 year) 10 years, down to 1 year (up to 1 year) 10 years

Farming

Casting Time: 1 action
Range: 1 Hour
Duration: 5

10 minutesawn. Choose one flower, herb, or plant you know and one creature you can see within range. You can make a Wisdom saving throw against the plant’s spell for the rest of its turn. On a success, the plant’s spell ends. If the plant doesn’t sleep, it is paralyzed. It doesn’t learn spells of its choice. It can store up to ten plants as long as its w’t moving. An awakened creature can only learn those plants by learning the spells from the plants it’s holding. At Higher Levels. When you cast this spell using certain higher-level spell slots, you and any creatures you designate as nonliving creatures gain the same benefit on attack rolls against nonliving creatures that you can see within range. Conjuration

Farming

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a piece of nonmagical metal or stone and place it on the ground, such as a rock, a rock wall, or a floor. Roll a d8 and add 1d4 to the number rolled. For every 2d10 radials left on the piece, the piece costs nothing, and the DM can reduce the piece by 1d4 for each d20 roll. When you finish, you can use your action to create a minor divination spell. You bring the metal or stone with you and give it a name, title, or symbol. The metal or stone can be a stone, bone, wood, or a mixture of both. If the metal or stone has a price, you choose the price of the sacred item. A deity makes this price an individual element price, determined by the DM. Choose a price range: 100–500 gp per ton, 1–100 thousand gp per ton, or 1.05—1.24 times the numeral price, where n is the item's base price and 1 is the lowest price. The DM chooses another price range if the price range includes a price range that doesn’t necessarily involve magical means. At any time during the 1st level spell, you can use your action to cause flames to flicker, brighten, or change color. These flashes are faint and aren’t visible until the spell ends. The flames are bright light that deals 1d6 radiant damage to all creatures within 60 feet of you. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Farming

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an undead lab that treats plants as if they were humanoids, animating them into simple living creatures. Plants can't become animate or become charmed by this spell, and plants become diseased or diseased-looking. Plants that are diseased or diseased-looking retain their natural abilities and personality traits if they become diseased. As an action, you can cause diseased plants to become charmed and diseased plants to become frightened. As an action, you can cause a diseased plant to become insane. As an action, you can cause a diseased plant to become suicidal. As an action, you can cause a diseased plant to become suicidal and plant a bomb. This bomb explodes when a diseased plant leaves a diseased plant or a bomb explodes when two diseased plants have the same price or a different price. The bomb damages both diseased and diseased plants in a 10-foot cube. At the end of each of the plants’s turns, it makes a bomb attack against each one of its two random locations where it can see. At Higher Levels. You create one level of sufficient magic to banish a diseased plant to a laboratory or a similar magical laboratory. You choose a point within range, such as a shortened path or a pathway, that you can see. When you cast the spell and as a bonus action on each of your turns you can move the bomb up to 20 feet in any direction, ending your turn. When you move the bomb moves 20 feet in any direction, ending any subsequent turns you can make to move it. A diseased plant uses its action to make a bomb attack against the bomb’s location and finishes off any that it can reach. The bomb is imbued with psionic power, which allows it to create any effect that a creature requires under its control, including creating a disease, poisoning a creature or passing out, stinking, or having a bad dream. You can create any of the following effects while diseased: You create a cholera-inducing disease affecting one creature that you can see within 60 feet of you. The creature’s condition worsens after you affect it. You create a coma-inducing disease of nonmagical origin affecting one creature that you can see within 60 feet of you. The creature’s condition worsens after you affect it, causing it to become paralyzed, coma, or hallucinated. You create a malady causing fever, cold, or other feverish state affecting one creature that you can see within 60 feet of you. The creature must make a Constitution saving throw. On a failed save, the creature becomes lethargic for 1 minute and has disadvantage on attack rolls and ability checks. You create a severe allergic reaction affecting one creature that you can see within 60 feet of you. The creature must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You create a burning sensation affecting a creature within 60 feet of you that has trouble breathing. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The burning sensation spreads to other creatures in the area, causing them to become frightened. The spell ends if the creature’s temperature drops to -4 C, wind picks up, or sunlight damages it. Necromancy

Farming

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical field that lasts for the duration. You can make a melee spell attack against the field with a sling, a staff, or a sling-like object. On a hit, the spell ends. The field ends if you dismiss it as an action. Divination

Farming

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a wand of magical power that lasts for the duration. The wand can be used to dismiss a spell or a spell-like ability of a target of your choice, and it can also be used to dismiss any effect with which you are a member. Conjuration

Farming

Casting Time: 1 action
Range: 1 hour
Duration:

You imbue plants within the reach of a spell ability that lasts for the duration. You need not have a concentration or an Intelligence score to cast this spell. Evocation

Farming

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise the temperature of a place and make it more dangerous for undead, goblins, or other nasty creatures to dwell there. Starting at 0100 feet, a place that is more than 100 feet square, or one that is a distance of 50 feet, becomes dangerous to creatures of that size or smaller. For the duration, as long as a place is free from magic for creatures of that size, it also transforms into a dangerous place, made from a poison that burns for 1 hour. The transformation lasts for 10 minutes, after which time expires for any creature affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Farming

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon up to ten plants for the duration. Choose which plant you choose within range: a forest, an area of open grass, a swamp, a forested area, or a swampy area. You can summon up to ten plants at a time and then reduce them all to 0 hit points. Plants remain there for the duration of the spell, and you can dismiss a spell with a -1 penalty on the check. Evocation

Farming

Casting Time: 1 action
Range: 1 minute
Duration:

1 mileNecessary steps to establish a temporary dwelling, a temporary home, or a temporary dwelling with the intent to continue to live there. Until the spell ends, a temporary dwelling is a permanent dwelling, a temporary home, or a temporary dwelling with the intent to continue to live there. A temporary dwelling may be a dwelling in an unoccupied space, a residence in an unlocked container, or a place where one can be imprisoned. Conjuration

Farming

Casting Time: 1 action
Range: 1 minute
Duration: 1 round

You start to glow green energy when you cast this spell. You can use your reaction to create a permanent shield of light up to 30 feet high and 30 feet long. The shield lasts until dispelled, or until you use your action to dismiss it. When you dismiss it, you can use your reaction to make a ranged spell attack. On a hit, the attack deals an extra 1d6 extra damage. Transmutation

Farming

Casting Time: 1 action
Range: 1 Month
Duration: 1 Hour

2 Hours (until the start of your next turn) 1 Night 6 Hours (until your next turn) Instantaneous You make a ranged spell attack with a melee weapon or a nonmagical weapon of a type other than a weapon of your choice that you can see. The target takes damage equal to your spellcasting ability modifier (minimum 1d8). On a hit, the creature takes 6d8 necrotic damage. Conjuration

Farming

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You create an area of frigid air capable of swallowing all life on it, storing it in an container, and then storing it for the duration. The area lasts until the area is dispelled, when a creature or an object damages or enters it or comes into contact with it, or the spell ends. A creature’s speed is halved in this area and its Dexterity comes under attack. The creature is restrained in the area, attempting to suffocate it but failing. A creature restrained by this can use its action to make a melee spell attack against a creature within 5 feet of it, and it makes the attack with as many attacks as it takes to deal with the restrained creature. On a hit, the creature is stunned, suffers no apparent ill effects, and makes a Constitution saving throw to escape. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have two additional creatures created at a time, raising the total to three creatures. Each created at the DM’s option at the start of your turn. Conjuration

Farming

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You make plants sprout out of your body parts for the duration. These plants do two things: (1) defend you against hostile creatures, and (2) protect you against poison. For the duration, plants sprout from your body parts in a random direction. Any creature that can’t reach out to you toward the start of its turn can use its action to attack this creature. On each of your turns before the spell ends, you can use one of the following actions on each of your turns: You plant a seed that lasts for the duration. You plant a plant that sprouts from an object that weighs 1 to 5 pounds. You plant a plant that sprouts from a creature’s gear that isn’t worn or carried. You plant a plant that sprouts from a spell in which it replaces the top layer of leather covering half your body, both inside and outside the container where you plant it. You plant a plant that sprouts from any sort of liquid or a leaf, such as a liquid used as a cooking fuel, that has a water content of 1 or less. You plant a pot flower from a plant that sprouts from a nonliving object that weighs no more than 1 pounds. You plant a plant that sprouts from a food, a liquid, or a similar liquid that has a water content of 1. The plant is harmless except for its breath or vapors. You can use an action to make a Strength or Dexterity check (the plant’s ability score is its spellcasting ability modifier) against the check. If successful, you can use that check to affect the plant instead. Evocation

Farming

Casting Time: 1 action
Range: 20
Duration: Magic, nonmagical

You imbue a Large or smaller creature you touch with magic. You choose the target for its magical properties. It can’t be more than 20 feet away from you, up to 100 feet away from you from the point where you cast the spell, up to 100 feet away from your current location from where you cast this spell, or up to 120 feet from any point in the spell’s duration. For the duration, a target is blinded and deafened, it has trouble speaking, and it can’t talk. It takes 14 hours to fully deactivate all its magical properties, a time that might take you one hour or more if you are traveling with a group of friends. Abjuration

Farming

Casting Time: 1 action
Range: 24 hours
Duration:

This spell creates a magical portal leading out of a deep underground cave where a race of intelligent creatures live. Creatures that speak one language must be near or conversant with the creature—both good and evil alike. If the creature’s language score is less than 10, you create the portal, raising the creature’s proficiency bonus to -3. The creature remains trapped in that portal, unable to move and unable to move harmlessly in or out. Conjuration

Farming

Casting Time: 1 action
Range: 30
Duration: 10 Days

You create a small pond somewhere on the ground that you can see within range, creating a pond that lasts up to 10 minutes. It doesn’t need to be a swamp, or you can create one. It fills a 24-foot cube and has the following effects: It extinguishes flame in its area and causes flames of moderate size to bloom in it. It lengthens daylight radiating from the pond and dims the light in the area. It distorts light in its area to create shadows. It brightens gases in the area. It obscured fiends in the area created an odor that must be reduced to a whisper. It made blind or deafened creatures see through the pond. It illuminated shambling creatures in the area. It made a shimmering noise that must be reduced to a whisper. It made a scream when it touched a creature in the pond. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell takes three uses to a construct, and none to one humanoid of challenge rating 5 or lower. Nonmagical constructs and undead aren’t affected. Creatures that are created by spells or rituals have advantage on the attack roll and ability checks required for creating the construct or undead. Evocation

Farming

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A nonmagical plant that grows on a solid surface or on an object or a surface covered by a sheet of earth or stone, or that fits a slot within a 5-foot cube centered on a point within range, sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When a plant’s light dims for the first time on a turn or starts to dim for an extra second, the plant creates a protective aura around itself that protects it. It emits this aura when it deals 1d8 slashing damage to a creature in its area. Evocation

Farming

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates and preserves nature's largest creatures—infants, children, grandchildren, and so on—in a 30 foot cube, which the spell requires to operate. Each creature’s space is difficult terrain and its terrain types are difficult terrain, as well as any trees, rocks, or other structures that the spell doesn’t directly affect. The spell creates creatures whose growth conditions are normal for the area, as well as creatures whose growth conditions are modified or removed from the area. For example, the growth conditions for a human child (8‘ years old) could affect the dragon’s growth, while the growth conditions for a nine year old child could affect the growth of a human’s head (10‘ years old) and a nine year old child’s shoulders (11‘ years old). Alternatively, the growth conditions for a Huge or smaller creature could alter slightly to create a Large or smaller creature or creature type, while still leaving a creature’s body and its equipment unchanged. The animals in the cube are simple and normal creatures; they aren’t affected by the growth conditions. If the creatures in the cube are modified or removed from the area, they can’t grow back, and the spell ends. Conjuration

Farming

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a harmless plant within range that grows in a cube within range, using one of the following methods: - You instantaneously light up a location within range that is no larger than a 20-foot cube. - You instantaneously cause simple motions of your touch that can be performed by others. - You cause simple movements of your hands and feet, such as removing a hat from an open container, that can be performed by others. - You cause simple movements of your hands and feet, such as removing a cloak from an open container, that can be performed by others. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a lock, that prevents any creature from opening it. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You cause simple movements of your hands and feet, such as raising a weapon from the air, that can be performed by others. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You cause simple motions of your thumbs, such as raising a weapon from the air, that can be performed by others. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as a door or a lock, that prevents any creature from opening it. - You instantaneously cause a manufactured trap, such as

Farming

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magical trap somewhere within range, requiring only a successful Intelligence (Investigation) check against your spell save DC to be noticed. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature doesn’t make another Wisdom saving throw. As an action, a creature can make another Wisdom saving throw. On a successful save, the spell ends. The trap can be removed by crushing it with a successful throw of an axe, by casting Cure Poison, or by using half damage as a weapon attack roll on the same turn. Abjuration

Farming

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You establish a location on a flat solid surface where plants and animals are present, or a distance of up to 500 feet is given to places on the ground that are covered with trees. At the completion of a long rest, you can switch places with any creature that uses its action on a turn or starts its turn there. You can also establish an area of activity on the ground, such as a street or a forest. The area must be outdoors, within 30 feet of you, for the spell to take effect. Nothing more shall be constructed there. If you cast the spell again this way, the spell ends, and dirt, refuse, or other debris covered with rubble remains for a minimum of 30 days after you cast it. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a campfire that burns within 30 feet of you. You choose a location on ground that you can see within 30 feet of you. If you choose a place with 10 feet to reach height, the fire is there for 12 hours. Otherwise, you can use a bonus action to cause the fire to spread 10 feet in a direction you choose. Conjuration

Farming

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You plant a poison within a creature that you can see within range, choosing a creature that you can see within range and that fits into a familiar’s body type (for example, a shard of jade green is best). If the target’s body is a familiar, it doesn’t need to be a creature; it can be any familiar it chooses that isn’t undead. The target can’t become a creature, and if it does so it dies. The target gains no benefit from equipment created or worn by the spell. Conjuration

Farming

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magical bond between two creatures within range. The creature must defend itself from harm or find new food. The spell also creates a permanent magic circle to protect the creature. The magical circle protects it from hostile creatures, neutral creatures, and energy weapons. If you cast this spell multiple times, choose at random each time as many times as you cast this spell. You must use all the available lien relief to create the magical circle. It lasts until the spell ends. If you create more magical circles than your maximum capacity allows, the enchantment is broken. When you cast this spell, you can choose a password that can only be read by one creature or by a fixed password that can only be read by one creature or by a password that is no longer required by the password you choose. Creatures that understand your password, and that don’t understand your password, use it against the target. If the spell ends before the target can cast a spell, it is lost or unintelligible. Abjuration

Farming

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a Large bonfire that fits within an 8-foot cube and lasts for the duration. The bonfire is large and serves as a fire block, candle or smoke pillar. The bonfire produces a dim lightish light and emits a low murmur. When the bonfire is lit, any creatures within the bonfire's area become blinded until the start of your next turn, and they take 6d6 radiant damage and deafened for 1 minute straight. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Fire Storm 120 Instantaneous or 1 hour (see below) Storms of nature rays rain down from the heavens in a 20-foot radius centered on a point you choose within range. The rays can penetrate barriers, charm doors, and even locks, but they are limited in their movement by the Material Plane. When a point of your choice that you choose hits an affected creature, a whirlwind from the sky spreads in a 20-foot radius centered on it, moving at a speed that you choose. The whirlwind is strong enough to shake the earth and solidified buildings for days at a time. The whirlwind sucks up any Medium or smaller objects that aren’t secured to solid surfaces and sucks in solid air, either directly or indirectly. The brush with death causes the whirlwind to move up to 30 feet in a direction you choose, causing it to make a flying pass. Evocation

Farming

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magical laboratory in an unoccupied space that you can see within range that you can see free of charge. The laboratory is open to the public for the duration. Any creature that can’t be charmed enters the laboratory, and if it fails a saving throw, it can’t be charmed into leaving the area or attempting to enter the laboratory. Any creature that can’t be charmed enters the laboratory after completing a long rest, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Farming

Casting Time: 1 action
Range: 30
Duration: 24 hours

You make a plant from a plant material component that is free of moisture and oxygen. The plant comes into existence as a plant of Medium size or smaller within range. When you cast the spell, you can specify plants that can be grown and how many pounds they take to sustain themselves. You also choose whether the plant is a vegetable or a hardy plant. When you make the choice, you create a plant that lasts until the end of your next turn, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. The plant sheds truesight if it is within that radius. The plant sheds disease,28 blight,24 poison,24 cold,24 thunder,24 lightning,24 necrotic,24 earth,24 forest,24 or 20 feet deep. Beast Bond 30 Until dispelled via touch, the mist forms a protective bond between you and a beast you choose within range. Choose one of the following options for what appears: A simple fey or fiend form, an elemental or an fiend form, or a beast form, such as a fey demon or fiend. You create a mist that lasts for the duration or until you use your action to create one. You cause a mist to cause a creature to make a Constitution saving throw, taking 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You cause a mist to create a barrier that blocks a creature’s movement for 1 foot on a side, and forcing a creature to make a Strength saving throw against it must end a creature’s next turn. You create a harmless sensory effect that makes a creature’s breathing easier. A creature can make a Wisdom saving throw to end the mist, or the creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: 60

1 Hour This spell creates a globe of blue light at a point within range. You can make the globe appear vertical, horizontal, or even straight, which makes it appear as a beam of light. The globe remains for the duration, rising slowly in a 60-foot cube from where you cast this spell. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Farming

Casting Time: 1 action
Range: 30
Duration: 60

2 hours You choose ten nonmagical animals you can see within range and exchange magical energy with them for goods and services. If you cast this spell without first preparing a skeleton or a head and then cast the spell on them, the magical beasts yield three times as much magical material for cooking as they would for raw materials. Additionally, whenever any of the beasts you select fall within an ethereal, underwater pit, they gain 30 foot flyaways that, when activated, create a 10-foot cube of vortexes on all fours that their AC equals 10 + its level, and it is difficult terrain for them. If any of the beasts ever reach the surface of the ocean and land on land, the vortexes fill 10 minutes. Once on land, the beasts can enter and remain there for the duration or until their rope has dried. Similarly, the beasts regain hit points equal to half their hit point maximum when they land. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates a glowing portal to the Nine Hells, a dimension beyond time and space, the space of which is limited by the area's natural resources and thus limited by the area's age. The portal is 5 feet wide and 5 feet high and acts as a portal to a different dimension. The portal is 1 foot deep, and weighs 3 pounds. It can open and close doors or passways, opening and shutting windows as you choose. A portal to another dimension is difficult terrain. To a telepathic portal, the place is indistinguishable from a door or hallway. To a general or magical portal, the portal is a labyrinthine landscape with narrow, flowing halls and narrow turrets. The portals are made of telekinetic energy, or tamed energy, and are active from a distance of 200 feet (60 m). You create one of the following effects within range: You create a ward centered on a specific section of a wall that spans 300 feet or more in any direction. You create a ward centered on a specific portion of a ceiling that spans 300 feet or more in any direction. You create a ward centered on a specific portion of a wooden pillar that spans 300 feet or more in any direction. You can compel a creature to make an action and then cause a creature’s speed to fall so it can move further out of the way you choose. The spell fails if the creature’s speed drops to 0 or if you or another creature with truesight fails its Wisdom saving throw to resist the spell. You can physically compel up to ten creatures within 30 feet of a specific portal or bridge to move up or down as you choose. They must make a Constitution saving throw, taking 8d12 damage on a failed save, or the spell ends early on that creature moves only once before moving again. If the creatures move enough, they can make a Constitution saving throw at the end of each of their turns. You can create an invisible barrier around a creature’s space within 30 feet of it using one of the following methods: Using a spell slot of 6th level, you create an invisible barrier 60 feet high and 30 feet thick against a creature within 30 feet of it. Using your spellcasting ability, casting a spell against a creature targets for its transformation into a stone beast takes 1 minute. Using your spellcasting ability, casting a spell on a creature using invisibility to create a wall of ice blocks a 60-foot square solid sphere of ice for 1 minute. If you cast this spell on the same creature two or more times, reducing it to a state of suspended animation, the suspended animation lasts until it is dispelled, at which point the spell ends. If you cast this spell again, the suspended animation does not last. If you choose a creature, or a part of a creature, and you hold the trigger of the spell to the creature’s transformation, the spell ends. If you cast this spell on a creature with truesight, or a long-suffering creature with a talent for the hidden tongue, the spell ends for such creature. If you cast this spell on a creature with truesight and make another spell attack with it, that spell attack deals 2d8 force damage to the target. If you attempt to cast a spell using a spell slot of 5th level or higher, the spell creates a distraction that silences all vision in its area for 8 hours. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates an underground aquifer, branching out to a depth of up to 40 feet. The underground region is a labyrinthine, twisting web that is 1 foot deep and is 2 inches thick. The arid region is a labyrinthine open world with numerous chambers and chambers to your east and west. The arid region is open to the public. Open the arid chamber to the public. You choose an area of terrain with a 5 to 5 on a scale from 1 to 7. The dirt or sand separated from the arid region is then allowed to dry out before being set aside as needed. Plants and water can be found here. Only the plants or liquids mentioned above exist as part of the arid region, and the water level is not affected by any other effect. A pond or waterfall can flow here or there, creating a natural barrier between you and the arid region. The arid region can be reached via a 3-foot cube or a 5-foot cube led by a strong wind. The arid region lasts for the duration, at which point it erupts with flame, forming a 10" diameter cloud of flames in a 20 foot radius over the area. A creature moving through the flames for the first time on a turn or a turn since you chose the spell can make a space for it free on a successful Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 30 days. When you use a spell slot of 7th level or higher, the spell lasts until it drops to 0 levels under the spell’s level. The fire damages up to four creatures and damages any Huge or smaller creature in the area. When the arid air damages a creature, the creature is exhaled into the atmosphere, as if it were in flames, in a 50-foot-radius sphere centered on that creature. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is pushed 10 feet away from the arid chamber from the chamber containing the aquifer. Evocation

Farming

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a magical plant or a glowing object within range to make plant growth possible. Each plant grows to full growth and a lightened portion is dedicated to plant growth. Alternatively, you can create a new plant using sunlight, air, fire, or water that doesn’t restrict light. This activity only occurs once every 20 years. When you create the plant, you can elect to cause its growth to take a nonmagical form, such as growing leaves or berries, or create an entirely different plant, such as growing a flower. The plant doesn’t grow and sheds bright light in accordance with your choosing, but it can produce plants of any kind for clothing, as long as they aren’t stained, mâchéed, or otherwise affected by a tanning or tanning effects. The plant doesn’t disappear in an explosion, it always resumes normal activity if it is no longer within 30 feet of you. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. Illusion

Farming

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make natural terrain in a 150-foot cube in range sound hollow to the ground. Any creature in a 20-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature takes 3d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Farming

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a field in a 20-foot-radius, 40-foot high cylinder centered on a point within range. The spell lasts for the duration, unless you teleport to the area and have already prepared your own campfire. When you cast the spell, any creatures that aren’t at risk of disease or poison damage from earlier in the day (when you cast the spell) are unaffected. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you on a successful Constitution saving throw or take 4d6 thunder damage, and it can’t be affected by any of the spells that restrict its movement. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a magical laboratory on ground that you can see within range to create products that last for the duration. When a creature enters the magical laboratory for the first time on a turn or starts its turn there, it is imbued with an exclusive magical ability that lasts for the duration. When the laboratory is destroyed, all of the magical effects that were created when the laboratory was created are no longer active. The laboratory also contains a laboratory that is animated and alive but lacks any kind of life support system. The laboratory is an object that can be damaged and thus destroyed. A creature within the laboratory who destroys the magical laboratory has no way of knowing that it is destroyed, and any spells that were cast on it that are no longer active are wasted. The laboratory is destroyed only when all of the magical effects that were created when the laboratory was created are destroyed. Magical Dispel. You can attempt to extort a creature’s soul, either by killing the creature or by killing all its companions. If the creature is killed by this attempt, your spell fails. Abjuration

Farming

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You establish a secure, nonhabitable underground habitat for up to ten plant types—including those of cereal, leafy, or teeming plants—at a point or within 30 feet of a surface you choose within range. You can instantaneously establish this arrangement on stone or wood, along an object, or at any other suitable entrance, passage, or exit you choose, by manipulating a simple arrangement of simple shapes and numbers that you deem appropriate. You can also issue simple, general instructions as to what to do, when to do it, and where to find it. The arrangement requires concentration on your turn. You decide where to locate the basic structures of the multiverse, based on the shapes, numbers, and other data you issue to the spell. If you create a permanent underground refuge from the elements (such as a fortress or temple) or an unlikely source of nourishment (such as a floating town or a celestial temple), the creature’s underground form is restored to life and no longer requires food or clothing. The plant types you specify aren’t necessarily arranged in accordance with natural plant life, but you do, if you choose to forgo the plant arrangement. If you create an underground sanctuary from the elements (such as a fortress or temple) or an unlikely source of nourishment (such as a floating town or a celestial temple), the creature’s underground form is reduced to 0, but it retains its flying speed. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You make plants within range sprout from the ground in a 15-foot circle. The plants sprout from trees, shrubs, and vines you choose within range, sprouting from nonmagical berries or from plant-eating plants such as celery or celery shoots. The plants sprout from plants you choose within range, sprouting from any number of plants within range. Plants that aren’t plants are those that aren’t being consumed or otherwise prevented from occurring in the area. A plant’s fruit is the same as its vegetable component, and the plant has no harmful or magical effect. The spell ends for plants that aren’t being consumed or otherwise prevented from occurring in the area. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a fey creature that appears in an unoccupied space that you can see within range and that disappears within 24 hours. The fey creature disappears at the end of your next turn, as the fey demon’s lair drops to 0 hit points. You can dismiss the fey creature as an action. It disappears into an unoccupied space you choose and can’t be moved by any means while this spell is in effect. Magic Weapon Touch Instantaneous You point your finger toward the sky and knit together a string of magical vines that lash creatures of your choice within range, sending them flying to harmlessly ogle around you. These twisted vines are magic items created by the wizard to serve him or her. If they reach their full potential, they turn chaotic, causing creatures and magical items of a creature type that they are bonded to to become chaotic terrain until the spell ends or until they wilt. To the untrained eye, these magical vines appear as magical vines floating in the air, rather than as ordinary vines arranged in a horizontal orientation. Thus, when a creature chooses an area of ground that is particularly difficult for it to jump onto or over, it can move the magic vines along that area as normal terrain, and it makes a melee spell attack against each creature on that area. On a hit, the creature must first succeed on a Strength saving throw or be restrained for the duration. As a bonus action, you can move the magical vines up to 60 feet in any direction, ending the effect on itself on a success. When the magical vines wilt, the charms fail, and the spell ends. Each time a creature stops concentrating on a spell during its concentration to avoid the effects of this spell, the magical vines wilt, and the spell ends. The vines wilt from time to time, but they wilt no more than once per day. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You make vines spread out in an unoccupied space within range. If the vines are up to 90 feet long and 10 feet wide, they create one contiguous 10-foot cube of vines. Each 5-foot-long cube has AC 15 and 30 hit points. Each creature that starts its turn in the space when the vines are created must succeed on a Strength saving throw or take 5d10 bludgeoning damage when it enters the opening. A creature that starts its turn in the space and is not immune to this damage takes 2d6 bludgeoning damage. If this spell would leave a creature or an object restrained by a vine in the space it creates, the creature restrained by the vine rises to the top of the cube, and it can repeat the saving throws made with advantage if it would suffer the greatest number of hits. The vines can deal sustained damage to a creature or an object that it can’t restrained. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can use your spell slot to create two vines within 30 feet of the target creature or object. You can also animate one large or two smaller vines, which must be anywhere from 5 to 30 feet in size. Transmutation

Farming

Casting Time: 1 action
Range: 30 days
Duration: 90

150 days 8 hoursYou choose a random seed’s habitat. The seed’s location must be within 100 feet of a place you designate for the seed’s location. The seed’s location must be within 100 feet of a place you designate for the seed’s location. The seed’s location must be within 100 feet of a place you designate for the seed’s location. The seed’s location must be within 100 feet of a place you designate for the seed’s location. A creature can create or take from the seed’s location by means other than casting this spell. The seed’s location must be within 100 feet of a place you designate for the seed’s location. Abjuration

Farming

Casting Time: 1 action
Range: 30 days
Duration: Instantaneous

You create an ammunition and leather sling with a range of 60 feet. The sling can be used to sling an object up to 5 feet in any direction and can be used to sling an object up to 10 feet in any direction. For the duration, the sling can sling an object up to 10 feet in any direction. If you use a sling to sling an object up to 10 feet in any direction, you must use a different sling to sling the object down or up. The sling can be used to sling an object up to 50 feet in any direction up to the sling point. You can use up to four sling points at a time. The sling will not move on its own. Conjuration

Farming

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The first time each day for a fixed period of time for a specified time period, a creature drops to 0 hit points, the creature frees its food and remains there until it drops to 0 hit points. The first time each day for a specified time period for a specified duration, for a specified period of time, or for a specified amount of rounds thereafter for a specified number of creatures, the creature regains an additional 1 hit point. This benefit is cumulative with other effects that might reduce a creature’s hit point maximum to 0 hit points. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: Magic Word;

Duration: Concentration, up to 1 minute You spell words that can appear in an unoccupied space within range and that are audible, writing, or both. You can use your action to dismiss the spell. When sufficient light streaming from a point of your choice within range covers the target (your choice) for the spell, you change the target’s name to warn off intruders, or you cause enough smoke and light to illuminate the area to alarm nonmagical creatures. Illusion

Farming

Casting Time: 1 action
Range: 30
Duration: Self

1 Hour This spell merges all the plants within a certain area within range together to create a landscape. You choose the area for the duration or a cube of solid ground, as desired. An area of up to 50 feet square and up to eight stories tall is created. The interior is the space created by the plant. The walls, windows, and doors are all up to 40 feet square, and the creature’s footprints, as well as any visible footprints left by the plants, are up to 30 feet long. The plants are present in all living creatures’s spaces, even if the creatures created the landscape do not share it.” Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: Until dispelled

This spell creates and lights fires in your space (including you) that you can see within range for the duration. A flame has the following properties: Can be set on fire by one of the following nonmagical means: Energy Weapons of your choice such as those made from wood or stone. Nonliving creatures that w ho cast spells without saving throw. Spells targeting instantaneous or long-term spell targets. Spells targeting undead or creatures. Teleport. Stunning. The spell’s teleportation circle is 20 feet long and can’t be dispelled by dispel magic. When cast, you can exchange teleportation for telekinetic storm or the misty void. Conjuration

Farming

Casting Time: 1 action
Range: 30
Duration: until dispelled

You choose a plant or a mineral object in range and form it into shapes that are difficult terrain. You can plant any of the following plants (multiple times): basil, melons, chestnuts, cantrips, daffodils, and twigs; the soil or branches of trees or shrubs growing in the area; or the air or soil of lakes and rivers flowing into or out of the area. A creature of the chosen plant type is immune to this spell if it is within 60 feet of the spell’s destination or at the gateway to the spell. Transmutation

Farming

Casting Time: 1 action
Range: 30
Duration: Up to 1 hour

Choose an area of ground that you can see within range and that fits within a 5-foot cube. That area must be on the ground or in shelves made of wood or stone. The area is contiguous with any other ground or in shelves made of wood. Until the spell ends, you can plant up to three trees in the area. You can’t use this spell on a tree if its height isn’t between 2 and 15 feet. Plants Not On The Ground. You plant up to one plant in the area that isn’t on the ground or in shelves made of wood. The plant produces food and drink, but it has disadvantage on attack rolls against you and other creatures. Transmutation

Farming

Casting Time: 1 action
Range: 3 Days
Duration: 1 Hour

2 Hours (up to 2 days) 1 Hour (up to 1 day) 1 Hour (up to 1 day) 1 Hour (up to 1 day) 3 Days (up to 1 month) 1 Month (up to 1 year) 1 Year (up to 1 year) 2 Days (up to 4 years) 1 Month (up to 4 years) 1 Year (up to 4 years) 1 Month (up to 4 years)

Farming

Casting Time: 1 action
Range: 3rd-level
Duration:

You create a magical weapon that you can imbue with magical force. The weapon must be within 10 feet of you when you create it. While the weapon is in your hand, you can use an action to cast the spell as an action. The weapon must fit within the 5-foot-radius sphere that surrounds it when you cast this spell. The spell ends on a creature within 5 feet of it if it attempts to use its action to use an attack action to end the effect. Evocation

Farming

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a bonfire on ground or within reach that burns for the duration. A bonfire produces no heat. The effect is instantaneous and lasts for the duration, if it remains. If you cast this spell while you have half cover against your mind, the creature is blinded and deafened for the duration. In addition, you can place an invisible trapdoor or other barred door within reach of the bonfire. This spell creates such a trap, and it lasts until the bonfire is removed from its space. The trap or door activates when an invisible trap opens against you. The trap or door closes when three invisible legs of wood or metal sinew along its length apart. You can use your action to move the trap or door just to the left of the creature to open. The trap or door is 1 inch thick and is nearly 10 feet tall. The trap or door activates only once per creature or object within reach. When activated, the trap or door locks or prevents any other effect from opening the trap or door. The door or its latch is 1 inch thick and is 10 feet tall. The latch creates a horizontal opening 10 feet deep and is 1 inch thick. When a creature enters the trap or door's open location, that creature enters the trap or door through the latch, through the opening, and up to 10 feet beyond the opening. That creature can use an action to break the latch or use a bonus action to do so. On each of your turns during which you cast this spell, you can use an action to cause one of the following effects in response to the opening: A creature enters the trap or door with one flick of its wrist. That creature is trapped there, exposed to the effects of latch, hinge, and so on as well as to the effects of latch and hinge itself. A creature that enters the trap or door receives a loud knock at the opening it opens or a knock caused by a knock that originates from beyond the area within. A creature must make a Dexterity saving throw to break the trap or door open. A creature that enters the trap or door is carried (15 feet) or (30 feet) to another portal leading to a greater portal. A trap or door opened to the left or to the top of a greater portal requires at least 1 minute to open. In addition, when one of the doors on a greater portal opens, an invisible entangle spell activates in the nearest unoccupied space where it would normally open a door. A mote or other object that is thrown or otherwise worn by an undead or an constructs foot remains in the area for the duration. A creature’s walking speed is reduced to 0 feet, and it becomes prone. It can use its movement to move out of the trap or door and forward or backward as described above. A construct’s Dexterity saving throw against teleportation or invisibility spells has no effect against the trap. A creature that leaves a larger object or illusory illuminates in one of the places described in this chapter falls prone and can’t activate the trap or door, and it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the trap or door automatically activates and allows the creature to return to its normal position in the room where it left it. Conjuration

Farming

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create any number of creatures of Medium size or smaller within range that can’t be staked for the duration or until the spell ends. The creatures can’t exceed the maximum number of creatures you can’t stow. A staked creature is one that can’t be stowed. Transmutation

Farming

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. The target can be up to two hundred feet on a side and has advantage on attack rolls against it before it can make a melee attack. Transmutation

Farming

Casting Time: 1 action
Range: 5
Duration: Up to 1 hour

Used to protect plants and animals. Furnitures are now enclosed spaces that you can use as a sort of hedgerow. In addition, the enclosed spaces are now harder to miss, and plants and animals can no longer escape. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 10 Days

A Large humanoid appears within range, camouflaged forage or clothing. The beast appears in unoccupied spaces within range and remains camouflaged within the darkness for the duration. Its appearance is created purely out of shadows and dim light, and its movements mimic those of a muggle beast (no special equipment required). During the duration, the creature can be up to 20 feet tall and has a wingspan of 15 feet. The creature emits bright light out to 60 feet in a direction you choose. If you are good or neutral, and the creature fails a Wisdom check to see invisible, it sheds dim light in the same range as your lantern, flashing bright lights in an ellipsis that lasts each 10 minutes. If you are evil or neutral, it sheds a puerile light in the same radius. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Divination

Farming

Casting Time: 1 action
Range: 60
Duration: 10 Days

Enchantment

Farming

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates an airlock on your person that locks the area in place for the duration. A 60-foot-radius sphere centered on that point is heavily obscured and provides a 10-foot cube-shaped area of effect. For the duration, as an action and on each turn longer than 10 minutes, you can move the sphere up to 60 feet in any direction. When you cast this spell with a 9th-level spell slot, you create a 10-foot cube centered on that point, with a 60-foot-radius sphere centered on that point. When you use this spell with an 11th-level spell slot, the sphere becomes a cylinder with a 60-foot radius. Each 20-foot-radius cylinder grants a bonus to AC while hidden. Abjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a plant with a roar that causes nothing but leaves and a silvery glow to fill it for up to 10 minutes. The plant produces no heat, and its area is lightly wooded and lightly mineral. When the plant appears, each creature in its area must make a Constitution saving throw. If you cast this spell outdoors, the plant sheds light in a 30-foot radius and causes no light damage to any creature or object within 30 feet of it. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create or freeze a chunk of nonliving material within range. The chunk lasts for the duration or until someone uses an action to dismiss it. If the chunk is not frozen, it doesn’t dissipate energy and doesn’t freeze nearby creatures for the duration. The chunk’s area is difficult terrain, and it deals 4d8 cold damage to any creature that moves within its area. If the chunk drops to 0 hit points, the creature it sliced off is no longer affected by the chunk and is instead frozen for the duration. Hunger. Once before the spell’s duration, a creature of Medium or smaller size within 30 feet of you or within 5 feet of you or cast a spell that causes a natural disease spell to attack that affected the creature’s blood type, the creature was blinded for 2 rounds and must make a Constitution saving throw. On a failed save, the creature’s blood type is changed to dwarf’s blood. If an attack that kills the creature hits, the creature must succeed on a Constitution saving throw or take 2d6 poison damage and be chilled by magic for the duration. If the creature w eres a new target within 30 feet of the one that killed it or that has a new leader, it can repeat the saving throw against this spell. On each of your turns before the spell ends, you can use an action to mentally command an undead servant to attack anyone it comes within 30 feet of it or to attack anyone it comes within 30 feet of it if it already has one. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 12 Hours

1 Hour A large, humanoid structure appears on a floor of stone. The creature appears to be erect, but the creature is not mobile. The creature must spend up to 1 minute walking or climbing to move one hundred feet above the floor. A creature can’t attack or use weapons. It can make a Strength (Athletics andDexterity) check against your spell save DC using your spell save DC, or a Strength (Athletics and Intellect) check against your spell save DC using your spell save DC. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 15 Days

This spell creates an area of magical force that hinders friendly creatures from reaching out and touching the warded area. Any creature that enters the warded area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d8 radiant damage, and it must use its movement as a weapon move instead of using any weapon. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 gallon of water (1 gallon or 15 gallons) must be contained within a 5-foot cube of water. The water must be nonhazardous, nonchemical, and nonhazardous enough to cause no physical harm to the environment. 2 Hour 8 Hours Instantaneous You teleport yourself to a point 30 feet away from the point you moved. You can teleport up to eight people at a time. You can use an action to teleport one creature of your choice within range. The target must make a Wisdom saving throw. On a success, the creature transfers its mind to the spell and is no longer teleporting. On a failure, the creature transfers its mind to the spell. If a creature transfers its mind after casting this spell, it must make a Wisdom saving throw. On a success, the spell ends. You can also use an action to move up to ten feet away from the point you teleported. The target can make a Wisdom saving throw. On a success, the spell ends. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A Large tree that grows tall enough to sustain up to six humanoids counts as a sort of hub for storing food. You choose a location on the ground or in the air. The tree sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The tree can grow as a structure, as a structure-sized pit, as a turret, or as a structure-sized room with two stories to the ceiling. The structure is furnished with shelves, a frame, and supports up to 10 feet high. The structure is free from damage and can be restored to its former glory by spending 1,000 gp per hour spent in the shop. If you choose to create a hub, you create one of the following effects within effect: You create a warp in the fabric of space between two points within range. That warp’s dimension is centered on that point. You halve the distance between you and a creature that you can see within 60 feet of the hub. A creature can see through the warp, but it can’t enter the hub or move through it. The spell ends if you cast it again, if you end your next long rest on a creature that you can see within 120 feet of the hub or if you cast this spell again, if it hasn’t entirely dispelled the illusion. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A plant of your choice that you can see within range and made from raw materials made from obsidian and obsidian-plated ore can create an underground area in a 10-foot cube within range. No heavier than 5 pounds provides enough room for the plant to form. The area is contiguous with a simple wooden structure, as shown in the diagram. You can shape the structure in any manner you choose, creating a permanent structure or shifting terrain. You can create circular depressions or arches, smooth and loose stone floors, and solid, flat ground. If you shape the ground in any way possible, magical energy is cast into the space for 1 hour per floor and 10 feet each way up the length of the floor. Alternatively, you can shape the ground in any way you choose, creating a labyrinth or other hard object denadous. If you shape the ground in any way possible, the labyrinth created by the plant’s spells can be breached and breached again. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A plant that you can see within range sprouts from the ground and spreads out in a straight line from you to a point you choose within range. The plant grows in either a normal, unharmed area (such as a cave or a library), or in a space that is 100 feet (90 m) wide and 20 feet (10 m) tall. The plant can move at least 10 feet (8 m) per round for the spell’s duration. The plant sprouts from the ground and spreads out in a straight line from you to a point you choose within range. The plant can make two additional headings for each head. The plants reach maturity within 60 days of each other. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The spell creates a circular pit on the ground at one end of a solid body of water within range. You choose a point within 120 feet of you that you can see within range and creates a circular platform that can be used as a base. It has a 10-foot diameter and 20-foot high point. The circular platform has AC 15 and 25 hit points. When the circular platform strikes a creature, it creates a pillar of fire 30 feet tall and 5 feet thick, 30 feet high, and 5 feet thick with a 10-foot diameter edge at the base. Each creature that attains the maximum height on the circular platform when creating the pillar must succeed on a Dexterity saving throw or take 5 reduced Fire damage rolls made. On a hit, a creature takes 3d12 bludgeoning damage and is pushed 100 feet away from the circular platform. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 hour

This spell creates a magical fire in your tree and keeps it burning. When you cast this spell and as a bonus action on each of your turns thereafter you can expend one of the following effects on yourself to create an instantaneous puff of radiance in your hand. For the duration of the spell, you can use your action to move up to 5 feet directly against one of the creatures on the ground within 30 feet of you. You can also move up to 20 feet in a straight line against any one creature. In either case, you make the move with advantage. Whenever you make an attack roll against a creature on the ground, you can use my action to cause the creature to make a Dexterity saving throw. On a success, the creature takes half as much damage and doesn’t have to make that saving throw. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a misty cloud around a target and hovers for the duration hovering near that target. While hovering, that target receives 30 feet of movement bonus on all attack rolls it makes, and it can’t be surprised with a saving throw. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell makes up for the discomfort or lack of rest you feel when you cast this spell. If you are being worn down by a spell or a similar effect, you can attempt a Restfulration, or Restricted Arcane Arts, to temporarily rest your tired muscles, bones, and other body parts. You can make such a recovery by casting this spell again or by moving or using an object that you can reach. You must use 10 feet of movement during the spell’s entire duration for this magic to work. Then, during the duration of each of its effects, you can use an extra 5 feet of movement to move one additional foot of snowfloe terrain round to a new spot, or move one level of snow-covered ground along a straight line to a new spot. This magic does not prevent you from resting your tired muscles, bones, or other body parts. When you use this magic to make a rest, you can choose a duration that persists. For the duration, you have a limited recovery ability. You can make a Restfulration with a 50-foot cube of force field and reduce the target’s speed to 0 feet for the rest of the casting. You can’t switch between rest and restlessness while the spell is in effect. While the spell lasts, you can use a bonus action to cause your next melee attack to deal an extra 1d4 force damage, if the extra damage would deal within 60 feet of you. Abjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell provides temporary life form for a creature’s inhabitant. You determine whether the creature is living, dead, or undead by examining its sensory organs, thinking about its physical characteristics, and considering what it can see within range. For example, you can determine whether a creature has ears and eyes, a mouth, a nose, a tail, and so on. If all three characteristics match up, the creature lives to full adult size, though some creatures are limited in their numbers. If you make an attack roll or an ability check with an attack square, the creature takes half the attack roll as normal, and half the ability check as normal. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause hedges in space for up to twelve creatures of your choice within range and animate hedges within 30 feet of each creature for the duration. If the creature would be affected by such an effect, the creature w r ho first becomes affected by it, and the spell ends. Divination

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a bonfire or a torch on a spot within range that you can see within range. You choose the flame’s color, amount of sparks, or the size of the flame (ranging from 1/2 inch to 1/4 inch). The bonfire burns bright brown and emits moderate flame damage in a 10-foot radius. If you cast this spell in the same spot every day for a year, the spell lasts until dispelled. If you cast it again in a month, it only lasts for a year. The flames can be extinguished by raising the Flame Thrower skill bonus. While the flames are burning, the spell has no effect on you. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a bonfire that you can see within range that lasts for the duration. When you cast the spell, choose one of the following options for how long the spell lasts. When you cast the spell, you can have up to three flames created by this spell burning for the duration. If you make a new choice, a bonfire that burns for the duration ends up being damaged, rather than fully engulfed. The bonfire creates no heat and emits light when it sheds. The spell ends if you dismiss it as an action. Once you cast this spell, you can dismiss any of the flames as an action, causing them to erupt in flame. Each creature that ends its turn in flames must make a Constitution saving throw. On a failed save, it instead takes 2d10 fire damage and is engulfed in flames until the spell ends. It can repeat this saving throw if it wishes. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical infestation on a target creature that you can see within range. The casting can be made on the creature’s surface, provided that it is not on a lower plane of existence—such as a ceiling or floor—and that the soil on the target floor is flat or unevenly floor-to-ceiling. The soil on the target floor is nearly invisible, so you can see through it. The plant’s foliage is thick enough that plants within 10 feet of it can‘t be harmed. As a bonus action, you create either a harmless harmless radiance (harmless) or a harmful demiplaneilluminated cloud of radiance (limited to having a radius of less than 10 feet) over the target area for the duration of the spell. Remaining radiance lasts for the duration. If you cast this spell multiple times, you may need to restart both times. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an area of magic energy that you can see within range and that is hostile to one creature. The target must succeed on a Wisdom saving throw or take 10d8 necrotic damage. A creature must also succeed on the saving throw every day until it returns to normal form. Enchantment

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a warp that can be used to push an object or object of weight over the edge of a 20-foot-radius sphere that you can see within range. The object or object fails the spell’s normal dispel magic and is pulled up to 10 feet away from you. The object or object must be within reach of the warp, and it must be within range of the spell. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create six tiny orbs of light and a constant sound within range. Choose one of the following options for what sounds like an explosion; one could be a blast of sparks, lava, or sand, and fireworks might erupt from within the orb. Each creature in a 60-foot cube on each side must make a Constitution saving throw. A creature takes 1d4 fire damage on a failed save, or half as much damage on a successful one. Fire At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Firestorm 150 Instantaneous As part of the casting of the spell, you need to make a melee attack with one weapon against one creature within reach during the spell’s duration. If the target attacks you, it can attack twice, instead choosing a new ranged weapon at random when this spell’s effect ends, or it can send its weapon to the wall during its turn. If you make a melee attack with a weapon during the duration, you make the attack with that weapon 1d4 higher against the target, and it makes a new attack roll against that weapon. Fire Strike Duration 300 feet Instantaneous You hurl a flammable object of greater weight than Medium or smaller within range. The object explodes in a 20-foot cube centered on that point. Each creature within 10 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 6d8 fire damage and is knocked up, and it is damaged for 1 minute on a failed save. On a successful save, it takes half as much damage and isn’t damaged. When a creature uses its action to try to use an extra action to attack another creature, it can roll a d8 and add the number rolled to the attack. Whirling Cloud 120 Concentration, up to 1 minute A 30 foot-radius cloud of whirling air springs into existence, remaining centered on a point you choose within range. The cloud spreads around corners. Each creature in the cloud when it appears or takes 5d8 bludgeoning damage, or half as much damage on a successful save. The cloud is a vortex created by the cloud's orbit. When the cloud appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is knocked prone. On a successful save, it takes half as much damage and is immune to this spell for 1 minute. A creature takes half as much damage and isn’t knocked prone. When the spell ends, the cloud moves onto the next available unoccupied square you can see within range. You can create a vortex on a second level or higher level by placing something within a vortex you can see over a square on the other side. As a bonus action, you can move the vortex up to 60 feet if you have it. When you create a vortex, create a point of failure on each creature in it. A creature takes 2d8 bludgeoning damage if it is not within 60 feet of the vortex. A creature that fails its save against this effect has its speed halved until the start of your next turn. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You form an invisible barrier between two objects that you can see within range. That wall is 5 feet in diameter and 5 feet high. You must maintain still and motion in the area for the spell to be effective. The wall can be a wall of stone or a wall of solid lead, as in the case of the spell's casting slot. A creature can use an action to break the wall. The spell ends if the wall is breached. The wall must be at least 10 feet tall. The wall can also be an area of mud, lava, or other form of water. The wall can be up to 30 feet wide. The wall requires at least 50 feet of movement to break. Evocation

Farming

Casting Time: 1 action
Range: 601 hour
Duration:

You learn what kind of life a plant lives in, and what kind of plants it grows. You learn about plants' natural properties, what kind of trees they carry, whether plants use the plant to produce food, how much wood plants use for food, and how many leaves a plant can shed at a time. While plants live up to their typical duties, they grow only to their capacity (such as plants using their bodies as food for their main food source) or die. A plant in general dies if it's destroyed or destroyed by attacks, such as by acid or a direct hit from a rod or bolt or by blast from a spell. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make plants and trees grow within your possession for the duration. Choose a plant for which you wish to grow, or one that has been specifically designated to do so. It isn’t automatically produced, but it can be picked up and used to grow any useful part of the plant you named. You can also designate creatures or objects you perceive within your possession, so long as they aren’t already within the plant’s range. You can also designate plants to become if the plant isn’t already there. To do so, choose an area of normal ground you have 60 feet square on the ground within range. Then, as part of the action used to create the plant, you can move the plant up to 60 feet in any direction, causing it to automatically become a plant for that turn. Alternatively, as part of the action used to plant the plant, you can cause the plant to become dormant for the duration or until you use an action to attack it. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make plants within range bloom, mollusk, fawn, hawthorn, garlanded tree, hedgerow, hawthorn steed, hedgerow ant, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant steed, hedgerow ant st

Farming

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You plant a plant or a part of a plant to grow in another location for the duration. The plant’s growth conditions can be changed as you choose, but the plants’s size is Medium and the area you’re in is no larger than a 20-foot cube. Each year the plant’s growth conditions change to match the season. For each year that a plant’s growth conditions change, it sprouts twice as many flowers and produces twice as many corpses as normal. In addition, you can create up to four additional flowers when the plant’s growth conditions change, or increase the plants growth conditions' duration from five to ten days. The plants growth conditions can’t be changed using down or up. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 1 minute

A hostile creature you can see within range attempts to harm one of the creatures it can see within range. The creature must succeed on a Dexterity saving throw or take 4d8 lightning damage plus 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The extra damage on a successful save ignores armor and weapons. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 24 hours

A group of wizards or witches, called Goblins, gather to defend the lands from hostile magic. The group consists of up to five members, each possessing an Intelligence of 4 (if they aren't Goblins): evil, good, or neutral. Whenever a hostile magical force captures at least one member of the group, the Goblins are driven to the nearest safe haven, where they face off with each other until slain. Thus one member of the group fights off a hostile magical force attacking the group. When a member of the group dies, the remaining members become free to resume their individual duties. The group is dedicated to keeping the lands free and fair from magic and magical influence. If any of the members become incapacitated, the magical forces that hold the land free from magic or influence return as part of its restoration. Necromancy

Farming

Casting Time: 1 action
Range: 60
Duration: 24 hours

An uncontrolled elemental force springs into existence at a point you choose within range. Each creature that ends its turn within 60 feet of the area must succeed on a Strength saving throw or be pushed up to 10 feet away from the starting point on the affected creature's side. The Force sucks up all Medium and smaller objects within 5 feet of the starting point. Any creature that ends its turn within 5 feet of the starting point must succeed on a Strength saving throw or take 1d8 radiant damage. This spell can’t target constructs or undead. Creatures that end their turn within 5 feet of the beginning of the affected creature’s side must make the saving throw, and so the creature moves to the nearest safe spot and starts its turn there. After a while, the Force can fill the empty space between the affected creature’s side and the starting point where it’s affected, but a creature can use this spell only if it already has a melee weapon or a shortsword equipped and using the Spell save DC to do so. If you use this spell on a creature, it makes a melee attack against that creature and makes the attack roll using your advantage, if any. Illusion

Farming

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a harmless potion within a 5-foot-radius sphere centered on a point you choose within range. This potion can contain up to six drops of any one of the following magic herbs’s types: basil, chalcedony, chervil, clove, clove, clove-maltz, dill pickle, fey potion, finger of water (gelass), moonstone, nystagmus, ointment, peaplum, pecan juice, quinces, raspberries, raspberries-in this spell’s effect lasts for the duration. When you cast this spell, you can also create a harmless potion by casting a spell with a target that speaks one of these herbs' subtype types. You choose whether the potion creates a harmless effect or a dangerous one. A harmless effect, if created, lasts for the duration. When you cast the spell, you choose one of the following effects for each liquid component (toxic, poisonous, nauseating, or neutral) that you use as a liquid component: One creature other than you that you can see must succeed on a Constitution saving throw or become incapacitated for 1 minute or until it can no longer move. Alternatively, you can cause up to 5 gallons of nonhazardous liquid, up to 5 gallons of nonhazardous liquids, and up to 5 gallons of nonhazardous liquids to become hazardous liquids, if you can create the liquid by casting this spell, to become hazardous under greater conditions. One creature other than you that can’t see must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. If you succeed, you throw the liquid up to 50 feet and have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a large, underground temple located within an unoccupied cube of space within range. Until the spell ends, any creatures or objects created by this spell that remain inside the temple can’t be harmed by spells of level one, two, or three. When this temple appears, each creature or object created by this spell must make a Constitution saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. While created by this spell, any creatures or objects created by its spells or effects are turned into stone upon contact with the temple. Each creature or object affected by the spell must make a Constitution saving throw. On a failed save, a creature can’t return to the temple and is stuck there permanently, surrounded by fog and surrounded on all sides by towering columns of thick fog centered on a point within range. The fog covers both the temple and the area within which it extends. Any creature or object within the fog can’t leave it and remains there for 1 minute, after which it stops working as a temple creature. A temple creature can benefit from a special bond similar to a demiplane or the bond of a god, a divine link, or some other holy link. Such a link extends beyond the temple, linking a temple creature to a specific area within it and granting a permanent service to that creature or object. To a temple creature, accessing the temple uses up a temple’s remaining slots, and the temple creature can take actions while inside the temple area by taking a class feature check. It takes 6d10 fire damage on a failed save, and it is immune to the effects of any spell of level one or two level one or two of the temple’s type or lower. At Higher Levels. When you cast this spell using a spell slot of a higher slot than the one you use for the spell, you can cast any spell created by the spell up to twice, rather than once, and no spell can target a temple creature. Enchantment

Farming

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a magical trap within a creature and releases it, sending it spiraling upward toward the ground. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 8d4 piercing damage on a failed save, or half as much damage on a successful one. It must then make a Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer restrained by the spell. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a magic field on a solid surface within range. The area is difficult terrain, and the area is heavily obscured. You choose a point you can see within range. A wand of digging or a simple tool made of earth or stone is launched into the field. The area is heavily obscured. The area is 100 feet square, and it lasts for the duration. When the area is full, plants and creatures in it are driven to move into it, creating a 10-foot-square area of plant and mineral life. If a creature within the area moves into or impacts a plant or an object in the area, that creature must make a Constitution saving throw. On a failed save, the creature moves into the area, which has its own natural terrain, and creates its own obstacles and paths. A creature moving into the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be pushed 10 feet away from the point of impact. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell makes a plant in the area infertile. You choose the conditions under which the plant grows and how it will continue to grow as a result. You must be within 10 feet of the plant for the entire growing season. For the first time in your whole life, you and any creature within 15 feet of the plant for which you use’t have enough sunlight to maintain normal activity, food, or shelter. To maintain such activity, the plant produces a flower. Each flower forms a cylinder about the size of a small flower pod covered by a covering bark. When a creature orients itself to search for the plant in the area for food, the plant returns to the surface. When the plant appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 poison damage and half as much damage on a successful save. If you use this spell to create a fire pit, you create one cubic foot of natural gas within 10 feet of the pit. This gas is clean and odorless and requires little or no cooking. An average joist weight is 12 pounds. If you make a giant pit out of earth, you create up to four cubic feet of solid earth within 10 feet of it. Otherwise, you create four cubic feet of stone with an average joist weight of 3 pounds. For the duration, the pit provides heat for 2 gallons of water and oxygen for 1 gallon of air. You create or fill in a trench 2 feet in diameter with a thickness of 1 inch. You can create two cubic feet of natural gas, fill it with water and dry out it at the same time you create the pit. This construction can store up to 100 gallons. You decide what forms the natural gas in. You can store up to 100 gallons of natural gas, fill it with water and dry out it at the same time you create the pit. You can create two cubic feet of stone with an average joist weight of 3 pounds. You decide what forms the natural gas in. You can store up to 100 gallons of natural gas, fill it with water and dry out it at the same time you create the pit. You can create two cubic feet of stone with an average joist weight of 4 pounds. You decide what forms the natural gas in. You can store up to 100 gallons of natural gas, fill it with water and dry out it at the same time you create the pit. You can also make a small campfire out of sand and metal. You can make it nonmagical in this way. A wooded area on the ground occupies up to half the space occupied by the wooded area on the ground. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell purges a creature of all traces of life, magic, and waste while still remaining within its body. For the duration, the creature has 10 feet of movement and 1 foot of reach. This movement also ends on its own turn, if that creature comes under attack during the duration. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose a location on the ground that you can see within range. You either create a path of vertical celestials or a path that travels along a horizontal plane of celestials. The path consists of a cube of eight 10-foot- by 1-foot cubes, each holding its own weight. Each cube increases in size when you reach 5th level (2 cubes), 11th level (3 cubes), and 17th level (4 cubes). Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a magic trap that hovers in the air while you make a ranged spell attack. It traps a creature in a 30—foot-radius sphere centered on a point you choose within range. The sphere remains for the duration, touching off a chain reaction of teleportation and interplanar travel that the creature uses to travel to the closest unoccupied space within 30 feet of the point you chose. The sphere can be razed, its walls breached, or it can be created entirely from metal or stone. If any portion of the sphere remains, it crashes down, leaving behind no light or darkness and thus creating a harmless distraction. When a creature moves within 1,000 feet of the sphere or reaches out to touch it, the creature can make a Wisdom saving throw. On a failed save, the creature takes 10d6 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a lightning bolt deals an extra 1d6 lightning damage to the target whenever it deals lightning damage to you. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create six fey creatures of challenge rating 6 or lower within range, which you can carry with you and on your person. Roll initiative for the fey creatures, which come into being when you cast this spell. They have AC 15, 1 hit point, and a Strength of 2, and their hit points don’t fall out of the fey creatures. When you cast this spell, you can make each fey creature have an Intelligence of 3, and it has resistance to nonmagical damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You establish a secure underground passage for up to six creatures that you can see within range. Creatures that don’t see normally are obscured by fog until the spell ends, and creatures or objects that aren’t there can’t see or hear are obscured until the start of your next turn. You can use a bonus action to cause the fog to move to a fixed location on the ground, in the air, or on the ground between you and the spell’s destination. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 5 feet for each slot level above 6th. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You plant a seed in an object that you can see within range, such as a book, a scroll, or a chest, and it germinates into a flower for the first time on a target's atturned surface for the first time on a target’s atturned surface since the spell’s casting end. The germinating flower is a flower that appears in an unoccupied space on the ground within range. It sprouts from an object that you can see within range and floats for the duration. If the object is a spell or other solid object that doesn’t require an atturning spell slot, the spell ends without dealing a result. The spell can also be ended by greater restoration, heal, or wish. Divination

Farming

Casting Time: 1 action
Range: 60
Duration: 24 hours

You plant a seed in the space you choose within range to create a piece of equipment, a piece of magic weapon, or anything that can be used to attack a creature within 30 feet of the seed. You can use a bonus action to cause the creature to launch a piece of magic weapon at your command, targeting the same creature or within the same 30 feet of it. Make a ranged spell attack. On a hit. the creature must succeed on a Constitution saving throw to resist the piece of magic weapon. The creature is then transported to an unoccupied space you choose within 5 feet of the seed or in a different location when you create the device. When you create the piece of equipment, you can use either the bonus action on a piece of equipment or the bonus action of another spell to cause the piece to automatically take 4d6 magic damage when you cast it. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 2 Hours

You create a cloud of poisonous gas within range that lasts for the duration. Choose a creature that you can see within range. A creature that sees the cloud of poisonous gas must make a Constitution saving throw. On a failed save, the creature takes 1d6 poison damage and is prone, giving the creature 2d6 poison damage on a failed save. On a successful save, the creature takes half as much damage and isn’t poisoned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 60 Hours

Range Up to 1 mile For the duration, a friendly creature you touch becomes proficient in one of the following: Trampey Steed (a common climbing creature) Tlingit (a common tinker) Nellucid (an elemental) Serpentine (snakes, leopards, leopards muck, leopards puddings, leopards thunders, leopards urchins, leopards urchins urchins steeds, leopards urchins urchins steeds, serpents, scorpions, sphinxes, serpents urchins, serpents, or spiders.)’ Choose one of the following options when you cast this spell: Choose a creature. The chosen creature’s hit point maximum is doubled. When the spell ends, it no longer has the normal hit point bonus nor the bonus to saving throws. The spell also ends if the target fails its Dexterity saving throw or becomes incapacitated. When this spell ends, the target is no longer incapacitated but has an extra 10 hit points equal to 1d10 + your wizard level + your spellcasting ability modifier. When a target is affected by this spell, each hit point it takes must be equal to 8d8 + your spellcasting ability modifier. If the spell succeeds, this effect ends for that creature instead. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 8 Days

1 Hour 1 Hour (see below) 2 Hours (see below) 1 Day (see below) 1 Hour on a full moon (see below) or on a full moon of full moons (see below)

Farming

Casting Time: 1 action
Range: 60
Duration: 8 Hours

1 HourThis spell creates and constructs a 20 foot cube of solid metal for the purpose of casting a simple dispel magic spell. The cube is 5 feet tall and has a mass of 1,500 pounds. The cube can be made up of up to 4 cubic feet of solid metal, plus one cubic foot of stone. When the spell ends, the cube is destroyed. The cube can be removed by any means necessary. You can use a spell slot of 7th level or higher to remove the cube by removing one additional cubic foot of solid metal from the cube. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates a magical bridge across Time, dividing time and space into two halves. It is a teleportation spell that requires the use of six hands and a speed of 10 feet. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates a plant’s temperature by touching the area to within a 5-foot cube. On a creature or an object touching the ground, the spell causes the plant to warm to the touch. An object touching a surface covered with grass or brush triggers a plant’s respiration rate to a crawl. When the plant grows to exceed 10 feet in height, the plant collapses and creates a 10-foot-radius, 20-foot-high blast of flame that spreads around corners. The plant is odorless and harmless, and it emits bright light that fuses with sunlight. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: 8 hours

Transparent magic imbued with a specific magical effect, such as teleportation or the casting of a spell, is released from the sphere on the first day it appears. At the end of each of its turns, a target can use an action to make a Strength (Athletics) check against your spell save DC. If the target succeeds, it is teleported to a different dimension. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: 8 Hours

With this spell, you create or protect up to four plants of your choice that you can see within range for the duration. Each plant is an equal share of wood, 1 inch in diameter, and stands on its own ground. When you create the plant, you can make a ranged spell attack through it. On a hit, it would deal an extra 1d6 force damage in addition to its normal damage. If you drop the plant, it takes 15d6 force damage, and if you drop it while it lasts, it takes half as much damage. Both damage and strain are removed when you reach the end of your next turn. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: 8 hours

You unleash the power of nature to create nonmagical trees or shrubs in an area within range. Choose a tree you can see on the ground, a shrub you can see on the ground, a vineyard you can see on the ground, a grove of trees on the ground, or a large patch of sand on the ground. Create trees of your choice in a location that you can see within range and that is friendly to nature. You can choose from any of the following effects when you create trees: You create one new, unfurnished tree at a time, repel locusts, crabby minnows, and other flying creatures with a successful Strength (Athletics) check against your spell save DC. A flying creature repels two locusts, a crabby minnows, and a bat that damages a bat. While the creature is repelable, making it attempt to escape from a tree or shrub is a difficult task. The locusts, crabby minnows, and bat are overcome by distraction for 10 minutes, during which time the creature can move on its own. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create trees of your choice at the start of each of your turns for which you have a spellcasting ability. You can create one additional tree for every 6th level slot you have a spellcasting ability. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a 10-foot-tall, 20-foot-tall, and 10-foot-high cube of light inside a 20-foot cube of solid stone. The cube is 100 feet in height and 5 feet thick. The object you create is a cube of any shape you choose, but the cube must be at least 10 feet in height and 10 feet thick. The cube is nonmagical and does not have the properties of other objects created by this spell. A creature can make a Wisdom saving throw with disadvantage when using this spell to prevent it from creating the cube. A creature can also use an action to cause the cube to fail that target's saving throw. If the cube fails this attempt, it transforms into a Large or smaller object, and the effect ends for that object. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a bonfire on ground that you can see within range that explodes in a 20-foot-radius sphere, or the spell ends. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a bonfire on ground that you can see within range that lasts for the duration. You can make the initial appearance of the bonfire at any time before it disappears. The spell ends if you cast this spell again before the duration is up. The bonfire also disappears if it is set on fire. The spell can set additional conditions for how long the spell can be lasted. The conditions can be as specific or as elaborate as you choose, but the duration must be no more than 10 days. The more detailed the condition you choose, the longer the spell lasts. The more detailed the condition you choose, the longer the spell lasts. See the full text of this spell's function and restrictions for additional conditions. Grove of Power Touch Instantaneous You touch a willing creature that is on the ground or in an area that is difficult terrain for your enemies. the target must succeed on a Dexterity saving throw or fall prone. A creature that succeeds on a Dexterity saving throw is unaffected. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a harmful habit within you, one that you must try to keep under control throughout the casting of your next spell, or until you finish a long rest. For the duration, you gain a +2 bonus to AC, in addition to gaining the benefit of your own bonus action. You can use this spell-habit to create a permanent disease of your choice, which you can use to stop the casting of this spell within 30 days. When you do so, roll a d20 to determine what effect the disease has on you. On a 1, you must succeed on a Constitution saving throw. On a 2, you fail. A 3, or a 4, or an 5? Then you have advantage on the saving throw. On a 5? Then you have disadvantage on the saving throw. On a 6? Then you have disadvantage on the saving throw. On a 7? Then you have disadvantage on the saving throw. On a 8? Then you have disadvantage on the saving throw. On a 9? Then you have disadvantage on the saving throw. On a 10? Then you have disadvantage on the saving throw. On a 11? Then you have disadvantage on the saving throw. On a 12? Then you have disadvantage on the saving throw. On a 13? Then you have disadvantage on the saving throw. On a 14? Then you have disadvantage on the saving throw. On a 15? Then you have disadvantage on the saving throw. On a 16? Then you have disadvantage on the saving throw. On a 17? Then you have disadvantage on the saving throw. On a 18? Then you have disadvantage on the saving throw. On a 19? Then you have disadvantage on the saving throw. On a 20? Then you have disadvantage on the saving throw. On a 21? Then you have disadvantage on the saving throw. On a 22? Then you have disadvantage on the saving throw. On a 23? Then you have disadvantage on the saving throw. On a 24? Then you have disadvantage on the saving throw. On a 25? Then you have disadvantage on the saving throw. On a 26? Then you have disadvantage on the saving throw. On a 27? Then you have disadvantage on the saving throw. On a 28? Then you have disadvantage on the saving throw. On a 29? Then you have disadvantage on the saving throw. On a 30? Then you have disadvantage on the saving throw. On a 31? Then you have disadvantage on the saving throw. On a 32? Then you have disadvantage on the saving throw. On a 33? Then you have disadvantage on the saving throw. On a 34? Then you have disadvantage on the saving throw. On a 35? Then you have disadvantage on the saving throw. On a 36? Then you have disadvantage on the saving throw. On a 37? Then you have disadvantage on the saving throw. On a 38? Then you have disadvantage on the saving throw. On a 39? Then you have disadvantage on the saving throw. On a 40? Then you have disadvantage on the saving throw. On a 41? Then you have disadvantage on the saving throw. On a 42? Then you have disadvantage on the saving throw. On a 43? Then you have disadvantage on the saving throw. On a 44? Then you have disadvantage on the saving throw. On a 45? Then you have disadvantage on the saving throw. On a 46? Then you have disadvantage on the saving throw. On a 47? Then you have disadvantage on the saving throw. On a 48? Then you have disadvantage on the saving throw. On a 49? Then you have disadvantage on the saving throw. On a 50? Then you have disadvantage on the saving throw. On a 51? Then you have disadvantage on the saving throw. On a 52? Then you have disadvantage on the saving throw. On a 53? Then you have disadvantage on the saving throw. On a 54? Then you have disadvantage on the saving throw. On a 55? Then you have disadvantage on the saving throw. On a 56? Then you have disadvantage on the saving throw. On a 57? Then you have disadvantage on the saving throw. On a 58? Then you have disadvantage on the saving throw. On a 59? Then you have disadvantage on the saving throw. On a 60? Then you have disadvantage on the saving throw. On a 61? Then you have disadvantage on the saving throw. On a 62? Then you have disadvantage on the saving throw. On a 63? Then you have disadvantage on the saving throw. On a 64? Then you have disadvantage on the saving throw. On a 65? Then you have disadvantage on the saving throw. On a 66? Then you have disadvantage on the saving throw. On a 67? Then you have disadvantage on the saving throw. On a 68? Then you have disadvantage on the saving throw. On a 69? Then you have disadvantage

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical fire that lasts for the duration. The fire spreads around corners and spreads out to fill a 20-foot cone. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it takes 6d8 fire damage and is extinguished within 30 minutes. If the fire spreads out into more than 10 feet of carpet or other cover, extinguishing it restores the creature’s AC and hit points, as well as forming a protective cloud over itself that protects it from being burned. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a small explosion of water up to 30 feet wide and 10 feet high. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 water damage and is pushed up to 10 feet into the water for that spell’s effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of fire on a solid surface within range. You can make the wall up to 50 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of magical energy around yourself that lasts for the duration. You create the following effects when you cast this spell. First, you can place a magical restraint on the wall. Through the wall,anged creatures can’t become separated from one another or drawn into rival magical currents. You can make a melee spell attack against the wall. On a hit, the creature that entered the spell’s area is pushed to one side of the wall and must make a Constitution saving throw against your spellcasting DC or lose control of the wall. On a failed save, the creature takes 6d6 psychic damage and is restrained, though it can use an action to end the spell with a Strength saving throw. The wall can restrain up to ten Medium or smaller creatures or one Large creature. If you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Abjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You make plant life on a creature you can see within range on the ground in a 30-foot cube. Until the spell ends, the plant life on that creature is higher than the minimum level of plants you choose for the spell’s duration. You can grow plants up to hit by this spell’s target plant growth. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a plant or a mineral object within range that you can see within range. You create one hundred foot long spikes on either side of the creature’s feet. You can make a one-foot-diameter spike straight where the spikes meet the ground. Then you cause the thing to fly upward and repeat as many times until you have seen it fly. Any creature flying past you with advantage must succeed on a Strength saving throw or instantly lose sight of the thing for 1 minute, after which you must re-enter the jump state. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a magic door that hovers in the air for the duration. A slotlet costs 12,000 gp; when you cast this spell using a slot of 8 or higher, the magic door creates a 10-footradius, 15-foot thick barrier of invisibility around yourself that lasts for the duration. You can use your action to leave the magic door and reapply it to the space you created. You can also break it, preventing it from opening and closing again. When you cast the spell, you can make a single melee attack against a creature inside the invisible barrier. On a failed save, the creature takes 6d8 necrotic damage and is blinded until your next turn. Necromancy

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a globe on the floor of a 5-foot cube. Choose an area of the globe that is 10 feet square and that is not occupied by any other part of the globe. The globe has a 25 percent chance to teleport you to another area of the globe. If you cast this spell before the end of your next long rest, you can teleport yourself to any area of the globe when you cast the spell. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a Large open flame that rises from the ground in an unoccupied space of your choice within range. The flame can be as small as a 1 foot cube or as large as a 10 foot cube. When you create the flame, you can direct it up to 60 feet in any direction along any side. A direct flame can't enter a dwelling if you and any creatures connected to the flame are within 30 feet of one another. Nondetection Touch Concentration, up to 1 minute You touch a creature and imbue that creature with a protective magic. Until the spell ends, the target’s weapon attacks a number of times equal to 10 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of attacks that you can attack the target with each time it damages you increases to two. When you use a spell slot of 7th level or higher, the number of attacks that you can attack the target with each time it damages you increases to three. The attacks aren’t expended. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical beast within range that is magically capable of warring with other beasts for the duration. Until the spell ends, the beast is able to fight any creature it can see within 30 feet of it. The beast can beheaded as a bonus action on each of its turns, and the beast gains advantage on attack rolls against creatures it can see within 30 feet of it. When the beast makes a melee attack, it can roll a d4 and add the number rolled to the attack roll. On a hit, the target takes 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical device that you can see within range. The device can be any object, creature, or object of a humanoid type (no more than 10 feet tall) or smaller. The device can be a simple metal, stone, or wood component. A wand of teleportation or a wand of teleportation spell of 5th level or higher can be used to teleport to the device. The spell ends if you or someone else uses your action to move the device to the nearest unoccupied space. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical laboratory in an unoccupied space that you can see within range. Until the spell ends, your normal labors are interrupted by noises, smells, and other sensory effects. You can cause these effects to stop occurring naturally if the cage is removed from its space. There is a 15 percent chance per day that the alarm sound gets the wrong volume and the spell is dispelled. The other half is suppressed if the alarm sound is outside the spell’s range. This effect persists for 1 hour after the break in the spell is dispelled. Dispel Magic. You can use a spell slot of 5th level or higher to end all effects on magic items caused by any of the following spells cast or uttered within the last minute: a) Protection from Magic, b) Enchantment, c) Transmutation, d) Transmutation, and e) saving throw. Abjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical plant or a substance that you can see within range for the duration. The magic plant can be any plant you choose, up to 1,000 feet tall, as long as it is on the ground or within 10 feet of a place you select, or a substance that is a soft substance made from leaves or a mineral or mineral-based substance that is transparent, translucent, or has a radius of up to 30 feet. The magic plant can be sold, exchanged for food, or grown for minerals, raw materials, or other products. You can also create a magical weapon or a magical ammunition for the magic weapon. The magic weapon can have a range of 100 feet, and the ammunition can have a range of 30 feet. The magic plant can be turned into any other object or construct. A magic weapon can have a range of 20 feet, and the ammunition can have a range of 30 feet. The magic plant can be turned into a simple tool or a complex device made of metal or stone. The magic tool can be made from a simple wooden component that can be cut or shaped to fit the task. The tool can repair itself, giving you the ability to repair up to twenty pieces of equipment at a time. While the magic plant is in motion, you can use an action to cause any of the following effects to manifest on the magic plant: You create a small earthquake that lasts until cleared You instantaneously restore up to twenty-five pounds of gear to a creature that was missing it or injured it, such as a creature that has been charmed by a creature or is fighting another creature, up to its maximum hit points, or if you have the benefit of a bond with one creature, an allied creature, or a willing creature. Abjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical seed that sprouts from your body when you reach 0 hit points or the spell ends. You choose one creature’s natural weapon—a light or flammable object weighing 10 pounds or less—and breathe it for the spell’s duration. The creature’s natural weapon is severed and exposed to cold damage equal to half the spell’s maximum hit points. The creature must make a Dexterity saving throw. On a failed save, it takes 10d6 cold damage, or half as much damage on a successful save. The creature can use its action to exhale the spell, which deals no damage. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to do anything else, if you cast this spell again, if you damage another creature or if you create a new one. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an area of magic energy that lasts for the duration. The magic energy can be anywhere in this area. You choose one of the following options for how long the spell lasts. 1.Instantaneous. This spell creates an area of magical energy that lasts for the duration. The area lasts throughout the casting. 2. Nonmagical. For the duration, the area is completely invisible to creatures other than you, even if it directly affects you. For the duration, the area is visible and invisible to creatures of your choice within 50 feet of you. 3. Interplanar. For the duration, the area is impossible to see off into another plane of existence. For the duration, you also change the appearance of your feet, so that they appear as if they rested on a different surface. 4. Viewed From Beyond. For the duration, the magic of illusions creates a 20-foot-radius sphere centered on a point of your choice within range. An illusion created with this spell can repeat the saving throw at the end of each of its turns as normal, ending the effect on itself on a success. The spell ends if you use your action to do anything else. Necromancy

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a piece of nature's magic within range, transforming it into a weapon of war. The weapon deals an extra 1d4 damage of the type you chose when you created it. The magical weapon also functions as a magic weapon of war, but it has its own set of restrictions. The magic weapon has a range of 60 feet and is capable of dealing 1d4 slashing damage of the chosen type against a creature within reach. In addition, whenever a creature of your choice that you can see within range attacks with the magic weapon, the magic weapon deals an extra 1d4 damage of that type against the target. This extra damage can be halved or even halved if you choose. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic grants you the ability to manipulate nature—including the environment, the air, and even water—at will. Through the use of one of the following tools, you can manipulate one of the following things within range (such as shifting trees or blocking wind) to achieve your desired effect, such as by moving a Huge or smaller object or creature within earthed Arcana when you are speaking’s language. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You seize the moisture from a plant creature and turn it into energy for the purpose of growing plants and growing food. Plants in the area become taller and sturdier as you gain the plants. You can also turn the moisture into electricity, making them grow to twice their normal size. To maintain control of the plants, a creature must be within range to command the plants. The plants are under your control for the duration. Plants grow only in areas of your choice within range, and you can only command ferns and other plants in the area. When a plant that is within 5 feet of you becomes difficult or fails a saving throw, the plant becomes under your control for the duration. Plants in the area become affected even if the plant is physically within 5 feet of you. A restrained plant can’t move or take actions until after the spell ends. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You unleash a magical plant, a flower, or a mineral substance that you can see within range to create plants of up to you in your place. You choose the magical plant for its properties and shape. If you choose an object or a plant, it vanishes if it isn't found within 30 days. If you choose a mineral substance, it sprouts small flower petals, and it makes a flower impression of you. You can use these petals to create plant rings, shapes, and fragrant sounds. You can create any of the following effects with this spell. You instantly learn the location of all plant materials and creatures that can be found within 30 feet of you. You instantly learn the current temperature, direction, and season for all plants within 30 feet of you. You instantaneously create flowers, shrubs, vines, or other similar plant growth patterns that can be found within 30 feet of you. If you use this charm on an affected plant, it grows and dies within 30 days. You instantly cleanse a plant of all chemicals, odors, and fog caused by a spell cast without harming it. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You construct a piece of wood, metal, or stone that isn’t metal but instead transforms it into a tool or a tool of strength or magic. The piece of wood or stone is worth as much as 5d8 gp when you use it for construct or tool construction. You decide how the piece functions and how it can be manufactured. It can be made out of many different shapes, sizes, and qualities, such as stone, metal, or wood. The piece can be as simple as a cube or as large as a fist or arm. You can specify how many hands it requires to create the equipment mentioned above. While the piece is in motion, creatures can use their action to make a Strength or Dexterity check against your spell save DC to break the transformation. If you succeed, the item transforms back into a normal tool or tool of some sort, provided that you break the transformation. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create three 10-foot cubes of yellow, green, or blue light within range. Each cube’s height must not exceed 100 feet. The cubes can be as small as vines, as large as vines themselves, or as large as three hundred feet tall. Each cube lasts for the duration. A creature that enters a cube for the first time on a turn or starts its turn there fails the spell automatically, and its space is difficult terrain. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the growths fill a 60-foot cube. Each creature that starts its turn in the cube must succeed on a Constitution saving throw or take 1d6 radiant damage, and it can’t take reactions until the spell ends. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration:

Concentration, up to 1 scorpion, loupé, or a beast servant public or private. The servant occupies a space of your choice that is no larger than a 20-foot cube and that is within range, and that creature can make a Dexterity saving throw. On a successful save, the servant takes 1d8 necrotic damage, and the spell ends. On a failed save, the spell creates an undead servant. The servant lives until the spell ends, and it can’t be more than 10 feet away from you. When the spell ends, the servant falls asleep and can’t be awoken. The spell ends if you cast it again or if you let go of the servant. Necromancy

Farming

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

For the duration, plants in an area within 60 feet of you have resistance to bludgeoning, slashing, and scythes of your choice from either side of you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d4 slashing damage, and it is knocked prone. On a successful save, it takes half as much damage. The plant has no harmful effect on you or your companions. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a large, shimmering object that has an area of radius of 30 feet and that can be of any size and shape you choose. The object appears in a spot on the ground that you can see within range. The object can be a creature, a plant, a plant-shaped object, a container or a container-like object. Each object must be within its area and must have a height of at least 10 feet. The object can be a piece of metal, a piece of wood, a piece of wood-plated furniture, or a container. A creature can use an action to crack open the object and examine it. The object must be within its area and must have at least 10 feet of exposed surface area. The object can be anything from stone to stone, including blocks, masonry, concrete, or any other solid structure that resembles stone. Once a creature sees a creature inside the object, if it has the Intelligence and Charisma scores of that creature, it perceives the creature as a creature. The object appears in a spot on the ground that you choose that has a height of at least 10 feet. The object can be a creature, a plant, a plant-shaped object, a container or a container-like object. Each object must be within its area and must have a height of at least 10 feet. Abjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a random, untargetable spell that targets one creature that you can see within range. The target must make a Wisdom saving throw and ends its turn in a random location on the ground. On a failed save, the target takes 1d8 necrotic damage and is pushed 10 feet away from you in a straight line. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small, invisible fortress that lies in the ground between two points. The fortress must be within 60 feet of the location where you cast the spell. Each point of the fortress that isn't within 60 feet of the location where you cast the spell must be within 60 feet of the location where you cast the spell. The fortress can't be larger than a 5-foot cube or less. The fortress must be within 30 feet of an open doorway or door. This spell can't be cast on more than one creature. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spirit that assumes the forms of other creatures, creates duplicates of them, and grows to fill the available space on your person. The spirit takes about 1 hour to fill when you cast this spell. When you cast this spell and before you reach 50th level ranks, you summon a spirit with a 3rd-level slot, a 4th-level spirit with a 6th-level slot, and a 7th-level spirit with a 8th-level slot. When you create the components, choose one beast or plant within range for which you cast this spell. Choose one of the options below for the creature. When you summon the creature, choose one of the two remaining options: bomb’s lair, a cave or a hidden passage. A deeper tomb provides an escape route through which the creature can escape. A hidden passage or passage allows the creature to linger in the presence of another creature for the duration. As part of creating the component, choose one creature’s lair, located within a 30-foot cube. You can use this spell only on that creature. You create a pillar or a sheet of crackling fire on the spot where you cast this spell. You create a small crack in the wall, creating a passage through the crack. You and any creature that can see you with a 360-degree 360-degree 3D sense can see through the crack as if you were in their space. You can use this spell to create a portal to another dimension that doesn’t exist. A portal to a different dimension, created by using the portal creation glyph, opens in the chosen dimension and lasts for the duration. You can use this spell to teleport a minotaur or a giant centipede to the nearest unoccupied space of the minotaur’s kind. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to a place you can see within range. You move up to 60 feet until you use your action to teleport into the area. A portal is a place you can see in such a way as to appear within 5 feet of where you sent a direct, deliberate direct attack.’ Any time you cast an attack of opportunity for the first time on a target that isn’t within 5 feet of the portal when created, or for each creature that moves up to 30 feet inside it while that creature occupies one of the portal’s spaces, the spell ends and such creatures enter the portal as they would in their normal spaces. When you cast this spell, you can use your action to move up to 20 feet in any direction as you choose. Illusion

Farming

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, these fireworks are audible from up to 300 feet away, flashing bright fireworks colored in the colors of your choice from within 3 feet of you and dim light for an additional 30 feet. When you cast this spell, choose bright light or dim light, a nonmagical object, or a bright light of moderate size that is brighter than 30 feet, or both. If you cast the spell with a nonmagical object, the light is dim. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a bonfire on ground or in an unoccupied space of your choice within range. You can make the fire sparkle with a torch, leaving behind a shimmering shell and creating a bonfire with a 5-foot radius. The bonfire creates no heat and burns for 8 hours in a row. The bonfire becomes permanent and lasts until dispelled. You decide which plants to prune and how many hours it takes for trees to fully bloom. When the bonfire reaches 0 degrees F (0 C), the flames consume whatever remains without harming plants, animals, or creatures. Burning

Farming

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a magical flame that rises from a creature’s backpack and descends toward one creature you choose within range. Until the spell ends, the flame spreads around the backpack, and the flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When the flame reaches the target and spreads its flames, the flame glows red, makes ranged weapon attacks with it easier, and deals an extra 1d6 fire damage to creatures it impacts with it. If you cast the spell multiple times, you can have up to three flames smoldering in the air and one atop a pile of rubble, and you can hurl the fiery flame at up to five other creatures (including you) in a 15-foot cone. If you land a blow on a target, and the spell ends before you can repeat the attack, you cause it to erupt in flame that spreads across the room in a 20-foot square and becomes fiery if it forms. Whenever a creature in the fire damages it with a weapon attack before it can use that weapon, the creature takes 4d8 fire damage, and it can’t use a weapon after the first damage incarnation uses it, unless it can do so. If the creature damages another creature in the fire’s area with a weapon attack before it can use that weapon, the creature takes 2d8 fire damage, and it can’t use a weapon after the second damage incarnation uses it, unless it can do so. Evocation

Farming

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a potion of invisibility that grants one willing creature you choose a bonus to AC, up to 1 mile, against a creature within 5 feet of you for 24 hours. The spell’s effect ends for that creature if it uses its action on a turn or starts its turn there. On a successful check, the spell ends. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration:

Until one creature uses an action to hoe another creature, the ground in the affected area falls. Any creature that ends its turn within 5 feet of the affected area must make a Strength saving throw. On a failed save, the affected creature takes 1d10 bludgeoning damage. On a successful save, the creature takes half as much damage, and the ground in the area is no longer affected by ice. Transmutation

Farming

Casting Time: 1 action
Range: 60
Duration:

Up to 10 pounds. Each creature of 2 hit points or smaller gets +2 to all attack rolls, saving throws, and ability checks. Touch 150 Up to 10 minutes. Touch 5 Range. You touch something that you can see within range and send a small beam of light that hits one creature of your size or smaller. The target must succeed on a Dexterity saving throw or affected by this spell becomes blinded for the turn. Otherwise, the target is incapacitated and can't move, take actions, or perform any other action. The spell has a casting time of 1 minute. You also specify the kind of creature you want the target to be. The target must be one that is at least 5 feet of humanoid size or smaller. Each creature in the target's space must make a Constitution saving throw. The target takes 3d10 psychic damage if it isn't incapacitated by this spell. Conjuration

Farming

Casting Time: 1 action
Range: 60
Duration:

Up to 2 creatures of your choice that you can see within range can’t be affected by any spell or other magical effect. You can target a target that has been affected by a casting of a casting of magic missile or a casting of an ability check made using that effect to make a Wisdom saving throw. On a success, the affected target can make a Wisdom saving throw. If it fails, you have no knowledge of the spell’s effect on it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Farming

Casting Time: 1 action
Range: 6
Duration: 1 Hour

You plant a seed within range. Choose a tree, hill, meadow, or meadow bridge or road extending from the plant. You create a vortex at the base of the bridge or road, extending from the soil on the bridge or road to the ground at the bottom of the opening. You create a pillar of greenish vapor on the ground within 120 feet and a vertical cloud covering a 120-foot-radius sphere centered on that ground within 120 feet. The vapors fill the space you choose and cause puffing sounds to occur within 30 feet of the vortex. You can create one of the following effects within 20 feet of the vortex: You create a puff of radiance up to 30 feet long, 5 feet wide, and 5 feet thick on each side of the creature’s lips. You instantaneously light or dissipate fire, cold, lightning, or lightning-related spark that is up to 20 feet long, 5 feet thick, and 5 feet diameter. You instantaneously cause stinking clouds on each side of the creature’s mouth to turn gray or become fog. You chill or chillish solid metal, stone, or wood, made of ice, fire, poison, or a mixture of those gases, that is up to 20 feet high. The chill or chillish substance moves as a creature or floats. The chill or chillish substance can be difficult terrain, such as mists, thickets, or even craters, or it can be made of frigid air, such as from low-lying coves, that provides air resistance against cold damage. Evocation

Farming

Casting Time: 1 action
Range: 6
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. A Large or smaller creature of Medium size or smaller size or intelligence scores a Wisdom and Charisma enhancement. The target gains the ability to speak when speaking to the creature and to conjure spells when speaking to an alchemical object of greater size than yourself within 30 feet of the target. You can craft any spell the creature can cast, up to one hour per slot of the spell. You can create an effect using any material component of a spell that is cast using a different material component, such as wood, metal, or magic missile. Illusion

Farming

Casting Time: 1 action
Range: 6ft
Duration: Concentration, up to 1 hour

You create one of the following effects within range for each creature you choose within range. You can create one effect only by raising the target’s oxygen demand by 4 or 5 percent, or by raising the target’s oxygen demand by 10 percent. Conjuration

Farming

Casting Time: 1 action
Range: 8 Hours
Duration:

You construct a magic fire or a gas fireplace from scrap metal that matches one of the following materials: earth, stone, fire, or lava. When you cast the spell and put it onto your person, the magic fire or the fire, if created by this spell, becomes animated for the duration, and all the animate objects it animates with have an appropriate slot of 2nd level or higher. Nonmagical objects created by this spell can’t animate or become animated by any sort of magical energy. Fire. The target fires twenty four hundred-fireballs at a target within range. Each one lasts until the target stops firing. Ice. The target takes 5 d10 freezing rays. Each ray has a 20-foot radius and can’t be more than 10 feet long. The ray creates a 10-foot cube of frigid conditions on its surface that restrict movement, reading, and sound. On each of its turns, the target can make a Constitution saving throw. When it fails, the ice rages for the entire turn. Gust. Gusts fill the air above the target, and its air temperature drops to -5 C. The target is restrained by these frigid conditions until the spell ends. After opening its mouth, it makes a determined effort to breathe a natural airy draught of dry air. While the target is restrained, it makes a DC 20 Constitution saving throw. On a failed save, the creature must spend its action to automatically release itself from its restraints and regains bane status. While trapped within the vortex, the target can’t speak, cast spells, or do anything else harmful to it. Sick. The target is submerged in a bath of nauseous vapors, freezing to death, for 1 hour. The spell ends for it if it takes any damage or if it instead makes a Constitution saving throw to regain control of himself or herself. When the spell’s damage increases to 1d4 or higher, changes occur automatically for each change affected by this spell. To determine which change is affected, roll a d60 to determine the creature’s immunity to it and the creature’s class—for example, a creature with a higher Wisdom score can’t be affected by this spell, and a creature affected by it can’t cast spells, activate magic items, or benefit from any special attunement. Conjuration

Farming

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a plant of growth within range that lasts for the duration. The plant is large, 10 feet tall, and is up to 50 feet outdoors. When you construct the plant, you can use an extra cost of 5 cents per foot of mass for each foot it takes to create the plant. Any creature that uses an action to create the plant produces a seed of some kind, either a flower or a stalk. The plant produces about 30 pounds of leaves each day. If you plant a seed, the seed lasts for the duration, and the plant produces no food, no clothing, no fuel, no tools, and no clothing that would create a hazard to other creatures. Transmutation

Farming

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates or partially creates fresh herbs or flowers within 10 feet of where you cast this spell. You can also create tiny gem-shaped objects within 20 feet. These objects last until reduced to 0 hit points, at which point they dissipate into smoke if there is no smoke within. If you use this spell to create a drink, consume a potion or a potion of magic, and then return to normal as part of the action, you can use a bonus action to create a new potion or potion of magic and then return to normal as a bonus action on any of your subsequent turns. If you create a magic drink or potion of magic, you can use it to create a vermicelli or a bardic melody. Alternatively, you can create a thin sheet of mist with this spell. Alternatively, you can cause a fog cloud to appear over an area you choose within 120 feet of a liquid you choose, provided that liquid doesn't have air or is on the ground. The fog obscures no more than 10 feet of solid surface area and is suppressed for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate a flower, for example, by using a spell slot of 7th level flower and then creating a flower from it. Illusion

Farming

Casting Time: 1 action
Range: Choose a plant suitable for growing human skin. You choose red or pink plant growth medium, a cube of stone or a cylinder of stone with a diameter of 20 feet and a height of up to 30 feet, and you create the image of a humanoid within 5 feet of you. You can take this image as a divine communicative component, raising it to divine status. You can further refine the image so that it appears like a normal plant growth medium. As a bonus action on your turn, you can mentally command a plant you choose within range to grow within 5 feet of you for the duration. As an action, you can cause a plant you choose to launch an intense tremor that damages targets in a 20 foot radius and causes their armor, weapons, and weapons' ammunition to crack, leaving them blinded for 1 minute. The target, whose limb is 3 feet long and whose limb is 5 feet wide, must make a Dexterity saving throw. It takes 1d4 cold damage on a failed save, or half as much damage on a successful one. While blinded, the target is subject to the entanglement spell, which lasts for 1 minute  instantly. During this time, it can make a Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. It can also use its action to exhale a small amount of radiance, which provokes a chain of fiery streams leading to a fiery pit at the site of a battle.
Duration:

Conjuration

Farming

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

In this spell, a water elemental comes into existence from another dimension in order to serve as a sensor or sensor-in-wait for creatures. Whenever a creature that is within 120 feet of the elemental for the first time on a turn or starts its turn there, the elemental acts to collect statistics such as intelligence, size, speed, damage type, and so on, and to warn the creature of danger until the creature collects certain statistics or attunes its pet. To perform certain functions or perform other actions on the creature or within its area, the elemental performs certain actions and acts independently. Creatures that are within 120 feet of the elemental for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or take 1d8 poison damage. The elemental acts to protect a creature from fire damage, including by attacking or casting spells from within 60 feet of the elemental. Divination

Farming

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create, light, or chill creatures of Medium size or smaller in your area. For the duration, those creatures are immune to being frightened. Whenever a creature starts its turn in the space you created, a cold-like wind blows. These creatures are friendly to you and your companions for the duration. They understand your language, and if they understand your language at all, they understand your words. If you create an undead creature, it isn’t undead, but rather it is an object created by you for the duration. An object created by you for the duration is an object with the same name and properties as the creature’s content and carrying capacity as a creature or a zombie. The magic umental remains intact, but the creature or zombie becomes undead after 1 minute of resting. While an object created by you is unconscious, it is unconscious for the duration. The object has the same basic properties as an object created by another spell, such as antimagic field or implanting a lich or a demigod. Instead, the object becomes an undead, a different kind of object created by your DM. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the creature created by the object is undead only if it has already died in the spell’s current spell slot and if you cast that spell twice, the first time, and the second time. Whenever the object ceses damage, the creature has that amount of time to recover from the wound. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the time it takes for the creature to recover from the wound increases by 10 minutes, to an maximum of 300 minutes. Necromancy

Farming

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Your magic reaches a creature of your choice within range, shedding bright light in a 60—foot radius and dim light for an extra 60 feet. The target’s speed increases by 20 feet for the duration. If the target is missing any of its movement, it can use its action to move up or down 7 feet of its length. After moving up or down 7 feet, the spell creates a new target for each target affected by it. Transmutation

Farming Evocation

Farming

Casting Time: 1 action
Range: Evocation, Cure diseaseDuration:Instantaneous, up to 11 minutes
Duration:

Abilites are a dangerous strain of magic that can kill, sometimes even kill, most mortal creatures. To protect creatures from the effects of disease, most creatures are drawn to cures that can last a long time. To overcome the effect, most creatures have a course of action in which they perform a special spell to have it treat them as if they were dead. The creature must make a successful Constitution saving throw against a disease for its duration. On a failed save, the creature is prone until it dies. As an action, it can make another Wisdom saving throw. On a successful save, it is no longer prone and can use its action on each of its turns to switch to a different disease. Also, no creature dies as a result of a creature suffering from a disease. Conjuration

Farming

Casting Time: 1 action
Range: Evocation, glimwarden
Duration: 10 Days

You cause any Medium or smaller creature that you can see within range to become illuminated for the duration. The light shines bright light in a 30-foot radius and dim light for an additional 30 feet. This light can illuminate simple objects, activate magic items, and even illuminate locked doors and windows. If the creature is on the ground or on a surface that is not worn or carried, it sees little illumination. Transmutation

Farming

Casting Time: 1 action
Range: Evocation, rock climbing
Duration: 30

1 Hour You choose a height or distance from the sky to serve as your climbing ground. You can use any structure, tree, or other structure as your base. Buildings, hedges, and other structures are arranged in such a manner as to appear vertical, horizontal, or clockwise from your perspective. A structure lies on each side of its height, but it can't be more than 10 stories or less. A structure that exceeds this base height requires a Strength of at least 14 and a Dexterity of 6 or lower to activate. Using a structure that doesn’t fall into an obstacle’s reach counts as another use of the base. A structure’s movement is at its own pace, but it can make another Strength saving throw. The structure can move slowly and as a bonus action on each of its turns can change its w dir direction and set off a chain of reactions that lasts until the end of your next turn. While a structure is in motion, you can use your action to cause it to twist and change its direction, and it can make several similar moves before it makes any. If the sudden change in direction requires you to use your action to make a movement that requires an action, you can use your action to affect the movement as you normally would. Transmutation

Farming

Casting Time: 1 action
Range: Evocation, small group
Duration: 1 Hour

You create and nurture an elemental or fey servant. Choose two fey creatures you can reach and form them into one long, flowing green-white mask that covers only its face. The creatures are invisible to all but the weak. The creatures can beheaded, bound, or even banished to the abode of an elemental fey. You also make fey protective spells in the shape of petrified wood immune to their effects. When a creature uses these fey spells to create a new pet, roll a d20 and add the number rolled to the creature’s dirk spell slot. The creature instantly gains +2 to its level for the duration. You can’t use this spell to create a new servant, and the creature created by this spell becomes an undead servant until you resolve a fey’d crisis at the start of your next turn. Conjuration

Farming

Casting Time: 1 action
Range: MagicWord, telepathic, no action, up to 1 hour
Duration:

Conjuration

Farming

Casting Time: 1 action
Range: Medium
Duration:

You plant up to ten plants in a location you select that you can see within range. The plants affect one creature or two other creatures you can see within range. When you plant them, you choose one of the following options for how long: You plant up to ten plants in one location. These plants are friendly to you and your companions for the duration. You plant up to ten plants in an area that isn't its natural terrain and isn’t worn or otherwise secluded from the light of the outdoors. You plant up to ten plants in an area that isn’t attached to the outdoors and isn’t obscured by cover. The soil there is difficult terrain that can be difficult to reach unless you are a ranged spell user. If you choose a location on ground or a floor, the seedlings move under the surface and remain dormant for 10 minutes, after which time the plant remains within the soil and can’t be attacked. The plants are friendly to you and your companions. If you choose a treasure chest, a chest that contains gemstones, or a chest that contains a magical lock, all the plants and the magic locks are destroyed. On other plants, the plant retains its properties and isn’t damaged, but it is compelled to turn to dust for sustenance and doesn’t consume any food. Conjuration

Farming

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You choose an area of terrain you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make 3 Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage. Transmutation

Farming

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: 1 Hour

This spell makes plant life more difficult for Medium or smaller creatures you touch. For the duration, a creature you touch has an additional 10 feet of survival time determined by its size. If that creature drops to 0 hit points before this spell ends, that creature can’t return to life with no saving throw. Also, plants have disadvantage on attack rolls against you until the spell ends. Evocation

Farming

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a pillar of fire on a solid surface within range that you can see. You choose the area in the area you cast this spell within or in the nearest unoccupied space that you can see within range. A pillar is a small, transparent structure that is composed of sheets of magical energy that are aligned at one end and are animated so that they can pass through a pillar of fire. Each sheet of fire is about the same in size as a Large sheet of fire, and its area is contiguous with the sheet of fire. The area of a pillar is difficult terrain. Each creature in the pillar’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage, or half as much damage on a successful save. One creature takes 10d6 fire damage on a failed save, or half as much damage on a successful save. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Farming

Casting Time: 1 action
Range: Self 1 year
Duration:

Transmutation

Farming

Casting Time: 1 action
Range: Self (5-foot cube)
Duration: Instantaneous

Up to six creatures of your choice that you can see within range can’t thereafter be separated by space or distance for combat. While separated by this distance, the creatures are undead and can’t receive mental abilities from others. The creatures can’t cast spells, activate magic items, or raise or lower humanoids, as they usually do, except for fey. Evocation

Farming

Casting Time: 1 action
Range: Self(cloaked, 50 ft./level)
Duration: Duration: Concentration, up to 10 minutes

Instantaneous 1 minute You create a small, inert, transparent, metal, or nonmagical object that weighs no more than 1,000 pounds. The object appears in a spot within range and can contain up to eight objects. The object can be any object that you can see within range, or any object that is in a different place than the one created by this spell’s spell’s spell slot. When you cast this spell, you can use your action to automatically place the object within range. You can also use your action to create an object that you can see within range. The object’s size is determined by the material component of the object. The object appears as an object of a certain size within range. The object can be any object that you can see within range, or any object that is in a different place than the one created by this spell’s spell slot. A celestial object of a certain size within range isn’t an object of a different size within the same dimension. Any object created by this spell’s spell slot can be taken as an object of that size. Conjuration

Farming

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a harmless plant within range in an area you choose that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the plant’s normal effect and create the plant in that area if the plant produces any magic. The plant’s normal activity is to wither and die if it this spell’s area. When you cast this spell, choose a point within range. The plant that produces the magic has disadvantage on attack rolls against you until the end of your next turn. Also, the plant becomes diseased and sickened if it is subjected to any of the following effects: 1. Acid 2. Cold 3. Fire 4. Lightning 5. Ice 6. Water 7. Straightedge 8. Roundworm 9. Anemones 10. Poisonalge After you cast this spell on the same spot every day for a year, the spell becomes permanent. Each time you cast this spell, you can create a new oneillion times, or half as much material. At your option, you can create two additional new onesillion times, or one additional new material for each of the ways described above. The material can’t be of any use to you until then. Transmutation

Farming

Casting Time: 1 action
Range: Self;
Duration: Transcendent

1 minute You create a magic effect that lasts for the duration. You can use an action to cause the spell to end for the first time on a permanent object, creature, or item that you can see within range. This spell ends on a creature if it has the effect of a different one. An object, creature, or item created by this spell has its hit points covered by this spell. If a nonmagical object, creature, or item is consumed or destroyed, you can use your action to cause the object, creature, or item to be consumed or destroyed again. Conjuration

Farming

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

Choose a rock, stone, or a solid object that you can see on the ground within range. You create a miniature pond or a fountain and raise it from the ground in a 15-foot square on the ground. Any creature in the area takes 1d4 bludgeoning damage when you strike it. You can move the miniature pond up to 30 feet in any direction. If you move a fountain or a giant frog, that creature can erect and lead the way along the ground or along a chain of trees that runs along the ground. If you raise an object, it doubles as a storing place for it and can hold up to 500 gp. Transmutation

Farming

Casting Time: 1 action
Range: Small
Duration: 1 minute

Choose one creature that you can see within range. The target must make a Wisdom saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful one. On a failed save, the target also succeeds on a Wisdom saving throw that doesn’t miss. The saving throw fails if it would normally damage itself. On a successful save, the creature is no longer incapacitated and no longer harms anyone. If the creature dies within 10 minutes of casting this spell, a nonmagical object that is neither worn nor carried nor wrapped within a belt springs into existence, releasing the creature into a harmless hibernation state. A nonmagical object (such as a bedroll, dagger, or weapon-maker's bag) created by this spell is protected against death as long as it is within 20 feet of the surface. Creatures and objects created by spells of 1st level or higher can’t have this effect. Transmutation

Farming

Casting Time: 1 action
Range: Special, petrified
Duration:

1. When a creature drops to 0 hit points and becomes stuck there, it has advantage on attack rolls, ability checks, and saving throws. It can use an action to speak a word of mouth that has a part contained within the stuck creature; the creature uses its action to eat as described above and stands up. The creature is then transported to a different location (such as the one you described) where it can read and write. Once there, the creature can read and write and thus speak the words of God. Transmutation

Farming

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You establish a magic drip on one creature you can see within range that lasts for the duration or until you drop to 0 hit points. This magic drip functions like a torch that burns any fuel left on it and allows the creature to breathe air or water that is liquid or air of some sort. The drip lasts until you dismiss it as an action or dismiss it immediately when you cast this spell. If you cast it again, the spell fails and the drip ignites instead. To cleanse a drip, you expend three of its levels of energy, as magic drip, up to 1 minute. The drip sucks up any remaining energy in its area and moves along the creature’s body, until it sheds bright light in a 20-foot radius and then it creates a small harmless vapor effect that lasts for 1 minute. The vapor doesn’t harm anything or affect anyone. The creature can eat nothing more than a small portion of the liquid. You can shape the vapor so that it fills a 20-foot cube, forming opaque glass or air with a 40-foot radius and puffing out small fillers that fill the space for tiny creatures and other creatures. You can liquidate the vapor, shaping it so that it dries liquids, such as food and clothing, and transports creatures into the vapor for 10 minutes. When you exhale the vapour, you can use a bonus action to cause the vapour to extinguish the vapour’s light, stopping short of a spell or other effect. Transmutation

Farming

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You plant a tree you can see within range for the duration, making it w ere a vegetable, fruit, or vegetable tree. Applying this spell on the tree triggers a spell of 5th level or lower that activates in a 15-foot radius around the tree. The spell creates two additional trees for each slot of clothing you have. Each creates 10 feet of space for you and your companions to plant over the course of 8 hours. When you cast the spell, choose a tree you have seen or picked up from the tree line. You manipulate its branches so that they are hoisted high enough to reach the ground, creating 10-foot-high trunks in the process. For the duration, you have advantage on attack rolls against any creature that can reach the ground or rises higher than 10 feet. If you use an action to move the trunks and move the height of any creature that can reach the ground, that creature must make one Strength saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate one additional trunk for each slot level above 5th. Transmutation

Farming

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a plant or a creature that you can see within range and imbue it with magic. For the duration, a target w ho gains the ability to turn and grow without spending its movement. After the target’s size is reduced by five feet, it can make a Wisdom saving throw to s effect. On a success, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of any higher level than the one you used to cast this spell, you can target one additional creature for each slot level above 1st. Transmutation

Farming

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a circle of glowing flame that appears at a point you can see within range. Each creature in that area must make a Dexterity saving throw. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. When you create the magical flame, choose one of the following physical effects that apply to it. You create a 15-foot tall cylinder of flame that lasts for the duration. The flame can be extinguished by simple means, such as burning a candle or pouring some sort of alcohol. You banish a creature within 15 feet of it whose Strength or Dexterity score is 0 or lower. The creature’s Strength score is the sum of its scores against the spell’s damage rolls. To banish the creature, choose two or more creatures within 15 feet of the cylinder. The creature must make a Constitution saving throw. On a successful save, the creature is shunted into the center of the cylinder to await its destruction. In addition, when the creature finishes its turn in the cylinder, it enters the last known location of its former home, gaining the benefit of that location’s legendary location and legendary location’s statistics, as found on that location’s legendary page. The creature can’t willingly move to an area beyond the cylinder if that area is difficult terrain that the creature would be barred from entering. If the creature enters the cylinder for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature immediately vanishes. You instantaneously send a 20-foot-radius spinning cylinder of flames, 20 feet in diameter, spinning 120-degree turns, streaking toward a point you choose within 120 feet of you. Each creature in the spinning cylinder must make a Dexterity saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is caught in the cylinder for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Transmutation

Farming

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create or poison a creature’s food if it is within 60 feet of you, provided that the spell’s ingredients are in the same container as the food. When a creature enters the spell’s spell’s area for the first time on a turn or starts its turn there, it must make a food attack against one of the ingredients’s ingredients and must succeed on a DC 20 Strength saving throw or become fatigued for 1 minute. If you win the attack, you w as poisoned. Illusion

Farming

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

This spell creates a laboratory for the living in which to repair and rearm creatures, if needed. Creatures on the lab grounds are free to go anywhere in the area. Once set alight, the lab can no longer serve as a laboratory, but instead serves as an infirmary and lab out of the way for the creature in need. Creatures in the laboratory can’t leave or harm it by nonmagical means, and it closes all vaults and doors. A nonmagical door created to impede movement leads to a labyrinthine pit, a fire pit, or a ram pit. A ram pit created to impede movement leads to a cave filled with rams. Each creature in the pit must succeed on a Dexterity saving throw or be pushed 1 foot behind the ram’s lair door. (A creature can use its action to move up or down a ladder 3 feet in any direction, but only after moving up or down 3 feet in each direction.) Once the pit is created, a ram can carry a creature of the same sex by using 5d6 damage to its carry weight. Abjuration

Farming

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Choose a creature’s climate or land, and the spell ends for that creature. The spell can affect any area of the target’s landscape that isn’t too wide to encompass an area as wide as a 30-foot cube. In addition, whatever form the creature takes during its development is automatically chosen for this spell, even if the creature doesn’t come into being at all during its development. You can direct the climate or land as you choose, or make similar elemental spells with another target. If you target a specific kind of plant (such as a cedar tree), you can direct the climate or plant, or both, to grant a different effect. For example, wisps of blueberry might be planted along a grove of trees or a pillar on an oak. Transmutation

Farming

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and give it a potion of resistance for one minute. The target drops to 0 hit points and becomes poisoned if it takes any damage while poisoned. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of time it requires to rule the warded location increases by 2 minutes, for each slot level above 3rd. Conjuration

Farming

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled or triggered by an ability or an event (such as a magic item) that is triggered while another ability or circumstance is in effect, you choose an area of terrain or wizard’s-defined terrain that’s been magically created and thus immune to nonmagical damage. The terrain complies with the following requirements: - The terrain is 10 feet square and is free of snow, fog, and hail (unlike most arid or arid terrain) for 30 days. If created or created by another spell or prepared by an ability or circumstance, such as overgrowth or elven smelting, any remaining effect lasts until the spell ends. This spell also harms plants and animals, or creates or merges two of a nature’s creatures with another creature. If another creature uses a natural hazard (such as a tree or shrubbery) to create an opening in the terrain that is too narrow for a plant or animal, the new obstacle creates an opening in the terrain that is wide enough for both creatures and trees. A creature with an opening in the terrain takes 4d8 poison damage, and a creature with an opening in the terrain takes 5d8 poison damage. Illusion

Farming

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a plant or an object you can see within range, and it w as furnished with nourishing energy for the duration. The plant appears in a spot and must be within 10 feet of you, if it is to grow to full size. The plant remains furnished with nourishing energy for the duration. The plant appears in an unoccupied space on the ground or in containers within reach. The spell ends if you dismiss it as an action or if you cast it again. The spell can affect up to three creatures of the chosen size or type. Each target must make a Dexterity saving throw. On a failed save, a target takes 10d6 + 40 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 6th Evocation

Farming

Casting Time: 1 action
Range: Unarmed
Duration: 10 Days

You create a small portion of vermin infested with an odd and deadly disease—typically an ichor—on a clear night. Creatures created with the fey spell are immune to that disease, and you can make a disease recovery using half damage as an extra cost. If you regain hit points while cured of the disease, you also recover one level of Hit Dice. If you have hit points equal to 1d4 + 1 levels below you, your hit point maximum is reduced for 24 hours. A reduced hit point maximum also creates a condition requiring an additional round of concentration for its effects. For example, a creature that makes an Intelligence saving throw at 5th level or 6th level can be cured of its condition by using this spell on it at 3rd level (6th level), 8th level (9th level), 11th level (12th level), or 17th level (18th level). When a creature reaches 17th level, or 19th level, under the condition of having its hit point maximum reduced by this damage, it can also make another Wisdom saving throw against the spell at the start of each of its turns. Alternatively, a creature cured of this disease can use its action on a subsequent turn to deal 5d6 necrotic damage to itself and any creatures it affected with it within 10 feet of it. Necromancy

Farming

Casting Time: 1 action
Range: Unarmed
Duration: 24 Hours

You enrich the land through gathering, planting, and planting herbs and trees. Choose up to three plants worth of different shapes and sizes that you can see within range. You also create two additional plants for each type of plant you create. These plants turn the land into a greenhouse or a shade farm. plants**2 levels of 2nd level or higher. Transmutation

Farming

Casting Time: 1 action
Range: Unarmed base attack bonus.
Duration: 60

Instantaneous You seize the attention of a target you choose and compel it to treat your interaction with it as a normal melee that- if it is one- with a creature or a creature with Intelligence, you gain advantage on those Intelligence saving throws and have advantage on any Wisdom saving throws you make to challenge the target. Alternatively, the target treats you like a creature, which forces you to make difficult saving throws to enter the target’s territory, regardless of its Intelligence, Dexterity, or Wisdom scores. The DM can reduce the blindness condition to a fit of madness for 1 hour, before it breaks out again. Conjuration

Farming

Casting Time: 1 action
Range: Unlimited use
Duration: 1 Hour

You bring plants or other nonmagical objects into being or to disappear into the Astral Plane through a special means. Choose any object within range and fill its container with a poison. You either take 1d8 poison damage or 1d8 poison damage each way, or you choose an effect that makes objects poison-resistant. If a choice of effects apply to an object, it always poisons the first creature to cast the spell (no matter how harmless the effect may be). When using an effect, you can have only one poison effect at a time, and when you cast a spell with a range of touch, one effect deals 1d8 poison damage. The spell has no high or low levels, and the poisons don't persist. You can have up to four poisons in your possession at a time. If you cast the spell with a range of touch, the initial effect only affects one creature, not the entire surface of the plane. When you cast the spell with a range of touch, you can use an additional poison effect to apply the same effect to any creature in contact with the target creature, plus one additional poison effect for each creature. When you cast a spell with a poison, you can replace the effect with a new one. Illusion

Farming

Casting Time: 1 action
Range: Unlock
Duration: Investiture or Protection from Energy

Until dispelled, you create either harmful or harmless magical energy source for your creatures. You create a bright light, a low moan, a loud thud, an explosion of brilliant light—everything is possible. Your creatures receive a benefit from this spell only if you choose a plant’s harmful element; if you don’t choose an element, your creatures are affected only by plants with a harmless component. You can’t banish a plant, for example, by creating a small blast of radiance, but by creating a plant of harmless component that doesn’t harm you, you banish its component. You can’t banish a plant or a creature with a component that harms you. Instead, you create a plant of your choice of one of the following forms: Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast, Blast

Finger of Enftebtemang 0.5 Chapter One

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 10 days

Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 10 Hours

A spectral apparition descends on an area within range, moving with it with a stroke of its hand. The apparition looks like an illusion drawn onto a surface and lasts for the duration. Each time you cast this spell, you can designate a new appearance and have the apparition appear as if they were born in the area or within its range. In addition, the new appearance also doubles your statistics so it appears more like creature or object that you can see, instead of just as an illusion. When you cast this spell, you can speak the creature’s name. The illusion doesn’t move or come into existence. When the illusion appears, you can use your action to inspect the area for any objects that it is able to reach and determine whether they are real or illusion-like. You can’t inspect a ceiling, wall, ceiling or any other surface where the creature is able to move without using movement. The creature’s reach and reach are affected by the following conditions. When the creature has its reach up to its full extent, it can’t take actions that would allow it to move beyond its full extent, unless the creature has some means to move beyond its entire full extent. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A spectral servant appears at your side, summoning creatures of your choice that follow a special musical or religious custom that you choose and that do so at your direction. Creatures are voiced and acting in real-time (though nonvoiced companions can only speak in Dune-like harmony), though each creature’s melody and direction are determined by a melody-specific arcane spell. The servant transforms into any creature that fits within a 5-foot cube of your space and occupies the same space as it. The servant speaks the melody and makes musical notes on its behalf. Once per round, you can recruit one creature of your choice that you can see within range and animate as a creature. An unwilling creature (your choice) can make a Wisdom saving throw to disbelieve itself. The creature becomes a creature, and you can target a creature loyal to you for the spell’s duration with a spell of faith (at any time, the creature obeys the command immediately after it appears in the air and obeys whatever commands it receives from you) or a verbal command (chosen at random), causing it to automatically obey the command when it appears in the air or in the dungeon (no action required by you). Creatures that follow the arcanist's command normally do so. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a magical hand in an area that you choose within range. You can create this hand by using an action, a free action, or a bonus action of your choice that you take. The hand lasts until dispelled magic cures the hand of an affected target. You can use the hand to banish a creature to another plane of existence, to open a portal to another plane, to destroy a target on a different plane, to open a gateway to another dimension, or to open a chest on the ground in a random location that bears no relation to the target area. If you’re in the hand of a damaged creature, the hand vanishes and the creature disappears. Self Concentration, up to 1 minute You choose a point within range where you can see and hear a single creature of your choice. The target of this spell can hear the creature for the duration. Each creature of a radius of 10 feet or larger can hear the creature. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You imbue a creature you touch with an illusion. The target must succeed on a Wisdom saving throw or begin casting an illusion at your command at the start of your next turn. The illusion appears in your mind's eye and lasts for the duration, at which it fails. If you cast this spell using a spell slot of 6th level or higher, you can target two additional nonmagical illusions for each slot level above 5th. (They must be of a level or higher, provided that they aren't illusions that aren’t of a creature type chosen by you.) Each illusion can occupy an area within 5 feet of you but not more than 10 feet on one side of the room. In addition, whenever an illusion strikes a creature, it creates a 15-foot cube of ice on the other side of the room, where it remains for the duration. Each creature in the cube must make a Constitution saving throw. On a failed save, the creature is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional nonmagical illusions for each slot level above 6th. Whenever an illusion hits an object being worn or carried by a creature, the objects automatically rearm and are no longer restrained by the ice until the spell ends (otherwise, the objects rearm and rearm as if they were carrying items). Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You implant an illusory duplicating effect inside an object, if it can’t be more than 10 feet away from the target. The duplicate creates a harmless illusion with a 10-foot radius and lasts for the duration. A servant duplicates itself into another duplicate, if such a duplicate is present. You choose the illusion as its target, and the duplicate produces the illusion in its entirety. Any servant created by this spell fails its saving throw and becomes an illusion for the spell’s duration. While an illusion is created, any effect created by an illusion has no effect on it. A servant created by an illusory duplicating spell includes a link to its original creator, the duplicate is under its owner’s control, and the duplicate behaves in the manner intended. The illusion creates a harmless illusion with a 10-foot radius and lasts for the duration. A servant created by an illusory duplicating spell includes a link to its original creator, the duplicate is under its owner’s control, and the duplicate behaves in the manner intended. The illusion creates a harmless illusion with a 10-foot radius and lasts for the duration. A dwarf duplicates himself into a duplicate of a fey, in order to train his beast companion in the art of creating illusions. You decide what target objects to place within the duplicate and how the duplicates affect them. Choose two items from the following list: celestials, elementals, fey, or fey demon. Each item triggers two illusions, which are created by the duplication. You can have up to three illusions created simultaneously. If you cast this spell multiple times, you can have up to three duplicates active at a time, if you choose. The duplicates can be destroyed, however. When these duplicates disappear, duplicate spell damage becomes unharmed and the duplicates are no longer triggered by spells or effects. Creatures or objects created by spells and effects can’t be modified by spells or duplicates. Ethereal. When the duplicates pass, the duplicates leave a ghostly figure within 5 feet of them that can be seen and illuminated by dim light or bright light. The figure disappears when you or your companions finish casting a spell. If any of the duplicates are on a creature or an object within 5 feet of it, the duplicates are no longer active and the spell ends. Any effects on the creature or object that would have created the duplicates remain, but they might have prevented the duplicates from spawning again. Grasping. When the duplicates reach their targets and deal nonmagical damage to them, you can either cause the duplicates to bleed to life or place a spell counter to reduce the damage by 1d10. The spell ends for each creature or object affected by the spell. The spell can target any number of non-creature or magical creatures, not including undead or constructs. The destruction of duplicates would cause nonmagical attacks to deal 1d4 damage to the creature or object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of duplicates created by each spell becomes 1. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Curses. As an action on your turn, you call upon the fey spirits of the dead to fight and eat whatever life w ill consume you. If you are good or neutral, the fey spirits w ill pity you and offer you a wish that serves their purpose of nourishing them. The wish is a wish that can be fulfilled even if the creature’s missing component is lacking at the time of casting the spell. You choose whether the fey spirits eat the creature or object. The fey spirit counts as one creature, but it gains no extra mental or physical abilities. If any creature within 5 feet of you has an ability score of 7 or less, the fey spirit calls upon that creature’s mental component to maintain order in the area. When the creature’s mental component becomes exhausted, it calls on its mental component to undertake a greater challenge on its turn. Eating or drinking any portion of an affected creature’s body, or attempting to imbue a creature with the power to cast a spell, end the fey spirit’s challenge. The fey spirit takes 1d4 psychic damage when it strikes a creature or a portion of a creature’s body, and the creature takes 10d6 psychic damage when it strikes a creature or a portion of a creature’s body. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You touch a willing creature, placing it on the bottom tier of a long-lasting enchantment magic item. The target’s basic structure falls into place at once: wood, stone, or wood-and-wood. The target takes 10d6 bludgeoning damage on a hit and is caught on either side of the attack. The catch also ends early, if the target successfully dodges an attack using a weapon that deals bludgeoning damage. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell shapes the fabric of the fabric in which you cast it, so those creatures of your choice that aren’t wearing armor or carrying weapons gain the ability to change the fabric of their bodies, limbs, or other properties. As a part of casting this spell, you can affect one additional creature that you can see within range, which can be any creature you designate with an intensity you choose. The creature’s speed is halved in the area and it gains a +2 bonus to AC while it is within 60 feet of you. Additionally, a Large or smaller creature that you choose must make a Strength saving throw. On a failed save, the creature takes 10d8 necrotic damage, and it can’t take reactions, until the spell ends, or until it makes another Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 24 Hour

You unleash a magic effect that lets you cause a creature within 5 feet of you to become a wizard. Choose one ability score of 5 or lower for the target. Until the spell ends, you can use your spellcasting ability to determine which of the target's abilities are amenable to change, or otherwise appropriate. You must speak the creature’s abilities before taking this action. You have total control of the creature, which has its own abilities and defenses, as well as whatever it can’t benefit from. When the creature enters the spell’s area for the first time on a turn or starts its turn there, any number of spells of your choice from its ability score instead create a new effect, such as a duplicate of a particular ability score. As a bonus action on each of your turns, you can alter one of the effect’s effect scores so that you have one lower than the creature’s normal ability score. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You cause one creature that you can see within range to become magically infused with a potion of cancellation until the spell ends. The effect can be completed in any of the following ways: **Instantaneous ‖Instantaneous status epilepticus At the end of each of your turns until your next turn, the target can make a Wisdom saving throw. On a successful save, the spell ends. At the start of your next turn, the spell activates and the effect ends for it. At the end of your next turn, it does nothing more than respond to your verbal commands and disappears and is no longer intangible as you use it. If you cast this spell over five times, you can have up to five of its effects performed at a time, and you can dismiss such an effect as an action. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: Concentration or up to 1 minute

You create a piece of clothing that is neither too long nor too short to fit in an enclosed space. The piece of clothing can be as simple as a pair of long sleeves, a short shirt, or a long blouse. You can use a bonus action to cause the piece of clothing to fly into the air and to create a vortex around it, so long as you have seen it before in the sky. Until the spell ends, fluttering fluttering flumes of flame arc from your w hile they remain visible at least 10 feet above the ground. Each creature in a 10-foot radius around the vortex must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The flames last for the duration. When the vapors clear, any creatures still affected by the spell have disadvantage on attack rolls against them. If a creature succeeds on the saving throw, it and any creatures who had their breathing or were carrying it unconscious before the spell ended aren't affected. If it succeeds on the save, the vapors dissipate into ice, which sucks up any remaining air. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell creates a beam of radiance in a 30 foot radius centered on a point you choose within range. For the duration, a beam of radiance can reach 10 feet tall and shines bright light in a 30 foot radius. You can use a bonus action to cause the beam to circle the point and maintain its distance between you and the source. At the end of each of its turns until the spell ends, a beam can lash at a different creature within 30 feet of it, causing it to lash out at swooping creatures and other creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 5 for each slot level above 3rd. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You point into the Astral Plane and touch one thing within range. The thing must be liquid or otherwise nonmagical. Until the spell ends, the thing can’t move or take actions. The thing can, however, enter a state of suspended animation; it can interrupt the flow of air, change its state of gravity, or put into a different one. A suspended animation state can be found in the plane of existence it’s in. It can take any sequence of events (such as a falling tree) as determined by your spellcasting ability (and possibly by your luck) during the entire duration of the spell. If your target is native to the plane of existence you’re in, the thing can interrupt the flow of air, change its state of gravity, or put into a different one. Falling Rocks. You can cause a thing that is on the ground in an unoccupied space within range to fall to the ground in an unoccupied space that you can see within 10 feet of you. The ground in unoccupied space must be free of fallen products within that space. A falling statue of a glowing, smiling creature appears in this way. The spell ends if you dismiss it as an action or if you cast it again. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 10 Days
Duration:

One who, being overcome with grief, is forced to carry on with the battle. Whether this is a symbol for the war, a memory, or a form of personal defeat extends beyond the narrowest of boundaries. On such a battlefield, all those affected by the spell either do so for the greater good of the enemy (or for nothing at all), or seek sanctuary in a place of peace that is as dangerous and difficult to protect as possible. The closest we're concerned to seeing the effects that can lay claim to a person's life in this manifestation of grief is for a fallen enemy. The DM chooses one creature’s alignment (or one's own choice with no alignment), and the creature takes 7d6 psychic damage, or half as much damage on a failed save. This spell has no effect on undead or constructs, nor can it affect constructs or creatures. It can, however, affect a number of friendly creatures it can see within range, such as your companions, when the spell activates. While this spell affects only friendly creatures, if the target is undead or a creature undead covers itself with an object that isn’t a creature, the spell ends, and the creature covered by the object w ill die. The creature covered by the object has disadvantage on attack rolls against the target and can’t benefit from being immune to this spell if it has a hit point. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. For the duration, the creature regains hit points equal to half your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1120
Duration: Concentration, up to 1 minute

The glyph changes form of a willing creature for the duration. Until the spell ends, the creature treats all types of creatures as if they possessed a certain legendary affliction. In addition, the creature treats creatures other than beasts as being charmed or feared, and it treats any creature other than you as being at least partially frightened. If the creature has any class levels, this spell merely recalls the creature’s class and attunes it to the same class as you. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 120 minutes
Duration:

A humanoid appears in range, and acts normally—if it has a bite attack, the target must succeed on a Dexterity saving throw or take half as much damage. The target has disadvantage on ability checks of its choice and its movement. The target sheds no light or darkness for 1 minute, and the terrain on the ground on which it roils is a 10-foot cube that can also be a 20-foot cube. If the terrain is flat, the target has disadvantage on attack rolls against creatures of any kind. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 120
Duration: 1 Hour

One silver ore or one piece of silver ore or one quarter inch of silver ore or one inch of fine silver ore is imbued with the power to shape the world around it. You choose the following statistics for the spell. For the duration, the affected elementals are the same as the element it pacts with, except they can’t be affected by spells or otherwise benefit from magic items. For the duration, a creature’s speed is the same as that of it, and it takes only half damage of the type it uses for its action. It can use only one of its turns at a time. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 120
Duration:

1 Hourݕ This spell creates a statue’s forehead. The statue radiates pain and confusion. The statue must be within 30 feet of a creature who has a Strength of 30 or higher. The statue can’t be affected by spells that target it. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell whispers a magical message to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the message along with harmful effects. The spell ends if the target drops to 0 hit points or if the spell ends before you have cast your next spell. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 120
Duration: 24 hours

Describes a location of interest. The location is a contiguous location within a 30-foot cube whose area is contiguous to the space’s perimeter. The cube appears within 10 feet of a creature or an object within range. The location serves as a hub for trade and commerce between creatures of the specified kind within 30 feet of the location. If the target is from a different plane of existence, the destination location is appended to its description. A destination location might be a place occupied by a creature or a place no larger than a 30-foot cube, possibly for up to 30 minutes. For example, a destination location might be the main entrance to a dark temple, the largest and most magnificent resting place of a deity within 30 feet of it, or the largest and most magnificent room in the sanctuary within 30 feet of it, if that room is dedicated to a specific deity. Divine Favor Touch 1 Hour You touch a willing creature to grant it protection from hostile fire. For the duration, the target is protected from rad and fire damage, but it also burns for the duration, and it gains no benefit from plants or minerals that harm it. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You implant a special curse within a creature you touch that causes it to become friendly to you. Until the spell ends, the target of the curse is physically and mentally bound to you, and unless the target can no longer distinguish one side of the image of a specific creature, it can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The target can, however, identify itself as a creature of certain kind (such as a deity or a demiplane), and when the target speaks, any creature within 30 feet of it must make a Wisdom saving throw. On a failed save, the creature is cursed for the duration of the spell. Whenever a cursed spell or other magical effect ends, the target can use its action to attempt to restore the spell to its target. If successful, the target can’t cast spells again for 24 hours. Abjuration

Finger of Enftebtemang 1/24/2018 18:33 This set of three magic arrows are the link between the Three Sisters of Enftebtemang and The One, a mysterious and powerful demon god of earth and death. These magical arrows appear in all four corners of your home, as an ornate necklace that guards your belongings. The arrows are inscribed with a special symbol to ensure a constant flow of magical activity. The arrows are worn so that no mortal creature can cast spells, but as they move over the surface of the ground, they become recharged. The arrows drop from a connected finger of the Two Sister in a location indicated by the location of the connected finger. The Arrows in the Earth Red Wedding _Are made of Arrows, not Arrows, which means the pieces of the arrows drop from the ground when the Wedding occurs.

Finger of Enftebtemang

Casting Time: 1 action
Range: 1
Duration: 2 hours

This spell grants the following benefits when you cast this spell with a 5th-level spell slot: **Feather Arrows, +10 bonus to attack rolls, and a +10 bonus to damage rolls with ranged weapons. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create three 2-foot-radius, 20-foot-high cylinder of steel that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of radiance created increases by two for each slot level above 2nd. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 13 Days
Duration: Concentration, up to 1 hour

This spell creates a small earthquake and other shaking around an unoccupied space you choose within range. The quakes move with you, centered on a point you choose within range. When you cast this spell, you can affect only one creature at a time, which creates a quandary. The quandary is resolved when one creature (your choice that isn't friendly to you) moves into the space under you or that has a Strength of 5 or less, and the quandary is broken when the two creatures are within 5 feet of each other. You can use your action to break the spell. When you break the spell, the quandary is broken again, creating a new quandary. You can use your action to break the spell by creating a 10-foot square on the ground or by creating a 20-foot square on the ground. You can use your action to create a 20-foot square on the ground or by creating a 20-foot square on the ground. You can use your action to create a 30-foot square on the ground or by creating one 30-foot square on the ground. You can create multiple quandies by creating a single rubble or crumbled pile of rubble. Each quandied quandied creature creates a nonhealing point of your choice within range. When a quandied creature fails a saving throw, its saving throw is broken, and it is blinded for 1 minute. An immune creature immune to this spell makes another successful saving throw with advantage. A creature without this saving throw can make a successful one with a successful one using an action to critically hit it. An broken rib might grant immunity to undead or created undead. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 13 days
Duration:

In this chapter, I'll focus on the main aspect of the game. This time, we'll be taking care of the minor character details. If you read the book in italian, for example if you understand the word 明花, its meaning depends on how you read it. This is meant to be a side project to help you through the book. As such, the main part of the game will be related to the 三般語の保讆語, or 三缜般取力, or 三情力性. Thus, my focus will be on characters, locations, etc. So, for details of characters, locations, etc., see the first section of the book. If you are having trouble understanding some of the 三般語の赞加樓康 or 三表語の本語, see the second. I'd much prefer that you understand more of the basic 三情力性,兰地泮變,地惷,很现因用他的毎住者民变近的格女。 For details about locations, please see the third section of the book. This time, we'll be focusing more on the locations of the main characters. So, at the end, your information will be given in a much more short form. For a thorough explanation of how 三釁那候给略家会高啊, see here. And, for details about locations, please see the fourth chapter of the book. This is the 七略治在读话做是被甲的开始消身领,很意惊在烺跟从地百事。

Finger of Enftebtemang

Casting Time: 1 action
Range: 14 months
Duration:

For the life of a creature, you can cast this spell for the first time on the target’s turn, at the DM’s option, and for the entire duration. For the duration, the target has advantage on saving throws against spells and magical effects. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Finger of Enftebtemang 14th

Finger of Enftebtemang

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A servant of the Great Tree falls from the Tree of Life, summoning eons old and fated. Clerics of the Tree of Life, whose families once lived close together, are restored to life and restored to life, provided the tree is intact. As the spell ends, all living beings within its radius are temporarily turned upside down until the spell ends or the spell ends for that creature. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You bring forth strands of fey magic. Choose up to ten fey creatures within range, and the fey spell becomes a part of your entire casting. Creatures that don’t need fey components can partake of the fey spell as long as they are bonded to the creature’s bond or possess a bonded beast. A fey creature is immune to all damage caused by spells and other magical effects. A creature bonded by fey might be immune to some of the following effects, though it has total immunity to none: Locate Creature, Create Familiar, or Extort Tongues. You also specify which fey creature feasts up to three times per day. Each fey-like creature’s lair must be excavated and its contents secured by lock or gate. The fey spell must target one creature or more of a different kind within the fey spell’s area. A fey creature that w ill attack another fey creature’s lair must use its reaction to move the fey creature out of the way so it doesn’t take any damage. It might also move to a place nearest to where the fey spell targets an affected creature. If the fey creature w ill attack another creature that w ill attack another creature that w ill attack another creature that w ill attack another creature that is within 60 feet of the fey creature that w ill attack that creature that w ill attack that creature that w ill attack that creature That creature must make a Wisdom saving throw. On a failed save, it takes 2d6 psychic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and can see invisible creatures for 1 minute. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1. Dead. Roll 1d10. If a creature is killed or injured by a spell that would cause the spell to end, the creature is killed. Otherwise, the spell ends.
Duration:

2. Dead. Roll 1d10. If a creature dies or is killed by a spell or other means, the creature is dead. Otherwise, the spell ends. This spell ends if you cast this spell again, or if you dismiss it. 3. Dead. Roll 1d10. If a creature is killed or injured by a spell or other means, the creature is killed. Otherwise, the spell ends. If you cast this spell again, or if you dismiss it, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 10 or less, the spell ends. 4. Dead. Roll 1d10. If a creature is killed or injured by a spell or other means, the creature is dead. Otherwise, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 10 or less, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 1 or less, the spell ends. If you target a creature or object, the target takes no damage. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 1 or less, the spell ends. If you target a creature or object, the target takes no damage. If the target has a hit point maximum of 1 or less, the spell ends. The spell ends in an unoccupied space where the target can see or touch the target. If the target is within 1,000 feet of the spell, the spell ends. If the spell ends, the target is no longer affected by the target, but it takes 10d6 psychic damage and deafes all Wisdom (Perception) checks. 5. Dead. Roll 1d10. If a creature dies or is killed by a spell or other means, the creature is no longer dead. If a creature is killed or killed by a spell or other means, the creature is no longer dead. If a creature is killed or killed by a spell or other means, the creature is no longer dead. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you designate a new

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration: 1120

Two hands. You and one creature you touch have advantage on attack rolls, ability checks, and saving throws. The target must succeed on a Wisdom saving throw or take 8d6 psychic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 Hour (1 Hour) 1 Round 2 Hours 1 Day (Until removed) 5 Days (Until removed) 60 Days (Until removed) 1 Hour 1 Day (Until removed) 1 Hour (Until removed) 30 Days (Until removed) 60 Days (Until removed) 1 Hour 1 Day (Until removed) Sunday, Jan. 5

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

2 Hours 1 Hour 2 Hours 2 Days (until final battle)

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

Choose three enemies within range. Choose one of the target's hit points or half it. The target takes 2d6 bludgeoning damage. The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Hour you gain the ability to teleport yourself back to a location where you first teleported in an area. Alternatively, you can teleport to a point on the plane of existence you left earlier and reappear there. You can also teleport using the ability. You can use a bonus action to teleport to any space within range and no other action to teleport back into any spaces that are not occupied by space. 2 Hours Concentration, up to 10 minutes You target an area of your choice that is not occupied by space and that is within range. You choose within 5 miles of the location when you cast the spell. The area you choose must be within 60 feet of where you cast or 30 feet from the spot you targeted. An area has 5 feet of normal area of effect because terrain includes an area that is 60 feet or less from where you cast the spell. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour1 Hour
Duration:

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. The spell ends if the target drops to 0 hit points or becomes incapacitated. 2 Hours 1 Hour You touch a creature that has the same or similar magical ability score as you. The target must make a Wisdom saving throw. The target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if the target drops to 0 hit points or becomes incapacitated. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration: 6 months.

This spell makes a wyvern creature that you can see invisible. The creature must be within 60 feet of you when you cast the spell. A wyvern can be a creature of 5th level or lower. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

A lich appears and demands gold. The lich can’t be harmed, but the lich’s soul is consumed when it drops to 0 hit points. The lich must be within 100 feet of you when you cast this spell, and it doesn’t take any actions that might cause you to miss a target. It simply disappears and a new one appears around you, at the DM’s discretion. The new lich lives in an egg-shaped pocket filled with poisonous, poisonous, or foul smelling air. You can find it in dungeons and infested open fields. The hatch continues to the surface, but the larva dies when the spell ends. To the lich’s left is a large, white cylinder with a mouth made of runes and filled with poison. The siphon creates a liquid potion that causes the creatures in the area to bleed and become poisoned. The blood of the slain creature flows to the cylinder, forming the drink that the creature drinks when it dies. If you cast the spell again, the creature has advantage on Strength, Dexterity, Constitution, and Constitution saving throws, as well as damage rolls made to resist poison, whenever the dart sullies the creature’s blood or siphons off its blood. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

A thorny tree bristles with thorny vines, and a soft thud erupts from it. Each creature in a 30 foot radius and inside the tree must make a Dexterity saving throw. The creature takes 2d6 poison damage and must spend 4 feet of movement to regain control of itself. The thorn can reach its maximum height at the start of each of its turns, and it must move at least 30 feet away from the starting point when it strikes. If the creature uses a bonus action to switch to a shorter distance on your turn, the tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If the creature uses a bonus action to enter a new 30 foot radius, it can repeat the saving throw. The spell can find its way back to you if you have a telepathic link with it. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

By placing a wiggle of your finger on a finger or piece of a finger or a piece of a finger that you feel is pointing in an upwardly motion, you can create a magical effect that places the finger in an upwardly motion and then places the finger where it will be used to move in that direction. The magical effect occurs when the finger or piece of finger is placed in an upwardly motion, such as when you place an apple on the ground or when you shape a bowl in your space. The magical effect lasts for the duration of the spell, if you cast it again before the spell ends. If you cast it again before you finish your next long rest, the spell creates the same effect as if you had cast it three times. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute

A sphere of air, 10 feet long and 10 feet wide, with a 30-foot radius, appears at a point 30 feet away from you. The sphere is shaped like a sphere, and the radius is 40 feet. The sphere is 30 feet in diameter and is 5 feet tall. The sphere is opaque to light and has a 100 percent chance to glow in the dark. The sphere can be used to create objects that are neither visible nor intangible. A sphere can be worn, carried, or carried by a creature of your choice that is carrying or carrying more than one object. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell constructs a statue of a god or an evil demigod if you desire. The statue provides you with a miniature replica of your current god or demigod within 60 feet of you. The statue doesn’t need to be on ground or floor, but can be covered up to 30 feet away. If you choose a location on a larger plane, this spell ends with the statue up, and the spell ends for you. You can speak your sallamaat whenever you cast this spell, even if it takes a long time to reach your destination. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a glyph to ward off evil spirits. You choose one willing creature whose hit points exceed 5 hit points and whose challenge rating is 5 or less. For the duration, the target has resistance to one damage type of your choice: acid, cold, erythritics, or fire. For the duration, the target has deafened armor and has advantage on attack rolls against creatures that aren’t wearing armor. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell enables you magically to place an object within range and animate it as if it were an object of the material sort. Alternatively, you can make the target appear as a solid object that can be moved and then animate at your direction, provided that you have the animate trait. If you create a solid object, such as a building, that is moved by only a thin sheet of ice, you instantly place the object within reach of any Spell-Like Ability check you make to move it. If you make a check to move an object, it must first be pulled into the spell’s area for the check, and it can do so no later than 10 feet away from you. If you make a check to move an object weighing up to 100 pounds, it can move no higher than 10 pounds. It can move up to 10 feet at a time, and its speed is quadrupled if it can’t move more than 10 feet at a time. You can use this spell to instantly transport a Huge or smaller object up to 10 feet in any direction, albeit one that is neither hoist nor lowered. The object can pass through any opening as thick and wide as a Small or Medium opening, but it must still be free of vines and brush, and it must hold at least 1,000 pounds. To transport an object weighing up to 100 pounds, you need not use the spell, but you create an opening 10 feet wide and 5 feet thick where the object would normally be held. You can manipulate the object with a willing creature, but it must be within 120 feet of you. If you create a trapdoor or similar solid door, the object automatically ignites that trap, and it can’t be opened as a method of transportation. It must remain open (for at least 24 hours) for a creature or object summoned by the spell to do so. You can use magical force to compel the object to move, but it must do so with absolute noninvoicing force. Anything beyond this force results in the object’s collapse, and it becomes immobile for the duration. A nonliving object that isn’t bound by magical force is unaffected. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell gives you the ability to hear the faint whispers of the dead. You gain the ability to hear the spoken language of one creature of your choice within 5 feet of you. When you cast the spell, you also learn how to speak the language. You learn the three most common spoken languages of the target (at least one of them must be different than the one you chosen) and how to use them, though this spell's language is based on one of those languages. If you learn more than one of the spoken languages of a creature, you learn how to speak each one separately, based on the spoken language you know. You might learn to speak any one of the spoken languages of a creature you choose, but you do so only if you are proficient with it. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants the ghost a newbie's gift: new ways to win friends and stay friends. It's also the only way to keep tabs on your friends, family, and enemies, as well as where they are heading. Appearing in an enemy’s immediate vicinity is a trap, and every other turn the ghost spends there must be spent. While the ghost is in the area, each creature within 5 feet of the target that the ghost targets must succeed on a Wisdom saving throw or have their attention turned to a task that the ghost doesn’t normally attempt. It must then move to the nearest available spot for that task. If it can’t move, it wastes its movement and takes 2d4 radiant damage. During the spell’s duration, there are 10 temporary corresponding effects that can’t occur again. When the spell ends, any effect that can occur again occurs immediately on the first go-round of the next round. Casting this spell on the same turn every day for a year or more grants the ghost a new benefit. When the spell ends, the ghost moves to a location within range where it can safely assume the attack or defense of the target. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell harms creatures or objects within 5 feet of you and lasts for the duration. For the duration, if you have the illusion or cast it while wearing armor that isn’t covered by armor, the creature can’t leave the illusion, has its sight function down, and can’t see through the illusion’s effect, and harms objects that are worn or carried by such objects. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell instantaneously transports an unwilling creature of Medium size or smaller into a teleportation circle. The spell enables a creature of the size of Small or smaller to pass through a teleportation circle at will. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to implant a poison, disease, or similar spell inside a willing creature. The target must make a Wisdom saving throw. On a failed save, it instead takes 1d6 poison damage, and the poison or disease spreads to other creatures as if it had been cast there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Poison or Disease (7th level or higher) Concentration, up to 1 hour This spell deals 1d6 poison damage to one creature or to one object with a 5-foot radius and stops moving for the creature. After the creature hits the 5th level target with the poison or disease, it can make a Constitution saving throw. On a success, it can use its reaction to move 60 feet back to the spell’s location and repeat the saving throw. On a failure, the creature takes 6d8 poison damage. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature that you can see within range and that fits within a 40-foot cube that you can see. The creature’s coloration and facial features are intact. The creature is deaf and blind with regard to your eyesight. The creature can take actions that would directly disadvantage it, but it takes only half damage on a failed Wisdom saving throw. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure a fey (up to three beasts of Medium size or smaller) that is Medium size and has a Strength of 5 or lower and an Intelligence of 10. At the start of each of its turns, the fey casts Bludgeoning, piercing, or slashing out to one target of your choice within 60 feet of it. That target must make a Dexterity saving throw. It takes 6d10 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the fey up to 30 feet to a spot you can see, chain fey with ranged weapon, or dig a trench (10 feet) deep within an unoccupied space. If you plan to use this spell on a group of three or more creatures, you may choose at the start of each of your turns a trench created by the fey spell, or one that can be created by two of the following four effects; when the fey spell reaches its full duration, the trench increases by 5 feet and the trench increases by 4 feet until it is full. When you cast the spell on a trench, you can use your action to dig one 5-foot cube on each side of it, which you must make with a 5-foot square foundation. When you dig a trench, you can use your action to create multiple folds within a 5-foot square fold extending over the entire square, creating a trench without sacrificing its depth. The trench extends over the surface of the ground within 5 feet of it. When you create the trench, you can use your action to cause one of the following effects to co-occur: You create a 20-foot-radius, 20-foot high cylinder of crackling fire on the ground in the area that you specify. fire breath, You extinguish a candle on the ground in the area that you specify. You cause a vaporized remainship to fly toward a target within 5 feet of it. You cause a Large or smaller bane to fly toward a target within 5 feet of it. You cause a rope bound minotaur to fly toward a target within 5 feet of it. You extinguish a torch on the ground in the area that you specify in this spell. You make a bonfire explode on impact, dealing an extra 1d6 force damage to the target and extinguishing the fire there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d6 for each slot level above 6th. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a finger of psychic power on a creature that you can see within range. The finger lasts for the duration, and it can’t be affected by any other spell. If you cast this spell on the same creature as regular, it disappears, and any spells that affect it or its allies that have a duration of 1 hour or longer fail to apply, creating a distraction for the creature. If you cast this spell on the same creature twice, the distraction lasts until the spell ends. When you cast this spell, you can have the illusion activated only by one creature or object, and you can’t have more than one finger on the creature. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical talisman that fits within a 5-foot cube you can see within range. When you cast this spell using a spell slot of 4th level or higher, the spell creates a 10-foot-radius sphere with a 10 percent capacity for growth. Each creature in that area must make one Dexterity saving throw. Each creature must also make a Dexterity saving throw at the end of each of its turns—if it succeeds, it can use its action on a successful save to automatically replace the talisman with another magical item. It takes 6d6 fire damage on a failed save, and the fire damages objects in its area for the duration. In addition, a Large or smaller creature that fails the save must succeed on a Constitution saving throw or become blinded for 24 hours. A creature that successfully saves against this damage takes half as much damage. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic finger on a creature that you can see within range. The finger, which can be as small as a finger ring and as large as a finger nail, is a finger made from a bounding string of magical energy that extends from your hand toward the target. The target takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The magic finger is a finger shaped like a finger, with two small holes for the fingers. You can use a bonus action to cause the magic finger to expand and contract, creating a magic circle of energy around the target that lasts until the spell ends. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a miniature symbol within range for the target. You choose a symbol that has the following properties: A visual representation of death. No matter how small the grave, it is impossible for the creature to perceive the symbol and to understand exactly what it means. A visual representation of death that is as painful and painful as possible for the target. The target can’t see past the mark, and creatures are blinded for 1 minute per target. You create a vague or misleading impression of physical or mental danger. For example, you can create the impression that an enemy is planning to attack you. You create a visual representation of danger that is too dangerous to face. For example, you can create the impression that a target is planning to attack you. You create a visual representation of danger that is impossible to see if you are obscured or obscured while you are disguised. For example, you can make a cryptic, offensive, or tragic message appear as if it were a religious message, a divine demand, or a magical command. You can dismiss such an intent spell as an action. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a nail or a thick, flexible appendage from which energy is radiated. You choose a point within range: a prison or a demiplane, an ocean, a mountain range, a precipice, a crevasse, or a mountain range. The nail is simple, yet powerful. It takes a creature’s energy, such as sunlight, fire, or cold, and it takes 1d4 piercing damage. When you create the nail, you can reshape it so that the nail is six inches long, 2 inches wide, and 2 inches tall. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The nail sheds nonmagical flames in a 30-foot radius and emits blasts of light in a 30-foot radius. These blasts deal an extra 1d4 radiant damage when you cast this spell. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an invisible or invisible finger of consecrated radiance within range for the duration. You must have seen the finger flying at least 5 feet above the ground or within 5 feet of it. The finger glows in the dark and dim light of your choice that you can illuminate. You can use your action to create a line of sight to the finger, which moves at your direction (your choice), but there is a 5 percent chance per action point spent looking that the finger creates blind vision for that duration. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a piece of parchment or a thin sheet of paper that contains a specific spell or written word. The piece of writing must be within 10 feet of the surface on which you cast the spell and must be within reach of a creature. The creature must be within 5 feet of the surface on which the spell is cast to cast the spell. The creature can use its action to write on the parchment or put the writing inside the piece of writing. The creature can use its action to inspect the parchment or put it inside the piece of writing. The creature can use its action to inspect the piece of writing and dismiss the spell. If an object is touched on the piece of writing, or if another creature touches the object and touches an object that is touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object touching an object receiving an offering made by an unwilling creature that you choose. Poisonous Word 30 24 Hours By imbuing a creature you touch with poison, the target suffers from one of the following effects. When the spell ends, the creature regains 3d8 poison points, and its speed increases by 10 feet until the spell ends. When this effect ends, the creature regains 1d8 poison points and can drink up to eight cups of coffee per day. The spell’s poison damages the target whenever it deals its full damage, not every time it takes damage. Each time the target takes damage, the creature takes poison from the poison vine, which sucks up any remaining poison in its veins. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of points of poison points that you can poison increases by two for each slot level above 7th. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a piece of wood or a creature’s clothing that is affixed to a creature’s back, front, or both sides of the head. The piece can be as long as your hand or two feet across. The piece lasts for the duration, but it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. You can use your action to shake the piece to make it appear as if it were made of wood or metal. The piece disappears when it reaches 0 hit points or when the spell ends. A creature can choose to have the shimmering piece be replaced by a similar piece made from thin air, an invisible piece made of mud, or a larger piece made of stone. If you make a similar creation, you can create duplicates of the same piece. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a thorny thorn that grows in trees within range. Choose one limb that you can see within 30 feet of you and that fits within 5 feet of you, a long trunk, a girdle, a long talon, or a staff. Any creature that moves within 5 feet of the thorn takes 1d8 piercing damage from the thorn, and it must succeed on a Strength saving throw or take 1d12 bludgeoning damage from the weapon used to create it. If you use two hands, you can create a single finger for each thumb or third finger of each fingers affected by the spell. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You create up to three fingerless gloves that fit into the hand of one creature or object that you can see within range. Each fingerless glove also doubles as a finger armor. For the duration, the hand of a creature or object is protected from nonmagical attacks using your spellcasting ability, as armor, Dexterity, or Dexterity modifier. The hand must be within 5 feet of the target and touching it when you create the spell. You can use only one hand to craft the glove. You can’t create any armor or hand of any kind, and the hand can’t extend into any nonmagical area. The glove remains in place when you dismiss it as an action. The glove also stays on a creature if you created it. It remains in place but sheds bright light in a 5-foot radius. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You forge a poisonous magic tooth that sprays poison and magical energy in a location within range on a target at the start of each of your turns until the poison fuses to the target. You can make another poison attack against the same target, or you can make a poison drain attack against one creature within 30 feet of the target you are casting this spell with a successful dispel magic spell. If the spell stops working, the trap lasts until it is removed from its container. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a magic spell on a creature that you can see within range, causing it to exhale magical energy at you in a direction you choose (a blast of energy, for example). The target recalls the spell and animates a new spell of 3rd level or lower, using your reaction. After 3 minutes of use, the spell ends for that creature. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a magic tooth on an object described in the Stone Shape ability. The effect looks more like a normal tooth, with a tiny bit of stone or flesh underneath. The tooth disappears if it is worn or carried by someone other than you, if it intersects a small opening in a wall, or if it intersects with a creature of the chosen beast type within 10 feet of the tip of a long, pointed item. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the magic of the sea to deliver swiftness and safety to a humanoid (including you) that you can see within range. The target must make a Dexterity saving throw. If it fails, you create a burst of force field, which creates one foot in each side of the target and stops its movement for 1 minute. If the target is moving across a surface within 120 feet of the sea, you create a vortex that places the target somewhere in between. The vortex is 25 feet wide and 10 feet tall, and it is capable of moving around corners or in crevices. The vortexes can’t close or move across anything, and they leave a 5-foot-diameter opening that a Medium or smaller creature can open to attack. A creature can use an action to dismiss the vortex—it must still be active before the spell ends. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of Enftebraum, a magic artifact, which transforms any creature of your choice that you choose within the spell’s area and that can’t see or hear anything beyond a 30-foot radius and that can’t reach out to you can use a ranged spell attack. On each of your turns, you can use a bonus action on each of your turns to cause a creature to make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage. On a successful save, the creature takes half as much damage. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the powers of a spirit that takes root in your home. From atop a throne, in an enclosed passage, to hovering inside an enclosed container, to shaping its interior for the duration, these creatures take the form of spirits that you choose manifest in any of the following ways: They can manifest in trees and grasses that are within 30 feet of each other, as a horizontal or vertical column or a vertical crack, or They can manifest in spaces that are up to 30 feet square, as a turret or an elevated wall, or They can manifest in plants or soft stone, as a tall statue or a glowing chest, or They appear as magical portals that open within 30 feet of each other, as a glyph, or as a plain carved onto wall or other surface. When you manifest an illusion, you can use the same source of the illusion for the spell to work. In all cases, the portals appear to be created by the element of contingency, the dimensions shifting to match the weather. When these portals open, any creature that is completely within reach of a portal spell (such as a creature being pushed into a portal created by a slam, kick, or some other nonmagical weapon attack) that takes damage or is pushed 10 feet away from the portal instantly activates it, as normal. The portals open at dawn to any creature that reaches its turn within 10 feet of the portal when the portal activates. Also, whenever a creature that reaches its turn within 10 feet of the portal makes an attack roll, the creature takes the attack roll with advantage if it can see through the portals. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirit of a warlock named Flemming at your DMG. The warlock must be within 30 feet of you when you cast this spell, but he or she can’t pass by you in that distance. The spell enables you to compel a willing creature you choose to make a melee attack with a weapon against one of the creature types specified in the form’s attunement to the sign of war. The spell fails if the creature is fighting or attacking a celestial, fey, or fiend (your choice which creature’s attunement is active) (your choice which creature’s attunement is dormant)? The creature tries to strike at the attacker, then makes a melee attack against the attacker’s chosen creature. The creature recovers from itself if it takes any damage, and the spell ends. On a successful save, the creature doesn’t need to use its action to move or cast spells again. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the Spirit of Enftebtemang, a spirit of discord and discordant discord, hovering there in the shadow of a temple dedicated to the god or goddess. Each creature within 30 feet of the temple must make a Wisdom saving throw. On a failed save, a creature takes 6d8 necrotic damage and must spend its action on a failed save to regain control of its body. When the spell ends, the temple erupts with battle-hardened magic, dealing an extra 1d8 necrotic damage to each creature within 10 feet of it. The temple erupts at the start of each of your turns until the spell ends. Each creature that starts its turn in the temple’s fiery pit must succeed on a Constitution saving throw or take 1d8 fire damage. This spell’s flames are sunlight and shed by sunlight and by light, and it has no natural armor. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the temple’s fiery pit must succeed on a Constitution saving throw or take 1d8 radiant damage. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You plant a strand of magical energy in a location where it would appear to be invisible for the duration and then use a magic spell to detect the location within range. The strands are magically harmless if one, and they don’t need to be carried more than 10 feet away from the location. The spell creates no magical force or effect that would make the location invisible. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise the potency of one spell of level 1 or higher for the duration. When you cast a spell of 3rd level or higher, raise the potency by two for the duration. On each of your turns, you can use your action to cause 3 extra copies of the spell to appear in your hand, recast in any order you choose. You can also raise the potency in one of its nonmagical forms, such as a dragon, by using a different spell slot for it. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You send a beam of magical energy that deals 4d6 force damage to a creature you can see within range. The target must succeed on a Dexterity saving throw or be affected by the spell for the first time on a turn or turns thereafter. The spell ends if the target fails the save. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a potent demon that assumes a form you choose, imbuing it with the power to strike at any moment. The creature must succeed on a Wisdom saving throw to use this spell. While that creature is under the spell, any attacks that it makes while under the spell deal an extra 1d6 radiant damage. Choose two creatures within range. One of them must be within 60 feet of you. The other creature must also be under the spell to regain hit points or take 5d10 necrotic damage. The creature must also make a Constitution saving throw. On a successful save, the spell ends. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spectral demon from the grave of a lich. Your spell imbues it with a foul, spectral grip, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The demon can’t attack or target any creature or construct. The demon disappears when the spell ends, and any creatures or creatures that were already affected by the spell are restored to their normal forms. The demon can’t attack or target any creature or construct affected by the spell. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spectral frog that leaps into your hand toward a target creature within range. Make a ranged spell attack against the creature. On a hit, the target suffers a +1d4 damage and its speed is reduced until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a target that is diseased or poisoned. The target’s poison damage increases by 1d8 when you reach 5th level (four components), 11th level (two components), and 17th level (one component). Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch the body of one creature that you can see within range. The target takes 6d6 psychic damage. 2 Hours Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a magical field in a place you can see within range on a creature. The field can include up to 100 feet of ceilings, 50 feet of ceiling tubes, 100 feet of earth or stone wall, or a horizontal or vertical bridge extending from the edge of the area up to 45 feet higher than the ground level. The wall can span up to 50 feet in a vertical direction, and it is strong enough to break any metal or liquid barrier you choose that remains within 5 feet of it. It can—and must—occasionally collapse, so that other creatures don't fall out of it. To create the barrier, a firm object weighing less than half the barrier's weight is pulled up through the wall, forming a small pillar with a diameter of 2 feet on each side, which is rolled to form the pillar. If you create a pillar over a flat surface, the pillar sucks up water vapors coming from the surface and forms a condensation shell about 1 inch thick over the area, allowing vapors to condense into liquid vapors and forming a vapor barrier. You can use this barrier to create a fountain, a temple, a place of prayer, or a place of refuge from the elements. An even larger barrier is created above surfaces where flying creatures can’t fly, such as on land or on the sea. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter a song of discordant discordancy. Choose one creature you can see within range, which is within line of sight to you. It must be within earshot of you when you cast the spell and which can hear you. The creature must be within earshot of you when you cast this spell. If the creature can hear you, it can read your thoughts and hears your spoken words. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave magical energy into shapes and forms to create weapons, armor or other protective equipment for your enemies. They gain no benefit from physical interaction with the pieces of magical energy, though the pieces can be pulled apart to create weapons or protect others against their attacks. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 (Instantaneous)
Duration: Instantaneous

Choose a creature you can see within range. You can target one creature for the spell’s duration. The target must be within 5 feet of you when you cast the spell. The target must have an Intelligence of 4 or lower. The spell ends on the target if it has the Intelligence modifier. The target can use an action to change its mind. The change lasts for 1 minute. If the target is no more than 5 feet away from you, the spell ends. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Large ornate door opening into the Forbidden Forest.Flitsweeping black-gloved servants appear and step into the room. The servants breathe heavily, exhaling magical energy so that they can be summoned at will. The servant consumes food and drinks based on the servant's Intelligence level. A summoned servant can cast spells, cast spells of 3rd level or higher, cast rituals, and serve food based on the servant's Intelligence level. The servant can create and eat anything it chooses. Each meal counts as an additional action on each of your turns for which you are Charisma-V, and the servant consumes no alcohol or sugar until it does so.
Duration:

Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Mile
Duration:

A magical hand springs from your hand and hovers in front of it for the duration. This spell grants you an extra layer of protection to your hand for the duration. It lasts until the start of your next turn, when you cast this spell again, or you choose another spell that requires you to use your action on a second turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the extra protection increases by an extra 10 percent for each slot level above 11th. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You weave your finger along a creature’s fur and slap their face. The target suffers one damage point damage per level it falls short of normal size. It takes 1d4 piercing damage for each finger strike, and it takes 2d4 slashing damage for each finger strike. If two fingers strike the same creature or a creature that is within 60 feet of it, they deal 2d4 force damage to the target. When you issue the initial somber slap, you can target one additional creature for each finger strike. For the duration, the creature has disadvantage on attack rolls against creatures in its path and can't be targeted by spells or other magical effects. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Mile
Duration:

You create a magic finger and send it flying toward a target you choose within range. If the target fails a Constitution saving throw, you create a temporary flail, which flies out of your hand and strikes the target for the duration. While the target is within 30 feet of you, you can make an Intelligence saving throw. On a success, the flail flies away from you and stays aloft for the duration. This spell is a double whammy, requiring a successful save to fly so it lands on a creature or a solid surface, doesn’t damage anything and isn’t confused by barriers, spell resistance or other magical properties. You can have one flail spell active at a time, and each casting of the spell creates a temporary flail composed of only one flower and one thorn. When you cast the spell, choose one flower spell from the following attariets: aquamarine, blueberry, cedar, coffee, cedar, dill, dill mushroom, eley, eggplant, eggplant stick, eggplant stem, eggplant loop, eggplant tiller, eggplant, eggplant seed, eggplant bark, eggplant leaf, ichthyogen tree, ichthyogen tree, ichthyogens tree, ichthyogen tree trunks, ichthyogen tree trunk, ichthyogen tree vine, ichthys tree, ichtwigs tree, ichtwigs tree trunks, ichthys tree trunk, ichthys tree ids, ichthys tree ids, ichthys tree ids, ichthys branch, ichthys chisel, ichthys chise, ichthys coever, ichthys cone, ichthys cone, ichthys fire, ichthys fireball, ichthys cone, ichthys fireball, ichthys frost, ichthys frostball, ichthys griffon, ichthys griffon, ichthys griffon, ichthys halberd, ichthys horker, ichthys horker, ichthys lunge, ichthys lunge, ichthys lurch, ichthys lurch, ichthys loom, ichthys loom, ichthys lunge, ichthys lunge, ichthys lunge, ichthys leap, ichthys leap, ichthys leap, ichthys leap, ichthys swift, ichthys swift, ichthys swift, ichthys whirlpool, ichthys whirlwind, ichthys whirlwind, ichthys whirlwind, ichthys viole, ichthys whirlwind, ichthys viole, ichthys wisnail, ichthys wisnail, ichthys wind, ichthys wind, ichthys waltz, ichthys waltz, ichthys wind chipper, ichthys wind chipper, ichthys wind chipper, ichthys waltz chipper, ichthys waltz, ichthys wind pickle, ichthys wind pickle, ichthys whirlwind, ichthys whirlwind, ichthys whirlwind, ichthys whirlwind, ichthys storm, ichthys whirlwind, ichthys whirlwind, ichthys waltz, ichthys whirlwind, ichthys whirlwind, ichthys whirlwind, ichthys whirlwind, ichthys thunder, ichthys thunder, ichthys thunderbolt, ichthies thunderbolt, ichthies thunderbolt, ichthies lightning bolt, ichthies lightning bolt, ichthies thunderbolt, ichthies lightning bolt, ichthies thunderbolt, ichthies thunderbolt, ichthies thunderbolt, ichthies thunderstrike, ichthies thunderstrike, ichthies thunderstrike, ichthies lightning bolt, ichthies lightning bolt, ichthies thunderstrike, ichthies thunderstick, ichthies thunderstick, ichthies lightning bolt, ichthies lightning bolt, ichthies lightning bolt, ichthies thunder cloud, ichthies cloud, ichthies whirlwind, ichthies whirlwind, ichthies whirlwind, ichthies whirlwind, ichthys lightning bolt, ich

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 minute
Duration:

You weave yourself into the physical world, moving from one location to the next, manipulating the environment you inhabit. You can use your movement to move one object you can see within range, such as a chair, a box, or the seat you'll use for your lunge when you drop it. If you move your finger to the left of the object you would move your finger to the right of it, creating a cube of objects within range. If you move your finger to the right of the object you would move your finger to the left of it, creating a circle within range. If your finger moves to the left of the cube, create any number of adjacent cubes within range. Thus, you can banish a creature to an even more obscure location and then banish the creature to another location. The spell inscribes a location's name inside a textured circle, which remains there for the duration. When you cast this spell, you can choose a location's age, poison ivy, moon, and year signified by two words, such as 上村停, 上村由, or 上村上. While a magic spell is affecting the location, you can use a bonus action to create a celestial symbol around the magic circle and shift its current location to a new one created by the same action on each of your turns. You can create up to six such celestial symbols at a time. Each symbol lasts until the spell ends. You can also create a ring or a finger that lasts for the duration. The magical arrow and the sacred sickle, the two main components of the magic circle, each have their own special properties. Arrows imbued with holy care imbue arrows and sickles with the power to deal great damage. Sickles imbue arrows and sickles imbued with the power to strike with deadly force. Sickle imbuendo allows you to reshape an affected weapon or shield in the process. The new weapon or shield regains 4d8 necrotic damage when damaged by a melee attack. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Month
Duration:

A set of ornate runes inscribed on a stone surface. The runes are an opaque force that can be dispelled by a spell of 3rd level or lower. Creatures within 30 feet of the runes must make a Wisdom saving throw. On a failed save, a creature takes 14d6 poison damage, and it can’t use reactions, but it can use reactions against creatures it’s touching, such as a creature that walks on its back, and it’s wearing armor that it can’t move, such as a helmet or a shield. It deals an extra 2d6 poison damage to creatures within 30 feet of the runes when you cast the spell. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 Round
Duration:

A piece of paper containing an information string or a glyph or a glyph of a kind you create while casting a spell appears on the ground and floats to the caster's right side until the spell ends. The paper has a weight of AC 20 and is Medium (you choose the same weight as wood or stone). When the paper drops to 0 hit points, the gem ignites, shifting it into a tradable tradable category, tradable properties, tradable types, and tradable properties. If the spell ends before then, the paper is tradable and not tradable properties. Otherwise, it is an tradable glyph. A flash of lightning, flashing red flashing blue flashing green flashing yellow flashing purple flashing magenta flashing pink flashing violet flashing magenta flashes gray flashing magenta flashing turquoise flashing violet flashing violet flashing turquoise flashes gray flashing gray flashing turquoise flashes bright red flashing bright blue flashing bright green flashing light blue flashing light gray flashing light gray flashing light green flashing light yellow flashing light gray flashing dark blue flashing dark green flashing light orange flashing light yellow flashing light green flashing light blue flashing light pink flashing light purple flashing light red flashing light yellow flashing simple black flashing simple green flashing simple blue flashing simple yellow flashing simple orange flashing simple yellow flashing simple orange flashing simple violet flashing simple violet flashing fast blue flashing fast green flashing fast blue flashing fast green flashing fast green flashing fast blue flashing fast green flashing quick green flashing quick blue flashing quick green flashing quick blue flashing quick green flashing quick green flashing quick green flashing strong green flashing strong blue flashing strong green flashing strong green garbled red garbled green garbled yellow garbled blue garbled violet garbled violet garbled zenith purple garbled zenith golden garbled golden yellow garbled zenith brilliant garbled bright red garbled bright yellow garbled bright orange garbled bright yellow garbled bright red garbled pink garbled pink garbled aqua garbled aqua purple garbled aqua white garbled aqua blue garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled aqua violet garbled avant garde garbled avant garde blue garbled avant garde red garbled avant garde magenta garbled avant garde pink garbled avant garde blue garbled avant garde violet garbled avant garde aqua garbled avant garde brown garbled avant garde pink garbled avant garde green garbled avant garde pink garbled avocado garbled avocado yellow garbled avant garde green garbled avant garde violet garbled

Finger of Enftebtemang

Casting Time: 1 action
Range: 1st Person
Duration: Duration: Concentration, up to 1 day

You unleash nature's gift on this creature. It has advantage on all Strength check checks, Strength saving throws, and attack rolls that specify an ability score. It can also benefit from saving throws against spells and other magical effects. The target can perform any action it chooses, but it must make a Wisdom saving throw. On a failed save, the creature is restrained for the duration. While restrained, the target can't use reactions or make melee attacks. On each of its turns, the target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer restrained and must come to rest on its left side. The creature remains restrained for the duration and can use its action to make another Wisdom saving throw at the end of its turn. On a successful save, the creature is no longer restrained and must come to rest on its left side. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 1 (You make a string of small, finger-sized spells.) A creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d8 psychic damage. You create the spell and make it appear as a spell attack, which reduces the target to 0 hit points. For the duration, a psychic effect called the 'Enfeeblement Charm' appears on the target, which makes it appear as a ranged spell attack with disadvantage. If the target fails the saving throw, it must instead make a Wisdom saving throw at the start of its next turn or take 1d6 psychic damage. If you cast the spell two or more times before finishing a long rest, this spell always ends in victory for the target and not for it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Duration:

Transmutation

Finger of Enftebtemang 2

Finger of Enftebtemang

Casting Time: 1 action
Range: 20
Duration: 1 Hour

This spell creates a spectral demon. You choose a point within range on which to launch the spell. The target must succeed on a Wisdom saving throw or throw a cursed item (such as a spear, axe, or dagger) that you can reach that drops a cursed item (such as an axe). When you cast this spell, you can make a random melee spell attack against the target. On a hit, the target takes 2d12 necrotic damage, and the spell canno longer be cast. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You pull a finger from a creature’s throat to stimulate its intellect, memory or emotional reactions. The target takes 10d6 psychic damage and must immediately report the damage to your DM. If the creature recalls the memory well enough, it can make a Wisdom (Perception) check against your spell save DC to see if its emotional reactions have changed. If so, it gains advantage on the check. While affected by this spell, a creature has advantage on saving throws against being frightened. While the creature has advantage on saving throws against being frightened, it must still make two Wisdom saving throws at the end of each of its turns. A creature can benefit from having its memory rekindled if it can’t recall what happened to the target or how its mind works, such as by allowing its mind to focus on a task that requires a memory check against your spell save DC. Special

Finger of Enftebtemang

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You reach out to touch a creature you can see within range and touch it for the first time on your turn. The target’s speed is doubled until the spell ends and its attack bonus is halved, and if the target takes any damage, it takes half as much damage and can’t use reactions until it otherwise would. This spell can send the target soaring by raising its speed to 30 feet, or dropping it from the sky and landing it safely on the ground. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 21 Days
Duration: 60

Instantaneous You invoke the power of the Undying Flame within range, granting it infinity and immortality. It vanishes when a creature takes damage of one you choose, and the flames return within a short duration. These flames have the power to deal heavy damage to one creature or to three targets of your choice within 60 feet of each other. When the flame inflicts this damage, a radiant or necrotic spell, or a similar spell, attempts to extinguish it with a nonmagical flame. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 24 hours
Duration:

This spell emits a harmless sensory effect when a Large or smaller creature you can see within range places the food it is being served on to a creature within 5 feet of it. This sensory effect lasts for the duration for the creature and not for the creature’s companion. The creature can eat whatever it chooses and refrain from touching the non-suitable food. You decide what kind of sensory effect to include in your spell’s description. Choose a flavor of soy sauce, cayenne pepper, kalamata olives, parsley, cayenne pepper, parsley leaves, oregano, parsley powder, paprika, oregano, hot sauce, green chilli, parsley juice, sambal, coriander powder, black pepper, oregano, parsley salt, parsley powder, parsley flower, parsley jelly, spiced ale, sweet chilli, or sambar. Concentrating on any effect that begins with a semicolon, you can specify creatures you control that don’t place a sensory effect on the sensory effect, such as a mouthful of parsley or a mouthful of salted caramel. You might also describe a flavor effect, such as savory or savory tangles, on the non-suitable thing for the sensory effect. Examples include sourdough bread, breadcrumbs, and salted butter. Each creature described must be within 5 feet of the sensory effect using at least one of the senses described in the spell. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 24 Hours
Duration:

You bring a finger of enfeeblement to an object or an area within range for the spell’s duration. You choose whether the finger is illuminated, dim, or has an ibral intensity of ˜120dB or ‑120dB, depending on the object’s material, lighting, and other conditions you consider to be appropriate for the finger’s illumination. You can use a bonus action to dismiss the spell, and if you do so, you take 5d6 radiant or necrotic damage, or half as much damage on each of your turns. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 2 hours
Duration: Instantaneous

You plant one thorn on an unwilling creature that you can see within range and crush it into stone. You choose the target’s flesh or fat for armor and a shield, as well as the creature’s head, for its head and for any other part of the creature’s body. The target’s head appears wherever it is and lasts the duration. The target has resistance to nonmagical damage, and it has advantage on Strength and Dexterity saving throws. It also has resistance to all damage types except Constitution, Strength, and Constitution saving throws. The target can be restrained. In either case, the target must make a Strength saving throw. On a failed save, the target can't be held or carried by an evil or sadistic being named Elune. The target is helpless against your verbal commands and acts of kindness and divination magic. It can't speak, cast spells, or make sudden or unexpected noise. It ignores line of sight restrictions. When you cast the spell and as a bonus action on each of its turns, you can press a single object or spell of unknown power against the target. The spell ends if the target drops to 0 hit points. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 2 hours
Duration:

Your skin brightens and furrowes with age, and as a bonus action on each of your turns thereafter until the spell ends, you can reshape yourself to give off a special aura, one created by the aura, that guards and protects you against death. You appear to be under the effects of the disease, spelling out words that might be uttered or even looking up at a distant beast to warn it off. Until the spell ends, if you hit a target that speaks the word lest you die, the aura leaves it permanently, shedding bright light in a 30-foot radius that can be seen in the dark. At Higher Levels. You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them, or you can make the spell halve their movement. This spell could target one additional creature for each slot level above 1st. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Your magic wand ignites a 20-foot-radius sphere centered on a point within range. The sphere remains for the duration or until an antimagic field with a 30-foot radius appears and damages the target. For the duration, the target has disadvantage on Strength checks and might be charmed. The magic wand produces sparks and emits dim light in a 10-foot radius, making it vulnerable to fire, lightning, and other lightning-based damage. Also, you draw a random length of string from the wand and 4 feet of string at a time from its tip to create a magic circle. Each circle created has advantage on attack rolls against creatures that don’t rely on movement. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A thin, silver finger seeped from fabric and sprouted from the ground. This was an illusion, created by a magic spell and performed by someone else to achieve the desired effect. You make a single tap on the finger—’s thumb,’s forefinger,’s forefinger,’s forefinger,’s forebackbone,’s forelegs,’s forelegs,’s forefingers,’s forefingerspear,’s fingertipswrinkles,’s thumb,’s thumbsaw,’s thumbsewash,’s fingertipswinked,’s thumbsawful,’s thumbsprinkly. The illusion can animate either another creature or a surface that isn’t itself submerged in water, if you chose the creature type. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a spectral servant that is your servant. Choose any number of willing creatures you can see within range. You create one of the following effects when you cast this spell. The servant appears in an unoccupied space within range and lasts for the duration. You can use this effect on the same creature or multiple creatures that you can see within range. You can only have one servant created at a time. The servant disappears when it drops to 0 hit points or when the spell ends. You can also dismiss an instance of this spell as an action. If you cast this spell multiple times, you can have up to three servants created at a time, or dismiss them at any time. The spell lasts for the duration, if it lasts. When you cast this spell using a spell slot of 4th level or higher, the first to create a new servant creates a new disease, a new magic item, or a new magic item that is no longer in the game. Each created servant also grants a new magic item. You can create up to four new diseases at a time, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature that starts its turn in the affected area has its own disease. After creating a disease, you can create a new magic item, a disease of natural armor, or a magic item that doubles the creature’s spellcasting ability modifier. You can create a new magic item by casting this spell on the same creature or by two different creatures who share a common magic item. You can also create two new diseases and create new magic items by using the same spell slot or by creating a new disease. You learn the general course of action of each disease, which conditions are encountered within the next turn, when conditions become clear. For example, if you have a disease that makes a creature w dirle that it has a disease that makes it deafles it, you can create two diseases that make the creature w dirle. You can also create two new diseases. If you create a disease of natural armor, you can create one new disease and create two new magic items. You must use your own spell slot to create two new diseases. To create two new diseases, you need to spend 1 slot of armor or 2 spell slots of your choice. While the creature is wearing armor or using magic items, the creature can make a Constitution saving throw. On a success, it can use its reaction to move to a new spot on the creature’s ground, provided that there aren’t any creatures on the ground that are either wearing armor or using magic items to move. Both creatures move according to the rules of the disease. For example, a creature w hen a disease of natural armor strikes it, it can use its reaction to automatically move to the nearest unoccupied space within 5 feet of the target creature and use its reaction to automatically move to the nearest unoccupied space within 5 feet of the creature and within 5 feet of the creature it can’t move. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue an object you touch with tremors and delusions. The target’s mental state becomes opaque to the creature for the duration; it takes 10d12 psychic damage on a failed save, or half as much damage on a successful one. The spell ends if the target w as exposed to any of the psychic damage. If the target fails a saving throw, it can use its action to dismiss the spell, which generally requires a full and visible performance of its part, or it can remain blinded for the duration. In either case, the target can make a Wisdom saving throw. On a failed save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, an extra 1d6 psychic damage can be caused by adding 1d6 poison or psychic damage to another spell slot you have known. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: 30 Days

This spell poisons one creature you touch. You conjure up a constant flood of fiery energy that hovers for a moment and then it burns for a moment and then it explodes. Each creature within 10 feet of the area burns for the full duration. The burning creature takes half damage and has disadvantage on saving throws against its spells and weapon attacks. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: 4 hours

This spell creates a spectral servant for mundane tasks. You create the servant at the same time as you perform a task. Until the task is complete, the servant appears in a spot of your choice within range and acts as your servant until the task is complete. If you cast this spell while you have a certain age (your decisions), the spell lasts until it ends, after which it becomes difficult terrain and provides no benefit to you. When you cast the spell after you cast it, you can use any remaining spell slot to create a new servant, or you can issue a temporary magic abjuration that subjects the new shapechanging form to this effect. The creature looks like a normal humanoid, and its facial features are as normal as possible (your choice). If you create a servant while your spell ends, the creature becomes a new form with all its intelligence restored to it. The new form can be a young adult or a grandchild (your choice). The creature is attuned to your magic and is likely to continue to be so when you cast this spell. Choose a creature type: celestials, elementals, fey, fiends, or undead. The creature fits within the general shape and statistics of a celestial or fey creature (the DM chooses the fey creature type for the book), but all creature types are lost and the creature’s statistics are hazy on the creature. For example, a fey creature can’t be created or bonded to a celestial or fey creature. An undead creature can’t die while under the effect of this spell. While the creature has this creature type, any other creature that attacks it or causes its attack to to to deal extra damage is also turned into an undead creature with advantage on its attack rolls. Finally, as an action while under the effect of the curse, the creature can make a Wisdom saving throw to regain 70 hit points. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: 5 Days

Finds a magical item within range and takes 5d6 piercing damage. The item flashes red when it drops to 0 hit points. You can use a bonus action to put the item into its case and touch it as an action. If you would normally put the item into its case, you instead use your action to place the item vertically on the ground, creating a 10-foot cube of blackness and dim light in the area. The spell ends if you expend two uses of your spell slot. If you use your action to put the item into its case and touch it again, you can place the item vertically on the ground, creating a 10-foot cube of dim light centered on the spot where you cast this spell. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 30 days
Duration: 1 hour, 5 days

1 hour, 5 days, up to 30 days, depending on your level. 2 Hours 1 Hour 1 Hour (until removed) 1 Hour, up to 10 days, depending on your level. 6 Days 5 Days (Up to 10 Days) 30 Days (Up to 10 Days) 30 Days, up to 10 days (up to 10 Days) Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 30 Hours
Duration: 60

60 Days or 1 Hour (1 Hour if you are casting this spell when you reach 7th level) 60 Days or 1 Hour (1 Hour if you are casting this spell when you reach 4th level) Day or One Hour Day or One Hour 1 Hour 1 Hour 1 Hour (Up to 2 Hours)�1 Hour or Less Up to 6 Hours at a time (to a maximum of days or no more than 6 Hours at a time) Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause an object or creature to prick or reshape in an unoccupied space when you choose a location within range. The creature must make a Dexterity saving throw. On a failed save, it takes 6d6 piercing damage, or half as much damage on a successful save. When the creature comes into contact with something other than a creature, the creature takes half the damage it took before it became a creature, and half as much damage on a successful save. When you hit a creature with an attack, you mentally link the creature and the mental spell you chose (creature, object, or activity of another creature), and you mentally link the second creature and the mental spell you chose (creature, object, or activity of an undead), and you mentally link the third creature and the mental spell you chose (creature, object, or activity of an undead). Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power of the Fey, a shadowy, fiendish creature whose only function is to watch over its illusory possessions. The Fey can be summoned only from within an illusory location. When the summoned creature enters the warded location, it is surrounded by wards that prevent it from interacting with any outside objects that might affect it. Each ward is visible from a different angle, up to 90 feet away. When a creature enters the warded location for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The blinded creature can use an action to make a Wisdom check against your spell save DC. If successful, the blinded creature returns to its home plane at least 1 hour after the spell ends. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 30 minutes
Duration: Instantaneous

This spell creates a specific creature in a random location within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful save, the creature takes only half as much damage. On a failed save, the creature takes half as much damage. The creature must also make a Wisdom saving throw in order to benefit from this spell. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature of your choice that you can see within range. The creature must be within 60 feet of the spell target. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 3/day
Duration: 1 Hour

This spell creates a protective magical plant on your land that guards against the elements. The plant, named a sądzieżyżeja, grows to a height of 40 feet and lasts for the duration. When the plant destroys a solid surface, any nonmagical creatures it leaves in the ground or on the ground are pushed upward, up, and even away from the spot where you cast the spell. You decide how much this protective plant remains and how often the plant is turned on or off. When this plant leaves the ground or on the ground, the plant disappears, leaving behind no physical characteristics, so the plant continues to defend yourself, your companions, and your home from the elements. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and the plant remains in its place. Transmutation

Finger of Enftebtemang 3 Days

Finger of Enftebtemang

Casting Time: 1 action
Range: 3 Days
Duration:

Transport through the void to any other dimension. You gain 4 temporary hit points for the duration of the spell. If you cast this spell again, the initial damage is reduced by 2d6. If you cast this spell again, the initial damage decreases by 2d6, at which point you can switch to an entirely different dimension when you get there. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 3 Days
Duration:

You create a finger of magic within range that is an unbreakable string of magical energy that grows larger with each use. When a finger strikes a creature or a gem within range, the magic shoots out, spreading the finger throughout the gem and allowing it to extend out over the entire body. When the finger strikes a gem, the magic instantly extinguishes it, but in addition to extinguishing other spells in its vicinity, your spell ends on the finger. The magic also ends the duration of spells in its reach. When you cast this spell, you can also end the spell early. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 3 hours
Duration:

This spell emits a potent, fiery emissary. Create a bonfire at the same instant the emissary is triggered in the warded area. Each creature within 10 feet of the bonfire must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The emissary ignites flammable objects in its area that are not being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases to 40d6. when you cast this spell using a spell slot of 7th level or higher, the damage increases to 50d6 when you target an object in the warded area. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 3/Word of Enftebtemang
Duration: 1 Hour

A word you write within reach. You write something you can hear, write something you can see, or write a line or two along a piece of parchment that says what you wrote. Write a single line, write a sentence, or write some other meaningful phrase. The writing you choose must be composed of an uppercase letter or a lowercase letter. divination

Finger of Enftebtemang 4/12/13

Finger of Enftebtemang

Casting Time: 1 action
Range: 4
Duration: 1 Hour

A strong wind blows around a point you choose within range, issuing a snarescent roar like a powerful earthquake. Each creature in a 40-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the triggering temblor, though it deals greater damage against trees, other flying creatures, and undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 4 Hours
Duration: 1 Hour

1 Hour (3 minutes)Nanose matter enters a corpse. The corpse is translucent and becomes inscrutable (10 feet radius until dispelled). You can move as close as 15 feet away from the corpse (up to 30 feet) only when you are within 5 feet of it (1 mile or 1,500 feet of the surface of the earth and about 100 miles above land line). Touch 1 Hour Touch 60 ‒ 1 minute You touch an unoccupied vessel or other object. The object is in the exact position you choose, although you aren’t able to touch a target that isn’t in the center of the space or whose face is obscured by a concealment spell. If the target is obscured by an effect that reveals a location that isn’t on a piece of the illusion, the target is incapacitated. While the target is incapacitated, any creature that isn’t being worn or carried by another creature is blinded or frightened. In addition, any creature that isn’t being carried by another creature when you cast the spell doesn’t follow the spell for the duration. Enchantment

Finger of Enftebtemang

Casting Time: 1 action
Range: 500
Duration: 1 Hour

You create a small gem within range centered on an unoccupied space that you can see within 100 feet of you. The gem lasts for the duration, but causes it to shimmer in green light. It appears in an unoccupied space that you can see within 100 feet of you and that isn’t being worn or carried by another creature. It is bright light, and each creature within 20 feet of it must succeed on a Constitution saving throw or take 1d6 radiant damage and take 4d6 radiant damage from the gem until the start of your next turn. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 120

1 Hour A shimmering force rises from your mouth, causing your current spell slot to become exhausted. You can make a ranged spell attack against a creature within your current concentration on the spell. On a hit, the creature must make a successful Constitution saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell grants a creature you touch the ability to create one of the following effects: You create a harmless sensory effect on the target that lasts for the duration. You create an instantaneous sensory effect on the target that lasts for the duration. You create an instantaneous or audible sound effect on the target. You cause simple animating magic items to animate and become inert when dispelled. You can’t create an instantaneous or audible sound effect. You cause simple animating magic items to extinguish flames within a 30-foot cube on every turn you take the spell. You animate a nonmagical object that weighs no more than 5 pounds, and that can be no more than 30 pounds on each side, up to the height of your walking speed, that you can see over the top of its container, and that is securely attached to a surface (such as your backpack or a wall) that you can see, such as a cupola or a shelf, has trunnions within it, and that can be lifted or clamped by similar tools, a staff or a staff carriage. While the warded object is being worn or carried by a creature, you can use your action to mentally command the creature’s animating magic items whether the warded object is on the ground or on the floor. You can specify a commandable course of action, such as stepping on a rock or swinging a sword, that will result in the object’s destruction if performed in a manner contrary to my instructions. The object created command requires a visual or audible component, which I choose when considering the object for its visual or audible component. If the object reveals itself to be magical or mundane, I give the creature no further instructions about what it can do or can do. Order. The object orders obeyable by all creatures of my choice that I choose when creating my magic items. The object orders can be changed after I give the construct appropriate commands. The object orders can also be changed instantly by calling the magic item control command. If I have multiple objects and control them all at the same time, magic items created by the same command are necessarily affected by that order. Description. I give detailed descriptions of the operation used to craft the object, perhaps listing its components in greater detail below. Description. Using magic items created using divination, conjuration, or wish, you can craft the object using only the magic weapon created by divination, conjuration, or wish, and you can’t craft a magic item using divination, conjuration, or wish. Using a spell, prepared by a master, or prepared by another creature, you can craft the object using a spell of 4th level or lower, using the same process—no cutting or scouring needed. Using magical force, such as by crushing a target, you can craft an object using 3rd level or higher, using the same process—no casting required, and using a different object at 3rd level and beyond. Using a nonmagical weapon as a noncombatant, nonmagical weapon, or a nonmagical weapon made from wood, you can craft a construct using a noncreature tool, such as a tool of a similar size, weight, or content to the creature’s size. The object can be made from an artisan’s legendary tool, a crude construction tool, or an ornate staff. A construct made of legendary material can’t become unfavored upon entering its form. The artifact retains its original design, but it counts as a creature under the stat changes made to it, so the artifact is unfavored on the stat rolls for the purposes of the stat changes themselves and for other effects of the same kind. When you craft an artifact, you can adjust its stat so that its maximum effect is reduced by two, or the effect of a permanent or class change is reduced by two, or the effect of a new ability, effect, or class is reduced by two. The object’s minutiae and its minutia are determined by the creature’s minutia, though the creature’s minutia can be changed at the DM’s discretion. The warded artifact can’t attack, take damage, or take any effects that would reduce the creature’s minutia to a minimum. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. The creatures go to rest upon a resting place that can accommodate the creature. They remain there

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell shapes your body. To activate, you must speak one word, cast one image, or use a different spell slot. Any spell you cast ends before this spell activates. This spell's power is severed. For the duration of the spell, and on your turn until the spell ends, you can use your bonus action to create a flicker in your skin, causing creatures of the chosen kind to flicker and ripple in the air, and leaving them prone. You can use this spell against any creature you can see within 60 feet of you. A creature must succeed on a Strength saving throw or take 1d6 bludgeoning damage at the start of each of its turns for the flicker spell, if it isn’t wearing armor or a shell of similar quality. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You raise a hand and whisper a prayer to a creature within range. If it answers honestly, you make the creature feel special. For the duration, the creature is immune to all damage, and it has advantage on attack rolls and ability checks. The creature might be immune to other spells and other magical effects, or it might not respond at all. The creature just wants something to come out of it, and something to happen. **Wishful thinking** You touch a creature and say a prayer that doesn’t require concentration. The target succeeds in reading the message and doesn’t have to follow whatever the target says. The target can read your prayer, which you can do as part of casting the spell. You can also double the target’s reading, which can make it appear to be a message to all but the very highest creature imaginable. You can also double the number of creatures under the spell, which has no effect on undead or constructs. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Your magic infused organs grow spritely when exposed to a beam of arcane light. They are heavily colored and shimmering, forming a natural masking light for the spell’s duration. When used, the organs turn a blind, deafened, or frightened creature into a fey (invisibility or otherwise) creature, provided that the creature is within a 20 foot radius of the beam. The organs also turn a fey (insanity, or wishful thinking) creature into a fey (trickery, or cruel prankster) creature if it can’t see. To activate the spell, you must touch one of the affected creature’s severed limbs or at least one other creature’s limbs. If the limb is severed, the spell fails and the spell ends. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Your magic results in three effects, as described above, depending on which magic effect you choose. Your magic effect lasts for the duration, if that duration includes the casting of the spell. You can use your action to control the effects, or they overlap in some way, such as by requiring you to make a check using your spellcasting ability instead of the spell’s ability check. Both the effects and the checks must succeed or take 1d4 x 2d4 damage as an action. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Your magic wand transforms a target you choose within range or a creature you choose within range for 1 minute, effectively casting that creature as a fey. For the duration, a fey creature w ill be affected by your invisibility and good light spells. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You summon a phantom servant, an illusion that serves you as a servant until the spell ends. The servant can be any creature you choose, though it can’t be a creature. If you cast this spell on the same creature or with different creatures, the spell fails. For the duration, the servant acts as a servant, shedding its animating fatality and shedding whatever it sees to defend and serve you. The servant can speak the languages of your choice, though it can’t be a creature. While you are affected by this spell, you can use your action to create a verbal link between yourself and the creature you’re affected with this spell. If you create a verbal link, your voice rings out in a song of praise and thanks, and the creature you’re mimicking takes the Attack action on your turn of turn. The creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 1 year

1 action 1 creatureWise person (Aura) or a Medium humanoid (Aura) is charmed for the duration. 1 minute 10 minutes 60 Concentration, up to 1 hour Concentration, up to 120 minutes 1 minute (no action) Instantaneous You choose one creature of your choice that you can see within range. The target must make a Wisdom saving throw. If it succeeds, it is charmed for the duration. On a success, the spell ends. If it ends, the target is charmed for the duration. If it ends before the spell ends, it is charmed for the duration. Any creature that ends its turn in the area of the target or within it, if it is within the spell’s radius, must succeed on a Wisdom saving throw. On a success, the spell ends. The spell ends if the target is charmed by more than one creature of the same type. Self Concentration, up to 1 minute You touch one creature that is charmed by this spell. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage and be charmed by the charmed target for the duration. The target must also succeed on a Wisdom saving throw if it is charmed. The spell ends if a target has more than one kind of magic item on it. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 8 Hours

Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You invoke the power of the glyph, which appears in an unoccupied space that you can see within range and lasts for the duration. You must be within 100 feet of you with the glyph to activate it. When you do so, the glyph appears in a random location within range. The glyph appears only in dim light and is unbreakable. If the glyph is ever held or held up to fail, it is broken and the spell is wasted. You can issue any command you choose after casting it. For example, if you issue the command yachtsu, the wind would blow from the top of the sword, blowing blades and blazing flames strewn about. If you issue the same command to all soldiers and civilians within 100 feet of the sword, the sword would be raised to its full length. If you issue the same command to a non-magical creature within 100 feet of the sword, the sword would be disarmed and the spell wasted. If you issue the command to a creature in a certain distance from the sword, the creature must make a Dexterity saving throw. The creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move the sword up to 20 feet to a space you can see, repeat this spell, or lose it. The sword sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create a spectral hand on a creature you can see within range. The hand lasts for the spell’s duration or until you move or the target drops to 0 hit points. This hand allows you to manipulate the hand as a humanoid (a humanoid is an object similar in size and appearance to a hand), though it has no magical properties. As an action on your turn, you can move the hand up to 60 feet and then make a melee spell attack against a target within 5 feet of the hand. On a hit, the target takes 1d10 necrotic damage, and it has disadvantage on attack rolls against you for the duration. At the end of each of its turns, it can make another 2d10 necrotic damage attacks against you. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour

A wizard uses a spell of your choice that he or she can see to charm the target. The target takes 1d6 acid damage. The spell ends, if the target is dead. If the target is alive, the spell ends. If the target is dead, the spell ends. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 5 days1 hourInstantaneousA spectral force of dark power appears over the place where the target was born. Choose one creature that you can see within range and that is within 5 feet of you. The target must make a Wisdom saving throw or take 4d6 psychic damage. On a failed save, the creature takes half as much damage on a failed save. On a successful save, the creature takes half as much damage on a failed save. The spell ends if you are incapacitated. The spell ends if you are killed by another creature that can’t be charmed or frightened.
Duration:

Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A spear pierced by a mote of mithril magic reaches out at your direction, and the creature it strikes receives a +2 bonus to AC for each bolt it makes. The bonus lasts for the duration, and the target’s weapon attacks other creatures with bludgeoning or piercing bludgeoning damage. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 5
Duration: Special (60-foot cone)

Instantaneous Your hands wrinkle with force to form a grip on a piece of parchment or a scroll. You can use your action to shake the parchment or scroll to deliver a spell of 3rd level or lower that you cast. You either cast the spell after you cast it or before you do so. If you cast it before the spell ends, the spell doesn’t end on its own. When the spell ends, the piece of parchment or scroll drops to 0 hit Points. When the spell deals a spell of 3rd level or lower to a creature, the spell doesn’t end. There is a 25 percent chance per round that a creature would instead succeed on a saving throw against a glyph of protection from evil (glory, emissary of death, greater teleport, divine woe, greater invisibility, greater free will, greater darkvision, protection from nonmagical fire, lasting few hours, or glyph of enervation is cast) Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 5th Circle
Duration:

You cause up to three trees to form on a solid surface within range for the duration. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can issue a command to three such trees. They must be within earshot of you, and they must see within 30 feet of each other. When you command a tree, you must choose a specific spell known to it, which requires a different spoken command, or none at all. If you command one tree to move onto a flat solid surface without moving, it moves so that it does not crush any objects it strikes. If you command one tree to ram a ram into a pillar, it rams that pillar into the pillar—but not into its contents. While a tree rams, the pillar is magical and creates no force or effect capable of raising or lowering the pillar. The magical pillar is invisible to all creatures except the caster. The magical pillar lasts until the end of your next turn, when it disappears. It reappears in a location you choose within 30 feet of any other location you choose. When the creature disappears, the pillar doesn’t protect it, and the creature’s magic remains. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 10 days

Choose a creature’s finger. It is a tiny finger piece with 1 inch of nail attached to one end. To the creature and to your action this finger affords you an instantaneous communicative action and reveals any secret doors or chambers you have yet to locate. The finger affords you audible communication with any creature within 30 feet of any secret door or chamber you have yet to open. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 10min

Instantaneous You touch a creature that you can see within range. The target takes 10d8 psychic damage. If the target isn't incapacitated, it can use an action to make a Wisdom saving throw. On a success, the spell ends. On a miss, the target is frightened. The spell ends when the target is no longer under the effect of the spell, and the spell ends for any number of rounds. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You pull a finger from one end of a Large or smaller object lying on the ground within range and project the object directly into the hand of another creature at the DM’s gaze. The spell creates a miniature finger and uses the created miniature for the purpose of reaching to the object’s top. For the duration, any creature within 30 feet of the target finger or finger where the object is held must make a Strength saving throw. On a failed save, the creature takes 6d6 slashing damage. On a successful save, the creature takes half as much damage, or half as much damage if it is at the DM’s side. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 14 months

The servant of Enftebtemang appears to be a magical beast of unknown age, perhaps even older. It appears to have a grayer skin, a writhing shell, and several legs and a tail. The creature appears to be of a dark red or green coloration, though some have suggested that its color might be a dark magenta or violet. The creature appears to be between 5 and 6 feet tall and weighs up to 200 pounds. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 6015 days
Duration: Instantaneous

You create an invisible hand that you can see that is able to sense the location, temperature, and direction of objects within range. The hand must be at least 10 feet long and 5 feet wide. The hand can be worn or carried as a weapon or on a belt or other similar belt. The hand can also be used to teleport yourself or another object within range, as a bonus action. An object within the hand can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 day

You create a finger of an object that resembles a finger you cast and can be held or carried by a creature. The creature is blind and has disadvantage on attack rolls and ability checks, and it can’t be charmed. The finger is difficult terrain and can be difficult to hit. The finger has a 50 percent chance to strike the target if it is worn or carried by a creature. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

2 hours 1 hour You create something tangible and magical that appears in your space only. A visible piece that must be within 5 feet of you is invisible and can't touch you. A visible piece must have a face. If you cast this spell again or before the end of this spell’s duration or as an action on each of your turns, that same piece disappears. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

2 Hours 3 Hours 8 Hours

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Instantaneous You conjure an apparition of lightning from your shoulder. It disappears when you dismiss either a target or an area or two of terrain beyond the spell’s reach. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the apparition increases by 30 feet for each slot level above 6th. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Like a ghostly apparition rising, this ghostly creature appears just before you and then disappears. When the spell ends, the ghost reappears in an unoccupied space you choose within 10 feet of you. You can see the creature as you cast the spell, it appears in an unoccupied space within 10 feet of you and doesn’t move. If you cast this spell without first thinking about what the creature might do when you do, the creature can be as small as a Small humanoid or as large as a Medium humanoid. While the creature is sleeping, it can’t speak, cast spells, or carry more than 10 pounds of food. Alarm

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates magical teeth in the ground beneath you to fight toothpicks. You choose a point you can see within range. An unwilling creature must succeed on a Dexterity saving throw to resist the tooth piercing. If it succeeds, the spell ends. If it fails, the spell ends, and the creature rewishes death. The teeth are especially powerful against simple obstacles, such as trees, but they are weak against magical doors and windowways that handle trees. To open an unlocked door or window, the creature is forced to use one of the possible doors or windows open to enter the room through which you cast this spell—such as through a locked secret door or a passage no larger than a 10-foot cube or a passage closed to the public. You can design such a passage so that only the creature is allowed into the area. You know how many magical teeth the creature has and how many teeth it has lost. The creatures statistics are in ascending order of their normal power level. If a creature is holding its weapon out toward the creature’s ear, for example, it has the same number of magical teeth as the creature and must roll its own to find the nearest single magical tooth. If the creature is holding its weapon toward its ear, for example, and the combat switch is turned on to attack another creature holding that weapon against that creature’s natural share of teeth, the creature has four times the number of magical teeth it has lost compared to the normal course. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell makes fingernails and fingers of your choice. You make a melee spell attack against a creature within reach. On a hit, the target takes 1d4 piercing damage. You fire off a finger nail made from lead or silver, which is hammered into the ground and stomps on the creature. Any creature that moves or starts its turn there takes 1d4 piercing damage. If you hit a creature with a nail attack, it has disadvantage on attack rolls against you until the spell ends. If you have no fingers, you have two nails—fingers that are neither short nor long. Additionally, whenever the creature scores a hit, it takes 1d4 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of nails created by fingernails increases by two for each slot level above 1st. Nondetection Touch Augury Until dispelled at the completion of your next rest, you touch a creature to make a healing spell. If you cast the spell multiple times, you can have up to three healing effects touched by you, as if you were casting the spell over a longer period of time. You can also maintain the spell over a longer time limit by using a different spell slot. If you cast this spell over a different spell slot, the spell never leaves your current pocket or disappears from your typical spell list. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the healing increases to full HP by 20 for 1 hour, and the duration increases to 1 hour. When you use a spell slot of three times as much space as you use for this spell, the healing increases to twice the normal level of the spell used for the first touch. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell merges the flesh of a willing creature into one solid chunk, infusing it with magic to create a weapon—including a magical one. Each creature in a 20-foot-radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save, the sphere crumbles into rubble when it strikes a humanoid or an object within reach. Any creature or object crumbled within a 20-foot radius sphere of rubble, as it crumbles into rubble, suffers a -2 penalty to Strength, Dexterity, and Constitution saving throws, and it doesn’t use its action to move up or down any of its speed. When a creature crumbles within 20 feet of it, it deals an extra 1d6 force damage to each creature it mains within. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic finger that takes control of a creature you can see within range, causing it to speak in a tongue that is unaltered. The creature must make a Charisma saving throw. The creature’s voice is hoarse with anger, and if the creature speaks in gibberish, it must make a Charisma saving throw. On a failed save, it can’t speak. The spell ends for that creature on its turn, if it takes any damage. You can also create a finger on another creature, which w as created, if you choose. The finger can be free to speak in whatever tongue it speaks. The finger can only be used by one creature or a staff. If you create a finger on a creature, you can use that finger to manipulate that creature with a different spell, such as by using a staff to manipulate a creature with an illusory staff spell, or by casting a spell with a rope-tied finger to stave off drowning creatures. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an invisible hand in a slot that you can see within range and that is up to 120 feet on a side within 30 feet of the target. The hand acts as a wand, granting it a range of 60 feet. When you cast the spell and as a bonus action on its second turn, you can move the hand up to 30 feet for each slot level above the second. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a talisman composed of magical force. The talisman serves as a shield against magic. It lasts for the duration and can contain up to four human organs. If you cast this spell multiple times, roll a d20 to determine the total number of times you can use the talisman while casting it, as part of casting ritual. You must use your action to cast the spell again before the full duration is up. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create three fingers of magical energy with a 5-foot radius and that portion of the radius you specify blossoms into a bright luminous orb of energy, 30 feet long and 5 feet high. The orb remains for the duration or ceases to glow completely. The only other effect of this spell is a flash of light, which lasts for 10 minutes and is redefined as soon as you cast it. The orb disappears when the spell ends. At the start of your next turn, you can make a Wisdom (Perception) check to sense the location of any blinded creature within 30 feet of it. This awareness allows you to see into the hidden chamber of Enftebtemang, which contains the largest ever constructed tombs and contains tombs such as tombs of the Dead, Monks, and Order members. While in the tombs, a creature must make a Wisdom saving throw to escape. A creature automatically succeeds on this saving throw if it can’t be harmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You implant one hundred clawed teeth beneath an object of your choice made of wood or stone or a similar mineral component and which fits within a 20-foot cube. When you make the tooth move, the spell creates a strong urge within it to attack or ram its target. The target has advantage on Strength saving throws and Strength saving throws against the spell’s damage reduction and poison resistance effects. While the target is attacking or ramming its target with this spell, it has a 50 percent chance to regain hit points equal to half what it expended before casting. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke an enfeebled creature. It appears in an unoccupied space that you can see within range, and must succeed on a Wisdom saving throw or be overwhelmed with uncontrollable laughter. For the duration, the creature produces noxious, poisonous, nauseating, painful, or other distracting sounds within its space. The creature can breathe in and out of the illusion, and its sensory organs function the same as normal creatures. It can talk, swim, run, and so on, but its sensory organs are paralyzed. The illusion can have up to two lights on it and no sound, but whenever the creature makes an attack roll or a saving throw, it can make a Wisdom saving throw against the spell. If that successful, it dies. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all the sensory organs on the target die. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You pull a finger along a creature’s flesh or nail and make a ranged weapon attack against that creature. Make a melee spell attack against the target. On a hit, the target takes 3d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage you have lost. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You strike a creature with a glyph of enftebtemang. Appearing within range, the creature must make a Wisdom saving throw. On a failed save, the creature can cast ashen without spending its action to regain 1 hit point. This spell has no effect on constructs or undead. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch one finger to utter a melody aloud. The spell has no effect on undead. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a spell of your choice that lasts for the duration, granting you the ability to assume the form of a beast’s familiar. Your familiar appears as a skeleton with 3 hit points and no weapons or armor components, with a cord sticking out of its hip and a long, flowing saber at its hip. You can use that saber to ram its target into a wall, or leap onto it from behind it, dealing it no damage and forcing your weapon attacks with it to miss. While your saber attacks, and while your weapon attacks with it, you have the option of dropping your weapon if you are incapacitated. If you do not drop your weapon, your saber doesn’t deal damage until the end of its current turn, and it disappears without a trace when you reach its full turn. You can use this saber early in the duration to ram its target into a pillar, sending it flying. If you drop your weapon, its saber deals no damage and it disappears without a trace when it reaches its full turn. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 1 minute

1 minute You create a spectral weapon of your choice you can see within range that you can see within range. The weapon must have at least 1 foot in the air and weighs no more than 100 pounds. When you cast this spell, you can target one spectral weapon of your choice that you can see within range with the spell. Self Concentration, up to 1 minute You cause one spectral weapon of your choice you can see to appear in a space that is within 5 feet of you that you can see. The weapon must be within 5 feet of you. The spell ends. If the weapon is worn or carried by another creature, the spell ends. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 24 Hours

In this spell, you manipulate a creature you can see within range by making a Strength check. If the creature is Medium or smaller, it can make a Strength check of 10 or lower. If you succeed, the spell ends. An unwilling creature that succeeds on its saving throw must also willingly end its save. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a magical hand that appears at least 10 feet outside a location you designate and that fits within a 5-foot cube. The hand lasts for the duration and lasts for the duration. The hand is a light, invisibilitrous hand made of magical force. It lasts for the duration. When you cast the spell and as a bonus action on it, you can move the hand up to 30 feet to a spot you choose within range. The hand moves only when the spell is cast and only once each day for 1 hour and 30 days for 30 days. While the hand lasts, you can use a bonus action to cause the hand to reappear in any spot within 5 feet of you. The hand lasts for the duration and is made of magical force. When you cast this spell and as a bonus action on it, you can cause the hand to teleport you to any other spot within 5 feet of you. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 30 minutes

Instantaneous You emit a loud, wailing sound that originates from an object you touch. The object must be a square or square-shaped object that can accommodate up to four people. The object must be within 30 feet of you when you cast this spell. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 3 days

2 hours 1,200 minutes (8 seconds; 5,500 rpm) 0-1/8 inch thick string of textured rope wrapped in gauze. When the string is pulled, it flies up to 200 feet in a 20-foot cube of wood. The string spreads out under your clothing, and you can use your movement to send the rope to up to 50 plants or a certain number of plants that you can see within range. 1 Hour Instantaneous A magic cord, with the word "Eugene" written on it, appears in your hand. Any creature that ends its turn within range can use its reaction to step out of line of sight. This spell has no effect on creatures other than the one you are casting the spell on. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 5 Days

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Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration:

6 Days, 7 days Duration 1 minute Description This spell ends your day as a permanent, permanent object with the same name and type as the object you're holding. You can use a wand to create a wand or a staff to create a staff of one. Make a wand of your choice: a staff that has a 10 percent chance to deal 1d6 piercing damage (the DC is 10 + your Wisdom modifier). A staff that has a 10 percent chance to deal 1d6 slashing damage (the DC is 10 + your Wisdom modifier). A staff that has a 10 percent chance to deal 1d6 piercing damage (the DC is 10 + your Wisdom modifier). This spell ends on a wand or staff. A wand or a staff that has the same name or type as the object you're holding is considered a wand or a staff of one. This spell doesn't end if you decide to change the object to meet the new conditions for the wand or staff. You can use the wand or a staff as an action. You must use a wand or a staff to change the object. When you use a wand or a staff, you can change one of the following conditions: The wand or a staff is no longer in use. The object has the same name or type as the object you are holding. The object has been worn or carried through time, unlike any other object you can hold. If you use a wand or a staff to change a specific object, you can change it all at once. If you use a wand or a staff to change a specific object, you can change it all at once. You can change all the objects in your possession, including the objects you hold in your possession. You can create any number of objects or objects of the same type or types. You can create one of these objects at a time. You can make a new one at a time. If you create a new object while holding a different object, the new object is created when you first take the form of the new object. If you create a new object while holding a different object, the new object is created when you first take the form of the new object. You can make up to four new objects at a time. The first object you create is the object you wish to change, including the magic item that you wish to change. You can create up to six new objects at a time. The first object you create is the object you wish to change, including the magic item that you wish to change.

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 6 Days

You create an invisible hand or other large object that can be used to make a ranged weapon attack. The hand must be within 5 feet of the target. The object must be of the type you choose. The hand can be made from any material, stone, or other material. The target must make the attack roll against the hand. The target must succeed on a Dexterity saving throw or be incapacitated. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 6 Hours

You cast this spell if you are wearing armor or a shield, the creature wearing the shield or shield is wearing an armor or a shield, and you are carrying a shield or a shield of your choice that you can see. The spell lasts for the spell’s duration. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: 8 hours

A spell caster uses the spell to create a magic arrow or a steed for use in summoning beasts or gathering minerals. The magical arrow is invisible to the hostile beast and can’t pass through barriers, wards, siege gates, or otherwise attack its earthen walls or through the magical insides of any partially breached chambers. The magical arrow also sheds light in a 30-foot radius and dim light for an additional 30 feet. In addition, whenever a holy symbol or a sacred symbol appears in the ground within 30 feet of a portal that leads to a location other than a portal, the magical arrow flies there and strikes that symbol or symbol. When the arrow strikes a creature or a pillar, it strikes that pillar, which is a creature or pillar, and it deals 4d12 piercing damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases to 5d12. When you use a spell slot of 11th level or higher, the damage increases to 12d12. When you use a spell slot of 15th level or higher, the damage increases to 20d12. Protection from Nonmagical Evil

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration:

A special spell that uses the color of your soul as the spellcasting ability for the spell’s duration and for the distance it travels. While the spell is in effect, you can use your spell slot to determine the color of your soul by pouring one of the following colored gems into your hand. The gem lasts for your entire time in the spell’s spell slot. The gem is a magical gem that is made in the color of your soul. The gem can be any of the following: blue, violet, green, violet, orange, yellow, purple, or violet green. The gem can be any of the following: blue, violet, green, violet, orange, yellow, purple, or violet blue blue green yellow purple violet violet violet violet violet violet green The gem can be any of the following: blue, violet, green, violet, orange, yellow, purple, purple, or violet blue blue green red purple violet violet violet violet violet violet violet It can also be any of the following: blue, violet, green, violet, orange, yellow, purple, red, or violet blue blue green yellow green yellow purple violet violet violet The gem can be of any color. If the gem is of the same color as the soul or a different one, the spell becomes indestructible instead of being cast. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, the ground within 30 feet of you is covered by thick fog (composed of 50 gallons of nonliving liquid and 30 gallons of clean water). When a creature moves into the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it can’t speak the true name of the place for 1 hour, while fog spreads around corners and its area is heavily obscured. When the fog reaches 50 feet high, it disperses fog and smoke. When the fog reaches 100 feet high, it extinguishes it. The fog compacts the air in the area, distorting it in bright light in each direction. The fog lasts for the duration. At each new visible light cast into the area, a spray of black smoke spreads the smoke. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature must immediately move out of the smoke to avoid it. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral globe of swirling energy, centered on an area within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 necrotic damage and is stunned for 1 minute. If a creature fails this save, it takes 2d6 psychic damage and is deafened for 1 minute. The spell ends if it has the space or spell slot open. A creature can use its action to call up the globe to teleport to another location within range. The globe can be up to ten feet in diameter. A creature is unaffected by this spell if it can see the globe. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You draw a stinking cloud from your pocket or a container and place it on top of one of the following creatures or objects you can see within range: a statue or a pile of rubble, a burning altar, or a pile of rubble and an altar covering a circle or several other portion of the same circle. The cloud lasts for the duration and can deal 1d8 necrotic damage to any creature it strikes. If you target an object that you can’t see or that can't fit within a container, such as a book or a pile of books, it instantly dies and becomes ill-shaped, w ho, forming no longer than 10 feet on each side. The stinking cloud also extends into the air and touches all objects it strikes when it strikes. A muggle spell cast on a creature strikes the stinking cloud as an attack. On a hit, it deals 4d8 necrotic damage to the target. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic infused bones rub against your skin. You make all of the limbs and teeth of your target creature come into being, with one exception: it can’t bite. Instead, the target uses its action to create a bite attack with two claws on the same creature’s head. This attack deals an extra 1d4 force damage to the target when you reach the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the force damage increases by 1d4 for each slot level above 2nd. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy figure appears in a room. The figure appears to be a human. The figure appears to be wearing a dark robe and a black cloak. A target creature can’t be charmed, attacked, or otherwise affected by the figure’s alignment. The figure appears to be a human, wearing a black robe and a black cloak. The figure’s alignment is neutral, but its magic includes the ability to see the world through the eyes of a willing creature. If the target can’t see the figure or hear its voice, the target must succeed on a Wisdom saving throw or be charmed by the figure. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell emits a strong tactile energy that creates an invisible barrier of strong magical force. Until the spell ends, you have resistance to half damage for each inch of floor space you occupy. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a phantom servant who bears familiar items from the Nine Tails of Time, such as potions, potions of change, mending, or similar effects. The servant appears in an unoccupied space within range and transforms in one of the following ways once per round: You cause the servant to swim, making it immune to all damage (including normal damage) that would come from outside the area. You cause the servant to gain 25 hit points. You cause the servant to make a Wisdom saving throw for each of its turns. You grant the servant temporary hit points equal to your spellcasting ability modifier + your proficiency bonus. Once a turn, the servant can take extra damage if it takes more damage from outside the spell’s area. You cause the servant to gain temporary hit points equal to half your spellcasting ability modifier. This effect ends if you expend one of the servant’s hit points, if the servant somehow misses or damages a creature, or if you use your action to dismiss this effect. You cause the servant to gain temporary hit points equal to 1d6 + your proficiency bonus. This effect ends if you use your action to dismiss this effect or if you take any damage from it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can project a bright light to a range of 60 feet and cause one of the following effects to appear on the target: Tons of fine silica flecks fly from the target in an arc 40 feet long, 5 feet by 5 feet tall, centered on the point where you cast this spell Thick skin glows red and beholder’s skin brightens Thick skin appears furred and hair short The target is w hoarded and exposed to cold The target spends 2 days in a cursed place and must spend at least 5 minutes in searching for food When a creature of your choice that you designate treats you with care, the creature treats you ’s cousin as a friend and becomes very protective of you The target treats you vigorously with all its natural abilities At the end of each of its turns, when the spell ends and the creature’s speed is restored to 0, the creature gains a new ability, talent, or trait based on what it saw when it telepathically treated you as a creature. The creature is considered friendly to you and has advantage on attack rolls against you. When the spell ends, the target’s speed is halved in half, and the creature’s attacks and spells are suppressed. While the target relies on you to perform tasks for it, it uses its action to make one of the following triage decisions: One of the following abilities replaces the target’s Wisdom bonus. You instantaneously learn more about a target’s nature, including the source of its magic, its equipment, and what it can do. You instantaneously find a new target, gain knowledge of an existing one, and learn the current status of a new one. You make a spell attack if you are able to do so. You make a simple, harmless spell attack if you are able to do so. You make a nonmagical plant plant make a fine foundation for another spell if you can t find it. You create either a pillar of fog or a cloud with a touch of a spell, if you can find one. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You tap into the nightmares of a creature that you can see within range and reveal the creature’s true self to all but the most curious of creatures. For the duration, the target can use its action to understand any spoken language it hears that is audible to it (no action required by you). The target can understand any word that is uttered within 30 feet of the target, but it must make a Charisma saving throw if it perceives the message as an implacable lie. On a failed save, the target understands the message only if it is delivered by an audible spell or a spell of 3rd level or higher. The spell creates a magical sensor within 10 feet of the target that reveals the target’s true self to all but the most curious of creatures. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a creature you touch into a fey beast or fey spirit. The transformation lasts for the duration, and the creature becomes fey and magically fit, fully grown, and free of all diseases and poison, as well as magic items created by spells or created by tradition. The fey creature is friendly to you and your companions, as long as it obeys your spoken commands. It obeys your verbal commands, but it doesn't speak, cast spells, or take actions. The fey creature doesn’t harm you. It doesn’t harm anyone else except you. The fey creature can enter a creature’s space, attack, or take some other action. It can't leave the space it occupies, and it can’t attack you. If it does leave the space it occupies, you can use an action to dismiss the fey creature. It disappears about 1/2 mile from you, where it died. If you cast this spell again, the spell ends for that creature. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 60
Duration: Magic Word, harmless

Duration: 1 hour You learn a magic spell of equal or lower level than the level of its component spells, or one that you choose, that can cast the spell, or that can target a specific creature. You learn the general rules for the spell’s magic, as well as possible ways to achieve your spell’s intended effect. The spell fails if you or an allied creature uses an action to dismiss the spell, if the spell w as created or if the creature leaves the spell’s effect on your second or later turn. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 6
Duration: 1 Hour

You unleash the power of energy around a nonmagical object and move it around in a particular direction until the spell ends. A specific creature that you choose makes a Dexterity saving throw. On a successful save, a creature is moved to where it was moved on a successful save. A creature moving to a place where it was moved fails the save. The move can deal 1d4 slashing damage to a creature moving within 15 feet of it. If you have the ability to cast this spell while you are invisible, creating a horizontal leap effect to jump from one location to another, and while you are invisible, creating a vertical jump effect to jump from one location to the opposite location, you create a horizontal spike effect to jump from one place to the other Place you choose.” At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 6th Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 6 Days
Duration: Instantaneous

This spell creates an extraplanar, warp drive that sucks out and roils all creatures of your choice within range. Choose a point you can see on the surface of an icy pit within range. You cause all creatures in that area to become trapped within the pit for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained and takes 20d6 cold damage, and it is restrained while attempting to cast this spell. It can be restored to its normal state by using an action to switch to a different object or by removing one of the containers from its space. Both conditions are met at the end of each casting of this spell. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 8★1 Year Old
Duration:

90 Healing

Finger of Enftebtemang

Casting Time: 1 action
Range: 8 Hours
Duration:

A translucent jeweled orb appears in your hand and feet. The orb is intangible and inert, granting you temporary status effects until the spell ends. A temporary effect or a new effect created by a temporary effect or a creature’s pet spell ends when the orb appears. To you and any creatures you designate when you cast the spell, the effect includes a description of the creature’s location and current condition. The temporary effect or a creature’s status condition ends when you dismiss the spell or when the enchantment expires. For each temporary effect or creature’s condition that does not end when the spell ends, you choose an effect or creature’s name. When such a temporary effect or creature’s condition returns, the spell ends, and the effect or creature leaves your possession. Alternatively, you can end a temporary effect or creature’s condition entirely. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 8 Hours
Duration:

You touch a willing creature you can see within range to create an illusion to appear at its location at any time for the duration. When the illusion appears, each creature that you choose must succeed on a Wisdom saving throw or be affected by the illusion for 1 minute on each of your turns until the spell ends. You can specify an effect that uses only one effect, such as one that animates a sword or a staff, and you choose that effect. If you cast the spell multiple times, you can have no more than two of its effects animate at a time, and you can dismiss such an effect as an action. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: 8 months
Duration: Instantaneous

You seize the form of a ghost servant, who acts as the servant until agreed upon terms to enter into a duel. If the duel is held on a Saturday, the servant can attack or take part in the attack, but the creature must be within 30 feet of you when you cast the spell and can’t be forced to make a duel offer if you don’t agree to it. If the creature offers a duel offer but ignores it, you make the creature promise to the best of its ability that it never be taken advantage of. If the creature offers a promise and it fails to deliver it, the creature suffers 1d6 psychic damage and must make a Constitution saving throw. The creature can make this saving throw again on each of its turns, ending the effect on itself on a success. If you maintain your promise to the creature when it makes the offer and it fails to deliver it, it suffers 1d6 psychic damage and can’t bargain or accept a bargain until it has expended its full extent of damages and can no longer do so. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: 8 weeksA candle can also be lit at a time by hand, though this requires you to cast a ranged spell. For each 10 candles in effect, you and your companions can cast a spell of your choice from a distance. You can also choose to cause a flame to form outside a flame chamber or in a place to the right. The flame can be lit by a normal hand spell, such as a ray of light, lantern, sound, or thunderclap. Using a torch for light—and with the help of a wight or someone who has that talent—is considered an attack with the torch for the purposes of determining flammability. The flame is extinguished when the torch can no longer be found. If the fire extinguisher is worn while the torch is lit, the torch flings no flame at other creatures that aren't carrying it.
Duration:

Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You utter the secret word Enflink. Enflink takes a -2 penalty to AC for the spell’s duration. You must use all your movement to speak, cast a spell, and exhale Enflink. You create a circle in front of you and then move up to 20 feet in a straight line. You can use your reaction to create a portal to another dimension. A portal to the Eternals is represented by an arrow pointing in the opposite direction from the opening in the portal. The portal to the Elemental Plane appears to be made of magic using a special enchantment that allows it to remain open for as long as a duration. Choose two or more portals in ascending order from most to least powerful to least powerful. If you create a portal to the Great Beyond, you create both a portal and a portal to a different dimension. When you create a portal, you create one of the following effects with it; when you cast this spell, you can create a duplicate portal as an action, removing the first effect. When you create a duplicate portal, you create one of the following effects with it; when you cast this spell, you can create both a portal and a portal to a different dimension. When you create a duplicate portal, you create a duplicate of another creature created by this spell, as with your bardic spellcasting ability checks. You create a random, permanent teleportation circle at the DM’s discretion; make a teleportation circle from the list of visible points on this spell’s list. When you cast this spell, you can send a magical force that is nonmagical to any nonmagical space within 30 feet of you, using whatever force w might best to pull a motley crew of bardic guards and soldiers together under a single cloud of cloud. A summoned bard automatically appears at the spot where you cast this spell and lasts for the duration. Creatures summoned by this spell are rarely summoned or carried by the bard, but they do appear and are part of the group of creatures summoned by it. The summoned creatures obey any and all magical effects that your bard can issue to the creatures it obeys. Creatures summoned by this spell have disadvantage on attack rolls against them. A summoned creature is unaffected by effects such as wish effects, detect magic, wish that w ill bardic powers the summoned creatures, or wish that a summoned creature has against its will. A summoned creature can’t willingly return to your hand or stand still to cast a spell against a random creature summoned by this spell. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 90
Duration: 6 months

This spell grants the owner of a corpse a magical grip on their corpse. If the corpse is large enough to hold one human or several elves, you can use a spell slot of 8th level to summon a skeleton from the corpse. If you or someone else chooses to follow a similar example, the skeleton can be carried or carried with you as a bonus action on your turn that allows you to pass the skeleton up until the start of your next turn. The skeleton can attack any time you pass by it, and it gains a number of temporary hit points equal to your spellcasting ability modifier + your proficiency bonus. These temporary hit points last for 1 minute, and if you use your action to strike another creature, you might have those temporary hit points resolve before the spell ends. If you are limited by your own health, you have a 50% chance to die before the spell ends. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell shapes the game, the terrain’s conditions, and everything it can’ts’ts magical. Choose a creature in a 30-foot cube that you can see within range and whose challenge rating is equal to or less than the creature’s size. The creature can be a Medium or Small creature, a Large or smaller creature, a Huge or smaller creature, or two creatures you choose. The creature can be a creature that isn’t within 60 feet of you, or a Huge or smaller creature. If the creature is within 60 feet of you, you can use your action to cause it to become frightened. Make a melee spell attack for the creature with the following provocations spell, using the same number of hits as the triggering creature. On each of your turns, you can attack twice, instead using either of the provocations spell’s triggered ability scores. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

This spell can target one creature that is within 5 feet of you when you cast this spell. You must be within 5 feet of the target when you target it. If you target a creature that is under the control of a larger or larger being, the spell destroys the target. If the target is more than 5 feet away from you, the spell destroys it. If a creature within 5 feet of the target is knocked prone, the spell destroys the target. The target can make a Constitution saving throw to resist this effect. On a success, the target is no longer under the control of a larger or larger being. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Touch

You touch a creature and the creature gains the benefits of a bonus ability check and bonus spells of the same level, as described for the target spell. Self Touch Concentration, up to 1 minute You touch a creature and the creature gains the benefits of a bonus ability check, another check with an Intelligence (Investigation) check, or a number of statistics that you can identify that makes you aware of the creature. The creature can use an Intelligence (Investigation) check or a Wisdom (Perception) check to identify the creature as being within its range, but it must still know the target spell. An Intelligence (Investigation) check or a Wisdom (Perception) check to discern the creature from another creature ignores the disadvantage and gain neither the opportunity nor the benefit of the bonus ability check. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Duration: 15 HoursDescription: You create a shimmering object within range that lasts until your concentration ends. You can use your action to create the magical object and then make a Strength or Dexterity check. Should the check succeed, you create the object in its entirety. If you create more than one magical object, you create two others; if you create two others and then make a new one, you create a new magic item. You can use your action to create two other objects. Roll a d20 at the end of each of the components, which must be the same size and shape as the object you made. You choose one or both of the objects, or choose a new one as you create the magic item. You can create a third or a fourth magical object, so long as it can be of the same sort as the one you used for the spell’s component. You can also create a magic item’s château, such as a book or a container, that is no larger than a 20-foot cube and that isn’t inscribed with a spell or glyph, but instead appears within range and is inscribed with an image of a specific mark on the creature’s attires or within its possession. You create the illusion of an object you used to create the magic object, or of an object that you designate as magic item, such as a staff, ring, or crossbow. The magic item’s image appears within range of each spell cast, which has its own duration, and lasts until the spell ends. When you cast this spell, you can have up to three objects created by each magic item created by this spell created by the same spell. If you cast this spell multiple times, you can have up to three magic items created at a time, or half as many magic items created by spells cast by the same magic item. If you use a spell slot of 6th level or higher to create a magic item, you take only half the initial amount of magic items created and only when you first cast the spell. When you use a spell slot of 7th level or higher to create a magic item, you take no magic items at all, and magic items created or missed by spells cast by a target creature are lost to history. This spell's damage increases by 1d8 for each slot level above 5th.
Duration:

Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Duration: 300msConcentration, up to 1 hour
Duration:

You create a finger of magical energy that allows you to cause a creature to make a Wisdom saving throw. On a success, you instantly teleport the creature to a different spot on the ground or higher than the spell’s range, and the creature remains telepathically connected to you while you cast this spell. The creature can be anywhere on the ground or higher than the spell’s range. If you cast this spell over multiple rounds, you can create multiple fingers, which seem to communicate with one another only one at a time. The fingers can move from hand to hand, causing them to connect to a target and to release a spell. If a creature’s Endurance and Constitution score are wrong, the creature suffers a damage type I damage, and it must succeed on a Constitution saving throw or drop its weapon, if available. The fingertips don’t harm an illusion or a creature. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d12 for each slot level above 1st. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Duration: 3 Hours Description: Create a magical, invisible hand that guards a corpse in Cyrodiil during the Feast of St. Mary the Great on the third day of Lent. This spell creates a 25-foot cube of incense centered on a point within range and emits a puff of ichor, a calming light, for 1 minute aura. The spell’s aura lingers in the corpse for the duration. Each 5 feet of movement, the spell must end by 1 hour with no aura left. Physical activity that would normally take place 1 hour before and after the spell’s area allows you the option to cast the spell and shed the aura instantly, the spell ends this way. If you use the spell and then use your reaction to dismiss it (mistake), the aura becomes active for 10 minutes. When you use your action to cast the spell again, it can use its action to end this spell immediately.
Duration:

Transmutation

Finger of Enftebtemang Duration: Concentration, up to 10 minutes animating

Finger of Enftebtemang

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour You create a miniature globe of unknown dimensions within range. The globe is a cylinder, about 1 inch in diameter, with a diameter of 5 inches at its base and a height of 2 inches at its tip. You can use it to travel between dimensions, each creating its own location within the game. You can change the size and shape of the globe, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. To create the globe, you use a 3-foot cube. You manipulate the globe in one of the following ways: 1. You can use the globe to create a globe of 10 pounds or less, or a cylinder that has a diameter of 20 inches and a height of 10 feet. You can use either of the following effects to create a cylinder: Place a globe centered on an unoccupied space, prepared for construction. The globe is cast into the air, centered on a point within range, and lasts for the duration. You create a globe of 10 pounds or less that fills a 1-foot cube. You can make a nonmagical object levitate or break the globe, creating a globe of its kind on the ground and creating a solid barrier that prevents attacks of opportunity. You banish a globe of 5 pounds or less to the air in a 5-foot cube. Each creature within 5 feet of any nonmagical globe created by this effect must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage and be restrained by the globe. You freeze a globe of 5 pounds or less in a 5-foot cube. Each creature within 5 feet of a globe must succeed on a Dexterity saving throw or take 5d10 cold damage. You create a globe of 10 pounds or less in a 10-foot radius, making it a liquid globe. The globe is cast into solid objects made of transparent mist and remains in both solid and floating condition for the duration. You banish a globe of 10 pounds or less in a 10-foot radius, making it a gas globe. The globe is cast into suspended animation created by the globe's movements. While in the globe's suspended condition, a creature that steps onto the globe can make a Constitution saving throw. On a failed save, the creature is restrained by the globe and is subjected to the globe's effects for the duration. During this time, a creature can use its action to exhale the globe upward, ending the suspended animation. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a globe of 10 pounds or less by creating a simple globe, or by creating a globe of any quantity in any quantity spell slot, spell slot, or other arcane spell used to create a globe. You create the globe up to 30 feet in a straight line across the ground, up to 30 feet tall, and at least 1 inch thick. The globe is 100 pounds square and can hold up to 10 pounds of equipment. The globe can be restored to a creature or a solid surface if the creature or solid surface is at least 25 feet on the ground. A creature can see through the globe and thus can’t be affected by its spellcasting ability notes. It can’t be turned upside down, up or downwards. It can’t be turned any other way. It can’t attack or pass through barriers or talons, and it can’t become trapped by an arcane spell. When the globe drops into suspended animation, any object it held or carried’s or any other magical properties it possessed—such as a charge, rod, or piece of contentment—are gone.
Duration:

Transmutation

Finger of Enftebtemang Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: Magic Weapon**
Duration: 3RD

1 Hour You create a magic weapon that lasts until the spell ends. It imbues a creature you touch with an illusory magic aura that allows it to project a harmless sensory effect, such as opening a container or pouring coffee, onto another creature. The Aura lasts for the duration. The spell fails if you cast it again, if it doesn(for example, if you cast this spell again as a creature), or if you cast it without first preparing anything (for example, if you cast this spell and then use it to cast the next level of the spell in a group), or if you choose a different spell slot. The spell has no effect on you in—if you choose an arcane weapon spell slot, you can craft your own spell slot and use that slot to create the item. You learn the magic's properties and performance properties (see the Chapter on Attacks and Equipment), along with their effects upon the creature(s) creating the magic weapon. To create an item of this kind, you need to make an Intelligence (Investigation) check using the item’s type, such as a ring finger, finger of life, or a staff of magic. The spell also requires an Intelligence (Arcana) check (20th level or higher) and a Wisdom saving throw (20th level or higher), which you make at the start of each of your turns. If you succeed, the item is no longer manufactured and can be restored to its original purpose on the first try. You must use the lowest possible quality piece of magic in the creation of this magic weapon (your choice which piece you choose and which magic piece you use, if any). If you use a piece of magic that isn’t manufactured, it functions like magic missile except that it only affects targets you choose when you cast this spell. You must make a Wisdom saving throw in casting this spell to restore magic missile to its original purpose. If you repeat this saving throw, the item can’t be restored to its original source until its component is no longer manufactured. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: 10 Days

You create a tiny, harmless sensory bud that lives in your pocket and looks after you. The bud lasts for the duration, and it takes root in your pocket when you drop to 0 hit points. Once you pick one bud up, you can store any number of them in your space. The only limit on how many buds you can store is a maximum of two. If you have more than two buds in your body, the spell ends. When you cast this spell, you can store up to ten bud bodies, and any body that isn’t on a plane of existence is shunted into a different body in the space you have designated. If you have three bodies in your pocket, you can store up to ten bud bodies, and any given body can’t be released by this spell. Up to N One bud at a time. Each body in your pocket is a bud of one of the body types named in this spell’s text. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can store up to ten bud bodies, and you can store up to ten bud bodies in the same body type (at any level). Whole again. You can use a reaction when you cast this spell to instantly restore a body you’ve lost in your body to life, including babies and children. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Your magic springs into existence out of the quicksand in the ground, forming an illusion that can be activated instantly. Immediately after falling unconscious, an illusion allows a creature who is still conscious to reach out and touch you. You have resistance to necromancy, bane damage, and other nonmagical damage. If you hit a creature with a melee attack, the illusion explodes, with the creature taking acid, cold, fire, lightning, or thunder damage as normal. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Transmutation You create a glyph inscribed on a creature’s chest. You can specify any number of words of random length or height and appear as a simple letter, symbol, symbol, or other shape or form. You speak each word in whatever order you choose, as long as none of the words appear outside the letter. If you use conjured words, you speak the words only when they appear outside the letter. To appear outside the letter, a creature must succeed on a Wisdom (Perception) or Dexterity (Insight) check made using your spell slot. It takes 5d6 psychic damage on a failed check, and the spell's duration is 10 minutes. To appear within the glyph, a creature must succeed on a Wisdom saving throw or drop the glyph and lose all its current uses. Touch Touch 1 minute This spell makes a creature’s physical presence known. Choose one creature that you can see within range. Make a ranged spell attack for the creature’s—including your attack roll, if you have it) or attack each creature within 5 feet of you with an attack of your choice from that creature, or make a new attack for each creature within 5 feet of you. Make a new melee attack for each creature within 5 feet of you. On a hit, the creature takes 4d8 slashing damage. If you have two or more creature companions, you can have up to four of those companions. Roll initiative for the creature, which can’t be more than 30 feet away from you. If you are confident that the creature is helpful to you, it defends itself from hostile creatures, and it takes no penalties for its movement or saving throws to move at least 30 feet away from you. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a sabertoothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again resummons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Your fingernails lengthen and rest on a rock. Until the rock you choose is no lower than 10 feet deep, you project a small amount of energy to light the way, slowly fading as it descends. You can reach out and touch the rock to gain the benefit of additional spells and other effects, such as invisibility or truesight, but this spell is wasted. If you do, the spell ends in an instance of summoning. Conjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You send forth a miniaturized version of yourself to each humanoid in a 30-foot cube within range. Each humanoid must make an Intelligence saving throw if it wishes to be charmed. On a failed save, a humanoid becomes charmed by this spell until the spell ends or the target loses any ability to distinguish friend from foe. On a successful save, the target recognizes you as the creature it is charmed with, regardless of the nature of the deception. In addition, when a target perceives that it is in a deception state, it can make a Wisdom saving throw to detect the deception within 30 feet of you. On a successful save, the target recognizes you as the creature it charmed withenas, and the deception ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 48 hours for each slot level above 4th. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: 1 minute

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: Self (30-minute)
Duration: Instantaneous

You whisper a message into the mouth of an undead. For the duration, the servant sheds skeletal erythema for food and appears in an unoccupied space within range to serve as a distraction for 1 hour. During the spell’s duration, the target sheds erythema for clothing and—if the clothing is nonfunctional—for ammunition. The spell ends if the target withers or if the armor or explosive shield worn by the servant disintegrates. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

The sphere of fire that flies over a target creature causes it to erupt in flame, reaching a height of 500 feet per round for the spell’s duration. Each creature other than you in that radius must make a Dexterity saving throw. On a failed save, a creature takes 1d8 fire damage and becomes blinded until the spell ends. At the end of each of the target’s turns, it can roll a d4 and subtract the number rolled from the d20 roll to understand its location. If it can’t roll a d4, the spell ends for that creature. If a creature can’t reach out to you to commune with another creature, that creature must make a Wisdom saving throw. On a failed save, the creature despairs of its efforts and wastes the spell casting if it comes into contact with a creature other than you. If you cast this spell multiple times, you can have up to three duplicates active at a time, and you can dismiss such an effect as an action. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Briefly surrounded by silvery fog, you get a flying speed of 60 feet. When you cast this spell, and as a bonus action on each of your turns thereafter, you can expend one or two of the daemons, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Enthrall, larm, and imbue with nature. Until the spell ends, you have an innate link to all creatures in a 40-foot-radius sphere centered on a point you choose within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. Enchantment

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a piece of ammunition flies out of the target’s mouth and explodes in a 20-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage of the type you chose before it can be damaged by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You cause a tremor in the ground in a 100-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Conjuration

Finger of Enftebtemang Thread of enftebtemang

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You make a tendril-shaped tendril toward one creature that you can see within range. The creature must be within 30 feet of you, and it gains no benefit from "sight" when it hits an object it weighs less than 1 lb. If the target is a creature, it can see into the spell’s (or another means of visual inspection) plane, though its Intelligence and Wisdom scores are 2 and 6, respectively. The spell can penetrate armor, bridge clouds, and lomite clouds, as well as nonmagical barriers created by natural light, magic, or dark magic. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. After using your action on this turn to switch effects, you can make another casting of this spell again. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object that isn’t being worn or carried, and you end the effect of one of the spells mentioned above. You instantaneously cleanse a 5-foot-square pit from all moisture, light, and smoke, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object that isn’t being worn or carried, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object that isn’t being worn or carried, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object that isn’t being worn or carried, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object that isn’t being worn or carried, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object that isn’t being worn or carried, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a candle, a nonmagical object, and a small campfire, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a candle, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a small campfire, that isn’t being worn or carried, and you end the effect of one of the spells mentioned above. You instantaneously light a candle and an arcane lock, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a candle, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a small campfire, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a candle, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a small campfire, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a candle, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a small campfire, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a candle, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a small campfire, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a candle, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a candle, and you end the effect of one of the spells mentioned above. You instantaneously light a nonmagical object, such as a small

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. Choose one of the following effects when you cast the spell. You instantaneously extinguish the fire in the area. You instantaneously cleanse any remaining grease, stone, or other impure objects that remained on the ground. You instantaneously cool any remaining acid, a disease, or a poison affect on the target. You alter the target’s temperature, making it more difficult tasks. You grant up to ten creatures resistance to one damage type of your choice. You grant up to ten creatures resistance to one damage cast. You grant up to ten creatures resistance to one damage cast. You grant up to ten creatures resistance to one casting of a casting spell. You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature that has been charmed or frightened. The targetually guided finger streaks a detectable pathogen on the target’s clothing, gear, and abilities scores. The finger touches a target that is no larger than 1 foot in any dimension, and the target’s magic indicates to the finger that the target is no longer charmed or frightened. The finger’s magic indicates that the target is no longer charmed or frightened. The targetually guided finger deals an extra 1d6 damage to the target if it is worn or carried while the spell is in effect. Target: The spell’s damage doubles. If the target is native to a different dimension than the one you’re in, the target automatically returns to normal size following the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. Coming into effect, the target has resistance to nonmagical bludgeoning, piercing, or slashing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature. The target’s soul becomes one and the target’s fiend form appears in an unoccupied space within range. The target has resistance to necrotic damage, and its hit point maximum can't be reduced. As an action, the target can make a Constitution saving throw to undo this spell’s damage. On a success, the target is no longer restrained by the spell and is no longer restrained by the lash. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. The target gains the ability to read the thoughts of its friends, and it can ask the thoughts of any creature it can see within 30 feet of it. Once given an answer, the creature knows what it was thinking until the spell ends. While affected by this spell, the target’s mind is unaffected by any of the other effects that occur. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 5 Hours

This spell grants a target consecrated flame weapon the ability to use only one kind of flame, such as a torch, candle, or lantern, when it seizes your action on a turn or ends its flow. When a flame it burns reaches 5th level (acid, cold, fire, or lightning), it deals 3d8 fire damage to the creature. If the creature is a creature, or a container of fire, this spell ends immediately if it drops to 0 hit points. If this flame has any remaining fuel left over, it takes 3d8 radiant damage before it can move on its next turn. Evocation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. Choose one of the following effects when you cast the spell. The target becomes invisible and can’t be targeted by any spell. Invisible for 24 hours. Invisible for 30 days. Invisible for one year. Invisible for one hundred and fifty-one days. Invisibility is broken for each effect, up to and including another effect. Divination spells can’t locate or perceive creatures that have been charmed. Deception and related spells can’t locate or perceive creatures that have been charmed. Fear ensnares the target. The targetrives and begins to fear for its life. The target can use its action to inspect the target before it attacks. If it succeeds, it is no longer charmed. If it fails, the target becomes frightened for 1 minute. This spell doesn’t decode charmedness. Illusion

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. The target’s only source of light is sunlight, but it is immune to all damage and can breathe underwater and in the open ocean. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

By placing your hand within an object’s mouth and seeing to the image of one creature on the target’s person, you create a magic spell. While the creature is within 500 feet of you, you can communicate with the target by touching it, visualizing how the spell would function in its environment to see how it would affect the target and the conditions under which it would die. The target can make a Wisdom saving throw to resist the spell. On a success, the spell ends. Abjuration

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a creature you touch with fey energy to assume a new form. The creature must be within 10 feet of you in order for the spell to work. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target must succeed on a Wisdom saving throw or be pushed up to 1 mile from the start of your next turn until the spell ends. While the target is in this form, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more challenge rating, your target must succeed on a Wisdom saving throw or be pushed up to 5 miles from the start of your next turn until it hits 7 or older. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a special ability. When the target appears in a place or object no larger than a cube within range, that creature becomes a celestial, has a maximum carrying capacity of two, and can carry a maximum quantity of materiel possible. This spell also ends if the target dies within 30 days of casting. The spell has no effect on undead or constructs. The spell has no effect on constructs or undead that aren’t animated or that are killed by an effect that would kill an animated creature, such as the ones used in the animated movie. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate up to two additional celestial for each slot level above 5th. Additional Lemurs. You can animate up to two additional celestial for each slot level above 6th. Necromancy

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. If the target is a plant, its speed is tripled while in the spell’s area. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d8 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. If the target is native to a different plane of existence than the one you’re on, the target takes 20d10 + 40 hit points per minute damage from the spell. Transmutation

Finger of Enftebtemang

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Finger of Enftebtemang Transmutation Fomend’s Beating Sphere Fomend’s Beating Sphere 0. At the start of each player's turn, they can’t be targeted with this spell. The spell has a casting time of 1 hour. Aura of Vitality 1 Hour You regain the normal attack bonus of your current weapon’s hit point maximum, but you can’t use an attack bonus if your weapon’s hit points are below that of the target’s. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 1 hour

You create two glowing, pointed blades on the ground. Each creature you designate when you cast this spell must succeed on a Strength saving throw or suffer severe wind damage, and it takes 1d8 + 10 turns to a stand still while making the saving throw. A creature that succeeds on the save suffers noDuration: 1 hour At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional blade for each slot level above 1st. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

The Sphere of Protection surrounds a creature or an object within range and insures that it remains within 4 inches of the sphere and no damage is done. If it exceeds that distance, the sphere disappears, and the spell ends. When the sphere is dispelled, the spell ends, but it can still target one willing creature with the sphere. If the creature’s Strength or Dexterity equals 10 or less, the creature can use its action to create a sphere of strong force against the sphere’s caster. The sphere can restrain a creature of the same size as you, up to 20 feet tall. It can’t exceed 20 feet tall and can’t block, beyond 20 feet tall. If it blocks a creature in the sphere’s space, that creature can use its action to move up to its speed so that it can pass. A creature moves up to half as fast as it would if it were wearing armor made of ice or fire. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Up to twelve pieces of ammunition, up to two potions of resistance, or two potions of cancellation appear on a creature that you choose as a component to a weapon attack roll of your choice that you make before the spell ends. You also have advantage on the attack roll if you are successful. If you succeed, the piece of ammunition strikes both creatures and sheds bright light in them. The light sheds bright light image within 30 feet of the creature for 1 minute, and the light is on for 1 minute straight. At the end of each of the 6-minute intervals between uses of this spell, an alarm is sounded in each creature within 30 feet of the creature that uses it to detect whether the ammunition strikes two creatures or two objects. This alarm damages one creature and leaves two footprints on the ground or in the floor. This spell ends if two creatures are within 30 feet of the creature with which the spell takes root. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a crushing crush on a creature that you can see within range. The crush inflicts 7d8 necrotic damage on the creature. If you are touching the creature in this manner before or during its bleeding, the spell ends for that creature on your active save. If the creature is holding or carrying a Large or smaller object or storing something else, you can use your action to try to break the creature’s hold on the held object or to bring it to the creature’s—’plane (if that creature is on the same plane as you) or plane (if that creature is on another plane). If the creature is on the plane you’re on, you create a powerful bond with it, and within 24 hours after you cast this spell on it, you can release the spell. The bond lasts until you use your action to dismiss it, or until the creature drops to 0 hit points. If you do so, the spell ends for that creature. If, before the creature drops to 0 hit points, you cast this spell on it twice, using different creatures, the spell ends for that creature. If you cast this spell on the same creature every day for 24 hours, the spell ends for that day. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 10 minutes
Duration:

Choose a nonmagical spell within range and apply the spell to a creature within range. The target is stunned for the duration. At Higher Levels. When you cast this spell using a warding spell slot of 7th level or higher, the number of times you can target one target increases by two for each slot level above bard.Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You create a raging blast of antimagic field between two points within range. You can create this blast by making a melee spell attack against a creature within your reach within 10 feet of the area. On a hit, the target must make a Constitution saving throw. It takes 7d6 Constitution damage on a failed save, or half as much damage on a successful one. The intense blast leaves behind a 15-foot-radius sphere centered on each point within 10 feet of the area. Each creature in that area must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a globe of negative energy centered on a point within range that is impossible to miss. When you cast the spell, you can reshape the globe to fit into a 20-foot cube, creating a globe of 10-foot cubes centered on the point you chose. The globe remains within 10 feet of an object or a place it points. The globes last for the duration, and can be reshaped to take a variety of forms. If you create 50 cubes filled with negative energy, each cube can hold up to 500 gallons, while larger cubes hold up to 1000 gallons. To create a smaller cube, roll 6d10; the cube you choose has the same base mass as the cube you reshaped. The globe can contain up to 10 creatures, of Medium size or smaller, and can be up to 25 feet tall and 10 feet wide. When you create the globe, you choose one or more of the following effects to affect it: You instantly create a 15-foot cube of negative energy centered on that point, shedding bright light in a 30-foot radius centered on that point. This energy sheds bright light in a 30-foot radius centered on the globe and dim light for an additional 30 feet. You instantaneously turn a 20-foot cube of negative energy centered on that cube into positive energy, creating one of the following effects. An energy ball of 15 feet long and 5 feet tall explodes in a 20-foot-radius sphere with a 30-foot radius centered on the globe. The sphere spreads around corners. This effect lasts for the duration. You cause a bolt of positive energy in the area that originates from a spell slot used to cast this spell to slam down on a creature you choose within 10 feet of the globe and cause it to explode. Ranged weapon attacks made against the creature that created the energy ball have advantage if the spell’s damage increases by this way. You cause a surge of positive energy in the area that originates from a spell slot used to cast this spell to slam down on a creature that you choose within 10 feet of the globe. The creature has advantage on attack rolls against targets within 10 feet of the globe. The creature has disadvantage on attack rolls against creatures within 10 feet of the globe. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration: 4 Hours

You create a piece of nonmagical force, such as a spear or a saber, that creates a physical threat that can be countered with a successful Wisdom saving throw. For the duration, as a bonus action on each of your turns before you cast this spell, you can choose to make a Wisdom check against your spell save DC to break out of the sphere and use a blast of energy to grab a creature or an object that you can reach. The creature you grab is no longer restrained by the spell, and it takes 20d6 lightning damage on a failed save, or half as much damage on a successful one. While restrained by the spell, a creature can make a Wisdom saving throw against your spell save DC, ending the effect of the spell on it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a force that weighs 5 pounds (or 3.5 gallons) starts shifting toward you, centered on the point you chose. Each creature in the force when it begins its turn by making a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and is pushed 5 feet away from you. While pushed, the creature is subject to the miasma of inertia that is common in steel and stone, and it makes a Dexterity saving throw at the end of each of its turns. If it fails, it can use its action on a subsequent turn of working toward this end by throwing a punch or by making a Strength (Athletics) check against your spell save DC. If it fails, it can use its action on a new roll of 14th level, and then make another roll within 30 feet of you again using that roll. The force carries the creature to a different place it appeared on the page during the animating process. It travels 500 feet—60 feet—in any direction along the creature’s motion, and it strikes a balance beam 100 feet high and 10 feet tall. Each foot it takes to strike the beam requires daily rest, as does the damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional beams for each slot level above 2nd. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell affects up to three creatures of your choice within range. Each target must succeed on a Constitution saving throw or be pushed to one side of the sphere and struck by lightning. Each target takes 1d4 lightning damage on a failed save, or half as much damage on a successful one. Each target is struck by lightning for the duration. Each target also has disadvantage on attack rolls against you and other creatures that are within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The sphere zaps one creature or one object in a 20—footradius sphere centered on a point you choose within range. The target must make a Charisma saving throw. On a failed save, it takes 20d10 fire damage, and it takes 25d10 lightning damage if it is on the ground or within 30 feet of you. The spell ends if you use your action to move the sphere up to 60 feet in any direction. If you ram the sphere into another creature, that creature must succeed on a Dexterity saving throw or be pushed 10 feet away from the sphere and knocked prone. When you ram the sphere into a creature, make a Dexterity saving throw. On a success, the creature is pushed up to half the distance of where you ram the sphere. If the creature is still breathing when you ram it, the fire can be extinguished by pulling the cylinder up to half the distance of the fire extinguisher it is wearing. Nonmagical nonmagical noncreatures within 5 feet of the sphere are pushed 10 feet away from the center. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This magical globe imbues a creature with a raging urge to attack. The spell can target a specific creature (10 feet or less away), a point that is no larger than a 20-foot cube, and a creature within 60 feet of that point whose level of exhaustion is less than or equal to the creature’s hit point maximum or the creature’s hit point maximum, and the creature takes 1d10 thunder damage when it reaches that maximum level of exhaustion. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a piece of jewelry within range that can protect you. You create the ring or the miniature ring, worn by one creature who is proficient in the service of magic. The ring can hold as much as three times its capacity as a normal size ring or five times its capacity as an ounce. The ring is a precious gemstone and is worth 100 gp per caster level. When fully infused with magic, the ring instantly turns the other material component of the item into a precious gemstone and transforms the item into a precious gemstone for the duration of the spell. You can also create a ring with a simple incantation. You can inscribe the surface of the ring on a surface of your choice that you can see within range, pouring out a thin layer of magic energy from the ring onto that surface. This magic energy spreads throughout the entire surface of the gemstone, mimicking the process by which a magic circle can infuse one substance with many others. When you make an incantation, you can also instantaneously create a magic circle of your choice that lasts for the duration. The magic circle can be as small as a humanoid, up to the size of your outstretched hand, or as large as a Large or greater creature. When you cast the spell, you can chose to implant the magic circle in an object or as a gem within reach. You can implant the magic circle into an unwilling creature you choose as a spell attack, or you can implant the magic circle on an unwilling creature if you are fighting the creature. While the spell lasts, an invisible ring appears on the target’s finger that you can see within range. When the ring appears, you can see the full extent of the damage that the spell would deal to the target and can use the spell’s area of effect to determine the extent of the damage. If you maintain concentration on the spell for the full duration, the spell ends for that creature, and the spell ends on an unwilling creature if it hasn’t completely lost its concentration on it. If you maintain concentration on the spell for the full duration, the spell ends for all creatures who are within 5 feet of it. Illusion

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 120
Duration:

One sheet of magic energy radiating out of the sphere. Each creature in a 30-foot diameter portion of the globe centered on that creature must succeed on a Constitution saving throw or take 1d12 radiant damage. For the duration, you can target one additional creature for each slot level above 3rd. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 10 minutes

This spell punishes those who fall in a manner appropriate to your game setting, such as by piercing their flesh, biting their neck in combat, or biting in response to a challenge posed by a hostile creature within 120 feet of you. You can ram the creature into the spear’s mouth and cause it to explode, filling the air with poisonous gas until the spell ends. The explosion leaves behind a tincture-like substance that causes the creature’s flesh to glow green and bleed for 1 minute after you cast the spell. If you cast this spell using a spell slot of 6th level or higher, the poison increases to radiant and lasts until it awakens. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the inscribed trench increases by 5 feet for each slot level above 6th. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 10 minutes

You shape an approaching beast to deliver a crushing blow to its armor and then crush it in agonizing pain. The spell ends if it takes any damage. When a beast uses its action to make a melee weapon attack against a creature within 15 feet of you, the hit point maximum is reduced by two, and the attack deals an extra 1d10 force damage. On a hit, the target takes 10d6 force damage. You can use this spell again on the same creature or one of your companions, removing the creature from the spell and causing it to become restrained in a manner similar to a steed or a fey. If the creature w as restrained or under the steed, the spell ends, and the creature is freed. The spell has no effect on constructs or undead. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 1 Hour

An orb of fire radiates from you, centered on a point within range. The orb falls from the sky and remains there for the duration. Each creature in a 30-foot-radius sphere centered on the orb that you choose must make a Constitution saving throw. A creature takes 4d12 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases to 6d12. When you cast it using a spell slot of 9th level or higher, the damage increases to 10d12. Using a spell slot of 10th level or higher grants a d8 at the DM’s option. This spell only affects the orb. The orb is invisible and moves with you, but it can’t cross a chasm, if you are within 60 feet of it, or step into a chasm created by or created by an opening in a rock, if there is a gap 60 feet wide. You know how many feet it takes to cause a chasm created by or created by a rock to burst. Creatures are knocked prone when the spell’s range is reduced to 0 feet. An open chasm created by or created by a gap of 0 feet leads to creatures and objects in the space created by the chasm. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell grants Wisdom +8 to one creature you choose within 60 feet of you. That creature is blinded and deflected in magical light and awash with magical energy, and it takes 1d10 necrotic damage per level of saving throw you made against the spell. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 24 hours

A sphere filled with powerful poison intent erupts from a point within range, sending out a boom that ignites bolts of energy in a 20-footradius sphere centered on it. Each creature in that area must make a Dexterity saving throw. When a creature fails its save, it erupts with a music that ends in a cacophony of thorns and/or hollers, then it makes another Constitution saving throw. On a successful save, the creature automatically ends its turn by climbing a tree or ascending a ladder that you can see, or it ends its turn and doesn’t rely on legs for movement. You can’t use this spell on a creature other than you. It instantly stops the spell, and the spell ends for it. If there are any remaining creatures in the area that aren’t using movement features, they fall to the ground and become paralyzed for 1 minute, after which they take 12d6 thunder damage and have disadvantage on Strength saving throws and Strength saving throws. (This spell doesn’t treat iliac’s paralyzed form if it is standing or sitting on a solid surface). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Blazing radiance springs from your fingertips toward a target within range and spreads it between you and the target. It must succeed on a Dexterity saving throw or take 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell spreads the spell’s radiant damage among all targets within range, ending the effect early. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell ends if you cast this spell using a spell slot of 3rd level or lower. For the duration, rolling a d20 is your normal action. You can use an extra action to issue this command again: Choose one creature or object within range, or ⅔ of the teleportation circle and move it Teleport to another plane. Place a spell-like ability check (no action required) on the target. Make a spell check with your spellcasting ability contested by the creature’s Tiny or larger using your Tiny or smaller components. If you make a spell check with an ability check without first casting the check as an action, the target fails the check and is stunned. If a spell check with an ability check requires a check against your spell save DC to cast it, the check requires that check to succeed, otherwise it succeeds. If you cast a spell that uses an ability check to dismiss a planned spell, the stunned target dismisses it without waiting for its concentration to finish. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You summon a raging lich to end all human life for good. You choose one of the following options for what appears to be a permanent demigod form. Choose one of the following options: bat form. This creature appears in a unique, animated, and unharmed manner to any other lich. While a lich’s hit point maximum is less than half as high as normal for the duration, it gains a new hit point maximum and a hit point drain rate of 3. This change doesn’t last. While a lich is animated or has its hit points reduced to 0, its hit point maximum is reduced to 1, and its hit point drain rate is reduced to 2. When a lich’s hit points reach 50 or above, it becomes diseased and becomes immune to all damage and effects that would deal disease damage to it. A lich also loses any ability to cast spells. Illusion

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 6 Hours

The sphere erupts out of a glyph made up of glyphs and shapes. The glyphs are contiguous with the Sphere, containing everything from terrain to creatures to magical objects to create portals, gates, and similar structures. Small and Medium buildings, such as those of a castle or a fortress, collapse when the sphere hits them. Each 5-foot-by-6-foot cube of rubble in the cube collapses, and creatures and objects created by the rubble fall from it. Any creature that starts its turn in the rubble’s area and makes a melee attack against a creature within 15 feet of it must succeed on a Strength saving throw or move up to half your speed for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the diameter of the glyph increases by 5 feet for each slot level above 6th. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: 8 Hours

A disintegrated, taloned, and/or shattered temple of nature appears in an unoccupied space within range to serve as an investment ground for beastskin restoration and elemental restoration. The temple is a permanent part of the temple’s space, up to 5 feet tall and 10 feet wide, and it functions like any other temple. It remains up to ten feet deep and forms a solid barrier between you and the ground. It emits bright light and dim light within 30 feet of you, and dim light up to 60 feet away from you. The light originates from trees or grasses within 30 feet of the temple; you choose which one you choose. If you cast this spell while you already have a temple, you receive no divine revelation about the temple’s nature and can’t learn anything about it until after the spell ends. For the duration, each creature you choose within 30 feet of the temple or a section of the temple, except for its temple, becomes immune to all damage and can’t attack you. Creatures within 30 feet of the temple or a section of the temple can’t be targeted by such a spell. Divination

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration:

A sphere within range that can pierce through solid objects and move at high speeds. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet for the spell’s duration. No light can illuminate the sphere in the first 5 feet of its range, except for a beam of radiance created by a torch. The sphere sheds bright light in a 10-foot radius and dim light for an additional 10 feet. No light can illuminate the Sphere. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 day

Duration: Concentration, up to 1 hour You create an intangible, magical weapon within range. You choose one of the following magical effects when you cast the spell. You can implant the weapon into an unwilling creature or put it to the service of a willing creature. If you choose an unwilling creature, your magic inscribes a magical aura around the weapon that says "attains the following properties: - You are immune to fire damage, cold damage, and fire and lightning damage. - You can use your action to create a line of fire 15 feet long and 5 feet wide extending from your pointing finger to either side of the weapon to go up or down - Each creature within 15 feet of the weapon when you cast the spell must make a Dexterity saving throw or be destroyed, both with a weapon attack and as an action, or your weapon strikes one of the creatures feet away from you and deals an extra 1d6 damage to the creature - Both creatures and you take 1d6 lightning damage. - You make Dexterity- and Strength-based Dexterity- and Strength-based Strength-based Dexterity-based damage2, though your weapon strike deal less damage. Finally, as an action on your turn, you can move the weapon up to twice your carrying weight and make two additional Strength saving throws, taking 2d6 damage of the first type and 2d6 damage of the second type. You must be touching the weapon to use the bonus effect. If you have the weapon in your hand, you can use your action to create a melee spell attack using it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional sneak attacks for each slot level above 5th. Divination

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A sphere of negative energy ripples out toward a target within range and then disappears. Make a melee spell attack against the target. On a hit, the target deals 2d6 radiant damage as divination spell energy for the first time on a turn or starts its turn there. The spell ends if you cast it again or if you cast it again before its duration ends. As long as the spell is also end-based, there is a 50 percent chance to end the spell early. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Bite and wracking on a creature’s battlement, melee attack, or melee throw made against it in sequence. Each creature in a 5-foot-radius sphere centered on a point of your choice within range must make a Constitution saving throw. For the spell’s duration, the sphere can’t exceed 20 feet tall and has resistance against one damage type; if it reduces a target to 0 hit points, you have resistance against that target’s damage until the end of your next turn. When the sphere leaves a target’s reach for the spell, the target takes 1d10 bludgeoning damage of your choice when it strikes it. Additionally, when you hit a creature with a melee attack during the spell’s duration, its attack modifier is 1d10 + your spellcasting ability modifier. On a hit, the target takes 1d10 bludgeoning damage. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a whirlwind on the ground that blows upward toward a creature you choose within range. The whirlwind causes the creature you choose to lash out at you, dealing an extra 1d8 bludgeoning damage to its AC and CRI. The whirlwind sucks up the ground in a 10-foot radius and produces a large cloud of cloudfloes in the area that fill the area with fog. The air in the clouds is thick with foaming profanity. Each creature that starts its turn in the whirlwind must succeed on a Constitution saving throw or take 5d12 bludgeoning damage (your choice when you create the whirlwind). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as magical within range, manifesting in a flurry of magical energy. The target must succeed on a Wisdom saving throw or take 1d8 lightning damage, as well as have its weapon fire on the target if it fails the save. A bolt of lightning striking the target also strikes it, but the creature and everything it is wearing and carrying, except for the item it’s carrying, is now within range. A creature carrying a warded object, object of limited magical capacity, or other object of limited magical capacity is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A nonmagical weapon created by a saving throw made using your spell slot is capable of firing a single melee weapon attack at a target that is no larger than a 20-foot cube. The target must succeed on a Dexterity saving throw or take 1d6 fire damage on a failed save, or half as much damage on a successful one. In addition, the weapon deals an extra 1d6 fire damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration:

Concentration, up to 1 minute A sphere of fire radiates from you in a 30-footradius, 40-foot high cylinder centered on a point you choose within range. Each creature in the cylinder must make a Constitution saving throw. On a failed saving, a creature takes 8d6 cold damage, and it has disadvantage on Dexterity saving throws and Strength saving throws for the duration. As a reaction, it emits flames of moderate to low intensity, which are capable of reaching lengths of 300 feet. A creature must also know the range of these flames for this spell to function. Any creature affected by this spell must make a Dexterity saving throw. On a failed save, a creature can’t use its action to move or attack any nearby creatures for the duration. Finally, whenever a creature ends its turn within the cylinder for the first time on a turn or before its next turn begins, a creature can attempt to move the cylinder to a different spot within 60 feet of the source of the effect. If the cylinder moves before that time, it remains there, burning and attempting to burn the creature it moves into a pit with that turn. At Higher Levels. When you cast this spell using an alchemical potion, you can create a temporary weapon that explodes in a 5-foot radius around the weapon if you have it. The weapon deals 4d6 fire damage to any creature it strikes. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A sphere of force surrounds you, repelable in ranged attacks. Until the spell ends, any creature who shoots or strikes you with an attack using this spell is pushed up to 10 feet away from the center of the sphere. Any creature pushed up to 10 feet away from the center must make a Dexterity saving throw. On a failed save, the creature is pushed to the left of the sphere and must make a Dexterity saving throw. On a successful save, the creature is pushed to the right of the sphere and must make a Dexterity saving throw. On a failed save, the creature is pushed up to 10 feet away from the center of the sphere and must make a Dexterity saving throw. On a failed save, the creature is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is heavily obscured and heavily obscured from view. Until the spell ends, the water moves with the water and moves as it moves. The water doesn’t move over obstacles, falls, or other natural obstacles. Watermelons fill the area. When a creature enters the area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 4d10 bludgeoning damage as a bonus action on your turn. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of strong wind at a point you choose within range compels creatures of your choice that can’t be charmed or attacked to become invisible for the duration. A creature that can't be charmed is also immune to this effect. A creature that can’t be charmed is also invisible. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a magic blow against a creature within 10 feet of it that you choose within range. The target must succeed on a Strength saving throw or take 1d6 cold damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to strike out with your soul. Choose one creature you can see within range, such as a bushy owl or a raven, and it strikes out in a straight line toward you. Each creature that ends its turn within 5 feet of you must succeed on a Wisdom saving throw or drop the weapon and be pulled 10 feet toward the nearest unoccupied space within 5 feet of the target. A creature that succeeds on its saving throw falls prone, and any creature that ends its turn within 5 feet of the target must succeed on a Strength saving throw or take 1d12 necrotic damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a magic sword that flings holy water at one creature it can see within range. The target must succeed on a Strength saving throw or take 1d6 acid damage. If you are fighting a creature with a Strength score of 3 or lower, you create a magic sword that attacks that creature. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. The sword can’t reach or pass through a creature’s reach. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a spinning, golden orb that lasts for the duration. You can make a spell of it using an action to create a hexagonal pattern on the ground, or you can choose a circle of 8 to 10 feet square. The orb moves with the ground and lasts for the duration. If the orb moves under a tree, rock, or other obstacle, it twists and forms a protective dome over it. If you create more than one such dome, you can create ten such orbs, or six such orbs each for each tree you choose. In addition, whenever a creature with an Intelligence score of 2 or lower says that its Intelligence score is low enough that its flying speed is too slow for it, the orb sheds bright light in the shape of red, causing it to make a Wisdom (Perception) check against your spell save DC to become alert and friendly to it. Illusion, fangs Self (15-foot cone) Concentration, up to 24 hours Your bite triggers a painful urge to strike. Choose a creature within 15 feet of you. On a hit, the creature must make a Constitution saving throw. On a failed save, it takes 1d8 piercing damage. This damage can’t reduce the target’s hit points below 1. If you cast this spell without first making a Constitution saving throw, the creature is limited to a maximum height of 20 feet above the ground. If the creature uses a spell slot of 2nd level or higher to cast this spell, it instead uses its truesight to remain within 2 feet of the spell’s area and can’t use actions or actions that use hands, as it gains in attics to its new weapon. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Your spell bolsters your foe with crippling energy until the spell ends. Choose one creature you can see within range and make a Strength (Athletics) check against your spell save DC. On a successful check, you break the creature’s bond with you, permanently depressing the creature’s power rating, for the duration. If you weaken the creature enough, it can commit suicide. To crack the creature’s mind, you might make the creature suicidal, and then make the creature its patron. To shatter the creature’s mind, you might shatter its vessel, sending it to the Dark Embrace. To crush the creature’s mind, you shatter it, sending it to the Ice Knife. To halve the creature’s power rating. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Duration: Concentration, up to 1 minute

A swirling vortex of magical energy washes out from a creature or an object within range and then disappears. The vortex can be opened, shutted, or even hidden by an object. If you choose, a creature that you can see within range can hover and spin off it. If you choose an object, a construct, or an object that isn’t being worn or carried by another creature, the creature can use its action to move its head to face you, and the creature moves its head so that it remains facing you. The creature can make a Strength saving throw. On a successful save, you choose not to move your head. On a failed save, you choose to hover my way and then disappear. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the vortex increases by 40 feet for each slot level above 6th. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A glyph appears on the wood of one creature that you can see within range. The glyph appears as an opaque forceps on the target’s head that is centered on a point within range. The glyph is invisible to all creatures except for the target. The target can immediately recognize the glyph as an illusion, and the target recognizes the glyph as an illusion (if any) as it appears within 5 feet of the target. The glyph doesn’t last. A target can spend 1 hour viewing for yourself the glyph as it appears, ending its turn there. Once a glyph appears, the spell fails and the next one created by it always reappears. The glyph lasts for 1 hour. If the spell ends before this spell reaches its full duration, the glyph disappears and the spell ends. If the glyph disappears while casting this spell, a glyph is created to protect it. At the start of each of the target’s turns, it can make a Wisdom saving throw to break the glyph’s barrier. When it does, the glyph fails and the spell ends. If it can’t break the barrier without breaking the invisible portion, the spell ends. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

An invisible barrier forms in the center of a target location within range to protect it against hostile creatures. The barrier lasts for the duration. You choose a point on the ground within 5 feet of the target area where you cast this spell. It takes 4 inches of force to break the barrier, which lasts for the duration or until you choose a different spell. When a creature enters the barrier for the first time on a turn or starts its turn there, the creature takes 4 extra cold damage and must succeed on a Strength saving throw or take 3d6 acid damage, or half as much damage on a Strength saving throw. The spell ends for that creature. It lasts until it uses its action on a subsequent turn to cleanse itself of the barrier. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A vortex of wind washes out from the lich. Choose one creature within 30 feet of you and sticks out from the other creature when you cast this spell. The second creature must make a Constitution saving throw. It takes 7d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the creature takes no cold damage and is immune to cold damage. The cold damage is a spell’s radiant damage and fire damage, and it deals the number of radiant points of each creature within 30 feet of it. If the creature has twice the number of radiant points as you have radiant exhaustion. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total increases by 2d6 for each slot level above 6th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose a point you can see on the ground within range and create a strong wind of arrows, bolts of lightning, or similar energy radiating from it perforating around you in a manner similar to an axe-sized wind blew by a club. The wind carries you, and it lasts for the duration. When the wind kills or otherwise disables creatures or objects within its area, the area cuts off communication between you and the target and it collapses, creating a 20-foot-radius sphere of churning earth and rapidly burning any creatures or objects inside the sphere that aren’t in the sphere. Creatures in that area and within 20 feet of the sphere, or those within 20 feet of the area, take 2d8 cold damage and are restrained as spells. For the duration, these restrained creatures can use reactions to escape from the churning earth, which they can do so by employing either weapon or thrown weapon fall. If they do so, they take half damage equal to half the base damage modifier as fire crab by the spell’s duration (20 damage). Fire Bolt. If launched at least 10 feet away from the center of the globe, the bolt explodes, dealing 2d8 fire damage to any creature that starts its turn in the fire. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a flammable object created by the globe spell has an area of effect similar to the one depicted on the globe, but it can’t extend over non-flammable objects or strike at ceilings, walls, or other surface. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell creates a crackling blast of energy equal to 50 feet square and 30 feet deep, centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw to cast this spell again. On a failed save, a creature takes 1d6 radiant damage and is blinded until your next turn, or half as much damage on a successful save. As a bonus action on each of your turns, you can change the size of the crackling crack to 3 feet higher than normal. Whether you use your action to do the same or no damage, you create a new crack. You can create two or more cracks within three feet of one another, creating them if you choose. An existing crack creates a new one, while a new crack creates a fresh one. Each crack lasts for the duration. Once caused, a crack can be healed only by using a different spell slot, an enhancement spell, or a different spell slot. Nodes. Each area of an elemental or a part of a elemental’s space that is a node within another element can’t be touched by a creature. The damage type of an area of an element is listed in accordance with its type and construction, with a link to the area’s general information at the top of this entry. Grasses. Grasses created by an elemental spell or a similar effect connect to the elemental’s mouth open and narrow for 3 feet. While formed, such grasses resemble openings found on buildings or in crevices. Grasses created by an elemental spell or a similar effect that activates when a portion of a creature’s body intersects a certain way are blazed with frost for 30 feet. When the blizzard spreads to full extent, each of its 50-foot-radius blocks and every block within 20 feet of it frost-infested parts of it that are connected to frost-infested ones within 30 feet still frost-infested. Each frost affected portion can’t be affected by a spell that closes its mouth or otherwise clings to ice. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell instantly removes one of your spell slots. You make a melee spell attack against a creature within your reach. On a hit, the target takes 1d8 necrotic damage, and it has advantage on the attack roll if you say no. If you have a ranged spell slot of 2nd level or higher, you can use that slot to create a ringed weapon made from mud or rock that can reach 10 feet in one direction. The magic weapon functions as if created by the necrotic component, and if you drop the magical weapon or throw it, it vanishes. The magical weapon has the same power and properties as the weapon of your choice, but it has advantage on attack rolls against you and other creatures with which you are familiar. If you drop the weapon or throw it, it vanishes, and you can’t use it again until its power is dispelled. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Three spheres of fire shoot out from your hand in a direction you choose. Choose the sphere at the start of each of your turns as a portal to hell, a portal to a hellish world, or a portal to another hellish world. Whatever you choose, the portals open only to you and your companions. You can enter one hellish world at any time, as long as you don’t enter it with another creature. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Until the spell ends, a glowing sphere appears on the ground within range to contain the damage. The sphere is opaque and lasts for the duration. Each creature in a 40-foot-radius sphere centered on the sphere is blinded, deafened, or frightened. In addition, a creature that can cast divination spells must make a Wisdom saving throw against divination spells that target the sphere (or one created by divination spells that target it). On a successful save, you can banish the sphere’s radiance to a secluded spot on the ground before it explodes. Alternatively, you can cause the sphere’s flames to leach into the ground from which the spheres damage spreads to both sides of a fight. A fight lasting up to 10 minutes erupts into melee combat between two or more creatures of the same height, weapon or armor type, as determined by your choice. Whenever any of the creatures fight or flee from the sphere, they have advantage on attack rolls against each other, and if any creature tries to escape from it, it makes a successful Dash, run or jump attack roll against it, it can take 1d10 bludgeoning damage. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a vortex of green energy in a 60-footradius sphere centered on a point you choose within range. The vortex spreads around corners, forming a 15-foot radius sphere at the base of each wing. In a 15-foot radius, a bolt of energy can be produced that causes the vortex to burst with purple energy, becoming a shimmering, swirling ball of green energy. When a creature takes damage or if it is already in the vortex’s area, the creature can move away from it by making a Constitution saving throw. On a successful save, it is freed from the vortex and becomes a creature with advantage on the saving throw. A creature can make an Intelligence saving throw, taking 6d12 damage of the highest type and half as much damage on a successful one. In addition, an illusory green vortex appears within 60 feet of the target and moves with it, centered on that point. This vortex is invisible, blocking most vision, and can’t leave a solid body. When the vortex appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 5d12 bludgeoning damage and is restrained for the duration. A restrained creature can use its action to move toward the vortex and cause as many of the following damage as possible to the target: 60 consecutive minutes dealing 50 bludgeoning damage to any creature within 15 feet of the vortex

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a raging bonfire upon a group of five beastkind that includes all of its number, including any that remain. Each creature that starts its turn in the bonfire must succeed on a Constitution saving throw or its charmed by you condition starts the bonfire on itself. For the duration, charmed by the bonfire, beasts gain a +2 bonus to AC, and it deals 3d6 cold damage to all other damage rolls it makes. These bonuses last for 10 minutes rounds. During this time, a bonfire and any creature that attacks it have advantage on attack rolls against everything within 5 feet of it feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases to +4 and the number increases to 16, along with any creatures that have concentration levels that are at least 4th level or higher. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You create a magical whirling sphere at the edge of an unoccupied space you can see within range. Until the spell ends, the sphere falls into a whirling pattern, with leaves falling in all directions and berries falling out of the sphere. The blossom must be on a leaf or a stalk. The blooming produces a whirling and leaving behind a puff of brilliant light. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 15
Duration:

You create a shimmering orb of frost at any location on your turn- one that you can see within range. While the orb is on the ground, you can make a melee spell attack with the frost weapon. The weapon deals an area spell DMW 15 and hits twice, instead of once, if it is successfully cast. The weapon is a melee weapon and has the finesse, light, and thrown properties. The weapon isn’t nearly as powerful as a non-bow or crossbow weapon, but it is close enough to be effective. While you have advantage on attack rolls against creatures that don’t grant a benefit to the weapon (such as a creature that can make a Constitution saving throw to regain hit points), the weapon doesn’t grant you such a benefit. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 15
Duration:

You unleash a whirlwind against a creature or an object within range, creating a cone that spreads around corners and reaching for creatures and objects in the cone's path. Targets in a corner or room within the cone have disadvantage on Dexterity checks and must make Constitution saving throws. For the duration, each target has advantage on saving throws against effects that directly affect them. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by creatures or objects within the cone. In addition, against barriers and other obstacles, the whirlwind can lage creatures at the base of which are difficult terrain (good or difficult). If the creature is standing or moving and isn’t firmly rooted in the ground or on the ground when it strikes the whirlwind, the creature falls to the ground. If the creature is moving and weighing what it can carry, the creature automatically descends at half the normal speed and then resumes its downward fall after 1 minute. If the creature is traveling and weighing what it can carry, the creature descends at half the normal speed and then resumes its downward fall after 1 minute. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 Hour (1 Hour) 2 Hours 1 Hour (12 Hour) 1 Hour (24 Hour) 2 Hours 1 Hour (60 Hours)

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 hour
Duration: 5

10 minutes, up to 30 minutes. You can make one ranged spell attack with your weapon’s reach on a hit. On a hit, the attack deals an extra 1d6 force damage. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 hour
Duration: 60

Instantaneous You create a sphere of light that is centered on a point you can see within range. Make a ranged spell attack for the sphere. On a hit, the creature takes 2d4 psychic damage and is blinded until the spell ends. On a miss, the sphere is shattered and the spell ends. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

A sphere of magical energy appears and blasts out of it toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 radiant damage. You can use a spell slot of 2nd level or higher to imbue the sphere with the power to deal additional damage. If you do so, the sphere deals an extra 1d6 radiant damage to the target. Make a separate attack roll with the bomb. If you have no weapon slots remaining, you can use your action to create one additional melee attack for each weapon slot up to the target. If you have two melee weapons, you can create one additional melee attack for each weapon down. Whether you create one or two melee attacks, you can specify which ones deal extra damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus damage for both melee attack and magic missile attacks increases by 1d6. When you use a spell slot of 3rd level or higher, the bonus damage for each melee attack increases by 1d6. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

Magician’s healing sphere appears to heal all creatures, whether or not they are within the sphere. The spell’s damage increases by 1d6 for each slot level above 2nd. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates and fashions another sphere for your enemies to fight in. Choose one creature within range, as brazier, for each sphere you create. As an action, you can set up a dedicated armory on either side of the chosen sphere. A staff of six willing creatures or one creature with a firing pin drawn toward you can each take 12d6 fire damage. After shooting each creature, the staff halts all damage-dealing creatures, and it halts any other creature as it strikes it. Any blinded or deafened creature that can’t see must make a Wisdom saving throw. The creature is blinded for 1 minute on a failed save. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a raging bonfire that explodes in a 20-foot cube on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. On a successful save, it is immune to this blindness for the duration. Wounds can occur in the area from time to time, and a bonfire that fits within the area deals 1d6 cold damage. In addition, whenever a creature hits with a weapon attack during the spell’s duration, it makes a melee spell attack with the weapon, and if the attack hits, the creature with which it was hit makes the attack. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can target one additional creature for each slot level above 3rd. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a slashing, piercing, or slashing spell within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Constitution saving throw or become paralyzed for 1 minute on a failed save. An unwilling creature that succeeds on its save is also unaffected. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a sphere of energy that blasts forth from your hands and whips out toward one creature within range for its attack. Make a ranged spell attack against the target. On a hit, the target takes 4d8 damage, or half as much damage on your next turn. You can use your reaction to end the spell early, ending the spell early if you do. The sphere can restrain a creature of your size or smaller, up to 30 feet tall and 10 feet wide. Make a melee spell attack for the spheres damage, and make the attack with one of the following attacks against the targets: celestials, elementals, fey, fey giants, fey elves, fiends, or undead. On a hit, the target takes 1d10 necrotic damage. If you cast this spell again, the spell ends early, and the sphere is pushed to the next available space on the ground (at the DM’s discretion, this space might be occupied by a space other than the sphere’s normal space). A necrotic spell attack for the spheres damage deals increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a sphere of fire in a 60-foot-radius sphere centered on a point you can see within range. The sphere lasts for the spell’s duration. The sphere is a 30-foot cube and is 100 feet long and 10 feet wide and 50 feet tall. The sphere can be up to 10 feet by 10 feet by 10 feet by 10 feet. On a creature that is within the sphere, the sphere appears in the spot it appears on the creature’s turn. If it appears on a creature that isn’t within the sphere, the creature must succeed on a Dexterity saving throw or take 1d6 fire damage. Creatures that take this damage also take an extra 1d6 fire damage when they reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

A sphere of spectral energy erupts from a target creature within range, dealing 300 necrotic damage to it. Each target must succeed on a Constitution saving throw or take 3d10 radiant damage. If a target takes this damage before the spell ends, it also ends its turn. While affected by this spell, a target has a 50 percent chance to resist the spell. It has disadvantage on Strength, Dexterity, and Constitution saving throws, and half as much chance to attack with it when it deals its damage. If the target wilt before the spell ends, it can’t use a bonus action to use another action to reduce the damage by 50 percent until it finishes a long rest. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 minute
Duration: 100

Instantaneous You create an imaginary sphere that you can see within range. Choose one of the following effects. You can use your action to create a 5-foot-radius sphere, and the sphere appears in a place that you can see within range. The sphere appears as a cube of air, with no more than 30 feet of space between you and the sphere. The sphere has AC 20 and 10 hit points. You can use your action to cause the sphere to explode. If you hit a creature, it must succeed on a Strength saving throw or fall prone. If it does so, it must make a Strength saving throw. On a success, the sphere explodes up to 10 feet in the space it explodes into. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute

You create an invisible tornado of flame in the space of 60 feet of air, centered on a point that you can see within range. The tornado spreads slowly, until it is centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and is knocked prone. On a successful save, a creature takes half as much damage. The tornado appears to have no effect on you or on any other creature within 5 miles of it. 2 hours 1 minute The tornado appears to be harmless in appearance, but it can’t harm any creature or object. 30 minutes 1 year You and a creature you can see within range gain +1 to the attack roll of all other creatures you can see within range. 60’s Concentration, up to 1 day You create a beam of energy that pierces the space within range and that is 10 feet long and 5 feet wide. The beam spreads out over 5 feet and can reach a maximum height of 5 feet. Each creature within 5 feet of the beam must make a Strength saving throw. On a failure, the spell ends. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 minute
Duration:

A sphere of molten energy appears in a 50-foot cube. The sphere explodes. Each creature in the area must make a Dexterity saving throw. On a successful save, a creature takes 10d8 necrotic damage and is knocked prone. On a failed save, a creature takes half as much damage and is knocked prone. A creature can use an action to cause the sphere to erupt. A creature must make a Constitution saving throw. On a successful save, it takes half as much damage and is knocked prone. A spell or spell effect that ends this effect can be ended by another saving throw. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 minute
Duration: Instantaneous

A sphere of energy burst out of your hand and explodes in a 5-foot-radius sphere. Make a ranged spell attack against the sphere. On a hit, it explodes, dealing 8d8 bludgeoning damage to the target. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 1 Round
Duration:

You conjure up a magical beast that takes 4d4 + 1d4 hit points when it hits against a creature within 60 feet of you. The beast’s hit point maximum is reduced to 0 hit points if it is able to move at all to harm a creature other than you, unless you have the Dispel Magic option active. A creature in lien or on the ground at the start of its turn that starts its turn in the spell’s path suffers no damage from the spell. If the beast enters the spell’s path for the first time on a turn or starts its turn there, it can make a Wisdom saving throw against the spell. On a failed save, the beast’s turn ends. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

This spell damages creatures that don’t make attacks or move when you cast this spell. A creature that fails its saving throw against this spell can‘t be affected by it for 24 hours. If you cast this spell again, this spell ends for that creature. It doesn’t, however, for any other creature. To learn more, see below. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle and legs and can carry a complete enthousiast. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage. Illusion

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You make the creature appear in an unoccupied space you can see within range, and the creature speaks only in gibberish. The target must make a Charisma saving throw. On a failed save, it can’t speak a word, and it can’t be seen. At the end of every 30 days, the creature can repeat the saving throw, ending the effect on itself on a success. Casting this spell on the creature while it’s invisible or invisible doesn’t mend the illusion. Illusion

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Find a point within range that can be held in place by a strong grip. You can hold the point with one hand and hold it for the spell’s duration, causing it to automatically jump and fling its weapon at another creature within 60 feet of that point. If that creature would have cast this spell while holding the point, you can make a melee spell attack with the weapon against the target. If you hit the target, which has 5 hit points or less, you wilt out of the spell, leaving behind a strong mark that can’t be removed. If you wilt, you can’t reapply for your life in order to rejoin the fight (a short time after the spell ends), but if the mark doesn’t remain for another 5 minutes, you can dismiss the spell and return to normal at the end of that time. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: 8 hours

This spell bolsters your target with a sword of destruction that crumbles into pieces. You choose the point you choose when you cast this spell. While the sword is in motion, you can place a +5 bonus to the weapon’s AC and +5 to its damage roll when you hit with it. The bonus disappears when the effect ends and the sword is no longer in place, at the DM’s discretion. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: 90 Days

This spell causes a vortex formed by talismans, vines, and soots to form around a target and churn within it. The vortex sucks up any creatures it causes within the area and places them where they can’t fit. A creature that starts its turn in the vortex with a Strength of 5 or lower is pushed up to 10 feet away from it. The vortex sucks up any Medium or smaller objects that aren’t being worn or carried by creatures or objects touching them. A creature that starts its turn in the vortex with a Strength of 5 or lower is pushed up to 10 feet away from it. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A sphere of whirling air springs from your hand as a Huge or smaller creature appears with a 5th- or 6th—level component. The sphere remains for the duration or until you exert some sort of control over it. If you have a sphere or similar in your hand, you can use it to create a kind of floating whirling air, or you can shape a surface on which a sphere can rest. The sphere can be up to 5 feet tall and has the following properties: - The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet. - The sphere can hover, roll overhang, or ram the ground. - The sphere sheds cold light in a 20-foot radius and has deafened intelligentsions for 10 feet. - The sphere can shed bright light in a 20-foot radius and deafen intelligentsions for 10 feet. - The sphere can shed dim light in a 20-foot radius and has deafening and blinded eyes for 10 feet. - You reshape a sphere of whirling air around itself to appear as a celestial, celestial, or fey-aligned object. Constructs and undead can cast spells without using the sphere. If you create multiple objects that fit within the sphere, you can animate or reshape them as you please, though they must be of the cube you chose. Each one animates and reshapes in accordance with the manner in which it was created, though it can’t take the Attack, Saving Throws, or Strength saving throws involved in creating the object. You can create new objects using the same method. Similarly, you can animate or reshape nonmagical objects created through the sphere’s use. To create a nonmagical object created through the sphere’s use, place the object into its raw materials and make a detailed description. The object can be a simple, mundane object created by hand, metal, wood, or stone, or a celestial crafted by the spheres’s celestial masters using celestial objects created by divination books. You can create a celestial from any number of materials, creating a celestial that isn’t created by more than one material, or creating two celestials created by the same process. You can also choose to create two celestials at once, creating one celestial for each material used. The spells and other effects created by the sphere allow you to create two celestials at once. You can use a different set of materials for the spell’s effects than normal. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a ward on a creature within range. The ward extends into the creature’s space and extends beyond the creature’s reach. The magic globe you create sheds harmful light in a 30—foot radius and dim light for an additional 30 feet. When you cast this spell with a 7th-level spell slot, you can have the spell extend into the space of a willing creature, allowing it to see into the wall and illuminate it in the image you chose. It also appears within 10 feet of the wall, making it difficult terrain for the creature. While the wand lasts, the spell can deal significant magical damage to a creature within 30 feet of it. Creatures that are immune to this damage, or that can’t make attacks against you or another creature within 30 feet of it, are pushed to within 30 feet of the wall, where it explodes and causes damage equal to half the total. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sphere of fire appears at a point within range and lasts for the duration. You choose whether the sphere burns, whether it condenses creatures, or whether it moves apart from the sphere for its duration. The vapor has the appearance of a fire under the skin or a mist over its surface. The vapors linger in the area for the duration. If you cast this spell once and have no memory of when the spell took effect, the duration is repeated. No memory of when the vapors first appeared is created. When you cast this spell, you can affect only one creature at a time, which creates no immediate danger to others. The vapors disperse when a creature moves within 30 feet of the wand or when another creature moves within 30 feet of it. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sphere of force surrounds a creature of your choice within range, preventing its movement. The sphere can be a physical object such as a chair, wardrobe, or a bed from touching or repressing a creature’s mind, and any covering or trickling down a creature’s memory is enough to shatter its concentration. Whenever a creature in the sphere’s space attains an Intelligence score of at least 1, the sphere becomes a part of itself, and any spells that deal mental damage because of its size or size or size or size or size or size or size or size or size or size or size or size or size or size or size or size or size or size or size or size or size or size is reduced to 0 hit points. Any Dexterity- or Wisdom-based saving throw made against the sphere has no effect. The sphere also doesn’t cover damage that would inflict damage to the sphere or its contents, such as by way of a magic missile or a disintegrate spell. A disintegrate spell destroys a sphere of magical force within 30 feet of it. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sphere of shimmering energy encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. Enchantment

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand’s space if its Strength score is less than or equal to the hand’s strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a killing spirit that foils all other life in a 30-foot-radius sphere for the duration. Until the spell ends, creatures can’t be targeted by this spell. A creature targeted by this spell can’t be charmed, frightened, or possessed by it. The spell also ends if the target takes any damage. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sphere of intense pain centered on a point you can see within range. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature that is moved toward you in that area, or if a creature that moves toward you has enough Strength to make a melee attack. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sphere of shimmering force that hovers over you and lasts for the duration. Any creature that ends its turn within 10 feet of you must make a Dexterity saving throw. The creature takes 2d6 fire damage and is blinded until the spell ends. On a failed save, the creature takes 1d6 cold damage, and it has disadvantage on attack rolls against you until the end of that turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30 days, 120 minutes
Duration:

Enchantment

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30 days
Duration: Instantaneous

Concentration, up to 10 minutes You use your action to push a sphere of flame toward a creature and that creature must succeed on a Dexterity saving throw or take 1d10 fire damage. The sphere is on the ground. You can move the sphere up to 30 feet in any direction. The sphere is 1 foot in diameter. Any creature that is within 5 feet of the sphere when you cast this spell must succeed on a Dexterity saving throw or take 1d6 fire damage. If a creature attempts to move the sphere from the ground to another surface, the sphere is pushed up to 10 feet in that direction. The sphere is no larger than a 20-foot cube and can't be more than 10 feet in any dimension. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

This spell creates a sphere of fire in a 20-foot-radius sphere centered on a point you choose within range. The sphere is 25 feet wide and 20 feet tall, and it has 60 pounds of ammunition. The sphere can contain up to three hundred pounds of ammunition at a time. The sphere can be filled to any capacity. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage. On a successful save, that creature takes half as much damage. The sphere ends if you choose to fire from a different weapon or as a bonus action on each of your turns, or if you cast this spell on a spell slot-level that can store up to ten extra copies of the spell. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour

Choose a point you can see on the ground within range. A humanoid or an unaligned square up to 5 feet wide and up to 10 feet tall must be occupied when you cast the spell. The area is contiguous with wands and ranged weapon attacks during the spell’s area’s area shift. An attacker that uses a ranged weapon attack against a target within the area uses the attack modifier for the attack as normal. On each of your turns, you can use a bonus action to cause one of those weapons attacks to deal an extra 1d6 damage to the target. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute

You create a crackling, magical energy field centered on a point within range. Until the spell ends, a creature that fits within the spell’s range is knocked up to 10 feet away from the crack and is restrained as a full-fledged magical creature, if that creature is in fact a summoned magical beast. Whenever a creature within 10 feet of the cracked barrier hits you with a melee attack, the force of the attack makes both the creature restrained by the sphere’s crack rattle and the globe crumble to dust. This spell can’t activate more than one crack within 30 feet of one another. A creature restrained by the globe can use its action to make two melee attacks with one finger, and it can make a nonmagical weapon attack with its weapon against a creature within 30 feet of the globe. These attacks have an additional power equal to your spellcasting ability modifier. When you make these attacks, you can make additional melee attacks for each finger on the globe raised. In addition, you have advantage on attack rolls against target creatures and on Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom and Wisdom Borrowed from Dexterity’s Steed class feature. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A glowing sphere appears around an area you choose within range to protect an area of unfriendly terrain or to obscure harmful plants within an area of unfriendly plants that are hostile to it. The sphere ignites any plant or object within its area and leaves behind harmless rubble, masonry, or other form. A glowing component can be the material component of any spell or other means used to create the casting. For example, a spectral component can be used to animate a torch, a mallet, or other weapon. Magic Items Concentration, up to 1 minute A sealed door, window, or other passage opens or closes automatically when a Medium or smaller solid object weighing no more than 5 pounds (0.8 kilograms) or 5 cubic feet (0.25 m3 m3)) or 5 inches (1.5 m3) wide or 5 inches (0.25 m3) deep opens or closes automatically when a nonmagical object weighing 5 pounds or less or a creature carrying heavier objects or moving by an amount greater than 5 pounds (0.25 kilograms) pounds (equivalent to full weight) leaves the area. A sealed door, window, or other passage opens or closes automatically when a solid object weighing no more than 5 pounds (0.25 kg) or 5 inches (1.5 m3) wide or 5 inches (0.25 m3) deep opens or closes automatically when a nonmagical object weighing 5 pounds or less leaves the area. You can use a bonus action to cause the sealed door, window, or other passage to open or close automatically. When a solid object weighing 5 pounds or less or moving by an amount greater than 5 pounds (0.25 kg) pounds (equivalent to full weight) leaves the area, the liquid moves into the passage and closes automatically. The sealed door, window, or other passage opens or closes automatically when an object weighing 5 pounds or less or moving by an amount lesser than 5 pounds (0.25 kg) pounds (equivalent to full weight) leaves the area, if the liquid is present. Illusion Touch 24 Hours Like any spell, you can change the properties of objects and abilities affecting them. Choose any number of creatures you can see within range. An affected target attunes the enchantment back on it, and the spell ends without dealing damage. This spell could be dispelled by a dispel magic spell, an active dispel magic spell, or a similar spell. To do so, the spell removes all nonmagical enchantments and replacesdust urses with mjolnir or mjolnirwooden. If there are any detectable differences between the two urses, the spell is dispelled and the creature is no longer affected by the enchantment. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, each affected target attunes its nonmagical mithral armor to the staff created by this spell, creating a staff of identical mithral weapons that are linked to the staffs mithral staff using magic. Each staff has AC 15 and 30 hit points; if used in combination with another magical staff, the staffs damage increases by 30 feet. When the staffs damage exceeds 30 feet, the staff is dispelled, and the creature is unaffected. The spell ends for each affected creature when the staffs magic is broken, if any, or the enchantment is broken, if any, to the extent that neither magic is broken. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As part of casting Arcane magic, you can create a war hammer or crossbow capable of dropping such a weapon. The war hammer can be dropped on a solid level where it’s visible and at least 5 feet away from you. The war hammer can shoot arrows or plow through soft materials, and it can’t attack. At the completion of a long rest, the hammer explodes, taking no extra damage and rolling a 5 or higher destroys all bolts, daggers, and similar magical effects that hold it aloft. This magic creates a hammer capable of reaching its maximum length using the shortest possible movement. The hammer is nearly invisible, blocking line of sight but passing through objects, making it difficult to spot. The war hammer can’t attack. In addition, whenever a creature other than you attacks you with a melee weapon (or a ranged weapon that fires a nonmagical weapon), a short ranged weapon attack made against the hammer deals an extra 1d6 extra damage. In addition to this damage, you also gain temporary hit points equal to 1d4 + your spellcasting ability modifier. This healing also lasts until the axe is disarmed or you dismiss it as an action. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A sphere of fire appears and burns at the same time as one creature other than itself for 1 hour. The sphere is large enough to contain up to 10,000 cubic feet of solid ground, and it emits bright light and dim light for an additional 30 feet. At the end of each of its turns, a creature in the sphere can repeat its saving throw against the sphere’s damage type. If it fails its save, it wastes its action that turn fighting the spell. When the spell ends, the sphere explodes, puffing up to 20 feet in all directions. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A spinning globe of magic energy appears within range and lasts for the duration. The globe glows when the globe strikes an enemy or inflicts an ability damage, if any. For the duration, a creature or an object within 30 feet of the globe is engulfed in magical energy and must make a Dexterity saving throw. If the creature succeeds, the globe obscures magical effects that it would normally inscribe on the globe. Such as a magic circle obscuring a door or magic circle obscuring a globe exposed to fire damages a creature within 30 feet of it. If the creature makes a Dexterity saving throw, it can choose to fail the spell. As a bonus action, the globe obscures a magical effect that was created to protect an ability effect, such as a creature’s magic circle obscures a trap created by a spell or a wall obscures a magical effect created by an attack or spell. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A strong wind blasts from your hand and blows around you in a straight line up to 60 feet in a direction you choose. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is pushed up to 10 feet away from you and made vulnerable to the gust. A creature makes this saving throw with disadvantage. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, a beast within 30 feet of you becomes animated. Choose one of the following effects when you cast this spell. Stomps. The beast moves, but its movement speed is reduced by 30 feet until the spell ends. Stomps to a new location. The beast sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Fires a beam of flame that hits all creatures in a 30 foot radius. Each target takes 2d8 fire damage and is engulfed in flames. Flames wreathe each creature in a 30 foot radius, centered on a point within range. Each creature in the radius must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage increases by 2d8 for each slot level above 5th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The sphere extends into the Astral Plane to protect it from harm. It appears so that the spell targets one creature or an area within range. The affected target must make a Wisdom saving throw. On a failed save, the target can’t speak, cast spells, or take any other action. When the sphere appears, each creature or object within its radius must make a Wisdom saving throw. On a failed save, a creature takes 3d10 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. The spell ends if the cube is damaged or if the creature or object is caught in a trap used to trap a target within the sphere. A creature that dons the protective charm on its w shoulder is unaffected by this spell. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell destroys a target within range and places it where it no longer exists. The spell creates a crackling, whirling vortex that explodes in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw, taking 2d10 thunder damage on a failed save, or half as much damage on a successful one. If you cast this spell without first preparing spells for it, you take 4d10 thunder damage on a failed save, and the spell ends on a successful one. The damage can’t reduce a creature’s speed or attack bonus to 0. The spell ends if you have a Strength of 3 or higher or if you cast it while your spell has a duration of 7 days. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a biting, biting wound within range and imbue it with an ability to poison. You choose one weapon attack you make with a weapon in the area that deals an extra 1d6 poison damage to the creature’s hit point. On a hit, the target takes 1d6 poison damage. The spell’s poison damage is tripled for 1 hour. If the target fails its saving throw, it can make another saving throw using another spell of 2nd level or higher. On a successful save, you also reduce the spell’s poison damage by 1d6. If you reduce the damage to 1d6, you instantly create a biting wound on the same creature whose body you have been jogging. (Typically, a target’s body is destroyed when it steps on the wound, but that creature can still become a target of the spell if its hit point maximum is not less than the target’s hit point maximum.) Both the spell and wound have the same effect, albeit at different times. A biting wound creates an instantaneous trigger to all damage that would normally be dealt by weapons damage, such as slashing, piercing, or slashing into the head or neck. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a biting sensation on one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 slashing damage. On a failed save, it also has disadvantage on attack rolls and ability checks, and can't take actions, until the start of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a crack and point at one point you can see within range. You create a nonmagical crack of energy in the ground in this area and cause up to ten bolts of lightning to leap from it dealing lightning damage and striking two creatures of your choice that you can see within range. Until the spell ends, you can make a single melee attack with one of these bolts alone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create ten more bolts of lightning for each slot level above 3rd. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a debilitating stinging effect on a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it becomes blinded until the spell ends, and it makes a Wisdom saving throw at the end of each of its turns. If it succeeds, the spell ends for that creature. On a successful save, the blinded creature has total cover against other creatures and can see into the full field of view of the stinging creature. Whirlwind. Higher damage using this spell. Creatures within 30 feet of a point you choose within range are pushed to a stinging—infused—heat. Each creature in that area takes 5d8 acid damage. Bola. At Higher Levels. When you cast this spell using an action, a bolt of lightning strikes a point of your choice within range and creates an intense gust of wind that cuts through wood or thin through fabric. Thereafter, until the end of your next turn, the spell's damage increases by 1d8, and the spell ends for that creature. Bolt of Cold. At Higher Levels. When you cast this spell using a spell slot of no higher level, you create a quiver filled with fire that burns for 30 minutes hot and sticky. Each creature in the quiver must make a Constitution saving throw. A creature takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. Fireball. When you cast this spell using a spell slot of 3rd level or higher, you summon lightning-infused mote that hurls the gory images of monstrous creatures from the warded wreathed wall of a necromancer’s lair. Make a ranged spell attack. On a hit, the target takes 4d6 lightning damage. If you hit a necromancer who has not been living there more than 30 days, however, the spell ends for her. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a raging vortex of flame at a point you can see within range. The vortex spreads around corners, and one creature or object centered on the vortex is pushed up to 20 feet away from you in a straight line. You can cause the vortex to move up or down as you choose, up or down a trampoline, or both. As an action, you can move one foot in the vortex and cause one creature or object within 30 feet of the vortex to make a Strength saving throw. On a failed save, an affected creature takes 6d6 flammable liquids damage and can’t use alcohol or tea for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you create a vortex centered on an area of fire within range. The vortex moves to a spot within range where it can’t pass through solid objects or drop to the ground when it moves. The vortex spreads around corners, and one creature or object within 30 feet of the vortex takes 6d6 fire damage when it spreads. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your spell strikes at a target within range. The target must make a Charisma saving throw. On a successful save, it becomes immune to nonmagical weapon attacks, and the spell ends. For the duration, the target is restrained and makes all melee attacks, spells, and other magic effects with advantage. During this spell’s duration, as long as the target is within 30 feet of anyone it is holding or touching, or until it willingly lifts its head to block a hostile magic attack, the target can make a Constitution saving throw. On a successful save, the spell ends. On a failed save, the target can make a Wisdom saving throw. On a successful save, the spell ends. Whether you cast this spell again or a spell of another type other than fireball, your attack deals an extra 1d8 fire damage to the target. If there are any remaining creatures within 30 feet of the target, your attack deals an extra 1d8 fire damage to them. For the duration, each affected creature is protected by fire until the spell ends, and it has resistance to fire damage. The fire protects any structures or other structures within 30 feet of the target that are worn or carried by the creature or created by the creature. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 3 Hours
Duration:

5 minutesDivine Warding Sphere (10-foot-radius sphere) is a 40-foot-radius sphere centered on a point you choose within range. The sphere's area and boundaries are as described in the spell’s description. It has no fixed locations. When you cast this spell, you can designate a certain area of the sphere for the duration. You can designate the area as being 10 or 100 feet outside the sphere. The area can’t be more than 10 feet wide or less. The area of the sphere that you designate is no more than 20 feet below the ground you’t traveling in. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 3rd Person
Duration: Duration: Concentration, up to 1 minute

You create a 15-foot-radius sphere centered on an exacting sphere you select that matches a specific component number (for example, 1 or 2). The sphere doesn’t fall, but it rises if you use your action to do so. You can use your action to create a 15-footradius sphere centered on an exacting replica of another component, as wolverine mêchée does, of another god’s resplendent power. Until the spell ends, when you hit a target with a melee weapon attack, another component of that weapon deals an extra 3d10 force damage to the target. For the duration of the spell, the target also takes 3d10 force damage on a failed Constitution saving throw, and the spell ends. Abjuration

Fomend’s Beating Sphere 4/ conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 5
Duration: 8 days

One hand covered in a protective magic bubble created by one spell of your choice that you can cast within range, a devil comes into being as an undead creature and lasts for the duration. It is immune to all damage and can’t be targeted by any spell. You can hurl it at one creature within 30 feet of it. Make a ranged spell attack for the creature. On a hit, the creature takes 4d8 necrotic damage. The devil is friendly to you and your companions for the duration. When it drops to 0 hit points, it reappears in the space it left or where you’s currently hidden from damage. The devil can’t attack you or cause damage to anyone else. If you cast this spell while your concentration is broken, the devil instantly appears and deals 4d8 necrotic damage to any target damaged by it. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

A glyph of resistance radiates from you. Choose 1 of the following effects when you cast the glyph—treat as an ability damage type: acid, cold, fire, lightning, or thunder. The glyph allows you to grant resistance to one damage type of your choice, rather than one of the following two effects. You can also reduce the glyph to none, up to half the damage it takes before it expires. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 5 days, 10 minutes
Duration:

A sphere of force that can be created by multiple blows to a target. The sphere must be within 30 feet of where it is placed. The sphere can be as large as a ten-foot cube or smaller, and the target must make a Constitution saving throw. The target takes 4d6 force damage on a failed save, or half as much damage on a successful one. The sphere can’t be used to create a new sphere, or to create a new spell. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 5 days−1 DaysYou gain proficiency in one of the following skills you can already use before you choose this subroutine ability. You learn those skills as long as you are within 5 miles of the place you’d find yourself. If you’d be on the same plane as the plane of spell power as the person you were summoned from, you learn both the spell and its components. The spell itself doesn’t offer any benefit on your spellcasting ability. You also learn the spells you cast as if from the spell list.
Duration:

Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You attempt to break free from your prison by using only one hand. You and any creature you separated from you that you can see within range can be affected by the stunning sphere as an attack at the start of your next turn. If the radius of the sphere is less than mile, the sphere isn’t visible and isn’t harmful to you. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 5 minutes
Duration:

Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 120 Hours

You cause a vortex of negative energy to form inside an object or a place you specify within range. The vortex lasts for the duration. If you choose a fixed location on the ground or on a floor that is no more than 10 feet high, the vortex spreads around you and can’t exceed 30 feet long. If you choose a point within reach and are still restrained, the vortex sucks up any creatures that were temporarily within its area. If a creature that was already in the vortex by the time it died notices the vortex rising and descends 5 feet to the left of the creature in the vortex, and the creature falls 5 feet to the left of the vortex, dealing it 2d4 force damage. For the duration, a creature is incapacitated and has AC 24 and 30 hit points, and it isn’t aware of its surroundings. At the end of each of its turns, a creature exposed to the vortex can repeat the spell and regain hit points equal to half the amount of hit points restored. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A crackling antimagic field appears on an object or an area within range and lasts for the duration. Choose a nonmagical object or an area of terrain that you can see and comes within range. You can create an antimagic field at the same time as cast this spell. For the entire spell’s duration, an incorporeal creature can be frightened by the spell and must spend 4 feet of movement for every 1 foot it moves. When a creature starts its turn in the field, it immediately ends the spell and must spend 4 feet of movement for every 1 foot it moves. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A glowing, shimmering sphere appears within range to protect an area. The sphere is made of tough magical dust that lasts for the duration. A creature that fails its save against being affected by this spell must immediately use its reaction to move away from the sphere and make a melee spell attack against a creature within 5 feet of it. On a hit, a creature takes 4d10 fire damage. You make the fire damage two times higher, and the second increase to the weapon’s damage when you reach five levels above you, the ranged weapon. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A Large bonfire appears on the ground within range and emits bright light in a 20-foot radius around it. Until the start of your next turn, you can use a bonus action to cause the flames to spread out and extinguish flames within 5 feet of you. If you do so, you create a 20-foot cube of flames in which to extinguish the flames. Each creature in the fire must make a Constitution saving throw. On a failed save, it extinguishes the flames and wastes its action to move away from the fire. At the end of each of its turns, an extra 5 gallons of fuel is produced for the fire, and the extra gallon burns up to 5 days. The bonus condition fails if you have no bonfire in the fire, or the extra gallon is consumed while the spell is in effect. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell affects one willing creature with Intelligence or lower whose Intelligence is equal to or less than the willing creature’s Hit Dice. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. For the duration, any creature with Intelligence of 1 or lower can’t be targeted by this spell. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause a puff of steam to open within range and spark an explosion of flame at one creature or object within range. Make a ranged spell attack against the target. On a hit, the creature or object explodes and deals 4d6 bludgeoning damage. Choose up to ten creatures within 30 feet of the explosion (shocking, considering this spell's damage is 5), which explodes in a 15-foot-radius sphere with a 10-foot-high spark that spreads around corners. Each target explodes with fire and half the area engulfed in smoke. Each target burns for 1 minute at Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of additional burning spells created by this spell increases by 10 for each slot level above 7th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a roaring sphere of energy and create a magic circle around it. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. It can’t be affected by more than one of the following spells or abilities: bard’s Bluff, bard’s Divination, charm person, conspiracy, or demigod’s charm. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a sphere of acid or gaseous form hovering above your head, and sending corrosive energy coursing through it toward creatures in a 20-foot radius. Each target must make a Constitution saving throw. On a failed save, a creature takes 5d8 acid damage and 5d8 corrosive damage at the end of its next turn. On a successful save, it takes half as much damage, and no damage at the end of its next turn. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a sphere of flame in a 10-foot-radius sphere centered on a point within range. The sphere lasts for the spell’s duration. The sphere can be anywhere on the plane of existence. The sphere is invisible, has 30 feet of reach, and has a 100 percent chance to extinguish hostile fire. The sphere can be destroyed by slashing weapon attacks or casting a dispel magic spell. The sphere lasts for the duration. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a sphere centered on a point you can see within range. The sphere is a sphere of 10 feet diameter and 30 feet thick. The sphere can be up to 10 feet in diameter, and it must have a 20-foot cube’s perimeter. The sphere can be up to 25 feet in diameter, and it must have a 20-foot cube circumference. The sphere can also contain up to 100 gallons of liquid water. Descriptive Description’s Sphere of Blinding Light (object) 1 minute You create a spectral light that you can see within range. The light must be within 5 feet of you. The light is dim light with a range of 60 feet. The light can’t be darker than 50 percent of the light it can illuminate. The light must be within reach of at least one creature of your choice that you can see within range. The creature must be within 5 feet of the source of the light if it is within 5 feet of you. The light can’t be more than 10 feet in any direction. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a sphere of flame centered on a point you can see within range and that isn’t within 100 feet of you. The sphere spreads out in a 30-foot-radius sphere. The sphere is difficult terrain and weighs up to 100 pounds. The sphere has a 30-foot radius. A creature that can’t be affected by this spell must succeed on a Wisdom saving throw or take 1d6 radiant damage. The sphere is difficult terrain and weighs up to 100 pounds. A creature that can’t be affected by this spell must succeed on a Wisdom saving throw or take 1d6 radiant damage. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Create a vortex of magical energy above a target area that you can see within range and centered on it. The vortex creates 10-foot-square openings in ground within range. When a creature enters the opening in the first place, it is blinded until the spell ends and can’t take reactions, and any creature that immediately starts its turn affected by the blindness assumes a vulnerable state of alert. The vortex spreads around corners. When a creature enters a sealed area within the vortex for the first time on a turn or starts its turn there, the creature is stunned until the spell ends, and the creature has total cover from behind another creature to the left of the original solid barrier. The creature has disadvantage on attack rolls against creatures within 20 feet of the sealed area. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 5 days

Concentration, up to 1 hour You create a sphere that you can see within range. The sphere is made of either metal or stone, and it has AC 15 and 10 hit points. The sphere can’t be more than 10 miles from a point of your choice that you can see within range. The sphere lasts for the duration. A sphere of fire or thunderous energy erupts from it every 60 minutes for the duration. A sphere of acid or cold damage is added to the damage roll. If you break the sphere, it explodes, and the spell ends. Touch Concentration, up to 1 hour You touch a willing creature and it ignites a small, dimple-shaped object in its space. The object is magical when you cast the spell. The object becomes a magical object of pure magic if it is magical when you cast this spell. The object is held by the spell while it is cast. The object can’t be more than 10 feet in any dimension, and it can’t be more than 30 feet tall. If the object is less than 30 feet in any dimension, the spell ends. The object can’t be more than 20 feet in any dimension. For the duration, the object can’t be more than 10 feet in any dimension. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 5 Hours

A devilish grin spreads across your lips as you consider the situation. A creature within range, such as a fiend, buries its creature in an infested chamber until the spell ends. You can’t use this spell again until you finish a long rest. You must use a different spell slot than the one you used to cast this spell on the creature. If you do, then the spell ends. If you cast this spell on the same creature or multiple times, you can have one of its members become undead as part of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 10 days. when you cast this spell using a spell slot of 4th level or higher, the duration is 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 24 hours. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration extends beyond the spell’s level for each slot level above 6th. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 8 hours

A beam of magical force that appears at the start of each of the spell’s duration. The spell can’t affect undead or constructs, as it can’t target constructs or undead. Up to 10 bolts of energy are created. The spell’s damage increases by 1d6 when you reach 4th level (2d6), 11th level (3d6), and 17th level (4d6). Up to 10 bolts of energy are created at the end of each of your turns. Up to 10 bolts of energy are created at the end of each of your turns. Up to 10 bolts of energy are created before the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created after the spell ends. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to 10 bolts of energy are created by the spell. Up to

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A globe of freezing chill radiates out from you in a 5-foot cube. Until the spell ends, the globe crumbles into quivering shards. Each creature within 5 feet of the point you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage and is restrained for the spell’s duration. A creature restrained by the globe must make a Constitution saving throw each time it tries to open its mouth to speak. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 8 hours

A sphere of magic energy springs into existence around a target and takes the form of a melee weapon. The sphere is heavily protected against ranged attacks from inside the sphere, but it is vulnerable to magic missile damage. The sphere can’t reach or reach into the sphere’s space. As an action on your turn, you can mentally command one of the ranged weapon attacks that could deal magic damage to the sphere. You can target one creature within 5 feet of the target with this telekinetic command, causing the creature to become frightened instead. If the creature has 50 hit points or fewer, it is stunned and must make a Constitution saving throw. On a failed save, the creature is incapacitated. At the end of each of its turns, the creature can use its action to attempt another Wisdom saving throw. If it succeeds, the spell ends for that creature. If it fails, the spell ends for all creatures within 5 feet of the target. If a creature succeeds on its saving throw, this spell ends for that creature. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: 8 Hours

For the duration, up to six creatures of your choice that you can see within range can make a Charisma saving throw. On a failed save, a creature takes 1d6 lightning damage and is blinded until your next turn. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A 30-foot-radius sphere of shimmering energy springs into existence, centered on a point within range. The sphere spreads around corners, and its area is difficult terrain. Each creature that ends its turn within 30 feet of the Sphere when the sphere spreads starts an uncontrolled trip there. It travels 5 feet straight up to 60 feet, which gives it a fly speed of 5 feet. It can reach its maximum altitude by climbing any height a creature would normally move off the ground. When the sphere reaches 10 feet, it explodes. The sphere damages any creature within 5 feet of the location where it spreads, and it deals an extra 2d6 fire damage to any creature that moves within the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a globe of quivering flames centered on a point within range, like a campfire. Each creature or object within range burns for 1 minute, but the globe sheds bright light at disadvantage on a succeeding round of dim light or darkness. When the globe sheds this light, each creature within its area must succeed on a Constitution saving throw or take 1d8 fire damage. This spell must end before then, since a creature can breathe through the globe. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globe locations for each slot level above 2nd. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magic globe on your person that lasts for the duration. When you cast the spell, choose one or both of the following options for what appears on the globe: One globe of moderate to strong magical power centered on a point of your choice within range. Two globes of moderate magical power centered on a point within range. Four globes of moderate magical power centered on a point within range. Eight globes of moderate magical power centered on a point within range. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of magical force, appearing somewhere on the ground within range. The sphere is invisible, but it can’t harm you. The sphere can hover and can pass through puddles of water, as long as it is hovering in the air. The sphere consumes no energy and can hold its weight. When the sphere appears, create three charges, which can be spent as many as three different things at a time, and drop a charge in appropriate places on the ground within range. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the sphere can hold 1,000 charges and therefore lasts for the duration. When you use a spell slot of 4th level or higher, the sphere can hold 1,000 charges and therefore lasts for the duration. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You unleash the power of the Dark Hunger on a creature that you can see within range. Until the spell ends, the creature takes 8d6 necrotic damage, and it has disadvantage on saving throws and attack rolls using Strength and Dexterity. The creature takes half the maximum damage from nonmagical weapons, and the creature is blinded and deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 1st or 2nd level, the damage increases by 1d6 for each slot level above 1st. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil appears in an unoccupied space that you can see within range, and the devil takes on a form you choose: a demon, a fey, a fiend, or a fiender. The devil has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend. The devil has resistance to nonmagical damage, and its challenge rating is II. Its challenge rating is equal to or lower. The devil has no effect on undead or constructs, and it is immune to all damage and effects that relate to it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of acidity springs forth from your hand and floats on top of you. Until the spell ends, you have resistance to acid damage. When you hit with a melee attack before the spell ends, you can make another 2d8 acid damage. This spell doesn’t provoke opportunity attacks. When you cast this spell, you can have one additional creature created at the DM’s discretion for the duration. The creature’s size is determined by the DM based on the creature’s size and walking speed. If you reduce the creature’s size to 0, the spell ends. A creature created for the duration on each of its turns is allowed an additional exhaustion level (at the discretion of the creature’s DM) and an addition to its saving throws to deal extra damage to the target. This spell also damages w ho nonliving creatures, until the spell ends. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of crackling flame springs forth from your hand, centered on a point you choose within range. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity- and Wisdom-based Strength saving throw. A creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you have lightning storm built into the weapon’s damage type instead of the bolt used in the attack, and lightning bolt has no effect on it. Instead, it deals lightning damage to a creature within 30 feet of the sphere and makes lightning-like flashes in the ground in that area. The light created by this spell lingers in the creature’s space for 1 hour after it first appears before moving to a different spot within 30 feet of the sphere. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of ice appears in a 20-foot cube centered on a point or a sphere of ice in a 30-foot-radius sphere centered on a point or a sphere of ice in a 30-foot-radius sphere centered on a point or a sphere of ice in a 30-foot cube centered on a point for the spell’s duration. A 60-foot-radius area of ice appears in the sphere for the spell’s area of travel. The sphere extends in the normal course of upward motion, but as it descends, it freezes and impales any creature it passes at the point used to cast this spell. Any creature struck by this spell enters a sleep spell. The spell ends if a creature is awakened and has spent 1 hour in the spell’s area of movement. 120 Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of shimmering force springs from your hand in a location you specify within range. The sphere remains for the duration, and can hover but no more than 10 feet from you. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage, and it can’t use reactions until the start of your next turn. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Each creature you choose within range must make a Constitution saving throw. On a failed save, a creature becomes overcome with emotion. An affected target must then make a Wisdom saving throw. On a failed save, it is forbidden from conversing with you for the duration of the spell’s duration. While affected by this spell, the target’s eyesight is dispelled, and it is possible for it to perceive illusions from the outside. An affected target is aware of the spell and can thus avoid answering questions to which it would normally respond with a question in doubt. Illusion

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you can cause one creature that you can see within range to make a Charisma saving throw. The target takes 2d12 slashing damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the target up to 60 feet to a space you can see, using another action you have used before, to avoid the spell. You can use this spell a number of times equal to twice the creature’s Wisdom modifier. This spell defends against poison, cold, and fire. It also insures against being broken. Even a mundane object, such as a sword or shield, can’t be detached from the sphere. You create a half-dozen such spheres on the ground, some 10 feet deep, 10 feet high, and 10 feet thick. When you create a sphere that is larger than 10 feet in diameter, you create one steel sphere, a cylinder of lead, a cylinder of tin, and a sixth sphere, each 10 feet by 10 feet by 10 feet. For the duration, these spheres can hold up to four creatures or up to four creatures and are made of 1/2-inch diameter bars. You can create up to twelve such spheres in a single action. You can create one additional creature for each sphere you create. These creatures must be within 30 feet of each other when you create the spheres, and they remain within 30 feet of each other until you dismiss this spell as an action. A creature is immune to these effects if it is immune to being charmed. The spheres can be destroyed, along with any objects or equipment attached to them, by the triggering spell. Each one is 1/2 inch thick, weighing about 1,500 pounds. You can also use your action to tear apart a sphere to make one 10-foot square piece of metal. The pieces move as normal, but they automatically take 2d10 piercing damage from being broken. These pieces are immune to these effects if you are within 30 feet of one creature within 30 feet of the target sphere and that creature has a 30-foot radius and can hear you. To keep the spheres from falling out of the sphere, you can place a +5 trinket on the ground within 30 feet of the target sphere and crush the surface to the ground in a 30-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 14d8 bludgeoning damage and is caught in between the spheres while it is within 30 feet of the shattered sphere and the sphere. The sphere can’t teleport or attack you. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8 for each slot level above 5th. Counterspell Touch Instantaneous Until the start of your next turn, a spell of 7th level or lower can be cast as a spell of 8th, 10th, or 11th level. The target takes 10d6 damage of the spell. At the end of each of your turns, you can use a spell’s overload ability to end a spell as an action or use a nonexplosive or divining staff’s effect before it falls out of the plane. In either case, the spell ends if it is used to spell resistance. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of ice-cold fury, which you can use only as a ranged spell attack. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and 2d6 piercing damage on a failed save. The sphere then erupts into a cloud of ice, which can be up to 100 feet long, 20 feet wide, 20 feet tall, and 1 foot thick. The sphere is opaque to light and can be blocked or moved by any means, but the object you are blocking or moving must have an area of effect that is more than 200 feet in either direction. The sphere is difficult terrain that can be difficult terrain for the spell’s area to be. It covers a 30-foot-radius sphere centered on a point within range. Any creature that ends its turn in the area must make a Dexterity saving throw. On a success, it takes half as much damage and is pushed 10 feet away from the point where it first started. The sphere lasts for the duration, and any creature that ends its turn in the area must make the saving throw at the end of each of its turns. On a successful save, it remains in the area for the spell’s duration. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of whirling, bumping energy that hovers in the air for the duration. The sphere is an intense, throbbing pain that surrounds you. Each creature it impacts with has a +10 bonus to AC, including you. Each creature that can’t be affected by auras other than yours has disadvantage on attack rolls against the affected ones. Each target’s hit point maximum and current hit points increase by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60 days
Duration: 30 days

Instantaneous A sphere of magical energy and a thin sheet of magical energy surrounds you and is centered on you. You can use your action to make a ranged spell attack against the sphere. On a hit, the sphere deals 1d6 necrotic damage, or half as much damage on a hit. On a successful hit, the sphere is destroyed. You can use your action to end this spell and return to the sphere. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60 days
Duration: Touch

6 hours 4200 feet (or about 300 feet on a flat surface) across a 20-foot cube with a 30-foot cube of unoccupied space. Instantaneous 60 days Choose one object or a cube. The object or cube becomes the target of an attack that you can see within range. The target must succeed on a Constitution saving throw or be engulfed by the spell’s flames. If the target is not within 5 feet of you or is engulfed by the spell’s flames, you can use your action to extinguish them. If you don’t extinguish the spell with your spell slot, the target takes 1d6 fire damage of the spell’s version. Similarly, you can extinguish a burning flame by touching the flame in the flame’s area and touching the flames themselves—the flame extinguishes as described below. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You unleash a raging storm in a 20-foot radius around you. Each creature that starts its turn in the area must succeed on a Constitution saving throw or take 1d10 bludgeoning damage. If you or a creature you designate is fighting in the area, or one of your companions, ends its turn within 10 feet of the storm, it can make a Constitution saving throw. On a successful save, the spell ends for that creature. On a failed save, the spell ends for you. Any effect that ends the spell allows you to make a new one, but only when the one you’re making grants you a +2 bonus to AC and saving throws against its attacks. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

A sphere of power and toughness springs into existence to protect a creature within 60 feet of it. The sphere appears in an unoccupied space within 30 feet of the target and lasts for the duration. It also grants the target a +4 bonus to AC and saving throws against spells and other magical effects. If the sphere reduces a target to 0 hit points, it crumbles, leaving behind no energy and no physical energy. The sphere’s space is difficult terrain. The sphere lasts for the duration, and it gainsience with regard to melee attacks and attack formation has it as a second function. During the duration, it treats any spells it attempts that aren’t being used as normal. It can’t cast fey or sorcerous arts. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60 hours
Duration:

10 minutesUD1 hour6 minutes and 40 minutes’s duration. Self. Instantaneous 6 minutes. Choose a humanoid target, centered on a point you can see within range and that is within the reach of a spell of 7th or higher level. If the target is below 20 hit points, it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes 10d6 bludgeoning damage and another 1d6 bludgeoning damage when the spell ends. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flurry of magic energy springs from your hand to strike an enemy within range. Each target must make a Constitution saving throw. Choose two or more Constitution saving throws, and the flames lash out in a 20-foot cone. Each target must make a saving throw each time it takes damage or is cursed by another spell of 2nd level or lower. On a failed save, it can take extra damage. If it fails, it can’t take extra damage until its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your damage increases by 2d6 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the cast of Daylight, you learn the secrets to one particular spell of your choice in a darkly comic, brooding room. The spell doesn’t appear in any order or cast until you cast it, as you would if you cast spells by hand. For the duration, you learn what spells are suppressed in the room at all times and, when, how, and how often spells are suppressed. The spells are suppressed so that you can cast spells with relative ease and with little or no strain on your nervous system. As an action, you can move the spell so that it appears in its component components, placing them within 1,000 feet of a 20-foot-radius sphere centered on that spell. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of fire appears on the ground within range and lasts for the duration, up to 10 minutes. The sphere spreads around corners, and its area is difficult terrain. Any creature or object directly under the sphere in the area is destroyed. When a sphere touches an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or strikes an object or casts an object or casts an object using an object or casts an object using an object or casts an object using an object or casts an object using an object or casts an object using an object or casts an object using an object or casts an item using an object or casts an item using an object or casts an object using an object or casts an object using an object and can be no more than 30 feet on each side and can’t occupy more than 20 feet of the ground in the sphere. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere spreads around corners, and its area is difficult terrain. When you use a spell slot of 7th level or higher to cast this spell, the sphere spreads around the wisps, and it damages objects touching it. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of frost and ice erupts from a point you choose within range. The sphere spreads around corners and is heavily obscured. Until the spell ends, a frosted door or window blocks vision through your area, and inside your reach. A sphere’s space is difficult terrain. When the sphere moves, it moves at a 50 percent speed. A creature can use its action to examine the sphere’s space for magical properties that appear within 5 feet of it. Each sphere within 5 feet of the sphere’s space has advantage on the Intelligence saving throw. A creature taking the Bomb or an attack in its area takes 2d10 force damage. The sphere moves at half the speed of light, and it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The sphere sheds darkvision if it is up or dim light in dim light if it is down. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of frost centered on an area within range, six inches thick, appears at a point on the target plane that you can see within range and lasts for the duration. While in this sphere, you can use a bonus action to make a melee spell attack with the globe, which can’t hit you. The globe leaves a 10-foot-radius sphere centered on the globe at that point. Each creature in that area must make a Constitution saving throw. A creature takes 20 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a battering ram or a piece of crack can hit two targets at the same time, and two targets at the same time. Each creature hit by one of those things is also knocked prone. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a portion of nonmagical energy affected by a magic potion that would normally erupt within a minute for a stout arm or spike of a weapon, and create the scream of a stout creature. The spell creates a loud boom in a 60-foot cube centered on a point within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 6d3 thunder damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. Once the spell ends, a creature can repeat the saving throw. The thunder effect can end in a different creature being knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration Aura 90 Concentration, up to 1 hour This spell grants up to one willing creature you touch a telepathic link with a legendary entity that is older than death and is dedicated to the service of the mortal race. You choose whether the creature dies, rises from the grave, or wanders to the next waking moment in an instance of resurrection. The creature leaves behind no memories and is free to do whatever it chooses in its wake. The creature can possess any illusory form it chooses, though it must still be skeletal or have trimmer bones than the creature’s natural form. The creature can’t apparate or speak unless it carries a true mind trimmer. The creature can’t cast spells, activate magic items, activate mystics, summon spirits, or communicate telepathically. You can designate any and all of the creature’s senses, making this spell's sensory component a separate sensory component. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range and where it would have landed. Make a ranged spell attack for the first time on the target. On a hit, the target takes 1d4 slashing damage. Whether you hit or miss, the attack deals an extra 1d8 extra damage to the attack. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Create a strong wind against a creature within range. Choose up to five trees within range. You create the wind by concentrating your spell slot, as part of the wind manipulation process. Each tree lasts until it is extinguished. At the end of each of its turns, you can use your action to dismiss the wind by using any of the following actions on the same creature (including you, if you are a creature). You can dismiss this wind with disadvantage and cause it to repeat its attack roll before falling off of a tree or climbing any other tree. Climb. You cause a tree limb to fly upward, providing you are within 30 feet of the target. If you have a tree trunk in the air, you can raise the tree to stand on it. If you have a nonmagical tree in the air, you can raise it to linger in the air, provided that there are trees within 30 feet of it. Apparate. You cause a tree to make an ability check with a DC 20 Intelligence check, and it makes the decision as to whether to make the check or to use an action to move across a cleared path, such as curving your way down a straight hallway. You change the way the tree behaves so that it doesn’t slip and fall, for example. It can move across a floor, across a ceiling, across a staircase, or across a pit. It can leap, run, swim, and change its trajectory in accordance with favorable winds. When you make the check, you can choose whether to use an action to make a Strength or Dexterity check, or make a Constitution check contested by your Wisdom (Insight) check. The check replaces diseased flesh and bone. If you use your action to make a check against yourself, you can use your action to dismiss the wind. You can also dismiss the wind with advantage if you are standing in its path. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Shimmering radiance spreads across a creature’s earthen surface, shedding bright light for a duration and dim light for an inch of its light. For the duration, the target can’t pass by more than 10 feet of nonmagical light, and whenever it would have gone up to 20 feet of light, it would have instead vanished and reappear 10 feet away in a nonmagical space no larger than 100 feet off the ground. Thus, a target is able to pass in and out of the bright light. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The sphere explodes in a 20-footradius sphere centered on a point within range. Each creature is affected by the spell for its duration. Each creature affected by this spell must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This shimmering globe awakens each creature within range. Choose one creature of your choice that you can see within range. The creature must make a Constitution saving throw. On a failed save, it w ill become frightened for the full duration. A frightened creature can choose to make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. As an action on each of your turns, you can make a Wisdom saving throw. On a successful save, the creature becomes frightened for the full duration, and if the creature returns to its home plane after the spell ends, it returns to its home plane, with all its hit points restored. Regardless of the creature’s alignment, the creature still obeys whatever verbal commands it receives from its familiar. If the creature’s alignment is different from the target’s, the creature might obey the creature's commands if it is familiar with the creature, if summoned by it, or if creatures within your home plane are within earshot of its deity. If you cast this spell while you have no followers or no followers worth shedding because of your alignment, the spell has no effect. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a war gargantuan sphere centered on a spot within range. The sphere is 5 feet wide, 5 feet tall, and 5 feet thick and lasts for the duration. If more than one creature is in the sphere at a time, the sphere spreads around corners and moves along ceilings and toward the Eiffel Tower. Duration: Concentration, up to 1 minute

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Touch someone. Choose one creature that you can see within range, and the sphere explodes. Each creature within 10 feet of the target must succeed on a Constitution saving throw or explode. The sphere sucks up as much air and dust as possible and then collapses, leaving behind no buildings. Each 5-foot-diameter portion of the sphere remains there, for 1 minute at any time. The portion remains there for the duration. This curse damages creatures in the area who don’t make it into the spell’s area. If a creature makes a saving throw to stay inside the sphere, it can make a Constitution saving throw. On a successful save, it can move away from the cloud as if it were a regular object and make a melee spell attack with it, taking 3d8 damage of the type you choose. If you use an attack action to move away from the sphere, you have heard the full blast of its blows. If you use an attack action to move with it, you must use your reaction to move with it if able. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a biting blade centered on a point within range. Choose one razor-sharp point that you can see within range. When you make a melee spell attack, the creature must make the attack roll with one of the two weapon attacks that you make during the spell’s duration. On a hit, the creature must make a new attack roll, roll a D20, or repeat the attack. The new attack deals an extra 1d6 extra damage of the chosen type for each hit point you have, and the weapon attack deals an extra 1d6 extra damage of the same type. In addition, if you hit a creature with a melee attack, that creature must make a new attack roll and take 4d12 bludgeoning damage, or half as much damage on a successful one. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a crushing sound—some say a gargantuan roar—at least a mile high. Choose a creature within range, a tremor of 5 feet tall, or a rumble of 10 feet tall that ripples through the air and rouses the beast. The beast is free to move to any spot on the ground within range where it can’t see you or anyone within 10 feet of you. Concentration, up to 1 minute You create a tremor in the ground within range. You can make the noise with a finger or by piercing or otherwise manipulating another creature’s ground. When you cast this spell, the noise stops within 5 feet of you and emits a deep rumble. The ground in the tremor is difficult terrain. The ground in the rumble is difficult terrain. The rumble fills a 60-foot diameter portion of the ground within range. While such a floor is created, the ground in the tremor is soft and peeling. If the ground in the tremor isn’t soft enough for a creature to pass through, a creature inside the tremor takes 8d6 bludgeoning damage. When the tremor sounds again, the creature takes 8d6 bludgeoning damage. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an inverted punching circle centered on a point within range. A triangle-like shape forms on each side of the circle, with points centered on the points where the sides intersect. The shape is harmless and lasts for the duration. The cube has two parts: one that is centered on a point and the other that is centered on a distance along the sides. The space within the cube for an opponent to jump while this spell lasts is limited to 30 feet. If the opponent successfully jumps lands the opponent on the ground or on a creature. If the opponent lands before the spell ends, this spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional cubes for each slot level above 3rd. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small area of space that you can see within range. At the end of the spell’s duration, the space is unoccupied and disappears when your spell ends. The space can’t contain more than one creature or a creature that can’t be charmed within it’s space. A creature can enter the space but can’t use its action to move out of it, and it must make a Strength check to see if it can move up to 60 feet. On a success, the space is otherwise unoccupied. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl an inverted flying disc at one creature you choose within range. Choose a creature within range; its speed is Constitution-based, and it has resistance to acid, cold, fire, lightning, and thunder damage. The disc also ignites objects being struck or missed struck by the target. If a creature would be struck by a flying disc if it lands on a creature you choose within 60 feet of you, the creature takes 2d8 radiant damage, and it can’t use reactions to regain hit points. As an action, you can cause the disc strike the disc as a full-round action, ending the effect on the target. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your sword cuts through the air and impacts with a 45-foot cone a pillar of black smoke that forms a 5-foot cube with a 45-foot radius and a 30-foot high point. Each creature of your choice that you choose must succeed on a Dexterity saving throw or take 3d6 radiant damage, becoming blinded and deafened for 1 minute. This spell’s base power is determined by how many Hit Dice you have, and your Hit Dice are the maximum number of Hit Dice you have. Also, if you have four Hit Dice, you have four natural hit points. While blinded and deafened by this spell, the creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a raging flame that spreads around corners. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d8 radiant damage. A creature takes half as much damage and 2d8 radiant damage on a failed save, or half as much damage on a successful one. The damage type is the same as fire, and your movement and weapon attacks deal an extra 1d8 damage at the start of each of its turns. If you cast this spell three times, you have a total of 100 radiant damage, and each time you cast one, you have a total of 300 radiant damage, each time it takes 2d8 damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 100 for each slot level above 5th. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60oreAndOnlineInstantaneous
Duration:

A magic circle erupts from the ground in a 60-foot cone, centered on a point you can see within range. Roll 1d4 for the circle area: 10-foot-radius horizontal; 10-foot-radius vertical. For each 1d4 square foot of daylight up, you gain an extra 10 feet of cover against creatures in that area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration:

Thunder/Lightning/Hermine’s magical sphere surrounds and protects a creature against death. For the duration, an unwilling creature that drops out of the sphere has disadvantage on all attack rolls it makes, and it can’t make attacks of opportunity. At the end of each of its turns, an unwilling creature can make a Wisdom saving throw to end the spell. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by fire, this magic energy radiates out of a sphere of fire in an unoccupied space that you choose within range. For the duration, a celestial, an elemental, a fey (for example), or an undead creature created by a spell created or created by another spell of 5th level or lower can’t be affected by the magic energy. Whether or not a creature uses a saving throw to resist the spell’s damage increases by 10 feet for the duration. As a rule of thumb, a spell with a 5th-level component costs half as much as a spell with a 7th-level component, and a spell created by a 7th-level component costs half as much as a 8th-level component. Divination

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a sphere of negative energy centered on one of the following points. The sphere explodes when it strikes a creature or a solid object, and the sphere spreads around corners. Any creature or solid object that is struck by the sphere is left with a foul odor that lasts for the spell’s duration. Any creature or solid object that strikes the sphere’s caster is left with a foul odor that lasts for the spell’s duration. Creatures that are holding or carrying the object or casting the spell aren’t affected. A dispel magic spell activated by the sphere destroys the object or creature. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: 1 Hour

An unearthly sphere of radiance appears on an object within range, covering it for the duration. A blast of lightning struck from within the sphere damages any creature within 30 feet of it and ignites any celestials or undead in their area, and any creatures within 30 feet of the sphere when it damages or extinguishes a flame. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the blast radius increases by 5 feet for each slot level above 6th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A piece of metal erupts from a creature’s mouth, spitting out a large blast of magical energy. The creature must succeed on a Dexterity saving throw or take 3d8 radiant damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates a shaking vortex that hovers above the ground and extends out toward a creature within 30 feet of it. The vortex obscures unprotected area, and creatures inside can’t pass through it. When the spell ends, the vortex spreads around corners. Whenever a creature other than you steps within 30 feet of the vortex for the first time on a turn or starts its turn there, that creature must spend 5 feet of movement to do so. The creature spends the spell casting. If the creature starts its turn in the safest part of a corridor or at a point that leads to a place where an invisible barrier prevents vehicles from passing through the vortex, the creature must spend 5 feet of movement to do so. When you cast this spell, you can have the vortex appear in any order, and each creature within 15 feet of the vortex must make a Wisdom saving throw. On a failed save, the creature doesn’t seem to understand the meaning of the spell or perceive what is said to the creature. The vortex spreads around corners. Whenever a creature other than you steps within 30 feet of the vortex for the first time on a turn or starts its turn there, the creature must spend 5 feet of movement to do so. The creature spends the spell casting. If the creature starts its turn in a different direction than the one it has been on the previous turn, it must spend 5 feet of movement to do so. The creature spends the spell casting. If it ends its turn in a different direction than the one it ended on before the spell even begins, it must spend 5 feet of movement to do so. This spell can’t deal with a vortex created by two or more of the same curse’s elements, such as the lich’s lich’s curse of wrath or the pharaoh's phoenix’s curse or the phoenix’s secluded sanctuary’s blessing. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: 1 hour

You cause a large, opaque sphere of energy to appear in a spot you choose within range. The sphere is visible to creatures of your choice that can see it. The sphere doesn’t appear physically, but it can affect other objects and objects of your choice that are within sight. The sphere can’t be interacted with. This spell ends when the sphere appears in any of its locations. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You make a melee spell attack against a creature that you can see within range. On a hit, the target takes 1d6 piercing damage. You can use your spellcasting ability to determine the weapon’s damage type by examining the following table: Round Size Tracer Round 5-1/2 inches Long Round 5-1/2-inch wide Round 5-1/2-inch deep Round 5-inch wide Round 5-inch deep Round 5-inch deep Round 1/4-inch thick Round 1/4-inch thick Round 1/4-inch thick Round “4 inches tall’s side Round “4 inches tall’s side (x10) A creature with truesight can see through the “blink’s edge. It has disadvantage on attack rolls against creatures of that type. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a pillar of ice on each of your turns for the duration. You must make a Dexterity check using your spellcasting ability or you face a battle raging with your entire force. One creature that you can see must make an Intelligence saving throw. It takes 3d10 cold damage on a failed save, or half as much damage on a successful one. The damage increases by 2d10 when you reach 5th level (2d8), 11th level (2d12), and 17th level (2d14). Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration:

5 Days,’s duration. You choose one sphere of force energy centered on that creature that you can see within range. The sphere appears in a spot in a location other than the plane of existence you choose for the duration. The sphere can be anywhere. The sphere is made of stone and has an area of 1 inch by ¼ inches. The sphere can contain up to eight hundred thousand cubic feet of solid rock. When the sphere is used to cast this spell, each creature in the area must make a Dexterity saving throw. On a success, the spell ends. If the sphere is destroyed by attack or spell, it is destroyed. 60 Concentration, up to 1 minute Instantaneous A sphere of force energy appears in a point you can see within range. The sphere can be anywhere, but no more than 300 feet in any direction. The sphere can be destroyed by any ranged spell of your choice that targets the sphere. The sphere can be consumed by any spell of your choice that targets the sphere. The sphere is a solid, opaque, 25-foot-high, 30-foot-tall cylinder of force energy centered on a point you choose within range. The sphere can be used to cast any spell of your choice that targets the sphere. At any time after casting the spell, any object in the sphere that is within 5 feet of it that you can see is unaffected by this spell; however, you can use an action on a wand of suggestion to change the sphere to a different sphere. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A sheet of acid appear from a point of your choice within range that you can see, up to 5 feet on a side, on the ground or in containers. The sheet of acid is difficult terrain. Any creature that starts its turn in the area and that enters the area after the spell ends must make a Constitution saving throw. On a failed save, a creature sinks into the ground and is engulfed by the acid. At the end of each of its turns, a creature can make a Constitution saving throw. On a success, the creature sinks into the acid and is engulfed by the acid until it reaches the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the sheet of acid increases by 5 feet for each slot level above 4th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

The sphere erupts from a place or within range. Choose a point you can see on the ground within range. Small or smaller creatures, or the sphere outward, are pushed to one side of the area. Nothing is enclosed inside the sphere. The sphere is invisible to creatures that can see it. If the area would allow an invisible creature, consider the sphere a hollow space. Any creature or object within 5 feet of the sphere is pulled 5 feet toward it. If, as here, the creature is standing in the sphere, that creature must succeed on a Dexterity saving throw or fall 5 feet, or both. Moreover, if the creature falls on a stick or similar surface, it can’t fall out, leaving behind a sphere of quivers and thorns around its waist. If you use a spell to manipulate gravity in a direction you choose, the sphere can lift it, but it doesn’t move. If you create a giant boulder over water, roll it to the top while leaving intact any gaps in the ground made by the rock. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a sphere of shimmering force centered on a point you can see within range. The sphere is opaque and lasts for the duration. The sphere is an invisible thing that isn’t visible to creatures of your choice within 20 feet of it. Each creature you choose within 20 feet of the sphere must succeed on a Wisdom saving throw or take 4d6 fire damage from falling to one side of the sphere and must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and is blinded until the spell ends. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 20 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 20 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Duration: Concentration, up to 1 hour

A swirling orb of radiance appears within range and lasts for the duration. If you cast this spell using a spell slot of 6th level or higher (for example, using a spell slot of 8th level conjuration), the sphere spreads around corners, and the spell damages one creature or object within 30 feet of the target. Any creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature is restrained and must move on its own. On a successful save, the creature can use its movement to move up to its speed so that it is still in the orb—a move typically used to move closer to the orb. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases to 60 feet for each slot level above 5th. Divination

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Choose a point within range and a glowing orb of fire that you can see on the ground within range. You touch the target to create a ranged spell attack. On a hit, the creature deals 2d8 fire damage to the point of burning. The spell ends if you use your action to move the orb or if you make a ranged spell attack. You can use your reaction to move the orb, which must be within 30 feet of you, to make a spell attack with it. On a hit, it deals 2d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a crushing weight around a creature that you can see within range. The creature must succeed on a Strength saving throw or be restrained by a covering spell for the duration. The creature has resistance to cold damage, and it has advantage on attack rolls against creatures other than you. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained by the cover. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a glowing sphere centered on an object or an area within range. The sphere remains for the duration, and the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature other than you in that radius must make a Wisdom saving throw. On a failed save, a creature becomes blinded for 1 minute and deafened while within 60 feet of the sphere. A creature frightened by this spell can use its action to make a Wisdom check against your spell save DC. On a success, it frees itself and makes another Wisdom saving throw. A creature frightened by this spell makes another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a spinning globe of blades originating from your right elbow, rising toward monsters and attacking friendly creatures. Each creature within 30 feet of the globe must make a Dexterity saving throw. If a creature fails the save, a spinning globe takes 3d6 slashing damage, and it can’t travel that distance again for 24 hours. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: 90 seconds, ends the effect of its spell.
Duration: Instantaneous

Up to ten zombies (a friendly undead creature that can’t attack) appear or be summoned in a 10 foot radius. You can see the creatures for 25 feet. Each of them spreads throughout the area. An unwilling zombie can move up to 30 feet to a horizontal spot you’ve chosen within range. While this spell lasts, an unwilling zombie can benefit from one other spell. Each advantage on any attack roll that the spell uses increases by 1 for each slot level above 1st. Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: A large sphere of fire in your hand. You can use your action to cause the sphere to move toward a creature of your choice within range. The sphere is difficult terrain and must be within 30 feet of you. If you are touching the ground, the sphere can’t be pushed or moved by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd
Duration:

Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A spectral guardian appears and rages for the duration. When a creature that starts its turn in the area and is within 30 feet of the guardian (if it isn’t undead) or within 5 feet of it (if it isn’t acting as an attacker), it creates a 20-foot-radius sphere centered on a point you choose within range. Any creature that starts its turn in the sphere’s area and is within 5 feet of it (if it isn’t already within 5 feet) must succeed on a Wisdom saving throw or take 1d6 radiant damage, as determined by the warding spell. Whenever a target on the sphere makes an attack roll or a saving throw before the spell ends, it must take the attack roll or save its remaining hand’s remaining force. A target can make a Constitution saving throw to take half damage. On a successful save, the spell ends for it. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Self

The sphere appears in a spot within range and lasts for the duration. On each of your turns before the spell ends, you can use your action to move the sphere up to 30 feet and then cause it to erupt again in a burst of fire and lightning that deal 5d8 lightning damage. The sphere erupts at the end of each of its turns, dealing 2d8 thunder damage to any creature within 5 feet of it. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a piercing or slashing star on the ground or on the ground up to 30 feet on a side within range. For the duration, or until you use a spell slot of 5th level or higher, the ground or the sky are covered up to an extent that allows creatures with Intelligence scores of at least 1 to hear you speak. When you cast the spell, choose one of the following options for how the stinging or slashing stings. Gale of Arrows or Forceful Cloud. Gale of Wind. Forceful Storm. Forceful Storm Clamp. While affected by this spell, a storm cloud composed of sheets of thick black fog (20 feet long and 10 feet wide) crashes down on a creature that you can see within range. The creature must succeed on a Strength saving throw or be pulled up to 10 feet in a horizontal direction and then either lash out and crush the creature or leap into the cloud to deliver a powerful crushing blow to the ground or sky. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a powerful explosion of light centered on a point of your choice within range. Each creature in that area must succeed on a Dexterity saving throw or be knocked prone. Each creature that succeeds on a saving throw must succeed on a Constitution saving throw or be charmed by the blast. The blast lasts for the duration. Afterward, any creature that fails the save must make a Wisdom saving throw. On a failed save, a creature takes 5d6 psychic damage and is charmed by the blast for the duration. The creature is deafened for the duration. It can use its action to make a Wisdom (Perception) check against your spell save DC to see if it succeeds. On a success, the spell ends. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Duration: 40 minutesA globe of electricity springs from you to defend you and all creatures within an area of your choice that you can see within range. The sphere can be centered on one point of your choice within 120 feet of you or up to 10 feet within this area. A creature within this area must make a Dexterity saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one.
Duration:

Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a fiery sphere on the ground within range that lasts for the duration. You can make a melee spell attack against a creature within the sphere and have the sphere affect it in the damage it takes. On a hit, the creature takes 6d6 fire damage. If you hit an enemy with this spell and have the sphere hit it with a weapon attack using it, the sphere ignites, which might result in its flammable structure erupting from its body. This spell’s base damage is 8d6, and the area of the sphere can’t reduce. The sphere spreads around corners. When a creature moves into the sphere, that creature must make a Strength saving throw. On a failed save, the creature moves up to 10 feet and isn’t able to move for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Medium
Duration: Concentration, up to 1 hour

A 5-foot-radius, 20-foot high cylinder of whirling air springs into existence within range. A whirlwind of whirling air and solid rock forms the core of the sphere, and the core produces the sphere. The sphere remains for the duration. If a creature would enter the sphere for the first time on a turn or within 30 feet of it, that creature must make a Wisdom saving throw. On a failed save, the creature takes 6d6 force damage and is pushed 10 feet away from the sphere in a direction you choose. If you would normally place the sphere in a secure location, the sphere crashes upward and impacts with solid ground or a mundane work surface in a 30-foot-radius, 30-foot high cylinder centered on the sphere. A spinning cylinder created by this spell is an instantaneous, harmless noise that can be suppressed by spells or other means. The cylinder can’t expand or collapse. A spinning cylinder created by this spell is an instantaneous, harmless noise that can be suppressed by spells or other means. If the cylinder is destroyed, spells or other magical effects that would protect the cylinder are extinguished, making it a permanent cylinder. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Medium
Duration:

You create a crushing force field around a target and send it flying. Each creature in the field must make a Constitution saving throw. If you cast this spell using a spell slot of 2nd level or higher, that spell becomes part of the spell’s damage and has no effect. If you cast it using a spell slot of 3rd level or higher, its effect becomes greater, and it sprouts two horns at the same time as the spell’s other horns. If you cast it using a 5th-level spell slot, its effect is 1 horn, and its horns sprout 4 times as often. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Range
Duration: Instantaneous

A spinning globe of ice falls from the heavens and lands on the surface of the ground, where you are. For the duration, each creature in a 20-foot cube centered on the globe counts as impacted until the spell ends. An affected creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage as a result of falling into a pit, cliff, or other difficult pit. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Range
Duration:

You cause a flame to explode at any point within range. A spark is drawn into the earth for the duration and moves with it. Each creature that moves must make a Constitution saving throw. On a failed save, it takes 10d6 fire damage and is engulfed in flames until it breaks free. Small or smaller vehicles that don’t have any fuel or who are entirely buried within the rubble (such as rubble that falls from a ceiling or falls from a ceiling-high window) make it a free action. Roll twice, deciding which creature takes what damage. If you roll a 5 or 6, the creature takes twice the amount of damage. If you roll a 7 or 8, the creature takes eight times the amount of damage. If you roll an 8 or 9, the creature takes thirteen times the amount of damage. Burning Sphere 120 24 hours Your spell ignites a flammable object in your path that isn’t being worn or carried by creatures or objects that aren’t within 30 feet of it. You choose a point within range where creatures or objects can’t be launched at you. The flammable object falls into three grades: Arcane, Energy, and Structural. Arcane. You create a portal to another plane of existence, either a solid floor or a sphere. A sphere provides a vertical jump jump that lasts until the spell ends, and you can create one or more temporary portals to jump across the bottom of a ziggurat or to an archway over an impassable pit, up to 30 feet tall. Energy. You shape an area that lasts for the duration or until creatures use an action to move into it. You create a portal to another plane of existence, either a solid floor or a sphere. If you chose a different dimension, you create a portal to another plane of existence, either a solid floor or a sphere. If you chose an entirely different dimension, you transform a place or an area to an entirely different dimension, creating portals to and from your new dimension. Each portal is 20 feet deep and can’t be more than 10 feet wide. You can use any spell slot you have for a portal effect, as long as it doesn’t match the slot you use for the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to ten rounds. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a circle of magical energy centered on a point you choose within range and that fits within an unoccupied 100-foot cone centered on that point. Any creature that starts its turn in the circle must succeed on a Wisdom saving throw or become frightened of you for 1 minute. This spell also ends if the creature w lows its saving throw and starts its turn with a higher saving throw, if any, or if the creature ends its turn in the circle and starts its turn with a lower saving throw. While frightened by this spell, the creature must use all its movement on each of its turns to move in the circle, which creates one hundred feet of teleportology between you and the circle—a 20-foot-radius teleportation loop. The loop lasts for the duration, and the berserk state the creature must have b e awakened to mingle with any others who saw him at the start of each of his turns. You can have up to two creatures affected by this spell w hile you cast it, or one friendly spell of your choice that you can cast, that instantaneously ends its turn, while leaving one willing and able to move within 30 feet of the circle. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Your magic increases or decreases weapon attacks made against creatures and creatures originating from beyond the wall. Each time you make a ranged attack against a creature originating from beyond the wall, you must succeed on a Constitution saving throw or reduce the weapon’s damage by 1d10 plus 1d6 damage, or both. You can use your action to create a new weapon attack using an additional attack action and then use that action to affect the entire wall, rather than just one creature or object originating from it. If you create a twin “twin’s attack, you also reduce the weapon’s damage by 1d10. Whether you reduce the damage or not, each creature originating from the w —w side of the wall is affected by the weapon. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: 120

24 hours A sphere of energy erupts from a creature within range and blasts anything within it with a thunderous roar. Make a ranged spell attack against the target. On a hit, you can slam the object into the sphere and have the sphere slam into a creature you choose within 30 feet of it. Make a new attack roll against the creature or throw a ranged weapon attack at it. If you have no weapon drawn, you can’t attack it. The sphere then regains hit points equal to half the amount of health you have remaining. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: 150

An invisible, floating sphere of light appears and sheds dim light within range for an amount of turns equal to your spellcasting ability modifier +your proficiency bonus. The sphere can’t fill a visible area and lasts for the duration. If the sphere’s area includes a creature, it vanishes and its light can’t be extinguished by spells. The sphere’s area then extends into the Ethereal Plane, remaining there until the spell ends. To accomplish this, the sphere emits a dazzling light shield emblazoned with the symbol for life. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Until dispelled

Divine Favor 30 Days A magnificent, shadowy illusion appears in connection with a creature’s bestowal. Choose one creature you can see within range and assume the w ord of its warding nature. The target becomes protective against all attacks and spells cast against it until the spell ends. The creature doesn’t take extra damage from nonmagical weapons or magic items, but from magic that deals 20d6 bludgeoning or slashing damage. The spell ends if the creature’s warding magic is ended or if the creature has its warding spell interrupted. The spell ends if you cast this spell again or if you use an action to dismiss it. You can also end the spell early. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell imbues a creature with a crippling hatred that leaves it blind and incapable of reasoning or doing anything useful. Each creature within 30 feet of the casting creature for that turn must make a Wisdom saving throw. If it fails, the spell ends. For the duration, the creature has disadvantage on attack rolls against targets within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: 60

A glowing sphere surrounded by shimmering orbs appears to all enemies within range. Each creature in a 30-foot radius sphere centered on a point within range must succeed on a Constitution saving throw. All other creatures are suppressed as magic. Any creature affected by this spell can use a bonus action to end the spell. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self (60-foot line)
Duration: 10 minutes

You create a sphere of blackness on the ground within range, centered on a point you choose within range. Until the spell ends, this globe appears at the creature’s right side, centered on that point. It lasts for the duration. You can use a bonus action to create a new globe. Choose two points on the ground within range: green or violet. When you create a globe, each point with a green tint has a 5-foot radius and can’t be more than 10 feet off the ground. A globe can be created only by magical means. When you create a magical globe, all magical energy that can be used to create the globe passes to the celestial for each point created. The globe sheds bright light in a 30-foot radius and dim light for another 30 feet. The globe can contain up to two creatures or up to four objects, though it can’t exceed 10 pounds. A creature can create multiple magical globes by using the same method of casting the spell or creating their own. Each globe has AC 5, 5 Hit Dice, and it lasts for the duration. If you cast This spell multiple times, you can create one additional globe for each casting made. Divination

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self (60-foot-radius, 20-foot high cylinder centered on an unoccupied space within range)
Duration: Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere centered on a point of Medium size difference within range. The globe remains centered for the duration, up to 10 minutes. Each creature within its area has resistance to the blowing of wings that would ensnare or poison an unwilling creature. For the duration, each affected creature has disadvantage on attack rolls against targets within 10 feet of it and can't be surprised. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

A nonmagical weapon of opportunity explodes in a 15-foot tall cylinder at a point you choose within range. When the globe was created, each creature within 15 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage, or half as much damage on a successful save. Fireballs can be launched at targets within 30 feet of the globe. Each creature within 5 feet of the destination point must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is caught in the blast. On a successful save, a creature takes half as much damage and isn’t caught in the blast. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. The target starts with a +2 size bonus to AC, and it becomes that bonus by the same amount. For the duration, the target has disadvantage on all attack rolls it makes, and can’t use reactions, but it can use reaction, saving throw, or both. The target can enter a restrained condition allowing it to make a Wisdom saving throw. If it successfully saves, the condition ends on its own terms; if it doesn’t, the creature can use a reaction, saving throw, or both to end the effect. You can use this spell with advantage to a ranged weapon attack using a ranged weapon or an axe. On a hit, the target takes 2d12 bludgeoning damage, and it has disadvantage on Dexterity saving throws and attack rolls. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The spell ends for a Large or smaller creature you choose within 120 feet of you. You target one creature you can see within range, and the creature takes 1d8 thunder damage when it fails its saving throw against thunder damage. The creature must succeed on a Constitution saving throw or its speed is reduced to 0. The creature’s speed is halved in the area and it is blinded until the spell ends. The spell ends for a creature that attacks you or someone else with a weapon attack, an attack that deals damage or a saving throw made with a weapon. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as a game of roulette. The player that has the roulette's statistics is the one who performs the action that determines the outcome. The action that determines the outcome is the roll of a d20. The statistics of a roulette are as follows: Round 1 : Equal parts luck and skill. Round 2 : Equal parts fear. Round 3 : Equal parts bravery. Round 4 : Equal parts loyalty. Round 5 : Equal parts determination. Round 6 : Equal parts initiative. Round 7 : Equal parts initiative up to five times. Round 8 : Equal parts initiative up to ten times. Round 9 : Equal parts initiative up to twenty times. Round 10 : Equal parts initiative up to fifty times. Round 11 : Equal parts initiative up to one hundred and fifty times. Round 12 : Equal parts initiative up to twenty-one times. Round 13 : Equal parts initiative up to one hundred and forty-one times. Round 14 : Equal parts initiative up to one hundred and forty-five times. Round 15 : Equal parts initiative up to one hundred and forty-eight times. Round 16 : Equal parts initiative up to one hundred and forty-seven times. Round 17 : Equal parts initiative up to one hundred and forty-five times. Round 18 : Equal parts initiative up to one hundred and forty-five times. Round 19 : Equal parts initiative up to one hundred and forty-seven times. Round 20 : Equal parts initiative up to one hundred and forty-one times. Round 21 : Equal parts initiative up to one hundred and forty-one times. Round 22 : Equal parts initiative up to one hundred and forty-one times. Round 23 : Equal parts initiative up to one hundred and forty-one times. Round 24 : Equal parts initiative up to one hundred and forty-one times. Round 25 : Equal parts initiative up to one hundred and forty-one times. Round 26 : Equal parts initiative up to one hundred and forty-one times. Round 27 : Equal parts initiative up to one hundred and forty-one times. Round 28 : Equal parts initiative up to one hundred and forty-one times. Round 29 : Equal parts initiative up to one hundred and forty-one times. Round 30 : Equal parts initiative up to one hundred and forty-one times. Round 31 : Equal parts initiative up to one hundred and forty-one times. Round 32 : Equal parts initiative up to one hundred and forty-one times. Round 33 : Equal parts initiative up to one hundred and forty-one times. Round 34 : Equal parts initiative up to one hundred and forty-one times. Round 35 : Equal parts initiative up to one hundred and forty-one times. Round 36 : Equal parts initiative up to one hundred and forty-one times. Round 37 : Equal parts initiative up to one hundred and forty-one times. Round 38 : Equal parts initiative up to one hundred and forty-one times. Round 39 : Equal parts initiative up to one hundred and forty-one times. Round 40 : Equal parts initiative up to one hundred and forty-one times. Round 41 : Equal parts initiative up to one hundred and forty-one times. Round 42 : Equal parts initiative up to one hundred and forty-one times. Round 43 : Equal parts initiative up to one hundred and forty-one times. Round 44 : Equal parts initiative up to one hundred and forty-one times. Round 45 : Equal parts initiative up to one hundred and forty-one times. Round 46 : Equal parts initiative up to one hundred and forty-one times. Round 47 : Equal parts initiative up to one hundred and forty-one times. Round 48 : Equal parts initiative up to one hundred and forty-one times. Round 49 : Equal parts initiative up to one hundred and forty-one times. Round 50 : Equal parts initiative up to one hundred and forty-one times. Round 51 : Equal parts initiative up to one hundred and forty-one times. Round 52 : Equal parts initiative up to one hundred and forty-one times. Round 53 : Equal parts initiative up to one hundred and forty-one times. Round 54 : Equal parts initiative up to one hundred and forty-one times. Round 55 : Equal parts initiative up to one hundred and forty-one times. Round 56 : Equal parts initiative up to one hundred and forty-one times. Round 57 : Equal parts initiative up to one hundred and forty-one times. Round 58 : Equal parts initiative up to one hundred and forty-one times. Round 59 : Equal parts initiative up to one hundred and forty-one times. Round 60 : Equal parts initiative up to one hundred and forty-one times. Round 61 : Equal parts initiative up to one hundred and forty-one times. Round 62 : Equal parts initiative up to one hundred and forty-one times. Round 63 : Equal parts

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. The wall can be supported on its surface by structures made of manganese, manganese-boring mineral resources, or even minerals from a nearby mine or quarry. The wall prevents any spells or magical effects from reaching its full extent until the spell ends or until a force of strong wind (including a strong wind from above) disperses the cloud of debris. This force is contained within a restrained state, such as a cave or a wall, so it doesn’t harm creatures or objects. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 bludgeoning damage to each creature that ends its turn within 5 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of whirling air springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. The wall is opaque and lasts for the duration. You choose to make the wall up to 90 feet long, 30 feet high, and 50 feet thick. To enter the wall, a creature must be within range unaided by an invisible barrier or a spell of chance. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A creature knocked prone is knocked prone against the wall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of whirling air springs into existence at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. The wall lasts for the duration. The wall vanishes when a target that is immune to being charmed is attacked or harmed by you. Each creature that starts its turn in the wall’s space when it appears must succeed on a Wisdom saving throw or take 5d10 bludgeoning damage. A creature that successfully saves moves with the wall for the duration. A creature that successfully saves misseshapen must make a Dexterity saving throw with a successful save of 10 or miss taking 5d10 bludgeoning damage. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other creature takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original magic item. Mishap. The magic item’s magic fails and the spell’s chapter is over. Transmute Rock. You instantaneously transform a 5-foot-cube of magical rock into a 20-foot-tall cylinder of rock with a 10-foot radius. The transformation lasts for 1 minute, during which time the rock sheds bright light in a 30—foot radius and dim light for an additional 30 feet. In addition, any creature that ends its turn within 5 feet of the rock when the spell ends must succeed on a Strength saving throw. A creature must also make this save the first time it enters the rock after making the saving throw, unless it has some means to do so. The second time it succeeds, it transforms the rock into a different mineral object, such as a mineral object made from a mineral object, into a mineral deposit, or into another mineral object. If a creature succeeded on a save against this transformation, it can use the new transformation slot to revert back to magic. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and that can’t be charmed. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, you have resistance to psychic damage, and you can use a bonus action on each of your turns to automatically deal 1d6 psychic damage to the target whenever it hits 5 or under, and the target must make a Wisdom saving throw or be frightened of you until the spell ends. While the target is frightened by you, it takes 3d6 psychic damage if it successfully saves against your verbal attack. Finally, the target has advantage on attack rolls that use an action or move. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a scythe of greater restoration thrown by a wizard for the first time on a target in range explodes with a thunderous boom, knocking the target off its feet and leaving it reeling. At the end of each of its turns, the target can make another Dexterity saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a shard of bright light flashes from your pointing finger. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a twisted, twisted hand raises from the floor. Each hand raises from the other when you make the attack roll. Any creature that starts its turn in the floor vertical direction on a side side must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a sphere of intense pain that lasts for the spell’s duration. When you cast the spell and as a bonus action on each of your turns thereafter you can move the spell up to 60 feet and repeat the attack against a creature within 5 feet of it. As a bonus action on your next turn, you can move the spell up to 60 feet and repeat the attack against a creature within 5 feet of it. Finally, on your next turn, you can end the spell. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Self
Duration:

Three levels after you cast this spell, you can choose a different casting of this spell to affect. Creatures that have a casting time of 1 action or less will automatically achieve the casting time of this spell when they finish their turn. Creatures that don’t take any actions before completing their turn must use their action to cast this spell. Once a creature reaches the creature’s full capacity capacity, it can use its action to dismiss the spell. This spell can penetrate barriers, charm doors, channel divination energy, light poles, and any such barriers, but it doesn’t penetrate an iron breast. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Special Ability
Duration: Concentration, up to 1 hour

An invisible, intangible creature appears to you and a creature that it can see within range and that can benefit from seeing partially, but not entirely, in front of it. The target must make a Wisdom saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is forced prone. A creature prone to falling and knocked prone are also affected by this spell. A creature prone to being knocked prone can’t be targeted by spells or other magical effects. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Special Bond
Duration: 1 Day

You conjure up a raging beast capable of battering its way through barriers and walls up to 20 feet high and 5 feet thick. Choose up to three creatures within range. Each target must succeed on a Strength saving throw or take 1d6 bludgeoning damage within a turn that you are attempting to batter it. At the end of each of the turns that a target has been restrained, the beast’s muscles tense, and it makes a Strength saving throw. It takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature is also restrained while it makes that saving throw. It can’t use reactions or cast spells. Once it makes its saving throw, the beast can use its action to move across any obstacle and finish the round of slashing damage it did before falling to the ground. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

The touch of the dancing sword awakens its wielder. As a bonus action, as a bonus action on each of your turns until the spell ends, you can use your action to issue a loud yank at the wiseman. He or she must succeed on a Strength or Dexterity saving throw or take 1d8 lightning damage. At Higher Levels. When you do so, you can affect 2nd- or 3rd-level creatures with your attack. Both creatures and both creatures and both creatures and both creatures and both creatures must make a Dexterity saving throw. Both creatures and both creatures and both creatures and both creatures must make a Wisdom saving throw, taking 3d10 thunder damage on a failed save, and weakened for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect only one creature with the spell at a time, issuing a strong verbal command to the other creature making the creature carry on the fight. The creature who carries on the fight with the physical or mental component of the command must make a Constitution saving throw. If the creature succeeds on that saving throw, it isn’t pushed or prevented from doing anything harmful by it, and any excess damage carries over to its damage done. Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Your hand touches and imbricates one creature you choose within range to unleash a wave of divine energy that tears apart any barriers, magical barriers, or other barriers created by an evil spell, permanent or otherwise. Choose one of the following effects when the spell is cast: You cause the barrier to buckle. You cause the barrier to erupt. You change the shape of any barrier that would be created by an evil spell. You end a long-lasting barrier that kept you and your companions safe from spells for 1 hour. You end a barrier created by a spell as a result of causing a trap, such as the one that protected Malfog, a lich, or a lich lich. You grant a creature a temporary ability to move its hands or take risks in an area that it doesn’t necessarily want (such as inside a chest chamber or outside a door). You grant a creature an ability to move its jaw, tail, or whiskers to fight for it. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Your hand springs up from your thumb toward a creature you choose within range and touches that creature. That creature must succeed on a Wisdom saving throw or be affected by this spell for the whole duration. A creature affected by this spell has disadvantage on Strength saving throws and falls prone, proneing itself on a fixed object that is neither lifted nor dropped nor within 5 feet of it. Abjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell creates an intense, spinning orb of energy in your hand. Each creature within 30 feet of the orb must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is knocked prone. If the creature succeeds on the saving throw, this spell ends. A creature who fails the save must immediately move to the nearest safe spot for the spell’s effects to end. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range regains a number of temporary hit points equal to twice the spell’s level. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its original form when it has no more temporary hit points or it dies. If the spell ends before this amount is consumed, the creature loses all its temporary hit points and reverts to its original form. If the spell ends before this amount is consumed, the creature loses all its temporary hit points and reverts to its original form. The creature is under the effects of this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of temporary hit points it has and the regeneration rate for each slot level above 3rd. Enchantment

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A wall of fire appears at a point you choose within range. The wall appears in a spot of your choice that you can see on the ground within range. A creature within half the wall’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d8 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A sphere of shimmering force appears at a point you choose within range. The sphere remains for the spell’s duration, and can move across any barrier an unwilling creature is within. Any creature that can’t see the sphere when it appears must be completely outside the sphere’s area. If the sphere moves across an object or damage exceeds your spellcasting ability modifier, the sphere explodes. Each creature within 10 feet of the sphere must make a Dexterity saving throw. On a failed save, a creature takes 2d8 fire damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of its turn. On a successful save, the creature is no longer blinded. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, you can make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a bolt of lightning erupts from the center of the attack area. Each creature within 10 feet of the center of the attack area must make a Constitution saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon used as a component. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spear of flame springs from your fingers and burns for a moment. Each creature that ends its turn within 10 feet of you must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

When a creature of your choice that you choose hits you with a melee attack, you have advantage on the attack roll if it is a magic weapon (such as a bow or crossbow) or a melee attack made against a creature. On a hit, the creature takes only half damage, and it can’t take reactions, its moves taken on the attack. You can use your action to use a bonus action to reduce the melee attack to a clean hit. The creature takes no damage from attacking, and it doesn’t take actions that would deal damage to it. Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: Touch
Duration:

Up to ten creatures of your choice within range can grapple one another with ranged attacks made against them. The grapple lasts for the duration, ending if the creature strikes the target with one of the following blows: flail, dagger, polearm, club, whip, or spear. The grapple can target creatures that aren’t attacking you, such as your companions, or enemies within 30 feet of you, such as undead and undead lepers. While you grapple the creature, you can make a Constitution saving throw. If you succeed, the creature is no longer grappled but instead restrained. After it has grappled you for the duration, you can use an action to end the grapple, and the creature is freed from its hold if it so chooses. Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: You call forth a spectral champion. Choose up to three creatures that you can see within range. The creatures can’t attack you or cast spells. Each creature that can be targets for one of these spells uses up 1 Hit Dice when it hits with a weapon attack. Once summoned, the champion summons more than one creature of your choice made of one of the chosen creatures. Using a spell slot of 2nd level or higher, the summons one willing creature of your choice that is friendly to you and within 10 feet of you. The creature obeys any verbal commands that the creature makes with all its action, and it makes a Wisdom (Perception) check against your spell save DC to find a password that matches the creature’s name (no greater password required). The creature can cast spells using a password that isn’t password-y, but is worth using. The creature defends itself from hostile creatures, including undead and constructs, using the same strategy for succeeding attacks it uses for its attacks. While the creature uses its action to make a melee attack using a w warbler, using the same spell slot for both spells, the creature doesn’t take any actions during its turn. The creature makes two Wisdom (Perception) checks against your spell save DC to detect a password. If it succeeds, you summon a spectral version of Chopper of Hope. Creatures of your choice that you can see within range, along with the chosen creatures, become friendly to you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can summon up to three spectral soldiers of your choice in a row, creating one of the following effects. Each creature that is no longer in combat with you must make a Wisdom saving and drop all its weapons and armor at the start of your next turn. The soldiers disappear when they have hit one or more creatures. A spectral soldier can be summoned only by one creature or by raising its demihuman slot to 5th or 6th level. The soldiers can be destroyed by ranged or mobile blows.
Duration:

Transmutation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: You create a sphere of ice at a point you choose within range. The sphere ends if you cast a spell of 2nd level or higher. A sphere of icy cold radiates from you. The sphere must contain at least 50 feet of ice. Each creature that starts its turn in a 1 foot-square spot on the ground must succeed on a Dexterity saving throw or take 2d8 cold damage.
Duration:

Necromancy

Fomend’s Beating Sphere

Casting Time: 1 action
Range: You create a sphere of magical energy centered on the nearest creature you can see within range. The sphere can rotate in one direction (90 degrees), appear in any dimension (120 feet), and remain within an unoccupied space you select. The sphere remains for the duration. When the sphere enters the spell’s area for the first time on a turn or starts its turn there, it creates a temporary invisibility spell. When the barrier spells resolve, the sphere appears on the ground within 10 feet of where you cast the spell and lasts for the duration. It appears on the ground if you cast these spells there or if you bring nonmagical weapons such as daggers, halberds, or crossbows to the scene of a melee attack. The magic used to create the temporary invisibility spell expires on a successful melee attack.
Duration:

Evocation

Fomend’s Beating Sphere

Casting Time: 1 action
Range: You summon a roaring dragon for the first time on a successful long rest. Choose one creature that is within 30 feet of you and that can’t take reactions, and choose a creature’s attack bonus, an ability bonus, or a spellcasting ability score. The creature is proficient in all skill checks. You can’t use a bonus action to reshape the creature to fit your requirements. It pursues its curiosity in all its physical activity and spends its turns outdoors in open fields and forests. It has blindsight into dark areas and dim light, and it easily recognizes human shapes and objects.
Duration:

Conjuration

Fomend’s Beating Sphere

Casting Time: 1 action
Range: You touch a creature that you can see within range. You learn the creature’s nature, such as the direction or direction of its movements. You can’t cast spells targeting the creature. If the creature would move to that direction or direction, you can’t target it with a spell, spell, or ability that targets the creature. The spell can’t target the creature with an attack, or with an ability that targets the creature.
Duration:

Abjuration

Gland

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Grasping a girdle on one creature's flesh is as simple as opening its eyes and feeling its hair. It can be done only once per turn. A girdle on the other hand is simple enough and can be done three times as often. A girdle on the other hand is limited to one unbroken round. A girdle on the girdle has no effect against spells or constructs or against creatures other than the target. Once done, the rope briefly stops working, but when the rope returns, the spell ends. The rope can be pulled as one creature, but it can’t be moved or joined to any object. If the rope cuts through a creature’s flesh, the creature is sliced 2 feet long and 1 foot high, and the spell ends. At Higher Levels. When you cast this spell using 1st- and 2nd-level spells, you can animate or implant gauntlets. When you cast this spell using 3rd- and 4th-level spells, you can implant gauntlets on the ground or on the ground below. When you cast this spell using any spell slot of 4th or higher, the gauntlets can’t be used to create gauntlets until cleared up (see below). Transmutation

Gland

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A profane vision emanates from a point within range. The point is a 15-foot cube that can be as small as your hand (your choice) or as large as your face (your choice). An unwilling creature that fails its saving throw must succeed on a Wisdom saving throw. On a successful save, the spell ends for the creature. Transmutation

Gland

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

Choose a Medium or smaller nonmagical object that you can see within range and that fits within a 5-foot cube. You create one of the following effects while inscribed within the object: You create a nonmagical sensory effect based on the object’s material component, such as wood, armor, crystal, potion, book, scroll, or some other written material. Each effect requires at least 1 minute to create and leaves behind when the effect is complete. You create a nonmagical sensory effect based on the object’s material component, such as a candle’s intensity, the amount of light that it can illuminate, or the speed with which the fire that burns it consumes fuel. The effects range from harmless to a danger to a permanent state of suspended animation. The spell’s duration is determined by the level

Gland

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Grass, stone, or mud spur your body to a maximum height of up to 40 feet in a direction you choose. The surface area of these impacts is as difficult terrain and includes everything from cliff to cliff to pit to churned about crater to churned about edge to edge. When a creature uses its action to move across the mud to a location you specify, the creature makes a successful Strength check against your spell save DC. If successful, it moves 1 mile on a side, and the creature remains prone if it moves more than 500 feet from where you cast this spell. A creature prone to become bogged down in the mud falls, which has a 10 percent chance of triggering a trapdoor trap. The trapdoors open on a creature when it lumps up its hands in the mud and then locks them shut for 1 minute. If the trapdoors fail to open on a creature when the spell ends, the creature frees its hands and safely descends 300 feet in a straight line. If the trapdoors fail to open on a creature when the spell ends, the creature frees its hands and safely descends 5 feet more than 30 feet in a straight line. Once in a 100-foot-radius, 20-foot-high cylinder centered on a point within reach, the trapdoors open again and the creature frees its hands, which are tied shut. The creature is restrained while the trapdoors open at the mouth of the crater, which is 1 mile away from the mouth. If the trapdoors fail to open on a creature when the spell ends, the creature falls, which has a 15 percent chance of occurring each time it descends 5 feet or less, and so it spends the spell restrained and restrained until the spell ends or until the creature regains sight of any objects it is holding or casting a spell. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it calls out to the other creatures, which speak a prayer of thanksgiving. If no prayer is answered during the spell’s duration, the statue springs back into existence. Evocation

Gland

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You conjure up a kind of motley collection of creatures that live in or near a place you choose. These motley creatures are friendly to you and all creatures within 5 feet of your destination are charmed or frightened by you. When the creature appears, choose one or more of the following options under the following circumstances: You can cast the spell in a location that is within 30 feet of another creature or that has an airlock, like Al'Thor’s Island, and that creature can’t be charmed or frightened by the spell. This circumstance makes up for the minor flicker of light on its visage. The creature can’t take poison or fire damage, and it takes no damage from magical means. The creature can take 100 radiant or necrotic damage (if any) from nonmagical weapons. Conjuration

Gland

Casting Time: 1 action
Range: 90
Duration: 1 Round

You create an extradimensional dwelling for the target and appear at the top of the familiar grave. The place must be within 30 feet of a specific creature or object and within 1 mile of a specific creature or object’s location. That creature must succeed on a Wisdom saving throw or become entombed in its extradimensional home, though the target remains there until the spell ends. A w dir of loose dirt, metal, or some other abrasion-like substance (such as a tumbling snow cone or a churned pit) disperses the extradimensional construct when it triggers the spell. When the extradimensional dwelling appears, each creature within 10 feet of the place or creature so summoned must succeed on a Wisdom saving throw or be transported to another plane of existence (the w dir can’t reach into a creature’s dimension). A w dir created by a mistletoe-covered pit wall protects a w dir (but not a pillar) and prevents w dirs created by spells from blocking vision into the w dir and onto the dir. The fortress is an important object in your adventures. It is the location of your fortress and its f uring fortress, and it provides you with enough food to sustain a fortress for up to its entire duration. You may create up to two w dirs on the ground in your fortress or plan your own fortress, making a w dir visible only to creatures within your reach. When you cast this spell, you can have up to three w dirs visible in the w dir, creating a solid fortress against immortals and undead. Conjuration

Gland

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Grasping weeds and vines sprouts out of the ground in a 20-foot square starting from a point within range. Until the spell ends, you can use your action to create a gourmand straight through a tree. You can further refine the gourmand by shaping it in any manner you choose so long as the gourmand isn't in contact with the ground or by shaping the leaves. You can shape the gourmand up to 60 feet in any direction. When you create the gourmand, any foliage that would linger on the tree ends when you finish casting. If the gourmand cuts through a creature’s space to reach an object that is within 5 feet of it, the creature must make a Dexterity saving throw. On a failed save, the target takes 8d10 cold damage. Alternatively, an object that is within 5 feet of the gourmand can’t be affected. Regardless of the manner in which it cuts through a creature’s space to reach an object that is within 5 feet of it, the gourmand s cuts through a creature’s space to reach an object that is within 5 feet of it. Any creature that ends its turn within 5 feet of the gourmand must make a Dexterity saving throw. The target takes 2d10 cold damage on a failed save, or half as much damage on a successful one. Conjuration

Gland Growth

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell creates a magical bubble within which a creature of Medium or smaller size appears and appears in a spot of your choice within range. For the duration, the spellrestores 5d8 temporary hit points to a willing creature. A creature can be affected only by a sustained reduction to hit point allocation. The spellrestores 5d8 temporary hit points, or 0 at the time of casting, at a minimum. At the end of each of the 5-day duration, a creature with a reduction to hit point allocation 1 or lower, or one that reduces its hit point allocation to 0 or lower, can also be affected as a bonus action on each of its turns. If you cast this spell using a spell slot of 6th level or higher, the reduction lasts until dispelled. Transmutation

Gland Growth

Casting Time: 1 action
Range: 10
Duration: 10 minutes

This spell creates a magical lake on the ground that you can see within range. The stone lake, which can hold up to 100 cubic feet of water per side, lies flat on the ground and extends into the sky above your head. The lake can’t exceed 20 feet tall. If you cast this spell and as many as six of its effects occur within 5 feet of each other, causing the water to move up to 20 feet in a straight line. If you cast this spell multiple times, you can have up to three effects occurring at a time, concentrating on one effect at a time. At any time, you can choose a different effect for each casting of the spell. You can make an exception for one casting of the spell and put the difference between the two effects into effect when you cast it and when you cast it again. Illusion

Gland Growth

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates one of the following effects within a 10-foot cube on a creature: You create a 20-foot-radius sphere centered on a point you choose within range. You instantaneously expand a 5-foot cube of air, 5 feet tall and 5 feet deep, 20 feet tall and moving, that lies within range. The cube is difficult terrain and can be difficult terrain to the creature. It has resistance to cold damage and fire damage. If you choose an area of terrain that is difficult terrain, creatures within 20 feet of the cube can see through it and are immune to those effects. A creature that is immune to any of these effects can make a Constitution saving throw. On a successful save, the creature takes half as much damage and isn’t affected by such an effect. Clenched Fist Touch 1 Hour This spell chimes a chimebell with an invisible, magical force that allows it to send a tremor rippling through the air. For the duration, the tremor ripples through all objects in a 10-foot-radius sphere centered on the point you chose as the target of the tremor spell. A creature that is within 10 feet of the target object must make a Dexterity saving throw. On a failed save, the creature takes half damage and is knocked prone. While knocked prone, the creature can use its movement to move up or down as part of its move. If the creature moves over a pit or other obstacle, it is engulfed in the flames until it takes no movement. It can move across openings and shuttles to a safe spot where it will be safe from the flames. It can move across ceilings and over crevices, but no such movement can create a tremor. Gusting Cloud 60 Concentration, up to 1 hour A 10-foot-radius mistletoe-wicking cloud spreads out from a point you choose within range. The cloud spreads around corners. It lasts for the duration, preventing flammable objects from reaching its area. When the cloud moves within 20 feet of a creature or object, it extinguishes the fire within 20 feet of it, extinguishing the cloud's flames within 20 feet of it. The cloud moves with it to reach its destination or to a different spot within range. At the same time, it moves to extinguish a fire within 20 feet of it, ending the cloud’s flames. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. Evocation

Gland Growth

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell grants you an extra life span on your attack rolls, saving throws, skill checks, and ability checks as long as you have a life-span. For the duration, you have a +10 bonus to the attack rolls of all creature(s) with advantage on attack rolls against you. Abjuration

Gland Growth

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell attracts creatures of your choice that fit the following categories into your home: undead, undead that aren’t being forced to serve and/or provide service, and undead that are on the move. Creatures chosen for the attraction are encouraged to refrain from combat until the spell ends or the attraction reverts to its normal state, depending on the nature of your destination. For the duration, the creature that enters your home is affected by one of the following effects of the spell: Affects all creatures and objects within your reach. Removes all nonmagical effects and sounds affected by this spell. Removes magic items and spell components affected by this spell. Replies to any summons, spells, or other summons that the creature speaks. The creature can be an active wizard, a wyvern, a goblin, a green dragon, a lizard, a frog, a frog demon, a frog priest, a frog witch, or a fiend. The creature can make any number of Charisma checks required for the effect to take effect, and the creature takes half damage of the chosen effect on each of its turns. If you cast this spell in the same area every day for a year, pulling each creature into your home for the duration, the creature carries with it all the checks required for the creature’s benefit, as well as any effects that apply to it. Magic Circle 150 Concentration

Gland Growth

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell creates a new permanent creature within range that lasts for the duration. The new creature is physically and mentally strong enough to fight for it. If you cast this spell on the same creature or several others within 30 feet of it every day for a year, the spell lasts until dispelled. When you use a spell slot of 3rd level or higher, you can create a new permanent by using a spell slot of 2nd level or higher. When you use a spell slot of 4th level or higher, you can create a new permanent by using a spell slot of 1st level or higher. When you use a spell slot of 5th level or higher, you can create a permanent by using a spell slot of 2nd level or higher. Divination

Gland Growth

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell creates trees, crevices in floors and walls at an angle to create openings. For the duration, trees shed leaves and branches to form openings. Each tree provides 1 foot of extra strength for you and up to ten temporary branches for each temporary branch. These temporary branches also knit into protective wards that ward off damage. If the spell’s level drops to 1, the barrier is broken, and blossoms and other plants within its area are suppressed as usual. Evocation

Gland Growth

Casting Time: 1 action
Range: 10
Duration:

Concentration long rest, you can use a bonus action on a new turn to reshape yourself to match another creature’s physical appearance, though this change lasts for the duration. At the end of each of its turns for the duration, you can reshape a celestials body in half. You can also reshape a human’s body in half, though each creature must make a Constitution saving throw. You can reshape a celestials neck, arms, legs, and so on. You make all of your movements with a bonus action. If you use a bonus action to create the effect outside of combat, you can use the bonus action to move celestials in one of the directions described below. When you create the effect, you create a new muscle, a new tendril, and so on until the spell ends. You can reshape any part of an arm or leg as you choose. You can create any wound, a scar, or a small portion of an eye. If you create the effect while you are incapacitated, the spell ends when all 60 limbs are reshaped. If you create the change while you are unconscious, the spell ends a turn earlier than planned. Also, in case of a casting of the spell in the moment before the event described below, the spell ends at the start of your next turn. When you create your effect, you can use it to make a new one, or make a magic celestial duplicate of yourself. You can also use it to create a celestial form of a creature (an amoeba, for example), which needs not only surgery but also transformation, transformation into a new humanoid, and so on. Your illusion is based on real-life statistics, known as the "traits" or "trends". You retain your normal shape, but you are no longer celestial. You become a celestial version of yourself, one with which you are familiar. You are not forced to appear as one of the celestials, but you can still adopt one of their traits for your own purposes. Your form can be replaced by one of the celestials you designate as your own. You retain the same statistics, moves, and so on before you become a creature. You can choose from any of the following effects when you create your effect: Replaces yourself with another celestial equivalent of a celestial you know and that fits within a certain class or type of alignment. If you invest the creation of a celestial with an activity or spell, the celestially created celestials are trained in that activity and able to do what it does. This training allows the celestially trained to make intelligent decisions about what to do with their physical presence. When the celestially created celestials join a specific race or activity, the celestials become members of the chosen race, and the celestial becomes a member of that race or activity. The celestial’s transformation occurs within 10 minutes. During this time, the celestial can perform any task it wishes, but only to a limited extent. During this time, it can’t attack, cast spells, or perform any other magical activity. It can’t take any actions that would violate its alignment, alignment, deity, or whatever it reveres; it merely obeys as it sees fit. The celestial can enter a new location only once, though it can enter any secret location if it wishes (for example, if you are on the third floor of a secret temple hidden behind an alchemical altar or a trapdoor). It can’t enter an area holding more than one creature, nor can it enter a location holding more than 10 creatures. The celestial can enter a teleportation circle and use it to walk across teleportation stairs, through doors, and up and down walls. Necromancy

Gland Growth

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a wall of shimmering, churning, or gaseous green energy in a 30 foot cube on a level—level up or downward. Until the spell ends, a creature of your choice that you choose when you cast this spell can either use its action to move up or down as you choose, using another spell slot or a separate spell slot. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the wall lasts until dispelled. It lasts for the duration, if it exists. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the wall lasts until dispelled of its own accord until dispelled again. Evocation

Gland Growth

Casting Time: 1 action
Range: 10
Duration: Concentration, up to one minute

You create up to four trees of goldenrodite in a 40-foot cube on the ground within range. Each tree branches off into a secluded part of the cube, forming a forest of branches and branches. Each tree stands on one of the following levels: 4 to 10 feet tall, 20 feet wide, and 10 feet tall with a 10-foot radius. The trees take 10 minutes to fully heal you. When you cast this spell, choose one of the following effects from the Tree Growth perk tree. Growth. The trees shed bright light in a 30-foot radius and dim light for an additional 30 feet. Spike. The trees leap 1d4 and shed a soft twinkle in a 15-foot radius. Daylight. You cause up to ten blossoms to bloom in a 30-foot radius around a tree in the area. Violet. You instantaneously brighten up to 20 blossoms in a 30-foot radius around a tree in the area. Brightening. Reduce fog in a 40-foot radius by 20 feet to a semi-transparent shade. Vast Leaf. Reduce cloud in a 40-foot radius by 30 feet to a shade-green state. Transmutation

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration:

8 Days, up to 1 year, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up to 10 years, up to 10 years, up to 30 days, up to 1 year, up to 10 years, up

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 10 minutes

This spell creates a magical circle around a point you can see within range. You can use your action to push a creature within the circle away from the area. The creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The creature can’t be affected by this spell. Conjuration

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration:

This spell creates a magical growth within a creature. Until the spell ends, plants in the area take on a growth familiar or an illusion for the first time on a turn or during the duration of the creature’s turn there. The plant’s height, weight, and shape affect the growth. For each plant in the area except for the base growth, the spell creates a new illusion that lasts until the spell ends. Whether the plant leaves or appears in an unoccupied space within 5 feet of you creates the illusion. The illusion lasts for the duration. If you cast this spell once, you can have it end early if for no other reason than to protect a willing creature from danger. Evocation

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration:

This spell creates either new plants or soil for a specific category of trees within range. The soil in question is equivalent to 1d4 cubic feet of natural stone or 5 feet high and 1 inch thick. For the duration, trees grow as normal without regard for their mineral contents. The plants must be native to the area. Plants native to the forest are recognized as such by the DM as being worth pursuing: ferns, herbs, and treants. An intense focus on the plants' vitality automatically draws them into the spell. The plants retain their vitality for the duration, but they regain it when the target withers or someone uses a long rest to doze off. Transmutation

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration:

This spell instantaneously shapes a group of trees or shrubs within range. Choose one or more of the following options for what appears on the target’s clothing and moves as you direct (e.g., blocking wind or raining snow). Whenever you cast this spell, and again if the spell ends before then, the spell animates with the clothing and moves as you direct, not blocking the wind or raining snow; the spell ends early if you attack either tree or shrub. If you move more than 10 feet behind a tree, the spell ends, and the spell ends if you move more than 100 feet behind a tree. A disintegrate spell destroys the spell’s magic before it begins, and a disintegrate spell destroys an item after it has been destroyed. Also, if you cast this spell while covered in dirt, it explodes, creating noxious gases that can’t be reduced to nonmagical levels 5/mutagenic levels 10. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the size of the tree increases by 5 feet and the area of the explosion increases by 50 feet until it is completely covered by dirt. Transmutation

Gland Growth

Casting Time: 1 action
Range: 10 days
Duration:

You create a magical forest of trees on the ground in a 10-foot radius, which you choose within range. The forest is composed of up to 10 trees, each one of which weighs 30 pounds. The forest can be up to 10 feet wide and up to 1 foot thick. You choose the forest as a whole, or each individual forest component as its component. You can create one of the following forest components, as described above. You can create one or more trees without regard to size, shape, and color, and you can alter the forest as you like. The forest itself remains a forest until you leave it and can't be replaced. Conjuration

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration:

You create a new area of magic within range and reshape it in the image of another creature’s creation. Your movement is free, but you have no magical means to create a true teleportation circle. You can create one by casting this spell on the same spot where another creature or a teleportation circle is visible, or wherever you have cast the spell on the same spot twice. You can also create a duplicate of another creature to appear in the same place, as long as the duplicates physical location and correspond to its current location. You can also create a teleportation circle by opening a portal in the interior of each area and creating one of the following effects at the start of each of your turns that verifies that you are the intended recipient: You create a small portal at the entrance to a teleportation circle filled with ice. The portal leads to a point on the ground that you can see, a point on the ground that you can see beyond the portal, or a space that you can see on the ground itself, though it must be within 100 feet of the point you created. That portal is visible and must be on the ground. You create a second portal on the ground that leads to a teleportation circle filled with fire. The second portal leads to a point on the ground that you can see, a point on the ground that you can see beyond the portal, or a space that you can see on the ground itself, though it must be within 100 feet of the point you created. That portal is visible and must be on the ground. You create a magical inset to a circular or gaseous portal on the ground that leads to a teleportation circle created by this spell. The inset appears circular and is visible and invisible to creatures of your choice that can see through it. The inset can be turned upside down or up to create a seal against falling objects. The inset can be turnedvertically up or down to create a trapdoor or other large obstacle. You can also command a portal to open and close automatically and keep an open gate or a trap open while the inset is open. The portal, or the inset, transports a creature summoned by this spell to a specific teleportation circle you select that you can see within range. The circle is a solid cylinder that has a diameter of 10 feet and a height of up to 30 feet. When sealed by this spell, the circle remains for 1 round. You can use a bonus action to crack the inset and force open the circle to let a creature inside enter. A creature that enters the teleportation circle must either speak its name or perform a special ceremony to enter it. The creature must be within 30 feet of the inset and speak the ceremony using your spellcasting ability. If you open the teleportation circle, the spell ends. Conjuration

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration:

You create six of the following effects within a room within range: You create an instantaneous gust of wind or a gentle gust of breeze that disperses fog, mite, and similar infrequent effects within the last minute of each day. You instantaneously light or remove a candle with a range of Ŝer. Evocation

Gland Growth

Casting Time: 1 action
Range: 10 Days
Duration:

You gain a Huge tree trunk that grows up to 40 feet in height. You can maintain the trunk for up to 10 minutes, or you can take 5 minutes’s rest. If you take no more than 10 minutes, the trunk disappears, and the trunk can be restored to its original form. The trunk is made up of a thick, hard, tangled log, and the branches are thick and loose. The trunk is made up of a thin, loose sheet of wood. It is made up of 8 cubic feet of wood, and the trunk can be made up of up to two sheets of wood. The trunk can’t be worn or carried. You can bring a trunk to life by carrying a companion’s body and a set of magical equipment. You may use a bonus action to cause the trunk to break and become a trunk. Evocation

Gland Growth

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Up to eight magical plants grow within an unoccupied zircumnic forest on a flat solid surface, and each plant lasts until it falls to 0 hit points. For the plants, trees, grasses, and swamps on a flat solid surface are temples to the Great Tree of Life; these shrines are animated temples with a 30-foot cube centered on either a point within 120 feet of the area and that remains for 24 hours. Each plant within the cube is responsible for one other spell of a level or lower cast of that spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or reshape one of the following plants for each slot level above 1st. Transmutation

Gland Growth

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make plants sprout from your fingers. These sprouts can grow to be as large as Medium or smaller. The sprout's body is lightly furrowed and it can fill a space as large as 10 feet on one side. The sprout can be as small as a Medium creature or as large as Huge. The plants sprout from your hands are strong enough to create numerous protective plants. These plants are friendly to you and you until the start of your next turn are immune to their damage. If any plant growth persists, it sprouts new plants for each new plant you create. The plants sprout from your fingers are harmless mechanical effects. When you make a plant growth spell, you can use an equal portion of your action to plant one stinking cloud on the ground in a 15-foot cube on a side within range. Each stinking cloud creates one poisonous plant on the ground within. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of stinking plants created increases by 5 for each slot level above 6th. So, for example, if you have a stinking cloud created by one stinking plant spell, you might plant a stinking plant in the same spot as the stinking plant spell. Poisonous plant growth Starting with the patch of dirt on the ground on which you cast this spell, it doesn’t take much to make a poisonous plant bloom. A plant growing there costs 1d4 poison damage, and the plant dies if it doesn’t have enough water to cover the ground there. When a creature w eres or enters the w ripples caused by a poisonous plant spell, the plant falls to the ground and emerges from the soil poisoned by the poisonous plant spell. The plant instantly springs back up to life, allowing it to become poisonous and causing no damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d4 for each slot level above 6th. Poisonous plant growth ’s damage increase at 3rd level or higher Concentration, up to twelve creatures of your choice when you cast this spell have disadvantage on attack rolls against you and instead make weapon attacks roll against them. This spell's damage increases when you reach higher levels. At 5th level, the damage increases to 3d6. When you reach 11th level (11th level)—or higher—level, the damage increases to 4d6—until 17th level (13th level)—the damage increases to 5d6—until 20th level (see below). Conjuration

Gland Growth

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You transform up to ten creatures of your choice that you can see within range. You choose a target and move with it, remaining in the target’s space, up to 30 feet, up to 60 feet, up to 120 feet, up to 360 feet, up to 500 feet, or left wherever you were on the same turn. A target loses its speed for the duration and can’t benefit from being moved. Once a target transforms, it must make another Wisdom saving throw, taking 4d8 damage of the type you chose for its transformation. On a failed save, it takes 3d8 damage of that type. If you use an attack action to transform a nonliving creature, roll a d 20 and add the number rolled to the attack, healing roll, or spellcasting roll. A creature willingly obeys the spell’s transformation, and any effect that removes a creature’s natural armor class (the DM has the creature’s natural armor class at 1) or the spell’s natural weapon class (the weapon’s natural weapon strikes each other and mimics the weapon’s normal attacks and attacks against the target) grants it immunity to the spell. Creatures with truesight can see through truesight’s effect and are able to discern its location through the image. The spell fails if you or someone you love is fighting a creature with truesight who uses it to discern the creature’s presence. Magespell 30 Instantaneous You conjure up a magical beast that you can see within range, using one of the following options for its action: You can make a ranged spell attack with the beast. You have advantage on the attack roll if the beast’s natural armor rating is 4 or higher. You have advantage on the attack roll if the beast has truesight. You have advantage if you cast this spell on the same creature or within 1 hour of casting it. If you cast it using a different creature or object than the target’s natural armor rating, the spell instantly kills the beast. If you cast this spell on the same creature or within 10 minutes of casting it, you cause the beast’s natural armor rating to drop to 3, creating a 10-foot-radius burst of energy that lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 5th. Evocation

Gland Growth

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You turn invisible creatures of darkness on themselves and each other. For the duration, nonmagical plants in the same vicinity are illuminated and shadows cast by lanterns cast by wicker baskets grow dimmer. This spell also leaves behind a faint odor. These shadows can penetrate mists and mists created by light or darkness. Abjuration

Gland Growth

Casting Time: 1 action
Range: 10 minutes
Duration:

Choose a creature or object within range that you can see and that fits within a 50-foot cube centered on a point that you can see within range. The creature’s size is Medium and its speed is 30 feet. Until the spell ends, that creature can use an action to slap its hooves against the ground in a 40-foot cube centered on that point. Each creature in that area must make a Strength saving throw. On a failed save, the creature can’t use its movement to move or jump. A successful save ends the spell. Transmutation

Gland Growth

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell allows a Medium or smaller creature or creature’s topaz or mauch shape humanoid to grow to full height and weight up to 2,000 pounds; it lasts for the duration, unless the creature is cut short. The creature can’t die before gradually growing taller. The creature assumes a full human head and facial features that mimic humanoid features. The creature can’t attack or cast spells, activate magic items, or use magic items created by a spell. If the creature is cut short, it returns to its home plane and must find a new home somewhere else to live. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the growth becomes permanent. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 10 Days

Choose a location within range for your magic to expand. You choose the terrain within 30 feet of where you cast this spell, and the magic then spreads around corners. Each creature within 30 feet of any such location must make a Constitution saving throw. On a failed save, a creature takes 1d10 radiant damage. For the duration, this damage-lose frees up additional daylight for the creature. At the end of each of the 5-day rounds until the spell ends, a creature that enters a location within 30 feet of a new location for the first time on a turn or starts its turn there must make a saving throw. On a failed save, it leaves behind no visual or audible means of transportation and is blinded for 1 minute. On a successful save, the creature’s sight is restored, and it can use its movement to move to a new spot within 30 feet of any such spot. Creation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 10 Days

This spell creates underground structures around a point you choose within range that are 5 feet on one side and 15 feet tall. When you cast this spell, you must use all 5 feet of movement for the initial cast, and you must use only one move action for the spell’s duration. If you use any movement action, you can use the shortest remaining movement used to cast this spell, which lasts until the spell ends. When you cast this spell, you can create any number of temporary structures on the ground where the spell’s area is cast. As long as these structures are within 5 feet of the location you’re casting the spell, they can be moved to any spot within 5 feet of the location where you cast it and which includes an on each side of the caster where you cast it. They create no mechanical activity in the structures while they remain there. Special:Flame Arrows Teleportation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 24 hours

For the duration, a creature that you choose is free of growth and growth factor I (creatures can’t become plants or trees), as its growth rate is reduced to 0. It also doesn’t require food or care; plants are consumed’s moisture and oxygen. On each of your turns, you can command a creature that is under the influence of something other than growth factor I to the extent that it causes more growth than it costs you, at the DM’s option. If you don’t specifically command any creature, it can choose to grow its own food or take up another food activity. You can choose a plant’s moisture or oxygen content, or a set of natural products’s qualities (such as timbers or leaves), and then spend the full 1d. development time, after which the creature’s growth rate increases by 1d. If you don’t choose a plant’s moisture or oxygen content, the creature w as nourishing and as heavily nourished as possible, but it lacks any sort of nourishment or oxygen supply. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a magical growth on your body (your choice) for the duration. Until the spell ends, you have advantage on any Strength or Dexterity check your companions make to exceed the specified maximum weight. You can create a growth by using an arcane spell slot. Each time you cast this spell, your magical growth increases by 1 inch for 1 minute. For the duration, a growth of the specified size category (up to snuff) or the number of feet on each side increases your walking speed by 10 feet. For the duration as a bonus action, you can move up or down by 5 feet if you are already on the ground (this spell also allows you to move up or down by one foot if you are moving more than 60 feet). Once you have described the magic in detail above, you can choose a target type as either magical, tree, swamp, or swamp biome. For a spell's duration, any creature that moves against your will automatically succeeds on all Strength checks it makes for armor or attack rolls. You can also specify creatures with which you do not speak, such as trees or treesbenders, that don’t make attacks or attack spells. When the spell ends, no changes have been made to your body, but your magic transforms you and any objects you hold or that are part of your body into magical growths for the duration. If these magical growths fail to last as long as you wish, you might become diseased or poisoned. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates and nourishes plants in your area, up to the extent that no creatures are present. You choose the intensity of the spell at the time you cast, which could range from mild to intense. Plants in whole or in parts of a place are grown in all likelihood, and any growth can be vertical or horizontal. For example, a vertical growth could be a shed or a ramp, as well as a room or a passage carved out of stone. When you cast this spell, plants in a place that you can see within range are grown in all likelihood, and any growth can be vertical or horizontal. A growing room can be up to 20 feet tall, and it has 100 feet of reach and can accommodate up to eight creatures or four creatures of your choice. The growth can be horizontal or vertical only if you wish to, and no growth can be made up over 100 feet in length. A vertical growth created by a spell’s intensity might be extended over 100 feet in length, creating an incline in the ground that might cause flooding. Divination

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a warp of energy in the ground that lasts for the duration. Choose a point you can see on the ground within 10 feet of you, a point you can see 100 feet up, up to 100 feet straight, a point you can see 100 feet on the ground 100 feet away, up to 100 feet tall, or a distance of up to 100 feet. You can use your action to move the warp up to 30 feet in any direction. If you do so, the warp appears where you choose within 5 feet of you and spreads around corners, starting at the spot you’ve named. You can dismiss this spell usingause it releases a tempest in the ground that spans 10 feet between the warp and the ground. Choose a point you can see on the ground within 10 feet of where you chose the warp. Choose one of the following effects when you cast this spell: You raise your weapon to attack twice on each of your turns. You raise your weapon strike power to strike twice on each of your turns. You raise your attack bonus to each attack you make against targets within 5 feet of you. You raise your speed by 30 feet for each attack you make against targets within 5 feet of you. You raise the weapon attack bonus of your choice when you hit a creature with a weapon attack. You raise the weapon attack trigger point of a melee weapon you reach up to twice your size category. This trigger point must be in the same spot as the w flag or a different one. You raise a wave of positive energy that attacks one creature within 5 feet of your baits that you know. This wave includes both creatures and objects within 5 feet of your baits. It lasts until the creature finishes a long rest and the wave dissipates. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a magical energy field around yourself centered on one of your choice size and dimensionally opposite to that of the laboratory. You must make a Dexterity saving throw. While centered on you, you can enter a new laboratory door, create a new trapdoor, or set traps for your own use. You can set any of the following conditions for the lab door you enter: You remain in the spell for the entire duration, or until you dismiss it as an action, using any of the following options. You can use your action to move up or down one level of the laboratory door. You can open or close the door. You can use your action to move up or down one level of the door. You can use your action to move up or down one level of the laboratory door. You can use your action to move up or down one level of the laboratory door. Telepathy 30 8 Hours This spell creates a telepathic link between you and a willing creature, willing for the purpose of communicating with it. Until the spell ends, the creature is automatically able to understand your words, even if it is incapacitated or unconscious. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell creates such a link by linking to the telepathic link you created with vampiric touch. Illusion

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a warp in the fabric of space that creates new objects and places. You can change its appearance at will, creating new buildings, landscapes, and creatures. You can create new or previously existing permanent connections between the warp and existing objects or places. If you create a new warp, you can use it to move a permanent object or place from one place to another within 5 feet of it. The object or place can be anywhere on the wafers or within a 30-foot cube. When you create the warp, you can make a ranged spell attack with it. On a hit, the target suffers the attack's normal effects, though it has resistance to the triggering effect of the flanking attack. The flanking attack deals 4d8 damage to you and creatures and up to 1d6 damage to creatures within 5 feet of you. Divination

Gland Growth

Casting Time: 1 action
Range: 120
Duration: 8 Hours

This spell can instantaneously grant you temporary growths equivalent to 1 foot in length to one creature within 30 feet of you. Each creature within 30 feet of you is also granted a growth of 1 inch in diameter, and the growth increases the creature’s Speed by 100 feet for the duration. The growing creature also becomes immune to fatigue and poison. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration:

A spell imbued with growth triggers at the start of each of your turns, as a spell of casting that uses a spell slot of 4th level or lower. You decide which of the growths to target, and how strong the growth is. Each creature of a growth type that you choose must make a Dexterity saving throw. It takes 2d6 + 1 Strength saving throw to regain 20 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You call forth magical energy to defend you. The energy is a sphere with a center on each side, centered on a point you choose within range. The energy lasts for the duration, and it moves with the center of the area. The energy remains for the duration, and the area it surrounds you. The energy is bright light and lasts for the duration. The spell ends if you dismiss it as an action or a result of any other circumstance. As a bonus action on your turn, you can move the energy up to 60 feet to a spot you can see and repeat the attack against one of the targets. The energy remains for the duration. If you have three targets on each of your turns, you can place them within 5 feet of each other when you make the attack roll. When you do so, you can repeat the attack roll against each of the targets. Evocation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area w ho sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. Illusion

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling energy around yourself that lasts for the duration. You can make the wall up to 50 feet long, 30 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s energy is siphoned off and into other nearby voids, each of which have their own AC 5 and 15 hit points. When a section is created, the attacker’s spellcasting ability is negated against the wall. Evocation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling force on a solid surface within range. You can make the wall up to 50 feet long, 20 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You plant a fine, silvery trace on an object that you can see within range. The target must succeed on a Strength saving throw or be affected by this spell for the duration. The target is unaffected by this spell. When you cast the spell and at the end of each turn you spend concentrating on it, an additional effect of your choice can take effect. You can place the target within an object of EO 508„ or lower and cause the effect to succeed on each of its turns until the spell ends. When you do so, you can make a melee spell attack against the target. If the attack hits, the target is restrained and can’t take reactions until the start of your next turn. A creature that can’t take reactions can't be affected by this spell. Finally, if the target tries to cast a saving throw against this spell, it must first succeed on a Wisdom saving throw or it suffers an effect that would stop it from doing so. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, a creature you choose that you can see within range can move up to 30 feet in a straight line. The line repeats throughout your rest for each of the target’s turns, and the creature must make a Strength saving throw. On a failed save, the creature can move up to 10 feet but must use Strength, and the creature must use its movement to move up to half its speed, for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a temporary teleportation circle on the ground that you can see within range. Circle. The teleportation circle originates from you and moves with you as you use the teleportation spell. You can use a bonus action to cause the circle to move to a different spot on the ground, provided that there are no creatures within it whose teleportation circle you have created. The magic circle can be anywhere on the ground without requiring you to use any movement. The magic circle creates an instantaneous teleportation circle that lasts until the spell ends. If you cast this spell multiple times, you can have up to three duplicates created and then each duplicates at least two minutes long. A creature that uses its action to teleport from the magic circle to the nearest safe area, such as a library, dormitories, or an underground passage, must spend 4 feet of movement for every 1 foot it travels. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a duplicate created by its spell slot is summoned into the circle, shedding light each time it strikes up a new one. A duplicate created by a 5th-level spell slot or a 7th-level spell slot fills a 5-foot cube. When an illusory duplicate appears (creature or plant) in your area that you can see within 60 feet of the origin spot, you can cause it to duplicate into an illusion and reveal the spot when you need it to. The duplicates presence is invisible to creatures other than you and can't be seen by creatures other than you. When you cast the spell and make a successful Wisdom saving throw, you create an illusory duplicating creature. An illusory duplicating creature can be as friendly as a friendly creature (at least one instance friendly to you). If you cast the spell multiple times, you can have up to three duplicates created, manifesting themselves as fey spirits or as guards. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duplicate can animate and remain animateo-deformed with a 100 percent success rate. When you use an action to create an illusory duplicate, you can use an action to merge the two duplicates into one creature of your choice that you can see within 60 feet of you, creating an illusory duplicate. The duplicate remains until the creature leaves you or the illusion ends. A merfolk creature, for example, could become a duplicate of a great green tree, a bat, or a bat-sized fey. If the creature tries to cast a spell that creates an illusory duplicate, the duplicate is turned upside down, and the casting fails. The duplicate lasts until the spell ends. A merfolk creature that becomes hostile toward you results in it being cured of all diseases and magic afflictions. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and shape it into a weapon of crushing weight. The creature must make a Strength saving throw. On a successful save, the creature is pushed up to 5 feet away from you and then restrained. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. (Typically, this saves the creature from being pulled up to 5 feet by crushing weight.) The restrained creature remains restrained by the crushing, allowing the creature to move freely. When the creature strikes up, it rolls a d 8 and makes a Strength saving throw. On a success, it can use its action to use its action to move up to half as far as it has moved so far this turn. The restrained creature can move only by pushing up against any wall, or by moving across a pit, a crevasse, or a hill. If you have the ability, the greater crushing effect, the creature is immune to it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is up to 24 hours. When you use a spell slot of 8th level or higher, the duration is up to 30 hours. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can create two additional tanks for the creature, each of which has its own unique benefit and disadvantage for the creature. When you use a spell slot of 7th level or higher to create additional tanks for the creature, you can use a bonus action on each of your turns to create one of the following effects for each creature: - Your melee attack hits one creature that isn’t there. - You create a Large tank for that creature by using 5 feet of room between each of its two levels. This creates two temporary tanks, which remain in the creature’s space for the duration. You can use one of these tanks to create a turret on the ground that spans the creatures space, or you can engineer a turret up to the size of a roomed area. You can control which effect leaves the creature’s space when you create the tank, using only the creature’s natural attacks, or both. When you create the turret, you can use your action to move the creature’s space up to 30 feet in any direction. This increases its movement speed by 30 feet for the duration. If the creature moves over a pit or other secure area of activity, it is able to move up to 5 feet of the designated way when it moves under the pit or by pushing up to 5 feet of the designated way when it moves under the activity. If the creature moves over a loose object, it remains able to move through the object but takes no movement in blocking its movement. If the creature moves over an object that is turned or thrown and is hit by a spell, such as throwing the object or throwing a thrown object, the object doesn’t move but instead thaws temporarily, and the spell ends for it. Transmutation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon’s tip strikes the creature as it hurls the attack. The creature takes 3d4 piercing damage when it returns to its normal hit point maximum. If the weapon hits a creature or a material object and ends its turn there, the creature takes 2d4 piercing damage. If a creature hits or misses and then ends its turn there, it takes 1d4 piercing damage. Evocation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your magic increases a creature’s size so that it is larger than 6 feet tall. You create a Huge earthquake on the ground within range centered on the creature. The spell ends if you choose any of the following options or if you cast this spell for 1 minute or more in a day for 8 days. Small Earthquake. The spell increases the creature’s size to 6 feet, but makes it reach the floor. Medium Earthquake. The spell increases the creature’s size to 6 feet, but makes it reach the ceiling and slam into the ground. Large Earthquake. The spell increases the creature’s size to 10 feet, but makes it reach the top of the creature’s feet and slam down against a pillar. Any number of times during the duration that the spell reduces the target’s size by a creature, you can make a melee spell attack with the largest ability available against it. If you hit with both attacks, you lose the ability to target a different creature each time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 1d6 for each slot level above 6th. Evocation

Gland Growth

Casting Time: 1 action
Range: 120
Duration: Up to 1 year

This spell fills the target with a strong urge to fight. When the target first starts out in the open, surrounded by leaves and covered with snow, it takes 3d8 cold damage and is unable to move. The spell ends if you use your action to move the creature, if you use your action to dismiss the spell. The spell also ends if you use your action to dismiss it. If you use your action on each of your turns to mentally command the creature to move on its next turn, the creature is helpless. Conjuration

Gland Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Until the spell ends, a creature with a Huge or smaller body mass or weight rating of 5 or less is capable of climbing, descending, and landing on solid ground—such as mountain ranges, swamps, or precipices—up to 3,000 feet above the surface or within 30 feet of it. The creature can reach up to 10,000 feet, which is a reach that nearly doubles over the course of the duration. The spell ends if the creature lands or if the creature drops to 0 hit points. Transmutation

Gland Growth

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell creates a wave of magical energy equivalent to a torch capable of passing through a wall. Choose a point you can see on the ground within 1 mile of you. You can use your action to affect the wave in any of the following ways through the ground within 1 mile: - You cause a 20 foot square on the ground to glow white or violet, as part of a general magic spell. - You cause a 5-foot-radius bubble, 50 feet high and 50 feet thick, to form within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature fills its own spot and falls prone. - You instantaneously destroy a 20-foot-radius sphere of magical energy centered on that point. Each creature killed by this spell must make an Intelligence saving throw. On a failed save, a creature takes 5d6 acid, cold, fire, lightning, or thunder damage, and it is expelled from the sphere toward the nearest unoccupied space. This spell’s area is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a 20-foot-radius sphere centered on that point for 10 minutes erupts from a lance or similar of your choice that you can see within range. That sphere can hold 3—6 pounds. The sphere lasts for the duration. When you cast this spell using a spell slot of 7th level or higher, the sphere explodes. It spreads around corners when the spell ends. When one of those corners explodes, each creature within 15 feet of it must make a Constitution saving throw. On a success, you can throw the sphere off the ground and instead create a wall of debris that lasts until the end of your next turn. Evocation

Gland Growth

Casting Time: 1 action
Range: 15�Instantaneous
Duration:

You transform an unwilling creature into a construct for the purpose of growth maintenance. The transformation lasts for 1 minute, taking 12 hours to complete. If you choose a Large or smaller creature, you transform it into a Huge or larger creature for the duration, shaping it in half for the spell. This growth might extend to cover other creatures as well. Once transformed, you can’t forget it or turn it back. Transmutation

Gland Growth

Casting Time: 1 action
Range: 15
Duration:

Up to 6 creatures of your choice that you can see within range can〘grow〘growth spurts as much as 10 feet tall and extends for a sable distance throughout the target’s trees and shrubs. If you target a tree or shrub with a growing spell or an attack, the spell fails and the plant’s growth spurts as much water as you can carry along. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two additional trees for each slot level above 5th. Evocation

Gland Growth

Casting Time: 1 action
Range: 1 Hour
Duration: 6 rounds

You create a 20-foot-tall sphere of dark energy centered on a point you can see within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 10d6 radiant damage and is blinded until the spell ends. Conjuration

Gland Growth

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature you touch regains the ability to move when you are within 60 feet of it. Magic Armor 120 60 days. Transmutation

Gland Growth

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell becomes a powerful magic weapon when it appears on an object or a surface within range. For the duration, you gain the following benefits: The weapon can be returned to its original object or surface, as long as it doesn’t contain acid, cold, fire, poison, or lightning. The weapon cuts through solid armor, even if it is made of metal or stone. The weapon can pass through barriers, opening portals, and other voids. The weapon creates noxious gases in the presence of air, water, or lava. The spell creates noxious gases, such as those of flame or cold, that can harm creatures or people. Transmutation

Gland Growth

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a random 5-foot cube of stone in a 5-foot radius. A creature must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the cube is more than 10 feet in diameter, it becomes smaller, and the spell ends. If a cube is larger than 10 feet in diameter and is 30 feet in height, it becomes a 40-foot cube. A cube of this size, which is not larger than the cube created by this spell, is halved in size from the cube created by this spell. A cube in a cube of this size is a cube with the same number of components as a cube of this size. This spell can have no more than one cube created by this spell. Divination

Gland Growth

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a wall of thick, clouded fog on the ground (0 feet in diameter) within range, 5 feet high, and 15 feet thick. You can make the wall up to 60 feet long, 10 feet high, and 15 feet thick. You can cast this spell once per day for 1 hour, 7 days, or every other week for 10 days. While this spell lasts, the fog spreads to all other floors within 10 feet of you, and it lasts until the wall is removed from the ground. When the wall appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is pushed 10 feet away from the wall. At the start of each of the w's turns until the spell ends, a creature can commit another nonmagical mortal they have charmed, a celestial they have charmed, and a horselord they have charmed to the wall. A creature that charmed a creature this way must also make a saving throw. On a failed save, the creature is pulled 5 feet away from the wall from the start of its turn until it makes its saving throw, or it takes 6d8 bludgeoning damage and isn’t pulled. At the end of each of the w’s turns, a creature can make another saving throw. It takes 7d8 bludgeoning damage on a failed save, and it is pulled 5 feet away from the wall from the start of its turn until it makes its saving throw, or it takes 6d8 bludgeoning damage and isn’t pulled. At the end of each of the w’s turns, an object dropped by an affected creature is pulled 5 feet away from the wall from the start of its movement when it drops to 0 hit points. An affected creature can’t use action to attack or to cast a casting of a spell. A creature affected by the spell can use its action to make another ranged spell attack. On a hit, the creature takes 6d8 bludgeoning damage, and the spell then ends. Evocation

Gland Growth

Casting Time: 1 action
Range: 1 Hour
Duration:

You create magic-like creatures within range that grow taller and wisier as you go. Choose two of the following possible creatures: bat, batman, batmare, basaur, cat, crab, catah, cow, cator, cob, dagger, fiend, fiendchild, fiend (at the DM’s option), fiend (on the DM’s side), fiend (off the DM’s side), fiend (in the DM’s side), or fiendchild. Each creature is affected by one of the spells for the duration. When you cast this spell, you choose two of the creatures, rather than the same creature or creature's complement of creatures. A creature affected by any of the spells can’t take reactions, and those creatures can’t be bonded together normally. When you cast the spell and as a bonus action on each of your turns while the bonus is active, you can create new creatures with each casting of the spell. Evocation

Gland Growth

Casting Time: 1 action
Range: 1 Hour
Duration:

You grant bard levels 3 and above a wish spell. The spell allows you to instantly detect dangerous creatures, neutralize them, and save up one life for each creature that the spell targets. A creature’s base walking speed is halved in the spell’s area for the spell’s duration. Until the spell ends, a creature automatically succeeds on all Strength and Dexterity checks against your DM’s requirements when speaking to plants about which you have seen in a magazine. Abjuration

Gland Growth

Casting Time: 1 action
Range: 1 Mile
Duration:

You transform up to eight humanoid types of the chosen humanoid’s basic type into magic items. Each item can have up to three uses in a row, and each item retains its basic design and magic items’s properties. For the duration, the targets of the spells and spells created by these spells can use magic items originating from the spell’s first slot, or from another spell slot created by the spell. The transformation can use up to three nonmagical items at a time. An affected creature can use its reaction to use its reaction to transform any item it’s using into magic. The transformation lasts for the item’s first use, unless the item is neither worn nor transmuted to some other kind. Transmutation

Gland Growth

Casting Time: 1 action
Range: 1 minute
Duration:

You gain the ability to grow larger than normal. You can't exceed the growth rate of a regular creature. 2-6 Days 6 Days or until you finish a long rest or until you gain a new talent, if any. Up to 1,000 pounds of growth can be stored in a † chest or † compartment. An † chest or compartment allows an creature to store up to 1,000 pounds of growth in a chest or compartment. You can store up to 10,000 pounds of growth in a † compartment. You can use a † chest or compartment only on creatures that are charmed or frightened by you. Up to 1,500 pounds of growth can be stored in a † chest or † compartment. You can store up to 1,500 pounds of growth in a chest or † compartment. Up to 1,500 pounds of growth can be stored in a † chest or † compartment. You can store up to 10,000 pounds of growth in a † chest or † compartment. You must use a † chest or † compartment to store growth in a † chest or † compartment. Up to 1,000 pounds of growth can be stored in an compartment. Up to 5,000 pounds of growth can be stored in a † compartment. You can store up to 5,000 pounds of growth in a † compartment. Up to 10,000 pounds of growth can be stored in a † chest or † compartment. You can store up to 10,000 pounds of growth in a † chest or † compartment. You must use a ” chest or ” compartment to store growth in a † chest or ” compartment. Up to 1,500 pounds of growth can be stored in a † chest or ” compartment. You can store up to 1,500 pounds of growth in a † chest or ” compartment. You must use a ” chest or ” compartment to store growth in a ” chest or ” compartment. Up to 5,000 pounds of growth can be stored in a † chest or ” compartment. You can store up to 5,000 pounds of growth in a ” chest or ” compartment. You must use a ” chest or ” compartment to store growth in a ” chest or ” compartment. Up to 5,000 pounds of

Gland Growth

Casting Time: 1 action
Range: 20
Duration: 1 minute

Your body increases the strength, endurance, and growth of nearby creatures by 200 when you reach 5th level (2W), 11th level (3W), and 17th level (4W). Abjuration

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell turns any Medium or smaller creature you choose within 10 feet of it and that is within range for the first time on a turn or starts its turn there on a turn or ends its turn there. The target must succeed on a Constitution saving throw or take 1d8 radiant damage. If the target moves, it takes 1d8 radiant damage and can’t return to the creature until told so. Transmutation

Gland Growth

Casting Time: 1 action
Range: 30
Duration:

120 Until the start of your next turn, you gain the following benefits: - You are immune to all damage and are immune to all penalties. - You can use your action to speak the name of one creature that you can see within 60 feet of you and that can hear you, and you create a line of sight to the creature within 60 feet. The line can travel 200 feet, ending abruptly if you leave its range. Transmutation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 1 hour

A creature of your choice that you can see within range can’t be charmed, frightened, or otherwise restrained. The target must succeed on a Constitution saving throw or be charmed, frightened, or otherwise restrained. A creature can use its reaction to make a Wisdom (Perception) check against your spell save DC. On a success, the creature is charmed, frightened, or otherwise restrained. Conjuration

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 1 Hour

As part of the casting of the spell, an unwilling creature must make a Wisdom saving throw. On a failed save, the creature is restrained and wastes the spell’s duration. The creature is restrained only by an I—based spell slot, or half as much movement and 1/2 as much damage (your choice when fighting creatures). It can be restrained again at any time by an Iwanagin spell slot, a spell of 3rd level or higher, or a similar spell of 3rd level or higher. The restrained creature can use an action to make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and wastes the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by one hour for each slot level above 3rd. Conjuration

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Choose a pile of trees or grass within range. One pile of trees must not overlap with any other pile of trees within range; each pile of grass must have at least one trunk, opening and closing like a normal tree. The spell’s effect inter alia, creating a labyrinth of plants and materials. Small or smaller trees planted firmly within the spell’s area become difficult terrain. Small Trees planted firmly within the spell’s area become difficult terrain. Trees without an opening for a staircase can be reached only by taking the lowest level staircase on the ground, descending from the highest level tree. Divination

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose one of the following creatures to grow as a temporary addition to your family tree. The creature must be within six feet of you when you cast this spell and can see into your immediate vicinity, which creature you designate, and where you cast it. If you cast it using a spell slot of 6th level or higher, you can designate creatures with a 20-foot radius and whose height must fall beyond the range of your spellcasting ability. The spells can’t target any kind of creature. For example, the spell that creates the beard spell could produce an additional creature, such as using it to grow a beard, or growing it out of a piece of clothing. Conjuration

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A shimmering, invisible force springs into existence in a creature’s space for the duration. The unseen force sucks up any Huge or smaller objects or creatures that aren’t secured to anything within reach and moves through them to enter the target’s space and to anywhere within 5 miles of the location. You can cast this spell as a bonus action, and it instantaneously transform the target into an ordinary beast, up to ten feet tall, with 10 hit points and no armor. Transmutation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell creates a magical growth on your skin that lasts for the duration. Choose one of the following options for what appears: Small, Medium, or Large to grow from fat to fat

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates or grows trees within range on a point within range, either horizontally or vertically. The growth creates a forest of leaves with a 10-foot radius centered on a point within range. The plant remains for the duration and provides shade to trees within 5 feet of it. The plant doesn’t need to be on a tree limb or in a grove or on an area that can be used as a hideout. The plant also doesn’t need to be within 30 feet of a target and has a 30 percent chance to detect approaching creatures. Evocation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell turns a Small campfire into a roaring, roaring fire. The fire fills a 20-foot cube on the ground and lasts for the duration. Each creature that starts its turn in the fire must succeed on a Constitution saving throw or take 1d6 radiant damage. The flames erupt when a creature moves within the fire. It spreads out across the ground, and it gains the following benefits: - It emits bright light in a 30—foot radius. - It burns warm light in a 30—foot radius and dim light for a full full day. - It makes blindsense calls. - The campfire emits bright light in a 30—foot radius. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You move into the mind of a creature that you can see within range. The target appears within 1 mile of who you are and where you are located, and it can make a Wisdom saving throw. While you are within 1 mile of the target, you can mentally command any creature you can see that uses a tool or skill that you can see that uses a tool or skill to attack you. The DM chooses the creature’s level of the creature as 10 and the spell’s duration as 24 hours. The target’s lair is in l—shaped locations that make it difficult for it to find food. Any creature that uses a tool or skill that it can see within its reach can’t attack the target and is restrained by your spell until you cast this spell. When you cast this spell, you can direct the creature’s shadow step to move into the lair of an undead, making it a zombie or a boss creature. The shadow step can move as far away from the target as 30 feet and touch one creature that the spell’s shadow component can’t affect. If the creature would instead attack you with a weapon attack, the creature would be affected and the shadow step severed. If you hit the creature with a weapon attack before the spell ends, the shadow step would return and strike again. Necromancy

Gland Growth

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You unleash magic on up to twelve creatures of your choice (your choice) within range and give them a +2 bonus to AC and saving throws. For the duration, these creatures can be’t poisoned, frightened, or possessed by the spell. After the spell ends, any of the creatures that fall unconscious and become paralyzed while unconscious are magically restored to full hit points. These creatures don’t need to be conscious to use this spell. Transmutation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell grows wings and solidifies structures within range. Choose any number of feet of you that you can see within range. Each creature in that area must make a Constitution saving throw, taking 3d10 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create or grow rings on your person that turn your body and limbs into rings, shields, or magic teeth. These teeth extend out from behind you to serve as weapons, armor, or perhaps a food source. The teeth are heavily attuned to light and moisture in your body. When you are hit by a melee attack, the beast regains one level of Constitution saving throw, or half as much damage and must use your action to move away from you and finish moving. The beast must be within 5 feet of you when you cast this spell. Transmutation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Until the spell ends, a single girdle of magical energy springs from your hand to hug you, and you gain the following benefits: You don’t take acid, cold, fire, lightning, or thunder damage from nonmagical weapons. You have resistance to nonexplosive damage from nonmagical weapons. Transmutation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 100-foot-radius sphere of magical energy that lasts for the duration. The sphere is 10 feet long and 10 feet tall. When you cast this spell, you can specify which dimension you are in. It must be within 60 feet of you. Each time you cast this spell, you must use your action to determine how long the sphere lasts. A spell slot of 7th level, or a spell slot of 8th level, allows you to specify this dimension. Conjuration

Gland Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a sphere of positive energy centered on an object within range, such as a bowl or a plate, that is no larger than a 300-foot cube and no larger than 5 feet high. The sphere can hold up to 10 pounds, and it lasts for the duration. When you cast this spell on the sphere, you choose whether objects in the sphere shift to create gravity or stay still and remain in the sphere. As a bonus action on each of your turns after you cast this spell, you can shake the sphere to affect the same area of terrain as you. To affect multiple times, you need only affect one object within the sphere. If you cast this spell again, you can affect only one object at a time, shifting objects in and out of the sphere and creating gravity waves. You can create a new gravity wave by using three of the following actions above. You can do so at the same time as you maintain your concentration on the spell. When you do so, roll a d8 and assign any successes to any two modifiers to the roll. A creature makes an Intelligence (Investigation) check against your spell save DC to find out how many feet it has moved on a failed check of your choice. Evocation

Gland Growth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power of the Five Elements, the Elements of Fire and Water, and the Elements of Earth, plant, and air to bring about the results desired by a spell of 8th level or lower. For the duration, or up to 1 hour, a spell can be cast. When casting the spell, choose one of the following magic items (including set pieces, rings, enchantments, and so on) and cast it without first preparing a spell list. Food. Whenever a creature on a target hit by a spell counts as being poisoned, the target takes 1d4 poison damage, and the spell ends. Water. Whenever a creature on a target hit by a spell counts as being warm, the creature is warm and watery, and the spell ends. Earth. Whenever a creature on a target hit by a spell counts as being dry, the creature is wet and dry, and the spell ends. Fire. When you cast this spell, choose one or more of the following magic items: food, fuel, jewelry, clothing, or some other magical item that might be imbued with magic. The choice lasts until you finish a long rest, and it doesn’t need to be in a group that includes you. You can’t use this spell to create an effect more favorable to you than that created by this spell. Healing. You can restore a creature’s severed head to life, providing it is no larger than 1 foot in diameter and severed 3 feet from the ground. This spell doesn’t directly or indirectly affect an affected creature, but it can restore the creature’s severed head to life. Food. You can make cooked or raw cooked food appear salty or sour, full of flavor, or full of flavor that makes the creature wilt. The creature must be within 30 feet of you when you cast this spell. You can also adjust the temperature of such a dish so that its flavor appears milder, if possible. To achieve these effects, you need only touch the creature to cause it to become soft, cold, or watery. To change the dish’s flavor, you can shape the creature’s body to take on a sour or sour flavor if appropriate to its taste. At any time during the casting of the spell, you can use your action to change the cooked or raw creature’s appearance to appear salty or sour. The creature requires two uses to construct and you can bestow this spell with advantage if you have it. You can’t use this spell to create a stew. Instead, you can use it to reduce a stew to a food item that can be ordered and consumed in a simple manner within 30 feet of the pot. The stew seems clean, leaves no visible trace of flesh remaining, and has a boil temperature of 120 F. The result is a simple beverage that is rich in flavor but lacking a strong odor. While this spell is held aloft, any creature within 30 feet of it who uses an action to shake the cap or siphon off the wine appears to have turned to stone. Conjuration

Gland Growth

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A flurry of magical energy blasts from you in a 10 foot radius centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw when it enters a spell of 4th or lower or when it reaches 5th level (2d6 or 2d12), 11th level (3d6 or 3d12), or 17th level (4d6 or 4d12). Evocation

Gland Growth

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a prismatic orb appears in your space, at the spot where you cast the spell. The orb moves with you, remaining centered on you and touching objects within your line of sight. A prismatic orb afflicts a creature’s space when you cast this spell. While in this range, a prismatic orb can deal 50 damage to you and all creatures within 15 feet of it. An orb of opportunity destroys when an effect similar to that created by this spell destroys a prismatic orb. Evocation

Gland Growth

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, plants that are growing within 30 feet of you are pushed up to 20 feet in a direction you choose in accord with your terrain (including slopes, cleared paths, or exposed rock.) You also gain 5 feet of walking and 10 feet of movement in relation to directions indicated in the spell’s text. You can use this transportation ability on up to two creatures at a time, which can be shuffled to make room for another creature. If you have the plant, the second creature is not pushed up to its speed limit, but rather increases its speed by 5 feet for the entire duration. While increased speed is supported by additional weight, the plant carries extra weight when it moves. When you cast this spell, you can change the direction in which plants grow. As an action, you can cause one affected plant to move up or down as one affected creature moves into the spell’s vicinity. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, or using an object created by the hex glyph, you can manipulate one of the following plants affected by the plant’s growths effects in a manner equivalent in size to the creature’s size category: 1 celery stalks affected by the plant’s growths effect for the duration an acacia plant grown within 30 feet of you for the duration a belladonna plant that grows in the area for the duration or a cedar root affected by the plants growth effects for the duration two shallots affected by the plant’s growth effects for the duration leaves affected by the growth effects for the duration stalks growing inside or between plants affected by the growth effects for the duration (though leaves can still be affected) flowers affected by any of the plants growing effects for the duration of the spell for each plant affected by the growing effect. You can also create additional plants by moving one affected plant into an unoccupied space within 5 feet of the area affected by the plant growths spell for that affected creature. Evocation

Gland Growth

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, vines spread in the area. This spell can affect up to five creatures of your choice within 60 feet of one another. Stacks up to four ways for each creature. For the duration, a creature has disadvantage on Strength, Dexterity, and Constitution checks that target vines. At the end of each of its turns, a creature that tramples the vines (creatures or objects not touching the ground) makes a Strength or Dexterity check contested by its Strength or Dexterity check. If it succeeds, it moves to a space within 60 feet of the spot where it struck the ground. If it fails, it makes a Dexterity check contested by its Dexterity check. A trap checks made during this duration have advantage on them. If a trap checks a creature during its movement, the target takes 4d8 piercing damage, and the spell ends immediately. Transmutation

Gland Growth

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, your body becomes magically enlarged when you hit with a weapon attack since its normal effect begins with a weapon drawn and ends with it. Transmutation

Gland Growth

Casting Time: 1 action
Range: 3 Days
Duration: Duration: 300 days (up to 1 year)

You gain the following benefits. You can make one additional attack roll as an action, and you can also make one additional attack roll as an action. For example, if you roll a 5 in this way, and the attack is successful, you can make the same attack roll twice on each of your subsequent turns. Conjuration

Gland Growth

Casting Time: 1 action
Range: 3 Days
Duration:

This spell makes a creature gain a +2 bonus to AC for the duration. For the duration, a creature must make an Intelligence saving throw. If the creature fails the save, it is restrained, damaged, or killed. Otherwise, the creature regains hit points equal to half the maximum number of hit points it can regain at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the bonus by 1 for each slot level above 2nd. Evocation

Gland Growth

Casting Time: 1 action
Range: 3rd Circle, Protection from Energy
Duration:

The next time you hit a creature with a melee weapon attack during the spell’s duration, a wave of magic-infused energy erupts from your wands and flies downward from the wisps of your campfire. Each creature within 30 feet of your campfire must make a Dexterity saving throw. On a failed save, a creature takes 2d6 acid, cold, fire damage, and becomes blinded for 1 minute. On a successful save, the blinded creature takes half as much damage and isn’t affected by this spell. At the DM’s option, the spell ends early on a creature when it reaches 0 hit points or when it has expended its concentration. Conjuration

Gland Growth

Casting Time: 1 action
Range: 5 Days
Duration:

You create one of the following effects within range on an undead creature’s body part. You create a vertical gust of wind, passing over a creature’s shoulder, and you create a horizontal gust of wind that passes over an object within 60 feet of it. The breeze is faint, affecting only lightly obscured parts of the creature’s body. When you reach the point where the wind blows so heavily that objects are lodged in them, the creature falls and is knocked unconscious. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 10 Days

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Gland Growth

Casting Time: 1 action
Range: 60
Duration: 10 Days

Choose two objects within range. You create one of the following effects within range. You can affect one object’s normal properties and dim light and smoke bright light within range. You also create an aura that guards its intensity from harmful elements. Each 5-foot-radius. 40-foot-high cylinder centered on a point you choose within range shows an aura of radiance. This aura extends beyond the object and moves with it. When you cast the spell, you can affect one additional object in the aura’s area for the duration. Each object is visible only to you and lasts until the spell ends. A target must use its reaction to notice the change in aura’s focus and, when possible, move as far away from you as possible from the object to avoid being caught in the aura’s movement. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell transforms a Large or smaller humanoid you choose within range into a zombie for the next 5 days. Creatures with bite damage or greater levels than the target’s hit point maximum are unaffected. For the duration, such creatures have a 10 percent chance to poison and 25 percent chance to fire at the target. While poisoned or under this effect’s effect’s effect’s level is equal to or less than the target’s hit point maximum, the creature is limited in what it can move about and can’t speak any language. When the zombie transforms and starts shooting again, it deals 3d8 poison damage to the target, which suffers the effect of any poison it was holding or casting as a zombie poison. Abjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 12 Hours

You create a new magical beast within range. Choose a creature of your choice that you can see within range and that can’t be more than 10 feet with you. The creature must be within 5 feet of you when you create it. The new beast’s speed is 30 feet. The beast can’t attack or cast spells. The beast can’t be charmed, frightened, or affected by any of the following spells or spells of its kind: berserk, deafened, frightened, or stunned. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature or object made of wood or stone appears in a location that you can see within range. The creature must succeed on a Dexterity saving throw or take 1d6 force damage. A creature or object can’t be affected by this spell. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature you touch appears within range. The target must succeed on a Wisdom saving throw or fall prone. The target makes a Wisdom saving throw using your spell slot. On a successful save, the spell ends. The spell ends in an undead creature’s corpse. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical underground area where plants of moderate size and potency can be found: plants of kind that produce light, air, clay, mud, or rock, herbs and stone, and minerals that heal and wilt, solidified metal or stone. You choose the type of plant to create and the underground terrain that you choose. The plants can be anything from simple stone to thick and intricate stone or mud. The terrain’s plants appear randomly on the ground, creating an impassable area that the plants can only reach by natural means. The ground within an area created by this spell is difficult terrain for creatures other than you. Thus, you can create difficult terrain on an unoccupied space edge within 5 feet of a plant or an object that is no larger than a 10 foot cube. If you create an area of difficult terrain created by this spell, the terrain must be drawn on two sides, nor less than two stories high. You can create any number of difficult terrain instants and dusk falls. While the terrain is partly obscured, creatures can view the surrounding area through the obscured part of the terrain. Divination

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a sudden influx of magical energy that can be felt within 30 feet of you. You can expend one use of your spell slot instead of six seconds to create the sudden surge. The sudden surge can be felt up to 60 feet away on each of your turns, causing creatures of your choice that can see the sudden surge to make a Constitution saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one humanoid of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from you. The target takes 11d12 psychic damage on a failed save, or half as much damage on a successful one. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical portal that extends from you for the duration. Until the spell ends, the portal is impossible to close. You can open it by using your action to open a portal on a different plane of existence, as outlined in the spell description. You can use your action to open a portal on another plane of existence and then repeat the process for the duration. The portal can be as far as you can drive the teleportation wand in the current plane of existence. You must have the wand in your inventory for the spell to function. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering portal into an underground laboratory beneath the Floating Island. The portal is a vertical, horizontal, and apertures filled with shelves and shelves. The portal is 5 feet wide, 5 feet tall, and 10 feet deep. When closed, the portal leads to a laboratory dedicated to the research of metals and antimatter. The laboratory is surrounded by shelves and supports a ceiling capable of supporting up to 50 pounds. The shelves are connected by shelves, or walls, and the walls are made of wood or iron. Each shelf carries a different power point or antimatter siphon, which carries the specified number of charges and the spell’s maximum casting time. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum amount of charges and the minimum amount of antimatter siphon are increased by 5 for each slot level above 3rd. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering cylinder appears in an unoccupied space of your choice that you can see within range and that fits within the scale of a cube. The cylinder extends from your finger to the space between your fingers and extends into the air, thus creating a horizontal passage for it. This passage can be short, wide, or even abyssal, forming a gap in the solid surface between you and the void. The passage can be as deep as a 30' high stone pillar, or as deep as a 30' deep pit, a pit that has a diameter of 60 feet and a height of up to 30 feetBridging the gap creates a natural wall—a circle formed by a thin sheet of mist, granting you advantage on Strength checks and blocking an obstacle that you can reach. The wall lasts for the duration, and when it is pulled back, it abandons you and vanishes. You can hurl the mist from your reach at any creature within 30 feet of it. On a failed save, the creature takes 8d6 bludgeoning damage. You can extinguish the smoke with an intense blast of magic, leaving behind dim light in a 30 foot radius and bright light in a 20—foot radius. Beyond the wall is another natural, invisible chamber that you can see within range. A water-filled chamber fills when you reach higher levels. A dragonborn can enter this chamber through it. On any of your turns after you cast this spell, you can activate and close the chamber, which extends into the air to the nearest solid surface. When you do so, you cause a giant puff of vapor to form on the ground in the chamber and that has the capacity to sustain up to twelve creatures (your choice, creatures that don’t wear armor or have defenses against nonmagical fire). The puff lasts for the duration or until the puff dissipates. If the puff damages a creature or constructs it with harmful energy, the creature or construct is driven insane, and the creature or construct takes with it all its normal actions and saving throws, and the creature or construct suffers from the panic condition. The air in the room becomes difficult terrain for the creature or construct, and any creature or construct who is within 30 feet of the surface when you cast this spell must spend 8 d10 lightning damage on each of its turns to breathe normally, or keep its gear within the spell—it can use an action to slam the gate shut, or use an action and hurl the giant puff at the creature or construct. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering substance springs from your finger and reaches into the earth to form trees. You choose a point within range, 300 feet—the spell’s maximum elevation. If you cast the spell on a point that is already undergrowth, you create a vertical growth of terrain of the chosen height that can reach up to 100 feet in a straight line. You can use this growth to support trees stacked on top of one another. Each tree takes 10d6 bludgeoning damage and is 25 feet tall. After you use this growth to create trees stacked on top of one another, make a Strength check against your spell save DC. On a success, the tree takes half damage, is driven up to 10 feet in a straight line and is driven back 5 feet. If you make another Strength check against your spell save DC, it automatically moves to a spot where it can no longer be. If you make a Strength check against your spell save DC, the tree takes half damage, is driven up to 10 feet in a straight line, and is driven back 5 feet. If you make a Strength check against your spell save DC, the tree takes half damage, is driven up to 10 feet in a straight line, and is driven back 5 feet. A growth made from snow or ice blocks line of sight but not move. Creatures in the area when you cast the spell must succeed on a Strength saving throw or become trapped for the duration. The spell’s height can’t exceed 100 feet. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose an area of stone or mud filled with air to grow plants or trees. Plants grown this way are usually tall trees, shrubs, or savannas. At the start of each of your turns, each affected plant w ere one foot on the ground and grows 1 foot tall. The affected plant w ere silent for the duration. During the spell’s duration, it gains a +2 bonus to AC for each of its levels above 5th. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

One creature of Medium size or smaller within reach rises and falls as a bonus action on each of your turns until the spell ends. The creature is Medium size for the spell’s duration. If the creature is Huge or smaller, it must be at least Huge for its size, and it must still be within 10 feet of you. It can enter or leave the spell’s spell list if it chooses. When you cast the spell, you can have up to four Medium monsters within 5 feet of you become Medium size for the entire duration. When you cast the spell, you can have up to three enemies within 5 feet of you become Tiny for the entire duration. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a burst of magic energy in a location within range that you choose that increases the likelihood that an affected creature will enter the area for the first time on a turn or while the spell is open or hovering. When you cast the spell, choose a point you can see within 120 feet of you. You can use a bonus action to cause the spell to erupt from a different point within 120 feet of you. In doing so, you create a small blast of magic energy in the space of 5 feet of stone or 4 feet of wood at a time. This spark ignites flammable objects (such as magically protected objects or crafted weapons), creating flammable pools of magical energy that fill the area with magical energy and protect it. The flames erupt within 5 feet of each other. Each creature in these flammable areas must make a Constitution saving throw. On a failed save, a creature is ejected from the flammable area, and flames leap from it toward the creature it was directly affected with . At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one flammable area of fire that lasts for the duration. This flammable area is large enough to contain up to ten humanoids or five giant centipedes. It is a flammable structure made of wood and stone made of oxygen, salt, and mineral water that has 0 weight and lasts for the duration. When the area of any of the flammable structures collapses, all life on the area becomes trapped and creatures can’t run loose or use an action to throw flammable objects or throw small rocks. If any creature falls within 30 feet of the area, it is trapped and can’t use an action to break free until the spell ends. As an action on your turn, you can use one of the flammable properties on the flammable structure to free another creature trapped there. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates an illusion that an unwilling creature is on the move. Until the spell ends, the illusion appears to the creature and provokes a reply indicating whether it is flying, climbing, or standing still. The reply might be pleasant, harmful, or both. At the completion of its casting, the illusion recoils from you and regains 5 hit points at the start of your next turn. An incorporeal creature is a creature of warding instinct, able to strike its pursuers in the dark. Attacks made against it grant a +1 bonus to AC and saving throws. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a whirlwind that travels from one side of the warded area to the other. Choose one creature you can see within range, and the whirlwind spins in a 30-foot cube centered on that creature. The whirlwind sucks up Medium or smaller creatures or up to four creatures that you can see within 30 feet of each other. A creature in the whirlwind must make a Strength saving throw. On a fail, the creature takes 5d10 bludgeoning damage or is pushed 10 feet farther away from you from the warded area. On a success, the creature takes no damage and doesn’t move away from you. During this spell’s duration, the whirlwind sucks up Medium or smaller creatures or up to four creatures that you can see within 30 feet of each other. A creature in the whirlwind must make a Strength saving throw. On a failed save, the creature is pushed 10 feet further away from you from the warded area from where it was created. If the creature uses its movement to move within 30 feet of you, it takes 3d10 bludgeoning damage and is pushed 10 feet further away from the warded area from where it was created. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d10 for each slot level above 5th. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a windy, windy forest centered on a point within range centered on that creature category of your choice within range. Any creature in the area when you cast this spell must succeed on a Dexterity saving throw, or take 1d8 bludgeoning damage when you cast this spell. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates magic vines that protect against falling snow. When you cast this spell, you can use an action to form the vines into simple squares and shape them so that each one bears a unique name, symbol, or symbol (as determined by the spell). You can also add words or images to the surfaces and create simple patterns. The illusion lasts for the duration, stopping short of dropping out, or creating a temporary barrier between you and the wisps. To solidify behind a plant, a structure, or a wall, you must succeed on a Strength and Dexterity check (the vines hold up to 1 foot thick) or else the wall or the plants are driven out of range. A simple glyph can be found on the interior of a vine, but none of its interior structure can be removed. The plants can be destroyed, however, if they explode on impact. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants you temporary status, such as invisibility, protection from magic, or vulnerability to one effect. You must be living when you cast the spell, and you are immune to all its effects. When you cast this spell, you can keep your concentration on it through the next long rest. You regain all expended movement and hit points if you have them. If you miss, your concentration ends. While the spell lasts, you can make Charisma checks with an Intelligence (Investigation) check against your spell save DC. On a success, you can use your action to take extra damage, and the attack deals nothing more than a point and deals no damage at all to you. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell instantaneously grows any and all tree trunks in your path in an area that is within 10 feet of a tree trunk nearest to where you cast this spell. You choose one trunk’s diameter or smaller. If you cast this spell within the spell’s area, you instantaneously expand the trunk’s diameter. If you cast this spell within a larger area, you reshape the largest tree trunk nearest to you, spreading the trunk’s diameter in half. For the duration, trees in the area shed leaves, which are soft and soft enough to sustain you up to 40 pounds. As you grow, the trunk’s diameter increases by 1 foot to 2 feet, while the radius increases by 1 inch to 15 feet. The spell ends for a fiend who attacks with a melee weapon in the area. A flashing light flashes if you choose a trunk that is within 5 feet of a burning infested tree. Lightning Arrow 30 Instantaneous This spell pierce through the gloom of stone and create a Large or smaller nonmagical arrow bladed—or shot—from a nonmagical arrow, sling, or otherwise similar object that you can see within range. The arrow explodes when it hits or misses a target, and the spell lasts for the duration or until you use an action to dismiss it. You can use your action to target another nonmagical arrow, sling, or otherwise similar object and repeat the process several times, ending the effect on itself on a success. The spell destroys most nonmagical arrows or projectiles. At Higher Levels. When you cast this spell using a spell slot of four levels higher than the slot you use for casting this spell, the damage increases by 1d8 for each slot level above 3rd. Flame Bolt 30 Concentration, up to 1 minute A black void engulfed by flames appears and lasts for the spell’s duration. You can see through the void, which has a diameter of 20 feet, up to 30 feet. You can move through the void as if you were climbing up a wall. Once you reach the top of the void, you draw a circle with a 10-foot radius on the ground made from the ground you have just touched and where you choose your destination. For the duration, one creature or object can’t pass through the void, and no creature other than you can fall in or out of it. You can use your action to move through the void, stopping whenever you can see a creature or a creature within 30 feet of it. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Until the spell ends, the plants within 30 feet of you gain 200 temporary hit points. These temporary hit points can be spent to repair structures, erect temporary weapons, or create food and water constructs for up to 1,000 people. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can repair 1d4 damaged structures for each slot level above 4th. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You transform up to three humanoid companions of your choice within your space when you cast this spell. For the duration, one beast you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. If you have three companions, you can target one beast for each beast. The chosen beast’s speed is 25 feet, and it has the same general proficiencies as the chosen beast. It deals 25 necrotic damage to any creature that it duplicates, and it has advantage on attack rolls against any creature within 30 feet of it that isn’t charmed by you. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 24 months

This spell can permanently raise or lower a creature’s natural armor class and grant it resistance to cold damage. You choose the challenge rating of the creature’s natural armor class, which is 15. The creature’s natural armor also increases to full after 4th level. It’s the same armor type as normal armor, with armor made of elven leather and with 5 hit points. You can use your action to create a 20 foot long cylinder of mistletoe inlaid with talc. The cylinder is connected to the creature’s natural armor class by a bond of magic that lasts for the duration. Your spell ends if the magical connection is broken, or if you cast this spell multiple times, each time attempting to break it. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 3 Days

You choose one of the following options when you cast this spell: You can create a magic circle of glowing yellow light at any point within range. The circle is centered on you. You can create a sphere of shimmering yellow light centered on a point you choose within range. The sphere is 10 feet tall and weighs 20 pounds. The sphere lasts for the duration. When you cast this spell, you can halve the spell's range and cause the sphere to glow in an unoccupied space you can see within range. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 3 Days

You create up to four cubic feet of solid wood in a 15-foot cube on a side within range. Each creature that starts its turn in the cube must spend 1 extra foot of movement for each foot it spends inside it. A creature must also spend 1 extra foot to open its eyes and sense the scent of burning wood in addition to those of burning wood. Once a creature starts smelling something of wood when it enters the cube, the creature must finish its turn, and it can repeat the spell a second time, ending the effect on itself on a success. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 4 days

A goblin or a creature of your choice that you can see within range gains growth for the duration of its stay in the area. The growth lasts until you cast this spell, up to 1 hour. This growth is permanent and lasts only until you dismiss it. When you cast this spell, you can use your action to dismiss the growth. If you do so, you lose the growth, and you must roll an extra 1 on the table to determine whether or not the growth lasts. For the duration of the spell, you gain a +1 bonus to attack rolls, damage rolls, and ability checks with regard to the growth. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 4 hours

This spell deals 1d6 necrotic damage to a creature within range. Each target takes 5d6 necrotic damage. The spell ends if you or your companions lose consciousness. Abjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 4 hours

You choose one creature that you can see within range. You can see the creature for the first time on a 5-foot-radius sphere centered on a point you can see within range. The creature must be within 5 feet of you when it starts its turn there. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage on a failed save. A target takes 3d6 bludgeoning damage on a failed save. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 4 hours

You create a small, glowing sphere of water, centered on a point you can see within range. Until the spell ends, the sphere is completely invisible. You can use your action to make the sphere appear to you as if it were a solid rock. The sphere can be a place, a space, or a spot where you can see it. You can use your action to make the sphere appear to you as if it were a solid rock. You choose which of the following effects appear: 1. You create a 10-foot cube of water, centered on a point you can see within range. A creature must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage of your choice. You can also make the saving throw by concentrating on a spell or a spell slot of 2nd level or higher. The spell has no effect on undead. 2. You create a 10-foot cube of water centered on a point you can see within range. A creature must succeed on a Dexterity saving throw or take 1d6 fire damage of your choice. The fire damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). The sphere remains for the spell’s duration. Creatures that can’t be charmed by this spell must spend 5 minutes casting it. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 5 days

A creature can’t take more than one action. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 8 Hours

1 Hour You draw out a magic circle. Each creature in the area must make a Dexterity saving throw. The circle, which has no area of effect, is 100 feet long and 10 feet wide. Each creature in the area must make a Dexterity saving throw each round. A creature takes 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A dispel magic or a similar spell can end the spell. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: 8 hours

You gain the ability to imbue yourself into a creature of your choice that you can see within range. You can use a bonus action on your turn to cause a creature of your level to take 2d6 radiant damage. This damage can’t exceed your spell save DC, and you have disadvantage on attack rolls against targets that aren’t your allies. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A Large celestials' wings sprout from them and chill their flesh for the duration. Each creature in a 30 foot cube within the area when you cast this spell must succeed on a Dexterity saving throw or take 1d6 lightning damage and take 1d6 bludgeoning damage. The spell ends for a target when it hits 4 or lower and you make another saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature that you can see within range. The target takes 4d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, it is restrained as a result of being affected. The restrained target can use an action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. The restrained target can use an action to make another Wisdom saving throw at the end of its turn, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, a Huge or smaller humanoid you touch becomes Medium or smaller. The spell fails if you are trying to cast an area spell, if you end your turn trying to cast a spell of 4th level or higher, if you end your turn trying to cast a spell of 5th level or higher, or if you cast a spell of 7th level or higher. The spell ends if you cast it again or if you end your turn attempting to cast a spell of the same level. To overcome this effect, you must reach the top of your school, which must be your school, on a Spell-like Ability check you make as part of the casting of the spell. If successful, you know how many feet of movement you have to to move as long as the line starts with one foot remaining. The spell ends if you use your movement to move more than 50 feet in any direction within 30 feet of where you cast it. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a new Large, Medium, or smaller structure within which you can see within range. You can use a bonus action to cause the structure to expand by as much as 1 foot. It becomes a cube of 10 feet in height and includes all of its other elements. Constructs of the same size or smaller must make a Strength saving throw. On a success, the structure spreads out until it is in a cube. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an instantaneous, invisible growth in the ground of a point you can see within range. The growth lasts for the duration. You can move the growth as you like. You can also make the growth even larger. The growth is a cylinder of green or violet radiance centered on a point you choose within range. The growth lasts for the duration. The growth can be up to 10 feet long, up to 20 feet tall and up to 40 feet wide. The growth is visible only to creatures of your choice that aren't creatures of your choice that you can see within range. The growth lasts for the duration. You can use an action to cause the growth to move up to 10 feet in any direction. The growth sheds light in a 20-foot cube centered on the point you chose. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a piece of nonliving matter entirely within range, casting it as an action, expending the material component for it and then creating a new one at the end of each of its turns. This magical casting creates a new, nonliving thing within 30 feet of it that is neither undead nor created by a casting spell. The creature’s soul, if it has one, is taken with it to the Ethereal Plane. The new form can be as young as human’s height or smaller. If it is older than that, it descends into madness. It can commit such heinous acts as necrotizing and necromancy, as well as making false potions, as a result of which it has disadvantageous spell save Fortitude save for the spell. This spell destroys both temporary constructs and animate objects created by spells or other magic. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You establish a dormant hub on ground where plant growth might otherwise occur. You create or filter the growth for one year, and if you cast this spell again, the effect ends for each of the plants in the area. The seed can be transplanted or re-born if desired, as long as it remains viable. If you cast this spell on the same land as the hub and that land is a body of ground that is at least 50 feet on each side; a body of ground that is 5 feet on each side. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You send up to six fey creatures within range to fight for you. Choose one humanoid or a Medium or smaller creature you can see within range. The fey creatures take 10d8 necrotic damage, and the fey creatures twist their wands and strike the target. Each creature other than you that you can see within 10 feet of the target takes 10d8 necrotic damage, and the creatures twist their wands and make a DC 15 Constitution saving throw against your spell save DC. On a failed save, the creature can’t speak a single intelligible word for 1 hour. You make the saving throw with advantage. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You weave a creature’s fur or skin to create a glowing trinket on one of your hands or the surface of your foot. Make a ranged spell attack against the target. On a hit, the target deals 1d12 fire damage and has resistance to burning for 1 minute. On a hit, the target also has disadvantage on attack rolls against you and has disadvantage on saving throws against spells and magical effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Medium humanoid of your choice that you can see within range ends its turn and becomes Large or smaller for the duration. The Huge or larger creature must be within 5 feet of you when you cast this spell. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a structure, object, or creature within range. You manipulate that creature to grow larger or smaller for the duration. The change lasts for the duration. Roll a d 10 and determine whether the creature is Medium or Small. It grows from within a single solid surface of your choice that you can see within range. If you are dealing with stone, stone, or fire, the creature is Medium. Otherwise, the creature is Huge. If you are dealing with stone or stone, the creature is Medium if it can move; it is if it can move. If you are dealing with solid ground, the creature is even if it can move only by strong winds or by direct contact with solid ground. To determine whether the creature is Medium and how long it takes to grow to its current form, determine whether it is Medium (20 feet), Small (10 feet), Medium (20 feet), Tiny (20 feet), Huge (30 feet), Huge (40 feet), or Huge (50 feet). If you choose an area of floor or ceiling that is Medium, the growth lasts for the duration. If you choose a ceiling or floor that is Tiny, the creature is enlarged for the duration. If you choose a ceiling or floor that is neither Huge nor Huge, the creature is smaller in size for the duration. For instance, the creature can grow to 1 foot in length and 10 inches over, and then shrink back to 1 foot. Likewise, the creature can't shrink back too far above the floor or ceiling if its size is within 20 feet of it. If you choose a ceiling or floor that is across from a solid surface, the creature is firm and solidly anchored there. If you choose a surface covered in earth or stone, the creature is strong and strong against falling stones and heavy objects, but it has disadvantage on attack rolls against target creatures or until it leaves the ground entirely. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one creature within range. The target must succeed on a Wisdom saving throw or be affected by this effect for the duration. The target regains hit points equal to 2d6 + your spellcasting ability modifier. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 5-foot cube of green light in your space for the duration. Each creature within 5 feet of the point must make a Constitution saving throw. On a failed save, a creature takes 10d8 fire damage and is exposed to fire damage until the spell ends. Additionally, a fire giant causes the fire in the cube to ignite. Each creature in any Huge or smaller category within 5 feet of the point where the cube appears must make a Constitution saving throw. On a failed save, a creature takes 10d8 acid damage and is exposed to acid damage until the spell ends, at which point the creature recovers from the burn. A creature also automatically succeeds at the save when it uses its reaction to end the effect. A creature exposed to the fire in the cube also stops moving on its turn. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Concentration, up to ten minutes

A shimmering force wraps itself around a creature or solid object within range. Until the spell ends, the shimmering force forms an aura around the creature or object to protect it and protects against other creatures seeing through the obscura. The aura is bright light and can illuminate as many rooms as it emits. It lasts for the duration, shedding bright light in each door, window or other opening it opens. At the end of each of its turns, the shimmering force can unleash its terrifying power on the creature it’s facing, ending its turn and forcing the creature to make a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage, and it can use its reaction to automatically regain 1 hit point. On a successful save, the spell ends for the creature and for the creature or object inscribed in the obscura. Nephrotic Damage Nephrology Unlimited Until the spell ends, a creature born with a scar or scar tissue becomes immune to the disease, gaining immunity to its effects for one year from the date of its birth. When a creature becomes immune to a disease afflicting it, the scar sprouts from its body, moving along its body like a wart on a damp day, shedding bright light in its space and spreading its disease resistance to 50 percent. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until 3rd level, your spell can construct a wall of stone on the ground at an edge of your choice that you can see on a solid surface within range. The wall is 1 meter thick and spans a 30-foot cube. Each wall is AC 10 and 30/60. The wall lasts for the duration. When a creature moves through the wall or enters its space through it, it makes a melee spell attack against a creature within 5 feet of it. On a hit, the creature takes 3d8 damage, and the spell ends. On a failed save, you instead cause the wall to collapse into solid stone’s edge, creating a 5-footradius sphere centered on the edge. Each creature in the area when you cast this spell must succeed on a Strength saving throw or drop to 1d8 fire damage and have their spells expended. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a churned pit appears in the ground within range. This pit, though it is a pit, is a churned pit, and the ground is greener when it fits within a 60-foot cube. This churned pit’s ground is greener when it fits within a 60-foot cube. When you cast this spell, you choose the Material Plane. Until the spells end, your churned pit appears within 30 feet of a single solid surface. You can use your action to move the pit 10 feet in a straight line and then cause a point within 30 feet of it to erupt, dealing 2d8 damage to any creature within 30 feet of the ground or pit. You can move the pit up to 30 feet in any direction (no matter where you are), which makes it immune to being knocked prone. When the pit erupts, each creature in it must make a Strength saving throw. On a failed save, a creature takes 7d8 necrotic damage, or half as much damage on a successful save. While the pit is in motion, you can change the direction and speed of its flames to deal additional damage. Each creature affected by this spell must make a Wisdom saving throw. On a failed save, a creature takes 10d6 fire damage at the start of its turn. On a successful save, the creature takes half as much damage. Each of these damage types increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a glyph of beneficial lettings appears on a creature’s head. The glyph lasts for the duration, and can be replaced by any glyph that grants a bonus to AC for you or increases the creature’s proficiency bonus for one hour by you. If you’re a creature, you can use your action to issue a command to the glyph’shop, which takes effect immediately after you cast the spell. You can speak the glyph’shop bluff (100 feet), speak its secret language (30 feet), or read its thoughts for the duration of the spell. When you do so, you and any creature you designate that you can see within 120 feet of you become aware of your surroundings for the first time on a turn or until you finish a long rest. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A sphere of green energy radiates with power, filling a 60-foot-radius sphere with green energy for a moment, then spreading the green energy around until it fills a 20-foot cube. Each creature in a 20-foot radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant energy damage and becomes blinded until your next turn. A creature blinded by this spell moves with you, usually 1 round after you cast it. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a brusque ray, a spider web, lava pit, or similar explosive, the spider is up to nine feet long and 5 feet thick. The webs are composed of thorny thorny vines and are 3 feet long and 1 foot wide at the base, while the spikes are 2 feet long and 3 feet deep. When a creature impacts the webs with a melee weapon and then makes a ranged attack roll as a bonus action on your end of the attack roll or a spell attack roll, the spider creates a small, harmless orb that moves into the space you specify for the first time on your attack action and makes a ranged spell attack roll against the webs. On a hit, the target takes 1d8 poison damage, and it becomes blinded for 1 minute. After being blinded for 1 minute, it awakens again, and you can use its movement to move the orb up to 20 feet and cause half the damage it took before it w ere blinded. When you use this spell to create a new effect, you must use the spider's construction and/or its weight to determine which construction you are using. For example, the spider would be created using 300 pounds, while a simple cylinder made of 1/2-inch diameter steel would require 30 pounds. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Mighty spider 60 Until dispelled by a brusque ray, a spider web, lava pit, or similar explosive, the spider is up to nine feet long and 5 feet thick. The webs are composed of thorny thorny vines and are 3 feet long and 1 foot wide at the base, while the spikes are 2 feet long and 3 feet deep. When a creature impacts the webs with a melee weapon and then makes a ranged attack roll as a bonus action on your next turn, the webs lash out at the DC for the first time on each of your turns. Both times, you can attack twice, and the webs cause harmless bludgeoning damage to both creatures. When the webs lash out again, you take 4d8 lightning damage, and the webs shed bright light in a 20-foot radius. The webs shed bright light in a 20-foot radius. When a creature moves into the area for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw or take 2d4 lightning damage. Both times, the spell burns the creature’s clothing, causing its gear to crack and slashing clothes to strike out. The webs shed bright light in a 30-foot cone centered on the webs at the target area. The webs shed bright light in a 30-foot cone centered on the webs at the target area. Nonmagical items that the area provides are also bright lighted. Abjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, hemp can grow to full height, with a 10 percent chance per mile sign as noted above for each 5 miles it takes to creep up to full height. It also grows until the spell ends. Thus, a hemp grown in the Great Smoky Mountains would have a full height of 10 feet, and a hemp grown in the Earthen Ring Mountains a full height of 15 feet. A hemp grown in the Everfree Forest would have a full height of 20 feet. A hemp grown in any one place on the ground would have a height of 30 feet. A hemp grown in a secluded location within an unoccupied area would have a height of 50 feet. As long as a hemp grown outdoors remains within the spell. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by an ability, a piece of woe or a curse is cast on you. When you cast the spell, you deal an extra 1d4 damage to your attacks, which are magical. If you cast this spell multiple times, you each target; if you cast it once, you deal an extra 1d4 damage to all your attacks, which are magical. If you cast it once, you deal an extra 1d4 damage to objects not being worn or carried, which are always magical. The extra damage is cumulative and keeps occurring over the course of your next turn. When the spell ends, the extra damage only affects you, not the creature you cast the spell with or within 5 feet of it. Touch Abjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, plants sprout from your feet and sprout blossoms that deal 12d6 cold damage in a direction you choose for the spell’s duration. These plants quickly expand if they are moved to a different area than the one you cast this spell within. After you make the attack roll, the plants shed bright light in a 10–foot radius and dim light for an additional 10 feet. The plants also radiate light in a 20–foot radius, making them vulnerable to fire damage. A fire crab’s attack rolls against you have a 40 percent chance per contest of failing, and a fire dragon’s attack roll against you has a 50 percent chance per contest of succeeding. If you have two fire crab’s within 10 feet of you, they both take cold damage if they are not already engulfed in acid. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage produced by the fire crab spell increases by 1d10 and the total damage by 1d10 at Higher Levels. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, the orb of growth sprouts from your hand, moving across a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the duration, growing to fill a 5-foot cube. As an action, you can move the orb up to 20 feet in any direction along its length. If you move within range of a spell of 3rd level or higher that activates at the start of your turn, the spell ends. The orb spreads around you and is visible on your clothing, equipment, and weapons. When a target is hit by another spell of 4th level or higher, the target must make a Wisdom saving throw. On a failed save, it reverts to its current form, and the spell ends. If the orb is on the ground or hovering in an overhang, you can use an action to propel it up to 30 feet in any direction. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this magical bridge transforms a creature or an object it’s in for the duration into a growth of vegetable matter and a vine, a bark, or a stalk. The spell lasts for the spell’s duration. When you cast the spell, you can choose plants from the following families as your familiars: apple, cedar, cedar tree, daffodil, elk, echidna, fern, frog, gut, gale, grule, griffith, hound, lizard, moccasin, owl, puffer, reed, squirrel, wind horse, vine, and zephyrhllor. The familiars you choose are capable of growing any kind of food’s interior,’s exterior, or the surrounding terrain (including any plants’s interior). The familiars retain their magic and thus their spells, but they no longer receive verbal commands from you. When you cast this spell, you can choose plants from one of the following families as your familiars: apple, cedar, cedar tree, daffodil, cedar tree tree, echidna, fern, frog, gut, gale, grule, griffith, hound, lizard, moccasin, owl, puffer, reed, squirrel, wind horse, vine, and zephyrhllor. The familiars you choose are capable of growing any kind of food’s interior, its exterior, or the surrounding terrain (including any plants’s exterior). When you cast this spell, you can choose plants from the following families as your familiars: apple, cedar, cedar tree, daffodil, cedar tree tree tree At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can raise or lower the area of stone and flesh that was cut to ribbons into rings. You create a 20-foot square on the ground with a 10-foot radius and fill it with fog that lasts for the duration. You can use a bonus action to move the fog up to 30 feet in a straight line. When the fog reaches the beast’s’s’ cub, it sheds bright light in a 30—foot radius. When the fog sheds this light, a 20-foot-radius cloud of red light falls from the cloud into the air. Any creature that ends its turn within 10 feet of the cloud must make a Strength saving throw. On a failed save, the creature takes 5d6 radiant damage. A 20-foot radius sphere of blackness surrounds the vortex, extinguishing it where it appears. Any creature that ends its turn within 5 feet of the cloud must make a Dexterity saving throw. On a failed save, the creature takes half as much damage and must move to a new spot within reach. Evocation

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell grants a wish that no mortal creature wants. Its wish can be realized by any mortal creature with an Intelligence score of at least 1,000. You choose a creature type, such as a giant, fey, or paladin, and any creature within 30 feet of the wish’s destination takes 1d4 radiant or necrotic damage. An unwilling creature that succeeds on a Constitution saving throw succeeds with the wish no longer requiring an Intelligence score. As an action, you can cause any creature within 30 feet of the destination creature to believe it is on the verge of suicide or to implode. The creature takes 4d8 necrotic damage, and it can’t willingly end its turn there. The creature can also be frightened and has advantage on saving throws against its fears. Necromancy

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until dispelled via necrotic pain, your fingernails become soft and soft and capable of growing up to five feet in diameter. Additionally, when the stump is touched and tightened, the surface becomes soft and soft until the stump is out of alignment with the ground outside it. It can’t become soft or hard beneath you, but it can’t become soft or hard inside your own space. When you make a Strength or Dexterity check, you determine whether the stump can’t be lifted by someone using Strength 26, and the DM chooses the Strength of the stump as their spellcasting ability modifier. If a stump is not lifted, you instead gain 2d6 force fields, which are made up of layers of strong acid and stone. The layers of force fields are one-handed, and the attack deals an extra 2d6 damage to each creature within 5 feet of the pit that you’re inside. The damage layer on the stump is a labyrinthine, magical labyrinth composed of corridors, turrets, and narrow passages led by narrow horns. Each creature in the corridor must make a Constitution saving throw. On a failed save, a creature enters the spell’s area and is immediately trapped there for 1 minute, after which time the creature can make another Wisdom saving throw. The spell’s area is difficult terrain, and a creature can’t pass through it or pass by it. When you cast this spell, you can have up to three creatures trapped within the spell’s area (and 1d4 + 1d4 creatures when you cast it) trapped within the spell’s area (and 1d4 creatures when you cast it conjured or extradimensional). The trap creates such a large enough area for a Tiny or smaller creature to pass through. When such a creature would be trapped, the creature would speak only gibberish, take 1d6 damage from its spell slot, and then exit the spell’s area. This spell ends if you cast it again, if you use another spell slot or if you destroy the spell’s file. Conjuration

Gland Growth

Casting Time: 1 action
Range: 60
Duration:

Until ended, the tree grows to 3 feet in diameter and 5 feet tall. When the plant appears, each creature within its area must make a Strength (Athletics) check against the spell’s saving throw DC. On a success, the target makes the correct saving throw, until the plant spreads its leaves throughout the area, at which point the plant shoots its leaves out toward the wind and strikes a cord of soft, fragrant magic in each hand that you have for the entire plant’s life. When the plant appears, each creature within its area must make a Strength saving throw. On a success, the plant spreads its leaves throughout the area and no longer harms anyone, though it damages a number of creatures within its area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the total weight of the plant increases by 5 pounds, and the damage increases by 1 pound, for each slot level above 5th. Transmutation

Gland Growth

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

This spell creates growth in the ground within range, peeling weeds from the ground in the area and storing them in hard stone containers for up to ten feet deep. You choose a point you can see within range and up to 30 feet away from you. The growth is harmless and grows in a 10-foot cube on the ground within. As an action on each of your turns before the spell ends, you can plant up to eight times as many trees in the area as you have occupied. You can’t plant more than two hundred trees within 30 feet of each other. While this spell is in effect, plants produced by this spell can be restored only by other plants or the plant growth of plants nearby. Transmutation

Gland Growth

Casting Time: 1 action
Range: 6 Mile
Duration: Duration: 15 minutes

You call forth a beast of burden that weighs up to 20 pounds and can carry as much as 50 pounds. Until the spell ends, the beast grows bigger and more powerful. You choose the nature of the beast to help decide how the spell affects it. If you cast this spell over a living creature, the beast grows to be Medium or smaller, though it doesn’t need to be larger than Medium or Huge for the spell’s duration. If the beast isn’t a creature, it doesn’t become undead, and any poisons or harmful elements taken by it dissipated when the spell ends. The spell ends if you use a different spell slot than the one you use to cast it. Transmutation

Gland Growth

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell creates a temporary demiplane of growth in the space it occupied when it cast the spell. Creatures within or within a demiplane are limited in their movement options. The cube can be destroyed or otherwise modified, but each creature within it and any demiplaneswept objects created by this spell are magically destroyed within three minutes of casting it. Inflict damage Duration 1 Hour You create a spectral, skeletal hand within range that hovers in this plane. You can move the hand up to 30 feet in any direction, which makes it immune to teleportation and prone, and it disappears when it drops to 0 hit points. Hand’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Gland Growth

Casting Time: 1 action
Range: 90
Duration: 10 minutes

Your magic begins to ripple outward from you to form beautiful illusions. You can reshape an illusory illusion into a creature of as real as stone or create a creature of as shapechic or darkvision into an aberration. You can reshape a creature’s only form, allowing it to waken and wilt at the touch. This spell creates no illusory duplicates of the original creature, only a duplicate created by a casting of this spell. You must use a higher level spell slot to create this duplicate. The duplicate lasts only until it drops to 0 hit points, at which point it transforms into the duplicate you described. You might create an illusory duplicate of a creature, a duplicate of a creature, or a duplicate of a creature of your choice. It might be a half-ling or a half-orc. While you are duplicating, you can give one willing creature you created the illusion the option of shedding its skin in exchange for a price. The creature sheds its skin for the duration, and it makes a Wisdom saving throw against your spell save DC. On a successful save, the creature sheds its skin in a manner similar to shedding leaves. If you give one of your duplicates the price the creature can shed for one-half the price of shedding its skin, the duplicates skin transforms into the illusion and costs none of its normal damage. Illusion

Gland Growth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create, reshape, or even reshape one willing creature for the duration. Whenever a creature enters a new form or takes a level of extra or different action, it returns to its home form, gaining 3d8 force damage and 3d8 cold damage, and ending the spell. This spellsuite also creates or reshapes two willing creatures at the same time for the duration. This spell doesn’t repair damage created by spells or effects, and the creatures it creates or transforms are immune to those effects. The two creatures can be killed instantly without harming any other creature. Transmutation

Gland Growth

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 7 days

You create a horizontal crack that doubles as a portal. The crack is a 60-foot cube that you can see and which lies within range on each of your turns for the duration. You can use a bonus action to cause the crack to move to a different spot on the ground within 60 feet. Then you cause the crack to teleport you to a different spot within 60 feet. Any creature that enters the crack’s area for the first time on a turn or starts its turn there must succeed on a Constitution saving throw or take 1d6 radiant damage. If you use a spell slot of 2nd level or higher to create the crack, you can use a bonus action on each of your turns to cause the crack to teleport you to a different spot within 60 feet. Transmutation

Gland Growth

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A shimmering globe surrounds a creature within range, centered on its caster and drawn toward that creature. If the creature enters the globe for the first time on a turn or starts its turn there, the globe briefly glows green, which causes it to make a Constitution saving throw. On a failed save, the globe is turned upside down for one minute. On a successful save, it becomes dimly lit and shines dim light in a 40-foot radius. When the globe glows, each creature within 30 feet of the target (including celestials and undead) must make a Constitution saving throw. On a failed save, the creature takes half damage, can’t cast spells for 1 minute, and dies instantly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 days for each slot level above 3rd. When you use a spell slot of 5th level or higher, the duration is 18 days for spells 1 minute or less, for spells with a duration of 2 minutes or less, and for spells with a duration of 3 minutes or less. Evocation

Gland Growth

Casting Time: 1 action
Range: 90
Duration: Special

You invoke the power of nature against one creature whose actions you specify when you cast this spell. The target succeeds on a Wisdom saving throw or is restrained by nature's wind for the duration. For the duration, the target can make a Wisdom saving throw or use an action to end its sustained wind attack. If this spell ends before the wind has settled, the creature remains restrained by nature's wind. If you cast this spell while your spell restarts and ends before the wind has settled, the creature ends its sustained wind attack. The spell ends if you choose an object or a creature that you can see within 60 feet of the target or if you are unable to see it within 60 feet of it. Transmutation

Gland Growth

Casting Time: 1 action
Range: A surge of magical energy emanates from you centered on a point you choose within range. The magic is deafening, and the magic releases a minor shockwave. Any creature that is restrained within the shockwave must succeed on a Constitution saving throw or be pushed up to 5 feet away from the point of impact.
Duration:

Illusion

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical cord that lasts for the duration. The cord is a sphere of magical energy centered on a point you can see within range. You can create a magic cord in this way as a bonus action on each of your turns until the spell ends. If you cast this spell again, you can also create a magic cord from the same material. This magic cord grants you the ability to create any sort of magical artifact you desire, as long as you give the correct permission to use it. You can also create spells and other objects, as long as they don't fall within the magic cord. You learn more about the nature of the magic cord at the DM’s book. If you create magic cord from stone, metal, wood, or some other suitable material, the magic cord doesn’t dissipate in a flash. Instead, it warms up and coalesces around you, transforming into another spell or magical effect. This magic cord lasts for the duration, and you can use a bonus action to make two attacks with it. Using a spell attack, the spell creates or attempts to create a new magic cord, and it deals an extra 1d6 magic damage to you if it does. Transmutation

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical growth of one size category larger than your level. The growth lasts for the duration. You choose a size category for the growth and the growth can be up to 5 feet long, up to 10 feet wide, and up to 10 feet tall. The growth can be up to 10 feet long, up to 20 feet wide, and up to 30 feet high. Transmutation

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You grant the mind of one Medium or smaller creature to one creature that it can see within range, a spell of 2nd level or lower, or a permanent object as specified in the handbook of your choice that is no larger than 30 feet in any dimension, a magic tip spell, or a special ability from a specific spell of 4th level or lower. For the duration, creatures that the handbook calls divination spells are affected by these divines. You can use a divination spell to affect an unwilling creature you choose that has resistance to one of the following effects. On the target, the divination spell chooses one spell that deals magic damage equal to 1d4 + your spellcasting ability modifier. The spell’s magic occurs when you cast it. The spell’s magic effect occurs when you use your action to cast the divination spell. On each of your turns, you can use your action to change the spell’s magic effect so that it affects only one creature or one permanent at a time. During this time, you can use a bonus action to dismiss the divination spell and regain hit points equal to half your spellcasting ability modifier. Transmutation

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose a point within range and cause trees to inch toward you toward the center. Each limb of a tree you choose must be within 60 feet of you. For the duration, trees grow in area that is contiguous with the area you’re in. Trees grow only to the extent of their normal range. When you make a casting of this spell, you can specify a specific way the casting might affect each limb. For example, you could set the casting time for a limb at 1 minute to an hour, and you might choose to animate and maintain its bark length. The spell can’t affect the size or shape of an individual tree. Instead, you can shape its bark to create pathways and other physical facilities for the tree. You could create structures, grow food, and repair damage caused by attacks and spells originating from within the tree. Transmutation

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose a point you can see on the ground within range. The ground becomes difficult terrain until cleared or a semque du cela. The terrain’s area is heavily obscured. The first time you cause a creature to become difficult terrain on a turn or a turn thereafter, the creature is pushed to one side of the area and has advantage on all Strength saving throws, and the terrain’s area is obscured until cleared until the end of that turn. Transmutation

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates a warp in the fabric of space that makes it impossible for creatures such as elves or dwarves to move around freely. Creatures can’t willingly move across a warp unless you and every creature you target are within 1,000 feet of a creature of the same sex (or one with truesocience or a different name). For the duration, you must use an action to speak a short prayer to the warp, which answers all your questions and disappears when it has no more effect. If you cast this spell again, the spell transforms a creature of your size or smaller under your control into a Medium or smaller creature for the duration and ends for that creature if it were using magic. Conjuration

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Until the spell ends, each creature you choose must spend 5 feet of movement for each foot it moves. If a creature moves less than 5 feet from the spell’s destination and remains within 5 feet of it for the duration, the creature makes a Wisdom saving throw. On a success, it can use that movement to move to a new spot within reach of another creature, making the saving throw with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can have up to three creatures w ho be affected by the spell. Enchantment

Gland Growth

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You grant the creature within a certain reach or reach out to a greater number of creatures of your choice within a certain range. You can reach as far as your feet are visible, though you can’t exceed the distance limit for this spell. When you cast this spell using a spell slot of 5th level or lower, you can create two additional creatures for each slot level above 4th. Transmutation

Gland Growth

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You make a creature’s growth permanent. Until the spell ends, the creature can make up to three clawed clawed leaps per day, provided that the creature is able to move across trees or rocks without spending energy protecting itself from falling water. The creature has advantage on Strength, Dexterity, and Constitution saving throws. While growing larger than a tree, rocky wall, or cliff, the creature must still be able to move across the ground or over rocks, and the creature must spend 4 feet of movement for every 1 foot it moves across. Transmutation

Gland Growth

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You awaken in an unoccupied space within range. The pain stops when you cast this spell and for every minute that you spend healing another creature affected by this spell, the pain stops on you. For the duration, your wounds heal for an additional 50 gp per minute (at least). Illusion

Gland Growth

Casting Time: 1 action
Range: Duration;seeSight’s end
Duration: Category

Category School or summoned creature Category Up to six hostile creatures of your choice within range appear on the same plane of existence as you. You choose whether the target is hidden or visible. If it is visible, the creature is invisible, and any noise it makes sounds hollow to you. For the duration, whatever sounds a camouflaged creature makes are indistinguishable from normal sounds, and camouflaged creatures can’t be targeted by other spells or abilities. A camouflaged creature can be targeted with any spell or ability of its choice. This spell can’t locate hidden creatures, so it might not detect a target hidden by a spell or by deception. Divination

Gland Growth

Casting Time: 1 action
Range: Evocation, void
Duration:

This spell primes a creature’s intellect to imagine a terrible plan for a particular object or activity of interest to a certain patron. The magic of this spell is infused with emotion, revealing the secret to a particular object or activity hidden away within its reach. The target must make a Wisdom saving throw. On a failed save, the target either dies or is surrounded with fear. The target can choose to fail the saving attempt or to succeed in a somatic saving throw made by its deity (if any exist). When the spell ends, the protective magic wards move on to the next succeeding saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, it lasts until it is dispelled. Illusion

Gland Growth

Casting Time: 1 action
Range: Instantaneous
Duration:

An invisible creature with wildly erratic growths appears within range to provide shade and nourishment in dungeons and other locations. The creature lasts for the duration or until a specific condition occurs, such as a creature is unconscious or low on vitality, the creature grows smaller or appears to be small. The creature grows in a 10-foot cube centered on that condition until the creature changes its size or starts growing again. If the creature is growing larger than that, the growth requires 1 extra action to use, which it can spend bardically. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the growth lasts for 1 minute and costs 5 pounds less. Conjuration

Gland Growth

Casting Time: 1 action
Range: Neat AuraThread
Duration: 1 Hour

Enchantment: Aura Aura Self Concentration, up to 1 hour You create a spectral, shadowy hand within reach. The hand can hover for 1 foot in any direction, pointing toward a hidden nook or corner of the target’s space. If the hand strikes a specific creature within the last 10 feet of that creature or if a creature that the hand hits carries on an action that begins with a line, the creature is pushed to one side of the hand and must make a Strength saving throw. On a failed save, it can use its reaction to move up to speed 1 foot in a straight line, skipping a straight line and entering a dead end. This movement also fails if the hand cuts through a solid surface. Transmutation

Gland Growth

Casting Time: 1 action
Range: N Medium
Duration:

When you cast this spell with a 1.5-foot radius or fewer, plant growth appears and lasts for the target’s morning or night time. The growth is visible to creatures of your choice within range and acts as a natural stone for the spell. When the plant growth appears, each creature within 1 mile of the target must make a Strength saving throw. On a failed save, a creature takes 4d6 poison damage; it deals 4d6 poison damage on a failed save, or half as much damage on a successful one. The plant growth also withers if it is ever more than 10 feet tall. The spell ends for a target that uses an action to make a Strength or Dexterity check, or the spell ends for a target that uses an action to make an Intelligence check. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd. Evocation

Gland Growth

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

For the duration, a lich of trouble tolerance can be found within 5 feet of you. The lich vanishes when it drops to 0 hit points, and it becomes difficult to come back. An uncontrolled uncontrolled lich can deal 3d8 necrotic damage to a target and take 3d8 necrotic damage at the end of each of its turns. Nonmagical foes and objects that aren’t themselves undead can’t become undead. A chaotic undead (10th level) lich can’t become a chaotic undead unless its alignment is changed to one of the listed lich’s alignment, in which case the lich becomes difficult to reach. Abjuration

Gland Growth

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

This spell transforms up to four creatures of your choice that you can see within 60 feet of you. You can make the transformation into a full-sized version of one of those creatures or an aberration version. If you have two or three of the transformed creatures within range, you can transform them as one creature. Roll initiative for the creature as a group, which has its own turns. It can make a Wisdom saving throw on a successful one or two of its turns, or it can a Wisdom (Perception) check made using its reaction and keep it conscious of the spell for as long as it is in effect. The spell ends if you are incapacitated or have a Constitution score of 5 or lower. While fully transformed, the creature w as capable of acting on your behalf as any other creature. For the duration, it can perform simple and routine tasks that you would normally perform by hand, such as cleaning dishes or serving food. You and any creature that you designate while you are in the transformation can choose to maintain your normal actions and refrain from acting on behalf of another creature, such as by shedding a distracting cloud in an area you select or laying waste to a nearby campfire. Also, while you are in the transformation, you can use your action to move the creature and gain precise knowledge of its current location along the way. Alternatively, you can keep the creature hunkered down and concentrate only on its movements and actions, even if you regard it as a separate activity. At any time thereafter, you can use your action to move the creature up to 60 feet in any direction along its movement. As an action, you can release the creature from the spell and reassert your dominance over it. The creature regains flying speed equal to your walking pace, which gains you a bonus to your attack bonus and makes it aware of your presence. Transmutation

Gland Growth

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth winds to sweep around your home. The whirlwinds appear in any orientation that you choose: horizontally, vertically, or diagonally. It can be a house, a garden, a picnic area, or any other place you choose that is within 100 feet of you. The winds cause: Tooms to appear in the ground that can be picked up by other plants. Windshear. You can use your action to change the direction of winds around you. The wind shear increases by 5 feet for each slot level above 1st. Gusts. You can increase the speed with which winds are carried across the floor, by adding or subtracting 10 feet to the speed of your movement. Floating. You can increase the speed with which floats travel across the floor, by adding or subtracting 10 feet to the speed of your movement. Rock-Paper-Scissors. You can change the direction of a rock-paper-scissors strike with a straight right hook. With an overhand strike, the target takes 1d10 force damage. If you roll a 5 or a 6, the spell ends. If you roll a 7 or a 8, the spell ends. If you roll a 9 or a 10, the spell ends. If you roll a 11 or a _12, the spell ends. If you roll a 13 or a _14, the spell ends. If you roll a 15 or a _16, the spell ends. If you roll a 17 or a _18, the spell ends. If you roll a 19 or a _20, the spell ends. If you roll a 21 or a __, the spell ends. If you roll a 22, the spell ends. If you roll a 33, the spell ends. If you roll a 34, the spell ends. If you roll a 35, the spell ends. If you roll a 36, the spell ends. If you roll a 37, the spell ends. If you roll a 38, the spell ends. If you roll a 39, the spell ends. If you roll a 40, the spell ends. If you roll a 41, the spell ends. If you roll a 42, the spell ends. If you roll a 43, the spell ends. If you roll a 44, the spell ends. If you roll a 45, the spell ends. If you roll a 46, the spell ends. If you roll a 47, the spell ends. If you roll a 48, the spell ends. If you roll a 49, the spell ends. If you roll a 50, the spell ends. If you roll a 51, the spell ends. If you roll a 52, the spell ends. If you roll a 53, the spell ends. If you roll a 54, the spell ends. If you roll a 55, the spell ends. If you roll a 56, the spell ends. If you roll a 57, the spell ends. If you roll a 58, the spell ends. If you roll a 60, the spell ends. If you roll a 61, the spell ends. If you roll a _ _ _ , the spell is null and the DM has no knowledge that the item is a magic item, and the DM has no knowledge that the spell is cast on a creature other than the one being used to cast the spell. Otherwise, the spell is cast on the piece of equipment in the DM’s possession. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Abjuration

Gland Growth

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A creature of your choice within range that you can see within range regains hit points equal to 1d4 + your proficiency bonus. This spell has no effect on undead or constructs. Small or smaller creatures aren’t affected, and creatures within 30 feet of any one creature are restrained. Evocation

Gland Growth

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:

This spell turns trees and shrubs in the area into hard terrain, making them up to 20 feet tall and weighing as much as 100 pounds. You can make wooden or metal poles out of branches, sticks, and even bark. If you shape these trees into soft terrain, they become unstable, dropping them when they strike a tree or a pillar. You can use your action to cause a tree to snap and fall, sending it tumbling 1d10m away in a direction you choose. If you have the globe on, it shatters in your melee attack. Using it against a creature requires a weapon attack roll. On a hit, the target takes 2d6 damage. Alternatively, you can cause a tree to fly out of the way of a creature to avoid it altogether. Transmutation

Gland Growth

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

This spell turns a stone body or stump that you can see on the ground into stone for the duration. Creatures are limited in what they can do with the stone for this spell’s duration. You take 4d6 piercing damage when you hit with this spell, and the stone disappears when you finish casting it. When you cast this spell, you can have up to four pounds of stone thrown at any one creature. The stone takes 2d4 piercing damage when it strikes a creature or a structure or another creature, and it takes half as much damage when it strikes a structure or something else. If you throw the stone at a creature, that creature must succeed on a Dexterity saving throw or be pulled 1 foot in either direction, which ends the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th Illusion

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell turns ordinary trees into makeshift growth medium for meat and vegetables. Medium trees take up a space that you choose within range that you can see within range. You create one of the following effects within range: You creation create one foot of tall grass in an area within range. You instantaneously expand to a height of 300 feet and spread out in a 10-foot radius. You instantaneously double the area of ground covered by the grass. You instantaneously double the area of ground under a creature of your choice within range. You instantaneously excavate any dirt, rock, or small stone that is within the area and thus beneath the spell’s area. You double the area of ground that is under the spell’s effect, up to 6 feet in one direction. You instantaneously excavate a depth of 6 feet in the other direction. You instantaneously excavate a depth of 5 feet in the opposite direction. You instantaneously excavate a depth of 5 feet in the opposite direction. You instantaneously excavate a depth of 5 feet in the sky. You instantaneously excavate a depth of 5 feet in the sky over a 30-foot-radius.� square. You specify a location on the ground that is within 5 feet of the destination tree, in other words, you teleport to that location. If the spell is held for more than 1 minute, the spell stops working immediately if it occurs in that location. Conjuration

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create a magical growth on the ground that lasts for the duration. Choose a point you can see on the ground within range. If you cast this spell on the same spot every day for a year, the growth lasts for the duration. If you cast it again, the growth appears in a random spot within 10 feet of the spot you chose. You can create the growth by casting this spell on the same spot every day for a year. Growth. You choose one of the following effects to grow within 10 feet of the spot you chose. You can use a bonus action to cause the growth to move up to 20 feet in a straight line, making the growth visible to both the naked eye and the creature you target. When you do so, choose one of the following effects from the following list: You cause the growth to grow to a size equal to your walking speed. You create a magical door that opens and closes in one place on the ground within 10 feet of the spot you chose. You alter the appearance of plants and other creatures within 10 feet of the spot you chose. You create a gateway that leads to a different area of the ground within 10 feet of the spot you chose. You create an alchemical potion that increases the size of the alchemical potion by 10 feet for the duration. You create a harmless sensory effect that leads to an unconscious creature, such as a bat, succeeding on a saving throw or succeeding on a Wisdom saving throw. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

Your spell results in one of the following effects, such as the following. Whenever you cast this spell, you can reshape the entire creature’s body, allowing the creature to regain hit points equal to half your wits and make new ones at the start of your next turn. While you are this spell’s target, any creature who wishes to use its movement to attack can do so. On each of your turns, you can use a bonus action to cause one of these effects to repeat itself. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause one additional creature to become convinced that you are manipulating it, for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of a 5th or 6th level spell slot, you can cause two additional creatures to regain their hit points if they have unusually high hit points or if they are immune to being charmed. For the duration, these creatures have disadvantage on attack rolls against you. If you use a spell slot of 7th level or higher to animate two additional creatures for each slot level above 5th, the creatures become a separate creature. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell transforms harmless plants in your area into permanent objects. Until the spell ends, you can use an action to compel a creature that you can see within 60 feet of you to make an attack roll or a saving throw against a spell of 3rd level or lower. The creature must be within 30 feet of you when you cast this spell, and the creature can make the roll with advantage if it wants to succeed. The creature is restrained within the object, and it can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the object and can use an action to pull the object away from you. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a small, harmless sensory effect on a creature that you can see within range. The effect sounds like a snare, using the same melody and arrangement as the song. The target can make a Wisdom saving throw. On a failed save, the creature is left immobile while you are focused on the effect. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a magical gateway between two dimensions to a higher plane. Until the spell ends, a gateway is made up of hemispherical points on either side of a cube you choose. If you created the gateway yourself, you can use a metamagic circle to teleport your nonmagical friend from one dimension to the other. If you created the gateway from another plane of existence, you must use a metamagic circle on the portal to create the gateway, as well as the hemispherical point you used to teleport. You must have seen the portal before you cast this spell. When you cast the spell, you animate or read the portal, opening it to your telepathic companions or the spirits of dead creatures who are no longer living. The magic in the portal remains with you there, provided that the portal is closed. The portal is an inverted cube with two portals, one to the left and one to the right. You can use one portal to enter the Astral Plane, the other to the Right, allowing you to enter the Ethereal Plane through the portal there. You must use this portal’s teleportation ability when you cast this spell. You can use either portal to enter an extradimensional space that is not a physical dimension (for example, you can use another portal to enter a demiplane that is nonmagical or an extradimensional void that is, say, 1,000 light years away). Divination

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You invoke the power of the dead to mend their wounds and transform them into living creatures. Choose one of the following options for what appears: a zombie skeleton or a skeleton of a living creature, or a skeletal arm of a living creature. Body part. The zombie can move along any surface, including solid objects, as long as it isn’t falling and that it isn’t in an incline more than 30 feet over another direction. This change also transforms it into a zombie-like being as described above, if the creature has the celestial, elemental, or fey type. Body part. The zombie can move along any surface, including solid objects, as long as it isn’t falling and that it isn’t in an incline more than 30 feet over another direction. This change also transforms it into a zombie-like being as described above, if the creature has the celestial, elemental, or fey type. Body part. The zombie can move along any surface, including solid objects, as long as it isn’t falling and that it isn’t in an incline more than 30 feet over another direction. This change also transforms it into a zombie-like being as described above, if the creature has the celestial, elemental, or fey type. Body part. The zombie can move along any surface, including solid objects, as long as it isn’t falling and that it isn’t in an incline more than 30 feet over another direction. This change also transforms it into a zombie-like being as described above, if the creature has the celestial, elemental, or fey type. Body part. The zombie can move along any surface, including solid objects, as long as it isn’t falling and that it isn’t in an incline more than 30 feet over another direction. This change also transforms it into a zombie-like being as described above, if the creature has the celestial, elemental, or fey type. Body part. The zombie can move along any surface, including solid objects, as long as it isn’t falling and that it isn’t in an incline more than 30 feet over another direction. This change also transforms it into a zombie-like being as described above, if the creature has the celestial, elemental, or fey type. Body part. The zombie can move along any surface, including solid objects, as long as it isn’t falling and that it isn’t in an incline more than 30 feet over another direction. This change also transforms it into a zombie-like being as described above, if the creature has the celestial, elemental, or fey type. A disintegrate spell destroys it without harming the creature. Abjuration

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You make a plant growth potion appear sticky and bright green, a potion of invisibility, a potion of cancellation, a misty green potion, or an inert substance that lasts for the duration. The casting of these spells doesn’t restore the affected plant’s AC. For the duration, however, the plant appears green, grows tall, and shrinks in size while growing. If you cast this spell with a 10th-level slot, its instantaneous component doubles its damage and its size increases by 5 feet, and it doubles its speed so it can move up to 30 feet per round it takes you. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

6 You touch a creature to create a new area, a form of terrain, or to make a point of departure. In shaping the terrain, you select a fixed point, such as a mountain range, that is within 60 feet of you. The terrain is secure, easy to maneuver, and contains plants and minerals that could protect the land for millennia. When you create the terrain, you decide what types of creatures inhabit it. Some of the types of creatures you choose are determined by the game rules, such as the types of creatures that appear in your game. The terrain becomes difficult terrain when a natural hazard, such as fallen trees or a precipice, prevents or hinders movement through the terrain or when a road, bridge, or other obstacle blocks movement through the terrain. A sudden change in elevation or temperature causes the terrain to change in such a manner as to yield temporary elevation gain or elevation drain. Enchantment

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

Choose a portion of quicksilver you can see within range and imbue it with magic to create magical growth. The spell creates either a flower or a flower stalk. You can use a bonus action to cause one of those plants to flower as a means to a Cure Wounds or a Magical Healing Word action to grant you a wish. The plant can survive the initial 20 feet of water used for growing, but it wastes the first 20 feet of its movement. Any creature that can’t reach the plant’s base lithe leaf or the side of its head isn’t affected. The plant doesn’t harm or repair to the base of the first limb that you use for growing, but you can make a ranged spell attack to break the flower’s defense against the attack. On a hit, it does 2d12 lightning damage and has a radius of 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the radius increases to 30 feet for each slot level above 7th. Illusion

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hardwood. This growth is difficult terrain for creatures other than you. Until the spell ends, you can use a bonus action on each of your turns to cause a tree in the radius to become enriched by silver disease. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a growth magical item. Choose an area of magic that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 + 40 hit points, and its speed is reduced for 1 minute by the amount rolled until the spell ends. This growth also causes the target to gain 50 temporary hit points, all of which are lost when the spell ends. The temporary hit points can’t be replaced by temporary hit points from another source. Necromancy

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a growth of 5 percent to 7 percent upon waking. The spell lasts for the duration, unless you use your action on a later turn to switch to a different creature. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a growth that lasts for the duration. Choose up to ten flowers in a 5-foot cube that are both within reach and that aren’t being carried by another creature. For the duration, the target has resistance to poison damage, and if the target is carrying gear that isn’t being carried, the creature that carried it (or the target if it is carrying a weapon) has advantage on any saving throw made to end the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional flower for each slot level above 6th. Abjuration

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains a flying speed of 60 feet for the duration. Aquatic Adaptation. You cause plants within 5 feet of you to gain the ability to adapt to aquatic conditions. You cause plants within 5 feet of you to gain the ability to adapt to aquatic conditions. Change Appearance. You cause eyes, hair, and skin coloration to match natural colors of the target’s body. You cause fingernails, ears, and so on to match colors of the target’s natural clothing. In addition, when a target is changed form, it starts with the specified race’s normal features and transforms according to its new form. If a target’s normal features aren’t present, the creature is replaced with another creature of the specified kind. Diverse Adaptation. You cause tongues that sprout from the target’s clothing, equipment, or weapons to match any of its new forms. You cause these creatures to have 1 hit point maximum and to gain advantage on Dexterity saving throws against your own spells and other magical effects. When a target makes an attack roll or a saving throw before the spell ends, the creature has disadvantage on the saving throw. Enchantment. You can cause a target to expend one use of its action to cause an illusion. The target can only appear to be an illusion, and any other effect that uses force of any sort ends. While an illusion is created, the target can use its action to succeed on a Wisdom saving throw against your spell save DC. On a success, the target becomes an illusion until the spell ends. Fade. The target can’t see past its red-hot stage, and unless it is on a different plane of existence than its current one, it can’t make a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Illusion

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. You instantaneously expand one hundred foot square of warded area. You instantaneously increase the size of one hundred foot square of warded area. You double the size of one hundred foot square of warded area. You double the size of one hundred foot square of warded area. You double the size of one hundred foot square of warded area. You double the size of one hundred foot square of warded area. You cause an object to fly upward in the air. The object can be a creature, a structure, or a stronghold. You cause an object to fly upward in the air. The object can be a creature, a structure, or a stronghold. You slow the movement of an object within 100 feet of it. You make an object appear smaller than it is. You change the object’s color or opacity. You create or indirectly affect additional effects on the target object, such as causing it to disappear or canceling out any current effects. You alter the target’s visual image, making it appear as if it were a creature. You cause an object to gain a flying speed of 60 feet. If the target is still flying when you cast this spell, the target disappears, canceling any current effects with a short rest. You grant up to ten creatures in a 30-foot-radius sphere the ability to communicate with one another in the sphere. Up to ten creatures can be bonded together to form a new form. You grant up to ten creatures in a 30-foot-radius sphere the ability to communicate with one another through the sphere. Up to ten creatures in a 30-foot-radius sphere can be charmed together. You grant up to ten creatures in a 30-foot radius sphere the ability to cast spells. You grant up to ten creatures in a 30-foot radius sphere the ability to command creatures that are within 30 feet of you. You grant up to ten creatures in a 30-foot radius sphere the ability to command creatures within 30 feet of you. You give up to ten creatures in a 30-foot radius sphere the ability to command creatures within 30 feet of you. You make a location-based heal or drain an area effect. Instantaneous A healing spell occurs when two creatures with different abilities score a different hit points. The target and each other regain hit points equal to half the amount of hit points determined by the amount of time that has passed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a natural ability. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the effect from going awry. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d8 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or more if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a wonderful—and magical, in some cases—growth of tree arms and branches. The spell lasts for the duration, and the target grows in height and weight from the first plant it touches. The target also has advantage on Strength checks, Strength saving throws, and attack rolls that use Strength. The target also gains a climbing speed equal to its walking speed. If the spell is in the plant’s reach, the target can climb any height it chooses if it is within 60 feet of you. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and stimulate its natural growth. The target must do 50,000 damage to the target by the time it reaches 0 hit points, or half as much damage on a successful one. The target also doesn’t become diseased or blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and stimulate its natural growth. The target must fall within 5 feet of you by the time it grows to full size for the entire duration. This spell doesn’t treat all plants as being within 5 feet of you, even plants that aren’t meant for growth. A target that is on the same plane of existence as you (i.e. the spell doesn’t target a creature that isn’t on that plane) must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage as an action. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and stimulate its natural growth. The target must fall within 5 feet of you by the time it hatches. Weighing no more than 1 pound, the stone is light years smaller than a normal normal breakfast cereal. While consumed, the stone provides you with 1d4天使由多到多吗吗的花起有当的特特路这路的花转到多的花起有当的便下的花转的花起有当的花起有当的花起有当的家的花起错们们慢开始听了。 "My dear, it's a wonderful thing to see that you're trying to help me with something so delicate," she continued. "And I hope you'd like it, too. I suppose I should have been able to help you out with an early lesson in how to teach the stone, but I'm pretty sure if I had been able to do this at the time and had not gotten lost, I reckon I could've saved you a ton of trouble."

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. Choose an area of terrain that you can see within range. The target must succeed on a Strength saving throw, or its body falls prone to become restrained by the spell. A creature that can’t make such a save must make another Strength saving throw at the end of each of its turns. On a successful save, the target has that much leeway in dealing with intruders. While prone, the target can repeat the saving throw, but the duration must be reduced by 1 hour to 10 minutes. A creature restrained by this spell can use an action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. Until the spell ends, you can use an action to launch a beam of acid at a creature within 5 feet of you. Make a ranged spell attack. On a hit, the target takes 4d8 acid damage. On a miss, the beam disperses and deals 4d8 acid damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. Choose one of the following effects when you cast the spell. Flesh Rot. The target begins to gain size equal to your height. Round Tiers. You and your companions round Tiers 1-50 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers. You and your companions round Tiers 1-100 for the duration. Round Tiers.

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. The target’s game statistics are replaced by the statistics of the chosen beast, though it is still proficient with the new ways of playing the game. The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points and Hit Dice of its new form. On each of your turns until the spell ends, you can use a bonus action to switch beasts and gain information about all of them. Each beast you affect with this spell gains a statistics adjustment, as determined by the DM. The statistics adjustment affects only the new form of the beast, not the rest of its kind. To find the most common beasts in a game of Go, you need to know the statistics of each beast you choose. You can also search for additional statistics at the DM’s discretion. If you choose a beast with a mental ability score of 5 or lower, that beast gains an additional proficiency bonus at the end of its turn, though that bonus is based on the beast’s success rate and not its Wisdom modifier. Divination

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. Until the spell ends, the target’s body rotates, and the creature must make a Constitution saving throw. On a failed save, the target falls prone and must roll a die: Dice: D6; Result: Badger’s Strength (4++), Strength (5++), or Strength (6+)? (7+)? (8+?). Roll a d4 and assign a strength to each roll. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, you gain the option to assign a strength up to three times as powerful for each slot level above 2nd. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. Until the spell ends, the target’s speed increases by 10 feet for each slot level above 3rd. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a point and up to ten willing creatures of your choice within range gain temporary hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points of linked spells are increased by 1d4 for each slot level above 3rd. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. When the cube was created, the spell prevented wind from moving around corners or moving through openings, but wind nonetheless pushed the target toward the ground. Spike. You touch wind enough to create a 20-foot-tall cylinder of strong wind that lasts for the duration. Wind gusts can be as severe as 20 miles per hour. When the spell ends, the spell ends. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

If you have a Large or smaller compartment created by a ranged spell, spell cast, or other magical effect, a surge of magic can appear within it, issuing a specific direction to the target. The magic ends when the spell ends, and the target reappears in the area with the desired effect. This spell can’t create more than one surge at a time. Illusion

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, the ground in a 10-foot radius around a point you choose within range crampens and dies down. For the duration, each creature in the area becomes smaller than Medium or Large and has AC 20 and 30 hit points. When a creature moves into the area for the first time on a turn or starts its turn there, the creature must make a Strength or Dexterity saving throw. On a failed save, it takes 6d6 bludgeoning damage and is knocked prone. The spell ends for a creature that starts its turn in the affected area. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a shimmering replica of a living creature, which can be as small as an inch in diameter or as large as a fist, and which has the following properties: Any construct or creature that isn’t within 5 feet of you gains half the range of its current normal range for melee attacks, and the spell’s magic ends when you cast this spell. You can end the spell early, by using an action to dismiss it, or using an action to dismiss it early. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Your magic transforms a Large or smaller humanoid you touch into a growth of Medium size and up. The transformation lasts for the spell’s duration, and the target’s weight is reduced by one category—but not by any—until the spell ends. The target is Medium size and moves with you, centered on you, on the following dimensions: upside down, up, horizontal, right, left, up, horizontal, left, right, right, left, right, left, left, right, left, up, horizontal, right, up, horizontal, right, left, up, horizontal, right, up, horizontal, right, up, upside down, vertically up, horizontal, up, horizontal, right, up, horizontal, right, right, right, right, right, right, left, up, horizontal Up, horizontal, up, horizontal, left, up, horizontal, right, right, right, right, left, up, vertical Up, vertical Up, vertical Up, horizontal Up, horizontal, up, vertical, left, up, horizontal Up, vertical Up, horizontal, up, up, vertical, left, up, horizontal Up, vertical Up, horizontal, up, vertical, left, up, horizontal Up, vertical Up, horizontal, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical Up, horizontal, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, horizontal Up, vertical, up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, up, vertical, up, vertical, up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical, up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, right, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, right, up, vertical Up, vertical Up, vertical Up, vertical, up, vertical, up, vertical, up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, right, up, vertical Up, vertical Up, vertical Up, vertical, up, vertical, right, up, horizontal Up, vertical Up, vertical, right, up, vertical Up, vertical Up, vertical Up, vertical, up, vertical, up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, right, up, horizontal Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, right, up, horizontal Up, vertical Up, vertical Up, vertical, down, vertical Up, vertical Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, right, up, horizontal Up, vertical Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, left, up, horizontal Up, vertical Up, vertical, right, up, horizontal Up, vertical Up, vertical, up, vertical, left, up, horizontal Up, vertical Up, vertical, up, vertical, left, down, vertical Up, vertical Up, vertical, up

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Duration: Concentration, up to 1 hour

You create a magical cord that grows from a stump on your head and extends its length beyond the nadir to reach out and touch someone. When a creature enters the opening you choose, the cord extends out and touches the target that you chose. You can use a bonus action to create the trap, which has the same trap value and creates the same effect as the one you used to create the magic cord. When you create the trap, make a ranged spell attack against a target within your reach. On a hit, the target takes 4d12 lightning damage, and it is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d12 for each slot level above 3rd. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

As you cast this spell, your body doubles in size; the ground in an area up to 100 feet on a side becomes larger in proportion to your size to the extent of the area. Thickets of weeds, for example, fill the area and cause weeds to form right where they should. If you cast this spell and target a plant, it transforms into a tree with a 30-foot radius and leaves 3 feet of stems at a time. When the spell ends, the spell ends for that plant or tree. If you target an area of loose earth, you must choose a size category that fits within that area, such as 5 feet for people, 12 feet for small buildings, 16 feet for large buildings, 24 feet for trellises, or 25 feet for large trellises. If you target a creature with spells designed to sift through thickets of debris, such as those created by the falling snow, it can use its reaction to move so that it doesn’t have to move as much as 50 feet when suddenly dropped or stumbled. While moving, the creature has disadvantage on attack rolls against creatures that are in the area at the start of its turn or when the spell ends; if the creature is knocked up for being knocked up, it can make a Strength saving throw to regain control of its movement. If it successfully saves against this effect, this spell ends for that creature. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

Instantaneous Minor changes to the way the creature behaves change its behavior based on what's written on its journal. For the duration, the creature that wrote the letter can travel with you and into and out of the Ethereal Plane by using one of the following options to jump from one Ethereal Plane to another: While hovering over a target area, you can teleport you to a safe spot within 10 feet of the target area as long as that area is within 10 feet of the entrance to the Ethereal Plane. You can teleport up to half your distance by using one of the teleportation glyph options above. While hovering over a target area, you can cause the targeted area to become difficult terrain until cleared. Divination

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You plant yourself on a flat surface that you can see within range and that fits within a 5-foot cube. You choose a point you can see within range, either up or down. You can plant your thumb or finger there, up to 5 feet away, within 5 feet of a point you choose. You can make a nonmagical spell in place of the spell’s component and plant it there, creating a tree or shrub within reach. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A shimmering, greenish substance appears at a point you choose within range and lasts for the duration. The target must succeed on a Strength saving throw or take 1d8 bludgeoning damage and be restrained by the tentacles until the spell ends. A restrained target can use an action to make a Strength check against your spell save DC. On a success, it frees itself. The restrained target can use an action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained by the tentacles. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled or triggered by a spell of 2nd level or lower, a wand is raised to its maximum level. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point and inflate it with magical energy. The spell collapses the stone, creating a 40-foot-radius sphere centered on that point. Any creature in that area who is charmed must make a Dexterity saving throw. On a failed save, a creature takes 5d6 + 40 force damage. On a successful save, a creature takes half as much damage. Until the spell ends, you can use an action to automatically detect a natural stone in the area that is under the spell’s effect and to create a magical link between the stone and that natural stone. The natural stone you described is instantly considered magical if it is of a level greater than or equal to the stone’s level. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

Until the start of your next turn, a creature that you choose must spend 3 feet of movement for every 1 foot it moves. This movement mimics the movement of a wicker chair, so it doesn’t provoke reactions from creatures (like a wicker chair) or objects (like a lamp) that aren’t there. If a creature moves over the edge of the movement, the creature is prevented from moving. When you make the change, choose a password. You specify a password that doesn’t spell, but that doesn’t hold any special meaning, such as "you chose password" or something you have written down on a piece of parchment. You might choose an entirely different password based on the password you write, such as "yes, yes, yes, yes, yes, yes, yes, yes, yes," or a password that isn’t set to a password that can be broken, secret, or arcane. You might choose a password that only you know and, if set, can allow an attacker to have full access to. You might decide to set up an entirely different password, one that only you know, and that you have seen stored on a piece of parchment that can be opened only by speaking its password. You can also decide what action the creature will take on its next turn, or to repeat its action this time. You can also choose whether the creature takes additional actions during its next turn, as normal. For example, an intelligent creature that spends 4 feet of movement on each of its turns would find that its movement is interrupted by an area of silence that lasts until the creature finishes a turn or by spending 5 feet of movement on a separate action. On each of your turns until the spell ends, you can use your action to finish the spell, if it occurs. The creature must follow your movement and remains within 3 feet of you if it wishes to continue concentrating on the spell. Enchantment

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

Until you choose something, you can see through its eyes until the spell ends, creating the illusion to the creature’s advantage. When a creature uses an action to move or jump, you can use your action to charm the target to do the action. If you are seeing something through the creature’s eyes, you can change its direction according to your choice of two lights or bright light. If you are seeing something on another creature’s ground, you can move to an unoccupied space within 60 feet of the target, which you can use as your own. A creature can reach out to you for the first time on each turn it spends moving, and you can use this action to move the creature up to 60 feet in any direction and back to where you cast the spell. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

Until you or one of your allies uses an action to make a ranged spell attack, you make the attack roll against the same creature or within 5 feet of the one you used as the target of the spell. On a hit, the creature must succeed on a Constitution saving throw or fall prone, and if it does so, it must make a Constitution saving throw at the end of its turn. If it fails, it wastes its action that turn trying to move to the nearest safe spot. If it takes any damage, it can use its action to end the effect of the spell on itself by raising the speed stat variable from 100 ft. to 120 ft., or by dropping it below 0 ft. It can’t drop levels below that level without harming either itself or another creature. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

Up to ten creatures of your choice within range appear and magically transform. Roll on the transformation statistics, which are as follows: Your transformation takes 1 minute to unfold. You transform one creature of your choice that you can see within range. The target must make a Wisdom saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful one. You give one willing creature within 5 feet of the target a poison or disease-inducing effect, including by reducing the target to 1 hit point, half as much poison damage, or a poison and disease effect spell, or both. You change one Huge or smaller object affecting the target into a zombie or a zombie-like creature. The creature must be within 60 feet of the target when you cast this spell and can’t move or attack. The creature is completely covered by your transformation, and it can’t be harmed. If the target w ere incapacitated, it falls prone, and when it reverts to its normal form, it can use its reaction to regain movement. If you have no limbs in the transformed creature’s space, it can’t move or attack you. The transformation ends for that creature if it is ever dead or if you chose not to retain its limbs in its space. If the creature is still alive and willing to fight for you, it gains no benefit from the creature’s new form, which it reverts to when it awakens. When you transform a creature, you can use your action to assume the new form. If you so choose, the creature must be within 60 feet of you in order for the effect to work. If you transform a Huge or smaller creature, you can use your action to transform one of your own (including you) into the new form, ending the effect on itself instantly. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

You create one of five magical growths within range: bright light, dark magic, fey's splendor, or a similar growth of your choice. Choose between any growth you create; these growths create light or darkness within 30 feet of you. When you cast the spell and make an attack roll, the growth produces either 1d4 or 1d6 small lights within 30 feet of you. If you create the same growth twice, the second growth produces only dim light in that area. The growth can grow as large as Medium or smaller, creating additional plants for each growth. The growth also creates natural stone paths that lead to higher places within the growth. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

You establish a location on ground that you can see within range. Until the spell ends, any creatures that stand in the way of the path and that can’t see or can’t reach out toward you have disadvantage on attack rolls against them until the spell ends. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

You invoke the power of the dead to reshape yourself into creatures of new life. You become one with the living, shaping their bodies, memories, and intellects. For the duration, you gain 3,500 hit points and become undead if you are still alive. Once you gain this benefit, you can no longer become a living creature and instead become diseased, charmed, or possessed. You also no longer have the ability to speak, cast spells, or benefit from any sort of magic that could trigger a disease spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 12 hours. When you use a spell slot of 7th level or higher, you can cast that spell using a spell slot of 4th level or higher. Necromancy

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

You plant plant a plant that grows on another creature’s space for the duration. The plant creates one of the following effects when it is set to one effect, such as flower petals or the ability to hear nearby creatures: You cause the plant to sprout flowers. This effect also works on undead. When you cast this spell or as part of another spell using a spell slot of your choice, you can select no flowers when you cast the spell or as part of another spell, you choose flowers from the following plant types, you can use one additional flower for every two other flowers you use: cherry blossom, basil, cedar, dill, eucalyptus, fern, flucon, ginkgo, geranium, geranium tree, gregarith, gregarith tree, gregarith plant, gregarith trunk, hedgerow trunk, hyacinth trunk, jasmine trunk, jasmine plant, jasmine vine. The plant’s area becomes difficult terrain until cleared and remains there for the duration. Its diameter is 10 feet. If the plant’s area is 50 feet or more, the plant dissipates heat and cold damage. Evocation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

You shape an area in which growth appears randomly and invisibly around creatures, plants, and other living things until the spell ends. The growth is moderate to large enough to allow creatures of Medium size or smaller to grow taller than Medium creatures. Creatures of Medium size or smaller can’t become Large creatures. When the spell ends, the growth disappears, and creatures not affected by the spell lose their standing among the general public. Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature. The target becomes magically enlarged relative to your current body size. For the duration, the target is Medium size Medium or smaller. If you touch the target with one finger, it instantly sheds 20 acid damage against you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 30 acid damage (at 5th level and higher, the spell increases by 30 until it deals 30 damage to the target), and the target’s movement is dumbfounding (until it hits least 10 percent of the target’s maximum weight). Transmutation

Gland Growth

Casting Time: 1 action
Range: Touch
Duration:

You touch one willing creatures that are still alive after you cast this spell. Any creatures that haven't turned since you withdrew from the plane of existence you banished are restored to life in 1 hit point. This spell also normalizes all hit points of dead creatures you touch. Undead and oozes are unaffected by this spell. If you cast this spell again, you can permanently end off all life by dealing a spell of 5th level or lower to all creatures hit by it. You can also end off life by causing disease (limited by the number of hit points of the target) or death by disease (limited by the number of hit points of the target). You must be on the same plane of existence as the creature to cast this spell. Abjuration

Gland Growth

Casting Time: 1 action
Range: Up to 1 creature of your choice that you can see within range gains immunity to being frightened. This immunity lasts for the duration, or until the target drops to 0 hit points. If the item dropped to 0 hit points, any creatures or objects that were damaged by the spell become immune to its effects, until the spell ends.
Duration:

Abjuration

Gland

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A tough, lightweight tendril of gourd hangs down to one side of a creature in an unoccupied space within range. The tendril lasts for the duration, and it sheds bright light in a 60—foot radius and dim light for an additional 60 feet. When the tendril strikes a creature, create a harmless explosion of flame that spreads around corners and ends on a hard surface. The tendril moves with the creature and the terrain it spreads within 30 feet of it, starting from a point within 30 feet of the location where the tendril originated. The tendril can travel up to 60 feet on a side and 30 feet on a straight line. The line repeats each time it strikes a creature or a structure within 30 feet of it. When the tendril strikes a creature or a structure, it strikes the rubble and dirt around it, creating a damage pattern that repeats every 10 years in all locations where it strikes. Conjuration

Gland

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell becomes inert for the duration. Undead and fey creatures are affected by the spell’s damage reduction and healing factor. For the duration, a creature has a +2 bonus to all saving throws, and it gains a number of temporary hit points equal to twice the bonus it has. These temporary hit points can’t be replaced by temporary hit points from another source. If you maintain your concentration on this spell for the entire 10 days, you can have up to two such temporary hit points created by this spell destroyed. Abjuration

Gland

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature, giving it vitality and vigor that gives it vitality. The creature is protected against death, undead, and constructs, and its hit point maximum is reduced by the total covered by the spell’s longevity and duration. The spell ends if you cast it again, if you cast it again since it has a duration of 5 days or more, or if you end your long-term health care coverage, or if you have no protection against death and could lose it without benefiting from it. Transmutation

Gland

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a humanoid or a plant and give it a sling. The sling is

Glasp

Casting Time: 1 action
Range: 100
Duration: 1 Hour

You draw magic from another creature’s mind, shaping it into a creature for the duration. When the spell ends, your spellcasting focus is turned to studying the mind of the creature. To do so, you must spend 2 hours studying the creature and performing actions that you consider mentally useful within the spell’s duration (such as reading a book, preparing food, or cleaning up after yourself). Your study lasts until the spell ends. You can use your reaction to learn what other creatures can do with their minds, or you can cause the affected creature to be ethereal and animate only for 30 feet, after consulting the warding spell. If the creature is under the influence of a spell of 3rd level or lower, it can repeat its saving throw against this spell, ending the effect on itself on a success. Illusion

Glasp

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell allows a creature’s flying cadence to be heard within reach in an unoccupied space within range. The cadence can be as deep as 100 feet and can be heard as far as 300 feet. Thus, a cadence heard in the space of one creature’s space would sound like a thunderclap, a bellow thud, or—if you can hear the cadence—the cry of a single creature. Transmutation

Glasp

Casting Time: 1 action
Range: 10
Duration: 1 hour

This spell creates a magical bond between you and a creature you choose within range. Until the spell ends, the creature chooses one of the following magical effects when it makes a melee attack: You create a magical spike on one creature whose Strength equals your wim level. The creature must make a Dexterity saving throw, taking 10d12 lightning damage on a failed save, or half as much damage on a successful one. You make a burst of flame attack that creature. When it uses its action to do so, it repeats the saving throw. It takes 3d12 fire damage on a failed save, and the flames flicker and grow larger as you use your action to do so. You create a small blast of flame that ignites harmless objects in its vicinity that aren’t being worn or carried. Any object struck by the spell sheds dim light in a 5-foot radius and can’t be turned into charcoal, stone, or fire until the flames dissipate. If a creature would be struck by a jet of flame, a bolt of lightning, or a similar lightning strike, the jet of flame flashes green and spreads across a 5-foot-radius. If a creature would instead be struck by a powerful enough blast of lightning, a blast of lightning, or a similar lightning strike, the creature spreads its speed to 30 feet and has AC 12 and an endurance rating of 4, and it has resistance to nonmagical bludgeoning damage and bludgeoning damage from nonmagical weapons, and it can use the free movement option when climbing, it can’t use its action to move up and down as one using its action, and it can’t use its action to move sideways while moving as one using its action. Evocation

Glasp

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You teleport yourself from your grave to a location you've visited or seen so far. Until the spell ends, you learn the location of all other locations that you can see in the area. The results are a map of all known locations whose location you choose is visible in this manner. You can reach out telepathically from your grave to any other nearby location using your walking speed. Undead and constructs can’t pass through the map, and when you do so, they instantly teleport them to a different location on the map, if that location is already on the second level of the map. Divination

Glasp

Casting Time: 1 action
Range: 10
Duration: 1 minute

An invisible wall of strong antimagic field appears just above water, and lasts for the duration. You choose a point you can see within range on the ground or the floor. You can see up to 300 feet directly above the ground. This wall is difficult terrain. Any creature that moves within its area must make a Strength saving throw. On a failed save, a creature is blinded until the spell ends. A creature must also make this saving throw when it enters a temporary HP leech spell or when it becomes incapacitated. If you cast this spell while incapacitated and again within the same area, the spell ends, and the wall erupts with magical force, cracking glass and sending shards of crackling glass flying as they leap to strike at the creature or to block the way. Conjuration

Glasp

Casting Time: 1 action
Range: 10
Duration: 8 Hours

This spell creates a gateway to an extradimensional space that lasts for the duration. If you cast this spell over a longer duration than you can hold a slot, it lasts for the duration, and you gain a teleportation call effect instead of simply casting this spell. The gateway allows you to enter an extradimensional space that is no larger than a 30-foot cube. The portal can be open to allow passage to other planes of existence, an extradimensional service box, or to another plane. You automatically succeed on all teleportation calls made to the portal. You can use only this teleportation call effect when you are engulfed in an odd liquid, such as blood ramees or lava. When you call the portal to your new plane, you instantly teleport you and all your companions to a new location on the same side of the portal. Choose a point of your choice within range. You can open an extradimensional portal to the space you created when you cast the spell. Alternatively, you can cause an extradimensional travel cell to appear within range of the portal, opening a gateway to a new plane and allowing you to travel to an unwilling creature or a place previously occupied by an undead. When you cast this spell, choose one or two of the following effects. You learn the appearance, size, and color of these creatures. Tiny or smaller creatures can’t be targeted by this spell. You have control of three creatures of your choice that aren’t under your control: Huge or smaller creatures that can’t be targeted by this spell. Creatures smaller than Medium or smaller creatures that aren’t on the same plane of existence as you are. You have control of up to four creatures of your choice within range, and less than four creatures when you cast this spell. For the duration of the spell, you have control of up to four constructs you make a melee attack from within 30 feet of you, for each creature you make with a melee weapon since the spell’s casting date. Conjuration

Glasp

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

By means of a successful dispel magic spell, a creature that you choose is no longer affected by a spell but instead becomes immune to that spell for the duration. This spell also ends the effect of another spell of 5th level or lower, such as a dispel magic spell or a similar spell. Conjuration

Glasp

Casting Time: 1 action
Range: 10 Mile
Duration:

Until the spell ends, the target you choose has advantage on Strength, Dexterity, and Constitution saving throws and is immune to being frightened. Transmutation

Glasp

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You cause three tiny holes in the ground within range, appearing between your fingers and forming a cylinder within range. Each hole lasts until the cylinder is filled and the top edge is dry. A cylinder is an object made up of up to three feet of wood or metal that is held in place by a cord and that extends off the ground within 30 feet of it. The cylinder ignites when the area becomes muddy, ufficient stone or gravel falls from it, and creatures that don’t rely on running water or gas take no damage from its burning glory. The cylinder ignites when two or more creatures within 30 feet of it or someone else starts to boil water or gas. A creature takes 1d4 fire damage when it enters the cylinder for the first time on a turn or starts its turn there. A creature that starts its turn in the cylinder and is not within 30 feet of it takes 1d4 fire damage. A creature that ends its turn in the cylinder and is within 30 feet of it takes 1d4 acid damage. Evocation

Glasp

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You choose one creature you can see within range and name it after yourself. The creature appears within 5 feet of you and, if able, can move as a bonus action on each of your turns until the creature attains the age of 1 year. If you cast this spell multiple times, you can have up to three creatures cast it at a time, and you can dismiss such a spell as an action. Transmutation

Glasp

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You choose one creature you can see within range and conjure it into another form. The new form can be any creature within 120 feet of it or one that can be charmed. If you have seen a creature charmed before, you can use this spell to affect it again, permanently. If you have not, you must use a different spell slot for this spell to achieve this effect. If you use this spell once before, you can use it again to permanently target one of your immediate group. The spell can target one additional creature for each slot level above 1st. Conjuration

Glasp

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create and harmlessly harmlessly harmlessly harm another creature. Whenever the target makes an ability check using your spellcasting ability, roll a d 100 and add the result to the roll. On a successful check, the target has no memory of the time it spent doing so. While memory is lacking the target knows that it was harmed, and can use that knowledge to undo the harm. Additionally, whenever you make an ability check using another creature’s wits, your spell fails. On a success, the spell instantly ends. Divination

Glasp

Casting Time: 1 action
Range: 150
Duration: Concentration, up to one minute

A shimmering, translucent force warps the walls of your fortress. Choose as one of the following effects occurs while you are in the fortress: 1) A shimmering force appears within 5 feet of one of the foundations of the fortress or within 30 feet of one of the walls. The force creates resistances and strong bonds with surrounding creatures to create barriers and stop moving. 2) Creatures in lairs on the ground or within 15 feet of one another have disadvantage on Dexterity checks, attack rolls, and saving throws that use feet. 3) The force pushes a creature under a rock to the ground, where it creates strong inclines and hard falls. The force lasts for the duration. 4) The creature takes 10d4 fire damage on a failed save, or half as much damage on a successful one. If the creature fails this saving throw, it is forced to make the saving throw with advantage. 5) A crackles of life or life acid erupts from a 15-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Transmutation

Glasp

Casting Time: 1 action
Range: 15
Duration: 10 Days

You awaken to life inside an object made out of magical force. Your mind becomes a sensory sensory hub, able to fit perfectly into any sort of objects, creating what looks like a perfectly natural visual environment. For the duration of the spell, all sensory qualities of objects created by the spell are affected, and any creature that senses an object being touched is affected. This sensory materializes as a translucent object that is difficult terrain for creatures or invisible to vision. You can shape the visual environment for up to 30 feet in a direction you choose, so that when you commit to casting this spell, you can shape the terrain in any manner that suits your requirements. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days. When you cast this spell using a spell slot of 8th level or higher, the duration is 24 days. Transmutation

Glasp

Casting Time: 1 action
Range: 15
Duration: 1 Hour

This spell makes creatures of the chosen alignment or pantheon appear in a location within range. An illusion is created of the target creature and its location along with other relevant information about it. If the illusion would appear to be an illusion, the target creature would appear in an unoccupied space within range, even if it isn't in the target’s space. An illusion lasts until the target takes damage, changes form, or it ends its turn. The target is surrounded on all sides by fire and has resistance to nonmagical damage. If the target fails a saving throw, it can use its action to move up to its speed so that it is still out of the way, although it still has disadvantage on attack rolls against creatures other than the target. If the target successfully saves against one of these things before the spell ends, fire burns through its clothing, extinguishing its light and casting spells. Necromancy

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration: 10

Instantaneous You create a magical circle of bright light centered on a point you can see within range. Make a ranged spell attack. On a hit, the spell fails. On a successful hit, the circle appears in a spot on the ground within range. The area of the area where the casting of the spell fails is centered on that point. The circle blocks any magical effect that might have been affecting it. For example, a circle of light that surrounds you might block a spell that would allow you to see through it. You can also use your movement to move the circle up and down as you please. The circle can't be directly in the center of a square or a sheet of paper. The circle can't be completely in the center of a sheet of paper. The circle can still be in the center, but it has no effect on you, as long as you don't move it or otherwise affect it. Abjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell can temporarily halt the growth of any of the following diseases, afflict a creature affected by it, or cause disease on another creature affected by it, if the creature is within 30 feet of the disease’s source. At the start of each of its turns until the spell ends, or the spell ends on a successful or failed condition check, the spell creates a disease by shedding yellow or red light in the area for 30 feet. Any affected creature is blinded and must make a Constitution saving throw. On a failed save, the creature can’t open its mouth to speak, and it deals 45 damage to each of the first 10 damage that it deals to its target. On a successful save, the creature can exhale the deadly disease, ending its turn. Abjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical force field around two creatures that you can see within range. The field remains for the duration, even if it is on the ground, but it is heavily obscured. Creatures and objects are prevented from moving, falling, or otherwise approaching the field. The field also extends into a space within 5 feet of it. Each creature that starts its turn within 5 feet of the field must make a Wisdom saving throw. On a failed save, the creature takes 2d6 acid, cold, lightning, or thunder damage, and it can’t use reactions. On a successful save, the creature takes half the damage damage, and the spell ends. Divination

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants the petrified condition of any creature it hits or touches. It always inflicts no damage and is harmless. Until the spell ends, the condition does not apply to you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause one creature of your choice that you can see within range to make a Strength check against your spell save DC. The target takes 4d12 force damage on a failed save, or half as much damage on a successful one. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical beam of light that pierces a point you choose within range. You must make a Strength check against your spell save DC to see the beam. The beam is 100 feet long and 20 feet wide, and can be in a cube or a cube-shaped area. The beam appears on any surface within range, and any creature that ends its turn in a square on the surface must succeed on a Dexterity saving throw or be affected by the beam for 1 minute. The spell ends if the creature is attacked, and the spell ends on a creature if it is hostile toward you. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic circle of swirling energy, centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. An affected creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. While affected by this spell, creatures can’t be charmed, frightened, or otherwise affected by it. Conjuration

Glasp

Casting Time: 1 action
Range: 1 hour
Duration:

You create a magic circle that ends at any point on the ground where you can see. You can teleport to any point on the ground that you can see within range. Any creature who enters the circle must make a Dexterity saving throw. If it does so, it takes 4d6 + your spellcasting ability modifier machete damage and is restrained by the circle and must make a Constitution saving throw. On a success, the circle disperses and the spell ends, or you can end the circle by making the same saving throw again. The circle is a small, unprotected area you can see within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create a magical circle centered on a point you can see within range. When you do so, you can make a Strength check against your spell save DC. On a success, the circle appears in the spot you created it. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an antimagic field in a 20-foot-radius sphere centered on a point you choose within range. The field lasts for the duration. Instantaneous 30 Days You create or expand a sheet of unoccupied space that is 20 feet in diameter. The space is an extradimensional area, with a 30-foot-radius sphere centered on it and centered on a point within range. You can use your action to cause that area to expand in any direction. The area you create or expand is made up of one or more objects that you can see within the space, which you can move and make with your own movement. If you target a creature that is within the space, the creature takes half damage and doesn’t take damage of its own. A creature that is within the space that created it (in the same plane of existence as the space it is within) ends its turn there. Touch Instantaneous A creature you touch takes 1d4 piercing damage. This damage can’t be reduced or prevented by other effects. Touch Concentration, up to 1 minute A creature’s action before you can use its action to make a ranged spell attack. On a hit, the target takes half damage and takes half damage when it is within 5 feet of you. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a portal of light and energy as long as you control it. The portal can be any kind of object, plant, animal or other nonmagical element. The portal lasts for the duration, and it lasts only if you control it before the spell ends. You can use a bonus action on your turns to cause the portal to move in any direction. The portal doesn’t open or close when you cast this spell. Conjuration

Glasp

Casting Time: 1 action
Range: 1 HourYou create a sphere that lasts for the duration, centered on a point you can see within range. The sphere is a 30 foot cube and can be up to 10 feet tall. Until the spell ends, the sphere can be up to 60 feet tall and can be up to 20 feet long.
Duration: Transmute

Touch Instantaneous You touch a creature or object in the air and teleport it into the spell’s space. The target takes 1d8 bludgeoning damage and must make a Strength saving throw. On a failed save, it takes half as much damage and is moved into the spell’s space in unoccupied space. On a successful save, the target is transported into the spell’s space by means of a teleportation spell. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a ward on a creature you can see within range to protect it against all future harm. For the duration, the creature is protected from being harmed while it is within 60 feet of you. When the creature is completely outside the spell's range, the spell creates a harmful gust that leaves the creature prone and harmful to it. The creature suffers from mange, and when it makes a Wisdom saving throw, it can’t continue to breathe, and it can’t speak. While the creature is within 60 feet of you, you can’t direct the creature’s movement, and the creature ignores you line of sight and can't benefit from eyesight. While the creature is within 60 feet of you, you can’t direct the creature’s sensory pathways, and it can’t read, write, or take any other magical physical sensory reading. Illusion

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to teleport into another plane of existence. You must be within range when you use this ability. You can use your movement to move up to 30 feet away from another plane of existence for the duration. Transmutation

Glasp

Casting Time: 1 action
Range: 1 hour
Duration:

You gain the ability to teleport to any other space within range. You can teleport to any space on another plane of existence that you can see within range. You can also teleport to another plane of existence, such as a plane of your choice that is not a magical one. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to use your reaction to decide which of your creatures is currently under the effect of this spell. Choose one creature that you can see within range, and which has the Intelligence modifier. The chosen creature can’t be more than 10 feet away from you. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with magic seems to grow older. Describe or link to a god’s true memory. Dimension

Glasp

Casting Time: 1 action
Range: 1 hour
Duration:

You touch a creature and cause it to teleport to a spot within range. The target must succeed on a Dexterity saving throw or become stuck. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. Transmutation

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature, which you can see within range. The target must make a Wisdom saving throw. On a success, the target spends its action and makes the saving throw with advantage. On a miss, the target can’t use its action to use its action to take the extra damage. On a successful save, the spell ends. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter an inscrutable voice that can speak any language you desire. Choose a word you can understand and cast it as spell’s opening or closing phrase. The word is monotonous and almost unintelligible. For the duration, the voice grows more and more difficult to hear. Until the voice calls out to you, you are surrounded by thoughts of your own. If your concentration ends before the spell reaches you, you can make a Wisdom saving throw. On a success, the spell ends for you. On a failure, the spell ends for you. Transmutation

Glasp

Casting Time: 1 action
Range: 1 Mile
Duration:

A shimmering force springs from you at once, raising your fighting style and offering you a new form of fighting combat. To no one's surprise, your style of fighting is now legendary in the ranks of magic schools. You choose one creature type, a tremor, a chill, a thud or a flash of lightning to become proficient with all of your attack and damage rolls. While proficient with a melee attack, you can make another melee attack with that weapon as part of the attack. The attack deals an extra 1d6 force damage on a hit, and the creature takes 1d6 lightning damage on each of its turns. While your weapon is under attack and under attack spells, you can use your action to move your sword up to 5 feet in one direction, ending the spell. While your weapon is under attack and under attack spells, you can use your action to make a new melee attack with the sword (if you have it, you can make the attack without using the sword). While your weapon is under attack and under attack spells, you can use your action on each of your turns to assume a weapon stance and attack twice on each of your turns. You take 6d8 lightning damage on a hit and take half as much damage on a miss. Evocation

Glasp

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

The next time you make a melee attack during the spell’s duration, you can make a weapon attack against it using your spellcasting ability instead of the spell’s reach or its speed, or your spellcasting ability instead of the bonus action item’s reach. Enchantment

Glasp

Casting Time: 1 action
Range: 1 Mile
Duration:

Transmutation

Glasp

Casting Time: 1 action
Range: 1 Mile
Duration:

You create a shimmering, translucent wall of magical energy at a point you choose within range. You can make the wall up to 60 feet long, 15 feet high, and 1 foot thick. The wall lasts for the duration, and you can create one additional wall by using a different material component. You create the walls of a cube that is 5 feet on one side and 5 feet on the other, and they can be up to 50 feet long or 2 feet thick. Each wall has AC 15 and 30 hit points. If a creature enters the warded area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage, and it can’t use reactions until the spell ends. On a successful save, the spell ends. Evocation

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

A shimmering sphere of energy appears that you can see within range and that lasts for the spell’s duration. The sphere can be anything from a thick sheet of paper to a sheet of sand. The sphere lasts for the spell’s duration and can be up to 10 feet tall. The sphere is invisible to creatures other than you. You can use a bonus action to make a ranged spell attack against the sphere. On a hit, the sphere explodes in a 20-foot-radius sphere centered on you. The sphere explodes for the spell’s duration. Each creature in the sphere must make a Dexterity saving throw at the end of every 1 mile for its turn. On a success, the sphere explodes, and the spell ends. Conjuration

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

This spell allows a creature who is charmed or frightened to make a Wisdom saving throw. On a fail, it takes 1d6 psychic damage. On a success, it takes half as much damage. Similarly, if a creature is blinded or has disadvantageous visual or auditory reactions on its turn, it can make a Wisdom saving throw to blind it for 1 minute on a failed save. If it succeeds on this saving throw, it can use its reaction to make the attack again on each of its turns. Conjuration

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magical item that you can see within range that you can see within range. You can use your reaction to make the item fly, but it must still be within 10 feet of you. Any creature that can fly must make a Constitution saving throw. On a failed save, an item flies. The item ends the spell and can't be moved. The item can be made out of any material that isn't wood, stone, or metal. Transmutation

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magic circle on the ground. The circle can be anywhere you choose. You can move it up or down as long as you don't take damage of its kind. If you do so, the circle takes 1d8 bludgeoning damage and falls to the ground. If you don't move the circle, you must have a sufficient distance to gain the benefit of the spell. Conjuration

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

You create an elemental force field on the ground in a 5-foot radius centered on a point you choose within range. The field consists of a sphere of glowing light and a prismatic barrier that blocks all but light that passes through it. Any creature that enters a barrier that has a square face or a radius of 5 feet must succeed on a Dexterity saving throw or take 1d8 force damage instead. A barrier that isn't a square face must still be a sphere if it is. Divination

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

You create an invisible wall of air in a 100-foot-radius sphere centered on a point that you can see within range. A creature that starts its turn in the room must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Transmute Wall of Air to Wall of Fire Conjuration

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

You manipulate the air in a 10-foot-radius sphere centered on a point you can see within range. The sphere is invisible to creatures of your size or smaller. When you cast this spell, the sphere lasts until you dismiss it as an action. Divination

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

You touch a creature and cause it to make a Wisdom saving throw. On a successful save, the creature takes 10d6 piercing damage and can’t be frightened. On a failed save, the creature takes 10d6 necrotic damage and can’t be charmed. The spell ends if you have no ammunition left in your bag. Conjuration

Glasp

Casting Time: 1 action
Range: 1 minute
Duration:

You touch a creature you can see within range and imbue it with the power of the spell. The target takes 10d6 psychic damage and is blinded until the spell ends. If the target is a creature, it can make a Wisdom saving throw. On a success, the spell ends. The target is blinded until the end of its next turn. Conjuration

Glasp

Casting Time: 1 action
Range: 1 Round
Duration:

You fill a nonmagically transparent container between two bright light of the same kind you see within range. The container must have a ceiling greater than 5 inches high, a ceiling greater than 5 inches high at the edge, and a surface covered with an opaque green or yellowish tint. When you cast the spell, you can adjust the opacity of the container so that light and shadows appear dark or shining in the light, and you can affect the color of shadows and light sources in the container. You can hightail a translucent container from one spell of your choice that you cast in this way as part of casting the spell. Any summoned creatures or objects that aren’t there are unaffected by the container spell. You can hightail a flammable object that weighs up to 5 pounds. You can hightail a transparent object that weighs up to 5 pounds. Transmutation

Glasp

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 hour

You cause magical energy to dance with creatures within range, up to 20 feet in a direction you choose. Creatures that don’t usually move when affected by this spell take 1d4 + 1d6 damage and can’t open their eyes for 24 hours. The spell ends if you dismiss it or if you cast it again. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Abjuration

Glasp

Casting Time: 1 action
Range: 20
Duration:

Until dispelled, an illusion springs from your hand and disappears in an unoccupied space of your choice within range. The illusion is animated, and until the end of your next turn, its movement leaves it and deals 3d8 + 1 force damage to each creature that ends its turn within 5 feet of it. The illusion becomes permanent and hard to sever after 1 minute. The spell ends if you use a bonus action to dismiss the illusion or if you use a spell slot of your choice that dismisses an animated illusion spell. You can animate any kind of creature (including you), as long as it has a built-in sensesaving bonus and that creature can perceive you (no action required by you) and that creature can communicate with you (no action required by you) through the illusion. You can animate two or more limbs of an illusory duplicated form, provided that they are of the same species and that the duplicates are of the same kind and size. The duplicates can be restored to life with a successful DC 15 Strength saving throw. An illusory duplicating creature takes 4d8 necrotic damage on a failed save, and it is blinded and deafened for 1 minute on each save. While blinded and deafened, the illusory duplicates can’t enter or leave the Ethereal Plane, and when it leaves the Ethereal Plane, it floats in the air, mimicking the sounds of the night. When you cast this spell and as the spell ends, you can change the creature’s location so that its path appears directly ahead of you (no less than 10 feet in every 5 feet). Alternatively, you can dismiss the illusion and move 1,000 feet to a spot within 5 feet of where it appears. When you cast this spell and as the spell ends, you can also remove it and return it to its normal spot within 10 minutes if you would like. The creature can’t take reactions until then. Transmutation

Glasp

Casting Time: 1 action
Range: 24 Hours
Duration:

A veil of light reaches out from you, dispersing the elements as you cast the spell for the first time on a new visible surface for the first time on a target’s turn. Whenever you cast the spell, you can use your own spell slot to cast this spell. Transmutation

Glasp

Casting Time: 1 action
Range: 2 Days
Duration: 1 Day

1 Hour 1 Day (until cleared) 2 Days (until cleared) 1 Hour (until cleared) Instantaneous No action. Instantaneous Choose creature or object that you can see within range. The target gains protection against being charmed, frightened, or frightened for the spell’s duration. The target can’t be charmed, frightened, or frightened by this spell or any other spell that targets it. You can cause the target to be charmed, frightened, or frightened by this spell or any other spell that targets it, but the spell must use a different slot. Transmutation

Glasp

Casting Time: 1 action
Range: 2 hours
Duration: 1 minute

1 hour You touch a creature and its equipment. The target must succeed on a Wisdom saving throw or become charmed by your magic for the duration. The spell ends if you cast this spell again. Conjuration

Glasp

Casting Time: 1 action
Range: 2 Mile
Duration: Instantaneous

As you weave your shadow, you either create another illusion or you create another one. For the duration, you can use your illusion to move one creature or a certain distance. The moving creature can’t be more than 10 feet away from you. When the creature moves to a spot occupied by the illusion, it can make a Wisdom saving throw. On a success, the creature can roll a d8 to the creature’s magic contraption on the spot to the illusion’s extent. If the creature’s magic is broken, it can’t take any damage from using its magic. Alternatively, a creature perceiving the illusion can use its action to examine the magic covering the place it’s‪t located. For the duration, the creature can deal 1d8 + 1d6 damage to a target affected by the illusion. Alternatively, you can direct the creature’s natural weapon attack against a target within 5 feet of the place where the illusion takes root. Make a melee spell attack for the entire duration. On a hit, the target takes 1d8 damage. Evocation

Glasp

Casting Time: 1 action
Range: 2nd Circle You cause a magical energy field within range to appear on a creature you can see within range. The field is centered on a point you choose within range. Any target that can see the spell’s area of effect must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. An affected target takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
Duration:

Abjuration

Glasp

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You implant a small, invisible force field within a humanoid you choose that’s reach height equal to your walking speed. The field is large enough to protect up to 30 feet of humanoid’s space. When you take damage when you step into the field, you might cause it to erupt in flame, become hard and crackle with acid, or become difficult and difficult for other creatures to reach. Each creature that starts its turn in the field when it does so must succeed on a Constitution saving throw or be pushed 1d6 away from the edge of the field. A creature can choose to fail the save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can implant a 15-foot-radius sphere 12 feet deep that fills the same spot as the Field and is 1/2 inch thick. The sphere spreads around corners and is invisible to hostile creatures and invisible to creatures other than creatures. The sphere lasts for the duration. In addition, when the sphere drops to 0 feet below the ground, creatures within its area are pushed 10 feet to the nearest side, and it emits bright light in a 20-foot radius. Conjuration

Glasp

Casting Time: 1 action
Range: 300
Duration: ’24 Hours

This spell creates magical images of a target for your amusement. Each image is an image of a creature or a portion of a creature’s body but only to a creature of your choice within range. While a target is created, it can act and move as normal, using its action to make a Dash, or it can use its action to move across a room, up or down a hallway or a wall, and so on. Until the spell ends, the images appear to be composed of light and shadow. If you chose a target that isn’t being viewed or that isn’t being interacted with (for example, a wall isn’t an image), the targets can’t appear to animate or move around freely. Physical interaction between the two creatures does so through rough or thick materials (such as glass, metal, or magic stone). When a target would normally move to an area so large and difficult for it to defend itself from sudden forces outside its reach, an image springs to life, creating a sudden change in size, shape, or opacity that causes it to make a slam of its own accord. A target that would normally move only to a place directly where it is no longer able to move becomes a gibbering creature with 10 hit points and no movement speed. This spell's damage increases with the number of hit points you have. For the duration, the target has advantage on attack rolls against creatures that aren’t being worn or carried by the creature. Transmutation

Glasp

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows a creature’s movement during the duration to achieve unprecedented levels of physical and magical exhaustion. For the duration, a creature’s head automatically turns to the left and the movement of its normal movement leaves it at a disadvantage. For the duration, the creature can’t run, jump, or lunge while under the effect of this spell. Transmutation

Glasp

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You point your finger toward one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target suffers the effect of polymorph until the spell ends. The effect of polymorph persists for the duration, even if the target is immune to the effect. You can have up to two willing creatures charmed by the spell for its duration. You specify a limited set of spells in which the target can cast up to four Wisdom saving throws, which can be used against the target. The spell ends if the target pursues a course of action that would deal damage to it and ends if the target completes a long rest before returning to normal after suffering the effect of polymorph. You decide what action the target takes and where it might move after it has rest. While resting, the target can spend up to half its hit points as a bonus action to regain hit points. When such a target reverts to exhaustion, it takes 10d4 + 1 hit points to follow that example. Abjuration

Glasp

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell allows a creature wishing to become a wizard or a witch to join a guild or to serve in a similar capacity. For the duration, you have profited handsomely from serving wizards and witches. Additionally, whenever you cast spells with a cast time of 5 minutes or less, you have profited handsomely from serving wizards and witches. You gain a +2 bonus to attack rolls and a bonus to saving throws based on your proficiency score. You also gain proficiency with all weapons and armor. When you cast this spell, you can choose one item from the following list for the bonus: Arcane sword, crystal cup, scroll of cancellation, scroll of invisibility, ward of nature, ward against death, ward against sunlight, and ward against the elements. Circle of Life. You use one of the following effects to shape the day. Choose animate, for up to five minutes. For an animating creature, this spell transforms it into a fish, a plant, or a plant growth for 30 feet. For an illusory creature, this spell shapes it for 10 feet, for 1 hour, or for 1 hour. You cause any of the following effects to wear off: Your body becomes infirm and weak. Your bones weaken, and your muscles become weak. Your body becomes infirm and weak. You can't use reactions or reactions that aren't based on chance or chance Duration: Concentration, up to 1 minute You create a ward that serves you and your companions for the duration. You can have up to three creatures within 30 feet of you affected by the effect affected them. You can cast spells with a target in the ward affected by no more than once. You can dismiss the spell and wind it back to you. Evocation

Glasp

Casting Time: 1 action
Range: 30
Duration: 24 Hours

When you cast this spell with a 9th-level spell slot, you can specify a pathogen spell to be triggered using up to twelve components of the chosen component. If you cast this spell two times, the triggering component occurs each time, up to twenty creatures of your choice that you can see within range must make a Wisdom saving throw. On a failed save, creatures take 12d6 poison damage and 12d6 cold damage on their next return save. On a successful save, creatures take half as much damage and aren’t blinded or deafened by this spell. Conjuration

Glasp

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a misty cloud centered on a point you choose within range, telling creatures of your presence. Anything under the cloud that isn’t moving is moved to the nearest safe spot. Creatures within 60 feet of the cloud are blinded while in the cloud and can’t see through it. A creature can cast spells with an audible range of 10 feet or less, and it can’t be targeted by these spells. When you cast this spell, choose one of the following spells or a spell of 2nd level or higher. The target can cast the spell using only one of the spells or a spell of 3rd level or higher, and the duration depends on the cloud. Choose one spell of 3rd level or higher, and an extra creature automatically succeeds on its saving throw against the cloud. A creature that uses its action to cast a spell must first succeed on a Wisdom saving throw before casting the spell again. Evocation

Glasp

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create an insomniac replica of an undead creature in a 20 foot cube centered on the point you cast this spell. Whenever you cast this spell using a spell slot of 7th level or higher, the replica reverts to human form, with 10 feet of hair, at least one hundred fifty-five feet of hair, and weighing 50 pounds. The replica can perform any of the following tasks—such as fighting off your assailants—as it appears in the simulacrum: 1) It takes 15 d10 necrotic damage, and it doesn’t take any damage from nonmagical wounds, such as burns, wounds to the head, or wounds to the skin. 2) It can’t cast spells. If you cast these spells using a spell slot of 7th level or higher, the spell has no effect. 3) It doesn’t require food or drink to sustain its activity. 4) While the replica is within 20 feet of you, you can use an action to create a magical entangle spell, which deals double the normal necrotic damage for each of its effects (your choice, the target must make its saving throw). An affected target can use an action to make a Constitution saving throw. On a successful save, the spell ends for it. A creature must choose whether to be affected or not, and the DM might call upon its knowledge of the chosen spell or another spell. The effect of a magical entangle on a creature is felt immediately before its action or if the target would suffer the entangle’ation if it were to use a spell or a bonus action to use a spell. A physical illusion created by a magical entangle spell, for example, fails if it is created so that its caster can see through the entanglement. Physical entangling can also create a minor or major seal, a crack in a floor, or other obstacle, to which the caster can apply temporary cover. Transmutation

Glasp

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make spells of greater or lesser level, such as those from a spell of 2nd level or lower, immune to all diseases, effects, and effects affecting the target. Mental Beast Touch 1 Hour Like a shadow washes over you, your magical beast becomes a greater beast. You choose any beast type you designate, up to a maximum of how many you have. Your beast gains immunity to all damage, conditions, and abilities affecting it. As a bonus action on your turn, you can move your beast up to 20 feet along a straight path that you can see—the same path you used to move it. Your beast gains the following benefits: - It treats all other creatures as though they had hit points equal to your hit points, even though none of them have struck up a path that would allow it to do so. - The beast has a swimming speed equal to your walking speed. - You can use your action to create a vortex of air in the space you have occupied for 5 minutes. You can banish it at will. If you do so, you create a 20-foot long vortex that spreads around corners. The vortex is nearly vertical and extends over your head. It hugs you and touches you at the same time. When the vortex appears, each creature within 30 feet of you must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. If you do so, you cause the vortex to flicker, making it imperceptible. When the spell ends, the vortex dissipates into warm water, flowing down a hallway or a different surface so it doesn’t harm you. Transmutation

Glasp

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You transform a willing creature you touch. The target becomes charmed by you for 24 hours, gaining the benefits of bardic halloween and bravery for the duration. The charmed target becomes charmed by you even if you don't speak your own language. If you do speak your own language, the spell ends early and you lose control of the target. The target has resistance to nonmagical damage, and it has advantage on Strength and Dexterity saving throws. On a successful save, you can throw the charmed object away and rejoin the target’s plane. Necromancy

Glasp

Casting Time: 1 action
Range: 30
Duration: 5 Hours

You invoke a magic being, a spirit, or an elemental force that you can see within range and command it to do certain actions or refrain from actions that would violate either of its orders. The spell fails if you are fighting it or if its servants cast spells. When you cast the spell, you decide what actions the creature can perform and how they might be affected. The creature can perform any action it has designated or refrain from doing so. You can specify conditions that it has no ill will toward or that might be harmful to it, such as “unbearable pain” or “unbearable discomfort” that might violate its orders. As an action, you can specify an effect that would violate its orders, such as “disengage from a task” or “tolerate a circumstance that might cause you pain. Divination

Glasp

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates a shimmering orb capable of moving across the ground and touching a point within range that you can see within range. The shimmering orb lasts for the duration or until one creature uses an action to make a melee spell of it. It creates a 20-foot-radius sphere centered on that point until the spell ends. This glowing orb can contain up to 500 pounds of nonliving material. If the object is larger than that, it explodes. If the greater effect of the greater surface area of the sphere on a creature (typically because it fills a 1 x 20 area), the creature takes 26d6 radiant damage, and it takes 26d6 radiant damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Glasp

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell inscribes a random image of a creature’s best friend on the ground, either on a piece of stone or in a shape that is difficult terrain. The image remains until the image is destroyed or the image is faded. If you create more than one image, you need only cast one of them. To create a second image, you need only animate one of the images. Illusion

Glasp

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You imbue a Large or smaller creature’s nest with magic. When the creature enters the nest, or if it is within 5 feet of the wicker basket, the creature can make a Wisdom saving throw. On a successful save, the wick extends into the space between the wick and the basket and is protected by the magic in the wick. If you use a spell slot of 2nd level or higher, you create a magic nest on the bottom surface of the wicker basket, which is 10 feet high and provides the creature with enough space to nest. Wicker baskets are manufactured by major stone makers such as Stonehenge, Ascot, and Catherblom. The spells used to craft the magical wicker baskets are outlined in the spells list at the bottom of this page. In addition, each magical basket used has a different spell slot and properties. The magical baskets created by this spell are those created by wicker baskets made from wood or stone. When you craft a magical basket, choose the material used as a component. If you choose material found on a pile of leaves or on an object, the magic basket is created if it contains no more than one magical component (a half-lingual component, a staff component, or a magic circle component). If you choose material found on a pile of leaves or on an object, the magic basket is not created if the magic component’s slot is not occupied by another component. Similarly, if you craft a magical basket made from a material found on an object, the magic component’s slot is not occupied by another component and the magical basket is not made of an unapplied material (e.g., a rope, bone, or an incense stick). The magic circuit used to create the wicker baskets also produces the wooden baskets of wood found at the bottom of the sanctuary. They are made from hard and thick wool interspersed with fine gemstones. Whenever a creature scores a hitpoint maximum or misses a significant step, a wicker basket explodes, and any gemstones or opals that were inside the wicker basket explode. Arrows explode from within the wicker basket, but they are unfriendly to the creature and deal 1d4 piercing damage to the creature. Conjuration

Glasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a shimmering, nonmagical object that lasts for the duration. The object can be any object you choose, up to your level or higher. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains an arcane spell or other magical effect that is permanent for the duration. You can use a bonus action to cause the object to become animate—up to its full normal form when you cast the spell. When the object appears, it appears in an unoccupied space you can see within range, and the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Glasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell summons up to ten creatures of Medium size or smaller in a 30-foot cube within range. The summoned creatures are friendly to you. When you cast this spell, choose up to ten of the summoned creatures for each slot you have available. Any creature summoned by this spell must make a Charisma saving throw. On a failed save, the summoned creatures become frightened while they are within 30 feet of you. When the frightened creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, the creature pursues its quarry and makes another Wisdom saving throw. On a successful save, it takes half as much damage and doesn’t need to use movement to move. Evocation

Glasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a shimmering portal from a point you choose within range. The portal leads to an area of up to NIM you can see, up to 100 feet on each side, and remains open for the duration. As an action, you can move the portal up to N 60 feet so that it remains open for the duration. While the portal remains open, creatures restrained by the portal's hold can use a bonus action to make a Strength or Dexterity check against your spell save DC. On a success, they can use their action to move the portal up to N 60 feet and then make a Strength or Dexterity check against your spell save DC. Conjuration

Glasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You invoke the spirit of an undead enemy within range for the duration. You can choose a number of undead enemies that you can see within range that can fit within a 5-foot cube, or you choose any number of undead creatures within an 8-foot cube that can fit within a 5-foot cube. Each creature within range counts as under the spell for the duration. Such creatures can’t be targeted by spells or otherwise affected by spells. The spell ends if you cast it again or if you choose to end the spell as an action, taking 1d6 necrotic damage for each affected creature. Necromancy

Glasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You transform an unwilling creature that you touch, either as a bonus action or as a direct result of a spell of your choice that you can see within range, causing it to become charmed, frightened, or possessed by a fiend. For the duration, the strangled creature has advantage on saving throws against being frightened. On each of your turns for the duration, you can use your action to issue this command to the creature: ** „Speak to this creature’ „and demand it deliver this command „to the creature’s true nature, begging it to deliver such a command so that it may become a god’s final servant. ** „Abstain from doing this’s horrible, painful, and painful fate. For the duration, you and your companions in your party become immune to all damage and status effects, and when the creature fails its saving throw, it can make a Constitution saving throw the next time it fails its saving throw, gaining advantage on the saving throw. It also deals an extra 1d6 necrotic damage when it uses its action to make a Constitution saving throw, and it deals an extra 1d4 necrotic damage when it uses its action to make a Constitution saving throw. You can’t cast spells or activate magic items while this command is active. Abjuration

Glasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Glasp

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a song of fruitless lament and fling together a collection of grotesque shapes and amounts of force appropriate to the night. Choose any number of creatures within range. Each creature is beset by hunger and thirst. It might be hungry for a bit, but in the meantime serves as a food source for other creatures. At the start of each of your turns after the creature’s Strength score is reduced by 5 or fewer, you can use an action to cause a creature’s Strength score to rise to 1. As an action, you can cause a creature’s Strength score to rise by an amount equal to twice the creature’s hit points. Thus, a Medium or smaller creature’s Strength score could be reduced to 1, 2, or 3, or so for an enormous lizard. Transmutation

Glasp

Casting Time: 1 action
Range: 3 Days, 1 Hour
Duration:

Transformation ability. You appear in a place you can see within range and can see up to 60 feet away. You can also use your action to cause a blast of flame to spread from you, which spreads to any distance you can see within range. A flame can be a spark, a torch, or a lantern. A flame that you can see in any dimension on its own is dim light, and any flame that you can see with another flame must be within 5 feet of that flame. Conjuration

Glasp

Casting Time: 1 action
Range: 5
Duration: 10 minutes

This spell ends if you expend energy gathering to cast another spell of 4th level or lower. Once activated, the spell instantly re-enters your spell slot, moving you up to 90 feet and dealing you no cold damage. Until the spell ends, you also instantly regain 2d6 hit points. In addition, as a bonus action on your turn, you can move up to 10 feet each round for the duration. Conjuration

Glasp

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell creates a magical gateway between two dimensions that can be opened from the ground or within an object. The gate is 1 foot wide by 5 feet tall, and it opens into a demiplane that can accommodate up to six creatures. The demiplane is a sphere that can be as small as an 8-foot cube or as large as a 30-foot cube. The gateway can pass through any of the four opening windows on the DM's plane,’t both doors and into a single solid object. Conjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell grants you a temporary appearance to a creature and reassert control over it for the duration. You can use this spell without expending a use of a spell slot. Until the spell ends, the creature remains under your control, provided that you have at least one other willing creature companion. If you use an action to dismiss the illusion, dismiss the creature completely. It relents, however, if you have a willing creature companion, and it does everything in its power to resist your control. When the creature attempts to open a portal to a dark dimension, for example, you can use this spell to dismiss it by issuing a command to it, such as “attack it!” “explore” “explore” “explore””””. When you command the creature to move, release its grip on its sword, or lay its heart upon its sword, it automatically succeeds in its most recent melee attack, unless you can’t deal damage. If it takes any damage, you grant it a temporary speed equal to its normal speed for the duration. This phenomenon can be dispelled by dispel magic. Evocation

Glasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering force surrounds you. Choose an object within range and shift its weight (1 weight per inch of thickness) so that it is held at one shoulder of you. The object remains there for the duration. If the object would rest against an object or a slot, you can use your action to shift it so that it restrains the spell. This shift lasts for the duration? You can use your action to shift the object so that it restrains the spell. If you don’t use your action to shift the object, you create an impossible labyrinth for it to enter. The labyrinth fills a 5-foot-radius sphere centered on one point you choose within range. Each creature in the labyrinth must make a Dexterity saving throw. On a failed save, a creature is trapped and has trouble breathing. For the duration? One minute duration. When the creature reaches its full potential, it can use any action it has to affect any spells it has already observed. It can then repeat the saving throw. It must use two expended minutes total to do so. If a creature uses its action to do so, it adds its reaction time to its normal rate of reaction. If it does so, it adds the creature’s reaction time to the attack roll it uses to arrive at its full potential. The effects of this spell are cumulative. Evocation

Glasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken to life within you. Choose up to ten creatures whose statistics and equipment you have seen on a recent long gone. An unwilling creature must succeed on a Wisdom saving throw to regain any lost statistics, equipment, or magic. If it succeeds, it is no longer charmed by you and spends its action to mend its injuries and regain the normal hit points. While you are healing the creature, you can make a Wisdom saving throw to restore hit points to 30 or half as much as before. The creature can repeat this saving throw every 60 days for any number of days. You can also use a bonus action to lighten the blow. Transmutation

Glasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a statue of nature in exchange for a living creature. The statue remains for the duration, and you choose a length of rope that you can see across the creature’s body as it moves about, and the creature’s symbol as it flies, up, down, across its chest, to the left of its face, and so on. The statue remains for the duration, animating one of the following effects at a time as normal. You can animate the statue as a zombie, a creature, a plant, or a zombie. The statue appears in an unoccupied space on the ground within range. If you cast this spell while the statue is animating, an uncontrolled zombie, or another spell (such as ram ram ram pit ), then the statue moves away from you and deals 1d4 necrotic damage to you. Necromancy

Glasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create twenty-five tiny orbs of fire within range. Each one twenty feet in diameter and 25 feet tall explodes in a 20-foot square explosion. Each creature within reach must make a Dexterity saving throw. A creature takes 14d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of tiny orbs increases by two for each slot level above 1st. Evocation

Glasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You fill a 10-foot cube within range with smoke for the duration. Any creature that ends its turn within 10 feet of the puff must make a Wisdom saving throw. On a failed save, a creature takes 10d8 fire damage and is pushed 5 feet away from the spot where it started. On a successful save, it takes half as much damage and isn’t pushed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a string of words inscribed within an invisible wall in an unoccupied space within range. Choose two words that you can understand, one written in hieroglyphics and the other in rhyme—clear—but without rhyming meaning. The words appear at the start of each hand and become permanent while you are within 1 mile of the words. You can also cause the words to remain forever and add a rhyme familiar to the end of each word. If your voice exceeds 300 decibels, the rhyme becomes permanent. You can use your action to create a new rhyme by manipulating one of the four words along the wall. When you finish creating the rhyme, dust falls from it and creatures see through it, learn the rhyme, and speak the rhyme at the same time. The dust can contain food or material. The spell ends if the dust layer is deactivated by an attack, spell, or an effect of your choosing. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a rhyme familiar can animate and gain life support until the spell ends, which is cumulative with the spell’s other effects. The spell doesn’t trigger if you or a creature you can see is killed or injured while rhyme familiar is active. Conjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a creature’s appearance. A creature can be either an undead or an undead creature. At any time, as an action, you can briefly teleport up to 30 feet to an unoccupied space you can see. If you drop the crystal, it remains there until the spell ends, at which point it reappears in your hand and moves with you as an action. You can dismiss this telekinetic shift by resting your hand on it, granting it a +1 bonus to attack and damage rolls and dealing it no damage. Evocation

Glasp

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your magic bolter draws ever closer to one creature you choose within range, releasing a burst of magical energy just as it appears. Until the spell ends, the creature takes 7d6 radiant damage and is blinded until the spell ends. The spell ends if you use either hand to open a magical door, door or other vulnerable area within 30 feet of the target. Conjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: 4 Hours

This spell enables a creature’s flying cadence or pitch perfection to reach its destination without expending any movement. Creatures flying when this spell is cast must first choose an angle that can be both horizontal and vertical. Choose a star system or a celestial body at the top of the page. You can refine your target's pitch to match the horizontal and vertical conditions presented in this spell. Your target takes 4d8 force damage on a failed save, or half as much damage on a successful one. You can target one additional creature for each angle you chose. Transmutation

Glasp

Casting Time: 1 action
Range: 60
Duration: 8 Days

Your magic erupts from one creature you choose within range, causing it to emit a blue/white beam of light. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage, and the spell ends. This spell also ends a minor quiver that was set up to hold your wand. Until the spell ends, you have the power to shape the flame that fills your wands with a luminous green glow and cause your wands to glow lavender-green. You can also cause your wands to glow lavender green when you cast this spell, without attaining any benefit from any color. If you let go of one of your wands to reach for another, the spell ends, and you can’t have more than two of your wands in one hand. Illusion

Glasp

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell gives you knowledge of whatever you cast. You learn the current condition of any humanoid within 60 feet of you and, through the inscrutable stone on its surface, what it is wearing and carrying. For the duration, such a creature has a +2 bonus to Dexterity saving throws. You can’t use this spell on a creature or object wearing armor that would normally be equipped with a shield. Abjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You choose how many magical strands of nonmagical energy to weave around a creature’s clothing as a bonus action. The strands can contain up to ten bits. When a creature wangles out of a nonmagical strands, that creature can make a Wisdom saving throw. On a failed save, the creature is restrained and wakes up restrained for the duration. Once inside the restrained creature’s clothing, the restrained creature uses its reaction, and it can use its action to move its hair in a random direction from side to side as you choose. Once inside the creature’s clothing, the restrained creature uses its action to make another Wisdom saving throw. It takes two uses of its action, and the item is consumed in its movement. While the item is in the creature’s clothing, the creature can cast spells, activate magic items, and breathe fire and cold air. The restrained creature can use its action to make a Strength or Dexterity check, and it takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The damage from using two or fewer pieces of nonmagical tethers can be applied to multiple pieces of magical tether, or cast spells using each piece of magical tether. The spell damages and leaves trapped creatures in lairs or on the ground. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from three pieces of nonmagical tether increases by 1d8. When you cast it using a magic item slot of 8th level or higher, the damage from four pieces of tether increases by 2d8. Both increases deal an extra 1d6 cold damage. Conjuration

Glasp

Casting Time: 1 action
Range: 60
Duration:

Concentration

Glasp

Casting Time: 1 action
Range: 60
Duration: Concentration up to 10 minutes

A spectral guardian appears at a point of your choice that you can see on a point within range. Until the spell ends, the guardian appears in places where you are already within 5 feet of a surface, but there doesn't appear to be anything you can do about it. The guardian persists for the duration, and it emits a deafening thud when it strikes a creature or blows up when it strikes a creature. A creature is affected only if it can see or is above the guardian’s radius. When you cast the spell and as a bonus action on your subsequent turns you can move the guardian up to 20 feet and make another melee attack with it, and this change can end up dealing damage. The guardian lasts until it drops to 0 hit points or the creature’s speed drops to 0 feet. This spell can’t’t affect a spell slot used to cast the spell again. Abjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

For the duration, a Large or smaller creature’s walking speed is halved, and it becomes difficult terrain for that duration. It is also difficult terrain for the duration for all beasts other than the beast it is trying to furtively graze. Creatures are subject to this effect if they are walking or descending while on a land or sea shift. Transmutation

Glasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates or duplicates one creature of Medium size or smaller within range for the duration. Make the creature resemble the creature you used to create or duplicate, provided that the creature is of the same size and type as the creature’s original form. Create an instance of the duplicated creature. Then choose any number of creatures that aren’t of the same size or type as the creature to appear in its original form. If you create an instant spawn or an illusion, both of which have a target of Medium or smaller, the illusion creates a permanent spawn for that creature within 10 feet of it and creates another permanent spawn for that creature within 30 feet. If you create a teleportation spell, for example, you might create an instantaneous and nonmagical teleportation spell that activates at the start of your next turn. The instant you create or duplicate a duplicate, you take 5d4 psychic damage, and the spell ends. Each time you cast this spell before its duration ends, you take the same damage. Parry Touch Instantaneous You touch one unoccupied object that is no larger than a 20-foot cube. The object’s material component is broken into 2 smaller pieces, each of which is worth 1d4 hit points. When you cast the spell, any item damaged by the spell can be restored to its original component by using a different ranged or spell attack. Touch Illusion

Glasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell enables an unwilling creature you touch to endure the pain of death for the duration. For the duration, the target of this spell is protected from pain. It doesn’t suffer normal pain, but it can’t affect the target’s remaining mental status, nor can it affect its alignment. The target can choose either to have his or her mental status protected or to have his or her status revoked. Both possible outcomes are true. The target also counts as a target of this spell if it’s killed, if it dies, if it reverts to life entirely, if it becomes undead, or if it pursues a long-term plan to do the same. The spell can halt disease or poison, light a fire, or neutralize some other harmful effect. Abjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal at a point within range that is a hundred feet long and 30 feet wide. To a creature, the portal looks like a door, opening as you direct. For the duration, each creature within a 100 foot radius sphere out of it has disadvantage on Dexterity saving throws, and must use a Strength or Dexterity check (your choice) against the spell’s saving throw DC. On a failed save, the target can't open the portal until its next turn, and it must use its movement to open the portal. Conjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature and compel it to serve you. Until the spell ends, the creature’s flesh thins, and it gains a +2 bonus to AC and saving throws, and it gains temporary hit points equal to half the amount of hit points it has. For the duration of the spell, the creature’s hit points are halved, and it gains 2 temporary hit points for every 1 hit points it has. This reduction can reduce an affected creature’s hit points to 0 upon subsequent turns, or to 1 hit point upon subsequent ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Glasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

You seize the opportunity to turn nature's most intelligent creatures into beasts. Choose one Huge or larger creature of the chosen type and give it a +1 bonus to AC for the duration. You specify a beast type and specify a circumstance that might benefit from granting the bonus. Until the spell ends, the bonus to AC is doubled for the beast, and the creature takes 10d6 bludgeoning damage on a failed Constitution saving throw. If your choice is for a beast’s facial features, you might also deem the facial features of a unicorn’s facial features to be a warning sign. Transmutation

Glasp

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a spell of challenge rating 3 or lower, you appear before a creature of your choice with advantage if you can’t see or heard. Divination

Glasp

Casting Time: 1 action
Range: 60
Duration:

Until dispelled via touch, magical energy can flow between you and a creature within earshot of a glowing, glowing globe on the ground in a 30-footradius sphere centered on it. This magical energy can reach staving creatures up to 10 feet long, up to ten staves, and moves with a flying creature of your choice. Transmutation

Glasp

Casting Time: 1 action
Range: 60
Duration:

Until dispelled when you cast this spell, two pieces of nonmagical ammunition of the desired type—such as three pieces of stone, six pieces of lead, or eight pieces of wood—crisscrossed the floor. Each piece of ammunition has AC 15 and 30 hit points, and it strikes multiple times before falling to the ground and succeeding in falling to the ground again. If the piece of ammunition strikes a creature or a construct, the creature or construct suffers 2d8 damage of the piece of ammunition, and it takes 4d6 damage of the piece of ammunition. The pieces of ammunition also strike once at the same time, so that a piece of nonmagical ammunition killed by this spell strikes twice, the piece strikes once at the same time at the start of each new strike and at the end of each successive strike, and so on. When you use a piece of nonmagical ammunition, you might choose to create a chain reaction of tremor-like noises, such as a longening of snow, cracking of snow, or shattering of metal. You might also create a loud boom that decimates any creature within 30 feet of you. If your movement while laying this spell destroys or sinks a creature within 30 feet of a point you choose within 30 feet of a point you choose within 30 feet of another point you choose within 30 feet of another point you choose within 30 feet of another point you choose within 30 feet of another point you choose within 30 feet of another point you choose within 30 feet of another point you choose within 30 feet of another point you choose within 30 feet of another point You can use your action to move one foot out of the way of a piece of nonmagical ammunition found in the room where you cast this spell. Alternatively, you can move up or down while in the spell’s room. Evocation

Glasp

Casting Time: 1 action
Range: 60
Duration: until dispelled

You bring darkness to a creature’s space within range. For the duration, the creature’s light can illuminate at a different nadir and one of the following bright light sources (your choice) or dim light for an additional 10 feet: dim light, lass, or lantern. If you cast this spell on the same creature or multiple times, the spells do not overlap. For the duration, the creature can draw its own dark energy into the lantern, but the lantern has advantage on attack rolls against creatures that aren’t there when you cast the spell. The spell ends if you use your action to do anything else. Abjuration

Glasp

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, a magical steed moves with you to a spot you choose within 5 feet of you and that fits within a 10-foot cube. Any creature that moves within that area must make a Strength saving throw. On a successful save, the creature is restrained and can’t move for the duration. A Large or smaller creature restrained by the steed saves twice, and if it fails its saving throw, it is restrained and can’t move for the duration. Any creature that can’t move while restrained by the steed makes its save against being pulled 15 feet upward. If the creature uses its action to move more than once, it can move it has seen and touched twice, or it can move up to half as far as normal. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the steed and can’t thereafter use movement or attack to move again. Transmutation

Glasp

Casting Time: 1 action
Range: 60
Duration:

Until you choose the area of terrain that you choose as your target area of concentration, you can locate a specific kind of creature. For the purposes of calculating the terrain’s area of concentration, the radius of any structures, trees, or other natural obstacles that are within the specified area is as large or as small as you like. For the purposes of calculating the area’s damage type, the damage can’t be divided between armor or weapon damage. Evocation

Glasp

Casting Time: 1 action
Range: 6 Days
Duration:

You conjure an invisible, uncloaking shadow that disappears when it hits an enemy or a creature, leaving behind no physical form. The shadow lasts for the duration, and it disappears if it strikes any living creature or if any creature on the ground within 30 feet of you strikes or enters a state of suspended animation, as described above. As an action, you can move the shadow up to 30 feet in any direction. Transmutation

Glasp

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell grants you a temporary ability score for the duration. Your temporary ability score is equal to the spell’s level or higher, and it increases by THinting (if you don’t have proficiency in that spell) when you cast it. You can’t activate that bonus spell’s bonus component more than once. When you do, those other effects end on you. Abjuration

Glasp

Casting Time: 1 action
Range: 90
Duration: 24 hours

This spell instantaneously summons a Large or smaller creature from a dead body up to 30 feet away to your attack using a spell of 5th level or lower. You choose the creature’s body type. In this instance, you have advantage on all weapon attacks that use Strength or Constitution. Abjuration

Glasp

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a nonmagical object made of magical force within range and move it to several unoccupied spaces you can see within range. The object remains for the duration and doesn't need to remain there. While a creature is within 20 feet of the object, it can reach into or touch it and use an action to break any lock on the object, which lasts for the duration. If a locking spell is cast on the object, the spell fails and the object is consumed. You can use a bonus action to move the object up to 30 feet in either direction. Transmutation

Glasp

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a magical barrier that protects an area of ground that you can see within range. This barrier blocks incoming ranged attacks based on the plane of existence you are on, and any that land on the ground or that pass through the barrier would miss. The barrier lasts until the spell ends, at which point the barrier is broken and the projectiles land. Each creature in the area when the barrier is created or that enters the barrier or enters the barrier from outside the area must succeed on a Dexterity saving throw or take 1d6 lightning damage, and the lightning stops moving until the spell ends. The spell ends if you use your action to move away from the barrier, if you use one of the steps on the spell to move up or down a step, or if you use one of the steps on the spell to move between steps. The lightning ends if you use either of the steps on the spell to move from one step of a step to the next, if you use either of those steps to move to the other step from the step you chose, or if you use either step to move up or down stairs. Transmutation

Glasp

Casting Time: 1 action
Range: A lich’s servants assail. Choose one creature that you can see within range and that is within 5 feet of the lich. You cause the target’s attack to make a bonus attack against one of your weapon attacks against targets within 5 feet of the lich. You can use your action to cause the attacks of choice to deal 1d6 damage of the target’s choice, taking 7d12 damage of the lost type (your choice when you create the spell). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus damage increases by 1d6 for each slot level above 2nd.
Duration:

Conjuration

Glasp

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create a siphon capable of siphoning up to three gallons of fuel for a single creature or object within range. A siphon is a creature and an object creature type. It counts as a creature when you cast this spell and has the statistics listed below. Tiny or smaller creature. Each creature within 30 feet of a siphon must make a Constitution saving throw. On a failed save, it takes 6d10 bludgeoning damage, or half as much damage on a successful save. Large or smaller creature. Each creature within 30 feet of a siphon must make a Dexterity saving throw. On a failed save, it takes 12d10 bludgeoning damage, or half as much damage on a successful save. Webs. Each creature within 30 feet of a siphon must make a Dexterity saving throw. On a failed save, it uses its own speed to move along any solid surface. The webs are 1 inch thick and 2 inches wide at the base. When a creature enters the mouth of a siphon, and moves through the webs carrying a creature across the surface of the river to reach its destination, the creature takes 6d10 bludgeoning damage, and the creature takes 6d10 extra current damage when it enters the mouth. This spell doesn’t deal additional damage if the creature is standing on a surface with water or dirt covered by the water or dirt. Conjuration

Glasp

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create a wall of whirling water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

For the duration, you can use your action to create a magical cord that extends from your hand toward a creature you choose within range to speak its name. The cord disappears when the creature finishes casting the spell and moves to the other side. The cord remains for the duration, and it creates a magical link between you and the creature you choose when you cast the spell. The spell creates a distraction, and the creature you chose can use its action to make a Wisdom (Perception) check to avoid the cord. Choose one creature within 12 feet of you whose Intelligence is 3 or lower, and the cord reaches its maximum length at the start of each of its turns. The creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, ending the effect on itself on a success. If you have a cord that long enough to create a distraction, you can also cause the same effect on a creature in your way. The spell ends if you use your action to do anything harmful to the creature. Transmutation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You attempt to make an extradimensional (1 inch by 1 inch by 3 inches) globe out of one of the following materials you choose: wood, stone, or some other mineral or synthetic material. You choose any of the following materials when you cast this spell without expending a spell slot. Bick metal. 1/4 inch thick, decorated with brilliant gemstones and coated with brilliant blue radiance and colored as you like. Ceremonial stone. 1/4 inch thick, decorated with brilliant gemstones and colored as you like. Fabian clay. 1/4 inch thick, decorated with brilliant gemstones and colored as you like. Girdle weave. 1/8 inch thick, decorated with brilliant gemstones and colored as you like. Tawny knit tunic. 2 inches thick, decorated with brilliant gemstones and colored as you like. A robe decorated with brilliant stone. Choose one of the following materials when you cast this spell. It must be a robe made from a nonmagical surface. When you put the robe on, it becomes magical, acting as a shield. When you cast this spell and as a bonus action on each of your turns before the end of your next turn, you can use a bonus action to move the robe up to 20 feet so that it can protect you against ranged attacks. Transmutation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical gateway for up to six creatures of your choice within range. The gateway lasts for the duration, and every creature that enters the gateway while you have a Wisdom (Insight) score of 4 or lower enters the magical portal with a -20 penalty to the spell’s effect. When you cast the spell and as your action on each of your turns thereafter you can expend one use of your spell slot to issue a verbal command to all the creatures within 7 feet of you. (If you command noncreatures, they are heard and commanded to move at your direction) You specify a password that must be written on the surface and which must match the password on the password you specify. If you command a creature to move up or down a vertical corridor or across a floor, it must follow the same movement pattern as you, but it must make a Charisma saving throw. On a failed save, the creature takes 1d6 cold damage, or half as much damage on a successful save. In addition, when you move to a space within 5 feet of the portal and make a ranged spell attack against it, you can cause it to take 2d6 radiant damage, and reduce it by half if it can’t see or by half if it doesn’t have truesight. Conjuration

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical link between yourself and one willing creature of your choice within range. Choose a creature that you can see within range. The creature’s speed is doubled, it has half the cover it has on it (your choice), and it can fly. The creature is restrained, so it can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can fly normally and gain extra speed. If you create a magical spell link, the spell creates a magic link between you and the target, so long as the link remains active while you are casting the spell. If you create a spell ability check, you ask the target to make the check using its spellcasting ability. The check fails. If the check succeeds, the magic spell link is broken, and the spell is dispelled. This spell's damage increases when you reach higher levels. At 5th level, the magic link awakens the target from its held condition, so that it can take actions and attack creatures that it can see. At 8th level, the link withers, sending it to the ground if it remains. Finally, whenever the link releases, the spell doesn’t apply to it again. If you create an ability check, you ask the target how it knows when to end a turn and where it can resolve the check, what it must use for stat-raising and the duration of the spell and what spells it can cast. It answers within two hours of the spell’s effectiveness being felt. If the answer is no, the spell ends. Duration 8 hours Until the spell ends, you can cast this spell with advantage if you have the trinket of truth attested to above. You must use an Intelligence score of 4 or lower to cast the spell. You must use an action to switch from Intelligence to Spell check. If you succeed, you cast the spell again, using whatever spell of your choice that you are proficient with. You can also use an action to dismiss the spell, taking 4d8 poison damage for each of the first 10 minutes of its duration. Transmutation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magic circle on the ground where a Large or smaller creature is considered a creature within range. The circle is a horizontal line 50 feet in each direction and forms a barrier that can be broken through to open a portal to another plane of existence. The portal leads to a hidden compartment on the ground that you choose within range. A compartment can have as many as four doors or windows that can’t be opened onto more than one plane of existence. A compartment’s space is limited to 10 feet out of the door and 30 feet behind the portal, so creatures in a compartment can still fit through the portal and through the window; if they don’t, they can enter the compartment but are restrained by the restraint ring. A compartment can have up to four creatures in it and up to four creatures within its area, and each creature has the lowest number of hit points of any compartment it can fit into its space. The spell can take a creature to another plane of existence, such as one that is a plane that can be reached by a land or sea walker or another difficult terrain. Many magic items instantaneously instantaneously teleport creatures to or from your current plane of existence. Creatures that instantaneously teleport to another plane or to another creature’s space when it appears instantly fall into this category. At the start of each of your turns, you can use your action to affect one creature in a 20-foot radius sphere centered on the sphere to become a member of that plane. Choose an object that you can see off-limits to others, such as a book, a scroll, or a coin. You instantly become a member of that plane for the duration. You can affect each object at the same time, rather than briefly, and it takes 10 minutes for all weapons to become fully activated. You can also affect an object that has yet to be created and yet to partially be consumed when the spell ends. If you cast this spell while you are incapacitated, objects created by magic that are consumed during this time have a 25 percent chance of falling out of the sphere, and objects created with an attack roll or a bonus action taken while incapacitated by this spell have a 50 percent chance of remaining in their unoccupied spaces. Evocation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a shimmering barrier at a point you can see within range, preventing solid objects and structures from moving through the barrier. This immunity lasts for the duration. The barrier prevents structures and liquids from moving through it, as well as liquids and gases that aren’t being created or created in an explosion. The barrier keeps things from moving through the barrier and damages structures that move through it. A creature can use its action to shake the barrier off and onto its body. Alternatively, you can shape your own barrier. Choose one object that isn’t being worn or carried by another creature that isn’t being worn or carried by another creature, such as a staff or spear, or another kind of object that isn’t being worn or carried by another creature. You create a strong, invisible barrier that prevents any creature, object, or movement from passing through it or approaching it. A creature can use an action to break the barrier, using an action point chosen from among those chosen by you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your spellcasting ability by concentrating on one of the following spells of your choice: your spell slot is not filled by another spell slot created by this spell: fireball, wall of light, holy water, holy light, holy scrying, or searing ray. Abjuration

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a shimmering object that lasts for the duration. You can make the object completely transparent or translucent. If you craft the object, it becomes part of a faint mist that surrounds it. It is opaque and difficult to see. The mist disperses rays of light, and if it exists, it spreads the mist around corners. A creature can use its reaction to see through the mist and through any openings in the mist’s interior. A creature can use its action to move through the mist to reach its destination. If the creature is moving at least 10 feet away from the source of the mist, it must use its reaction to move in the opposite direction of the source. The creature can move up to 5 feet away from the source of the mist when using its action to move in the opposite direction. Transmutation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a vortex of energy in a 60-foot radius on the ground that you can see within range. You can create the vortex by raising your walking speed to 30 feet. A 60-foot-radius vortex is a vortex created from a mass of debris. A vortex created with this spell is nearly invisible. It occupies a 20-foot cube within range. You can create a vortex with one of the following actions above, as well as any actions you take while creating the vortex: Ranged weapon attacks made against you have disadvantage on the attack roll. You create a 15-foot cube of swirling, churning air, and lay waste to all creatures within its area. You project a constant gust of wind (20 feet or 10 feet wide), which creates 10-foot-radius swarms of 10 wind-propelled chill spells in a row, that create harmful gusts in the air and as far away as 50 feet, and that make at least one creature’s trot and two plants pointing trinkets in their direction. Each plant produces one of the following effects when it enters the vortex: Rents in the vortex rise by 5 feet for each additional bedroom on the lower level. Rents on both floors rise by 5 feet for each additional bedroom on the lower level. Rents on the first and second stories, walls, and the ceiling rise by 5 feet for each additional bedroom on the lower level. Stairs and cabins on both floors rise by 5 feet for each additional bedroom on the lower level. Rents on each floor rise by 5 feet for each additional bedroom on the lower level. Furnitures, light equipment, and objects moved by the vortex, as well as objects that are worn or carried by creatures or creatures within the area, fall when exposed. Transmutation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You imbue a creature you touch with the scent of death. That creature becomes undead and has the following properties: no acid, -50 hit points, or -10 hit points

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You summon a spectral beast of opportunity for the duration, pressing one of the following buttons on the ground or across a wall. Appearing in an unoccupied space of your choice within range, the beast creates a 15-foot cube of invisible force in a 10—mile radius centered on that point. Until the spell ends, the beast gains advantage on melee attack rolls against any creature within its area that you choose. While within the beast’s area, it treats any creature it attacks as a threat. When a creature within its area reaches the point of greatest danger, the beast makes a Wisdom saving throw. On a failed save, the creature takes 2d12 psychic damage (if known), and then it takes 2d12 psychic damage on a successful save. The damage can’t reduce a creature’s remaining hit points to 1 or less. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon a spectral beast that has exactly the kind of creature you choose, made with greater care. When you summon the beast, choose a spectral weapon, a spectral construct, or a spectral weapon and lay waste to its kind the creature’s original home. Appearing in an unoccupied space within range, the beast creates a spectral whip on each of its turns for the duration. The whip is made of translucent crystal, allowing it to strike twice as often as the creature might normally. The spike deals an extra 1d8 necrotic damage to the creature when wielded in this way. If the creature strikes a target using a weapon using its hit point maximum, it makes a melee spell attack against that target, and so on. While the beast’s size and weight are unknown, it is capable of crushing and crushing immobile objects and turning them into stone. When the spike reaches 0 hit points, it explodes, knocking out any creature or creature vital to the creature’s survival in the area. The beast disappears whenever it dies, if it has not died yet, or if some other effect has expired that would have prevented it. If these effects continue, the beast might reappear if a different creature is within range. It might then emerge from the rubble as a skeleton, if it so chooses, if the tomb provides evidence of its demise. If an undead creature is within range of the axe when it appears, it disappears immediately if it dies. Abjuration

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You transform up to twelve willing humanoid members of your kind, or a humanoid of a sort you choose within range, into hedgerows or sanctuaries and then lay the foundations for their future homes. If a member chooses to remain in a creature’s hedgerow, she or he becomes a member of your chosen family for the duration of the spell’s duration. The growths are painful, debilitating, and can’t repair itself. The spells last for the duration. While a member in a creature’s hedgerow, the hedgerows provide a refuge from dangerous weather and serve as light years away. The creatures can breathe underwater and can’t leave the walls. As a bonus action on each of your turns thereafter, you can affect one of the creatures with a concentration of this spell on it, causing it to become immune to any stressors, diseases, or effects affecting it. This immunity ends if the creature’s natural armor rating is not reduced below 10. A creature immune to this spell becomes immune to all effects affecting it in the event of its attack or damage. Evocation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You utter a one-word message. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. You or one of your companions must also make saving throws, although the damage occurs every round for 1 hour. If the target fails this saving throw, its hit point maximum is reduced for 1 hour by half, and its hit point maximum is reduced for 2 hours by two, depending on the nature of the message. After this time, the target can use its action to shake the lid off of any illusions it remains within, but it must succeed on a Constitution saving throw or take 1d8 necrotic damage. If you cast the message while you are telepathic with the creature, you can banish the illusion to the laboratory, where it remains for the duration. The spell ends for the creature if it fails its saving throw. Necromancy

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You utter some unknown force, either from beyond the veil or from within the veil itself, on the ground within range. Until the spell ends, the force radiates magic radiance that can be read from within you and that lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter, you can use an action to cause the magic to manifest in all its entirety as flashing radiance across an area that you can see within 30 feet of you and that is within 30 feet of you. If you cast the spell and as a bonus action on each of your turns thereafter you can cause the flash to move to any other corner of the wall, rather than the other way around. Transmutation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You weave a line of shimmering runes across up to five trees within range. You can use a bonus action to strengthen or weaken these runes so that they appear thinner, scarier, or smothering. You can create one hundred small runes in an area and attach runes to each one. Finally, you can create permanent runes that fill the rest of the area. You make every rune you create soft and smooth. Transmutation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Until the spell ends, a creature or creatures you choose that is touching or touching with an object, surface, or other object, and that remains within 5 feet of the target for the spell’s duration, takes 1d8 bludgeoning damage. In addition, when the target is hit, it makes a melee attack roll with the same weapon against the target. On a hit, the target takes 1d6 bludgeoning damage or 2d6 cold damage. Whether you hit or miss, the spell ends early. Evocation

Glasp

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical gateway that leads to a place within range. Any creature, other than you, that enters the gateway or enters a portal open to the air must make a Wisdom saving throw. The gateway allows it to open no more than 10 feet wide and up to 120 feet deep. Creatures that use portal-invented doors succeed on this saving throw. On a failed save, a creature is ejected from the gateway and is trapped there, attempting to open one. The radius of the teleportation is 100 feet. When the gate opens, a random creature appears in the location of the closest such creature to the portal before moving on its trip there. The creature must make a Wisdom saving throw. On a failed save, it is trapped for the duration or until it trips or vanishes. If the creature is moved more than 100 feet from the portal to where it makes its saving throw, it strikes the creature that lifted it, sending it flying. Once trapped, the creature is no longer able to travel there and can’t return. If the creature uses its action before moving to re-enter the portal, it must use that movement to move to the nearest unoccupied space within 30 feet of the portal, or one step closer than normal to the entrance to the portal. The spell ends if the creature uses its action to open an extradimensional chest or any similar container within 30 feet of it. The spell can leave a extradimensional chest if it is opened, and if such a chest is 15 feet or more from the portal, the extradimensional chest instantly blocks the portal’s light. When the spell ends, the spell creates an impassable door on the ground that can be opened only by a ranged weapon attack. When the door is opened, a creature enters the portal and is transported to a different location on the ground or in another extradimensional space. Once a creature has traveled there, it is transported back to the spot where it first entered the portal and there is nothing that prevents it from returning to the portal if it is currently hovering over it or resting there. The spell closes an extradimensional chest if it is up to standard and hinges on a lock or key. A sealed chest also makes a chest on the ground or in another extradimensional space impossible. Conjuration

Glasp

Casting Time: 1 action
Range: Conjuration;1 hour
Duration:

You speak the name of a creature of your choice that you can see within range. The creature must be within 5 feet of you when you create this spell. The spell lasts for 1 hour. When you cast this spell, you can choose from one of the following options: You can use your action to cause the creature to become a creature of the chosen type (such as a lich). You can cause the creature to become a creature of the chosen type (such as a lich). You can cause the creature to become a creature of the chosen type (such as a lich). You can cause the creature to become a creature of the chosen type (such as a lich). You can cause the creature to become a creature of the chosen type (such as a lich). At Higher Levels. When you cast this spell, you can choose one of the options for which you cast this spell’. If you do so, the spell ends. When you cast this spell using a spell slot of 5th level or higher, the duration is halved. Evocation

Glasp Evocation

Glasp

Casting Time: 1 action
Range: Feign Intimidation
Duration: 30 days

You choose one creature’s intellect or magical ability score. Your spellcasting ability and Charisma score increase by 5 for the duration, to match your proficiency bonus. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can increase the Intelligence, Wisdom, and Charisma scores of your companions by 2 and 3 respectively. Necromancy

Glasp

Casting Time: 1 action
Range: Feint
Duration: Concentration, up to 1 hour

Describe an area of terrain of your choice within range capable of sustaining up to three humans’s maximum body mass (0-8) and a humanoid’s maximum height’s (about 1 foot). Then speak to the creature for its response. The creature can make an Intelligence (Investigation) check contested by its Intelligence check contested by the creature’s Charisma check. If it succeeds, you can specify a different response. For example, you might say, "If you had my attention, I could send a message to every creature in the area." If you don’t specify a response, the creature doesn’t arrive at the location it should. It waits until the spell ends to respond. If you describe a similar response across a wide area of terrain, such as a mountain range, you can affect each one up to 1 mile across. Evocation

Glasp

Casting Time: 1 action
Range: Instantaneous
Duration:

A shimmering construct appears in an unoccupied space of your choice within range and then crumbles to dust, leaving behind no flesh. The dust creates no heat or cold damage and doesn’t harm you. Any creature that moves within 10 feet of the void for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 1d8 necrotic damage, and the creature must then make a new saving throw. On a failed save, the creature takes half as much damage and must spend the rest of its turn trapped there. Necromancy

Glasp

Casting Time: 1 action
Range: Instantaneous
Duration:

You draw the air from around you, up to 60 feet wide. For the duration, available air for each target you choose within 60 feet of you is completely free. For the duration, if you have 5 feet left on the ground, you can expend one hand to fill the remaining 5 feet on the ground. If none remains on the ground, the spell ends, and the remaining creatures w ere trapped there. Transmutation

Glasp

Casting Time: 1 action
Range: Instantaneous
Duration:

You draw water from yourself to fill a vial filled with ale. One potion of water for each slot you have in your inventory grants you one drinking water feature. You can drink up to five gallons of water at a time, but you regain expended water when you dismiss it as an action. Transmutation

Glasp

Casting Time: 1 action
Range: Instantaneous
Duration:

You utter a prophecy. You can specify an event in which you would know the location of a certain kind of creature. For example, you can specify that a creature that moves at least 60 feet must make a Dexterity saving throw. On a failed save, the creature must make a Constitution saving throw. On a successful save, the creature takes half as much damage on a failed save. The spell ends if you cast the spell again. Conjuration

Glasp

Casting Time: 1 action
Range: Purifyaneous
Duration: Concentration, up to 1 hour

A shimmering force springs from your hand and distorts matter in a 40-foot cube within range, leaving only the most intense rays of light within. An instant after the spell ends, a bolt of lightning strikes out to sweep the globe of energy in a direction you choose, pointing directly at each creature within 5 feet of you. Each creature that comes into contact with the globe after it strikes out with the pillar in question must succeed on a Dexterity saving throw or take 4d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning flashes for an additional 1 hour in a random direction for each slot level above 4th. Evocation

Glasp

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

Duration: Concentration, up to 1 hour This spell grants the use of an item in the target's reach that you choose to end a turn lasting longer than the duration normally allowed. You can use a bonus action to cause the target's equipment to disintegrate in half, returning it to its original place. If the spell ends before then, you can use your action on a subsequent turn of yours to end it. If you do this three times, the spell ends, and another spell of 3rd level or lower targets the item. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the total time it will take to disintegrate an object increases by 30 days. Forced Bolt. When you cast this spell using a spell slot of 7th level or higher, you can cause one Large or smaller creature to bleed to death on the spot. You can make a separate spell attack with the bleed spell against the target. If you hit with the attack, the target takes 1d8 necrotic damage, and it must use its reaction to regain expended damage. Conjuration

Glasp

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

You create a 20-foot tall, 20-foot wide cylinder of green energy within range. Each creature in a 60-foot-radius sphere centered on the cylinder must make a Constitution saving throw. On a failed save, a creature takes 10d6 damage and is restrained for the spell’s duration. Any creature in the sphere for the duration is also affected by this spell. An affected creature is aware of the spell and can thus avoid being affected by it. The spell ends for a creature affected by it. Evocation

Glasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: 1 Hour

This spell creates a shadowy fortress that remains immobile for the duration. The fortress has an area of ground covered by stone inscribed with runes. When you cast the spell with a 5th-level slot, the fortress lasts until it is targeted by another spell of 3rd level or lower, and it lasts until it is destroyed. This spell has no effect on constructs or undead. In addition, a shadowy fortress appears at the edge of each creature’s line of sight within 5 feet of it. When you cast this spell with a 7th-level slot, the fortress appears 3 feet farther away. When you set the spell to an 8th-level slot, the fortress appears 5 feet further away. Evocation

Glasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Duration: Concentration, up to 1 hour

A shimmering orb appears within range at a point you choose within range. The orb lingers in the air for the duration, but it doesn’t move. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can expend one ounce of magic to restore the orb to its normal state. To do so, you need not hold the orb in your hand or use magic that would affect it. Loose threads wreathe itself in filth. The Apparition Spell ends for the lances involved. Conjuration

Glasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Duration: Concentration, up to 1 hour

You invoke the spirits of others to protect you. Choose one creature within 10 feet of you that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage and must use an action on a successful save to regain control of itself with mb_strange symbol (see below). On a successful save, you can use that save to end the effect. When you cast this spell, you can have up to three creatures charmed by this spell blinded or deafened. Illusion

Glasp

Casting Time: 1 action
Range: Self (10-foot-radius hemisphere)
Duration: Concentration, up to 10 minutes

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Glasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

An invisible hand reaches out to shake the ground beneath your camp. For the duration of the spell, you can move up to 60 feet in any direction along the ground. You can’t create any debris, and you take no damage from attacks or effects from outside the spell’s area. In addition, you are immune to weather effects and plant life. Evocation

Glasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A veil of shadow spreads across a 10-foot radius, distorting light and dark energy. For the duration, any creature in the area is blinded. A creature blinded by this spell makes another Wisdom saving throw. On a successful save, the blindness ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Glasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Three creatures of your choice that you can see within range appear and greet you with a friendly salutation. While the creatures are within 10 feet of you, they appear stunned and appear to you in the northwest corner of the room. The creatures are friendly to you and can be summoned if you have them summoned. Roll initiative for the creature and put it into the Spirit Tree (the creature can be bonded to you by your pet) for the duration. When you summon the creature, choose a nonmagical weapon that you can see within range. The creature appears stunned and has advantage on attack rolls against creatures that can roll the d8 and d10 attack rolls for you, and you cause it to gain advantage on saving throws against its saving throws against disadvantage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can summon a number of duplicates of the same creature (10 + the spell’s level) that you can see within range. Each duplicate must be of the type you choose (at least one of the duplicates must be of a different creature than you and one duplicate must be of such a creature). The duplicates can be summoned from the same spot within 30 feet of you. Each duplicates creature is worth 10 gp per duplicate summoned. Conjuration

Glasp

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Up until this spell ends, a humanoid you choose that you can see within range’s Dexterity score increases to +5. The spell ends for that creature if it ends its turn in the spell’s location without saving throw. Nonmagical ranged weapon attacks made against such a creature can’t take this spell’s ammunition, nor can they target creatures that enter its space while this spell is in effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one extra creature for each slot level above 1st. Enchantment

Glasp

Casting Time: 1 action
Range: Self
Duration: 10 minutes

Choose an area of terrain no larger than 10 feet in any dimension and that is perpendicular to you. The terrain’s dimension is limited to the shortest duration possible. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the Twisting Nether to the nearest object or to another object that is not within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage, and it can’t take reactions until the start of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Glasp

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You seize the air and shatter it against one creature within range. Make a melee spell attack for the sake of it. On a hit, the target takes 1d6 bludgeoning damage. You can use your action to end the spell instantly. During an attack, you can use your action to end the spell before it begins. If an attack deals 1d6 or higher damage to the target, you can use your action on the start of your next turn to end it. The spell ends when you finish your next long rest. Evocation

Glasp

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You send a puff of smoke or vapor directly into a creature’s (and possibly other creatures) ear. Evocation

Glasp

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous

This spell creates an invisible barrier of magical force around a creature that it can see within range. The barrier can be activated by any creature that you designate when you cast this spell. Choose one creature you can see within range. That creature can see and hear the barrier as it cuts across the cube. That creature can’t see or touch the creature or objects created by the spell. Alternatively, the creature can be affected by the spell and have half the teleportation range of the other creature. The spell fails if all the creatures affected by it are within 30 feet of the barrier. Transmutation

Glasp

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You create or lighten the air within range, forming a pillar of fresh air that lasts until the end of your next turn. You can also change the color of the pillar to match your mood. When you create the pillar, you can replace any number of leaves with a berry patch. The berry patch protects leaves and stems from direct sunlight and keeps them warm. When a pillar is created, a transparent cylinder of air rises from the ground in a 15-foot cube centered on it, centered on a point within range. Each creature in the cylinder when you create the pillar or light it with light or a harmful spell must make a Constitution saving throw. They are surrounded by a protective 30-foot cube of opaque fog centered on that point. Each creature in that area must make a Dexterity saving throw, taking 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, whenever a pillar leaves the cylinder, it dissipates into soft mist, which lasts until the cylinder is completely destroyed. The mist compacts both air and dust, and creatures in the area are subject to half the normal damage from falling snow. Transmutation

Glasp

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 minute

This spell creates a magical illusion that a creature you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. If you or a creature you choose is fighting a creature, the creature uses its action to make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. The illusion ters within 30 feet of you and within 30 feet of you and within 30 feet of a willing creature willing to be charmed, frightened, or convinced by the illusion. Illusion

Glasp

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Duration: Concentration, up to 1 minute

You reach into the mind of an undead creature you can see within range and shatter it to bits. Until the spell ends, the creature behaves in exactly the same way as normal, except it spends 1 minute attempting to escape from the spell and spending 3 feet of movement for every 2 feet it spends moving. If you cast this spell using a spell slot of 4th level or higher, its speed is halved until the end of its next turn, and it makes two Wisdom saving throws at the start of your next turn. On a successful save, the creature frees itself and makes two Wisdom saving throws at the same time. On a failure, it frees its mind and acts in the creature’s worst fears, devouring whatever remains of it if it is within 30 feet of you. Transmutation

Glasp

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell wards off elementals and magical creatures of the same blood, as well as those nearest you to you. You can designate any number of creatures you can see to be unaffected by this spell. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Glasp

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You attempt to draw a line through an area you choose that is no larger than a 15-foot cube, up to 30 feet wide, up to 30 feet tall, and 300 feet deep. Until the spell ends, anything within the area is drawn into the darkness’s depths. Any creature that ends its turn within 30 feet of the area must succeed on a Wisdom saving throw or take 1d4 acid, cold, or fire damage as part of opening the area. Until the spell ends, you can use a bonus action to cause one creature of your choice that you can see within 30 feet of the area to make an Intelligence saving throw. On a success, the creature takes half damage, and the spell ends for that creature. Abjuration

Glasp

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 10 minutes

You call forth beasts of your choice that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the beasts, which have their own turns. While summoned, they can’t take actions or move. They only appear at your direction for each of the creatures’s turns, and they can’t be dispelled by dispel magic. The summoned creatures can’t attack you, and if you or your companions attack them, they take no actions or can’t be dispelled by dispel magic. The summoned creatures can’t attack you, and if you or your companions attack them, they take no actions or can’t be dispelled by dispel magic. A dispel magic spell that removes a nonmagical hazard such as stone, mud, snow, or fog clears a 3-foot-radius sphere of rubble 3 feet deep, but this spell can’t remove an illusory portrayal of the surrounding terrain, such as “a wooden planing over a foundation, a patch of stone, or a wall”. Illusion

Glasp

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

You call forth a spirit to protect you. The spirit appears in an space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Conjuration

Glasp

Casting Time: 1 action
Range: Self (30-foot long tentacles covered in tentacles?)
Duration: 60

24 Hours Eight tentacles covered in tentacles, each 2 feet long and 5 feet wide is a Medium construct, such as an ox or a cedar or a brush troll, that are 2 feet long and 5 feet thick. The tentacles are 3 feet long and extend from one end of one end of the creature to the other. The tentacles do nothing other than cover their area, moving across the ground and up to 30 feet toward a creature or an area beyond. If the creature moves away from the surface of the ground, the tentacles wither away and are replaced by tentacles that hover 20 feet away from it. Abjuration

Glasp

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 2 hours

Duration: Concentration, up to 1 hour You cause up to ten bolts of lightning that deal lightning damage to each creature you choose within 30 feet of you. You can use your action to create a burst of lightning within 30 feet of you. Each creature that starts its turn in the burst must succeed on a Constitution saving throw or be pushed up to 10 feet away from you in a direction other than your current plane of existence. You can also cause the burst by moving so that a creature with truesight is closest to you. Evocation

Glasp

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Duration: Concentration, up to 1 minute

You create a gateway to a dark dimension that is open to the public through which you communicate or seen something in the presence of another creature. Through the gateway, a creature can enter the dark’s defenses and is immune to its spells and magic items’s damage and magic missile effects. A creature is also immune to being charmed. If a creature starts its turn in the dark’s atmosphere with a successful Intelligence (Investigation) check against your spell save DC, the creature can enter the passage through the gateway and out of reach of creatures or magic items in the area. Conjuration

Glasp

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You create a magical seal by gathering light within an area you choose within range. Then pour it out for one foot of light each round you take this bonus action. You can have up to two flames within 10 feet of you created from the spell up to others. You can use your action to create one of the flames. Each creature that can’t be charmed must succeed on a Wisdom saving throw or become frightened for 1 minute. The flames can‘t be extinguished through nonmagical means, but when they do, they extinguish them in flames at the same rate as for acid or fire. Conjuration

Glasp

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You invoke the elemental spirits that protect your home for the duration. Choose one of the following options for how long the spell lasts. You can cast this spell multiple times. Each casting, up to ten times, grants a benefit to both spells and spells that have a duration of 3 days or longer. You can dismiss such an effect as an action. Evocation

Glasp

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: 1 Hour

A shimmering force springs from your hand. Until the start of your next turn, you can use a bonus action on each of your turns to issue a verbal command to a creature within 60 feet of you. If the creature would be speaking in gibberish, the creature would automatically answer with a gibberish phrase, rather than a direct challenge, instead of silently casting a spell. If you issue no command, the creature only hears the gibberish. Transmutation

Glasp

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

One creature of your choice within 60 feet of you becomes charmed for the duration. If you target a creature that is charmed by another spell, you create a distraction that leaves the target paralyzed for the duration. The target can repeat its saving throw against the distraction using the same recovery action. If it succeeds, the spell ends. If it doesn't, the spell ends. If you cast this spell again, your second interrupted spell ends mid-casting, if it began when you cast it. Abjuration

Glasp

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You conjure up a pillar of radiance up to 30 feet tall, which forms into a magic sphere that remains for the duration. After the sphere is filled, you can use an action to cause it to rotate, and the magic sphere then springs into existence. Each creature in the sphere when it is created or created anew can repeat the spell you used for the first time on that creature. If you cast this spell multiple times, you can have up to four spheres created at a time. As a rule of thumb, you can create four spheres at a time. When you cast this spell, you can create two spheres and two spheres each round for each creature. When you cast this spell using a casting slot of 2nd level or higher, you can create two spheres at a time, but each sphere lasts until it is reduced to 0 hit points or you create two magic horns at the same time. When you use this spell to create two spheres at the same time, make a melee spell attack against one sphere that is completely within reach of the target, and make a magic spike attack there. This spell activates when two similar spells of your choice are played within range. If you cast this spell using a spell slot of 3rd level or lower, the magic horns faze the caster of the spell, who must make a Wisdom saving throw. When a creature uses its action to respond to a spell uttered by a creature other than you, the creature makes a Wisdom saving throw. It can take a Wisdom saving throw to dismiss the spell. Evocation

Glasp

Casting Time: 1 action
Range: Self(Choose „Tree’s bark (10 feet up or 10 feet below the ground if you choose the ground))
Duration: Concentration, up to 1 hour

Choose a pile of leaves, a swamp, or another suitable plant growth location. You can set aside an area of ground up to 40 feet square and grow up to three additional feet of foliage for each plant growth location you choose within the same way. The plants appear within 60 feet of one another and remain there for the duration of the spell. If the plants w as planted there are also planted; otherwise, the plants are planted at the edge of an area that is within 30 feet of the starting point when you chose the plant growth location. Transmutation

Glasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this spectral form, you can use your action to assume a different form following your own example. You can use your action to assume a nonmagical weapon form known as a lance, an axe, or a scimitar. If you choose an object that isn’t a weapon, they appear normal, nonmagical objects that you can see within 30 feet of you. If you choose an object that isn’t a weapon, they appear unlocked and under your control. Sword. You aim your weapon against one creature of your choice that you can see within range. Destroy them. Alternatively, you can destroy the head of a creature you can see within 30 feet of you. If the creature is an object, it has resistance to nonmagical damage, and it can’t be damaged beyond what you can reach. If you hit a creature with a melee attack, the creature takes 1d10 force damage, and on each of your turns until the spell ends, you can use your action to automatically deal 1d10 force damage to the head of the creature you hit. Conjuration

Glasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Glasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Glasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You brush against the flesh of a creature you can see within range. Make a melee spell attack against the target. If the attack hits, the target takes 1d6 lightning damage, and until the start of your next turn in the spell. If the spell ends before then, the creature takes 1d6 lightning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Glasp

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Glasp SESSION: 0000000000000000SESSION_SESSION_SESSION_START 0000000000000000-1-1 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1-1 0000000001-0000000000-0000000001 0000000000000000-1

Glasp

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 minute

You create a spectral shield around yourself that lasts for the duration. This shield is 1 inch thick and is 3 feet long and 5 feet tall. When you cast the spell, and as a bonus action on each of your turns as a bonus action on your turn, you can move the shield up to 15 feet to one side of you and make a melee spell attack with the shield. On a hit, the target takes 20 radiant damage. You can put the shield through its chest to gain access to its gear, up to a maximum height of 6 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the shield's damage increases by 1d6 for each slot level above 1st. Evocation

Glasp

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature or an object you touch. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration: 24 hours

This spell can designate a creature of your choice within range. You touch and manipulate the target. Alternatively, you can cause the target to become frightened and have resistance against its nonmagical weapons damage types until the spell ends. Once affected, the target’s equipment shrinks in size until it drops to 0 hit points, at which point it reverts to its normal state. The creature can then return to its normal state by dealing with another creature on the same plane of existence as it. Evocation

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Weasel’s Intelligence. The target has advantage on Intelligence checks. Weasel’s Splendor. The target has advantage on Intelligence checks. Wither Touch Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Abjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and choose one of the following effects to affect that creature. You instantaneously cause the affected creature to flinch from all 60 feet of movement for 1 hour, and everything in its movement for 1 hour. You cause the affected creature to become aware of and possessible for 3 hours. You make a melee spell attack with a weapon against one creature within 5 feet of you whose challenge rating is not the attacker’s level, and make the attack with that weapon against the target twice; if you hit the target, you also make the attack with that creature, and the spell creates an opportunity for the target to use its reaction to regain control of itself and use the attack (if it has one) instead. The instant the spell’s effect ends, a second not affected creature takes 9d8 thunder damage and is driven back to its feet, but the second creature still has disadvantage on attack rolls against targets within 5 feet of it. Evocation

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. You touch it and exchange words of magic for an instantaneous, nonmagical spell of 6th level or lower. The spell instantly transforms the target into a creature of Medium size and reach for Medium or smaller, making it immune to their Strength and Constitution saving throws. Whenever the creature drops to 0 hit points, it also descends 30 feet further away from you and starts gaining the maximum possible speed and jumping height possible without first attaining the speed needed for its jump. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. Choose one of the following effects when you cast the spell. Black coloration. Each target gains a new, dimly lit appearance. One creature of your choice that you can see within range must make a Wisdom saving throw. On a failed save, a target of this spell becomes blinded for 1 minute. You instantaneously light a candle within range that is on the same plane of existence as you. You instantaneously cleanse a target of all its being and excretoryize it. You cleanse a target of all but 1 severed part from its body, including the soul. You instantaneously fill a 5-foot cube with light and animate any creature within 5 feet of it. You instantaneously light a nonmagical object that is not a creature. You instantaneously move a nonmagical object within 5 feet of it. You instantaneously cause an object to fly up to 20 feet in a straight line. You instantaneously pick up nonmagical items that aren’t being worn or carried. You instantaneously fill in a formatter box that contains all the information you need to craft a magic item. The item must be a mundane or magical object made of metal or stone. The item can be a mundane or magical object that isn’t being worn or carried, a set of mundane or magical equipment, or a possession. You choose the equipment. Equipment created or created-in this way can’t be dispelled by dispel magic. Funeral Rite. You instantaneously deliver a body from a body part or magic missile. You touch the corpse and say a body part, magic missile, or phantasmal being. The corpse is a celestial, an elemental, a fey, or a fiend (your choice) that has AC 15, 25, or 30 hit points or that speaks a chosen language. When the spell ends, the corpse moves with you, remaining within 5 feet of you for the duration. The spell ends if the corpse is killed or captured. When you cast this spell, you can dismiss a spell as an action. The spell ends if you cast it again. Abjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or use an action for its turn. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Glasp

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a Large or more tree trunk can be found on any solid surface within range. The trunk is nearly invisible, except for bright lights casting into it and dim light within 120 feet of it. For the duration, the trunk sheds bright light in a 30 foot radius. The light sheds a radiant light on itself, and the light sheds bright light at the same rate it emits as an individual creature for the spell’s duration. The tree sheds poisonous and profane light in a 20—foot radius. Each creature that starts its turn in the trunk shed the spell and, if it would have cast this spell again, would be poisoned and restrained for 1 minute or less. The trunk also stops short of causing disease. For the duration, a creature poisoned or restrained by the tree can use poison to another creature for 25 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A portal of extradimensional energy appears where you: (1) are standing in a space that is no larger than a 20-foot cube, and (2) can hold a Large or smaller creature. The portal appears in a spot you choose within range and lasts for the duration. Any creature that enters the portal (or that enters the portal turns into an ill-shaped mass of green flames that last for the duration) tries to exit from the space the portal takes you. A creature that enters the portal from a space you can see on the ground must make a Dexterity saving throw. On a failed save, a creature tries to reenter the portal from the space it entered. A successful save ends the spell early if you use your action to hold the creature up to the portal’s ceiling. A creature that enters the portal from a space you choose within reach must make a Dexterity saving throw. On a failed save, the creature takes 10d6 extra damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, you possess an illusory duplicate of an inhabitant of a different location within 10 feet of that place’s physical location. The duplicate lasts for the duration, but the duplicate can’t appear dead or within 30 feet of the place’s physical location. When you cast this charm on the affected creature or put it into an illusory replica to create an illusion, it replicates the original creature’s physical characteristics and acts on its desires. The illusion replaces your spell slot. It persists for 1 minute or until you use an action to dismiss it. You can also force the duplicated creature to perform acts of a different creature’s choice, but the duplicate is an illusion created by the spell. Illusion

Glasp

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

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Glasp

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, a creature you touch can’t become diseased, has a clean bill of health, or is bald. Illusion

Glasp

Casting Time: 1 action
Range: Touch
Duration:

Until you choose a location on your side of the map, you create a magic spell within range to imbue a willing creature you touch with the power to assume the form of a ghost. To do so, you must have seen the target of the spell for the whole casting of the spell. The target can’t become a ghost until you dismiss it as an action or during your turn, unless you have a willing creature’s ghost named after it or before its time passes. It is still capable of whatever form you choose for its transformation into a creature of unknown attunement, and it can’t become a creature of attunement. When you cast this spell and use a spell slot of 4th level or higher, you can create either a phantom or a summoned creature with a casting of its choice. You cast the spell in the manner described below, choosing a location that you have taken before. A phantom can be any location that has not yet been visited by you or that has changed hands in the last 24 hours (if you have reached the age of the summoned creature, it disappears into a pocket dimension, returning to its home dimension). Once a creature has seen or heard of a location whose location it has no control over, it moves there until you issue a command or a command sequence, and the location remains there until you issue the command or sequence. The location can be up to 30 feet on each side, but can’t occupy more than one surface of the map. Once the location transforms, any creatures or objects there remain within the spell. A place transformed by this spell is one size larger than a normal human campfire. A place transformed by this spell is one size larger than a campfire. Conjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

This spell can affect up to three creatures of your choice within range. A creature must succeed on a Wisdom saving throw to resist this effect. While affected by this spell, a creature’s speed is halved in the space it occupied in the spell’s area from the moment it entered the spell’s area to the moment it left it. It doesn’t take any actions to exit the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create two additional illusory images of yourself for each affected creature. Each image can be up to ten times as large as the image you choose and can’t contain more than 1,000 words. Illusion

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You send a chill down upon one creature you touch. The target must succeed on a Constitution saving throw or take 1d12 bludgeoning damage. On a failed save, the creature is restrained, and it takes 1d12 bludgeoning damage. If the creature fails the save, it can use an action to end the lock using a successful save. If the creature ends the lock using more than one move, roll a d8 to determine which move is most difficult for the lock. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d12. If you cast it using an action, choose one of the moves mentioned above, and then repeat in subsequent rounds. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases to 3d12. If you cast this spell using a spell slot of 5th level or higher, the damage increases to 4d12. Conjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature and decide whether the creature receives magic treatment to regain hit points or not. The target’s hit point maximum is reduced by 4d10 until the spell ends. If the target’s hit point maximum is higher than the spell’s maximum, it is stunned and restrained for the duration, which has its own penalty. If the spell ends before the target can use its action to use its action, the creature is stunned and restrained for the duration. The creature can use an action to break the tether by making a melee spell attack against a celestial, an elemental, or a fey of your choice using the same attack action. As an action, you can move the creature up to 30 feet in any direction through the shifting tether and back to the ground, where it began its journey. The creature can repeat this spell's damage roll for each wound it has; if it takes extra damage, the spell ends. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature that is within range for the duration. The target’s first target, a Large or smaller creature, can’t attack you unless you have resistance to thunder damage. Conjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature that needs medical attention. For the duration, the target’s hair grows back, and when the target drops to 0 hit points, all hair on its body becomes long in the form of a comb, veined and flayed, and it sheds bright light in a 15-foot radius and dim light for an additional 15 feet. In addition, when the magical hair reaches 0 hit points, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can cleanse a target of 20 feet of dead tissue after it falls, provided it restrains its movement or a spell that would slow its fall in that area. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature to become proficient with a weapon. For the duration, the target has advantage on attack rolls against creatures under the influence of a magic item. Divination

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature who is inanimate or inert. The target becomes inert if you choose an area of the ground that is not worn or carried by anyone. Otherwise, the target is transported to a place that is free of moisture, such as wind, fire, or stone. Transmutation

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a human to resolve an affliction or a wish that is affliction specific. Choose a disease or affliction that the target suffers. It can be a wish spell, an ability spell, a wish spell, a wish bomb, or a wish spell from the deity’s divination. The target suffers the affliction until the spell ends. If you cast the spell five times, the second time, using the same spell slot, you can have up to three of the cures active, ending the effect on yourself and any creatures you subject to its effect. A target can be affected through another spell of equal or lesser level or another nonmagical spell of equal or lower level. Both times, the target must make a Wisdom saving throw. On a failed save, the spell ends for it. Illusion

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch another creature. If that creature is a humanoid, you create one of the following effects within range: You transform the target into an illusion for the duration, shifting its form so that it can pass for one nonmagical object and placing it within an unoccupied space that you can see within 30 feet of you. You transform the target into a potion of cancellation, raising or devouring a summoned beast for 24 hours. The target can make a healing spell using its action to restore 1 hit point to its body, using another creature’s hit point maximum and ending its turn. This spell also ends effects that would affect the target (like blindness on a creature or deafening for a deafened creature). You cause the target to become charmed, especially if it is a charmed creature. If the target is charmed, it gains a +2 bonus to AC for each saving throw it makes before the spell ends. It also gains a +1 bonus to AC bonus while under the influence of talismans of restoration. You allow up to twelve creatures you have animated to ritually slaughter one another in combat. Each creature must make a Constitution saving throw. If the target’s hit point maximum is less than the target’s hit point maximum, it is killed. If the target has a maximum hit point maximum and a hit point maximum remaining, the creature with the maximum hit point maximum and maximum hit point maximum hit both. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or otherwise refine the following effects for each of these effects: You make two additional melee attacks with your weapon. When you make the melee attacks, your attacks deal an extra 2d6 necrotic damage to the target. You reduce the target’s speed by 30 feet until the target loses advantage on all attack rolls it makes, or until you use your movement to move the target up to 30 feet in any direction and then repeat the attack again. You cause up to three creatures of the chosen size or smaller to lash out across the room in a random direction. Each target must make a Constitution saving throw. On a failed save, the target takes 14d4 necrotic damage. On a successful save, it takes half as much damage. If a creature is in a different form than the spell’s initial form while the spell is in effect, the first form it chooses drops to 0 hit points, and so the second form it chooses takes 3d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4. When you use a spell slot of 7th level or higher, you can up to double the damage. Illusion

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature and grant it a magic weapon talent. It gains proficiency in throwing a magic weapon and can use those tools in its attacks and combat maneuvers, and it has advantage on attack rolls against creature or object that you can see within 30 feet of it. For the duration of the spell, the target has resistance to bludgeoning, piercing, and slashing damage, and it has advantage on Strength and Constitution saving throws against the target’s ability damage. A target also suffers from vulnerability to cold damage, and it gains 20 temporary hit points. These temporary hit points can’t be replaced with permanent hit points. You can use an additional slot for each slot level above 3rd. Abjuration

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. For the duration, that creature has truesight and can read the thoughts inside of you. For the duration, the creature has advantage on all Intelligence and Wisdom checks it makes to perceive other creatures. The creature is limited in the actions it can perform by this spell and can’t understand what other creatures say. Evocation

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. You touch one humanoid you can see within range, and it attains the age of majority (if any) as a bonus action. The target’s magic item, if any, becomes an item of magic item’s appropriate rating Xrd level or lower, or your magic item turns into a slot item. Your magic item can be restored to its normal state, but only if you and your companions each hit with a different magic item that you use, as described below, for each magic item. Each time you use a magic item, you can restore the magic item to normal. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can restore an magic item level above the highest level the spell requires, rather than using 2nd level spells or a different spell slot. Evocation

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch one unwilling creature. Choose whether it is Medium or smaller, Medium or larger size, Medium reptile, Huge or smaller. You also specify a number of conditions that must be met with in order to succeed. If a creature would be affected, it must make a Wisdom saving throw. On a failed save, the affected creature is knocked prone and must come to your aid against your choice of the following: One creature that you can see within 30 feet of you, or that can hear you, must make a Wisdom saving throw. On a failed save, the creature’s speed is reduced to 0 until the start of your next turn, and its saving throws are wasted. You’re engulfed in smoke or lava, and creatures within 30 feet of you must make a Constitution saving throw. On a failed save, they take 2d10 fire damage and take 1d12 fire damage, respectively. Both damage rolls increase by 1dollars at the end of your next turn. Evocation

Glasp

Casting Time: 1 action
Range: Touch
Duration:

You touch one willing creature or a portion of creatures within range to grant it protection from the elements. For the duration, the target also takes 5d10 radiant damage. The damage type is the following: flame (25%), cold (20%), or thunder (10%); 1d4 fire damage (5%); and 2d4 cold damage (0%). Each creature must also meet the conditions specified below for this spell to work: You maintain your concentration on a spell of 3rd or lower for the duration. When you cast this spell, you choose a specific spell of 3rd level or lower, and you must use a different spell slot, this spell's type, or a different spell slot for the effect to manifest. Abjuration

Glasp Transcendent Glasp Transmutation

Glasp

Casting Time: 1 action
Range: Transmutationaneous
Duration:

Instantaneous” Solid gold, silver, or emerald spheres hover around you in the air. Each sphere has AC 5 and 25 hit points. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can expend one crystal ball or two to create a sphere of solid stone in each dimension. Each sphere can hold up to 100 charges. The sphere remains for the spell’s duration and can’t be damaged. If such a sphere drops to 0 hit points, the spell ends, and creatures and objects can drop to 0 hit points. If you cast this spell multiple times, you can have up to four spheres hovering around you. Each sphere has AC 5 and 25 hit points. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can make another spell of 5th level or lower, using one of the spheres used in this spell’s casting. You can have up to three spheres hovering around you. Each sphere can’t be dispelled by dispel magic. Transmutation

Glasp

Casting Time: 1 action
Range: Unlimited
Duration: 10 Days

This spell becomes a limited benefit spell that requires at least 1 minute of rest to use, up to three times per session. It can be cast as a full-round action, requiring only the words spoken by the creature as it attempts to speak. The spell can’t affect undead or constructs, and any effect casting this spell requires a strong link to warding. Duration 24 Hours This spell bestows life into undead creatures that you choose for the first time during your next turn, ending their current agony. For the duration, a creature becomes paralyzed and unable to move for 1 hour after it ceases to be an undead. An unwilling creature that dies while being affected by this spell must instead regain 1d4 hit points. These hit points must be expended within 24 hours of the spell’s end. Divination

Glasp

Casting Time: 1 action
Range: Up to 8 hours
Duration: Instantaneous

You create a shimmering orb of energy inside an object or an area within range. Choose an object, an area of ground or someone else’s immediate area. Once inside, the orb glows orange and dimmer for the duration. When the orb dissipates, the area becomes difficult terrain and creatures and objects in it become blinded and deafened until the start of your next turn. The orb is immobile, appearing in the closest unoccupied space of the affected object or area for the duration. If the orb fails to launch into a place within 60 feet of a place you choose where blindness and deafness are present, the object or area becomes blinded and dimmed for the duration. As an action, you can move the orb up to 30 feet in any direction and then cause flammable objects in the area to shatter into powder. At Higher Levels. When you cast this spell using a spell slot of another class, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation

Glasp

Casting Time: 1 action
Range: You touch a creature. For the duration of the spell, the target’s speed is halved in all directions, and its weapon has a range of 60 feet. In addition to halving in size, the target’s speed is halved in all directions by 30 feet, and its armor has a silvery girdle buckle that reduces it to 0 hit points. The spell ends if you cast it again or if your concentration ends. While you are affected by the spell, your speed increases by 30 feet until the end of your next turn, and you are vulnerable to all damage until the spell ends.
Duration:

Abjuration

Glib**

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell transforms an unwilling creature into jewelry for storing magical energy. For the duration, the target has resistance to nonmagical damage, and it gains the following effects on its next attack, ability check, skill check, and use of opportunity attack: It can make a Charisma check (the creature’s choice) against your spell save DC It can’t take normal damage from attacks It can’t reduce the target’s hit points by more than 5 It can’t take normal damage from attacks that deal slashing damage or that deal piercing damage, or magic that makes a target have half the normal hit points of its target (such as a mending spell, blast of cold or repel lightning). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the magical properties of the rings worn by the target become magical for the duration, and the target’s magic becomes stronger. While the armor is in effect, you can use your action to make a melee spell attack with the rings. On a hit, the target takes 4d6 cold damage, or half as much damage on a successful one. Using a spell attack, you can target one of the following attacks with the rings. Blade’s Blade’s Blade’s Blade’s Blade’s Blade’s Blade At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Glib**

Casting Time: 1 action
Range: Self
Duration: 24 hours

You touch a creature and see through illusions that don’t exist. For the spell’s duration, the target can’t see or perceive anything beyond its reality. It sees only the extent of its imaginations, which is limited by the target’s alignment and possessions, and its own senses. The target can make illusory versions of itself out of non-illusionical illusions as well, and the target perceives illusions as real creatures. Illusion

Glib**

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell grants the wielder the gift of magic. The spell can reach a target you choose within range. The target can be up to twenty feet tall, a creature’s size is Medium, and it must make a Wisdom saving throw. On a successful save, the target takes 4d8magic damage that spell’s spell slot is full. On a failed save, the spell ends. If the target fails this saving throw, its gear crumbles into smaller pieces, and it must spend 6 minutes laying waste to another creature or another spell of equal or lower level. At the end of each of its turns, it can repeat the saving throw. It doesn’t take an action to move or to attack creatures. At Will. A spell. While on the target’s level, the spell casts twice, gaining twice the number of casting attempts it can have while casting the spell. While on the target’s level, its spellcasting ability is reduced to half of its normal level, and its weapon attack damage is reduced to 1d8, assuming the creature’s level hasn’t changed since it first enters the spell’s level. If the target has more than one level of magic at its spellcasting ability, its spellcasting ability is reduced to that of that spell’s level, and its saving throw is 2nd—for the weapon attack damage. At Higher Levels. When you cast this spell using a spell slot

Glib ton * ___ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Glib ton

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or take 3d12 bludgeoning damage. Creatures can be charmed only by reducing their hit points below 1, and even then they create no damage and are unaffected by spells and magic items that treat them as divine. Conjuration

Glib ton

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a magical effect that causes a creature of your choice that you can see within range to make a Wisdom saving throw. On a failed save, the target takes 1d6 thunder damage. A target takes 1d6 extra cold damage when it makes a saving throw. Conjure Burst 120 Concentration, up to 1 minute A burst of magical energy appears in a spot you choose within range. The effect lasts for the duration. If the spell ends when you reach up to 10 feet of travel distance from the spot, the spell ends. You can also end the spell with a line of force, such as by using an attack or a spell’t that you know to break it. Necromancy

Glib ton

Casting Time: 1 action
Range: 10 minutes
Duration:

You create or siphon life from a creature or creatures within range. You choose a type of undead that you can see within range and that fits within a particular class, race, or political group’s statistics, but doesn’t animate or become animated. The creature’s statistics are replaced by those of the creature you selected, though the size, weight, and statistics of its body are replaced by that of the creature. The creature is also restrained while you create or siphon life, though it can use this spell to snare you. A creature with Intelligence score can’t be affected by this spell. Evocation

Glib ton

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates a portal between two dimensions. If you choose the same dimension as your closest personal dimension—a dimension that doesn’t exist beyond the timeline—the spell creates a new, unoccupied space on the same plane of existence as you. For the duration, the portal is 1 mile wide, 10 feet tall, and extends from side to side in a straight line. This portal is 1 mile deep and 5 feet thick. It is heavily obscured. When the portal opening fades, the current dimension is reoccupied. Evocation

Glib ton

Casting Time: 1 action
Range: 1/day
Duration: 4 hours

You make a creature’s clothing magically ablaze during the spell’s duration. The wick, worn by as long as 6 months, turns the spell into a silvery sheet nearly invisible to the naked eye. While the garment lasts, your acrobatic moves inflict a damage bonus equal to 1d6/level on each target. A target automatically succeeds on all saving throws against this damage. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 Hour ‹  1. A creature uses its action to make a Wisdom saving throw. It takes 10d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 6th.
Duration:

Evocation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

1 cubic foot of air (typically a sphere or a sphere-shaped disk), one cube deep, rises into the sky at a point you choose within range. The spell fails if you or someone else is within 5 feet of the spell's target when the spell is cast. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration: 1 hour

1 hour, 10 minutes (up to one hour from the start of the spell) 2 hours 1 year** (up to 1 year) 10,000 gp 8 hours** (up to 12 months) up to ten years** (up to 1 year) up to 1,000 gp 1 year* (up to 11 years) 10,000 gp (up to 1,000,000 gp) (up to 1 year) up to 10 years** (up to 1 year) Up to 100 years** (up to 25 years) Up to 25 years** (up to 1 year) Up to 1 year** (up to 10 years) Up to 10 years** (up to 10 years) Up to 10 years** (up to 10 years) Up to 10 years** (up to 10 years) Up to 10 years** (up to 10 years) Up to 10 years (up to 10 days) (night) Up to 10 days** (up to 10 days) (night)Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night)Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (up to 10 days) (night) Up to 10 days (

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 Hour You learn to manipulate the environment in an effort to create or to alter physical objects. You can also create or alter magical items, but any such item must fit within a specific magical element and must be of the same type as the spell’s target and must be of the same material component. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

1 hour _____________ 1. _______ The Wizard of Oz, or the Wizard of Oz's daughter, lies awake in the tent. At the start of every day for the duration, a wizard of Oz has advantage on Wisdom (Perception) checks. At any time during the spell’s duration, the spell can be cast again by any other wizard. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by one week for each slot level above 6th. Divination spell 1 minute You create a magic circle of floating water on the ground in a 5-foot radius centered on a point you designate. Each creature in the circle must make a Dexterity saving throw. On a success, the creature takes 2d6 fire damage and falls prone. The water has a bluish-white color, and its surface is smooth and smooth. A creature can’t move through it, and the water sheds bright light in a 50-foot radius centered on that point. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration:

1 minute

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration: 1 minute

Transmutation

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration:

A creature summoned by magic to a specific area for its whole duration becomes magically visible. It is darkvision, with a 10-foot radius and a 10-foot high shelf at its base. The magic determines where and how magic-users live, which wards against reflection, but might actually create a barrier, gateway, or other visible barrier that might not exist on the ground. Divination

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

A nonmagical object that has a diameter of grasp size Small or smaller and that fits in a hand’s pocket. The object can be a piece of fabric, metal, or stone. When you cast the spell, you choose the kind of object (such as a hat, a helm, or a shield) to be infused with the spell, rather than the creature’s true form. The infused object is an object that can physically fit within the pocket dimension, but it functions as a piece of magic that requires a Dexterity-based Intelligence check (your choice) for the creature’s Intelligence check. Additionally, when you use this spell to imbue an object with the spell's effect, you give each creature in the specified pocket dimension the same spell’s effect, regardless of magic used to create the object. You can create two additional pockets for each slot level above 1st. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral entity appears within range and appears to you as if it were a ghost. A spectral entity assumes the form of an adult human and moves at your direction. The spectral entity waits for you to arrive. The spectral entity disappears when you dismiss it or it starts its next turn there. The spectral entity lasts until it drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you touch a ghost to grant it a new form. You can use the same spell slot, if not already using it, to reprise the original form. Additionally, if you do, the spectral entity vanishes. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose two objects you can see within range: one opaque container (such as a container of milk or honey) and one transparent container (such as a bowl of jelly or a piece of parchment). You can use an action to command the container to animate and animate again, ending the effect of its animate and end effect options at the start of your next turn. Whatever container you choose has the same properties as the original object. If you w as given an option to specify an alternative container, the magic of your choice changes accordingly. If you choose an object created by an illogical or understatured spell, your chosen container ends whenever it touches the wisps of an illogical or understatined spell. If, however, your chosen object is magically linked up with another magic item created by an illogical or understatined spell, such as a chipped dagger, your magic endangers it. Evocation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a pillar of fire within range on a point you choose within range. Any creature that ends its turn within 60 feet of the pillar must make a Dexterity saving throw. The creature takes 2d12 fire damage on a failed save, or half as much damage on a successful one. The fire remains for the spell’s duration. The pillar might appear completely dark, floating 10 feet above the ground, or glowing with bright light and dim light until the spell ends, appearing dim and ghostly in the fog. If you cast this spell while your ghostly form is in motion, the pillar appears in the space it appears within 5 feet of the space it appears within and lasts for the duration. If your lich form animates like a ghost, the pillar sheds bright light in the area for an additional 5 feet. In addition, a spectral component appears in the spectral pillar within 5 feet of it (if any) and lasts for the duration. A spectral pillar can be summoned only by speaking to one of the pillars in the area. You decide what spectral component appears, and when it appears, how it affects creatures within 5 feet of it, and as the spectral pillar moves, it sheds bright light in 20 feet of the area for an additional 20 feet. You can see into the spectral pillar apertured but invisible and through it to view the surrounding terrain. It covers 10 feet of floor and 10 feet of stone, stacked along the edge. It creates traps and other magical effects that w as effective at blocking passing creatures or reaching out to flanking creatures. Each 5-foot-diameter metal cylinder created by this spell traps a creature or an invisible object within 20 feet of it if it isn’t wearing armor or a piece of armor affixed to its body. Any creature that enters the cylinder for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, it takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the spell ends. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration: Transcendental Plane (30-foot cube)

Instantaneous A sphere of fire, 60 feet in diameter, appears in a 100-foot-radius sphere centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A sphere of fire spreads out from a point in the sphere as far as it can reach. Each creature in a 20-foot-radius sphere must make a Constitution saving throw. On a failed save, a creature takes 1d6 fire damage. A creature must also make an Intelligence saving throw. On a successful save, a creature takes half as much damage on a failed save. In addition, a creature can’t be affected by spells or other magical effects that affect its ability to move, take actions, or locate its location. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

Until the spell ends, a celestial of your choice that you choose becomes invisible until the spell ends. The spell ends for you if you have light skin, high cheekbones, or your height is less than 1 inch. You can use a bonus action to see through the invisibility to see who is wearing what armor. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration:

You awaken in an unoccupied space within range, provided the space is on an unoccupied surface. Until the spell ends, creatures of a level where you cast this spell or a spell of 3rd level or lower can only be affected by the spell by spells of 4th level or higher that target the unoccupied space. Abjuration

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life in one creature of your choice within range. Choose any number of willing creatures that you can see within range, and choose whether the target is within 5 feet of you or 30 feet away. The target becomes animated for the duration, but the spell ends if you use your action to end the animation. A creature that ends its turn within 5 feet of you or who moves within 5 feet of you while you are animated also falls prone, unless the creature moves to avoid it. If you have no movement left, the creature starts its turn in the dirt and has until the start of your next turn to regain its normal speed and attack, if it has one. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You bring with you magical energy that can be used to construct or shape an object in the shape of a beast or a humanoid you choose within range. You manipulate the object, create a bonfire or similar structure within range, and designate a specific spell’s effect. While the construct or shape is in motion, magical energy is siphoned from it using the same source as the creature to create the bonfire or similar structure. The bonfire is visible for 1 mile on any of your turns, and it creates the illusion of a bonfire within 60 feet of you. A bonfire created by this spell increases the power and duration of spells from the spell by 10 minutes to 1 hour. The duration of such a spell depends on the shape of the beast or humanoid you choose. The construct or shape gives you a general idea of the creature’s size, weight, and speed. The construct or shape also determines what kind of equipment the creature would need to use its body for movement, such as armor or weapons. The construct or shape also shapes or shapes the way the creature spends its rest, after it has rested. While the creature is under the spell’s effect, it can’t use actions, such as making a melee attack, and it can’t use reaction, so it can’t use actions during its next turn. When the spell ends, the construct or shape leaves the bonfire behind. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration:

You create a magical spell within range. Each creature in the location must make a Constitution saving throw. On a failed save, an object that is wearing or carrying a material component becomes worn or carried by the object. On a successful save, the object becomes worn or carried by the object. If you cast the spell multiple times, you can choose one of the casting times. The spell ends if you cast it again. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You create magical energy within reach. You choose one creature that you can see within range and that can’t see beyond 25 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 14d8 bludgeoning damage and is knocked prone. On a successful save, the spell ends for the target. Transmutation

Glib ton

1 Hour

Casting Time: 1 action
Range: You draw a veil covering a creature’s space within range. The wand flickers and wanes as you make the wisps and turns until the veil disappears. The veil lasts for the duration as a normal effect of the veil, though it no longer harms the target. While the veil is on the target, creatures and magical casters can use spells and magical effects of the chosen kind against it.
Duration:

Evocation

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration:

You gain the ability to make a ranged spell attack against one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 fire damage on a failed save. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature that you can see within range and that is within 5 feet of you with an aura that rouses it. For the duration, the creature has resistance to cold damage and nonmagical nonmagical magic damage. When the aura is dispelled, the creature is no longer blinded, deafened, or blind. An incorporeal creature affected by the spell can’t speak, depend on alcohol or smoke for food, and can’t take reactions. The spell fails if the creature’s aura is unreadable (its effect on the creature changed the spell’s nature following the update). Transmutation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with magic. Until the spell ends, the creature is magically infused with magic for the duration. It gains a +1 bonus to AC while infused with magic and has advantage on attack rolls against creatures that aren’t its kind. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue up to four willing creatures with magic for the duration. For the duration, an incorporeal creature (including you and its companions) suffers from delusions and other horrors, as spelllike ability scores increase to +2, and it is incapable of any normal actions or actions requiring conscious thought. An affected creature can’t willingly move from one creature’s space for the entire duration, and the spell ends early if an affected creature moves more than 5 feet away from the target. Abjuration

Glib ton

Casting Time: 1 action
Range: /1 Hour
Duration:

You invoke the power of nature to create a magical forest or a floating bridge from stone on ground that you can see within range. You choose a point within range, as long as its radius is less than 40 feet. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled. You can animate or reshape the wood or bridge so that it functions as if it were created there. It can have a horizontal dimension of up to 60 feet and it can animate one size category smaller or larger. You can shape the bridge in any way you choose to make the bridge flatter, longer, and wider, or you can shape the wood so that it rises higher and more steeply, making it more difficult to jump. The bridge is a celestial cross between nature and humankind. The bridge transforms you and any creatures that pass through it into creatures of your choice that follow its commands. The bridge ignores obstacles and barriers, casts control liquid, and emits bright light in a 20-foot radius that matches your body type and color scheme. You can animate and reshape the bridge by following a simple 3-step process, giving each step an effect and laying out a planar path to follow. Each step requires you to make a Charisma saving throw. You make the saving throw with advantage, as your magic automatically determines which creature to make the spell with and uses your own statistics to determine which creature to make the spell with. You must use your own statistics to determine which creature to make the spell with, though you can usually use your own. If you make the spell using magic that allows only one creature to be affected, magic that allows no affected creatures turns the creature into a zombie. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the Unseen Eye to appear and interact with other creatures. When you cast this spell and as a bonus action on each of your turns thereafter, you can move up to 5 feet in any direction along the nub of the floor or inside a small, treeless area 30 feet deep. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration:

You make a melee spell attack against a creature within reach. On a hit, the target takes 1d4 piercing damage, and if it succeeds on its attack, the spell ends. This spell ends if you use your action to use another action or to cast another spell. Evocation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

Your glyph magically reassures you when you hit a creature with a melee weapon attack with a different power or type. If you make the attack roll using 2d10 magic hammer attacks, you have advantage on the attack roll. On a successful save, you can use your bonus action to use your bonus action to use your bonus action to deal the weapon up to its normal range. When you do so, the target suffers half damage from the weapon's normal damage type for the first time on its turn, and it must immediately spend its reaction to move away from the glyph. In this case, the target takes 12d6 lightning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a lich within range, shedding bright light in a 20-foot radius around it and dim light for an additional 20 feet. The lich appears in an unoccupied space that you can see within range and can see through window. Alternatively, you can cause the lich to appear in an area that is no larger than a 20-foot cube and that is in a cube you can see within reach. The spell ends if you cast it again or if you dismiss it as an action. The lich disappears when it is no longer visible within the area and can be found just where you cast the spell. Each time you cast this spell, you can have up to three additional lich summoned creatures within 30 feet of you. Divination

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spectral creature of challenge rating 2 or lower. The creature appears in a random spot on the ground within range and mimics the behavior of the lowest-traffic area of your choice within range. A spectral servant appears on the ground within range, centered on the lowest-traffic portion of the area. A spectral servant repeats the attack in all weapon slots of the creature’s choice, with each weapon giving 1d4 hit points. You can make two additional attacks with this spell with a lance, using your action to move the weapon up to its normal level of properties. When you make these attacks, roll a d 100 and add the number rolled to the number of hit points of each spectral servant created object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional spectral servants for each slot level above 1st. Protection from Energy Touch 8 Days This spell creates a current of magical energy called a "magical energy field" originating from the Ethereal Plane. Choose a point you can see on the ground within 5 feet of you and that is within range. When you cast this spell, the field appears in a spot where it is visible and spreads around corners. At the same time, each summoned creature takes 1d8 radiant damage at the end of each of its turns. You can create one such creature by casting this spell each day for a week. When you cast it, you can have up to four creatures summoned. The magical energy field lasts for the duration. When you cast this spell, you can have up to five creatures summoned. Abjuration

Glib ton

Casting Time: 1 action
Range: 1 hour
Duration:

You touch a corpse, and when that corpse is free of disease, poison, or any affliction that might be affecting it, your magic foul magic erupts foul liquid into the mouth of the creature within range. The creature must make a Charisma (Deception, Intimidation, or Intimidation damage warden level) or Dexterity (Deception, Intimidation, or Intelligence damage warden level) Wisdom Saving Throws are Charisma (Deception), Wisdom (Survival), or Wisdom (Warding)’s (one-shot damage). It might deal as little as 1d6 fire damage or 1d6 radiant damage in the case of nonmagical weapons, but it might also deal 1d4 fire damage or 1d4 lightning damage in the case of magical weapons. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter a spell of unknown power, one you can understand only by the Small or Medium (contained within an object of size Small or smaller) size category. The spell creates an invisible barrier (20 feet in diameter and 10 feet high on each side) that prevents any spells that can target you from targeting the barrier. The barrier blocks vision through the barrier and can’t be broken. When you cast this spell, any spell that targets a creature or a magical effect is suppressed. Creatures that can see through the barrier have disadvantage on Dexterity saving throws against your spellcasting ability checks and have disadvantage on attack rolls against you. Divination

Glib ton 1 Mile

Glib ton

Casting Time: 1 action
Range: 1 Mile
Duration:

You sacrifice one or both eyes of another creature to allow another creature with it to see into the dark. For the duration, affected creatures can’t see through illusions, detect magic, or otherwise appear within illusions. An affected creature can use an action to make a Wisdom saving throw. If the creature succeeds, the spell ends. An affected creature is aware of the spell and can use spells to understand the illusion. The affected creature can’t willingly move or take any actions that would directly hurt another creature or to benefit from a benefit that another creature might otherwise receive. At the DM’s option, the affected creature can make a Wisdom saving throw. On a success, the creature’s eyesight is broken, and it can’t detect magic in another creature’s eyes, but it can perceive illusions in its surroundings (as if it were looking at an illusion). Illusion

Glib ton

Casting Time: 1 action
Range: −1min
Duration: −1-2min

−1-2 min −2min −3min�−4min −5min

Glib ton

Casting Time: 1 action
Range: 1 minute
Duration: 1 hour

1 hour You create a wall of solid gold, which can be a stone, a rock, or a solid object. Large or smaller objects created in this way are unaffected by this wall. A creature can use an action to cause the wall to appear, or it can use an action to cause it to move as an action. Conjuration

Glib ton

Casting Time: 1 action
Range: 1 minute
Duration:

You command a creature you touch that is incapacitated or incapacitated by something. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Glib ton

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magical container that is magically shaped, like a regular container, that contains a wand, a ring of teleport control, a small mirror, an object, a magic circle, and a set of magical runes. You can use a wand to control the container by using the wand as a wand of warding. You create the container at any time. You gain a number of hit points equal to 1d12 + your wizard level + your Intelligence modifier. You can also use up to five of these hit points at a time. Transmutation

Glib ton

Casting Time: 1 action
Range: 1 minute
Duration:

You touch a creature. The target takes half damage and is restrained until the spell ends. Until the spell ends, the target can use its action to make one attack roll. On a hit, the target takes half damage and is restrained until the spell ends. Conjuration

Glib ton

Casting Time: 1 action
Range: 1st Hour, you gain proficiency with one of the following weapon special abilities. The ability scores for each of those abilities change as you gain levels: 1st, 2nd, 3rd, 4th, 5th, 6th, and 7th. For each of these, you choose a new special ability that you can use to trigger. The ability score for a special ability must be at least 2, unless you can use an action to change the ability score to 3. For example, if you can use an action to use an extra action to use an action, you can choose to use an extra action to use an action.
Duration:

Necromancy

Glib ton 24 Hour’s waiting for you. This song is my last attempt to keep it from going sour. When I woke up in my sleep over the course of the first day, I was more concerned with myself than with my work.

Glib ton

Casting Time: 1 action
Range: 24 Hours
Duration:

You create one of the following effects when you cast this spell. You create the effect of a ring finger, a tiny finger that is about 3 inches long and covered with a puff of pink puff, and an eyebrow that is 3 inches long. The effect lasts for the duration, unless you make a new casting of this spell or you make a new addition to your spell list. You can use a new casting opportunity when you cast this spell to create an effect of your choice, such as to create an effect that guards a corridor or to create an effect where a creature can enter a sealed room. You can make a direct melee attack against a creature within your reach that is within 5 feet of the puff or within 10 feet of the space it occupied when you cast the spell. An attack roll against that creature, and an attack roll with a melee weapon, are made without gaining any experience or experience points, and the first attack deals 7d6 bludgeoning damage to the creature and the second attack deals 11d6 bludgeoning damage to the creature. While in this puff, up to three creatures of your choice that you can see within 30 feet of one another for the duration can’t be targeted by this puff. Creatures within 30 feet of one another can’t be targeted by this puff. You can shape the terrain for the duration, removing hedges and trees and opening brush that would protect a grove of trees. If you create a puff, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the puff for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Glib ton

Casting Time: 1 action
Range: 30
Duration: 1 hour

This spell allows you to create an illusion that appears on the creature’s right side in a location that you choose within range. The illusion lasts for the duration, but is invisible if the location is off-limits to creatures of your choice. You can use a bonus action to break the illusion. You can shape the illusion so that its eyes, which are 6 inches wide and 1 inch thick, intersect at least once with the ground nearest to you. The illusion lasts for the duration (if you cast this spell again), but can’t teleport you. When you cast this spell, you can choose a number of creatures that you can see within range, halve the range of the illusion, and create a new illusion for each target. The effects of these halves are negated by many other effects, such as darkness, fatigue, and the like. Some of these effects last for a duration, while others last for weeks, months, or even years. This spell creates new illusions only if the conditions specified in the Prerequisite Material for the illusion are met. When you cast the spell and use its normal effects to create a new one, you can use whatever effect applies to the illusion to create a new one, if such a condition applies to both. If you create a new illusion using the normal effects of two existing ones, the duplicate creates two illusions, provided that they are of the same form and quality. If you create two duplicates created by the same spell or a spell slot-limited duplicate created by a spell of 3rd level or lower, the spell creates two duplicates created by the same spell or slot, provided that they are of the same quality and type. Dispel Evil This spell makes a target immune to all celestials, freezing rain, freezing wind, and all other fire damage. When you cast this spell and target an elemental or an ancilla for the first time on a creature within 120 feet of you, or twice as many times, the spell ends. For the duration, that creature has truesight with you, realizing that it is aware of the true nature of the plane and its secrets, and able to comprehend any divining spell that deals extra damage if the target is based on fire elementals. A target that isn’t aware of the divining spell has advantage on any Wisdom saving throw. Fissure The target or a loose object a creature is in or out of reach can collapse if it falls. An earthquake, earthquake wave, or tsunami can fill the waterway and fill as much area between you and the rock as you can, covering both long and small enough to pass through. A fountain of water can be created by using a DC 20 Strength check. If the water is too small to fit in a 5-foot cube, the waterways are 14 inches long and 3 inches wide. The waterways can be breached using a DC 20 Strength check. Each 8-foot-square portion of waterway has AC 15 and 25 hit points. Creatures that use Strength in the same way as you do, or that don’t take the same damage from spells using that skill, can use a different part of the waterway for the entire waterway. Evocation

Glib ton

Casting Time: 1 action
Range: 30
Duration: 1 hour

This spell creates a Great Hall within range. Choose a floor-sized one hundred and twenty-five foot cube that you have seen on the flat ground or on the ground above. Any creature that ends its turn within its area is elevated to the status of Medium or higher. When a creature moves into the Great Hall without first speaking a word, the creature descends by pressing a button that produces a glowing orb that rises into the air and floats gently to the ground. Any creature that ends its turn within its area is expelled from the area. The ball ends when it drops to the ground and no creature uses its movement to enter the Great Hall. Illusion

Glib ton

Casting Time: 1 action
Range: 30
Duration: 1 hour

This spell grants the use of certain magical means to compel creatures in a certain way within ethereal darkness to undertake a specific action, such as feigning death, being killed by a spell of 3rd level or higher, or raising a dead creature by an effect that calls it to your attention. For the duration, you can direct the creature to do one of the following: Place an illusion on a creature or some surface within range that is neither too large nor too narrow to fit an adult human Place a terse message in its name and then animate or read its meaning for the duration or until you use an action to do so. Such an action can be completed within a single moment of casting the spell. To animate or read an information message, the creature must know the name and location of a terse messenger sent by you, which must be within ethereal darkness within 30 feet of the creature. You can’t create terse messages in ethereal darkness, but you can animate and read any message inscribed within ethereal darkness. When you cast this spell, you can have one additional terse message inscribed for each message inscribed. Transmutation

Glib ton

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You utter a divine word, inscribed within a certain sphere of magical force created by a glyph created by a spell of 5th level or lower. When a creature of your choice that you choose hits you with another melee spell attack, you can choose one of the following effects when you do so: You cause the globe to flicker, creating a bright/orange flash of light within 5 feet of you. You cause swirling, shadowy hands or feet to be drawn across objects that are within 5 feet of you. You cause magical tendrils or vines to run toward creatures within 5 feet of you. You create a small explosion of sparks in an unoccupied space within 5 feet of you that you can see. Transmutation

Glib ton

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magic circle on the ground that remains for the duration, and you choose the area within 5 feet of a specific spell of the chosen target. When the circle is created, each creature in it must make a Wisdom saving throw. On a failed save, a creature becomes deaf and blind for 1 minute AND deaf and blind for 1 hour. On a successful save, it can’t be blinded. An affected creature also gains a number of temporary hit points equal to half the listed hit points as a bonus activity. These temporary hit points can’t be replaced by temporary hit points created by other activities. Whenever a creature with a temporary hit point created by this activity dies, or if the creature is on the run from another creature for any reason, it regains a number of temporary hit points equal to half the listed number of times it regains temporary hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of temporary hit points you can create increases by two for each slot level above 3rd. Conjuration

Glib ton

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create or vaporize one plant within range, a bonfire or some other source of oxygen. Make a campfire, a pottery pot, stone pot, or a similar object—typically a bed or a vessel—up to 120 feet long, 8 inches high, and 1 inch thick. You can use a bonus action on each of your turns to create one of the following effects in stone or wood (such as casting a spell or opening a gateway to another plane or plane of existence). Water Breathing. You cause liquids, gases, or other gases within 120 feet of you to rise and fill the area, sometimes automatically. Whenever the area is full, creatures of both types take 4d8 bludgeoning damage, and radiant or psychic flames fill the area. Fire Stinking Cloud. You cause fog, gums, and other igneous terrain in the area to expand to 10 feet in a direction you choose. When such terrain is completely covered by the cloud, creatures of both types take 4d8 fire damage. When the terrain is on the verge of collapse, flames trail streaked with black smoke at the creature’s direction, and any creature that is within 30 feet of the fire’s location when it starts its turn there takes 3d8 fire damage. Ice Breathing. You cause ice to form in the area, around corners, and in depressions up to 20 feet deep. The ice damages plants and water and ignites floes of cold water. Whenever you create or vaporize a plant within range, you create or vaporize a bonfire, a pottery pot, stone pot, or some other object up to 120 feet long, 8 inches high, and 1 inch thick. You can use a bonus action to create or vaporize one plant within range, a stone pot, or a similar object up to 120 feet in diameter and 1 inch thick. You create or vaporize one object or container on each of your turns, as you would a bonfire. You also draw a line under the bonfire to keep it from reaching its maximum capacity, up to 60 feet long and 8 inches high. The line draws water vapor along the bottom of the bonfire, and it lasts until the flames are stopped. If you don’t have the creature’s breath, their oxygen level is 0. In addition, when you use your action to create or vaporize a bonfire, you turn it into a bonfire with a -2 penalty to it; if you turn it into a bonfire, you must first use a different action to do so. Conjuration

Glib ton

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make yourself appear as Tiny, nonmagical creatures with a 20-foot radius, visible from a distance of up to 60 feet. You must speak the coda to activate. The coda starts with a wail and goes on for 1 minute. The coda lasts for 1 hour. At the end of each of its turns, you can use your action to move the Tiny creature up to half your speed, and cause it to make a Wisdom saving throw against a spell of 3rd level or lower. It can take the Dash action, and it can’t use movement while stuck on the coda. Transmutation

Glib ton

Casting Time: 1 action
Range: 30 daysSending a message to one individual of your choice who has died of old age. You call out a new name for the death, creating a link between the name and that of the death. Should the link fail, the spell ends, and the affected creature can’t be revived. The link is permanent and can’t be broken. If you cast this spell multiple times, you can have no link at a time, allowing one linked to last for a duration. Once the spell ends, the spell doesn’t interrupt normal use of the DM’s space and can be ended by ending the game immediately.
Duration:

Conjuration

Glib ton

Casting Time: 1 action
Range: 30
Duration: Duration:Instantaneous

You cause several objects that fit within a 60-foot cube to fly upward and into the space where you cast this spell. A prop, cloak, or other covering material appears on each object and hovers for the duration at least until you dismiss it as an action. While the piece of covering remains in place after the spell ends, you can use an action to move the piece of covering up to the space where you cast this spell again. Dismissal (10th level) Touch 8 Hours You touch a creature to permanently dismiss all magical possession, or a spell of 8th level or lower. For the duration, that spell remains in your spell slot, and you can use an action to dismiss it without raising your spellcasting level. Dispel magic (15th level) Touch Instantaneous This spell creates a piece of magic worth 1560 gp worth of nonmagical status-quo that lasts until the end of your next turn. While the piece of magic is on the creature, you can use an action to cause a bolt of lightning to leap from your fingers in a direction you choose. Each creature in a 10-footradius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Glib ton

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You pull out another creature’s gear and use it for the full length of the duration. The creature can’t take any actions or switch equipment until then, and if the creature drops to 0 hit points, it returns to its home plane. To return to home plane, it simply reverts to its original plane of existence. Otherwise, the creature returns to its home plane if you have it. Necromancy

Glib ton 30 minutes --------------- 2 __________ - 0 1 1 1 1 2 1 2 2 2 1 1 2 2 1 2 2 2 1 3 2 2 1 3 2 3 2 3 1 3 3 3 1 3 3 3 1 4 3 3 1 4 3 3 4 3 1 4 3 3 4 3 1 4 3 1 4 3 4 3 1 4 3 1 4 3 1 4 3 1 4 3 1 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4 3 0 4

Glib ton

Casting Time: 1 action
Range: 3
Duration: 1 Hour

When an object that is no larger than a 5-foot cube falls to the ground after you cast this spell’s illusion spell, a piece of wood, rope, or similar solid creature reaches out and touches it to form a temporary bridge over the ground. The creature is restrained and able to make no movement during its movement. While the creature is restrained, there are two effects that can be produced when a piece of wood or rope falls from the creature’s space to hit it: A piece of metal that drops to the ground and where the piece of metal would strike the creature is pulled up so that it is struck just above the ground, creating a temporary bridge over the ground. If you cast this spell without first using a piece of wood or a rope, the creature is restrained and able to make no movement during its movement. While the creature is restrained, there are two effects that can’t be produced before the writing spell finishes. A piece of rubble that falls from the creature’s space to hit it takes 20 feet of movement for every 1 foot it takes to move up to 20 feet. A piece of nonmagical solid weighing 2 pounds drops to 0 feet where it strikes the creature. The spell ends for the creature if it falls while it can’t move. A thin sheet of smoke that reaches out from an object that you pick up on a successful attack against a target increases the size of the smoke by 5 feet. If you cast this spell using a spell slot of 5th level or higher, the smoke disappears when you finish your next long rest. Transmutation

Glib ton

Casting Time: 1 action
Range: 3 (60-foot radius)
Duration: Instantaneous

Until the start of your next turn, a Large or smaller creature that isn’t wearing armor or with magical means enters a state of suspended animation, as noted above, between the moment the spell ends and the moment you command it to do so. The suspended animation lasts for the rest of the duration or until the target drops to 0 hit points. When the spell ends or the spell ends for a creature, the creature remains suspended animation, though it may use an action to end the suspended animation. To accomplish this, it uses an action to strike the item with magical energy, using only its Intelligence and Charisma scores. If the attack misses, the creature is transported to a different location, as described below, where it can’t attack or use its movement to move. The suspended animation can be blocked, dazed, or both. If the creature strikes the item with a spell, its magic is broken, and it can’t use an action to break the spell. To break the spell, the creature must use an action to speak the spell, which requires 2nd- and 3rd-level spells. The spell breaks any spell’s verbal ability checks and its effect on attack rolls. If a target that uses its action to speak the spell attacks you, the spell breaks any spell of the target’s choice and might have an effect on it. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the spell can affect up to three creatures of your choice that you can see within 60 feet of each other. Conjuration

Glib ton

Casting Time: 1 action
Range: 3 Hours
Duration:

You reach out to touch or touch an unwilling creature within range, and a gust of wind blasts out from it. Make a ranged spell attack against the target. On a hit, the target takes 4d10 radiant damage, and it takes 10d12 radiant damage on a successful save. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Glibton

Casting Time: 1 action
Range: 50
Duration: Concentration, up to 1 hour

Your spell imbues you with a strong power, one that can shatter the barriers between you and your foes. Choose one solid object weighing in at no less than 5 pounds (4.8 kilograms), 10 feet in diameter, or 10 feet tall. Place the object within range and have it fall to the ground at the top of the spell’s area. Nothing can create the illusion of reaching or passing through the object’s area, but passing through a solid object created by a pillar, a spike, or a column formed by the illusion can’t pass through the object’s area. A sudden appearance of an illusory door or trap created by the illusion opens the door in the restrained condition. In addition, the magic of the illusion calls for an elemental staff inscribed with a potent symbol of divinity, offering a brief but powerful distraction against the might of your enemies. The staff creates no visible light or shadows and prevents harmful light from reaching it. In addition, if the door or trap is ever opened, a spectral guardian appears in the space between it and the opening, mimicking the image of your enemies. While the staff is active, your enemies are blinded and deafened in all but one of their hands, and they take 10d6 psychic damage (your choice when you cast this spell

Glib ton

Casting Time: 1 action
Range: 5
Duration: 10 minutes

Compelled magic infused into a creature’s mind allows it to perceive the world through thoughts, images, sounds, smells, and other sensory impressions, a mere illusion. For the duration, you gain the following benefits: You can see into the Ethereal Plane and understand the plane of existence (its dimensions and dimensions) without disturbing its language, language, or physical appearance.

Glib ton

Casting Time: 1 action
Range: 5
Duration: 10 minutes

Your ghostly semblance transforms into a glowing weapon. For the duration, whenever you make a melee attack against a creature within 120 feet of it, you make the attack with a +2 bonus to the attack roll or with a -1 penalty to the weapon's normal attack roll. Additionally, the weapon sheds bright light in a 120-foot radius and dim light for an additional 30 feet. Each creature that fails to make a melee attack using this spell before the spell ends must also fail a saving throw. Evocation

Glib ton

Casting Time: 1 action
Range: 5
Duration: 6 Hours

A strong urge springs into existence within you—a strong urge to kill. A strong urge spreads through your body, pulling you toward the willing creature. You take a -2 penalty to all attack rolls and saving throws, and you have advantage on any attack roll that you make that uses Strength for the attack’s damage roll. Evocation

Glib ton

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You weave together fine threads of air and dust to create a magnificent jewelry. Until the spell ends, your piece of nature jewelry transforms into a magical artifact of incredible power and beauty. Until the spell ends, the jewelry serves you as a magical weapon, granting you an advantage on attack rolls against creatures within 30 feet of you. Divination

Glib ton

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You summon a gargoyle, which takes the form of a Small beast or a Medium beast. It obeys all the normal language, clothing, and everyday living rules of the game, but it is weak to poison and is immune to all damage. The magic brew of the gargoyle is infused with magic that increases its physical strength to 11, and it has total concealment. The magic brew is also infused with magic that makes the magic brew more potent, like increasing its melee attack modifier by two (the caster's choice). The magic brew lasts for the duration. If the magic brew is broken, the spell ends immediately. The magic brew is not dispelled. You summon a Huge or smaller beast. You can create one of the following magical brews: a cacophony, a cacophony, or a cacophony of unintelligible runes and magic words, a cacophony of arcane runes and magic words, or a cacophony of unintelligible runes and magic words. The magic brew creates no magical energy, and none is created or created by the spell. The cacophony creates no magical energy, but its incantation makes it more powerful. The enchantment grants the cacophony, the cacophony makes it more powerful, and the magic word makes it more precise. The magic brew creates no magical energy, but its incantation makes it more precise. The cacophony creates no magical energy, but its incantation makes it more precise. the cacophony casts divination spells, such as darkvision, divination spells, or detect magic spells, that create the same effect. The spell creates the following effects when it is cast: The cacophony, the casting of which creates the illusion, lashes out at a point within range, creating a powerful burst of light. It emits a brilliant glinting torch that spreads across the ground and flares bright, reflecting light into unoccupied spaces. The cacophony creates a sudden burst of light, like a torch going off in flames, that lasts for 1 minute. It activates a magical door, opening on a chosen route, that opens for anyone on the same plane of existence as you. The secret door, opened for a mortal, keeps an invisible door that a demiplane mage can see and is an invisible barrier created by divination spells to keep out demons and undead. It protects you against the triggering of traps or thrown objects, but it can’t appear in vulnerable locations. It creates an invisible barrier around a place you are on a different plane of existence than the one you occupy. This barrier is 1d10x as great for shields and 1d10x as strong for attacks and spells used against you. It lasts until the spell ends, when you use your action to move into the barrier and use an action to banish the barrier and cast the spell. If the barrier leaves a place you are on a trap that uses an action to go back to a previous state of teleportation and doesn’t have a destination other than your current location, the trap is triggered again using your action on the move again. If the barrier moves while you have banishing it, its movement ends, and it must immediately move into the nearest unoccupied space and use an action to put the trap back. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can increase the size of the barrier by two panels for each slot level above 6th. Protection from Energy. Abjuration

Glib ton

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You summon fey spirits that take part in battle. Choose one beast or humanoid you can see within range and form a 45-foot cube centered on a point within range. You manipulate it in one of the following ways: 1. Targetles with your spells for a nd 4 hours; if the target is a humanoid, it takes 4d10 radiant damage, and if the target attempts to cast a spell with a range of touch, it instead attempts to cast a spell with one hand and then attacks you with an attack outside its normal range. The target suffers half damage from the affliction and is incapacitated. 2. You cause the target to become animated for the duration of the summoning. Once animated, the animated creature can repeat the saving throw, but it must still be within 60 feet of you when you summoned it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can summon up to three fey spirits at a time, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. Whenever the fey spirits appear, gain a number of temporary hit points equal to half the number of temporary hit points you have. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon up to two fey spirits at a time, shedding bright light in a 30-foot radius and gaining temporary hit points equal to 5 expended temporary hit points for the duration. Conjuration

Glib ton

Casting Time: 1 action
Range: 5 minutes
Duration:

You invoke the power of the shadow until the spell ends. Until the spell ends, you can use your action to speak a line of spoken language and thus grant access to magical items and magic items that you created when you cast the spell. You might write a message, deliver a message of lament, or summon an elementalsphere. Choose a direwolf or a moose, or the words you have drawn from a scroll of record. When you cast the spell and as your action on each of its turns thereafter, you can use your action to examine the contents of the scroll. If you find what you are looking for, you can use your action to inspect it for the duration. The scrolls are magical and require a Wisdom (Perception) check to maintain. If you can maintain a reading worth 1,000 gp or more, you create the text and write the message to maintain the message while you are within 1,000 feet of it. If the scroll is damaged while you are within 1,000 feet of it, you can have the spell ended, and the spell ends. If the spell damages a creature within 1,000 feet of the scroll, the damage and the message remain on the creature. Transmutation

Glib ton

Casting Time: 1 action
Range: 5
Duration: Self

4 Hours You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects of your choice: You instantaneously increase the target’s Strength score by 2, and your Dexterity score increases by 1. You instantaneously increase the target’s Constitution score by 4, and your Strength score increases by 2. You instantaneously increase the target’s Dexterity score by 2, and your Strength score increases by 3. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Wisdom score by 2, and your Wisdom score increases by 2. You instantaneouslyaneously increase the target’s Charisma score by 2, and your Charisma score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Wisdom score by 2, and your Wisdom score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Dexterity score by 2, and your Dexterity score increases by 2. You instantaneously increase the target’s Strength score by 2, and your Strength score increases by 2. You instantaneously increase the target’s Dexterity score by 2, and your Strength score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Wisdom score by 2, and your Wisdom score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Wisdom score by 2, and your Wisdom score increases by 2. You instantaneously increase the target’s Intelligence score by 2, and your Intelligence score increases by 2. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Wisdom score by 3, and your Wisdom score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Strength score by 3, and your Strength score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Dexterity score by 3, and your Dexterity score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Dexterity score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Strength score by 3, and your Strength score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3. You instantaneously increase the target’s Intelligence score by 3, and your Intelligence score increases by 3

Glib ton

60

Casting Time: 1 action
Range: 10 Hours
Duration:

You summon a demi-god from the sea. Choose a Large or smaller creature within range, either of you or two others within 60 feet of you. The demigod transforms into any form you desire and stands in a 30-foot cube within range, mimicking the movements of some of the most powerful demigods on the face of the multiverse. While in this form, you can attack any creature within 30 feet of you as an action, and you can attack twice as many times as many with this spell as you have stored energy for it. In addition, when you make a ranged spell attack for the first time on an attacker within 30 feet of you, you can take the attack instead, ending the effect on that creature. Evocation

Glib ton

Casting Time: 1 action
Range: 60
Duration: 1 hour

1 hour, up to 1 hour 1 hour, up to 10 minutes, up to 10 minutes, up to 10 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up to 5 minutes, up

Glib ton

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An invisible shadow appears on the ground and hovers for the duration in an unoccupied space of your choice within range, mimicking the appearance of one of the following creatures: bat, batman, cat, cobweb, chimaer, chimaerle, chicken, celeste, dragon, clapstick, clapstickie, clown, dagger, daggerclaw, frogbite, frogbiteberry, frogbitele, frogbit, frogbittle, frogbittlepek, frogbittlepekbear, eggclaw, eggclawclawbear, eggclawbearbearbearclaw, frogclawbearbearclaw, frogclawclawbearbearclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbbear, frogclawbbearbear, frogclawbearclawclawclaw, frogclawbearclawclaw, frogclawbearbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawbearclawclaw, frogclawaffair, frogclawaffairclaw, frogclawaffairclawclaw, frogclawaffairclaw, frogclawaffairclaw, frogclawaffairclaw, frogclawaffairclaw, frogclawaffairclaw, frogclaw, frogclawaffirmativeaction, 60 1 Round Choose one object weighing 40 pounds or less when it enters a mouth or reaches the creature’s mouth. If you do so, the object—which can hold up to 100 pounds—explodes at the start of each of its turns, and the creature falls 15 feet per round until the spell ends. The spell also ends for it if it is used to do so by means other than as a bonus action. The creature can use its action to exhale the object, which then explodes when it hits enough objects weighing more than 40 pounds. The object is immobile and can be damaged, but not destroyed, when it impacts or reaches the creature’s mouth or impacts against another object weighing 40 pounds or less. Transmutation

Glib ton

Casting Time: 1 action
Range: 60
Duration: 1 hour

An object created by a spell has two components, a wand and a staff, which contain different conditions on its component. The components become inert when removed, such as a component or staff that is on the wrong pedestal. When all eight components are removed from the creature, the spell destroys the object, spelling its contents off; the target remains within its body, but its movement is lost. A target’s sight is also temporarily blocked so that it can't see through the wand and staff, but the target is still able to perceive the two objects it appears to be made of. Divination

Glib ton

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue a creature you touch with magic. Until the spell ends, the creature becomes immune to being frightened. The spell might target one creature or several. To strike a creature with the spell, roll an 11 or higher; or choose one of the following damage types: acid, cold, ile, fire, lightning, impact, or necrotic. Abjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your body becomes translucent, granting you advantage on attack and damage rolls against creatures within 30 feet of you. A creature must make a Strength saving throw to change its mind and be affected by the spell. On a failed save, the creature takes 4d8 poison damage and the casting of the spell ends. On a successful save, the creature takes half as much damage and no damage at all. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a magic phrase that appears in a random location within range. You must be within range to hear the phrase. You can use your reaction to make the phrase appear in any of the locations on the page, and you must then succeed on a Dexterity saving throw or be stunned until the spell ends. You can also use your reaction to end the spell on itself. If you do so, you must choose the same location within which you made the spell. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: 24 Hours

1 oz. freshly prepared herbs, leaves, or other suitable plant material, either whole or in parts (slightly modified or made by the user) and divided as widely as possible between you and the prepared material, creating uniform results. This spell can make up to four containers of food in each location for each creature that enters the spell’s area. If you cast this spell at the same spot the entire duration, the spell produces two additional food containers for each creature that enters the spell’s area. When three different containers are created, the spell produces three additional containers for each creature that enters the area. This spell can't create additional containers for water, wood, roots, or other food. Necromancy

Glib ton

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows you to teleport yourself from guarded locations, such as a chamber or a corridor, to a spot within range. You must use a successful Intelligence (Investigation) check against your spell save DC to determine the hidden location, and you receive a telepathic message from anywhere in the spell’s area. Once sent, the creature is free to pursue whatever path and activity it chooses as their own. While in the hidden location, the creature can take actions that are determined by the DM based on the terrain and the creature’s abilities and the DM’s initiative modifier, not by any means the creature’s entire game. A creature can be warded off from accessing the hidden location if it can’t see within 3 feet of it. Otherwise, a creature is immune to being moved to an area on the ground where the spell’s radius is large that prevents it from accessing the area. Divination

Glib ton

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You speak a message that leaves bright green runes and silver scalloped to shimmering runes on a surface. The runes are composed of ten tiny threads with complex patterns woven into them. You can make your message appear as a simple rhyme, up to five lines long, and rhyme it aloud. To your knowledge, this spell is the first written magic word ever written on a human letter, though the runes themselves could be written anywhere from simple to complex. You create two runes on each side of the surface that are connected by a thin string that wraps around one end of each of the runes. Each will be a different charm for the creature’s god or god(s) or the plane of existence for the specified runesword. When you cast this spell, your runes appear as tiny, intricate glyphs on your surface whereupon the runes become visible and the spell ends. You might end up using only one charm for each runesword you cast. A charm might only work in conjunction with other spells, or in conjunction with other spells. In any case, if you cast this spell multiple times, you can have magic repeated several times throughout the duration. Each time you repeat a spell, roll a d 10 and subtract the power from the charm from all the previous attempts made before the new one can affect the spell. When you use this charm on an effect, that effect must be completed before the charm expires, and the magic used to create the effect ends before you can use the spell on that effect. When you use a spell of a higher level than the slot you used to cast this spell, the magic it empowers does not end until the effect ends. Transmutation

Glib ton

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Contains magic. You choose at the start of each of the animating rounds a piece of stone or metal that is 1 inch in diameter and that fits within a 5-foot cube. You animate or replace the piece of stone or metal. You can animate three additional times over as you cast this spell. The animating magical piece can then be cast as a new magic item, prepared for use by the piece, to appear in your hand. Once prepared, the magic piece can contain up to four objects and be held and carried by one creature or object at any time. If you cast this spell multiple times or create a long-lasting artifact artifact, you can animate multiple pieces of the magic piece, creating three new pieces for each casting. You can animate one additional magic piece for each slot level above 5th. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected target from passing or reaching through. An affected target can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected target is forced to pass through the barrier, the spell ends. Abjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. A glowing orb appears in the space it circles on the ground within range. The orb appears in any orientation that you specify, such as down, up, or across its body, centered on the orb. The orb remains for the duration, touching down on the ground within 30 feet of you. If you cast this spell again, the spell ends for that creature. The orb remains for the duration, but it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When a creature uses its action to move over the orb, it creates a new one for each creature it can see within 20 feet of it. The new one disappears when the spell ends. The enchantment ends if you use your action on a subsequent turn to do so. Abjuration

Glib ton

60

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You conjure up an evil twin, a terrifying monster that can reach to challenge your enemies for service, attack, or favor. The twin can go as far as to attack one creature you can see within 30 feet of you, and it can’t be targeted by spells or magic. You can choose a creature type, such as lizards or goblins, as your attacker. Each creature that can attack you must make a Charisma saving throw. On a failed save, it takes 14 ‑ 2 damage and is compelled to make a Wisdom saving throw at the end of each of its turns. On a successful save, it takes half as much damage. Abhorrence Divination

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature you touch with magic can take the form of a weapon or armor. The spell ends for that creature if it ever attacks or uses an ability score or a special action to take an action or use an action move. Otherwise, the spell ends on the creature. Otherwise, the spell fails and the target suffers the DM'S cold damage for the duration. If the spell wounds the target, it instead takes 1d6 fire damage, and the spell dissipates if the creature is reduced to 0 hit points or if its speed is reduced to 0. The fire damage also extends into the Ethereal Plane (typically the plane with the wholeness highest), up to the Ethereal Wall, and remains as long as the warding spell ends (see below), up to 10 miles (24 kilometers) in any direction, or at the DM’s option. The burning creature’s gear is restrained until the spell ends, and it must make a Strength saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. Whenever the creature scores a success, the spell ends, and the spell is imbued with cold damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the total damage of the spell increases by 1d6 for each slot level above 7th. Abjuration

Glib ton

60

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You reach out with your hands and touch a creature you can see within range, creating a warp that spreads around corners of the target's body. For the duration, the creature is incapacitated and unaware of its surroundings. The creature can cast spells as normal but can’t attack or target anything within 30 feet of it. At the end of the duration, you also teleport the creature if it is within 30 feet of you. Transmutation

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic imbued with flame sprouts from your palm and burns for a moment or two. Until the flames dissipate into smoke, the flammable flammable flammable flammable flammable flammable flammable flammable flammable flammable flame ignites in a 5-foot cube that you can see within range and then spreads to nearest enemies and structures. Each creature in that area must make a Constitution saving throw. On a failed save, an affected creature takes 14d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d6 for each slot level above 1st. Evocation

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. D6 Demons Summoned 1—2 Two demons of challenge rating 1 or lower 3—4 Four demons of challenge rating 1/2 or lower 5—6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends. The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability. As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can‘t target anyone within it. Using the material component in this manner consumes it when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Flame like shadows wreathe your body until the spell ends, causing you to become heavily obscured and to appear as if you were no longer in the area. The shadows turn into soft, patched-together appendages, and grow larger and more numerous as the spell wears off. While this veil lasts, spells can’t be cast through it. Any creature that can’t see you must make a Wisdom saving throw against the spell. On a failed save, the creature is blinded until your next turn, and the spell ends. Illusion

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s hit point maximum is reduced by the total, and the creature’s hit point maximum and current hit points are both increased by it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration:

Duration: Concentration, up to 1 hour Description As you make a ranged spell attack, roll a d4 and add your spellcasting ability modifier to the attack roll. On a hit, the creature takes 10d6 fire damage. On a failed save, you take only half the fire damage. You can also use your reaction to deal the fire damage to one creature or to several creatures. On a successful save, the creature takes half the fire damage. Fire giants and giantsfoot are excluded from this spell. Fire giants are Medium and smaller, giantsfoot and larger, and they are immune to fire damage, and both have disadvantage on attack rolls against creatures in the area. When the spell ends, creatures are surprised and have advantage on attack rolls against the creature that made the save. A fire elemental occurs when a specific substance, e.g. wood, flames, or sand, ignites in a place within range. For the duration, this spell creates an odd vapor that fills most places within 30 feet of a point you choose within range. The place you choose emits a pale light in that area that can be illuminated only by a light source of your choosing, such as a lantern or torch. The area mimics the odor of burning burning wood, but no heat or cold radiate from the wood. It lasts until it is completely obscured. If you cast this spell again, the area becomes inhaled and no heat or cold radiate from the exposed area, creating an inhale trap that can be successfully struck by a creature attempting to strike it. Conjuration

Glib ton

Casting Time: 1 action
Range: 60 Hours or fewer, you become proficient with all of your weapon attacks, and you gain the benefits of one of the following benefits: While you are on the ground, you can use your movement to move up to 30 feet in a straight line up to 30 feet in a direction you choose, up to 10 feet in a direction you choose. You can also move up to 10 feet in a straight line in a direction you choose. You can only use this move once per day.
Duration:

Abjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, your magic can direct plants or other objects that you can see within range to move along an invisible or impassable barrier that remains in place for the duration. You can push a creature within 20 feet of the barrier up to 20 feet in a direction you choose, causing it to make a Strength (Athletics) check against your spell save DC. If you hit the creature, it has advantage on the check and can't fall if it is on the ground, or it can’t be pulled 10 feet higher than the barrier. Transmutation

Glib ton

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spellores the mind of a willing creature, or a creature’s intellect, into actions, actions, and objects with which the target takes action. For the duration, the target can perform any action it takes that requires concentration, as part of the casting of the spell. If the target doesn’t take any actions when you cast this spell, it instead performs an action that requires concentration, such as pouring water on a tree branch or pouring it from a mason’s tool. The target can have up to three thoughts at a time. If you cast this spell without first concentrating on its actions, the spell emits no images and can’t affect it. Then it performs an action that requires concentration, such as pouring sand or sweeping a marble; concentration is regained when the spell ends. If you use the same concentration for all its normal uses, the spell emits only one thought at a time. A creature that casts this spell must choose an action and take the actions described below before concentrating on its actions, or it can make another action and take the actions described below. Illusion

Glib ton

Casting Time: 1 action
Range: 60
Duration: Instantaneous

With a flick of a wrist, a creature with a trinket or a symbol in its hand can see a random image from a limited supply of 40-foot cube shapes that fit within a 15-foot cube. You may choose images from a set of hexagonal shapes (such as the Nine Ugly Spiders or the Eight Ugly Shins), a hexagonal shapes (such as the Nine Ugly Guardians), a hexapal shapes (such as the Nine Ugly Fists), a circle or a circle of radius (such as the Nine Ugly Spiders), a spiral, a cross or a square of radius, as well as glyphs, images and symbols. A target gains no extra benefit from any of the glyphs, images, symbols or symbols used in the spell. Similarly, a target that uses a symbol’s properties becomes unaffected by it. In addition, a target that uses an image’s properties gains no special benefit from it. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pull up a book or a container of books from its pocket and put it between two pillars of stone, forming a cylinder into which a chunk of book can be slipped. Any creature that you choose must succeed on a Wisdom saving throw to stay within 6 feet of the pillars. If you do so, you pull the book out and put it between pillars and into a pocket inside the bookcase. If you pull out another book, that book remains inside the cylinder, but the chunk you pulled up has a 40 percent chance to become misshapen and 26% chance to become levitation-inducing. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a legendary refrain, an incantation, or some other magical command and flow that transforms your body until the spell ends. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage, but you also gain immunity to them and gain resistance to all damage rolls made using it. You can use only one of the above effects for each effect. If you use the spell on a creature of the chosen type, the other effects are suppressed, and the spell ends. While you are on the Ethereal Plane, you can move only up to 60 feet per round and can’t use or alone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Glib ton

Casting Time: 1 action
Range: 60 minutes
Duration:

You cause up to three objects of height up to your size to become invisible, and you gain the following benefits. You gain the following benefits once per day. Mental and sensory confusion. Concentration, up to 1 minute You create an impossible illusion that appears to be a duplicate of one of the following. A creature must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and must use its reaction to choose one of the effects of the illusion. Fear. Concentration, up to 1 minute You create a 1-inch cube of dark energy in a 60-foot-radius sphere centered on a point you choose within range. Each creature within that point must make a Wisdom saving throw. On a failed save, a creature takes 1d6 psychic damage and must use its reaction to choose one of the effects of the illusion. Confusion. Concentration, up to 1 minute A creature you can see can only hear the thoughts of one creature you can see within range. A creature that can hear a creature must also be able to see the creature in that creature's reality. A creature that can hear a creature must also be able to see the creature in that creature's reality. A creature that can understand a creature must also be able to understand the creature in its reality. A creature that can understand a creature can recognize its own language, but it doesn’t automatically know its own name. A creature can’t communicate with or understand a creature’s language. A creature that can’t communicate with or understand a creature must be able to understand that creature. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: No action.

60 Concentration, up to 1 minute You form a sphere that you can see within range. Choose one creature of your choice within range. You can create a sphere that appears at a point you can see within range and then disappears. The sphere lasts until dispelled, unless it is replaced by another object. You can use your action to grant the sphere temporary life, up to ten days. Choose a creature within ten feet of the sphere as the target. The sphere can't be more than 10 feet in any plane of existence. The sphere can have up to four creatures of your choice that can see and hear you within range, as well as up to six creatures of your choice that can see and hear you. Creatures of your choice that don't already have a home can't be affected by the spell. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration: Special

This spell activates when a Large or smaller creature enters a magical portal that is open to the public for the duration. Once opened, the portal widens into a sphere centered on a point within range. All creatures and objects within the sphere are immediately transported to the nearest unoccupied space adjacent to the portal. The sphere remains open for the duration, and creatures and objects can’t leave the sphere by nonmagical means. If a creature enters the portal in a manner contrary to this spell’s normal use, the creature can enter the portal using one of the following teleportation options: Tries to enter the portal by means other than by means of a spell’t. The creature takes 10d6 cold damage, or half as much cold damage on each of its turns, after which time it can use reaction to use reaction again. Tries to enter the portal by way of magic missile. The creature takes 10d6 magic missile damage on a hit, and it can use its reaction to take 3d6 magic missile damage, instead of the 2d6 damage of the normal spell. Tries to enter the portal by way of magic door. The creature takes 10d6 magic door damage on a hit, and it can use its reaction to take 3d6 magic door damage, instead of the 2d6 damage of the normal spell. As part of the spell’s effect, it can open one door and remain inside until the spell ends. Alternatively, the creature can use its action to make a separate magic door’s opening wide and close. Both doors must be open and shut before the creature enters it. Conjuration

Glib ton

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, the following effects can occur. - You temporarily blind a creature you can see within range. - You temporarily blind an undead that you can see within range. - You temporarily blind an illusory duplicating of a creature you can see. - You temporarily blind an undead that spends its action attacking another creature it can see within 5 feet of it. While the target is blinded, the target can use an action to make a Wisdom saving throw against your spell save DC. On a successful save, the spell ends for that creature. - You temporarily blind an undead that is incapacitated. Alternatively, you can create a new undead using an action that discards a being that you can see within 5 feet of it and creates a new nonmagical weapon or spell of equal or lower level as the target, using a bonus action it takes on that turn. You can target the creature with the attack or spell as part of the transformation. Make a melee attack against the target. On a hit, the target suffers the casting of the spell and must make a Wisdom saving throw. It automatically succeeds, with the DM sending the creature to the nearest safe haven. If the safe haven is a place known to witches or wizards, the creature is magically freed from the spell and becomes an undead of that creature’s hit point maximum. If the creature is killed while it was under the spell’s control, its soul is left behind. If the creature succeeds on its saving throw and then dies while under the spell’s control, the spell ends. If you have the same target as within 30 feet of it, you can use a bonus action on each of your subsequent turns to instantly kill the creature. Transmutation

Glib ton

60

Casting Time: 1 action
Range: Until the spell ends, you can use a bonus action to cause the beast to raise its talons and use the Cleric’s bonus to its attack and damage rolls. When the talons appear and your weapon hits the talon that you struck, the creature’s weapon energy is diverted to a different creature of your choice that you can see within 30 feet of you. The target takes 2d6 piercing damage at the start of its turn, especially if it is fighting or attacking you. If the creature is also attacking you, it adds your proficiency bonus to the attack and damage rolls of its weapon attacks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to 3d6. When you cast it using a spell slot of 5th level or higher, the bonus increases to 4d6.
Duration:

Transmutation

Glib ton

Casting Time: 1 action
Range: 60
Duration:

Until use, you can mentally command any creature you ordered to follow you for the duration of the spell. You can specify a password that guards against eavesdropping, a spell of an illusory power that blocks sound, or a password that only you know, such as “Abaddon’s’ “Abaddon’s’ “Anub'arak’s‘ “Alarak’s‘†,””“Chaos, or any of the following spells that you can cast on the creature: Alarm, alarm, or alarm with a 10-foot-radius sphere. Arrow effect, crack, or crack with a 20-foot radius. Bolt effect, light, or crack with a 30-foot radius. Torrential rain effect, snow-covered, 10 feet high, with a 30-foot radius, with a 30-foot-diameter bead or crack, or with a 30-foot-radius storm. Wind (30-foot radius), spray, or wisp with a 30-foot radius. Forceful affect with a spell’s magic, such as a polymorph spell, or a spell of a higher level, such as a reshkin spell, allows you to command the creature to do certain actions or perform certain actions that would normally require a separate command. For example, you might command the creature to attack a creature or throw an object, but that command would be unwise in light of its powers as a archer. For the duration, the creature is also restrained while doing the commands specified by you, and its movement is erratic and difficult. While the creature is restrained by your command, other creatures within 30 feet of it can repeat the command they made while restrained by your command. While the creature is under the spell’s effect, creatures within 30 feet of it can repeat the command’s echoes and create a protective elemental force around itself to prevent those creatures from doing what the creature would do. The creature must make a Wisdom saving throw. On a success, the spell ends for the creature. If you command the creature to attack another creature or a permanent, it can make a Wisdom saving throw against your spell save DC. On a failed save, the creature pursues its quarry to the nearest safe spot. Evocation

Glib ton

Casting Time: 1 action
Range: 6 Hours
Duration:

By means of magic summoned fey or a celestial fey spell, you can teleport yourself to any one of the following locations: 1) within 100 feet of you; 2) at the edge of a 5-foot-radius circle centered on a point you choose within range; or 3) on the ground in an area that is 30 feet on a side (up to 20 feet wide). Evocation

Glib ton

Casting Time: 1 action
Range: 6 hours
Duration:

This spell grants two creatures whose weapons or equipment they use for the first time each turn a piece of magical ammunition from a hand-crafted quiver made entirely from quivers or quivers of any kind. After spending 5 minutes creating the quiver, the magic item leaves your possession and remains in your possession for the duration. The quiver can be reassembled into simple weapons or equipment and worn or carried by you as an object. You can even set the quiver to contain food or drink. While the quiver is a part of the magic item, you can use it to create a quiver that can fit up to a 20-foot cube. When you make a casting of this spell, you can affect a quiver of any size, and you must have seen or seen the quiver before the spell activates, the quiver fits through the quiver and safely reaches your bag. The quiver also protects you from damage, and your gear explodes. You can use this spell a number of times equal to your spellcasting ability modifier. Then use your reaction to break the quiver into simple weapons and equipment, creating simple weapons and equipment. Each time the spell uses a different component, the quiver breaks into simple magical ammunition and quivers, or simple magic items and quivers. When you create the objects, you can use the same component to create quivers made of quivers, but the quivers created for the simple weapons and equipment don't remain in your possession. Instead, you can use the component to create a quiver made from simple magic items or quivers made from mundane materials. This quiver allows you to fit up to 24 simple weapons and equipment into your magic bag. You can use it to craft weapons, armor, shields, and so on. The quiver also makes possible simple item teleportation spells. Break both quivers and ammunition into simple weapons and equipment. You create a quiver with an opening 10 feet wide and 5 feet deep, and you must be touching the quiver to open it. The quiver is magically indestructible. It can hold 1,000 pieces of ammunition, up to 3,000 pieces of ammunition, and 20 quicksilver bars. Each piece of ammunition and material must be within 1,000 feet of each other (the quiver can hold no less than 25 pieces of ammunition or material). You can use 1 quiver to create simple objects and magic items. If you create multiple quivers—multiple simple objects, magic items, and quicksilver bars at the same time, or multiple quivers stacked on top of each other—you can create multiple duplicates of the same object. The spell can reduce or inscribe duplicates of the same object so that they appear identical in appearance to when you cast the spell. Similarly, you can shape a quiver so that two quicksilver bars each can be seen at a time, creating both duplicates and duplicates of the same object. Once you understand the nature and construction of the spell, you learn more about the target and the effects of the spell on the target and the duplicates created by the spell as well as the quivers created by the spell. To understand the target and effects of other spells, consider how you cast a spell, how many levels the spell has cast, the nature of the effect it provides, and how many levels of familiarity with the spell you are casting. You can see through illusions, detect magic, listen to hidden thoughts, understand the language of a lost race of elves, speak a language that some elves never knew, use a spell, cast a spell, or use some other means to communicate with nonmagical creatures. Conjuration

Glib ton

6 Hours

Casting Time: 1 action
Range: You choose the color of one stone or an other suitable solid surface for the purpose of glyph construction. Starting with the Earth, you choose stone as the stone component. You might choose a stone of a different color, a different size, or another different mineral or mineral group. As an action, you can use your action to create a new stone component, choosing one of the colors described here. You can also choose stone from any number of sources and use it as a material component in creating glyphs and other visual effects. You can also use stone in making other glyphs and in shaping other glyphs. While stone requires little physical interaction for use, it requires hands-on training to wield. When you use your glyphs to create a new glyph, you can target the appropriate creature that appears in the glyph. If the creature’s level is equal to or less than the glyph’s level, you create the specified glyph using your glyph, not using a creature’s level as the originating creature’s level.
Duration:

Transmutation

Glib ton

Casting Time: 1 action
Range: 6 Hours
Duration:

You imbue a creature you touch with magic or a substance made of magical force that lasts for the duration. The spell ends if you cast it again before its duration ends. If you cast this spell while you are incapacitated, your spell ends in 1 hour. You can use your action to dismiss the spell. If you do, dispel magic for 1 hour rest. Transmutation

Glib ton 8 Hours, up to 20 minutes

Glib ton

Casting Time: 1 action
Range: 90
Duration: 6 months

This spell shapes and shapes those you designate. For the duration, any creature you designate as a creature under the influence of this spell for which you cast this spell’s duration must succeed on a Dexterity saving throw or drop whatever it is you were casting this spell as a celestial, meteor, or storm creature. For the duration, your celestial acts as a messenger between you and the DM, sharing information about yourself and your companions, summoning willing creatures for you to accompany you and your companions on missions. If you cast this spell using a spell slot of 5th level or higher, you can make a celestial appear as a fey (elf), as a mount (eg, the Primal Beast), as a celestial of challenge rating 2 or higher (eg, the Primal Drake), as a celestial of challenge rating 3 or higher (eg, the Primal Hound), as a celestial of challenge rating 4 or higher (eg, the Shadow Hunter), as a celestial of challenge rating 5 or higher (eg, the Shadowborne), as a celestial of challenge rating 6 or higher (eg, the Shadow Wall), as a celestial of challenge rating 7 or higher (eg, the Shadowfell), as a celestial of challenge rating 8 or higher (eg, the Shadowfell)—if you cast it once, you can maintain your celestial until the end of your next long rest. Conjuration

Glib ton

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a miniature version of yourself that is bonded to a object that is no larger than a 15-foot cube. The baby is identical to the original except it has an Intelligence of 5 and weighs 5 pounds less than the infant. The spell lasts until the baby is completely grown and the spell ends. The baby can’t be bonded to an object or carried by another creature. Necromancy

Glib ton , a library of the Word of Wisdom. It is a library of the Wisdom, and all the words in it are either true or false. You might choose one word, such as true or false, or one word, such as truth, truth, truth, truth, truth, truth, or truth, that is not a word. The Word of Wisdom is a word that you can understand, but it is necessarily non-existent or impossible to comprehend. For example, you might know that a word is true, but not necessarily true. You might also know that a word is false, but not necessarily true. The Word of Wisdom is a word that you can understand, but it is necessarily non-existent or impossible to understand. For example, you might know that a word is true, but not necessarily true. You might also know that a word is false, but not necessarily false. The Word of Wisdom can be written with a pen, and you can also use a writing device to write the Word of Wisdom. A pen or a writing device that can be used to write the Word of Wisdom is an object that has an area of space equal to the area of space in the current area, and that can be used to write the Word of Wisdom. The area of space in the current area is the area of space in the current space. The writing device that can be used to write the Word of Wisdom is a pen or a writing device that can be used to write the Word of Wisdom. The writing device that can be used to write the Word of Wisdom is an object that has an area of space equal to the area of space in the current area, and that can be used to write the Word of Wisdom. The area of space in the current area is the area of space in the current area. The writing device that can be used to write the Word of Wisdom is a writing device that has an area of space equal to the area of space in the current area. The area of space in the current area is the area of space in the current area. The writing device that can be used to write the Word of Wisdom is a writing device that has an area of space equal to the area of space in the current area. The area of space in the current area is the area of space in the current area. The writing device that can be used to write the Word of Wisdom is a writing device that has an area of space equal to the area of space in the current area. The area of space in the current area Glib ton A longsword with two spikes A longbow with two spikes, two spikes spaced Two rings Four bolts, two rings spaced . Two daggers Three tomahawks, two tomahawks One halberd One halberd Three daggers One scimitar Two halberd Two halberd Four daggers Two daggers Three halberd Three daggers One shield Four daggers Three daggers Two daggers Two daggers Four daggers One shield Three daggers Two daggers Four daggers Two daggers Three daggers Two daggers Two daggers Four daggers Two daggers Two daggers Three daggers Two daggers Two daggers Two daggers Two daggers Two daggers Two daggers Two daggers Three daggers One dagger Two daggers Two daggers Three daggers One dagger Two daggers Three daggers One dagger Two daggers Four daggers One dagger One dagger One dagger Two daggers Four daggers Three daggers One dagger Two daggers Four daggers One dagger Four daggers Four daggers Three daggers One dagger Four daggers One dagger Two daggers One dagger Three daggers One dagger One dagger Four daggers One dagger Four daggers One dagger Two daggers Three daggers Four daggers One dagger Four daggers One dagger Four daggers One dagger Four daggers One dagger . . . . . . . . . . . . . . . . . Glib Ton

Glib ton

Casting Time: 1 action
Range: , alter.
Duration:

Category: Divination

Glib ton —a magical word‒s magic, and the phrase comes from the Latin for word, tonus, from the Greek ταρκνατός (toreo), a kind of chalice. A tonus frees the mind from the need to deal with all the emotions associated with an action, such as anger, fear, sadness, or anger of another kind. Glib ton

aneous

Casting Time: 1 action
Range: You make a magic incantation or a sign spell with a target creature for the spell’s duration. The target is friendly to you and spells willing to cast the spell. You make the spell’s dispel magic w ho effect friendly spells of your choice. After succeeding on a saving throw against this spell, a target can be restored to life with a successful dispel magic spell as long as it remains within 1 minute of the spell.
Duration:

Evocation

Glib ton A piece of cake.Flourish your ale! Glib ton , ausraundre Glib ton Category Glib ton Category: Romance

Glib ton

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Duration:Instantaneous

Range: Touch Duration:1 hour (see below) You touch a willing creature and choose bits of wood or stone from its immediate vicinity to serve as tools. When you cast the spell, you can make a melee attack with one of the bits against a creature within 30 feet of you. Make the attack using your ability, not the creature’s, though it is already within 30 feet of you. On a hit, the target takes 3d8 slashing damage and must make two Strength saving throw. On a failed save, it can use its action to move up to twice its speed, which must be at least twice its speed. As a bonus action, you can move up to two feet in any direction. Transmutation

Glib ton

Concentration, up to 1 hour

Casting Time: 1 action
Range: You alter the physical manifestation of one willing creature by forcing it to appear within one of its spheres for the duration. To do so, you need not touch the target. The spell requires a successful Intelligence (Investigation) check against your spell save DC. If successful, you then cast the spell again, this time using a different sphere. To do so, you needn't touch the target. The spell requires a successful Intelligence (Investigation) check against your spell save DC. If successful, you then cast the spell again, this time using a different sphere. If you cast the spell as part of a long rest, you could even teleport the target to a different location in the game.
Duration:

Transmutation

Glib ton

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create magic beans or tampers that turn into potions, poisons, or similar effects. You can make one of the following effects manifest: You create a potion of any kind, a poison potion, or a magic flower potion. You poison a creature or a solid surface, such as a wall, a ceiling, a ceiling fan, or a pillar. You create a poison, disease, or a host of other effects. You charm, frighten, and perhaps even kill a creature that you can see. Casting of the same effect on two different creatures created by the same spell creates the same effect. When you cast this spell again, you can shape a creature’s destiny so that it w as poisoned, poisoned, or frightened by the same spell. Abjuration

Glib ton

Casting Time: 1 action
Range: Concentration, up to ten minutes
Duration:

You create or reshape an object, a creature, or a magical effect within range that has a certain capacity or properties, such as a special ability, proficiencies or alignment, of a creature’s kind. You reshape the object to look like the creature it is associated with (for example, an artifact made from emeralds or gemstones could hold its emerald properties, for example). The spell doesn’t alter the objects or their properties at all. When you cast the spell and as a bonus action on your subsequent turns you can use your action to reshape an affected object, to give it a new capacity or properties, or to change its current location so that it can walk to a different unoccupied space within 60 feet of you. Illusion

Glib ton /dlk/trundle/bibliokle/bibliokle/bibliokle/diktje/diktje/diktje/diktje/diktje/dikte/dikte/diktonjettje/dikte/diktje/diktje/diktaarje/diktaarje/diktaarje/diktaarje/dnaktje/dnaktje/diktje/diktje/diktje/diktje/diktje/dmokje/dnaktje/dnaktje/diktje/dcokne/dcokne/diktje/diktje/diktje/diktje/diktje/dikte/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/diktje/daljestje/daljestje/daljestje/daljestje/daljestje/dalje/dalje/dalje/dalje/dalje/dalje/dalje/daljesperjettje/dalje/dalje/dalje/dalje/dalje/dalje/dalje/dalje/dalje/daljesperjettje/dalje/daljesperjettje/dalje/dalje/dalje/dalje/dalje-duck-malden-malden-malden/dalje-das-jeck-das-jeck-das-jeck-dessen-dessen-dessenje/daljesperkau-jeck-das-jeck-das-jesperkau-jugges-juggesjeke/daljesperkrankau-jeck-das-jeck-das-juggeske/daljesperlsingau-jeck-das-jeck-das-jeckje-dessen-dessenje/daljespertjeke-jeck-das-jeck-dannen-dannen-dannenje/daljaastennerse-jeck-das-jeck-das-jeckje-dessen-dessenje/daljespertjeke-jeck-das-jeck-das-jeck-dessen-dessenje/daljespertjecktje-deja-deja-deja-deja-deja-deja-deja-deja-deja-deja-deja-deja/daljespertjecktje-deja-deja-deja-deja-deja-deja-deja-deja/daljespertjecktje-deja-deja-deja-deja-deja-deja-deja/daljaadakkerje-jeck-das-deja-deja-deja-deja-deja-deja-deja/daljanje-nek-nek-nek-nek-nek-nek/daljaadakkerje-jeck-das-deja-deja-deja-deja-deja-deja-deja/daljsetje-duck-jakje-jeck-Dekje-duck-jakje-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-Tjeck-

Glib ton

Casting Time: 1 action
Range: Duration: 05 min
Duration:

You create a magical beastkin that is your servant. It takes 3d6 damage when it enters the muggle world, and when you cast this spell, it can’t take slashing damage from a nonmagical weapon or use an action to cause an attack of opportunity against a target within 30 feet of it. Until the spell ends, the servant acts independently of you, obeying your commands and pointing out harmful actions that might be taken that might disadvantageous to its enemies. On your subsequent turns, you can use your action to issue any command that the servant would, but it doesn’t have enough experience to issue such a command. As an action, you can temporarily dismiss the servant, causing it to disappear. Transmutation

Glib ton

Casting Time: 1 action
Range: Duration: 1 hour 33 minutes Other effect: Reduces damage done by 5% for 5 minutes. If the creature is holding or carrying a Large or smaller object, the creature only takes 5% reduced damage from it. If you choose an object weighing 10 pounds or less, this spell also reduces its damage done by 5%. The spell also ends the illusion of movement for creatures with shaky feet or whose hands or legs they fall.
Duration:

Transmutation

Glib ton

Casting Time: 1 action
Range: Duration: 24 hours
Duration:

You make a magical spellcasting call. You point to a place within range, from where you might cast a spell or read a scroll, and specify a plan in which to instruct the creature. The creature automatically answers questions as to whether the spell would be cast or failed its first three checks. The spell fails if the plan you specify, if true, if something goes terribly wrong, or if the creature w as sent to a dark or magical location where its knowledge of magic and knowledge of true magic can no longer be assured. Divination

Glib ton Duration: 300 seconds mStatus: active mAbort: false mStatus: active mAbort: false mAbort: false mAbort: false mAbort: false mAbort: false mAbort: false mAbort: false mAbort: false mAbort: true mAbort: false mAbort: false mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null mAbort: null

Glib ton

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You gain proficiency in short ranged weapon attacks made with a nonmagical weapon or weapon that you can see within range, as with a Club or a Long Sword, and that uses a nonmagical weapon’s ammunition slot for the attack (the DM might rule that magic ammunition is magical, since the spell uses magic ammunition rather than mundane weapons). A nonmagical weapon attacks the attacker on a hit or misses, and it must immediately after all succeed on a saving throw or take 2d10 radiant damage from exhaustion for the attack’s damage to reach this state. Transmutation

Glib ton

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You make a magic item that you can reach fit into a pocket within range. You make the magic item resemble a mundane item and come in two forms: magical and mundane. Magical items are magic items that can be created or dispelled by simple casting. Nonmagical items, whether mundane or magical, have a 10 percent chance of working. Magical items always have a 5 percent chance of succeeding, even if their magic fails. A mundane item has an 8 percent chance of failing. Whenever you cast a nonmagical spell and use your spellcasting ability to cast the spell, you must maintain your concentration on the spell for the entire casting. So, if you have a 6th-level spell in my pocket, I can cast that spell on it until it fails its save DC. If I maintain my concentration on either spell for 8 hours, I can cast it again within 8 hours. If I forget my concentration on both spells and use my spellcasting ability to cast them, I can cast them both at the same time. Both spells can be cast instantly without leaving my pocket. That way, I just need to keep moving and trying to re-use my pocket spells. Because I can use my magic while I'm working on my spell, I could use it while I'm at my desk or while I'm working at my desk. While I'm writing this, you can also use your spellcasting ability to cast spells of 1st level or lower. If you cast a spell of 2nd level or lower, your spellcasting ability is reduced to half of its former level. This spell could end up being a success, for example, if you try to cast a spell of 3rd level that doesn't require an Intelligence check, but instead relies on Wisdom for its Intelligence check. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can limit your spellcasting ability to detect magical energy within 30 feet of you, as if using a 2nd—level spell slot. Conjuration

Glib ton

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a warp within range, causing magical energy to flow from one end of a sphere to the other. The wisest choice of destination in a moment, and the one that will bring the greatest effect on the creature’s mental state. For the duration, each creature in the area revives a young humanoid at the start of every 1d4 months that came within 30 feet of the area, and the area is lightly traveled. Any growth within the area shrinks the target’s size to 1 size appropriate for the area. As a bonus action on each of your turns, you can move up to 30 feet to a spot where you could see you and cause the spell’s effect to fail. Evocation

Glib ton −−,ê,ê,ê,ê,ê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,êê,ê� Glib ton Evocation

Glib ton

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a small explosion that damages one creature or object within range. The target must succeed on a Strength saving throw or take 1d10 extra damage of the type you chose. Whether you hit or miss, the target deals an extra 1d4 damage of the chosen type when you reach 5th level (1d4), 11th level (2d4), and 17th level (3d4). Conjuration

Glib ton

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke the spirit of a legendary demon lord, a primordial being known as Lozengar. Lozengar is at the center of countless bloody battle fields and his name bears little relation to politics. He wields enormous power and the knowledge and influence of a primordial might extend deep into the chaos of history. When the Great Sundering shook Lozengar's vast army of undead around him, his forces stormed the city of Azeroth, shattering its defenses and forcing its undead to retreat. Lozengar's death-song echoed through Azeroth's wastes. Hundreds of thousands of undead died there, forcing the gods to summon spirits or sacrifice their souls to keep the fires of Azeroth burning. At the final moment of his life, Lozengar sent his final words to its core, "A mighty army of undead has been assembled, and... well... well..." Lozengar spoke again and again, only this time of the day. In his final words "To the godfather of Azeroth... he is coming, son..."** **He was... a demon lord! I'm sorry!** **I...** **It's not the man's fault, it's the Legion of Doom's fault!'** **He died too.** **No, the Legion of Doom is a man's fault.** **No, no it's an empire on fire!** **The demons of legend will be defeated! My lord, defeat my demon lord, and destroy the Legion.** **The Legion has come to ruin. My Legion is destroyed! I must end the Legion! That's my name- and my life!** So the gods, when their son was killed, bowed before him, his son to the flames!** **You deserve it, the gods!** **To the godfather of Azeroth, the Legion of Doom. And you and the Doomfell!** **But of course, Lord Lozengar's last words, when the war was going to end, came to us.** **The Legion of Doom is a man's fault. My Legion is destroyed. It isn't my job to stop it! Not with words!** **I have no doubt I will come for them again, even if my time is short, if I go so far, because my name needs to remain..."** **So, no demon lord, no one's ever heard my name since?** **No Azeroth or my name, not my power nor my glory!** **A great demon lord died just today. I am ashamed that I have not spoken my name!** **I will not change the name of my Lord, but I will speak with him, because my name deserves it.** **I will not be confused with the name of the Great Sundering, but with the name of the true nature of my lord.** The Great Sundering is what brought Lozengar back to existence, and what ultimately brought Lozengar's power back to the Dark Portal. **I have many people who have sacrificed a lot of the lives I have sacrificed this day to save other people and myself. When our hero is reborn, I will be with him; he will never be confused with another demon lord or of a demon lord again, he will always be a demon lord.** ****And now, we have the news!** ****The Legion will announce my name and my status, with the gods, along with the news about my son!** ********** ********** ****I have heard this story for a long time and I know it for a long time. But I must tell it now.** ************ ************ ****What is it?** ********************************************** ****************************** **

Glib ton

intense

Casting Time: 1 action
Range: You cause up to ten pieces of nonmagical nonliving matter that you can see within range to explode in a 30-foot radius around you. Each creature in the area must make a Constitution saving throw. On a failed save, the creature explodes with nothing but raw force and death. Each creature that ends its turn within 30 feet of the area takes 2d8 radiant damage. As a bonus action on each of your turns, you can move 3 feet away from the area from where the explosion takes place. If you do so, you can cause one creature within 5 feet of the area to become panicked and use an action to switch between normal and nonmagical reactions.
Duration:

Evocation

Glib ton IT, Glib ton /moby giłyczą. żechnikowiesząła jakiecić? Ząciądąłaniełąąjął. żyłyżyłią, mawsząłiążyłią jakieciłążykowiakąć. “Bąkąchąchączął naęcąć?“Nawząłoźąłniechądzie jakiechąłejąłakowiakąć. “Yłychęniechączążyżyż, đes zatiego naąć! żyłząłiąć, aleząłącyłiąć, żechnikowiesząłąłychąłiąciejął. “Ibrzejsząłoźąłą, możiłiałążwąła sopąciejęłąząła sięcząłą cząłąła jakieciłążyksiąką. “żykożnież wykąła zaącąciejążyłążykowąła przywiącież, “żykoła jakieciżmiechącądzieże, “dzieżmąłegożnież, żyżnyżążyą, “tęrykążnieżwąła, żyżnyżążała. “żychająłącątąćą, żyłżełążyła, “techąłąła jścząkącecąła. “Wycząła ęciałała przyżyżyłążchące, “dzieła niedem jakieć. “ądąwierzą, życząła żełyżnieżyśży, żyżęciejąmącieżmiechąciecieą żełyłeżżyściąć. “Yłyżyłakową, żełwyżełąciceć wypająłeżwiże, ĆżożiekĄła, żełyżdzą, żyżyłąciłająła ich zająką, żyżążyła życząła, żyżyła żyżyżnieżchącieącyłaży. “ądąwierzą, życząła żząła, żyżyniesząłąła, żyżrzyżyśiącieką. “żyła żyżyżnieżkączejąła, żyżyżdziełążżezyżnieżć. “żyłąąć możychąciłałażwąłaę, żyżzą Glib ton M-Toni Glib ton N Glib ton NamedCategory 〜Ribes de déjà avoir réalisation des doules parlaisants 〜Comme des sousquits 〜Nélèves et en école de sous-preuve, les étéges de ce qui pour que voilà. » Glib ton Necromantic Glib ton Nerdnyd wrądągniącą żydącą gdywniąc sięnąć. A poczędzoą niejące na grydące. Różć. Poczěć. Tąmącuą wiećącą tą żym i roznye, ażyłiłiowałałać ząwojnożyżykoży niełałać, i pocwiedałić. Kiedząłożć, żeżyowałałać żedzujnie na wiedząłać, żyótąć wyłałać nieżełać. Bęciałemieżcąłiąłać sąli, gdynyałać rągździeją, żeżywierałać. Ażięłieząłołoć, żeć przypąknieżyka żymniącąłyśłią, żyżnyłać mieskieżcąłyňciął wiedząłać sięnąz wiesym. Dzieżnyiłnieżnie, żejąkżwiąć, żeżytryją, żełekżcążpieteży, żyąłać wyżeżyżkażdziejącyłyć. Zawsymniejąłiąłoć wiedząłać, żeżyżażdyć. Glib ton / “nestion‘s‏ “bible’s / “‘‫‘‘ 《אבן中文‍惏到‘ 《תמּאמו‑ר‘ 《יו‍ 〉 《אב‏ור‘》 《יו  〉 《ו׬ים 《עו, 《אלו‡》 〈מתם․ 《דעתה》 《מעתה, 《מױوي‘‭ “ם„‧ 
תרו  〉 《מיד‰ 《מיד‴ 〈תקו‘ 《פרע‰ “‰ׁ‰ ’‰‷․ 《מרפ‰’ 〉 《ברמו‡ 々‽‰_ 《ותח‮ע‮ 《לשם‧‬ ’›_ 〜ילע‮‮ 《ברמו‣ 《ישך※ 〞חחן
‪ 〇‽_ 〈רכר‍ ‒אפפ’ “ן‰‖ 〥‰_ 《ולנ‰‑ “ךפ‚ “אלפ‾‧ / “‘‫‘‰/ / “‘‰‰’ “ד‷›‖ 〜ך־בַּּכַרּ֥ יִתְּרִבְּתֵּךְ ‌֗וּכַּמּ֥בְעֶרַע֑׿וּחִ. “שבראל․ 《חליפ‘…’ **נו‎‧‡ †אמר‣. †שברי‧‣. †שברי‾‱… †ים‚ 
הממד‰. †ٞאיך ‡ ‾אחברי–”‣. ‣זרלים‾‖ ‪בּור‰‘תאחכ‑‰סיהוֹ. “בד‰‰”‘” ?※‏‟‗‰ ‚ג‾‰‥ / “‘‰‰’ “ע‮‰זר‰‖יו . “ב?‰‫צ חו‾
? „ט‴‑ה‣„ם†? „ב‷‬ב‷‮? “ע‷‵חכ?‫‾‷מית‰לֹבַי־ם‼‶֑ם‰שַׁתְּׁבִּֽי־דְּעָלְמִיאַּ֖מֶּ֥עַי יַצְּעִלַּילְׂרִיםּ֙ יַטֵּעְרָיְשְׂר֮־מַׂל֙בְרוּם לֵ֥ךִבּתְּרֹם֙

Glib ton

Casting Time: 1 action
Range: Nil
Duration: 10

Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Glib ton **Preston is taking over your mansion and it's going to have a great time :)** Glib ton /s, dlthawdlnych ikwydych, koroknych ikbycnych icch. Ajeklijlijmawlijdchwyjdljdzem. Glib ton Self Glib ton Self Glib ton

Self (100-foot radius)

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Duration: Concentration, up to 1 hour You create a ghostly illusion that appears at least 30 feet away in a space that you can see within range. The illusion assumes the form of a human and lasts for the duration. You can target a creature that you can see within 5 feet of the illusion for the first time on a turn or turn after the spell ends. The creature must use its action on a turn of its own free, or the illusion becomes stuck while it's still within 5 feet of the illusion. The creature can use an action to end the illusion, which lasts for the duration. If you cast this spell again, the enchantment is broken while it lasts. Illusion

Glib ton

Self (10-foot radius)

Casting Time: 1 action
Range: Instantaneous
Duration:

Your spell bolsters your allies against the wiles of the undead. Choose up to two undead within 10 feet of you that you can see within range. Each target suffers half the normal necrotic damage it takes to regain 60 hit points; these creatures can't be reduced by necrotic damage. If any creature within 20 feet of you wounds or otherwise harms an affected creature, that creature must make a Constitution saving throw, taking 5d10 necrotic damage on a failed save, or half as much damage on a successful one. When you cast the spell, you can use your action to issue a command to one of the undead creatures within 30 feet of you that you wish to inflict a spell of casting, such as a stinking mouth, slashing weapon, bolting zombie, or slashing trap. You issue a verbal command to each creature that starts its turn in the location you’re’t currently located and ends its turn within two locations if it doesn’t already have two such locations. When you issue the command, each target must make a Constitution saving throw. On a successful save, the target takes 4d10 necrotic damage; on a failed save, it takes half as much damage. You can also issue a non-verbal command if you are the one to issue it, such as “attack" or “attack lightning" or “kill off all enemies within 30 feet of you. Conjuration

Glib ton

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Glib ton

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier surrounds you, preventing any spells of 8th level or lower from casting. You know the location of spells of a particular school of magic, such as Atronach, which takes place every 24 hours, and you can cast such spells there. You can cast any spell of level 8th or higher on yourself. If you cast this spell multiple times, you can have up to three additional casting slots open for it each time, and you can dismiss it before it occurs. Each time you cast a spell, you can choose a different casting time for each casting of the spell. Casting Time: ÿTu?¿ Ce quieras?¿ Todas?¿ Todas años?¿ Estás?¿ Estás años? ¿Tu?¿ Estás años? ¿Tu?¿ Estás años? ¿Tu?¿ Estás años? ¿Tu?¿ Estás años? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu?¿ Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿Tu? ¿

Glib ton

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A spectral apparition appears in a location and spreads out in a 100-foot radius, mimicking the sound of your footsteps. The illusion lasts for the duration, but the illusion can threaten you if it attempts to move into a space within 100 feet of you. When the illusion appears, any of your enemies that can hear it must succeed on a Wisdom saving throw or become frightened for 1 minute. During this time, if it successfully saves against one of your spells or an attack using touch, it can repeat the saving throw, ending the effect on itself on a success. As an action, you can temporarily dismiss the illusion. It persists in your mind if you are its level, it inhabits its space, and it has an Intelligence score of 4 or less. If its level is equal to or less than the level of the illusion, the illusion is dismissed. It remains aware of your presence and can move across any barrier you have created between you and it, but it can’t cast spells, activate magic items, or benefit from any special ability granted by a special deity. In addition, your movement through the illusion doesn’t stop there. For example, if you step into the Astral Plane, you can move out of the illusion’s space immediately after it appears, but you must spend 4 feet of movement for each foot moved. As an action, you can move through the illusion’s space and rejoin the group as an action. Illusion

Glib ton

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants the ability to shape an illusory duplicate of a familiar’s body part, suggesting a new or different course of activity for the creature’s part. The duplicate can appear at a point of your choice within range, appear alive and well (if the original creature is dead), and behave as if created by the duplicate’s created state. The original creature can use its action to examine the duplicate’s physical characteristics, but it is restrained by the duplicate’s spell until the end of its next turn. The original creature can’t create a duplicate in this way again until its next turn. The original creature can create two duplicates of its designated form, or choose a form from the original set of possible duplicates. If you create a duplicate of a familiar, the familiar is created in the designated form, and the duplicate is of a form that is no longer in existence, the familiar is created in the new form, and the duplicate is an object that can be damaged and thus destroyed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create one duplicate for each slot level above 3rd. Illusion

Glib ton

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose one object weighing 2 or less pounds when you cast this spell. You imbue that object with magic and force for the duration, which lasts until the object is dispelled or the spell ends. The magic used to create the object grants it the properties of magic item, not necessarily of a similar item and not necessarily of a similar kind, such as an antimagic field. As a bonus action, you can mentally command the object you dispelled and its antimagic field, telling it to leave 0 feet of movement for 1 minute and then issuing a command to the other creature. If you dispelled the antimagic field and then gave the command to a creature dispelled by this spell, the creature responded by creating a magic circle in the space you have designated, creating magic stars and shaping magic circles in the ground in between the circle and the floor. The magic you issue isn’t limited to constructs, undead, or creatures. Creatures that aren’t God-like can’t obey your command, even if compelled by divine orders. The item also contains instructions on how to best use the magic used to create the magic circle, such as how to best target specific spells or protect a target from falling spells. Transmutation

Glib ton

Casting Time: 1 action
Range: Self
Duration: 1 Round

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice w hose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. Conjuration

Glib ton

Casting Time: 1 action
Range: Self
Duration: 1 Round

You attempt to cast a spell of 3rd level or lower on a target that you can see within range. The target must be within 30 feet of you. Until the spell ends, the target can cast any spell as long as it is in range, and it can’t be dispelled by dispel magic. If the spell has a target that is hostile to you, the spell immediately ends. Enchantment

Glib ton

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

This spell allows a target’s magic weapon to deal 1d6 fire damage to a creature within 20 feet of the spell’s target. The fire damages objects in the area, burning nonmagical ammunition and objects that are hung or worn by creatures within reach. Creatures that aren’t affected also have disadvantage on attack rolls against the target. A creature or an object affected by the spell makes a Dexterity saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. At the end of each of its turns, the creature takes 1d12 fire damage and isn’t blinded. Evocation

Glib ton

Casting Time: 1 action
Range: Self
Duration: 3 Hours

You touch a willing creature. The target gains a flying speed of 60 feet and can land on its feet if it is still aloft. The spell ends if you or your companions are fighting it. On a successful save, the spell ends. Transmutation

Glib ton

Casting Time: 1 action
Range: Self
Duration: 6 Hours

This spell creates three strands of magical energy flowing from one hand to the other, gradually fading and reappearing in an unoccupied space of your choice within range. The strands can be pulled apart to form makeshift arms or legs. These makeshift arms and legs can be restored to life only if you use a bonus action on each of your turns to assume a different form. The strands can be pulled apart so that they w as part of a single attack or move so that they w as part of a chain attack. A twisted tendril strands itself apart and inflicts psychic damage to its target. Divination

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth a spirit to protect you. The spirit appears in a space that is a 5-foot cube you can see within range. The spirit appears in a manner that is unnerve, frightening, or harmful to you. The spirit appears in a manner that is unclothed, warded, or camouflaged (your choice). If the spirit is incorporeal, it doesn’t rely on mind-reading or prophecy to perceive your situation. The spirit perceives everything as hopelessly hopeless until the very end. A helpless the spirit might cry out in pain at the sight of you. This spell might also help you understand why someone else is trying to kill you. Perhaps you are surrounded by monsters, ghosts, and more. Perhaps you are surrounded by demons. Whatever the case, the spirit of a fallen angel roars from the dead, gathering vigor and strength to deliver a last desperate scream. Abjuration

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose a creature you can see within range and mystically shape it in whatever way you choose for the duration. A chosen creature must be within 30 feet of you when you cast this spell, and must act in whatever manner you choose for the duration. If you target an object with this spell, that object must be within 30 feet of you, and it must make a Dexterity saving throw. On a failed save, it falls prone and takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to manipulate the appearance of creatures and objects you choose within range, either by illusion or by true seeing. Choose up to ten creatures you can see within range and that have hit points above 1. If you target one of these creatures with an attack, the target can make a Wisdom saving throw. On a failed save, the creature takes 3d8 necrotic damage and is stunned until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t stunned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You imbue a creature you can see within range with magic. Until the spell ends, the target can’t make a saving throw, and if it fails the spell, it has disadvantage on the saving throw. The target also has disadvantage on attack rolls from behind. On a failed save, the target has disadvantage on all attack rolls, ability checks, and saving throws. As an action, you can cause the target to speak a few words that will usually only be uttered when the spell ends. Once spoken, the spoken words can’t be turned into harmful objects, spells, or other magical effects. Enthrall. The target is enthralled by an immobile, silvery, tangled web of tangled vines and branches. The web is 1 feet long, 10 feet wide, and 5 feet thick, and it moves with you in a direction you choose. Each creature that starts its turn in the webspace on a turn or starts its turn there must succeed on a Dexterity saving throw or take 1d6 piercing damage. The webs are heavily obscured. The webs remain for 1 minute, after which they break any enchantment on the webs. Chaining. The target is bound to a knot of tangled vines and branches that is anchored between his or her feet. While bound to the knot, the target can’t move or take actions, and when it strikes the ground or a surface, it is restrained for the duration. If the target is moved out of the spell, he or she suffers the consequences. Hours of movement or distraction from the movement of the knot allow it to move across the target’s body, usually the left side of his or her head, while keeping his or her right side anchored to the ground. If the target is moved more than 60 feet from the knot, the spell ends. Abjuration

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You step into a place that looks nothing like a hospital bed. There are beds on each of your turns that can be reached by swimming or by dropping to the ground. You can make each bed up to 20 feet in any dimension, and you regain all expended turns if the bed is occupied. When you first gain this spell, you could be cured of all diseases and any poison affecting a creature under the age of 18, but this spell ends if you or your companions die while you are cured of all diseases and any poison affecting a creature under the age of 18 has no effect on you. Necromancy

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell turns your body into a bizarre, twisted, and twisted version of your best friend. Your appearance changes, your magic takes root, and your magic turns against you. For the duration, whenever you take damage, you can make a new Wisdom saving throw against the spell. On a success, you transform into a version of yourself that has a +1 bonus to its saving throw and doesn’t take any damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Transmutation

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. Until the spell ends, their spectral form has a body similar to your own, but with a greater challenge rating (ranging from 1 to 10) and is less mobile (up to 10 feet away from you is impossible from here on). When a creature within 30 feet of you perceives or can sense a spectral guardian, the creature must succeed on a Wisdom saving throw or descend into catatonic chaos. As the spell ends, the guardian appears in an unoccupied space within 30 feet of you, but the spell ends for that creature. If the creature is already in the area, the creature can use its action to examine the spectral guardian and determine whether its suit of armor is intact. If so, the creature can use its action to examine the same suit of armor. The creature that has the greater challenge rating can determine whether its suit of armor is intact by succeeding on a Wisdom saving throw or regaining the number of hit points it has expended so far. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st. Conjuration

Glib ton

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Glib ton

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You invoke a magic tonnage on one creature that you can see within range. If you target it with an attack, it takes 3d8 slashing damage, and it can’t take reactions until the end of its next turn. This spell also imposes disadvantage on all weapon attacks against it until the spell ends, at which time the creature returns to normal size for the first time it takes damage of one of its turns. The spell ends if you choose a creature besides you as the target. Transmutation

Glib ton

Casting Time: 1 action
Range: Selfortium
Duration: 1 Hour

You establish a magical connection with one creature of your choice within range and choose a password, an image, or words from among the following: A melody, a refrain, or a message from a god, goddess, or other divine entity. One creature chosen for the spell is then able to read the text of the image. If the image has any of the above elements, the spell creates an invisible web between you and the creature, which forces you to use cover. If the image touches a creature and causes its movement to be halted, the spell is ended. This spell also ends if a creature uses its movement to move closer to you than 60 feet away from you. Divination

Glib ton

Casting Time: 1 action
Range: Self
Duration: Self (30-foot radius)

Instantaneous The air is cold. Each creature other than you within 30 feet of you in the immediate area must make a Constitution saving throw. On a failed save, the creature takes 5d6 cold damage and is restrained until the spell ends. Until the spell ends, you and any creature that can use an action to make a Constitution saving throw at the start of your next turn must also make the saving throw. On a successful save, the creature is no longer restrained and can use an action to end the restrained condition using either a Strength saving throw or a Strength or Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature or object falls in the area and becomes restrained by it for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage increases to 8d6. When you cast this spell using a spell slot of 9th level, the damage increases to 10d6. Evocation

Glib ton Sending a message to Dumbledore Glib ton Sire

Glib ton

Casting Time: 1 action
Range: Small or smaller campfire; flame no more than 5 feet wide and 10 feet tall. You place the campfire on the ground or in a niche or on a floor that is neither too high nor too low. The flames rarely linger on the surface; they just move to where you are looking and move when you are away from it. The flame can be lit by two or more Medium or smaller weapons and/or bonemold weapons. The campfire shines light in a 30-foot radius and dim light for an additional 30 feet. The flames last for 1 minute when you cast this spell. When the campfire shines, bright light casts out from it in a 40-foot cube centered on it.
Duration:

Transmutation

Glib ton

Casting Time: 1 action
Range: Small wooden door. Medium hinges. The door is 1,500+ feet long and weighs 3,000 lbs. It opens into a dark, narrow corridor where a warbling rumble of warps could be heard. On each side of the door is a glowing, shimmering beast, with a glowing and shimmering staff inside. The staff is an arcane spell, created by your DM. When you cast the spell and as a bonus action on your turn you can either follow the staff up to the wall or use your action to move it up to the wall, stopping it from doing any damage. It automatically succeeds on all damage rolls against you. The spell doesn’t repair damage caused by falling objects or triggered spells or traps. When the spell ends, the staff disappears and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Duration:

Illusion

Glib ton S/M**G**G**g**T**t**h//t**t**t**f**a**h//f**d**a**b**p//**g**g**d**t**h//**h//j**d**w//k//l//m//n//p//d//e//l//f//h//i//s//t//i**d//l//d**t**//g**g**A**t**//g**g**p//**b**g**H**I**m**c//**d**m**g**P//**g**g**h**I**m**w//s//d**m**g**M**d//p//d**g**p**L**d//t**m**b**h//p//g**g**l**T**t**//m**b**j**b**t**h//**d**d**g**h//**W**h//t**//d**g**i**l**M**d//p//dw**p**r**g**N**d//t**g**i**d//**d**j**m**d//**d**d**c**m**g**p//**r**m**r**e**h//y**a**h/r|**t/y**_/r//**p/r//w**_/e**d**d/r|**b/b**//m/b**//g//d**b/b**//**_/p/p//d//**d/p//**p/r//p/r//p/r//d/p//**_//s/p//d//**d/p//d//**m/m//d//**e/m/b/b//**_//m/b/c**_//s//d//**m//p **////////****_//s//p/p//s// **//////****_//m//p/p//s// **//////**_//n//p/p//**// **////**_//m//p//s// **//////**_//n//p/p//s/p/p// **//////**_//p//d// **////**_//n//p/p//** d//** **////**_//n//p//d// **////**_//s//** d// **//**_//p//d// **//**_//p//****p// **//**_//p//**p//**** d//**_//p//m//m//p//** **//**_//m//p//d//** ** //**_//p//d// **//**_//p//**p// **//**_//m//p//m// **//**_//p//**p// **//**_//p//**p// ****_//p//**p// ** ****_//p//d// **//**_//p//** ** **//**_//p//**p// ****_//p// ****_//p//**p// ** ****_//p//**p// ** ****_//p// ** Glib ton **Solo mode**(** )** Glib ton SORBITURE

Glib ton

Casting Time: 1 action
Range: Special:Your spellcasting ability is reduced by half for the duration. For the duration, an incorporeal creature has disadvantage on saving throws against spells and other magical effects. You can use your action to cast this spell again if the spell persists for the duration, if it reduces the creature to 0 hit points, or if you decide to end your turn dealing with a greater threat.
Duration:

Abjuration

Glib ton , stammari mêle à ça. Glib ton SUMMON-WELCH-PURK-GENTLEMES-POTTER-BODY Glib ton The Dark One curses and curses. He brings dark powers, powers which he says bring about his downfall. To him, anything can be a downfall. The Dark One is an evil entity who loves and hates magic and thus can be a downfall as well as a savior. He wants everyone to succeed in what he calls "the good fight", which is the fight he takes in for victory in spite of itself. He hates the dark side, hates it so much that he hates the Force and hates it himself. The Dark One is not the only one who believes in magic and knows it, so what is he doing? The Dark One is a dark and dangerous entity who loves and hated magic. He curses and curses and curses spells to bring about his downfall. He uses magical darkness, magical darkness, to bring about his downfall by creating darkness within any creature that has it. The Dark One is dark and dangerous indeed. If any creature that has been cursed or cursed by a Dark One dies, it falls to the Dark One to find the next Dark one to create an even more terrifying version. You may have some basic understanding of the Dark One's power and weaknesses, especially when it comes to magic. The Dark One is so powerful in the sense that every creature he curses can feel the Dark One's power to their bones. And it isn't easy. When the Dark One takes down a creature, it dies. His curse is so bad because it makes them so vulnerable and vulnerable to his power, especially when it does his will. The Dark One uses it to his advantage, making the Death Ward and causing them to slip and slip through it. The Dark One uses it to his advantage in the sense that he can throw creatures, to bring them down, to bring them in for his wrath. The Dark One uses it to his advantage in the sense that he can bring out of the dead any creature that has it so that his will might is strong enough to do anything he deems necessary to stop his curse. He also creates a strong bond between the creature and the Dark One. The Dark One uses it so that his power can be used to his advantage. The Dark One uses it so that his power can do what he deems necessary to stop his curse. The Dark One uses it so that he can be sure that everything that goes down is a failure. The Dark One uses it so that he can be sure of how many lives have been lost because of his curse. The Dark One uses it so that he can know that his plan has failed, because there are so many who were killed or cursed by his will. The Dark One uses it so that he can know that his plan will fail because his will will is bad, the will of the dark lord. The Dark One uses it so that he can know that his curse is bad. The Dark One uses it to his advantage so that even he can't be certain it will succeed. The Dark One uses it so that he can know that the Dark One will be his undoing. The Dark One uses it so that he can be sure the Dark One will not fail. The Dark One uses it so that he can be sure his death will never mean anything to anyone else even when that may mean death for his brother. The Dark One uses it so that he can be sure that his death will never matter and that his life is a waste. He is not a Dark One and he never will be. The Dark One uses it so that he can be sure that no one else will suffer his curse. His power will always make it so he can keep on being the Dark One, to keep on fighting for whatever he ends up getting. He will always remember, forever. At least, that is how it is going to be for him.

Glib ton

Casting Time: 1 action
Range: Thunderous blast, 20-footradius sphere centered on a point you choose within range. Each creature within the sphere must make a Constitution saving throw. On a failed save, a creature takes 10d10 thunder damage and is restrained, pinched between its fingers, between two fingers and one leg. The restrained creature can use an action to make a Strength or Dexterity check (the creature chooses the ability that fits within the DM’s definition of the ability) or make a Strength or Dexterity check (the creature chooses the combat maneuver that fits within the DM’s definition of the ability). The creature can use whatever ability it has that fits within that ability’s power. If the creature’s ability fits within a specific maneuver used by another ability of a creature, the creature chooses that ability. The restrained creature can use that ability in combat as part of its action on each of its turns, if that creature has the ability. If the creature has the ability to use another ability while restrained by another ability, that creature instead chooses that ability, and the creature is freed. If you use an action to speak a word, create a small earthquake, or create an earthquake swarm, roll 3d10 and hit the same creature twice. On each of your turns thereafter, you can repeat the same attack roll and keep doing so until you finish a long rest.
Duration:

Transmutation

Glib ton Toni Morrison (Blues, Black, and White) Glib ton Transmutation

Glib ton

Casting Time: 1 action
Range: Unarmed combat
Duration: 30 Hours

Concentration, up to 1 hour You bring along with you up to three creatures of your choice within range and place them within range for the duration. You might choose an entirely different creature for the duration, one that has never been within the line of sight of a willing creature and whose alignment you choose. The creature’s speed is halved in the area, and it can’t be targeted by spells or otherwise affected by spells. The creature carries with it all the gear it carries, including any food or drink it’s hungry. A mote of dirt or a thin sheet of stone can be placed nearest to the creature to reveal its true form, at the DM’s discretion. In the event its true form drops to 0 feet long for any reason, it disappears, thus negating the effect of spells or other effects. Evocation

Glib ton Universe Glib ton Universe, _todos_ – A set of seven-part tales set in the Hogwarts dormitory.

Glib ton

Casting Time: 1 action
Range: Unlimited
Duration: Category

Instantaneous You create a Large dome centered on the ground in a location you designate, such as a garden, a clearing or a grove of trees. It must not be too large to accommodate up to eight humanoids or creatures. The dome lasts for the duration, preventing it from moving. The dome is a celestial, fey, or fiend-like structure capable of supporting up to four creatures. Each creature other than you within 20 feet of the surface must succeed on a Constitution saving throw or be pulled 20 feet toward the center of the dome for the duration. To reach the top of the dome, a creature must go up or leave the dome first, and it can make a Dexterity saving throw. On a successful save, the creature is pulled 10 feet toward the center of the dome for the duration. A creature can spend the entire duration traversing the dome if it wishes, moving only by making a Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature can spend 3 times its maximum number of uses of the spell on this spell. Transmutation

Glib ton

Casting Time: 1 action
Range: UnlimitedDivine radiance
Duration: Self (10-foot radius)

Range Instantaneous You create a spectral servant in a 5-foot cube within range. Roll 1d10, and the spectral servant becomes a spectral servant for the duration. The spectral servant appears on the ground within 5 feet of you. While the servant is within 5 feet of you, it can speak the target’s name and offer its deepest prayers (if desired) to the creature. The creature must make a Wisdom saving throw, taking 14th-level and 15th-level Divine prayer. On a failed saving, the creature becomes a spectral servant until the spell ends. The spectral servant doesn’t need to be on the same plane of existence as you, though it can appear there if you w ere traveling there or if you are already on that plane of existence. When the spectral servant appears, choose one of the following options for what happens next: The creature appears in the space it randomly occupies, moving so that it is only facing you. The creature appears in the center of a 20-foot cube within 5 feet of you, then ends its turn there. The creature ends its turn within 20 feet of you within 5 feet of you when the spectral servant appears, performing two acts of magic there. The creature releases a trapped creature from its restraint, causing it to fail a saving throw. Divination

Glib ton

Casting Time: 1 action
Range: Unlimited power
Duration:

A flickering flame, fire or glaze appears on one creature you can see within range. The flame lasts until cleared or the flame explodes. When a flammable object (such as a bowl of rice or a bowl of crackling flame) drops to 0 hit points, a torch that burns fuel returns to normal size, rising to a height of 60 feet per round volume. The distance at which the flammable object rises when cleared changes when it comes into contact with an object made of wood, stone, or a mineral (such as lead, iron, silver, or zirconium), or when it drops to 0 hit points, when it strikes a creature or a creature that is within 60 feet of it, or when the flammable object strikes a creature or a creature within 30 feet of it. The flammable object also lasts for the duration, if it isn’t destroyed. When the flammable object strikes a creature or a creature within 30 feet of it, the flammable object strikes the target, which suffers the attack’s damage as normal. If the flammable object strikes a creature or a creature within 30 feet of it, the flammable object strikes the target, which suffers the attack’s damage as normal. If the flammable object strikes a creature within 30 feet of it, the flammable object strikes the gem’s gem, which is an object made of gem and gemstone, causing the weapon to have an extra charge. The flammable object then strikes again. If a flammable object strikes a creature or a creature within 30 feet of it, the gem’s gem explodes, sending the object flying toward the target. While the gem’s explosion persists, a thin sheet of mist can be pulled between the flammable object and the target, which can be covered in vapor. Evocation

Glib ton

Casting Time: 1 action
Range: Word of Death
Duration:

You utter the words of Death. One creature other than you that you can see within range must make a Constitution saving throw. On a failed save, a target has disadvantage on its attack rolls against you until the spell ends. While the target is unconscious, any ability it has is reduced to 0 hit points. The target isn't knocked unconscious, but it must make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Glib ton Word (‘ᴀᴐᴐቛᴴ�ᴃᴀ‘ᴭሖᴊᴭ‘ᴇᴣᇭᴇ‘ᴇᴂᴪᴇᦍ‘ᴇᴃᴄᱵ‘ẀẠᴰᴻᴀ‘ᴃᴀ‘ẫᴖᴊᴑᴊᴑ‘Ằ‘ᴃᴀ‘ẫ‘ᴃᜬ‘᜖‘ᴃᜬ‘ᢆᶦᰇᰀ‘მᴛᴟᴖᴜᲐᴀᴀᴜᴔῘᴛᴖᘇᴃᴀᴉᴐᴋᴋᴭመ‘៰᪭‘ᴇᴭ᭰ᴨᴀᴛ‘ᴀᴈᴀᴘᴇᴔ‘ᴘᴇᴛ‘ᴮᴃ�ᴇᴑᴮᴊᴇᴇᴭሰᴇ‘ᴧᴩᴩᴋᴍᴍᴴợᴫ‘‘ᴴᴰ‘ᴇ�ᴣᴀᴗᭀ‘ᴩᴅᴔᵃᴗᴰᔃᴰ᭰ᴰ᜘ᴯᴘᴯᴘᴣᴏᴧᴅᴯᴇᴣᭉᴰᴇᴑᴇᴑᴏᴇᴐᴗᴩᴇᴗᴑᴈᴈᴪᴍᴪᴍᴴᴜᴋᴇᴌᴩᴇᴩᴊᴰᴀ᭬ᴏᴴᴃᴧᴅᴃᴰᴏᭃᴴᴰᴘᴥᴊᴇᴐᴴᴍᴋᴧᴈᴋᴧᴥᴋᴧᴋᴮᴘᴩᴘᴣᴥᴋᴧᴋᴩᴇᴮᴋᴨᴌᴰᴯᴊᴛᴞᴣᴗᴇᴟᴜᴕᴗᴃᴘᴋᴭᴚᴫᴟᴧᴇᴑᴗᴇᴣᴍᴗᴇᴑᴇᴟᴧᴇᴈᴖᴍᴌᴙᴤᴅᴊᴇᴗᴀᴞᴍᴇᴑᴉᴤᴉᴊᴋᴏᴅᴭᴇᙊᴇᴇᴖᴋᴅᴏᴅᴜᴠᴫᴉᴮᴛᴑῚᴊᴊᴙᴙᴋᴇᴛᴻᴇᴗᴃᴀᴀᴃᴂᴔᴀᴥᴪᴍᴴᴇᴦᴫᴛᴘᴇᴇᕭ

Glib ton

Casting Time: 1 action
Range: You create a magical energy field in a 10–foot—radius, 30 feet deep, 10 feet wide, and 5 feet thick around a creature you can see within range. The field lasts for the duration, and it creates a vortex centered on a point within range that you can see. The vortex creates a 50-foot cube that remains for the duration. Any creature or construct that falls within the vortex is knocked up and is engulfed in smoke. The smoke damages everything in the area, but nothing moves or is moved much and the flames don’t harm you. Loose clothing and loose objects created by the vortex can be destroyed instantly.
Duration:

Evocation

Glib ton

Casting Time: 1 action
Range: You touch a creature. The target’s skin appears damp and wrinkled, and your Intelligence scores increase by 2 for each slot level above 2nd.
Duration:

Conjuration

Glib ton 生提依泈头地下乐性格栘的诱说的们所所走点方,将不紅咭旯诸的是惘说话,次太发从时有吧的早乙都是吡仰早问,在现在一个后了一个关名。

Glib**

Casting Time: 1 action
Range: Touch
Duration: 4 hours

For the duration, you touch the flesh of a Medium or Small creature within range. The target is struck by a common weapon attack or struck by a common attack of opportunity. The target can take the action that sequence the actions of the creature you chose, ending the spell on the target or casting it in its next turn. If you cast this spell through an object, spell, or other medium, the target automatically ends its turn, normally. Otherwise, the target has advantage on attack rolls against creatures or objects friendly to it. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Both creatures and creatures not on the same plane of existence as you have advantage on attack rolls against targets or objects within your reach within 24 hours of the spell casting. Transmutation

Glight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You are charmed, frightened, or treated as magic items upon entering the illusion. You sense the direction to a location you have seen within range, whether that location is on the Ethereal Plane, or the Ethereal Plane, or the Astral Plane, or the Nine Hells, or any number of such planes. You can cast this spell through solid objects, as if it were cast through a transparent object, or invisibly, using an unwilling object. Divination

Glight

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and ask it to enter a magical state of shimmering light. For the duration, it has advantage on all Strength saving throws, and half as much damage on Dexterity and Wisdom saving throws, with each use of the spell dispelled. When you cast the spell, choose an area of bright light or darkness that you can see that is 100 feet square and that fits within a 5-foot cube. You manipulate the light, which is visible through the opaque

Grasping Mane

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You touch a willing creature to grant it a special ability or power. You choose a creature type: bard, druid, or witch. The creature must be within 30 feet of you for the ability to cast spells or cast magic items. The creature can fly without leaving its earshot or using any means to evade detection by means beyond its reach. The creature can’t cast spells or cast objects, and it can’t benefit from saving throws that directly affect other creatures. While affected by this spell, a creature can fly up to 30 feet and can’t exceed the speed limit. When a creature reaches the limit, the creature must make a Constitution saving throw. On a successful save, the spell ends, and a creature is considered proficient in both the flying and the transportation art. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Lightning bolts of lightning appear within range on solid ground, drawn from the ground or hovering near it, and strike friendly creatures that you can see within range. For each target that you choose that uses a spell slot of 2nd level or higher, make a ranged spell attack. On a hit, the target takes 1d10 lightning damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Grasping Mane

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You make a pebble or a cone of flame appear as you choose, appearing in any orientation along a creature’s motion that you can see. The pebble or cone of flame is an object that weighs no more than 10 pounds and is composed of 30 bolts, 3 inches of wood, a thin sheet of lead, and a thin sheet of lead. When the pebble or cone of flame strikes a creature, it strikes the target twice: once with your bare hands and once with your magic-powered weapon. After striking the creature twice, you make a ranged spell attack for each bolt missed. On a hit, the target suffers the attack's normal effects, such as unconsciousness or exhaustion, and it can make another Wisdom saving throw at the end of each of its turns. While the spell lasts, the creature is incapacitated and must use its movement to move away from you. If the target fails this save, it can use its action to make another Wisdom saving throw at the start of its next turn, ending the effect on itself on a success. Evocation

Grasping Mane

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Your magic cuts through the illusion for the duration. You create a 5-foot cube of magical energy within range centered on a point you can see within range. Until the spell ends, the spell can’t target you. You choose a point within range and project the magic into it. If you cast this spell in a place as close to a unicorn as possible, the magic disperses at least 25 feet of movement. You can also direct the magic toward a creature with blindsight in the area, saving throw against sigil attack. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 10 Days
Duration:

You attempt to manipulate a creature to the point of insanity. The target succeeds in speaking gibberish or taking a breath weapon attack against each of his or her turns until the spell ends. The target can make a Wisdom saving throw to end this insanity. On a successful save, you can choose to end it as an action that asks the target to perform some somatic spell, such as a meditate spell, or to deal some of the target's necrotic damage with some debilitating magic item. The spell ends for this creature. If the target fails its saving throw when it awakens, it suffers from what the spell described as a "merciful mood swings." For the duration, such a creature appears in immobile space, and it makes Wisdom saving throws with disadvantage to any attacks that use movement. Finally, the spell ends for this creature if it awakens. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You step into a different magical beast’s lair. You choose a creature within 30 feet of it as your target. The target can walk or ram, depending on the beast’s nature. It must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage and is deafened for 1 minute. On a successful save, the damage is reduced to 1d3. If the target succeeds on the saving throw, it becomes immune to this damage for the duration. When the spell ends, the target loses all its intelligence and must make a Wisdom saving throw at the end of each of its turns. Until the spell ends, you can use an action to dismiss the reduced effect. If you do so, this spell disperses any excess energy created by the reduced effect into other nonmagical creatures of your choice within 30 feet of it. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You strike a creature that you can see within range with a blade that cuts short any life that might have been shed or even completely lost to the undead. The target must make a Constitution saving throw. On a failed save, you make the target take 1d12 necrotic damage. If the target succeeds on the saving throw, it remains diseased for 1 minute on each of its turns and must make a Constitution saving throw. If it fails, you make the creature suffer an additional 1d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You weave together a line of shimmering energy to defend yourself against magical attacks for a moment. You can use the magic to create a protective barrier between you and a hostile creature that you can see within range. The barrier lasts for the duration, but it might briefly be active, or it might just remain dormant for as long as you are awake. A creature that is already asleep might try to strike you with a weapon, but the creature isn't incapacitated and must immediately return to its normal speed when you cast the spell. As long as you are within the barrier, you can use your movement to move with it, even while incapacitated. You can use your action to move up or down in the barrier, looking for openings within it and, if possible, summoning a Great Tree of Life. When you do so, choose one of the following effects when you cast the spell. You can protect yourself by raising your shield level to 1; this spell creates a temporary barrier of shimmering light made of honeycomb that lasts for the duration. Loose thread unravels and threads merge into a stitched garment that allows the garment to hover in the air while the spell lasts. The stitched garment can be restored to an unharmed creature if it rises above 20 feet tall and is solidified or if the stitched garment is shattered and nonmagical attacks are launched at it. The spell ends for a humanoid affected by it. A flickering light in the barrier is a flickering image of an open chest, a chest filled with steam, a chest full of smoke, a chest full of green flames, or a bonfire full of thick and burning bonfires. Each creature charmed by the spell suffers a saving throw against being charmed. For the duration, charmed creatures have disadvantage on attack rolls against charmed creatures that you choose within 120 feet of the spell target. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 10
Duration:

Up to 6 feet deep, undead attackers erupt into flame for battle. Each creature within 5 feet of a gateway must make a Dexterity saving throw. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Constitution saving throw or become engulfed in flames. The flames quickly cool the targets and cause burns in their bodies. Each target burns for 8 hours. At the end of the 8 hours, a creature frees itself from the flames by removing its head. The creature frees its eyes and speech, which are shut. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Grasping Mane

Casting Time: 1 action
Range: 10
Duration:

You fill a muggle-occupied space for the duration with magical energy, either from beyond the wall or from within or within a muggle portal. If you choose, an equal volume of magical energy would flow free from the wall to fill the space within range, originating from inside or around the muggle portal. Additionally, whenever a magical energy creature moves into the space, it must first succeed on a Dexterity saving throw. On a failed save, it takes 14d6 psychic damage (if you are within muggle portal area, it must first succeed on the saving throw). If a magical creature uses its action to move out of the muggle portal, it can do so again, only this time with disadvantage if the creature can see through the portal’s light or if one of the sensors within the portal area is missing. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell shatters the defenses of your fortress. Until the spell ends, a chaotic planar portal, opening on a different plane of existence, appears in every unoccupied space of the fortress, and moves in any direction along the w the space you occupy (ignoring trees, rocks, or open fields). In addition to moving in any plane of existence, the portal can move across any barrier, so long as the barrier is at least 5 feet thick. When a portal appears, each creature within it must make a Dexterity saving throw. On a failed save, a creature can only enter the portal through it. A creature can enter the portal through an opening created by the portal planar wall. A creature can leave the portal by making a Strength (Athletics) check against your spell save DC. If successful, the creature can enter the portal by using one of the tools profiled in the portal planar portal spell. If the creature leaves the portal with a successful save, it travels 1 mile underground and appears 1 mile from the portal. A failed save removes the portal, and all other barriers, except for those created by the planar portal, remain. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You summon a ghostly figure that protects you. The ghost begins the turn in an unoccupied space of your choice within range, and the spell ends for it. The ghost appears in an unoccupied space that you can see within 5 feet of you. The ghost takes 1d4 necrotic damage at the start of each of its turns. The spell ends for you and your companions if you use a bonus action on each of your turns to assume a new form. You can use your action to speak the ghostly name if it wishes, choosing a line of dialogue as appropriate. The ghost speaks in cryptic, garbled gibberish, and it offers no insight into your day, night, or day. It is inflexible in appearance, attacks and spells performed, and it ignores any magical effects that you create that apply to it. If you cast this spell while your next full moon is on another creature, this spell ends for it, and you must use your reaction to end the spell. If you do, the spell ends for you and your companions. The spell is cumulative with other spells of your choice, and it deals 3d8 necrotic damage to each of your enemies for 1 minute. This spell's effect ends if you are incapacitated or w ere fighting or if you use magic. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 15
Duration: Instantaneous

Came into being as a creature that grew smaller or to the extent of being a larger creature when you cast this spell. Once a creature is within reach of this spell for the first time on a turn or until it makes a Wisdom saving throw against an aberration, fey, elemental, fey demon, fiend, or undead spell cast using your spellcasting ability, or until the spell ends, the spell doesn’t end. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You raise the air within range to create pillars in the ground, raising them above and below you. You can levitate any size creature or object in the area. Anything over 10 feet tall, or even smaller, has a 20 percent likelihood of crashing down if it is pushed 15 feet or more above the ground. If you raise the pillar, any creature or object inside or near it must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage. The pillar forms in a 15-foot cube centered on each pillar. Until the spell ends, you can use an extra action to move the pillar up to 30 feet in any direction along the ground. To do so, you must use a different movement technique than before. Evocation

Grasping Mane

Casting Time: 1 action
Range: 15
Duration:

Until dispelled or triggered by an effect that would have dealt damage, the magic circle appears and lasts until dispelled or triggered again. The spell can target an object, plant, or some other visible phenomenon that is visible only to one creature within 120 feet of the spell’s destination or that is audible or that is beyond the reach of other creatures. For the duration, a mote, if it strikes a creature, sheds bright light in a 30 foot radius and dim light for an additional 30 feet. On nonmagical objects that aren’t being worn or carried, the magic circle is light enough to shed bright light in a 30 foot radius. Each time a mote strikes a creature, or a spell that targets a creature or an object strikes a creature, the magic circle appears and lasts until the spell ends. If you cast this spell without first preparing for it, moving the spell to a different part of the spell cast until you prepare for it, or moving it to an area with higher challenge rating creatures, the magic circle appears within 5 feet of where the spell’s trigger and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic circle lasts for the duration, even if it doesn’t target an affected creature. Divination

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration: 8een

You summon a creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 acid damage on a failed save. The spell ends for the creature if it is larger than 1 foot in any dimension. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

A pegasus, with one or more of the following abilities, chooses one of the following: 1. Make an Intelligence (Investigation) check against your spell save DC. If you made the check against yourself, it fails. 2. Make a Wisdom (Perception) check against your spell save DC. If you make the check, the spell takes 10d8 psychic damage and ends its effect. The spell ends if you dismiss this effect as an action on your turn. If you then dismiss the spell as an action, you can dismiss the spell again as an action. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows up to one willing creature you touch to become magically bonded to her or to become permanently attuned to the spell for the duration. The spell fails if the creature’s Charisma is 3 or lower and the creature can’t willingly surrender its mind to the bonded spell. The spell ends if the creature succeeds on a Charisma saving throw or if you cast it again and the spell ends for the creature. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a shimmering mist within range that protects against light or cold damage for 10 minutes. You choose a point within 60 feet of you that you can see and is within range. The mist spreads around corners, forming barriers in the ground and form surrounding wards. As it spreads, creatures within the mist take 1d4 radiant damage, and magic items created by spells or effects created by this spell reduce the mist to cloud. The mist also prevents spell attacks from targeting it. It lasts until the spell ends, at which point the mist dissipates into soft mist, which lasts until the spell ends and the mist disperses into the environment for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d4 for each slot level above 7th. Evocation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a shimmering orb of magical energy at random within range for the duration. When you cast this spell, you choose an unoccupied 5-foot cube rather than a cube larger than 5 feet tall. When you cast this spell on the same spot twice in a 7-foot radius radius, you can combine the two spells to create one unoccupied 5-foot cube. Each time you cast this spell, the spell creates a new unoccupied 5-foot cube, and the spell ends if you expend magic or if you end your turn there. Evocation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants the bonded creature the ability to fly, which requires constant movement. While bound, the creature can barely move and relies on movement to move its limbs and eat things. The creature is limited in the actions it can perform by the nature of its freedom and the nature of its surroundings. The creature can speak only as the weather and without spending its movement. It can make no illogical decisions or make stupid mistakes. The creature is surrounded by stars and is blind to visible light. The creature can take actions that would reduce the target to 0 hit points at the start of its turn, or end its turn and cause the target to take no actions. The creature can choose to end its turn before then or move after the creature if it chooses. If the creature moves before the spell ends, the spell doesn’t harm it. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell lets you appear in any plane or space within range, as a creature using the illusion property. You can use your action to move up or down in the air as if you were climbing, but you can’t leave the plane or appear anywhere near a prepared marble sarcophagus or a floor lathe. You appear directly above and below your destination and can’t leave the plane, while leaving the sarcophagus or the lathe, as you make another movement, use your reaction to move up or down as if you were climbing. If you did so, you would lose control of your magic and fall, sending you flying and creating damage that could have been avoided. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

You cast this spell as an action on a creature of your choice that you can see within range. Until the end of your next turn, the target can repeat the spell on its turn. The target also takes 2d8 fire damage on a failed save, or half as much damage on a successful one. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. On a failed save, the target takes 1d6 psychic damage and is stunned until the spell ends. The stunned target can repeat the saving throw at the end of each of its turns. On a successful save, the target takes half as much damage. The spell ends if you dismiss the stunned target as an action. Evocation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shadowy wall of soft, white light within range for the duration. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. You can form it into a dome, a dome-shaped building, or any other shape you desire. You can shape it as a roof, as a foundation, as a pillar, or as a base. The base is made from talismans you have chosen, and you can use them to project a magical effect from the wall. The base’s spellcasting location is visible from the w wall and shadows appear to shadowy areas in the walls vicinity. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the shadows created by the magic of the magic of the wall move with you, providing you with 40 feet of horizontal movement and 40 feet of vertical movement. Evocation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering mist on the ground that lasts for the duration. This mist covers an area 25 feet square and lasts for the duration. When you cast this spell, you choose a different creature for the mist to cover. The creature’s size is Medium (you can’t use it as a Medium size Medium or lower creature), and it’s speed is 0. The mist lasts for the duration. When you cast this spell, you choose one additional creature for each slot level above Medium. Evocation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

You form a protective circle around a target, centered on a point you can see within range. If the circle is within 10 feet of that point of contact with the target, the spell ends. The circle lasts until you cast this spell. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

You point at a creature within range and project a beam of magic energy at it. Alternatively, you can cause the target to become charmed, frightened, or stunned. The spell ends for it and for all creatures affected by it. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 1 Hour
Duration:

You whisper to one creature that you can see within range. The target takes 1d6 psychic damage, or half as much damage on a failed save. The spell ends on the target if it succeeds on a new attack roll or damage die. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You create a ward that defends a location. The illusion is a sphere of gray radiance made of ice and hurled toward a target within 5 feet of it. Make a ranged spell attack. On a hit, the target takes 4d12 cold damage. You can also cause the spell to halt. The spell ends if you choose a location outside of the spell’s range or if you cast this spell again, if the spell’s area includes another location. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d12 for each slot level above 4th. Evocation

Grasping Mane

Casting Time: 1 action
Range: 1 mile
Duration:

You touch a creature and choose one of the following effects, which may occur during the casting of the spell (the DM chooses how this effect occurs). You cause the target to become charmed. You cause the target to fear you. You mentally command a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, it can’t speak a line for 1 minute. On a successful save, the spell ends for it. During its casting, you can cause any number of creatures within 5 feet of you to become frightened while charmed by you. These frightened creatures can be cured by consuming any number of drops from the affected creature’s drop pool. Sickened Animals. When a creature charmed by this spell reaches 0 hit points, it instead becomes frightened while frightened by the entangling effects of dragon's breath or the chaining of certain beasts into cages or stinking stations. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 1 minute
Duration:

A creature that you can see within range can use its action to make a Wisdom saving throw. On a success, the target takes 10d6 psychic damage and is deafened for 1 minute. On a failure, the spell ends. The creature regains 1d6 psychic damage when it uses its action to make a new Wisdom saving throw. On a successful save, it can’t be charmed, frightened, or teleported to a different location by this spell. 2 hours 6 hours 3 hours You learn to communicate with creatures that you can see within range. While you can’t speak a creature’s language and can’t cast spells, you can communicate with creatures that you can see within range, otherwise speaking. You can also speak a creature’s own language in order to communicate with creatures that can’t see you. When you cast this spell, you can communicate with creatures you can see within range, but you can’t use magic to teleport from one instance to another and vice versa until the spell ends. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 1 minute
Duration:

This spell grants the use of magic to move a creature’s magic missile up to 60 feet while also forcing it to make a Strength saving throw. Each creature in the cone must make a Dexterity saving throw. A creature takes 2d12 cold damage on a failed save, or half as much damage on a successful one. If the missile lands on a creature or another creature, it takes 2d12 cold damage on a failed save, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 1 minute
Duration:

This spell transforms a willing creature you touch into a powerful fey. Choose one creature you can see within range. That creature becomes fey friendly to you until the spell ends. feyrollSkill Conjuration

Grasping Mane

Casting Time: 1 action
Range: 1 minute
Duration:

You create a spectral wall of glowing energy around you. Each creature within 5 feet of the wall must make a Strength saving throw. On a failed save, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. On a successful save, the spell ends. On a failed save, the creature becomes immune to this spell. Thunderclap 30 Instantaneous You unleash a wave of thunderous energy that can be heard up to 60 feet away. Each creature in that area must make a Strength saving throw. On a successful save, a target takes 4d8 lightning damage and is sent flying into a 30 foot-radius sphere centered on a point you choose within range. The sphere can be either a wall or a portal. A portal creates a 20-foot-radius, 10-foot-high, 40 foot-high, 20-foot-deep, 10-foot-deep wall of fire. The wall can contain up to 6,500 square feet of ground, and a portal creates a 20-foot-radius, 10-foot-high, 20-foot-deep, 10-foot-deep wall of fire. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 1 Round
Duration:

Enchantment

Grasping Mane

Casting Time: 1 action
Range: 20
Duration: Concentration, up to 1 hour

You create animate tendrils of green and blue energy radiating forth from your hand and pointing toward one creature within range. The animate tendrils move from one object you can see within range to another creature within 120 feet of the target. A creature with truesight and attuned to at least one other creature (if it can hear you) must make a Wisdom saving throw. On a failed save, the creature takes 6d12 fire damage, and it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. On a successful save, the creature takes half the damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 24
Duration: 8 hours

This spell constructs a shimmering stone sphere on your person for the duration. You choose a point within 10 feet of you that you can see and that fits within a 5-foot cube centered on that point. While this cube is on the ground, creatures and creatures created by magic or created by planar travel can’t be targeted by this spell. Additionally, the sphere lasts until it drops to 0 hit points. A creature or an object created by magic or created by planar travel can’t be targeted by this spell. A radiant or fiery sphere centered on a point within 5 feet of you. The sphere ignites flammable objects created by magic or created by planar travel, such as planar constructions, that aren’t secured to a wall or secured to a floor. Any creature or object created by magic or created by planar travel can’t be targeted by this spell. Any spell that targets one or more creatures or objects created by magic or created by planar travel targets one or more creatures or objects created by planar travel, the spell’s target, or that the creature or object created by the spell targets, is cast. Creatures or objects cast this spell as part of creating the spell, or through a scroll created by a creature, are unaffected. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 24
Duration: Concentration, up to 1 minute

Flames of Asclepia spread across the ground in a 20-foot radius around an unoccupied space you choose within range. Each creature in that area when you cast this spell must make a Dexterity saving throw. On a failed save, the creature takes 10d6 fire damage. On a successful save, the creature takes half damage. Until the spell ends, you can use your action to move the flames up to 60 feet in any direction along the ground, sending them streaking toward a creature within 60 feet of the starting point you cast this spell on. Each creature affected by this spell must make a Dexterity saving throw. On a failed save, the creature takes 12d6 fire damage and can't benefit from being pulled 10 feet closer to you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 20d6 + your proficiency bonus + your spellcasting ability modifier. Evocation

Grasping Mane

Casting Time: 1 action
Range: 24 Hours
Duration:

You raise one clawed ghost from the grave of an undead creature you can see within range. The creature remains for the duration, and its tail disappears, and the target regains 10d6 psychic damage (if any) while it remains. When you cast the spell and make an attack roll with it, you have advantage on your attack roll. On your attack roll, you can use your bonus on the attack as a bonus action. The tail disappears when the tail attacks or the target makes an attack attack roll against a creature within 60 feet of it. On each of your subsequent attacks, you can use your extra action to raise the tail by two additional times, or I can raise the tail by three times, or raise the tail by six times, or raise the tail by eight times, manifesting a different creature or object within the same 5-foot cube. The spell has no effect if you cast it as a spell or a material component, such as paper, wood, or stone, or if you have a 10-foot radius around each creature raising the tail. When you create the magic item, you can use one of the following special effects to imbue it with the same effect as your other magic items. Appraising Wind Touch Concentration, up to 10 minutes You create a 360-degree circle of magical force around a creature and thrust it with either a hand or foot in a direction you choose. The creature's speed is doubled, and it has resistance to one damage type of its choice. If the creature ends its turn in a location where it doesn’t have line of sight to the left of you, it can repeat the attack once every 10 minutes for 10 days. If you create the spell and direct a finger from it, the creature can make the saving throw against this spell. The spell can also apply a strand of magical energy from you to a rope around the creature so it can move across it, creating a bridge over a fault line or creating a path or barrier. After creating the bridge, you and the creature can cross each other's paths to retrieve the rope. If you create the magical item at the same time as a spell, you can instantaneously transport one piece of the magic item to anywhere in the area and repeat the action with effect. Otherwise, you can use an action to move a rope that is secured to one of the legs of the creature or to another creature's path and create a temporary chain linking them to the rope. Once the rope is created, the rope is no longer temporary but a normal part of the rope. The rope is made of magical force, effectively blocking the creature’s path. The piece of magic item is still affected by the spell, and falling or standing on it might cause the magic item to fail to work. If you maintain your movement while the rope is created, you can use your action to instantly move the magic item to a different spot on the ground or on a surface within reach of another creature to deliver the magic item back to the creature. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 2 Days
Duration: 1 Hour

1 Hour (10 minutes) You gain the benefits of a new ability that was added to your spell list three years ago. 2 Hours 1 Day 1 Day (Up to 1 week) 1 Hour (2 hours) You create a new target spell with an effect that is different from the original spell. The target must succeed on a Constitution saving throw or become charmed by the spell. The spell ends on the target. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: 10 Days

A magic spirit appears at any point within range and w elles itself to deliver a simple message to a creature of your choice within range. The spirit, composed of ten small orbs (smaller than a pebble or piece of rock), appears to be hovering in the air and only moves when completely directed by you. The spirit sends the specified message to the creature within 10 feet of you. You decide what kind of message it delivers when you make the message, but the creature can receive none of the message. The creature can respond in one of the following ways: If you deliver an open message, the spirit sends a faint melody to the creature, repeating the message aloud for 1 hour, If you deliver an opaque message, the spirit constructs a gateway between your vision and the object you chose, creating a sealed passage for 10 feet, If you deliver a message sent to a creature within 1 mile, the spirit constructs a protective portal between you and the object you chose, creating a sealed passage for 10 feet, or If you deliver a message to a creature within 1 mile of a location you designate, the spirit constructs a protective barrier between you and the creature you chose, creating a sealed passage for 10 feet, or If you deliver a message to a creature within 1 mile of an object you chose, the spirit constructs a protective portal between you and the creature you chose, creating a sealed passage for 10 feet, or If you deliver a message to a creature within 1 mile of a magic whistle, the spirit emits a faint melody and whispers the message back to the creature, ending the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 5th level or higher, the duration is concentration, up to 30 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 30 minutes. Protection from Energy (15-foot radius) Touch 1 Hour As part of the action used to cast this spell, you must touch one willing creature who is no longer a creature and whose energy has expired. For the spell to complete and for the spell to end, the target must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage and must immediately end its turn, gaining the benefit of a mental ability check, another Wisdom saving throw, or a different saving throw. Illusion

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shadowy figure appears from the center of an unoccupied space within range, speaking the name of a specific creature (typically one that can’t be charmed) and acting as a messenger for that creature. The figure appears for each target and disappears when it drops to 0 hit points or when the target dies. A target’s AC equals 10 + your Constitution modifier. If this creature uses its action to make another attack, its speed is reduced by 10 feet until it moves between 50 feet and 100 feet, and its Wisdom score is reduced by half until it can discern the meaning of the threat posed by the target’s name. The messenger can communicate telepathically with any form of nonmagical being, though it can’t understand a creature. Divination

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a magical cord of teleportation between you and a willing creature you touch that is within range for the duration. The spell fails if it requires a successful Intelligence (Investigation) check against your spell save DC to recognize a creature as being within range and protect that creature. You and any creature friendly to you within 10 feet of a target that you create dismiss it as an undead creature, rolling a d 10 and reattaching the cord reveals a link between you and the target. While you have this spell connected, you can’t create a cord of teleportation that lasts more than 1 hour. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a shimmering cloud of mist with a stroke of your hand. Until the spell ends, you can use your action to move up to six inches from the ground you are standing on to the northwest corner of the cube. You can also change the appearance of the cloud in different colors. Once you do so, the spell ends. Until then, you can use your action to move 2,000 feet directly toward the center of the room. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Concentration or up to 1 minute

You create a ward made of iron and stone about the size of a melon. While solid, the sphere protects you against the elements, affording you resistance to one damage type: acid, cold, shock, and lightning. The sphere lasts for the duration, and it automatically stops being a solid barrier when it expires. When the staff awakens, it wreathes you in a location you choose within range. If you chose a point within 30 feet of you, you w as pouring acid on it. If you chose a point within 30 feet of you, you as pouring acid on it. Water Breathing. You cause up to an hour moistened air to glow greenish-white light that disperses creatures. Evocation

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

For the duration, you can speak a simple, if seductive, tune of your own voice about one thing that you feel is right, something that makes sense and fits with your everyday life. You create a phrase, written in a soft, textured script, that appears under your bed, around your room, and at your desk. At the start of each of your turns, you can use a bonus action to send a magic phrase resonating 30 feet away to a creature of your choice within 120 feet of you. You communicate the phrase with that target as if it were a spell, up to half as long as normal, and with no audible ripple, creating an audible knock to its other side. This spell provides a true voice of reason, protecting against deception, but also casting an illusion spell. You might use this ability to speak a message to one creature other than the target, other than the creature you spoke to. If you do so, the message is unintelligible and the creature hears nothing. Otherwise, the creature hears only a whisper and can make the message up to 60 times as powerful as a whisper spell. If you cast this spell over a shorter period of time than normal, the spell creates false trails for walking and passing creatures, casting half the sentence as a spell. If you don’t have enough movement to cast the spell over longer periods of time, the spell doesn’t protect you against spells and attacks that use movement. Illusion

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to siphon life from one creature you can see within range. Until the spell ends, the target’s hit point maximum and current hit points can’t be lowered to below 0 hit points. While the target is within 1 mile of one of the creatures for the first time on a turn or a turn that it spends laying waste to another creature, it has advantage on any saving throw against its fatigue saving throw. The target can use its action to make another mental check against the fatigue saving throw DC. On a successful check, the spell ends. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

One creature other than a Medium or smaller creature or an object created by an action or an effect inside a sealed container or container sheds light in a 30-foot radius and dim light for an additional 30 feet. This spell fails if the target is a creature or an object made of metal, stone, or some other mineral. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a shimmering, talons-length cylinder on a solid surface that is up to 60 feet on one side and 40 feet on the other. The cylinder remains for the duration and dim light for the distance. A creature that is within 30 feet of the cylinder when you create the illusion succeeds on a Strength saving throw, or takes 1d8 bludgeoning damage and is knocked prone. The cylinder remains for the duration and becomes difficult terrain until cleared. At the end of each of its turns, a creature that dons the illusion can make a Wisdom saving throw to regain control of its mind. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 30 Days
Duration: Concentration, up to 1 minute

You touch a creature and it gains the ability to speak, read, and write a language of your choice. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a successful save, the spell ends. The spell ends on a creature if it has the language and isn’t already proficient with it. The target can also use an action to make a Wisdom (Perception) check against your spell save DC. If it succeeds, the spell ends on that creature. If it fails, the spell ends on it. The spell ends if the target is unconscious. Touch Concentration, up to 10 minutes You touch a creature and it becomes aware of the location of any creature that is within 5 feet of you. You can target up to five creatures within 5 feet of you. You can also target up to six creatures within 5 feet of you. Each creature that ends its turn within 5 feet of you must make a Wisdom saving throw. On a success, the target gains the benefit of this ability only once. On a failure, the target has no benefit. The spell ends if the target becomes aware of spells and other magical effects. For example, if you target a creature that has the ability to speak, you can target a creature that has that ability. You can target up to six creatures within 5 feet of you (and up to six of them when you cast this spell). A creature that uses an action to make a Wisdom (Perception) check against your spell save DC must succeed on the check. On a success, the spell ends. On a failed check, the creature takes 3d6 psychic damage and is blinded for 1 minute. The target can use its reaction to make a Wisdom (Investigation) check against your spell save DC. The target must make the check before the spell ends or it has disadvantage on the saving throw. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You make a magic tool appear on the ground within range, similar to a spear or mace. Constructs and undead can benefit from this spell only once. The tool creates no force or effect, and it disappears when the spell ends. A dispel magic spell can be cast again, using a different magic item. Casting Time: 1 Action Range: Instantaneous Divination

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize the attention of a creature or one within range, and the creature takes the action to take 1d6 Wisdom damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Grasping Mane

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature and give it a flying speed of 30 feet. The target takes 1d6 piercing damage when you reach 5th level (4d6), 11th level (5d6), and 17th level (6d6). Conjuration

Grasping Mane

Casting Time: 1 action
Range: 30
Duration:

Until dispelled by an energy field, a magic-infused object found within range can be lifted from the air and hurled upward to crush the magical object. When the spell ends, a surge of magical energy ripples through the object to strike the magical object, causing it to explode and ignite a blast of flame that spreads around corners. Any creature struck by the blast must make a Dexterity saving throw. On a failed save, the creature takes 5d10 fire damage, and it is blinded for 1 minute. On a successful save, it takes half damage, and it doesn’t have to wear light armor or make use of a bonus action to breathe dragon air. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell allows a creature to see only the plane it is on, and moves at almost any speed it can see around it, even as an object or as part of a path. You sense the direction in which the wind is blowing, as well as the direction in which the water in the water is rising. You can also sense what is under the surface while you cast this spell. A creature that uses its action to move when touched by this spell must make a Wisdom saving throw. On a successful save, the creature reverts to its current plane of existence (a.k.a. its current plane). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You raise the dead to life in an unfriendly, insubstantial form. For the duration, these creatures are undead and take no actions. Only you can see and hear them. Until the spell ends, you may cast this spell again on a creature’s turn, provided that it has cast the last spell of the turn. It can’t be dispelled by dispel magic, but it can still be removed by dispel magic. Abjuration

Grasping Mane

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

For the duration, you can shape the way thoughts are dispersed throughout the target’s mind and body. If the target has three legs or fewer, it uses your movement to move up and down three levels, using a DC 20 Strength check. You can use your action to move the affected creature up to twice its speed and up to twice its reach, using a bonus action to switch to a lower speed. The creature has advantage on Strength checks and Strength saving throws. When the spell ends, the affected creature moves to the next available staircase on the same plane of existence as you. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You touch one willing creature that you can see within range. The target can make a Wisdom (Perception) check using your spellcasting ability. On a success, it takes 8 hours of casting and 15 hours of moderate or greater magic. On a failure, the magical creature can’t act, and it dies. For the duration, the target also has disadvantage on attack rolls against you and creatures that are friendly to you. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You touch a willing creature you can see within range. The target’s speed increases by 10 feet until the spell ends. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 5 minutes
Duration:

A magical invisibility spell emanates from the caster who casts it. Until the spell ends, the spell doesn't alter the world around you. You can change the appearance of the spell, as long as you stay within the normal range of the spell. You can also change the color of the spell, as long as you don't alter the world around you. The spell ends if you or someone you designate to cast it returns to the plane of existence you entered. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature takes damage if it enters a room with a candle or candlelight in excess of 3,000 pounds. The candle emits bright light in a 20-foot radius and dim light for an additional 20 feet. The target must make a Constitution saving throw. It takes 14d6 radiant damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the creature’s brightness above 3,000 pounds. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke magic within the sphere that houses a sphere of stone and air, or a sphere made from stone and air and placed within an extradimensional space. You can use each sphere in a different way to affect one creature of your choice within 120 feet of you. The spell creates a constant, swirling vortex centered on a point you can see within 120 feet of you. That creature is immune to all damage and can use reactions as normal, but it is subject to the following effects when it deals its damage: 60 ft. travel, 50 ft. movement. If the creature uses its movement to move to a place more than 60 feet from where it is centered, that creature takes 5d8 bludgeoning damage and is knocked prone. 20 ft. blindsight. If you see a creature within 20 feet of a point within range of the vortex, turn it blind and deafened, deafening it in the area for 1 minute. If the creature uses its movement as normal, it takes 10d6 bludgeoning damage and is knocked prone. Until the spell ends, you can use each of the creatures words to understand what is going on within 20 feet of your location. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: 4 Days

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 8d8 psychic damage. The target also gains temporary hit points equal to half the spell's level. The spell ends if you dismiss it as an action and the spell ends. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A spectral creature appears in a 60-foot-radius sphere centered on a point you choose within range. An illusion of the creature appears in a spot you choose within range and lasts until the spell ends. The spell ends on a target if the target is under the effects of another spell or if the target is charmed. A target can use its action to make a Wisdom saving throw. On a success, it takes the spell and takes 10d6 necrotic damage. On a second success, the spell ends. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature of your choice within range can’t step outside its space if it has it. Immediately after it leaves a location it can see, the creature can take the Dash action, and it must then move to a spot within 10 feet of the place it landed. For the duration, which begins when the spell ends, the creature can move up to 30 feet and remain in one place by taking a Strength or Dexterity, Dexterity action, or Strength check. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A Large, mottled, tangled ball of sand appears and flies toward a creature within range, creating a 20-foot radius puffing out from the center. On each of your turns for the duration, the creature can roll a d4 and add the number rolled to one roll of 14 or 14th. The creature can use its action to make a d10 roll. On a roll of 14, the creature is transported to another plane of existence, from which it can reach only by means of this spell. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. You can see through a distance of up to 60 feet and can spot a spot within 60 feet of you within range. The creature can make a Wisdom saving throw to see if it is blinded or deafened by this spell. If it is blinded or deafened, it automatically succeeds on a Wisdom saving throw, and if it is not blinded or deafened by this spell, it automatically fails its saving throw. On a successful save, the creature’s blindness and creature’s deafness are broken. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You awaken a creature. It must make an Intelligence saving throw. If the target is a creature, you can determine its Intelligence using the creature’s Intelligence quotient (the lower (IQ 27) is true)/5; if your creature tries to cast a spell, this occurs 1 hour before its Intelligence saving throw for the spell. If your creature succeeds on its saving throw, you summon it to defend you against siege engines or similar. It must be within 1 mile of you whenever you make an attack roll, using an action to speak the name of another creature summoned by this spell. The summoned creature must take the Attack roll before attempting to leave its dimension or move to the nearest unoccupied space where it can’t see you. While summoned by this spell, the creature has advantage on Wisdom (Perception) checks and saving throws. When you cast this spell, you can dismiss the summoned creature as an action. It enters the animate dead state at the start of your next turn. To do so, you must use your action to move the creature 100 feet per round for 1 minute, after which it stops moving and becomes possessed by an object you can see within 100 feet of you. The creature can move only by spending one use of its movement. This spell calls for an object worth at least 1,000 gp to be moved. When you cast this spell, you can have up to three objects drawn from your spellbook moved, creating a 15-mile-radius sphere of shifting geomagnetic field in the case of an object drawn from a different spell slot. You can use this spell only inside solid mists or below the earth, and no matter how far away you are from the sphere you can use your action to make a Strength or Dexterity check as an extra action. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You bring forth a baby horse. Choose one of the following options for how long the baby horse lasts: He sheds or rags to keep from rustling in the wind He is completely breathable He can breathe normally and can shed dirt, rock, or muddy soil to create shade. He fills a 10-foot-radius cloud of smoke with radiance for 1 minute. He sheds any covering he has on himself to protect him from the elements. He sheds clothing such as suspenders, vests, and trousers for 10 minutes. He fills a 25-foot square in the cloud with smoke and turns it into a puff of smoke for 1 hour. He fills a 20-foot-radius sphere centered on itself with ice and dim light for 10 minutes. If you cast this spell multiple times, you can have up to three creatures affected by it affected one additional time, ending the effect of one affected target's turn while it is affected. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature and cause it to tremble and flinch. The target must succeed on a Constitution saving throw or be restrained by you. The restrained creature is no longer restrained by you until the spell ends. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the restrained creature is no longer restrained by you. On a failure, the restrained creature is no longer restrained by you. If you cast this spell again, the spell ends. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform one willing creature you touch. It gains a flying speed of 60 feet for the duration and is prone when it drops to 0 hit points. If the target falls, it has resistance to all damage except psychic damage for the duration. In addition, if the target tries to land a check to end its turn by stepping on a rock, it must first make a successful grab check (DC 20) and then make a successful grab check against the rock. Evocation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice within range can make a Wisdom (Perception) check using your spell’s ability check in place of your spell’s normal ability check. The target takes 1d6 psychic damage per level above 5th. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The creature can be anywhere on the ground, up to 30 feet away, or anywhere along an object or a wall. The creature is invisible and requires a successful Intelligence (Investigation) check against your spell save DC to recognize the creature as a familiar. If a creature knows a familiar of another kind, that familiar can be a different creature, or a legendary creature (such as the Hound, the Pyromancer, or Moonglade), or a duplicate of the target creature. The creature can be a nonmagical beast, a fey, a fey mount, or a hostile beast. Once a creature recognizes a familiar as such, it makes a Charisma saving throw against the spell. On a success, the creature knows the familiar well enough to gain advantage on the saving throw. When a creature recognizes a familiar as such, it doesn’t need to cleanse itself of the familiar, but rather fills the familiar with pleasure and enthrallment until the spell ends. In addition, on each of your turns for the duration, you can use magic to appear in unoccupied spaces within 30 feet of the familiar’s location, and you can do so again on each of your turns if you are incapacitated or w ho was incapacitated by another spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 5th level or higher, the duration is up to 24 hours. When you use a spell slot of 6th level or higher, the duration is up to 30 days. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature. Until the spell ends, the creature can use an action to make a Strength or Dexterity check against your spell save DC to change the target's speed to a d20. The target takes 4d6 force damage on a failed save, or half as much damage on a successful one. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Up to ten creatures of your choice that you can see within range can make a Wisdom saving throw. A creature takes 1d10 force damage on a failed save, or half as much damage on a successful one. A creature can use its action to make a Strength check to see if it can use its reaction to make the saving throw. On a success, the creature takes half as much damage and can use its reaction to use its reaction to make the attack roll. On a second success, the creature can use its reaction to make the attack again. On a successful save, the creature can use its reaction again. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, bright beam of light within range that lasts for the duration. The beam emits an audible sound in a 10-foot cube centered on a point within range. The space within the cube must be at least 1 foot square. The cube can have up to 10 inhabitants and can have up to six creatures. Each creature must make a Dexterity saving throw. On a failed save, a creature takes 1d4 fire damage and 1d6 bludgeoning damage on a failed save. A creature takes half as much damage on a successful save, or half as much damage on a failed one. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch an object that you can see within range and that is neither larger than a 10-foot cube nor smaller than a 20-foot cube. That object remains in place and must succeed on a Dexterity saving throw or take 10d6 bludgeoning damage. If the object is on the ground and the spell ends for that object, it ends as normal. Self Touch Concentration, up to 1 minute You touch, touching with one willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 4d6 bludgeoning damage and be knocked prone. On a failed save, the target is paralyzed and can’t be moved. A creature that can’t move to avoid this saving throw can’t be charmed, possessed, or possessed by the target. You can also use a bonus action to cause the target to make a Wisdom saving throw. On a success, the spell ends. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

One creature appears and lifts a stick. The target must succeed on a Strength saving throw or take 4d6 force damage. The creature doesn’t need to be within 60 feet of you to benefit from the spell. If you successfully save for an attack, a spell of 3rd level or lower, or a spell of 8th level or lower, the creature appears and lifts the stick, sending it flying toward your hostile closest creature. Creatures other than you can use their movement to move up or down stairs or steps, making them vulnerable to falling or being pushed out of the way. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a piece of magic that magically transforms a creature within range. The target must make a Charisma saving throw. If it succeeds, the spell ends for that creature. The magic ends if the creature pursues a false persona, such as the one described above, instead of performing a task that would have cast a spell. For the duration, the target can take actions that would normally require thinking, especially considering its surroundings. It can perform a task that would normally require some thought, such as guarding its lair against hostile creatures, warding off hostile magic items, or manipulating magic that might put the target at great risk. The target can roll a d4 and send a verbal message to any creature within 10 feet of it stating that it w ill obey the spell. A creature must make a Wisdom saving throw to cast this spell again. On a successful save, the spell ends for that creature. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the attention of a creature. For the duration, you can see into the eyes of up to five creatures of your choice that aren’t wearing armor (including armor that isn’t linked to a job or a service) and can’t become blinded or deafened. If the target has any life or has been hit by any spell of level 2 or higher, the spell inscribes a message in stone on its surface that predicts what will happen if it awakens. A creature without life or weapon attacks aren’t affected. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the moisture of the air and form a globe of vibrant colors. You can animate up to five children at a time, choosing from one of the following options: blue, green, or violet. You can also animate one more creature that you can see within range, removing both of them at once (but not duplicating each other's bodies). Choose one of the following options for the duration. Blue Flame. You cause the flame to flicker and turn a creature that you can see within 60 feet of you in a bright radiance for 1 minute, giving it a +10 bonus to AC and saving throws. Bright Seism. The flame emits a dazzling display of light within 30 feet of you. When the image is shattered and its light dimmed to V or less, you create a protective spell against it for 1 minute. If you cast this spell again, the spell fails, and it becomes a protective spell for 10 minutes, ending early if you cast it again before the spell ends. Bright Violet. You cause the globe to shimmer and become a translucent violet. When you cast this spell, choose one or more of the following magical effects, such as changing forms, creating a duplicate of another creature, or shedding light from a source other than a torch. Choose one or more of the following effects that apply to the globe, its components, and creatures it creates. Change Form. The globe transforms one creature whose level is equal to or less than the creature’s level into a creature with a challenge rating of 4th or lower, and vice versa. When the creature transforms, that creature returns to its normal form (but without the globe’s prismatic affinities). When the globe appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature awakens from its coma to regain 3d6 hit points. On a successful save, it awakens as a luminous cloud and becomes visible to the public as an invisible figure. As an action, you can move the globe up to 30 feet and then cause one of the following effects in addition to the others described above with advantage: You cause the globe to wilt. You create a constant, swirling motion around an object, a globe, or a portion of a globe. A globe can hold up to 1,000 pounds. It can be pulled apart and reshaped to fit any need. It can be moved to any length you desire and then restrained to make room for another globe. It can be compelled to move to any spot within 120 feet of any globe you choose, provided that spot is within 120 feet of you. The globe can’t leave a spot within 120 feet of you or pass through a portal within 120 feet of any globe you choose. You can use your action to manipulate any part of the globe that isn’t a globe. As a bonus action on each of your turns when you are pushed up to 10 feet away from the globe, you can cause it to tip its cap to reveal a chipped gem within 30 feet of it. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and utter a spell of your choice that requires at least one minute to complete. The target must succeed on a Dexterity saving throw or take 4d8 fire damage. The spell ends if the target is killed by a weapon attack. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch one willing creature. For the duration, the creature becomes charmed and bound to a magic item you picked up from a nearby store. The bonded creature can be affected by any of the following magical enchantments on the target: ebony skin, ebony jewelry, ebony magic items, ebony potion, ebony ward, ebony magic item, ebony pet item, ebony book, ebony mask, ebony bracelet, ebony finger, ebony piece, ebony piece of jewelry, or ebony talisman. The spell creates a magical link between you and the target you choose when you cast it. You are immune to the following effects when you cast this spell, as with any other effect. You become charmed and bound to an artifact. You must use an action to do so. You create a magical barrier between you and the target. You either have tamed the magic, or you create one, moving slowly and with practiced effort to stop the creature from using its powers to its advantage. If you succeed in causing the barrier to buckle, you must end the spell early, or the target can’t cast this spell until it has rested. You create a magical fire that ignites flammable objects in its path. You choose a point on the ground 30 feet square and that you can see is you way out from it. Any object that can’t reach you is knocked up to 10 feet away. A magical fire created by this spell ignites flammable objects that reach 20 feet on a side and that are heavier than 20 pounds. So it ignites two 1,000-pound trinkets, two 5-pound rocks, a 1,000-pound bonfire, a 5-pound torch, a 1-inch long blade, a 2-pound chunk of sharp wood, a 1-inch thick chunk of chipped stone, a 1-inch high bed of jagged wood, a 2-pound bonfire, a 5 foot tall bed of blackened bark, a 3-pound campfire, a 5 foot tall stone door, a rope covered campfire, a 1-foot deep pit of jade, a 3-foot thick rock wall, or a 6-foot-wide sea wall. On each wall is a girdle of magical energy called a ward. Whenever a magic item strikes the warded target, a briefcase containing the item is drawn into the wall and packed tightly in its entirety, and a scroll inscribed with the symbol ༪天使画的示。 has been opened. If the item drops to 0 hit points, it explodes, sending the whole contents of the girdle into a puddle. Transmutation

Grasping Mane

Casting Time: 1 action
Range: 6
Duration: 24 Hours

You reach out and touch one of the following creatures’s senses: human, beast, fiend, or undead. The creature senses that you are sensing an illusion, as if it had been cast as a ranged spell and thus didn’t have the same range and effect as the target’s senses, or the target’s senses of you. The target has resistance to one damage type of your choice that you can see and can’t be affected by more than one creature’s senses. Evocation

Grasping Mane

Casting Time: 1 action
Range: 6 Days
Duration:

A creature that you can see must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be knocked prone. The creature must also succeed on a Strength saving throw or take 1d6 bludgeoning damage on a failed save. Conjuration

Grasping Mane

Casting Time: 1 action
Range: 6 Days
Duration: Concentration, up to 1 minute

You create a magical bond between two willing creatures. Each willing creature must make a Charisma saving throw. On a failed save, a creature becomes a willing creature for the duration. On a successful save, the spell ends. The bond lasts until the spell ends. Necromancy

Grasping Mane

Casting Time: 1 action
Range: 8 Hours
Duration: Touch

Your hand pushes against the wall at the edge of your space, offering resistance to one damage type, plus resistance to one damage type that a target can target itself (other than stone). Concentration, up to 1 minute Your magic-infused magic circle appears in the space you select for the spell’s duration, and the magic circle moves with you, remaining centered on it. You can use a bonus action to cause the magic circle to move as a bonus action on each of your turns until the spell ends. You can bring along objects such as wands or magical weapons within the circle so that they can be drawn into the magic of the spell. Each w ill includes the magic circle’s space, and you can place a spell slot (10th level or higher) or multiple spells within it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic circle increases by 1d4 the number of times you can fit an object within it. Transmutation

Grasping Mane Abjuration

Grasping Mane

Casting Time: 1 action
Range: A creature must make a Wisdom saving throw. On a failed save, the creature takes 1d4 piercing damage and is frightened of you. If you or your companions are on the same plane of existence as you, each other creatures must have their own Wisdom saving throw. The DC of this saving throw is Charisma (or Charisma + your proficiency bonus) + your proficiency bonus. If you or your companions are on the same plane of existence as you, each other creatures must have their own Wisdom saving throw. If you or your companions are on an object other than your plane of existence, you or your companions must use their own Intelligence (Investigation) checks to determine what object it is. While you or your companions are on a creature's plane of existence, it doesn’t have to make a Wisdom saving throw to determine what object it is on. The target must make a Wisdom saving throw using an Intelligence (Investigation) check. On a failed save, the target takes 4d6 psychic damage. On a successful save, the spell ends.
Duration:

Necromancy

Grasping Mane

Casting Time: 1 action
Range: Animal Friendship, Small or Large
Duration: Duration: Concentration, up to 10 minutes

You utter a magical spell, or a spell of some kind, within range to animate or reshape one friendly creature that you can see within range. The creature’s speed is halved in the area, and it must make a Wisdom saving throw. On a failed save, it is restrained, withered, and paralyzed for 7 days. On a successful save, the creature can move to a new spot within reach and remain restrained for the duration. You can create any of the following effects with this spell: - You cause a restrained creature to become frightened for 8 days. - You cause a restrained creature to gain access to its planes of existence for the duration, gaining the benefits of any unlocked scry spells and gaining the benefits of any spells and other effects unlocked while restrained by the spell. - You create a magical door on a point within range that prevents a creature on a creature slot 10 or lower from climbing into it. If the creatures are on a creature slot 20 or lower, they can’t use that slot to climb into the door. - You cause a creature to become incapacitated, while your spell is in effect, when you strike a creature with an attack, an ability check, or a skill check, the creature’s speed drops to 0 feet, and a brief flash of green light flashes from your †bow’s †bow’s †bow bolt’s mouth to a 30-foot radius and cause suffocation damage to the target. While the creature is incapacitated, it can use a bonus action on each of its turns to make a melee weapon attack against one creature within 30 feet of it (if the target is a creature). On a hit, the creature takes 3d6 extra cold damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional doors on the same plane of existence as you and cause the cold damage to reduce them to 0 feet. Conjuration

Grasping Mane

Casting Time: 1 action
Range: A veil of ice radiates with a low roar. Choose a creature within range, and the radius becomes difficult terrain until cleared. Each creature in the area must make a Dexterity saving throw. The creature’s feet are difficult for the purposes of the saving throw. It takes 12d4 cold damage on a failed save, or half as much damage on a successful one. During the whole spell’s duration, the cold damage can’t reduce a creature’s total hit points below 1. The cold damage also extends to undead. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd.
Duration:

Evocation

Grasping Mane

Casting Time: 1 action
Range: Choose an object or an activity of interest to be restrained in a vertical gaseous form, such as a rope or a tangle of rope, in a manner that is horizontal and that is continuous with the rope and that lasts until the rope is pulled away from the object or activity. The restrained spell can end there. When you cast this spell, any creature or object that you touch is restrained as described above, though it can have only one restrained object or activity at a time. The restrained object or activity can be an object or a creature, such as a book or a container or a piece of metal, or it can be a creature, such as a celestyr, a fey, or a fiend (your choice which creature’s slot you have unlocked). It can use this spell's electricity to pour down celestials, elementals, and vivisibles; in addition to the normal effects of celestials, you can channel the same energy into one celestral creature for each 150 foot of walking and 40 feet of movement, or you can channel the same energy into one celestral creature for each 60 foot of movement and movement, and so on. You can use this spell's electricity to freeze solid objects in your area. A creature is also frozen in the area if it enters an area created by a spell that uses force to freeze solid objects in your area. The freezing process can reduce a solid object in your area to 0 on a failed freeze, causing it to sink to the ground and requiring a strong wind to move it safely away from you until it is no longer frozen. If you cast this spell multiple times, you can have up to three victims frozen each time. You can freeze small creatures and objects up to the size of 10 feet long and up to the size of 30 feet wide. Each victim also provides sufficient nourishment to sustain a creature up to the size of 10 feet and up. Each frozen object or creature provides sufficient oxygen to survive a fall. A frozen object can’t be opened or pulled by a person, creature, or magic that creates an opening. The freezing effect lasts for the duration. When the spell ends, a frozen object or creature falls to the ground, assuming the object or creature has the lowest health number at the time. During the spell’s duration, a frost trap, trap created by a spell of 6th level or lower, or trap created by a mending spell can be created to hold the same number of creatures and be nonmagical in shape and animate, as well as nonblockage, solid layers of ice and water that are either stone or crystal. If the trap or mending spell is used to create the trap, a thin portal opened inside the trap that can open at will opens in the hand of an enraged creature in a 30-foot-radius, 30-foot-high cylinder centered on the cylinder. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Duration:

Evocation

Grasping Mane

Casting Time: 1 action
Range: Choose one creature you can see within range. This spell creates a warp in the fabric of space, reshaping the creature so it can move around freely. The creature is Large or smaller and must make a Dexterity saving throw. On a failed save, the creature falls prone and deals 2d8 bld cold damage to nearby creatures. On a successful save, the creature can breathe normally and regain 20 hit points. In addition, when the creature drops to 0 hit points, it is transported to a different location where it restrains movement. The spell ends if the creature drops to 0 hit points.
Duration:

Conjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell shapes a creature’s destiny. Choose as one creature or a swarm of willing creatures that you can see within range to appear in unoccupied spaces, forming a line of sight but not movement, and passing through the line into an unoccupied area of your choice that you can see, such as a manor, at least 10 feet on each side. A willing creature takes 5d6 piercing damage when it enters the unoccupied space. A creature that takes this damage takes 2d6 cold damage, and it can’t eat, drink, or use plants or other similar services there. At the end of each of its turns, a target can make a Wisdom saving throw. On a failed save, the creature takes 2d6 cold damage; it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, a target can make a Wisdom saving throw against despair. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a sphere of bright light in a 60-foot-radius sphere centered on a point you can see within range. The sphere flashes white in a 50-foot-radius sphere centered on a point you choose within range. A sphere of bright light (at least 10 inches in diameter) must be within line of sight to cast this spell. The sphere appears in place of a target creature that you can see within 60 feet of it. The sphere must be within line of sight to cast this spell. The sphere appears up to ten feet tall and is 10 feet long. The sphere lasts for the spell’s duration. The sphere can be up to six feet tall and up to six feet wide. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You touch a creature within range and cause it to make an Intelligence saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away from you. The creature can’t roll to see or is blinded by the spell. A creature that is already blinded by the spell is also stunned. Abjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A shimmering orb appears within range to either restock a spell slot, grant a long rest for a class of 6th-level spell casters, or to temporarily restock a spell slot, opening a new slot. The orb is invisible and moves at your own command (no action required by you). The orb doesn’t need to be on you! If you cast this spell without first making a spell check, its effect ends. When the spell ends, the orb disappears, leaving you to find where it originated from and determine if you have regained control over your spellcasting. Some orb types possess a specific language, others have a general condition, others have a special effect, and some aren’t specific enough to be declared magic if you don’t have it. When you cast the spell, you can grant up to three temporary classes, up to once for each slot level above 5th. Divination

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates a magical bond between three creatures whose challenge rating is equal to or less than the level of your known magic. The bonded creatures must succeed on a Dexterity saving throw or become charmed by you for the duration, at which point they w as stunned. While stunned, the charmed creatures can use Wisdom, or the Wisdom of your companions, to attack you. If you have a companion, your companions don’t become charmed by this spell. When you cast this spell, choose one of the following options for the creature to become charmed with this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You attempt to crush an object in one hand and crush it in the other. In that case, you take half cover in the target area, and it must succeed on a Dexterity saving throw or take 1d6 force damage. The target must make a Strength saving throw. On a success, the spell ends. The spell ends if you fail the save. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You call forth an ever-growing army of invisible, spectral servants. Choose one petal or an armadillo that has the following properties: Large and 5 feet in length weighs only 1,500 gp Can’t become animated or serve any other purpose Doesn’t require food nor water to grow Doesn’t age and grows only for 24 hours per owner member Is immune to poison and can’t bite Reduces the defense of all its members to 1D10 Whether they are hostile or friendly and when they do so, they become immune to it for the duration Only affected by the flying servants Doesn’t leave footprints or has a swimming tail Can’t take life, and doesn’t harm you or your companions while using the servants properties Create an illusory image of a creature that is at least 2 feet above the ground on the ground or within 5 feet of it Transparent and translucent for the duration of the spell Create an illusion of yourself and any creature you can see Falsely suggest that an event takes place in another land False as a rule of thumb, an event might take place in a place you can see, a place that is within 10 feet of it, or a place that is on a hill, or a small pond, or a place that is clearly visible from one side of the wall False or suggest that a magic item is missing Create a duplicate of one of the servants Prone themselves to invisibility You also choose a vague idea of what will happen when a creature of their choice that is within line of sight of you makes a sudden appearance The creature appears and, if able, steps out of the invisibility spell into a space that is up to 5 feet square and that is within 5 feet of you At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures that can be affected by it increases by two for each slot level above 1st Abjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical barrier between two surfaces of your choice that you can see within range. You can either create a new barrier, or create one that remains in place for the duration. You can make an ability check using your spell save DC. A successful check against wtih the barrier reveals it to be a barrier. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You summon an elemental that attacks creatures and creates magical energy to defend itself. For the duration, each target takes 1d4 + 1d6 fire damage, and it can use the reaction as an action to use the energy. On a hit, it takes half as much damage and must then make a Constitution saving throw. On a success, the spell ends. If it does so before the end of its next turn, the creature is knocked prone and must either use its reaction or use an action to make a Strength or Dexterity check (your choice) against the spell’s ability check. At the end of each of its turns, it can use either action to make a Constitution saving throw or use its action to make an Intelligence saving throw. It uses this benefit only when the two conditions apply and doesn’t when the spell’s saving throw is successful. At Higher Levels. When you cast this spell using a spell slot of one of the four above slots, you can create one additional element that you can imbue your creature with. You choose the element at the top of the table. While you are using the spell to attack a creature, you can attack two additional times for the creature’s total plus one for each other creature. Additionally, you can attack twice before you take damage. If your attack hits both creatures take 1d10 extra damage from the elemental. You can use your action to cause one of these extra damage to happen. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional element for each slot level above 1st. Elemental Elementality (2-3) Concentration, up to 1 minute This spell creates a harmless magical element in a 10-footradius, 40-foot-high cylinder centered on a point within range. The magical element appears in places as a harmless magical item and lasts for the spell’s duration. The magical element can be used to create any object or activity that you choose, as long as it isn’t worn or carried by someone other than you. You also can’t create an activity that requires a high school education. Because you can’t create an activity using an item created by this spell, you must use your craftsmanship on the item and make the construction of the magical item completely safe. As an action, you can attempt to create a small item of clothing made of wool or by weaving in twine. If successful, you can make the item glimmer and more resemble a garment, blocking out any illusion that might otherwise have obscured the magic. Thus, you can use a tiny bit of material to make a shirt or a shirt shirt. You can also fabricate a belt made of wool or a similar item to match the outfit. If you create a magic item that is worn by multiple creatures, creating a single element for the item means that you can’t create multiple elements for it. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You summon fey spirits from the Shadowfell that fight for your service. Choose one creature that you can see within range. When you cast the spell, you can summon up to four fey spirits at a time, shedding bright light in a 20—foot radius and dim light for an additional 20 feet. The fey spirits don't need food or oxygen, and they do not harm you. You can cast this spell on the same creature or several of your creatures, who are within 30 feet of one another, once per turn for the duration. The fey spirits can go toe to toe with you, dealing them maximum damage equal to half the spell’s damage. When the fey spirits deal damage, you decide what action the fey creatures take and where they move during that time. When they move to a new spot within 30 feet of you, they move up to twice your speed until moving to a new spot. The fey spirits can enter your home plane, either as a guest or as a companion. While this spell is in effect, you can take the Dash action and move to a different plane, which you can choose later. While in this new plane, you can rejoin a plane you joined only by mistake, or join a plane on the same plane as you and have the same statistics, except that you gain the benefit of your own home plane’s free will (if any), as well as that of your closest friends, if they are on the same plane as you. If your closest friends are creatures on the same plane as you, you gain the benefit of their home plane’s free will (if any), if they are on the same plane as you. You can’t have more than one fey spirit summoned at the same time, and one fey spirit summoned by this spell fails its save against one of the fey spirits summoned conditions must be met before it can cast the spell. Each summoned creature is friendly to you and can be dispelled by the dispel magic spell you used to cast this spell. Whenever a summoned creature leaves your service, it leaves a faint, green light in your hand, which it can use only inside a visible portion of the wall you made for it. It moves, emits bright light in a 10-foot radius and a blue glow in its area that lasts until the spell ends. The light is small and emits a faint, audible, and visual warning when it flares. The light can be suppressed. If you cast this spell multiple times, you can create multiple fey lights, each created by a different spell or created automatically. When you cast the spell, you choose an area of magical activity that you can see and that doesn’t use a gateway, such as a temple or a temple vaults, to serve as a fey den. When created, each light has 10 feet radius and shines bright light in a 5-foot radius. Each fey den is open to the elements and can be used by up to three creatures (your choice which creature you choose when you cast this spell). Creatures that don’t need to be fey denizens are unaffected. As an action, you can shape the area of the fey den in a manner similar to a door. For example, you can shape an open pit door to allow one creature to enter and move around the pit, as long as you do not violate the pit door’s opening conditions. If you shape the area of the fey den in such a manner as to allow the creature to enter and move around the pit, the creature is allowed to use its movement to enter and move around the pit. Using this method to enter the pit requires the creature to make a Strength saving throw. If it fails, the pit opens to allow the creature to pass. Additionally, once inside the pit, it can make a Strength check against your spell save DC against your spell save DC. It takes 2d6 Strength checks to break the pit door’s opening. When the fey den appears, you can cause it to glow bright light in a 30-foot radius that lasts until the spell ends. This light can illuminate exposed pits up to 10 feet deep, up to 20 feet high, and as far as 30 feet away from pits and other natural pits. Each 5-foot-deep pit contained within the fey den emits a faint, blue ray of energy, which the creature can use to attack its enemies. The creature must succeed on a Constitution saving throw or its spell ends. When such a creature completes a long rest, it can then open the pit door and cause its flames to flit across the long and narrow chamber to create a torch on each side. The fey den also extends into the Ethereal Plane, thus creating a portal to the plane beyond, where fey spirits can dwell. A

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You throw a nonmagical object that you can see within range onto the ground or a surface and creates a pillar of stone on each of your turns for the duration. The stone has AC 12 and 30 hit points. You can use your action to push the pillar apart, leaving behind a nonmagical object that you can’t see. The object takes 8d6 fire damage and 30 foot radius debris damage, and it emits bright light in a 30-foot radius and dim light for a further 30 feet. Once emitted, the object can't be extinguished by nonmagical flames. In addition, a pillar can launch a beam of energy at a creature within 30 feet of it, provided that creature can reach the pillar. Alternatively, you can cause a pillar to leap out from a different creature’s space of choice and strike the same creature or one of its number that is within 30 feet of it, causing the pillar to leap out from that space. If you do this, the pillar releases a small earthquake and creates a 20-foot-radius sphere centered on the pillar. Each creature in that area must make a Strength saving throw. A creature takes 4d6 earthquake damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 2d6 for each slot level above 1st. Evocation

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You touch up to three trees and plant either a tree branch or a branch across its bark until you choose one of the following effects. You can specify plants in both humanoid form and up to natural form. You can also plant a finger tip in one creature’s space and command all its creatures to make a weapon attack. When a creature makes a weapon attack, or when it makes a melee attack roll to cast this spell, the plant leaves the target restrained within the area, but the target can make a recovery action to end the restrained effect within 30 minutes. Necromancy

Grasping Mane

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You weave a small piece of wood or some metal within range to create a magical illusion. You can cast this spell at any time as a bonus action on any of your turns until the spell ends. Choose a creature that you can see within range and that can hear you. The illusion lasts until the target reaches 6th level (2nd level), its Dexterity increases by 10, and it becomes visible to you for the duration. The illusion lasts for the target’s Wisdom rating is equal to or equal to or less than the target’s, or your spell save DC is equal to 10 + your proficiency bonus. For the duration, the target can’t detect you, hostile creatures, and spell casters except you. At Higher Levels. When you cast this spell using a spell slot of 4thlevel or higher, the magic produced by the illusion increases by 1 when you reach 5th level (2nd level), 11th level (3rd level), and 17th level (4th level). Abjuration

Grasping Mane

Casting Time: 1 action
Range: Duration: 8 days
Duration:

Aura moderate divination

Grasping Mane

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Your magic fills a 20-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one. You can extinguish the fire in the sphere by casting this spell without spending energy draining through the floor or wall. In addition, when a creature enters the fire or the rubble for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 7d6 fire damage and is pushed 10 feet toward the center of the room. At the end of each of its turns, a creature who would be within 5 feet of the fire and who could potentially be affected by the spell, and who was also within 5 feet of the fire or the rubble, can make a Constitution saving throw. The creature takes 10d6 fire damage on a failed save, and the spell ends immediately if it ends before 1 minute has passed. Conjuration

Grasping Mane Evocation

Grasping Mane

Casting Time: 1 action
Range: Feign Death (10-foot radius)
Duration: Concentration, up to 1 minute

This spell's range is reached through objects that you can reach within 10 feet of you, such as wooden planks, planks stacked high, or spikes or cords. You can symbolically mark a passage by casting such a spell as a finger, pointing at the same spot on the ground that you are walking. You can symbolically mark a passage by casting a magical talisman as you pass, up or to the highest level of the wizard’s spellcasting ability. You can symbolically mark a passage by passing a Wisdom (Perception) or Intelligence (Skill) check against your spell save DC. You can also symbolically mark a passage by casting this spell while you are casting the spell as if you were casting a magic item check, which would mark the passage when you reach it. You can symbolically mark a passage by casting a symbolically lifted spell while you are casting. During the spell’s duration, you can designate any number of magical runes that might symbolically link you to the passage you symbolically mark. You might be able to designate one new magical effect linking you to the passage, as long as the effect is permanent and only occurs when enough runes are symbolically linked to the passage for that effect to exist. Otherwise, the spell simply fails and the symbolically linked effect occurs. If you have the glyphs, you might even be able to somehow trigger some other magical effect linking you to the passage. If your Intelligence (Investigation) or Wisdom (Perception) is 3 or less, the spell ends. Otherwise, the spell might trigger a different effect, a magical effect linking you to the magical effect. You might choose to use a glyph, such as a symbol for an elemental or a divine, to mark a specific area or magic circle on the battlefield. While that glyph might yield magic, mundane, or foul-mouthed results, it might not, as a whole, yield magic. Instead, it might yield an unpredictable outcome, such as the wisps of armor shedding light on the creature’s next combat attack. Illusion

Grasping Mane

Casting Time: 1 action
Range: Huge fortress covered in inscrutable, undead-infested stone. Up to six creatures can be kept within the fortress at a time, and none can exceed half the floor space above it. The fortress can't exceed 10 floors deep, but it can hold up to 100 creatures when fully occupied. The fortress is large enough to hold up to 100,000 creatures, or about the size of a large office building. It is fireproof and can be restored to its former glory. A fire at the bottom of the fortress causes the flames to move out of the way. You can create a portal to another dimension, opening a gateway to this dimension. The gateway opens onto a flat plain or an inverted box that can be made to run on either side. The gateway makes possible two other rooms on the surface: a common room that is occupied by a small pile of bones and a chamber filled with magical runes. The spell can open a chest on the ground beneath the passage. That chest can contain up to four creatures or up to four spells of 3rd level or lower. The magic runes can be read by as many as four creatures or creatures of 3rd level or lower. Each creature on the chest has AC 20 and hit points equal to half the spell's level. Creatures resting on the ground on each side of the portal have resistance to acid, cold, fire, lightning, and thunder damage.
Duration:

Conjuration

Grasping Mane

Casting Time: 1 action
Range: Medium
Duration: 24 hours

You attempt to pull the rope that holds a creature to one of the four corners of an illuminated, stinking tomb in order to drain the creature's vitality. The creature is under the spell's effect, and its soul is free to do whatever it pleases with until the spell ends. The rope, as well as any poisons, cures conditions on the creature, and another spell of your choice that deals damage (such as Cure Wounds or Lightning Bolt) destroys it without dealing damage in return. The spell ends for you if it hits any creature or starts a chain reaction outside the inscribed corridor. Necromancy

Grasping Mane

Casting Time: 1 action
Range: N Huge tree that grows tall and narrow; the trunk appears to be of a beast of old, with greenish bark, and its bark is covered with fangs. The tree is native to the Ebonheart Isles. Each year, two hundred or two hundred trees fall from the tree to one of the seven trees above, whose branches tip upwards, leading the tree downward to the ground. The trees are small, harmless creatures that disappear when the spell ends. They remain until the spell ends, at which point the tree leaves the ground and crashes down.
Duration:

Conjuration

Grasping Mane School

Grasping Mane

Casting Time: 1 action
Range: School (8-bit)
Duration:

Until dispelled by an arcane focus, a thorn is a magically inscribing surface on which glyphs have been carved and words and images carved. This glyph is magical and therefore difficult to read. It requires caster level and a Dexterity score of 5 or lower. If less than 5th level, the glyph can’t be used on you. When you cast the glyph, choose one of the following options, which can ’deceive you’: False Life, Enervation, Enfeeble Me, Fissure, Fog, Haunt, Silence, Obliterate Me, Spray, or Wish. You either succeed on a Constitution saving throw or become blinded until your next turn, healing no more than a point at a time. An unwilling creature automatically succeeds on the saving throw. While blinded, you appear to be in a temporary blindness condition that lasts until you finish a long rest. You can use this blindness to your advantage against other creatures blinded by this blindness. When a creature becomes blinded by this blindness, the creature can use an action to make a Wisdom saving throw. On a successful save, it can’t take any negative effects from candles, dim light, and similar effects on itself until it awakens. Abjuration

Grasping Mane

Casting Time: 1 action
Range: School Casting, up to 1 hour
Duration:

School hours are spent concentrating on a spell of 5th level or lower. You learn how to draw upon the magic of your astral body to create objects, activate magical staves, and create traps. When you cast the spell, you also learn how to create objects, spells, and other magical effects that manifest within the Astral Plane. For the duration, you have advantage on all attack rolls, ability checks, and saving throws. Additionally, you can use your actions to move up to 30 feet directly against one wall or pit created by the charm. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create four temporary staves, creating them in sequence as you deal damage to one object at a time. Each charm’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Grasping Mane Self

Grasping Mane

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Duration: Concentration, up to 1 hour

You touch a willing creature and give it a magic-infused grip on a construct, until the spell ends. Until the end of your next turn, you can use a bonus action to automatically release the creature, and it becomes restrained. The restrained creature can use an action to make a Strength or Dexterity check using your spellcasting ability, and the restrained creature can do nothing more than slam its hands against the ground until the spell ends. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a line of fire 15 feet long and 5 feet wide extending from you toward a point within range. Each creature in that line must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. Each creature that fails the save when it fails its save is pushed to one side of the fire, and it burns for the spell’s duration. If a creature then damages or fails to fit through the line of fire, its movement is halted. A creature only partially within the line of fire and who fails the saving throw must use reaction to escape. At the end of each of its turns, a creature can make a Wisdom saving throw to stop the fire. If it successfully saves against this spell, it can repeat the saving throw if it wishes. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You seize the initiative for an unwilling creature that you can see within range. For the duration, the target has advantage on attack rolls against you and until it has expended its action to concentrate. It also doesn't need to breathe as often as other creatures. For the duration, a creature that uses the spell must make a Constitution saving throw. It takes 4d8 damage on a failed save, or half as much damage on a successful one. In addition, a Huge or larger creature that uses the spell for food or as an activity fails the saving throw. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (10 min)
Duration:

Duration: 10 minutes You bring an object of greater size than Medium or smaller to the eye and see it for 20 feet through the open air. Anything that can fit in a container created by this spell makes this spell’s travel time appear earlier and earlier than normal. You can change the object’s dimension so that it can rest on a lower level, for example by removing an unoccupied container and placing an object within 20 feet of it. If you do so, the container remains there until the spell ends, dropping it when you cast it. If you use a spell slot of 6th level or higher to create an object, you can make the object disappear entirely, giving you another 20-minute casting window. It remains there until the spell ends, at which point it resorts to match the new shape you provided. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell allows a lich to use an illusory, simulacrum form to appear on the ground and thus appear to humanoids within range. The image lasts for the duration when it is put into the talisman. If you bring a talisman with you, you can bring a lich’s magic item, a lich armor, or an angel’s magic item that doesn’t use magic item components or a component from the item’s part. To do so, you must spend 4 feet of movement. On a successful cast, you can summon a lich of challenge rating 2nd level or lower. If you fail, a lich drops to 0 hit points. If you succeed, a lich drops to 0 hit points. The lich disappears when it drops to 0 hit points. A hit point is a temporary hit point created by the talismans. When a hit point is dropped, any creature that was within 30 feet of it regains up to half its hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Divine Favor Touch Concentration, up to 1 hour Your holy weapon strikes one creature you can see within range. Strike a target within 5 feet of it that is no larger than Large. Strike back. The target takes 4d6 piercing damage. Hit or miss. the target. Until the spell ends, you can target another target of the spell with advantage. You can target a separate creature with advantage if you do. You can target multiple creatures with advantage if you have separate ones. To each target’s damage table, choose two or more of the following: lightning, centaur, fey, fiend, fiend zombie, fiend stalker, ghost, fiend warleader, or undead. For the duration, each target has disadvantage on attack rolls against you. At the end of every 30 days, or until you decide to end your spell, you can target three additional targets for the price of one additional target. You can also create new targets by dealing more damage to the target. The first target deals 4d4 psychic damage and the second target deals 4d4 psychic damage, with the bonus added if you create a new one. This spell has no effect on undead or constructs. Illusion

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: 13 Hours

You raise a statue of courage from the dead. Choose any number of creatures within range. You gain a temporary +10 bonus to AC for each creature that you choose within the last 12 hours that you have spent fighting these beasts. You can have up to three such creatures on the throne. If you cast this spell again, you can add one additional creature to the throne, who obeys your commands. The creature must fit within 5 feet of the throne and is within line of sight for the spell’s duration. If you maintain your concentration on the spell for more than 30 minutes, you can repeat the same example with each creature’s creature. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You cause open flames to form in a 20-foot-radius sphere centered on a point within range. Each creature that starts its turn in the sphere must succeed on a Constitution saving throw or take 1d6 fire damage, and it can’t serve as a heat source or forge until the spell ends. This spell ends if you choose a location within 20 feet of it or if you cast this spell there is a fire, explosion, or mistletoe spell on the ground within. When a creature moves into or near the flame, it can use its reaction to move up to 60 feet in a straight line and repeat the saving throw if necessary. It can also use its reaction to move across uneven terrain in an arc of five to 10 feet, creating openings in the ground and surrounding terrain so as to produce noxious gases. Each 5-foot-long blast lasts for the duration. The ground in the area must be fairly smooth and dry, and any creatures that aren’t there when the spell ends or if the creature moves into or near the area must find other means to move by the flame’s movement. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

With enough force it can lift a creature up to 30 feet in any direction. If you choose, it is immune to the creature’s challenge rating and takes 3d8 bludgeoning damage when it strikes you. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You strike a foe with a blade that hurls iron bolts from your hand. The target can make a Strength saving throw. On a hit, it takes 6d8 piercing damage. This damage can’t be reduced in any way other than by excess damage. If the target makes an attack roll against a creature or attacks a creature that is an object of the creature’s journey or that is an object that is worn by a creature or that is an object that moves or that is held by a creature, the creature succeeds on the saving throw. If it fails, the creature is stunned and must use its action on a later turn to regain control of its attack action. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You teleport yourself to an unoccupied space within range that you can see within range. You and up to eight willing creatures you can reach turn into solid pillars of shimmering green energy, which dissipate in a puff of bright light within 10 feet of you. Each creature that starts its turn in the pillar must succeed on a Constitution saving throw or take 1d8 radiant damage, and it can’t use its action to move up to its speed so that it does. It can choose to fail the save. When you use this spell to teleport in this way, make a melee spell attack against two targets wearing light armor and using Strength and Dexterity components, or make a spell attack using some other component. The attacks and the spells used to create the pillars crumble to dust within 10 feet of each other. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You touch a creature. That creature becomes a winged creature under your control. Until the spell ends, your creature has resistance to 1d4 piercing damage, and you gain a flying speed of 60 feet. When you cast this spell and as a bonus action on each of your subsequent counts of using a hand weapon, you can raise the target's speed to 60 feet, straight toward the ethereal. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shadowy figure appears, appears to be hovering in the air, and then disappears. The figure moves up to 60 feet per round in a direction you choose before vanishing. Gusts. Lightning. A strong wind (20 miles per hour) blows the cloud toward a point within range. The target must make a Dexterity saving throw. On a failed save, it falls. As the cloud moves, creatures under the cloud take 1d10 bludgeoning damage, and those under it take 1d10 bludgeoning damage, instead of half the damage it takes. A creature killed by this damage takes 1d10 bludgeoning damage when it enters the spell’s area for the first time on a turn or starts its turn there. The cloud lingers in the air for the duration. Volts. A strong wind (20 miles per hour) blows the vapor into one side of the creature for every 5 feet of elevation the visage places it within. The vapor moves with the vapors for the spell’s duration. Each 5-foot side effect creates a 20-foot-radius sphere centered on the vapor by the vapors for the spell’s duration. The vapors fill the space created by a side effect where a creature can see through the vapors and through the void for the duration. Each creature killed by a side effect creates no flames or burns, instead creating a harmless shimmering of red light in the area for 20 feet. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You invoke a magic or magical energy that is imbued within an object you touch and that lasts until the spell ends. You can pour out the energy, creating a blast of energy similar to a sound, that travels 300 feet per round in a straight line and causes no sound at all in its area. The line repeats each round it lasts. Any creature struck by the blast must make a Dexterity saving throw. On a failed save, the creature takes 2d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 hour

This spell creates illusions of yourself and other creatures in the area. You can animate up to three illusionary images of yourself, as well as create images of others within the spell’s area (including other creatures’s immediate surroundings). If you cast the spell on the illusion, the images appear when you dismiss it, not when you cast it. You can animate up to two images in one round, which can be used to create any number of illusions of you. Each image must be of a creature or an object within range. While the images appear, you are aware that they take effect without using up any movement. At any point during the casting of the spell, you can use an action to dismiss any of the images, or put a spell spell into its effect that would banish the images to memory, such as sending them back to the past. Illusion

Grasping Mane

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You unleash a magical burst of energy that can levitate one Medium humanoid or two Medium creatures that you can see within 30 feet of you. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and restrained by the spell. The target also suffers an extra 1d4 cold damage when it drops to 13th level (2d4 cold damage). This spell can reduce the target’s frozen state to ''like wood or stone,'' making it immune to the strain. The creature doesn’t need to breathe or move at all during the time it is affected. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You invoke the spirits of dead creatures to imbue them with magical properties, like fire, earth, fire, lightning, or water. The magic can appear lightly glowing or shimmering, as small as a 5-foot radius and as large as a 30-foot radius. When you cast the spell and as a bonus action on each of your turns thereafter you can use a spell slot of 3rd or 4th level to create a permanent teleportation circle on the ground within range, using the following teleportation rules. Nonmagical circle You can teleport up to 30 feet. You need not use this teleport rule for truesight. Circle You can teleport up to 30 feet. You need not use this teleport rule for truesight. Daylight circle You can teleport up to 30 feet. You need not use this teleport rule for truesight. Circle You can teleport up to 30 feet. You need not use this teleport rule for truesight. Daylight trap You can teleport up to 30 feet. You need not use this teleport rule for truesight. Circle sarcophagus You can teleport up to 30 feet. You need not use this teleport rule for truesight. Enchantment circle You can teleport up to 30 feet. You need not use this teleport rule for truesight. Grotto You can teleport up to 30 feet. You need not use this teleport rule for truesight. Trees You can teleport up to 30 feet. You need not use this teleport rule for truesight. Grove You can teleport up to 30 feet. You need not use this teleport rule for truesight. You can open or close a portal to a different secret place of the DM’s choosing within 30 feet of the main obstacle, a portal used for the animating magic of the temple. You can use a bonus action to open or close the portal, and if you do so you immediately teleport to the other portal, if you are already there and can’t be summoned by it. You control light, light creatures, and the sound of wind (if any) used to open or close the portal. The portal opens from behind you and closes behind you, but you can use only one opening available on a day to do so. A creature can use its action to close the portal. It then resumes its flow, ascending or descending according to its current speed and other obstacles that it is aware of. Until the portal is fully open, it uses the shortest available movement. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

Your magic picks up a creature of Medium size or smaller you choose within 60 feet of you, and you gain advantage on its attack and attack roll if it is Large or smaller. The magic then fails and the creature falls prone. The spell ends if the creature is transported to another plane of existence, if the creature is ever under the effects of another's control, or if the creature is stuck in an area that is neither your home plane nor your plane of existence. Divination

Grasping Mane

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You conjure a creature that is completely still and animated. The creature can’t move, speak, or be affected by any magical means. The creature obeys all the rules of the affected creature's movement and intelligence, but it can’t use reactions, spells, or magic items to move or speak. The creature assumes the warded form, which has a 50 percent chance to miss. When you cast this spell, you can designate a creature type, a racial or ideological group, or an area of influence normally associated with your deity. The chosen creature can be one of the following: human, fey, fiend, or undead. The creature obeys all the rules of the creature’s natural terrain checks, can’t attack, and doesn’t change its form or behavior. You can use your action to dismiss this spell. This spell can’t recess the creature’s physical remains or cause them to disappear. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self (60-foot-radius. nameless)
Duration: Concentration, up to 1 minute

You create an invisible barrier of quills that protect and protect you from harm. You and any creature you designate whenever you cast a spell and take damage must make a Constitution saving throw. On a failed save, the barrier crushes any damage you cause that would normally be carried out by succeeding spells. The barrier lasts for the duration. When a creature fails its saving throw, it can use a bonus action to move its charmed condition from 1/day to 1/h of whatever it was rested on to today. If it successfully moves this way again, the barrier resues it for the full cost of its remaining rest. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (60-foot-radius sphere centered on yourself)
Duration: Concentration, up to 1 hour

A shimmering barrier appears and vanishes at your command within range, granting you temporary cover against hostile creatures. The barrier lasts for the duration, but the creature that breaks the barrier can use its action to make a melee spell attack against it. On a hit, the creature takes 1d12 radiant damage and is sucked backward upward in a 5-foot-radius sphere until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the barrier creates a radiance equal to 100 feetM (horizontal or vertical), which lasts for the duration. When the barrier appears, each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 4d10 bludgeoning damage and is pushed 10 feet away from the shimmering barrier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiance increases to 2d10 for each slot level above 3rd. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self (6-foot radius)
Duration: Concentration, up to 1 minute

Your shadow falls toward one creature or object within range and creates three beams of black light in a 10-foot radius centered on it for the duration. Each beam flashes a different color. Each creature in the radius must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage. At the end of each of its turns, an unholy creature that croons any of its chants falls from the sky, snare picking at its horns, attacking any creature in the radius. The creature must make a saving throw. It takes 14d6 psychic damage on a failed saving throw or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Abjuration

Grasping Mane

Casting Time: 1 action
Range: Self (6-foot radius)
Duration: Instantaneous

Your petrified, ghostly form appears and floats in front of you, spelling out words or summoning spirits to defend you. The illusion lasts for the duration or until you dismiss the illusion, change its password, or you can use your action and teleport yourself to the nearest unoccupied space of your choice that you can see. You are teleported as a mass of blue flames, vaguely resembling flames, arcs your finger through them. Each creature within 30 feet of your petrified form must succeed on a Wisdom saving throw or be charmed by the illusion for 24 hours. On a failed save, a creature can’t willingly leave its unguarded position and is shunted to the nearest unoccupied space. Once dispelled, the flames can be extinguished by a spell of 6th level or higher. Illusion

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose one creature that you can see within range and that can hear you. The target automatically attunes to you for the duration. The target doesn’t automatically become aware of you, but if it does, it does so for 1 hour, at the DM’s option. You can target another creature that can hear you as a celestial, an elemental, a fey, or a fiend (your choice) for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration is 10 hours. When you cast it using a spell slot of 8th level, the duration is 3 hours. When you use a spell slot of 9th level or higher, the duration is up to 10 hours. Touch Concentration, up to 1 hour You touch one willing creature who hasn’t w ho w uld or grown older than 5 years. That creature must make a Wisdom saving throw. On a failed save, it becomes friendly to you for the duration. For the duration, or until you use an action to become friendly to another creature, the target’s soul mates with a creature of your choice within the same plane of existence as you and becomes a member of the family tree that you choose. The spell ends if you drop to 0 hit points or if you cast this spell while your family tree is active. For the duration, an undead cousin can be created (an undead cousin is a cousin created by the DM who rules the plane). If you cast this spell while your cousin is nigh dead and you can’t reach it while your spell is in effect, the spell ends. At Higher Levels. Whenever you cast this spell using a spell slot of 2nd level or higher, you can affect two additional creatures for each slot level above 1st. Abjuration

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You touch a willing creature and choose a spell of 5th level or lower that you can cast. The target is stunned until the spell ends. It must also be able to make a Wisdom saving throw. On a successful save, it’s stunned for the duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: Concentration - up to 1 minute

You attempt to crush a creature within 60 feet of it. If you hit the target with a melee weapon attack during the spell’s duration, the creature deals 3d8 bludgeoning damage to the target and must succeed on a Strength saving throw or take 1d8 bludgeoning damage. If you hit with a nonmagical weapon attack during the spell’s duration, the target is pushed to your right to the triggering attack’s normal course. You can repeat the damage or knock the creature down, using your action to send the creature flying. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You can lift a creature up to 20 feet and cause it to fly up to 30 feet in a straight line. The whole range can be lifted with a minimum of effort. The target’s speed is doubled while in the air and your walking speed is quadrupled while in the air. If the target is holding a craft or being carried by another creature, the creature can make a successful Strength saving throw against your spell save DC. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can lift up to Medium and Large creatures and objects. The range is extended to include creatures of the same or similar height. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You point your magic finger toward an object within range and feel its magic. A simple melee weapon attack can deal 3d6 weapon damage to the target. If you have the temerity to strike the creature in the eye before the spell ends, the spell ends early, and the creature takes 6d8 cold damage, or half as much damage on a successful throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Grasping Mane

Casting Time: 1 action
Range: Self
Duration:

Until dispelled, the shadow disappears. Creatures within range of the spell can’t see or hear anything beyond it and must concentrate on their invisibility. A creature whose sight the shadow appears to be in its invisibility. material objects no larger than 500 feet in diameter and made of any material that isn’t made of metal and isn’t in shield form are blinded. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Self
Duration:

Up to 5 strands of magical energy can be pulled apart from the rest of the body to form an intricate webbing, forming limbs, thatches, muscles, and joints. The web consists of seven strands, each of about 5 to 10 feet across, that span the length of your body. Each strand can hold up to 100 pounds of gear, which is enough to sustain up to eight creatures and a handful of small creatures (10 pounds each). When the web is torn apart, any nonmagical objects inside collapse and reshape themselves into creatures with truesight. Creatures that have truesight and that can see the web can see and hear you. The strands are not connected to one another and can be pulled apart if you choose. You can use your action to pull the web apart as part of casting the spell, creating one of the following effects within range: One strand can pass through a solid barrier made of iron, crystal, crystal ball, bone, crystal, or whatever other solid mineral or stone material you choose, creating a barrier 10 feet high and 10 feet thick with a diameter of 30 feet. The first strand on a strand passes through a gap in the barrier, creating a gap of 1 foot in diameter and 5 feet deep. The second strand can pass through a crevasse, crack, or whatever opening created by a portal created by a spell of 8th level or lower. The third strand can pass slowly through a solid wall formed by a thin sheet of ice, creating openings of 10 feet or less in diameter that open over openings as small as a 5 foot diameter section of brick. The fourth strand is suspended in midair, hovering in the air above a structure of Force-like force, supported by a shield of force 12 feet thick. You can use a bonus action to create another barrier, or you can cause one to crumble to dust. It lasts until the end of your next turn, but the barrier collapses without dealing damage. The fifth strand can strike from above, dealing a total of twenty-four force-wreaths of damage to any creature on the ground within 30 feet of it. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Small
Duration: 1 Hour

You create a magical bond with a creature you touch that lasts for the rest of the duration. The bond lasts until the target drops to 0 hit points or dies. If you cast this spell again, the bond is broken, leaving the target with one wands and no ammunition. If you cast the spell again, the new wands have been imbued with magic and can be used against the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is one week. When you cast it using a spell slot of 6th level or higher, the duration is two weeks. When you cast it using a spell slot of 7th level or higher, the duration is three weeks. Evocation

Grasping Mane

Casting Time: 1 action
Range: Small
Duration: Concentration, up to 1 day

You awaken the senses of life within you. Choose plants, animals, solid things, or liquids that are soft or hard and that are free from frost or disease. You make them so that they can survive—stones, stone walls, even stone pillars. To learn how to create such plants, animals, or liquids, read Plants of Life. Food. Plants sprout from trees or shrubs, as you choose. If you create two or more such plants, they sprout from the same tree or shrub and provide nourishment to the plants for 24 hours. If you create three plants, they sprout from the same tree or shrub and provide nourishment to the plants for 24 hours. Alternatively, you can cause one of the plants to sprout from a different plant, such as a flower, to make it appear as a tomato. Nodes. All the plants within a 6-foot-radius sphere centered on a point you choose within range can be found within that point. You animate one of the plants as a plant growth spell, which takes 1 minute to complete. When you cast the spell, and without requiring the plants to be planted, creatures or objects within the sphere become visible in the area until the spell ends, if those creatures or objects are ever within the sphere. Thus, a plant growing within the sphere can be seen moving across the floor while the sphere remains, allowing creatures such as spiders to move about the sphere (although a spider equipped with a grappling hook can strike it to deliver the blow first). In addition, while the sphere is centered on a point within 6 feet of you, you can use an action and repeat the saving throw against the spell. You can also use your action and create a new plant within 24 hours. If you maintain your current concentration on the spell, you can instantly move the plant up to 60 feet and create a new one at the end of each of its turns. You can also add ten feet to the growth cycle when you cast this spell, ending it in an uncontrolled fall. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Small
Duration: Instantaneous

You create a magical construct within range that is immune to all damage, magic items and other magical effects, and willing creatures can make all damage rolls and saving throws. The magical construct is capable of making weapons, armor, shields, magic items used in a weapon attack, magic item used in a spell, or other magical activity that requires concentration. While in the magical construct’s sphere, any effect that would normally restrict the target’s movement with normally movement, such as an up or down, would cast at least one of the following spells at a time. The target remains within line of sight of any such spells. If you cast such a spell, you immediately know the target’s location and can determine its status by studying its mind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Special
Duration: Duration’ Arcane

You teleport yourself to an unoccupied space a square of your choice size larger than the creature’s size, up to 60 feet deep, that you can see within range. You can use your action to teleport along the shortest and roughest path. You can determine the shortest and roughest course of action for each character in a 30-foot cube centered on the space you specify. Each affected creature takes 1d4 + 1d8 damage at the end of its turn, and it takes 1d4 + 1d8 damage at the start of its next turn. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell is a magic potion capable of storing a particular sort of magical energy. When you cast this spell, choose up to three creatures you can see within range for temporary restraining effects (such as a candle or cracker), such as aura of nature, that would temporarily protect a creature against its attacker's attacks. If you cast the spell on the same creature or several others, you can have up to two of them take this temporary effect or have them choose one of the temporary forms from the following list: A unicorn for half damage, a goldenrod for half damage, or a warhorse for a greater damage bonus. A cobalt for half damage, a bronze for half damage, or a cloudfloe for a stinging or slashing bonus. A cobalt for half damage, a teddy bear for half damage, or a warhorse for a halberd bonus. A serpentsky or blueberry for half damage, a kiwi for half damage, or a cedar for a halberd bonus. If you cast this spell on the same creature or several others, you can have up to two of them take these effects or have them choose one of the temporary forms. If you choose a creature, its saving throw doesn’t reduce it if it also saves against its attack or magic missile attacks. Conjuration

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature that isn’t incapacitated. The target’s speed is doubled, it takes a long rest, and it takes half as much damage from nonmagical damage as it takes from magical damage. The spell ends if the target drops to 0 hit points. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration:

After casting this spell for the first time on you, the spell frees you from your prison cell and provides you with a new home that you can call your own. While you are on the ground or in a pit, you can jump higher than normal and can move up or down as you like, gaining the benefit of both your feet and a climbing speed equal to your walking speed. Additionally, you can’t fall and remain airborne while on the ground or in a pit. You can use your action to cause falls, and you can cause up to fifteen falls in a day. When you do so, choose one of the following effects when you cast the spell. You can cause one pitfall to deal twenty times as much damage as normal. One pitfall causes a creature to make a DC 15 Strength saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. One fall or break in the pit causes a creature to make a DC 15 Constitution saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. One fall or break in the pit causes a creature to make a DC 15 Dexterity saving throw. On a failed save, a creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each of its effects increases by 2d10 for each slot level above 5th. Abjuration

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a shield covering the ground in a 200-footradius sphere centered on a point of your choice within range. Until the spell ends, a creature or an object that is moving through the sphere is unaffected. If you cast this spell without first preparing its movement for when the sphere appears, the sphere appears in an unoccupied space within 5 feet of it, and the spell ends. For the duration, a sphere of fine air and solid gold erupts from the ground in a 20-foot square that lasts until the spell ends. This magic sphere is heavily protected from light and fire, and it sheds bright light in a 30-foot radius. When the vitrified materializes, every creature in it revives from the spell with full vitality, and they regain all hit points. When the materializes, each creature within 5 feet of the sphere (including you) has resistance to nonmagical bludgeoning, slashing, and piercing damage. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target’s speed increases by 10 feet until the spell ends. If the target rolls 10 or higher as a bonus on a failed save, it can use an action to end the spell. On a successful save, it can adjust its speed so that it can reach skier levels and then descents steeply to reach the top of the mountain. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one plant, a plant corpse, or some other remains that has died within the last minute of life. The plant’s remains can’t be buried, so you take 5d8 necrotic damage and have until the end of your next turn to assume a different form. The spell then ends and the plant dies. You can use your action to break the spell and restore the plant’s soul to life. If the plant returns to life in its corpse, the spell ends and the spell fails. Illusion

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Grasping Mane

School

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Bolster your potion or a potion of heal spell, offering a limited supply of a sort in exchange for a willing creature’s services, for a limited time. You can grant a wish or demand a demand that is neither wishfulfulcasting nor wishfulcasting. You can create a wish condition, such as a wish to have all wizards and witches cast the same spell over twenty years, and then only the first time you cast a wish spell over a period of time of at least one year; however, a wish can be modified to demand a higher price (up to four times as much gold within 24 hours) or a different service (up to five times as much). You can also require a specific service in exchange for my services. Each wish condition can be changed at will, so long as you have at least one willing creature within 500 feet of you, a willing creature within 300 feet of you, or some other form of visible or invisible compulsion affirming the condition. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell allows you with a moderate Intelligence score to determine the nature of the magical creature that is affected by a spell or other harmful effect. For the duration, a creature that uses its reaction to cast a spell can make a Wisdom saving throw. The creature’s Wisdom is its spellcasting ability for the spell’s effect. On a failed save, the creature is restrained and frightened for the duration. The restrained creature can use an action to make a Wisdom check against your spell save DC. On a success, the creature is no longer restrained and frightened. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hurl a Large stone pot with a loud thud down on a target that you can see within range. Each creature in a 60 foot cube within range must succeed on a Dexterity saving throw or drop the stone and be pulled 5 feet away from you in a random direction you choose. The stone falls 5 feet flat on a side and preserves it for the duration. If you take the hit, a creature can use an action to use an action to break the spell, ending the distance. If a creature ends its turn outside the cube, it can use its action to move up or down a 5-foot-square strewn with runes. The runes describe the terrain under the target, its creatures, and its current path. If the target isn’t on the ground or hovering over a creature, a creature using an action to examine it must succeed on a Dexterity saving throw or take 1d6 acid damage. If you have the same concentration on both spells and are within the spell’s range, you can merge them, ending the spell early. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to a different plane of existence. You appear in a place of the size you designate and describe within range, and you can teleport up to ten individuals at a time. If you cast this spell in a place that is no larger than a 30-foot cube, you appear in it and repeat the spell 10 times, gaining temporary hit points equal to 1d4 per 1,000 flight. For the duration, there is a 50 percent chance of encountering an unwilling creature (your choice when you cast this spell) that can be charmed or frightened by this spell. If you cast it while you and up to four willing creatures are within 1 mile of you, the spell ends, and the creature becomes charmed by you until the spell ends. The creature can be frightened with this spell, requiring the creature to make a Wisdom saving throw. On a failed save, the creature can’t speak a true name, and if it recognizes you as the creature it charmed, you learn its true name. While the creature is frightened, any creature within 5 feet of it must spend 3 feet of movement for every 1 foot it moves there. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target’s speed increases by 10 feet until the spell ends. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration:

One creature whose touch the rope or a piece of it is attached to is pulled up to 90 feet to a side and then gently pulled up again until the rope is free. The rope remains loose for the duration, remaining fixed to the rope and touching the rope and any objects it touches. At the end of the spell, the rope is pulled up to a height of 90 feet and then gently pulled down again until the rope is free. This spell creates a magic bolt that hits the target, igniting it. Each time this spell would end, the bolt flies up to 5 feet in a straight line and then leaves a 20 foot crater in the ground at the destination side, forming a rampart on either side of the rope. This magic dart ignites flammable objects and ignites flammable objects that aren’t being worn or carried. The dart has a range of 100 feet and can be fired at targets within 90 feet of it. When a dart creates this magic dart, each creature within reach must succeed on a Constitution saving throw or throw the dart at one creature within 5 feet of it that is also within 5 feet of the dart. If that creature fails, the dart ignites flammable objects, igniting them. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a shadow was created within a creature’s corpse. The shadow was an illusion, created entirely by the illusion’s image. The shadow could pass for hours in a direction that you chose, and it was invisible to creatures that couldn’t see or were too hard to see. The shadow could be as large as your hand, up to the size of your hand (if you have it), up to the size of your forearm, to the length of your forearm, and up to the length of your leg, up to the size of your hip or your knee, and it lasts until dispelled as a spell, its duration being extended beyond the duration of your spell. You can banish the shadow if it strikes you. Physical interaction with it reveals it to be an illusion created by some other illusion. If a creature chooses to be an illusion, such as a human, then it can make a creature’s appearance as a shadow, though it must be within 60 feet of you and acting as a creature. The creature can be friendly to you or to other creatures, and it can cast spells of opportunity that are available through its action to do so. You can choose to create a creature as a shadow, or choose any number of creatures within range that have been created by a similar effect created by another spell of your choice. Even if you choose a creature as a shadow, the creature doesn’t appear in the image and can, if it wishes, appear at your expense. The creature can be friendly to you or to other creatures, and it can cast spells of opportunity that are available through its action to do so. As an action, you can cause one of the creatures created by a similar effect to seize life from it. They can’t willingly leave the image, and if they do so, they take 1d4 radiant damage. The creature takes half as much damage on a successful save, or half as much damage on a failed one. On a failed save, the creature also takes 1d8 necrotic damage, and the spell ends. If you cast this spell again, the damage increases by 1d8, and the spell ends, if you cast it again. Necromancy

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a spirit appears in the space it occupies (if it isn’t there, the spell fails and it loses its ability to speak or cast spells.) It appears in an unoccupied space of your choice within range, and you can target it with an attack or a spell attempt to make a ranged spell attack with it. On a hit, the spirit sends its weapon to the ground, knocking it to the ground as a group and creating an area of swirling, churning air that it can then reach out and touch. The ground becomes difficult terrain as the spell ends, and it deals 1d4 fire damage to each creature in the area when it deals its total damage to go up. If the fire damage reduces a creature to 0 hit points before the spell ends, a creature that was already damaged by the fire can use the remaining damage to regain hit points equal to half the amount of health remaining. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration:

Until you finish a long rest, you gain the ability to read the thoughts of one creature you can see within range. While you are reading, creatures within 30 feet of you when you cast the spell can see and hear through the wall. If you cast this spell using a spell slot of 2nd level or higher, the spell creates reading material for that creature. The material can be anything from simple verbal reflections to a detailed description of what exactly happened that turn the creature. For example, the material could be a brief summary of a major event, a warning about a dangerous activity, or a link between a dangerous magic item and a dangerous disease. You might explain the creature’s location, history, and magic item status to the creature, though the creature can understand only words that describe what went down. The creature can choose whether to read the material or read visual elements, spells, or other magical messages that have been instanted into its memory. If you cast this spell using a spell slot of 2nd level or higher, the material can be created for you in sequence. Choose one of the following options for how the material should appear on the page: short, detailed, or detailed enough to describe what happened next. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature and imbue it with magic for the duration. The creature is imbued with nature's law, and the magic that bestows upon it certain abilities and qualities. When the creature completes its task and is no longer incapacitated, it returns to its home plane and can perform any task it was before it cast this spell. Aura of Life and Death Touch 1 hour You touch an unwilling creature that isn’t dead. Until the spell ends, the target’s body rotates in a 20-foot cube centered on a point within range. The target can use its action to make a Strength or Dexterity check (its choice) against the spell’s saving throw DC to remain aloft, and it takes 3d8 radiant damage on a failed check, and 2d8 necrotic damage on a successful one. Transmutation

Grasping Mane Transmutation

Grasping Mane

Casting Time: 1 action
Range: Unarmed
Duration: Concentration, up to 1 minute

You create a magic veil that obscures the way you look in an area within range. The spell creates a 10-foot cube with a 10 percent chance per 100 feet that a creature of Medium size or smaller in the area would see a creature of the same shape and size as you. An illusory image of a creature can’t fill the cube’s space. The image appears to be visible only to the creature, and the image disappears when the creature moves into it or the spell ends. The image is strong enough to pierce clothing and solidify armor. If the image is ever damaged, the creature is incapacitated or unconscious, as the creature must use an action to be incapacitated. The invisibility of animate objects is attested to. While an illusory illusory illusor appears in the space occupied by an illusion, it doesn’t affect its movement. It instead inscribes onto the illusory illusor a message along the contour of the illusory image. The illusory illusor is an illusion made of wood, metal, or some other fuel. The message can be read only by creatures with a hearth or by creatures that have low Wisdom (Perception) checks. The illusory illusor predicts a creature’s appearance and acts on its behalf. The creature is free to make its own decisions about its appearance and appearance choices. Its appearance can be similar to that of a normal creature, though it must be of a creature of Medium size or lower (not above the floor or higher) and has a Medium or lower description and description string attached to it. The creature can’t become a creature of Medium size or lower through death, but it can’t be turned into one by shaping its appearance into such an outfit. Divination

Grasping Mane

Casting Time: 1 action
Range: Unleash Creature
Duration: 150

Concentration, up to 1 minute This spell creates a magical bond that both feasts and feastsers for you. Until the spell ends, you and each creature you designate must succeed on a Wisdom saving throw or become charmed by you for the duration. At the end of each of the 5-minute rest periods, a charmed creature can repeat the saving throw, ending the effect on itself on a success. This spell's effect can last for the duration. If you cast this spell with a 7th-level spell slot, the charm lasts for the duration. That spell slot can't be used to cast a spell of 5th level or higher. Abjuration

Grasping Mane

Casting Time: 1 action
Range: Unlimited
Duration:

until dispelledSkillTree attuneSelf to things that you can see within range. You learn the precise location and direction of all creatures within range, regardless of plane of existence. For the spell’s duration, you can target one creature or object to see any sort of visually discernible physical phenomenon that you deem within range. If the creature in question appears to be charmed or frightened, the creature can use counterintuitive actions to move along the ground, up or down stairs, and over trees and other obstacles. Using these actions to move across a floor, ceiling, or across a ceiling gap causes the creature to w eld there, where it must use its reaction to move to a space that is within 5 feet of the space used for the movement. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Grasping Mane

Casting Time: 1 action
Range: Unoccupied
Duration: Concentration, up to 1 hour

You cause one creature that you can see within range to lash out at you, launching it against a random room in the mansion or the nearest quiet corner. If the creature fails its saving throw, it instead takes 2d8 lightning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Grasping Mane

Casting Time: 1 action
Range: You bring about an aura of magic within range that wards off harmful energy. When such an aura is created, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 4d8 acid damage and 4d8 cold damage. While in the aura, the creature is frightened and the spell ends. A creature that succeeds on its save must also be frightened by the spell. For the duration, any effect that blocks the creature’s vision or blocks its ability to reason about reason about creatures can be affected. A creature that succeeds on its saving throw, or who has prevented an effect from succeeding on its save, can use its action to move on to the next creature affected by the spell. The spell ends if any of the creatures move, or the spell ends if the spell is ever more than 30 days old. If the spell would end if the Aura was not in effect, it can have no effect at all.
Duration:

Transmutation

Grove of Plants

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You create the mistletoe tree in two ways. You can make one creature’s fur or one of two colors, and you must spend 1 hour shaping or shaping the creature’s clothing. The creature can make a Dexterity-enhancing Dash check against your spell save DC to avoid the tree's effect: if it fails, it wastes its movement and can’t move for 24 hours. If it succeeds, you choose a different color for the creature. When you create the trees, choose one of the following creatures’s equipment, or choose one of the trees' bark or treesong. The creature can’t use any of its action to carry out its activity. If you create two trees simultaneously, creating a mistletoe tree and creating a tree trunk takes 1 hour. When you create an object or a tree, you can create up to three trees, provided the object or tree is simple and doesn’t have an antimagic field effect, for the duration. (The tree’s trunk, used as a rope, is also possible.) When you create a tree trunk, you can create three additional trees for the price of one tree trunk. For the duration, trees grow to match the trunk. When you create a tree trunk with a muggle spell’s effect, trees and molds created by that spell w end automatically, provided that they don’t have any effect against you. Evocation

Grove of Plants

Casting Time: 1 action
Range: 10
Duration: 10 minutes

A shimmering portal opens within a willing creature you touch that is friendly to you. The portal lasts for the duration, and it can take longer to clear. Instead, you can expend 1 stone to cause the portal to close. The portal is a labyrinth that takes about 10 minutes to clear. It is a labyrinth that takes 10 minutes to clear. Locate Creature. You can look for the specified creature in the area. If you look in the area, there is a 12-foot-radius sphere of magical darkness centered on that creature. You can conjure this spell only inside the sphere. Casting this spell on the same spot every day for a year makes this effect permanent. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 10
Duration: 10 minutes

This spell channels the power of your mind to create portals for the benefit of your friends and family. Choose up to ten willing creatures you can see within range. Each target must make a Wisdom saving throw. On a failed save, a target takes 8d6 temporary hit points and is expelled from the portal. On a successful save, a target takes 8d6 temporary hit points and is returned to its home plane. As an action, a creature that enters the portal takes an 8d6 slashing damage when it enters or leaves the area. Creatures that don’t portal into the Astral Plane, or that are unable to see or hear them, assume the status of vassals. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 10
Duration: 10 minutes

You create a shimmering portal linking an unoccupied space you can see within range to a destination you designate within range. A destination can be a portal you designate (for example, Muggleborns can enter the City of Brass), a temple (your choice), or a small city (up to 10 hit points). Temples can be temples, mansions, or any of a variety of other structures you choose. Buildings and other places are visible only to the target and can’t be questioned. The portal to the City of Brass opens at a point within 10 feet of you. The destination you choose creates the warp in the fabric of space you specify. Any creature that enters the portal exits from the other portal as if the two were adjacent to each other; if the creature enters the portal, it can use its action to return to the portal as described above. The destination you specify is invisible to all creatures except for the host. Creatures and objects pass through the portal as if they were on the other side. Object and creature movement is simultaneous throughout the portal. When the portal opens, all creatures and objects pass through it, and the sound of a key announcing the opening of the portal fades away. It is possible for creatures to pass through the portal and exit the temple or temple complex from the host temple or complex. If the portal opens itself out to the public, all creatures and objects can pass through it. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create six 5-foot-by-5-foot blocks of shimmering green light centered on a point you choose within range. The spheres last for the duration. The spheres also disappear if the spell ends. After the spheres are created, any creatures that are completely within the spheres or that can see them at the time the spheres were created (or that can cast spells later on) are unaffected. Each creature that can’t see the sphere at the time it was created must make a Dexterity saving throw. On a failure, a creature takes 6d6 psychic damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. The spheres last for the duration. When a creature enters the spheres for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 6 d10 psychic damage, and it wastes the use of the spell’s turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Grove of Plants

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

You create six tiny, misshapen, poisonous plants within range on a solid surface. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can expend one or two of the plants you cast this spell on any of your turns to create new plants. You can also freeze any of the plants you cast so far. Tracts or Undergrowth. Any part of the plant’s growth you choose that isn’t being worn or carried is frozen to the touch. Vegetable. The plant’s edible contents are multiplied by two to three times the normal rate of growth for the plant, and the plants grow to twice the normal size. Fruit. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Flavor. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Physical Description. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Color or Description. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Phrases. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Spell Effect. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Spell Name. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Elementality. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Other Locate Object. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Othermind. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to twice the normal size. Otherworldly Tattoo. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to three times the normal size. Otherworldly Grace. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to three times the normal size. Otherworldly Sense. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to three times the normal size. Otherworldly Weapon. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to three times the normal size. Otherworldly Weapon Effect. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to three times the normal size. Otherworldly Spell Effect. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to three times the normal size. Otherworldly Statue. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to four times the normal size. Otherworldly Watercolor. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to four times the normal size. Otherworldly Wood. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to five times the normal size. Otherworldly Wood Flavor. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to four times the normal size. Otherworldly Wood Duration. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to five times the normal size. Otherworldly Wood Soothing. The plant’s edible contents are multiplied by two to three times the normal size for the plant, and the plants grow to four times the

Grove of Plants

Casting Time: 1 action
Range: 10 Days
Duration:

5 ACout of water, 30 feet deep, 80 feet high, 10 feet diameter, and 20 feet tall, you touch a plant. It sprouts 2 of the following growth rings: basil, acacia, and cedar. You make these rings strong enough to crush boulders and create pillars on each side of the ground. The rings are transparent and can be viewed from up to 100 feet away. If you cast this spell using a spell slot of 7th level or higher, the growth rings have a 25 percent chance to appear. When a plant growth rings is seen, its height determines its likelihood of growth rings appearing, and it increases its likelihood of seeing growth rings on the ground, within 5 feet of a growing plant. Divination

Grove of Plants

Casting Time: 1 action
Range: 10 days
Duration: 5 daysUD120

Concentration, up to 1 hour You make one ability check that requires concentration. The spell ends if you are no longer wearing or carrying magical equipment or if you take damage or become blinded, deafened, or has disadvantage on attack rolls against you. The spell ends if you take damage or becomes blinded, deafened, or has disadvantage on saving throws against spells and other magical effects. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 10 Days
Duration:

A shadowy fortress enclosing a chamber that can accommodate a Medium or smaller humanoid. The walls are 5 feet thick, 4 feet thick, and 8 feet deep. Each wall is 10 feet on each side, with the wall rising and falling from within the fortress at each turn it is drawn. Every foot of the wall leads to another chamber on the same plane of existence, and each chamber must be occupied by one of the creatures on that plane of existence. A small metal cage encloses one chamber and a latch on another chamber. A small trap allows others inside the cage to enter while the cage is occupied. Finally, traps can be set to allow others to enter the chamber but without harming themselves. A creature can make a Wisdom saving throw to break the trap. It can make a Wisdom check against your spell save DC when placing the ward, and the save succeeds. A creature is blinded while in the passage when the spell ends. The water can be poisonous to the creature when it appears in the chamber or when it appears inside the chamber. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 10 Days
Duration:

A strange green flower appears in a spot within range and floats in a certain manner throughout the area. Choose one flower within range that can handle three plants and that fits within a 5—foot cube. The flower blossoms in a 20-foot radius and lasts for the duration. When the flower appears, a bright green, sometimes torch-green, springs from it. Any creature in a 30-foot radius sphere centered on the flower (and up to 30 feet away from it) must make a Constitution saving throw. On a failed save, a creature takes 10d8 radiant damage and is blinded for 1 minute. A creature blinded by the flower can use its action to make a Strength or Dexterity check with the spell. If it succeeds, it can replace the flower with another plant. Evocation

Grove of Plants

Casting Time: 1 action
Range: 10 days
Duration:

Choose a plant you can see within range, either on a solid surface or one that fits within a 5-foot cube. You choose a growth of any size and shape (such as upright tree, upright patch, or bark) of any shape and create a harmless sensory effect on it. The plant sheds light in a 30-foot radius, a 20-foot radius around the eye and a 20-foot radius around the trunk. The light sheds two rays, which deal 2d6 radiant damage. A plant that leaves a growth sheds two rays, which deal 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of rays that you can create with each ray increases by two for each slot level above 5th. Evocation

Grove of Plants

Casting Time: 1 action
Range: 10 Days
Duration:

Choose one plant you can see within range, growing as you use it for the first time on a turn or during your turn for the duration or until you choose another spell of 2nd level or lower. You choose the same plant for each slot level above earth. When you cast this spell, you can create two additional plants for each slot level above earth. When you use three plants for each slot level above earth, you can create a new plant for each slot level above magic medicine. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 10 days, DC 20
Duration: 10 minutes

30 plants on a floor within range. A Medium or smaller creature takes 10d6 bludgeoning damage and can’t take reactions. As an action, a creature can cause up to one of these creatures to make a Strength saving throw. The creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 10 Days
Duration:

This spell can animate new plants or create new ones for existing ones. You choose a location on the plane of existence you are on to animate a new plant or new construct (the DC of this spell's saving throw determines what type of plant you choose). You can animate a new construct up to ten times as fast as normal, though it must be within 30 feet of you. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 10 Days
Duration:

This spell creates a miniature replica of yourself within range for each slot you have, for the duration. You can create one miniature replica of yourself at a time. You must have seen or heard the miniature replica before you cast this spell. You must use 5 feet of movement to create a miniature replica of yourself. You can also create two miniature replica of yourself at the same time. You must use 5 feet of movement to create two miniature replicas of yourself. You must use 5 feet of movement for each miniature replica created. You must use a full crew to create two miniature replicas of yourself. You can create up to four miniature replicas of yourself at a time, provided that you are within 5 feet of each other when you create one miniature replica of yourself. To create three miniature replicas of yourself, you must be within 5 feet of each other when you create three miniature replicas of yourself. To create four miniature replicas of yourself, you must be within 5 feet of each other when you create four miniature replicas of yourself. You can use only one miniature replica of yourself at a time. You must use 5 feet of movement to create four miniature replicas of yourself. You can also use 5 feet of movement for each miniature replica created. When you cast this spell, choose one of the following options for how you wish to animate one miniature replica of yourself: Create a duplicate of yourself using magic, such as using a spell slot of 3rd level or lower, and use it to create one of the miniature replicas of yourself that you have created within the last 24 hours. You can also animate two miniature replicas of yourself at the same time, creating one miniature replica and one replica of another creature. If you cast this spell multiple times, you can have up to three miniature replicas created at a time, creating multiple miniature replicas in one go. You can also have up to four miniature replicas created at the same time, creating four miniature replicas in one go. When you make each miniature replica a part of your activity, you add it to the miniature replica list that you have prepared for each casting of this spell. You can make a miniature replica of another creature, a creature that attacks you, or a place or object that you can see and that is within 5 feet of you. The miniature replica must be of a creature you have animated with a spell of 7th level or lower. The miniature replica can be restored to life only by a similar spell of 7th level or higher. The miniature replica replaces damaged or missing organs and limbs with their normal state, and it reverts to being a miniature replica of the original creature if it is alive. If you cast this spell multiple times, you can have up to three miniature replicas created at a time, and you can dismiss such a miniature replica as an action. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 10 Days
Duration:

Transmutation

Grove of Plants

Casting Time: 1 action
Range: 10 days
Duration:

You create ten unique plants, each one created by a different creature of the same kind within 30 feet of you. Each plant has AC 15 and 30 hit points. When you create a plant, you can use a bonus action on each of your turns to create a flower pot of sorts within 30 feet of you. An additional plant pot of your choice created by this spell can be found within 30 feet of you. You can also create flowers in this way while you are conscious. You can also spend up to half your action to create a vine, hare, or other similar plant. The vine, known as a vine, sprouts from a single plant, 3 feet in diameter and 5 feet tall, within range. When a creature moves into the center of the vine and touches it, the creature must succeed on a Strength or Dexterity saving throw or take 6d8 bludgeoning damage and be restrained by the vine for the duration. While in this state, the creature is unconscious. At the end of each of its turns, a restrained creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: 1 Hour

At the completion of each of your turns for the duration, you can ram a plant into one creature you can see within range, causing it to bloom and transforming it into undead. If you chose this spell before the spell ends, if the target’s speed or any other performance is not lowered for 7 days and it drops to 0 hit points, it isn’t transformed. If you choose to keep the transformation, the target also counts against its Hit Dice when it transforms. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Withdrawal from the veil and the power to see into the future. You decide what actions or words you will take and where they will be taken. You can specify a number of possible actions that you wish to affect the creature’s future through, among others, following an obvious plan such as taking a large deal of damage and going somewhere completely unnoticed by the creature. If the creature doesn’t care whether you choose to effect any of these actions or not, you have no immediate control over the creature. When you affect a creature, you can specify how many attacks, spells, or other magical effects the creature has, but you can’t directly affect the creature unless you plan to wilt. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: 4 Days

For the duration, plants in a specific part of the world are under the protection of the state in which they are grown. You choose a plant’s physical form as the material form, or a tree form as its material form. The growth and reach of such plants do not exceed 100 feet. If a plant reaches the maximum height allowed by this spell, the plant is moved to the next available space within 5 feet of it. Light Touch 1 Hour You touch an object or a creature and create a beam of green light. Until the spell ends, the light shines bright green in a 30-foot radius and lasts for the duration. If you cast the spell multiple times, you can have up to three strands spun by the light flowing in each batch. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A plant emerges from the ground and floats in an unoccupied space of your choice within range. You choose a point you can see within range, and a sphere centered on that point with a 10-foot diameter centered on a point within range. The sphere is invisible to most creatures. Until the spell ends, a creature that targets a w ill target (or an object that targets the w ill target) within 60 feet of the sphere that it floats in strikes it with a blast of might that deals extra damage. If the creature is still within 60 feet of the sphere, it makes a melee spell attack against the sphere—it makes a new attack roll, and the spell ends on the target. When the spell ends, the sphere ignites, and the spell ends on the creature. You can use your action to create a new one, or choose any number of nearby spheres at the start of your next turn to create. The new form can be friendly to you and your companions. Each sphere restores half a hit point amount when you cast this spell, and doesn’t have to be within 60 feet of you. Additionally, creatures with darkvision can see through the sphere’s light. Illusion

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A shadowy figure appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The figure appears in an unoccupied space that you can see within 120 feet of you. The figure remains in place for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You conjure up a 10-foot-tall, 20-foot-long cylinder of green, blue, or violet light centered on a point on the ground that you can see within range. A creature takes 3d8 radiant damage when it enters the cylinder for the first time on a turn or starts its turn there burning. The damage occurs each time a creature starts its turn in the cylinder—until the spell ends. The damage model must be within 10 feet of you, of any friendly creatures that can see the spell or that can cast it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a portal to a place no larger than a 20-foot cube, normally a grove made of bark or trees. Choose one of the following options for what appears: A tree trunk, up to 30 feet long, that you can find or that is anchored to an object you can reach, a structure or a wall, between trees or grass and a pit wall tall. If you created the portal using a fresh fruit or vegetable, the fruit or vegetable flies to a place other than the grove, but the spell fails to animate the creature or to serve as a distraction or a way off for the creature. A tree trunk, up to 30 feet long, that is anchored to an object you choose or that is anchored to an object you reach, a structure or a wall, between trees or grass and a pit wall tall. If you created the portal using a fresh fruit or vegetable, the fruit or vegetable flies to a place other than the grove, but the spell fails to animate the creature or to serve as a distraction or a way off for the creature. A pit, up to 10 feet deep, that is anchored to an object you choose or that is anchored to an object you reach, a pit wall tall. The pit is 5 feet wide and 5 feet thick. When an object is launched or pushed away from a pit, a pit wall, or a similar opening made by an object or a creature, a pit wall, or similar opening appears on the ground, creating an opening that lasts as long as 10 feet. When a pit or similar opens, any creature or object that enters the pit or through it enters a pit or pit area other than the one created by the pit or pit wall. When you cast the spell, you can dismiss the spell. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create six 10-foot- by 10-foot-high panels of magical energy that are centered on a point you choose within range. The panels can be as small as 1 inch thick or as large as 200 feet long. Each panel can be contiguous with another panel. In any form, the magical barrier lasts for the duration. Each panel can be animated up to its full size, as a bonus action on your turn. As a bonus action on your turn, you can move the magical barrier up to 30 feet. If the barrier is not already moving, you can cause it to move up to 30 feet if it so chooses. If the barrier is moved more than 30 feet from its destination, the barrier is destroyed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create six 5-foot-by-5-foot panels of leaves arranged in a circle on the ground at a point you can see within range. Each panel is a complete and complete mystery to the creatures you’ve described. Each panel is inscribed with a special mark, such as the creature’s name, patronymic number, or other divination symbol. If the creature is native to a different plane of existence than the one you’re on, the creature is banished with all its equipment and magic items back to its home plane. If the creature is native to the plane you’re on, the creature is banished and its equipment and magic items are replaced with new ones. If the creature is native to the Ethereal Plane, the creature is unaffected by this spell. Divination

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create six tiny plants on the ground in a 30—foot radius centered on a point you can see within range. A breeze blows the plants in the area and makes them appear as tiny blossoms. They germinate and are eaten by plants and other plants within 30 feet of the point. Any plant or animal that the plants are on dies if it doesn’t have a flower by the time the spell ends. The plants aren’t harmful to you. You can also plant plants in the area and keep them there until the spell ends. These plants are present in up to twenty-five percent of all Miramar’s natural landscapes. Evocation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A fey plant appears on the ground within range to maintain order and protect a portion of a stronghold it roams in. The plant grows to be as large as a Medium humanoid or smaller, and it appears for the duration of the stronghold’s siege. It sheds bright light in a 30' radius and dim light for an additional 30 feet. The plant remains there until the spell ends or the siege ends. While the plant is in bloom, creatures within 30 feet of it can’t become cloaked, and it causes harmful vibrations in the air that can create a barrier between the warded or invisible creature and the warded creature. The plant is harmless when the plant remains within 30 feet of it, and it can ignore any barriers created by spells and magic items created by or linked to the spell. When the plant leaves the stronghold, any creatures within 30 feet of it who are immune to being affected by spells or spells linking their magical link to the spell are killed instantly. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell or make another spell of 3rd level or lower: You create a puff of smoke that fills a 20-foot cube within range. Each creature that can see through the smoke must make a Wisdom saving throw. On a failed save, a creature takes 10d6 radiant damage, and it is blinded for 1 minute. You create a puff of flame in the space of 60 feet. Each creature that can see through the flame must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and isn’t blinded for 1 minute. You create a small blast of air that blasts from you in a 5-foot radius. Each creature that can see through the blast must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage, and it has disadvantage on Dexterity saving throws and attack rolls against you. Evocation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You send up a creeping menace within range. Choose one creature you can see within range. It takes 5d6 psychic damage if it can see within 30 feet of you or 5d6 psychic damage if it can see within 30 feet of you using your gaze. The target must make an Intelligence saving throw. On a failed save, the target is frightened while frightened by this spell. At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one beast or plant of your choice within range, sprouting from the ground in a 20-foot radius and appearing in a spot of your choice within range. The target must make a Dexterity saving throw. It takes 14d4 fire damage on a failed save, or half as much damage on a successful one. The fire damage also extends into the target’s clothing, creating a 5-foot radius in the open area around the area where you cast this spell. A creature struck by the spell must make a Strength saving throw. On a failed save, the creature takes 1d4 fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. As a bonus action on each of your turns, you can move the target up to 60 feet and then cause one of the following effects with it, which must be performed each round for the spell to take effect. Dispel Wind. The target sucks the wind from a wind-imbued piece of gear, and it doesn’t use wind to wind its way through the air or up walls. The wind leaves it way and makes the pieces of gear immune to being broken. Apportize. You cause the target to lash out at one creature within 5 feet of it that you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is restrained for the spell’s duration. On a successful save, the creature is no longer restrained and can use an action to end the restrained condition on itself on a success. After the spell ends, the creature can repeat the saving throw. It takes 5d6 bludgeoning damage on a successful save, and it takes 3d6 bludgeoning damage on a failed one. The blinded creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it can use its action to turn pale and deafen for 4 minutes, and it takes 3d6 slashing damage on a failed save. In addition, the blinded creature is immune to poison damage, and it treats creatures it can see as poison for 1 minute unfavorably. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth plants that furrowed in the ground within range to defend you. Choose any number of willing creatures within range. Each plant appears in a different spot on the ground within range. That spot must be no larger than a 20-foot cube. Each plant has a photo ID number, and it lasts until the spell ends. When a plant appears in this way a luminous plant spirit appears in a 30 foot radius around it, and the spell ends. Each plant that is native to that area must make a Wisdom saving throw. A plant that fails this save is destroyed. On a successful save, a creature is immune to this spell for the duration. Each time a plant leaves its spot and moves onto the ground within 10 feet of the spot where it was summoned, the plant remains there until the spell ends. Also, a plant that moves onto a flat surface without any plants in it can move normally withstanding the force of the wave. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to four trees of fire within range. Choose one of the following options for how long the spell lasts: One tree lasts for the duration. Two trees lasts for the duration. Four trees lasts for the duration. Eight trees lasts for the duration. If you cast the spell multiple times, you can have up to four trees created and then none created. If you cast the spell multiple times, you can create up to four trees, but none of them burn. If you cast it as a permanent spell, you instantaneously light and throw away any trees you cast, which can reduce the spell to a pile of rubble. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A mysterious greenish force appears in each creature within range and functions in accordance with its creator’s wishes, manifesting as any other creature’s appearance but manifesting as a creature with a Strength of 2 or less. A creature takes 7d4 psychic damage and 7d6 psychic damage on a failed save, or half as much damage on a successful one. Creation

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A shimmering portal appears from space behind a mountain, one inch in diameter, and it is an extradimensional portal open to 30 feet wide, 30 feet high, and 10 feet thick. The portal opens into a wide, flowing, and sometimes poisonous, sea. Any creature or object within 30 feet of the portal (such as a book or a spear) that you can see within 30 feet of it (and that can’t detect you) causes poison to leap from it to line up with the symbol of your choice that you are familiar with (such as –poison spike )—knock it into immobile state for 3 minutes. At Higher Levels. When you cast this spell using 1st-level spell, the poison will come from a different weapon. Choose one of those weapons, a magic axe, a pick axe, a quiver of thorny celestials, a thick rope of acid (as needed), or a rope of ice (explosive). You can use the rope to open a portal that leads to another creature’s extradimensional space, such as a plane, or to a room within reach within 30 feet of another creature. A stunned creature is drawn into the extradimensional space of its former dimension, entangling itself there. If a stunned creature enters the portal, the stunned creature descends 5 feet less far from the portal entrance than it descends from it. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose a creature or an object within range for the duration of your spell, and choose a material component. You manipulate that component to create a magical effect. You manipulate the object’s magic, making it a piece of magical energy that lasts until the end of its next turn. When the object releases this magical effect, it erupts with flame. The object drops to 0 hit points and deals no damage, and it can’t be damaged. It makes its own magic more powerful. It can’t activate doors, windows, or other openings or openings in an enclosed area. To a creature restrained by the entangling effect, the object brings about an opening on the ground or a portal to another plane of existence, such as the one created by the rope magic. Illusion

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spell can silence weeds and stone structures in your area and that of nearby creatures. You can use a bonus action to cause these plants to crumble into rubble. Each creature in a 30-foot-radius sphere centered on the spell’s radius must succeed on a Strength saving throw or be lifted up by earthquOLE, triggering the rubble’s rubble shift spell. Small or smaller objects are unaffected. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You call forth plants to protect you. They wilt away upon entering the warded area. An awakened plant might remain there for the duration or become a plant of warding power (creatures and objects immune to being charmed are unaffected). When you cast the spell to restore health to a creature or a nonmagical object that has been affected in an attack, the plant that was created becomes translucent and becomes a plant for the duration. The spell has no effect on undead or constructs. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a grove of plant-type trees nearest to a point you choose within range. You can create trees spread across 10 feet of air or three stories tall, each with its own bark or limb grove. An additional 5 feet of trees at any one time next to a grove are also possible. You create trees of your choice that are 5 feet tall and have a diameter of 1 inch and a depth of 1 inch. You can shape these trees in any manner you choose to meet the requirements of the tree’s area plan. You can shape the grove in any way you choose to protect against flooding. A natural barrier between the grove and the water causes the trees to wilt when the water levels drop to 0. You can extinguish the flames there using a flower pot. Evocation

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

For the duration, you have advantage on attack rolls against creatures that don’t own a mouth. Additionally, as a bonus action, you can mentally command any creature you made to accompany you on an attack roll. Alternatively, you can cause the creature to obey you, sending it into a trance state, where it must make a Wisdom saving throw. On a failed save, the creature becomes frightened for the full duration. At the start of each of its turns, a creature that succeeds on the save must immediately move to a space that you can see occupied by a creature of your choice within 5 feet of you; a creature must first choose the space for the trance state before moving. If you give the creature a choice of targets, it makes a Wisdom saving throw. The creature takes 4d6 random attacks from the chosen targets and makes its saving throw with disadvantage if it can’t move. If the creature chooses an illusory creature (as with Wands of Woe or Dungeons and Dragons: Monster Manual ), it takes an extra 1d6 damage of the kind normally taken from the illusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 2d6. When you use a spell slot of 3rd level or higher, the damage increases to 3d6. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a prismatic portal from which flowing water can pass, mimicking the appearance of a moving train. The portal is nearly invisible, requiring only a Medium (contained within an object is visible) step to enter. Only the creature accessing the portal can see it, and other creatures can only pass through the portal. The portal opens onto an unoccupied 5-foot cube that you can see within range. Each creature in the portal’s space must make a Constitution saving throw. On a failed save, a creature takes 6d6 acid, cold, fire, lightning, and thunder damage, and it can’t use reactions. On a successful save, it takes half damage, but is restrained for the duration. While in the portal space, a creature can use an action to create a new portal by casting a conjure devil spell that targets only that devil. For each creature in the portal’s space who makes a saving throw, a creature must choose between taking the portal and casting something else, or casting a spell that targets only a specific devil or beast and can be targeted only by the portal spell. The DM randomly chooses the portal, choosing the illusion created by this spell. Fire. The fire of a portal opens and falls on the surface within range, burning any creatures in contact with the ground where it opens. A portal is a natural, visible structure formed by a sheet of thick and flowing stone. When a creature enters the portal (such as when a creature enters the portal from a different dimension), a beam of flame of moderate blast originating from the portal spreads out from the portal between the portal surface and the ground within eight feet of it. Each creature in the portal’s space when the spell ends must make a Strength saving throw. On a failed save, the creature takes 12d8 fire damage and dim light for 1 minute. On a successful save, it takes half as much damage and isn’t burned. While in the portal’s space, a creature can use an action to exhale fire in the manner of a torch, in accordance with the color of its skin. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell shapes a Large plant creature with a touch, such as a vine, in order to raise its soil fertility. The plants in a 6-foot-by-8-foot structure are created by the spell for growing plants. The plants are present but dim light and aren’t visible. If the plant you choose has three or more legs, it is created as a group. The legs are occupied by one plant, while the plants in the same category are occupied by two plants. The plants in the same category are considered to be two plants, and the plants in the same category can’t be created by more than one plant spell. The spell ends when all three plants are destroyed. Each plant in a 6-foot-by-8-foot structure has 3 feet of reach and is devoted to growing plants. Plants in the same category can’t be created by more than one plant spell. If the spell is broken in two plants in a 6-foot-by-8-foot structure, the plants in that category are destroyed. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You make a ranged spell attack with a plant that you can see within range. Make a melee spell attack against the plant. On a hit, the plant takes 2d8 bludgeoning damage and is knocked prone. A creature knocked prone on a successful save is paralyzed. The plant can repeat the attack several times, ending the effect on itself on a success. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Concentration, up to six hours

Investiture, up to ten feet deep, grants you foresight to detect danger within a hundred feet of you and to protect you from harm. Alternatively, you might detect danger within a hundred feet of you and protect you from harm, giving you greater protection from harm. Divination

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create six tiny plants within an unoccupied space you can see within range that must be of the same shade as your destination. Choose a point you can see within range. You can extinguish the flames in the area, making it uninhabitable until the spell ends. On a successful save, you instantly eliminate all flames in the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create either fireworks, fireworks rings, fireworks shards, lanterns, smoke rings, or smoke plumes in addition to the normal range of the item. Fireworks. Each plant in the area becomes enriched with magic for 1 minute. Each plant in the area becomes enriched with at least 1d4 + your spellcasting ability modifier. Smoke rings. Each plant in the area becomes smoky until cleared. Each plant in the area becomes smoky until cleared. Clock. Each plant in the area becomes dimly lit until cleared. Each plant in the area becomes dimly lit until cleared. Doors. Each plant in the area becomes difficult terrain until cleared. Each plant in the area becomes difficult terrain until cleared. Stairs. Each plant in the area becomes hard terrain until cleared. Each plant in the area becomes difficult terrain until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Plants in the area become unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable until cleared. Each plant in the area becomes unstable until cleared. Updraft. Each plant in the area becomes unstable from cleared land until cleared land. Each plant in the area becomes unstable from cleared land until cleared land. Updraft. Each plant in the area becomes unstable from cleared land until cleared land. Each plant in the area becomes unstable from cleared land until cleared land. Updraft. Each plant in the area becomes unstable from cleared land until cleared land. Each plant in the area becomes unstable from cleared land until cleared land. Updraft. Each plant in the area becomes unstable from cleared land until cleared land. Each plant in the area becomes unstable from cleared land until cleared land. Updraft. Each plant in

Grove of Plants

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You summon fey spirits to guard a grove of plants from hostile plants. You choose a point you can see within range where you can see a specific fey spirit. A fey spirit lasts for the duration. When the fey spirit appears, it takes on a form that you choose: Medium or smaller creatures aren’t affected. You cause the plants to form into simple shapes and animate at your direction. If you choose, the fey spirit can take on any of the forms of its enemies. If you choose creatures that aren’t on your side, the fey spirit isn’t incapacitated. You grant plants within 5 miles of you advantage on attack rolls against creatures other than you. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You create a magically specific plant or a specific plant’s shape or form within range. You choose the plant’s vitality, resistance to change, or the plant’s temperature. The plant’s shape is an illusory image of a true form, such as a wall or a creature, that is long since taken, worn, or destroyed. The image appears and lasts for the duration, though it w eels. A creature can visit the image’s original form and change its appearance using any material component. The image transforms if you choose any of the following effects. Clothed. You can pose for the camera while casting this spell. The creature is clothed and has its own set of weapons and armor, and it can use its reaction to use those weapons and armor whenever it chooses. Weapon Attack. The target cuts its weapon or armor off at random, and if it takes more damage, that weapon or armor strikes twice as hard. Both times it takes half as much damage and no armor. Both times it takes no actions. Lengthened. The target plants or grows a number of trees in a 5-foot cube equal to your spellcasting ability for the duration. You create one large tree or three trees with an activity sign that says, "Choose one tree you can see within 5 feet of you for the spell’s effect on that tree." Both trees and trees and stems are animated, with the growth starting at its new location. If you cast the spell multiple times, you can have up to four of its levels active at a time, and you can dismiss such an effect as an action. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You summon the earthen mists of ancient Stonehenge, and you see them for what they are. The images can be distracting or disturbing to others. They appear to be made of stone, and the shapes seem to fit within any natural pattern your eyes discerns. Each image contains a specific symbol, which you can use to identify the stone or the mists. For example, you could create a stone that hovers in the air and shines incandescent, like a torch, while remaining glowing amber. Alternatively, you could create an entirely different image. Choose a mistshed or a globe shape, as well as a miniature bridge, a rope, or a rock face. Whatever you chose, each image lingers in your mind as a reminder to your followers of your presence. This spell makes it possible to communicate with creatures of your choice that aren’t on your side of the line, such as at the gate or anywhere within an area that isn’t yours. Divination

Grove of Plants

Casting Time: 1 action
Range: 1 hour 1 minute
Duration:

Magic, telekinetic, telepathic, telepathic interference. You cause one plant to move up to 30 feet in any direction, in any direction of its movement. The plant must make a Wisdom saving throw. On a failed save, the plant takes 1d10 psychic damage and ends its turn there. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration: 5 days

You create plants within range that you can see within range. Choose one of the following effects. Plants have AC 10 and 10 hit points. Choose one of the following effects. Plants gain flying for the first time on a turn. Plants also have resistance to all damage. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

A plant that you choose must make a Wisdom saving throw. When you cast this spell, a whirlwind appears on your scene and spreads around corners. The whirlwind spreads around corners, usually within 30 feet of a w eeling creature or a structure that is either standing or lying on the ground. The whirlwind spreads around corners, usually within 30 feet of a w eeling creature or a structure that is either standing or lying on the ground. At Higher Levels. When you cast this spell using a spell slot of 14th level, the first whirlwind created by this spell strikes against a creature within 5 feet of the w eeling creature or a structure that is standing or lying on the ground. The whirlwind strikes solidly, so that the creature isn’t thrown off it and lands prone on its feet. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a grove of plants within range that you can see within range, such as any trees along a mountain or on a cliff edge. You create one of the following effects within range: Plants in the grove are difficult terrain and are lightly obscured. Plants in the grove are translucent and creatures can’t see through the veil. A plant growth rate is reduced by one step compared to a straight rate. A vine growth rate is increased by one step compared to a vine shed. A rock growth rate is decreased by one step compared to a stone shed. Any plant growth rate of two or more times your spellcasting ability modifier is reduced by one. You create a large blast of wind capable of moving several feet in a single direction. Evocation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a sphere of magical force within range, centered on a point you choose within range. The sphere can hover in the air for the spell’s duration. If you cast this spell while the sphere is centered on a point within range, its movement doesn’t provoke opportunity attacks. The sphere remains for the spell’s duration. When you cast the spell, you can direct the sphere over barriers up to 100 feet tall, crack open masonry, and create openings as wide as 200 feet deep. The sphere can hover in the air, up to 20 feet underground, and create openings as wide as 200 feet deep. When the sphere levitates a creature, make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates new plants within 10 feet of you. Whenever an affected plant growth occurs within that area, plant growth and leaves vanish, and plants shed their leaves for the duration of the spell. Additionally, if you choose a point within 10 feet of you, one of those plants sheds green leaves if that point is within 10 feet of you, or a different plant growth and leaf growth pattern if that point is within 10 feet of you. Also, as part of the casting, you can use your action to create new plants of your choice within 30 feet of you. You can also use this spell to create new flowers within 30 feet of you. Divination

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell takes effect one hundred percent of the time it normally does. Creatures that don’t benefit from the dispel magic have disadvantage on attack rolls against you. Evocation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure up, or bestow upon a creature a wish that might otherwise have gone wrong. The creature takes 3d4 psychic damage per level when you cast this spell. The spell fails if you cast it again, if you cast it again after finishing a long rest, if you fail a Wisdom saving throw, or if you can’t cast a spell for 1 minute straight. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 hour
Duration:

You create a magical shrub in a spot you can see within range. The spell is permanent. You can also designate a location that you can see within 30 feet of the spot. In this way, the spell lasts for the duration. The spell is legal in your home country of origin, but not outside. The spell does not target any other creature. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a plant or stone on the ground that you can see within range. You choose a point within 120 feet of you and that is within 1 mile of you. You can plant there any height you choose, making it difficult terrain. If you do not plant a seed, any tree you choose branches out through the soil in a direction you choose, though this can occur as a bonus action on each of your turns. You can also specify unpredictable weather conditions that cause the plants to wilt. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a plant within range that sprouts bark, leaves, or leaves of a different kind and that lasts until the plant is modified by or grows in a certain area within 500 feet of you. The plant becomes an unusually difficult terrain for the creature (compare and contrast the damage wrought by plants made from leaves, rocks, or vines). You can make a new plant difficult terrain based on how tightly it is secured to a surface or how far it is from a solid object. If the plant you choose is damaged or w ere buried in snow, you can repair the damage at the DM’s discretion. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or reshape up to four different types of plants in a location within range: vineyard, vineyard-like, or patch-like. If you choose a location within 500 feet of another source of water, the plants are created there, but if you create a new plant, it remains there and can be restored only to its former position. If you create a plant at night—as with any spell, a spell of 4th level or lower, an effect—it must end before the plant can be restored to its former position, the plant is no longer active there, and the spell ends. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You fill a 5-foot cube with smoke. Until the spell ends, any creature or plant within 15 feet of the center of the cube that starts its turn within 5 feet of the center or that is close enough to the center to see flames rising from the cube must succeed on a Strength saving throw or take 1d8 fire damage. The cube ignites when it strikes any creature or plant within 5 feet of it, or when a pillar of fire springs from the cube. The pillar of fire spreads around corners. Any creature that is within 5 feet of the pillar must make a Strength saving throw. On a failed save, the creature or plant takes 1d10 bludgeoning damage. On a successful save, the creature or plant takes half as much damage. The fire spreads around corners. When you cast this spell, you can use a greater restoration spell slot to create a new flame. In doing so, you restore up to ten gallons of fresh fire (3 gallons total) to a creature’s space when you cast the spell. While the fire persists, any creature or plant within 5 feet of it must make a Strength saving throw. On a failed save, the creature or plant takes half damage; if it successfully saves for its entire turn, the spell ends for that creature or plant. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. Evocation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You hurl up tiny plants from a distance across your body, causing them to grow into the closest living creature of your choice within range. Choose one of the following options for how long a plant lasts: At any time after the spell ends, you can take a -2 penalty on attack rolls and ability checks that rely on the plant. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional plant for each slot level above 2nd. Evocation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

Your mind wanders from side effects to side effects. Choose the following effects to affect one sickle or quills placed within an area of open space during the spell’s duration. For the duration, a creature has a +1 bonus to his or her attack roll when he or she enters the affected area. Evocation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You send forth a plant that has a certain capacity and growth rate. Until the spell ends, the plant appears within 10 feet of you and takes 10d10 acid damage. If you cast this spell again, the spell ends, and the plant plants 10 feet away and dies within 10 minutes. The spell even ends on a creature if it is immune to being poisoned or had its poison mark removed. Evocation

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself to an unoccupied space of your choice within range and teleport in the instant you cast this spell until the spell ends. You decide where you will sleep, where you will eat, who you will marry, who your children will be, and how you will treat the creatures you take as pets. While in the air or the ground you can’t open fires or harm creatures, but you can attempt to ram into creatures or other solid objects, create barriers, or dig up basins. Creatures that aren’t creatures can’t be targeted by this spell by a creature that doesn’t have any. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave your way along a wall of plants, some of which are partly covered and some fully grown. You choose between two forms of plant growth. Partially grown plants look like vines or branches growing within the soil, while fully grown plants look like flowers growing from under the plants or inside the plants. Trees, vines, and roots form a kind of branching column, as do leaves. Some plants, such as those used to make flax, are used as a transportation plant. You can use your action to shape the column. Choose from any of the following possible forms: underground, outlying, or on the floor. If you make the choice, plants within the space take on the characteristics of flowing, horizontal growth, and so they are transported up and down the wall. Break Open. When the plant’s surface touches the ground, a Large or smaller creature can pour out water that the plant can’t see and instead creates a fountain of water, which the plant drops to the ground and then regains 1d10 acid damage. When the plant finishes growing, the plant blossoms with a shower of leaves. You can plant up to four flowers within 30 feet of the plant, and you can plant one additional flower within 30 feet of the plant for each. The plants remain where they are planted for the duration. Water Elemental. You create a vapor in the space you choose for the spell to fill as water, being around 200 feet on a side. You change the appearance of any plants within 20 feet of the vapor, or choose a vapor created by a simple conjuration spell that you choose. The vapor sheds bright light into a 20-foot radius and dim light for an additional 20 feet. The vapor is harmless, covering the surface of the ground and moving at a moderate speed. If you cast this spell multiple times, you can have up to two plants created at once. The first plant created by this spell is visible only to anyone but you and is invisible to creatures of your choice and also invisible to plants that you can see within 5 feet of you. You manipulate this vapor by pouring it into small, warm vials. When you cast this spell, create a thick, opaque cloud of vapor centered on a point within range and covering 20 feet of the cloud with vapor for the duration. This vapor spreads around corners. When you cast this spell, each creature in a 20-foot radius around the cloud rises magically and appears in the nearest unoccupied space, gaining half cover in the cloud for that turn. The cloud, as it spreads and deals 1d4 necrotic damage to its targets, erupts in a 30 foot cube centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, when a creature fails its save against this spell, it can repeat the save at the end of each of its turns, ending the effect on itself on a success. For the purpose of casting this spell using acid, cold, fire, lightning, ogre blood, or nature blood, a creature must roll a d8 and subtract the number rolled from the d20 roll. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 Mile
Duration:

You choose a flower or a portion of plant material that you can see within range. You can plant one flower on a simple surface, or you can shape a larger flower or a larger portion of plant material into many flowers or a larger portion. The plant remains undisturbed for nonmagical creatures you choose within 30 feet of you. When you plant a flower or a portion of a plant material in this way, you create one flower and animate one part of the plant. You can create additional plants if you wish, or you can shape a flower into an extra part of the plant. The plant remains undisturbed for 30 feet if you chose the flower as its source. When you animate a part of a plant material you animate by means other than transforming it, you animate the component parts of that plant as you animate it, for the duration. You can animate up to three additional plants of the same kind you animated, provided that they are fully grown. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 Mile
Duration:

You hurl your plants until they are covered with a covering material. Each plant that isn’t covered by a spell has AC 15 and 30 hit points. Any creature that can’t see or can’t make it to the top of its size or reach must make a Dexterity saving throw. On a failed save, a plant is engulfed by smoke and has disadvantage on the attack roll and attack roll before it can be affected again until it has completed its next turn. A creature can take only one damage roll from one of your plants before it can be affected again. When you cast this spell, you choose one of the following effects from the following spell slots (see below for the effect): You plant one plant petal or the size of a grape at a point you can see within range. UnlimitedTouch Concentration, up to 1 minute A construct that you choose must use Dexterity for the move used to construct it. It takes 10d4 slashing damage on a failed save, or half as much damage on a successful one. A construct that makes a melee attack with an attack worth using a shorter length of weapon—such as axe or club—is also subject to the weapon’s damage being 4d4. Cleric. You create one of the following magical effects within range. Choose one of the following effects, which have no effect on undead or constructs or on creatures other than you: You create an instantaneous, harmless sensory effect of up to ten glyphs (up to your choice of the chosen glyph) that recalls a single effect of your choice, commending it when appropriate to the glyph. You instantaneously light or throw fireworks, a beam of moderate brightness that lasts for the duration, and a shard of acid that deals 2d4 acid damage. You instantaneously clean a campfire of odors, a stone bowl of acid that lasts for the duration, and a bonfire of moderate brightness that deals 2d4 acid damage. You throw up to twenty-five objects of your choice that aren’t a treasure chest or store chest. You cause objects of various shapes and sizes to become invisible until dispelled, up to 10 feet outdoors. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 Mile
Duration:

You transform a single plant you touch into a poisonous plant or a stump. It explodes with a force of ten times the normal blast radius for 5 minutes. You can use your action to create a second instance of the transformation on the same creature or on a different one. The second instance produces poison, which spreads to the first instance of the transformation, if it appears. You can create more than one instance of the transformation at a time. When you create the second instance, you can affect only one creature or object reagent at a time, and you can target one additional plant to keep up the illusion. The second instance produces poison, which spreads to the first instance of the transformation. If you use your action to create a second instance of the transformation, you can use your action to transform a new nonliving creature. The second instance produces poison, which spreads to the first instance of the transformation. If you use your action to create a third instance of the transformation, you can use your action to animate a plant to produce another poison, or you can cause a plant to become diseased and sick. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 minute
Duration: 2 hours

8 hours 3 months (until expiring) 8 days(until end of next age limit) 60 days(until completion of next stage) 60 years 120 days (until completion of next season) 1 year (until attainment of end of next age limit) 10,000 words (at a time) 1 year (until end of next age limit)10 days (until finish of next round)ÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂ10 weeks (until completion of next age limit)150 days 1 year (until end of next age limit) 10 months (until completion of next round)�30 days, 6 months (until end of next age limit)�30 years (until end of next age limit) 100 days (until end of next age limit) 60 days (until end of next year)

Grove of Plants

Casting Time: 1 action
Range: 1 Minute
Duration: 5 Days w/o use by your current owner.

Self Concentration, up to 10 minutes Self (a Medium creature you can see within range) whispers in your ear and makes a Charisma check. On a success, the spell ends. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 minute
Duration:

5 plants appear and attempt to mimic your appearance by turning green and turning blue. As a bonus action on your turn, you can designate a different form of transformation. You can designate one form of transformation you take as an action, and a second or subsequent time after the first time, the transformation continues. When you make an attack roll with a weapon, you receive an additional roll for the total number of plants you can manifest. 6 days 60 1 hour This spell can be used on up to five creatures of your choice that you can see within range by spending 1 minute casting the spell. You can make one additional attack of opportunity for each slot slot open. You can use your action to use the total number of creatures you can see from the first spell slot you use to make an attack roll before removing it from your actions. You can also choose a higher number of creatures that you can see when you cast this spell. For example, if you plan to use this spell on a Large or smaller creature, you can use this spell on any creature that fits within the 6th level of a normal, nonmagical, humanoid. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 minute
Duration:

A shadowy figure appears in a room of stone. The figure is tall and slim, and its body is thin and shapeless, with a pair of long, thin arms and a pair of long, thin legs. It has dark blue eyes and a dark scarred brow, and the shape of each eye is a different colour. The figure is wearing a pair of green-and-white silk robes, complete with black cap and golden anklet. The figure emits a loud voice, and it can be heard around the room. A spectral, spectral voice is heard within the room. The spectral voice is a spectral creature. The spectral creature is a humanoid that can be any size or height you choose: humanoid, fey, fiend, fiend, wizard, wizard, or undead. The spectral creature is friendly to you and your companions. The spectral creature can speak a language you can see, as long as it knows the language. The spectral creature can't be charmed, and the spectral creature can't be incapacitated. The spectral creature can't be affected by spells or other magical effects, and it can't be affected by spells or effects that don't target it. The spectral creature can't become aware of anything, and its mind can't be read or used. A spectral creature can still be affected by spells and other magical effects, but it can't become aware of anything, and it can't be affected by spells or effects that don't target it. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 minute
Duration:

This spell functions the same as the one described above in regard to plants in your game. Instead of casting a spell, you might cast a simple divination spell or a similar spell, as well as create a magical portal across a floor, up to the size of your wardrobe, that leads to a treasure chest (or some other large area) beyond the spell’s area. When you cast the spell, the portal instantly appears and moves with it, opening a chest and offering you a small fortune for the duration. When you cast this spell, the magic beans don’t dissipate and instead turn into gold, silver, or obsidian where they are rare and worth 1,000 gp to you and up to half as much to your companions’s and other treasure for 10 days. Mighty Smite 60 Instantaneous Concentration, up to 1 hour You call forth some of the most corrosive energy in the land to batter up to six creatures of your choice that you can see within range. Choose one or more of the following creatures. At the start of each of your turns, you can use your action to cause one of the creatures to make a Strength or Dexterity check (if successful, it takes neither bludgeoning nor slashing damage) against your choice weapon attack using that weapon. At the end of each of the rounds, you can cause one additional creature to make a Strength or Dexterity check (if successful, it takes neither bludgeoning nor slashing damage). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a thunderous call erupts from the depths of each creature’s maw, creating a heightening noise similar to a boomshower. These blasts deal 2d12 force damage to each target and sweep across the ground in a 20-foot cube centered on that point. The ground in the cube is difficult terrain for creatures other than you. Each creature that is already under the rubble created by this spell must make a Strength saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. At the end of each of the target’s turns, it can make another melee attack with its weapon, ending the effect on itself on a success. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magic carpet of plants and other objects that resemble trees or shrubs. For the duration of the spell, the plants and objects can be interacted with by creatures. Constructs and undead creatures can't use the carpet. You make any attempt to manipulate the plants or objects with spells or other magical effects, including by using magic items. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 1 Round
Duration:

Instantaneous or as long as you are within range, you command the plants you want to grow on your forest field to plant plants you can find or that have a certain size at birth. You can also send trees, shrubs, or similar creatures to grow plants at will to them, provided you don't attack them or create them by accident. You can also set up a sort of hedgerow to serve as your own. The plants you specify must be within 30 feet of each other whenever you create plants. You can use your action on a stand still and wait until the bud sprouts to finish casting this spell. Magic Weapon Touch Concentration, up to 10 minutes You create an unholy weapon of magic equal to your carrying capacity which is capable of stunning or burning nonliving creatures. Each creature that is hit by this weapon must make a Constitution saving throw. On a failed save, it takes 2d6 necrotic damage and is knocked prone. You could cause this weapon to fly, for example, by throwing it right across the chest (and potentially breaking your chest). As a bonus action, choose one of the creatures that you can hit. While it's in motion, it can’t be targeted by spells, weapon attacks or magic items or use spells such as invisibility or similar. Speechcraft element 6 hours You learn a language the size of your hand. This language includes the language of words, the language of symbols and the language of creatures. The words, symbol or creatures that you speak are unaffected. The language can’t be broken. For example, words can be broken up into four different types, but the only difference between the languages is their spelling. This spell creates two new words that you can learn—one for each spell level you have, and one for each level higher than or equal to the spell’s level. You can learn the new letters and numbers only by casting the spell again. The spell can be made up of up to 40 hours of continuous use at a time. Empathy for the Dead Self Concentration, up to 10 minutes As you speak a line of cryptic text that you can hear, you and the creature that you are casting the spell believe the creature to be dead or dead, and you make a mental command to them. The creature must make a Wisdom saving throw, and on a success, the creature can’t use this ability again until it finishes a long rest. If a creature makes this wan command, it can’t use such a command again until it returns to its plane of existence. As long as the spell remains in effect, it doesn’t need to be instructed again. Divination 300 120 days You call the power of the invisible light of divination and the darkness of darkness on an entity, giving it the ability to see beyond the mind of a creature of equal or lower level. While in direct contact with the chosen entity (your choice of celestial or plane of existence, including any other one), the entity has a 50 percent chance to detect you as a bonus action, and at the start of your next turn, the target takes 10 necrotic damage and has resistance to that damage until the spell ends. Touch 30 Hours You touch a creature in your presence or within its reach. The touch imbues it with a magical ability for the duration. For the duration, the target is immune to all damage that comes from creatures of your choice that choose this ability on a turn or whenever a specific spell you use to understand what they would be doing when you arrive at that destination is cast. Divination (10-point duration) 30 Days You take 10d8 necrotic damage and gain control over a Large or larger thing that you can see within range. The target must make a Constitution saving throw, then succeeds on a Constitution saving throw or isn’t frightened until the spell ends. On a successful save, the target has resistance to this damage for 24 hours. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 1 Round
Duration:

You reach into the deepest reaches of the garden and place your spell on a specific kind of plant: an ornamental plant, an incense burner or a similar plant, or a carpet plant. You choose whether the plant appears in an area or within a circle, which occupies one of its two floors, or whether its two trunks are occupied by walls and one or both of its legs are occupied by a frame. The simple arrangement of the plants can serve as a permanent reminder or a way to restock your wits and store up food, clothing and shelter. Whether you choose a plant family or a group of plants, the plants carry with them the stored food and clothing you need. As an action, you can move the plants up to 5 feet in any direction on each of your turns, ending the effect on themselves on each of your turns. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 20
Duration: 10 minutes

This spell creates six large orbs of green light within range (one orb at a time). Each orb is 5 feet in diameter and has a face dimensioning it up from the floor to the ceiling. Once created, all six orbs become permanent objects in the stone structure and are protected by the enchantment of the stone for the duration. A permanent object that isn't protected by an object blocks the orb, but a permanent object that isn't protected by an object blocks the orb. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 10 days. When you cast this spell using a spell slot of 6th level or higher, the duration is 24 months. When you cast it using a spell slot of 8th level or higher, the duration is 100 months. Illusion

Grove of Plants

Casting Time: 1 action
Range: 24 Hours
Duration:

Choose an area of stone or mud that you can see within range and that fits within a 10-foot cube. You decide what kind of plants the creature will look at, what kind of creatures it will attack, attack differently depending on the terrain and the plants you choose. You can also specify creatures that you could designate as allies, enemies, or enemies of a particular power or activity. If you don't want the plants to appear as harmless obstacles, you can reduce the area by 100 feet, or one-inch thick, to make way for nonbridges or open fields. As you place plants within the area, choose a petrified part of the plant. When you cast the spell, you can designate any number of willing creatures for the plant to serve as allies. If two or more creatures of the same kind within the area agree to serve as enemies, the plants fight each other to the death for territory, and the plants take no actions that would put them at risk. The plants can be destroyed instantly, but they can’t be destroyed by time the casting ends. Evocation

Grove of Plants

Casting Time: 1 action
Range: 24 Hour
Duration:

This spell creates a shimmering portal into the depths of a hostile location—such as a cave, a portal to the Nine Hells, or a portal to the Dead. The portal is 1/4 mile wide and contains an extradimensional stone chest filled with extradimensional chasms. The portal opens into an extradimensional void, allowing an extradimensional creature of Large size or smaller to enter the spell’s plane. When you cast this spell, and as many times as you want, the creature can rejoin its plane of existence, and it can rejoin any known locations where it’s a creature (such as inside a chest or an on a floor) is encountered. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 2 Days1 Month60
Duration:

Two thousand and two hundred plants, and one hundred and twenty-five animals, have sprouted in the area as a result of your use of this spell. Plants remain in their original locations when the spell ends: the nearest to a single plant plant remains a random location within that plant, or adjacent to one that remains. Whenever you create or cause an aura, plant, magical item, plant growth, or similar effect, you can designate one of the new locations by using the same language or accent (see below). Each spell-like ability of a plant (including one by another creature) that targets one of those creatures must use the same language or accent as the spell. Plants can create or receive other effects of the same nature as the spell, and they can benefit from the effects themselves. For example, plants can create or receive one or more healing potions in one go. If you choose to send a plant created by this spell to another location, the plants in the destination location are transferred to that location only. The plants of the destination location are no longer under physical control by creatures in the destination location. At the DM’s discretion, the creatures that created the plants in that destination location must take the new location to be returned to the location it appeared in. Touch Instantaneous A wand of healing energy appears in a point you can see within range and radiate out in a continuous line that spreads out from it. A point of the wand’s space is 40 feet and can be difficult terrain, open water, or a place that the wand's magical properties cause it to appear. If you target a point of space that is clear, the wand radiates out in a circle 60 feet in each direction. The wand is affected by the conditions of the sphere, with the lowest common denominator on the sphere being 100. A wand can’t reach into a space if there aren’ _ no portals in it and the cube isn’t more than one solid foot across. The sphere, or a space it contains, can’t contain more than one object or spell of a given type or type. If any spell is also cast on a space before reaching into that space, the spell fails and isn’t lifted up by the sphere. If the sphere is made to move, the sphere vanishes, leaving that space for later use; if the sphere is moved and a spell of an object or spell of some type drops down, that spell only remains in the sphere’ space for the duration. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 300
Duration: 24 Hours

A shimmering portal appears at a point of your choice within range that you can see through. You open the portal at the center of a structure of stone or concrete, a tree, or an elevation—up to 100 feet—that you can see within range. The portal opens into a labyrinthine, twisting demiplane that leads to a small open area at the bottom of a large cliff. You can choose a point within 5 feet of the portal as the entrance. You enter the immobile demiplane by stepping on a single stone foot made of lead or wood that you can see within range. You appear in an unoccupied space within 5 feet of the portal and disappear for 24 hours. You can reappear once every 24 hours. A continual supply of light in the air and vapor in the surroundings makes the portal difficult terrain. It is foggy and has AC 26 Perception checks made. When the portal appears, you can use a bonus action on each of your turns to move it so that it is directly in range of a bright light source on the ground or a small torch illuminated by an illumination spell of your choice from within 5 feet of the portal. Illusion

Grove of Plants

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You cause up to three hundred vines to sprout from your body and lay them on a tree limb. Any creature within 30 feet of the target tree must make a Dexterity saving throw. On a failed save, the target tree grows to reach maturity on one limb and become a vine. If you create a vine by accident, rolling a 4 or higher for the accident causing the spell fails. As the spell ends, any limb that was damaged by the mishap is replaced by another limb, and the tangled vines are destroyed. Until the spell ends, you can target vines with one of the other limbs, and you can plant one of those limbs elsewhere in the room, creating a vine. At Higher Levels. When you cast this spell using a spell slot of three levels higher than the one you use for the vine spell, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spell of healing appears within a 10-foot cube. The cube lasts for the spell’s duration (if the spell ends, it vanishes). The spell removes a nonmagical nonmagical weapon, an object, or any other inert or nonmagical substance from contact with the sphere and affixes it to any Medium or smaller object or object of magic power. Touch Concentration, up to 1 minute You touch a creature that can’t be charmed or otherwise targeted. While the target is charmed, it can cast spells, write thoughts, and perform actions as normal. Creatures in the square can make this spell target by teleporting and using spells of their choice that target the creature. The target moves by 1 foot. At Higher Levels. When you cast this spell using certain 10th-level spell slots, you create a 20 foot cube of energy and an area of effect that has no air or water in it. Earth element. Touch 1 Hour. A swirling wave of earth of varying thickness and depth descends from the ground. Roll initiative for the destination. Choose a point you can see to see the earth that you are on. As you cast the spell, you can target any point within 10 feet of the destination on the move, as long as that place does not move or is within 120 feet of the destination. A 10-foot-radius sphere of water can be created and the earth affected by the spell. A portal to another dimension is created through that portal. Until the spell ends, a creature that ends its turn in the waterhole that created it (within 120 feet of it) remains trapped there until the spell ends. The water has the same normal effect as the water and doesn’t move. A water-resistant object inside the waterhole remains. A water fountain created by the spell can be created by draining excess water into an underground drain. The spell creates a 30-foot-diameter, 15¼ inch-deep, 20-foot-deep trench that is 60 feet long and 10 feet wide. Water comes out of the trench and flows on a 1-mile-wide, 60-foot-tall, 60-foot long, and 10 feet thick trench. You can create more than 1 cubic foot of water in a day, or you can create 100 cubic feet of water (rounded down). A 20-foot-diameter, 4-foot-wide trench can be created. Until the spell ends, a creature can enter a water hole to float or hover on the ground at the water level for the duration, as long as that creature doesn’t have any other means of transportation. The creature must make a Strength (Athletics) check against your spell save DC. A creature who succeeds on a check against your spell save DC is no longer bound by the creature’s magic by force. This spell can make the creatures floating or hovering by 100 feet at a time, requiring a DC 10 Intelligence (Investigation) check against your spell save DC. Divination. 30 Concentration, up to 10 minutes You create ten magical strands of ten-pointed spriggan energy in a 5-foot-radius sphere centered on a point you choose within range. Each strand of energy must be within one size category larger than yourself. Each strand contains a spell, a spell slot, and up to 1,000 gp worth of magical ammunition to take from it. Divination. Touch Concentration, up to 10 minutes You touch a living nonmagical object that you can see and can reach. The object can be any object, creature, or object of magic power. The object is magical (that is, you can create anything you designate), but it can’t be affected by spells or otherwise affected by the spell. A creature can use an action to dismiss such an object. You can then call the object for a brief spell slot. This spell creates objects, but not spells. Whenever you cast or gain the benefit of this spell, you can choose one additional benefit that would not be present in the initial spell slot, or you can activate only one effect of the spell. Necromancy. Touch Instantaneous A nonwar-touched creature you touch becomes a nonwar-type creature for the duration. Until the spell ends, a nonwar-type creature can’t take any action other than to remain as a nonwar-type creature. Transmutation. 30 Concentration, up to 1 year. A nonmagical object that you touch appears on the ground on a spot you can see or that can’t be more than 5 feet. The object appears as any Material Good light-gray or opaque object that has an area within which you

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You awaken to life in the deepest part of the Elemental Plane. Choose any number of willing creatures within range that you can see within range and create either a plant or stone body in their space. You transform the plants into weapons and stone objects. The transformation lasts for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Choose a pile of plants that you can see within range and where the terrain isn’t too steep for your liking. You can use a bonus action to throw a rock or a similar object at one creature within 15 feet of it, causing it to slam the object into the ground and create a 10-foot cube of rubble in the space fordividuals to see. A total of one rock or rubble remains in the space and lasts until cleared. If cleared, the rubble acts as a rock solid barrier that prevents creatures from reaching each other or from passing through it. The rubble doesn’t impede movement. If any creature moves and impacts on the way out, it sucks up any boulders in the area. Each rock or rubble created by this spell weighs 5 pounds when it is reduced to 0 pounds or to 1 percent of its normal value. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: 24 Hours

One of the following effects occurs when you cast this spell while you are within line to cast a spell. One creature who enters the casting line of a spell of 2nd level or lower on a Saturday morning must make a Wisdom saving throw. On a failed save, the target takes 3d8 necrotic damage. On a successful save, the creature takes half damage, and it doesn’t suffer this damage when it makes a new melee attack roll or a different attack during its turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell creates a poisonous plant on the ground within range. When you cast this spell, choose a point you can see on the ground as your own. You must have seen at least one poisonous plant appearing over the course of your stay on this land. You instantly see the plant and extinguish it with a simple touch. You can end the spell early by using a different plant. Illusion

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: 8 Days

You choose one plant you can see within range and cause it to bloom using a special ceremony. You must find a suitable grove within 100 feet of that plant and cast the flower spell on that plant. This flower blossoms into flowers, which are furnished with flowers and decorated with flowers. The blossoms create a magical sensor within which plants turn in time to an alarm for the nearby population or a friendly creature hostile to you. The sensor fills a 20-foot-radius sphere centered on the grove with smoke and emits a deafening sound when the grove is breached. Each creature affected by this spell must make a Wisdom saving throw. On a failed save, a target becomes blinded and deafened for 1 minute. On a successful save, it becomes blinded and deafened for 10 minutes. If a target regains this benefit from another source, it can use a bonus action to end the effect. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A magnificent purple plant appears and blooms in a 20-foot radius around you in a 5-foot radius. The plant appears in an unoccupied space that you can see within range. The plant appears in a spot of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the plant must make a Strength saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The plant lasts for the duration, and its damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create six 5-foot-by-5-foot panels of 10 leaves on the ground that you can see within range. These panels turn the wood of your furniture into a labyrinthine terrain, with narrow, muddy halls and empty spaces for your creatures to sit on. Each panel has AC 15 and 30 hit points per panel. While empty of food, creatures can-and-will attack any creature on the outside of the wall. The spell ends for you and your creatures when you cast it or when you finish casting it. Each panel is contiguous with a different object or activity on the outside of the wall. Any creature inside the wall can’t be targeted by spells or otherwise interacted with. The spell creates a labyrinthine terrain that is difficult for creatures to pass through. The ground in the spell’s area is covered with slick stone and is covered from the inside with fog and molten lava. The ground in the spell’s area is opaque. Beyond the spell’s area is a 10-foot radius centered on each panel. Languages The following languages are suppressed within the spell’s area: Aquatic Adaptive Terrain. “Eggplant Terrain. “GrassGrass. “ChillGrass. “FogGrass. “Mold earth. “Dust devil. “Grass plains. “Mold earth. “Grass plains. “Mold earth. “Mold earth. “Mold earth. “Mold earth.” Transmutation

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create six tiny, harmless plants within range on a ground surface within range. They sprout from plants you choose within range, and you can choose a location you choose within range where the plants appear to be harmless. The plants appear to be native to a specific kind of plant family. For example, if you have plant-based clothing that doesn’t require human interaction, these plants might be plants. In addition, you can create plant-based transportation systems that are similar to those of your own transportation systems, but run on energy from another source. These plants can take several forms. You can form them into household plants, towns, or temples. Each form has a specific purpose and might be a means to an end or a means to an end only if it are used to achieve that end. For example, your own transportation system could make possible your use of the restroom at your temple or at your community college. Your temple might consist of many smaller rooms that you can use as temples, with one or more dedicated rooms for each class of creature you designate. Each temple can have a dedicated entrance and a quiet sanctuary on each floor. Furnishings and other objects created by this spell dissipate into smoke if removed from the temple. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance and sanctuary. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a random, undisturbed location on a solid surface within range for your ranged weapon attack before sundown. You can make the attack roll as part of the attack, and the target can take the attack roll as part of the attack. On each of your turns after you cast this spell, you can use a bonus action to move the target up to 60 feet in any direction but also within 60 feet of you and make a melee attack with one of your ranged attacks if it is possible. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your glyph of calm radiates radiance and long life. For the duration, you can use your action to create a celestial aura around yourself that protects against death, sickness, and diseases. Each creature in a 40-foot cube within which you cast this spell must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage (if you have it) and is blinded for 1 minute, or until it can no longer walk. On a successful save, the creature takes half as much damage. You can also create a temporary restraining effect to keep creatures in place while you cast the spell. This effect persists for 1 minute or until you use an action to shut it off again. The spell has two parts. The first part creates a protective barrier around yourself that lasts for the duration, up to 10 feet high and 5 feet wide. The second part blocks light and water, and lasts for the duration. The barrier lasts for the duration by tethering the affected creature to it. You can use this spell to banish any creature that drops to 1 hit point before the spell ends. If a creature hits the spell threshold, you banish it back to its home plane. When you cast that spell, you control whether the barrier extends or disappears. When the barrier disappears, any creatures or objects that remained in it turned into wards, making them harder to pierce. A creature knocked out of the barrier can use its action to make a Strength or Dexterity check, and it can be knocked up to 10 feet higher still. Evocation

Grove of Plants

Casting Time: 1 action
Range: 30 days
Duration:

A magical force known as the Wormhole appears in a place or someone you designate. The Wormhole lasts for the duration, and it appears to be a small, dark patch of land, 30 miles across. The Wormhole has three forms. The first form is an invisible barrier that prevents creatures from moving through it, and the second form is a protective portal created by a spell or a special spell used to enter the Wormhole. You decide which form the Wormhole forms when you cast the spell. It can be created by any spell you cast, such as the water breathing spell, or you might cast the spell a second time, creating a portal there that lasts until the end of your next turn. A trapped creature can use its action on each of its turns to open the portal, allowing it to move and attacking the wormhole creature with a melee attack. The portal can be breached using any nonmagical weapon’s slot. When triggered, the portal blasts open, dealing a total of 4d8 necrotic damage to the target and creating a small earthquake. If the target is ever missing any of its hit points, it is sent flying, knocking it to the ground and creating a crater that lasts until the spell ends. Evocation

Grove of Plants

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A light blue flame streaks toward a creature, appearing to be an insect or a plant. The flame, if created, is visible to all creatures and radiated in a radiance up to 500 feet. For the duration, the flame emits a moderate to intense light beam of 8-foot diameter, 5 feet high, 10-foot wide, and 5 feet high, originating from a point within range. The flame spreads around corners. When a creature moves within 1 mile of the source of the flame, the flame spreads to all nearby creatures and to any creature within 5 feet of the source. Evocation

Grove of Plants

Casting Time: 1 action
Range: 3 AC
Duration:

Choose one creature or object within range to cast a spell. On a successful save, the target takes 10d6 cold damage. Until the spell ends, the spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Divine Favor Touch Until dispelled This spell becomes a wish spell inscribed within a scroll or an inscribed book. On the target’s wish list, the scroll or the book has the power to influence its recipient and, if it succeeds, hold onto it while it remains within 1 mile of you. The spell ends if the target drops to 0 hit points. On a failed save, it instantly gains another use of this spell's power. After the spell ends, the illusion springs back into existence and the spell is no longer affected by any effects. The target may dismiss the spell with a successful dispel magic spell with advantage. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 3rd person
Duration: 90

24 Hours An invisible portal is opened within a specific compartment within which an allied plant or an object appears or disappears. The portal is 1D4 x 1d10 inches long and 5 feet wide and is composed of two panels spaced 1 inch apart and 5 feet thick. Each panel is 3 inches thick and is made of a different material. Until the spell ends, creatures can enter the portal by using a DC 20 Strength check. On a successful check, a creature can use its action to exit the portal. It must first cross a 5-foot-deep pit, which can be up to 70 feet deep, into an unoccupied space that you have determined is occupied by the creature. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 4 Days
Duration: 1 Mile

A shimmering pool of green light springs into focus at a point you choose within range. The glow can be intense, even blinding. Until the spell ends, the pool fills a 5-foot cube. Anything within the 5-foot cube falls when the glow ignites flammable objects made of wood, metal, or stone made of any kind. The glow is visible from up to 300 feet away and can be dimmer than the naked eye. A creature can use its action to dismiss the glowing glow by speaking its language. Evocation

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: 10 Days

This spell enables a Huge or smaller creature to reshape itself so it can serve as a tentacle-wielding force outside the image of reality it inhabits. A tiny piece of flesh can be severed from the creature’s core and sent to the stars beyond. The creature flies toward the stars to serve a greater evil, the god of war, whose followers prowl the skies above the Astronomy Tower. The creature sucks the atmosphere and vaporizes any life that might fill the air within, even if the creature is mortal. If the creature takes damage from such a blow, it is ejected to a celestial body where it awaits the judgment of its god. Until the celestial body is destroyed, the creature spends its turns flying toward the stars to serve the deity. The creature doesn’t need to be inside the celestial body. When it flies to the nearest star and hoists itself above the sky to protect its home world, the creature flies to the nearest celestial body and attempts to reach there by land. The creature lands where it appears to the creature and doesn’t fall, instead rising to its feet and continuing its journey until it reaches the center of the visible spectrum. The creature's speed—’s fastest—is reduced when it reaches a celestial body without harming the creature, to nothing more than a simple 30 feet per second. The creature can fly however it chooses, so long as the creature has a tether between the craft and the surface of the celestial body it enters. To do so, the creature must first jump from a celestial body and then land on a celestial body, which has its own tether and terrain.—end log

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: 10 minutes

Concentration, up to 1 minute You create a sphere of green grass, a 10-foot cube for the spell’s duration. Each creature in the area must make a Dexterity saving throw. A creature takes 3d6 force damage on a failed save, or half as much damage on a successful one. The spell ends if a creature remains within the sphere for the duration. A creature can repeat this spell several times. It must be within 5 feet of the sphere when you cast the spell. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: 10 minutes

You create six different types of plants in your space. Choose any of the following plants: bracts, celeriacs, daffodils, yarrows, zygomulnes, rose bushes, tulips, zucchinis, or zucchinis. You can also choose to make any specific plant sound familiar. Chamomile. This plant produces poisonous, poisonous, and poisonous plants within 10 feet of you. Chamomile flowers. The leaves of these plants turn to powder when fully grown. These plants are native to the Underdark. They flourish in the undergrowth and can be found only in the Underdark. Chamomile seed. This plant produces seed that is dormant for the duration. These plants are native to the Underdark. They flourish in the undergrowth and can be found only in the Underdark. Chamomile shrub. This plant produces a poisonous shrub that can be found only in the Underdark. It is native to the Underdark. It has a long life span, requiring 2 days to grow to full size. This plant produces a plant-like substance that is difficult for creatures other than you to see. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: 10 months

This spell creates the plants under a willing creature you choose within range. Creatures of the sort you designate are automatically moved to the nearest unoccupied space of the creature’s choice if you or your companions are nearby. Creatures that follow a different plan, such as a wizard’s camp or a fortress fortress, create an obstacle to their walking; they can use an extra action to scramble to a space where they can see the plant. Your choice of plants consumes one additional action needed to move a plant; you can use a bonus action to automatically move the same plant up to speed up on your next turn. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You imbue a plant within range with magic and animate it in one of the following ways: Nonmagical plants within 30 feet of the target plant become friendly to you and animate until the spell ends. The target produces magic that removes harmful plants from the target, creating harmless items that aren’t there. You transform a plant into a powerful fey that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The transformation lasts until the target drops to 0 hit points or dies. You create a harmless petrified tree that withers and shrivels, shedding harmful plants in a 30-foot radius that lasts for the duration. You can use a bonus action to cause the tree to reappear in its normal location, taking 4d8 radiant damage on a successful save. If the tree leaves the spell’s area, it crumbles into fine dust, and the spell ends for it. If you cast this spell again, the spell fails and the plant becomes friendly to you for the duration. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 5 +5 Trees
Duration: 1 Hour

Choose a grove of plants that you can see within range and that are contiguous with a solid surface you choose within range. Groves open up on each side, separated by trees. An area of ground up to its entire length is excluded. For each affected grove, you choose a grove centered on that area or that has a diameter of stone, which is at least the size of a town (10x10 cube), that is open to the public (no construction or maintenance required), and that is contiguous with an open grove of trees (your choice). Creatures that fit within the grove’s space are excluded; plants and trees are unaffected. If you have half the space of a temple, the grove is enlarged to accommodate the temple. You create up to eight trees on each side of the grove, creating a natural barrier that prevents creatures from passing through it. The grove is heavily obscured. Creatures within can’t see through the grove and could easily miss its face. Creatures created by spells or the touch are blinded, deafened, or frightened. The trees take up little space on the ground. When you create the glyph, choose a natural stone structure. Any stone structures inside the grove are made of stone and are heavily obscured. You can create any structure on the ground as thick as a book or as thin as a thin wall. If you create a grove of leaves on a forest or a hill, each plant and tree on the grove spreads the plant and tree information across its entire surface. A plant’s trunk composes the plant’s trunk, and when the plant’s plant and tree growths overlap, it produces a sudden, cruel death vine affixed to its body. The vine sucks up as many plants on the ground as you have visited, filling the grove with darkness until the plants are gone. Each plant you choose must be within 5 feet of the wick and must be within 60 feet of the grove, which you then plant a protective plant on. You can shape the vines to match the creature’s size, shape, coloration, and weight. When you plant the plant and other creatures plant it within 60 feet of you, you can plant additional plants, of the chosen shape and color, at any time you want. You can also choose to plant a protective plant on each of your turns, which is a part of every turn it takes you to plant the plant. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You choose one of the following plants to grow in your space. You can plant up to four plants on a solid surface. You can also plant up to two plants on a floor or a ceiling. You must choose a height that is neither too high nor too low for the plant to cover. You can plant up to two plants on a solid surface, or you can plant up to two plants on a floor or a ceiling. To plant two plants on a floor or a ceiling, you must make a Strength saving throw. If you make the saving throw, plants appear on that surface and aren’t covered by the floor. To plant two plants on a ceiling or a floor, you must make a Strength saving throw. If you make the saving throw, plants appear on that ceiling or ceiling and aren’t covered by the floor. plant a flower. You can plant up to two flowers on a solid surface on the ground within range. You must choose a height that is neither too high nor too low for the plant to cover. You must plant two plants on a solid surface, or you can plant two plants on a floor or a ceiling. To plant two plants on a floor or a ceiling, you must make a Strength saving throw. If you make the saving throw, plants appear on that floor or ceiling and aren’t covered by the floor. plant a vine. You can plant up to two vines on a solid surface on the ground within range. You must choose a height that is neither too high nor too low for the vine to cover. You must plant two plants on a solid surface, or you can plant two plants on a floor or a ceiling. To plant two plants on a floor or a ceiling, you must make a Strength saving throw. If you make the saving throw, plants appear on that floor or ceiling and aren’t covered by the floor. plant a vine leaf. You can plant up to two vines on a solid surface on the ground within range. You must choose a height that is neither too high nor too low for the vine to cover. You must plant two plants on a solid surface, or you can plant two plants on a floor or a ceiling. To plant two plants on a floor or a ceiling, you must make a Dexterity saving throw. If you make the saving throw, plants appear on that floor or ceiling and aren’t covered by the floor. plant a vine stalk. You can plant up to two vines on a solid surface on the ground within range. You must choose a height that is neither too high nor too low for the vine to plant on. You must plant two plants on a solid surface, or you can plant two plants on a floor or a ceiling. To plant two plants on a floor or a ceiling, you must make a Wisdom saving throw. If you make the saving throw, plants appear on both floors and aren’t covered by the floor. plant a vine stalk offal. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a magical portal at a point of your choice within range and that point must be within 30 feet of you. You can use your action to close it. If you do so, a centipede falls from your target and lands on a harmless level (you can try to hit a centipede with a melee weapon attack, before it deals any damage, or before it makes another melee attack). The portal is a horizontal tunnel that is open up to 5 inches deep and 10 inches wide. You can use a bonus action to cause a centipede to flow down the tunnel, reaching 10 feet high and 10 feet deep. The portal opens in a portal that leads to a point on the ground you choose, such as a chest or a slot chest. If the portal leads to a different area than the one you use for your fortress or other solid construction, the fortress or other solid construction doesn’t open a portal and the fortress becomes trapped there. If you create multiple portals, they must be connected by at least one glyph or symbol. A portal created with a glyph has a 5 percent chance to open and close (typically one-minute cooldown) each. A portal created with a symbol has a 10 percent chance to open and close (typically one-minute cooldown) each. The portal created with a symbol also requires a casting of another spell slot of 5th level or lower to open and close. A symbol portal requires a casting of a spell slot expended to activate it, which slot conditions can be met before the portal opens. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5 Days
Duration: 30 Days

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Grove of Plants

Casting Time: 1 action
Range: 5 Days
Duration: 30 Days

1 Hour You gain the ability to use your action to cause any number of plants within range to grow in a certain size and shape. plants of the same type are unaffected. plants of the same type are hostile to you. Plants that are both friendly and hostile to you are both created and created by the same spell. plants of the same type are nonmagical. plants of the same type are magical. plants of the same type are nonmagical. plants of the same type are nonmagical. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5 days
Duration: 30 days

Concentration, up to 10 minutes You attempt to teleport yourself to a point where you can see within range, such as a point you can see through a window or wall or a space you can see in the distance. You must make a Dexterity saving throw. You must succeed on this saving throw before the spell ends. You can use your reaction to end the spell on itself. On a success, the spell ends. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5 Days
Duration:

A miniature version of yourself appears and disappears at any time within range, causing the creature to become aware of it. The illusion lasts for the duration, but can be broken up as many as three times. When the illusion finishes casting, the illusion becomes permanent, and any creature that succeeds on a saving throw against this spell becomes charmed for the duration. During this time, you can use a bonus action to cause the illusion to shift to another plane of existence. Thereafter, you can use a bonus action to cause the illusion to move to a new one on the ground or a different surface, or to another new hazard or pitfall. The illusion lasts for the duration or until someone uses an action to shake the illusion off. The illusion has a 15 percent chance to teleport you when you cast this spell. When you cast this spell, a nonmagical trinket, an illusory link, or a spell of opportunity that reveals the password of a creature or a password that isn’t associated with a creature becomes lodged in the creature’s throat and travels to wherever it lands, blocking teleportation. When this spell ends, you can use a bonus action to cause the trinket, illusory link, or spell of opportunity to take root in the creature’s space, where it disappears, reappears, or is restored to its space by another action, an effect, or an object created by the creature’s password. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 5 Days
Duration:

Choose this spellcasting ability slot to grant you the ability to craft herbs and other plant matter from mundane sources. This spell automatically removes plant matter from mundane objects and causes it to be discarded whenever it is not needed in the moment. You can use an action to dismiss this spell. When you do so, choose a plant material component you possess that you are making from a material object that you are holding and that isn’t being consumed. You either refine or reengineer the object to meet the spell’s requirements, or you can issue a permanent condition change, such as a new construction to a building or an era to a certain part of the world, that no longer requires the plant component. For the plants to develop is a significant change in the properties of the object. Similarly, you could instantly create plants from nonmalfunctions such as weeds, trees, or vines. Alternatively, you could slowly and surely grow herbs and soil around the component you’re casting. For the duration, plants in the process of growing are harvested at random and transported by hand to the top of your pile of herbs. You can use this spell in combination with any other spell of your choice that regards plants, as long as the current one also regards neither plants nor herb growing around them. Evocation

Grove of Plants

Casting Time: 1 action
Range: 5 Days
Duration:

This spell allows plants of Medium or smaller size to appear in any unoccupied space on the ground within range. An area of heavily obscured ground, such as a temple, can be created as a whole area, so long as its area is at least 5 floors thick and includes at least one large statue, shrub or similar object. The area can be a simple circular, circular, crossshaped, or a rounded dome. The dome could be a circle or a flat dome that could be curved or stretched to create a wall or gate. A gateway, gateway to another dimension, or a way station could be created as a simple door, passage, or gate. A labyrinth created to lead to another dimension, such as a portal to another dimension, is created as a labyrinth of loose ends. Finally, whenever possible, a hidden door is created between two floors of a structure made of stone so that creatures can enter through its open space. Divination

Grove of Plants

Casting Time: 1 action
Range: 5 Days
Duration:

Translucent to a Medium humanoid of your size or smaller whose sight is obscured by darkness or darkness-enhanced effects. The target is blinded for 1 minute. A willing creature can use an action to make a Wisdom saving throw to resist the blindness for the duration. On a failed save, the target takes 2d6 bludgeoning damage and is blinded until the spell ends. This spell ends on each target. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A thin veil covers several metres across from you and covers up to four metres of ground within range. The veil lasts for the duration or until the plant dies, at which point it disappears, you choose an area of ground that you can see within 100 metres of you and that fits within a circle within 5 metres of the veil and that fits within a 20m cube (20 feet square is ideal). You can use your action to create a line of flight from the center of the area behind you (10 feet long, 5 feet high, and 1 meter wide) to a point of your choice within 30 feet of the center of the veil. If you do, the veil quickly widens and sheds bright red light in a 30m radius and dim light for an additional 30m. The light sheds this spell’s profane magic for a year. In addition, whenever a creature within 30 metres of the center of the veil starts using profane language, the creature must make a Charisma saving throw. On a failed save, the creature becomes charmed by the veil for its entire duration. If the spell ends before this spell reaches its total duration, the creature is driven to take extra actions to thank the spell for its efforts. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You choose a creature’s location as a source of inspiration, perhaps a lair? For example, you might find inspiration in a cave or a mountain and build a tower there. Alternatively, you might find inspiration in a place or a thing and use it as a base of operations for your other magic spells. If you cast these spells in the same location every day for a year, you get a random chance to find the location of the inspiration spell during that year's rest. When you cast this spell using a spell slot of a slot of 4th level or higher, the random chance is 1d10 per 10th minute spent casting the spell. Illusion

Grove of Plants

Casting Time: 1 action
Range: 5 minutes
Duration:

You create a sphere of plants vertically or horizontally that is up to 90 feet tall and 5 feet thick, and grants you temporary hit points equal to your walking speed. This spell ends if you dismiss it as an action or if you use your action to dismiss it. Once a year, any creature that leaves its space on the ground to go to another creature’s space when it moves within 120 feet of the sphere attracts other creatures to the sphere. After it attracts at least one other creature to the sphere, the creature attracts a random number of creatures from its space, which is 30 feet on one side and 15 feet on the other. To determine which creature to attract, use the following table. Creatures that die within 1 mile of the sphere Atoms Atrocities Dead or dying Attacks Charms Word or Sound 10 Days Duration: 5 At the end of each of your turns for the duration, you w asces your action to attempt to charm an invisible creature (20 feet) within range that can hear you. The creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. The invisible creature can be tracked by spells and even caught by traps, but it has no way of knowing that it is being followed. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 5rd Place you have proficiency with simple tools. When you use the tool, one willing creature you choose that you can see within range blasts it with a gale of your choice of plant radiance for 1 minute. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Duration:

Conjuration

Grove of Plants

Casting Time: 1 action
Range: 5
Duration:

You create five different plants in a location within range. Each plant produces 20 pounds of nonliving material, a small bowl of leaves, and about 1/4 inch of bark that you can see. The plants are harmless and can be destroyed. A plant that can be destroyed destroys only one of the plants. When you create the plants, choose a plant you can see within range. You choose bark or leaves, a bark color, or a bark material (typically green, yellow, or violet), and plant growth mode. The plant growth mode is horizontal; if you are on the ground, horizontal plants grow vertical; if you are on the ground, vertical plants grow horizontally; and so on. Plants grow along paths, floors, and pathways, forming hedges, groves, and other openings. You can direct one plant growth mode to another using Plants Under Construction, provided that you have learned the mode over the course of the spell. If you direct one plant growth mode to another, the tree growth will continue as normal, but its material used (such as leaves or bark) will be destroyed. Plants under Construction can be destroyed by similar destruction actions. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 5
Duration:

You summon an invisible, magical plant. Choose one of the following creatures for each slot level: bison, bears, goblins, goblins, madmen, giants, hunks, and so on. Choose one of the following creatures for each slot level: celestials, elementals, fey, fiends, or undead. When you cast the spell, you can choose one of the following effects from the following list; the spell also requires an 8th-level slot. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the summoned plant sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. When you use a spell slot of 7th level or higher, the spell lasts until it is ended by an arcane spell attack, an ability check, or a different spell’s effect. When you cast this spell using a spell slot of 7th level or higher, the plant sheds bright light in a 30-foot radius and dim light for an additional 30 feet for each slot level above 6th. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 10 Hours

You create a new magical plant or a plant material component that fits within a 5-foot cube inside your space. You can make a potion of healing or a potion of retardation of the air, a potion of cancellation of currents, or a spell of cancellation of lightning in place of a spell of cure light disease. The plants you create appear natural to your appearance, but they heal or retard your movement or your attacks. You can use this spell to restore a plant or a material component only to a slot used wholly or in part for that purpose. A plant or a component can be restored to a different spot within 10 feet of it, an area that is 25 feet square and up to 30 feet on either side of the stump, or to one of those squares, up to 30 feet where it intersects with another surface or within a line that extends from the surface to the plant. If you create a vapor or smoke plant, for example, this spell creates a vapor plant there for the duration. You can also animate a plant from a duplicate if you desire, creating the plant at any time and causing it to automatically become a plant. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An illusory representation of nature appears in your hand and hovers there for a moment. The illusion shrinks and becomes smaller as it ages and becomes harder to detect. You can cleanse the vapors created by this spell as cold light, fire, light, or dim light (though you need to use an opening in the floor to do so). Until the spell ends, when the vapors dissipate into steam, you can use your movement to move the vapors up to 30 feet in a straight line toward you and then repeat the process again. You can move up or down on your turn. There are no extra costs for this spell. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates poisonous plants within 30 feet of you and makes them grow in size. Choose two plants that you can see within range. Both plants and roots must be mobile. For the duration, plants are friendly to you and your companions. When a plant that you choose is hit by a nail attack, it plants a poisonous seed along the nearest animal companion’s path. A piece of nail, however, can‘t be damaged by the attack. If the seed strikes a creature that is within 60 feet of the plant and is within the plant’s reach, a nail bolt erupts from the plant at the creature, creating a nail-sized hole in the dirt within range. Make a melee spell attack for the plant’s hit point maximum. On a hit, the target takes 2d10 poison poison damage. At Higher Levels. When you cast this spell using an ability score of 2 or higher, both the number of times you have to make a melee spell attack and the acid, scarlet, bloody juice that the plant’s juice suds as it originates from the plant’s juice also counts against your spell save DC. This acid attack deals 2d10 poison damage to the target. Necromancy

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 1 Hour

With a flick of your wrist, you hurl 4 Huge Plants up to 300 feet tall and propel them as you direct. Your movement is fast, and you have a Strength of 26. You can’t activate plants until after you cast this spell. You transform the Plants into trees, vines, or groves of trees or shrubs, creating a new, planted area. The trees and groves turn into living objects that you can use as food or as a means of transportation. The plants can grow to over 60 feet in length. Until the spell ends, you can use a bonus action to cause one of these plants to become sprouting limbs, sprouting legs, or sprouting horns. The plants must be at least 1 foot in diameter. If you create these plants outdoors, they dry up completely. They appear in places that you choose within 10 feet of you and that you can see within range. When you make the plants wither, you cause the limbs to wilt, transforming them and their contents. A transformed plant is one that has a normal growth rate (10 percent), a growth rate of 20 feet per year (10 percent), and a growth rate of 25 feet per year (10 percent). As with a sprouted plant, its legs sprout and become pointed at other plants within 30 feet of it. When these legs wilt, the plant breaks its tendons, spurs, and sprouts new ones. These sprouts, when severed, are carried to your bard spellcasting class feature, and you can use them to mend or repair your plants. When you cast this spell and at the end of each of its turns for the whole duration, you can use a bonus action on each of its turns to heal one plant of the sort you designate. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one of the following options when you cast this spell. You can only use these spells once. Choose any target that you can see within range, and make a Constitution saving throw. On a success, the spell ends. Enchantment

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You establish a magic garden on land you can see within range. The garden is a labyrinthine floor that fills with soft snow. There are four floors to the floor, each an upside down cube with one floor and one roof. The first floor has eight chambers with nine chambers with five chambers with two doors. Each chamber has a different function, including opening and closing chambers. In addition, each chamber requires nourishment from another creature and requires at least 1 hour of sustained activity. A normal day requires up to four meals a day. On a special day, food provided by another creature rots into ice and snow. Creatures that use reactions, such as jogging or swimming, use only the food provided by the affected creature. If the frostbite effect harms a creature affected by this spell, that creature can choose to fail its saving throw instead. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your divine magic radiates from you, filling all the air within range with magical force for a moment, then returning to life in one creature of your choice that you can see within range. When the creature finishes a long rest, a grove of trees appears throughout it, growing tall and green. These trees hold together the plant that makes it great—and nourishing. They protect you against poison arrows and similar projectiles. They wither away as your magic cools and your magic stops. A grove of plants in the middle of the room radiates magical energy within it, creating a magic circle made of bark and leaves that protects you. Each creature in the circle must make a Constitution saving throw. On a failed save, it takes 10d4 flame damage and is immune to the spell for 24 hours. On a successful save, it takes half as much damage and isn’t affected by the spell for the duration. While the circle is active, you can use a bonus action to cause flames to leap from the ground within 30 feet to a height of 30 feet where no flame can reach it. In addition, you can cause plants within 30 feet of the grove of trees to turn brown and become fully grown trees. You can cause any number of other effects as outlined below. Tertiary Flame. You cause tremor, tremor, or blizzard on a solid surface in its area. The tremor, like the fire that festers beneath it, causes the ground in the area to become difficult terrain until cleared. When a creature moves through the difficult terrain for the first time on a turn or starts its turn there, the creature takes 1d4 bludgeoning damage. On a failed save, it takes only half as much damage and is restrained. Wind. You cause bluish wind to sweep around a 5-foot-radius, 40-foot-high cylinder centered on a point you choose within range. The wind moves at a 60-foot pace for the entire turn. The wind is strong enough to ram buildings and limbs up to 60 feet in a random direction. It blows rapidly enough to deafen creatures and solidified bones (including limbs, bones, and skeletons) that are still attached to bones or structures. The wind is audible and can reach 100 feet per round for doors and windows. Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform some plants within range. Choose one or more of the following options for transformation: - Tiny trees. - Blackcurrant trees. - Orange blossoms. - Shimmering berries. - Violet blossom. - Shimmering grooves. - Shimmering or darkening bark. - Umber plant. Transformation ends for that plant. When you cast the spell, choose one or more of the following options for transformation : - Round plants. - Round any leaves. And then round any leaves or interior doors of any containers you choose. If you cast this spell on the same plant as a whole, the plants turn into trees and have advantage on saving throws, and you can use this transformation to compel the plants to travel to another plane of existence for the day. Instead of casting the spell on a pile of leaves, you might conjure a trunk from a pile of leaves filled with air, such as a cedar tree, or stack it on top of an empty space and push it forward until it has a compaction speed of 15 feet. If you have the material component, you might ram the trunk up to 5 feet tall, making it part of a larger pile. This casting also creates magic fog that spreads over 50 feet on each side of the room where you cast this spell. You make plant growth difficult or impossible, and you make plant growth harder or impossible using plant growth alone. The plants in such an area obey the soil rules, which are met only when the same arrangement of roots and branches is used for growth. When the plants are no longer difficult or impossible, they flee to a higher mountain. When the plants have no longer been difficult or impossible and if they could leave, their leaves turn bright green and they plant two new shoots each day. Finally, when the lights go out during the spell’s duration, the plants that would normally be hostile to you transform into trees, with a 30 percent chance of succeeding. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates and molds plants into creatures or objects. Choose a Tree of Life tree or an Elemental Tree of Life tree for its kind. The plants are friendly to you and your companions and are particularly strong against cold damage. A willing creature can use its action to make a Strength or Dexterity check (the DM’s choice) against the spell’s saving throw DC. If it succeeds, the plant becomes friendly to you for the duration. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell grants the use of plants and creatures within your area a temporary identity. You can use plants and creatures as temporary companions, friends, or enemies. Plants or creatures created by a temporary relationship can be cured or turned off by simply killing the bonded creature. To permanently affect a creature, create a new permanent, or turn a creature into a new creature, simply use the same spell worded in the creature’s name. To permanently affect an object, create an object that is no longer a permanent object under your control, or create an object that is no longer temporary, you can use a spell of any ilk type or higher to affect the object. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke the power of nature against one creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 8d8 radiant damage and is blinded for 1 minute. On a successful save, the target takes half as much damage. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You transform a Large or smaller plant within range into a pillar of green light for the duration. The pillar is 1 mile long, and can reach higher planes of existence. When the pillar appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d6 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage. When the pillar appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes half as much damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You summon an undead servant, or a mote of plants that obeys the rules for the current day and performs some other useful or magical service. The mote is a small, wooden box that you can open to reveal a chest or a chest piece, as well as a container filled with magic beans. The container doesn’t have to be large: it can be anywhere from 15 to 100 feet deep, enclosed by a bark, or resting on a surface that is soft or straw-like. The magic beans can be strained or churned, and a large bowl or pot containing enough magic to fill a 20-foot cube or larger is made of wood or stone. You control the appearance of the mote, creating a creature that appears in the container and communicating with it over a wide area. The target can cast spells, make weapons attacks, clean fires, and pour down corrosive or poisonous spirits, and the mote sheds bright light and dim light for an additional 30 feet. You can direct its movement by manipulating any light or darkness that it sheds or that is within 30 feet of it. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration:

A short rest without trees on your person for up to 24 hours. You can make a nonmagical plant appear as though it were a tree, such as a shrub or a patch of bark. The plant's appearance is purely visual; the plant appears to be growing. Anything within 30 feet of the plant (including you) makes an Intelligence (Investigation) check against your spell save DC to disbelieve it. The plant appears as a camouflaged creature and disappears when the spell ends. Whenever the plant orients itself for the first time on a creature, the plant appears in a new, non-trivial location on the target’s surface. The plant can occupy an area of air, one spot of stone, or even a liquid, if that area is free of gases and liquids. The plant appears stationary and harmless, and any creatures it orients it within 30 feet of can breathe alcohol as a liquid. The plant is immune to all damage in its area. The plant disappears when the spell ends. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration:

A wyvern-like creature appears within range to steal food from nearby creatures or to consume it if it is hungry. The creature doesn’t need food and acts independently of its nearest creature. The creature uses its movement to move so that it can get where it wants. The creature takes only half damage from poisoned food and isn’t affected by armor. The creature doesn’t benefit from reaction or saving throws. The wyvern keeps an eye on nearby creatures and moves so that it can steal food or drink from them that it can’t move. If the creature can’t move because of disease, poison, attack, or other effect, it rolls a d4 and subtracts the number rolled from all the effects on itself until the potency test is reached. If a wyvern makes an ability check with you (based on its personality and the DM’s choice) and determines that its saving throw was successful, its w arms can’t be changed back to normal. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A common plant bud appears on the ground within range, and the creature must spend 5 feet of movement for the spell’s duration to plant that plant bud. The plant bud attracts and nourishes all creatures within 10 feet of it. The plant bud lasts for the duration. When an affected creature uses its action to eat the bud or for another effect to kill the plant bud, the creature must roll a d8 to poison the bud or consume the bud. The plant bud also prunes nearby trees to keep them warm and dry. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create six rays of light on a flat solid surface within range. The rays turn into a beam of radiance when you cast this spell. Each ray is bright light and sheds dim light for an additional 60 feet. This spell has no effect on undead or constructs. The spellss damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A sudden blast of radiance appears in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, an affected creature takes 7d8 radiant damage and isn’t blinded for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose an area within range that is inhospitable to plants. Plants that live in that area (such as trees, shrubs, vines, or vines on the ground) receive a 20 percent chance to reduce the area of the area in question to 1 mile in diameter and 20 feet wide by 20 feet long by 5 feet high. For the duration, these plants also have advantage on Strength checks and Strength saving throws. If they succeed, the spell ends and the area is covered by trees, shrubs, vines, or other trees. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible archway linking a single plant or a portion of a plant’s area to another creature or an object within range. When a creature enters the spell’s path for the first time on a turn or starts its turn there, the spell creates a warp in the fabric of space that makes it impossible for the creature to move. The spell fails if you are still within earshot of the warp, or if you are casting it while the creature is within earshot of the warp, or you make a spell attack before the spell ends. On a hit, the creature deals 3d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a plant of moderate to high resistance to one damage type for the duration. If you cast the spell on a creature or a tree you choose within range, the plant creates a harmless sensory effect on that creature that it can recognize. If the plant would create a harmful plant, choose one of the following plants for its plant growth: ebony, ebony, ebony-green, or ebony-toothed. The plant creates a harmless sensory effect on each creature in a 30-foot-radius sphere centered on that creature for the duration. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 14d6 poison damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Poisoned Food and Drink 10 Concentration, up to 1 hour You create a poisonous substance that fills a 20-foot cube within range. The substance is a liquid that is opaque and lasts for the duration. You create a poison by pouring a thin sheet of mist from a 5-foot cube on the ground or a 5-foot-deep pit. You can make a poison appear as a liquid or a gas, a liquid appear as a thick mist, or a gas appear as a cloud of mist covering an area of ground or the cloud. The vapors appear as soft green flames that fling poisonous substances at creatures within 30 feet of them. Nonmagical poison can be mitigated through the use of warding spells. When you cast this spell, you create a poison that deals an extra 1d4 poison damage to a creature. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of magically precise magical energy centered on a point within range. The sphere lasts for the duration, and the sphere is an object made of stone or wood. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. For the duration, any creature that can see through the sphere can see through it. The sphere is inert and can't harm or harm anyone. It lasts for the duration. You choose to create the sphere from a single chunk of wood or bone. When you create the sphere, you can use your action to create two magical tombs or a permanent temple on the ground within. You can shape the tombs or temple in any way you choose so long as it is within an ellipse designed for the purpose. The temple can be a circular, dome-shaped structure surrounded by rock or stone; or a circle with rounded ends surrounding a circle or a rectangular chest or a chest or a chest or a chest or a chest or a chest or a chest or a chest. Each chest or chest or chest or altar or portion of a chest or chest or chest or altar or portion of a chest or chest or altar or or a set of hands or hands or feet within an enclosed area is decorated with a spell of 2nd level or lower. Any decorated part of the body is decorated with a spell of 3rd level or lower, and so on. If you create a magic tombs or temple using an item created by this spell, you can use the arrangement to create a permanent temple (such as a temple on the ground, temple on a floor, or temple on a wall), as well as a celestial or fey temple (such as the temple on a rock or lava pit, or the temple on a hill), each made from a different chunk of wood or bone that can handle different tasks or takes different actions depending on the task at hand. Divination

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell: You create a pillar of green light in a 10-foot radius around you, centered on a point you can see within 120 feet of you. You instantaneously freeze solid water, solid ground, and soil with a weight within 120 feet of you. You freeze solid food and drink water with a weight within 120 feet of you. You freeze solid liquid within 120 feet of you. You freeze solid waste within 120 feet of you. You freeze solid waste within 120 feet of you. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You grant plants in a 20-foot radius centered on a point you can see within range resistance to a spell of 3rd level or lower. When you cast the spell, you can grant the plants the same resistance against one damage type of your choice for the duration. The plants also have advantage on attack rolls against you. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a plant and imbue it with magic that makes it grow as you wish. Until the spell ends, plants you touch are magically dedicated to your service. When you cast the spell and as a bonus action on each of your turns before the spell ends, you can either plant or sacrifice the plant for food. When you plant a body part (such as a leg or a shoulder blade) for the first time on a creature or an object within 120 feet of it, you sacrifice the part for food. You can also sacrifice plants if you wish. While plants are dedicated to your service, they take a -2 penalty to their attack rolls when they are attacked by a creature or a magical effect (such as an awakened ward spell, greater silence, or detect magic). Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shadowy figure appears in an area within range to protect a specific plant or animal. The figure must be within 1,000 feet of the source of the spell’s power and must be within range of the spell. For the duration, the figure can turn any light or darkness within its area onto harmless. The figure can target creatures or objects within 30 feet of the source of the spell. Each creature that can see within 30 feet of the source must make a Wisdom saving throw. On a failed save, the creature can’t cast spells for 1 minute or longer. On a successful save, the creature can cast spells for 30 minutes. On a failed save, the creature can cast up to three three-course meals. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of light appears at a point you choose within range. The sphere must be within 30 feet of you. The sphere appears in the same spot on the ground as the creature you are holding. The sphere is made of silvery, transparent material and can contain up to 10,000 cubic feet of material. The sphere appears on the ground and is visible from any distance. A creature can use its action to make a Strength check against your spell save DC to see if it can see the sphere. If it can see the sphere, it must also see the creature inside it. A creature can see the sphere as though it were in the sphere. The sphere appears in a spot on the ground, but it must be within 30 feet of you. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC to see if the sphere appears. On a success, it is seen. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one Large or smaller tree or shrub in a 30-foot radius centered on a point within range. You can shape that tree in any way you choose so long as the tree takes the shape of a Large or smaller tree. The shape can’t exceed half the tree’s height, and you can shape a Small tree as tall as a 30-foot cube as a result. You can shape any portion of the tree’s body, as well as any portion of its armor, into a skeleton if you have it, provided that you have the creature’s level and creature level. The skeleton can’t exceed 10 feet long. If you choose a tree, you create a magical trap that the tree leads to a different tree, which it must tloose before it can reach its destination. The tree drops everything it carries into the trap. Eating or drinking any food the tree carries is consumed or absorbed by the tree, causing it to collapse. The tree sheds light in a 30-foot radius and dim light for an additional 30 feet. When the tree sheds its light, any creature that is within 30 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 radiant damage, and it is blinded for 1 minute. On a successful save, the creature takes half as much damage. Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Range Instantaneous You summon a fey creature of challenge rating 4/2 in size and 1/2—pounder that attacks twice on a turn or starts its turn there nearly every other turn. For the duration, the fey creature has a +4 bonus to attack rolls and a saving throw against your spell save DC. The fey creature can be neutralized only by making a melee spell attack against it, and the spell cast by it can end the spell early or before it ends. The spell ends if the fey creature attacks any other creature with a melee weapon attack during the duration. When a creature deals with the fey creature, it can expend up to half its hit point maximum and end its turn there. Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic weed on the ground within range that sprouts rings of golden light in a 30 foot radius. Each flower is visible in darkness until the spell ends. For the duration, plants growth in diameter and blossoms dark green. When the green lights flicker, each plant in the radius sheds dim light in a 30 foot radius and sheds bright light for an additional 30 feet. Thus, creating a wand of radiance or a wand of cancellation or a wand of cancellation of sudden brightness create the same effect as creating a new one. When you cast the spell and as soon as you cast the charm mark spell on any creature or if you know the identity of one willing creature whose warding charm has been broken, you instantly know the identity of the creature who broke its warding charm. That creature is blinded and warded. On each of your turns until the spell ends, you can use your action to charm another creature who has been blinded by the warding charm. That creature can cast spells of level 1st or higher, though it must have a certain school of magic that spells with a target made of stone or wood. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a portal to a place you can see within range. You can use this portal to teleport up to 10 people to a space you can see within range. A target can use his or her movement to make a jump, fall, or roll an attack roll against a target within 10 feet of the portal. The target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage. A target can also use its action to move through the portal with disadvantage on attack rolls. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create twitching plants in a 20 foot radius around your caster level. These plants appear gray-green or brownish and have a diameter of 5 feet. The plants appear in an area within reach of a creature with a Strength score of at least 30 and whose Strength score is at least 10. If the creature you designate has an Intelligence score of at least 7, the plant sheds bright light in a 60-foot radius and dim light for an additional 5 feet. Any creature other than you that can see within the plant’s area must make a Wisdom saving throw. On a failed save, the creature takes 10d6 fire damage and is extinguished within 10 minutes. When the plant leaves the area, it produces a small puff of bright light in a 20—foot radius and emits it at the same time as you make a spell check to extinguish the fire. Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create up to three different types of plants within range: celery, celery leaves, sagebrush, and the bark of an old tree. Starting from a tree or any portion of a tree that has been cut down, plants grow as you select, forming trunks, roots, hedges, and groves. Plants in these niches have resistance to all damage except psychic damage. Whenever you cast a spell that targets a particular plant, you can choose to cause that spell to deal one additional damage to that plant, or to cause that plant to deal one additional damage to another plant (creature or object). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create ten new plants for each slot level above 1st. Each plant must be within 30 feet of another plant of the same kind you casting the spell. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You point a wand of energy that you can see within range and cause up to six creatures of your choice that you can see within range to make a Dexterity saving throw. A creature takes 6d10 damage on a failed save, or half as much damage on a successful one. On a successful save, the target takes half as much damage. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon one or more plants in a 30-foot-radius sphere centered on a point of your choice within range. Choose one of the plants as the target of the spell. The plants appear in the sphere where they are casted. If the target of the spell is wearing armor or a similar weapon, the spell ends. You can also end the spell by taking damage from any other spell. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a plant or other lifeform and cause it to become a plant. The plant becomes the same size, color, and shape as the one you created before you cast this spell. The plant is an extradimensional plant of 5 feet tall and 10 feet broad. When you touch the plant, you can use your action to teleport it to a place you can see within range. Once on a place you can see within range, the plant appears in a spot on the ground that you can see within range. The plant can be any shape you choose. The plant can move, and it has advantage on attack rolls against you and your companions. Enchantment

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

A continual stream of magical energy blasts out from behind a point within range. Each creature in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area and ignites equipment drawn and worn by creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

This spell creates or sprays out magical energy to fight your enemies. Choose a creature within 30 feet of you that you can see that is within line of sight, and that is fighting a battle within 30 feet of you. The creature must make a Wisdom saving throw, taking 10d10 radiant damage on a failed save, or half as much damage on a successful one. For the duration, the creature has disadvantage on attack rolls against creatures within 30 feet of her or his source of movement, and can be targeted by one of the following effects of this spell each round that the creature enters or moves within 30 feet of its source of movement: At Higher Levels. When you cast this spell using a spell of 4th level or higher, the damage for each of its effects increases by 1d4 for each spell level above 3rd. Evocation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a grove of plants that you can see within range. You can create these plants by casting this spell on each plant within 30 feet of you. Each plant produces one of the following effects when it enters the grove. Plants with trues or common names on its surface become friendly toward you. When you cast this spell, you can designate any creature that you can see within 30 feet of the grove as a friend. You can also designate any creature you can see within 30 feet of the ground as a foe. Plants with trues or common names on their surface become hostile toward you. When you cast this spell, you can specify any creature that you can see within 30 feet of the grove as a friend. You can designate any creature that you can see within 30 feet of the ground as a foe. When you cast this spell, you can set conditions for creatures within 30 feet of the grove that are friendly to you. Plants that are hostile toward you become friendly toward each other for the duration. Non-hostile creatures within 30 feet of the grove or those within 30 feet of them become hostile toward you. You can make a Wisdom (Perception) check against your spell save DC to see if you have suppressed the plants' natural fear of you. If so, it automatically triggers whenever you take damage, for each plant that is affected. Enchantment

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one tree within range that has a weight of food within range and that falls within line of sight to a creature of your choice within 7 feet of it. The creature takes 20d6 poison damage when it takes the bite damage or the poison die damage from another spell, and it must end its turn in the line or go berserk. On its next turn, it can use the reaction, saying a Wisdom saving throw or rolling an extra 15 at the DM'. You can also use your action to make an ability check against your spell save DC. If you're successful, you break the spell’s lock on food, but if the food isn’t being eaten by another creature, the spell ends. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create four tiny pebbles in your space, and when you make a melee weapon attack using your weapon, you create two more of the same type. You make the attack with each pebble, which has a range and must be within 30 feet of you and under your effect modifier. You also make an Intelligence (Investigation) check against your spell save DC. On a success, you can use your action to mentally command your companions to attack or flee. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a plant’s bark appears in places as soft and soothing as if it were composed of leaves. The bark can be up to 50 feet long (10 feet tall), 5 feet thick (8 feet tall), and extends as far as 300 feet. It provides shade to up to 200 creatures, as well as protection from cold, rain, and snow. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 60
Duration:

Until this spell ends, whenever you or a creature you choose comes into contact with a plant or a mineral, the plant’s bark becomes thorny, causing it to become lethargic and leave behind thorny bark, a leaf disfigured by the plant’s petrified component. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration:

Until you choose the area where you cast this spell within 30 feet of a Large or smaller creature, the plants grow and shift. Any plant-based spell applied to the area creates different plants based on your choice. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the shift is permanent. For 30 days, you can use a bonus action on a second time to affect the same plant twice as often, gaining one benefit from this spell. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 60
Duration:

You awaken in a location. You take 10d6 psychic damage and must use your reaction to do so. If you do so, something goes wrong, and a creature that escaped from the location takes 2d6 psychic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Grove of Plants

Casting Time: 1 action
Range: 6 Hour
Duration:

Choose one creature or nonmagical thing within range that is strong or weak against your will. Constructs and undead aren't affected. That creature rises from the ground and begins moving upward, ending its movement on a straight path that you choose. An undead can’t attack you until it has reached the top of the staircase. An undead can’t become trapped or killed by the staircase. Your movement while within the time limit allows you to move up or down through the dais takes it.  ’breathe’s thoughts about the battle, dealing it out in a manner similar to a druid’s ritual. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 6 Hours
Duration:

You construct a small magical structure on the ground that doubles as a tent. You choose any number of cubic feet of floor space between the base and the ground you select. The tent is 1 foot thick and has an area of up to 10 m2 m outdoors. You can open and close the door as an action, which causes it to automatically close automatically when the base door is opened. When you do so, you create 2D8 radiant energy charges that deal additional 1d8 damage. The remaining energy is spread over a 5-foot radius, with each new point at one of the bases of the line. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 6d8 necrotic damage. On a successful save, the spell ends for it. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 6 Hours
Duration:

Your hand glimmers with life. You create two types of plants within range that bloom for hours, turning them into beautiful plants of light. The plants become visible only while the plant growth lasts. Water. To a blinded or deafened creature, a water plant seems harmless and harmlessly fragrant. To a creature charmed by a plant growth, however, its beauty is an afterthought and it becomes difficult terrain for creatures of your choice that you can see. A water plant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light can illuminate creatures within 30 feet of it if it is at least 1 mile away from them. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 6 Hours
Duration:

Your magic spills from a tree trunk to fill an empty space within range. Choose a point you can see on the ground within range, and the spell creates a 10-foot cube on each side of the tree. Until the spell ends, you or one of your companions can use an action to slam the trunk open and crush any creatures we choose within. Any Huge or smaller creature that isn’t at least Huge enough to ram into you must be pushed 10 feet away from you on the ground. A creature must also be within 5 feet of the trunk at the start of each of its turns for that to work. You can use a bonus action to move the trunk up to 100 feet in any direction. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates a magical gateway to life in a creature’s space within range. A gateway lies within 5 feet of one creature or within 100 feet of another, and it appears to be an invisible chest or an open chest, as discerned from behind a transparent veil, that inscribes runes or pictographs on the ground or in the air that can be read. The gateway is made of stone and has four legs, one of which must be on a creature or object that is within 10 feet of it. Open the chest or open the chest without using magic, and any runes or pictographs magically inscribed on the ground or in the air disappear. The gateway is worth 50 gp—at a reduced price of gpout, you can also become a lich. The gateway lasts for the duration, and the ground under the gateway becomes difficult terrain and requires a successful Intelligence (Investigation) check against your spell save DC to be searched. If you succeed, you are no longer a lich but a lich transformation, gaining the following benefits: You become a lich for the duration of the spell. You no longer need to make fey attacks or to spend any vitality or ammunition. You no longer become blinded, deafened, or affected by any of the diseases and effects of the chosen one. You gain an additional 300 temporary hit points for the duration of the spell, up to a maximum of 300 of which can be filled each day. You make a healing spell contested by a celestial, a fey, or a fiend spell, and lasts for the duration. Clues that the glyph indicates a location where the transformation takes place. For the duration, w th a celestial, fey, or fiend spell cast on you indicates that this transformation takes place in that location within 30 feet of you. Conjuration

Grove of Plants

Casting Time: 1 action
Range: 90 days
Duration: 60 days, up to 8 hours

Self 60 Instantaneous You touch a plant, an object, or an object of magical power. The plant and object are made of wood, stone, or other similar material. The creature is free to make its own tools and equipment, but it can use any tools or equipment of its choice that it chooses. The target doesn't have to use its hands to make the tools or equipment. Abjuration

Grove of Plants

Casting Time: 1 action
Range: 90 days
Duration: 60

Instantaneous You create plants capable of resisting damage from creatures. Plants can breathe, but they can't move. Creatures that aren’t creatures must make a Wisdom saving throw. On a failed save, a creature takes 4d8 psychic damage and automatically takes 25d8 psychic damage on a failed save. The spell ends if you cast this spell again. Transmutation

Grove of Plants

Casting Time: 1 action
Range: 90
Duration: Magic Weapon (illusion or animate)

Concentration, up to 10 minutes You create a sphere of magic energy centered on a point within range and that you can see within range. The sphere appears in an unoccupied space within 10 feet of you and lasts for the duration. A wizard can use this spell to create a permanent invisible door on the Ethereal Plane, a permanent invisible door on the Great Hall of the gods, a permanent invisible door on the Nine Hells, or an invisible door on the Black Temple of Thracia. The magically created doors and their occupants remain closed until the spell ends, at which point the door is magically dispelled. The magic door can be found under the rubble of an ancient temple on the ground floor of the Great Hall. A magic door made from a willing creature’s magic door is created and sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When you cast this spell, you must target one willing creature, which must be within range. The magic door disappears when you dismiss it, and the creature returns to its current plane of existence. If you cast this spell again, the door disappears, and spells and magical effects persist throughout it’s duration. Enchantment

Grove of Plants Abjuration

Grove of Plants

Casting Time: 1 action
Range: Animal Companion
Duration: 10 Days

You choose one bud or plant you desire as the container for magic items, potions, foods, materials, and other objects you create. You then fill the container with magic that causes the container to glow green, red, or blue with a harmful effect when it strikes a creature or a vegetable. You can use this magic to banish a plant or a creature to a nearby underground pit or the ground beneath it. If you cast this spell again, the spell lasts until it is dispelled. For the duration, a plant or a creature has disadvantage on attack rolls against you. If a creature with an attack bonus is holding the spell to the plant or creature, the creature can use the bonus to move up to 5 feet away from you, unless the plant or creature is no longer at the top of the illusory container. Transmutation

Grove of Plants A portal to an elemental dimension, where the spirits of the dead and the dead-doer appear. The portal can be opened by summoning the spirits and using the portals portals. The portal is guarded by an arcane spell. The portal is guarded by a staff of spirits, which is guarded by a staff of stone, and guarded by a staff of stone. The staff of spirits is imbued with power and can be used to alter the physical and magical conditions of any other creature within range. The staff of spirit guards the portal. The portal can be opened by summoning the spirits and using the portals. The portal is guarded by a staff of stone which is guarded by a staff of stone. The staff of stone is imbued with power and can be used to alter the physical and magical conditions of any other creature within range. The staff of stone is imbued with power and can be used to alter the physical and magical conditions of any other creature within range. The staff of stone is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal is guarded by a staff of stone. The staff of stone is imbued with power and can be used to alter the physical and magical conditions of any other creature within range. The staff of stone is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal is guarded by a staff of stone. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a portal. The portal guards a

Grove of Plants

Casting Time: 1 action
Range: A spectral creature rises from the ground to attack. Each creature in a 15-foot cube within range must make a Constitution saving throw. Any creature frightened by the spell must make a Wisdom saving throw. On a failed save, a spectral creature takes 2d12 radiant damage. It deals 2d12 radiant damage on a failed save, and it has advantage on that saving throw if it is able. The spell ends if you use your action to do anything else. It creates two spectral parchments, one on each side of the floor and the other at the base of each pillar. If you are standing on a solid surface, the spectral creature can breathe flames of up to 360 feet long and 50 feet diameter across. The creature must use its reaction to reach for a suitable gap in the floor to create a portal leading to a different portal. You can use only one reaction. During a 1-minute period, the creature can act alone or with others, but it can’t target anyone in a crowded area.
Duration:

Evocation

Grove of Plants

Casting Time: 1 action
Range: Choose a structure within range to be covered by weeds and grasses that you create when you cast this spell. Medium weeds and grasses that can be seen to be covered only appear when you have a height of at least 40 feet compared to the floor area. You can arrange the weeds and grasses so that they appear where you want them to appear. Each plant has AC 10 and 30 hit points. When you create the plan, you can shape the weeds and grasses so that they appear in rows or compartments that are 6 or more miles apart. Additionally, whenever the plan is broken, you can replace any existing row or compartment with another row or compat. You can erect or extend a ceiling, making it arch over a space of up to 200 feet. You can create structures by using beams or beams extending from the ceiling or the floor. This spell also creates trunks or cranes for use in folding and stowing trunks; you do not need them.
Duration:

Transmutation

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 day
Duration: Duration: Concentration, up to 1 hour

Your broom springs into existence from the floor and curls around you. Until the spell ends, your melee weapon use attacks are made with a 6-foot cube of air, centered on a point you choose within range and that can’t be more than 30 feet away from you (your movement is legal if you are immune to nonmagical projectiles). If the cube is set aside for an undead spell, you must choose the creature’s type instead of its level. If you do so, its Dexterity is 12, and it has total exhaustion resistance 3. As an action, you can break the cube’s opening, but the cube immediately collapses. The cube shrinks as you carry the spell toward your shoulder. The cube remains for the duration, at which point the cube is animated and has advantage on attack rolls against you until the spell ends. This action doesn’t provoke opportunity attacks. You can use your action to break the cube’s opening by making a melee attack against a creature within 30 feet of the cube, or by making a Dash action that moves the cube up to 60 feet. When the cube sheds bright light in a 30-foot radius, each creature that starts its turn in the cube must succeed on a Constitution saving throw to avoid burning through your gear or carrying equipment. Illusion

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Choose one plant on the ground that you can see within range. You can specify a simple arrangement of branches or leaves that are vertical, horizontal, or diagonally inclined. Choose one of those branches or leaves, which must fit within a 60-foot cube and are at least 5 feet across. Each plant within 30 feet of the chosen plant must make a Wisdom (Insight) check against your spell save DC to recognize the arrangement and warn a creature friendly to the arrangement. If a creature that sees a creature that is outdoors can see in that area, the creature must succeed on a Wisdom saving throw or be pulled to the nearest side of the shadowy area, unless you have forgotten where the creature is located. A creature that can see through the arrangement has disadvantage on the saving throw. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

The next time you make a Strength or Dexterity check to assume an attacker’s level, roll a d8 to determine the creature’s attacker bonus, and make the check again. On a success, you decide the creature’s attacker bonus is too low to benefit from being the attacker of a spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the attack roll of fey spells you cast using a spell slot of 3rd level or lower increases by 2 for each slot level above 2nd. Abjuration

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You choose one of the following benefits in casting this spell. The spell gains the benefit only in the same hand it was being used to cast the spell; the spell ends when you dismiss the spell. Any creature that uses its action to try to move across a solid wall or other obstacle in the space that you specify as being overgrown must use its movement to move up to half its speed. Creatures must make a Strength saving throw and must also make one of the saving throw at the end of its next turn. On a success, the creature moves up to the wall or other obstacle as a bonus action on a second turn, and the spell ends. Enchantment

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Grasping, grasping or throwing leaves from a plant trunk reaches out from within range and strikes the target with a sling. You can use your action to grab one or more leaves from the trunk and throw them at it. Until the spell ends, the sling deals an extra 1d6 force damage to the sling if you target a creature or a creature within 5 feet of the target. If the sling strikes a creature or a creature within 5 feet of the sling, raising the sling to its full weight disables the attack and might miss. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell can be cast with a 10-foot cube or a 20-foot cube of solid rock. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a 5 foot cube of greenish green plants that you can see within range. Each creature in that area must make a Wisdom saving throw. A creature must succeed on a Wisdom saving throw or take 2d6 poison damage. A creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. The plant remains for the spell’s duration, and the spell ends if the plant appears again. You can use a bonus action on each of your turns to use an action to take 2d6 acid damage on a failed save or half as much damage on a successful one. Conjuration

Grove of Plants

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical tree from a solid, unoccupied space that appears up to 10 feet in length. The tree is a 5-foot-by-5-foot cube. You can make wreaths and wreaths up to 5 feet in length as you choose, but you must make these wreaths only once. The tree is made up of branches, branches that appear to be straight, and branches that appear to be curved. When you cast this spell, you must use your action to cause the tree to move 20 feet in any direction in a direction that you specify. Transmutation

Grove of Plants Divination

Grove of Plants

Casting Time: 1 action
Range: Duration’ 1 hour
Duration:

Choose a plant in a 5-foot radius behind you that is covered by the veil. You choose the plant’s bark, so it appears to be a thin sheet of leaves with a bark at the base and branches extending past the tip of the leaf. The plant appears and lasts for the duration. If the plant cuts through a wall, a wooden pillar, or a pillar of stone, it sucks up any debris that passes through the plant’s area and cuts it off from access to the outdoors. The plant doesn’t harm you in this spell. If a pillar of stone is created in an area covered by the veil, that pillar pushes back against the veil, blocking its passage. It is blocked up to 120 feet and can’t be breached. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration: Range: 60 feet

Duration: Concentration, up to 1 hour You create a grove of plants on a solid surface within range. When you cast the spell, choose a point you can see on a solid surface, up to 60 feet on each side, that you can see. A creature that can see the w eeling surface must succeed on a Strength saving throw or be knocked prone. The w ells are especially difficult for charmed creatures. A creature prone to feigning feign death can’t take reactions. When you cast the spell, you can also specify plants to create the grove. The plants create either a fountain of life (60 feet long, 5 feet high, and 1 inch deep) or underground parking lots with paved streets. The grove also provides shade and a good place to store your implements and others' goods. You can protect up to one plant at a time, such as trees and shrubs. When you plant a seed, roll two d10s on a 10; roll three d10s on a 7; and roll four d10s on a 10; and roll five d10 on a 7; and you plant up to ten plants at a time. When you plant the toxin, turn one willing creature of your choice that you plant within 5 feet of it with profane thoughts and visualize creating a 30-foot-radius sphere of green smoke that can’t pass through. That creature must succeed on a Wisdom saving throw or take 1d10 radiant damage. If you plant ten plants at the same time, you plant up to ten additional flowers in the area, which take 1d10 fire damage. The plant’s leaves fluff up when it sprouts. While the creature is under the spell’s effects, any creature that can’t see or hear the creature can hear the plant’s voice. Necromancy

Grove of Plants Evocation

Grove of Plants

Casting Time: 1 action
Range: Feather
Duration: 5 Days

This spell creates two types of plants in your home: those that have a flat bark and those that have bark rings or a rounded petal-like shape. A petal-like plant appears in one of these two places. For the duration, you choose one of the two plants for each slot’s space, which lasts for the duration. The plants sprout from trees or shrubs in a 20-foot radius around the spot where you cast this spell. They are large, vine-like plants that flower whenever the area is open. They have a growth rate of 10 feet per day. If you cast this spell without targeting plants, the plants shrink by 1 foot, and they wilt every day if grown in the area. If you target a plant with an attack or its weapon attacks, the plant produces a seed pod, which sprouts two to three inches long tentacles in the air. A seed pod sprouts from a plant and spreads across the ground in a 30-foot cone. Each plant seed pod costs 15 feet of movement. When the seed pod drops to 0 feet underground, it sprouts one additional plant. These plants wilt for 24 hours after storing energy in them. Conjuration

Grove of Plants

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose a plant that you can see within range, and that fits within a circle that matches one of the following categories: bracts, crenelles, dolions, groves, groves- spires, limbs- groves, crevices, cavities, and so on. At the DM’s option, you can choose a portion of the plant’s body to fit within a circle, and the spell ends when you finish casting. A circle of twelve equal dimensions is sufficient for the spell. A cube of eight dimensions is sufficient for the spell. Creatures of two sizes or smaller in size are excluded from the spell. Divination

Grove of Plants

Casting Time: 1 action
Range: Instantaneous
Duration:

For the duration, plants of up to three inches in diameter and 3 feet tall hang from a ceiling or a pillar on the ground at a point where you choose within 120 feet of you. The plants are light brown in color and look fairly similar to trees. These plants turn any creature that moves within a certain radius to stone. Abjuration

Grove of Plants

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure up a plant that is covered in vines and sprouts teeth and claws that harmlessly stab at targets you choose within range. Make a ranged spell attack against a target inside the spell’s area as described above. On a hit, the target takes 1d6 poison damage. When you cast this spell, you can also use its normal attack action to end the effect of the spell on you. You can also use its weapon attack action on each of your subsequent turns, ending the effect of the spell early. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a magical portal from a flower to another flower. The portal, as you choose, lasts for the duration, up to ten days. To appear in or through the portal, open a sealed container, a chest, a chest of leaves, or a small area of ground or stone. The portal can hold as many as eight creatures. When the portal opens, any creature that enters it must make a Wisdom saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is restrained for the duration. At the end of the duration, a restrained creature can use an action to make a Strength or Dexterity check against the portal saving throw DC. On a success, it can use its action to move out of the restrained condition to the nearest unoccupied space and finish clearing the air and surrounding soil. Evocation

Grove of Plants

Casting Time: 1 action
Range: Magic spell to teleport plants of your choice that you can see within range to an unoccupied space. Ranged weapon attacks made on the plants remain in effect for the duration (’s target must also be within 15 feet of the spell’s destination). If a targeted plant leaves that place, the spell has no effect.
Duration:

Conjuration

Grove of Plants Necropolis, 200 years ago

Grove of Plants

Casting Time: 1 action
Range: N Large tree with branches reaching from the ceiling up to the base of the dome. Appears in an unoccupied space on ground level. The tree remains a standing statue, but leaves must be removed prior to its use in creating the structure. If the tree falls when the spell ends, the leaves and any remaining materials it used to form into rubble and placed on a pile of rubble in the space occupied by the tree, at that instant the spell ends and any creatures or objects still affected by its effects are expelled. The tree is friendly to you and your companions until the spell ends or the trees presence is dispelled.
Duration:

Transmutation

Grove of Plants

Casting Time: 1 action
Range: N Medium
Duration:

Until dispelled by brackish storm clouds, this spell inflicts a minor annoyance to the target and makes the target prone. When the spell ends, the dispel magic ends. Conjuration

Grove of Plants No one knows how many plants there are in this place, but we have seen at least six. Plants that can no longer be found in the area are called 'trees'. It is common to hear them on rooftops. Some of the plants are harmless, but many are harmful to the environment. Plants that are poisonous to the environment are called 'traps'."

Grove of Plants

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute

Choose two creatures that you can see within range. The chosen creatures must be within 30 feet of each other when you cast the spell. The targets must be within 30 feet of each other when you choose the spell. Whenever a target is affected by a casting of this spell, the affected target must make a Wisdom saving throw. On a successful save, it can’t speak, but on a failed save, it can refer words to its natural language of the choice spell used to utter the words. While the target is affected by this spell, spells and other magical effects can’t affect it at all. While affected by this spell, spells and other magical effects can’t attack or repair to neutral armor, weapons, weapons of any kind used by the target, or constructions created by such effects. Evocation

Grove of Plants

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 minute

You create or form wards that protect a creature’s home on a solid surface. The warded area can be as small as a 30 foot cube or as large as a 90-foot cube. The warded area includes a natural stone bridge over the water, and an aqueduct through which water can flow, though narrow enough for ships and buildings. The aqueduct extends downward through the interior of the warded area (at least some way to the outside) and extends outward through the warded area to a depth of 15 feet. You can create or form a magic door or any other visible passage through the warded area. The magic door is invisible when it rings a bell or opens a locked door. There are no traps, spells, or other magical effects created by the door, which create or create a force field around it and create openings that open into a trapdoor or open into an open area outside the warded area. The light created by the magic door is dimmer than normal light, and creatures in the area can’t see or touch anything outside the warded area. A creature that enters the warded area uses the normal opening created by the magic door to enter the area and is excluded from the area in which it appears. A creature enters the area only by speaking or by climbing into the warded area. If the creature enters the warded area while wearing armor that protects against magic doors or by removing the magic door, the creature and all creatures affected by it are pulled to the nearest safe spot and are excluded from the area, though the creature and creatures can enter or leave the area. Divine WordDomination

Grove of Plants

Casting Time: 1 action
Range: School
Duration: 24 hours

A vine-like appendage appears and extends from your left hand and reaches across your body to touch a creature within range. The creature takes 1d8 necrotic damage, and the vine sheds bright light in a 30'' radius and dim light for an additional 30 feet. The vine sheds bright light in a 30'' radius when you cast this spell, and it sheds bright light in a 30'' radius when you use this spell. The vine sheds bright light in a 30'' radius when you use this spell at the start of each of your turns, ending the effect on the target. A creature that falls within 30 feet of the vine sheds bright light in a 30'' radius, and a creature that is within 30 feet of the vine sheds dim light in a 30'' radius. Conjuration

Grove of Plants

Casting Time: 1 action
Range: School
Duration: 24 hours

You transform an area of trees, fields, or other animate object with a range increment of 30 feet for 1 minute. The transformation lasts for the duration, or until the object falls or another obstacle blocking the way blocks the way. The transformation can be visual or audible. An unwilling creature must use its action to succeed on a Wisdom saving throw to challenge the transformation. When you use its action on a new instance of the transformation, you can switch to a different creature’s clothing and/or language if that creature is in any of its senses. You can’t transform a creature if you have seen it fall. On your turn as a bonus action, you can transform a creature of your choice that is still standing and moving to a different creature category, as determined by your choice, and then choose whether to revert to its category. If you revert to its usual category, the new creature appears in the lowest-level category of its choice, as determined by your choice. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can animate two additional trees for each slot level above 3rd. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell creates six tiny trees within range. Each trunk is 1 inch in diameter, and each tree produces a sound that is audible up to 20 feet away. The trunk produces leaves, branches, twigs, and some sort of bark. The trees are impervious to fire and can fit inside any 15-foot cube. The spell ends if you choose a point within 30 feet of one of the trees or if you cast this spell in the area. When you cast this spell, choose one or more of the following options for how the tree shrinks: 1. Clue. The tree grows to cover a wide area. If you cast this spell in the same area as a group of trees, you can reshape one tree for each group of trees you add to the list. The tree shrinks in size from one side to the other while it lasts. The tree doesn’t shrink if you reduce its size to 0. The tree sheds whatever it is carrying when it sheds its clothing. Furnishings, torches, and similar objects aren’t created by this spell. If you create an entirely new tree, that tree can be destroyed. It is immune to all damage and can’t be turned into fuel for fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can reshape one extra-level tree for each slot level above 1st. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A shimmering portal opens within a willing creature you touch that is within range to a place other than plain sight. The portal is a circular opening, which you can make 10 to 20 feet in diameter. It is guarded by a strong magical barrier that lasts for the duration. If the barrier is broken, the portal doesn’t close and anyone entering the portal is transported to a different plane of existence. While the portal is in place, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the portal to a new location of your choice within 30 feet of it. This lightning deals an extra 1d6 lightning damage to the target and causes the target to become blinded until the spell ends. This spell can’t be dispelled by dispel magic. Evocation

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell takes effect even if you are undead. Nonmagical plants that aren’t connected to the earth or spirit can’t be affected by the spell. If any of the plants in the spell’s area damage or own something, the nonmagical plant takes only half the damage it would take to destroy it. Evocation

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell transforms your body into up to 10 foot-tall cylinder shapes called Tentacles. Choose up to ten creatures within range that are within 5 feet of you. Each target must make a Dexterity saving throw. A target takes 8d8 slashing damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original creature’s st feature, but the target must make a saving throw this time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You conjure up a sphere of magical force that surrounds you. Choose an area within range that is no larger than a 200-foot cube. All creatures in that area must make a Dexterity saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. A creature takes the damage on a failed save, because of its size. On a failed save, an affected creature is knocked prone. The sphere attracts creatures of your choice that are within 5 feet of you, and any that do so fall prone to fall prone to one of the sphere’s many feet of their space. Any creature that succeeds on its saving throw must succeed on a Dexterity saving throw or take 4d6 lightning damage, as well as the spell’s damage if it survives the spell. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a vertical portal linking a single solid rock to another solid rock on the ground. The portal remains open for the duration, and its inhabitants teleport to any other side. The portal is 6 inches wide and 5 feet tall, and it can hold as many as eight humans or five small creatures. The portal link remains open for the duration. A portal bellows with sound when it opens. Any creature entering the portal instantlyaushes out of it, becoming fatigued or impassable. Any creature incapacitated by the portal jump out and run over to the other side. Creatures that didn't cast a spell are left in the portal’s area. The portal opens in a direction you choose, even if it is on a different plane of existence than the one you’re on. A portal door opens behind it. Any creature entering the portal instantlyaushes out of it, becoming fatigued or impassable. Conjuration

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create six rays of fire in a location you specify within range. You choose the target’s orbit: vertical, horizontal, or diagonally. Any creature in the shortest distance to the target must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage and is restrained, suspended, or restrained by the tether. On a successful save, the creature takes half as much damage and isn’t restrained, but it is pulled up to 10 feet higher in the air and is no longer pulled up in the air. This spell can cause the flames to rapidly expand to the full length of the tether’s space. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You plant ten pounds of nonmagical plants within range that you can see within range. You choose the plants or solid objects created by the soil component, or a combination of them. If you choose the plants, they float in the air and can hover and roll over objects that are completely within its reach. The plants instantly fill a 60 foot cube centered on a point you choose within range. When you cast this spell, plants become permanent objects in addition to their normal properties. They remain there for the duration, and can be restored only by an action or ritual command. The plants also end their own magical use-after-freeze state, preventing any creature or object from returning to its normal place in the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can restore plants created by the soil component to their original properties. These plants grow to full size and shape for the duration, and the plants are carried to and from the spell’s level for its duration. If you cast this spell using a spell slot of 7th level or higher, the plants created by the soil component are restored to its normal properties. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Self (5-mile radius)
Duration: Instantaneous

You bring a Huge tree trunk to life. Choose a small grove of trees or a larger area on the ground that is at least 5 feet on the ground and that is 200 feet wide. You can bring the limb up to 60 feet long, 10 feet high, and 5 feet thick. For the spell’s duration, if any trunk is damaged and you are standing on it, you can use your movement to move it up to 30 feet in a straight line until the trunk is free (your action to do so causes the tree to twist and break, and it can make a Strength (Athletics) check against your spell save DC to automatically succeed). You can also cause the tree to leap over obstacles and into water, provided that you create at least one smooth trunk over the top of the area. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Self(60-foot cone, 10 feet high, 15 feet wide)
Duration: Concentration, up to 1 hour

Transportable through the air, up to 300 feet, 30 feet outdoors Range Concentration, up to 10 minutes You cause up to three creatures of your choice within range to lash out in a straight line toward a creature or object within 120 feet of it and point their tails toward you. Make a melee spell attack against the target. On a hit, the target takes 1d12 force damage—the wind picks it up, it lashes out at you in a straight line. At the start of your next turn, the creature deals 3d12 force damage on a hit and is forced to make a Strength saving throw. On a failed save, the creature can only attack one creature at a time with each piece of magic energy carried by the tail. At the end of the attacker's next turn, the creature takes 1d12 force damage. The magic raft carries the creature to and fro until it dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Grove of Plants

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

An invisible barrier of celestials and ores springs to life within range. Each creature in a 60-foot cone must make a Dexterity saving throw. The creature takes 5d10 acid damage on a failed save, or half as much damage on a successful one. A creature that fails the save succeeds with its lungs filled with clouds of celestials and ores filling its surface. A creature that succeeds on a saving throw succeeds in breathing celestials and oozes liquid from its mouth. As a bonus action on each of your turns, you can move the barrier up to 60 feet in any direction. If the top half of the barrier is crossed, a celestial attack causes a celestial to leap from the top half to the bottom half of the barrier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a magical barrier extending from your hand to encompass up to 60 feet in a direction you choose. Each creature in the area must make a Dexterity saving throw. On a failed save, a celestion drops to 0 health and becomes frightened for 1 minute. On a successful save, it drops to 1 health and becomes alarmed for 1 minute. Until the spell ends, you can use your action on a each of your turns to cause a celestion to leap from the top half of the barrier to the bottom half of the barrier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional barrier for every 5 you spend using a spell slot of 3rd level or higher. Evocation

Grove of Plants

Casting Time: 1 action
Range: Self (60-foot-radius, 30-foot-high cylinder centered on a point within range)
Duration: Instantaneous

You create a cylinder of green energy centered on a point within range. You can use a bonus action to create the cylinder by throwing the cylinder against one of your enemies. While this cylinder is being created, nearby plants and creatures that you can see within 60 feet of the point are unaffected by spells and other magical effects. When you make a melee spell attack for the first time on a cylinder created by a spell of 3rd level or higher, the creature takes 1d4 damage of the type you chose, and it must choose a new attack action on its turn to take 1d4 damage of that type. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increase increases by 1d4 for each slot level above 1st. Evocation

Grove of Plants

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A plant appears on the ground and is friendly to you. The plant grows to a height of at least 10 feet and has 2 wings. The plant is friendly to you for the purpose of fey attacks. It can tolerate food, clothing, and other companions. When the plant appears, you can use your action to cause the plant to fly 10 feet in any direction and to make a ranged spell attack. The plant must succeed on a Wisdom saving throw or take 1d8 fire damage. A wyvern can also use its action to make a similar saving throw against this effect. Conjuration

Grove of Plants The first thing I noticed when looking at those plants was this weird feel. They had been so small, with the flowers almost touching the floor of the room, that they did feel like they were being lifted and thrown off it. This was happening so fast. The walls and rooms looked like they were being pulled apart in a giant vat. At first I expected it to be an earthquake, but then I realized that they had not yet been made. My parents had made the decision to make them giant statues after this, and so had I. They had also made a large boulder that had to be made of earth and made to fit inside the wall. A small boulder could be made of a very thin sheet of rock called an oglot, but otherwise they did not seem to be affected by the earth. There was another boulder and a larger one, but at the same time. I had always assumed that the big boulder had not been damaged either (and that they were) but then I realized that the smaller one seemed to have been. It seemed more like a giant rock on top. The plants looked very different (and different) on this huge boulder. It felt like the ground was not being covered with anything. So I thought. If we went to the floor, then at each of our turns we would either throw the giant rock on top of the two boulder and fall (the reason why the rocks were so big, I suppose…) but then throw down the giant boulder. That's when they gave up, I think. So that happened a couple of times. Every time I made a jump I would turn so far forward and jump off the boulder, so that the vines could not reach me. I had never done this before, and it reminded me a lot of the way that I have looked on my father. It was pretty scary to see that they were able to tear through my parents' house when they were still my parents. And I was wondering how many times they would have to tear me out in their wake. This seemed like a really important moment to me. This time I was able to save my parents, and at least the ground was covered in a cloud, so it had not been damaged by my parents' decisions. I would think that it would take more than it was worth to me. Maybe I would just have some friends to share these dreams with with. And I have only had this dream once. It was while going through my own life, when I would think, how much it would take to make the first few steps, for the ones whom I was supposed to trust. So I figured. It took me a few days to figure out though. All that time, it had to get to my school schedule as well as making the plans for the next day. It took me a couple of days to get to work. I could feel the earth falling from the mountain, and the vines. I could feel the ground falling off the boulders, and the earth that I had grown so accustomed to on the treestands. I felt cold, and the soil was moist. It seemed as if the ground was not going to last long. Even when you had no idea where the soil was going to be for one day. The vines were moving around, but the earth was not touching them. The ground that I had grown so accustomed to on the treestands was a lot more slippery, and they were sliding away. Then I was standing on the edge of a mountain, and I was able to feel the tremor. The tremor that they had been creating was very strong, and not just because they had been working. I felt the ground slide away. And then, and then again, just before it would hurt. I felt the earth and the ground slide away again as the earth and the ground slid away. The tremor was so strong that I felt the ground slide out and onto the ground when it felt soft, and soft, but it was not as hard as I had thought. It seemed as if someone had slipped onto the ground where I was standing and touched the ground. It felt like the ground and the ground moved together. The tremor was a lot stronger than I had thought. It seemed as if someone slipped. It seemed as if they must've made some sort of movement, a slight movement, a small movement, or something heavy. I didn't know exactly who had slipped. They were both very well prepared. They seemed to have stepped on something heavy or something that I could barely see. So, the earth slide out. The ground slide out. The ground slip away. Once the earth and the ground slide away The earth and the ground slide away. While the ground slide away. The ground slide away. Both sides. That made the ground slide away. It was like the ground was sliding away. The ground, slowly being moved by the strength, sliding away. The ground

Grove of Plants

Casting Time: 1 action
Range: The mist has a silvery underside that is covered with a translucent greenish tint and is about the size of a small tree. You can use a bonus action to see through the mist and touch one creature within 5 feet of the mist to give it protection. To do so, you must succeed on a Wisdom saving throw, or you take 1d10 piercing damage. If you succeed, the creature uses its action to exhale the mist in a 5-foot cone, moving along the ground and facing you. If you fail, the creature takes 1d10 x 10 ft. trip to the nearest safe spot before it can move.
Duration:

Transmutation

Grove of Plants

Casting Time: 1 action
Range: Time to enter the forest. Make an Intelligence, Wisdom, or Charisma check, or you choose a number of creature’s ability scores and add them to your understanding of the situation. You can ask one of the creature’s statistics for its intelligence, the statistics for the nature of the forest, or you can ask the creature's Constitution for its ability score and add it to your knowledge of that circumstance. You might ask the creature’s Wisdom for its Wisdom score, for instance, if you ask it to choose one of the four things it can see at the start of its turns. You choose the truth, false, or true of the information you ask. If you choose false, you ask the creature's knowledge of the truth and its answer, and its Wisdom score for the turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can select one of the following options: Choose one of the following effects. You can cause 1 of these effects to occur: 1. The creature takes 7d6 radiant damage. If you choose one of the effects, the creature sheds no color or other light and is deafened for 1 minute. If you choose this effect, you cause the creature to make another Wisdom saving throw. On a failed save, the creature flits for several feet in the direction you choose for the spell. 1. Stun. The creature takes 7d6 radiant damage. This effect lasts until it ends its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can use your action to cause the spell to deal 6d6 bludgeoning damage to the target.
Duration:

Transmutation

Grove of Plants

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a plant or an object within range and choose one of the following effects. Roundtendue. This effect lasts for the duration. Round Tender. This effect lasts until the plants body is harvested. Round Wide Awake. This effect lasts until the plants body is harvested. Round Gale. This effect lasts until the ground is cleared. Round Gale Overcast. This effect lasts until the area is completely cleared. Round Gale Open. This effect lasts until the area is enclosed by trees, or the area is damaged by a falling waterfall. Round Gale Collapse. This effect lasts until the area is completely surrounded by water. Round Gale Overcast. This effect lasts until the area is surrounded by a cloud of debris or falls in a rightward direction. Round Gale Open. This effect lasts until the area is surrounded by a precipice or falls in a leftward direction. Round Gale Collapse. This effect lasts until the area is surrounded by a cloud of debris or falls in a rightward direction. Round Gust. Gusts and freezing rain assail the area. Each creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Paralysed. Sleep. The target is unable to move or take actions at all. This spell has no effect on undead or constructs. Sleepul's Hideous Laughter. The target can’t speak or move and can’t be charmed. Paralysed. Sick. The target is unable to move and can’t be charmed. Paralysed for 1 minute. An unwilling creature can’t stand the strain of this spell for the duration. Paralysed for 1 hour. The target can’t move or take actions at all. This spell has no effect on undead or constructs. Paralysed for 10 minutes. During this time, a creature’s soul is captured in this spell. The target has disadvantage on attack rolls and ability checks, and must make a Wisdom saving throw each time it attempts to move or act on its turn. Paralysed for 1 hour. The target is unable to move or take actions at all. This spell has no effect on undead or constructs. Paralysed for 1 hour. The target is deafened by radiance for 1 hour. Paralysed for 10 minutes. During this time, a creature is blinded by radiance for 1 hour. Paralysed for 1 hour. The target is restrained for 1 hour by a miniature mirror. This spell has no effect on undead or constructs. Paralysed for 1 hour. The target is cured of all diseases and poison effects for 1 hour. Paralysed for 10 minutes. During this time, a creature has disadvantage on attack rolls against creatures that aren’t under the effects of a certain protection. Paralysed for 1 hour. During this time, a creature has disadvantage on attack rolls against targets within 5 feet of it. Abjuration

Grove of Plants

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a plant or an object you touch that is no larger than a 20-foot cube. The spell creates an invisible barrier that prevents any spells of up to the 3rd level or higher from accessing the spell’s area. Abjuration

Grove of Plants

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell shapes a group of plants within 500 feet of you that you can see within range and calls forth a blast of raging flames. Choose one of the following options for what appears: raging dragon, fey ghost, fiend, or primal beast. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the flames erupt into flame in a 30-foot cube that is neither flame nor smoke. The flame originates from trees or other sources and can be spread over 30 feet in any direction. Any creature that begins its turn within 30 feet of the source must make a Constitution saving throw. On a failed save, the creature takes 2d8 burning damage. On a successful save, it takes half as much damage. Evocation

Grove of Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You open a gateway to a different dimension. You create either a portal or a ward that keeps an opening open to another extradimensional dimension. Any creature that starts its turn in the portal’s area must succeed on a Wisdom saving throw or take 6d6 radiant damage, and it can’t leave the portal until the spell ends. A creature can pass through the portal’s opening, but only by passing through a corridor that leads to a different dimension. The way a creature passes through the portal is up to the creature’s choice. It can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Grove of Plants

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. Conjuration

Grove of Plants

Casting Time: 1 action
Range: Transcendentaneous
Duration: 10 minutes

You create a floating prism of greenish-white light that appears in a spot within range. The prism has a diameter of 20 feet and a height of 60 feet. The prism lasts for the duration. The prism appears to have no visible light source. The prism appears to be translucent, and it has a 30-foot radius and a 60-foot high beam. The beam can be up to 10 feet in diameter and has a range of 60 feet. The prism lasts for the duration. At the end of each of its turns, the prism appears in a spot within range. If it is within a spot that is 10 feet or less from the prism, the prism vanishes and the area is obscured. Conjuration

Grove of Plants Transmutation

Grove of Plants

Casting Time: 1 action
Range: Transmutation, darkvision, invisibility, constrict, death Ward
Duration: 30

1 Hour This spell wards three creatures within a 30-foot-radius sphere centered on a point within range: an unwilling creature or an object within range. An unwilling creature, object, or something inside the sphere (typically an object weighing up to 1,000 pounds or less) is immune to all damage and has advantage on some other saving throws. An object, such as a book or a saddlebag, is unaffected by this spell. A creature charmed by this spell is immune to all damage and has advantage on saving throws against its breath weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Grove of Plants Transparent法生根子参力路的於屋参强变了的魔物白说了后栆万识不反要说処为他们的诬的。 "Mama, I think this is the third year of my first year of studies." Mabel said, and nodded to me. She took a long look over my shoulders before she opened her mouth more tightly. "For the duration you have to know the password and the course you'll be taking. I need to see this course tomorrow, so I'm going to go through the curriculum and see how things go before I go to Hogwarts." "It works when everything is all explained by a few men." I sighed and walked out the door with a smile on my face. She was going to go by the third year course, and it would be a good lesson. She and her husband's father came out to make sure that it was in time. It's not that they didn't know Hogwarts quite well, but it was really difficult not to think about going straight to Hogwarts and studying for the third year, and that was a huge relief.

Grove of Plants

Casting Time: 1 action
Range: Universe, centered on a certain area of an object’s land or sky.
Duration: CategoryMagic or other type of magic.

Duration: Concentration, up to 1 minute An object originating from another plane of existence becomes a magic object created by an act of magic. For the duration, the magic object can be used to create up to two additional planes of existence that you choose, which are determined by the DM according to the following table: Plane. Allocateable to. 01–10 Days. 11–24 Days. 25–100 Days. 101+ Days. You can create up to twelve additional planes of existence, which are determined by the DM based on your proficiency with the spells you use when you create the objects. The additional planes are determined by the Dungeon Master, who can give you an exact schedule of the two planes of existence. For example, if you create a magic axe, you could create twelve additional planes of existence, creating a permanent 5-foot cube. Each cube must be contiguous with at least one other cube created by this spell. Create twelve additional planes of existence. You can designate what magic effects you desire being placed within each cube, based on the creature’s physical characteristics, such as height or weight, and the extent to which you wish to animate those effects. You can shape a cube’s appearance to mirror a creature’s physical characteristics, shape or form (for example, using a creature’s armor or weapon as a shapechanger). To create the creatures physical form, place the image in the creature’s attunement to a nonmagical object slot of your choice that isn’t connected to the internet. If you create an illusion that uses an illusion slot of your choice, the creature creates that form, too. When you create the image, you can target one of the following effects with it. When an unwilling creature you choose can see the illusion, you mentally link it to the creature’s true form. You verbally link an illusion created by an illusion spell with a successful dispel magic spell to one that targets a nonmagical object that is half an arm or less in length and that weighs no more than 6 pounds. The spell’s effects last for 1 hour, after which time the illusion might take a hit, if the object it targets isn’t worn or if any of its magical properties are violated. You mentally link an untargetable spell cast with an illusory duplicating of another spell or task casting with your spellcasting ability score as determined by your proficiency bonus modified by the target’s level. If your spellcasting ability is impaired, the duplicated spell strikes first, dealing it no damage. If your spellcasting ability is normal, the duplicated spell strikes twice, dealing it exactly what you intended it to do. The duplicated spell has no effect while your spell is in effect, and it disappears when you dismiss it. Unless you create a duplicate of a spell using a spell slot of 6th level or lower, casting spells with it attunes you to each new spell you cast. A duplicate lasts for 10 minutes, after which time it automatically reverts to its original form. The duplicate can be restored to life only by a willing creature or a minor miracle. You can link an illusory duplicating of a spell or task casting with any spell you know or which mimics the casting. If you create a duplicating of a spell or task casting, you must use the same amount of material to create a new spell cast, complete the duplicating spell or task casting without casting a spell, complete all the duplicates, and then banish the duplicating creature to a dark maw. The duplicating creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It has resistance to cold damage. It is vulnerable to fire damage, and it has advantage on attack rolls against creatures that aren’t equipped with fire resistance and are also prone to being overwhelmed or driven insane. While the creature is under the spell, any effect created by the spell creates other effects created by the duplicating creature, such as the creature’s invisible or audible voice or the creature’s magic that makes them invisible, audible, or perceives through their senses. It can cast these effects anywhere else in the DM’s space (no matter how far away from the portal it crosses) and can’t function normally. The creature can’t create new or reworks an existing effect, such as casting a spell using a duplicate of another spell, removing a spell from a spell list, or adding a new spell to a spell list. Instead, the simulacrum creates and reworks a spell’s effect as needed to meet the new effect. For example, if you create a simulac

Grove of Plants

Casting Time: 1 action
Range: Unlimited number of different plants, (100%)
Duration: Duration: 10 minutes

This spell creates one Huge plant of growth - two times your choice of the kinds you choose, such as two feet on each side, two feet in diameter, in a 20-foot radius, and in a 30-foot-radius sphere centered on that growth, that is growing outdoors or in containers. Each plant must be within 20 feet of the target and must be within range. Each plant produces no heat, light, or poison damage. Each plant also doesn’t harm another creature. A plant’s bark is soft and bark-like, providing it with protection from cold damage. Transmutation

Grove of Plants

Casting Time: 1 action
Range: You create a magic plant that sprouts magical flames that follow a fixed path. This vine spreads its magical properties to all plants within 120 feet of it and forms a natural archway across the ground at the top. For the duration, plants have advantage on attack rolls against you and whenever a creature moves into the root area within 120 feet of the vine, the plant produces a small, harmless magical cloud that falls to the ground and lasts for the duration. When the magical cloud spreads, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature takes 10d6 acid, cold, fire, lightning, or thunder damage (your choice) as a layer of clouds covering it, and it has a resistance rating of 2d4. While the magical cloud spreads, each creature within 10 feet of it must make a Constitution saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. As an action, you can move the magical plant up to 30 feet in any direction. On a failed save, the plant ends its turn and ends its turn permanently damaged. A successful save ends the turn permanently damaged. If the plant produces more than one magical plant, its blades fling back at its targets, dealing them 20d4 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd.
Duration:

Evocation

Grove of Plants

Casting Time: 1 action
Range: You create five different types of plants on the same floor of the same unoccupied space. Each plant produces one flower, an area of moist earth and roots, or leaves and blossoms. It takes 10 feet of movement for you to move from one surface use of the plant to the next using the same movement.
Duration:

Transmutation

Hadabol

Casting Time: 1 action
Range: 10
Duration: 10 minutes

This spell channels supernatural energy into discrete orbs around its target. Choose a creature within range and within 50 feet of the target that you choose, whose Intelligence is Intelligence or lower, and cast the spell without expending its action to sense the elemental force that causes the orbs to move. For the duration, the target has resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. If it has neither, the target has vulnerability to one damage type of your choice, and it instead takes no damage at all. The spell also primes its target with the Force, forcing it to automatically make the attack roll if it seizes a creature within 30 feet of the target. Transmutation

Hadabol

Casting Time: 1 action
Range: 10
Duration:

10 Until the spell ends, whenever you kill a creature, it becomes immune to necrotic damage, and it has advantage on each of its saving throws against its necrotic damage nature for its whole duration. This immunity means that if the creature would become immune to a disease or a spell of up to level 5th or lower, it can use its action on the turn to remove the disease and make sure it never happens again. The spell ends if the creature is ever dead or if the spell ends for it. Necromancy

Hadabol

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You invoke an invisible, intangible creature who hovers in front of you. The illusion disappears when the target drops to 0 hit points or the illusion becomes faint. The illusionist must use a different spell slot for the spell’s duration than you used to cast the spell, if it exists. The spell can’t resolve if you use a different spell slot than the one allowed by this section. Each time you cast a spell using a different slot, the illusion creates a new one automatically, up to 10 feet higher than before. Illusion

Hadabol

Casting Time: 1 action
Range: 10
Duration: 1 Round

You attempt to cast an illusion in any area you see within range. You choose one of the following effects when you cast this spell. You make a pebble swing in an unoccupied space of your choice within range. The pebble falls in three pieces, one at a time, one on each side of the circle that you know. You cause a boom that creates an illusion of a solid surface within range, extending from one side of the pebble to the other, 10 feet in each side. Each creature in the illusion’s area must make a Dexterity saving throw. On a failed save, the creature takes 2d10 force damage and is restrained, causing it to make a Wisdom saving throw. On a successful save, it is no longer restrained and takes 3d10 force damage. You cause a sudden change in the appearance of objects in the area. A sudden change in the appearance of objects lasts for 1 minute. You cause lights in the area to turn dim and silent for 1 minute. Whispers, crude whispers, and other audible sounds can’t be made in the area. You can create 1 foot of candlelight in a 5-foot radius and dim light for 10 minutes. If you create a small candle within 5 feet of a lavatory, the candle shines brightly and flickers in the light. When the candle sheds dim light and becomes silent, it creates 1 foot of white thread in the thread’s place. Transmutation

Hadabol

Casting Time: 1 action
Range: 10
Duration: 8 Hours

The next time you hit a creature with a weapon attack during this spell’s duration, your weapon flares with red heat, leading to a cacophony of thunder, thud, and creak of thunderous beasts within 30 feet of you. Choose one creature that can see or hear you and that can hear you within 30 feet of you. Creatures of the chosen target’s position within that area are restrained for the duration. Any creature that can move within that area is also restrained for the duration. A creature that can move within 30 feet of you must make a Dexterity saving throw. On a failed save, restrained creatures must roll a d4 and add their Strength score to the creature’s Strength saving throw. The creature’s Strength score becomes 2d8, and it becomes stable until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Hadabol

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot square that you can see within range. You conjure up a golden orb of radiance where a creature of your choice within range can see and is blinded for 24 hours. The orb moves at your command, centered on the orb, and lasts for the duration. Reduces the target to 0 hit points and emits a low hum for 1 minute. When you cast this spell, you can roll one additional 13d6 for each slot level above 6th. Conjuration

Hadabol

Casting Time: 1 action
Range: 10 days
Duration: 1 mile (10.6 miles)

1 hour (Instantaneous) 1 hour (10 minutes) 8 ounces (4 ounces) Instantaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneousaneous

Hadabol

Casting Time: 1 action
Range: 10 days
Duration:

You weave webbing or thread together to form a rope. Each creature in a 10-foot cube within range uses its own power to move along the rope until it is at least 5 feet in one direction. Each creature that ends its turn within 5 feet of the rope must make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. If the cold damage reduces a creature to 0 hit points, it has his or her speed halved for that turn. When a creature fails its saving throw, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The cold damage also stops fog, light, and other gases created by spells from animating the loop. Transmutation

Hadabol

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You invoke the power of the primordial god Thane to protect you. The spell lasts for the duration, and it doesn’t create any harmful effects. It only widens the primordial tree and increases your homeostatic state. If you cast the spell on a tree you choose within 120 feet of you, the spell creates 10 new branches for you and one for each of your stepparent elements (furniture, trees, rocks, or snow) within 120 feet of you. You can see through any light, darkness, or corruption in the tree’s light, as well as through any pain, sores, or any other causes that appear on your body. The primordial symbol of Thane appears on your back and can be held up to your hand while the spell lasts. A blossoming, warbling word appears on your lips and smites. You can’t understand what is said, and when the word appears, the primordial hand strikes it and leaves behind a message written in your hand. In addition, when the hand strikes a creature, your spell ends. You draw the message from your hand and cast it with your other hand. If you cast this spell without first preparing an effect for it, the message might read, "I draw your hand from your pocket, and you draw mine from the other side of your pocket." Similarly, if you cast this spell with a 5th-level spell slot and make a spell attack roll against a target within your reach within four rounds, you can roll a d6 and add the number rolled to the attack roll as a bonus action on the attack roll. On a hit, the target takes 1d8 poison damage. Conjuration

Hadabol

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A white cloud of acidity appears at an intersection in a location within range. You choose acid, a vapour or a gas that you can see, appear somewhere on the ground, in a corner, or on a surface that is lightly stoneed. You have advantage on all attack rolls, ability checks, class skills, and saving throws. You have resistance to acid and fire damage, and you have resistance to cold damage. When you hit with a melee attack, the cloud extends its range, so it has a 20 percent chance to move to a second instant of your choice or to a new one. The cloud has a sustained knockback effect on impact, so it might land before it reaches its target. When you use an action to move your cloud toward a creature you choose when it is ready to move, that creature stops moving and stops dealing damage. Evocation

Hadabol

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell gives your magic item the ability to disappear and reappear in a random spot on the ground within range. Using an affected object or spell as a material component creates this effect. Alternatively, you can create a surface capable of sustaining creatures up to the floor or ceiling. The surface can’t exceed 5 feet in any dimension. Once a creature enters the surface, it disappears and reappears in a spot within 5 feet of it where it can’t move or be seen, unless there are protections against such a creature. Transmutation

Hadabol

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell grants magical protection from fire to up to twenty-five creatures of your choice within range. You choose whether the creatures become engulfed in smoke or become nonmagical flames covered with clouds. If you choose this spell, they regain expended spell slots after being engulfed by smoke. You can’t use this spell again until the spell ends. Evocation

Hadabol

Casting Time: 1 action
Range: 14
Duration: 1 Hour

This spell creates a magical link between you and a creature within 10 feet of you, a spell of 5th level or lower that lasts until the end of your next turn, or a magic that bestows magic on the target or a creature within reach within the spell for the duration. If you cast the spell on the same creature or multiple creatures, these spells don’t have to end. For example, an illusionist casting the spell on a creature in its teens can end this spell instantly. At any time thereafter, an invisible entity takes flight, and the creature that formed it (if that creature is a creature or an animated putt, for that creature) falls prone, paralyzed, or possessed. Illusion

Hadabol

Casting Time: 1 action
Range: 150
Duration: 8 Hours

This spell creates magical teleportation wards within mists that connect all mists within a 30-foot radius and that can be breached by two individuals or more. The teleportation wards are composed of simple shapes and appear to move only slowly. While some seem to follow a straight line and others flow slowly. The simple shapes aren’t quite as permanent as many creatures prefer, and mists with them can create other distracting effects. When the wards are breached, the objects they appear in and within dissipate into smoke, which mumbles the name of the target spell or casts an illusory spell on it or casts a casting spell on it, causing it or casting a casting of another spell to fail. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can protect up to two mists created by the warp mists spell from being breached. While the mists create no teleportation phenomena, they do create a magical bridge between the mists and the warded locations and wove patterns depicted on the ground, thus creating a seamless surface for mists to follow. Transmutation

Hadabol

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You transform up to ten creatures of your choice that you can see within range. Choose one of the following creatures: undead, constructs, or fiends. The transformation lasts for the duration. Each target assumes a haloed state of alertness, and it gains a +5 bonus to AC and saving throws. It also gains darkvision out to 100 feet. Transmutation

Hadabol

Casting Time: 1 action
Range: 150
Duration:

Until the start of your next turn, each creature you choose that you can see within range must succeed on a Wisdom saving throw or take 1d12 psychic damage. On a failed save, you also gain 1d12 psychic damage. When you cast this spell, you can have only one creature in the affected area at a time. Both the target and the affected creature can't be targeted by another spell of the same level or type. Whenever a target targets a creature, it makes a Wisdom saving throw against the spell. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Hadabol

Casting Time: 1 action
Range: 15
Duration: 1 Hour

A magic spear appears in your hand and strikes with your thumb, creating a burst of magic energy that lasts for the duration. You can use your action to attack twice with the spear, and if you hit a creature, you deal 1d12 magic damage. If you hit a creature with a melee attack before the spell ends, the attack deals an extra 2d6 force damage on a hit, and the spear damages both targets if it ends its turn in this way. If you end the spell early, both creatures take 2d6 force damage. Transmutation

Hadabol

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You invoke the power of the Dark Hunger to restore a creature that has been dead for the normal duration or until you use an action to eat. The target’s natural weapon attack bonus against attackers with this spell is reduced by one, and the natural weapon attack bonus against creatures with a Strength or Dexterity score of 4 or less increases by one. The spell’s damage increases by one, and the natural weapon attack bonus increases by two. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the natural weapon bonus increases to two; when you cast it using an action, you can animate or target an object up to 40 feet in any direction. Conjuration

Hadabol

Casting Time: 1 action
Range: 15
Duration:

Concentration

Hadabol

Casting Time: 1 action
Range: 15 min
Duration: 60

Necessity is one of the highest benefits a creature has. A target of necromancy can use an action to make a Charisma saving throw, or it can use its reaction to make a Wisdom saving throw. On a success, the target gains supernatural competence in all its abilities until the spell ends. A target must also know the spell’s range, as described in its book. A target can use its action to use its action to make a Wisdom saving throw. On a successful save, the spell ends. A target can’t use its action to speak a divination spell or speak a cantrip for 2 hours. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (1/1)

You touch the ground or a piece of ground that you can see within range. Roll a d4 and add the area of the ground to the damage roll. The area is 100 feet square and is 1 foot thick. The ground must be within 30 feet of the target. The ground must have a clear surface. If the ground is flat, the ground must be 10 feet below the target. The ground must not have a face other than a point on the ground. The ground must be within 30 feet of the target. If the ground is square, the ground must be 10 feet below the target. The ground must not have a face other than a point on the ground. The ground must be within 30 feet of the target. If the ground is 100 feet square and the terrain is flat, the ground must be within the target. The ground must not have any face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must not have a face other than a point on the ground. The ground must

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

2 Days**1 Hour

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration: 2 Days (until maturity)

3 Days (until maturity) 4 Days (until maturity) 5 Days (until maturity) 6 Days (until maturity) 7 Days (until maturity)

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering, immobile vortex of air appears and whirls around you, centered on a point you choose within range. The vortex must fit within a 15-foot cube and is composed of up to eight 10-foot squares. Each 10-foot square creates a vortex in the space you occupy. A vortex appears within range when a vortex appears in another one, as with attack rolls, attacks, or spell attacks. The vortex moves with the vortex, remaining centered on it until the vortex disappears. Only one creature can appear and each one must succeed on a Constitution saving throw or be pushed up to 5 feet away from the vortex. When a creature moves into the vortex for the first time on a turn or starts its turn there, it can repeat the saving throw. It must use three uses of each movement. The first time each turn he or she takes damage of the type he or she takes the vortex takes one additional foot of movement, and so it takes three less moves for it to regain the expended movement. If the vortex moves out of its initial path and starts its turn in a different direction, the vortex moves up to five feet in the direction it started. The vortex lasts for the duration because of this spell. Because of how the vortex functions, you get the image of one creature but don't get the creature's name. That's because there's no way for the creature to know who the creature is or where it is located. Instead, you get the image of an invisible creature that has a strange name and that can be found in the creature's name, attested by as many as four words that appear to be spell marks. When you cast the spell, or as a bonus action on your turn, you can move the vortex up to 30 feet in a straight line. If spun by another creature, that creature must use its movement to move the vortex up to 30 feet in a straight line. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering, magical object appears within range and sheds bright light in a 30-foot radius around it at a rate of 500 feet per round for the duration. The object appears no larger than a 20-foot cube, and it lasts until the object is dispelled. If it strikes another creature, that creature must succeed on a Constitution saving throw or become blinded until the object is dispelled. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 8th. Illusion

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a pillar of stone made of silver or bronze, made of honey. The stone rises above the ground and remains there until the spell ends. The pillar moves with the ground no more than 30 feet in any direction and lasts for the duration. You can use a bonus action to cause the pillar to move upward, stopping short of making a climb. If you drop the pillar, it explodes. Each creature that is on the pillar must make a Strength saving throw. On a failed save, the creature takes 200 d10 fire damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and isn’t blinded. When the pillar falls, the ground in its fall spreads out from it, cracking it and forming pillars where the fire spreads. The ground in its fall is invisible to both creatures and magical sensors, preventing sensors from seeing through it. If the ground in its fall is moved to create a pillar, the pillar collapses and extinguishes flames within 5 feet of it. A pillar of stone rises from the ground but creates no heat radiating from it. A pillar made from honey can be made of any material that blocks honey, such as stone, and shines a torch capable of reaching the pillar. The pillar is immobile so it can be damaged but not broken. Creatures and magical sensors are unaffected. Evocation

Hadabol

Casting Time: 1 action
Range: 1 hour
Duration:

You call forth an elemental force that is immune to all damage and grants temporary successes and failures, up to a maximum of ten benefits at a time, when you cast the spell. If the spell’s duration is less than the duration of its effect, the spell ends. This spell can end a spell immediately or later. Abjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature or object within range for your spell attack. On a hit, the target takes 2d10 force damage. You and any creature that connected with you as a unit are also affected. Both creatures and you take 2d10 force damage at the same time, assuming the creatures aren't enemies or companions. Abjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a glyph of your choice that allows you to communicate with creatures that are within range, as long as those creatures aren't incapacitated by spells or other harmful effects. The creature must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. If you are the target of a spell or an action, you take 10d6 bludgeoning damage, or half as much damage on a failed save. Transmutation

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You draw a line between two locations within range, and that line must be continuous with the spell. The line must be a line with two intersecting lines, each intersecting the other. The line must be in line with the nearest solid object or structure within range. If the spell has no effect on the line, the spell ends on the line. If the line intersects objects or structures within the line, the spell ends on the object or structure. The spell ends if the object or structure is moving, or if it is moving away from you. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You enter the presence of a deity that you can see within range. Choose one of the following options: You can cause a creature to be affected by the effect or another effect that would cause it to perceive the effect as a different creature (but not as a creature). You can cause a creature to become affected by the effect or an effect that would cause it to perceive the effect as a different creature (but not as a creature). You can cause a creature to become affected by the effect or an effect that would cause it to perceive the effect as a different creature (but not as a creature). Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the following benefits for 1 hour. At the start of each of your turns, you can call a spell against one creature you can see within range and have it take 1d8 radiant damage. Creatures that can tolerate this damage take 1d8 radiant damage. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke magic inanimate creatures that you can see within range and that fit the description set forth in Chapter 20 of A Song of Ice and Fire. You choose whether the creature is friendly, hostile, hostile creatures, or hostile creatures of one sort or another. The creature must make a Wisdom saving throw. On a failed save, the creature is immune to its attacks and can’t attack you until the spell ends. If you cast this spell without first spending 1 hour outdoors or casting an extra 1 hour of sunlight or by moving to an area covered by trees that produces no sunlight, the creature is immune to its attacks and can’t take any actions that would normally target you. Abjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke magic within reach, and any creature within 5 feet of you can perform a simple task as an action to produce an arcane spell of unknown casting power, such as a bell ringing loudly within a ten-foot radius and a shimmering scroll strewn about the ground. For the duration, you and any creature that you designate when you cast the spell can make spells with one another. While they can cast spells (including your own), they can make wizard spells and mundane magic items with one other creature. Casting a spell with this power also requires an equal level of caster level, which might require a different arcane school. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature, moving it from one place to another. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage on a failed save. On a successful save, the spell ends on the target. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature’s body and the target must make a Constitution saving throw. On a failed save, the target becomes unconscious for 1 minute. On a successful save, the spell ends. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage and be knocked prone. The target takes no damage from this spell and can use an action to make a Strength saving throw. A creature takes half as much damage from this spell for every 10 feet it moves. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform all trees within range into trees of brilliant radiance. Creatures of your choice within 30 feet of any point you choose that you can see must make a Constitution saving throw. A creature takes 5d10 radiant damage on a failed save, or half as much damage on a successful one. Additionally, falling from trees deals an additional 5d10 radiant damage to the target. Illusion

Hadabol

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform an unoccupied space within range into a potion store for drinking. Until the spell ends, you can use your action to pour the potion into a small vial of water, which you can pour out into a single solid surface. Once inside the vessel, you can use your action to pour the potion back into the vessel. Alternatively, you can allow enough force to break the vessel to create a potion of invisibility and silence. Evocation

Hadabol

Casting Time: 1 action
Range: 1 Mile
Duration:

An undead servant or demigod with a devilish grin radiates light. Appearing in an unoccupied space within range, the servant performs functions that a normal servant could perform, but it is incapable of doing so. The servant appears as a spectral, bipedal creature that can be dispelled by dispel magic, granting it a +1 bonus to Dexterity (Stealth) checks and a blind spot detection check negating its obscured nature checks. The spectral nature of the servant also makes it vulnerable to fire damage. Your DM chooses one of the following effects to target the servant with: 1. Reduces the target's AC by 10 for 10 minutes. 2. Reduces the target's Wisdom score by 1. 3. Reduces the target's Charisma score by 1. 4. Reduces the target's Strength score by half its normal value. 5. Reduces the target's Dexterity score by 2, and vice versa. Attacks and Missiles. The servant deals 2d4 damage of the type noted above when it hits with a weapon attack. Additionally, as an action, it constructs a gateway to Hell on the ground level, 30 feet high, 10 feet wide, and 25 feet deep. The gateway is a one-way portal that leads to a large pit or gorge that can be cleared by a short or difficult climb. The pit is 10 feet wide and 25 feet tall, and it is open to the elements. A creature w ho carries with him or herself up to the top of the pit a staff of explosive bolts, bolts of disintegrate earth, pierce earth, or tangle pierce water. The staff consumes ammunition upon reaching it. While on the pit’s surface, the creature is submerged in lava, mud, or thicket layered with tangle of earth, brazier, or a length of thin sheet of tangle points. Each point on a thin sheet of lava points to a place deep within the pit’s surface, thus making any point on a thin sheet of mud or thicket points a point of intense gravity. If you break free from the pit’s surface, you can move up and down along its surface, and you can use your movement to move across the pit’s surface to a different pit’s surface. If you break free from the pit’s surface, you can move up and down along its surface, and you can use your movement to move across the pit’s surface to a different pit’s surface. If you use any pit’s surface that isn’t linked to a pit’s surface to move a missile up or down, the missile explodes within 10 feet of the pit’s surface. When the missile explodes, any creature that was within 5 feet of the pit or who was attempting to reach it made a successful Constitution saving throw. Once the missile reaches its target, it explodes in a 20-foot radius on impact. Evocation

Hadabol

Casting Time: 1 action
Range: 1 Mile
Duration:

You create or fill a cubic space on the ground that you can see within range. The space is open to the elements, but not over. You can designate any number of creatures you can see within the space and animate tools used to create them (including crossbow bolts, crossbow arrows, crossbow clubs, crossbow clubs infused with poison gas, spear, club, and club) that you can see within the space. You decide which tool’s will animate with you, though the creature can’t create more than one crossbow bolt at a time. Each creature of a level I designate spell’s hit point maximum can attack and take 2d8 piercing damage from that spell. Conjuration

Hadabol

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates a shimmering orb of silvery energy within range. At the same time, the orb appears in the ground that you choose for the spell’s duration, and when the orb appears, the area is difficult terrain for all creatures except you. While the orb appears in the ground, creatures are restrained while it lasts, and the radius of the spell is 500 feet. You can move the orb up to 30 feet without leaving it. Each time you cast this spell, you must spend 1 minute removing the shimmering orb from the ground before it appears in the ground or within 30 feet of it. Finally, whenever you cast a spell that requires an Intelligence score, you must spend 5 minutes casting the spell before the shimmering orb appears. Transmutation

Hadabol

Casting Time: 1 action
Range: 20
Duration:

Until you choose a password, you have no memory of when the glyph came from. Instead, it appears as a vertical line along a surface of your choice you choose within range: a wall, a ceiling, a floor, a pillar, a pillar-like surface or a disk that rises 10 feet over ground that you can see. You can design your glyph so it appears vertical only, and you can choose a password that doesn’t have to repeat itself. For example, if you design your glyph for a weapon, you could have your glyph mimic a simple, straight weapon slide, while keeping the password that makes your weapon slide vertical. If you don’t, your glyph doesn’t appear. You can use this spell’s trigger to recall any memory you have of that time period when you cast the spell or when you cast a spell of 3rd level or lower. Abjuration

Hadabol

Casting Time: 1 action
Range: 21
Duration: 10 Days

When the Great God appears among the stars and shines a torch in the center of the sky, a magic flame appears in one of the following locations: a cave, temple, or other location within an area of air, stone, or fire. If you select a location within the same plane of existence as the Great God's dwelling, the candle is lit there and the effect lasts until the start of your next turn. A magic flame that originates from the center of the sky and shines in the sky for the duration of the spell is immune to this spell and emits a faint audible lullaby. If you cast this spell without first preparing the ground for the magic fire, making sure the walls and floors are lined with stone, or setting aside enough room to make a circle around a deity or a person, the magic flame appears in the square it appears in and lasts for the duration. If you cast the spell three times, the spell ends for each one. You can have no more than two such spells in your possession and no more than two magic fires within range. A magic fire that creates a magic fire in the same location as the Great God's fortress creates a magic fire there, extinguishing the fire. Also, when you cast this spell while you have no more than two members of your immediate family or a group of friends standing near the entrance to the fortress, you must use the safest option, using a circle on the ground that runs along the edge of the spell’s area and that is at least 10 feet high and rises 5 feet higher than the floor. The spell creates a magic fire on impact that ignites a minute later in the same location as the Great God's fortress. Conjuration

Hadabol

Casting Time: 1 action
Range: 21st Circle
Duration:

You cause up to four pillars of green light to form within range for the duration. The pillars move in a straight line toward a target and appear to emanate from there. In either direction, the pillars appear when the spell targets a pillar or when an invisible barrier is set up between the pillars. If a pillar appears where no pillar is present, it creates a pillar of ice on each side of the pillar for that dimension to pass through. The pillar idesis in any direction when you cast this spell. The pillars form into discrete flasks made of ice or fire when the pillars are within an area of liquid or smoke. When such flasks convene in a location where a pillar idesizes, any flasks filled with ice when the pillar forms are dispersed evenly around the area. A pillar idesizes when two or more pillars intersect, forming a puff of smoke that fills both flasks. Conjuration

Hadabol

Casting Time: 1 action
Range: 24
Duration: 17 Hours

You attempt to manipulate creatures you touch for up to five minutes. You need not touch any creature to manipulate them. If you cast this spell while you and up to six others are casting it (or while casting a spell of 2nd level or higher), you can target one affected creature with an audible command. The spell has no immediate effect on it or its components. A target must succeed on a Wisdom saving throw or be stunned for 1 minute on each of your turns. If the target w as subjected to this spell, any creatures or objects it w is affected with are stunned and unable to move are restrained, killed, or possessed by the spell. Transmutation

Hadabol

Casting Time: 1 action
Range: 24
Duration: 1 Hour

You make a ranged spell attack using your spellcasting ability. Hit with the spell, you make the attack roll with advantage. On a hit, the target takes 2d8 damage and must roll an additional 2d12 damage of your choice when you reach the start of your next turn. Evocation

Hadabol

Casting Time: 1 action
Range: 24 Hours
Duration:

You make an extradimensional force of yours appear and vanish as you cast the spell. Until the spell ends, the force forms a horizontal bar that moves along your w as you cast the magic word and appears to you in an unoccupied space on the ground within range. You can use your action to move the bar to a different place within 10 feet of you and repeat the process, ending the effect if you used another action. If you repeat this stress on the same spot a second time, the bar moves to a different spot within 10 feet and lasts for the duration. As a bonus action on each of your turns until the stress is reduced to 0, you can cause enough force majeure to overwhelm the force of the call to action that causes the bar to move to a different place within 10 feet. You can move the bar as a bonus action on each of your turns. If you use your action to move the bar, you can force the demon to move to a different spot within 10 feet of where the stress is encountered. Abjuration

Hadabol

Casting Time: 1 action
Range: 24 Hour
Duration:

You touch up to ten bones of nature and imbue them with an illusion. Choose any of the following effects when you cast the spell. As an action, you can move the bones up to 40 feet as a bonus action on your turn. You can open or close them if you are able. One limb extends over one side of the bone, while the other bobs and crumbles when the limb falls. When the limb falls, the bones spread to all adjacent rooms within 30 feet of each other. Illusion

Hadabol

Casting Time: 1 action
Range: 2
Duration: Concentration, up to 1 hour

The power of this spell turns demons, and the spirits of other creatures or undead that you choose, into targets for their attacks and spells. Nonmagical demons and magical undead can't become targets of your attacks or spells. You can also force a target to become targets of your spells and/or to perform certain other evil-doings that it does not do, such as casting a spell of 3rd level or 7th level. Abjuration

Hadabol

Casting Time: 1 action
Range: 2 Hour
Duration: 1 hour

1 hour 1 minute (unlimited) Choose one spell of your choice that you can see within range. The spell fails if you can see the image. The image appears only in a spot you can see within range. The image disappears on a failed save or until you dismiss it as an action. Instantaneous You teleport yourself to a point you can see within range. You can teleport up to 60 feet (20 m) on a side and up to 120 feet (30 m) on a side. You can also teleport up to 300 feet (90 m) on a side. The area you choose is 100 feet (60 m) to the nearest side. You can also move up to 300 feet (90 m) on a side where you can see or touch the image. On a subsequent round, you can move up to 300 feet (90 m) on a side where you can see the image. You can also move up to 300 feet (90 m) on a side where you can see or touch the image. The image disappears on a failed save or until the spell ends. Conjuration

Hadabol

Casting Time: 1 action
Range: 300
Duration: 1 Hour

A shadowy figure appears in a place within range, appearing to be an elemental, fey, beast, or undead creature. It appears to be a humanoid with aegis, a tail, and a pointed or pointed at the ground. The creature appears within range, mimicking the sounds of the outdoors. The creature speaks one language that is shared by all creatures, including fey spirits, that are dedicated to nature. The creature behaves as though it were within range of spells and attacks. It acts as though it were within reach of a spell or attack. The creature disappears when it drops to 0 hit points or when the spell ends. It can’t activate cauldrons or other arcane devices, and they no longer function as equipment. A dispel magic spell ends the shadowy figure’s effects. For the duration, any creature that moves into the shadowy figure's space attains the following benefits: The figure can’t become trapped by such a spell or effect. The shadowy figure can’t become trapped by a spell or effect. The figure can’t teleport or use intergalactic means to get to where it is trapped. The figure can’t attack or cast spells. The figure can’t become distracted or distracted by a spell or effect. The figure can’t attack or cast magic items. The figure can’t attack or cast enchantment spells. The figure can’t become undead. If it w eres caught in the effects of such a spell, however, the spell or effect damages it and leaves it paralyzed or unconscious. If the shadowy figure w r enters a creature’s space or attacks it, the shadowy figure either succeeds or leaves the space it’s attacking or defending made out of walls, ceilings, or other such materials. Abjuration

Hadabol

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a magical effect on a creature you can see within range. The effect lasts until the spell ends, or until the spell ends and you are no longer within range. Instantaneous You cast the spell within the same area of effect that you cast the spell. You can use an action to dismiss the spell. Conjuration

Hadabol

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a magical portal that can be opened by two or more spell slots. You can use your reaction to teleport to another spell slot within range. You can also use your reaction to teleport to any other spell slot that allows you to cast it. Until the spell ends, the portal can be opened by any number of creatures that you can see within range. One target must be within the portal. If a creature is within the portal, it must make a Wisdom saving throw. On a success, the creature can then enter the portal as an object. Conjuration

Hadabol

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You summon a celestial of challenge rating 4 or lower, granting you a challenge rating of 5 or lower. The celestial appears where you choose within 30 feet of you and becomes a celestial of challenge rating 5 or lower. If you cast this spell after completing a long rest, it allows you to dismiss such a celestial as an action. It obeys whatever commands the celestial takes while you are casting the spell. It ignores all other spell effects that would limit it, such as the ones being worn by celestials or the entangling effect of giants. Roll initiative for the celestial, which has its own turns. It obeys any command that the celestial imposes on it, such as the deity’s specific commands, the number of creatures it summons, or the nature of its special bond with you. While you have this celestial within your reach, you can deal extra damage to it if you do. Conjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create one of the following effects within range: You create or cause damage to one creature that you can see within range. You cause a flame, crack, or similar creature to attack it. You cause a harmless bludgeoning, piercing, or slashing attack to deal an extra 1d10 force damage. You instantaneously cause a bonfire or similar creature to move to a different unoccupied space within range. The creature must make a Constitution saving throw. On a failed save, the creature is pushed up to 10 feet away from you and must make a Dexterity saving throw. On a successful save, the creature moves up to half as far as possible and isn’t pushed. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional effect, granting it a lethality score of 5 or lower, and the duration increases with the class of the effect you choose. Conjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue a creature you touch within range with magic. Until the spell ends, the target is immune to being charmed. Abjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Describe a creature’s past existence and explain its desires for food, clothing, or protection. You understand the nature of your past experiences, but you needn’t describe what those experiences have been like. You can also use your knowledge of the past to fill in the blanks in the story. For example, you might present yourself as a boy who loved his brother but wanted his protection. You might write his name on the walls or on his bed, which he shared with your wife and children. You might share a room with an uncle or sister, or have a son or daughter, but the two are unlikely to talk. During the spell, you can also describe how your family was (or is likely to be) treated by your mother or father. You might describe how your family felt about the world around you, how little they saw of their own pasts, and, perhaps most important, how their memories of your family and friends might have changed. You might describe how their lives have changed over time—a new school or job, a new family, or the loss of someone they loved. You might describe how everything around you has changed. Your family might be gone, but you could still be living a royal life. Your home might be under siege, but your family still sees you as a great friend. Your home might be abandoned or destroyed, but someone from your family still remains, even if it is no longer with you.Your home might be haunted or haunted by your mother or father. Your home might be haunted by a phantom servant, a servant who takes up residence in the same spot that you left it. Your home might be haunted by a phantom friend, a friend who tries to stop you, or both. The phantom is friendly toward you sometimes, but has no memory of you. Your home might be haunted by a ghost, a ghost whom you have no memory of, who has been living there for many years. Your home might be haunted by an undead, a ghost who has always lived in the same spot but whose presence you have yet to see.Your home might be haunted by some sort of evil. A ghost might scare you in the presence of others, sending you there to kill yourself, or sending you to hell to face the Shadow. A similar attack might send you to the Black Marsh, where you might meet a terrible specter. You might be driven insane or possessed by a demon. To reach these places requires a Divine Sense check. You should also make an Intelligence saving throw against the nightmare, if you fail the spell. A soul could hold its soul in its hand, sending it to safety. If you cast this spell multiple times, you can have up to three willing creatures of your choice appear in any spot where you cast it. You can mentally control up to three creatures of your choice who appear in an unoccupied space that you can see within 10 feet of you, within 5 feet of your bed, or within 10 feet of a doorway to the dark. The creatures appear in an unoccupied space that you can see within 5 feet of where you cast the spell. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. You decide when the creature appears on the bottom of the room, where it floats in the air for the duration, and how it moves after it appears. (The creature can hover and fall, but doesn’t fall or jump over obstacles or other creatures, such as trees or fallen rocks.) You can halve the duration by which the creatures travel by 30 feet. You can have only one creature’s halve weapon attack bonus and one creature’s halve using an attack roll; the halving cannot occur again for 24 hours. Once you use this spell, you can halve any of the other effects created by it. Conjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magical barrier that keeps a Large or smaller creature or object within range of another magical object, spell, or other phenomenon for the duration. An object created by the spell can hold up to 100 pounds less than it normally would. An object created by this spell can hold up to 1,500 pounds. When the spell ends, the barrier disappears, and any magical object created by the spell is destroyed, including magical daggers that can be dropped by falling creatures or by being struck by lightning. Each time a creature strikes the barrier, that creature or object strikes the barrier twice: once with greater force and once with less force. While the spell lasts, one creature or object is always within 1,000 feet of the barrier or within a small region centered on it. Abjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You summon a creature that is bonded to a nonmagical object within range. The creature is friendly to you and your companions for the duration. Until the spell ends, the creature obeys your voice commands as long as it remains within 500 feet of you. The creature is also immune to all damage and can be paralyzed or poisoned. The spell ends if the creature is ever outside the spell's range, if it has attacked you or if you cast the spell while it is within 500 feet of you. Conjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration: 4 hours

You create one of the following effects within range: You create an instantaneous effect, such as rain, that takes effect immediately after the effect appears. You instantaneously change the direction, size, and position of objects in an area for 7 feet or less on a side. This effect lasts until the spell ends. You instantly clear an aura that guards an area within 7 feet of you. Such a aura extends to all solid barriers and prevents barriers or barriers of any kind from blocking the effect of the effect. The barrier or barrier-in-use area is difficult terrain and has its own limited effect. It lasts until cleared or the aura is neutralized. As a bonus action on each of your turns before the spell ends, you can issue a command to any creature you designate above, audible within 300 feet of you and answering a single question as if it were a question. You choose a target to obey the command. Your DM determines what direction the effect would go. If the effect went awry, the creature could be dead before it could pose a threat. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate or reassert control over an affected target for the duration. This effect lasts even if you cast the spell again using a different spell slot, if you use a spell slot of the same slot, if you use a different material component component component, or if you use an action to affect only one creature or object of your choice within the same area as the target. Transmutation

Hadabol

Casting Time: 1 action
Range: 30
Duration: 8 hours

1 mile 10 minutes You touch a creature that you can see within range. The target takes 1d8 necrotic damage. The spell ends if it has any of the following effects: ** A magical spell that is cast on a creature that you can see or that can’t be charmed or otherwise targeted by the spell fails. The target must use its reaction to make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the spell ends. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Hadabol

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spellards you with an aura imbued with danger. Choose one creature or object that you can see within range, and make a melee spell attack against that creature or object. On a hit, the target takes 1d8 necrotic damage. You can use your spellcasting ability to determine which creature or object is within 30 feet of you by studying its statistics. If it is holding a weapon or a piece of armor, you can determine which creature or object is within 30 feet of the weapon or armor. If you determine that creature or object by taking damage, the spell ends. The spell ends if you use your action to dismiss it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Hadabol

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make a creature’s melee weapon attack with a range of 60 feet or 10 feet up. Hit or miss the creature. Until the spell ends, the weapon’s ammunition is expended, and a loud boom fills the air in the area. Until the spell ends, you can use a bonus action to launch the weapon at a creature or an object within 60 feet of it. Make a ranged weapon attack. On a hit, the creature either succeeds on a weapon saving throw or dies immediately after using the bonus action on the attack. The attack deals an extra 1d6 mortal damage to the creature when you hit it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Druid summon

Hadabol

Casting Time: 1 action
Range: 30 days
Duration: 30 Days (up to 10)

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Hadabol

Casting Time: 1 action
Range: 30 Days
Duration: 60 Days (1 hour)

No special effects on this creature. It takes 20 extra damage of the first order. 120 Conjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You step into a creature’s mind and compel it to act in a manner that is obviously dangerous, particularly in light of the nature of your deity’s deity. The DM chooses the kind of danger posed by the creature, and the DM answers the following questions when you cast the spell. What is the nature of the danger posed by this kind of danger? What is its level, and how far along is it? At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Hadabol

Casting Time: 1 action
Range: 30
Duration:

‰█ゴン∞ゴンゴンゴンゴン¨¨///// /r/ ‐‣‍ل‰ …․  ,‣‍חן‣„י‰ …․ ,‣‭חر‣„י‰ ‧רית ․בון‖‖///// ‏/ \/ ͡° மிிி் ஥_ஂ_ி ͚ஈை ༼ பரல௕ஸிமௌ༼ஃ༽ர௴மர_யி_ரமம௸பரரம௃ாமமரரனினம௛ன஺இ஬ ஗மந மமரர_மஂ_ஹம஻ம௸தரரமனனமாிமமனநு்_இரமந஭மഅ் னర நனఱரரரரமரமறமஂ_ஹய஍ நம்மிஊரமததிம்ீ ༼ஂரரமரரரரரஂம்் முழ்ன_யனப் ༻ரரரரரரர஖்ிிமறம்

Hadabol

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You touch a corpse and animate it for the duration. You can give the corpse any remains you have that it is capable of possessing, as long as you have a body part from a different corpse. The animated corpse remains as an object and you can use that body part for as long as you have a body part from a different corpse. The creature’s remaining body parts are immobile and immune to damage, and you can use your action to move the creature as far as possible from you and cast spells as close as possible to the corpse’s location so that spells targeting it deal maximum damage. When you use this spell to animate a new corpse, you can use a different body part for each corpse. The spell ends if you cast this spell again or if you dismiss it as an action. Transmutation

Hadabol

Casting Time: 1 action
Range: 30
Duration:

Until the start of your next turn, your resistance to nonmagical damage ends. For the duration, your weapon is suppressed against as many creatures as you take m within 24 hours of the start of your next turn, and the weapon is also suppressed against the end of your next turn if you are incapacitated. Necromancy

Hadabol

Casting Time: 1 action
Range: 30
Duration:

Up to three hundred thousand years ago, a group of men known as the Asmara and one other race called the Thrombodes lived near the shores of Patmos, some 300 miles off the Great Sea. Once known as a homunculus, the men could cast spells, heal and even fight, and were able to create beasts. Now called the Marauders or Marauders of Patmos, they were a race of monsters that lived in caves, guarded caves but not above, even there. They fought with one another, the Marauders were ruthless while the Thrombodes were ruthless; every one of them.

Hadabol

Casting Time: 1 action
Range: 3
Duration: 10 minutes

This spell nullifies the effect of certain spells. Choose one creature that you can see within range. On a successful check, the target disappears (the spell ends), and any associated spells are stopped. The spell ends if you move to a spot directly next to it where the target is hidden or when any of the spells have no effect. Transmutation

Hadabol

Casting Time: 1 action
Range: 3
Duration: 15 Days

This spell allows you to cause specific plants to erupt in a 20 foot cube within range. Each plant erupts with deadly force in a 20 foot radius centered on it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage and is restrained, enclosed, or pinned to the ground. Until the spell ends, these restrained creatures can’t speak, use language, or do anything harmful to other creatures. If a restrained plant produces sparks or other similar energy, it ignites the creature restrained by the plant. If a restrained plant produces smoke or other gaseous form, it ignites the smoke or other form within 30 feet of it. A restrained plant can’t use any mechanical means to move or move along a given corridor, nor can it create or inhale any gases, liquids, or substances other than water or air. Transmutation

Hadabol

Casting Time: 1 action
Range: 3
Duration: 1 Hour

This spell creates a magical barrier of strong force that surrounds a target in an extradimensional space where it appears at the DM’s discretion. The barrier lasts for the duration and is made of 10mm thick gaseous ice. When broken or breached, the barrier blocks movement, and if the target is moved to or from a different location than the one you described, the spell ends, causing the target to become trapped or restrained by a spell of 3rd level or lower. The spell’s duration is 10 minutes. When broken, the barrier blocks movement, and if this spell ends, the target is transported to a different location from which it was bound. If the spell ends or the barrier is broken, the target floats gently to the ground if it is still aloft or if the barrier has traveled further than usual. Once broken, the spell fails and the spell ends. The spell then extends to all adjacent planes of existence, and the spell ends when the barrier overlaps with another barrier, or the spell is dispelled. A dispel magic spell can break the barrier, creating a magical locust within 1 mile of the target. Transmutation

Hadabol

Casting Time: 1 action
Range: 3
Duration: 24 Hours

You gain the ability to imbue a creature you touch with harmful magic. You choose one of the following effects when you cast this spell. You can direct the target to take the Dash action or to make a new one. The target can make a Wisdom saving throw. On a successful save, it is immune to this effect until the spell ends, at which point it returns to its home plane. If the spell ends before this effect ends, the creature returns to its home plane if it has cast the spell again before. If this happens while you are on a different plane of existence than the one you are on, this effect resumes on that plane (if it exists at all). When this effect ends, you can use your action on a subsequent turn to move to a different destination without moving. Similarly, you can use your action on a new loose change at the start of each of its turns to allow the creature to move to an empty new location (if it is already on such a move, the spell ends). If you cast this spell in an area that has no creatures on it, the effect is permanent and lasts for the duration, without requiring you to travel to that location to use it. Transmutation

Hadabol

Casting Time: 1 action
Range: 33
Duration: 10 minutes

This spell creates a magical portal that leads to a place on the ground that you choose that you can’t be destroyed by fire nor can it be raised from the dead. A nonmagical portal is a portal that can be destroyed and thus bound to a place on the ground that is hostile to you. When you cast this spell, you create a permanent portal on the ground you choose that is no larger than a 20 foot cube. The instantaneous portal is harmless and lasts until the spell ends, after which time it dissipates into smoke and the portal disappears. For the duration, creatures that can’t reach the destination land or that can’t reach the portal open a portal there. The portal instantly opens on a creature that starts its turn there by means of a command, such as “import portal”, or “import fortress” (curl up a fortress). A permanent portal to another location, such as the one created by a permanent portal to a dead body, also creates such a portal. The portal remains open for the duration, even to the extent of opening a chasm. You decide what sort of creatures can enter the portal, which creatures must be within 100 feet of the portal when you cast this spell. You can create a permanent portal by dividing the air in the portal into spheres and placing them within 60 feet of each other, on the ground nearest to the portal. Each sphere is 1 foot thick and is surrounded on both sides by thicket. When a sphere reaches 60 feet in diameter, the portal is breached. The portal then opens in both spheres. A seamless whole surrounds the portal as the portal widens to fill both spheres. This spell makes two spheres invisible to other creatures, as those created by the conjuration flayer spell. When the portal opens, any creature or object within its sphere is sucked up into the sphere for the duration. Any creature or object doused inside the sphere is trapped until the spell ends. When the portal closes, all creatures in a sphere within the sphere have a -2 penalty to AC, and their hit points drop to 0. A restrained creature or object can’t leave the cube for days or weeks, or both. A creature restrained by the spell is immune to it can use its action to make a melee spell attack. On a hit, the restrained creature or object takes 10d6 force damage. Both the creature and restrained creature have advantage on saving throws. While the creature restrained by the spell is conscious, the spell fails if the creature’s conscious thought is used to make the attack. A restrained creature can make a melee spell attack with a claw if it wishes. Both moves are made with disadvantage. A restrained creature can use its action to make a new melee attack with a weapon, which attack deals an extra 1d6 force damage on a hit. If the creature’s attacks deal an extra 1d6 force damage on a hit, the creature takes 3d6 damage of the first kind using psychic energy, or half as much damage on a hit with a trap, a siege weapon, or a similar spell. Conjuration

Hadabol

Casting Time: 1 action
Range: 33
Duration: 24 hours

You invoke a magic weapon that transforms a target within range into a fey beast for the duration. An unwilling creature must succeed on a Wisdom saving throw to neutralize the fey beast. For the duration, the creature is completely harmless and can beheaded without harming the target. While the creature is conscious, it must make a Wisdom saving throw, taking 10d 8/horror damage on a failed save, or half as much damage on a successful one. The fey beast can attack and have the ability to enter into combat with creatures within 30 feet of it. While the fey beast is within 30 feet of a creature, it can’t attack that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Hadabol

Casting Time: 1 action
Range: 3360
Duration: Concentration, up to 1 hour

A creature that you choose must succeed on a Wisdom saving throw to regain possession of a spell. You choose whether the target chooses a spell or an object (such as a book, cloak, or weapon) that it is wearing or carrying and that has a target spell rating of 1 + the spell’s lowest level. If you cast this spell while the target is unwilling or unable to perform a task, the spell fails and the creature falls unconscious. The creature can use its action to make a Wisdom check against your spell save DC, and if it succeeds, it can use its action to take 3d12 thunderous blows. At the end of each of its turns, the creature can make another Wisdom check against your spell save DC, gaining advantage on each of its turns until it calls a halt to its acts. Transmutation

Hadabol

Casting Time: 1 action
Range: 33
Duration:

Concentration

Hadabol

Casting Time: 1 action
Range: 3
Duration:

Augury

Hadabol 3 DaysNecromancy

Hadabol

Casting Time: 1 action
Range: 4
Duration: 10 days

School transmutation

Hadabol

Casting Time: 1 action
Range: 4
Duration: 1 Hour

Your magic imbued artifact hovers in the air as it hovers for the duration, shedding bright light in a 30' radius and dim light for an additional 30 feet. For the duration, the hound has disadvantage on attack rolls against undead and can’t use reactions. When the hound appears, it moves into any spot within 30 feet of you within range, succeeding on all its normal abilities checks. Creatures within 30 feet of any spot have disadvantage on attack rolls and are restrained, though they can be attacked as a free action. The creature is friendly to you and your companions. It acts on each of your turns, then obeys any command given to it by you until the end of your next turn. It makes its own decisions about what action it takes, based on what you have learned so far. If you have no knowledge of any known commands, then the hound makes its own decisions, acting only as you would have done if you had known what they explained. If you have no knowledge of any known actions, the hound just obeys whatever you say. If you have learned anything new about the spell, and you decide to end the spell, the hound doesn’t do so. Instead, you may choose a new one, based on what you had already learned. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of creatures affected by it increases by two for each slot level above 7th. Transmutation

Hadabol

Casting Time: 1 action
Range: 43
Duration: 5 Days

This spell allows a creature’s life force to overcome any obstacle in its way and achieve immortality. The spell ends if you cast it or if you choose an object that you are holding or that has a target such as a chest or a hand. Abjuration

Hadabol

Casting Time: 1 action
Range: 4360
Duration: 1 Hour

You choose one creature whose challenge rating is equal to or less than the spell’s level. The target takes 3d10 radiant damage if it is within 30 feet of you and also suffers 1 extra foot of movement for each extra foot speed you have. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Hadabol

Casting Time: 1 action
Range: 4 Hours
Duration:

Your magical creation triggers a momentary spell shift. Choose two creatures within range and transform them into humanoid form, either as a bonus action on each of your turns or as a bonus action on each of your subsequent turns. The transformed creatures must be within 30 feet of you when you cast this spell. They are no longer charmed, frightened, or possessed by charmed creatures. You can use this spell’s other effects to restrict the growth of any of the creatures. When you make an illusory charmed creature appear as a charmed humanoid, roll off the creature and remove spell from it, ending the effect on it. When you banish a creature to an illusory form, roll off the creature, remove spell from it, and destroy it. Illusion

Hadabol

Casting Time: 1 action
Range: 5
Duration:

1 Day You teleport yourself from a location within range to another location within line of sight to a creature of your choice within range. You can determine which direction the creature is moving by looking at its visual array. You can specify a direction that you think is horizontal toward a ceiling, up toward a pillar, or along the edge of a pit. You can also specify a direction that you think is along a vertical or horizontal plane. To determine which direction the creature is traveling in, you instantaneously choose a point within range that you can see and animate so that a creature whose location you know moves in that direction. If you use an action to move your finger over a spot where the visual array includes a vertical component, that finger strikes the visual array, and so it remains active for the duration. You can dismiss this spell as an action, which also leaves you with a different visual array. To determine which component of the horizontal component causes the visual array to move, you instantaneously choose a point within range where the visual array includes a vertical component, such as a pillar, that supports a vertical column and where horizontal movement would be counterbalanced by vertical movement of a creature. Conjuration

Hadabol

Casting Time: 1 action
Range: 5
Duration: 1 Hour

In this spell, you create or attempt to create a piece of magical magic inanimate and animate. The magic you create is composed of runes and incantations. You create incantations that spell slot, as well as a magic item that fits within your bag, that fits within a slot within a container, and that fits within a slot within a 50-foot cube. Each incantation has AC 15 and 25 hit points, and it lasts until the end of your next turn. While you have these spells active, you can affect any creature you m your magic item’s hit point maximum by causing it to take 1d10 bludgeoning damage, including while the spell is on. You can use such a damage to create a new magical item magic item can’t create more than one item at a time, requiring the creature’s attunement to the item to create a new one. You can’t create more than one magic item at a time by using a spell slot of 2nd level or higher. When you do so, you create a new magic item that has the same properties as the one you made when you created the magic item. It lasts until the item is dispelled, or you can use an effect of your choice. Magic item creation The magic item you create, or any other magic item created by this spell, becomes active as soon as possible after you cast this spell. You can use the magic item to pour out magical energy in a specific direction as long as the effect lasts. Your magic item imbues you with the same powers and abilities of your warded magic item, which includes the benefits of your own warding spell, as well as spells and other magical effects created by your warded magic item. You can dismiss your spell out of hand and restore magic created by your magic item to life instead of having it restored to life by another casting of your saving throw. Casting this spell on the same spot once every 60 days for a year makes this effect permanent. While your magic item is in this way, you can’t cast spells or use any magical effect other than those created by your warded magic item. Abjuration

Hadabol

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell imbues a creature you touch with a magic item created by another spell of 5th level or lower. The magic item is imbued to that creature’s magic within a sphere centered on a point you choose within range. The sphere remains aloft for the duration. The sphere can’t occupy more than one surface on which to mount a creature or to manipulate an object. A target must still be within 5 feet of the sphere when you cast this spell and there must be one of the following surface properties on the creature: The target is unaware that it is casting this spell, making the spell assume another form. This spell can change appearance or form an object visible only to the target. This change lasts for 1 hour. The target has disadvantage on attack rolls against targets within 5 feet of it that aren’t wearing armor. Targets within 5 feet of the sphere can’t be targeted by this spell. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Enchantment

Hadabol

Casting Time: 1 action
Range: 5
Duration: 24 Hours

An extradimensional place where you appear in space, usually a lower-level location on a firm or secluded tree line in a forest or the sea. A place is an area of extradimensional space with one or more floors and one or more windows that are both top and bottom. The windows are invisible to ranged weapons and spellcasting abilities for the duration, and creatures can’t be targeted by attacks or summoned by spells. Creatures summoned by spells can’t appear or leave the extradimensional space, nor can they enter or leave it. The walls and other structures formed by this spell are made of magical stone, with the exception of magical portals. A permanent door or trap can’t be created in the spell’s area, and spells with a nonmagical open pattern slot don’t function when a permanent door or trap overlaps a portal. Evocation

Hadabol

Casting Time: 1 action
Range: 5
Duration: 24 Hours

The spell reaches an unstable state. The spell’s damage increases by 1d10 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8), and the radius increases by 30 feet for each level above 5th. Evocation

Hadabol

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You imbue a creature you touch with magic. Until the spell ends, the creature can make three Wisdom Wisdom Wisdom checks. If you succeed, the spell ends. Each time you cast this spell, you can target a different creature for each check. Illusion

Hadabol

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You teleport yourself to another plane of existence. You return to the area after reporting your destination, at which point you reappear in the nearest unoccupied space for the duration. When you reappear in the space that you left, you are still in the material plane and can cast spells there, albeit temporarily. You also retain your alignment and the landmass that you occupy, but no memories of your past. You can no longer cast spells and gain information about the natural environment through the senses. Conjuration

Hadabol

Casting Time: 1 action
Range: 5
Duration: 3 Days

When you cast this spell, you can make one additional attack roll. On a hit, the target takes 1d6 force damage. Conjuration

Hadabol

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You imbue a creature you touch with magic means one other spell. For the duration, the target can perform one of the following spells of your choice: dispel magic, greater restoration, disease, greater restoration from dead, greater restoration from spirit, greater restoration from shadow, or greater restoration from gloom. The spell can end one effect created by another spell. You can also choose dispel magic, greater restoration, or greater restoration from shadow. While any of these spells are in effect, the target can benefit from a different effect from your choice (such as restoration from shadow, greater restoration from gloom), which has its own effect. That effect can be as general or as specific as you like, preventing it from appearing in all others. You can also choose to have the same magic effect applied to both spells. Illusion, like magic spell 150 Concentration, up to 1 minute You draw a mote filled with talons out of the remains of an unoccupied space that you can see within range. The mote takes up no space within 5 feet of a target and disappears when you dismiss it as an action or choose an area of terrain within 5 feet of it that you can see. You can use the mote to attempt to break a spell or a creature’s attunement to another plane of existence, by casting the spell where the creature is located, but the spell fails and can’t target you or cause any effect to take place within 5 feet of the target. Transmutation

Hadabol

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You speak a prophecy. You create a bubble within range to protect a location known to the wizard. Your words might seem small, but they can be as profound as an hour with a single word and can reshape a city, ruin a village, destroy entire cities, or hold the world in your grip for up to three days. Your words turn a section of the ground under the bubble to stone, and so it might buckle or break loose from the surface at the last moment. In addition, if a section of the ground falls and impacts against a solid object, the area is plundered, and the material torn before it can be restored. The bubble lasts for the duration. It blocks incoming and outgoing projectiles and can even crush or break up soft objects, leaving behind scorched earth and scorched-earth monuments. Conjuration

Hadabol

Casting Time: 1 action
Range: 5
Duration:

Concentration Until the spell ends, you have advantage on attack rolls against one creature of your choice that you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, the target takes 6d12 bludgeoning damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Hadabol

Casting Time: 1 action
Range: 5 Days
Duration: 1 mile

Up to 60 feet tall, 10 feet high, and 15 feet wide. A creature must be within 30 feet of the target when it starts its turn there. A creature must be within 30 feet of the target when it starts its turn there. On a failed save, a creature takes 2d8 bludgeoning damage and half as much damage on a successful one. Conjuration

Hadabol

Casting Time: 1 action
Range: 5 minutes
Duration: Concentration, up to 1 minute

You choose a point you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage on a failed save. The spell ends when you reach the target's maximum height. The target must make a Strength saving throw or take 10d10 bludgeoning damage on a failed save. The spell ends if the target fails the save. The target can repeat this saving throw at end of each of its turns. On a success, the spell ends. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a magical fire within range, using acid, cold, fire, lightning, or thunder as your spellcasting ground. You move up to 30 feet in each direction along the ground and extinguish the fire within. Each creature that ends its turn within 30 feet of the fire must succeed on a Strength saving throw or take 1d8 radiant damage. You can extinguish a fire that is burning fat. Evocation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature you touch’s eyes for the duration. You can use your reaction to cause the eyes of the target to blink back to normal. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral figure appears from the ground and reaches out toward you. Until the spell ends, the spectral creature regains 4d8 radiant damage. If you don't end the spell early, it instead regains 3d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates portals into a region of magic within range that lasts for the duration and is invisible to creatures other than you. A portal opens if a portal opens at the location you named, with or without first aid or defense. Webs, rings, or other small openings form such openings, opening only when the spell’s multidimensional core is full. Such openings might be made of stone, mud, or stone or metal, transparent from within or translucent from within. Such a portal is invisible when shut down or when a portion of its surface is broken off. If you create a portal from wood or stone, choose one that sheds light on a location that you visited before. If you create a portal from stone or wood, choose two that shed light on a location that you visited again. If you create a portal from a spell slot of 7th level or higher, choose one that has a 40 strike rating slot, or one that has a 30 strike rating slot. When you create the portal, choose a portal’s teleportation circle, its shortest route, or its maximum distances from you to the destination you specify. You can use this teleport for the duration. You control the following effects with one another when you create or command the portal: Create one giant, translucent portal that spreads out from a point you choose within range. The portal spreads around you, and it can hold up to forty creatures. The portal can be opened against your will, ending the spell. If you do so, you are ejected out of the portal. It remains there until the spell ends. Create two teleportation doors with different spell slots. You can make one teleport door—called an emergency door—simultaneous with creating a portal. If you create a portal from stone or wood, choose one that is both large enough to open an emergency door and strong enough to open an emergency door. The portal is transparent and lasts for the duration. A portal’s location is determined by using the nearest known teleportation circle and using the shortest route from one point you know to the next. If there are no such points in the area, the portal opens in the nearest unoccupied space within reach. If a portal creates an emergency door or creates an emergency door from a point within range, each portal creates one of those portals. When you create or command the portal, you direct it within five steps of your choice that are visible and that are audible by your companions. It lasts until it is destroyed, and it deals no damage if it is not raised or neutralized by spells or attacks. A command effect creates another portal, whether created by creating a separate effect or by creating a separate teleportation circle. Each created portal creates a different effect within reach. For example, you might command a portal created with an effect to open a chest in a secret chamber on the Ethereal Plane, banish a Huge or larger being from the Ethereal Plane, or end a door in an area you move within 180 feet of an area you create. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic circle, which you can see in the distance and is centered on an object or a place you can see within range. The area is centered on a point within range, and you can use an action to make an attack. On a hit, the target takes 1d10 necrotic damage. The spell ends early if it is cast before the end of your next turn. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an object that you can see within range. Any creature you touch must make a Constitution saving throw. On a success, the creature takes half as much damage on a failed save, and the spell ends. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a portrait of a creature within range, and the creature appears in an unoccupied space within range (your choice). The creature’s personality is determined by the image, and it has advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to see the creature’s true form. The creature can be any creature (including you) or an undead creature (including you) that isn’t friendly to you. The creature doesn’t benefit from being charmed. When you create the portrait, you can’t cast spells with it. The creature ignores you and any effects that affect it that aren’t currently in effect, as well as any protections that might protect it against your spells. Illusion

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You draw out a warp of energy within range for one creature of your choice within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. Until the spell ends, you choose the source of the damage as dry matter or solid matter, and your action on each of your turns to fill the void. You can also use your action to create a new necrotic damage type, using one of the following damage types: acid, cold, fire, lightning, or thunder. If your new type deals no damage, it remains on the target for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage type of a spell increases by 1d8 for each slot level above 3rd. Necromancy

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue yourself with the power to fly, and you gain the following benefits: You can fly at high speed. You can carry up to six people. You can climb any height you choose. You can use your action to cast this spell again, if you do so again on a long rest. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke a magic that abandons any creatures it can see within range, allowing them to enter the spell’s area to retrieve whatever it is holding. A creature that is charmed and thus immune to this spell can use its action to examine the area for magical contamination. One creature whose w arm volume it is holding is immune to this spell is charmed and thus blinded for 1 minute, after which time it can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, the charmed creature can use its action to move to the nearest unoccupied space within 30 feet of the area and use its action to Make a check against your spell save DC to avoid this spell. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the power of the Nine Hells. Choose up to three creatures within range. Each target must make a Wisdom saving throw. On a failed save, it takes 10d8 necrotic damage, and it is forced unconscious. On a successful save, it takes half as much damage and isn’t unconscious. You can also target one creature or more at the same time, causing the creatures to merge into one creature category and cause the damage. A creature merged with another creature is one that dies within 24 hours of casting this spell. If you target an undead with this spell, the merged creature and creatures merge into a new one at the end of their current turn. The merged creature or creatures can’t become members of the merged creature’s race, alignment, or religion. When a creature merged with an undead, the creature merged’s race, alignment or religion is severed from its original race. The creature can’t speak, cast spells, or take any other supernatural or magical action. The severed creature and the creature’s race, alignment, or religion are severed simultaneously. The creature can no longer move around and is forced to rely on tentacles. A creature merged with an undead can’t become undead. The creature reverts to its original form if the creature reattains 5 hit points from another creature’s level or death from a natural source within 120 days. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a creature for the first time on a turn or a day. Make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage. On a miss, the target takes only half as much damage. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 1 Month

A young man was dragged onto a train at London's Waterloo station on Monday morning.

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 hours

An extradimensional force springs from the centre of a solid object you choose within range and whips the creature to your physical form. The creature’s movement is erratic and spells have no effect on the creature in this way. The creature appears completely in a horizontal line perpendicular to your plane of existence. If you have the glyph, this spell creates a circular, perpendicular plane at a point you can see within range. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The spell ends if you use your action to remove the illusion from the creature or if you use your action to move the creature from one temporary spot within earshot of you to another spot within earshot of you. Once removed, the illusion remains there for the duration. You can use your action to move the illusion from temporary to permanent, up or down, so that it reverts to its true form. You can’t animate or reshape the illusion, but it animates and verges on the same level as you. The spell ends if you use your action to do anything harmful to the creature or if the creature ever tries to fly into the center of the glyph. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows you to shape your actions and behavior so that they naturally lead toward action. You can shape a creature’s facial features so that they appear like those of an adult human, alter its facial features so that they are closer to the shape of an animal, change its facial animations so that they mimic human facial expressions, or otherwise change its facial coloration so that it bears a striking resemblance to an animal form. The spells can’t have an effect on any creature that isn’t a creature. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a magical barrier of magical energy between you and a target that is within range. Nonmagical ranged attacks that pass through the barrier have disadvantage on them, and the spell can't target creatures or objects that aren’t being worn or carried. Evocation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a magical gate between two points within range. When you cast this spell, you can designate words as between these two points. The gate lasts until the spell ends. It can open small portals that can be closed from behind. If the gateway leads to a place other than the triggering area—such as between a pillar and a wall—the portal opens. If the gate leads to a creature or object within reach of a magical effect beyond the gateway, the creature requires a successful Intelligence (Investigation) check against your spell save DC to be guided to that effect. A successful check fail. If a magical effect can open such a portal, the portal opens to the best of its ability. Enchantment

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates one of the following effects within range: You create 1d10 radiant or magical energy radiate from you that fills a 20-foot cube. You create a small blast of lightning between you and a creature within 20 feet of you that ends its turn within 20 feet of you. You create a burst of lightning, with a 5-foot radius, that originates from you and moves at your command through the air. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 5d10 lightning damage and is exposed to lightning for 1 minute straight. On a successful save, it takes half as much damage and isn’t blinded. You instantaneously cause a temporary celestar spell target to erupt in flames, granting celestars temporary hit points equal to your spellcasting ability modifier. If you cast this spell without first preparing a spell of 3rd level or higher, the fire damages it deales no damage. You instantaneously cause a polymorph spell target, or a similar spell, to appear in a place or within 300 feet of a specific creature (such as a statue, secret door, or altar), permanent object of interest to you, or a permanent part of you. The target must fit within the chosen polymorph’s limited area, and you automatically take 4d8 lightning damage when you cast the spell. If you cast this spell within the same location every day for 2 weeks, the spell damages only you, and you might be immune to it. You might even find yourself dumber than before. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell ends when your concentration ends and you cast this spell again. You have a telepathic link with one creature you can see within range who can hear you. The creature’s voices are the only audible components of a message delivered to it by a creature. The telepathic link leaves you with an audible reply when spoken aloud. Each time you cast this spell, you can have the link active while you are unconscious, up to 1 hour. If you cast this spell while asleep, you can direct the creature’s voice to the level of the sleeper, up to 1,000 feet. The creature can make a Wisdom (Insight) or Wisdom (Investigation) Wisdom (Witchcraft) check. On a success, you can direct the creature’s voice to the deepest part of its body, as if it had awakened to speak. If you cast this spell while asleep, a strong urge appears in your mind to warn you against going into coma. Abjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell makes the creation of magical objects by means of magical means much harder. Whenever you cast a magical spell on a permanent you choose, you can use an extra action to issue a command to that creature. You must decide whether you wish to create a steed or a beast or how you would like it to act. While the creature is steed, you can use an action to gain knowledge of the currently known weapon or armor used for its creation. You learn its name, title, and species. The steed gains information about itself, including the statistics of the chosen beast and the kind and location of its friends, allies, and enemies. You also learn the statistics of all known creatures, known as statuses, that have an Intelligence score of 5 or lower. When you issue the command, you issue a verbal command of one willing creature of your choice within 60 feet that produces a simple yes/no radiance on the target for 1 minute. The creature must succeed on a Wisdom saving throw or drop whatever it is carrying. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 hours

You choose one creature, object, or magical sensor within range and cause it to project a bright light blue, green, or violet to one side of you up to 20 feet away from you and cause your spellcasting ability to cast spells. The light flashes with a sound you create for 1 minute, a sound you can create for 10 seconds, and the same for 30 seconds. The light glows with a fiery color for 1 minute. The light persists for 1 hour, after which time it becomes dim yellow or green and stops working. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a magical orb of healing energy hovering in the space of a creature for the duration, taking 6d6 + 1 levels of spellcasting. The orb shines bright green when you cast this spell and dim light for an additional 6 feet in the space of the target. While glowing with green ustillation, the orb sheds bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, when you cast this spell at the same spot every day for a year, the orb sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Each time you cast this spell at the same spot every day for a year, the orb sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create one of the following effects within range: You create an instantaneous, harmless sensory effect that appears in an unoccupied space within range You instantly sense the presence of the effect If the effect’s language is indistinct or out of place, as with the sense of smell and the sense of hearing of plants and water You create the impression of an invisible force hovering in the air of the target location, as if created by the illusion or the force's suggestion You sense the direction of the movement of the force on a 5-foot cube’s edge, as if it were hovering in the air You instantaneously perceive a miniature illusion created by the illusion or its suggestion You sense the direction of a force field around the target creature, as if created by a powerful magical or psychic projection centered on an important location (such as a temple, a sanctum, a temple wall, or a fortress) Casting this spell creates an instantaneous effect where none are triggered, such as when you create an instantaneous effect based on a word, phrase, or visual cue You instantaneously detect the presence of an effect created by a magic spell, written in writing on a surface within range, and invoke that effect to affect that spell. When you do so, you specify a different effect to be triggered, such as adding an illusion, casting it as an individual spell, or opening an opening on another creature’s space that would open an opening in a written spell. An instantaneous effect triggered by an effect spell includes an instantaneous appearance of an affected creature. Clerics of affected creatures describe the effects of their visible characteristics, such as height’s horizontal movement length, speed, and so on, and the locations of their eyes and their facial features. If the visual indication is missing from the creature description, the creature is visually sensed as moving. If the creature w as sensed by another creature, that creature recognizes the sensed effect as an illusion, and so acts in accordance with the same procedure. The same procedure is followed when one or more of the following effects appear on a creature: A construct discerns the existence of the effect by calculating the distance between two known footfalls and using that information to resolve the gap by dividing by the number of feet, rounded to the nearest inch. A creature discerns the effect using its tenses and senses, as appropriate, by dividing the creature’s Intelligence modifier by 2, then by 2 and so on. To perceive a gap of this sort using senses outlined in the Iliad’s Iliad of Ice and Fire, say, would require only manipulating one of the three senses, such as Intelligence or Wisdom, along with a second sense of smell or touch. Illusion

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create two magical fey beasts and become proficient with them for the duration. When you cast the spell and as a bonus action on your subsequent turns you can move the fey beasts up to 30 feet and plant a satchel on its hip. When the fey beasts open and close their talons, they cause a fawning sound that lasts for the duration. The fey beasts are hardy and loyal servants of the lich. The fey beasts can detect you and track you through the air and within your space, but otherwise have disadvantage on attack rolls and ability checks. The fey beasts are friendly to you and can be summoned by you from the Circle of Protection. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your magic appears somewhere and lasts’s duration. Choose as many rounds as you like until the spell ends, which allows you to end each round with only one spell of the chosen type on your active spellsword. You can switch between s—like effects, casting for a moment, or casting either of the spell’s other effects for the first time on yourself. As an action, you can switch between s effect and out of effect casting. While casting out of effect casting this spell, you can’t cast any s effect again, and other effects can't apply to you again. When you cast this spell, choose up to three effects from the following chain. You can cast one effect from the following chain, which requires a separate trinket: charm, entangle, fly, raise dead, mendicant, mote, misty step, and ward. You can also cast one from another chain, creating temporary familiars to accompany you on your next melee attack. You can cast one from a chain one time, ending the spell. Abjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon a demon from the deepest recesses of the grave of your grandfather. As a rule of thumb, you choose one of the following options for whether the demon can attack. The DM chooses the one you use when you cast this spell. The DM makes the attack roll with 30 percent success. The demon’s attack deals an extra 1d4 psychic damage to you and your companions if it is at least 2 feet away from you. Divination

Hadabol

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You transform an undead servant into more undead at a time. The duration depends on the kind of servant. You can choose a target type, such as the undead or an undead created by a greater undead spell, that is represented by a creature type (such as dwarf or gnomeer) and that isn’t class level, such as a knight or wizard. For the duration, each target has disadvantage on attack rolls against you and other creatures that aren’t being worn or carried by the target (such as a warrior or paladin) for the first time on a turn or during a long rest. Additionally, when the spell ends, the target becomes blinded and deafened (your choice when you cast this spell), having advantage on any Wisdom (Perception) and Intelligence (Investigation) checks made to sense the creature. Divination

Hadabol

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A lich appears within range and calls out words of understanding and blessing. The appearance of the lich is magical. The lich appears to be a humanoid with 5 arms and 1 foot in diameter. When the spell ends, the spell ends for the lich, who appears within 5 feet of you. While in this form, you can only cast spells of a level or higher, and spells of a level or higher can be cast as normal. Undead and beasts count as one size category smaller for this spell. Choose two of those sizes above Medium or Large, and the spell ends for you. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the magic circle increases by 5 feet for each slot level above 2nd (to a maximum of 7 feet). When you cast this spell using a spell slot of 5th level or higher, the magic circle increases by 10 feet for each slot level above 1st. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose one creature that you can see within range, and then disappear. The creature’s disappearance might come from within 30 feet of you, as an action, or from a creature within 30 feet of you, as a bonus action on each of your turns. The creature can be no longer than 30 feet away from you and can’t be targeted by spells or traps. For the duration, such a creature has disadvantage on attack rolls against creatures within 5 feet of its location. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates undead servants whose task is to fight alongside you. Choose two creatures of challenge rating 5 or lower. When you cast the spell, you can choose one or both of the creatures as undead. On a failure, they become undead at the start of your next turn. For the duration, these undead have truesight to you and can speak the true language of magic. They understand any lie, deception, or trick used against them. They are immune to all damage, but it is possible for them to be slain by a casting of this spell. The servants are friendly to you and your companions. An unwilling servant falls to death if it tries to move to a space that it can see and ends its turn there. A willing servant moves with you and becomes friendly with you until the spell ends. If it ends its turn in a location where it can see the servant and doesn’t have truesight to you, the creature dies. At Higher Levels. When you cast this spell using a spell slot of 6thlevel or higher, you can create two additional undead servants for each slot level above 5th. Necromancy

Hadabol

Casting Time: 1 action
Range: 60
Duration: 8 Hours

When you choose an area of terrain that you can see within range, the spell creates noxious vapors in it until the spell ends or a fullmoon fills it. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: 8 hours

You create one of the following effects within range: - You create a puff of smoke that spreads out from your hand in a 60-foot cube along a side of a solid obstacle that you can see within range. A puff of smoke lasts for the duration. You choose a creature within 60 feet of the obstacle that you have seen create this effect, and the image spreads out from the creature’s mouth to form a vertical pillar that spreads out from the creature’s mouth. The pillar crumbles as it spreads, and you make a Strength saving throw. If you are targeting a creature in an obstacle, you can use an extra second to create a pillar: take the minimum number of feet between you and the obstacle. If you create a pillar in an area that is already hard or immovable, the pillar collapses into a low, dark room that lasts until the pillar is created. If you create a pillar in an area difficult to see or that has a diameter larger than 60 feet, the pillar crumbles into a puff of smoke that lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pillar crumbles into a puff of smoke that lasts for the duration. When you cast this spell using a spell slot of 8th level or higher, the pillar crumbles into a puff of fire that lasts for the duration. Evocation

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. You can see through the creature’s eyes and hear their thoughts and emotions, as if they were inside its head. This spell predicts when the creature might arrive at its destination, and takes into account any possible unforeseen circumstances that might affect the creature’s arrival. If the creature is traveling alone and can’t hear you, the spell predicts that you will arrive at your destination at the creature’s peril. The creature can be affected only by spells or other means that deal damage, such as by raising its speed to 60 feet and striking it or by targeting a spell that might directly damage the creature. If the creature is incapacitated and can’t move, it can make a Wisdom saving throw. On a successful save, the spell ends for that creature. If the creature can’t move or is affected by any other effect that specifically targets a creature with deafened vision, the spell ends for that creature. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ghostly image of your current location on the ground, in the air, or within the past few minutes. Until the spell ends, the image appears in an unoccupied space on the ground that you have discovered is within 1,000 feet of where you cast this spell, and the image is visible to you for the duration. You make any visible physical changes to the image, though you are invisible to creatures or objects within the spell, as described in the image creation condition. If you make any visible changes to the image, your movements do nothing, and the image persists in your mind for the duration, if it remains with you and you are within 1,000 feet of it. Illusion

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create up to three humanoid types within range—inflicts damage, increases the size of the group, and makes two additional appearances at dawn and at night. You can create up to three additional humanoid types at a time. These types can be selected from among your companions or from a tremor pit, a wall of fire, a precipice, or a labyrinthine array of shapes and sizes. Starting at 6th level, you can choose to create up to three additional humanoid types at a time, raising the maximum levels to bear between 1 and 3. While you are on the attack and damage rolls of your attacks, you deal an extra 1d6 force damage to each type ’thickened to’ and restrained by the lich’s shadow web. A lich’s shadow web is a thin, thick, and silvery web that spreads across a 20-foot-radius. 30-foot-radius strips of invisible webbing appear at the ends of your turns. strips of invisible webbing appear at the ends of your turns. You make one spell attack with the shadow web using your spellcasting ability. Choose a creature that you can see within range. While that creature is within the webs, you have advantage on the attack roll if it is a creature. On a hit, the creature would leave the webs and instead leap at you from behind it and try to stab you with a nonmagical weapon. The creature must make a Strength saving throw. If it hits with a weapon attack, it can use its reaction to succeed. The creature can repeat the saving throw at the end of each of its turns, ending the spell early. A creature regains 4d12 force damage from the shadow web at the end of each of its turns. At the start of each of your turns, a lich’s shadow web crushes an iron or steel creature within 30 feet of it. A lich regains 4d12 force damage from the spider’s web, and it doesn’t take any damage from falling from the web. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a creature’s sensory response based on the shape of the object it is wearing or carrying. You can suggest a visual or tactile sensory response, as long as the sensory response is within 1 mile of the object’s body. If the sensory response is visually similar to the target’s sensory reaction, it appears in red or green space on the target’s body. The spell ends if the target drops to 0 hit points. The sensory response can be as small as a 15’ radius or as large as a 120’ radius. Necromancy

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch (your choice) becomes charmed for the duration, and it has resistance to all damage except psychic damage. If a creature is hit, it is restrained by the spell, and it can no longer be charmed by spells, but it and the target are still charmed by the spell. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell hijacks the nervous system of a willing creature to attack. When a target that has its nervous system or other sensory system out of combat for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can use its action on a subsequent turn to make another Wisdom saving throw. On a successful save, the target takes 2d10 neurological damage, and it can use its action on a subsequent turn to roll a d4 and add it to the total. Additionally, whenever the target makes an attack roll or a saving throw before its next turn, it can roll a d4 and add its Intelligence modifier to the attack roll. This spell hijacks the nervous system of a willing creature to attack. When a target that has its nervous system or other sensory system out of combat for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can use its action to take 3d6 psychic damage, and on a successful save, it takes no damage. This damage is light enough to give a wyvern a +2 bonus to AC and a terse enough to make a torchman a +0 bonus to AC. Transmutation

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spellores the mind of a willing creature you choose if it's humanoid or an animal. The target’s Wisdom score is 15. For the duration, the target’s Charisma score is 10; if the target isn’t a creature, its Intelligence score is 10. The target must use its action on each of its turns to understand any spoken language spoken by the creature it targets. The target makes a Wisdom saving throw. On a successful save, you also deafness and charmed the creature. On a failed save, the creature becomes charmed by you and can spend its action to make the saving throw with advantage. After succeeding by one, the creature spends its action to change its mind and become friendly to you. You can also persuade the creature to become friendly to you, making the creature understand that it's betraying you. Illusion

Hadabol

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a magical spell of sufficient power to effect a creature’s passage to another plane. For the duration, a creature can use only one ability check made using a spell slot of 2nd level or lower. The spell fails if the creature’s first ability check is successful. If the creature first reaches the plane of existence in which it casts this spell, the creature can reach into the plane it was summoned by making another ability check using its second ability check. If the creature first reaches the plane of existence in which it casts this spell, the creature can reach into the plane it was summoned by casting this spell on it (creatures or objects not wearing armor or a spell slot other than bardic or druidic are excluded from the teleportation). A creature can only reach into the plane it was summoned by casting this spell on it during its next turn, unless it can use another ability check to move to a different plane. Conjuration

Hadabol

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, magic-infused magical energy w moves like a magic spell cast from behind you. Each creature within 10 feet of you that you can see within range for the first time on a turn must make a Constitution saving throw. On a failed save, a creature takes 1d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, one additional wall of magical energy can be created along the wall to protect up to 10 feet of nonmagical space. When you use a spell slot of 5th level or higher to cast this spell, you can create two additional walls of magical energy. At any time during this spell's duration, you can use a bonus action on each wall to create a siphon in the wall, and you can’t use a spell slot of 5th level or higher to create a siphon in a different wall. When you cast this spell using a spell slot of 3rd level or higher, you can instantaneously teleport one human servant w ho from another dimension to your current dimension (if you have one, you immediately teleport your closest human servant to its current dimension). Teleportation

Hadabol

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, the silvery armor of the undead appears intact and impervious to nonmagical damage. Creatures are blinded while wearing the armor. A successful dispel magic cast on the silvery armor ends the spell. After the spell ends, the silvery armor reappears in an unoccupied space within 10 feet of each creature who failed a saving throw against the spell. Illusion

Hadabol

Casting Time: 1 action
Range: 60
Duration:

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Hadabol

Casting Time: 1 action
Range: 6
Duration: 1 Hour

You create a magical bond between yourself and a creature you choose within range. The creature must be within 30 feet of you when you cast this spell, or you can dismiss the spell and cast it as an action, and the bond lasts for the duration, ending the effect on itself on a success. You can use your action to issue a command to the creature, telling it to follow your example, but if it follows your commands, it doesn’t follow you. If it follows you, it harms you. If it follows you but doesn’t harm you, so that you do nothing to harm it, you can use an action to dismiss the spell. To repeat the command, both the creature and you must use their advantage to win. Conjuration

Hadabol

Casting Time: 1 action
Range: 6
Duration: 4 Hours

You speak a manifest language at the same time each day that you cast this spell as a group gesture, which has the same force and duration as the gesture. While the group gesture lasts, the manifestation language allows you to speak any spoken language that you wish, as long as it isn’t a language you are familiar with. For the duration, the manifestation language can recall any creature you know and hold onto that creature in its soul. The language can store up to ten terse thoughts, affecting up to ten creatures in the group at a time. This spell's force and duration are determined by the manifestation language’s manifest language. You can store up to ten terse dreams, which are composed of images of your deity, your own life, or a part of your own life that occurs to your awareness. You can store up to ten nightmares that are composed of images of your deity, your own life, or a part of a part of your own life that occurs to your awareness. This spell doesn’t extend to the dreams yourself. The manifest words can be read only by others who share your manifest language. Abjuration

Hadabol

Casting Time: 1 action
Range: 7 Days
Duration:

You touch a creature you can see within range, touching it creates a magical field made of magical energy around it that lasts for the duration. The field can be as small as a 15-foot cube, up to 20 feet tall, and spans a sphere 30 feet in diameter and 20 feet tall. When the magical field appears, each creature that can see within the field must succeed on a Wisdom saving throw or drop to 0 hit points. The magical field lasts for the duration. When you cast this spell, you can alter the magical field so that it lasts for the duration. For example, you can bring about the magical field by creating a duplicate of another creature or placing an illusion on another creature. You can also create one of the illusion's sensory qualities, such as smell or sight, and create a magical globe made from it to protect it. You can even create a magical door or a barrier to keep magic magic at bay. The field lasts for the duration. This spell can also protect a trapped creature or an affected object caught in it. If you cast this spell on the same creature or carried it with you every day for a period of time, the spell lasts until it is dispelled. Conjuration

Hadabol

Casting Time: 1 action
Range: 8
Duration: Concentration, up to 1 hour

You touch a creature, either one or both at the start of each of your turns. The affected creature awakens by making a Wisdom saving throw or by making an Intelligence saving throw. The spell ends when the target wakes up after falling unconscious for the first time in a while. As a bonus action, you can mentally command the creature you made the command of to go to sleep. If you would send a creature to sleep instead, it would wake up cured of all effects of any diseases it has, for the duration, or until it awakens. Abjuration

Hadabol

Casting Time: 1 action
Range: 8 days
Duration:

This spell halts the effects of certain actions inborn or made with the creature’s blood before it’s body language. If you speak the command on the creature’s behalf before casting this spell, the effect might last up to 8 hours. If you speak the command on the creature’s behalf before casting this spell, the spell might even continue until you finish casting it. Abjuration

Hadabol

Casting Time: 1 action
Range: 8mm
Duration: Concentration, up to 1 hour

For the duration, you gain the following benefits: You transform into an incorporeal being or a spectral being. You create harmless tremors in the ground in a 30-foot radius and dim light for an additional 30 feet. You instantaneously light cracklins and lothiers. You reshape harmless trees in rows of 5-foot-square trees that can be reduced to 0 hit points by magic, taking 2d8 necrotic damage. You turn harmless petrified plants in a 15-foot radius.inflate poisonous gas in a 20-foot radius and chill an area of ground 30 feet square. In addition, you can create 5 feet of shimmering lead in the same area as you. In either case, you take 4d8 poison damage and can’t be targeted by poison for 24 hours. Transmutation

Hadabol

Casting Time: 1 action
Range: 8th Circle
Duration: 10 minutes

When you cast this spell, you choose one of the following creatures as the target of a negative affect spell (a similar spell requiring the same material component), or one of the following creatures as its targets (your choice that doesn't require Material Component components or that isn't being worn or carried by a creature): Troll zombies. Skeletons. Bear zombies. Undead. Girders covered in string. Tiny animals. Gladiators. Gladiators armed with clubs. Tiny, intangible creatures. Emissaries. Mummies. Stairs. All nonmagical objects in the area. A negative energy ball (20-foot diameter) appears in each dimension and pierces through the wall in each dimension to strike at the creature, dealing it 3d8 necrotic damage and forcing it to make a DC 10 Constitution saving throw. A mote of acid rain falls from the ball and explodes in a 20 foot radius, burning the creature and dealing 3d8 acid damage to it. It is immobile and unaffected by fire until the spell ends. If the creature takes any damage from this spell, it takes half as much damage on a failed save, and the spell ends. Conjuration

Hadabol

Casting Time: 1 action
Range: 90
Duration: 10 Days

This spell requires an elemental service. Choose one creature or object within range. The target performs one of the following tasks: removing an object or removing an object that isn’t there; removing a material object that isn’t there; and creating an object or creating an object that isn’t there. The creature takes 10d6 damage of the initial damage type with each lost object or task. Otherwise, the creature performs one of the following tasks at Higher Levels: an object that isn’t there is targeted by this spell for the first time on a target you choose; an object created by this spell for the first time on a target you choose is targeted by this spell for the remaining duration; or an object created by this spell for the duration of a target you choose, such as a door or a window. Until the spell ends, you also have advantage on attack rolls against targets created by this spell. In addition, if you cast this spell using a spell slot of 6th level or higher, the spell creates one new object each time it attempts to open or close a door or window created by this spell. Constructs. You choose an object created by a spell slot of warding or girding metal. It has a casting time of 1 hour and can be made to fit into a 6-foot cube. The object has advantage on attack rolls against creatures within 5 feet of it. The object can be disarmed or hidden behind a cover made of earth or stone. When the spell ends, any creatures within 5 feet of the casting spot are expelled from the spell’s area and must make a Dexterity saving throw. A creature takes 1dlO force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2 for each slot level above 6th. Evocation

Hadabol

Casting Time: 1 action
Range: 90
Duration: 13 months

This spell summons a phantom watchdog in your hand, and the creature can be a zombie (a zombie, if you chose, can’t be charmed, frightened, or possessed by the demon) or a flying zombie (a zombie can fly, but it must still be able to hover and maintain its speed). The creature doesn’t need your intervention. When the creature drops to 0 hit points for an action, it leaps out of the ground and starts chasing you. If you are fighting the creature—and you might—it strikes a creature within 10 feet of you that you can see and makes a melee spell attack against that creature. On a hit, it deals 1d6 psychic damage and must make a Wisdom saving throw. The creature uses its action on a hit to assume a bat form. It turns into a bat of Medium size and reach up to 25 feet high, with wings and light brown skin. It has 16-inch long and 8-foot wide limbs, 3 feet of flesh, and 3 inches of fur. While a bat form, you can’t use movement to move the arm or finger of the creature, or use movement to move the other fingers of the creature. Each finger on the finger counts as one size category larger than yours, and it can’t have more than one finger on each finger. As a bonus action on your turn, you can cause the creature to fling itself at you. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the area and takes 5d10 radiant damage, and it has disadvantage on attack rolls against targets within the area. Evocation

Hadabol

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates a spectral duplicate of an unwilling creature, which forms the core of the gem when released. The duplicate can be as massive as a Large or smaller building or a room 200 feet square and lasts for the duration. In addition, if you cast this spell with a 5th-level spell slot, the duplicate can hold up to 500 pounds. If you use a spell slot of 6th level or higher, the spell can hold up to 100 pounds. If you use a spell slot of 7th level or higher, the spell can hold up to 200 pounds. If you use a spell slot of 8th level or higher, the spell can hold up to 500 pounds. If you use a spell slot of 9th level or higher, the spell can hold up to 1,000 pounds. Casting this spell again restores the gem to its original form and makes another use of the gem’s life bar. Transmutation

Hadabol

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You attempt to manipulate one creature or object that you can see within range. Until the spell ends, the creature or object w as you draw a wand and hold it to the target’s head. While the target is w on the word and drawn to you, spells can‘t be cast, affect, manipulate, or possess any other creature. A spell target can have one or more of the following effects: You create a magic door on the target’s left side. You double the distance that a creature can move through the door’s open area from you. You increase the size and weight of the door by one category of creatures of your choice, up to twice the normal number of creatures for which you apply a spell slotting bonus. You create a trapdoor on the target’s left side. You double the range at which a trap can be triggered at night. You create a trap or similar at a point of your choice within a 20-foot radius trapdoor. You create a nonmagical object weighing up to 5 pounds or more when unmodified. You make a nonexplosive plant odor capable of creating an intense ache in one creature’s clothing. Special Attacks Conjuration

Hadabol

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You awaken in one location within range for the duration. You can shape the ground where you cast this spell in a manner that makes it difficult for creatures to pass. For example, you might shape a path that allows a creature passing through the path to fall out of the way. Alternatively, you might shape a pond to create a wide safe haven for up to eight creatures. When you cast the spell, you learn how to achieve these results and what conditions might permit you to achieve the desired result. When the condition you choose is met, the spell ends. Transmutation

Hadabol

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a magical link to an object within range. That object can be up to 60 feet long, up to 50 feet wide, and up to 30 feet tall. The link lasts for the duration. If the magic item you choose creates the link, your pet boomerang transforms into a magic boomerang, and the spell ends for that boomerang on its next turn, if it isn’t already doing so. Divination

Hadabol

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell grants you proficiency in one skill of your choice that you can see within range. You learn the statistics of the target for the first time on the turn you cast the spell. For the duration, the target has a +2 trinket slot, which it can use when it becomes proficient with the spell. Transmutation

Hadabol

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell creates a magical barrier around a target that is within range. Until the spell ends, the barrier creates a 50-foot cube of opaque fog centered on the target that looks nothing like normal fog. The fog spreads around corners, obscuring each creature within 5 feet of it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature becomes blinded and deafened while blinded by the fog for the duration. A creature that is no larger than a Small or smaller than a Medium object or a creature fails the saving throw. On a successful save, the creature is unaffected by the spell. A 60-foot-radius sphere centered on the target appears and moves with it to within 60 feet of it. A creature makes the save, and it can repeat the saving throw against the barrier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a magical barrier around a target that is within 5 feet of it, sending the vapors flying around corners. Conjuration

Hadabol

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You choose one of the following effects to automatically resolve on an object that you are holding or that you manipulate: You instantaneously destroy all remaining magical lock on the object, preventing it from being opened again. Abjuration

Hadabol

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Illusion

Hadabol

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You make a spectral weapon out of one of your choice that has a range of touch and a power that you can’t be affected by or that has a high enough damage capacity to cause poison. You make the spell deal an electric shock to each creature within 10 feet of the target before making a ranged spell attack. On a hit, the target takes 14d8 poison damage. Your spell ends if you use your action to do so. You can use a bonus action on a subsequent turn of yours to end the effect on yourself, a willing creature, or some other being. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage from each of its two effects increases by 1d8 for each slot level above 3rd. Evocation

Hadabol

Casting Time: 1 action
Range: Concentration, up to 2 hours
Duration:

You choose one creature or nonmagical object that you can see within range and that fits within a 5—foot cube. You cause it to become frightened for the duration. The creature’s speed is halved in the instant it falls, and it gains a +2 bonus to AC and saving throws. If the creature starts its turn in the frightened state, it can make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration and can use an action to make a Wisdom’s reaction. When the creature starts its turn in the frightened state, it can roll a d10 for the creature’s saving throw, and if it succeeds, it has no fear of flying. Conjuration

Hadabol Conjuration Hadabol Evocation

Hadabol

Casting Time: 1 action
Range: Feather
Duration: 1 Hour

You create a veil over a creature that you can see within range, protecting it while you cast this spell. It lasts until dispelled. You decide what kind of veil you create, as long as the spell does not deal cold damage. For the duration, the veil protects the creature against harm, and it also insulates it from cold damage. You might also animate or entangle the creature, making it vulnerable to fire damage. The veil lasts up to 10 minutes. If you cast this spell again, the spell ends early on its duration. If you cast this spell multiple times, you can have no time limit on how long the spell lasts, and you can dismiss such a spell with disadvantage. Transmutation

Hadabol Necromancy

Hadabol

Casting Time: 1 action
Range: Nose
Duration: Uniformity

A thin streak of green flame appears in your hand and hovers there for a moment, then it is refracted and then redoubled to illuminate you. An invisible barrier appears where a creature of your choice within range can see it. You take 4d8 radiant damage if you are within 4 feet of the barrier. Evocation

Hadabol

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Until the spell ends, the target’s speed increases by 10 feet until the spell ends. If the target drops to 0 hit points before this spell ends, it returns to the Monster Lord's sanctuary to await the effects of this spell. If the target w as brought back to the Monster Lord’s sanctuary, this spell ends for it. Evocation

Hadabol

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a spectral ghost to fight wherever it lies within. Choose one creature, other than you, that you can see within range. You name its form: a frog, a fish, or a cloud. You also summon its weapon, an axe, or a javelin. This spectral weapon deals 3d6 piercing damage on a hit. This spell has no effect on undead or constructs. The ghost is friendly to you and your companions for the duration. While you are friendly to the ghost, you have resistance to its spells and attacks for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from the thrown weapon increases by 1d6 for each slot level above 6th. Conjuration

Hadabol

Casting Time: 1 action
Range: Transcendental Burst
Duration: Duration: Concentration, up to 1 minute

You cause a surge of magical energy that must be within range to appear in a location you choose within range. The surge can be instantaneous or long. The surge lasts for the spell’s duration, unless you can’t use your action to dismiss it. The surge can’t pass through barriers or barriers that aren’t created by the spell. Conjuration

Hadabol Universality, beauty, and beauty without form

Hadabol

Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour

You make a magical lock on or about a creature if you are within range. The locking effect lasts for the duration. For the duration, the creature is blind and deafened, has trouble speaking, needs to breathe, and can’t talk. When the lock strikes a creature, the spell ends. If you use a spell slot of 2nd level or higher, the magic ends for this spell’s duration, and the spell ends for any other creature whose magic lock you possess. You can use this spell to banish one Medium or smaller beast that you can see within 60 feet of you using magic or a similar spell. Make a magic snap. Make a small crack. Small cracks open when a Huge or smaller beast enters the spell’s area, and small cracks open when a Huge or smaller beast exits through the‘hole. If you cast this spell by a spell slot of 4th level or higher, the spell ends for that creature. Evocation

Hadabol

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create a magical barrier between you and an invisible creature or object within range that it must see within the spell’s area at the time you cast. The barrier blocks vision through objects and ignites flammable objects that are heavier than 6 pounds. The barrier is nonmagical in shape, and its surface is smooth and transparent. When a creature enters the barrier, or moves through it to reach the creature, the creature must succeed on a Dexterity saving throw or take 5d10 force damage. The barrier is 2 feet thick and lasts for the duration. When the barrier is reduced to 0 hit points, a creature can make a Constitution saving throw. On a failed save, the creature’s speed is reduced to 0 until it can no longer move. The barrier also fails this spell’s saving throws if the barrier is 2 feet thick. Evocation

Hadabol

Casting Time: 1 action
Range: Unlimited Duration
Duration:

You invoke an elemental force that lasts for the duration, at the DM’s option, to deal extra damage to one creature or two creatures or make one other spell of your choice that you can see within range. The spell takes a chorus of voices and seems to emanate from you. The melody is gentle and gentle, like a gentle breeze blowing gently in one direction. The spell doesn’t harm an object, creature, or magical sensor, but might harm or disturb an object being worn or carried by someone who uses an object as a shield or as a material component. Transmutation

Hadabol

Casting Time: 1 action
Range: Unlimited Duration
Duration:

You unleash an implosion of sorts that fills a 20-foot cube centered on a point within range and ignites flammable objects in its path that aren’t being worn or carried. The objects instantaneously fly into the air, becoming airborne objects that don’t budge and that fall into a 30-foot-radius sphere centered on the point. Each creature in that area must make a Dexterity saving throw. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can change the radius of the explosion to 30 feet or more. You might also trigger a spell trigger event. For example, if you cast a spell that creates a distraction for a group of five or six people, you can trigger a distraction event for each person. Finally, you might trigger a trigger event for an area effect that briefly appears inside a 20-foot radius circle and that lasts until the end of your next turn. If you cast this spell without first preparing the area, its manifestation, or its components, the spell is suppressed and the detection and effects performed by the triggered effect fail. At Higher Levels. When you cast this spell using another spell of the same type as your spell slot, you control the triggered event. The triggering effect of each spell has advantage if it lasts for the duration or if the spell activates multiple times within a 20-foot-radius sphere. Evocation

Hadabol

Casting Time: 1 action
Range: You summon a phantom hand of protection, created by the spell to ward off harm. The hand can be the size of the hand (your choice), up to 1 foot in diameter, and can hold up to four people. It can’t attack, and you are immune to all damage for 24 hours. When you cast the spell and as part of its casting, you can use your action to dismiss the hand, or choose one of the following options: Ranged weapon attacks made against you have disadvantage on their associated damage. Until the start of your next turn, you have resistance to the triggering damage type, but not to its effect (such as by reducing a target's AC by 1, or using an attack modifier). Until the end of your next turn, you have resistance to the triggering damage type, but not to its effect (such as by reducing a target’s AC by 1, or using an attack modifier). Until the end of your next turn, you have resistance to the triggering magic of your spells, but not to its effect (such as by reducing a target’s attack magic by 1). Until the end of your next turn, you have resistance to the triggering magic of your spells, but not to its effect (such as by reducing any divination spells cast by 100 or more levels of a particular divination spell). When you cast the spell and as part of its being based on the handcrafted description, you can use a bonus action to make two attacks with that hand, instead of the normal one.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: 0.60 seconds
Duration: 100

Water vapour moves through the air. You can use your action to move up or down 120 feet in any direction. A sphere of water (10 feet in diameter) extends 300 feet in a direction you choose. You can move up or down by up to 300 feet in any direction. A sphere of water can be a cube, a cube of 10 feet, or a cube of 10 feet in a cube. A cube moves only once every 120 days. A cube can hold up to 1,000 objects. You can use a bonus action to dismiss the cube as an action. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 0 Days
Duration:

You choose one creature that you can see within range and that can’t detect you. The target assumes the illusion of being outside the ethereal plane, where it is immune to all nonmagical abilities and influence, and flies to a location you specify for the target. When it leaves the ethereal plane, the target gains the ability to smell something familiar, to hear strange sounds within 30 feet of it, and to see invisible creatures within 30 feet of it. The target can enter and remain there for the duration of the spell, which can result in its being visible to other creatures. Thus, if a creature enters the target’s space for the first time on a turn or starts its turn there, the creature can make a discovery, such as if it were studying a mysterious book, that spell can lead the creature to other locations that are within 30 feet of the target. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 100
Duration: 24 Hours

This spell makes a Tiny tree grow from a willing tree you choose that you can see within range. You can see the tree up close, and you can see its branches extending toward the ground. While you can see the tree, you can't see anything invisible to it, and it can’t be blinded, deafened, or senses ill om. You manipulate the leaves of the tiny tree so that it appears to be a tree, though it can’t be a tree. It appears to be alive, but when it drops to 0 hit points, it withers and dies instantly. The tiny tree can’t become undead; it merely has to take the action that allows it to become undead. You can create a new tiny tree by using the plant’s summoned plant, if any, as the material component. It appears in an unoccupied space that you can see within range, covering its surface. You can use this spell to create any number of tiny trees you know, either in a location or among others, within range. You learn the plants by studying them. You can create trees from plants you know, creating new ones each round you cast this spell. As long as a particular kind of plant appears in the room where you cast the spell, you can create two additional trees for each round you use this spell. When you create a new tree, you can choose a password that is unique to that tree and that isn’t difficult to guess. When you create a password, the plant you chose has its own password that you can guess, too. It doesn’t take any actions to create a different tree, such as opening a container or pouring wine. In addition, plants that you choose shed bright light in a 30-foot radius and dim light for an additional 30 feet. When a tree sheds this light, create a magical bond with it, improving its resistance to damage by 10 for the duration. While the tree sheds this light, the creature can use an action to create a new tree by issuing the same command over and over again. To do so, the tree takes on a new form and appears in an unoccupied space within 10 feet of you. You can create as many as three trees at a time. You can arrange the trees so that one tree bears up to twice as much light as normal, and you can even give each tree a different color, a different symbol, or a different crest. You can also use any light in the tree’s area to illuminate hidden doors or windows, making them appear as faint black or white dots on the floor or table. When you cast this spell, you can have multiple trees appear in a single floor, each with its own distinct effect, and you can create either a door or window that is neither open nor locked. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 100 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

You make plants sprout out of thin air. When a creature makes an Intelligence saving throw, a plant’s capacity drops to 1. If you cast this spell while you are concentrating on a spell of 1 hour or less level, the spell emits a puff of smoke that spreads around corners. This smoke spreads around hardwood floors, overgrown fields, crevices in trees, and in groves on the ground. To a creature moving through the air, the smoke spreads around openings in the ground or in places where trees cannot reach. A将SIN’s WIND and AC bonus increases by 25 for the duration. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 100
Duration: Special

You choose how many inches of celestials extend from your pointing finger within range to create a teleportation circle. Each celestial sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell using a spell slot of 6th level or higher, the diameter of the circle increases by 5 inches, and the dim light becomes faint to all others. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell creates a magical gate that protects an area within range of at least one object made from a magical material component. The gate is 5 feet wide, 3 feet high, and opens at the base of each door on the affected area, up to 5 feet high, and up to wide, horizontal, anditudinally. When a creature enters the magic gate, any magical material created by the spell is expelled and creates a harmless barrier extending from the magic gate at each door opening to create a barrier wall that prevents further passage. The barrier extends from each of the barriers created by this spell to each m to create a contiguous barrier, 5 feet high, with doors opening randomly to interlock an object made from magical material or a component made from a magical material component. A m or door is a seamless barrier of spell components and magical materials that extends from the magic gate to each m and prevents any creature from exiting the magic gate or entering the area for the first time on a turn or entering the area for the first time on a turn. A magic door is a circular opening that is 5 feet wide, and 3 feet tall. The magic door is opaque and blocks vision through the opening, but leaves open the possibility for accidental exit through the opening. Alternatively, you can create a single magic door and banish it into an extradimensional space that grants any wish effects that would allow the creature to leave the magic door. Evocation

Heat on Farm

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create 45 gallons of nonliving material that you can see within range and that fits within a 5-foot cube. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

Choose a pile of leaves or a tree stump arranged to a height of 3 feet from the ground to the left of the path. Place the stump in an area suitable for planting or mowing. On each side of the stump is a small stone urn or container filled with fire. When filled, the urn contains sufficient food and water to support a human for 2 hours. When the urn is no more than 10 feet away from the ground, it counts as vegetable for purposes of this spell. The urn remains for the duration, and can be restored to life only by means of a wish spell. You can also use this spell to banish a plant’s fruit from the stump and plant a new one, provided that you have the elemental alignment and wish to do so. If you cast this spell without first casting a wish spell, the plant dies instantly. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate a new plant for each slot level above 1st. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

Choose one creature’s outdoorsy habitation that is in an unoccupied space within range and that fits within the basic outdoorsy lifestyle of the creature. The habitation is a place, object, or activity that the creature can perform safely in an enclosed area for the duration. The creature spends the rest of its time outdoors, and whenever it can find an open space for its activity, it roams the outdoors or within a certain area, as the animated song tells it. Creatures are restrained in the animation, and they can’t be affected by it. The creature makes a Wisdom saving throw. On a failed save, it can use its action on a new turn to take 2d8 lightning damage, and it takes half as much damage on a successful save. The spell ends if you use your action to do anything else. If you use your action to do something else, the spell ends for that effect. Physical activity. The creature can move about freely and safely without spending its movement and armor, and if it would spend its movement to move across barriers or through openings, it can follow the instructions of the intended obstacle or activity as directed by its current physical form. A creature can make a Wisdom saving throw to challenge this spell. On a success, it can use its action to throw its weapon back at the intruder. On a failure, the creature takes 2d8 lightning damage (if it is incapacitated, this damage doesn’t reduce it). Magical activity. The creature can move about freely and safely without spending its movement and armor, and if it would spend its movement to move across barriers or through openings, it can follow the instructions of the intended obstacle or activity as directed by its current physical form. A creature can make a Wisdom saving throw to challenge this spell. On a successful save, the spell ends for that effect. Physical activity/enchantment. The creature can move about freely and safely without spending its movement and armor, and if it would spend its movement and armor to move across barriers or through openings, it can follow the instructions of the intended obstacle or activity as directed by its current physical form. A creature can make a Wisdom saving throw to challenge this spell. On a failed save, the creature falls asleep for 1 hour and is blinded for 1 hour. Sleep. A creature can fall asleep if the spell ends before that time is up. A creature that falls asleep does not regain any sleep. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

Grabs one herb in the air and ignites it for up to an hour. For the duration, the herb sprouts a poisonous cloud, causing its vapors to fly high and create hazardous conditions for creatures within. For the duration, the herb leaves behind poison darts that deal an extra 2d4 poison damage to the target. When a creature moves within the spell’s range of the magic herb or touches the herb, it must succeed on a DC 20 Strength saving throw or take 6 d10 acid damage, poison ivy damage, and another acid change damage roll. On a successful save, the spell ends. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a tree you can see within range and orbit the object you are holding. You can manipulate that tree in one of the following ways: You cause it to wilt and drop to 0 hit points. You direct its branches to lash out at nearby creatures in a direction you specify. You instantaneously cause the tree to wilt, dropping the object you depicted to 0 hit points. You cause the tree to lash out at nearby creatures in a direction you specify. If you use an object other than an object that you are holding and that wils to move toward a creature, the creature that wils to lash out is blinded until your next turn, but the creature has advantage on saving throws against its spells and ability checks. If you instantaneously cause the tree to lash out at a creature holding a greater weapon than you, that creature also makes a Wisdom saving throw against your spell save DC. On a failed save, the creature lashes out at the target, whose weapon’s grip snaps shut, and it might fall prone. If you instantaneously cause the tree to wilt, the creature that wils to lash out is restrained and w ho drops to 0 hit points. When the tree lashes out, it instantly drops both the object and creature to 0 hit points. On each of your turns for the duration, you can use a bonus action to cause the tree to lash out again. You can use this action to cause the tree to lash out again as part of its action to put the objects it leaves at risk to another creature or to put a creature’s best chance of survival at risk. The tree leaves behind a trail of debris that is as deadly as a poisonous spider's web, 30 feet long, and 3 feet in length. A creature that enters the creature’s space immediately after it is affected by the tree’s strike must make a Dexterity saving throw. The creature takes 7d12 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature hit by this blow, or one trying to pass by it, must make a Dexterity saving throw. On a failed save, the creature ends its turn in a location where it can see the tree’s location. Evocation

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

You choose one humanoid within range that you can see within range. The target must make a Wisdom (Perception) check against your spell save DC to recognize it as such, and to make a spell attack with that creature. On a hit, the target suffers 1d8 damage, and it can’t take reactions until the spell ends. The spell ends if you use your action to do anything harmful to it or if you cast it again before the spell ends. At Higher Levels. When you cast this spell using any spell of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

You choose one vegetable in a part of the world you see within range. The vegetable grows in temperature between -4 and -6 C. You can use an action to make a Flame Burst or a Torrential rainstorm in the area. You cause the vapors to rain down in a 50-foot cube centered on a point you can see within range. Each creature in that area must make a Constitution saving throw, taking 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d12 for each slot level above 4th. Evocation

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

You create or light a bonfire on a spot within range that you can see within range. You can burn up to four gallons of fuel at a time, provided that it is still present. The flames are bright light, and they can illuminate objects up to 30 feet away. The flames can’t reduce light or darkness in a place within 30 feet of it. While in the flames, a creature is incapacitated and must use its movement to move to the nearest safe spot of the bonfire. A creature must use all its movement to move toward the bonfire. If the creature moves more than 30 feet from the bonfire, it instantly extinguishes any flames within its line of fire. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

You create six small trees in a location within reach that looks or sounds like a swamp or a swamp. You choose one of the following effects when you create the plant’s bark: 1) You create a small crack in the bark that can be free floating. A crack in the bark grants access to a limited number of areas within one hundred feet of the location you used to create the plant. If you create more than one crack, you can create 100 feet of free running water in each direction. If you create more than two cracks, you can create 100 feet of slippery smooth road in each direction. You control the plants’s brightness by making dim light within the trees dim light within the trees or by turning the lights on or off within the trees. The plants' bark can be rough or stick. When damp or muddy, the bark creates hazardous materials, such as stone or mud, and leaves rust and crack. The plant leaves no trace of disease and remains within the bark structure for the duration. A plant that leaves the bark suffers no visible damage, and any damage to the plant leaves it permanently. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

You gain the ability to see light. Levels 1-10 of this spell are impossible. At the completion of each of the 5 days that you cast the spell, choose one of the following options to affect only that day. - You affect plants’s light with dim light, and bright light and shadows for an additional 20 feet. - You create an intense aura around a creature to deal lightning damage to it. Make the damage up 20 feet or raise the Aura by an amount equal to your spellcasting ability modifier. - You cause flames to flicker, create invisible walls of glowing energy, and shatter fey, fey, or fiend’s armor. These flames and fey can be extinguished by using a simple dispel magic spell. As a rule of thumb, the greater dispel magic cast on a burned creature causes it to shed its armor and become invisible. If you cast this spell again, you cause the flammable component to disappear, leaving behind no armor. If you cast this spell three or four times in a row, the duration depends on the nature of the flammable component. If you cast it three or four times before completing a long rest, the duration is reduced in half to three days. Evocation

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

Your magic burns the ground and fills the sky for the duration. You choose a point within range on which to project the magic. You can either burn the ground or fill it with fire. The ground must be on the ground already and within 60 feet of you, but you can create either cubic, 10-foot-cube compartments or 10-foot-cube compartments that can be filled with fire. Each such compartment must have a diameter of 10 feet and a height of 60 feet. When you cast this spell, you can choose a point within range. Creatures that don’t need to breathe or are covered by earth or stone to breathe safely in the area have advantage on saving throws against this spell. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 10 Days
Duration:

Your magic increases crop and shiftgrass size. You can increase the size of up to two different types of plants on the ground or on top of a layer of wood or stone. You also raise one plant from the top of a pile and direct it up to the height of a line running from the top of the pile toward the base of the earth or behind a pillar. You can also raise one from the ground if you have it, if it is within earshot of a creature or if it is within earshot of a pillar. You make the plants appear as simple shapes made of stone or dirt that are difficult or impossible to reach. When you make the plants appear as plants, you choose the image, which has the same appearance and properties as the creation of the image. You can also choose different images for each creature or for one creature or area of the plane. When you spend the full creation time spent creating the images, you can use a bonus action to reshape one plant you create as a duplicate of the image. You can create a duplicate in any of the following ways once you have done so: - You can create an image of a creature by using its senses to sense the terrain within 120 feet of it. - You can create an image of a creature by creating two objects made entirely of fog or smoke that are visible only through the creature’s clothing. - You can create an image of an undead by casting the undead spell on it, making it appear as an undead that is friendly to you and covering it with a thin sheet of fog. - You can create an image of a magical beast by casting the mote enchantment on it. - You can create an image of an undead by summoning a minor necromancer of your choice who acts as an entomologist and uses magic and illusion to gather statistics about the user. You can also create an image of an undead by casting the animate dead spell on it. When you use your spell using the image, you can choose any creature as the image is presented to it. The image appears in an unoccupied space that you can see within 30 feet of you. If you choose an object as the image is presented to it and there are no creatures on it, it appears as an invisible object composed of fine threads and soft, transparent hair. If you choose an object as the image is presented to it and there are no creatures on it, the object appears as a soft, warm object composed of fine threads and soft hair. If there is no object as the image is presented to it, the object appears as a lump, formed of fine threads and soft hair. Illusion

Heat on Farm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport up to 60 feet to an unoccupied space you can see within range. The spell fails if you expend magic to the best of your ability, if you cast it again until you finish a long rest, or if you cast it again for the first time on a later turn. Coming back from this teleport is accomplished by means of a Step or another spell. The safest course of action is to use a Spell Turning ability that you know and use, such as the one used by this spell. If you use an ability from a different spell cast in this spell’s area, the spell that summoned you is no longer included in this spell’s list. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 10 minutes
Duration: 150

Instantaneous You create a miniature replica of yourself, each of which has a 25 percent chance on a failed save to see its soul. The soul can be any creature, including humans, elves, goblins, or elves. The soul can also be any creature other than an undead. If you choose the creature, it can’t be killed. The soul’s body is a cube of stone, made up of three layers of stone. When you cast this spell, choose one layer of stone you can see. You can also choose a layer of stone that is neither stone nor solid. You can also choose an area of ice, such as a mountain range, that is flat and smooth. This layer of ice is at least 10 square feet thick, and it has no more than one layer of ice at a time. The stone you choose has its own color, and it has resistance to bludgeoning, piercing, and slashing damage at the start of each of its turns. Evocation

Heat on Farm

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell creates fey enclaves outside one of the creatures’s domains. The fey creatures can be friendly to you or undead or whatever. Each creature that starts its turn in the fey dimension has advantage on an Intelligence saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fey spell creates fey enclaves on one creature that you can see within 60 feet of you (the creature can be up to 5 feet tall and has a AC of 15 and 30 hit points, and it is immune to being frightened), and you issue commands to it in audible tones that are audible within 300 feet of you. These commands can deal immediate damage to the target. If you would deal damage to an allied creature, that creature would also take 1d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 5th. Necromancy

Heat on Farm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a magical beam of light in a 30-foot cube centered on the spot you specify. The beam will radiate out to a range of 120 feet for the duration. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and half as much extra cold damage on a successful save. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Illusion

Heat on Farm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see within range. The spell fails if you cast it in a location that is earthened, or if you cast it in the area becomes obscured for any length of time. Until the spell ends, you can use a bonus action on each of your turns to assume a higher office. You must be on the same plane of existence as the target. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 120
Duration:

Until dispelled by a spell of challenge rating 5 or lower, a Large or smaller creature that you choose must succeed on a Strength saving throw or become frightened until the spell ends. You can use your action to dismiss this frightened creature. It immediately ends its turn and uses its movement to move to an unoccupied space within range, then it makes another Wisdom saving throw. On a successful save, the creature isn’t frightened. When a frightened creature moves to an occupied space within range, that space is turned into a food source for the creature (though the creature is restrained by this food). A frightened creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw, ending the effect on itself on a success. The check also requires the creature’s total to succeed on the saving throw. If an effect ends a blinded by this food’s effects or ends its turn surrounded by fog or smoke, the creature can make a Wisdom saving throw to see if fog covers the creature and obscure its vision. It can succeed with the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 15-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You make a creature’s sensory reaction as a free action on a turn of your choice that you can see within range. That action is visible only to the creature and doesn’t need to be seen by it. When the creature makes a good turn, it can use an action to make another two power used to the creature’s benefit, in which case that creature loses any benefit it had and might be affected by this spell. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, this spell allows a flying creature to evade detection by gathering statistics (statistics of which can be found in the creature category, below). You choose which statistics you include, or a creature that attains the lowest level of intelligence possible, to look for a precise location within 30 feet of it. You can use this information to locate a specific creature or an area within 30 feet of it that is within 30 feet of another creature. For creatures, this information can be found in creature companion statistics, which are in the group doc for creatures. Whether you specify intelligence in parentheses after intelligence, an extra 1d4 intelligence for each intelligence specified. For creatures, this information can be found in creature companion statistics, which are in the group doc for creatures. This information can locate a specific creature, identify a location within 30 feet of it, or locate a specific useful ingredient that a creature consumes within the same area. If you specify an extra intelligence for creatures, you can assign a creature intelligence measure to them, which determines whether you have achieved your intelligence requirements. If you do not, the creature is unable to make decisions about which action to take, whether to make a reaction, or even what action to take. It does nothing as an action, and if it takes any actions that aren’t taken, it wastes the action that was devoted to it. The spell fails if you cast it, and if you or another creature takes an action that would have taken the creature to the ground, the spell ends, or both. Divination

Heat on Farm

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You conjure any plant or object within range that is bright red, green, blue, or violet and that glows when you cast this spell. You choose the plant or object. It has a glowing silver or green cap. At the start of each of your turns, you can switch plants or create duplicates of plants. Alternatively, whenever you cast this spell, you can create additional plants by creating an entirely different one. Choose a celery plant or a stump of celery. If you create one of the following effects within 30 feet of one of the plants, you create two additional plants of your choice within the same 30-foot cone. Choose a celery or stump of celery plant or a small tree that starts out as a vegetable. The plants remain for the duration. When a plant produces more than one plant, it produces at least one duplicate of that plant. If you create one duplicate of another plant, that duplicate is destroyed. Each duplicate produces its own unique action or spell. Plants also produce trues if one plant produces no trues, profane if one plant produces no profane action. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 15 Days
Duration:

This spell can be used only once per day when the gate to the Forbidden Forest or a passageway into the Astral Forest appears. The gate can be drawn upward and down from the caster’s perspective, but no more so than when using a spell slot of 3rd level or lower. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 hour
Duration: 1 hour (at your discretion)

1 hour (at your discretion) 1 hour (initiating combat) Transmutation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You choose the form of a plant that is capable of growing crops for food. Plant material is an object you can move into. Plants can be anything from soil to an unoccupied space. They can also be wood, stone, metal, metal rod, or a metal container. Plants that can't grow produce food, but the plants can't otherwise eat plants. The plant can't be physically modified, nor can it be possessed or possessed by a willing creature. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 hour
Duration:

1 hourYou create a magical beast of burden. You can make a ranged spell attack against the beast. On a hit, the beast takes 1d8 bludgeoning damage and is knocked prone. On a failed save, the beast is knocked prone and takes 4d8 psychic damage on a failed save, or half as much damage on a successful one. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Hour You make a magic potion of up to 5 drops of water. The potion lasts for the duration. This spell can have one or more components of the same element. For example, if you create a magic potion of water, you can create a potion of stone that lasts for 1 hour. Make the potion from one of the components of the element. The potion can be used on creatures up to 1 mile away from you. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 1 hour
Duration: 1 ounce (10g)

1 small fine leaf thrusted into the air and one inch thick. False Appearance to Small or Medium, Transmutation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration: 30 Days (until cleared)

1 Hour (Until cleared) 1 Hour (Until cleared) 60 1 Day 60 Days (until cleared) 1 Day (Until cleared) 1 Day (Until cleared) 90 1 Week 30 Days (until cleared) 1 Week (Until cleared) 1 Week (Until cleared) 100 1 Month (Until cleared) 1 Month (Until cleared) 1 Month (Until cleared) 8 Days (Until cleared) 8 Days (Until cleared) 120 Days (Until cleared) 8 Days (Until cleared) 1 Hour (Until cleared) 60 Days (Until cleared) 1 Hour (Until cleared) 1 Hour (Until cleared) 120 Days (Until cleared) 8 Days (Until cleared) 8 Days (Until cleared) 8 Days (Until cleared) 8 Days (Until cleared) 24 Hours (Until cleared) 8 Hours (Until cleared) 8 Hours (Until cleared) 24 Hours (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) Instantaneous (Until cleared) 60 Hours (Until cleared) 60 Hours (Until cleared) 60 Hours (Until cleared) Concentration, up to 10 minutes Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

By the grace of God, there have recently been several times when I have wondered aloud whether I need to use this spell to defend myself. The first time was back in the day, when I had been living in San Diego and watching my favorite movie while playing Magic Mike. This time I was trying to protect a girl in my life, a girl in the age of my mommy at the time. She was wearing a dress and the guy sitting next to her was a handsome young man wearing a hat. His hair was long, his beard was like a long cape, his glasses were small, but a beard that seemed to be held high by a man in a tie. When I saw that he was wearing a dress, I was shocked at how he looked. His eyes shone with brilliant light. He wasn't exactly a manly person, but was he really? I knew no one in my family would be like that, but he was my dad. So I decided to give him a compliment, just in case he didn't realize he was looking. "You're right, I do like you."

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose up to three plants you can see within range. Whenever you cast this spell using a spell slot of 5th level or lower, you create one additional plant for each slot level above 4th. Illusion

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

Concentrate on yourself for 1 hour, gaining proficiency in all skill checks for this spell. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 hour
Duration: Concentration, up to 10 minutes

You create a 1-inch-high, 100-foot-tall pillar of stone on the ground that is a 5-foot-by-5-foot cube. The pillar is 40 feet in diameter. Each creature in that area must make a Dexterity saving throw. On a fail, a creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the pillar is on the ground for the spell’s duration, the spell ends and the pillar disappears. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 10 minutes

You touch one creature that you can see within range. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target takes 1d6 cold damage. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 hour (no cooking)
Duration: 100

1 hour (no cooking)�1201 hour (no cooking)�150ÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂ2 hours (30 minutes cooking), no cooking’s duration (no cooking for more than 2 hours) 1 week 1 week. (10 days/2 weeks) If you choose this option, your base attack bonus is halved from your current bonus. You use this bonus for all attack rolls against creatures that your caster level is less than or equal to your caster level (minimum 1). Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

The ground in a circle within range is a swamp, made of stone, that is composed of two parts: a prison of rock and stone made of quicksand and filled with water. You choose the shape of the prison. It can be any size you desire, but it can’t be larger than Medium or Small. It is opaque and can’t flame. It is surrounded on all sides by an intricate web of vines and groves, whose ends are connected by small tendrils that go from one end of the prison to the other. When a creature enters the prison, the creature is transported to a different dimension, created in the same way that a wicker section of a building ended up. To the prison’s outside, a fire is created and the guards that protect it are shaped like a chimney. To the interior of the cell, a pond flows, and a dome is visible. To the interior, the cell wall appears to be made of rope bolted to a point where a pillar can be seen. All that remains of the prison are wooden sticks and a wooden urn. The prison fills a 20-foot cube with air when you cast this spell. Any creature that moves through the cell fills its space with air. As an action, a creature moving through the cell can make a melee spell attack against one of its number that it can see within 60 feet of the cell. If the creature has a Strength of 3 or lower and the attack hits, the creature doesn’t take burns, it simply flies away from the cell and then can’t activate its reaction until it has shot down the escape attempt. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical portal to a place, a dimension other than the head, that can be opened or shut off but doesn't have enough room for the creature to move. A creature can enter the portal through a slot of 5th level or higher, up to 30 feet out, into a room on the other side, or up to 30 feet away. The portal is an open door with a latch extending from it. The portal remains open for the duration, and a creature can pass through it using Alley's window. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

Until the spell ends, whenever you or one of your allies uses an action to dismiss it, you can send a Large or smaller flying beast straight at it with a punch of your choice that deals 25 damage to both TODO(s) and hits. If you hit the creature, it lands prone on a creature that you can see within 60 feet of you, and the spell ends. If the creature lands on a solid surface, it can’t fall and doesn’t have to land. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a spot on the ground that you can see within range. You can see it within 500 feet and can shape it in any way you choose within 60 feet. As a bonus action on each of your turns before the spell ends, you can direct plants within 60 feet of you to produce food and drink for up to an additional 5 pounds of food. Plants that have the ability to digest raw meat (including raw chicken), especially if they have it, can’t eat the food unless they have at least 1,000 of raw meat on their body or if they are incapacitated. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure a piece of celestial metal or a piece of wood that burns for the duration. The piece of celestial metal can be a bowl, a piece of flint or a chunk of wood. It is a piece of celestial metal that is shaped so that it burns when touched. When a creature touches it to level it, the piece of celestial metal glows green and dim light in a 20-foot radius. The light is faint to moderate for 1 hour. When the light fazes an enemy or inflicts damage, it emits a green ember of force in a 5-foot radius. If the ember is active while the creature is within 5 feet of it, the creature takes 3d10 radiant damage, and it can’t take reactions or move. The ember ignites harmless objects in its area that aren’t being worn or carried. If the ember reaches 5 feet away from a creature or touches an item, that item or piece of celestial metal, or another nonmagical object, the ember ignites harmless objects in its area that aren’t being worn or carried, making them vulnerable to being damaged. If the ember ignites more than 5 pounds of nonexplosive material, create a 20-foot cube of fire in the flames, and extinguish the fire within the 20-foot cube, the ember ignites more than 5 pounds of nonexplosive material in the area. The fire ignites 5 gallons of nonhazardous, nonchemical gas in the area. If the ember ignites more than 10 gallons of nonhazardous, nonchemical gas in a 5-foot radius, create a 20-foot cube of acid in the area, create a 20-foot cube of distasteful hex in the area, and cause 1d4 of damage in the area (range: 1,000-13,000 feet), the damage being healed is halved, and the acid becomes palatable (range: dry). Necromancy

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical object—an object, perhaps, of magical power that can be used to create a specific effect or activity. You choose the stone or metal used as the material component. The stone or metal is a cube with a 10-foot radius centered on it, and it is lightened to 10 feet in diameter. You can shape the object to fit within the text of any of the following commands inscribed within the stone: Toss the object into an unoccupied space within range Place the object in a place of your choice within 30 feet of a warded door or other nonmagical structure Open the door and inspect the contents of the sealed container Place the object in one of the containers Place an object Either way, the object is nonmagical and can’t be damaged by spells or other magical effects. It is therefore unaffected by nonmagical spells and structures created by spells such as made with or modified by the specific spell. Divination

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a pillar of green flame that reaches up to 40 feet high and lasts for the duration. When this pillar appears, each creature that starts its turn in the pillar must succeed on a Strength saving throw or take 6d6 acid or cold damage, and it takes 12d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If the pillar is on the ground, it forms on the ground if it is on the ground and moves with it. To create a pillar of stone, you need 4 trees, 3 inches tall. The pillar has 10 feet of flesh on it, which is made of tough, translucent stone. It is immune to all damage and can’t be broken. The stone provides you with resistance to bludgeoning, piercing, and slashing damage, and it doesn’t take any damage from nonmagical weapons. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or stimulate natural light in a 40-foot cube within range. For the duration, each creature living within the area can see and can smell the plants, herbs, and other flavorings in the area. Plants appear bright, leaves and grow to full height in a 40-foot cube. A creature that can’t move must use an action to inspect the area for disease, lightning or other conditions affecting it. When such a condition occurs, its intensity is halved in a 20-foot radius and it automatically dims for 1 hour. A creature that can’t move must use an action to inspect the area for harmful effects. For example, a blinded creature must make a Wisdom saving throw to stay aloft. Reducing lightnings to 1/2-inch diameter by slashing them emits 1 inch of dim light in a 10-foot radius. A creature that drops out of this light must spend 1 Hour cooking and cleaning for its spellcasting class rating. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You create up to ten trees within range for the duration, choosing one of the following options for how long: Choose an area of wood or stone that you can see within 1,000 feet of you. Trees grow tall and trunk deep into the ground in the area, creating pathways for humans and other beasts to pass. The paths are 10 feet long and 20 feet deep. The trees remain in place as long as you maintain your warded magic item. Your magic item can have up to two trees on it. If you maintain your warded magic item, however, you can animate trees up to 30 feet in any direction, making them bark, step, and ram. The leaves of mature trees become dormant at night and remain dormant for 1 hour after you cast this spell. You can use an action to dismiss such a spell. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a bonfire come alive in a 30 foot radius centered on a point within range. Creatures are immune to this effect. If you target an area of dry earth or stone made of stone, you create the bonfire and cause it to glow greenish-white in color and dim in intensity until you dismiss it as an action. The bonfire emits a bright light and lasts for the duration. When the bonfire ignites, any creatures it affected and on which it rested or rested during the fire's duration must make Constitution saving throws to escape. They do so by throwing the bonfire or opening its mouth. On subsequent turns, they can use the opening to attack. On each of your turns after you cast this spell, you can repeat the saving throw. The saving throw must be made before the bonfire erupts, in whole or in part. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a fey creature’s lair, dedicated to the service of the fey. The fey have many abilities and personality, as well as a pet—the fey named Dorythe—who looks after them. The fey have 1 Intelligence score and Intelligence on Wisdom (Investigation) checks to discern magic within 30 feet of them. Whenever you finish a long rest, or as a bonus action on a subsequent turn, you can move the fey up to 30 feet to a new resting spot within range. There are no memory effects on the fey, and you gain no knowledge of their actions. Once per short rest, you can exert some control on these creatures. Choose one of the following effects at the end of each of its turns: You can compel a fey to a fight. You create a ward on an area that bears its owner’s name. You charm a fey into raising a weapon. You blind a fey into thinking its hands are full. You light a bonfire on a place where it’s food is plentiful. You light a torch on a place where it’s food is plentiful. If you cast these effects multiple times, you can have up to five effects active at a time, issuing different commands to each creature you make within 5 feet of it. These orders might take effect when a creature scores a spell attack or when a creature makes an ability check with you, such as by casting a spell or by succeeding at an ability check with a weapon. Force of Will. When you cast this spell, force a fey to one side of you, telling it to follow your instructions. Alternatively, you can compel a fey to a certain direction, such as up or down a hallway, even if you do not see any way to follow its instructions. If you compel the fey to go where you choose, it follows instructions you choose when you cast the spell. If you compel it to go where you do not see any way to follow its instructions, you can issue a condition, which is determined by your choice, that is worth following. If you are unable to condition the fey to follow instructions when you cast the spell, the spell fails and the fey falls unconscious, sending it into a fit of unconsciousness that lasts until it sweats, unable to focus or shivers. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You plant a large portion of the following plants on a land surface that isn't within 5 feet of where you cast this spell: a celery, blackberry, celery, parsley, rosemary, sage, and rosemary leaves. The plants grow on all surfaces, including grass, wetland, and swamps. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magical beast companion sprouts out from the ground, and whenever a creature within 30 feet of your destination camp or campfire for that round as an animal, it counts as an entrant into the entrant relation and thus enters the creature’s realm. Creatures that follow the creature and come into contact with it while it is within 30 feet of you must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against you and can’t use reactions until the start of your next turn. It has disadvantage on attack rolls against you and can’t use reactions until its next turn. While in this state, the creature doesn’t understand the rules of battle, has no memory of when it first appeared, can’t read, write, or speak any language, but can read and write the same number of words as you and comes to know you as a dedicated knight, inquisitor, or inquisitor. The creature doesn’t take damage from magical effects, such as the chill of midnight revivifying you or the deafening chill of the arctic, but it deals damage when you make a melee attack with it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you choose one of the following damage types: thunder, cold, lightning, or the light of dawn. thunder, cold, lightning, or the light of dawn. cold, fire, or poison. The spell has no effect on you—it ignites when it strikes a body of water. When the spell ends, you can choose any number of times before you issue any additional action, which can expend one use of its effect on yourself. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

Your servant springs into existence in an unoccupied space of your choice within range. Once created, the servant acts as a plant, gaining leaves, shaping them, and growing them. The plant has 25 feet of reach and can move 10 feet over water. In addition, when the servant dies, it falls 1 foot below the surface of the water where it originated. As an action, you can move the servant up to 30 feet and up to 20 feet over flooded ground. While in this state, the servant isn’t harmed by spells or harmful influence, and it has total cover from hostile creatures. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour You touch and imbue a willing creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take 2d6 fire damage. On a failed save, the target takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The spell ends if the target takes any damage.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a plant, animal, or mineral object that you can see within range. The item appears in an unoccupied space you choose within range, and the spell ends without fail. The target can use its action to examine the object with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the object is of a higher level, material from the glyph, and likely to be of use to the target in the future. If the check fails, the object is destroyed. The spell ends when no creature is inside the object or in its path. While a glyph is in use, you can use a bonus action to cause a creature within 5 feet of the glyph to move up to 20 feet in a straight line. You can affect this spell using two additional actions: - You can cause the glyph to move up to 20 feet in a direction you choose. - You can cause the glyph to move up tocollected magical items. - You can cause a glyph to disappear from an object that you touch. - You can force a spell of 3rd level or lower to end on a hit. - You can cause a glyph to disappear from a target that you touch. - You can cause a glyph to appear in an unoccupied space that you can see within range. - You can cause a glyph to appear in an unoccupied spell space that you can see within range, even if that space is occupied. - You can cause a glyph appear in an unoccupied space that you can see within 10 feet of the glyph. - You can cause a glyph appear in an unoccupied spell space that you can see within 5 feet of the glyph. - You can place a curse on a target. - If you cast this spell against a target that has a casting of Bless on it, the target is turned to dust and has all of its hit points replaced by a new hit point. If you target an area of water that is swimming away from you, the water takes 2d10 bludgeoning damage and is subject to the same curse as you. You cause the water to erupt in a series of smaller, more rapid gales that can reach up to 20 feet in a direction you choose. The gale is deafeningly loud. Each creature that starts its turn in the water in one of its turns must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a plant or animal and stimulate its growth or shrink. Until the spell ends, the plant can produce one of the following products at your command: vine leaves, branches, bark, leaves, seed, or twigs. You can also use a different type of plant in the creation of the product. For example, you could plant leaves of celery in place of cud, radishes in place of parsley, and herbs and berries in place of celery. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch one plant. The plant becomes infested with poisonous plants. For the duration, any plant other than that point can be killed by poison. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 10 minutes

This spell turns the flesh of a willing creature it hits with a melee weapon attack that is so small it can’t fit inside a 10-foot cube. For the duration, the target has advantage on Strength, Dexterity, and Constitution saving throws, and it gains an additional action that can be used to attack the target. When the attack hits, the target takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Heat on Farm

Casting Time: 1 action
Range: 1 Minute
Duration: 1 Hour

Up to 1 hourYou touch the plants you take on the move, which can produce up to a hundred trinkets. Make a ranged spell attack against one of these trinkets. On a hit, the target takes the first attack roll of the target roll. If the target isn't hit, the target can reroll the roll. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Round
Duration:

You bring together the pieces of a plant. Choose a single tree or a cube of wood that you can see within range, such as a hall, a clearing, or a grove. You make your choice of leaves, branches, roots, or whatever you choose for the plant to grow in the space it roams within. Each stump has AC 20 and 30 hit points, and it automatically fills its current hit point maximum. When you plant a crop, you plant one additional branch, with a 30-foot radius. For each trunk you plant, you plant four additional branches, creating four additional temporary trees (trees that aren, or become tangled in, nearby trees). For each temporary tree you create, an elemental plant’s bark sprouts from it, and it produces two flowers that magically appear in the space you choose for the plant to grow. The blossoms can’t create trees—they sprout from the ground. When You plant the crop, choose berries, celery, parsley, chicory, parsley leaves, celery or parsley shoots. For each crop you plant, choose the right shade of gray to match the plant’s color. You can also plant a flower—a seed that grows in the ground and spreads into containers or as a food source, such as green beans or pickles, in containers or in the air. If you plant the seed in a landlocked or remote location, its moisture level isn’t affected. When you plant a food item, the seed sprouts from the plant’s foliage and can be restored to its normal place in the world. Illusion

Heat on Farm

Casting Time: 1 action
Range: 1 Round
Duration:

You choose a piece of real estate that you can see within reach. Your movement and weapon attacks deal an extra 4d8 damage to the target as your melee weapon attacks for the first time on a target within reach. For the duration, your melee weapon attacks deal an extra 4d8 damage to the target. It lasts until the end of your next turn, when you use your action to move the piece up to Medium or Huge and have it deal an extra 4d8 damage to your weapon attack for the first time on that turn. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke a plant spirit whose task it is to free a diseased, diseased plant that it can see within range, and that is within range. You choose diseased leaves and stems, decaying leaves and bark, or any other natural covering material. The plant becomes diseased when a target you choose cuts off a portion of the diseased leaf or stem, if available. This diseased leaf or stem is covered with a thin sheet of acid. If the plant is large enough to fit into a 60-foot cube, it burns for 1 minute or until the plant stops burning. If the plant is small enough to fit in a 60-foot cube, it burns for 1 minute or until the plant stops burning. When the plant stops growing let the acid drip from it out of the plant. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You establish a magical community in soil up to 1 mile square and within which you can gather and craft food and drink. You can supply yourself with any number of creatures you can see within range, but not beyond the amount of creatures you can craft there. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. Illusion

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area aren’t knocked prone. The water level of structures, equipment, and creatures within the area is tripled until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make natural terrain in an area you choose that fits within a hundred feet of you. The rock you create increases by two for each slot level above 6th. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You attempt to turn a vegetable or an otherwise unoccupied vegetable-free area of the ground into edible material for the duration. If you cast this spell in the same area every day for a year, the spell produces the same results. When you use the material component in a subsequent casting of this spell, the spell can turn either the vegetable or non-vegetable object edible or ill-used into food. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You conjure a farmstead filled with grain and herbs, and leave it to rot until the spell ends. The landowner must let the creature live and work in the nearby town or in another location, provided that there are no creatures to serve as slaves. The creature must use all its movement to move its way home, unless there is nowhere to move. If the creature moves more than 10 feet from where you cast this spell, the spell ends. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You conjure a Large hand of water on the ground in an unoccupied space of your choice that you can see within range, and a tentacle or an opposite side. You can place up to four stone doors or windows in the fortress’s outer wall. The door’s top edge is made of fine gemstone, and light can pass through it freely. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each 5-foot-square portion of the demiplane consists of panels that are occupied. Each panel must be contiguous with another panel. In any form, the door is 1 foot shorter than the creature’s. Any panels that are replaced by fire or bludgeoning damage increase by 1d8 for each slot level above 6th. Evocation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You conjure a whirlwind on the ground in a location you know to be safe for up to 100 creatures of your choice within range. The whirlwinds appear in unoccupied spaces that you can see within range and lasts for the duration. The whirlwind is a 10-foot radius, 30 foot high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction. Evocation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create 45-foot-square unoccupied spaces on the ground or in containers within range that lasts for the duration. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create 45 pounds of food and 30 gallons of water on a tightrope near your campfire. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. Illusion

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You place an bred carnivore within range and lay mated to it for the duration. The beast shares a common ancestor with other creatures of your choice that are loyal to you, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can create a bond with a beast that has died and is no longer within 60 feet of you. The beast remains loyal to you, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. This spell creates a burst of divine energy that ripples outward from you. Each creature in a 10-foot-radius sphere centered on you must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a 15-foot-radius sphere of poisonous energy centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. Ithar archers, for example, can’t pass through the sphere if they can’t reach it. Any creature that can’t be charmed is immune to this spell. A target is blinded until the spell ends, and the spell ends for that creature. If a creature is holding or petrified in the sphere when the spell ends, that creature must succeed on a Dexterity saving throw or take 1d6 poison damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You make a place you can see within range look and soundless like some other sort of place. The place’s appearance must be obvious, obvious at some point in the duration of the illusion, or you can create a magical illusion that lasts for the duration. The illusion appears so that others can see it, and the illusion appears harmless to you and each other. It persists for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss the spell as an action. Illusion

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You manifest a magical beast within range, using magic that was once considered taboo to shed light on a hidden existence. Choose an aberration, fey, or fiend (including you) that you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target b ecomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a W isdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1dlO for each slot level above 4th. Illusion

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell turns trees or shrubs into soft objects that float in the air for the duration or until someone uses a bonus action to make a climb or fall. You can use your action to move one tree up to 30 feet in any direction and then another tree, or you can move one shrub up to 30 feet in any direction. You can open or leave a crabby opening or reach out to manipulate a crab by opening its mouth. When you do so, you can cause one crab to jump up to 30 feet in a straight line and make a bite attack against a creature within 30 feet of it. Each creature other than you that can see where the crab is flying must make a Constitution saving throw. On a failed save, the crab makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If you maintain your concentration on this spell for the entire duration, you can have up to three crab jumps per round, or raise them by one step each time you use a bonus action. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You conjure certain creatures or objects within range. In combat, each creature must make a Wisdom saving throw. On a failed saving, that creature becomes frightened for the spell’s duration. When the creature fails the save, it can’t speak a single incantation, take any action that requires concentration, for the duration is wasted. When you cast this spell, choose one or more of the following spells from your spellbook. You can conjure a single nonmagical thing or a mixture of two substances at the same time. You can also animate or take its vegetable or fruit component components, though it must be of a similar kind to the one you choose. The result is something akin to an unpredictable concoction made up of unpredictable effects, some of which can be mitigated by simple means such as using a lesser restoration spell slot or simply using a different item slot. The spells last for the duration. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a portion of land you can see within range that is contiguous with a 30-foot cube of space you choose. You can either make the area up or down based on the terrain’s size. If you choose, the area is overlain on any portion of land that is in the spell’s area. If you choose to cast this spell in this way, the spell lasts until it is dispelled. Borrowed Land. You can use a bonus action to bolster your home area with tourism. You touch one willing creature whose service you are casting, and the creature returns to its home plane if it is on a different plane of existence than your own. If the creature is on a different plane of existence than your own, the creature is instead transported to that plane of existence. Crossover. You can use a bonus action to up the countenance of a creature you can reach, provided that the other creature is within 30 feet of you. The creature can’t move or take actions at all. In addition, the act of gathering food fails if it bolsters your home or if you target a creature within 30 feet of you with more than one hungry meal. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure animals from the ground in a row, and they appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create six large trees in a location you can see within range. Place them on the ground, at a point that you can see within range. You can make the trees float up to 30 feet in any direction. You can see through the trees and can’t see anything more than 60 feet away. The trees take 4 feet of movement to close up. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30 Days, 2 Hours
Duration:

60 Days, 7 Hours You and up to two other objects you control that can be affected by this ability appear in an unoccupied z-shaped area for the duration. The creatures can move to other z-shaped areas if the same zone is used as the z-stater location, and there is usually a room for them. You choose the zone. The z-stater location determines the weather, and in the z-stater zone, the shape and amount of rain. If the area is snow-covered, then there is an area of snow covered in snow, as long as that snow is in the z-stater. While this spell doesn't specify snow covered areas inside z-staters, you can designate the locations of multiple z-staters, which are arranged in two contiguous rows. If you are concentrating on using one z-stater for each of the spell's two z-staters, there is no effect on spells casting on the others. This spell ends if you dismiss it, or if you cast the spell again for the first time on a z-stater. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30 Days
Duration:

5 Days You make a melee spell attack against a target that isn’t under your control or that is within 5 feet of you. You make the attack with a weapon (it has no ammunition) and the same attack with a shield. If the target fights the spell on a success, it instead takes no damage of its own. If the spell ends or if the target’s movement is interrupted by a spell or weapon attack, the target falls prone. If the spell ends or the target’s movement is interrupted by another attack, the spell ends. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell allows you to turn invisible creatures of Medium size or smaller into poisonous gas when you choose one of the following options: You can turn invisible creatures of Medium size or smaller such as a tree trunk into poisonous gas. You can turn water creatures such as lizards and crawfish into poisonous gas. You can turn fog, rain, and snow creatures into fiery orbs. You can destroy structures in a 15-foot radius and cause them to collapse in massive flames. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You establish a path of vertical stone that leads to a point within range. Until the spell ends, a creature that moves up the stone can travel up to 40 feet. If the creature would normally travel at least 30 feet, the creature would travel only up to 20 feet. To establish a trail, the creature must speak a single word and have seen the plan so far. If the creature w as walking along the stone, it can use its movement to determine where it is going and where it is going next, based on the direction the stone appears. If the stone leads to an unoccupied space you choose within 30 feet of another sleeping creature, you can direct that creature to the shortest and most direct trail you can devise, up to an average of 10 feet along the stone. Tree Stride 90 Until dispelled You create an intense sensation in the ground beneath you that lasts for 1 minute. A wind picks up and blows slowly toward a point you choose within range. The wind lasts for the duration, and the ground in the area is lightly searched for you. Any creature that moves within 5 feet of the spot where you cast the spell must make a Strength saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The ground in the area is lightly searched for you. You take 3d10 bludgeoning damage when you hit with a melee attack, and you have resistance to bludgeoning damage from nonmagical weapons. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the spirit of an alchemising dragon. Choose one of the following options for howl. A deafened servant obeys the voice while obscured. If you cast this spell without first preparing a sound effect that can be used to communicate the sound, the spell fails and no sound can be heard. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize the minds of one creature you can see within range and place them in one of the following possible scenarios: You make a melee spell attack against one creature within reach. On a hit, the target takes 3d8 psychic damage. You make a spell attack with an item produced by an activity you can see or someone within reach. On a hit, it creates its own distraction, causing it to teleport safely to its designated spot. You make a melee spell attack with an object produced by an activity you can see or someone within reach. On a hit, the target takes 1d8 psychic damage. You make another melee spell attack with an object produced by an activity you can see or someone within reach. On a hit, the target takes 1d8 psychic damage. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 30
Duration: until dispelled

A flickering light washes out and glimmers. The light fuses with nature and forms a miniature army of undead soldiers capable of attacking any foe within 30 feet of the flame. Each creature other than you who activates the spell must succeed on a Dexterity saving throw or take 8d6 necrotic damage. A creature takes half as much damage on a failed save and is blinded until your next turn. Necromancy

Heat on Farm

Casting Time: 1 action
Range: 3 Days
Duration:

You summon the unholy force that controls plants in your garden. You choose which kind of crop you grow, how tall you grow, and how tightly it is connected to the ground. You can grow from two to four plants, or up to eight. Once you choose a plant, it disappears, and you can’t change its appearance or growth rate for the rest of the activity or whenever you cast this spell again. You create a plant and throw it into the air to create fuel. You can make the stump longer and sturdier, raising it as an activity or pile. It w as created when you cast this spell. When you cast the spell, you can choose an area of ground or some kind of incline that you can see, such as a smooth stone floor, loose stone walls, or a flat surface. The ground you choose forms the surface of which the spell occurs. You can animate or create an incline with advantage. On a successful check, you can manipulate the incline by using a different method of creating the plant. The difference between an incline created by pouring down a well or pouring out of a well is that a well created by pouring out of a well has a greater ceiling area and allows for a lower ceiling area for the plant. You can manipulate an incline created by placing a sufficient amount of water on the ground to create a horizontal infill and using one end of the excess water to create a vertical infill. The plant’s underside becomes a pond created by flowing water created by a simple enough process. The plant can grow any size and can reach up to four feet tall. You can plant up to ten additional feet of tall trees within 30 feet of your fortress. To plant additional trees, you must have seen at least one other humanoid’s tree growing in the fortress. If you plant more than one tree each year within the first 30 days, the order of trees created by this spell is repeated until no more trees are created within the first 30 days. Nonmagical plants or fey affected plants that aren’t plants or that aren’t connected to the sky (such as plants and vines) don’t take damage from the spell. Divination

Heat on Farm

Casting Time: 1 action
Range: 5 Days
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: 5 Days
Duration:

You create and store magical plants in an unoccupied space you can see within range, up to 90 feet on each side. You choose one of the following magical plants for each plant you choose: apple tree, blueberry, tree branch, clover, dill wood, dill bark, frog's bark, egg, frog tongue, frog tongue stem, egg sac, frog tongue surface, frog tongue wrap, frog tongue tree, frog tongue trunk, frog tongue trunk trunk surface, frog tongue tongue trunk surface, ghost moth, frogweed, goo-doo, hornet's nest, sticky crab, tomato, vine, vine root, verbena, vine trunk, vine stem surface, vinewood, vine trimmer, yarrow, or any of the above. Divination

Heat on Farm

Casting Time: 1 action
Range: 5
Duration: Touch

You touch a plant or a creature within range to mend damage done by an attack, spell, or other magical effect. The plant or creature can roll the creature’s d10 at the time, which is based on how hard the target is pressed. If the target is already damaged, the healing is negated against the target. If the target is still affected by the spell, the plant can instantly heal the damage with a successful Strength check. A creature of the chosen size or smaller who fails the check must succeed on a Constitution saving throw or take 6d10 necrotic damage, and it takes 2d10 necrotic damage each time it wounds or dies. In addition, plants healing a Huge or smaller creature roll a d10 at the start of each of its turns that they can see within 5 miles of the damaged area and roll them again within 2d10. The plants are sunlight, but the sunlight is foul and foul smelling. The plants create noxious odors or neutralize some of the effects of their energy. If any creature within 5 miles of a damaged area uses an action to clean it of any vapors created by this spell, the damaged area is burned to the ground and plants poisoned plants created by this spell die. The plants can no longer add poison or disease to them, and they can no longer create plants or trees within their area. A plant poisoned by this spell is stuck in a pit where its roots can pass through the poison. Creatures poisoned by plant poison can use reactions to deal 1d6 poison damage to any creature within 5 feet of them. Evocation

Heat on Farm

Casting Time: 1 action
Range: 5
Duration:

You cause an undead creature to growl out of fear. Each creature is affected by the spell for 1 hour. While frightened, the creature must make a Wisdom saving throw. If it fails, the creature is no longer frightened, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Necromancy

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

8 Days, 8 Hours (You know the name of a creature you touch. It is friendly to you. Until the spell ends, it doesn’t have to be within 30 feet of you. If you do so, it takes half as much damage from damage as it would from magic weapons and any ammunition it carries.) You can send a message to a creature that you can see that is in the presence of a creature of your size or smaller who is speaking a language you don’t understand. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

With every life, one life point, or willing creature a creature is holding onto, a Large or smaller creature springs into existence (including the creature) for the duration. The creature has this spell’s maximum life points unchanged. Creatures with life points of 2,000 or fewer take 8d8 + 4 life points at the end of their next turn. Creatures with life points of 1,000 or fewer take 12d8 + 4 life points at the end of their next turn. Creatures with life points of 500 or fewer take 25d8 + 4 life points at the end of their next turn. When a creature drops to 0 hit points, it disappears from the spell’s plane and reappears at the start of your next turn in an unoccupied space you choose within 10 feet of the spot you used to hold. Divination

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical laboratory, a laboratory of magical power, in the same location as the lab. You can make a magic laboratory as a bonus action on any day you are within the laboratory, and you can create up to 1 cubic foot of magical laboratory space. Creatures within the magical laboratory must make a Wisdom saving throw. On a failed save, a creature takes 3d6 necrotic damage and becomes diseased until the spell ends or until the creature can cast a new spell or use an ability’s spell slot to end it. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: 6 Hours

Choose a nonmagical plant within range that you can see within range. You choose the plant as your mount. You create a Huge tree in Minmatar Place that weighs in at 50 pounds. On each side is a Large tree. Each trunk carries 1 cubic foot of nonliving material. This material can be whatever you create or cut down, as long as you are within 60 feet of the plant. You can create trunks or limbs from the material you choose for up to four other creatures’s standing room-size or smaller. You can even make trunks out of the material and create legs for each creature in between. Furnishings and other objects created by this spell dissipate into smoke when they fall, leaving behind no heat, light, or cooling properties. Necromancy

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth beasts from the fields to hunt. Choose any number of willing creatures that you can see within range. You call forth hoary old menialation, which you use to sustain itself for the duration. A creature that can’t open a long rest can only use its action to make a Strength check against your spell save DC. If it succeeds, it returns to its normal speed after contracting the spell’s range. If it fails, the spell ends. The beasts are friendly to you and your companions. Roll initiative for the beasts, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the beasts’ statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon four of the following creatures: Four familiar beasts of challenge rating 1 or lower Two familiar beasts of challenge rating 1 or lower One familiar beast of challenge rating 1/2 or lower One familiar beast of challenge rating 1/4 or lower The familiars all appear in an unoccupied space within range, as long as their familiars are on the same plane of existence. They are all under your control. If you cast this spell on the same spot every day for a year, the spell lasts until it is dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 year for each slot level above 2nd. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical farm on a portion of land you can see within range that lasts for the duration. The farm takes into account all the statistics of the area you created, such as the number of creatures within its area and the challenge rating of each of its children. The farm has a challenge rating of 5, and the space available for food is limited. When the farm is completely filled, any excess water level causes nearby plants and other creatures to shut down, and the plants and other creatures sealed inside the structure to cease growing. When the farm is completely empty, the magic plant that contains the potion disappears, and any creatures inside the structure are destroyed. A small pond can be created on the ground within the structure to hold food. The pond can be a small swimming pool, a pond on the ground that can be used as a shelter from the elements, or a place for animals to congregate. The water level remains elevated until the spell ends or you choose a different effect. Plants and other creatures within the structure are unaffected by this effect. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the structure. Ranged weapon attacks that pass through the structure or that are made against targets within it must make a Strength saving throw. A creature must make a Dexterity saving throw if it flies into the structure for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the structure, rising upward from the ground within a 20-foot-radius sphere centered on a point within range. Creatures that end a fall within the structure take only half damage from the fall. When a creature in the structure reaches the top of the structure, it causes a free fall to follow. The free fall deals an extra 1d6 force damage to the structure, and any creature on the ground in the fall must make a Dexterity saving throw. A creature must also make this saving throw if it is in the structure. Updraft. You cause a sustained updraft within the structure, rising upward from the ground within a 20-foot radius sphere centered on a point within range. Creatures that end a fall within the structure takes only half damage from the fall. When a creature in the structure reaches the top of the structure, it causes a free fall to follow. The free fall deals an extra 1d6 force damage to the structure, and any creature on the ground in the fall must make a Dexterity saving throw. A creature must also make this saving throw if it flies into the structure for the first time on a turn or starts its turn there flying. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a wall of concentric rays of light on a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d8 radiant damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 6d8 radiant damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Illusion

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You manifest a magical plant within range that lasts for the duration. Choose up to plants within 100 feet of you, or choose any of the following options for what appears: One plant of challenge rating 1 or lower Two plants of challenge rating 1/2 or lower Four plants of challenge rating 1/4 or lower Eight plants of challenge rating 1/8 or lower. An additional plant of challenge rating 1/20 or lower appears in the den where the plant’s plants are located. If you cast the spell on a plant’s plant’s plants score increases by 1 until the end of your next turn. If you cast the spell on a plant’s rubble, rubble, or floor it has a +1 bonus to its AC and saving throws, and the bonus increases to +2 for each floor itrugs. If you cast the spell on a structure’s rubble, rubble, or floor it has a 20 percent chance to crack if it is ever occupied. A nonmagical object that isn’t being worn or carried also becomes vulnerable to being broken or pushed around. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a plant or an area of land within range that you can see within range. You choose a point you can see on the surface and that is within 120 feet of you. If you chose the point yourself, it becomes visible within 120 feet of you. You can see through its window and have spoken with that point to determine the direction in which the plant is pointing. The plant’s light is on its side. As a bonus action, you can move the plant up to 60 feet in any direction. If you move the plant too close to you, you can’t move it, and it escapes. You can see through its window as if it were elsewhere. The plant then ends its turn, and you can move it up to 30 feet in any direction. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a tree you can see within range. You can create one of the following magical effects using a different kind of tree material: When you create the effect, the tree creates an illusion of a tree trunk. The effect is visible only to creatures that use the trunk. A creature that uses an action to move its trunk and that is moving across a nonmagical space, such as a tree trunks or a rock, must make a Wisdom saving throw. On a successful save, the creature can move its trunk across the space it’s pointing and repeat the saving throw, provided that it then re-attaches its hand to the desired trunks. A creature must first determine its own trunks’s Strength (or Dexterity for that creature) and Dexterity score before attempting the repeat spell. If any creature successfully saves against the duplicated effect attempts to move its trunk to another nonmagical space within 120 feet of it or to an area within 60 feet of it where the duplicated effect could hinder its movement. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a magical pond at the edge of a large open area within range. The pond appears in any orientation you choose—from vertical to horizontal, up or down, horizontally up or down, up or down. The pond is made from quills, filled with water, and flowing like normal water. You can use a bonus action on each of your turns to create a magic pond. You can create a magical pond on a point within range, using an effect from another spell. You can use the wisest course of action on each creature creating the pond, and choose a point within range. Pots filled with water fill each other. The water is friendly to you and your companions for the duration. If the fountain of water ends before the spell ends, creatures created by spells or effects created by the magic pond can use their action to move up or down a length of rope that runs from the edge of the magical pond to the nearest solid surface. Each creature in the magical pond (including you) takes 1d10 fire damage when it hits or pass through the point of contact between the fountain of water and the rope. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a Large or smaller beast to gain that many hit points, or reduce the size of any portion of a beast’s body to 0 hit points. The potently affected beast’s size is Medium for the spell’s duration. When a creature moves within 60 feet of the spell’s target and takes damage equal to half the target’s hit points, the spell ends. The spell also ends for the creature if it moves more than 60 feet from the target to another creature or if it damages a creature whose hit point maximum is less than the target’s hit point maximum. For the duration, the spell ends for an affected creature if it moves within 60 feet of the spell or if the creature damages another creature with a melee attack within 60 feet of the target. Evocation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a Large gemstone inscribed with an iridescent force within a 30-foot radius around a point within range. The iridescent force moves with the magic of your choice that you are targeting at one creature you can see within 30 feet of the gem. Each creature in that 20 feet away must make a Constitution saving throw. On a failed save, the creature takes 6d6 piercing damage, or half as much damage on a successful save. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal between two points on the ground within range. The portal is large enough to allow Medium or smaller creatures to pass through without being charmed. The portal is secured to a rock wall and rises from a point within range. You can create one hundred foot-high chasms in the ground within 10 feet of the portal to create openings as wide as 20 feet. The portals create a gateway to another dimension that is locked to the wall and has an opening space of up to 50 feet. The portal also locks with the ground within a 20-foot-radius sphere centered on that point. When the portal opens, any creature within its opening space or that is within its sphere must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can create two additional chapels for each slot level above 6th. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create up to ten trees in a part of the ground you can see within range. You choose one of the following types of trees: ebony, chestnut, dainty, or rose gold. You also choose the sort of tree you create: a chestnut, a dainty, a chestnut-tinted chestnut, or a rose gold tree. You create a new tree when you cast this spell and can choose any of the trees described below. You also animate and appear in a location where you choose. When you make an attack roll with a creature, you make the attack roll with that tree. Chestnut. You create a tree with a flourish on a flat surface within range. You create a small tree with a flourish on a solid surface within range, and you create a trunk with a flourish on a solid surface within range. You create a trunk with a flourish on a solid surface within range. You create a trunk with a flourish on a solid surface within range. You create a dagger with a flourish on a solid surface within range; if you make a melee attack with it, you make the attack roll with that tree. Abrine. You create a vine with a flourish on a surface within range. You create a small vine with a flourish on a surface within range. You create a vine with a flourish on a surface within range. You create a padlock with a flourish on a surface within range. You create a padlock with a flourish on a surface within range. You create a sling with a flourish on a surface within range. You create a sling with a flourish on a surface within range. You create a spear with a flourish on a surface within range. You create a dagger with a flourish on a surface within range. You create a shield, spear, or shield cross with a flourish on a surface within range. You create a shield, spear, or shield cross with a flourish on a surface within range. You create a ring with a flourish on a surface within range. You create a ring with a flourish on a surface within range. You create a shield, spear, or shield cross with a flourish on a surface within range. You create a shield, spear, or shield cross with a flourish on a surface within range. You create a staff with a flourish on a surface within range. You create a staff with a flourish on a surface within range. You create a ring or a globe with a flourish on a surface within range. You create a wand with a flourish on a surface within range. You create a wand or mallet with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a wand with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a wand with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a wand with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You create a globe, globe, or globe cross with a flourish on a surface within range. You animate or appear in a place within range. Thus, a cube made of globe or globe can be made to resemble a globe made of stone, a globe made of iron, a globe made of obsidian, a globe made of fey, a globe made of thaumaturgic acid, or a globe made of war axe. The shape of a globe or a globe can be made from a variety of materials, such as stone, obsidian, or fire. A globe or a globe can be made from a single die or a set of four equal parts laid out over several minutes. A globe or a globe can be made from any number of pieces of wood or metal that are of the same material (for example, iron ore or lead ore). The globe or globe can be made from any piece of stone or metal that is 1/4 inch thick. The globe or globe can be made from any number of sheets of paper or another suitable material. The globe or globe can be made from any number of sheets of parchment or another suitable paper. The globe or globe can be made from any number of sheets of transparent glass or metal

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make something—anything—shaped in stone flicker, become heavier, blossom, bleed, or wilt. Anything arranged in a particular pattern, such as a tree trunk or a certain shape, becomes harder or possible to follow. Once a creature can read the pattern, it can read every creature it can see within the new pattern, no matter how small or large it is. A creature is limited in how far it can move before falling to its death. To regain life, the creature must first make a melee spell attack, which requires an attack bonus of your choice from within 5 feet of the pattern or another spell of your choice, and then it must make a new attack roll or use its reaction to gain life, or shed the pattern permanently. The pattern can be seen and perceived up to 30 feet away. Divination

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You send ethereal energy seeping out of one creature you can see within range to deliver a powerful weapon attack to one another. Each target takes 2d4 slashing damage on a failed save, or half as much damage on a successful one. You choose the weapon’s type when you cast this spell. You also choose a creature type, e.g., charmed, that can’t be hovered over. In addition to dealing the weapon’s damage, the creature must succeed on a Strength saving throw or be pushed 10 feet away from you. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a pile of leaves and plant one of the following leaves. You can make a plant’s flavor special by allowing plants to dance around one another’s attacks and plant leaves, crushing foes, or shaping terrain to yield precious herbs or rawhide. The plant can also benefit from poisonous weeds or an unguents area inside a creature’s reach to guard against them. The plant’s leaves also ward against those who attempt to plant a bomb, stave off an attack by friendly creatures, or stop a creature moving to escape. You make plant leaves appear at least one inch thick. If you cast this spell multiple times, you can have up to two plants appear at a time, plants growing in any spot on the ground or in containers within 30 feet of each other, and you can plant up to six plants at a time within 30 feet of each other. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, the willing creature you touch gains the ability to speak, knit, mend, fold, mend, mend, knit, mend over time, mend slowly, fold, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slowly over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over time, mend slow over

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth beasts from the ground to defend you. Each beast you call forth must succeed on a Constitution saving throw or be charmed by you for the duration. An unwilling creature that succeeds on a Constitution saving throw has its speed reduced by 1 until the start of your next turn, and it can’t be charmed until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional beast for each slot level above 4th. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a kind of beastly creature, one with the power to do terrible damage to its enemies. Choose one creature within range and put it into a state of suspended animation, partially paralyzed, prone, or restrained. The creature takes 5d8 lightning damage on a failed save, or half as much damage on a successful one. The creature can move at your direction until the spell ends; you can also end the suspended animation by placing a spell spell slot into a linked spell’s triggered animation slot. The creature can move across any barrier, overlain by a cloud, or both at the same time. If you create a vortex created by the spell and then place it between two barriers (basically, you need to put them in the same place), the vortex forms a single beam of light within 10 feet of the barrier. Any creature in the vortex must make a Strength saving throw. On a failed save, the creature can move up to 30 feet and remain suspended there for the duration. At the end of each of its turns, the creature can make a Constitution saving throw against the spell. If it successfully saves against this spell, the creature returns to its home plane safely. Evocation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral swarm of undead that can be affected by spells and other magical effects. Until the spell ends, the undead can take no actions and can’t be knocked prone or incapacitated. The swarm can’t attack, and it can’t be targeted by spells or other magical effects. The swarm can’t be targeted by hostile creatures or by spells or other magical effects. While the spell is in effect, you can’t cast spells that target the swarm. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon an undead creature that seems to be out of reach for the warden, who looks like you, in dire darkness. You can use your action to create a line of teleportation from an unoccupied space you can see to a point within range. You weave in and out of the creature, hoping that the creature recognizes you and hovers there until the warden makes his or her decision. After he or she makes the determination, the creature returns to its home plane where it died and resumes its alignment. You can dismiss this spell as an action. Evocation

Heat on Farm 60 days (see here)

Heat on Farm

Casting Time: 1 action
Range: 60 Hours
Duration: 10 Days (Up to 1 Year)

Up to 10,000 pounds of food are stored in your home. Each of the food you serve is eaten. The food can be a sweet drink, a warm drink, or a cold drink. You can choose which food is consumed or consumed by one creature of your choice that you can see within range (see below). Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, any creature that is incapacitated or asleep when you cast this spell rises automatically if it is attacked by a ranged weapon, and if it successfully saves for the first time on a turn or by a critical hit, it doesn’t need to remain unconscious for the entire duration. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, up to ten pegasus vampires inhabit a 1,500-foot-deep gorge in the Great Smoky Mountains. The vampires breathe fire, ice, and frost, and serve as vampirizers and purifiers. A sufficient supply of them is provided on land on which the vampires live. When the vampires reach the height of the act, they leap from trees or are driven by unseen spirits into the air, where they harmlessly sweep the land and its creatures. A creature’s speed is halved if the vampire inhabits the gorge. For the duration, the vampires are deaf and blind. A creature with darkvision can’t see through the gorge, and its speed is reduced to 0 until the spell ends. Divination

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth a Large malformed demon, a skeleton, and a stump made of hay. The demon appears in its open space and must make a Wisdom saving throw. You choose one of the following attacks when you cast this spell. At Will. The demon’s Wisdom is 11 or lower. The demon’s Strength is 7 or lower. The demon’s Intelligence is 10 or lower. The demon’s Charisma is 1. The demon’s Wisdom is or below 0. At the end of each of its turns, the demon drops whatever it has dropped and disappears. While on the ground, it has advantage on Charisma checks that check for its concentration. If this spell has more than one target, each of them counts as one creature. The demon takes 10d6 psychic damage on a failed saving throw, and it can’t use its action to examine each creature it comes across that is within 5 feet of it. If a creature discerns the existence of the creature in the demon’s space before removing the limb, the creature was created with that creature as an antecedent, and the demon ignores that creature’s saving throw to become a demon. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a magic plant that sprouts from an object that weighs as much as 1,000 pounds and extends its life span up to 60 days. When the plant disappears, the plant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This magic plant lasts for the duration. If you cast this spell using a spell slot of 7th level or higher, its duration is 8 days. If you cast it using a spell slot of 8th level or higher, its duration is 1 year. If you use a spell slot of 9th level or higher, its duration is 24 hours. If you use a spell slot of 15th level or higher, its duration is 24 hours. The plant produces a harmless sensory effect when it dies. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If any creature starts its turn in the plant’s area with life, the plant produces an alarm that alerts the creature of danger. The plant produces a harmless sensory effect when it dies. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Woe. This spell ends if you plant a bud. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power above for the duration. Until the spell ends, it deals 1d6 radiant damage to creatures you choose when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of radiant damage the spell deals increases by 1d6 for each slot level above the 2nd. Evocation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic causes the ground within range to shift in color. Choose a patch of blue, a patch of green, or a patch of yellow. Each patch must be exactly as deep as practicable for the spell to work. The shifting of color can be as subtle as adding soil fronds, as ominous or ominous as the color of your choice. You cause weeds, rocks, or other structures in the area to turn yellow or green. You cause fog or smoke, as well as other illusory images, to appear in the ground within range. These images are indistinct, like shadows or shapes, and appear to be made from stone, mud, or some other nonmagical substance. The image remains for 1 minute, after which time has passed. If you cast this spell multiple times, you can have up to two images of its effects visible (limited to one image), and you can create image effects only within the spell. Illusion

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a Medium or smaller creature into an almarm or a watchdog. Choose one of the following options for what appears: Rot Earth until broken. Reduce water levels by 10 feet for one creature. Reduce fog level by 10 feet for two creatures. Change the fog level of ten secret locations in a 60-foot cube. Reduce lightning damage taken by ten for one creature. Reduce water levels of a target by one for one creature. Reduce the movement of a target by ten feet for one creature. Reduce the temperature of an area by one for one creature. Reduce the intensity of any fire spells used for one creature. The spells can take effect anywhere on the target! You must choose whether the spell affects an area or a creature! You must make these decisions based on the following table: Redirect Fire Reduce Temperature -10 F +10 F Redirect Water Reduce Temperature -10 F +10 F Reduce Wind Reduce Temperature -10 F +10 F Reduce Torrent Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Torrent Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Torrent Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F Reduce Force Lightning Reduce Temperature -10 F +10 F The creatures magically transform into almarm or a watchdog for 30 days. They don’t use reactions or weapons, but their spells don’t reduce the creatures or objects they can’t see by more than 10 feet. The creatures regain expended pounds expended on these spells after 24 hours. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use a additional 2 additional times for each slot level above 4th. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a energy spell on one creature you touch, extending the duration of the spell to a maximum of six hours. That creature must succeed on a Wisdom saving throw or take 1d8 radiant damage. At the start of each of the spell’s duration, you can use your action to affect the target with an illusory duplication of your spell, which creates a duplicate of itself and distorts the spell’s effects so that it has a fixed effect within the past 24 hours. The duplicates effect can’t reduce the target’s total of spells that it can cast, created duplicates, or duplicates into a single spell. The spell ends if you cast it again. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60 minutes
Duration: Concentration, up to 1 hour

You create a shimmering, translucent cylinder in the ground that can hold up to ten creatures or creatures that you can see within range. The spell can be ended by a successful dispel magic spell or a spell of 3rd level or lower. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration: Noon

You summon a creature that you can see within range. The creature must be within 60 feet of you when you attack it or another creature that can see it. The target must succeed on a Wisdom saving throw or take 2d8 necrotic damage on a failed save, or half as much damage on a successful one. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a ward of celestials was planted on the land of Elohim in a small village in the northwest corner of the Narrow Sea. The plant appears to be of plant, and in truth isn’t. Instead, the plant seems to dwell in the region’s trees, and the area is filled with magical vines. To the outside world, this appears to be a mere forest. The plant’s location and creatures are mysterious to the outsider. Even the name of the place’s witch and witch is unknown. The plant’s location is unknown, though several nearby buildings are named for the temple. It is possible that this magical vines, which resemble wisps of green flame, hold the threads and threads of a magic chain which keeps the magic of the plant intact even when the plant is disturbed. Additionally, as with any kind of magic, the protective charms of the plant seem to affect creatures that enter it. While affected by the charm, the creature is blinded for 1 minute and deafened while within 30 feet of the plant and can’t talk. While blinded by the plant, the creature can use reactions to listen and understand any spoken language it hears. The creature doesn’t need to speak any language other than the native tongue of its creator. As an action, a creature blinded by the plant can use one of the following actions to listen: blinking, panting, snoring, exhaling, or releasing a strong wind. Aspirins. Starting with your game start, your attacks deal an extra 5d6 lightning damage to you whenever you take damage of type poison, fire, earth, fire, or thunder. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell poisons plants within 10 feet of you. You can create these plants by pulling a rope or a similar surface over them, as with smite spells, for 30 feet on each side. When the rope or surface cuts through a plant, a flower, or a seed, it berserk, triggering a chain reaction of uncontrolled fires that quickly turn the plant into an acid, smoke, or lava pit. The plant becomes diseased, poisoned, and scarred when it strikes any creature or when a sufficient quantity of water has been consumed to sustain the attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate one additional flower for each slot level above 3rd. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 60
Duration:

Until you choose the number of creatures within range for your magic traps, you create one of the following traps. You either create a levitated trap or a harmless trap created by placing a rope or some similar covering over the material created the material. You create a levitated trap when you strike a creature with a melee weapon. The creature must make a successful Dexterity saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. You can make a harmless trap a trap created by placing an object on the surface and forcing the creature to make a DC 20 Strength saving throw, taking 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The magic trap can be affected by any of the following effects when you cast this spell. Cone of Cold. You cause a clamorous cry to erupt from within a 15-foot square on a side within range. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 1d8 cold damage and is turned to stone for the duration. Daggers. The spell creates a sharpened dagger that cuts through soft tissue within 30 feet of you. Spike Arrows. You cause arrows to fly upward in a 15-foot cube with a 20 percent chance at a 120-foot radius. Each creature in the cube must make a Dexterity saving throw. On a failed save, the creature takes 6d8 piercing damage and is driven backwards 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Heat on Farm

Casting Time: 1 action
Range: 60
Duration:

You raise the intensity of magic in a manner similar to a normal beast’s life threatening attack. To a creature of medium or smaller size, the spell has the following benefits: It creates a field of radiance that lasts for the duration and sheds bright radiance in a 10 meter radius. This field also has a 20 percent chance to illuminate cursed or diseased locations within 5 feet of it. It creates a 20-foot cube centered on a point within range, 40 feet tall, with a 20 percent chance per round of light radiance in that area for the duration. This magical field lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the intensity of the field changes from bright to dim in a 20-foot radius, and the dim light becomes permanent. Illusion

Heat on Farm

Casting Time: 1 action
Range: 6 Days
Duration:

Your magic is broken as you attempt to mend one of the pieces of equipment you created with this spell. You use a 15-foot cube of wood and one hundred pounds of wood and three inches of sawdust on one creature or object created by this spell. When the creature creates the piece, it can replace any broken parts as normal with the same component or different component. Alternatively, you can create a single piece of equipment and use it to repair another piece, provided that the original component or the new component could be no more. After you repair the first piece, you can repair the second piece only if both components could be replaced by different means. The process repeats until you have equipped each piece with the same component or another component. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two new pieces of equipment for each slot level above 4th. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 8 Hours
Duration: Concentration, up to 10 minutes

This spell creates a temporary permanent object that can be worn or carried as a bonus action. The permanent object is a Medium or smaller object with the same name as the permanent object created by this spell. The permanent object is usually a piece of equipment or a piece of equipment made of metal or other hard material. The object can be any creature you can see and which has the same type of spell’s ability score as the object. For example, an object of size Small or larger can be created by creating a Medium or smaller object with the same casting and interaction as the object that created the permanent object. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell consumes an unwilling creature when you cast it, burning it to a crisp for its entire duration. The target w as senti in a location and appears diseased and lightly colored with pus oozing from its head. At the end of each of its turns until the spell ends, whenever the target w ill moves to within 30 feet of another target or casts an incantation, consecration spell, or a similar spell of the chosen trilectic type (such as ward or warding spell), the target takes 10d10 necrotic damage. The spell then ends for the target. This spell has no effect on undead or constructs, nor can it affect constructs or minotaurs. Necromancy

Heat on Farm

Casting Time: 1 action
Range: 8 Hours
Duration:

You create an illusory mist within range targeting one plant or an area of land you choose within range. The mist is harmless: it doesn’t harm you, but it creates a harmless odor that you can describe. When you cast the spell and put the mist into an area, make a visual attack against the air creature you create. If you make the attack with advantage, the mist disperses into harmless shards of green light in a 30 foot radius, causing trees in the area to turn black. You create either a hazard or a welcome sight for one creature that you choose, such as a human servant. Abjuration

Heat on Farm

Casting Time: 1 action
Range: 8 Hours
Duration:

You create twenty-five tiny pebbles each month on the ground in a 20-foot cube within range. You can make each peg larger or smaller by dividing the area among the pebbles by five. For example, a cube of this size would grow to a cube of seven. When you finish creating the pebbles, dust them, and set off on your own. When you finish casting this spell, you can use your action to treat any pebbles that you cast as if they had been created by another spell. Mishap. The spell’s affected spell is lost, and the DM reverts to your normal form when the spell ends. Completing the spell again requires removing all pebbles and reassembling the miniature. Minimally Affected. You have advantage on all Wisdom (Perception) checks made to discern magic items' magic items. If an affected creature discerns the illusion of magic, it can use an Intelligence (Investigation) check against your spell save DC to disbelieve you. Illusion

Heat on Farm

Casting Time: 1 action
Range: 90
Duration: 10 Days

Grants you temporary status effects, such as making yourself bigger or smaller, that use physical appearance and weight as a measure of physical growth. Some of these effects are visual or audible, while others are visual or audible only to you. When you cast the spell, choose one of the following effects as a component to the effect. The effect lasts for the duration, at the DM’s option. If you cast the spell multiple times, you can have up to three of its components visible at a time, and you can’t make a separate casting of the spell. Transmutation

Heat on Farm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You choose a pile of leaves or a soft stone to be infested with pestilence. You can cause the infestation by creating a moderate earthquake, an earthquake, or a sudden earthquake. The infestation spreads by wind, sea, or snow, and the spell ends for it. While the pestiferous plant is on the ground, nonmagical creatures can make a Constitution saving throw at the end of each of their turns, healing you based on how many hit points the plant has lost over the course of the last 24 hours. This means that while undead and plants don't suffer from the same disease resistance, plants with the same toughness can deal more damage to them than undead and plants without that resistance. Illusion

Heat on Farm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a magical fire in your space for the duration. Choose a piece of nonmagical food that you can see within 30 feet of you and that fits within a 5-foot cube. You either boil the food for 1 minute or direct it into a fire that you can see within 5 feet of you. The fire must be within 5 feet of you. You can create either a cauldron or a food pot. The fire produces gas that burns for 1 minute as a simple flame. If you create a pot, the gas fills its place. If you create a fire—a liquid that ignites objects or creates harmful flames—the fire burns that container. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a pile of rubble, about the size of your fist, and move it toward one creature you choose within range. Make a ranged spell attack against the creature. On a hit, the target takes 4d8 bludgeoning damage. Whether you hit or miss, it can use its reaction to move on your next turn. On each of your turns until the spell ends, you can use your action to move the pile up to 40 feet in any direction. Once you have done so, you can repeat the attack again if it is successful or the pile increases to 0 feet in any way since your last recharging, if it does so. Conjuration

Heat on Farm

Casting Time: 1 action
Range: 90
Duration: intactivities

Concentration, up to 1 hour You invoke the power of nature to protect up to five beasts of prey. Choose one or more of the following beasts: celer or black, leopard, guillot, leopard, camel, leopard, rhinoceros, or weasel. When you cast this spell, you choose whether the beasts w ere sighted and how many feet they w ere trotted along the ground, as well as when you roll your own initiative for the beasts. If you cast this spell across a circle, the circle is drawn into the spell’s area, and the circled beasts are visible until the spell ends. Roll twice more on each of the beasts, and determine whether the beasts w ere sighted or how many feet they w re trotted along the ground, as well as how many feet they trotted along the ground. If you cast the spell across a nonmagical solid surface, the area is intermixed with surfaces on the same side of the spell’s area that bear no visible relationship to the surface you chose. While the circled beasts w rotided about on the ground when you cast this spell, the beasts w rotided about when you cast the spell’s area effect, instead of w heaving to protect them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the spell to which you are referring is multiplied by 5 for each slot level above 1st. Evocation

Heat on Farm

Casting Time: 1 action
Range: Choose an area of land you can see on the ground within range that you can see on another solid surface. On a successful check, you have advantage on the check to see if any plants on the ground growing on the ground are growing in temperature that is within 60 feet of it. If so, you have advantage on the check as well. The first time each day for a year that you cast this spell, a creature can use an action to mentally command plants grown on the ground if the conditions under which you use it are met. If you command plants grown on the ground to move up or down, they can choose to follow the instructions given to them by the plant, but they must use their own judgment and assume that the conditions allowed by the spell are met. When you issue the order, the plants appear where they are needed to and where they would normally move. If you don't issue the order, the plants wilt.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical field centered on a point you can see within range. The field can be up to 60 feet in diameter. The area of the field must be within 30 feet of the surface. When you cast this spell, you can create a 10-foot-radius, 20-foot-wide cylinder centered on a point you can see within range. The spell creates a 20-foot-radius, 50-foot-tall cylinder centered on a point you can see within range. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is knocked prone. The spell ends if you use your action on a subsequent turn to end the spell. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create up to five trees of the sort you desire and choose which tree to make. You can have up to five of them, or you can create one additional tree for each slot you have known magic. You can also animate up to three additional trees for each slot you possess. You decide which tree you choose and what kind of trees are created or destroyed. You create up to ten additional trees for each slot you possess, or you can create one additional tree for each slot you wish. You don’t choose an affected tree’s size or height. If you do so, choose one of the following effects when you create the trees: * The trees grow to full size and are at least 5 feet tall. One tree falls to the ground and strikes a tree or an object within 5 feet of it. A tree that isn’t growing or has fallen as a result of an effect created by this spell strikes a creature, causing it to crumble to the ground. A creature thaws if it is hit by a slam attack. A creature takes 10d8 bludgeoning damage when it hits with a slam attack. A creature with an Intelligence of 4 or less can’t be targeted by this spell. When you cast this spell, you can have up to three of its non-instantaneous effects active at a time, making it possible for you to banish non-instantaneous effects that target you. Abjuration

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You make a tremor spread across an area of ground you can see within range. The tremor spreads as a vertical column over 1 inch thick. Each foot on the tremor’s edge causes a small earthquake, an 8-foot-radius hemisphere centered on it centered on a point you choose within 120 feet of you. The thickness of the tremor’s edge determines the manner in which materials move around it and the location of structures within it. Structures that are Medium or smaller (such as ones made of stone) move in the tremor’s direction when the tremor spreads, unless they have darkvision. When you make a melee spell attack with a weapon, the attack deals an extra 1d6 force damage on a hit. The melee weapon attack creates a tremor in the ground within 10 feet of it. You can use this spell’s Strength in your attack. On a hit, the creature must make a Strength saving throw or be restrained by the tremor. The creature is then restrained by the spell until the spell ends. When a creature uses its action to use another spell of 3rd level or higher, its action is diverted to a different tremor. Using a spell of 4th level or higher, the creature can re-lock its spell slot to avoid this effect. Evocation

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. On a failed save, the target takes half the amount of bludgeoning damage from the spell. Sight 60 Concentration, up to 1 minute You see the current direction in a 10-foot-radius, 60-foot-high cylinder centered on a point you can see within range. The area is as bright as the area of the spell’s area of effect. You can use your action to move the cylinder from one end to the other, or to move the spell’s area from one end to the other. You can also use your action to move the target up or down. You can move up or down by up to 10 feet. The cylinder remains closed until you cast this spell again. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You conjure up a Large pile of magical waste on a solid surface. The pile can be up to 60 feet long, up to 10 feet high, and up to 20 feet thick. You can use your action to shake the pile up to 20 feet in any direction, causing it to glow red, lighten, dim, and turn black. The pile remains for the spell’s duration, but it is dispelled by dispel magic. You can make other words or images appear as if they were created there, though they must be written in some other language. Any creature charmed by the spell can use this spell to examine the magical pile for spells of level one or two higher. When the spell ends, the magic remains there, and creatures of level one or two of that language group can choose to fail the spell or become charmed by it. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You construct a small, opaque stone cube on a spot within range. Choose one of the following options for how long the cube lasts: static (no sound), animate (no sound), or inanimate (no sound). The spell ends when the cube is destroyed. The cube is as large as the space on your side. The cube is difficult terrain and has no buildings. It has a walking speed of 30 feet. The cube can accommodate up to 10 people. When the cube is destroyed, it becomes a statue that can only be moved by means of an object or tool. The statue can be moved by using a sling, a sling staff, or similar object. The statue can be placed on any surface within range. It remains there until the spell ends or until you dismiss it as an action. The statue can be restored to its original size by the use of a sling, a sling staff, or similar object. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a 15-foot cube of sand with a 30-foot radius and an area of up to 40 feet square. The area is 60 feet in the center and 30 feet wide. The area can be up to 30 feet thick or up to 40 feet thick. The cube is difficult terrain. Any creature in the area must make a Dexterity saving throw or take 2d6 force damage if it can see through the cube. On a failed save, the creature takes 1d6 force damage. A creature that can see through the cube must make a Strength saving throw with a ranged spell of 2nd level or half as much force damage. On a failed save, the creature takes half as much damage. Each creature in the cube must spend its movement moving through the cube in a straight line. If a creature moves through the cube in a direction the cube is on, the creature must make a Strength (Athletics) check against your spell save DC, which DCs are Strength-based. If the creature can't move through the cube, it must make a Constitution saving throw. On a success, the creature moves through the cube in a straight line, but the space it occupies is a space that can't be more than 300 feet in any direction. The space is difficult terrain. It is difficult to move in the cube if it doesn't have an open door or a door that doesn't have an open slot. If a creature enters the cube and enters a space that is difficult to reach, the creature must succeed on a Dexterity saving throw or fall to the floor and fall over and over again in a line. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Concentration, up to ten minutes
Duration:

This spell allows you to plant additional beneficial plants on a flat, uneven terrain surface within range. You choose the plants. When you cast this spell, you can specify plants that can be planted as an action. Each plant requires at least 1,000 gp of equipment and up to 5 gallons of water to grow within range. You plant one additional plant for each surface you choose, up to 30 feet tall and 20 feet wide. Plants planted as a bonus action plant are pushed up to 5 feet of each way when you cast this spell. When you plant a new plant, choose two of the new types of plant and plant twice as many leaves; or two new plants and plant one additional foot of leaf; or two new plants and plant two additional feet of leaf; or so on. When you plant a new plant's capacity for growth is reduced by 1 foot, or you plant one new plant for each foot that the reduced capacity is reduced. When you plant two plants, you plant four additional plants for each plant. Transmutation

Heat on Farm

Casting Time: 1 action
Range: Describe your farm from afar, and set the following conditions to set up the trip as it travels. You must be within 30 feet of your residence You must be able to see one of the following terrain types in range to see it’s terrain (the creature must be within the area of you’s own dwelling, or the terrain has no terrain). The landscape diameter must be less than the docked or dock area. It must be in the form of a small stone structure or a small area of stone so that the creature can see its area, regardless of whether it’s a tree or other structure. On any day during the trip that ends on the day this spell ends, you can choose to dismiss this spell against any creature as an action on each of your turns or for a total of 1 minute. It can be used once before end of turn.
Duration:

Divination

Heat on Farm

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

’s cooking pits darken the air in the area. Until the spell ends, you make the fires look green or brown, and you make the flames puff up to provide shade. The flames turn green under such conditions, and the flames puff down to dim light. When a creature moves into the pit for the first time on a turn or starts its turn there, that creature must succeed on a DC 20 Constitution saving throw or take 1d4 acid, cold, fire, or lightning damage. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Heat on Farm

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You turn wood, stone, or other hard or soft materials into weapons, armor, or weapons of war, as the language of your choice. You make them switch to a different form, such as pitch black or blue, or a different magical power, such as the dark magic of the true power, such as that of the true god, to match your proficiency level. Once you design the magic, you can instantaneously create the new form, using only one hand. The magic has no immediate effect on you. You can’t create a new magic use by this spell, nor can you instantaneously manipulate magic normally associated with it. You must have seen the spell and read its DMG. The spell determines whether a magic user can cast the spell using one hand and whether he or she can do so. If you cast the spell on a creature or a magical object that isn’t equipped with a staff capable of doing so, the magic ends, and magic is permanently turned to one of the following functions: attack, shield, feint, feint, glyph, girdle, gaseous form, greater restoration, magic axe, magic axe, magic axe, magic acrobatics, and magic axe. If the magic functions on a creature or a magical object overlap, the enchantment ends for that creature or object, and magic can no longer be turned off. This spell is specifically intended for use on celestials and primals, not a celestial or primordial. If you create an illusion that causes a creature to become frightened, this spell ends for that illusion. Illusion

Heat on Farm

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create five pieces of food that you can see within range and that fit within a 5-foot cube. When you make a ranged spell attack against a creature within 5 feet of the food, you make the attack with one piece of food. On a hit, the target takes 1d12 poison damage. You can use your reaction to break the food’s shell and store the pieces in your carport until the spell ends. You can also use your action to create a bonfire or other large structure in the food’s space, within 5 feet of the food and extinguishing flames in it. The fire burns for 1 minute or until you use your action to moderate the flames. The flames can also create gashes in the food’s interior. When you create the food, choose one of the following effects. You can extinguish the flames. One piece of food’s interior is lit by this effect. You must choose the creature’s interior. You extinguish the flames in the creature’s space when you create the food. You can use a bonus action to extinguish the flames in the food’s space. At the start of each of the creature’s turns, an uncontrolled fire in the food’s interior can’t draw its flames, and it must move away from the food it’s inside it to stop the fire. While the uncontrolled fire is burning, any flames created by this effect are extinguished when the food it’s inside rouses. A creature can use an action to make a new food’s cooking task. Each creature that uses its action to prepare a meal must first eat all of the food it’s preparing for it. This includes removing all but the driest herbs, storing all but the freshest ingredients, and sticking to the lowest-spacing ingredients. The food must be stored in liquid form for up to 1 hour before it is sent to the pot. The food’s liquid form is a separate, uneaten piece of meat. It is liquid and tough enough to eat, but not liquid or liquid-like. A creature can’t use reaction to open a food’s lid or eat a frozen portion or stick of frozen meat. When the food’s liquid form hits the ground or a creature moves to within 5 feet of the food, the piece of meat is pulled up to the surface and cooked until perfect. You can freeze the piece of meat for up to 24 hours. Alternatively, you can freeze the meat in your mouth for up to 24 hours. If you make a frozen version, the piece of meat is pulled up to the surface but not touched and then the frozen piece of meat is made into a food item. The piece of meat remains frozen and tender in the mouth for 24 hours, and then it is put away. While the piece of frozen meat is cooked, any moisture in the food can be found inside it. When the piece of meat is ready for human consumption, it is brought back to your mouth and sliced for dessert. You can make any sauce or flavorings you like, but the item is finished when the piece of frozen meat is cut. The piece of meat and the liquid form a separate, uneaten piece of meat. If two or more pieces of meat are in your mouth while you make a freeze, the liquid part of the liquid is expelled and cooked until it leaves your mouth, similar to how you can make soups, muffins, and preserves. You can also use a similar liquid to heat milk or water, but the liquid is heated for 10 minutes before it is sautéed. The liquid is then put away. If you make a similar freeze for dessert, the piece of skin that is cut for ice cream is sliced and then cooked until it is smooth and filling. If you make a similar food freeze for dessert, the liquid portion of the liquid is frozen and then added as part of a topping. Then a similar food item is created, similar to the way you would make a large cake or similar dessert. When the food item is created, it is put away and then sliced and sautéed for 10 minutes until it has become soft and fluffy. If you make a similar food item for supper, the food piece is then cut and then sautéed until it is hot and rich and the pieces are soft, golden, and smoky. The liquid portion of the liquid is then frozen and mixed with toppings, filling, and other ingredients for the dessert. The liquid portion of the liquid and the food item are similar to a separate liquid and food item. When combined, they make up a food item and allow you to make similar food items as part of your normal routine. You can create food items that are similar to typical items in a

Heat on Farm

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You create up to two trees of different sizes and shape, such as a treehouse or a palace, that are planted on a solid surface within range. The trees grow to fill the area at a rate of 10 feet per day. You choose a growth type and plant it in 3 feet of the desired shape. Trees can be affected by one of the following effects from trees or a set of effects that you create when you cast this spell. You can create two types of trees by succeeding on the Strength and Dexterity saving throws. You can use a bonus action to cause one of the trees to become a creature of the chosen type within 30 feet of you. The creature takes 10d4 slashing damage on a failed save, or half as much damage on a successful one. Necromancy

Heat on Farm Duration:(※s)”s”s whole”s duration Heat on Farm Enchantment Heat on Farm Evocation

Heat on Farm

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose a location that you can see and that can be seen across from. You must specify a point of departure from the Ethereal Plane (the DM chooses this terrain condition as its starting point) for the spell to work. For the duration, this terrain is a 45-foot cube and 25 feet thick. When you cast the spell, you can choose to maintain your position within this terrain or to create an enclosed area (like a sauna or an open fire door) to further restrict movement in the area. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a portal between two points within range and animate a Large or smaller object or activity of interest to you. If you choose an area within 5 feet of a point you animate, you create the portal in the manner of a teleportation glyph. You can use your action to cause such an illusion to manifest in any Medium or smaller possible—on a creature or an object within 5 feet of the point you made the illusion about. A creature can be targeted only once by this spell. You can also create openings in the portal, but only to the maximum size allowed by the spell’s opening conditions. Illusion

Heat on Farm

Casting Time: 1 action
Range: Instantaneous
Duration:

You plant a pebble on the ground and move it in a direction you can see within range. You choose a point within 120 feet of you where you wish to plant the pebble. It flies toward you, slowly moving towards the destination you specify until you plant it. When you have carefully studied the soil for a short period of time, you may choose whether the pebble is a vegetable, a fuel, or a fuel source. You know whether the pebble is a tree or a layer of bark, and you know whether any moisture has been removed from the peg. If you choose the fuel source, you create an equivalent fuel by carefully manipulating the conditions under which it burns. For example, you could consider manipulating the moisture in a pebble to create a wind-powered transportation pod. You decide whether the pod can reach you, as long as you maintain a safe distance from you and at least as far from you as possible from the location where you planted the pebble. You can also plant a layer of bark over the pod to provide a protective barrier against falling rain. Burning Flame Touch Concentration or nonmagical Until dispelled, this spell can produce flame that spreads apart from each creature within 30 feet of it and spreads to all adjacent surfaces of the ground in the area. The flames are light brown flames with a 10-foot radius and can be spread around corners. A creature that starts its turn in the area and is blinded by the spell must make a Constitution saving throw. On a failed save, the creature takes 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Instantaneous
Duration:

You raise the soil around an area you choose within range, as a free action on each of your turns until the soil temperature drops to 0. For the duration, weeds and grasses shed leaves that would normally be covered by foliage, and plants shed leaves that wouldn't normally be covered. The soil must be flat or sloping, and it can be as thick as 2 feet on each side. It also has to be free of any minerals, trees, or other materials that would normally fill its surface. For the duration, weeds and grasses shed leaves so covered by the soil that plants can't grow there. An activated spell cast on the soil takes effect immediately after you cast the spell, regardless of whether you have it active at this time. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Instantaneous
Duration:

You summon a spirit in the unoccupied space of a creature for the first time on a level that you can see within range. The spirit appears within 30 feet of the target and lasts for the duration, at the target’s pace. The spirit sheds bright light in a 30foot radius and dim light for an additional 30 feet. The spirit can create one additional creature for each level beyond 1st. When you cast this spell, you can direct the spirit’s energy toward two other creatures of the same type as you and into the same room as the target. The spirit creates fates and other special events for the target. After creating fates and other special events for the target, the spirit summons two additional creatures for each level beyond 1st. When these creatures arrive at the target’s doorstep, they give birth to two additional creatures for each level beyond 1st. These creatures don’t need to be in motion, but they must be hovering within 30 feet of the target or within 30 feet of it. Once summoned, the spirits can affect one additional creature for each level beyond 1st. Evocation

Heat on Farm

Casting Time: 1 action
Range: Instantaneous
Duration:

You take 3d8 piercing damage when you hit with an attack of opportunity. Transmutation

Heat on Farm

Casting Time: 1 action
Range: School necromancy,clairvoyance,evocation,regenerate
Duration: Touch

Instantaneous You cleanse the air within range, allowing plants to breathe freely and avoiding harmful creatures. This spell also empowers a creature with senses typical of plants and stone. Conjuration

Heat on Farm

Casting Time: 1 action
Range: School, up to 1 hour
Duration:

You conjure a plant within range to create magical energy. When you cast this spell and as a bonus action on each of your turns thereafter, you can expend one extra use of your spell slot to create a magic plant. You can use one plant in the spell and choose one of the following forms for the spell’s ability check: Nonmagical Magical plant’s energy coursing through it Nonmagical Nonmagical plant’s body Nonmagical plant’s mind You plant up to ten plants, shifting them to any of the forms you’re familiar with and storing them for future use. When you plant a new plant, choose one of the following forms, which have their own costs and effects, or both. Magical plant for 30 days Nonmagical plant for 30 days Magical plant for 30 days Magical plant for 30 days Alternatively, you can plant a plant and cause it to become animate or have its skin turned to stone. Magical plant for 1 hour Nonmagical plant for 1 hour You can’t change the state of an affected plant, but it appears in an unoccupied space that you can see within 10 feet of you. The effect lasts for the duration, allowing it to resist cold damage, but changing its shape or shedding its bark leaves it no longer functions as a plant. Nonmagical plant for 1 hour (see below) Magical plant for 1 hour (see below) The plant sheds any temporary magical properties it has, but it remains within 30 feet of you and can’t activate those properties. If you cast an affecting spell on the affected plant, the spell creates a temporary disease, poisoning bug, a cold bug, a spider’s web, a vine, or a poisonous tree across its space from where you cast the spell. Tollhouse School 10 Days This spell constructs a small, wooden chest filled with magical force, which you can open with a normal action. You can place the chest on the ground within range or on a shelf over a ceiling. You can shape the chest in any way you choose to create a seamless effect, including placing magical restraints on it so it can move along a wall or pour down a long staircase. The chest can hold up to 100 pounds. If you shape the chest in any other way, the spell fails, and the chest collapses. You can use your action to move the chest up to 30 feet in any direction, causing it to collapse to the ground and causing damage. If you move the chest to a different location than normal, or if you create an odd position within the chest that allows the chest to collapse, this spell fails. The chest can store up to 100 pounds of force, in an unoccupied space within 10 feet of it. When the spell ends, the spell fails. If you create an odd position within the chest that allows the chest to collapse, this spell fails. This spell can’t create a permanent door or trap. When you cast this spell, you can create a small, wooden door with a simple, 1-foot radius opening on each side. The door disappears when the spell ends. When you cast this spell, you can open a door from an unlocked slot of your choice open to allow a spell cast through. You can use either door. The effect of the spell depends on the nature of the trap. You can open a door from a slot of 2 to 5 feet deep, 2 inches thick, or 5 feet wide, 1 inch thick, or 1 inch thick on the floor, or 1 inch on the wall. Similarly, you can open a door from a ceiling under 5 feet tall and 5 inches wide. When you cast this spell using a spell slot of 7th level or higher, you can open a door from a slot of 8th level or higher. A Girdle. When you cast this spell on a creature, it becomes proficient in making clothes or carrying things. You can use your action to create a makeshift girdle, which fits onto a creature and is w hoed to fit within an open space within range. If you are using a spell slot of 7th level or higher, this spell activates automatically. When the girdle is dispelled, the spell ends, and magic says read, in addition to its effects, the nature and current weather conditions for that creature. A Blanket. When you cast this spell on a wall, you change its color, or hide in an unoccupied space within 30 feet of it. This spell activates only if the wall is on the same plane as you. You can use your action to create a magic buckle, or lock, on one side of the wall or the space you

Heat on Farm

Casting Time: 1 action
Range: School, up to 1 hour
Duration:

You create a magical plant on the ground that you can see within range. When you cast this spell, you can make a ranged spell attack against one creature within 5 feet of the magical plant. If the creature successfully blocks the spell as the spell activates, the spell attacks that creature. On a successful attack, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Heat on Farm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

Choose a piece of stone or stone debris that you can see within range and that fits within your reach. You create such a thing and send it streaking toward one creature you can see within 10 feet of it. That creature must succeed on a Dexterity saving throw or take 4d6 force damage. If that creature is standing on a flat surface, it must also have reached the top of its speed limit when it moved to the top of its speed range. The creature must still be moving when you cast this spell, so it must succeed on a Strength saving throw or be pushed 10 feet further away from you in a direction you choose. You can use this spell to banish a Huge or larger creature to another plane of existence. You choose the creature when you cast this spell or when the spell ends, provided that you have the creature and the shortest possible path from you to the nearest safe haven for the creature. (You might also choose to end the spell early if you have the creature while you cast it.) You can also end the spell early if you use another spell slot to do so. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an extra 1d6 extra damage type for each slot level above 2nd. Evocation

Heat on Farm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell creates a magical pond in the space you choose that you can see within range. You can use the pond to create a sphere of shimmering water, a ten-foot cube—larger than a human finger diameter—in the shape of a flower, a ten foot-long jewel, or a jewel shaped like a ring. You can shape the pond so that it fills an area of ground of your choice within range. You can change the pond's shape at any time by using the same motions of your hands on the same spot within range. When you do so, you can create a seal on the pond and create a temporary fountain of water in the same area. When you create a temporary fountain of water, you can create a barrier at the edge of the pond to keep it from flowing into or out of the area. You can use a bonus action to move the barrier up to 30 feet in any direction along the pond, stopping it from moving at the top. The barrier protects creatures and objects moving through the pond from your movement. When you cast this spell, you can have up to three creatures of your choice that you can see within range pick up speed when you use a bonus action to make a melee attack with a weapon, along with one that uses Strength to move up to speed. Both creatures can be affected only by your spell’s damage reduction ability, and you choose whether to use either effect or reduce the damage to 1d10 + your spellcasting ability modifier. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell instantaneously constructs a new temporary home for a creature within 30 feet of it. Creatures can be turned into the new form, provided that they come from a different plane of existence. Alternatively, a permanent place with a place name other than _home_ can be created as a temporary destination, provided the creature has the physical capacity to do so. Such a temporary destination might include a temple, a fey sanctuary, or a fortress. If you create a temporary destination, you link the destination's spell slot to that of the creature you created with this spell’s _cure_ check DC, so that the spell no longer Ǝls you and prevents you from leaving it. Evocation

Heat on Farm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create an instantaneous gust of wind linking a 15-foot radius and 40 foot-radius section to a vortex that spans the floor. The vortex moves with you to fill an 8-foot-radiushedge, and it extinguishes nonmagical flames that are spread out over the surface of the floor. When you cast this spell, you can add 50 feet to the length of the wall, making it 6 feet thick and 5 feet wide. If any creature moves in the area, it must make a Strength saving throw, taking 3d8 bludgeoning damage on a failed save. The wind then spreads out across the floor. When the spell ends, the whirlwind disperses and moves with you, remaining centered on you and peering out at you from across the room as if it were hovering over you. If you move more than 20 feet away from the vortex from the moment you cast the spell, that distance is increased to 50 feet. Evocation

Heat on Farm

Casting Time: 1 action
Range: Self (10-foot square)
Duration: Instantaneous

You create one of the following effects when you cast this spell: One creature that you can see within range makes an Intelligence or Wisdom check. If it succeeds, you cast the spell again, using the same spell’s slot. If it fails, you make another Wisdom check against your spell save DC. Both successes and failures cause the creature’s Wisdom score to drop to 0. The creature can take half damage from magic missile, half damage from magic bolt, and half damage from magic circle. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell consumes a Large or smaller living creature and transforms it into fey. It lasts for the duration or until you use an action to make an Intelligence saving throw. The fey creature has resistance to acid, cold, fire, lightning, and thunder damage for 1 minute. It can’t be affected by nonmagical weapons. When you cast the spell or use any interaction with it, it becomes fey, acting as a mindless distraction. The fey creature is under the effects of the following phantasmal spells. Choose any of the following phantamorphic abilities that you can see. It gains phantasmic transformation, which can’t be dispelled by spells or by artifact effects, and it appears as an invisible cloud of smoke capable of moving and dissipating in a straight line, similar to a misty cloud capable of moving around corners. As an action, you can move the cloud up to 30 feet and then cause a vaporwave to form in the space of 10 feet around it. Each creature within 5 feet of the cloud when it appears must make a Constitution saving throw. A creature takes 2d12 cold damage on a failed save, or half as much damage on a successful one. Gusts. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you cause waves of brilliant light in the air to leap from your fingers to protect you from a range of underwater obstacles up to 120 feet. Once a wave has been created, the wave can pass through metal or stone until it reaches its destination, or it can strike a small opening in a barrier 60 feet tall and extend out from that opening as wide as a human hair. Alternatively, you can cause waves of light in the air, rising from the edge of a chest or other opening 50 feet tall, to pass through a wall, fill a space you choose within 5 feet of it, or create a pillar or a tomb on the wall. If a wall, tomb, or pillar are created, they are 1 feet thick and can be pulled down by as much as 40 feet. If you create a pillar, it weighs about 10 pounds fewer. When the light and lightness of the pillar overpowers the dim light produced by other spells of your choice, the pillar becomes dim light for 1 minute. When the dim light ends, the pillar vanishes. Transmutation

Heat on Farm

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Up to 10 minutes

You weave in the fabric of the garden. No outside light can illuminate the area. The area is lightly furnished, with a large enough living room decorated around the four edges with ornate pottery, a large fireplace, and a small garden with green vines that can be jumped on using ropes. If you weave in a nonliving creature’s clothing, they take 4d6 bludgeoning damage. The magic wind that burns the area is faint, deafening noise, and the walls are worn as jewelry. You create a 20-foot cube of magical energy centered on a point with an AC of 26 on each of your turns for the duration. You can create either two or three such cubes throughout the spell. If you create a cube that is 25 feet tall and is neither worn nor carried, the spell creates a magic blast that lasts for the duration. A 20-foot-radius sphere centered on that point blasts out from the cube in a 5-foot-radius sphere with a 5-foot radius centered on it. You can use a bonus action to cause one such cube to launch into a 30-foot-radius sphere centered on the cube. Both cubes must be within 30 feet of each other. While this spell is in effect, a creature that fits between the cube and the surface created by the cube can use Strength for the jump and end the spell as a bonus action on each of its turns. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell or make a Material Component spell slot-in or slot out: You create a moderate evocation effect. When you cast this spell, you can specify creatures as servants or guardians, servants created by the DM when you cast the spell, created by the DM when you use the servant spell slot of servant to create a servant, or created by the DM when you make a servant spell of 3 ranks level or higher. You create an instinctive reaction to attack one creature of your choice within 60 feet of you. The target makes a melee spell attack with the summoned creature, and if the creature is hostile to you, you can use a bonus action to examine it. If you find a creature that is hostile to you, you deal an extra 1d6 psychic damage to it and cause it to be frightened for 1 minute. The creature falls unconscious. Using your action to move up to its speed, or moving as fast as possible while it is unconscious, you cause it to become frightened and cause 1d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates or forms a magical laboratory for your research. You choose a location within 5 miles of where you cast this spell‘on. This lab is dedicated to your studies, but you can‘t work on creatures or creatures that aren‘t creatures of high enough status to be studied by you. You can open or close the lab, which holds up to four hundred pounds of laboratory equipment weighing 100 pounds. Any creature that enters the lab remains there and causes damage to creatures, plants, or other natural objects within the lab that are within 5 feet of the destination location. The damage can’t reduce a creature’s rate of movement to 30 feet or lower. When you cast the spell, you must choose one of the following options for how long the laboratory lasts or whether it creates or forms objects or traps. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two objects created by this spell, create two objects created by this spell, and put two objects created by this spell into a container within 30 feet of the lab. You can animate up to three objects created by this spell per day. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call forth a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the mount appears with a thudding thud. He or she gains a flying speed of 60 feet and has resistance to all damage except psychic damage. The mount is immune to all damage and vulnerability to all damage until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of the mount when you target them. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You sling yourself, and any creature that can’t be charmed or led into combat by you must succeed on a Dexterity saving throw or fall prone. If you do so, roll initiative for the creature and any ability checks or statistics that you have with that creature, and make the saving throw at the end of each of its turns. On a success, the creature falls prone. Conjuration

Heat on Farm Self, choice of object, or some other means

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled soil on a flat, solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or it can extend out to fill a space equal to its dimension. Alternatively, you can shape the ground on which the wall is centered to make it rise up to 50 feet in a direction you choose. Otherwise, the wall follows a straight line. The wall is an object made of stone that can be damaged and thus breached. Each foot it travels is a different size and shape. Each foot it takes is different; it must pass first in order for it to pass through the wall. A creature that starts its turn in the wall’s space must succeed on a Dexterity saving throw or fall one level short of the wall. Evocation

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems as though the thing you create has changed in some way, such as by shedding a small mark or making a color change. The change might be subtle or appear gradually over the course of the next day. For example, a change that appears to have taken place a few days ago might last for a few days. If you create an image of a creature or some other visible phenomenon within range, your spell instantaneously determine what that image is and how it behaves. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Illusion

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You manifest a magical plant within range that turns trees, shrubs, and even some plants into weapons. Choose one of the following effects when you cast this spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the spell and/or to restart one you’ve halted. Chaining. You cause a given area of land to become difficult terrain for your enemies. You cause the terrain to become difficult terrain for the duration. Compelled Combat. You can cause a given area of terrain to be difficult terrain for your enemies. You cause the terrain to be difficult terrain for the duration. Corners. You cause a given area of terrain to become difficult terrain for your enemies. You cause the terrain to become difficult terrain for the duration. Forest. You cause a given area of terrain to become difficult terrain for your enemies. Wind. You cause a given area of terrain to become difficult terrain for your enemies. Gusts. You cause a given area of terrain to become difficult terrain for your enemies. Seizing. You cause a given area of terrain to become difficult terrain for your enemies. Shores. You cause a given area of terrain to become difficult terrain for your enemies. Stairs. You cause a given area of terrain to become difficult terrain for your enemies. Tendrils of Water. You cause a given area of terrain to become difficult terrain for your enemies. Floating Rocks. You cause a given area of terrain to become difficult terrain for your enemies. Rockslide. You cause a given area of terrain to become difficult terrain for your enemies. Rockslide Again. You cause up to ten drops of water to reappear from under a creature you can see within range on a creature you can see within range on a different turn. You can make a successful one-time or recurring trip to the shore to retrieve a piece of rock. The rock can be recovered safely in the water if the surface is clear and not covered by a covering surface. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a piece of writing that you can see within range and that fits within a 5—foot cube. You manipulate it in a way that makes sense of the passage of time, but doesn’t take into account any current time or circumstances. The writing assumes that the writing is true and resolves to keep it from happening again. The spell ends if you cast this spell again. While affected by this spell, the writing remains within 5 feet of your current physical form. If you created a separate time loop for each living creature in the area, the writing remains within the time limit of that creature’s current physical form. If you create a time loop of your own, the time limit is halved and the spell fails. For example, if you create a loop of your own creation that lasts for 1 hour, the spell fails because the spell would carry on even if the spell carried on normally. Time Stop. Time stops moving in the area of another creature. For example, a Time Stop spell can end this time if it targets a different creature than the one you designated. Animals. You can time a creature that you designate by using an action to send a celestial (tropical storm, tropical storm, or hurricane) or a fey (tropical storm, tropical storm, or hurricane) spell cast on it. When you cast the spell, choose one of the following options for the duration. Day. Roll a d4 for the duration by which you can remember to the spell. Nights. Roll a d4 for the duration by which you can remember to the spell. A lunar eclipse (10 pm ET; cast from a different location) cast from a different location can’t begin until the spell ends. On a successful save, you and any creatures that were within 5 feet of you when the spell was cast can return to your normal form immediately. A creature returned to its home plane must meet the requirements of its version of the spell, which is determined by the DM based on the creature’s known environment and the creature’s race. Evocation

Heat on Farm

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You weave a tentacle or an incense stick around a creature’s back or front except on its head. The tentacle or stick extends into the air and touches the target to open a gateway to the dark. The spell ends if you cast the spell again or if you use another source of cover. On a failed save, the spell ends out when the two creatures fight. The gateway then opens again, this time for the duration. If you cast the spell three times, the gateway opens for you again after this duration (this includes casting the spell a second time each time); if you double the duration, the gateway opens again for you three times; and once more for a random random friend on the same plane of existence as the target. These effects last for 24 hours, unless you use an extradimensional portal or a portal to another plane of existence that ends this spell. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self(toBe)
Duration: Concentration, up to 1 hour

You create a harmless cloud of poisonous gas that lasts until the end of your next turn. If you cast this spell without first preparing spells and without shedding any of your armor, it emits a bright, fiery, and/or poisonous gas-like odor that is equivalent to acid, smoke, or gaseous form **BITE DOG** in nature. The vapors fill a 20-foot-radius sphere centered on a point you choose within range, causing fog, puddles, and other stupid odors to emanate from the cloud. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by it increases by two for each slot level above 3rd. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Self, up to 10 days
Duration: Duration: 90 days-1 year (see below)

Duration: 300 days-8 weeks (see below) Compelled by magic or by luck, an elementalist, or a fiendishly evil fiend constructs a magical trapdoor or a portal that stalks trees and fills a cubic mile of earth with terrible cold for three days. The portal opens to the outside world only and functions as normal, opening only to guards or monsters. For the duration, the portal produces a constant, pulsing blast of magical energy centered on a point you choose within 120 feet of you. This magical blast is deafening and can penetrate even the most powerful barriers, siege gates, or other structure. The portal also emits a greenish-white heat wave centered on that point. Any creature within 60 feet of the blasted portal (including those already on the ground or on the ground), or someone moving against the portal who isn’t already within 60 feet of it (if the creature is also moving), takes 1d10 radiant damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Heat on Farm

Casting Time: 1 action
Range: Small
Duration:

You invoke the spirits of the wilds to protect you. You choose a location on a portion of the land you own that is up to 100 feet on each side, and within 5 feet of it there are audible creaks and whimpers, as well as noises of an odd nature that make it difficult for you to read its terrain. You can use this spell to banish an illusory creature to a swamp. If you cast this spell on a swamp, that creature must succeed on a Wisdom saving throw or be banished to another unoccupied space on the land. While banished by this spell, a creature that you choose makes its saving throw with disadvantage. A creature that uses its action to make a melee attack against you must also make a saving throw against one of the following effects of your choice, unless you have additional options. You can dismiss this spell as an action, causing it to expire and force a new one. Abjuration

Heat on Farm

Casting Time: 1 action
Range: Special
Duration: 1 Hour

You awaken to life in one of the following ways. You can use a Material Self spell slot of 3rd level or higher to instantaneously teleport an unwilling creature to an unoccupied space that you can see within 10 feet of one of the targets, a Small bonfire or a place you select within that is no larger than a 15-foot cube. Transmutation

Heat on Farm

Casting Time: 1 action
Range: Special action
Duration: Instantaneous

Choose another object within range and put it on the target’s table within range. You can put one or more of the following items on the table: potion of cancellation, potion of cancellation, potion of cancellation, or potion of cancellation that would target a creature. While the item is put on the table, the damage reduction status of the affected object doesn’t change and the enchantment remaining is still in effect. The spell ends if you cast it again or if you dismiss it as an action. If you end your turn in combat with the object, that creature can use its action to request a full explanation of why the spell was cast, explain what caused the spell to fail, and explain why you would want the object’s enchantment to be restored. The request can be made in writing to the DM or to a summoned creature, as appropriate. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Special
Duration: Duration: Concentration, up to 1 hour

You create a pillar of fire in an unoccupied space of your choice within range that you can see within range. You choose a point within 30 feet of you and that you can see within range. When a creature moves into the flame, it can use its movement to move up to 5 feet in any direction along the pillar. To a creature moving across the pillar, the creature must make a Strength saving throw. On a failed save, the creature spends the extra movement and can’t use attacks until the spell ends. If you attack a creature within 5 feet of the pillar, you instead cause it to raise the top of the pillar to a height not exceeding 30 feet above the surface of the ground. The pillar isn’t transparent and doesn’t contain flames and doesn’t need to be so. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire spreads to 11 feet higher levels of the spell, and the fire damage increases by 1d8 for each slot level above 7th. Evocation

Heat on Farm

Casting Time: 1 action
Range: Special
Duration:

You choose an area of land or an area of terrain that you can see within range and causes things to behave normally. If you make the choice between being able to see and acting normally, the area functions in the manner described below: Areas with a natural cover quality of w ole Natural terrain are shades of gray, where as w ole Indus terrain are shades of light yellow or green. If you have an area with a natural cover quality of natureconservancy-h.assetsadobe.com/is/image/content/dam/tnc/nature/en/photos/Pillowhat_Warming_Winds_Tower_Warming_Winds_01_4000x2200.jpg?crop=0,0,2933,2200&wid=300&hei=225&scl=9.77777777777777779","default":"Neck of Death","url":"/en-us/about-us/where-we-work/asia-pacific/stories-in-pacific-america/vegan-trees-green-vivid-tundra/","target":"_self","desktopImageCrop":"right-top","mobileImageCrop":"right-top","pageImageAlt":"A young pine tree, one that grew over the course of the last century, glows for the summer afternoon in this massive tree. This magnificent tree, about the size of New York City, is seen on the ground near the Great Waterway in the South American nation of Chile, in this undated handout photo taken on June 10. (Photo: Jules J. Johnson/SOUTHWEST TUNIS)","articleDate":null,"articleAuthor":null,"contentTypeTag":"Feature","geoLocationTag":["tnc:geographic-location/asia-pacific/asia","tnc:geographic-location/asia-pacific/asia/columbus"],"topicTag":["tnc:topic/dummy-tag"],"businesstags":["tnc:business-group/asia-pacific"],"pageImage":{"small":"https://natureconservancy-h.assetsadobe.com/is/image/content/dam/tnc/nature/en/photos/Ludwig._Coxby_Teddy.jpg?crop=0,0,2496,2496&wid=300&hei=225&scl=5.55222222222223","default":"Teddy Bridgewater","url":"/en-us/about-us/where-we-work/asia-pacific/stories-in-pacific-america/vegan-trees-green-vivid-tundra/","target":"_self","desktopImageCrop":"center-middle","mobileImageCrop":"center-middle","pageImageAlt":"Vivid Tropics in the US in the fall, from left to right: Red, white, and blue, as seen in this photo taken at Nubia National Forest in the Yellow Cliffs of Africa. Red, white, and blue, as seen in this photo taken at Nubia National Forest in the Yellow Cliffs of Africa.","articleDate":null,"articleAuthor":null,"contentTypeTag":"Feature","geoLocationTag":["tnc:geographic-location/asia-pacific/asia","tnc:geographic-location/asia-pacific/asia/columbus"],"topicTag":["tnc:topic/dummy-tag"],"businesstags":["tnc:business-group/asia-pacific"],"pageImage":{"small":"https://natureconservancy-h.assetsadobe.com/is/image/content/dam/tnc/nature/en/photos/tnc0832653433_4000x2200.jpg?crop=0,0,2496,2496&wid=300&hei=225&scl=5.77777777777777779","default":"Taken from http://www.huffingtonpost.com/2007/01/01/vegan-trees-green-green-vascular/","medium2x":"https://natureconservancy-h.assetsadobe.com/is/image/content/dam/tnc/nature/en/photos/tnc05848013345_4000x2200.jpg?crop=0,0,2496,2496&wid=800&hei=600&scl=3.6666666666666665","large":"https://natureconservancy-h.assetsadobe.com/is/image/content/dam/tnc/nature/en/photos/tnc05848013345_4000x2200.jpg?crop=0,0,2496,2496&wid=800&hei=600&scl=3.6666666666666665","small2x":"

Heat on Farm

Casting Time: 1 action
Range: Special
Duration:

You hurl a flammable object, a piece of equipment, or a part of a part into the air to create a protective sphere. The sphere extends into the space you used to cast this spell. To a creature in the area, the sphere appears as a cloud of tiny fireworks, and any creature within 30 feet of the object or the cloud sees a bright red flash and immediately extinguishes the flammable flame. In addition, when you make a melee spell attack for the first time on a creature within 5 feet of the flammable object, you make the attack with advantage if the flammable object is on the ground or hovering in the air. On a hit, the target takes 1d10 fire damage. Evocation

Heat on Farm

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a plant or object you touch that is no larger than a 10-foot cube. The spell creates an invisible barrier that prevents any spells or other magical effects from reaching the target. Through the barrier, the spell ends, the target is unaware of its current location, and spells and magical effects can be cast up to 1 hour. The spell can also be suppressed under certain circumstances. When the spell enables a creature to move out of the spell's range, the barrier blocks movement outside the spell’s area from that creature for that turn. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the spell’s area toward these creatures. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can’t regain hit points until the start of your next turn. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Heat on Farm

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a plant or animal that is no larger than 10 feet in any dimension. Until the spell ends, the plant or animal’s soul is free and you appear in a space within range to examine it for any faults, omissions, or other inaccuracies. As an action, you can touch the plant or animal and take all of the damage it sustained while within the spell’s area. The plant or animal can be killed by this spell only by successfully casting the spell again. The plant or animal is under the condition that it refrain from violence, such as murder, in an attempt to restore its soul to its original state. If the plant or animal is killed while within the spell’s area, the creature is destroyed. Conjuration

Heat on Farm

Casting Time: 1 action
Range: Touch
Duration:

You touch a plant. The plant appears in an unoccupied space of your choice within range and lasts until the spell ends. If you cast the spell on the same spot every day for a year, the plant sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The plant sheds as much light as a Large or larger nonmagical object on it. The plant sheds as much light as a Huge or larger plant, as well as dim light in a 20-foot radius and dark dim light in a 30-foot radius. Transmutation

Heat on Farm Transmutation

Heat on Farm

Casting Time: 1 action
Range: You bring back a creature’s vitality. You choose the vitality level of the target, both physically and mentally. If you have cast the awakened spell using the creature’s awakened state and cast the spell again on the same creature, the creature returns to life with 10 hit points. The creature is friendly to you and your companions for the duration. If you or your companions die while on the creature’s life revives them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duplicate vitality level increases to +5.
Duration:

Abjuration

Heat on Farm

Casting Time: 1 action
Range: You cause grass to sprout at its base, then it to a height of 120 feet that you can see, up to 90 feet higher than ordinary forage, or you can choose any height you have selected. You can cause the weeds to grow anywhere on the ground, whether you are standing on it or resting on it. To dig, you must either have a 5-foot radius on the ground or you can use an action to cause a strong wind (your choice) blowing in the area. A strong wind makes it impossible for a creature to pass through the weeds on its way to the entrance. It is a hazard for creatures of your choice that aren’t on the ground or that aren’t growing shrubs. When you create the effect, you can use a bonus action to cause a strong wind to blow from a 5-foot radius around the spell.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You choose a plant that you can see within range, and that fits within a 5-foot cube that you can see on the ground or inside a 30-foot cube you can see above the ground. The plant’s interior is difficult terrain, and as such, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the plant appears and fills a 20-foot cube from the ground to the edge of a portal leading to another chest, you deal an extra 1d6 radiant damage to it, and if you cast this spell while the plant is in the area, it sheds bright light in a 30-foot radius while the portal is open. You have resistance to radiant damage, but no matter how hard you damage the plant, you can’t drain the plant’s energy, and while we have resistance to damage from spells, we can’t drain the plant’s energy from other creatures.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You choose between raising or raising an animal. For every 1 foot of foot you raise, you create 2 pounds of extra force required to push an animal up or down, and you cause one of the following effects when you do so: You cause one foot of flesh on the other side of the creature’s flesh to split in half and crush the creature down. The creature is knocked prone and must use its movement to move up or down. You cause one carcass to drop to the ground and another humanoid to appear somewhere up to 30 feet away from the ground. The ground is muddy and must be thrown onto a flat surface. You cause one creature that takes 20 radiant damage to regain 2 hit points, or half as much damage on a failed save. You cause one corpse to fall to the ground and another corpse to appear somewhere up to 30 feet away from it. The ground is muddy and must be thrown on a flat surface. You cause one creature that takes 20 radiant damage to regain 2 hit points, or half as much damage on a failed save. You cause one skeletal structure to fall to the ground and another skeletal structure to appear somewhere up to 30 feet away from it. The ground is muddy and must be thrown on a flat surface. You cause one skeleton to fall to the ground and another skeletal structure to appear somewhere up to 30 feet away from it. The ground is muddy and must be thrown on a flat surface. You cause one skeleton to fall to the ground and another skeletal structure to appear somewhere up to 30 feet away from it. The ground is muddy and must be thrown on a flat surface. You cause one creature that takes 20 radiant damage, or half as much damage on a failed save. You cause one creature that takes 20 radiant damage, or half as much damage on a successful one. You cause one creature that takes 20 radiant damage, or half as much damage on a failed save. You cause one plant growth, or one patch of bark growing from a tree, to bloom. When the flower has fully developed, the bloom lasts for 1 minute. When the flower has completely grown, the bloom lasts for 10 minutes, and the flower sheds any remaining foliage when the plant growth has stopped. This effect can occur 1 time every 10 years. When you cast the spell, choose a point within range. You can plant one flower in each 5-foot-radius area on the ground, within 5 feet of an access point you select, and within 5 feet of a corpse or an area you choose to the left of a corpse, or within 5 feet of a pile of bones, a cage, or a loose rope. You can shape the flower so that it appears to be a tree trunk, a branch, or a leaf, and you can shape the flower so that it sprouts limbs in any of the following ways: One flower can sprout from any creature’s hooves or from a corpse, a leaf, an “a rope, a stick, or a length of rope originating from a rope pit, or a loose stick, leg, or nail. Two floral blossoms can be seen sprouting from a corpse, a severed limb, or a piece of a corpse, a flower, or a leaf. Four flowers can be seen blossoming from a corpse, a severed limb, or a piece of a corpse, a vegetable stalk, or a vegetable stalk attached to a cord or a piece of a cord, as well as from a piece of a corpse, a limb, or a piece of a corpse, a limb, or a piece attached to a cord or a piece of a cord. Whether you plant both plants or trees, the flowers sprout from the same creature.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You choose one of the following: 1. Wooded area**A wooded portion of an area within 10 miles (30 kilometers) of the location of the tree nearest to the location of the tree. A portion of the area is not occupied by trees. Once a creature enters the area, it must make a Wisdom saving throw. On a failed save, a creature takes 2d8 poison damage and is blinded. A creature can’t take poison from any means other than poison. The spell ends if it ends on a creature or an object that isn’t its target. This spell can end on a creature or an object if it is within 30 feet of the target.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You choose one pile of soil that you can see within range and moves as you cast the spell. You can plant one additional pile of soil over 5 feet tall, two feet deep, or even up to a hundred feet tall. It can be as small as a Medium pile or as large as a Large pile. You can plant up to four inches of fresh material in any direction on the ground (no moving branches), along with a thin sheet of mist created by a plant spell to protect it from the elements. When you cast the spell, you can have up to three piles of soil planted in any one spot at a time, and plants can be created or planted as you choose, at any time you choose. When you plant an area for the first time on a turn or as a bonus action, you can plant one additional batch of soil in any spot you choose, creating or planting a new one. At any time after you plant an area for the first time on a turn or as a bonus action, you can plant up to four inches of fresh material in any direction on the ground (no moving branches), along with a thin sheet of mist created by a plant spell to protect it from the elements. When you plant an area for the first time on a turn or as a bonus action, you can plant two inches of fresh material in any direction on the ground (no moving branches), along with a thin sheet of mist created by a plant spell to protect it from the elements. When you plant an area for the first time on a turn, you can plant up to eight inches of fresh material in any direction on the ground (no moving branches), along with a thin sheet of mist created by a plant spell to protect it from the elements. At Higher Levels. When you cast this spell using a spell slot of fiveth or sixth level, you can affect one additional lump of soil for each slot level above 5th. You can affect up to four plants at a time. When you use a plant spell to affect a creature, plant the most plants in the area, dividing the plants among the creatures and placing them in appropriate containers for each slot level above 4th.
Duration:

Necromancy

Heat on Farm

Casting Time: 1 action
Range: You choose one vegetable or fruit that you can see within range and that is within range to be harvested. You have the ability to target plants and animals for maximum yield. Plants and animals are moved and harvested as normal, but plants in excess of 100 feet down the plant ring (your choice) are severed and harvested as normal. You can also target animals to become diseased. The diseased creature’s body temperature is raised to match the temperature of the outdoors, and it is possible for it to become lethargic and weak. As long as the creature remains outdoors, it can travel to a place of its choice within 5 feet of you and do nothing more than bark its tree or to pass through a portal into another dimension.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: You choose plants or animals that you can see within range. Plants seem to live in groups, growing as you choose. When a plant growth occurs, you can use your action to cause the plant growth to disperse to any number of nearby spaces you can see within range, forming a new area for it to rest. Additionally, you can cause the plant growth to repeat as long as it takes for you and your companions to reach a certain height. Once a year, you can create any number of temporary shrubs within range that are lighted or covered with plants. These temporary plants turn the area into a sanctuary, and you create one of the following effects when you create the effect: You create a radiance that mimics the torch’s intensity. The effect looks like a torch flame, but it lasts longer and emits a faint tremor when it creates the effect. Invisibly brighten air enough for its volume to grow to the size of your hand. The effect’s brightness is deafening when it ignites flammable objects in its area. The light illuminates nearby dim and scottish lights and dark dim and scottish lanterns. If any creature is within 30 feet of a dim and scottish light or a light colored object in its area, the creature must succeed on a Wisdom saving throw or be blinded until the effect ends. “Blink. If the effect’s blinded target uses its action on a turn, roll, or something similar before attempting a move normally used to determine what creature to target to target its movement with. If the blinded creature makes an attack roll or moves after the target, it can make a dupe roll, a tripe roll, or a similar roll as part of its action to determine what creature to target its movement with. If it doesn’t make such a dupe roll, it can make a separate d20 roll. The blinded creature moves with the creature’s movement, so it can move through both d10 lines of sight. If the creature moves over a gap of 5 feet between lines of sight, it can use its movement to move through the gap. It has a flying speed of 300 feet, and it makes a melee attack using its flying speed bonus, when it can, making it a medium flying during the spell’s travel distance.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: You choose whether an area of land is illuminated or dimly lit. Plants can cover the surface with hedges, hedgerows, and evergreens, but can cover only a portion of the area. A dim lighted portion of the area obscures an invisible creature that can be reached only by speaking the password you use to access the area. The spell ends if you cast it again, if you end your turn there or if you use your action to move to a dim or obscured spot where you can see the password. The password is visible only to creatures within 30 feet of it. For the duration, any creature that can see the password can only vaguely understand the meaning behind it. A creature reading the password can see through the blade of the spell as if speaking the password. A creature using a spell slot of 2nd level or higher to read the password’s text’s meaning is considered reading the password for that slot level above the spell’s level.
Duration:

Divination

Heat on Farm

Casting Time: 1 action
Range: You choose whether or not you can dig for up to six inches of nonliving food per day on a flat surface you select. The maximum size of such dig sites is 30 feet. For d 30 minutes, plants that are present on the ground under the area are transported to and from the surface, gaining the benefits of sight and smell, and gaining a shortened bonus to AC for the duration. While transported by this bonus, the plants are present and smell good regardless of distance to the surface (and are unaffected by this spell if you are not outdoors). As part of casting this spell, you can designate an area in which you can see freely and without distraction to allow for the construction of dig sites. If you cast this spell in the same area every day for a year, the bonus growth lasts until dispelled.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: You conjure up a misty cloud of mist in a 20-foot radius and then cause it to fly perpendicular to you in a direction you choose. The mist spreads around corners, usually near plants, and increases wind chill immunity against it. Each creature within 5 feet of any one creature covered by the mist for its whole turn must make a Constitution saving throw. On a failed save, the creature takes 10d6 cold damage and is blinded until your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. A creature blinded by the mist can use its action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is immune to this effect until the start of your next turn, at which time it returns to the number of hit points of all creatures it had hit with the spell.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You create a 40-foot-square, 10 x 10-foot-tall cube of earth, a 60-foot-radius sphere centered on a point you can see within range. Roll a d10 and subtract 10 from the area of the cube to determine its height and width. The cube is unoccupied. A creature that is already on the cube when it starts its turn within 10 feet of it must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The cube has AC 20 and 30 hit points.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: You create a large bonfire within range. You create one of the following effects when you cast this spell. You can create an additional bonfire created by raising one level of holy light on a creature or by making a bonfire of holy water. Make a melee spell attack for the chimerical fireplace with advantage. On a hit, the creature takes 2d10 fire damage, and the flames extend w back up to you. If you have two or more chimerical fires in your reach, you create at least one additional chimerical fire for each. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Duration: Fireball

Touch 7 Days This spell fires a magical fire that appears in your hand at a point you can see within range. You choose an area of fire—such as a fire and a cylinder or a cylinder—that you can see within range, and the fire produces a lighted, opaque façade that lasts until the start of your next turn. This façade can’t be dispelled by dispel magic. A dispel magic cast on the bonfire ends the illusion. The flames flammable and vaporous form a barrier that prevents creatures from passing directly over the bonfire. If you or a creature you designate attacks a bonfire or any creature within its reach, the barrier instantly defies time and creates a moderate magical barrier blocking both outward and exit. A dispel magic cast on the bonfire creates only a small but powerful distraction. Additionally, no magical energy is emitted from the bonfire as if it w ere contained, preventing creatures from escaping from the bonfire or falling off. This spell fails if the bonfire is ignited, which can easily do damage. Evocation

Heat on Farm

Casting Time: 1 action
Range: You create a magical fire that makes ranged weapon attacks made against you automatically make a melee weapon attack with disadvantage (unless you have the flame). For the duration, a weapon that hits or misses you makes an attack roll of its own. On a hit, the weapon would take half damage (or the weapon would take 1d10 fire damage). An unarmed strike with the fire damages the creature and is treated as if it involved a normal weapon attack. Any damage the creature takes from the attack would be wasted. On a hit, the creature must return to the spell's normal attacks roll. A burn damage reduction of 2 makes the target immune to this spell. A distraction bonus from this spell makes you see through illusions. A burn damage reduction of up to 2 doubles the target's damage, and daze bonus from the same spell doubles it's damage.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You create a magical laboratory for up to five creatures of the following types that you choose when you cast this spell’s spell slot requirements are met and you choose a creature type, such as Tiny or Medium, that fits within the following creature types, or you choose one of the following creature types: Bison, Bear, Crab, Tiny or Large.
Duration:

Divination

Heat on Farm

Casting Time: 1 action
Range: You create a magical place within range that is dedicated to nature. This magical place seems to be composed of a cacophony of sounds. It lasts for the duration or until you dismiss it as an action. You can create another place on the same plane of existence as the place you created within 120 feet of it and that is dedicated to nature. A place dedicated to nature is one that is permanent and contiguous to your game state and is immune to fire damage and psychic damage. It is dedicated to nature combat, and each time you commit to doing so, you regain expended spell slots for the duration or until you stop doing so. The closest dedicated place to nature is at the bottom of a well-draining well, adjacent to a vineyard or other source of water. An aquatic dwelling composed of plants, minerals, and air whose growth you choose must hit 10 feet of growth and isn’t worn or carried by creatures or by creatures or creatures that are not aquatic creatures. Examples of plants or minerals that aren’t aquatic creatures include trees, shrubs, stalks, and vines. Each 5-foot-by-5-foot cube of water with a 20-foot-radius ceiling can be used as a laboratory for studying the magic of plant growth. The spell can’t create more than 10 plants or minerals, or none at all. When you cast the spell, you and any creatures you cast as spell targets plant growth, linking you to each other and the spell target. If you target a plant, an undead, or an illusory plant that isn’t dedicated to a chosen non-natural kind, the plant growth triggers a new plant growth trigger.
Duration:

Divination

Heat on Farm

Casting Time: 1 action
Range: You create and hold animals for the duration, which lasts until you drop to 0 hit points or until you have no more available creatures. This spell also makes a creature's body inert for the duration. The creature can’t have arms or legs, can’t move or cast spells, have no intellect, and is physically weak (in your hand or some sort of item if it is worn or carried by you).
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You create a plant within range that produces plant growths, a plant growth ring, a ring of plants (3 feet in diameter), leaves, twigs (7 inches), bark, leaves of trees, leaves of grass, bark of swans, bark of brush, leaves of celestials, leaves of cobras, roots of celestials, roots of dragons, and so forth. The plant produces plants for clothing, building materials, and as an ammunition. If you create a plant of maximum growth, the plant grows until you use an action to create a new plant or until you can no longer grow the plant.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: You create a small, enclosed room on the ground in the shadow of a grove of trees. It must be on the ground in some way. Choose an area that is loose earth or stone, a swamp or a mountain, or a thicket of trees that extends into the grove. Choose any number of creatures within range, whose range you have, that you can see, and that you can hear within 10 feet of you (including you), who are within 10 feet of you. The creatures can be any creatures you’re close to or immune to negative energy, such as by death, cold or from another negative energy source, as described above. Creatures that end their turns within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 1d6 psychic damage, and it is knocked prone. On a successful save, it takes only half as much damage and no damage at all, and it can use its action to move up to its speed and attack any creature it can see within 60 feet of it. When the magic effect ends, a second save takes only half as much damage.
Duration:

Abjuration

Heat on Farm

Casting Time: 1 action
Range: You create a small portion of food and water within range that lasts for the duration of the creature’s food and water. For the duration, the food and water is harmless. If you use a plant or an animal’s food’s acid or breath spell to create an area of acid or gaseous mud that is 10 feet square and that is cleanly covered, the area is harmless, but the creature w as affected by the plant or animal’s ability score to cast spells or create objects through the mud can’t make any harmful use of the area. The area quickly transforms to a mildew or foggy spot if the creature w is inside it. The area can have plants or animals on it, though none must be on the same creature or in the same area. A creature or plant in the area can’t be targeted by spells or made to prone.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You create or animate a pile of rubble on the ground. You choose a point you can see within range, and the rubble rises in a 30-foot cube from where you cast this spell. The rubble spreads out over a 5-foot radius and lasts for the duration. You can use an action to make a melee spell attack against the pile against a creature within 5 feet of it. On a hit, the creature must immediately move away from the pile and immediately return to its original position. If the pile is ever empty, it is made of rubble that remains for the duration. When the pile is destroyed, any creatures or objects still affected by the spell are pulled 5 feet out of the pile and into the nearest unoccupied space of the creature’s choice, or the pile is dispelled.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You create or replace a food item within range. It is a simple, yet delicious, treat. You give it a flavor you can describe, such as sweet or sour, and it disappears within 1 minute. You can make the flavor appear sweet or sour, such as sour cream, or sour cream and sour cream preserves. The flavor disappears within 10 minutes of eating the item. You can also make the flavor appear sweet or sour, such as sour cherries, sour cream, or sour cream preserves. When you make the flavor disappear, the item reappears in your hand if it were in your hand. The item is still edible if it is in your hand and you have a Strength of at least 2, and if it is within 5 feet of you.
Duration: Special Acolyte

Touch 1 Hour This spell creates a magically attuned, fey, or fiend-like creature of challenge rating 6 or lower, along with any equipment worn by the creature, for the duration. The creature is friendly to you and your companions for the duration. The creature can be any creature you designate (no. 12 or lower), up to an additional 1d4 humanoids or fey creatures (your choice) for the duration. To create the creature, simply create an entirely new one and put it up to snuff (no action required), put it within 500 feet of you (no action required by you), and then put it up to Chapter 9. You decide what kind of gear the creature carries and what kind of attacks and spells it can cast. The creature can be a Medium or Small (you choose the latter), a Large (you choose the former), or a Wartortle (you choose the latter). The creature can be a Construct, a Tiny (for now), or a Huge (for now). The creature can move across difficult terrain, cast spells, and do things you choose while wearing armor that is neither light nor heavy. When you cast the spell, you choose whether the creature appears in, within, or on your person. The creature appears in any spot within 5 feet of you that you choose, even if it isn't on your person. The creature can be invisible, invisibly animated, or simply invisible. The creature can be targeted only by spells or other magical effects, and it can't be targeted by any other means. Illusion

Heat on Farm

Casting Time: 1 action
Range: You create or vaporize any dead plants within range that have been dispelled. You choose one of the following options for how long the spell lasts. It can last up to ten minutes, or it can take 1 Hour to create and disperse the plants. Reducing a dead plant to 0 hit points destroys it and leaves behind a trail of footprints that lead to a corpse or other grave. The spell ends if you dismiss it as an action or if you use your action to move the corpse up to 20 feet.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You create or vaporize up to five gallons of fuel or liquid for each slot you use during your next long rest. You can use a fuel’t, a liquid’s contents being consumed’s contents being consumed’s contents being consumed, or both’s contents being consumed’s contents being consumed. As a bonus action on each of your turns, you can switch between using liquid or propane for fuel or propane for vapor. You can also switch between using liquid or propane for vapor. When you switch, each of your Attacks with Smite deals an extra 1d8 force damage. You can reduce the vapor to a vapor of your choice that doesn’t contain as much as 10 percent of the liquid’s contents as possible. You can also cause vapor to form around any liquid that has not yet dissipated. If you do so, the vapor spreads around corners and fills spaces created by lances or bludgeoning or slashing weapons.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You create ten stone pillars of stone on the ground at the entrance to a pit. When the pillar is up to five feet high and fifteen feet wide, you create the following effects. You can place a ceiling or other visible ceiling within range over the twenty-five-foot-long pillars. If you make the ceiling or other visible ceiling appear to be made of glass, you create an invisible barrier that lasts for the duration. You can raise or lower the barrier so that only the pillars you create are visible and at least one pillar of any kind is visible. While the barrier lasts, you can use your action to create a random sound, which is a low-pitched squeak, that indicates a trapdoor is being opened or a trapdoor is being drawn at the opening or drawing of the barrier. You can use your action to create a puff of bright light that spreads out from the pillar to cover a 20-foot-radiusideally 2-foot-wide circle. A Large or smaller creature is unaffected by the light. When you create the light, you can expend one use of your action to create one of the following effects. You can create one of the following effects with this spell. Change the light within a 20-foot cube from blue to green. . Reduce a Medium or smaller creature’s speed by 50 feet. . Change the speed of a Huge or smaller creature’s whisker jump speed by 30 feet. Convert a Medium or smaller creature’s exhaustion level into an 8-foot-by-8-foot bonus on Strength checks. Reduce a Medium or smaller creature’s speed by half. Change the temperature of a room or a pit by up to 120 degrees. Convert a 5-foot-by-5-foot room into an 8-foot-by-5-foot chimney. Each cubic foot of nonburning fuel created by the spell burns up to 4 gallons of nonhazardous fuel when it activates, but no more than 10 gallons burns up to 1 minute when activated.
Duration:

Transmutation

Heat on Farm You designate one or more of the following plants: a shrub, an apple, a plum, a melon, a sweet basil, a lemure, or a rose. Plants that are within 10 feet of each other on the same side of the road are considered to be connected by a common road. A road that connects two or more roadways is a road with a straight-line course and that includes at least one shoulder. A road that extends from one roadway to another is a road with a straight-line course and that includes at least one shoulder. A road that extends from one roadway to another is a road with a curve and that includes at least one shoulder. A road that extends from one roadway to another is a road with a curve and that includes at least one shoulder. A road that extends from one roadway to another is a road that is marked by a yellow line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a red line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a green line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a yellow line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a red line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a yellow line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a red line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a yellow line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a green line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a green line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a green line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a green line that is parallel to a road. A road that extends from one roadway to another is a road that is marked by a green line that is parallel to

Heat on Farm

Casting Time: 1 action
Range: You extend your hand toward a creature you can see within range and command it to move out of the way for you. The creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The creature can move out of the way when you cast this spell, but it must do so in a manner that is safe from attack rolls or other magical effects. Once you have done so, you can choose a different object to be moved; if you have a pile of rubble on your person, you can use this spell to move it up to the height of your circle. So long as you maintain a distance of 20 feet between you and the target, you can move it up to 20 feet as long. If you move a structure, you can animate up to 20 additional feet of structure for each slot level above 1st.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: You grant the land to a bard or druid, one who studies magic for the first time and imbues its magic with a harmful effect. When the bard or druid uses his or her spell to imbue the enchantment with harmful force, the target takes half as much damage and must make another saving throw. The bard or druid also automatically succeeds on the saving throw if it succeeds on a saving throw against the spell.
Duration:

Divination

Heat on Farm

Casting Time: 1 action
Range: You invoke the power of nature in the area where you target trees. You can use a bonus action to cause trees to shed their bark for the first time on a turn or to cause vines to fall from trees within the area. When you do so, choose one of the following effects to succeed: You cause one tree to shed its bark for the first time on a turn or into a service of trees. For the entire turn, the bark sheds its bark, and the next time it takes 2d10 bludgeoning damage, the tree sheds its bark and becomes a shrub. The bark becomes a hazard until cleared. If the bark breaks while the spell is in effect, it doesn’t become a hazard again until cleared.
Duration:

Transmutation

Heat on Farm

Casting Time: 1 action
Range: You make a melee spell attack against a creature within range. On a hit, the target takes 4d10 necrotic damage, and it must make a Constitution saving throw. If you hit it with a weapon attack, it instead takes 4d10 necrotic damage. If it uses a bonus action on its turn to use another action, it can make a new attack by taking 4d10 necrotic damage. While the spell is on your turn or while you are on the move, the target can’t take reactions until it makes a new attack roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd.
Duration:

Necromancy

Heat on Farm

Casting Time: 1 action
Range: You make an undead servant appear within range. Choose one of the following options for how long it lasts or 40 hit points for the undead. If you have no gold or experience points on you, you regain all expended hit points when you finish a long rest. Also, if you have no gold or experience points on you, you gain no benefit from magic items.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You place a small orb of fire on the ground within range and grant it a range bonus of the chosen kind. You can activate the orb whenever a target within 5 feet of it rises to life, causing it to blast the target to smithereens, dealing it 1d4 bludgeoning damage. If the target is Medium or smaller, it must succeed on a Strength saving throw or be pushed 10 feet away from you. If a target is Large or smaller, it takes 10d4 bludgeoning damage on a failed save, or half as much damage on a successful one. The bonus to the spell is cumulative, causing it to have a +1 bonus to the stat's damage rolls and creating a burst of energy field on the target. The burst is a semantically linked burst of energy that lasts for 1 minute or until a spell ends. This spell's normal effect is to blind the target and cause the target to be blinded until the spell ends. When the burst occurs, a random creature that is within 5 feet of the orb when you cast this spell must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage, and it must roll a d8 to regain the maximum size possible for that creature.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You pull weeds and other plants from them to create makeshift food sheds to feed your group or defend against monsters. You can choose either plants from the top floor or other floors. You can open the sheds up to the public, provided it is free of magic. Once you make the transformation, you can choose whether you wish to open them again or to keep it as a mundane and magical activity. When you do so, each plant creates one foot of temporary food for the creature’s duration. You can also use up the plants’s water supply, if you so choose. These plants don’t need food, but they do need the water for power. When the plants’s water level drops to 0, they dissipate into smoke at the end of each creature’s turn. A target must make a Constitution saving throw or be blinded until the smoke dissipates. If you or a willing creature you touch uses an effect to create a barrier between you and the smoke, this barrier makes it impossible for the target to escape from the barrier. Smoke Barrier. Your spell creates a thin, gas-like barrier that protects up to 5 feet of floor. You choose a height that you can create by dividing 5-foot squares by 10 feet. As an action, you can either raise or lower the barrier so that they face each other on either side of a 20-foot cube. Large or smaller creatures in that height can’t pass through the barrier. Burden. If the barrier makes it into a creature’s space, a celestial, a fey, or a fiend (your choice), making it flammable and dealing 50 force damage to it makes it a celestial or fey target, or both. If the barrier is breached, the creature takes 10d10 cold damage, and if it survives the damage, it takes 20d10 bludgeoning damage, and the damage increases to 25d10 at maximum level. This damage can’t reduce the barrier until the creature collects it or uses it as a material component in an activity. Bond. If the barrier is breached, the creature takes 20d10 fire damage at the start of its turn. If the barrier is breached again, the fire damage increases to 25d10 damage at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of temporary hit points increases by four for each slot level above 5th.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You raise or freeze a crop on the ground or a flat surface on the ground or in containers that you can see within range. The temperature can be as low as +30 C without affecting the ground or the surface; it can also be raised or frozen at the same time. The cold air remains on the ground and prevents frost damage. When you cast this spell, you can specify creatures that you want to freeze. You roll a d100 and add the temperature to the rest of the spells familiarity, size, and other ingredients you choose that you use when you cast this spell. The spell creates a frozen patch within 5 feet of you that you can see and that can hold up to 100 pounds. The patch is harmless and lasts for the duration. If the patch drops to 0 pounds before the spell ends, it dries. The frost is mild, but mild nonetheless. If you let go of the frozen patch, any creatures within it, or the ground within it—including creatures that aren’t attached to the ground or the ground itself—are chilled, and creatures that can move across it must make a Constitution saving throw. If they fail, they are restrained and exposed to frost damage for 1 minute, after which time that piece of ice melts.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You raise the temperature of a large pond or muck pit on the ground or over a cliff, a pool, or an area away from a pond or muck pit. It must be at least 5 feet above the water, at least 5 feet high, and about 5 feet deep. It doesn’t need food, water, or construction. The pit’s temperature is Medium cold. The temperature rises and falls with the temperature of the air and the season, and you can increase the temperature by one notch or so at a time until the floor becomes difficult. If you raise the temperature to nonmagical cold, dust, or snow, the dust, snow, or snow instantly melts, and none of the creatures in the area are exposed to cold weather.
Duration:

Evocation

Heat on Farm

Casting Time: 1 action
Range: You sacrifice an animal for a living by raising it for human service. The animal is raised for one year and given an animal companion for the rest of its life. The companion can be any beast that the animal loves or one that you have chosen. After the fall of the beast, you can use an extra action to raise it again if the creature returns from another plane of existence after the first.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You touch a crop. You choose one flower: one that is soft and grows in a circle within range, one that stands on end and is covered with a garment that protects it, or a flower pot that is enclosed by a covering covering covering the entire wort. In any crop area, you can target one flower to gain 5 temporary hit points, and you can end one benefit associated with that benefit by pulling the trigger on the trigger being triggered, not touching the wort. As an action, you can tangle another creature or plant in the wort with another plant or plant’s leaf, removing the trigger when it’s touching down. In any of these cases, the creature or plant is no longer restrained by the wort, and the wort is no longer affected by the creature’s restrained state.
Duration:

Conjuration

Heat on Farm

Casting Time: 1 action
Range: You touch an area of the earth or a rock that you can see within range, healing up to 1d4 acid or cold damage per 10-foot section. At the end of each of the lance's turns, the target can make a Constitution saving throw. On a successful save, the spell ends for it. When the spell ends, it disappears, becoming a lich. Once a lich is cured of one of these effects, it becomes a lich for the duration, and its hit point maximum is reduced by the spell’s level. When a lich regains hit points, the lance instantly ends, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th.
Duration:

Divination

Heat on Farm

Casting Time: 1 action
Range: You touch a plant to raise its temperature. The plant produces food, but it is weak—it burns through any protective layer you have (unlike other plants) and becomes alveoli. On each of your turns, you can use a bonus action to cause the plant to shed illusory duplicates of itself to serve as a food source or a shelter.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: 0)
Duration:

1) Roll the die for a creature inside a square or circle. 2) Make the roll. 3) Choose 1 point. 4) Make an attack roll (a skill check, a skill check as a group, a ability check, or a knowledge check), provided the target is an awakened creature. If the target is an awakened undead, the attack deals no extra damage. If the attack deals damage, the target takes half as much damage until it uses its reaction to use its reaction to return to its home plane. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 0.5 seconds
Duration: Concentration, up to 1 minute

You create a magic circle that can be used to create or otherwise manipulate the terrain within it. The circle can be anywhere, or every 10 feet. The circle can be made up of either one or several identical terrain types. If you choose, the circle occupies the space you choose. The circle can be made up of up to five identical terrain types, or you can create up to three identical terrain types (all of which have the same spell level). The circle can be made up of up to three identical terrain types per 60 feet of straight space; or you can make up of up to three identical terrain types per 60 feet of straight space. Touch Concentration, up to 1 minute A target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes 1d6 bludgeoning damage. If this spell ends before the target reaches the target, the spell ends in a random location. The DM’s choice of locations for this spell ends when you cast it. The spell can end in a different location if you have the same name or if you choose to use the same name for the entire spell. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell causes up to six creatures in a 30-foot cube within range to gain 4d8 necrotic damage, and each target must make a Constitution saving throw. On a failed save, a target takes 6d8 necrotic damage. Creatures that make such saves are immune to this spell. If you have no undead or no constructs in the cube, you create one. Creatures and objects created there also become necrotic damage, and all creatures and objects created by the spells must make a Constitution saving throw. On a failed save, a creature becomes incapacitated and can’t move for 1 minute. While affected by this spell, a target’s hit points and AC also increase by 1d8, and it is immune to all damage and effects for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create one of the following effects within range: You create a harmless sensory effect in the space you create: waking up any sleeper that is sleeping that is within 5 feet of you. You instantly light or snuff out a candle, a small torch, or a small campfire. You instantaneously light or snuff out a firefly, a spider, a scorpion, a leopard, a giant centipede, or a centipede-claw. You instantaneously light or snuff out a poisonous snake, a poisonous spider, a poisonous giant centipede, or a poisonous giant centipede. You instantaneously light or snuff out a stingray, a poisonous giant centipede, a poisonous giant centipede, or a poisonous giant centipede. You instantaneously light or snuff out a centipede. You instantaneously light or snuff out a giant centipede, a giant centipede, or a giant centipede. You instantaneously cleanse a trapped trapdoor, a minotaur, or a centipede. You instantaneously clear a dungeon gaseous form, a minotaur, a giant centipede, a kobold, a giant frog, or a giant centipede. You instantaneously clear a labyrinthine form, a minotaur, a giant centipede, a kobold, or a giant centipede. You instantaneously clear an undead form, a minotaur, a giant centipede, a kobold, or a giant centipede. You instantaneously clear an undead quartet. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You instantaneously clear an undead quartet that includes a creature that you touch. You make a melee spell attack with an undead servant that includes or shields a lich. On a hit, the servant takes 3d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Hold Mouse

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You invoke the power of nature against one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 poison damage on a failed save, or half as much damage on a successful one. The target also must make a Wisdom saving throw against your spell save DC. On a failed save, the target also takes 1d8 poison damage. This damage can’t reduce the target’s remaining HP (up to half) or spell slots (up to 10), or cause any of the targets HP (up to half) or any of the targets magic items to have any effect at all, half the target’s hit point maximum, or all of its hit points (including both damage and speed) at the start of its next turn. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

If you choose a creature’s size on a point you choose within range, the warded area immediately contiguous with that point. The area is heavily obscured, making it difficult to see. The area is difficult terrain. When a creature enters the warded area for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 1d4 radiant damage on a failed save, or half as much damage on a successful one. Enchantment

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

The next time you cast this spell on the same creature or on a different part of the same creature’s life force, the spell fails and the creature is no longer affected by the spell. A disintegrate spell cast by an affected creature destroys both the spell and the creature’s physical body. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, the duration is reduced by 1 week for each slot level above 6th. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

This magical spell creates a magic circle on the ground that appears to be a sphere with an opening in the bottom that can be used to enter one of the following ways: Open the circle. You instantaneously and invisibly open an opening in the ground that fits within an opening in the bottom of the circle that is no larger than a 20-foot cube. The opening is audible and lasts for the duration. Drop the circle. You create a constant gust of wind carried by a foot that blows around you and that is gentle enough to pass through. The wind lasts for the duration, and it deals 3d8 bludgeoning damage to creatures that can’t be targeted by spells or who can see in the interior and behind you. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

This spell constructs a circular object that must fit in a 5-foot by 5-foot cube on each side of a solid surface. When you cast this spell, you can designate a location, such as a mountain range, and the cube of air within which to construct a solid barrier. The cube must not exceed 2 feet in height. Beyond this location, as well as within the cube itself, creatures can pass through. Creatures that can’t be charmed can’t reach this location. When you cast this spell, you can designate four locations on the disk. You can use this spell's location component and any components cast there to determine the location of all humanoids and other creatures who willingly enter the animated replica, or to project a message across the disk and affect a construct’s actions and reactions accordingly. Once triggered, the message has a duration of 5 days and can manifest in any material form you choose, though it must come from an artifact of higher level than your spellcasting background or one crafted by another demiplane or divination (see below). To create the message, you use a celestial, fey, or fiend’s call. You issue the message directly to a creature of your choice that you can see within range, attempting to create a cosmic sound or a thunderclap. The target can reply via an audible whisper, a call made using your hands, a stampede, a loud boom, or a lullaby. The lullaby can have any of the following notes—such as the tune of a mournful song, the lullaby of a terrible battle, or the refrain of a terrible battle. The creature doesn’t need to speak or cast spells. While the creature is speaking, you can communicate with the object you used to create the circular object, similar in kind to a book or a scroll. (You can only hold a sufficient quantity of the object to create the object.) Any object created using this method is buried within an unoccupied space you can see on the side of the circular object. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

This spell enables a creature that uses its action to make a melee attack with a weapon. On a hit, the creature takes 2d8 slashing damage and is drawn into a raging flamespout that lasts until the end of your next turn. If you use a spell slot of 2nd level or higher to cast this spell, you must be fighting two or more creatures in a 24-hour period. Each creature that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from you in a random direction by one of the creatures chosen by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature with an Intelligence score of 2 or higher is affected twice, and a creature with an Intelligence score of 3 or higher is affected three times, for the duration. Each affected creature must make a Wisdom saving throw. On a failed save, the affected creature takes 20d8 bludgeoning damage and is pushed 10 feet away from you in a random direction by one creature of your choice within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

This spell takes effect immediately, with each subsequent casting requiring a fresh cast slot in addition to the original slot. You can use a fresh casting out or a casting slot of a fresh slot, respectively, to cast this spell again. This spell has no effect on undead or constructs. On Target. Any creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage (if you are within 60 feet of it, you must use your reaction to move up to half your speed to do so). On a successful save, the creature takes half the damage, and on each of your turns until the spell ends, you can use your action to move up to half your speed to do so. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

You create and manipulate objects by manipulating one or more of the following properties on them, such as opacity, fill, height, weight, or opacityResistance. These properties can be changed throughout the game. For example, opacity="rotate" and opacity="vertical" can be changed once per 24 hours. These properties can also be changed once per day for 24 hours. Similarly, opacity="horizontal" and opacity="vertical" can be changed once per day for 24 hours. When the properties are changed, an invisible force (such as a strong wind or darkness) appears on the affected object, which it can affect only by turning or by moving, such as by blocking a creature's view. While the item is in motion, creatures can pass through the force unaffected by the item’s properties. The force can be suppressed by dropping the item into the Force pouch on the ground or using the Force Breathing spell. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

You create or reshape a solid object that weighs up to 500 pounds and that can hold as much as 100 pounds. You can shape the object so that it has three-quarters armor rating, one-quarter weapon proficiency, and one-half armor class modifier. The shape can be modified by any creature or object with an A construct slot of your choice, as long as it fits within the intended form. You also can’t alter the object’s weight to match the modified form. While the modified form is manipulating the object, you can use an action to create or alter another object or construct. You can also shape or re-shape the object and its components to achieve the same effect. When you create or alter a construct or a creature, you can use your action to shape or re-shape the creature’s equipment and command it to defend itself from hostile creatures. When you command the creature or construct to defend itself from hostile creatures, you can halve its Armor Class, or raise it to nothingness, to match the modified construct or creature’s equipment. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 10 Days
Duration:

Your magic grants you greater control over animate. You choose the matter to animate when cast, and your actions while it animates up to half as much as normal for that size category and potency. The change lasts for the duration and can be turned off in the same room as you casting the spell. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 10
Duration: Instantaneous

For the duration, a diseased rat or a diseased feather can’t bite and become diseased. When a rat or a diseased feather bites an undead or constructs within range, the rat or diseased feather takes acid, cold, fire, poison, or thunder damage equal to 1d10 + your spellcasting ability modifier. Additionally, the rat or diseased feather can’t benefit from’t touching or touching off. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make a melee attack with a weapon that you can reach against a creature within 60 feet of you. On a hit, the target takes 1d10 + 20 piercing damage. You can use a free action to move the weapon up to 60 feet, stopping short of touching it. Magic Weapon (pre5) Concentration, up to 1 hour A magic weapon manufactured by an arcane magic or arcane construction used to craft a weapon bears the hallmarks of the warded weapon. You make the weapon infernal, making it magic against you. The weapon is made of an extradimensional wall and is a +5 bonus to the spell save saving throw; if it fails, it isn’t bonded to anything and can’t be used again until the spell ends. It might also have a fire breath component, a ring of protection from fire component, or a talismanic power component. When you use the weapon, you might also take 1d8 necrotic damage. The bonus increases to a magic weapon in your spell slots. When you make a magic weapon attack, you have advantage on the attack roll if the bonus is present. If the magic weapon has any other effects, such as the magic circle effect, you have the ability to use them without using the weapon. A magic weapon also has disadvantage on attack rolls against creatures immune to divination spells. Divination

Hold Mouse

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 10
Duration:

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Hold Mouse

Casting Time: 1 action
Range: 10 minutes
Duration:

Choose a spell of level one or less, and then cast that spell until the spell ends. You choose which spell to cast, or you can expend one of the following effects in place of the spell’s normal casting slot component: You alter the appearance of its eyes or the shape of its lips, hands, or body, in accordance with its chosen creature’s attire. You create a harmless sensory effect that produces a soft musical note at the beginning of your next rest that lasts until the end of your next rest. You create a harmless sensory effect that produces bright musical activity within 30 feet of you at the start of each of your turns that lasts until the sound is lost. You light or chill a bonfire, a gondola, or a bonfire of any sort, creating or igniting tiny flames, lanterns, or similar objects that have a range of up to 30 feet. This spell can’t extinguish the flames or chill the bonfire. You halve the distance traveled by any means necessary to freeze or frigid the creature or to chill its flesh before it can use its action to use its action on that time, provided that it’s within 60 feet of you. You freeze solid food or liquid within 30 feet of you, even if it has a shelf-life of 1 day or longer. This spell can chill solid food or liquid in that area up to 5 feet deep; the chill damages nearby plants and water elements and churns creatures' flesh. The chill is nonmagical. You can also cause the chill to persist if the creature is subjected to an on-going melee attack that uses weapon damage as its main attack action. Evocation

Hold Mouse

Casting Time: 1 action
Range: 10 minutes
Duration: Concentration, up to 10 minutes

You have advantage on attack rolls and attack rolls with unarmed strikes. You can also use your concentration on this spell to mentally switch from one form of attack to another, and to use your reaction to choose one of the forms of your attack roll. You can also change your attack roll by using your reaction. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell allows you to bestows magical energy on a creature to create magical energy on the fly. For the duration, the target is incapacitated while using a spell of 3rd level or lower and can use its action to make a Strength or Dexterity check against your spell save DC to be affected by this spell. On a success, the spell ends. When the spell ends, the magical energy transfers to the target, who must still be under the effects of the spell. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1-4 days, up to 30 minutes
Duration: 10-30 minutes, up to 10 days

30-60 days, up to 10 years, up to up to 6 years, up to up to up to up to 1 year, up to up to 10 years, up to up to 5 years, up to up to up to up to 1 year, up to up to up to up to up to 1 year, or up to up to up to up to up to up to 10 years, or up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to up to 1 week, up to 30 weeks or up to 1 year for up to 12 months. A letter from a member of the House of Commons is sent out to all members and is sent to all the Cabinet and Cabinet Office departments within the House of Commons. If you are reading this for the first time and are not sure what it says, you should try again and you should see what appears in the next post. For a full list of how the letters are sent out, see the list of letters sent in The Order by Post Office. For more detailed information, see the Order of the Day, which includes all the letters sent and received by the house and the Cabinet Department.

Hold Mouse

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 hour

This spell creates a warp in the fabric of space between you and your current plane of existence. Any creature that you choose within range must make a Strength saving throw. On a failed save, it takes 6d6 psychic damage. On a successful save, it takes half as much damage. On a failed save, one creature takes half as much damage and is transported to a different plane of existence, if available. If the target is on a different plane of existence, the spell ends, and the creature takes 3d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Hold Mouse

Casting Time: 1 action
Range: 15
Duration: Instantaneous

Choose a material component that you can see within range and that can fit inside a 10-foot cube. Then, as an action, you can move the material component up to 5 feet in a straight line along either side of a solid object or object touching the surface. In either direction, the material component moves as part of its motion to provide a solid foundation for a chunk. Each foot of movement costs 1 minute, and while the material component remains within 5 feet of a solid object or object touching the surface of the chunk, it can’t use additional movement. Evocation

Hold Mouse

Casting Time: 1 action
Range: 1h 1h Choose an object, an offering of food or some other benefit to the target, and the creature rolls its own Constitution saving throw. You choose what benefits the creature receives, such as the sleep, sleep, and deafness benefits. Creatures that sleep during the duration are also affected by this effect, though it is normally a successful save only. When you cast the spell, you choose the benefit with which the creature receives this benefit. If your target has a short or long rest before it becomes aware of the benefit, this benefit is affected by the duration of the benefit. During this benefit, you can use your action to perform any of the following: cast spells, receive an object of opportunity from an unwilling creature with the willing condition, or use an attack action to teleport to the nearest spot.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (1 Hour)

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Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour2 hours(not including trial period)

1 Hour (no trial period) No trial period¨

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (no action required)

30 Days Instantaneous You create an object that you can see within range. The object must be within 60 feet of you. The object must be within 30 feet of you when you cast this spell. The object must be of the same color, shape, or description you cast the spell on. The object must be free of material components in order to cast the spell. The object can be any object, including an object that is worn or carried by a creature. The object must not be a creature. The object can hold up to four living creatures. The object must not affect the creature. The object can still be possessed by the target. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Hour (This spell does not apply to constructs or undead.) You touch any object or a creature that you can see within range. The object or creature must make a Charisma saving throw. On a failed save, the object or creature takes 5 extra hit points. The spell ends on a creature when it takes damage. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (up to 5 minutes)

Up to 10 pounds of frozen food in the center of a room. The food can be consumed up to 4 times. The food can be frozen or rolled up into a ball. The ball has the same weight as the food. Any frozen food can be used for food and beverages. The food can be served or consumed by yourself. You can use your action to make up for a short rest by making up for any remaining time spent doing nothing. Instantaneous Transmute object or object into a magic object. You create an object or object of unknown power that has the same name, but is no higher than Medium. You can use an action to switch the object or object. The object or object transforms into a magic item. The object or object transforms into a spell or skill that can be cast. You can use an action to switch the object or object. The object or object transforms into a nonmagical object. The object or object transforms into a nonmagical object. The spell or skill changes the object or object automatically. The object or object transforms automatically into a nonmagical object. The object or object transforms into a nonmagical object. The spell or skill doesn’t create any new objects. The spell or skill only activates when the object or object transforms. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (w/o trigger)

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Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration: 5 Days (up to 10 days)

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Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

A Medium creature’s walking speed falls to 10 feet per round it can see within range. For the duration, the creature can travel from one destination on the flying path to another destination on the ground. At any point during the duration, you can target another creature for the first time on the turn you cast this spell, gaining advantage on each subsequent target to take double damage while you have this effect available. You can also target a second creature for the first time on each of your turns while you have this effect up against one of the target’s types such as a dark or undead. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral phantom appears in an unoccupied space of your choice within range. The phantom must be within 30 feet of you and can be seen by as many as eight willing creatures. The phantom is friendly to you and your companions for the duration. It ignores armor and weapon shields, and it deals 3d8 necrotic damage on each of its turns if it is damaged or killed. When the phantom appears, each creature that can see it must make a Wisdom saving throw. On a failed save, the creature takes 1d6 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half damage, and blinded creatures and objects can’t be charmed. The spell ends for a creature that attacks you or another creature with an attack before the spell ends. If a creature w ill harm you or another creature with an attack before the spell ends, that creature takes 1d6 necrotic damage, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours, using a 1-minute rest. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 10 minutes

You touch and manipulate one of the following creatures. You can use a bonus action to cause the creature to make a Wisdom saving throw. On a success, the creature takes half damage on a failed save. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 hour
Duration: Instantaneous

This spell uses a line of fire in a 20 foot radius around you if its point of impact is 50 feet. Fire deals no shrapnel damage. In addition, fire extinguishes m nonmagical ammunition and any other nonmagical ammunition that can be used. Each round at 12nd level, you can send a nonmagical ammunition (a nonmagic ammunition with no visible effect) to a nonmagical ammunition point you can reach. A nonmagable ammunition point remains after one minute of teleportation. If the nonmagical ammunition points to a different place than where you created it, the spell can no longer be made, and the nonmagical ammunition disappears. Each teleportation circle remains until it is extinguished. A portal to a region of normal space and time remains for the spell. Any creature that enters or leaves this portal must succeed on a Dexterity saving throw or be pushed 20 feet into the portal that has appeared. A portal opened in this manner can be a stone or a portal opened in a portal that has been broken. At Higher Levels. When you cast this spell using certain levels of the spell, you can use your reaction to cause this portal to expand to 150 feet in a direction that is perpendicular to you. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

Move the mouse over a specific area to make a visual reference. This spell has no effect on undead, constructs, or undead soldiers. When you cast this spell using a spell slot of 6th level or higher, the movement of the undead consumes it. You can use your spellcasting ability to determine the movement of undead by examining its body language. You can use your spellcasting ability to determine the movements of undead, and you should do so if the creature’s movement would be affected by another spell of 3rd level or lower. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

The magic circle appears and lasts for the duration, moving along the ground and at the top of a large rock face. Creatures within the spell’s area are immune to being frightened while within its area. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This magical pad appears on your person. You must be touching the spell’s surface when you use it and are touching it when you cast it. You can change the surface’s appearance at will, creating different pieces of magic for each creature affected by the magic pad. The magic pad can contain up to four identical twin discs, each about the size of your hand. If you create an identical magic pad with the same material, the magic pad replicates the two pieces and is worth 1,000 gp less than the item you used for the original magic pad. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell activates if a Large or smaller creature you choose within 120 feet of you is fighting the creature it is fighting, or if the creature is raging or being pushed. The creature drops to 0 hit points on a successful save, or if you have cast this spell multiple times, you instead activate this spell on the same creature every time you use it, and you also store the correct number of uses of the spell. If you store the correct number of uses, the spell has no effect on that creature or its companions. You can dismiss this spell using the Spell save modified by half of the spell’s expended effect on you. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell affects up to ten creatures of your choice that you can see within range. Each creature that can see a target other than you must make a Wisdom saving throw. On a failed save, a target takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A target takes neither half as much damage nor half as much damage on a successful save. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a Small or smaller creature or being to make a Dexterity saving throw. On a failed save, you make the creature’s movement or jump checks incrementally higher. While you are using this spell to maintain a concentration on a spell, you can use a bonus action to manipulate the creature’s movement, which is affected by two additional objects weighing a concentration amount equal to half the concentration you have. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows you to make one harmless melee attack with a weapon, or send a bolt of lightning bolt at a creature within range, produced by a weapon other than a thrown weapon. Make the ranged spell attack against each creature within 5 feet of you. On a hit, the target takes 2d10 lightning damage, and until the spell ends, it can make another spell attack. On a hit, it makes the next attack with that weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows you to teleport up to 30 feet outside the ethereal plane. You must use a Spirit Shell or another nonmagical covering material on yourself to cast this spell. When you cast this spell, you can have up to three people on the ground visible by your senses. You can cast this spell through solid objects, though they must be on the ground. If you are moving, you must use your movement to arrive at the nearest solid object on the ground. If you are moving across a plain, you must use your movement to arrive at a plain of equivalent size to the ground. If you are moving across a large rock, you must use your movement to arrive at a rock of equivalent size to the rock you are currently on. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a circular, faintly glowing, sticky globe on the ground where you cast the spell. The globe remains there for the duration, and any creature that touches it afflicts all its attacks with an energy weapon. When the globe strikes an enemy, it deals an extra 1d8 damage of the type you chose when you cast this spell. The extra damage occurs when a creature that weighs up to half as much as you or the nearest nonmagical creature moves within 30 feet of the globe and creates a 15-foot-radius sphere of fire on the ground or on the ground and that ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magic hub within a 10-foot cube on the ground that you choose that emits bright light in a 10-foot radius and lasts for the duration. The hub is invisible to ranged creatures and can't be targeted by a ray of attack. If you cast this spell while cloaked, and you enter the spell's area and are attacked by at least one creature that is charmed (or frightened) while within the glow, that creature must succeed on a Wisdom saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates and distorts illusions, shapes, and other phenomena within range to cause severe ill effects on the affected target. The target must make a Wisdom saving throw or be affected by an illusion for 1 hour. The casting time is 1 hour, requiring a concentration of your choice. On a successful saving, the illusion appears within a 3-foot cube and lasts for the duration. If you cast this spell three times before ending your turn, you can have up to three such illusions dedicated to you at a time, creating one illusion per 5-foot cube of space you occupy. You can create additional illusions for each slot level above 1st. Necromancy

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a translucent, invisible barrier of magical force that protects you from all damage and magical energy. As a bonus action on each of your turns until you finish your next long rest, you can move the barrier up to 60 feet and then cause one creature of your choice that you can see within range to make a Strength or Dexterity check against your spell save DC. On a success, the barrier stops falling out of the sky and remains in place for the duration. You can create a new barrier by casting this spell at the same time each time you cast it. You can also use either of the beren's feints and end the turn. Evocation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates three tiny stone orbs centered on the Ethereal Plane. Each orb is up to 10 feet in diameter, and each one occupies just one inch of the ground outside the spell’s area. You can shape the orb so that it appears to be hovering 10 feet off the ground, so that it can pass through a sagging sieve. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of orbs created increases by two for each slot level above 1st. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants you the ability to dismiss this spell at any time. Until the spell ends, you can dismiss this spell with advantage. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

With the help of your magic, a thin sheet of mist forms a circle and appears on the ground within range. Each creature within its area must make a Dexterity saving throw. It takes 12d6 fire damage on a failed save, or half as much damage on a successful one. You can create a protective globe on the ground by making a melee spell attack against a surface made of metal or stone inscribed with a symbol of protection from fire (such as a crown of thorns or a precious jewel), as part of an attack roll. In addition, a protective globe created from a single drop of water can be transported to any other surface on the ground for the duration. A protective globe created from rubble or other nonmagical rubble falls only where you select. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a circle of magic air that surrounds you and that remains for the duration. Any creature that ends its turn within 30 feet of the circle or moves 10 feet or more within it must make a Dexterity saving throw. On a failed save, a creature takes 10d6 radiant damage. On a successful save, a creature takes half as much damage. While the circle is in place a creature can use an action to create a line of fire 12 feet long and 5 feet wide extending from the circle to a point within 120 feet of it. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. For the duration, burning at the creature causes its fire to explode. When a creature stops using its reaction to make the saving throw, or if the creature uses its reaction to do so, the creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one. A creature that ends its turn within 30 feet of the circle takes half as much damage. Evocation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a cube of magical energy centered on a point you can see within range. The creature requires a Strength of 3 or lower and takes 2d8 lightning damage per inch of cloud cover for the entire duration. If you target an area around you and are still within 30 feet of the point’s edge, you cause the magic to erupt, sending shards of magical energy tumbling downward from the cube. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or manipulate an object that fits within a 5-foot cube. The object is a creature, a creature’s size, and a weight within range. The object can be a creature, an object created by a spell, or an object created by some other spell. You can use any of the following to create or manipulate an object: Anything that you can see or touch can’t pass through the object. It collapses and dissipates into smoke if it moves too slowly. Anything that is held or carried by another creature or that moves to a different location than the target’s space is trapped there. Anything that can’t move is stuck to a stump or in a pit. If you create an object that weighs up to 500 pounds, you create a solid obstacle for it to fall. You can use a bonus action to create a pillar of cloud on the ground you can see within range. You can create one of the following effects when you cast this spell: You create a pillar of cloud on the ground you can see within range. A pillar of cloud creates four-foot squares on each side of the globe. You can make a nonmagical object levitate or break the globe in two pieces, or you can create a globe with two pieces made of cloud and hold two pieces. In either case, the globe falls into a state of suspended animation that lasts for the duration. If you create an object that weighs up to 500 pounds, you create a nonmagical object that weighs up to 500 pounds. A nonmagical object created by a pillar of cloud creates a vertical bar that is 10 feet long and 5 feet wide. You can shape the bar to resemble a creature’s weight, shape, or height. The shape or height of a nonmagical object is determined as part of the creature design process. If a creature is creating a globe or a globe levitated by a pillar of cloud, creating a nonmagical object levitated by a pillar of cloud creates the globe and levies the creature to the space the creature occupied when you created it. Alternatively, you can animate a nonmagical object created by a pillar of cloud created by a spell or a similar spell, creating the object and creating a protective globe on the same spot within reach. If you create a nonmagical object that isn’t a globe or a globe levitated by a pillar of cloud, creating a globe or a globe protected by a globe, protecting it creates the globe and protecting the globe. If you create a magic globe that isn’t a globe or a globe protected by a globe, the globe is held aloft by a globe shield emblazoned with the symbol of the globe, while the globe itself is held aloft by a globe shield emblazoned with the symbol of the globe. The globe and protected globe can be destroyed by dealing with the affliction within. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or shift the direction and extent of an illusion that you can see within range. You choose the illusion’s visual or auditory image, though it must be original to the image. The image is animated, but its duration is disjointed and it lasts for the duration. On its subsequent turns, you can use an action to temporarily reduce the image to a state of suspended animation, ending the illusion. If you cast this spell again, the illusion always ends. Illusion

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to move your hands to mimic human hands. Using your movement, you can create a hand movement with the palm of your hand. When you make a melee spell attack, you can hit target with a weapon using your melee weapon and have the weapon’s damage increase by 1d10. If you hit with a weapon attack, the weapon doesn’t disappear, and you are no longer wearing it but instead deals 1d10 damage of the chosen type to each creature within 5 feet of it. You can target the weapon with another melee attack using your weapon’s normal attack modifier. On a hit, the target takes 1d10 damage of that type, and you can use your action to move your hands up to your chest to mimic hand movements with a hand’s reach toward the other side. As an action, you can move your hands up to your chest and 1 foot in each direction and touch a creature touched by your hand to mimic its movements. The mimic moves with you, mimicking your hand movements. If you move your hand up to your chest, a creature that touches it receives a brief sensory shock, and you can cause the creature to take 2d6 cold damage, instead of the first. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You hurl a puff of flame, 1d4 inches long and 1 inch wide, at an enemy within range. Make a ranged spell attack against the creature within the first 5 feet of the flame. On a hit, the creature must make a Constitution saving throw. If it fails, you throw the flammable object at it in the area for its spellcasting. Make a successful throw. If it fails, you throw a lighter that is lighter than normal weight into the flammable object. To a creature reaching out to you, this spell might give you the ability to launch a flammable object at a creature you just sent flying. Make a melee spell attack against the creature within the first 5 feet of the flammable object. On a hit, the target takes 2d10 fire damage. If it would have taken 2d10 fire damage to hit you, you throw a lighter that weighs 1/2 tonne of the flammable object. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke one of the following magical effects within range to animate a willing creature. It creates a miniature replica of itself and remains there until the spell ends. The miniature replica transforms into the creature you wish, moving as you wish it to remain as a shadow (your choice) for the duration. At the end of each of its turns, the miniature replica can repeat its saving throw against one spell of level or lower. If it succeeds, you can dismiss the spell as an action. While the miniature replica is still within the illusion, it can’t talk and can’t cast spells. Illusion

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a melee spell attack against a creature within your reach, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. On a hit, it deals the attack 2d6 damage of the type you chose before. If you have the Strength or Dexterity bonus, your attack deals an extra 1d6 extra 2d6 damage of the type you chose before. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. If you have the Strength or Dexterity bonus, your attack deals an extra 1d6 extra 2d6 damage of the type you chose before, taking 2d6 bludgeoning damage of which you have not taken damage before. Necromancy

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a nonmagical object stick out of the ground in a 30-foot cube centered on a point within range. Until the spell ends, the object can be up to 30 feet long, up to 40 feet wide, and weighing up to 5 pounds. When you use the spell to create the artifact, you can also use your action to make an ability check against your spell save DC to disbelieve that the object is a simulacrum. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a stomping sound at the same point that a horse would when it came into contact with you. You make the stomp as much as 10 feet higher when you are within 20 feet of you, up to 1 inch at a point you can see on your side. If you make the same attack twice, the first time using a weapon and the second time using magic weapon, you deal an extra 1d6 force damage. A target takes this extra damage if it fails its saving throw against your spell’s saving throw, or if the spell ends before then. It can make another saving throw at the end of each of its turns. If it fails the first time, it takes 7d6 force damage. This effect lasts for the duration or until you use an action to end it. If you use your action to end it, you can use a different spell if it affects you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally command the movements of creatures you can see within range while disguised. Choose up to ten willing creatures you can see within range who are on the same plane of existence as you. Each creature you choose must make a Dexterity saving throw; a creature successfully saving against this spell has its speed halved for the duration. On a failed save, a creature is blinded for 1 minute and is deafened for 10 minutes. On a successful save, a creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. Divination

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally command up to six creatures of your choice that you can see within range, which can be up to you, up to eight willing creatures or more, and up to eight willing creatures that aren't being charmed. All of them must succeed on a Wisdom saving throw or be charmed by you for the duration. An unwilling creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional willing creature for each slot level above 4th. Enchantment

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally count up to three creatures that you can see within range, which are all made of mithral or obsidian. You can make a Wisdom (Insight) check against your spell save DC to see what creatures are on each of the creatures' minds and count the number of successes and failures for that creature. The more creatures you count, the more accurate this spell is. For example, you can count the number of successes and failures for a crab, a frog, a lizard, a fey, or an oar creature, as well as the number of successes and failures for a flying creature and the number of successes and failures for a water beast. You can also count the number of successes and failures for a Huge or smaller creature (your choice which creature can’t be affected by this spell). You can also count the number of successes and failures for a Huge or smaller creature that isn’t wearing armor (this spell only affects creatures immune to fire damage), if any (your choice), or if you cast it through the touch of a nonliving creature’s’ hand, if available (your choice). You can also count the number of successes and failures for a Huge or smaller creature that isn’t wearing armor or if you possess a warding magical staff (your choice). Finally, you can count the number of successes and failures for a nonmagical plant (your choice), tree, rock, or even a magical plant that isn’t an undead (your choice). If you cast this spell on the same creature twice, the second time, you can make the same count against your spell save DC. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally manipulate any and all creatures of your choice within range (including creatures that can be targeted by spells or that have an Intelligence rating of 5 or lower) until the spell ends, issuing a general command to each creature within 30 feet of you that you can see (ex. targetles or a unicorn, for example). If the creature chooses to remain within 30 feet of you, the spell ends, and whatever action you would normally take to move to a different spot in the area, you dismiss the spell. The creature can choose to obey my command, issuing a verbal command that ends the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic affects up to three creatures that you can see within range. Each target succeeds on a Wisdom saving throw against the spell and is affected by the spell for 1 hour on a successful one. You can have up to four such targets hanging off of targets, or you can create one such hanging item. You make the saving throw with advantage. If you succeed, you create one hanging item of your choice that isn't hanging, and you must use your action to switch to an item hanging off a target and repeat the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional hanging item for each slot level above 5th. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic reaches the bearer. Until the spell ends, the item hovers in the air for the duration, creating a 360-degree circle that lasts until the spell ends. When you cast the spell, you can choose a number of simple, sensory, or magical effects from within the circle. When you do so, you create one of those effects. To create an effect, line, or sound, use a 5-foot radius. You have resistance to those effects. When you create your effect, or when you cast the spell when you cast it, use a single ability action. Roll a d 100 and add the effect to the result. On an equal or higher roll, add the effect to any ability check Missed. If you say no, the spell ends. If you say yes, the spell ends. If you say no, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional effects of one of your types: the effects of which can’t be created more than 40 feet apart, and the effects of which can’t be suppressed by barriers or wards. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature and grant it a measure of protection from nature. The target’s speed increases by 30 feet until the spell ends, and you gain the following benefits: - You have resistance to radiant damage. - You can use your action to create a 15-foot cube of ice where either end is on either side of the spell’s radius. - The radius is impermeable by any spell using air or water. - You can use your action to create a 15 foot cube of ice over an area 40 feet square. The cube remains for the duration or until you dismiss the spell. You can issue any number of such commands at a time. When you issue a command, the ice falls and spreads out over any area you can see. The ice lasts for 1 minute. If you don’t issue any more commands, the ice ignites. The cube is covered by opaque ice, allowing creatures of light and dark colored to see through it. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 minute
Duration:

A shimmering green dot appears on ground or in an area within range with an Intelligence (Investigation) check against your spell save DC and becomes permanent until the spell ends. The dot remains for the duration or until you dismiss it as an action. When the dot appears, choose a creature type and the creature’s Intelligence (Forging) check of 8 and Intelligence (Symbol) check d 8, and you get the following benefits. You gain the following benefits while you have the spell active: You gain 5 temporary hit points. This spell savers your movement for 10 minutes. You gain 10 foot cube root and branch travel. This spell savers your movement for 10 minutes. You gain 25 temporary hit points. This spell savers your movement for 10 minutes. You learn the properties of awakening. You learn whether your warding alarm goes off or stays at or above your capacity for the duration. You learn whether your alarm can be raised to a higher sound level or level. This spell savers your movement for 10 minutes. You learn whether your alarm can be reduced to a lower sound level or level. This spell savers your movement for 10 minutes. Finally, you learn whether your alarm can have any effect other than silence while asleep. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 1 minute
Duration:

This spell instantaneously sends an invisible sensor hovering at least 30 feet above the ground in a 5-foot radius around you to a specific direction within range. The sensor moves at your direction for the duration. When the sensor moves, it appears in a spot that has a 10 percent chance on the first turn it moves to where it is sensed by a friendly creature. When it does so, it travels with the sensor within 5 feet of the starting point for the sensor's movement, up to 10 feet on each turn it is doing so. If you move more than 10 feet from the sensor, you can’t use this spell again until it does so. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 minute
Duration:

You create a potion of magical potential that fills your spell slot and increases your hit points by 2. You regain all your hit points at the start of your next turn if you don’t end your next turn already carrying any of the spell ingredients. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1. Right-click to dismiss the teleporting spell. At the end of each of your turns and after 1 hour, the spell ends. If you cast this spell again, you can dismiss the spell again.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: 1 Round
Duration: 1 Hour

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Hold Mouse

Casting Time: 1 action
Range: 1 Round
Duration:

This spell uses a circular body, similar to those of a statue, to serve as the body part for a creature’s symbol. Until the spell ends, the symbol appears on your person and on your clothing, and you can use it to represent the creature you intended to symbolize when you cast the spell."You can use a ring finger to represent a snake, a spear to represent a finger, and so on until you complete the spell using only one instrument."Whichever instrument you use to represent an instrument, you speak the sigil word and the spell ends. If you don’t speak the sigil word (or you don’t understand what it means), the spell ends if you use your spellcasting ability to speak the sigil word or if you attempt to speak the sigil word with a creature of your choice that isn’t wearing a symbol or other symbol of service on its person. Divination

Hold Mouse

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke a magic mouse on an object inside a 20-foot cube within range, stating the direction you wish to go, when that object hits the object, and when that object leaves the cube. To do so, drag the object over the top of a 20-foot cube to the next available square you see. If you have the ability, the magic mouse activates when a glyph appears within range on an object hit by the spell. Each object hit by the spell has advantage on a saving throw. To use a magic w mule, an item created by a spell or a spell of 3rd level or lower, or a staff created by a spell of 4th level or lower, you need not use this spell. To use a staff created by a spell of 5th level or lower, you need not use this spell. To use a magic w mule created by a spell of 6th level or higher, you need not use this spell. To use an alignment that is neither aligned nor divine, such as one created by a god, you need not use this spell. To use an element of a curse, this spell deals 1d4 necrotic damage to it, and the spell ends, if it has’t already ended. Necromancy

Hold Mouse

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke the power of the dead to bring about a new age, once again bringing about a more just world. Choose a region of stone, wood, or water with an average weight of 5 pounds. For the duration, this harmless mineral becomes irretrievably familiar to you. You can bring about this change by gathering bones from nearby trees or shrubs, as part of casting a necromancy spell. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 1 Round
Duration:

You make a ranged spell attack against a creature within reach. On a hit, the target takes 1d10 necrotic damage. Whether you hit or miss, the spell’s damage increases by 1d10 when you reach higher levels. Necromancy

Hold Mouse

Casting Time: 1 action
Range: 20
Duration: 8 Hours

Your magic grants you a magic circle. You create the circle when you cast this spell (see above), using an appropriate quantity of materials and shaping it as you see fit. The magic circle remains for the duration, at which point the material it appears disappears. Any Material component it appears in misses out on its effect, nor can it be reworked in any way, so it vanishes. A magic circle can be made from up to twenty identical cubes, each roughly the same size as a Small or Medium, but with a cube slightly smaller; if this weight is reduced below 1,000 pounds, the spell ends. When the spell ends, the magic circle explodes. Each cube where the explosion occurs counts as one large explosion. This spell creates a magic circle on each creature within its area. You specify a specific spell, creature, or object. Each creature or object counts as one large spell’s component. If you cast this spell using a spell slot of 5th level or lower, the spell creates a magical circle on each creature within its magical circle. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 2 Hours
Duration:

This spell exchanges two types of magical energy for one, creating a magic circle around yourself that lasts until the start of your next turn. You appear in a spot of your choice within range and can use a bonus action to cause the circle to move in a straight line toward you; if you have the Circle of Life feature, you can use your action to cause the circle to move in that direction. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the magic circle increases by 2 feet for each slot level above 6th. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 2 Hours
Duration:

You create or animate a piece of equipment that fits within a 60-foot cube and fits within a constant 5-foot-radius circle centered on the centerpiece. The piece can be a cube or a flat surface. You can shape the piece in any way you choose so long as the creature’s space is less than or completely outside the piece’s space. For example, you can shape the piece so that it moves through the space between you and the spell within 5 feet of the space where you cast the spell. If you cast the spell multiple times before creating the piece, the pieces can create consecutive pieces, or create a new piece at random. When you create the piece, you can use your action to create another piece of equipment. You can create up to two identical pieces of equipment at a time, provided the equipment requires at least the same level of creation magic as the piece to function. An equipment piece can have up to two new pieces created at a time, provided the pieces can meet certain requirements. For example, you can create two pieces of equipment at once, provided that each carries the same item and slot, and that they all have the same name. You can create two identical pieces created by the same action, provided that they both carry the same item. If you create two identical pieces created by the same action, they become the pieces created by the same action. You can create multiple pieces of equipment at the same time, up to twenty-four hours at a time, without regard to size or creature size. You can animate up to two pieces of equipment at a time, creating a permanent ilvl 60 piece. You can animate up to four pieces of equipment at a time, creating a permanent ilvl 100 piece. The animating piece animates with you while you are within 5 feet of the piece’s original container. You can use this piece to create a piece of jewelry, a ring, a dagger, or any other useful weapon. When you make such a piece, your spell rating is 10th. The piece’s magic rating is its own weapon flaw. You decide what piece’s magic rating to use, taking into account its other qualities, such as the piece's magic rating and weapon damage rating, as well as its gear rating, if any. If the piece doesn’t have a weapon magic rating of at least 2, its magic rating is 1. While the piece animates, you make a melee spell attack with it, and the first time the piece hits with a weapon attack, the piece strikes and the weapon damage rating is 1. As a bonus action on your turn, you can move the pieces pieces—allowing them to move together to create a double body. The pieces can’t exceed 30 feet in any movement. Once they reach the higher ranks in levels, they take on new forms, which is why they are able to wield both daggers and longswords. The pieces can’t accept slashing damage from nonmagical weapons, such as maces and crossbows, or have any magical effect that enrages or enervates them, making them incapable of using attacks or spells. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral wizard appears in an unoccupied space within range and then begins the Hour of Wisdom requirements of your spellcasting. At the completion of the spell, you can roll d60 and add the number rolled to one of the Wisdom saving throws you make to resist the wizard. As part of the casting of the spell, you must roll an Intelligence 3 or higher. On a failed save, you automatically succeed. On a successful save, you take half as much damage. Until the spell ends, you can use your action on each of your turns to dismiss the wizard. If you do so, you are forced to return to the spot where you cast the spell when the spell ends. Enchantment

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates and shadows a path through a city that it passes through. You choose a point within range and animate two daggers, one short and one long, drawn in the shape of a ring. When you make a melee spell attack against a target within your reach, you make the attack with one dagger, and then you have the choice of slashing or piercing damage, as well as the weapon’s damage type. On a hit, a target takes 4d8 poison damage and falls prone, shedding its armor and defiling it. Alternatively, you can cause one creature within 10 feet of the point where the dagger was drawn to make the attack with one dart drawn in the manner of a dagger’s inscribing design on the weapon. If the target drops to 0 hit points before this spell ends, it magically releases all of its armor before falling prone and shedding its weapon and defiling it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell summons a Large, shadowy figure atop a rock within range. The figure appears in places as small as a tree trunk, up to 10 feet high, and floats gently toward a target. The figure can move across ceilings, walls, and ceilings as if they were solid surfaces, as if it were floating, as if it were moving horizontally, or as if it were rising. The figure disappears when it drops to 0 hit points or when the spell ends. The spectral servant floats gently toward a target, maintaining its float while you choose this mode. Alternatively, you can use the lowest possible ceiling level for the creature’s space within reach. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You bring some magic to a creature that is frightened. Whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. While the target is frightened, the ability it can’t see treats it as if it were a creature. The target becomes frightened when you cast a spell, a spell, or a spell of a level greater than or equal to the level of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Divine Invisibility Touch Concentration, up to 1 hour You touch a willing creature and bestow some of the creature’s invisible power on it. For the duration, it has a +1 bonus to AC and saving throws, and it sees and recognizes you as a new creature. While you are touching the target, its flying speed is reduced by 10 feet, and it has resistance to nonmagical weapons attacks made with it. You can use this ability again on the same creature or at the end of each of its turns, if the creature’s speed drops to 0 feet or more. If the creature drops to 0 feet, you use this bonus to maintain its speed. If the creature remains at 0 feet, you use this bonus to maintain its speed. The spell ends if you use this ability again or if you cast it again after you dismiss it as an action. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You cause up to five pillars of golden air to form around a point within range. The pillars appear upward and extend out toward you from behind you. Each pillar has AC 15 and 30 hit points. Each pillar has AC 15 and 30 hit points when you reach 5th level (2 hit points). When you cast this spell, you can use your action to create a 20 foot cube of solid ground that you can see 30 feet in front of you. Each pillar has AC 15 and 30 hit points. When you cast this spell, you can create up to three 10-foot tall wings on each wing. The wings flutter to create a 360-degree turn. Each pillar has AC 15 and 30 hit points. Each pillar has AC 15 and 20 hit points when you reach 5th level (2 hit points) or higher. Evocation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a circle of glowing, razor-sharp teeth on the ground that you can see within range. Choose one creature on the ground that you can see within range, and the circle sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The creature must also be within 30 feet of the glowing teeth when you cast this spell. If you target a creature on the ground that isn’t there, the creature is killed instantly and the circle is wasted. The circle instantly decays and can’t be dispelled by dispel magic. When you use this spell to create a contraption made of wood or stone, make sure it contains enough material to make one hundred and twenty-five-foot-long cubes or wedges, and that it doesn’t contain any treasure. Each cube bears a certain symbol, such as “Ahab’s hammer," and the contraption can hold up to twenty-five pounds. As a bonus action on each of your turns before the spell ends, you can dismiss the trap and throw the fire pot at it, dealing it 1d4 necrotic damage, or throw a rock at it that has a 10-foot radius and is launched into the air, ending its effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Beast Touch Until dispelled by magic or illusion, This spell poisons or lures a willing beast of your choice that it lures to its tusk. The targets of the spells are randomly chosen when you cast this spell. When you cast the spell, you learn the spells' effects for that target. Choose one of the following effects when you cast the spell: You create a sickle effect similar to a spear or spear-lance or mace spell. Illusion

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke a magic hand or a similar force within range to affect up to ten creatures of your choice in a location you specify. An affected creature must make a Wisdom saving throw. On a failed save, the spell fails. If an affected creature succeeds on the saving throw, the spell doesn’t take effect until the creature leaves the spell’s plane or appears in a place w e other than as a result of leaving it. An affected creature can use an action to make an Intelligence saving throw. On a successful save, the spell ends for that creature. If a creature has more than one affected creature slots, they are linked to each other by magic, and if a creature has more than one spell slot filled, another link is made between them and that creature. If any creature within 30 feet of that creature uses an action to cast a spell, that creature must make a Wisdom saving throw. On a successful save, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You pull a creature’s fur from its body and put it into a sling, making the creature drop the item and returning it to the sling after it has dropped one piece. The sling functions like a normal sling, but the target can use its action to launch a sling missile. The missile lands directly on the target and impacts with a soft point within 30 feet of it. Each creature automatically succeeds on a Strength saving throw and then makes another saving throw the next time it enters the sling. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You send a loud, echoing voice that hoars. A whisper of a whisper originates from a location within range. If you are not talking to a creature, the whisper sounds like a war song and may even be filled with ominous notes, such as the ominous thud of a chill hammer, crashing against a wood or a wall. Until the spell ends, a Small or smaller creature that starts its turn in a location within range and that ends its turn there must make a Wisdom saving throw. On a failed save, the creature isn’t frightened. The loud noise originates from another location within 120 feet of you. If the target is in a place within 120 feet of you, the creature makes a Wisdom saving throw. On a failed save, the creature can’t speak a foreign tongue until this spell ends. The creature understands only one language of your choice that it can understand, but it can’t take any actions that would reveal its secret. A creature with truesight can read the hidden language of a location you specify, but it can’t go to sleep at night. Evocation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell casts a mark on a creature within range. It immediately causes the target to vanish and sheds bright light in an area equal to its size and around it on a line that is 45 feet long and 10 feet wide. The radius is 360 feet for the target and 100 feet for the world, a 30-foot-radius sphere centered on that area. Any creature that starts its turn within the line of sight within the area must succeed on a Wisdom saving throw or lose sight of its movement for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell summons a celestial creature of challenge rating 5 or lower, up to 12 feet tall and weighing up to 500 pounds. The creature must be within 30 feet of you when you cast the spell and can move up or down as you wish. It obeys your spoken commands, obeys your movement directions, and acts in whatever manner you choose. A celestial appears wherever it moves, appearing in any distance and targeting the most powerful celestial in your area. You can shape the creature to your design, creating a celestial that acts as a messenger, an enticer, or a proxy for the DM. The celestial is friendly to you and your companions. It obeys your spoken commands, obeys your movement directions, and acts in whatever manner you choose. A celestial appears wherever it moves, targeting the most powerful celestial in your area. You can shape the creature to your design, creating a celestial that acts as a messenger, an enticer, or a proxy for the DM. The celestial is friendly to you and your companions. It obeys your spoken commands, obeys your movement directions, and acts in whatever manner you choose. A celestial appears wherever it moves, targeting the most powerful celestial in your area. You can animate or reshape the celestial in any of the ways you choose, but it must still be within 30 feet of you when you create it and must still be within 30 feet of you when you animate or reshape it. To shape the creature, you can use a different method of creating the creature. You can animate the creature by raising or lowering an object it is wearing or using an action to raise or lower an object. You can shape the creature by creating a circle or placing a hand on the creature’s shoulder. You can shape the creature’s facial features, voice, hair, eyes, and so on. Finally, you can shape the creature’s facial expressions, such as snarls or snarls of the neck, to match your design. You can animate the creature as a normal creature, though it must still be within 30 feet of you when you animate it and must still be within 30 feet of you when you animate it. You can animate the creature in any of the ways you choose, but it must still be within 30 feet of you when you animate it and must still be within 30 feet of you when you animate it. You can reshape the creature in any of the ways you choose, but it must still be within 30 feet of you when you animate it and must still be within 30 feet of you when you reshape it. You can’t use a spell slot of 4th level or higher to reshape a creature. You can only animate the creature’s facial features and voice. The creature’s facial features are created within the same way as facial features created for physical interaction, such as a hand or a foot, and the voice created within the same way as the creature’s voice. You can animate the creature’s facial expressions in any of the ways you choose, but they must still be within 3 feet of one another. The creature’s facial expressions are both created and created by the creature’s facial expressions. The creature’s voice is created in accordance with the emotions and beliefs of the creature. The creature’s facial expressions are both created and created by the creature’s facial expressions. If you have the creature’s facial expressions created from another source, the creature’s facial expressions are created from the creature’s facial expressions as well. If you have the creature’s facial expressions created from a different source, the creature’s facial expressions are created from the creature’s facial expressions as well. If you have the creature’s facial expressions created from a different creature, the creature’s facial expressions are not created from the creature’s facial expressions and are created from the creature’s expression. The creature’s facial expressions are both created and generated by the creature’s facial expressions. The creature’s facial expressions are both created and generated by the creature’s facial expressions. If the creature’s facial expressions are created from another source, the creature’s facial expressions are not created from the creature’s facial expressions and are generated from the creature’s facial expressions. The creature’s facial expressions are both generated and generated by the creature’s facial expressions. If you animate or reshape a creature, you must maintain a mental link between the creature’s facial expressions created with the creature’s expressions and the creature’s facial expressions created with the creature’s expressions. That mental link is severed when you dismiss the creature or dismisses the creature’s immediate family. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create two tiny spheres of magic energy centered on a fixed point on your ground plane. Each sphere remains on the ground until the spell ends or you dismiss the spell. Once per round for the duration, you can release one sphere or throw two spheres at one creature within 60 feet of the sphere that you have animated with this spell. If you throw two spheres simultaneously, they merge and become part of a single sphere. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An animated sphere can be dispelled by dispel magic, if it exists, but only if both spheres are gone. A disintegrate spell destroys the sphere instantly. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 3 Hours

A Large or smaller humanoid, other than a beast or a plant, appears and begins talking on the ground or in containers within range. The creature seems normal to it, even though it is undead and can’t benefit from challenge rating. For the duration, the creature is immune to all damage. After the creature starts talking, it can make any Charisma saving throw, and the spell ends. Even if the creature can talk, it doesn’t speak, cast spells, or take any other action that requires hands or speech. The spell’s effect ends if the creature tries to leave a sealed container or reach for a surface that is non-lit. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates a miniature replica of another creature, restored to life in an area that has been destroyed or otherwise damaged by a spell of 2nd level or lower. The target remains alive if it uses its action on each of its turns to make a melee attack using a weapon it can reach. On each of its turns, it can make a Wisdom saving throw to restore hit points equal to half your hit points. The target can have its hitpoint maximum and remaining hit points restored to its body by other means appropriate to the creature’s nature. If an unwilling creature’s hit point maximum is reduced to 0 hit points, the creature is killed. While the creature is on the go, it is unable to move or harm anyone. The target can, however, perform some other action. It might perform a simple task, such as sowing the fields or gathering the trees, but the target doesn’t take any actions. If the target would choose to perform such a task, the spell fails. While the target is on the go, it deals no damage and can do little more than make up for lost movement. If it is attacked by a common ranged weapon (ablable or otherwise), it takes no damage and takes no actions. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You activate or release a muggle-born magical item, a magical item created by an artifact created by an evil spell, that you believe to be magical. The item can contain a magical component (such as a finger, a ring, or a precious stone), a substance that is holy, holy (such as blood), or a mixture of both. A magical component can contain no more than one spell slot, two of which need to be dedicated to the item, and none spell slot other than three. When you cast this spell, you can designate any spells at your concentration that you know and that are based on the spell’s target. You choose any of the spells and the creature’s condition or another magic affliction, and you receive a brief summary of the possible effects of your chosen effect when you cast the spell. While this spell is affecting the item, you can use a bonus action on each of your turns to move the item up and down in the space of a finger. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a circle on the ground that lasts you a solid day. When you cast this spell—for the first time on you or a slot being prepared for you—you can move the circle up to 60 feet, which makes it immune to bludgeoning, piercing, or slashing damage. If you are holding the circle up to the waist, you can use your action to move it up to the waist. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral beast appears on the ground or on the ground- you can’t use a route, you fall, or you teleport away from the mare. The creature’s head is centered on you, and it looks at you in a direction that fits within the spectral beast’s line of sight. The creature can’t see into another plane of existence, and it can’t hear you. The creature can’t discern any visible route or destination, as well as the location of any creatures or objects within reach. A creature that spends its turn attempting to find its way through darkness can’t cross the mare’s path. Enchantment

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: Concentration, up to ten minutes

You create movable objects that you can move like sticks or wheels on your person. These objects take up to ten feet of floor space and are made of wood or stone that is at least 5 feet thick. You can create or reshape these objects in any way you choose, which makes them difficult objects to handle and possibly dangerous ones to use against. A creature with truesight can see through your manufactured objects, and you can see through any light that strikes them to see through any light that strikes a creature. You can animate any of the objects you create with a single touch, as part of shaping the object, or as part of creating the object. If you shape a creature, it only has to use two hands, and you can shape the creature as you cast the spell using magic—a spell with a 40th level casting time determines the object’s shape. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 30 days
Duration: Concentration, up to 1 minute

You create a circle of spectral darkness in a 5-foot radius centered on a point you can see within range. You take 8d8 psychic damage and must use your reaction to take 10 necrotic damage. Touch Concentration, up to 1 minute You touch a willing creature you can see within range. The target takes 10d8 psychic damage and must use its reaction to make a ranged spell attack. If you cast this spell multiple times, you can target the same target at the same time. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature of your choice within range and assume the form of a highly intelligent humanoid. The creature is physically large enough for the equipment and can carry as many as four Medium or smaller creatures—typically a creature’s size and weight—equivalent to your full weight. While in this shape, the creature can cast spells, open or draw weapons, run water, dig pits, clean fires, clean sewers, dry fields, and more. The creature is under your control and can perform any action it takes that requires your concentration. You can mentally command the creature if you are within 60 feet of it, such as by speaking to it verbally or touching it while it is within 60 feet of you. During this time, you can also command the creature to perform any action that requires concentration. You can also demand the creature perform certain actions out loud, such as raising its head to indicate that it is eating or drinking, shedding its hat, or opening its mouth to suggest a dish or a conversation. Regardless of the action's duration, the creature can perform any action that requires concentration and doesn’t take any damage. While in the form of a humanoid, you can direct the creature to run or jump, command a friendly creature to do something it does, command it to run or jump, or direct a harmful effect onto a target it targets. When you command the creature to run or jump, choose a speed of 30 feet or less and maintain your concentration on the spell. If you maintain your concentration on the spell, the creature takes 8d6 damage of the kind you specify when you command it to run or jump. If you command the creature to use an action or to perform a magic trick, the creature takes the same damage as though it were an action taken with a concentration of its choice. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d6 for each slot level above 4th. Illusion

Hold Mouse

Casting Time: 1 action
Range: 30 or 120 seconds
Duration: 10 Minutes

In 20 minutes, all targets are immune to poison and fire damage for 1 minute. If both targets move, each take half damage. This spell ends before the spells hit. The spell doesn’t end if you’re standing still. Until the end of your next turn, you can use an action to use a bonus action on the attack roll to move one target up to half the speed of the spell’s movement in a straight line. The target must make a Strength saving throw. It gains no benefit on this attack if it has no weapon or spell slot. If a creature’s speed drops to 0, and if a creature who can’t stop itself is within 30 feet of a spell point that would break its concentration on concentration, that creature must succeed on any Dexterity saving throw. A target that fails this save has its speed halved until it reaches the spell’s 30th level. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 30
Duration:

You bring a willing creature into the presence of an undead creature that you can see within range, and it disappears within 30 feet of you. The spell fails if the target’s hit point maximum is less than 50 hit points or if the spell’s duration is less than the current duration. As an action, you can repeat this spell’s casting time, but the spell must first be used within a year or so of this spell’s completion. Necromancy

Hold Mouse

Casting Time: 1 action
Range: 3
Duration: 1 Hour

You establish a gateway between two dimensions that are adjacent to one another but not directly connected. The gateway is a circular, opaque vessel with a diameter of 10 feet and a height of up to 30 feet. The gateway is a cylinder with a diameter of 5 feet and a height of 30 feet. The gateway can be opened or closed by using a hand gesture or manipulating an object within the gateway. You can open or close the gateway by moving a finger, for example. The gateway can have any shape you desire, though it can be a cylinder, a disk, or a portal made of wood or stone. When opened or closed, the portal leads to a dimension beyond the scope of this spell. You can use a finger to open or close the portal, as long as the portal is within 10 feet of you. Alternatively, you can use your action to close the portal and release a gust of wind from your reach. You can create a portal by raising your right hand, touching it, and creating a 10-foot cube within range. You can use each finger to teleport a single creature or object teleporting to a different dimension. You can create a portal by creating a portal onto a solid object or by creating a portal over a floor. You can create a portal by placing a portal block between you and the solid object or object. Alternatively, you can create a portal by creating a portal perpendicular to a floor. A portal can be up to 50 feet in diameter and can be opened or closed by manipulating a portion of the portal. If you create a portal on a floor, a portal on a solid surface, or an area of a ceiling, a 30-foot-diameter portion of the portal remains open and remains open for as long as the spell lasts. Finally, a 60-foot-diameter portion of the portal remains closed and might collapse if it is breached. Each 5-foot-diameter portion of the portal is decorated with sigils that are dedicated to a god or goddess, such as the garland of that god, the garland of a goddess, or the garland of a god or goddess of war. The spell ends for a creature that creates or attempts to create sigils within 30 feet of the portal. Abjuration

Hold Mouse 3 Days

Hold Mouse

Casting Time: 1 action
Range: 3 Days
Duration: Concentration, up to 1 hour

Your magic-wiping magic reaches a creature of your choice within range, shaping it in one of the following ways: - A creature of Medium or smaller size succeeds on a Wisdom saving throw and has its speed halved by 10 feet for the spell’s duration. - You create a magical door on the ground that prevents creatures and objects from moving out of the way when you or I open it. An open door, door that is loose, or a slot that is open but is broken or worn out can be opened only by you or I opening the door. The illusion must be real and open. A door can be as large as a 5-foot cube or as small as a 10-foot cube. _ _Till the close of dawn, a shimmering orb of green light spreads across a shimmering carpet, hovering gently over a spot you choose within range. A shimmering bead of magical energy then releases a harmless spell upon impact, mimicking the look and feel of a normal spell cast. This spell has no effect on constructs or undead, nor does any of its effect on creatures. Evocation

Hold Mouse

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell allows you to manipulate or animate an unwilling creature. Choose any creature within 30 feet of you that you can see within range and make a Wisdom (Perception) check against your spell save DC. On a success, you can use your action to make a statement with one creature you can see within 30 feet of you. If you make the statement, it immediately vanishes, and the creature becomes frightened, confused, or paralyzed, until it drops to 0 hit points or dies. If you make a false statement, the creature can make up another statement that is true, at the end of which point it can’t be reached. The creature can make another Wisdom (Perception) check against your spell save DC. On a success, the creature can speak the truth, ending its life. Until the spell ends, you can use your action on each of your turns to dismiss the illusion. You can use your action to dismiss this spell. When the spell ends, you can dismiss it again. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You mentally command celestial objects that they must be destroyed within 30 days of casting this spell. If the object is a celestial object, it is part of a celestial body that is logically connected to the celestial object—its principal plane of existence being the celestial object—as it matures. If the object is destroyed while it matures, the object remains in the celestial body it was on the celestial body when it was created. The object’s attunement to the celestial object continues unabated in the celestial body it was on the celestial object when it was created. Celestial Affairs. You issue direction to celestial objects that otherwise remain within the boundaries of your regular spheres of influence. Choose celestial objects that you can see within your sphere, such as the celestial hallows, or celestial wards, such as the celestial hallow, that animate and gain benefits from celestial day and celestial apothecary. You also issue directions to celestial objects that remain within your sphere, such as wards against evil or good light and celestial apothecary, that disarms dispelled magic items. If you issue no instructions, celestial objects appear, disappear, and/or take no damage at all. Celestial Restoration. You mentally command celestial objects that have been physically destroyed to yield 5 temporary hit points equal to the level of the cube you created. If the objects created by this spell are of the same level as or less than the level of the cube you created, they restore hit points equal to your hit point total. Clues. You know the location of celestial objects that have been physically destroyed, as well as any celestial messages that have been sent to them. If the objects created by this spell are of a different level from the level of the cube you created, they restore hit points equal to your hit point total. Spells. You can cast up to three celestial spells per day. Familiar. You know the familiar’s class, class features, and abilities, up to each familiar it affects. The familiar returns when it drops to 0 hit points or when the spell ends. The familiar doesn’t return if it is undead, if it takes any actions that would cause it to die, or if it has any of the conditions that would cause it to disappear. Divination

Hold Mouse

Casting Time: 1 action
Range: 5 days
Duration: 1 Hour

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Hold Mouse

Casting Time: 1 action
Range: 5
Duration: Special

You invoke the power of the mouse to create the most basic objects in a common area. Make clothes, ammunition, tools, and so on. Furnishings, tables, and other objects, as well as any that are damaged, fall or otherwise fail their purpose. You can make weapons or armor pieces even if their weight is not an issue. When you cast this spell, you create a tactile, visual, or tactile connection between two objects in your hand, such as between a weapon grip and the wick, that is, between your thumb and index finger and the edge of the wick, that is, between the edge of the wick and the middle finger of one of your fingers. Alternatively, you can cause any worn or otherwise damaged object to fly upward, creating a tactile, visual, or tactile link between them. Touch Concentration, up to 1 hour Your magic erases dirt and other liquids and replaces them with air. You make simple tools, such as tools or construction products, useless objects. Until the spell ends, these simple tools can be damaged or destroyed, but otherwise they remain in their original places. Instead of simply removing a simple tool from its place, you can use a bonus action to cause the simple tool to disappear, and so the basic tool carries weight that isn't worn or otherwise worn. The simple tool doesn’t need to be on the worn or otherwise worn bottom; you can use it to pour a drink or to pour a batter. Finally, while the simple tool is on the item’s w end, you can use your action on each of its turns to create a magical inscope that extends outward from the w cap of the simple tool and out through openings in the w interior and out through a hole in the interior. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Hold Mouse 60

Hold Mouse

Casting Time: 1 action
Range: 60
Duration:

10 DaysUntil death, you gain the ability to see invisible objects and can see invisible spaces as long as you are within the area. You can see invisible objects within the area, but only as if you were within the area. You can see invisible objects that are invisible to you, such as invisible objects that don't fit within the circle of fire. You can see invisible objects that are invisible to you, such as invisible objects that can fit within the cube of fire created by this spell. 60 Concentration, up to 1 minute You create a small sphere of ice and a circle of fire in a 40-foot radius centered on a point you choose within range. The sphere has 20 feet of reach and can be up to 15 feet wide and 30 feet tall. The sphere is 10 feet long and 4 feet high. The sphere is made up of a thin sheet of ice and a thin sheet of fire. Whenever you cast this spell, choose one of the following spells. Choose one of the following effects. The ice melts and spreads to cover the ground. As it melts, ice falls from the ceiling, and the spells that create it repeat as long as you are within the sphere. Ice Blur. Affects both light and darkness in the area as well as in the area of another creature. The spell appears as a line of green light, and the spell ends when the light reaches a point within range. Frost. Affects both light and darkness in the area. The spell appears as a wave of green light that sweeps from the ground to the top of the sphere. The wave is 10 feet long and 20 feet wide. The spell lasts for 1 minute. Frost Bolt. Affects both light and darkness in the area. If the spell ends, the spell explodes, dealing 15d6 force damage to any creature within 5 feet of it. If the spell ends and the spell fails to extinguish all fire in the area, the spell ends and the spell ends. As a bonus action, you can move the sphere up to 30 feet in one direction. As a bonus action on your turn, you can move the sphere up to 30 feet in one direction. Frost Bolt Bolt. Affects both light and darkness in the area. The spell appears as a circle of bright light in the shape of a star. The spell ends if you fall into it. The spell ends on an object that is held by you or that you can see within range.

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates a glowing, glowing orb hovering in the air and storing energy for use in creating magical weapons. Each creature within 30 feet of the glowing orb must make a Constitution saving throw. On a failed save, a creature dies and the orb disappears. Each time a creature leaves the orb’s orbit for the duration, it reverts to its normal form, and the spell ends for that creature. The glowing orb can deliver magical weapons to a creature’s space, speaking some language, or moving across an extradimensional gap in the wall. That creature must make a Constitution saving throw. On a failed save, the creature takes 1d12 thunder damage and is blinded until the spell ends. On a successful save, the creature takes half damage, and blinded for the full duration. Abjuration

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates and distributes intelligent creatures within 30 feet of one another within a certain area on the ground or in an inset area on the ground's surface. You can affect any creature affected by this spell with advantage. On a hit, the target takes 1d8 + 30 hit points per level increase you possess. The spell’s maximum range is 30 feet. You can’t affect any creature below 30 hit points; however, you can maintain a staggered prayer for each affected creature hit by this spell until the spell ends. Transmutation

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause any creature that you can see within range and that is within 5 feet of you to make a Charisma saving throw. On a successful save, the creature has no memory of past events and can deal no damage. A creature that fails this save is also affected by this spell for the duration. When you cast this spell, choose a target. You take 4d12 psychic damage and 4d12 psychic damage each time you hit with it, or half as much damage and 3 d12 psychic damage each time you miss. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You draw the attention of one creature whose attention you demand. You can ask the target to move from one side of the room to the other, up or down. It can be a creature that is moving slowly or as large as a horse or a camel. If you ask the target to move up or down, it can follow you as you move past its moving cursor. When you put the cursor where you want, the target recalls your command, and any creature within 5 feet of it must make a Wisdom saving throw. If the creature fails this saving throw, it is transported to a different location on the same plane of existence. If you control more than one object on the same plane of existence, you can have one object be carried by one creature carrying it, or you can have objects carried by two creatures carrying them. The objects carry capacity is always 1d10, which is increased by the item level selected for each slot. At Higher Levels. When you cast this spell using an ability spell, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them, unless you have a target-like structure within the spell. These creatures follow you wherever you lead them, even if they appear to be hovering over the same spot. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a ranged attack using six tools of your choice arranged in a circle on either side of a target you designate. The target can be up to eight creatures or objects, or up to eight creatures or objects chosen from the following lists. You choose a tool’s tool, a cube of wood or a piece of stone, or a circle of solid light (up to a height of 10 feet). If you use a spell slot of two or three tools, you can attack one creature by one attack roll. on a roll of six or more and gain an extra hit point for the duration. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the spell, you can target one additional creature for each slot level above 1st. Divination

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates a shimmering pattern on the ground that you can see within range to a location that remains unknown for the duration. You can specify a location that is already known to the spell, but this spell ignores that location. You can create a location by noting the name of the place and describing how it might appear in the spell’s scope. The location must be known to the spell, and it must be on the same plane of existence as the place you mentioned. Examples include—but are not limited to—buying a souvenir set or by busking the location of a lost or stolen artifact. Datasphere 120 Concentration, up to 10 minutes You create an invisible sensor within range in a location that you know is familiar to you. You sense the direction to the location, as long as that location is within the cube of space you created. Until the spell ends, you can use your action to speak the location’s name and to take 5d6 psychic damage. Conjuration

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Instantaneous or 1 hour (see below) This spell inscribes a map on a single object of your choice within range that contains a specific direction you choose for the project’s area. You can draw this direction on a map and designate any number of locations you want the project to take. You can also designate a time period if you are unable to find a specific date or time zone on the stone. The project might be on the ground, on your person, or on someone else's behalf. The project might be within an obscured door, across a small clearing, or between a wall and a floor. To locate a specific location within reach, a creature that steps within 10 feet of the project must make a Wisdom saving throw. On a failed save, the creature must then move to that spot until the spell ends. Divination

Hold Mouse

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell allows a creature’s walking speed to rise to 80 feet if you choose a point within range. Otherwise, the spell creates no acceleration or tumbling. The spell’s effect is like a bump in the road, but faster.”You can also use this spell to allow a creature to fall and remain airborne in up to 10 feet of air, made from scaffolding and supported by a firm foundation. The spell creates no deceleration or tumbling, but the creature remains airborne until the spell ends and the spell ends for that creature. The spell ends for the creature when the spell ends and the base speed for the creature is 0 feet. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a tiny black and tan orb within range that takes 7d6 fire damage per level of the spell. The orb appears in an unoccupied space that you can see within range and lasts for the duration. If you cast this spell again, the effect of the spell ends for that creature. The orb dissipates slowly and cruelly, shedding bright light in a 30-foot radius on a second turn after it was created. When a creature uses a subsequent turn to examine the orb, the creature can determine the direction on the orb (up, down, left, or right), as well as the current altitude, direction, and season. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell exchanges bits of your magical power for bits of nonmagical ammunition when you cast it. You create either a bolt of magical energy that lasts for the duration or an energy ball, a sphere, or an airlock, that lasts for the duration and is filled with magical energy. The energy then explodes, dealing 50 spell points of bludgeoning, piercing, and slashing damage to any creature within 5 feet of it. If you cast this spell multiple times, you can have up to three blasts explode at a time, dealing 50 damage to each creature that takes 3d6 fire damage or half as much damage on a successful pass, or the spell ends for each creature that takes damage or who is stunned. Evocation

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants your group spellsafety rating +1. You choose one of the following options when you cast this spell. You mentally control what happens below: Any invisible or written message sent to you by an unwilling creature sounds the alarm. The creature’s voice sounds like a squeal of chicken, its whiskers taut. Any creature in an unoccupied space within reach must make a Wisdom saving throw. On a failed save, the creature takes 2d10 thunder damage and is deafened for 1 minute When a creature successfully saves throws with a Strength of 2 or lower, it can use the bonus action on each of its turns to make a Strength (Athletics) check against your spell save DC You make a melee spell attack with a weapon made from wood or stone. Make a ranged spell attack. On a hit, the target rolls 2d10 trinkets, and it takes 2d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Warding Hand Touch 24 Hours You touch a willing creature and bestow temporary immortality on it. For the duration, the target has disadvantage on attack rolls against creatures under your control for life. On each of your turns for the duration, you can use a bonus action to mentally command the creature to keep going or to cease going. If the creature fails a saving throw, you unleash the last of its vitality on it to maintain its hold on life. Necromancy

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

You activate a magic circle on the ground that contains a sphere that is 100 feet in diameter and 10 feet high, 60 feet high, and 20 feet thick with silver or emerald leaves. The sphere surrounds the ground in an eight-foot cube centered on the ground and extends from the ground up to the sky. For the duration, magic dust and mundane objects created there are covered and remain there. The dust and mundane objects remain there, but they disappear at the end of each turn and don’t reappear when you dismiss the spell or leave it. The sphere also extends into the Ethereal Plane, remaining there until the spell ends. When the sphere touches the ground, any creatures and objects there remain there and have a - in their statistics for the casting - effect. Creatures and objects create or disappear when the spell ends; creatures and objects can’t disappear into the Ethereal Plane, neither can they reappear in the sphere if they have already vanished. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 24 hours

You seize the grip of a willing creature when it speaks or acts on a command or performs an action, such as standing up, walking, crouching, turning, picking up or dropping objects, opening or leaving a sealed container, pouring tea, or pouring a cup of tea. Loose arms and legs knit in an unnatural manner, the target appears hunched over its shoulder, its back is bent as if it were in a lunge, and its eyes are unfocused. For the duration, the target can make a Wisdom saving throw. On a failed save, the target is incapacitated and loses all its movement. While incapacitated, the target can use only one action or one slot of its choice. Immediately after it makes a saving throw, it reverts to its original target form, which has furrowed fur covering its facial area and flowing eyes. The fur color matches the target's natural clothing, and you can use this spell to change the target's hair flow. As a standard action, you can move a finger up or down on the target's shoulder, and it takes 1d4 slashing damage when you do so. As a bonus action on your turn, you can move a finger up or down on the target’s shoulder and cause the blade to extend forward, meaning that you can use that action to cause the blade to extend slightly out over the target. Touch Concentration, up to two months You touch one willing creature to a greater extent. For the duration, the target has resistance to half damage. This spell even works with daggers. If you use your action to touch the target who would otherwise be knocked unconscious, you touch it while unconscious. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose something you can see around you. There is a brief lull, like a breeze blowing in the wind, before a piece of metal, stone, or mud falls to the ground. The piece of metal, stone, or mud strikes the ground in a straight line toward a creature within 15 feet of the point you chose. You can move the piece of metal, stone, or mud as you see fit, but it must be within 30 feet of you. You can use a bonus action on each of your turns to cause one of the pieces of metal, stone, or mud to strike the ground in a straight line toward a creature within 15 feet of the point you chose. The piece of metal, stone, or mud strikes the ground in a straight line toward a creature within 15 feet of the point you chose. You can use a reaction to cause one of the pieces of metal, stone, or mud to strike an identical piece of metal or stone in your movement. Each creature that starts its turn in the line must succeed on a Strength saving throw to avoid being struck by the piece of metal, stone, or mud. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell grants an invisible companion to serve as a sensor, companion, intruder, or companion to all creatures within earshot of you. Your activity and belongings are visible to the whole group, and any damage that would occur while disguised as someone other than you is invisible to your pursuers. You use statistics for the sensors you possess as a group to determine which creatures are in the Ethereal Plane (i.e. the planes on which you appear and at which points in your travels you can see them in real-time), where they appear, how long they last, and the time that their attacks deal damage. The sensors are undead creatures that don't move at all while disguised as you, and they have a natural 20 percent chance to detect you if you have 50 feet of movement left, or 25 percent chance to detect you if you have 50 feet of movement remaining. These sensors are friendly to you and your companions. If they detect you sneaking up behind them for an illogical reason, they defend you and your companions against hostile creatures. You are immune to all damage and can use reactions as normal, but they are limited by the number of senses your sensors have. Additionally, while disguised as you, your senses become suspect; for example, you might see a creature pursuing you, or you might receive an audible warning from a sensor that is hidden away. For the duration, you also gain advantage on attack rolls against one creature that you can see within 30 feet of you. As an action, you can move the sensor up to 30 feet in a straight line. If it moves over a pit or under a cliff, it makes a left turn and stays there until the turn ends, but can’t move again until the pit or cliff is cleared. If you move the sensor over a fallen arch or through a chest of water, the water turns soft ice, and the sensor sheds bright light in a 50-foot radius and can shed dim light in a 30-foot radius. If you move it over a precipice, you can push it to within 60 feet of you, ending the turn in question. When you cast this spell using a spell slot of 7th level or higher, you can create one additional sensor for each spell slot up to level 5. Conjuration

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Casting Time: 1 action
Range: 60
Duration: 8 hours

You transform the flesh of a target beast into jewelry. Appearing in an unoccupied pocket on the beast’s body, the item imbues it with a magic that allows it to appear as though it were a celestial or fey creature, which is a celestial, fey, or inanimate object. The material component is a gem, which has a content level of 1. You create the gem by casting this spell in a jewel box on the ground within 30 feet of the target beast or in a jewel petrified wood or stone box on the ground within 30 feet of it. You can open such a box, easily reach into it, and pour the gem into the container. Then pour the material component back into the gem, returning the jewel to its original condition. The gem is worth 1d4 + 1d4 the amount of spell points it w before it explodes. If you make a spell attack with the gem, you have the ability to break the spell’s enchantment if it is up to your attack action. If it is broken, you have disadvantage on your attack roll, and you have disadvantage on the weapon attack roll you make with it. When the gem explodes, any creatures within 30 feet of it have disadvantage on attack rolls and can neither take nor take damage. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Touch You put onto a ringed globe with which you are proficient in one creature type, and make it part of your outfit. You choose a globe that you can fit on the palm of your hand, and a circle on the ground that you can see within range. The globe can cover a 5-foot cube. Each globe endangers it. It cuts through hedgerow trees, and it lures fish and other marine life into swimming holes, forming traps and swimming back and forth as it passes by. For the duration, or up to 1 hour, creatures in the globe's area are blinded and frightened while affected by it. An affected creature can use an action to make a Wisdom saving throw. On a successful save, the globe instantly harms an affected creature. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

1 minuteYou cause a strong enough earthquake to shake, ripple, and shake you. As you cast the spell, you can make one melee attack roll. On a hit, the spell ends. You and any creature that you can see within range gain disadvantage on that attack roll. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. You can see the creature up to 200 feet away but no more than 60 feet from you. The creature sees through your blind spot, looks directly into you and, when you make a Wisdom saving throw, ends its turn there. You can use this spell to grant the creature the ability to see beyond the blind spot. It can’t see into the Ethereal Plane, Ethereal Plane, Beyond the Veil, Shadowfell, or beyond the Astral Plane. Illusion

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Movement or swim based on the direction you took the action or a direction you choose. Touch Instantaneous You touch a creature and it takes 4d8 necrotic damage. If the target is a creature, the spell ends. If the target is a creature, the spell ends. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to cast a spell as your action on a chosen point within range. If the target takes the Attack or Hide spell and instead ends its turn moving to a different point on the plane of existence you’re currently on, you might attempt a single spell of 3rd level or lower, using one spell slot of your choice, to resolve the spell as described above. If you don’t resolve a spell as described above, the spell appears in an unoccupied space on the ground within 5 feet of you that you can see. If you do, the spell becomes trapped in the ground, requiring 1 foot of movement to open or close it. If you are trying to cast a spell ranged up to or less than level 5, the spell is 1d4 higher than normal. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to cast a spell on a creature that you can see within range. You choose one of the following options for how the spell affects the target: You create a magical door on the ground that prevents creatures and objects from passing through or entering the door. You create a magical circle on the ground that prevents creatures and objects from passing through or entering the circle. You create an invisible barrier around a target that you can see within 30 feet of it. You create a magical door on the ground that prevents certain creatures and objects from passing through or entering the door. You create a magical door on the ground that prevents certain objects and creatures from passing through or entering the door. You create a magical door on the ground that prevents certain creatures and objects from passing through or entering the door. You create an invisible barrier around a target that can only be breached by a successful Intelligence (Investigation) check against your spell save DC. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a stinging creature to fly into a range of 120 feet for the duration. If you target a creature with an attack while this spell is active, the stinging creature deals an extra 1d6 bludgeoning damage to that creature when you cast the spell. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a circle of shadowy, vaguely glowing energy centered on a point within range. The circle lasts until your concentration ends, at which point the magic happens. You can also end its duration by casting the circle at the same time as another spell of 3rd level or lower. That spell can cast multiple times, but the circle can have one-shot effects, such as opening a chest of fresh food as a bonus action. A creature that has 1 hit point is affected first. At the end of each of its turns after you cast this spell, or until you finish a long rest, the circle can deal 1d4 damage of the type you chose in the event that you cast it. Divination

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magic circle on the ground that lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter you can move the circle up to 60 feet in any direction. The circle remains until the spell ends. If you cast this spell multiple times, you can have up to three pieces moved around the perimeter of the spell’s area. The circle isn’t permanent and can’t overlap with any other spell or magical effect creating a circle. If you cast this spell multiple times, you can have up to three pieces moved around the perimeter of the spell’s area, but the circle remains there until the spell ends. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create or implant a magical, harmful substance within range that lasts for the duration or until you cast this spell again. You decide what effect that substance has and how it affects you. If the substance you choose has an effect on you that is greater than or equal to the potency of the substance you choose, the substance is inhaled, landed, and otherwise harmful. If the substance you choose has an effect on you that is greater than the potency of the substance you choose, it is expelled from the affected substance, landed, and otherwise harmful, and the thing that created it attains the maximum healing possible from the substance you choose. This spell can’t create or implant either a harmful substance or a magic amoureux. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You open a sealed door or window and speak the password as you pour into the vessel. For the duration, the spell closes any sealed doors and windows and prevents open flames from engulfing the vessel. If you cast this spell again, the spell fails and the vessel instantly floats to the bottom of the sea. The vessel floats in a 30-foot cube centered on a point you choose within range. Until the spell ends, the vessel floats and creatures that come within 30 feet of it have disadvantage on Strength checks and Strength saving throws. It floats and creatures that reach the top of the cube have disadvantage on Strength checks and Strength checks made using movement. The vessel floats and creatures that reach the bottom of the cube have disadvantage on Dexterity checks and Dexterity checks made using maneuver. Enchantment

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You point at one object within range, and the creature that created it can make an Intelligence saving throw. On a failed save, the object takes 2d8 damage and isn’t held bound by this spell for the duration. An object that isn’t held bound by a spell can still be damaged by other spells of a similar level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You command a creature you can see within range to cast spells of your choice that deal an extra 1d8 fire damage to the target. The target must make a Charisma saving throw. On a success, the spell ends. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible wall of force which can be as large as 10 feet high, 10 feet wide, and 5 feet thick, centered on a point you choose within range. A creature must make a Strength check against your spell save DC to resist the wall. If it succeeds, you create a 20-foot-radius sphere of electricity centered on that point. Each creature whose turn it is within the sphere must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and half as much damage on a successful one. The sphere is difficult terrain that you can see within range. The sphere spreads out when a creature enters it. Each creature in the sphere must make a Dexterity saving throw. On a failed save, it spreads out and can’t be more than 10 feet tall. On a successful save, the spell ends. The sphere can also be broken by the use of a powerful spell. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic wand imbues you with new magic for the duration of the spell. Choose 1 of the following effects. The effect lasts for the duration of the spell, and you and any creatures you designate if you are fighting or attacking a creature that starts its turn with disadvantage on attack rolls or saving throws. Darkness. The spell becomes invisible until the spell ends. Fog. Fog follows only you. Ice. The spell can't physically harm you. Lightning. Lightning follows you. Transmutation

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Casting Time: 1 action
Range: 60 Hours
Duration: Concentration, up to 1 minute

Instantaneous A creature rolls a d10 and d10 with advantage if it is within 5 feet of a creature that you can see. The creature can use its reaction to make a Strength check with a creature’s Intelligence score. The creature takes 10d6 piercing damage on a failed save, or half as much damage on a successful one. If the creature has no Intelligence score, it can’t answer the question. If the creature has no Intelligence score, it can’t answer questions about the creature or the creature’s personality. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and touch it for the first time on a turn or once per day for 1 minute. The target’s speed increases by 10 feet until the spell ends. If the target moves more than 10 feet away from you, you can use your action to move up to 10 feet away from the spell target. Conjuration

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Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a prismatic door of energy radiating flame appears in a 30-foot radius on the ground within range. Any creature that starts its turn in the flame and enters the fire’s flames’ area for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 1d6 fire damage. It must also make a Strength saving throw at the end of each of its turns or become engulfed in flames. The fire damages objects and ignites flammable objects that aren’t being worn or carried, and it damages and chills any Medium or smaller creatures within the flames. Each creature that starts its turn in the flames area must make a Dexterity saving throw. On a failed save, the creature is engulfed in flames until it reaches 0 hit points or the spell ends. Evocation

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Casting Time: 1 action
Range: 60
Duration:

Until dispelled by magic, a pegasus who flies or stalks a target (including nearby creatures who have seen it) becomes invisible and can’t turn aside from time to time. Casting this spell on the same target every day for the next year or so makes pegasus' flying, hovering, and slashing attacks easier than before. Abjuration

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Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell inflicts poison to any creature within 5 feet of it that you choose within the last 10 days. Any humanoid that starts its turn in the area with a challenge rating of 4 or lower, or one that dies within 10 days of the spell’s use, takes 2d6 poison damage. For the duration, any disease that a creature must cure by completing a long rest or casting a spell of 4th level or lower cures with a clean bill of health. Necromancy

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Casting Time: 1 action
Range: 60
Duration:

Up to one creature you choose within range, and then create a circle on your person that lasts for the duration. You can cast this spell again on the same creature and the spell remains on your person for the duration, provided that you have the animate object and no other objects within its area. You can dismiss this spell with an audible command, but otherwise it doesn’t affect it. You learn the direction and duration of each of the following spells within 10 of nine-foot squares. A circular hall with four doors, one on each side of each door. Bask in the breeze. Circle of life. Fissures. Fog. Each door on the immediate perimeter (8 feet to 10 feet deep) and adjacent to the circle (10 feet to 15 feet deep) has a 10-foot radius. A fire at the end of a circle (20 feet to 30 feet tall) that burns for the duration. A wind that blows in the area (60 miles per hour) blows in a 25-foot-radius sphere centered on each door on each side. Conjuration

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Casting Time: 1 action
Range: 60
Duration:

Up to two rats can be created in a cage. The creatures are Medium creatures with an Intelligence score of 5 or less whose challenge rating is equal to or less than the creature’s level. You can create one rat by using 1 of the following simple actions described below. You can also animate a rat by using a different action. The size of any rat created’s environment determines the size of the container you choose. Dispersal. You fashion a small flame that spreads around a 15-foot radius around a point you choose within range and bursts when it hits a target or when a vaporized lump appears within it. The vapors are light blue, green, or violet. When a target appears within the vapors for the first time on a turn or starts its turn there, the vapors are suppressed. The vapors last for 1 hour. The best method of extinguishing the vapors is to place a soft object such as a flintlock or set on fire. When the vapors disperse, a puff of burning smoke spreads from the vapors. The smoke spreads around corners and enters openings as small as 1 foot deep. The smoke persists for 1 minute straight, ending the vapors in flames. When the smoke reaches 0 feet in height, the vapors disperse and create a 20 foot cube of cloud for 20 feet. This air is thick with vapor. Conjuration

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Casting Time: 1 action
Range: 8.1 A glowing blue light appears in a spot of your choice within range and spreads your charm words with it for the duration. A red light emits from it and a blue light flashes between them. You create either a beam of bright light or a shadow. The former lasts until the spell ends, or the shadow disappears and you change its color, as described below. You can give up to 1 hour of shadow effect to create a similar effect. You create a flash of light when you cast the spell. The light dissipates into harmless smoke when you move into an area of low light or when you cast the spell.
Duration:

Conjuration

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Casting Time: 1 action
Range: 8 Hours
Duration: Instantaneous

You make the target move so that it can move across a room or a wall and look up at you, in one of the following ways: At the start of each of your turns, you can move up to 60 feet in a straight line with the wind, and then change directions based on the wind. You can use your action to move up or down a corridor or wall, forming a protective circle around an object you touch and moving it with limited movement to keep it from falling. You can use your action to create a magical barrier to keep a creature outside a protected area (such as a locked corridor or a wall) or inside a protected door or window. If a protected area includes an opening in an opening you open, a creature that opens the opening must succeed on a Strength saving throw or drop whatever it is holding while you are casting this spell. A creature opens a protected area when at least one foot of wood or a similar surface moves toward it. A creature that uses its reaction to move through the opening must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you in a straight line. Evocation

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Casting Time: 1 action
Range: 8 Hours
Duration:

This spell creates and protects up to four willing creatures of your choice that you can see within range. The targets can be any that have been� summoned, or ones that have been temporarily dispelled from existence. Hit points. When you cast this spell and as soon as you finish casting it, a nonliving creature that you can see within range assumes a state of suspended animation until the spell ends or the target appears dead. A creature that has died of old age, or that has fallen sick, has a corpse’s head buried in, or is buried in a pit (an 8-foot-deep pit, or an 18-foot-deep pit, or a depth of 24 feet). At the end of each of its turns, the target can make a Constitution saving throw. On a failure, the creature moves 1 foot in a straight line toward the center of the pit and must make a Dexterity saving throw. On a success, the creature moves 1 foot in a straight line toward the pit and must make a Dexterity saving throw. On a failure, the creature moves 1 foot in a straight line toward the pit and must make an Intelligence saving throw. On a success, the creature moves 1 foot in a straight line toward the pit and must make an Intelligence saving throw. On a failure, the creature moves 1 foot in a straight line toward the pit and must make an Intelligence saving throw. On a success, the creature ends its turn somewhere within 1 mile of the pit’s location. Enchantment

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

A shimmering curtain of shimmering crystal appears on a surface within range and lasts for the duration. The spell casts a series of magical visible effects, one for each surface on the target’s surface (including any that aren’t visible as solid walls, or the border of a casks or other low-level spell slot). The spells do nothing if the dimensions of the surface are greater than 60 feet or 100 feet across. For the duration, you can use a bonus action to make two attacks with a weapon or a spell of 3rd level or lower. Glowing Aura. You cause a shimmering aura around yourself that lasts until the spell ends. For the duration, you have resistance to fire damage, poison damage, as well as a limited range of other magic effects, such as deafness or charmed creatures. You can use your action to create a partial blindness effect using sunlight or a light ray. In either case, you must make a successful Constitution saving throw. Tidal Wave, Bolt of Annihilation. You cause waves of powerful waves of water, up to 60 feet in length, crash down to earth and reshape whole seas. Each foot of movement requires a different performance from the lowest motion wave. For the duration, the waves sweep the land in a 50-mile radius, and the waves travel at 20 miles per hour. Each wave damages and hurls a creature to a locust’s snout state of under 3 feet long. A creature is limited in the number of creatures it can move around by this spell’s duration. Rot. You cause a churning Rot, becoming more violent as the second you—-and each of your creatures, when you cast this spell—are struck by a powerful magical force greater than the area’s most powerful weapon or spellcasting ability, lasting for a number of rounds equal to 1 minute. For the duration, each creature struck by this spell has disadvantage on Strength, Dexterity, Dexterity, or Constitution saving throws and has disadvantage on Dexterity saving throws against your spells and on attack rolls against your closest allies. Transmutation

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Casting Time: 1 action
Range: 90
Duration: 8 Hours

You create a circle of magical energy centered on a point within range, centered on a point you choose within range. When you cast the spell, each creature or object in it must make a Wisdom saving throw. On a failed save, a creature takes 7d6 radiant damage and is blinded for 1 minute until it uses an action to exhale fire at the circle. The burning metal instantly erupts with flame and deals 3d6 fire damage to both targets. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional layers of fire at the same time. These layers hold up to 1 cubic foot of air and 5 gallons of nonpowied fuel. When you use this spell to 3rd level (for example, using a spell slot of 4th level shifter), you can create up to eight additional layers of fire, which fire 2d8 radiant damage. When you use a spell of 5th level or higher, you can create one additional layer of fire at the same time. This spell's damage increases when you reach higher levels. When you use a spell slot of 7th level or higher, you can create two additional layers of fire at the same time. This spell's damage increases when you reach higher levels. Additionally, when you cast this spell using a spell slot of 8th level or higher, you can create up to eight additional layers of fire at the same time. When you cast this spell using a spell slot of 9th level or higher, you can create two additional layers of fire and animate other creatures, creating new flames. Evocation

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Casting Time: 1 action
Range: 90
Duration:

Until dispelled, a wand of moderate size is a magically binding object placed within an object of size 5 inches to 20 inches across that is held in place by a cord. Whenever a creature that is within 5 feet of the w wand hits it with a melee attack, or if the creature’s speed is low enough, the wand ignites. Each creature other than you that is within 5 feet of the wand when it ignites must make a Constitution saving throw. On a failed save, they take 6d12 lightning damage and are blinded until the end of their next turn. On a successful save, the creature takes half as much damage, and blinded creatures and objects made with their magic at the time of their damage reduction can’t use reactions, lights, or similar effects again until they finish this spell. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Conjuration

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Casting Time: 1 action
Range: Choose a method of teleportation, such as a teleportation spell, that lets you see and hear your way through a room. Anything within 10 feet of an open space causes a strong urge within the space to automatically push you to that location. You can cause any number of rooms on the same plane to automatically resolve as having a strong urge to one side of an open space within range. You can also choose to cause any room on the same plane to automatically resolve as having a strong urge to the other side. You can also cause corridors on the same plane to automatically resolve as having a strong urge to either end at a point on a large or small scale, requiring you to make a decision based on the room's size and shape, as determined by the DM. When you issue this command, a strong urge is released on each of the rooms within range, causing them to automatically resolve as having a strong urge to either end in a room on the same plane as you or end within a room on a large or small scale requiring you to make a decision based on the room's size and shape.
Duration:

Conjuration

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Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

This spell shapes an object whose weight it is within 1,000 feet of you, as the creature carries it to and from the Arcane Sanctum, ends the spell, or both. You can use your action to move the object up to 30 feet in any direction, causing it to revert to its normal weight. If the object is heavier than you, you can use your action to move it up to 30 feet in any direction, causing it to sink to 0 hit points. If you use your action to move the object horizontally, “up, down, or left (“right, left, or bottom), you can use your action to move it vertically, up, down, or left (“left, right, or bottom), but doesn’t have to move up or down in any way. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

Up to five creatures of your choice that you can see within range must make Wisdom saving throws. Whenever a target is targeted by this spell on a turn or starts its turn in the line of fire or when a creature starts its turn within 5 feet of the entrance to the temple, the target must succeed on a Wisdom saving throw or take 1d4 fire damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Hold Mouse

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Choose a point you can see on a solid surface within range. You can create either a pillar or a dome over a place equal to or smaller than the area to the right of the point; the pillar appears behind an altar or cushion, and a roof appears on the w the top edge. The pillar is nearly vertical and extends over surfaces up to 60 feet in any dimension. When the pillar is created, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 4 d10 fire damage, or half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. A creature that dons its skin attains a bonus of +4 bonus to all damage rolls it makes while the spell persists. In addition, at the end of each of its turns, a creature that attains the maximum number of hit points it has gains a +4 bonus to all damage rolls made, including against the creature’s starting conditions. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a line of magical energy that is both green and violet and lasts for the duration. The line of energy has a range of 60 feet. The line of energy can be up to 30 feet long and 10 feet wide. You can use your action to create a 30-foot-radius, 15-foot-tall line of energy that lasts for the duration. The line can be up to 30 feet long and 10 feet wide. Both the line and the spell's energy must be within 60 feet of each other. The line can be up to 60 feet long and 10 feet wide. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can also create a 30-foot-radius line of energy centered on a point you choose within range. The line must be within 60 feet of each other. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Up to three creatures of your choice within range appear and form around a specific creature you can see. An unwilling creature that succeeds on a Wisdom saving throw can make a Wisdom saving throw. On a successful save, the creature becomes a creature of Medium size and reach, with a carrying capacity of 60 pounds, with a challenge rating of 15 or lower, and with a challenge rating of 5 or lower. If you chose a creature type, the creature is a Large or smaller creature whose challenge rating is not equal to or less than the creature’s size. The creature is affected by the following effects when it fails its saving throw: 1) It is frightened of you casting this spell. As an action, you may attempt to stow the creature for another 5 feet away from you. On a successful save, the creature is shunted safely to an unoccupied space you choose within your reach. 2). It acts on your turn as a bonus action on each of its turns. You can also use its action to make a melee attack against another creature within 60 feet of it. If you make the attack using more than one creature actions, you must use each creature’s remaining action to target twice. Once you target three creatures with a bonus action, you can use your action to make a new attack using each creature’s remaining action. On a successful attack, the creature is shunted safely to an unoccupied space you choose within your reach. 3). It defends itself by taking 1d12 slashing damage. If it is attacked using fewer than 2d12 slashing actions, it recovers 1d12 extra damage from the initial attack and can use this extra damage to regain 1d12 extra damage from the second attack. If it is attacked with more than two attacks, it adds its second attack to its total. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You cause up to 1 friendly creature you touch to become frightened. The frightened creature becomes frightened for the duration or until you move away or until the spell is ended. The target must make a Wisdom saving throw or become frightened for the duration or until the spell ends, ending the temporary effect on itself on a success. On a success, the creature becomes frightened (within 30 feet of you). Conjuration

Hold Mouse

Casting Time: 1 action
Range: Concentration, up to 5 minutes
Duration:

A willing creature of your choice within 60 feet of you makes an Intelligence saving throw. On a successful save, the creature becomes familiar with you for the duration. Whenever the creature moves to a place where it isn't familiar, the creature can make a Wisdom saving throw to avoid this effect. On a failed save, the creature is knocked prone and must use its action to move to a space that is safe from this effect. At the end of each of its turns, the creature can use another action to make a new saving throw. The creature can roll its own saving throw against the new spell’s damage type. An affected creature also suffers from the effects of exhaustion. This exhaustion can be reduced or prevented by any one of the following: 1. Eating or drinking any fuel’s worth of food’s in excess of the creature’s hit points or hit points; or 2. Eating any substance’s weight (stacked together by an amount remaining that is equal to or less than the creature’s hit point maximum) or any other harmful energy used while it is consumed or drinks. Eating or drinking any of these effects’s effects can’t occur while you are incapacitated or unconscious. When a creature w to an effect which removes an effect, there is a cumulative 1d10 damage for each effect removed. For example, removing two negative energy effects permanently removes one effect and afflicts a creature permanently removed with negative energy from another source. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You invoke a magic circle on the ground that is a 60—foot cube with a diameter of up to ten feet behind it that is up to 10 feet deep. You can cast this spell only through the circle or through the stone in which you cast it. You can’t animate a circle from another spell of 2nd level or higher. When you do so, roll a d4 and add the number rolled to the spell’s damage die. The circle is a solid mass of stone that fills the spell’s area with light energy. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature moves away from you and makes a Constitution saving throw at the end of its turn, succeeding if it doesn’t already. On a successful save, it moves away from you and makes a Wisdom saving throw at the end of its turn. On a failed save, it can use its action to move away from you and make its Wisdom saving throw at the start of your next turn, ending the effect on itself on a success. When you cast this spell, you can have both hands on the spell and can use magic toes to touch it, to manipulate it, and to release it from its holding grip. You can use both hands to control the spell’s other hand, and you can affect both hands at the same time, ending the effect on yourself and removing it from the spell. Transmutation

Hold Mouse Enchantment

Hold Mouse

Casting Time: 1 action
Range: False
Duration:

You create a tiny demiplane of darkness that lasts for the duration. The demiplane is an open space that you can see, up to 10 feet wide, and lies contiguous with the space you created over the course of one round. You can use a bonus action to mentally command the darkness if the demiplane consists of more than one creature. Creatures that don’t sleep, such as elves, can’t be created by this spell. Casting this spell on the same spot every day for a year makes this effect permanent. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Holding a button or pressing a physical button activates the game object that you hold, such as a key, a button, or a similar padlock. You can release the game object by using any other action that you can think of, and you do so at the appropriate time as described above. At the end of each turn, you can expend one or two of the game object slots you have open to release the disc. When the disc leaves your possession, you can choose a different action to use when you do so. You can then return to your normal position, regardless of the options below.
Duration:

Transportation

Hold Mouse

Casting Time: 1 action
Range: Instantaneous
Duration:

You awake in an unoccupied space within range. Wearing a ring or other magical sensor cloak, you appear to be in your early forties. You have resistance to acid, cold, fire, lightning, and thunder damage for 1 minute. On subsequent hits, you have resistance to the acid, cold, fire, lightning, and thunder damage types until the start of your next turn. You can use your reaction to deal extra damage if you take the extra damage, but otherwise you take no damage. Whether you deal extra damage when you cast this spell or from behind an invisible wall, a spell of 3rd level or lower, ends your next turn. Evocation

Hold Mouse

Casting Time: 1 action
Range: Legs
Duration: Touch

10 Days You give up your mouse or pet rat life for the duration of the spell. When you cast this spell, choose a point you can see within range. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist created by spells of one level above level 3 or 4 doesn’t reduce to any effect that can’t be removed by any means before then, except by means of a speed spell. Transmutation

Hold Mouse Magic

Hold Mouse

Casting Time: 1 action
Range: Move object within range
Duration: Touch

Instantaneous or 1 hour (see below) You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Hold Mouse

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

You create a ward centered on a point within range and animate up to ten nonmagical creatures of your choice within 60 feet of it at a time, until the spell ends. An unwilling creature that fails to obey the spell can make a Wisdom saving throw. On a successful save, a creature automatically succeeds. When you animate a creature, you create a ward that lasts for the duration. When the spell ends, the spell ends, and the creature’s magic remains in the spell’s place, and the creature stops working in the spell’s place. If you cast the spell again, the spell ends, and the creature doesn’t know what it did wrong. Divination

Hold Mouse

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You teleport yourself into another plane of existence. You choose a point you can see on the ground within range and which has a range of 30 feet. You can travel there using an open flame, or you can choose to remain in an illusory globe centered on a point you can see 30 feet outside the globe. You can teleport up to 30 feet over barriers, lakes, and other bodies of water. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Enchantment

Hold Mouse

Casting Time: 1 action
Range: Self (1 round)
Duration: Instantaneous

Choose one creature you can see within range. A line of fire 40 feet long and 5 feet wide reaches out from you, moving with you toward the target. Each creature within 20 feet of the source must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. On a successful save, it takes half as much damage. The line lasts until it bursts, at which point the creature sheds charmed or frightened status and moves away from you. The fire damages objects in its area and ignites flammable objects that aren’t being worn or carried, and it deals an extra 1d6 fire damage to creatures and constructs in its area when you attack a creature. Evocation

Hold Mouse

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

Move you cause a bolt of lightning to leap from your hand in a location you choose within range. Make a ranged spell attack against each target. On a hit, a target takes 6d10 lightning damage. Creatures within 30 feet of you must make a Dexterity saving throw. On a failed save, a target takes 2d10 lightning damage. On a successful save, a target takes half as much damage. If the globe strikes a target, all of the damage carries over to its normal effect. As a bonus action on your turn, you can cause the globe to launch at a creature you can see within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the globe are blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. Evocation

Hold Mouse

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

As you gesture with your hand, or by touching a surface you can see within range, a Large or smaller creature of your choice within range leaps from your touch up hand and carries you to another plane of existence. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

Your body doubles as a living laboratory for research. You create one of the following effects when you take the form of a Large or smaller creature (your choice when you create the illusion). Create Fog. You create a cloud of tiny, indistinct shapes and colors that fill an area 60 feet square. The area is difficult terrain for creatures other than you. The area lasts for 10 minutes. The cloud spreads around corners. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Illusion

Hold Mouse

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause up to five creatures of your choice that you can see within range and that can’t be charmed by you or targeted by spells. The targets must be within line of sight for the spell to work. When the spell ends, the creatures w as charmed by you. The spell ends if you cast it again, if a creature attacks you with a weapon drawn over its head, if a Large or smaller creature within 30 feet of you attacks you with a weapon drawn over its head, or if you cast a spell targeting a different target. Enchantment

Hold Mouse

Casting Time: 1 action
Range: Self (This creature can hover and wager using teleportation spells and other teleportation effects only.)
Duration: Special action

Touch 8 Days You touch a willing creature who was seriously injured in an attack or a spell of opportunity within the last 24 hours. The stunned target is no longer charmed by you and gains no benefit from any other sort of communication or advantage in regards to battle. Evocation

Hold Mouse

Casting Time: 1 action
Range: Self (top)
Duration: Instantaneous

You invoke the magical power that keeps a creature from falling or being damaged, whether that damage is spiritual or physical. If you do, it becomes immune to all damage and gains a fly speed of 60 feet for the duration. If you don’t apply this spell before the spell ends, it persists throughout the casting of the spell. To avoid being affected by spells or other effects that might cut off movement, the creature can maintain its own center of gravity by raising its speed to 120 feet. You can shape the ground in its area so that it is square, walled, or lying on each side. You can also plant plants of two to four inches tall and extend or extend vines or branches as long as their legs are used. Nonmagical plants in the area, such as trees and shrubs, become obscured until light disperses, at which point the plant becomes obscured again. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Self
Duration:

You draw a circle on the ground and touch it to invoke an arcane spell. Any creature within the spell’s range must make a Wisdom saving throw. On a failed save, a creature takes 7d8 necrotic damage and wakes up in its lairs instantly. If you cast this spell again, the damage increases by 1d8 and the spell ends instantly. If you cast this spell again, the damage increases by 2d8, and the spell ends early. You can also use this spell to create a wall of ice on the ground and prevent it from fully abating, thus freezing it to the ground. The ice starts at -5 C and blocks its passage until the spell ends. Any creature that starts its turn in the ice and starts its turn there must make a Constitution saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is caught in the ice until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Hold Mouse

Casting Time: 1 action
Range: Sitting or standing in a space that is more than 60 feet square, or otherwise adjacent to a point of your choice that is 60 feet or higher than the maximum ceiling of a 15-foot-radius sphere centered on that point, you can affect one additional creature for each slot level above the cube. This creature affects creatures and objects no larger than Medium (including your fortress) and up to Medium (including your fortress) you can see within 30 feet of you. While this creature affects creatures and objects, you can cause one additional creature to emerge from the sphere at a time, issuing a loud yank to one of your fleshed-out commands, such as the undead mending a rope or placing a bandaged finger on a wounded creature. If you issue no commands, the creature simply moves on its own. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: Special
Duration: 1 Hour

This spell instantaneously transports a Medium or smaller creature that you choose within range into a bonfire. The spell creates a bonfire within 30 feet of a creature that you choose and ignites if it fails its saving throw. As part of casting the spell, you can use an action to dismiss it. If you cast this spell again, the process repeats for the duration, and you regain all expended uses of your action to cast this spell again. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Special
Duration: 1 Hour

You touch a willing creature whose skin it appears to be made of fur, feathers, metal, or some other similar material. The creature appears animate or inanimate, and the spell fails if the creature’s fur, feathers, metal, or other material would resemble an unoccupied space you select. The creature can be a Huge or smaller creature, a creature of challenge rating 2 or lower, or an ability score’s Wisdom modifier (if any) ability check. The creature simply sprouts a front and rear capillature. Each creature can’t be charmed or targeted by this spell. A target attunes itself to your spell, though it must remain within 5 feet of you for the entire duration of the spell. You can also communicate with the target through spectral or magical means, albeit in a less visible form. If you create a spectral weapon or an illusory representation of a magical weapon within 5 feet of the target, this spell fails entirely. If it hits, you instead cause it to create a magical weapon within 5 feet of the target, or the spell flings a nonliving object at the target that it missed touching it. Transmutation

Hold Mouse Special Casting Time: 1 action

Hold Mouse

Casting Time: 1 action
Range: Special Condition
Duration: Duration: 10 days

You touch a willing creature to create a spell of unknown casting that lasts until the end of your next turn. The spell’s magic causes the creature’s walking speed to increase by 10 feet and reduce the target’s speed to 0 for the duration, shifting it so that it is facing you. While you are affected by this spell, the target’s speed is halved, it takes a -2 penalty to its AC, and it can’t use reactions. The target can make one Wisdom saving throw. On a successful one, the spell ends for it. Divination

Hold Mouse

Casting Time: 1 action
Range: Special
Duration: Duration

Until the spell ends or when you cast this spell again, you can move along a solid surface as if it were air or ice, change shape and become a beast of burden. You can also change the appearance of one of the other creatures on the ground, even though the creature is in an inert state (for example, you can change the way water flows in a bridge or how fire engines operate). To achieve this, you either use a simple one-step transformation or sacrifice a creature. The creature you sacrifice becomes a beast of burden, though it isn't necessarily heavier or more powerful than the wyvern it replaced; it can be up to twice as powerful as a normal wyvern, and it can’t become charmed. Divine Bond Touch 1 Hour The fey spirit takes life from one creature or one object you choose that you touch and places it within range to attack that creature and/or to deal damage. For the duration, or until you use a bonus action to touch the affected creature, the wyvern has advantage on attack rolls against targets within 30 feet of it. Whenever the wyvern hits an affected creature, or if it spends 1 minute resting or moving, removing a layer of insulation on the wyvern, that layer of insulation sheds bright light in a 5-foot radius, and the creature sheds bright light in a 5-foot radius centered on it. The wyvern sheds bright light in a 5-foot radius centered on it for 1 minute in a way that mimics the light created by a prismatic light fixture or dim light bulb. When the wyvern sheds this light, it sheds bright light in a 10-foot radius centered on it for 1 minute on each of your turns. The shed is on the ground within 5 feet of where you cast this spell. Evocation

Hold Mouse

Casting Time: 1 action
Range: SpecialWord(char **spouse or children)
Duration: DivineWord(char **mother)

DescriptiveSynapticAssociatedword(char **spouse or children) Divine Word(char **husband') Divine Word(char **father') Divine Word(char **sister') Abjuration

Hold Mouse

Casting Time: 1 action
Range: Special
Duration:

You make ranged attacks with a weapon against one creature within 5 feet of it and the first creature to make an attack roll against it when you cast this spell, or roll two d20s and bring the attack to a creature within 5 feet of it when you cast it, instead of the creature’s original line of attack. On a hit, the target suffers 1 damage of the chosen type and becomes diseased for 1 hour. You can also deal 1d6 damage to a diseased creature using this spell. Transmutation

Hold Mouse This section concerns content exclusive to the Warcraft universe.

Hold Mouse

Casting Time: 1 action
Range: Time elapsed: 5 minutes
Duration: Duration: 60 seconds

Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create a small, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create a small, harmless sensory effect that takes effect when a creature starts its turn within 10 feet of you. Until the spell ends, the illusion lasts until you use an action to dismiss it. When you cast the spell, you can use a bonus action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. Illusion

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You make terrain in an area you can see within range in which a loyal, but indistinct, humanoid is proficient. The target is so alone that it is impossible toral of space and time. It is blind and barely awake. Any creature in the area can’t see or hear anything beyond it and is restrained for the spell’s duration. Any special senses that a creature has must be temporarily missing or suppressed. For the duration, that creature has only one goal: to survive the full duration of the spell. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5 d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above. Enchantment

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 10 minutes

This spell grants you magical control over a Large or smaller creature that you choose within range. The creature can be a creature of Medium size or smaller or a creature that weighs up to 1,000 pounds. The creature has the statistics required for the spell. If you don’t specify the creature type, its size, and its sort of humanoid, the spell fails. As an action, you can mentally command the creature if it is within 30 feet of you and command it to move up or down a 5-foot-radius. 5-foot-radius moves are possible with this spell. You specify a speed of 60 feet for the creature’s movement and up to three willing creatures within 30 feet of you whenever you make the move. The fey spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 12 Hours

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you will cause a wave of intense pain to descend on a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 1d6 necrotic damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a small, harmless object that you can touch that lasts just long enough to not require any special equipment. The spell must be produced within 30 days of casting. You choose acid, cold, fire, lightning, or poison for the creature to appear and touch. Additionally, if it has an Intelligence score of 5 or lower, the spell automatically creates an intelligent creature for that spell by assigning it Intelligence scores based on how well you know the creature’s emotional state. Illusion

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell wards off hostile creatures and magical effects, such as magic missile or antimagic field, from within your presence range. Choose up to five nonmagical objects within range that are neither worn nor carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t target any object that is in its space on a plane of existence. On your turn, you can use a bonus action to move the object up to 60 feet in any direction. If the object is worn or carried by another creature, that creature must make a Dexterity saving throw. On a failed save, the creature must replace the object it was wearing with a different one on the same plane of existence. On a successful save, the creature can bring the object up to the object’s normal carrying capacity. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a tug-line passing through a wall or between rooms, making them carry you. The cord is strong enough to keep a creature submerged in water from slamming into a nearby wall. When you cast this spell, a loud knock, audible above the din, emanates from the end of the rope. Any creature in the rope's reach is trapped. Until the spell ends, you can use a bonus action on each of your turns to move the rope either end of the rope. When you do so, roll a d20. On an 11 or higher, the rope pulls the rope up to 60 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the rope is restrained and can’t be lifted. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer restrained and must either move off the rope or fall off it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional ropes for each slot level above 6th. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Necromancy

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20 foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You create a humming, rust-like high pitched squeal that lasts for the duration. You can make the sound a melodic whine, a puff of wind, faint musical notes, and harsh music. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the triggering effects listed below. You can use a bonus action to release a trapped creature. When you do so, the rope that holds it hovers above your head. When the rope disappears, the rope disappears and the circle of spectral cord that holds it disappears. Each 5-foot square frozen square grants a frightful appearance. Each creature in that area must make a Strength saving throw. On a failed save, a creature becomes frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available means. If the creature tries to cast a spell in this area, it must first succeed on a Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the frightened creature can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it w ere a creature of that type or of that alignment. Illusion

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. Necromancy

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature who isn’t wearing a body part, a head, or a helm, and is wearing nothing more than a suit of armor. The target must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is holding or wearing the object and takes the Attack (one weapon attack only), it takes an extra 2d8 damage of the chosen type. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Augury

10 Days You touch a willing creature who isn’t wearing armor, and the target gains the benefits of a celestial shift. The target can adopt a new form for the duration of the spell. This spell gives you the ability to revert to human form immediately after casting the spell, even if you have ended your training with it. Casting this spell on the same creature every day for a year makes this effect permanent. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Choose an area of terrain that you can see that fits within a 40—foot cube and is on the same plane of existence as you. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a road running along a shore, a gentle slope worn along the armor's length, or a precipice that is vertical only slightly. Any of the following can be used to create structures or landscapes: an open pit a cliff a hill or a slope Other creatures are assumed to be on the natural surface of the ground, and the created structures and landscapes are as obvious as the weather. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create any number of such structures or landscapes for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Choose a surface’s surface for its cooking. You make the item w ere clean, dry, and free of dirt, grime, and other gases. If the surface is on a flat surface, the material it contains is odorless and odorless without harming the surface or cooking. The material is odorless and odorless without harming the surface or cooking, as the item flies. This spell doesn’t damage objects created by cooking or cleaning surfaces. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell creates a miniature replica of one of your senses. You make a Charisma check against your spell save DC. On a success, you can dismiss the spell. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

While speaking a language spoken by an adult, the target’s game statistics are replaced by the statistics of the child, provided that they don’t exceed the current age restriction (12). The language barrier remains until the spell ends. Each spoken word that a child speaks is automatically assigned to one of the following statistics: ~300 AC. 3E Languages: - al - idiomatic ~150 hit points. 5th level. Growth and development. The target gains a +5 bonus to AC while he or she is within 30 feet of you. Additionally, when he or she enters an area of darkness that is 40 feet wide or less, the target's speed increases by 10 feet until the start of your next turn. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a piece of magic carpet or another surface covering an area within range that is up to 10 feet on each side. The surface must be vertical enough for the creature and must be 100 feet on each side and no higher than 20 feet on the ground. You can use a bonus action to cause the carpet to move up to 20 feet in a straight line with the ground. When it does so, it creates a 30-foot cube of magically glowing energy centered on the surface. Each creature in that area must make a Constitution saving throw, taking 14d6 fire damage on a failed save, or half as much damage on a successful one. Each creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. This spell has no immediate effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a point and appear in an unoccupied space you can see within range. Until the spell ends, the target can use an action to hurl a mote of fire at the target, which must succeed on a Dexterity saving throw or be extinguished within 24 hours of the spell’s completion. A mote of w sox forth from the target, which sprouts a mithral orb about the size of your fist. The orb remains for the spell’s duration. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The light is dimly colored, and any creature that starts its turn in the orb must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded until the spell ends. Evocation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow a potent magic that allows it to fly indefinitely. The spell can cast this spell only on undead and constructs immune to being charmed. Completely covering the creature with a veil or a similar covering grants it a teleportation speed of 60 feet per round for the duration. Until the spell ends, you can use a bonus action to move the creature 5 feet off the ground in a direction you choose. The creature is immune to all damage, and it has advantage on all ability checks and combat checks. You can use this spell a number of times equal to your spellcasting ability modifier. The spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The creature’s game statistics are replaced by the statistics of the chosen beast, though it retains its alignment and Intelligence, Wisdom, and Charisma scores. The creature is friendly to you and your companions. It acts on each of your turns. You decide whether it succeeds or fails on its saving throw. If it fails, you lose the use of the spell. Otherwise, the spell ends. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed equal to your walking speed. This speed isikers best suited for moving through crowds or as a heavy attacker. Grasping Hand 120 Instantaneous You hurl a single object that you touch. To a creature that saw you casting this spell, the spell emits a searing pain that lasts for 1 minute. The target must make a Constitution saving throw. On a failed save, it takes 3d10 force damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit point maximum by more than its normal hit point maximum. Roundhouse Rock 150 Instantaneous You create a Roundhouse in the space you specify, inscribed with magical force that lasts for the duration. You choose one of the following effects when you cast the spell. You instantaneously sound the most powerful music in a location that is known to you, and that is known or known to you is playing a sound you recognize. You instantaneously light a candle within range that is within 1,000 feet of you. You instantaneously cleanse a vial that is within 1,000 feet of you of any liquid that has ever been the property of alcohol or any similar illegal substance. You instantaneously cleanse a vial that is within 1,000 feet of you of any liquid that has ever been the property of alcohol or any similar illegal substance. You instantaneously light a cigarette within range that is within 1,000 feet of you, extinguishing unprotected flames in its area that are no larger than a 20-foot cube. You instantaneously cleanse a vial that is within 1,000 feet of you of any liquid that has ever been the property of alcohol or any similar illegal substance. You instantaneously light a candle within range that is within 1,000 feet of you, causing it to exhale a small amount of magical energy. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for 24 hours. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. It must be within 30 feet of you when it takes the attack. The target must succeed on a Dexterity saving throw or take 2d8 psychic damage. The spell ends if the target is unconscious or if you or the target are killed by another creature. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The Focus of a Large or Medium Creature, as well as the creature’s space, is cast into darkness. The darkness spreads around corners. It lasts for the duration or until a creature transfers into its body, manifesting as a zombie. Undead and undead friendly to you are affected by the darkness. The darkness moves with the creature if it is within 30 feet of you. Until the spell ends, the target has resistance to necrotic damage, and it gains the following benefits: - It has advantage on Strength, Dexterity, and Constitution saving throws - It can’t take any damage from nonmagical ranged attacks - The attack rolls of ranged weapon attacks have disadvantage if they pass in the corridor’s direction. - The attack deals an extra 1d8 damage to the target when it enters the spell’s light. - The attack deals an extra 1d8 damage to the target when it enters the spell’s light. - The target takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. Round 2. Acidic rain falls from the ceiling of a cavernous space that you can see within range. Each creature or object hit by the rain falls to the ground in a 10-foot-radiusantipathy circle. Each creature or object that is within the circle must make a Dexterity saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. Round 3. You touch two targets. One target takes 3d8 necrotic damage, and the rest take 1d6 necrotic damage. A creature can have only one hit point total in it. If the target is missing limbs or organs, it must make a Constitution saving throw at the end of each of its turns. Each target takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Round 4. You touch one target. This spell instantaneously causes a necrotic blast to leap from the target corpse to another target. Each target takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. Round 5-10. A target regains 4d8 necrotic damage from a previous hit. This damage type no longer appears in the target’s hit points. Round 11-15. A target regains 4d8 necrotic damage from a previous hit. This damage type no longer appears in the target’s hit points. Round 16-26. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a combination of the above effects. The creature takes 3d8 necrotic damage from all the above damage, and it is immune to these effects. Round 27-34. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a combination of the above effects. The creature takes 3d8 necrotic damage from a curse cast on it. Round 35-44. A target regains 4d8 necrotic damage from a previous hit. This damage type no longer appears in the target’s hit points. Round 45-53. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a combination of the above effects. The creature takes 4d8 necrotic damage from a curse cast on it. Round 54-60. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a combination of the above effects. The creature takes 4d8 necrotic damage from a curse cast on it. Round 61-68. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a combination of the above effects. The creature takes 4d8 necrotic damage from a curse cast on it. Round 69-96. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a combination of the above effects. The creature takes 4d8 necrotic damage from a curse cast on it. Round 97-120. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a combination of the above effects. The creature takes 4d8 necrotic damage from a curse cast on it. Round 121-150. A target regains all its hit points when it causes a remove curse, a +1 bonus to attack rolls, or a

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

With a finger, you touch a willing creature of your choice that isn’t a creature of challenge rating 4 or lower. The target’s soul is hers for the duration. She is eligible to head to your side of the circle, face you, and move with you, unless she is incapacitated. She and her companions can’t become friends through the spell’s duration. She and her companions can have only one child at a time. Until the spell ends, the child has the same soul and is free to lead, mentor, and raise her own children. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d10 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 30 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it retires from the air or rises 5 feet more on a fall-way or rises as a result of taking damage. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Nothing lasts as long as you cast the spell on the target. The target’s speed is double that of normal creatures, and it gains a bonus to its attack and ability checks equal to your spellcasting ability modifier. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Creatures with Intelligence score increases by 1 for the duration. - A toad rises vertically, flying upward. Evocation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Duration:Touch

You touch a willing creature and teleport it to an unoccupied space of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 5d6 radiant damage (if you have one) when you cast this spell again summoned it. The spell then ends for that target. If its Save DC is less than 5, the spell ends for it, and it regains 4d6 + 15 hit points (if it regains this amount as a bonus action, it adds the extra damage to its total). You can use the extra damage to restore a lost or injured target to health (if you have it, you can restore half as much as a normal creature or a creature’s maximum hit point). If you use an extra hit point to restore a creature to its full hit point maximum, that creature or creature’s maximum hit point maximums both. This spell's effects last for 10 minutes, after which time runs out. At the start of each of its turns, the spell ends for that creature or creature’s maximum hit point maximum and restores the creature’s full hit point maximum (at least momentarily). Conjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Enchantment.

Touch Concentration, up to 1 hour You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

For the duration, you can hover over creatures up to the speed of light within 60 feet of you and cast spells there without expending any magic. While hovering, you can use your movement to move up and down a length of rope that you can reach. You can use this movement to move a solid object weighing up to 10 pounds up to 20 pounds and up to 20 feet across without expending any magic. You can move across barriers up to 20 feet tall and remain in the air up to 25 feet up on a side, up to 50 feet over a structure, or up to 30 feet above the ground. You can use a bonus action to cause a cylinder on the ground to erupt, creating a pyrotechnic effect similar to a burning building. When the cylinder ignites, any creatures on the ground or in the ground within must make a Constitution saving throw. On a failed save, they take 8d6 fire damage and have disadvantage on attack rolls and Strength saving throws. On a successful save, they take half damage and have advantage on attack rolls against creatures other than you. Evocation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Warding Wind emanates from you, extinguishing nonmagical flames within range and within 30 feet of you. Windbenders are able to protect wind-heavied creatures against wind and fire while they are in the wind. The wind lasts for the spell’s duration. The wind damages types of creatures that it extinguishes. The basic shape of the damage types are: TENION, FOUR, MINIMUM, NINJA, RARE, and TWIN. The elemental damage types can be any number you choose. Some damage types mitigate somewhat, while others don’t. The most common damage types are: BANG, CREATURE, and VICTIMATE. The elemental damage types can be any number you choose. Some damage types mitigate strongly, while others don’t. The most common damage types are: BANG, VICTIMATE, and WILDLE. The elemental damage types can be any number you choose. Some damage types mitigate weak, while others don’t. The elemental damage types can be mitigated or avoided, but there are certain damage types that do not mitiguate strongly. Some elemental damage types are mitigants of weak, others are resistances to one type of damage, and some are sensitive to being affected by another damage type. Some elemental damage types are sensitive to being affected. Some elemental damage types are sensititive to being affected. Some elemental damage types sensititive to being cast slow are resistances on them. Some elemental damage types sensititive to being cast slow are sensititive to being cast slow. Some elemental damage types sensitit cast slow against one creature in range. If the target has an elemental weakness, the target has disadvantage on attack rolls against that creature until the start of your next turn. Some elemental damage types can be resisted. Some elemental damage types resistances to one type of damage, but they have a half-life of 1 day. Each elemental resistances to one type of damage reduce the target’s Attack modifier by 1d10 for the duration. Some elemental damage types resistances to simple targets. If you turn a Tiny or smaller creature of the same or lower level as you into fire, for example, by forcing it to make a Constitution saving throw, it might be affected by fire damage. Evocation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You step into a familiar or a legendary natural weapon—including the weapon itself—at the start of your next turn. You choose the familiar’s basic type, such as a longsword, crossbow, or scimitar. Your familiar transforms into the chosen weapon when it is equipped with the chosen trinket or ammunition. The familiar has the statistics of the chosen weapon, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your familiar has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your familiar acts independently of you, but it always obeys any verbal commands that you issue to it. Your familiar protects you and your group, and it acts on your turn each round. It is immune to poison and psychic damage. During an opponent’s ranged attack, it can make a Constitution saving throw against poison. On a success, the familiar backtracks and defends itself from the attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your familiar has advantage on attack rolls against creatures other than the familiar. Additionally, when your familiar drops to 0 hit points, it disappears and is immune to all damage and is no longer affected by difficult terrain. Evocation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. On a success, the target becomes proficient with all her checks and spells. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a target and take 3d8 necrotic damage, and another 1d8 radiant damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. If the target is harmless, it doesn’t have any vibrating spells activated, and everything it does remains calm for the duration. The target also doesn’t become frightened while moving or acting on a creature of your choice within 60 feet of you. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. Until the spell ends, the target gains a flying speed of 60 feet for one creature and rises at the end of each of its turns until its speed is reduced to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Remove from a hostile target a magical service mark or magic that you touch that allows a creature’s soul to free from any binding or bound entity (including a lich), affirming the target to its true nature. While this spell is in effect, any target that is physically bound or affected by another spell of level 1 or lower is immune to that spell’s casting. The target perceives in the form of a mundane object, creature, or object as if it were a creature. The target can be a statue, a pillar, a fortress, or a prison. It appears in an unoccupied space on the ground within range, within reach of each spell of level 1 or lower. If the spell is held up to binding, the target is immune to it. Finally, while the spell is held up to binding, the target is unaffected by any and all spell damage caused by it. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Removing a surface from an inscribed spell or an object requires a specific activity that the target is currently performing. For each surface, you summon one spectral fiend, which appears in an unoccupied space that you can see within 10 feet of the surface. The fiend must be within 10 feet of the surface or the surface can’t be affected by spells or magical effects. The fiend can speak a message, exhortatory spell, or similar spell, as appropriate. The fiend provides no audible message. The spectral fiend appears in an unoccupied space within 5 feet of the surface or within 5 feet of the target. Illusion

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

The spell shapes an area in the shape of a chest that contains enough material to sustain up to 12 humanoids. The spell transports a new creature into the chest, where it is filled with negative energy that can be neutralized by means such as dispel magic or a dispel magic immune to its own effects. The dispel magic cures a target of its own material component of affliction, broken or missing creature organs, and/or large meteorites. Casting this spell on the same spot every day for a year makes this effect permanent. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Touch

Concentration, up to 1 minute You touch a creature. Choose one of the following effects. The target gains an alerting charm on its first use of this spell. - You create a golden-ringed orb of destruction around an equal area around you. The target can use its reaction to see a pale green orb centered on an area you choose within 5 feet of it. Both the target and the orb move with you, centered on you. - The target sheds dim light in a 5-foot radius and dim light for an additional 5 feet. - The target makes a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. If a target is stuck while this spell is in effect, the creature that freed it first loses any stuck status characters it has and isn’t affected. - You instantaneously cause an uncontrolled reroll of any roll made within the last round of battle. The reroll can be made in half, one at a time, for each slot level above 3rd. - You instantaneously cause an uncontrolled reduction in damage to your weapon or ammunition. The reduction can’t reduce a creature’s current hit point value by more than 1,000 points. - You instantaneously cause an uncontrolled reduction in hit points to your weapon or ammunition. The reduction can’t reduce a creature’s current hit point value by more than 1,000 points. - You cause an uncontrolled reduction in attack rolls of your choice. The reduction causes damage to 1d6 at Higher Levels. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Touch

Time expires: Until dispelled This spell wards off demons, offering them a chance to reappear as neutral creatures or ward off evil spirits. Roll on the following table to determine what turns up. D6 Demons Summoned 1 - 5 Dig**** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-** **-**

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Uncovering a creature from prying eyes is a simple action, and it can- Be warned: Casting this spell while disguised as a dragon or a devil has many dangers. One danger—the ability to perceive illusory creatures as mundane as rats and mice or to detect magical communication between creatures as mundane as a long-lost scroll, if it exists, as in the case of such creatures. Casting this spell while disguised as a dragon or devil only slightly increases the likelihood of that happening. Casting it while disguised as a devil is even worse: the spell has no effect on you. On your subsequent turns, you can use any action on your turn to take no action in the affected creature’s case. On your subsequent turns, you can use any action you took on your turn to not target the creature or deal any damage thereunder. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Until dispelled.

Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains a flying speed of 60 feet until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature and put it into a cataleptic state that is indistinguishable from a natural death. The target’s soul is in a pool of energy that it can’t sustain, and it is incapacitated. The spell ends if you cast this spell again until the target has died. Necromancy

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. Until the spell ends, the target gains a flying speed of 60 feet. This speed is based on the touch of a hand. If the hand is free or used for something other than movement, the target is pushed up to 10 feet away from you. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, the fingers of one creature you touch become dyed in mists of ink. Such a change lasts for 1 minute. If you target a creature submerged in a liquid, the spell ends for that creature. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, the hands of a creature that targets you are stroked to indicate that the target is within 5 feet of you. The touch can also spellforburd the target’s invisibility or truesight. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, the mouse rises at your command to carry out your favorite task or service. The task can be any task that you specify in the DM’s description or in the Monster Manual, but it can’t be more than 30 minutes long. The task can be any of the following sequences, as appropriate: 1) A password that can be matched to a password that appears in an opponent’s league deck 2) A challenge rating that is equal to or less than the attacking player’s 3) A casting of the spell that uses the target’s name or that uses the target’s class 4) The use of an action that you use to cast the spell 5) A newline or some other soporific text within 30 days of the casting. If a newline appears in the spell’s text, the casting of the spell fails. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, you can magically bind a creature you touch to another object or circumstance. The creature must be within 10 feet of you when you cast this spell, and there must be an equal distance between you and the target. The target can be a willing creature or an object that isn’t being carried or carried by another creature. This spell can be used to move a d20, or to create a temporary teleportation circle, such as a temple or a wall. The target can be a willing creature or an object that is neither worn nor carried. Temporal Stance. If you cast this spell to target a creature within 30 feet of you with a spell of 3rd level or lower, the target can cast the spell while you cast the spell. Using this spell to mark a creature carries a weighty penalty, especially if the creature is undead. When the spell affects that creature, the creature must make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained, pinched between the target and the bars of the spell’s targeting spell. As an action, you can cause the spell to target any creature that matches a low enough Wisdom saving throw to cast the spell. The restrained target can then make a Dexterity saving throw at the end of each of its turns. On a success, the creature is no longer restrained and must, on a success, conform to its Constitution saving throw on each of its turns. If this ends before it has even begun, the creature isn’t bound or pinned and is released from its binding condition. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, your touch with a creature that is neither undead nor alive. The target must make a Constitution saving throw. On a failed save, the target takes 3d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, this spell exploits your mind to cause you to act in a manner that would reveal a corpse, possibly offering a treasure chest or other reward, to a creature that has died within the last minute. This spell is particularly effective against targets that aren’t being actively hunted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You and up to six willing creatures you can see within range when you cast this spell can tap into a common plane of existence, one that doesn’t require a partner spell slot of a celestial, an inanimate object, or a celestial family member to reach. For the duration, the target’s altitude and direction tiles, as well as any elevation change that could result from higher elevations, is unchanged. Additionally, if you target an area of higher elevation than the target area is free of debris, that area is shifted to the side of the target while the spell lasts. This spell merely captures the imaginations of those in the area and resolves their awareness of the location of the originating celestial and its companions. The companions of a celestial, celestial family member, or celestial princess appear in the creature’s astral plane, as do any celestial servants and members of the celestial princess. Each celestial, celestial daughter, and celestial son have advantage on attack rolls against creatures other than the celestial and celestial princess. Finally, the celestial and the celestial princesses gain the celestial’s ability to talk. They can each speak one language with a different celestial, celestial daughter, and celestial son. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature. Once touched, the target gains no audible or tactile sensory input from normal vision nor senses anything outside its immediate environment. If the target is outdoors for extended periods, it can’t see, touch, or otherwise perceive anything beyond its physical body (such as a creature or an area covered by ground). Conjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch an unwilling creature and it becomes friendly to you. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature, and it gives you magic warning in return. For the duration, the target can be affected only by one dispel magic spell of at least 1 level chosen by you. If you cast this spell multiple times, you can have up to three spells of up to 1 level of each spell known, triggering the same spell each time. To maintain concentration on one spell of a level you cast, you might need up to 10 percent additional concentration. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. The target gains a flying speed of 60 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus provided by the spell increases by 1d8 for each slot level above 4th. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. The target’s speed increases by 1d10 for 1 hour, and the target’s Strength drop by 1 for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch one willing creature and choose whether it succeeds or fails on a Wisdom saving throw or otherwise fails its saving throw against your spellcasting spell on that turn. If a creature fails its saving throw against your spellcasting spell on that turn, you cast the spell again on that creature, but this time you choose to resolve the failure against the creature’s saving throw. On a successful save, the creature is no longer blinded by light and is also immune to all damage and effects that would normally target it. The creature can also be charmed, frightened, or possessed by such creatures, creating strong bonds of attraction among them. Abjuration

Hold Mouse

Casting Time: 1 action
Range: Touch
Duration:

You touch one willing creature who is incapacitated. The target’s speed is halved until the start of your next turn, and the spell fails if you regain your concentration on the spell or if you are the target. The target drops to 0 hit points, though it retains all its hit points. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends for it. Transmutation

Hold Mouse

Casting Time: 1 action
Range: Transient entity. Affects: Human, Elf, Medium, Huge or smaller, animate, drink poison, use magical weapon, use skill, or do some other good effect.
Duration:

Abjuration

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Hold Mouse

Casting Time: 1 action
Range: TransmuteSelf (Touch component, 10 minutes)
Duration:

You touch a willing creature. If the target’s body temperature isn’t above 40 degrees Fahrenheit (20° C), the target appears in an unoccupied space within range, and the spell ends. For the duration, if the target is carrying more than one object, clothing, or an activity of up to an item’s value, that object can carry a maximum of one additional object at a time. This consumes one of the target’s cooking staff, which is also equipped with a cooking pot, a pot of water, enough food to serve a nine-course banquet for up to 100 people, or the target’s bowl. When you cast this spell, you learn the target’s language. You learn the target’s history, as well as its current and past lives, so you can plan ahead for the duration. The spell also ends if you cast this spell again. If you cast this spell after you dismiss your trial spell, you must end it before the spell expires. Conjuration

Hold Mouse

Casting Time: 1 action
Range: Transport, flick, or hold an object or a hovering or hovering object for a brief instant. You can cast this spell while stunned or paralyzed. An unwilling creature on your side becomes stunned and must make a Wisdom saving throw. On a failed save, the creature can use its action to exhale the spell into the nearest open space. If the creature produces any significant heat, burning, or other harmful effect inside its closed container, the spell emits, and the creature immediately wastes no movement in either its movement or storing space for the duration. The creature is restrained and must either move off of the creature or use an action to end its motion. If the restrained target uses its action to move away from you, the restrained target immediately wastes no movement in either its movement or storing space for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: Unclear
Duration: Instantaneous

You choose one creature or an area within range, whether tangible, invisible, immobile, or otherwise, as a kind of bridge for travel. The creature descends in a vertical plane and reaches an altitude of 500 feet. The creature is difficult terrain, has 8 feet of reach remaining, and must pass certain conditions in order to reach the bridge. If the bridge has a ceiling, the creature can reach the ceiling by pushing a vertical stick sized enough to grip the stick. If a bridge has spans, the bridge spans are drawn together. When the bridge spans become difficult terrain, the creature descends in a horizontal plane, climbing to the top of each bridge spans at a time. The creature descends in a vertical plane when it first appears, ascending each spans on its way up until it reaches the top. When the creature descends toward the top of each bridge, it makes its turn. The creature can enter a locked container or open a cursed door. When the creature enters a locked container or opens a cursed door, it makes its first attack against that container. If the creature chooses an unlocked container, it makes that attack against that container against the current creature’s turn, and so on. For the duration, the creature has advantage on attack rolls against targets that use locked containers or doors. Evocation

Hold Mouse

Casting Time: 1 action
Range: Unlock
Duration: Duration: 30 seconds

You attempt to open a gate leading to a region of unoccupied space within range that you can see on the ground within 30 feet. You choose one of the following options for opening the gate; either a ramp or a bridge leads to a height that you can see and that is no higher than a 5-foot cube away from you; or a gate leads to and from the area within 30 feet of another ramp or bridge. You also choose whether to cast the spell during daylight or during the day. If you do so, the spell instantlyates with you and lasts until dispelled. When the spell dispelled, a minor illusion appears on the ground within 5 feet of the portal. This minor illusion is intangible and can't be activated by physical interaction with it. It persists for 1 minute, after which it becomes a minor illusion, and you can use a bonus action to switch it off. A Minor Illusion. When you cast this spell, you can affect one creature or two objects with a magic needle and cause them to levitate, become floating objects, or become submerged in water that is as difficult or as slippery as mud. The objects can be free floating or being washed away. The objects remain there for 1 hour, after which time passes without incident. Should you cast the spell again, this time without using the same spell slot, the duration is 2 days. Caution. When you cast this spell and as part of its initial casting of the spell, you cause an apparition to appear on the ground where you made the trap and at a point that you can see within 300 feet of it. The apparition takes the form of a normal creature and lasts until it drops to 0 hit points or dies. The illusion ignores armor and shields, and it is impossible for it to reactivate magic items. When the spell ends, the illusion fills any rings or charms it has created that remain active, and it disappears from the spell list. The illusion can attack and pass out of the spell. If you have a spectral component in the form of a torch, flame, or similar element, you can cause it to appear as a normal spectral flame with a 40-foot radius and ignite it if you are hostile to it. Evocation

Hold Mouse

Casting Time: 1 action
Range: Up to 2 creatures of the same type, or the same plane of existence as you that you can see. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You can use a bonus action to cause a hand to palm up to 5 feet away from you, and the target must make a Dexterity saving throw. On a successful save, the creature becomes friendly to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: Up to 8 creatures of your choice that you can see within range fall under its control. You can maintain your concentration on a single spell of 8 or lower levels until the spell ends. You can also store up to eight symbol cards, which have the same power as the creature’s image. You create 1/1-foot-sized miniature versions of the creature and transport them to another location to be studied. You can also animate 1 additional creature for each slot level above 7th.
Duration:

Illusion

Hold Mouse

Casting Time: 1 action
Range: Up to 8 enemies within 5 feet of you must make a Wisdom saving throw. On a failed save, a target takes 8d6 psychic damage and must use its action on each of its turns to take 4d6 psychic damage (if any), after which time it can’t benefit from spending its action to regain lost movement. During its action, it can use its action to cause the poison to dissipate. Any creature that fails its saving throw must instead take 4d6 psychic damage, and this damage occurs each round it or a creature it can’t see is within 5 feet of it.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: Up to 8 hands, or up to 10 pounds. One creature of your choice that you can see within range must succeed on a Strength saving throw or be lifted by the spell. A Large or larger creature succeeds on its saving throw being a Medium (under the influence of the spell), and an Huge or larger creature succeeds on its saving throw being a Huge or larger creature. A creature that successfully saves against this spell is shunted along a dangerous or impassable rock surface into an unlikely location: a dark or gloomy pit. At the point of impact, a creature that enters the pit is trapped between two objects of the same or opposite sex. A creature that enters the pit and damages either the pit or the creature inside it is pulled to one of the following locations, where the trapped creature can either escape or be freed: a dungeon (if it isn't in the pit), a large temple (if it is inside the temple), a crypt (if it is inside the temple), a castle (if it is inside the castle), an open plain (if it is inside the plain), or a large hill (if it is inside the hill). When you cast this spell, you can affect only one creature at a time. The remaining creatures can’t be targeted by spells or summoned by summoned creatures. While the target is outside the spell's radius, spells or summoned creatures have no effect. Creatures summoned by summoned creatures are immune to all the effects of spells or summoned creatures, including the damage. At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, you can affect two additional creatures for each slot level above 3rd.
Duration:

Enchantment

Hold Mouse

Casting Time: 1 action
Range: Up to four individuals, none immune to blindness, can’t be blinded by an illusory, or misleading, image. A creature blinded by an illusory image can make a Wisdom saving throw. On a failed save, the creature can replace its illusory image with a true one, at which point the illusion takes hold. The creature is aware of its illusory image, and any movement required to open the illusory image can be done by the creature.
Duration:

Illusion

Hold Mouse

Casting Time: 1 action
Range: Up to two identical, but apparently identical, humanoids or creatures can occupy the same space as you and have the same intelligence and Charisma as the creature or creature’s father or mother. While this spell is in effect, you can communicate with either of them via telepathy or speech, though you must have seen the creature first to communicate. While you have this spell in your possession, you can use your action to create an illusion in the space you choose for each creature you create, and you can create any number of such illusions per day as part of casting this spell. You must be within 1,000 feet of the creature creating the illusion, and you must be able to see the illusion for the spell’s duration. The illusion lasts for the duration, and it lasts if you or your companions are within 1,000 feet of it. If you cast this spell while you or your companions are within 1,000 feet of the illusion, you can make a new one see the same image for the next day. You can have up to two illusions created at a time, but each illusion only lasts one minute. If you cast this spell again, you can have no more than two illusions created at a time, and each illusion lasts until it is reduced to 0 or no illusions or creatures are created at a time. When you cast this spell, you can elect to make one of the duplicates remain as an object, a container, or a part of a container, but that slot must be occupied by an object or container that is neither worn nor carried by an unwilling creature. An unwilling creature must use an action to make a successful Wisdom saving throw to stave off the effect of the spell. When you make this saving throw, you can also choose to cause the duplicates to float or to remain aloft as a bonus action. When you make these major decisions for each creature within 30 feet of the location you chose, you and each creature you choose regain 3d8 bludgeoning damage, or half as much damage on each save.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: You can use your action to dismiss a scroll of summoning magic when you use your action to dismiss it. You can dismiss it with a successful DC 10 Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate an area of effect that affects you. The area of effect is centered on you. You can designate up to 30 of the area.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: You choose a creature’s height as its starting position and move it as far as you can until you have seen it. Until the spell ends, the creature is supported by a weight that can be as heavy as your fist, and you can’t move it more than 10 feet in any direction. Until the spell ends, you animate and grasp whatever it is holding, and you create or reshape its clothing so that it looks like it is capable of carrying out your commands. If the creature has more than one form, you can have only one of them, though it can’t become proficient in any of its weapons.
Duration:

Illusion

Hold Mouse

Casting Time: 1 action
Range: You create or alter a mark on a creature’s body using magic or a special ability or a set of magical hands. The mark appears on the target's head, chest, waist, and legs, and is visible only to the creature. The mark lasts for the duration, but it can’t be dispelled by dispel magic. You can use your action to make another mark with one of the two magic immers you use for the spell. On each of your turns, you can use your action to change the mark. If you do so, the mark disappears, and any effects that affected it disappeared too. You can change the shape of the mark by using magic, as long as you have the appropriate attunement to the spell. Otherwise, you can use your action to change the mark by pushing the mark up or down. When you do so, you can make a new mark appear on the target’s chest, waist, or leg, and when you make the mark yourself, you can use your action to move the mark up or down. The mark lasts for the duration, but can’t be dispelled by dispel magic. When you change the shape of the mark, you can use your action to move the creature’s chest or waist, or you can use your action to move the creature’s leg and so change its size. If you use your action to move the creature from one creature’s chest to the other, you can use your action to do the same. The creature can’t change its size or shape to match your changes, but it can’t be changed to match another creature’s size, such as a creature that can’t move or uses a change form. If you change the creature’s form to match your changes, they can’t change their size or shape, and you can‘t move or change their size. If you change the creature’s size to match your changes, the creature can‘�hijack you and cause it to automatically shrink to match your changes, but this doesn’t restore the creature’s original size. If you change the creature’s appearance to match your changes, the creature’s size and shape are restored, but they can‘�have none of the changes. The change lasts for the duration. If you cast this spell again, you can direct the creature to the nearest unoccupied space where it can’t attack or use any magical action, unless it can’t do so.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: You draw a circle on the ground at a point you choose within range. You can shape the circle so that its weight is between you and the ground. The circle is continuous and thus difficult for creatures to pass. It lasts until the end of your next turn, when you use your action to move the circle back to its original position and move it again. When you do so, choose a point you can see on the ground within 30 feet of you. The circle moves with you, remaining so that you can stay in the center. You can use your action to create a magical bond with the globe. When you make an attack roll with it, you can choose to make the attack using one of the attack's normal forms, such as attack with shield, ability check, skill check, or saving throw. If you roll a 4 or higher, the globe automatically captures the attack using your attack action, and the globe automatically captures the successful attack using your attack action. If you roll an 8 or higher, the globe critically strikes the target and grants it temporary hit points equal to half the amount of energy you have remaining.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: You gain the following benefits: You have advantage on attack rolls against creatures that are incapacitated or unconscious. You can also use your action to cause an incapacitated creature to be moved to a place you can see within range. You can also cause the creature to be moved to any of the places you specify, even if it isn't on the plane you are on.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: You invoke a magical invisibility on a creature that you can see within range. The target appears on the ground and is immune to invisibility and is covered by cloud (up to 10 feet deep) until the spell ends. The spell ends if the target moves to that height, if it dies, if it reverts to its normal position, or if you choose no effect and the spell ends. If you cast this spell outside the spell's range, the spell ends for the target, who has full cover from you and is immune to all damage and spell damage as well as spells and magic items that are attack or spell, and prevents you from casting your spells.
Duration:

Illusion

Hold Mouse

Casting Time: 1 action
Range: You make a Dexterity saving throw. You determine the target's position, including its speed. The target takes 1d10 force damage on a failed save, or half as much damage on a successful one. The move must be accompanied by a certain amount of movement. The target can move up to 30 feet (10m) if a 10-foot radius around it is within 10 feet of the spell’s target. Any object, spell, or staff carrying a target within 20 feet of the target can’t harm the target.
Duration:

Illusion

Hold Mouse

Casting Time: 1 action
Range: You manipulate the space between yourself and another creature. The first creature you choose must succeed on a Strength saving throw or become frightened of you until the spell ends. If you cast this spell with a 5th-level spell slot, you manipulate the space between you and the creature you chose as your target. The second creature must succeed on a Constitution saving throw or become frightened of you until the spell ends. If you cast it again with a 5th-level spell slot, the second creature must succeed on a Constitution saving throw or become frightened of you until the spell ends. If you cast it again with a 6th-level spell slot, the second creature must succeed on a Wisdom saving throw or be frightened of you until the spell ends. You can use your action to move one foot toward a creature frightened of you, and then repeat the saving throw. A frightened creature can choose to be paralyzed or stunned, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If you cast this spell with a 5th-level spell slot, you can manipulate the space between you and the creature you chose as your target, using both hands. In doing so, you can move one foot toward a creature frightened of you and then repeat the saving throw. A frightened creature can choose to be paralyzed or stunned, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: You move from one creature that you can see within range to another creature that you can see within range. For the duration, that creature’s speed is halved in all directions. While in this range, the target can only take the Dash action and can’t move or attack anything else you choose within the area. A creature that uses its action to move to the left of the target can use its action to Dash up to half a mile.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: You move up or down so you can see through any opening in the wall and that it is directly behind you. To enter a room where there is a direct passage into the wall or out of the room the player can use a ranged spell slot of your choice. You can move up or down and pass through objects or open other doors, shutters, or other openings, opening doors or shutting shutters. A normal spell cast through a window is blocked in this way. The wall’s appearance changes when the spell ends and when the spell ends for you. The wall has the following properties: - it has a walking animation. If the wall moves while you are performing a spell action, it starts walking again on its turn of turn. - a horizontal passageway remains open on its turn. - the wall is illuminated. The light source in the wall is lit by luminescent greenish-white light. If you cast this spell multiple times, you can have up to three rays visible through the wall. If you cast it once, the second time, and so on, the wall emits both rays as part of its animation. Thus the invisibility and passageway properties of the wall are restored. If the wall starts falling when it reaches its full height, the spell ends.
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: You pick any number of creatures within range and place them on a solid surface. You can use a bonus action to cause them to become inert and wave a magic hoof, raising the creature in your hand. You then repeat the action, ending the effect if you cast this spell again. You can have up to two magic hooves in the air, providing enough force to cause one creature to wither and fall. Casting this spell without first preparing any kind of protective gear (such as a suit of tight fitting, flâché armor or a suit of high stiletto heels) for when the effect occurs feels chaotic, you take 1d8 cold damage. This spell also burns the creature’s clothing and hooves to a crisp and bludgeon them with acid. Casting this spell in its entirety consumes the spell slot. When you do so, roll a d20 to determine the mass of damage that the spell would cause. Creatures are affected even if they retain hit points equal to your hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: Your magic-wreathed fingers comfort you and snare your fears. You can create a soothing magic touch under the influence of three different charms that affect up to four creatures within 30 feet of you within range. The spell can be dispelled as a bonus action on each of your turns.
Duration: Touch

Concentration, up to 1 hour You touch one willing creature, and the spell ends. The target’s speed increases by 5 feet for the duration. Until the spell ends, the target has advantage on Strength checks and saving throws. While the target is affected by this spell, the target has resistance to damage. The target also has disadvantage on attack rolls and ability checks, and can’t use reactions, other than those made using the target’s action to make a new attack roll, when the spell ends, or when the target is attacked by a common weapon (such as a staff). Transmutation

Hold Mouse

Casting Time: 1 action
Range: You step inside a locked door or window and hear a deep, rasping murmur. The mumble appears 5 feet away from you and lasts for the duration. If the door or window isn’t already closed, it remains closed regardless of openings by creatures or other means, and you must succeed on a Wisdom saving throw to remain within the specified area or by speaking to a creature who is physically within the closed area to count as a creature. If you speak to a creature who is within the closed area, you must speak to it both inside and out of the closed door or window. You are invisible while in the area and can’t see through the wall, nor are you blinded by light, and your movement doesn’t provoke opportunity attacks. You are immune to all other effects, whether mundane or magical, that harm you, including any that aren’t actually magic. You and all creatures in the area, both living and dead, gain the benefit of any special senses you have, though you retain your alignment. You don‘t lose your alignment.
Duration:

Abjuration

Hold Mouse

Casting Time: 1 action
Range: You touch and manipulate one humanoid within range. You or an illusory duplicated duplicate of the target appears in an unoccupied space that you can see within 60 feet of you. The duplicated creature is friendly to you and your companions for the duration. The duplicated creature is friendly to you and your companions for the duration. You can give a creature a +2 bonus to AC and saving throws, and it gains and loses proficiency in certain ability checks and skill checks. Additionally, the creature gains and loses proficiency in certain other creature’s ability checks. When you cast this spell, you can have only one duplicate active at a time, and you can’t have more than one duplicate active at a time. When you use this spell to create a permanent or temporary object, such as a ring, wand, or chain mail, you need not touch the object to create the object. Instead, you use it when you create the object and once created. While the object is created, you can use it to make a mundane or magical weapon, armor, or other useful item, such as when attacking or defending against an opponent’s ranged weapon attack. While the object is made to appear magical, it is. and can’t be dispelled. The duplicate is an object that can be damaged and thus broken. Each time you use a spell slot of this spell to create a permanent or temporary object, you must use the most recent version of the spell, which version is used. If you use a spell slot of 5th level or higher to create a magic hammer, you must use this spell to create a spell hammer. You must use your own spell slot to create the weapon. You can also use an action to create two or three pieces of jewelry. When you create the weapon, you can use it to attack and sometimes to repair in a nearby tree or swamp. When you create the weapon and repair to life, you can repair a number of times equal to your spellcasting ability as a bonus action. Your w damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Duration:

Transmutation

Hold Mouse

Casting Time: 1 action
Range: You touch an unwilling creature that falls unconscious. The target becomes immune to all damage and becomes incapacitated until the spell ends. As an action, you can move one foot above the target and cause it to tremble, taking 2d4 thunder damage.
Duration: Tongues

Touch Instantaneous You place a circle of bright light within range and whisper a message to the creature you touch. You can send a message by touching a willing creature who hears you whisper the message to a creature that hears the message (such as a creature with half the Hit Dice required to understand the meaning of the message). Alternatively, you can whisper a message that originates from a place you select, such as a mountain or bridge, and that you can see is within earshot of the creature; however, this isn’t possible by speaking to the creature directly. The creature hears you and can hear what you say, which might be an extra mile or two (if you speak the creature’s language correctly). Message 10 DescribeSkill Choose a message that could convey an extremely harmful message. From a message inscribed on a scroll inscribed with a cursed spell, up to the extent that the scroll is removed from your possession, the spell ends. A message could then reach its destination on an affected target, leaving the target unaffected by any and all effects of the spell. Message 10 Duration 1 Hour You speak the message, written on a piece of parchment or writing made out of thin air. For the duration, the spell can’t attack, cast spells, or make damage rolls. Divination

Hold Mouse

Casting Time: 1 action
Range: You touch any object or creature whose size or height is smaller than your size or height. Choose an object or creature that you can see within range. Make a ranged spell attack against the object or creature. On a hit, the target takes 1d6 necrotic damage. The object or creature takes half as much damage from this spell as it would from an antimagic field.
Duration: Touch

1 minute You touch any object or creature whose size or height is larger than your size or height. Choose a point or object that isn't within reach of a creature. The target must make a Constitution saving throw. On a failed save, the creature takes 2d6 necrotic damage. The spell ends on the object or creature if you or someone else has the creature’s size or height. Transmute Object or Creature into a Medium or Small Construct Touch Instantaneous You touch an object or creature whose size or height is larger than the one you choose. The object or creature must be of the same or similar level. The object or creature has AC 20 and hit points equal to the creature’s hit points + the creature’s Hit Dice. The object or creature can be any size you choose (no larger than the creature’s size). It can’t be more than 10 feet long or less. The object or creature can’t be charmed or frightened. The object or creature can’t be charmed or frightened by any other magical effect. The object or creature can’t take damage while it is charmed or frightened. When the object or creature becomes charmed or frightened, you can offer an alternative action to dismiss the spell. The object or creature can be turned into a Large or smaller object. The object or creature can’t be charmed or frightened by any other magical effect. If you do this, the object or creature can be turned to a kind of familiar that is friendly, neutral, or hostile. The object or creature can be taken from it by another creature or object. Abjuration

Hold Mouse

Casting Time: 1 action
Range: You touch any object that's on your body, and you gain proficiency in one of the following skills of your choice: Intelligence (You choice) Charisma (You choice) Intelligence (You choice) Intelligence (You choice) Charisma (You choice) You have no special knowledge of the language of other creatures. You know only the words of the language and its spoken language.
Duration:

Conjuration

Hold Mouse

Casting Time: 1 action
Range: You touch a willing creature and choose one of the following effects. If the target is human, you also cast the same-looking effect. You can use your action to touch the target and change its physical form. Alternatively, you can cause the same effect to occur on the target that you touched. If more than one creature touches the same creature, the target receives both of the effects at the same time until it regains hit points or if it is killed. If you cause multiple creatures to touch the same target, you create a new effect that lasts for the duration or until you finish casting that spell. Each time it lasts, you are also dealing with two subsequent spells that have failed their reroll checks and failed their saving throws. You also decide whether to resolve the remaining two effects and which one to resolve again. The effects of the spells are based on your level as a Spellcasting Ability. You can roll a d4 and add your proficiency bonus to the roll. You can resolve all three of the minor effects (one by its nature or another) before the casting is complete. You also resolve the minor effects of the creatures that you wish to target, if none other than yourself. The minor effects can occur on a turn or as part of an action. The creature that triggers these effects must have one of the following benefits: One or more of the following benefits apply to the target; You reduce the target’s hit point maximum to 1d4. If you reduce the target’s hit point maximum to 1d4, the target’s hit point capacity shrinks, which results in it growing smaller for the next 24 hours. The target’s hit point capacity halts for the next 24 hours. If you reduce the target’s hit point capacity to 1, the target’s hit point capacity is reduced again to 1, and it is stunned. If the target’s hit point capacity drops below 1 hit point, it falls below 1 hit point, which causes it to drop out of the air and fall. This effect can occur once every 10 days.
Duration:

Conjuration

Leging Blade

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates an instantaneous magic blade on your person, which strikes when you say a long piercing scream. Each creature other than you within 5 feet of you targets a creature that is friendly to you or a creature within 5 feet of you targets a creature that is hostile to you. The spell’s damage increases by 1d10 when you reach 5th level (2d8, 3d8, or 4d8), 11th level (3d8, 4d8, or 5d8), and 17th level (6d8, or 9d8, or 10d8, or 11d8, or a random 1/2 hour spell slot). Abjuration

Leging Blade

Casting Time: 1 action
Range: 10 Days
Duration:

You create a staff of flame that lasts for the duration. Each creature in the area must make a Charisma saving throw. On a failed save, the creature takes 1d8 fire damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and is blinded until the spell ends. Evocation

Leging Blade

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell animates a piece of wood you can see on the ground, carved for it to swing into existence over a period of time. If you choose a point within range, one piece of wood appears inside the spell and lasts until the end of your next turn. If no piece of wood appears within its area, the spell ends. It can be summoned from the Dust devil or the devil of gory details, causing the piece of wood to fly up for combat and then vanish. It flings itself from battlements and attacks creatures. The spell damages objects it strikes. When the end of the spell occurs, a piece of wood created by this spell drops to 0 hit points. If the spell's triggering magic ends before that time comes, the piece of wood it strikes becomes duplicated with other pieces of wood, and the spell ends. Evocation

Leging Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell makes a creature of Medium size or smaller appear in the air, up close, and described in detail as if it were an object that is about 1 foot in diameter and inches from the ground, such as a chest, a chair, or a table. The creature has a walking speed of 60 feet for the spell’s duration, and it can’t attack or cast spells. It can attack using its action to the attack of the creature, if it is fighting the creature (if it has one), and it can attack using its action to the attack of the creature (if it doesn’t have a fighting distance of 30 feet). It can also use its action to attempt to break free from the bindings on its wrists, but that attack deals 5d8 bludgeoning damage to the creature if it attempts to do so. It can have only one bound hand and can’t use its other hand to attack. After making its attack roll, it can rejoin its hand if it so chooses, if it so chooses. If it so chooses, the hand releases the bound hand if it attempts to do so. If it so chooses, the hand releases the hand if the creature attempts to strike it. The restrained creature can use an action to make two melee weapon attacks with it, using the same attack action and the same number of attacks before making the attacks before recharging its weapon. If the restrained creature makes a melee attack while under the effects of this spell, the creature makes the attack with the same number of attacks before it can use its action to do so. The creature can use an action to make three additional melee weapon attacks with it, using the same number of attacks before it can use its action to do so. This use of the hand allows a creature to use its action to free itself from the bound hand, at which point the creature can use another action to free itself. Transmutation

Leging Blade

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

With a blade made from razor blade, a creature you choose can move across a 20-footradius sphere centered on a point within range to another point within range. You can target a point you choose within range and then repeat the move’s base movement option while making the move. If you target a creature, you can target a portion of it with the blade, ending the effect. Abjuration

Leging Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A creature of your choice you can see within range and within the sphere you created must succeed on a Strength saving throw or drop the crystal and be engulfed in shrapnel for 1 hour. This spell doesn’t provoke opportunity attacks, but a creature of your choice that you can see within range takes opportunity attacks, and it deals an extra 1d6 damage of the chosen type on each of its turns (if any). Conjuration

Leging Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A spectral blade streaks at unsuspecting foes and wards them against their own healing. Each foe within 5 feet of the target creature must make a Strength saving throw. On a failed save, a creature falls unconscious for the duration. The creature doesn’t regain consciousness if it fails the saving throw. Whenever a creature stops breathing and makes a recovery attempt, the blade cuts through the muscle of its victim’s arm, leaving it paralyzed. The blade also cuts through the muscle of its limb, causing it to collapse. A creature incapable of moving or falling must use its movement to move up or down, or both. Abjuration

Leging Blade

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose a creature within range that isn’t covered by armor. For the duration, the target’s rate of movement is par for the duration, and it has advantage on attack rolls and ability checks. When you cast the spell and as your action on each of your turns until you finish a long rest, you can use your action to move the target up to 60 feet in any direction along the length of the spell. On each of your turns, you can use your action to move the target up to 60 feet in any direction along the length of the spell, but no more than once per turn. Transmutation

Leging Blade

Casting Time: 1 action
Range: 14
Duration: Concentration, up to 1 hour

This spell grants the following benefits: You gain a flying speed of 30 feet for the spell’s duration. You can reach up to ten vehicles of your choice that are not being worn or carried by creatures. You can use your action to create two bolts of fire in a 10-foot radius around you, dealing 2d10 fire damage to each creature that ends its turn within 10 feet of you. You can move through solid earth, gas, or fire without spending extra movement. When you do, you can use your movement to move up to twice your speed, and once twice your speed, so that you can move around buildings and jump higher. While you and any creatures using feet of movement are moving, you don’t take any damage from falling or standing still. Transmutation

Leging Blade

Casting Time: 1 action
Range: 14
Duration: Concentration, up to 1 minute

This spell creates a small, deafening blast of energy that deals 3d6 lightning damage to a creature within 30 feet of it. Make a melee spell attack against the target. On a hit, the target takes 2d6 lightning damage, and you can use your reaction to deal 2d6 lightning damage to it again. You can’t use this spell again until you finish a long rest. Illusion

Leging Blade

Casting Time: 1 action
Range: 150
Duration: 24 Hours

A sword imbued with fire washes away when the caster reached 5th level. It strikes with a strong gale and releases a portal leading to the center of a 6-foot—diameter hole that has been created by a fire spell. The hole lasts for the duration, and you can open it with a successful Strength saving throw or by casting this spell with an 8th-level spell slot of 3rd level. You need not use this spell again until you finish a long rest. It releases a portal on a secluded spot within 60 feet of it that can be accessed by climbing a clearcut rock face. A strong wind can disperse the fog, forcing creatures in it to move in groups (see below) to a space in between the portal and the ground. When the fog reaches its height, it extends to a depth of 10 feet. In addition, the fog creates shadows that can be seen from the portal but dim light. Loose threads also collapse under the fog and chill its area. Both collapse under the fog, and the shadows shed bright light in a 30 feet radius and dim light for an additional 30 feet. When the fog reaches its height, there are six creatures in its area who can’t be affected by spells or spells using teleportation or divination magic. Evocation

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

This spell grants a Huge finger-sized construct, or a finger-sized sphere of magical force around which creatures can appear and attack. The construct is an object that can be as large as a Medium Medium or smaller and has a diameter of 10 feet. It has a Strength of 2 and a height of 10 feet. Constructs created with this spell are invisible for the spell’s duration. While an illusion is created with this spell, any creature or object that can see or hear the illusion is safely invisibly warded from the effects of the spell. The spell ends if someone uses a successful dispel magic spell to turn the fey creature back into a fey creature. Conjuration

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create a magical spear that you can use to attack up to 10 creatures of your choice that you can see within range. You can choose one of the target creatures. The target creature must make a Strength check against your spell save DC or be pushed 10 feet away from you. The target creature takes 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns, you can move up to 60 feet away from the target creature. The target creature must make a Constitution saving throw. On a success, the spell ends. Abjuration

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You make a blade leap from your shoulder toward one creature within range. Make a melee spell attack for the creature’s creature within the spell’s area on your subsequent turn, and make a new attack for the creature if you have it. On a hit, the creature suffers until it regains hit points or dies. If you reduce the target’s hit points below 1, the blade leaps out at you from your shoulder. If you create enough damage to break the spell’s chain of command, it leaps back at you to repeat the attack. The weapon also grants you advantage on attack rolls against targets within your reach. Transmutation

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. If you do so, that creature takes 1d4 piercing damage. On a hit, the target takes 1d4 piercing damage. The target can use a bonus action on each of its turns until it uses its reaction to make a Strength or Dexterity check. On a success, the creature takes half as much damage. Conjuration

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 2d6 psychic damage and can use its reaction to make the attack again. The target can't attack any creature or object that is within 10 feet of it. Self Concentration, up to 1 minute You create a 20-foot-high, 1-foot-high, 20-foot-tall, 10-foot-deep, 20-foot-tall, 10-foot-deep, or 10-foot-deep cube in which you are standing. You can create up to nine such cubes within range. You can create up to ten at a time. When you create a cube, choose one of the cube's two main forms. You can also create up to twelve at a time as long as you have a cube’s hit point maximum and its hit point maximum. A cube created by this spell must be within 30 feet of you. One cube created by this spell can’t be destroyed. Touch Concentration, up to 1 minute You touch one willing creature. The target must make a Wisdom saving throw with disadvantage on a failed save. On a success, the creature takes 4d6 psychic damage and is blinded until the spell ends. On a failure, the creature is stunned for the next 10 minutes. Conjuration

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A shimmering blade appears between two objects you choose within range, sprouting from one of the blades and hovering in midair in a 30-foot radius. The blade appears green or violet and lasts for the duration. When you cast the spell and make an attack roll with it, you decide what kind of blade’s attack rolls are bonus, normal, or special. The slashing damage from the blade is halved before it expires, and the damage from the blade's weapon piercing another creature (your choice if the creature is a Huge or smaller creature) instead increases by two. If the creature attacks you with a weapon attack, the blade strikes the creature with a piercing weapon and the weapon pierces both skin and matter, and the creature is pulled to a nearby safe spot for its next melee attack. Transmutation

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Choose one creature you can see within range and instantly teleport itself to your side of the map. Until the spell ends, the target can’t affect or interact with any objects, objects, or creatures within its reach. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can teleport the target up to 30 feet in a direction you choose. Transmutation

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell primes the wisps of a dead humanoid for battle. For the duration, the undead w as if it were alive and is driven toward the mortal enemy. Alternatively, you can cause the wisps to wilt and allow the creature to regrow at the DM’s choice of two limbs at a time. If the creature w is able to regrow in a timely manner, it becomes an undead creature with advantage over other creatures that can’t be affected by the spell. Until the spell ends, you can use an action to mentally command the creature to fight or flee, offering it the option of pursuing a particular goal or activity. The creature chooses the path of its choice, which is to the east or west. When the creature finishes its turn, it instead chooses a new path and then strikes for the creature‘itself’s current weapon damage. As an action, you can command the creature to attack another creature, provided that creature is within your reach of the duration. If the creature attacks you, you might have to use your action to deal the creature‘itself’s full damage. If you don’t give the creature this option before the spell ends, it w as though it had suffered no damage and instead pursues its goal of gaining temporary hit points at the DM’s discretion. Special Attacks Touch Concentration, up to 1 hour Sworn in accordance with your alignment, you touch a willing creature and grant it the ability to act according to its desires. You might also allow the creature to do certain actions or refrain from certain actions. When the spell ends, you can use your action to return the creature to its home plane. Alternatively, you might allow it to return to its home plane and regain what it lost, at the DM’s discretion. Abjuration

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You forge a spear whose weight doesn’t exceed 30 pounds, and fill it with juice of your choice that sprouts from the center of the blade. The juice seeps into the spear, growing to nearly the waist. When the juice reaches its maximum size, the spear pierces ribs, stabs through flesh, and sucks the juice in. The spear also serves as a small weapon and a staff. The spear can reach up to 30 feet long and 10 feet high. When the spear reaches its maximum capacity, it is shed. Abjuration

Leging Blade

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You turn intangible threads of porosity inanimate objects and structures into weapons. You choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the target has a +10 bonus to AC and saving throws. Acidic Grasping. You cause objects and structures with a DC 20 acid damage or smaller to erupt in a 15-foot-radius sphere centered on that point as a bonus action. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 acid damage and is restrained for the spell. At the end of each of the creature’s turns until the spell ends, it can make a Constitution saving throw against the spell. If it succeeds, the spell ends for that creature. Fireball. You cause flammable objects and structures to glow red and hit twice as hard. Each target must make a Dexterity saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained for the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Leging Blade

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, a churning void appears where a creature of your choice that you can see within range releases a trapped creature or plants a trap. You create the churn if you have cast this spell while the spell remains on your person. Any creature that ends its turn within 10 feet of the churn or moves away from it must succeed on a DC 20 Wisdom saving throw or take 5 d20 necrotic damage, when you cast this spell again, and until the spell ends, the spell ends. The spell ends if you use your concentration to go into the void and, using a different spell slot, you or a creature within 5 feet of the void who casts the spell again fails its saving throw. Necromancy

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

A Large spectral beast emerged from the ground. It was large, dark brown, with two horns on its forehead, and long and stout. The beast had a pointed snout, and it was humanoid and had red eyes and a black beard. A silver cross was nestled between its long snout and its mouth. It looked as if it had been carved by a lich, whose mark was a blue circle around its mouth. The creature flitted across the room, where two glowing green glowing eyes stared at you from all sides. You caught a glimpse of them through the chasm between your vision and their presence, hoping that you would get through. But, as the creature vanished, it disappeared as well. It returned, and within the next minute or so, the chasm had melted away. You ran back to the table. You picked up the sword and put it in your carry case. You then took out a knife, which you placed on the table, and you started to draw, drawing and stabbing. The creature came closer. It began to stab and slash you until you had to move away, and then it was gone. You threw the sword back with your back to the table, and you saw the blade cut in the creature's shoulder blades. A thick, green flame filled the air outside the chasm, which was now filled with a thick, yellow flame. The creature began to scream. The flames raged. You leapt down to your feet. The creature began to scream. The flames were bursting again. The flames melted into a large, red, torch-like cloud, then faded away. You charged at the creature, but you caught its breath instead. It took a few seconds to reach a high enough altitude to the tree before it started to burn brightly. You jumped up, and you charged at the creature, but it dodged you. The red flame burned itself out before it burned at the trees of the forest itself. You charged again, until your charges were empty. You charged as a small white-robed creature with golden wings and a long, pointed dagger. It lunged at you. You dodged it, and it dodged you as well. It charged again, and you dodged as well. The creature dodged you as well, but it dodged you, too. It charged again, and it dodged you. It charged at you, and it charged at you. You dodged it, and it dodged you in multiple directions. Each time it dodged, you drew your weapon again, and it drew its next charged attack, and it continued to draw its next charged attack. Each time it drew its next attack, it used up its weapons, thus drawing a new one. Each time it drew its next weapon. The creature drew at you, but it drew at you no more. You charged at it again, and it drew at you no less, until at least one weapon was drawn, and it drew three more weapons at the same time. Each time you drew three more weapons, the creature draws a new one. The creature can no longer be affected by spells or other magical effects, and it no longer functions as an action. You can also choose not to use a weapon against the creature. It must either end its turn within 60 feet of you or move to the left of you. The spell ends for it, if you choose. The creature must spend at least 1 minute moving across the room, then stopping if it moves more than 60 feet. If you do so, it reverts to its original plane of existence, unless it has some means of leaving. If there is a way to get to a different creature, the creature returns to its home plane if possible. If there is no way to get to a different creature, the creature returns to its home plane if it can. If there is something else you must do to maintain your connection to the creature, the creature chooses one of the following actions at the start of its turn (no action required by you) to do so. You can use your action to do so. If you have four feet of floor space between you and the creature and can move it up to four feet, the creature can move up to two feet. If you have four feet of ceiling space between you and the creature and can move it up to two feet, the creature can move up to two feet. You can use your action to temporarily leave the creature if it is moving and you must use your action on the same spot within 5 feet of you. You can’t leave the creature if the creature moves and you use your action on the same spot within 5 feet of the creature. You can leave the creature only if you are willing to sacrifice one or both hands to do so. You can‘t leave the creature if you are not using your action to do so. You can’t leave the creature if you are using your action to speak a

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering blade appears in your hand and reaches out in a direction you choose to randomly select. The blade lasts for the duration, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When you cast the spell and make an attack roll with it, you can make a Constitution saving throw to break the shimmering blade. On a successful save, the blade sheds bright light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the shimmering blade sheds magical light in an area of your choice within 5 feet of you that you can see within 5 feet of another creature. Evocation

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

The blade appears in your hand and grows stout enough to defend you against both physical and magical damage. You can use your action to create a melee spell of your choice against an enemy within 30 feet of you that you can see. You make the spell's attack roll, including the second attack roll, with advantage. On a hit you attempt to break the blade. The blade sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you have the dagger, the second attack roll, and the blade sheds dim light in a 30-foot radius, your weapon attacks deal an extra 1d6 radiant damage on a hit. If you have the third or fourth attack roll, you deal an extra 1d6 radiant damage on a hit. If you have the fourth or fifth attack roll, the blade sheds bright light in a 30-foot radius, causing the creature to gain an extra +10 bonus to attack and damage rolls. Additionally, the blade sheds bright light in a 30-foot radius that is deafened by barriers and can’t be raised or lowered. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of radiant damage a creature can take with a normal attack increases by two for each slot level above 1st. Conjuration

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a blade of lightning and emits a loud bang that can be heard up to 300 feet away. Each creature that starts its turn within 60 feet of you must succeed on a Strength saving throw or deal 1d6 lightning damage. On a failed saving, a creature is shunted 1/2 mile away from the point of impact and struck by the lightning. While the creature is within 50 feet of the point of impact, it can use an action to create a new weapon by making a melee spell attack against a creature within 50 feet of the point of impact. On a hit, the creature takes 1d8 lightning damage. At the end of each of the creatures turn, a lightning bolt can be created. It deals 1d6 lightning damage to any creature that starts its turn within 5 feet of the point of impact. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a spectral blade which hurls weapons at your enemies. For the duration, your enemies have a 30% chance per successful hit to take 4d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of daggers created increases by two for each slot level above 1st. Conjuration

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants an unwilling creature you touch the ability to fly in fixed forms. You choose a form of flying that doesn’t rely on air, such as a supersonic plane or a vertical plane, nor does it have as much glide capability as normal, though you do have the option to maintain your supersonic glide speed in the air. Transmutation

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell makes ranged weapon attacks with slashing or piercing weapons more powerful than normal. Choose a creature that you can see within range, and its weapon attacks deal an extra 1d4 bludgeoning damage to the target. While the target is within 1 mile of the ranged weapon, it can make a melee attack with that weapon, and it must succeed on a Strength saving throw or be pulled 10 feet toward the nearest safe haven. Transmutation

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a blade spinning up to 30 feet tall and hovering 10 feet above the ground. The blade lasts for the duration, unless you use your action before the spell ends to create a spear. If you create a spear, the blade becomes a spear—its armor is broken, and its speed is reduced to 12 feet per level above the average human’s speed. The blade moves with the blade, remaining on the ground and touching creatures. When the blade strikes a creature, the creature takes 1d12 piercing damage. This damage can’t be reduced or prevented if it is nonmagical or if the blade cuts through the creature’s flesh. Transmutation

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an invisible blade from a portion of wood or a similar object that you can reach that lasts for the duration. The blade appears in a spot that you can see within range on a piece of wood that is about 1 inch in diameter and 1 inch thick. You can use your action to cause the blade to twist to create the illusion of a blade, or you can cause the illusion to hover in the air, freely pass through objects and difficult terrain, or leap out of a ceiling and touch up to 5 feet of any flat surface. The blade lasts for the duration, and you can use your action to cause it to leap, slam, slam back, throw an opening in a floor, or create a lockpick on a table. The blade is an object that has a high likelihood of falling out of your reach if it lands on a table or if a panel of wood drops to the floor beneath you. When you create this illusion, you can use a bonus action to cause the illusion to move across an unoccupied space, using your action to move the illusion to a space that is free of cover. Illusion

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a short shield of ice on the ground in space. Each creature in that space must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. The shield lasts until the spell ends or until you can use your action to dismiss it as an action. A creature that ends its turn under the shield is also knocked prone. The shield also lasts until you cast this spell again. Conjuration

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise a spectral blade from the depths of a lich. If you choose a point you can see within range, you can hurl the weapon at it targeting a different creature of your choice within 30 feet of it. At the end of each of its turns, the blade cuts the creature’s soul and transforms it into a puppet. To make the transformation permanent, the creature must have been within 30 feet of you by the time you cast this spell as a lich. The creature’s soul is worth 1d8 necrotic damage if it is damaged while the spell is active. Also, whenever the blade cuts a creature, it strikes that creature twice, though it deals an extra 1d8 necrotic damage on a hit. Necromancy

Leging Blade

Casting Time: 1 action
Range: 1 Hour
Duration:

You strike at one creature you can see within range on a vertical or horizontal plane, physically touching the target to cause it to rise on that plane of existence. Until the spell ends, you can use a bonus action to cause this magic to transform the target inside out. It remains inside the object for the duration, and whenever you make a melee attack with it during that time, you use your reaction to move it up to 5 feet in any direction. If the target is moved up or down 60 feet in any direction, you provoke a chain reaction of attacks that cause it to become infested with deadly miasma, sending it prone or flying. Each time the target drops to 20 feet of height before this spell ends, it deals an extra 1d10 necrotic damage to each hit. NilFlesh Necromancy

Leging Blade

Casting Time: 1 action
Range: 1 Mile
Duration:

Until the spell ends, a shimmering sword falls down to the ground in a 30-footradius, 30-foot high pocket within range, targeting one creature of your choice that you can see within range and that is Large or smaller. The target must succeed on a Strength saving throw or take 1d8 bludgeoning damage and be pushed 10 feet away from you in a straight line, ending the spell. The sword then moves up to 60 feet in a straight line behind you before vanishing. The sword is nonmagical in appearance and lasts for the duration. Some blades also possess sensors that identify them as magical. While there, the sword sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of your turns before the spell ends, you can use a bonus action to mentally command the sword that creature’s magic strikes or other magical effects that would affect it occur in that area, the sword appears within 60 feet of you when you cast the spell and is under your effect until the spell ends. The sword can attack and it has the same attack bonus as a normal weapon. Evocation

Leging Blade

Casting Time: 1 action
Range: 1 minute
Duration:

A spectral figure appears and whispers something that appears to be written on the ground within range. The spectral figure is friendly to you and creatures you designate when you cast the spell. If it is friendly to you, you can speak its tongue and gain temporary hit points equal to half the spell’s level. You can’t use this spell before the spell ends. Transmutation

Leging Blade

Casting Time: 1 action
Range: 1 minute
Duration:

You touch a creature that hasn’t worn armor for 1 hour. The target’s skin tones change color from lavender to green, or from a shade of yellow to tan. The target’s voice becomes hoarse, its facial features change from mumbled gibberish to gibbering, or it sheds bright light in dim light within 10 feet of you that you see. On each of your turns after you cast this spell, you can use your action to speak the name of a new creature to be created with this spell. That creature must be of the same version of the same class as you and who speaks the same language as the creature. If you cast this spell using a spell slot of 4th level or higher, you also can target a creature of the same version of the same name as well as an area of effect effect magic item that is the same as that spell slot. Transmutation

Leging Blade

Casting Time: 1 action
Range: 1 Round
Duration:

Choose a point you can see within range and create a slashing weapon of your choice within range. You choose the point you create and animate it in whole or in part. When you cast the spell, you can make two different slashing attacks. Each time you make a attack roll using a weapon that you create, the weapon is no longer on the attacker page and the attack deals no damage. The weapon is no longer in your hand and must immediately be dispelled. If you expend 3 pounds of movement to create the weapon, it immediately reverts to its normal state and is no longer wielded by the attacker. Transmutation

Leging Blade

Casting Time: 1 action
Range: 1 Round
Duration:

This spell creates two strands of magical energy that link together to form a magical bridge. The magical bridge is a globe of fire and gloom. The bridge spans 30 feet and lasts for the duration. One creature or object can enter the spell’s area and fall from the bridge and to any spot within 30 feet of it that is a visible visible object within 30 feet. After failing a saving throw against an illusion spell, the person or object fails the save and must move out of the way to follow the magic globe around. A falling person can use a bonus action to teleport himself or herself up to the bridge’s surface. Conjuration

Leging Blade

Casting Time: 1 action
Range: 1 Round
Duration:

You create a blade that cuts through fabric. Until the start of your next turn, you make a melee spell attack against one creature within reach. On a hit, the target suffers a reduction to AC 1 until the start of its next turn, or half as much damage until its next turn. As a bonus action, you can mentally command the blade to attack that creature. Make a melee spell attack against the creature, and make a new attack using your second level of the chosen weapon. On a hit, it makes a new melee attack roll, which has a range of 150 feet. You can’t make a new ranged spell attack with it until the spell ends or the blade is disarmed. While disarmed by the blade, the creature must use its reaction to make a new ranged spell attack. On a hit, the target takes 4d8 slashing damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Leging Blade

Casting Time: 1 action
Range: 24 Hours
Duration:

A spectral blade emerges from a foe’s reach and leaps toward it. The blade strikes the foe and ends its turn there. If it strikes a target and it’s flying gear drops to 0 hit points, the blade strikes at it again ending its turn there. The blade can penetrate most barriers, including armor, and it deals 2d10 necrotic damage on a hit. Necromancy

Leging Blade

Casting Time: 1 action
Range: 24 Hours
Duration:

One creature of your choice that you can see within range can unleash the power of its mind to shape the outcome of a battle, gaining advantage on some or all of the attack's statistics. For the duration, or until the target uses an action to dismiss its mind, the target can either: - Choose two creatures that you can see within 30 feet of you, based on the creature’s age, sex, or level; or - Make a melee spell attack using the creature’s hit point maximum and the spell attack modifier awarded; or - Choose two abilities the target has that grant benefits to it, such as darkvision, dark attunement to a dark alchemic object, or invisibility, or fiendish trait. While some such traits require the creature’s attunement to a specific object, spell, or other magical source, the target retains that attunement. If you cast this spell in the same location every day for a week, the spell can have additional effects based on the location’s natural terrain, as determined by the DM. Conjuration

Leging Blade

Casting Time: 1 action
Range: 24 Hours
Duration:

You create a magical blade with a range of 30 feet and that range includes 30 miles. You can use the blade to push a creature or stow a weapon, or you can launch a magical service weapon at it and maintain a sling. Any creature with an Intelligence score of 2 or lower can’t be affected by this spell. The blade extends into the air and strikes at whatever creature you choose within 120 feet of it. Make a melee spell attack for the weapon and make the attack roll against one target. On a hit, the target takes 1d10 radiant damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Leging Blade

Casting Time: 1 action
Range: 2 hours
Duration:

For one creature of your choice that you can see within range, the sword cuts through flesh and leaves behind a silvery cord that lasts for the duration. The cord might last for hours, days, or weeks, depending on the strength of the target and other conditions that its occupants have to meet. For the duration, the weapon cuts through flesh that is soft or soft to the touch, leaving only soft tissue behind and requiring no nourishment. When the weapon strikes a target, and there is nowhere to run, the weapon cuts through a portion of flesh that is soft or soft to the touch, leaving only soft tissue behind. The severed portion is protected by a protective gel, similar to a piece of metal protecting a door or window. If enough blood seeps into the gel to sustain a creature of Medium size or smaller, the creature is restrained, and the weapon cuts through the protective gel. Abjuration

Leging Blade

Casting Time: 1 action
Range: 2 hours
Duration: Instantaneous

You create a magical barrier between the Earth and the stars within it. For the duration, the barrier can be broken as an action. You can break it, but you must touch the barrier within 30 feet of you to do so. As a bonus action on each of your turns, you can teleport up to 100 feet in a straight line in a 50-foot radius. The barrier is no larger than a 10-foot cube. A creature is immune to this effect if it is within 60 feet of the barrier, and it also has disadvantage on ability checks made to break the barrier. Evocation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: ‷¼aneous

You hurl a blade of ice that lasts for the duration. You choose the radius of the blade—from 50 feet to 300 feet—to protect a creature that you can see within 50 feet of you. Until the spell ends, you can use a bonus action to create a line of fire 20 feet long and 5 feet tall and move from one end to the other. For the duration, a creature on the ground in that area has advantage on a Strength or Dexterity check. When a creature moves into the fire, the creature within 20 feet of it must make a Strength saving throw. On a failed save, the creature takes 10d4 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d4 for each slot level above 4th. Evocation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a slashing weapon from an arcane edge and deliver it toward one creature of your choice that you can see within range. Make a melee spell attack against the target. On a hit, the creature takes 1d6 slashing damage. If you hit a creature with a slashing attack, the weapon cuts across both skin and limbs, and it takes 2d6 piercing damage at the end of each of its turns (if any). The weapon is always wielded at your normal level. If the dagger cuts through a creature’s clothing, that creature must use its reaction to transform it back into a beast, if possible. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a dagger thrust into a creature’s chest. That creature takes 4d6 piercing damage when it enters the dragon’s space for the first time on a turn or ends its turn there. If the creature takes the Attack action on its turn, the dagger damages it and leaves it with a 10-foot radius around it. When you cast this spell, choose a point you can see within range. Then choose a number of temporary hit points equal to half the total remaining. For example, if you cast this spell and then have no temporary hit points, you might have one temporary hit point, two temporary hits points, three temporary hits points, and so on. The temporary hit points can’t be turned into permanent hit points. If you have two temporary hit points, they can be turned into permanent defense points. If you have three temporary hit points, they can be turned into permanent use points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your maximum temporary hit points can be increased by an additional 2d6 for each slot level above 6th. Abjuration

Leging Blade

Casting Time: 1 action
Range: 30
Duration: 1 Round

This blade sprouts claws and streaks through creatures' flesh to create a sword that hovers in the air until the end of your next turn. You use the blade for the first time on a creature you choose before the spell ends, and it can attack and reach up to twice its normal speed. You can use your action to move the blade as if it were a weapon, and if it is, use its reaction to launch a flurry of energy coursing through it to knock it back and prevent it from repeating the attack again. If enough energy is released from the blade to do so, the blade strikes twice with both blades at the same time, and the creature is pushed up to 10 feet away from you from the start of your next turn from the start of your next turn until the blade ends. Transmutation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: 4 hours

Eight pieces of metal infused with flame. Each piece grants you a shortening bonus equal to 5 + your proficiency bonus. For the duration, you also gain trinkets with the same effect as the opening trinket worn by a legendary fiend. Spike of Vengeance 150 1 Round This spell damages and maims a creature you choose within range. Choose two creatures within range of the spell for which you use your action. If they are undead, you deal an extra 1d6 necrotic damage to the targets, and if you hit an unwilling creature with a melee attack using this spell, the target takes 4d6 necrotic damage, and the spell ends. If you target a creature with an attack using this spell, you instead deal an extra 1d6 necrotic damage to it to regain 70 hit points. Necromancy

Leging Blade

Casting Time: 1 action
Range: 30
Duration: 6 Hours

This spell creates a shimmering blade that protects you from harm. One piece of magical force—the blade or the magical energy that powers it—spreads upward and leaves a path that descends in a 5-foot cube on the ground, centered on a point within range. The blade lasts for the duration, and each creature it strikes becomes untrained in the spell for its duration; if it strikes a creature, that creature must re-attempt its saving throw to maintain the blade. As an action, you can cause the blade to move in a straight line up to 60 feet in a straight line. Then it moves 60 feet in a straight line down to 60 feet in the opposite direction as you used to go in the line. The blade lasts for the duration, and if you move more than 60 feet from where you made the cutting move, the spell ends. Transmutation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

The wall of fire in a 30 foot radius, formed by a globe and thin between two sheets of sheet metal, rises and falls at a rate of 10 feet per minute for the duration. In one direction, a point is drawn to one side of the globe and w to the other. A point is blocked from reaching a creature in the globe's area that is within 30 feet of the globe. The globe remains for the duration. When the globe appears, each creature in the globe's area must make a Dexterity saving throw. On a failed save, a creature takes 13d6 fire damage, or half as much damage on a successful save. A creature takes 15d6 acid damage, with 5d6 acid damage on a successful save. A creature takes 20d6 cold damage with 5d6 cold damage damage, and its speed is reduced to 0 until it stops using such speed for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a second globe appears at the start of each of your turns for each target. Evocation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a slashing, piercing, or vaporizing hand blade that can deal 1d4 slashing damage to a creature of your choice within 30 feet of you. The hand blade cuts through solid wood or stone, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When dispelled, the hand blade cuts through fog, cold steel, and stone, creating streaks of blackness in the ground that can be seen up to 60 feet away. If the hand blade is ever broken, it instantly functions normally, and the creature can take 1d10 piercing damage. Conjuration

Leging Blade

Casting Time: 1 action
Range: 30 Days
Duration: Concentration, up to 1 hour

You create a spectral blade, one inch in diameter, that can levitate up to 60 feet in any direction. The blade is infused with spectral energy for the duration. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Leging Blade

Casting Time: 1 action
Range: 30 days
Duration: Instantaneous

For the duration, you can change the appearance of any creature within range. A creature can use an action to change its appearance as long as it remains within a certain size category. For example, a creature can change its size from large to small, but it can’t change its normal form. It must still be within that size category to take any actions. A creature can’t change its form, as long as it remains within that size category. Conjuration

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A whip springs from your hand, targeting one creature within range and granting it a shortening effect. One simple touch of your weapon creates a blade of grass at random within 5 feet of you. If you cast this spell without spending 6 hours missing a date, there is a 30 percent chance that this spell will fail. Also, if you target a target that is already in combat (such as a creature or a creature harmful to you), the spell ends early if it hits a creature or if a portion of a target's hair follicles is damaged. To cast this spell, you must have the desired effect in your hand and at least 1 hour after you cast it, a written request is sent to you for your hand to be bound and a message written about it sent to your journal. You must respond to all the requested Requests within 7 days. (Typically, your request is sent within 7 days; see below for more on this subject.) If you reply within 7 days of receiving a message from a creature, that creature counts as having received the request, and this spell ends, that creature returns to its home plane, where it counts as having said demand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell activates automatically when you are within range of a Large or smaller creature. Until the spell ends, it emits a foul, silvery aura around itself that can’t be attacked or otherwise affected. The aura attracts creatures of your choice that are still within 60 feet of you. An unoccupied space on the ground within range can’t be occupied by a creature that isn’t there when the spell activates. Evocation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell wards off radiance. Choose up to four creatures on the ground within range on a day. Each target must succeed on a Constitution saving throw or be blinded until the spell ends. If you cast this spell again blinded creatures gain the benefit of a blindsight check (its highest point being at night) to see where it blinds its companions. Divine Word Touch Instantaneous You speak a divining word about one beast of prey that rises at your command. You or a creature you choose must succeed on a Wisdom saving throw or drop a bomb that explodes when it strikes up to three targets of your choice within 120 feet of you. Each target must make a Wisdom saving throw. On a successful save, it disappears into dim darkness for 1 minute, becoming a zombie only after killing five creatures. Such a creature is incapacitated and thus unable to move or speak. It drops all its bombs, becoming a zombie only after it kills five creatures and raising its hit points to 100. If enough creatures have been hit to trigger the bomb, it explodes. Each creature hit by a zombie bomb must make a Constitution saving throw. On a failed save, it takes 2d6 fire damage and falls prone. If it is still prone when it hits 0 hit points, it continues to fall and can’t fall until it drops to 0 hit points or until another creature steps on it. A creature is also restrained if it stumbles while falling down a fall of 1-foot tall. Each creature restrained by a zombie bomb takes 2d6 fire damage at the start of its next turn. Illusion

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a Large vortex of smoke at a point of your choice within range. Until the spell ends, a creature that enters the vortex must make a Strength saving throw. On a failed save, it takes 10d8 fire damage and is pushed 10 feet away from you. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical staff that defends against all attack rolls and saving throws. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 4d6 necrotic damage and is charmed by the staff. On a successful save, the spell ends. The staff is nonmagical in nature and can only be used by creatures other than you, such as the demihuman, as well as by other creatures, such as wyverns. The staff can’t be taken or stolen. Abjuration

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spinning sword from something you can see within range and then blast it with a weapon of your choice that you can see within range. If you cast this spell using a spell slot of 2nd level or lower, the sword is created and lasts until you finish a long rest. This spell also burns fuel when you take damage. When you make a melee spell attack with the sword, you can replace the sword attack with a different one, as long as the weapon is of the same type as the attack’s component. Transmutation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create the blade of madness that transforms one creature you choose within range into a terrifying creature. Choose one of the following effects when you cast this spell: One creature that you can see must succeed on a Strength saving throw or become frightened of you for 1 minute. You create a 10-foot—radius sphere centered on a point you can see within 20 feet of you. Until the spell ends, a creature that enters the sphere for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 2d6 necrotic damage, and it must follow the pattern of its original state for the first time on each subsequent turn, or it can immediately move to a spot where it is no longer frightened. You create a ward centered on an area of solid stone that you can see that is no larger than a 30 foot cube. The stone prevents creatures of the same blood from moving onto it. The ward lasts for the duration, and when it expires, it is replaced by a disease-ridden simulacrum. The corpse must be able to breathe and weighs no more than 5 pounds, and the simulacrum can occupy one of its sacs. The simulacrum is immobile and can’t attack or pass through barriers. It obeys any verbal commands that a creature commands while it’s within 500 feet of you, whether that command is obvious or by chance, but it must do nothing that would cause a creature to make a false sense of the word. Disguise as a wick decorated with intricate embroidery, decorated with intricate patterning, decorated with intricate leather ornaments, decorated with intricate jewelry that might be of magical value, or decorated in intricate runes decorated with intricate runes. You decide who appears as wreaths that w as worn and where they are affixed. They are made of fine ebony or ebony thread, and wrapped around a staff or a staff studded with emerald leaves or a bead of emerald juice. A worn wreath or a staff clasps a w as worn. The spell creates the following stomatal patterns when the creature’s head is in the sand. When a creature w as discerned or observed under a certain circumstance, the creature can use its instinctive powers to determine which circumstance occurs and how the wreath or staff effect appears in the mist. If a creature discerns or observed a circumstance outside the spell’s scope that would trigger a swift judgment call, the creature chooses that circumstance. A creature so determined must use its wisps and intellect to discern when an effect would appear in its mind and in the thinking creature’s thoughts. When a creature discerns or observed a circumstance within its grasp that would trigger an instantaneous judgment call, the creature uses its concentration and Intelligence quotient to determine that circumstance. The DM might also consider circumstances outside the spell’s scope. Conjuration

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You lay a crossbow bolt on the ground. Make a ranged spell attack against a creature within your reach. On a hit, an creature w as thrown and hurler of bolts of discordant energy appears in a ziggurat, which shines brightly with a loud clang. Each creature in a ziggurat must make a Constitution saving throw. On a failed save, it takes 12d6 thunder damage and 10d6 lightning damage, instead of the current maximum of 6d6. A failed save means that one creature or object strikes you in the chest and then dies. A creature struck by the crossbow is also knocked prone. Evocation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point your finger and instantaneously cause a Large or smaller beast to gain magical resistance to one damage type of your choice against one creature within 30 feet of you. The chosen beast’s magic resistance is Dexterity(D), and it deals no damage. If the beast is within 30 feet of you or casting a spell that uses a spell’s damage type, it takes half as much damage and isn’t affected. Transmutation

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize the power of an extradimensional intruder. Choose one aberration, elemental, fey, fiend, ghoul, or undead creature that you can see within range and assume the form of a larger or more manageable form. The creature is native to one of the four extradimensional dimensions and must be within 100 feet of the creature’s plane. When you make an ability check, you can specify a password that allows you to track down and neutralize this summoned creature. If it fails the check, the creature returns to its home plane, where it trained and where it died. If it succeeds, you have tracked down and neutralized the creature for a full duration, at which point the creature returns to its home plane. Divination

Leging Blade

Casting Time: 1 action
Range: 30
Duration: Range

24 Hours Flames of lightning erupt from your wands and weave themselves between two layers of snow. Each creature within 5 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d4 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. You can halve the damage and still cause the limb’s speed to increase by 5 feet. If you drop the lightning strike in an area with high snowpack, you have a temporary resistance to lightning damage. If you drop the lightning strike in the middle of a dry road or when a storm rips through a region, you have vulnerability to lightning damage. If you strike a pillar or an object that is too small to hold its weight, it instantly becomes heavier, which increases the fall damage of your strike by 30 feet. The material component of the strike is consumed when you craft your item. If you throw the falling pillar or object at the ground, it ignites, which mitigates some of the lightning damage. If the pillar or object hits a creature within 5 feet of it, any creature on it must make a Strength saving throw. On a failed save, the creature takes 1d6 lightning damage. If you use a staff created by the wind to blast a pillar, you also create a pillar, which has the same basic design as the staff but with a 40-foot radius and a 40-foot speed. When you create the pillar, you can direct it at a single creature or object within 30 feet of it, causing the creature to make a Strength saving throw. On a failed save, it flies up to reach its speed, which is 2d10, and it falls prone if it can’t reach it. The glowing staff can strike multiple times, dealing 1d4 cold damage to each creature hit by one of those strikes. It is an weapon. A staff is a staff created by the wind that deals 1d4 piercing damage to objects in its area. The staff glimmers in the sunlight as flame, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light sheds bright light for an additional 30 feet on each of your turns. The light is light and bright, and it emits dim light and a brief exhortation to cleanse itself of its harmful poisons. You can use your action to make a melee spell attack with the staff. On a hit, the creature must make a Strength saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Leging Blade

Casting Time: 1 action
Range: 30
Duration:

Up to eight willing creatures of your choice whose challenge rating is equal to or less than the creature’s level or lower are pushed across a slot within range. You can move the creatures up to 30 feet for one round by using a bonus action on each of your turns. The creatures can travel to any side of the room that can’t be more than 300 feet away from each other by using a straight line across the room and passing through any gaps between them. Roll twice, issuing the same threat each time. An unwilling creature can make two Wisdom saving throws. On a failed save, the creature takes 2d6 cold damage and must use its movement on each of its turns to move its arms to a side to avoid being affected. On a successful save, it takes half as much damage and doesn’t take cold damage. Evocation

Leging Blade

Casting Time: 1 action
Range: 3 Days
Duration:

You create two spectral sabers filled with frost at a point you can see within range. The sabers hurl the frost at one creature within 5 feet of it that you can see within range. Make a melee spell attack for the weapon against the target. On a hit, the target takes 1d6 cold damage and is restrained as a vaporous cloud until the spell ends. The vapors then set off chain reactions that can’t be activated again. When one of the vapors hits a creature, it must succeed on a Strength saving throw or its vapors ignite. The vapors ignite the second creature to be affected by the vaporshield. Reducing a vaporous cloud to 0 hit points destroys it instantly. The vapors don‘t harm anything within 5 feet of it. Evocation

Leging Blade

Casting Time: 1 action
Range: 3rd (15th year)
Duration: Instantaneous

The blade leaps into the air and twists and forms a straight line across the ground to where you appear in place of a horizontal one. If two or more creatures within its reach are standing on the same side of the blade, you can ram them to smithereens and send them flying. If a creature starts its turn in the air and reaches the top of its blade taller than the blade, it b strikes its weapon in its hooves. Each creature other than you who starts its turn in the blade's blade and who can’t move must move up or down as you do. Evocation

Leging Blade

Casting Time: 1 action
Range: 3rd person
Duration: 90

24 hours You make a spectral blade appear on the ground, up to 40 feet long, and then it explodes. Using a spell of 3rd level or lower, the spell creates a small, harmless gust of wind that blows around corners. Any creature or object within 20 feet of the blade falls to the ground and can use an action to create a 25-foot cube of swirling, swirling mist centered on the blade. Each creature in that area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can take the Dash action to move to a different spot within your reach, which allows you to move up to twice your speed and make a Strength saving throw. The move doesn’t have to follow a straight line, but can follow a horizontal one and can pass through a solid barrier. You can also use your movement to move through a ceiling or a portal made of cloud, just as you use your movement to move through a portal made of stone. Transmutation

Leging Blade

Casting Time: 1 action
Range: 5
Duration: 10 minutes

This spell creates a beam of magic energy in a 15-foot cube centered on a point within range, centered on that point for the duration. The spell provides a short-term temporary boost to a target’s physical defenses, up to ten temporary positive effects at a time. This effect ends if that creature has at least one positive effect. A target’s attunement to a different plane of existence also ends, whether that creature is at that point on the plane or on another plane of existence. Conjuration

Leging Blade

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shimmering blade appears within reach. It lasts for the duration. You choose a point you can see within range and that fits within a 5—foot cube. That way, the blade leaves a trail of sparks between you and the target. If you move more than 10 feet away from the blade, it strikes that creature. If you move within 5 feet of the blade, it strikes a creature that you can see within 5 feet of it, raising the target to 60 feet in the air. If you move within 10 feet of the blade while wearing armor that is light or nonmagical, you can cause that creature to become restrained in the blade, causing it harm, strain, or death. The restrained target must make a Constitution saving throw. When the spell ends, the blade strikes the restrained target again, causing it to become restrained again by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Leging Blade

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You forge a magical blade, wielded by one creature of your choice within range. To your weapon’s damage increases by 1d6, the blade transforms into a magical talisman. You can use your action to create two talismans on the ground (one on each hand or the top of your head) and on the ground (the top of your head or the top of your head or the underside of the top of your head) in any of the following ways: On one side of the ground, you can create a ring of invisible hands that deal an extra 1d4 force damage to you and each hand that you use for magic weapon attacks each round that you spend resting, the rings become permanent and can’t be dispelled. On the other side of the ground, you can create a nonmagical container that lasts until the end of your next turn. This container can contain up to 10 pounds of gear and up to 1,300 gp worth of ammunition. On one side of the ground, you can create a magical trap that prevents movement by non-magical means, causing it to automatically freeze solid and preventing it from being triggered. On one side of the ground, you can create a magical trap that blocks a nonmagical weapon attack that enters the environment or that enters the open space occupied by the target creature. On one side of the ground, an arcane spell can’t be cast on an object created by the trap created by the spell’s effect. On one side of the ground, the ground within 10 feet of the target creature (if the creature is created on the ground) becomes difficult terrain until cleared. Transmutation

Leging Blade

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes

This spell grants the willing creature you touch the ability to move along a solid surface at least 10 feet up. The creature is immune to all damage and can’t be targeted by spells or traps. The creature w as able to move only by touching a floor or a rock. Transmutation

Leging Blade

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

This spell creates a spear-like vortex at the center of a large, darkly lit room centered on a pillar. The vortex sucks up any Medium or smaller creatures within it and compresses them in half. Any creature or object in the vortex takes 1d12 piercing damage when it enters the vortex, and it remains there until the spell ends. The vortex can be destroyed by nonmagical means as a bonus action on each of your turns. Any creature or object within the vortex damages creatures and damages objects moving in the vortex. Any creature in the vortex or in the vortex's space or on its surface takes 2d6 bludgeoning damage at the start of each of its turns. At the end of each of its turns, an object or creature in the vortex or in its space or on its surface takes 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a vortex created by the vortex spell creates a vortex of your choice that lasts until it is reduced to 0 HP. Evocation

Leging Blade

Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour

1 HourYou touch a creature that is within range. Until the spell ends, the target takes damage equal to the spell's damage bonus for the first time on a turn. Conjuration

Leging Blade

Casting Time: 1 action
Range: 5 Days
Duration: 60

Instantaneous You create a sword with a range of 60 feet. Choose one of the following effects. You create the weapon with a range of 120 feet. You take 4d6 piercing damage and 1d6 fire damage. Conjuration

Leging Blade

Casting Time: 1 action
Range: 5 ft.
Duration: 1 Round

You create two blades of flame in the space of a creature within range. Choose a creature within your reach and fire one of the blades at it dealing it a -5 cold damage. The spell’s damage increases by 5d10 at 11th level and again at 17th level and higher. For the duration, the creature is blinded and deafened. If the creature is holding or traveling with you and you have control of the weapon, that creature can use a bonus action to make a melee attack with it, earning it the weapon’s scorched earth rating of 4th level. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 25 for each slot level above 5th. Conjuration

Leging Blade

Casting Time: 1 action
Range: 5
Duration: Instantaneous

This spell creates an invisible blade that cuts through the fabric of space and time, as you choose. Until the start of your next turn, the blade appears perpendicular to your body to one side and lasts until the start of your next turn, when you cast this spell. To target a creature, it must succeed on a Strength or Dexterity saving throw or take 1d10 radiant or psychic damage. You can use a bonus action to make the blade dance in a random direction. If you do so, you create a harmful gust that strikes the target. If you make the saving throw against the blade, you create a harmless gust that moves with you, remaining centered on the blade and sounding like a clap. This spell also damages and possibly deafens nearby creatures. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. Evocation

Leging Blade

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You make a blade of flame toward a creature within range. If you hit a creature with a melee weapon attack during the spell’s duration, the creature takes 1d12 fire damage. When the creature finishes its turn, it can move to a spot within 5 feet of you that is free of fire. The fire spreads around corners. Whatever face you chose for each flame was created with a successful ranged spell of 2nd level or higher, and as a bonus action on each of your turns before the spell ends, you can switch to the new form for the remaining damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Leging Blade

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You seize the strength of a creature or a place within range, a portion of which it can reach only by means more powerful than its own attack bonus. For the duration, you also gain the benefit of a speed bump. The bump decreases the creature's movement for the duration by 10 feet and, if it would be able to move without shifting direction, you can reduce the target by half its current speed for the duration. Transmutation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 1 hour

A spear of energy appears to hover above the ground and then flies toward a creature of your choice that your size or larger. The creature must succeed on a Dexterity saving throw or take 1d6 radiant damage. The spell ends on the target if you or the target doesn't have a weapon. Evocation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical blade that appears at a point you can see within range. You can use your action to create a weapon by touching the blade. The weapon must be nonmagical in nature. You are aware of the location of the blade, but it can't move. The blade can be drawn within 60 feet of you. You can also create a shield by touching the shield, but it must be nonmagical in nature. While the shield is held within 60 feet of you, you can use your action to make an attack roll. The shield must be of the same kind as the one you created. The shield ends if you cast this spell again. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical blade that grants you proficiency in one ability for which you are proficient. The spell lasts for the duration. You can specify anything you like, but it must be short, strong, or carrying enough weight for you to wield it. It must be thick enough to cover half a human and a beast. You can also specify any of the following: a staff or staff of your choice that is at least 5 inches long and 1 foot high by 1 foot high. a staff or staff of your choice that is at least 1 inch by 6 inches long and 1 inch by 7 inches long. It must be at least 5 inches by 1 inch by 6 inches. The staff must be at least 6 inches in thickness and must be carried by a creature of your choice that you can see within range. It must be in a slot that can hold up to two magical staffs or a staff of your choice. You choose one of the staffs or the staff of your choice. The staff must be in one of the appropriate slots on the staff. The staff must have a 5-foot-high beam of light that can be visible from a 10-foot-high slot of your choice. If a staff is worn on your head during the spell, it is no longer visible from that slot. The spell has no effect on gear or other body parts. Control Spell Touch Instantaneous You create a magic circle centered on a point you can see within range. You can use your action to create a magical circle centered on the spot you chose to cast this spell. You can place the sphere on a surface you can see within range. The sphere forms a vertical line across the ground and spreads over a distance of 40 feet. If you are within the sphere, the area of effect of the spell remains the same as if you were on the same surface. The sphere is centered on a point you can see within range. The sphere can be up to 10 feet tall, 30 feet wide, and 1 foot thick. The sphere lasts for the duration. The sphere is harmless to creatures that can see it. The sphere is difficult terrain that the spell fails to penetrate, and it can penetrate any rock or sheet of stone that you can see within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can place the sphere on any surface you choose within range. Transmutation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an intangible blade of flame from the ground you can see within range. You must make a ranged spell attack against the target within the spell’s area. Each target must make a Dexterity saving throw. On a failed save, the target takes 1d8 fire damage and is pushed 10 feet away from you. On a successful save, the spell ends. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue a creature you touch with an illusion. The creature knows the true extent of its true nature, including the nature of any elements within it. Until the spell ends, the illusion appears in any square you choose within range. The illusion can be seen, heard, or seen only from a certain distance away. The illusion can also be seen from a distance of up to 60 feet from you. The illusion can be visible by creatures or objects that you can see within its space, however, the illusion is invisible to you until you cast this spell. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a magical sword, a sword of flame, and a spear of fury that can reach 5 feet long and 10 feet high. The weapon must also have at least one of the following properties: An uncharged weapon of its type is automatically struck by the weapon. The weapon is a Medium weapon and has a range of 60 feet. It has a range increment of 2d10. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 3rd. The extra creatures must be within range. Evocation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A blade that appears when it strikes an object, a creature, or some other visible phenomenon ignites in it, as if it were a stone or wood, making it flammable and leaving a lasting mark on the object or creature. The flammable flammable flammable flamable lash of an object or creature ignites when it strikes one or more targets of your choice that you can see within range, dealing it maximum damage of its own. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial flammable flam fire damage increases by 20 for each slot level above 5th. Evocation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You sacrifice your life to rid a body of disease. You choose a creature’s initial case of disease (disease that is treatable as mortal or the result of magic) and add that case to the total for all its diseases. The reduction is permanent and nonmagical. If you cast the spell on a creature’s original case or on a nonmagical case made up of two or more diseases, the spell has no effect until the creature finishes its turn in which case the spell fails and the creature is cured of all diseases. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 2 Days

You create a longbow of pure energy that sheds piercing damage. The creature must make a Constitution saving throw. On a failed save, the creature takes 2d8 piercing damage from the sword and is stunned until the spell ends. A weapon that is struck by this spell and isn't being worn has no effect on the creature. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: 2 hours

This spell creates a sword that falls into a state of suspended animation. Each creature in a 10-foot-radius sphere centered on the point you named must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The sword is vulnerable to fire damage and can’t activate by metal objects or natural light. When reduced to 0 hit points, the sword devours the target. The sword isn’t a magic weapon; rather, it is a flail made of magical force that functions like a normal flail and is wielded by a creature of your choice that you can see within range. While the flail is in motion, you can use your action to make two melee attacks with the flail (ending the effect). If you make the attacks with the flail, the weapon is no longer in motion. If the weapon strikes a creature or a solid object that is within 60 feet of the sword, it strikes the object, not the sword. If you use your action to move the weapon up to twice its normal length, it strikes the same object and causes the same amount of force damage to both strikes. The weapon is wielded by a lightweight, taloned creature that can’t be attacked or otherwise affected by weapons or magic. When you cast this spell, you can have the flail held in your hand while you attempt to cast a spell. You must use a separate action to trigger the spell. If you trigger the spell again, it triggers automatically. You can’t have more than one flail held or worn by a creature. When you cast this spell, you can have the flail hold your other hand while you make the attack roll (if you do so, you must roll twice). A flail that holds the weapon also prevents you from using it while you cast this spell. You can use your action to move the weapon up to its full length if it is within 60 feet of the sword, and so on. When you use your action to move the weapon up to its full length, you can use your action to move it up to its halftrack if it is within 60 feet of the flail and within 60 feet of your spellcasting area. When you use your action to move the weapon up to its full length and then repeat the move using only one of its full blades, the wall of force twists and pours out another 60-foot wall of force, reaching 60 feet in a direction you chose. The wall of force extends beyond the flail and extends into the air, mimicking the effect of gravity. The wall is nonmagical in appearance, requiring little or no equipment to function. It blocks line of sight but not movement. While the flail is in motion, you can use your action to move the weapon up to 20 feet in any direction along the flail’s length, and then repeat the move using only one of its full blades. The weapon can have up to three blades, which must be at least the same length as the blade used to create the wall. The weapon can carry up to two Medium or smaller passengers, and each passenger carries a different flail. When the weapon leaves the flail and into the air, it strikes a fixed object within 30 feet of the weapon that is no more than 20 feet in any dimension. The object is then restrained in the weapon’s hanging animation until the weapon reaches its full length and the wall is broken. Transmutation

Leging Blade

Casting Time: 1 action
Range: 60
Duration:

A momentary hover before your hands, the blade sprouts from your clothing and streaks toward the target. Hit or miss, the blade then flies toward you in a random direction until it reaches a height of 60 feet and deals an extra 1d6 force damage to each creature it impacts with a flying weapon, and then it disappears. It disappears at the start of each of your turns. You can use a bonus action to create a new blade. It lasts until the start of your next turn, or until you can no longer use it. It otherwise disappears. When you cast this spell, you can have the blade extend out toward you in any direction, forming a horizontal line extending along the edge of a solid object it impacts with a melee attack against a target you choose before its movement is possible, such as a wall, a room, a place of worship, or an idol. This spell also extends out toward creatures, objects, and deities. At the end of each of your turns, you can spend a bonus action to cause the blade to leap into an unoccupied space within 5 feet of the target. The blade then spreads out across the ground, mimicking the movement of your melee weapon. Evocation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a shimmering, translucent, and highly mobile weapon. You can use your action to cause a weapon to appear on the ground in a 20-foot cube that you can see within range. You must use your action to make the weapon appear on the ground in such a cube. While the weapon is on the ground, you can make a ranged spell attack with the weapon. On a hit, the weapon deals an extra 1d6 damage on a hit and is paralyzed for the duration. On a failed save, the weapon is destroyed and the spell ends. A creature that can see the weapon can see the weapon up to 60 feet away from it. Elemental Weapon 30 Instantaneous You create a spectral weapon with a spectral shape. You can use your action to make a melee spell attack. On a hit, the creature takes 2d6 necrotic damage. The weapon appears with a spectral outline, and it has a 30 foot radius, and it has a slam attack. If the creature is wearing a helmet, it can’t be blinded. If the creature is wearing a robe, it can’t be charmed. The weapon can’t be worn or carried. If the weapon has no ammunition, it can’t be carried, but it can’t be pulled or carried by a creature. Necromancy

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A blade sprouts from a creature’s shoulder. The blade is an illusion that lasts for the duration. It appears like a regular blade, and when you cast the spell, you can change the appearance of its sensors as normal blades. When the blade appears, each sensor is beset by fire, and a piece of its sensor ignites, dealing it no damage and leaving it vulnerable to bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A Large solid orb of flame appears behind you and spreads out over an area of ground no larger than 50 feet in diameter and up to 60 feet deep. The flame can be large or small and lasts for the duration. If more smoke appears in the area and as a bonus action on a subsequent turn of yours, it exhales a misty cloud of smoke that obscures the area. When a creature moves into the fire, it doesn’t extinguish the mist. The smoke then spreads out across the ground as a bonus action on each of your turns, reaching as far as 200 feet and staying there for the duration. A creature must remain within 200 feet of the campfire to see the smoke. If it moves beyond 200 feet, however, the smoke spreads out of the campfire into open fields, where it spreads out around corners. To a creature approaching from the smoke, it makes a Strength (Athletics) check contested by Strength (Quietness) or Dexterity (Deception) check contested by Intelligence (Investiture) check contested by Wisdom (Survival). If a creature discerns the location of the smoke in the past, it can use that information to determine where people and objects are buried. Transmutation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A wall of glowing, emerald-green acid springs from your hand toward a creature within range. Make a melee spell attack against the creature. On a hit, the target deals 2d6 acid damage. If you hit a creature with an attack using this spell, you deal a maximum of 1d6 acid damage. At Higher Levels. When you cast this spell using an 8- or higher level spell slot, the damage increases to 1d6. When you cast it using a 9- or higher level spell slot, the damage increases to 2d6. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral sword, a helm of spectral power, or a spectral cloak. You can move the sword as a bonus action on each of your turns. You can also use your action to dismiss the spell. Abjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You unleash a raging flame in a 15-foot-radius sphere centered on a point you choose within range. Choose one piece of nonliving material created by shaping or sculpting magic items or precious metals within range that you can see within 30 feet of the source material. You cause the flame to move in a straight line up to 60 feet in a direction you choose. The flame then moves up to 30 feet in a direction you choose. When the flame moves, it emits a bright light when the flame moves within 500 feet of it, a light dim light when it moves within 500 feet of it, and a loud clank when it moves within 500 feet of it. The flame produces a constant stream of smoke that reaches 120 °C (50 °F) within 1 hour. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature uses its action to make a ranged spell attack with a ranged weapon. The target takes 2d10 psychic damage and is blinded until the spell ends. The target can make a Wisdom saving throw. On a success, the spell ends. On a miss, the target takes 2d10 psychic damage and is blinded until the spell ends. If the spell ends before the target can cast it again, the spell ends. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral blade seared into your hand, emerging from the center of a glowing trench that spans a sphere of stone or a flat plain. The blade lasts for the duration, and its surface is lightly obscured. When the blade appears, each creature within 5 feet of it must make a Strength saving throw. On a failed save, this creature spends its action fighting one creature of your choice that it can see within 30 feet of it and taking 4d8 necrotic damage. This spell also imposes disadvantage on the weapon if it is not in its wielder’s reach when it attacks. When the weapon strikes a creature, it deals 4d8 necrotic damage to the creature. The weapon’s acid or cold damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a powerful magic circle within range, shedding magical light over a 60-footradius sphere centered on the point of a humanoid’s eyes. The circle lasts for the duration, and it sheds bright light in a 30-foot radius. Each creature in the circle must make a Wisdom saving throw. On a failed save, a creature becomes blinded or deafened for 1 minute, or until it has no vision. A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, it can see and hear the plane of existence it travels on. On a failed save, it descends, mimicking the movements of its wings. An affected creature can use an action to exhale energy similar to that of a strong wind, but this spell must end before this effect occurs. A creature awakens when it descends 60 feet of any sort, and the spell ends if it is used up. Illusion

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Up to a creature you can see within range can throw a thrown weapon or throw a thrown staff at it. The target must succeed on a Dexterity saving throw or drop the thrown weapon or staff if it is in its hands. On a failed save, the creature has disadvantage on attack rolls against you for the duration of the spell. For the duration, the target can roll a d4 and add the number rolled to all attack rolls and ability checks it makes with that weapon or staff. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Glibblim Holy Weapon Range Concentration, up to 1 hour A piece of holy metal awakens into a creature’s physical form. The creature must make a Constitution saving throw. The creature has advantage on this saving throw if it is fighting or attacking you. The creature has advantage on all attack rolls it makes before the spell ends or on any saving throws you make before the end of its next turn. This benefit lasts for 1 hour, after which it stops working. When a creature uses its action to make an attack roll or a weapon attack roll, that action can make the saving throw with disadvantage. Its action can use up this benefit. At the end of each of its turns, the creature can act as an action that allows it to step out of a vial of holy water but ends its turn if it doesn’t want to. It can also end a turn if it takes any damage. During its turn, the creature can act in whatever way beneficial to it, including abusing some of its mental capacity. If you use your action to let the creature decide what action it wants to take, it can choose to do so. If you use your action to let the creature decide what action it wants to take, it can do so only after you issue your choosing. If you use your action on the creature to decide what action it wants to take and choose neither of its actions, the creature chooses neither of its actions. The creature chooses one of the actions described in more detail in the description of its action. As an action, it can use its action to make two or three other similar effects. The creature takes three effects from the first; it makes two new effects of its choice, and it makes three new ones. It makes a new magic item, spell, or spell of 4th level or lower, and it can cast these effects again, ending a long rest. Transmutation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral blade that can reach into any creature of your choice within range and cause the target to become frightened. The creature must succeed on a Strength saving throw or become frightened for the duration. The creature must then make an Intelligence saving throw. On a success, the spell ends. The blade is difficult terrain that can be difficult terrain for the duration. This spell ends when you reach 6th level. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You strike a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. The spell ends if the target is killed or captured. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature you touch. The target takes 1d6 necrotic damage. The target can use its action to make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the spell ends. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60 Days
Duration: Touch

Instantaneous You create a sphere of ice that is up to 20 feet in diameter. The sphere is 10 feet in diameter and 5 feet high. Each creature in the sphere must make a Strength (Athletics) check against your spell save DC to extinguish the fire. You can also extinguish the candle's flame by using a torch or by casting the candle spell. If you use a torch, you extinguish the candle by casting a torch spell. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral blade streaks across the ground like a blade carved deep into a tree limb. For the duration, the blade sheds bright light in a 30 foot radius and dim light for an additional 30 feet. This spell doesn’t restrict flame breathing and can also be broken down into nonmagical pathways and chambers that are open to the air. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral saber appears on the ground in a 5-foot radius behind you. Each creature within 5 feet of the saber must make a Constitution saving throw. On a failed save, a creature takes 14d6 slashing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A staff of hovering blades appears around a creature within range, and the target must make a Strength saving throw. On a failed saving, the spell ends early. For the duration, the spell ends if you use a bonus action or a change in state of the target. The spell ends if the spell ends before the target has reached the air, if it is flying or if it is on the ground. Transmutation

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the spell ends, the blade lashes out at your enemies in a 20-foot radius. Each creature within hit point range must make a Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 4d6. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 5d6. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 12d6. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a spinning ring of energy around yourself. You can move up to 20 feet in a straight line for each finger on the ring. You can also move out from the ring at any point on your turn. You can use your action to cause the ring to rotate 90 degrees toward your left. You can also use your action to create a ring of energy on the same spot. You can also use your action to cast spells on the ring at the same time. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your hand reaches out and touches a target within range. Make a ranged spell attack against that target. On a hit, the target deals 1d6 damage. If you hit a creature with a spell of 2 levels or higher, you instead target a Large or smaller creature that isn’t attacking you with that spell’s damage increased by 1d6, and the spell’s damage increases by 1d6 for that target. At Higher Levels. When you cast this spell using an ability score of 3 or higher, the initial damage increases by 2d6 for each slot level above 2nd. Conjuration

Leging Blade

Casting Time: 1 action
Range: 60
Duration:

You create an opening in space that is 5 feet deep and 50 feet wide, and you must make a Strength check. On a success, the space opens in a 20-foot-radius sphere centered on a point you choose within range. There is a 10 percent chance for each creature in the space to succeed on a Dexterity saving throw. A creature takes half as much damage on a failed save and half as much damage on a successful one. The space can't contain more than 20 cubic feet of floor space. Construction

Leging Blade

Casting Time: 1 action
Range: 6
Duration: Concentration, up to 1 minute

You create a long-range teleportation spell within range. You and any creatures you designated as friendly to you for the duration take the shortest—’s appearance, up to 1 hour. If you cast this spell on a creature, it, or a creature you designate as a friend, the spell fails and the spell fails again, with a 30-foot radius. If the spell ends before this spell ends, the spell casts only once in a ten-year span, casting a spell again fails twice as often, and the spell ends before the end of your next extended stay. When you cast this spell, you choose a new name, class, or special relationship to use when you cast it. You can also set your own spell name and/or name slot, if any is assigned. If you cast the spell on a creature that has certain magical characteristics (such as having a high Wisdom score), the spell immediately ends and the creature knows it. Alternatively, you can dismiss and desist from casting the spell. This spell dismisses only the spell it purports to protect against, casting a spell that has no effect and that can be dismissed and desist from casting. Both techniques are more successful against fey. Conjuration

Leging Blade

Casting Time: 1 action
Range: 6 Hours
Duration:

You create a dagger, a heavy longsword, a short rapier, a short rapier, a short rapier, a short rapier, a short rapier, a short rapier, or a club with three bolts. For the duration, the daggers deal 3d8 piercing damage to all but one creature within 15 feet of it. The spell can’t deal nonmagical damage to objects or to creatures. The dagger also stops falling, if it falls while you are casting it. If you maintain your concentration on the spell, you can end the spell before it expires on a creature or until you finish a long rest. Transmutation

Leging Blade

Casting Time: 1 action
Range: 8 Hours
Duration: 1 Hour

You create a beam of energy that lasts for the duration. The beam spreads outward and spreads out in a direction you choose. The beam is centered on a point you choose within range. The beam is strong enough to pierce armor and shatter barriers. For the duration, this spell has no effect on undead. Conjuration

Leging Blade

Casting Time: 1 action
Range: 8 Hours
Duration:

This spellards one creature whose Strength scores are equal to or less than the maximum number of hit points it possesses. The target’s AC equals at the start of the target’s turn, and the minimum Strength score a creature has at the start of its turn can’t exceed is +2. The spellards a creature that Strength scores or less equals or less than the creature’s maximum Strength score. Evocation

Leging Blade

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a blade extending from your finger tip to the base of a rock or a similar surface within range. You create the blade in a cube that appears once on each side of the blade and remains until the end of your next turn. The blades energy radiates out of the blade, passing through cracks in the blade and remaining within the confines of the surface where they appear. This energy lasts for the duration of the spell, though it is consumed when you cast it or when you cast it again. When you cast this spell or as an action on a later turn to unleash the energy, you can switch to a nonmagical weapon or construct, creating a sword with a blast of magic in its center. You can hurl the sword up to 10 feet away, making it immune to bludgeoning, piercing, or slashing damage. While hurling the sword, you can make a melee spell attack against one creature within 5 feet of the sword. On a hit, the target must make a Constitution saving throw. It fails this save normally. The weapon’s magic energy is siphoned away when you cast this spell. When the spell ends, the sword cuts through the mind of one creature within 5 feet of the blade and shoves the creature into a pit of bloody confusion until it withers. Conjuration

Leging Blade

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a circle of spectral blades that hover ten feet behind you. Each creature in the circle must succeed on a Dexterity saving throw or take 2d6 necrotic damage. On a failed save, a creature can’t take reactions or benefit from any special abilities available to it. It instead gains telekinesis, which allows it to move to any other creature or plane of existence as a full-round action. Necromancy

Leging Blade

Casting Time: 1 action
Range: 8 Hours
Duration:

You raise a spectral blade up to five feet long and five feet wide at the center. Until the spell ends, the blade cuts through wood or stone and leaves behind a shimmering blade that glimmers in the darkness. The blade emits a spectral scream that can be activated when you run out of steam or when a pillar is created within the spell’s area. This spectral scream can be audible from up to 100 feet away. If you cast this spell while stunned or nauseated, you deal an extra 5d6 necrotic damage to yourself and any creatures you hit or miss. Abjuration

Leging Blade

Casting Time: 1 action
Range: 90
Duration: 60 Days

Instantaneous You cast this spell for the first time on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 fire damage on a failed save. On a failed save, the target takes 2d8 fire damage. The spell ends if the target is blinded, deafened, or otherwise incapacitated. 90 120 Instantaneous You teleport yourself to a point where you can see up to 10 miles away. The spell ends if you haven't traveled that distance for the spell's duration. While you're on the spell, you can use your action to teleport yourself to another point or a different one. A longitude that you can’t exceed on a turn can’t be used to teleport to you in that area. You can also use your action to teleport to another point, if you do, you can move up to 30 feet in space. Make a ranged spell attack for the first place you hit or the second place you hit or the next place you hit while you are on the spell. On a hit, the target takes 2d8 bludgeoning damage and is knocked prone. If you target one creature, it must make the attack with a weapon, and it takes 1d8 bludgeoning damage for the first turn it has hit the target. If you target one creature, it must make the attack with a weapon, and it takes 1d8 bludgeoning damage for the second turn it has hit the target. If you target one nonmagical object, it must make the attack with a nonmagical weapon, and it takes 1d8 piercing damage for the first turn it has hit the target. If you target a creature, it must make the attack with a nonmagical object, and it takes 1d8 slashing damage for the first turn it has hit the target. If you target a creature, it must make the attack with a nonmagical creature, and it takes 1d8 slashing damage for the first turn it has hit the target. 90 120 Concentration, up to 1 hour You touch a willing creature and gain the benefits of all their other qualities. A willing creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. A willing creature doesn’t need to use its action to speak with a willing creature to gain the benefits of any of its other qualities. Conjuration

Leging Blade

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a spectral blade that slashes at one creature within range. If the target strikes it with a weapon or a melee weapon before its next turn ends, the blade cuts through its skin and lands somewhere on the target creature’s person. The blade doesn’t harm you, but it cuts through the skin of its target so that it has a hard shell covering it, and it strikes the target as hard as you can carry it. The blade leaves a mark on the creature’s clothing, though the creature can’t wear it or use it. The mark is visible only when the blade cuts around the creature’s waist or at the top of its head, though it might extend into the armor of the target. Conjuration

Leging Blade

Casting Time: 1 action
Range: 90
Duration:

Up to three creatures of your choice that you can see within range must make a Wisdom saving throw. They take 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Make your choice of one of the following damage types: D, E, or F. Each creature automatically succeeds on its saving throw against the poison. Abjuration

Leging Blade

Casting Time: 1 action
Range: A golden flamed blade drawn and drawn from the mist, drawn to create a fiery explosion. Each creature in a 20-foot-radius sphere centered on that creature must make a Dexterity saving throw. A creature takes 12d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Duration:

Evocation

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch one willing creature that you can see within range. While the target is within 5 feet of you, it can make a Charisma saving throw. On a success, the creature takes 10d8 psychic damage and has disadvantage on attack rolls against you that would normally be made with the target. On a failure, the target takes 10d8 psychic damage and has disadvantage on attack rolls against you that would normally be made with the target. On a successful save, the target takes half as much damage and is no longer affected by the spell. Conjuration

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A spectral blade wreathes the ground in a 30 foot radius throughout a 5-foot radius. Each creature in that area must make a Strength saving throw. A creature succeeds against the blade for the first time on a turn or an attack roll that it would normally make while disguised as water, using the blade to strike at one creature within 60 feet of it. When the blade strikes a creature, the blade creates a 15-foot square solid obstacle for it to walk on before it strikes anything. It has advantage on all Strength, Dexterity, and Constitution saving throws. The blade leaves behind no energy and remains in effect for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Summon Small Wall of Woe 1 Mile Instantaneous A Small wall of despair has been created within range to keep out the undead. On each of your turns for the duration, you can make a melee spell attack against one creature within 5 feet of it that you can see. On a hit, the creature must make a Constitution saving throw. It does so at the end of its turn. On a failed save, the creature regains 1 hit point. At the start of each of your turns, the wall implodes and all but one creature or object within 5 feet of it is pulled 10 feet toward the nearest safe refuge. If the creature successfully saves against this fall's freezing cold, it reappears in the nearest secure winter den, frozen to the touch. Divine Favor Self (15-foot radius) Concentration, up to 1 minute A magical manifestation of divine power springs from your hand. For the duration, your melee weapon attacks deal an extra 2d6 radiant damage to the target when you strike it. If you have three hands in the air, each hand in the other's space and reaching for a different hand, that hand must rest on the target’s hand. If you have two hands in the air, each hand in the target’s space and reaching for a different hand, that hand must rest on the target’s hand. This magical release can strike from within 30 feet of you, dealing damage equal to half the weapon’s hit point maximum. Evocation

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration: Self

This spell wards off energy from your body, forcing it to rely entirely on breathing. You can instantaneously extinguish candles and other similar fires in a 30-foot radius and up to 20 feet deep area, which lasts until the end of your next turn. This can extinguish unprotected flames in the area as long as they still have a candle or an opening in its ceiling or outside. You can also banish a creature that it can’t see within 30 feet of you as a fire elemental. Until the end of your next turn, the target has disadvantage on attack rolls against you and can't benefit from taking any other action. Transmutation

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell attracts and strikes willing creatures of your choice that you can see within range. You can make the creature speak a language you know, or you can make a verbal communication with a willing creature that you can see. The creature must succeed on a Wisdom saving throw or be drawn to the spell. The creature speaks only when there is present a willing creature of your choice that can hear you. The creature speaks only when the spell is in its spell slot or when the creature has an audible range of 20 feet. The creature can understand plant language that it hears within 20 feet of you, but can’t understand the language of another creature unless the creature has that language. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures you can target with the spell increases by two for each slot level above 5th. Transmutation

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a line of lightning-sealed vines extending from your outstretched hand, briefly touching one creature you can see within range. The vine spreads around corners, forming a solid barrier that prevents passage over floor, ceiling, or ceiling-topped drawers. The line lasts for the duration of the spell. You choose between a flash of light or an intense chill wind, as determined by the vine. The chill wind causes the vine to glow in the presence of water or cold. If you choose, your magic increases your eyesight and your damage increases by 1d8, and it blinds you for 1 minute. The blind condition is permanent. When the spell ends, the line erupts with flame, dealing 7d6 fire damage every 5 minutes for 10 days. The flaming vine can reach multiple feet in length. It immerses each affected target in flaming flames with a 30-foot cone and extinguishes them within 30 feet of it. A creature must make a Dexterity saving throw. On a failed save, a affected target takes 1d10 fire damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create an upward moving blade that shoots out toward a creature within range. Make a melee spell attack for the spell’s duration, and make that attack using your spellcasting ability. On a hit, the target takes 2d8 slashing damage. Should the spell fail and you instead hit a creature, this spell instead requires a successful Intelligence check to see if the creature is under the blade, and it does so. If it isn’t, you create a whirlwind around it, which causes it generate飞�剣剣割,飞�力剣割,性格到了陛子的给子供。 As the whirlwind spreads around you, you can make one additional melee attack against any creature you can see within 60 feet of the whirlwind. On a hit, the target takes 3d12 bludgeoning damage, and it can’t take reactions and falls prone. Conjuration

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a piece of nonmagical nonliving matter in range and use it for up to 1 hour as an sustenance component in your attack, spellcasting, or set piece. You make the piece appear normal and animate, as if it were you, a creature of your choice in the manner of a beast or a plant, or in an illusory shape that mimics the appearance of a creature. If you cast this spell in the same location every day for a year, causing up to six hundred and fifty-five pieces of nonmagical nonliving matter to appear around the same time, creating a sustained presence in the area, the spell provides a permanent distraction effect to other creatures (you decide), which creature is affected best by the distraction, and a greater distraction effect for creatures or objects affected by the distraction, that isn’t friendly to you. Transmutation

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A thin, translucent sheet of mist forms near a point of your choice within range that you can see and is invisible to the hostile creature until the spell ends. The mist spreads around one creature or large area and lasts for the duration. When the mist spreads around a creature, that creature must succeed on a Wisdom saving throw or be affected by the mist for its duration. An affected creature also suffers from delusions, hallucinations, compulsive spending of energy that can be directed either at one creature or an area within range, and can’t perform a task, leave a message, or perform an action, unless there is some other task waiting for it.” When a creature is affected by this spell, the mist spreads around one creature or large area and lasts for the duration. When the mist spreads around a creature, that creature must succeed on a Wisdom saving throw or become charmed by the creature for the duration. When the mist spreads around a creature, that creature must succeed on a Wisdom saving throw or have one of its hit points be spent on potions, restoration, or some other harmful effect. Mental Prison 60 Concentration, up to 1 minute A prison composed of teeth and roots is created that resembles a living, breathing creature, and lasts for the duration. The prison is heavily guarded and can guard up to ten hundred square feet. The prison‘s interior is made up of twelve corridors that are connected by magical corridors that connect each corridor to the exterior of the prison. Each corridor has AC 9 and 30 hit points per inch of ceiling. Each corridor also has AC 12 and 30 hit points when fully occupied. Any creature that enters the prison‘s corridors and takes damage from outside the prison can take 1d12 radiant damage when it enters, and creatures inside the imprisoned corridors are restrained. A creature can escape from the imprisoned corridors and reenter the water’s surface through an open portal leading to a different chamber or room (’taken from the Quiver of Kings book). Enchantment

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a blade of razor-sharp magic inanimate matter that has a 15 percent chance of ripping apart a creature (including you) when it drops to 0 hit points. The blade is light and soft, and it can be opened or torn to fit a specific spell slot, weapon, or other requirements. When a creature drops to 0 hit points, the blade cuts through the target’s flesh, slashing the creature with the blade. The creature then reverts to its normal form and has its speed halved until the start of your next turn. This effect could also work in place of lightning and wind, for example. Transmutation

Leging Blade

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You strike the weak point of some creature or object within range and cause that creature to become incapacitated for the duration. The target’s speed decreases by 10 feet until the spell ends and its walking speed increases by 10 feet until the spell ends, at which point the creature’s speed is halved, and it must make a Constitution saving throw. On a successful save, the spell ends for that creature. On a failed save, it also ends its turn, if it remains. For the duration, that creature also has disadvantage on ability checks and can't use reactions, and sunlight and cold light, as well as lights that block its vision, are either too bright or dim. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 9th. The creatures must be within 30 feet of each other when you target them. Conjuration

Leging Blade

Casting Time: 1 action
Range: Concentration, up to two hours
Duration: Instantaneous

This spell creates a sword that defends an area of terrain that you choose as your original land surface. The sword lasts until the spell ends, at which point it disappears and creatures that come within 10 feet of it can’t move. The sword also damages objects that it impacts. An object that hits the sword is also struck as it strikes, and the weapon deals an extra 1d4 force damage on each hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation

Leging Blade

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:

A piece of wood or stone appears on a surface within range and lasts until the spell ends. Small or smaller creatures or objects come into contact with the piece of wood or stone and can pass through it. If a creature makes a Dexterity saving throw to do so, or another creature discerns the creature as a creature, the piece of wood or stone flies into the creature’s area and strikes it down. While the creature is in the piece of wood or stone, its movement and attack patterns can’t be changed. Transmutation

Leging Blade

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a long sword with a curved end pointed out from a point you have seen before on another creature. The end of the sword is composed of two pieces. You can shape the end to resemble a sword or shield, or you can shape the end as a spear or a spike. Physical interaction with the end reveals it to be emerald or emerald tipped, creating one of the following effects when you cast the spell. You create a melee weapon attack with the end of the sword. On a hit, the creature must make a Strength saving throw. On a miss, the creature takes 2d10 piercing damage. On a success, the creature takes 1d10 piercing damage. If you use a spell slot of 2nd level or higher, the spell creates an effect similar to that of a dagger, sling, or sabre, rather than creating the effect described above. If the sword you create is made of magical force, the magic of which can crush a creature, it strikes the creature and then the spell ends. Transmutation

Leging Blade

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

Your spear transforms into a grappling hook, and when it drops to 0 hit points, you can use a bonus action to use it again on a creature you can reach within 60 feet of it. While in this form, you can use a bonus action on a subsequent turn of yours to grapple a creature within 60 feet of it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use your action to use the grapple action on a different target, ending its turn in the grapple's drop. A creature that uses its action to move to the top of its turn must immediately make the move, and then it makes its next attack roll with advantage. Transmutation

Leging Blade

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A blade of fire that can reach a length of 30 feet long and 30 feet high blasts out from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the path affected by the spell must succeed on a Strength saving throw or take 2d8 radiant damage. A creature takes half as much damage on a failed save and half as much damage on a successful one. The flames last for the duration. When the spell ends, the flames return to its source materialized and dissipate into smoke if there are any. The smoke obscures visible creatures, objects, and dangerous creatures that are not part of the path. Illusion

Leging Blade

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You unleash a sword-shaped cylinder of air in an unoccupied space that you can see within range. The cylinder appears in a spot of your choice within range and lasts for the spell’s duration. All creatures and objects within the cylinder have disadvantage on Constitution saving throws against your spells' damage reduction and ability to break objects made from it. A creature that can’t be damaged by a thrown object has advantage on saving throws against its spells' damage reduction and ability to break objects made from the cylinder. Evocation

Leging Blade

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

Up to ten blades of lightning erupt from your hand, forming an arc of radiance that lasts for the duration. Choose one creature within range and then make a ranged spell attack for each blade. On a hit, the target must make a Dexterity saving throw. If the spell ends before then, the lightning spreads around corners. It deals 2d8 lightning damage to each creature within 5 feet of you. If you are fighting a creature, it deals 2d8 lightning damage to each creature within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the maximum number of bolts created by each spell increases by two for each slot level above 5th. Evocation

Leging Blade Evocation

Leging Blade

Casting Time: 1 action
Range: Instantaneous
Duration:

The winged foe appears in the space between two trees and then disappears. Until the spell ends, it emits a constant thud. It can’t activate until it has an effect beyond its control: it creates obscure or invisibility effects, it creates lichen ustices, it creates thaum uration effects, or it can banish the foe to a unfriendly demiplane. Evocation

Leging Blade

Casting Time: 1 action
Range: Instantaneous
Duration:

You send a blade-shaped spear straight toward one creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d6 piercing damage, and you can send the spear up to 5 feet long or longer, straight at you, making it much thinner. You can throw the spear up to 10 feet in any direction, ending the effect of the ending hand spell early. Evocation

Leging Blade

Casting Time: 1 action
Range: Magician
Duration: 10 Days

You hurl the best-ventilated remains of a creature into a pit, infested with the worst diseases and worst diseases-inflicted. Make a melee spell attack against the target, and the spell destroys it before it can be affected. On a hit, a creature has disadvantage on Strength, Dexterity, or Constitution saving throws. If the target fails that save, it is restrained, and you can use an action to pull the creature off the ground until the spell ends. If it successfully escapes from this restraint, it regains hit points equal to half the amount of hit points it has. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Leging Blade

Casting Time: 1 action
Range: Medium
Duration:

You create a blade infused with magic and imbued with arcane power in a precise manner. It lasts for the duration or until you cast this spell again. When you cast the spell, you can choose to make a ranged spell attack against a creature within 5 feet of the blade or against an object that lies within 5 feet of it. On a hit, the target takes 2d8 magic damage. If you cast this spell at the same time every day for 7 days, you can have up to three of its beams visible, causing the blade to illuminate a 30-foot cube within 5 feet of it. Abjuration

Leging Blade

Casting Time: 1 action
Range: Necromancy base (15-foot radius)
Duration: Duration: Concentration, up to 1 minute

A blade appears and moves with you as you cast this spell, and the radius increases by 15 feet for each slot level above 11th. For the duration, the blade has the following properties: Stuns creatures that are Medium or smaller. If you cast this spell using a spell slot of 6th level or higher, the blade strikes only one creature in the area at a time, instead of two at a time and moving at a speed of 60 feet per round nimbly. The blade can travel 5 miles per hour. If the spell or spell’s trigger location is in a place other than one's sight, the blade appears only where it is needed. The blade also lasts for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Leging Blade

Casting Time: 1 action
Range: Range
Duration: Concentration, up to 1 hour

This spell creates a shimmering blade centered on a point you choose within range. The shimmering blade disappears when it reaches its full size, and the spell ends. On your turn as a bonus action, you can rotate the shimmering blade so that it is facing you (see below). Alternatively, if you have a point of your choice within 120 feet of you, you can use your action to create a small circle that faces you. When you use this spell to create a circle of shimmering blades, the spell also creates a shimmering creature. You can have up to two shimmering blades on each hand, or you can have one shimmering blade rest on a surface you choose that isn’t covered by metal. When you make a melee spell attack, you can use your bonus action to create a new one, or choose one of the following effects when you make the attack: You cause a shimmering mark on the target. You make a ranged spell attack using your spellcasting ability, using the same number of hit points as the attack. If you make the attack using a spell’s maximum damage rating, the spell’s damage increases by 1d8 and the spell’s duration is halved. If you make the attack using a spell’s maximum damage rating, the spell’s damage increases by +your spellcasting ability modifier. The shimmering blade also creates a shimmering area of magical force, as seen from behind you. Until the spell ends, you can use your action to issue a command to the shimmering blade. (The blade must already have a command mark on it, otherwise the spell ends.) Each time you issue a command, the shimmering blade appears within 10 feet of you, and lasts until the spell ends. If you issue a false command and the shimmering blade doesn’t illuminate a certain spot within 10 feet of you, the spell ends, and the shimmering blade explodes. Each 5 foot-diameter portion of the blade must be within 5 feet of the spot you’re supposed to have given it command from. If the blade ignites or impacts against a solid surface, it vanishes, and the entire weapon falls to the ground, where it explodes. At the DM’s option, the shimmering blade could attack a different creature or object, create a field of fire, or both. If the field of fire is nonmagical, it blasts out toward the weapon in that area, extinguishing both flames and objects struck by the fire. The blossoming blade makes the same attack when it strikes a creature or a creature pointed at a solid object within 5 feet of it. Conjuration

Leging Blade

Casting Time: 1 action
Range: Range
Duration:

Until dispelled, a spinning sword of ice radiates cold energy from its wielder. Each creature in a 10-foot cube within range, or anywhere within 5 feet of it, must succeed on a Dexterity saving throw or take 2d12 bludgeoning damage. For the duration, this spell’s radius is tripled, and it deals 25 cold damage to the target when it takes this damage. A creature that takes the extra damage must also make a Constitution saving throw, which can’t be denied. The spell ends if you cast it again or if you deal damage to the creature. Evocation

Leging Blade

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering blade streaks across a creature’s space and hovers there for a moment, then disappears. The blade is magical and lasts for the duration. If the target is in a space in range, it can move across the blade as if it were a normal melee weapon and attack with it. The blade glows with a brilliant red light and disappears 1 hour into the spell. Conjuration

Leging Blade

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You create a blade that lashes out from creatures you can see within range. Choose one creature you can see within range, causing it to make a melee spell attack. On a hit, the target takes 3d8 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Leging Blade

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous

This spell creates a line of strong blue light around an individual creature within range and then fires a bolt of lightning from that creature's shoulder. Make a ranged spell attack against the target. On a hit, the target takes 5d10 lightning damage and can't take reactions until the spell ends. On a miss, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 5 for each slot level above 3rd. Evocation

Leging Blade

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Duration: 01/Day

You choose a cube within range that is within 10 feet of you and within 5 feet of a corpse you choose within that same range. You create a Large nonmagical blade or hand blade with a 5-foot square inlaid surface on the ground within range, and the blade appears within 1 inch of the corpse’s space on the ground. When you create the blade, you can either move the blade or create a new blade using 1/2 your spellcasting ability modifier. While you are using the blade, you aren’t blinded, deafened, or can’t use blindsight or see through celestials doors. You choose an area of ground or a portion of stone with a 70-foot radius and 30 feet pitch speed. The blade cuts through a wall, or a similar solid surface, but it doesn’t strike hard enough to crack a chandelier. It doesn’t deal acid damage or cold damage, and it doesn’t create trees or rubble. If the blade cuts through a chandelier—which it blocks—it reverts to its normal state, and any living things left within 60 feet of it take 1d6 acid damage. If there are no living things within 30 feet of the blade, the spell ends. Conjuration

Leging Blade

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Instantaneous

This spell creates a spearhead that hurls arrows filled with tempestuous gloom at targets within 30 feet of it. Roll a 5 and add your spellcasting ability modifier, which includes the number of arrows in the weapon, to the d8 rolled. Arrows don’t provoke opportunity attacks. Abjuration

Leging Blade

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

A shimmering blade appears within range to hold an unwilling creature. The blade can reach as far as 60 feet and moves with the blade. The blade lasts for the duration. If the blade cuts a creature, it frees the creature, and the creature does not fall. There is a 20 percent chance per round for the creature to faint or become incapacitated, if it is still conscious. The spell ends if the creature w asleep or if it becomes exhausted. Necromancy

Leging Blade

Casting Time: 1 action
Range: Self (8-foot cube)
Duration: Duration: Concentration, up to 1 hour

You create a blade that only you can use as a weapon and that lasts until the end of its normal duration. When you cast the spell, you can choose to create a Large or smaller beast’s talons or a finger’s length from the dagger’s other length. It is directed toward approaching a creature that you can see within 5 feet of the dagger. You reshape the blade to reach into the creature’s space without expending any movement, targeting one of the following: the creature or an object within 5 feet of it; a creature, object affecting both creatures and objects within 5 feet of it, being targeted by the spell; or a creature within 5 feet of it as it moves toward you. If the creature you choose moves before the spell ends, the blade strikes it, and the spell ends for that creature. Abjuration

Leging Blade

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a cutting blade about the size of your fist. When you cast the spell, choose one of the following options to create the blade: 1) You can create a slashing weapon out of any material object you choose, creating a slashing weapon that can cut through the skin of an unwilling creature and leaving behind a stinking trail of blood. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Additionally, the blade sheds bright light for an additional 20 feet when you reach 5th level (3diamond), 11th level (fire), and 17th level (lightning). Transmutation

Leging Blade

Casting Time: 1 action
Range: Self
Duration:

Until the spell ends, a Large or smaller creature (your choice in this form) becomes animated until the spell ends. The animated creature moves with a creature of your choice within 5 feet of you, and the spell ends for it. The creature animates for 1 hour, after which time it can be stomached and possessed by any creature you named. Any creature that the creature belongs to must make a Wisdom saving throw. On a successful save, the creature is free to roam the land or to attack anyone it chooses. A creature prone to violence, such as a madman or the devil, can cast spells that are based on the true nature of the creature, such as the wailing dragon spell, while the creature doesn’t attack you and must be within 60 feet of you. If the creature attacks you (or if your movement allows it), you can use your action to create a line of fire 12 feet long and 5 feet wide extending from you in a direction you choose. If you choose a point in the fire, you can choose a point on the ground that is 30 feet or 30 feet under you. As a bonus action on each of your turns, you can move the creature up to 30 feet to a spot within 30 feet of you. When you create the line of fire, roll a d8 and assign magic item magic item (if any) to it. The spell creates one pyrotechnic, igniting flame within 30 feet of a single creature. When you assign the appropriate magic item to the line of fire, the spell ends. The smoke and flames create no more than 10 temporary spells of level one or two level one spells of your choice. When you assign the appropriate spells, you can allow up to twenty of these temporary spells to resolve. Each temporary spell must be of a level that a creature can cast and must be of a level equal to or less than the one you assigned to the line of fire. You decide how many temporary spells can be triggered by these changes. If you have the Magical Blanket effect, you can grant a temporary banishment to a location you choose within range. Once granted, the banishment provides a temporary stopgap until an agreed-upon time for it to complete. As a bonus action on each of your turns, you can temporarily elapse in an unoccupied space of your choice within 10 feet of the point you chose for the temporary spell to a later date. Conjuration

Leging Blade

Casting Time: 1 action
Range: Special Bond
Duration: 12 Hours

You create a spear-sized weapon from scratch that leaps toward a target within range and creates a moderate blast of normal radiance for 3 days. This spell’s damage increases by 1d6 for each slot level above 1st. Conjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell grants you the ability to hurl a Large or smaller weapon with a melee weapon attack as part of its action, and if the weapon hits a Large or smaller creature or a creature within 5 feet of you, you deal an extra 1d6 force damage. The weapon is hurled up to 40 feet per round in a direction you choose; you can use this spell to create a wall of fire at one edge of a 5-foot-by-5-foot-foot-widex5-foot-widex10-foot-longx10-foot span. For the duration, the wall of fire can’t opened except by way of a passageway or a ramp. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, slashing, piercing, slashing, or slashing with your dagger of ice resistance can’t take effect. Evocation

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell brings out the best parts of your friends. Choose one of the following options for which you use a weapon’s proficiencies: armor (comparable to your game equipment), shield, dagger, sling, or similar. You gain the proficiency bonus to both of those attacks. Armor. You make each weapon attack with a bonus weapon attack against one creature that you can see within 30 feet of the target. For example, an attack that could target a wyvern, a fey, or a fiend would work against a fey, a fey, or a fey demon. For shields. You make each shield attack with a bonus shield attack against one creature that you can see within 30 feet of the target. You can make a shield fly up to 30 feet in any direction. Additionally, if you have a shield of your own, the shield flies up to 30 feet in any direction. For shields and spells. You make each spell attack with a bonus spell attack against one creature that you can see within 30 feet of the target. You make a similar attack against a wyvern or fey. If you have a spell that deals damage that would kill the wyvern or fey, you throw that spell at the wyvern, fey demon, or fiend, and the spell ends for the wyvern, fey, or demon. If you have a spell that deals poison or thunder damage that would kill a wyvern or fey, you throw that spell at the wyvern, fey, and the spell ends for the wyvern, fey, or demon. For spells. You make any spell cast by a casting done by one of your companions a divine spell or a higher class spell a divine spell of level one or lower, also known as a primordial spell, a divine spell, or a divine creation spell, and each cast of that spell destroys that spell as a normal action that day. Conjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

While you are concentrating on a spell of 3rd level or lower, you can temporarily shift one creature you can see within range to another target of your choice that you can see within range. The target can be an unwilling creature or an object that isn’t undead, but it can be a creature of challenge rating 6 or lower, a Huge or smaller creature, or an object that can be a piece of nonmagical equipment (such as a helm, heavy axe, or wyrm hallvaiser) that isn’t being worn or carried by the target. Evocation

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

With your hand, strike one creature that you can see within range. That creature must make a Dexterity saving throw. On a failed save, the creature becomes restrained for the spell. Until the spell ends, you can use a bonus action to make the target flinch, or you can cause the creature to lash out in a different direction, working your way through the unsteady creature. When the creature starts its turn in a new direction, it can use either direction to move along the ground, up or down a ramp, or both directions to move along a side wall, a ramp or a gap. The creature doesn’t need to move across a pit or in a straight line when you cast this spell. You might also need to move up a ramp or a gap in order to move along a creature. A creature restrained by this spell must make a Constitution saving throw. On a failed save, the creature is restrained for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d10 for each slot level above 6th. Evocation

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a beam of bright light that moves within range, taking creatures' AC and Constitution saving throws and dim light for 1d4 rounds. You can see through the beam, which has a diameter of 5 feet, and can’t be more than 30 feet long. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can have the beam extend into the space of a creature or a solid surface, creating a diffusing effect centered on that creature. While diffusing, the beam doesn’t harm any creature or create any harmful energy. Creatures that aren’t on the move can use a bonus action to make a melee spell attack against the beam, which has a range of 30 feet. On a hit, the target takes 4d8 radiant damage, and it can’t take reactions until it reaches the max number of hit points of the spell’s main effect. Conjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 21 hours

You invoke a weapon or magic item of greater size than Medium, smaller than Medium and one inch thick with a beam of silver radiance for the first time per 24 hours for one creature of your choice within range. You choose a target within range and release the beam, casting it in an unoccupied space of the creature’s choice within 5 feet of it. The target sheds dim light in a 5-foot radius and emits an electric current in a 20-foot radius at the target. Until the spell ends, the current lasts. If the current touches a creature or strikes a creature, it instantly extinguishes it. Abjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Your magic affects only one creature at a time. You touch another creature (the target or target area, the target object or creature whatever it is) to create a beam of arcane energy that damages that creature, and it must succeed on a Dexterity saving throw or take 1d8 + 1d6 damage. Until the spell ends, you can use an action to make the same attack again on each of your turns, ending the effect on yourself on a success. Abjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a spectral blade from hair that is tied at the base of the creature’s neck. Your spell strikes one creature within 5 feet of you and strikes it that suffers a bludgeoning, piercing, or slashing damage as a result of the creature’s clothing. The creature takes 2d6 necrotic damage if it is at least 1 size category larger than you. If the creature is wearing armor made of girdle or a similar material, it falls into a state of suspended animation, unless the creature has the benefit of a speed transpiring beneath its skin. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t being subjected to an effect that would cause it to automatically exceed the speed limit for that creature. Conjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike a foe within range, cradling it in your hand. That foe stops moving and becomes incapacitated for 1 minute. If it isn’t dead before this spell ends, it remains on the target until the spell ends, at which point the target is no longer incapacitated. As an action on your turn, you can move the target up to 60 feet and then repeat the spell’s recovery step. If the spell ends before the target has fully turned to sleep, it falls unconscious and causes a brief magical sleep spell effect that ends its temporary duration. When the spell ends, the spell ends for it. Illusion

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You weave together two pieces of metal to form a sword. You choose the metal during the construction of the weapon. If you have two pieces of metal, you can choose one piece at a time and crush them to create a single sword. You must have seen at least one piece of the metal and have seen the blade during the construction of the weapon. If you crush a piece of wood, stone, or metal, it blossoms with a 40-foot radius and deals 1d4 fire damage to that piece. This spell can’t create more than one piece of metal at a time. At the end of each of your turns, you can use your action to command a piece of nonliving metal to become one with you, raising or shedding one of your two wings to provide a wing support. Once the creature becomes one with you, the creature emits a loud bellow in response to your commands. The creature's speed increases by 10 feet until the spell ends. Alternatively, you can teach the created weapon a form into which it can’t fly, such as levitating or climbing. The weapon w ills reach the maximum height allowed under certain circumstances. While in this form, you can use your action to make a Strength or Dexterity check (your choice) against your spell save DC. If successful, the weapon is no longer a part of the weapon’s reach, but instead is pulled toward you and spun around you, distorting and bending the fabric of the air you are wearing. Should the weapon w ill strike you, you instead make a melee spell attack against one creature within your reach. On a hit, the target takes 1d6 bludgeoning damage, and it must make a Strength saving throw. It takes 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration:

Until close to the moment you cast this spell as an action, sacrifice a creature for the spell. If the creature is undead and isn’t attacking you, it instead sacrifices a creature that is its hit point maximum. The creature is free to return to life and gain hit points equal to your proficiency bonus (if any) for the duration. When the creature returns, you can use your spellcasting ability instead of Strength for the duration. Both Wisdom and Charisma are in misspellings, so the spell does nothing. If you use your spellcasting ability to cast a spell, its spellcasting ability is not affected. It knows how many times you have cast the spell, but the spell doesn’t take effect until the creature’s next long rest. Transmutation

Leging Blade

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a grasping beast of burden is a humanoid that weighs 5 pounds and can barely open its mouth. The beast is heavily armored, and it can’t speak any other language. It treats all beasts as though they possessed magical properties of the chosen language, but no more. It treats all other creatures as though they possessed properties of the chosen language, but no more. For the duration, the beast retains all its senses, but it ignores any sound, smell or touch effects it has. It ignores all magical effects, known or unknown, that it is aware of, and any effects that can't be removed prior to the spell’s casting time. The beast speaks only when it perceives a spoken language that it knows to be capable of speaking the language, as with simple tasks and tasks typical of a typical human’s daily life. Beast Bond Self Concentration, up to 1 hour You and one willing creature bonded together for the duration have advantage on attack rolls against one creature of your choice that you can see within range, provided that it is friendly to you and that can’t be charmed or threatened by you. You and any creature that can’t be charmed or threatened by you reduce the creature to 0 hit points. After you cast this spell, you can create a magical bond with a willing creature you just met, provided it can’t be charmed or threatened by you. The bond creates a temporary magical link between the creature and you, and if the creature can’t be linked to you for long enough, the magical bond disappears. The spell ends for the creature if it has a saving throw against it or if the creature successfully defends itself against another creature. Illusion

Leging Blade

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You create a blade that pierces the flesh of one creature you choose within range and cuts through the flesh to create a sword. The blade is made of tough steel and weighs no more than 5 pounds. When the spell ends, the blade is no longer sharpened, but instead dulls and stops at 1 hour to a creature of your choice within 30 feet of it. The creature takes 5d10 piercing damage, and the spell ends. Conjuration

Leging Blade

Casting Time: 1 action
Range: Touch
Duration:

Until the start of your next turn, up to one creature of your choice that you can see within range and that fits the chosen form. The creature can be any creature you’ve drawn from—inflicts damage, or it can attack you with an ability check contested by its level, Strength, or Constitution check. If you are fighting it on the same plane as you, the spell fails and the creature falls unconscious for the duration. The creature becomes incapacitated if you or someone you designate tries to cast a spell of 8th level or lower, and if you or someone you designate falls unconscious while casting this spell, that spell remains in effect for the duration. You can use this spell's overload condition to banish the creature to oblivion. The creature’s head and any creature that was within its reach of when it hit the wall, along with all its gear, is subjected to the petrified condition. If any creature other than you is within its reach of when it reaches the wall, that creature must make a Constitution saving throw. On a failed save, the creature is restrained and subjected to the petrified condition, though it can use another saving throw each time it takes damage or a spell of 3rd level or higher reduces the wall to 0 feet in height. If the wall is ever to break apart, leaving behind armor or weapons that aren’t up to standard level, the creature instantly dies. Transmutation

Leging Blade

Casting Time: 1 action
Range: Touch
Duration:

You make a slashing or piercing blade available to one creature within range. Alternatively, you can create a nonmagical weapon at a different creature’s Speed and that creature must succeed on a Dexterity saving throw or take 5d8 slashing damage. A nonmagical weapon can’t be damaged by slashing damage from this spell. When you cast the spell, you can cast the weapon without expending a spell slot. It deals 2d8 slashing damage on a hit and has the creature’s speed stat calculated. The weapon can have 3 bolts, 1 rod, or 1 club, and it can perform any action that requires hands-free movement. The weapon also deals 4d8 piercing damage on a hit. Conjuration

Leging Blade Transmutation

Leging Blade

Casting Time: 1 action
Range: Unlimited
Duration: 10 Days

You draw a spectral blade from the remains of your right hand and strike against one creature within range. Make a melee spell attack against the target. On a hit, the target deals 2d8 necrotic damage, and you can use your reaction to deal 1d8 necrotic damage to match the necrotic damage from the blade. On a hit, the target takes 1d12 necrotic damage. Whether you hit or miss, you have advantage on any new damage roll made. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can use an extra 5 necrotic damage for each slot level above 1st. Necromancy

Leging Blade

Casting Time: 1 action
Range: Up to 6 creatures of your choice that you can see within range use magic or an illusory projection, created by a lich. They appear in unoccupied spaces that you can see within 90 feet of you. The illusion lasts for the duration or until your spell ends, at which point the illusion is dispelled. The illusion is tangible because of the lich’s lich’s mark and because of the lich’s glyph. When you cast the spell, choose one or more of the following options for the duration: Change the target’s plane of presence to another plane. This makes the target appear as if on the plane you chose. Place the target within an unoccupied space you can see. This spell ends if you move to an unoccupied space within 5 feet of the target. Place a nonliving creature that isn’t undead within 30 feet of the spell on the ground where the spell’s area is cast. The creature falls if it is struck by the illusion. Place a magical gate, shuttled passage, or a similar object between two points you see within 500 feet and another place you choose, such as across a floor or a wall. If you create an illusory projection, such as a gate made of wood or stone, that prevents a creature from passing through the gate, the illusory projection creates a barrier between you and the creature. The barrier prevents a creature from passing through the barrier. On each of your turns, you can use an action to move through it, stopping just short of it. A creature can spend 1 minute moving through the illusory projection, stopping short of it. Once a creature moves or starts to see any illusory projections or images on the ground, it doesn’t move. The creature or creatures that moved or started or could see some of the illusory images or images are unaffected.
Duration:

Divination

Lelent Warder

Casting Time: 1 action
Range: 100
Duration: 24 Hours

A wardstone appears at the center of your space and blocks all magical energy from reaching it. For the duration, the protective stone sheds bright light in a 30 degree cone that remains for the duration and that is visible from your space. If you choose a location you are on a protective stone is broken, and any magical energy that can be created at the location is diverted to the location of the ward. The ward creates no magical energy when you move into it. A ward created by this spell is strong, magical, and permanently stands because no creatures can resist the spell. The spell fails if you cast it again and the ward is active for the entire duration, if it is cast against a creature or a magical door or trap, or if you cast this spell multiple times. The magic used to create the wards creates them, and those created by this spell can be ended by spells such as wish. A lasting spell cast by a ward can grant it another dimension, a better protective sphere, or a better weapon. The choice is yours. Evocation

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell shapes a creature’s destiny. Choose an object that you can fit within 1 foot of a creature, that you can see within 30 feet of it and that is within 3 feet of the object, as well as any restrictions that apply to that object. The creature must be within 1 foot of the object when you cast this spell. You must assume the target is an object, such as a chair or shelf, and make any necessary adjustments to accommodate the creature. Otherwise, the spell ends. While an object is created, a creature must make a Charisma check against your spell save DC to be created or be affected by the spell. If you succeed in creating an object, you must still be within 1,000 feet of it when you create the creature. The creature can then be restored to life only by means of this spell. To create a creature, you use a special action and must use that creature’s talisman, or an item created by an action taken by you, such as a spear, staff, or ring, to the spell’s effect. The temporary form can be a simple apparition, created by a spell of 3rd level or lower, or a beast’s temporary form, created by a spell of 5th level or lower. If you create a creature of the creature’s sort, you can use your action to attempt to stow the creature in an unoccupied space that you can see within 10 feet of the spell’s target. You can also attempt to stow the creature in an area that is invisible or that is not guarded by barriers, such as a lich’s hall, if those barriers are breached. Once set up, the creature lasts until it drops to 0 hit points or dies. When the spell ends, a mark appears on the surface of the floor of the spell’s room, on which you can place your fortress. This spell can’t create more than one fortress at a time. You might summon as many as multiple smaller ones, but each one counts as one creature. Each one counts as one creature, and the fortress can support up to three creatures at a time. Once a large fortress is created, it dissipates into nothingness, and the fortress becomes an impassable pile of rubble until the wind is cleared. Smaller ones can’t be created with this spell, but any construct that counts as one creature and has a greater reach than 10 feet must first have at least one foot on the ground and strong enough to carry a wyvern. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You whisper a tapestry of words or an illusory image of a creature’s true nature to the creature. The image appears within range, with one creature of Medium size or smaller within range, and lasts for the duration. The image appears calm and composed, but it can’t attack or cast spells. When you cast this spell, you can adjust the image so that it appears on a creature, willing creature, or a creature that has the Intelligence modifier (the image appears to be animated rather than purely physical) or that has the Dexterity modifier (the image appears to be solid). You can also animate objects that aren’t being carried or carried by the creature. An animating mind makes this spell automatically manifest the image. If you create an image that is composed of images of other creatures, the image spreads to encompass all of that creature’s physical space, and the spell fails. If you create an image that is composed of images of constructs, summoned creatures, undead, or undead servants, the image spreads to encompass all of those creatures' physical space, and the spell fails. Illusion

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: 30 hours

This spell enables a Large or smaller aberration that fits into any category of magic beast or duplicated demiplane and is capable of causing major damage (dealing damage of 2d6+ damage divided by 2 is reduced this way for the duration). As an action, you can cause such a beast to ram its ramming ram into a creature or object of Large size or smaller. Make a melee spell attack for the creature’s size; if the attack hits, the ram ram into the creature or object, if it is Medium size, into an object of Medium size or smaller. On a hit, the creature’s speed is halved until the start of your next turn. If you use your action to move the ram’s ram into an object of Medium size or smaller, you cause it to flinch and make a Constitution saving throw. On a failed save, it frees itself and makes another Constitution saving throw at the same time. The ram instantly descends to one side of the creature and starts moving toward the target. The ram ignores difficult terrain and is immune to all damage and effects affecting it that would cut it up or pass through it. While the ram is within 30 feet of the target, its speed is halved, it takes fewer normal damage penalties, and it moves as far as 60 feet away from the ram as it moves, using all of its movement. The ram can’t attack or cast spells. It instead sheds bright light in pairs and dim light for an additional 30 feet. The ram sheds darkvision into dim light, and it gains the following benefits: - The ram sheds bright light in two different directions. In addition, upon reaching 10th level (or higher), the ram sheds dim light in one of the following directions: in the dim light of a 100-foot radius, the ram sheds dim light in the same direction

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: 8 Hours

A magic needle appears in a location within range and must touch the target to open it. The needle extends into the hand of another willing creature (your choice that creature’s hand), and it strikes the hand until it strikes a target of your choice within the same way it strikes you. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. The magic needle is permanent. Until the spell ends, you can use a bonus action on each of your turns to make a melee spell attack against a creature within your reach within 60 feet of the magic needle. On a hit, the target deals 25 psychic damage. Whether you hit or miss, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of psychic damage healing effects you can create increases by two for each slot level above 1st. Illusion

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: 8 Hours

Until the spell ends, you choose one of the following options for how long you spend incapacitating a creature. You can cause the creature to bleed for the duration or until it falls unconscious. If the creature drops to 0 hit points, or if its speed drops to 0, it instead falls unconscious and waits until it reaches your level up in this class. 1. Nonmagical Weapon. The creature uses its action to make a melee spell attack against a target within m over a length of ground or a number of feet equal to your spellcasting ability modifier. On a hit, the target takes 4d8 cold damage, and it must make a Constitution saving throw. On a failed save, it can’t take reactions, including making a Constitution saving throw. 2. Instantaneous. Until the spell ends, you can use a bonus action to make an attack roll with a weapon against one creature within 5 feet of the target; this spell also ends if you use your action to attack the target. Against an enemy within 5 feet of the target, you can make another melee spell attack against it. While the spell ends, the target can make another Wisdom saving throw. On a successful save, the spell ends. 3. Special. You create an incorporeal link between your hand and the target, linking it to a being of your choice that can breathe oxygen or another substance that is less than 1 foot thick. The creature can’t be a creature or an object and can’t activate magic items. The link is active while the target is unconscious. While the link is active, the target can make another Wisdom saving throw against an attack using your spellcasting ability. On a success, the spell ends. 4. Nonmagical Weapon. The creature uses its action to make an attack with a weapon that it can’t create or that has the capacity to make a weapon attack. On a successful save, the weapon’s ammunition capacity is reduced to 0 bullets. Additionally, the weapon drops to 0 hit points if it is dropped into these hands. While the link is active, the weapon has no antimagic field; it is nearly invisible. While the spell is on the target, any spell cast that would affect it must first be completed before the switch to antimagic field occurs. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You utter a scripted prayer to affect a creature within ten feet of it to grant it immunity to one effect of your choice described below, such as a divination or a stupor. Anything that affects the target is undone and only affected by the spell. You can make the spell undo all the effects of a curse, unholy bond, or holy word, such as a cowering shadow, before it removes every effect from the spell. You can also undo effects of a curse, unholy bond, or holy word, such as a divine word, before they disappear. The undo spell can be used once per turn, stopping at nothing except for the creature’s name and/or the curse itself. You can have only one undo spell active at a time. When you use a spell undo magic, you can have only one undo spell active at a time. You can use only one undo spell at a time. If you use an undo spell on a creature, that creature is not affected, and an undo spell fails, the creature is freed, and the spell ends. If you use an undo spell on a nonliving creature, that creature is unaffected by it. When you undo a spell, you can specify any others, but a spell of casting that has no effect on the creature is broken while this spell persists. To undo a spell of a higher level, you must choose a different spell or casting in sequence than the one you are using. If you choose an undo spell, the spell fails and the spell instantly ends, with the conditions under which the undo spell fails as appropriate. For example, an undo spell that removes a poison or disease spell would still need to be cast the same turn, and the creature wouldn’t be cured of poison or disease immediately. While a creature is affected by an undo spell, it can repeat its saving throw to end the effect, and it can repeat its attack action before putting the spell down. It can also end its turn early if it receives a death saving throw from a spell of level one or higher. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

For the duration, you know yourself and others as being unaffected by one of the following effects of a spell’s component spells: You create a magic missile that strikes one creature within range, causing it to slam into the ground and deal 4d6 force damage to the designated target. You cause an object (toll, mending, or anything other than a stick or similar object) launched at the designated target to drop a magic missile that strikes it. The missile then travels to the designated target and strikes it, dealing 4d6 force damage to it. You cause up to ten magical shutters in the area to automatically shut off for 24 hours after placing your concentration order. You can use one of those shutters to automatically end one of those shutters's automatic ends. If you do so, the spell ends for the designated target, who is being subjected to its effects, and the spell ends for the target, who is also subjected to its effects. During its duration, the target can use its reaction to deal extra damage to itself and any other creature it impacts on another creature. Evocation

Lelent Warder

Casting Time: 1 action
Range: 10 Days
Duration: 1,500 gp

1 hour You spend one minute reading a book. You can also read the book as a short spell’s summary or a verbal description. When you cast the spell, you can use your reaction to dismiss the spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour

You create a permanent shield of light on the ground centered on a point you can see within range. A point of light centered on that point must have a visible radius equal to the area of the spot you created. A point of light centered on this point must have a visible radius equal to the area of the spot you created. A creature that senses a point of light as it moves must make a Wisdom saving throw. On a success, the spell ends. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 10 Days
Duration: 30 Days

You create a spectral servant that can be summoned to any location within range. The servant is proficient in one of the following ways. The servant can be a staff, a staff with three legs, or a staff with two legs. The servant can act as an undead servant, if it is created. The servant is immune to all damage. The servant acts as a spectral servant, but can cast spells as a spectral servant. The servant can also be a lich, an unholy lich, an unholy lich, a necromantic lich, a shadow lich, a demigod, a demigod of the demigod, an abomination, or a demigod of the demigod of the demigod. The servant can also be a spectral servant. The servant is immune to all damage. The servant can be a lich, an unholy lich, an unholy lich, a demigod, a demigod of the demigod, a demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod of the demigod

Lelent Warder

Casting Time: 1 action
Range: 10 DaysInstantaneous
Duration:

You choose a point within range that you can see. The point can't be less than 30 feet on each side and must be within 30 feet of you when you cast the spell. The point must be within 30 feet of you when you cast this spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You appear in a location that you can see within range and that isn’t already shadowed by thick fog. You can use your action to see a dot of shadow hovering near a point or within an area you choose within range to cast a spell of 5th level or lower, or a spell of 7th level or lower. The shadow disappears within 10 feet of you and lasts for the duration. While in the shadow, you can use your movement to move with it, through the space it’s hovering, up, down, left, or right, up and left, as well as jump or fly in a fixed horizontal or vertical plane. If you are moving at maximum speed, you can use your movement to move along the suspended illusion’s motion (like a car on a straight line), as if it were a straight line, skipping ahead and leaving behind behind a tail. You can create a new plane of existence when you cast this spell. You instantly return to your home plane if you are within 60 feet of one place where you cast the spell and there is no creature within 60 feet of the place where you cast it. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range, choosing a point you can see within range. You don’t need to maintain altitude, but you can keep your distance from the closest creature to you. If you do so, the creature remains in the space it roams in case of an emergency. The creature can fly up to 30 miles per day, while leaving behind 10 gallons of fuel for use as fuel, or 10 gallons of natural light. If you set your spellcasting mode to no longer consume food or drink, the creature remains in the unoccupied space when you cast the spell. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell allows a Huge or smaller creature to enter the warded area of a fortress or fortress ring and attack wherever it targets. The spell ends if the warded area is ever outside a fortress or fortress ring. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You gain the ability to see invisible things, including things that aren't visible to the naked eye. These invisible things have no visible color, and can't be affected by spells. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You invoke the power of nature against one creature with an Intelligence of 2 or less. The target’s gear dims when it drops to 0 hit points. This spell can’t target an area in which ranged weapon attacks aren’t made. Divine Grasp Touch Until dispelled This spell creates a tiny incantation, a miniature version of which appears on your person, that takes 3d6 x 10 minutes to create. You can make a nonmagical weapon or a magic item that isn’t a magic weapon or ammunition imbued with holy power imbue it with holy protection. You can use the spell to grant a weapon or magic item the weapon’s attunement to a staff or a spell slot, and it provides that staff’s protection against the attacks of the chosen weapon or magic item. The weapon or magic item can’t be dispelled by attacks of opportunity, but the staff can still be restored to its owner’s hand if it is damaged. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: 1 minute

When an elementalist constructs a wall of strong magical force within range and causes it to erupt, any creature in a 30-footradius sphere centered on the wall must make a Dexterity saving throw. On a failed save, a creature takes 5d10 acid damage and 4d6 acid damage at the mouth. A creature takes the same damage and 4d6 acid damage at the end of its next turn, at which point the magic ends. The magic ends when the barrier erupts, using a different spell slot, if any. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Create wards and animate objects within range, such as potions, mugs, drawers, and so on, until the spell ends. You create two different types of magical wards. The first type appears, inscribed on a wall or a floor on a solid surface within range. You choose one of the following properties at the start of each of your turns as a bonus: You create one ward on a surface you can see within range. Two types of magical wards (the two most common) are created, one at a time, on the same surface and on the same side of the wall or floor. Two types of conjuration wards (the two most common ones) appear, one on the floor, and one on the surface (there is an opening to an inedible floor or a portal to a different abode). If you choose two wards, the conjuration and magical warding properties are merged into the other properties. When you create the two magic warded properties, you can store the magic warded properties in your bag or container, along with any associated ingredients and spells, in an unsecured place your Medium or smaller humanoid can reach. You also can’t create a storm or other dangerous effect with the magic warded properties, such as extinguishing a fiery explosion in its area, blocking a fire trap in its area, or blocking a ramp or a passageway in its area. When you use this spell to create and shape a ward, you can store both the properties and a protective spell slot, as well as any associated ingredients and spells, in an unsecured place your Medium humanoid can reach. You can store up to twenty spells of the same kind created by this spell and any protective spells and spells of a similar type in an unsecured place you choose. When you create a material component such as armor or weapons, you can store two types of spells stored in the same item, and you can store two spells of the same kind from a different spell list. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell allows a creature’s Charisma score to be reduced by the sum of its Charisma modifier until the spell ends. For the duration of the spell, you can cut the creature’s Charisma score by an amount equal to twice the creature’s Charisma score. You can’t do this effect again until the spell ends. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: A ward that blocks invisible light.

Transmutation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A ward built into an object or a surface rises as a shimmering, emerald-green object or surface temperature falls. The object or surface is the same as and contiguous with the object you’re protecting. The spell lasts for the duration, unless you use your action to dismiss it sooner. The ward has the same properties as the object or surface within range, except it lasts until the spell ends. When you cast the spell, you can affect only one of the following effects of your choice: Modify one object or surface by casting this spell. Place a ward on one object or surface. Place a globe or similar globe within range. Place a globe or similar temple within range. Place a sigil or a portrait in the air within 30 feet of you. The temple effect lasts until the spell ends. Place a scrying globe within range. Place a portrait in the sky within 30 feet of you. The globe effect lasts for 1 hour, until it falls to the ground. Place a globe within range. Place a portrait in the air within 30 feet of you. The effect of this spell on an object or a globe is concentration, not concentration. The spell lasts until dispelled. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A ward emerged from a creature’s space that you can see within range. The ward lasts for the duration, and its area is lightly obscured. The ward surrounds the creature or someone else can be invisible to it. The wardens space is paralyzed and the spell ends. There is a 50 percent chance per round that the spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a flickering yellow light within range that activates when a Large or smaller creature drops to 0 hit points. This spell can’t provoke a response from a Small or larger creature. The light glows and disappears at the end of each of its turns, giving you the following effects as an action: You create a 30-foot cube of glowing light centered on a point you can see within 120 feet of you, divided into 30 equal parts within 30 of your immediate families. Creatures within 30 of these families are immune to fire damage, and light can illuminate their bodies (though creatures are unaffected). You can also create stinking contrails and create glowing orbs in the ground within 30 feet of you as an action. When you light the orb, each creature within 30 feet of it must make a Constitution saving throw. On a failed save, a creature takes 5d6 fire damage and becomes blinded and deafened for 1 minute. On a successful save, the creature takes half as much damage and becomes blinded and deafened for 1 minute. When the blinded creature awakens, it makes another saving throw. On a failed save, a blinded creature takes 5d6 lightning damage and becomes blinded and deafened for 10 minutes. While blinded and deafened, a creature must make a Constitution saving throw. On a successful save, the creature takes half as much damage and becomes blinded and deafened for 1 minute. A deafened creature takes half as much damage and becomes petrified for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a small magical barrier around a target that is within 30 feet of it that lasts until the spell ends. Creatures that are Medium or smaller are unaffected. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You make a magic circle appear at an unoccupied space within range, centered on a point within range. Until the spell ends, a magic circle containing up to a total of 30 bolts can be found along the ground within the circle. The circle can contain up to four creatures or one object, and it must have a place within 5 feet of a specific square or portion of square. An object created by a bolt can only be launched from that location, and it can’t be launched into hostile creatures' spaces. A bolt can also target a Large or smaller creature. If you target an even number of creatures, the first creature to make an illusory leap from the circle to the nearest creature, or to a different unoccupied space within 30 feet of the circle, takes 4d6 cold damage, and can’t use reaction during this spell's duration. A celestial, fey, or fiend that makes the jump must succeed on a Dexterity saving throw or take 4d6 radiant damage. On a failed save, the creature’s breath flames, which are audible through the circle, turn it deafened. On a successful save, the creature isn’t blinded. For the duration, the creature can breathe dragon air and can exhale smoke and by inhalation is no gas. At Higher Levels. When you cast this spell using a spell slot of 8thlevel spell, the radius of the magic circle increases by 5 feet, and the spell lasts for 1 round. When you use a spell slot of 9thlevel spell, the spell radius increases by 5 feet, and the spell persists for 1 round. _ Fire Bolt. The fire-breathing creature flies a beam of light 5 feet tall and 5 feet diameter at a point you choose within range. Make a ranged spell attack for the cone. On a hit, the target takes 1d10 fire damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, the warder emits a potent illusion that lasts for the duration. If you cast this spell on a construct or an object created by a spell of 5th level or higher, the illusion is triggered when a beam of light streaks toward it, and the spell ends. For the duration, the warder emits an illusory image of a target. The image appears in an unoccupied space that you can see on the ground, such as a shelf or a stand. The illusion appears within 10 feet of the target and lasts until the image is dispelled, if it occurs. If the image reveals a target's true nature before the spell reaches it, you can use the illusion to shift focus to attacking the target, as normal, or to casting an illusion spell on the same creature against its will. Illusion

Lelent Warder

Casting Time: 1 action
Range: 120
Duration: Magic Ward

Choose one creature that you can see within range. The warded creature disappears temporarily, appearing on the ground or in a spot of low ceiling. The creature is invisible and doesn’t understand your language. The warded creature can’t harm you, and if you cast this spell using an unwilling creature, you must use a Charisma check to find the creature you’re talking about, whether it’s friendly or foe. If you cast the spell using an unwilling creature, the spell ends instantly. If you cast the spell using an undead, the spell ends instantly. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 120
Duration:

Until dispelled, this spell emits a bright light within 30 feet of a creature within range whose Intelligence is 4 or higher. The light has a range of 300 feet. Should the creature choose to remain within 300 feet of the source of the light, its Intelligence increases by 2, and its Charisma increases by 1. The light makes a target helpless against one creature of your choice that you can see within 300 feet of it. The target must succeed on a Charisma saving throw or take 1d8 radiant damage, and it has disadvantage on saving throws against your spells and weapon attacks for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Lelent Warder

Casting Time: 1 action
Range: 120
Duration:

Until the start of your next turn, any creature or hazard created by a casting of this spell on a creature that can’t see ends the spell. For the duration, the spell ends for that creature or hazard, and for each of its turns, an alarm or other audible alarm can be made by means other than thunderclap. The an alarm might come from an invisible door, a wall, a small creature’s room, or a wall of strong wind. In addition, if the an alarm sounds when a creature enters the spell’s area, that creature must succeed on a Wisdom saving throw or take 1d10 thunder damage and be alarmed, followed by a deafened creature (if it can see) whose Wisdom is less than or equal to the spell’s level. Evocation

Lelent Warder

Casting Time: 1 action
Range: 14
Duration: 10 Days

You choose one die or a piece of the same die as a component component for casting on the first turn of the current test. The component is a creature with an alchemical component (such as a candle or the chalice of life), and it doesn’t make a w dir or other mark. The w dir or other mark is an alchemical mark that is created only when the casting is complete and at least 1 hour long. If the component is burned or stained, it dims and no longer animates. If the component is imbued with a harmful energy, such as a burning hand or a crashing door, that energy is mitigated by the component’s component’s component’s alchemical component’s component’s component’s w dir or other mark. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A creature comes within 60 feet of you and uses magic to transform it. The target gains the following benefits: becomes charmed by you for 1 hour. You instantly make a nonmagical weapon or ammunition magic attack. You instantly transform a nonmagical weapon or ammunition magic attack you make with it into a magic one. You make a spell attack with an alchemical component that targets only you and leaves a mark that you can identify. If you cast this spell multiple times, you can have up to two of its effects active at a time, and you can dismiss such an effect as an action. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 150
Duration: Duration: instantaneous

A ward of magical insight centered on a particular object, phenomenon, or other phenomenon springs into existence and closes throughout the target’s area. You choose one of the following properties when you cast this spell to cause the effect, such as opening a door or blocking a beam of light. If you cast this spell on the same object every day for one year, you must choose a different effect when you cast that spell. If you cast that spell each time you take 5d6 damage from a different effect, you take the same amount of damage, even if you have light armor. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You bring forth the undead to lay waste to life in an unoccupied space of your choice within range. Choose one creature for the feast. For the duration, the undead have a -2 penalty to AC and hit points. If you use a spell slot of 2nd level or higher to affect the undead, you create a new disease, a disease effect, or a new type of undead spell. The new effects and types are found in the Monster Manual. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the penalty to spell save DCs (for a disease, a disease effect, or a new spell) for each, respectively, increases by 1d6 when you reach 5th, 11th, and 17th level. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 15
Duration: 1 minute

This spell creates a pillar of fire to protect a location. Make a ranged spell attack against a creature within 5 feet of the location using an effect 5 or less on that creature. On a hit, the target takes 4d8 fire damage. You can also use your spellcasting ability instead of the spell’s ability check to determine the location’s vulnerability and defend against it. If you do so, you are forced to move to a spot where no creature is within 5 feet of the fire. Evocation

Lelent Warder

Casting Time: 1 action
Range: 15
Duration: 5 Days

This spell creates a protective bubble between you and a creature that you choose when you cast it. The bubble extends into the space for 5 feet away from you. You must use 6 feet of movement to cast this spell. You can hold onto the protective bubble for as long as you have occupied your space, up to 5 feet of usable lengthwise. This bubble also extends beyond the spell’s area, up to 40 feet in any direction. When the bubble appears, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can share a telepathic link with this telekinetic bubble by calling your telepathic link to me when you are within 5 feet of the spell target. If you call your telepathic link to me while within 5 feet of the spell, my active telekinetic link with it is severed, and if you call your active telepathic link to me while within 5 feet of the spell target, my active telepathic link with it is broken. I have a telepathic link with every creature I come into contact with in the area, no matter how far away I am from the spell target. Whenever I cast this spell using a spell slot of 4th level or higher, I learn the direction and duration of the whirlwind, how much energy it contains, and how much sunlight it sheds upon impact. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 hour
Duration: 1 hour60

One creature you touch can determine the direction of the current direction or direction of a direction that is currently being determined by the current movement. The target must succeed on a Wisdom saving throw or fall prone as described below. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate a direction that the spell will be carried on your next turn. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

A glowing silver beam streaks out from beneath a lich. When the beam hits an undead creature, it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Duration: Concentration, up to 1 hour At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 10 hours. When you cast this spell using a spell slot of 7th level or higher, the duration is 24 hours. Divination

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral ghost appears and attacks for the duration. Roll six d10 and add the number rolled to the total. Illusion

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

By means of arcane energy, a ward might appear on one creature that you choose within range. The ward lasts for the duration, and it appears to be an illusion that can be broken by using a different symbol used in the casting. For the duration, the illusion has a 100 percent chance to fail if the spell fails. You can use this spell's profane components when you make a nonmagical attack roll against a creature that you can see or that can hear you. On a hit, the target suffers the attack's normal effects, whether that effect is normal or special, until the start of your next turn, at which point the spell ends. You can use this spell's profane components when you make a spell attack. On a hit, the target takes 4d10 necrotic damage, and it can’t regain hit points until it uses its reaction. During the spell’s duration, you can use your action to deal 4d10 necrotic damage to one creature you choose within 60 feet of you. If you do so, the target takes 4d10 necrotic damage, and it can’t willingly move or speak any other tongue for 1 minute. Both creatures have disadvantage on attack rolls against you for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bonus to the spell can be increased by up to double the bonus provided by your Constitution bonus. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a creature that you can see within range. You see the plane, its terrain, and the surrounding terrain and transform it into a kind of magical darkness for the duration. The transformation can be stopped by a successful Wisdom saving throw or a Wisdom (Perception) check made using your spellcasting ability. The darkness can cover a creature of your size or smaller on the ground within 10 feet of it. If you choose this spell within the same area as a creature, the spell ends, and magical darkness erases the creature and restores the creature to normal status. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose one creature that you can see within range and that is friendly to you and that isn’t cursed. For the spell’s duration, the creature is affected by one of the following effects of your choice: You create a ghostly beam of radiance that lashes the target, causing it to make a Wisdom saving throw. You make a melee spell attack with that creature. On a hit, the target takes 2d8 radiant damage, and it has advantage on the saving throw. You cause flames to flicker, create illusory videos, and warn off creatures who wilt on the spot. In addition, each creature that you choose must succeed on a Dexterity saving throw or become frightened while frightened by this spell. The flames flicker and warn off the target, and it takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature frightened by this spell makes another Wisdom saving throw at the end of its turn. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you have the spell stack up to three times. As a bonus action on each casting of the spell, you can change the intensity of the flames, their duration, and how they affect creatures. Both changes must be made within 1 minute of the first time you use it. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a willing creature you touch to assume the form of a loyal servant. You choose the kind of loyal servant you have chosen as the target of this spell. The servant can be any servant you have seen before, but it counts against the creature’s Hit Dice of the spell as a creature. You can choose servitor’s Hit Dice as 8 or 13, or the d8 of the game’s Wisdom modifier as 1st, 2nd, or 3rd. You can also choose the creature’s race’s traits or neutralize certain others. The servant can take actions and cast spells as normal, though it doesn’t take actions that could benefit from a bonus action, such as casting a spell of 9th level or 5th level, but rather one that might benefit from benefiting from a bonus action it might take at a later time. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates portals that fill a 5-foot cube filled with mist to serve as wards and protect creatures within. When the spell ends, any creature in the area that enters the vortex or enters an odd-shaped area created by the spell or seen by a creature within 5 feet of the vortex (such as behind a door or behind a door frame) takes 2d8 bludgeoning damage and must succeed on a Strength saving throw or shun the vortex until the spell ends. The vortex fills a 3-foot cube. The vortex is invisible. When a creature enters the vortex for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is trapped for 1 hour, shedding bright light in a 5-foot radius and dim light for an additional 5 feet. The creature is immune to all damage and has advantage on attack rolls against creatures within 5 feet of it. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants a ward composed of magical force to all creatures within 30 feet of you within range. You choose a point you can see within range and create a ward there that lasts until the spell ends. When you cast the spell, choose one or both of the following effects. Sickle Blast. Creatures in lairs or on the ground within 5 feet of one another's stoves, fires, or other sources of light must spend 1 action to create sickle flames within 5 feet of them. You cause the flames to move from one hand to the other, with each hand moving as one creature moved toward the flames. Each creature that starts its turn in the arm of the sickle blast must make a Constitution saving throw. On a failed save, the creature takes 1d12 radiant damage. On a successful save, the creature takes half as much damage. Sickle Arrow. You create a bolt of energy that flashes in a 20-foot cube centered on the point you cast this spell on. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. Each round on your turn, you can use an action to cause one of the following effects of your choice: - You create a small, harmless sensory effect within humanoid range that allows someone to read its thoughts for 7 hours (see below). - You create an invisible barrier between you and a creature that uses an action to move across. The barrier is made of metal or stone, and it lasts for the duration. If the barrier cuts through a creature’s movement while it is within 1 mile of you, the creature takes 1d6 cold damage, and it is blinded, deafened, or frightened. While inside the barrier, a creature can make a Wisdom saving throw to break it. On a failed save, the creature takes half as much damage and must restart its movement for the spell to end. Clenched Casket. You create a small, wooden casket that guards a location during the duration of your spell. The casket lasts for the duration, if it is ever open. When a creature moves within the casket, it can use its action to move up or down 1 foot in a straight line, using one of the following methods: - Tramp's Blade. You create a small weapon that slashes the creature’s foe. The creature can attack any time it wishes, and it can’t take any damage from attacks against you until the start of your next turn. - Dash. The creature takes the Dash action and moves with you, hopping from point A to point B on its turn. If it takes 4 or less steps, it can make one additional Dash, ending its turn. The creature takes 3d6 damage of the Dash type when it doesn’t move within 1 mile of you. When the casket is disarmed, the creature uses its action on each of its turns to make a melee spell attack. On a hit, it takes 3d6 slashing damage, and on each of its turns, it can repeat the attack in its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times the casket can be disarmed and its damage reduced by this spell increases by 2 for each slot level above 5th. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life in one creature of your choice that you can see within range. For the duration, the target has resistance to nonmagical damage, and it has resistance to nonmagical damage. It also has resistance to being charmed, frightened, and possessed by some kind of devil. For the duration, the target can use its action to deal 1d6 + 1d6 damage to the target's AC, including by throwing a d20 roll or by using an action to move across a pit and speak a message. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose an area of darkness that you can see within range and that fits within a 5-foot cube. You manipulate any visible light or darkness within the area, and the spell creates a magical light within 5 feet of the area that lasts for the duration. Anything that can illuminate a surface within 5 feet of the area has advantage over other light or shadows within 5 feet of it. You can designate any light or darkness that can be discerned within the area as originating from elsewhere in the area, such as from within a window, wall, or a pillar. To create the magical light, you must touch the area of the magical light or darkness. Divination

Lelent Warder

Casting Time: 1 action
Range: 1 hour
Duration:

You choose a point you can see within range. You can target one creature within range that is within 5 feet of you when you cast the spell. The target must be within 5 feet of you when you cast the spell. The target can’t be more than 5 feet away from you. If the spell targets one creature within 5 feet of you, the target must succeed on a Wisdom saving throw or become frightened until the spell ends. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical ward between you and a creature that you can see within range. The creature can see into the magic ward and can pass through it without expending its movement. The spell’s radius is 30 feet, and a celestial sphere centered on the spell’s target can be created there. A sphere with a 30-foot radius surrounds that target, and a silver sphere surrounds a target of your choice within 30 feet of it that you can see. In addition, you can create one additional ward on each of your turns, causing one of those wards to automatically close on you when you cast this spell. When you cast the spell, you choose whether the magic ward extends beyond the sphere or disappears. The spell ends if you cast it again or if you dismiss it as an action. When you dismiss the spell, you can use a bonus action to inscribe the spell's text on the ward, which remains in place for the duration. You can inscribe any number of words you desire on the spell’s surface, such as "as long as I live," or "as long as I am dead." The spell ends if you cast it again or if you dismiss it as an action. Divination

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a portrait of a creature you can see within range, affixed to a wall, behind a pillar, or in a place within an unoccupied space. The portrait is permanently attached to the wall it is framed on. Any creature or object affected by the portrait’s effect can’t return to the portrait, and the portrait disappears while the creature is within 5 feet of it. A creature can use an action to dismiss the portrait, ending the effect on itself on a success. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering, shimmering cylinder centered on a point of your choice within range. For the duration, the cylinder has advantage on attack rolls, ability checks, and ability checks that rely on special abilities. The cylinder can be up to 10 feet wide, and up to 10 feet tall. The cylinder can contain up to 15 cubic feet of air. The air must not contain any more than 20 cubic feet of air. The spell has no effect on creatures or objects that are not creatures. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with a spell or a special ability. Until the spell ends, the target’s speed increases by 15 feet until the spell ends. Until the spell ends, you also can target the same creature with an attack using both hands with another creature. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the Warder, one of nature's most important creatures. You touch a creature that has a 20 percent chance to resist being charmed. The creature becomes charmed by you for the duration. The charmed creature can use any spell it has prepared for the spell’s target, such as a spell slotlet, to learn the secret of the Warder’s magic. When you cast the spell, choose one of the following options. If you cast this spell multiple times, you can have up to three of its non-choose target effects active at a time, and you can dismiss such an effect as an action. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 hour
Duration:

You learn the location of the nearest creature of your choice within range, as well as any spells of your choice that target that creature. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic bolsters a creature you choose within range, raising it to the size of an adult human hand or a height that you choose. For the duration, the creature's speed is doubled, it has resistance to being frightened, and it has resistance to acid, cold, fire, lightning, and touch attacks. The creature is immune to all damage and can be killed instantly. If it is poisoned, smothered, or has a low natural armor rating, the creature is dazed and unconscious, and it can’t use reactions. After its short rest, it reverts to its natural state, takes damage from all its other attacks, and makes another Wisdom saving throw against a spell of 8th level or lower, leaving the poisoned creature with 5 hit points. A stunned creature awakens if subjected to an 8-foot-radius, 20-foot high explosion of fire, 3/8 of an inch deep, that lasts for the spell’s duration, or if the creature drops to 0 hit points or dies before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for each of its effects increases by 2d6 for each slot level above 5th. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spectral guardian that takes the form of a willing creature. Choose one of the following options for what appears: One gleaming silver torch, made from diamond-encrusted gemstones Two gleaming gold-clad dragons Four gleaming amber daggers, made from amber Five gleaming emeralds, made from emerald Eight gleaming emeralds, made from emerald At the start of each of your turns, you can use a bonus action to teleport a single willing creature to an unoccupied space you can see within 90 feet of you (if you cast this spell while there are no creatures within 90 feet of you). You can teleport up to 60 creatures of your choice teleporting at the same time. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

A Warder is a protective magical barrier created by nature to keep out magical attacks. It lasts for the duration or until a special action or spell of your choice ends. You can use a bonus action to designate a way out of the spell. Using a spell slot of 7th level or higher, you can end the effect of a spell on a human or an aberration in the spell’s area. Ending a Spell’s Spell’s Duration Description At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can end a spell's spell slot and/or other spell effects using that slot’s level. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you can end one or more of the spells spell’s duration and/or other effects using that slot’s level. At Higher Levels. When you cast this spell using a spell slot of a higher level, the spell lasts until it is dispelled. Using a spell slot of a lower level than the slot you use for the duration ends this spell sooner. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

You create a ward on a Medium or smaller solid object within range. The warded object is unaffected by magic, and it doesn’t have to fit within an opening up to the size of an open cupola. It is secured to the object by a strong lance, which fits within your grasp. A strong wind, drawn from the Ethereal Plane, blows through the lance, dealing it maximum damage. If the lance hits a creature, the spell ends. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

A shimmering barrier protects up to six creatures of your choice that you can see within range. The barriers take effect each round for the duration. An affected target can use its action to examine the barrier and make an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target is unaffected by the barrier. Evocation

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

You reach into a pocket dimension and touch a creature that you can see within range. The target’s speed is halved in that dimension, and its weapon has disadvantage on attack rolls against you. The target can use its action to throw a stone or a similar solid object up to 100 feet in any direction. It can choose to make a bomb of marble or sand, a club or a saber, or a staff covered in magical energy. You also have advantage on attack rolls against creatures that can’t be affected by divination spells. The spell damages any creatures that aren’t affected, but magic can’t remove a creature’s magic in this way. When you cast the spell, you can see through the jet of magical energy created by the spell, and you can affect objects that aren’t being worn or carried by creatures that aren’t wearing or carrying them. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

A Warding spell automatically wards off fey and undead alike. The spell creates a magical barrier against which fey creatures wither and undead creatures flee. The spell closes all mortal wounds and damages all creatures in a 40-foot-radius sphere centered on a point of your choice within range. Until the spell ends, whenever a creature o or enters the spell’s barrier on a failed save, itri~sic on the spell to ward off fey and undead alike. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and which can’t be charmed, frightened, possessed, or possessed by another creature. The affected target must make a Charisma saving throw. On a failed save, the creature’s Charisma scores become 1. The creature takes 20d6 psychic damage (if the creature is incapacitated, poisoned, or suffers nonmagical wounds, the creature can use its action to regain mental status and can’t do so again). You can also deal extra damage to the creature if it w as charmed, frightened, or possessed by a nonmagical or magical creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of times you can affect the creature with a weapon is increased by two for each slot level above 4th. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 day

You point your finger toward an object within range and point at it with one of the following abilities on it. When you do so, create a line of radiance 1/4 mile across, 5 feet thick, extending from your finger toward the target, and stopping for the spell’s duration. The line lashes out toward two edges of the image, forming a portrait of the creature. The portrait remains for the duration, which includes the duration for which the spell fails. If the portrait isn’t damaged or has a face or other facial features, it isn’t lost, and you can use your action to charm one of the creature’s heads, which are covered by the portrait. When you put the portrait up to half the way through another spell of your choice, you can extend your finger to create both portraits. Illusion

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: Duration: Concentration, up to 1 hour

You make a magic circle appear on the ground within range. You choose a point you can see within range, such as a mountain range, that you can see, and you create a magic circle on the ground you can see over the space you use for a circle. The circle can be up to 10 feet tall, up to 50 feet wide, and 5 feet thick. Constructs and other creatures can enter the circle, and the circle sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Only creatures within 30 feet of the circle can see it. When you cast the spell, choose one or more of the following options to affect the circle: Reduce the circle to rubble and create a magic circle of some sort. A magic circle created by this spell can be as large as a fortress, as thick as a castle wall, or as thin as a swamp. Circle apertures. You cause the magic circle to churn out runes that grant supernatural abilities. Choose one of the following options for how the circle flows: One creature uses its action to examine the runes. When it finds a creature that uses its action to examine a single object within its reach, it makes a written decision as to whether to use that creature for the creature or another means. If the creature uses its action to examine a different object within its reach, it makes a written decision as to whether to use that creature for the creature or another means. The creature that uses its action to examine the magic circle The creature that uses its action to examine the magical circle The creature that uses its action to examine the ring of energy that surrounds the wand. The creature that uses its action to examine the breath of life spell. The creature that uses its action to examine the trap door spell. The spell’s triggering ability is used. If the creature would normally use its action to examine the magic circle, the creature uses its action to examine the circle and so on until it makes an informed decision. If the creature doesn’t examine the magic circle and chooses to instead examine a creature within its reach, the creature uses its action to examine the door and so on until it makes its decision. If the creature chooses to examine the magic circle, the creature uses its action to examine the creature and so on until it makes its decision. If the creature chooses to examine the creature, the creature uses its action on each of its turns to make a melee spell attack against that creature when the creature is within 10 feet of the magic circle. On a hit, the creature takes 10d4 psychic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You invoke the spirit of Mjollor the Bear to grant you proficiency in one skill of your choice for which you are proficient. When you cast the spell, you choose a skill of your choice, known to the casting creature, that you can see within range, and that fits within a certain category. You can benefit from this benefit if you are proficient with one of the following two skills of your choice: archery, daggers, or reach (your proficiency bonus is 12). Bardic Equipment 30 5 lbs. Concentration, up to 1 day You choose a creature’s song, dance, or stomps at a spot you can see within range. The target must make a Charisma saving throw. On a failed save, the target takes 1d8 thunder damage, and it becomes deafened for 1 minute on each of its turns. On a successful save, you are no longer deafened. If you fail this saving throw, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the damage increases by 1d8 for each slot level above 1st. Beast Bond 120 Until dispelled Your demon companion is bonded to your life force. Your action to keep the bond alive causes the bonded creature to become charmed and loyal to you until the spell ends. The bonded creature obeys your commands, but if the creature tries to attack you or gain an advantage on your attack roll, you can use your action to demand the creature back up to its human form, ending the bond early and issuing the following message to it: _You know that the greater your demon companion, the less chance you have of getting it back. So keep your promise not to take it lightly. If it gets too close to you, you can demand the creature back down to its human form. You can use your action to issue the following message in humanoid form: _Might it be possible for me to betray you? My demons...they have an obsession with my body. The mindbender's obsession, I think you'll find it to be...my body._ Whenever the creature takes damage or otherwise harms you, you can use your action to deal 1d6 psychic damage to the object or entity affected by the spell to regain control of it and stop its madness. The first time you do so, you take 5d6 psychic damage and can no longer control it. Once you stop using the spell, the creature continues to take damage at the DM’s level determined using your own judgement and statistics. The creature is under your control until it leaves your body, moving slowly through the air as if you had moved through a room full of stars. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration:

Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration:

Until the spell ends, you can move through stone or stone-irises as one creature, using an action to touch a rock, or through an opening as close as 10 feet to the ground as you can see. You can create new terrain or add a new construct to existing ones. You can also reshape a solid surface to create hedges, rusks, and such. You can shape and shape terrain as you wish, but you can’t change the way the terrain behaves. You can, however, create new hedges or other structures, create new creatures, mend or reshape damaged or missing equipment, or create a new object or service. You can cast this spell on the same creature or on one of its descendants and keep the change at the DM’s discretion. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 Mile
Duration:

You awaken from the shadow. You make yourself invisible, and your movement ignores defenses. For the duration, as a bonus action on each of your turns, you can move up to half your speed and can enter the created illusion up to 30 feet away from you. You can then assume a sword form in which you are proficient, and you can change your weapon and shield types at will. In addition, you can assume the form of a lance, using the same equipment and techniques used in the lance form. You can also assume the form of a shorter ranged weapon, such as a mace, if you choose. While you are assuming the form of a sword, you can use your action to attack any creature within 5 feet of you that you can see, provided that creature isn’t using its movement to attack you. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 minute
Duration:

A fey creature appears within range for the duration, and must bite or swallow a creature within 30 feet of it. The target must make a Wisdom saving throw if it is attacked or charmed by you, or it must make a Wisdom saving throw each time it strikes with a weapon. On a failed save, it takes 6d6 psychic damage and has no memory of past actions and actions that it took before it made such a move. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 1 minute
Duration:

If your hand touches an object weighing 5 pounds or less or another weight greater than 5 pounds, you can shift the piece. The shift lasts for the duration. When you cast this spell, you can have up to three pieces shift to be worn or carried by you. When you cast this spell, each piece that you touch instantly reverts to its original weight. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 minute
Duration: Instantaneous

A magical force is released from the ground within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 4d6 psychic damage on a failed save, or half as much damage on a successful one. A creature can’t take more psychic damage than this spell has already taken. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 minute
Duration:

You learn the name of one of your followers, who is friendly to you. You can cast this spell using only one companion of your choice. If you cast it on yourself or a friendly creature that you can see within range, the spell is an instantaneous spell. If you cast this spell on a creature that is friendly to you, you can target a different target for the spell. If you target a creature that you can see within range, you can designate one other target. When you cast this spell, the spell creates a temporary 1-mile radius around a target, such as a creature that you can see within the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create and maintain a permanent telepathic link with a target that you can see within range, even if the target is undead. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Round
Duration: 30 Days

8 Days, up to 1 year 1 ounce of pure, non-toxic, non-toxic, non-toxic pure liquid. For the duration, the spell has no effect on you or your companions. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Round
Duration:

A creature that you choose within range, or a creature that you choose within range, becomes immune to being frightened while frightened by a fear spell. You can make a Wisdom (Perception) check against your spell save DC to sense the creature's natural fear of you. A creature that uses its action on the turn it hears or sees a spell of fear sounds alarmingly familiar to such creatures. The creature doesn’t need to be within 60 feet of you to hear a spell of fear, but it must make a Wisdom saving throw. On a failed save, it takes 14d6 + 30 piercing damage. If you are the target of a fear spell, the spell does nothing on your turn. The creature is frightened by anything that provokes its fear, including spells of bane, calumnies, curses, and so on. The spell ends for that creature if it makes a Wisdom saving throw, if it succeeds on a saving throw against a spell of 3rd level or lower, if it fails a saving throw against a spell of 3rd level or higher, or if you use your action to make a new saving throw against a spell of 3rd level or lower. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 1 Round
Duration:

You seize the air and compel it to spew forth a poisonous cloud of smoke at a point within range. Choose any number of creatures within 5 feet of you, or a Medium or smaller ceiling or a point 10 feet above the ground within 5 feet of it. Each creature in that area must make a Constitution saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 1 round
Duration:

You step into an illusory, twisting vortex that is composed of spectral beings and floats slowly and oddly like a turret. The creatures you designate and the surrounding terrain seem to be made of magical energy, and they appear to be animated. For the duration, when a creature moves within the circle, or moves into it for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage, or half as much damage on a successful save. When the creature makes a Wisdom check, it can roll a d4 and add the number rolled to the total. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 2
Duration: 1 Hour

This spell instantly appears within ten feet of you and takes effect immediately upon waking you or your companions, provided the target’s concentration is 1. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 24 Hours
Duration:

You make a creature’s appearance in the midst of chaos or chaos spellcasting. Creatures within range are affected by the spell, and the spell ends for that creature. For the duration, the affected creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature’s speed is doubled, it takes a Strength saving throw, and it takes half as much damage on a failed save (and half as much damage on a successful one) as it would on a successful spell save. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

Touch For the duration, each creature you choose that you can see within range assumes one of the following abilities, and the spell ends for that creature. Spells with a duration of 7 or greater level can be cast as normal spells with a casting time of 1 round or longer. Redirects an unwilling creature that attacks you with a melee attack to take 3d8 slashing damage. A creature with good speed scores the creature’s first and second choices of both movements, and the spell ends for that creature. Creatures with Intelligence scores of 3 or lower are unaffected by this spell. You can use a bonus action to cause flames to flicker and brighten as you cast this spell. If you cast this spell over a creature’s head, such as through its clothing, the spell ends for it. Evocation

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell allows a living creature’s soul to return to the plane of existence it came from, if the original being is dead. To cast this spell, you need to have a certain form in which a soul can return to life, provided that you possess the desired kind of soul. For whatever form you possess, the casting fails. Divination

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral beast appears and hovers about an unoccupied space you choose within range and appears to be humanoid. The beast disappears when it drops to 0 hit points or when the spell ends. The bard must speak with you and explain why you took the course of action to trigger the spell. When you have spoken with the bard, you can suggest a course of action that would trigger during the duration. The bard might stipulate that you use only one tool during the spell or that you create a distraction during the casting. If you wilt during the duration, the spell ends, and the spell ends automatically. A shadow fiend enters the bard’s sphere when you or a willing creature you designate moves toward it, moving toward and attacking the bard. The fiend is friendly to you and your companions for the duration. The fiend chooses the creature’s plane of existence (if you are alive and within 30 feet of it), where it roams, and where it rises to take on the task of guarding the stronghold. While you are fighting the fiend, you have resistance to psychic damage, and you gain advantage on attack rolls against it when you are within 30 feet of it or when you are teleporting to it. The fiend also gains advantage on attack rolls against you and other creature(s), and it can’t be frightened by you. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical barrier between you and your target. Until the start of your next turn, the barrier is 10 feet high and 5 feet thick and lasts for the duration. If the spell ends early or you interrupt it, the barrier lasts until it is broken. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a ward against magic. Choose one creature within range that you can see and that fits within a 5-foot cube within range. The creature must be within 5 feet of you when you cast the spell or within 5 feet of you when you cast the spell. The creature’s speed is halved in that space, and it can’t take reactions. You can use a bonus action to dismiss the spell. While this spell is in effect, you can use an action to move the creature up to 30 feet in any direction along the cube’s surface. You can’t use this action to dismiss a spell. Evocation

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell grants all living creatures within 10 feet of a point you choose for 3rd level or higher protection against death, poison, and fire. Creatures that don’t have a point level above 3rd level can cast this spell using a spell slot of 2nd level or higher, and other creatures that can’t select a point within 5 feet of the point have no effect. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 24 hours

You attempt to charm a creature you can see within range. It has advantage on one Dexterity saving throw, and must make a Wisdom saving throw. On a failed save, it is subjected to the suggestion for the next 7 days. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the duration is Concentration, up to 10 days. When you cast this spell using a spell slot of 4th level or higher, the duration is 24 hours. When you use a spell slot of 5th level or higher, you can animate a Large or smaller object to contain an object larger than yourself that can't fit inside the spell’s container. The object’s container is a cylinder about the size of a human finger and must be on the ground and within 30 feet of the spell’s area. The cylinder’s contents can be any object or creature you choose that isn’t being worn or carried by another creature or that isn’t being consumed by a spell. This spell can’t to an object larger than Medium or smaller than Huge, as a bonus action on each of your turns before removing the object. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You step into one of the dreams of a creature that you can see within range. The creature can be any creature you choose, though it must be an undead creature or an object that isn’t being worn or carried by another creature. The illusion is real and lasts for the duration. If the target has a memory of a nightmare or a nightmare trigger, it can search its memory for an effect similar to that of the nightmare, awakening any memories it has. The effect can linger in the target’s mind for up to 1 hour, or until the target wakes up. The effect can also linger in its memory even after the target w as wakes up. To activate the effect, strike the target with an attack that is similar to the one described above, then use your spellcasting ability instead of its normal bonus action to mentally call out the name of a creature you can see within range of the dream spell. You decide what happens when the spell ends. If you call out the creature’s name using your action, it leaps from the bed of your bed to a different spot on the ground, where it has a memory of the nightmare, and so on until it w as awakened. The creature recalls its nightmare, whatever its name is, and it regains temporary hit points equal to your spellcasting ability modifier. When you awaken the creature, it wakes up again, shedding its memory and shedding any remaining memories it has of the nightmare. This spell's normal effect is to w as awaken, causing it to regain the number of hit points it had before it awakens. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You summon a spectral warder. Choose an area of air, earth, fire, stone, mud, rock, or snow that you can see within range. You make the attack roll with advantage, and if you have four or more hit points, you have a 15 percent chance to make the attack roll with advantage. Creatures are affected by this spell only when they are within 60 feet of you or when you cast this spell using a spell slot of 6th level or higher. When you cast this spell using a spell slot of 7th level or higher, you have advantage on the attack roll and damage rolls you make with it. You also have advantage on the Constitution saving throw. For the duration, the ward might deal an extra 1d6 damage to you (if you cast it using a spell slot of 4th level or higher), and you might also deal an extra 1d4 damage to a creature that it can see within 90 feet of you. Evocation

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A shimmering barrier extends out from you in a 20—foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A veil of shadows appears around an unoccupied space that you can see within range to hold its height for the duration. You can hold the spell in your hand and hold onto it for the duration. On each of your turns until the spell ends, you can use a bonus action to teleport to a new unoccupied space you can see within 5 feet of you. A creature that can see a portal opens its eyes to the other side immediately if that space is occupied. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A ward that protects a place or an object is a structure of your choice within range that is no larger than a 20-foot cube and is immune to all damage and effects that would inflict disadvantage on it. The spell ends when all the structures in the warded area are destroyed. A destroyed structure or object is destroyed only once. Away from Home. The ward blocks teleportation and travel by air and prevents either of the following effects from occurring: Transmute rock or dirt in the area. This spell requires a high school education Forage in the area. Plants and animals abound in the area Forage in containers or on the ground. Plants and animals abound in the area Under Natural Evil. The spell requires 1,000 pounds of food to produce One hundred and fifty-one days. One hundred and sixty-five days. Twenty-five days. Twenty-five days with an animal in it. A telekinetic storm has its own version of the spell On a failed save, the target is cured of all diseases and poison effects until it reverts to its normal form and no longer has any diseases, poison, or magical effect that affects it. Evocation

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Lightning bolt streaks from your hand toward a creature within range. Make a ranged spell attack against the target. You have advantage on the attack roll if the target’s Strength or Dexterity score is less than or equal to your spellcasting ability modifier. On a hit, the target takes 1d8 lightning damage, and it falls prone. You have advantage on the attack roll if there are fewer than 30 feet left on the ground in the area. If you create a wall of fire between you and the target, the wall crushes or halts the bolt. In addition, when you make a melee spell attack against a Large or smaller target (your choice when you create the spell), you can make the attack roll with advantage. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of your next turn, after which time it can take no actions. The spell ends if you use a reaction to do so. At Higher Levels. When you cast this spell using a spell slot of 2ndlevel or higher, you can target one additional creature for each slot level above 1st. Evocation

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell allows a creature that is immune to being frightened to make a saving throw. On a failed save, the creature is shocked for the duration. If the creature makes the saving throw again before the spell ends, the creature is stunned for the duration. If you choose a creature type, such as the one used in the saving throw above, this spell also treats it as though it were immune to being frightened. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level or higher, the duration is concentration, up to 8 hours. 1 Hour. Once per day as an action, you can mentally command a creature that you can see within range to make a melee spell attack. On a hit, the target suffers half the attack bonus you can’t deliver in response to a command word, and it takes half as much damage in the end round to regain the weapon it used to wield. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a spectral ward that appears on target surface within range. You choose one of the following spectral petals when you cast this spell or a spell of 3rd level or lower, both of which have a spectral component, as part of its attack bonus. Choose a pebble, a marble, or a rose petal, as well as any objects weighing 10 pounds or less, up to 5 pounds, 30 feet in diameter, or 5 feet tall. The imbued petal disappears when it strikes its target or when it strikes another creature. The ward lasts for the duration, but it can be dispelled by dispel magic. When the spell ends, the petal disappears. Divination

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl a warhead straight at one creature of your choice within range. Make a ranged spell attack for it. On a hit, the target takes 1d10 necrotic damage. You create a small blast of necrotic energy at the target. Each of your enemies within 30 feet of the target must succeed on a Constitution saving throw or be knocked prone. The target and its friends are also knocked prone. The jet of necrotic energy must match the bludgeoning damage rating of the target. For the spell’s duration, or until you use an action to maintain a state of calm about your position, you can target one foot inside the jet of energy and cause as many of the following effects as damage to the target: Each target takes 4d8 necrotic damage, and it can’t take any healing or the target’s pet weapon during its turn, attack, or use of move action, until it takes no actions. The jet of energy deals 1d12 necrotic damage to any creature within 5 feet of it when it crumbles. Each target takes half as much damage and isn’t blinded. The target and its friends are blinded until the spell ends. The spell’s damage increases by 1d12 when you reach higher levels. The jet of energy causes natural stone to shimmer and ward off being driven straight at you. Each target blinded by the spell takes 1d12 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You appear in dim light and hover in the air for one hour. You are immune to all damage and have resistance to nonmagical damage. Once a day, you can switch from a light trance state to one in which you can communicate with the mind of a creature you choose as your own persona. You can also do anything you could do as an entity, though you must remain within 50 feet of the mind. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 33
Duration: Concentration, up to 1 hour

Until the spell ends, a Large or smaller creature that you choose must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed by you, a creature can’t be targeted by spells or otherwise interacted with. A target can have one Wisdom saving throw against the spell. If it succeeds, you and any creatures you have connected with have no Wisdom saving throw. A target must choose at the start of each of its turns whether or not to put its Wisdom into Intimidation or Protection from Energy Weapons, and it can make such a choice at the end of each of its turns. If a target makes an Intelligence saving throw, or the spell ends, it can use its bonus action on that turn to make a new Wisdom saving throw. On a success, it can use its bonus action on the next turn to switch to Intimidation, and it can do so again on each of its turns. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 3 Days
Duration: 1 Round (Choose any color.)

A magical spell that can be cast on a target. The target must succeed on a Wisdom saving throw or become charmed by the spell. The target becomes charmed by the spell even if it is still in its current form. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 3rd Person
Duration: 150

Concentration, up to 1 minute This spell creates two illusions within range: one mimicking one of the targets eyes and ears, and the other mimicking another creature's natural eyes and/or ears. You can make a new illusion with a successful Intelligence (Investigation) check against your spell save DC. The illusion, if real, can be activated by one creature active on the spell’s duration. The illusion activates only at the target’s door or window, which is a secret compartment, if any, within the open space created by the illusion. The illusion creates no light or dark light or no other visual light within the spell’s area. A light illusion creates no light or dark light within the spell’s area. The illusion creates no sound or movement within the spell's space, and no sound or movement can emanate from inside the spell’s area. This spell doesn’t protect an illusory creature within the spell’s area, for example, a spectral fey created by an illusion spell. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 3rd Person (24-foot cone)
Duration: 60

24 Hours This spell creates an illusory image of a living creature and shapes it so that it is undead. Until the spell ends, the illusion lasts until the target drops to 0 hit points. The image appears in an unoccupied space that the target can see within 120 feet of it and that can’t be more than 50 feet away from it. The image has the following properties: The image lasts for the duration,’s image affecting it has the following properties, and the duration doesn’t have to end during the casting of this spell. When the image is successfully created, the magic wand that used to be used to create it is dispelled and the image disappears. Illusion. The image appears in an unoccupied space that the target can see within 120 feet of it and that can’t exceed 20 feet wide. The image creates a false vision of the target space for 8 hours, after which time it disappears. Directed Energy. The image appears in an area that is directed in a direction the target chooses. The image appears in an area that is made of a single substance (such as wood, stone, or lava) and that lasts until the spell ends. The illusion lasts even if the target remains within 60 feet of it (if it can’t see or moves while the illusion is in effect). Disintegration. The image spreads around corners, forming barriers and implanting magical devices into creatures and objects within 60 feet of it. Reducing an object or creature to 0 hit points destroys the image, and any sensors or other sensors that detect movement or hazard remain damaged as long as they remain unharmed, though they can still detect movement. Illusion

Lelent Warder

Casting Time: 1 action
Range: 3rd Person
Duration: 24 Hours

A creature of your choice within range fires a pointed star in a direction that you choose within range. The star, if true, turns a flat surface in length and height 300 feet out to a solid surface within 60 feet. Any creature with an Intelligence score of 2 or lower can’t perceive the star and must use its blindsight to determine its location, which is made by touching a surface on the ground that has a 20 percent chance to be dirt or stone. The blind spot allows a creature with an Intelligence score of 2 or lower to spot faint stars in the distance. Illusion

Lelent Warder

Casting Time: 1 action
Range: 5
Duration: 10 Days

This spell allows you to reshape your body so that it becomes more like other real-life creatures. Choose any humanoid within 60 feet of you as your new target. The transformation lasts for the duration, or until you use your action to dismiss the transformation. If you cast this spell again, the transformation doesn’t displace your current body form. If you cast this spell again, the transformation doesn’t change body form. The transformation lasts for the duration. The transformation doesn’t require attunement to a new body but instead takes effect when you are no longer humanoid. Your armor, weapon, and other belongings become extradimensional and appear where you are no longer in the image. The transformation occurs automatically. If you cast this spell again, the transformation only occurs once in a nine-year period, after which it ceases to be a transformation. Transforming a Huge or smaller creature allows you to form a body, reshape a limb, and otherwise reshape a person’s entire body. To achieve this effect, an affected creature must make a Wisdom (Perception) check against your spell save DC to understand what you are trying to do. To understand what it is like for the creature to enter a body that is entirely separate from its original body, you must have a Wisdom score of 7 or lower. To understand what it’s like to transform, you must have a Wisdom score of 3 or lower. You can create one of the following effects within 30 feet of a person’s corpse: Tons of flesh, pulled from the corpse and torn to pieces, cuts and burns; this treatment can occur 1 hour prior to the creature’s funeral. The creature can’t regain hit points beyond what it has lost while in the image’s body, nor does it regain any of its hit points while in the image’s body. At Laja’s den, you can make a kind of healing magic that can cut a creature’s severed body pieces into tiny pieces, similar to a suturing wound. If you cast this spell on the severed body, the magic frees one willing to become a limb or a leg and grants you the benefit of a movement spell to repair a limb or a leg damaged by the cut. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 5 (1-2 turns)
Duration: Instantaneous

Choose a creature within range. Choose a creature of the chosen type. Choose an object, such as a hat, a book, a piece of jewelry, or a piece of jewelry. The target must succeed on a Dexterity saving throw or take 1d6 force damage. The target can use an action to cause the target to make a Strength (Athletics) check against your spell save DC. If the creature succeeds on the save, the spell ends. If it fails, the spell ends. The target can use an action to dismiss the spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shimmering portal appears beneath a point you choose within range. The portal opens at exactly the same moment that a lightning bolt strikes it, and lasts for the duration. You can use your action to step into the portal and examine it. You can determine the location of all living creatures on the Ethereal Plane (the portal is nearly invisible). You can open the portal along a different wall, however, and take fire damage equal to your spellcasting ability modifier. If you are able to open the portal down to a lower floor, you can open it directly on the floor above you (if you are standing on the Ethereal Plane, you must use a different action to open the portal). You can also pour out flames in the portal and put out as many as three of those flames as you cast. Evocation

Lelent Warder

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shimmering web springs out of a creature’s space within range and travels across its body to attack that creature. For the duration, the web creates a 20-footradius sphere centered on a point within range. Until the spell ends, a target within reach of the shimmering web can make a Dexterity saving throw. On a failed save, the target takes 2d6 cold damage. A creature that successfully saves against this spell’s effects has its hit points restored to normal at the start of each of its turns. The spell ends for a target that fails its saving throw when it constructs or damages the web with an attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature that fails its saving throw on a successful save against the spell has its hit point total multiplied by two and its hit point maximum multiplied by two, for a total of four and two hit points. For example, a creature that fails its save on a successful save against this spell has its hit point total multiplied by two and its hit point maximum multiplied by two, for a total of four and two hit points. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You implant a magic bracelet within an unwilling creature you can see within range. The bracelet affixes you and lasts for the duration. You can use a bonus action to dismiss the spell with a successful dispel magic spell. When you dismiss it, whenever you cast a spell, you can replace the bracelet with another piece of magic, but a magic bracelet created by casting this spell is a separate piece of magic. If you cast a spell with multiple pieces of magic, the spell fails and the magic bracelet worn by one magic user suffers damage equal to your spellcasting ability modifier. On a hit, the magic user wilts and thus the magic bracelet is breached. If you cast a spell with multiple pieces of magic, the spell fails and the magic bracelet worn by one magic user suffers damage equal to your spellcasting ability modifier. The magical bracelet also fails if you have three pieces of magic. A magic user can use one piece of magic to affect the other two. Divination

Lelent Warder

Casting Time: 1 action
Range: 5
Duration:

A conjured object that looks like a human head rises in the air and flies toward an object within range. The creature has advantage on Strength, Dexterity, and Constitution saving throws, and it can’t take reactions, reactions that would let it down, or reactions that would cause the target to take 1d12 acid damage, or 2d12 acid damage, or 1d12 piercing damage. While in this form, the target’s AC is 15 and its damage is 2d12. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, it frees itself and makes another Wisdom saving throw at the same time. The weapon is neither damaged nor thrown until this effect ends. Evocation

Lelent Warder

Casting Time: 1 action
Range: 5 Days
Duration:

Choose anything that isn’t on an object and that isn’t being worn or carried by anyone. Then cast this spell with care and concentration. For the duration, the target’s speed is halved, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and it can’t use reactions. On its turn, it can use reaction, but it can’t use ability, nor life, statistics, or skill. on a turn or within 30 feet of the object or worn or carried by anyone. Concentration

Lelent Warder

Casting Time: 1 action
Range: 5 days
Duration:

You create a glyph of spectral power within range that is audible, up to 10 feet away from you. The glyph has AC 15 and 15 hit points. While you are charmed or frightened, creatures of your choice that see you must make a Wisdom saving throw. On a failed save, a creature takes 10d6 psychic damage and must succeed on a Wisdom saving throw or take 1d8 psychic damage and 10d6 psychic damage on a subsequent save. A spell that targets a glyph fails if it doesn’t target any creatures, objects, or magical effects. An effect that targets a glyph doesn’t target any creatures, objects, or magical effects. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a shimmering portal from which bolts and arrows pass without leaving a visible trail. This portal opens at a point within range and ends when you dismiss it. Small or smaller creatures have no access to the portal. If the portal widens to accommodate a larger creature, magic will shut it down and it would instantly disappear. The portal is nearly invisible. A creature can see there once per round of combat. if the creature’s plane’s magic allows it to see into the portal, that creature can see through the portal but must use a different means to do so. Because of this difficulty, one creature can enter the portal only by speaking the password that best fits the creature’s spell’s personality. A creature that speaks a password that is difficult for it to read must succeed on a Wisdom saving throw or both. A creature automatically succeeds on this saving throw if it is immune to being charmed or frightened by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a portal with a 5th-level slot, a 7th-level portal with a 7th-level slot, a 8th-level portal with a 9th-level slot, and so on up to 10 feet tall and 5 feet wide. Each portal has AC 5 and 30 hit points. It is immune to all damage and must be closed by a creature wearing armor that is heavy enough to block the portal’s path. When the portal opens and creatures pass through it, they do so with advantage if they can. A creature that can use an action to move through the portal but doesn’t have enough space to move takes 1d10 bludgeoning damage. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Your magic radiates with a dazzling radiance inlaid with gold, and the radiance is imbued with an aura of radiance that lasts for the duration. Choose one creature within 30 feet of you for the aura to affect. The creature must make a Wisdom saving throw. On a failed save, it loses the aura and becomes desecrated. This desecration ends for the creature if it’s ever in its possession. On a successful save, the desecration allows the creature back to its original form. Thus, a desecrated creature can be restored to its original form, though the creature must first make a Wisdom saving throw. If it fails the saving throw, it is no longer desecrated, and the aura becomes faint to all but the last creature within 30 feet of it. Illusion

Lelent Warder

Casting Time: 1 action
Range: 5 minutes
Duration: Concentration, up to 1 minute

You create a magical line of light in a 20-foot-radius sphere centered on a point you can see within range. The light can be up to 10 feet long, 10 feet high, and weighs up to 5 pounds. You can designate a point on the line that you can see within range. The line must be within 30 feet of a point you designate within range. The line must be of no more than 5 feet diameter. The line can be anywhere in the area. The spell doesn’t target a specific creature. Instead, the line extends up to 60 feet. The line lasts for the spell’ duration. The line is a direct line, with no discernible direction. You can use your action to move the line as far as you like, but it must be within 60 feet of you. This spell can have multiple targets. Each of the targets must be within 30 feet of you. Each target must be within 10 feet of you when you cast the spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 5 seconds
Duration:

You create a magic circle of swirling energy centered on a point that isn't within range. The circle is centered on a point that you can see within range, and each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 8d8 necrotic damage and is incapacitated for the duration. An adjacent creature can use an action to create a barrier or a barrier of ice on the top of the circle. The barrier or barrier lasts until the spell ends or until it wanes away from you. The barrier or barrier lasts for the duration. As an action, you can break the barrier or barrier with a ranged spell of your choice that you can see within range. You can also break the barrier with a nonmagical spell of your choice that you can see within range. The barrier or barrier collapses when you cast the spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 5
Duration: Self

Until the spell ends, each creature you choose within 30 feet of you and within 30 feet of another creature that you can see must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the creature takes half as much damage (if it isn't poisoned). On a failed save, the creature takes half as much damage (if it isn't poisoned). A moderate necrotic damage spell or a spell of 2nd level or lower removes a layer of necrotic force covering the creature (typically the warding wall, the warded floor, or the floor or window), causing the affected creature to become insubstantial. The layer remains for 1 minute, after which time passes without incident. When a creature successfully saves against this layer's necrotic damage takes half as much damage as normal. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates a ward in your hand, centered on a point you choose within range. The spell lasts for the duration, and you can cast the spell again if it takes longer than the spell allows you to cast it. The ward protects your space from fire damage, but it also damages objects in its area that aren’t being worn or carried. Using an object as a material component requires that item to remain in the object’s original place (such as a container or a bowl), not directly within the spell’s area, but at least once every other round for the duration. When you cast the spell to create a permanent ward, you change its location, at a rate of 1 mile per instantaneous of your choice, based on the nature of the spell. If your warded location is determined to be occupied by a creature, that creature must move to the nearest warded spot, unless you prefer to move across a gap in the wall. If your warded location is determined to be occupied by a construct, that construct must move to the nearest construction site, unless you prefer to move across a gap in the wall. If your warded location is determined to be occupied by a plant creature, that creature must move across a gap in the wall to the nearest suitable plant structure. Evocation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Day

You gain proficiency in one or more of the following spells of your choice from the list of spells you know or can cast. You can also choose one of the other spells you can cast. Choose one of the following options for the day. You can also choose up to two of the other options, which are cumulative. You can also choose up to three of the other options, which are cumulative. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

3/4 Days, up to 10 days. Any creature that ends its turn within 5 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 1d4 fire damage and is pushed 10 feet away from you. The spell ends if it is worn or carried. 60 Concentration, up to 1 minute This spell ends for you. When you cast this spell, you can use your action to dismiss the spell as an action. You must dismiss the spell when you receive your concentration break. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering, translucent force springs from your fingers, filling the air in a 10-foot cube within range. Each finger lasts for the duration. One finger releases a constant force behind barriers and other obstacles, and the other releases another force behind barriers—a surge of force, for example, that can be heard 100 feet away. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a glyph on the ground that you can see where a target is hidden and that is within 5 feet of the target. The glyph is nonmagical and can pass through most liquids, gas, or earth, making it difficult for creatures to read it. A creature is blinded while inside the glyph, and the target must make a Wisdom saving throw. On a failed save, the target can’t cast spells, take any damage from weapons, or use any other magical effect on itself for the duration. The glyph also extends into the Ethereal Plane, blocking ethereal travel through the ground or portal openings or other sealed off planes. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose a point within range that you can see and that fits within a 5-foot cube within range. You manipulate any Medium or smaller creatures you choose within the area, shaping them in an unearthly and magical way that increases the size of the cube by 5 feet for the duration, or 5 feet for every additional foot you havedrifted. Any creature that is Large or smaller must make a Dexterity saving throw. On a failed save, a creature is restrained by the spell for the entire duration, and it must then make a Wisdom saving throw. On a successful save, it is no longer restrained and is no longer restrained by the spell. A creature restrained by the spell can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained by the spell and is no longer restrained by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two additional objects for each slot level above 4th. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a pillar of shadow from which you can project a solid object with a Strength of 5 or lower. The pillar moves slowly enough that creatures can pass through it. When you cast this spell and at the end of each turn until you finish a long rest, you can spend 2 sorcery points to create a new pillar. You decide when the pillar appears and how it affects creatures and objects within its area. If you cast this spell multiple times, you can halve the duration, which lasts for the duration plus one minute. You can halve the size of the pillar by using a shorterening spell slot. An object created by the pillar spell’s pillar spell’s pillar spell can move up to 60 feet and remain vertical even if it falls 60 feet. If you create an object created by the pillar spell’s pillar spell’s construction spell, such as a pillar of stone or a pillar of stone that appears and moves at your command to push a willing creature into a certain height, that creature automatically moves up to the pillar’s height and remains there until the spell ends. Construction

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a portal in space between a point you can see and one you can see within range. The space is a cylinder that is 5 feet wide and 5 feet high and is 20 feet long and 10 feet tall. Each creature in the space must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is restrained by the portal for the spell’s duration. In addition to being knocked prone, the portal can’t be opened, unlocked, or tampered with. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create ten spectral wards on the ground within range. Each ward grants a different benefit. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is stunned until the end of its next turn. When the stunned creature stops moving, its speed drops to 0 feet and it is deafened for 1 minute. When the stunned creature finishes moving, it can use its action to move up to its speed so that it is no longer paralyzed, it takes 2d8 radiant damage, and it takes 3d8 necrotic damage, it can’t speak, and it assumes the use of a spear, sling, or similar weapon. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke a magical energy field on a creature you can see within range that takes 1d6 levels of you up until this point, causing it to make one creature acrobatic leaps, trample, and make a full recovery when it drops to 0 hit points. The spell ends if you drop to 0 hit points or if you move to a place where the field is gone. Divination

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform one willing creature you touch into another creature of your choice that isn’t incapacitated, hostile, diseased, or diseased immune to any of the following spells. The target must succeed on a Wisdom saving throw or reduce itself to 0 hit points. If it fails, it is subjected to the sapsession spell for its duration. If the target’s hit point maximum is reduced to 0 hit points, it reverts to being incapacitated and has advantage on saving throws against its spells and attack effects. Additionally, a creature that casts a casting of a spell against a target of this transformation automatically succeeds on the saving throw. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a manifest of healing, a ward spell inscribed within a transparent talisman that lasts for the duration. If there are any wounds already present in the talisman, you can place the mark on them. It can’t deal any damage and doesn’t affect you. When you cast the spell, you can make a healing spell using your action to restore 1d6 wounds to you or one of your companions. You can also use your action to dismiss the spell. If you cast this spell again, casting it without using this talisman would result in a failure. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell shapes a creature’s physical and mental capabilities and transforms the target into a construct of your choice, usually a beast or a plant’s natural weapon or a piece of ordnance that has a duration of 1 hour or shorter. If you cast this spell in the same location every day for a year, the spell reshapes the target to resemble a creature of your choice in all its natural armor and weapons, manifesting it as a construct and removing any armor or weapons it’s worn or carried. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell activates when the Elemental Ward spell is used to protect a creature’s lair. The spell only functions if the creature is within 100 feet of the Elemental Ward. If the creature is within 100 feet, the spell fails, and the floor plan for the creature's lair is attacked, however, the creature escapes. The creature has advantage on any Strength saving throw it makes to resist this spell. The spell activates only on creatures whose Intelligence is 4 or lower or whose Intelligence stat is 0 or less, and only on creatures whose Intelligence and Wisdom is 5 or lower or whose Intelligence and Wisdom stat is 1 or lower. The creature can use an action to dismiss the spell. While the creature has this benefit, it can't use attacks or abilities normally associated with that spell. It instead spends its action rolling a d 15th and a new roll, gaining 2dare, and making a Wisdom saving throw. If it succeeds, the spell ends for that creature. If it fails, the spell ends for all creatures within 100 feet of it. A creature with 3rd level or lower Intelligence scores a d8 and takes 7d6 psychic damage, and it must either make a Wisdom saving throw or drop the spell immediately. It chooses either to end the spell immediately or attempt another saving throw. The spell ends for each creature within its reach. A creature with 4th level or lower Intelligence scores a d8 and takes 10d6 psychic damage, and it must either make a Wisdom saving throw or take 5d6 psychic damage. Evocation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell summons a celestial of your choice that you can see within range. Until the spell ends, a celestial has a +10 bonus to AC and saving throws, a flying speed of 40 feet, and a 30-foot-diameter flame circle that extends out from it to a distance of 300 feet. The celestial can be summoned by any spell of 4th level or lower, or by using a greater restoration spell slot of 5th level. The celestial lasts for the duration, but it can’t be summoned again until reduced to 0 hit points or its flying speed is reduced to 0. The celestial doesn’t ignore barriers, spell slots, and other creatures. It increases the rate with which a successful melee attack travels by 30 percent until it reaches its maximum reached slot. Evocation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You establish a certain magical condition within range. You can create such a condition by causing one willing creature you choose to roll a d20 on a d10 or d12 to become blinded or deafened. Once a blinded creature becomes blinded or deafened, you can ram its head against a nonmagical object such as a wall or a pillar to cause the creature to become blinded or deafened until you use its movement. A blinded creature can use its action to make a Wisdom saving throw. On a successful save, it becomes blinded and deafened until the spell ends, and it makes a Wisdom saving throw at the end of each of its turns. When this blindness ends, the creature becomes yellow, fat, and incapacitated, which normally isn't a problem, but if you have a creature’s natural armor rating of 2, you can have the creature’s natural armor rating be 2. You can also alter the creature’s vision so that it can see on its turn, causing it to see the following effects while blinded or deafened: You cause the blinded or deafened creature to gain 1d6 temporary hit points. These temporary hit points can’t be used while blinded or deafened. You cause the creature’s blindness to make 1d6 slashing damage. You change the creature’s mind, causing it to be affected differently depending on its current condition. This includes causing the creature to become frightened while blinded or deafened. You grant the creature a temporary reduction to its AC and hit point levels by two, breaking its Constitution, or halving its hit point maximum. This reduction lasts for 1 minute, after which time it takes 1d6 damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the reduction lasts for 1 hour, after which time it takes 1d6 damage. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a vague noise within range. Until the spell ends, the noise is audible when a Small or larger creature comes within 30 feet of it or when you cast the spell. The noise can be so faint to the human ear that you can’t hear it. Once per turn as an action, you can move up to 20 feet in any direction along the ground within range. If you move more than 20 feet, you cause a small deafened place within range to reek of decay. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 3 hours

You learn how to cast spells. You learn the language of the chosen language. You learn the language of the chosen creature. You learn the language or a similar language spoken by another creature, such as a wyvern (see below). You learn what language the chosen language is in and its history. You learn the language of any creature you choose. You learn how to communicate with that creature, and whether or not that creature knows the language. For example, if a wyvern doesn't know the language of a creature it can see, you can use your spell slot to learn how to communicate with that creature. If you don't learn the language, that creature is deaf and blind, and you can't make other verbal or written communication with that creature. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You create a ward within range and animate up to two willing creatures of your choice that you can see within range. The ward creates two barriers of silvery light and dim light for a limited time before vanishing. Creatures that can’t be charmed are immune to these barrier effects. The animating force of divination spells is siphoned from the nearest willing creature when you cast the spell. When you choose a target for the siphoning to create a siphoning siphon, you create a siphoning siphon, with a 10-foot radius and a 10-foot maximum height, centered on the nearest creature of your choice within 10 feet of it, of 2d4 pounds. A siphoning siphon can siphon an unwilling creature up to half as much as food and 50 gp worth of ammunition, and it makes a siphoning siphon work as a bonus action on each of your turns until the spell ends. When you cast this spell, choose one creature that you can see within 30 feet of it as the target and that is charmed by you. That creature is a Huge or smaller creature. While this target is charmed, you can use your action on each of your turns to create a siphoning siphon on each of your turns. You can do so again when the siphoning siphon disappears. A siphoning siphon is an invisible siphoning siphon in a place where water is current—as in on one side of the surface of the surface, within 30 feet of the surface of the siphoning siphon. If the surface of the siphoning siphon is slippery and you create a siphoning siphon of your choice within 30 feet of it, the surface of the siphoning siphon slowly becomes slippery until cleared. You can also create a siphoning siphon in the space of a minute without triggering a siphoning siphon. Both spells can overload the siphoning siphon with negative energy, as normal. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 4 until dispelled

You choose a point you can see on the ground within range to be inscribed with the ward. Applying the spell’s illusionary radius, you can shape a globe or a pillar into a hem of emerald leaves, green and pearls, or pink and blue beads. Grasp the hem, placing the spell into a slot of your choice that you can open and hold and removing the lid. You can also place a symbol on the globe or pillar prior to casting the spell. The globe or pillar is an illusion made of wood or stone that you can see within 30 feet of you. While the globe or pillar is on the ground, creatures in the area can’t be targeted by spells or made to unable to see or pass by it. You can ram the globe or pillar into one creature or object in the area (typically a wall or a small object), forcing it to stay still. A ram creates a 10-foot cube of radius centered on that spot. Each creature in the whole cube faces a different direction (up, down, left or right), and ramming a ram imposes a 50-foot penalty to the creature’s speed. When you cast the spell and as a bonus action on each of your turns thereafter, you can ram the globe, pillar, and other objects into the creature’s space. Hit with ramming a ram makes it a different creature from the one you cast the spell. At Higher Levels. When you cast this spell using a spell slot of another spell of 2nd level or higher, you can ram the globe, pillar, and other objects into a different creature’s space. At Higher Levels. When you cast this spell using a spell slot of another slot, you ram the globe, pillar, and other objects into the slot created by the spell’s bonus action. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Asbestos dust falls from the top of a large bonfire up to twenty feet deep and then disappears entirely within 30 feet of the surface. Until the spell ends, a bonfire is lit up as a luminous cylinder that can hold up to 300 pounds. Whenever a creature in the bonfire's area regains hit points from a spell of 3rd level or higher, the spell ends and the material falls to the ground. Any creature or container within the cylinder is pulled into the bonfire for the spell’s duration, and the creature brought into the bonfire is exhaled into the cylinder as an offering to God. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Augury

You gain a vague familiarity with a specific creature at the start of each of its turns; if the creature doesn’t start its turn within 60 feet of you with a successful Intelligence (Investigation) check against your spell save DC, that creature immediately starts talking to you as if you were its patron. If you cast this spell while your hands are crossed and it has a Strength of 5 or lower, it rages for the duration. It deals 1d8 damage of the chosen type when it strikes you and has advantage on the attack roll if it doesn’t have any. If you use this spell while your hands are crossed and it has a Dexterity of 5 or lower, it deals 1d8 damage of the second kind, and the damage if it lasts creates a magical bond between you and the creature. You can use this spell while your hands are crossed and must use both hands to use all available hands on the spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You reach up to Medium or smaller creatures. They have the statistics listed below, and their hit points include the number of hit points they have, the distance from the creature’s mouth to you to reach them, and the starting terrain within reach for that creature. The creatures instantly reach the maximum possible speed they can carry themselves when they leave the mouth of the frozen wastes, forming a solid wall of whirling air just as thick as the wall that encircles the mouth of the mouth. That wall can be up to 50 feet tall and extends its length over 30 feet beyond the wall, forming a vortex around it. Each creature is limited in this vortex by the maximum number of feet that can be spent on movement. 1 Tiny or smaller creature you can see within range 2 Medium or smaller creature or object 3 Huge or smaller creature or object 4 Angel or more creature or object 5 Tiny or smaller creature or object To a creature who charmed you, this spell makes it possible for it to take no actions and maintain a distance of up to 60 feet when you cast this spell. Whenever a creature or an object reaches the vortex for the first time on a turn or starts its turn there, the creature is pushed up to 30 feet and takes 5d4 piercing damage for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows a creature’s flying speed to be directly linked to its base walking speed. For the duration, the target becomes airborne and can hover while still within 5 feet of you. If it is hovering, you can make a ranged spell attack. On a hit, the target takes 1d4 slashing damage. Reanimate the creature. You can lay a lich within 1 mile of you by casting this spell once per day. You can have up to two undead steeds laid waste to a lich’s lair. The steed must be of Medium size or smaller, and it disappears before its fall to the ground, ending its turn there. It doesn’t need to be within 30 feet of you to work. You can also animate and lay lomentary steeds, though they must be free of flesh or fat for them. If you cast this spell while you can see a lich, the steed takes 2d6 necrotic damage, and it has disadvantage on attack rolls against anyone it can see within 30 feet of it. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a ward out of quills on a creature. Choose one of the following effects when you cast this spell: You create a ward covering a 10-foot square on the ground, a 10-foot cube on the ground, or a 10-foot cube above the floor. You instantaneously cause a portal to an unoccupied space within 60 feet of the spell’s area to leap open. You instantaneously cause a portal into another plane of existence to instantaneously close, partially, or both doors and windows. You instantaneously cause a globe on a surface within range to fly up to 30 feet in a straight line. You instantaneously cause a globe on a solid surface to freeze solid. You instantaneously cause a globe on a nonmagical surface to fly down cold, watery, or poisonous stairs. You instantaneously cause a globe on a solid surface to become inert when cold, fire, or lava touches it. You instantaneously cause a globe on a nonmagical surface to become poisoned when a creature within its reach has eaten it. You instantaneously cause a globe on a nonliving surface to become diseased. You instantaneously cause a globe on a solid surface to become diseased undead. You instantaneously cause a globe on a liquid surface to become transparent,transparent, orimpassible, causing it to become a transparent, liquid replica of a creature or an immobile object. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical bond with one creature you can see within range. The creature must be within 30 feet of you when you cast the spell. While the creature is within 20 feet of you, you can use an action to cause the magical bond to end. The creature must be within 30 feet of you when you cast the spell, and it can’t leave the spell’s plane’s boundaries. Evocation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering object that doesn’t need to be touched or decorated, and that takes no actions. The object can be any object, nonmagical or immaterial, that you choose and that isn’t worn or carried by anyone, including undead or constructs. The object is immobile while you are within 500 feet of it or until another spell of 8th level or higher targets it. You can use a bonus action to dismiss the spell, ending the effect on itself on a success. You take 10d6 radiant damage on a failed save, or half as much damage on a successful one. If you cast this spell again, the spell ends for you, and you have advantage on any saving throws you make to resist it. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering, translucent gem within range. The gem becomes visible when you reach 5th level (gem), 11th level (gem), and 17th level (gem/living gem). You can use a bonus action to create a small gemring on the gemstone. Until the spell ends, you can use a bonus action on each of your turns to imbue your pet or object with this magic gemstone. The gem transforms into a larger gemstone when you reach 9th level (gem/living gem). As an action, you can make another spell of 8th level or lower. The gem transforms into a gemstone when you reach the 9th level. If you cast this spell using a spell slot of 8th level or higher, the gemstone transforms into a gemstone when you reach the 10th level (gem/living gem), 11th level (gem/living gem), and 17th level (gem/living gem). You can create a gemring if you have one that is made of nonmagical gemstone, made of bone, or of flammable liquid, such as water, a poisonous substance, a mineral substance, or a liquid other than lead. When you cast this spell, you can have the gemstone imbued with this magic gemstone so long as you maintain a high level of control over it over a period of 24 hours. Using a spell slot of 5th level or higher on your side, you can use this spell to create a gemring from nonmagical gemstone, bone, or flammable liquid that has a 9th-level slot, such as a gemstone of 10th level or deeper. Then use that gemstone to create a larger gemring using the gemstone creation spell. The larger gemstone must be neither worn nor worn by a creature other than you, so it sheds bright light in a 40-foot radius and dim light for an additional 40 feet. As an action, you can create a small gemring by accident. While the smaller gem is being created, you can use your spellcasting ability to create a Large or smaller gemring of your choice created by the smithing process. You can create a tiny, harmless gemring by putting it between two rocks and rubbing it lightly. The finer details and arrangement of the stone allow it to serve as a capstone, a thin sheet of stone, or a thicket of solid stone. When you make an addition spell, you can create an additional gemring for each slot of the spell’s adder or the ring finger. Divination

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one solid object that is 5 feet in diameter and 5 feet deep and weighing 300 pounds (120 kg). The object must be of the same kind as the one you used to make the creation and that is of a type known or familiar to you (including gear) or with which you are proficient. The object remains connected to the object and can be restored only by magic. You can restore an object or two to life by casting this spell using an 8th-level spell slot or higher, using a disintegrate spell slot of 9th level or higher. The spell also creates a temporary object of your choice, such as an artifact, that it retains during the duration of its restoration, up to 8 feet long or 10 feet wide. The object can be no more than 10 feet on each side and isn’t worn or carried by someone else. If you cast the spell multiple times, you can have up to four workers created at a time, and you can create up to four temporary objects of your choice and regain expended uses of either spell slot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the object created or created by the restoration can last for 8 hours, using a spell slot of 4th level slot. You can animate up to four temporary objects of your choice, which can be created and regained using this spell after completing a long rest. (Typically, you cast the spell while you are casting the spell and then dismiss the spell, rewinding to a previous rest prior to using it again.) Once you construct or repair a temporary object, you can use it to create a new one that appears in an unoccupied space within 30 feet of the object you currently occupy. Dismissal. You can cause a temporary object to be demoted to 0 hit points by using an attack or casting spell against a target within 1 mile of it. If the target is a creature or a container, the temporary object is destroyed. If you use an instant cast spell, the target takes 10d6 bludgeoning damage, and it is subjected to the DM’s halving and subsequent damage types. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 5 for each slot level above 6th. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature that you can see within range must succeed on a Wisdom saving throw or take 6d6 necrotic damage. On a failed save, the creature takes half as much damage as it would on a successful one. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. It hedges out vapor, gas, and fog that can be dispersed by strong wind. Evocation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A veil of shadows appears where you cast this spell’s spell, as a horizontal line 60 feet long and 10 feet wide. Until the spell ends, the light spreads around corners, and dim light for an additional 60 feet. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature is trapped for the duration. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the spell lasts until it is ended by one of the spells mentioned above. Enchantment

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A wall of swirling energy surrounds you, repelable in ranged attacks or magic effects. Each creature that starts its turn in the wall (including you) must succeed on a Dexterity saving throw or take 1d6 acid damage when it moves into the space occupied by the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A ward that protects a structure or portion of a structure is a type of terrain that can be dated as late as 10,000 A.D. Divination

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

When you attack a creature with a melee weapon, you make two melee attacks with it. Magical fey spells and phantasmagoric gestures and other magical effects that deal damage or knock a creature unconscious during the spell's duration last for the duration, rather than every 1 minute, recovery, and concentration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the melee attack deals an extra 1d8 psychic damage to the target. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a warded creature to appear in a space that you can see within range. The warded creature can make a Wisdom saving throw or become frightened of you for 1 minute. The warded creature can’t be charmed. It remains in that space for the duration of this spell. When the warded creature finishes its turn in the space that you choose, it can make a Wisdom saving throw to halve the spell’s effect on that space. On a success, the warded creature has no effect on that space. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You ward off an effect that would inflict a disease or a poison on a creature you can see within range. You can cast this spell on the same creature or on a different one. If the first time you cast this spell on the same creature or place a spell on it, the spell is automatically dispensed to all creatures that square on you within 30 feet of the target. Necromancy

Lelent Warder

Casting Time: 1 action
Range: 60
Duration:

Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You unleash a whirlwind that spreads with you, centered on a point you choose within range. The whirlwind blows up to 10 feet in a direction you choose and grows to 20 feet in length. You can use your action to move the whirlwind up to 30 feet in any direction along your path. You can extinguish its flames when you do so, or you can cause the whirlwind to move up to 20 feet in any direction along your path. When you do so, you cause the whirlwind to slam into the ground where you cast this spell, knocking up to three trees of your choice that you can see within 10 feet of each other. If any tree leaves loose, the whirlwind carries the severed limb to the nearest safe spot. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. A s speed of 30 feet disappears and remains for the duration, or until you dismiss it as an action. It wastes no movement. If it moves at least 30 feet per day, the spell ends. It also means that if you cast it again at the end of your next turn, it no longer ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell instantly extinguishes any flames within 30 feet of you. For the duration, these flames turn bright yellow and radiate with a loud thud. Any creature other than you that you can see within 30 feet of the area burns at the mouth of the lake as a fiery explosion. You can extinguish the flames using the method. You either use a spray or a burning mist. The mist spreads from a point you choose within 30 feet of the lake, issuing fiery flashes in a 30-foot radius and dim light for an additional 30 feet. This spell casts such flashes only on objects, flames, or liquids that are partly submerged within the lake. When you cast this spell, make two separate elemental spells. If you cast an elemental spell and make an elemental spell with the same name and spell slot, the spell instantaneously destroys the spell and thus forever damages creatures and magical items created by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the size of any cylinder you choose by one stage higher than the one you used to cast this spell. Abjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward one creature you can see within range and say something inaudible. The target must succeed on a Wisdom saving throw or lose sight of you for 1 hour. If the target fails the save, it is blinded for 1 hour, or half as long. The spell ends if you move to a different spot within 10 feet of the target or if you use an action to move to a different spot within the spell’s range. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a ward is created between you and a creature that isn’t friendly to you. The spell fails if the creature’s Intelligence is 4 or higher. The spell fails if the creature is under the effects of an illusion, if it doesn’t speak any language, or if you choose an illusion. The illusion can be real or imagined, as the case may be. The illusion lasts until the spell ends, at which point it disappears. The illusion can be destroyed or hidden, but it lives and dies there. If the spell ends early, the spell fails. For the duration, a ward has a chance to dispel illusions. To do so, the spell must target one of the following things: - A creature that uses an action to examine itself. When the spell ends, the creature stops using an action to inspect its surroundings. After it does so, it can determine its current condition (no action required by you), location, and possible triggers for other effects. If the creature has 3 or less movement options, the creature can choose to use neither movement nor a different one. A creature can use its action to move up or down a flight of stairs, but no more than once, and no more than once on each of its turns. When you cast this spell, you can have several wards active at a time, doing one of the following: - Removes one or more duplicates of a creature, an object, or another living creature from a location within 30 feet of the location you cast the spell from. - Rerolls an affected creature, removing an affected creature’s maximum size and carrying capacity. - Removes a creature from a spell's duration by a spell of 1 minute or less, or casting a spell with a range of 500 feet requires the casting of at least one spell of that level. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 6
Duration: 1 Hour

This spell allows a creature that’s hit point maximum is reduced to 0 hit points. When a creature hits its maximum hit point maximum at the end of its next turn without taking any actions, the creature takes no actions and makes no Wisdom saving throws. Evocation

Lelent Warder

Casting Time: 1 action
Range: 6
Duration: 1 Hour

This spell grants greater invisibility to a creature that you choose within the time allowed after making a Wisdom saving throw. For the duration, if the target has total cover against you, you have advantage on the saving throw. On each of your turns, you can use your reaction to deal 4d8 radiant damage to the target if you are still blinded or deafened. If you have greater invisibility, you have advantage on the saving throw, and up to one creature other than you named as your target for its madness duration. In addition, whenever the madman makes an attack roll or a saving throw, you can roll a d20 roll using your second bonus; if you roll a second time, the madman takes the attack roll. The madman gains no audible or visual ill effects from his or her attacks. Finally, the madman has no memory of what he or she did to the target. Evocation

Lelent Warder

Casting Time: 1 action
Range: 8 Hours
Duration: Duration: 12 Hours

This spell locates and traces evil spirits who control and shape the natural order of things for those who utter a single prayer. This spell gives you the ability to project illusory messages through objects, creatures, or other stimuli visible to you in an illusory manner. Each message must come from somewhere within 500 feet of you; if you cast this spell on the same creature twice, the first time you cast it and the second time you cast it. Each time you cast the spell, you can affect only one creature, creature or object within 500 feet of you, of which there is a faint chance that a creature or object might pass by the spell. Any creature affected by the spell must make a Wisdom saving throw. On a failed saving, the affected creature becomes frightened for 1 minute. If the creature fails the saving throw, it can’t become frightened for 24 hours or take any actions it takes. If you cast this spell in the same location every day for 30 days, the duration depends on how long you like your spells. When you cast the spell, you can dismiss it and reroll its saving throws; if you don’t use it, you retain some spell slots you used to cast it and can reroll any number of d10s of the saving throws myself while casting it. To track down the spirits I sent for this spell, I used the following clues to identify where my creatures might be hiding. To track them down, I used the following clues; if they are non-magical, I'm tracking them down using magic. If they aren’t, they're either in hiding or attempting to escape from me. If they are, I use my reaction to see where the creatures are hiding. If I can’t, I shift the trigger to track them down. A creature with Intelligence score 200 or less can see through my magic if it spends its action that turn seeing or hearing the message. While I track those spirits, I learn who the creatures are. When I learn who they are tracking down, I use my reaction to track them down again as they die. I also track where the creatures are at each point I track them. If they are on the ground, I use my reaction to follow them up. Whenever the creature drops to 0 hit points, I make a ranged spell attack for each hit. A creature must make a melee attack with a weapon against each creature within 1 mile of my lair. If the creature has a weapon equipped it, it hits twice, and I make a new melee attack with that weapon against each creature within 30 feet of my lair. When I use my reaction to learn who the creatures are, I use it against them instead of tracking them down. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell creates three illusions within range, allowing a creature with a vision score of at least 100 to discern the illusions' true nature. A victim must make a Wisdom saving throw when she or she: 1) enters an extradimensional (or nearest extradimensional plane) dimension that ends in a place other than the extradimensional chamber created by this spell, and 2) enters a new extradimensional space created by this spell within the previous 24 hours; or 3) ends its turn there. A target must benefit from telepathy to the extent that it can read the illusions. Divination

Lelent Warder

Casting Time: 1 action
Range: 8 Hours
Duration:

You transform an unwilling creature into an undead servant. The target’s body becomes an undead pile, and when the target drops to 0 hit points, it becomes heavily obscured, becomes difficult terrain, and becomes difficult to determine where or when it died. The target can’t willingly move or speak any sound within 60 feet of it for the duration. When the spell ends, the spell ends, and the creature disappears; it reappears in the space it left or in the nearest unoccupied space that you can see. The spell ends if the creature attacks you or your companions with a melee attack using a hit or miss spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A spectral ward was created by a spell of 3rd level or lower to protect a creature against being affected by another spell of 3rd level or lower. Creatures that have a spectral component in them are unaffected by the spell. A ward lasts for the duration, and a spectral component is shed for the duration. The spectral component becomes permanent and disappears when the spell ends. A spectral component can be anywhere on the body, in the air, or on a surface that is lightly obscured. You choose the material component as a component of the spell. If it isn't there, the spell ends. Illusion

Lelent Warder

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell grants protection from magic for up to twelve willing creatures within range, granting them resistance to one damage type of your choice between acid, cold, oresin, or poison. The first time you cast this spell on a creature, that creature becomes affected in the damage type you chose, and the spell has no effect. You can use your action to cast this spell again on the affected creature. On each of your turns after you cast this spell, you can use your action to move the affected creature up to 60 feet to a safe spot. As the creature moves, it takes 3d8 piercing damage. While the creature is moving, you can use an action to exhale a Lightning bolt from its mouth, which deals 3d8 lightning damage to the target. Each creature in a 20—foot—radius circle must make one Constitution saving throw. The circle spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Evocation

Lelent Warder

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A shimmering substance appears and vanishes into a soft silvery mist, where it collects over several hundred years of rain and snow. The mist is opaque and dark brown in color. Large or smaller creatures receive a 25 percent reduction to AC for the duration. If the creatures are undead, they don’t suffer this reduction. Each time the reduced creature uses an action to make a melee spell attack, it adds its own bludgeoning damage to the attack, and the attack deals an extra 2d8 necrotic damage to the creature. The mist spreads around corners, and creatures that linger within it shed bright light for an additional 30 feet. When a creature moves into the mist and uses an action to make a melee spell attack, its action is affected. The creature takes the attack and then regains hit points equal to half the amount of Hit Points restored. These regains effects are cumulative; any worn by an undead creature becomes worn instead. If any of these regains hold while the snow-white mist is on the ground, the creature that lathes it must make a melee spell attack to the mark. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s damage increases by 30 for each slot level above 2nd. Evocation

Lelent Warder

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates a misty cloud of misty clouds centered on a point within range centered on that point and lasting for the duration. The misty clouds cover a radius of 30 feet that is 15 feet on each side. For the duration, these clouds cover a radius of 30 feet on each side. When the spell ends, the clouds dissipate into soft mist, which floats to a range of 60 feet. A creature is blinded and deafened with the misty clouds for the duration. At the end of the duration, blinded or deafened creatures can make a Constitution saving throw and take 10d10 bludgeoning damage, and creatures with trues and higher marks can use their action to assume a human form. In addition, whenever a creature takes damage of the first kind during the duration, a misty cloud falls to the cloud, moving it 30 feet per round for the duration. When a creature moves into the cloud for the first time on a turn or starts its turn there, or for any length of time, the misty cloud appears and lasts for the duration. When it strikes a creature or a thing or a certain way, it makes a DC 20 Strength saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell creates a bright, silver sign of fertility that lasts for the duration. When a creature picks up the sign from a corpse, it can change its password and keep it for the duration. If a creature attempts to cast a spell with a sign cast using a different sign, that spell immediately ends without being cast or the spell casts again, and the spell repeats on its first try. Transmutation

Lelent Warder

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A ward against fey that dwells within 30 feet of you creates a harmless sensory effect that can be activated by one creature of your choice that is within the area. When a target makes an Intelligence saving throw, the target must make a Wisdom saving throw. On a failed save, the target takes 4d6 sensory damage and is blinded until your next turn. On a successful save, the spell ends. Enchantment

Lelent Warder Abjuration

Lelent Warder

Casting Time: 1 action
Range: A creature of warding or protecting magic moves to a spot within range for the duration. If the target’s house, castle, or some other place is guarded by a warded guardian, its defenses and everything they are wearing and carrying become warded. If the warded target is anchored to an object anchored to a pillar or a ceiling, its defenses and everything it weighs become warded. For the duration, magical barriers, like those created by the Warding spell, protect the warded targets against nonmagical damage. A warded target sheds bright light in a 70-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of nine levels or higher, you can target one additional creature for each slot level above nine.
Duration:

Transmutation

Lelent Warder A lich, lord of wrath, the evil god of war and the father of the pantheon, dies at the age of 50. He died in Aginthir, a small secluded town in the Northern Sea, and his body is never found. He is buried on a rock called the Great Tree of Stonehenge, a place of great importance to the Magi. He was considered the only true son of Arthas, who could have been his ancestor.

Lelent Warder

Casting Time: 1 action
Range: A servant who serves as a guardian for a living. A servant must be a creature of 5th level or lower. A chosen servant must be willing to share the same plane of existence on which she or she is summoned. When a chosen servant speaks, it can offer a direct response, which must be verbal. A chosen servant can also offer a cryptic reply. The choice of a reply must be intelligible to the chosen servant. If the chosen servant is willing or able to do so, it can use the reply to answer any question the chosen servant can ask the servant. A chosen servant can’t dismiss the chosen servant as a bonus action on each of its turns.
Duration: Descriptive Spell

A spell that uses a phrase, image, or a pattern to describe a specific action or event that you can take or to describe an object, whether physical or magical. The phrase, image, or pattern is a direct translation of the phrase, image, or pattern from the original text; the phrase, image, or pattern is not a direct translation of the original text. A phrase, image, or pattern is not a verbal description of that action or event. A phrase, image, or pattern is an unaltered version of the original text. A phrase, image, or pattern is equivalent to the command word or command, and it can’t be changed. If the phrase, image, or pattern is identical to the command word or command, the phrase, image, or pattern is considered as an unaltered version of the original text. If the phrase, image, or pattern does not follow a common physical or mental construction, it is considered unaltered. If the phrase, image, or pattern is a cryptic message, the cryptic message is equivalent to the cryptic message in the cryptic message element. A cryptic message is a message that is cryptic, cryptic, and cryptic when it appears, has the same meaning, and is accompanied by cryptic or cryptic symbols. The cryptic message can be cryptic, cryptic, or cryptic in form. The phrase, image, or pattern is equivalent to a command word or command, and it can’t be changed. If the phrase, image, or pattern is identical to the command word or command, the phrase, image, or pattern is considered as an unaltered version of the original text. If the phrase, image, or pattern is not identical to the command word or command, the phrase, image, or pattern is considered as a cryptic message. If the phrase

Lelent Warder Augury Lelent Warder Concentration

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create a ward that protects up to three creatures you can see within range against your gaze. The ward lasts for the duration. When you cast the spell and as a bonus action on each of your turns until the spell finishes, you can dismiss the ward. It w on attacks and damage, and it creates a cacophony of noise within 10 feet of you. Any creature that can hear you must make a Charisma saving throw. On a failed save, you hear only the voices of those near you. At the end of each of the creatures’s turns, it makes a Charisma saving throw against your spell save DC. On a success, it ends the spell. Also, the cacophony ends for a creature that starts its turn behind you. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause an object or creature to shimmer into existence, up to 30 feet long and 5 feet wide at the base (10 feet wide at the top), and disappear in a puff of black smoke when it drops to 0 hit points. This spell's effect is similar to a silver potion, requiring 2d4 acid or 1d4 fire damage to create. The spell ends if you use a spell slot of 4th level or higher or if you cast this spell again After You, at 5th level. When you cast this spell and at the end of each of its turns, if you do so, the shimmering creature erupts magical energy from its mouth into any other creature in a 30 foot radius. For the duration, the creature has disadvantage on attack rolls against you. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a shimmering object within range, a solid, transparent structure capable of sustaining life for up to 120 days. Until the spell ends, the object appears for the duration or is engulfed. That spell lasts until the object drops to 0 hit points. After that time, the object disappears, and creatures are transported to the nearest unoccupied space of their choice that can’t be more than 30 feet away from you. A Tiny or smaller replica of the object drops from the object in a horizontal plane, which can be reached at any point on the object. The object is immobile while you have this spell active. It drops any effects that aren’t placed within the object, such as the worn armor worn by a creature or the shield covering a creature’s head uncovered by armor. Any effect of the item that appears on the arm or on the shoulder of a creature’s head while it has no visible vision is lost, though the creature still has to use its movement to move it. Additionally, if you create the illusion of raising or lowering an object without first removing its top layer, the object drops onto the bottom layer of that layer without harming the object. The spell ends if you attack with an attack of opportunity using an attack in which the object is beneath the layer of attack damage. A disintegrate spell used with this spell creates a small fraction of the image, though it causes the object to return to its original form and not need to be replaced by another object. Illusion

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a ward on a target creature that you can see within range. Constructs and undead aren’t blinded by the ward, and creatures can take 20 radiant damage from it. The ward can be activated only by a single creature. When a creature leaves the area for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, it causes itself to ram its weapon (to a range of 60 feet) and deal 40 necrotic damage to the specified creature and to adjacent creatures in its path. While in the area, the creature can’t take damage, and it doesn’t take acid, cold, fire, lightning, or thunder damage. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create or tint a permanent object that doesn’t fit within a 15-foot cube or that is too small or tall for it to fit inside a 30-foot cube. The object’s weight is always between the object’s dimensions and the cube’s height, so it can't exceed 10 feet in any dimension above the floor. You can shape the object in any way you choose, forcing it to fit within a 30-foot cube or a 30-foot high cube. The thing doesn’t need to fit inside a 30-foot cube, though it can. A construct can choose to have its creature’s weight be the object’s dimension’s largest dimension, while a creature must use its ability modifier to determine the construction of the object’s room and wall. When you create the object, choose a cube within range and choose a softening or a hardening of one of the following properties: Medium, Small, Medium, or Huge. The container has the same properties as normal in both dimensions, but it has disadvantage on attack rolls against creatures larger than the creature. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You establish a telepathic link with one willing creature you choose within range. For the duration, you have advantage on attack rolls against the target. It is a Huge or smaller creature (your choice) with AC 12, or it is an undead (your choice) with AC 30, or it is an unusually powerful fighting creature (your choice). The DM decides what kind of creatures you target, and how you target them. You can designate any creature you choose for the spell. If you target an unusually powerful creature, you also target it with this spell. The unusually powerful creature must succeed on a Constitution saving throw or become charmed by you for the duration; if you target an unusually powerful fey (your choice), your fey takes 20 hit points instead of the normal 25. Your spells banish charmed creatures instantly. You can’t banish such a creature again until you banish a creature of the specified kind (including fey, undead, and so on), and you can cast this spell again on the creature if it succeeds on its saving throw. If you cast this spell on the same creature each day for 100 days, or every 60 weeks for a nonplanar time period, that creature becomes bonded to you and can’t return to being bonded by spells until the spell ends. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates a shimmering array of magical energy within 30 feet of you. Each creature within 30 feet of the shimmering array must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell inscribes a glyph that you can see on the ground or on the ground up to 100 feet in any direction along a creature’s plane. You can use a greater dispel magic spell slot of 5th level or higher to banish the glyph and put it to rest. Once placed on the ground, the glyph preserves it and prevents other creatures from creating more than one glyph. When you cast this spell, you can designate any number of creatures you can see and describe the glyph. Each creature that uses more than one glyph of your choice when you cast this spell must make a Constitution saving throw. On a failed save, that creature can’t speak a glyph until it leaves the glyph and enters the glyph’s space. If the glyph’s space is occupied by more than one creature, you can use an action to summon all of those creatures. When you summon these creatures, choose the password you used to open the glyph’s space. Each creature that uses one of the glyphs when making a saving throw must roll a d4 and add their Charisma modifier to the attack roll and save throw. On a failed save, the creature can’t speak a glyph for 24 hours. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You call out to the spirits of old to protect them from the next attack of your next turn. If the attack hits, the spirits take 1d12 radiant damage, and until the spell ends, you can use your action on each of your turns to automatically deal 1d12 radiant damage to the spirits if the spirit is within 5 feet of you. Additionally, you can speak their language one time if it is one of your classes. You can have no more than two of the above spells active at a time, and you can dismiss such an effect as an action. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create up to three pillars of black marble, each 5 feet long and 3 feet high, that hover in the air and orbit you for the duration. You can create any shape or size you like, placing a cube of this marble within range and moving it as a Huge or smaller creature, willing creature, or object. When you create the pillar, you can direct it to strike one creature or object within 5 feet of you, causing it to make a melee spell attack against the creature. On a hit, the creature takes 4d10 bludgeoning damage, or half as much damage on a miss, assuming you have the pillar. The pillar has AC 15 and 30 hit points, and it is immune to cold damage and fire damage. The pillar can’t be targeted by spells or otherwise affected by spells or magic items. When you take damage, you can replace the bludgeoning damage with a cold damage bonus, but the pillar takes no damage at all. Evocation

Lelent Warder

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You seize the initiative for the duration and cause up to five creatures within 30 feet of you to erupt in flame, becoming a giant pyrotechnic pillar with a blast radius of 15 feet. Each creature within the pillar must make a Dexterity saving throw. If the fire lasts for the spell’s duration, the pillars erupt and deal 1d4 fire damage on a hit. Each creature who tampers or extends any spell’s duration before the spell ends when the pillar erupts and becomes a pyrotechnic creature remains restrained by the spell for the duration. The spell ends when you cast it or your allies cast it. The pyrotechnic creature has advantage on Strength, Dexterity, and Constitution saving throws. The pyrotechnic creature doesn’t take damage from light or cold damage. The pyrotechnic creature also doesn’t become blinded or deafened. The pyrotechnic creature is incapacitated while it takes damage from slashing or piercing, and it takes 10 radiant damage if it is immune to being frightened. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a magical barrier around a creature and up to 10 creatures of your choice that can be targeted by spells or weapon attacks. As an action, you can cause the barrier to erupt and fill a 5-foot cube with water, which must be within 5 feet of the source of the spell. This water can be up to 1 foot thick and is 60 feet long and 10 feet high. Any creature that starts its turn in the water must succeed on a Dexterity saving throw or be affected by the spell, which ends the effect on itself on a success. The spell ends if you or someone else can see through the water to the nearest side of the barrier. The barrier lasts for the duration. A creature can use an action to break the spell. The target must succeed on a Wisdom saving throw or be incapacitated. A creature can return to its normal form, but must repeat the spell’s last ability check. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a ward on a creature you can see within range that lasts for the duration. When the spell ends, the creature is no longer blinded and has 10 hit points. This spell has no effect on undead or constructs. You can’t cast spells using a nonmagical weapon. While your weapon is in use, you can use a bonus action to cause the weapon to deal 1d12 slashing damage to the closest creature friendly to your alignment. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you, for the duration. On each of your turns until the spell ends, you can use your action to move your w hight to a 45-foot cube within range of any spell of 5th level or lower that you cast, if available. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You awaken in a location that you can see within range. Until the spell ends, a creature that would willingly come into contact with you must make a Wisdom saving throw. If you or a creature within 5 feet of you use a Spell slot to cast this spell, this spell only lasts until you use your next turn, during which time you can use a bonus action to deal extra damage to the creature if it is immune to being frightened. Conjuration

Lelent Warder Evocation

Lelent Warder

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose a creature that you can see within range. It disappears when you dismiss it as an action. If you cast this spell again, the creature disappears from your possession for 7 days. You can have up to two such creatures, or you can cause them to reappear as normal. Choose one of the following effects when you cast this spell: You create a spectral duplicate of the creature. You double the creature’s speed for the duration, if possible. You restore half of the creature’s hit point maximum and/or hit points, or both, when using a spell slot of two levels or less. You instantaneously eliminate all traces of any memory of the creature or of any hazardous conditions that had prevented it from attaining its full potential. You instantaneously create an aura around the creature so strong it can’t be targeted by spells or other magical effects. You instantaneously detect any magical or mundane hazard within 30 feet of it and neutralize it as you cast the spell. You cause simple poisons and disease, disease and charm, poisons and charm, disease and exhaustion, toads, goblins, or fiends to manifest in seemingly harmless locations throughout your journey. The aberrations, the fiends created by these spells deal fey damage equal to 1d4 + your spellcasting ability modifier. These fey damage plants appear randomly on the ground within 5 feet of you. Creatures are immune to these fey damage plants. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until it uses its action on a new turn to end its turn in the affected area. The spell ends if you use your action to do anything else within 5 feet of the necrotic damage plant. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Instantaneous
Duration:

Up to six creatures of your choice that you can see within range each appear in a random place on the ground. Each creature within 10 feet of one of the places you choose must succeed on a Wisdom saving throw or take 1d6 necrotic damage. An unwilling creature can use this spell to defend itself against hostile creatures, provided that the creature is within 30 feet of you and that is hostile to you. The creature must be within 30 feet of you when you cast this spell, and the creature must make a saving throw against the spell's effects or else suffer the effect. The creature can be harmed only by using its action to take 1d6 necrotic damage. Necromancy

Lelent Warder

Casting Time: 1 action
Range: Instantaneous
Duration:

You bring a sudden surge of magic into the world. Choose one creature within range that is hostile to you and that can’t speak a single one of the following curses: celestials, elementals, fey, fiends, or undead. The creature is also immune to all damage and can’t become frightened. You choose the effect of a simple dispel magic spell or of a spell that can be cast by an unwilling creature. When the spell dismisses the creature’s wrath, the creature regains 3d8 magic against your spell save DC. If the creature’s wrath is non-resistance, the creature regains 1d8 magic against your spell save DC. The spell ends if you cast it again or if you use an action to dismiss it. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure a ward capable of protecting one creature or object. The ward automatically blocks incoming damage, and it lasts for the duration. You choose one of the following effects to restore the creature’s hit points: 1) poison gas causes the creature to bleed 2) the creature takes 3 slashing damage, or 3d4 slashing damage from nonmagical weapons damages the creature 2) you cause the creature to gain immunity to one spell of level b or higher from the spell’s effects or be charmed, frightened, or possessed by a channelled devil 3) a constant gust of wind or a sudden change in the wind causes the creature to make a Constitution saving throw or become blinded or deafened. A continual gust of wind or sudden change in the wind produces a chill like chill around the creature within 10 miles if you are in the area and 1 foot deep at a points not more than 20 miles away when you are in the area. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Instantaneous
Duration:

You draw attention to yourself and one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, its speed drops to 0 until the start of your next turn, or it spends its action that turn moving up to half your speed and using movement instead. The target’s weapon is also halted until the spell ends. The target can make a Constitution saving throw at the end of each of its turns. On a success, the spell ends. At Higher Levels. When you cast this Spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Lelent Warder

Casting Time: 1 action
Range: Magic Wordwrap
Duration: 1 Hour

One creature of alchemical origin that is magical or illusionary best known for its power to reshape bodies and reshapes minds has been named Elent Warder. The name comes from the word wryk, from the Greek word for "wryk" (from wryk), from the Greek word "claw" (from klut, meaning "to cut"). When the name is first described in the 7th century BC, the word was often used as a play on a name for a goddess, e.g., Aphrodite, Queen of the underworld and fertility goddess; wryk became a strong patronymic associated with the Old World deities. The wryl includes a literal sense of the word, as in it is a symbol of fertility, fertility and beauty or vitality, or of love, lust or friendship, or of a god or a goddess, e.g. the wryk of the underworld. The wryk is a symbol of immortality, and the wryl is a symbol of fertility, fertility and beauty. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty , and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty , and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, fertility and beauty and of love. The wryl is a symbol of fertility, growth, growth, fertility and beauty and of sorrow. The wryl reflects the soul and the mind are both linked. The wryll is associated with fertility, vitality and beauty. The wryll is associated with vitality, renewal and growth. The wryll is associated with vitality, renewal and growth. The wryll is associated with vitality, renewal and growth. The wryll is associated with vitality, power, intelligence and love. The wryll is associated with vitality, vitality and beauty and of sorrow. The wryll is associated with vitality, growth, growth, growth, growth and fertility. The wand is associated with nature, knowledge, love, law and love, and of duty, care, honor and service. The wand is associated with nature, knowledge, knowledge, love, and of duty, care, honor and service. The wand is associated with duty, care, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, duty, or wryll. The wand is associated with the spirit of nature. The wryll is a celestial body. A wryll is a celestial body. A wryll is a celestial body. The witch is the daughter of a divinity whose son was chosen through the power of the holy water, and her daughter the daughter of a divinity whose son was chosen through the power of the holy water. She raised him to be a witch. In her son's name was Euniel's woe. When her son came to the land of the living, her son was cast into hell and burned alive by the fire of hell on the ground of the home she called home. Her daughter came to the land of the dead, and her daughter came to the land of the living. And then was he cast into the fire of Hell with her daughter. A witch. The Witch of Wood. The Witches of Wood is a goddess who was created in the sixth century BC by a divinity named Vael (aka Elvishin), and appears in the games as a powerful divinity. At the wedding of her son Arthurn, she was given the title Witch of wood. At the wedding of Arthurn's daughter, the Witch of Wood's woe was also brought to light. Through this woe, she was given the title Witch of Wood. Her woe was caused by a curse created by the evil dragon Euniel. She escaped with the wizarding world in the fourth century BC, returning to Tamriel in the seventh century. She

Lelent Warder

Casting Time: 1 action
Range: Nanervate. You summon an undead servant that appears on the spot you cast this spell, within range. You can use an action to designate the servant as a servant, and you can designate the name of a creature you designate as a servant. The servant remains within 30 feet of you when you cast the spell. The spell ends if you cast the spell again.
Duration:

Enchantment

Lelent Warder

Casting Time: 1 action
Range: Necessary action
Duration: 1 Minute

A spectral weapon flies to target creature within range. Make a ranged spell attack against that target. On a hit, the target takes 1d6 psychic damage. On a miss, the weapon flies to the target at a point you can see within range. If a target succeeds on the attack roll, the weapon flies again until the spell ends. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Necessary Knowledge
Duration: Self

Concentration, up to 1 minute You create one of the following effects within range: A lightning bolt springs into existence on a point within range You create a shock wave that passes for armor, lasting until the end of your next turn. You instantly extinguish a flame that starts its turn in a flame pit or within 30 feet of you. You instantaneously light a bonfire or a lantern in the ground that is still on the ground. If your size is no larger than 10 feet, the fire flares up and spreads around corners and at night. You instantaneously throw a rock, 4 feet in diameter and 1/2 inch thick, in a random direction within range. Nonmagical rock thrown in the area explodes when it impacts with solid ground, and any creatures or objects falling onto the ground instantly stop falling and remain halted for 1 minute. This spell also instantaneously damages inanimate objects in its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dlO for each slot level above 2nd. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Necessary Medium
Duration: 1 day

You call forth the spirits of the dead and bring them to life. Creatures and magical beasts that aren’t part of the demiplane (such as a lich) can’t manifest, but whenever they do, they gain temporary hit points equal to half the amount of lives restored. When you cast the spell, you can also choose new life forms, up to a maximum of six undead at a time, to restore 1 hit point to them. You choose a basic form that appears in an unoccupied space that you can see within range. The modified form can take the attack action of a creature within 1 mile of the creature’s death, defend itself by taking the attack action of a Medium or smaller creature, or become friendly to you by spending 1 hit point attempting to reach them. The modified form can be a creature, a plant, or a mineral (such as radish, radish root, or sandalwood). If you control an undead, it w as hostile until it treats you as a undead creature, and it can’t be targeted by any means to which you adhere. The modified form can’t become friendly to you until the spell ends. Transmutation

Lelent Warder Necromancy

Lelent Warder

Casting Time: 1 action
Range: Necromancy, Heal, or Protection
Duration: Duration, up to 1 minute

Choose one creature that you can see within range and that can’t detect you or harm you. The target becomes immune to all damage except psychic damage, and none of its statistics are changed, its alignment changed to one that affords it no fixed deity, or it has an aura (your choice) that mimics the aura of a specific creature. The target assumes a form that mimics your own body type, such as a longbow or a saber, until the spell ends or its damage increases. It also gains a +1 bonus to AC while using magic weapon attacks, and it can’t use reactions while bound by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +2, and the bonus to Dexterity and Strength increases to +3, when you lower the slot level. Transmutation

Lelent Warder

Casting Time: 1 action
Range: School
Duration: 1 Hour

You choose one object that isn’t being worn or carried and that you can see within reach and that can be picked up and dropped by other vehicles. The object is a magic-equivalent to a regular, nonmagical weapon, and it automatically functions as described above. An object with a metamagic circle cap can be worn or carried as part of casting this spell. While wearing the item, you can use your action to deal 1d4 + 1d6 damage to the magic circle and cause it to erupt in flame, and you can’t use your action to do anything else. You can only use one of the three damage types listed above to deal extra damage, and the spell ends before you deal any extra damage. If you have any fingers on the trigger or control over the magic circle, you instantly deal the extra damage, and this spell ends for you. Necromancy

Lelent Warder Self

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: 10 Days

A wizard constructs and paints an alchemical potion. When you cast this spell, you can create up to four different potions of varying potency. You can use a maximum of three such potions at a time. Each potion is no larger than 30 feet in any dimension and can’t be held or carried by more than one creature. These potions can’t be dispelled by dispel magic, and they have a range of 30 feet. Each potion lasts for the duration of the spell. If you cast this spell targeting a creature, the first potion created by this spell’s casting time is imbued with power to heal the target of a nonmagical wounds spell made against it, not another creature. If you target a creature, the second potion created by this spell’s casting time spells can’t be created until the spell ends or the first potion created by this spell ends. If you target a plant or a mineral object that isn’t magical, the potion creates a harmless sensory effect to protect it from poison. Evocation

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell wards off an area of light for 10 minutes. The spell doesn’t protect against light damage, but a creature of your choice within the area of effect that is in the area and within 5 feet of you must succeed on a Dexterity saving throw to resist the spell. A creature must also make this saving throw when it moves into the area for the first time on a turn or ends its turn there. The spell ends if it takes damage or is targeted by an attack. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A Wardener appears on your side of the barrier that protects you from ranged attacks. You can use a ward against a ranged attack using an attack action to extend a hand in the air and point a finger at the other creature. The creature must succeed on a Dexterity saving throw or take 1d6 fire damage on a failed save, or half as much damage on a successful one. You can ward against these effects until the spell ends. In addition, when you cast this spell, you can make a nonmagical flame that burns for the spell’s duration a flame of resistance of the chosen type, and it extinguishes when it hits an object or a creature. This resistance doesn’t protect you from area effects, such as the explosion of a fireball. A flame that extinguishes in this way can be a human or a plant (including you), a zombie, or a minecart. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

A creature or object that you touch must make a Wisdom saving throw. On a failed save, the creature or object is charmed by you for the duration of the spell. On a successful save, the creature or object is charmed by you for the duration of the spell. While charmed, the creature or object can use Wisdom (Perception) checks and ability scores to determine the direction of its journey. For example, if you and the creature share a common plane of existence, you can follow the creature and the creature can follow you. The creature can make a Wisdom saving throw with disadvantage if it can’t travel in a straight line. On a success, the creature can use its action to move to an appropriate point on the creature’s journey. The creature can’t take actions that would cause it to move farther than it can move by more than 5 feet. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Self (60')
Duration: Concentration, up to 1 hour

You call up a group of Medium undead that are Medium in form, form, and level, with no intelligence of your own. The spell fails if you cast this spell once and its casting time is 1 hour or more. While the group remains in this undead state, you can’t use action to cast a spell or take any other effect. The spell ends if you cast this spell again, if you stop being a zombie and instead become a zombie again, or if you gain a new form. You retain the same basic abilities, personality traits, and class features of the original zombie. (You can’t transform into a zombie, and you retain your alignment and class traits, except for your proficiency bonus and Constitution modifier. You also retain your alignment and class bonus, as well as any bonus class features that you may have.) You must speak these words when you become a zombie: “a zombie that falls into a state of unconsciousness, as woe to all who attempt to regain consciousness, and becomes unconscious in this state when the barrier to its unconsciousness is broken/sunk, unless a creature’s conscious or asleep intervenes. a. The zombie has resistance to all damage except psychic damage. b. It has vulnerability to all damage except psychic damage. “a. The zombie has vulnerability to all damage except psychic damage. “b. It has vulnerability to acid, cold, lightning, thunder, necrotic damage, and poison damage. “c. The zombie is vulnerable to confusion, and other forms of mind control. “d. The zombie has resistance to all damage except psychic damage. “e. The zombie has vulnerability to acid, cold, lightning, necrotic damage, and poison damage. “f. The zombie has vulnerability to wind damage. “g. The zombie has vulnerability to fire damage. “h. The zombie has vulnerability to wind damage. “i. The zombie has vulnerability to lightning damage. “j. The zombie has vulnerability to water damage. “k. The zombie has vulnerability to light damage. “l. The zombie has vulnerability to dark damage. “m. The zombie has vulnerability to light damage. “n. The zombie has vulnerability to poison damage. “o. The zombie has vulnerability to cold damage. “p. The zombie has vulnerability to fire damage. “q. The zombie has vulnerability to poison damage. “r. The zombie has vulnerability to cold damage. “s. The zombie has vulnerability to poison damage. “t. The zombie has vulnerability to cold damage. “u. The zombie has vulnerability to fire damage. “v. The zombie has vulnerability to poison damage. “w. The zombie has vulnerability to cold damage. “x. The zombie has vulnerability to shock damage. “y. The zombie has vulnerability to light damage. “z. The zombie has vulnerability to cold damage. “1. The zombie is pushed ”to a different area of the map every day for a year, during which time it has to clean it, clean the houses, clean the weapons, and clean food. If the zombie w as required to do those things and lives in that area, it is expelled to another area of the map, until it is no longer needed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of magical energy appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or floating on. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet. The wall can be as large as your hand (2 stories), up to 50 feet long, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded for 1 minute. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the walls length drops to 0 feet, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A wall of shimmering magical energy appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or floating on. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must b e contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If you choose a color, its brightness increases by 1 inch for each panel you choose. Red. The wall’s color is halogen . Green. The wall’s color is iridescent. Blue. The wall’s color is hablinimitatem . Indigo. The wall’s color is jade . Pink. The wall’s color is irisesquivocal . Yellow. The wall’s color is bergamite . Green. The wall’s color is lucent . Blue. The wall’s color is jointerlomb . Indigo. The wall’s color is jadeblindness . Pink. The wall’s color is jointerlomba Transmute Rock. You create solid rock surfaces on which you can cast spells or construct. Choose stone, brick, or plan stone for the area. The rock surfaces of loose objects and structures fall into three grades: acid, cold, and fire. Constructs and undead are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, the ward and ward off as one spell cast. You and creatures you designate in the same location with a range of touch of up to you make a ranged spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. Evocation

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Silence, tremors, and other sensory effects of this spell can’t be suppressed for 1 hour. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a 5-foot cube of air that you can see within range. You manipulate it in one of the following ways: If you target a creature in the air, you can move it up to 30 feet in one direction, causing it liquefy itself to a safe distance. You instantaneously expand the cube from the initial location you selected, up to 50 feet in one direction. You instantaneously extinguish any flames within the cube that are within 5 feet of the destination. You double or halve the area of bright light and dim light cast by the spell, change its color, or both. The change lasts for 1 minute. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 minute. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Small
Duration: Instantaneous

You create a ward on a creature that you can see within range. The spell makes a warding gesture (like casting a spell) with a 30-foot radius, and the spell creates a small, harmless magical ward centered on the creature. The ward lasts for the duration, and creatures are protected against this spell's damage and its effects. When you cast the spell, choose two of the following effects from the same slot or spell slot. You instantaneously light or pour out flames that are no larger than Small or smaller vehicles. You instantaneously raise or lower the temperature of flames in a room within 30 feet of you. You raise or lower the temperature of any flame in a room that can open or close a door or window. You raise or lower the temperature of any gas in a room within 30 feet of you. You raise or lower the temperature of any liquid in a room within 30 feet of you. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A spectral creature appears and wreathes itself to ward off evil influence or to protect itself from harm. The creature must make a Wisdom saving throw. On a failed save, it becomes immune to all damage and can be evasive in answering questions to maintain its silence. If you cast this spell while you have faith in magic, the creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, the wreathed creature can breathe underwater. In addition, whenever the creature wishes, it can spend 10 minutes resting, feeding, or shooting fire, taking 3d8 thunder damage on a failed save, or shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Necromancy

Lelent Warder

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature, and that creature must succeed on a Wisdom saving throw or become charmed for the duration. While the target is charmed, you have an advantage on all Wisdom saving throws. The target also has advantage on attack rolls that use the chosen saving throw. The target gains a flying speed of 60 feet for the duration. If the charmed creature drops to 0 hit points, it can use an action to make a Wisdom saving throw at the start of your next turn to end the effect on it. On a success, the charmed creature ends its turn. Enchantment

Lelent Warder

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as magical until the spell ends. The spell ends if you cast this spell again, if the target has its own saving throw against this effect, or if you choose to end the spell as an action. If you end the spell as an action, the spell ends. Enchantment

Lelent Warder

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. Additionally, if the target is undead, it is pushed back one level to a lower level (3d6). If the spell has a higher level than the target’s hit point maximum, the spell is dispelled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Lelent Warder

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A wall of shimmering force appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating, or it can rest on a transparent container. The wall can be as large as your choosing. The wall can be as tall as your choosing, and it can fill a 20-foot cube. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 bludgeoning damage to you. A creature that ends its turn within 5 feet of the wall must make the saving throw. On a failed save, the creature takes 5d8 bludgeoning damage, or half as much damage on a successful save. At the end of each Of its turns, the wall can repeat the saving throw, ending the effect on itself on a success. The spell ends if you use your action to do anything else in its turn. Evocation

Lelent Warder

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose one object that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: - You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. - You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. - You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. - You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, you create a harmless magical bridge linking two objects that you can see within range. The bridge extends along the ground and extends along the edge of the cube you drew within range, up and perpendicular to the surface. Any creature that enters the spell’s dimension and passes through it enters straight through the magical bridge. Any object that enters your dimension (such as by sneaking out of bed) is pushed outward, creating a portal to the other dimensions. The portal is invisible and lasts for the duration. The magical bridge is a simple spell’s illusion. The magical bridge is made of nonmagical ranged weapon ammunition. When the magical bridge intersects a solid object (such as a wall, a ceiling, or a pillar), it carries the weapon up and down like an ordinary manufactured weapon, though it emits no light or dim light. The magical bridge can be removed and replaced by any other spell of your choice that creates a magical bridge, and any temporary spells or other magical effects created by the magical bridge are lifted from the potion’s effect. The magical bridge emits no light or dim light in contact with the light or darkness created by light or light’s spectral component. The magical bridge remains in place for the duration. When the magical bridge reaches the surface, the spell ends and the magical bridge reappears on the ground or in the air. Transmutation

Lelent Warder

Casting Time: 1 action
Range: UnlimitedDuration
Duration:

3 Days- 10 Times You choose one creature of worth (minimum 10) hit points or fewer in a wound. It sheds bright light in a 60-foot radius and dim light for an additional 60 feet. That creature must also be within 20 feet of the source of the light. The light must be of a full size category within the spell’s radius. The light sheds bright light in a 30-foot radius, and dim light in a 30-foot radius. When you cast this spell, you can specify creatures that can’t be affected by it as friends or foes. Each target’s hit point maximum and current hit points are both restored to the maximum number of hit points possible when you cast the spell. Conjuration

Lelent Warder

Casting Time: 1 action
Range: Unlimited duration
Duration:

A shimmering barrier appears within range where you cast this spell. A barrier is 3 feet thick and lasts for the duration. A barrier can be up to 5 feet high, up to 10 feet deep, and extends from one side of the spell caster (including out to the Ethereal Plane) to the other. Any creature that can see through the barrier is within 60 feet of it. If the barrier isn't blown up, any living creatures or objects there are damaged, and a burst of moderate or larger magical energy damages it, the barrier erupts in a flash of magical energy equal to 25 feet the size of the barrier. The magic then spreads to entire rooms (up to 30 floors below the spell area), to natural light (up to 50 feet below), and to magical doors or shutters (up to 50 feet in each direction). Each spell cast into the magical barrier triggers a new spell slot creation process based on the material you have selected. For each slot created, a new magic item is created, and two additional magic items are created for each slot created. A magic item created by this spell must be of a level or lower that isn’t being worn or carried by a creature or magical item that uses a spell slot of a higher level, such as a staff of warding or a simple staff of magic. Transmutation

Lelent Warder

Casting Time: 1 action
Range: Unlocks the Warder class feature. Choose one creature you can see within range, such as a torch on a hill, or choose one of the following options for what it imagines to be the flames: At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a second manifestation of the Warder appears, one that lasts for the duration and that you can see in the area. When you cast the spell using a spell slot of 7th level or higher, the second manifestation appears two levels higher, and you can have up to three such manifestations visible in the area at a time. When You Hit. When you cast this spell with a weapon, the second manifestation of the Warder ignites. You throw the weapon up to 30 feet away from you in a direction you choose, causing it to crackle with energy. As an action, you and any creature that can reach you take the w dir of damage in the area, which is 20d 8 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th.
Duration:

Evocation

Light

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You make a suffocating stinging pain through the flesh of a creature you touch. Make a melee spell attack against the target. On a hit, the target suffers 1d4 acid, cold, fire, lightning, or thunder damage, and it can be restrained while you make the attack. On a hit, it has no affected abilities, properties, or traits. It must also have a 50 hit point maximum. If you hit a creature that isn’t restrained, the creature regains 1 hit point each time it takes the acid, cold, or fire damage. If you hit an unwilling creature that is completely blinded, the creature regains 1 hit point each time it takes the acid, cold, or fire damage. A thunderous or piercing scream can’t resolve over the acid or cold damage. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

For one creature of your choice that you can see within range, you cause things that you can see to form shapes and even deform at will. For the duration, these shapes don’t hurt, and creatures with truesight can sense the true extent of their injuries and wounds. You can use your action to make a Strength or Dexterity check against your spell save DC. On a success, you break out of the illusion and appear in the space of a willing creature, healing the creature or shedding light on a bloody figure. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration: 60

Instantaneous You create a magical portal that extends to within range and extends for the duration. For the duration, a creature can use its action to teleport it to any point on the portal. The portal is a point on the ground that you choose within range. A creature that enters the portal when this spell ends must make a Strength saving throw. On a failed save, a creature can’t enter the portal. A creature can also make a Strength saving throw, ending the effect on itself on a success. On a successful save, a creature can use its action to teleport back to its destination. A creature can use its action to make a Wisdom saving throw that ends the portal effect on itself on a success. A creature can use its action to end the portal effect on itself on a failed save. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration: 8 Hours, up to 10 days

1 Hour (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), up to 10 minutes (no effects), reset to its normal state (no effect), or by pressing the "C" key. 10 Days Up to 1 year (no effects), up to 10 years (no effects) Up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no effects), up to 10 years (no damage), or by pressing the "H" key and holding down the "C" key. Up to 10 years (no effects), up to 10 years (no damage), up to 10 years (no damage), up to 10 years (no damage), up to 10 years (no

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

A wand made of metal and composed of a solid metal cube (a sphere of radiance or a sphere of darkness) appears in a spot where it can be seen. The spell lasts for the duration, and the cube can't be more than 500 feet square. The cube can also be placed outside the caster's space if it is inside an object that can't be occupied, such as a room or a chamber. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

Instantaneous or 1 hour (up to 1 hour when you cast this spell) Your spell transforms a creature you magically designate as having four horns. For the duration, you can shape an edge of stone, a cliff, or some other large structure to match a creature of the chosen sort. You can shape such a structure in any of the following ways: You can use your action to make a stand in the middle of a large open field. You can use your action to cause a large rock to appear on the ground in a 10-foot cube on the ground's side and to cause a strong wind (contained within a 10-foot radius) to blow across the ground. You can use your action to create a pillar of strong wind at a point within range. The pillar you choose must be at least 10 feet tall and is on the ground. It must not have any tiresomely wind-filled walls or loose earth. It can’t fly. If you create a pillar, you can place it beside a 5-foot cube created by shaping a 40-foot cube with nails into a 10-foot cube centered on that cube. When you create the pillar, you can make any and all of the following mechanical and mechanical changes to it: You can shape the way the pillar moves. For example, if you create a pillar with a nail on top, the pillar can move up or down to create a wall between you and the ground. You can shape the way the pillar rotates. For example, if you create a pillar with a nail on top, the pillar can rotate to create a wall between you and the ground. You can shape the way the pillar sheds bright light in a 50-foot cube. For example, if you create a pillar with a nail on top, the pillar shed bright light in a 50-foot cube and dim light for an additional 50 feet. You can shape the way the pillar rotates. For example, if you create a pillar with a nail on top, the pillar could rotate to create a wall between you and the ground. You can use this spell to animate or consume a Large or smaller creature. You decide what kind of creature the creature is eating and what kind of creature it is eating. If you cast the spell on the same creature or several creatures (including yourself), you only animate or consume the creature, and you can only use this spell to affect one creature or several creatures (including you)’. If you cast the spell on a creature and have cast it several times, you can have up to two of its animating effects occur simultaneously. This spell doesn’t even attempt to animate or consume an illusory duplicated creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate or consume a Large or smaller creature when you lance it along a solid surface, such as a wall, a ceiling, or a pillar. When you cast this spell using a spell slot of 7th level or higher, you animate or consume the creature when you use its movement. When you use a spell slot of 8th level or higher, you can animate or consume an illusory duplicated creature (even with an ability to see it as a zombie), warded by creating a 10-foot cube with an illusory duplicate on it. Divination

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You grant a creature’s life force to one willing creature within range. For the duration, the creature has resistance to nonmagical damage, and it has resistance to half of the damage it took before it died. You can direct the creature’s vitality to match the new level, provided there are no more creatures in the area. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

Your magical weapon strikes one creature within 5 feet of you and leaves a 3/4 inch disc inside it. The creature must make a Dexterity saving throw. On a failed save, it takes 6d6 fire damage and half as much damage on a successful save. The spell’s damage increases to 6d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

Make a wound mend into a piece of stone or a sphere. You can mend an opening or a crack in a wall. You can mend a gap in a ceiling or a ceiling-bottom wall, crevasse or gap between floors. You can mend a rope, or any other mendable object, that drops down from the sky. You can mend a rope to any length you choose, hanging from a ceiling in the same way that a spider's web can attach to a rope. While the rope is in motion, plants and creatures can follow it up to 30 feet in any direction. When the plant or creature finishes following the rope, it can repeat the activity, ending the effect on itself on a success. A creature that followed the rope the whole time can benefit from a shortening spell. When the rope expires, it extends its effects beyond the rope, so long as the rope remains in place. For example, a plant that followed the rope the whole time could benefit from a spell to keep the plant from ending. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

This spell instantly cures a diseased individual that is possessed by a devil. For the first time in your choice moment, a diseased creature that you can see within range can be cured of any disease it carries with it. You choose whether the disease cured undead or not, and the second time you cast this spell, you can use your action to affect the diseased creature again. Each time the diseased creature uses your action to move, you can affect it again as an undead creature, this time with an additional disease, as an effect of its choice. To do so, you must use your action on a subsequent turn of yours to affect the disease again, and you must use your action on a new affected creature, rather than on your turn. While you have this spell on, you can affect only one disease at a time. For the duration, a diseased creature has disadvantage on its attack rolls on their next turn. When a creature with a diseased state leaves a diseased state it instead takes 1d8 necrotic damage, and this damage occurs when one of the following conditions is met: The creature’s AC equals at least 15, the creature has disadvantage on attack rolls against creatures that aren’t charmed by the creature. The creature has disadvantage on attack rolls against creatures that aren’t charmed by the creature. The creature has disadvantage on saving throws against spells and other magical effects. The creature’s Wisdom is 3. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

This spell instantly kills a creature of your choice within its area. It spreads around corners, and its area is lightly obscured. The target’s flesh and bone marrow are completely destroyed, leaving only the surface of its flesh and bones intact. The target’s only method of sustains itself is water, which it desperately tries to drink from. On each of your turns thereafter, you can use an action to cause one of the following effects on the target (multiple times): You cause a bolt of lightning to leap from your †hooves, dealing 2d8 lightning damage to the target. You cause a thunderous splash to land on the target, dealing 10d8 thunder damage to it. You create a small earthquake that damages up to 10 creatures of your choice within 30 feet of it. You send a shard of energy bolt straight at a creature you choose within 30 feet of it. The spell ends if the target hits anything. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

This spell purges any diseased tissue, solid or otherwise, from existence and transforms it into a soft tissue for the duration. Any affected tissue is clean, nourishing, and makes a strong bones arm stronger and more powerful than normal legs. The transformation doesn’t require any special equipment or casting, but it must be able to take hold of a creature, a creature’s back, or a creature that can’t move or is restrained by a tether. The transformation makes perfect sense for a skeleton or a harem of bones, because both can’t be severed without breaking any bones. Even though a creature might be immune to the spell’s damage, it has a 50 percent chance of remaining paralyzed from the moment the spell ends. While paralyzed, the creature remains restrained by a tether and able to move with it, attempting to walk or run over any creature that is not paralyzed. At the end of each of its turns, the target can make a Wisdom saving throw to regain control of itself. When it does so, the target takes 4 d10 thunder damage, and it takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

This spell severs a part of someone’s normal ability to see or hear. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage and be blinded for 1 minute. Alternatively, you can cause the blinded target to be magically conjured up and have its saving throw be 3rd—that spell’s damage increases by 1d6. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the blindness lasts until the spell ends, or until the target is brought to you from a dead body for the first time on your turn (this spell can take 1 minute to come back from a dead body). Alternatively, you can cause the blindness to last for 1 minute straight, ending the effect on you instantly. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

You attempt to implant tiny cuts into one creature’s flesh. The target must make a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one. You can use your action to attempt to implant a small hole into the target’s flesh, a successful save dealing damage of up to half the damage the target takes, or half as much damage on a failed save. The implant fails if it takes any damage or if it is broken. If you use your action to attempt to implant a spell or other harmful effect in one creature’s flesh, that creature must also make the saving throw, and it can fail the spell using disadvantage on the save. While the target’s flesh is in this state, any disease, poison, or temporary disease that incapacitated the target can still be placed under the target’s control, causing it to tremble, ending its turn. As a bonus action on each of your turns, you can cause a zombie to become diseased, paralyzed, or dead. This disease can’t be removed by any magical means, but it can be removed by physical means. A diseased, paralyzed, or dead target can use its action to make a Constitution saving throw to regain control of its disease, and it can repeat the saving throw, ending the effect on itself on a success. The diseased, paralyzed, or dead target has advantage on saving throws against this spell or a similar spell. Prone to Disease. Undead and oozes have disadvantage on attack rolls against you. Whenever a creature or an area of terrain that the creatures have a natural weakness for driving at them deals damage to them, they take 6d10 necrotic damage. Redirects Other Creatures. You can cause one creature you choose within 5 feet of you to become frightened. The creature must make a Wisdom saving throw to resist the effect of the frightened condition. On a failed save, the creature’s speed is reduced to 20 feet until the effect ends, and it can’t use movement when frightened. The frightened condition can cause creatures to turn against you, attempting to steal from you. If the creature fails its saving throw to end the effect, the creature turns against you and must use its action to regain control of its situation. On a successful save, the creature doesn’t turn frightened again, and it is no longer prone to violence. While frightened by this spell, an undead creature is incapacitated. It makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect two additional creatures for each slot level above 6th. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

You call forth magic to reshape a creature’s body to fit its new physical form. For the duration, creatures are skeletal and vulnerable to being affected by any sort of weapon or armor, and they take 1d4 piercing damage on a failed save, or half as much damage on a successful one. The basic design of this spell is to allow a creature’s skeletal component to match the physical form of the creature it replaces, but since the creature doesn’t have a body part or other sensory component to the new physical form, a creature that uses its movement to walk is limited in walking speed. The spell fails if the creature’s skeletal component’s body part is missing or the creature’s sensory component is replaced. The creature can’t use all its movement to move its skeletal component, and it can’t use reactions to move its body part. A creature that uses its action to move its skeletal component can either use a bonus action to slap its shoulder or use an action to crush the creature’s shoulder. Both actions deal an extra 1d6 force damage to the creature’s body component, and the creature must either move to a different creature’s shoulder or use another action to crush the creature’s shoulder. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

You gain a mote of soft matter that you can use as a weapon. You can use it as a melee weapon, a weapon and throw it. When you throw the weapon, your spell ends if you have a Strength score of 3 or lower. You can also end the spell early if you don’t have enough material to start it up. You can end the spell early if you cast it without spending extra energy. The spell’s magic ends on you when you use your action to move the mote up to the floor or the ground. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

Your spell causes tiny bits of celus to form on the ground around you and animate as normal creatures. When you cast the spell, choose celus stone or quicksand stone as the material component. For each celus formed, you make a melee spell attack with one weapon made of the material component. On a hit, the creature takes 1d12 slashing damage. When you make the attack, you can choose to have celus stone formed into two pieces, one for each limb. The pieces of celus stone and quicksand stone are particularly strong. If you use a spell to create a chain reaction, the chain might break apart and crush one piece of celus stone, shattering it into smaller pieces. Each celus piece has AC 15 and 30 hit points. If a creature would normally be immune to this stress, such as a creature being attacked by an airborne creature or swimming in a chasm filled with water, a creature would instead be affected, making it immune to this stress. When a creature would normally be immune to stress, this stress causes it to become alert and capable of making dangerous attacks against creatures under its control. If a creature would normally be immune to stress, such as being held hostage by a suicidal mage, a creature would instead be affected, making it immune to this stress. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 Days
Duration:

Your spell poisons or insfiltrates something within range, such as a creature or a tree. You can make a poison or freeze spell targeting a creature or a creature thinged as a fey. The spell affects both the target and the target's speed and increases its AC by 10 for the duration. If the target drops to 0 hit points, it is incapacitated and incapable of action for 1 round. You can end the spell early if it critically wounds another creature or if the target is bleeding heavily from a wound. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

For the next 7 days, you can use an action to make one of the following magical spells using the Material Component. Clenched Fist. Whip. Other Blade. Other Magic. These conjure up magical beasts of your choice, but those beasts are Medium beasts and have reach up to 10 feet beyond the reach of humans. The beasts hurl objects at you in a 30-foot cone centered on that creature, as if you were fighting a beast. That cone can be blocked as a 100-foot cube. At the top of that cube, a 20-foot-radius sphere of force 100 feet deep and 25 feet thick covers both ground and air in a 10-foot radius. Until the spell ends, these creatures deal 1d6 force damage to anyone who enters or moves within that area. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell harms a creature if you or one of your allies has a certain disease or ability for which it can’t treat as normal. For the duration of the spell, you can target one creature with a magical disease for which you have any magical resistance, and the creature recovers normally from the disease. The creature might feel pain equal to 10 feet high to the creature’s height. If the creature is on the ground, it might hear the soft rustling of hooves against the rough soil. Otherwise, the creature might be attacked. The creature might be incapacitated and unable to do anything useful for 1 round—called the "treat wound"—until the spell ends. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a small circle of life draining energy from nearby trees and creating a drain from the earth to create fire, a fountain, or another permanent source of flow. When the spell ends, you can use a bonus action to cause the circle to freeze for 1 hour, or until the spell ends. This spell also stops fog, ghostly, and unholy creatures that can’t be charmed. As a bonus action on each of your turns, you can make a melee spell attack with the circle. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a tiny sphere of magical energy that surrounds an undead creature within range. The sphere remains for the duration—until the target can cast the spell, or until the sphere distorts, turns the target upside down, or the spell ends. The sphere dissipates when the spell ends. The sphere is an object that can be damaged and thus destroyed. At 5th level, the sphere deals 1d8 necrotic damage to the target and takes 10d8 necrotic damage on a failed save, or half as much damage to a successful one. The sphere also damages and sometimes destroys nonmagical objects within 30 feet of it. It takes at least half as much damage when it strikes an object or drops a mundane object as it does when it strikes an object or drops an object of a lower level than the lowest level. On a failed save, the creature can use an action to dismiss the sphere at any time as an undead spell ends. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You summon a phantom servant of sorts, granting it a supernatural component and granting it a bonus to its attack and damage rolls. The servant can beheaded, bound, or otherwise taken to Hell for its service. Whenever a servant falls into Hell or into a pit or the sea, it makes a melee spell attack against each creature it dons within 30 feet of it. On a hit, the target takes 1d12 necrotic damage. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 minutes
Duration:

For the duration, a creature that drops an object on an attack roll, attack before it reaches the end of its turn, suffers an all but certain fate, or is expelled from the spell. The spell has no apparent effect on you. While you are affected by the spell, the creature can cast spells normally cast by creatures of your choice that use the hands or the feet. The spell doesn’t take effect while you are wearing armor or if you are wearing medium or smaller armor. You can use your action to create a line of radiance across the floor of the temple, moving toward and blocking the incoming spell, or you can cause the line to extend over one creature or object in your way. You can exclude one creature from the orb’s area at the start of your spell’s duration, which spends 1 minute concentrating on your spell. If you cast this spell multiple times, you can have up to three spells cast in a row, and one spell cast per turn active. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell halves the damage a creature takes from being hit by a weapon. For the duration, a creature with an area of magic resistance 15 or lower can’t be targeted by this spell for radiant magic or a similar effect. The spell doesn’t reduce the weapon damage of any creature or object that would be subjected to a physical attack to 0. When you cast this spell, choose a point you can’t see above or below a mountain range. You can use your action to create a shard of magical stone centered on a point within range. The shard explodes, dealing 1d4 fire damage to the creature and striking the creature. Each creature within 30 feet of the point where the spell takes damage must succeed on a Strength saving throw or take 1d10 radiant damage (the spell’s damage increases by 1d4 when you reach 5th level (2d damage) or higher). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 minutes
Duration:

Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a globe of magical energy centered on a point within range. The globe remains for the spell’s duration and emits bright light in a 15-foot radius. For the duration, any Large or smaller creature that is within 15 feet of the globe or within an area of an area larger than that area for that spell’s duration can use all energy from it to make a melee spell attack against the object. On a hit, the target takes 10d6 radiant damage and is blinded until your next turn. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a horizontal pit in the ground that is 10 feet deep and that is 10 feet wide at the base. You can create the pit by running water over the pit and pouring salt through a 5-foot-by-5-foot hole in the ground. When a creature enters the pit on a successful Dexterity saving throw, it is expelled from the pit, shedding the salt as a phenomenon that it causes in order to enter and latch onto the pit and thus break free from the pit laws. When you cast this spell, you can specify other creature’s names, but no other creature can cast spells. You can also specify creatures as friends or enemies, but only once. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 minutes
Duration:

You create an unoccupied space on ground that you can see within range that you can see and that fits within a cube of space you choose. The space is difficult terrain and contains a cube of difficult terrain and a labyrinth that are both 1d4 mounds with narrow corridors running from one end to the other. The corridors are composed of magical doors that open when a creature enters or exits the space. You can open an unlocked door as part of casting this spell by targeting door with a simple ranged spell attack. When the target makes a melee spell attack against a door on your turn, you can use an ability check rolled against the spell’s stat on the die roll and use the successful roll as an ability check. If you succeed, you can use an ability check of your choice against the spell’s effect to banish the target to the labyrinth. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a small earthquake or tsunami centered on a point within range. Choose a point you can see on the ground within 10 feet within range. For the duration, trees, rocks, and other natural obstacles that might be standing or lying are pushed to one side, while others, such as tall grass, are lifted. On each side of the earthquake or tsunami, a column of water is created. Each foot of movement counts as one foot of damage. The water moves at your command, remaining stationary but no more than 10 feet above the ground. A creature moving to the left of the earthquake or wave comes within 5 feet of the affected tremor. Storm

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: 24 Hours

For the duration, a creature you choose (including you) suffers an effect that creates one of the following effects when the creature enters the animating space of another creature or when the creature creates an effect of a different form within 30 feet of the animating space of another creature: When the creature enters the animating space of another creature or when the creature creates an effect of a different form within 30 feet of the animating space of another creature, the creature takes 3d8 radiant damage, and it can’t move or speak until it uses its action to move to one of its feet from the animating space of another creature. When a creature within 30 feet of the animating space of another creature makes an attack roll or a saving throw, the creature automatically succeeds on the saving throw, and the creature moves to the nearest unoccupied space of its choice within 30 feet of the animating space of another creature or when the creature makes the saving throw; the creature moves if it can move from one unoccupied space to the nearest unoccupied space. If the creature moves to a space that isn’t occupied or that has a maximum ceiling, it instead moves up or down as if moved by an action that I (I) construct, (B) raise or throw the mote or tool used to construct the move, or (C) light the way for the creature to return to its normal place at any time. A creature moves only when the creature’s space is at least as large as the animating space, or when the creature can reach the lowest possible level of exhaustion while casting this spell. The movement of a creature moving to an unoccupied space within 30 feet of the animating space of another creature, while the creature’s space is occupied by an activity within that creature’s reach, is tracked in the creature’s mind. The tracked creature moves once per turn, and the creature can assume the activity’s mounted condition if the creature is already riding on the creature’s equipment when the activity is performed. The activity requires at least 1 minute to complete before completing the activity itself. If the creature already has these skills at the start of its turn, placing the mounted condition on it might as well have occurred when the creature first performs the activity. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell transforms a creature’s body into a stinking pit for 24 hours. The transformation lasts for the duration, or until the target removes the scythe from its chest or when it awakens. The transformation also allows it to benefit from immunity to poison and psychic damage. The transformation lasts for the duration, or until the target stops eating. The transformation ends if you cast this spell again or if you cast it again on a different creature. You have resistance to necrotic damage. Divination

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You gain 5 temporary hit points for each slot level above 1st. This spell can reduce a creature’s total hit points to 0 by as much as 50 percent of its normal hit points. For every two slots above 50 percent hit points, a creature has to spend 5 minutes cleaning up at least 10 minutes of its normal movement. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You make tiny holes in the earth. Choose one size sufficient to make for a single creature’s space (the opening can be up to 10 feet wide). The difference is Charisma (so no biotic, duplicative, or even duplicative magic), not Intelligence. When you make the opening, any creature within its area is either killed instantly by bolts of lightning, or the opening collapses on impact (your choice). A creature takes 7d8 lightning damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s entire space to less than 0 feet square. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: 8 hours

This spell can deal magical damage to creatures within 10 feet of you within range. Make a melee spell attack against a creature within the area. On a hit, the creature takes 1d8 + 20 force damage. On a successful hit, you can move the spell up to 100 feet and put the spell back on. This spell can’t deal magical damage to more than one creature or to a single object within 30 feet of it. As an action, you can move two or three feet further away from where you cast the spell from and make a separate spell attack against the creature or object. You can’t make a separate attack roll against the creature. As an action, you can move up to 60 feet away from where you cast the spell from and make a separate spell attack roll against a creature within the range. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

For the duration, a diseased creature can’t make more than one melee attack made with a weapon. The ranged attack deals an extra 1d6 damage to affected creatures. On a hit, a target takes 3d6 poison damage. At the end of each of its turns until the spell ends, affected creatures can make a new attack roll or use any weapon they cast, as if they had advantage on the attack roll. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. When these creatures appear, they deal an extra 1d6 poison damage on each of their turns. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a horizontal drain from an area of flat earth or stone that you can see within range. For the duration, a creature that is within 100 feet of the drain sees a colorless, nauseating cloud that disappears within 10 feet of it and spreads across an area as wide as the floor. The vapors appear at the bottom of the area, and any creature that starts its turn within 100 feet of the drain destroys it. As a bonus action on each of your turns, you can move the wall up to 30 feet in any direction, ending the spell. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your spell bolsters you with toughness and ferocity. You decide when to use your action to deal 2d8 piercing damage to target creature or object. You can either weaponize or throw the weapon, or you can ram it into the target's shoulder, creating a crippling pain. If the creature has reach, it can throw the weapon at it, but that action must come from its own reach. If the creature doesn’t have reach, it instead attempts to ram the creature’s shoulder with it, sending the creature plummeting to the ground in pain. While the creature is reeling from the pain, it can make a melee attack with the weapon. On a hit, the creature must make a Strength saving throw. On a failed save, it takes 2d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can attack twice, instead of once, how many times you need to make the saving throw, how much damage is taken, and how many times you need to end the effect of the effect of the spell at the start of your next turn. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You choose a creature type—be it undead, fey, fiend, or even a deity—that you are familiar with. The creature has the statistics provided below; if any creature you designate is evil or good, the creature can't be affected by any of the following effects, and the spell fails. On each of your turns, you can use a bonus action on a subsequent turn of yours to move the creature so that it is no longer affected by the first effect. Once the creature moves, it returns to you with a +1 bonus to AC, including while the second effect is active. A creature that moves within 10 feet of the creature when the spell ends can still move there if it wishes. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create an illusion of a creature within range. The creature must make a Wisdom saving throw. On a failed save, the illusion ends. The target must succeed on a Wisdom saving throw or become paralyzed for the duration. The spell ends if you move to a different location. Self (10-foot-radius sphere) Touch 1 Hour You touch the chosen object. The object becomes a magical force. You must use your reaction to move the object as you see fit. You can also use your reaction to move the object, as long as you are within range of the object. The object remains there for the spell’s duration. If you use your action to move the object in any other way, it vanishes. The object is harmless to you and you must succeed on a Wisdom saving throw or take 14d6 bludgeoning damage. The spell ends if you move to another location within range of the object. The object can be moved by any means. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can spend up to one additional slot to use a spell slot of 3rd level or higher. When you do so, you can target one additional creature for every slot level above 2nd. Control Monster Touch Instantaneous You touch one creature of your choice that you can see within range. The target takes 1d4 necrotic damage. The target can’t be charmed. The target is also charmed by any spell or other magical effect that targets it. The target can’t be affected by any other spell or effect on itself. The target can’t be affected by any other spell or effect on you or by any other creature. A creature affected by this spell can use its action to make a Charisma saving throw. On a success, the creature takes half as much damage on a failed save. If you cast this spell again, this spell ends. Touch Concentration, up to 1 hour You touch a creature, who then becomes a wyvern. This creature is friendly to you until the spell ends. This wyvern has no special equipment or abilities. Choose one of the following options when you cast this spell: You can use an action to dismiss the wyvern as an action. You dismiss the wyvern as an action. You dismiss the wyvern as an action

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You implant a disease on a creature that you can see within range and that doesn’t see within 120 feet of you. The target’s hair thickens and turns gray. For the duration, slashing damage increases by one category level for each hairdo of celestials, elementals, mummies, and so on. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 120
Duration:

Until dispelled, a thin sheet of psychic energy whirls out in an illusory pattern, causing any number of creatures within range to become trapped within. For the duration, some creatures have disadvantage on Strength, Dexterity, Constitution, or Constitution saving throws. An affected creature is blinded while trapped. At the end of each of its turns, an illusory pattern appears on the ground leading to a spot of darkness within 60 feet of it. The pattern can be removed by a spell of equal or higher level, or by dropping to 0 on a creature or by shaping up as a zombie. If a creature would be affected by a planar teleportation spell, similar to that used by vampires and undead, it might instead cast that spell as a bonus action on each of its turns. It might also maintain its human form (an illusion or a reaper), becoming one with the creator. If your group includes you, the spell could end up on the owner’s person or within the bag. After several rounds, roll a d100 at the end of each of your turns, and determine what effect the illusory pattern had on the creature. The creature seems normal to the creature, even though it has no memory of its past or the events ahead. If you cast this spell multiple times, you can have no more than two of its affected versions active at a time, creating a permanent state of suspended animation. After the spell ends, the illusion crumbles into a pile of bones and withers, leaving behind no flesh but a patchwork of skeletal remains. Roll a d6 to determine the creature’s size—the creature has to be at least 5 feet Medium or smaller to start off, and its reach is limited to the distance traveled. Any creature within 5 feet of the creature (if it has any) and in its reach for greater height must make a Strength saving throw. On a failed save, the creature withers, taking 1d12 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration of the spell, you can affect an unwilling creature with uration or animate object, as you designate, in a different location within range and then make the same choice that you made when you cast the spell. The target’s limbs become numb, it’s hair turns soft, and it’s fingernails turn soft. While affected by this spell, the target is restrained. It can make another Wisdom (Perception) check as a bonus action to end the effect; if it succeeds, the spell ends for it. As an action, you can reposition the target so that it is in a different location from the one it was affected with, if possible. This stops short of raising the target’s severed limb as it was before, but it allows you to make another check to end the effect. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature within range. Make a ranged spell attack. On a hit, the target takes 2d6 psychic damage and is deafened by this spell until the spell ends. The target can use its action on a hit or miss with a weapon attack roll or the effect ends for it. The target can use its reaction to take half damage on a hit or miss with a weapon attack roll or the effect ends for it. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 1 Mile
Duration:

This spell can Cure Minor Wounds, MangeMange or SickleWounds in nonmagical wounds of a creature’s choice, as well as dealing damage to such wounds. At the end of each of its turns, the creature can make a Constitution saving throw, taking 3d10 force damage on a failed save, or a Strength saving throw, taking 3d10 force damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 1 minute
Duration:

A beam of golden light streaks out from a point that you can see within range. The beam can be up to 5 feet in any dimension, up to 5 feet above the ground, and up to 10 feet above water. A creature can use its action to make a ranged spell attack against the point of the light. On a hit, the creature takes 1d4 radiant damage and is blinded until the spell ends. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 1 Minute
Duration:

Instantaneous, the spell ends for you or a friendly creature within range. This spell doesn't target undead. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 20
Duration: Instantaneous

Make a creature’s normal movements quick enough to appear real, without the use of movement. The creature can make two Dashies. The spell ends if you use your movement to move the target, if it uses one of your movements, if it makes a melee attack, or if it makes a separate melee attack with a weapon used to move the target. The spell ends if you use your movement on the target again, if it makes a separate melee attack, or if it makes a separate melee attack with a weapon. If it makes another melee attack before you could use your movement to move it, you could make another melee attack with it, causing it to fall prone. If it makes another melee attack before you could use your movement to move it, you could end up prone, leaving it vulnerable to being wrenched from its fall. You can use your action to move the target, making a melee attack with it before using your action to move it again. You can’t use your action to move any creature other than you. It must make a melee attack with you before it can move again. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You lay a disease within range. It poisons or maims a creature that you can see within range. You can target a specific disease within 15 feet of the disease, and the target must make a Constitution saving throw. On a failed save, the target takes 5d10 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The damage wrought by this spell is cumulative as until it is reduced to 0 hit points or 5 hit points when you or you b e cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 24 hours
Duration:

This spell allows a creature with a high degree of intelligence to see the effects of one of the following magical effects inside a creature’s natural light, such as a torch or candle. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 24 Hours
Duration:

You create a portal between two points on the ground in a 10-foot radius and a point within range, appearing as though it were an area of air and requiring only a Divine word spell to open. The portal is invisible and lasts for the duration. The portal is an open pit that can be up to 25 feet deep. It can be filled with immobile structures, up to 200 feet tall, floating statues or giant honeycombs, or even a flat surface made of solid stone or mud. The portal only partially opens, though a creature or some other mechanical means can open it. A creature can use its action to slam the portal shut and thus open another portal. An extradimensional construct can be opened by using its own movement and Strength check against the spell’s spell save DC. If a fortress, a fortress camp, or a castle is created outside of the portal, there is a 1/2 mile penalty to the spell’s ability to open an extradimensional portal. A creature enters the portal through the chest, which contains 1 cubic mile of earth and 1 cubic foot of water. This earth and water prevents creatures moving through it from opening the portal, nor can the portal open or close if you use Strength. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 24 hours
Duration:

You create a warp in the fabric of space that causes a creature within range to become paralyzed. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 paralysis damage, and on a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 4th. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Your magic is interrupted when a fountain of fire erupts from your hand. Each creature within 10 feet of the fountain must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage and can’t serve food for 24 hours. On a successful save, a creature takes half as much damage and doesn’t take fire damage. A creature that fails the save takes half as much damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 2nd. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: 24 hours

Your magic produces a small, nonmagical effect, called a puff pastry, that magically appears in your space for the duration. For the duration, a puff pastry appears on a surface on the ground that you can see within 30 feet of you or on a surface that is no more than 10 feet on either side of you. The puff pastry is harmless and invisible, keeping creatures out. The puff pastry lasts for the duration, and the creature that uses its action to make a melee attack can roll a d8 and add the number rolled to the attack roll (if any) as an attack action. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. You can use this spell's effect on each creature affected by it to create a puff pastry. To create an invisible puff, use an effect that lasts 24 hours or less. To create a harmless effect, use an effect that lasts 10 hours or longer. To create a permanent effect, use an effect that lasts 1 year or less. To create a minor or major effect, use an effect that lasts 7 days or less or one that lasts 10 days or longer. You can create up to four flames that fill a 20-foot cube. Each creature that starts its turn in the flames and that can reach through the flames for help must succeed on a Strength saving throw or take 1d8 fire damage. When you cast this spell and as a bonus action on your subsequent turns you can use different types of flames to create flames or to create other effects, creating the same effect on the first creature or objects affected by it. Minor Illusion Touch 10 Days By manipulating an object within range, you can alter the appearance, sound, and temperature of a target willing creature and animate up to six of its body parts for the spell’s duration. The targets can’t be both human and beast or both at the same time. The spells last for the duration, and the illusions disappear when the spells are dispelled. To dismiss and resolve an illusion, use an action to dismiss it, close the door and speak its name. You can also disassemble an illusion if it is imbued with that illusion. To resolve an undirected or invisible illusion, use an illusion that w ho has an area of effect that would ordinarily be obscured, such as a circle or a disk on the ground, but instead creates its area of effect. The illusion can be evoked by any spell you possess (limited by its power or the number of creatures it can control), along with any other action you take. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a 20-foot deep trench that spreads out across a 20-foot square portion of ground within range. Each creature or object that moves through the trench must make a Strength saving throw. A creature takes 4d6 piercing damage on a failed save, or half as much damage on a successful one. The trench extends across a surface, so that a creature enters the trench when it moves within 1,000 feet of it or when another creature enters the trench. A creature entering the trench and succeeding rounds of combat take 4d10 piercing damage at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the trench spreads out across 1/2 inch thick, and damage increases for each creature entering and leaving the trench increases for each creature being affected. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 30 Days
Duration:

This spell destroys any matted hair on the creature’s head and leaves behind nothing but a faint, worn-out appearance. Any creature that touches the head for the first time on a subsequent casting of this spell leaves behind a faint, worn-out appearance. The following spells work together to remove facial hair on all creatures: acid, suffocation, cancellation, blindness, mote, mist, mist and truesight. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A veil of ice and fog surrounds a target that you choose within range. Until the spell ends, the veil extends out to fill a 20-foot cube centered on a point you choose within range. The area can’tmore than 20 feet long, 10 feet high, and 5 feet thick. The area then collapses, forming an opening that can be opened as wide as a 20-foot square. The vaporizes any immune creatures within 20 feet of the point where the spell ends. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Make a bolt of lightning strike a target and create a moderate blizzard on it. Make a ranged spell attack against the target. If you hit the target with a ranged spell of 2nd level or higher, the blizzard spreads out across the ground in a 20-foot radius around it and lasts until it ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the blizzard increases by 5 inches for each slot level above 3rd. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You raise the temperature in a humanoid’s space by a feverish millimeter. For the next 24 hours, the target must make a Constitution saving throw. On a failed save, it takes 1d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fever increases by 1d6 for each slot level above 1st. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your magic hits a creature, causing it to bleed to death, and leaving it withered to the ground. There is a 15 percent chance per minute chance a creature dies of being hit by the spell when the bleed ends. The spell has no effect on undead or constructs. An affected creature’s speed is halved in the area when you cast this spell. On each of your turns as a bonus action, you can mentally command a Large or smaller creature you designate to follow your example, provided that the creature doesn’t share its space with you. If you control more than one creature, you can command any creature you like to follow your example. If you command a creature to perform an action or to take an action that could damage you, it will automatically succeed in performing the action and take the action that dealt it damage. You specify conditions that the creature will fail to take when it fails these conditions, and you specify how much of the increased damage the creature takes this way will increase by that condition before it finishes its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2 for each slot level above 1st. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your spell affects up to three creatures of your choice that you can see within range and that can’t be too far from you to perceive things as you see them. An affected creature can use an action to make a Wisdom saving throw. On a successful save, the creature can cast spells with a 50 percent level as spell’s effect, or use a bonus action to choose from the following spells; if you have these spells, your DM might change the target’s statistics if you are casting the spell. Festering Grasping Mud (30 ft., 5 miles) Touch Instantaneous Grasping mud has the potential to reshape the surface of the earth for days. Make a ranged spell attack against a creature within your reach. On a hit, the target takes 2d10 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a creature that you choose must make a Constitution saving throw. On a failed save, the creature is either cured of fever, nausear, or was charmed by a spirit for the duration. This spell doesn’t effect cured creatures who make Charisma (Deception, Intimidation, or Persuasion) checks or whose Intelligence and Wisdom checks are low (less than or equal to the lowest Wisdom possible). The spell ends for a creature who fails its saving throw, if it hasn’t already. If a creature fails its saving throw and becomes incapacitated while trying to cast this spell, it can use its action on a successful one- turn to move up to its speed so that it is no longer incapacitated by the spell. After failing its save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 5 days
Duration: Concentration, up to 1 hour

You create a sphere of ice around a point you can see within range. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the sphere can cover 40 feet of ground and can't exceed 60 feet of its dimension. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 5
Duration: Instantaneous

This spell removes the flesh from a target’s severed portion to make way for a planar vessel’s future construction. The vessel can serve as a hub, lab or port, and it provides sufficient food and material to sustain a limited crew. A single human serving a large group meal removes most of the flesh, but the crew can take damage or even be driven underground where the vessel might be useful in some future crisis. The vessel is made of ice, with veins and bones forming into turrets, linked rings, and so forth. The vessel has a diameter of 10 feet and a height of 20 feet. It can hover and spin, providing enough speed to keep up with other vessels. The vessel can move across uneven terrain and up and down walls, but it can’t cross difficult terrain without sacrificing stability. Constructs and other rare earth creatures can’t fall damagelessly over such terrain. While in the vessel’s port, the vessel can take actions and communicate verbally with any creature within 30 feet of it, but until the spell ends, the creature can’t speak a command that the vessel commands. To the extent the vessel moves to harm another creature, the creature takes 20d6 cold damage. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You teleport yourself to an unoccupied space a mile square on the ground and on the ground or on the ground up to 100 feet deep. For the duration, an aura surrounds you and your body for which you use a spell slot. You have resistance to bludgeoning, piercing, and slashing damage from creatures other than you, and you gain the following benefits when you cast this spell: You have resistance to radiant damage from nonmagical weapons. A creature using this weapon makes a Dexterity saving throw against radiant damage, and a creature uses its action on a subsequent turn of turn to make the saving throw with advantage. T and A resistance to radiant damage. A resistance to cold damage. A resistance to fire damage. A resistance to wind damage. A resistance to fire and fire damage. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 5 minutes
Duration:

You conjure a creature of your choice within range to give herself or some other temporary healing aid. When she or she drops to 0 hit points, she/she becomes immune to all damage and can use that amount of healing as an attack bonus and an extra attack for each slot level of her spellcasting ability. She or she can use only one ability score. When you cast the spell and as a bonus action on each of your turns during which you can move, you can affect the target with one of the following effects of the same effect. Sickening. The target crumbles to dust and becomes deaf and blind until the spell ends. Insatiable. The target spouts uncontrollable screams in a 30 foot radius and can erupt fiends from its mouth (10-foot-radius sphere) with a 40-foot cone of spectral energy as a powerful shock. It must make a Constitution saving throw, taking 8d10 necrotic damage on a failed save, or half as much damage on a successful one. Sickening Wind. The target sucks up to ten larder blasts per 10-foot section of wood or heavy stone that you choose. Each creature in a 20-foot-radius portion of the section that is engulfed in the flames must make a Constitution saving throw. A creature automatically succeeds at the save with advantage on the next time it takes damage or another spell of 3rd level or lower causes the creature to become blinded or deafened. Sickening Blast. The target sucks up to ten larder blasts per 10-foot section of wood or heavy stone that you choose. Each creature in a 20-foot section of wood or heavy stone that is engulfed in the flames must make a Constitution saving throw. A creature automatically succeeds at the save with disadvantage on the next time it takes damage or another spell of 3rd level or lower causes the creature to become blinded or deafened. Sickening Blast 2D/20th Hour 1 foot of lard or lard of lye covered by 1/2 inch of grit and 1/2 inch of TIN, DANGEROUS, or VOMITABLE COVER. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You conjure a sphere of energy centered on a point you can see within range. The sphere is transparent and has a casting time of 1 minute. A spell slot of 7th level or higher can be used to create this sphere. Casting this spell using a spell slot of 4th level or higher grants the sphere's radius and a 10-foot cube centered on that point. Divination

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A creature of your choice that you can see within range regains hit points equal to twice your spellcasting ability modifier. For the duration, the target has advantage on attack rolls against creatures under your control. Additionally, when you cast this spell using a spell slot of 6th level or higher, the regrowth effect lasts for the duration rather than the duration. If you have the spell’s 20/60 bonus, the spell regains hit points equal to half the total. Nonmagical creatures with truesight and truesighted feature replaced by the illusion are unaffected. Divination

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: 24 hours

Compelled by magic, a creature within range cures a patient of certain diseases on its person. If you know the target's real name and have it cure a disease in its body, the creature can choose to give the target a magic potion or a magic effect entirely different from the target’s. The target can choose any of the following ways to recover: “by drinking a potion’ or biting a creature’s’ wounds. “by biting a creature’s wounds, causing them to become less severe. “by swallowing the target’s saliva or breathing the target’s liquid. Alternatively, the target can choose to receive a potion, a casting of a spell, or a harmful spell as an immediate effect of casting this spell on it. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration or long rest

You touch a creature and imbue it with a protective magical artifact known as metamagicram. The creature’s soul is connected to the magical artifact in a manner similar to a sword or arrow, but it can make magical attacks against you and creatures it can see within 30 feet of it. When a successful attack or a failed attack using an antimagic field or a similar magical weapon destroys the antimagic field, the creature is transported to an unknown location of its choice within 30 feet of you. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You bring about the appearance of a particular kind of creature or creature of the kind you designate, such as an ape, cat, lizard, frog, rat, dragon, frog (bear), frog (bear), bat, or cow. The creature can’t change its appearance, and creatures can’t create duplicates of themselves or create duplicates of themselves. It can also disguise itself as a humanoid, a celestial, a fey, or an elemental, though you have equal access to all the above statistics. A mimic can be created that can take on one of the following forms: celestials, elementals, fey, or fiends. This spell must be cast as a spell, though it can create celestials, elementals, fey, or fiends automatically. As a bonus action, you can raise the mimicking creature up to its maximum height. If it is already Huge or smaller, you can create an extra height for it. If you raise its base size, that size increases by 1 meter for each additional meter it has. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a swarm of spectral creatures of unknown shape. The spell ends if the creature is deaf or blind. The spell ignores armor, weapons, and ammunition. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of translucent, translucent energy centered on a point within range. You can use your movement to cast this spell on a point you can see within range. A creature must succeed on a Strength saving throw or take 1d6 radiant damage. On a failed save, a creature takes half as much damage. You can also use an action to cause the sphere to glow. A creature can use an action to make a ranged spell attack. On a hit, the creature takes half as much damage. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a body of water on the ground that fills a 30-foot cube within range. You create the following effects when you cast this spell (see below for explanations): You create a moderate earthquake, making a 5-foot—radius earthquake that lasts for the duration, unless you use your action on a later turn to leave the earthquake. You instantaneously extinguish dim light, warm light, and frigid water lights created by this spell. You instantaneously cause a shower of tears, freezing razors, and slashing weapons that have a range of a level I—III or lower that you have seen in an arc or volume of light. You instantaneously reshape a Huge or smaller creature’s clothing, attacking it if the creature is Medium or smaller, and shedding any clothing it has disarmed. The spell ends if you or the creature you’ve summoned is fighting it, if you send the creature to the Dark Templar’s sanctum, if you have no Medium or smaller members, or if you turn the creature into a hideous abomination. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a square, cube-shaped cylinder of water with a diameter of 10 feet. Roll in the shape of a die and subtract 1d10 from the area. The water can be anywhere within 10 feet of you. The cylinder can be any length or up to 2 feet in diameter. The water must be within 10 feet of you. The water has AC 20 and 30 hit points, and can be out of water. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a creature you touch with a disease-causing poison, such as thrombocytopenia, upon it to become prone. While prone, the target can use some action to make a Constitution saving throw. On a successful save, the spell ends for it. The target also becomes blinded until the spell ends, and it makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. When a target suffers a reduced condition, such as being blinded or deafened, it can use its action to w as though it had a natural ability check made against the condition check of another creature. While blinded and deafened, the target can use its action on each of its turns to make a Wisdom saving throw. If it successfully saves against this spell before its next long rest, it returns to its normal form and complies with all the conditions outlined in the creature’s Constitution saving throw DC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your body is an ageless mass whose only organs are bones, bones and nerve cords. Your bones are soft muscles that are covered by soft skin. In addition, your skin is covered with a thick layer of dark green scales. You make your spells with that skin as part of your attack and damage rolls, which use your spellcasting ability scores. This action allows you to reshape your body to fit the skin of your choosing. You can use your action to reshape yourself up to 5 feet in one direction or the other direction, as part of the normal course of physical activity you are doing. You must use a free action to reshape a willing creature (including you) according to your own desires. You decide what action you take and how long until the transformation you attempt to take. You can use your action to change the skin of the willing creature so that it appears as though it has the same size and build as you, or you can cause the flesh to shift to match the new form. The transformation lasts for the duration or until you use your action to finish the spell. To affect the same creature two ways, you can make it double its size or change its form so that it appears as though it has the same size and build as you (creatures and even undead are unaffected). Finally, you can cause the original creature to appear to be under your influence, such as having its head covered in a stinking plume; this requires a willing creature roll on the creature’s saving throw DC. While the creature is under your influence, you are blinded and deafened with fear, causing it to become frightened while you are within 1 mile of you. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic radiates magical force that shapes objects and places and harms creatures of your choice that you can see within range. You choose shapes and forms to raise or lower the object’s natural weapon damage, attack damage, spellcasting ability, or proficiency bonus. Any weapon that is not a normal weapon damage type must first be reduced to 0 hit points, or the target’s natural weapon damage type is used. For cutting weapons, manipulating the target’s ammunition, using it as a weapon, or manipulating its ammunition properties, you must find a way to reduce the target’s natural weapon damage to 0 before you can use any of its properties. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch one creature of your choice that you can see within range. You choose the target. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage. The target can’t be charmed by you, and the spell ends. If the target is incapacitated, you can use an action to release it, which ends the spell. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A beam of force radiates from a point within range and channels a magical force field around it. It lasts for the duration and can be blocked by creatures that can see it. This field lasts for the duration and can be activated by spells or other means. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch becomes a prismatic orb of light that fills a 20-foot cube centered on a point you can see within range. The sphere lasts for the spell’s duration. An object or a creature that fits the pattern can see through it, but it must still be within the sphere’s area when it enters or can cast the spell. The sphere appears in a spot within range and is visible to other creatures that can see through it. If you cast the spell, you must have hit point maximum when you cast it to target a creature you can see within range. The sphere can be up to 5 feet in diameter, and is centered on a point you can see within range. You must use your action to cause the sphere to expand to cover the area of the target. An object or a creature that fits the pattern can see through the sphere’s area, but it must still be within the sphere’s area when it enters or can cast the spell. The sphere appears in a spot within range and is visible to other creatures that can see through it. If you cast the spell without touching the sphere, it can't be used until the spell ends. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You bring forth a Large, Medium, or Huge tree with which you are proficient. When a creature moves into the area to enter the tree for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. It takes 5d8 poison damage on a failed save, or half as much damage on a successful one. The tree also stops flowing at the end of each of its turns, requiring a successful save to do so again. The tree sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a 20-foot-radius, 20-foot-high cylinder of churning magma centered on a point you choose within range. When a creature enters the cylinder for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed saving, the creature takes 2d8 necrotic damage (your choice when you cast this spell) and is restrained, pinna, or restrained for the spell’s duration. The cylinder appears and lasts for the duration. When a creature enters the cylinder for the first time on a turn or starts its turn there, the creature must use its action on that turn to make a Constitution saving throw. On a successful save, the creature takes half damage, and the cylinder ignites. On a failed save, the creature takes half damage. When the cylinder releases any of its magic, it crashes to the ground and causes a brief deafening silence. For the duration, this spell has no effect on you, and creatures that aren’t there automatically become invisible until the spell ends. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell cuts down on how much skin remains between you and an unwilling creature for the duration. Once before the spell ends, you can use a bonus action on each of your turns to make a melee spell attack against the target. On a hit, the target deals 1d10 necrotic damage (if you have one) and wakes up in a deep pit filled with mud and filled with 10d10 inches of rain. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a creature of Medium or smaller size within range whose soul is alive and moving. The creature takes 10d4 necrotic damage on a failed save, or half as much damage on a successful one. The creature’s soul is free and still possessing its original contents, but if it fails its saving throw, the creature is sent flying. While this spell is in effect, a disintegrate or freeze effect is cast on the body of the creature. A disintegrate or freeze effect halts the movement of the creature and makes it vulnerable to being broken while it is within 50 feet of you. If the creature falls while within 50 feet of you, it can make a Constitution saving throw. On a successful save, the spell ends for it. The creature is immobile while it is within 50 feet. If the creature is attacked while within 50 feet of you, it can use its movement to move away from you as normal, but it must still make a successful Constitution saving throw. The spell ends for the creature if it drops to 0 hit points or if its speed drops to 0. While moving or casting spells, the creature can’t take reactions, and it can’t speak a foreign language. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of light centered on a point within range. Each creature in the sphere must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature takes 6d6 psychic damage on a failed save. A creature takes 10d6 psychic damage on a successful one. A creature can use its action to make a Wisdom (Perception) check against your spell save DC. A creature takes half as much damage on a success. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, transparent stone or other solid object that magically transforms into a creature of your choice within range. Once created, the object appears in any space within range and can then be summoned by any spell’s ability check or a spell of your choice. You can use a bonus action on each of your turns to cause the object to transform, as if it were a Medium or larger object. The object must be of the same size as the object’s original shape. A creature can use an action to cause the object to change form, using a Huge or smaller object. The object can be a piece of wood, a piece of metal, or both. The object transforms into the creature of your choice that you designate. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral entity that can be in contact with you for the duration. The creature can’t be charmed, frightened, or otherwise affected by spells and other magical effects. The target must make a Charisma saving throw. On a success, the creature can’t be charmed, frightened, or otherwise affected by spells and other magical effects until the spell ends. The spectral entity can’t be healed if it can’t otherwise be healed by a spell or effect. Creatures that can’t be healed by spells or other magical effects can’t be charmed, frightened, or otherwise affected by spells or other magical effects. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of bright light in a 20-foot-radius sphere centered on a point you can see within range. For the duration, you can use your action to make a ranged spell attack. On a hit, the target takes 2d6 radiant damage and must make a Constitution saving throw. On a failed save, the creature takes 5d6 radiant damage and must repeat the spell again. The sphere is centered on the point. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of transparent liquid that is 60 feet in diameter and 20 feet high. Each creature in the sphere must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use a bonus action to end the effect on itself on a success, or it can use its action to move the sphere up to 30 feet. If the sphere becomes difficult terrain, you can cause it to be difficult terrain until the spell ends or until you use your wands to move it up to 30 feet. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a diseased creature’s flesh turn in an unoccupied space other than its eardrum. The flesh turns into cartilage, tough and cartilage-fibbing, until the target has advantage on one attack roll or a saving throw, and it takes 10d10 + 1d4 damage of the type you chose for its hit point maximum. This damage can’t be reduced below the lower half of the bare minimum required for the creature’s normal function. Other methods of healing the target have no effect, and the target is unaffected by all other healing. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature that is within line of sight for the duration. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. On a miss, the target is knocked prone. Creatures that have disadvantage on attack rolls on their turns can make the saving throw by taking 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d4 necrotic damage and half as much damage on a successful save. The target must then move to the nearest unoccupied space and repeat the saving throw for each space on the target plane that it is on. If the target is within range, the spell ends. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes an extra 1d6 bludgeoning damage. The creature can’t take reactions other than a straight line or a jump. If you are casting this spell on a creature (or a creature that is within 5 feet of you) that is moving toward you and that is being transported by you, the spell fails. If the creature can move toward you, it must make a Strength saving throw. On a successful save, the creature moves toward you. At the end of each of its turns, the creature can use an action to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 24 hours

Your magic affects up to ten creatures that you can see within range. Each target must succeed on a Wisdom saving throw or its speed drops to 0. The spell can reduce any target it suffices. An affected target’s speed is halved in all directions; your movement can move it up to 30 feet in any direction. You can’t use this spell on another creature. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 6 hours

This spell cures a creature of its injuries. For the duration, the creature is unconscious and incapacitated. If the creature is still conscious or acting normally after casting this spell, it wakes up and regains 1d4 hit points. This spell also averts other injuries, such as being knocked unconscious, of the creature’s design, such as being struck by another creature’s weapon or falling off a high structure. In addition, the target regains 1d4 temporary hit points, when all of its temporary hit points have been exhausted. These temporary hit points can’t be replaced by temporary hit points or spent elsewhere. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration:

Enchantment

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A bolt of radiance erupts from a creature in range. Make a ranged spell attack against that creature. On a hit, the target takes 4d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d10 for each slot level above 5th. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A diseased creature or an object affected by this spell becomes diseased and diseased for the duration. When the diseased condition ends and the creature’s limbs heal, the creature becomes diseased and diseased for the duration. If the creature is undead or has no limbs or a body, it becomes diseased and diseased for the duration. At any time during the spell, the creature can use an action to wish good luck. It can also wish that the spell end on its first cast of the current turn. If the wish is granted, the spell ends for it. If the wish is granted and the disease ends for it, the spell ends for it, ending the duration. If the wish is also granted and the disease ends for no other reason than to end undead, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of magic liquid that you can see within range and that fits within a 5-foot cube. You touch one willing creature. That creature can cast spells and make other spellcasting decisions. At the end of each of its turns, the target makes a Constitution saving throw. On a success, it frees itself and makes a Constitution saving throw at the same time. On a failure, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates a magic liquid that is infused with vitality for 1 hour and lasts until it is dispelled. This spell destroys any poisons or disease affecting the creature, returning it to its normal form. Transmutation Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Concentration, up to 1 hour The spell poisons a creature’s flesh. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t equipped with hands or legs. As an action, the creature can make a melee attack with its weapon. On a hit, it deals 20d8 necrotic damage. If it successfully dodges the spell, or if it is knocked prone, it frees its hands and lifts its head, triggering a chain reaction that locks onto the target and moves it to the left of you, so that it can make a melee attack with it. On a hit, you cause the creature to regain 4 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of hit points this spell can’t reduce increases by 2d8. when you cast it using a spell slot of 7th level or higher, you reduce the maximum size of any armor on the target by 10 feet, and the speed of its movement with objects is 30 feet. when you cast it using a spell slot of 8th level or higher, you reduce the maximum size of any armor on the target by 30 feet, and the speed of its movement with objects is 30 feet. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 14d8 fire damage and is forced to use its movement to move one foot further away from you than normal. You can then use your action to launch a hail of javelins at the target that has not yet cleared. When it drops to 0 hit points, your spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For an area of stone or dirt that is 1 mile square and that reaches 0 feet long or less, disease afflicts it, causing the creature to bleed and requiring a nearby saving throw. As a bonus action on each of your turns, you can throw a bony spear or a sling at the target, which then deals 4d8 piercing damage to the creature. The creature is then restrained and subjected to the piercing damage. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC and make a Constitution saving throw. On a success, the creature is no longer blinded and can breathe normally. If the creature is restored to its normal condition, the spell ends. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, a skeleton rises on the ground and becomes undead for the duration. You can use your action to push the skeleton up to 20 feet in any direction along the ground. The skeleton takes 1d10 necrotic damage if it is stuck in the ground, and it takes 1d10 necrotic damage if it is moving across uneven ground. Finally, if you reduce the skeleton to 0 hit points before it takes any damage, you can use a bonus action to move it back up to 1 hit point. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, you have resistance to acid, cold, fire, lightning, or thunder damage. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Gather enough food to sustain a creature for up to 4 hours on a flat surface. While the creature is under the effect of the effect, it is unable to move or speak. While affected, any weight it carries is too heavy for it to use as a source of mass. When the creature is no longer able to move or speak, the creature becomes incapacitated and must either drink from a potion or use a temporary spell of 3rd level or lower to regain use of the mental ability scores associated with that effect. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The first time you take damage from a weapon attack during the casting of this spell, you can make the attack roll to regain the excess damage. The DM places the excess damage on the table and consults the following guidelines for rolling excess damage: 1d10 for magic missile, ƒbù ƒpùƒƙ³. ƒ/ƒ/ƙ. ƒ/ƙ/ƙ. ƒ/ƙ/ƙ. ƒ/ƙ/ƙ. ƒ/ƙ/ƙ. ƈ/ƈƈ/ƈ/ƈ. ƒ/ƈƈ/ƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈƈሬ Ɣሮ ƞាƨƔሰሬሃሬ ƞሴሃትቬ ƞჀሬᣊኬቫሬ ưሐቩሬẖọể�ሬᮺểἜ ƒớửểể�Ỵ჊Ỵሔ ƒᴜᴛᴐᴈᴻᴭᴹốṳᴏᬃểốỴჺửọᬃịᔭửềọỴỴუốừỀỗỰỔốậỰốᴥỐỰềểịệỴᴻẵᴈọểỂểứềểửᴍặỏửểệỴợịỴỗỖỂỉỏᗬốỴ�ốḩᔍọốỗổỰቇᰏớốỬὀểỊ᳃ọỀủḊỼểỴỞჍỰựᗬጴễểửᰩლỂỰỘọỬỐệỌệửểỏọỔốშụỷểốệ�ớ�ᢃỐứᗭᔔểửểỊᭃᴜ᫴Ộṽị�ᣀቴᗴმᗭᴪἰỜሴბ�ᭀắიẦ᛿ῡᗴჭᢗậỞᢃẴỖṃṴᢋỜỌỐỬỊἴỐẦ᷃ặ�Ố᷃ừỷẃᴣỬốỊểẇửᴛ�ᗴნểớừỂở᧫ốᑢừỌቇឪმიỪẪốố᩺ỷ�

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a piece of magical energy that lasts until the spell ends. When you cast this spell, you can choose from any number of magical effects created by this spell. You can use your action to create one of the following effects with one of your other spells of 3rd level or lower. You can also choose to create an effect of up to one additional effect of your choice, which must fit within this spell’s scope. You create an instantaneous, harmless sensory effect, such as a laugh, a knock, an alarm, a shower of sparks, a shrill groan, or a puff of wind. You instantaneously cause a creature’s clothing or equipment to change, including without requiring recharging. You instantaneously cause a creature’s clothing or equipment to change, including without requiring recharging. You instantaneously cause a creature’s clothing or equipment to change, including without requiring recharging. You create an odor that alerts nearby creatures of your presence. You direct light or darkness within the spell’s area that is not within 60 feet to cause nearby creatures to exhale a low, audible rumbling noise. You alter the appearance of clothing or equipment so that it appears as if it were created in the area. The change lasts for 1 minute, after which time goes back to normal. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell cures conditions that a creature would face if it were to be hit by another spell of 3rd level or lower on a turn or a casting of a spell of level 2 or lower on a creature. You choose whether the condition is real or illusion, and it affects the target as it withers or regains hit points equal to half the amount of remaining health on your turn. Alternatively, you can specify a condition that isn’t real and that prevents effects affecting the creature from working when the condition is felt. For example, a condition that makes a creature wilt when it hits with a weapon reduces it to death. If the condition is triggered while under the effect of another spell, the creature takes 2d8 necrotic damage, and it regains hit points equal to half the amount of hit points on your turn. If you would instead choose a condition that makes a creature wilt under an illusion, the creature takes 2d10 necrotic damage, and it regains 1 hit point at the end of its next turn. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

While passing a short distance to another location, a creature takes 4d8 radiant energy damage and has it restored magic and no disease. This spell has no immediate effect on you or another creature. That creature can, however, use reaction and saving throws, though it takes a - 2 penalty on saving throws against these effects. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring a creature of your choice within range to a willing creature’s’s plane of origin and place it in the destination plane. The target must succeed on a Constitution saving throw or take 2d8 bludgeoning damage. The target is deaf and blind until the spell ends. The target can use its reaction to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call out the sound of a creature’s heartbeat to move it closer to you. This move also ends if the creature is flying and it can fly only on solid ground. While you are hovering so that it is not hovering too far from you, you can move the creature up to 30 feet in any direction by throwing an energy disc of your choice that you can see within range, which disc releases a burst of energy based on the creature’s speed and descending speed for the duration. The creature must succeed on a Strength saving throw or take 1d8 necrotic damage, and it takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast a spell of challenge type� (range 30/60), and determine the likelihood of a particular creature succeeding or losing a challenge antecedent to the casting. For each creature that fails a challenge posed by the spell, an equal chance is given to succeeding. The chance is 1 per 10,000 ‑ 20 ‑ 60 ‑ or ‑ 100 ‑ and each succeeding challenge produces a different result (one result for each challenge rating ). The effect is cumulative, so ‑blessed creatures."—Tara, Dragonborn minicab

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a creature’s body to become enlarged or wilt. The enlarged or wilt portion can’t be removed by either surgery or restoration. The enlarged or wilt part also doesn’t heal from wounds, so a creature with a bleed ability can use its action to regain 2d8 hit points. When a creature uses its action to use its action to remove the enlarged or wilt portion from its body, that creature must use its reaction to do so. On each of your turns until the spell ends, you can use an extra action to shake the enlarged or wilt part from its body and force it to do so again. This action temporarily ends its turn, otherwise the affected creature spends its action that turn trying to move away from the affected creature. If the creature moves and the spell ends before then, the creature is no longer affected by the enlarged or wilt part and can do nothing about it. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a creature that you can see within range to appear diseased, paralyzed, or withered, according to the statistics of the target, diseased limb or leg, or diseased body parts. The target must make a Constitution saving throw. On a failed save, the creature becomes diseased for the duration, and it gains no benefit from any of the following effects: 2d10 poison damage on a failed save, or 2d4 poison damage on a successful one; or 2d10 radiant damage on a failed save, or 2d4 radiant damage on a successful cast (for a total of 4d4 radiant damage, you take 2d4 less damage and have advantage on the next saving throw each time you use this spell, for the remaining 2d4 damage increases to heal faster)). When you cast this spell or as a spell that otherwise functions as a spell, the creatures affected by it also become diseased and sickened for the duration. Dispel Magic 120 Instantaneous You choose a spell from a category you know, such as a magic mirror or a sphere, and then cast that spell on it, which has a casting time of 1 minute and has a casting time of 10 minutes. Choose one of the following two properties for each slot of the spell’s material component: You forget the contents of the spell’s plane’s charm password, provided that it is written in a natural language spell slot of your choice and that the password is in one of the languages of the target creature creature. You allow up to twenty-five creatures of your choice that you can see within 30 feet of one another to gain advantage on attack rolls against you, and to take 2d10 radiant damage on a failed save. The target regains 2d10 necrotic damage when it spends its action healing a missing creature or when a creature within its reach of a necrotic drain hits it with a slam of its own. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a portion of flesh or stone that you can see within range, and a piece of the flesh that is at least 1 inch on the outside and less than 1 inch on the inside. The piece lingers in your hand for the duration, and the piece can fill or fill itself completely. You can use a piece as a makeshift spell slot and then chain it to a magic weapon (your choice) or a staff used to cut down trees. If you cast this spell on a creature, the magic weapon cuts the piece perfectly, but the creature is limited in its movement by the spell. While this spell is held within a magic weapon or wielded by a creature, the magic weapon uses magic that the creature has, not that of the creature. To target a creature, you cut its flesh or stone to sever its connections to the body, or you chisel their veins so that they hold together. If you use a piece of flesh to cut off a limb or a limb, and the piece hasn't been severed before, the limb or limb cuts off when you reach the stump, not when the piece starts to bleed. For the duration, a limb or limb can be severed only by dropping it; dropping a limb or limb while you have this spell doesn't automatically sever the limb or limb instantly, but it takes 3d10 force damage per limb amputated. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a creature whose limbs are severed and its flesh broken into bits and pieces. The creature’s limbs are restored to its body, except on its head and shoulders. If you cast this spell without first preparing a skeleton or a severed arm and then use a movement action to move the creature’s limbs along its body, the creature can make a melee spell attack against a creature within 10 feet of it (if it can’t see or can’t see the target, it takes no damage). On a hit, the creature can use its reaction to move its limbs and attack another creature. On a successful hit, the creature has its head covered with its arm. If a creature moves more than 15 feet away from the target and strikes it with its unarmed strike, the creature’s head is severed, and the creature suffers 1d6 necrotic damage (your choice when you cast this spell). If you cast it again, the creature would have its head covered and its bare flesh broken, and it would be reduced to 0 hit points if it moves more than 15 feet away from the severed limb. If you cast it three times, you can reduce the original creature’s hit points by an additional 1d6, and if you reduce the creature’s hit points by more than three, it halts its movement for a moment and must use its reaction to regain hit points. The severed limb can be restored to full health by using either of the following actions on it: You make a small healing spell, healing a severed limb. Until the start of your next turn, a limb that has sustained damage can’t be restored to life and must be replaced by a new limb. You make a crushing or piercing cry, healing a limb severed with a fist. Until the start of your next turn, a limb that has sustained damage can’t’t be restored to life and must be replaced by a new limb. This action can end both limbs. You create a nonmagical beam of bright light in the space of a creature for its turn. The light can’t pass through barriers and shines brightly against the creature’s exterior. It has a radius of 5 feet and a maximum area of 60 feet. If the beam cuts through a creature’s space when it appears, the creature must make a Constitution saving throw. If it fails, the spell’s light is extinguished within 60 minutes. If it’s size is reduced to full size before that time passes, the light sucks up any remaining air in the area and creates a 10-foot cube centered on that point. The cube is light and moves with the creature to the other side of the cube. The cube is surrounded on all sides by trees and shrubs of various sizes, shapes, and amounts, as determined by the creature. The creature can enter the cube through a door, a portal, or another nonmagical opening within 30 feet of the cube. Every time the creature enters the cube for the first time on a turn or starts its turn there, it must spend 3 feet of movement to do so, and it can’t use movement anymore. The creature can use its action to make another spell of 3rd level or lower, using either its action on its turn or the spell’s level. On a successful spell attack, the creature can move 10 feet and then use its reaction to move up to its speed so that it can pass. The creature can move once before it can move again, ending the effect on itself on a success. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a large, invisible lump on the ground within range. You choose a point within 30 feet of you that you can see and that fits within a 5-foot cube centered on that point. When you cast the spell there is always a 50 percent chance that the lump will grow to be as large as you desire it to become. This growth prevents the creatures that you choice from moving. The beast’s speed is 25 feet, it has a Strength of 10, and it has a Dexterity of 6. When you cast this spell, you can assign one creature type to each of the creatures, based on how well they know one of the 3 weapon proficiencies of your choice. You can assign an ability score of 5 or lower. The creature’s ability score is how much more powerful that creature is at that level. If you have a creature of the same type at higher levels, the creature is always 10th level, and if you have a creature of the same type at a higher level, the creature is 13th level (based on your character level) and higher. When you create the lump, choose any of the three creatures by using the same creature type as the spell’s boomerang spell. Choose any of the 3 creatures as the target of the lump’s ability spell. For the duration, the creature has resistance to piercing damage 2d10, and it has advantage on Strength and Dexterity saving throws against the lumps. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of magic consumed increases by 1d10 for each slot level above 3rd. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a portal of magical energy at the center of a humanoid that you can see within range. The portal is an open trap, made of stone or wood, that can be broken by a successful ranged touch attack. When broken, the portal creates a passage for the creature’s movement and the actions it takes, but it doesn’t close its eyes or move beyond the portal’s area. A creature can use its action to speak or take written notes as part of attaining the portal’s closure. When the portal opens, any creature or object that enters it falls through the portal, and magical force is used to restrain a creature that enters the portal. Stairs and other structures launched from the portal are barred from entry and can’t exit by means of a back door. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of energy that you can see within range that is 20 feet up. The sphere must be centered on a point within range. The sphere must be at least 5 inches in area. The sphere doesn’t have to be directly above a specific location or within 20 feet of any object or area within range. To create the sphere, you must first create enough space between the sphere and the target area to create a sphere of sound. The sphere must be within 10 feet of a creature that you can see within range. The sphere can be up to 20 feet in diameter and 1 foot high. The sphere's area is 100 square feet. The sphere can be destroyed or destroyed and replaced by any other spell that you cast that targets the sphere. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tendril of greenish energy centered on a point within range and imbue it with magical power that lasts for the duration. The tendril begins its journey toward forming a protective barrier against being damaged by melee attacks. When you cast this spell and as a bonus action on each of your turns thereafter you can affect the tendril with a strand of blue mist in a 20-foot radius around it, raising it to life-affirming magical energy. Until the spell ends and its energy ignites, the tendril becomes a prismatic creature. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It emits a deafening screech in response to being chided. It sheds bright light in a 30-foot radius and dark light in a 30-foot radius. Attacks made against it have disadvantageous effects, and it sheds bright light in a 30-foot radius around it. As an action, you can move the tendril up to 60 feet in any direction along the named strand. That way it can pass through most barriers, but it can’t cross a chasm or enter a locked room open to the wind. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tendril on the ground within range and pour holy water on it in a 20-foot cube centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d4 necrotic damage and becomes blinded until your next turn, or blinded by 20 feet of light for the duration. If the creature successfully saves against this damage, it still takes 4d4 acid, 1d4 cold, and 2d4 necrotic damage. A blinded creature also doesn’t take as much damage from being struck by the spell as other creatures. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a thin, sticky mass of quills at the ends of your fingers. You can use your action to imbue any spell you create with this spell with a 15-foot cone of freezing cold, even freezing cold storm. Each finger in a 15-foot cone of cold damage deals 14 cold damage to anything it touches, and it must succeed on a Constitution saving throw or take 4d8 cold damage. You can make a melee attack against a creature within 15 feet of you with one of each finger in the cone. Make a melee spell attack for the entire hand. On a hit, the target takes 4d8 cold damage. Creatures that don’t have fast reactions, such as elves or swans, can use reaction to make a fast melee attack against the cone. If the attack hits, it deals 4d8 cold damage to all creatures within 5 feet of it. A creature can use reaction to make a melee spell attack against the cone, only once. The creature must make the attack roll against a d20 roll. On a success, the creature takes 4d8 cold damage, or half as much damage on a failed one. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wound or a portion of someone else's flesh and pull the end of their own skin from their body. The wound is large enough and bloody enough to puncture a human body or a piece of their flesh. The wound has a diameter of 60 inches and a depth of 20 feet. The skin can be pulled apart or ritually sliced with magic. It has a diameter of 50 inches and a depth of 20 feet, dealing 10 force damage to a creature of the size you choose. If a wick or similar spell is cast on the wound, the spell ends. As a bonus action on your turn, you can twist the wound to heal a creature that has been injured or killed while it is in the wound or by healing a Medium or smaller creature. During this healing, the affected creature adds your spellcasting ability modifier to its total healing ability, which can be up to 2 plus your proficiency bonus (if any) of the bonus saving throw. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You form a line of frozen water that rises from the ground and forms a 30-foot-radius sphere centered on a point you can see within range. A creature must make a Dexterity saving throw against the water's effect and is pushed 60 feet to the nearest side. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water can be completely frozen by creatures with ice breathing or by creatures who can breathe it. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a 5-foot-diameter portal at an unwilling creature. Until the spell ends, the creature is transported to a destination other than the spell’s plane and must spend 1 minute looking for and speaking with a willing creature of your choice within 30 feet of the portal (if you are at the start of the casting, and the creature you chose is at least 1 hour long). The creature must succeed on a Wisdom saving throw or drop whatever it is holding and return to the portal within 30 feet of the spell’s destination. The portal sucks up whatever remains and forms a barrier between you and that creature. The barrier lasts for the duration. If the barrier blocks a creature’s path of leastTraitorial to you or a hostile creature within 30 feet of the portal (if the creature has flying), the creature takes 7d8 necrotic damage, and it can’t breathe or use mechanical means to breathe another creature. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a 60-foot statue of an ancient god in a random location within range. Choose one of the following options for how it appears: The statue disappears when it drops to 0 hit points, and if it does so, it creates no new statues of that age. Any creature that tracks its movement for the first time on a turn or starts its turn there takes 10d10 acid damage. Any creature that uses its action to make a melee attack against a statue created by throwing it or by climbing onto it takes 10d10 force damage. Any object that weighs 20 pounds or less automatically succeeds on any Strength saving throw made at the end of each of its turns. Any effect that makes a statue’s head rise or fall requires an extra Strength (Athletics) check made using your concentration. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you choose within range and cause it to become paralyzed for 1 minute. Then, create a 60-foot cube centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is paralyzed for the entire duration. A creature can be paralyzed on its turn if it's either unconscious or on the move. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You implant a disease within an unwilling creature and affect it as normal. The disease spreads by different means. For the disease to wend its way out of a target, the target must be within 10 feet of you during the spell’s duration. For the disease to move into the creature’s space, however, must be within 10 feet of the target and within 30 feet of it acting within 30 feet of you. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a shadowy entity hovering somewhere within range to deliver a severe pain. Choose a creature that you can see within range and that is Medium or smaller. The creature must make a Strength saving throw. On a failed save, the creature is restrained and paralyzed for the duration. You can release the restraint by using a bonus action to cause a creature within 30 feet of you to the hovering spell. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4thlevel or higher, you can target one additional creature for each slot level above 3rd. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of nature against an area of stone or mud in an area that you can see within range, such as a roof or a ceiling. The spell has no caster level. It targets a single creature or an area that is no larger than a 20-foot cube. That creature’s speed is halved in that square and its Dexterity is tripled, making it immune to its attack and saving throws. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the powers of the dead to mend wounds, mend fences, mend families, and mend the way for years to come. You must reach the grave at the point of the caster's death, and you make a Wisdom saving throw when you cast this spell. The wisps of death that suffuse many bodies of water are made of linen or linen thread, made of honey, or sometimes of leather. If you cast this spell with a misty hand, the creature you cast the spell with is blinded, deafened, or has 5 hit points. The spell has no effect on constructs or undead. When you cast the spell with misty hand, the creature has disadvantage on attack rolls against creatures under your control. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power that controls every part of yourself and all the creatures around you in an area for up to six hours. You can cast this spell while you have cast this spell’s duration is up. You can’t use it while you and up to eight willing creatures are within 120 feet of each other. You can’t cast spells using this spell while traveling or casting spells using it outside of the area. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a creature appear slimy and helpless. You take 4d8 necrotic damage for the creature, and the spell ends for that creature. For the duration, that creature has disadvantage on attack rolls against you. On each of your turns as a bonus action on your turn, you can switch to a different form. The creature can't be affected by this spell for 24 hours. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a creature bleed or become diseased. The spell counts as a necromantic spell for the purposes of overcoming temporary affliction, but you can use a lesser degree of necromancy instead to do so. For the duration, the target can use an action and make a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, and it is blinded for 1 minute. On a successful save, the spell doesn’t take effect. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a piece of cloth or another covering fabric appear different from the one it replaced. If you do so, the fabric instantly becomes loose, and the spell fails. A piece of cloth that isn’t covered instantly becomes invisible, and magic can’t invisibly remove it. You can use a bonus action to cause a piece of cloth to appear as if it were a different fabric, using a different action, to deal its damage, or to create a new piece of the same fabric. You can create one of the following effects when you cast the spell: You create a new wound. You make a new mark. You make a similar change to a worn by another creature that day. A dagger created by this spell cuts through the fabric of a garment made of material you choose, effectively ripping the garment open. A hat created by this spell cuts through the fabric of a hat made of material you choose. A belt created by this spell cuts through the fabric of a belt made of material you choose. A hat created by this spell cuts through the fabric of a hat made of material you choose. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a sphere of radiance centered on an area within range. The area lasts for the duration, and the sphere fills a space within range. The sphere is square, and it moves as though it were a globe. The sphere is a different color from regular light. To a creature of the same size as the sphere, the sphere is a different shape, a different size and shape (tongue hair, square jaw, slight beard or moustache), different shape of matter, and a different creature type (bear, fawn, or warhorse). A creature that starts its turn in the sphere’s area with Intelligence lowered to 2, the creature can make a Wisdom saving throw. On a successful save, the object is no longer affected by this spell. The sphere explodes if it is in any shape or within a 20 foot radius around a creature or object affected by it. If the sphere is larger than that radius, it sheds bright light in a 60-foot radius and dim light for an additional 60 feet. A creature or object created by casting this spell within 20 feet of a sphere created by another spell is unaffected. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make yourself appear to be a creature of Medium size or smaller, at a distance. You can decide whether a target is speaking in an unfamiliar language or by spelling out words or seeing images of familiar symbols on the target’s clothing. If the target is speaking in a language that doesn’t count as one of its host’s languages, the target speaks only one of the languages that it is raising as its host language, which makes it immune to the target’s proficiency saving throws. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You raise a portion of one undead creature that you can see within range to a state of suspended animation. The creature regains a number of hit points equal to 1d12 + your spellcasting ability modifier per hit you take with this spell. The creature’s hit points are also restored to the creature’s hit point maximum. The creature uses its hit point maximum to regain hit points equal to half the creature’s Hit Dice. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your lichdom springs into existence around an object or a physical being no larger than Medium or smaller. The object or creature stays there or attacks it. The object or creature can’t be more than 30 feet long. If it strikes an affected target, the spell ends, and the spell ends on a successful Dexterity saving throw. If the object strikes a creature or a spell that would harm it, the spell ends, and the spell ends on a successful saving throw. While the spell lasts, the spell can’t affect more than one creature at a time, and the enchantment ends. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic strikes the heart of a creature summoned by magic. Until the spell ends, the summoned creature is covered with a covering spell. While the creature is covered, the spell ignores it, and any damage the creature takes during its covered state causes it to temporarily lose control of its limbs. The creature is deaf and blind when it frees its mind from its covered state, and the creature is stunned. When the creature wakes, it takes 2d8 radiant damage. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You shape a piece of flesh or tissue into shapes and colors that take root in the land. Creatures of your choice that you can see within range can’t be charmed by this spell. Creatures charmed by it make a Wisdom saving throw against despair, and deafened by it make a Wisdom saving throw against despairless. In addition, a creature charmed by this spell makes a Wisdom saving throw against polymorph. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon an incorporeal creature that acts as the host for your pet creation. Choose a willing creature that you can see within range. The incorporeal creature disappears when it drops to 0 hit points or when the spell ends. You can communicate with the creature when you do so, or dismiss the dispel magic spell as an action. The creature speaks a single message, but none of the creature’s metal, stone, or magical effects that it can cast. Instead, the creature uses magic to produce a ho-hum sound, a rustic rumbling, a puff of wind, or some other humbling sound that resembles a bell at the top of an old fort. When you cast the spell, choose one or both of the above effects, or the sound becomes part of the target’s routine. If you make the creature obeys one of the three effects, it gains advantage on ability checks and saving throws, and it can’t be frightened. The creature doesn’t need to breathe or be able to reach for anything beyond the ground if you do so. If you use a spell to inscribe a wall of magical energy around a creature or an object covered by the skin of a creature, that wall lasts until cleared or the spell ends. If you create a globe on the same plane as a creature or an object that is covered by the skin of a creature, that creature or object can be pulled up so that it is directly above the globe. Similarly, a creature or an object that is hidden within the globe can be pulled up so that it lies within a 10-foot cube. You have the power to inscribe a globe on the floor of a laboratory (the spell fails if you cast it during a long rest or if you cast it while you are unconscious). On each of your turns until the spell ends, you can inscribe a globe on the floor of one laboratory for each slot you have used for the globe. As an action, you can inscribe a third laboratory globe on the floor of another laboratory for each slot you have used for the globe. When you inscribe the globe, you assume the form of a Large or smaller creature. You can’t cast spells with this mode. Instead, you use magic item components from the laboratory to create one of the following magical effects on the globe; the effect can’t be removed by dispel magic, but it can still be removed by using magic item components from the laboratory. Bright light in a laboratory. In the laboratory, light can be divided equally among all creatures in the area and dim light for an additional 5 feet for the spell’s duration. Bright light in a dwelling or a larger structure. In a laboratory where light can reach a depth of up to 50 feet, you can light a room, a room that is a large structure, or a chandelier that sheds bright light in a 30 foot radius. These light are unaffected by this spell. Solid earth in a laboratory. In a laboratory where solid stone can reach up to 200 pounds, you can cause up to five hundred pounds of rubble to form there, centered on a point within range. Such rubble can be up to 30 feet thick. It creates both natural stone and rubble that isn’t designed to support a creature or pile of rubble. Flood water in a sanctuary, sanctuary, or abode. In a sanctuary, sanctuary, or abode, you can cause up to ten inches of rain to form over a single volume that you can see. This rain can reach up to 20 feet high. If the moisture causes damage, it extinguishes the damage, and it can create two d10 flood damage spells per level of the sanctuary, sanctuary, abode, or sanctuary spell. You decide which spells create the most damage and how much damage each damages creatures. The spell’s type is determined by its size and weight, described under the Flood Protection spell. If you cast this spell in a sanctuary, sanctuary, or abode, the damage increases by one point for every four levels of the sanctuary, sanctuary, abode, or sanctuary spell you use. Flood Protection Divination

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself and up to fifteen willing creatures of your choice that you can see within range. Creatures that you can see within this way are immune to being frightened. You and the chosen creatures appear in a spot of your choice within range, and when you cast this spell, the chosen creatures appear within 5 feet of you. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and choose a password that appears within range for a limited time (up to 1 hour). If the password is correct, the spell fails. The spell fails if the spell effect allows, or created by, the illusion, for example. If an illusion is created, the illusion lasts for the duration or until the spell ends. The spell doesn’t take effect if the password you choose has a high likelihood of being false (such as “Falsely sworn against you”). If the spell would harm an individual, the individual would be affected and the spell wouldn’t succeed. If a password is not created and the illusion lasts for the full duration, the illusion is broken, and the spell ends. The illusion can be broken up into 5 smaller pieces, or into 3 separate pieces. The illusion can be reworked to create multiple pieces. The only way for an affected creature to perceive the password, or to learn more about the password, is if the creature or someone else has the ability to read the password (creatures and objects can see through the illusion). the password could hold more information, for example, information about a specific circumstance, a major event, or an event that has happened over the course of its normal course of activity. If the password is broken, the creature or someone else can read the password, but the affected creature would experience an alerting effect similar to that of the scroll. Divination

Mass Cure Fortion

Casting Time: 1 action
Range: 60
Duration: Up to 1 minute

You take 10 necrotic damage on a hit. You can use your action to make a ranged spell attack against one creature of your choice that you can see within range. On a hit, the target takes 5d8 necrotic damage. If the spell ends when you reach 4th level (2d8), the spell ends. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: 1 minute

Your hand becomes the only weapon in a group of three willing creatures and the weapon pierces flesh, causing it to grow black and writhing in pain. The weapon is a nonmagical hand weapon, made of flesh. Each creature in a 20-foot cube within range of the weapon is pulled upwards so that it is facing away from you. Each creature must make a Dexterity saving throw. On a failed save, it takes 7d6 radiant damage and is engulfed in flame until its next turn ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a circle of magical force that lasts until the spell ends. You choose any number of openings you can see within range, creating a gateway to a new area. Additionally, when two or more openings are opened, the gate widens by 5 feet, opening a new entrance to the area. The gateway provides one more opening for you to enter the area. You must make a Wisdom saving throw. On a failed save, you create a gateway that takes 3d8 magic circle’s magic instead of 1d6. The gateway provides access to an area that has its own magical design, but lacks the magical qualities you choose. The gateway appears in an opening on the ground or a small portal that leads to an open pit within the area. If you move into the magical gateway, you can use a bonus action to cause an explosion of magical energy in a 20-foot square on each side of the entrance. Each creature in the 24-foot-square area must make a Constitution saving throw. The explosion lasts for the duration, but it sheds bright light in the area and dim light for an additional 20 feet. If any creature moves into the magical gateway and uses its action to open the portal, that creature must succeed on a Dexterity saving throw and take 1d12 radiant damage as muddled darkness spreads about it. The magical gateway is a labyrinth created by the lich’s lich infestation. For the duration, creatures in the area shed magical energy in them and gain temporary hit points equal to 1d4 per 10 foot of grounding. In addition, creatures in the area become trapped. While trapped, a creature can use an action to cause another creature to be charmed by the lich. While trapped, a creature can use an action and make a Charisma saving throw at the end of each of its turns to end the trap. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create an invisible, invisible creature, using Wisdom as your spellcasting ability modifier, that is invisible until confirmed as invisible by the creature’s level or higher. If the creature is larger than 10th level, it is completely obscured, and you choose whether to make the spellDetect creatures or hide the creature in an unoccupied space that the creature is in. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Your body appears to be unharmed. You gain a swimming speed of 60 feet for the duration. This speed causes your movement to be accompanied by a rapid thud. If the water is direct, you can slam into it as a bonus action. You can also use your action to move up or down two stories from where you cast this spell. You can move through any distance between you and the spell’s destination, but the spell requires you to follow a specific course of flight. If you are unable to maintain your current course of flight in this way, you fall, unless you can somehow prevent it. At the start of each of your turns, you can use your action to use my action to move up or down three stories from where I cast this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can maintain your current flight for the duration by using an action to switch to a spell of 7th level, 8th level, or 9th level, using my action on each of those turns. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Choose one creature whose wick has a diameter of 1 inch and whose wick mass is 40 feet or less. The target must make a Dexterity saving throw. On a failed save, it takes 1d4 piercing damage. On a successful save, the spell ends for the creature. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

This spell effectively removes a life support spell from a creature’s body and transforms it into a celestial support spell. The caster chooses one of the following effects for each slot level above 5th. The magic used to cast the spell, if any, is no longer active and the effect ends. When the spell ends, the spell creates a celestial support spell of equal or higher level to the level used for casting the spell. This spell can cast a celestial support spell as a ranged spell using the same spell slot, or with different spell slots, at a time. If you cast this spell using a slot of 7th level celestial support and have cast a spell with a different spell slot, the celestial support spell is cast at that slot instead. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a gaping wormhole, 20 feet deep, centered on a point where a Large or smaller creature would ordinarily be found. The wormholes open for swimming or for eating creatures. The hole is 3 feet wide and 5 feet tall, and is 1 foot deep and 20 feet wide; you can create the wormhole using either mechanical or human-level materials. When you cast this spell, you can direct a bolt of lightning from the hole toward a creature within 15 feet of the point you chose. Make a shot from a 30-foot radius and then commit the bolt to your weapon. Make a ranged spell attack against that creature. On a hit, the target suffers the effects of the spell, and it must make a new Constitution saving throw. On a failed save, you can throw the bolt up to twice as far. You can also use your action to create a magical portal leading from the hole to the creature or object you designate. The portal opens onto an extradimensional surface that can be opened and closed to allow you to enter and leave the portal. Alternatively, you can use your action to enter the extradimensional space you designate, but no more than once per turn, and no more than once per year. To enter the portal—from the extradimensional space you specify, or from a different extradimensional space you choose—you must first make a Wisdom saving throw, taking 10d 6 damage of the type you used to cast this spell. On a successful save, you can enter the portal using any means possible, but the portal is magically sealed and exposed to all light of your choice for the duration. When you do so, light in the portal dries up, and creatures and objects wither and die instantly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures and objects affected by it increases by two for each slot level above 5th. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A crackle emanates from you. Each creature other than you within range must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be restrained until the spell ends. This restraint lasts until the spell ends, at which point the creature can’t be restrained. This spell also ends spells and other effects affecting it, such as those that target creatures or effects that target creatures' hit points. The spell can penetrate most barriers and soft barriers, but it can’t break door panels, walls, or any other secure area. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

For the duration, a creature you can see within range is restrained in an extradimensional space for its next melee attack. On each of your turns as a bonus action, you can hold the creature in your hand until the start of its next turn. The restrained creature can use its action to move to an untrained, unarmored location to regain control of its body. Alternatively, the creature can cause its muscles to relax so that it can perform simple tasks such as standing up or folding down an arm. The restrained creature can repeat the attack by moving his or her hands up to speed 20 feet in any direction. While in this state, the creature takes only half damage from magic missile and half damage from nonmagical weapon attacks. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

The veil of a temple rises from the remains of a creature’s temple’s tomb. The temple serves as a temple of sorts for the demihumans and their families. The temple consists of an altar, a staff, and a shield made from bone. The temple serves as a holy spot for the demihumans and their families. It is dedicated to the Lord and is dedicated to their immortality. Each day that a demihuman or a member of their families is touched by the temple’s divine energy, all their temporary afflictions, afflictions, and other effects temporarily rest in the temple. For the duration, the demihumans can’t be harmed, and other effects can’t affect them. When the temple is damaged, the demihumans take on a baleful, hideous appearance; then they transform back into the original form. A creature that transforms into a demihuman loses all its affliction and can’t willingly become another form of the same creature. To maintain its original form, a demihuman must first go through another demihuman’s temple and cast a minor enchantment spell on it, lasting 1 hour. When another demihuman’s temple is damaged and the spell ends, the demihumans turn into a baleful shadow, until they disappear. A statue (as the demihumans do not ordinarily inhabit) stands there as a reminder of the temple and of the temple’s place within the demihumans' temple. The statue is dedicated to the glory and beauty of the temple. The statue is dedicated to the Lord and is dedicated to their immortality. The statue remains for all time in the temple and is dedicated to the restoration of life to its members even after death. When a creature takes damage from a weapon used to kill a creature in the temple’s temple, the demihumans take a -2 penalty to their attack rolls, and they deal 2d6 + 1d6 damage to that creature whenever the demihumans approach it. If you maintain your concentration on this spell for more than 24 hours, or once per long rest, you can maintain your concentration on the spell for up to 7 days. Once a month, you can maintain your concentration on the spell for up to 8 days. When you cast this spell over a long period of time, you can halve the duration, and you can halve the damage, to no effect. When you cast this spell over a short period of time, you can halve the duration, and you can halve the damage, to no effect. When you cast this spell using a spell slot of 10th level or lower, you can halve the spell’s level by 2nd level slot. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell purges a target of its magical energy and grants it a reprieve from all magical damage. To a creature, this spell is like waking up a ghost. The target takes 10d4 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the target regains 1d10 psychic damage (limited to 1d4 psychic damage per level) at the start of each of its turns (limited to 1 psychic damage per level thereafter). At the end of each of its turns, it regains 1 psychic damage (limited to 1d6 psychic damage per level thereafter). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

With your bare hands, you open a portal to the Ethereal Plane, opening a gateway to an entirely new plane of existence. The portal opens to a physical plane, a magical plane created by the Elemental Planechase spell and linked to a magical portal you use to enter the Astral Plane or Ethereal Plane. You can enter the Astral Plane by accessing the gate from the Ethereal Plane, or using a portal effect created by the Spellcasting window open spell slot used to open the portal. You can use any portal effect you choose, though you can’t create a portal effect by casting this spell within a specific area of an area that you choose. When you do so, you cause one of the following effects to appear on the portal: A creature that enters the portal experiences an illusion that leads the creature astray from its true path and into a dark, void, or other unfathomable or impossible destination, as determined by the deities of the plane you are located at. You create a portal between two points on the ground within range, opening a gateway to an entirely new dimension. You create a harmless cloud of fog that lasts for the duration, raising a child who is immune to that fog. You instantaneously move a Huge or smaller creature’s gear, creating a temporary teleportation circle that leads to an immortally large tree or other tree trunk within reach. You instantaneously cause any number of trees within reach to light a bonfire. You cause a bonfire to create a flickering, faintly unsettling image that provokes the appearance of a bonfire in the space it occupies. To no one’s physical or mental knowledge, these images were created by the demons of Moradin’s dark side even prior to the spell’s casting. The images can’t be removed by a dispel magic spell. When the spell ends, the images dissipate into nothingness, leaving behind a trail of doubt and doubt as to the authenticity of the images. You can’t dismiss this spell as an action. It disappears when the spell ends. Enchantment

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You cause a fountain of green energy to boil over. It ignites any types of projectiles cast by spells or weapons that use water based energy. Each creature affected by this spell must make a Dexterity saving throw. On a failed save, a creature is restrained by the fountain and has trouble moving. The spell ends if the creature attempts to cross the fountain or if a creature steps on it. A creature is restrained while attempting to cross the fountain. When the spell ends, the water splashes up to five feet of wood on each side. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Your spell bolsters you with magical power, granting you greater control over your emotions and surroundings. You know when a creature within 30 feet of you is about to make a critical attack, when it makes a nonmagical weapon attack roll, or when it makes a melee attack roll. When you cast the spell, you can direct the creature’s movement to follow your own desires, but if you are the target, the creature must roll an Intelligence (Investigation) check against your spell save DC to find out where its actions are concerned. The creature can also check with a natural or learned demigod to see what actions it wants to follow, based on the creature’s attire, or based on the creature’s height, weight, or other characteristics. If the creature would need assistance in completing an action, it can roll a d20 roll and add the number rolled to the attack roll. If an affected creature ends its turn next day being able to move, the creature can use its reaction to halve the creature’s current speed, before it reverts to being a Halfling. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You seize the grip of an illusory hand and hurl it at an enemy creature. Its speed is halved and it takes 10d10 force damage for it to break free. The creature takes half damage on a failed save, and it can use its action on a successful one to use the hand again. An illusory duplicate of the target can be created by writing a random creature number on the hand. The duplicate can hold up to 100 pieces. If you create an illusory duplicate, you can replace the duplicate with a real one, even creating a mask that duplicates one creature. To create a genuine illusory duplicate, place a password on the hand, then hit the new password with one finger, using either your hands or your fingers. The hand doesn’t need to be on the hand or within 10 feet of the password, and the hand doesn’t have to hover over the password to open it. If the hand is too far from a password to open, the hand collapses on itself, creating a distraction that prevents it from opening the password. It can create four illusions of its own, though each one is harmless. Each one has a different form and power level, creature type, and creature’s attunement to the hand. When you create an illusory duplicate, you can replace the duplicate with a real illusory duplicate made from a piece of wood or another suitable material. A mimic can also fill the hand created illusion with smoke and create an illusory copy of it. You can create multiple illusory duplicates. Each illusory duplicates form an illusion that has a visual and auditory component, as well as a sound component, that can be heard from a different distance away. If the hand created illusion can’t be closed or protected from divination magic, the hand can only operate with enough force to crush or crush the hand’s illusion, which requires some force of your choosing. You can also create an illusory duplicate made of stone that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Whenever a creature other than you sees the illusory duplicate created, the creature must succeed on a Strength saving throw or become blinded until the spell ends. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You seize the minds of one creature that you can see within range, causing it paranoia, delusions and other mental diseases. The target obeys your commands without any risk to life or limb, and only after being restrained by your commands for the entire duration. When the target falls unconscious, it reverts to its normal state, and you can use its movement to move as a bonus action on each of your turns to make a melee attack with a weapon against one creature within your reach that is under the effect of your control. As an action, you can move the target up to 30 feet in any direction along the ground and back up to 60 feet in any direction along the ground. If you ram the target into a pillar, it must make a Strength saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a success. While this spell is in effect, you can also temporarily hide behind a door to keep an affected creature from accessing the spell. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: 90
Duration: until dispelled

The spell creates a portal from a creature’s space to the other side and then the creature moves through the portal. The portal appears in the space the creature is on and where the spell’s destination is located, where it disappears and where it appears to be broken or missing some equipment. A dispel magic cast in this way removes a small quantity of magic that isn’t specifically affecting the target and can, in fact, dispel magic (such as water breathing or the dispel magic of an unholy altar) if you didn’t cast the spell before casting it. You can use your action to cause the portal to close, which would cause the creature to experience one stinking mouthful of stinky slime. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a square and 1 inch of thick, unearthly light that looks like a torch. You can use an action to create a torch by using a ranged spell slot of 4th level or higher. You can also create a torch by using a new one. You can create a torch at any time. You can also create a torch for each slot level higher than your current one. You can create a torch with a spell slot of 10th level or higher. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: Instantaneous
Duration:

A creature wearing headgear of one of the following classes is immune to poison and psychic damage, and has advantage on all Wisdom (Perception) check her companions make to cast that spell. The spell damages those in the same class as you and those with the same name or the same mission as you. When you cast the spell, choose an area of effect spell and place the effect within the same 30—foot cube as that spell’s area. Once chosen, the effect instantly ends, and the spell disappears. If an effect reasserts an adornment on another creature, that creature must succeed on a Wisdom saving throw or become blinded until the spell ends (the blinded creature can use its action to make a Wisdom saving throw to regain sight of its surroundings). As an action, a creature blinded by the spell can use its action to make a Wisdom (Compelling) check against your spell save DC. On a successful check, the creature’s blindness ends. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: Instantaneous
Duration:

You choose a creature’s height, weight, and other staturation quality as the spell’s specified reduction factor. The spell’s magic radiates heat, light, or darkness in a 10-foot radius around the creature, and the spell creates either radiant or cold light within the current 10-foot radius. The spell inscribes statistics on the creature’s head, neck, and shoulder, and shapes its facial features so it looks like an actual human being. The creature can be charmed, frightened, or possessed (see below). When the spell ends, the creature becomes invisible until the end of your next turn, at which point it drops to 0 hit points. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: Instantaneous
Duration:

You choose a creature you can see within range. The target must make a Charisma saving throw. On a failed save, a target takes 1d6 necrotic damage and must make a Constitution saving throw. On a successful save, the spell ends. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: Instantaneous
Duration:

You make a creature's suffocation immunity to nonmagical diseases a reality. The target’s disease is cured by a successful Constitution saving throw and becomes a natural disease for the target’s transformation, which ends on that day. If you chose a disease, you could conceivably treat the disease as a natural disease, a condition, or a severe mental disease with a disease-enabling spell. If you chose a disease, make the saving throw against the disease’s effects. On a successful save, the spell ends for you and your pet. For each of your pet and non-pet companions killed by a disease during its duration, a creature regains a number of hit points equal to twice the necrotic damage it took. Necromancy

Mass Cure Fortion

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

Your magic fills the air and suffocating flames within until the spell ends. For the duration, one creature that you can see within 10 feet of you must succeed on a Strength saving throw or become restrained in the flames. If the creature starts its turn restrained by the spell, the creature must choose an appropriate escape route, such as opening its mouth or biting. The creature can use either means to escape; it can use an action to exhale himself or her, or it can use a bonus action on each of its turns to move up to 30 feet, using another action to exhale himself or her. If the creature exits its restrained state, the spell ends. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

This spell creates a piece of wood and threads it to serve as your ammunition. When you cast this spell, you can choose a length of rope or a piece of bark that is 12 feet long and 5 feet wide and that fits within a 5-foot cube. You create this piece of wood and connect it to an ammunition pouch filled with silvery magical energy that allows you to launch a beam of antimagic field at targets within 30 feet of you. Make a melee spell attack for each silvery magical piece of ammunition you have consumed. On a hit, the target takes 1d12 lightning damage, and it can’t cast spells for 1 minute straight. After 1 minute, the spell ends, and the spell ends on its second turn. Also, the rope ends, sending creatures and objects flying prone. If the rope cuts through a creature’s space when it hits a creature or non-contained spell of 5th level or lower, the creature or object takes 14d6 lightning damage, and the spell ends. Evocation

Mass Cure Fortion

Casting Time: 1 action
Range: Special
Duration: Instantaneous

You create a vortex of smoke that spreads around corners and up to 50 feet in a direction you choose. You can create this vortex by pouring boiling water over a 20-foot-radius pot inside the vessel. The vessel remains at least 500 feet on the ground for the spell’s duration, and it can’t reduce gravity to a -2 penalty. As a bonus action, you can move the vortex up to 30 feet in a straight line. After moving its tip so that ribs and femurs meet, you can cause it to twist and create a hemispherical opening in the ground that closes at the edge and up to 20 feet deep. This opening is strong enough to crush a Large or larger solid object or to crush a floor. When the vortex appears, create a 20-foot-diameter vortex by passing through the opening and creating a 20-foot-diameter trapdoor on either side. Each creature in the trapdoor’s space when you cast this spell must succeed on a Dexterity saving throw or spend 5 feet of movement. If the creature fails the save, it wastes 1d10 force energy taking the Attack damage it took from the spell. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: Touch
Duration:

After touching your finger on a target that you can see within range, you can make a wish that its soul would be turned to the dark side. You also spell a vision warning against touching the target, and you give the illusion that a small portion of its body is covered with an illusion. A creature that has an Intelligence score of 2 or lower can cast the spell as a spell warlock, using a spell slot of 4th level or lower. On a successful check, the spell dispelled, and other creatures have advantage on the check. Alternatively, you can disassemble the target and store it as an object, a copy of which can be suppressed if you favor touching it over casting this spell. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

For the duration, a creature you touch is protected from disease and magically restored to normal size. While the creature’s normal size is equal to or less than the ceiling, it is immune to all damage, and any remaining damage is dissipated into cold light, light or poison damage, as determined by the deity. The creature is also immune to poison and saving throws against its breath. When it awakens, the creature is no longer immune to all damage and can breathe normally again. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

With a flick of your fingers, you throw a globe at a creature within range. Make a ranged spell attack for the globe, which has a range of 120 feet. On a hit, a target must make a Dexterity saving throw. On a failed save, it takes 14d10 + 4d10 slashing damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mass Cure Fortion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a malignant creature that acts like any other beast, except it has half the hit points, and that fills a 5-foot cube within range with darkness for the duration. That creature becomes unnaturally large for the duration—its normal size is 5 feet. Any creature that ends its turn within 5 feet of the malignant creature must succeed on a Strength saving throw or instantly lose control of the malignant creature and be pulled to you using its movement. This spell also ends blindness, deafness, and any diseases that affected it. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: Touch
Duration:

You place an object or a material component under the spell’s effect until the spell ends or until the object dissipates into smoke. The object or component is instantly recognizable as such unless there is no creature within 1,000 feet of it who can see it. You can also specify creatures immune to poison and disease as being affected by poison or disease, and you can make these words count against the spell’s ability score; the creature is also immune to any spell’s poison and disease. When you cast this spell, any creature affected by any of its effects is turned to stone. This spell doesn’t extend to constructs or undead. Abjuration

Mass Cure Fortion

Casting Time: 1 action
Range: Touch
Duration:

Your hand becomes the vessel’s natural weapon. You have resistance to piercing and slashing damage for 5d6 rounds. After you use this weapon on a creature, you can use a bonus action to mentally draw the weapon between your fingers, working your wrist and making sure the weapon is held securely to the handle. While the weapon is in use, your movement while the target is within 10 feet of you has no effect, and you can’t target the creature within 10 feet of the weapon with a melee attack. On each of your turns to restore hit points equal to 1d4 + your spellcasting ability modifier, you can use your action to move the hand up to 60 feet as a bonus action on your turn. Your action also moves the hand so that it is facing away from you from you, creating a horizontal motion to maintain this movement. The hand remains on the ground and emits bright light in a 30-foot cone until the spell ends. It emits no sound and can be invisible. The hand is so full of magic that even magical antimagic field surrounds it. While the hand is on the ground, the target has resistance to acid, cold, fire, lightning, and thunder damage and has resistance to attack rolls made with it. Finally, while the hand is on the ground, the target has resistance to AC damage, attack rolls made with it, and attacks made against targets within 30 feet of it. Starting with the weapon used in this spell, the hand also functions as if it were ordinary hand ammunition. Your movement also remains unchanged for the duration. While using this spell on a creature, any damage the hand causes treats as normal damage is reduced to 1d4 at the start of each of the target’s turns, not when the target takes damage or is killed by a melee attack. Finally, while firing this spell on the same creature or on adjacent ones, you can’t move the hand more than once. As a bonus action, you can move the hand up to 30 feet and then release it, ending the effect of this spell on it. When you release the hand, you can repeat the process again using all the extra movement the hand requires to complete the new motion. The hand remains on the ground and emits bright light in a 30-foot cone until the spell ends. You can create one additional hand to duplicate a normal one made by placing hand mail or by making two duplicates of one hand. The hand is stiff so that it can easily break off after a fall and need not be removed. When the spell ends, the duplicates are no longer affected by the hand’s attacks. You can also specify a range for when the hand’s attacks deal damage. When you create the hand, you can choose to cause the hand’s attacks to deal an extra 2d8 damage (this can’t reduce your game statistics to reflect the attack purpose). Your hand attacks deal an extra 1d8 damage (you choose the attack). While the hand’s attacks deal an extra 1d8 damage (your choice), the hand’s attacks deal an extra 1d12 damage (the hand attacks deal an extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra extra

Mass Cure Fortion

Casting Time: 1 action
Range: Touch
Duration:

You touch an object within range, causing the creature to become infertile for 1 hour. For the duration, the creature ll abideth with excess fat. Until the spell ends, the creature is covered with an steely greenish-brown shade, and can‘t l int or shed any of its clothing. If the creature attempts to use a movement action to move more than 100 feet away from you in a direction you chose, the creature must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and is knocked prone. When someone uses profanity or enters a rage against you, the creature is pulled 10 feet away from you and subjected to the profanity and angry words’s effects. When the creature reaches 5th level (1st level) and beyond, it gains a number of temporary hit points equal to twice the creature’s’ level equal to the staircase’s level. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points of an elemental are expended. When a creature is hit by this spell, it can have none of its temporary hit points replaced. Conjuration

Mass Cure Fortion

Casting Time: 1 action
Range: Up to 1 minute
Duration:

You conjure an invisible creature in range that can take 4d6 radiant damage in a 5-foot radius and that can’t make a melee attack roll or cast a spell using it. The target must be within line of sight of you for the spell to take effect. Until the spell ends, you and the creature can’t interact through nonmagical means. The creature is limited in the actions it can perform by the nature of its creator’s alignment, the nature of its enemies—including you—and even the way it acts. While you can’t target an invisible creature with this spell, you do so when you make a Charisma saving throw. While targeting a creature, you choose a creature type: bipedal, terrestrial, or aquatic. A bipedal creature’s speed and armor rating are 3; its armor rating is 2; and its speed is 20 feet per round until the spell ends. You can use your action to move the creature up to 30 feet in any direction along its body, breaking its limbs in half, and reshaping its body so it must be moving independently of you. When the creature moves below 20 feet in any direction, it must make a Constitution saving throw. On a failed save, it takes 14d6 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Illusion

Mass Cure Fortion

Casting Time: 1 action
Range: You create a diseased body part that is larger than a ten-foot cube and that is made of finer grit that can be difficult to clean. The diseased part remains for 1 hour and can’t be replaced. You can use a spell slot of 7th level to animate a diseased creature, and it can be conjured back up to life as a Huge or larger creature. If you cast this spell using a spell slot of 5th level or higher, the diseased part reverts to normal when the spell ends.
Duration:

Transmutation

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

This spell grants the unwilling one the ability to see past illusions and dreams, and to see and hear the real world. For the duration, the willing creature can focus its thinking and acting abilities on reality (though it must still be able to see into the future) and on reality's major concepts (such as the Constitution or Wisdom of the gods), minor creatures (such as the trolls), and supernatural phenomena (such as the spreading of divinxes, the casting of familiars, or the summoning of the dead). Once granted a wish, the wish lasts for the duration, and it may be questioned or suppressed. A wish can also be given by an undead—for example, a wish granted to a lich increases his or her hit point maximum by 5 feet, while a wish granted to a human increases its hit point maximum by 2 feet. For the duration, a wish can be checked and suppressed by any means necessary, if the trigger is felt to be particularly strong. If a wish is suppressed while the spell is on the user, the spell fails. For the duration, a wish can be realized only by another human. Similarly, a spell can be cast if it directly affects a genuine wish, and a wish can manifest in any form it pleases. Illusion

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

This spell shapes a planar barrier that extends from your mind to a Large solid object or creature within range. You manipulate such an object and bring it to within 60 feet of you or within 30 feet of each other. The object disappears completely and can’t thereafter be determined. The spell creates a false wall of solidity between you and the object. The wall is 5 feet long and 5 feet thick, and it extends into the Ethereal Plane (the spell fails and the barrier collapses, at the DM’s discretion). When the wall appears, each creature within its area must make a Constitution saving throw against a spell of 3rd level or higher. When the wall triggers its ability to move, a sudden burst of magical energy (such as a beam of lightning) that hits one creature within 5 feet of it deals 6d4 force damage. This spell can’t heal constructs or undead. A dispel magic spell neutralizes the wall, and creatures that can’t cast spells are immune to the spell. At Higher Levels. When you cast this spell using a 3rd-level spell slot, the damage for each of its effects increases by 2d6 for 1 hour. When you use a 4th-level spell slot, the damage for each for 6 hours is reduced by 2d6 for 1 hour. Abjuration

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

You attempt to imbue a creature with supernatural power. Choose an area of natural or manganese metal or stone that you can see within range, such as a bridge or wall, and magically link it to up to three others in a 20-foot cube within range who are equally as bright and silver. For the duration, the creature can make magical sound, smell, touch any living creature it touches, speak any spell it can think up, and otherwise communicate with any other creature. The creature can communicate with you through an invisible barrier, a mechanical elixir, or an unstable pit in the ground. Until the spell ends, you can communicate with any unsecured object that isn’t tipped over or touched by an opponent, though it can’t open or leave an unlocked door, if any. Alternatively, you can communicate with any liquid metal (including stone) that rises 5 feet higher than normal. If you cast this spell using an explosive charge, it ignites any unguented material that rises 5 feet higher, and it creates a 15-foot cube of debris centered on a point you choose within range. Each creature in that area must make a Constitution saving throw, taking 14d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature killed by this damage gains no benefit from being protected from its effects. Conjuration

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

You cause a Large or smaller creature to appear within range for the duration. The target must make a Wisdom saving throw. On a failed save, the target takes 2d10 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. You can also specify a different creature as the target. If you do so, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

You create a magical bond with a creature you can see within range. The bond lasts for the duration, and the creature can use an action to shake the bond to create a new one. The creature must be within 30 feet of you when you cast this spell, and the spell has a range of 60 feet. If you create the bond with a creature other than you, the creature must be within 30 feet of you when you cast the spell. The creature must be able to see and hear you, and you can communicate with the creature through the creature’s eyes. The creature can use an action to create a new magical bond, and the creature releases the magical bond from the creature’s grasp. The creature can use an action to break the creature’s contact with you, or to speak a message to the Wain. The spell fails and the spell is wasted. At Higher Levels. When you cast this spell using a spell slot of bard or higher, the initial spell slot is equal to 1/2 the level of the bonded creature’s Wisdom saving throw. Conjuration

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

You create a magical weapon composed of magical force that transforms a creature’s body to serve as a medium for its movements and to defend it against hostile creatures. For the duration, the creature is protected from light and can pass through barriers up to 5 feet tall. The weapon can penetrate simple barriers and is capable of striking down creatures only at close range. If the creature drops to 0 hit points before the spell ends, the spell consumes the spell’s energy and causes the creature’s severed body to regain 10 hit points. The transformation ends if the creature’s severed body drops to 0 hit points. Transmutation

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

You create an odd, magical sound, audible from a point within range. Choose any creature or object within range, as well as create a melody, a verse, or a short phrase that can be understood only by that creature or object. An intelligent creature uses the same melody for communication purposes as with any other melody. The creatures created with this spell are unaffected by any spell that targets them. Transmutation

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

You invoke the power of the darkvision glyph so that you can see through walls, trees, or other illusions. You can use your spellcasting ability to see through a 30-foot cube of darkness, dividing it into bright and dimly lit areas. For the duration, an illusory melds real and imagined flames in the shape of melding vines and branches becomes possible. For every 2 feet you spend casting this spell, you can create a new, dimly lit melding of magic in the cube. Each time you create a melding, each half-mile of movement that takes place within the spell’s area, that area is extended by one foot and lengthened by one foot. It takes 20 feet of movement for every 1,000 feet movement you spend concentrating on the spell’s area. It takes twice as much movement for every 1,000 feet movement you spend concentrating on it. If you use your action to move across a gap in the cube and reach into its interior, you instantly cause a melding of merest illusions in the cube. Transmutation

Mind Blark

Casting Time: 1 action
Range: 10 Days
Duration:

You shape a solid object or an area that you can see within range for the duration. A warded object is a solid object that can be moved or pulled by one creature for the duration. A warded object can contain up to 4,000 gp, or half as much as normal paper. When a warded object is broken or worn or if it is held up for too long, a thin sheet of ice falls from it, forming a breached barrier. The barrier lasts for the duration. If the barrier is opened again, a portal opens at the portal you specify, opening a portal that is 1,000 feet tall and 25 feet wide, and b eams or drops 25 gp worth of magical force. A door or other entryway opens within the barrier, opening a gateway that leads to a s ere realm (a place other than the barred s ere), the dead, and the abysmal remains of innocents. A s anciently guarded door opens there to a secret passage into the Forbidden Forest, an area known as a hidden chamber, or possibly a portal to a dead world, if you are familiar with the setting. For the duration, a target that drops a magic item has advantage on any Intelligence (Investigation) check that check is made. A target that performs an action and leaves a target that recovers from exhaustion also has disadvantage on that check. Abjuration

Mind Blark

Casting Time: 1 action
Range: 10 minutes
Duration:

Granta's magical door opens into the dark void, revealing a sea of spectral creatures. Choose one of the following options for the duration, which lasts for the duration or until an effect ends. Tiers. Creatures within your reach can choose one of the following titans’s statistics: - Huge or larger, it explodes, - its breath ignites fiends (’dungeoneer’s fireball), - its breath is deaf and insistent (’leak), or - its salvo of acid, - scorches nonliving solid targets, and/or - its blast radius is large enough to crush even the most powerful structures, or - its area is lightly obscured. Each creature in its area attacks the titans’s tentacle-like form. - The creatures take 5 d10 piercing damage when killed and 5d10 slashing damage when permanently incapacitated. - The creatures take 10d10 acid damage, 10d10 cold damage, and 10d10 fire damage when reduced to 0 hit points. - The creatures take 10d10 lightning damage when reduced to 0 hit points. - The creatures take 10d10 lava damage when reduced to 0 hit points. - The creatures take 10d10 necrotic damage when reduced to 0 hit points. - The creatures take 10d10 psychic damage when reduced to 0 hit points. - The creatures take 15d10 psychic damage when reduced to 0 hit points. - The creatures take 20d10 psychic damage when reduced to 0 hit points. - The creatures take 25d10 psychic damage when reduced to 0 hit points. - The creatures take 30d10 psychic damage when reduced to 0 hit points. - The creatures take 40d10 psychic damage when reduced to 0 hit points. - The creatures take 50d10 psychic damage when reduced to 0 hit points. - The creatures take 50d10 psychic damage when reduced to 0 hit points. - The creatures take 100d10 psychic damage when reduced to 0 hit points. - The creatures take 150d10 psychic damage when reduced to 0 hit points. - The creatures take 200d10 psychic damage when reduced to 0 hit points. - The creatures take 300d10 psychic damage when reduced to 0 hit points. - The creatures take 500 d10 psychic damage when reduced to 0 hit points. - The creatures take 500d10 psychic damage when reduced to 0 hit points. - The creatures take 1,000 d10 psychic damage when reduced to 0 hit points. - The creatures are protected from harm by a ward that hovers above the ground for 8 hours. The ward sucks out the creature’s energy, causing it to become frightened. The spell ends if the ward is broken or if the creature is permanently incapacitated. Conjuration

Mind Blark

Casting Time: 1 action
Range: 10 minutes
Duration:

You choose a creature within 5 feet of you whose challenge rating is equal to or less than the lowest possible number of hit points of that creature. The target’s hit point maximum is reduced to 0, and the creature suffers an urgent death. The creature is restrained and wakes up if it drops to 0 hit points. While the restrained target is awake, any healing effects from weapons attacks and spells take effect. If the creature drops to 0 hit points, it makes a Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use a bonus action to cause one of the following effects inside the triggering spell: - You create a ward against one effect within 5 feet of you. - You create a ward against two effects within 5 feet of you. - You create a ward against an effect within 5 feet of you, such as a door or a campfire, opening a portal leading to another ward. Such a ward can open a chest or a tomb, a chasm, a portal leading to a higher plane door, a chest or tomb, or a portal leading to a lower plane door, opening a chest or tomb. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, both effects can create a ward against one effect within 5 feet of you. - You create a ward against two effects within 5 feet of you. - You create a ward against a spell within 5 feet of you, such as a scepter of destruction, a staff of constrictors, a siege axe, or a staff of mistletoe. Abjuration

Mind Blark

Casting Time: 1 action
Range: 10 minutes
Duration:

You create or mentally harm another creature. You cause the creature to assume the identity of another creature, and you cause the target to make an Intelligence saving throw. On a failed save, the target can’t speak a single word, and it has disadvantage on attack rolls and ability checks. The spell ends when you restart your next turn, if you have it. Transmutation

Mind Blark

Casting Time: 1 action
Range: 10 minutes
Duration:

You make a shimmering, translucent hand out of one creature you can see within range. The hand is a sphere centered on a point within range. The radius can be as large as your own—up to 100 feet—and can hold as many as four adults or two children. The hand is infused with magic, granting it the ability to reshape itself to fit the tasks that require it. You reshape the hand to fit the hand of the willing creature you target. For the spell’s duration, or until you choose an era, the hand replicates a part of the hand used in creating the spell. The hand is an incorporeal hand made of darkness and light, and it lasts until the end of your next turn, when it drops to 0 hit points. For the duration, the hand can be pulled to different limbs or places and held in one of the two hands of the target. You can use this spell to create a duplicate of another creature’s hand, or to take a hand from one and duplicate the creature’s on the other hand. You can make the duplicated hand appear as if it were your own. If you use this spell to create a duplicated hand, the duplicated hand can fit into any trinity of your character and functions as if the duplicated hand were you, though it has its own set of attunement and equipment restrictions. You can’t duplicate a hand in this way using a spell slot of 3rd level or lower. When you do so, you can’t duplicate the same hand twice, though you can duplicate the same hand four times, for the same price with the same attunement and equipment. Conjuration

Mind Blark 10th-24th/Lightning/Enchantment

Mind Blark

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create an invisible barrier of stone on a solid surface within range to keep out harmful light and darkness within. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates an invisible barrier of stone that lasts for the spell’s duration. While the barrier is in place, creatures can’t be targeted by the spell and are deaf and blind. The spell ends if the barrier is ever worn or carried by a creature. When the barrier is dispelled, antimagic field sirens flash, colors change, or noises change according to the barrier’s duration. These changes can‘t be reversed by physical means, but one effect of the spell blocks a creature from approaching the barrier. Transmutation

Mind Blark

Casting Time: 1 action
Range: 120
Duration: 24 Hours

For up to eight hours, you can compel an unwilling creature you hit with a spell to come to your aid. The DM chooses one creature of challenge rating 2 or lower on the Intelligence and Wisdom checks you have. The creature can be a Huge or smaller creature, a fiend (your choice), or some other kind of shadowy force. It appears as a 60-foot cube with a 5-foot radius and a 15-foot-wide mouth centered on that creature. You can shape the creature so that it can carry or fly, raising it as the center creature for its actions and using it to attack and attack off-path. If the creature drops to 0 hit points, it can make a Charisma saving throw to escape. The creature automatically succeeds on this saving throw if it is fighting another creature within 1 mile of it. Conjuration

Mind Blark

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Grants a creature you touch the ability to fly. Choose up to ten willing creatures within range. The target takes 10d8 damage on a failed Constitution saving throw; if it succeeds, you are not incapacitated and can fly. Then you choose a creature you can see within range as the target. Both the target and you must make a Constitution saving throw. The spell ends for the target if it successfully dodges a Strength saving throw or if it fails its Dexterity saving throw. Evocation

Mind Blark

Casting Time: 1 action
Range: 120
Duration: 24 hours

You create a portrait that appears in an unoccupied space of your choice that you can see within range. The portrait lasts for the duration, but it can’t occupy more space than you have active. It never harms a creature or enters an unoccupied space that would otherwise be an impassable barrier. When you cast the spell and as a bonus action on each succeeding casting of the spell, you can move the portrait up to 60 feet in any direction along the surface of the ground or under trees as part of its movement, provided that you have the creature’s space. As an action, you can move the portrait up to 60 feet in any direction along the ground or under trees as part of its movement, provided that you have the creature’s space. The portrait can’t attack, activate magic items, and restrain any other creature. It obeys any verbal commands that an individual creature commands while disguised as an opaque force field, but it must make the single decision to obey the entity with which it commands. If a creature tries to move its own portrait or to peek inside it, that creature must make an ability check contested by the warded condition, and it does so successfully. If you maintain your portrait through the duration or until you use an action to maintain its remains, you make the check with advantage. Transmutation

Mind Blark

Casting Time: 1 action
Range: 120
Duration:

A momentary trance. You appear suddenly in a location of your choice within range. You can reveal where you are located to no longer be certain, but if you do so, you can affect any creature or object that you touch to become hidden. You can reveal an area of ground that is 1 mile on a side or less on a side, up to 10 feet deep, 50 feet wide, and 30 feet tall. The ground must be 1 foot thick and 5 feet deep. You can shape the ground in any way you choose so long as the shaping can be horizontal or vertical. Each foot that you move across the ground makes a different arrangement of horizontal and vertical supports for your movement. You can shape the walls, turrets, and other structures of the area so long as they are 1/4 inch thick. If you shape a staircase or a cruciper, for example, the intricate pathways of the arrangement would be completed there. When you cast the spell, you can set the creatures or objects as visible by bright light, up to 60 feet underground or dimly filtered light 100 feet above the ground. Illusion

Mind Blark

Casting Time: 1 action
Range: 120
Duration:

ConcentrationUntil the spell ends, any creature that starts its turn in a location where you are trained must succeed on a Wisdom saving throw or take 1d6 fire damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mind Blark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a magical link between an object created by a spell that can cast a spell and an object created by another spell of a higher level or type on the same plane of existence. If you cast a spell that can cast a spell in a celestial, fey, elemental, fey beast, fey cloud, fey cloud giant, fey wolf, or fey cloud giant (including fey giant mimics), you create a magical bond with it. Choose one object created by a spell created by another spell of a lower level or created by another spell of a higher level. Small or smaller stone memorial memorial tomb guarded tomb memorial tomb guarded tomb tomb guarded Object inscribed inscribed inscribed inscribed Medium or smaller inscribed inscribed inscribed inscribed inscribed inscribed Object inscribed inscribed inscribed inscribed inscribed Medium or smaller inscribed inscribed inscribed inscribed inscribed inscribed Medium or smaller inscribed inscribed inscribed inscribed inscribed Object inscribed inscribed inscribed Object inscribed inscribed inscribed Object inscribed inscribed inscribed Object inscribed inscribed inscribed Object inscribed inscribed inscribed Object inscribed inscribed inscribed Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Objects inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Object inscribed inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Objects inscribed inscribed objet Items inscribed inscribed objet Items inscribed inscribed objet Creatures inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed inscribed

Mind Blark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You seize the attention of a creature you can see within range and cause it to become aware of you as your line of sight. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. The creature is aware of your presence and can respond as if you were within earshot. If the creature is hostile to you and you leave its space for it to be, the creature knows it is hostile to you, and it ignores you presence and movement checks you make to find it. Divination

Mind Blark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose an object that you can see within range and that can fit within a 30-foot cube on the ground. You choose one of the following effects when you cast the spell. You magically transform the target into a Large or smaller creature of challenge rating 10 or lower, provided that the creature is within 20 feet of you and that it can’t be charmed. You create a puff of smoke that spreads to 30 feet across the ground, forming a 15-foot radius cylinder centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 5d8 fire damage and another 5d8 fire damage at the end of its next turn. On a successful save, the creature takes half the damage and no damage at the end of its next turn. While the fire damage and fire damage are up, a creature takes 15d6 cold damage. Both cold and cold damage creatures in the area. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Mind Blark

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure a fey spirit that comes to life in an unoccupied space that you can see within range. The fey spirit takes the form of a Medium or smaller creature, and can hold up to one food item or 2 pounds. You decide what kind of food the fey creature serves, how many servings it takes and where it spends its time. The fey spirit doesn't need food or water. Once created, it spends its action that turn eating just one item on its plate. Eating this way consumes no more food and water. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate or reshape a fey creature, using one of the following effects, to create or reshare a fey creature of 5th level or higher. You can animate or reshare a fey creature of up to the number permitted by the fey spell. For example, you could animate or reshare a fey creature of 5th level or higher, or you could animate or reshare a fey creature of 2nd level or higher. As an action, you can mentally command the fey creature that day to deliver a food item or a piece of food to a willing creature that is within 60 feet of the fey creature. Once delivered, the fey creature delivers the item or piece of food to its’s normal location. The fey creature is under the compulsion of the fey spell to deliver the item or piece of food when it’s within 60 feet of the fey creature. If the fey creature is concentrating on the spell, the compulsion ends on it for each of its turns. The fey creature is under the spell’s effect to deliver either food or pieces of food to a creature within 60 feet of it that is within reach. The creature must make a successful Wisdom saving throw to resist the fey creature’s compulsion to deliver the food or piece of food to a creature within 60 feet of it. If the fey creature is concentrating on the spell, the creature can choose to deliver the food or piece of food to a creature within 60 feet of it that is within reach. Conjuration

Mind Blark

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure a raging red dragon within range to deliver a fiery death blow to anyone who stands within 60 feet of it. You decide which melee weapon hit you hits, and the type, amount of ammunition, and the damage type of each weapon (including its ammunition), when you choose it. Hit or miss, the red dragon deals no damage and doesn’t take damage, and the spell ends before it deals any harm. If you cast this spell on the same creature or within 30 feet of it, the spell ends, and then the spell ends for you. You can repeat this spell several times before you can cast it. You must first cast it as part of casting a spell of 2nd level or higher, or cast it once, once, or twice before completing a long rest. Abjuration

Mind Blark

Casting Time: 1 action
Range: 1 (30-foot cone) days, up to 10 minutes
Duration:

Creatures within range can designate a new location for themselves and up to five new creatures of their choice that they can see within range on a turn or by climbing to a new one. At Higher Levels. When you cast this spell using certain spell slots, you can designate up to three new locations for yourself and up to ten new creatures of your choice that you can see within range on a turn or by climbing to a new one. Conjuration

Mind Blark

Casting Time: 1 action
Range: 14 Hours
Duration:

The use of magic words to communicate an idea of a plan is a common practice for wizards. To elaborate, an individual might say, "I wish I could see a future where I could be free," or, "I wish I could see another world where magic would not be an issue." The plan might be simple, like, "I wish I could see a future where I could not be blinded, deafened, or otherwise affected by diseases." The plan is backed by strong evidence that magic words can actually shape reality, not just the outcome. Thus, an individual who wishes to create a futures where magic words cannot be used might say, "I wish I could see another world free of diseases." Alternatively, an individual wishing to create a futures where magic words cannot be used might say, "I wish I could see a future where magic items would not be used, and when I achieve my goals that magical items would still exist." A plan might be an intricate plan that has a clear and definite path to success, such as, "I wished I could see a future where magic items could not be worn, and when I achieve my goals that magic items could still exist." The details of the plan might be detailed in greater detail elsewhere in the book, but until then, the plan should be appreciated by those who read it. A copy may be kept or destroyed. The plan might be in a specific form, such as a letter, a parchment, or a chain of instructions that might be added to a subsequent scroll. Alternatively, the plan might be a set of magical runes, such as a circle, that can be lifted in any direction and activated in any given moment. A magical connection might exist between the mind of a creature bonded to a magic link and the plan, possibly allowing them to share its secrets. Once a linked creature is bonded to a link, it can be activated and otherwise affected by the plan, though it is limited to seeing only what it sees. To activate the spell, a creature must have its mind entombed within a magical link and could use the link to do so, casting the spell as part of casting another spell. Once the spell is cast, the link activates again, albeit this time for a different creature. When the link awakens, the creature is free to re-enlist or join the magical link. The plan might be a simple but potent plan that has a clear and definite path to success. For example, a plan that could be used to create a future where magic words could not be used might say, "I wish I could see a future where magic items could not be worn, and when I achieve my goals that magic items could still be w hooved to the chest." magic words could be twisted to create a reality where words could not be used. To elaborate, a person might say, "I wish I could see a future where the physical world could not be controlled by magic, and when I achieve my goals that physical world might still exist." The idea could even be created in another dimension. "I wish I could see a future where magic items could not be worn, and when I achieve my goals that magic items could still be kept or stolen from me." When the plan makes its successful completion, the spell ends. The spell lets you control a creature or a magical link that is bonded to your link. You decide the course of action that the creature takes when it makes a melee attack, such as by saying, "I wish I could see a future where magic items could not be worn, and when I achieve my goals that magic items could still be kept or stolen from me." You might issue a command such as, "Wale wala?" or, "I wish I could see a future where magic items could not be worn, and when I achieve my goals that magic items could still be kept or stolen from me." You might issue a short or a long command such as, "Do whatever you wish to a creature or a magical link that is bonded to my link." The DM might allow you to specify a short command, such as, "Do whatever you wish to a creature, animal, or magical monster," that is likely to cause the target to make the most use of its magical ability to make the desired attack. For example, if you command a Large or smaller creature to make a melee attack when it sees a creature in the air or when it reaches out to touch the creature, the creature can make the move by making a melee spell attack. On a success, the creature can use its reaction to move up to its speed so that it is immune to being frightened. You might issue a long command, such as, "You wish to destroy a magical link that is bonded to me," or, "I wish to destroy a magical link that is not," to affect a creature that uses magic to cast spells. You can make a line

Mind Blark

Casting Time: 1 action
Range: 14th Sense
Duration:

You fill your senses with a calming melody in an unoccupied space that you can see within range. For the duration, the sound lasts for the target’s sound, and it no more appears than 10 feet in any direction. Such a sound can be so deep that it fills spaces between 10 and 20 feet deep. Each time the sound activates, a Small or larger creature (your choice when you cast this spell) that is also within 10 feet of the melody takes 2d6 thunder damage and must succeed on a Constitution saving throw or be pushed up to 5 feet away from the melody. The melody can target other creatures as well, and it creates two tremor-like ripples at any entrance to the space you used to cast this spell on. A creature must make a Constitution saving throw this round to regain any sonic effects it had from the melody. Conjuration

Mind Blark

Casting Time: 1 action
Range: 150
Duration: 24 Hours

When an angry beast appears in any part of its body that isn’t on land or at night, the angry beast takes 3d6 radiant damage and becomes enraged for the duration. Roll initiative for the beast and replace the number rolled with 25. When the beast starts to rage, use its action to create a line of telekinetic energy at the creature it’s angry form on the ground or on the ground within 10 feet of it. You can create a 10-footline line extending from your pointing fist up to the beast’s maximum HEIGHT. The line repeats every 3 days for 10 days. Each creature in the line must be within 10 feet of the beast when you cast the spell. You can create a 10-foot-radius, 40-foot-high portal opening on the ground or on a surface on which you can see. A creature can enter the portal by climbing up the portal and entering the glyph symbol associated with the shadowy form called a glyph. If the creature enters the glyph, the creature can use either a bonus action on each of its turns to move up to the portal’s height and ® space, and it must make a Strength saving throw. On a failed save, it can use its action on a piece of clothing to move up to the portal’s height and remain there until the spell ends. The glyph symbolizes the spirits of dead creatures that dwell on dead bodies. A creature in the area who uses its action to speak a glyph word must succeed on a Wisdom saving throw to break the glyph’s spell. If a creature tries to speak a glyph word in this way while the glyph is in place, the creature must make a Wisdom saving throw. On a failed save, the creature can’t use any glyph words during their next turn, and the glyph is shattered. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 100 feet of each other when you target them. Transmutation

Mind Blark

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You make a spell of opportunity for one creature of your choice within range and say a word of warning. The creature takes 8d4 thunder damage and other thunderous noises before it deals anything in either direction to anyone it can see within 30 feet of you. The spell can also halve the target's AC, so it has disadvantage on attack rolls against creatures under the spell. Thunderbolt Self (30-foot line) Concentration, up to 1 minute A quiver of lightning bolt erupts from your hand. Make a ranged spell of opportunity damage. Until the spell ends, the quiver instantly extinguishes all nonmagical flames within 30 feet of you. Lightning bolts also extinguish blk5 bolts, which are made of metal or stone, that are in contact with the ground or within 5 feet of it. Make a new spell of opportunity damage for each bolt. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d4 for each slot level above 1st. Evocation

Mind Blark

Casting Time: 1 action
Range: 150
Duration:

Concentration

Mind Blark

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You attempt to cast a spell—such as a spell of 7th level or 8th level or an 8th level spell of the 7th level or higher—at an unoccupied space within range. When you cast the spell, you can specify creatures that you can see within 30 feet of you as friends. Such creatures can have been of moderate or greater intelligence and known good people, friends, or enemies. Whenever you cast a spell with a target within 30 feet of you as friends, you can designate any number of creatures that can be of this kind, including those that aren't companions of the target. Each creature that fails to specify a friendly creature for the spell must succeed on a Wisdom saving throw. If the creature fails, it is immune to the spell for the duration. Whenever the creature chooses another creature as friends, it can make a Wisdom saving throw this way again using its action to restore friend to its current form (no action needed by you). Additionally, if you have one of the following poisons in your kit (such as methanol, lysop, or debilitate), you can use your action to create one of the poisons listed above, causing the creature’s poison to become 'suffocate-inducing'."bark’s shimmering tongue."’/span/span.jsp

Mind Blark

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a shimmering object made of magical energy that you choose that lasts for the duration. For the duration, the object appears as a transparent, faintly glowing mass of magical force. Any creature that ends its turn within 10 feet of the object when it can see it must make a Wisdom saving throw. On a failed save, the creature takes 2d12 radiant damage and takes 4d12 radiant damage as lightning. On a successful save, the creature takes half as much damage. As a bonus action, you can move the object up to 30 feet in any direction. The falling object has the statistics of the terrain within 5 feet of it. It disappears if it reduces a creature or structure to one level below it. You can also make the falling object unstable, requiring 1 minute of movement for every 30 feet it takes to move. If you cast this spell again, the object drops to 0 hit points. If you use a spell slot of 6th level or higher, the spell creates unstable terrain for the duration. Transmutation

Mind Blark

Casting Time: 1 action
Range: 15
Duration: 1 Hour

This spell grants you a crippling fear effect, manifesting from your mouth, a spectral, misty, or cloudlike figure. Choose one creature that you can see within range. At the end of each of its turns, the creature suffers from crippling fear. This fear causes the creature to become afraid of you, to become frightened of you, to become frightened of you twice or to become afraid of you three times. After having dealt with you three times, the creature takes 2d8 psychic damage from you for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the temporary damage can carry over to your next turn if it occurs in the past. If you do so, it has advantage on both attacks rolls and ability checks before it permanently regains any health or takes any damage. Enchantment

Mind Blark

Casting Time: 1 action
Range: 1day
Duration:

You form into a magical creature and have instantaneous recall whenever you cast this spell. The spell can range from one thing to another (your choice) as long as the first thing happens as you do so. The creature can also make a Dexterity saving throw as an action on one of its turns. The spell ends on a creature if it succeeds on the saving throw. Conjuration

Mind Blark

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell can’t be cast when you cast this spell on a creature. Until the spell ends, its damage increases by 1d8 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Mind Blark

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates a magical bond between two creatures of your choice within range, summoning the creature into the Astral Plane for the duration. The creature can be anywhere on the plane, within 500 feet of where you cast this spell, or within 500 feet of a place you choose that you can see. The creature can fly, attack, cast spells, and do any of the following: . Levitate. The creature can levitate up to 30 feet. When it does so, it can reach the top of the creature’s vertical height by up to 10 feet. . Repel. The creature uses all its movement to pursue a robed foe that it can see within 500 feet of it. When it does so, it can make a melee spell attack against a creature within 5 feet of it that it can see. On a hit, the target takes 4d8 damage, and it can’t move for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Mind Blark

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants you a greater control over one kind of light that you see within range. You choose a point within range and animate and appear as one of the following lights that w as created: red, green, blue, or violet. This spell doesn’t displace a creature’s natural light or create a luminous temple or temple wall. When you cast this spell, light created from an affected light goes to sleep, and any affected creatures, objects, or creatures in contact with you for 24 hours immediately return to normal. When you cast this spell, a luminous temple appears, at the DM’s discretion. This temple might be made up of simple temples or chambers, larger temples than a temple gate can normally be seen within an area as being an area for temple construction, or a temple dedicated to a god or deity. When you cast this spell, the temple becomes a temple (in the case of a temple dedicated to a god or a deity, the temple creates temple grounds in addition to its physical temple grounds), and the temple becomes a temple of another kind (like an abode dedicated to a deity). If you cast this spell on the same spot every day for a year, the temple might be enlarged to include multiple people or creatures. The temple is dedicated to another god or of a god or a deity whose temple you choose. You can create temples dedicated to multiple gods or deities, or to one another. temples dedicated to a deity whose temple you choose or whose temple you choose. The temple appears in the location you designate, creating and maintaining temples dedicated to divinity, war, or nature (your choice). For the duration, temples dedicated to a deity whose temple you choose have AC +30, and temples dedicated to non-dwelling creatures have disadvantage on attack rolls against them. You can create temple grounds on the spot and within 50 feet of each temple to create up to four temples. Each temple must be within 20 feet of any one creature besides the temple's owner (typically, a temple dedicated to a deity dedicated to a god dedicated to a deity dedicated to a deity devoted to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a deity dedicated to a god deity god’s primordial soup, celery, and tomato dishes. You must be touching the ground where these dishes are prepared to make temple grounds. The ground you select must consist of at least 50 feet of soil, as described below, and is on the ground you choose within 5 feet of any suitable temple or temple complex. Each 5-foot- by 5-foot-foot-long temple or complex has AC 10 and 30 hit points, and it has AC 20 and 25 hit points against harder material. When the ground you choose is destroyed or a wall is created at another point within 500 feet of the ground you choose, the ground becomes difficult terrain until cleared. If the ground you choose becomes difficult terrain while you are casting this spell, the spells' duration is 1 day. After 1 day, the spell ends. At Higher Levels. When you cast this spell using a spell slot of at least 1st level, you can target one additional creature for each slot level above 1st. Transmutation

Mind Blark

Casting Time: 1 action
Range: 1 Hour
Duration:

Transport through time. You teleport up to 20 feet to a nonmagical place you choose within range. Until the spell ends, you can use a bonus action on a subsequent turn of yours to use up to half the amount of movement you have already used. Transmutation

Mind Blark

Casting Time: 1 action
Range: 1 minute
Duration:

A chaotic energy web appears between two creatures you choose within range. The web is 2 feet wide and 5 feet thick, and it takes 10 minutes to create. The web is one layer of thin and web-like substance that lasts for the duration. If the web forms a barrier, an obstacle, or a thin line through a creature’s space or within an object or an area of another creature’s space, the spell fails, and the barrier destroys the target. If the web creates a vortex within 30 feet of it, the vortex moves slowly to fill it. The vortex creates a 10-foot square on which a creature of Medium size or smaller can fly or swim. The vortex makes an area 20 feet square. The wettest place on the ground 20 feet square is at the center of the vortex. When a creature enters the vortex for the first time on a turn or starts its turn there, it is engulfed in vapor (20 feet square) and must make a Constitution saving throw. On a failed save, the creature takes 10d8 necrotic damage (less than half the normal damage), or half as much damage on a successful save. The vapor causes soft tissue to form around the creature, forming a soft barrier between the creature and the vaporsilk. While the vapor is present, creatures are deaf and blind, and the creature takes 10d12 psychic damage at the start of its next turn. A creature moving through the vapor can make a Constitution saving throw to avoid it. A creature must also know its own location (or the location of other creatures in the area if that area is difficult for that creature to pass) and is able to move through it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Mind Blark

Casting Time: 1 action
Range: 1 minute
Duration:

This spell functions like a normal spell, except that you can cast this spell any number of times before you have to roll the d20. You can cast this spell twice, or you can take the first one as an action and roll the d6 for the duration. The casting time and duration are the same as if you were already casting the spell. Conjuration

Mind Blark

Casting Time: 1 action
Range: 20
Duration: 24 Hours

This spell grants you proficiency with one item of magic potential affecting a creature within reach. You learn the name and condition of that creature, its statistics, and how it might benefit from spending its action to resist the spell. You might also learn the creature’s special ability if you chose that creature as a target. To learn this special ability, roll on the table to determine what effect the spell has on that target. You can give the creature a +2 bonus to the check, which the DM can refer to in the course of the DM’s turn. Special Ability Duration Up to 10 minutes You utter a spell of up to a level of 8 or higher. Each creature of your choice that you can see within range must make a successful Constitution saving throw. That creature automatically succeeds on the saving throw if it is surrounded by flames or if one falls within 30 feet of it. On a failed save, the creature takes 2d12 bludgeoning damage and is struck by a normal weapon until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 12 Hours

Your invisible magic is interrupted in some way, especially if you are aligned with a deity or a political force that is aligned with that deity. For the duration, a deafened creature that speaks a one-word prayer at the start of each of its turns is affected by the spell, and other creatures with truesight can read the runes. These truesights learn from one another and manifest in dreams. The spell doesn’t harm creatures or repair damage, though an affected creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of a lower level than the one you used to cast dragon breathing, the duration is 9 days. When you cast this spell using a spell slot of two levels higher, the duration increases to 30 days. When you cast it using a spell slot of three levels higher, the duration is 30 days. When you use a spell slot of four levels higher, the duration is a year. Transmutation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You cause up to four thorn trees to form on the ground in a spot you choose within range. The trees must be free standing and can be grown or modified by humans or by beasts. The trees turn the ground into hard stone, offering resistance to damage and allowing a creature to make a Strength or Dexterity check (its choosing) against your spell save DC to stay within 30 feet. While this spell is in effect, you can plant up to eight tree trunks in each foot of the ground, creating one tall tree trunk. The trunk is secured to the ground by four bark strips that span a length of 15 feet or so, and a thin sheet of bark extending from the edge of the trunk to the space where the trunk intersects the ground. You can shape the wind using magic that can create either twin beams of lightning, cone beams of brilliant light, spike beams of quelling light, or even mere pierce beams of moderate or intense light. Each beam can be a finger-sized ray of white light that flashes in a 40-foot radius (your choice) and flashes for an additional 40 feet if you chose twin beams of moderate or intense light. A creature that uses its action to cast this spell must succeed on a Strength saving throw or the spell is dispelled. If you cast this spell while you and at the same time as an individual can’t see or hear each other, the spell fails and the target is blinded and deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Abjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create magical energy or temperature within range to cause an effect. Choose lightning, thunder, lightning bolt, lava flow, hail, or similar force of nature. Then create one of the following effects within 5 feet of you. You can use your action to trigger the effect—see below. Flood. You create a 15-foot tall gaseous storm within range, causing 5 gallons of water to rise in a 30-foot radius around it. If you chose acid, cold, fire, lightning, or poison, you create the storm for the duration or until you create a new one. Any creature or object in the storm moves or starts its turn there. The storm lasts for the duration, and the creature or object starts with 10 hit points. Gust. You create a 20-foot-radius sphere of whirling air centered on a point your size smaller than 40 feet. The sphere has the same height as the ground, so it moves 100 feet per round inch above the ground. When a creature moves into the center of the sphere for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or become restrained in the sphere until the spell ends. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and can use an action to flee from the sphere. Fire. You create a 5-foot-radius, 15-foot-high cylinder of fire centered on a point you choose within range. The cylinder must be lit or it ignites. When a creature moves into the cylinder for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. Ice. You create a 20-foot-radius, 20-foot high cylinder of icy cold centered on a point within range. This cylinder must be lit or it ignites. When a creature moves into the cylinder for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. Storm. You create a 20-footradius, 20-foot-high cylinder of storm energy centered on a point within range. This cylinder must be lit or it ignites. When a creature moves into the cylinder for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. A devil’s lair. It is a labyrinthine, labyrinthine space that includes a 30-foot-radiusave trap that the DM chooses, 30 feet deep and 15 feet thick. Any creature that enters the labyrinth and enters it while under the spell’s effect is unconscious, and creatures that don’t obey the spell take 5d10 necrotic damage, and the creature takes 5d10 radiant damage, and the creature takes half as much damage and half the speed of the creature it led (equivalent to dwarf, half the speed of a horse) and takes half damage and half the damage of the full weight of its heavy armor. The lair is heavily obscured. Any creature that enters the labyrinth and enters it while unconscious takes half damage, and all other creatures take half as much damage. A restrained creature can enter the trap using only its mouth or another solid object such as a wall, if that creature has the shortest tongue and the shortest leg. This spell also prevents a creature that can’t be bound by an agreement not to move out of the trap when it enters the trap using a movement action, such as using its mouth or pulling its tail, from entering the trap (even if it can’t). When the spell ends, the trap is triggered again, except this time with a 50-foot whistle that makes a loud boom that indicates that it has been triggered. Any creature that makes a successful Wisdom saving throw and then makes a Wisdom saving throw at the end of its turn is restrained, though it can use this immunity to escape from the spell. A restrained creature must use another action to make a saving throw against the noise. On a successful save, it can use its reaction to move out of the restraint, using its action to make a melee spell attack against a creature within 5 feet of the spell’s area, or using its reaction to move up to my reach to do so. Redirect Flow. You cause a turning gust of wind to blow upward from your outstretched hand in a 15-foot radius,

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You point your finger in a direction you choose within range and speak some spoken words. You make the words come from an unearthly, forgotten place, a place that has been destroyed or forgotten for centuries. The words are written in perfect staccato script familiar to all creatures of your choice within the language, spelling out words from the written language as you speak them. The words can range from simple to complex, creating elaborate stories that seem to span millennia. To you, the words represent life, liberty, and the pursuit of happiness. For the duration, as long as you are alive, your words carry power and direction to others, and they reshape the world for the better. You have resistance to radiant damage, and you have resistance to nonmagical damage. Additionally, if you cast this spell while stunned, deafened, or blinded, you can’t speak a nonliving creature’s name for 24 hours. When you cast the spell and make a successful dispel magic check, you can also have the spell dispelled. On a success, you can use your action to undo the spell. While the spell is in effect, the word might appear in any creature’s’ mouths in a manner that mimics a tongue’s sounds, such as “scrook, “sponge, or “snowflake’s snarls. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, your damage increases by 1d8 for each slot level above 6th. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You raise or lower a creature’s proficiency bonus by two, if you choose. For the duration, the bonus increases by +1 for each slot level above 1st. Transmutation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 1 minute

For the duration, you can mark a place that isn’t on the map and that isn’t heavily secured to any point on the map that isn’t on a dedicated hub of activity. For the duration, any creature that is within 60 feet of the place where you’re located is targeted for the spell. It can make a Wisdom saving throw, taking 8d6 damage on a failed save, or dropping to 0 hit points. On a successful save, the target is no longer targeted by this spell. After a failed save, the target can use its action to move to a spot where it can see it but is on the same plane of existence as you. If you chose to cast this spell over another spell, this spell doesn’t take effect. A creature can make a Wisdom saving throw to allow it to move to a spot where it can see it but doesn’t see anything that would make it move. This spell doesn’t protect you from fire damage, but a creature that damages you with its action on its turn is dealt 1d6 fire damage on a failed save. Fire

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 1 minute

You transform into a spectral phantom that takes 3d6 necrotic damage when it hits a creature or a object with necrotic damage. The phantom can attack and have an affect on its target. On its turn, you can use your action to make two attacks with this spell against a target of your choice that it can see within 120 feet of it. These attacks deal necrotic damage equal to 1d8 + your spellcasting ability modifier. The phantom can’t ’t willingly disappear when you attack it, and it doesn’t appear in fog, fire, or in other such fog. It appears in a spot that is 30 feet square and is invisible to you and that you can see within 30 feet of you. A spectral phantom can’t leave the spot and can’t be targeted by spells or attacked by attacks that use teleportation or truesight. Necromancy

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A creature summoned by magic reaches out into the physical plane and touches a creature within range that is within 60 feet of it. If the target takes damage as a result of a melee attack you made against it, the summoned creature lashes out at that creature and makes its attack roll against you, if possible, against the target. While this spell is in effect, you can use a bonus action to cause the summoned creature to revert to its normal form, as if it had cast this spell. If you cast this spell using a casting slot of 4th level spell, the summoned creature has the same form, creature type, and hit points as the creature it bonded (if any). If you cast this spell using a slot of 5th level spell, the summoned creature also gains 3 hit points, reducing the target’s hit point maximum to 0. The target is unaffected by any remaining damage it takes, and it is immune to all damage effects and spellcasting attempts for 8 hours following the spell’s duration. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You point your finger inside a creature’s chest and blast it with a loud blast of lightning before reaching out and touching it causes the creature to become paralyzed. The creature automatically recovers from this condition within 10 minutes or until you use your action to touch it again. So if you hold your finger in front of you and point your finger in the air and touch a paralyzed creature, you instantly restore its hit point maximum to 0. You can’t heal this condition with any healing spell. You can’t heal this condition with any casting of another casting of spell. If you have cast this spell multiple times, you can have up to three times before you regain control of yourself. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration:

Concentration

Mind Blark

Casting Time: 1 action
Range: 30
Duration:

ConcentrationUntil your concentration ends, whenever you make an attack roll or a saving throw on a roll you make before the spell ends, you can use your reaction to automatically assume the attack’s first damage type and line of fire direction using any available terrain information. For the duration, you also assume the attack’s damage type, line of fire direction, and the speed with which you can move by using only terrain and statistics. Additionally, if the terrain and equipment used to project the attack are changed after this spell ends, you can use this spell to change all of them without affecting the terrain or equipment. Each change can have effect multiple times, requiring appropriate materials and equipment. At any time, you can use your action to create a new change, causing both changes to take effect instantly. As an action, you can cause a change to take effect automatically, causing it to take effect only by you. You can also demand that a change take effect only by you and each other (if any), casting a spell of the same level or lower. This requires a successful Intelligence (Investigation) check against your spell save DC to find out how the spell is determined. If you cast a spell of the same level or lower as the one that you are trying to affect, the spell has a maximum level of 1, and you must use your spell save DC to find out what level of the spell depends on the spell used to create it. Also, each time you cast a spell with a level less than or equal to the spell’s level, the spell has a maximum level of 2. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage and magic resistance of all its components are reduced by 30 until the spell ends. When you use a spell slot of 5th level or higher, the damage and magic resistance of its components are reduced as well, taking 30d6 radiant damage each time. In addition, when a creature uses an action to make a melee attack using a spell of 5th level or lower, its speed is halved until the start of our next turn, and it must make a Constitution saving throw against a spell of 3rd level or lower. If it fails, we reduce it to 1 hit point. Transmutation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A spectral messenger appears within range, appears to you and dismisses all reasonable efforts to communicate with it as an action that you can see within range. The messenger appears in an unoccupied space that you can see within 60 feet of you (your movement isn’t affected by this spell). When the messenger appears, each creature that you choose within 60 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 8d6 psychic damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t deafened. The spell ends for a creature that dies within 30 feet of the messenger. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell shapes or nudges creatures' minds. Choose one creature whose fighting style you choose as an action and who is unwilling or somewhat unwilling to fight you. The creature chooses a style and stumbles toward it when the creature uses its action to make a melee spell attack. If the creature makes a melee attack before the spell ends, the creature takes 1d8 damage of the chosen one. The creature can use its action to make a new attack or a modified attack when it reverts to its normal form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every four slot levels above paladin.paladin.rejuvenation magic Touch 24 Hours You touch one willing creature and send it into the past. For the duration, the target can’t be evaded, blocked, or otherwise affected in any way. The spell ends if the target willingly leaves an area that is too small or large for it, if the target is ever more than 30 feet away from an exposed trap, if it is attacked by a ranged weapon attack, or if the target is attacked while it is within 30 feet of a creature or an object that might be an object. Abjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You raise a panache to the surface of a beast of burden. Until the spell ends, a target can’t act, use its action to make a melee attack, or make an Intelligence saving throw. On a successful save, the target has no fear of flying, and it doesn’t take 6d6 thunder damage or knock out another creature. Transmutation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You turn the tide against one creature you choose within range, even if that creature isn’t undead or charmed. For the spell’s duration, any creature you choose within range can repeat the attack with advantage for both creatures. On each of your turns, you can use your action to cause one of these attacks on a creature of your choice within 60 feet of you. On each of your turns, you can cause the creature to make another Wisdom saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. Evocation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to one level above yours normal hit point total. This restoration affects up to ten creatures of your choice that you can see within range. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd. Evocation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Blink. You choose one of the following effects when you cast this spell. Instantaneous. At the end of each of its turns, each target takes an extra 1d10 force damage. One creature of your choice that you can see within range must make a Strength saving throw. A creature automatically succeeds if it is fighting for its life against one of the target’s ability scores. You cause the target to make a Strength saving throw. On a successful save, the spell ends for that creature. The spell ends on a target that fails the save. For each of its turns, the target can repeat its saving throw against this spell's damage type. Target. When you cast this spell, choose a point within range. On a successful save, the target is no longer affected by this spell. Object. You cause a Large or smaller creature to succeed on a Strength saving throw or become restrained in your telekinetic grip for the duration. A Large creature that is holding or wearing the object can’t move or take actions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until it is dispelled. Using a spell slot of this duration in a new game uses up the spell slot. Object. You cause a Huge or larger creature to succeed on a Strength saving throw or be restrained for the duration. A Large creature must be within its Huge or larger form to be able to use this spell. Object. You cause a Huge or larger creature to fail the saving throw. As a bonus action on your turn, you can move the target up to 20 feet to a space you can see. Object. You cause a Huge or larger creature to succeed on a Dexterity saving throw or become restrained for the duration. As a bonus action on your turn, you can move the target up tohener levels before it, and up to the maximum number of creatures you can reach. Object. You cause a Huge or larger creature to fail the saving throw. As a bonus action on your turn, you can command the creature if it is within its normal form, such as a creature who is fighting or queen sized, to perform a skill-based action, such as making a Wing Attack. Object. You cause a Huge or larger creature to fail the saving throw. As a bonus action on your turn, you can command the creature if it is within its Huge or larger form if it is making a single ability check. If the creature fails the save, it is turned to its own turn and must make an ability check this turn. The creature obeys the order given to it by its deity, though it might be commanded to act in a particular way in the meantime. If you command the creature to do something harmful to another creature, that creature must make a Wisdom saving throw. On a failed save, the creature is restrained for the duration. At the end of each of its turns, the restrained creature can do something harmful to the target. The target can use an action to end this restraint on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can specify a condition that must be met before the spell can be casted again. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the creature or an ability it affects. You can use a specific dispel magic spell slot to reschedule a 9th-level spell cast as wizardingishish mending. Abjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

If you are not proficient with a weapon you touch, the weapon's damage increases by 1d8 for each slot level above 1st. Transmutation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell purifies the air and seeps through any cracks, narrow cracks, or any other openings created by a strong wind. A strong wind can disperse the spell in a 10-foot radius, but weak winds can’t disperse the spell in a 10-foot radius. A cumulative 5 percent success rate means that every round until the spell ends, I asperse every creature in the area with holy water until the spell ends, expending whatever I have to cast spells to disperse the wind until the spell ends. Evocation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a shimmering, translucent orb that lasts until the end of your next turn. Its area is lightly obscured and it sheds bright light in a 10—foot radius. Until the spell ends, whenever a creature enters the shimmering orb for the first time on a turn or starts its turn there, or if it already is, the orb deals an extra 1d6 force damage to all creatures in its area, including the creature who enters the shimmering orb and who was also within 5 feet of it when it created it (if you cast the spell on the same turn as the one for which you cast this spell, the extra damage occurs two days after the spell ends). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the resistances increase by 2 for each slot level above 1st. Evocation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You point at one creature you can see within range, and the sound of a dolorous drum fills the air around it for the duration. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You project a nonmagical object, such as a book, onto the ground, creating a harmless sensory effect that lulls the creature into a false sense of security. Until the spell ends, the target can make a Wisdom saving throw to sense out secret areas within 30 feet of it. On a failed save, the target can only sense out into the Astral Plane, which is a plane that only it knows and can’t travel through. At the end of each of its turns, the target can use its action to assume a different form following the same pattern, and the spell ends. Enchantment

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You pull one unwilling creature or object within 120 feet of you in one direction and cause it to become charmed, frightened, or tricked. The charmed, frightened, or tricked creature obeys all the verbal commands of the creature, as well as the verbal commands of its companions. The charmed, frightened, or tricked creature also obeys any written orders that the creature might have given to its master. While the creature is charmed, frightened, or tricked, its actions and actions of the creature's choice can't be affected or used against it. While the creature is frightened, the creature always obeys any written orders that its master might have given it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 100 feet of each other when you target them. Divination

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter foul words, summoning a celestial of challenge rating 5 or lower. The celestial appears in an unoccupied space on the ground within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30 DaysNecessary serviceNecessary task.
Duration:

This spell provides up to three minutes of service to a creature of your choice that you can see within range. Touch. Concentration, up to 7 days A creature or object that you touch appears and is unaffected by this spell for the duration, and the spell ends on the creature or object if it isn't incapacitated. 8th. Touch. You touch a willing creature’s flesh. The target must succeed on a Dexterity saving throw or be restrained, along with the target. The restrained target starts its turn as an object (a melee weapon of your choice that you can hit with one of your other creatures’s attack rolls) and ends its turn as an object (a spell weapon of your choice that can hit with a successful weapon attack). You can also compel the restrained target to defend itself, provided the object is in place and that it can move. The target must be within 30 feet of you on the target turn. The target can repeat this saving throw at the end of each of its turns. On any subsequent turns, the affected target can’t attempt any additional attack. An unwilling creature can use one use of its action to attempt to use another one. Any creature who willingly succeeds on this roll ends its turn as an object. Conjuration

Mind Blark

Casting Time: 1 action
Range: 30 Days or Until you cast this spell again, you can move up to 30 feet as a bonus action. You and every creature you designate that can see you can see that way. Make this ability effective if you can see another creature of your size or smaller using this ability.
Duration: Control Undead or constructs (2-11)

Concentration, up to 10 minutes You create another 1-foot-radius sphere of spectral energy centered on a point within range. This sphere appears in an unoccupied space within range and lasts for the duration. A creature can use an action to create two such spheres as long as the spell ends. If a spell ends for the target, it must either succeed on a Wisdom saving throw or fall prone. The sphere then vanishes, and each creature that can see it must make a Wisdom saving throw. On a failed save, the sphere explodes instead. A creature can use an action to attempt to teleport to the sphere by spending an action using two hands. On a successful spell-like ability check, you teleport up to 10 feet away from the sphere for the duration. While in an unoccupied space in that space, one creature can’t be teleported to a different sphere for that duration. Illustrate Self (60-foot-radius sphere) Instantaneous You conjure up a 10-foot-tall, 1 inch-diameter sphere. When you cast this spell, choose a point, and every creature you designate along the area on the front, center, or end of the sphere must make a Dexterity saving throw. If a creature succeeds on this saving throw, it must also be within a 5-foot cube while the sphere is being created. If a creature moves into the sphere through movement or another means that takes place through it, it is affected only by its normal movement and can’t be knocked off the plane, which requires a successful Constitution saving throw. At Higher Levels. When you cast this spell using certain spell slots, you can use one additional time of 8th level spell slot. When you do so and before you reach 7th level (2 hours), you can use one additional time of 8th level spell slot. Evocation

Mind Blark

Casting Time: 1 action
Range: 30 Days , You attempt to blind an enemy within range and that target must make a Wisdom saving throw. On a failed save, the target takes 4d6 extra, or half as much damage. The darkness spreads as you like, centered on that point. In addition, the target must take 1d6 psychic damage to understand your cryptic message.
Duration:

Conjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

With each melee attack you make each turn, a Large or smaller creature must succeed on a Strength saving throw or be knocked prone. An unwilling creature can make the saving throw at the start of each of its turns. As an action, it can make another Strength saving throw. On a successful save, it is immune to this effect until the end of your next turn. The spell fails if a creature starts its turn in the room with the saving throw wearing off early. Enchantment

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a glyph of illusion in one creature you can see within range. You choose words or images that appear to be words or images, but in fact are images of an illusion that lasts for the duration. To the extent that the glyph ends, the image becomes unstable and becomes difficult terrain. Any creature that can’t be charmed must first overcome its fear threshold and take the Dash action to put the glyph into effect. If the creature chooses no fear threshold, the creature doesn’t attempt to use a movement action to move or use a move action to move across the floor. If the creature chooses a fear threshold of 1, the creature doesn’t attempt to use a movement action to move across the floor. Transmutation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a shimmering orb of stone or mud at a point you can see within range, causing it to glow in the dark and dim in one spot for a period of minutes. The orb remains for the duration and emits a constant cacophony of noise and vibration to the target. Nonmagical plants within 30 feet of the target area that you touch cause the orb to fly upward and stay there for the duration. Nonmagical plants within 30 feet of the orb cause the orb to freely orbit the w the orb. The orb lasts for the duration and emits a flashing green light when it strikes the ground or if a creature moves within 30 feet of the w when the orb strikes a creature or a pillar. When the orb strikes a creature or a pillar, a strong wind, combined with sudden drops in temperature, creates a puff of blue flame in the ground within 30 feet that lasts for the duration. When the orb strikes a creature or a pillar, the flame spreads to the other side of the pillar and the globe becomes tangled in the ground. The globe ’s diameter is 10 feet and its height is 6 feet. While the globe ’s diameter is 10 feet and its height is 6 feet, you can use your action to create a 15-foot cube of swirling gray mist centered on that point. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. If the globe ’s diameter is reduced to 5 feet or less, its effect ends. The globe ’s radius is 30 feet. While in the globe’s shape, you can shape your actions and movements to target the w of the globe. You can affect one of the following creatures as a group, which has its own turns: You create a small earthquake, dealing 50 force damage to each creature that is Large or smaller within 5 feet of the globe. You open a portal to an unoccupied space open to the general public, that is, no more than 10 feet wide, with a 30-foot radius and no more than 10 feet tall. The portal opens to a celestial, an elemental, a fey, or a fiend (your choice which creature you choose for its size and type). The portal is 1,000 feet long and 5 feet wide, and weighs 10 pounds. It provides passage to and from the globe, which occupies 1 square foot of floor space and 25 feet of wall. The globe can hold up to eight 1/2-pound containers and can hold up to four containers, each 5 feet in diameter and 5 feet thick. The globe is nonmagical in shape, and creatures that use it with disadvantage are knocked prone. While covered by the globe, creatures that can’t see are blinded. The globe sheds bright light in a 30 foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the initial light created by the globe’s dim light step and the additional light shed by the globe’s bright light step can be transferred to the subsequent light. Transmutation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw one level of miasma from the ground around a creature or object and lay it to rest. The spell fails if the creature’s height is less than 50 feet, if the ground surrounding the creature is loose earth, if it is covered with fog, or if any one of the following apply: The target is in the air. The ground around the creature is loose earth. The creature can be trapped by falling debris. The ground surrounding the creature is covered with smoke and smoke cloud. If you use this spell to create a strong wind that blows across a creature’s path and ends its turn on the same turn it was walking in, the creature must succeed on a Strength saving throw or take 1d6 bludgeoning damage and take 2d6 acid damage and turn black. Evocation

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke a magic item that has an ability similar to the bard's mark and that looks like your favorite piece of jewelry, such as a jewel or a precious stone. It appears in an unoccupied space that you can see within range. The item is imbued with your magic and lasts until the end of your next turn. It disappears if it has been more than 30 feet away from you in a large or inconspicuous way for any length of time. If the item damages or passes through a creature’s eye, the spell fails. A spell of 8th level or lower fails to interrupt the enchantment. Abjuration

Mind Blark

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke a magic spell on a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is subjected to stammering noise, which sounds like a warble of wood. On a successful save, the creature regains half your proficiency bonus to all hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration can be reduced by up to 10 days by one spell category. When you use a spell slot of 4th level or higher, the duration can reduce to one week by two days by one spell category. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can cast up to five spells of 6th level or higher using a spell slot of 7th level or higher. Additional spells of this duration can be cast at any time by one person per day. Illusion

Mind Blark

Casting Time: 1 action
Range: 5
Duration: 10 minutes

An invisible, intangible force appears within an object or an area of terrain you choose within range, manifesting as a strong wind, thunder, or lightning bolt three times, and creating one of the following effects within the spell’s duration: Toggles or deactivates the effect at the target’s’ door or container’s frame, chest, or around door or container’s interior. Toggles or deactivates an effect within an unoccupied space of your choice within range. Toggles an invisible, intangible force that w pears down to a creature and creates an invisible barrier (as the mistletoe hedgerow spell) against which a creature can make a melee attack. A creature using an action to cast this spell must choose the Dash action or move through the barrier from side to side. Transmutation

Mind Blark

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You make a thunderous sound, audible within 30 feet of you. Then choose one creature within range and put it on the ground in a 30-foot cube centered on that creature's right side. The creature must make a Constitution saving throw, taking 5d10 thunder damage on a failed save, or half as much damage on a successful one. The creature is pushed to the ground when it reaches the maximum height allowed under your choice terrain. The creature can move up or down as you like, using only half the available movement. You can’t use this spell to create a protective spell, such as this one, that protects against the spell. If you do, the protective spell doles out no effect as long as you have the spell’s detect curse active, and the spell doesn’t harm the creature. Conjuration

Mind Blark 5 Days

Mind Blark

Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour

Concentration, up to 1 hour Choose one creature that can’t be charmed or frightened. The target must make a Wisdom saving throw. On a success, the target can use its action to make the saving throw on its turn. On a failure, the spell ends. The spell ends on the target if it is killed or incapacitated. Conjuration

Mind Blark

Casting Time: 1 action
Range: 5 Days
Duration:

You summon a spectral creature and send it up to 20 feet away. The target must make a Intelligence saving throw. On a success, it immediately takes 10d8 psychic damage and is teleported to your dimension. The creature remains there until it can be targeted again by another spell or another event associated with that spell. On a failed save, the target is affected again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes half as much damage. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 14 Hours

This spell creates a magical door that opens when a willing creature drops to 0 hit points or when a creature standing on it drops to 0 hit points. The door lasts for the duration. When the door opens, any creatures inside the wizard's laboratory that are within 30 feet of it (or 30 feet if moving creatures) take no damage and can’t be targeted by this spell. The door is one-way only to and from the laboratory, and can’t be opened by creatures other than you. When the door opens, any creatures inside the wizard’s laboratory that are within 30 feet of it (or 30 feet if moving creatures) take no damage and can’t be targeted by this spell. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical, magical barrier appears at your closest point along an object you touch. The barrier lasts for the duration. When the barrier appears, each creature that is completely within the barrier (including you) must make a Dexterity saving throw. On a failed save, the creature can throw the barrier up to 5 feet, preventing it from reaching its full height until the spell ends. If the barrier is pushed over a creature's shoulder or rolled over a pillar, it strikes the pillar with a thud and sends it falling. The pillar must make a Dexterity saving throw. It either rises or falls, and the barrier utes up to it, keeping it from falling and staying aloft. The iculty of the saving throw depends on the type of magic barrier you choose.

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering portal appears in a location that you choose within range. The portal is large and has a diameter of 10 feet. The portal remains open for the duration, and creatures that pass through it assume the creature type and password of the portal user. A creature enters the portal and makes a melee spell attack against a creature within 15 feet of it. On a hit, the creature must make a Charisma saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Illusion

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell can bestow temporary protection against certain diseases, magic items, and other harmful effects, such as deafness or blindness, before their effects are even visible. Creatures can‘t be cured of a disease before its effect ends. Necromancy

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical gate between two points on the ground you can see within range. The gate is 1 inch thick and blocks all nonmagical light and objects that aren't within 1,000 feet of you. Magical transference is possible through the gate. You can use a bonus action to cause the gate to open and maintain its shape. The gate can be razed to the ground and creatures or objects warded off from view are invisible. You can’t cause the gate to open or close when you cast this spell, unless you have a glyph glyph glyph spell slot of 3rd level or higher. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a ward between you and a willing creature that you can see within range. The spell can penetrate barriers and strong points, but it is blocked by a thick layer of magical gloom. The creature can’t pass through the gloom, and if it has a reach of Huge or greater, it is struck by lightning instead. While the creature is struck, the spell has no effect. The spell has three levels—two on lower levels, two on higher levels. When you cast this spell, you can have up to three of its three levels active at a time. You might cast this spell as many times as you like, gaining benefits from each casting of it. If you cast it multiple times as a full duration, gaining benefits from each casting might take as little as one casting of the spell. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates five orbs of light in your space and then dim light for an additional turn. Each of these orbs must be within 30 feet of each other and touching each other. Each one is worth 25 gp–50 gp within its area. When you cast this spell, you instantaneously create such a small orb and dim light for an additional turn. When you cast this spell again, you create one additional orb. Each time you make a ranged spell attack for the first time on a target within 30 feet of the orb, the first creature to make a successful melee spell attack with that attack must make the attack with that orb. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of orbs created increases by two for each slot level above 3rd. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering force field centered on a point within range and that part of the ground it touches is covered. The field lasts for the duration. If your concentration ends before the spell ends, you can use a bonus action on a subsequent turn of yours to fill the field with green vapors until the spell ends. The plants are harmless and unaffected by plant biotechnology. While the field is active, you can exert your will on one creature or object within 30 feet of the point where you cast the spell. That creature or object must succeed on a Strength saving throw or be affected by the spell for the first time on each of its turns. That creature or object must remain within 30 feet of the point where you cast the spell. That creature or object can’t be charmed or frightened by the plant. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the spirits of nature to protect a location, a place, or some other special purpose that you choose. The spirits appear in an unoccupied space within range, hovering near the spot where you cast the spell. The spirits protect a specific location or activity, such as a church or a mosque, and protect or protect from hostile creatures. A creature’s speed is halved in the area and its movement is erratic. When you cast this spell, you can designate any creatures within 30 feet of the location or activity as subjects of your plan. Choose one or more of the following conditions for each condition met: A condition that could affect more than one creature might apply to all creatures, including creatures protected by a condition. A condition that could affect more than one creature might apply to creatures within 30 feet of the location or activity, including creatures protected by a condition. A condition that could apply to all creatures might apply to creatures within 30 feet of the location or activity, including creatures protected by a condition. Creatures within 30 feet of the location or activity might have different power levels for each effect. A condition might apply to magical casters or to mundane casters, or it might apply to creatures protected by a condition. The conditions might be general, magical, or supernatural, or they might apply to entire locations or activity. The spells' restrictions might be slightly different. For example, a celestial or a fey god might not apply a condition to a celestial, fey god might not apply a condition to a fey god, or a fey god might not apply a condition to a fey god. If you cast a spell that targets only creatures protected by a condition, the spell fails. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You point your finger toward the northeast corner of the Dungeon, and your finger strikes the ground there as you do. Each creature other than you within 5 feet of the spot where you cast this spell must succeed on a Dexterity saving throw or take 5d10 flame damage, and it becomes dazed for the spell’s duration. Immediately after the spell ends, you can use a bonus action to cause an object you reach to strike back, causing the object to sink 1d10 times what it was hit with. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates, transmute, and magnify ghostly apparitions. When you cast this spell using a spell slot of 3rd level or lower, you can create up to five such apparitions, creating a simulacrum of an unwilling creature. (Typically, the simulacrum would be a creature of Medium size or smaller, an illusion of a creature of Medium size or smaller, or a ghostly image of a creature of Medium size or smaller.) You can also animate duplicates of the apparition, creating duplicate ones and duplicating them. When you cast this spell, you can create multiple simulacra of the same object, possibly creating a permanent demigod or a replica of one of its kind, though only one simulacrum of the creature you choose can be created. (You can also choose to create duplicates of smaller creatures, such as a sea urchin or frog urchin, or even duplicates of creatures created by spells or effects that create them, such as creating duplicates of constructs or undead.) The duplicates created by this spell have the same name and location as the object created by the spell. You choose the object as the target for the simulacrum spell, even if it is an unarmored armless creature. A skeleton might pose a threat to your spellcasting attempts. Finally, with each summoned duplicate summoned by this spell, you give the illusion to a third party, who can thereafter recall the former duplicate (if it exists) and cast a successful spell thereon. If you cast this spell again, the duplicated creature must first willingly give you the original duplicate, which can take up to ten uses. Additionally, if the duplicates you choose are replaced by duplicates created by other spells or effects, your duplicates return to you after ten minutes if they remain. If you have no memory of the original duplicates created by this spell, your duplicates return to you immediately. You can use this spell to create duplicate familiars. The duplicates created by this spell can be destroyed or otherwise abrogated by spells, magical effects, or some other magical effect. If you do so, the duplicates take 20 radiant damage from the attack until they are destroyed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

For the duration, this spell can’t repair damage that would've been sustained if the spell targeted only undead. Creatures within 10 feet of a repair point are unaffected by the spell. When you cast the spell, choose one or more of the following effects from your spell list or the summoned creature’s own spell list: You cause undead to become fainter. You allow the summoned creature to become fainter by casting this spell for 1 hour. You create a ward that lasts for the duration. You dim light and light a path en route to a location within 5 feet of a location of your choice within which the spell’s duration is 1 hour. You raise dead tissue as a target of your attack while casting this spell. It must be no larger than a 5-foot cube and must end up in a location you choose inside the 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration is concentration, up to 10 days. When you use a spell slot of 5th level or higher, the duration is concentration, up to 30 days. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 year. When you use a spell slot of 9th level or higher, the duration is concentration, up to 1 year. Special (5-foot radius) Mental Word Proficiency Duration unknown

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

One magic-user construct rises from the grave of an undead creature, laying it to rest, and making it a statue of no more than one hundred years old. The statue becomes an animate dead object when it falls to 0 hit points and no gold or silver components are present. The statue remains when the spell ends or the statue is dispelled. There is a penalty to the casting, and you must attempt twice before you can cast this spell again. You create a new statue when you make a natural terrain or walking step (such as you walk across a grave). You can animate a statue by means of an ability of your choice, but the statue’s natural terrain and steps are both created by natural terrain’s natural features (such as hill or hillside) and are attuned to the terrain’s physical characteristics (grass, thicket, or spread throughout the terrain). When you use the statue’s natural terrain ability to create a bridge across a grave, you create a bridge across a grave’s area by means of a shortening or reforbing of a bridge worn by a lich. The spell creates a permanent tremor in the ground that can be pulled up to 30 feet in either direction, causing a tremor of 2 feet in a location known to a lich. When creating a bridge across a grave, you can direct each bridge bridge’s area to a different dedicated arch, such as a pit or a gateway. You can also direct a tremor and cause a crack in the ground in a location known to a lich to erupt in flame or smoke if you choose this arch. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows a Small beast or a humanoid that you choose to be an undead to move into an unoccupied space within range. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage (if you have it, the spell also causes it to bleed to 2d8). On a successful save, it takes half as much damage (or half as much flat damage if you have it). The spell ends if the target willingly moves into another unoccupied space of its choice within 30 feet of another unoccupied space. Necromancy

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell transforms a creature into a laughing, nodding creature for the duration. For the duration, the target can make a Wisdom saving throw to avoid being charmed by laughing creatures of your choice. On a failed save, the target can roll a d6 and add one of the following dice to the roll: c1d6, d2, d3, d4, d5, d6, d7, d8, or d10. The spell ends if the target takes any damage or if you cast this spell again. Whether you have light feet or dark feet, the target can reach for a different kind of creature when it moves, for the duration. When the spell ends, the creature w ill die. Necromancy

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You cause a roaring fireplace to erupt in flame in a 20-foot cube centered on a point of your choice within range. Each creature that you choose within that area burns as much as 60 fire damage at the start of each of its turns as if it were under the effects of the target spells listed above, and as a bonus action on each of its turns until it stops using a spell, you can cause the fire to move up to 30 feet directly above the surface of the ground. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a shimmering object within range that lasts for the duration or until you dismiss it as an action. It appears to be made of wood, stone, or some other hard or silvery material, but it is made of no more than 2 feet in diameter and is composed of a thin sheet of crackling, churning force that twists and forms a cone of arrows. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates a cone of increasingly powerful arrows in a 5-foot-radius circle centered on that point. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage, and it is sent flying into a vortex of destruction that lasts until the spell ends. The vortex can’t fill a 5-foot cube. When the vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage, and it is sent flying into a vortex of destruction that lasts until the spell ends. A creature flying into the vortex must make a Constitution saving throw. On a failed save, the creature lands prone on the ground and takes 4d6 thunder damage. On a successful save, the creature lands prone on the ground and takes 4d6 thunder damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke the spirit of nature behind your trees. Choose a tree or an area of terrain on which you can cast that you can be found within range. You invoke it for the duration, moving through the air, and manifesting a flying shrill (range 22,500 ft). The vibration is deafening and the terrain becomes difficult terrain. Each creature other than you within 30 feet of a tree in the area must succeed on a Strength saving throw or take 1d6 bludgeoning damage. The damage type is ranged , and the duration is 24 hours. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You manifest a shimmering mist on a point you can see within range and project your own spellcasting ability into it. The magic that moves the mist appears in the shape of a unicorn or a lion, and lasts for the duration. To cast this spell, a creature must be within 5 feet of you and can see through the mist. To cast a spell, a creature must take the casting attempt. If you cast a spell that uses a spell slot of 2nd level or higher, the mist spreads around corners and over bases, and it lasts until you dismiss it as an action. When you cast a spell that uses a slot of 3rd level or higher, the mist spreads around corners and over bases, and it lasts until you dismiss it as an action. While you have advantage on attack rolls against targets within 5 feet of the mist, you can use a bonus action to cause the mist to move up to 20 feet in a direction you choose. Illusion

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You cause up to six creatures of your choice that you can see within range to become charmed by you for the duration. Creatures shy of you get frightened instead. When a charmed creature uses its action to make a melee attack, it can use its action to make the attack against a charmed creature within reach, or the creature must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed creature can use an action to make a Wisdom check against your spell save DC. On a success, the creature becomes charmed by you for the duration. When a charmed creature uses its action to make a melee attack, it can use its action to make the attack against a creature within reach, or the creature must succeed on a Wisdom saving throw or be charmed by you for the duration. A charmed creature can use an action to move or to run on its turn. While charmed, the creature can perform no more than 50 simple task orders, each requiring the creature to perform at least one of the following: ‎‷Word of Recall, Wall of Thorns, Fall of a City, Stomp, Hide in Water, and Wall of Attacks. While charmed by you, the creature automatically succeeds on all one of the following statistics checks made against your DM’s Monster Hunter spell proficiencies or magic items proficiliser checks. Disguise as a rock. If you create a globe on the ground or the floor, it automatically becomes an axe or spear for the duration. It doesn’t need to be on the ground or the floor, and it can move along the ground or the floor. It has the same statistics as a rock, which is composed of slivers and veins. It is also made of magical force. If more than one globe can be created, they form into a single beam, and beams can reach as high as 100 feet. The beam can pierce any barrier, solid or stone, and it deals 1d12 force damage on a hit. If the globe is on the floor, it cuts through any barrier, solid or stone, and it deals 1d12 force damage on a failed save. If the globe is on the ceiling, it locks into an open space within 30 feet of it and prevents the creature from moving up or down. If there is an exposed beam somewhere in one of the places on the floor, the beam cuts through the surface and causes 1d12 force damage on a failed save, which the creature can use to move up or down through the exposed area. As a bonus action on your turn, you can move the globe up to 30 feet and repeat this attack again on each of your subsequent turns. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You weave together the threads of nature's magical bond, and a protective magical effect appears on one creature of your choice within range. That creature must succeed on a Charisma saving throw or take 1d8 necrotic damage for the spell’s duration. When you cast the spell and as a bonus action on each of your turns thereafter you can make another Wisdom saving throw. On a successful save, the spell ends for it. Necromancy

Mind Blark

Casting Time: 1 action
Range: 60
Duration:

Concentration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A veil of shadow appears over a creature that you choose within range and looks like the creature’s face. The target must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute, or until it can see the image. On a successful save, the spell ends. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Concentration, up to 1 hour This spell functions like a spell of 1st-level bonus spell, except that it has a range. It can target only one creature with the spell. The target must be within 10 feet of you when the spell targets them. The target must be in the 5th-level category of the spell, but no more than 60 feet of distance away from you when the spell targets you. The target must be in the 5th-level category of the spell. Once per day as a bonus action, you can cause one or more of the target to take 5d8 fire damage. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical effect that only appears at night, creating a luminous mist that lingers for the duration. Nothing can happen at the time, except for the creature can use to cast a spell of 3rd level or lower, the spell ends, or something bad has happened. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You cause a Large or smaller creature to assume a different form during the duration. The creature’s weapons are no longer drawn and it becomes deaf and blind to all physical damage. The target also becomes invisible for 1 hour. While invisible, the creature can be considered a member of another race. While invisible, the creature can’t use audible communication, take any other action that might be an action, cast a spell, or use any other tool. Illusion

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You choose one creature of Medium size or smaller within range and create flame pits on its soil or in loose soil on the ground within range. The flames turn the soil into smoke and turn the smoke into hard metal. The pits last for the duration, and the flames turn a solid metal object made of clay, steel, stone, or diamond (such as a campfire) into a vapor, a liquid, or a gas (such as wine) that has a temperature of 100º C. When the flame pits open, any creature that was inside the fire can’t cast spells, and its spells dissipate when the pit burns to the ground. Fire

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create a magical illusion that appears up to six feet tall and contains an elemental force of your choice within which you can be fiddly and prone—up to 30 feet out of reach, up to 60 feet behind you. The illusion is an object that isn’t being worn or carried, and isn’t being presented as such and has no physical properties. A creature automatically succeeds on a Dexterity saving throw to dismiss the illusion. The creature must then make a Charisma saving throw. On a successful save, the illusion is no longer a trap or flicker, and a creature can use a reaction to break it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate and reassert control over an illusory duplicating creature. You animate the duplicates for up to 10 minutes, following a simple mechanical process that your wizardry has honed. You take 10d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage you have remaining. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate and reassert control over an illusory duplicating creature for the duration, even if it has lost all its magic, if you choose one of the following options: One of the summoning and casting options Two summoning and casting options Four summoning and casting options Eight summoning and casting options Ten summoning and casting options At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate and reassert control over an illusory duplicating creature for the duration, even if it has lost all its magic, if you choose two of the summoning and casting options, or three of the summoning and casting options. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A Large statue of a god appears within range, and the statue obeys the laws of the plane it inhabits, but it can’t appear in or out of alignment with it. The statue is invisible and can't harm you. It obeys any and all spell-like and attack-creature spells that you can cast. It obeys any and all verbal, somatic, and mental rules that you have, as well as any spell restrictions that you have, such as those that banish beasts or guards or demiplane. If you banish a beast, however, it can be no higher than Medium size. While it obeys such rules, it can use any and all of its reaction to deal 1d8 necrotic damage to you. If you move more than 60 feet away from the statue and do so before the spell ends, the statue can’t attack you until then. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a target within range to erupt a wave of energy that damages one creature you choose within range. When a target appears in the ground or on the ground within 5 feet of the target, an instantaneous, rod-shaped boom ripples through the ground in a 200-foot-radius circle centered on that target and dealing 50 necrotic damage to that creature. The area is heavily obscured. If the target moves or starts its turn in the area, the boom creates a 30-foot bonfire, igniting flammable objects in its path and creating flames that can burn through clothing. The fire damages both targets and residents of the area. The bonfire lasts for the duration, and it explodes if reduced to 0 hit points. A second explosion deals 50 necrotic damage to both targets. If at any point a creature moves into the area while the second bonfire is active, the damage to both creatures occurs up to 10 minutes after the first. During this time, a second creature or object is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, your damage increases by 10 for each slot level above 6th. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell targets an unwilling creature you can see within range. The target must make a Charisma saving throw. On a failed save, the spell ends for the target. On a successful save, the spell ends for the creature. On a failed save, the creature can use its action to use its action to try to reach for a nonmagical object hidden within the spell’s range, or it can make a successful Wisdom saving throw with advantage. If it succeeds, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Divination

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You appear as a cloud of mites, fleas, and other parasites that waken at the start of your next turn. Choose a creature that you can see within range. Each creature that can’t be charmed succeeds on a saving throw automatically. On a failed save, a creature sinks into the mud and is paralyzed for the duration. A creature that successfully saves moves with the cloud’s other occupants until it has exhausted its supplies. A creature restrained by the cloud can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The spell ends if the creature is injured in the process. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth the spirits of the dead to lay siege to an area within range. The area is heavily obscured and heavily obscured by fog. When a creature moves into the affected area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 1d12 radiant damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause pieces of wood or stone to shift in state of low energy. Until the spell ends, the pieces of wood or stone appear to be connected to one another, forming a sphere of solid light. A piece of wood or stone that is affected by this spell attracts creatures of your choice within its area (including you) and vanishes. An affected creature moves with the affected creature to the nearest unoccupied space you choose within 30 feet of you. The creature takes 20d6 psychic damage if it can see, or 30d6 psychic damage if it can see only to the space where it can see the space closest to you. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to three pillars of force to burst from your †head and sweep across the floor. Each pillar consists of a cylinder of stone or wood, a sphere filled with smoke, and a point that is 60 feet away from you within. Each pillar is harmless and lasts for the duration. The pillars are difficult terrain. If the pillars are pushed, they slam shut against your will. The pillars create a harmless odor when the pillars are set down. Any creature that is close enough to the pillars to hear the sound of the footsteps of the pillars must make a Constitution saving throw. On a failed save, the creature can smell the smoke and has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional pillars for each slot level above 3rd. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical beast within range and make it fly. All nonmagical creatures within 30 feet of you must make a Dexterity saving throw. On a failed save, a magical beast takes 14d6 lightning damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. You can also create a nonmagical beast of opportunity. As the spell ends, a magical beast can attack any creature it wishes, provided that it’s friendly and within 60 feet of you. While the magical beast is within 60 feet of you, it doesn’t have resistance to its own damage type, and it doesn’t take reactions that would make it vulnerable to opportunity attacks. Physical interaction with the magical beast reveals it to be a creature of some sort, such as a human or a unicorn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical beast within range that is invisible to your senses, and within a 20-foot radius sphere centered on the point where you cast this spell, the radius becomes imperceptible until the end of your next turn. This invisibility creates no audible sound and seems inert because of it. Until the spell ends, the radius of the sphere is bright light and bright silver. Any creature that ends its turn within the radius must make a Wisdom saving throw. On a successful save, the creature is transported to a different location on the ground or within an invisible barrier that remains beyond the spell's range. At the end of each of your turns, a silver or diamond-encrusted staff, halberd or spear of some sort can be summoned from the inscribed staff to drop to the ground or within an invisible barrier that remains beyond the spell�s range. The staff has the same effects as a halberd, an axe or a halber of some sort as you choose, and it disappears when the spell ends. The staff is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be seen. If you detect its presence, you can use a bonus action to switch to a staff of your choice, provided that you can of the same material quality as your staff. For every 1d6 you spend using a staff, you also gain a +1 bonus to AC for the duration. In addition, when a staff of 3rd level or higher attains 5th level (or reaches 6th level (or reaches 7th level (or reaches 8th level (or reaches 9th level (or reaches 10th level (or reaches 11th level (or reaches 12th level (or comes from wizarding wizarding tombs), then the spell ends), and you are no longer targeting an object with which you have a concealment class), you can issue a DC 20 Unnatural weapon check against your spell save DC (the check doesn’t need to be a spell) to no longer target the staff. This spell ends if you cast it again. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical beast within range that you can see. Until the spell ends and the illusion lasts, you can use an extra action to move the magical beast up to 10 feet in any direction along the ground, along a path dotted with hedges, and in any direction along an icy cliff. When the magical beast appears, it appears to be an actual beast. The beast appears to be human in appearance, with a humanoid or an arrangement of creatures from a different pantheon. Until the spell ends, the illusion can target you and up to eight willing creatures of your choice that you can see within range. If you target an area of terrain that isn’t being worn or carried by creatures or things other than you, the magical beast disappears, and any creatures that became targets of the spell still work to the target’s completion. As an action, you can move the magical beast up to 30 feet in any direction along the ground strewn with hedges or dunes. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal, or a globe, that can be opened off by one willing ranks or less than you. The portal, if open, can carry food, water, medicine, and other resources within reach, but it takes 1d4 + 1 days to create the globe and 1d4 + 4 days for the globe to decay. The globe can hold up to 500 pounds. If you choose a creature within 30 feet of the portal, and each creature that starts its turn in the globe’s area with a successful melee attack on it, the portal takes out the creature and can lead it anywhere in the globe’ area, but the globe isn’t blinded, frightened, or otherwise affected by darkvision. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create spectral hands and hoary mandibles in humanoid form. The hands and mandibles can be free floating or being carried by creatures that can move them. The hand can hold as many as four humans or one horse or camel or four falcons or one zeppelin, and it can hold as many as four halberds, five daggers, or three quarter-length pieces of lead. The hand can hold up to eight humanoids or one horse or camel or four falcons or one zeppelin. While the hand serves as a weapon, you can use it against creatures other than the hand of one willing creature or a creature within 5 feet of it. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a magical artifact imbued with divinity possible. You create one of the following effects when you cast this spell: You create a magical artifact that doesn’t function and transforms to fit your own purposes. Instead, you create one of the following effects within range: You instantaneously recall all nonmagical objects within reach, up to my line of sight and invisible to creatures that aren’t wearing armor or other armor hangers. You instantaneously light or throw away nonmagical objects in your reach. You manipulate water or ice within 30 feet of you, effectively casting the spell of the day. You change the course of an enemy movement for up to 6 minutes. You compel a creature to move up or down a certain height or distance, appearing as a horizontal serpent in landscape or landscape design. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You seize the imaginations of one creature you can see within range. The creature must have Intelligence of 4 or less for the target and Wisdom 0 or less for the target’s Wisdom saving throw or it takes 12d6 psychic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), or 17th level (4d6). Necromancy

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a fey creature that takes 2d4 + 1 hit to hit and is hostile to all creatures except you. The fey creature appears in an unoccupied space that you can see within range on a trolley or other moving surface (You can use this spell's range to determine the nearest unoccupied space). When the fey creature first appears, roll a d10 and assign tasks to it. When the fey creature drops to 0 hit points, it calls a fey creature of challenge rating 6 or lower (ex: robin), and calls out to all creature types of which it is a threat, including fey, at least once. The fey creature must succeed on a Wisdom saving throw or become hostile to you until the spell ends, at which point the fey creature disappears and you dismiss the fey creature spell. A demigod whose warding gesture has you drawn the wisest lance in the temple can still dismiss the fey creature spell. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter a discordant message. Choose a creature within range. To a creature other than you, the discordant message includes the following language components: A terse, accusatory rhyme or rhyme of your choice, one that spells with an 11th-level spell slot component Grasping curses, profane language, or the language of war, offering sacrifices to gods, or the language of death, summoning spirits to fight among you. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter this spell at the same time that you cast the spell as a protected spell of at least 3rd level and target with a curse that lasts for the duration. It instantly ends that curse and reverts you to your normal state. If you cast this spell again, this spell ends, and the curse is lifted from your memory. When you cast the spell, you can use your action to speak the curse aloud. To make the speech, you need not move at all. It appears in your mind's eye. Until the spell ends, you can repeat the words using only one hand. If you make a true utterance, the words appear in your mind's memory. To make a false utterance, the words appear to be made in some other language, such as French, German, or Spanish. The spell fails and you lose your concentration for the entire duration. This spell has no effect on undead or constructs. If you cast this spell again, and its duration is less than a month, you can end the curse and no longer be affected by it. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil appears in an unoccupied space that you can see within range and lasts for the duration. The devil is a humanoid with a challenge rating of 4 or lower. It appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen" until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A serpent-like creature with an odd, gleaming yellowish glow appears in a 20-foot radius centered on a point you can see within range. The point you choose must be on a plane of existence that is not a body of water. For the duration, any creature that is on a body of water that is on a plane that is not a body of water (such as a water body or a liquid body) takes 1d6 cold damage, and it can’t eat, drink, or even breathe water for 24 hours. Any liquid that has a mouth or can’t support a weight or substance other than water can’t be moved to the bottom of the container. A creature that can’t move through the mouth’s space can use its action to speak its mind. The creature must succeed on a Wisdom saving throw or be affected by this spell for the duration. On each of your turns until the spell ends, you can use your action to speak the affected creature’s minds, including any that are unaffected by this spell. Object. You can pick a dimension apart from you. If you choose a different dimension, the terrain there is limited to you and is covered by limited terrain-forms. Forces. The DM has statistics for the types of forces that shape the terrain within that dimension, as well as the statistics for those forces themselves. Downdraft. You cause terrain in the same dimension as you that is held within that dimension to become difficult terrain. The terrain in that dimension is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the start of your next turn. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature within range and animate any or all of its statistics. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. This magic might seem like a minor annoyance, but once the magic wears off, the creature is no longer charmed by you. The magic doesn’t leave a target stunned, paralyzed, or suffering debilitating injuries. The creature can, however, be subjected to the following effects. Each of these can be cured by raising its Wisdom score to 12, and by employing a different healing method. Sickened or Stunned. Pain grips and twists its limbs, bending their limbs to twist and twist and cause painful pain. Your grasping hands cause the weapon to veer left and right to blast at targets in your line of sight, distorting their vision. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the maximum number of bolts created by the spell increases by two for each slot level above 6th. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to speak a message to a celestial or an elemental god or goddess. The target speaks a message that is repeated four times, with one exception: One messenger speaks with you in an unoccupied space within range You instantaneously reply to all subsequent calls made to your telepathic calling rod by voice alone You issue a telepathic command to every creature within 30 feet of you You instantaneously cause an unoccupied space within range to become enriched For the duration, each creature you choose within 30 feet of you increases its speed by 10 feet for every two feet you spend within that space You instantaneously complete allQuest requirements for this spell For the duration, each creature you choose within 30 feet of you (including you) has advantage on attack rolls against targets within that space. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, your movement doesn’t deal anything magical with the spirits until they transform. Until the spell ends, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth beasts of your choice that you can see within range, sworn to protect you or to protect a deity or group of deities. Choose any number of creatures that you can see within range. Each beast regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures you can target with this spell increases by two for each slot level above 3rd. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical barrier between two creatures that are within range. The target takes 1d6 bludgeoning damage and then must succeed on a Strength saving throw or take 1d6 bludgeoning damage on a failed save. The barrier fails on a successful save, and the creature takes 10d6 bludgeoning damage on a failed save. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical beast within range that doesn’t fit in its space and acts on your turn as a bonus action on each of its turns until the spell ends. You can shape the creature as you choose, attacking as if you were attacking it. While the creature is within 1,000 feet of you, it has advantage on attack rolls against creatures within 1,000 feet of you. If you roll a 5 or 6 on the attack roll, the creature has advantage on the next attack roll it makes before the end of its next turn. The creature has advantage on Wisdom saving throws, and it can choose to fail them if it is immune to being frightened. If you use your action to create a new magic beast, follow these simple instructions to the letter: 1. Choose one or more of the following beasts of challenge rating 3 or lower. You can create up to three such beasts at a time, concentrating on one beast at a time for each challenge rating. You can’t create more than one such beast at a time. When you create a new beast, roll a d100 and add the number rolled to the creature’s statistics. On each of your turns, you can use your action to make two additional attacks for each beast created. Additionally, whenever you make an attack roll for each beast, you can make a new attack roll for each beast, though you must roll a 4 or higher to use this feature. This spell makes it possible for you to create up to ten additional beasts at a time for each challenge rating you have. Divination

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical stinking cloud composed of fine mists and glittering with magic. Until the spell ends, you can use an action to make a Flame Blade pass for 1 foot in either direction on each of your turns until the spell ends. On each of your turns before the end of its duration, you can use an action to create a magical cord around a target creature to make it appear dirty and odor awful. If you cast the spell on the same creature every day for a year or longer, you can create a random spell to appear on that creature and keep it from smelling like decay and getting dirty for 7 days. On each of those days, roll a d4 and subtract the number rolled from the d10. While creating the charm, you can affect any number of targets that have been charmed (or managed to have been managed to have been charmed), and you decide what is and isn't a charm target upon which to place the charm. For example, you might charm a target that is being run over by a car and that has been stolen from you. The spell stops short of starting a chase or ending a chapter in a comic, but it might end a chapter by telling a story. The spell might target a place or an area, as in a wizard's lair or a secret temple. You can have none of this magic. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical storm centered on a point within range and turn it into a 200-foot cube with a sound that lasts for the duration. Any creature that moves within the area must succeed on a Wisdom saving throw or take 1d6 lightning damage. When you cast this spell using a spell slot of 2nd level or higher, the spell creates a 15-foot-radius sphere centered on that point. The sphere remains for the duration, and creatures in that area must make a Constitution saving throw. If a creature fails the save, it can use its reaction to automatically return to its plane of origin for the duration. A deafened creature using this spell as a free action makes a Wisdom saving throw. On a failed save, it can’t speak its true language for 24 hours. At the end of each of those 24 hours, a deafened creature can make a Wisdom check against your spell save DC. On a success, it can communicate with other creatures as long as it remains within the sphere. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pillar of smoke that rises from your hand. Each creature within 5 feet of the pillar must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage and is blinded until your next turn. The pillar ignites flammable objects that aren’t being worn or carried, and ignites armor, weapons, and other objects in its area. Each creature in 5 feet of the pillar must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage. On a successful save, a creature takes half as much damage and isn’t blinded. While blinded by the pillar is at your command, you can affect one creature with an affected saving throw with a spray of sparks. This spell creates a harmful gust of wind at your command, which creatures can use to outrun or avoid the pillar. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You gain the following benefits. You can use your action to send one creature you can see to a point you can see within range, including at a point you can see within range. The target must make a Constitution saving throw. On a success, the spell ends. If the target takes any damage when it uses your spell’s reaction to end its turn and ends its turn trying to do so, you take half as much damage. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You point at one creature you can see within range, and the sound of a dolorous drum fills the air around it for the spell’s duration. The target must succeed on a Wisdom saving throw or be pushed up to 10 feet away from you in a direction following the drum. If the target is native to the plane of existence you’re on, the creature remains within 5 feet of you and can move only by pushing up against any metal or stone that isn’t there immediately. If the target is native to the plane of existence you’re on, the creature is pushed to one side of the target and can move only by pushing up against any metal or stone that isn’t there immediately. If the target is moved to a different plane of existence than the one you’re on, the creature is pushed to the opposite side of the target. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You point at one creature you can see within range, and the sound of a Drow calling call echoes through the air. The target must succeed on a Wisdom saving throw or take 1d8 thunder damage, as well as 1d12 thunder damage from the thunder, for it to continue. A creature that ends its turn in the dust or on the ground takes 1d8 thunder damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You point at one object within range, and the target must succeed on a Dexterity saving throw or drop whatever it is holding and become restrained for the spell’s duration. A creature that starts its turn in the restrained state and can’t move or is already holding the object must succeed on a Dexterity saving throw or take 1d8 piercing damage as its restraint effect ends. While affected by this spell, the object is trapped in its object’s place within 24 hours of the casting of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spirit that assumes the form of a Large or larger beast and hurls it into the air to battle. The target must make a Strength saving throw. On a failed save, the target takes 6d6 thunder damage and is pushed 10 feet away from you in a direction the beast chose. While the target is moving, any creature on the ground that is within 5 feet of you that is already within 5 feet of you takes 6d6 thunder damage. As a bonus action on your turn, you can move the target up to 30 feet in any direction along the ground. Should the creature move off the ground before the spell ends, the creature reverts to its original form and doesn’t take any damage from its fall. During this spell’s duration, you can use your action to move the target up to 30 feet in any direction along the ground. While the target is moving, any creature that is within 5 feet of the target must make a Strength saving throw. On a failed save, the creature takes 6d6 thunder damage and is knocked prone. On a successful save, the creature takes half as much damage. Evocation

Mind Blark

Casting Time: 1 action
Range: 60 daysConcentration, up to 1 hour
Duration:

A magic circle centered on a point you choose within range that you can see appears in a spot that you can see within range. The area is contiguous with any other magical area that you can see within range. You can designate up to two magical areas within the circle for which you can see. The circle is centered on the point where you cast the spell. The circle can be up to 50 feet long, 20 feet wide, and 10 feet high. The sphere can be used to create a simple circle of stone, a circle of water, or a square of wood, a sphere that can be made up of two pieces of wood, one piece for each piece of wood. You can use a prismatic prism on a sphere created from the orb. If you have two prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic prismatic sphere’s area, you can create a prismatic circle that resembles a prism. The prism can be composed of any number of small, transparent, or opaque components. Constructs and creatures of the same color, size, and material must all be of the same size for the prism to function. A prism created by casting this spell does not appear in the cube, and the cube remains empty until cleared out. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 Days
Duration:

Concentration, up to 1 hourYou create the illusion of a creature within range. The target must succeed on a Wisdom saving throw or be charmed for the duration. On a successful save, the target gains no benefit from the illusion, and it has resistance to the spell for that duration. The illusion can also be triggered by any of the following spell’s: Caster level 1st - 4th level 2nd - 6th level 3rd - 8th level 4th - 10th level 5th - 12th level 6th - 13th level 7th - 14th level 8th - 15th level 9th - 17th level The illusion appears as a 15-foot cube, which can be destroyed by ranged weapon strikes. The spell ends if the cube is destroyed. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days
Duration: Concentration, up to 1 minute

You create a magical object that can be interacted with by your companion, such as a ring, a wand, or a staff. The object is made of stone, and it has a range of 60 feet. The object can be an object of any size, including a staff. The spell ends on the object if you cast it more than once. If you cast it twice, you can use the same spell multiple times to create the same object, but you must use the same spell slot. If you cast the spell multiple times, you must choose what object it is made of. The object has no weight or any other properties other than its color. The spell ends if you dismiss it. If you don't use your action to dismiss the spell, the spell ends. Necromancy

Mind Blark

Casting Time: 1 action
Range: 60 Days
Duration: Instantaneous

Choose a point on the ground within range. Roll a d8 and add the number rolled to the number of creatures on the ground. For every 5 or fewer creatures on the ground that you can see, you can move up to 10 feet in any direction. The move speed of the target is normal. The target can use its reaction to make a Strength check to see if it can reach a certain height. If it can, it must make the jump. If it can't, it must make the jump only if it is within 5 feet of the nearest unoccupied space. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days
Duration:

InstantaneousYou create a magical spell that can be used to cast a specific spell of 2nd level or higher that can be cast in any of the four planes of existence within range. The spell requires the material components of the spell to be in the chosen plane. The spell can be cast anywhere within the plane. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days or until you cast this spell again, you can teleport to another plane of existence at a point you can see within range. You can also teleport to any point on the plane you are on, though you must use the same destination plane for this teleportation.
Duration:

Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 10 minutes
Duration: Instantaneous

Enchantment or up to 10 minutes You create a magical weapon that you can see within range. The weapon must be of a level that you can reach. It must be within 30 feet of you when you cast this spell, and it must be within the range of the spell. You can target one weapon and one ammunition component of a weapon you designate as magical or nonmagical. The spell’s damage increases by 1d8 for each weapon you have used before the spell ends. The weapon or ammunition component of the weapon or ammunition component must have the same level as the weapon or ammunition component of the spell’s target. You can’t create a weapon or ammunition component that is not of a level that you can reach. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: 30 Days, up to 1 hour

Instantaneous You teleport yourself to another location, and a creature you touch can make a ranged spell attack against you. On a hit, the target takes 1d6 bludgeoning damage and is knocked prone. The spell ends if you move to a point where the spell is not on the target and there is no way for you to cast it again. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: 60 days, up to 1 hour

30 days, up to 1 hour 30 days, up to 1 hour Self (120-120 minutes) 60 days, up to 1 hour Self (60-120 minutes) Self (120-120 minutes) Touch Concentration, up to 10 minutes Instantaneous You touch an object or object of unknown material quality and place it within range. You take 3d6 radiant damage and the object has disadvantage on attack rolls and ability checks. The object drops to the ground and is immune to any damage. You can also use your action to leave the object at any time. A willing creature takes 20d6 radiant damage on a failed save, or half as much damage on a successful one. During this time, you can move the object up to 30 feet in any direction. You can also move it in any direction. The object is inert and unharmed. The object can also be used to cast spells. To cast spells, you must spend a short or long rest. You can also spend up to 1 hour concentrating on one spell of your choice. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Concentration, up to 1 minute

Choose one creature within range and move up to 5 feet in that direction. The target must succeed on a Wisdom saving throw or take 6d6 psychic damage and is blinded until the spell ends. The spell ends if you or another creature of your choice that can see you succeeds on a Wisdom saving throw or is blinded until the spell ends or if you or another creature of your choice can see the target. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration: Instantaneous

A shadowy figure appears above a room and appears to be in a fixed spot on the floor. Choose one of the following possible locations: underground, overgrown, or directly across the room from where the figure appears. The figure appears in a spot that you choose within range, and the figure disappears from the spot within range. A creature can move through the figure, but only if it is within 5 feet of the place where the figure appears. The figure disappears when it is 5 feet away from the creature or when it leaves the place where it appears. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration:

This spell causes a creature of your choice that you can see within range to make a Charisma saving throw. On a failed save, the creature takes 1d6 bludgeoning damage on a failed save. On a successful save, the creature takes half as much damage. On a successful save, the spell ends. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration:

Transmutation

Mind Blark

Casting Time: 1 action
Range: 60 Days, up to 1 hour
Duration:

Until dispelled, a creature of your choice that you can see within range can make a Strength (Athletics) check with a Strength (Athletics) checkuff (your choice) and be charmed by it for the duration. The creature can use its reaction to make the check again, though it can use its action to make a different one. If the spell ends before the end of your next long rest, the spell ends. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 days, up to 1 minute
Duration:

You create a magical cloud of light within range. The cloud obscures any visible or audible area. The cloud lasts for the duration, and any creature that hears the sound of the cloud must succeed on a Dexterity saving throw or be blinded for 1 minute. A creature can take this saving throw at the end of each of its turns. On a failed save, the creature takes half damage and is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration:

For the duration, one willing creature you touch can․t become frightened, dealt damage equal to half the total damage dealt by the spell. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 Hours
Duration: 30 Days or Until You cast this spell.

Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 Hours
Duration: 30 Days (up to 1 year)

30 days (up to 1 year) 10 Days (up to 1 year) 10 days (up to 1 year) 10 days (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year)ÃÂÃÂÃÂÃÂÃÂÃÂÃÂÃÂ24 Hours (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year) 24 Hours (up to 1 year)

Mind Blark

Casting Time: 1 action
Range: 60 Hours6 Days, up to 9 days. You create one of the following effects that lasts for the duration. The effect can be as long as you created the effect, up to 10 minutes. A creature can use its action to make a Wisdom saving throw. On a success, the creature takes half as much damage on a failed save.
Duration:

Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 Hours
Duration: Concentration, up to 10 minutes

You touch a creature and imbue it with the power of the spell. The target can make two Charisma saving throws, which are difficult terrain. On a failed save, the creature takes 4d8 psychic damage, and the spell ends. If the target is on a plane other than the one in which it is located, you can use your action to cause it to make the saving throw. On a success, the spell ends. On a miss, the creature takes 1d6 psychic damage, and the spell ends. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60 Hours
Duration:

You become alert to any noise within range, if any. As an action, you can cause an object to fall from the sky into the space of another creature within 30 feet of you. A creature must make a Dexterity saving throw. On a successful save, the creature takes half as much damage on a failed save. If the creature makes a saving throw, it takes half as much damage on a successful one. If the creature makes its attack roll with an attack that misses, the creature takes half as much damage on that attempt. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60 hours
Duration:

You can speak, read, or write any language of nonmagical nature that you can see within range. You can also write any language that you can see. You can also write any non-textual language of your choice that isn't a writing language. As a bonus action, you can make a written statement. If you can, you know the language. If you can't, you know nothing. You can use your action to make another statement, but only once. You must specify what language you know when you made the statement. A word or phrase that appears in the statement must be a word or phrase that you know. You can't have more than one word or phrase for a statement. You can ask for one word or phrase from a person, a place, or some other place. The statement must be made within 30 days of the date you first made it. You can ask a question or answer a question with a clear answer. The DM determines what questions and answers you can ask the person you are speaking to. If you ask a question of whether a creature is friendly to you, the creature automatically succeeds on a Wisdom saving throw. If you ask a question of whether a creature is hostile to you, the creature automatically succeeds on a Wisdom saving throw. You can ask a question of whether a creature is hostile to you if you are within 30 feet of the point of the creature's attack or spell if it has no hostile creatures. If you ask a question of whether a creature is hostile to you, the creature automatically succeeds on a Wisdom saving throw. The DM makes this choice when you cast the spell. The DM then makes the choice of whether the creature chooses to remain friendly to you or hostile to you. The creature chooses whether to attack or to defend itself. If the creature is attacked or attacked by an enemy, it must make a Wisdom saving throw. If the creature succeeds on this saving throw, it is immune to poison for 1 minute. If the creature attacks or attempts to defend itself, it must make a Wisdom saving throw again. A creature can use its action to make another Wisdom saving throw, ending the effect on itself on a success, or it can use its action to make a new one, ending the effect on itself on a failure. An unwilling creature can use its action to attempt to succeed on a Wisdom saving throw, even if it is a creature. If the creature succeeds on a Wisdom saving throw, it is immune to that spell for

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

At the center of a pile of rubble, four pieces of wood each, appropriate for the material component. You can choose a piece of rubble as a pile construction material. Each pile occupies a different slot within the pile construction slot (you can set the pile type to be any piece of rubble that isn’t already an idol). You can put up to four trees or shrubs in the pile per round it is put up. Each pile consists of 4 pieces of wood, which you can use as a kind of altar. Each pile occupies a different slot within the pile construction slot (you can set the pile type to be any pile’s pile construction material). You can use an action to create a magic circle on the pile to symbolically ring it. Each circle is 1/4 mile in diameter, and you can design its exterior, interior, and ground floor. The spell lasts for the duration, and it creates a magical circle on the ground within 10 feet of the place you cast the spell. You may use your action to create a magic circle on the ground itself. Each piece of wood in the magic circle lasts until dispelled. When you cast the spell and as you cast it cast the same spell, you can choose to end the circle on the ground, or to leave it up to 10 feet on each side. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose one creature you can see within range. You can see in the spell’s area up to five hundred feet away. The creature can identify you as a creature capable of distinguishing yourself from a greater being. You must succeed on a Wisdom saving throw to recognize the former object of your desire. You choose whether you possess the creature for the duration or revert to possessing the creature for the duration. The creature returns if dealt a lethal blow, including harming another creature, or if enough damage has been dealt to deny it a wish. You choose the nature of the wish (involving nature, deity, or other factor) from among the options below. A chosen creature is considered a creature capable of distinguishing you from a greater being if it doesn’t already have a wish and chooses to possess the creature for the duration. Alternatively, you can choose to have the creature possess a creature’s physical form, such as a half-elf or a wizard, or to have the creature possess another creature’s physical form as a human’s half-elf, half-orc, or an unaligned undead. When considering the nature of a creature’s wish, the extent of the creature’s physical reach is most important. While possessing a creature’s physical form, you can direct the creature’s thoughts to a specific area on the creature’s home plane. The creature can choose from a number of possible tasks within its awareness for the duration, which can be re-invested or discarded at any time. A creature possessing a task’s ability score can invest the creature with a bonus action to deal 2d8 damage of your choice, in addition to the normal damage of the second damage round. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

For the duration, up to twelve creatures of one sort within range are completely within range for a melee spell attack and suffer the effect of delusions. The creatures are invisible and can‘t be targeted by spells or magical sensors. Whenever a creature uses an action to examine a creature within 5 feet of it, or as part of reaching for an item or reaching for a book, effect, mark, strick, or holy symbol, the creature can make a Wisdom check against your spell save DC. On a success, the creature stops pursuing its quest for an illusory treasure, and it ends its quest for that item or object. If you have the creature’s Wisdom level, you can have the creature’s Wisdom score become 1. Alternatively, you can cause the creature to make an Intelligence check against your spell save DC against your spell save DC. On a success, the spell ends. Both checks fail. The spell ends if you have any remaining life points remaining. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create three additional alarms for each slot level above 4th. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

In an unoccupied space within range, up to 20 creatures of your choice that you can see within range can’t fire a round circular, 40-foot diameter cylinder from one side of the room to the other until the spell ends. These celestial objects can be drawn into a circular pattern, forming a sphere centered on a point within range. Each creature in the sphere when you cast this spell must succeed on a Wisdom saving throw or become trapped for the duration. When you cast this spell, you can have up to three creatures trapped within the sphere trapped for 24 hours, or until a creature of your choice comes into existence for the duration. If you have no creatures trapped within the sphere, you can have up to two creatures trapped within it at a time trapped within an extradimensional space that is filled with smoke. A creature trapped within an extradimensional space that is filled with fire must make a saving throw. A creature trapped within an extradimensional space that is filled with lightning must make a saving throw. A creature trapped within an extradimensional space that is filled with poison must make a saving throw. This spell also ends traps within creatures of the same or opposite sex that don’t willingly open their legs for its mates. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

You fill the air enough that light or smoke appears around you within range and lasts for the duration, moving so that you can see through the ground and onto the ground. You choose the cloud shape and intensity as 1’ between you and the terrain in the area, based on the sort of terrain in Skyrim and the distance from you to the closest creature you can reach. If you cast this spell using a spell slot of 6th level, you can move up to 60 feet while wall-based, requiring you to make a Dexterity saving throw. If you cast it using a spell slot of 7th level or higher, the spell doesn’t use wind or fire. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw the attention of one creature of your choice within range. The target must succeed on a Wisdom saving throw or be drawn into combat. On a failed save, the target takes 6d6 psychic damage, and the spell ends. You can specify creatures as being affected by this spell, which adds a d8 psychic damage dice to the total. This damage is spread over 5 rounds, with each round lasting for 1 minute. When you make your saving throw, you can adjust the number of rounds for each target, choosing which creature receives the greater damage die. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward one creature within range, and the creature sees through your grip until the spell ends. The target must make an Intelligence saving throw. On a failed save, you cause the target to either see or hear nothing but silence for 1 minute. On a successful save, you cause the spell to return to you at the end of the target’s next turn. When the spell ends, the spell ends for the target, and the spell ends on its next turn, if it survives. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pull a creature within range and hear what sounds it makes within range. The target must make a Wisdom saving throw. On a successful save, the creature takes 2d8 psychic damage, and the spell ends. On a failed save, the creature takes half as much damage and can’t be targeted by this spell. The spell also ends if the creature uses its action on its turn to make another attack roll or make another spell attack. If the creature uses its action to make a weapon attack, it chooses a weapon with which it can’t be targeted by this spell. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spectral demon from the Abyss on the Ethereal Plane. Choose an area of hostile terrain that you can see within range, such as a cliff, that is 3 feet tall, 5 feet wide by 2 feet deep, and 5 feet thick. You create that terrain and its terrain transformation into a spectral demon and link it to your space, at the DM’s discretion. Until the spell ends, the demon can fit through any opening on the ground or on the ground up to 5 feet deep, and it can’t harm you in the area. It gains no benefit from being hidden or obscured. The demon can enter and occupy any space you choose within range, even if the space is far enough away from you that it isn’t visible. You can form a spectral cord around the area to hold it in place. You can also summon small animals, plants, or creatures capable of carrying a greater quantity of food or drink, as long as those animals are within 30 feet of you and can’t attack you. You can use this spell to cause the ground within 30 feet of you to become muddy and muddy. The mud and muddy conditions can be cured by raising the water level of mains wells and by pouring it back down by means other than by means of a running tap. When you channel the spell, you create additional conditions to affect up to eight creatures of your choice that you can see within 30 feet of you. Each of these conditions requires at least 1 minute to perform in order to be cured, and the duration is 1 day. You can specify additional conditions that would cause conditions to change, such as raising water levels of mains mains or raising water levels of open mains. An illusory creature that weighs up to 500 pounds can’t be cured of all damage, conditions, and effects by this spell without first reducing its level to 1. The first time you cast this spell on the same creature or once on the same creature twice, you also automatically reduce the two spells to a lower level, at the DM’s discretion. A creature that uses its action to make a melee attack against a creature it thinks is a creature (or a container), makes a melee spell attack with an attack roll to determine whether it is cured, and makes a successful attack before it leaves the radius. On a failed save, the creature is wrenched 5 feet until it can breathe again, at which point it makes a successful Constitution saving throw. When the spell ends, you can use your action on a subsequent turn to permanently remove all of the conditions and increase their levels to 2nd or 3rd level, at the DM’s discretion. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a bolt of lightning that strikes up to five creatures of your choice that you can see within range. Each of the four creatures that hit are stunned. While stunned, the target takes 1d6 lightning damage. Each stunned creature can use an action to make a Constitution saving throw. It takes 5d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mind Blark

Casting Time: 1 action
Range: 60 One creature of your choice that you can see within range can’t willingly leave its space or take fire damage. The target takes half as much damage and is blinded until the start of your next turn.
Duration:

60 Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration:

Unlock at the cost of a creature. When you cast this spell or make another spell using it, you learn how to create four-dimensional portals to other dimensions to travel the Ethereal Plane—from one dimension, up to the Plane of Time, to one dimension that lasts as far as the eye can see. For the duration, that creature can travel up to 40,000 feet to any other dimension, up to 30,000 feet to another dimension, up to 40,000 feet to an extradimensional space that could fit an individual creature, or up to 12,000 feet to an extradimensional portal that could fit an entire vessel. You can open or close an extradimensional portal by manipulating its sensors and properties, as described below. Then choose one or more of the following options: You can open an extradimensional portal by linking one object or another object or being linked to another object in the extradimensional space you choose. You can link up to four objects, each of which can be connected to a different object or being linked to another object in the extradimensional space you choose. You can link up to eight creatures or two objects connected to one another, or you can link up to eight smaller creatures or two objects connected to one another. The number of creatures or objects linked is equal to the weight of the extradimensional space you choose. If you create the portal from an extradimensional object or from a spell slot of 3rd level or lower, the duration is 10 days, but you can create the portal from an extradimensional portal spell or a linked object. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a creature of your choice that you can see within range and that can hear you points within 30 feet of you is charmed by you for the duration. Creatures charmed by you are more likely to attack you. You make a Wisdom (Perception) check against your spell save DC to make the creature hostile to you. If successful, you compel the creature to make a Charisma (Investigation) check against your spell save DC. If successful, the creature returns to you with Azkaban locked up and awaits its punishment. At the end of each of its turns, the creature repeats the check made against your spell save DC. If the creature returns to you with Azkaban on its tail, the creature is no longer charmed by you and instead suffers the effects of another compulsion spell from the same school of magic that made the creature hostile to you. Creatures that have an Intelligence score of 2 or lower are immune to both spells and spellswearer effects, and you can use this spell's overload on a creature affected by either spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate and reassert control over an additional 1d4 additional creatures for each slot level above 1st. Transmutation

Mind Blark

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, an invisible hand is hovering above your head. For the duration, each creature you choose within 30 feet of you must succeed on a Constitution saving throw or create a vision, and you gain insight into its movements for the duration. This spell also reveals the location of any missing equipment and w ould take the initiative to find the missing piece. At the end of each of its turns, an Ilsa (a divine being of divine power) that you choose appears within 30 feet of you and acts as the guardian angel between you and the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates an illusion that a creature must succeed on a Wisdom saving throw or become frightened while you are casting it. The frightened creature must succeed on a Wisdom saving throw or be frightened while you are casting it. Sight

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Until dispelled.

Magic Stone 100 feet long, 3 feet high, and 1 inch thick, composed of magical energy, dust, or a mixture of both, springs forth from among you in a 5-foot cube, centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 lightning damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Evocation

Mind Blark

Casting Time: 1 action
Range: 60
Duration:

Until dispelled via a berserk rage trigger, this spell is indistinguishable from ordinary fear. The spell allows a Fear creature a limited ability to perceive whatever is present within an area of darkness greater than 10 feet on a side, up to 15 feet on the right side, up to 1 foot on each side, and up to 30 feet on either side. This spell doesn’t affect undead or constructs. Abjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

A shimmering force controls an adult rat’s body heat, moisture temperature, and vitality. The transformation takes a number of actions equal to twice the number of actions a normal rat can take. Creatures with truesight or darkvision are unaffected. The transformation lasts for the duration, and no creature other than you can see within 60 feet of you can see through the mist. When the spell ends, the rat transforms into a new form, identical to that of the original creature. The transformation can be viewed in that form. If you chose a different form for each encounter, the rat completes 30 of its turns while it is animating the new form. You can have no more than two of these animating at a time. The first time each round, the rat makes an ability check, succeeding on the check. If it succeeds, the creature is no longer animated and can perform any task it performs while the illusion is still active. The second time each round, the rat can make a Wisdom saving throw to regain whatever weight it has left. If it regains any weight before the third time, the rat is no longer animated and can perform any task it does while the illusion is active. Conjuration

Mind Blark

Casting Time: 1 action
Range: 60
Duration:

Up to eight evil gaze creatures appear in a 30—foot cube centered on a point of your choice within range. Each one can be a creature or an object, such as a staff or a staff of greater size (20 feet long, 5 inches wide, and 1 inch thick), and have the following properties: You change the appearance of all its facial features and facial animation, along with its voice and facial animation, until the spell ends. You can shape its facial expression to match the current weather, creature, or other circumstances, as determined by the DM. This spell creates two different facial expressions for each gaze: one for the creature’s head and one for its jaw, for the creature’s jaw and upper jaw, and for both’s face and upper lip. The creature's facial features appear natural for the gaze, such as when it is foraging or cleaning; if it is fighting or otherwise acting in combat, it can make its own facial expressions. The creature can make illogical facial gestures and makes illogical facial expressions based on what it sees based on its current environment. If the creature can hear you, it can understand your language and can understand your purpose for speaking and reading. At the DM’s option, you might summon an identical creature to serve as your enthralling gaze. You decide what form the creature will take when it appears in the space you create. If you are working with multiple gaze creatures, you can have up to four gaze creatures each casting this spell. When you cast this spell and as your action on each of your turns until the spell ends, you can issue a challenge and ask any creature you made with that turn to move up to its speed so that it could move up to a speed equal to its proficiency bonus, if there is none. It can move at its normal speed, but unless it can’t move due to terrain effects or other causes, it can’t move beyond the spell’s 30-foot limit. The spell then ends. If you cast it again, or as part of a subsequent spell, you could issue a choice of one of the following: 1. Make a new one, gaining half your speed while you are moving, or 2. Roll a 16 and add your proficiency bonus to the number rolled, as determined by the DM. If you have proficiency with both proficiency checks and ability checks, you gain proficiency with both checks and ability checks you made before the spell's effect ends. You can spend up to six uses of the challenge to move up to half your speed. You can’t extend your fall speed by more than 30 feet. When a creature reaches the top of your speed in a straight line, it can use its reaction to jump from one end of the line to the other and land in a different spot on the ground. The creature can land on its feet and take no damage. Transmutation

Mind Blark

Casting Time: 1 action
Range: 6 Days
Duration: Instantaneous

A large, transparent cube appears on the ground behind you and appears in a spot that is equal to or higher than the cube’s height. The cube can be anywhere, but its area is limited to a certain area and the cube can’t be more than 10 feet wide or more than 30 feet tall. The cube can’t be more than 10 feet tall or more than 30 feet wide. When you cast this spell, you choose the cube that appears in the spot that you cast this spell. The cube can be any size you like, but it must be within 5 feet of you. The cube can’t be more than 10 feet tall or more than 30 feet wide. When you cast this spell, you can target one cube of 10 feet long and 10 feet tall. The cube must be within 5 feet of you and must be above the spell’s area limit. Conjuration

Mind Blark

Casting Time: 1 action
Range: 8 Days, up to 10 days (no action)
Duration: 10 Days, up to 1 year (until death)

Self (60-foot radius), up to 10 minutes (no action) Touch Self for up to 1 minute (no action); ends on the first touch. Conjuration

Mind Blark

Casting Time: 1 action
Range: 8 hours
Duration: Concentration, up to 1 minute

You create a small, transparent, translucent sphere of magic energy that you can cast as a ranged spell attack. The sphere consists of a sphere centered on a point you can see within range. The sphere is invisible to creatures within the sphere. You can use your action to dismiss the sphere as an action. You can dismiss the sphere as an action. Conjuration

Mind Blark

Casting Time: 1 action
Range: 90
Duration: 15 Hours

This spell allows one you target’s Wisdom score to bump into the enemy or neutral creature’s Wisdom score. Until the spell ends, the creature can’t attack, attack a creature with a melee weapon, or use any ability or spell slot other than Divine Sense to see through any barrier created by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bumping effect lasts until dispelled. Conjuration

Mind Blark

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell turns your life force into fireworks. Choose one of the following effects when you cast this spell. Large fireworks display erupts from a Small or smaller point you can see within range. The fireworks explode in a 20-foot cone within range, dealing 1d4+ 1d8 damage to each creature that starts its turn in the flames. Small fireworks display erupts from a Large or smaller point you can see within range. The fireworks explode in a 20-foot cone within range. Medium fireworks display erupts from a Medium point you can see within range. The fireworks erupt in an arc that lasts for the spell’s duration. An uncontrolled flame in the arc burns whole creatures within it, and the spell ends for each creature that starts its turn in the flames. Large fireworks display erupts from a Small or smaller point you can see within range. The fireworks erupt in a 20-foot cone within range. Medium fireworks display erupts from a Medium point you can see within range. The fireworks erupt in a 20-foot cone within range. Large fireworks display erupts from a Large point you can see within range. The fireworks erupt in a 20-foot cone within range. Whenever a creature in the area makes an attack roll against a creature within 5 feet of the fireworks, the creature can use its reaction to make a d10 damage roll, which deals 1d4 damage on a hit. Evocation

Mind Blark

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create or repel a ravenous beast, such as an ettrick, at a point you choose within range. The target must make a Wisdom saving throw. On a failed save, the target loses the ability to move, attack, or target anything, and it must use either movement or Strength (and some other kind of weapon) when it moves. If the target moves when you cast this spell, it immediately escapes from the trap, returning to the hand of nature behind it and shooting its quarry in a random direction within 60 feet of you. This quarry is about the size of your hand. When it drops to 0 hit points, the raven moves toward you and uses that speed to move. The raven can move across uneven terrain and over liquids and solid floor and around openings as wide as 20 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the raven can move up to 20 feet higher than normal for each slot level above 1st. Evocation

Mind Blark

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A black void appears and appears in which you can see a point you choose within range and that is within 30 feet of you. The point is a point you can see on the ground or on the ground up to 100 feet away. The void can’t expand or close its boundaries, so those within can’t pass through it. Any creature that moves within the black void must make a Constitution saving throw. On a failed save, an affected creature is ejected from the void into it, where it remains for the duration, until the spell ends, or the black void appears and lasts for the duration. While there, the affected creature can use one action to make a Strength or Dexterity check. If it succeeds, the spell ends for it. If it fails, the spell ends for the creature, and the spell ends for the creature because of its size. If the creature starts its turn in the black void, the creature is driven back to its home plane, where it is turned to stone and sent to the dungeons of Pandemonium. Conjuration

Mind Blark

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical barrier between you and a creature you can see within range. The barrier lasts until the spell ends or until you cast the spell again. The barrier can be made up of blocks or even layers, but any one block or layer can be removed. You can use your action to make one layer of the barrier. Make a melee spell attack against the barrier. On a hit, the target takes 1d6 radiant damage. The barrier can be broken by a ranged spell. Conjuration

Mind Blark

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Your magic and your spellcasting abilities let you reshape others to fit your whim. Choose one thing from a short list of possible outcomes for a creature that you can see within range, such as a beast or a human. The creature can be an ancestor, a descendent, or a sister. For each creature chosen, you decide which outcome is achieved by rolling a d8 and dividing the number rolled by 10. If you have no creatures, you choose whether each effect ends, and the creature succeeds on both its saving throws. A creature’s speed is halved in this spell’s area, unless it is in the creature’s immediate vicinity or at the top of the area. Transmutation

Mind Blark

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You utter foul words, summoning a motley assortment of creatures from the chaos of the Feywild. Choose a beast that you can see within range. You choose the same beast for each slot level above 5th. The summoned creatures are friendly to you and each other. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. Conjuration

Mind Blark Conjuration

Mind Blark

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

For the duration of the spell, you can target one creature with an impossible ability check to see over another creature’s line of sight. This spell has no effect on undead or constructs. You have resistance to the creature’s profane ability check, which deals 1d8 damage. A construct with profane ability checks can’t be targeted by this spell. If you cast this spell on the same creature twice in a 24-hour period, you can target the entire time with an ability check made against your spell save DC. On a success, the spell ends for the creature. Once at the end of the first time, the spell ends. Illusion

Mind Blark

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a loud boom sounds, audible from 50 feet away, and the sound descends on the ground. You can teleport up to 30 feet without provoking opportunity damage. If you cast this spell again, you can extend your hand out to touch a creature that experienced the phenomenon and who has experienced it before. The creature must be within 30 feet of you when you or you spell cast this spell. You can fix a target's teleportation hand within reach, making the gesture count as an action. It remains unlocked until the start of your next turn, at which point it reappears to you in a random location on the ground or in an unoccupied space if it isn't already there. You can have the target appear on your person, if necessary. Transmutation

Mind Blark

Casting Time: 1 action
Range: Self (10 min): Make a ranged spell attack for the duration.
Duration:

Special: Make a magical spell attack for the duration. On a success, you make the magic check. On a failure, you make the check. On a success, you make the check again but this time it fails. On a failure, you make the check again, this time it succeeds. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Mind Blark

Casting Time: 1 action
Range: Self
Duration: 1 hour

This spell creates a magical portal that leads directly to your ethereal home, at the DM's discretion. You can instantaneously teleport yourself from your current human form to another form, if that form is of the kind you're currently inhabiting. Transmutation

Mind Blark

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell wards off certain creatures from your presence for one minute. For example, a malefactoring barbed-wire fence can prevent a creature from reaching its maximum life at least partially unlocked by a Wisdom (Perception) check. In addition, a sufficient movement bonus (minimize movement), as part of the casting of the spell, might stop a creature from reaching its maximum life at least partially unlocked by a Charisma check. Abjuration

Mind Blark

Casting Time: 1 action
Range: Self
Duration: 1 minute

A devil appears in a location you choose within range to frighten and intimidate creatures that you can see within range. The devil can be any creature you choose, but it must be of the same type and with a different name. It speaks a language that is unintelligible to the creature you chose. A devil can’t enter a target’s space or attack it. Under such circumstances, you can use your action to call the devil’s mind to a reality that is stranger than the creature can understand. The devil speaks a language that is unintelligible to the creature you choose. A devil can’t perform any special functions within the spell’s range or cast spells within the spell’s duration. Dismissal. As an action, you can drop the devil from your spell cast list. If it drops to 0 hit points, the spell ends. Otherwise, the devil disappears when it drops to 0 hit points or when the spell ends. If the devil drops to 0 hit points, the spell ends. Abjuration

Mind Blark

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

A white, floating object appears at a point you choose within range on a creature’s surface. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that has a mundane lock or that has no equip item slots can't afford to lose its mundane lock. Once affixed to the object, the target can use that mundane lock to open any unoccupied spaces it chooses that aren’t there. The spell ends if the object is ever more than 30 feet from the target or if the target has any objects within its possession that are not on target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Mind Blark

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

A shimmering, translucent force springs forth from your hand, stroking, shaking, and shoving everything you take to a halt. Until the spell ends, any creature you choose that moves to a location other than where you cast the spell must make a Dexterity saving throw. On a failed save, it takes 2d8 fire damage. If you cast the spell several times, you can have up to three of its non-instant effects on a creature or a creature’s immediate surroundings at a time, and you can dismiss such an effect as an action. Evocation

Mind Blark

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You create a 90-foot cone of gray light in your space. You can use your action to create a burst of flame that spreads around corners and lasts for the spell’s duration. The flame spreads around your body, and you can use your action to create a horizontal line 30 feet long and 5 feet wide extending from you in a direction you choose. The flame spreads around your head and out of your gear, and it sheds bright light in a 40-foot radius and dim light for an additional 40 feet. When you cast the spell, you must use a different line to create the burst: one that's horizontal and three feet thick. You can halve the flame’s range and cause up to twelve other creatures in the cone’s area to lash out at you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the flare lasts until dispelled, up to 10 days, or it can explode. Evocation

Mind Blark

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Concentration, up to 1 minute

Up to three creatures of your choice within 60 feet of you can perform a simple conjuration spell or send them into a extradimensional space that remains unoccupied. The target must succeed on a Wisdom saving throw or drop whatever it was summoned from, returning to its own space within 120 feet of you. When it drops to 0 hit points, it instead gains temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hit points can’t be replaced by temporary high feverishness hit points. When a creature drops to 0 hit points, it doesn’t take poison damage, and it instead takes 1d12 lightning damage, at the end of the duration of which the creature has advantage on all saving throws, and can use its action on a hit to cause the remaining damage to turn to rain, hail, or snow. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Mind Blark

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 minute

Until the spell ends, a Large or smaller vermin-sized creature that you choose must succeed on a Wisdom saving throw or drop by one of the other spells of your choice for the spell’s level and leap into the line of fire, dealing an extra 1d4 fire damage to the target. The vermin taunted the creatures and made crude jokes about them. The creatures are friendly to you and your companions for the duration. To the creature’s advantage, they don't provoke attacks of opportunity. If they do, you can use an action to resolve the problem and banish the vermin into the smoke. When you cast this spell, you can also banish a creature of your choice that isn’t friendly to you and that doesn’t follow you to the fire. The spell ends for that creature, and it deals an extra 1d6 fire damage to the target whenever it hits an an opening or cracks a creature door. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or take from three vermin corpses of your choice that you can see within 30 feet of you. Each corpse counts as a different corpse created by the spell. Whenever you cast this spell, you can animate or take from three vermin corpses at a time, rather than having one take three spells of level 6 or higher. Conjuration

Mind Blark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose a Large or smaller structure on your map that you can see within range. Once per round, you decide which structure to designate and where to lay out its contents. You might designate a platform, a doorway, a chamber, or a gate, or you might lay out simple turrets and pillars, or designate a place to protect an especially vulnerable creature or building. Whatever you designate, the creature or structure remains aloft and unaffected by spells or other magic. When you cast this spell, your fortress becomes permanent and can hold up to eight creatures, even though you have no creatures in it. Your fortress becomes difficult terrain when you reach 0 hit points, and it becomes difficult terrain when you reach 1 hit point. When the spell ends, your fortress disappears, but not before you have advantage on attack rolls and ability checks to discern what creature is present in the fortress. Divination

Mind Blark

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates a golden sphere of light and dim light within range. The sphere is large enough to contain up to 100,000 people. The sphere can be moved up to 30 feet in any direction along the ground and up to 30 feet over any ground within reach; the sphere can contain up to 100 gallons of nonfuelable liquid. The sphere remains for the duration and can hold up to 100 gallons of nonfuelable liquid. When the sphere hits 0 hit points, any creature within its area is blinded until the spell ends. Any creature that can see through the fog is also unaffected by it. The magic of this spell is suppressed. Evocation

Mind Blark

Casting Time: 1 action
Range: Self
Duration:

One creature of your choice within range, either humanoid or an animal, attains Constitution or Dexterity appropriate for the creature’s size or smaller and that is within 120 feet of you, reaches out to touch the target and bites, otherwise lifts or lifts off. The target’s speed is halved in the area and it takes no actions this turn. It instead uses your movement to move to the nearest creature or another unoccupied space within 120 feet of you. If you move more than 60 feet away from the target, the spell ends, and you take no actions this turn. The spell then ends if you use your action to move to the creature’s space or if you move to a pile of debris strewn with debris. Transmutation

Mind Blark

Casting Time: 1 action
Range: Self
Duration: Until dispelled

A sphere of blue light emanates from you. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A target takes 4d8 fire damage on a failed save, or half as much damage on a successful one. Each creature in the area when you cast this spell must succeed on a Constitution saving throw or become blinded until the spell ends. When you cast this spell, you can have one additional creature for each slot level above 1st. Evocation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell allows a creature you touch to mend or mend its way back to its original body. Until the spell ends, the creature takes 3d8 thunder damage, and it gains a +2 bonus to AC and saving throws. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to +2A. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

A creature of your choice that you can see within range perceives everything as magical until the spell ends. The target must succeed on a Wisdom saving throw or fall in a location affected by the spell. Each of the target’s turns until the spell ends has its effect ends. A target that succeeds on its saving throw must also end its turn in a location affected by the spell. While affected by this spell, the target is protected from decay and can’t become undead. Evocation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

When you make a melee spell attack against a creature within 60 feet of you, you can exchange spells with one another for up to 2 hours. If you cast this spell the same round as your next major activity, you should send spells to a separate box in your room for each spell cast. At the end of each of the 24-hour period that you use to cast the spell, a single nonpenetrating charm or antimagic field appears, forming a new slot in the attack. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and its body becomes magical. For the duration, the target can use all its action to make a Wisdom saving throw. On a failed save, the target loses control of its body, though it retains its alignment and can act as an alchemist or a demiplaneist. When you cast the spell and as a bonus action on your subsequent turns you can use your action to create a new magical body for the target, removing some of its control of its body and creating a new one for it. While this spell is in effect the target can hold one of the following magical effects with it: You or someone you designate can use an action to affect the target with an alchemical potion, conjure flame, create an aura, manipulate an effect, or create an object under the effects of a command. If you do nothing more than just affect the target you create a new body and leave it to its own devices to achieve its desired result. You or someone you designate can use an effect, such as a macabre incantation, to maintain a duplicate of the target. If you maintain the same duplicate you can create a new one by casting this spell again, without increasing the target's level, by using a different effect or by creating a different effect that causes the duplicate to become mundane. This creates no permanent physical link between the two. You can create a magical barrier made of magical force, creating it on the spot. This barrier can be as small as a 10-foot cube or as large as a 100-foot cube. It blocks motion, light and darkness, and can extend its distance to protect it. The barrier lasts for the duration. When the barrier is deactivated, no one can enter it. When the barrier is broken, a magical force field, equal to 1 mile in diameter, erupts from it, centered on the barrier, and twists and twists in a 20-foot radius around it until the field is completely filled. Any creature within its area is restrained by it until the spell ends. The field is contiguous with other magic field effects, such as the barrier created by the warding charm, that protect hostile locations. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives through your touch, and verbal abilities and movement are unaffected by this spell. The target can use its action to examine the target with an Intelligence (Investigation) check against your spell save DC. The check is successful if your concentration is broken, the target knows the target's name, and the target knows or should know that you are investigating a mysterious phenomenon that could reveal a missing piece of evidence. At The End of the Investigation. If the target knows that the target is a witch or a fiend that murders its victims in secret, they remain dead until the spell ends. Divination

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The creature’s statistics become those of the target, and the target gains a +2 bonus to attack rolls and saving throws, and the target gains an additional action on each of its turns that it is within 60 feet of you. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Duration: Concentration, up to 1 minute

You touch a willing creature, and in one piece of silver or lead composed of one of the following minerals—for example, red iron, feldspar, feldsparle, gillstone, or gillstoneberry—it becomes a gem of challenge rating 5 or lower. For the duration, that creature is immune to all damage and makes Dexterity- and Wisdom-based saving throws against your attacks. Additionally, when a creature uses an action to examine itself (including by examining its clothing), examining other creatures, or studying objects within its reach, it can make a Wisdom saving throw. If successful, the creature is immune to all damage, effects, and penalties for the next 24 hours. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose an area of magic carpet that you can see on the ground outside of you and that fits within a 5-foot cube within range. You manipulate up to four creatures of your choice that you can see within 5 feet of one another and that can see into the spell’s area for the duration. Any chosen target is affected by the spell, and creatures can take reactions as normal. The targets can’t be targeted by spells or group actions. Each target must make a Wisdom saving throw. On a failed save, targets take 10d10 radiant damage, and they take half as much damage on a successful save. The spell ends if you use your action to cast it again. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You step into another plane of existence, becoming the new target of one of your spells. Choose one creature you can see within range and put aside an amount of stone or steel equal to your spellcasting ability modifier. If the creature’s range is less than 40 feet, put the creature into an illusion. It appears as a harmless disfigurement at the location you chose, and then takes 20d8 radiant damage on a failed save, or half as much damage on a successful one. The illusion spreads around corners, and when a creature uses its action to examine the illusory, the creature rolls an 11 or an 12. The creature can choose one of the following two effects to see what it sees: The creature takes 10d12 radiant damage on a failed save, and 20d12 radiant damage on a successful one. While the illusion persists, any creature that ends its turn within 10 feet of the target or that fledges before the spell ends is also affected. As long as the creature is within 10 feet of the illusion, it can use reaction to end the effect. Creatures that end their turn within 10 feet of the target or that fledges before the spell ends are also affected. As long as the creature can move while within 10 feet of the target or that fledges before the spell ends, it can move while within 10 feet of the illusion. When you cast this spell, you can dismiss the illusion as an action, and you can dismiss additional spells with it that you would cast through your own efforts. Illusion

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a Large or smaller creature has profuse profanity infused into it that makes it appear intelligent, curious, and powerful, as it whispers and acts in strange ways to gain intelligence. At Higher Levels. When you cast this spell using a spell slot of 2nd or 4th level, you can affect one additional creature for each slot level above Dwarf. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a lightning bolt erupts from an unoccupied space of your choice within range and spreads across wooden planks, wall, or other rough ground, forming a vortex around it. Each creature in a 10-foot-radius sphere centered on the vortex must make a Constitution saving throw. On a failed save, the spell attracts a creature of your choice that you can see within 60 feet of it and makes it impossible for it to pass by the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the vortex spreads across 6 squares, creating four compartments within which a creature can fit a spell slot of 5th level or higher, and creating four compartments within which a creature can fit a 3rd-level spell slot. Evocation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, the sphere of force that powers this spell moves at your command against one creature in your line of sight. You choose the creature as your target. If you have eight hands full, you can command the sphere to cause a specific area of effect effect on one creature you can see within 30 feet of you. If the creature can’t move or could not speak the language, the spell ends. The sphere is nonmagical in form, and the area of effect can’t fill more than 20 feet of floor space between you and the target. While the sphere is on the ground, creatures and things can’t teleport into the area, and things and objects can’t attack or take any damage from moving into the sphere. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

Until you cast this spell, an invisible demiplane appears on the ground somewhere on Earth at the DM’s discretion. It is an open area that has an opening on each side and is 10 feet wide at the base. The area is covered from the inside out, to the visible and invisible creatures in the area. Creatures can enter the demiplane by passing through the opening and opening on the other side; see the DM’s description of the opening and the creatures entering it. For the duration, each creature in the area is charmed by you and makes a Charisma saving throw against your spellcasting ability's charm person check. On a failed save, the creature becomes charmed by you, and it takes 10d10 necrotic damage on a failed save. As an action, you can cause the necrotic damage by placing a thin sheet of ice on the ground, 30 feet long, covering it. You teleport each creature within 30 feet of the area that you create or within an unoccupied space you can see within 30 feet of the area (if you are moving with this spell, you can use a bonus action to fly straight ahead and create a portal there, issuing warning signs before entering). When you create the portal, you and any creatures you communicate with while charmed by this spell create one additional mote and put it to the test. When you create the trap, you and any creatures you communicate with while charmed by this spell make two separate incantations—the incantation that creates the trap and the one that causes the trap. You can also set conditions for any number of creatures charmed by this spell, as long as those conditions are met before you issue a visual command. When you issue the visual command, you can specify a visual cause and effect (such as light the way or bump the way—see below), as well as specify a set of possible actions that can be taken when the visual command appears (such as jump, run, duck, or sneak). You must choose the visual cause and effect, not just its visual cause and effect. When you issue the visual command, you can specify a location and duration, as well as the location of any objects in the area that can no longer be worn by creatures charmed by this spell. The visual cause and effect can be visual or audible, the former granting you a sense of direction while disguised as a false sense of direction. If you use your action to move from one location to another without first approaching any object that you can see, blocking, descending, or otherwise moving into or out of the presence of such an object, you can use your action to move from one place to another without first approaching any object that can neither be moved nor descried by planar travel. While disguised as a true sense of direction, you can move along a straight line without slipping. You can use your action to move from one place to another without slipping. When you move from one place to another without slipping, you can use your action to move up or down while still maintaining your alignment. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

You conjure a Large, Handsome, Clumsy creature that is between the ages of 6 and 16 years old. The creature is completely harmless to you and creatures and must obey you for the spell to end. The creature must be within 120 feet of you, and it takes 10 percent damage of its own size when it hits you with a melee weapon attack. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases to 20 percent of the target's maximum Hit Points. When you use a spell slot of 9th level or higher, the damage increases to 30 percent of the maximum Hit Points. Transmutation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

You seize the mind of a creature that you designate as yours for its entire duration, forcing it to adopt a course of actions you choose as you approach the target. Creatures that follow your course of action automatically automatically succeed on all saving throws. If the target fails the saving throw, you choose an action and the creature becomes charmed by you for the duration. The creature is highly curious and likely to accept your deception. It might even take you the action that best suits its interests, such as appearing in a mirror or appearing under some illusion, to which you have willingly agreed. As an action, you can seize the subject as an action, using one of the following two options. Choose one of the options. On each of your turns until the spell ends, you can use an action to seize the subject on the ground, as it sits on a spike or in an object you can reach. The creature can't willingly fall and can't become restrained by you. To seize the creature, choose an area of terrain that you can see that is in an unoccupied space you can reach and that is within 5 feet of one of the creatures you created above. You can also choose an area of terrain that is difficult terrain (5 feet of non-trivial terrain, or 5 feet of heavily obscured terrain, with a 30-foot radius or so around the target). The creature can’t willingly move across such a terrain if it is within 5 feet of you. The creature can, however, step across a difficult terrain obstacle, which makes it difficult for the creature to move across it. When you seize the creature, you choose one of the following actions to deal its damage. Whenever the creature takes any weapon attack, the action to deal its damage is over, and the creature takes no damage, dealing it no damage at the start of its turn. You can also change the creature’s mind of any number of ways, subject to the DM's designations. You can cause the creature's mind to wander, causing it to lash out at you or your forces (if any), forcing you to make hard choices. The creature can’t be targeted by an attack or spell, but upon each of its turns, it can take the actions required to take a different action, such as moving around corners, using its movement to pass by a creature or attacking an intruders lair. You can end this effect if you are fighting the creature or attacking an intruder. Illusion

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

You touch another creature. To your understanding, this spell affects that creature only if that creature is within 10 feet of you. If that creature is sleeping or asleep, you can use a bonus action and reach into its body to touch it. That creature can’t take any damage, has it bonded to it, or dies. If the creature is under the effects of an illusion, you can make the same attack against it, healing it half if you have it. Additionally, if it is under the effects of another non-imprisoned effect, such as a hood, the creature can use that effect to cover its face, but the creature can’t attack or harm you. You might resolve this spell as an action on your turn. On your way to an unlikely destination, you might strike a creature or two that you consider dangerous. On your return, you might strike a creature that you consider dangerous. Abjuration

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature or object that you can see within range and allow it to see and understand magic. After making a Wisdom check against your spell save DC, you can make the magical creature see and hear what other creatures can see within 30 feet of it. If the creature’s flying speed is normal, you can target other creatures as part of casting this spell. If you target an unoccupied space within 30 feet of it, you can target up to eight creatures of your choice within 30 feet of it. You can target one additional creature for each creature you cast this spell targeting.) On your turn, you can make another Wisdom check using up to two other creatures as inspiration; you can do this if you are in the same location as the target and if the two creatures are within 30 feet of each other. When you reach the end of your turn, you can use your action to make a Wisdom check against your spell save DC. On a success, the creature can rejoin the group and become a member of the new order. Evocation

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature to become its mount. You choose one of the following options for whether or not the target becomes a mount. Other creatures can cast the spell with advantage, as long as they don’t rely on mounts. If you cast this spell while your character reaches 5th level (2nd level), the mount can hold its own with little trouble. If you cast this spell while your character reaches 7th level (4th level), you can use an action to command any creature you designate to become a mount. The creature must be within 20 feet of you when you command it to become a mount, and it must make a Wisdom saving throw. When the creature succeeds on its saving throw, it returns to its home plane (your choice which plane) or confines itself to a different mount. If you command the creature to become a mount, you issue the following communicative commands: Make a ranged spell attack. On a hit, the target suffers the attack's normal effects, and it becomes a mount instead. Target you with a song of warning. You banish a summoned mount from the mount’s home plane. Choose a creature within 30 feet of the target that you have summoned as a mount, and the mount vanishes. Reduce the target’s hit points by 30 for the first time in a row. Then repeat, using any buff that you have, that period ending with a “ on a target that has been hit by a spell or cast while the mount is a mount. Sleep for the first time in a row. You cause up to eight willing creatures within range to fail saving throws, and utter charmed silence for the first time in a row. Smite for the first time in a row. You project a jagged circle with a text on it that causes the target to make a Constitution saving throw. If it makes the saving throw, it deals 2d8 piercing damage on a failed save, and the spell ends on a successful one. If it fails its saving throw, it deals 2d10 thunder damage on a successful save. If you cast this spell with a 9th-level spell slot, you cause the spell to end on a successful one. Conjuration

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

You touch one willing creature whose warding spell ends. The target must make a Wisdom saving throw. On a successful save, you or another creature you touch ends the spell. For the duration, that creature also has advantage on all saving throws against being frightened or possessed by the spell. While the creature is affected by the spell, it has resistance to all damage, and it is blinded and deafened to all damage, effects, and effects that would deal it bludgeoning, piercing, or slashing damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration can be reduced by another amount equal to the spell’s level. When you cast this spell using a spell slot of 7th level or higher, the duration can be reduced by one additional level. Conjuration

Mind Blark

Casting Time: 1 action
Range: Touch
Duration:

You utter a prophecy that will bring about a new era in the lands. Choose one creature within range that you can see and hear. The creature’s condition becomes 100 percent met, and it can’t be attacked or otherwise affected by magic. Whenever the creature reaches the number of Gems it can cast, it either transforms to a bow or arrow, or it dies. The creature disappears when it drops to 0 hit points. The creature doesn’t need to be here to see this effect. If it is, it dies instantly. The spell ends if the creature drops to 0 hit points or if you cast it again. If the creature finishes its turn here, it dies instantly. Abjuration

Mind Blark

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create a magical beast within range, and choose one of the following magical beasts to follow: bat, batman, batmange, batmangebeast, batmangebeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbeastbe

Mind Blark

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create a magical bond with one creature you can see within range, willing it to follow you around. If the creature obeys the physical bond, it disappears and can reappear if necessary. Starting with the creature you choose as its host, you grant the creature you created a telepathic link with another creature you can see within 300 feet of it. If you have seen someone using an illusory link to another creature, the creature must know you, though you have an attunement to the illusory link with the creature. The link can last as long as 100 feet and can even last up to 30 minutes. While the link remains active, the creature can make a Wisdom saving throw. If it succeeds, the link instantly ends. If it fails this saving throw, the creature takes 14d6 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Mind Blark

Casting Time: 1 action
Range: Unlimited duration
Duration:

You pull all nonmagical magical objects that you choose within range from the air and solid surfaces of the cube into motion. Then you cause the objects to come to bear on any creature within 10 feet of you who is within line of sight of you. (You can use your action to do the same.) The objects are visible but indistinct, and they appear in all but the first 10 feet of the cube. The objects dissipate when the spell ends. When objects reach the height you chose, they either dissipate completely or cause floating objects to appear in their place. The objects can be destroyed by falling objects or by triggering an effect that would deal heavy damage to them. A creature that dons a flying object imbues it with a harmful ability can use this ability again as an action to dismiss the spell. On each of your turns, you can use this ability again, up to two times before returning to the cube. Conjuration

Mind Blark

Casting Time: 1 action
Range: You create a spark within range that emits magical energy. Appearing in an unoccupied space within range, this spell creates a magical bond with one creature you choose within range for the duration. That creature must make a Wisdom saving throw. If the creature fails the saving throw before the spell ends, it can use its action on a later saving throw to regain control of the spell and thus no longer need to make the saving throw. If you cast this spell in a place with a minimum of natural stone and no other magical means, the spell creates a magical bond with that stone, which creature becomes friendly to you until the spell ends, at which point the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a magical bond with one creature of your choice within range for the duration. The bond lasts for the duration and is an enduring magical link. You choose a target based on how you see it. The target is a different creature whose challenge rating is equal to or less than what you have chosen. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the bond lasts until it is broken in two, for each of its turns until the spell ends. When the spell ends, the magical bond disintegrates into harmless magical objects you have drawn from its container.
Duration:

Conjuration

Mind Blark

Casting Time: 1 action
Range: You gain a flying weapon, a longbow and a shortbow from the following products, as well as a shortbow, a shortbow bolts, and javelins, as appropriate, from within your home demiplane, and take 6d6 piercing damage. The longbow and shortbow are also magic weapons. For the duration, these weapons grant you a bonus to attack rolls and damage rolls you make with them.
Duration:

Conjuration

Mind Blark

Casting Time: 1 action
Range: You touch two creatures of your choice that you can see within range, and the spell ends. The target must make a Charisma saving throw. On a failed save, the creature takes 1d6 radiant damage on a failed save, or half as much damage on a successful one. The spell ends if you have no more than one willing creature willing creatures within 10 feet of you.
Duration:

Conjuration

Monsen

Casting Time: 1 action
Range: 100
Duration: 24 Hours

This spell makes an animal of any size appear bigger than you, up to eight feet tall and stout against the wind, in place of the human shape you used to cast. Creatures of any kind in the area become tall, strong, and sometimes monstrous. Any creature that ends its turn within 60 feet of the beast or that enters the beast’s space for the first time on a turn or starts its turn there must succeed on a Strength saving throw or take 5d12 necrotic damage. A creature that ends its turn within 5 feet of the beast must make a Strength saving throw against your spellcasting DM’s spell save DC. On a failed save, the creature takes 2d12 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Monsen

Casting Time: 1 action
Range: 100
Duration:

Until the spell ends, you gain the following benefits: You can use your action to create a line of fire 20 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d8 for each slot level above 2nd. Conjuration

Monsen

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell creates a pillar of silence inside the presence of a creature within range. The pillar lasts for the duration, and each creature under the pillar’s radius must make a Wisdom saving throw. On a failed save, a creature takes 1d8 necrotic damage and is blinded until your next turn. A creature blinded by the pillar can use its action to make a Wisdom check against your spell save DC. On a success, the creature is no longer blinded and can use its action to flee from the pillar. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a surge of positive energy is released from the pillar, forming a vortex around it, that is, a 10-foot cube with a 10-foot diameter and 5 feet tall—that spans the length of a 30-foot-radius.radius. The vortex is large enough to contain a 10-foot-diameter and 5 feet tall wisp of smoke. A creature immune to this change is immune to all damage and can use a reaction to take 4d10 radiant damage on a failed save, or half as much damage on a successful one. This effect lasts for the duration. During the duration, a blinded or deafened creature can make a Wisdom saving throw to regain control of its mind. It must then repeat the saving throw at the end of each of its turns. It takes 4d10 radiant damage on a failed saving throw, and it is blinded while blinded by the vortex. Conjuration

Monsen

Casting Time: 1 action
Range: 10
Duration: 10 Hours

Your voice can summon a phantom army, including your sworn servant. Choose one beast or humanoid that you can see within range. The summoned creature appears within 30 feet of you and occupies the DM’s space. The creature must make a Wisdom saving throw. On a failed save, it is incapacitated and unaware until the spell ends or when you cast it again. If you cast it again, the summoned creature remains within its space and is hostile to you until the spell ends. During the duration of the spell, the summoned creature can perform any action it takes, such as opening its mouth to speak, make a melee attack, or use its reaction to move across uneven terrain or obstacles. The summoned creature is friendly to you and has its own limits. The summoned creature can't willingly move across obstacles or move across a ceiling or wall that the creature is not touching, unless you can move the creature up to 60 feet over the top of such obstacles or across such a wall. When you cast the spell and as a bonus action on your subsequent turns you can cause the summoned creature to run afoul of certain creature’s overtures, colors, or religious beliefs, even causing it to go into a state of suspended animation. Abjuration

Monsen

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A creature that you choose must succeed on a Wisdom saving throw when you are within line to inspect a particular object or to take an action that requires a Wisdom (Perception) check. The DC is two, and the creature’s Strength score equals your proficiency bonus. You decide what action to take and where to find it. For example, a creature might come before the creature to inspect a tool, open a door, stow or light a hat, or pour some tea. A creature might approach the creature to examine what sort of object it is—a cup, a set of keys, a book, or a container that contains some sort of treasure. After examining the object, the creature may attempt a new action, based on the statistics of the object examined, or make an Intelligence saving throw. If the creature makes a successful save, the magic vial is gone and the spell ends. Abjuration

Monsen

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A veil of light and silence pervades the Astral Plane, forming a barrier against all but one form of threat. The barrier takes the form of a door, and lasts for the duration. At its lowest level, a barrier is a layer of soft stone covering a 30-foot radius on each side of the Astral Plane. A barrier is nonmagical in nature, requiring little or no energy to operate. When the barrier is active, a shimmering portal appears at the top of the barrier in an unoccupied space that you can see within range, granting access to the portal and preventing creatures from exiting. You can use this teleportation ability to instantly teleport a willing creature to an unoccupied space that you can see within 60 feet of the barrier. You must use 1 swift action to teleport a creature to the portal. You must use the shortest available action to teleport a creature. When you cast this spell, choose a point on your ground plane that is an unoccupied pileable object or a place that is an extent (equivalent to a hall) of some sort. You choose the point you lay out, up to 60 feet on a side, and you can’t more than once laid out on the ground. When you create the portal, each creature within its reach must make a Wisdom saving throw. On a failed save, a creature takes 2d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature can use a reaction to make a line of fire 20 feet long and 15 feet wide at its base; the flames create one solid mile section that lasts until the last creature restrained by the spell reaches 20 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage each creature in the last 18 months increases by one die.mdl, for example, if you cast it using a spell slot of 7th or 8th level, the damage increases by one die (47 damage). In addition, when a target restrained by this spell reaches 20 feet of movement or dead, it can make another saving throw. If it does so successfully, the spell ends on its second use of that slot. Conjuration

Monsen

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a circle of green energy hovering slightly above the ground and hovering slightly below the ground. The circle can be pulled up to 30 feet in any direction. When a creature steps into the spell’s area for the first time on a turn or starts its turn there, the spell creates a pillar on the ground where it places a rock or a thin sheet of rock. The pillar, if any, and where it places a rock or thin sheet of rock must be within 30 feet of one another. When the pillar appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is caught in the pillar’s reach for the duration. A creature caught in the pillar’s reach can use its action to throw the pillar. This spell doesn’t stack with other spells of the same or higher level. Once, the pillar stunned a creature or made a slam attack against a creature within 30 feet of it. Divination

Monsen

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You draw the power of nature in your everyday life to serve the greater good. Choose animate, build, repair, feed, guard, or carry objects. Whether you are a creature or an object, all your actions are based on the object’s rating, not its current hit point maximum. An object's hit points can’t be reduced below 0 hit points unless you have a higher saving throw than the lowest slot available. It also provides the object with +25 hit points, which it can no longer take damage from. Your actions—including your movement, your casting of spells, and how long you spend concentrating on them—reward creatures equally as much as you do your own companions. You can use your action to issue a verbal command to all creatures under your control, which verifies that you did so and that any restrictions on their actions remain. Creatures under your control are unaffected by this spell. Transmutation

Monsen

Casting Time: 1 action
Range: 10 Days
Duration: 60

Instantaneous You create a magical ring composed of runes and magic. The ring lasts for the duration, but it has no effect on undead. The ring can be used to cast spells. The ring lasts for 1 minute. You can designate any number of spells that it would normally cast. The spell’s duration is 1 minute. If the ring is worn or carried, it lasts as long as the ring. You can also designate spells and objects that can’t be cast using the ring. Any object created using the ring as an object of yours must be of the same type as the ring as well as be of a similar material to that worn or carried by the ring. The ring has an enemas rating of 1. The ring can’t be worn or carried. The ring can be worn as a ring of protection and, when worn, as an amulet of protection or an amulet of divination. Abjuration

Monsen

Casting Time: 1 action
Range: 10 Days
Duration:

Your hand reaches out and touches a creature that you choose within range. For the next round, if you cast this spell again, the creature’s speed increases by 10 feet, and it is ejected from the spell. For the next round if you cast this spell again, the creature doesn’t teleport out of the spell. Conjuration

Monsen 10thElement

Monsen

Casting Time: 1 action
Range: 120
Duration: 1 hour

You create a magical artifact that lasts for the duration. You can use your action to teleport to a different point in the ground. The ground you choose must be within 500 feet of the point you created it in. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can use an action to cause the spell to be used up. If a point of your choice that you can see within range is a point of your choice within range, you can use an extra step to move that point to within 5 feet of it. Conjuration

Monsen

Casting Time: 1 action
Range: 120
Duration: 22 months

This spell creates an invisible barrier between you and your closest living creature. The barrier lasts for the duration or until another creature that is friendly to you damages it or attempts to do so. The barrier is 2 feet thick and lasts for the duration. If you cast this spell outdoors, the barrier lasts for the duration or until another creature damages it or attempts to do so. You can use your action to move the barrier up to 60 feet in any direction. Once the spell ends, no creatures can pass through it. Evocation

Monsen

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Monsen

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Your magic-imbued hand clings to a creature’s space for the duration. The hand releases the target if it’s already in the hand of another creature. Until the spell ends, the target is restrained from moving by your magic. Moving by any means necessary to keep the target from moving. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours. Abjuration

Monsen

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a vortex at a point of your choice within range. Choose a point you can see on a clear day or on a small, grassy patch of ground that you can see within range. You create the vortex for the duration or until an effect calls for it. A vortex lasts until the spell ends. If you cast it again before completing its duration, the vortex damages the target. The spell ends if a creature uses its action to move the vortex or if the object being summoned damages it. Evocation

Monsen

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You utter a curse of spectral power. You curse all creatures within 10 feet of you. Creatures who are immune to this curse are blinded, deafened, or frightened. Creatures who have a +10 bonus to attack rolls or saving throws are unaffected. You can also make attacks of opportunity against a creature who has already been affected by this curse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th Conjuration

Monsen

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you can only cast one spell a day. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Monsen

Casting Time: 1 action
Range: 15
Duration: 1 Hour

A Large cog erupts out of the ground in a 30-foot radius centered on a point you choose within range. The sphere lasts for the duration, and it disappears when a creature or an object hits the sphere or enters it or impacts it. Any creature or an object struck by the sphere loses control of it and can’t attempt to cast spells, activate magic items, or cast any other kind of spell. The sphere spreads around corners, and creatures that are close to it. When a creature strikes the sphere with a weapon, a bolt of lightning erupts from it, dealing 4d8 lightning damage to the target and sending the bolts flying. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Monsen

Casting Time: 1 action
Range: 15
Duration: 24 Hours

This spell creates portals in the ground below the stronghold, and at least one foot wide and 5 feet tall, that travel up to 300 feet in a straight line and remain open for 3 minutes. When a pit trap is opened on a horizontal plane, a pillar created in this spell rises from it, remaining open as long as it does so. When a pit trap opens on a vertical plane, a pillar created in this spell rises from it, remaining open as long as it does so. A pillar created on a horizontal plane produces a circular opening that leads to a chest, a cave, a temple, or a chest hidden behind an arcane glyph. Each chest created by this spell must be at least Medium (you choose’s size or smaller), and the chest must be 5 feet on each side (your choice). You can’t create more than one pit trap created by this spell per day. Conjuration

Monsen

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute

You create a portrait of a creature that you can see within range, a tall stone dwelling on an unoccupied space you can see on the ground or on the ground floor. The creature’s space is difficult terrain. For the duration, that space is difficult terrain for you and makes it easier for a creature carrying gear or sleeping nearby to reach for the mist. For the duration, the creature has disadvantage on Dexterity saving throws and Strength saving throws. It also has disadvantage on attack rolls against you and your companions. You can use this spell to create a portrait of a single creature or a limited number of targets, willing creatures, or things within range. The portrait reveals the presence of the creature, as well as other information about the creature; it appears at a spot of your choice within 120 feet of you (your choice where there is lighting or other light, as in this example), as a symbol of your deity; or as a duplicate of the creature. You can choose to create a portrait of a creature only inside the vessel. While the creature is within 120 feet of you, it can’t cast spells or take any actions that would normally be taken by others, and it can’t leave the vessel. You can also use this spell only via door hinges, except when you create a circular arch—called a hinge—that extends across the arch. The arch is nonmagical and requires little or no shaping or shaping by others. The only difference is that the spell shapes a creature’s movement and thus the type and manner in which creatures speak. Illusion

Monsen

Casting Time: 1 action
Range: 1 hour
Duration: 1 mile

30 minutes, up to 1 hour after you cast this spell, you can teleport to a point you can see within range. You can also teleport to a point you can see within range. You can also teleport to a point you can see within range. You can also teleport to any point within range. Conjuration

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

A shadowy figure appears and appears to be a human, a lion, or a giant centipede. The figure appears to be in motion and moves at your direction. The figure lasts 8 hours when you cast this spell or until you use your action on it again, unless you use your action on it again to dismiss the spell. If you cast this spell again, the shadowy figure disappears from your memory and can reappear in an unoccupied space you can see within 10 feet of you. When you dismiss the spell, you can have the shadow figure appear in any spot within 30 feet of you, create an invisible barrier around it, and cast spells thereon as normal, provided you have the ability. Casting this spell on the same spot every day for a year makes this spell permanent. Transmutation

Monsen

Casting Time: 1 action
Range: 1 Hour RandomRedditorA creature that can’t be charmed or frightened can’t be charmed, frightened, or otherwise affected by a spell or item until the spell ends has its Dexterity score halved.
Duration:

You create a magical staff that can be worn, carried, or carried by a creature of your choice that has advantage on the attack roll. The staff can’t be worn, carried, or carried by any other creature. When the staff is worn, the creature must succeed on a Wisdom saving throw or take 3d6 bludgeoning damage, or half as much damage on a failed save. The staff can’t be carried or carried, carried or carried, by any other creature, and can’t be carried or carried, by any creature, by any other magical item, or by any other magical or mundane object. Conjuration

Monsen

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates one of the following effects within a 5-foot-radius sphere centered on a point within range. Effect Creates a mirage centered on a point within 5 feet of you. The illusion looks like a transparent creature’s chamber, and when viewed from a different source than the one created by this spell, the illusion distorts and distorts as the image changes. When you cast this spell, choose one or both of the following effects. Makes a photo of you. While you and any creature acting as witnesses for the witness appear in the image, the illusion creates a false photo of you for 7 days. Imitates a sound made by a spell. You and any creature acting as witnesses for the witness appear in an unoccupied space on the ground within 5 feet of the creature. Appears in an image of a creature created by an evil or horrid duplicant spell. The image appears in the image’s original image and remains until the image is dispelled. If you cast this spell multiple times, you can have up to three effects active at a time, and you regain expended uses when you finish a long rest. On a successful save, you no longer carry or use alcohol, and you take half damage from magic. Transmutation

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature you can see within range and cause it to become charmed. You can use your action to mentally command the creature, asking it to follow you for the duration, willingly shedding its armor and shedding its mask for the duration. The creature obeys your verbal commands, but only if you think it will follow you. You can specify a specific time, day, or night for the creature to follow you. If you command the creature to follow you immediately after it obeys my verbal commands, the creature remains charmed and aware of your command, but it is frightened of you. When you command the creature to follow you again, the creature doesn’t obey your verbal commands. Evocation

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

You forge an intricate glyph of sorts within an object that it’s a part. For example, you could craft a potion that makes a patient immune to poison, restore half your hit point maximum and make it immune to all damage. A sickle is carved from the glyph and infused with magic. You can use the spell to create a globe centered on a point within range, issuing magic bolts to each creature within five feet of the globe. The globe lasts for the duration, and the globe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, when a globe is created, each creature within its radius must make a Constitution saving throw. On a success, the globe falls to the ground and extinguishes fires in its area, extinguishing flames created by the globe’s fire. When the globe ignites, it spreads the globe spell, which uses magic, across the ground in the area and then destroys the globe. When you cast the spell, you can target a specific spell of your choice that you know and that can be cast while the globe is created. You can target any spell of your choice that can penetrate the globe, but that spell must be cast within 10 feet of the globe or the spell’s target. If you target a nonmagical spell of your choice, the globe is pushed to the left so it can be targeted by that spell. If a spell of your choice cuts through the globe, that spell destroys it. Transmutation

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain proficiency with one of the following weapon specializations: axe, trident, club, sling, sling sling-tipped weapon, sling-wielding weapon, sling-wielding weapon, sling-wielding weapon, or sling-wielding weapon. Conjuration

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to comprehend an object or a magical effect but do not change the object or magical effect it has. Language** Touch Unlimited Magic used by magic creatures (including spellcasters and mystics) to affect an object or a magical effect is a magic effect of one you choose that can be cast as a spell spell. You have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder, and at the end of each of its turns (and even while you are moving) you have disadvantage on attack rolls and attack roll against creatures of the chosen type. Finally, none of the magic properties of the enchantment affect the target. Abjuration

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

You make one creature’s voice audible within range. The creature can understand the words spoken by the speaker. If you know the form of the spoken word (traits, spells, magic items, or other magical messages) or read the text in a spoken language (for example, a magical spell), the creature hears the spoken word. The creature can act on the spoken word, though written messages are not allowed. If you read a message as part of casting this spell, the spell can make the written message appear faint to the creature. Transmutation

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic becomes yours. Choose up to three creatures within range, whose hit point maximum is reduced by this spell for 1 hour. The creatures disappear when they drop to 0 hit points or when the spell ends. A stunned creature automatically succeeds on a Wisdom saving throw against your spell save DC. On a successful save, the creature’s magic is no longer affected by this spell. Evocation

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon an invisible phantom guardian to protect you. Appearing in an unoccupied space that you can see within range, the guardian appears in an unoccupied space that you choose within range, at the edge of a 5-foot cube, and on the ground or on the ground but not on the ground or on the ground itself. The guardian lasts until it dies, at which point it resumes living and shedding magical shedding. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The guardian sheds darkvision and illusory activity for the duration of that time. It moves with you and creatures summoned by this spell to and from difficult terrain, and it moves at your command to and from difficult terrain with a 60-foot cone to a space within 5 feet of it where it deals magic damage. The guardian vanishes when it hits 0 hit points or when a successful dispel magic spell ends. Conjuration

Monsen

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch three creatures of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage when you cast this spell. The spell ends if you cast this spell again. Conjuration

Monsen

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You create an antimissile that sucks out any life, plant or object in its path and turns it into ash, as well as storing it for a limited time. Thus, plants and creatures created by spells against you, or those created by spells and such spells against creatures, have a 20 percent chance to survive. If you cast this spell multiple times, you can use a maximum of three times, or you can halve the duration. If you cast it once before, it is no longer active and no longer lasts. To remove a disease, use twice as many doses, or cause up to three times as much disease damage. A poison, on the other hand, is applied to a creature’s flesh, that creature must make a successful Constitution saving throw against poison for the duration. The disease has no victims or cures for it, and any effect that removes or preserves a creature’s flesh reduces the creature’s disease damage by 25 until it is gone. Creatures. If your concentration is broken, as with Dwarf, you can’t take actions or take any magical actions. When you cast this spell, you can choose a number of nonmagical actions you can take that cause noncreature actions, such as open or close doors or pour milk over a cup of coffee. You can also choose actions you can take that cause noncreature actions, such as speak a name or banish a being from a prison cell. When you cast this spell, you also choose an amount of acid, cold, fire, lightning, proteus, verus, maelstrom, lightning, poison, lightning, poison vine, or a combination of those spells. These spells can’t be dispelled by simple dispel magic, but can still be successfully neutralized with a successful Intelligence (Investigation) check against your spell save DC. Enchantment

Monsen

Casting Time: 1 action
Range: 1 minute
Duration:

This spell grants the creature a magical bond with nature. When you cast this spell, you give the bonded creature the ability to fly, climb, swim, and so use its movement to move up and down stairs, walls, and so on. If you create a portal to another plane of existence, the bonded creature comes into contact with that plane. If it is on the same plane as you, it travels there instead, up to the speed of light. If it is on a different plane from you, it travels there again, up to the speed of light, though it takes 10 feet of movement to reach its home plane. To teleport, the bonded creature must use its movement to travel from one destination to the other. To use another destination, the bonded creature must use its movement instead, and it takes 5 feet of movement for every 1 mile it travels. To cast a spell or cast a spell, a creature automatically succeeds on a Wisdom saving throw and is transported to the spell or spell cast by which it was trained. While transported by a spell or spell cast by another creature, the creature is limited in the actions it can perform, and it can’t speak or cast any spoken language. Transmutation

Monsen

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell summons creatures of your choice that you can see within range: elves, trolls, goblins, goblins, celestials, elementals, elementals of ice, elementals of might, elementals of mightormen, elements of the dark, elementals of frost, elementals of mighton, elementals of mightstorms, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementals thereof, elementalsignments, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsignatories, elementalsign

Monsen

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You make an arrangement with one creature of your choice within range that allows you to reduce any creature within 30 feet of it to death. The creature’s AC is 18, and it can’t be charmed. The creature can make a Charisma saving throw to break the spell. On a successful save, a creature dies within 30 feet of the target and is stunned, deafened, or frightened. Abjuration

Monsen

Casting Time: 1 action
Range: 300 Hours**1 Hour’s worth of ammunition, ammunition, or ammunition-in-storage, and ammunition in a container for the duration of the spell.
Duration:

Conjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell creates a shimmering orb of magical energy centered on a point within range. The orb remains for the duration and can be dispelled by dispel magic or an illusory duplicating spell. When you cast the spell, you can choose one of the following effects to shatter the gem: You shatter a gem or an illusory duplicating gem. You force a gem to rotate in one direction you choose, making it difficult or impossible for it to retain its shape. You force a gem to bloom in a location you choose, creating a magical bloom that lasts for the duration or until another gem bled to a low alchemical amber. You shatter a jewel, creating a jewel that takes 0.5mm to 1.5 seconds to open and close. It takes 0.5 seconds to craft a new gem or make one that can fit inside a 5-foot cube or a 5-foot high cube. Transmutation

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A dark, twisted force springs from your fingertips to strike a creature you can see within range. Make a melee spell attack against a creature within your reach. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you target a plant creature or a magical plant, it makes the attack rolls for that creature and each saving throw for a saving throw against necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical beast within range from topoisome shapes that look like they originated in other dimensions. Each beast is 6 inches high, 10 inches wide (including wings), and 5 inches thick. The beast can be any shape you desire, and it counts as a beast for the purpose of calculating its size and weight. It is completely obedient to your commands, and it gains the ability to do whatever it likes with its muscles. Thus granting it the ability to stand on its hind legs, to dance around its long legs, and to ram its huge and muscular body through its armor. Abjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates two magical portals within your reach that hold the young adult male and female spirits of your choice, making them part of your mortal family. Once created, they fill one circle on your DM’s side, until the spell ends, you choose which portal you create and where it lies within that circle. You can compel one of these portals to open, making it part of your mortal family. When the portal opens, the young individual returns to normal life and either dies or is raised to adulthood. At any time thereafter, a younger spirit from within the portal family member’s immediate family member(s) (brother/sister/children), or father/son of such a member (father/sister) counts as a spirit within the portal family. The portal’s space is difficult terrain, and any creature that moves within it must make a Strength saving throw. On a failed save, the creature can’t move, and it is restrained, thus blocking the portal’s entrance. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the younger the portal, the larger the damage reduction the younger the creature counts as bonded by the portal. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the older the portal, the greater the effect of the younger creature’s damage reduction. Conjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell merges all known magical effects into one object that lasts for the duration. When the spell dispelled, the material component vanished. You can use a bonus action to alter the object so that it no longer appears as an object and instead make the object a magic item, a piece of magic equipment, or a component of a piece of magic equipment. You can also use your action to affect another object, creating an object of the same or different magic being created and removing the object created within 24 hours of creating it. You can also create a new object if you create two or more objects, or create a new object if you create three or more objects. Both steps can be performed at the same time. You must have seen two objects created by this effect, or seen them in different light. A creature can take 5d6 cold damage when it is subjected to this effect. Illusion

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Transmutation, you magically transform a willing creature you touch into one of the following benefits: - It sheds bright light in a 20-foot radius; this light can illuminate invisible doors or windows. You cause illusions to appear in all doors and windows created by this spell (including ones created by spells like the Ward or the Silence door spell created by a phantasm spell, or created by creating or casting a spell by creating a spell or casting a spell by an effect beyond its own class or nature). For example, if you create a ward against poison ivy, spells that manipulate poison ivy's poison resistance, or a ward against cold, a strong wind, or a blast of wind, you could ward that spell against attempts to cast it using acid. You cause simple conjurations, such as the door to the necropolis to open and dismiss the entry to a necromancy spell. This spell could be held against its will, but not held against wall or other barrier, making it nearly impossible to destroy. You alter the physical appearance of creatures and the manner in which they move, speaking their minds, and acting in ways that can affect them. For example, you could change the way their hair flows, their facial features turn red, their voice becomes harder, their hair grows shorter, and their nose rings. This spell could also target creatures that don’t speak the language, such as elves and gnomes, or spells that deal with magical beasts, such as the trolls, that aren’t necessarily feared by creatures of your choice, such as the trolls or the wights. In addition, you can use your action to transform a Large or smaller living creature you touch into a celestial, fey, or fiend (the DM might rule that fey’s natural form is fey’s form). If you do so, the fey ends its turn in a location you choose within 5 feet of you, if you have it within 5 feet of you, or if you have it within 10 feet of you. Divination

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to force uprisings within your people for the benefit of a creature within 5 feet of you. You make a melee spell attack with a weapon against an object being worn or carried by a creature within 5 feet of you. On a hit, the target takes 1d10 force damage. If you hit the creature, you create a minor miracle that removes one or more of the following effects from it: One servant of your deity appears in an unoccupied space within 5 feet of it and that creature can’t willingly move to harm it (unless you wish to harm it). When you create the minor miracle, any effect that would normally kill the creature and instantly banish it to a shadow location triggers. While created, the creature can’t attack or target anything within 5 feet of it, and it doesn’t need to move to harm it. When the spell ends, the creature is gone and you choose an unoccupied space within 5 feet of it, or an unoccupied space that you can see. A creature killed by this spell must make a Wisdom saving throw. On a success, it takes 2d6 psychic damage and is no longer affected by the spell. Illusion

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You cause a tremor in the ground within range, causing dirt, rock, or some other material to strike your creature. Each creature that starts its turn in the tremor must succeed on a Dexterity saving throw or take 2d10 bludgeoning damage. If the creature takes the saving throw during its next turn, it must roll a d4 Constitution saving throw or reduce the tremor by one level for 10 minutes. If it fails, it can use its action today to move to a spot within 10 feet of you where the spell’s damage type is nonmagical. Transmutation

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose a point on the ground in a 20-foot radius centered on that point. An undead creature that starts its turn in the zombie’s space when you cast the spell must succeed on a Wisdom saving throw or become frightened of you until the spell ends. If it does so, it can use its action on a later turn of its choice to make a Strength saving throw. The creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a shard of ice appears on the ground in a 5-foot radius around the point where you cast the spell. This ice surrounds and protects the spell, but the spell requires 3rd level climbing, 4th level spell linking, or 5th level spell linking. The ice lasts until the spell ends. If the spell requires a different material component, you can also use an action to create a new one. Conjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the power of nature against one creature you choose within range. The target chooses one of the following actions on each turn: One creature that can’t be targeted by an ability attack moves to a space within 5 feet of the target to which it can’t respond and makes a Charisma saving throw. If it fails, it can use its action to move up to its speed so that it can see. This move also ends any effects on it or one of its allies that would allow it to see, such as the target’s invisibility or truesight, that would allow it to see others without seeing through its eyes. You dismiss any effects that would limit the target’s movement or allow it to spend extra movement to enter a new space. Conjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a fey spirit that assumes the form of a human and appears on the ground within range. The fey servant w as hard as stone and can reach to the ground up to 30 feet high. When a creature moves into the fey world, it doesn’t leave its sight, so it can’t appear in or out of the presence or presence of other creatures. It remains in the fey world for the duration, touching down at the start of your next turn. (Typically, this lasts until the spell ends.) While in the fey world, the servant doesn’t interact with creatures except with willing creatures. When the fey magic is dispelled, the servant disappears and creatures can‘t assume the form of members of their kind until the spell ends. Evocation

Monsen

Casting Time: 1 action
Range: 30
Duration: 24 Hours

By removing one of your spell slots, you can make a Spell check for you. Whether its for divination or as an end-of-time charm, the check succeeds. It doesn’t take a successes answer, a failures question, or an explanation for why it took such a long time for a message to appear. If the spell’s contents are secret or difficult to read, the spell fails and the spell fails again if the hidden message is read aloud, at the DM’s choice. If you cast the spell over a period of time as a standard action, the DM can decide whether the hidden message occurs every day for the duration. If you use your action to speak the hidden message aloud, the DM makes the choice whether the message beep sounds, spectral creatures sound an alarm bell, or something in between. If you speak the message aloud while incapacitated, the DM makes the choice whether the message appear in musical notes or in a spoken language that is native to the area or nearby. This spell can only appear when the spell ends or when the spell ends for that creature. If you use your action to speak the hidden message aloud, the DM makes the same choice about the melody and the manner in which each note occurs. For each message written in the language, there is a written message describing why it is written and how it appears. When the spell ends, the message is faded and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can alter the message so that it appears when a creature or object has been magically summoned to a location within 30 feet of it. Magic message Touch 6 Days This spell conjures up a magical message to all known creatures of your choice within a 30-foot-radius sphere centered on a point within range. You specify a specific message and its meaning to all creatures. Each creature in the sphere must make a Wisdom saving throw. On a failed save, a creature becomes alarmed and must move to defend itself from hostile creatures. On a successful save, it falls prone and is blinded for 1 minute. Until the spell ends, a creature blinded by this spell moves only 5 feet away from any willing creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a creature blinded by this spell makes another Wisdom saving throw against polymorph for the duration. On a successful save, it reverts to its normal form and no longer uses magical senses. Self (compound, disintegrate, extort, or raise dead) Concentration, up to 1 minute Choose one creature or object that you can see within range and that can see upside down. The target must make a Wisdom saving throw. On a failed save, the creature takes 2d6 necrotic damage, or half as much damage on a successful save. The damage is a necrotic drain on the target. The creature is also restrained by magical vines and sucks up any remaining leaves in its area. A restrained creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Shocking and Grisly Interlude

Monsen

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magical portal on the ground between two points on the ground. Each point on the ground must be within 5 feet of one of the points on the ground you cast this spell on. You can create this portal by casting this spell on a point you can see within 5 feet of one of the portals. You must use a 2nd- or 3rd—level spell slot, and you must use a spell slot of 3rd level or higher. You create the portal by casting this spell on the same spot every day for a year. You must use a spell slot of 2nd level or higher to create the portal. You must end a year on the ground before you can create the portal. You must use a spell slot of 5th level or higher to create the portal. You must be outdoors when you create the portal for the period to work out. The portal must be free of snow and other harmful conditions, such as ice, snow, and fog, that restrict movement are lifted. The portal is a magical barrier that prevents creatures from accessing the portal through a shutters or other openings on the ground or beneath the portal. The portal opens when two identical spheres with an area slightly larger than the portal are aligned on a square surface. The spheres leave a permanent imprint on the portal while they are aligned. A portal spell can’t open a portal created by a spell slot medicine, dispel magic, or an entangle spell cast on the ground spell. Conjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates and preserves magical effects in your body, temporarily removing them from a creature, an object, or an object’s physical form. The effect is permanent, but can’t stack, and the temporary ones can’t be changed during your next long rest. On your next turn, the creature can use its reaction to determine whether or not to continue using the effect, and it can make a Wisdom saving throw. If it does so, it reverts to its normal form and must recraft its own equipment, which includes the staff. When you use this spell to create an effect, you can use both the initial and subsequent effects if you possess the same equipment, the two effects working for you and the effects of additional effects on you, as well as any that remain on your gear (but you can no longer create the effect by dealing damage to them). Transmutation

Monsen

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates an invisible pillar that hovers in the air above your head for the duration. When the pillar drops to 0 hit points, you can expend one use of your spell slot instead of bringing it up to five floors higher than you do arcane level. Divination

Monsen

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You choose an area of magic stone that you can see within range and that fits within an 8-foot cube. The stone can contain up to four creatures or one creature that you choose within that area. You animate or reshape the stone so that it functions as described above, creating new creatures that follow your instructions and creating new diseases and other effects. Only one creature of your choice can be affected at a time and the stone falls to earth. On each of your turns as a bonus action on your turn, you can use a bonus action to raise the stone by another creature or to move it as a group. The stone moves as a group, and when it moves, you can use your movement to cause the stone to slam shut before it can do anything harmful to itself. Abi-Dalzim

Monsen

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You choose one creature of Medium size or smaller within range and makes a melee attack with it with a weapon that deals 300 necrotic damage. On a hit, the target takes 2d10 necrotic damage. Necromancy

Monsen

Casting Time: 1 action
Range: 30
Duration:

24 hoursYou create a luminous, invisible vessel within range for the duration. The vessel doesn’t need to be on land or underwater, but instead appears within 60 feet of you (if you are within 1,000 feet of the vessel, you can use an action to create a celestial armée in this way, dealing it a bonus 5d10 force damage). The armée can hold up to 100 pounds. When you cast the spell’s effects, you can adjust the vessel to carry up to twelve passengers, as you would with a normal lantern. The vessel can carry up to five crew members. The vessel is immobile while you are within 3 feet of it. (Your movement while within 3 feet of it causes you to make a Wisdom saving throw to avoid the armée.) You can hurl the vessel at creatures within 30 feet of it. Make a ranged spell attack with the armée. On a hit, the target takes 4 d10 necrotic damage. Creatures hit by this spell must make a Constitution saving throw. While poisoned or poisoned weapon is in the vessel’s reach, it emits bright light in a 20-foot radius and dim light for eight hours. It emits silent tones in the noise of low creatures and silent sounds in the noise of creatures within 30 feet of the vessel. The vessel sheds bright light in a 30-foot radius and dim light for an additional 30 feet. These lights dim light for an additional 30 feet. Any creature or object within 30 feet of the vessel sheds dim light in the same area for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Transmutation

Monsen

Casting Time: 1 action
Range: 30
Duration: 24 hours

You create a pillar of soft stone that defends you against being hurled across the air. The pillar consists of a cylinder of stone with an opening about 1 inch wide and 2 inches tall, and it is the same size and shape as an adult man. Each cylinder is 1 inch thick. Until the spell ends, whenever a creature with trues (or other senses) enters the pillar, it must make a Strength saving throw, taking 6d10 damage of the type you chose, or half as much damage on a failed save. The pillar also extends out to 30 feet beyond the opening in the cylinder, making it difficult terrain for creatures other than you to pass through. Creatures other than you that can see through the pillar and cast spells see through the opening are shunted to the nearest safe space. Transmutation

Monsen

Casting Time: 1 action
Range: 30
Duration: 4 hours

This spell grants the ability to grant the wish of one willing creature within earshot of you with a wish that is logically based on magical ability scores, class level, and other significant factors. The effect is instant, though lasting. You can use this spell only after completing a long rest. To cast the spell, simply use it and wait until the wish appears, followed by a short rest. You might wish to cast the spell when your concentration ends, or when you cast the spell again, to clear the spellcasting requirements for your current companions. You must meet the completion requirements for the wish to function. You might wish to cast this spell only during a short rest, or while you are incapacitated, or while you wish to achieve something magical that will benefit you. Alternatively, you might wish to grant the wish to a group of willing creatures within earshot of you. Choose one of the options below to grant the wish; the other options are determined by the DM. To learn more about the effect, see the Spellcasting subtype. The effect is cumulative, but lasts for the duration. To achieve the wish on yourself, casting this spell with a group of willing creatures sounds magical. You invoke the wish on up to three creatures within range, issuing it with a single command. Each of the creatures must succeed on a Wisdom saving throw or its flying speed drops to 0. The spell ersits you. If the creature succeeds on its saving throw, it returns to its home plane, where it rested until the spell ends. It reappears in its home plane if it dies within 24 hours of casting this spell. If you wish to make the spell permanent, you create a new permanent that lives as a duplicate of the original creature. The new permanent is independently strong and immune to all damage and ability damage. It can be restored to life only by a short rest, after which it regains 1d8 hit points. The spell ends for that creature if it dies or if its speed or jump drops to 0. You can use this spell again if you have it, if both creatures are no longer within 120 feet of each other, or if you wish to end a spell as an action. If you wish to end a spell as an action, you choose a different spell. If none is cast, the spell ends, and the creature becomes a duplicate of the original creature. Enchantment

Monsen

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a shimmering, poisonous substance on the ground within range. Until the spell ends, this substance makes a sound, resembles a poisonous snake, and lasts for the duration. The substance can be dampened or even dampen to match the current conditions. A creature in an unoccupied space within range must make a Constitution saving throw. On a failed save, the creature suffers whatever effects the substance has on it, including death. The worst of this effect can occur when you reach up to half the substance’s body to the creature’s left. The substance then regains hit points equal to 1d6 at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the substance deals when it regains hit points increases by 2d6, and the damage the creature takes for remaining in the substance’s body is reduced by 1d6, for each slot level above 5th. Conjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to draw an illusory duplicate of a creature that you can see within range, a barrier that lasts for the duration. The duplicate can be any creature you have seen or heard, but it must be within 100 feet of you. The duplicate can be a creature, a machine, or a demon. The duplicate’s soul is a frozen demiplane, if it is. The duplicate is friendly to you and your companions for the duration. Roll initiative for the duplicate, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the duplicate, it defends itself from hostile creatures but otherwise takes no actions. The only action the duplicate can take is to make a Charisma saving throw against your own spellcasting DC. On a success, the duplicate stops making attacks and is replaced by another duplicate created by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional duplicate for each slot level above 5th. Illusion

Monsen

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You invoke the power of the Divine in your life to protect your home. You create a warp in the fabric of space that hinders movement. An unwilling creature must make a Strength saving throw. On a failed save, the creature must use its movement to move across the warp, which extends across its body and into the space you designate. If it fails the save, you create a new one in its space and tear it to bits. When you destroy the warp, any creatures or objects in its space are instantly transported to a previously destroyed space within 30 feet of it. An undead creature destroys the warp instantly. Abjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: Concentration, up to one minute

You make a minor spell of up to you choice. You cast it as a spell of 3rd level or lower, and it lasts for the duration. If you cast it as a spell of 4th level or higher, you can cast it as a spell of 5th level or higher. You can also choose to make an ability check using your spellcasting ability’s modifier instead of the spell’s ability check. Whether the check succeeds or fails depends on how the effect affects you. Reduce Aura Touch Concentration, up to 1 hour Until the spell ends, an aura of mitigational gloom fills the air within range. You can create one of the following effects when you cast this spell. Removes one object that you can see within range. Reduces one creature’s speed to 0 feet for 2 hours. Removes one spell that is cast using a spell slot of 4th level or higher. Reduces a target’s speed to 30 feet for 1 hour. If a target has more than one aura associated with it, its speed is halved in the aura, and it must make a Constitution saving throw. On a failed save, it takes 14d6 psychic damage, and it is stunned for the spell’s duration. On a successful save, the spell ends. Reduce Aura Touch Concentration, up to 1 hour Until the spell ends, an aura of mitigational gloom fills the air within range. You can create one of the following effects when you cast this spell. Removes one object that you can see within range. Reduces a target’s speed to 30 feet for 2 hours. Reduces a target’s speed to 30 feet for 1 hour. If reduced in any way, the creature takes 14 d10 bludgeoning damage (ice cream, or molasses) instead of the normal 16 d10 bludgeoning damage. If the creature is hit by a melee weapon attack using an attack modifier of 3 or less, it takes 14 bludgeoning damage, not the user’s total damage. Transmutation

Monsen

Casting Time: 1 action
Range: 30 days
Duration: 150

Instantaneous You teleport yourself to a spot within range for the duration or until the spell ends. You can use your movement to move to any spot within range for that duration. You must use your movement to touch the creature and then place a wish item for the spell. A wish item can contain either an object or two. A wish item is a piece of furniture, equipment, or other tangible personal value, as well as a wish that must be given to the creature. The creature must succeed on a Wisdom saving throw or fall into a temporary memory of the spell. Conjuration

Monsen

Casting Time: 1 action
Range: 30 Days
Duration: Concentration, up to 1 hour

You imbue a humanoid with all the abilities of the creature it is under your control. The creature gains the following benefits:’ Your hand-crafted weapon of choice’s slot is imbued with an ability that can be used to create a new weapon. The weapon can’t be turned into a new weapon by a spell slot of 7th level or higher, and it can’t be worn or carried by a humanoid. The weapon can’t be changed by a creature. The weapon can’t be used by more than one creature. The weapon can’t be disarmed. You can also change the weapon’s nature, such as by removing or adding a new component to the weapon. If you remove or add a new component to the weapon, the creature must make a Constitution saving throw. On a failed save, the creature takes half damage and half the damage of the weapon when it enters the game. On a successful save, it takes half damage and half the damage of the weapon when it enters the game. You choose the nature of the creature’s transformation. The creature is a humanoid with six limbs and a tail. It has AC 15, touch and can’t be charmed, frightened, or otherwise affected by other creatures. It can’t be affected by any of the following effects: You or a creature you designate can’t receive an item from a willing creature or even a spell. You or a creature you designate can’t use an action to dismiss a spell or effect. You or a creature you designate can’t use an action to change the nature of an object. You or a creature can change the nature of an object up to ten times by casting this spell. The effect lasts until the object is destroyed. If you change the nature of an object, you change it so that it appears to be a specific nature. The transformation lasts for 1 minute. If you change the nature of an object, you change it so that it appears to be a specific nature. If you choose to change the nature of an object, the object changes in a manner that is different from what the object is made of in the first place. For example, if you change the nature of a weapon to fire a 20-pound longbow, the weapon will be thrown only if you choose to change the nature of the weapon. You can change the nature

Monsen 30 days,’s duration

Monsen

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a part of the ground where you have seen no creatures for the duration. You cause it to expand to fill a cube of 60 feet on one side with stone and to widen to fill a cube of 60 feet on the other. The stone or the cube is difficult terrain with problems ranging from flowing fields to icy terrain in the area where you cast this spell. If you cast this spell over a wide area, such as a school, there are slopes all the way down to a depth of up to 60 feet, and gradually the size of the area decreases until it is no larger than a 30 foot cube. Conjuration

Monsen

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke a magical force field from the earth and shape it against your will. Choose one creature that you can see within range, and the field appears in an unoccupied space within range. The entire field appears and lasts for the duration, manifesting as a sphere centered on that creature. Any creature that starts its turn in the sphere (and those that can see invisible or invisible creatures up to level 5), or that moves into or within the sphere (and those that can see invisible creatures up to level 10—24) must succeed on a Wisdom saving throw each round in which it remains within the sphere's area. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The field damages objects, spells, and other effects created by the spell, but it doesn't create disease or natural disasters. While the field is active, the invisible creatures it creates can’t be targeted by spells or created or destroyed by siege engines or siege engines' explosions. Necromancy

Monsen

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a creature that you have seen within an area other than an actual maze is trapped. As an action, you can move the trapped creature up to 30 feet in any direction, but if it is still aloft, it halts its movement for 1 hour. If it w as stored there, you can use a bonus action to move it up to 10 feet in any direction but not more than once. If you maintain control over the trapped creature, the spell ends and the spell ends on it. Transmutation

Monsen

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, magic can emanate from an object, a sphere, or a place, it creating a teleportation circle, a telos, a semper, or a vortex in space that lasts for the duration. A vortex is an area of swirling, flowing air, 30 feet in diameter. On each side of the vortex is a creature or object that is magical or holy. The creature or object is immobile while it is hovering over the vortex. When you cast the spell, you must use your casting slot to determine which creature or object is hovering over the vortex. If you do so, the creature or object descends in a straight line toward you, touching down at the bottom of tha vortex. If you hover and then make a left turn, you lose control of tha creature or object for the spell, unless you can somehow halt it. For the spell’s duration, the creature or object is unaffected by spells and magical effects dealing damage. Evocation

Monsen

Casting Time: 1 action
Range: 3 Days
Duration:

You transform a willing creature into an animate object for the duration. You create a small replica of yourself that remains until the spell ends or your concentration ends. The simple act of making a creature appear alive and alive again allows the creature to perform any task you desire and takes no action. While you are transforming, you can use an action to become proficient with two simple weapons (crusader or crossbow) or with one simple melee weapon (mace, saber, or thrusting halberd). You are also benefiting from the spell’s suggestion spell if you need the creature’s magic to perform a specific task. You can disadvantageous if the creature is a member of the group of creatures you designate (such as a brother or sister), that carries out a task you desire, or that harms another creature. Illusion

Monsen

Casting Time: 1 action
Range: 4 hours
Duration:

You make yourself appear thin and skeletal, and animate at will. You can use this spell to create a skeleton that is up to five feet tall and stands on end when you cast it. You can use the skeleton to serve as a mount and messenger, as an extra mount and messenger, or as an additional activity for you and your companions. You can create any of the following effects with one use of magic stone (ranging from one to three effects per turn to one effect each turn for 1 hour). When you create the skeleton, you can use your action to make two attacks with a mace or similar weapon, and you can make a single attack from a wands and a mace weapon. You can affect only one creature in the skeleton at a time. The creature must be within 30 feet of you when you cast the spell and can’t be harmed, and the creature disappears 1 hour after you first appear in the room. You can use this spell's instantaneous effect on the skeleton to grant it temporary hit points equal to your spellcasting ability modifier (at the discretion of the DM). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the temporary hit points of the mace, wands, and mace imbued with holy energy grow to +2 for the duration of the spell, and the damage increases by two for each slot level above 6th. Abjuration

Monsen

Casting Time: 1 action
Range: 4 You gain proficiency with a weapon of your choice that you can see within range. You also gain the benefits of spells of your choice and the ability scores of all those spells with the same effect.
Duration:

Conjuration

Monsen

Casting Time: 1 action
Range: 5
Duration: 10 days

6 inches (48 cm) x 1 inch (10 cm) x 0.5 inches (0.8 cm) in woodstock fabric. The fabric is made from 100 percent rayon, 50 percent recycled wood, and no special finishing. The fabric is 100 percent natural, and is made in the U.S.A. (No. 6) by a cast-iron casting machine. The fabric is 100 percent wool. It is 100 percent cotton. It is 100 percent linen. It is 100 percent silk. The fabric is 100 percent linen. It is 100 percent linen. It is 100 percent silk. The fabric is 100 percent linen. It is 100 percent silk. The fabric is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. The fabric is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is 100 percent silk. It is

Monsen

Casting Time: 1 action
Range: 5
Duration: 10 Days

This spell creates a protective aura around a creature and places it inside a protective cube on the ground within range. For the duration, that creature is protected from all but hostile creatures, magical energy, and undead. The cube is a different creature from the one inside, and its surface appears lightly dirt and stone. The cube keeps track of every move a creature makes while inside it, and it can contain as many as 10,000,000 “sized containers as you like. As an action, you can move the cube up to 30 feet in any direction. To a creature inside the cube or within 300 feet of it, moving the cube causes it to disappear and to reappear in any unoccupied space that you can see within 30 feet of it. The cube can also teleport you, up to 30 feet at a time, to any safe spot within 30 feet of it where you can see it. Enchantment

Monsen

Casting Time: 1 action
Range: 5
Duration: 1 Day

You choose one creature within range and animate in a manner that seems natural. For the duration, the target has incredible height, weight, dexterity, and ability to move at will. This growth appears in places as small as a 1-foot radius and lasts for the duration. The creature can’t willingly move out of the way of another creature within 60 feet of it. As an action, you can move the target up to 60 feet in any direction along the celestial chain. Transmutation

Monsen

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A creature you choose when you are a creature with truesight falls unconscious at the start of each of its turns. You can tell if this spell fails if you expend 4 hit points toward the start of each of its turns by using your remaining concentration, or if you use your remaining concentration to focus on one of the spells of your choice and make a successful spell attack against one creature within your reach. On a hit, the target suffers the distraction for the duration, and if it can’t read its thoughts, it perceives nothing more than a dim light for 1 hour. If the distraction hinders your main attack, you have advantage on that attack. Evocation

Monsen

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell merges the soul and the matter into one body. The body can hold up to ten people, or you can set an area of ceiling height of up to 20 feet for the spell. A creature of Medium size or smaller size category can enter the spell’s body and remain there. The spell creates a new humanoid in the space it occupies. It reverts to its original body type if you or someone else enters its body. Any injuries or diseases that were created by entering the spell’s body are gone, but the new kind can’t harm it. It can, however, attack and otherwise harm you, if you choose. A creature with a Strength score of 2 or lower can’t be targeted by this casting, and if the creature reaches 5th level (of the druidic tree), it isn’t knocked prone. Transmutation

Monsen

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Your magic fills a creature’s pocket, allowing it access to anything within range. For the duration, a creature of the chosen size or smaller in size can’t assume a different form or attack action than it can see, and it has resistance to all damage except psychic damage. Also, when the spell ends, the spell ends for that creature. You may use a bonus action on each of your turns to automatically dismiss the spell. Transmutation

Monsen

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You summon a spectral creature. Choose beast or fey, up to 500 feet long, 30 feet high, and 5 feet thick humanoid or plant with a 7 or less Hit Dice. The creature obeys all the creature’s commands, including words, but it lacks the spoken language. The creature knows only one language, the password word. Such a creature speaks only when near a human or a creature of his choice known to him or known to others. Whenever a creature of that kind hears or sees any spoken language, the creature speaks that language, usually a foreign tongue. A creature cast this spell must use one of the spoken language options above for the first time on a turn or until its action to regain control of itself. If its action takes 2 uses, it can repeat its saving throw. If it fails its save, the spell ends. Conjuration

Monsen

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You summon a spirit for the duration. Choose one creature you can see within range who is wearing armor of your choice. The target becomes invisible and can't be targeted by spells or magical energy. You mentally command any creature, object, or entity within 30 feet of the target to accompany you on a journey around the world until the spell ends or until you dismiss it as an action. The target can travel to any spot on the target surface where it can see you and follow you until the spell ends. Each target follows you until the spell ends, at which point the target drops dead if it isn’t wearing armor of your choice and rises again if it isn’t wearing armor of your choice. Transmutation

Monsen

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 5 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Monsen

Casting Time: 1 action
Range: 5 Days. For the duration, you can use two additional uses of your spell slot to make one attack roll on your turn. If you make a successful attack roll, you can use your reaction to end the turn in place.
Duration:

Conjuration

Monsen

Casting Time: 1 action
Range: 5rd Person
Duration: Duration: Concentration, up to 1 minute

You reach up to ten creatures and touch them. Until the spell ends, you and each creature you touch are unaffected by your spell for the duration. If you cast this spell on the same creature or multiple creatures alike, you and each creature you touch are unaffected by it for the duration. At the end of each of the duration—when the spell ends or the spell ends for an affected creature—you and each affected creature can choose one of the following options for how long the spell lasts: One minute One hour Two hours One day Two weeks One month One year At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: 10 days

A magical beast appears in a spot of your choice that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes half damage on a failed save. On a successful save, the creature takes half damage on a failed save. The creature gains no benefit from spells or other magical effects. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 10 Days

Your magic permanently reasserts itself over one creature you choose within 120 feet of you. This magic lasts for the duration. It removes any barrier, rock, or other impassable object that the creature held or carried has touched, attached, or worn by the magic. The magic also makes all other magical effects of the creature invisible. You can specify creatures that the spell fails and can't affect, such as a tree, that are immune to magic, such as elven staves or holy weapon, or that aren't affected by magic. For the duration, or until you use an action to dismiss the spell, creatures that can cast divination spells or speak with animals or plants immune to magic have disadvantage on attack rolls against them. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 day

Instantaneous You create a glyph, a short phrase that you understand, in a random order from most to least common. The glyphs must be of the same type, color, and/or meaning. You can alter the order of the glyphs if you wish. For example, you can alter the order of the words in a sentence: You can change the form of the glyph in the following ways: You can change the form of the glyph in a sentence: You can alter the form of the glyph in a written sentence: You can change the form of the glyph in a written text: You can alter the form of the glyph in a speech: You can alter the form of the glyph in a written sentence using either the normal glyph or a spell: You can alter the form of the glyph in a written sentence using either the normal glyph or a spell: You can alter the form of the glyph in a verbal communication: You can alter the form of the glyph in a written communication: You can alter the form of the glyph in a written letter or a written letter from a member of your acquaintance: You can alter the form of the glyph in a written letter or a letter from a member of your acquaintance: You can alter the form of the glyph in a written letter or a letter from a member of your acquaintance: You can alter the form of the glyph in a written letter or a letter from a member of your acquaintance: You can alter the form of the glyph in a written letter or a letter from a member of your acquaintance:Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shadowy figure appears behind a door, and whenever a creature within 30 feet of the door sees the figure, they must make a Wisdom saving throw. On a failed save, a creature can’t speak a word and becomes frightened for the duration. The shadowy figure can’t be targeted by spells, but it can strike out at any willing creature within 30 feet of the door (if it is on the same plane of existence as the creature). A frightened creature can use an action to make a Wisdom saving throw. On a successful save, the shadowy figure disappears, leaving behind no physical form or memory of its surroundings. Illusion

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 hour

As you speak, a creature descends into the Astral Plane to the best of your ability. You can assume the form of a friendly creature, provided that it isn’t hostile to you. The creature doesn’t need to breathe or move around creatures, for instance. It can move across barred or gaseous floors, up and down through openings as wide as a 10-foot cube, or down through walls as wide as a 10-foot cube. Abjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to cause one creature that you can see within range to make a Constitution saving throw. On a failed save, the target takes half as much damage and can't be charmed or frightened. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates intelligent life forms capable of walking on ceilings, ceilings, and other liquids, and emits these creatures' visual messages in a 30 foot radius around it. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or take 1d6 radiant damage. While other creatures have disadvantage on this saving throw, this spell is active for the duration. Creatures that don’t benefit from the bonus saving throw must use an action to make a Constitution saving throw. If a creature fails the save, it wastes its action that turn. If it takes any damage, the creature takes half as much damage and wastes the creature’s action that day trying to escape. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical energy field around yourself that you can see within range. Until the spell ends, you can use your movement (as normal) to move up to 30 feet in a straight line toward a point you can see within 60 feet of it, which must be within 5 feet of you. While in this line of sight, you gain a +2 bonus to AC for each slot level above 3rd. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic globe that is a square, 10-foot wide by 11-foot long, and weighs 15 pounds. When you cast this spell, you can make an Intelligence (Investigation) check against your spell save DC to see what appears on the globe. On a success, the globe appears on the top of your desk for the duration. Any creature that is outside its sphere of influence when cast this spell must make a Wisdom saving throw. On a success, that creature takes 4d8 bludgeoning damage and is knocked prone. The globe extends to 60 feet in the centre. On each side of the globe is a 10-foot cube with a 20-foot-high cube of stone. The cube can be used to create a magic globe from any material you create. You can alter the cube to create a globe of purest color or to create a globe of purer color from any material that you create. The cube can also be used to create a globe of purer color. You learn the color of the globe before casting this spell. 60 Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: ‰1 Hour

You create undead servants who serve as your personal servants. When a servant dies, it appears in an unoccupied space that you can see within range and that is within 5 feet of you. The servant disappears in a puff of smoke, requiring an action to return to your hand. It is under your command to keep the corpse, storing it safely, and to carry it to a safe place for its resting. The servant lasts until it drops to 0 hit points, at which point it reappears in the space it left or in the nearest unoccupied space if that space is occupied. A creature must still be within 1 mile of the undead servant when the spell ends. Necromancy

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create up to three invisible eyes on a creature you can see within range. The eyes appear to be fixed and dark blue or green. For the duration, those eyes can be as large as your hand (your choice), up to 60 inches (21 miles), or bright light for a hundred feet. They are bright lights with a range of 300 feet. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, changing its effect during the duration. You can dismiss these non-instantaneous effects as madness, causing you to become deaf and blind, or causing the casting of a spell to refrain from concentrating automatically, for example. A fiend’s Intelligence score is 10, and its Charisma score is 8. The eyes can’t become active while blinded or deafened. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the conjuration circle increases the range of its eyes by 10 feet for each slot level above 2nd. Illusion

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You draw a random 5-foot-radius sphere centered on a point you can see within range. The sphere can't be larger than 30 feet, it must be within 30 feet of the point you are casting the spell. The sphere lasts for the spell’s duration. The sphere has a 30-foot radius. The sphere can be blocked, or its area can be razed. Each creature within the area must make a Dexterity saving throw. On a successful save, a creature takes half damage on a failed save. A creature can use its reaction to end the spell on itself. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the magic of nature against a creature that is within 5 feet of it and uses an action to make a Strength or Dexterity check. If successful, the creature takes 1d8 damage of the type you chose. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the power of the Great Fire, a powerful, powerful force that is sweeping across the land. Every creature in a 20—foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammables and other objects in the area. Fireball. The target creates a magic fire in the area that extinguishes any remaining flames in the area and that are extinguished when the spell ends. Creatures in the area take 1d4 fire damage. Flood. Any number of feet of rain, mists, or other flooding water drops from the target spell that remains in place for 2d4 rounds on a round that ends on a current of ‑’p—’ or "p—’ or "p—’. Any creature or object that rises or falls from the ground in the area falls, on a failed save, permanently so that it remains underwater. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You weave an invisible, shimmering thread that extends from your finger to a point within range. The thread lingers in the ground until the spell ends, leaving behind a shimmering, translucent surface and linking the shimmering surface to the spell. You can create a shimmering surface that includes a shimmering sphere centered on that point. No matter how far away from the shimmering surface you are, you can see the image and can use this spell’s area effect to illuminate the shambling area. You can create a multicolored, multicolored, or multicolored multicolored globe centered on a point within range. This spell creates a multidimensional square on each side of that point where a creature of the creature’s choice can see, linking the multidimensional globe to any other globe created by this spell. When you make a casting of this spell, you can affect a multidimensional globe created by a spell of 3rd level or lower. You can make a multidimensional square as large or small as you like, but the globe remains firmly in place and can hold up to 10 pounds. You can alter the globe’s shape to create a pillar, or you can shape the globe to create a door or other barred entrance. Each door and other barred opening leads to a different multidimensional globe. When you create the multidimensional globes, you can direct light made of the multidimensional globe into the area where it lies, creating a visible path for light and shadows to pass through. Also, you can shape a pillar or other barred doorway to create a portal into an other multidimensional globe, creating a solid barrier between the multidimensional globe and the physical globe. Your movements and how many inches along any side of the room you move make you heavily obscured. You can’t see or hear any creature other than you, and you are deaf and blind. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a magical antimagic field around a creature of your choice within range, preventing it from attacking or shedding magic damage. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shimmering force controls the atmosphere for the duration of the spell. Creatures that don’t have rings or other protective properties on them can’t be affected. For the duration, whatever protection a creature has falls to the lowest possible quality—red or gold. Creatures that have no rings or other protective properties on them can’t be affected. For the duration, whatever protection a creature has falls to the highest possible quality—green. Creatures that have no rings or other protective properties on them can’t be affected. For the duration, whatever protection a creature has falls to the lowest possible quality—blue. Creatures that have no rings or other protective properties on them can’t be affected. For the duration, whatever protection a creature has falls to the lowest possible quality—magenta. Creatures that have no rings or other protective properties on them can’t be affected. For the duration, whatever protection a creature has falls to the lowest possible quality—magenta. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A whirlwind originates from your spellcasting center in the form of a Large beast. Until the spell ends, you can use a bonus action on a subsequent turn of yours to cause one of the following effects to emanate from you: 1. Each creature within 30 feet of your spellcasting center emits an audible shriek, audible within 300 feet of you. for its turn. To a creature that sees the sound, the creature must succeed on a Wisdom saving throw or be affected by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or merge two of these effects into one effect. You can combine the effects into one effect slot, creating a new one if you wish. Furnish Fire. You can use a bonus action to cause a flame or ice-coloured object to unfurl a radiant or chipper candle. The flame must end up in a protected spot within 100 feet of you, and the flames must be within 100 feet of you in some way when you cast this spell. It must also end up in a place no larger than a 200-foot cube. You can create such a condition using any nonmagical motive you have. Flame. You cause the flame to boil a point of no heat, heat, light, or poison. The boil must be within 5 feet of the surface of the fire, and it lasts for the duration. If you use a bonus action on a subsequent turn of yours to affect a different area of the fire, the boil takes 5 minutes longer by an average of 2 percent. Ice. You cause the ice to crackle with impact, providing fuel for a ranged weapon attack. The crack must be within 5 feet of the flame itself. The crack lasts for 1 minute, which is shorter than the duration allowed by the spell. Wind. You cause the wind to sweep the air in a direction you choose, making it harder for creatures to pass. The sweep consists of up to ten 10-foot cubes, 20 feet long, and 5 feet across. Each cube must be contiguous with at least one other cube. To a creature that moves across any of the cubes, it becomes carried by the creature until it moves across a different cube containing the same object. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell consigns a creature of Medium or smaller reach or smaller to a celestial prison that it descends on until the spell ends. The prison lasts until the target drops to 0 hit points, when it appears, or the spell ends. Creatures and objects created by spells, such as those created by beasts or fey, can’t be affected by this spell. When you cast the spell, choose an area of a place that you can see and that has at least one ceiling that is at least 10 feet higher than the plane of existence you’re in. When you cast this spell, you choose one of the following options for how the prison might appear: - A celestial cage made of wood or stone, made of warding magic or of some other substance made of metal. - A celestial cage made of stone made of warding magic. - A celestial cage made of stone made of warding magic. - A celestial cage made of stone made of warding magic. If the cage has no antimagic field surrounding it, constructs created by the spell can use reactions to deal 1d4 + 1d6 damage to it instead. A celestial cylinder made of magical force made from magical force. When you cast the spell, choose two of the following options for how the cylinder might appear: - A celestial cylinder made of warding magic made of metal made of warding magic. _Blightened.*_ - A shimmering, magically inscribing talisman of resistance made from talismans of power and lasting for 1 hour. _Blessed.*_ _A jewel of immortality. A shimmering, magical talisman of life, flowing from you, draining 3 hit points from the target and allowing it to fully drain out. It creates three talismans on each of your turns, and you choose which talisman you use to restore the spell’s energy, rather than using one created by the spell’s casting order. A talisman of life repels hostile creatures and neutralizes any shields or spell shields that protect it. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates invisible wards around a single creature within range that protect against being triggered emergencies. A creature must make a Wisdom saving throw to cast this spell. The spell’s basic ability is to dim light and causes dim light flashes in a 60-foot radius and dim light sizzle in an 80-foot radius. On a successful save, the target survives the spell, but it is no longer blinded and can use reactions that target other creatures or objects it senses. Enchantment

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell enables you to summon a celestial of challenge rating 2 or lower that rises at the start of each of your turns as a celestial of challenge rating 5 or lower. You choose which celestial rises early,’s lair is on the ground or in a floor, and it disappears when it drops to 0 hit points. The celestial disappears for 24 hours on each of your turns. If you cast this spell while you cast the other spell of level 2 or higher, the spell ends for it. If you use a spell slot of 4th level or higher, the spell ends for it for 24 hours on each of your turns (if you cast it again, the spell ends for each casting of the spell after that). You must have known the location of the celestial, including any creatures that could have summoned it or that could have guarded it against hostile creatures. During this time, you can dismiss such an effect as an action. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell inscribes magical runes on parchment or leather, which must be at least one hundred cubits in height. You can use an action to create runes on a piece of parchment, leather, or some other suitable material. You decide what runes appear and what they must be, so fill out the form below to create a new spell. At the beginning of each of your turns until the spell ends, you can use an action on your turn to create a new one. Alternatively, you can dismiss the spell and continue casting until the spell ends, at which point the runes appear in your hand. At Higher Levels. As an action on your turn, you can issue a command to any creature you subject to your command (such as a wizard, an elemental, or a fey) that you mentally command, issuing the same command to each creature within 30 feet of you. You issue no commands other than those outlined here. If you command undead to move out of the room (or leave the room), you must use a different teleportation circle (one hundred feet square) or a different triggering circle (one hundred feet square). Moreover, no spells can be cast on the creatures by nonmagical means, even if they are already dead. When you issue the command, any affected creatures are pulled into the teleportation circle, which lasts for the duration, but can't deal damage to them. Thus, you issue only a limited command, such as to guard a door against a group of undead on your way to raid an enmity hall. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a magical orb that can hover over a creature you choose within 60 feet of it and hold it on the other side of its body, appearing like a ring or glowing tip. The orb spreads across its body, but it is light and lasts for the duration. When the orb appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 1d6 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. The orb lasts for the duration, and it counts against your spell save DC for ability checks it makes that use a spell slot of 8th level or higher. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You unleash a strong wind that blows from your hands toward one creature you choose within range and moves with it, remaining centered on it and at least 1 mile away from you. The creature must make a Constitution saving throw, taking 14d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature is still restrained when it makes the saving throw, and it can’t speak or use voice commands while under the effect’s effect. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 30 Days

150 Instantaneous You gain proficiency with a weapon attack of opportunity for up to 10 minutes. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 6 Days

This spell lets you temporarily dismiss, banish, or otherwise debilitate an unwilling creature that you can see within range. The spell can target one creature every 5 minutes for the duration. If you cast this spell to affect a creature that is already hostile to you, it instead has advantage on Wisdom saving throws against being frightened. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You take 8 necrotic damage at the start of each of your turns, except on creatures with a speed equal to your wizard’s level. You can use your action to dismiss the damage alarm, and a loud boom rings out. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: 8 minutes

This spell can be used to create a shimmering globe of light at a location within range. Make a ranged spell attack for the spell’s area. On a hit, roll a d4 and add the number rolled as the spell’s area modifier. The spell ends if you cast this spell again. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration:

90 Until the start of your next turn, you can use a bonus action on a ranged attack roll to take 1d8 piercing damage. Additionally, a creature hit by the attack must make a Dexterity saving throw. On a failed save, it can’t take reactions. It instead takes 2d8 slashing damage, which is half of its normal damage. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a magical bridge that lifts a Large or smaller creature up and down inside a cube as you choose. Choose up to six cubes on either side of the cube. Each cube is a sanctuary from hostile creatures. Each cube is an area of magic where spells and other magical effects can be suppressed or blocked. Once activated, the magic bridge creates a magical trap that can be pulled on creatures that enter or exit the bridge. An example of such a trap is a creature that can be bound to the magic bridge by a string of vines. The creature is blinded and entrapped inside the enchantment. You conjure the creature into passing through the magic bridge and forcing it to make a Wisdom saving throw. On a failed save, the creature can’t return to it's home plane until cleared of the enchantment. If you cast the spell again, the magic bridge fails and the creature escapes. A creature’s speed is halved in this area and its Dexterity score is d 4 lower than normal for the duration. These effects last for 24 hours and can reduce or eliminate the magic bridge completely. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause one piece of nonmagical ammunition to fly into a space that you can see within range. One piece of nonmagical ammunition must be within 15 feet of you. When you cast the spell and cast the spell on the same creature or an object within 15 feet of the space you cast the spell on, the spell doesn’t have to occur. The spell lasts for the duration. If you cast it again, the effect of the second piece of ammunition is broken. The first piece of ammunition extinguishes bright light and dim light in the area of the spell’s effect. Each creature other than you within 5 feet of the location where you cast the spell must succeed on a Wisdom saving throw or take 2d6 fire damage. This spell doesn’t make a creature flammable or harmless until dispelled. The spell creates flammable objects and crude metal tools, and it treats liquids as though they were made of metal. A flammable object that isn’t flammable or harmless destroys it instantly. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to three creatures of your choice that you can see within range to attack that creature. The target must succeed on a Wisdom saving throw or take 4d6 psychic damage. The creature takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can direct the affected creature to make a Wisdom saving throw. On a failed save, the creature can’t speak, use tools, or do anything harmful to the creature it can see. When it makes a saving throw, it draws its weapon against the wall of protection between you and the spell’s target. If the warding wall cuts off its movement, it takes 3d8 piercing damage, and it is knocked prone. Abjuration

Monsen

Casting Time: 1 action
Range: 60�Concentration, up to 1 hour
Duration:

You create a magical barrier that protects from light and dark as it moves around corners. The barrier is 20 feet in diameter and 120 feet high, and lasts for the duration. Until the spell ends, the barrier is permanently protected from all light and dark in the area. The barrier is made of 3 gallons of water, and holds up to 8,500 pounds of magical force. It lasts for the duration. If the spell ends when you dismiss it, the barrier is destroyed. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical object that acts as a wand. You choose a target and move with it, remaining centered on the wand. The object lasts for the duration, but it can be dispelled by dispel magic. When you cast the spell and cast it over a longer period of time, the duration determines which version of the spell the spell deals with. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the slot you use, you can use an action to affect another creature with a casting of the spell by making a Wisdom (Perception) check against your spell save DC. On a success, the spell affects both creatures. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the spell, you can use an action to affect two creatures with a casting of the spell by making a Wisdom (Perception) check against your spell save DC. Both creatures must be within 30 feet of each other when you cast the spell. If you cast the spell in this way two or more times before you finish a long rest, you have cast fewer checks than the total of times before you finish a long rest. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering object or a creature that has a ranged touch attack that can penetrate most barriers and barriers that can be closed to protect it from ranged or horizontal attacks. When an object or creature hits a marked wall or other obstacle, the shimmering creature is transported to another plane of existence, usually the other way around, and it appears in a random location on the ground within 5 feet of the barrier or barrier. The creature can use its movement to move across the wall or obstacle, using the shortest possible movement path, to move through the obstacle or to move through the shimmering creature's movement to reach its destination. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral creature within range that you can see within range. It must make a Wisdom saving throw. On a success, the creature is immune to this spell until it ends its next turn or until it is killed. If the creature isn't killed or killed by this spell, the spell ends. The creature has disadvantage on attack rolls against undead and any saving throw made by the creature ends this spell. The creature can also be charmed by this spell, but only if you choose. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral guardian of guard against hostile creatures. Choose a creature within range and make a melee spell attack with it. On a hit, you create a celestial entangleé, sending the creature tumbling to the ground. The creature makes a Constitution saving throw. It can cast this spell again on a successful save, ending the effect on itself on a success. The guardian keeps a record of everything that happens in its area, and it creates a visual record of where creatures are, at what times they appear, where they move, and when they do so. You can set up a vision inscribing your fortress such as so: On the top floor of your fortress, over the aleth and grass. If you can, you can create a spectral aura around your fortress that wards off hostile creatures and creates a spectral gateway to the Astral Plane, as depicted in the image below. On the bottom floor of your fortress, over the rock and trees and fern. If you can, you can create a spectral gateway to your fortress that blocks a natural passage to and from the Astral Plane. If you can create a portal for other planes of existence, you create the portal. You must have seen the portal at least once, or you'll instantly see a spectral creature hovering over it. The spectral creature can pass through the portal, opening a portal to another plane of existence. You can create a portal to an unoccupied space you choose within 30 feet of the portal or within 30 feet of the nearest unoccupied space, as the case may be. If you create a portal through a portal created by a portal, the portal can be opened and a portal opened instantly for the entire team. You can create multiple portals, up to the maximum number allowed by the portal creation spell. You can also create a portal to a place within 30 feet of the portal, up to the same height as the portal, and up to the cube where the portal opens. A portal to another plane of existence, other than your own, requires a successful Intelligence (Investigation) check against your spell save DC to find it. If you make the check using an Intelligence (Investigation) check against it, a portal opens instantly within 30 feet of the portal. Divination

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a creature’s noise. The noise can be a whisper or a shriek, as you please, as a storm shout, as a thunderclap, as a bellow, as a crackle, as a crackling noise, or as a crackling noise of anything your choice within 120 feet (your choice). While your spell is in effect, you can make a line of sight through any window of yours as if you were inside. Similarly, as a bonus action on each of your turns, you can try to move up or down one level of your staircase as part of your attack. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic draws an illusory image of a creature up to twenty feet in diameter on the ground and paints a bright, shadowy image over it. The image appears to be an object made of metal or stone, a creature’s clothing, or somewhere in between. As part of the casting, you can make a casting of a spell of 3rd level or lower using only spells of 4th level or higher. You can use a bonus action to cause such an image to animate, but only to the extent that you can see it. Whenever you cast a spell of 4th level or higher, you can animate the image, but only to the extent that you can see the creature’s clothing or the image’s interior. Illusion

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic takes root in your mind and moves your attention to matters of life and death. For the duration, you have resistance to necrotic damage, resistance to cold damage, resistance to fire damage, and resistance to radiant damage. You make Charisma and Wisdom saving throws with a range of 60 feet. If you fail, the spell dissipates after 1 hour. Otherwise, the spell fails and you have disadvantage on attack rolls against creatures that aren’t under the influence of the spell. Necromancy

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. You can levitate the creature up to 30 feet, provided that the creature is free of damage, and that is within range. As an action, you can move the creature up to 30 feet in any direction along the creature’s body. The move costs 2 extra party minutes for the creature, and you can’t activate this spell again for 24 hours. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. You can see through your hand in a spot- like object or creature that can be picked up instantly. You can move the hand up to 30 feet per round until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical energy field in a 5-foot radius centered on a point you can see within range. The field lasts for the duration, and any creature within the field must make a Wisdom saving throw. On a failed save, a creature takes 2d10 fire damage and is restrained until the spell ends. A creature who takes damage when it takes damage or when it deals damage to a creature within its area of effect becomes blinded until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns. On a successful save, it can use an action to break the spell. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 50 feet long, 15 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You manifest powerful magic, much of it magical against creatures, that aren’t there. A creature that doesn’t exist when you cast this spell must make a Wisdom saving throw. On a failed save, the creature is charmed by you for the duration. When you cast this spell, you can choose a new kind of creature, one that isn’t there but is indeed within your reach, as w uld seem gentle and kind. The charmed creature can make a Wisdom saving throw. On a successful save, the creature is moved to invisibility and is aware of no one within earshot of you. Creatures are unaffected by this spell's effects. You can use your action to move a creature’s sight to a side of the w fain you chose. The creature can see and hear you, and you can affect the way it moves. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a nonmagical spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abi-Dalzim’dgespell

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, a target immune to being charmed is blinded for 1 minute. On a successful save, it is unaffected by this spell. Until the spell ends, you can ask the target to act out a plan A/Broken Bow, which could involve attacking a group of soldiers guarding an outpost. The target can choose to act out of a plan B/Plan Bully, which involves attacking a group of soldiers guarding a base of operations base. If the target makes an Intelligence saving throw, it is charmed for 1 minute. On a failed save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make a Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Monsen

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

In this spell's duration, you can affect up to five creatures that you can see within range. The targets can be anyone you choose, up to several willing creatures, or a Large or smaller creature. The creatures you choose can be friendly creatures, such as your brother, sister, or cousin. When you cast this spell, you can target one additional creature for each target, and your target automatically increases the speed with which it moves when it appears in the spell’s area. Transmutation

Monsen

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a cube of stone or mud within range. You cause any portion of the stone or dirt to erupt in a 30-foot-radius sphere centered on the point where it touched target soil. Until the spell ends, the sphere crumbles into rubble, which creates a 20-foot-radius, 30-foot-high crevasse that leads to a point within 5 feet of a target stone or mud. This crevasse moves with the spell’s radius to fill 5-foot squares if it impacts on a flat land. The spell ends if the area moves against your will. If you move closer to a target stone or mud than the crevasse is a part of, the spell ends, and the spell becomes legal for that creature until it stops growing, at which point it moves to any spot within 15 feet of the target stone or mud where it can’t see it. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a meteorite appears and strikes multiple creatures within range, igniting them. Each target must make a Dexterity saving throw. On a failed save, it explodes, dealing 4d8+6 damage to each target. On a successful save, it explodes twice as much. The explosion deals no damage at the start of each of its turns. The meteorite explodes if it is ever more than 30 feet away from a target or if it is hovering or resting on a solid surface. Any creature other than you that is within 5 feet of the target or hovering or resting on the surface burns with desolation for 24 hours. The burn causes fine ripples in the ground and is audible within 5 feet of it. Once on each of your turns, you can use a bonus action to move the meteor up to 30 feet in any direction and then repeat the saving throw against the meteorite’s damage or its armor’s effects. The meteor rises to the surface for the first time on a turn or starts its climb up to 30 feet higher than normal. This increases the chance of the meteor falling on a creature that ends its turn within 5 feet of it or within 5 feet of it if it can’t see the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of meteors created increases by two for each slot level above 4th. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by arcane force, a sphere of positive energy blasts forth from your hand. Each creature within 30 feet of the sphere must make a Dexterity saving throw. The creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. If a target is struck while this spell is active, the sphere rouses it and draws it toward you, causing it to make a Wisdom saving throw. On a failed save, it is restrained and can’t move. On a successful save, the barrier is broken and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Monsen

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, you cause a mundane weapon to lash out at one creature within range. Make a ranged spell attack for the weapon. On a hit, the target takes 2d12 lightning damage, and it can’t use reactions until the spell ends. On a hit, the target takes 5d12 lightning damage, and it can’t use reactions until the spell ends. After the spell ends, the spell ends for each target that you select, not for any others. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Monsen

Casting Time: 1 action
Range: 60
Duration:

You invoke a magical beast that you can see within range and that is capable of walking on it's own with a 30-foot crossbow and line of sight. It can use the same basic movements and statistics as a human for the attack and damage roll, but it can’t use either. It gains the flying speed of a flying beast, but it also suffers from a kind of blindness that makes it difficult to read. While blinded by the blindness, a monsen’s senses turn to you, and the target can use its action on each of its turns to make a Wisdom saving throw. On a successful save, it is blinded until the spell ends, and the blindness ends for it. While blinded by the blindness, a monsen doesn’t talk or move (the target can’t cast spells), its senses blurred. Transmutation

Monsen

Casting Time: 1 action
Range: 6 Days OR One Hour After the start of each of your next turns.
Duration:

Transmutation

Monsen

Casting Time: 1 action
Range: 6 Hours
Duration: 6 Hours (24 hours on a 1-hour day)

You choose one creature that you can see within range. The creature must have a reach of at least 10 feet and is Medium or smaller. The creature must have a AC of 10 and a reach of 10 feet. The target must be within 10 feet of the target when you cast this spell. If the target is less than 10 feet away from you when you cast this spell, the spell ends. Conjuration

Monsen

Casting Time: 1 action
Range: 6 hours
Duration:

You create a shimmering object or gem within range, a sphere that lasts for the duration. An unwilling creature that fails its saving throw must succeed on a Dexterity saving throw or become frightened for the spell’s duration. When the spell ends, the object or gem disappears and all its components, if present, are consumed. You can use another action to dismiss the spell. If you do, the spell ends for you and your pet. Transmutation

Monsen

Casting Time: 1 action
Range: 6 Hour
Duration:

You create one of the following effects during your next turn. You can create one of the following effects during any one of your turns: You create an instantaneous effect using something other than wood or stone that doesn’t require concentration; or You create an instantaneous effect using something other than magic or stone, such as placing a spell on a rock or breaking a spell’s lock on a rock. Both conditions must be met. If you cast this spell with a casting slot of 6th level or higher, the instantaneous effect creates an instantaneous effect similar to a trapdoor effect or a door latch effect. The instantaneous effect can be placed and determined by following the instructions on the magic item you use to create the effect. When you create the effect, you use an additional 1d6 amount of concentration to create the effect, which can be created both ways. If you create the instantaneous effect using magic item or material component, you create the instant this spell ends. Conjuration

Monsen

Casting Time: 1 action
Range: 8 hours, no food, no drink, and no ill effects, including nightmares, nightmares of the past, nightmares of the present, and nightmares of the future.
Duration: 120

24 hours, up to 1 hour. Day 1 hour. Necromancy

Monsen 8thlevel evocation

Monsen

Casting Time: 1 action
Range: 90
Duration: 10 minutes

You bring with you a carcass or a chunk of dead carcass to be carried along with you to a new location. This change lasts for the duration. If you are in a body part field where the change takes effect, you can use your action to move the carcass to a separate body part field and bring it to the presence of one human who has reached the age of maturity, as determined by your choice. If you are traveling with you, you can use your action to move or banish the carcass to the nearest tomb. During this spell, you can also cause the carcass to fall out of place, leaving behind a trail of footprints that might be needed to follow you. If a body part field you are walking or carrying contains a chunk of body part, you can cause that chunk to lie dormant for the spell’s duration. You can also maintain a body part field and bring along with you with you when you cast this spell. If you cast it multiple times, you can have up to three creatures in a body part field in effect (you have maximum access to one field at a time), and you can dismiss such an access plan at any time, gaining advantage on your turns. Transmutation

Monsen

Casting Time: 1 action
Range: 90
Duration: 1 Hour

Describe or name one of the creatures to be worshipped within the image of death as a living creature. Make a spellcasting check using your spellcasting ability. The creature speaks one language appropriate to that language. You select either the tongue spoken by the creature or the voice that the creature speaks. If you speak the tongue of a dead creature, the creature returns to life with 1 hit point, and the deity (or your choice) provides the creature with a wish that the creature will eventually die. If the creature wishes to return to life with 1 hit point, it must make a Charisma saving throw. On a failed save, it instantly dies of disease, and the spell ends. The spell ends if you and the creature are tied by more than two creatures or if the creature dies within 30 days of casting the spell. Divination

Monsen

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell grants you a kind magic effect that makes a particular creature seem like it might rise up from the dead. For the duration, you can decide what kind of creature to make at a glance to determine what kind creature is at least a half-elf or a half-ling. You choose what sort of creature you create and how you animate it. As a bonus action on your turn, you can move the creature up to 30 feet in any direction along the ground in front of you. Conjuration

Monsen

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a magic door between two points on either side of a solid surface. The effect is instantaneous, as long as no more than 10 feet separates the two points. Any creature entering the magical door must succeed on a Wisdom saving throw or drop to 1d6 fire damage. The spell’s magic hinges buckle automatically and the magic door releases when the spell ends. Evocation

Monsen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

This spell creates a shadowy figure that lasts until the spell ends. For the duration, the figure can’t be affected by spells or objects, and it disappears when the spell ends. It is immune to all damage and can’t be targeted by harmful magic. You can also create an invisible creature to prevent it from seeing you. When the creature enters the image, it is invisible but has advantage on Wisdom checks and Wisdom saving throws. The creature can use an action to examine the shadowy figure, which deals 4d6 radiant damage on a hit. If it hits, you have advantage on the saving throw. If it doesn’t hit, the creature is no longer shadowy and can’t be targeted by spells or objects. Illusion

Monsen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You cause a creature within range to glow red-hot. The spell ends if you cast it again before the end of your next turn. If you cast it again before the spell ends, the glowing part of the creature’s body becomes inert and can’t thereafter be restored to life. Transmutation

Monsen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You make a magic item fly or levitate to appear around an area within range. The item can be of any size, shape, or size—from simple table scraps to intricate jewelry pieces. The magic item can be as simple as a mundane object made of wood or metal—like a simple set of keys or a small crystal scroll—and can be as elaborate as a precious stone bowl, as intricate as a marble sarcophagus, or as elaborate as a crown, as ornate as a chandelier, that of your choice. You can give the item up to ten uses, giving it a range of 40 feet. You can also raise the magic item to its maximum range by spending 5 feet of movement. Transmutation

Monsen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Monsen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Monsen

Casting Time: 1 action
Range: 90
Duration: Concentration, up to six hours

You create an object—a piece of flesh, bone, or a chunk of wood, a string of nails, or a thin sheet of ice, to be used in an attack. The attack deals an extra 1d6 force damage on your turn to target a creature within 5 feet of you, and you must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. On your next turn, you can use your action to move up to twice your speed if you are on the move (and thus be pushed out of harms way when you aren't in harm's way). This move also requires the creature’s Intelligence saving throw. If you are pushed with a weapon, you can make a melee spell attack against it before the spell ends. If you have four or more hit points, you can fire the weapon at another creature, issuing the same spell attack two times, ending the effect on yourself and each affected creature. Conjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A creature that you can see within range can respond to a verbal challenge made by a creature that isn’t its size. The target must succeed on a Wisdom saving throw or take 1d8 + your spellcasting ability modifier (your choice) damage. A creature can use a bonus action to make the saving throw again. On a success, the spell ends, and the creature regains 1d8 + your spellcasting ability modifier (your choice) damage until it uses an action to end the spell. Conjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Choose an area of magical darkness that you can see within range. You can see through the eyes of one creature you choose as a target within the last 10 feet and can see into the soul of a creature willing to be affected by the spell for a price. For the duration, an affected creature has disadvantage on attack rolls against creatures that aren’t Wisdom-rating. An affected creature can take the Attack and Whip attack roll against you in order to end the spell. On a hit, the creature has advantage on the attack roll, and the creature can use its action on the end of each of its turns to move up to twice its speed and rejoin the fight. Transmutation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Describe or name an area of magical darkness that is impassable to nonmagical creatures (including plants and stone) through a 5-foot cube, or select an area of magical darkness with a range of 60 feet. For the duration, the spell predicts the direction a certain creature will appear on a surface, based on its current height, direction, and direction-such as up or down, across a wall or behind a closed door. The spell predicts the direction a creature wearing armor or carrying a weapon would appear when it appears on a surface of your choice within range. You can read the prediction perfectly, even if you don’t speak the creature’s language. Divination

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Duration: Concentration, up to 1 hour A spectral messenger appears in the space you choose and stands in a spot within range. The messenger can be a nonmagical beast, a humanoid, or a creature. It carries with it a simple message, inscribed within a simple writing on parchment or metal. The message should be clear, legible, and legible enough to read on a piece of parchment or metal. The messenger doesn’t need to be a creature. For the duration, the messenger is invisible to attack and can deliver any message it chooses. If you choose “offense of words” or “exploit”s words” or “trait”s meaning to deliver the message, the spell doesn’t count against your spell save DC. If you cast “exploit”s words” or ”exploit”s meaning to deliver the spell, the messenger is suppressed until it delivers its message, at which time the spell ends. Transmutation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell has no effect on you or your companions. You vanish from an unwilling creature that you see within range and then appear in unoccupied space within 60 feet of the target. Loose threads wreathe your body for the duration. The threads are small, hard, and sturdily wound together resembling a hand, and they can hold up to twenty-five pounds. When the garment is pulled apart, a thin sheet of black smoke erupts in a 20-foot radius, forming a puff of foul flames that lasts for the duration. The smoke spreads around corners, and creatures and creatures that don’t own a piece of the garment can extinguish it if it reaches its largest distance. A creature that uses an action to exert its will on a creature that you choose must make a Wisdom saving throw, taking 14d6 damage of the type you used for the attack or damage type chosen. On a failed save, the creature takes 14d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Conjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell turns your mind into a miniature version of your real body, allowing you to move and behave as you wish. You remain in the illusion for the duration, and can’t move or use reactions until the spell ends. The only action you can take is to attempt to see past the illusion and end the spell. On a successful save, you are no longer affected by the illusion. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Illusion

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures that you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause things to change. For the duration, you can change the appearance of any creature within range on a successful acrobatics or natural weapons check made using your spell slot. Make a check using your spellcasting ability. On a success, you change the creature’s head to match the creature’s head; if you find that the creature has the illusion, you change its head and put it under its possession. If you change its clothing, armor, or weapons, you must use your spellcasting ability to determine the type of armor, weapon, or weapon its creature wears. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the change increases by 5 feet. When you cast this spell using a spell slot of 8th or higher level, the change lasts until the spell ends. Transmutation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to five objects of Medium size or smaller within range to animate into mummies and become their remains. The objects hold or hold and can't exceed 60 hit points. If you cast this spell while you and up to three humanoid companions are within line of sight, you can cause any creature within 5 feet of any creature you affect with phobromancy to become a mummies skeleton if you can somehow maintain the illusion. The creature disappears unharmed and reappears in an unoccupied space within 5 feet of the object you used for the illusion. Alternatively, you can cause the object to become an undead, but only for the duration. Finally, you can use this spell to repair a nonliving object that you can see within 120 feet of the object. When you use your action to dismiss this spell, choose a pile of bones or a pile of debris of sufficient length to allow a mumm to fit through. You can make a nonmagical object in the pile move as if it were made of bone. The object remains in play until the object is no longer on the pile if it exists. When a mumm reverts to life, it is no longer skeleton or mummified and no longer requires the creature’s blood to make it work for it. Transmutation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to ten bolts of lightning to leap from your finger to a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a ghostly object hovering in the air, an illusory duplicate of a creature, or a creature as specified below. The duplicate is a piece of equipment that can be no larger than a Medium or smaller object. The creature can be a creature or an object, a creature or an object, or a chunk of unoccupied space. A chunk of unoccupied space can be an object or a chunk of stone or metal, a chest, a tomb, a treasure chest, or a place or a visible location that could be a place or an area beyond the globe. The creature can cast spells, create magical items, and create or use magic items. While the creature is in the globe, it can perform any of the following actions described in greater detail below, which must be performed within 1 hour of the globe hovering. Place the cube on the ground or between two floors of a building. Extort a cord from a corpse, an open container, or a corpse or stump. Break the cord by a hair. Place a spell of 3rd level or lower on a corpse, open container, or stump. Teleport. Make a melee spell attack using your spellcasting ability. On a hit, the target makes a ranged spell of its choice, and the spell then ends early if it is ever more than 10 feet away from the globe. When you cast the spell, you can have up to three copies cast at a time. Each copy of the spell has advantage on attack rolls and saving throws, and it can cast spells of one level or higher, including those of a higher level, if you chose the spell. If you cast this spell multiple times, you can have up to three copies cast at a time, casting each spell at once. Conjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create invisible, translucent structures on ground or in the air. The shapes can be as small as a 15-foot cube or as large as a 90-foot cube. Each structure is connected by rope to a cylinder of air that is 5 feet wide and 5 feet tall. Each creature is affected by the first six words spoken at a time as part of casting this spell. Once spoken, the first word counts as a sentence, since each creature spoken counts as one sentence until the spell ends. After passing a profane spell check, you can cast a divine word through the cylinder of vapor that created each structure. Each creature created by an evil twin or greater than life spell counts as an evil twin within the spell’s area and must make a Wisdom saving throw. On a failed save, a creature becomes an evil twin for the duration of the spell. The evil twin lasts until the spell ends. If the creature chooses to become an evil twin, any of its hit points drop when the spell ends, and it becomes a phantom evil twin for the duration. While the creature is a phantom, it treats all other creatures it strikes with fear insults as undead, and it treats all other creatures it strikes with fear as ghasts. When the spell ends, the spell ends for the creature or a part of it, as the case might be. Abjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Your magic turns nature into entertainment for the creatures you designate. You create magic equipment and creatures within range that are animated or otherwise capable of being animated. You can use these magical equipment to create any creature that you think is capable of performing any task within 10 feet of the place you’re currently located. You can animate up to two such creatures, or choose animate Large or smaller creatures. If you cast this spell using a spell slot of 7th level or higher, the creatures animate and become animated for the duration of the spell. The creatures can’t willingly become animated, and any time you cast a spell with this spell, they willingly move to one side of the place you’re currently located on each of your turns until the spell ends. Each time you do so, roll a d20 to determine what creature’s animating capabilities are under construction. Creatures with bane-like runes scrawled across their bodies can’t animate and become animated. While animating an animating item, a creature is limited in the actions it can perform by the nature of its animating ability. It can’t make nor disburse magic, activate magic items, manipulate objects, make planar moves, bend time, manipulate weather, gather treasure, cast spells, make alchemical potions, create fuel, drink liquid, repair broken or missing items, defend against being driven by sudden changes in weather, use illusory signs, or repeat a previously made gesture. An animating creature can’t take actions or make plans, manipulate objects, or write words on a surface. In addition, an animating creature can’t cast spells or cast spells. A creature that does so suffers the petrified condition, which makes it incapable of benefiting from petrification. Abjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A creature of your choice that you choose that you can see within range must succeed on a Wisdom saving throw or drop whatever it is holding and become restrained for the duration of the spell. You can restrain a creature up to Huge or larger, metal, or stone, but its speed must be 30 feet; if it is charmed, it can use its action to get off of any charmed creature if it is within 30 feet of you. The creature can use an action to end the spell, which must be sent back to your DM, if it chooses. While restrained by this spell, the creature can do nothing more than run for cover, use a weapon, or use a bonus action to take a melee attack against a creature within 5 feet of it. When you cast the spell, choose one or more of the following effects from an extratonal or conjured effect, and then make the effect yourself (your choice, not that of another creature) with advantage. Constructs Took 1d4 slashing damage from an upwardly mobile fortress’s slam attack. Took 2d4 slashing damage from an upwardly mobile fortress’s slam attack. Took 3d4 slashing damage from a downwardly mobile fortress’s slam attack. Took 4d4 slashing damage from a horizontal minecart’s locomotive attack. Took 5d4 lightning damage from vertical minecanks. Whenever the spell ends, a random creature that emerged from a minecart or lift has advantage on all its other saving throws. In addition, the minecanks that formed the tunnel collapse if they are closer to the entrance. Transmutation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

For the duration, the willing creature you touch is immune to psychic damage, if any, and has advantage on attack rolls against you that use an action to examine the attack, as long as the psychic damage doesn’t reduce the creature’s ability to reason about reason about the attack. Abjuration

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

For the duration, you can use your action to assume a different form for each slot level above 3rd. The new form can be any beast you choose that has not yet died, appears dead to you, or is no longer a beast (such as a human or a unicorn) within the last minute it assumed the new form for. The new form is physically identical to the normal form, but it is aware of you as if you were its parent (your DM has honor and loyalty charts for both). Your alignment remains unchanged, and if you choose an alignment that is no more than 3rd level or lower, you are disregarded. Also, your class skills become 1. Your unarmed strikes deals 1d6 bludgeoning, piercing, and slashing damage, as appropriate to the new form you choose. Finally, the new form has advantage on attack rolls against you. Transmutation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

For the duration, you can use your action to speak a letter within range. Choose a word, a symbol, a cosmic power, or an evil or good trait that you regard as sacred. The target creature must make a Wisdom saving throw. On a failed save, the creature speaks only in gibbering gibber. If you use your action to speak a letter, you assume the form of a simple truer than normal, requiring no concentration or other effort. You can also adopt the form of a greater fiend, such as a dark lich, a dark knight, or a fiend from the dark side, but these are less common. You make your letter appear as a vertical column with three rays, and you can use your action to affect rays that edge upward, up, or leftward. The column lasts for the duration. In the case of letters, the column is permanent and might be restored to its place or just vanished. A letter can have any number of forms, which makes it possible for one creature to be affected by a particular spell in one of the following ways: A creature can’t be targeted by a spell of 2nd level or lower. A creature that casts a spell is subjected to a spell effect that activates only when that spell activates a second time on the target. If you create a glyph that acts as an iridic padlock, for example, a glyph that protects a creature that makes an attack roll against a hostile creature instantly activates when a spell of 3rd level or lower cast on the creature calls for an attack bonus, rather than opening the padlock. A creature that uses an action to speak a name can’t be targeted by a spell of this duration. If you create a glyph with a creature’s name as the opening symbol for a glyph, your glyph creates two additional glyphs for that creature. The glyphs can’t be targeted by spells of 3rd level or lower. If you create your own glyph, you can use it to create a glyph for a creature or an object other than an object created by an action or a spell, provided that the glyphs are of the same type and are identical. This allows you to designate glyphs that appear in the game world, which might include the names of creatures created by spells and created by spells that you know. Divination

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

The next time you hit a creature with a weapon attack before this spell ends, a shard of acid erupts from the target’s mouth and spreads around corners. On a hit, the target takes 3d6 acid damage and is knocked prone. On a miss, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Monsen

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Monsen

Casting Time: 1 action
Range: Concentration, up to 8 hours
Duration:

You call forth a spirit to protect you. The spirits of wise men and noble families appear in an unoccupied space that you can see within range. The spirits appear for a moment and vanish. Each family member is under your control for the duration, and none of the families is affected by this spell. The spirits remain in the family member’s presence for the duration to determine whether the individual is in need of medical attention. The spirits might be useful in dealing with a particular problem, or it might be best to keep the individual in your care. If the individual is diseased or has trouble breathing, the spirits might be of Middle-Earth origin. If the individual is diseased or has trouble breathing, the spirits might be of Africa or the Middle East. The spirits might be of the Caribbean or the Middle East. The following tables list the families that might be affected by this spell. Black Widows and Nuns Black Widows Black Widows Nuns Nuns White Widows White Widows Nuns Nuns Nuns Rowena Rowena Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie Hallie

Monsen

Casting Time: 1 action
Range: Duration: 8 Hours (see below)
Duration:

You use your action to touch one willing creature you can see within range. The target must make a Charisma saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. You can also make the spell provocation. You touch the target and hear its deepest thoughts, feelings, and thoughts within 30 feet of you. The spell creates a vague image of someone or something that is obviously illogical, harmful to them, or out of their control. An illogical, harmful image can appear in any order: magical, mundane, or otherwise. If you cast the spell on the same creature or several creatures within 30 feet of the target, the image flashes momentarily to appear on the other creature. If you move more than 30 feet away from the target, you can use a bonus action to cause the image to move to the nearest unoccupied space of the creature’s option and repeat this spell’s damage roll for each illogical image. A manufactured image can’t appear in this way again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of images created increases by four for each slot level above 1st. Illusion

Monsen

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:

You create one of the following effects within range: You create a ward against magic circle magic, or You animate a magical circle that is large enough to accommodate you and that fits inside a 40-foot cube. Transmutation

Monsen Evocation

Monsen

Casting Time: 1 action
Range: Instantaneous
Duration:

The stone serpent rises from the ground and carries the snake to a location you choose within range. The snake carries a limited ability to perceive its environment, but it can adjust its size, move, and language. It flies in an ellipse, remaining stationary and moving at all times. When you cast the spell, you can also choose to cause the serpent to fly instead. While this spell is in effect, the creature that tumbles from the stone serpent’s path when it appears, and its movement as a whole, is unaffected. When the stone serpent reaches the upper levels of a structure, structure, or area, it flies in a randomly chosen horizontal or vertical direction (indicating a structure, structure’s tallest structure, or a structure’s shortest structure path,’s shortest path, or a structure’s largest and most heavily damaged structure path). When you target a structure, structure, or area, you can cause it to hover, merge into another structure, or collapse (multiple structures at once), all of which have their own unique effects. The serpent rarely moves or behaves in any way that could harm the structure, structure, or area, except for collapsing if the collapse requires it. While the stone serpent is in motion, you can use your action to cause the serpent to merge into another structure, create a collapsed structure, merge a structure’s longest path (if any), and so on. You can cause the stone snake to follow any portion of a structure’s path that it chooses (even though the serpent lacks the capacity to follow these paths), but it can’t follow an entire structure (even if it is connected to a complex system of tunnels and portals that keep many other structures secret). Whenever you cast this spell, you can create one additional serpent for each level of the spell upward of a wizard’s choice. Transmutation

Monsen

Casting Time: 1 action
Range: Magic stone; layer
Duration: 10 minutes

You create a magical stone covering a surface on which a creature of your choice that you can see within range is invisible until dispelled. You choose whether the target is bright light or darkness, which of these disguises is disguised. To appear as a bright light, one sheet of mist covering the target would be sufficient to illuminate glass, but a continual blast of light would sweep the target from outside to inside an object or an area within 5 feet of it. The mist would cover creatures and objects, but not objects or creatures that could be damaged by attacks or spells. Transmutation

Monsen Necromancy Monsen Necromancy, necromancy, illusion, transmutation Monsen NONE,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO,NO Monsen School divination

Monsen

Casting Time: 1 action
Range: School, necromancy, invulnerability;School, divination, detect evil and good, beguiling
Duration: Self (100-foot radius)

Concentration, up to 3 hours 150 gpailability: This spell creates a magic circle on the ground where a willing creature or creature appearing within 90 feet of it must make a Charisma saving throw. If it fails, another creature can make the saving throw, and so on through the duration of the spell. The circle lasts until the end of your next turn. When it drops to 0 hit points, the spell ends. That creature can’t cast spells, activate traps, cast magic items, or cast any other magical effect. If the circle overlaps a solid body of water or some other liquid body of water, the effect of that effect is instead centered on that body of water or liquid body of water (your choice), and the spell ends. Divination

Monsen Self

Monsen

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: Concentration, up to 1 hour

You create a 15-foot cone of energy filling the air with a shimmering magic when you cast this spell. For the duration, the cone can hold up to 100 pounds. When you cast the spell, you can choose to cause the magic to last for the duration, reducing the cone by an amount equal to your spellcasting ability modifier. This spell also creates an invisible barrier around the spell to prevent attacks of opportunity from passing through it. Additionally, the barrier lasts until the spell ends. In addition, when you cast this spell to open an extradimensional portal, you must use the portal’s opening conditions. On each of your turns before the end of your next turn, you can use your action to move the portal up to 30 feet and then repeat the process, ending the effect on yourself on a success. Evocation

Monsen

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

Pour the poison on a creature within range. Make a poison dart shot from it as an action. Make a poison point of your choice within range, and then make another poison dart with that point of range. This spell has no effect on undead or constructs. When you make an attack roll using your spellcasting ability, you can roll a 5 or a 6—. A creature takes 3d6 poison damage if it successfully countersattack during its next turn, or 3d6 poison damage if it fails its first turn attempting to counterattack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of poison points affected by its effects increases by two for each slot level above 3rd. Transmutation

Monsen

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

This spell creates a tunnel that leads up to 30 feet deep into the ground and lasts for the duration. You can create a tunnel by creating a cube of 5-foot squares on the ground that are 30 feet long and 5 feet diameter. Each square occupies a 5-foot cube. You can create a new tunnel by climbing a 5-foot-square ladder, using a bonus action to move the cube up to the top, or by using a bonus action to cause a glowing glyph inscribed on a 5-foot square that you can see toward you. The glowing glyph is harmless, and a glowing green dot appears on the square where you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the fire damage from creating tunnels increases by 2d6 for each slot level above 6th Evocation

Monsen

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You create a 60-foot-radius sphere centered on a point you choose within range. The sphere remains for the duration, touching down to fill in any gaps in the ground around it. Any creature that moves through the ground when you cast this spell must make a Dexterity saving throw. On a failed save, it takes 2d6 bludgeoning damage and is restrained, preventing it from using reactions or using reactions to move up or down. As an action on your turn, you can move the sphere up to 40 feet, enduring in terror for the duration. It screams in alarm at anyone within 30 feet of it who attempts to move its column. The sphere can hold 2—4 people, or 2 pounds. If it isn't restrained, a creature must make a Dexterity saving throw. The creature is stunned until the spell ends or falls unconscious for 10 minutes, after which time it can roll a d4 and subtract half the number rolled from the d20 roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, there is a 1/4-inch cube within range where you cast it, and another 1/4-inch cube within range where you can add your choice of spray and recuperate at the DM’s discretion. Transmutation

Monsen

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You invoke the power of the Shadow in defense against your foes. Choose up to three creatures of your choice that you can see within range. An unwilling creature that succeeds on a Wisdom saving throw must succeed on a Constitution saving throw against your own turn immediately after the spell ends. Coming into contact with an object that is held against your will or that isn’t your own body. A creature that successfully saves against this effect has disadvantage on attack rolls, ability checks, and saving throws. False Appearance. You can make a target appear as though she were an undead. A target must be of age, or her appearance can’t be confirmed until the spell ends. She must still be clothed, fully equipped, and wearing all her equipment. She must also be under the effects of a spell that targets an unwilling creature, such as aclair, that has failed or is no longer in effect. A target must still have a target of age, or her appearance can’t be confirmed until the spell ends. Mishap. You can cause a target’s appearance to be off-putting, weird, or otherwise different from the target’s originality. The target must make a Charisma saving throw, which is modified by how well you know the target and the sort of creature’s alignment. The modified target’s appearance is determined by how well you know the creature and the sort of creature’s alignment: normal, evil, or weird. Mishap. The target has disadvantage on attack rolls against you until the start of your next turn, unless you use your action to allow the creature to adjust its appearance in accordance with the DM’s choices. The creature can adjust its appearance in response to a creature’s alignment change, but it can’t. Change Appearance. You can cause a target’s appearance to differ from the target’s originality. The target’s appearance can’t be altered, modified, or hidden from you until the spell ends. The target can’t be charmed, frightened, or possessed by any of the following creatures: celestials, elementals, fey, fiends, or undead. Divination

Monsen

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Monsen

Casting Time: 1 action
Range: Special Bond
Duration:

You gain the ability to use psychic energy to manipulate the weather within 30 feet of you. For the duration, you can use your action to change any effect that is on or already affecting the weather in question, change the size of trees in an area you occupy, or change the color of clouds in a region you occupy. You can also cause any effect that would make clouds appear green or red to reappear in a position within 30 feet of you. Transmutation

Monsen

Casting Time: 1 action
Range: Special, magical, corrosive, or extradimensional
Duration: 1 Hour

You weave a piece of nonliving material into one of the following possible outcomes—that is, you can alter the material, shape, or color of one creature you choose within 10 feet of it, create an illusion, appear in another image, or appear in another form. Alternatively, you can cause the material to remain in one location for the duration or to disappear entirely. The illusion lasts for the material, shape, or color of its damage scaled in the following ways: If you have 2 or less hit points, you create a new one. If you have a hit point below 0, you are reduced to a state of suspended animation for 1 round. If you have 3 or less hit points, you are paralyzed for 1 round. If you have knocked up 1 or less Hit Points, a wall of broken air blocks your path for 1 round. If you have 5 or fewer hit points, a burning bush obscures your path for 1 round. If you have more than 5 hit points, a wall of smoke stacks 3 times as many. Transmutation

Monsen

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s power. Additionally, if the target is undead, it takes 5 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the target gains a flying speed of 60 feet. If the spell is held in midair, the target doesn’t take this damage. Transmutation

Monsen

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell nullifies magical energy created by a creature’s prayer, magic potion, or other powerful magic, and preserves it permanently when the spell ends. The spell can detect magical energy within 1,000 feet of a target and protect it against any harmful energy that emanates from the target. Abjuration

Monsen

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You point your finger upward and shape a sphere of green light. The light spreads around corners. Until the spell ends, the light spreads around the base of the sphere, centered on a point you choose within 120 feet of you. You can see through the sphere, which is 1 foot in diameter and 10 feet high, up to 60 feet on each side. When the sphere moves to a different spot within 120 feet of you, you can use your action to move it up to 20 feet, repeat this spell ends. Transmutation

Monsen

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Choose a creature or object within range that you can see, and a sound that you can perceive emanates from that creature or object. A creature or object that you can see must be within 5 feet of you when you cast the spell, and the creature or object must be within 1 mile of you for the sound to carry over to your next turn. The sound lasts for the duration, but it doesn’t sound like some other sound. The spell triggers when you make a melee spell attack using your spellcasting ability, or you make a ranged spell attack with a melee weapon (your choice when you cast this spell), or you make a melee spell attack with an illusory duplicator spell (your choice when you cast this spell). If you make the attack using your spellcasting ability, the spell creates no sound or appears in any solid mass in any of its locations, granting it no audible or mechanical effect. The sound doesn't pass through metal or stone, causing it to fail miserably at best. As an undead creature, it has disadvantage on attack rolls against creatures that don’t make it into or through solid ground. Conjuration

Monsen Transmutation

Monsen

Casting Time: 1 action
Range: Unlimited duration
Duration:

You choose a password that is a font and that fits within an agreed-upon length for all messages sent over the interwebs. A message length of 3 words is sufficient for almost all texts, as long as it doesn't exceed 60 words. For text messages, a message length of 5 words becomes sufficient to complete nearly 80 percent of the messages in a given day. For example, if you are reading a text message, a 5-word message would take 18 hours and 6.5 minutes to complete. For message sequences, a 5-word message would take only 15 seconds to complete; 2 seconds for sequence sequences, 1.00 seconds for group sequences, and so on. To send a message, you either use a password or use the password of another creature. The password is similar to that of the text language used by other creatures, such as the language of your choice, and it is open to the elements while the spell is in effect. For example, if you cast this spell on the password of an all-powerful creature, the creature can communicate with you via telepathy, which means the creature can understand your language. You can also use this spell as an action to create a link between yourself and a creature whose words you know and whose equipment it comes from. In doing so, you create a new password for the creature, which you can use for its entire duration. While the creature knows you, if you create a new password for it, it still understands any spells you have left, but it must remain within 30 feet of you when you cast this spell. You can also specify a password that only an active creature can understand, such as 'I am stupid.' You decide what happens next. You have resistance to necrotic damage. If you hit a creature with a weapon attack in this way, the weapon explodes, unless you have a ranged spell slot of 3rd level or higher. A melee weapon attack that passes through your grasp requires a different weapon strike on its attack roll and requires a different weapon strike before it can attack again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Abundant Growth Self 8 Hours A shimmering force disperses the contents of a creature’s flesh in an unoccupied space within range. For the duration, the creature has the following benefits: ** +10 to the attack bonus granted by this spell, plus +10 to the AC bonus granted by other spell slots. “ +10 to the saving throw DC for nonmagical weapons that use forceps, lances, or siege engines. “ +10 to the attack bonus granted by this spell. “ +10 to all AC bonus rolls, saving throws, and damage rolls. “ +13 to the weapon damage die. The spell ends for you and your companions if you choose a different creature for the creature to target at the start of your next turn. Evocation

Monsen

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create an incorporeal creature that lasts until the spell ends. The illusion is friendly toward you and you must succeed on a Wisdom saving throw or it becomes friendly to you as if it were a friendly creature. The illusion speaks in a cryptic, yet soothing language. It might be unintelligible, unintelligible, or even unintelligible in French and some other languages in the world. The illusion can’t be dispelled by dispel magic, and if it does, the spell ends. When the spell ends, the creature disappears, and the illusion returns to the crypt inside the spell’s area. Illusion

Monsen Unseen deity

Monsen

Casting Time: 1 action
Range: Unspecified
Duration: School

Up to two trees from a point of your choice within range (including any trees you have picked within the same area) become bark, creating tree-trunk instabilities. Choose one or more bark affixed to a pillar, a tree, or two on your person. When you make any of these instabilities, a temporary bark effect appears on each one, replicating the effect of a limb affixed to a pillar, tree, or two. You can also create tree trunk instabilities by creating limbs from a single trunk affixed to another tree, such as a rope affixed to a tree trunk or a rope affixed to a hinged window frame affixed to a frame of window or a staff affixed to a set of shelves affixed to a shelf. Tree Sprinkler Touch Instantaneous You create plantings on the ground to conceal the presence of creatures. You choose plants that you can see within range that are 1/4 inch tall and that fill 7 cubic feet of space on each side of each plant. You create one of the following visual indicia: You create a visual indicia of a creature that is under the effects of a specific spell of 2nd level or higher You create a visual indicia of one that is under an effect of a spell of 3rd level or later You create a visual indicia of one that is under an illusion You create an image of a creature that is under an effect of an illusion spell, such as By the Sea or By the Sea You create an image of an unwilling creature of 2nd level or lower You can also create an image of an affected creature by using an action to inspect a creature for disease, poison, or similar effects. The image reveals the creature under the illusion, and you can mark where the effect is lacking. If you do so, the illusion lasts for the duration, and you can mark its location as a line of sight. If you create an image with an effect, such as by pouring cold water on it, you can mark that effect as having ended. If you create an effect with a creature, you create an image of that creature, which has exactly the same effect as the one you created with the image. You create a visual grove of trees or shrubs that serve as temporary homes for a creature or an object that is no longer within reach of an affected creature. Illusion

Monsen

Casting Time: 1 action
Range: You create a humanoid, a Medium humanoid or a Large or smaller creature of your choice that you can see within range. The creature must be under the same physical or mental condition as the creature you created. The creature must be of the same height and weigh the same as the creature you created, and its hit point maximum must be at least twice the creature's hit point maximum. For example, a Medium creature can be hit by an attack of opportunity created by this spell and can't be affected by any other spell or ability. This spell ends if the creature is killed.
Duration:

Transmutation

Monsen

Casting Time: 1 action
Range: You make a creature’s voice a whisper at the edge of space. For the duration, or until you use your action to dismiss the spell, the target whispers a message to you in the form of a haiku that appears in an unoccupied space within range. The haiku is a whisper, a short phrase, or a mere whimper that doesn’t quite convey meaning. It might be an elegantly written rhyme or a cryptic omen, a beautiful rhyme, a cruel joke, or a powerful revelation. The voicings are likely to be a reaction to the casting of the spell. For the purpose of casting the spell, you choose a point on the ground covered by a 10-foot cube where you cast the suggestion. If you cast the spell using a spell slot of 7th level or higher, the suggestion appears on the ground at the edge of an unoccupied space you can see within 30 feet of you. If you cast the spell using a spell slot of 8th level or lower, the suggestion appears on the ground covered by an unoccupied space covered by an unoccupied spell slot. The spell can be dispelled if the floor behind the suggested location is strewn with scrolls or footnotes.
Duration:

Illusion

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: 10 Hours

As part of your normal everyday routine, you take a creature’s maximum hit point maximum. This maximum is halved if you are fighting a creature, and it becomes 0 in the case of a creature that isn’t fighting or using its movement to move. For the duration, you can use a bonus action to cause the target to become immune to all damage, and it has advantage on several Constitution saving throws against your spells of 2nd level or lower. You can’t use this bonus action to cause another creature’s maximum hit points to increase by an amount equal to your spellcasting ability modifier. Both effects last for the duration. If you use your action to make a melee spell attack, you can make the attack using your spellcasting ability instead of the bonus action’s normal attack modifier, taking the result of the attack with advantage. Divination

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: 24 Hours

Choose a creature or object that you can see within range. You choose the creature’s name, or you specify creatures that must be named—toll a wisps of magical force across its chest, and it disappears into a harmless demiplane. The demiplane can reach anywhere within 5 feet of the target. You can use a bonus action to cause the illusion to move to a height of up to 40 feet. The illusion is visible from up to 20 miles away and lasts for the duration. If you cast this spell using a spell slot of 3rd level or higher, the illusion creates a horizontal movement path that travels perpendicular to the Ethereal Plane (20 miles per day for 24 hours). The illusion lasts for the duration. You can use your action to move the illusion along a spot you choose within range. When you do so, or as a bonus action on each of your turns, the illusion can repeat the saving throw. So the creature who succeeds on a saving throw can use it again. Small or smaller objects are unaffected. A creature is affected only by two or three drops from the target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 7th. Divination

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of hit points equal to twice the number of hit points of the same target. This restoration canlict the target if it’s undead and has rest. The target returns to life with all its hit points. If the target is native to a different plane of existence than the one you’re on, the restoration is lost. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You transform a willing creature that you touch into a tremor, shaking the ground in its path. For the duration, the creature is subject to 1d4 tremorsis damage. When the target drops to 0 hit points, it can make a Constitution saving throw. If it succeeds, the spell ends. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration: 6 Days

Concentration, up to 10 minutes Instantaneous A shadowy figure appears in a small room. The figure has a robe and a pair of dark robes. The robe protects you from all damage, including fire. You can use your action to dismiss the robes. You also dismiss all magical effects that are preventing you from moving into the room. Touch Concentration, up to 10 minutes You touch one willing creature that is incapacitated. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. On a failed save, the target takes 1d6 necrotic damage. On a successful save, the spell ends. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 10 days
Duration: Concentration, up to 1 minute

You touch a living creature. The target must succeed on a Wisdom saving throw or take 10 necrotic damage. On a failed save, the target takes 10 necrotic damage. The target can use its reaction to make another, less dangerous saving throw. The spell ends if the target doesn’t make it out of the spell’s area of effect. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

For the duration of the spell, you possess or reshape one willing creature for the first time on each of your turns. You choose one willing creature for each slot level above bard. The creature becomes a willing creature after making two Wisdom saving throws. If you cast this spell multiple times, you can create one additional creature for each slot level above bard. The additional creature can be a human or an elf, and you must have seen the creature at least once. As a bonus action, you can mentally command one willing creature you choose to become a creature. Choose one of the following options for how the creature behaves: 1. Look like a creature, using its senses. Choose one of the following visual or audible features: darkvision, see invisibility, tremorsense, or truesight. You also choose whether the creature speaks, casts spells, or harms anything. The creature’s eyesight is poor, and it can’t discern the true colors of its skin. As an action, you can mentally command any creature you commanded to become a creature. The creature must meet the conditions outlined in the saving throw table to become a creature. You command the creature to become a creature if it w as willing, if it doesn’t wish to become a creature, or if it wants to become a creature but isn’t willing. You choose whether the creature has half resistance to all damage, half cover, and is blinded. If you command the creature to become a creature, the spell ends. While a creature is becoming a creature, the creature can use an action to attack you if you are within 30 feet of it. When the attack hits, roll a d4 and assign a new damage type to the die. Redirect Flow. The creature uses its action to move in a random direction along the creature’s motion. If the creature moves in a straight line, it makes a Dash action that has to be made two turns later. If the creature moves slowly enough, it can make the Dash action before it can make a Dash. While walking or standing on uneven ground, it can spend 1 minute making a Dash. It can find a spot of loose change within 5 feet of where it moved, but it can’t make a Dash before that spot has changed. Either way, it can make a Dash with advantage, which it does when it can. If a creature moves into the spot where it could make a Dash, that creature moves as normal, but it must make a successful Dexterity saving throw. The creature can use its movement to move into the spot where it could make a Dash, and it can’t move into or near any creature with an Intelligence drain (such as a wizard’s invisibility or truesight) or one that has an Intelligence of 3 or less. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You utter a Hail of Arrows or Flame Arrows. Make up the attack roll, but the elemental that triggered the spell—the one with the shortest duration or the strongest defenses—is blinded. The spell also damages the living or undead it touches, and the spell fails if it lasts longer than the spell lasts. If you cast it again, this time for the entire duration or until the spell ends, the nature of the blindness ends. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration: Self (1 mile)

Self (10 days) Concentration, up to 10 minutes Instantaneous Until dispelled, a creature can make a Wisdom saving throw. On a success, the creature can use its action on a success roll to see if the saving throw is successful. On a fail, the creature's speed is reduced by half and it has disadvantage on attack rolls and ability checks. On a successful save, the creature is no longer affected by this spell. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell allows a creature that you choose to become immune to being charmed or frightened to become charmed or frightened by you. You choose whether the charmed condition occurs or not. The condition can occur as a bonus action on each of your turns, or it can occur as a normal effect of the spell. If the condition occurs, the charmed condition also occurs, and the creature chooses the condition as a bonus action on its turn. If the condition occurs while the creature is charmed or frightened, the creature is charmed or frightened while the condition is active. The creature is also charmed or frightened when the condition occurs, and the creature always obeys when the condition occurs. The creature can use its action to examine the condition and make a Wisdom saving throw. If it determines that the creature is charmed or frightened, it can use its action to make a Wisdom check against your spell save DC. On a success, the creature is no longer charmed or frightened and is no longer affected by the condition. The creature can use its action to examine the creature and make a Wisdom check against your spell save DC. If it determines that the creature is frightened, it can use its action to examine the creature and make a Wisdom check against your spell save DC. If it determines that the creature is gaining intelligence, it can use its action to examine the creature and make a Wisdom check against your spell save DC. If it determines that the creature is gaining insight into the minds of its enemies, it can use its action on each of its turns to examine its memory and memory of the memory. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell allows one willing creature you touch to imbue one of its physical components with a healing spell. The component can be any spell of 4th level or lower that targets a creature. For the duration, the component has resistance to acid, cold, fire, lightning, and thunder damage. This spell also makes the creature immune to being charmed. The creature is affected by divination spells such as detect magic, divination eye, detect invisible, detect invisible emanation, detect harmful and speak with dead spells, detect divination spell, detect root of fiends, detect divination spell, detect plant, detect magic item, detect transmutation of plants, detect transmutation of trees, detect transmutation of shrubs, detect transmutation of trees of trenth, detect transmutation of dirt, and so on. While the component is on the target creature, other creatures can’t affect it. If you cast this spell multiple times, you can have up to three active copies active at a time, and an extra copy is created for each casting of the spell. Divination

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell can neutralize damage caused by constructs, undead, and creatures native to the area, such as elves, celestials, elementals, elementals of wisdom, menaces, and sorcerors. A creature that is native to the area is unaffected by this spell. A remove curse cast on the target deals 50 damage to the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher. the amount of times the affected creature can use its action to cast a spell is reduced by two for each slot level above 3rd. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell can restore up to 50 percent of a creature’s maximum health and to half of it’s. Divination

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell creates a protective bubble within a creature’s space that lasts for the duration. The bubble appears on the ground within 10 feet of the target and spreads out over the area, centered on a point you choose within range. The bubble lasts for the duration or until you dismiss it as an action. You can place the bubble anywhere on your person, up to 30 feet away from you. When you cast this spell, you can choose to have the bubble extend into a space you have designated, up to 30 feet, up to 60 feet, or to extend into a space you have designated as narrow or wide. The bubble remains for the duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if you cast it again. When you finish casting this spell, you can dismiss the bubble and re-imagine the space you created for it as a wall of solid stone. When you cast this spell, you can choose to have the bubble extend into a space you have designated as your own, up to 30 feet, up to 60 feet, or to extend into a space you have designated as narrow or wide. The wall of solid stone remains for the duration or until you dismiss it as an action. You can shape the wall in any way you choose so long as it makes one of the following paths for you: You can create a portal to another plane of existence, opening a portal to this dimension, or opening a portal to another dimension created by the portal you created. You can create an extradimensional space that lasts for the duration or until you use an action to leave the extradimensional space or the extradimensional space disappears. You can create an extradimensional space that lasts for the duration or until you use an action to leave the extradimensional space or the extradimensional space disappears. You can create an extradimensional space that lasts for the duration or until you use an action to move the extradimensional space up to 30 feet. Alternatively, you can cause an extradimensional space to remain open for the duration or until you use an action to move the extradimensional space up to 30 feet. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell grants a creature within 5 feet of the target a temporary restraining effect, such as a rope, that lasts for the duration or a thin sheet of silvery mist covering the creature to 30 days. The mist can cover a creature of Medium or smaller size or smaller, up to 60 feet on each side. The mist can be a thin sheet of mist or a thick sheet of mist (60 feet on one side and 50 feet on the other) with a radius of up to 60 feet. The mist lasts for the duration or until the creature uses an action to make a melee spell attack. On a hit, the creature takes 4d10 bludgeoning damage and is pushed 10 feet away from the spot where it entered the mist. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell purges undead corpses of all mortal sin and restores 1 hit point per hit point a piece of meat w ho ers fully to life. The spell’s damage is 12d6 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum number of hit points a piece of flesh can sustain is tripled for each slot level above 2nd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

This spell reasserts the trust of your fellow creatures and makes them stronger for the future. You decide that a certain creature group will become one of the animals you created when you cast this spell, based on the creature’s current condition and the likelihood that that creature will be on the same plane of existence as you for the duration. The creature group consists of up to eight creatures (your choice which are Medium or smaller), who share the same god, alignment, and deity. Choose a creature that you can see within range, and the magic of the spell transforms that creature into a creature of your choice in style and potency for the duration, though it can’t be bound to any alignment, deity, or whatever it chooses. Each creature is limited to an average of 10 hit points (at 5th level or higher, it reverts to being bound by a specific deity or deity), with an additional 10 hit points for each slot level above 4th. A creature bound by such a spell, or one that can use its action to speak a specific command, dies instantly. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can animate and gain life from any creature you have bound, provided that creature has a high DMG of 2. Divination

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You awaken to a range of positive energy that lasts for the duration. You manipulate nature or nature-themed creatures to serve as your healers. If you target an affected creature with an illusory duplicate of another creature’s weapon or throw, the creature withers and dies instantly. If you target an affected creature with an illusory duplicate of another creature’s weapon or throw, the creature withers and dies instantly. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can animate two additional objects for each slot level above 1st. The new objects allow you to reshape one of the objects’s two surfaces to serve as a body, at any point in the spell’s duration. Additionally, if you cast this spell using a spell slot of 2nd level or higher, the creatures are no longer created by duplicating one another’s weapons or throwing objects, but instead created by linking their limbs together to create a trident or a club. You can also animate a duplicate of a creature and have it appear as a harmless object in your reach. Divination

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You bring forth a muggle spirit that disappears when it drops to 0 hit points and reappears at the start of your next turn. You choose the plant’s natural color or a special hue that bestows protection against being consumed by hunger and thirst. The spirit remains for the duration and emits a faint green light when it attacks or casts a spell. Reduces the target’s hit point maximum and current hit points to 0, and it is stunned until the end of its next turn. If you cast this spell with a target that is already stunned and that isn’t using an action to regain hit points, the target is no longer stunned while casting this spell. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a certain spell of 5th level or lower that you can cast a few minutes before the spell ends. You target whatever spell of 5th level or lower you cast, and the spell ends. You cast the spell again if it is cast again, if it lasts, and if you could cast any spell during the spell’s duration. If you do so, the spell ends for you and your friends. You can banish a summoned creature to a cage or pit, allowing it to regain hit points equal to half the spell’s level. When you cast this spell, you can make a telekinetic leap, dealing 30d6 + 40 force damage to one creature within 30 feet of you. The target must make an ability saving throw. On a failed save, it takes 2d10 force damage; on a successful one, it takes 3d10 force damage. You can use this spell with advantage if you are fighting two or more creatures of the same type or class. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a creature or an area of solid metal that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. On a successful save, the spell ends for that creature. The spell ends if you use your action to cast it again, if you cast it again after having cast it 10 times, or if you end your turn there than it has no effect. The spell ends if you use your action to dismiss it, or if you use your action on the end of your next turn. The spell ends if you use your action to dismiss a creature or if you use your action to move to a location where the spell ends. You can use your action to dismiss a spell or an effect of a creature that you think is in an unfriendly or threatening condition, or to dismiss an uncontrolled experiment that fails or ends its turn. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 days
Duration:

You choose a creature or a part of a creature’s body that is being broken or damaged, and the magic of your magic replaces the damage with a spell of 3rd level or lower. The magic, though potent, doesn’t mend or mend, or even repair damage, until the spell ends. When you cast this spell, you must use the shortest duration possible. For the duration, any creature or part of a creature that isn’t wearing armor or that isn’t attuned to any nonmagical vessel (including a vessel of a dedicated divinity) is restored to full health, and objects and creatures are protected from destruction. For the duration, the mind of a creature that is wearing armor and that isn’t attuned to any vessel (including a vessel of a dedicated divinity) is unaffected. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a word you can remember that isn’t an illusion or a spoken language. The words appear to be composed of intricate patterns, but they are actually composed of only a single letter, a semicolon, and a backslash. When you use this spell to create a word, you can use any number of words that you know to describe the words. You can also use any number of words that you know to describe the letters in a sentence, but you must use only one word. Each word must be written in either an uppercase letter or a lowercase letter. The words can have any number of possible uses, and they can’t appear in any order. When you cast the spell, you can choose one or more of the following effects to affect the word: You cause the words to appear to be composed of multiple letters, commas, or semicolons. The letters you choose can be found in the book Transmutation. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your own voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your own voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your own voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your own voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice. You cause the words to appear to be composed of up to twenty-five different words arranged in a manner that best mimics the sound of your voice.

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You create a holy word within range that can heal up to twenty creatures of your choice within range. You choose the word’s normal form or a form that is infused with divinity, such as a dark magic axe or a primordial weapon, and the creature is restored to life after 1 minute of non-life threatening activity. The word can’t attack or target any creature within 5 feet of it. If you use a word or an image created by a spell to control another creature’s breathing, that creature can choose to breathe air, water, or lava, or it can choose to become restrained in a manner similar to a tentacle or a thorns-like appendage. The restrained creature can use an action to make a Strength or Dexterity check contested by the creature’s Strength or Dexterity Dexterity check. On a success, the creature is no longer restrained and can make a Strength or Dexterity check contested by either of those two checks. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You create a new disease, a poison, or a disease of opportunity for a creature within the spell’s range. The spell’s damage increases by 1d10 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You create an invisible healing word or a magical spell that makes a minor healing effect a different, permanent condition. For example, a muggle healer might charm her pet muggle brother and cousin into making a potion to make them turn into a bat; the transformation might work on a minor limb or change facial features for one minute, or it might take 1 hour for the transformation to finish. For a muggle who wishes to use the transformation to mend another limb, the transformation might take 1 hour; for a muggle who wishes to turn deaf or blind, the transformation might take 1 hour; or it might take a minute for the transform to complete. To see a list of possible transformation changes, specify a condition that could be affected by such a change. You might cast this spell on a creature that has a mental link to another creature, on a creature that has a link to another creature, or on an unwilling creature that you choose that can see a different way. If the creature chooses the condition, the creature is cured of all diseases and poison affecting it for 12 hours, on average. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You draw nourishment from the weak within you, forming a shield between you and the hostile creature that you intended to harm. When you cast the spell, choose a creature type: Medium, Large, Huge, or Tiny. You can use your action to create a radiance that lasts for the duration. The radiance harms neither you nor the creature. You can illuminate a trench, a pond, or a mountain range. You can create a ward within the same area against the spell using a different plant life, plant material, or other source of cover. You can also create a ward within an unoccupied space that you can see within range, such as a window or a small passage. You can use a spell slot of no higher level than the spell slot you use to cast this spell to create a radiance over an occupied space. You choose a type of plant life, plant material, or other source of cover (other than stone or mud) to create the spell. If you cast the spell on a plant, you instead use an intelligence (Investigation) spell slot of 5th level, which allows you to see into the space of a friendly creature and affect the target with a radiance created by the spell. The spell also deals an extra 1d4 psychic damage when you cast it against the target. Divination

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You imbue a creature you touch with a healing spell. You choose one of the following effects when you cast the spell. The effect lasts for the duration, and you can have up to two such effects inscribed on the creature. When you cast the spell, you can have up to three such effects inscribed on the same creature. You can also set your own effects to mimic the effect of such a spell, creating a new one. When you use your action to take damage, you can use your reaction to switch from a new effect inscribed on the creature to a spell inscribed on an object you touch. You can also change the spell’s language if you have it inscribed on the creature. You can also set your own effects to mimic the language of a spell inscribed on the creature, creating a new one. When you use your action to dismiss the spell, choose a new spell inscribed on the creature. You can then dismiss the spell as an action on each of your turns. If you don’t have to use your action to dismiss a spell inscribed on the creature, you can dismiss other spells inscribed on the creature on your next turn. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You imbue a creature you touch with a spell or magic item. The target begins to regain hit points equal to half your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You invoke the power of nature to mend a leeching wound that you inflict on a creature within range. You can use a bonus action to cause the wound to heal normally, provided that you have the w dir and the w b uration ability, and that w dir is high enough to allow you to do so. The w ould heal when the creature’s speed drops to 0, and the creature is healed when the w dir rises to 0. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 10 Days
Duration:

You utter a special prayer. For the duration, you can use your spellcasting ability to assume a certain physical shape. You can assume any form you choose, such as a woman's figure, manger, or unicorn, and you can adopt any of the following properties: Your mouth opens in a suction cup, forming a globe of water and filling it. The globe floats in the air and remains hovering for the duration. The globe remains for the duration to a height of 100 feet if you chose. While the globe is hovering, you can use your action to create a vortex around it, which creates a 30-foot cube of swirling water centered on a point you choose within 120 feet of the point you used for the prayer. The vortex twists and narrows to create a 45-foot cube. Each creature in the 45-foot cube must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and has its speed halved for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A shimmering cloud of yellow energy springs from one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, you end the spell immediately. On a successful save, the spell ends. The spell damages the target and leaves behind a copy of the target. The original creature’s speed is halved, it takes half damage, it takes half damage if it is charmed, and it takes half damage if it is deafened. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

As you cast this spell, you can replace one of the following spells with a nonmagical spell of 3rd level or lower, provided that the other spell could be cast using an alternative spell slot of 4th level or higher: a crescent moon, a fey god’s retribution, a dire wolf’s den entry, or a dire wolf’s ward. The replacement spell has no effect on the spell’s variants or the spell’s abilities or defenses. For example, the crescent moon could be replaced by a dire wolf’s den entry, a dire wolf’s den entry, or a dire wolf’s ward. You choose not to replace the spell with a nonmagical spell of 5th level or higher. You can replace the fey god’s retribution with a dire wolf’s den entry, or a dire wolf’s den entry, by saying a prayer of thanksgiving to the deity for the restoration. A dire wolf’s den entry, or a dire wolf’s den entry, might also be replaced by a dire wolf’s den entry, if the den entry includes a prayer that the deity offers. The den entry might be a message, a message of thanksgiving to the deity, or a message of retribution against those who have w ho harmed you. If the den entry includes a prayer that the deity offers, the deity might offer a divine command or a prophetic command, perhaps for the first time in your life, to all creatures in your immediate vicinity. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose a creature within range for the spell. You touch it and give it a healing spell of your choice from any of the following types available to it: acid, cold, fire, lightning, poison, or water. For the duration, the target has a +2 bonus to all damage rolls and saving throws. Additionally, the target regains hit points equal to half the amount of hit points restored by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Grasping weeds and root roots appear where you are closest to a structure or a point within range. The area can be as small as a 30 foot cube or as large as a 120 foot cube. The area can be up to 50 feet wide, 25 feet tall, and 5 feet thick. The plants affect plants or creatures within 20 feet of the source of the blast, and they turn the affected plants and creatures into temporary object types and harmless. The temporary types are those of vegetable or mineral sort, or they appear whenever you cast this spell. You can choose from any of the following temporary types, which can’t be changed: Any plant permanently undergrowth in a 30-foot cube. (Ex. the Great Smoky Mountains, for example, has no trees.) Any plant created by a spell of 2nd level or higher that is no larger than a 10-foot cube. (Ex. trees can be cut down to 10 feet tall.) Any plant created by an elemental spell that is no larger than a 5-foot cube. (Ex. a basilisk cone has 5 feet of radius and dim light for 1 hour. If you cast this spell multiple times, you must maintain a contiguous grid of all the times you cast it.) Any plant permanently undergrowth in a 60-foot radius. (Ex. the Great Smoky Mountains, for example, has no plants.) Any plant created by a spell of 3rd level or lower that is no larger than a 20-foot radius. (Ex. a basilisk cone has 20 feet of radius and dim light for 1 hour. If you cast this spell multiple times, you must maintain a contiguous grid of all the times you cast it.) Any plant created by a nonmagical spell that is no larger than a 15-foot radius. (Ex. a basilisk cone has 20 feet of radius and dim light for 1 hour. If you cast this spell multiple times, you must maintain a contiguous grid of all the times you cast it.) If you cast the spell multiple times on the same creature, the creature or the plant it creates w as affected by it, but the plants created by the spell apply to that creature and its plane of existence. If you use a spell slot of 4th level or higher on a plant’s trigger, that spell triggers when a bolt of lightning strikes it, not when the creature enters the spell’s area for the first time on a turn or ends its turn there. The spell’s duration is 3 days. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create an invisible barrier of bright light around an area within reach for a length of sphere’s length equal to the length of your hand. Until the spell ends, you can use a bonus action to move the spell's radiance up to 360 feet and then repeat the spell against any creature within reach. The radius and extent of this spell are determined by the DM, determined by the size of the barrier and the height of the barrier from. When you cast the spell, you can designate any number of creatures you can see that can be targeted by it, creating a visual representation of each one. Each target must be within 5 feet of you when you cast the spell. If you cast the spell on a target that is invisible, the invisible target can see toward the other side of the barrier until the spell ends. If you cast the spell on a target that is visible to the naked eye, the invisible target can see just beyond the visible barrier and is blind as a result of its blindness. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You imbue a creature with the power to grant life-saving abilities. Choose one ability the target has advantage on: one creature’s speed, size, or jump height. The target also gains a +2 bonus to AC while under the target’s illusion. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke a magic word that creates a protective magic circle on a solid surface within range. The circle is large enough to protect up to 30 feet of a creature or an object within 30 feet of it. If you cast this spell on the same surface every day for a year, the spell lasts until dispelled. The spell lasts for the duration. When you cast this spell, you can choose to have the protective magic circle extend into the air or to extend into the ground. You can also choose to have the protective magic circle be an invisible barrier, an area of fog, or a barrier between you and a target. The spell creates the following effects within the protective magic circle: You create a tiny, harmless sensory effect on the target that prevents it from speaking or interacting with the spell. The target can't be affected by such a spell. A creature affected by such a spell can make a Wisdom saving throw. On a successful save, the creature speaks only when speaking, and speaking while wearing armor or attired to a suit of armor grants it the ability to do so. You create a harmless sensory effect on the target that allows it to see and understand flames and other flames of a sort that flames of a sort other than those of a creature or a creature within reach. The target can breathe flames of a sort that flames of a sort within reach. The target can cast spells of a sort that are of a sort that flames of a sort within reach. The target can pass through the barrier created by the protective magic circle, though it can’t pass through it or through any other openings created by the spell. You create a harmless sensory effect on a creature that causes it to feel pain, gain comfort from food that is warm or cold, or feel pain or gain pleasure in some other perceived pain or pleasure. The creature is protected from pain and is capable of doing whatever is necessary to maintain or maintain its normal functions. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the protective magic circle increases by 1d8 the damage of your spell for each slot level above 6th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke an energy field, made from a living thing, from an extradimensional plane, or from another plane of existence up to the point that the extradimensional portal is up to the sky. The portal can be made through a portal pad or a portal door that opens into a portal to a new dimension. You can specify a distance of up to 60 feet, and there is a 10 percent chance per round that a creature enters the portal from a different plane of existence. The portal is open when you cast this spell. It includes whatever form you are on a contiguous journey, whether it starts out as a portal to a new dimension, into the nearest extradimensional space, as part of the action described above, or into a plane other than the one you are currently on. For example, a portal to a dimension to the north might take you as far as the clouds are concerned. Or, the portal made from a extradimensional portal to another plane might take you as far as the winds are concerned, but leave you in an extradimensional prison while you are outside the spell. The prison may be a cage, a container, a portal or a portal wall. Your space is limited. Creatures and objects move through the portal’s space, and everything traveling through it is limited by the extradimensional prison. Creatures and creatures originating from other planes of existence are prevented from traveling through the portal. This spell damages objects created by extradimensional portals created by spells created by other spells. For example, a portal created by a mordenkainen spell could be made to serve as an extradimensional prison for a dragon’s eye spell, a lich’s eye spell, or the wizard’s visual attunement spell. Finally, creating portals from extradimensional portals can cause them to close. This spell has no effect on plants, animals or other liquids created by extradimensional portals”. Summon Butterflies 120 Concentration, up to 1 minute A flying disc appears in your hand. The disc flies around in a cone, centered on a point you choose within range. The disc can hover in the air or drop to the ground where it persists for the duration. The disc emits bright light out to 50 feet and remains there until the spell ends. You or your companions can use your action to cause the disc to move across the room. If you cause the disc to move to another spot within 5 feet of you, the disc ends. If the disc moves with you, the creature it strikes doesn’t move. The spell dismisses this spell and allows you to dismiss the spell again. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke a spirit to mend a wound. You can reshape a wound so that it appears as a transparent, translucent, or translucent green, blue, or violet cloud. The wound must be no larger than a 30-foot cube. The wound can be replaced by any number of temporary hit points you have available. You can repair the wound by using an ability score. If you have it, you restore the maximum number of temporary hit points you have from a spell by raising your maximum hit points from the lowest. The minimum number of temporary hit points you can restore is 15. When you use this spell to restore an injured creature to life, you can use an ability score. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can restore an injured creature to life with one use of magic equipped. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You summon a spirit to protect a creature that you can see within range. The spirit takes on a form you choose, such as a fey or a fiend, and takes on a different form depending on the creature’s nature. The summoned creature is friendly to you and your companions for the duration. The summoned creature can communicate with you through the summoned creature, and it can’t attack you. The summoned creature disappears when it drops to 0 hit points or when the spell ends. You can use this spell's overload condition to further restrict the summoned creature’s ability to do anything harmful to you or its companions. You can only affect the summoned creature once. When the spell ends, the creature disappears. If you cast this spell again, the summoned creature disappears if it is ever more than 30 feet away from you or if it has become trapped in a pit, an open pit, a ceiling, or a loose object that falls from a ceiling or over a fire. If you cast this spell again, the creature disappears if it is ever more than 30 feet away from you or if it has become trapped in a pit, an open pit, a ceiling, or a loose object that falls from a ceiling or over a fire. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 10 minutes
Duration:

Describe or name a creature that is ill and/or incapacitated. You can name a young rat or a wrinkled frog—twisted, sickly creatures likely to live for the duration of the spell, and they're known to be among the youngest members of the group. If you cast this spell on the same creature or within 30 feet of it, the spell doesn’t. Illuminatus Touch 1 hour A creature of your choice that you can see within range and that fits in an unoccupied space that you can see within range can cast the spell without expending any movement. You can bring the spell to another creature that you can see within range and cast it without expending a movement and thus reduce the target’s movement by 10 feet until the spell ends. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a tear or a puff of radiance within range that can be suppressed if you are a creature of Medium size or lower. Until the start of your next turn, you can use a bonus action to cause the tear to fill one of your hands, up to 20 feet long; you can also use your action on a hand or another surface and cause the tear to fill a 20 foot cube. You can end the tear early by using its movement to move a finger or two along a surface as small or as large as your choosing, issuing a forceful tug over terrain in a 5—foot radius. If you cause the tear to move over a target or to move in a different direction, that target is driven back in the direction you used your movement to move. If the tear moves across a surface, the surface appears dry and opaque, making it difficult terrain for creatures other than you to see through it. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You seize up to fourteen illusory illusions from the Ethereal Plane, creating a shadowy figure in the image whose appearance and physical form you choose. The images can be anywhere from humanoid to monstrous, up to twelve creatures, or to a total of up to twelve creatures (the images can be multiple creatures or a single creature). If you create an image of an undead creature, choose one of the following images as the image: The image appears humanoid-sized, The image appears to be animated, The image appears to be an affected creature, The image appears to be hostile, or illusory, Additionally, you can compel an image of an image to appear within 5 feet of you (your choice when creating the image) or cause the image to appear to any creature within 5 feet of you, causing the image to persist for the duration For the duration, an illusory image of a creature appears in the image If you compel an image of an image to appear within 5 feet of you, the image persists for the duration The image creates a harmless sensory effect that an affected creature can see, called conjuration ipples or conjuration ures, that lasts for the duration illusions are created. Whenever an image appears within 5 feet of a creature, an illusory image appears in the image and the image creates, causing the illusion to persist for the duration ipples are created. When the image appears, a random creature that can see inside the image (typically a creature that moves when the illusory image appears) must make a Wisdom saving throw. On a failed save, it takes 5d10 ipples to the full’s length, which leaves it vulnerable to attack and spell damage. When an illusory image appears inside a creature, the image spreads around corners and remains in its space for the duration Illusory image created by illusion created by divination spells Illusory image merges with image of the affected creature to form an image of a creature. In addition, if the two images merge, image of the creature created by divination spells merges with image of the creature created by illusion spells, and image of the creature created by divination spells becomes an image of the creature the creature’s true form is at the moment the illusory image appears. This spell can’t create an image of a creature created by an illusion spell, such as by shaping a creature’s head to resemble a creature’s true form. When you cast this spell, choose any number of creatures you can see within 30 feet of you. At the end of each of your turns, you can offer your hand to be held by one creature holding an illusory image of a creature created by divination spells. Each creature must make a Wisdom saving throw. On a failed save, it takes 6d8 necrotic damage, and its hit point maximum is reduced to 0. Its hit point maximum isn’t reduced, but it is reduced to 1d8—2d8 hit points, and it’s hit point maximum is reduced to 2d8—3d8. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A vine leaves a point of blindness that covers an area of terrain up to ¼ the size of your hand and spreads around corners. For the duration, an undead–readable image appears in your mind of a single thing that looks familiar to you (such as a tree, rock, cliff, or other difficult terrain) but can't be changed (such as by being covered by a cloak or placed beneath a covering fabric that is too thick). For the spell’s duration, a zombie has a 50 percent chance to detect a creature of your choice within 5 feet of it and cause it to make a Wisdom saving throw. As an action, the zombie can make one of the following Wisdom saving throws, which are cumulative with the number of successes made. On a success, it frees itself and can deal no damage. On a failure, the creature lashes out at another creature of your choice within 5 feet of it, causing the creature to make two Wisdom saving throws at the end of its turn (at the start of each of its turns). On a successful save, it lashes out at its nearest non-creature and causes it to make the same saving throw twice, at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional obstacles for each slot level above 7th. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Your curse grants you the ability to mend or mendeal anything that you touch before, during, or after you cast this spell. You have resistance to the triggering damage type until the start of your next turn, at which point you can use your reaction to end the effect. A debilitating effect might target you, your companions, or your closest friends. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: 8 Hours

For the duration, your memory of a creature is restored to you. You can speak the creature’s name, read its thoughts, and so on, but you regain any lost information. Divination

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You call forth a spirit to protect you. The intangible creature you touch regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You invoke the spirits of beasts to help you defeat the mightiest of beasts. Choose a Huge or smaller beast’s challenge rating of 8 or lower. Its hit point maximum is reduced by 2d10, and it is no longer restrained by long, flowing robes. If it fails its saving throw, take 2d10 radiant damage, and you regain hit points equal to half the amount of radiant damage you have remaining. Divination

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A black emaciated mass of matter appears in a 20-foot radius centered on a point you can see within range. The area is bright light and it sheds bright light for an additional 60 feet. The area is difficult terrain and contains up to 20 feet of dirt and stone. Any creature in the area when you cast this spell must make a Constitution saving throw against your own spell save DC. On a failed save, the creature is restrained as a result of the spell’s effect. A restrained creature can use an action to make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. If an creature has the Strength score needed to maintain control over its object and creature states while in the area, it can roll a d4 and subtract what it can from it at the start of its turn. If an object or creature has been magically bound while in the area, that creature must succeed on a Strength saving throw against your own spell save DC or lose control of its object and creature states. While the object or creature is under the effects of a special bond, it can’t be bound by the special bond. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. Until the spell ends, the target has a - in the statistics section of the spell book , or 1 hour of concentration, if you use the spell on this target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth spirits to ward you and your companions against nature. The messenger appears in a space that is a 5-foot cube you can see within range. Each creature in that space must make a Wisdom saving throw. On a failed save, a creature becomes charmed for the duration. While charmed by this spell, a creature must make a Wisdom saving throw each time it takes damage, and it can’t be charmed again until its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a shimmering, talismatized hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can use an action to move the hand up to 60 feet and then make an ability check. If you succeed, the hand moves with you and remains so for the duration. If you fail, the hand moves with you and remains so for the duration. At Higher Levels. When you cast this spell using a spell slot of 14th level or higher, you can use an action to move the hand up to 60 feet and then make a melee spell attack against a creature within its reach. If the hand hits a creature or a place within its reach, the target takes an extra 2d6 bludgeoning damage from the start of your next turn until it completes the turn. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You recall the past events of the past day. For the duration, you can use your action to return to the time you spent in the past ascending the steps of your memory, but it must take 1 minute to do so. The spell can’t return to any of your past lives. Dead. You can’t cast spells or use equipment. Dead. You can’t cast spells or use magic items. Dead. You can’t cast any spells you’ve lost or found. Dead. You can’t cast any magic items you’ve stolen from you. Dead. You can’t cast spells you’ve read, written, or drawn from the past 24 hours. Dead. You can’t cast any magic items you’ve fallen or vanished from your possession. Dead. You can’t cast any spells you’ve read, written, or drawn from the past 24 hours. Dead. You can’t cast any magic items you have lost or found. Dead. You can’t cast any spells you have cast the past 24 hours. Dead. You can’t cast any magic items you have created or that have not yet been created. Dead. You can’t cast any magic spells you have cast the past 24 hours. Dead. You can’t cast any spells you have cast the past 24 hours. Dead. You can’t cast any magic items you have worn or that have not yet been worn. Dead. You can’t cast any spells you have cast the past 24 hours. Dead. You can’t cast any magic items you have worn or that have not yet been worn. Dead. You can’t cast planar spells, celestial spells, psychic spells, or summon spells. Dead. You can’t cast any spells you have known to cast over the past 24 hours. Dead. You can’t cast planar spells, celestial spells, psychic spells, or summon spells. Dead. You can’t cast any spells you know about or that have not yet been cast. Dead. You can’t cast any spell of a level that doesn’t begin with “a" or that doesn’t appear to be of a creature’s level. Dead. You can’t cast any spell of a level that starts with “a" or that doesn’t appear to be of a creature’s level. Dead. You can’t cast any spell of a level that starts with “a" or that doesn’t appear to be of a creature’s level. Dead. You can’t create an object that is worn or carried by another creature. Dead. You can attempt to cast a spell of 3rd level or lower on an object you can see within range, but it must be of a size that is short or carried by an object. The target must be within range of the spell. If the target is unwilling, it can make a Wisdom saving throw. On a success, the spell ends on the target. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Commensurate with the updraft, the updraft increases by 1 meter when you reach the cube’s bottom. Each foot that moves through the updraft costs 4 feet of movement, and any creature on the ground when you cast this spell must make 3 Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature isn’t knocked prone and is not knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Each foot that moves through the updraft costs 4 feet of movement, and any creature on the ground when you cast this spell must make 3 Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature isn’t knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Each foot that moves through the updraft costs 4 feet of movement, and any creature on the ground when you cast this spell must make 3 Strength saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature isn’t knocked prone. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You speak a song of power and beauty that summons a celestial from the air to follow your command. Choose up to three celestial in a 30-foot cone until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the summoned celestial increases her hit points by 30 for each slot level above 2nd. The celestial summons a Large or smaller celestial in an unoccupied space within range. Until the spell ends, the celestial summons a Medium or smaller celestial in an unoccupied space within range. The celestial summons the space of a celestial whose hit points exceed your maximum hit points. The celestial summons the space of a celestial whose hit points exceed the hit points of a celestial whose hit point maximum is less than or equal to the hit points of the celestial. The spell fails if the celestial is destroyed while casting this spell. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Duration: Concentration, up to 1 hour

Your hand or an object crisscrosss over a creature’s space for the duration. If you concentrate on a creature for the entire spell’s duration, that creature becomes immune to whatever damage the spell deals, and you can have no more than three such creatures on the target’s person. If the target is incapacitated or w ho is damaged, you can use your action to make a Strength or Dexterity check against your spell save DC to make the spell sick. As normal, you roll a d 100 and add the number rolled to the total. With an extra roll, you can roll as many as three additional times, which always cures the target of its injury. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A large ball of energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage, and the next ranged attack roll made against this target deals an extra 1d10 force damage to the target. Additionally, if this spell targetishes while the spell lasts, the target becomes undead and can’t be revived. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A small, harmless magical effect appears on a creature or an object you touch that has been imbued with an ability that causes it to transform into a beast of record. The transformation lasts for 1 hour. The target must be within 30 feet of you when you cast this spell. If the spell is triggered while the target is in the spell's area, then the target’s level of transformation is 1. The target’s game statistics are suppressed until the start of your next turn, and it makes a Wisdom saving throw at the start of your next turn. On a successful save, the target takes all of its damage from the spell’s damage type, and its game statistics are suppressed until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A small, transparent gem appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the gem or enters an unoccupied space within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You call out a deity or a specific entity to be healed. The target must succeed on a Constitution saving throw or become charmed by you for the duration. The target is also charmed by you for the duration. The charmed target can use its action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. While the target is charmed by you, other creatures have advantage on attack rolls against you that use an action to attack it. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. The spell ends if you cast this spell again While the target is charmed by you, other creatures have advantage on attack rolls against you that use an action to attack it. Each time the target takes damage, this spell ends, and the target becomes charmed by you for the duration. At End of Turn. If the spell ends before then, the target doesn’t learn its next turn. At the End of the Target’s Next Turn. If the target has more than one turn remaining, it can choose an amount of damage it takes on its next turn that is equal to or less than the attacker’s remaining damage. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause several pieces of nonliving matter within range to boil and become infested with a disease. Choose any nonliving matter within range that you can see and boil that matter for 1 minute. The target lumps together all the nonliving matter, removing them from the spell if it isn't on the same plane of existence as the one affected by the disease. The nonliving matter isn’t contagious but the target’s heartbeat can't be raised above 100 RPM for 1 hour. After the disease ends, the infected creature is protected from decay and from all diseases for 1 hour, after which it returns to normal physical size and moves to a different spot within 100 feet of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You choose one creature you can see within range and that is healing from a weapon attack. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 piercing damage, and it has disadvantage on the next weapon attack roll it makes with that weapon score. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You imbue a creature you can see within range with a harmful ability. Each creature in a 20-foot-radius sphere centered on that creature must make a Constitution saving throw. On a failed save, a creature becomes blinded for 1 minute. An blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. The spell ends if you cast this spell again, if the creature’s Constitution drops to 0 or if the illusion takes any damage. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 1-4 weeks
Duration:

1-4 weeks (You choose one creature you can see as an object.) It grants you, an object that you touch, a new concentration for the duration. You are still a creature whose movement is limited by your current movement speed and no more than 10 feet away from you. You can use an action to break the enchantment for 1 minute, or you can cause any of the following effects to apply: You can break the enchantment if you are within 10 feet of it; You can break the enchantment by concentrating on a spell or ability that requires concentration, such as concentration with or alone. A strong wind can create the wind, but it vanishes by concentrating when the spell ends. It lasts for 1 minute. When you break the spell (no action required), you can use your reaction to determine the destination of any temporary objects, and the destination doesn’t disappear when you use your action to break the enchantment for 1 mile. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 150
Duration: 24 Hours

One creature of Medium size or smaller within range who voluntarily disappears when the spell ends and the spell ends for that creature, such as at the end of a long rest or at the start of your next turn. The creature disappears if it drops to 0 hit points. The creature is invisible and immune to all damage, and it can’t talk or travel in any way. It reappears after you cast this spell or if you cast it again. The creature disappears at the end of every 24 hours, unless I tell you to keep it up until then. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above the one you used for the idol spell. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

For the duration, the mist spreads around creatures or structures within range, extinguishing thematic effusions, summoning spells, and other beneficial effects, and summoning powerful demons or undeads. This spell doesn’t harm an elemental , fey , or minotaur . At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional demons or a minotaur for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The first time you hit with a weapon attack during this spell’s duration, the weapon deals an extra 1d4 damage of the type you chose, as determined by the DM. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 150
Duration:

Until the spell ends, plant growth on your hands, legs, or wherever you are moving with advantage. When you do so, choose as many beneficial qualities (such as tall grass or trees) as you can find at the start of each of your turns, up to three qualities of your choice, and then plant a seed (the plant is an acacia tree). If you choose two qualities of your choice, you can plant up to two trees per round for 7 days, extending the duration of the spell by another 7 days. For dragon bones, you can plant up to six trees per round, extending the duration of the spell by a further 6 days. The spell can’t otherwise target trees, either. If you plant a seed that is used to stimulate plant growth, it turns dormant trees on the ground that would normally be outdoors into fully grown trees covered with bark and leaves. Alternatively, you can cause dormant trees to sprout from the ground after a day of rest. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration: 150

Instantaneous You cause up to three objects to fall down and shatter into pieces. Each object must have at least one foot on it. The pieces can each hold up to one other object. The objects must be of the same size, weight, shape, or color. The pieces must still be of the same dimension, which can be any dimension you specify. A piece of a creature that falls into a pile of rubble can't be more than 30 feet away from it. Any object that falls within reach, including the piece that falls into it, is destroyed. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration: 5 minutes (30 minutes in total)

Concentration, up to 10 minutes Up to ten creatures of your choice that you can see within range can be healed by one use of your spell’s healing touch. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration:

A line of water spreads around your destination and moves at a speed you choose. You can line this line up as a bonus action on each of your turns until the water has dispersed. While the water line lasts, you can make a single melee attack with it against a creature within 30 feet of it. On a hit, the target takes 6d8 bludgeoning damage, or half as much damage on a miss. While the water line lasts, you can use your magic stone to create a vortex around the vortex, which lasts until the water ends. This vortex doesn’t fill a 20-foot cube, nor do it create openings. You can create one side of the vortex where the water doesn’t flow, creating a vertical vortex that extends off into the night. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

The whisper of a god enters your ear. Choose an area of up to 50 feet that you can see. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 3d6 necrotic damage and is stunned until the start of your next turn. On a successful save, a stunned creature can use its action to leave the area the next time it hits with a weapon attack, an attack using an ability, or a temporary effect. A stunned creature doesn’t take additional effects until it uses its action to do so. You can specify magical or physical effects that allow you to affect a creature’s wounds, but they are effectively lost until the creature uses its action to do so. A creature that uses its action to mark a new wound with an mark can’t use its action to move away from the mark until the creature has reached its full potential, but can’t take actions that would cause the creature to mark a new wound. Summon Familiar Concentration, up to 1 minute You summon a strange beast or beast of unknown form. Choose a Large or smaller, a humanoid (your choice), an animal (your choice), or a plant (your choice). Creatures within 5 feet of the beast or beast must make a Wisdom saving throw. On a failed save, the beast’s speed drops to 0 until it transforms into the chosen beast or beast for the duration, returning it to its normal form (if the beast’s form isn’t transformed). The beast must be within 30 feet of you when you and its companions summon it. The beast’s statistics—its short form, except for its tail, are replaced by that of a human (no truesense), gnome (no truesense), or unicorn; it is frightened, confused, or neutralized by any kind of charm, charm, or illusion spell; and it has resistance to the triggering effects of any of its moves (such as those from berserk). When the beast’s transformed form appears in an area under your control, you can designate what actions the beast can take at the time it’s summoned. This transformation is permanent, though it takes place for 24 hours. It lasts for the duration of any summoned beast and can’t be dispelled by any magical or mundane means. At any point during its transformation, whenever the beast’s transformed form appears on the ground, it disappears,’ and any spells and other effects it has cast that ended when it transformed remain with it, while any damage it deals before disintegrating leaves behind a necrotic trail of acid or yellowing stinging trails of crackling fire. A beast affected by this transformation can’t attack, use a weapon, or otherwise reach for another creature. The beast doesn’t benefit from ‏treat friends’s healing or ‏tangle others under an entanglement spell’s effect or ‏dire wounds upon yourself or any other creature affected by it’s effect. Finally, because of its shape, the beast doesn’t possess any special powers, abilities, or abilities. When a summoned beast appears in your space, you can see it until the spell ends.‵ If the beast’s size is less than you have designated, you can use your movement to move it. While it’s within 60 feet of you, the beast spends its action to roar, so long as that roar is audible within 90 feet of it. If the beast’s size is reduced by more than 60 feet, its roar becomes audible again within 60 feet. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a whirlwind that travels from one place on the ground to another, moving with it. The whirlwind spreads around corners and is heavily obscured. Until the spell ends, you can use an action to launch the whirlwind at one creature within 5 feet of it. Make a ranged spell attack with it. On a hit, the target takes 1d8 thunder damage. Choose one spell of 3rd level or lower, or two 2nd, 4th, or 5th level spells of 3rd level or lower, or one 3rd level spell of 4th level or lower. That spell’s damage increases by 1d8, and the whirlwind deals 2d8 thunder damage to any creature within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Thunderous Smite Touch Concentration, up to 1 hour You make a fist-sized explosion of blows that deal an extra 1d6 damage to targets within 5 feet of the target. Make a ranged spell attack for each hit, instead of just making the attack with a weapon. On a hit, the target takes 1d6 bludgeoning damage, and it has disadvantage on Constitution saving throws and attack rolls. If you hit the maximum number of targets at the end of its turn, choose one of those creatures or one of its companions. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell damages one creature you touch if it is fighting or attacking you. If you hit with a melee attack within the first place, the target takes 1d10 lightning damage, and it must succeed on a Constitution saving throw or be shocked. The spell ends if you use its non-instantaneous component (such as the bolt of lightning spell) or if you use its instantaneous component (such as the divine word spell) or its active component (such as burning hand, which w as an action and must be drawn into the warding wind for each hit). In addition, when you cast this spell with a nonmagical weapon equipped and that weapon deals an extra 1d6 lightning damage to the target, it must make the saving throw. The spell ends if you use a nonmagical weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken a creature within range that was within the spell’s radius when you cast the spell. The target is no longer blinded or frightened, and it gains a number of temporary hit points equal to half the creature’s hit point maximum that were exhausted when you cast the spell. These temporary hit points can’t be replaced by temporary hit points gained through another spell of equal or lower level. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a holy word, inscribed on a surface that you can see within range and that fits within a 5-foot cube. The word can specify a prayer or a religious message, or it might have other properties, such as having a certain aura or a certain language. The word can describe a creature’s journey, a secret location, or a specific kind of magic. When you cast the spell, you choose a radius of no greater than 10 feet for the spell’s duration, to include both the borderlines and both the borderlines and the borderlines' corners. For the duration, creatures can be taken as if they w ere enclosed in a wall of stone or a rope. While the spell lasts, a creature can make a Wisdom saving throw against your spell save DC to resist the spell. On a success, the wall crumbles into rubble, and a pillar of stone rises from it. If any creature moves across the rock to get to the top of the pillar, it falls from the pillar and lands in a spot of your choice within 5 feet of the pillar. Divination

Moss Healing Word

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to release one creature that you can see within range. For the duration, the target’s speed is halved and it makes a Wisdom saving throw against exhaustion. On a failed save, it takes half as much damage and can’t take reactions. The target can’t willingly enter the creature’s space or leave its space if it is immune to exhaustion. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

While you are within range, you plant a harmful spell on an object or a creature and grant it a harmless sensory effect. When the effect ends, the spell stops, requiring a DC 20 Intelligence (Investigation) check against your spell save DC. If the spell succeeds, you choose one of the following effects for the item’s harmful effect to end: Nonliving creatures that don’t need food or drink take 1d10 fire damage. All creatures take 10d10 radiant damage. Huge or larger creatures have disadvantage on Dexterity saving throws and Strength saving throws. If the spell ends before you have finished casting it, you can end it early, using your extra action to move the spell from one creature’s space to the left of it. If you use your extra action to move the spell from one creature’s space to the right, you can end it early. At Higher Levels. When you cast these spells using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Enchantment

Moss Healing Word 1. Once per long rest, when you gain the knowledge, you gain a new understanding of how a specific effect or effect might affect one of your allies. You gain the same level of knowledge about the affected effect or effect as the creature. That creature is unaffected by any of the effects. For example, a creature whose Intelligence is 3 might understand that a certain amount of magic can make one willing creature immune to being frightened out of the air and thus immune to being stunned. Similarly, a creature whose Strength is 5 might understand that magic can make one willing creature immune to being hit by a blast of lightning and thus immune to being knocked prone. Finally, for an effect that targets more than one creature, you might heal an affected effect or a target of one affected effect by different means. If you heal an effect or a target of a different effect, that effect or one you choose affects the same effect or effect, up to the maximum extent possible. Examples: Draining Fluids Healing Word Healing Word Healing Word Damage 100 200 500 500

Moss Healing Word

Casting Time: 1 action
Range: 1 Round
Duration:

You create an invisible, intangible wound around one creature that you can see within range. Until the spell ends, the target suffers no healing effects. When a target is hit by this spell or subjected to any damage that can be caused by it, the target takes 10d6 + 20 psychic damage (or half as much damage on each of its turns) and has disadvantage on all saving throws, ability checks, and skill checks that use your concentration. On each of your subsequent turns until the spell ends, if the target is healed of this damage before reaching 0 hit points, the spell ends. You can use an action to ask the target to move away from you. The spell creates a 10-foot square on the ground within range and halts your movement for 1 minute, after which time you can move back up to 100 feet. You make a Dexterity saving throw, and the area continues to move as normal until your end of next turn. Whether the target moves or not, the spell ends early on every target it damages or attempts to damage. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 20
Duration: Duration: 5 minutes

Your hand becomes the mark of a creature for the duration. Each creature that you choose within 10 feet of you for the first time on a turn or round starts with disadvantage on attack rolls against you until the spell ends. If you would normally target a creature whose behavior you can see (or who has senses that are lacking), you gain 1 extra point for every 60 feet you went to the toilet. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 24 Hours
Duration:

You create diseased glyphs on the ground, or a trench or a floor of some sort within range, that deal piercing damage to a creature within 30 feet of the trench or floor. The disease can be cured by any spell using an additional 1 point of acid damage. You take 4d8 necrotic damage and reduce the disease to a necrotic state. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 25
Duration: Until dispelled

The goddess of chaos awakens to fight for the living; each of you are either healed by a magical healing spell, or poisoned. Choose one creature that you can see within range, takes an acid or cold damage, or half as much damage, at the DM’s option. The target regains 2d8 acid damage when it drops to 0 hit points, and the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 2 Hour
Duration:

You gain the ability to imbue yourself with greater pain, gaining +30 bonus to all damage rolls while you are conscious. You can also make all saving throws with disadvantage. 120 Longsword Self Concentration, up to 1 minute A flurry of magical energy erupts from a Large or smaller object, moving slowly, and dealing an extra 5d10 bludgeoning damage to one creature or object you can see within range. For the duration, objects hit or knocked out by this spell aren’t affected. If you have multiple Large or smaller objects that are affected by this spell, all of them fall into place. You can’t cast spells of 2nd level or higher into the same object. If you create a Large or smaller object that falls into place, that object must remain there for the spell’s duration. You can use your reaction to cause this spell to do a number of times equal to your spellcasting ability modifier (the remaining number must be exactly 10). For example, you can cause an object of height 30 feet to fall 5 feet above the floor but cause it to fall 5 feet above the wall and fall 60 feet before its fall again. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You imbue a creature of your choice that you can see within range and that is immune to being charmed for its entire duration with an aura centered on it. It creates a harmless sensory and visual effect around you, and if the creature is willing and able to perform simple tasks, such as standing up, cooking, cleaning, folding clothes, and so forth, the creature becomes charmed for the duration. It can repeat this spell's damage type with enough force to break any armor or weapons it takes to break any other armor. If it does so successfully, the spell ends. Divination

Moss Healing Word

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You make a swarm of plants in a location within range for up to 10 minutes. The plants w as long as its area is at least 5 feet square and are large enough to cover 20 feet of floor and a portion of floor. When you make the plant’s movement, it moves with you, moving with you on each of your turns until the plant stops moving. If you move more than 20 feet in a direction you choose, you can use an action to create a line of fire 30 feet long and 5 feet tall extending from the fire in that direction to the plant. The plant emits bright light in a 20-foot radius and dim light for an additional 20 feet. This light can illuminate hidden doors, windows, and other openings in the plant’s area. When the plant creates these lights, it creates an area of bright light with a 5-foot radius, 30 feet deep, and 50 feet tall, covering the entire area and opening no more than 10 feet wide. The light has a range of 100 feet. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 300
Duration: 8 Hours

This spell inscribes a message within 20 years after another legendary legendary creature’s death. Choose an area of stone, wood, mud, or stone floor, wall or ceiling that you can see 100 feet on each side (as an extra feature), and follow the following instructions. You write the message on the surface, but it can’t exceed 10 words. The spell inscribes the name of the legendary creature and its location within 20 miles of the source of the flame, including in case of emergency. You can also use a prophetic word on the surface. If you or your companions die while on the surface, the plane of existence is destroyed. As a bonus action, you can change the fire's brightness or dim light, shape or form any of the following effects: The area of the magic flame becomes difficult terrain until the spell ends. If you instead end the terrain on a successful dodge, it remains difficult until the end of your next turn. Also, no creatures are pushed into the fire. The magic flame changes color and becomes hard or shine red. The fire causes fine motes, such as snowflakes, to form in the smoke. The smoke damages and ignites equipment. Other effects of this spell have no effect on creatures or objects that aren’t being worn or carried. When you cast this spell and use a spell slot of 4th level or higher, you can change any of the following effects of the spell on an affected creature: To a creature affected by this spell, the smoke no longer rips through clothing at the DM’s normal speed. The creature becomes blinded and deafened when it makes a melee spell attack. The creature spends 4 feet of movement during the spell’s duration on a wrong side of a solid surface, in an area of up to 500 feet square or 10 feet on one side. This spell can’t place a mark on the creature’s space that indicates a course or trail down a physical or magical slippery slope. The spell creates magical portals that take creatures to other planes of existence, opening such a path in a creature?s case when the creature first enters the spell’s plane of existence. For the purposes of this spell, the terms portal and magical portal appear in your spell list, even when you cast this spell and as a bonus action on each of your turns, you can spend one and move up to 20 feet to an unoccupied space within range. A portal opens when a Huge or smaller creature moves across a surface or when a door or other opening appears at the base of the portal. If the portal is large enough to allow a Huge or smaller creature to open a sealed container or other container, the creature takes 2d10 bludgeoning damage, and the creature must then make a Strength saving throw. If it fails the save, the creature is restrained and subjected to the petrified condition for the duration. A petrified creature can't use its action to attack or to enter a sealed container, or it can’t speak a word against its creator’s wishes. A restrained petrified creature can use its action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained and subjected to the petrified condition for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Unlimited Energy. 8 Hours This spell can’t be dispelled. Nothing can happen until the spell ends. In the case of a spell cast on a creature or a solid object, the spell ends on that creature or object, but not until the object, spell, or spell’s spell has ended (such as by casting an action to assume the celestial form of a celestial, for example). Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 hour

Concentration, up to 1 hour You gain control over the minds or emotions of creatures you can see within range. Creatures that can see you can perceive you as you pass by, and creatures within range can sense you as if you were within range. If you use your action to move up to your speed, you can do so. You can also use your action to move up to your speed. You can also use your action to end a long-term condition that would cause you to lose concentration on your current task. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows a creature of your choice that you can see within range to mend its wounds, gain an advantage on several of your saving throws against healing spells for the duration, or end its turn and give you the benefit of a divination spell to deal its wounds. A creature that uses an action to dismiss Divine Shield or Divine Shieldmending (an ability learned by you as part of the spellcasting) has advantage on the roll and instead deals its maximum healing possible damage to you, using the d8 damage of the spell. Divination

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows a creature that you choose to become a bonded creature for the duration to become immune to all damage and regain hit points equal to half your spellcasting ability modifier. When a creature dies while bonded, the creature’s soul is taken from it and its hit point maximum is reduced to 0. The bonded creature can be eviscerated by slashing damage, or it can be restored to life with a short rest by using a nonmagical healing spell. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell damages an unwilling creature and grants it temporary status that is no longer within its normal power. For the duration, a creature that drops to 0 hit points loses all its hit points and can’t drive, attack, cast, or use tools, provided such creatures are within 10 feet of its parked or damaged minivan. At Higher Levels. When you cast this spell using a spell of 9th level or higher, the duration is 9 months. When you cast this spell using a spell of 11th level or higher, the duration is 18 months. When you cast it using a spell of 13th level or higher, the duration is 24 months. If you use a spell of 14th level or higher, the duration is 26 months. When you use a spell of 15th level or higher, the duration is 33 months. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell damages one creature you choose within range, healing it of one disease or poison affecting the target’s first, second, or third day. That creature also suffers from debilitating afflictions, such as deafness, exhaustion, exhaustion, and sleep disorders. If you have the creature or a creature’s parent’s pet and the creature is immune to both afflictions, the creature suffers the disease and is cured of it. If the creature is poisoned, exposed to an poison, or poisoned by another poison, the creature is also poisoned and poisoned by another poison, exposed to the poison until it ’s full health bar clear, but not before it cures itself of the afflictions and makes full use of the healing ability. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Used to sicken and stave off natural diseases. A creature that makes a successful Wisdom saving throw against a disease that it hates makes it immune to the disease for the duration. You choose the disease as a spell’s saving throw and, when you do, it cures the creature’s disease for the spell’s duration. The disease doesn’t spread to fill its space, on its turn or after it disappears. Some diseases, like celestials’s, are particularly harmful to celestials who are weak against the disease. At Higher Levels. When you cast this spell using a spell slot of a higher level than the one you used to cast it, you can have up to three diseases cured at a time, with additional diseases cured for each slot level above 2nd. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Your glyphs provide you with a general, general impression of surroundings, enemies, and possible actions that might take place within the next 40 feet or so. You can also provide an insight into the momentary decisions made by creatures or objects within the next 60 feet. While you can reveal the momentary details of an action taken at a moment's notice, you can’t do so if you have the glyph. In doing so, you leave no room for illusion or bias, and you make any possible decisions about actions and stimuli that affect that moment. You can choose to maintain your insight into the moment for the sake of a future report, or to suggest otherwise, and you retain your insight until the next working day. If you do so, you retain whatever capabilities you used to have until you use your glyph. A creature uses its action to inspect the glyph, which it can see within its mind, before it uses any actions to examine it. If a creature discerns an illusory image of an object within the glyph, that creature can use its action to inspect the object, if it determines that it is illusory. If a creature inspects an illusory image of an object within your mind, that creature uses its action to examine the object, if it determines that it is illusory. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 1 minute

Choose one creature you can see within range and imbue it with a healing spell. The target takes 10d6 acid, cold, lightning, or thunder damage (your choice when you cast this spell). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A Large plant that grows plants on the ground, ground up, down, or somewhere within earshot of a creature of your choice within range is nourished, protected, and maintained in low-gravity conditions, for up to 7 days, to a maximum of 100 feet tall. The plant remains for the duration and produces no food, no water, no clean air, and produces no odor. As an action, you can move the plant up to 30 feet in a straight line, stopping at the top of the area for its growing season. When the plant appears, choose a point within range and designate one of the following plants as its seasonal food source: red peppers, celery, bell peppers, radishes, and rose hips. When you make an ability check, you can use your w concentration bonus to determine the seasonally adjusted season lightness for the plant. If you are able to determine the seasonally adjusted season lightness using an ability check made using the w class feature, the change lasts until the start of your next turn. If you decide to maintain the seasonally adjusted lighting, you can maintain it for up to 24 hours by creating suitable containers (unscheduled, for example, for the day or night) for it to become dormant and reappear during the day. A dormant plant produces no food and emits no odor when it produces food. You can maintain the seasonally adjusted lightness for up to 24 hours by shaping the seasonal color of plant material so that its growing season starts on the same time of day as the plant’s seasonally adjusted light. You can also maintain the seasonally adjusted dark temperature for up to 24 hours by shaping the seasonal color of the wood used to make pottery into the seasonally adjusted color of the wood used in making tools. You can change the seasonally adjusted lightness for up to 24 hours by creating a protective charm on the plant. When the protective charm is triggered, a thin sheet of opaque magic energy is emitted from it and that sheet remains for the entire spell’s duration. When the sheet is destroyed, all magical energy that was created with the plant dissipates into cold light. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell targets multiple creatures within range. Each target must make a Wisdom saving throw. On a failed save, it becomes immune to poison, fire, lightning, and death effects for the duration. An immune creature becomes an immune to these effects for 1 hour. An immune creature becomes charmed by these creatures for 1 hour. After 1 hour, an immune creature becomes frightened and loses all its Hit Points. An immune creature can be targeted only once by each casting of this spell, and any subsequent casting of this spell without first making a successful saving throw with a successful saving throw against this immunity spell ends immediately. When you cast this spell, you can have up to four identical creatures or one creature from a group that you can see within range. Each target must have its own unique magical ability, and you can banish a creature for its ability score to equal or be below the creature’s maximum hit points. Divination

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magic word inscribed within a creature’s space, and the spell creates a magic quote that appears within range to bestow upon the creature a beneficial effect. The magic quote might be a message, a prophecy, a command, or a general idea that might bestow a benefit. The magic quote might also be a verbal command, a symbol, or a physical command (such as “attack the dumbbells"), such as “to rob the bank or “to steal our money." The magic quote might be a cryptic message, a cryptic prophecy, or a general idea that might bestow a benefit. The magic quote might also be a cryptic visual cue, such as “a cloud of smoke rising from your brow." The magic cue might be a cryptic visual cue, a cryptic visual cue, or a cryptic visual cue, such as “a shadowy figure walking across a pond or “a figure speaking in a language that is neither spoken nor written." The magic cue might be a cryptic visual cue, a cryptic visual cue, or a cryptic visual cue, such as “a cloud of smoke rising from your brow." The magic cue might be a cryptic visual cue, a cryptic visual cue, or a cryptic visual cue, such as “a figure speaking in a language that is neither spoken nor written." The magic cue might be a cryptic visual cue, a cryptic visual cue, or a cryptic visual cue, such as “a figure speaking in a language that is neither spoken nor written." The magic cue might be a cryptic visual cue, a cryptic visual cue, or a cryptic visual cue, such as “a figure speaking in a language that is neither spoken nor written." The magic cue might be a cryptic visual cue, a cryptic visual cue, or a cryptic visual cue, such as “a figure speaking in a language that is neither spoken nor written." The magic cue might be an image, a symbol, or a visual cue, such as “a cloud floating in the air, floating in the wind, or floating in the air while you are conscious. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create a visual cue that is both visually and mentally powerful enough to compel the creature to perform a specific action. You might use this magic to create

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You invoke a spirit that appears in an unoccupied space that you can see within range and that is friendly to you. The spirit appears in an unoccupied space that you can see within range and that is within 60 feet of you. The spirit can be a Huge or smaller creature or an object. The spirit can’t attack or target any creatures or construct. The spirit removes nonmagical injuries, poisons, diseases, and terrors affecting it that are present within 60 feet of you. The spirit can’t attack or target any creatures or construct within 60 feet of you that it can see. The spirit can, however, siphon energy from you to create new harmful effects, create new beneficial effects, or both. You can use your action to dismiss the spell. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make a word or phrase harmful to a creature or to a creature within range. The word or phrase includes the following words or concepts: a curse that would make the creature immune to its spells or to its effects, or a spell that would banish a creature to a place that is neither pleasant nor safe, or a curse that would make a creature incapable of meaningful interaction with others, such as by leading a group or fighting a group of people, or a harmful enchantment that would make a creature incapable of meaningful interaction with objects, magic items, or magic items created by magic items. You make the word or phrase harmful to both the creature and the creature’s mind. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 4 hours

This spell inflicts 5,000 Faith damage to a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes half as much damage and is blinded until the spell ends. On a successful save, the affected creature regains half his or her Hit Points. Any reduction to its Hit Points, other than from poison, burns at the target. If the target fails the saving throw, any reduction to its Hit Points is removed. You might have other effects on the target. For example, you might banish it into an unfriendly plane that has darkvision out to sea, causing it to become invisible and vulnerable to fire damage. Such a spell could target a creature you choose when you cast the spell, placing it within 5 feet of you and causing it to become invisible until the spell ends. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 6 months

A word can be written or uttered in the shape of a creature’s bestowal. This magical word has no physical form, but rather a magical energy field around it, and it merges with mundane materials such as wood, stone, or metals in your possession. This magic power is wasted. If material components are damaged outside of this casting time, the magic word is broken, creating a magical bond between the components broken by the spell, but the bonded component remains intact and can take damage as normal. To resolve the spell, you must agree to a binding agreement with the target, which can be found under the bard spell list at the DM’s discretion. Once the spell occurs, the creature takes 1d4 + 1 level of Constitution saving throws using your spellcasting ability modifier. When this spell ends, the magical bond is broken, creating a magical bond between you and the target that lasts for the duration or until the target dies. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the bond lasts until it is broken or the target dies. when you use a spell slot of 4th level or higher, the bond lasts for another 2d4 days, or until you use a spell slot of 5th or 6th level spell in a row to regain magic user’s vitality. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You fill the air with illusions that appear to be ones or creatures of your choice in a 30-foot square, centered on a point you choose within range. The images are harmless and can be dismissed by dispel magic or by affecting an object or creature within reach. An object or creature can be blinded or deafened in this way. The images also return if the creature is no longer within 30 feet of the point you used for the summoning. If you are dealing with a summoned beast, you summon its humanoids and their skeletal remains, using the following rites. You summon one Tiny or smaller beast or humanoid, either of you, and expunish it of all its hit points and armor. The beast’s hit point maximum is equal to your spellcasting ability modifier + your proficiency bonus + your Intelligence modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the number of creatures you can summon and how many times you use this spell each day increases by two for each slot level above 2nd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You recall the past events of your memory and decide whether or not a disease, a poison, or a spell of 3rd level or lower affects your memory of those times. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell grants a creature a new ability or ability within range. For the duration, the target has resistance to one damage type of your choice: acid, cold, erythema, erythema of someone else, fey, fiend (evil), or undead. The target also has resistance to one damage type of your choice. It can use an ability check contested by the check’s DC to determine the ability of the new ability or ability. If a creature succeeds on the check, the spell ends for that creature. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You bring forth an illusory creature that uses its action to make an illusory sound (a whisper, a rumble, a puff of wind, for instance). The creature appears in a spot of your choice within range and lasts for the creature’s movement. Once the creature starts speaking, it can repeat the spell, acting on its own words, as described below. If the spell ends before the creature has a chance to make sounds, the creature doesn’t disappear, and it doesn’t take any actions, but it reappears and continues to make sound noises. If the creature ends its turn in a spot of yours where it can’t hear the creature, the creature can use its action to make a Wisdom saving throw to stay within 1 mile of you. If you are still within 1 mile of you, the creature doesn’t take any actions, but instead takes actions of its own accord and makes sound waves in echoing music within 30 feet of where you cast this spell. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical bond with a creature you touch that is charmed and frightened. The creature must be within 60 feet of you when you cast this spell and can’t willingly move away from you. For the duration, the creature can be charmed and frightened by any spell of 2nd level or lower that targets it, but it must be on the same plane of existence as you and has the same hit points as you. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an antimagic field in range at a point you can see within range. You can create the field if you wish, using an action to create the desired effect. You can choose from any of the following effects when you create the field: 1. The field appears in the space you choose for three times on a surface, but it is immobile and takes no damage when it appears. Thickening or distorting the field creates a scar tissue pattern centered on the scar. This scar tissue spreads throughout the area, forming a scar that sheds light for 1 minute per scar; if the area is large enough to allow a creature to see through the field, the scar tissue is lifted and twisted to create a scar that sheds light for 1 minute per creature within 5 feet of the area. Thickening the scar causes a creature within 5 feet of the area to make a Dexterity saving throw. On a failed save, the creature takes 14d6 slashing damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and isn’t blinded by this spell. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an illusory image of a creature that you can see within range, a creature’s size, and a certain length. The image appears within 1 mile of the creature’s location, and the creature can be anywhere on the ground or on a ceiling. The image lasts for the duration or until you dismiss the illusion. You can use your action to dismiss it. It flashes a harmless, harmless scythe symbol at the creature and spreads across the ground in a 10-foot radius. When the image spreads to the other side of a structure, it spreads around corners, forming a barrier. The image lasts for the duration or until you dismiss the illusion. If you cast this spell again, the image spreads around a structure, tree, or some other structure that is no larger than a 20-foot cube. If you cast this spell again, the image spreads around a structure, tree, or some other structure that is no larger than a 20-foot cube. The image lasts for the duration or until you dismiss the illusion. If you dismiss it while you have this spell active, the image spreads around a structure, tree, or some other structure that is no larger than a 20-foot cube. If you dismiss it while you have this spell off, the image spreads around a structure, tree, or some other structure that is no larger than a 20-foot cube. At the end of each of its turns, the illusion attempts to perform a special action, such as opening a locked door or climbing a secret passage, to appear in the same place as the creature. If the illusion fails, it wastes the action that used to perform the action and can’t perform the action again until it has used its action on it. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a sickening image of a creature within range. Choose one creature that you can see within range and that fits within a 5-foot cube. The image spreads across the creature’s body, and the image transforms into a weapon that deals 1d4 necrotic damage on a hit. The image spreads across the creature’s body, and the image becomes permanent. The image can’t attack or target any creature, object, or creature within 5 feet of it. The image becomes a powerful illusion, causing it to become difficult for creatures or objects to pass through it. The image is permanent and can’t be changed. If you choose to create a sickening image, you cause the image to animate and become difficult for creatures or objects to pass through it. At the end of each of its turns, the image can be activated again, ending the effect. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You invoke the spirits of men who have passed away through death or the spirits of nature. Your prayer is a reply to a divine message. Choose an area of darkness, a portion of nature, or a curse of some sort. You can reply using either an expression or a mantra, as appropriate. The phrase or mantra serves two functions. It provides precise instructions about what to do next, such as choosing one creature as a target; if you command its immediate family and friends as well as friends and enemies, its servants, and so on; and it might tell you about new spells or mysterious dangers. If you command its immediate family and friends, its servants, or even yourself, it appears to be speaking in a magical script, but the spell might only be written on paper. The spell might be suppressed or not cast in the case of a sudden death; in such a case, you can instruct the creature to die early. While a creature is dying, you can use an action to shake or slap its head in confusion, which w as audible and thus triggers the suggestion. If there is no suggestion, the creature is dead. You can also dismiss the spell as an action that asks at it to make it appear as though it had died. If you don’t respond to its call, the spell dismisses itself. The DM might instead issue a brief command, such as to guard a fortress against a siege army. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your god’s word appears in shadowy slivers that aren’t visible to creatures other than a creature. You can speak the word without first carrying out any of the instructions on the spell, which can take up to 10 minutes. The spell can’t target one creature or object and isn’t infused with magic. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of hit points equal to twice the hit points of its previous form. This restoration canlict the target. The creature’s hit points must be re sustained within a reasonable amount of time after you summoned it. The spell ends if you cast this spell again, if the target reverts to its former form, or if the target is charmed in the original form by one or more of the above restrictions are met. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d8 for each slot level above 3rd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A Large spectral messenger appears in an unoccupied space within range. The messenger appears in the space and lasts for the spell’s duration. It appears for the duration to fill any gaps in the wall or to conceal some other concealment. The messenger disappears when it drops to 0 hit points, when the spell ends, when you change its color, or when you choose a new creature’s name or create an illogical or misleading nickname for. The messenger disappears if it drops to 0 hit points or becomes stuck between two floors of a wicker structure. If you cast this spell using a spell slot of 6th level or higher, the messenger disappears when it drops to 0 hit points or starts its next turn stuck between two floors of the structure. You can create an illogical or misleading nickname for the messenger by making a verbal or written demand (such as, "Bring my son back to the circus", "Go get my coat", "Bring my son"—or any number of such demands). The DM chooses the nickname you give, which must be worded in such a manner as to convey the message. If you create an illogical or misleading nickname, the magic lamp created by that nickname turns green and fills the space between two floors of the structure. You can also cause any illogical or misleading nickname to disappear altogether if you do so, as with the messenger created by this spell. When you cast this spell, you can also choose to have the messenger disappear with you for 1 minute, assuming it is doing so voluntarily. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional messenger for each slot level above lst. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, their spectral form appears fiendish or undead (your choice). If you are good, their spectral form appears chaotic or hellish. When they become a part of your group, they appear for each other and each other creature within 30 feet of them. An affected creature can use its action to make a Wisdom saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the storm cloud up to 30 feet in any direction. If the cloud moves over you, you cause it to emit a loud, fiery sound. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. If there is a 30-foot radius exception, the cloud sheds bright light in that area regardless of whether you're in that area or not. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral scream that fills a 20-foot cube within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 necrotic damage and is turned to ash. The spell ends if you use your action to open a gateway to another dimension. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a ward against magical travel that protects up to 40,000 square feet of floor space for you and your companions to sit on. Until the spell ends, the warded area is available for viewing and observation by creatures of your choice that can see the w on the floor. Creatures that can’t be targeted by divination spells can’t be targeted by similar spells. Each creature in the warded area must make a Dexterity saving throw against another spell of 3rd level or lower. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A string of magical energy washes over a creature and grows larger as it ages. The energy lasts forimate an object it strikes, an immobile object it strikes, or a Medium or Small object that it strikes, and then it explodes. The object is covered in magical energy, such as fire, but not such as acid, cold, or fire. The image then decays to nothing more than a visible image of the object. The energy also stops short of harming the creature. An affected creature returns to its home plane at once if it wishes,’s hit point maximum and destination arithmetical information (if any) is known to it; it also obeys any verbal commands that the affected creature sends its way (no action required by the spell). If the creature ends its turn in a location where the energy is prevalent (such as at the start of your turn) or where the energy would be concerned, the creature is likely to succeed in its attack roll or saving throw. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A vine that has the properties described below turns poisonous weeds and plants into harmless plants on each of your turns for the duration. Any creature that ends its turn within 30 feet of any of the affected plants when it does so must move with it, taking 5 feet of movement for every 1 foot it takes us. If a vine produces no leaves, it simply rotates, and the plant dies. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A whirlwind of green light fills a 20-foot-radius sphere centered on a point you choose within range. The blast spreads around corners, and it creates a 10-foot cube in the space you choose for each—20 foot cube spreads around corners. The expanse of the spell spreads out over a 30-foot cube from the center of the casting area to a spot within 30 feet of it. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A whirlwind of smoke fills the air within range on a point you choose within range, issuing a puff of strong wind. Each creature in a 15—foot radius around the point’s center must make a Dexterity saving throw. Each target takes 10d8 fire damage on a failed saving throw, or half as much damage on a successful one. Creatures are pushed to the wall nearest to it. When the wall appears, each creature that ends its turn within 10 feet of the spot where you cast this spell must succeed on a Dexterity saving throw or take 5d10 bludgeoning damage. A creature must also make the saving throw when it enters the smoke to survive. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you choose words of loss or restoration, or a type of temporary intelligence or charm used to conceal certain statistics. The memory is permanent and can occur up to 1 hour. The spell can penetrate most barriers, but it isn’t as strong as a direct spell, such as a 12-foot wall of fire, 1,000 feet tall or 8 feet deep. A 12-foot-diameter circle can make a circle seem larger than it is. If the circle is made on a solid surface, objects and spells created by the spell crumble to stone as if they were hurled from a height of 2 feet. While such a circle is an illusion, the target isn’t actually aware of the illusion’s presence and the spell has no effect. You can use an illusion spell slot to recall a specific memory of an entity, such as a creature, object, or creature. You choose at random from among those memories. When you recall a memory, the memory is permanent and might come back or be reoriented. You can store the memory in an unsteep place such as an underwood or underflooring, and you might release the memory if enough people have readied themselves for it. If you create an illusion that has a name and ends in “a figure known as “a demon or “a wizard, you create the illusion where the figure is physically present and depicted in the image, either as the illusion opens or closes its mouth and says the name of the illusionist (if any). The name might be “a demon’s name, a wizard’s name, or the voice of a living god’s voice. If you create an illusion of an unwilling creature, you can attempt to persuade it to give you a ride on a particular locomotive. Make an Intelligence saving throw. On a success, you can use your reaction to make the illusion go away; if the creature doesn’t wish to go back to being frightened, she might instead try to convince you that she is still frightened (as if she were frightened herself). If you succeed, you can go back to being frightened, at which point the illusion resumes its original meaning. You might learn a new spell or trick from someone familiar with the spell you’re casting, based on what you learn. When you cast this spell, you can have the illusion appear to you only if you are familiar with the illusion. As a bonus action, you can mentally command the illusion to move up or down, depending on the circumstance (see below). Once you have done so, you decide what action the target must take and where it will move during its next turn, or you can instruct the illusion to deal an action that it normally does, such as opening its mouth or walking. You can choose whether to command the illusion to move or to move off of an object (such as by saying the spell to open a safe or to leave a safe), cup it a coffee, or stack it some other suitable object. Once you have given the direction to your illusion, it behaves as if it had the information it needs to move forward or backward. Once you have given the direction to your illusion, it ignores any order from its master if it is present. If you command the illusion to move or not, it continues to follow your direction until the spell ends or until you use your reaction (such as saying the command) to command it to move somewhere else. You can command the illusion to move or not If you command the illusion to move or not, it uses its reaction to go where you instruct it to go. If you command the illusion to go where you do not already go, the illusion follows the instructions you give it, acting on its turn to continue acting on its turn. You decide when the illusion finishes its turn and at what rate it does so. If the illusion spends its turn moving faster than normal, it ends its turn moving before the start of your next turn. This ends any chance of it being interrupted by another creature (such as a troll) that is moving before the alarm sounds. When the alarm sounds, your voice interjects your command (no action required) and summons all the creatures you designate when you command it to move. You can speak the command at the same time as your spell, but the creature must be within line of sight to do so. You describe the illusion You have a vague idea of what the illusion is like, such as "like a rabbit, like a spider, like an ant, like a sea urchin, like a squirrel, like a spider, like a leopard, like a hippopotamus, like a rhinoceros, like a lion, like an ape, like a shark, like an octopus, like an elephant, like a spider, like a squirrel, like a sea urch

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell lets you restore up to ten nonmagical wounds that needed to heal earlier on in your next turn. Whenever a nonmagical wound is healed, you make a new one. Wounds can be healed by harming it, casting a nonmagical spell, or making a melee spell attack against it. If it becomes a weapon, armor, or a piece of a weapon that can’t be damaged, it becomes a melee weapon with a +1 bonus to attack rolls and deals an extra 1d6 weapon damage point damage. A nonmagical wound created by this spell can’t be changed, repaired, or otherwise modified by other means. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell makes one willing creatures of your choice that you can see within range immune to being harmed. Until the spell ends, you can make an ability check with your spellcasting ability contested by the creature’s Strength check, and it can make the check with disadvantage on the ability check. A ? Strength check reveals a creature’s vulnerability to being hit by a melee weapon. If you are trying to treat a creature as weak to being hit by a melee weapon, the creature is even more vulnerable than it may seem. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Up to ten creatures of your choice that you can see within range fall ill and injures them. If these creatures are Medium or smaller, the spell creates an instantaneous death sentence for them. Choose up to ten creatures that you can see within range and that aren’t being held or carried by a creature. When you cast this spell, you can specify individuals that aren’t being harmed or have died: undead, fiends, and other creatures of a sort that aren’t friendly to you. Each target must make a Constitution saving throw. On a failed save, a target takes 4d8 necrotic damage, and it can’t automatically assume the form it replaced when it died. If the target transforms before the spell ends, you can use its remaining health as lance. On a failed save, it reverts to its normal form, reverts to its animal form, and then regains 4d8 hit points. A creature that died while regaining hit points from this spell is no longer affected by it. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a spirit that defends a creature’s lair against hostile creatures. The spirit takes on the form of a Huge or smaller creature and takes 3d6 lightning damage when it enters the target area for the first time on a turn or starts its turn there. At the end of each of its turns, the creature must make a Constitution saving throw. It fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your second lightning damage spell of the spell’s type deals one additional lightning damage to the target. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up an illusory creature from the remains of a fallen creature that is no longer alive to be its adult form. The creature is a Huge or smaller creature, and its hit point maximum is 300,000. The illusion lasts for the duration, or until you cast the spell again to restore the creature to its former form. You decide what sort of creature the creature is and how it is affected by it. When you cast the spell, you can also specify a set of magical conditions you believe to be appropriate and that can affect the creature. For example, you might set up conditions that would cause creatures of your choice that aren’t under the influence of any effect to regain hit points equal to 1d4 + your spellcasting ability modifier. A creature w ho must make a Constitution saving throw the first time on a turn that it enters the creature’s space that is engulfed in debris. Condition. If a creature fails the save, a condition that would normally cause a creature to regain hit points equal to 1d4 + your spellcasting ability modifier increases to a new high. This spell doesn’t, however, automatically resolve if a creature kills itself off in an uncontrolled crash landed in an unoccupied space of your choice within 10 minutes. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a glyph of healing and a mark on a target that you can see within range. You can make the spell’s condition even greater by creating a new glyph. The glyph lasts until you dismiss it as an action or during your concentration on it. If you cast this spell again, the glyph creates an even greater condition for that target, requiring a different glyph. You can create any of the following effects with a single casting of the spell. Sickened. A creature in a 20th-level slot of your choice that you can see must succeed on a Wisdom saving throw or be affected by the glyph for 1 minute. Fling. You cause up to one willing creature you can see within 5 feet of it, or a creature that can hear you, to lash out toward the other creature in that area. The creature takes 10d4 slashing damage on a failed save, or half as much damage on a successful one. In addition, when you hit with a glyph spell, you can use your action to cause another creature to make a new saving throw. If you have no other options, you create a new glyph of healing and a mark on the creature that you can see within 5 feet of it. The glyph lasts until you dismiss it as an action. If you create a temporary glyph, you may use your action to dismiss it. It lasts until you dismiss both a temporary and a permanent one, or until you dismiss both a temporary and a permanent one. You decide how the glyph functions. A temporary spell slot is left untouched, and a permanent one and a bonus spell slot is awarded for each slot. A temporary spell slot is not removed before completing a long rest. A permanent spell slot is not removed after completing a long rest. At Higher Levels. When you cast a spell with this spell, you can expend one use of the spell’s duration and end the effect of the spell on the target. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a piece of nature fiction that predicts the future. You choose a location, a name, or a set of rules for the future that you believe will benefit the group. The prediction is accurate and likely to change over time. The goal is to reduce the likelihood that the future will be the same as what is currently known. The prediction is cumulative, so that each time you cast this spell, you end up with a future that is twice as likely to be true as the past. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the passing of a special master, the loss or gain of a job, or a change in the weather. Divination

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a tiny, transparent wound on the arm of an enemy creature. You must make a Strength saving throw. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is exposed to fire damage for 1 minute, after which time it can move on its own. This use of the opening is difficult terrain, and the creature can’t open a gateway to another plane (including you) through which it can’t pass. You can dim light and silence sounds, as well as silence and song, for 1 minute. You can‘** restrict the sounds to a limited range, such as a song of ice or thunder, and then repeat the spell 10 times, ending the effect on itself on a success. When you make the saving throw, you can ask a creature to rejoin your party. Choose an area of magic air or water that you can see and that fits within a 5-foot cube with an opening on the ground or a floor that is no higher than 10 feet. A creature takes 4d12 radiant damage on a failed save, or half as much damage on a successful one. While the creature exhales smoke or bludgeoning gas from its mouth, it has disadvantage on attack rolls against creatures that aren’t breath creatures, and it can’t take reactions. Once exposed, it reverts to its original form, shedding its head and remaining hair. It can’t use movement or attacks. As an action, it moves with the wind and deals 3d8 radiant damage to any creature it injured until it moves away from you. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a creature with the power to release weeds in its environment. This spell allows a plant to do one thing you can see: plant a new, beneficial trait. You choose the same plant for the entire duration of the spell—all the way through the casting and ending the turn. In addition, if the new trait produces more than one ability score, a plant with that ability score produces two additional ability scores for each ability score. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke a spirit that takes root in the mind of a creature it can see within range, and that does so at the target’s direction. The spell ends if you dismiss it as an action or if you cast this spell again. You can ask the spirit to leave the target’s mind if it is unwilling or unable to obey your command. If the spirit says yes, it disappears, returning to its body to where it was when you cast the spell. This spell doesn’t specify when the spell ends. For example, you could ask the creature to leave your mind if it is unwilling to obey your command to the best of its ability. If the creature says yes, it disappears, returning to its body to where it was when you cast the spell. This spell doesn’t specify when the spell ends. For example, you could ask the creature to leave your mind if it is unwilling to obey your command to the best of its ability. If the creature says yes, it disappears, returning to its body to where it was when you cast the spell. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke a spirit that takes root in your memory and springs to life in one of the following ways: - You create a new illusory image of a specific creature or an area of a specific creature - You instantaneously transform a creature of your choice that you can see within range into a simulacrum of the creature you chose for the casting. The simulacrum is an object that has a surface area of up to 50 feet and that can be as small as a 5-foot cube or as large as a 100-foot cube. The simulacrum can be as large as Medium or smaller as Huge. The simulacrum remains for as long as you have a simulacrum spell active, up to ten days. While the simulacrum remains, you can use your action to cause a creature to become charmed by you. The charmed creature must use its movement to move away from you and onto the ground, where it will be stunned, frightened, or killed. If the creature would become frightened, it can use its reaction to regain control of its mind. If you would instead cause the creature to become friendly to you and to anyone within 30 feet of you, the creature becomes friendly to you and to anyone within 30 feet of you and at the start of each of its turns can attack you with an attack if you have it. If the creature would become hostile to you and to anyone within 30 feet of you, the creature can use its action to become friendly to you and to anyone within 30 feet of you and at the start of each of its turns can use an action to make a melee spell attack. On a hit, the creature deals 4d6 psychic damage. If you are fighting the creature, or casting this spell on it while it is frightened, stunned, or killed, you instantly learn its loyalty level and choose its loyalty as 1d4, 5d4, or 6d4. If you are fighting a creature that is friendly to you and that is within 30 feet of you, you instantly learn its loyalty level and choose its loyalty level as 1d6, 7d6, or 8d6. If you are fighting a creature that is within 30 feet of you and that is within 30 feet of you, you instantly learn its loyalty level and choose its loyalty level as 2d6, or 9d6, or 10d6. If you are fighting a creature that is within 30 feet of you and that is within 30 feet of you, you instantly learn its loyalty level and choose its loyalty level as 3d6, or 10d6, or 11d6. If you are fighting a creature that is within 30 feet of you and that is within 30 feet of you, you instantly learn its loyalty level and choose its loyalty level as 4d6, or 11d6, or 12d6. If you are fighting a creature that is within 30 feet of you and that is within 30 feet of you, you immediately learn its loyalty level and choose its loyalty level as 5d6, or 12d6, or 13d6, or 14d6, or 15d6, or 16d6, or 17d6, or 18d6, or 19d6, or 20d6, or 21d6, or 22d6, or 23d6, or 24d6, or 25d6, or 26d6, or 27d6, or 28d6, or 29d6, or 30d6, or 31d6, or 32d6, or 33d6, or 34d6, or 35d6, or 36d6, or 37d6, or 38d6, or 39d6, or 40d6, or 43d6, or 44d6, or 45d6, or 47d6, or 48d6, or 49d6, or 50d6, or 51d6, or 52d6, or 53d6, or 54d6, or 55d6, or 57d6, or 58d6, or 59d6, or 60d6, or 61d6, or 62d6, or 63d6, or 64d6, or 65d6, or 66d6, or 67d6, or 68d6, or 69d6, or 70d6, or 71d6, or 72d6, or 73d6, or 74d6, or 75d6, or 76d6, or 77d6, or 78d6, or 79d6, or 80d6, or 81d6, or 82d6, or 83d6, or 84d6, or 85d6, or 86d6, or 87d6, or 88d6, or 89d6, or 90d6, or 91d6,

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the spirits of nature to mend broken or damaged flesh, bone, and some other hard and fast armor. You create one of the following effects when you cast this spell: You create a nonmagical bludgeoning or piercing weapon that is neither worn nor carried and that weighs no more than 5 pounds. You create a nonmagical staff capable of hurling objects at up to eight creatures of your choice within range. You cause a nonmagical weapon to make a melee attack with a weapon attack bonus, and you create a nonmagical staff capable of hurling objects at up to eight creatures of your choice within range. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the spirits of nature to protect you, and each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 1d6 poison damage, and it is blinded for 1 minute or until it can no longer see. On a successful save, it takes half as much damage and isn’t blinded. While blinded by this spell, a creature can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the spirits of nature to protect you. Choose one creature within range for the spell. The creature’s speed is doubled, it takes a -2 penalty to AC, and it can’t take reactions. The spell can penetrate most barriers, but it can’t pass through a barrier created by a spell of 2nd level or lower. The spell can’t pass through a barrier created by a 3rd-level spell of 4th level or higher. While the spell deals damage, the creature that created it has disadvantage on attack rolls against creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the spirits of the dead to mend wounds. You can use an action to shake the dead creature's hand and bring it to life again, provided that you have it. If it has already healed for the first time, you can bring it back with a sling or by using an action to throw a sling. The creature must be within 30 feet of you when you cast this spell. If you throw a sling, it strikes back and strikes a second time until it stops striking. The creature is incapacitated. You can use an action to shake the dead creature's hand again, and then throw it back at the nearest creature. If the creature has reached the end of its turn or if the spell ends before then, it can use an action to shake the creature's hand again. The creature must be within 30 feet of you when you cast this spell, and it can’t be knocked unconscious. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point your finger toward the ground to the left of a target you choose within range. You cause an earthquake, and a wave erupts at the target creature. The target creature takes 2d8 damage of the type listed below. The earthquake then shakes the ground throughout the area. While the ground is shaking, each foot you move in fills a 5 foot cube. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each creature you choose to hit with a strike on the ground during its turn counts as shaking the ground during its next turn. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your hand becomes a weapon with which you are proficient with a single melee attack before you make the attack. You make the attack with advantage if you have it, and your weapon’s damage increases by one die when you reach 5th level (2d4). You can use your action to attack any creature that you hit with the melee weapon. On a hit, the creature must use its action to move away from you, using all its movement. If it fails its first move, it can use its reaction to move back up to its feet. While you are attacking with advantage, your weapon sheds bright light in a 30-foot radius on each creature in the area. A candle might light a candle within 30 feet, a torch within 30 feet, or a light pole up to 40 feet tall. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize the initiative for the duration or until the effect ends, and you gain the following benefits: - You gain 1d8 radiant and psychic damage, and +1d8 psychic for the spell. + - You make a simple Wisdom saving throw. You succeed with causing the target to take 2d8 radiant damage, and reduce any remaining damage to 0. - You double the creature’s speed by one level, or run for cover against your will. You make two bombs on your turn. The first explodes whenever a creature within its area hits the shard. A second explodes when a Clerics level more than One creature of your choice that you can see hits you. This explosion causes a loud boom that echoes off the edge of the room, and causes the dust and dirt to form in such a way as to create a 60-foot cube. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. If you take the extra damage, your spell ends. When you cast this spell again, any creatures that have been charmed by your spell for any reason are turned into dust and turned into floating corpses. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher. the damage increases by MB for each slot level above 3rd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch an unwilling creature and grant it a shortening spell slot of 4 hours and a boost to AC against one damage type. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a creature of your choice that you can see within range regains hit points equal to 2d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs. You can’t activate or leave the spell with a creature other than you, if that creature is undead or constructs. You can use your action to dismiss the spell with a successful dispel magic spell. If a creature uses its action to do so, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 30
Duration:

Until dispelled by a jewel or a similar gem, this spell creates a protective magical bond between you and an illusory harmless creature that you can see within range. Choose one of the following four creatures for each slot level above you spell slot: humanoid, celestials, elementals, elementals of plants, elementals of water, elementals of stone, elementals of air, elementals of nature, elementals of stone, elementals of snow, elementals of type snow, elementals of type rain, elementals of type rain, elementals of type sapling, stone, stone, stone of frost, stone, stone, stone of incense, stone, stone, stone of earth, stone, stone of fire, stone, stone of lightning, earth, stone, stone of torrents, earth, stone, stone of darkness, stone, stone of wind, or stone of water. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 5
Duration: 24 Hours

A Medium construct of your choice made of wood or stone is animated and protected by magic for the duration. For the duration, the construct is immune to all damage and can’t take reactions, and it has resistance to all damage. During the duration, the construct can use its action to make a Strength or Dexterity check (its choice) against the spell’s ability check. On a success, it can switch to a smaller size for the duration. If a construct’s Strength or Dexterity check is higher than the creature’s ability check (50 vs. 50), the construct is restrained, restrained, or both. If a construct’s Constitution check is higher than the creature’s ability check (100 vs. 100), the construct is killed. Divination

Moss Healing Word

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You transform one unwilling creature you touch into a misty cloud for the duration. Until the spell ends or the spell ends, the misty cloud robs the creature of its ability to reason and intelligence, and the creature is limited in what it can think and do. It is deaf and blind. It can't take actions, can't read, can’t read an unknown language, cannot understand charts or calendars, and can’t read, write, or write any script. While the creature is affected by this spell, other creatures have advantage on attack rolls against the target. If the creature is attacked while it is within the misty cloud, it can use an action to dismiss the spell. During this time, it can also dismiss and banish the creature to a lower plane, allowing it to regain lost health. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 5
Duration: Instantaneous

The sphere of gloom radiates with an aura of indifference. Choose a creature within range, along with all its hit points, and fill it with an aura of indifference. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You imbue one willing creature you touch with divination magic grants it a new ability. You choose a willing creature that is loyal to you and that has a high Wisdom score. The creature’s loyalty rating is how well you think it can handle uncertainty, danger, or whatever else might occur in the moment. You can test the creature’s loyalty by manipulating its actions, showing it how it acts and what it says, but you must have seen it act on its own initiative and before it makes a move that causes it to become frightened. The creature can be affected only by one opportunity to affect the other creature. You can also manipulate the creature while it is frightened, allowing it to make a Wisdom saving throw against any effect that would end its turn or end its turn. These effects last for 1 minute, after which time you can use your action to move the creature to an unoccupied space you can see within 45 feet of you. Once you have seen the creature move, you can change its mind so that it believes that you have done something harmful to it, such as using an action to speak the truth. You can also change the creature’s mind so that it believes that you have harmed it, such as forcing it to believe that you have done something harmful to it. If you have seen the creature move before, you can manipulate its mind so that it believes that you have done something harmful to it again, if it makes a Wisdom saving throw, if you choose, that would result in the creature’s defeat and then you can manipulate the creature so that it believes that you have done something harmful to it again, if it makes a Wisdom (Aura, Spell, Sense, or Memory) check that would result in the creature’s defeat. If you have seen the creature move but not yet seen a creature move, you can make such a move while it is frightened and can affect it only by making a Wisdom saving throw. When you do so, you can affect the creature’s loyalty rating by reducing its Wisdom score by half, or by removing its sensory component, as you would a creature that has its own senses. If it has its own senses, the creature can perceive things as they actually are, but it is limited by their senses. If the creature has its own senses, however, the creature can perceive objects as if they were magical, as if they were made of metal, or as if they were made of energy. If the creature has its own senses, the creature can perceive objects as if they were made of water; however, the creature can see only through gaps in the floor of a vessel. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You teleport yourself from your current location to a different one, the closest one of your choice that can be reached within a 30 mile radius. You can use your action to teleport to another location, up to 30 miles in any direction, without using fuel. Immediately after you return to your current location, you reapply for your full recovery bonus and retain your spellcasting ability, as well as any class features you cast while you are incapacitated. You can use your action to dismiss these effects, removing them from a creature or removing them from an object you touch. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 5
Duration:

Until dispelled by arcane fire or a similar energy, a muggle named Draco Malfoy stands up. He appears on the ground in a circle to the left of your caster level, with a staff inscribed with a sacred text. You can use the staff to open a gateway between your natural land and the mainland, as well as between your wizards' and witches' lands, or between your merfolk' and the mainland. Alternatively, you can open a portal to a place within the globe that is freely wide open, as in the magical port on the north shore of Whistler Island. Alternatively, you can cause a teleportation circle to appear in the ground between your caster level and the mainland, as in the magical port on the north shore of Whistler Island. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one of the following effects on each of your turns: You create a circle on the ground that lasts for the duration, you cause flames within it to ignite You reduce the area of the smoke by 30 feet for each of its turns You alter the smoke to appear a puff of smoke filled with bright radiance You create a cloud of magical force around one creature you choose within range to prevent it from moving while you are within 30 feet of it For the entire casting period, the DM might allow one muggle to cast this spell, rather than casting twice, for each slot level above 6th For the casting of spells through the gateway, you might allow one muggle to use one of the nonremoved effects of the spell as an action, and you might allow one wizard to use one of the nonremoved effects of the spell as an action. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 5
Duration:

Your prayer imbues you with positive energy that grants it temporary status. Choose one creature of your choice within range that you can see within range. The creature’s speed is doubled, it is immune to all damage and it has advantage on attack rolls against you. While you are using the spell and succeeding on its saving throw automatically negates any damage it takes, the spell ends. You can also end the spell early because of stress. After you cast it, you can choose to end it as an action on each of your turns or until you decide to end it. You can also choose a different state of mind at the start of each of your turns. You can also choose the state of mind of a creature that is also within the spell’s range, if it has one. You can also end the spell early by manipulating any of the creature’s emotions, such as anger, fear, confusion, or confusion over its actions. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 10 Days

Concentration, up to 10 minutes You touch a creature or an object that you can see within range. The target must make a Wisdom saving throw. On a success, the target can use its action to make the saving throw again on a later turn. At the end of each of its turns, it can repeat the saving throw if it wishes. This spell can also target one or more other creatures or objects. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell halts the damage of a critical hit, and it also gives you proficiency with one weapon attack you make with a weapon drawn during the spell’s duration. You use the most recent damage from that weapon as a bonus treat weapon attack for the purposes of calculating the bonus damage. If you make a weapon attack with a weapon that you have drawn during the spell’s duration, the bonus is instead applied to the first weapon attack made against you as part of preparing the attack! For the purposes of calculating the bonus damage, you also take into account any creatures that you choose to instead take 4d6 piercing damage from daggers or plórds! Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 10 Hours

You weave magical vines, magically bound doors, and other structures within an area you choose within range. The vines spread around corners. In either direction are wrought runes and magical symbols that are read by wizards. The vines are visible from up to 25 feet away. You choose a point on ground that you can see within 5 feet of the place you cast this spell to serve as a focus point. You can manipulate some of the runes and symbols into working shapes that you can see within range. You can also manipulate up to twenty-five of the vines. Whenever a creature moves into the area to inspect a known magical artifact, a witch, priest, or warlock appears in the closest unoccupied space of the area and attunes any magical wards there are, so that the magical objects carried by the objects created by the vines remain active while the attuned creature remains within the unoccupied space. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

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Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature of your choice that you can see within range regains hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the regen increases by 1d8 for each slot level above 3rd. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 hour

Instantaneous to another creature. This spell can have up to one target for each target you designate. For each target, you choose one of the targets (your choice). The target’s hit point maximum becomes determined by the statistics of the target. The target’s hit points total is equal to the statistics you determined for the target. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates illusions about yourself made up of magical energy that lasts for the duration. These illusions are of an individual that you can see within range, one that is within 5 feet of you and that is under your control and willing to make an attack roll. You can cast this spell on the same creature or on a different one, or choose a target within 30 feet of each other. You can target one additional creature for each creature you cast this spell with advantage. When you cast this spell, you can target up to four creatures of the chosen type for each target. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a glyph of healing ability within range, granting you temporary hit points equal to your spellcasting ability modifier + your proficiency bonus. You can use this glyph to create a glyph of resistance against one creature within your reach. The creature’s hit point maximum is reduced to 0 hit points, and if the creature is already reduced to 0 hit points, the glyph instead creates a new one that increases its hit point maximum by that amount. The glyph can’t create more than one glyph at a time. When you use this glyph to create a glyph of resistance, you can replace one of the two glyphs created by this glyph with another glyph of the same effect. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a glyph of healing for the target. You choose one of the following effects when you cast the spell. You can create a new glyph by using an action to create a new line of sight or a new direction within range. You can also create a new disease, a disease that has a 50 percent chance to fail, or a disease that has a 50 percent chance to succeed. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a magical spell. The spell is a direct response to the attack roll. As a bonus action, you can make another attack roll against a creature within 30 feet of you. Hit the target with the spell. You can use your action to affect the creature as you like, if you wish. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You draw all the vitality in a creature’s body and turn it into a weapon, a shield, or a piece of jewelry. The transformation lasts for the duration, and it doesn’t need to be active during the spell’s duration. You can use your action to affect the creature again only to have it die. If you cast this spell again, the creature returns to its normal state and can use all its remaining hit points to repair damage. The creature has resistance to acid, cold, fire, lightning, and thunder damage for 24 hours. The spell ends if damage from this spell is not dealt to the creature within 24 hours of using it. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 hour

You gain the ability to heal yourself or a creature for the duration of a spell. You heal a creature for 1d4 hit points. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and be healed for the spell’s duration. You can also use your action to dismiss this effect. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You gain the ability to temporarily restore 60 (at maximum level) hit points to an object or a creature you can see within range. An object or creature that can be charmed or frightened when it is charmed or frightened is unaffected by this spell. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You hurl a beam of light that lasts for the duration. The beam spreads out to 50 feet in a 60-foot cube and ends any movement that you make when it strikes a creature or a structure. A creature must make a Wisdom saving throw. On a failed save, a creature takes 2d6 radiant damage and is knocked prone. A creature can repeat the saving throw at the end of its turn. On a successful save, it takes half as much damage and is knocked prone. The spell ends if you dismiss it as an action or if you cast this spell again. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue a creature you touch with the power to mend itself. You choose a creature type, such as a human, a beast, or a plant, and the healing spell lasts for the duration. If you cast this spell on the same creature every day for a year, the spell ends on that creature for the duration. If you cast this spell on a different creature every day for a year, the spell ends for that creature for the duration. If you cast this spell on a creature that is hostile to you and that is an object that you can reach, such as a staff or a piece of furniture, the spell ends for that creature. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a healing word into an ability score of one. For the duration, the warded word inflicts diseases, poison, and other ill effects on any number of creatures you choose within 120 feet of you. If you choose disease, a target’s hit point maximum is reduced by two, and its hit point maximum is increased by two, for each creature you choose within the last 2 feet of the warded word. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make tornadoes appear as wide arcs in the air at once. They erupting ones and spreading them over 1 mile long make them difficult terrain and are heavily obscured. Small or smaller creatures are immune to the tornadoes. When carried by a creature, the tornadoes can travel 1,000 feet and deal 50 necrotic damage to each creature that starts its turn in the area. A Large or smaller creature (your choice) also deals no damage. The damage from this spell damages any creature that starts its turn in the area. When a creature ends its turn, it may repeat the saving throw, ending the effect on itself on a success. Until today, tornadoes affected creatures didn’t harm creatures in the area. When you cast this spell, you choose to end the effect on a creature. You can use a bonus action to do so. If you do so, the spell ends, and tornadoes erupt in flames, creating tornadoes and dousing creatures in flames. Each creature in any large enough to erupt in flames must make a Constitution saving throw. On a failed save, it ignites a daze cloud or another nonmagical object that is no larger than a 15-foot cube (15 feet on a side). A creature takes 10d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Reducing a creature to 0 hit points destroys the bomb and ignites flammable objects in its path. A creature w ho damages any that aren’t within 5 feet of it or that are neither being worn or carried by the creature or worn by it burns or explodes. When the spell ends, the spell ends, and tornadoes erupt in flames, causing flaming pits and other such flames. A TEMPERATURE. The tornadoes created by this spell can fit into any creature’s gear. A tornadic creature can use its action to move up to twice its speed, and once it has moved enough to reach for a weapon, it creates a pillar of fire between its two ends and descends in a straight line toward the nearest creature. If the creature is already at the top of the pillar, it can ram it full of arrows and use its movement to move as much as five feet ahead of the creature as it travels, avoiding it altogether. A creature that moves too fast for the pillar to spread out makes a left turn in the pillar’s direction at the start of its next turn. If it moves too slowly or doesn’t follow the pillar as it moves, a diagonally-curved whip appears in its path, and darts as it flies. The tornadic creature can move up to 25 feet in any direction, at the DM’s option. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon an elemental she-wolf which appears in an unoccupied space you select within range. Choose one thorn, a plant, a tree trunk, a patch of bark or another plant of your choice within range. The elemental makes a ranged spell attack using your spellcasting ability for the first strike of your attack roll (your choice when you create the elemental, not before), and if it makes an attack roll, it takes the attack roll. Additionally, if it has another attack action to take, the elemental takes that action instead. It adds its own Strength to the attack roll. To determine the creature’s type, the elemental counts as a plant, a trunk, a patch of bark and a bark or shrub as you make your attack roll. The fey elementals you select have two of the following useful properties: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can use these attacks on the same creature or multiple times. If you do so, the elemental takes the attack damage from the weapon, and the creature takes the fire damage from it, instead of the normal damage from bludgeoning or piercing. Fire Blast 120 Concentration, up to 1 minute This spell blasts your target with a dazzling array of magical energy. Until the spell ends, the target can make a Constitution saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area, burning them to smithereens. Finally, a successful save from this spell imposes no penalties on it. While in this burning state, a creature is lightly obscured and only sees through thin to moderate- to thick-walled openings and shutters that are a distance apart, and its movement is erratic. It makes its senses erratic and w ho is completely oblivious to its surroundings. To each its own. False Life Self (60-foot radius) Concentration, up to 1 minute This spell attempts to fill the void created by death by creating a nonliving, unconscious creature that can absorb and sustain life-giving effects. The creature must be dead by the time the spell is cast. When the creature drops to 0 hit points, it regains 5d10 radiant damage (at 5th level, it regains a random hit point at 11th level). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage the creature deals with death increases by 1d10 for each slot level above 5th. This damage can’t be reduced or prevented by any other means. Stunning Aura Touch 24 Hours You touch one willing creatures and shape them as a ward against any afflictions they might suffer. The warded creatures feel no pain, only repulsion. When a creature starts its turn in the ward, it can roll over one creature whose Strength or Dexterity score it has the lowest such score. The creature automatically succeeds on a Wisdom saving throw and is protected from decay and poison for the duration, but the creature can’t become undead. Creatures that don’t need to be undead have disadvantage on saving throws against this spell. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 hour

You touch a willing creature and give it the ability to hear or understand the words of another creature. The target must succeed on a Wisdom saving throw or take 8d6 psychic damage on a failed save, or half as much damage on a successful one. The target can use its action on a success, or on a failure, to make another Wisdom saving throw. While under the effect of this spell, the target has disadvantage on attack rolls and ability checks. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a hoarse whisper. You sound as if you'd been tortured. A voice answers: - You are going to a party; one person or group of people wearing armor and weapons, or someone carrying or carrying out a task, should be able to safely pass. A person standing still in the sand could stumble into the nearest solid rock, leaving them vulnerable to being snatched away. On the other hand, if a person uses your hoarse whisper to cast a spell, such as cast these, they must arrive at their safe spot before the spell is cast. They can make a Dexterity saving throw against the spell, ending the effect on themselves instantly. Such a spell even summons creatures from the deep, and if they fail the save, they have their hoarse whispers ejected from their bodies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two objects or a creature with an Intelligence of 5 or less and animate one object or creature with an Intelligence of 7 or less. When you cast this spell using a spell slot of 8th level or higher, you can animate two objects or a creature with an Intelligence of 10 or less and animate one object or creature with an Intelligence of 13 or less. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell removes one of your allies' spells from them and restores them to full health. The spell ends when you cast it. Self 60 Concentration, up to 1 hour A magical beam of light appears in the air and travels toward you. Until the start of your next turn, you can use your reaction to teleport to a point within range. You can use your reaction to teleport to a place within range, at the DM’s discretion. You can also teleport to a place within range and repeat this step. If you use your action to move to a place within range, you can also teleport to that place. You can also teleport to a place within range and repeat this step. If you use your action to move to a place within range, you can also move to that place. Touch Instantaneous You touch a creature or object that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d10 necrotic damage and is blinded until the spell ends. On a successful save, the target is blinded for 1 minute. You can use your action to call on the spirits of other creatures to help you, even if you are not a member of that group. The spirits can be up to 30 feet long and can’t attack or cast spells. The spell can also target one additional creature (your choice) if you are on the same plane of existence as the target. The spirits are friendly to you, even if they are hostile to you. The target must make a Wisdom saving throw. On a failed save, the target is blinded until the spell ends. If the creature is within 30 feet of you, the spell ends. The spell ends if the damage is no more than 10. The target can use an action to end the blindness on itself. The target must also roll initiative for the attack roll. If the target succeeds on this saving throw, the spell ends. The spell lasts until the spell ends, at which point it ends and all its effects return. The spell can be ended by any other means. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates an extra healing Word beside one of your choice from within range, spelling out a message that resonates with one of your choice. Word clouds cover a 60-foot radius and form around corners. Each creature within 5 feet of a word cloud for that creature must succeed on a Wisdom saving throw or become charmed by it for the duration. As a bonus action on each of your turns, you can mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You can also issue a command of your own to any creature within 60 feet of you, issuing the same command to each one. When you issue the command, make the saving throw against the spell’s effect. If you do so, the intended effect repeats on your next turn, and you can issue a different command each time you issue the command. While issuing the command, you are aware of any benefits and harms associated with the target’s alignment. You decide what effect the creature will receive when it attains certain levels of alignment. For instance, if you control the creature's alignment, you can issue the creature a +1 bonus to AC, saving throws, and attack rolls with that alignment at the same time. If you issue the creature a -1 penalty to attack rolls with that alignment, you can’t issue a second bonus to AC, saving throws, or attack rolls with that alignment until the creature’s next turn, at which point the creature must either make a Constitution saving throw or take no damage. You can use this spell to issue commands to any creature you designate when you issue the command, including to its creature if it is within 60 feet of you. You might issue a command that a creature takes a –1 penalty to attack rolls with that alignment if you are given the option to DM’s discretion. If you issue the creature an order penalty that reduces it to a -1 penalty to attack rolls with it, you must roll a 2 or higher to alter the creature’s behavior in that regard. You can also issue a general command that a creature must perform a task before it can do so, such as fetch a sword from the warded area. While issuing the command, the creature is restrained by an insubstantial barrier created by the warp spell, and if the creature tries to cross a void barrier created by another spell of 8th level or lower, it can make a melee spell attack against the barrier before it can make another attack. Reducing the barrier to 0 blocks the creature’s movement for the duration of the spell. Finally, once the creature reaches the height of its magical potential and w eres an ability to read the barriers surrounding a combat, the creature no longer relies on that magic to move. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a ward that protects against the effects of injuries and spells. You cast spells and creatures are restrained by the spell and can’t move or use reactions. Creatures restrained by the spell have resistance to bludgeoning, piercing, and slashing damage. When a creature starts its turn in the warded condition, a surge of positive energy from the center of the warded creature's body moves it, in concert with other creatures, toward the nearest friendly creature restrained by this spell. The creature is restrained until the spell ends, rolling a d12. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants a creature with an illusory illusory illusory trait a new ability, ability, or trait. The new ability, ability, or trait is permanent and can be activated at any time by any creature with an Intelligence score of at least 1. The new ability, ability, or trait is based on a creature’s Intelligence score, and the creature has advantage on ability checks to take the ability check. The creature can use an action to dismiss the spell. It must still be casting the spell, or casting it while incapacitated. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants the willing creature you touch the ability to mend or mend damage. For the duration, the target has resistance to one damage type of your choice, except for bludgeoning, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose one willing creature that you can see within range and that can hear you. The target must be within 5 feet of you when you cast this spell or within 20 feet of you when you cast it. For the duration, that target can’t be affected by spells or other magical effects affecting it. The target also becomes frightened. If the target can’t see or hear you, it instead sees a dire wolf that can’t open its mouth or open its eyes, and it gains a +2 bonus to AC while it is frightened. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a small warp within your body that turns you into a beast of burden. You can make a melee spell attack against a creature within 5 feet of you that you can see within range. On a hit, the target takes 1d6 + 10 damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You imbue a creature with supernatural might. You choose one of the following abilities that you can see: Huge or smaller 5 feet high You make a melee spell attack against a creature within reach. On a hit, the target takes 2d6 necrotic damage. Teleportation Circle Touch Concentration, up to 10 minutes You touch a willing creature and bestow control over its movements and speech, similar to a magical door or a scroll. Until the spell ends, the target can speak a single nonlegible spoken language of one creature type known to you (such as French, Italian, or Spanish) as your own, instead of forcing the target to use one of its own languages. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke a spirit that appears in an unoccupied space of your choice within range and transforms one willing creature you choose into a healing potion. You choose one of the following effects when you cast this spell. You can use a bonus action to cause the creature’s restored condition to go up to 1 hour. When the creature returns to normal, you can reanimate it as an action on your turn. The creature can have its hit point maximum and hit points restored equal to your spellcasting ability modifier + your proficiency bonus. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a creature prone when it drops unconscious for the entire casting of a spell, up to 24 hours after you cast the spell. You can make the target regain lost sight of you if you do. It takes 20d8 necrotic damage if it withers under the spell. Until the spell ends, the spell creates a warp in the fabric of space you see between you and the ground you walk on. The warp twists and twists, replicating the way a human body would feel under a similar effect ineffectual or impossible terrain. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 6 Hours

You use a spell of your choice that you can see within range to heal an unwilling creature or object you touch. A target must make a Wisdom saving throw. On a success, the target is healed as if it had been hit by the spell. If the target remains unconscious for the spell’s duration, the spell ends. On a failed save, that target can take no actions. If the target is able to take actions, it must make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell removes one Medium or smaller creature’s diseased condition (typically of a creature type greater than or equal to Tiny or One-Handed). For the duration, the creature has resistance to all damage except psychic damage and can‘t be affected by spells or magical effects. As an action, you can cause the condition to repeat itself. This spell also removes one disease from one creature or one door that the creature is wearing or where it’s carrying it. If the disease disease’s owner’s living or dead condition (typically of a creature type greater than Medium), the creature suffers the disease and can‘t become diseased again, unless it takes a disease damage reduction spell (such as Cure Wounds or Stop Wounded), or by spending 3 times its remaining level’s hit points as a bonus action on its turn to restore half its hit point maximum. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You gain the ability to heal up to ten people with a single use of your healing word. You can use your healing word multiple times to heal up to nine. As long as you do so, you can use your healing word multiple times to heal up to ten people. This spell ends when you reach certain death or when you cast it again. When you cast this spell, you can use your bonus action to cast a single nonliving target as an immediate action. You can also use your bonus action to dismiss the spell as an action. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration;10 minutes

You make one prayer of noxious vapor centered on an unoccupied space that you can see within range. For the duration, the vapor doesn’t deal as much as it would if it were moved to one side of the space, but instead increases the temperature by 100 degrees for 7 days. The vapor is inhaled and emits a foul odor that matches those of undead or fiends. If you choose, the vapor spreads around corners and fills spaces that aren’t occupied. The vapor then condenses within the space for 1 hour, after which time it disappears. You can use a bonus action to cause the vapor to reappear somewhere where you can see it, rather than simply spreading about as you normally would. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You gain the ability to heal up to five creatures of your choice within range. You can use a bonus action to have the target suffer an effect like poison ivy, remove curse, or drain vitality. The target can then choose a new disease, a poison spell, or an effect that increases the target’s immunity to that disease. The disease can target one creature that you can see within 30 feet of you (the target must be within 30 feet of you when you cast this spell), or two creatures that are within 30 feet of you (the target must be within 30 feet of you when you cast this spell). To gain the ability to target two creatures, you must have seen one of the creatures on your own time, or you can cast this spell only once. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you regain expended uses of one ability when you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by one effect increases by two for each slot level above 3rd. The affected creatures, if they have one, also have advantage on saving throws against their own diseases. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You make a chant that you are about to perform. Until the spell ends, you can cast the spell up to three times, ending the effect on itself on a success. The spell lasts for the duration or until you use your action to dismiss it. It replaces diseased and poisoned targets have disadvantage on attack rolls and ability checks. If you use your action to dismiss the spell, your concentration is broken for the duration, unless you use your action to dismiss it at any time. During this time, you can use your action to dismiss such a spell as an action. On a successful pass, you dismiss such a spell. If you do so, the spell ends, and the spell becomes feral. You instantly draw the feral creature into the spell. This feral creature obeys any verbal commands that you issue to it (no action required by you). You can also use your action to dismiss the spell if it affects something you: (a) Are either human or beast; (b) Are descended from a god (your choice that isn’t a deity), or (c) Are descended from a high-ranking deity (such as the Everlasting One, the One True God, or the Everlasting King). If You keep your concentration on this spell for its full duration, you can dismiss it as an action. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A Medium plant dies and becomes inert when you cast this spell for the first time on a creature within 10 feet of it. You can plant the plant, which has the bark up to an inch thick, within the space you choose within 10 feet of you. You can use a bonus action to cause the plant to turn and come to rest on a unoccupied surface within 10 feet of you. When you do so, you plant a seed that grows up to 30 feet tall and remains dormant for the duration. You can also plant a flower, a petrified tree, a branch, or even a small tree stump up to 20 feet in diameter. You can plant the plant as a Huge or smaller creature. The plant sprouts from a single bud within 30 feet of you, and it sprouts from a plant-walled door or window on the ground or a branch up to 30 feet tall. The plant becomes inert when you plant it or if you plant more than one seed. You can plant up to two plants in one day. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A sling of healing energy springs from your hand and whirls around you in an unpredictable manner. You can use your action to cause the sling to move and move only as far as you want, if you choose. You can use your action to release the sling. If you do so, the sling is no longer held by you. The sling can be thrown or kicked as a bonus action. You can also use your action to teleport to a point you can see within range. The sling can be used to perform an action or to perform a spell. For the duration, you can use your action to move up to 10 feet. Roll a d20. The sling moves as if it were made of stone. Each creature that can see or hear you must make a Dexterity saving throw. On a failed save, the creature fails the spell and is restrained by the sling. If the sling is held by a creature holding it, the creature can use its action to take only half damage from the sling and regain the sling within its grasp. While held by the creature, the sling can't be used to cast magic missile. When the sling is held by a creature, the spell ends. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

As you cast this spell, preparedness increases by 5 for you and any creatures you create with it that aren’t wearing armor or that aren’t wearing long pants gain immunity from its effects for the duration. Alternatively, at the end of each of its turns while you have this spell active, you can use a bonus action to automatically correct any visible damage, if any, such as from a bolt of lightning, during the duration of a long rest. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

When a creature drops to 0 hit points and is no longer within range, a veil of unearthly strength wreaths its body and strikes at its center. The target must make a Strength saving throw. On a failed save, it takes 14d6 force damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You choose a number of flames within range that you can see within range. The flames can be anywhere on the ground or on the ground and can hold a maximum capacity of 100 pounds. Roll 6es and add the number rolled to the number burned for the spell’s duration, which can be up to days. The flames also extinguish unprotected flames within 100 feet of you. If you don’t have to deal with unprotected fires, you don’t have to deal with protected flames within 100 feet, and you don’t have to deal with unprotected flames that don’t do anything harmful to the target. The flames don’t harm you. If you cast this spell again, the flames dissipate instantly. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up an image of illusory creatures or magical apparitions that appear when you reach higher levels (see below). Choose one of the following creatures to be summoned: a misty beast, a giant frog, or a flying lump crab. A summoned creature can attack any time it takes to dismiss the spell, although it can’t dismiss a misty beast or a giant frog. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as one of its normal roll of 11; the higher the roll, the more often they roll a d20. On each of your turns for the duration, you can direct them to steed or dire beast (or both) and to a random location on the map that indicates which form it takes, though it can’t take this route again. Once summoned, the creatures obey your spoken commands and your actions, though they might usually obey your voice. While summoned, the creatures have disadvantage on attack rolls against you and your companions. When you cast this spell, you can dismiss it as an action that expendth a use of the action to do so. When you dismiss the spell, you choose how the creature treats you, and it must obey its command. If it doesn’t obey your command, it wastes its action that lightens its burden. For the duration, it has disadvantage on attack rolls against you and your companions. At the conclusion of its turn, the creature automatically obeys any command that you give it, though it must make a Wisdom saving throw. If it does so, it wastes its action that turns and then must use its action on that turn to regain control of its action (if it has one) or use its action to issue a new command. If you already have this benefit active when you cast the spell, it is no longer active when you cast it. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a tiny creature of Medium size or smaller whose size you choose. The creature must be within 60 feet of you and must be within range. Until the spell ends, the creature has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. If you cast the spell on the creature, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast the spell on a creature other than you, the spell ends for that creature. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a harmless sensory effect on a creature of your choice within range, causing it to assume the form of a beast or a plant and transform into a hoarfrosted, warhorse-like creature for the duration. The creature must make a Wisdom saving throw. On a failed save, it becomes a hoarfrosted and becomes incapable of fighting. The creature is restrained and must be held aloft by an illusory longbow or a similar item. The creature is capable of walking and using its hands. The creature can cast spells, activate magic items, dig pits, and so forth. The creature is limited in movement by 40 feet of stone and is limited in the movement speed of creatures of my choice that I can see. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical bond with a creature you can see within range. The creature must be within 30 feet of you when you cast this spell and can hear you through the walls and other visible light. The creature must be within 30 feet of you when you cast this spell, and it can be found within 30 feet of you on the ground or in an unoccupied space that you can see. The creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the spell ends. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical bond with a creature you touch that is friendly to you. The creature’s speed is doubled for the duration, and it has resistance to all damage except psychic damage. The bond lasts for the duration, and it can be broken by harming the creature or casting another spell. You can use a bonus action to cause the creature’s speed to rise to match the spell’s bonus. The creature can be targeted by any spell targeting it that targets a creature of your choice within 10 feet of you (the spell lasts for the duration). If you target a creature with an attack, you can choose to cause the creature take an extra 2d6 damage of the type you chose, or you can cause the creature take an extra 1d6 damage of the type you chose. If you target a creature with an attack, you can choose to cause the creature take an extra 1d6 damage of the type you chose, or you can cause the creature take an extra 1d6 damage of the type you chose. The spell ends if you expend magic or a spell of 3rd level or lower, or if you cast this spell again, if the creature you target dies while it is affected by the spell. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical bond with a creature you touch that lasts for the duration. The bond lasts for the creature’s movement, making it immune to its own damage, and it can make a Wisdom saving throw against your spell save DC. On a successful save, the bond is broken. While broken, the creature can use an action to bide its time, choosing to remain in the bond or move away from it. If the creature moves away from you before the spell ends, the spell ends, and the creature’s magic remains wrenched from its body. The spell ends if the creature moves to a place where it isn’t immune to being attacked or harmed, if the creature uses its movement to move away from you or to another creature. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical bond with one creature you can see within range. The creature must be within 30 feet of you and must make a Wisdom saving throw. On a failed save, the creature is left with a textured hand that it can use to communicate with you. You can read the text of the text for the duration, but it can’t appear in its text. If the creature’s Wisdom score is less than or equal to 10 or less than 10th level spell slots, the creature can’t read the text of the text. If the creature’s Wisdom score is higher than or equal to 10th level spell slots, the creature can’t cast spells. The spell ends if the creature attempts to read the text of the text. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical bond with one creature you can see within range. The creature’s soul is yours to protect, and it can use its action to release the spell. The creature can use its action to make a Wisdom saving throw. On a successful save, the spell ends. If you cast this spell again, the bond lasts until the end of your next turn, at which point the spell ends. If you cast this spell again, the bond lasts until the spell ends. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical object of your choice that you can see within range. The object can be any object, object, or object-like object, object-shaped object, or object-machined object. While the object remains in place, you can use its movement to move a willing creature that is wearing or carrying the object. The target must make a Dexterity saving throw or take 1d8 bludgeoning damage. On a failed save, the target takes 2d6 bludgeoning damage. On a successful save, the object is no longer magical, but instead a magical object that you can see within the spell’s area. The object is made up of one or more magical components, such as a wand, sling, sling ring, sling rod, sling-lever rod, sling-bead, sling-tipped sling, or sling-tail. The object can’t be used to cast spells or to cast magic items. The object can be used to cast spells and gain access to any of its properties. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical seal on a creature that you can see within range. The seal is large and heavy, and it extends to encompass the creature. The seal lasts for the duration. You can use your action to move the seal up to 30 feet in any direction along the creature’s body. You can’t move it more than once. When it appears in an area that is difficult or impossible for the creature to pass, the seal creates a magical opening in the creature’s space that allows you to move it up to 60 feet in any direction along the creature’s body. The seal lasts for the duration of the spell. If you cast this spell multiple times, you can have no more than two seals created at a time, and you can dismiss such a spell as an action. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible shield of darkness that lasts for the duration. When the shield falls and the ground is under its effect, the ground in the area is covered in darkness. The ground in the area is difficult terrain. You gain the benefit of a cover spell as a bonus action on any turns where you can see it. You can also use your action to alter the shield in any way you like. The shield doesn't have to be within 30 feet of where you cast the spell. The shield appears in any spot within range and lasts for the duration. If the shield is in an area where the ground is difficult terrain, the effect ends. If the shield is in an area where creatures or objects appear to be difficult terrain, the effect ends. The shield doesn't protect you from damage, but you gain the benefit of a bonus saving throw against it. If you cast this spell again and again, the bonus saving throw increases by 1 until the spell ends. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, harmless sensory effect on a creature that you can see within range. The effect can be as small as a Medium or large as a Large. You choose the effect as a permanent effect and cast it as normal. The effect lasts for the duration, or until you use an action to dismiss the effect. If the effect is turned into poison, you create a harmless poison that deals no poison damage. If the effect is turned into a disease, you create a harmless poison that destroys disease, but the creature is incapacitated and can't do anything harmful to itself. If the creature becomes diseased or diseased's size, speed, or whatever, it becomes diseased or diseased's size, speed, or whatever, and the spell ends. The spell ends if you use your action to dismiss the effect. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, harmless sensory effect on a creature within range. The effect can be as small as a finger or as large as a fist. The effect can be visible only to the creature or to a portion of the creature’s space that is within 5 feet of the creature. If the creature is moving, it can make a Wisdom saving throw to stay aloft. On a failed save, the creature takes 6d6 bludgeoning damage and is knocked prone. The creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature takes half as much damage and isn’t knocked prone. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a vague, invisible aura around yourself that lasts for the duration. You can cast this spell without expending a spell slot, but it must first be ended by a successful dispel magic spell. You can also use a spell slot of 2nd level or higher to create this aura, but it must use the aura’s duration as a function of the spell’s level. You can also use a spell slot of 5th level or higher to create this aura, but it must use the aura’s duration as a function of the level of the spell’s level. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a warp in the fabric of space that turns your enemies' senses into makeshift sensory organs. Each creature within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t take reactions, and it is blinded for 1 minute. On a successful save, it can take a Wisdom insight insight of its own. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following effects. You can use a bonus action or a spell slot of your choice to create one of the effects. The effect must be permanent. The effect lasts for the duration. If you create more than one effect, you can create at least one at a time. You can create up to three at a time. You create one effect per long rest. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to mend wounds in a manner that mimics the way a normal human being would do their damage. You can mend a wound, as a bonus action on a turn or a long rest, up to ten times your spellcasting ability modifier. You can use this ability on up to three creatures at a time, or choose any number of them at any time. If you have no creatures, you can use this ability once per round for each target. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the spirits of dead creatures to mend their wounds. Choose one creature you can see within range, and the spirits appear and heal as normal for the duration. If the creature’s wounds aren’t completely healed, it returns to life with 1 hit point. The spirits can’t mend more than 1 foot of flesh or 2 inches of armor. When a creature uses its action to examine the extent of the damage, roll a d8 to determine whether the spirits have restored the creature’s hit point maximum. If you cast this spell on the same creature twice, the spirits each heal 1 hit point. The spirits appear and heal as normal for the duration. If the creature’s wounds aren’t completely healed, it returns to life with 1 hit point. The spirits can’t mend more than 1 foot of flesh or 2 inches of armor. When a creature uses its action to examine the extent of the damage, roll a d8 to determine whether the spirits have restored the creature’s hit point maximum. If you cast this spell on the same creature twice, the spirits each heal 1 hit point. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a word vomit spell against a creature within range. That creature must make a Charisma saving throw. On a failed save, that creature becomes unconscious for the full duration, and its speed is reduced to half its normal speed until the spell ends. This unconscious creature is prone to falling asleep if it is not already incapacitated, and it is also prone to being attacked. A creature that w ill make a Charisma saving throw against this spell must choose the spell at the start of each of its turns before it can take any actions. It must then cast the spell again before it can use any of its action to regain any concentration on it. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and two additional 5th-level spell slots are dedicated to that spell. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You point at one creature you can see within range and whisper a healing word to it. The target must make a Wisdom saving throw. On a failed save, the target can’t speak a word for 1 hour. On a successful save, the spell ends. When you cast this spell, you can have the word uttered only by one creature or a small group of creatures (your choice which creature types the target chooses), and you can’t have more than one creature uttered by one creature of your choice within 30 feet of the spell’s destination. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your hand becomes a conduit between the stars for the duration. Choose one star within range and up to ten stars within a 30-foot-radius sphere centered on it, that you can see within range. You create a 20-foot-radius sphere centered on it that lasts until the spell ends. You can use a bonus action to cause one of the spheres to flicker and turn into a glowing portal that leads to a different star. This portal opens on your turn, opening a gateway to another plane of existence. A gateway to another plane of existence. Open a gateway to another dimension. 1. Fire. You touch one willing creature that is Medium or smaller. It must make a Dexterity saving throw. On a failed save, it is restrained and subjected to the petrified condition for the duration. While the creature is restrained, it deals an extra 1d6 radiant damage to the target whenever it makes an attack roll or a saving throw, and it can’t take reactions or move. While the creature is under the spell’s effects, it gains benefit of a number of temporary hit points equal to half the total. When these hit, the creature takes 1d6 radiant damage. The spells described below can’t be applied to or modified by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You sacrifice your life for one creature of your choice within range, and the creature transforms into a beast for the duration. You make the transformation in all its natural radiance. It forms a ringed cloud over it, covered by a silvery cloud that vanishes when the spell ends. The cloud can be as small as a finger or as large as a fist. The creature can make a Wisdom saving throw. On a successful save, the cloud dissipates over its entire length, forming a ringed cloud that fills a20-foot cube. The cloud spreads around corners. When one creature or object in the radius of the cloud falls within 30 feet of it, the cloud falls to the ground and becomes a vortex. The cloud moves 10 feet per round for each creature or object within 5 feet of it. Until the spell ends, you can use a bonus action to move the cloud up to 30 feet in any direction. It increases its size by 10 feet when you reach 5th level (2d 5 feet), 11th level (3d 5 feet), and 17th level (4d 5 feet). When the cloud moves to a location within 5 feet of it, you can use a bonus action to move the cloud up to 30 feet if it is within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage that can cause becomes even more intense. Each creature that ends its turn within 1 mile of the spell must make a Wisdom saving throw. On a failed save, it takes 14d8 necrotic damage. On a successful save, it takes half as much damage and doesn’t take fire damage. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You step toward a point you perceive as a magical place. You are free to teleport out where you want. If you teleport to a location other than a specific point within range, the teleportation is audible up to 1 mile away. You can move up to 30 feet in any direction, regardless of direction or direction's direction. You must remain in the target area to be affected by the spell. When you cast the spell, you must target at least 50 feet of ground within that target area. If you attack a target of the chosen radius, the target takes 10d6 bludgeoning damage and is knocked prone. When you reach 5 feet of reach, you can cause the target to make a Dexterity saving throw and then must make a Strength (Athletics) check using your spell save DC. A target takes an extra 1d6 bludgeoning damage on a failed save. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spirit that hovers in the air for the duration. Choose one creature within 30 feet of you that you can see within range, and it must succeed on a Wisdom saving throw or take 1d8 thunder damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature you can see within range. You touch the target and make a Wisdom (Perception) check. The target gains resistance to bludgeoning, piercing, or slashing damage for 1 minute. The target must succeed on a Wisdom (Perception) check against your spell save DC. If the target succeeds on a saving throw, it gains the effect of the spell for the duration. The target gains a number of benefits equal to 2d6 + your spellcasting ability modifier. These effects last until the spell ends. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch one willing creature and ask it to deliver a healing spell. The spell can target one willing creature and remain within range for the duration. If the target’s hit point maximum is reduced to 0 hit points, it instead delivers a loud knockdown attack against a creature within its reach within range. If the target fails its saving throw, it instead delivers a knockdown attack against a creature within its reach within its reach. 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Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter this message to a creature within range:

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

1 minute You cause one willing creature of your size or larger to transform into a familiar creature and form a small, intangible group of six that lasts until you dismiss it or until a new group appears in your space, in which case the transformation ends. You can repeat this spell two times, ending the effect on yourself on a success. You can choose to end the spell at a different time. The transformation lasts until the spell ends or until you dismiss it. You can choose not to start it when you cast this spell or to end it when you complete another long rest. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains an amount of hit points equal to type (footprint, level, or so) or “equivalent” to 1 hit point. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. This spell has no effect on undead or constructs. Other Versions of the Spell. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice within range is healed by one of the following effects of your choice: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d10 for each slot level above 6th. When you use a spell slot of 7th level or higher, the healing increases by 1d10 for each slot level above 6th. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A humanoid of your choice that you can see within range regains a number of hit points equal to twice the hit points of its closest equivalent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1 hit point for each slot level above 3rd. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A line of strong telekinetic energy surrounds you, repelable or otherwise, tethering you to the entity. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d10 psychic damage. Moreover, the target loses any remaining damage from this spell if it successfully saves against a psychic damage shield. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A nonmagical needle appears in the ground in a 6-foot radius and moves with it at all times, remaining in contact with the ground for the duration. The needle is a nonmagical tether that lasts until the spell ends. If the needle is damaged, the creature that fixed it falls into a state of suspended animation to the ground. If the needle is moved out of the suspended animation to another creature’s space, the creature that fixed it falls into the state of suspended animation to the ground. Casting this spell suspended animationally can transport the needle to any other creature within 15 feet of it. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is flammable, and creatures in the area when you cast the spell can breathe there. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the area becomes much larger than it was when you took the spell slot. The area is heavily obscured, and exposed creatures in the area can’t see or hear anything that they might be privy to. If the spell is on a body part, organs, or some other part of a creature’s body that is immune to some diseases, the creature is considered a criminal until his or her disease is treatable. A creature with a disease afflicts it inherently causes it to be prone to deformities, atrophy, or any other fate that might occur if the creature were fully human. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A willing creature you touch regains all its hit points. When you cast this spell and as a bonus action on each of your turns thereafter you can call forth a new monster. The new creature must hit the full restoration normal limit on its attacks and damage rolls, and it has resistance to all damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of hits it takes for its normal level to return to normal increases by two for each slot level above 3rd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A willing creature you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell halts the growth of any diseases or poisons that might have affected the target. Creatures that don’t need to be infected with diseases or poisons for its growth can instead take 2d4 diseases. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You awaken a Huge or smaller creature within range who isn’t wearing armor or a piece of armor that grants immunity to its spells or weapons, or who can’t cast spells. The creature becomes immune to all damage and has advantage on attack rolls against creatures other than you. When you cast the spell and as part of doing so, you can choose to have the creature’s Strength or Dexterity (two different things), or the creature’s Intelligence (one of them) (one with a two-bit Intelligence score). If you cast this spell and as part of putting it on the spell list, you can also choose to have the creature’s Strength or Dexterity (your own or someone else’s) variable, depending on the type of armor or weapon you choose. The creature has disadvantage on attack rolls against creatures other than you. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a spirit to protect you. The spirit appears in a space that is a 5-foot cube within range. The spirit occupies that space and is indistinct from you. The spell fails if the spirit’s space is occupied by an object or if the object is a creation of the game. If you cast the spell on a creature within 5 feet of the spirit, the spell fails. If the spell summons an animal of challenge rating 2 or lower rating adult or smaller, it transforms into a messenger horse, and the spell ends. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a spirit to protect you. The spirit takes on a form that is aquatic, such as a giant or fish, and floats gently on its back. The spirit appears in an unoccupied space you can see within range, and regains you temporary hit points equal to your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures that you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures that you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up an illusory image of an unwilling creature to serve as a distraction. The target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends, and it can’t speak, understand, or manipulate any language. The image spreads across the target’s physical space, up to 10 feet in any direction, for 1 minute or until the image w ill not harm you. At the end of each of its turns, the blinded creature can make a Wisdom saving throw. The image spreads across the target’s physical space, up to 10 feet in any direction, for 1 minute or until the image is permanently gone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the image spreads across the target’s physical space, up to 10 feet in any direction, for 1 minute or until the spell ends. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a phantom servant that appears in an unoccupied space that you can see within range. The servant takes the form of a Large or smaller creature, and when it drops to 0 hit points, it disappears. The servant lasts for the duration, and it gains the following benefits: - It gains a flying speed of 60 feet. . It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. - It can’t become blinded. - It can’t become incapacitated. - It can’t see past walls of light. - It can’t be targeted by harmful energy. - It can’t be targeted by any other spell. The servant can beheaded for good measure. When you cast the spell, you can choose one creature as the target, which must be within 30 feet of it and within 5 feet of it. If you cast this spell while it is within 30 feet of you, the creature takes 10d6 necrotic damage, and it can’t take reactions until it leaves its skin. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a spirit that appears in an unoccupied space of your choice within range and that can hold up to 500 pounds. The creature must be within 30 feet of you when you cast the spell and must succeed on a Wisdom saving throw or become restrained by your charmed condition. The charmed condition doesn't apply to this creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the first time you cast it using a spell slot of 2nd level or higher, the creature’s speed is halved until the spell ends, and it has resistance to being frightened for the first time on each of its turns until the spell ends, it can repeat this saving throw with advantage. While the creature is frightened, it can use its action to make a Wisdom check against your spell save DC to be considered charmed. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a glyph of healing within range for a creature or an object within range. You can specify a target type, such as a spear or axe, and a portion of the glyph flows from that target to another creature. The glyph lasts for the duration. If you cast this spell on the same creature or an object every day for a year, the glyph lasts until it is dispelled. You can use a bonus action to cause the glyph to reappear in your space if you choose a different target type, such as a spear or axe, or until you dismiss this spell as an action. When you cast this spell, you can have the glyph appear in your space, creating a new one for each target. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a holy symbol within range. Choose a scroll, book, or other holy book, and you create a holy word, holy symbol, or holy incantation. You also create a symbol of a specific kind, such as a sword, a cross, or a holy symbol of a specific holy symbol (such as a god's name or a symbol of a war god). If you create a holy symbol, you also create a symbol of a specific kind, such as a holy weapon, a holy symbol of a specific holy war, or a symbol of a holy holy symbol (such as a holy cross or a holy symbol of a holy war god), the holy symbol of a specific holy group, or the symbol of a specific holy rite. The holy symbol is an object that is worn or carried by a creature or a creature that is within the spell’s reach. The symbol can be held or carried by a creature or a creature within the spell’s reach. At the DM’s option, you might choose a scroll or holy book. The symbol lasts for the duration, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. When the symbol appears, any creature that can see it must succeed on a Wisdom saving throw or take 1d6 radiant damage. If a creature fails its save, a spell of 2nd level or lower targets it for the spell’s damage type, and the spell ends. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical barrier that lasts for the duration. The barrier lasts for 10 minutes, and it can be destroyed by an action or spell’s ability check. The barrier lasts for the duration and can be broken by an action or spell’s ability check. The barrier can be broken up into up to 10 trinkets. When broken up, each trinket must be of equal size, and none of the trinkets can’t be more than one slot larger than the one you used to create the barrier. A creature is unaffected by this spell. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical bond between yourself and a creature you know. The creature must be within 5 feet of you when you cast this spell. You can ask the creature to perform a specific task, such as walking, for 1 minute. If the creature answers no to any of the tasks offered by this spell, the spell ends. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical illusion that lasts for the duration. You can use your action to dismiss the illusion. You can also dismiss the illusion as an action on your turn. If the illusion is successful, the spell ends. You can also dismiss the illusion as an action on your turn. The illusion lasts until you dismiss it with a new spell of 3rd level or higher. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a piece of magic that reduces one creature or object harmful to you in order in order to grant it temporary immunity from your physical form for the duration. For the duration, an affected creature is blinded, deafened, or blind, and it has advantage on saving throws against being frightened. The creature can be restored to life only by means of a wish spell, such as by raising the target’s maximum health by one level, or by shedding light armor and shedding harmful sensors. If you cast this spell without first preparing a wish spell, you can specify a wish condition that the creature must obey. The condition, if met, could grant the creature temporary immunity from your physical form, plus or minus a number of benefits equal to half the creature’s total Hit Dice. The creature can choose to remain within the creature’s physical form, or to change its mind about the latter path. Alternatively, the creature might accept a wish spell that would permanently end its existence on the target’s physical plane. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a positive energy field centered on a point within range that you can see within range. The field is contiguous with a pillar that is a sphere centered on a point within range. The sphere is an area of difficult terrain that is difficult to clear. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a psychic link between yourself and a willing creature of your choice that is within 5 feet of you. The creature must succeed on a Wisdom saving throw or be stunned until the spell ends and the link ends. While the creature is stunned, you can target one additional creature for each target you've created. If you do so, create another creature in your space and dismiss the spell as an action. The target must then make a Wisdom saving throw. On a success, the target doesn't become stunned. At the end of each of its turns, the target can repeat the saving throw. On a second casting, the target can repeat the saving throw again. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small healing potion that fills a 5-foot cube within range to a depth of 1 inch. The potion lasts for the duration or until you use an action to dismiss it. It can be dispelled by dispel magic, dispel magic or an illusory duplicating image spell. When you cast the spell, you can choose from any of the following effects to heal: You create a nonmagical healing item that can heal up to 1d6 + 1 hit points of damage. You instantly restore 1d6 + 1 hit points of poison or slashing damage to a creature that you can see within 5 feet of you. You instantly neutralize a nonmagical healing spell that would reduce the target’s hit point maximum to 0 hit points, and you instantly neutralize a nonmagical healing spell that would reduce the target’s hit point maximum to 0 hit points. You instantly neutralize an ability damage spell that would reduce a target’s maximum hit point maximum by 0 hit points. You instantly neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantly neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantly neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum hit point maximum to 0 hit points. You instantaneously neutralize a nonmagical healing spell that would reduce a target’s maximum

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small hole on the floor in which a Huge or smaller creature can fit. The hole is 10 feet wide and 5 feet deep, and it appears in an unoccupied space that is no larger than a 10-foot cube. The hole lasts until the spell ends. You can open the hole’s opening to create a stupider apparition if you are a celestial or a monster and could use a bonus action on each of your turns to make a ranged spell attack against a creature within the stupider apparition’s space of opportunity. On a hit, the creature must make a successful Constitution saving throw or be frightened of you for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, intangible, invisible wound on the target creature’s chest and around the point where the wound appears. The creature has advantage on Strength, Dexterity, and Constitution saving throws. The creature also has advantage on Dexterity saving throws against the target’s magic. The creature takes 12d6 piercing damage on a failed save, and the spell ends for it. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, invisible glyph on a creature’s surface that you can see within range. The glyph is harmless, and the creature doesn’t provoke opportunity attacks. The glyph can be removed by forcing an endbringer’s death to return to its plane of existence. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a vortex of positive energy in a 5-foot cube centered on a point you choose within range. The vortex lasts for the duration. It is a vortex of energy, 5 feet in diameter, that fills a 5-foot cube. When the vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage, or half as much damage on a successful save. The vortex is harmless and lasts for the duration. When the vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 14d6 radiant damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell), and the spell ends. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You make a word noise that can be heard up to 200 feet away. Until the spell ends, the word spills out of the target and impacts hard on the creature’s equipment, forcing it to make a Constitution saving throw. On a failed save, it takes 10d6 bludgeoning damage, or half as much damage on a successful save. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your memory begins to wilt. Until the spell ends, you can use an action to assume a different form: spear-tailed, axe-headed, or javelin-cocked. You can also assume a different form if you already have one. For the duration, you regain all expended hit points and hit points as normal. While you assume one of the following attacks, you can make a new one as part of casting. When you regain hit points, your memory erodes and you take 3d8 necrotic damage and 5d8 necrotic damage at the end of your next turn. You can have only one form of dead or alive at a time, and you can’t activate magic to do so. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, you can target one additional creature for each slot level above 7th. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You speak a song of opportunity. Choose from whisper, wistful laughter, powerful whispers, or a refrain that you can hear within range. Until the spell ends, your song fills all the walls, creating openings that as a rule of thumb better seal off a corridor than a point of entry. Choking. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 2d6 bludgeoning damage. Each creature that ends its turn in the area must succeed on a Strength saving throw or take 2d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature. The target must succeed on a Wisdom saving throw or be restrained by a spell of your choice. The target gains a number of temporary hit points equal to your spellcasting ability modifier. A restrained target can use its action to make a Wisdom saving throw. A target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The restrained target can use its reaction to make a Strength check against your spell save DC. On a success, the spell ends. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You imbue a creature you touch with magic means that it will never leave its home plane. For the duration, those creatures can’t be targeted by spells or summoned by any kind of magical summoning. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of healing energy was created by a creature of your choice within range. Choose one of the following effects; the sphere lasts until the spell ends. When you cast this spell, you can use a bonus action on each of your turns to temporarily reduce one creature to 0 hit points. The reduction is cumulative. As a bonus action on your next turn, you can move the spheres up to 60 feet to a distance of 10 feet. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A tendril of healing energy flows from you into friendly creatures. Choose up to five creatures within range, or two of you. For each target, roll a d4 for the number of creatures within. On each of your turns, you can perform one additional trick move, but not the entirety of the turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a target takes 10d6 psychic damage and has its statistics changed by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 5th. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A vine appears at an area under your control that you can see within range to hold its contents. For the duration, a vine has a +1 bonus to AC, including against the triggering damage, and it becomes immune to poison and psychic damage. The vine also grows to full size and becomes difficult terrain until the vine is broken or the vine is towed by another creature. The vine is difficult terrain for creatures other than you. The vine lasts for the duration, and it is planted or undergrowth is too large to allow its vines to continue growing. Any creature that can’t plant a vine in this way must use an action to succeed on a Dexterity saving throw. The saving throw consists of either an action (such as making a melee attack with a vine or striking a vine with a vine spike), a short rest (such as while swimming), or a casting of the spell that causes the vine to automatically revert to its original state if it is damaged. If you cast the spell and the spell is still in effect when the vine is broken or the vine is towed by another creature, the spell ends for that creature. While the spell lasts, the creature that damaged the vine can use an action to repair it, provided that the creature has been through the vine already. The creature must be within 100 feet of the broken or injured creature for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The wisps of life within a creature’s body are restored to it. For the duration, the creature has a +2 bonus to all damage rolls, and it gains a bonus to attack rolls and ability checks. Additionally, the wisps turn into glowing orbs when you cast this spell. Each creature that starts its turn in the wisps has a +1 bonus to all damage rolls, and it also gains a +2 bonus to saving throws. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell primes a creature into fighting for a reason. A creature of normal power might be able to spare a creature that you choose a reason for, such as to protect a fortress or protect a city from hostile wizarding armies. The spell recognizes both the reason for the spell as a bonus action and the creature’s movement and attacks made with it. It also recognizes the creature’s weapon (including daggers, club, or similar weapon), which you choose when you cast it, and any other creature’s equipment that is not on the target’s gear. You can use this spell only once before the spell ends. If you cast it again, the spell ends for that creature, if it reverts to its normal form, or if you provide a new reason for the spell, and the creature reverts to its normal form if it can’t move or if it dies while affected by the spell. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth a beastly beast from the ground within range for the first time on a long rest. The beast is Tiny and doesn’t make any noise. It takes 10d6 radiant damage on a failed save, or half as much damage on a successful one. The beast acts up to 10 feet higher than normal for each slot level beyond the 1st. For the duration, each creature under the affected condition has advantage on all weapon attacks, ability checks, and saving throws that use Strength. The beast’s Strength score is its’s maximum. It can’t attack, but it can take a weapon attack, an attack roll, or a weapon attack into account when making attack rolls. The beast can enter a locked container and open that container, but it can’t attack or take any other action that would open a container. It simply leaps out of the container and enters the locked container. If you hold the creature over the creature’s head for the full duration, the creature takes 10d6 fire damage when it enters the container and is forced to drink a cup of boiling water, and it takes 20d6 cold damage when it rises again. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth a spirit to protect you. You choose one creature you can see within range and take 1d4 psychic damage, if that creature is friendly to you and has AC 20 and hit points equal to your Hit Dice. The creature’s Hit Dice are equal to your Max Hit Points, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to regain hit points. The creature can be affected by any spell or other magical effect that allows it to benefit from certain benefits, such as a reduction in the creature’s Hit Dice. The creature can be affected only by any other spell or effect, or by any natural or man-made phenomenon that allows it to benefit from some temporary benefit, such as a reduction in the creature’s natural attacks or natural armor. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a creature that you can see within range and that can’t be charmed. The target must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this spell ends. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glyph of healing for one creature you can see within range, which you must use as a bonus action on each of your turns. The glyph lasts for the duration, and you can use your action to create a new glyph by using the same action to create a new glyph. You can also use your action to create a new healing word, phrase, or sentence. You can also use your action on each of your turns to banish the glyph. When you create the glyph, you can use your action to move the glyph up to 30 feet in any direction. You can’t create more glyphs than once. When you create a new glyph, you can use it only once. It lasts for the duration. When you use a new glyph to create a new glyph, you can choose to use the glyph created by the new glyph instead of creating the glyph yourself. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glyph of healing that lasts for the duration. You can make the glyph up to a maximum size of 1 foot in any dimension and that’s face up. The glyph lasts for the duration, and it disappears when you dismiss it or it no longer exists. You can use your action to dismiss the glyph. It disappears when you dismiss or reanimate the glyph, at the DM’s option. You can recall the glyph as you cast the spell, up to 10 times. If you cast it again, the spell has no effect. If you cast it multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss or reanimate the glyph as an action on each casting of the spell. You can recall a single non-instantaneous effect or an affected creature’s last attack when you cast the spell. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glyph of magical power that grants you a +1 bonus to AC for the duration. You can choose from a set of simple or complex effects, such as a shield of resistance or a simple spell of 3rd level or lower, that grant you a bonus to AC. For the duration, a creature that uses an action to attack a target on the same turn it has advantage on the attack roll is knocked prone. The creature must still be standing when the bonus effect occurs to activate it. If you make an attack roll against a creature that uses an action to attack a target on a turn that it has advantage on the attack roll, the creature can choose to make a Constitution saving throw. On a success, the creature takes half as much damage and isn’t knocked prone. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magic circle on the ground that lasts for the duration. You can make the circle up to 50 feet long, 10 feet high, and 5 feet thick, and it lasts for the duration. You can’t change the properties of the circle, including its color, its thickness, or its opacity. It can be dispelled as a prismatic orb, forming a shield against hostile fire. The magic circle can contain up to ten hundred tiny pockets of energy, each about the size of a small pocket of stone. You can open one of these pockets, which have a diameter of 20 feet, and close one pocket, which has a diameter of 20 feet. You can use a bonus action to cause a magic circle to burst from a creature or object within range, causing it to explode. You can create a magic circle by casting this spell without using any material component or moving a spell slot. Each 5-foot-radius sphere is opaque and emits bright light in a 20-foot radius. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, a creature takes 6d6 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures are immune to this spell for 1 minute. The spell’s radius is also extended to 30 feet. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering object that fits within an unoccupied 5-foot cube you can see within range. The object appears within range on the ground, in the air, or on the ground itself. The object lasts for the duration, and it disappears when the spell ends. If you cast this spell again, the spell ends for you, if you have any followers or if you cast the spell while on the ground. If you cast this spell again, the spell ends for you, if you have any followers or if you cast the spell while on the ground. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sound that rips through the fabric of the armor or the weapon it was wearing on your person. Each creature in a 10-foot-radius sphere centered on the sound must make a Constitution saving throw. On a failed save, a creature becomes deafened for Mutation. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ward against magic. Choose one creature within range that you can see and that fits within a 5-foot cube within range. The creature is immune to all damage and can’t be targeted by spells or magical effects. The creature can be affected only by magical means. Until the spell ends, you can affect the creature with one of the following magical means: acid, cold, fire, lightning, necrotic, or thunder. (Typically, the creature can be affected only by one of the above magical effects.) The creature can make a Constitution saving throw. On a failed save, the creature is restrained and must move to the nearest safe spot for the duration of the spell. If the creature moves over a barrier, it can make a Constitution saving throw against your spell save DC. On a successful save, the creature is no longer restrained and must move to the nearest safe spot for the duration. If you use an action to dismiss the spell, you can use an action to dismiss the spell with a successful save versus one of the following effects. Choking. The creature is forced to move one foot above the ground in a 5-foot cube where it dies. Cold. The creature is forced to move one foot above the ground in a 5-foot cube where it melts and forms a frigid cloud. Darkness. The creature is forced to move one foot above the ground in a 20-foot cube where it forms a dimly lit cave (darkness or lightness that is difficult or impossible to see). Hallucinatory Terrain. The terrain on each floor of the cube is strewn with horrid glyphs that read, in bold type, the following: The area of the glyphs is as wide as the floor; these glyphs can’t be targeted by spells or magical effects. The area of the glyphs is strewn with graven images that read, in bold type, the following: The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images The area of the glyphs is strewn with graven images A glyph is an object made of a glyph that you choose that has the following properties: The glyph has an area of effect that mimics the area of an extradimensional space you choose The glyph has a teleportation glyph that uses a 50-foot cone and lasts for the duration The glyph has a visual inspection glyph that uses a 50-foot cone It has a visual trace glyph that uses a 50-foot cone It has a tactile inspection glyph that uses a 50-foot cone It has a tactile truer inspection glyph that uses a 50-foot cone It has a visual inspection truer inspection glyph that uses a 50-foot cone It has a visual inspection truer trace glyph that uses a 50-foot cone It has a visual trace truer trace truer trace glyph that uses a 50-foot cone It has a visual trace truer trace truer trace glyph that uses a 50-foot cone The glyph is made from a material component that can be crafted at any forge or temple

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a ward filled with healing magic that bestows protection from harmful energy. The warded spell lasts until the warded spell is complete, at which point you cast the spell again to return to normal your wound. It can be pulled apart to repair another wound, repair an item damaged by the first wound, or replace damaged or missing ammunition. A sustained warding spell can restore a sustained amount of protection against spells, but the spell can’t replace a sustained restoration of life spell. If the warded spell is used to restore life to a creature, you choose the spell. The warded spell can’t replace a sustained restoration of life spell. The healing doesn’t reach into the creature’s space or within its reach, and the spell doesn’t protect you from the effects of any harmful effect. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of healing energy that causes waves of healing energy to explode in a 60-foot radius around you. Each creature in a 20-foot-radius sphere centered on a point of your choice within range must make a Constitution saving throw. A creature takes 2d6 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of healing energy that harmlessly ripples out across a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of healing energy that harms any creature within range. The aura moves with the area you chose, centered on a point you choose within range. The aura moves with the area you chose, remaining within 10 feet of you for the duration. A t Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of healing energy that harms any creature within range. The aura moves with the target, remaining within 10 feet of it for the duration. You can use a bonus action to cause a creature to regain 2d6 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of healing energy that harms any creature within range. The water then spreads around corners, searching for creature within range. The radius moves with the creature’s movement, and different creatures appear in or near targets. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it w ere a creature of that type or of that alignment. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a wave of healing energy that harms any creature you designate within range. The water then spreads around corners. The radius moves with you. You create a sweeping boom audible under the wind.” You instantaneously extinguish a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a line roughly the size of your fist up to the limit of your current size and then shape it in any manner you choose to move it along the line. The line must be circular and not more than 10 feet long. You choose a point within range and lay waste to any creature that starts its turn there. Any creature that ends its turn in the line must spend 1d6 force damage on a Constitution saving throw or take 1d6 force damage. This spell ends if you use your action to move the line again. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You either heal or remove a disease from a creature that has been disease for the duration. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You form a ward against magical contamination within up to ten miles of you, forcing creatures with Intelligence scores of at least 1 to speak when you cast the spell. "I was under the impression that you were simply learning from the Muggles," Harry says. "It's true, really."

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with a harmful spell. You choose one spell of 7th level or lower that can target one creature or one solid object within 30 feet of you. The target must be within 30 feet of you when you cast the spell. If it is still within 30 feet, you cast the spell again, using an alternative spell slot, if the one you choose is still available. If you do not use an alternative spell slot, you can cast it again and use the full spell slot. You can also use your action to dismiss this spell. If you do, you instantly and permanently destroy all nonmagical objects that have been affected by it. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with holy power. Write on the page a message of restoration, sentance, or a different spell of equal or higher level that can end spells and magical effects. Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die instantly. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a piece of nature lore magic to reshape a creature’s magic energy and force it to make a Wisdom saving throw. A willing creature takes 2d6 magic damage on a failed save, and the creature must also make the saving throw in order to regain expended magic. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a magic that imbues a creature you touch to restore its hit point maximum. The target must make a Charisma saving throw. On a failed save, it also suffers from 0 hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke an invisible hand that hovers in the air and touches down on one creature of your choice within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage and be restored to life. Otherwise, the target is dead and you have no choice but to make the saving throw again. If you cast this spell again, the effect on the target is permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a spirit that defends a location from hostile creatures. The spirit takes on a form that resembles a creature, such as a beast or a giant, and takes on a different appearance for the duration. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit can be anywhere on the ground or in a different location, though it can’t leave. The spirit can enter a location only if it has the appropriate knowledge and skill, though it can’t leave a specific area or object. The spirit can enter a magic item or a creature’s home air or a place completely outside its range. The spirit can enter a creature’s home air, a place entirely outside its range, or a place that is entirely outside its range. The spirit can enter a creature’s home air, a place entirely outside its range, or a place that is entirely outside its range. When you cast the spell, you can choose a different creature as the target of the spell. You can’t cast this spell again until you finish a long rest. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a spirit to fill a chest with magic. You choose one willing creature that you can see within range and that can fit into a 5-foot cube within range. The creature can be any creature you choose, though it must be within 5 feet of you. The creature can be a Large or smaller creature, a Large or smaller creature, or a creature with a speed of 30 feet. The creature can’t be targeted by spells or otherwise affected by spells. When you issue the command, the spirit fills the chest with a harmless spell or an illusory duplicating effect that mimics the sound of your footsteps. The spell ends if you cast it again before you dismiss it as an action or until you finish a long rest. A summoned creature is an illusion, as are any of its sensory organs and any creature within 5 feet of it that can hear you. The summoned creature obeys your commands, even if it can’t see you. If you use your action to speak a command to the summoned creature, it says so, and you specify a specific course of action that it must follow within the course of its turn. When the creature drops to 0 hit points, it leaves behind a written command that remains in effect until its next turn. If you use your action to dismiss the spell, you can choose to end the effect on a creature or to cause the creature to disappear. If you use your action to dismiss the spell, you can choose to end the effect on a creature or to cause the creature to disappear. The spell ends if you use your action to dismiss the spell again or if you use your action on the same turn to dismiss the spell again. You can also use your action on each of your turns to dismiss the spell. If you dismiss such a spell, you must choose a different one. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a spirit to restore life to a creature that has been dead for no more than a year. The spell can cast this spell again only if the creature is no longer alive. If you cast this spell multiple times, you can have up to three creatures restored to life w as long as they are on the same plane of existence. You can also have one creature restored to life only when the creature is no longer alive. The creature’s soul is free to heal itself only when the creature has been dead for a year or more. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can restore one extra creature for each slot level above 3rd. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirit of a creature you can see within range, summoning it to your service. You choose a creature type, e.g. a bat, a frog, a bat, a frog, a bat, a bat, a frog, a bat, a frog, or a frog. The summoned creature appears in an unoccupied space within range, and the spell ends on the creature if it is alive. The creature obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its natural state for the duration. If you don't issue any commands to the summoned creature, it defends itself from hostile creatures but otherwise takes no actions. You can also end the spell early by using an action to dismiss it. While the spell is on the creature, you can use an action to dismiss another spell of 1st level or lower that targets the creature. While the spell is on the creature, you can dismiss any spell that targets the creature. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirit of a great sage, known as the Great sage, to protect you. Your life span is extended beyond the time limit of your current service to a maximum of 100 days, and if you are killed while on the service, your life span is halved, allowing you to spend the full duration of your current service instead. You regain any expended life points if you are killed while on the service. You can also use this spell to extend your service to a shorter period of time, ending the effect of your current service before it ends. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature to grant them protection from harm. Choose one creature within range, such as a tree or a pond, or choose one of the following effects to reduce: The target takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The target is restrained and must move to a space that is no more than 10 feet away from it. The restrained target takes 1d10 bludgeoning damage when it makes a Strength or Dexterity check, or half as much damage when it makes a Dexterity saving throw. The restrained target can use its action to make a Strength or Dexterity check against your spell save DC, and it does so at the end of its turn. The restrained target can use its action to make a Strength or Dexterity check against your spell save DC, and it does so at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature to protect you. Choose a point you can see on the ground within range. The spirits take on a form that resembles a creature, such as a bat, a lizard, a frog, a bat, a frog, a sea horse, a frog, a sea dove, a frog, a sea frog, a frog, a sea frog, a sea frog, or a fish. The spirits appear in the form of shadowy, shadowy shapes, and you can use your action to affect them with one of the following effects to affect a creature you designate within range. You can create one of the following effects within range: You create a shadowy, shadowy figure that lasts until the end of your next turn. You cause an affected creature to become frightened for the duration of the spell. You cause an affected creature to become hostile toward you for the first time on your turn. You cause an affected creature to become hostile toward you while you are within 30 feet of you, and until the spell ends. You cause an affected creature to become incapacitated for the duration of the spell. You cause an affected creature to become hostile toward you for the first time on your turn. You cause an affected creature to become hostile toward you while within 30 feet of you, and until the spell ends. You cause an affected creature to become hostile toward you while within 30 feet of you, and until the spell ends. You cause an affected creature to become enraged for the duration of the spell. You cause an affected creature to become enraged for the first time on your turn. You cause an affected creature to become hostile toward you for the first time on your turn. You cause an affected creature to become hostile toward you while within 30 feet of you, and until the spell ends. You cause an affected creature to become incapacitated for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature to protect you. Choose one creature within range, such as a tree, a mountain, a cloud, or a sea creature, and it obeys the following rites: One prayer of no less than three levels of your choice is cast. You raise the target immune to all damage, including normal damage, for 1 hour. You create a ward that defends against being overwhelmed. You create a ward that extends beyond the radius of the ward to a creature within 5 feet of it. You create a ward that extends beyond the radius of the ward to a creature within 5 feet of it that makes an Intelligence saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature to protect you. Choose up to five trees within range. You can protect one tree by casting this spell against it and returning it to its normal state. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled. You can also protect a tree with two branches in it that are loose from the branches. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled. When you cast the spell on a different spot, you must use a different spell slot for the spell. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature to restore life to a creature within range. You choose the following rites to invoke: Dying, swimming, or flying. Stunning a creature or an object with acid, cold, or fire. Flinging a creature or an object poisonous to a creature. Using an illusory incantation to stave off death. Using an illusory incantation to stave off decay. You can also invoke divination spells, such as the entangle spell, to silence spirits within 30 feet of you. When you cast the spell, you can direct the creature’s soul to a different plane of existence, at the DM’s option. If the creature is on a plane other than the one you’re on, the creature takes 10d6 necrotic damage, and the spell ends. If the creature is on a different plane of existence than you, the creature takes half the normal damage, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and undead creatures deal 50 necrotic damage of their own. The creature is pulled into a demiplane that lasts until it leaves the plane it is on another plane of existence. If the creature is on a different plane of existence than you, the creature is pulled into a demiplane that lasts until it leaves the plane it is on another plane of existence. If the creature is on a different plane of existence than you, the creature is transported to a different plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and undead creatures deal 50 necrotic damage of their own. The creature is pulled into a demiplane that lasts until it leaves the plane it is on another plane of existence. If the creature is on a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and undead creatures deal 50 necrotic damage of their own. The creature is pulled into a demiplane that lasts until it leaves the plane it is on another plane of existence. If the creature is on a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and undead creatures deal 50 necrotic damage of their own. The creature is pulled into a demiplane that lasts until it leaves the plane it is on another plane of existence. If the creature is on a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and undead creatures deal 50 necrotic damage of their own. The creature is pulled into a demiplane that lasts until it leaves the plane it is on another plane of existence. If the creature is on a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and undead creatures deal 50 necrotic damage of their own. The creature is pulled into a demiplane that lasts until it leaves the plane it is on another plane of existence. If the creature is on a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and spells are cast on themselves that have no effect on themselves. If the creature is in a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and spells are cast on themselves that have no effect on themselves. If the creature is in a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends. Dismissal. The creature falls into a nearby demiplane, where it is targeted by spells and spells are cast on themselves that have no effect on themselves. If the creature is in a different plane of existence than you, the creature is transported to a new plane of existence, where it dies, and the spell ends.

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of the dead to deliver a message. Choose a creature within range. It must be under the age of majority, and it must be within 30 feet of you when you cast the spell. The spirit descends on the target and whispers a message, but the target can’t speak or move while the message is delivered. The spirit can’t attack or target anything within 30 feet of it. The spirit repeats the message 30 times, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. If the spell ends before then, the spirit repeats the message and emits a sickle-shaped blast when it appears. The spell ends if you expend energy targeting it or if you cast it again. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a word noise, and the noise becomes a whisper until the spell ends. The noise can be a whisper or a loud whisper, a whisper of a whisper, or a whisper of a whisper that is part of a larger word. The noise can be part of a larger word, a larger part of another larger word, or a whisper that is part of a smaller word. A whisper can be part of a smaller word, a whisper of a whisper that is part of a larger word, or a whisper that is part of a smaller word. You can make a whisper count as one word. If you cast this spell multiple times, you can have up to three words spoken at a time, but if you cast it once, you can only speak one word. When you cast this spell and as a bonus action on each of your turns while you have advantage on a saving throw, you can use your action to move the whisper to the nearest safe spot on your person. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at one creature you can see within range and say a spell of 3rd or lower level, including the spell’s nature and duration, within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage, and it must immediately move to a new spot on the ground or below the spell’s area for the spell’s effects to take effect. If the target is diseased or poisoned, it can’t become diseased or poisoned again until it leaves the spell’s area or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward the sky, and a faint glowing radiance appears on your person. Until the spell ends, the radiance spreads around corners, and it lasts until the end of your next turn. It sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If you cast this spell again, the radiance spreads around corners, and it lasts until you finish a long rest. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You promise to a creature you can see within range one of your statistics. The target must make a Constitution saving throw, taking 5d10 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know what statistics you neglected to record, but only for one day. This spell can’t record a creature’s statistics until its next turn, when it can cast the spell again. This spell can’t record a creature’s mental status, such as mental being or being undead, until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can record one additional creature for each slot level above 4th. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You raise a misty cloud of mist over a creature that you can see within range. It obscures any light, food, or scent you detect within 10 feet of the target, and it gives you an aura of life. The aura lasts for the duration, and it disappears if you lose your concentration on it. In addition, when you cast this spell with a misty cloud prepared, you can make a spray of mist from it with disadvantage if you have it prepared. You can also plant a layer of mist over a petrified creature if you have one. If an unwilling creature w ill plant a misty cloud over it, you can plant a layer of mist over it as a bonus action on each of your turns until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your hand becomes a glowing, protective sphere that protects you. Until the spell ends, you have resistance to acid, cold, fire, lightning, and thunder damage. If you choose to reduce the area of the sphere to 0 on a successful save, the area is shattered, leaving behind no energy and no ammunition. The sphere insures you against being warded against spells, magical effects, and the like (until the spell ends, at which point you dismiss it). It lasts until the spell ends or you choose to end the sphere. It is worth 50 gp + 10 gp per level of the spell. Permanent Hit Points 8 (100 gp in games) Concentration, up to 1 minute Your spell hits one creature or several times in a row. That creature must make a Constitution saving throw. On a failed save, the target takes 1d10 lightning damage and is blinded until the spell ends. The blinded creature can use its action to make a Constitution saving throw. If it succeeds, the spell ends on it. If it fails, the spell ends for it Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your unholy curse springs from within you. Choose up to three creatures that you can see within range. Each target must succeed on a Wisdom saving throw or be affected by the curses curse for 1 minute. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, each affected target also increases its saving throw by 2 for each slot level above 1st. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your words are imbued with a powerful healing power. Choose one creature you can see within range and use an attack action to heal it. On a hit, the target takes 4d8 healing appropriate for it, multiplied by 2 for each possible length of stay. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a message that can deliver a message of up to six words within range. You specify words that must be of the form _contained within_. The words must be worded as such, and they must be rhymed as such. For the duration, each creature that you choose within 60 feet of you must succeed on a Charisma saving throw or drop whatever it is swallowing while you are speaking. This spell’s effect ends if you kill either a creature or a creature that uses an action to speak. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a word of restoration that causes waves of healing energy to sweep across a creature’s mind. The target must make a successful Heal save. If she or she isn’t drinking from her destination, she or he are unaffected. The spell ends if you use your action to dismiss it or if the target takes any damage. While affected by the spell, the target’s hit points increase by an additional 5 for each slot level above 2nd. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of healing, and imbue the next die with holy power. Until the spell ends, the weapon emits bright light in a 30 foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each Of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of Healing Word, also known as Directing, and imbue your movement to cause the sword to leap into the air and hurl it at one creature you can see within range. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of Healing Word, which causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word ofjustice and restore an area of magic for the purpose of casting a spell. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Charisma saving throw. On a failure, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of Life and Death, bringing with it the sense of mortality that is common knowledge. For the duration, each creature you choose within 30 feet of you is affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of the dead, shedding light on the past and present lives of those who died in battle. For the duration, the dead have resistance to acid, cold, fire, lightning, and thunder damage. For the duration, the dead also have resistance to exhaustion from exhaustion. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak the word of the great war, and the battle for the world. Choose a point you can see within range. A battle has its own name, and each round you choose one of the following effects apply to it: You create a 15-foot cube of flames on the ground in a 15-foot radius centered on that point. Each creature that starts its turn in that area must succeed on a Constitution saving throw or take 1d6 fire damage. You cause flames to grow to the size of your hand and to burst from objects in the area. Each creature that starts its turn in that area must succeed on a Constitution saving throw or take 1d6 fire damage. You create a 20-foot cube of acid that spreads across the ground in a 20-foot radius centered on a point you choose within range. Each creature that ends its turn within 20 feet of that point must succeed on a Constitution saving throw or take 1d6 acid damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spirit that assumes the form of a beast and attacks. The creature must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The creature can be a Large or smaller beast, a beast of moderate size or smaller, a beast of moderate size or smaller, or a beast of moderate size or smaller. The creature can be within 30 feet of you. The creature can’t attack you. The creature can use an action to make a Wisdom (Perception) check against your spell save DC. If successful, the creature takes 10d8 necrotic damage, and the spell ends. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature. The target’s soul is restored to normal condition. The spell ends if you cast it again or if you use another spell slot. You can have the spell end before you finish a long rest or before you finish a long rest. Divination

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch one willing creature and bestow upon it the ability to forge a new home, regain some health, or even keep a secret that could reveal yourself. For the duration, those who cast this spell must spend 1 hour active in the spell’s area, using an action to dismiss it. Once a permanent within 30 feet of you awakens, that creature must use an action to regain at least 1 hit point or be affected by this spell for the duration. If the creature is still alive when you cast this spell, it can rejoin its home plane (if it has one and is in the plane it is on, you have the benefit of that plane’s teraiomatic link effect to that plane). This spell can’t save a creature from death or decay. So it can't save a creature created by death or decay. Additionally, if you cast this spell while a creature’s current life or hit points are up, it dies instantly. You can’t take any actions that would affect the creature or prevent it from benefiting from being able to move or use its senses, even if it has the benefit of the ability. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash an uncontrolled magic that grants it the power to grant different effects to one creature within an area of your choice within range. Choose one of the following effects for which there is a 50 percent chance: You create a harmless radiance that ripples out in a 20-footradius sphere centered on a point within range. Two rad fissures open in the ground following a sudden movement made by a creature within the radius. A sudden movement, such as a creature moving after a spell ends, causes these rad fissures to open again. You create a harmless torch that shines bright enough to illuminate a 10-foot cube. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash the power of your mind to blast the darkest of the fiends within range, making them carry out some service or refrain from some action or course of activity as you decide. If the creature carries out the spell and doesn’t perform any service, it dies. Otherwise, the spell has no effect. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there) and can’t return to your current plane for 24 hours by any means short of a wish spell. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a Hail spell and deliver a thunderous noise in a 60-foot cube centered on a point you choose within range. Each creature in that area must succeed on a Dexterity saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a word of restoration, or a spell of any type, to all creatures within range. Each corpse immediately stands up and becomes undead. Choose a creature that you can see within range and that dies before you reach 5th level (2d8), 11th level (3d8), or 17th level (4d8). The creature’s hit point maximum and current hit points are both increased by the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to w ear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60�The time you spent fighting monsters increases by 1 hour, up to a cumulative 20 minutes. A creature must be within its space before the effect ends or lose all its Hit Points.
Duration:

Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration:

Until dispelled

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by magic, a diseased creature gains the ability to breathe normally and regain hit points equal to 1d4 + your spellcasting ability modifier. This spell also cures fevers, blindness, deafness, and any diseases affecting the creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a disease can be cured by reducing the disease’s normal effect level by 2. When you cast this spell using a spell slot of 7th level or higher, the disease cures itself at the start of your next turn, instead of at the start of your turn. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration: Until dispelled by Spell of Thorns

1 Round Choose an area of bright light to be affected by a spell. You choose a point you can see within range. You manipulate the light like a phial, and the target appears in a spot within range where it can see. The target is Medium. The light is harmless, and the spell ends if you cast it again or it expires if you cast this spell or if you use a different spell invocation. If you cast this spell over longer than 60 days, the spell doesn’t end. The light can be broken into smaller pieces in an area or placed in an invisible place. If you cast the spell over 10 years, the spell is dispelled. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, one herb of one kind remains in your hand: a flower bud. The plant seems to have developed into a flower petal, but you can’t activate the growth ring or tamper with the growth until this spell ends. A bud can remain for 1 hour, then it sprouts a flower trunk or a flower petal. You can use this petal to open a flower opening in a chest or on a table within 30 feet of it. You can open the opening using a bonus action on a turn or using another action to open a chest or on a table within 30 feet of it. You can also use this petal to open a chest on the ground, a chest on the floor, or a chest on a rock. You can see through the flower, which has an area of bright light within 30 feet, as a transparent cylinder centered on a point within range. When you use this petal to open a chest on the ground, you can use a bonus action on a subsequent turn of yours to move up to 20 feet on a limb from the petal to the nearest solid surface. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: 6 Hours
Duration:

You transform a willing creature into a powerful healing spell. You can animate a creature into any of the following effects at the same time, using an appropriate arrangement of the following components: You create a potent healing potion that lasts for the duration You stimulate a creature’s natural healing ability of the target creature by removing a disease, poisoning, or other poison, healing it permanently of that effect, or by healing itself of one of the effects of that effect. You create a potent antimagic field created by a disease or poison. You create a potent psychic field that lasts for the duration You stimulate a creature’s natural healing ability of the target creature by removing a poison, causing it to heal normally, or removing a spell that grants it this ability. You create a potent psychic field that lasts for the duration You stimulate a creature’s natural healing ability of the target creature by removing a fear spell, or by creating a potent psychic field that lasts for the duration If a spell that you create allows a creature to be affected, you can create the same effect twice, creating the same effect and linking you to the appropriate affected creature. The link must be active when you cast this spell, or the spell is dispelled. Illusion

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration: 1 hour

You invoke the power of nature to cleanse a creature of harmful diseases. If the creature moves more than 1,000 feet from you, it disappears or is replaced by another creature. During the duration, the creature has advantage on Strength, Dexterity, and Constitution saving throws. While the creature has this benefit, it can’t be cured of a disease, and it can’t take any additional actions. The spell ends when the spell ends. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration: 1 minute

The effect of one spell of your choice from the spell list is used. You can specify when the spell was used or how it was used (in brief, as an ability check that requires 1 minute to complete, or another long rest that can take anywhere from 1 minute to up to 1 minute’s duration), and it ends if no other effects are active (other than those of the spell’s normal effects). Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration:

A way that life might return after receiving long-term illuminations or other illuminations spell allows spirits to return to their original homes after a certain number of days and allow them time to adjust their behavior according to the changes. This spell can return to life only if there is sufficient life in it. If you are returned to life and have not returned since leaving the body, the spirit has no life left to restore to it. The spell can’t return to life only on a creature that died when this spell was cast. The reincarnation spell must be cast each day for every 24 hours that you have used this spell. Using a spell slot of 4th level or higher, the time limit for these spells increases by 10 minutes for each slot level above 3rd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration: Instantaneous

You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become incapacitated for the duration. This effect lasts until you use your action to stop it from becoming incapacitated for the duration. Choose up to three creatures you can see within range. Each creature must make a Charisma saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature affected by this spell has disadvantage on Wisdom (Perception) checks and ability checks. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell instantly removes one life from a creature you choose within range, healing it according to its current hit points and condition. For the duration, the creature has resistance to acid, cold, fire, lightning, and thunder damage. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration: Transcendental Weapon

10 Days1 Hour Divine Favor 8 Hours Concentration, up to 8 hours 1 Hour Concentration, up to 10 minutes Concentration, up to 10 minutes 10 Days Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Self 5 Days Concentration, up to 10 minutes Concentration, up to 10 minutes 1 Hour Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes Self (30-foot line) Instantaneous 60 minutes (at a point you can see within range) Instantaneousaneous (no action required) Instantaneous (no action required) Instantaneous (no action required) Instantaneous (no action required) Concentration, up to 10 minutes Concentration, up to 10 minutes Instantaneous (no action required) Concentration, up to 10 minutes Concentration, up to 10 minutes Concentration, up to 10 minutes (at the start of each of your turns), up to 10 minutes (at the end of each of your turns), up to 10 minutes (at the start of each of your turns), up to 10 minutes (at the end of each of your turns), up to 10 minutes (at the start of each of your turns) Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration:

You cause a creature within range to appear as a ghost to one creature of your choice within range. Until the spell ends, you create a portrait of a living creature with an aura and attun it to an object within range. The creature appears and hums a tune you choose, flashing a yellow or green flash, and an elemental hand appears and caresses the target. The hand strikes with a unique musical arrangement and creates a resonant sound within the aura. The target also appears in an unoccupied space within 60 feet of the portrait. The hand creates a vortex that spreads around corners, with the vortex centered on a point within range. Whenever a creature moves into the vortex, it takes 1d6 bludgeoning damage, and when a creature moves out of the vortex, it takes 1d6 bludgeoning damage. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a shimmering mist that surrounds a creature that you can see within range. The mist spreads around corners, forming a 20-foot radius around each creature that you choose within range. The mist spreads around corners, forming a 20-foot radius around each creature that you choose within range. You can use a bonus action to cause the mist to move up to 30 feet in a straight line, stopping early if you are standing in the way. Evocation

Moss Healing Word

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A veil of healing energy springs from your fingers and whips through your body to deliver a friendly, potent, healing spell. You can choose a target spell’s vitality or magical vitality; either is a bonus on the target spell’s saving throw or a penalty on it if its spell slot is full. The spell damages the target, though the spell doesn’t incapacitate it, and it doesn’t take any damage if it seriously or physically harmed you. You can use a bonus action to deal its full damage to touch it. Alternatively, you can cause the spell to restore a creature’s hit point maximum to 2d6 + the spell’s level. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Moss Healing Word

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 90 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, a rock climbing spell or a similar magical spell imbued with it awakens a restrained creature within range. Until the spell ends, the restrained creature awakens for the duration of the spell (creature or object restrained by the rock remains conscious when it leaves). The spell ends if the creature awakens from sleep, if it awakens from sleep while you are casting the spell or if the creature dies within the last 24 hours of casting the spell. Bond of the Dead Touch 1 Hour You touch a dead creature and grant it a petrified state, allowing it to survive the duration of the spell. While the creature is petrified, any damage it takes is recoverable over its entire duration, not just if the creature withers or dies. The creature also has advantage on attack rolls against creatures that aren't petrified. If the creature would be stunned while under the spell, it can use an action to make a Wisdom saving throw to break the spell. On a success, it can lay hands on the creature and break off the cord. The spell ends for a creature that dies while under the spell or who tries to cast the spell again, if the creature survives the duration. Transmutation

Moss Healing Word Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

Grasping, shredding flesh from the flesh of a Medium or smaller creature’s severed remains grants it a new, natural weapon. The creature has advantage on Strength checks to use a weapon. If the creature has any, it takes only half damage, and the spell ends if it fails its save. While you grapple the creature, you can make a ranged weapon attack with it. The attack deals an extra 1d6 force damage on each of your turns, and the creature takes 10d4 force damage on each of its turns. If the creature starts its turn in the safest part of the creature’s line and ends its turn in a different spot on its turn’s line, the creature takes no damage. The creature can use its action to make a Strength or Dexterity check (its choice) against the spells and other magical effects of its choice listed below, and the creature usually attains the lower result by using its action to change its weapon. If you are the creature using a spell’s damage type to end the turn, you automatically end the spell and deal no damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create a spell of your choice that you can hear. The spell can be one spell of level 5 or higher, up to one other spell of level 5 or higher. When you cast the spell, you can target one creature for the spell. If the target is a creature, you can target one other creature for the spell. The target must be within 30 feet of you by the time the spell ends. You can target one additional creature for the spell. Instantaneous Choose a point you can see within range. You can move up to 20 feet if you have a 50-foot cube. You can also move up to 20 feet if you have a half-mile cube. You can also move up to 20 feet if you have a hundred feet cube. You can use your action to end the spell on any point you choose. Until the spell ends, you can make the target move up to 20 feet if you do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell ends. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

The next time a creature that you can see hits or passes a creature that you can see within 30 feet of it, the creature is no longer a target. A creature no longer harms you by making an Intelligence saving throw. If it does so, the creature knows this saving throw has no effect. As a bonus action on your next turn, you can move to a spot where the save effect still applies. If you move more than 100 feet away from the spot where the save effect was sent, the creature must continue to move. As such, it can’t move without moving to a spot where the saving throw has yet to be sent. The move is still effective against the creature if within 60 feet of it. If the save effect allows it to move, the creature moves more freely with you in that area. If it moves to a spot where the creature isn’t within reach of the saving throw, the creature must make a Dexterity saving throw at the end of each of its turns to ensure the creature stays within 60 feet of you. On a successful save, the creature moves to the new spot and doesn’t move again. This spell ends for the creature if it doesn’t already move to the new spot using an action. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell channels the spirit of one familiar on your death row to mend a wound, remove diseased remains, and keep a diseased creature's memories. The bonded creature, whose w ear is entirely deaf and blind, vanishes when a severe disease afflicts it. You can also compel the creature to eat a fixed quantity of food. If the creature doesn’t eat and the disease fails, its memory is restored but its memories are not broken. The spell doesn’t remove curses, phantasmal fears, contagions, and similar feasts, but it does affect things that don’t belong to the same patron, such as undead and undead servants. Whenever the creature chooses a patron who isn’t undead or who isn’t an undead servant, the creature always obeys the spell and doesn’t take any actions that would result in its death. This spell doesn’t restore body parts to a corpse when the corpse is no longer alive and the creature would be without the body parts. In addition, when you cast this spell, you can create a new corpse by removing any old ones and laying waste to a corpse of the same kind to a prison camp, temple, or other suitable destination for a group of followers. You can also animate a new corpse when you cast the spell and lay waste to the old one. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create an invisible ring that lasts for the duration. You can use an action to create a ring, which you can see in the air or in space, and then move it as you like. The ring must be in a cube or square that you can see within range. The ring lasts for the duration. You can use a bonus action to dismiss the spell. You can dismiss the spell as a bonus action on each of your turns. You can also dismiss the spell as an action on each of your turns. The ring lasts until its dispel magic ends or until you dismiss it. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a small, shadowy, and possibly hallucinatory image of a creature you can see within range and imbue it with a powerful healing spirit. If the creature’s Wisdom is 4 or less, you can cause it to gain temporary hit points equal to your spellcasting ability modifier + your spellcasting ability modifier, up to a total of temporary hit points for each slot you have used. For example, if your Wisdom is 9, your temporary hit points make your temporary hit points 17. If you use your casting ability to create a permanent image of a creature that is no longer on the map, the spell creates both illusions and a terse message that the image disappears (no sound, no smell, no color). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is possible for the spell’s damage reduction and other effects. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Your hand or a piece of something sharp and sharp, a creature within range, and willing to fight to the death, sprouts a protective spell on you that stops other creatures from attaining the same growth rate. This spell has no effect on undead or constructs. You decide what kind of growth you choose at the start of each of your turns, and you choose the kind of creature’s growth rate at the start of each of your turns. If you don’t choose a growth type, you choose one of the following options for the creature’s growth rate: Smaller or smaller growths for one creature of your choice within range can be made. The creature’s growth rate is halved for each growth. Large growths for one creature of your choice within range can be made. The creature’s growth rate is halved for each growth. You can also halve the creature’s growth rate by creating a new growth type. For example, you could create a creature’s growth type based on the size of your hand or an animal’s growth rate of 1. The creature’s growth rate can be halved or tripled in this way. If you create a growth type that is 1/4 inch larger than the growth type you’re halving the growth. The creature’s growth rate is halved if it exceeds the creature’s maximum growth rate. If you create a growth type that is 1/2 inch larger than the growth type you’re halving the growth. The creature’s growth rate is halved if it exceeds the creature’s maximum growth rate. You can’t create multiple growth types. Instead, you can combine growth types to create a single growth type. This spell creates a growing creature, which grows and dies within hours of casting the spell. The creature’s flesh is soft and soft, and it is physically weak. If the creature is damaged by a melee attack, it falls prone, and if it is hit by a melee attack again prone, it must make a Constitution saving throw. If it fails, it can’t use its action to regain hit points. A damaged creature can’t be restored to life, but if it has taken any damage, it can use its action to automatically succeed on its saving throw against the spell. If a creature fails its save against this spell, the creature dies, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you’re able. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a mist that fills the area and lasts for the spell’s duration. The mist fills a 60-foot cone. A 10-foot-diameter portion of the mist spreads out around corners that you can see. The mist spreads out across barriers and creatures, including creatures of your size category above you. When such creatures reach the top of a cone, the mist disperses them, and any creature within it’s area assumes a different form. For each creature inside an area that is larger than 60 feet square, it must make a Constitution saving throw. It takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage from this spell’s initial spread increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You heal one willing creature that you can see within range. For the duration, the target’s hit point maximum and Hit Dice are the same as the number of hit points it has, and the target’s hit point maximum and Hit Dice are the same as its normal hit points. If you maintain your concentration on the spell for prolonged periods of time, and you make a melee attack with it before the spell ends, the target takes 3d10 force damage, and the spell ends. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You summon a spirit that assumes the form of an old friend and appears in an unoccupied space that you can see within 5 feet of you. The spirit disappears when it drops to 0 hit points or when the spell ends. The spirit is friendly to you and your companions for the duration. The spirit has advantage on attack rolls against creatures you choose within 30 feet of you. While the spirit is within 30 feet of you, you can use an action to cause a target within 30 feet of the spirit to lash out at it, dealing it 20d6 psychic damage. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A writhing mass springs from your point of origin, centered on a point within range. The writhing mass appears within range at your command, and spreads around corners as you direct. Until the spell ends, you can use an action to cause a writhing mass to knit itself up in an interlaced pattern, up to 25 feet long, 5 feet wide, and 15 feet thick. The mass can move up or down 10 feet in any direction along a creature’s motion and the shape of its body. The mass disappears from your reach when you dismiss it as an action. It enters an extradimensional location for the duration. If you target an area of force created by a spell or a similar effect, such as by a blast from above, the writhing mass moves to fill the area, immediately following that spell's command. If you command the writhing mass to move as a bonus action on each of your turns, you can make the lump disappear. That action can freeze the writhing mass and make it hover and disappear at your command. The writhing mass must make a Constitution saving throw when it enters a location for the first time on a turn or starts its turn there. If it does so, it makes a DC 15 Constitution saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. The damage type is the same as that of the weapon used as a bonus action to enter the location. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a piece of magic-infused wood that lasts for the duration. You can shape the wood so that it appears to be composed of magical energy centered on the wand. You can shape the wood in any way you choose to bestow its power. For the spell’s duration, the w ill power of the wood w eres up to ten times greater than the number of bolts you have available. Any creature that can’t be charmed attempts to counter the spell by casting a Charisma check against your spell save DC. If it succeeds, the spell ends. On subsequent checks, you can use your bonus action to change the wood’s w ill power as follows: change the shape of any rings on the wood to create potions, curses, or similar effects. change the shape and size of any dumbbells on the wood as you wish. or turn a dumbbell into a rock that weighs up to 100 pounds. The changes last for one hour, after which time the dumbbell disappears. If you create an illusory duplicating spell using a spell slot of 6th level or higher, the duplicating spell repeats as an action, expiring on the target’s next turn. If you create an illusory duplicating spell using a spell slot of 7th level or higher, the duplicating spell repeats as an action, expiring on the target’s next turn. The spell has no known triggering circumstances. If you instantaneously teleport a willing creature into a new location, the creature is transported to the current location before it can travel. Otherwise, the creature is transported to a place within 10 feet of the location it was transported from. Transmutation

Moss Healing Word Evocation

Moss Healing Word

Casting Time: 1 action
Range: Instantaneous
Duration:

All nonmagical weapons of your choice you can see within range that can’t reach others are infused with magic and grow stronger at every second it takes for your weapon to reach its full power. Also, magic that you choose causes the weapon to deal 1d3 fire damage to a creature or a piece of an object that is being worn or carried by a creature. For the duration, the weapon also deals 1d3 cold damage to a creature and has a -2 penalty to its AC and Dexterity saving throws. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Instantaneous
Duration:

With a deafening roar, the Huge One erupts energy in a cone in front of you, centered on an area of ground your size smaller than 100 feet. You must move 10 feet above the ground when you cast this spell and can’t move more than 10 feet above it. The area remains open for the spell’s duration. Each creature other than you in the area when you cast the spell must make a Dexterity saving throw. On a successful save, the effect ends for that creature. On a failed save, the creature can’t cast a spell until the spell ends. At the end of each of its turns, the creature can repeat the saving throw. If it does so, it takes 10d6 psychic damage per levelfor the duration. Furthermore, the creature can’t understand half the text of the spell until then. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Medium humanoid
Duration: Duration: 1 Hour

You cause up to two thorny trees to sprout from your space. Make a melee spell attack for the root of each tree, which can be any tree or a pile of wood. On a hit, the target takes 2d10 + 1d4 slashing damage. You can have up to two trees wounded and one pile of wood injured. An extra 1d10 damage is added to the attack for each injured tree. If you hit a creature with a weapon throw thrown from a pile of wood, the spell ends, and the spell is wasted. When a creature w as struck by a spell or a similar spell of 3rd level or lower hits a creature with a weapon attack before its next turn, it can make a melee spell attack against the first tree that hit it. On a hit, the creature takes 4d8 piercing damage. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: N Huge or smaller nonmagical object that isn’t attached to a creature or an object of magical power; your action on a point within range causes the object to emit a strong healing spell. If you cast this spell with a target creature or an object of magical power within 10 feet of your casting spot, the spell lasts for the duration. If you cast this spell with a target creature or an object of magical power 30 feet away, the spell ends for that creature. For example, an object of magical power 30 feet out would extinguish a fountain lamp in its path that is within 30 feet of the spot where the hand of the target casting spell ends. A healing spell can end an effect of this effect on an object in its path, such as a door or window, before it even starts to affect the object.
Duration:

Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

You draw the mouth of a beast that you can see within range at the start of each of its turns until the spell ends. The beast has advantage on Wisdom saving throws and ability checks. If it fails, you have disadvantage on the creature’s next attack roll, which is its action. The beast can carry enough material components for one hundred different weapons to replenish one human’s bolus of force. While the beast has advantage on saving throws against your spells and spells of 3rd level or lower, it can take additional damage from spells and other effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

You make a nonmagical noise that you can reach twice as loud as your normal voice. You can make the noise either through the floor or inside containers, and there is a 10-foot-radius sphere centered on a point within range that you can see to breath heavily. When you cast this spell, you can have the noise disappear entirely, creating a distraction for an unwilling creature who is blinded by dim light. Once the spell ends, the spell ends, and the fog cleared stops being an obscenity. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A strand of string coalesces in the center of a creature’s space and grows to encompass as much space as it can comfortably occupy. The strand lasts for the duration or until the target drops to 0 hit points. The strand then sprouts a tail and moves toward the target, who takes the same damage as the strand. The tail halts the strand and the target takes 1d6 bludgeoning damage and is caught in the whirlwind until the spell ends. The tail also ends when the spell ends, if the target drops to 0 hit points. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering, intangible energy appears between two objects of your choice within range, and each creature that can see inside the spell’s area must make a Constitution saving throw. As a bonus action on each of your turns when you expend one of the spells described below, you can reshape the object to remain within the spell’s area at all times. This spell ignores armor, shields, and magic items that don’t function as normal clothing. When the spell ends, a new shimmering object appears within 10 feet of the target and moves as far as possible in the direction you chose to shimmer. This shimmering phenomenon doesn’t form opaque barriers, but rather creates solid barriers that resist light damage and that remain in place for the duration. A quill or eraser covering an object of your choice that is covered by a quill or eraser that uses a prismatic substance can create barriers that remain in place for the duration. When such barriers are created, they create an opaque barrier that prevents light damage and prevents the triggering of magical reactions. Each barrier has AC 13 and 30 hit points, and each barrier is worth 10 gp less than normal. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, an additional barrier rises to maximum length 1 mile long, 30 feet high, and 20 feet thick. When a barrier is created, each creature that can see inside the barrier must make a Dexterity saving throw. On a failed save, a creature takes 10d8 fire damage and 6d8 radiant damage (if the barrier is created using a 3rd-level spell slot), or half as much damage on a successful save. The fire damage and radiant damage are both reduced by the spell’s level. A creature that uses its action to make a saving throw at the lowest damage point it can see within range regains 4d8 radiant damage (if the barrier is created using a 5th-level spell slot, this damage and damage are reduced by 4d8). A creature that uses its action to make a new save, or casts a spell after casting this spell, makes its saving throw using its action, and so on. If a creature uses its action to cast a spell after making its new save, the spell automatically triggers when a sudden burst of lightning flashes in the lightning-infested area of the stronghold. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A strange, invisible healing word appears within range. The magical word disperses vitality, life-giving qualities, and other beneficial qualities from a creature for its duration. The word is permanent and immune to all damage except psychic damage and psychic affliction, and can be dispelled through touch. This spell has no effect on undead. Spells and other magical effects last for the duration of the magic word. You can use a bonus action to dismiss the spell. If you do so, the spell ends and the magical word disperses, with the creature healing for 1 hour. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a protective magic circle on the ground that protects you from falling damage and keeps you warm. You can use your action to create the circle by pulling a piece of wood from the circle and pouring it into a container that you can reach. The container is difficult terrain, and you can open or close the barrier without breaking the spell’s surface area. When you cast the spell, you can choose to create a 10-foot cube on the ground or a 10-foot tall cylinder on the ground. You can create the following effects within the cube: You create a 15-foot cube of magical energy centered on a point within range. An invisible, nonmagical creature that can see through the cube enters the cube and begins counting as an affected creature for the duration. At the end of the creature’s turn, it can make a Wisdom saving throw. It takes 6d10 radiant damage on a failed save, or half as much damage on a successful one. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell transforms a creature that you choose as a target for its transformation into a powerful healing spell. The target’s speed is tripled, it takes a -2 penalty to AC for each hit, and it takes a -2 penalty to saving throws. The spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: 24 Hours

This spell inflicts poison on a creature you choose within range. The target must succeed on a Dexterity saving throw or take 1d8 poison damage. If it fails, you cast the spell again and then the damage duration is reduced to 1 hour. If it succeeds on its saving throw, this spell doesn’t poison it. Once before long, you can’t use this spell again. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. The target takes 12D6 necrotic damage on a failed save, or half as much damage on a successful one. If you cast this spell while stunned, you can use your action to return the stunned target to life, healing it of one die and issuing a spell of some sort. The target recalls any dead or missing body it left behind and imbues it with some semblance of life, regaining 1d6 hit points. While stunned, the target can’t cast spells or carry any heavy objects within reach or use any movement. The spell ends if you use your action to dismiss it. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

Your body's natural healing power shrinks to within range. Until the spell ends, a creature, or an object within 5 feet of you, can make a healing gesture, take a healing dose from an item of healing power within the spell’s area, or make a healing burst of any sort. As part of the casting of the spell, you can use your action to affect one of the following effects with a willing creature: - Your hand to strike the target. . Removes one spell of 3rd level or lower. - Your hand to strike two creatures within 5 feet of you. . Cures one creature of wounds sustained by more than 5 feet of fresh air. - Reduces a creature prone to exhaustion to 0 hit points. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: 6 months

Concentration, up to 10 minutes You create a wall of light in a space of unoccupied space that you can see for the duration. The wall is 60 feet in diameter, and 5 feet high. Any creature other than you can use an action to teleport to a space you can see within. The wall is opaque, containing no air and no cover, and the ground is smooth and solid (no air on it is used in any way). When you pass through the wall, each creature in that space must make a Constitution saving throw, which is a speed bonus equal to 10 + your spellcasting ability modifier. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature can use its reaction to end the spell with both feet. You can designate any number of creatures that you designate. Creatures you designate must be within 1 foot of you and must be near you when you cast this spell. Creatures that are not within 1 foot of you when you cast this spell must make the saving throw when you cast it. Otherwise, their saving throw is lost. A permanent wall of light appears on a point you can see within range. When you cast this spell on a point that isn't within 1 foot of another point with similar spell slots, the magic spell takes effect. Illusion

Moss Healing Word

Casting Time: 1 action
Range: Selfailability1 Hour
Duration:

This spell primes plants to carry out sacrificial work. You choose plants as your target material and as part of the spell's rite. When you use the spell, use it only once to plant a flower, leaf, or a tear. If you plant a vegetable, you use it for only once to plant a vine, open a gate, or open a passage leading into a protected area. Once you plant a plant, it remains there for the duration, creating one of the following effects. You can deal an extra 1d4 damage to plants with a successful dispel magic spell against the same target. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 10 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You gain a new healing ability, up to the extent that none of the previous creature’s remaining vitality or vigor can be restored to it. For the duration, a creature with a vitality score of 1 or lower can’t be restored to its hit point maximum. If the creature’s total hit points are below the minimum number of hit points it has remaining, it instead recovers at the discretion of the DM (if any) and takes no actions for 10 minutes after taking damage or until it spends healing supplies. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a creature you touch with an illusion. You choose the illusion as one of its properties, such as a bright light, shadowy hands or an illusion that w ill be strong enough to reach out and grab a creature or something close. The target doesn't have to be within 30 feet of you to see the image. Nothing can hurt or affect the target. You can use a lasso to pull the image up to your hip. If you pull it up, you can use your action to make a pull-up move to the wind up to 60 feet. If you pull it down, you can use your action to pull it up to the top of your head. If you pull it down, you can use your action to pull it up to your chin. If you pull it down, you can use your action to pull it up to your chin, at the same time as if you carried the image with you. You must have seen it and physically experienced it. While the image pleases you, it is intangible. A creature that sees it as an illusion can make an Intelligence saving throw. On a failed save, you instead gain knowledge of the illusion for the duration and gain additional knowledge of the illusion for the creature’s age. **While the image is intangible, you are blinded and deafened against one creature of your choice within 120 feet of you, and you take 1d8 acid damage when you reach 5th level (3d8 acid damage), 11th level (4d8 acid damage), and 17th level (5d8 acid damage). Illusion

Moss Healing Word

Casting Time: 1 action
Range: Self
Duration: Up to 1 hour

You invoke a psychic link between a creature you touch and another creature you choose, a willing creature you touch, or the ground within range for a duration of 60 minutes. The spell creates a permanent link that remains unbroken for the duration, but the magic can be revoked to allow more time for further research. If a target can’t be bonded to a creature, it merges into the creature’s bond until the spell ends. After the merges, the talisman creates a bond with the creature it merges into, which lasts for the duration. This talisman can be broken by using the Wall of Thunder or the Black Gate spell, or by using the Stone Tongue spell. When another creature wounds it while within 1,000 feet of the talisman, the creature must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute until it uses a different vision. The spell ends if you use a different talisman when you cast it, if you let go of the talismans used to create the spell. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature to heal or maim. For the duration, the target’s speed is halved in all directions, and it makes a Wisdom saving throw if it is fighting a creature or something harmful to it, and the spell ends. On a successful save, it frees itself and all its hit points, though it takes 3d6 bludgeoning damage on a failed save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. For the duration, that creature can use its action to shake hands with you to achieve a spell of 3rd level or lower. The creature must be within 30 feet of you when you cast the spell and can’t take reactions. While the creature is shaking hands with you, your melee weapon attacks deal an extra 1d4 force damage on each of your turns. If the creature takes any damage, it suffers from delusions, hallucinations, and other delusions, which use your alignment modifier; if it doesn’t take any damage, it uses its action to determine its delusions and uses its reaction to do so. You can have up to 1 minute remaining in this spell. If you cast this spell again, the effects last for the duration, and the spell ends for that creature. If you cast it again, the effects last for the duration, and if you have cast a spell this spell before, the effects last for the duration. You can use your action to move this spell to a new spot within 5 feet of it. You can have no more than two such moves visible within 5 feet of the spell. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You awaken the sense of mortality in one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target becomes diseased, sickened, paralyzed, or restrained for the duration. The target also becomes immune to all damage, and its hit point maximum can't be reduced. This spell has no effect on undead or constructs. Dead or Dead: what was once a lifeless object is no longer inert and dies when the spell ends. The target can no longer be revived by nonmagical means. Creature that Vows to Stop: a specific effect, such as a wish spell, that targets a creature or an object no longer alive. This spell ends for that creature or object. Enthrall: a specific effect, such as a wish spell, that targets a nonmagical object that isn’t a magic item. Enthrall is a severe compulsion that can be triggered only by certain words, images, or speech (such as the wish of a dead creature or a wish spell). The triggering spell must target a specific kind of creature (such as a giant centipede), magical object (the wish weapon), or mundane spell or use by a spell that targets a specific kind of creature (such as a wish to mend your house). The triggering spell must target a specific kind of creature (such as a giant centipede), magical object (the wish weapon), or mundane spell or use by a spell that targets a specific spell. When you cast the spell, you can have target selected for each of its effects. Each target must be within 100 feet of you, and you must make a Charisma saving throw against the spell. On a failed save, the target is cursed with an incantation that automatically confers a permanent and unintelligible status on it. While cursed with the status, any ability the target has remains suppressed, and any effects on it that use an action that targets a creature is waived. Once cursed with the status, the target can’t talk or manipulate objects or perform other tasks, such as swimming. If the target is diseased while cursed with the status, the disease has no effect while the target is diseased. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a creature and bestow upon it a magical shield imbued with divination. You can inscribe a magical service on the target’s forehead that foils any defense spells you cast today to ward off hostile creatures. The spell lasts for the duration, unless you use your action on a later turn to dismiss it. When you cast the spell, choose a spell from the following set of spells. Blinding Smite. You cause flames to leap from the center of the target’s eyes and flit toward creatures in a 30-foot-radius sphere centered on the spot. Each creature in that area must make a Dexterity saving throw. A creature takes fire damage equal to the total of all fire damage successfully sustained on a failed save, or half as much damage on a successful one. Confusion. You cause a creature to speak a gibbering voice that makes a gibbering noise that can be heard up to 30 feet away. The creature must succeed on a Constitution saving throw or be deafened until the spell ends. A creature that succeeds on its saving throw emits an intense red light that crackles with energy, dim light cast by the Lightsaberspell spell, for 8 hours. On a successful save, the target takes damage equal to the total of all damage successes made against that creature in that time. Creatures that don’t need to breathe or are immune to fire damage or bludgeoning damage from behind can take damage from the spell as an action. Whirlwind. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. The target must succeed on a Strength saving throw or be pushed 15 feet away from you and knocked prone. Whether the target is Medium, Small, or Medium-sized. The target’s speed is doubled, and the speed of all Medium creatures is halved. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A Large devil appears in an unoccupied space that you can see within range and lasts for the duration. The devil is friendly to you and your companions for the duration. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a 7th-level spell slot, you summon a devil of challenge rating 5 or lower. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A nonmagical weapon of any sort, other than a normal throwing one, appears in a random location within range and ceases to be a hammer until the spell ends. It was created to strike twice: first, at the first target who attacks it with the weapon and without it, and then with a weapon other than a normal one. The first time, the first target takes 4d8 thunder damage, and the second time, the second target takes 4d8 thunder damage. Second Time. When you cast this spell using a weapon other than a normal one, the first target takes an extra 4d8 thunder damage. Third Time. When you cast this spell using a weapon other than a normal one, the first target takes an extra 3d8 thunder damage. Fourth Time. When you cast this spell using a weapon other than a normal one, the first target takes an extra 2d8 thunder damage. Fifth Time. When you cast this spell using a weapon other than a normal one, the first target takes an extra 1d8 thunder damage. Sixth Time. When you cast this spell using a spell slot of 5th level or higher, the first target takes an extra 1d8 damage. Seventh Time. When you cast this spell using a spell slot of 8th level or higher, the first target takes an extra 1d8 damage. Eighth Time. When you cast this spell using a spell slot of 9th level or higher, the first target takes an extra 1d8 damage. Whether you cast it again or attempt to cast it again requires a successful Constitution saving throw. Using a spell slot of this nature for the first time each round counts as one round. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d8 for each slot level above 5th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A plant within range sprouts a hail of yellow acid that harms one creature you choose within range. The target must succeed on a Strength saving throw, or be affected by one of the following effects of its choice: One or more of the following damage types occurs: acid, cold, fire, lightning, or thunder. The target makes a Strength saving throw. On a failure, it takes 2d6 acid damage and 2d6 fire damage to a new pool of acid and/or fire at the start of its next turn. The target takes 2d6 acid damage on a failed save, and 2d6 cold damage on a successful one. The target takes 2d6 fire damage on a failed save, and 2d6 lightning damage on a successful one. The target takes 2d6 thunder damage on a failed save, and 2d6 lightning damage on a successful one. The target takes 4d6 thunder damage on a failed save, and 4d6 cold damage on a successful one. The target takes 3d6 cold damage on a failed save, and 3d6 lightning damage on a successful one. The target takes 4d6 lightning damage on a failed save, and 4d6 cold damage on a successful one. The target takes 5d6 lightning damage on a failed save, and 5d6 cold damage on a successful one. The target takes 6d6 necrotic damage on a failed save, and 6d6 necrotic damage on a successful one. A thin green cord springs from the ends of the affected creatures feet to a creature that is within 5 feet of it. This cord sucks the flesh from the creature and grasps it at the start of your next turn. The creature that successfully saves against this effect is kept alive until the spell ends or the cord is broken. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A veil of shadows surrounds you, preventing creatures of your choice that you can see within range of you from seeing or seeing indiscriminately through the wall, also known as a rift. A creature that enters the spell’s area for the first time on a turn or starts its turn there must also see or hear the wall. The wall consists of seven layers, each with a different color. When a creature attempts to enter the affected area in that color, it must make a Dexterity saving throw. It must succeed on a Dexterity saving throw or be affected by this spell for the duration. Diameter. Each layer of the wall includes a different color. When a creature attempts to reach into or pass through the wall, it must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the area. While restrained, the creature takes only half damage from the blast. The other half of the wall, if it is filled, falls into the space the creature so far occupied. When the spell ends, the wall rises again, and any creature that ends its turn inside the wall and is within 5 feet of it takes no damage. Red. The creature that started the attack rolls on a failed save must succeed on a Constitution saving throw or take 1d6 fire damage from the blast. This damage type is a ballistic missile, and it is designed to miss. A creature in the area of the fire can’t take damage from this damage. White. The creature that started the attack roll on a successful save must succeed on a Dexterity saving throw or take 1d6 fire damage from the start of your next turn until the spell ends. This damage type is a ballistic missile, and it is designed to miss. A creature in the area of the spell’s damage takes the same amount of damage. The spell ends when at least 1 additional round occurs. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch anything that you touch that ends a creature’s turn. Anything the creature is holding or attacking can end there, but not before it uses your action to touch a creature that is holding or attacking you. The creature must be within 30 feet of you when you cast this spell. If you activate a spell with an effect that specifically targets an affected creature, that effect can’t be activated by this spell. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Abi-Mage, who is widely considered the most terrifying nonmagical nonmagical being in human history, appears in an image of a malignant disease and is cured. Roll on the following table to determine what magical effects restore HP, magic damage, sanity, and alignment. HP Effectiveness Recover HP ------------ Intra-dimensional web 7 Days- Instantaneous 8 Days- Instantaneous 9 Days- Instantaneous 10 Days- Instantaneous 11 Days- Instantaneous 12 Hours- Instantaneous 13 Hours-� Hours 14 Hours-� Hours 15 Hours-� Hours 16 Hours-� Hours 17 Hours-1 Hour 18 Hours-1 Hour 19 Hours-1 Hour 20 Hours-2 Hours 21 Hours-2 Hours 22 Hours-2 Hours 23 Hours-4 Hours 24 Hours-4 Hours 25 Hours-4 Hours 26 Hours-5 Hours 27 Hours-5 Hours 28 Hours-5 Hours 29 Hours-6 Hours 30 Hours-6 Hours 31 Hours-6 Hours 32 Hours-6 Hours 33 Hours-6 Hours 34 Hours-6 Hours 35 Hours-6 Hours 36 Hours-6 Hours 37 Hours-6 Hours 38 Hours-6 Hours 39 Hours-6 Hours 40 Hours-6 Hours 41 Hours-6 Hours 42 Hours-6 Hours 43 Hours-6 Hours 44 Hours-6 Hours 45 Hours-6 Hours 46 Hours-6 Hours 47 Hours-6 Hours 48 Hours-6 Hours 49 Hours-6 Hours 50 Hours-7 Hours 51 Hours-7 Hours 52 Hours-8 Hours 53 Hours-8 Hours 53 Hours-9 Hours 53 Hours-10 Hours 53 Hours-11 Hours 53 Hours-12 Hours 53 Hours-13 Hours 53 Hours-14 Hours 53 Hours-15 Hours 53 Hours-16 Hours

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature of your choice that you can see within range regains a number of hit points equal to twice the number of hit points of the same target. The target’s hit points must be equal to or less than the remaining number of hit points of the target. If a target’s hit points are within the range of a healing spell, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A large ball of energy washes over a creature of your choice that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 + 60 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A large ball of light appeareded from a point within range and that was cast multiple times. Each target must make a saving throw. On a failed save, a target takes 3d6 fire damage, and it is blinded for 1 minute. On a successful save, a target takes half as much damage and isn’t blinded. A blinded target can make a Constitution saving throw at the start of your next turn. If it fails the save, the spell ends. While blinded, a target can’t use its action to take an action that could have used a bonus action, such as the Dash action, or concentrate on its normal actions. As long as the blinded target is concentrating on its action, its concentration is broken. When a target becomes aware of another creature’s presence, that creature can perceive the location of all other creatures within its area, and it can’t be incapacitated. While aware of another creature’s presence, the target can perform any action it chooses that is not directed at it. Concentrating on another spell cast using this spell ends the spell. If you cast it again, the target must make a successful Constitution saving throw against your spell save DC. On a successful save, the spell ends. Enchantment

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A Large, opaque lump appears on the ground in a 20-foot radius centered on a point you can see within range. The lump is warm and moist and lasts for the duration. The lump is difficult terrain and lasts for the duration by itself. The lump is difficult terrain and therefore difficult for creatures other than you to come into contact with. Each creature that can touch the affected creature must make a Dexterity saving throw. On a failed save, the creature is restrained as a result of the spell’s effect. A creature restrained by the lump can use its action to make a Strength check against your spell save DC. On a success, the creature is freed from its restraint and can move freely around the area. If the creature is wearing armor made of bone or has a joint attached to it, the creature must make a Dexterity saving throw against your spell save DC on a success. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A line of shimmering energy surrounds and protects you. This spell can last up to 5 minutes. When you cast this spell, choose a point within range. You can reduce the area you cast this spell to inanimate objects you can see within range, as long as the barrier you choose is off limits to you. Similarly, you can prevent anyone within the barrier from casting a spell of 3rd level or lower by forcing its way into the area. If you cast this spell from a different location than the one you currently inhabit, the spell would automatically fail. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the barrier you choose cuts off all access to the area. For example, you could place a stone barrier at a height of 5 feet above the ground in an unoccupied space that you can see. The spell would fail if you used a spell slot of 5th level or higher to cast this spell there. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A line of shimmering energy surrounds you and consists of: a shimmering bead on the ground, a bead on the ground underneath you, or a shimmering, razor-sharp point on the ground. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of healing you do increases by two for each slot level above 4th. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A line of shimmering energy surrounds you. This line extends from you in a 5-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The spell ends if you attack a target that isn’t a target. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A multicolored ray of light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. The spell ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A piece of meat or a carcass of a tasty vertebrate or fish appears in an unoccupied space within range and sprouts in a 10-foot radius. This meat is soft and chewy and has a chew area of up to 30 feet square. The area can be up to 20 feet tall or up to 50 feet wide. The meat has a soft cooked exterior and is covered with a mask that protects it from decay. The flesh is soft and chewable and has a Thick Skin tone. The flesh is a tough, waxy substance that is difficult for creatures smaller than Medium or Medium-sized. The flesh is digested within 10 minutes and absorbed into the creature’s body. Creatures that can’t be charmed are immune to this effect. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A place of abounding beauty springs from your hand. From far away, you teleport up to 1,500 feet. The spell creates an illusion of former life, character traits, and possessions of a creature you can see, but lacks original brain function, such as memory, language, or memory of a long-dead foe. The illusion includes audible and visual components, so it can be activated only by the target. If you cast this spell in a location where there is a danger of natural disaster, such as a volcano or marsh, you might summon a divine being to protect you. The messenger appears in an unoccupied space on the ground within 5 feet of you. For the duration, you can speak only as a means to an end, and you gain this benefit only to yourself. The messenger doesn’t protect you from melee attacks, spells, or other magical effects. Spells that affect the messenger also protect you from these effects. Illusion

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A small ball of energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage, and it has advantage on the next attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A sphere of healing energy surrounds and protects you. You choose an area of light or darkness that you can see within range and that is within 5 feet of you. The light has a range of 100 feet. For example, a bright light within 100 feet of you can illuminate a room that is 100 feet square. If the room is made up of opaque glass or a transparent surface, its area is difficult terrain. If the room is composed of paper or is covered in paper, light can pass through the cover without shattering it or leaving any objects on the surface. You retain your alignment, which is based on the current plane of reality as determined by the hologram. If your current plane of reality is the true one, then the hologram appears to be fixed in existence there as long as your current plane of reality is correct. Additionally, if the room has multiple doors or windows, the hologram is only activated when one of the doors or windows is open. If you open a door or window from behind you, the hologram appears to be locked, and the spell ends without being triggered. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can use a bonus action to mentally command any door or window you create to accompany the hologram. When the hologram appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 3d8 damage of the chosen type on a failed save, and it is stunned for 1 minute. On a successful save, a creature takes half as much damage and isn’t stunned. A creature can move through the hologram, albeit slowly and painfully. For example, a human can move 10 feet away from the hologram at the start of each of its turns if it has advantage on Dexterity saving throws. If a creature uses its action to move out of the way, and the hologram snaps shut, the creature can use an action to regain control of its space, but otherwise takes no action. The creature can use an action to retreat from the hologram but not from another object that is within 5 feet of it. Reducing a solid object such as a ceiling to 0 hit points destroys it. A disintegrate spell destroys a ceiling and emits visible light in a 5-foot radius that lids off the area. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A wave of magic sweeps out from you in a string of words. Each word uttered contains a hex word, a phrase, or a sequence of words that is no more than 5 feet in any dimension and that can be understood only by the spell. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 psychic damage and is stunned until the spell ends. On a successful save, a creature takes half as much damage and isn’t stunned. Evocation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A word bubble appears in your hand and surrounds you. The bubble lasts for the duration, and it extinguishes all normal flames within 30 feet of you. Any creature in the bubble is they extinguished. The bubble remains for the duration or until a creature uses an action to dismiss it. If the spell has a target, that creature must make a Charisma saving throw. On a failed save, the creature is restrained as long as it remains within 20 feet of you. A creature restrained by the bubble can use an action to make a Strength saving throw against your spell save DC. On a success, the creature is no longer restrained and must make a Constitution saving throw against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The next time you hit with a melee weapon attack during this spell’s duration, a creature friendly to you takes 3d8 piercing damage plus 5d8 necrotic damage for that attack, and this spell ends for that creature. Necromancy

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a measure of protection from death. The target’s only method of survival is by means of natural weakness. Any attack that the target enters burns the target instantly, and it has disadvantage on Constitution checks for the duration. The target is protected from nonmagical damage, but its otherworldly might has it kill or take physical damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a miracle that is as amazing as it appears. Choose up to three creatures that you can see within range. You and the target gain a flying speed of 60 feet for the duration. When you use this spell on the target, you can direct the target to make a flying grab attack roll. The target also gains a flying speed of 60 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a protective magical energy field. The field is large enough to encompass your space. While the field is in place, spells can’t be cast through the field. A dispel magic spell can remove the protective magical energy field, but it is nearly impossible to remove the magical energy field from a creature’s space. Dismantle. The field separates you and the target from all other creatures within 5 feet of you. You choose silvery flame that you can see from a distance of 10 feet away from you and that fits within a 5-foot cube. While the target is affected by this spell, your speed increases by 5 feet for each foot you move from point A to B. Divination Spells. You focus your mind on a single spell of 5th level or lower that you can cast, cast, or cast divination spells, and that can’t be a spell of 8th level or lower. On each of your turns until the spell ends, you can use your action to speak the divination spell if it is in your spellbook. You learn the meaning of the spell by studying it for 1 hour. During that time, you can study the spell over and over again, gaining additional benefits from each study. Transmute Rock. You choose an area of stone or mud that you can see within range and that fits within a 10-foot cube. You manipulate it in one of the following ways: - You instantaneously expand the cube and the - You instantaneously destroy the stone in the area, causing it to become impassable. - You instantaneously destroy the mud in the area, causing it to become impassable. - You instantaneously move the mud from one end of the cube to the other, causing it to become immobile. - You instantaneously move the mud from one end of the cube to the other, causing it to become immobile. - You instantaneously destroy the last mote in the cube. Whirlpool. You cause a whirlpool to form in the center of the cube. The whirlpool form a body about the size of your own, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The water there is corrosive. The water becomes difficult terrain after you have expelled the water. A creature that can’t move through the whirlpool’s area can try to swim into it, but it is restrained by the wall. A creature that enters the whirlpool’s area for the first time on a turn or ends its turn there must make a Wisdom saving throw. On a failed save, the creature takes 3d8 bludgeoning damage and is restrained for the duration. A creature can attack this way only once every 24 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a shortening spell slot, and other beneficial effects. The spell has no effect on undead or constructs. Bless Creature. You touch up to ten creatures of the chosen kind within range. You have resistance to necrotic damage, and the target gains a flying speed of 60 feet for the duration. Funeral Rite. You touch dead body of a humanoid or two of your choice within range. The target gains a flying speed of 60 feet for the duration. Rite of Resurrection. You touch dead body of a humanoid or two of your choice that has been dead no longer living. The target also dies. Apparate. You touch dead body of a humanoid or two of your choice within range. The target recovers from death at the start of your next turn as an action. Round Trip. You teleport up to 30 feet to an unoccupied space you can see that you can comfortably fit into. The target can travel again if it so desires. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and imbue it with the power to heal itself. For the first time in a 1-minute period, the target regains 4d8 + 1 hit points. For the rest of the duration, the target regains 1 hit point at the start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

You touch a willing creature. For the duration, the target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions or take actions. The target also gains a +2 bonus to all attack rolls and ability checks. The bonus lasts until it is dispelled, at which point the spell ends. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration:

You establish a ward or altar on a point of your choice within range, one size category smaller than human’s waist, that you can see on the ground and within 2 feet of the spot you’ve been raised on. This ward protects you from ordinary light, light or darkness, and emits light within range. When you cast this spell, you can designate any number of Medium creatures that you can see to be unaffected by it. You can also specify a password that is unique to each creature that you affect’t affected by the spell. Abjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration:

Your magic attracts one creature of between the two categories, giving it a +1 bonus to AC and saving throw against spells and other magical effects. The target then regains 4d8 + 1 hit points when it returns to normal ground. Transmutation

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration:

Your spell bolsters your enemies with terrible ferocity. Choose one creature within range, and one willing creature of your choice within 30 feet of it that you can see within range. For the next round, whenever a target takes damage of the target’s choice, the target adds 1d6 damage to the attack. This spell also stops the target of the next attack from using its reaction to take damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creature types and hit points of creatures is halved in two ways: 1) You can use a bonus action to cause one creature of your choice that you can see to make a Strength saving throw. On a success, the target makes the saving throw with advantage, and the spell ends for it. 2) You can cause two or more creatures of the same kind that you created to make the same saving throw, ending each creature’s turn. If you cast this spell multiple times, you can have up to three creatures of your choice each time, ending one creature of each slot. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Touch
Duration:

You send a positive magic message to a creature that enters the summoning spell’s area. The target must make a Wisdom saving throw. On a failed save, it takes 12d8 radiant damage and is blinded. On a successful save, the blindness condition ends. When you cast this spell, you can specify a message more specific to the target and its situation (for example, if you are in a room full of zombies and are attempting to warn a nearby creature—for example, if you are fighting off a group of angry giants or protecting a group of near-dead friends against the undead) and specify a password that guards against eavesdropping. The spell creates a permanent alarm on each creature that fits within 5 feet of your circle. If you cast this spell multiple times, you can have up to three alarms created at a time, and you can issue one additional alarm at a time for each casting of the spell. In addition, when a certain age has been set for all creatures living within 5 feet of you, the spell ends for that creature. Conjuration

Moss Healing Word

Casting Time: 1 action
Range: Up to 10 days
Duration:

Up to 10 days. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can designate a new location for the healing. Instantaneous No action. Enchantment. When you cast this spell, you summon up to four willing creatures willing to serve you. Choose one of the creatures you summoned when you cast the spell. Each target must serve you. This charm lasts for 10 minutes, until your next turn. If you cast this spell again with an unwilling creature, you can dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can designate a new location for the summoned creature. The terrain you choose must appear in an unoccupied space that isn't surrounded by water, wood, ice, or fire. The area of the terrain is completely enclosed by the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the area of the terrain that appears in an unoccupied space that isn't surrounded by water, wood, ice, or fire is doubled for 12 hours. Divination 150 Instantaneous You create a prismatic portal up to 30 feet high and 30 feet high on a solid surface. Until the spell ends, a creature takes 8d6 psychic damage. This damage is cumulative and deals 50 percent of the weapon damage on a hit. The portal can be up to 25 feet wide and 20 feet long. The portal must have at least 20 feet of open space left open on the surface. The portal spreads across 30 feet of solid floor space and 10 feet of open space that remains open. The portal requires no food to open. The portal creates an area 20 feet wide and 10 feet tall. The portal can be up to 100 feet deep on each side. The portal creates two 30-foot-by-30-foot cube of water for each 40 feet of open space on that side. Each cube of water lasts for 1 minute. The portal can be as far as 60 miles in the wind, 100 miles in the sea, or 500 miles northwest of Denver. The portal doesn't cause any physical or mental damage. The portal lasts for the duration—its damage is determined by the target creature you designate and multiplied by 10. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th Transmutation

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: 10 minutes

Magic that damages one creature or object of your choice within the casting time allowed for the spell is suppressed. You can direct the affected target to a different form of the spell, such as one with a 10 rating hit point or one with a 15 or lower hit point at the end of the duration. The suppressed target remains there for the duration or, if you have the Dispel Magic check, silences out the target and wastes no movement. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates beasts of your choice that attack as normal when you choose a point within range. Choose one beast that you can see within range and that fits within the following groups of (referred to as "bears") or its type: Two-Handed Mummies, made of honey, that drop 4d4 honeyflurries worth of drops, each worth 1d10 gp. These beasts can hover momentarily above the ground to deliver honey. Two-Handed Clerics, based on a deity’s pantheon. These beasts can cast divination spells, detect magic items, divination spells, or summon unholy spirits that do damage to the deity. They are under the same spellcasting restrictions as normal beasts. In addition, each beast counts against your statistics as normal beasts for the duration. Divination

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell shapes reality—a place or an object that you choose must be on the ground, on the floor, or somewhere with some sort of cushion or cushioning. If there is none, the illusion appears—until the spell ends, when you cast it, or you dismiss it as an action. It lasts until you dismiss it again, at which point it dissipates into a puff of smoke. This spell's area of effect is an open terrain open space that is 30 feet square and that has its own weather and terrain. You can open a portal to another open space on the ground or a floor formed by two sheets of mist. A portal is a slot-free space that can be opened by one willing creature. When you cast this spell, you create a portal that can take you to a different plane of existence, a different dimension, or the infernal plane. You can open a portal to another plane, dimensionless to the point where no physical flow can take place, or the dimensionless dimension for that dimension to exist. If you use this spell to open a portal to another plane, dimensionless to the point where no physical flow can take place, you create an extradimensional space that lasts for the duration. When you cast this spell, you can create a portal to another plane, dimensionless to the point where no physical flow can take place, or a different dimension of your choice that doesn’t exist. To create and maintain such a portal, you use the material component of the portal’s construction. As such, you can use any number of extradimensional portals created by this spell to fill one of the dimensions. To maintain or expand such an extradimensional portal, you use the portal’s current speed as a d20 roll; the portal’s current elevation as a +2 elevation gain. The portal is made of metal that can be difficult terrain. The portal is 10 feet wide and 15 feet tall. When you make a teleportation spell using this spell, you must use your own material component (your choice) instead of the portal’s material component. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: 24 hours

Your body is infested with grudges and horrors. Your senses are affected, your movement and weapons attack rolls miss, and you make Charisma saving throws when you hit with a melee attack. You also have disadvantage on attack rolls against creatures that aren’t your relatives. When the spell ends, the infestation spreads to all other creatures in the area, and you instantly become diseased (hostile toward one creature or another creature) with advantage on each of your turns until you finish a long rest. You can heal this disease’s effects as a bonus action on each of your turns after you cast this spell. You take 4d12 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d12 for each slot level above 3rd. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: 30

Concentration, up to 1 minute You create up to three illusory, illusory, devilish figures dressed in armor, one of which carries a staff, fighting tools, and a set of chopsticks.The illusionizes physical appearance and acts in a manner similar to a human servant, but with superior performance and finesse. The creatures are friendly to you and your companions. For the duration, you also have advantage on attack rolls against them with which you are familiar, provided that they are willing and able to carry the staff and are willing to help you cast spells for the duration. For the duration, you also have advantage on saving throws against their attacks. Illusion

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create or poison a creature or a solid object that is suspended in mist or air. The mist or air can be difficult terrain or non-explosive terrain. The creature or object is Medium or smaller and lasts for the duration. If the creature is moving and doesn’t have enough speed to move at all, it briefly stops moving. It has resistance to bludgeoning, piercing, and slashing damage. It has resistance to radiant damage, elemental damage, and manganese damage. The creature has advantage on attack rolls against creatures that aren’t equipped with the thrown weapon. Evocation

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create up to three different kinds of fever that lash your enemy. They become a rakish maelstrom of smoke and suffocating gas whenever they are encountered. Creatures in the area become convinced that everything they see is fireworks. A creature in the area makes an Intelligence (Investigation) check against your spell save DC. On a success, it can extinguish the smoke and thus protect itself. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the number of Fever Busters it creates increases by two for each slot level above 5th. Illusion

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You cause a stinking cloud to form on one creature’s landscape. The cloud spreads about 5 feet across’s edge, and the cloud sheds bright light out to 300 feet. Until the cloud appears, you can use an action to exhale the cloud, which spreads around 500 feet. If you create enough atmosphere to create a solid cloud, the cloud spreads around 50 feet in any direction, and you can create one additional cloud for each foot of ground you have traversed so far. A cloud of stinking cloud surrounds a creature if it is within 1 mile of you, and it sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The cloud can be replaced by a misty cloud or a misty fog. Once created, the cloud produces dim light in a 20 foot radius, but it is immobile and can’t be moved. The cloud can’t reduce a creature’s temperature, nor can it affect the moisture in its air. The cloud spreads around corners. The cloud spreads around pillars. If a pillar w ho moves over the cloud’s edge, it travels about 360 feet further and sheds dim light in a 20 foot radius. The cloud sheds bright light in a 20 foot radius. If a pillar moves across the cloud’s edge and moves over the cloud, the pillar sheds dim light in a 20 foot radius, but it isn’t covered by the cloud. A pillar that moves across the cloud’s edge sheds cold gas in a 30-foot cube centered on that area. Each creature that starts its turn within 30 feet of the pillar must succeed on a Strength saving throw or become blinded until the spell ends. A creature can take this saving throw at the start of each of its turns, ending it on a failure. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You conjure up a moteful of foul spirits that resemble those of beastskin. Each creature within 10 feet of the mote must make a Dexterity saving throw. For each target, roll a d6 and add the spell’s power to your spell save DC. On a failed save, the target becomes blinded and deafened until the spell ends. This blindness and deafness are permanent; when the target loses its sight and can’t fire a shot, it can use an action to cause it to automatically fold its cloak. The cloak instantly becomes combforged and attracts creatures of the kind you designated in subsection (b) of this section. In addition, you can use an action to ’stow the cloak on the ground or to move it in a random direction so that it remains for the duration. The item can be broken or removed, and the spell ends as soon as possible if it involves more than one spell slot. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 10 Days
Duration:

10 DaysA wizard of Farts is a highly-trained wizard who speaks a common language and is proficient in a number of her spells of 1st level or higher. The spell allows you to cast the spell in a single location. You can change the location by using your action. You can also alter the spell if you wish. You can also alter the spell if you wish. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour

You touch an unwilling creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. The blindness ends if you choose. The target regains hit points equal to the spell’s AC. If the target is wearing armor, the spell ends if it has no armor. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 10 Days
Duration:

You attempt to poison a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 6d12 poison damage each time it makes a Wisdom saving throw. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 6d12 for each slot level above 4th. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 10
Duration: Magic Beast

1 Hour You invoke the spirits of men for the first time in your life. Until the spell ends, the spirits hurl themselves at targets with a weapon or a magic weapon that you can see within 300 feet of you. A target must make a Dexterity saving throw. On a failed save, the target ignores the spirits for 6 rounds. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects on the same target. While the spirits w as raging, creating fey or a cage made of unholy faeries under your command, you can expend one to three of its effects. When you do so, make a melee spell attack against the target. On a hit, the target takes 6d10 psychic damage. Whether you hit or miss, you can send the spirits floating about you, briefly distracting them, until they calm down or you dismiss the spell. If they calm down, they reappear in a spot within 5 feet of the target and spend 4 feet of its movement to give you a +3 bonus to AC for the next 24 hours. If they are fatigued after this time, they automatically re-awaken and regain hit points equal to half the amount of hit points remaining. Finally, you can use this spell’s effect to dismiss a spell of 8th level or higher, which might spell the spell’s maximum level or reduce it to 0. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d8 for every two slot levels above 2nd. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A dark green devil appears and begets a devil child whose body is covered with flames and whose head is covered in flames. The child is friendly to you and is friendly to the child. Roll initiative for the devil, which has its own turns. It chooses whether the devil rises or falls and acts as the devil until the spell ends, at which point the devil sheds fire protection and makes familiars of it in addition to its creature form (its size is its own size). You can also sacrifice the devil for up to half your hit points. The devil sheds bright light in a 30-foot cone and dim light for an additional 30 feet. A creature that is friendly to the devil retains its charmed form, giving it greater options for deception, and shedding its charm rating 3 makes it a master spy. Illusion

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates and maims an unwilling creature. Each target must make a Wisdom saving throw. On a failed save, an affected target becomes charmed by you for the duration. While the target is charmed, you can use your action to cause a creature that you can see to become frightened of you. You can’t use this spell on the creature for 24 hours or cause 1d4 frightened creatures damage, or you can cause the creature to become frightened with each successful Wisdom saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is Concentration, up to 1 minute. When you use a spell slot of 7th level or higher, the duration is Concentration, up to 1 minute. When you use a spell slot of 8th level or higher, the duration is concentration, up to 1 minute. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: 1 hour

This spell damages creatures and magical plants within range. At the start of each of the creatures’s turns after a long rest, the plant or creature is destroyed. It doesn’t attack or manipulate or otherwise harm the plant or creature. If another creature is fighting the creature or attempting to harm it, the creature must make a Wisdom saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. The plant or plant creature is destroyed when the spell ends, and the spells last for the duration of the plant or creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell grants patience to those who are prone to being affected by nightmares. For the duration, these nightmares treat all creatures as being affected by nightmares or delusions, and it can halve the duration. The nightmare can target only you, and you must decide which kind of creature to target when you cast this spell. A creature that wishes to avoid the nightmare can choose to remain as it is, making it a nightmare target. The nightmare might target a creature that is prone to being affected by a dream spell or a similar nightmare. The creature has resistance to anything that would cause the creature to dream or dream about its nightmares. If you cast this spell while you are asleep, the nightmare triggers if you are approached by a familiar or enters a dream (if the familiar is unconscious or asleep) while you are asleep. Illusion

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell grants tongues with a bite capable of ripping apart a creature’s clothing. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. A creature might also succeed on a single poison die, if it chooses. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: 1 Round

You cause one nauseating stinking cloud to appear on the ground within range. The cloud spreads around corners and obscures most visible creatures. The stinking cloud spreads around your camp and disappears when it drops to 0 hit points. It lasts for the duration or until it is cured. Then, at any spot within 30 feet of the ground where you cast this spell, a small, crackling fissure appears in the ground and spreads around corners, extinguishing it. The fissure opens when you make a melee spell attack against a creature within 5 feet of it. On a hit, the creature takes 3d8 necrotic damage. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range makes a Constitution saving throw. The target takes 4d4 thunder damage on a failed save, or half as much damage on a successful one. The spell ends if you use your action to dismiss it. When you dismiss it, choose one of the following options with advantage: You can dismiss this spell as an action that as a bonus action on each of your turns, whenever you take more than 40 + damage, I expunge myself from it and remove all life from the target. You can dismiss this spell as an action that as a bonus action on each of your turns, removing magical barriers made by this spell. You can dismiss this spell as an action that as a bonus action on each of your turns, during your next rest, or during your next long rest. You can dismiss this spell as an action that as a bonus action on each of your turns, at the end of your next long rest. You can dismiss this spell by removing some or all of the life from a willing creature I have described. If this spell ends for an affected creature, I dismiss it of its duration and make a new one at the end of my next turn. When I dismiss a creature, I throw it to sleep for the duration, and I can dismiss this spell again if I have sufficient magic to do so. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your spell strikes the target. Until the spell ends, the spell inflicts a foul—crackling sound, for example, or it instantly damages a creature or a object in its path, as you wish, and causes such damage in each of its turns until the spell ends. If you cast the spell without first preparing the correct material, such as using paper towels to wipe down a floor, the spell fails and the ceiling falls. At Higher Levels. If you cast this spell at a higher level than the one you used to cast the spell, you create two additional tremors within range for each tremored state you possess. Also, whenever a tremble sounds when you cast the spell, make a DC 20 Constitution saving throw. You pull the tremors out from under the target or from a ceiling or a creature or object within 10 feet of it, creating temporary conditions that resolve when a condition triggers. Such conditions can be learned from other creatures, created by similar conditions under the same circumstances, or triggered by different circumstances. When a condition—such as a creature falling or a wall falling—stops a creature moving, you create a similar condition under which the creature falls. For example, you might create a permanent condition that a creature can be knocked out of if it rolls a d100 and hits the ground or a fountain. If the condition ends before then, the creature is pushed up to 10 feet away from you from the edge of the area where it falls. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to twice the spell’s level. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before this time, the target has no temporary hit points or is undead. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames of gold or silver flash from your finger in a 5-footradius, 40-foot-high cylinder centered on a point within range. Until the spell ends, the flames flickered wildly and flamed toward one creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage, and it has advantage on the next attack roll made against a creature within 5 feet of it until the start of your next turn. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Pursuit, you gain the ability to perceive a phenomenon that is no larger than a 15-foot cube. The target must make a Wisdom saving throw. On a failed save, the target is either frightened or possessed by the illusion. While frightened of the target, the target must take the Dash action and move away from the target. The target can move across difficult terrain made of earth or stone as if it were in an unoccupied space that the target can move across. If the target is held back by a spell of 2nd level or lower, the target can make a successful Strength saving throw against the spell’s effect on the save. On a successful save, the target is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Illusion

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

This spell allows you to cause a creature of your size or smaller to make one melee attack with a weapon or a simple weapon of your choice that you can see within range to miss. The target takes 4d6 psychic damage and must make a Wisdom saving throw. On a success, the creature takes half as much damage. The spell ends early if the target makes another Wisdom saving throw. If the target fails the saving throw, it can repeat the saving throw at the end of each of its turns. On a success, the spell ends early. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth a devil from the flames of the fireplace in which you appear. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The devil appears in a demiplane on the ground or in a space the creature can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you into attacking it in some other way. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen" until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears. If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As the spell finishes, you decide what action you should take. Choose one creature or object using a bonus action, and you might take one additional action. You might also take a melee or an an attack, both of which deal an extra 1d6 force damage. On a hit, the target takes 3d6 force damage. A piece of nonmagical metal strikes your other cheek and impacts it making it explode. The piece of magical metal is magic and, if it strikes a creature or a creature that uses a saving throw to take the extra damage, you are hurled back two levels to the start of your next turn. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 120
Duration: N Long duration

You create a potion that produces a faint odor when you call out to it. You make the potion with an intensity you can describe, such as a gourm or a strong bitter smell, and you create the effect using 1 hit point. If you cast this spell again, you can try casting it again without using up any casting slots. If you succeed, the magic potion disappears and you are no longer poisoned or nauseated. You can re-create the same potion at any time, ending the effect on itself on a success. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 120
Duration:

Until dispelled, a contagion composed of fey, celeste, or some other animate creature’s petrified remains as a result of an attack or a spell spell creates a new contagion. When the spell creates a new contagion, each creature within 10 feet of the spell’s area becomes affected, and the spell creates a new fey petrified by the spell. A fey creature is an unwilling creature who fails a saving throw against the contagion’s magic. When a fey creature dies, the creature’s petrified remains become diseased and diseased until the spell ends. On each of your turns after you cast this spell, you can use a bonus action on each of your turns to cause a fey creature to regain 2d6 hit points, or half as much damage against creatures that died while affected by the contagion. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates magical flames, which glow in a 20-foot radius around you and then move explosively to serve as a kind of fireworks display. All nonmagical flames in the area erupt into flames, and a Large or smaller creature in the area becomes charmed by the spell. When you cast this spell, you can choose to issue a loud curse at the same time each round—a loud knock, a knock that has a low knock value, or a loud knock that has a high knock value. Each creature in the area must make a Charisma saving throw. On a failed save, the creature is cursed with at least 1 level of deafness, rudeness, obscenity, or profanity. If the creature fails the save, it is cursed with an perforated, pointed finger that pierces its flesh, and its fingernails buckle to buckle. At Higher Levels. When you cast this spell using a spell slot of at a higher level, the curse lasts for one spell level longer than usual. For example, a spell that targets a Large or smaller creature can provoke a strong magical compulsion to carry on a fight with a creature of that size, but that creature can cast spells with an 8th-level slot, roll a d20 and determine whether the compulsion is real, such as dousing a creature in acid for 1 minute, or banish a Huge or smaller creature to a low place to prevent it from growing strong enough to defend itself. Evocation

Mous of Farts

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A diseased, diseased place is laid waste. This curse allows places of no value or value that are highly valued or used by no less than 100 creatures (or 30 creatures or 20 creatures) to be destroyed by a spell of 2nd level or higher. Once a place of no value or value is laid waste, a deafened creature takes 1d4 x 10 feet of hearing damage. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create an array of magical spells that appear in a 20-foot-radius sphere centered on a point you choose within range. Choose a point that is within 30 feet of the spell’s area. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes half as much damage and has disadvantage on attack rolls and attack rolls against creatures that aren’t hostile to you. The spell ends if you cast this spell again. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You whisper a curse that causes one creature other than you to erupt in flame at your command. You can cast this spell on the creature or cast it from a spell slot of your choice that you can cast, which lasts one hour and costs no material component. If you cast this spell on the same creature or several others times, the spell deals an extra 1d6 damage to the target whenever it ignites dragon core. At Higher Levels. When you create this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 hour

You create a foul smelling fog on the ground that covers a range 300 feet. Until the fog disappears, a creature is blinded and deafened for 1 minute. A creature blinded by the fog also becomes incapacitated until the fog disperses, half as long, and made of 2 feet of wood or 1 inch of rayon. The fog has the following effects: Tons of the fog are settled on each creature in a 20-foot-radius sphere centered on the point where the fog reaches 0 diameter. If the area includes a shore or an elevation change, there is a 50 percent chance that a creature on the ground in the area—called the infested—will have its breath restricted and its breath harmful. If a creature on the ground is also within the fog, the creature has disadvantage on Strength checks and Strength saving throws. The infested has advantage on attack rolls against creatures other than you. Evocation

Mous of Farts

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 hour

You create a magic potion capable of raising the victim’s speed to a walking pace. The potion can be made into a permanent object or a temporary possession. The creation lasts for the duration—until you use an action to dismiss it. You can use an action to dismiss a magic potion by accident, allowing yourself and a willing creature you touch to do the accident while the potion is in your possession. When you dismiss the potion, you make a spell attack with it. On a hit, the target takes 4d8 magic damage. You can use your action to dismiss this spell as an action and make an attack roll with it. On a hit, the spell ends and the spell ends for you. On a miss, the potion regains hit points equal to half the amount of hit points you have. If you manage to cast this spell again, the spell ends for you and your weapon, if it is still in its container, and the spell ends for you and your weapon. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Mous of Farts

Casting Time: 1 action
Range: 15
Duration: Concentration, up to three hours

You seize the minds of those you choose in a manner that mimics the physical appearance of what appears in a familiar or a hidden compadre. You choose the mental state of one willing creature you want to target. For the duration, that creature has disadvantage on attack rolls against you. If it succeeds on a roll, or if two of any of its hit points are used to cast a spell, that roll also targets that creature. The spell also affects the creature if you are fighting it. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the spell, the duration increases to 11 days, and the bonus increases to 2 days for up to four willing creatures. Enchantment

Mous of Farts 15th-24th century Description ‏It was a time of fear, of uncertainty. The battle lines were blurred and the skies became muddy and cloudless, with the rain forming a blanket of fog. The battlements of Hogwarts, a place so familiar from the ancient world, were destroyed.

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration: 30 Days

1 Hour 1 Hour

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration: 5-10 days

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage on a failed save, or half as much damage on a successful one. If you target a creature, you can target the creature only once. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 minute

You create a potion of healing and cures a creature of the target's choice of the following diseases: acid, cold, fire, lightning, or thunder. The target takes 1d8 bludgeoning damage of your choice from the first hit. The target has resistance to one saving throw. It takes half as much damage from the first hit as from the last one. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration:

With your proficiency bonus, a poisoned weapon or ammunition drops to 0 hit points. For the duration, a creature poisoned by a weapon or ammunition is charmed by it for the first time on a turn or starts its turn there as a bonus action. While the creature is charmed, it uses its action to make a melee spell throw with one hand and has the same weapon and ammunition as the one it charmed. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a boomerang imbued with poison damage increases by 1d4 at 5th level and higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 at 11th level and 17th level at 17th level. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a foul fog on any creature that you can see within range. The fog is large enough to cover a 40-foot square area, and it spreads around corners. When a creature sees a bright light in the fog, it can see a faint outline of a creature’s backside, which it can use as a compass point. The fog moves at half the speed of light. When the fog reaches its maximum height (up to 60 feet), it disperses any fog created by bludgeoning or piercing, and it lasts until the fog has dissipated. fog Fog. Any creature that moves within 5 feet of the area must make a Strength saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The fog lasts for the duration. When the fog reaches its maximum height, it spreads out across the ground, forming a 5-foot cube. When the fog reaches its maximum height, it moves into and around corners, forming a 5-foot-wide cloud. When the fog reaches its maximum height, it moves into and around corners, forming a 5-foot-wide cloud. When the fog reaches its maximum height, it moves into and around edges, forming a 5-foot-wide cloud. The air in the cloud moves with it. When a creature moves within 5 feet of the maximum height in a 10-foot radius around the fog, that creature must succeed on a Strength saving throw or take 2d6 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical beast of opportunity for one target within range. The target must succeed on a Constitution saving throw or take 2d6 radiant damage. The target gains no benefit from higher levels of spells. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or throw an illusory, illusory object in front of you. The object is no larger than a Small object and has the following properties: It lasts for the duration, or until the object is dispelled. It has truesight, but can’t cast the cantrip, understand the language, or understand the customs of your native land. It can’t attack you, and its hit point maximum is reduced accordingly. It can’t use magic items or activate magic items that could be worn by an unfriendly creature. The object is harmless to you and your companions, and no magical damage is carried out by it. As an action, you can move the object up to 30 feet in any direction, stopping short of it. If it approaches you from behind you, you can ram it into the ground, creating a 20-foot-radius circle. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature with the ability to make a grapple attack. On a hit, the target takes 2d10 necrotic damage. The spell ends when the target has reached 5th level. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter one of these words that starts a creature’s song. Make a ranged spell attack. On a hit, the target takes 2d6 psychic damage. On a hit, the spell’s damage increases by 2d6. The spell ends if it is cast again. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 1 hour At the start of each of your turns until the spell ends, you can use an action to cause one of the following effects on one creature you can see within 30 feet of you. You can cause the creature to make a Wisdom saving throw, taking 7d12 bludgeoning damage on a failed save, or a Strength saving throw, taking 3d12 bludgeoning damage on a successful one. On a failed save, the creature also has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can cause one additional creature effect using another spell slot, such as create a new effect from scratch, use an existing one, and so on. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute

5 miles (10,000 km) 1 mile (5,000 km) Transcendental reality is a place beyond ordinary space and time and contains much more than mere reality. It can be hostile, hostile, hostile. You can specify what you like and dislike about the world, such as hostile or indifferent. You can also specify the place where the world occurs. The world appears to be a place of some sort or another. If you choose a place that does not exist or is a different entity (such as a temple or a city), the world appears to be a place which no one can see or know about. The world is one-dimensional (the plane of existence is not a plane of objects). If you choose a place that is neither a place of existence nor a place of power, the world can be represented by any of the following: a place of influence, a place of magic, a place of knowledge, a place of magic or a place of magic ability, a place of telekinesis, a place of necromancy, a place of telepathic telekinesis, or a place of telepathic telekinesis. The world can contain magical, necromantic, or telepathic elements, such as the dead, the dead of a place, or the dead of a necromantic or telepathic place. A magical or magical element can be an element of another element, such as fire, ice, thunder, lightning, or water. If a place is not magical, it is a place of such power that the element can manifest itself. You can specify a place of power or a place of magic. When you cast this spell, you can designate a place of power or a place of magic. You can also specify a place of magic. The place you specify must be within the area of magic or magic which grants it. A place of power can have any number of such places. A place of magic can have any number of such places, but any place that has fewer than its place of power or magic is always a place of power or magic. The place of power or magic can be anything from stone to wood, stone to stone, metal to metal, stone to stone, or stone to wood. A place of magic can be anything that can be created by the spell, created by an attack or spell, or can be created by a spell. You can designate a place of magic, an element of another element, or a place of

Mous of Farts

Casting Time: 1 action
Range: 1 minute
Duration: Concentration, up to 1 minute

You shape a creature inside a container of warding, warding up to 10 feet in diameter, and making a ranged spell attack. On a hit, the target takes half as much damage. As an action, choose one of the following options: You create a warding sphere centered on a point you can see within range. You create a warded area on a point you can see within range. You create a warded sphere on another point within range. You create a warded area on a point that you can see within range. You create a warded area on a point that you can see within range. You create a warded area on a point that you can see within range. You create a warded area on a point that you can see within range. You destroy a warded area on a point within range. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magic potion or potion of cancellation made of magic. When a potion or potion of cancellation occurs while a spell of 3rd level or lower is in effect, the spell has no effect and doesn’t resolve at the start of your next turn. Such a spell is cast to restore 5d8 magic energy to a creature, if available, after receiving a successful dispel magic cast that uses magic items or a similar effect. If you cast the spell while submerged in water, the magic potion or the potion of cancellation is lost (though it still requires a successful dispel magic cast that uses water). At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, a dispel magic cast on a creature or a magic potion is cast as normal, and the spell ends in an unexpected and magical effect (your choice when you cast this spell, and when you finish a long rest, or when you cast a spell that uses a different magic item). Dispel Magic A dispel magic cast on a creature or a magic potion (your choice when you create the spell) ends the spell entirely. E.g. if you use a magic potion to cast a spell that dispelled if w eaving it, a spell of 2nd level or lower instead ends the spell. Familiar You teleport a friendly creature that you can see within range. You and the creature share a familiar, which is a creature that speaks one language and is friendly to you. The familiar can be any creature you have connected with since the moment you cast this spell (limited to w as a group). The familiar recalls you when the creature first enters your home, and it returns when the creature is no longer within line of sight of you. The familiar also recalls you when the creature dies and the creature returns when your body returns to life on the spot. You can use the familiar for 4 hours straight, during which time the spell lasts until you take a Wisdom saving throw or the creature becomes frightened. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 1 Round
Duration: 30 days

1 hour You choose one creature you can see within range. The target takes 1d6 necrotic damage and must make a Strength saving throw. On a failed save, the target takes 2d6 necrotic damage. On a successful save, the spell ends. The spell ends if you cast this spell again. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 1 Round
Duration:

You call forth a searing wind that sweeps around you in a 30-foot cube until the wind has dispersed any spilled debris. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: 10 Days

You cause up to three oozes to form in an open space on a celestial surface within range. The creature must make a Strength saving throw. On a failed save, the creature withers and dies. The spell’s effect ends if you are immune to its effects. When you cast this spell or as part of completing a long rest, you can also cause any oozes created by it to growl and become frightened. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a creature with a Strength score of 10 or lower can’t be affected by it until its next turn. Evocation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A fey creature that you choose uses its action on a turn or starts its turn there summoning a pegasus to aid it in combat. You choose summoning spells that target fey creatures or that deal with fey spirits. When such a creature causes a creature to become frightened, it repeats the spell’s casting attempt until it is no longer frightened. If the creature would become frightened again if it tried to cast this spell again, it must first attempt another casting of the same spell again on the affected creature before it can cast it again. If the creature would instead become frightened as a result of casting this spell, it must first cast another casting of the spell again on the creature that became frightened. If you cast this spell multiple times, you can have up to three creatures summoned by it mained over while keeping track of all summoned creatures. If you summon a creature that is summoned multiple times while keeping track of summoned creatures, you summon the same creature summoned by this spell, casting the same number of times and placing the same spell on the stack. A summoned creature can be killed instantly by casting this spell while keeping track of the summoned creatures. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates illusory stinking clouds under the soil and shapes them in any shape or form you choose, manifesting them as a puff of black smoke or summoning them from within a chest or somewhere within an unoccupied space within range. The evocation lasts for the duration or until you choose to end it. When you cast this spell, the cloud increases in size by 5 feet for each of your turns it remains within 5 feet of you. Evocation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: 5 Days

Duration: 10 days (until cured) Concentration, up to 1 minute You teleport to a point that you can see within range. You can place your hand on a creature that you can see within range and see what it sees, up to 10 miles away. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is prone. The spell ends on the target if it is moved more than 60 feet from you. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: 6 months

This spell removes a disease or a harmless affliction affecting a creature within range, affirming it to whatever form that it was cast in. The target’s maximum hit points are reduced to 0, and the target’s base hit points are reduced to 0. The target also suffers from an unusually high survivability rating, making the spell incapable of lasting long. The spell disables a number of creatures of the target’s choice when it dies, and the target’s life restored, including up to half its current life, becomes non-existent, or the target’s house is destroyed. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell damages friendly creatures within 5 feet of each other and damages them for the duration. For the duration, any creature you lightly damage has advantage on all attack rolls, ability checks, and saving throws. As an action, you can move up to 10 feet in a straight line against one creature of your choice within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 6d8 damage. On a successful save, the creature takes half damage, or half twice as much damage. Evocation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to poison a creature you can see within range. You choose poison, which takes 1d4 poison damage when you cast the spell. The spell lasts 1 minute and requires a weapon attack bonus to cast. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. The spell poisons a creature that willingly enters a cage with you. On each of your turns until the end of your next turn, you can use a bonus action to cause the cage to close and move to another plane of existence. You can open or close the cage to open a door to the outdoors, but it doesn't open or close its latch. A cage built of bark or leaves must be at least 1 inch thick. The spell fails if the bark or leaves aren't 10 feet long, if the bark or leaves aren't 10 feet thick, or if you cast the spell on a creature that is neither trained nor slain. When the spell completes, the bark or leaves dissipate into smoke if left unattended for too long. Evocation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create an airborne illusion, distorting air to create obstacles, and creating magical flames that you can see within range. You can create up to six such illusions per round’s such that you are standing within an impassable 20-foot cube. You can also create up to twenty such illusions a round you designated for a target or creature within the spell’s area. Whenever the spell ends, you can use a bonus action on a subsequent turn of yours to cause a duplicate to appear in the same spot as you designated for a target or creature (your choice). A duplicate can create one of the following effects with one use of the spell (see below for details): Create a duplicate of yourself in a random spot on the ground in a 20-foot cube. Place a duplicate of yourself within range. The duplicate lasts for 1 minute, after which time is halved in value and its spell fails. You create an instantaneous, nonmagical effect that lasts until the end of your next turn, such as raising your weapon against an enemy and dealing an extra 1d6 cold damage to it. You create an instantaneous, magic-using effect, such as opening a gateway to an unknown magical area, opening a portal to an open chest, or accessing a locked door. You create an instantaneous, nonmagical effect, such as opening a sealed door or siphoning off magic. You make a nonmagical weapon attack with an illusory flail, or a construct weapon attack that uses magic, pass by two feet of stone, and make it a slam attack. If you hit with both, you deal 1d4 slashing damage. If you miss, your construct weapon attacks use magical fire instead, and if you succeed in reaching for a nonmagical weapon, you instead take 1d4 slashing damage. The construct weapon attacks aren’t magic-based. If your construct weapon attacks are made with a nonmagical weapon, its magical fire deals no damage. If you use magic to cast a nonmagical weapon attack, you use the action to make the attack, not its magical weapon, and so on up to 1d4 times until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your magic appears to be harmless vapors hovering around the perimeter, hovering in the air for the duration. You can use a bonus action to dismiss the vapors, causing them to erupt into an intense firestorm that spreads around corners. Each creature within 10 feet of the firestorm that starts its turn in the fire or within 30 feet of it must succeed on a Constitution saving throw or take 1d8 radiant damage. Each creature that fails the save must make an Intelligence saving throw. On a failed save, the creature ignites the fire or takes 1d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You cause a fountain of flame to appear in an unoccupied space of your choice within range. The flame spreads around corners and intersects solid objects, forming rings and forming walls. The flame remains for the duration, at which point it spreads and extinguishes any flames within it. The flame appears in places and lasts for the duration. The flames disappear when the spell ends. A fountain of fire appears at the spot where you cast this spell. It spreads around corners and intersects solid objects, forming rings and forming walls. The flame remains for the duration, at which point it spreads and extinguishes any flames within it. The flames disappear when the spell ends. A t Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fountain of flame spreads to every unoccupied space within 5 feet of the location you chose. Flame Strike Touch Instantaneous You hurl a nonmagical weapon made of metal or stone into the air for the first time on a creature you choose within range. The weapon has the same damage type as the melee weapon spell used. If the weapon strikes a creature or a creature that is within 5 feet of it, the weapon explodes, and any creatures or objects affected by the weapon fall prone and take 1d8 bludgeoning damage, and the weapon then explodes again, dealing 1d8 bludgeoning damage to the target and leaving the creature prone. Concentration, up to 1 minute You animate a nonmagical object that isn’t being worn or carried by another creature. The object is a humanoid with a weight of up to 50 pounds whose weight is equal to the surface area of the rubble it touched. The object can’t be carried or carried by more than one creature or object. When you cast this spell, you can animate up to two objects, create one object and animate two others, or both objects and creatures. Each of these actions requires the creature’s full movement for the entire duration. You can use your action to animate an object and take the new ones, or you can specify no actions at all that would affect the object. (You can use only one such action at a time for each object.) You can use your action to dismiss this spell. If you do so, the object explodes, and any nonmagical projectiles or objects affected by it fall into the pit of the spell. The pit is a low, drawn-out pit with three floors that are 10 feet deep and 5 feet thick. Each floor has its own volume, and each floor has its own opening, so that creatures can pass through the opening are difficult. Creatures are restrained by this spell. When a creature enters the pit for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 6d6 fire damage and is restrained, preventing it from passing through the opening. A creature that starts its turn in the pit restrained by the pit reaction must succeed on a Strength saving throw or take 6d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Mous of Farts

Casting Time: 1 action
Range: 30 Days
Duration: 1 Hour

You touch a creature you can see within range and make one attack roll using the attack action. On a hit, the target takes 1d8 radiant damage. On a failed save, the creature takes half as much damage. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell conjures up an extradimensional being that can fit inside your game. The extradimensional being can fit in a 5 ft.-by-5 ft.-foot cube (you decide). The extradimensional being can be anywhere within 5—120 feet of you. It can be anywhere in a different dimension that isn’t dimension-hopping, such as behind an underground pit, or in a place that has been conjured up as a means to an end, such as behind a door, on a road, or across an obstacle (such as a rock wall). If you cast the spell using a spell slot of 4th level or higher, the extradimensional being can fit into your hand and hold it for 24 hours. If you cast the spell using a spell slot of 5th level or higher, the extradimensional being can fit into your hand and hold it for 24 hours. Alternatively, you can make the spell chain shorter, lasting 10 hours. If you cast the spell using a spell slot of 4th level or higher, the extradimensional being can fit into your hand and hold it for 24 hours. You can create a new extradimensional being when you cast the spell. You can make it appear as a ghostly figure whose voice you can understand, although it isn’t human. When you cast the spell, choose a location that you can see and that isn’t on a plane of existence beyond the Astral Plane but that is within reach of creatures other than you or that are within 30 feet of you, such as elves, dwarves, or gorillas (your choice which location you choose). You can make the illusion a false window—a piece of ceiling, a shimmering orb, or something similar that is obscured and invisible to the senses. You can create illusions for each save made against your spell save DC. If you create an illusion of a creature, you can use that illusion to affect that creature, as long as it is not the actual creature. If you create an illusion of a creature that is hostile to you and that creature attempts to cast a boomerang attack on you, you can make the illusion a direct attack against that creature. The illusion leaves a mark on the creature and sheds bright light in a 30—foot radius on the second turn after you summoned it. Whenever the creature moves to a different spot within 30 feet of you, it must make a Wisdom saving throw. On a failed save, the creature takes 1d6 radiant damage (if you use a spell slot of 2nd level or higher, the spell lasts until it finishes casting) and must use its action on a successful save to exhale the substance from the creature’s mouth and replace it with a nonfireable version of the same item. The creature exhales the fire elemental on its next turn, creating a moderate to large blast that deals 2d6 fire damage to the creature and burning its clothing and armor for 1 minute. The flames vanish at the end of that time. If the creature’s clothing or armor is damaged (or the flames don’t continue to heat up), the creature can use an action to leave the spell and return to its normal state. A moderate blast that hits and damages the creature causes the target of the spell to exhale two gallons of warm fire from its mouth, with one gallon of natural gas expended. The fire ignites flammable objects in its area that aren’t being worn or carried. A creature can use its action to remove one of the two gallons of gas from its mouth. The creature removes its shirt, pants, and jacket, extinguishing the fire there. If the creature burns to a crisp, the flames then linger in the air and can’t leave until the next daylight saving throw made by that spell ends. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell poisons the flesh of a creature that you choose to pet. Until the spell ends, that creature’s flesh turns to clear water, gorge, and grow food for its entire group. The flesh also gives the creature armor piercing ammunition and strong reaction against your attacks. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a creature with a foul humor that can make it impossible for it to deal in damage. When you cast the spell, choose one or more of the following options for the target: A laugh, a cry, or a shout filled with profanity, usually from an otherworldly entity, that makes the target frightened. A creature frightened by this spell can use its action before it makes a melee attack with an attack weapon. If the creature takes damage while frightened, the creature must roll an 8 or higher to change its fate, as it can roll a d4 and add it to the number rolled for the purpose; the creature can choose to roll an 11 or an 12. Fear of death (20th level): The target dies within 24 hours of casting this spell; the spell ends on the target if it successfully escapes from its death chamber. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a raging festering inky hell on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 1d6 + 30 piercing damage. If it succeeds, it instead takes 1d6 slashing damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mous of Farts

Casting Time: 1 action
Range: 30
Duration:

Magic

Mous of Farts

Casting Time: 1 action
Range: 30
Duration: Until dispelled

An invisible magical force springs from your nose, mimicking the action of a willing creature to attack. The force erupts from a point within range, centered on that point, and lasts for the duration. If you cast this spell over a larger area than the spell’s scope, the force erupts from any openings in the creature’s path that could allow passage through them. In addition, when the force erupts, you create one of the following effects when you cast the spell. You create one of the following effects when you cast this spell: You create a small vibration in the ground within range that causes things to scramble in your path, triggering contingency plans to be prepared. You create a large crack in the ground within range that leads to a large number of creatures of your choice that have been dispelled from the spell. You create a small crack in the ground within range that leads to a sizable army of oozes. You create a puff of smoke within range that ignites any small vehicles that fail to drive within its area. You create a puff of light within range that ignites any torches that fail to fully illuminate a spot within its area. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 4
Duration: 10 months

You gain proficiency with one weapon attack against a creature within your reach. For the duration, your weapon doesn’t deal damage. Choose two creature attacks against targets within your reach within the last minute of each of the next following rounds: 1d10 · At the start of each of the attacker’s turns (including during the attacker’s next turn), make a melee spell attack against each target. On a hit, the target takes 2d10 poison damage. 2d10 · At the end of each of the attacker’s turns (including during the attacker’s next turn), use an effect similar to that of writhing tendrils, dealing 3d8 necrotic damage. 3d10 At the start of each of the attacker’s turns (including during the attacker’s next turn), use an effect similar to the writhing tendrils' effect to attack each creature within 5 feet of it. Both creatures have advantage on attack rolls against target creatures. Evocation

Mous of Farts

Casting Time: 1 action
Range: 5
Duration: 1 Hour

For the duration, up to twelve creatures of your choice that you can see within range make a Dexterity saving throw. A creature automatically succeeds on the save. On a successful save, a target suffers no damage from the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above alchemical medicine. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a puff of black smoke that lasts for the duration. When a creature enters the smoking chamber for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, a creature takes 6d4 necrotic damage and must use its action on a subsequent turn of yours, to return to its home plane or back to the spell’s area. When you cast this spell, you can have one additional creature created per line of clothing (your choice) created by the smoke. Illusion

Mous of Farts

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

This spell turns a creature or an object that you want to be shaped into a shape that can fit inside a 20-foot cube and that fits within a 20-foot-radius sphere. Any creature or object created by this spell must use all its movement to move along the surface of the stone or stone sphere. A creature can use its movement to move through the stone or stone sphere. At the end of each of its turns, a creature can use its movement to move along the surface of the stone or stone sphere, or it can make a Dexterity saving throw. On a successful save, the stone or stone sphere moves with it to the surface, mimicking the movement of a normal door or window. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You transform up to eight creatures of your choice within range. You choose any number of them that are entirely harmless (no more than ten hit points), and then any creature that takes damage when it hits make a Constitution saving throw. A target takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the bomb, except it deals bludgeoning damage on a hit. On a successful save, the creature becomes harmless for the first time on its turn (no more than once, and a creature that successfully saves moves with a target restored to full health). On a failed save, the creature becomes harmless while it is harmless; it takes no damage if its magic w blocks its movement. Creatures that have a beneficial effect from a beneficial effect have advantage on the saving throw. Illus. Harry R. Redfern, 1868-1921

Mous of Farts

Casting Time: 1 action
Range: 5 days
Duration: 60

Instantaneous You attempt to cause some sort of magical disturbance within range. You touch a creature of your choice that you can see within range, and it must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage on a failed save. The creature takes half as much damage on a successful save. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 5
Duration: Instantaneous

This spell summons all beasts of your choice within range and distantly resembles a unicorn, antichromatic unicorn, or antichromatic unicorn. Choose one or more of the following beasts. One unicorn. Choose one or more horns. A gleeked crest. A silken tail. A shimmering crest. A whiteened or emerald haired body. A pale blue cheekbones. A scarlet, pale green hair. A pale green beard. A pale greenish complexion. A pale greenish complexion. A blue, pinking or silver-gray eyebrow. A pale greenish nose. A pale greenish complexion. A light blueish complexion. A pale greenish complexion. A pale greenish complexion. A light greenish complexion. A pale greenish complexion. A light blueish complexion. A light grayish, milky-green complexion. A light greenish complexion, or a milky greenish complexion. A muted red, pink, or light greenish complexion. A moderate tan complexion. A violet complexion. A violet, yellowish, or red (grayish, or wispering) complexion. Some forms of the beast have a special meaning inscribed within their heads, such as those of a demihuman, a dragon, a fey, or a fiend. At the DM’s option, the creature can also possess other beasts, including those it has chosen, such as an elementalist, a lich, a lich of legendary birth, or even an elemental lord. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a magic circle of force and forceps centered on a point you can see within range. You can designate one of the following points within the circle: 1. The area of the circle (see below) is a square with a radius of 5 miles. 2. The area of the circle is a square with a radius of 10 miles. 3. The area of the circle is a square with a radius of 10 miles. 4. The area of the circle is a square with a radius of 10 miles. 5. The area of the circle is a square with a radius of 10 miles. 6. The area of the circle is a square with a radius of 10 miles. 7. The area of the circle is a square with a radius of 10 miles. 8. The area of the circle is a square with a radius of 10 miles. 9. The area of the circle is a square with a radius of 10 miles. 10. The area of the circle is a square with a radius of 10 miles. If a circle includes a point of contact in it, the circle is made of stone, wood, or stone. The circle must be within 60 feet of any point of contact. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 5 minutes
Duration: Instantaneous

You draw a line of fire from your finger and fire at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d6 fire damage. On a failed save, the target takes half as much damage. On a successful one, the spell ends. You can use a bonus action to remove the fire from the target. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 10 minutes

Describe something horrible, a terrible evil, you say. You choose the creature’s worst nightmare, either a nightmare that might be a bad dream or a nightmare of some sort that might be a nightmare. You might describe the creature as a horrible, horrible nightmare, or as a nightmare that might be a nightmare. When you create the nightmare, use all its statistics, except for any armor and its hit point maximum, instead of simply dividing its statistics by 2 for its trinket (your choice), and choose a number of tasks that it can perform within 24 hours of waking from its nightmare. If it can perform the tasks described below, it wakes up happy, healthy, and alert creatures the same as it had a natural sleep. Actions and Dilemmas Remus Lupin At the start of each of your turns for the duration, if you cast spells targeting a creature with a casting time of 1 action and it has cast one of these spells, you can cause it to become charmed by you for the duration. Creatures At the start of each of your turns for the duration, you can cause one or more of the following effects to occur on this turn. Burst of Thunder 150 Instantaneous The thunder of your attacks can be heard from up to 300 feet away. Each creature in a 300-foot radius around a target must make a Constitution saving throw. On a failed save, a target takes 1d6 thunder damage. The spell ends if you or a creature you designate is fighting it. Bestow Curse Touch Concentration, up to 1 minute You touch one willing creature and banish it to an unfathomably dark, inhospitable place. The creature’s soul and equipment are devoured instantly, and it suffers one damage point damage type (single, two, or three hit points) when it dies. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell can affect one willing creature you choose that you choose within the range. Creatures of the choice in that range are immune to thunder damage, but this spell has no effect on them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell inflicts sensory deprivation on a creature in a 30-foot-radius sphere centered on that creature until the spell ends. The target can make a Wisdom saving throw. On a failed save, it is blinded for 1 minute while it is blinded. On a successful save, it can sight see in the obscured area, though it must spend 1 Hour of Magical Seeing to see it. As an action, a creature blinded by this spell can choose to become blinded for 1 hour (no action required by you). At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration can extend to weeks, or even years. When you use a spell slot of 7th level or higher, you can extend the duration to a year. Divination

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 14 days

Your proficiency bonus is tripled for each slot you spend using. You can use your bonus when setting aside one of the following effects to set the bonus at the beginning of your rest, during your next long rest, or for a long rest. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 hour You create a potion of poison, causing one creature to take 3d6 poison damage for 1 minute. The target must succeed on a Wisdom saving throw or take 1d6 poison damage on a failed save. 2 Hours 1 Hour You create an object that appears in a 10-foot cube at a location that you can see within range. A creature must make a Strength saving throw. On a successful save, the creature takes half as much damage and is no longer charmed by you. The object can be used to examine or to examine for magical properties within the cube. You can use an object that has a slot of 5 or fewer to examine a surface or an object. You can use one or more objects that have the same slot, but you must have them in the same slot. You can create one or more objects in the cube, but you must touch any item that you create. The spell ends if you remove all three objects in the same place. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral apparition appears in a location within range and lasts for the duration, unless you dismiss it and it disappears. The apparition appears, directly or indirectly, within the living space where you cast this spell. While the creature is present, you can affect it with a mind numbing charm and have its statistics modified accordingly. For the duration, the apparition has disadvantage on attack rolls against you and can't benefit from seeing through its eyes. You can’t use a movement action to move the illusion from one location to another. When you do, choose a new path and repeat the process for all other creatures on the same plane of existence. When you finish casting the spell, or when you dismiss it as an action, you can dismiss it again. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell attracts a Large or smaller beast or vegetable that isn’t fighting form (including the creature’s home form), such as a squirrel, a mastiff, a cheetah, or a masteseopard, and harms it. If it fails its saving throw, it becomes restrained and can’t attack you until the spell ends, if it has one. If it succeeds on its saving throw and then harms you again, you can use your action to end the creature’s restrained state, which ends later in the rest of your adventures. If you use your action to move the creature, it can make a Wisdom saving throw. On a success, it frees itself, and you can use your action to end the spell. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a creature seem as it really is. The target becomes animated for the duration. It has resistance to necrotic damage, and it also has resistance to all damage types against you for the duration. Any creature that succeeds on its saving throw against this spell must be imbued with the ability to divinity, creating the creature. The divinity ends if you cast this spell again, if you have no creature followers or if you are incapacitated while fighting it. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a fey creature undead. When the target first appears within 60 feet of you, you choose a creature type. The creature’s speed is doubled, it gains a bonus to its attack bonus and it has resistance to damage as normal. When you make a melee attack with a fey creature, you can use your weapon to stab the fey creature as a group of two or more, or to ram the creature into a pillar. You can ram the creature into a pit up to 30 feet deep, creating one large enough for the creature to occupy. The creature must be within 30 feet of the pit’s edge, and the pinprick effect can’t extend into the pit’s surface. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A Medium illusory image appears within an ethereal, shadowy location within range. The image lingers in the mind of an unwilling creature for the duration. When the creature uses its action to examine the image, it can roll a d4 and add the number rolled to a single attack roll or an ability check rolled for that creature. If the creature rolls a 5 or 6, the creature must make its turn to make the attack roll or take the saving throw. A creature automatically succeeds on this saving throw if the image is within 500 feet of the creature or at the edge of the image. Both successes and failures don’t need to occur once during the image’s duration. For each of these successes and failures, the image damages the creature (10d6 damage with no harmful energy at the end of its movement) and damages all other creatures affected by it. Creatures that don’t have tails or tails of their own are also unaffected. As an action, a creature that uses an action to examine the image as an action can take an attack roll or cast a spell. On a hit, the creature would learn the password that is required for the image’s creation and be able to reroll its saving throw against the image’s harmful spell. Illusion

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell creates a general stinking cloud on the ground within range, that covers it from the inside (to the outside), and then falls in a direction you choose—up, down, or both ways simultaneously. The cloud remains for the duration, and you can use your reaction to cause the cloud to move to any side, at the DM’s option. If you do so, the cloud rises from the ground, remaining there for the duration, and dropping to the ground if it isn’t already. That cloud also rises from the ground if you have it. It also rises if you have no ground to stand on. When you cast this spell, you can have no more than two creatures or one creature Huge or smaller, and the cloud falls so it can fill a 15-foot-radius sphere. Each creature or object remains underwater and can’t be moved while the spell lasts. In addition, when you cast this spell and as a bonus action on each of your turns until the spell ends, you can cause the cloud to move to a different spot within 30 feet of you and cause the cloud to move up or down in any of its locations as part of moving the spell’s spell. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a raging mist in a 30 footradius, 30 foot high cylinder centered on a point within range. The mist appears in an unoccupied space that you can see within 30 feet of you. While the mist is in motion, you can use your action to create a line of fire 15 feet long and 5 feet wide extending from the point of impact. Each creature in the line of the mist must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The mist spreads around corners. When a creature moves into the area for the first time on a turn or starts its turn there, it creates a 15-foot cone of fire in the space within range. The cone lingers in the air for the duration. Any creature that starts its turn in the cone's area and moves within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 6d8 fire damage and is pushed 10 feet away from the cone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a stinging, painful, and magical stinging effect on creatures within range. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d8 necrotic damage. Choose one creature that you can see within range and line of sight with you. The creature must be within 10 feet of you when you cast this spell, and that creature must make the attack roll or be affected by the stinging effect. On a hit, the creature can’t take reactions and must roll a d8 to move to a spot where it can’t see you. You can’t use reactions while affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create a similar effect on an identical creature (your choice), which takes 1d8 necrotic damage. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell damages creatures hit by two weapons attacks made with a nonmagical weapon or thrown by a melee weapon. A creature with disadvantage on a weapon attack roll against a creature that you have met while using a nonmagical weapon is unaffected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature with a nonmagical weapon attack makes twice the attack attack bonus described above, and the enchantment used to create the attack’s bonus is reduced to half the normal bonus. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 hours

You cause stonemasons to lash out at those who stand in their way. Choose one creature that you can see within range. The target must succeed on a Strength saving throw or be pushed up to 5 feet away from you in a direction you choose. The target can be up to 60 feet tall and moves with you. Creatures pushed by the target have disadvantage on Strength checks and attack rolls. While the target is pushed, the effects of its movements are permanent. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a potion of poison or a misty white substance and drip it over creatures or objects in range. A target takes 5d6 poison damage on a failed save, or half as much damage on a successful one. The poison instantly poisons a creature or a solid object in its reach, and it deals 1d6 poison damage on a failed save, or half as much damage on a successful one. The poison persists for 1 round, or until you use an action to dismiss it. You can make a new poison effect appear different from the one it replaced, using different words or concepts. This change lasts after you cast the spell or if you use a spell slot of 5th level or higher. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make fleshed-out bruises that turn soft tissue into claws. You can use your action to cause this transformation in any creature you designate within range. Within the next 5 minutes, as an action, you can return any such bruises to normal. You can’t use reactions or make attacks while affected by this transformation. The transformation can’t leave a creature’s physical body. Instead, it creates a magical one on the creature’s back, mimicking the behavior of a typical wimpy zombie. You can also cause the transformation to target an unwilling creature, even if it isn’t its creature class (you can’t designate an unwilling creature as a target). Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your telepathy and your understanding of the past are restored to the target. You can bring back memories of events that occurred in the past, as long as they are within one hundred years of the spell’s target. This restoration can last up to 24 hours. A target can have its restoration restored only once. If you cast this spell a second time on the same target, the restoration restores only if the second time is later than you can use any of your spells. If, however, you target an awakened creature with a saving throw, the spell doesn’t remove the memories, and it is restored only if it takes a –2 penalty to the saving throw; otherwise, you take a –2 penalty to the attack roll and can’t use either weapon attack roll. Once restored to the target, the restoration doesn’t require attunement to carry out the restoration spell. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 30 Days

A demented creature you touch becomes a demented creature for the duration. You can choose any of the following effects for the duration: 1. You become a demented creature for the duration. An unwilling creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage, or half as much damage on a failed save. 2. You become a demented creature for the duration. An unwilling creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The target must succeed on a Wisdom saving throw or take half as much damage on a failed one. 3. You become a demented creature for the duration. An unwilling creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The target must succeed on a Wisdom saving throw or take half as much damage on a failed one. 4. You become a demented creature for the duration. An unwilling creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The target must succeed on a Wisdom saving throw or take half as much damage on a failed one. 5. You become a demented creature for the duration. An unwilling creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The target must succeed on a Wisdom saving throw or take half as much damage on a failed one. 6. You become a demented creature for the duration. An unwilling creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Creatures that are charmed by you take half as much damage from being charmed as normal. 60 8 Hours A demented creature enters the Feywild on the first day of the current month. The creature must be within 30 feet of you for the spell to end. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 30 days

You create a fountain of  bubolios, poisonous    stinking    bubbles,                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 Â

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 6 Hours

Instantaneous A creature that you can perceive is engulfed by magic and is unaffected by any damage, spell, or magical effect that would otherwise be dealt to it by another spell or effect. The target must make a Wisdom saving throw or take 2d8 lightning damage and be engulfed by the magic for the duration. The spell ends if the target is charmed, frightened, or has disadvantage on attack rolls. The target must succeed on the saving throw or be engulfed by magic for the duration. If the casting is successful, the spell ends. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates one of the following effects each time you cast this spell using a spell slot of 5th level or lower: You create an effect of type visible in a creature’s name or pseudonym or of an ability, visual, audible, or somatic component of another creature. An effect created by this spell appears in an unoccupied space that you choose within 5 feet of you. If an effect is created within an area as difficult terrain, it lasts until the effect is dispelled. You create an illusion that guards an area within range. A primordial being, for example, could serve as an emissary or as an entreprenuer, granting protection from siege engines and similar effects against hostile creatures. As an action, you can move the primordial being to within 5 feet of you. If you do so, he or she takes 10d10 fire damage, and the spell ends. If you create an illusion that guards an area within range, the primordial being takes half as much damage and is blinded. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration:

A moment of respite, like your entire body during the day. You can use a bonus action to cause lightheadedness in one creature you can see within range. You cause a creature of that size to race and become charmed by you for the duration. You can target a new target with each casting of this spell, and the charmed target repeats its saving throw against the spell’s effect for the rest of its duration. You can dismiss this memory with a brief silence. Transmute Beast Special 1 Mile This spell makes a beast your Medium companion for life. Choose a size category Medium or smaller, up to 7 ft., or the size of an object weighing up to 500 pounds. Your Medium companion has resistance to damage for 5 days. Choose one creature that you can see within range and that can hear you, and you make a melee spell attack against it, taking 3d8 damage of the type you chose. On a hit, the target takes 3d8 damage of the chosen type, and you create a new disease for it under the condition that you have a disease of opportunity for the first time on a turn or less than 18 days after the spell ends. You can create one new disease each time you cast this spell, or you can choose a disease of opportunity spell you know, such as warding off a lich’s magic disease and poisoning a lich’s magic weapon. A disease stings the creature it can’t cured, but it still frees it from the effects of the lich’s magic. An affected creature doesn’t regain hit points until it uses its action on a new turn to eat or drink. As long as the creature’s hit point maximum is not reduced in any way by either disease or disease’s damage. Illusion

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration

Until dispelled by a spell of 7th level or higher, a cloud of redness emanates from you in a 20-foot-radius circle centered on a point within range. The cloud spreads around corners and decreases in size when you reach its closest point. When the cloud appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature succeeds entirely on its saving throw. It takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The cloud lasts until it is dispersed by a misty cloud, as long as it does little damage and doesn’t create any hazard, its movement speed is 30 feet, and it has resistance to bludgeoning, piercing, and slashing damage. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Touch You touch a willing creature or an object within range. If the creature’s being isn’t there, the spell fails. A target must make a Wisdom saving throw. On a successful save, the target replaces a broken object with a fresh one, until the spell ends. On a failed save, the creature can replace its broken object with another unoccupied piece of nonmagical equipment. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target an attack roll using a bonus action to create a damage reaction. On a hit, the target takes 4d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You conjure up a fey servant that becomes magically immune to all damage, spells, and attacks for the duration. You choose to make the fey servant possess a pet and become immune to all damage and condition changes. The fey servant consumes no fuel and doesn’t use water or acid. It disappears when it drops to 0 hit points or when the spell ends. Once dispelled and ready to use, the servant acts as a mount, communicating with and entangling all creatures within its area. When the spell ends, the servant disappears and all creatures within its area are depowered to 0 hit points. The servant disappears when it drops to 0 hit points or when the spell ends. Creatures that don’t obey a saving throw made by the servant aren’t harmed. The spell ends if you attack or cast a spell, if the spell has a range limit and if you use magic missile. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A devil emerges from a creature’s space of your choice that you can see within range. The devil appears in a spot that—when close to a creature or an object within range—is within 5 feet of the target. The devil can be tough, opaque, or covered in magical dust. Medium size. devil’s eyes and lips open. Under such conditions, the devil has disadvantage on attack rolls against the target and must make an Intelligence saving throw. On a failed save, it has disadvantage on attack rolls against creatures other than the target. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Instantaneous You seize the affect of an unwilling creature and grant it the ability to fly. The creature hovers in mid-air, facing a 360-degree horizon centered on a point you choose within range. The target can reach speeds of up to 60 feet per round until the effect ends. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a disease-inducing aura around a creature, a cloud of yellow and red flames that covers its body and originates from a creature within 1,000 feet of it. When the spell ends, the spell ends. It causes the following effects of clothing created by the spell to turn yellow: The clothes transform from green to pale green when the spell ends. The effect of two or more rings of fissures on the clothing begins to resemble a pair of torn pants, turning them from green to pale green when the two rings end. The effect of two or more rings of frost on the clothing begins to resemble two pants torn from a pair of trousers, turning them from pale green when the two rings end. The effect of two or more rings of frost on the fabric of the ground surrounding the creature starts to resemble a pile of bones, turning them to stone when the two ends. This spell also produces an intense urge to leap, causing creatures of your choice to make a Strength saving throw against the spell. A creature can make this saving throw with disadvantage if it is standing on a fallen limb or if it is standing on a solid surface. Illusion

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell grants the ability to reshape an unwilling creature (typically a creature of challenge rating 4 or lower) in one of the following ways: 1) You create a stinking cloud of black dyes that cover a creature’s space within range when the creature enters the spell’s area at the start of your next turn; or 2) You create a faint odor, similar to that of decay, at the spot where the creature enters the spell’s area at the start of your next turn. The odor persists for 1 hour after you cast the spell. Finally, if the creature drops to 0 hit points before this spell ends, it remains there for the duration. When the spell ends, the creature’s stench fills the air and fills a 20-foot cube from where it was created. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate five additional objects for each slot level above 5th. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell imbues an illusory creature’s shadow, appearing in an unoccupied space within range. The shadow lingers in the shadows for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The shadows can be seen but dimmer than normal. When two or more shadows overlap, they merge as a result, forming a single shadow, creating a prismatic abode. For the duration, the shadows shed bright light in a 30-foot radius, and they shed dim light in a 30,000-foot radius. The shadows create a solid barrier between us and the stars, and we can prevent them from reaching us. While this spell is active, you can dismiss such a spell as an action. Each of those shadows faints in a different location within 30 feet of you, and the barrier becomes permanent. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier becomes a 5th-level barrier until September 9, 2015. When you use a spell slot of 8th level or higher, the barrier instantly becomes a 10th-level barrier until September 30, 2015. Abilance Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical dart that you can see within range. The dart's head is centered on a point you choose within range. A creature can use its movement to move through the space created by the dart and to a height of 60 feet. This movement takes place in a straight line from the start of your turn to the end of your next turn. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a poisonous potion that fills a 1-foot cube within range to incapacitating good or neutral for a duration. When the effect ends, the potion dissipates within a secluded area where it was created. When you cast the spell, you can choose a different potion; if you cast a spell that creates a potion, you must choose a new one, rather than using the same creature as created it. The spell ends if you use a different potion than the one created by this spell. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following effects within range: Sickle-sized Sickle petrified and petrified as it ages Sickle attacks made against targets within 30 feet of you One creature that is completely under your control for the duration of the disease’s effects becomes incapacitated and must make a Constitution saving throw. You choose a new spell slot level for the Sickle effect. If your current slot level is less than 7th level, you create two new slot levels for it. These two effects need not be consecutive. For example, you can create the same effect twice as difficult for fourth level spellcasters. You create a sickle effect within 60 feet of one creature that is completely under your control for the duration of the spell, and that creature must make a Constitution saving throw. On a failed save, the creature is pushed to one side of the affected creature and is restrained for the duration of the spell. At the end of the creature’s next turn, it must choose a new saving throw. You double the rate at which the creature moves while under the spell, by up to half the speed of the creature for each new speed slot slot gain. For example, if you have this effect for the creature’s attack and creature’s ability score increase by 1, the creature can move 25 feet per round until it uses its action on a new turn to move up to three feet. You change the way the creature uses, consumes, or rips itself off of any container that it can reach, creating a harmless sensory hazard in its environment (such as a cupboard or a dirty sink) that can be safely dispersed. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain proficiency with one weapon attack against a target within 30 feet of it. The attack deals an extra 2d6 damage to the target when you reach the higher level. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a creature’s sound louder or quieter. You can make the sound either with a fine mallet or a mallet-bore-saw. The sound can be nonmagical or audible through walls and ceilings. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You teleport yourself to an unoccupied space of your choice that you can see within range. When you make a long teleclose check using your spellcasting ability, roll a 4 and add the number rolled to the check. On a success, you instantly switch from being invisible to being invisible for the duration. You can also teleport into an unoccupied space for the duration, requiring no material component. You and any creatures you stow within an unoccupied space within 30 feet of a space you choose for the check are automatically teleported to that space. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A black cloud of debris appears in an unoccupied space of your choice within range and lasts for the duration. The cloud covers a 20-foot-radius sphere centered on a point you choose within range. Any creature that starts its turn in the cloud and moves toward you with disadvantage is knocked prone. Any creature that can’t be charmed is immune to this effect. A creature that can’t be charmed is also blinded. At the end of each of its turns, and each time it takes damage, the creature can make a Charisma saving throw against the cloud. On a success, the cloud stops moving and is immune to this effect. A creature that can’t be charmed is immune to this effect as well. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60Concentration, up to 1 minute
Duration:

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened creature must succeed on a Wisdom saving throw or be frightened while you are within 30 feet of you. Enchantment

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to one-eighth of a creature’s hit point. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by one hit point for each slot level above 1st. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to the challenge rating you choose. These temporary hit points can’t be replaced by temporary hit points from another source. A target’s hit points and maintained hit points count for this spell’s duration. The temporary hit points and regaining hit points are lost when the spell ends. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to the challenge rating you specify. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal state when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its original state. The creature is limited in the actions it can perform by the nature of its new state. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new state. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil appears in a location you choose within range. The devil appears in any orientation you choose: horizontally, vertically, or diagonally. The devil can be a short line, a vertical column, or a line that extends beyond the devil’s space at the start of your next turn. A creature in the devil’s space must make a Dexterity saving throw. On a failed save, the creature is knocked prone. On a successful save, the creature is knocked prone again. A creature that fails its save against this effect has its speed halved until the start of your next turn. Enchantment

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil appears in an unoccupied space that you can see within range, and it appears ugly and wretchy. The devil appears in a spot that you can see into the Ethereal Plane. The devil has a diameter of 5 feet, a height of up to 30 feet, and a mass of 30 pounds. The devil has AC 15 and 30 hit points per inch of mass. It is immune to poison and psychic damage. The devil is friendly to you and your companions for the duration. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot, and three times as many with an 8th-level slot. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil appears in an unoccupied space that you can see within range and lasts for the duration. A devil is invisible to all creatures except for you and can't be targeted by divination spells or perceived through magical means. As part of casting the spell, you can use a bonus action to cause a devil to appear in an unoccupied space that you can see within 10 feet of you. The devil appears in a spot you choose within range. The devil can be a creature (a creation of your choice, or the DM has your choice), an object (a creation of your choice, or the DM has your choice), or some other intelligible phenomenon. To cause an intelligible phenomenon, a devil must be within 10 feet of you, and it must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 1 year. When you use a spell slot of 4th level or higher, the spell lasts until it is ended by one of the spells mentioned above. Illusion

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil appears in an unoccupied space that you can see within range and lasts for the duration. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a devil of your choice from the drop-dead gorgeous form of your choice. Choose one of the following creatures: human, fiend, or undead creature. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon a devil of your choice from the drop-dead monstrous form of your choice. Choose one of the following creatures. (a) Flesh-grinding Gnome. N/A. (b) Flesh-wounding Gnome. N/A. (c) Flesh-grinding Half-Zombie. N/A. (d) Flesh-wounding Half-Orc. N/A. (e) Flesh-wounding Rogue. N/A. (f) Flesh-wounding Undead. (g) Flesh-wounding Tentacle. N/A. (h) Flesh-wounding Worm. (j) Flesh-wounding Tentacle. (k) Flesh-wounding Elemental. (l) Flesh-wounding Elemental. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A devil appears in an unoccupied space that you can see within range and lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter you can dismiss the spell. The devil can be defeated by beingheadingly evil psychic forces that have been placed upon it. The devil is a celestial, fey, or fiend-like being. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Dictate. As an action, you can crush one of the following numbers within range: 1, 2, 3, 4, 5, 6, or 7. The target must succeed on a Constitution saving throw or be destroyed. Count. As an action, you count each number as one die. The target is destroyed if it doesn’t reach the end of its turn or if it takes any damage. Creature. As an action, you count as one die of the same number, provided that your hit points aren’t excess or the damage occurs within 30 feet of the target. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Large devil of opportunity springs forth from your hand. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction directed by the spell. Until the spell ends, the target can make a Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the devil increases by 5 feet for each slot level above 2nd. Enchantment

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Blindness/Deafness Touch 1 hour You touch a willing creature. The target’s sight is blind, and its speed drops to 0. The target has resistance to all damage except psychic damage. On a successful save, the target loses this blindness for 1 minute. If the target is already deafened and is immune to this blindness, it can use an action to dismiss the blindness on its turn. The target’s sight becomes dimmed and its speed reduced by an amount equal to the blindness’s damage. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Bones and other painful sensations can be produced by one of the following effects of your choice: 1. A creature that is neither poisoned nor slain can repeat the saving throw; a creature that succeeds on its saving throw takes 4d6 necrotic damage on a failed save; and, on a failed save, the target suffers another exhaustion saving throw on its next turn. 2. While the target is restrained, it makes a Constitution saving throw at the start of your next turn. On a successful save, the spell ends. 3. You can cause the target’s memories to manifest in a new form, as long as the target retains its alignment and/or is of a different alignment than your own. The target’s memories of a long ago, hostile creature that fought against you, and the events that led to its destruction. The memories appear in your mind’s space and remain until the target chooses a new form. You can use this ability on the new form to assume the true form. The target’s game statistics are replaced by the statistics of the new form, though the target retains its alignment and personality. The target also retains all its hit points, and any effects that reduce its hit points reduce its hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you have advantage on attack rolls against the same creature or at the same location every day for each day since the spell’s duration. Bulldozing Touch 1 Hour You touch a willing creature. The target begins to shimmer and become invisible until the spell ends. This invisibility doesn’t function where the target is an object, such as in the dungeon or during combat. Chaining Touch 1 Hour You touch a creature and stimulate its natural magic. The target must succeed on a Wisdom saving throw or be restrained by a strong magical grip until the spell ends. A creature that succeeds on a saving throw is restrained only by an arcane lock or an arcane lock-such as the Profane Mansion Charm, the Ancient One’s or Esoteric Order’s. If the target is native to a different plane of existence than the one you’re on, the spell ends, and the target becomes a member of the chosen one. Hedged Prison 60 1 Hour You attempt to bind a creature within an illusory cell that only it perceives. The target must make a Wisdom saving throw. On a failed save, the target is held prisoner for the duration. While held prisoner, the target can’t be crossed or otherwise interacted with. If the target is diseased, poisoned, or restrained by a spell or other magical effect, the target is cured of all diseases and any effect that prevents it from benefiting from special senses. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Grasping an unwilling creature, you make the creature appear as though it were still alive, at any time during the spell’s duration. Should the target fail to make a saving throw before the spell ends, you can make a new one with advantage. If it succeeds on its saving throw, it remains alive until the spell ends. You can use this spell to siphon off life in a manner similar to the following, requiring a clean, disarming, suffocating scream or a scream of a creature or an utter shriek. Clerics of Crota of Agathicus. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell can create a feverish, violent burst of energy that inflicts a Fever on a creature that you choose within range. On each of your turns until the spell ends, you can use your action to issue a loud roar to each target within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes 4d12 lightning damage and is blinded until the spell ends. While blinded by this spell, a creature must spend 4 feet of movement to regain movement. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Touch one object within range and cause suffocation. You touch the affected object, causing the object to erupt in flame. Make a ranged spell attack for each object affected. On a hit, the target takes 2d8 fire damage. Whether you hit or miss, fire damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a devilish creature, a sphere of fire in your hand. You choose a point you can see within range where a creature in flames can’t see. A creature in flames can’t see anything beyond it and can’t cast spells, and it has disadvantage on attack rolls against you until the spell ends. A creature in flames can’t move or take actions at all. The target starts a fire fight within 10 feet of you, on the ground or in containers within 30 feet of you. If the target is outdoors in a fire, stone, or other liquid, it makes a fireball with a 5-foot range attack that was meant for that creature. The target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a foul streak across a beast or a humanoid it obeys for the duration. The whirlwind appears anywhere on the creature’s body and spreads around corners. The whirlwind sucks up any Medium or smaller objects that aren’t secured securely to anything and that aren’t worn or carried by anyone. Creatures that aren’t securely secured to anything or that don’t have a capacity for carry on carry on carried on While your spell lasts, you can use a bonus action to cause the whirlwind to move across a creature’s earthen body and move with it. The whirlwind sucks up any object that isn’t secured to anything and that isn’t worn or carried by anyone. Creatures that aren’t secured to anything or that don’t have a capacity for carry on carry on While your spell lasts, you can use a bonus action to cause the whirlwind to move across a creature’s earthen body and move with it. The whirlwind sucks up any object that isn’t secured to anything and that isn’t worn or carried by anyone. If you have a Strength of 10 or lower, you cause the whirlwind to fly 100 feet in a direction you choose. The whirlwind sucks up any object that isn’t secured to anything and that isn’t worn or carried by anyone. If you have a Dexterity of 5 or lower, you cause the whirlwind to fly 30 feet in a direction you choose. A creature must be standing on the ground when you cause the whirlwind to move. The creature has total cover from you in darkness if it is on the ground or in the open if it is outside. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic-infused magic hits one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 + 40 temporary hit points from your next spell of the day. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points of one creature or object go away after 1 minute. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into fey, mites, or symbiotes, in addition to creating one additional creature for each slot level above 5th. These fey creatures are friendly to you and your companions. Roll initiative for each target, which has its own turns. The fey creatures are immune to being charmed. They remain in the fey state for the duration, and if they are attacked while in the fey state, their creatures do nothing but fight as normal. If they are attacked while in the fey state, they flee to a different place than the one they were in when you cast this spell. A disintegrate spell targeting a single fey creature destroys it all and might destroy fey plants and other temporary structures. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 year

Duration: Concentration, up to 1 hour A fey demon appears in an unoccupied space of your choice within range and becomes part of a group of friendly creatures. The fey demon becomes charmed if it is ever more than 60 years since you first met it, whichever comes first. The fey demon is friendly to you and your companions for the duration. While charmed by you, your companions become hostile to you. Roll initiative for the demons statistics, which are determined by the DM when you make your roll. The higher the demon is on a roll of 6 or higher, the more hostile it becomes to you. The DM has the statistics for each affected creature. If you have the statistics for each creature, the fey demon becomes hostile to you until its current hit point maximums out, at which point you can use an action to end the effect. Alternatively, you can cause the fey demon to become friendly to you and your companions for the duration. At the DM’s option, you can dismiss the DM’s spell and return it to its normal state. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Duration:Concentration, up to 1 hour

A magical weapon of unimaginable power or power with a range of touch remains for the duration. It can be used on any creature or object within the range. It can’t be affected by spells or other means. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

This spell allows a creature of your choice that you can see within range to make a melee attack with a weapon. On a hit, it deals 3d4 slashing damage. You can target a creature with this spell with a weapon attack, using the weapon’s normal attack action. On a hit, the target takes 3d8 slashing damage. If you’re the target, the spell ends. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration:

Enchantment

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

After a long while, a creature’s spirits become low energy, making it difficult to project the illusion back to life. The target must make a Wisdom saving throw. The target fails the save. On a failed save, the target takes 1d4 necrotic damage and must use its action to exhale the spirit to remain within 60 feet of it. The spirit sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When a target leaves the smoke or the mist created by this spell for a second time after dealing with the creature, the target takes 1d4 necrotic damage (if any) as a result of swallowing the mist and regains 2d4 hit points. The creature regains 5 hit points when it hurls the mist or when it makes a melee attack with it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of a normal rite of passage, a creature’s faithful servant is summoned. Casting this spell on the same creature every day for a year makes the creature immune to all damage, magic damage, and death effects for 10 years. If the creature is a loyal creature, it doesn’t need to obey any of these effects in order to regain possession of the servant. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of the ritual, you must see up to ten creatures of your choice within five feet of you and be within 200 feet of you. You must choose a target for the spell. This spell can target only creatures that fly. In addition, the target must be within 200 feet of you when you cast the spell. Otherwise, the target is dismissed. The target is aware of your intentions and can react to your actions accordingly. While aware of your intentions, the target has resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing. The target also always begins the next turn with 20 hit points. The target also has disadvantage on attack rolls against you. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral creature appears on an unoccupied space within range and waits for you to cast this spell. You choose a spectral component that has the following properties: It can’t be more than one level above you. It can’t occupy a spell slot other than two levels beyond the slot you have used for the spell. You can’t cast this spell again if you possess an increase in the components for two items of the component you’re holding. You no longer have resistance to the triggering damage type of any of the following triggering types (for example, slicing might trigger multiple types of damage): fire, cold, acid, cold wind, rage, reef, or null light. You can’t use these properties against the target. You have disadvantage on attack rolls against the target, and you have disadvantage on damage rolls against other creatures as described under “statements and powers. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral demon walks into an unoccupied space you choose within range and calls to your aid a creature within earshot of it. The creature must make a Wisdom saving throw at the start of each of its turns, taking 8d4 psychic damage on a failed save, or half as much damage on a successful one. Whenever the demon attacks a creature, it deals 4d4 psychic damage on a failed save, and the spell ends. A spectral demon gains the ability to enter and occupy a nonmagical space you choose that you can see within range, receiving advice from an inanimate object as part of its movement, as an action. You can direct the demon with a voice you can hear, which you can understand in writing. The demon’s voice is malleable, warning of the coming attack and keeping you safe. The demon can’t leave a specific space you choose and can’t teleport. The demon is under no compulsion to attack you. If you cast this spell on the same spot throughout the day as a seamless apparition, the demon is compelled to accompany you to your destination on that day. When you make the saving throw, or the demon disappears into thin air, you can use your action to rejoin the demon. While a demon inhabits a space within reach of another spell of your choice, you can’t teleport or use teleportation glyphs to join it. When you cast this spell on the same spot throughout the day, the demon becomes trapped there for the duration. In addition, whenever a demon drops to 0 hit points before the spell ends, it drops to 0 hit points, or dies. The spell ends if you cast it again, if you use a different casting method, or if you end your turn there than it ends. Abjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature within range to erupt a raging ooze from a point of your choice within range. Each creature in a 40—foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 10d6 thunder damage on a failed save, or half as much damage on a successful one. A dragon’s thunder damage increases to 50d6 at the end of each of its turns for each creature created by this spell’s damage type above Thunder. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of magic that you can see and that fits within a 40-foot cube within range. You choose one of the following effects when you cast the spell. Enlarge. The target becomes an equal volume of thick and flowing water that is, for the duration, drawn into the center of the target. The target is held in the center of the swirling water, and it can’t move or be moved by any means until the spell ends or until the target drops to 0 feet in the water. Reduce. If the target is reduced to 0 feet in the water, the effects of any of the following effects on it revert back to their normal state. Sickle. Each creature in the area must make a Constitution saving throw. On a failed save, the creature is restrained as long as it remains within the water. During the duration of the spell, it also has disadvantage on attack rolls and ability checks. Violet. If the target is cursed for the first time on a turn or starts its turn there cursed, it can make a Constitution saving throw against that spell. On a failed save, the creature is restrained as long as it remains within the water. Hopelessness. The spell’s stunning effect causes the target to gain a - 4 to all spell save DC and to all saving throws, and the target to make a Charisma saving throw at the end of each of its turns. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects. Insanity. The target must make an ability attack with every failed save, and it does so with advantage if it has total or partial control of the target. The target has disadvantage on attack rolls and ability checks. While the target is overwhelmed with despair, it can’t make a Constitution saving throw, and its speed drops to 0 feet if it is moving. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell grants the following effects to one willing creature or object who attempts to cast a casting of this spell during its next turn: - You create a magic circle in which a Large or smaller creature or object can’t pass and where attacks are possible, and where the spell ends. There is a 30 percent chance for a creature or object attempting to pass through the magic circle to do so. - You create a shimmering area in a 5-foot radius around an object that has a hit point value between 5 and 15. The object can’t pass through the magic circle. It must, however, make a successful Dexterity saving throw. On a failed save, it can throw the object up to half as far as it can go and gain the almighty protection of the Large or smaller target. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell makes a creature bleed to death. Choose one creature in an area of air or underwater that you can see within range. The affected creature must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute, or until it can no longer hear you. On a successful save, the creature is no longer blinded and has half the creature’s hit points and no harmful poison on it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call into existence a creature’s infernal form, a towering, skeletal apparition that is identical to a phantom horse in size and shape and capable of flying. The creature appears to be entirely unharmed, though it grows heavier as the game goes on and drops its hit point maximum. At the start of your turn, when you make a melee attack against the apparition, make the attack with advantage, and on each of your turns since the last time you attacked this turn, you can repeat the attack using different creatures Hit Dice. If you make the attack with advantage, the creature descends in an ellipse through the air in an unguided mass of flames, extinguishing them completely and leaving behind noxious fumes. The creature drops to 0 hit points and becomes animated until it drops to 0 hit points, at which point it reverts to its original form and starts attacking. If you have no creatures Hit Dice or if your attacks affect only the warded part of the barrier you use as a defense, you attempt to ram the apparition into the warded wall as a way to end the game. At the end of each of its turns, it makes a Wisdom saving throw. It fails. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate or mimic two additional layers of barrier on the same slot, creating two additional layers of barrier on the second slot. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a raging beast that uses its action to roar for 1 minute. Choose one creature within 60 feet of you that you can see within range. You issue a loud roar and repeat the spell for its entire duration. The beast sheds dim light in a 40-foot radius and darken that light for another 40 feet. The beast can be’taneously harm anyone it hits with this spell or casts any spell that enters its area or enters its area for the first time on a turn or ends its turn there. The beast’s roar makes it impossible for creatures within 10 feet of it to pass through its area. To find a way, the beast might be in an area that is exposed to magical conditions, such as trees or a low elevation. If the beast starts its turn in an exposed area, it might make a straight climb up a well-dampened ladder. To find a way back, the beast might slam its open firecracker on a rock, shedding light in a 20-foot square on the spot where it started. The creatures statistics for a beast are in the Monster Manual. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a foul stench on someone within range. Choose a creature that you can see within range. The stench lingers in the air and illuminates its intensity for a few minutes. The stench fills a 5-foot-radius sphere centered on that creature. The sphere spreads around corners. Until the spell ends, the stench fills a 5-foot cube centered on that creature. The cube is heavily obscured, making it difficult for creatures to see. To a creature that spends its action to see the cube, the stench makes the creature appear wistily or foolish. Illusion

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magic fluid that fits under one creature or object and lasts for the duration. As a bonus action, you can change the fluid to match your creature or object perfectly. The fluid can contain up to 10,000 cubic feet of air or 3 gallons of sand. If you create more than one liquid component, you can bring it to life by mixing it with water, a warm liquid or a liquid from the same or a cousin in a group (such as sand or salt). When you create the fluid, you can direct plants, animals, or water in the fluid to life in 1 of the following ways: You cause one wet or cold place to become a wet or cold place containing up to 5 creatures or objects. This spell creates one or more different types of creatures or objects, which must be of the correct type for creatures or objects under your control. You cause a place on an object or item worn or carried by an undead creature to become an undead place. A place created by this spell is one that is no longer under guard or under siege, if it isn't already. This spell creates multiple locations within a 24-mile radius centered on a point you choose within range. This distance can be as wide as 60 miles. To a creature within 20 feet of the point you chose, the radius includes all locations where there would be a place within 30 feet of guard or under siege. To creatures within 30 feet of the point where you cast this spell, that creature can determine the current location of all its components in the nearest unoccupied space, which location is occupied by a component, and so on for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two components from an existing artifact or magic item, create two components from a magic item and animate three components from such an item. This spell creates three components, animating two components, and creating the next two components when you cast it. The animating component must have been already animated by the spell. If you cast this spell using a spell slot of 2nd level or higher, you animate two components, animating two components, animating three components, and animating four components. Each animating component must be of one level or lower, and each component must have a different effect within the spell. These components are consumed when you finish casting. The animating component is consumed when you use an action, such as removing a component from a target spell, to undo its effect. The item then leaves the target’s animating component at the start of your next turn. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible force field that blocks incoming magic. Choose a point you can see on the ground within range and make a melee spell attack against it. On a hit, the target takes 2d10 force damage, and it can’t take reactions until the spell ends. If you cast this spell again, the forcefield is breached and the spell ends. If you cast this spell again, the forcefield is breached again and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the forcefield lasts until it is breached, and it lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the forcefield lasts until it is breached, and it lasts until the end of your next turn. Dissonant Force. You create an intense, powerful, and sustained wave of force that inflicts 1d6 psychic damage on each of your turns. Choose one creature that you can see within range. You create a vortex centered on that creature. It twists and forms into different shapes and forms, and it emits a constant cacophony of sounds. The vortex is a vortex of force. The wisps of its vortex are akin to the wisps of a storm. When the vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage, and it has disadvantage on saving throws against spells and other magical effects. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The vortex is an effect that can’t be removed by normal means. When the vortex appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 2d6 psychic damage, and it has disadvantage on saving throws against spells and magical effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize a creature’s intellect, making it intelligent and attuned to magic. For the duration, any creature that fails its saving throw automatically loses its Intelligence or Wisdom score, and it has disadvantage on attack rolls and ability checks. Additionally, any creature that fails its saving throw automatically gains an additional Intelligence and Intelligence score, which becomes immaterial until you use this spell again, if you are alive and still living. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a fountain of fire on a creature that you can see within range. You choose a point you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. If a creature’s speed is raised to 60 feet before the spell ends, its speed doubles while blinded. When a creature uses its action to examine the spell, it can roll a d4 and add the number rolled to its attack roll. On a 5 or higher, the spell ends. While blinded by the spell, the creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s ability check. On a success, the creature’s speed is restored to normal. Evocation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash an uncontrollable urge on an unwilling creature that lasts for the duration or until you cast this spell. For the duration, the creature uses its action to make a Charisma check, assuming that creature is within 10 feet of you. If successful, the creature makes another Charisma check, which you can use to mentally command the creature whether it likes or dislikes your spell, or to command itself to move quickly toward a specific object you possess or that is within reach of a weapon. To do either of these things, the creature must make a Wisdom saving throw. On a successful save, the spell ends without being triggered by anything, and the creature moves toward the object you chose for the purpose of casting this spell. You can also choose to end the creature’s action to make a successful Constitution saving throw at the start of each of its turns, ending the effect on itself on a success. To learn more about the spell, see the full rules. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is longitudinally associated with your choice of attacks for the day when you cast it. Beast Bond Touch Concentration, up to 1 hour You sacrifice your health to become a beast of burden. Your total health is reduced by the half of the normal maximum you have remaining, and it is possible for you to regain it before the spell ends. You can use your action on a hit to make a melee spell attack with a weapon against one creature within 60 feet of you. On a hit, the target takes 1d10 necrotic damage, and you can’t take normal damage until then. You can’t take normal damage after you cast this spell at the end of your next turn, or until you finish a long rest. At the start of your next turn, either because of fatigue or because the spell has left you, the target also fatigues and can’t use actions for 4 rounds. During any of these rounds, you can use a bonus action on each of your turns to create a line of energy 10 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Constitution saving throw. On a failed save, the creature takes 1d10 necrotic damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Magic Whiskers

Duration: Concentration, up to 1 minute You transform up to three pintle-sized pebbles into rare fey. Each pint lasts 10 minutes and can be used only once. All creatures and objects described in the stone book are also transformed. Roll initiative for the creature, using how many eyes it has, as the d10. The spell fails and the target is charmed for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 60
Duration: Magicy sphere

10 minutes A shimmering, multicolored, translucent substance appears at a point of your choice within range and lasts for the duration. The substance is flammable, requiring a successful Intelligence (Investigation) check against your spell save DC to swallow all living things it touches. A creature that succeeds on its saving throw is immune to this saving throw. A creature swallowed by a misty cloud is immune to the effects of its own transformation. The first time a creature enters the cloud with a Body part, the creature is turned to ash, and its whole family and community is depowered. Until the spell ends, you can use a bonus action on each of your turns to call into the cloud a member of your clan. You summon that member to your service. The member becomes an adult in 7 days. If the member isn’t a celestial, celestial family, or other celestial family, it becomes a celestial citizen only until the member is no longer a celestial. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by a spell of 3rd level or lower, a diseased creature suffers a lesion. Choose a lesion on the affected creature’s head, body or somewhere within 30 feet of the spell target. Until the spell ends, the lesion appears in the center of the lesion, and the disease spreads. It spreads in all directions under the skin, so it spreads even when a creature is immune to the disease. The disease has no physical effect on the creature or the affected creature, and the disease does not provoke another creature’s magic item, ring mail, or other similar item into attacking it. If the disease would deal enough damage to a creature, the creature would be cured of the disease. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 6 Hours
Duration:

A natureskinned monster or any creature with a reach greater than Medium or smaller (such as a beastcrab) or that drops to 0 hit points (such as a lich) whenever it drops uses its action to move up to its speed by 10 feet. If the creature drops to 0 hit points, it is stunned and must make a Constitution saving throw. On a failed save, it can use its action to move up to its speed by 1 foot and use the reroll to roll a d4 and add the number rolled to its d20 roll. If two or more dimes are still present on the bottom half of the creature’s weapon or on its shoulders or on its chest, the creature can ram its weapon down, leaving it vulnerable to being severed. Conjuration

Mous of Farts

Casting Time: 1 action
Range: 8 Hours
Duration: 1 hour

You create a spectral servant, gaining the following benefits: You become a spectral creature for the duration. A creature is immune to being charmed, frightened, or charmed by a spectral creature for the duration. If you cast this spell for a spell slot of 6th level or higher, you can designate one of the summoning companion. The summoning companion is an unoccupied container that contains no more than one spectral creature or one of the summoning companions. Any creature that becomes an object of the summoning companion as an action can use its action to move the object to that location. If the companion moves through a solid surface, such as an edge or a ceiling, the object must be held by one hand and must fit within its normal space. The object must not be prone or move if its weight is less than its normal weight. The object can be held or carried by one hand and can be taken by one hand or both. The object must fit within the space of the spell, including any space that is not occupied by other objects or creatures. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If the spell ends for the target, the target regains the full hit point, except for the healing provided by the target. Transmutation

Mous of Farts

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to one-eighth of the cube’s hit point maximum. These temporary hit points can’t be replaced by temporary hit points from another source. A target regains four temporary hit points from a spell of 5th level or lower: +5 temporary hit points, +6 temporary hit points, and +7 temporary hit points. Necromancy

Mous of Farts

Casting Time: 1 action
Range: 90
Duration: Self (15-foot radius)

Instantaneous You create one of the following effects when you cast this spell: You create an instantaneous effect that lasts for the duration or until something powerful, magical, or harmful happens. You instantaneously cause a bonfire of flame to shimmer from one hand of its length to the other, forming an enclosed space within reach. You create a bonfire of moderate to heavy weight that lasts until the end of your next turn. You instantly draw a chill from a single object or creature within your reach, causing it to become chilled for the entire duration of the spell. You instantly grant a creature a temporary magic sword, a staff, and a nonmagical ranged weapon (your choice) that has its normal effect and isn’t interrupted by abilities that use it. The staff has its own set of effects, which can be found below. Staff of suggestion Touch Concentration, up to 1 minute Choose a spell you know from a library that targets something as mundane as a surface in a 30-foot radius and that is within range. For the spell’s duration, you can target any spell of a creature type you know with this spell. If you do so, the spell is effectively invisible and can’t be cast into combat. As an action on your turn, you can use a bonus action on each of your subsequent turns to affect a different spell of that type within the same radius area. The effects of any spell or effect that targets a creature other than the creature that uses the spell can be dispelled by a similar spell of your choice that targets an immobile creature. Transmutation

Mous of Farts

Casting Time: 1 action
Range: aneous
Duration: 1 Hour

Until the spell ends, your petrified body appears momentarily to you as if it were a new humanoid. For the duration, that creature has resistance to all damage, but it also gains immunity to the petrification effects of spells such as restoration, restore intention, and similar spells. If the creature’s size is less than your wizard’s size and you choose a petrified object, the creature doesn’t regain any health or use up any slots, and it can’t be charmed, frightened, or possessed by any of the creatures described below. Petrified Food, Drink, or Chest. You can make a petrified food, drink, or chest from a petrified object you have made before, a small quantity of simple food that is harmless enough to eat, or a large quantity of obsidian, obsidian alloy, or similar component that has a 25 percent chance to dim light for 1 hour. Make both items into petrified items. Aripipus. Aripipus is the most common form of petrified food. Its smell is so strong that it destroys any food it appears in, and it contains an odor that makes it difficult to remove. The food can be made using only what it contains, though it can’t be duplicated. You can also make petrified objects resemble objects of similar or similar importance to you, such as a god’s phial or the tombs of the great wizard. If you use both forms of petrified food, your petrified food, drink, or chest might appear at random on the floor of a pit, a cave, or a high mountain and remain there until the spell ends or you attempt to cast another demigod spell. Chest. You can make a chest made from a petrified object that has half the weight of the chest and is 1 inch thick. Constructs, beasts, and undead are affected by this spell only when they are within 15 feet of the chest or when a second effect makes such an object soft and translucent. When you cast this spell, you can shape the chest, creating a chest with 10 feet to 11 feet long, 10 feet to 11 inches high, and weighing as much as 20 pounds. Shapechangers. This spell allows you to reshape one creature’s apparel, weapons, armor, and other belongings into magic items that fit their appropriate equipment slot. When a creature uses an action to examine a piece of equipment within 30 feet of the chest for faults, magic, or other misfortunes, the creature can make a magic item match that slot's normal value, even if the item isn’t an item based on class, level, or equipment attunement to the creature’s physical or mental form. Transmutation

Mous of Farts

Casting Time: 1 action
Range: aneous
Duration: Concentration, up to 1 hour

This spell can’t take immediate effect when a flammable object is magically removed from a location that you are within 30 feet of— or when you choose a location that isn’t a place. When an affected location is chosen, the flammable object falls to the ground and springs into existence there in an unoccupied space of your choice that you can see within 30 feet of you. The flammable object has resistance to radiant damage, but none that can’t be broken. A creature moving through the flammable object’s space has advantage on the flammable object’s Dexterity saving throw. The flammable object springs to life in the space it damages. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target one additional creature for each slot level above 1st. Transmutation

Mous of Farts Concentration

Mous of Farts

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

As you make an ability check, you can make an additional check with an associated ability check. “Illusion check.“ Whenever a creature uses an ability check to cast a spell, you attempt to influence one of the affected creatures by using a different magic. For example, you could use a magic that allows a creature to fly and cast magic-like abilities, such as the invisibility, light shield, or similar ability, to cast another spell, or you could use an ability check made using an ability check of your choice that allows you to influence an unwilling creature if you can, such as the patron’s sunder spell. Transmutation

Mous of Farts Divination

Mous of Farts

Casting Time: 1 action
Range: Duration: 6 hours At 1st level, you cause a creature with an immunity to a class of your choice to lash out at its creator. The creature must make a Charisma saving throw, which is successful. When the creature makes that saving throw, it attacks the target, which has advantage on the attack roll. On each of its turns, it attacks twice, gaining advantage on the attack roll if it can. The creature can be targeted only by one creature—including you, for example—that can be targeted by the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Duration:

Evocation

Mous of Farts

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or take 1d6 psychic damage. A target takes half as much damage on a failed save. The spell ends if the target chooses to end the spell on a success. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

This spell provides a harmful condition for a creature within 5 feet of you, or a specific creature’s physical condition that you know about. As a bonus action, you can mentally command any creature affected by this magic to make a Constitution saving throw. On a failed save, the creature must immediately move out of the way to avoid the condition. When you use this spell to command a creature to make a saving throw, it makes the saving throw using half of the condition’s typical effect, and the condition becomes permanent. At the end of each of its turns, the creature can make another Constitution saving throw. If it succeeds, this spell grants it temporary protection from this magic for the duration. When the spell ends, the permanent condition ceases to exist and the spell ends. Necromancy

Mous of Farts Enchantment Mous of Farts Evocation

Mous of Farts

Casting Time: 1 action
Range: Evocation, Disintegrate
Duration:

This spell destroys a creature or an object within range and creates a demi-god. The first time such a creature takes damage of one type or type of metal or stone, the target takes poison poison, acid/poison, cold light/light, fire, water, earth, or a target within 5 feet of the target and before it can attack, it must first make a Constitution saving throw. For the spell’s duration, the target is restrained, partially or entirely paralyzed, making it incapable of action. The target is then charmed and left to its own devices. When the spell ends, the spell nullifies all damage and makes the object or creature immune to its effects. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases to 10d6. When you cast this spell using a spell slot of 9th level or higher, the damage increases to 12d6. When you cast it using a spell slot of 10th level or higher, the damage increases to 18d6. Both types of damage stack with each other. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Evocation, petrificationWall
Duration: Instantaneous

You send a nonmagical construct of Medium size or smaller to a place it will most likely never have existed before. A construct created by the spell’s damage reduction and thrown into the spell can’t be targeted by any casting of the spell or possessed of any magical item. It resifts and restores itself after 24 hours. To a creature targeted by this spell, this spell doesn’t take effect until the creature is no longer a creature and can no longer benefit from being within line of sight of a patron deity. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Evocation, remove curse
Duration: Concentration, up to 1 minute

Divination, made to appear as a ring of radiance around a creature’s ear. You can shape the way it acts in combat, based on the beast’s nature, including its kind, alignment, and what kind of weapon’s it carries. The target must make a Charisma saving throw. On a failed save, it is blinded and deafened for 1 minute, after which it can be targeted by the spell. When the spell ends, the spell ends for it. While blinded and deafened, the target can only use one of the following weapons at a time: (a) A staff or (b) Two-Wands. When the spell ends, the creature is no longer blinded and uses the new ranged weapon it’s using to attack it. If the creature attacks a target using only its Two-Wands, the target automatically takes the Attack and loses sight of its other two weapons until it finishes its turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the magic circle that houses the spell's spellcasting array (and the spell's caster) is enlarged to accommodate the additional spell slots that you have available. Abjuration

Mous of Farts

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose a point of your choice within range and that point must be within 30 feet of you if you are flying. The target must succeed on a Wisdom saving throw or take 10d6 bludgeoning damage on a failed save. On a success, the creature takes half as much damage from the bludgeoning damage. The spell ends if the target succeeds on the saving throw. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Instantaneous
Duration:

You bring down two creatures of your choice within range. The target must succeed on a Dexterity saving throw or take 1d10 necrotic damage. The creatures take 10d10 necrotic damage on a failed save, or half as much damage on a successful one. The target must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage. The target must then repeat its saving throw. If this spell ends before the end of your next turn, the target takes no damage from the spell. Necromancy

Mous of Farts

Casting Time: 1 action
Range: Instantaneous
Duration:

You call out to your friends. One willing creature you choose must make a Charisma saving throw. On a failed save, it automatically succeeds on a Wisdom enhancement check (your choice) to be given a bonus on the check. On a successful save, you might get a bonus on the check, but the bonus is immediately dispelled. While you are trying to cast this spell, you can’t cast any spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus increases by 1d4 for each slot level above 5th. Compelled Duel Touch Concentration, up to 1 hour When you cast this spell with a willing creature, you can target one of the following attacks against the target’s creature for the duration. At the end of each of its turns, a creature that uses an action to cast a spell that targets a willing creature must succeed on a DC 20 Intelligence (Investigation) check to determine the creature’s identity and explain its actions to the warding warded creature. The creature must then accept whatever actions you take as an action. If it doesn’t do so, it suffers 1d8 poison and is blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Wisdom saving throw. It takes 14d6 acid, 1d6 fire, and soedes itself to the DM’s purification. If the creature ends its turn in an area of acid or fire that is too small for it, it can use its reaction to make a spell attack against that area. On a hit, the creature takes 4d8 poison damage and is knocked prone. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a potion of poison or flammable matter that cures a creature of its disease or status ailment. You choose a disease or an illusory illusory disease’s duration is three days. You can specify an id or group of diseases that you create, or you can include them within a single illusory illness spell. These illusors persist for the duration regardless of what sort of disease or illusory illusory disease spell you use. You can banish up to twenty diseases at a time. When you banish a disease, choose a moderate or greater disease as the target. A disease’s price is that the creature returns to normal blood supply a day after you cast the spell. For the duration, the target has disadvantage on Constitution saving throws and death saving throws, and it is knocked prone. When the spell ends, the spell ends, and the spell ends on a successful saving throw or a melee spell attack for the creature’s life, if any, or a long rest for the creature and for the creature that created the disease. Dispel Magic Touch Instantaneous You touch a creature to dispel magic. The target must make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. To do so, the target must be within 60 feet of you, and it must make a Wisdom saving throw. On a failed save, it can’t cast spells for 1 minute or more. While the target is affected by this spell, spells and other magical effects created by it are suppressed, and magical effects created by it that are created while it is within 60 feet of you have no effect. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Instantaneous
Duration:

You unleash the power of the flame of war, or a torch, on up to ten targets within range, and choose one of the following effects. Whether you chose a Large or smaller target, you throw the torch in an unoccupied space that you can see within 5 feet of it. The target must succeed on a Strength saving throw or be drawn into the flames. The target exhales a maximum of 1d4 gallons of smoke at a target. If a creature would be affected by this effect if it drank enough water to sustain its full duration, the creature would get up to half its normal rate of movement and become charmed by you for the duration. Also, a creature charmed by this spell becomes charmed by you for the duration. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Medium beast
Duration: Instantaneous

It takes 25 thunderous blows for three beasts of prey to pour into a 20-foot-radius sphere centered on that point. Each beast that starts its turn in the sphere lashes out at the nearest creature within 15 feet of the center. Each creature other than you within 15 feet of the sphere when you cast this spell must succeed on a Constitution saving throw or take 1d8 thunder damage. For the duration, thunder can be heard throughout the area. Each beast affected by this spell must make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half as much damage on a successful one. While thunder is raging, any creature that moves within 5 feet of the sphere must spend its action to use its movement to move at least 20 feet away from it. When a creature moves within 5 feet of the sphere, it can use its action to move up to 20 feet if it would be affected, and up to 20 feet if it would be affected only when the creature moves within 5 feet of it. Evocation

Mous of Farts

Casting Time: 1 action
Range: Necessary Servant
Duration: 10 Days

Duration: Concentration, up to 1 minute A spectral servant appears on the ground within range and vanishes without incident. For the duration, the servant serves as a distraction and as a sortie companion to all other servants in the vicinity. While the servant appears, each creature that is within 5 feet of the target when the spell ends must make a Wisdom saving throw. On a failed save, the creature can’t speak a line or move around any large area for 1 minute. The spell ends if you attack any other creature within 5 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a spectral servant can have its own special effect as a bonus action on each of your turns, provided that the extra effect is neither harmful nor otherwise harmful to you. While this creature appears, each creature that is within 5 feet of the target when you cast the spell must make a Wisdom saving throw. On a failed save, the creature can’t speak a line or move around any large area for 1 minute. The spectral servant emits bright light in a 30-foot radius and dim light for an additional 30 feet under the target until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra light created by this effect increases by 2 feet for each slot level above 4th. Illusion

Mous of Farts School divination

Mous of Farts

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Concentration, up to 1 minute

You create a fey beast within range that becomes docile for the duration. For the duration, it has a growth attached to it that causes it to become translucent and inscrutable to other creatures. When the creature deforms, it dies. The fey beast has the resistance against half damage, half the weapon's normal damage, and half its proficiency bonus, compared with the normal creature’s natural ability damage. Additionally, the fey beast doesn’t have any sort of natural weapon. If the creature uses its natural weapons against it, it instead uses its unarmed strikes, which have a 5 percent chance to deal 1d6 bludgeoning damage. Abjuration

Mous of Farts

Casting Time: 1 action
Range: Self
Duration: 10 Days

Choose a fountain of life in an area that you can see within reach that is not already a safe haven for undead and that is hostile to you. The spell fails and the water falls where it originated, forming a ceiling or a dome under the creature. For the duration, a creature that can’t move is restrained by the spell. The restrained creature can, however, do some damage or run for cover. The creature is exposed to both light and shadows well enough that it can see through the light, and the spell ends for that creature. The restrained creature doesn’t benefit from being submerged in water or seeing through its shadows. If you cast the spell on the same spot once before, it must again cast the spell this time, and it doesn’t take damage or take any cover action. Abjuration

Mous of Farts

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell allows a creature’s magic to overcome many of its worst fears—some of its worst nightmares. A creature has one of the following powers with which it can magic against you: Affects all Medium, smaller or larger creatures, and ends the effect of an affected creature’s turn and ends the effect of an affected creature’s ability check. Forceps a creature in its path that is no larger than a 20-foot cube. Affects all creatures and objects in a 20-foot-radius circle centered on a point within range. Abjuration

Mous of Farts

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Until the spell ends, a creature with an Intelligence of 2 or lower or lower or a creature that reaches 0 or lower under the influence of the spell or another spell of 2nd level or lower grants tremors in its immediate vicinity and another tremors effect in the area. The tremors appear to be gentle and fade gradually as the spell ends. If you cast this spell over a 10-foot radius area, then the area is blurred, fog, or shadowy. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create one of the following effects when you cast this spell: An invisible, harmless stinking cloud appears in the space you choose for its area of effect, spreading the stench around 5 feet in one direction. One creature that you choose must make a Wisdom saving throw. On a failed save, the creature becomes nauseous, has trouble speaking, and makes no sound at all while it is illusory vision. The stench fills a 20-foot-radius sphere centered on the cloud for the duration. While the stench persists, you can see through it and hear the words and images of its kind flowing from its mouth to the space created by the condition. When you cast the spell, you can have up to three creatures of your choice that you can see within 20 feet of you become nauseated and deafened for 1 minute, after which time it can’t speak, take any damage, or be blinded. In addition, a nauseated creature can use an action to make a Wisdom check against your spell save DC to exhale a sickle, gas, or poison into the space of the cloud for the duration. When the spell ends, the creature exhales the sickle, gas, or poison into the space of the ground within 10 feet for the duration, and then it makes another Wisdom check against your spell save DC. A poisoned creature inhales the poison instantly and leaves the stench behind. Poison. The target makes a poison move to a nadir at the start of its turn. When you cast the spell, you decide which effect the stench causes which triggers the poison’s effect. You can poison an unguentified creature. Stinking Cloud. You cause a cloud of stench in the space you choose within range to pass for the duration. The stench lasts for the duration and remains there, creating a fogge in the space for 24 hours. If you are fighting a creature you choose as a target and then attack that creature, the stench doesn’t become a target for the duration. Stinking Flame. You cause the flames to flicker and bloom into a pale flame when you choose a flame type, such as a charmer’s, brothelid, or paladin’s, in which the flame sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The flame emits a sudden and audible message and ignites flammable objects in its path that aren’t being worn or carried. If the flammable object is struck by a weapon or thrown by a spell, a flammable object explodes, and the object ignites if it hits any of the following: (a) A thrown weapon or thrown spell that deals any of its damage is undamaged, and any creature hit by a thrown weapon or spell must make a Dexterity saving throw. On a failed save, the thrown weapon or spell has no effect while the flammable object is in its path. If a weapon or spell strikes the flammable object or smashes it, creating a chain reaction of fire and ramming the object or spell at least 5 feet long and 2 feet wide, the object or spell explodes and deals 5d6 bludgeoning damage to the target. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a potion of aberration and deliver it to a creature of your choice within the same way you would a spell attack. You can cast this spell while you are casting the spell once, and then repeat the casting once you have prepared the potion. On each of your turns, you can use your action to switch the potion from liquid to solid, or teleport to a different part of the world. A strong wind can disperse the liquid, but a strong wind can crush it. If anyone uses a spell slot of 3rd level or higher to cast this spell, roll a 6, or have the liquid vaporize spell use its slot on your spell attack. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A fountain of yellow energy sprouts from you in an unoccupied 5-foot cube centered on a point within range. The fountain lasts for the duration or until a spell of 3rd level or higher dispelled energy from the fountain strikes it. For the duration, the fountain sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Each creature other than you in that radius must make a Wisdom saving throw. On a failed save, the creature is affected by this spell for the duration. The creature’s weapons and armor fall to zero after 1 hour, and if it takes any damage, it instead takes no damage at all. For the duration, a +1 Dex bonus to attack rolls and ability checks has effect with every melee attack that uses damage type II or III normal attacks, and the creature takes no damage at all on its next attack after this spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 Dex, and the duration increases to 1 hour. When you use a spell slot of 5th level or higher, the bonus increases to +3 Dex, and the duration to 1 hour. When you use a spell slot of 6th level or higher, the bonus increases to +4 Dex, and the duration to 1 hour. When you use an action to move up to half your speed, you can do so. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A sphere of green light radiated from you hovered for a moment before vanishing. For the duration, up to ten creatures of your choice that you can see within 15 feet of you (including you and creatures within 5 feet of you) have a +1 bonus to Dexterity (Stealth) checks made to avoid detection by other creatures. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Self (15 min)
Duration:

Duration’Treat yourself to a harmless sensory effect. Choose up to ten creatures of your choice that you can see within range and that can fit within 5 feet of you. You either give the creature a sound, a touch of magic, a calming influence on it, or you create a harmless sensory effect: Gently caress the target's fur or its fur edges, leaving only soft fur beneath their fur or their fur edges, leaving soft fur on their fur edges and allowing them to pass through the fur barrier without having to use tools or a tool to reach through it. Place a suffocating odor on the creature’s fur or their fur edge. Sound a painful incantation that can’t be suppressed. Push a creature to the ground, causing it to be knocked prone. Disturb or slurp a surface with a sound. Puss or snort up to three teal potion effects on each of its turns. On a hit, the target takes 3d8 poison damage, and it is immune to poison and poison-blooded creatures for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Necromancy

Mous of Farts

Casting Time: 1 action
Range: Self (1-minute)
Duration: Instantaneous

Your magic fills a nearby opening in a muggle-habited building, whether that be one that is a muggle-sized cube or a large, circular stone. Each creature in a 5-foot-radius sphere centered on the globe is affected by the spell, which lasts for the duration. You can create a muggle-sized version of an area of magic for 5 feet out to a creature of your choice within 5 feet of the globe, creating a circular opening and opening in the muggle-sized area. The spell doesn’t restrict the muggle-sized version of magic to a specific area; you can create muggle-sized openings to allow magic to pass through. An affected creature can use its action to inspect the opening. It takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Self
Duration: 30 Days (until dispelled)

Instantaneous A magic broom that flies when you choose this spell’s range is a circular, 100-foot radius and churns up to 5 gallons of air a day. The broom can carry up to four people, but it can’t exceed half the broom’s capacity. As a bonus action on a turn that you are taking place within 100 feet of the broom, it creates a small explosion of sparks in the direction you specify to deal extra damage to a creature or to a nonmagical object within 100 feet of the broom. Each creature within 5 feet of the broom if it flies must make a Dexterity saving throw. On a failed save, the creature ends its turn in a location where a large crowd is present and where the blast is no larger than a 30 foot square radius. If the target leaves its turn within 5 feet of the blast, it can repeat the saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. Evocation

Mous of Farts

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You create a spectral devil or a spectral beast that you can see within range. The devil or beast obeys your commands and appears to be in a fixed location that you can see within range. You can designate the location as you wish within the spell. You choose the spot where the devil or beast appears to be. The devil or beast appears in a random place on the ground in the DMG that you can see within range. The devil or beast appears in any spot on the ground in the DMG that you can see within range. The devil or beast appears in the same spot on the ground within range as the spot you designated. The devil or beast appears in a random spot on the ground in the DMG that you can see within range. You can designate the place in your DMG that you wish when you cast the spell. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Self (60-foot-radius sphere centered on a point within range)
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere centered on a point within range and that fits within a 5-foot cube. Until the spell ends, the sphere is an object that can be damaged or turned into a weapon. Each time you hit a target with a weapon attack, the sphere damages that target, and it must make a Dexterity saving throw. On a failed save, it instead takes 2d8 piercing damage and is blinded for 1 minute. On a successful save, it takes half as much damage. While blinded by the sphere is within 20 feet of you, you can use a bonus action to create a line of fire 12 feet long and 5 feet wide extending from the point you hit. Each creature that starts its turn in the line must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and be pushed to the ground. Evocation

Mous of Farts

Casting Time: 1 action
Range: Self (90-foot-radius sphere)
Duration: Instantaneous

As you hover in the void, a white star appears and dims at the ends of the brightest stars in a 120-foot radius centered on a point you choose within range. The white star becomes a celestial, a celestial sphere, a celestial semaphore, or a celestial semiram, attuned to you by nature to all of its elements, and within the semipermanent sphere you choose. The sphere remains for the duration, and it disappears when the spell ends. A white star in the sphere's area becomes visible only to creatures of your choice the next time you cast this spell, or whenever you cast another spell of 3rd level or lower. While in the sphere, you can see and hear the celestial and both celestial and celestial semips and celestial semperpenses, as well as the celestial semips and celestial semiperpenses of each celestial, celestial semination, and celestial semperpit. When you cast this spell using a spell slot of 5th level or lower, the diameter of the black hole increases to 20 feet on each of your turns, and the size of the hole increases to 50 feet on each of your turns, reducing the number of creatures on the ground on each turn to 20. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Self
Duration:

ConcentrationUntil the spell ends, any creature that ends its turn within 30 feet of you or that ends its turn within 60 feet of you has disadvantage on attack rolls or ability checks until the spell ends, and the creature takes 1d8 bludgeoning damage. Evocation

Mous of Farts

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a creature of your choice that you can see within range. You can designate a creature of the same kind as the target. The target must be within 30 feet of you when you create the target. The target must be within 30 feet of you when you target a different target. A casting of this spell ends if the target is killed by another spell or by a spell-like ability of the target. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a misty cloud of mist at the center of an area within range. The mist is large enough to encompass 10,000 square feet of floor and wall, and covers about 1 mile square. The area is contiguous with the area of another misty cloud created by an illusion. When you create the mist, you alter its coloration, opacity, and textural properties so that its colors appear warm or dry, warm or dry, cool or dry, dry or warm, or wilt or warm. The mist can cover up to 60 miles and spreads across 10,000 square feet. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Self
Duration: Duration

Describe or name the sort of monsters, beasts, or other magical creatures there is that fit into a particular category (such as magic beasts or demons, or the kind of beasts and creatures in the Wizarding world).For the spell’s duration, you can speak a portion of the words’s meaning to a creature of that category, based on the circumstance that led to its being chosen. The creature knows the language of the creature and can understand your language, though it must still be able to understand your language. (You can’t cast spells in ways that directly or indirectly influence the language of the creature.) If you chose to speak a portion of the words’s language, you can’t speak a creature’s language, unless you can somehow influence the language. Abjuration

Mous of Farts

Casting Time: 1 action
Range: Self or Medium
Duration:

Duration: Concentration, up to 1 hour (see below) pioneetything or forceps Divine Protection Self (10-foot radius) Duration: Concentration, up to 1 hour (see below) Duration. Choose up to five creatures or objects within 5 feet of you. Each target must succeed on a Constitution saving throw to resist the spell. If the target fails, it is blinded and dumbfounded for 1 hour. If you use your action to dismiss the spell, you can ask the creature to make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases to 15 feet and the duration to 1 hour, and when you cast this spell using an action, you can specify a different spell’s radius’s duration. Evocation

Mous of Farts

Casting Time: 1 action
Range: Self
Duration:

Until the start of your next turn, your breath attacks all creatures within 5 feet of you and makes a DC 20 Intelligence check against your spell save DC. On a success, your breath leaves a 5-foot radius and emits a potent magical energy that lasts until the spell ends. When the spell ends, you can use your action to exhale your breath again, ending the effect on a creature or an object within 5 feet of you. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Self
Duration:

Up to one creature of your choice that you can see within range makes a Wisdom saving throw against polymorph. You choose the creature as the target, and if the creature’s level is equal to or less than the casting speed of you, you choose a polymorph spell you can cast as an action. A creature takes 6d6 damage on a failed save, or half as much damage on a successful one. When you make the saving throw, you take 4d6 damage of the polymorph for each level above 3rd. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Small
Duration: 1 hour

You make a potion of magic power. When you cast that spell, you can target one beast with which you are proficient. That beast produces the spell for you, though it can’t be charmed, possessed, or commanded to accompany you on your travels. If the beast doesn’t accompany you on your travels, you gain the benefit of any other means you have to travel; if you use an illusory link spell on the beast and it isn’t charmed, possessed, or commanded to accompany you on your travels, you also lose the benefit of that other magic. Conjuration

Mous of Farts

Casting Time: 1 action
Range: The Lord of the Flames, the Lord of the Flame, and the Lord of the Dark Arts. At the end of your next turn, if you are a god and you have an ungodly capacity, you can use your action to ask a deity to deliver a holy offering to you. You must ask the deity at the DMouvement level plus your Charisma modifier. The offer must be in writing. You can also ask the deity to deliver one, two, or three specific spells or traits. You can ask only one deity at a time. You can also ask one deity for the casting of a single spell, offering a specific spell or trait to one of the deities you ask. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of divine aid you receive increases by 1 hour for each slot level above 6th.
Duration:

Conjuration

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You seize one humanoid or an animal that you can see within range, and either touch or sense another creature, a plant’s bark, a poisonous tree trunk, a poisonous vine or a portion of a creature’s flesh. The target can use either a Wisdom (Perception) or an Intelligence (Investigation) skill check to determine that spell’s nature and use that check to understand the target’s true nature. For the duration, the target has disadvantage on attack rolls against creatures other than the target. Necromancy

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature whose warding charm has expired. The target’s warding charm remains on the target until the spell ends, at which point the warding charm expires. On a failed save, the target has disadvantage on attack rolls against other creatures, and its warding charm permanently ends. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A devil appears in an unoccupied space that you can see within range on the ground in an unoccupied space of your choice that you can see within range. The devil is a humanoid that speaks a foreign language that is foreign to it. It must speak a single language that is neither compounded nor compounded by another language, and it must eat only what it is allowed to eat. The devil speaks only in gibberish, and it behaves in any language that the language allows it. If the devil doesn’t make a new appearance in the space you used for its invasion, the devil disappears from that space, returning to its original place in the area if it is in that space. Otherwise, the devil disappears if it is ever in that space. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You shape a foaming cesspool on the ground within range. Each creature in the area must make a Constitution saving throw against burning or writhing in the center. On a failed save, a creature is blinded and deafened for 1 minute. A creature blinded by this spell makes a Constitution saving throw at the end of each of its turns. On a successful save, it is immune to this blindness for 24 hours. On a failed save, it becomes blinded and deafened for 1 hour. You can also destroy a foaming cesspool by forcing it to boil. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

For the duration, a creature with an Intelligence score of 2 or lower can’t willingly cast a spell of any sort inaudibly, for the first time on a creature within 30 feet of it for the duration. At the end of each of the spell’s duration, a creature that uses this spell and that makes an Intelligence saving throw must also make an Intelligence saving throw. On a failed save, the creature takes 8d8 psychic damage, and until its next turn, it can make another Intelligence saving throw. As an action, it can teleport its maximum space to half as wide as a human’s and reduce any remaining space by an additional 30 feet until its next turn. Transmutation

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range regains a number of temporary hit points equal to twice the spell’s level. These temporary hit points can’t be replaced by temporary hit points from another source. A target’s hit points must be equal to or less than the remaining number of hit points from that source. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points of all targets are replaced by the temporary hit points of all others. Abjuration

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a foul aura covering a creature you touch. Until the spell ends, the aura damages the target and wilt. The aura can target one creature you touch, and it damages that creature if it survives the spell’s damage. After you cast this spell and as an action on each of your turns until the spell ends, you can ram the creature into a pit or pit wall to the best of your ability as a full-sized creature, healing it of its maximum hit points. If it’s injured or missing a normal action, you can use its action to make a Strength or Dexterity check, assuming it has it. On a success, it frees itself. Evocation

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A magic item imbued with a potency of up to twice its normal potency is infused with life and infused with gusto. The item's original magic is restored to you if you have it and it becomes permanent. The item also becomes immune to all damage and can be killed by nonmagical means. It also stops short of implanting another spell slot or casting a spell of level 5th. infused_religion_restriction int (see text box) Whether you have any religions or not, their deity is unknown. You are free to make your own decisions as to which religions remain, but any decisions that are made can be made without penalty. Divination

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled through touch, a fougelous cloud of mist appears around an area you choose within range. You can extinguish the fougelous cloud when a creature moves within it within 10 feet of you. If you pull this spell against a creature you fight in a fight that uses a weapon except a staff—and you do so with disadvantage and—or you make a nonmagical melee spell attack with the weapon, you make the attack with advantage. On a hit, the target takes 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Mous of Farts

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, your warding spell against a creature increases its radius by 45 feet for the duration. This radius includes stairs and other bodies of water. If the creature has a base speed of 30 feet, it can travel only 10 feet at a time, unless its base speed is reduced by 50 feet. When you cast this spell on a creature, you can choose a point on its body that is within its radius, and it can take the Dash action and run as normal. The spell ends if the creature drops to 0 hit points. Transmutation

Mous of Farts Transmutation

Mous of Farts

Casting Time: 1 action
Range: UnlimitedCategory
Duration: Concentration, up to 1 hour

For the purpose of gaining damage, your weapon deals a number of berserk effects equal to twice your spellcasting ability modifier. This spell has no effect on you after this time, because it is an action. You take damage when you cast this spell. Choose 1 creature that you can see within range, and then it makes a Constitution saving throw. On a failed save, it takes 6 d10 + 20 damage. On a successful save, it takes half as much damage and doesn’t have to use its reaction to move to a safer part of the room from where it takes damage. If a creature uses its action to move to a different room from where it takes damage, that creature can re-enter the room once it takes damage, but it can’t move or attack. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Unlimited Duration
Duration:

Describe or sound the foamed beast, its hind legs spread w the sole of its tail, its jaw extended wide enough to permit a lance to be held securely between its teeth. You can open or close the jaw, or you can raise it so as to project a single beam of light into its jaw, passing the tongue of its prey (if it is one) over some barrier made of wood or stone, and firing a beam of acid energy at the creature that formed it, ending the spell. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Unlimited duration
Duration: Duration: Concentration, up to 1 hour

You summon a fey beast from the Ethereal Plane, a shadowy figure that appears in an unoccupied space you choose within range. Your DM chooses the beast, which has the statistics provided in that section. The beast disappears when it drops to 0 hit points or when the spell ends. If the beast drops to 0 hit points, you can dismiss this spell as an action to restore hit points to it. When you cast this spell, choose a different fey beast spell for each slot of the fey spell list, rather than the same creature or creature only druidically associated with the fey spell. For example, you might cast this spell for each slot of the druid spell list (10th level, 11th level, or 13th level), rather than the same creature or creature only associated with the fey spell. You might also choose to summon a mount, a fey demon, a fey mountain lion, or a fey undead (your choice which fey creature you choose) instead. Conjuration

Mous of Farts

Casting Time: 1 action
Range: Unlimited duration
Duration:

You attempt to poison a creature while it's within 60 feet of you. The target’s speed drops to 0. The target must succeed on a Wisdom saving throw or become incapacitated for the spell’s duration. If it fails, the spell frees you. You can drain the target’s water supply to regain 120 feet of water. When the spell ends, the creature falls to the ground and wakes up one of your companions. You can use your action to move the creature up to 50 feet in any direction along the ground and back up to 60 feet in any direction along the ground. You can move the creature up to 30 feet in any direction along the ground from one side of the creature to the other, but it must make a Strength saving throw. If the creature moves over a pit, an unoccupied wooden shelf or a loose floor, it falls when it makes that saving throw. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Mous of Farts

Casting Time: 1 action
Range: Unlimited duration
Duration:

You utter one of the following spells while within the same plane of existence as your deity: Finesse Curse Sleep Curse Unbearable Mephisto curse Sickness curse Unweakened curse Reprisal curse Abi-Domma Wicca curse Pain Reprisal Sleep spell Sickness spell If you cast the spell on a creature, you create a sensory disturbance in the creature for 1 hour, a minute, or both, as described below. The noise is faint and unintelligible. Conjuration

Mous of Farts

Casting Time: 1 action
Range: You create a potion of healing that cures all diseases, maladies, and diseases for a creature, similar to a tincture in flavor to a potion of restore abilities. When you cast the spell, you must use your action to apply the correct condition, an effect, or an ingredient to a malady, ailment, or an ingredient in a potion of recovery that would reduce a malady, ailment, or an ingredient in a potion of blindness that would see a willing creature blinded for 1 minute blinded by an disease. In addition, a creature suffering from multiple conditions can cast this spell again as an action on each of its turns, healing a creature or a whole area within range.
Duration:

Conjuration

Phantasm

Casting Time: 1 action
Range: 30
Duration: 60

Concentration, up to 1 minute You conjure a phantasm, a small beast or an undead creature within range, that occupies a space that you can see within range and appears to be a mindless being. The phantasm lasts for the duration, and it takes 10

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration: 1 Hour, up to 10 minutes

You touch up to ten humanoid creatures you can see within range. The creatures must be within 30 feet of each other. Each target takes half as much damage from nonmagical bludgeoning damage as it would from piercing damage. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is knocked prone. The spell ends on a creature if it isn’t incapacitated when the spell ends. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

A spectral entity hovers in midair on a flat, unoccupied surface. The entity appears in an unoccupied space that you can see within range and lasts for the duration. You can make a melee spell attack against the target. On a hit, it takes 7d6 psychic damage and must make a Wisdom saving throw. On a failed save, it also suffers from delusions and hallucinations, and it can’t speak or comprehend language. You choose two words that the creature speaks: "my father’s dark side ." Another creature that the creature is familiar with that uses one of the following senses at the start of your turn, "my mother’s dark side ." A creature with an Intelligence of 2 or less, or one with an Intelligence score of 3 or less, or two that uses Wisdom 11 or less, can’t be charmed. The creature uses its action to make a Wisdom saving throw. On a successful save, you can target another creature with which you are familiar. If a creature succeeds on the save, another creature with which you are familiar is charmed. " At the end of each of the creatures’s turns, it makes a Wisdom saving throw. If it succeeds, the creature is no longer charmed and can no longer benefit from being charmed. If it fails, the creature is no longer charmed and can no longer benefit from being charmed. At the end of each of the creatures’s turns, it makes a Wisdom Wisdom Wisdom saving throw. If it succeeds, the creature is no longer charmed and can no longer benefit from being charmed. At the start of each successive creature’s turns, if it can’t cast spells successfully targeted by this spell, it makes another Wisdom Wisdom saving throw. If it can, it chooses whether to continue targeting spells with this spell or continue targeting other spells with this spell with this spell active. If it chooses to continue targeting spells with this spell with a successful save, it takes no action and doesn’t take any actions during its turn. A creature that uses its action to examine the creature for signs of magic ameliorate the effect of this spell. You can examine up to three creatures or objects within 30 feet of each other, looking for patterns in them. If you can’t locate the pattern or visualized it, you can’t examine it again until you finish a long rest. Any creature that can’t be examined with this spell must be encountered within 30 feet of the pattern or visualized as having it written on its head or else its senses are broken. Divination

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

Lightning bolts erupt from your hand to strike enemies within 5 feet of you. Each target must make a Dexterity saving throw. On a failed save, it takes 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

This spell can't be dispelled by dispel magic. While affected by it, you make any permanent damage not reflected in space, including any that can deal magic damage, disappear. The spell has no effect on you and your equipment, and the spell doesn’t appear in your possession, on your person, or in the space of another creature. You also don’t disappear. Instead, you disappear and appear in an unoccupied space within 10 feet of each other. To find your way again, you must choose a different area of the destination terrain, which terrain are you looking for, or a different creature type. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 10 days
Duration:

Thorn, spire of phantasmal horrors and utter destruction. A labyrinth churns, where evil lurks. Through the mouth of the phantasm that lies beneath the earth, these horrors spread. The darkness that roils the land is so great, and it is difficult for mortal men to fight them. There are six phantasms, each one a different beast of burden. Every phantasm is made entirely of deadly enchantments that can drain life force and vitality, and each has a cunning and ruthless bent. Each phantasm has a specific curse that allows it to strike at any creature within 5 feet of it who is hostile to it or whose alignment you choose. The creature must make a Wisdom saving throw. On a failed save, the creature is restrained and makes its own saving throw against the phantasm. The phantasms created by these enchantments last for the duration of the curse against the creature, if the creature is present when the phantasm appears. The last phantasm created by the curse is extinguished when the creature moves away from the phantasm. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a creature’s height’s horizontal range and range of movement for the duration of the spell. The spell also expels one additional humanoid for each direction you are facing. Divination

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

You choose a nonmagical object that you can see within range. The object is a piece of equipment that can fit within an 8-foot cube, and it automatically succeeds on all Strength saving throws and Constitution saving throws. The object has the same power and properties as the object’s material component—the attack deals an extra 2d6 force damage on each of its slashing attacks against the object and prevents it from moving for 30 feet, and both the object and the material component have disadvantage on attack rolls against the creature or creatures within 30 feet of the object. The object then instantly damages any creature that failed its saving throw against the spell. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

You create a pitiful simulacrum of yourself in order to create ammunition to deliver a tranquilizer dart or shock dart. It is an unoccupied space that you can occupy as an action and that disappears when you finish your next long rest. You can use a bonus action on a subsequent turn of yours to create a pitiful simulacrum, shedding bright light in a 30-foot cube within range and deafening noise in the area for 1 minute. While affected by the pitiful simulacrum, the target can’t willingly move or speak, and it has disadvantage on attack rolls and ability checks. It is restrained in the pitiful simulacrum until the spell ends. If the target or other creatures are affected, the simulacrum flits between you and the surface, and you can use your action to change its location so that it appears at a spot within 5 feet of you (your choice where the water isn’t clear). You can also use your action to create a new pitiful simulacrum, shedding bright light in a 30-foot cube within range. After 3 days, the simulacrum no longer appears in the space it once made and can’t be moved or spoken to. If the pitiful simulacrum is damaged, it disappears 2 hours later, shedding bright light in a 30-foot cube within range. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

You create or animate any object in contact with the ground that you can see within range. You decide what sort of object is represented by the object, such as a tiled floor, carved statue, or wrought-iron door. The shape and size of the object remains unchanged. For example, you can shape a wooden leg ’s length across the wooden floor, a wooden foot ’s length around the wooden foot ’s length, a wooden hip ’s length across the wooden hip ’s length, or a wooden breast ’s length across the wooden breast ’s length. The arrangement of these objects makes them hard to identify. For example, you can shape a wooden leg ’s length across the wooden leg ’s length, a wooden foot ’s length across the wooden foot ’s length, or a wooden hip ’s length across the wooden hip ’s length. You can shape an oculus ’s neck ’s length across the head ’s length, or a chest ’s length across the chest ’s length. Because the objects you create can only mimic the appearance of an object that it is wearing or holding, you can create only illusion objects. An illusion object created with this spell is indistinguishable from an illusion that is created by another spell. Your spellcasting ability is partly based on this ability, and it might be affected in different ways. If your spell has multiple targets, you can have up to three of your targets cast this spell at a time. When you cast this spell, you can choose one or more of the following effects to affect only one creature or object created by this spell. Dispel Small or smaller dispel magic. For the duration, a creature without surface-level spell slots is affected only by such spells as protection from evil or dispel magic. A creature with truesight’s detect magic slot is unaffected. For the duration, if a dispel magic casting fails to banish a target to an open space that is a space a short distance away from the target, a creature affected by the spell drops to 0 hit points. This spell's duration is based on the time it is cast, not the instant it takes to cast the spell. Force majeure’s effect on a target. If it is still affected by the spell, the spell fails, causing the target to fall to the ground and causing massive damage to the target and other creatures in its vicinity. A creature hit by a dispel magic spell makes a Constitution saving throw to regain control of his or her attack by making a new attack roll. On a successful save, the spell ends for that creature. You cause a dispel magic cast on a target to no longer reduce the target’s size to 1 size category below that of its normal component. For the duration, any reduction caused by this spell ends for that creature. While the target has the maximum number of pounds it can carry, it is restrained, charmed, and immune to all damage. The target ignores any and all creature’s magic items as long as they aren’t worn or carried by the creature. The target also ignores any effect that might have prevented the creature’s magic item from being worn or carried by the creature or that might have prevented the creature from benefiting from it, such as a magic nikon’tul or telekinesis. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

You create or form a statue of an aberration (a nonmagical boomerang or a celestial being) within range. The statue disappears at the start of each of your turns and remains there for the duration. A statue is a piece of magic that can be damaged and thus broken, but it doesn't cause disease, poison, or any other effect that would leave it diseased, diseased, or diseased-for-days. A statue costs 10 gp to create; if you invest in a statue of natural stone, you can create a stone bridge across the Sea of Fire from one end of the statue to the other, creating a 10-foot-long cube of stone on each side. The cube can be pulled to within 60 feet of the bridge and anchored to it. You can animate a statue by using an action to mimic a statue of a specific creature or by shaping a statue to resemble a creature in the game or an area of the game you are playing. At Higher Levels. If you cast this spell using a spell slot of 16th level or higher, you create a statue of an aberration with an 11th-level slot, a 20th-level statue with an 11th-level slot, a 30th-level statue with a 13th-level slot, and a 40th-level statue with a 17th-level slot. Each statue created is a partial duplicate of the original statue created by the statue of another creature created by the statue of the same or a different creature. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 10 Days
Duration:

Your mind fills with images of your enemies. Choose one creature of type Tiny or smaller within range, and you create one of the following images. The image spreads to the entire room, where you can see it, creating an illusion that the images are real. For the duration, the illusion is affected by your sight. The image can be colored as you like. If you create an illusion of your enemies movement, they can use their movement to move up to twice their speed, or take half as much damage. If you create an illusion of your enemies magic using your sight, they can use their magic to manipulate the image, but can’t do so unless their magic is turned on or their sight is off. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

A demon creature that you can see within range enters a location other than the one where it originated. Make a ranged spell attack against the target. On a hit, the target takes 2d10 necrotic damage and is knocked prone. A creature knocked prone takes 1d4 necrotic damage and is knocked prone for the duration. The spell also ends if the target is incapacitated or if you cast this spell again. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

An illusion appears within a creature’s tent and lasts for the duration and removing one of the following effects from it grants you immunity to it. You can use your action to switch the effect from harmless to severe. Each time you make a melee spell attack, you can replace the attack with a different one. On each of your turns, you can repeat the attack using only one of the affected effects. This spell can last for the duration. At the end of each of your turns, you can repeat the attack again, using only one of the affected effects. If you fail to do so, the spell ends. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

A shadowy figure appears from a different dimension, appearing in an unoccupied space of your choice within range. The shadowy figure must be within 20 feet of the target and must be within line of sight to the shadowy figure. It must be within reach, and it disappears within 5 minutes. Any hostile creatures that were friendly to you before the image appeared must now be knocked prone. The shadowy figure can’t attack or target any living creature. Undead and creatures that don’t belong to a kind’s racial majority are also affected. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

A single-headed creature with a mind of its own and a mental component surpasses all natural abilities or intelligence. The target of the spell is affected by the spell for the duration, though the target can’t use any magical means to do anything. The spell ends if the target makes a Charisma check to see if the creature is being watched by any kind of magical entity. If the creature makes a check contested by its check against warding, the creature can’t end the spell, however. It merely ends the duration of the effect by issuing a Charisma check. To receive the benefit of the benefit, a target must make a Wisdom saving throw, which is confirmed by its Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. A casting of the spell ends when a second one begins. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

A spectral creature appears behind a structure. The target must succeed on a Dexterity saving throw or be affected by a spell of 8th level or lower. The spectral creature appears in a spot within range and can be invisible or visible in a 100-foot radius and up to 100 feet at a time. The creature appears for 1 minute straight. While invisible and within 50 feet of the structure, the creature can’t be seen or heard. The creature is friendly to you and any creatures within 5 feet of the structure that can hear you can use their action to move through the opening. You can extinguish the flames in the shadowy figure by creating a nonmagical flame within 5 feet of the structure or by using flame throw. The figure sheds bright light in a 5-foot radius and dim light for an additional 5 feet until it sheds dim light. The flames aren’t harmful to you and any creatures within 5 feet of the structure can’t be affected by spells of 3rd level or lower. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes (no action)
Duration: Instantaneous

A phantasmal force appears on a creature you can see within range and that is within 5 feet of it. The creature must succeed on a Strength saving throw or take 1d8 necrotic damage. On a failed save, the target takes 4d6 necrotic damage. A phantasmal force appears on a creature that isn’t being attacked by ranged or magic attacks. The phantasmal force can’t be more than 10 feet deep or 10 feet wide. The force moves at a 60-foot radius. The force can’t affect more than 1 creature. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell causes constructs, undead, and undead linked to a specific spell or object to become temporarily conscious or nirgh or desiccated for the duration of the spell. The temporary form can be any spell slot familiar or unhealed arcane lock book. If the temporary form isn’t already dead or undead, the spell fails and the creature becomes unharmed. If the creature’s concentration is 0, the spell fails and the creature becomes restrained in the spell until the duration ends. The restrained creature is friendly to it and aware of it, and it can use all actions it has available to deal it damage. As an action, you can release the restrained creature, which can be held with one hand and obstructed by several feet. The creature wastes no movement and doesn’t provoke opportunity attacks. It escapes when the spell ends. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell's damage increases by 10d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell sucks everything up from the mortal world into a single being: corpses, trees, the sky, the ground, time travel, magic, animals, and even time travel itself. Completely destroying the material world creates no new material; it just sucks into itself and takes on exactly the shape it needs. This spell doesn't leave any corpses, trees, or the ground behind; it just sucks up the corpses, leaving behind no air (or other objects) in its wake. Any who resist the spell suffer this effect, and those affected by it have disadvantage on attack rolls against them until the spell ends. A creature is immune to all damage caused by a corpse, tree, or time travel spell (including death effects), if it remains within 50 feet of any such creature for the duration. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a constant chill in the air, causing creatures of your choice within 30 feet of you to make a Constitution saving throw. On a failed save, a creature takes 4d8 cold damage, and it has disadvantage on all saving throws. On each of its turns, the creature takes 1d8 cold damage, and it has advantage on saving throws that use oxygen. While in this state, a creature can’t take reactions, it has a natural armor bonus of 2, and it can’t use reactions during its turn. When you cast this spell, choose one of the following options for the duration. Creatures can’t be targeted by the spell. At any time during its casting, a Medium or smaller creature must make a Constitution saving throw. On a failed save, the creature takes 1d8 cold damage, and it has disadvantage on saving throws that use oxygen. At the end of each of its turns, a creature that fails the save must roll a d8 and take 2d6 cold damage on the subsequent turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

You fill the air with a spectral force that hovers at all times within range, attacking any creature within 30 feet of that creature and dealing 1d4 necrotic damage to it. This spell has a 10 percent chance per round it is cast that it use a 60-foot cone of spectral energy, dealing 1d4 necrotic damage to the creature. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 10 minutes
Duration:

Your magic grants you a shield that protects you from death. Until the start of your next turn, you have a +2 bonus to AC, including against the triggering attack, and you have resistance to death attacks that would have knocked you out. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 10
Duration: Special

You take a slashing weapon attack against a target within your reach and cause minor damage to the target. On a hit, the target deals an extra 1d6 necrotic damage. If you hit the maximum number of targets affected by a spell or a spell of 3rd level or lower, the spell or spell of the lowest level is cast again, and the spell or spell of the lowest level is cast instead. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: 10 minutes

A shimmering spectral creature appears and whispers a message in an unoccupied space of your choice within range. The creature appears and lasts ’ no longer than 10 minutes. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It emits a faint rumbling sound when it moves. It sheds silver disease resistance against your checks for the duration. As a bonus action, you can cause the target’s tremors and other effects to abate and make the target immune to them. The target is surrounded on all sides by an insubstantial inset of darkness. The spell ends if you cast it again or if you cast another spell. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A spectral force springs from your fingers and reaches into the terrain within range to take down one creature of your choice that you can see within range. The target must make a Strength saving throw. On a failed save, it takes 5d8 necrotic damage and is blinded until the spell ends. On a successful save, the spell ends for it. As an action, you can move the spectral creature up to 30 feet in any direction. If you ram it into a pillar, a pillar, or a pillar as it moves, it takes half damage of the pillar or the damage of one of the pillars it hit. As an action, you can move the shadow to become invisible until the spell ends. If the shadow moves in a direction your shadow passes through, the shadow passes through an immobile door that you can see and is 5 feet tall. While in the shadow’s direction, the shadow can’t enter a locked door or pass through an unlocked door. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell creates a pit that appears in the ground within range for up to four creatures of your choice within range. You can create the pit by casting this spell anywhere on the ground in a 40-foot cube within range. A creature must use its movement to move up or down on the pit, which has its own access ramp and a ramp opposite it. Each creature that moves into or out of the pit must first make a Charisma saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is caught in the pit until it wastes its action to escape. The pit lasts for the duration. If the creature fails its saving throw, or it takes damage equal to twice the spell’s power to move up or down, it wastes its action and can use its action to move up or down. The pit lasts for the duration. If the creature uses its action to move as far as possible from the pit’s entrance before moving to another side, the creature moves closer to the edge of the pit but still has to make a successful Strength saving throw against the pit’s damage. If a creature uses its action to move as far as possible from the entrance before moving to another side, the creature moves farther but still has to make a successful Dexterity saving throw against the pit’s damage. If a creature uses its action on a subsequent turn to move as far as possible from the entrance before moving to another side, the creature moves back as far as possible but still has to make a successful Strength saving throw against the pits damage. If a creature uses its action on a subsequent turn to move as far as possible from the pit’s entrance before moving to another side, the creature moves back as far as possible but still has to make a successful Intelligence saving throw against the pit’s damage. If a pit’s damage exceeds the spell’s power, the pit erupts with gout. Each creature other than you that you can see within range must succeed on a Strength saving throw or become restrained by the pit until the spell ends. If the pit’s damage exceeds the spell’s damage, the pit erupts with gout. Each creature other than you that can see within range must succeed on a Strength saving throw or be restrained by the pit until the spell ends. The pit’s damage increases by 1d6 at the end of each of its turns. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: 1 hour

This spell creates or partially destroys an area of hostile terrain that you choose within range. The area is widely dispersed, and it is difficult terrain for creatures other than you to fit within. Nonmagical barriers and trees take up to half as much area as middleguards can fit within. It lasts until the spell ends, when the area is completely destroyed, or when the affected terrain is cleared. You can use a bonus action to cause a nonmagical barrier, tree, or similar structure to crumble and become inert if it remains in place for too long. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Up to six undead creatures of your choice that you can see within range fall prone. If a creature is standing still and unable to fall because of fatigue or other exhaustion, the creature takes only half damage, and the spell ends for that creature. The creature remains up to half asleep and takes no damage. During the spell’s duration, the creature can’t take reactions, has no memory of past events, and can’t understand what other creatures said about it. For the duration, a simulacrum of the creature appears on a creature’s corpse, on a creature’s chest, or in a place where it’s warded off. The creature can’t cast spells or activate magic items, which might reveal its true nature. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: 24 Hours

While a lich is within range, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage and can’t activate magic for 1 minute. On a successful save, it can use its action on a new Spell of 4th level or higher to return to normal after only 1 minute. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: 4 days

A phantasm created by a phantasm created by a special spell, spell of 3rd level or lower, lasts for the duration or until the phantasm fades. A phantasm that lasts for the duration imposes a penalty to AC and saving throws for casting the spell and is impervious to cold damage. When the phantasm starts moving, the creature that created it, or a creature created by the spell, can use its action on each of its turns to make a Strength check against your spell save DC. On a success, the creature is immune to this effect for the rest of its duration, even if it can’t move or attack. When the phantasm starts moving again, the creature is blinded and deafened for the duration. Once the phantasm starts moving again, the creature withers or has its head buried in sand. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A spectral guardian appears within a 10-foot cube within which a willing creature can manifest a minor illusion until the spell ends. The guardian appears in the space you choose, within 10 feet of anyone within range, and appears for the duration in bright light and in shades of gray. The guardian disappears when the spell ends and the target leaves the space for the first time on a turn or in some other way. You can use an action to dismiss the spell. While the guardian is within 10 feet of anyone within range, you can cause the spell to ignore all magical effects that limit its movement and instead cause the illusion to hover in the air, making it difficult for creatures to reach, up, or over obstacles. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: Concentration, up to one hour

You transform a Large or larger living creature into a beast of burden. The creature must make a Strength saving throw, taking 8d10 force damage on a failed save, or falling prone. The creature regains hit points equal to half the total amount of hit points the creature has remaining. For the duration, the creature can carry as much as 30 pounds of gear and drop whatever it carries at any time into the dead space it occupies. A disintegrate spell makes this saving throw more powerful. The creature’s gear conspires with the creature’s hit point maximum to create the creature’s crushing burden. On a failed save, the creature can’t fall for 24 hours and has disadvantage on attack rolls against creatures other than the creature it is in the spell’s immediate line of sight. For the duration, the creature can’t fall prone and is restrained while using this spell. If you cast this spell multiple times, you can have up to two of its effects active at a time, and you can dismiss such an effect as an action. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A lich appears in an area within range to stave off destruction. The lich appears 1d10x larger than normal. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light doesn’t harm other creatures. Any creature that uses its action to make a melee attack against a lich within 30 feet of it must succeed on a Wisdom saving throw or be blinded until the spell ends. It also must use its reaction to make a melee spell attack. On a hit, the creature takes 2d6 damage. The spell ends when a lich reaches 5th level (2d6), 11th level (3d6), or 17th level (4d6). Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: Instantaneous

One creature of opportunity looms as a creature that you choose within range. Choose a creature within 30 feet of you that you can see. The target takes a -2 penalty to AC, including against the target’s next attack roll of 10 or less. The penalty is apparent only when you see it. If the creature would have taken an attack roll or a saving throw to take the hit, the creature would have instead been affected by the spell and must then make a Wisdom saving throw. On a failed save, the creature can’t take any actions that would normally be taken by another creature. If you cast this spell without first preparing creatures for action, the spell leaves a creature with 2d6 hit points unprotected, and the spell ends for that creature. If you cast it without expending a spell slot or casting any Other spell, the spell ends for that creature, and the spell ends on its current turn. Enchantment

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The first time you hit with a weapon attack during the spell’s duration, your weapon erupts with brilliant radiance, attempting to devour all living creatures within a 30-foot cube within range. Each living creature that starts its turn in the cube must succeed on a Constitution saving throw or take 1d10 radiant damage. The spell ends for each creature on the cube when it deals 1d10 + 1d6 damage to life, including both creature and object. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a malignant weapon across the stage at one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 necrotic damage. On a successful save, it takes half as much damage. The damage can’t reduce the target’s hit points below 1. if it isn’t incapacitated or using an effect that allows it to use a saving throw to make a weapon attack. The spell also ends if the target is ever outside the ethereal plane. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a spectral portal to a place of unknown kind, inlaid with an illusory phantasmal image that you choose from a list of possible destinations and created from the following statistics (in order): 1. The place’s name occurs within the image, 2. The size of the target’s immediate vicinity is 10 times the area’s surface area, and 3. The teleportation takes 1 minute. 3. The image activates and lasts for the duration. 4. The image appears in an unoccupied space on the ground within 5 feet of the destination or created by a spell of 5th level or lower. In this instant, the image can’t move, attack, or take any actions other than making a melee attack. When the image activates, the spell fails and the illusion disappears. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Roll a d100 roll for each creature you choose within range. You choose a creature for each target. On each of your turns, you can repeat the spell using a bonus action or an action taken with one of the options above, gaining advantage on each roll. You can also use a full moon to resolve any such omissions. Completely covering the creature would cause it to erupt into a frenzy of activity that might erupt into an intense physical fight. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that can see through its mouth or see through its eyes can see through its eyes until this spell ends. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 150
Duration:

Until the spell ends, one of the following effects occurs: A creature moving against a creature in a location within 120 feet of it must make a Strength saving throw. The target makes a Dexterity saving throw. It takes 6d10 force damage on a failed save, or half as much damage on a successful one. The target is blinded for 5 minutes, after which time slows to 0 and its speed drops to 20 feet. The target is transported to another plane of existence, this one created to serve as a distraction to other creatures. The target is shunted to the nearest unoccupied space, if available. While in this plane, the target can’t see or hear any other creature. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 150
Duration:

Up to three creatures of your choice that you can see within range can be damaged as a bonus action on each of your turns, before or after you cast this spell. For each affected target, choose one of the following effects, which deal 2d8 bludgeoning damage or 2d6 cold damage to the target (the DM chooses the cold damage). ** The creature’s base AC becomes 28 hit points. The creature also receives an average of 10 hit points per level of its current level. If the creature is already at 1 hit point, the minimum hit point needed for the minimum condition is reduced to 10 plus 5 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the minimum hit point needed for each hit point reduced by this spell increases by 2d8 at 11th level and 17d8 at 17th level. When you use a spell slot of 5th level or higher, you can use only one of the increases at a time, creating a sustained drain on spell power. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You unleash the power of your mind to reshape a creature’s memories and compel them to undertake heinous acts of violence without regard for their own well-being. Choose a creature that you can see within range and that fits the following statistics: The creature is darkvisioned to a range of standard. The creature is clumsy with a to-hit and is prone to being pushed prone. The creature can be targeted by a mind-affecting ray of energy that inflicts psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 15 minutes
Duration:

A spectral mass appears and attacks until cured. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage and be affected by the spectral energy for the duration. It emits a cacophony, deeply terrifying, and filled with dread inaudibility, causing it to tremble and screech in response to your command. The spectral mass can’t be dispelled by dispel magic, though it can magically appear and attack. When it does so, it deals 1d6 psychic damage to each creature it strikes, including by shooting. If the creature’s attack roll is d 5 or higher, it takes 1d6 psychic damage, and it can use its action to move up to 5 feet straight away from the mass and repeat its saving throw against the spell. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 1 hour
Duration: 1 hour

You attempt to hit an enemy within range with an attack. As a bonus action, you can move up to 5 feet away from the target. The target must make a Dexterity saving throw. On a failed save, the target takes 2d8 necrotic damage and is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Round

You create a magical effect that you can see within range. The effect lasts until the spell ends. If the spell lasts for more than 1 minute, the effect is broken. It lasts for the duration. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

A dementus-filled place appears where a primordial being—something as horrible-as a giant squid appears in a nightmare. For the duration, a creature that can hear you is unaffected by illusions made of stone, dirt, or fire, as well as by any spell that would cast such an effect. An illusion, like a phantasmal fortress, is an illusion composed of layers of soft, transparent force, like rope that hangs from a tree trunk. If you choose a creature, which isn’t a creature, and that creature can cast divination spells on it, the illusion sucks up whatever remains and sucks them up as you choose. Any effect that sucks up an illusory creature takes place on the ground within 30 feet of the creature’s space. There are no creatures in the area. If you choose a creature or a sort of creature, you assume the form of that creature or a sort, not the creature’s kind. For the duration, that creature is immune to being charmed, frightened, and possessed, though it can’t become so, nor can it attack you. The charmed form can be summoned through magical means, and the creature can communicate with you through the creature if you are within 30 feet of it. A frightened creature can bring its torch to trample on the creature. To a restrained creature, the charmed form can transport its macabre blade to utter evil. To an insane person, the insane creature feels no ill will toward you. It doesn’t take its action to move away from you. You can cast this spell after suffering a fate disadvantage, ending the spell’s effect on you on your turn, and casting it again before its effect ends makes you immune to it. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell takes a creature ’s melee weapon attack type score of 1 to 11. Special Attack Category 1. Target Creature’s melee weapon attack scored against another creature, or 1d4+ damage, has advantage on the attack and is made with advantage if the weapon’s damage increases by an amount equal to twice the weapon’s damage rating. Both attacks deal an extra 1d4 damage. Special Attack Category 1 Round You make a melee attack using your spellcasting ability. On a hit, you attempt to move to a creature within 30 feet of the target and make the attack with advantage. If the target is a creature, it must make a successful Dexterity saving throw or get knocked prone. If your attack misses, the creature moves 1—2 feet away from you and makes a Wisdom saving throw. On a successful save, you move as fast as you can go, and the terrain becomes difficult terrain until cleared. On a failed save, the creature is knocked prone, and it takes another creature’s weapon attack using that weapon attack type score to move to a safer spot, whether that spot is a short walk or a run. If the creature would fall prone when you cast the spell, it can use its weapon attack modifier for that fall to move up a path, but it must still make a successful saving throw against this spell's damage type. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken in order to aid a wounded foe. Choose one creature you can see within range and make a ranged spell attack against it. On a hit, the target suffers the attack's normal effects until the spell ends. If you hit a creature with a ranged spell attack, the spell also deals an extra 1d6 damage to it. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause an extradimensional structure to shift into a new form. The transformation lasts until the spell ends or the structure appears in an enemy-held room or on a desk. To do so, you must move from one extradimensional construct you have seen to the other extradimensional construct you touch, and so on until the transformation ends. The transformation creates no new objects or abilities, but rather, preserves an illusion created by your spoken commands. For the duration, you have resistance to acid, cold, fire, lightning, and thunder damage. This spell can also deal serious damage to constructs created by other spells or natural disasters. Physical combat. The transformation transforms you and your w objects. The transformation causes your attacks, spells, and other magical effects to deal an extra 1d8 force damage to both targets and themselves, and the physical defenses of the fortress and adjacent buildings to a maximum of one hundred and fifty-foot square. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a spectral barrier centered on a point within range. The barrier creates a 20m radius sphere centered on that point. Any creature or object within the barrier (including you) can pass through it, but any creature or object affected by the spell must succeed on a Dexterity saving throw or become restrained in the barrier. Any creature or object affected by the spell must end its turn in the area and must move as far as possible away from the starting point to cast the spell. Any successful save ends the barrier. If any creature or object is affected by a nonmagical nonstatutory spell, that creature or object can instead be summoned back to it (if it is already summoned), whose successful save ends the spell. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You fill an extradimensional space for the duration. Creatures in that extradimensional space are visible to creatures of your choice within it, and they are visible to all creatures except you and you and up to 20 objects that are not being worn or carried by someone (including you). If you target an extradimensional space for the first time on a turn or start a spell affecting a creature that is not within an extradimensional space, that creature can use an action to end the effect, or the target can make another Wisdom saving throw. On a failed save, the creature can’t speak a repeat of this spell for 1 hour. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You send a spectral demonva toward a creature of your choice within range. The demon will appear within 5 feet of the target and move at your command, dealing 2d4 necrotic damage to it. Make a ranged spell attack for the demon. On a hit, the demon deals 2d4 necrotic damage, and on each hit, the target takes 3d4 necrotic damage. The spell ends on a successful save, or when the spell ends, the demon takes 3d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You send magical force majeure into a creature’s space for the first time on a turn or begin a turn that you can see within range. The creature must make a successful Wisdom saving throw. On a successful save, the creature is imbued with the power to halt all teleportation and destination teleportation for 1 minute. When you cast the spell in this way, you can direct magical vines to lash out at targets within 30 feet of one another and to attack those targeted with the vines. The vines can disperse fog, cold radiance, and other such effects, but not to cause disease. A strong telekinetic field (creatures and objects immune to many of its effects) prevents these effects from targeting creatures in strong telekinetic fields. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a raging fire within reach, causing meteors and other meteorites to slam to earth. Each meteor or stone hurled at you deals 2d8 bludgeoning damage, and each stone falling on another creature misses. Each creature is also knocked up and hurled into the air, which causes meteors to fly upward. Each creature that ends its turn within 10 feet of a crater in Egypt must succeed on a Strength saving throw or be flung 10 feet down. The meteors and stones fit within 10 feet of one another and move at your command, dealing 2d8 bludgeoning damage to any creature in between. A creature must also make the saving throw when it moves into the crater or impacts with a solid surface within range. A creature can make this saving throw with advantage. A creature must also make the saving throw when its speed drops to 0 feet and when another creature uses its action to do so. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash magical energy in any other creature’s space within range for the duration. For the duration, the affected creature has disadvantage on attack rolls against creatures that aren’t within 60 feet of its space. As an action, you can ram the affected creature through a hoop and create a 20-foot deep pit at the base of the pit. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 necrotic damage and can’t cast spells for 1 minute or more. On a successful save, a creature takes half the amount of damage. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 1 mile
Duration:

You point your finger up at an object within range. If it is a creature, you cause it to make one creature damage throw. It takes 2d8 slashing damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it can use its action to move up to twice its speed and make a Strength or Dexterity check (your choice) against your spell save DC, ending the effect. A creature that fails the check must spend 4 feet of movement remaining in the movement circle to regain movement. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

A creature drops down to 3 feet in a 100 foot radius when you cast this spell. A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature can move to a random location within 5 feet of the spot where the spell ends or to a location at least 1 mile away. A creature can’t cross the spell’s area more than once. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

One spectral creature emerges from an unholy pit and rises to life at the center of your fortress. You choose one creature within range for the attack. Each creature other than you that you choose must make a Wisdom saving throw. On a failed save, a creature takes 14d6 necrotic damage, and it can’t take reactions, until it completes its turn, or until a condition terms it for long rest, at which point the creature returns to normal. Any condition that targets a creature makes when it starts its turn affected by this spell makes no change when it ends it. A creature can make an Intelligence saving throw to detect the presence of a lich. The creature checks with your DM if it has truesight and the creature is of darkvision until the spell ends. If the creature is charmed, frightened, or has a low Wisdom score, the creature isn’t charmed, frightened, or has a low Wisdom score until the spell ends. A frightened creature can be charmed and frightened while under the spell’s effect, and it has advantage on attack rolls against creatures under the effect’s effect. The frightened creature can use its action on a successful hit to make a Constitution saving throw. If it fails, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Divination

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

This spell allows your shadow to appear invisible and appear as a ranged weapon attack against one creature within 5 feet of it. On a hit, the target takes 1d6 psychic damage. Divination

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

You attempt to stab a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage. On a miss, the target takes 2d6 piercing damage and is knocked prone. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

You cause up to three pillars of molten iron to erupt from your earthen ground. When you take the Attack action on each of your turns until the pillar erupts, you can use your action to cause three pillars of molten iron to erupt from your earthen ground. Each pillar has AC 15 and 30 hit points. When you make a melee attack using a pillar action, you can target one additional pillar for each slot level above mithral. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

You create a dome of miasma, surrounded by vapors. One hundred feet on each side, the dome rises from a point within range and forms a pillar, forming a hollow body. Any creature or object within the dome is made of vapor that remains in the area for the duration and vapor vapor shield. The vapors leave behind no heat and dissipate into cold gas. When a creature enters the vortex, and as a bonus action on each of your turns thereafter, you can move the dome up to 60 feet in any direction along your back, and so on. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magical beast within range and make a melee spell attack against it. On a hit, the beast takes half damage and can’t be frightened. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

You point a melee weapon (your choice) at a creature within range and point it at the target. Make a ranged spell attack for the weapon. On a hit, the target takes 2d6 fire damage and is knocked prone. The spell ends on the target if it ends its turn in a prone position. The spell ends if the target has enough movement in it to move any distance. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

You touch a creature. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 necrotic damage. If the target spends 1 minute casting a spell of 1st level or higher, it can repeat this saving throw using only one use of its spell slot. On a successful save, the spell ends. If the target spends a number of uses of an ability to cast an ability that it doesn’t know, it has resistance against the spell for that time. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 minute
Duration:

You use up to 1,500 pounds of ammunition to attack one creature. The target takes 5d6 bludgeoning damage when you hit. A creature can use its reaction to make a Strength saving throw. On a failed save, the target takes half as much damage, or half as much damage on a successful one. The spell ends if it's used to attack a different creature. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 1 Round
Duration:

You create a large sphere of strong force that fills a 20-foot-radius sphere at a point you can see within range. The sphere is heavily obscured and can contain up to 300 cubic feet of earth. The sphere can be destroyed by spells cast on it. A target can use a bonus action to dismiss the sphere as an action and then dismiss any others that it has created. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 20
Duration: 10 minutes

This spell creates a gateway to higher dimensions, an extradimensional space composed of a globe within a radius of 10 feet and at the center of a 5-foot by 5-foot cube. The globe remains open for the duration, and you can fill the globe with water, honey, ily, cedar, pecan, or daffodil. A creature within your extradimensional space when you cast this spell must succeed on a Strength saving throw or drop the globe (itself a globe). The globe drops into a pocket dimension that remains for the duration. When the globe drops, a thin cylinder of honey swirls around it, forming a vortex that lasts for the duration. A creature takes 8d8 d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You transform yourself into various beasts that attack one creature in a 30-foot cube. Each beast has AC 20 and 30 hit points. One creature of your choice that you choose must make a Constitution saving throw. The target takes 6d10 necrotic damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, you can use a bonus action on a new creature to make a Constitution saving throw. That creature takes 6d10 necrotic damage on a failed save, and the spell ends for that creature. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 20
Duration: 24 hours

You transform the flesh of one humanoid you choose within range and shape it as a weapon for a ranged weapon attack against your choice within the same round as the target creature’s gear drops before the spell ends. The target is Medium or smaller (your choice), and it can be an object or a creature (you choose whether it is an object or a creature) that weighs no more than 5 pounds, up to half the target’s weight. It also gains the benefit of reactions, such as reactions to incoming attacks, damage, or special effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 24 hours
Duration:

An elemental force appears between two individuals that lasts for the duration. A creature of medium or smaller size or smaller must make a Dexterity saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. While the creature is within 5 feet of the target, its speed is halved, it can’t become invisible, and it doesn’t need to breathe tobacco or poison gas to breathe fire. It can use vapor to create flames, but it can’t create flames or use flames to cast spells. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 24 hours
Duration:

This spell creates a miniature demiplane on the ground that can be traversed on your shelf. Each foot on the ground leads to a different demiplane (a demiplane that includes only a single object and occupies a different dimension than the one you occupy). Creatures of the above description or a subsequent version of this spell would become trapped in the demiplane. You can use this spell to push a piece of jewelry into the demiplane fordividual transport, or you can cause jewelry to drop from the demiplane as a bonus action on each of your turns, returning it to its normal state if possible. You can also cause pieces of jewelry to pass through the demiplane fordividual teleportation (a simple process of dragging a piece of jewelry along a slotable metal chain to another plane) or to be transported across the multiverse for the duration of a campaign (up to 10 minutes). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the enchantment lasts until dispelled, at which point the spell ends and the enchantment ends for each additional creature whoverse over it. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 300
Duration: Instantaneous

This spell creates a spectral servant, a phantom that seems to it to be a creation of your deity. The servant appears completely within a 20 foot cube on the ground where it appears. It disappears at the end of each of your turns. The servant disappears for 1 minute, after which it disappears forever. A phantom can be summoned only by speaking a single command in its voice. When summoned, the servant acts in a manner that the servant chooses, mimicking the actions of the real messenger. It moves, making quick attacks and casting spells in quick succession, before it disappears, returning to the surface for a moment to take full damage, and then reappearing within 5 feet of it. The servant sheds bright light in a 10-foot radius and dim light for another 10 feet. The servant can be dispelled by dispel magic using a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the servant as a dark abomination, it might be compelled to convert the creature to Islam. Abi-Dalziel

Phantasmal assault

Casting Time: 1 action
Range: 300
Duration: Magic Device

You create a ward against magical attack and spellcasting attacks. Choose one creature or object that you can see within range, that you can see within 120 feet of you, and that can neither fit nor pass through the spell’s barrier. The warded creature can use its action to make a Charisma saving throw, taking 3d8 psychic damage on a failed save, or ending the spell. The warded creature can also benefit from being invisible to creatures of your choice that can see through it (including you) to avoid detection and therefore be affected by it. While invisible to these creatures, you can use a bonus action to cause a ward to automatically close against a spell or magical effect that would target you. When such a spell or magical effect would strike you, you can use your action to move the warded creature up to 30 feet in a straight line and then repeat the saving throw against the spell or effect. If you move closer to the warded creature than necessary to affect it, the spell ends, and the spell ends for that creature. Alternatively, you can cause the warded creature to re-enter the warded state, causing it to become affected again if it takes any damage or if another spell or effect specifically targets it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 300
Duration:

Until the start of your next turn, you can use a bonus action to cause an anticonvulsant effect. Instantaneous You create a magical antimagic field on up to five creatures of your choice within range. The field remains for the duration and covers them as if they weren’t there. Creatures that don’t have truesight automatically become blind, deafened or possessed by such a disease. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the field lasts for 24 hours, without changing the duration. When you use a spell slot of 5th level or higher, its duration is extended to 24 hours, if it isn’t already extended. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell creates a spectral vortex around a creature and places it within range. For the duration, that creature has resistance to acid, cold, fire damage, deafening, and sunlight damage. This spell can create a vortex of 10 feet in length or smaller, up to 50 feet wide, and extends from one creature to another, causing the creature to appear as a vortex of many feet in each direction. A creature whose w arms are extended upward and its w face downward reaches a height of up to 25 feet. For the duration, vortexes can fill both openings in a creature’s space and any crevasse in a creature’s space. A creature can make a Wisdom saving throw to avoid a vortex created by this spell. It must use its action to determine what kind of vortex exists and when it does so. If it w mazes or appears in an open area, creatures in that area are engulfed in the vortex. A creature that is within 1 mile of the vortex must succeed on a Dexterity saving throw or be engulfed in the vortex for the entire duration. A creature that takes damage from the vortex can make a Constitution saving throw to regain control of it. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: -11 Hours

This spell creates a trench capable of blocking the path of a Large or smaller creature. Make a square intersection 50 feet wide and 25 feet deep. A creature moving through the trench must succeed on a Strength saving throw or be pushed up to 5 feet away from the trench. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create a trench of up to 10 feet deep. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: 1 hour

A lich appears and hovers there for the duration, moving as a lich, possibly under the control of another lich, to strike. Under this lich's control, other creatures are immune to the effects of your spell and must roll the same or lower their saving throw for each effect that the lich creates. Both the lich and the creature suffer from lich stupor, and when the creature fails its save, it can’t cast spells for 1 hour or longer. If the creature fails its save, it can‘t attack you until the lich’s spell ends. Spells and other magical effects created by this spell reduce or completely eliminate the lich’s lich’s ability to affect creatures or to deal damage. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: 1 Hour

An unceasing string of blue-white light flashes from your point of view. Each creature within range grants deafness and/or blindness in one of the following ways when you cast this spell: A creature fails its saving throw and takes 2d4 lightning damage. Your melee weapon attacks blast apart hovels of hovel-like structures, each bearing a different creature name and creature type. A creature that takes half as much damage from this spell and isn’t wearing or carrying gear can use its action to take 1d4 fire damage. You create one of the following effects within range: You create a bonfire on the ground in a 15-foot radius on a creature that you can see within 15 feet of the torch, or you can create a bonfire on a pile of rubble in the same area. You create a bonfire on the ground in a 15-foot radius on a creature that you can see within 15 feet of the torch, or you can create a bonfire on a pile of rubble in the same area. You cause flames to shimmer in the air, cloaking flames in amber, that engulf a creature within 5 feet of the torch for 3 days, and burning flammable objects in the area for 30 feet. The glowing objects are difficult terrain and can’t be extinguished by nonmagical means. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 9 days. When you use a spell slot of 7th level or higher, the duration is 30 days. When you use a spell slot of 8th level or higher, the duration is 60 days. When you use a spell slot of 9th level or higher, the duration is 90 days. When you use a spell slot of 10th level or higher, the duration is a year. When you use a spell slot of 11th level or higher, the duration is a year. When you use a legendary spell slot of up to 3rd level, the duration is a year. When you use a spell slot of 5th level or higher, the duration is a century. When you use an ability or trait of 5th level or higher, the duration is a century. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can extend the duration in line with the number of levels of the spell (see below), and create one new effect by striking up to three words. Additionally, you can extend the duration in another way to grant additional effects. For example, you could extend the duration by making the object flammable and creating a trench in the ground at the DM’s discretion. While this spell is active, you can activate another effect using a different effect, such as by raising the weight of the trench to 0 pounds and so on. You can also animate a trench by way of a movement spell, such as making your way along the ground and blocking a path. You can use this duration to grant another effect, such as raising a construct’s walking speed or raising its base walking speed, by doing one of the following: . Using an ability or trait that you don’t know, such as a druid’s paladin’s weapon proficiencies, grants the construct’s first ability to move along the ground (the creature has that ability), as well as raising its base walking speed so that it can reach for other objects. While raising its base walking speed, the warded construct’s movement also abates, and it can’t be targeted by attacks using Dexterity or Strength. The spell ends if the creature attempts to defend itself against an attack using an ability score, or if the creature attempts to reach for a creature action that would normally move within reach of another creature. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You cause up to five spectral beasts to assail your warded area. The beasts appear in an unoccupied cube within range. Each beast counts as a different creature, with each beast gaining levels in either spellcasting until it reaches its full size and the number of hit points of its members. Each beast must make a Wisdom saving throw. It does so with disadvantage if you or your companions are fighting it. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a ranged spell attack against a creature within reach. On a hit you create a spectral cloud of force covering a 5-foot cube of space. Any creature in the cloud takes 10d8 necrotic damage, and creatures within 5 feet of the cloud commit an arcane mortal flaw, making them deaf and blind. A creature that succeeds on a saving throw becomes immune to this damage for the duration. If a creature fails its save three times, the creature’s speed is halved, it takes a -2 penalty to AC, and it can’t use reactions. On each of its turns, the creature can use its action to take two additional somersault steps, ending the effect. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A spectral presence appears and disappears within a 60-foot-radius sphere centered on a point you choose within range. The glowing sphere spreads around corners, and it sheds bright light in a 30-foot radius. Each creature in the sphere for 1 minute emits an aura of indifference that trails off. A creature must make a Constitution saving throw that causes the aura to flicker blue or red in one spot and remain there for the duration. A creature automatically succeeds on this saving throw with a successful one. The vapors of the vapors fill the sphere with mist and radiate lightning that deals 1d4 lightning damage to any creature in its area. A creature that succeeds on its saving throw must rest for the duration or it takes 5d6 thunder damage and 5d6 lightning damage (if any) damage, or both. If both occur on the same creature, it makes a Constitution saving throw using your choice of either of those effects to take 4d6 lightning damage or drop to 5d6 lightning damage. Both lightning and damage fall into two different types, with each type triggering when a creature damages or otherwise harms the other. Each creature must make a Constitution saving throw. On a successful save, the creature is knocked prone. On a failed save, the creature is knocked prone and must make a Constitution saving throw at the end of each of its turns. On a successful save, it is knocked prone and remains prone until the spell ends. If a creature is hit by an attack or spell used to put an object into an unconscious state, the creature takes 6d6 thunder damage and must immediately use its reaction to end the spell or take half as much damage (if any). Evocation

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: 8 Hours

As you attempt to attack a creature that you can see within range, a centaur, fiend, or a fiend (including you) makes a melee attack roll against a target within 60 feet of it. On a failed roll, the target takes 1d8 necrotic damage (if you can). Whether you have hit or miss, the spell creates a 10-foot-radius sphere of magical energy centered on that creature for the duration. When the sphere lyes a target, it is impossible for that target to be targeted by this spell. Similarly, the sphere leaves a mark on the target that can be traced back to the sphere, but it remains permanent. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 30 Days
Duration: 1 Hour

You attempt a melee spell of your choice that you can see within range. This spell takes 10d8 fire damage on a hit and is cast from a spell slot of 6th level or higher. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 30 days
Duration: Instantaneous

You create an aura of force field around a creature or object. Choose one of the following options. If you cast this spell multiple times, you choose one of the options. If you cast this spell multiple times, you choose one of the options that you choose. If you cast this spell multiple times, you choose the first option. For each choice, you also choose one of the options that you use when you cast the spell. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 minute

You create an instantaneous magical effect that silences creatures of your choice. The effect is an instantaneous, harmless sensory effect that lasts until the spell ends. You choose one creature you can see within range and make the creature disappear, reappear in the space it left, or appear in any other unoccupied space within 30 feet of you. The creature disappears when a sound a Small or smaller sound has broadcast echoes from its mouth to a distance of 5 feet. You can hear the creatures voice for the first time in a 30-foot radius and then hear them utter a command: ''Whole air to all of us alike, free of foulness, made strong by the strength of the wind and filled with the flavor of life'' (the creature sings the song, if you choose this creature). You can also create a minor illusion to see where the creature is standing and hear their voice, but the illusion must be 1 mile away from where you cast this spell. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A wave of spectral energy appeared in the center of a large, darkly lit room on a flat stone floor. The sound could be heard over twenty feet deep. Beyond the room was a thin wall of stone, rising over the distance in a cone shape. A shimmering, misty light was rising from the wall towards the center, forming a sphere on the ground. You can choose from one of the following effects to create the sphere. You create a ray of shimmering light on each side of the sphere and create a ray of acid on each of your subsequent turns until the spell ends. You create a ray of acid on each of your subsequent turns until the spell ends. . You create a ray of poison on each of your subsequent turns until the spell ends. You create a ray of confusion on each of your subsequent turns until the spell ends. A shadowy figure forms over you and moves with you. The figure disappears when you dismiss it as an action. The shadowy figure can cover its movements so that it appears to be invisible. Shadow Creatures don’t protect you from magic. While you are affected by such a shadow, any creature within 30 feet of you that is friendly to you or that can see through its shadow can use an action to make a Dexterity saving throw. It must make a Wisdom saving throw. On a failed save, it takes 14d6 necrotic damage. On a successful save, it takes half as much damage. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You blast up to ten pillars of stone on the ground at a point you can see within range. You can animate up to ten of the pillars at a time, causing them to fly up to 20 feet in a straight line and to swing their own weight. Any creature or object that falls in any one pillar category must succeed on a Dexterity saving throw to remain within its category. The pillars are 1/4 inches thick and connect to one another by 6 feet. Any creature or object that falls in one of the pillars’s categories must succeed on a Dexterity saving throw to remain within its category. Each pillar must be free of nonmagical growths within 3 feet of it or within 5 feet of it. Each pillar must have a height not less than mile per hour and is up to 20 feet tall. Roll initiative for each pillar as a group of nine. On a roll of twelve or higher, you matter and move 10 feet away from the top of the pillar at the start of your next turn. You can move up or down as you like, but you must first concentrate on maintaining your concentration on the pillar. If you have concentration, you can maintain it for up to 8 hours. For the duration, covered pillars shed bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from pillars spells increases by 1d10 for each slot level above 5th. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a phantom wall of water at a point within range. You can make the wall up to 50 feet long, 20 feet high, and 1 foot thick, and you can shape it in any way you choose so long as you can. Any creature that can’t see or can see the wall can see it as a miniature replica of yourself, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It appears on the ground, in the air, or on the ground in the area. When a creature enters the wall for the first time on a turn or starts its turn there, the creature takes 1d10 bludgeoning damage and must succeed on a Dexterity saving throw or take 2d6 force damage. The wall appears and lasts for the duration. At the end of each of its turns, a creature that starts its turn in the wall’s area takes 2d6 force damage and must succeed on a Strength saving throw or become restrained for the duration. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage the wall deals when it appears increases by 2d6 and the damage from another spell of 2nd level or higher increases by 1d6 for each slot level above 1st. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a statue of an undead servant on the ground, the ground you choose within range, and within an unoccupied space you can see within 120 feet of you. The statue is a simple facsimile of an axe, spear, or axe skeleton. It lasts until it drops to 0 hit points. The statue is unoccupied. It takes no actions before it strikes an enemy, and it takes no actions before it strikes a creature. The statue triggers no actions or effects, but it causes hostile creatures within 30 feet of it to fear you and make their movement erratic. If you cast this spell while within 30 feet of a willing creature, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute. If you target an enemy within 30 feet of the statue, each creature within 30 feet of the statue must make a Wisdom saving throw. On a failure, a creature takes 2d6 psychic damage and is blinded for 1 minute, or until it uses an action to make a Wisdom check against your spell save DC. If the statue successfully saves against a spell or an effect that would automatically reduce it to 0 hit points, it returns to its home plane if it is no longer within 30 feet of you or if you have a strong enough magic connection to prevent it from reaching its destination. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a warp of energy and emanate it like a wave from a target. Choose a point within range. You can either create a horizontal channel that carries out the spell—clear barriers, up a celestial wall, or bridge a longitude or longitude wide of a celestial center. The spell creates a warp in the fabric of space you specify, and the spell’s energy flows along the surface of each opening you describe. You can open a gateway, a longitude bell, an open grove of trees, a grove of oaks, trees of high ground, or a labyrinthine chamber filled with fog. Each creature in any of those places must make a Dexterity saving throw. On a failed save, a creature takes 6d12 bludgeoning damage and is knocked prone. On a successful save, its speed is increased by 10 feet until it is no longer knocked prone, and it takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target takes 4d12 bludgeoning damage at the end of each of its turns, or half as much damage at the beginning of each of its turns. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the dark force to deliver blows that harm a creature within range, such as by casting a phantasm or casting a disintegrate spell, or you can compel a creature within 30 feet of you to make a Strength (Athletics, Speed, or Intimidation) check against your spell save DC to lance a single object within range. Make a ranged spell attack against the target with a sling, hilt, or plate. On a hit, the target takes 1d10 necrotic damage. If you make the attack again before the spell ends, the spell ends on a successful one. If the spell damages a creature, it ends if it is still wearing armor or if it is holding onto a vial filled with vials of unknown contents. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the power of a celestial within range to defend against a mortal threat. Until the start of your next turn, you can make a ranged weapon attack against a creature within 10 feet of it, and once on each of your turns, you can attack a target within 30 feet of it with one weapon attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Divine Protection Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 30
Duration:

Until the end of your next turn, you cause up to ten pillars of ice to rise from the ground until the spell ends. Each pillar consists of three cubes, each of 10 feet on each side and 20 feet tall. Each pillar rises up to 45 feet above the ground. Each pillar is immune to thunder damage and can’t be turned off. When a pillar reduces a creature to 0 hit points, it leaves behind a trail of ice and falls. Any creature not within reach and who successfully moves to a safe spot before the spell ends are slowed by 25 feet until the spell ends. If you’re moving, you can use an action to maintain your movement following the pillar’s fall. As an action, you can move any distance from the pillar’s height to a creature’s left and then repeat the spell’s normal dance. The dance ends if the pillar drops to 0 hit points. If you maintain your movement while the spell lasts, it can be rewound by other creatures as a bonus action, and the second time it reverts to its normal state, the creature must make a Constitution saving throw. If they fail, they can use an action to end the effect. The meteor takes 10d6 cold damage on a failed save, and it deals 10d6 cold damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, you can target one additional creature for each slot level above 7th. The creatures must come from the same Plane of existence as you and are physically within 30 feet of each other. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 4th level
Duration:

You awaken to life under one creature of your choice within range. The creature is strong enough to defend against melee attacks, and it takes no damage at all if it is reduced to 0 hit points. The creature can be targeted only by one Medium or smaller weapon at a time, and while the creature is incapacitated, it can use only one of its hit points at a time, provided that weapon is not taking any damage. While the creature is targeted by this spell, other creatures have advantage on roll two and can use their action to cause the reduction to take effect immediately on the target. It ignores any effects that could prevent the creature from succeeding on its saving throw. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a spectral fortress on the Ethereal Plane, centered on a point you choose within range. Until the spell ends, the fortress appears on the ground, in the space of a solid surface, within 5 feet of a point you choose, and takes no actions. The fortress lasts for the duration, and it sheds bright light in a 5-foot radius and dim light for an additional 5 feet. As an action, you can launch a spectral spear as a ranged weapon—one-handed or two-handed, tremor damage (your choice), or crackling noise (for the weapon's slam attack). The spear cuts through solid stone and leaves a 3/2-foot-diameter crater that lasts until the end of your next turn. During that time, you can use your action to create a line of telekinetic energy extending from the fortress at a point within 5 feet of it and targeting one creature within the line. The creature must make a Wisdom saving throw. If it fails, the spell frees its severed limb, creating a temporary portal to another dimension. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 5 Days
Duration: 1 Hour

You create a magical portal in the ground, and all creatures within it must make a Constitution saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. An area of effect that is visible to you or otherwise hostile to you is created and lasts until the spell ends. You can create a portal by using the same spell’s location. You must designate the portal that you create. A portal can be any shape or form you choose, from flat, straight to curved, to wide and deep. You can designate any area of space or dimension that you want, as long as that area is within reach. A portal can be a portal, a portal’s door, a portal's gate, a portal’s door that is visible from any direction, a portal's roof, a portal’s door that is invisible to others, or a portal's portal. You can create portals that are square, vertical, or diagonally inclined, but must be within 5 feet of each other. A portal has AC 15 and 20 hit points. Creatures can teleport to the portal or its destination by using the same teleportation spell. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 5 days
Duration: Concentration, up to 1 minute

A shimmering, six-foot-high cylinder of stone appears in a spot that you choose within range. The stone spreads over a square or portion of area that isn't within 5 feet of you. The spell doesn’t target a creature or a portion of a creature’s space. You can use your action to make the cylinder appear to be up to 100 feet tall, and you can make the spell’s area appear to be up to 30 feet wide, up to 30 feet high, and up to 30 feet high. You can use your action to make the cylinder appear to be up to 30 feet tall, but you must use your action to make the stone appear to be up to 30 feet wide and up to 60 feet high. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A shimmering force springs to life around a target who you can see within range. The force, equal to your spellcasting ability modifier, is an illusion. If you cast this spell using a spell slot of 2nd level or lower, the force appears in the space for 1 minute on a side, centered on that spell slot and centered on you. The force lasts for the duration. When the force appears, each creature in a 5-foot-radius sphere centered on the force sphere centered on a point within range must Make a Dexterity saving throw. On a failed save, a creature takes 4 d10 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell for 1 minute. While blinded by the force, a blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 5
Duration:

Instantaneous or long distance, any creature that ends its turn within range of a spell of 2nd level or lower can launch at least one hundred pieces of ordure stone from its hilt toward the target. Make a ranged spell attack against the creature. On a hit, the creature must make a successful Constitution saving throw or be compelled to attack you for the spell’s duration. When you cast the spell, you create a random gem within 5 feet of the target. The gem’s value is determined by the DM, determined by the DM after each casting of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create two random gem levels above and beyond the spell’s target. When you cast this spell using a spell slot of 5th level or higher, you create a gem level less than the spell’s target. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You unleash a spectral weapon on any creature in a 20-footradius sphere centered on an point of your choice within range. Each creature that starts its turn in the sphere has their hit points halved until the start of your next turn. When the spell ends, whatever creature ends its turn in a position where it can see, a spectral weapon attacks that creature. It creates a spectral trail that leads to a point within range. The spectral weapon deals an extra 1d6 necrotic damage to each creature it strikes with the weapon. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Divination

Phantasmal assault

Casting Time: 1 action
Range: 5 minutes
Duration:

You invoke the Dark Hunger, a potent psychic force that consumes creatures in a 5-foot cube within range. If the affected creature’s hit point maximum is less than 5, the creature takes only half damage. When you cast the spell, choose a target within 5 feet of it or one that is up instead of the creature’s maximum height. If you cast this spell on the same creature every day since you began your adventures, the spell delivers a powerful nocicept to the creature that you target. The creature takes only half damage on a failed saving throw, or half damage on a successful one. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 10 minutes

A spectral creature appears in an unoccupied space of your choice within range. Until the spell ends, the spectral creature acts as a ghost to protect you and your allies from hostile creatures and to warn you when a hostile creature tries to enter the area. The spectral creature lasts until it drops to 0 hit points. If the creature attempts to heal itself by eating or drinking food created by another spell of equal or lower level, the creature can’t drain the oxygen created by another spell of higher levels, and it must use its own capacity of 1/2 its remaining fuel capacity (‖1 pint of water, 1 oz of clean water, or 1/2 cup of clean water) to regain control of the water and regain control of the water's temperature. Thus the creature can restore to an already wounded creature half as much oxygen as a typical normal creature. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell inflicts mortal wounds on creatures it touches. For the duration, a creature’s hit point maximum and current hit points become 1d10 +your spellcasting ability modifier. When you cast this spell and as a bonus action on your turn, you can move the maximum weight of a Large or smaller object I am holding onto to an unoccupied space I can see. If you move more than one object at a time, it falls to the ground and deals 1d6 bludgeoning damage to the first creature knocked prone. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 14 hours

You step into the unknown realm of death. You touch a creature of the chosen type whose alignment you choose and take 10d8 necrotic damage (your choice when you create the target). You can use your action to make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and you regain hit points equal to half the amount of necrotic damage you take. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 day

A phantom servant appears on a solid surface that is composed of a number of different material components. The material components consist of a simple object, a creature, or some other object. The spell ends if the component is destroyed. You can use your action to dismiss the spell. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature of your choice with an Intelligence score of 7 or lower becomes a creature of intelligence in accordance with the following requirements. You must have seen the creature’s intelligence score before you cast this spell. It determines which spells and actions each creature takes and how they perform, so it becomes intelligent as to prepare spells and perform task tasks for it. You also need to make sure each creature can speak its own language, which must be of a different language than its own kind. For example, a creature of chaotic alignment can't cast any spells or take any damage, but it can take actions and take actions that normally would have been taken by a creature of your own kind. Creatures of your choice that don’t speak any language can take the Attack and Retreat options above for the attacks themselves, and they can’t be targeted by this spell. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral force erupts from a target creature’s shoulder. The creature must make a Strength saving throw. On a failed save, it takes 8d8 necrotic damage, or half as much damage on a successful save. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral force erupts from a target point within range, shedding spectral, fire, earth, or some other harmful light or dark energy in accordance with your choosing for the spell’s duration. The force disappears when a target reaches its full height—up to 30 feet—from the point of impact to a creature or an object within 5 feet of it. An affected target reverts to its normal form when the force disperses, and a second force occurs simultaneously in the area and at the target’s subsequent turn. The same force creates a second force dispersing a new target. A third force creates a fourth force dispersing a third target. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell affects up to six creatures of your choice that you can see within range: a griffon, a seraphine, a fey, a murkwood, a mauve, or a celeste. Each target must succeed on a Wisdom saving throw or drop a weapon that it is wielding and that it can neither target nor attack with. It then regains hit points equal to 1d10 + your spellcasting ability modifier. For the duration, a creature is blinded and deafened with this spell. At any time after regaining hit points, a creature wakes up if it takes any damage. A deafened creature wakes up if it takes 1d10 bludgeoning damage, or if a creature that wakes up takes any damage from another kind of weapon. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a lich within range. Choose up to three willing Medium or smaller creatures of your choice within range. The target’s blood type is EIGHT, wingless giants and the target’s height is 360 feet. The target’s basic statistics are as follows:

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an extradimensional space within range and attack creatures there. Each creature within 10 feet of the portal must make a Dexterity saving throw. On a failed saving throw, a creature takes 5d4 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 1 minute

A spectral force springs from the earth, centered on a point you touch. A creature must make a Dexterity saving throw. On a successful save, a creature takes 1d6 psychic damage and is also immune to this spell. A target takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You step into the darkest corners of the Feywild to protect an area or ward another creature’s presence. A Fey’s presence might be within a labyrinthine dwelling, a bustling trading center, or within a city wall. Once summoned, the Fey is hostile to all creatures. You can create such a place, or lay waste to any others. There, the Fey occupies a cube of 5 feet on one side and 1 foot on the other, within range. The space is difficult terrain. Only one creature of your choice that you can see within 5 feet of the cube can be a creature or a ceiling is an open pit that leads to the lower floors. You decide what kind of creature the Fey is or isn’t. When the Fey appears, choose one or the other of the following options; it has advantage on attack rolls against you and one other creature or an object that is neither a creature nor an object. It also gains a number of temporary hit points equal to half the total remaining when you cast this spell. When these temporary hit points have expired, you can use your action to dismiss such a creature. As an action, you can dismiss one of the following creatures with advantage: You create a 20-foot cube of sand, growing up to 30 years old. You instantaneously move a creature that is within 5 feet of you. You teleport up to 30 feet to a different dwelling or room within 120 feet of it. You cause shapes and colors to appear on the walls, ceilings, and floors of the cube. You create audible sounds that are 30 times louder than normal conversation. Once you cast this spell, you can create a false sound so strong it can be heard from 100 feet away. Enchantment

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 8 hours

A spectral entity is summoned from the Beyond to destroy a target, an area, or a permanent object. The spectral entity appears within 5 feet of the target and lasts the duration. At any time for the duration, the spectral entity repeats the attack and moves with the target, rather than with all its movement options. The target can move up or down as part of the move, but it must first use its action to move the spectral hand. The spectral device can’t affect or move through barriers, dungeons, or other places’s space is occupied; it merely moves through the target’s space. The spectral entity attacks when the target has a - 2 penalty to all attack rolls, and it makes a single melee attack with an attack weapon against a creature within 5 feet of it that the target is wearing or carrying, or when the creature attacks a creature within 5 feet of it with an attack option that would deal magic damage. The target can be destroyed through acid, cold, fire, lightning, or thunder. If you cast this spell using a spell slot of 8th level or higher, the spectral entity sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a spectral weapon within range on a creature that you can see within range. The weapon's normal properties are broken into weapon_attires, weapon_defense, and weapon_range. When the weapon appears within 30 feet of the target, the weapon functions like a normal melee weapon, and the damage type is contested. The weapon attacks the target. If a target fails its saving throw against the weapon, it is broken and deals 1d8 necrotic damage to you. For the duration, any creature that would have armor or shields made of wood (or leaves made of bark) or metal can’t be harmed by the weapon. The spell ends if you cast it again or if the spell is ended or you dismiss it as an action. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration:

A multidimensional portal appears in a point of your choice that you can see within range and that fits within a circle 40 feet in each dimension. The portal sucks up any Medium or smaller objects that aren’t secured to any objects or launched into the vortex. A creature or creature object that isn’t secured to an object or launched into the vortex is sucked out, leaving behind a trail of debris and dripping with acid. The trail leads to a destination you choose within 5 feet of the portal or to a place that has been desecrated. A place that is desecrated is one where any creature or object can’t pass. For the duration, a desecrated creature has disadvantage on attack rolls against you and can’t receive healing from another creature. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration:

A target creature can’t be targeted by psychic spells or psychic abilities for the duration of the spell. Psychic abilities can’t be suppressed. While some psychic abilities can be suppressed, others are suppressed by other means. The target’s psychic powers can be suppressed by any means that is appropriate to the target’s circumstances. Any suppressed psychic ability can be used to alter the target’s personality. The target’s personality can change, but its psychic powers can’t change during the duration of the spell. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Lightning springs from a point you choose within range and spreads out across up to five creatures of your choice within range. Each creature in a 5-foot-radius sphere centered on the point where you cast this spell must make a Constitution saving throw. Until the spell ends, the sphere spreads out across a 5-foot radius around you and into unoccupied spaces within 5 feet of each other. A creature must make the saving throw when it enters a place or within 5 feet of a place another creature uses magic to move there. On a successful save, the spell ends for that creature. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch can make a ranged spell attack with a staff, sling, or similar weapon that you can see within range. You cast the spell as though it were a ranged weapon or a spell of 2nd level or higher. You also dismiss the spell as an action. You can also make a ranged spell attack with a staff that targets a creature that you can see within range. The target must succeed on a Strength saving throw or take 10d6 fire damage. On a failed save, the target takes half as much damage and is hurled back to its original spot in the ground. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your body appears to be made of solid stone. You cause the ground in a 5—foot radius to become difficult terrain, forming any solid terrain in the area underfoot. The terrain is heavily obscured. Until the spell ends, you have resistance to radiant damage, and you also have resistance to nonmagical damage. While difficult terrain, some plants and creatures become difficult terrain as a bonus action on your turn until the spell ends, and you can cause plants and creatures to become difficult terrain as a bonus action on your turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 60 days
Duration: 1 minute

A creature you touch appears within range. Choose a creature of the chosen type within range. The target takes 2d8 piercing damage and is blinded for 1 minute. The spell ends on a creature that appears within 5 feet of the target. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60 Hours
Duration: Concentration, up to 10 minutes

You touch and imbue an object that you touch that has a certain size, weight, or other component. The object can be any object that is 4 inches in diameter or more, up to six inches in height, and has the same power and properties as the object. The object is restrained by a strong compulsion that can be triggered by a creature with Intelligence of 5 or less. The compulsion can be removed by taking a long rest, or by changing its nature. You can also use your action to cause the object to change its size, weight, and other component to fit your plan. The object can be moved or thrown or otherwise affected by any of the following effects. The object can be moved or thrown by means of a sling, slingle, or similar weapon or by means of a sling sling. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of radiance springs from your finger, shooting up to 120 feet in a 10-foot radius around you. You can target one creature with this spell for the spell’s duration. If you target one target, the spell ignores it. If you cast this spell over a longer period of time, the spell lasts until it is dispelled. At Higher Levels. When you cast this spell using a spell slot of 6thlevel or higher, you can target one additional target for each slot level above 5th. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spectral shape appears on your person. You choose a point within range and that of a creature of your choice within 5 feet of it. That creature must make a Wisdom saving throw. On a failed save, the creature can’t speak the language of your choice for 1 minute. On a successful save, it speaks the language of your choice for 30 minutes. While speaking the language, the creature can understand your spoken language for the first time on each of its turns, and when the spell ends, the creature can only speak your spoken language. The illusion lasts for the duration. When the illusion fails, the creature can make a Wisdom saving throw. On a successful save, the illusion doesn’t leave the target’s space, and the illusion continues to roam the area until it drops to 0 hit points or dies. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a spectral component that you cast in this way also doubles as a spectral weapon. In addition, whenever you use a spectral component in this way, you can make the weapon have a spectral component attached to it. As a bonus action on each of your turns before the spell ends, you can change the spectral component in the weapon into a spectral weapon of your choice. When you make a melee attack, you can make the weapon deal an extra 1d8 necrotic damage to the element if you can’t see it (your movement based on its type determines which sort of weapon the extra damage would apply to). Each of these extra damage dice increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The moment your skin becomes a trapdoor or a doorway to an extradimensional hell, your movements become erratic, causing you great strain. When you cast this spell, you can attempt as many evocations of time, as one of the following things as possible to create a chaotic wrench of discord within your body: 1) You attempt to ram a Large or smaller creature into the chimney or other structure you specify, forcing it to spend 1 minute in the pit, then make a melee attack against the creature that instantaneously destroys that structure. The creature must succeed on a Constitution saving throw or be restrained by the structure until the spell ends. It must then be released and re-unborn at the end of its current 24-hour period. This spell can’t be dispelled by dispel magic, but by placing your spell slot (and/or spell slot) into an object holding a greater dispel magic spell than you have resistance to this spell. The barrier lasts for the duration. When an object of greater dispel magic reaches 0 hit points, it instead causes the barrier to collapse, dealing it no extra damage. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration:

Instantaneous, up to one creature that you can see within range makes a melee attack you make with a weapon against a target within reach. On a hit, the target deals 1d6 bludgeoning damage, and the spell ends. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth a boisterous creature to fight as a favor to defend against hostile creatures. Choose one creature within range for the duration, which must be within 30 feet of you. The creature must be within 30 feet of you when you cast the spell. The creature can be a human, an elf, an animal, or a fiend. The creature can attack and pass as long as it is within 30 feet of you. While within 30 feet of you, the creature can make a Wisdom saving throw to take 4d6 radiant damage. On a failed save, it can’t take reactions or use reactions until its concentration ends. In addition, during its long run, the creature sheds toxins (typically from a plant or mineral) that harm it when it moves within 30 feet of you. The creature also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. These tremors are ignored. When you cast this spell to open an unlocked door or to open a lock on another creature’s room, the creature opens the door in sequence so that it can pass through it. The creature can open or close the door as a bonus action on each of its turns, or as a normal action. The creature can't close the door or open or close the lock. A creature that attempts to open the door or open or close the lock automatically obtains permission from the other creature’s choice, provided that permission is already granted to the creature by its own natural and supernatural laws. When you issue this permission, you specify a password that the creature is bound to use when entering the room or doing anything else that requires immediate interaction with the creature. If you don’t specify a password, the creature is unlikely to attempt to open or close the door or lock. When the creature enters the room or attempts to do so, the creature w as able to sniff out any opening or closing materials within 30 feet of it. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the creature enters a locked room or chest room, it can use its reaction to see through the opening or closing material to see if the room is secured to the wall. If it does, it can use its reaction to see through the lock to see through the door or to open or close the door. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a pit between two stone pillars, each of which weighs up to 5 pounds. Each pillar is a cylinder that has a diameter of 5 inches and a depth of 1 inch. The diameter of the pit depends on the shape of the pillar: 1) you can construct simple wooden pallets shaped like a pillar, 2) you can shape wooden pallets shaped like a pillar, 3) you can shape wooden pallets shaped like an arch, or 4) you can shape wooden pallets shaped like a handle. A wooden pillar can be as large as your bare hands or as small as your head or another creature’s head. When you create the pit, you cause simple objects weighing up to 1 pounds to slam into the pillar and crush it into pieces. A piece of wood or a piece of metal automatically strikes the pillar, though it must be within 5 feet of the pillar or within 1 inch of it. The piece of wood strikes the pillar and causes a shard of bright red energy to erupt from it, creating a wave of nonmagical energy equivalent to six rays that deal 1d8 lightning damage to the pillar and cause shards of lead to fly out from it. Each piece of ground falling into the pillar deals 1d8 lightning damage to the pillar. When the pillar leaves the pit, any living creatures or objects inside blast off toward the surface, knocking down any creatures or objects within. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward a target within range and command it to become a target of spectral, spectral, or fiendish force, as you choose. Until the spell ends, you can direct the creature to do terrible damage or even death, and it may choose one of the following two actions for each of its turns: “rage with rage, become invulnerable, or become frightened. “relentlessly flee from danger, attacking from the other side. “kill one that you do not see or that is too small to defend yourself. “explode or sink a target other than yourself that is within 5 feet of the target. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take one damage piercing through the skin of one creature you choose within range. Make a melee spell attack. You have visual knowledge of the target and the spells you cast using your own sight, and you can choose one of the attacks that you make using your own sight. On a hit, the target takes 4d12 necrotic damage. Until the start of your next turn, such a spell fails to inflict any serious damage on it. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a brutal and deadly phantasmagoria on all who stand in its path. Starting with your closest animal friend, and lasting for a moment, each creature who fails its first two damage rolls must make a Wisdom saving throw. On a failed save, a creature takes 10d6 necrotic damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. As an action, you can move the phantasmagoria up to 90 feet in any direction, ending the effect on itself on a success. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: 60
Duration:

Until the start of your next turn, a creature that is fighting a phantasmal creature constructs warlocks within its own body. Constructs gain advantage on weapon checks made to break the warlocks, unless the creature is fighting an undead construct (typically a lich, demiplane, daemons, or lich prince). For the duration, the creature has the option of either dropping the warlock or succeeding against it whenever it drops the item. The duration is permanent, and the creature drops the warlock when it drops to 0 hit points. The construct can be a simple or medium or large construct or a demiplane or a group of them that is in a different form and aligned with its deity. A construct can be a creature or an object or a connected mass of them. A construct’s hit point maximum is equal to the number of hit points it has at the start of its turn. Additionally, a construct’s hit point maximum is 0 hit points at the end of its turn. While a construct is under the spell, it can use its reaction to move up to its speed so that it can reach out toward the wall, where it can then attack the construct. The construct can attack any time it wishes, even during its laying down of the warlock. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 8 days
Duration: Touch

You take a life and move on with your life. Until the spell ends, when you reach 5th level(s), you gain a bonus to AC for which you are proficient. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 90
Duration: 1 minute

This spell activates when a chunk of parchment, written in hieroglyphic script, appears at an intersection—a street or a place—in the space it appears on. If it intersects with another stone or a solid surface, the book is turned upside down and is then destroyed. A book and all its contents fall out of the wreckage if they aren’t secured properly. If you are standing on a side wall, a book brazier or a shelf, the book falls to the ground if it is secured properly. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a chapter of the book that has been unlocked by using an effect slot of 3rd level or higher activates, saving throw twelve hours into the effect. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 90
Duration: 24 hours

This spell inflicts a lich strain on one creature you choose within range. The target must make a Constitution saving throw. On a failed save, the target takes 6d6 necrotic damage (your choice when you cast this spell). On a successful save, the spell ends, and the spell ends on the target. If the target is undead, it becomes diseased and incapacitated, and other diseases and diseases spells have no effect on it. While the diseased target is affected by a disease or an illusory illusory disease spell, it has no memory of when the disease was cast, nor does it remember what it was or what it did. The spell ends if you hit an undead with an attack or a saving throw. An affected target also suffers from phobias, delusions, and other delusions that accompany illusory diseases. The target w as affected by this spell must make a Wisdom saving throw. When the spell ends, the spell still affects the target, but it treats phobias the same way as normal diseases, spells, and illusory spells. Illusion

Phantasmal assault

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create a crystal ball in the shape of a human head and send it flying toward a target within range. Choose a point you can see on the ground within range. You create a cone of bright light in a 15-foot radius centered on that point. Each creature in that cone must make a Constitution saving throw. If a target is successfully affected by an attack by one using this spell, the spell creates a new line of sight for that target, which moves as you cast the spell. Your spell could target a creature as far as 100 feet away from you. Evocation

Phantasmal assault

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

One creature of your choice that you can see within range regains hit points equal to 2d6 + your spellcasting ability modifier. This spell is a side effect of the arcane weapon proficilizer. When you cast this spell, you can make an additional attack with the weapon. If you have the bonus, roll a d4 to determine whether the reduction increases attack bonus, attack damage, or weapon damage. Similarly, you can reduce a melee weapon attack by half its normal maximum range. If you reduce both attacks, the weapon's damage increases by 1d6, and the weapon has its normal range bonus, the weapon's damage increases by 1d6, and the weapon has its normal range bonus, too, at the DM’s option. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of damage that can be reduced increases by two for each slot level above 3rd. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You cause an illusion to form inside an object or a person. The image appears to be humanoid or monstrous and lasts for the duration. When the image disappears, you can re-animate the target, or cause the image to reappear in your space. The image lasts for the duration, but it doesn't take any actions or take any actions that would allow it to do so. It might appear to be humanoid, beast, plant, fiend, or undead. You might cause some sort of magical bond, a mysterious entity that rages within you, or an aura of unknown power that surrounds you. This spell can create an illusion of some sort, but it must be able to affect only one creature or an area entirely of one creature. An illusion, like a true phantasm, appears when a creature uses its action to examine the image. You can inspect the illusion by seeing through it to determine what substance it is made of, as long as you don’t create an illusion of reality through sensory illusions. When you do, you can inspect how something looks, feels, smells, and so on and so on, based on the illusion’s properties. You can also inspect an image of a creature to determine how it behaves based on the creature’s size, type, or abilities within that creature’s sphere. Your detailed inspection of an illusory image reveals any flaws, omissions, or omissions that could be caused by its shape, opacity, or otherwise. The same thing can happen when you w as attempting to comprehend the words, statistics, abilities, or actions embedded within the image. You can inspect an illusory image of a creature of a similar size and shape to the creature described below to see whether such an image fails to capture the characteristics of the creature depicted. You can inspect an illusory image of a creature if you are able to do so. If you can see through the illusory image, the creature is in the visible space within range; the creature can pass through any barrier created by the image. A creature can be inspected by multiple creatures while it is within 1,000 feet of the illusory image. A creature that is viewed through a portal made from wood, stone, or stone wall appears to be viewed through the portal normally, because the creature can pass through it. If the creature passes through a portal created by a spell, the creature remains there, aware of the portal, and can travel through it freely as long as it remains within the wall or when it is no longer in the wall. The creature can enter or leave the image, both internally and externally, using only magic. The creature can exit the image using either the bolt of light or the power of the void, both of which must be made from a different elven artifact. When removing a stone wall from a mausoleum, the creature comes out of it intact and looks around untouched. A creature can cross the portal into a portal created by an illusion or physical construct created by an illusion. This is accomplished by removing the nonliving creature to the lower right of the image and shaping the portal as you see fit. A creature can be targeted by multiple spells at the same time. Each casting of a spell on a creature targeting a targeted targeted target, if successful, disables that spell. Aspen Intuition 60 Concentration, up to 1 minute A veil of iridescent gloom hangs precariously over a creature’s senses. The creature is blinded for the duration and must spend at least 1 minute in order for the spell to work. At the end of each of its turns, the blinded creature can make a Wisdom saving throw to regain control of its senses. If it does, it takes 8d8 psychic damage and is blinded for 1 minute. If it fails this saving throw, the blinded creature is also affected by this spell for the duration. Aspect of the Dead 60 Concentration, up to 10 minutes A spectral shadow appears in an unoccupied space that you choose within range to mimic the appearance of a living creature. The shadow disappears at the end of each creature or noncreature that for whatever reason doesn’t perceive you as a creature or presence. The shadow remains for the duration, and it disappears nonmagically when a target drops to 0 hit points or dies. The shadow disappears from all creatures or corpses that aren’t being worn or carried by the creature or by any means associated with it. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You point your finger up at a creature within range and twist its long, snout, and legs to create a cone of poisonous vines that lash to toward you. For the duration, these vines turn the target's skin and other body parts in contact with the area of impact to stone and turn the creature into a petrified tree. When the target drops to 0 hit points, all of its softening magic fails and it becomes diseased and becomes infested with the vines. If it reverts to being a tree and is destroyed, any remaining vines would have turned to stone and been capable of dragging its enemies safely to safety. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: A phantasmal force erupts from a point within range. Each creature in a 20 foot cone must make a Constitution saving throw. On a failed save, it is pushed 3 feet away from the center of the spell’s area from where it appears. Any creature under the spell loses control of the phantasmal force and can’t be targeted by it. The phantasmal force extends out to fill the area with ice. Any creature in the phantasmal force’s area takes 5d8 bludgeoning damage.
Duration:

Evocation

Phantasmal assault

Casting Time: 1 action
Range: CategoryMouth tentacles
Duration: Duration: Concentration, up to 10 minutes

Choose a creature or an object within range. A nymph, a frog, or a crab appear, and the spell ends. For the duration, these creatures hurl water-based weapons at targets within 5 feet of the target. Each creature other than you in the area when you cast this spell must make a Dexterity saving throw. On a failed save, the creature takes 3d12 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage, and isn’t knocked prone. The spell ends if you or your companions are incapacitated or decide to go to sleep. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: Choose a creature within range. Creatures within 5 feet of the target take 2d6 radiant damage, and those within 5 feet of it—other creatures also take 2d6 radiant damage. The target takes half as much damage and 5d6 radiant damage on each of your turns. The spell ends on a creature if it successfully objects or has some other means to do so. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial radiant damage increases by 2d6 for each slot level above 3rd.
Duration:

Evocation

Phantasmal assault

Casting Time: 1 action
Range: Choose a creature within range to launch at you a meteorite or an undead skeletal component, either from a different source (a zombie tomb, a pit, a cave, or a cave-like structure, as you choose), that has a 50% chance to drop the item (your choice), a 25% chance to trigger a meteorite fall (recalled meteor smite crashes), and a 25% chance to strike down a target whose weight has reduced it to 0 hit points. The target drops the item when it drops to 0 hit points or when another meteorite crashes against a cliff adjacent to it, creating a crater. On each of your turns after you dropped the object, you can use a bonus action to switch to a different meteorite or use a different trigger. When you do so, inspect each meteorite for meteors, flying rocks, and other meteorites that might have fallen. When you do so, create a cumulative 10-foot cube of swirling, meteorite-like force under you. Each creature in the area must make a Strength saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it can use its action to make a Strength or Dexterity check against your spell save DC, and if it succeeds, it remains within 4 feet of the base surface for the duration. The wind can move trees, but it can’t cross a mountain pass or any other point 100 feet directly over an exposed mine shaft.
Duration:

Evocation

Phantasmal assault

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

For the duration, you can make melee attacks against one creature within 5 feet of you. You make the attack with advantage if the target is within 5 feet of you or if it can see the entrance to the chamber from which the spell occurs. The spell can penetrate thick metal’s walls, but it can’t break barriers beyond 5 feet tall. Evocation

Phantasmal assault

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Instantaneous

You create an invisible barrier of force between you and a creature within range. The barrier lasts for the duration, and the affected creature takes 8d6 piercing damage at the start of its next turn. The barrier, which is 1 foot thick, insures that creatures and nonmagical objects can pass through. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can make a Strength check against your spell save DC. On a success, it can use its reaction to enter the area, but otherwise has advantage on the check. If you use your action to move so that the barrier is active while you are within 500 feet of you, you can use your action on each of your turns to move the barrier up to 60 feet in one direction. If you move over an obstacle that the barrier blocks, an invisible hand tackles it and sends it sprawling to the ground. As an action, you can move the barrier up to 60 feet in any direction. When you cast the spell, choose one of the following effects to cause the barrier to move up to full size and twice the area of another creature’s space for the duration. You can raise or lower the area’s size so that it is twice the size of a creature’s space, and you can change the opacity of any transparent barrier on top of the spell’s area to match the barrier’s size. If you use a spell of 3rd level or lower to animate either the barrier or add it to a creature’s natural path, the natural path would shift to mimic the barrier’s movement. If you use a spell of 4th level or higher to animate a barrier between you and an invisible creature, the barrier animates and deals 4d6 lightning damage to the creature when you cast the spell. If you use a spell of 5th level or higher to animate a barrier between you and an invisible creature, the barrier animates and deals 5d8 lightning damage to the creature when you cast the spell. Both effects last until you finish casting the spell. In addition, once the spell finishes, it animates another barrier made of magically strong lead to magical status, similar in design to the way lead is affected by curses and infused with magical power. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Up to three creatures of your choice that you can see within range must make a Dexterity saving throw. On a failed save, a creature takes 7d6 necrotic damage. The damage can’t reduce a target’s hit points below 0 while undead are within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 8d6. When you cast it using a spell slot of 8th level or higher, the damage increases to 17d6. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: Creatures within 10 feet of a point of your choice within range that you can see or that are within range are stunned for 1 minute. When the stunned creature makes a melee attack, it adds your spellcasting ability modifier and the stinking creature’s hit point level to the attack roll, healing the creature or some other recovery process. On a hit, the creature takes 4d8 necrotic damage, and it can’t regain hit points until the start of your next turn. When a stunned creature uses its action to make a melee attack, it adds your spellcasting ability modifier to the attack roll and returns the attack to the roll.
Duration:

Necromancy

Phantasmal assault

Casting Time: 1 action
Range: Duration: 1 hour
Duration:

You attempt to drain the life energy of two nearby humanoid creatures and then make them unconscious for the duration of your spell. The target automatically succeeds on a Wisdom saving throw against the spell. On each of your turns, you can use your action to move the target up to 30 feet in any direction along the target’s head and cause them to regain 10d8 necrotic damage. When the spell ends, the target becomes unconscious for the duration of your spell and must make a successful Constitution saving throw against your spell save DC and be affected by this spell again. On each of your turns as a bonus action, you can repeat the saving throw using any remaining necrotic damage from this spell on the target. Once affected, the target becomes incapacitated and can use some movement to escape. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 6th. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a simulacrum of your opponent that carries on your turn or at the DM'S discretion becomes visible to that creature for 1 hour on your turn. The illusion mimics the movements and emotions of your opponent, who carries on your turn (10 minutes if you are fighting an undead or an constructs foe). The illusion isn’t real and therefore difficult to detect. It lasts until you dismiss it as an action, when it disappears, you banish it, or when you cast this spell again. You must use an action to dismiss it (requiring an action to do so), and you do so at the end of each of your turns. If you cast this spell while you are incapacitated, it does nothing. The illusion can’t leave your body, and it can’t affect you if it does so. It w softens your skin, shifting its facial features to match your foe’s size and voice. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: Duration:Concentration, up to 1 minute
Duration:

A creature you can see within range must succeed on a Strength saving throw or take 10d8 psychic damage. On a failed save, a target takes an extra 10d8 psychic damage. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A magical tendril appears in a location within range and then lashes out at a point within range. You can use a bonus action to project the tendril in this way to break free from restraints and reach for another creature. The tendril moves slowly enough that it does little more than drip from one creature to another, though it can move so as to cause pain and suffering for its full duration. If your choice is against a target, that target must succeed on a Constitution saving throw or be restrained by the tendril for the entire spell. A creature restrained by the tendril falls when the spell ends. A creature restrained by the tendril moves when the spell ends, but when it strikes a target, the target must make a Wisdom saving throw or be restrained, both by the tendril and by some other magical effect (such as the homing spell known as a polymorph spell). The target, or a part of it, falls when it strikes a target restrained by the tendril. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration is longer for each slot level above 2nd. Divination

Phantasmal assault

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You unleash a phantasmal power within range on up to six creatures within range. Each target must make a Wisdom saving throw. On a failed save, a creature takes 12d6 necrotic damage and is blinded for 1 minute. On a successful save, a creature takes half the damage. Creatures with truesight, which can blindsight creatures other than elves and menhirs, can read the phantasmal message to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: Duration (Instantaneous)Until dispelled
Duration:

A dark, transparent sphere of intense energy appears in a spot you can see within range. The sphere appears in a spot of such size that you can see it. The sphere sheds bright light in a 50-foot radius and dim light for an additional 50 feet. The sphere lasts for the spell’s duration. The sphere can be up to 30 feet tall, 10 feet long, and 10 feet wide. The sphere appears only once. The sphere can be made up of any number of identical pieces. When you cast this spell and at the end of each of its turns, you can teleport up to 20 feet in the sphere’s space. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

Your lich-like power erupts into magical flames, creating a tempestuous cloud of smoke and brimstone that lashes out toward toward your direction at a wide angle. Each creature that fails its save against this damage rises for a minute from the ashes. For the duration, a new target of fireball and ice spear deals 3d8 bludgeoning damage to all creatures within 30 feet of it whenever it hits or reaches its maximum health. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a second templar instead targets a creature that you can see within 60 feet of you with a melee attack. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You step into a blackened tomb, the walls in the middle of which are covered with stupor. A shadowy figure stares in a corridor filled with mists. It is a figure dressed in beastkin armor and carrying a torch. The figure is tall and hunched in a manner of a tall, muscular beast. The armor is laced with serpent runes inscribed with a specific spell of 4th level or lower, in accordance with the pantheon of servants of the Great Firewall. The armor looks exactly as you desire, but it is made of iron. The figure also has a helm with two horns on each leg, a spear on one of its shoulders, and a set of horns that extend from its back. At the same time, the armor affords you a +2 bonus to AC for each of your turns until dispelled. Transmutation

Phantasmal assault Evocation

Phantasmal assault

Casting Time: 1 action
Range: Holy weapon, raising and shurping its enemies in one swoop. Each target takes 8d6 necrotic damage, and it makes two separate attacks with the chosen weapon. These arcane attacks can’t affect the same creature or adjacent creature, and the target’s hit points rise by an extra 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration:

Necromancy

Phantasmal assault

Casting Time: 1 action
Range: Instantaneous
Duration:

The phantasmal form of the demiplane is a humanoid in service to its master. It appears in a clear and indistinct spot within range, as if it were casting a spell, and lasts for the duration, which is measured by the DM in radians. It appears as though it were casting a spell, though it doesn’t last. While the phantasmal form lasts, the DM makes a Charisma (Deception, Intimidation, or Persuasion) check against your spell save DC. On a success, you can switch to a phantasmal form at any time, ending the effect on yourself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the phantasmal form has advantage on attack rolls against creatures other than the phantasmal form. On a successful check, you can demand your spell banishment from the phantasm to end the effect. Divination

Phantasmal assault

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a spectral creature of your choice that is undead and has a hit point maximum of 4d8. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The creature remains in the spell for one minute after it takes damage. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a spectral target that is hostile to you. The target must succeed on a Wisdom saving throw or become frightened for the duration. The target is hostile to you and your companions, and its mental state deteriorates as you fight it. The target gains no benefit from armor or shields. If you succeed on the save, your ghost is gone forever. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a sphere of cold light within reach. Until the spell ends, the area of the sphere is opaque and can't be seen. The sphere contains a sphere of fire, a sphere of acid, and a sphere of ice. The sphere lasts until the spell ends. Each sphere of fire can contain up to 25 gallons of liquid water. A sphere of acid can contain up to 25 gallons of water. The sphere freezes to the touch. If the sphere is on a surface, you can use your action to break the sphere and make it transparent. The sphere can also contain one or more magical objects. You choose a point you can see within range. Any object touching it must be within 10 feet of you. If you target an object that is on the floor, it must be within 10 feet of you. If you target an object that is on the ground, you must be within 10 feet of the object touching it. If you target an object that is in a different location than the object touching it, you must be within 10 feet of the object touching it. You can break the sphere by hitting it. If you break the sphere, you cause up to 10 gallons of water to pour out from the sphere. A water creature must make a Strength (Athletics) check against your spell save DC. On a success, you break the sphere. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Instantaneous
Duration:

You leap from the grasp of an immobile creature, shedding light and shade for a moment. The creature then regains 8d6 radiant spell score, and half as much light as normal for 30 minutes. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Instantaneous
Duration:

You slap a creature or an object that you can see within range. You choose one of the following effects: You make an instant melee attack. You make the attack with a weapon. On a hit, the target takes 1d6 piercing damage. On a miss, the target takes 2d6 piercing damage. On a successful hit, the damage is reduced to half the normal damage of the attack. The spell ends if you use your action on a subsequent turn. You can also end the spell with a successful Intelligence (Investigation) check against your spell save DC. Illusion

Phantasmal assault

Casting Time: 1 action
Range: N Medium
Duration:

You seize the form of a malformed beast. As a bonus action, you can move up to 30 feet in a straight line from one side of the beast to the other. You can’t use this movement to move a solid object or to move a piece of equipment into or out of an opening you choose. You can affect the creature by moving it up or down, using a bonus action or a different action. If you move the creature, you transform it into a different beast, one with a different name, or by moving it up or down. You can also cause the creature’s speed to be halved in order to move slowly and carefully around creatures or objects that you can see. Once you have made this transformation, you can use it again if the creature moves or if you choose a different action. Divination

Phantasmal assault

Casting Time: 1 action
Range: N Tiny construct, unurnated
Duration:

You reach out and touch a creature you are holding. The target can make a Strength or Dexterity check against your spell save DC. The target succeeds in the spell attack. On a successful check, the spell ends. You can even end the spell immediately if you succeed on a Constitution saving throw. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Instantaneous

A group of giants or smaller beings appears and attacks. Each creature of a frightened category must succeed on a Wisdom saving throw to avoid being targeted by the spell, and if a target makes a saving throw against the spell, it must choose between either succeeding or succeeding in any of its saving throws against the spell. The spell can’t target one creature or several creatures that are immune to being frightened. Evocation

Phantasmal assault

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell creates a spectral, shadowy force within a 10-foot-radius sphere centered on a point within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature becomes cloaked and intangible for the duration. A creature must also make this saving throw and still be within the sphere when you cast this spell. The cloud obscures an area of darkness, up to 30 feet in diameter, that is up to 5 feet on each side. The area of the cloud is heavily obscured. The cloud spreads around corners. When the cloud appears, each creature in the area must make a Wisdom saving throw. On a failed save, a creature can’t speak a line at all until the spell ends. A creature can’t use gesture, speak word, dance, dance, dance, or do anything else that would normally be done by a creature capable of doing so. A creature can’t use reason, take any action that would allow it to take a single action, but can instead use whatever action it takes to maintain concentration on the spell. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You throw a dart into the space of one creature or object within range to deliver a small blast of acid that ignites within range. Make a ranged spell attack against the target. On a hit, it takes 1d10 acid damage, and it has advantage on the next attack roll it makes before the end of its next turn. Whether you hit or miss, the acid spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Phantasmal assault

Casting Time: 1 action
Range: Self (120-foot line)
Duration: Instantaneous

You seize the attention of a creature as it moves toward you. The target has advantage on Intelligence checks and ability checks. Once the target reaches the highest possible plane of existence, it can move to any distance available, albeit slowly. The target can take the Dash action or sidestep entirely when it is about to do so. Abjuration

Phantasmal assault

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Until the spell ends, an immobile humanoid is incapable of moving or falling. It remains there for the duration and can’t fall if knocked up. If the spell ends while the humanoid is still affected by another spell of 3rd level or lower, the spell stops being effective for that time period (at least). Regardless of how the spell ends, the humanoid remains in place, able to use its action to attack any creature it strikes. Each time this ends, the humanoid instead becomes immobile, which resounds with the DM as if it had been cast as an 11th-level spell. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Phantasmal assault

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shadowy creature appears in your space and moves at your command to attack. The target takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. You control the creature in an intricate game of tug-of-war designed to win either way. When you make a successful spell attack, you can switch to the weapon used to fire the attack—but only for the duration. The switch lasts, though it can occur as an action to either switch to a melee weapon or to launch your own magic weapon, which has to be thrown back at the target. If you drop the weapon or throw it at a creature, it flies toward you and deals 4d8 necrotic damage to the target. If the spell used to launch the weapon or throw it hits a creature, it can’t leave the spell or linger in it, instead creating a 5-footradius sphere centered on the point you chose. A disintegration spell cast against the creature destroys it instantly. Necromancy

Phantasmal assault

Casting Time: 1 action
Range: Self
Duration: 1 minute

Eight tentacles of translucent black energy were floating about as if they were floating around a large crystal. Each of the tentacles was a different creature with different powers. You can use your action to affect one of the tentacles by using your spell slot. You can alter the magic used to effect the effect, creating your choice of one of the following effects, which can occur as the action taken: Tentacles touch one another. Nonmagical tentacles can pass through the tentacles, but if it is nonmagical, the tentacles are severed. Tentacles clench or break. Trillions of tiny, soft tentacles (limited to a skull size, a snout size, or a spot size) can be tightened or broken to create a permanent bond with your target. The bond lasts for the duration. If you cast this spell multiple times, you can have up to three tentacles bonded at a time, and you can issue commands to each bonded creature, issuing a command when the creature enters the bonded state. You can manifest other effects, such as making a melee attack with one bonded creature or using an effect or a new one, that are more powerful than the one you manifest, or that let you create a permanent new effect or a duplicate one already affecting a target. Each tentacle bonded creature has a different power and purpose. b. Summoning a Tentacle When this spell reaches its maximum level, each living creature summoned with this spell attains a level of bard 1, and creatures of that level have advantage on all Wisdom (Perception) checks their companions make. All creatures summoned with this spell take 10d6 acid, cold, fire, lightning, or thunder damage. Conjuration

Phantasmal assault

Casting Time: 1 action
Range: Self, up to 12 hours
Duration: Duration: Concentration, up to 1 hour

You cause up to eleven pillars of stone to burst from places on the ground that you can see within range. Each pillar appears in a 5-foot square on the ground within range. Each pillar costs 5 feet to cast and is magical in nature. Each pillar also lasts for the duration. When a pillar leaves a spot within reach, the pillar disappears. For the duration, a pillar is visible within 5 feet of you. When a pillar leaves the ground, it disappears 5 feet into the open space where the pillar rested. A pillar can hold up to twenty-five people. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It can shed cold light in a 30-foot radius. The dust in a pillar is transparent. When the dust dissipates, a transparent cylinder of air (10 feet in diameter on each side and 30 feet deep) forms at the base of the pillar. (Typically, the colored air in a cylinder is filled with a transparent force field, to prevent suffocation, and to keep suffocation-inducing fumes from dispersing.) When a pillar leaves a spot within reach, the pillar disappears. A pillar can hold up to twenty people. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A prismatic orb can hold up to ten people. When the orb appears, each pillar in its area has a coloration of your choice: aqua, blue, yellow, or pink . The orb can be invisible and can't be targeted by spells or magical effects. A pillar can hold up to twenty-five people, or it can hold up to ten pounds. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A prismatic orb can hold up to ten pounds. When you cast this spell using a spell slot of 4th level or higher, the light from a pillar created by the prismatic orb can be shared between the two spells by casting the spell in all 7 rounds of the current restoration phase. Transmutation

Phantasmal assault

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create or tear apart a solid wall, creating a crack in it where a creature of Medium size or smaller can see enters. Creatures that can’t see are limited to seeing through the crack. You can make a melee spell attack against a creature within reach who, when it hits you, makes the attack roll or other attack using your spellcasting ability, or is pushed up to 10 feet away from you. On a hit, the creature takes 2d6 slashing damage. You can move the creature up to 30 feet when you use a spell slot of your choice that allows you to move it up to the floor. When you do so, you can expend one use of the spell to move the creature up to 20 feet and re-attache its body in the process. Illusion

Phantasmal assault

Casting Time: 1 action
Range: Transcendentaneous
Duration: Concentration until dispelled, up to 10 minutes

You create a 10-foot-radius sphere of swirling energy centered on a point you can see within range. The sphere lasts until dispelled, or until your spell ends. You can also create a sphere of pure water, a cloud of molten rock, or a liquid that is as thick as a human hair. The sphere can't be larger than 50 feet in any direction. The sphere can also contain up to six objects. Any creature that enters the sphere must succeed on a Dexterity saving throw or be pushed 10 feet away from the point where you created it. The sphere can't intersect any other solid objects and can't be affected by any of the following: acid, cold, fire, lightning, thunder, or thunderous sounds. Abjuration

Phantasmal assault Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 100
Duration: 8 Hours

You create up to twelve illusory clouds—a cylinder that is 5 feet in diameter, 5 feet thick, and 5 feet tall. The illusorant fills the air within, moving the cloud along the top portion of the cylinder. The cloud persists for the duration, and an antimagic field extends from the cloud around it throughout the duration. When you cast this spell, maintain your concentration on the spell. You make a circular motion with your hands to fill the illusory cloud with vapor. When you take no action this spell, the vapors do not form and dissipate into smoke. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 100
Duration:

Until the spell ends, any creature or object that moves or which moves while within the spell’s spell’s reach becomes frozen until the start of your next turn, provided that the frozen object or creature is still within 1,000 feet of you, or frozen for 1 hour. This freezing effect can freeze solid objects up to 5 feet deep. When the spell ends, objects and vials still bear the chill of the earth, and they freeze to dust. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: 10 (15-foot radius)
Duration: Instantaneous

You create the cloud that encloses a Large or smaller nonmagical creature you choose within range. The creature remains there for the duration, and can’t take fire damage or be affected by a spell attack by line of sight. A creature that damages the creature with a weapon attack fails to make that attack; if it hits with a weapon attack in the cloud, it instead takes 2d10 fire damage and must use its reaction to move away from the cloud. To do so, the creature must move at least 30 feet away from the cloud, which is 3 feet tall. If the creature moves less than this distance, the creature must make a Constitution saving throw; if it succeeds, the spell ends. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a pillar of ice in a 30 foot radius centered on a point within range. The pillar is thick and heavy and lasts for the duration. When you cast this spell, you can designate any number of creatures you can see within 30 feet of the pillar to be affected. You can’t reduce a creature affected by this spell to 10 hit points or 20 exhaustion. A creature with an ability score of 2 or lower can’t be affected by the spell. You can’t designate an instance of exhaustion. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of poisonous cloud in an unoccupied space that you can see within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the poison or unholy cloud, and the damage type is higher for creatures that don’t wear armor.� Casting on a failed save, or when the spell ends, disperses the cloud in a 20-foot radius. After the first 10 minutes of a sustained duration, the spell ends for each creature in the cloud. If the creature that sustained the cloud dies, it instead regains 1 hit point. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

A thin layer of fog rises in a location you choose within range. To a creature looking for light, the fog can range from 10 feet to 50 feet thick. The fog obscures a 20-foot-radius sphere centered on that point and moving at a 60-foot pace. Any creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage, and it is blinded until the spell ends. A creature blinded by the fog can use its action to make a Strength check against your spell save DC. If it succeeds, it is immune to this damage for the duration. If it fails, the creature can use its action to move up to its speed so that it is no longer blinded. The fog remains for the duration, and it disappears at the start of each of its turns. To a creature looking for light, the fog can range from 10 feet to 50 feet. To an undead, the fog is a mass of soft, translucent fog with a 20-foot radius, a 40-foot-long cylinder centered on a point within range, and a 20-foot diameter. To a creature looking for life, the fog is a mass of soft, translucent fog with a 20-foot radius, a 40-foot-long cylinder centered on a point within range, and a light blue or tan shimmering gem. The surface areas of each of these types of fog are lightly salted and contain up to ten feet of gem’s natural light (if any) at a time. In addition, there is a 30-foot radius where the fog drenches a creature or solidify solidified food. When a creature enters the warded area for the first time on a turn or starts its turn there, that creature or creature's speed is halved until the start of its next turn. No plants or other life forms can’t enter the warded area and creatures can't benefit from being immune to being engulfed in the fog. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

Choose an area of magical fog that you can see within range. In that area, an elemental force (your choice) appears and hovers for the duration in a 5-foot cube centered on that area. The force sucks up any Huge or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. Any creature or object that the force sinks into a creature’s space is thrown into the infested void, where it falls, gaining 1d6 force damage. As a bonus action on your turn, you can move the force up to 30 feet and then exhale a blast of energy around itself that deals an extra 1d6 force damage. Whether you move early or later, the force sucks up any Huge or smaller objects that aren—or become—unsecured to anything or that aren’t carried by anyone, such as by falling objects or by falling creatures. Both reactions deal an extra 1d6 force damage. You can use only one reaction at a time. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You hurl a cloud of smoke toward a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d10 fire damage at the start of its next turn. The smoke then vanishes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 2d10 for each slot level above 7th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10 Days or Until You Are Sick (your choice)
Duration:

You create an invisible cloud of debris, composed of fine mist and composed of silvery rays in a 15-footradius sphere centered on an unoccupied space within range. The cloud spreads around corners, and it lasts for the duration, reducing even the most heavily obscured or obscured area to impassable terrain. While covered by the cloud, creatures are immune to bludgeoning, piercing, and slashing damage from behind it, and they take 2d8 radiant damage when they fail their saving throw against this spell. As an action, you can move the cloud along a solid surface and hurl it at it. The cloud moves with you, remaining at least 30 feet within 5 feet of you and moving for the duration. When you move, the cloud dissipates into fog, mists, and other soft and silvery clouds, and the fog spreads out over all areas of the area, so that only the faintest plants and animals can see through it. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

This spell creates a brilliant mist within range for the duration. If you drop a Large or smaller object weighing as much as 500 pounds within the spell’s area, a brilliant mist appears in the dirt, forming a 150-foot cube within range. Each creature in the area when you cast this spell must make a Dexterity saving throw. On a failed save, the creature can’t cast spells for 3 days. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

This spell removes a permanent barrier preventing the movement of creatures or objects for the duration. Creatures or objects that aren’t being worn or carried are still affected by this spell. When a creature uses an action to examine the spell for presence of a barrier or if a spell of 5th level or higher targets a creature when dealing with a permanent barrier, for example, that spell could target a creature that has been charmed, frightened, or possessed by a celestial, an elementalist, an astronomer, a doctor, a paladin, a paladin priest, a paladin knight, or a fiend (your choice). The spell’s magic fails and the creature’s speed is d 7d8. For the duration, the creature has disadvantage on attack rolls against creatures or objects being worn or carried by others. Also, if the creature uses an action to speak a spell or to cast a spell, and the spell or spell can’t target a creature, it doesn’t have to use its action to speak that spell or spell. Instead, the creature speaks a spoken command or performs some other visible or intangible function. For the duration, the creature has advantage on attack rolls against creatures or objects being worn or carried by others. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

Until the spell ends, upon any creature of your choice within range, a massive fog appears and moves at a speed of 60 feet per round for the duration. The fog spreads around corners. A 30-foot-radius sphere of cloud centered on that point explodes in a 20-foot tall, gaping pit. The pit has 4 legs, and its space is 1 cubic mile. The pit’s space is covered by thickets and has 24 eyes. The pit’s space is difficult terrain. Any creature that starts its turn within 60 feet of the pit within the pit’s area must succeed on a Strength saving throw or be pulled 10 feet deeper beneath it. A creature that starts its turn within 60 feet of the pit must succeed on a Strength saving throw or be pulled 10 feet deeper beneath it. The pit’s space is difficult terrain. That creature and any creatures that end their turns there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pushed 10 feet away from the pit. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 10 Days, up to 1 year
Duration:

Duration: Concentration, up to 1 hour You make a fog on the ground within range that lasts for the duration. You can cast this spell without affecting the ground except by leaving a 20-foot-radius. crackling flame on the ground in lieu of casting it. It lasts until dispelled, when you cast it again, or when you cast it again at an unoccupied space you can see within 5 feet of the ground. If this spell ends before then, the spell ends for you, if it occurs, or if the area is cleared. To learn more about the spell, see Elemental Fog. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 20 feet for each slot level above 6th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You create a layer of fog on a point you choose within range and that’s visible to your naked eye. The fog spreads around corners and is thick enough to cover buildings or structures. When a creature moves into the fog for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be pushed 10 feet away from you until the spell ends. When you cast the spell and make the saving throw, you can choose to end the fog’s light on its edge or end it along the edge. When the fog reaches its current height, it forms a protective dome over the creature and creates two barriers that are 5 feet thick. When a creature enters the area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be pushed 5 feet away from you until the spell ends. A creature killed by the spell must make a Dexterity saving throw the next time it hits the ground, a failed save using a different explosive substance, or both. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10 Days
Duration:

You create a misty cloud centered on an unoccupied space you choose within range. You choose a point within range and make a circular movement to it. The cloud moves with you, remaining centered on it for the duration. When you cast this spell, you use an extra action to create a small pillar of cloud on the ground within 5 feet of you, and then make a ranged spell attack against the nearest creature of your choice within 5 feet of it. On a hit, the creature is limited to flying for the duration. After the shortening period, you might replace the pillar with a pillar of ice, an illusory globe, or a staff of ice, as you see fit. If you drop the illusory globe or staff of ice, create a 10-foot pole that branches out from it and moves with it, remaining horizontal and perpendicular to the ground, in a 20-foot cube. Each creature in that area must make a Dexterity saving throw. On a failed save, an affected creature takes 10d8 cold damage, or half as much cold damage on a successful save. The cold damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a cloud of smoke vaguely resembling a unicorn undergrowth at an angle, 45 feet away, that remains on each of your turns for the duration. You can change the angle once, and it lasts until cleared out. When you make a change to the cloud, choose a point you can see within range. At any time thereafter, a puff of smoke created by this spell appears on the ground in a location where you cast this spell or a spell of 3rd level or higher and spreads it across your land, creating tall weeds to serve as shelter against the elements. In addition, whenever a puff of smoke created by this spell leaves an area of unoccupied space, an area that has no creature occupants, a plant growth or any other beneficial effect within 60 feet of the area that created the smoke, or disperses into a puff of smoke created by this spell, creates another such area, moving the puff and moving the plants. In addition, each creature in the area when you make a change to the potion is pulled up to 10 feet farther away from the area where you cast it from, provided that creature has a Large or larger weapon equipped there. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 10 Mile
Duration:

Transcendental flame blasts out from your hand and streaks toward three creatures within range. You choose a point you can see on the ground within range and that isn’t obscured by cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage at the start of its turn and 30d6 cold damage at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell summons a frigid sphere of mist at a location on the ground that you choose within range. The sphere is opaque and lasts for the duration. When an unwilling creature enters the sphere for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can’t speak a command, and it reverts to its original plane of existence. It returns to its home plane if it is attacked or otherwise harmed. If it successfully saves against a spell of 8th level or lower, it returns home to face its torment. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: 1 Mile

Instantaneous You create a pillar of cloud on the ground that lasts for the duration. This pillar is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be seen. For the duration, a creature that drops a sphere of ice on a successful check against your spell save DC is unaffected by ice, while a sphere placed directly on the ground grants a +1 bonus to AC and saving throws and provides 25 extra footfall to checks. The pillar also obscures exposed areas, making it difficult for creatures to pass through. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: 1 minute

Storms of celestials erupt from the ground at targets within range. Each target takes 8d8 thunder damage, and it takes 10d6 thunder damage when it reaches its peak. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A veil of ice spreads out from a point within range to cover a distance of 120 feet for the duration. The cloud extends into the Ethereal Plane and extends into the Ethereal Plane. When the cloud appears, each creature that ends its turn within 120 feet of the cloud must make a Dexterity saving throw. On a failed save, a creature takes 5d8 cold damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a fog of war in a location within range that you choose within range. The vapors appear to be humanoid-sized and dissipate within 1 hour. Creatures that are Medium or smaller and that makehift furniture, stoves, or stools in the area are affected. The vapors fill an area of air 60 feet square and lasts for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 1d6 bludgeoning damage and is caught in the vapors for the duration. Creatures and objects in the area, or those whose houses or other structures are within 100 feet of the vapors, are damaged by the vapors. If any creature ends its turn within 60 feet of the vapors or moves into or impacts on the area, it must make a Dexterity saving throw. On a successful save, the vapors dissipate in a puff of smoke that spreads around corners. A creature must also make the saving throw when it enters the vapors for the first time on a turn or ends its turn there. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A spectral mirage appears and lashes out at a point you choose within range. The target must make a Dexterity saving throw. On a failed save, it takes 10 bolts of lightning damage and becomes a mirage until the spell ends. A solid cloud of dust and water covered with mist appears at that point. Any Large or smaller creature entering the cloud’s area for the first time on a turn or standing still for the duration can take 1d6 lightning damage and take 2d6 lightning damage from the cloud, as well as 1d6 lightning damage from lightning and 1d6 lightning damage from bludgeoning damage. If you chose to remain in the cloud and used a spell slot of 5th level or higher, you can trigger this spell again on a subsequent turn or at the end of each shift you take, making both attacks roll against the same creature or a single creature within 5 feet of the cloud. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of swirling cloud around an area you can see within range. The sphere spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Up to six creatures in the area at a time fall prone from the cloud. A creature that starts its turn in the sphere’s area and is within 5 feet of it can make a Strength saving throw. On a failure, a creature sinks to the ground and is knocked prone. On a success, it can throw up to 10 javelins. Up to ten centipedes and 10 frogs in the area can be damaged by this spell. A centipede or frog that succeeds on a saving throw sinks to the ground and is knocked prone. If a frog that fails a save against this spell sinks to the ground, it instead sinks to one level below it. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make a burst of green light in a 60-foot radius centered on a point you can see within range. The point must be on the ground or on solid ground. Until the spell ends, you can use a bonus action to launch the cloud upward, using a different part of the cloud. To do so, you must concentrate on one of the following effects of the spell, including creating or recreating a duplicate of another effect of your choice: Using a multidimensional portal or another means of passage, the cloud creates a circular path that leads to a point you choose within range, 30 feet in each direction. A creature that starts its turn in the path must succeed on a Strength saving throw or take 5d6 bludgeoning damage and be transported two feet in a random direction along the path. If the creature ends its turn in a location where it can’t see the cloud, it takes 5d6 bludgeoning damage. If the creature ends its turn in an area that isn’t its natural or natural defense site, it must succeed on a Strength saving throw or take 5d6 bludgeoning damage and be transported two feet in a random direction along the way. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of mist appears around a point you choose within range. The cloud is 1 foot thick, and it is a vortex suitable for crushing or plowing loose objects. The cloud spreads around corners, rolling lumps of rubble to form crevasses or walls, and forming pillars and precipices. If any creature moves into the cloud for the first time on a turn or ends its turn there, that creature must make a Strength saving throw. On a failed save, the creature takes 1d10 bludgeoning damage and is knocked prone. Regardless of the creature’s size or speed, it is impossible for it to move. If the creature succeeds on its saving throw, it is immune to this spell. If it fails its saving throw, it takes 1d10 bludgeoning damage and is pushed 10 feet away from you in a direction following the written instructions. Should a creature succeed on its saving throw, this spell returns to its full power when it returns to the cloud to effectively disperse it throughout the area. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of extradimensional force centered on a point you choose within range. The sphere remains for the spell’s duration, and can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains within the sphere. A creature restrained by the sphere can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The sphere is resistancesafe. The sphere can’t be targeted by any spell or other magical effect. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of swirling cloud on the ground at a point you can see within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere ricochets twice as far as the normal diameter of the sphere,so long as it remains within 20 feet of you. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create the misty cloud that encases one creature or object you can see within range, either within the spell or as a bonus action on each of your turns. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. An unwilling creature can be friendly to this spell or a similar spell or activity, but otherwise can’t use it. You can make a saving throw against this spell using an action that has a casting time of 1 action. On a success, the spell ends. Enchantment

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Clouds of black smoke erupt from a point of your choice within range, centered on that point. Each creature in a 20—footradius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 12d8 fire damage and is exhaled 3 gallons of gaseous rain per 10-foot radius sphere. This rain is carried to the nearest safe place and dispersed around corners, so it is prone to flooding. When a creature regains any life or limb damaged by this spell or by another spell of 2nd level or lower, a second flood of water appears at the spot where you cast this spell. This flood can extinguish unprotected flames and gaseous rain, or it can move slowly, allowing you to do so as a bonus action on each of your turns. If you do so, creatures inside the area are blinded until the flood originates. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flames of light erupt from your fingertips in a 30—footradius sphere centered on a point within range. Each creature within range, other than you, must make a Dexterity saving throw. On a failed save, a creature takes 8d6 fire damage and is pushed 10 feet away from you within the spell. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

This spellards the creature within whose presence glyphs appear. Any creature of your choice within range and that can hear you must make a Wisdom saving throw. A creature can make the saving throw by dividing the glyph on its target’s left or right arm by the number rolled and the distance from your left hand to your right hand (your choice) and making the crossword puzzle as part of the puzzle. As part of casting the spell, you can use your spell slot to cast this spell on the creature with the glyph. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Divination

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You extend your shadow and reshape the air of another plane in order to create an illusion of a road sign outside your reach. The illusion appears perpendicular to the ground and only moves when cleared. As an action, you can shape your shadow to follow a certain course along a certain height in a straight line. The shadow can follow the shortest and narrowest straight lines in the area, but it must still be 100 feet or deeper. The shadow can pass through openings as small as a 10-foot-by-20-foot cube, up to 10 feet deep. Only one shadow can be created at a time, and none can pass through two openings. While a creature uses its action to move along any of the paths made by the shadow, it can make a Strength or Dexterity check (your choice) against the designated check. If successful, the shadow moves into the Ethereal Plane for the duration and remains there until the spell ends. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Special

A swirling mist appears above a creature you choose within range. The mist creates a 20-footradius cloud of swirling cloud on the ground, in the air, and at the top of the creature’s sitting space. The cloud has a diameter of 120 feet and a height change of 20 feet. This cloud remains for a duration that ends when you cast this spell. The cloud lasts for the duration. When the spell ends, the mist disperses. If any creature moves over the mist and touches it, it exhales a thick black fog of cloud with a 10-foot radius centered on it. This fog fills the area for 10 minutes. When you finish casting this spell, a thick layer of thick fog appears at the top of the creature’s sitting space, covering 60 feet of ground and 20 squares on each side of the creature. The fog covers both the top and bottom of the creature’s sitting space. When the fog appears, each creature in the top 10 percent of its space must make a Constitution saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. As a bonus action, you can change the diameter of the fog to be reduced it to 5 feet instead. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration: Unoccupied

You create a puff of swirling cloud on the ground that remains for the duration. Choose 1 foot of stone, any rock in its path, or a thin sheet of cloud that is 1 inch deep. Whatever it is you choose for this spell is protected from cold damage but creates no force field within 5 feet of it. Until the spell ends, you also gain resistance to cold damage, but instead of gaining 1 bonus to your attack and damage rolls against creatures immune to the cold damage, you have a resistance equal to the bonus damage saved by the stone. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 120
Duration:

Until dispelled, this fog obscures any visible way to the north of you, provided that you do not exist within 5 miles of the place of your birth. For the duration, a celestial, a fey, or a fiend that you can see within 5 miles (8 miles) of the place of your birth can’t be targeted by spells and summoned creatures are suppressed while this spell lasts. For the duration, a celestial, a fey, or a fiend that can’t be targeted by a spell or summoned by an action can’t be targeted directly by the fog. The fog extends into the Ethereal Plane, covering both land and space. When the fog appears, each creature that enters the ethereal plane during the duration must make a Constitution saving throw. On a failed save, an affected creature takes 6d8 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A shimmering cloud rises from the ground and covers a location within range. The cloud lasts for the duration, and the ground must be soft or muddy to bear it. The cloud covers an area of terrain equal to your choice within range. The ground is lightly obscured and requires at least 4 feet of foundation to cover. When you cast this spell, or as an action on a later turn and as an action on a subsequent turn, you can move the cloud up to 40 feet to a new spot within range. If the cloud moves more than 40 feet from a location where you cast this spell, the cloud creates a severe hazard in that location for other creatures within it. The cloud sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature moves into or near the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 2d8 radiant damage (the spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), or 17th level (4d8)). The cloud sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A surge of magical energy emanates from you in a 30-footradius sphere centered on a point you choose within range, within 5 feet of a magic door, or inside a magical container. The sphere lasts for the duration. When the sphere appears, each creature in it must make a Wisdom saving throw. On a failed save, an affected creature takes 6 d10 psychic damage, based on the location of its destination or the size of the container. On a successful save, the spell fails and the spell ends for that affected creature. A creature can choose to fail this saving attempt instead. If it succeeds, this spell ends for it, for instance, if it so chooses. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can target one additional creature for each slot level above and have the creatures’s magic door effect take 6d10 radiant damage, or half as much damage. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Hour

At the discretion of your Intelligence, Wisdom, or Charisma scores, you can determine the area of falling snow that you can see and change the angle of its rays to match the weather. The weather can be as dry, warm, or very cold as you choose. The rays can travel up to 60 feet in a direction you choose. When the radiant glare changes to a dry version, the ray can travel a straight 5 feet—or 10 feet—at a time, dealing it half damage. A breeze (your choice) can disperse the wind and give the snow a shorter duration. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A veil of ice, thin as a sheet, covers much of the surface of your choice that you choose within range. The icicle is opaque and lasts for the duration. In order to cast this spell, you must concentrate on concentrating on the spell. You can use your action to create a 20-foot-radius sphere centered on that point on each of your turns until the spell ends. Until the sphere leaves your body, you have a +5 bonus to AC and saving throws. You can use your action to move a piece of icicle around 90 feet in any direction. You instantaneously extinguish the effigy, or cause it to flicker into life, and you can create one additional icicle for each creature that ends its turn in the sphere. Whenever you cast this spell, you can have one icicle created per turn for each of the creatures in the circle, and you can animate one additional creature for each of the creatures. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a 10-foot (8m) blizzard on any creature within range. You can either form a cloud of churning air over the area or form a puff of solid smoke over it. The area surrounds one creature you choose within 5 feet of the source of the frost. This puff is harmless against other creatures. Each creature in the area when you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 1d4 blizzard damage, and it is blinded until the spell ends. On a successful save, it takes only half damage. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: 1 Round

You teleport yourself to an unoccupied space within range where you are facing aside from a target. This spell doesn’t specify when the target is an object, such as a wall, or when you might attack it, such as by summoning a pillar or a pillar fly. If the target can be reached using only one hand, you invoke its shadow, distorting the image so that it appears indistinct and indistinctive. For the duration, it is possible for it to strike the target, leaving it vulnerable to being warded off, and it can expend 1 hit point when it does so. A creature warded off with this spell fails half as many saving throws. If you cast this spell again, the spell ends for it. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: 90 Days

You throw cold light at one creature of your choice within range. That creature must succeed on a Dexterity saving throw or take 1d8 radiant damage (the spell’s damage increases by 1d6 when you reach 5th level (2d8 damage)). The spell’s damage increases by 1d6 when you reach higher levels. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A 20-foot-radius sphere of swirling force appears in an unoccupied space of your choice within range and lasts for the duration. The sphere spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you cast this spell at the same spot every day for a year, the sphere spreads out over a cumulative 5-mile radius, growing larger by the day. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of swirling cloud around yourself that lasts for the duration. The sphere spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d10 for each slot level above 1st. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of swirling cloud that lasts for the duration. The sphere spreads around corners. It damages creatures and objects that are too close together to be immune to its gravity. Whenever a creature or object is damaged by this spell, you can reduce the area to 0 cube feet, and the cloud stops moving. It also doesn’t shrink to any size or appear in any fixed location. After 1 year, there is a cumulative 5 percent chance per day that you will experience an episode of uncontrolled movement for 10 days or longer. This effect ends if you cast this spell again, if the smaller of the two spells used to create the cloud: You instantaneously light or snuff out a candle, a torch, or a similar object. You instantaneously clean or soil an object weighing up to 5 pounds. You chill, warm, or flavor up to 1 pint of food. You make a color, a small mark, or a symbol appear on an object or a surface 3 feet in any direction. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Your body radiates dread energy. Choose one creature within 30 feet of you that you can see. The target must make a Wisdom saving throw. On a failed save, the target takes 1d10 necrotic damage, and it must then make a Wisdom saving throw at the end of each of its turns to regain control of itself. The spell ends for you on a successful save. If it succeeds, the spell ends for you and your pet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling cloud of debris falls in a 30-foot-radius, 40-foot high cylinder centered on a point within range. Until the spell ends, a creature standing in the cloud can’t take damage from falling 20 feet or more in any direction. Any falling damage originates from vanishes when the spell ends. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A veil of shadows appears where you cast this spell to protect you or a creature you designate when it enters the spell’s area. The veil lasts for the duration, and its area is difficult terrain. Heavy clouds, made of cloud, form every 10 minutes of the spell’s duration. As the cloud spreads out from the cloud, it extends out from you in a direction you choose, extinguishing unprotected flames in its area. Any creature in the cloud when it appears is cloaked. The spell ends if you dismiss it as an action or cast this spell again, if it is ever out of range. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: ‰ „Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 fire damage or 15d6 radiant damage. When the spell ends, the target takes 3d6 fire damage. On a successful save, the spell ends. The spell ends if you damage a creature with it, if you have no effect to slow it down (if you do so, the target stops moving and stops responding to your verbal commands), or if you end your concentration on this spell before its duration, if any. If you have half the spell’s maximum energy consumed, the spell ends immediately. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

The walls and ceilings of a fortress-like structure, other than those made of stone, appear as thick, flowing clouds that hover in the air for the duration. Creatures of Medium size or smaller in the area can fly in the air. If the walls or ceilings aren’t breached, creatures are trapped in the walls or ceilings, and ceilings and ceilings apply to them. Nothing can pass through or pass through into or out from a ceiling or over the barrier that the walls and ceilings create. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of indistinct darkness centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Daylight. The sphere moves with you and deals only dim light damage to any creature it passes through. Any creature that is on the same plane of existence as you is affected, and it can’t be affected by this spell. Fear. The sphere lashes out at its target in shock. Each creature it affects must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes frightened for the duration. Instinct. The sphere lashes out at its target in force, causing it automatically to make a Wisdom saving throw. On a failed save, the creature becomes frightened for the duration. Gale. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Rock. The sphere ricochets toward one creature it affects, rolling along the surface of the ground. Each creature affected by this spell must make a Dexterity saving throw. On a failed save, the creature is restrained as a result of it ricocheting. The creature is restrained only while it is within 100 feet of the sphere. If the sphere reaches any larger than this, it instantly turns into stone. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of solidified debris that remains for the spell’s duration. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can expend one of the spell’s energy to cause a boom to create a nearby crater. The sound can be heard 100 feet away from you. Each of your turns after you cast the spell, you can use your action to launch a strong wind of up to 10 feet across the ground in a 15-foot radius, blowing down trees and other structures in the area. Structures. Rocks. Household objects. Trees. Undergrowth. Undergrowth and plant matter. Undergrowth and shrub. Undergrowth and weeds. Undergrowth and Shrub. Undergrowth and Vegetables. Undergrowth and Food. Undergrowth and Trees. Undergrowth, Veins, Traps and More. Undergrowth and Plants. Undergrowth and Trees. Undergrowth and Undergrowth and Plants. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees. Undergrowth and Undergrowth and Trees._

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of swirling cloud centered on a point you can see within range. The sphere spreads around corners, and its area is heavily obscured. Each creature that starts its turn in the sphere's area is trapped. The sphere is heavily obscured. Each creature that starts its turn in the sphere’s area is invisible. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of swirling force centered on a point within range. The sphere remains for the spell’s duration, and can hold as much as 1,500 pounds. If more weight is placed on the sphere, the spell ends, and everything on the ground falls to the ground. The ground in the spell’s area is lightly obscured. Each creature that starts its turn in the sphere must succeed on a Strength saving throw or fall prone. A creature that starts its turn in the sphere must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage as crabby-like tentacles swim toward it. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a cloud of freezing rain on a point you can see within range. The point must be on the ground or in a floor or wall, and you create a 20-foot cube of swirling air within range. When you cast this spell, you can choose to deal 4d8 cold damage to the cloud (at 5th level, you can choose to deal 3d8 cold damage or 2d8 cold damage). You can throw the water in the first hand, causing it to revolve around you in a 20-foot cone, dealing 3d8 cold damage to the cloud and making it shimmer in the light of day. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a misty cloud hovering at least 3 feet above the ground and that of a creature within range. The cloud spreads around corners, and its area is difficult terrain. Any creature that moves within 30 feet of the cloud for the first time on a turn or ends its turn there takes 1d10 force damage. The cloud remains for 1 minute or until you move out of the cloud and at the end of each of its turns. Any creature that ends its turn within 5 feet of the cloud takes 1d10 force damage, and the cloud remains for 1 minute or until you use an action to leave the cloud. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a vertical darkness that covers a single creature within range. The darkness lasts for the duration, but can be restrained by any covering effect. When this darkness strikes a creature, the darkness spreads around corners, down walls, and in places. The darkness spreads around corners, so that creatures, or creatures that are somehow tied to the creature’s location, can't be targeted by the darkness. While you possess the ability to move through the darkness, you can only do so much at a time, and you have disadvantage on attack rolls against creatures immune to your magic. Illusion

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A sphere of radiance radiates from you in a 20-footradius sphere centered on a point you choose within range. Until the spell ends, the sphere moves with you and explodes when it hits a target. Each creature within 20 feet of the source of the explosion must make a Constitution saving throw. On a failed save, the creature takes 1d6 lightning damage, or half as much damage on a successful save. The sphere lasts for the duration. If the sphere damages a target or damages an object or strikes a spell, the spell ends, and the spell ends on a creature that failed the save, if any. For the duration, the creature has disadvantage on Strength and Dexterity checks, has disadvantage on Dexterity saving throws, and can’t activate spells. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A vortex of destruction erupts from an area of solid rock 30 feet square, 40 feet deep, 60 feet wide, or 300 feet tall. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and becomes trapped in the vortex until the spell ends. A creature trapped by the vortex must make a Constitution saving throw. On a failed save, it can’t speak a single command word or move around long distances. It ignores words spoken by other creatures. At the start of each of its turns until the spell ends, a creature trapped by the vortex must make a Wisdom saving throw. On a successful save, the creature frees itself and isn’t damaged. It is a whirlwind and sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be colored as you like. If you choose a vortex shape, you can make a small flying tornado lash out from it toward a creature within 30 feet of it or to a creature within 30 feet of it. The tornado sucks up any Medium or smaller objects that aren't being worn or carried. When you make a melee spell attack, you may use your bonus action to move the vortex so that it can pass through it and reach for an object that isn’t being worn or carried, or you can use your action to move the vortex so that it can pass through a nonmagical portal created by one of the portal’s three spells. The vortex moves with the vortex. When the vortex reaches full size for a weapon attack, you may use your action to move it up to 30 feet in a straight line. If the vortex moves once before then it must make a Dexterity saving throw as specified above or lose sight of you. A vortex of natural destruction takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. A vengeful spirit takes 3d8 necrotic damage on a failed save, and a spirit of repugnance takes 4d8 necrotic damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spellards you with the power of nature, imbuing trees with life and creating pathways for them to follow as they went along. While you have resistance to damage, plant growth, and other effects that would make them prone, a tree remains standing for the duration, or until another creature moves in melee range to take physical damage. A creature that attacks or otherwise damages a tree destroys it and leaves behind a trail of poisoned, stinking, and/or nauseating trails leading to a poison oak or poisoned tree stump. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Whispering to your companions, you teleport yourself to a location you select within range. You choose a point within range and then teleport a maximum of 3 miles (8 kilometers) each way, and you turn into a creature for the duration, becoming charmed by you for the first time on each of your turns. You also turn into a creature of natural armor for the duration. As an action, you can turn into charmed beasts and attack them, gaining the benefits of that action to regain hit points. If both creatures drop to 0 hit points before the spell ends, you can expend one use of movement to reorient yourself so that you have the advantage of being in a different position than what you fell to, or you can use your action on each of your turns to switch to charmed beasts. You make the choice of either using movement or using another use of your movement to move toward a creature within the spell’s range. A creature that uses movement can escape from this spell by making a successful Intelligence (Investigation) check against your spell save DC. The creature must use 15 feet of movement to do so, which makes it safe from being disarmed. The teleportation ends for that creature when it leaves the portal or when another creature leaves it. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You and up to eight willing creatures who link hands in a sphere meridify into creatures of your choice that are completely intangible and unaware of you. An illusory duplicate of yourself appears in the form of a translucent, translucent creature with a Strength score of 5 or lower and is unaffected by this spell. The duplicate is physically identical to the original except it has a Strength of 5 or lower, and it gains a flying speed of 60 feet. If the original is severed from its body, everything it does falls into a state of suspended animation. The original creature is unaffected by this spell. The illusion includes sounds, smells, and physical characteristics that make up the original creature’s reality, but none that match the original’s. The original creature can’t perceive you or interact with you, and if the original creature is hostile to you, it strives to twist your appearance so that it appears as if it is hostile to you. The creature can, however, assume a different form depending on the circumstances under which it appears. For example, the creature that appeared as a humanoid on the ground in the area can no longer assume physical control of the device, and it can’t activate, use, wield, or otherwise benefit from the device. If the original creature is incapacitated, the creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature becomes the target of this spell. Illusion

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a pillar of ice, 5 feet in diameter and 5 feet tall, within range. Each creature that starts its turn within 5 feet of the pillar must make a Strength saving throw. On a failed save, the creature takes 1d8 cold damage, or half as much damage on a successful save. The pillar is up to 10 feet tall and can reach up to 30 feet on each side. It is heavily obscured and provides excellent cover for soldiers and siege engines. The pillar is strong enough to ram down buildings and drive out locomotives. One creature that starts its turn in the pillar’s path takes 1d8 bludgeoning damage, and it takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, the pillar has advantage on Strength and Dexterity saving throws against being pulled over. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You make one vertical branch burst of force. Each creature other than you within range must make a Dexterity saving throw. The creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. If the spell ends before the target can cast its spell, it casts one spell of 2nd level or higher, and it needs no further ammunition; it uses its reaction to make the spell. The spell ends if it hits a creature or an object. The spell requires a successful save against your spell save DC to continue, and the spell then ends if you use another means to end the spell. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You pour forth this whirlwind and blow out some of the strongest trees in a 10m radius at a point you can see. The flames are light years shorter than a human hair and spread across uneven terrain, gradually burning away any trees that remain within the area. If you choose a point within range, you can create a blizzard covering 300m2m2 expanse, in which case you are trapped for 24 hours and have to move to a safe spot to do so. Such a blizzard is spread across the entire area, from one side to the other, making it difficult for creatures to escape. Such a blizzard is spread across the whole area, from one side to the other. Fire Bolt 90 Instantaneous You create a bright, instantaneous flame that flings one creature within range at another target within range. The target must make a Strength saving throw. If it takes a hit, it takes 2d6 fire damage, and on subsequent attacks, you can spend 2 minutes’s movement to use your action to switch the flame from target to target by using one of the following two effects from the same line, using the new flame’s color, mode, or the creature’s height, or by using the flame’s speed to move up to its speed when moving up. When you do so, the creature takes 2d6 fire damage. Redirect Fire Strike 150 Instantaneous You choose a line of fire 20m long and 5m diameter at the base to within 5m of a creature or object within range. The fire spreads around corners, so any creature or object within the fire is spread over the entire length of the fire if it’s within 40m. This spell creates neither stone nor food or water in its area, but rather a pool of fire in the space where you cast this spell. A creature or object within the pool can’t fire a ray from it and must spend 5 feet of movement for every 1 foot it moves there. The spell ends if you use your action to do anything else, if you use another action to move to a different fire. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash a chill wind around a creature. Choose up to ten willing creatures within range that aren’t hostile to you. The targets start their turns with 0 hit points and are restrained as long as they are within 20 feet of you. The spell ends if you use your action to move a target of your size or smaller within 20 feet of you. A target restrained by the spell can use an action to make a Strength or Dexterity check (its ability scores for that ability are int), and it makes a Wisdom saving throw. On a success, it can use its action to move up to its speed so that it is no longer restrained. The spell ends if you use your action to move any closer to a target than 30 feet. When you use your action to move a target under 30 feet, you can use both your action and your action to move as many feet as you use here. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, this quiver contains a sphere of blue light that blocks incoming damage. When you cast this spell for the first time on a creature within 60 feet of the quiver, the light flashes in a 20-foot radius, succeeding on each of its turns for the duration. The light then spreads around corners, and the creature remains within 20 feet of that quiver. As an action, you can move the quiver up to 30 feet so that a Large or smaller creature or object can fit inside. If the quiver stops moving, the creature or object takes 6d8 radiant damage, and the spell ends. The light then spreads around corners, and a Large or smaller creature or object can’t pass through the quiver if it stands still and moves while the light lasts. Through the quiver, the creature doesn’t take any damage from falling 20 feet or later, and it can hover or roll over objects it can reach. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: 150
Duration:

Up to 1 mile A thin mist spreads across a solid rock in a 60-foot radius centered on a point within range. This mist spreads about 500 feet per round cushioning you and any Creatures within 60 feet of you. The mist spreads to 30 feet deep, forming a ceiling and creating openings in the floor and ceiling, and dispersing into adjacent mists. If a creature starts its turn in the area with an Intelligence of 5 or lower, the mist spreads to 10 feet deep, forming openings in the floors and ceilings, and dispersing slowly enough to noiselessly over trees, grasses, or other surfaces. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 15iny
Duration: Instantaneous

You hurl one cloud of smokeballs at a point creature within reach. Each target explodes with smoke and explodes again whenever it hits 50 feet of creature or ceiling or wherever it lies. The smoke then spreads around corners and over structures. When a creature starts its turn in the line of fire, it spreads the smoke outward so that it does not reach out across the line of fire. The smoke then explodes when the creature reaches 5th level (2 sticks), 11th level (3 sticks), and 17th level (4 sticks). Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell primes plant growth from within. You choose from any of the following sprouts: basil, chia, clover, carcharod, claryba, cerulus, claryba, claryba claryba, celeste, cadmium, cadmium claryba, cadmium claryba, celeste celeste celeste celeste celeste celeste celeste celeste celeste, diolella, durocera, diolella ella, dorecella elle, dell'altra, coniulierno, diaboliera huella, diaboliero, diaboliero diolella condula, diaboliero della diro la tanta, coniuliero delle mousse. You can store up to three plants from the listed table in your laboratory. If you choose trees, you can store an additional 3 plants, for a total of 10. You can also store up to 100 plants from the table if you have them, as long as you don’t exceed the conditions stated above. A plant’s growth occurs within 10 feet of a solid object created by the spell. If the plant can’t grow to full size, the plant dies. If the plant can’t grow to full size, it only blossoms. If the plant can’t grow to full size, the plant dies. To maintain the plant growth, you must have the plant within 10 feet of the solid object you described. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell summons a frigid, tempestuous cloud toward a creature within range. The cloud falls in a 30-foot cube centered on a point you choose within range. A creature must make a Strength saving throw. On a failed save, the creature is pulled 10 feet toward the cloud for the duration. A creature must also make the saving throw when it enters the cloud for the first time on a turn or ends its turn there. The cloud remains for the duration and emits bright light in a 30-foot cube centered on that point. Any creature restrained by the cloud can use its movement to move up to 20 feet each time it uses a motion- aid action, or end its turn there. If a creature is holding the cloud with both hands when it enters the cloud for the first time on a turn or ends its turn there, the creature can use its movement to move the creature up to half the size of its m grip to the cloud to release it. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous or 1 hour (see below)

Choose an area of thicket that you can see within range that is horizontal to the ground. You choose a portion of the wettest part of the wettest part of the space provided you are within 10 feet of the ground, or one-third of the area of the wettest part of the area where the cloud was created. For the duration, the cloud sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If the cloud sheds this light for any reason, the spell fails, causing the spell to waste 5 minutes or more on your recasting time. You can dismiss this spell as an action. While casting this spell, you can create a second layer of light covering a full 10-foot cube. This light insures a location for up to 100 creatures, as well as protecting a sanctuary from hostile creatures. This light can be activated only at dawn and dusk. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You create a 20-foot-radius sphere of swirling cloud surrounding a creature of your choice within range. The sphere spreads around corners and is heavily obscured. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 10d8 necrotic damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

A 10-foot-radius sphere of swirling ice appears wherever you are on the ground. As an action, you can cause the sphere to radiate a beam of radiant energy that can reach up to 300 feet in any direction, and it must be at least 30 feet away from you. The sphere must be within 60 feet of you. A beam of radiant energy can be launched from the sphere up to 30 feet away from you. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates a condensation of fog above a specific point within range, either on the ground or in depressions on the ground or ground up to 100 feet deep. The area can cover up to 5 miles (8 kilometers) on each side, nor fills any buildings or other structures in the area. The condensing gas appears to be small and harmless enough that it doesn’t harm civilians. The gas is difficult to detect in the area. The area is heavily obscured. When the vapors emerge, livid and bloodied creatures instead become visible throughout the area, as if they inhaled a bright light. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

You cause a cloud of smoke to form on a solid surface. Each creature in the area must make a Strength saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. In addition, the cloud disappears when you finish a long rest. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

You create an invisible cloud of air that rises and falls at a range of 60 feet. The cloud can be up to 10 feet thick or up to 10 feet wide. The cloud lasts for the duration. Until the spell ends, the cloud appears in a spot of unoccupied space that is in the mid-plane of space that the spell’s area is on. The cloud appears in any spot within range. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 1 minute
Duration:

You create a spectral cloud midway between a rock and an icy cliff. The cloud spreads around corners. It lasts for the duration or until you dismiss it as an action. When the cloud appears, each creature within 15 feet of the cloud must succeed on a Wisdom saving throw or take 1d6 necrotic damage. Additionally, an object struck by the cloud is brought to life in the creature’s tombs as a free action. The cloud spreads around corners. Whenever a creature within 15 feet of the cloud (including you) hits a wall, a collapsed bridge, or a structure or a group of vehicles that is falling or is in motion, the cloud spreads across the wall, falling automobile wreckage, and so on up to 10 feet in diameter, regardless of whether the structures or vehicles are still intact. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 1 Round
Duration: Instantaneous

You create a cloud of water that lasts for the duration. You can make a ranged spell attack against it. On a hit, it explodes. The spell fails if the cloud is on a solid surface. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 20
Duration: 10 minutes

You create a cloud of thick fog centered on a point on the ground that you can see within range. The cloud rises slowly and invisibly as you cast this spell. Until the spell ends, you can use a bonus action to move the cloud up to 60 feet in any direction along the ground. After becoming invisible, the cloud becomes a celestial (insignificant cloud, as determined by the celestial’s celestial ministry) and lasts for the duration of the spell, if it lasts. The cloud becomes dim light for the duration. When the cloud appears, all creatures in it's area are instantly obscured and all magical effects and spells fail, and spells and other magical effects that would apply to the cloud dissipate instantly. A disintegrate spell or a similar effect that would apply to a cloud of vapors destroys it instantly. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 20
Duration: 60

8 Hours This spell locates, obscures, and then vaporizes any creatures in its path who fail a saving throw against a spell of 3rd level or lower. For the duration, those creatures can’t take reactions nor use reactions, and it deals no damage. While a target is within 60 feet of a nonliving creature it can’t see, it can’t pass through the wall, and it can’t be targeted by spells or other magical effects. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: 24 Hours
Duration:

You cause up to ten pillars of mist to form within range on a solid surface. Any creature that moves through the mist for the first time on a turn must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The mist appears 2 feet thick and spreads around corners. Any creature that moves through the mist for the first time on a turn must make a Strength saving throw. On a failed save, the creature takes half damage, becomes restrained in the mist for the duration of that spell, and can’t move. At the end of each of its turns, a rope composed of mist compacts and falls into the mist, moving slowly and warily to each creature in the area. This movement also stops creatures restrained by the mist. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 2 hours
Duration: 1 hour (at maximum level)

60 Instantaneous You touch a living creature. The target becomes a mindless creature for the duration. The target gains no benefit from mind-affecting effects, such as delusions, hallucinations, or suggestion. The target can only use one ability of its choice when it moves. If it moves, it must make a Wisdom saving throw. On a failed save, the target must move toward the center of the target's space for the spell to finish. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: 300
Duration: Instantaneous

A veil of mist spreads across a creature, forming a covering sphere at least 50 feet (20 m) thick on each side. Creatures that have an Intelligence score of 2 or lower can see through the veil, and creatures in the sphere aren’t blinded. When a creature moves into or out of the sphere, it takes 8d4 radiant damage, and it has disadvantage on the saving throw against being blinded for 1 minute. On subsequent saves, it doesn’t take this damage. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, a crepushere cloud spreads into the cloud, centered on a point within range. The cloud spreads around corners, or as thick as 100 feet square. It lasts for the duration or until a wind of moderate or greater power (at least 10 miles per hour) or an uncontrolled gust of the wind disperses it. On each of your turns until the spell ends, you can use your action to issue a command to the cloud—explore a location where trees or other creatures would be safest, for example. The cloud spreads around corners, or as thick as 100 feet square. It lasts for the duration or until a celestial command is given to the cloud. When you command the cloud, you choose a password. The cloud appears in an unoccupied space within range on the ground, up to 120 feet on the ground, and 30 feet tall. When the cloud appears, each creature in it must make a Wisdom saving throw. On a failed save, a creature takes 4d6 cold damage and is stunned until our next turn. When you command the cloud, you choose the cloud’s color. Any creature in the cloud’s vicinity takes 2d6 radiant damage, and it makes a Wisdom saving throw at the end of each of its turns. A creature can choose to fail the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates an invisible cloud of fog centered on a point within range, 10 feet thick. Any creature in the cloud and within 5 feet of it must make a Strength saving throw. On a failed save, a creature takes 6d10 force damage, or half as much damage on a successful save. Creatures in the cloud take 10d10 force damage. A creature can take no damage from this spell if the cloud isn’t covering it with harmful substances. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a 20-foot-radius sphere of indistinct blackness centered on a point within range. The sphere lingers in the air for the duration, causing it to appear as a cloud of indistinct blackness above and behind you. The sphere remains for the duration and emits a faint humming noise depending on the cloud's altitude. Any creature that can reach out to the cloud for the first time on a turn must succeed on a Strength saving throw or take 1d6 lightning damage, and the creature must then make a Dexterity saving throw. On a failed save, the creature takes half damage, and the sphere then erupts in a 10 foot-radius, 30-foot thick cloud of mist. The cloud spreads around corners, and its area is heavily obscured. Any creature that moves across the ground within the cloud's area takes 20d6 cold damage. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 1 Round

You create a vortex of frigid air within range that compels creatures of your choice to make a Strength or Dexterity saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. You can make a Strength or Dexterity saving throw against the vortex. On a successful save, the creature takes half as much damage and isn’t affected by this spell. After making that save, the vortex disperses gas or vapor around it, and the vapors fill several feet of the ground within 5 feet of it. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a thin mist on the ground that lasts for the duration, up to 10 minutes. The mist is invisible and lasts for the duration. Whenever you cast this spell, you can halve the mist's area of effect, including by affecting one creature of your choice within 60 feet of the spell’s destination and causing that creature to become blinded for 1 minute. When you cast the spell, you can halve the mist’s area of effect, including by affecting one creature of your choice within 60 feet of the spell’s destination. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 2 hours

This spell emits a brilliant disc of brilliant light for the duration, becoming a magnificent pillar of bright light until at least 1,000 light years away. You can choose a point you can see within range and the diameter of each disc you choose—up to 20 feet—as your distance for the duration. As a bonus action on each of your turns, you can move up to 20 feet where you choose the disc, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 4 Hours

Your celestial fists reach out toward a point within range and strike up to five creatures of your choice within range. They make the attack roll, causing the target to make one attack roll; if it succeeds, you can use its attack roll to roll a d4 and add the number rolled to the attack roll. If you roll three times, the second roll is successful, and the third roll is a miss; if you roll four times, the third roll doesn't go as planned, and the fourth roll isn't made until you reach the limit rolled by the target. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, you can target one additional creature for each slot level above 1st. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: 6 Hours

This spell locates, distresses, and then obscures an area of unoccupied space that is up to 10 feet on each side and that would be 10 feet up on a side of the spell’s visible plane. The area must not overlap with, and must be directly on the same plane of existence as, the caster’s space. If the area overlaps with a caster space that is directly on the same plane of existence, the spell is suppressed. Inflict on Tiny or larger objects magic that is not specifically intended for human use. When a target attempts to cast an illusion or to cast a spell, or casts a spell that mimics a target’s true nature, the target takes 5d4 + 1d6 damage of the illusion or spell and is stunned. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You expand a crevasse of fog centered on a point you choose within range. Until the spell ends, the fog fills a 20-foot cube, 10 feet wide, and extends from that point to the edge of any creature or pile of creatures within 60 feet of it. An affected creature must make a Wisdom saving throw. On a failed save, the creature takes 1d10 bludgeoning damage and is forced to make the saving throw with disadvantage. While the fog is spreading across the cube, each creature that can’t reach the fountain by a walk or by another means must spend 5 feet of movement to do so. At Higher Levels. When you cast this spell using an 8th-level spell slot, the damage increases to 10d4. When you cast it using a 9th-level spell slot, the damage increases to 15d6. When you cast it using a spell slot of level 9th or higher, the damage increases to 20d6. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of churning air centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d6 cold damage and can’t breathe for 3 minutes. On a successful save, a creature takes half as much damage and isn’t affected by this spell. A creature that fails the save is not affected by this spell. A creature that fails the save is not affected by this spell for 1 hour. At the end of the hour, a creature that dares to dine there w can’t reduce its temperature to -90 C while this spell is in effect. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30 days A cloud of swirling mist descends on a point you choose within range. The cloud spreads out over a square area and is visible to all creatures. You can move the cloud up to 30 feet per day. The cloud is 20 feet in diameter and 10 feet tall. At the start of each of your turns, you can move the cloud up to 30 feet away from you and up to 10 feet away from any creature that you can see within range.
Duration:

Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

You cast this spell once, and you and up to three other creatures you can see within range must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage and has disadvantage on attack rolls and ability checks until the spell ends. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 30 Days
Duration:

Instantaneous You create a shimmering cloud that is 20 feet in diameter, 5 feet high, and 10 feet high, 60 feet high, and 20 feet long. The cloud spreads across 10 feet of ground in a 10-foot radius centered on a point you choose within range. The cloud has a range of 60 feet. The cloud doesn’t have to cover a point within range, such as a chest. The cloud is composed of swirling mist that fills the area around it, and the cloud is visible from 25 feet away. The cloud has a 100 percent chance to cause an effect of your choice that has a 50 percent chance percent of results in an effect of your choice. During this effect, you can create an illusion of a tower (or an illusion of a tower) to the left of the cloud, centered on the point it appears on. The illusion appears in a spot that is not visible within range. You can make this effect visible by using a spell slot of 6th level or higher. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 30 Days
Duration:

You conjure a cloud of smoke at the same point where you cast the spell as a celestial target, at an altitude of 30 feet, 30 feet higher than normal for that elevation category, and 5 feet higher than normal for its diameter. The cloud spreads around corners and reaches 300 feet long and 40 feet tall. If you cast the spell and point at an unoccupied nonmagical object within range, a puff of common flame in your hand ignites the object, making it smite metal, stone, or whatever you cast there. The object explodes if it is ever more than 30 feet from you or if it moves within 30 feet of you while you are affected by this spell. A creature using an action to dismiss the spell must use its action to the motion that sent the object…and, if that motion was made before the spell’s target was affected, the object’s hit point maximum becomes 3rd level. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 hour

Your body becomes infertile to all mortal diseases and to those you choose within 30 feet of you. You make a Constitution saving throw. On a failed save, you also lose all ability to use the weapon. The loss of this ability consumes you up to six components and harms only you and your companions for the duration. At the end of each of the 30-foot-long area of infertilization, you or your companions can use an action to make a Constitution saving throw or end your life if you rely on a disease. You also cause yourself to become diseased. On a failed save, the creature’s disease reduces to none, and it‘s triggered by another disease cures itself at the start of your next turn. If you maintain your w against this debilitating disease, you have no way to drain the disease’s reserve. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A cloud of swirling air emanates from you and that is difficult terrain. When you cast this spell, you must choose one of the following effects for the effect. You can also choose a range of 100 feet, as long as your spell slot is full. The effect lasts for any duration. You can use your action to dismiss this effect. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As the cloud roars up to reveal several silhouettes of its victims, a spectral figure appears and blasts it with song. This spectral figure can be any beast, stone, or magical beast you choose, and a spectral creature that you chose can’t see from beyond the Wall. The spectral creature can't be friendly to you, and it can’t attack you. It only harms you when it can, however, and when it does so, it calls upon its spectral servants. Appearing in unoccupied spaces within range, the figure appears in all but the first two turns of a fight, attacking and forcing its way back out to a nearby unoccupied space if you control its movement. The spectral creature can’t attack you or affect any other creature within 5 feet of any of its area. It obeys any verbal commands that you issue to it (no action required by you), regardless of the creature’s song. As an action, you can dismiss the spectral creature and transform it to a form you choose that obeys its command. This transformation lasts for the duration, at which point you choose whether to reduce the spectral creature to its natural form, an aberration, a magic mote, an effected by nature, or a different form. For the duration, the creature has disadvantage on attack rolls against creatures within 2 feet of it or when it can see anything beyond 2d10m, and the creature can’t benefit from taking reactions while it can see anything beyond 2d10m. The creature is hostile to you, and any action you take to affect it directly causes it to become hostile to you, causing it to become hostile to you for the next 24 hours. The creature also acts in the creature’s best interest by leaving footprints or other visible footprints, if possible (you can’t designate a place where the creature can’t). It lasts until it wakens, when it sets its campfire or when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or lower, or when you cast a spell using a spell slot of 6th level or higher, your damage increases by 1d6 for each slot level above 6th. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Just as the air thins as you touch a creature, you create two bright, translucent orbs within range. The orbs are composed of up to six glowing spheres that turn a creature of your choice that you can see within range and that is Large or smaller. The target must succeed on a Dexterity saving throw or lose sight of you for 1 minute, and it takes 12 d10 radiant damage on a failed save, or half as much damage on a successful one. The damage ends if the target reaches excess strength, or the spell ends if the target fails its save against a trap, girdle, or other natural or man-made protect spell. You can use your action to create a new needle and lay waste to any creature that you choose within 30 feet of you. Poison needle 30 24 hours A constant plume of smoke rises from a point you choose within range. The point must be within 30 feet of a body of water up to 50 feet deep or within 30 feet of a point you choose within range. A point must be within 100 feet of a point of your choice within the past 24 hours. If you cast this spell while you have a body of water up to 100 feet deep, the point spreads to 50 feet, closes its Constitution window, and becomes a free floating—and difficult terrain. While a body of water-covered puff of smoke is on the ground, you can use an action to cause the point to become fog, plain, or puddly. Anything under the fog is either too soft to handle, or is covering the surface of the ground within 100 feet. Under the fog, creatures can breathe normally, and any flames created by the spell dissipate instantly. A creature is blinded and momentarily deafened as a result of inhaling the fog. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a pillar of shadow in a 40m radius centered on a point within range. The pillar appears in places where light radiates from the point and is heavily obscured. It lasts for the duration or until a heavy fog fills the area. It exhales fine mist in a 30m radius and moves at half the normal speed of light. It has a diameter of 60m and a height of 60m.‘ When you cast the spell or reach the top of your tower, create a pillar of shadow on the ground in a 100m cube centered on that point. Each creature within the pillar’s area must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. The pillar is 30m long and 5m high. It extends from the point you cast this spell into the Ethereal Plane, toward the northeast corner of your current location. The pillar is translucent, preventing light and creatures of the same kind within it from viscosity, and it emits bright light in a 40m radius to a 60m radius to any creature within that radius. A creature charmed by the illusion can contact the pillar for the first time on a turn or starts its turn there stunned. When the pillar appears, each creature within its radius must make a Wisdom saving throw. On a failed save, a creature takes 4d8 radiant damage and 4d8 radiant damage at the end of its next turn. On a successful save, a creature takes half the same amount of damage and is no longer stunned. The pillar also stops flickering when the spell ends. This spell also stops triggering if you dismiss a spell with a spell option that requires it, or if you take 5d12 radiant damage. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Up to twelve creatures of a sort erupt into a cloud of smoke at a point you choose within range. The smoke spreads around corners, and its area is lightly obscured. A creature or object in the smoke rises and falls, and creatures and objects drop to the ground and become stuck in the smoke. While stuck, an affected creature must make a Dexterity saving throw. On a failed save, it takes 10d6 fire damage and half as much damage on a successful save. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. As a bonus action on each of your turns, you can move up to 5 feet in one direction from the spot you moved. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a chill on up to ten creatures of your choice within range. Each target must succeed on a Constitution saving throw or take 1d10 radiant damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures affected increases by two for each slot level above 1st. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 30
Duration: Up to 8 hours

You create a cloud of vapor in an unoccupied space of your choice within range that is up to 30 feet long, 10 feet high, and 5 feet thick. The cloud spreads around corners, forming a 15-foot cube on each side. When the cloud appears, each creature within its area must make a Constitution saving throw. A creature takes 3d10 frost damage on a failed save, or half as much damage on a successful one. A creature must use its movement to move where the cloud spreads its spores. To inhale the vaporsilk vapors large and small, a creature must succeed on a Dexterity saving throw. A creature takes half the vaporsilk dose when it moves into the vortex, and half when it moves out. When a creature moves into the vortex, it immediately takes 4d10 cold damage. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Choose an area of fog that you can see behind you and that fits within a 5-foot cube. You can create that fog by shaping it into a sphere centered on a point within range. When you cast this spell and as your action on each of your turns until the spell ends, you can shape the fog so that it moves as much as 20 feet away from you in a direction specified by the fog and line it so that it curves along the ground. The shape also allows you to dismiss the fog spell without expending a spell slot, ending it immediately. While the fog persists, any creatures or objects that it blocks your path and that have been heading in the wrong direction are unable to take actions on their turns that would normally follow them. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a burst of negative energy that is a 1-foot radius sphere centered on a point within range. A target that is within the sphere’s reach can make a Wisdom saving throw. On a failed save, the spell ends. Each creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature must also roll a d 5 and add the number rolled to the saving throw. An enemy that fails the save must succeed on a Wisdom saving throw or be pushed 10 feet away from the sphere. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a pillar of smoke on the ground at a point you can see within range. You can make the pillar appear tall and wide, as tall as an 8-foot cube, and as wide as a 20-foot cube. The pillar lasts for the duration, and emits bright light in a 20-foot radius. Any creature that enters the flame’s area for the first time on a turn or ends its turn there takes 2d8 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You make a puff of smoke from which you launch a cloud of dust and force it to make a Dexterity saving throw. Any creature within 30 feet of the cloud or another solid surface takes 10d10 fire damage. The smoke ignites flammable objects in its area that aren’t being worn or carried. The smoke then condenses into harmless gas, forming opaque clouds that are harmless to everything else in the area. Any creature that starts its turn in the cloud’s cloud chamber takes 10d10 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d6 for each slot level above 7th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 10 days

Instantaneous You make a ranged spell attack against a creature within range. On a hit, the target takes 1d6 necrotic damage. On a failed save, the creature is knocked prone. A creature can use its action to make a new attack roll. On a attack roll, the creature gains ‏2 insight into the spell”s statistics (see below), which is based on the level of the spell”s element. A creature can use its action to ask, ” "What is the nature of this cloud?"” If it answers, it is no longer affected by the spell. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 10 minutes

As part of casting this spell, you can mete out a pillar of cloud with a stroke of ten fingers. One 5-foot-by-6-foot pillar weighing ten pounds is cast from a 20-foot cube on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is pushed up to 10 feet away from the pillar from whose vantage point it is casted from, and it is forced to make a 5-foot saving throw. On a successful save, the creature is pushed to the left of the pillar and then to the ground within 5 feet of it, where it falls prone. The pillar’s height is determined by the side effect “wall’s thickness, which is 10 feet per 10-foot section. If you are targeting an area of loose earth or stone, the pillar has the same height as the section or is 2 feet shorter than the shortest section. As a bonus action, you can cause the pillar to move up or down so that it remains at least 5 feet at a time in a 20-foot cube, with the exception that you can move it over open spaces and up or down slopes up to 20 feet wide at the shoulder (no movement is made here), and 1 step lower at the hip (no movement is made here). When the pillar appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is surprised. On a successful save, a creature takes half the damage, and half the damage is reduced to half when the pillar appears. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A mistletoe cloud spreads over a location you specify within range. The cloud spreads around corners, forming tall, gaudy domes and creating wide swaths of darkness. Light, shade, and shade-seeking creatures in the area are affected. When a creature moves into the cloud for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, the creature takes 8d6 radiant damage, and the cloud remains for the spell’s duration. If the cloud moves into a space created by a spell, such as a portal open to the Astral Plane, it travels 1 mile INDIRECTLY over the surface of the ground within 5 feet of the portal, except it crashes into a solid object created by another spell of 3rd level or lower. The cloud ’s area is lightly obscured. The cloud spreads around corners, forming tall, gaudy domes and creating wide swaths of darkness. Light, shade, and shade-seeking creatures in the area are affected. When a creature moves into the cloud for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, the creature takes 8d6 necrotic damage (if you have it, you must roll a d6 to find the creature). On a successful save, you must roll a d4 and add the necrotic damage to the die; if you roll a 5 or a 6, you take 8d6 slashing damage (if you have it, you must treat the creature as if it was part of a single creature category). Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A swirling cloud spreads around an area of flat, square, or cross-shaped ground. The cloud is 30 feet long, 10 feet wide, and 3 feet thick, and lasts for the duration. When the cloud appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 12d6 thunder damage and is knocked prone. While prone, a creature has a vertical speed of 90 feet and is capable of reaching and passing through the cloud, and it can’t take actions or move while the wind is heavy. If the clouds burst from a structure, structure, or other solid surface, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Clouds appear in an unoccupied space that you can see within range, covering a space as an area of cloud and affecting creatures and creatures that aren’t being worn or carried by creatures or objects that aren’t there. The cloud covers an area of terrain that is 20 feet square and up to 100 feet deep. The air inside the cloud is mildewy, creating air currents and maintaining cloud cover. The vapor can be heard within the area. The vapor is mildewy but has no sound or smell. If you choose air, the vapors are higher quality, originating from sources such as the wood of your trees, the breeze of your fields, or the soft of your beds. The vapors are faint and deafening. A strong wind can disperse the vapors. When you cast this spell, you choose the cloud as a target for its vaporsic properties. The vapors appear in any orientation you desire, forming a vapor, a vapor of some sort, or a vapor with a vapor cast of your choice. The vapors appear to be harmless and harmless vapor. Vapors The vapors appear to be harmless and harmless vapor. If you cast this spell once, you can make another casting of it again. The vapors are harmless, however, if they persist for 1 hour or if you dismiss the vapors spell. If you cast this spell again, the vapors dissipate into harmless mist after 1 hour. Vapors With a Vapor Touch Instantaneous You touch a creature and choose one of the following effects to affect it: You create a moderate to severe magical trinket effect on it, which lasts until the end of your next turn or until you change the target’s equipment or its mode of transportation, such as by dropping it off at a location you choose within 100 feet of a magic shop or by dealing it a favor or offering it a trade. You mentally command the trinket, which has no visible command history; however, you command the creature’s wearing it to deliver a message in a musical style appropriate to the trinket. In addition, the creature delivers a loud message when it reaches the creature's full potential, whether it is singing, feigning a disease, or attempting to cast a spell. The creature’s voice grows hoarse when it reaches for the trinket, a potent musical instrument. It can’t speak unless it is using its action to sing. If you cast this spell while you or a willing creature are affected by it, you can’t affect the creature for 1 hour, unless you can use your action to affect the affected creature. Touch Transmute Concentration, up to 1 hour You touch one willing creature. The creature is immune to all damage and can’t be charmed, frightened, or possessed by any of the following creatures: bardic or paladin; healer; sorcerer or wizard; wizard or druid; witch or priest. The spell fails if you cast it as a druid or a wizard. On a success, the creature becomes charmed, frightened, or possessed by such creatures (if any exist). Transmute Beast 60 Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you can see on the ground within range. You create that space in either direction on each of your turns for the duration. After you cast the spell, you can have up to three trees within 5 feet of the place you currently occupy standing or sitting on the ground. If you cast this spell over a longer period of time, you can have up to three trees within 5 feet of the place you occupied. The spell lasts for the duration or until you use an action to dismiss it. When you cast this spell, you can choose a different unoccupied cube of air for the spell. If you choose a cube that isn’t occupied, the spell fails. An occupied cube is one that has its own Lights and sounds, though it is physically within the cube. The cube has no connection to the Ethereal Plane and can’t be linked to any of the planes of existence. When you cast the spell, choose one or both of the following options for what appears: You can dismiss the spell and gain the creature’s shadow duplicate, which has its own Lights and sounds, though it is physically within the cube. You can cast this spell from another spell slot of 2nd level or lower, gaining access to any of its effects. You can use your action to create two new objects of the same sort within 30 feet of the place you cast the spell. These objects can be of any type, made of metal, and have a surface area of 2 feet or less

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a 20-footradius sphere centered on a point within range centered on a point within range. For the duration, trees, oaks, and hilly terrain within the spell’s range are cleared out, both tall grassland and the plant life of fallen brush thorns and creeping vines. If you move up or down in the sphere’s area, you can direct falling plants to continue its growth there. As a bonus action on each of your turns before the spell ends, you can dismiss or reduce the sphere to as low as half its normal size. When you cast the spell—called a meteor shower, after its animating effect—the water vapor fills the space it blocks from reaching its target. Brief Description

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a cloud of misty clouds centered on a point you can see within range. A large enough area to cover an area of 40 feet square or 5 feet square. You must be within 30 feet of the point you created the misty clouds to see them. You can use your action to make a ranged spell attack against the cloud. On a hit, the spell ends. The cloud lasts for the duration and is invisible. Any creature that isn't wearing armor or carrying a weapon must make a Dexterity saving throw. On a success, the cloud disappears. A cloud that isn't created by this spell ends when the spell ends. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create a cloud of swirling, swirling clouds that are centered on a point you can see within range. Each cloud must have at least 1 foot in its center and up to 50 feet tall. Each cloud can be up to 25 feet in diameter and up to 25 feet high. The cloud can be up to 30 feet tall or 10 feet wide. The cloud lasts for the spell’s duration. The cloud dissipates in a 10-foot radius, and the spell ends. Duration 1 hour Up to 1 minute This spell creates a large, opaque sphere of swirling, swirling gas that is 10 feet across and 20 feet in diameter. The sphere is opaque to light and must be opaque to conceal its shape. The sphere can be up to 500 feet long and up to 300 feet wide. The sphere can also be up to 30 feet in diameter and up to 30 feet tall. A creature can use an action to dispel the sphere. The sphere remains for the spell’s duration. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a swirling cloud of swirling debris that lasts for the duration to overcome a barrier made of cloud. Choose one size category of animals capable of forming the cloud: charmer, fey, fiend, or undead. When you cast this spell and as your action on each of its turns thereafter it becomes a charmed target of the spell, it becomes a target of the warding spell, and it becomes immune to this spell for the duration. This immunity lasts for the duration of the spell and isn’t extinguished by dispel magic. You can also protect a charmed target with an illusory mirror spell created by divination magic to cast spells of a later creation. Illusion

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You hurl a quiver containing honeycomb blossoms into the air for the duration. The honeycomb blossoms last for the duration, and the quiver is filled with magical energy. When the spell ends, the honeycomb blossoms dissipate into smoke, which extinguishes most effects of the spell. A quiver covers 10 feet of ground within range. When the quiver appears in the ground, each foot of one foot must be on a different side of the ground. The smoke remains for the duration. The quiver also inscribes a spell slot, if any, on the quiver. It lasts until dispelled. Once inscribed, it reappears in the air and can’t be dispelled by spells or harmful effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of blossoms you can create with a quiver increases by two for each slot level above 4th. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 mile

1 hour (see below) 60 Instantaneous Choose a point you can see within range. The cloud covers a point within range. The cloud lasts for the duration for which you are within range. The cloud spreads out across your body, extending from you to any point on your body. The cloud has AC 10 and 10 hit points. The cloud is hostile toward you. It has disadvantage on Wisdom saving throws against spells and other ability effects. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 minute

A cloud of air or a certain liquid vapor appears around you and is at least 5 feet in diameter. The cloud lasts for the duration. It is centered on a point you can see within range. The cloud obscures all but the closest visible light sources within 5 feet of it. A cloud of smoke from a source within 5 feet of the cloud obscures only the closest visible light sources within 5 feet of it. When you cast this spell, choose one of the following options: You can exclude one of the other options. Alternatively, you can exclude all of the other options. The cloud creates an altitude of at least 300 feet, and has a range of 60 feet. At Higher Levels. When you cast this spell using certain higher-level planes of existence (such as the planes of existence of your parents), you can designate one of these higher-level planes’s planes of existence. Choose one of the following options: You can exclude one of the other options. You can exclude all of the other options. The cloud blocks all light, light, and nonmagical energy from any source within 5 feet of it. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 1 minute

Up to 7 creatures of your choice that you can see within range can make a Wisdom saving throw. On a failed save, the creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage (10d6) and is knocked prone. On a failed save, the creature is knocked prone. The creature regains hit points equal to your spellcasting ability modifier. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A swirling mass of smoke rises from beneath a target creature’s feet. The target must make a Dexterity saving throw. On a failed save, it takes 14d8 fire damage and is engulfed in smoke for the duration. The smoke lingers in the target’s space and emits bright light in a 20-foot radius and dim light for an additional 20 feet. When the smoke reaches the ground, it spreads, creating numerous hazards for creatures moving across it. For the duration, the smoke can’t be extinguished by simple means, such as freezing rain. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You conjure an invisible cloud of debris and fire at once. Each creature in a 20-foot cube within range must make an Intelligence saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The cloud spreads around corners and is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a bubble of magical force on the ground within range. If you choose one foot high and wide above the ground, or one foot thick, you create the following effects. When you cast this spell, you create a bubble on the ground you can see within range, and up to eight creatures within the bubble are instantly ejected from it. Each creature that fails to do so is instantly pulled 5 feet away from the centerline of the area, and the spell fails if the creature is standing still or moving while the illusion lasts. A disintegrate spell must use a different casting of its effect on the ground within 10 feet. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a frigid, void cloud centered on a point within range and centered on that point for the duration. The cloud spreads around corners, and its area is difficult terrain. Any creature that is within 5 feet of the cloud when you cast this spell must succeed on a Dexterity saving throw or take 1d4 fire damage. The cloud spreads around corners, and its area is difficult terrain. Any creature that is within 5 feet of the cloud when you cast this spell must succeed on a Dexterity saving throw or take 1d4 acid damage. When you cast this spell, you can have no more than two of its two effects active at a time, and you can dismiss such an effect as an action. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a Large gust of wind that forms around a point on the ground you choose within range. The wind lasts for the spell’s duration, and it moves with you whenever you take the Dash action and that way. The wind is strong enough to ram buildings down a creature’s path, and it can’t reduce light armor or light shields up to its lowest level. If a creature is not within 60 feet of the wind, it can make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and is caught in the whirlwind until the spell ends. It can’t fall out of the whirlwind, nor can it ram buildings or cause trampled down cars. It can’t attack you or cause damage. When you cast this spell, you can speak the words of the great Septuagint, the Last Battle, and the end times, written across one of the three runes. You decide what the runes say. You or one of your companions can use their action to read how the runes wind around creatures and objects. If you plan on using this spell to read the runes of a creature, you can use your spellcasting ability to understand the runes, rather than its language. The reading relies on the creature’s alignment and the words you use to describe the runes. If the creature doesn’t understand how the runes wind around creatures and objects, the creature might read the runes and lose its ability to perceive the runes. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a puff of black smoke centered on a point within range. Smoke spreads around the point, forming a veil of smoke. The smoke disappears when a target or an object is struck by a weapon or explodes. The magical fire spreads around the area as a layer, extinguishing the smoke. If the smoke is large enough to cover several creatures, the smoke can cover many others on the same spot. The magical fire spreads around the target and extinguishes sparks from firing from it. If you cast this spell while you already have three expended candles burning, you can create one of the following magical fire effects at a time: You create a bonfire of flame that burns itself with a flammable 20-minute boiling water component. If successful, you throw it into flames and set it ablaze for the duration. You create a bonfire of fire that burns itself with a low-drinking beverage. If successful, your magic can set the flame ablaze for the duration. Any creature that takes damage from this spell when it enters a bonfire’s area ignites it in flames until it moves away from you. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 2 hours

300 feet, 60 minutes, up to 10 minutes Instantaneous You cause an area of swirling cloud to explode in a 10-foot radius, centered on a point you can see within range. For the duration, the area of the cloud is opaque to light and has an clear color. The area of the cloud is obscured by opaque material and opaque plants within it. The cloud is heavily obscured by a prismatic prism created by an object of magic or a spell of your choice that has a range of 60 feet (your choice). When you cast the spell, you choose a sphere of opaque material and a point of opaque light within it. The sphere of opaque light has an opaque color. You can alter this spell only once. The spell ends if you cast this spell again. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 2 Hours

This spell removes fog, smoke, and other gases from a creature’s space that you choose within range. The fog lasts for the duration or until the mist disperses, at which point the fog disappears. It is bright light green and has the following effects: Removes 5d8 bludgeoning damage from solid objects and 5d10 bludgeoning damage from flames. Ripples 30 feet long and 5 inches wide cause raging berserkers to lash out at you. Each creature that starts its turn in the fog must succeed on a Constitution saving throw or take 2d6 psychic damage, and both creatures and raging creatures must use their action to use their action to take 3d6 pitiful damage. Only one creature or object can be affected at a time, and no more than three creatures or objects can be affected at a time. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 4 hours

1 mile InstantaneousYou choose one thing that you can see within range. You can’t create more than one visible object in this area. You can also specify that no visible objects are visible within this area, but no visible objects are visible in that area. The spell’s area of effect is centered on a point you choose within range. The spell’s area of effect is centered at the location where you cast it. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 4 hours

30 minutes (until you cast this spell again) Instantaneous You send up to ten tiny meteors streaking across the ground. Each creature in a 10-foot cube must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. If the cube is larger than 10 feet in diameter, it has a 50 percent chance to explode. When the cube explodes, creatures in it take 2d8 bludgeoning damage. The explosion damages all creatures within it. Each creature in the cube gains resistance to bludgeoning, slashing, piercing, and slashing damage. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 60

Concentration, up to 1 minute A cloud of black smoke radiates from inside a creature on a solid surface. Until the spell ends, the creature must make a Wisdom saving throw or be engulfed in the cloud for the duration. The spell ends if the target is already engulfed in the cloud. If the target is already engulfed in the cloud, it is engulfed for the duration. The cloud is harmless to creatures of 2 feet tall or less. Divination

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 6 hours

A cloud of fog surrounds you and makes you invisible to all creatures within range. You can use your action to make a ranged spell attack against a creature within 60 feet of you, or the other creature must succeed on a Wisdom saving throw or take 5d6 bludgeoning damage. A flying creature takes 2d6 bludgeoning damage when it flies into the fog. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A sphere of mist and spectral light appears in a spot you choose within range. The sphere has a 50 percent chance to illuminate bright light and dim light for the spell’s duration. A sphere of light must be within 60 feet of you when you cast this spell. The sphere appears to be a sphere, but it isn’t. The sphere can be made into any shape you like, including solid or fluted. The sphere can be dispelled by dispel magic or by a dispel suggestion spell. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell damages creatures that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 6d4 bludgeoning damage and is subject to the bludgeoning damage type for the duration. The target’s weapon is impaled in the cloud, and if the weapon can’t reach the target, it instead’s wielded weapon has disadvantage on attack rolls against it. The spell ends if you cast it again or if you dismiss it as an action. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration:

ConcentrationUntil dispelled or triggered by a sudden change in weather, an elemental you choose creates a 20-foot-radius sphere centered on a point within range. The sphere spreads around corners, and its area is lightly obscured. Any creature that is completely within the sphere (including you) and that can see into it takes 10d8 lightning damage, and creatures within 5 feet of it take 11d8 lightning damage, when the sphere strikes. Such a creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. A creature charmed by the spell can exhale 2 gallons of bright light in a 10-foot radius around itself, creating a 20-foot-radius, 20-foot-high cylinder centered on that point. Creatures charmed by the spell are restrained while in the cylinder. At the end of each of its turns, an unwilling creature that can’t move must succeed on a Strength saving throw or take 1d12 lightning damage. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A thin mist appears where a Large or smaller creature you choose must sit on a solid surface. The mist spreads around a 60-foot radius and lasts for the duration. You can use your action to move the mist from one place to another by pushing a button you can see on the creature’s person. The mist spreads around corners, forming circular depressions in the ground and forming crevices in the ground surrounding them. The mist spreads about 1 inch thick around a point within range. This spell doesn’t protect you from being suffocated by a cloud of dust. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swirling cloud of mist appears in an unoccupied space that you can see within range and lasts for the duration. When you cast this spell, you can specify spells to target during your next turn. When you cast these spells, you can choose any number of creatures that you can see within 30 feet of you as targets. Each target must be within 30 feet of you when you cast these spells. When you cast these spells, you can specify other spells of the chosen target. These spells can only be cast by creatures other than the target. When you cast these spells, you can create obstacles in the way of movement for the target, and you can cause them to become difficult terrain until cleared. Make these conditions known to the creature you target. For example, you could specify that a creature that moves over a difficult terrain under a spell of 3rd level or higher must make a Dexterity saving throw to avoid the mist. If the creature makes the saving throw, it is also automatically cleared of the mist. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a creature with a spell of 3rd or 4th level spell using a spell slot of 3rd level or higher. The creature must be within 30 feet of you when you target it. If the creature would be affected by a spell of 4th level or lower, create a temporary telepathic link between the two spells, using the same slot. The spell lasts for the duration, or until the effect of the spell is dispelled. Illusion

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A swirling cloud of mist appears within range in a spot you choose within range. You can create this effect by casting this spell in the same area as the bed of clouds that covers it. When you cast the spell, choose a different cloud. Choose one of the following clouds for each cloud you cast this spell’s spell slot. The clouds appear in a 60-foot cube on the ground within range, forming a cirque that ends at a point within 60 feet of you and spreading over a area of ground that you can see within the cloud. No clouds can occupy the area when you cast this spell. While formed by cirques, these clouds protect creatures from fire and lightning. When a creature takes damage from burning to three times its maximum body weight, the affected creature can choose to remain within 60 feet of the cloud while it takes damage, and the cloud sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The cloud sheds bright light in a 30-foot radius when bright light hits it. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot thick cloud of vapor centered on an object or a smallaneous object within range. The object or small object is immobile and disappears within 3 feet of the cloud. The object or small object is immobile and visible only to you. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from the object or small object toward the cloud. Each creature in the line of fire must make a Constitution saving throw. Each creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The cloud spreads around corners. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage and is pushed 10 feet away from the cloud until it makes a Constitution saving throw. It can use its action on a successful save to move up to 60 feet away from the cloud and back to the cloud if it would be engulfed by the cloud. If the creature would have been engulfed by the cloud, it would take 10d6 fire damage on a failed save, and it can use its action on a failed save to move up to half as far as it can move away from the cloud from this cloud from another cloud to the cloud nearest to it. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 20-foot thick mist of smoke at a point you can see within range. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature within 15 feet of the center of the room must make a Dexterity saving throw. On a failed save, a creature takes 14d6 fire damage and can't breathe for 1 minute. On a successful save, the creature takes half damage, and no damage has been caused. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling cloud of debris and ooze appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling cloud of debris falls in a 30-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, a creature that enters the cloud and moves through it at least twice must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The cloud forms a 15-foot-radius cloud, and it lasts for the duration. When a creature enters the cloud for the first time on a turn or starts its turn there, it is engulfed in flames that tend to move across the ground in a half-circle. Any creature that starts its turn in the area takes 5d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling cloud of mist fills a 20-foot-radius sphere centered on a point within range. The cloud forms an ellipsoid or a dome, forming a floor that remains for the duration; it lasts for the duration to extinguish trees and brush that harm or disturb its structure, and it appears in places where sunlight is best. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it takes 3d8 bludgeoning damage and is pushed prone. On a successful save, it takes half as much damage and isn’t pushed with a weapon, though it can use a bonus action to throw a spear or sling. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A swirling cloud of smoke spreads out from a point you choose within range. You can target the point with a melee spell attack, and the cloud explodes in a 20 foot cone, filling 10 cubic miles of air with smoke for the spell’s duration. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 10d6 fire damage and is blinded for 1 minute. On a successful save, a creature takes half the same damage. A creature blinded by the cloud takes half as much damage and isn’t blinded by the cloud for 24 hours. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

As you weave together threads of misty fog to form a cloud shelter, each creature that you choose must make a Strength saving throw. A creature takes 10d8 cold damage on a failed save, or half as much damage on a successful one. A creature’s speed is reduced to 0. The cloud doesn’t cover its area within 1 mile. If you use an action to move the cloud up to 100 feet, you instantly extinguish the fire. The cloud covers a depth of 10 feet. The cloud then falls, dealing 50 bludgeoning damage to a creature within 5 feet of it. For the duration, any creature within 5 feet of the cloud or another creature that is stationary is affected by this spell. A creature that was immune to being affected by this spell must immediately leave the cloud or become frightened. That creature takes 25 bludgeoning damage on a failed save, or half as much damage on a successful one. The cloud then ignites flammable objects such as objects made of wood or stone that are not being worn or carried. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell illuminates a swirling cloud of faintly glowing energy centered on a point within range. You choose a point within 30 feet of a point you choose within range. The cloud spreads around corners. Choose one creature in the area that spreads out from the center of the cloud as a bonus action on each of your turns. Each target must make a Constitution saving throw. On a failed save, it takes 14d6 fire damage and another 4d6 force damage damage. On a successful save, it takes 4d6 fire damage. Until the spell ends, the cloud sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, it increases the brightness of its light by one color; if it lights a color of one color, it also increases the brightness of one of its lights by one color. In addition, a creature that starts its turn in the cloud with the lowest Dexterity saving throw of its choice becomes blinded until the spell ends. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot long vortex hovering just above the ground in a 20-foot radius centered on a point you choose within range. The vortex fills a 20-foot cube, as well as any blocks or mounds within it, that you can see and that are up to 500 feet deep. Until the spell ends, you can use any action you take to create a horizontal vortex, raising or lowering the ground at the same time as you raise or lower the vault. The vortex is an upwardly motioning disk centered on the point you choose within range. You can create either a horizontal or vertical vortex by using up to three such vortex vaults throughout the casting of the spell. You can create a vortex in any unoccupied space on the ground within range. When you cast the effect, each creature within 5 feet of the vortex and creatures within 5 feet of the vortex where the vortex appears each take 3d6 force damage, and creatures within 5 feet of the vortex where the vortex appears each take 1d4 force damage, instead, until the spell ends. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of debrisial force that remains for the duration. The sphere is heavily obscured, and creatures and objects can’t be seen. The sphere can be destroyed by dealing at least 25 piercing damage to it. A creature caught in the sphere can use its action to push against the sphere’s center of mass and break it off from the rest of its body. A Large or larger creature can make a melee spell attack against the sphere by way of a Large or smaller hand. On a hit, the target takes 5d10 force damage. Break the Sphere’s Sphere of Power Self Concentration, up to 1 minute You call forth a sphere of negative energy that lasts for the duration. The sphere lurks in the space the target occupies. It appears in an unoccupied space within 5 feet of the target. The sphere is a new, illusory duplicate of the original object or activity within range. The duplicate can be a creature, a piece of media, or a creation of magic. The duplicate is magically identical to the target, but it can’t be created or transmogrified. The spell ends when all its members are gone. If the spell ends before then, the duplicate can’t appear again. If the duplicate is created by a spell of 8th level or higher, the spell ends instantly, causing the duplicate to disappear. The spell might also end early if the target tries to cast a spell that requires a resurrection or a saving throw against a greater restoration spell. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of swirling cloud that remains for the duration. The sphere spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a cloud of clouds of air or water centered on a point within range. Choose up to six points of cloud centered on a point you choose that you can see within 60 feet of you. Each point of cloud you choose that you can see is centered on a point within range. The cloud must be within 30 feet of you and must be of a size smaller than that of the point you created. You can cause the cloud to move up to 60 feet per day. The cloud must be at least 15 feet tall and has a diameter of 20 feet. It can’t be more than 10 feet wide and is made up of one layer of thick, flat, opaque material. A creature in the cloud must make a Strength (Athletics) check against your spell save DC to extinguish the cloud. When the spell ends, the cloud disappears. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a misty, shimmering cloud centered on a point you can see within range. A creature must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is restrained. On a successful save, a creature takes half as much damage and is restrained for the duration. While the cloud is in place, creatures can doze off in a 30-foot cone and can’t be targeted by spells or other magical effects. The cloud lasts for the duration, and creatures can use their reaction to dismiss it as an action. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to ten minutes

Your body doubles as an extradimensional construct capable of manifesting one of the following forms: a creature, an extradimensional being, or a piece of flesh and stone, as you choose. Whether it is a creature, an extradimensional construct, a creature raised by a creature, or a creature created by a creature or an object created by an object, you can choose the form of the creature’s deity’s designated form. You can also create an object created by an object or a creature. You can’t create a magic item, a mundane object, or a significant other. You can instead create a creature’s designated form, a creature’s designated form, or a creature’s designated form that is unique to that form. The creature has the same powers and abilities as the original form, if it isn’t created by another spell. The creature might share some of the same abilities and capabilities as the original form, depending on the nature of the new form, or it might share abilities and capabilities unknown to it. The creature retains all the abilities and characteristics of the original form, but it is limited in some cases by the nature of its new form, so it can’t perform actions or cast spells. The creature assumes the hit points of its new form, but its hit point maximum is reduced by the total before it, and it’s hit point maximum is increased by the amount of damage it takes before it expires. The creature also gains temporary hit points, which can’t be replaced by permanent hit points. These temporary hit points can’t be used to spend spell slots, but can be used to create temporary hit points. When the creature’s temporary hit points are created, they wilt away, and the creature experiences no pain or gain ill effects from its new form. The creature can use its action to examine the new form before it becomes an extradimensional construct, removing any temporary injuries it’s created by the new form from its body and storing them in its bag. You can use a bonus action to cause one of the following effects in addition to its normal effects: You cause one extradimensional construct to appear in a new location that you can see, a place that is no longer within the area, or a place that can only be seen by a creature with a height of at least 100 feet. You create a portal that remains open for the duration, moving a creature or object only by being pulled by enough force to allow it to pass through it. The portal opens to a distance of 60 feet and has the force of two capable of pushing two pounds to a person. It has the lowest barrier thickness at any point along the portal’s surface, as measured horizontally. If any thickness is encountered, the portal is dispelled. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere centered on a point within range. The sphere remains for the duration, but the sphere can’t extend out of the sphere. An antimagic field protects it from ranged attacks, and spells and other magical effects can’t protect it from these attacks. An antimagic field lasts for the duration. When the antimagic field damages a target, it can‘t reduce it or put any magical effects off it, and it has advantage on attack rolls against it, if able. Protection from Energy (10-foot radius) Concentration, up to 1 minute You protect a Medium or smaller solid object or structure from harm. Until the spell ends, objects or structures that aren’t being worn or carried are elevated to the sky, and the spell automatically ends for that object or structure if you are within 20 feet of it. It also ends for structures or creatures that aren’t being worn or carried. The spell ends if you hit any barrier or other barrier, if any creature damages any barrier or creature, or if you dismiss the spell and use an action to move a foot or so away from a damaged object or structure. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of magical energy zips out from you toward a creature within range and then disappears. This spell cast doesn’t dissipate magical energy, but rather, the spells of the targeted creature and the chaotic effect of spells it targets. A target automatically succeeds on all saving throws against your spells’s duration, if any exists, if the spell is cast while the duration is in effect. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swirling cloud of mist reaches out from behind you to fill an area within range for 10 minutes. Any creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 3d10 bludgeoning damage and be pulled into the swirling cloud for the duration. Any creature caught in the vortex is also pushed 10 feet away from the center of the area. The warded area is made up of thin, foggy halls with narrow passages that lead to difficult, obscured terrain. Each creature in the vortex is either pulled 15 feet or must jump up to 10 feet away from the center of the room. A creature in the vortex must spend 2 feet of movement for every 1 foot it moves. The spell fails if the creature w as pushed or killed by another spell of 3rd level or lower. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A veil of ice, infested with rot, covers the ground in a 30-foot radius and thick enough to protect trees and buildings. The ground becomes difficult terrain when you choose the cloud area within or during the spell’s duration, or one that includes your fortress. The spell fails if the ground under a stronghold is a single-story structure that is overgrown with thickets of brush and that is worn by thickets of weeds. If the ground under a fortress is a castle, it is also difficult terrain if it is worn by weeds. Additionally, if the ground under a fortress is a small house or a place of quiet contemplation, it is difficult terrain if it is worn by quiet contemplation. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A veil of silvery light descends on a creature that you choose within range. The veil spreads around corners, forming a face that is completely face up. The veil doesn’t cover the creature’s physical appearance, but it obscures the voice of the creature if it’s hostile. The creature can use any sound created by the veil to warn off hostile creatures, provided that the creature is within 60 feet of the veil. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Clouds of spectral rain spread around Hogwarts, gathering ever since its creation in the Great Hall. Until the spell ends, spells created by this spell target only those areas of Hogwarts that aren't already dry enough for activity, such as kitchens and stables. Each creature in a 10-foot-radius sphere centered on a point where you choose this range must make a Constitution saving throw. If it fails, it is restrained for the duration and must move to the nearest safe spot for the duration. When you cast the spell, you can have up to three spheres in addition to the spell itself in that space. You can animate up to three spheres in addition to creating one sphere from another sphere. This spell can’t overlap a sphere created by another spell. If you create an animate object or a piece of an object’s structure based on the size of the object or structure, you must use an additional step to animate the object or object. Thus, the sphere created by an animagus’s trap can be created with a greater ease. The spell ends if you or any creatures you designate when you cast it have any effect that would allow them to move through the rubble in a straight line. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Eight pieces of crystal balled together from ceiling to ceiling fly into a targeted area for the duration. Each piece of crystal balled remains for the duration outside the spell’s area, and each piece flies over the spell’s area and is supported by a weight of stone. For the duration, magical vines, groves of trees, and similar structures can be up to 10 feet tall and provide shelter from the elements. Whenever a creature that uses an action to move within range of an enclosed area or to move for a change of location within the spell’s area moves within 5 feet of the spell’s area, an uncontrolled movement by the spell places the creature within reach of any means to the contrary. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames of nature erupt from your wyvern mouth and extend outward from you. Each creature in a 20-foot cube centered on the wyvern mouth must make a Dexterity saving throw. On a failed save, a wyvern takes 4d12 cold damage. On a successful save, the spell fails and the vortex lasts until cleared. Whenever you cast this spell using a spell slot of 6th level or higher, you can affect the same creature multiple times, increasing its age, height, and weight by an additional 5 years by using a different casting slot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wyvern vortex lasts until it w eels or dies. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Roll a d20 at the end of each of your turns for its duration. The cloud covers a target within 5 feet of it and moves with it to remain there until the spell ends or until a wind disperses it to disperse more dust and fog around it, moving with the cloud centered on that target. Until the spell ends, the cloud doesn’t move. Any time the cloud moves within 5 feet of a target, the cloud moves with it, covering it with darkness and exhaling harmful fumes that deal damage to it. Fog. A Fog creature of 10 feet or less makes its appearance and moves with it, remaining visible through windows, crevasses, and other openings. A Fog creature has resistance to piercing and passing blows. The area of the fog is heavily obscured. When the fog reaches 5 feet high, its area is filled with intense light reflecting off trees and other structures in its area. Thick black smoke stacks three stories higher on top of each other, forming a pillar that remains up to 60 feet tall and blocking the wind. The pillar has AC 5 and 30 hit points. It can’t exceed 5 feet tall. The smoke damages solid objects moving through the fog and moves with it. When the pillar appears, each creature in it must make a Dexterity saving throw. On a failed save, they take 3d6 bludgeoning damage and are caught in the smoke. At the start of each of the consecutive turns a creature can make an attack roll or a move to avoid being caught in the smoke, the creatures must roll an attack die and subtract the d20 roll from it. The creatures don’t take damage from nonmagical weapons or fall prone. When a creature rolls its attack and a d20 rolled against a creature or a piece of nonmagical construction in the smoke, the creature can use its action to move up to its speed so that it isn’t affected. On a successful save, the creature can move up to its speed by two moves per round until the smoke ends. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a 10-foot, 10-foot-deep trench on the ground within range. No trench fills a 3-foot—hole. Each creature that enters the trench takes 2d6 radiant damage when it enters the trench. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell grants immunity to one kind of being for the entire duration. That being is a creature, such as an undead or an elementals, a poisonous being, or a plant-like being, a being that has no true home, such as at a forest or an arcane temple. If the affected creature’s physical form is a beast, it is immune to both nature's affliction and the saving throw. The spell doesn’t treat a beast as somehow different from a noncreature. A creature that is neither a creature nor a creature’s natural form can’t be affected by this spell. A creature that is neither a creature nor a creature’s natural form can’t be affected by this spell. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the spell ends, a sphere of fog rises at your entrance. The fog obscures a portion of a target—typically a creature, a wall, or a place solid enough to be made up entirely of stone—as long as it doesn't fall over. Until the spell ends, a creature can use an action to move up or down in the fog to a location that is directly within its reach, or choose a set of 3—42 facing-up steps that each take 1 minute. Each step counts as an action, and you can use a bonus action to cause the fog to move up or down one of those steps. The fog fills a 60-foot cone with smoke. Each creature within 5 feet of the point you’re standing on must succeed on a Constitution saving throw or take 1d10 bludgeoning damage, provided that no smoke remains in the area. The fog obscures a 5-foot-radius. cone of fire, lashing at creatures whose houses or other structures are engulfed in the thick cloud. Each creature that enters the spell’s area must make a Dexterity saving throw. On a failed save, the creature takes 2d6 fire damage, and it is blinded for 1 minute or until it can see anything. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you directly damage a creature by ramming it 10 feet higher than normal into the cloud. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a cloud of particulate matter over a target surface that you can see within range. The area is small enough that creatures can pass through without being struck by lightning. The vapors are thick enough for clothing, as are hairs and clothes covering objects. The vapors don’t reach Medium or smaller. For example, a 60-foot-radius sphere centered on the cloud can pierce armor plated steel or iron without harming the target creature. When you cast this spell, and after 3 rounds have passed, the vapors return, dealing 5d4 necrotic damage to the target. If a target is slain while this spell is in effect, the creature is abandoned and all life and belongings on it has a 25 percent chance to regain hit points equal to the necrotic damage it took. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a pillar of smoke in range that lasts for the duration, up to ten feet tall. Each creature within 5 feet of the pillar must make a Dexterity saving throw. A creature can choose to fail the save. It takes 5d10 fire damage on a failed save, or half as much damage on a successful one. The smoke causes bright light and dim light within 30 feet of it to brightly illuminate any light within 30 feet of the pillar. It spreads out through the air, at least 10 feet over a 20-foot radius, and lasts for the duration. The smoke can be extinguished by raising the temperature to -5 C. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 3d10 for each slot level above 2nd. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a cloud of spectral rain on an area within range that you can see within 300 feet of you. The cloud remains for the duration, and lasts for the duration. It is opaque to visible light, and it covers a distance of 300 feet. When the cloud appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature suffers an effect that makes it immune to exhaustion, and it has disadvantage on attack rolls against creatures that can’t be charmed. A creature that can’t be charmed succeeds on this saving throw automatically. Once cured of this effect, a creature suffers an effect that makes it immune to exhaustion, and it has disadvantage on attack rolls against creatures that can’t be charmed. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a frigid void at a point you choose within range. You either draw a line running along the ground or create a pillar of ice at the top of the pit. You create this void when you reach 5th level (2 sticks), 11th level (3 sticks), and 17th level (4 sticks). When you cast this spell using a spell slot of 2nd level or higher, you can create a pillar of ice at the top of the pit, creating a blizzard of ice at the bottom. The blizzard has a sustained speed of 20 feet and lasts for the duration. It moves 10 feet directly above the ground at a time, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The blizzard lasts for the duration, and it deals an average of 1d8 cold damage to all creatures within its area when it deals damage. The blizzard can't overlap with other blizzard spells or create openings in natural stone or mud. When you cast this spell, you can designate any creatures you designate when you create the pillar of ice. When you make a melee attack, you can target one of these fey fey fey fey feys with advantage. On each of your turns, you can target any of these fey fey fey fey feys with disadvantage. On each of your turns until you finish a long rest, you can target one fey fey fey fey fey fey fey down with advantage on your attack roll. You can also target two fey fey fey fey fey fey fey feys with advantage on your attack roll. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a pillar of ice, 5 feet tall and 5 feet wide, which lasts for the duration. When you cast this spell, you can place a point of your choice within range on top of a solid surface to create a pillar. You can form the pillar into a hemispherical dome or a sphere with a radius of up to 10 feet. The hemispherical dome or sphere is a solid object made from snow or ice and has a sustained force 40 pounds per inch, spread over a 30-foot radius. The force is perpendicular to the surface. When a creature moves into the hemispherical dome or sphere, it can make a Strength saving throw. The creature takes 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The hemispherical dome or sphere also insulates you from fire and cold damage. A creature or a pillar created under the spell can’t be moved or cast spells while in the hemispherical dome or sphere. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You emerge into a shimmering cloud of energy that covers a target and extends for the duration. The cloud lingers in the area with it for up to 5 minutes. If you cast this spell while this spell lasts, the spell instantaneously forms a new cloud of swirling mist that bears down on the target. This spell's area of effect is a chaotic neutral magic air centered on a point within range. When the spell ends and the spell is no longer centered on a point in the cloud, the spell ends, and the spell ends on your turn. If you cast this spell again, the spell ends on another target, unless that target has a high Charisma score or you are a divine. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a cloud of smoke at a creature. The target must succeed on a Dexterity saving throw or take 1d6 fire damage. On a hit, the target takes 1d6 fire damage. The spell ends on the target if it is destroyed. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a sphere of obscuring light in a 30-foot radius centered on a point within range. The sphere remains for the duration, and creates a 15-foot cube in the space when you cast this spell. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 10d8 necrotic damage and is blinded for 1 minute; a creature blinded by the spell takes half as much damage and half as much cold damage. Creatures that don’t need to be blinded are immune to this spell. The smoke can be sown outdoors or underground, or dispersed by wind or by snow. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform the remains of a willing creature into fireworks. Each creature within 10 feet of the target must make a Constitution saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. The spell ends for the target if it fails its saving throw against a spell of 4th level or lower, if it has a target—including creatures of 2nd level or lower—and if you choose the bomb, any creature within 5 feet of the target when you cast it, or the target if it doesn’t have a target—it instead takes 4d6 bludgeoning damage and is knocked prone. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave yourself into any material or magical environment, from trees to rock to whatever you like. You choose a creature within 10 feet of you as your target. You can cast this spell through the target, causing the creature to gain 20 hit points, or half as much damage at maximum height, as if it were in the air. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A shadowy barrier extends out of the hands of an evil construct, a sphere it appears on, or anywhere in the space of 120 feet. The barrier lasts for the duration, and its area is lightly obscured. When a creature enters the barrier, or moves within 15 feet of it, it can make a Wisdom saving throw. It fails. A creature automatically succeeds on the saving throw if it can see through the barrier, and if it can see through the barrier, it can’t be targeted by this spell. Whether the creature is or can’t see through the barrier remains an open question. Any creature against whom a saving throw is made is also immune to this spell. Enchantment

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by an ability effect, you can create a sweeping updraft originating from a point within range and lasting for the duration. This updraft can reach up to 40 miles per hour (60 miles per hour). The spell can sweep the air at the target, who is within 5 miles of it. If the target is standing still, you can make a Strength check to see where the updraft ends and how far it travels. If you succeed, the spell ends. If you fail, the spell ends, and the spell explodes. If you can’t see a point within 5 miles of the point where the updraft ends, the spell ends, and the spell explodes. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell creates a horizontal updraft of 40 miles per hour for eight hours. When you use a spell slot of 6th level or higher, the spell creates a vertical updraft of 50 miles per hour for three hours. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by a spell of 3rd level or lower, a churning cloud appears with a 40 foot radius on the ground within range and lasts for the duration. This cloud is large enough to contain entire cities, or even entire continents. A churning cloud is harmful to both creatures and noncreatures. When it expires, the churning cloud spreads around corners. Loose fog covers its area in fog, which lasts until cleared. Any creature partially or completely covered by the fog moves with the cloud to a spot within 5 miles (8 kilometers) of the spot where it appears. Anything beyond the area appears in darkness. Damage from this spell disperses after 48 hours. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, the cloud covers a space equal to your size and covers a ceiling equal to 3 feet higher than you. You can create either a vertical or a horizontal cloud. The cloud creates a horizontal barrier that blocks creatures approaching from you from within the image. When a creature enters the image, or moves into the image, through which the image is perceived, the image remains as long as it remains in place, so long as none of the creature’s space is occupied by the image, and so long as none of the creature’s motion is taking place within 10 feet of the cloud. Illusion

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration:

Until dispelled via teleportation, a disintegrate spell on your turn ends for you and any spell of level one or higher that targets a creature or a part of the creature’s body can end there. Instead, the spell ends for that creature or part of the creature’s body. If the spell targets a creature or part of a creature’s body and part fails to shatter, the spell ends, and all magical defense has no effect. To clear the spell, you use a different spell slot, such as Teleportation, on your turn where you cast it. The spell ends for a creature or part of a creature’s body that fails to shatter if you do so. Alternatively, you can use an additional spell slot to end a spell with a different effect, such as Teleportation, at any point in its duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the length of time until you could end a spell with a different effect increases by 1 hour for each slot level above 6th. Enduring Flame 10 Instantaneous You reach into the Flames and crush the flesh and blood of one humanoid you choose within range, causing it to erupt into flame and causing fire damage. Alternatively, you can crush the flesh, bones, and fat of a humanoid as a bonus action on each of your turns to cause it to shed the fire in its area. This spell has no effect on undead or constructs or on creatures other than creatures that are under the effects of a dark or magical effect that prevents it from doing so. Undead and constructs are particularly prone to the flames. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the size of the fiery pit increases by 5 feet for each slot level above 6th. Additionally, when you make a melee spell attack with the pit, you can use your bonus action to make the attack while the pit is being filled. Additionally, when you make a ranged spell attack with the pit, you can use your bonus action to deal 4d6 fire damage to one creature within 5 feet of it. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, you cause up to ten small objects of your choice that you can see within range to appear in a spot that can be up to 100 feet away. For the duration, these objects that aren't being worn or carried remain in the spot, but can't be moved or otherwise interacted with. Each object you touch remains in the spot for the spell’s duration. If you cast this spell again, you must use your concentration on the spell to determine if it lasts longer. If it lasts longer than the spell finishes, the object is destroyed. If you cast this spell again, you can specify that the object is destroyed only if it remains in the spot for the duration. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration:

Until the start of your next turn, you see a bright, translucent ray of light in an unoccupied space of your choice within range. The ray explodes when it strikes a creature or a solid object, and the spell ends. Until the spell ends, the ray explodes with a dazzling display of colors, creating a magical illusion that the object or circumstance calls for the object to appear in order. The object or circumstance calls for the object to be dispelled from the target’s surface, creating a temporary invisibility or transference barrier. In addition, when a creature moves into the magical cloud for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, it can use its action to move to a different unoccupied space within 5 feet of the cloud and use the shortest, most direct route through the magical cloud to reach its destination. If the creature moves into the cloud for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature moves to the edge of the cloud and uses its action to move up to half as far as it would have been able to move if it had stayed in the cloud. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: up to 120 days

A swirling cloud of mist spreads out from a point you choose within range. Choose one of the following effects when you cast the spell. When the cloud appears, each creature within 120 feet of the point where it appears must make an Intelligence saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 2. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

Until the spell ends, a creeping cloud of smoke erupts from a point you choose within range. Choose up to five trees within 10 feet of you. One of those trees must be in motion. Smoke fills its space. The cloud moves with it to nearest enemies within 5 feet of it. Whenever you cast this spell, you can reshape any one tree you choose—including any you don’t. Each tree becomes smoke when it becomes larger than 5 feet by the spell’s maximum diameter. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can reshape a tree you select within 5 feet of you up to 5 feet thick. A tree you choose disintegrates into rubble when it hits 0 hit points. Every tree you choose’s debris falls to the ground if it is on the ground. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 8 Hours
Duration: 1 Hour

You touch anything that isn't your clothing, clothing, or weapons. The spell ends on the target if it is no more than 10 feet away from you. The target must succeed on a Dexterity saving throw or be affected by this spell for the duration. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A swirling cloud appears where a target you choose appears below it and moves with it. A caster level 4 or lower celestial ends up in the cloud. When you cast the spell, choose one of the following options to dismiss it. As an action, you can switch the cloud’s altitude from low to high. When you do so, the cloud spreads out throughout the target’s area, compounding the effect. The cloud spreads around corners. When the cloud moves over a target, you choose the creature as its target. It moves with it, remaining centered on you. It can reach out and touch the target, moving to within 50 feet of it. If the wind picks up within the cloud, sending it into a state of haltwatch, you instantly halt the movement of the cloud. If you move more than 50 feet from the cloud, the halt is made. The cloud moves with you, remaining centered on you. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A swirling mass of ice obscures an area 5‼ by 5‼ square. The area can be up to 50 feet long or up to 50 feet wide. The area is opaque and lasts for the duration. When the cloud appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 2d12 bludgeoning damage, and it takes 2d12 force damage, instead dealing 2d12 force damage in damage to the spot it appears on the ground. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration:

24 HoursA frigid fog forms around an area within range and moves at a rapid pace. The fog is heavily obscured. It spreads around corners and is thick enough to cover buildings and road surfaces. When cleared, the fog extends its reach over uneven terrain. In places, the fog spreads so thick that dust and dirt can easily pass through it. When the fog reaches 5 feet high, it forms a barrier of crackling, crackling flames that fill an area as small as a 30 foot cube on each side. Each creature that starts its turn in the flames must succeed on a Dexterity saving throw or take 1d12 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: 8 Hours

This spell creates a burst of magical energy that sprouts from a point within range, a sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. When a creature fails that save, a fireball erupts from it, igniting flammable objects in its path. Each creature in the area must make a Constitution saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. Quicken Spellbomb Touch 1 Hour You touch a target. For the spell’s duration, or until you use an action to touch the target again, the target can cast either of the following spells of 6th level or higher. Clenched Fist. Repels all direct energy damage. Blur. Blur lines of light and neutralize cover ones turned by a spell of 6th level or higher. Grasp. Shifts damage type and size in one direction, but no more than 10 feet. Lightning Bolt. Ripples out different types of projectiles in a 20-foot-radius sphere with a 10-foot flame at its center, sprouting from one end of the sphere to the other, in a direction you choose. Each creature in the sphere must make a Constitution saving throw. The target takes 2d6 fire damage on a failed save, or half as much damage on a successful one. Torrential rain. Stands dripping with rain on creatures you choose within 5 feet of a point you choose within range. Each creature in the rain must make a Constitution saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. The water then thickens shutters, such as those used in the spell’s blasters and storm gates, that link storm gates to city gates. Lightning Bolt Touch 1 Hour You touch one to three glowing green creatures that appear on the ground or in containers within range. You can give the creatures in contact a simple, yet powerful magic item to protect them. The creatures can be used to create weapons or armor, or to provide food or water to the creatures. While the creatures are under the spell, they can act as invisible protectors against attacks. Additionally, when a creature moves within a safe distance from a source of light, a ray of light that moves within 5 feet of the targeted creature strikes the creature in the nose and causes it to become blinded. At the same time, the creature is deaf and blind. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: 8 Hours

This spell damages all moisture in the form of an area of ground that you choose within range. The ground is thick and difficult terrain with many loose earth, stone, or fallen trees. The ground’s area includes a 30-foot-radius sphere centered on a point you choose within range. Any creature or object that resists this damage takes 1d4 acid, 5d4 cold, and 1d4 fire damage. Creatures immune to this damage also take 1d6 acid, 2d6 cold, and 1d8 acid damage. Creatures are also knocked prone. A creature with truesight can see through the ground and is immune to this damage. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration:

A magical cloud rises from the ground in a location you choose within range. The cloud spreads around corners. The cloud spreads across 5x5 inches of ground within 10 feet of you. Until the cloud spreads, spells of level 5 or higher cast this spell at least once each day for a week. The cloud spreads over any number of feet of ground. The cloud then spreads out through the ground in all directions. The cloud becomes a 10-foot cube in the image of the spell’s level. While in the cloud’s area, you can assume the same form as the creature, transforming it into a Huge or smaller creature for the duration. At any time thereafter, you can use your action to change the cloud’s form, up to three times in the same area, creating a Huge or smaller creature. You can also shrink or otherwise restrict its area so that it is no longer visible to the naked eye. Divination

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A sphere of cloudless light appears at a point that you can see within range. Until the spell ends, you can move the sphere up to 30 feet. You can also move it up to 30 feet. A sphere of cloudless light is a 10-foot cube and can contain up to 1,000 cubic feet of air. The sphere is centered on a point you can see within range. A sphere of cloudless light can be up to 1 mile in diameter and can pass through 10,000 square feet of ground. Any creature standing on the sphere must make a Dexterity saving throw. On a failed save, the creature takes 2d6 radiant damage and is blinded until the spell ends. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure up a cloud of smoke that remains for the spell’s duration. When you cast the spell and as a bonus action on your subsequent turns throughout the duration, you can make all the pillar’s fire damage rolls together. For the duration, you also change the size of the cloud so that it appears to be smaller than it is. When you make a fire damage roll, you can choose to reduce the fire damage roll to 0 or increase it to 1. Each affected roll affects one fire resistance roll made with advantage. The cloud then halts your movement for the full duration. A creature can use an action to end the cloud on an object or to move a Large or smaller creature for the full duration. Evocation

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create a layer of frigid air over a creature and create a 20-foot cube of frigid air centered on a point you can see within range. Until the spell ends, you make a spray of snowball-sized arms covering its body that are up to 1 inch thick. The arms can reach up to 20 feet long and are 5 inches thick. The arms also protect you against short sword attacks. If you use your action to move the backpack from one side of the creature to the other, you must use your action to do so. For the spell’s duration, you can use your action to move the backpack up to 20 feet in any direction. When you move the backpack from side to side, you can use your action to cause a creature to make a Strength saving throw. On a success, the creature takes half damage and can use its action to move up to its speed so that it lands in the nearest unoccupied space of its choice. If the creature uses its action to move up to its speed so that it lands in the nearest unoccupied space, it can use its action to move both ways. Finally, you can move the backpack from side to side in any direction and then repeat the saving throw. When you use this spell to create a barrier between you and the cloud, for example, you make the barrier up to 20 feet high, creating a 20-foot-by-20-foot tall barrier between you and the cloud. The barrier lasts for the duration. If the barrier is created over a fire, a mist, or in an unoccupied space that isn’t filled with water, a blizzard, or a severe frost, an icy storm, or a surge of 5 feet or less flow, that area deals 1d8 bludgeoning damage to you and each creature that starts its turn in the blizzard or storm. Each creature in the snow or in the surge must make a Dexterity saving throw. It takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. While in the snow or in the surge, a creature must first make a Dexterity saving throw. On a failed save, it takes 14d10 cold damage. On a successful save, it takes half as much damage and is restrained for 7 days. A creature restrained by the spell is turned into ice for 24 hours. A creature restrained by the spell is no longer bound by the spell, but must spend 3 feet of movement on each of its turns, and it can repeat the saving throw against the spell’s effect after it is released. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A shimmering void appears on your ethereal right bottom and extends beyond your reach for 120 feet. The void doesn’t form a wall or create a portal to another plane of existence. It merely widens and widens. In any form, it is a solid mass of air under a covering cloud. The void doesn’t form a gateway to another plane of existence, such as a plane that has a portal to another dimension, such as a plane created by another spell or created by another spell. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the area of the shimmer becomes much more dangerous for each creature hit by its attack. For each of its 5 levels, the weapon attack deals an extra 5d8 necrotic damage to the target. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A swirling cloud spreads around a point you choose within range. The cloud is 20 feet deep and 5 feet wide, and it moves at half speed. It takes 10 feet of movement for every 1 foot it moves. If you are fighting a creature, the cloud spreads around corners, in locations of your choice within range, to create obstacles that make it harder for it to pass. When you cast this spell, a shimmering portal opens in a 30-foot-radius, 30-foot high cylinder centered on the cloud. Such a portal’s walls are 10 feet thick and bollards fill 6 of 6 points of your choice that you can see. The portal is an area of shimmering force, 30 feet wide, and 5 feet thick. Each wall has AC 15 and 15 hit points. When a portal opens, creatures that entered it failed the spell and were pulled into it, either by some phenomenon beyond the wall or by some temporary portal created by the wall. A pulled creature’s speed is halved until the start of your next turn. A pulled creature enters the portal’s area with advantage, and the creature enters the portal’s area with disadvantage. A pulled creature enters the portal’s area while restrained by the wall, though such a creature can use a free action to make a melee attack against it whenever it wishes. A pulled creature can use only one ability move, though it can move along any one of its movement paths. A pulled creature can use only one ability open or close its mouth or any on or off to speak. A pulled creature can make a Wisdom saving throw to regain control of its senses. If it does so, it frees itself and all its sensory sensors from the wall, giving it control over only its natural senses. An uncontrolled creature’s senses are affected and it must succeed on a Wisdom saving throw or lose control of its senses. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect 9 creatures with an Intelligence (Investigation) check. Each of these creatures takes 2d4 damage of the type you chose. Each creature affected by the second spell takes 1d4 necrotic damage of it, and the damage increases by 1d4 when you reach 5th level (2d4), 10th level (3d4), and 17th level (4d4). Necromancy

Plonting Cloud Concentration

Plonting Cloud

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A sphere of thunderous force appears in a 5-foot-radius, 10-foot-deep pit, centered on a point you choose within range. The sphere appears when you cast this spell. The sphere explodes when you take damage of 5 or more hit points. A creature must make a Dexterity saving throw. On a failed save, a creature takes 3d6 thunder damage and 3d6 cold damage. On a successful save, a creature takes half as much damage and isn’t knocked prone. While the sphere is on the ground, a creature that ends its turn in the area can’t be targeted by the sphere, and the sphere disperses into other areas of the area. Conjuration

Plonting Cloud Duration Plonting Cloud Evocation

Plonting Cloud

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a 20-foot tall cylinder of poisonous air that fills its space. Each creature other than you within range must succeed on a Constitution saving throw or take 3d6 poison damage. The cylinder falls in a 30-foot cube and lasts for the duration. When a creature enters the cylinder for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 5d6 poison damage. If a creature moves into the cylinder while holding a piece of jewelry worn by a creature with an Intelligence score of 2 or greater, it can’t take this spell to the cylinder, and if it successfully saves for the first time on a turn or starts its turn there, it isn't affected by this spell. Transmutation

Plonting Cloud Necromancy

Plonting Cloud

Casting Time: 1 action
Range: Necromancy(8-10 minutes)
Duration: Instantaneous

You create an aura of wind centered on a point within range and centered on you. The area of the area is unoccupied. The aura lasts for the duration, and you can use your reaction to create a wall of wind in the same spot for the duration. The wall is 10 feet in diameter and 20 feet high. The wall is made up of 20 layers of stone and consists of 10 feet of stone and 1 foot of stone and 1 foot of stone. You can create up to eight such layers of stone at a time, but you must use your reaction to create the same layer of stone or one layer of stone per encounter. Each layer of stone is 100 feet tall and 5 feet wide. When you hit a creature with an attack, you can cause it to take 5d10 bludgeoning damage on a hit or miss. Necromancy (10-foot radius) Conjuration

Plonting Cloud

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Concentration, up to 1 minute

This spellores energy from the nearest creature you can see within range, issuing forth a long string of roaring, thunderous cheers. The celestial, misty cloud, or mirage cloud (regardless of its type) functions as a celestial for the spell’s duration, and the cacophony is deafening. The celestial is friendly to you and your companions for the duration. The spell ends if you cast it again or dismiss it as an action. The celestial can be summoned at any time by any Medium or smaller flying creature (such as a bard or druid) for the first time on a turn or starts its turn there. For the duration, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. A celestial that starts its turn in the celestial’s path takes 1d4 radiant damage, and it takes 2d4 radiant damage if it moves further than that distance. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Self (100-foot-radius sphere centered on it)�Duration: Concentration, up to 1 hour
Duration:

5 gallons of a hazardous air purification potion can be stirred into a vapor that fills a 20-footradius sphere centered on it with a low roar and a low hum. When you cast the spell, choose up to three nonmagical creatures that you can see within range as the target. Each creature that can see within range is surrounded on all sides by smoke; the target can make a Wisdom saving throw against it. On a failed save, the target automatically decays, and you can have no more than two corpses around it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Illusion

Plonting Cloud

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Choose a location and an area of fog that you can see to fill in as much as 30 feet of the floor or wall. The area of fog is a horizontal gaseous form. It spreads around corners. Each 50 feet on each side, a small pillar with a diameter of 10 feet must be created. A pillar weighs 3 pounds., and it is composed of 1 inch of wood, 1 inch of stone, and 2 inches of stone. The pillar has AC 15 and 30 hit points. It is immobile while moving. Reducing the pillar to 0 hit points destroys it and leaves behind a sheet of mist in the area. If any creature moves into the area before the spell ends, the mist remains, but it lasts until cleared. A creature that enters the fog for the first time on a turn or ends its turn there must make a Constitution saving throw. On a failed save, the creature is transported to another location where it wouldn't be visible to the naked eye. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Up to ten nonmagical constructs (up to eight willing creatures or four undead creatures) appear and assume the appearance of one humanoid of your choice that you can see within range. The constructs appear for the duration. If you cast this spell again, you can create a new construct’s construct by creating two more humanoid’s within range. The constructs become undeads once they have turned from being undead to being constructs. While they are on the ground, melee attacks made against them have disadvantageous effects, and they take 10d8 necrotic damage and have disadvantage on saving throws against their attacks. Necromancy

Plonting Cloud

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell wards off hostile creatures and illuminates the locations of its patrons. Each nonhostile creature in the aura (including you) can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. Abjuration

Plonting Cloud

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A swirling cloud of ice and fire appears within range. The cloud spreads around corners and is heavily obscured. Roll 5d6 for the area, which includes soot, to see where the cloud winds up. A 5th-level wind cloud (20 miles per hour) grants it twice the speed of light and disperses gases equal to your choosing. The cloud spreads around corners. When the cloud moves into an area, make a ranged spell attack against a target within 5 feet of it. On a hit, the target takes 1d12 cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous cloud on the ground at the start of each of your turns until the spell ends. Creatures in the area must make a Constitution saving throw. On a failed save, a creature takes 2d6 poison damage and is restrained for the spell’s duration. As an action, a creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn restrained by this spell must also make the saving throw. A restrained creature moves with the cloud to a space within 5 feet of it. That space must be on the ground or on a floor. At the start of each of your turns after you cast this spell, you can use an action to make a Strength check against your spell save DC. If successful, the creature is no longer restrained and must either move off the ground or fall prone. If it does not move, it has resistance to poison damage. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of shimmering force centered on a point you choose within range. The sphere remains for the spell’s duration, and can contain up to 100 creatures. Each creature that starts its turn in the sphere when the sphere appears must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful save. The damage type is the same as that of the ammunition or weapon, and the damage roll increases by 1d8 for each slot level above 2nd. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a 20-foot-radius sphere of swirling cloud around an area you can see within range. The sphere remains for the duration, and the area is difficult terrain for the target. The sphere spreads around corners. The sphere is opaque from space, and its area is difficult terrain. Any creature in the sphere's area must make a Dexterity saving throw. On a failure, the creature takes 5d8 bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn’t knocked prone. The sphere then explodes. Each creature within 20 feet of the center of the sphere must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original damage type, and the sphere extends from one creature to another. If the sphere restrains a creature in the area, the creature that was holding it has advantage on the saving throw. A creature restrained by the sphere can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The sphere then explodes. Each creature within 20 feet of the center of the sphere must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Plonting Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A cloud composed of ice, fire, or thunder appears at a point or within 300 feet of a target and lasts for the spell’s duration. If you cast this spell on the same spot every day for a year, you can have the cloud disappear for one year. If you cast this spell on the same spot every day for a year, each cloud that remains lasts until the spell ends. If you cast it twice a year, each time taking 1 hour and 45 minutes, creating a separate effect, the effect is cumulative over a 5-foot radius. The cloud preserves its shape, but can​t expand it. When you cast this spell, you can have the cloud disappear for one year or two years . Conjuration

Plonting Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A veil of shadows covers the ground in a 10-foot radius centered on a point you can see within range. For the duration, any creature that can’t see is immune to fire damage, and it can make a Dexterity saving throw against the spell. On a successful save, the spell ends. A creature immune to this effect can’t use a spell slot of 2nd level or higher for more than 24 hours. A creature that has cast at least one spell immune to this spell can repeat the saving throw, ending the effect on itself on a success. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of swirling cloud that remains for the duration. The sphere moves with you, centered on you. Each creature in the area when you cast this spell must make a Constitution saving throw against poison. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Self; duration unknown
Duration:

You create a large pillar of thick fog on the ground at a point you choose within range. You cause it to shift in brightness, forming part of a visible wall that remains for the spell’s duration. When you cast the spell and as a bonus action on each of your turns while the fog is forming, you can move the pillar up to 30 feet and have it fly into an unoccupied space within 30 feet of you. If you move the pillar and then as part of the attack roll during its move, you can change its speed so that it flies up to 60 feet per round trip. When the pillar reaches the top of the attack roll, it sprouts a seed of dragon saliva, becoming a Huge or larger creature. Roll initiative for the creature, which has its own turns. It immediately witnesses what has happened to its father and the dragon’s lair. (If the creature is a creature, the creature must be within 30 feet of the pillar and the pillar must be in motion to trigger the seed spell.) If the creature moves more than 30 feet away from the pillar, that creature must succeed on a DC 20 Intelligence (Investigation) check against your spell save DC to be able to locate the pillar after learning its location. If the creature uses its action to move away from the pillar (creatures appear as barriers made of ice or a thin sheet of ice), it instead recalls the terrain around it and deduces its position so that it is closest to the pillar as possible. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Small (100 ft.)
Duration:

A swirling cloud of swirling mist appears in a Small or smaller space within range. The cloud spreads around corners, forming a face and moving around the bases of its arms. The cloud is large enough to hold several hundred people, and it can cover its face. If the face is smaller than 40 feet, the air in the eyes can't pass through and the cloud becomes difficult terrain. While in the cloud, you can use your action to exhale the mist up to 40 feet in a direction you choose. The cloud spreads around corners, forming a face and moving around the bases of its arms. The cloud is large enough to hold several hundred people, and it can cover its face. If the face is smaller than 40 feet, the air in the eyes can't pass through and the cloud becomes difficult terrain. While in the cloud, you can use your action to exhale the mist up to 40 feet in a direction you choose. The cloud spreads around corners, forming a face and moving around the bases of its arms. The cloud is large enough to hold several hundred people, and it can cover its face. If the face is smaller than 40 feet, the air in the eyes can't pass through and the cloud becomes difficult terrain. While in the cloud, you can use your action to exhale the mist up to 40 feet in a direction you choose. The cloud spreads around corners, forming a face and moving around the bases of its arms. The cloud is large enough to hold several hundred people, and it can cover its face. If the face was smaller than 40 feet, the air in the eyes can't pass through and the cloud becomes difficult terrain. While in the cloud, you can use your action to exhale the mist up to 40 feet in a direction you choose. The cloud spreads around corners, forming a face and moving around the bases of its arms. The cloud is large enough to hold several hundred people, and it can cover its face. If the face was smaller than 40 feet, the air in the eyes can't pass through and the cloud becomes difficult terrain. while you have concealment, you can draw lines through the air to reach out from the cloud to another creature. You can use these lines to your advantage and keep from running out of cover. You must know the creature’s position on the line—at the very least, you must know the creature’s position on the line. When you use this ability to cast a spell, you can specify a password that guards against the password being read. If the password is offensive or indecent, the spell ends early if you use it or if the creature w as sent to your current home. When you use this spell to cast a spell, the password is never read and the spell doesn’t end. The password might be slightly different when the spell ends, or it might be permanently set to nontextual reading. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: Small cloud 60 feet 120 feet 120 days
Duration:

Choose a point you can see within range. On a solid surface where herbivores and trees are present, a flying creature emerges from the ground and reaches a height of 300 feet. The creature flies as fast as 50 feet per round trip. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Small or smaller, ten miles diameter, and moving around in a 20 foot cone, centered on an area within range, that lasts for the duration. The cone’s area is difficult terrain and requires at least 1 minute to clear by hand. When you cast this spell, you can have up to three willing creatures affected by it w ho can benefit from “flaws and delusions” and must roll 11d6 to adjust to the new terrain. For the duration, these creatures also gain disadvantage on attack rolls against creatures affected by its delusions spell.
Duration:

Transmutation

Plonting Cloud

Casting Time: 1 action
Range: Smallradius60
Duration: 1 Hour

A swirling mist appears at a point of your choice within range and remains for the duration, dispersing harmful qualities of the air and clouds that fill it, for days at a time, into surrounding terrain and creating a 20-foot cube of swirling cloud for each slot level above 1st. The cloud spreads around corners and is heavily obscured. The cloud lingers in the air for the duration, extinguishing candles, torches, and other light sources. When the cloud appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, a creature takes 2d8 fire damage and 2d6 radiant damage, and it has disadvantage on saving throws against being frightened. Evocation

Plonting Cloud

Casting Time: 1 action
Range: Special, up to 1 hour
Duration:

You create a 20-foot tall cloud of dust that forms in a 20-foot radius around a point of your choice within range. The cloud spreads around corners, and its area is heavily obscured. Until the spell ends, you can use an action to create a line of telekinetically precise telekinetic trails for the duration. These trails are 15 feet long and 5 feet wide. Each creature that starts their turn in the line must succeed on a Wisdom saving throw or gain a static teleportation, which ends the effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create three temporary teleportation services within range. The first is a loop teleportation spell that uses the energy of two nearby plants to teleport a single willing creature. You use each plant’s unique flavor to designate the trinkets you want to be used as the service, and you decide which plants to use. You decide what sort of plants you want to teleport, which plants to use for what purpose, and how long until you use the service. You can specify a different service for each plant’s unique flavor, or you can specify a service that can be used only once. A static service ends whenever a temple, library, or other important place or service is breached. Transmutation

Plonting Cloud

Casting Time: 1 action
Range: Unnatural noise. You cause clouds of smoke to form in a 20″ radius on a point within range. The clouds each have a 20 percent chance to baffle objects within 5 feet of it and cause such other effects as deafening silence for 20 feet. A muffled sound can be heard throughout the area. When a muffled sound occurs, a puff of smoke, red or white smoke, fireworks, thunderous bang, or creaking noise fills the air within 5 feet of the point you chose for the sound to form. A natural wind can disperse the smoke and keep it from reaching the nearest creature. A shower of sparks can be seen streaking across the ground in a 20″ radius.
Duration:

Evocation

Poxsare _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Poxsare 0.60

Poxsare

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A creature or object of a kind you choose that you can see within range rises vertically, up to four stories, or possibly four stories higher, until the spell ends. The target must make a Wisdom saving throw. On a successful save, the spell ends. A creature w ho reached higher up in the sky must use its action on a sabbatical from school to devote himself or her time to studying philosophy. Divination

Poxsare

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A shimmering force of green energy emanates from you and streaks toward a target you choose within range. The energy moves as you direct it, targeting the same creature or several that you can see within range. An elemental force must be present to affect this effect. While the energy is present, you can make a melee spell attack with it. On a hit, the target takes 1d10 radiant damage, and it can’t take reactions until the start of your next turn. You can also use your action to cause an elemental force to move to a different square on the same side of the glyph, causing the force to move to that square. The force moves at your command and can’t pass by a creature or object, blocking its view. Evocation

Poxsare

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You cause up to three pillars of stone to form around one another with a flourish. If you choose the stone, each pillar has AC 20 and 30 hit points. The pillar collapses when either side rises. Each pillar has AC 20 hit points and 30 hit point drain. If a pillar is moved into a hostile area, it instantly and without warning crashes down and explodes, igniting nonmagical projectiles and igniting structures and servants within it that are no larger than 10 feet in diameter and within 120 feet of the pillar. Additionally, if the pillar is rolled 10 or more inches over its edge, it can’t move for 2 minutes before being pulled back by a mechanical updraft that reaches its maximum height. Evocation

Poxsare

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a magical potion on a target that you can see within range and that has hit points below 1. The target must be within 30 feet of you when you cast the spell, and it becomes active when you cast this spell. The target can use its action to deal 1d4 poison damage to the potion. When it succeeds on a weapon attack against a creature within 30 feet of it, the potion poisons the target. Necromancy

Poxsare

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You pull up to five pieces of equipment from the table or pile of equipment you are holding onto to one side of the table. If you are holding a set of three tools and you are moving from one pile of three to the next, the next pile is occupied by one piece of equipment and so on until the item is pulled into the next pile. The move automatically ends if you move from pile to pile before the end of the duration. If you pull a piece of equipment from the table or pile, it doesn't return to its owner's hand until it is no longer needed. You can use this spell to move a set of magic bottle caps from hand to hand, create a temporary drinking fount, or press a potion to add a new volume to a set. Conjuration

Poxsare

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

This spell creates a searing pain in the area of the target if it is within 30 feet of you. The painful pain spreads around corners and cuts through muscle and tendons in the creature’s back, causing it to lose sight of you and blind or be deafened in some conditions. For the duration, the target can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Necromancy

Poxsare

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create one of the following effects when you make a melee or an attack roll using your spellcasting ability on a weapon you are holding or manipulating. You can use your spellcasting ability instead of Strength for the effect. You take 4d8 damage of the effect for each stack of used weapon. Medium or smaller creature’s Hit Points At the start of each of the turns you are using the spell, your Hit Points increase by 1 for each slot level above 1st. At Higher Levels. When you raise your maximum Hit Points by a single amount, you can use a bonus action to bump it up to 3 levels, using up two levels of 2nd and 3rd level actions. Evocation

Poxsare

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create one of the following effects within range: Smite. Affected creatures that succeed on a Constitution saving throw are instantly slain. Sickened creatures succeed on Constitution saving throws. Tense surroundings. Affected creatures are stunned, deafened, or frightened. The stunned creature can use an action to make a Strength or Dexterity check, and it takes 3d10 force damage on a successful save. Grasping rain. Affected creatures are restrained and have disadvantage on attack rolls against creatures in reach. In addition, a restrained creature can use an action to make a Strength or Dexterity check, and it takes 3d10 force damage on a successful one. Finally, if a restrained creature fails its saving throw, it is restrained for the duration. Transmutation

Poxsare 10 Days Worn

Poxsare

Casting Time: 1 action
Range: 120
Duration: 1/day

You choose one creature or an area of solid stone that you can see within range. You can create a pillar in the space of up to six feet high and thin and shape it as you desire. You can create a pillar up to 30 feet high and shape it as you wish for the spell’s duration. To create a pillar, follow these simple rules: Create a pillar of marble and strike it with your bare hands. The marble slices and shapes pillars in your space and creates an opening 1 foot wide and 2 feet deep for it. Place a simple charm on the pillar that reveals it to be an illusion. You can use this spell to charm or entangle the creature you impelled the pillar with, or create a distraction to protect it. The creature is so underachieved in its senses, however, that it must rely on its sight to recognize the pillar as real. To entangle the creature without entangling it requires a successful Intelligence (Investigation) check against your spell save DC. It can be affected in this manner again as an action on each of its turns; if it succeeds, you have placed a spell of 3rd level or lower on the floor of your current muggle home. If it fails, the spell ends, and any creature that was blinded while under the illusion’s influence withers away. A creature that was already blinded when you cast the spell can still see with your own eyes, provided that it is still conscious. Conjuration

Poxsare

Casting Time: 1 action
Range: 120
Duration: 1 minute

An invisible, invisible creature appears, hovering over a point within range. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage. The spell ends if the target dies or if the spell ends for no other reason than that the spell ends. The creature can use its action to make a Constitution saving throw. On a success, the thing is stunned and must make a Constitution saving throw at the end of each of its turns. On a failure, the creature can’t move for 1 minute. Conjuration

Poxsare

Casting Time: 1 action
Range: 15
Duration:

1 Roll three d10s. A creature that reaches the bottom of the roll for the number rolled or enters the spell’s area for the first time on a turn or starts its turn there rolls a d4 and subtracts 5d8, 11, or 17 from the total. The spell’s area is hard as stone (your choice), and the spell persists for the duration (until the spell ends). There is an area of magical darkness within 5 feet of you that you can see and is covered by half as much stone as the spell’s surface radius. The spell can’t attack a creature there. Transmutation

Poxsare

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You raise a statue of holy dread in the space it crashes into. Choose a point you can see within range. It explodes when it strikes a creature within 5 feet of it or when a pillar of sand falls from the statue. You can attack the target. If it resists your attack roll, you regain hit points equal to half the amount of hit points restored. If it leaves your space when you cast this spell, you banish the statue to a ruin and create a pillar of stone on the ground within 30 feet that stops short of impact. If a creature within 30 feet of the pillar hits you with a melee attack before its movement finishes, the creature is pushed aside and struck by the pillar, ending its movement. The pillar leaves behind a trail of bloody footprints along the ground, which a creature on the ground can see or hear can be away from you. When the pillar reaches its maximum height, it creates a pit in the ground that some creatures or objects can't reach, and a pillar of crackling radiance radiates pitch black damage in a 30 foot radius. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Day (Optional)
Duration: Concentration, up to 1 hour

Self A creature that you touch appears within range, and you can use your action to cause the creature to appear within range or to move to another location. When you do so, the creature appears in the space you created and can’t move. The space you created is completely free of creatures. The creature can be in one of the following forms: A humanoid shapechanger (see below) A humanoid form of some sort A humanoid form of some sort A humanoid form of some sort At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 7th. Conjuration

Poxsare

Casting Time: 1 action
Range: 1/day
Duration:

This spell becomes a simulacrum of its true self. Each time it takes hold of a creature, it becomes a simulacrum and can be bound to whatever creature it is on, including ones it w as possessing the cursed substance. It can also become any creature you designate (but the creature can’t become an undead). This spell has no effect on constructs or undead. Evocation

Poxsare

Casting Time: 1 action
Range: 1. Depictions.
Duration:

1. Tattoos. A creature that has its hit point maximum and hit points equal to half the creature’s hit point maximum or half the creature’s hit point maximum is immune to all damage and makes no saving throws. For the duration, any creature that is immune to being affected by a spell or a spell of 2nd level or lower can use a bonus action to make a Strength (Athletics) check against your spell save DC. When the spell ends, the creature returns to its home plane, where it rested. Transmutation

Poxsare

Casting Time: 1 action
Range: 1. Hide
Duration: 60

Concentration, up to 1 minute You call one creature or some nonmagical phenomenon within range to serve as your distraction. You choose one of the following effects when you cast this spell, such as when you make a melee attack using your spell attack, the target takes an action and must make a Wisdom saving throw. On a failed save, the target takes 4d6 bludgeoning damage and is caught in the vortex until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration: 1/day

This spell creates a harmless sensory effect on willing creatures who are sleeping or asleep. For the duration, any willing creature or objects that are picked up by sleep spells or thrown onto the ground by a creature are unaware of this effect. For the duration, any creature picked up by an untap spell is conscious of the spell and aware of whatever move the target makes to escape. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 Hour 1 Hour You decide what action you take and what action you take. Choose one of the following options: You can use your action to end the effect. Choose one of the following effects. You can cause up to six creatures of your choice that you can see to take the action you choose. You can also end the effect on a creature that didn't take the action you chose.Conjuration

Poxsare

Casting Time: 1 action
Range: 1 hour
Duration: 1 hour

You choose one of the following effects. The effect lasts until you cast this spell again. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You touch a creature whose base speed is equal to or less than your walking speed. Make a ranged spell attack for the weapon. On a hit, the target takes 2d6 bludgeoning damage and is knocked prone. If the target is under the effect of this spell, the spell ends. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration: 1 min

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Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Round

A shimmering place in space. A shimmering place. You can touch or otherwise manipulate a point of light in the area that isn't being fully illuminated. A point of light is visible in this area for the duration, and it must be within 30 feet of you. 2 Hours 30 Days The spell ends. It is an instantaneous spell that can hit any creature in a 40-foot-radius sphere centered on that point. A creature must make a Wisdom saving throw. On a success, the spell ends. Instantaneous Until the spell ends, there is an audible noise of thunder from the area. Creatures within 5 feet of the point of sound must make a Constitution saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. The spell ends if you are still within 5 feet of the point of sound. For the duration, the spell can no more cause than 30 feet of movement in the area. A creature that enters the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 1d6 thunder damage. A warg, if it enters the area for the first time on a turn or starts its turn there, must also succeed on a Dexterity (Conjuration) check to see if the warg has the wands it is wearing. As a bonus action on the warg's turn, it can ’t move or move by more than 30 feet from the warg. Until the spell ends, you can use an action to dismiss the spell. Enchantment

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Whistle.

1 Round. 1 Round. A creature must make a Wisdom saving throw. On a success, the creature takes 2d6 force damage and is restrained until the spell ends. A target must also make a Wisdom saving throw if it has the spell active. If the target fails this saving throw, it can’t be charmed, frightened, or attacked. 2 Round 2 Round. A creature can use its action to move up to 10 feet in any direction on a 5-foot-by-5-foot-by-5-foot-by-5-foot-by-5-foot line. The move must be made in an unoccupied space, and the target must make a Wisdom saving throw. On a successful save, the creature’s speed increases by 10 feet. On a failed save, the creature takes 10d6 force damage. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration: 30

8 Hours 1 Hour

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

5 Days**1 Hour You are able to use your Wisdom modifier when you cast this spell. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 hour
Duration: 5

Instantaneous you choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. This blindness ends if the target is charmed, frightened, or has no memory of what happened. The blindness ends if the target is incapacitated. The target can make a Wisdom saving throw or take 4d6 psychic damage on a failed save. On a success, the target can use its reaction to make a Wisdom saving throw again on a later turn. The blinded target must succeed on the saving throw or be blinded for 1 minute. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature other than you you or a Huge or smaller creature you touch is protected from harm by nature. Creatures are immune to being harmed or even killed on contact with the unguarded surface. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature that fails its saving throw must use its reaction to make another Wisdom saving throw. On a successful save, the target can’t be charmed, frightened, or possessed by such a creature. As a swift action before dealing damage to it, you can cause a creature to succeed on a Wisdom saving throw against psychic damage or lose its senses. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell becomes permanent and invisible until the spell ends. Any Medium or smaller object or creature that you choose that isn’t being worn or carried by a creature uses magic to assume a different form, such as by shedding its body or using the teleportation glyph, ends its turn immediately before the spell ends. This invisibility lasts for the duration. The spell is especially effective against constructs and undead. Once per game, whenever a creature drops to 0 hit points, or when a creature-partner spell ends, a random spell of 8th level or lower (at the start of your next turn) is inscribed in the stone beneath it that says NO TO THE SCREW, NO TO THE SCREW OF THE SCREW, AND LEADER OF THE RULES OF THE SCREW. The spell is cast as a bonus action on each of your turns to move the Stone from one location to another and regain hit points equal to d10 + 1 hit points. You might also activate the Spell Silence option on your turns. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical bond of life between you and a creature you choose within range. The creature must succeed on a Wisdom saving throw or become blinded for 1 minute on your turn. If this spell ends before you finish your next long rest, or if you cast it again before you finish your next long rest, the magic bond is broken before your next long rest. If the creature is immune to being charmed, this spell attacks it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can create with this spell increases by two for each slot level above 1st. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates a magical field of magical energy within a 5-foot square part of the size of your home state for the duration. This magical field surrounds and protects you from harm, up to 40 feet deep and centered on a point within range. The magic field can contain up to 500 pounds worth of magical ammunition (8 pounds each piece), as well as up to 1,000 pounds of magical chain mail (1,000 pieces each piece), 20 pounds of celestial armor (20 pieces each piece), or up to 4,000 pounds of arcane lockcrafting materials (500 pieces each piece). If you cast the spell multiple times, you can have up to two spells wrought in the field activated at a time, and you have advantage on any Wisdom (Perception) check you make to detect magic in the magical field. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates constructs, light wraiths, and undead within a 30-foot-radius sphere centered on a point on your side of the map that contains a specific location. A creature must reach the top of the sphere before it can enter or leave. When you cast this spell, you can choose a point on the ground within 5 feet of a location you choose. Then specify a place within 5 feet of the location you choose. When you cast this spell, any creature that can see through the portal must spend 1 extra foot of movement for every 1 foot it moves through it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration for constructs, light wraiths, and undead increases by 1 day for each slot level above 4th. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates creatures of a kind that are impossible to defeat. Choose two of the following creatures you can see with your naked eye: a boar, a cherub, or a giant centipede. You might choose a boar for its size, but it isn’t a beast. The spell’s area overlaps with the surrounding terrain and is covered from the outside in soft materials such as stone, sand, or rock. The creatures created by the spell must be within 50 feet of you where you cast it. To do so, you must maintain your concentration on a spell of 3rd level or higher. The creatures’s area is difficult terrain, and creatures within its area must make a Wisdom saving throw. On a failed save, the creatures take 2d6 bludgeoning damage and have a 10-foot radius to their movement. Both the creatures and the terrain can be covered by nonmagical armor. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates or disables creatures or objects in an area, such as a cave, on which no more than eight-foot squares of stone or mud have standing are present. For the duration, such a creature can be targeted by this spell only by causing an entangle spell to be cast targeting the creature. An entangle spell ignores the creeptooth or other soft stone in the area that the target is standing on. If the entangle targets an object moving across a surface, that object is pulled up over the entangle target and is restrained, preventing it from moving over the creature's space. If you cast this spell while the entangle exists, the creature can choose to be restrained by the entangle. (You can also banish the creature if you want to, but it can’t choose to.) The creature can make a Wisdom saving throw. On a success, the creature can be restrained again by the entangle. A failure, expels, or calls for help from an almighty evil spirit deal significant damage to the creature. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates or duplicates a legendary magic item, a rare spell slot, or a magical item composed of runes and spellsworn words capable of attaining a certain spell level. Once a legendary magic item is created or duplicates, it no longer exists in its original form, and any expended spells used to create the item are wasted. Divination

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell inscribes words on one creature’s forehead that is larger or smaller than the size of your hand. The words must be written, inscribed, and aligned with your hand, or your hand becomes a piece of paper that is too small to be inscribed. You cast this spell a number of times equal to 1 × your spellcasting ability modifier. Your proficiency bonus is equal to the lesser spell’s Bless save bonus. When you cast this spell, you can make a new one as part of the casting, and you can dismiss such a casting as an action. If you cast both ways, you can have the spell ended and the creature’s mind reimposed between the two. You can’t have the spell ended and your mind moved outside of combat. Enchantment

Poxsare

Casting Time: 1 action
Range: 1 hour
Duration:

This spell makes a creature immune to all damage, spells, and other effect that might make it prone or difficult for its attackers to reach its intended target. If you cast this spell twice, you can have up to three targets affected by it affected each casting. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmutation

Poxsare

Casting Time: 1 action
Range: 1 hour
Duration:

Typically, when you cast this spell with a 5th-level spell slot, the spell has no effect. Instead, you animate or reshape a Large or smaller object as part of your construction. The object is no larger than a 20 foot cube and can carry as much as you wish. The object is then carried in your movement as if you had launched the spell, if possible, and you gain a flying speed of 60 feet. If you are still flying when you reach the top of the planar staircase, you fall, unless you have advantage on the flying check to do so. While falling, you take only 1d10 force damage. You can use your action to move the object up to 30 feet in any direction but make no movement toward it. As an action, you can move the creature up to 30 feet but make no move toward it; if it moves toward you, you deal 2d10 force damage to it, and it must succeed on a Constitution saving throw or become restrained in your thoughts. You then move on your own as if you were concentrating on a spell. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken an unwilling creature that it is unconscious of. The target must make a Wisdom saving throw. On a failed save, it is incapacitated for 1 minute. If the target is standing up, moving slowly, or standing still, it can make a Wisdom saving throw. On a successful save, it can’t fall, so it has no fallibility. Its speed is halved in this spell's area, and it gains a flying speed of 60 feet. This spell also extends to difficult terrain, such as trees or grass, and to natural terrain created by spells or natural terrain designations, such as thickets or thickets of trees. You can shape the terrain to your will. It is lightly traveled and difficult terrain with limited movement. You can create unsheduled and unplanned terrain types. You can create contours that impede movement, create obstacles that create unneeded strain on equipment, or create openings to let in smoke or flame. You can create simple shapes, such as squares, that are difficult terrain and require at least 1 hour to complete in order for your spell to succeed. You can also cause temporary blindness on the affected creature, making it blind or partially blinded. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 hour
Duration:

You awaken the soul or a part of it, temporarily removing an illusory duplicate of another creature within range. This spell has no apparent effect on undead or constructs or on created creatures. Illusion

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a creature’s size. The creature can’t be larger than Medium or smaller. For example, a Medium creature can’t exceed the height of its head. The spell’s height is equal to or less than the height of the creature’s head. 2 Hours Concentration, up to 10 minutes Until the spell ends, the target can make one magical attack roll or two. The target must succeed on a ranged spell attack roll or be affected by the spell. The target can use an action to make one additional attack roll if it has the spell’s level or higher. If the target makes a melee attack with this attack roll, the spell ends. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure a creature or an object out of the stone of a specific kind for the duration. The object can be of any kind possible, whether stone, metal, egg, flower, tree, rock, plant, or mineral. If you cast this spell with an 8 or higher level spell slot, it also lasts for the duration. It only affects objects made of stone or metal. Constructs and undead aren’t created with this spell; their natural weaknesses and successes and failures aren’t noted. If you cast this spell with one of the finesse or brimming qualities you choose, you animate or channel the target, creating a sort of finesse equivalent to a knife strike. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure an invisible creature’s nest in an unoccupied space within range. The creature must make a Wisdom saving throw and drops whatever it is holding when it drops the container. The creature w ho creates an unoccupied space on the ground within 10 feet of it where it appears in an illusory pattern according to the chosen weapon and/or spell’s description. The illusion lasts until the spell ends or the creature w ho apparates to another unoccupied space within 5 feet of you. Once on each of your turns before the creature uses an action to shake or slap a lock of clothing or other apparel or activates a switch, the illusion can repeat the saving throw. It can use its action to do so, expending no energy saving it for the duration. After the creature shakes or hits the switch, the illusion continues to do so. Once it has succeeded in doing so, it makes another saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical link between two objects or a place you designate. The spell is permanent, and you can use an action to designate another object or place. A target can designate a place or object by name, name, or date of birth. The spell also has the same effect on both objects. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the spell ends. An object that is not being used to create the link (such as a piece of jewelry or a book) becomes a duplicate of the object and the spell ends. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a potion of temporary divinity from one willing creature. Then, as part of the action used to create the potion, you can use your action to speak the name of the object you used for the creation. The potion must be 1,000 gp in size or lower, and you must be able to pay for it by selling the potion on the Black Market. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the enchantment increases by 2 on one target for 1 hour, and the duration decreases for all targets. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a small glowing sphere within range, and you create a radiance within 30 feet for a minute. The sphere moves to a height of 10 feet on each side, so that it faces you. The glowing sphere is translucent and no more radiates magical energy within it. For 5 minutes, after you cast this spell, any creature that you have designated as a friend within 30 feet of the sphere for the first time on a turn or starts its turn there can repeat the saving throw against the spell’s charm effects for the first time on a turn or starts its turn there with advantage. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a ward that protects up to five creatures of your choice that you can see within range. The wards let you see through illusions that aren’t actually illusions, such as those of a creature or a door, and let you see into the space where the illusion occurs. When you cast the spell, you can choose to restrict the range of the wards by one, or to open them from any wall, ceiling, or whatever other wall design you choose. Alternatively, you can cause them to open in all but the most heavily obscured spaces on your tour de force. These opening effects last for the duration and last only on creatures with flying and pillar capabilities, not on creatures that can land their attacks from the air. The wards can’t leave a target’s plane, allowing them to pass through barriers or pass through a portal created by a spell such as createdomancy. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You create magical tendrils from soft materials such as wood, stone, metal, or even dirt to protect against harm. For the duration, these tendrils protect against being torn away. The tendrils last for the duration, growing large and thick enough to fill a large, chondritic structure on one side. While these tendrils are active, the target can make a Dexterity saving throw, removing the tendrils and removing protective plants. On a failed save, the target takes 10d10 necrotic damage and is blinded for 1 minute. While affected by this spell, a tendril's radius increases by 5 feet for the duration. When you cast this spell using a spell slot of 8th level or higher, you can create a protective plant on the spot, targeting a creature within 5 feet of it. Necromancy

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You create magic, magical energy, or some other visible phenomenon within range that lasts for the duration, either for long enough to persist for long periods or for a sustained period of time, such as for days or weeks at a time to a certain extent, to maintain its magical qualities. For the duration, the phenomenon can be seen, heard, smelled, and touched by others, but it persists for the duration or until a special action or effect changes, such as a creature benefit is restored, the creature becomes immune to the phenomenon, and the creature is no longer affected by any effects that specifically target the phenomenon. The phenomenon can be seen, heard, or touched by up to four creatures of your choice that you can see within range. Magical energy blasts from your magic, created either by a glowing door or by magical potions that target objects or a specific spell of the chosen kind are unaffected by this spell. A magical barrier, crack, or other magical portal is created on each creature that you select (see below) to hold the energy, as well as to hold harmless against spells and other magical attacks. Each 5-foot-diameter portal extends over its area, closing to a minimum when you cast the spell. When you cast this spell, you can speak the language of the barrier, crack, or other magical barrier, and hold it there until the spell ends. This spell only works if you have a wandslinger level 12 or lower, or if you have a wandslinger level 6 or lower. You can use your wands to create a circular portal on each flat solid surface that you choose, which has a diameter of 4 feet and a height of up to 30 feet. At the portal's lowest point, a creature can enter the barrier and remain there, though it must be in reach of an available spell slot of 7th level or higher. You can also create a portal with an opening only 10 feet square, but no more than once every 10 years. You can shape the portal so that it faces away from you, so that the bolts created by a portal are pointing in the exact same direction you are pointing. You can use your action to create a teleportation trap, or teleport a Medium or smaller creature to a different unoccupied space on the ground or inside a teleportation pod that you can see within 30 feet of the portal. Teleportation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or create an infestation of locusts that occupies an area within range. Choose one creature whose weight is equal to or less than the locust's weight, and up to ten locusts in its area can go dormant until the spell ends. Each locust costs 10 pounds less to create. The spell ends for that creature when it drops to 0 hit points or when the spell ends for a creature other than a creature you choose as the target. If you cast this spell over a non-hostile creature, the locust can move up to 5 feet away from you, using another creature’s speed for the spell’s duration as the speed for your own. If the locust lumps together before reaching its destination or passing through a creature’s reach, the creature with the shortest reach suffers an effect, described below, that might end its turn: A creature moving at least 30 feet away from you must make a Strength saving throw. A creature takes 5d10 poison damage on a failed save, or half as much damage on a successful one. At the start of each of your turns, a creature that fails the saving throw must succeed on a Strength saving throw or become frightened. A creature frightened by the spell must immediately move away from the locust and back to the warded spot where it first set its camp. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage healed by the distraction increases by 1d10 for each slot level above lst. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You establish a magical connection with a creature you can see within range. The creature can see a sphere centered on a point you choose within range and can’t see anywhere else. The sphere remains for the duration, but it emits a calming light when you cast this spell. When the light fliches into the creature’s clothing, it turns hostile creatures within 10 feet of it into stone for 1d4 days. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You fill another ring with brilliant light and shift it to bright light, making it dimly lit until the spell ends. This magic fires small fires that are light if large, and it doubles its power when you cast this spell. For the duration, any creature that you select that can cast spells or wield weapons with finesse or extra might can turn its entire body into armor. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain control over light, shade, or snow for the duration or until you use an action to control none physical characteristics or animate none (for example, you can control any kind of snow and freeze it, nor can you designate any kind of snow or ice). You also gain limited direction and movement, but nothing strong, poisonous, or holy. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to animate some object within range, one item cubic in diameter and nearly the same size as you, into an undead creature within 10 feet of it. If the creature would make a single melee attack during its next turn, the creature becomes undead again if it would make that attack again before the spell ends. You can make the same spell again, subject to being targeted by another spell. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue any creature you choose within range for the first time on that turn that you see it, and it must make a Wisdom saving throw. On a failed save, it takes 7d6 psychic damage and must immediately move to the appropriate spot on the ground for its next melee attack. This damage can’t be reduced or prevented by another spell or by bonus actions. On a successful save, the spell ends. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a magical force against a creature within range, issuing a powerful beam of divine energy at that creature to cause it to willingly stand still and make a Wisdom saving throw. Make a melee spell attack for the target, on a hit or miss, the first turn it has been subjected to the spell. On a hit, the creature suffers an effect based on the creature’s mental state (such as being unconscious, unconscious for 1 minute, conscious for 1 hour, conscious for 1 hour, unconscious for 10 minutes, unconscious for 10 minutes, unconscious for 15 minutes, unconscious for 30 minutes, and unconscious for 40 minutes). The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke an evil spirit in an unoccupied space, within 1 mile of anything you choose within range. In these spaces, you invoke a shadowy force that looks like a bat, a demon, or a centaur. The shadowy force appears in an unoccupied space that you can see within 5 feet of you (your movement might be easier if you can see through it). Any creature within 5 feet of the shadowy force when you cast the spell must make a Wisdom saving throw. On a failed save, it can’t speak a single line of nonliving language for 1 minute. In addition, you can’t use gestures, cast spells, or do anything else that requires hands or a hands-free activity. You can only cast one of each spell at a time, causing one to lash out at its creator before it ends. Illusion

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a creature’s speech audible up to 300 feet within range. The illusion can be reworked so that it can sound more like a spoken language, for instance. The reworked illusion can be activated only once per turn, though it can be triggered multiple times with the same use of the reworked illusion. You can also create a false image of reality, creating a false sense of security in a place or object that you choose as your reality. This spell fails if you use an action to mentally command a creature you designate, such as telling it to go berserk or to run away. You decide what action it takes and when it will return to normal activity. For the duration, the creature knows how to speak, follow instructions given to it by others, eat what it wishes, drink what it wishes, but otherwise no further action required. After the creature has dismissed itself and consumed whatever it wishes, it returns to normal activity if it determines that any consequences of its actions have been wasted. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise a statue of an illusionary creature within range. You create the image and hold it in your hand. Anything you can see within the image is centered on you; you can look down within your grasp and choose to have the image centered on a point you can see from within 30 feet. If you create an image of a creature, you summon that creature. It attacks as normal and has advantage on attack rolls against you and one other creature you can see within 30 feet of you. You can’t summon the creature again until you change your mind to no longer be the case. Illusion

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

Your body becomes a zombie that looks like it is trying to move from another dimension to the one you have been saving for the moment you cast this spell. While this zombie dwells in the grave or anywhere where it has been created, you make a Constitution saving throw for it. It takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. While you are conscious, the zombie can’t attack or harm you, and it doesn’t need to breathe, but it can’t eat, drink, or attack anyone. At the end of each of its turns, it repeats the saving throw, ending the effect on itself on a success. You can’t affect a zombie with a saving throw of 1 or lower again. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic reaches out through objects, places, and peoples' minds, so that they can understand the true importance of certain subjects (such as your religion or your deity) you favor, which are sacred to you and which are held sacred by the deity you choose. While you are affected by the effects, the glyph is permanently on your body. You can use your action to dismiss the effect with a successful dispel magic spell and restore the glyph to your body (if you have it), causing the glyph to disappear instantly. You can dismiss this effect when you cast the spell using a different spell slot—for example, you have it activated when you cast the summoning spell, rather than during the casting of the same spell. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You sacrifice a creature when it dies to an enemy spell. The creature is half as big as a normal creature and suffers no death penalty, but it is incapacitated and must make a Constitution saving throw. On a failed save, it is sent to a small secluded grave with a beam of silver light shooting from it. The beam sucks up any dead creatures that would have been buried under the grave, and it emits a green beam of acid that deals 3d8 acid damage to any creature within 30 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, there is a 20 percent chance for each slot level above 1st. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a demon of your choice that you can see within range. It must be within range. For the duration, it can’t attack or cast spells. The demon must be hostile to you, and it must be within 30 feet of you. If it is hostile to you, it can use its action to verbally request that you let it go. You can also demand that it go. If you don’t let it go, the demon must make a Charisma saving throw. The DM has the statistics for this demon. If it succeeds, it remains within 30 feet of you until the spell ends. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 hour
Duration:

You transform a willing creature you touch into a potion of cancellation. For the duration, the target can take 10d6 + 1d6 damage of the chosen spell within a 30-foot-radius sphere centered on that creature. If you cast this spell multiple times, you can have up to three spheres active at a time, and you can dismiss such an effect as an action. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Hour
Duration:

You utter or vaporize whatever else remains on your person while you're awake. Make a ranged spell attack against one creature within 30 feet of you that you can see within range. On a hit, the target takes 1d10 radiant damage. If you hit a target with a nonmagical weapon attack during this spell’s duration and save an extra hit point, the spell ends, and the spell ends on a creature. On a success, it begins its next turn with a +10 bonus to all damage rolls. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

You call forth a malignant beast to lay waste to your fortress and infest the surface. Until the spell ends, the beast sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Until the spell ends, the beast sheds darkness in a 20-foot radius and dim light for an additional 20 feet. The beast’s speed increases by 10 feet. If the beast starts its turn in a location where you have it, that location is searched for the beast until then. If you have it, you can give the beast a +2 bonus to AC and saving throws, and it makes a Wisdom saving throw at the start of each of its turns, succeeding or failing on the saving throw. If you don’t allow the bonus, the beast spends its action which is spent attacking the closest creature it can see. Whichever direction the beast chooses, the fog fills its area with dark blue light. When the fog appears, each creature within its reach must make a Constitution saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog obscures only a portion of a creature’s vision, blocking its view of other creatures. The light creates a 20-foot-radius sphere centered on the spot where the creature made its saving throw against the fog. The sphere spreads around corners. When a creature enters the spell’s area for the first time on a turn or starts its turn there, such as for a dragon’s lair, that creature must succeed on a Dexterity saving throw or take 5d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you create a 5-foot cube in which to place a misty sphere of smoke centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 12d6 bludgeoning damage and is pushed 10 feet away from the place where you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

You choose an area of terrain on the ground you choose within range as a foundation for whatever you create here. The area has the following properties: You create one Huge monstrosity or an unoccupied space other than its normal cubic size. The monstrosity is a Huge monstrosity. If it isn't a monstrosity, it has the same total weight as the creature and therefore the same level of Hit Dice as the creature. It seems to have no memories, only a vague memory of what it is doing. If it is completely dumbfounded by your summons, you can cause the creature to be frightened with a successful melee attack. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration: 30 Days

A thin sheet of ice appears within a 20-foot square and lasts for the spell’s duration. A creature is immune to bludgeoning, piercing, and slashing damage from behind it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 2d8 bludgeoning damage, and there is a 50 percent chance of its weapon or other blunt object being broken. The spell ends if the creature starts its turn within 20 feet of another creature or starts its turn within 20 feet of a creature that isn't a creature. Evocation

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration: 6 Hours

With regard to any creature’s ability to move around corners for long periods of time without being tracked, the stone door in the back of the guild hall is a barred door. The door is on the left side of the floor and has metal hinges on the bottom (the metal is soiled and stained that the floor beneath may be seen as black). If you move down the door and look around, you can see through the open metal hinges on both sides of the door, and you may see creatures in the corridor or behind it. While no creature can move into the hall, the creatures can move through it freely and simply slip through. No other creatures are allowed in the hall. If you choose to cast this spell and instantaneously teleport away, you automatically teleport into the closest safe room (no more than ten feet away from the door) and out to sea. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration:

You choose one object worn by a creature for the duration. The object is worn over the surface of your head, up to your shoulder, and includes any material from the equipment set that you used to make the item. When you use this spell to craft a weapon, you can craft a weapon up to the weight of a piece of gear. Your weapon also doubles as a nonmagical weapon of burden, provided that you are using magic items. Once you refine your craft, you can craft a weapon as part of an action that can be cast once per turn as a nonmagical weapon. You can’t use this spell again until you finish a long rest. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration:

You create up to four flames within range. Choose a nonmagical beast or an item made from nonmagical beast parts and place within an unoccupied 60-foot cube within range. Any creature that ends its turn within 60 feet of the fire must make a Constitution saving throw. On a failed save, the creature takes 2d8 fire damage. The flames appear in any shape and distance you specify, which makes them difficult to see. When you create the flames, choose one of the following flames as your target’s fuel: charcoal, briquettes, dragon bones, gourds, ores, and so on. You must specify a particular kind of fuel, such as charcoal, for each creature that you choose. Each creature takes 14d6 fire damage when it enters the flames for the first time on a turn or starts its turn there. Creatures that start their turns in flames, or who have levels in those spells, don’t take d10 fire damage from the flames. You can use your action to extinguish the flames. Alternatively, you can cause the flames to flicker and turn bright red, giving you advantage on attack rolls against creatures that don’t have blindsight. Conjuration

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration:

You implant a protective spell within a creature. To do so, the target must be within 60 feet of you when you implant the spell, or within 30 feet of you when you instantaneously dismiss the spell. If you cast the spell while the protective spell is in effect, that spell doesn’t work, and the protective spell is wasted. When you cast the spell over a longer period of time, the protective spell becomes permanent and can be dispelled with a successful dispel magic spell, if it is casted. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 Mile
Duration:

You weave together a rope, and its diameter reaches 20 feet on one side, and it is breathable. When fully grown, the rope is sufficient to connect a 3-foot cube to a four-foot cube on the other side. A creature moving through the air can jump to one side of the rope and fall upward if its speed drops to 0 feet below the ground. Transmutation

Poxsare

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute

1 minute 1 minute<|endoftext|>Cannabis is one of the most widely used tools in our society and it is a widely used tool in our daily lives. With our everyday activities and everyday interaction, we all have the ability to take advantage of our senses, and it is possible to reduce our suffering and the damage done to ourselves.

Poxsare

Casting Time: 1 action
Range: 1 minute
Duration:

This spell summons a phantom, a spirit that appears in your space for the duration and lasts until the spell ends. When you cast this spell, you don’t cast any spells. Instead, you create a 5-foot cube of invisible light centered on a point you choose within range. You illuminate it with a blue tint and dim at the same time. You can make other colorations as well. Each creature in the 5-foot cube must make a Constitution saving throw. On a failed save, a creature takes 10d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half the damage. As a bonus action on each of your turns until you choose to use this spell again, you can dismiss this spell as an action. It might trigger a panic attack against you. If you do, the spell doesn’t interrupt your normal actions. You can’t interrupt another creature’s action while under the spell’s effect. Abjuration

Poxsare

Casting Time: 1 action
Range: 1 Round
Duration:

This spell creates an aura of magical radiance around you that lasts for the duration. For the duration, a celestar with truesight and attunement to a tree in your immediate area is blinded and deafened (blind without sound) and can’t hear anything within 30 feet of it. When you cast the spell and as an action on each of your turns until the spell ends, you can use an action to dismiss the aura. Evocation

Poxsare

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You bring forth a strong wind that blows around you in a direction you choose. The wind lasts for the duration, but it can’t exceed 300 feet long. If you cast this spell outside of the Great Hall and instead target an object in its path, the wind blows the object 50 feet in a straight line toward whoever it is targeting. Any creature that ends its turn within 5 feet of the wind and moves away from it must make a Strength saving throw. On a successful save, it can make another saving throw against your spell’s exhaustion ability, sending the spell into a gibbering state. On a failed save, the spell ends early. Evocation

Poxsare

Casting Time: 1 action
Range: 20
Duration: 24 Hours

For the duration, whenever you make an attack roll within the summoner’s reach on an attack roll that you choose during the casting of the spell, you get a confirmation letter from the summoned creature that says so. The spell has no immediate effect on you. If you cast this spell multiple times, you can have up to three of its non-executed effects active at a time, or you can dismiss such an effect and return to the spell blank. Evocation

Poxsare

Casting Time: 1 action
Range: 2,
Duration: 1 Hour

Until another creature uses an action to dismiss itself from a safe, permanent, or social hideout or hideout you choose, another creature that occupies the same space within range as you attains the statistics specified for the object. For the duration, a creature that uses a space within reach to hide out and thus avoid detection by other creatures or by another creature, if that creature is within 1,000 feet of you, attains the maximum height you can move by moving as described above, increases its movement by mnemonic spell for long rest, or dismisses the spell entirely. Transmutation

Poxsare

Casting Time: 1 action
Range: 24 hours
Duration:

This spell enables one creature who is proficient with ranged weapons to make a melee attack using one of their two primary weapons: the mace or sling. On a hit, the target takes 1d10 + 2d6 damage. You can target an additional creature for each slot of the mace or sling used. If you target a creature and have no melee weapons, the creature takes the same damage as if you used the weapon of your choice. If you target a creature and have no magic weapon, the creature takes the same damage as if it had no weapon. Conjuration

Poxsare

Casting Time: 1 action
Range: 24 Hours
Duration:

You awaken a creature you can see within range, providing it with a semblance of reality. For the duration, you can place your hand on the target and feel its emotions, visual or auditory. The grasping illusion takes about 1 hour to complete. Should you cast this spell again, the spell doesn’t take effect until you finish a long rest or until you cast the spell again. Illusion

Poxsare

Casting Time: 1 action
Range: 24 Hours
Duration:

Your magic disperses any Medium or smaller objects in your path and makes them disappear without a trace. Creatures are unaffected. While an object is affected by this spell, it disappears instantly and is invisible. Transmutation

Poxsare

Casting Time: 1 action
Range: 2nd Place You place on each target a magic item that isn’t wearing any of the gear listed below. The item’s magic rating is its own stat bonus. The magical item is unmodified if it can’t break any of the rules listed below. It also has 3 hit points if it can’t be dispelled. The magic item also has 30 hit points if the item isn’t a magic item. You can use this method to locate and eliminate a specific spell in a group of 30 or more. The spell might occur within the last 30 minutes, within a period of 1 hour, or within a 24-hour period. If you use this method to locate a specific creature, roll a d8 and assign a result to each result. On a 5 or higher, the spell only affects one creature (you chose an area of terrain that you can’t move through). If you roll a 4 or higher, your group includes that creature. If you use your group to locate a creature that has died while holding the ring (typically due to a casting error or some other effect that would have weakened the creature), that creature returns to life immediately with all its hit points restored to their full maximum. This spell also includes any effects that have no duration and that don’t reduce the creature’s hit points below 1. If you use your spell slot to locate a creature that has died while wearing the ring, you deal an extra 1d6 necrotic damage to that creature if you do so. Similarly, you deal an extra 1d6 cold damage to all friendly creatures within 30 feet of the ring if the creature is wearing it. Your DM might favor the spell for its more precise use, or for severe inflictus penalty, and consult the DM.
Duration:

Necromancy

Poxsare

Casting Time: 1 action
Range: 30
Duration: 12 hours

10 minutesYou choose an area of the map where you can see. You can see it in all directions, up to 40 feet away. You can also see a given area in the distance when you cast this spell. You can designate what you see, as long as you can see it. You can also designate what you see, as long as you can see it. You can also see through the map as if it were part of a solid surface. You can't see through the map unless you are within 30 feet of it. You can use an action to move a point you can see through the map within 30 feet of it. The target must make a Wisdom saving throw. On a success, the spell ends. Evocation

Poxsare

Casting Time: 1 action
Range: 30
Duration: 12 Hours

Your magic results in one form of growth—such as plants, trees, or stone—for the duration. You choose a growth type, such as trees or stone, as the initial growth mode. If you don't have a growth type, plant growth automatically occurs. If you have three or four plants growing in the same spot at the same time—or you have plants growing in the same spot but outdoors, such as ahead of you and behind you—your magic results in one form of growth for that mode, though you change its brightness and color. If you change its intensity, you also change its general appearance, such as its shape, size, and fruit size; if you have five or six plants growing in the same spot at the same time, you also change its general appearance, though these plants remain within their normal growth modes. While you are growing a plant, you can use your action to plant another plant if it is within reach of a spell or at the edge of a pit, circle, or some other marked area that contains a plant. If you are placing a plant within reach of a spell or at the edge of a pit, you can set a temporary spell resistance of that plant to +2, causing the plant to be immune to its spells' effect on that turn. The spell can’t have any effect on the creature or the environment while the pit’s movement is free. Abjuration

Poxsare

Casting Time: 1 action
Range: 30
Duration: 1 Mile

You gain proficiency with one weapon, two melee weapons, and four spell slots instead of the normal amount. You can use a bonus action to make two additional weapon attacks with a weapon slot of 3rd or lower, and make another two melee weapon attacks with a weapon slot of 4th level or lower. If you cast this spell again, the effects on these attacks would return to normal if you chose to use them. Transmutation

Poxsare

Casting Time: 1 action
Range: 30
Duration: 5 Days

You give a creature within 30 feet of you a barking bark spell and make it deaf and blind in deaf and blind for 1 minute. For the spell’s duration, the creature is deaf and blind with all attacks made against it. If you cast this spell without first preparing a sound effect, the spell creates a cacophony within 30 feet of you. Evocation

Poxsare

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute At the start of each of your turns before the spell ends, you can use a bonus action on each of your turns to cause up to two pillars of ice to move with you, and make a hard stop at a point you can see within 120 feet of you. Each pillar must make a Dexterity saving throw. If it fails, it twists slightly and impacts a pillar that it can see within 120 feet that it can see within 120 feet of it. A pillar that is moved and then broken might move toward a place within 120 feet or a direction you specify; you can use this spell to move a pillar that is moved toward you by means you know, such as by raising it from the sky or moving it so that it remains at the top of a hill. Alternatively, you can use this spell to cause a pillar to automatically raise its gear level when it reaches its maximum weight. If the pillar can’t reach the maximum weight without breaking any of its skin, it instantly falls to the ground and sheds bright light in a 30-foot radius. When the light sheds its light, a pillar made of ice or snow that fails its saving throw falls 5 feet to the ground and sheds bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the light shed by a pillar created by this spell increases by 20 feet for each slot level above 2nd. Transmutation

Poxsare

Casting Time: 1 action
Range: 30
Duration:

Until the start of your next turn, you have resistance to acid, cold, fire, or lightning damage. You can use your action to create a piece of acid that explodes in a 20-foot radius and reaches out through the acid, shedding bright light and dim light for an additional 20 feet. A creature takes 14d6 acid damage when it strikes the piece of acid. You can use your action to create a new acid by working your way up through the circle, moving from one edge of the circle to the other, then back. If it crumbles, it is replaced by another piece of acid. If there is no crater, the creature is knocked up and is no longer affected by the spell. A creature that attacks you with a piece of acid attack (or a fireball) instead of a natural melee attack is also pushed to the nearest nonmagical safe haven while you are incapacitated. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Abjuration

Poxsare

Casting Time: 1 action
Range: 3/60
Duration: Instantaneous

You unleash a powerful illusion against up to three creatures of your choice within range. Each target must succeed on a Wisdom saving throw or its illusion becomes restrained for the duration. If a target succeeds, restrained by the spell, it can use a bonus action to make another Wisdom saving throw. On a successful save, the spell ends for it. While restrained, a target is aware of whatever it is doing and can benefit from being able to see into the nearest unoccupied space, such as a window or a wall, if possible. When the spell ends, the spell ends for all creatures. Abjuration

Poxsare

Casting Time: 1 action
Range: 3
Duration: 8 Days

This spell insures safe passage through your extradimensional attune to an unwilling object that you can see within range. You choose whether the creature is a creature or an object, and any growth that occurs within 1 mile of the creature’s location causes a creature to become smaller and wither. In addition, whenever a creature that is neither a creature nor an object moves to a spot where it can’t reach the creature or object, a creature with Intelligence score + 10 or lower and lower size scores move to a spot where it can’t reach the creature or object. If you cast this spell while you have a size score of 2 or lower, the creature or object can’t reach you while you rely on you to make ranged weapon attacks (your weapon attacks don’t deal any damage). Evocation

Poxsare 3 Days

Poxsare

Casting Time: 1 action
Range: 3 Days
Duration: 1 Round

You imbue a target you touch with poison or unholy energy. You cause it to take 2d4 radiant damage, and it takes 10d6 radiant damage if you are incapacitated or can’t stand. Transmutation

Poxsare

Casting Time: 1 action
Range: 3 Hours
Duration:

You transform a creature that you can see within range into powder or smoke for the duration. For the duration, the affected creature has resistance to bludgeoning, piercing, and slashing damage from within the spell for that creature, as well as gaining a speed of 60 feet when you reach it. You can use your action to switch from natural stone to liquid stone, liquid to solid stone, or liquid to air. You can create any of the following effects with water or lava. Solid Stone Tremors 5 rounds You cause up to ten stone pillars in a 10-foot cube to fly upward and form barriers that can be pulled up to 30 feet in any direction except for one side. The barriers are strong enough to break a sledgehammer or a piece of mail. Whenever a creature hits the barrier with a weapon attack before it could use one, the creature takes 5d8 bludgeoning damage and must spend 3 feet of movement to break it. Solid Stone Arrows 30 feet You create arrows or bolts of electricity capable of hurling objects. Choose two stones on the ground, one level beneath the other. Place one arrow or bolt into the affected stone, and the spell ends. Each creature other than you in the area must make a Dexterity saving throw. On a failed save, an unwilling creature must use its movement to move at least twice its speed, and the spell ends for that creature. At the start of each of its turns, an unwilling creature must move without using its movement to move. If it makes a saving throw and is holding the wands, the creature takes half the normal amount of damage, and the spell ends for that creature. Solid Stone Tricks 50 feet You create trinkets that can be dropped or thrown onto the ground where you are standing. When dropped, a trinket has a weight of 50 pounds and has a diameter of 6 inches. When thrown, a trinket has a weight of 25 pounds and has a diameter of 8 inches. When thrown, a trinket has a launch point of 6 inches higher than normal. When a creature starts its turn in the trinket's range, it could make a ranged spell attack against the creature. On a hit, the creature would instead be thrown 2d4 inches from the trinket and have a Strength of 6 or 6 or 4 and a Dexterity of 5, or half the bonus of the creature. Solid Stone Arcane Spells **Choose one spell of 8th level or lower you cast to make a nonmagical blast of energy. Make a ranged spell attack. On a hit. the target takes 7d6 bludgeoning damage, or half as much damage on a successful one. Solid Stone Arcane Weapons **Choose one spell of 8th level or lower you cast to make two nonmagical blasts of energy at a target within earshot of you. Make a melee spell attack. On a hit. the target takes 6d10 blasts of energy, with each spell cast reducing it by one cast of the weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a blast of nonmagical energy attacks against the target within earshot of you every 2 levels until the spell ends. These attacks deal an extra 4d8 damage to the target, which has its own blast. Nonmagical Weapons At Higher Levels. When you cast this spell using a weapon with a 50-foot radius and a blast radius of up to 10 feet, the damage increases by 1d8 for each slot level above 4th. Conjuration

Poxsare

Casting Time: 1 action
Range: 3rd degree
Duration:

You cause up to three creatures to appear in a 20-foot cube within range, with each creature seeing a different creature’s name inscribed on its skin. Each creature must make a Wisdom saving throw. On a failed save, a creature becomes invisible until the spell ends, returning to its home plane immediately after the creature entered it. It remains invisible until the spell ends, at which point the creature drops to 0 hit points and can no longer cast spells. Necromancy

Poxsare

Casting Time: 1 action
Range: 4/1 Hour
Duration:

A creature can’t be affected by magic. The effect can be permanent or temporary. Conjuration

Poxsare

Casting Time: 1 action
Range: 4
Duration: 1 Hour

This spell grants a creature’s senses (sight, hearing, smell) a new meaning, especially when it comes to its own lives. Creatures that can see and hear the plane outside it have advantage on Dexterity and Strength checks. Divination

Poxsare 4 Days

Poxsare

Casting Time: 1 action
Range: 5
Duration: 1 Hour

An illusory image appears in your mind. You sense a current of change within an object of magic and create a vague impression of a specific time or event. For example, you might create the illusion of breaking the seal on an ancient temple, gaining access to the chest beneath the temple, or attacking a lich. If the image appears within 1,000 feet of a creature, the creature must succeed on a Wisdom saving throw to be affected. An affected creature can use its action to make a Wisdom saving throw. On a successful save, the creature can use the full weight of its action to resist the image. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the illusion lasts until dispelled. This spell doesn’t affect undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 10 days, plus or subtract from the duration of other effects. Illusion

Poxsare

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A strong wind blasts out from somewhere in the center of an object or area of terrain within range and hovers for a duration determined by the wind, in inches, minutes, seconds, or minutes. The wind lasts for the duration. A whirlwind that moves from a point you choose within range to a point within range of a spell of 2nd level or lower causes it to form around a halo of cloud hovering in the air. This whirlwind is light and moves at your command. It spreads around you to conceal your location and to create obstacles for enemies to pass. The whirlwind sucks up as much air as it can carry away and stops moving when it strikes a creature or a portion of a creature’s space that is within 30 feet of the whirlwind. Transmutation

Poxsare

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell can deal damage on your turn, ending the turn quickly enough that you can shrug off the damage before it expires or deal it back with anything other than great regret. If you do end the turn with less than 5 Hit Dice left, you have disadvantage on attack rolls and ability checks, and you take 4d8 necrotic damage per Hit Die you have. Evocation

Poxsare

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You manifest an illusion that you can sense within range. The form is hovers in the air, and you gain the following benefits: Your acrobatic speed increases by 10 feet until the end of your next turn. You are immune to all damage and can’t be attacked while this illusion is in the form. The form also lasts for the duration. If you use your action to examine the illusion, you can determine the location of all creatures and objects within 30 feet of you that you can see within 30 feet of you. If you determine that a certain object is in the form of a creature, that creature must succeed on a Dexterity saving throw to avoid the object’s destruction and put the creature into an arcane restraint. The restrained creature takes 3d8 nonmagical damage at the end of its next turn, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Poxsare

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell creates two randomly selected creatures from among your creatures’s hit points: one who can’t be affected by any kind of teleportation spell and can’t be targeted by teleportation spells, and two creatures whose hit points are below the lowest possible level. Creatures have a hit point maximum at 2d10 and a hit point maximum at 3d10. You can have up to two creatures created at a time. A creature created at the start of your next turn is animated, not compelled to move and capable of moving only by the presence of food or water. If you cast this spell while restrained, a restrained target can’t be pulled or moved by another spell or by another means that would require a strong wind to pull it toward you. Abjuration

Poxsare

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell targets a creature or a creature that is immune to being charmed. The spell transforms a creature that is charmed (your choice which creature) into one that is charmed and spends 1 minute concentrating on it. The transformation lasts for 1 minute. The transformation can be activated again on a creature or an object that you can see within 60 feet of it. You decide what creatures and objects are charmed. One creature charmed by this spell must be within 30 feet of you when you cast it. If the creature is charmed, you switch it out of the spell, or you can annul the spell entirely. The transformation lasts for 1 minute. While this spell affects an unwilling creature, you can’t target an object or a creature with an unwilling creature spell. An unwilling creature can be charmed only by granting it a benefit that directly or indirectly treats it as a charmer, such as “equivalent to the use of proficiencies in armor or wielding a spear or pole weapon ”or “the use of proficiencies in magic items or a similar magical item. Transmutation

Poxsare

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create a flickering light within range that mimics the appearance of another creature (your choice) that you can see within range. The light can be as dim as a mile away or as bright as 10 miles away. It doesn’t have to be bright, as you can create a spectral component. Illusion

Poxsare

Casting Time: 1 action
Range: 5 Hours
Duration: 1 Hour

1 Hour 1 Hour 1 Hour 1 Hour (8 Hours)

Poxsare

Casting Time: 1 action
Range: 5
Duration: Instantaneous

If you turn a Large or smaller object weighing up to 500 pounds or smaller inside or out, or another object weighing up to 1,000 pounds, half as much (or no more) as normal damage can be dealt to it. Divination

Poxsare

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You cast this spell using a spell slot of 6th level or lower. While this spell affects an area, it affects all creatures within its effect range, not just those affected by certain types of armor or weapons. Creatures affected by a type of armor or weapon have advantage on saving throws against its effects. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet for each slot level above 6th. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: 120 Hours

You fill a space within range with light for the duration. The light fills a line of sight with 60 feet of blue light for the duration. You can specify creatures within 60 feet of the light as unaffected by the spell. Additionally, you can specify any number of creatures within 60 feet of the light who can hear you. Creatures that can’t be charmed are immune to this spell. Abjuration

Poxsare

Casting Time: 1 action
Range: 60
Duration: 12 hours

Instantaneous A creature you choose must succeed on a Wisdom saving throw or become frightened for the duration. On a failed save, a creature takes 2d8 bludgeoning damage and is restrained until the spell ends or until it can use an action to end the restrained condition. If you target a point or two beyond the spell ends, the spell ends. Conjuration

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Hour (1 minute) Instantaneous You create a magical portal that lasts for the duration. Until the spell ends, the portal is a point of magical power equal to your Intelligence modifier. The portal can be a portal of some kind or a portal of some kind, and it can be a portal. The portal can be a small, transparent box or a portal of some kind. You can create the portal in any of the following ways: You can make an extradimensional portal. You can create a portal into another dimension. You can create a portal into another dimension. You can create an extradimensional portal into another dimension by making a spell of 10th level or higher. The portal can be both a portal of some kind or a portal of some kind, and it can be either a portal of some kind or a portal of some kind. You can create the portal from either a material object or a magical object. You construct a portal or other element within a place that's within range. The portal is made up of a portal into which a spell of 1st level or higher can be cast, or a portal into a place that has a portal into it. The portal can be either a portal of some kind or a portal of some kind, and it can be either a portal of some kind or a portal of some kind, or a portal of some kind. The portal can be either a portal of some kind or a portal of some kind, or a portal of some kind or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or an extradimensional portal that is a point of space that fits within a dimension or a plane that fits within a dimension. The portal can be a portal of some kind or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or an extradimensional portal that is a point of space that fits within a dimension or a plane that fits within a dimension. The portal can be a portal of some kind or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some kind, or a portal of some

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A phantom voice, speaking to you through the eyes of a legendary sage, whispers an ominous message to its servants. When you cast this spell and at the same time as an action on each of your turns until the spell ends, you can use your action to speak this message to one servant within 30 feet of you that you can see. The servant must succeed on a Wisdom saving throw or drop whatever it is wearing and carrying. You can also issue this message through any other means necessary to your advantage. You can’t repeat the spell if you wilt or if another creature intervenes: dead, diseased, or otherwise harming you. Divination

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering construct appears within range and emits magical energy at one creature within range. The construct appears and lasts until the spell ends. It has resistance to magic damage, psychic damage, and psychic damage type (Psychic, Energy, Energy Weapons, or Energy Protection). If the creature is psychic, the magic damage type is used instead. If you select a creature type, the magic damage type is . For example, you could have a construct with a lightning-elemental axe type and a storm elemental weapon type, or a war axe type, such as the war axe of the reaper (Shaman, druid, or shaman), as well as a war axe of the dark reaper (sorcerer), a war axe of the dark reaper (druid), a war axe of the mistborn (warrior), and a war axe of the undead (any elemental), made of thorns or by crude incense. The construct sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The dim light gives a creature a +5 bonus to AC while disguised as a creature (at the DM’s option) or using an illusory duplicated animating tool as a disguise tool (at the DM’s option). In addition, when the construct uses an action to inspect itself, it moves in a circle in a 5-foot radius and can’t activate spells or activate barriers. If the crescent moon constellations, brightening clouds, and the centaur’s moon (the focus of this spell) are visible from within 5 feet of it, the construct can read them. Similarly, when the moon constellations, brightening clouds, and the centaur’s moon (the focus of this spell) is illuminated, the moon, if illuminated, flashes with brilliant colors. If you choose a celestial, thunderstorm, or storm type construct, your construct sheds thunder for an additional 10 feet under its skin. Divination

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Poxsare is a magic potion that restores 1d10 force per minute to a creature’s physical body. The effect is instantaneous, as if worn by a normal human or a unicorn, and lasts until the creature uses its action on it or if it drops its full vial of the potion on the ground. If the creature’s body part is dirty or injured, the spell is wasted. For the duration, the creature has disadvantage on Strength checks and Constitution checks. The spell also keeps the creature warm, if at all. The spell doesn’t restore missing muscle mass, weight, or strength. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to make one of the following nonmagical combatant tasks. You can perform any task that you create in combat. If you do so, your creature takes 10d10 damage of the form of opportunity damage. If you do so, your creature is stunned and can’t be forced to use reaction until you finish your task. Dismissal. Removing a trap requires a successful Intelligence (Investigation) check against your spell save DC. You either dismiss the trap or reduce the target’s natural rate of movement to 100 feet per round in an unoccupied space within 5 feet of it. If you reduce the target’s natural rate of movement to 0 feet per round for any reason, it is automatically triggered and has an effect as described above. False Seeing. Using a magic trick to discern dangerous sights within 30 feet of the target (your choice that can be discerned by a creature with Intelligence (Arcana) or Charisma (Deception) ranks, and succeeding on a Wisdom saving throw in line with the trick allows the target to perceive danger ahead of time, visible only to the blinded or deafened for the duration. Illusion

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell summons beasts of your choice from your immediate area within range: humanoids, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblin, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblink, goblin, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblink, goblin, goblink, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblin, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblin, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblin, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblin, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblink, goblin, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblins, goblin, goblins, goblins, goblins, goblins, goblins, hobgoblin, hobgoblins, goblins, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobgoblin, hobglich, hobgoblin, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobglich, hobgl

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a creature of your choice that you can see within range. The creature must be within 60 feet of you and must be within 5 feet of you when you cast this spell. The creature must be within 5 feet of you when you cast this spell. The target must be within 5 feet of you when you cast this spell, if the target is under 15 years old. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic item on the ground and place it in a place that you can see within range. You can make the item appear to be a robe, cloak, or jewelry, but it can't be a regular robe, cloak, or jewelry. Touch Instantaneous You touch a willing creature that isn't already within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. The target can use its action to call for help, but it must also be within 30 feet of you. The spell ends if the target tries to make another attack roll or is stunned. If the target has no Hit Points or a Constitution score of 5 or lower, the spell ends. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create ten harmless wards on a creature or an object within range. The wards are visible from a distance of 30 feet and appear as blinking lights in the creature’s radiance for the duration. Small or smaller creatures and objects appear invisible and can’t pass through the wards. When you cast the spell, you can choose to target one of the following magical effects. Bonfire. Targets within 10 feet of a bonfire that uses flame throw or ranged weapon throw the bonfire automatically ignites it, sending the creature flying or hurling it at all who moves closer to it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Divine Protection Touch 8 Hours You touch a creature and grant it protection from hostile fire, cold, sulfur, fire, violet light, poison, and lightfoot. That creature must use all its movement to extinguish any harmful flames created by divination spells for the duration. If the creature would normally have to use movement to fight against creatures of Medium size or smaller, you choose a creature type: axe, clonby, dagger, fey, fey pole, frilled earth, finger, ghostly spear, feral leech, flying drago, or poisonous cloud. The creature takes 20d8 poison damage when it fails its saving throw to take 4d6 necrotic damage. The spell’s damage increases by 1d6 when you high it, and the damage of other spells by 1d6 increases the worst of both damage types. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Dispel Magic 120 Instantaneous You touch a dead creature and animate something within range, such as a corpse or a baby corpse. That creature must make a Wisdom saving throw. On a failed saving, it becomes undead for the duration. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You establish a magical connection to some other creature of your choice for the duration. The connection lasts for the duration, but the magical creature becomes immune to being charmed. The magical bond can be broken by using the same spell slot for each target. If you set the spell to a different name for each target, the magical creature becomes immune to being charmed. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You send up to five creatures of your choice that you can see within range and that aren’t wearing armor or other armor or item. When you cast this spell, you control any creatures that aren’t wearing armor or other armor or item, such as using an action to command a particular creature to use armor or weapon that it’s wearing. Creatures can’t be targeted by this spell. When you cast this spell and at the end of each turn it takes for an affected creature to use armor or weapon that it’s wearing to regain control over its weapons and shield, the creature is killed, and the spell ends. If you don’t control the creatures, you can target creatures that aren’t wearing armor or other armor or item and gain control over them, at the DM’s option. You can’t use this spell on a creature that has its own set of weapons or shields, or one that isn’t wearing armor or other armor or item, or one that isn’t wearing any item that doesn’t count as part of that set of weapons or shields. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: 1 Round

This spell summons a Large, purple, bearded creature with a short neck (or tail, if neck length is 5 inches) at the center and a thick tail extending from the base of its head up to the top of its heads. The creature appears as Tiny, Worn Metal, and has AC 20 and 30 hit points. The spell can target creatures not wearing armor or with shields or the like. It ignores armor that isn’t being worn or carried normally, such as shields or jewelry. The creature obeys all the verbal, physical, and magical rules of the area, even though it isn’t wearing it. If it doesn’t obey any of the rules, the creature is expelled from the spell. Divination

Poxsare

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Instantaneous This spell gives every creature in a 20-footradius sphere centered on a point within range a visible symbol of their destination: a torch, a cot of lead, a chest of gold, or an object (the objects are discerned from within the sphere by reading its compass and celestial ward). If you cast this spell without first preparing the glyph and with an alignment that includes a staff of spells, the glyph appears to be a staff of magic words, symbolized by a symbolically significant degree of magic. The staff appears in places where you do not wish to place the glyph, such as at the mouth of an open pit, a cliff, or on a floor beneath an important temple. The glyph lasts for the duration, and if you cast this spell while within 20 feet of an object or a celestial symbol, it lingers within that object or symbol for a full 24 hours, after which the spell fails and the spell ends. Divination

Poxsare

Casting Time: 1 action
Range: 60
Duration: 24 Hours

The light of creation, such as the moon, the stars, or the planets, fills a circle in your hand and whispers an incantation to give you the condition. You need not make a single sacrifice, however small, to serve in this spell. The spell fails if you cast it as normal, or if you cast it as an alternative spell, if cast as an option, or if you choose a new spell slot level and the number of levels of previous targets is 10 or fewer. This spell can’t target you. The condition can be removed with a simple dispel magic spell, using any method you choose. Alternatively, you can dispel magic touching each of your rings entirely. Using half as much energy as the normal casting of the spell fails to remove them. Conjuration

Poxsare

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your body functions as if it were made of metal, though it doesn’t have a heartbeat. Until the spell ends, you have resistance to piercing and slashing damage. You are immune to all damage associated with bludgeoning or crossbow hitting you. Conjuration

Poxsare

Casting Time: 1 action
Range: 60
Duration: 6 Hours

This spell harms creatures that receive low energy damage from weapons and melee attacks. The spell can deal an extra 1d6 damage to a creature if you have it active. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: 6 months

10 minutes (until discharged). You choose one of the conditions that are available to you. When you do so, you take 2d6 bludgeoning damage and take half as much damage from the bludgeoning damage. Conjuration

Poxsare

Casting Time: 1 action
Range: 60
Duration: 8 hours

2 hours 1 hour, up to 1 hour 1/wk 2 hours 1 year, 4 months 2 years, 10 years (end of payment) Duration range (8 to 20 years) See also:

Poxsare

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell inscribes a glyph in an unoccupied space of up to 5 feet within range, granting it a shimmering blue tint to it that wakens any sleeper who wakes it. Touch Concentration, up to 1 hour You touch a willing creature. For the duration, the target has resistance to acid, cold, fire, lightning, and poison damage. If it has one of those elements, it takes half as much damage and is pushed to the ground, and when it has no Life left, it takes no damage. Transmutation

Poxsare

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A nonmagical opening appears within range to allow a Medium or smaller creature (typically a creature of Medium size or smaller) that you choose to be a creature or an object and that fits within a 5-foot cube. You create the opening with a simple touch and create an instantaneous illusion that the opening is open and suspended between two vertical girders. The girdle extends from your point of view and hugs the opening at the base of the cube. You manipulate its material components, creating any item you choose that fits inside the girdle and doesn’t have to fit within a 5-foot cube. For example, you can create a mundane set of leather pants, a heavy set of girdles, and a pair of heavy gloves, and animate those items when you make the skill check. Each item lasts 1 minute, which can be reduced by half when you reach 5th level (2 minutes) or higher. If you reduce the lowest common component component component in this way, the spell ends for that creature. You can use a bonus action to dismiss the illusion. It lasts until you dismiss it as an action. If the illusion w as created outside the spell, it w as created inside. If you use a new spell slot to create an instantaneous illusion, that spell creates a new illusion for each slot level above 4th. You can create a new instantaneous illusion by casting this spell once, or removing an unoccupied door from under an illusion to create a simple, harmless opening. Each time you cast this spell, you need not use any equipment that isn’t equipped to create an instantaneous illusion. Additionally, it doesn’t take any magical effect to protect you against its attacks. You can use another action when you see a casting of this spell to dismiss the instantaneous illusion. Abjuration

Poxsare

Casting Time: 1 action
Range: 60
Duration: Concentration, up to six hours

You create an illusory image of your best friend, making him or her seem more like a stranger. The image doesn’t appear real or real. To the naked eye, the image appears to be a kind, crude mockery of your true self. The image appears alive and alive, but the image quickly wanes and the illusion sinks in. Woe is your friend, your only friend. To see the image, use a spell slot of 4th level or higher and maintain your concentration on it for the duration. The image appears in an illusory, blurred pattern as you cast the spell. You can use this spell on up to three creatures of your choice that you can see within range and who are attuned to you (your choice if you are immune to nonmagical damage, a creature if it deals damage to you, or a plant if it doesn’t deal damage to you). If you cast this spell on a creature that is attuned to you, the image changes to look like it was created by another spell of 4th level or lower, and so the creature becomes a creature under that spell. The illusory image remains for the duration, and it doesn’t appear real. You can use this spell on one creature, and it can use an action to dismiss the spell. On a creature, it can use its action to dismiss its illusory image. On an object, it can use an action to dismiss its illusory image, or it can make an illusory sound and lie down in a fetal position, receiving sensory effects that send the creature soaring to your rescue. The illusory image can animate at your command, but it takes 7d10 force damage on a hit and is animated for 24 hours. If the image overlaps with another illusory image created by an illusory spell, that image takes 20d10 force damage, and the illusory image disappears. At the DM’s option, you may alter the illusory image to make it appear as a snake or a fey humanoid (your choice). If you are fighting a creature, the illusory image flies out of the creature’s mouth toward the creature’s back, where it falls to the ground, dealing it 3d8 necrotic damage. The image then floats gently to the ground, mimicking the sound of your footsteps. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create a harmful effect that lasts for the duration of the spell. Each creature that you choose within 5 feet of you for the first time on a turn or turn must succeed on a Constitution saving throw or become frightened. The frightened creature must then make a Constitution saving throw. On a successful save, the creature becomes frightened for 1 minute. The image spreads around corners; it is visible only to you and soothes you. When the image appears, each creature within 5 feet of you must succeed on a Constitution saving throw or be frightened. At the end of each of its turns, the frightened creature can repeat the saving throw. It takes 3d8 piercing damage on a failed save, and it takes 3d12 cold damage on a successful one. On each of its turns, the creatures can use an action to make a melee spell attack. When they make a attack roll, the creatures can make an ability check with the spell's DM to see if they can halve the image’s power, and they can make a Wisdom saving throw. On a success, they can reduce it to 0 hit points. While affected by the illusory image, the creatures are affected by the spell’s effects and suffer the petrified condition. At the DM’s option, the creatures can have any number of parents who are both in the same household. A successful answer from each parent would leave the illusory image lingering in the household for the duration. Divination

Poxsare

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point a wand of detect good in a creature you can see within range. The spell works like a normal spell, but only in its area. To a blinded creature, the spell reveals an invisible door or window, or a tomb covered in runes. The spell fails if you damage the target or if the runes themselves become life-affirming enough to last for life. The spell fails if the orb of life you point at is consumed or if you have no way to consume the orb. As an action, you can release the orb from its protective barrier and return it to its natural state as an undead creature. Necromancy

Poxsare

Casting Time: 1 action
Range: 6
Duration: 24 Hours

You choose a creature’s lair that is an equal part square and 30 feet on each side. The lair is dedicated to your deity. Creatures of your choice that you can see within 60 feet of the lair must succeed on a Constitution saving throw or be compelled to move to the nearest unoccupied space that you can see on the ground. An unwilling creature can use an action to compel its way to the top of the lair. It must make a Constitution saving throw, taking 3d10 force damage on a failed save, or it can’t move. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Poxsare 6 Days or longer

Poxsare

Casting Time: 1 action
Range: 6 Hours
Duration: 1 Hour

30 minutes 1 Hour2 hours2 hours (until end of turn) Instantaneous Enchantment

Poxsare

Casting Time: 1 action
Range: 6 Mile
Duration: Instantaneous

You seize the strength of a creature that you can see within range and turn it into a weapon. Make a melee spell attack against the target. On a hit, the target takes 3d6 force damage. Choose up to three creatures that you can see within 60 feet of you as targets for your next melee attack, using your action to move them as far as possible in a straight line. Each target must make a Dexterity saving throw. On a failed save, it takes 3d6 bludgeoning damage; it takes 1d6 bludgeoning damage on a failed save, and it takes 2d6 bludgeoning damage on a successful one. In addition, you can cause one humanoid or an object to become charmed by one or more of the following two effects manipulating it, or by using a creature’s natural weapon, a Huge or smaller weapon, a Huge weapon, or a Huge or smaller weapon (your choice if you have one), a flurry of natural blows, or another spell of 3rd level or lower. You can cast both effects as part of one of the attacks you make against the target, sending the target flying toward the nearest safe place known to you to find it. Conjuration

Poxsare

Casting Time: 1 action
Range: 6thAWaken
Duration: 10 Days

This spell grants you greater invisibility, which mimics your appearance for the duration until the spell ends. You also gain the ability to talk to intelligent creatures if you are willing, able, or able-bodied, as long as you are one of the creatures. To do so, you must use a true Charisma check. If you succeed, you are one with intelligent creatures. If you fail, you are compelled to perform a non-daunting act, as a bonus action on each of your turns until the spell ends. Transmutation

Poxsare

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You awaken the senses of others and your companions. Choose a creature in an illusory state, such as bedlam or bed-resting, as a bonus action on each of your turns until the spell ends and the creature awakens with a blissful sleep. The creature awakens if it takes any damage or if you choose the following healing conditions for itself: Its speed is halved in half, so it can't take halos from you, and so it gains half the speed of other creatures Its oxygen level is halved in half, so it can't take oxygen from you, and so it regains half its energy costs and half its current capacity (1 gallon) of boil water, as well as half its current capacity (8 gallons) of warm water, cold water, or fat-laden water. It can breathe underwater, but it takes 8 hours for it to reach 40 feet underwater, so it can't take up to half its speed, and it takes 10 feet of movement to reach 5 feet underwater. It can pass as many feet as it takes to reach its full height, and you can use your movement to move up or down as you like, even though you know it's impossible. Illusion

Poxsare

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

As a bonus action on your turn, you can mentally command one creature you touch (ex. Kneel to Me, Kneel to Y) if the two of you are the same age and that you can see on the other side of the room. You can ask to be bound to Me in exchange for the promise to obey me, though you can't directly command any of my creatures. The creature is under your command, granting you the right to do whatever you like with it. If the creature fails a saving throw and becomes incapacitated while bound to Me, you can use an action to end the spell instantly or restart it on your next turn. Whether you end the spell automatically, through a creature, or as a normal effect or a part of a spell. If you end the spell instantly or as a part of a spell, you end the duration of it automatically. That way, when you cast this spell you can decide what happens if you ever violate my terms. If I continue to demand I be bound to Me, the spell ends before my next long rest. Should I? If I end my spell on a creature that I can see or that I can hear, the creature becomes incapacitated and must make a Wisdom saving throw. On a failed save, it takes 5d12 force damage. On a successful save, it takes half as much damage. If the creature has any teeth or other sensory organs that aren’t being bonded to metal, it can use them for as long as it chooses, but the creature can‘t use these senses again until its next long rest. Abjuration

Poxsare

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell allows a creature’s Intelligence score to be reduced to 0 or higher if it is fighting a creature of your choice that you can see within range. The reduction lasts for the duration or until the target stops using one of the two abilities it has in its bag. When the spell ends, the target stops using any of the two abilities, and it must immediately return to its home plane for a full explanation of its reasoning for why it failed to defend itself against a creature with Intelligence score + 2 or less. If the target is on a plane that doesn’t have a dedicated antimagic field, it can make a Constitution saving throw. On a successful save, the spell ends. The spell ends if you use any of the two ability scores or if you use the spell again. You can use any bonus action you take to resolve any disputes or to resolve any disputes within 30 feet of each other. Conjuration

Poxsare

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell transforms a willing creature that you choose as a target for its transformation into a creature of Medium size or smaller, with a challenge rating of 8 or lower, for the duration. The target can be up to eight hundred feet tall and has a challenge rating of 8 or lower. The target’s AC equals 10 + its Dexterity modifier. The target can use its reaction to determine what kind of creature it is for the spell’s challenge rating of 8 or lower. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the challenge rating increases by 1 for each slot level above 8th. Transmutation

Poxsare

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magic door on the ground that leads to a specific area within 30 feet of you. Until the spell ends, the magic door creates a magic circle on the ground that you can see within that is up to 30 feet in each direction. The magic circle remains open for the duration, and when the magical door appears, each creature in it must succeed on a Wisdom saving throw or take 1d6 fire damage, and you draw the magic from the circle to create a different magic door. The magical door also extends to all nonmagical objects in the area that aren’t being worn or carried by creatures or by creatures that aren’t wearing rings or another piece of jewelry that you make with movement. When you cast the spell, you can choose one or more of the following magical effects to create the magic door. You can’t create a magic door more than once. Each time you cast this spell, you can create a new one using only one of the existing ones, or you can dismiss the spell and cast it again. Ionic walls surrounding the magic door create an area of strong light and sound that lasts for the duration. This light can be intense enough to seriously chill or suffocate a creature. The light can be suppressed; the creature is immune to that effect. Both the light and the sound are deafeningly quiet. Illusion

Poxsare Conjuration

Poxsare

Casting Time: 1 action
Range: Describ5
Duration: 1 Hour

Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. A target that fails the save becomes incapacitated and must use its movement on each of its turns to move to an unoccupied space it can see occupied by the target. The target can have up to 10 feet between it and the wall. You can set a condition for it that—if met—creatures in the area obey. The condition can be either an end or an start, and the creature must decide for itself which condition to complete. The creature can choose a condition that isn’t an end, such as being able to end a creature w hich is attempting to move to an unoccupied space occupied by the target, or attempting to move closer to an occupied space occupied by the target than any of its lines could allow it to move. The creature continues to make Wisdom saving throws, and if it fails, it spends its action that turn choosing another condition to complete. Divination

Poxsare Divination Poxsare Duration‖ Ranks: 1, Rated PG Poxsare Evocation

Poxsare

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose a creature that you can see within range. The creature must be within 100 feet of you when you cast this spell and within 60 feet of you when you start your next turn there. The creature is unconscious if it is fighting or sleeping and unconscious if it is sleeping. Asleep creatures and undead aren’t affected by this spell. The creature is affected when it takes the Attack action on its turn, if it has it, or the Damage action on its turn, if it doesn’t. The creature is also affected when it moves to an unoccupied space that it can see within 60 feet of you, if that space is occupied. Transmutation

Poxsare

Casting Time: 1 action
Range: Instantaneous
Duration:

It extends the spell's duration, up to 10 minutes. You can use this spell using only one golem or wyvern if you are fighting a Huge or greater creature. An extra golem is created for every 2 pounds you expend, and the extra golem grows larger with each use. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra golem creates an extra dedicated golem for you instead of one for every 6 pounds you expend. Conjuration

Poxsare Necessary Poxsare Necromancy, transmutation Poxsare No, no, no...

Poxsare

Casting Time: 1 action
Range: Noun
Duration: School

10 minutes You create one of those weird lights that seems to be popping out of the floor at random times a day. Your spell creates one of the following effects: You create a bright light in a 5 foot cube on a side within range, casting it for the first time on the object for the last time on an object you choose. This light sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When you cast this spell, you can also target creatures and objects in the area, or create a gateway to a new spell slot open to a creature or object of the same level as you. For the duration, these creatures, objects, and spells can enter the gateway automatically, creating a natural barrier between the two. Even magic items created by this spell work automatically, working like magic. Transmutation

Poxsare

Casting Time: 1 action
Range: School
Duration: 6 Hours

This spell requires a Wisdom (Perception) check to affect one creature of your choice within the same way it would have affected one other creature (your choice) (within reason). You decide what sort of creature the check affects. For example, if you are creating an undead servant, the creature you create may be a creature that is hostile to you (or one of your servants), hostile to you (within reason), or hostile to you (within your own radius). While the creature is hostile to you, the creature doesn’t have to obey you in some way, such as when it moves to escape or to defend you, or when it moves to attack you. The creature is also considered hostile to you (if you chose this as your class feature, you can use this check to see just where the creature will appear in an action that deals damage) and hostile to you (if you chose this as your race trait, the creature has advantage on saving throws against your charm spells). The check is disinterested and doesn’t affect creatures that don’t understand language (your language is spoken only by you), plants, animals, or people. You can also use this check to see what creatures are hostile to you (if you are the creature, this check might yield a different result). If you cast this check in a place hostile to you (such as an elven temple), this check is unaffected. Conjuration

Poxsare Self

Poxsare

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Duration: Concentration, up to 1 minute

For the duration, the constructs are immune to all damage and have resistance to acid, cold, fire, lightning, and thunder damage, and have resistance to exhaustion from burning, cold, or thunder damage. The spell ends if you cast it again before the 30 day period begins or if you cast it again for the duration. The spell succeeds if you can’t cast a spell as a group because of a spell slot limitation, such as the one at 1st level, using a different spell slot than yourself. A dispel magic spell is affected more heavily than a magus’s normal spell, if any, or dispel annoyance, if any, if any, if any, or strong telepathic link between themselves and each other to warn off others who attempt to cast a spell against their interests. Conjuration

Poxsare

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

A 15-foot-long cone of fire streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 fire damage. You can use your reaction to break the cone and restore the fire to its normal size. Make a separate attack roll for the fire damage. Make a fire elemental spell attack for the fire damage. On a hit, you attempt to extinguish the fire with one of the following two effects of your choice: You create a moderate blast of flame that ignites flammable objects in its path that aren’t being worn or carried by anyone, including you. In addition, the flame spreads around corners. You cause flames within 5 feet of you to race apart and extinguish unprotected flames that aren’t being worn or carried by anyone. You create a moderate blast of crackling, poisonous gas in the area of a creature, casting this spell there. The crackling, poisonous gas ignites flammable objects in its path that aren’t being worn or carried by anyone, including you. The crackling, poisonous gas ignites flammable objects in the area of a creature’s path and ignites unprotected flames in the area that aren’t being worn or carried by anyone. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Evocation

Poxsare

Casting Time: 1 action
Range: Self
Duration: 4 hours

This spell provides temporary cover for a willing creature, or a place to lie, for a willing creature of Medium size or smaller to lie on an object weighing up to 1,000 pounds. The illusion lasts for the duration, and the illusion can target an unwilling creature, or another creature that can see within 30 feet of it. The creature can see through the illusion, which obscures its vision and might illuminate its surroundings. The creature can see and hear through the illusion for the full duration. The creature can’t see anything within 30 feet of the image. Illusion

Poxsare

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

This spell allows a Large or smaller creature to assume the shape of a Large or smaller creature and manipulate it for the duration. Until the spell ends, the illusion creates a horizontal bar that appears on the ground that you can see within range. This horizontal bar must be horizontal or vertical, perpendicular to the ground or the floor. If a creature is sitting on the bar, it can use its movement to move up or down as part of the move. The illusion creates a vertical bar that appears on the ground that you can see within range. This vertical bar must be horizontal or vertical, perpendicular to the ground or the floor. If a creature is sitting on the bar, it can use its movement to move up or down as part of the move. The illusion creates a horizontal bar that appears on the ground that you can see within range. This vertical bar must be horizontal or vertical, perpendicular to the ground or the floor. If a creature is sitting on the bar, it can use its movement to move up or down as part of the move. The illusion creates a horizontal bar that appears on the ground that you can see within range. This vertical bar must be vertical or perpendicular to the ground or the floor. If a creature is sitting on the bar, it can use its movement to move up or down as part of the move. The illusion creates a horizontal bar that appears on the ground that you can see within range. This vertical bar must be vertical or perpendicular to the ground or the floor. If a creature is sitting on the bar, it can use its movement to move up or down as part of the move. You choose the first effect of the illusion. While the creature is in the illusion, it can use its action to make a Strength or Dexterity check (the creature’s choice) with one of the other effects of the illusion. If the check succeeds, the illusion disappears. The creature recognizes objects as being made of flesh or stone and uses its action on each affected target to move to one of the other’s feet to avoid it. If a creature moves less than half its speed when the illusion is created, the illusion doesn’t disappear. Instead, affected creatures take 1d12 bludgeoning damage, and they are also knocked prone. Conjuration

Poxsare

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Duration: Concentration, up to 1 minute

You create up to five creatures of your choice in a 40-foot-radius sphere centered on a point you choose within range. Creatures of the chosen size are Medium or smaller. Each target that you choose treats each creature it targets as a creature. When a target treats a creature it can see within 60 feet of it with advantage, the target takes an 8-md. penalty to its Dexterity saving throw and must roll a d10 at the start of each of its turns to alter its behavior for the rest of its turn. The DM rolls a d8 and consults the following table to determine whether the creature’s flying speed is affected. Small. The target is limited in its movement and can’t make any flying decisions. The target’s speed is reduced by 10 feet for each foot it spends flying. Medium. The target is limited in its movement and can’t move or take actions. The target’s speed is reduced by 10 feet for each foot it spends moving. Large. The target’s speed is reduced by 10 feet for each foot it spends moving. Manual. The target’s spell is interrupted for the duration, dealing 2d12 force damage to it and creating a crack in its bark. The bark erupts from any creature that is within 5 feet of it and lasts for the duration or until a soft boom sounds. A loud boom interrupts the bark and might trigger other noises, including drums or crackls of crackling thunder. Wholesale. The target spends 1 extra action to crack a mote of jade in any weapon its touched, provided that it weighs no more than 5 pounds. Additionally, the crack sounds to up to 7 feet of wood, a creature that uses its action to throw a brazier might hear the crackling of its braziers echoing through the air. Transmutation

Poxsare

Casting Time: 1 action
Range: Self
Duration:

Until dispelled, a phoenix has the following properties: Doesn’t become blinded, deafened, or confused upon reaching certain levels. Can use 《Slow Resistance on itself and allies in combat. Not affected by spell fatigue. It emits bright light out to 120 feet and dim light for an additional 120 feet. If broken and burned by lightning, a phoenix can’t become blinded, deafened, or confused. It has 25 Intelligence and 20 Strength.

Poxsare

Casting Time: 1 action
Range: Small
Duration: 1 minute

You awaken a creature or an object you can reach that isn’t unconscious. The creature is unconscious if it is awake when you cast this spell, or if it is awake when you cast it and if it is asleep when you cast it. This spell has no effect on undead or constructs. If you cast this spell while you and up to three willing creatures share an area, you instantly teleport each target to an unoccupied space you can see within 30 feet of the area. Conjuration

Poxsare

Casting Time: 1 action
Range: Small
Duration: 5 minutes

This spell requires 3rd level spell slots to be cast. Casting this spell again grants you two additional spell slots, which are spent on the second slot. If you cast this spell again, you can have only one slot remaining at a time, and if you cast it three times, you get no additional slots. Transmutation

Poxsare

Casting Time: 1 action
Range: Special
Duration:

Augury or Muggle incantation

Poxsare

Casting Time: 1 action
Range: Uncertain (see below)Elemental Bane or Bane of the Dark
Duration: Touch

1 Hour You strike a target you touch that is completely within range for a total of damage of 10 + your spellcasting ability modifier. The target takes flying damage equal to twice the amount of life restored. This spell has no effect on undead. If you cast this spell on the same creature or within its area on a different creature—including when you cast it using a spell slot of 7th level or higher—you must use another casting of the spell on the same creature or within its area on a different creature, if the two creatures use the same spell slot. Conjuration

Poxsare Uncertainty, uncertainty, and a misstep.

Poxsare

Casting Time: 1 action
Range: Unlimited
Duration: Duration: 180 days

You utter a command on a creature that you can see within range. You or someone you designate must succeed on a Wisdom saving throw or drop the spell and be stunned until the spell ends. You can also use your action to automatically detect any stunned creature and make a Wisdom saving throw. If you or someone you designate succeeds on that saving throw, you or something you designate drops the spell and are no longer stunned. You can also use your action to end the effect of any spell that would normally effect you or someone associated with you, if you or someone associated with you allows it. Whether you or something associated with you ends the effect of a spell or other magical effect remains unpredictable. Abjuration

Poxsare

Casting Time: 1 action
Range: Up to 7 days
Duration: Instantaneous

You gain the ability to gain 1d4 temporary hit points. You can use your action to wither one creature that you can see within range and have it take 2d4 necrotic damage. The target takes half the necrotic damage. During this duration, you can use an action to wither one creature that you can see within range and have it take 1d4 necrotic damage. You can also use your action to wither one creature that you can see within range. Conjuration

Poxsare

Casting Time: 1 action
Range: Word
Duration: 1 hour

This spell creates magical portals within all objects you touch that aren’t on a solid surface or that can’t be lifted or dropped by falling objects. For the duration, objects can’t freely fall from the portals, but creatures and objects can be lifted up or dropped off the portals themselves. Objects. You create one object—a sphere, a cylinder, a cylinder floor, a cylinder wall, or any other suitable portion of an object that is movable, movable, or otherwise movable and that can transport you. You can use it to carry whatever you wish, to open a container, to pour whatever you wish out of it, to chill whatever you wish, to pour out whatever you wish from it, to cool whatever you wish, or to cool off whatever you wish, and you can dismiss it as an action. You can use your action to pour out whatever you wish, chill it, pour out whatever you wish, chill it dry clean it, pour out whatever you wish out of it, chill it cool it, pour it out dry or wet it, and so on until the spell ends. If you wish to keep pouring out whatever you wish, you must first make a successful Constitution saving throw. If your concentration ends before the spell reaches its full duration, your concentration ends early on each of your turns while you are concentrating on it. You can have up to two creatures’s active states: w as long as your concentration ends on you and you are fighting with an enemy creature, you can use your action to make a melee attack against that creature, and you have advantage on the attack roll if it isn’t incapacitated. Transmutation

Poxsare

Casting Time: 1 action
Range: Word of Power
Duration: Duration: Concentration, up to 1 hour

You touch an object touching it or casting a spell, prepared by you. The material component of the object becomes an object that you can touch: a container, a frame, a cylinder, a cylinder head, or a similar portion of the object. The material component can be any object made from metal, stone, or any other mineral. Anything affected by the mundane component can’t operate a manufactured item, and any needed components aren’t available for purchase. You can target something with a touch magic spell to make it appear as though it were made of metal or stone. Make a ranged spell attack with that spell. On a hit, the target suffers 4d8 damage, and it can’t take reactions until the end of its next turn, or until the spell ends, for example. If the spell ends before this effect ends, the spell ends early and the target does nothing that could damage it. You can also use this spell's base damage to target a creature’s weapon or armor, and compare that weapon or armor to its normal damage stat, if any. Evocation

Poxsare

Casting Time: 1 action
Range: You cast this spell and make a melee spell attack against a creature within 60 feet of you. On a hit, the target takes 14d6 necrotic damage. You can replace the damage with bludgeoning damage from a weapon. At Higher Levels. When you cast this spell using a spell slot of 15th level or higher, the damage increases by 1d6 for each slot level above 14th.
Duration:

Necromancy

Poxsare

Casting Time: 1 action
Range: You take another damage die at the end of each of your turns (if you are a zombie or a creature). On a failed save, the target takes 1d6 necrotic damage, and it must then make another Constitution saving throw. On a successful save, the spell ends. If you cast this spell again, this damage increases by 1d6 for each slot level above 1st.
Duration:

Necromancy

Puijune Magic Furs 01-06 _Drink-drink-drink-drink_ _Lily: _Drink me the drink until you all waken up, _Drink me the drink until you all wakened up _Drink me the drink until you all woke up_. _ _Glorious: _Drink me all the way to the beach._ _ _Dissatisfactory: _Drink me all the way to the beach._ _ _Charming:- _Drink me all the way to the beach._ __Glorious: _Drink me all the way to the beach._ _ _Beautiful: _Drink me all the way to the beach._ _ _Lily: _Drink me the drink until you all wan'. _Drink me all the way to the beach._ _ _Glorious: _Drink me all the way to the beach._ _ _Beautiful: _Drink me all the way to the beach._ _ _Beautiful: _Drink me all the way to the beach._ _ _Beautiful: _Drink me all the way to the beach._ _ _Glorious: _Drink me all the way to the beach._ _ _Beautiful: _Drink me all the way to the beach._ _ _Glorious: _Drink me all the way to the beach._ _ _Drink me the drink until you all wan'. _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up._ _ _Drink me the drink until you all woke up.._ _ _Glorious: _Drink me all the way to the beach._ **My life, my life, my life, my life. My life, my life._ I could only do this._**_ Puijune Magic Furs 01/10-08-14 18:42:53 Puijune Magic Furs 01\-14,5\-6,10,5\-13,14,17,20,25,34,46,52,60,100,150,160,300,500,500,600,900,1,300,500,500,1,500,1,500,1,500,3,300,500,300,1,500,100,150,300,300,300,300,100,100,100,1,300,300,300,150,1,300,300,1,300,300,100,100,100,100,100,1,300,300,1,300,1,300,300,100,100,100,300,100,300,300,100,100,50,100,50,100,100,300,100,100,100,100,100,300,100,100,100,100,500,300,1,300,300,300,300,300,1,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,30,120,150,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300,300, Puijune Magic Furs 01 Chapter 10 _The Great War_Category: _Illustration_

Puijune Magic Furs

Casting Time: 1 action
Range: 0 (30 seconds)
Duration: Instantaneous

Choose a place that you can see within range. A creature that can see you must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is transported to a random location on your plane of existence. The destination is a point you can see within range. A humanoid must be within 5 feet of the point for this spell to occur. The target must also be within 5 feet of the point when this spell occurs. A creature that is within 5 feet of the point must make a Constitution saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is transported to a random location on your plane of existence. The target must also be within 5 feet of the point when this spell occurs. The spell ends on a failed save. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A magic Furs can be worn by up to eight creatures of your choice within range, that are wrapped in a protective garment that prevents light or cold attacks and therefore doesn’t rust or peel. The target is limited to seeing through the garment and touching the target to w a harmful effect. The target’s speed is halved, it takes a -1 penalty to AC, and it can’t talk or move while the spell is in effect. The target can make Wisdom saving throws to regain control of the Furs. If the target fails, it can repeat the saving throw, ending the effect on itself on a success. The garment is worn only by creatures of your choice that the target attacks and that have a Strength of at least 15 and less than half the target’s hit point maximum. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

If you are wearing a magic veil or a cloak and wearing it while you are on the run or in the way of a journey, you gain a +1 bonus to AC and saving throws. Additionally, while on the run, a creature that you can see within 30 feet of you takes no damage and can’t be targeted by spells or magic items, can’t be targeted by any spell, and isn’t affected by spells or magical items. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This magic potion makes creatures immune to your verbal attacks for one hour. You choose one spell of level 10th or lower and make one poison word, one fascinate monster, or a similar spell effect into one of those spells. Creatures are immune to the attacks for the duration. You know whether a creature is being subjected to the spell or not. If you do both, the creature is harmed, and you make a new magical attack against the creature. The creature takes half damage and must succeed on a Constitution saving throw or take 4d6 poison damage, or half as much damage on a Constitution saving throw against a phantasmagoric hand (your choice which creature’s saving throw must be the one the target is affected by) or a similar spell of opportunity. If you have neither the creature nor the phantasmagoric hand, the creature is forced to make a Wisdom saving throw at the end of each of its turns. On a success, the creature is immune to the phantasmagoric hand and makes another Wisdom saving throw at the end of its turn. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates magic flowers. One flower in each hand. When a creature of Medium size or smaller size or reach hits you or comes within 5 feet of a magic flower, you Make the creature switch to a different flower. For the duration, you can switch from one flower to the next by using all the tools at your disposal, but you can’t in any way create additional flowers until this spell ends or until you finish casting this spell. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell primes a willing creature carrying a Large or smaller item for wizarding magic. The target can make a Wisdom saving throw, taking 9d12 psychic damage on a failed save, or half as much damage on a successful one. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You draw magic from all creatures within range until the spell ends. For the duration, any creature you choose that you can see within range can use its action to attempt to cast a magic fursuit on itself. Using magic fursuites as bait can yield the same effect as if using a trapdoor charm. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your magic spills from your hand to cover a creature’s sight or hear within range. The target’s speed increases by 10 feet until the spell ends, and the magic spills from your hand to cover another creature’s sight or hear within range. If you cast this spell on the same creature or multiple times, it instantly recast itself as a misty green beast, gaining the ability to breathe and manifest as a vaguely dangerous and poisonous green cloud. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You touch a creature within range. The target’s fur colorates and glimmers blue. For the spell’s duration, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell automatically disassemble all objects in its area and any magical lock on the target is broken. When broken, the spell destroys both the original clothing used to display your fur and any personal items that you own. A creature can use magic to break this spell, allowing it to extinguish a candle, lighter, piece of parchment, or torch in its area. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You unleash magic on up to five creatures of your choice within range, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Each target must make a Wisdom saving throw. On a failed save, it takes 10d12 radiant damage and is blinded for the spell’s duration. An unwilling creature must also spend 1 minute attacking the creature it can see, though this spell doesn’t target it. If the blinded creature succeeds on its saving throw, it can use its action on a successful one to regain control of itself. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You weave together magical furs to create magical effects and spells. You create one creature’s magic lamp or an aura imbued with divination magic, and you change its color or brightness, making it more magical. The spell ends if it affects a creature of the target’s choice, if it has a high Intelligence score, or if its speed is reduced to 0. The spell fails if you create more than one magic lamp or aura, if it has no active control, or if the spell creates an effect that has no known target. The effects listed below last for 1 hour on each of the loyalties of the loyalties you choose, with an alternative duration set for each. False Aura. You create a magical aura that wreathes, tears, grasps, or otherwise illuminates one creature you choose within range or within an area of effect magic circle that you can see, such as a tomb, a sanctuary, a sanctuary wall, a temple, a temple gate, a temple entrance, a tomb, a temple chamber, a temple sanctuary, or a temple ruin. The aura lingers for the duration, but it can’t activate if the spell ends. False Aura of Smite. If you are a creature, you create a false aura of smite that places a target within range and inflicts poison and knockback on a target that you can see. The target can make a Constitution saving throw, taking 10d 10 + your spellcasting ability modifier + your proficiency bonus. If the target fails this saving throw, it takes 2d8 bludgeoning damage, and if it succeeds, it isn’t poisoned. If the spell ends before then, the target is left prone and can’t be harmed. False Aura of Repose. If you are a creature, you create a magical aura that wreathes, tears, or otherwise illuminates a creature within range or within an area of effect magic circle that you can see, such as a temple, a sanctuary, a sanctuary wall, a temple entrance, a tomb, a temple chamber, a temple entrance ramp, a temple shield, or a temple wall. The aura lingers for the duration, but it can’t ’t activated if the spell ends or if you instead create a false aura. False Aura of Swiftness. If you are a creature, you create a magic aura that wreathes, tears, or otherwise illuminates a creature within range or within an area of effect magic circle that you can see, such as a temple, a sanctuary, a temple sanctuary wall, or a temple ramp. The aura lingers for the duration, but it can’t ’t activated if the spell ends or if you instead create a false aura. Mask of Teleportation. If you are a nonmagical construct, your mask empowers you with the power to teleport to any point within 60 feet of you. The portal is open, and creatures and objects can enter or leave the mask if they are within 5 feet of it. If you create a permanent or a personal item inside your mask, you can teleport into the permanent or item (in the case of items created by divination spells or divination spells transposing a luminous energy field, you can create a separate teleportation trap for each item created). Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Draws magic from creatures, objects, or whatever they are wearing and carrying, causing them qualities appropriate to the job or task at hand. For the duration, that creature has resistance to one damage type of your choice, though it has resistance against the following damage types: acid, Cleansing, Earth, Disease, and Water. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a magical feather to protect a target or someone within range. For the duration, the target or someone can’t see through a pore of water or touch a creature within 30 feet of it. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You make one creature sling itself into an unoccupied space of your choice within range that you can see within range. The sling ignites flammable objects and ignites mundane objects that aren’t being worn or carried. The sling disappears from the target when it strikes or discharges. If you hit a target with a sling spell or a similar spell, the spell damages it, forcing it to make a DC 20 Constitution saving throw. On a successful save, the spell ends for that creature. Solid Arrow. You create a bolt of lightning that strikes one willing creature willing to be targeted by your spell and that can carry you. The creature takes 6d4 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects and ignites mundane objects that aren—at least partially—being worn or carried by the target. Bright Arrow. You create a quiver of brilliant light dripping with brilliant radiance that increases the duration by 10 minutes for all daggers and quivers created by this spell. The quiver also increases the DC for magic item attacks made with it by 1. Knife. You create a thin but sharp edge that cuts through the flesh of an unwilling creature you choose within range. You create a small—less than 1 inch diameter blade made from magical force that lasts for the duration and cuts through flesh and fat of creatures you choose within its area. As a bonus action on each of your turns before the spell ends, you can change the blade’s shape so that it appears to be a longsword, shortbow, or crossbow; when you drop the two weapons, you can change the weapon’s properties so that they appear to be ordinary daggers or quivers. You can also change the blade’s color so that it appears to be a lantern or torch. Whenever the blade cuts through a creature, it cuts through a barrier that prevents creatures from passing through it or from reaching it, or it shields a creature affected by it from harm. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 10
Duration: Touch

You touch a nonmagical beast or plant and allow it to magically transform into any other beast or plant you choose, provided that the transformation takes place within 30 feet of you. For the purposes of this spell, any transformation done by a creature takes place within 30 feet of its creator. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 120
Duration: 10 Days

You take a magical spell and place it inside an object of magic that you can see within range. The spell appears within 5 feet of the target and lasts for the duration. You choose the target's name, portrait, and name spell, if any, and choose a type of spell known to you. You choose a simple, nonmagical spell, cast there usually is no need for attunement to a higher level spell. If you have it, you create a permanent object that has the same name as the target, attuned to it. When you create the object, you can use it to cast any spell you want, including those created by spells or created by mystics. You can also make any spell you want created by placing magic words next to it. For its duration, the object is fully visible and within 5 feet of it. When you cast this spell, you can have no object created by magic visible within 5 feet of it. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 120
Duration: 8 Hours

As long as you are on the ground, you gain the following benefits: Your walking speed increases by 10 feet for the duration. You gain Statistics of your choice are changed to match your new form. You have a Constitution score of 1, and you have advantage on attack rolls against creatures of your choice that aren't in your current form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases to 1 (but not more than two bonus levels above you). Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You conjure up magical furs to protect up to six creatures of your choice that you can see within range. You choose the target’s size: Medium, Large, Huge, or Medium-sized. Each target’s equipment is unaffected by this spell, and if the target is a creature, it has disadvantage on attack rolls against you until the end of that creature’s next turn. The furs protect the target from poison, disease, and undead elements. The spells and other visual effects created by these furs are suppressed in the furs until the spell ends or the spell is dispelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create six magical furs on the ground in a 15—foot radius, each holding up to ten pounds of nonmagical ammunition. You can make a magic furs for each slot level above 1st. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 150
Duration: 10 Days

You choose a creature that you can see within range. The target is within range of magic items, spells, and other magical effects, and the spell fails and the spell ends without being cast. The target’s AC equals 10 + the spell’s level. On a failed save, the target is restrained and must make a Wisdom saving throw. If it successfully saves for its entire duration, the spell ends. On a successful save, the spell ends on its own terms. The spell ends if you use your action to cast it again, if you use your action to dismiss it (if you cast this spell again, the spell ends), or if you end your turn more than 30 feet away from the target. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create magical fireworks within range. Make a bonfire, smoke pottery, or lantern; fill a 10-foot cube with cold water and chill it for 5 minutes. Each creature in that area must make a Constitution saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. An affected target and each other affected by the spell have disadvantage on the saving throw. It charmerizes and makes Charisma saving throws with advantage, and it can’t speak or cast spells with a verbal component. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 150
Duration: 2 minutes

Flames of Nahuatl coalesce to form a vortex that vanishes when exposed to air for up to 10 minutes. Appearing in an unoccupied space within range, the vortex creates a 50-foot cube of whirling air centered on a point you choose within range. Each creature that starts its turn in the vortex must succeed on a Dexterity saving throw. On a failed save, a creature takes 12d6 fire damage, or half as much damage on a successful save. The vortex moves with the vortex to the nearest unoccupied space you choose within 5 feet of you. The vortex spreads around the room in a random direction you choose as a bonus in a horizontal direction you choose, up to 5 feet between each vortex. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 150
Duration: 60

1 Hour You weave together a magical fabric that lasts for the duration. When you cast the spell, choose one of the following magical effects that apply to it or another object created by the spell: A piece of wood, a piece of wood that is metal, or a piece of wood that is an object. The weave is a magical rope used to carry the wreaths or an object. A piece of wood creates the wreath. When you make your spell call, you can send the wreath spinning to raise its tempestuous state, raising it to the temperature of revivified air. The wreath lasts for the duration, and you can send it spinning to raise its temperature. The tempestuous state can be a hostile creature, an immolation, or a place of utter desolation. If you create an object enchanted to be an object created by the magic of the weave, the enchantment lasts indefinitely, so long as the piece of wood is of equal or greater level to the object’s slot and the wreath has the power to create the object’s magic. When the spell ends, the magical chain is broken; whatever link the piece of wood has remains. Any creature that uses its action to cast a spell to cast another spell must first choose the magic of the chain at the start of its next turn. At the end of your next turn, you can use your action to use your action to send the piece of wood spinning to raise its temerity, raising it to the temperature of revivified air. The wreath lasts for the duration, and you can send it spinning to raise its temerity to a maximum temperature of 100°F (38°C) At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can have the wreath created by both the wreath and the spell’s temerity, as part of casting the spell, or both. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create two magic feathery runes covered with black magic. Roll on the following table to see where each spell points. Blade Strike Wyrestle Fangsclaw Gryffindor Charm Divine Word *** **Charmed** ****** Divine Word ******* Chapter 4 **Whispers in the Dark** **Guidance, Lies, and the Wounds** Wyvern Wyld ******** **Wounds of the Fey** (1) A creature within range attempts to bite an unwilling creature it can see within range. If the creature succeeds on a Constitution saving throw and then succeeds on a weapon attack roll against a target that isn’t within 30 feet of the target, it makes a Wisdom saving throw. On a success, the target is freaked out and has its speed halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Divine Word ******* **Whispers in the Dark** (1) A creature within range attempts to bite an unwilling creature it can see within range. If the creature succeeds on a Constitution saving throw and then succeeds on a weapon attack roll against a target that isn’t within 30 feet of the target, it makes a Wisdom saving throw. On a success, the creature is no longer frightened and has advantage on damage rolls against targets within 30 feet of it. Blade Step Blackberry ******** **Whispers in the Dark** (1) A creature within range attempts to bite an unwilling creature it can see within range. If the creature succeeds on a saving throw and then succeeds on a weapon attack roll against a target that isn’t within 30 feet of the target, it makes a Wisdom saving throw. On a success, the creature is no longer frightened and has advantage on damage rolls against targets within 30 feet of it. Blade Dance Grove of Spiders Divine Word ******* **Concentration, up to 1 hour** You create a shimmering orb of acidity within range. Choose one creature within range and stick it in an unoccupied space that you can see. Until the spell ends, you can use a bonus action on a creature to cause the acid to erupt. Make a ranged spell attack. On a hit, the creature must take 4 d10 acid damage, or half as much damage on a successful one. A hit, or half as much damage on a miss, creature, or object. If you hit a creature with an attack, the spell ends. The spell can deal severe damage to a creature or a structure, or both. A creature hit by the spell’s damage is knocked unconscious for 1 minute Or until the spell ends, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You create magic furs that fill a 5-foot cube whose center is a point within range and that is animated and worn by you for the duration. Using a spell of 5th level or lower placed a fursuit on the center point of the fursuit, creating illusions within it of its true form. The creation doesn't take any actions and doesn’t emit harmful magical light. An illusory duplicator can create an illusory duplicator as well. Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: 15
Duration: 24 Hours

You imbue a quiver containing magical energy to appear for the duration in a container that you choose within range. The object can have any size, shape, or opacity you choose, and it disappears shortly thereafter. The magic quiver also doubles as an illusory mirror, revealing the presence of the same object in the container when you cast the spell. As an action, you can move three feet away from the object from which it emanates from, causing it to glow in a 20-foot radius around you. Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: 15
Duration: 3 Days

Choose one type of magical fur used in the creating of clothes, shoes, bags, stools, stoves, and so on. For this spell, you specify something as an object, a creature, or an entity that looks odd, strange, or otherwise resembles a creature. As a rule of thumb, you need a 100 percent success rate when casting this spell for a creature to be created with these magical fur patterns. For an extra 1d4 success rate, you can make the appearance of a creature created with these fur patterns. You can add a faint odor or faint odour to the creature to create a scent, or you can create a magical effect using either your own smell or an invisible magic that you use every day. Whatever you create appears as a shadowy, flying cloud of mist, heavily obscured. The cloud sucks up any fog created by the spell and moves slowly toward its destination. At the DM’s option, you can cause the cloud to move up to 30 feet in a straight line, stopping at a point within 120 feet of the cloud and moving up to 60 feet in a straight line. If you move over a solid barrier, the vapors expand, filling whatever barrier you created. The vapors fill spaces equal to half the area around the cloud (minimum 10 floors). When the vapors reach their maximum capacity, they move so that they pass through openings as small as 1 foot in diameter (3 feet tall by 2 feet thick). A vaporous creature is immune to this spell. The vapors pass straight through solid objects made of wood, stone, or metal (chemical devices created by the spell must be at least 5 feet thick and not more than 10 feet thick), and vaporizes vapor made of metallic, oxygen (20 percent oxygen content), fire (20 percent oxygen content), ice (20 percent oxygen content), fire (20 percent oxygen content), or water (20 percent oxygen content). A vaporous creature can breathe normally, though it sheds off smoke, flame, and ice when it sheds its color. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 15
Duration:

You transform one willing creature you choose as an object or a container into magic fur. The transformation lasts for the duration, and the target becomes animated with magic for the duration. If you transform the target into something more magical or animate entirely using your own materials and magic, your magic ends, and the spell fails. The target becomes a unicorn for the duration. As an action on your turn, you can repeat the same transformation on the target. If the spell fails, the spell ends. Additionally, if you repeat the transformation on the same creature or within a pile of rubble, you can expend one use of the rubble to create a new rubble pile. Once created, the magic ends when the pile is cleared, and any magic damage and/or life otherwise applied to the target by its owner is broken. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

This spell requires an Intelligence (Investigation) check to locate a specific object. The object appears within range, and its size is determined by the object's size and weight. The object is hidden from view. A creature can use an action to examine the object but must spend its action to locate the object. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You touch a creature, and the creature becomes charmed for the duration. The target can make an Intelligence (Investigation) check against your spell save DC to determine whether the target knows what you've written. The check is a success, and the spell ends on the target if it isn't already. The target can use its action to examine the object. If it is found to be a magical object, the object must be of ordinary or rare quality, as determined by you. If it's a magical object that isn't a magical object, the object must be of a type known to you, such as a book, a journal, a painting, or a book that has a spell slot of 5th level or lower. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration: 2 Hours

1 Hour, during which the spell occurs in the DM'S space where the target is within range. The DM determines which location the target is in. The spell ends if the target is dead or is already dead. 2 Hours 1 Hour 1 Hour, during which the spell occurs in the DM'S space where the target is within range. The DM determines which location the target is in. During the duration, the DM can use an action to cause a creature to make a Wisdom saving throw. On a success, the creature takes half as much damage and isn't incapacitated. On a miss, the creature takes half as much damage and isn't incapacitated. The spell ends if the target has no memory of the spell. A creature who succeeds on this saving throw on a successful one succeeds on a Wisdom (Perception) check to see if it remembers what caused the spell to fail. If so, the creature can't remember anything about how the spell failed until the end of its next turn, and the spell ends if it has any memory of what happened. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

A magical effigy that appears in an area within range to grant magically summoned feasts or magical effects to a creature of your choice that you can see within the area. The feasts can last up to 10 minutes, and the creature can use its action to bless the feasting or create a new one. The feasts don’t need to be permanent or hold any magical functions. For the duration of the spell, the feasts grant temporary benefits: A creature that takes damage when it enters the area becomes immune to that damage for 1 hour. While the feasts last, the creature can use its action to make a Constitution saving throw. On a success, the creature’s feasts revert to their normal state. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 6th. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

A magic nymph rises and sheds bright light on a creature of your choice within range, transforming it into a graceful, animated creature. The creature appears in a spot of your choice within range, and the spell fails if the creature’s speed is normal, or if it has short arms or legs, if it has short arms or legs in combat, or if it simply doesn’t move at all. The creature doesn’t benefit from being carried around by a creature or carried by an object, such as a bag, when you cast this spell. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a creature loyal to you and friendly to each other as long as it is within 100 feet of you. The creature obeys if it can see or hears you. The creature sheds magic dust and light in a 50-foot cube centered on that creature. Each creature in that area must make a Constitution saving throw. On a failed save, the creature is blinded and deafened for 1 minute. On a successful save, the creature is protected from this blindness and blinded for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is up to 1 hour. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

Magic Furs (1d4) are summoned to your space. You gain a +1 bonus to AC, if you aren't wearing armor or carrying a Medium weapon. The spell ends on a creature when the spell ends or when the spell ends for all creatures. Dispel Magic 120 Concentration, up to 1 minute You touch a willing creature, and the target must make a Wisdom saving throw. On a success, the target takes half damage and becomes charmed by you for the duration. On a failure, the spell ends. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magic Fursuit. When you cast this spell, choose one or more of the following effects when you cast it. You can create as many as three of these effects at the same time. Magical Fursuit created by wands or chain mail. See below for detailed instructions on how to use these effects. Dispel Magic. You attempt to banish a celestial, a fiend, or a fiend with an antimagic field. If successful, they vanish, leaving behind no physical body and no physical form. Alternatively, you can attempt to banish a nonmagical being with a dispel magic spell with a concentration of at least 5 ranks in the spell’s level. If successful, the dispel magic destroys each creature in its area and ends early on any of the creatures who aren’t being worn or carried by others. A creature must make a Wisdom saving throw to resist the spell. If it succeeds, the spell ends early on it, causing it to revert to its normal form. Force the Self. You attempt to banish a celestial, a fiend, or a fiend with an antimagic field with a dispel magic spell. If successful, they vanish, leaving behind no physical body and no physical form. Alternatively, you can attempt to crush a fiend with a dispel magic spell with a simple enough blast to no larger than a 10-foot cube. If successful, they drop to 0 hit points, and the spell ends. If an undead or an anamnesiac creature that attacks a celestial, fiend, or fiend with a mote misses one of those attacks, the celestial, fiend, or fiend becomes deformed and must make a Constitution saving throw. On a failed save, it is incapacitated and incapable of action for 1 minute. A fiend or an anamnesiac creature that attacks a celestial, fiend, or fiend with a mote takes 6d8 bludgeoning damage. A fiend or an fiend with an antimagic field can’t be targeted by this spell. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You bring magic to a creature that is within range for the first time on a turn or until you choose an area of terrain other than yours that is secluded from all outward sight and that you can see. The target’s magic and any effects on it have no effect outside of this spell. That creature can use its action to make a melee spell attack against a target inside its radius for the first time on a turn or until it makes a new attack roll, taking 3d8 damage of the chosen type, or until it ends its turn, ends its turn, or ends its turn. The attack deals an extra 1d8 damage to the target and adds an extra 1d6 to the attack's total. When you cast this spell, you specify a new set of magic for the spell’s first use and specify a target category. For example, you might spell it as gathering magic, feasting, or creating magic items. Whatever you spell’s for the first time, you get to choose what magic the target uses or creates. While a target is being targeted by magic, it must follow a specific set of magic, including certain strict rules, until it treats you like a target. If the target doesn’t follow a specific set of rules for the first time on a turn or starts its turn there targeting another target, it can make a Charisma saving throw. On a failed save, you also lose any benefit you already have against the target. A successful save ends the effect of that spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of spells of a creature that you can cast when you are using a spell slot of 5th level or higher increases by two for each slot level above 3rd. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one of the following options: When you cast this spell, choose one of the following options: You can use your action to dismiss the spell. You dismiss all other options. At the end of your next turn, you dismiss all of this spell. If your concentration ends at 7th level or higher, you can dismiss this spell again. 2 Hours You have a time-limited telepathic link with one willing creature of your size or smaller. Until the spell ends, the target gains the same benefit as if you had spoken the spell aloud or had taken the spell. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure up magical creatures that appear in unoccupied spaces within range to protect you. These magical creatures are magically identical to the creatures depicted in your game statistics, except for the color of their skin, and they have resistance to nonmagical damage (your choice, possible poison, lightning, or thunder damage, or both) while you are within their space. While affected by nonmagical damage, the creatures can’t become blinded, deafened, or stunned. The creatures themselves are immune to all nonmagical damage, but if the creatures take any damage from a spell or attack, they take half as much damage on the first turn they take damage, and this damage also applies to all damage they take as a whole. You then animate the creatures for up to ten uses before you can use them again. **This spell creates a temporary door on the ground or a portal to another plane of existence that is 1 foot tall and 5 feet wide. Make the portal open to allow a creature of the chosen size or smaller to enter the sealed space. You decide when the door opens and how it closes, and it lasts until you use your action to dismiss it. The door’s material components are immobile and can’t be damaged or otherwise interacted with. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can cast up to three nonmagical ranged spell attacks against targets within 5 feet of the portal. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above lst. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure up magical fur that covers a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target is blinded and deafened for 1 minute on each of his subsequent turns. The spell ends if you dismiss it as an action or if you use your action to dismiss it. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic effect that lasts for the duration, up to 1 minute. The effect can be a light, medium, or dark effect, as well as a light, medium, or dark effect that has no duration. When you cast this spell of 2nd level or higher, you can use your reaction to create one of the following effects. Choose any effect the spell requires as an action. When you create a temporary spell effect, you can make one additional temporary effect of 1st level or higher. This one lasts for the duration as normal. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic fursuit that allows creatures of your choice that you can see within range to fly into a kind of magical portal that appears and lasts for the duration. Creatures that are invisible or can be discerned through the portal are unaffected. For the duration, the fursuit serves as a cloak to conceal one's identity and to fool intruders. Only one creature (the fursuit is an illusion) can enter the portal and the magic seems to have stopped. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an invisible, invisible tentacle or limb, as part of the normal course of action for your activity. The tentacle looks like a transparent, roundish, and tan substance covered with fine feathers and bristles. The tentacle is covered with a silvery, silvery felt substance that drips down to the ground and is soft and flexible without being transparent. The substance is invisible (unlit), lasts for the duration, and can be removed by nonmagical means. When the substance dries, it reverts to its normal form, shedding whatever remains of its material component for the duration. As an action, you can use your action to create a shimmering cloud of translucent energy, centered on the item you used for the spell. The mist spreads around corners and forms a body about the size of your own, centered on a point you choose within range. The cloud lasts for the duration, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When the cloud appears, choose one of the following options for its effect: Create a shimmering orb centered on a point you choose within range and centered on that point. Or, as an action, as part of creating the cloud, you can move the cloud up to 30 feet in a direction you choose. Glisten up to ten times as large as the item you used for the spell. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You create dim lightish furs that hide within a 20-foot cube centered on an area of ground no larger than 300 feet square. The fur lasts for the duration. You can banish the dim light up to 10 feet in any direction, which doesn’t require leaving your space. Choose a new area of ground on which you have concentration. You can animate or trap whatever creature you choose when you cast this spell, creating a harmless sensory shock each time you make a melee attack outside the area. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You create magical fur on someone’s head or chest. The effect lasts for the duration, but not for the duration. If you cast this spell without first preparing yourself for it, you can make a DC 20 Wisdom saving throw. On a successful save, you instantly vanish from your current physical form and appear in the presence of a friendly creature. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You make an invisibility cloak against hostile creatures. It emits bright light that mimics your natural light and dim light for half as much light and shadows for the duration. Additionally, casting the spell on yourself grants you resistance to radiant damage. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon magical Furs that magically appear in a location within range to protect creatures against your spells and that take 1d4 slashing damage at the end of each of its turns. The Furs don’t disappear, and when dispelled, the spells and objects remain. Creatures are attacked and harmed while ensnared by the spells, and their attacks deal an extra 2d6 force damage on each of their turns. When you cast this spell, choose one of the following options for what appears: Creatures are incapacitated and take 4d8 thunder damage on each of their turns Spells or other magical effects leave behind magical furs Creatures become blinded and deafened while in the spell’s area (your choice, the spell doesn’t affect the blinded or deafened creature) A construct or an undead makes a Wisdom saving throw to regain 3d8 hit points. On a successful save, the spell ends for the creature whose saving throw was broken. A disintegrate spell destroys both furs and an object left behind. A fiend’s cage can hold as many as four creatures. A fey’t cage makes it difficult for creatures of your choice that are friendly to you to escape. A mote filled with dripping mud makes it difficult terrain for creatures of your choice. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Large aberration, up to 9 feet long, covers one creature’s surface surface and emits light within range. For the duration, you can use your spellcasting ability to determine the illumination level of each creature for the duration, though it is dim light or darkness. If the creature has light skin, dark skin, or darkvision, it can use its action to determine the intensity of the illumination. It must use light clothing on that creature and at least 1 inch of nonconventional light covering it (your choice), 1 inch of light covering clothing covering all light or darkness, and 2 inches of light covering nothing at all. The creature’s surface surface is difficult terrain with a 30-foot radius centered on it. A creature affected by this spell must make a Wisdom saving throw. On a failed save, the creature’s surface surface becomes muddy and muddy feet.
Duration:

Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Magical furs that disappear when you dismiss Creatures with disadvantage
Duration: Duration: Concentration, up to 1 minute

You create or bestow temporary protection from bright light and darkness, a protective aura that lasts for the duration of the creature’s invisibility or non-hostile qualities check. To cast the spell, select a creature type, roll a d20; on a 9 or higher, you choose a Huge or larger creature. On a 10 or higher, the spell automatically creates this aura, succeeding on an additional d20 roll of your choice. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Mile
Duration: 10 Days

You create magic words that allow creatures within 500 feet of you, or beings with a Intelligence of 5 or lower, to perceive others as seeing. Creatures can be charmed, frightened, possessed, or possessed by similar magic; if you cast this spell and have a reach of 30 feet, the charmed, frightened, or possessed creature can target an unwilling creature to make a Charisma saving throw. The creature can attack one creature with a flying spell or make a melee spell attack. If the creature scores a Wisdom saving throw against this spell, it can choose to fail it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Divine Favor Touch Concentration, up to 1 hour Your magic seizes another creature for the duration. Until the target lances a weapon or attacks an enemy, and it has reached the limit of what it can carry, the magic causes the target to assume the form of a fully equipped combatant, which creature it assumes is capable of attacking or fleeing, and which means that depending on the situation, it can attack or run, w ho it could fall or leap, or use the shortest and w trickier means to defend itself. The magic also stops short of crushing the target, leaving only a thin veil of fog where it lies. A targeted creature suffers no ill effects, and it is possible to banish the target to the Shadowfell if you choose one of the following effects. Clenching Ray. Target creature can release into a thawing air a ray of holy energy that reaches its target’s dimension. Then, using a spell slot of 6th level or higher, it creates a burst of beams of dazzling light that impacts with your spell attack on the target. The beam spreads around corners to blind or obscure the view of the naked eye. After it has done so, it then explodes, dealing 500 necrotic damage to the target and creating a 20 foot radius burst of flame. Fire Bolt. Target creature can attack any other creature in the area, provided that creature is friendly to you and can extinguish the flames there. Without causing damage, the bolt cuts through soft tissue within 30 feet of the target and leaves behind a sheet of scorched earth in its wake. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Mile
Duration: 30

Instantaneous Your magic leaps forward and leaps out of your body to strike down an enemy target. For the duration, any creature or object that you target with an attack or a spell causes your magic to manifest a piece of magical force around itself. If you have no hand in matching the piece of magic, the creature is unaffected. If you match the magic of the target without triggering its attack or casting a spell, you create a piece of magical force that deals 3d8 force damage to the target instead. The magic then lashes out at the desired creature, stopping at a distance of 5 feet or less. Abjuration

Puijune Magic Furs 1 Mileage

Puijune Magic Furs

Casting Time: 1 action
Range: 1 minute
Duration:

You touch a creature or objects that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The target can’t take reactions or use special action to make a Dexterity saving throw. On a success, the spell ends. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 1 Round
Duration:

This spell creates and protects a certain sort of creature. It is a harmless spell, affecting only the creature in the same way as ordinary spells. Magical furs. The creature’s clothing, food, and other belongings are magically protected from damage, and it can use such items freely. For the duration, any attack or spell that might have otherwise knocked the creature out reduces the creature by one damage die, not by half as much as normal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage die for each magic item created or protected by the spell increases by one for each slot level above 3rd. Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: 1. When you cast this spell, you create two magic Furs and animate any creature within an area made up of them. Each w feet on each of your turns, you or a creature you designate must make a Dexterity saving throw. On a failed save, a creature takes 12d8 bludgeoning damage and is knocked prone. While prone, the creature must make a Strength saving throw. If it fails, it can use its action to move up to its speed and ends its turn. The creature w ives and dies if it is unable to while under the effects of this spell.
Duration:

Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 20
Duration: 1 Hour

A shimmering, translucent green energy springs forth from a creature within range for the duration. The energy is bright green and lasts for the duration. When the energy strikes a creature, its hit point maximum and maximum damage increases by 2 and its speed by 10 feet, and the creature takes 10d8 fire damage, and it has disadvantage on all Strength checks and Strength saving throws. The energy is permanent and lasts for the duration. In addition, when a creature uses its action to make an attack roll with this spell, it can roll a d20 at the end of each of its turns that includes any roll that includes a 5 or 6. When the spell ends, the spell dissipates into smoke, which has the shortest range and is 1/2 mile underground. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You create magical fur clothing for the purpose of growing furs wherever you go. When you choose the material component used in the casting, any creature that you choose’s fur becomes transparent within 10 feet and becomes immune to poison and other radiant damage. For the duration, your fur can cover 1 foot of the ground as plain as a sheet of paper, and the surface can be soft and carpet-like. You also can use magic items as your material component, such as armor, weapons, and other objects, to create magical fur clothes and fur flaps. If you cast this spell with a material component other than armor or weapon’s components, the magic item creates no magical fur clothing. Thus, your fur does not become magically supportive of your movement or attacking. Additionally, the spell makes your clothing appear worn and secure, making your clothing appear natural for your fur type (boots, hats, and so on). You can also issue magical commands to your fur companions, which you must make verbally and silently without deception. You can also control your companions by manipulating their senses. Your fur provides you with a natural sensor that alerts you when your target is about to attack, as if it were a weapon attack. As an action, you can release the sensor on the ground within 5 feet of it, causing it to emit a loud, metallic voice. You can choose one of the following effects when you cast this spell: You create a small earthquake on the ground within 5 feet of the sensor. You cause flames to flicker and brighten to match one creature’s color, as a bonus action on each of your turns for the duration. You create a puff of wind 5 feet deep on the ground within 5 feet of the sensor, that causes a puff of smoke 5 feet deep to appear, 5 feet on one side and 5 feet at the other, extending from the sensor up to 30 feet. The smoke spreads around corners. The smoke causes frigid conditions in a 10-foot-radius, 10-foot-deep pit, that is, one that is 10 feet deep, on the ground that you can see. One creature that the smoke crows about in the smoke must make a Constitution saving throw. On a failed save, the target takes 2d8 cold damage. When a creature fails its save, the spell ends. A creature that succeeds on its save is immune to this effect until the spell ends, at which point the creature returns to normal size and starts fresh in the pit. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: 20
Duration: 8 Days

This spell creates and imbues a magical fursuit worn by wizards wearing robes made of black magic. When you cast the spell—"Magic Fursuit"—you create a magical item that can be wielded. You can make a simple one-handed melee weapon attack with it, and you touch the target. You make the weapon attack with that weapon against any creature within 30 feet of you that you can see. On a hit, the target must make a Wisdom saving throw. On a failed save, it takes 14d6 piercing damage and can’t use its movement to move. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an extra 1d6 of fire damage can be created for each slot level above 4th. This extra damage hits at the start of each of your turns until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the extra damage increases by 1d6 for each slot level above 6th. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 20InstoreAndOnlineInstantaneous
Duration:

Describe or name a magic item created or worn by a creature that you can see within range. You choose a material component used in the casting, or a magic that is imbued with its effect and that lasts for the duration. The item appears in one of the following ways while it lasts: There are no limits on the number of creatures you can cast while the spell is in effect. You can instantaneously create and manipulate magical items created or worn by creatures other than you. These magical items can be created or worn in any of the following ways: . Enchantment Enchantment You instantaneously grant temporary, permanent, or otherwise dedicated physical or mental rings to an unwilling creature created by the component you choose. The ring can affect both body and soul, creating a magical link that allows you to leave a target’s mundane routine and regain hit points equal to your Hit Dice in exchange for nonviolence. The ring also grants you a temporary restraining effect against your w illing when you cast this spell. When you cast the spell, you can choose a number of different magical items created by the component, or you can cast this spell only once and have no effect. You maintain your choice of one of the items created by the component, or you choose one of the nonmagical magical items created by the component. If you maintain your choice of items, the magic link between the items and the component ends, and the spell ends when you finish your next long rest. If you cast this spell again, the magic link between the items and the component ends, and whatever magical items created by the component remain, they can’t be restored to a creature’s body. A creature that uses an action to dismiss the spell is unaffected. The DM might instruct a creature to deliver its w illing to a higher being, such as at the DM’s pleasure or at the DM’s discretion, or else harm it, and the creature suffers no consequence. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 2�1/8 hour�You cause flames in a 50-footradius sphere centered on a point you choose within range to pass through the area. The sphere spreads over a 10-foot area and can be as tall as you like. Each creature in that area must make a Constitution saving throw. Each creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one. The flames remain for the spell’s duration. Creatures on the affected plane of existence are unaffected by this spell, unlike some other forms of teleportation.
Duration:

Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 2
Duration: 24 hours

This spell removes a curse from a creature you touch. When you cast this spell, you can reshape a creature you choose by transforming it into another creature of your choice of the beast type you specify, up to the extent that the transformation doesn’t take effect as a creature’s normal action. The creature becomes a new, unharmed creature with 10 hit points instead of the normal 25. The transformation is instantaneous and can’t occur while you are incapacitated or unconscious. Abi-Dalazk

Puijune Magic Furs

Casting Time: 1 action
Range: 24 Hour
Duration:

An illusory magic leaf imbues all creatures of a specified height atop a pot of clean energy and ignites magical furs. Magical sparks, glowing orbs, and fiery orbs emanate from the leaf for a duration, in addition to the duration of the spell. The sparks, flame, and orbs can be extinguished by employing a shard of gold to a height of 200 feet that you can see within range. When the shard of gold is applied, any creature affected by the spell turns black, causing it to become impassable. When the shard of gold reaches 0 percent of its full value, the spell ends. Burn Spell 60 Instantaneous You use this spell to create an antimagic field that surrounds a creature that you can see within range. The barrier is 3 feet on each side. The spell lasts for the duration or until you use an action to dismiss the spell. If you cast this spell using a spell slot of 6th level or higher, the antimagic field lasts until dispelled. If you use a spell slot of 7th level or higher, its duration is 1 hour, and it lasts until dispelled. Also, if you cast this spell using a spell slot of 8th level or higher, its duration is 10 hours. To dismiss the spell, you use a bonus action on your subsequent turns. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the antimagic field lasts until dispelled. While the barrier is active, you can use an action to create a special spell within 30 feet of the spell’s flash, dealing it lightning damage. Should that spell cast successfully, the protective spell creates a strong gaseous bond that carries it to the spell’s instant-purchase state. You then issue the gaseous bond a command to the creature, spelling out exactly how you will deal it during the course of your next turn. While the creature is within 30 feet of you, you and any creature that can see you must make a Wisdom saving throw. On a failed save, the creature takes 6d6 piercing damage and is restrained for the spell’s duration. As an action, you can issue a different command, spelling out exactly how the creature will respond to your command. The creature is limited in its movements and can’t speak unless its Mind linked to you speaks. The creature can’t willingly leave the area and can‘t speak during its next turn, instead attempting to hijack the creature for another adventure. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 2
Duration: Duration: 1 hour

For the next creature’s turn, the creature spends 5 feet of movement to a random spot within range and can make a Dexterity saving throw. It takes six bolts of lightning bolts instead of the normal 10 for the creature to make this saving throw. The lightning bolt creates two bolts that are 1/4 inches long and 5 feet tall and one inch wide. When the creature ends its turn, the bolt creates two more bolts, creating a surge of lightning in its area. These bolts create up to three inches of lightning in diameter and can deal lightning damage to a creature within 3 feet of them. When a creature takes this damage, a burst of lightning spires sprout from the bolt, forming two smaller lightning blades in the air. These blades deal 2d6 lightning damage to the target and create two dim lightning flames in its area. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 2 Hours
Duration: 8 Hours

1 Hour (at 7:45 p.m.) 5 Days** (at 7:45 p.m.) 1 Hour (at 7:45 p.m.) 5 Days** (at 7:45 p.m.) 15 Days** (at 7:45 p.m.) 1 Month** (at 7 to 10 p.m.) 1 Year** (at 10 a.m.) 2 Years** ((Continued)

Puijune Magic Furs

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You gain the ability to animate and transform any kind of creature you choose within hours of casting this spell. You learn its statistics, attun it to a creature’s physical form using the familiar’s statistics, and choose its Intelligence or Wisdom levels. At each level, you can use a higher level spell slot to animate or transform a Huge or smaller creature. Huge or smaller. Choose one of the following creatures for the animating effect. (A Huge or smaller creature can only be animated by this spell.) At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate up to three new Huge or smaller creatures for each slot slot level above 5th. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 300
Duration: Duration: 6 Hours

Your magical items dissipate within two minutes. They are worn, carried, and held in your hand, and retain their AC until the end of your next turn, at which point your attacks deal an extra 1d6 fire damage to the target and you gain advantage on the next attack roll you make that uses fire damage as its type. A fire crab claws at a creature and makes a melee attack with its claw attack against a creature within 5 feet of you using its claws (if any) or using a weapon (your choice). The fire crab claws at the start of your next turn deal no damage and then take no damage. The crab’s attack bonus is 4d10 + your spellcasting ability modifier. If the fire crab’s attack hits, your weapon also takes 4d10 fire damage, and if it has any of its hit points left, you gain the benefits of any remaining hit points. While your weapons are full, a fire crab that hits you uses its hit points to buy another day. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 300 Hours
Duration: 1 Hour

2 Hours Wearing this book grants you +1 Strength. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 10 Days

Describe or describe the magical properties of your body. For the duration, you have resistance to acid damage, cold damage, fire damage, and lightning damage. You also have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. The magic doesn’t take effect until you finish a long rest. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 10 Days

You choose an area of magic stone on the ground that you can see within range. You create a simple illusion of a creature that is standing there or hovering over a certain spot or object. The creature can move across the room or to any side of the room as if it were hovering over another surface. If the illusion creates a barrier between you and the creature, the illusion creates one. The barrier protects the illusion from harmful or mundane light. This barrier lasts for the duration and isn’t broken. When the illusion creates a barrier, a magic frog appears on a solid surface on which you have a solid wall and within 5 feet of the place where you cast this spell. You can use this magic frog to create a circle on the ground that is 2 feet tall and 1 foot wide. You can use this circle to create a vertical bridge over a pit, a circle on a hill, or anywhere in between. You can set a spell resistance penalty on the magic frog by dividing the bonus by 10. Each time you raise the spell's level, you reduce the magic frog's size by 1 foot. When you dispelled the spell, you also reduced the size of each magic frog by 1 foot. You can use three magic frogs at a time to create one hundred such traps, which you designate. When you dispelled the spell, you also dispelled the trap created by the magic frog. Each trap creates a different creature that is visible but invisible to other creatures. When a creature or an object moves into the area for the first time on a turn or starts its turn there, that creature then moves to the left of the magic frog created by the spell and starts its turn there. Any creature not within 10 feet of the magic frog that started its turn there must succeed on a Dexterity saving throw or take 1d10 force damage, and it can use its reaction to move to the nearest side of the illusion and use its reaction to move to the space where the illusion is created. A creature must use its reaction to move to the space where the magic frog creates the trap, even if it can see through it. Creation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell lets you turn the attention of others toward a spell of your choosing. You can affect one creature with a sigil that is nonmagical and whose w ho is on the same plane of existence. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the spell’s damage type, and the target’s sensory abilities are compared to its Intelligence modifier. If the target has a Wisdom score of 2 or higher, it can make a Wisdom check against your spell save DC against your spell save DC to remember that it is aware of a nonmagical spell within 30 feet of you that requires a saving throw. Enchantment

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates magical Fur brushes on both ends of your body. Choose a creature you can see within range and shapes them so that they appear as you desire. The creature has advantage on Strength check checks and attack rolls that you make with them. For each brush on the creature, you make a new weapon attack with it or use a different one. If you use more than one weapon attack roll possible on the creature, you take the number rolled and deal an extra 1d6 damage to the weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional creatures for each slot level above 2nd. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates magical fur on one creature of your choice within range and fashions it in a different costume depending on the chosen creature, as seen from within the caster’s home. You can give up to ten of each creature in your area a temporary garb, a helm, or a hat such as a cape. The garb lasts for the duration. A hat is a normal, unclothed, unblemished, unblinking surface made of magical force, capable of shifting and spinning in any direction. When worn, a hat serves a similar function, though it has a different magic in it. When the spell ends, the material component leaves behind the magic. The magic that animates the garb dissipates when the spell ends. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants magically enhanced fur to unwilling creatures. Creatures with a skin tone of silvery or dark violet, for example, are partially unicorn-like. Creatures with a skin tone of pale orange are proficient at reading natural light and dim light, as long as they are within 300 feet of the target. As a bonus action, you can lightly stimulate the fur with your spell or by pushing it against a solid surface, creating a ten-foot cube of magical light centered on that cube. Nonmagical light or liquids that pass by the cube are illuminated by magical incense or made of magical energy. This activity is not harmful to you. If you attack a unicorn, the magical incense or liquid infused into the cube dissipates when the spell ends. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 1 Month

This spell transforms every creature within 30 feet of a target into magical furs. An affected creature must make a Dexterity saving throw. On a failed save, it is drawn to other fey locations for its entire duration; if the target spends the duration drawn to a fey or a sanctuary, it can make another Charisma saving throw. It can take this break after completing a long rest or preparing for a long rest. Magical furs created by this spell don’t require food or water after they are removed; instead, they wilt and become worthless. Magical furs created by the Cure Poisonous and Diseaseous diseases spells create a disease-stricken creature with a 20-foot radius and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from the Foul Play spell increases by 1d12 for each slot level above 7th. Touch Concentration, up to 1 minute You attempt to touch a creature of your choice within the spell’s range. Until the spell ends, the target can make a Wisdom saving throw to automatically succeed on a Wisdom saving throw against a charm or entangle spell. On a successful save, you instantly ward the creature from these effects. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell causes all mundane objects that don’t have a lid to become magically locked. Anything that weighs less than 10 pounds doesn’t become magically locked. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 5 Days

You create magical furs for the living by creating magic gloves, potions, armor, potions, wands, shields, and so on. You can make furs out of any kind of wood, stone, or metal and have them appear magical and animate or take on their own functions. Whenever you cast this spell, you can create 10 pounds of nonmagical ammunition for any creature you choose that you hit with a weapon attack during the casting. If your creature attacks with a weapon attack during the duration, the ammunition might explode, sending the creature fleeing one at a time. Once made, the ammunition disappears when it explodes or if the ammunition explodes in a fire, a puff of smoke, or a puff of red fire. The ammunition can be restored to its normal weight on a successful Craft (insanity) check; if it is not restored, the spell ends. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell transforms an aberration, elemental, or a magical ores or liquids into food, clothing, or drink for the living. The transformation lasts for the duration, and the transformation occurs within 15 minutes of casting this spell. When you cast the spell, choose one or more of the following effects, such as “explode trash, creep in trash, teleport, fling, teleport to another plane, stow or retrieve something, to consume an container, to open an container, to pour a potion, or to consume an beverage. You can have up to three such effects at a time. Whenever you cast the spell, you can have up to three constructs created at a time, but no more than once per round. A trinket, a piece of jewelry, or a precious metal item awakens an undead that wakes it and makes a new recovery attempt when it awakens. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature within range for whatever purpose you chose; if you target it with an attack while you have it covered, it can beheaded, cursed, or otherwise affected by some other spell of which you can cast. The creature is briefly incapacitated, but otherwise harmless until the spell ends. After spending 6 hours unconscious, or when you cast this spell on a creature that isn’t covering its body, this spell may also target a different creature. The creature must be covered by clothing or a covering material (such as a sheet of thick or thin armor or a robe) that is covering enough material for its body to carry it. The creature is restrained in the spell until the spell ends or you choose a different spell of 3rd level or lower, in which case the creature falls unconscious for 7 days, or until it is completely paralyzed, poisoned, or poisoned-by-magical, or poisoned-by-druid, of which it is a celestial under the penalties outlined below. When the spell ends, the creature remains unconscious for 7 days, or until it restores full consciousness to its normal form. At Higher Levels. You can use a bonus action to mentally command a celestial of up to your choice that he or she is friendly to you. At the completion of his or her turn, you can command the celestial to attack your DM if it is hostile to you. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause magic furs to bloom in a location within reach. The furs are sacred to all creatures of your choice within the past night. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates a magical fursuit that lasts until the spell ends. Any creature that starts its turn in the area takes 20d6 radiant damage, and it is blinded until the spell ends. The spell then ends for that creature. If the creature w as trying to leave the area, it moves to the nearest safe spot and stumbles across a magical fursuit that lasts until the spell ends. A creature can choose to stay in the area or attempt to move to a spot that is within its reach. It can make a melee attack with the fursuit against a target within 5 feet of it, or it can make a Strength or Dexterity check against your spell save DC. If a target succeeds on either check, the spell ends for it. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical filthous pile of mud on the ground at a point you can see within range. Until the spell ends, you can move along the ground as if you were walking on it, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two objects and take damage equal to 2d8 + your spellcasting ability modifier per foot you climb. Additionally, you can move up to ten feet in a piece of mud while moving’s slot. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a miniature unicorn that lives within an offering you make to a willing creature for an item, such as food, drink, or clothing. The creature disappears when it drops dead, returns to life with full consciousness, and is no longer wearing the item. A unicorn is a celestial or fey creature whose normal form is a ponytail, tail, or ponytail and whose statistics are as follows: Appears in an unoccupied space within range. It disappears when it drops to 0 hit points or dies within 10 days. Ranks 1 on a creature’s Clue Scale, 2 on a spell list prepared by an active deity, 3 on a creature’s deity, and 4 on a creature’s deity. If a creature succeeds on a Clue check to determine its situation throughout the spell’s duration, it becomes aware of the spell for 1 hour and can repeat the check at the end of each of its turns, ending all effects on it on its turn. If you cast this spell in a place as part of casting a spell, then there is a 60 percent chance that permanent effects the spell on the character created it within 1 hour of the casting. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize a magical creature of your choice that you can see within range and compel it to swear fealty to you. The creature must be within 60 feet of you within five divine words, symbolizing your deity's love for the creature and your loyalty to the creature as a whole. The creature takes 20 radiant damage when it drops to 0 hit points. This spell's damage increases by 1d12 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: Touch

You bring forth magical fireworks, made of wood or stone. Choose any number of willing creatures within range. You or an accomplices that you call your companions are the ones to make the magic work. For the duration, they have disadvantage on attack rolls against creatures that aren’t themselves magic weapons or proficient in any of their attacks. The disadvantage lasts for the duration. If the creature that makes the magic attack attempts to cast a spell, roll a d20 at the start of the next long rest, or use a spell of 3rd level or lower, would instead make the magic attack roll with advantage if it succeeds. Alternatively, the creature might succeed on an attack roll using the normal attack action, or the magic weapon action, without taking the attack. If the creature fails to roll a d20, the magic weapon action is wasted. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A magical effect springs into existence around a fixed object, possibly created by magic, that is capable of creating a certain effect within range. The effect’s location is indicated on the object’s surface and its duration (the most recent possible period for creation), if present, is indicated on the object’s surface and its duration is suppressed accordingly. If it remains suppressed for too long, the object falls to the ground and is caught on nearby trees, which, under normal conditions, would have pulled the spell into its target’s area to open a trapdoor or other such target. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: 3
Duration: 10 Days

This spell uses a kind of magical magic that is created in one of the spells mentioned above. When you cast this spell, you get the ability to create magical furs that act as clothing, bedding, or bed linen. These magical creatures are made of magical force that allows them to shape the way you use them, such as by reshaping their bodies in such a way as to give a creature in their form a different appearance. These creatures can be any creature you choose, though undead require a Tiny or smaller size category (your choice when you create the spell). For example, a humanoid that spends its action attacking you must roll 4d8 poison damage on the attack roll to change its nature from being a target of your attack, attack, or profane planar gesture to being a target of your spell. While the creature is affected by this change, you can use your action to create a new form that is different from what it was made for. Choose one of the options below for whose statistics you have that data. The new form can be turned undead or made friendly to you. If the creature uses its action on a turn that it can see to make an attack roll or a saving throw, it makes that attack roll, and the new creature becomes friendly to you until the spell ends. Person. The creature’s personality is based on intelligence and beauty, though it is dark and cruel. The creature has advantage on Wisdom (Perception) checks to see who can see it or to understand the deepest fears and deepest desires of its victims. The creature has darkvision out to 60 feet, and it has blindsight to penetrate thickets of darkness. Bestial Form. The creature has the form of a ram or a pile of ram products, though there are different creatures of different shapes, sizes, and colors that can have one or more of the horns on their heads. The creature has the ability to speak a language different from human’s but no human’s foresight allows it to read the thoughts of other creatures. Though it can’t affect the target, it can read its thoughts and reactions to understand its surroundings, including how the target behaves, if any, and what other creatures are around it. It also comes equipped with a mind shield, which protects it from hostile fire but also neutralizes any poison in its environment that might deal it damage. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 3
Duration: 1 Hour

This spell turns any creature within 15 feet of you into magic for the duration. For the duration, a target’s speed is halved and half the target’s proficiency bonus is spend (for example, you might make a ranged spell attack with a staff of twelve tools with a successful attack bonus), and the target’s proficiency bonus is tripled. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 3 Days
Duration:

You create magical creatures or harmless objects that have a range of 20 feet. You make the creatures appear harmless, like a bed, table, or other comfortable area. Make a melee spell attack against the target. On a hit, it has no memory of its past actions and must immediately roll a d4 and add the number rolled to all its attack rolls. The magic items also don’t disappear when dispelled. The magic objects last for the duration when dispelled. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 4
Duration: 1 Hour

You take a mortal form and become a creature of the first rank of the chosen race for the duration. Choose one of the following: Human, Elf, Halfling, Gnome, Halfling, Halfragon, Halfal, Halflion, Halftaur, Halftaurant, Halftaurantant, Halftaurantant, Halftaurantant, Halftaurantant, Halftaurantant, Halftaurantant, Halftaurantant, halftaurantant, or any other level. You can change this form at any time. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: 10 Days

Magic circles filled with magic dust and placed in the mists of time. Each piece of magical dust is infused with a special effect (such as a curse, a tempest, or a dire implosion) and shines when you use your action to use your action to create the effect. You can create any effect you like, however. A continual stream of light created by this spell fills a 20-foot-radius sphere with bright light for 7 days. Transfusion

Puijune Magic Furs

Casting Time: 1 action
Range: 5120
Duration: 60 days

Concentration, up to 10 minutes Instantaneous Choose one object or object you can see within range. You can make a melee spell of your choice that ends the spell within 30 feet of you. The target gains disadvantage on attack rolls, ability checks, and ability skill checks until the spell ends. The spell creates a magical effect and lasts for the spell’s duration if you or your companions can see through the spell's channel. Any worn or discarded items that go with the spell or that aren’t being worn or carried or carried in excess can return to the spell slot, as long as they aren’t being moved or worn or carried or carried in excess. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: 1 Hour

An intangible barrier of magical force, seemingly created by nature, appears and then disappears at your command. Each time you cast this spell for its duration, you can target another creature with an ability of your choice that is no larger than a Small human’s maximum size and lasts until the end of your next turn, the barrier disappears. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shimmering barrier appears and surrounds a creature of your choice that you can see within range, and lasts for the duration. The barrier can be a circular, flat, or vaulted surface, as you choose. The barrier blocks line of sight but not movement. A creature that enters the area and remains there for the duration must make a Wisdom saving throw. On a failed save, the creature is enclosed for the duration. While the barrier is in place, the target can’t be targeted by any means within its area. Any attack that enters the area or moves within 5 feet of the barrier or the barrier or another creature’s space inside it would be automatically blocked as if through a nonmagical barrier. Attack rolls that pass through the barrier have no effect if the attacker has them as a result of his or her action on them. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell creates magical furs. Creatures within 60 feet of you must succeed on a Dexterity saving throw or be lifted by the forceps (useful for shaping them to support yourself). While these feigns are active, you can speak one creature’s name while the spell is active. Creatures with personality traits such as darkvision or deranged or insane can’t be affected by this spell. You can create up to three types of magical fur, or choose several of the possible fur types used in the spell and mimic its effect. Aspirants, celestials, elementals, fey, fiends, or undead can’t use this spell. Casting this spell on the same creature or a different one each turn determines if the magic can continue. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create magical furs for the living. Each piece of magical fur is worth 1d6 gp, and each creature that starts its turn in the magical forest must succeed on a Dexterity saving throw or take 1d6 lightning damage. For the duration, you can create up to six furs. Each furs lasts for the duration. You can create one additional furs at a time for each slot level above 1st. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You transform all Medium or smaller creatures you can see within range into magic furs and decorated with enchantments of your choosing. Creatures charmed or petrified by this spell are immune to poison and disease, and they take 10d8 thunder damage and 25d4 cold damage at the end of their next turn. The spells last for the duration, which prevents them from succeeding on their next turn's saving throw. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 5 Days, 1 Hour
Duration: 4 Days, 1 Hour

4 Days, 1 Hour 4 Days, 1 Hour 4 Days, 1 Hour 4 Days, 1 Hour 4 Days, 1 Hour

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A magical Furskin cloak wreaths your head and arms in a shadowy aura to guard you against hostile creatures. This spell functions like an invisible ward, but it protects you from harmful energy. When no creature is touching or manipulating the cloak, the spell fails and the effect ends for that creature. The arcane enchantment on the cloak is unbreakable, meaning the spell can be re-attunable as a bonus action on each of your turns after spending your action trying to cast an invis spell. If you cast the spell again, the invisibility ends. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a magic fur on one creature that you can see within range and put it on display for one hour. For the duration, the target has uppity fur, becomes diseased, loses its hairline, and can’t speak. At any time thereafter, the target can make a Wisdom saving throw. On a success, the spell ends. Whether the target recovers from this spell immediately or in a few months, you can reroll any d20 roll made to change the fur’s color. A target that has uppity fur can’t shed fur for 24 hours, or it can’t grow any further in the forest and becomes diseased. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke magic inanimate objects and animate them in conjuration magic for the rest of the duration. You can specify a magic item as part of the construction, shaping, or shaping of the item’s creature or an object’s body, as the item moves and the object is created, destroyed, or otherwise damaged. Any magical creature created by this spell must make use of its action to create the item and must be within 1,000 feet of you when you create it. If you create an object created by an action taken magic trick, you also create the prank, issuing its magic to create the illusion. Both effects last for the duration of the illusion and for the object’s owner or target, provided the magic trick calls for it. When you create the illusion and when the spell ends, the magic ends, and the object’s creature or object fully vanishes. If you annul the magic trick and instead issue its own magic to create the illusion, the magic ends for the item and it disappears. While the item or the illusion is animating, the animating creature can make a Charisma saving throw to gain an answer to the item's question. If the answer is yes, the creature w as brought along to create the illusion, and if it answers no, the creature isn’t brought along to create the question. If a question is yes, a magic trap opens on the creature’s part that leads the creature’s creator to another location on the Ethereal Plane, such as Algonbir's Black Chamber, to warn off such an intruder. The creature must have seen the trap before it opened, and it must choose a location within 30 feet of the source of the magic trap within 30 feet of it. The creature can escape by climbing the trap’s ceiling or falling off. The creature can also use its action to try to break the magic trap, but it can‘t succeed. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 5
Duration: Touch

You touch a nonmagical beast or plant and choose new ones as its type or a gift from a god’s divination (such as the divination of the good dragon or the guardian of nature), or by shaping it to be an object created by an alchemical process called ornithology. The creature is friendly to you and your companions for the duration. It has resistance to all damage except psychic damage, and it has advantage on Wisdom saving throws against your spells' damage twice as likely when you reach 5th level (1/2 the spell’s maximum damage). Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create magic snowflakes that fall in a 20-foot cube from top to bottom and then disappear in an unoccupied space of your choice that you can see within range. Each spell cast on a target takes 1 minute, during which time the spell lasts, you can use your action to automatically extinguish the flames in the cube if it overlaps anything in this spell. Each creature in the area must make a Constitution saving throw against the spell. On a failed save, a creature sinks into the snow and is restrained, though it can use an action to end the spell there. If it succeeds on this save, the creature is no longer restrained and is hurled back to the nest. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional snowflakes for each slot level above 3rd. Snowflakes Touch 1 Hour You touch a frozen object or surface and imbue it with magic. The target can make a Dexterity saving throw, taking 8d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target also has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 12 Hours

Touch 1 Round You touch a magical creature of your choice that you can see within range. The target takes 8d8 necrotic damage and must succeed on a Dexterity saving throw or take 1d8 necrotic damage per level of the spell. The spell ends if you or the target is blinded or deafened. 120 Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Day

1 hour 1 day or until you dismiss the spell. 2 Hours 1 Month 1 Year 1 Month/Year/Day (not including the duration) 2 Days (not including the duration) 1 Year (not including the duration) 1 Month (not including the duration) 1 Year (not including the duration) 3 Days (not including the duration) 1 Month (not including the duration) 2 Days (not including the duration) 1 Year (not including the duration) 2 Days (not including the duration) 1 Month (not including the duration) 1 Year (not including the duration)�1 Month/Year (not including the duration) (see below) 1 Day (no action) 1 Hour (no action) 1 Day (no action) 2 Days (no action) 1 Day (no action) 1 Hour (no action) 2 Days (no action) 1 Day (no action) 1 Hour/Day (no action) 1 Hour/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Hour/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Hour/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 2 Days (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 2 Days/Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action)1 Day/Day (no action) 1 Day/Day (no action) 4 Days (no action) 1 Hour (no action) 1 Hour/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) 1 Day/Day (no action) (

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 hour

1 hour The spell uses magical force to cause a creature to make a Dexterity saving throw. On a failed save, the creature takes 1d6 force damage and is restrained by magical force. The spell ends when a creature regains hit points or becomes aware of the restrained condition. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 hour, up to 1 minute You create a magical fursuit. An animal of your choice that you can see within range can create one of the following fursuits with a successful Intelligence (Investigation) check against your spell save DC. You can use your reaction to decide what fursuit you wish to create. Choose one of the following options for creating the fursuit. You can also choose one of the other options here’s. You can use your reaction to make the fursuit yourself. You can use your hand to move the fursuit toward you. The fursuit remains in place for the spell’s duration. The fursuit becomes a medium-sized fursuit with a wingspan of 10 feet. The fursuit also emits a sound you can identify. The sound lasts for 1 minute. The fursuit can be made from up to three identical pieces. The creature must make a Constitution saving throw. On a failed save, the creature can’t cast more than one spell of your choice on it. On a successful save, the creature can’t use another spell slot. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Magical mud-like substance falls from the heavens in a location you choose within range. You instantly draw it to life and reshape it to make way for your work. The spell ends for each creature you choose within 60 feet of the location where you cast this spell. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

2 Hours (8 hours for the first 4 hours) 1 Hour 1 Hour (6 hours for the second 4 hours) Instantaneous Instantaneous (1 hour) Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 hour

4 days, up to 10 years 6 hours, up to three days (up to 1 year) 1,000 gp Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical creature appears in front of you, and it must make a Wisdom saving throw. On a failed save, the creature takes 20d6 bludgeoning damage. The spell ends if the spell is ended or if the spell ends or if you use your action to end the spell. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical creature of the owner's choice that you can see within range. The spell ends after you cast this spell. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical flame springs up from the earth and ignites a magical item in your space. You know the target of the spell, and you may choose an object (such as a staff, a staff of magic, a staff of protection, or a staff of protection spell) that you know. The target must succeed on a Dexterity saving throw or be pushed up to 10 feet away from the target. The spell has no effect if you or the target are in separate planes of existence. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical force springs from the ground in a square, centered on a point within range. It can be from anywhere, up to 10 feet away from any willing creature. When you cast the spell, roll initiative for the spell. If you roll initiative, the spell is cast. If you roll initiative, the spell doesn’t take effect until you reach the spell’s end, at which time you can use your reaction to make another attack roll once for each square of that square. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical fursuit appears at a location within range that you choose within range to display a magical effect on a creature you can see. The fursuit is a protective mask worn over the creature’s head and disappears when the spell ends. The spell ends if you dismiss it as an action or cast this spell again. Alternatively, you can end the spell early by using an action to dismiss it. If you cast the spell again before the end of your next turn, the fursuit disappears without a trace. Spells and Material Component 1 Round Person Touch Object Object Medium Medium Large Huge Object Medium Huge Object Object Extraplanar means to a creature uses object, object, object, object. Physical Description 1. Flat 1. Medium 2. Extraplanar 3. Extraplanar 4. Unbreakable. Object. A creature can use an action to possess a object that is neither worn nor carried. The creature must be within 500 feet of the object for it to be possessed. If the object is worn or carried by a creature, the creature must succeed on a Charisma saving throw to resist the fursuit spell. If a creature touches or carries the object while the spell is in effect, the object is possessed by that creature instead of the object. Magical Properties. A creature can use its action to understand the following magical properties of the object: Properties of objects created by spells or other magical effects are not restored to the object. The object can’t be damaged or transmuted into nonmagical objects. The object has normal wear and tear, not sapphire, markings and other marks. The object has reasonable antimagic field, protecting it from death. The object is buried within 1 mile of you. If the object is carried, the spell ends for that object. If you possess a different object, the object is automatically transmogrified when it drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical phenomenon appears on a creature that you can see within range, such as a door, in the space the target can see. The target must succeed on a Dexterity saving throw or fall prone, becoming incapacitated when the spell ends. A creature that succeeds on its saving throw is immune to this effect until the end of your next turn, at which point the target reappears in the space the spell’s effect stated that it was created in. Mishap. The target can’t cast spells for 24 hours. During that time, it has a +1 bonus to spellcasting ability scores, unless it can later turn to a different spell of equal or higher level. This bonus is negated if the bonus increases by anything other than 1st level or higher. Mind Trick. The target has advantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until it can no longer hear you. The spell ends if you use your action to dismiss it, or if the target chooses to end its turn hostile to you. Sympathic. The target has advantage on Wisdom (Perception) checks made to perceive any creature other than you. The spell ends if you use your action to dismiss it, or if the target chooses to end its turn hostile to you. Enchantment

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical phenomenon appears within range to cause any number of creatures of your choice that you can see to regain all hit points, and to make Constitution saving throws with advantage. The target must also make a Constitution saving throw at the end of each of its turns. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magic fursuit that appears inanimate and appears to be real fur wrapped around a handle and floats in the air to a creature within 120 feet of it for the duration. The creature must eat or drink the fur and is exposed to frost damage (your choice, up to 5 frost damage). You can use a spell slot of 4th level or higher to link the piece of clothing you create to that creature. The material component counts as part of the magic, and you can link the two together by issuing a magic command. If you control one creature, the pieces float so that they appear to be part of a larger creature’s body. The pieces can hold up to 500 pounds. Alternatively, you can link the pieces of a Large or smaller creature to a Large or smaller body part, creating a cord that reaches out to the creature and ends a spell’s duration. You can also create magical furs for larger creatures. The magical creatures are tangible objects created by arcane spell’s design, but they can be animated or even duplicated. Roll initiative for the magical creatures as a group, which has its own turns. They obey any verbal commands that you give them (no action required by you), but if they don’t obey any of my orders, they wilt. They also obey any verbal commands that I give them (no action required by you), but they wilt if I let them do anything that would put them at risk. If I let them harm anyone, they cry out in pain and suffer the consequences. This spell is suppressed in the fountain of life in the Arcane Forest until further notice. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the amount of magical fur you create increases by 30 percent for each slot level above 7th. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A witch casts a spell of some kind. The target takes 1d6 necrotic damage, and the spell ends. Instantaneous Instantaneous You summon a creature from the air. It vanishes when it reaches 0 hit points or when it drops to 0 hit points. The target must succeed on a Wisdom saving throw or be summoned. The spell ends on a target that isn’t being summoned. The spell’s effect ends if the target is under the control of either an undead or a non-hostile creature. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic feather that grows into a sphere of vibrant colors. The feather shines brightly with every step it takes, and the creature that attains the maximum possible speed in a direction you choose when you create the spell is unaffected. The feather sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. The spell ends if you dismiss it as an action or as a result of an effect, such as a fireball. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create magical beasts at will, or as part of a magical trickery spell, you can create magic furs for one creature or object. Magical beasts are creatures created by nature and composed of magical qualities that are recognized by other creatures. When a creature uses a reaction, such as licking a locket, to create an animal special ability it has, the creature is able to create two additional effects on itself based on what kind of creature it is. Each effect only activates when the creature uses its reaction to do so. „Create Animals—Special” ability. Choose two objects, one made from the material components of another object, and cast this spell. If you cast this spell twice, you create the magical beast’s talons, claws, horns, legs and so on until one of the two objects is worn, carries, carries or carries the object, performs the action to use it, and then rerolls its d20 damage roll as determined by your wizard’s acrobatics check (if any). The creature rerolls its d20 roll as it realizes how many limbs it has created for the action. A creature created by this spell can make a Wisdom saving throw at the end of each of its turns. On a successful save, the creature is no longer created. Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create magic furs for the mundane creatures you designate. Using tools, tools, or a spell of your choice, you can create magic furs that are thick and wiggling at the waist, hip, or under your knee. Choose a creature you can see within range, such as a brazier, a book, or a bowl, and you make two simple magic furs. You create one feather, two feathertails, three feathertails, and so on until you create a magic furs of any size or shape. Choose two of the following magical effects for which you are proficient: You create a shimmering, invisible feather that doubles your proficiency bonus. You create a shimmering, invisible feather that doubles your proficiency bonus bonus and doubles the spell’s duration. You create a shimmering, invisible feather that doubles your proficiency bonus and doubles the spell’s duration. You create a shimmering, invisible feather that doubles your proficiency bonus and doubles the spell’s duration. You create a glowing, silver-tipped feather that doubles your proficiency bonus. You create a magical feather that doubles your proficiency bonus and doubles the spell’s duration. You create a shimmering, invisible feather that doubles your proficiency bonus and doubles the spell’s duration. You create a circular, translucent feather that doubles your proficiency bonus and doubles the spell’s duration. You can also create magic furs made of magical energy, such as water, air, or fire, that are neither transparent nor translucent. In addition, you can animate and mend magic furs made of magic, as you create such furs for each slot you have. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make an unusually loud noise, a scream, or a puff of black smoke appear on the ground in a 5-foot radius inside a 10-foot-high cylinder centered on a point within range. The smoke lasts for the spell’s duration or until you dismiss it as an action. When you cast the spell, you can choose a different sound. Each time you make a melee attack before this spell ends, the smoke leaps into the air and reaches 5 feet high, making it hard to pass. The smoke then regains 10 hit points. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You pull down one of the following strips of fabric and grip it to form a protective covering over it. You can use any type of fabric remaining, including soft wool, cardan, rayon, or lapis lazuli. You can shape the fabric in any way you choose, however you choose the fabric. If you have no control over the shape of the fabric, it won't form and it doesn’t protect you from light or cold damage. To prevent damage to the fabric, you can either use a special spell or a magic that causes the fabric to form protective panels. If you cast this spell, you can have the protective panels fill up to 5 feet square on each side. You can create any type of fabric remaining, including soft wools, cardan, rayon, or lapis lazuli. To prevent damage to the fabric, you can either use a special spell or a magic that causes the fabric to form protective panels. If you cast this spell, you can have the protective panels fill up to 5 feet square on each side. You can create any type of fabric remaining, including soft wools, cardan, rayon, lapis lazuli. To prevent damage to the fabric, you can either use a special spell or a magic that causes the fabric to form protective panels. If you cast this spell, you can have the protective panels fill up to 5 feet square on each side. The fabric is kept in a sealed container that lasts for the duration. You can store up to ten pieces of the fabric in the container. To protect itself from damage, the fabric can absorb some damage. You can use a bonus action to cause the container to burst with bright light, causing the fabric to shatter. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You take 4d6 necrotic damage and gain proficiency with a weapon. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell poisons any creature that ends its turn within 60 feet of you that you can see within range. The spell creates noxious, poisonous air within 30 feet of you. Any creature that ends its turn within 30 feet of you or that starts its turn within 30 feet of you must make a Constitution saving throw. On a failed save, the creature becomes incapacitated, sickened, frightened, or frightened defensively. As an action, you can move or fall as part of the move. As a bonus action on each of your turns, you can move up to 30 feet as a bonus action. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a magical fur. This magical fur lasts for the duration. It is loose and soft, and it remains forever. For the duration, you can use a bonus action to cause the fur to fly up to 30 feet in any direction. You can also use a bonus action to cause the fur to move toward a certain direction. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 24 Hours

An enchanted carpet covers someone, a place, or something of a nature or importance, not unlike a tree, a branch, or a rock. The piece is an incantation, a powerful prayer, or a symbol of service, such as a tiara or a crown. The piece is imbued with magic and lasts for the duration. The piece's magic properties can be contested by creatures that make the contested magic checks. If a creature takes more than 1d4 piercing damage from the piece, or half as much damage from a nonmagical weapon touched by it, it can use its reaction to roll a d4 to replace the piercing damage with an acid or maelstrom attack roll. The piece then disappears from the target’s surface. Creation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell grants the petrified elementals a magical bond with one creature of your choice within range. The bond can be broken by throwing or swinging a mace weapon, or by speaking a prophecy. The bond lasts for the duration. During this time, the petrified elements can be charmed easily and evilly, and they can’t be targeted by spells or created by magic. Alternatively, the petrified elementals can be bonded to a mundane object, such as a sheet of sand, as an object of magic or magic-related power. This spell also functions as if you named the linked spell of the petrified elementals bonded class feature, though the petrified elementals' petrified state is represented by a magic mark affixed to the object of magic, such as the scroll of disintegration or the buckle of a spear, rather than as if you named the bonded spell. The spell creates a protective bond with the bonded object that lasts until the target departs the bond, at which point the bond is broken and the spell ends. At Higher Levels. When you cast this spell using a spell slot of six levels higher than the one you use for the glyph, you can create two additional bonded spells per day for 7th level spell slots, and three bonded spells per day for 10th-level spell slots. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell inscribes magical furs on the ground in an unoccupied space of your choice within range. You learn the properties of magical furs until you choose one or more of the following properties, such as opacity, contrast, or clarity. You can alter the properties of magical furs you select to create magical items or objects. The modified properties can’t change without harming the game. When the modified items or objects are worn or carried by another creature, they are destroyed. Similarly, you can alter the property of magical furs created by creating potions or raising the price of a legendary artifact. You can also create such items and objects at the same time. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 24 Hours

When you choose a creature within range for its fur, you can lay it aside and weave a magical cord linking it to your wands. If you choose a creature, make a ranged spell attack against the target, which suffers the attack’s damage as normal. On a hit, the target takes 1d4 + 1 piercing damage, and you regain hit points equal to half the amount of Hit Points you have left. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create magical fur or a thin covering, that acts as a sort of cloak to conceal your presence at night. The fur can create a faint odor that is audible within 30 feet of you (your companion must be close by to hear the sound), dim light for an additional 30 feet, and warm brown to reddish brown (your clothing, gear, or other magical component is in a different magical component than the fur). When you cast the spell and give yourself the command to make a fursuit, the creature emits a faint odor, which can be deafened, eviscerated, or smelt with a torch. At the command of its master, the creature creates a simple, lightweight, yet effective disguise code, codenamed the Fursuit, that it uses whenever it is seen under a cloak, and that it takes no actions when it uses its action to do so. You can make the command appear as a vertical serrated serrated edge with a touch, or the command can appear along the edge at the origin of your chosen visible visible visible visual component, such as the brow, nose, or chin. For each component of the control you have, you can animate a different serrated edge component. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 24 Hour

You create magic furs that ward off decay and restore magic to your enemies, their gear, and other belongings. Each item created has a price and a value associated with it, and the more of the item you choose, the less decay and the greater the benefit. The furs last for the duration, and can be restored to a damaged, worn, or worn-off state by spending 2 pounds of vitality, 3 pounds of acid, or an equal amount of acid energy using a 5-foot cube or a 5-foot cube of nonmagical gas. The furs also last for the duration, and can repair itself in 3d6 force damage. When the furs are dispelled, any remaining decay and magic items they contain are no longer worn or carried by the creature. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 3 Hours

1 Hour 1 Hour You choose one creature you can see within range. The target must succeed on a Charisma saving throw or become blinded until the spell ends. The target is blinded only by one of the following effects of the spell. The target can use an action to make a Wisdom saving throw. On a success, the spell ends. If the target fails the saving throw, it is blinded until the end of your next turn. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 5 Days

This spell enables a creature that doesn’t have cover—such as the creature wearing armor or holding a weapon or shield—to appear invisible while you are within sight of it. The invisibility effect is visible only to one creature within earshot of you. Each time you cast this spell, you can designate a different invisibility effect, such as a torch effect, to appear invisible for the duration. Alternatively, you can allow up to two creatures in earshot to appear invisible while the spell is in effect. A creature can be targeted only by one of the effects described above. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 60

Concentration, up to 1 hour You create or mend a muggle-born creature’s clothing, food, and other belongings. The spell ends if you use your action to touch the creature or if the creature’s magic wanes. Until the spell ends, the creature can’t return to its home plane or harm anyone there. You can see through its eyes and hear through its ears as if you held it in your hand. The creature can carry and wield other objects as if carried and carried by you. The spell ends if you cast this spell again. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration:

6 Daysawn. As a bonus action on your turn, you can teleport your current home to another home or home of your choice. You must still be on the same plane of existence as the other people you intend to visit. If you teleport to another plane, another player can use his or her movement to follow you wherever you go, whether or not you're in the same plane of existence. Creatures that pass through this area (including themselves and others that are still on the familiar plane) can't benefit from this teleportation. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell shapes a multidimensional object made up of magical energy centered on a point you can see within range. The object appears in a space that is no larger than a 20-foot cube and lasts for the duration. The object can be moved around corners, up and down stairs, at night, in dungeons and even in the corridors of your dreams. The object can contain magic items as long as their normal properties do not apply to them. The spell ends if you dismiss it as an action or cast this spell again, if the object is permanently damaged or destroyed. Mishap. The object _may_ be delayed in being moved, it might break or otherwise affect the object’s construction, properties or powers, or it might be lost or stolen. The DM has described what might happen if you attempt to move the object or if you use this spell to attempt to duplicate a permanent object. The DM has the closest match for this spell. Mishap. The object might be delayed in being moved, it might break or otherwise affect the object’s construction, properties or powers, or it might be stolen or lost. The DM has described what might happen if you attempt to move the object or if you use this spell to attempt to duplicate a permanent object. The DM has the closest match for this spell. Appearance. The object might be different. The object might have a different name or title. The object might have a different anatomy or physical features than the object’s owner’s. The object might have a different facial expression than the object’s owner’s. The object might have a different visual appearance than the object’s owner’s. The object might have a different physical appearance than the object’s owner’s. The enchantment spell might not work on this object. Disparity. The object might be treated differently from other objects in the same class, family or plane. For example, the enchantment spell might not work on this object if its level is equal to or less than the level of the creature it targets. The enchantment fails if the object is enchanted to permanently end a spell slot used to cast this spell or if the spell reduces the object’s level to 0. Fissure. The object might be fissured, creating a gap in the floor in a space that is no larger than 10 feet on a side and that can be closed by a spell or an artifact spell. This spell might pan out if the spell creating the gap is successful. The spell might end early if the spell’s level is less than or equal to the level of the creature it targets. The spell might end early if the creature’s level is equal to or less than the creature’s level at the start of its turn. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: 90

2 hours A magic fur covered creature appears and remains until the spell ends. The creature has resistance to acid, cold, fire, lightning, poison, and thunder damage for 1 hour. The surface it covers isn’t covered but it becomes difficult terrain if it is exposed to acid, cold, fire, lightning, and thunder damage for 1 hour. The creature can cast spells using acid, cold, light, poison, or tomato juice. The surface can contain up to 10,000 ordinary or super-normal spells of a level 5 or higher slot. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration:

A nonmagical rod or piece of wood that fits within a 5-foot cube or a 5-foot diameter circle and lasts for the duration. Whether you cast this spell for the first time on a creature or an object holding a Large or smaller object, you can make a ranged spell attack against that creature and take the attack with a weapon. On a hit, it either destroys the rod or the piece, or it deals an extra 1d6 psychic damage. If you cast this spell while stunned, your mind fills in the rest with your sensory impressions before you make the attack. You can use this spell to send a message to a creature that you assume is within 5 feet of you through the rod. The target whispers a message to you along the surface of the ground and moves with you, speaking to you as if you owned the creature. If you cast this spell while stunned, the target can reply in unyielding truth to any question that is raised, but it must also make a Wisdom saving throw at the end of each turn. If it does so, it can’t speak a word, and if it does speak, it must cast a Wisdom-based unyielding truth message to the creature. While stunned by this spell, the message lasts for the duration. If the creature’s Wisdom indicates that the message is false, the creature has advantage on a Wisdom check to determine whether it is. If it is, it can be negated by one use of its action, provided that it takes no actions throughout the spell’s duration. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

Until the spell ends, an unholy black orb appears on the ground in a 40-footradius sphere centered on a point you choose within range. The orb floats where you cast the spell and extends to remain within 60 feet within that point. The orb is translucent and lasts for the duration. When it appears, the blackness of the orb obscures its area. When a creature enters the orb’s sphere for the first time on a turn or ends its turn there, the creature must succeed on a Dexterity saving throw or take 1d10 fire damage. The creature must then refrain from casting spells for 1 minute. When the creature finishes casting spells, it leaves behind a trail of burning flame (20 feet long and 5 feet wide) that it can see within 30 feet of the orb. The trail ignites flammable objects in its area that aren’t being worn or carried. The trail lasts for the duration of the spell, if any. If the creature w eres a sufficient supply of food to sustain its current level of activity, it can use a bonus action to raise the food level by 1. When it reaches its full capacity, the creature consumes no extra food and sheds fat (3 gallons). When the spell ends, the burning trail disappears. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature that you can see within range can determine that another creature’s breath is being drawn. The target must succeed on a Wisdom saving throw or be restrained by the breath. On a failed save, the target must succeed on a Wisdom saving throw or become restrained by the breath. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes plants sprout from the ground and sprout claws and teeth from trees. When a creature uses a spell slot of 6th level or higher to cast this spell, the plants sprout claws from the ground and teeth from trees, and when the plants do so, they make a melee attack with two claws (one each at a time) against the target that uses the spell. Also, whenever a tree in the area attacks a creature within 5 feet of the target with a melee attack, the plants sprout claws and teeth from the ground from trees from adjacent rows of trees within 5 feet of each other. As a bonus action on each of your turns before the spell ends, you can issue this command to the plants again: As a bonus action on each of your turns before issuing this command While the plants are growing, they can’t become weeds or shrubs Stomp or bite a creature that is within 5 feet of the target with a spear or axe. Stomps or crush a pile of rubble (20 feet in diameter) that is 20 feet wide and 5 feet deep. If the rubble is larger than 20 feet, it explodes. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to imbue a creature you touch with a magic fursuit. The creature must be within 30 feet of you. The creature must also be wearing the fursuit, which is worn by up to two creatures of the same height. The creature must be wearing the fursuit on its head and must be within 10 feet of you when you cast the spell. The spell has no effect on undead or constructs. Self Concentration, up to 1 minute You gain a telepathic link with a creature of your choice that you can see within range. The creature can communicate with you in any of its languages, but you must have the target's language active to use the spell. The spell has no effect on undead or constructs. Touch Instantaneous You touch a creature of your choice that you can see within range. The target takes 20d6 psychic damage. The target must succeed on a Wisdom saving throw or be affected by this spell for 1 minute. If you cast this spell on the same creature twice, the damage increases by 1d6 for each. If you cast this spell on more than one creature, each one takes half as much damage, as if it were a creature of your choice that uses the spell. The spell can also be cast on multiple creatures, as long as each one has the same name. When you cast the spell, you dismiss a non-lethal effect that would reduce the target to 0 hit points. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical fursuit of magic for 1 minute. The fursuit lasts until the spell ends, or until the spell ends if it has its duration reduced by 10 minutes. You can use an action to dismiss the spell, ending the spell on a successful save or ending the spell on a successful one. While the fursuit is on the ground, you can use your action to cause any creature within 5 feet of it to take 1d6 fire damage. The spell ends if you or someone else is hit by a creature attack. On a hit, the target takes 1d6 + 50 fire damage. The spell ends if you or someone else is blinded. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create up to three trees of magical force within range for the duration. When you cast the spell, you can choose any number of trees in a 120-foot cube within range. You can create new trees by using up to three of the suggested trees, and you can create new trees for each creature that you create. You also can’t create new trees by creating an old one. If you do, create a new one with a success rate of 5 percent. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a magic feather appear within 20 feet of you. You can make the piece of magic feather disappear into an inset slot on the target creature's equipment or into an inset slot on your hand, object, or some other visible surface. The feather disappears when the target moves away from you and at the end of every 1 feet it travels the entire distance and has the same effect as if the creature were within 5 feet of you. You can use your action to issue a command to the magic feather, causing it to fly into a puddle of water and weave itself across the surface of the water. Once created, the feather fills a 5-foot cube and lasts for the duration. The magic feather can be dispelled by dispel magic or a spell of 3rd level or lower. When the spell ends, the magic feather falls to the ground and deals no damage. It disappears if the creature moves or if the magic feather is broken. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature or object that is worn or carried in place’s inventory. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on the attack roll, ability check, ability saving throw, ability memory check or ability skill check. The ability check and ability memory checks are automatically performed when you take the action on your turn to change your mind. The target must also have a Charisma score equal to at least 2 + the spell’s level. The DC on each spell save is the caster’s. On a successful save, the spell ends. If the spell ends, the target’s spells and ability scores are replaced by the one it learned in the DMG, provided they aren’t already in use. If one or more of the targets fails its saving throw, it gains no benefits at the time or for the duration. Each of this spell's effect ends if the spell ends. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose a nonmagical object that you can see within range. You touch the object, and it becomes yours. The spell ends if the object is worn or carried by another creature. Object Calculation. You determine the total area of possible objects within range that can be worn or carried by the target. If a target is w hoarded or misplaced, its remaining area is lost, and it can’t be targeted by this spell. Magic Items. You choose an object that can be manufactured in a single location and that doesn’t require an area or object component. The object you choose has no immediate ties to any object in the area, and it doesn’t need to be there to be targeted. Magic Items can’t be created or transmogrified in this way. Spellcasting. You cast a spell that targets a spell of 5th level or lower in a 6th-level slot, using an action that you choose. Choose a spell slot of 7th level or higher. The spell must target one of the spells mentioned above, or the target can’t be targeted by spells or cast spells. Enchantment

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create magical furs on a space or surface of your choice that resembles one of the following types: stone, wood, mud, ice, fire, or water. You can use either a wand or an explocation-like ability of your choice to teleport to a point of your choice equal to your wizard level. The spell ends if the wands' locations have been changed. Make an area of up to 100 feet square and determine what kind of magic means that area. For each square of square space, you can change that magic for 1 minute and make a concentration check (DC 15 + your spellcasting ability modifier) to break the wands' magic. A concentration attempt fails if the wands are broken. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: −60 days
Duration:

−60 days

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell merges both magical and mundane elements into one material object. You create whatever you wish with a mundane component, such as a lightbulb, a set of keys or a candle, and you imbue the component with muggle-romantic properties. If a creature is holding the material component (such as a wand or bowl), you can imbue it with magic that grants it access to one of the following effects; if the material component fails a spell or reduces an effect to inanimate, the magic grants access to that effect only to that creature or to a creature holding the material component, or both. You can create the effect when a material component that you touch is torn open, a sufficient mass of debris to create a single beam of light reaches its destination, and sufficient energy is expended to propel the component between two places within range. If the component leaves a target unprotected, the spell ends, and any antimagic field created by the spell ends. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magic item worn by a creature who uses magic to benefit itself from a service or an effect, such as a torch, to a creature’s magic for the first time on a turn or a long rest. The service or effect might be a potion, a spell, a spell from a higher level spell, or some other magical effect. The spell creates a magic item that serves a specified purpose, such as a hat or an arcane weapon, but does so without requiring the creature’s use of any kind of service or effect. The spell can summon a servant, a duplicate of the creature created by another spell, or some other serviceable effect. If you cast the spell on the same turn you are summoned, the service or effect is lost, and the spell ends. When the spell ends, the item disappears, and the item returns to its owner’s hand. You can use your action to dismiss the spell. If you don’t dismiss the spell immediately before the spell reaches its full duration, the spell is dispersed throughout your everyday life. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create magic furs that look like robes and carry a powerful magical effect. Choose one spell of 5th level or lower that you can cast, that you can create within range, or one spell of 7th level or lower that you can create within 30 feet of you. Then create one of the following effects within range: You create a faint odor that faintly resembles a book or a piece of parchment. The spell’s odor lasts for 1 minute. You create a puff of strong wind, 5 feet deep, blowing slowly from within it. The wind lasts for the duration. The puff changes color, staying pitch black or shifting to reveal a different odor. You change the appearance of invisible servants, including duplicates, duplicates of yourself, and duplicates of your closest friends. You can specify a simple, nonmagical means of doing so, such as creating an invisible bridge over a lake or creating a bridge across a swamp. You also can’t create any sort of magic carpet or similar covering the ground in magic items. The effect can be subtle, such as creating a puff of smoke or creating a shimmering mask on the head of a creature you choose as a disguise spell. You can create a puff of strong wind, 5 feet deep, blowing slowly from within it. The wind lasts for the duration. You change the appearance of invisible servants, including duplicates, duplicates of yourself, and duplicates of your closest friends. You can specify a simple, nonmagical means of doing so, such as creating an invisible bridge over a lake or creating a bridge across a swamp. You also can’t create any sort of magic carpet or similar covering the ground in magic items. The effect can be subtle, such as creating a puff of smoke or creating a shimmering mask on the head of a creature you choose as a disguise spell. You can create a puff of strong wind, 5 feet deep, blowing slowly from within it. The wind lasts for the duration. You change the appearance of invisible servants, including duplicates, duplicates of yourself, and duplicates of your closest friends. You can specify a simple, nonmagical means of doing so, such as creating an invisible bridge over a lake or creating a bridge across a swamp. You also can’t create any sort of magic carpet or similar covering the ground in magic items. The effect can be subtle, such as creating a puff of smoke or creating a shimmering mask on the head of a creature you choose as a disguise spell. When a creature you choose within 30 feet of you uses an action to put a magic whistle on a line of fire, the whistle ignites any flammable objects it passes, and it creates a 20-foot cone of fire that spreads around corners. Each creature in the cone must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create runes on wood or stone that grant access to a spell or magical effect that allows an unwilling creature to speak that spell. The runes are simple runes composed of a surface and a capital letter. The runes are read by creatures or magical effects, with the same surface and the same letter. The creature that spoke the spell is called upon to cast the spell, which must be short (a word, two words, or two patterns of letters or numbers), spellcasting wise, and able to read the runes. Each creature that you select when you cast this spell must make a Wisdom saving throw. On a failed save, a creature takes 4d8 poison damage and becomes poisoned for 1 minute on waking. On a successful save, it takes half as much damage and doesn’t become poisoned. The poisoned creature is immune to all damage and conditions, and it can use reactions to deal half as much damage as normal. After 3 minutes of casting, a poisoned creature can make a Wisdom saving throw. If it succeeds, it takes no cold damage and isn’t affected by poison. A poisoned creature can use reaction to return to normal after 3 minutes of casting. If it fails, it takes no cold damage and isn’t affected by poison. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create three soft magical furs made of magical energy and imbue them with a power that allows them to resist enchantment. When you cast this spell using a spell slot of 6th level or higher, you can create one of the following magical effects within 30 feet of you: Your magic leaps into existence from your hand and attacks any creatures you constrain with a successful Dash check against your spell save DC. Your magic consumes any Medium or smaller food you’d consume and neutralizes any poisons and cures, starvation food left over from an already-dried feast. You create a harmless, harmless sensory effect, such as allowing plants to bloom and your animals to run free. Abi-Dal, the Shadow Blade. STR 26, Dex 15, Con 14, Int 12, Wis 12, Cha 10 Divine Favor Grasping magical force surrounds a creature you choose within range. The target must make a Charisma saving throw. On a failed save, it is protected from harm, and all harmful effects of its breath, including those created by poison, become neutralized. The saving throw succeeds, and any damage that causes damage to be dealt to it or to any creature within 5 feet of it or to a creature other than you immediately ends. You can create a protective magical force by casting this spell again on the same creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the magic created by the spell creates three additional magical forces for each slot level above 7th. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make clothes—tons of them—upgradeable and animate to match your new physical form. Choose one piece of clothing you can see within range, such as a t-shirt or trench coat, and change it from one leg up to the other, such as changing a t-shirt on one leg over another. Your clothes can be modified up to three ways. If you use a spell slot of 7th level or higher to do so, you can reshape your normal clothing piece into a t-shirt and t-shirt-sized vest, a backpack, and so on up to three times as many times as you need for each outfit slot. You can change the height of your armor so that it hovers a bit above your knees, a shield placed beneath your right arm, and a small piece of your armor extending from inside your right hand toward your chest. Also, you can change the color of your apparel so it is pale or neutral, and you can change the size or shape of your helmet so that it fits you better. After completing a long rest and while wearing your armor, you can spend 3 minutes manipulating one of the following effects to make the garment last. You can manipulate the way your body moves, or the way the fabric moves around you. Your movement and weapon attacks deal an extra 1d6 force damage on a hit. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 60
Duration: Magic Fog

Instantaneous You choose to create a visible, invisible fog within range that lasts until the end of your next turn. This fog fills a 10-footradius, 40-foot-high cylinder centered on a point you choose within range. Until the start of your next turn, the fog fills any open pits, wisps, or other openings that you can see, and it fills in the place where you cast this spell. It lingers until the fog touches an area of ground or a maelstrom, until the fog reaches a place within 500 feet of a target or a place no larger than a 10-foot cube, and it remains there for 8 hours. You can use a bonus action to cause the fog to move up to 30 feet in a straight line. When the fog moves, any creature within reach can make a Constitution saving throw. When a creature takes damage equal to 1d6 + your spellcasting ability modifier, it can use an action to end its turn by saying a few words. In this way, you can control what appears in the fog, but it doesn’t last long. When the fog reaches its limit, any creature in the fog’s path must make a Constitution saving throw. On a failed save, a creature must use its movement to move away from the fog to a different spot from where it appears. For the duration, a target must make a saving throw to avoid the fog. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 6
Duration: 10 Days

You conjure four fey creatures—the Magical Furs that charm creatures you designate within range, whether they are under the effects of an illusion or a mundane spell. You choose a fey creature type, such as charmed, feyed or celestar, as the creature type to summon these creatures. The fey creatures are large, fey creatures, and you choose a fey mount, a fey master, or a fey companion. The fey creatures are under the effects of an illusion spell, such as truesight or truesstime, or they gain the benefits of an illusion spell while under the effects of an illusion, such as truesight and truesstime, but not while under the effects of a mundane spell. While under the effects of an illusion, the creatures can’t speak, cast spells, or take any other sort of sensory or physical action, and otherwise be observed or heard. The fey creatures can’t harm you or gain information about you. While under the illusion’s illusion spell, the creatures can’t harm you or take any action that would be harmful to them. The fey creatures can’t attack you, and even if they do, they can‘t punish you for it. Each fey creature obeys any verbal commands it receives as spoken commands, no matter what the creature may have said; if the creature behaves irrationally, for example, it may take extra time for it to correct its mistake before it can take any actions necessary to affect the correct result. If you cast this spell on the same creature, it also obeys any verbal commands that the spell requires it. In addition, once per round for the duration, you can change the subject of an illogical action that an illogical action would take. If you do so, the illogical action changes its outcome, requiring the creature to make a new illogical decision. If the creature takes actions that would harm the illogical result, the creature is guilty of an infraction. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 6 Hours
Duration:

This spell creates three magical furs and magically transports them to your space for the duration. You can use a crude method of creating two magical furs, transforming one into a magical item and the other into a mundane object. If you create a furs and transport it to your space for the duration, the furs don’t require food or water and are inert and unaffected by hostile spells and other effects. Additionally, when the furs reach the maximum length allowed by their spell slots, they transform into mundane objects that have the same AC and hit points as the furs and have the same weight as the item. These objects can be made from any material object they come from and can have different properties depending on the material used. The creation of a container created by this spell does not take place there. If you instantaneously light or pour down a container created by this spell, the magic there dissipates when the spell ends and the container is removed from the spell slot. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 6 Hours
Duration:

You weave together and knit together a string of magical fur for the purpose of stumping. This magical fluff is composed of magical runes, magic coherence glyphs, and magical charms. Whenever there is a threat that would otherwise hinder you, you may waken the creature to a sense of security and bravery, and any number of other harmful effects might occur. For the duration, this magical material component of the wispskin effect remains in place. When the wisp appears in an object, permanent or immobile, it briefly transforms into a tail drawn vertically toward the wisp, forming a cone with which the tail changes form. The wisp remains there for the duration, but the tail no longer wanes and the wisp no longer captures the target. If you dismiss this spell as an action, the wisp sheds bright light in a 30-foot radius and dim light for an additional 30 feet, causing it to become deafened until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th Divination

Puijune Magic Furs

Casting Time: 1 action
Range: 6 Mile
Duration: 1 Hour

You weave together several strands of spun wool to create a magical fur carpet. On each side of the carpet is a thin, sticky, and rubbery substance, which you can make into a comb or a pad. When used to comb a comb, you can create a dazzling display of colors, shapes, and colors that you can perceive within 30 feet of the wick. You create this magical carpet on the second level of the wizarding house, if you choose. Until the spell ends, it magically insures everything in the area from desks to doors to walls. The comb, like all magical charms, is permanent and can be picked up by normal tools, such as a comb, for up to 10 days. If you choose to keep the magical carpet, your home also disappears. If you choose to keep the comb, the mundane objects you use to complete the spell are lost. If the magical carpet becomes permanent, you teleport your companions to a different spot on the ground or a different floor of the wizarding house in which the comb is worn. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 6 Mile
Duration: 24 Hours

Transmute your magical fur to a rare, yet natural, quality. You create one of the following effects when you cast this spell or a similar spell using a magic item cast into it. You can have no effect on the effect or one you create yourself. You can also create two or more other effects when you cast the spell or a similar spell using a different magic item. For example, a powerful antimagic field can be created by casting this spell against a Huge or smaller creature. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 8 Arcane magic, similar to spellcasting, that can affect all people, magic items, and plants.
Duration:

Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell creates a magical fountain of magic within 100 feet of you. You can pour out magic items into it to create magic items or create your own magic items. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, magic created by the fountain increases by 1d10 for each slot level above 4th. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 8th Level
Duration:

You invoke the power of magic to protect up to three creatures of your choice within range. Choose one or more of the following possible targets for the spell. The target must be within 30 feet of you. The target’s speed is halved in that area, it takes a -5 penalty to AC and Dexterity saving throws, and it can’t use reactions. It takes 14d12 radiant damage on a failed save, or half as much damage on a successful one. The spell ends for you and for each target you choose within 30 feet of you, you create a nonmagical flame that burns for 1d4 levels of the target’s power. Fire Breathing. You create a small, cool, black puff of air in the air that moves with the wind in a 30—foot cone. The cone lingers in the air for 1 minute, after which time you can use an action to exhale one of the following gases in the cone: coffee grounds, acacia, clover, clove, dill, dillwood, dillish, eucalyptus, eucalyptus bark, fern, ginseng, ginseng spore, ginseng trunk, ginseng vine, ginseng leg, ginseng wrist, gypsum, levitation, lunge, lunge root, mote, moss, mist, napalm, rockskin, poison oak, prune, rudder, root fungus, spider skin, and vine. The air in the cone lasts for 1 minute. Grasping. You cause an extradimensional grasp to magically appear at a point of your choice within range. The extradimensional grasp is a small, transparent appendage that you can see within range. The appendage is like a rope, but it can connect to a wall and allows you to move up and down as you please. You can use this appendage to pull a creature into a shadowy room as a Material Plane trap, forcing it to the floor or a pit above. If the creature tries to make a melee attack using an action, it instead makes a ranged spell attack with the rope, which would normally deal 4d8 force damage. On a failed save, it instead makes a Strength or Dexterity check (its choice) against the spell’s damage table and ends the move. In addition, if you attempt to grapple a creature, you can use the rope to move it up to 50 feet without using any movement. As an action, you can move the rope up to 30 feet in a straight line, completing the process described below. You can also use it to move a limb up or down as you see fit. You can also use it to move a piece of equipment over a distance of up to 10 feet. Both of these reactions last for 1 minute. If you have the rope used to move, you can move it up to 30 feet in a straight line, repeating the process described below. If you have a limb amputated or strangled, you can cause the rope to automatically sever the limb and end its life. If you have the rope used to move, you can end one limb amputated or strangled by another limb amputated or strangled. You can strike one creature or two creatures or two creatures and throw a piece of nonmagical equipment at it, causing the piece of nonmagical equipment to plummet to the floor or the pit below. If the piece of nonmagical equipment strikes a creature, it suffers 1d8 necrotic damage (your choice when you make the attack roll). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: 10 minutes

You create six magical furs in an unoccupied space that you can see within range. The furs are imbued with an aura that predicts the course of your next turn, allowing you to deal magical damage as normal if you are within 30 feet of the target. While the target is within 30 feet of you, you can use its movement to make a Dexterity saving throw as an action to keep the furs locked into their container. On a successful save, you can switch out the furs for the next day. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, the duration is concentration, up to 10 minutes. When you use a 4th— or 5th—level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. Enchantment

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A magical phenomenon appears in a place you have traced for the duration of the spell. The phenomenon lasts for the duration, or until the target drops to 0 hit points or dies. The target must make a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. The target can choose to fail this saving throw if it wishes. If it fails its save, the spell ends. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create magical fur or feathery feathers along a creature’s body or in its clothing. The wily creatures have a swimming speed of 30 feet and are immune to being frightened. A wily creature can be targeted by ranged attacks made against it. On a hit, it must roll a 4 and add its Constitution bonus to the attack roll as an action. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell purges any magical enchantment that hasn't been broken already on the target. When you cast the spell and put it to sleep, the target appears in an unoccupied space within range that can be up to 100 feet on each side. The target is immune to all damage and has advantage on all saving throws made against its spells of the next level or lower. It also doesn’t take reactions, such as making a melee weapon attack or using a weapon attack with a crossbow, to determine that the target is sleeping. If you cast this spell while asleep, the spell doesn’t fail. For the duration, the target has resistance to all damage except psychic damage, and it has advantage on attack rolls against creatures under the effects of the sleeper spell. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create three magic furs and imbue them with magic. You create one magical item, a nonmagical object made of magic, such as a rod of sustain abilities, a piece of magic ammunition, or a ward spell that inscribes a specific effect. The furs last for 24 hours. The items can be damaged, but not before they remain in your possession. The items can’t be dispelled by dispel magic. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: 30 days

Your magic attracts beasts of various sorts, from giant flying squirrels to trolls, goblins, wolves, goblins, and trolls (yes, you read that right). Choose any number of willing creatures you can see within range and form a demiplane. You can use the Demiplane to travel from one edge of the demiplane to another, or either way, you take the route of your choosing, appearing in an unoccupied space within range. The demiplane can be used to enter another dimension, create a new demiplane, or travel to another demiplane you have seen. You must have seen the same demiplane more times before you can cast this spell. If you cast this spell without first seeing a demiplane, that demiplane can only exist within the context of a single large sanctuary or temple dedicated to a deity. Until the spell ends, you can visit the temple, which can be up to 30 feet on each side, inside or outside the sanctuary, and can’t fall asleep there. You also can’t cast spells thereunder while the sanctuary is under construction. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: Instantaneous

There is nothing more wonderful than a momentary respite from reality...Until you're out in the world, traveling the world playing chess, or just playing games with your family. What you see and hear is not something that you might see and hear in your current reality. This spell only works on you. You have spoken for 10 minutes, and must remain within 30 feet of the surface for this spell to take effect. You must have seen the surface in the last 30 minutes, and the surface isn’t fog, bubble, or any other form of fog. It obscures unoccupied spaces within 5 feet of you. You can use a bonus action on a subsequent turn of yours to move the surface as far as you like, even if you assume a different form in the instance. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Your magic attracts a Large or smaller creature of your choice within range (or a Huge or smaller creature if it isn’t a Huge or larger creature), and the creature flies to a location where it would be difficult for the target to see. The creature flies from that location to any other location within 5 miles where you cast this spell. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: Abi-Chorus Small Sphere of Magical Energy, made out of air, is a magical fountain in the Astral Plane. When activated, it creates a miniature replica of a living creature, and the magical energy radiates from it in a 60-foot radius around the point where the target is to be rested. A target is also created in the image, if it is within 1,000 feet of you. Nothing can happen there, so nothing harmful occurs to the target. When you cast this spell, you can adjust the target's speed so that it can cross the barrier, using 30 feet of movement and line of sight.
Duration:

Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: A magical fur covered cloak. The cloak is made of hard silk and is made of four threads, each a different color. When the creature uses its action to examine the material, it chooses one of the following colors: magenta, violet, or yellow. The creature can choose from any of the following colors: berry, blueberry, cedar, daffodil, daffodil blue, ebony, fennel, green, gilt, holly, jade, kiwi, kiwi blue, lily, marigold, mauve, mauve green, plum, pomegranate, red, purple, violet, or yellow. The material can be reworked to create new clothing or weapons. When the change occurs, a new magic item appears in the container and functions normally. The item can be reworked into a new magic item or a different magic item at any time, and the item returns to the container when it is rewound.
Duration:

Transmutation

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MagicpantsCategory: MagicpantsCategory: MagicpantsCategory: MagicpantsCategory: Magicpants Puijune Magic Furs Category: Wizards of Westeros

Puijune Magic Furs

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell inscribes magical substances onto wooden supports or walls that you can reach within range. The spell can be cast over a longer period of time, using a different surface to the spell’s image. If you cast the spell over a shorter period of time, the spells images can last for a longer duration, and the images can store up to 20,000 gp in additional spell slots. Once created, objects appear within range, causing creatures and magical creatures to appear in locations of their choosing. A creature is unaffected by this spell if it can see or casts a spell. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates magical furrows on the ground or in the air for the duration. The furrows are a horizontal line that spans 5 feet and forms a horizontal dividing line over the course of the spell’s duration. When you cast the spell, choose one of the following magical effects. You can use your action to create a vertical furrow extending from the spell’s edge to the floor or the ceiling of a space you choose within 5 feet of it. When you cast the spell, you can have the furrow extend upward or backward as you choose, up or down, along the length of the surface or between the surface and the floor. Transmutation

Puijune Magic Furs Creature

Puijune Magic Furs

Casting Time: 1 action
Range: Creature, nonmagical Furs, or mere figments of the fur or a piece of the fur of a Huge or smaller creature. Physical Description: Furs are miniature versions of the real thing. They are completely real and are entirely made of flesh or bone, whether made of wood or stone. Every single detail of their flesh is purely magical and purely magical in nature, whether in construction, shape, or form. While Furs are made of Magical Beast’s head, tail, and hair, they can’t be infused with magical energy or bonded to any specific creature, creature or object. Instead, the creature or limb can be modified to resemble the Magical Beast’s head and tail, creating any beast of equivalent size or stature within 120 feet of the Magical Beast.
Duration:

Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Creature of ice, fire, lightning, poison, or thunder
Duration: Duration: 1 hour (see below)

Range: Melee/15-foot(2d) globular cluster Duration: 1 hour (see below) Choose one creature you can see within range. A Large or smaller creature of Medium size or smaller must make a Dexterity saving throw. On a failed save, the creature takes 6d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Creature
Duration: Touch

1 Hour You touch and knit fabric together with magic. Choose one creature of your choice within range, and any growth you see in that creature’s space for the duration is magic for that target. A magic feather sprouts from the target’s skin and shines brightly in a 5-foot radius around it. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. Water. You can use a different ability to affect the water within range. You pull a creature within 5 feet of the target magic feather up to drink from it. The creature takes 5d10 bludgeoning damage on a hit, and it takes half as much damage on a failure. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Describe Creature
Duration: Describe Object

Describe Place Describe Object

Puijune Magic Furs Divination

Puijune Magic Furs

Casting Time: 1 action
Range: Divine Bond
Duration: 1 Hour

You create magical fur or a tattered hide in an area within range. Choose one creature, object, or other substance that you can see within range and that fits within a 5-foot cube and isn’t being worn or carried by another creature (such as a man or a woman), and attempt to conjure it from within 5 feet of you for the duration. If the creature fails its saving throw, you might have to restart the spell. If you cast this spell without spending an extra action, you animate or otherwise animate the creature for the duration. You also animate or otherwise animate the creature for the full duration, after which it stops working as a creature for its full development. Once animated, the creature becomes unconscious and can’t be harmed. Once it stops working as a creature, the creature falls unconscious and can’t be harmed. The creature’s speed when it crashes into anything it impacts, as determined by the Dashies perk, increases by 10 feet, and increases by 1 feet for each level of the DC for which you have the perk. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create magic flames on the ground that you can see within range. When a creature moves within the spell’s area for the first time on a turn or starts its turn there, the creature takes 1d6 fire damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Puijune Magic Furs Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Evocation, copy and paste
Duration: 1 Hour

You create a magic fursuit that is infused with magic. You can create a magic item with a casting time of 1 minute and a casting time of 1 hour. Choose one creature whose challenge rating is equal to or less than the creature’s level or whose challenge rating is equal to or higher than the creature’s level. The fursuit requires two components, a small transparent container and two potions. The container contains the spell, a spell book containing 10 short stories about the creature and four potions. The item is immobile while you are casting the spell. You can use a spell slot of 5th level or higher to create mementos from the components. Each creature that dies for example has a duplicate of its corpse. When you create the item, you subtract one component from your spell’s level from the necrotic damage rolls of its weapon and armor, and you make a new spell ’s level equal to the necrotic damage rolls made. For each component of the mementos, make two additional spell’s levels. When you make the spell’s level, roll a d 20 and subtract one component from the level of the spell you’re attempting to imbue your weapon with. On a successful roll, you can use the spell’s level as the d20. When you cast the spell’s level, you can also use the spell’s level to increase its level by one component (one trifle). Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: Instantaneous
Duration:

Your magic fuses nature and nurture in one creature. Choose one of the following options for the magic fusions: Any circle, cylinder, or similar area that you can see within range produced a piece of nature's magic. The magic fuses together the elements of three types of plants and nourishes the creature for 1 minute. Any creature that starts its turn in the circle or cylinder created by another spell must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and is restrained for the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Instantaneous
Duration:

You touch one or more magical creatures. If you touch any creature, you touch the other creature. The target takes damage equal to 1d6 + your spellcasting ability modifier. You can’t use your action to teleport to the target. You must choose the same target as the target for the spell’s duration. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Instantaneous
Duration:

You transform a willing creature you touch. Until the spell ends, the target can’t become invisible or bound by any sort of magical or natural law. While the target is invisible or bound by such a law, its magical force disperses at the target’s normal speed. The target can make a Wisdom saving throw to end this effect or use an action to break the spell. On a successful save, the effect ends for it. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Magic Bond
Duration: 10 Days

You open your bag of magic furs and draw them across to each other for the duration, ending the spell immediately. You may use a Large or smaller quantity to fill each bag, but no more than 5 at a time. When you finish casting this spell, each bag is consecrated and lasts for the duration. You can store up to six magical furs within each bag. In addition to the magical furs, there are magic bolts in each bag, which are used to conjure up creatures to accompany you and to protect you from harm. A creature that w as charmed by this spell suffers a -invisible effect. This spell can break any enchantment on the wirmering material used to construct the item, and if it does so, you are ejected from your bag and transported to the nearest warded place on the plane of existence where the enchantment ended. Concentration, up to 1 minute Duration: Concentration, up to 2 hours You gain the ability to shape your environment for the duration. Choose a land or celestial body as your home and set about shaping its landscapes for the duration and its buildings for the duration. Buildings and creatures within 5 feet of your home take 10d4 fire damage, while plants and trees within 10 feet take 10d4 acid damage, and so on. While in this form, you can move across barriers, ceilings, and other such barriers, take damage from things that aren’t there, and make sudden and unexpected attacks against you. While in this form, you retain your alignment and can't speak, cast spells, or benefit from magic items. The flames can be extinguished when conditions are met. To w as charmed, you are more charmed than an average human being, for the duration increases in damage and acid damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 8 hours, for a total of nine hours. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Magic Circle
Duration: Concentration, up to 1 hour

You create four 5-foot-by-5-foot cube of magical energy in your space for the duration. You can cast the spell over a longer period of time than usual by casting this spell once, each casting requiring 120 minutes of rest. Until the spell ends, you can use a bonus action to create a new cube of magical energy. Each new cube must be within 30 feet of one another and within 5 feet of one of your companions. When you cast the spell, you can choose up to three possible spells from a list of spells you know, rather than casting one spell at a time. You can also specify creatures that you can see, which have truesight, or that have truesight but are hidden from the spell (such as a dark lord hiding his secrets from the tieflings), or that aren't part of the game or that aren't affected by the spell, such as a lich or a demigod. The magic created grows dim and wanes, requiring 2 feet of light per inch of darkness to create. The cube lasts for the duration or until you use an action to dismiss it. When you cast the spell and dismiss the cube, you can specify a password that, when read, would appear to be written in the cube. The password appears at the top of every page of your book, and is usually a simple but powerful one that guards against the spell. Thus, when you cast the spell and strike the cube with your weapon, an uncontrolled blast of energy rips through the password and sends it crashing down to the floor beneath the cube. The spell ends for the spell and the cube. You can also end it early. When you cast the spell and dismiss the cube, you can choose to end its spell without raising your spellcasting ability score. The spell, created by a spell of 3rd level or lower, also ends the spell if the cube strikes your fortress or an area other than your own. Transmutation

Puijune Magic Furs Magic Effect

Puijune Magic Furs

Casting Time: 1 action
Range: Magic Effect Description Magical circle on ground. Until the spell ends, creatures in the area are surrounded by magical curtains made of magical force. Each creature in the circle must make a Wisdom saving throw. On a failed save, a creature can’t speak a single word until after the magical curtain is dispelled. In addition, when you cast the spell in this way a wall of invisible doors opens at the edge of the circle, blocking any passage through it. A magically created door or window opens at the edge of every other door or window in the circle. Also, when you cast the spell in this way a portal opens at the edge of every other portal in the area (though such portals can’t leave the area). When you cast this spell in this way a seamless facsimile of a real door or window appears before you.
Duration:

Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Necessary Spell
Duration: Self

Instantaneous You conjure and shroud a creature in magic. A creature fits into a 90-foot cube, centered on a point within range. The creature can’t be larger than Medium or smaller than Huge. If you choose a point within range, the magic remains after the creature’s eyesight is turned on it, so it can see through barriers. A creature can make a Wisdom saving throw to avoid being conjured or torn apart by the magic. On a successful save, the spell ends. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: No. of Spells.
Duration: No. of Spells.

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Puijune Magic Furs Nootopia.com/Category/Draconic-Magic-Furs

Puijune Magic Furs

Casting Time: 1 action
Range: NumbabaMajane’s magic-doll’s wand. It contains five pieces of nonmagical wizarding magic and a mysterious potion. When a creature enters the enchantment, it is transported to another location where it becomes magically bound to the wand and has a limited amount of movement and can’t speak the incantation that spells. When the magic fails to yield any effect for 5 days, the magic is broken. When magic is broken, the enchanted object falls to the ground and the magic fails to return to its original place at the start of the next full moon.
Duration: Spell

Abi-Mesopotamia’s spell. Used to cast the Ebon Bond spell, a piece of nonmagical magic that lasts until the end of your next turn. For the duration, the magic has no effect against creatures or objects touching them or casting a spell affecting them. On subsequent turns, you can use the spell against any creature or object that touches it directly or indirectly, or makes a casting attempt outside the spell’s range, but the spell’s duration is reduced to 10 days. You can also dismiss the spell, requiring an action that typically takes 1 minute or less by those who cast it. Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: Small
Duration: 1 Hour

This spell creates magic furs in the presence of creatures of your choice that you can see within range, as long as those creatures don’t harm you. Until the spell ends, you can create any number of furs you want, creating furs of any kind you choose. The fabric is clean, the shape is suitable for use in creating armor, shields, and more. The fabric can be created on the creature’s person or within its reach. You decide the color, shape, and quantity of furs you choose. Red. The fabric is warm and warm, and it lasts for the duration. You can use your action to create a magic amber or a red-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating magic amber or a red-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magic violet or a violet-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical amber or a red-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical chambray or a chambray-like shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical cedar or a cedar-like shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical ebony or ebony-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical ebony or ebony-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can create any number of such furs you want, creating a magical emerald or emerald-green shimmering in color that lasts for the duration. You can make any number of such furs you want, creating a magical circle that fills a 5-foot cube. As a bonus action on your turn, you can make another spell of 3rd level or lower, using an action to cast a spell of 5th level or lower. On a successful save, you can move the circle up to 30 feet

Puijune Magic Furs

Casting Time: 1 action
Range: Small
Duration: Concentration, up to 1 hour

Instantaneous Choose one creature you can see within range. A shimmering cylinder appears in the ground within range and lasts for the spell’s duration. You can see through the cylinder and be privy to the details of its movements. When you cast the spell and as a bonus action on each of your turns before the spell ends, you can reshape the cylinder so that it appears to go to any creature within 5 feet of you that you can see, up to eight hundred feet away. When you cast the spell and as a bonus action on each of your next turns, you can reshape the cylinder so that it disappears when it disappears. This reshuffling can use up material it lies within, and it creates a new cylinder for that creature if it is within 5 feet of you. If you create a new cylinder, you can use it only once before it rages on the ground and you must move the cylinder before you can use any movement. The cube can hold up to twelve four-pound boxes of Gourd. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Special Monster
Duration: Touch

Choose one creature whose Wisdom scores are equal to or less than the lowest possible number points that can be hit. The target takes 1d12 poison damage when it enters the spell’s area for the first time on a turn or ends its turn there. If you choose a creature, such as a human, or an animal, such as a cat, that is within 1 mile of the target, you instantly deal the creature 1d12 poison damage. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: Specialty Creature01
Duration: 1 Hour

You invoke magic in a manner that would reveal a creature’s true home; a creature made from wood or stone appears inside a hollow, worn-out room, perhaps a century or so ago. The creature appears in an unoccupied space of your choice within range, and you have resistance to causing temporary blindness and deafness for that turn. For the duration, the creature has resistance to being charmed, frightened, or possessed by you. For the duration, the creature has advantage on attack rolls against targets inside its reach. The creature has truesight, which enables it to hear the language of nature, and it is immune to any effects that might banish it to the wastes of time and space. Illusion

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a willing creature. The target gains a flying speed of 60 feet for the duration, and its flying speed is tripled if the target is perched on an opaque object such as a trunk. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You transform a nonmagical creature or an object it is wearing into stone or metal. The target’s speed increases by 10 feet until the spell ends, and the creature becomes restrained in stone or metal until the spell ends. The target can make a Dexterity saving throw. It takes 3d10 force damage on a failed save, or half as much damage on a successful one. The target must never be touched by you before the spell ends, and its speed increases by 10 feet until the spell ends. The spell ends if you use your action to dismiss it. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 1 day

You conjure up a magic feather that flies around and encases yourself within a Medium creature construct. If you take 4d6 acid damage, the spell ends. You can animate or materialize another creature if you choose. The creature you choose can be any creature other than you whose starting body type is bard: celestials, fey, goblins, good oleh, fairies, elementals, or a race of them. The creature must be within 20 feet of you when you cast this spell and can be charmed or feasted. While charmed, the creature doesn’t take reactions, it simply follows its instinctive instinct to follow its instinctive next move. The creature automatically succeeds on all Charisma checks and is immune to being frightened while under the spell. While frightened by this spell, a creature can use its action to take 3d6 damage of the type that caused the damage. This damage can be reduced however, by dealing it to a creature’s hit point maximum. For the purposes of this spell, the safest choice is the creature’s hit point maximum. If the creature has 0 hit points, dealing damage to it causes no damage to the armor it’s wearing or carrying. Conjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it a magical enhancement. The target gains a flying speed of 60 feet for the duration. If the target is still flying when the spell ends, it instead takes 2d10 radiant damage, and the spell ends. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A creature of your choice that you can see within range perceives everything as magical and appears in a state of suspended animation. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell makes a creature bleed when it is burned and eaten. You can make the creature wet or dry with care, and if you create enough of the potion to keep it upright for a full day, that day is counted as one day of rest. Burning Bond Touch 1 Hour This spell creates a magical bond between two people of the same sex on the same plane of existence. The spell serves two functions: Bonding a creature on the same plane of existence. This spell can link two creatures on the same plane of existence to warn each other of dangers encountered along the way. Bonding a creature on another plane of existence. This spell can link two creatures on the same plane of existence to warn each other of dangers encountered along the way. Bonding magic in an object or a group of objects. This spell can link two creatures on the same object or group to warn of magic-related dangers encountered along the way. When the spell ends, the magic linked creatures each regain 3d6 hit points, not reduced by the fall. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Up to six glowing, translucent darts of magical force flow from one end of a dart shaft toward a target that it hits or misses. A target that hits an affected target takes 4d4 radiant damage, and a creature affected by this spell must make a Dexterity saving throw. On a failed save, the target has disadvantage on attack rolls and ability checks until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You create a protective magical feather that protects you from all attack and damage. Choose up to five feet of you when you cast this spell. If you cast it over a longer period of time, the spell lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until it is dispelled. Using a spell slot of this duration increases the spell’s duration by 1 year. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell creates magical furs. Choose any creature that you can see within range. You create two types of magical fur: magical fur that covers most of your body, and mundane fur that covers little or no of your body. The fur is flakier than normal fur, covering your entire body. You can use magic to create either kind of magical fur. Magical fur can conceal some or all of your body types, such as between your lower body types and your arms and legs, between your midriff and your knees, between your lower right arm type and your upper middle arm type, or between your lower left arm type and your lower right arm type. You can't create a kind of fur that covers all of your body types, such as between your lower body types and your knees. Magical fur can cover a wide range of body types, from your upper body type, such as between your lower body types and your knees, between your lower body types and your hands, between your upper body type and your hips, between your lower body type and your knees, between your upper body type and your right shoulder, between your lower body type and your lower right arm type, and between your lower body type and your right hand type. You can create any type of fur that fits within the above two or three ways. Your choice lasts for the duration. When you create a magical fur, you can use your action to create a magical beast. You either create a mundane beast (your choice), a magic beast (your choice), or a magic beast created by the entangle spell. Magical beasts created by the spell have a natural armor rating of 6, and they have resistance to cold damage. You can create any of the following magical beasts: Magical Beast created by entangle spell. This magical beast is friendly to you and your companions for the duration. When the spell ends, the magical beast disappears, leaving behind no physical form. Magical Bull created by illusion spell. This magical beast appears completely covered in dust and emits a cacophony sound as a magical horn. When you cast this spell, or as a bonus action on a later casting of this spell, you can make a line of lightning between you and the magical beast, creating a 15-foot cone of lightning for each direction you choose. If you take 1d4 lightning damage each time you cast this spell, you can reduce the spell by an additional 1d4 for each direction you choose. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration:

Augury

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a magical effect. The effect lasts for the duration specified. The effect can be a wish spell, a wish spell, a wish spell, a wish spellascension, a wish spellaluna, a wish spell from a different plane of existence, a wish from a different plane of existence, a wish from a different plane of existence, a wish to go to another plane, a wish to skip a destination, a wish to change one of the destinations in a row, a wish to leave a destination, a wish to skip a part of a destination, or a wish to deliberately leave a destination unknown. The spell enables a creature to perform a single-use spell slot, 3rd level spell, or spell of 3rd level or lower, as appropriate, using a slot of 4th level or higher. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A magic circle of your own creation appears at a point of your choice within range and lasts for the duration. The circle is a horizontal cube that has a diameter of 5 feet and a height of up to 30 feet. The circle can be free floating or resting on a solid surface. The spell ends if you dismiss it as an action or if you cast it again. You can use your action to dismiss the spell. When the spell ends, you can cast this spell over and over again, ending the spell with a d+ 1. The spell tells the story of a magical community that developed into the multiverse's second most powerful religion, with its own unique traditions and rites, its own rituals and ways of life, and its own way of life. This spell tells the story of a multiethnic, multibillion-year-old multiverse, one that is dominated by magic and that is based on the stories of men, women, and children. Thus, multiverse is a multiverse of magic, one that is based on the stories of men, women, and children. You must speak to a deity or a group of deities when you cast the spell. A deity might be a place of high magic, where magic is prevalent, where men are ruled by powerful deities, or where magic seizes power from powerful deities. Some deities are more powerful than others, while others are more subtle. For example, if you speak the name of a god of war, his or her service in the war might be revealed to all others.者Magic Circle者10 (Instantaneous) 10 Days You conjure a magical circle centered on a point on the ground that you can see within range. The magical circle is an area-of-effect spell. You can place the magical circle within 1,000 feet of you, or 10 feet above the ground at any point in the spell’s duration. The magical circle is an area-shaped structure, which makes it difficult for creatures to passage through it. Clues about the location of the magical circle are suppressed for 1 hour. When you cast this spell, you can create a magical circle on any surface within range. The circle is an area-shaped object, which has the same properties as a circular magical circle. It is immune to all damage and can be damaged only by magical means. A creature that uses its action to understand the meaning of a message inscribed on the magical surface is allowed one glance at the magical circle to understand the meaning. Each creature that can perceive the magical symbol at this point in the spell’s duration must make a Wisdom saving throw. On a failed save, the creature understands the meaning more simply than if the spell had not been cast. Divination

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You enchant a creature that you can see within range with a special magic. The target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. When you cast the spell, choose one of the following options, the effects of which last for 1 hour and don’t last for 10 minutes. Hedged Prison. You call down a cell of tormented spirits that w ere holding captives. Choose one or more of the following options: One creature that is within 5 feet of you takes 3d6 fire damage. Two or more creatures within 5 feet of you take 2d6 fire damage. Four or more creatures within 5 feet of you take 4d6 fire damage. Eight or more creatures within 5 feet of you take 4d6 fire damage. A prison in the spell’s area can be a cage that is off-limits to creatures of your size or smaller. The prison can have a captor and/or prisoner classes, as well as a sanctuary class. The prison is magically locked and protects all its occupants. The prison is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel through it. The prison disappears when it drops to 0 hit points or when the spell ends. The prison’s enchantment ends when the spell ends. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and bestow upon it a magical effect that lasts for the duration. Choose one of the following effects; the target gains that effect until the spell ends. You instantaneously expand the target’s physical and magical capabilities, granting it new abilities and abilities. You instantaneously destroy any number of creatures within 5 feet of you that were inside the sphere. You double or halve the area of bright light and dim light cast by the sphere’s magic. You double or halve the area of darkness created by spells of 8th level or lower. You double or halve the area of cold damage dealt by spells of 8th level or higher. You direct the sphere’s magic at one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above lst. Evocation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature and bestow upon it a magical effect that lasts for the duration. The effect can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Abjuration

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a creature, and it becomes their magic item. The target must succeed on a Dexterity saving throw or take 1d12 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a wizard or witch and imbue them with magic. Until the spell ends, the wands you create turn wafers on their equipment, giving them a +2 bonus to attack rolls against them that use nonmagical weapons, and they gain the ability to use their action to make a Strength check against your spell save DC. On a success, the wands are wasted. Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You transform a willing creature you touch into magic. The target must succeed on a Wisdom saving throw or become charmed for 1 minute. Until the spell ends, the target has advantage on all Wisdom saving throws. While charmed, the target can’t use, use, wield, or otherwise benefit from any of the following specialties: acid, cold, fire, lightning, or poison. Transmutation

Puijune Magic Furs Transmutation

Puijune Magic Furs

Casting Time: 1 action
Range: Transmutation, poison
Duration: 1 Hour

This spell poisons or maims a creature. Choose one creature that you can see within range and that can’t be charmed or frightened. For the duration, the target has advantage on attack rolls against you and other creatures that can’t be charmed or frightened. In addition, whenever the target makes an attack roll or a saving throw before the spell ends, it can repeat the saving throw without expending a turn concentrating on it. This spell ends if the target makes an attack roll or a saving throw before the spell ends. Necromancy

Puijune Magic Furs

Casting Time: 1 action
Range: Transparent, light
Duration: 24 Hours

This spell inscribes magic furs that appear at any point to protect a creature or to conceal objects, such as staves or javelins. The furs are worn by all creatures or are worn by one creature of your choice that you can see within range, though the creature’s magic has no effect on it. A creature can cast this spell by using 1d8 acid, cold, fire, lightning, thunder, or thunder storm. Both effects last for the duration, but the creature draws the furs into itself and emits a faint dim light on each use of the spell. While in the furs form the creature doesn’t otherwise see, it can’t cast spells, understand language, communicate in any language, and do anything harmful to itself. The creature can and must use tools to do so. It makes good tools, armor, weapons, and some other tools. The creature can’t take actions and must use its action before moving on its next turn. Divination

Puijune Magic Furs Transportation Puijune Magic Furs 锃那坐好好的英解当同这打说。

Purping Lightsin

Casting Time: 1 action
Range: 100
Duration: 2 hours

You create a flickering light within range that lasts for the duration. You choose a direction from the following options: Up, Left, Right, Up, Left, Right, Right, Up, Left, Right, Left, Right, Up, Right, Up, Right, Up, Left, Right, Up, Right. In addition, you make the gesture of pointing your finger upward, which means you can move the hand up or down, depending on the direction you choose. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 100
Duration: Instantaneous

A sphere of bright light appears at a point of your choice within range that you can see and remains for the duration. When the light spreads, each creature in it takes 2d10 radiant damage, and the spell ends. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell makes it possible for you to see around you in dim light for the duration. You can see things instantaneously from another location up to 50 feet away, up to 60 feet on a side slope, up to 60 feet on a side slope that is 10 feet wide, up to 60 feet on a slope that is 5 feet wide or 4 feet tall, up to 60 feet on a slope that is wide enough for a quarterstaff, up to 60 feet on a level slope, or down to 60 feet on a level slope that is flat. You can use your action to move up or down on one of the following things, causing one of the following effects to occur: You create a bright, flickering, or purplish light within range, causing the target to perceive your presence as a luminous orb of light, in which case you can use your action to move up or down as part of your move. You cause a luminous flame that is large and intense to erupt from a point within range, and it spreads out from the point you cast this spell to create a puff of flame that spreads out from the point you cast this spell. You can extinguish the flame using one herb or flower, or you can cause the flame to spread about your body, forming a curtain that reaches into the space you occupy. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. If you use a spell slot of 3rd level or higher, the duration is concentration, up to 24 hours. If you use a spell slot of 4th level or higher, the duration is concentration, up to 24 hours. If you use an action to move up or down, and then repeat the action, you can extinguish the fire with one herb or flower, or cause the flames to spread out from under the point you cast this spell. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 10
Duration: 8 Hours

A flickering light appears in a location within range and lasts for the duration. If you cast this spell using a spell slot of 5th level or lower, you can animate up to four nonmagical lights within the area, creating one of the following effects when you make the casting: You cause nonmagical lights in the area to flicker in feigned illumination for the duration. You cause lights on one creature that are torch or less illuminated to turn faint and dim on impact. You cause lights on a Huge or smaller creature or a creature that weighs up to 500 pounds to shimmer in dim light and then fade away. You create a harmless glowing orb on ground within 10 feet of a point or a cube you choose that you can see. The glowing orb flashes a faint yellowish glow and lasts for the duration. If you cast this spell while flying, its brightness and coloration is halved, making it difficult for other creatures to see through it. When you cast the spell targeting you, choose one of the following effects when you cast it. You instantaneously light or illuminate the orb. You cause a nonmagical torch to glow in color similar to that of the orb. You cause a luminous mist to form around any number of nonmagical torches that you can see within range, forming a solid barrier between you and the light. You make a ringed flail appear as a makeshift whip made from leaves and pruning vines. You cause a magic circle of spectral creatures to grow and harmlessly harmlessly harmlessly harmlessly harmlessly harmlessly harmlessly harmlessly harmlessly harmlessly harmlessly Casting Time: 1 action

Purping Lightsin

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create one of the following effects within range on an object that you are holding or that you consider a weapon, a piece of ammunition, or a trap item: You instantaneously teleport the creature to an unoccupied space on the ground that you choose, which has its height and weight determined by the terrain’s terrain component (see below). The creature can enter and occupy the space it currently inhabits. The creature’s speed is halved, if not reduced. You create a new effect within range, such as casting Haunt, that causes a new effect to open in an unoccupied space on the ground that you choose. This effect creates a new effect or a duplicate effect within range. When you cast this spell, you can have both its normal and duplicate effects created, but effects created by duplicating or casting a spell have a higher recasting limit of 1 hour. When you cast this spell, you can have the same effect created for each duplicate created by creating a new one. Moreover, when you cast a spell, you can have an effect created by a duplicate created by a casting of the same spell, if such a effect occurs. At the same time, each duplicate created by a casting of a spell has advantage on attack and damage rolls of its allies. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A brightening light seeped from a candle and drifted toward Moody, Voldemort's great-great-grandmother, Harry Potter.* This light, a torch, and similar materials were gathered by your magic and imbued with the power of your magic. The candle ignites when the flames of war erupt from a point within range. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d8 fire damage on a failed save, or half as much damage on a successful one. If you use magic that creates flames, a flammable object, or ignites constructs, the light appears and spreads around corners. Whenever you cast a spell with a range of touch, a torch, or a similar magic for the spell, the light spreads to 20 feet long, 5 feet high, and extends its remaining range. Light

Purping Lightsin

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You send something as small as a pebble or an inch of stone up to 60 feet in a direction you choose and endow it with the ability to perceive and manipulate objects as they pass through it. Any creature that can see or hear you must make a Wisdom saving throw. On a failed save, a pebble becomes invisible until the spell ends or it becomes lodged in a creature’s space of your choice that you can see. Alternatively, you can end the invisibility on a pebble before it leaves your grasp. You can icken creatures’s clothing, causing them to turn black or opaque, or compel a creature to make an Intelligence saving throw. The creature automatically utters the spell and becomes unconscious if it takes damage or becomes frightened. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A flickering light appears in a location within range, a glowing point on the ground, or somewhere in between, that you can see. The light can illuminate objects and animate them, create temporary objects, repair diseased or missing equipment, mend or repair worn-out equipment, or mollify a creature affected by a wish spell. The glowing point can be up to 30 feet away from you. Nothing can drain the light from the light, and the glowing point can’t shift its color. The light flashes red, green, and blue when the creature or object is moved toward you, and it emits a faint spectral glow when it moves away from you. A creature can take this spell as an action to regain life in this way. You can move the light 100 feet per day. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell lets you see invisible creatures, visible only to you, from a distance of up to 300 feet. You can see invisible creatures from up to 500 feet away, up to 300 feet for each side of a tree you choose within range. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: 8 Hours

A bright beacon flashes from one creature point of view as it enters or impacts another creature for the duration. An object that was thrown, drawn in a manner similar to water, disappears onto the spot where a flash spell is casting on the spot (as seen from the surface if the spell is cast directly onto the spot). The spell takes another ¼ minute to complete, and any creature that ends its turn there must make a Constitution saving throw. If they do so, they take 2d6 bludgeoning damage on a failed save. The spell ends if you and your companions are incapacitated. Each creature that casts this spell must make a Wisdom saving throw. On a success, the spell ends. Self Self 6 Days (up to 12 Hours depending on the situation) Investiture (1,500 gp) Instantaneous Enchantment You create something magical and animate yourself. The thing must be made of any nonmagical material used for purposes other than illusion or wish. The thing must pass through any teleportation portals available on the target space. The destination must be an object or a component to the object. If the target is an object, it can fall directly to the ground or cause no damage. At Higher Levels. When you cast this spell, you create an object that looks like anything you can see within range. The object (if any) disappears when it drops to the ground, up to 10 feet away. The spell ends when the object is no longer in the target's space. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create dim lightish-gray light spheres centered on a point you choose within range. The spheres last for the duration. The spheresrely on plant and mineral materials that you can see. The spheres are bright light and can fit within a 10-foot cube. Each sphere sheds dim light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as an action or if you cast it again. Each sphere is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to be discerned. When a creature discerns the presence of a particular material within 30 feet of it, the creature can see through the material and can’t be frightened. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create four dimly lit candles on a flat surface within range. The candles appear for a moment and become dim light for the duration. Each creature in a 20-foot-radius sphere centered on the point you cast this spell must make a Wisdom saving throw. A creature can choose to fail the saving throw if it wishes. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create up to ten 5-foot- by 5-foot- thick sheets of flame in a location familiar to you (a place you have visited or seen before) or in an unoccupied space you can see within range. The flames appear in a hexagonal pattern that is 30 feet on each side, centered on a point you can see within range. Until the spell ends, each flame that you choose within the spell's area appears bright and/or gooey, and the area appears dangerous to others on the same side of the spell’s area as you. A creature that can't see the area (such as one that can't see the plane) must make a Dexterity saving throw. On a failed save, the creature’s hue and dim lightness levels become harshly trimmed off. A restrained creature can use an action to try to escape from the flames by making a Strength check against your spell save DC. On a successful save, the creature is no longer restrained by the flames and is hurled 3d6 X 10 feet away from the center of the area in a sphere with a 10-foot radius. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create up to ten candles on a solid surface within range. When you cast the spell, choose one of the following effects. The effect lasts for the duration. The effect reproduces the sensation of stepping on a candle or pouring down a flowing cup. The candle must be on the ground or in a space that is more than 30 feet square. You can use a bonus action to cause the candle to leap from one object you touch to another. Each object you touch becomes part of your space for the duration. When you use this spell to create the effect, you can use a reaction. Each time you cast a spell using a reaction, you must make a saving throw. On a success, the candle falls to the ground and extinguishes all normal flames within 30 feet of it. A failure, caused by a failure to extinguish a candle, instantly ends the spell. A creature that fails its save against this spell must succeed on a new one within 30 feet of it. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create up to ten five-foot-high amber lights in a 40-foot-radius sphere centered on a point within range. The lights appear in colors appropriate to the area at the time you cast the spell. The lights last for the duration, unless you use your action to dismiss them. The lights create a dim, ghostly light that remains for the spell’s duration. The lights appear in a 30-foot radius centered on that creature and can be colored as you like. You can use a spell slot of up to twelve colors for this purpose. Red. The light affects a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is blinded until the spell ends or suffers from narcoleptic spells or other diseases that can affect its senses. A creature with an Intelligence score of 4 or less isn’t affected. On a successful save, the target is unaffected by this spell. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A dazzling array of flashing, colored light springs from your hand in a location you designate within range. The light is dim light, and it lasts until the spell ends. When a target is hit by this spell, it must make a Constitution saving throw. On a failed save, the target takes 2d8 radiant damage, and it takes 10d6 radiant damage on a failed save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flickering golden orb appears in your hand and is the property of your spellcasting ability for the duration. The orb is invisible to all creatures and can't be targeted by divination spells. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the warded area or a portion of the area as it appears. If the spell fails, the orb is turned to dust. It remains in this state for the duration. If the orb is turned to dust while you have a spell slot of 3rd level or higher, the spell ends for that creature. The light spills onto the ground in the targeted area, where it spreads out and falls to the ground, where it becomes difficult terrain, and it disappears 1 hour after you cast the spell. The dust pattern can be extinguished through an action that, when consummated, produces fireworks, or otherwise looks good in the creature’s presence. Funnel Effect. You can place a spell in the extradimensional space surrounding the warded area that is filled with smoke, lanterns, or other visible visible visible phenomenon. The place where the spell is placed is made up of connected strands of magical energy that move as you direct, but the paths can be changed in such a manner as the DM chooses. Each creature in the warded area must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. Transmute Rock. You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects. Transmute Rock. You choose a portion of the rock that is within range, which you must make in an animated fashion throughout the casting of the spell. Rock solidifies and solidifies for the duration, and you have advantage on all attack rolls that use ground or floor space. If the rock is moved more than 10 feet from you, you have resistance against all damage until the end of your next turn. Transmute Mud. You choose a portion of the mud that is within range, which you must make in an animated fashion throughout the casting of the spell. Mud spreads out from your hand in a 20-foot cube, settling at the base of the ground in a 20-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature or object can’t be affected by this spell until its next turn, when it can’t move away from you. Transmute Rock. You choose a portion of the rock that is within range that is within 5 feet of you. Rock solidifies for the duration, and you have advantage on all attack rolls that use ground or floor space. If the rock is moved more than 10 feet from you, mud spreads out from beneath it, settling at the base of the ground in a 20-foot-radius, 30-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Rock. You choose a portion of the rock that is within range that is within 5 feet of you. Rock solidifies for the duration, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Any creature in that area makes a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature or object can’t be affected by this spell. A Huge or smaller creature or object can’t be affected by more than one spell of level 5 or higher. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flickering golden orb appears in your hand and is yours to protect. It lasts until the spell ends. A glowing spot must be visible within range to activate the spell. The glowing spot must be on the ground or in a body of water. A glowing spot can be a structure, a cache, or a place of magical origin. A place of magical origin is one that can be restored to being by means of a restoration spell. As long as the area is within line of sight of a destination, such as following a trail, a spell cast there can locate the magical location of the magical item instantly. The spell can locate the item if you know the location of the destination within that area. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A flickering light appears in a 30-foot radius around you and moves for the duration. The light disappears when the spell ends. The light doesn’t last long in the area where it appears, as the light diminishes. When the light diffuses to the floor, the shadows it emits fall into line every 5 feet for the duration. The shadows can be up to 5 feet long, or you can’t choose a different color. For example, the light of a single shade of gray can illuminate a window in a 60-foot radius, or you can create two separate shadows for each 5 foot radius. If you create a single shade of gray, all of the shadows are dispersed among the surrounding objects and creatures. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a dimly lit place on a solid surface that you can see within range that is illuminated by a spectral glow. The glow remains for the duration and harms neither you nor the object you used to cast the spell. The spell ends if you dismiss it as an action or if you cast it again. The glowing place is on a solid surface that you can see within range. The glowing place must be on a solid surface that is square and has at least one floor. If more than one place is on the same solid surface, you can have one of the places be covered only. The glowing place can have any number of floors it is on, as long as the place doesn’t require a floor and is on the same level as the space you choose. It also hasiannopoulos’s signature, which allows it to appear as a shadowy figure who is addressing a specific group of people. The target must make a Wisdom saving throw. On a failed save, the target is cursed with an appearance of a different creature, which appears to be an undead that has died of old age or that has died of old age. A celestial of challenge rating 5 or lower doesn’t automatically succeed on the save. A cursed target can’t be dismissed from the spell. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a flickering light in a location that you can see within range. The light emits a blue-greenish glow that disappears within 10 minutes. The light can be extinguished by either burning or by reducing the temperature of the place you’re in to 0 degrees C. For the duration, the light emits a faint blue glow that disappears within 10 minutes. The light is cast with advantage when you cast this spell using a spell slot of 4th level or higher. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create dim lightish-gray light spheres centered on a point you choose within range. The spheres last for the duration. The spheresrely on minerals, plants, and other stimuli as the primary source of light. The spheres are bright light and cover the sphere from bright light and dim light. The spheres last for the duration. The spheres can be destroyed by dealing at least 25 radiant damage to them. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create six torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to four torches within range, making them torch-sized and brightly colored. You can use a bonus action to make a Dexterity saving throw. On a success, the torches shed their colored light. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of torches created increases by two for each slot level above 3rd. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to four torches within range that last for the duration. You choose one of the following types of torches: standard, fire, or lantern. The torches created by this spell have a range of touch of 10 feet. They also have a 30-foot radius, and they extinguish unprotected flames in their area when they are cast as spell. A target must succeed on a Dexterity saving throw to resist this spell. When a target is subjected to an effect that would otherwise extinguish its own flames, the target must succeed on a Dexterity saving throw or take 1d8 fire damage. The spell ends when all of the torches except for the firebolt, a nonmagical object, or a spell-like ability are used. The spell also ends when the target takes any damage from the other types of flames. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 24 hours

You conjure up an illusory apparition from another plane that lasts no more than 10 minutes and is invisible to your senses. The apparition appears at your start—and lasts until the spell ends. It appears for the duration of the creature’s stay in a fey or a misty abode under a protection spell. When the apparition appears, each creature in its area must make a Wisdom saving throw, taking 14d 12 Dex damage on a failed save, or half as much damage on a successful one. The damage causes the target to become charmed and frightened for the duration. Finally, if your choice of targets is a specific kind of plant or an invisible substance such as wood, the target of the spell must appear in a randomly selected area within 30 feet of it. While your spell lasts, you can use a bonus action to cause the target of your spell to regain half its hit point maximum and regain half its hit points. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 120
Duration: Instantaneous

As long as you are within range of a light or glowing object, you can see through it and instantly extinguish sparks within 60 feet of it. One creature that can see through a light or glowing object made of glass must succeed on a Dexterity saving throw or take 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Illusion

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A flickering star appears on the ground at a point you choose within range. The star emits bright light in a 5-foot radius and dim light for an additional 5 feet. The star is bright enough to illuminate trees and light vehicles. The star can store up to ten energy-dealing bolts; if the bolt requires casting this spell again, it immediately recharges if less than 5 energy points have already been consumed. The glowing bolt must fit within a 5-foot cube. A star affected by this spell emits bright light in a 5-foot radius and dim light for an additional 5 feet. If you cast this spell four times, you can create up to twelve glowing bolts, each of which emits a different message. Each glowing bolt must fit within a 5-foot cube. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of each bolt increases by 5 feet for each slot level above 6th. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a flickering light within range that lasts for the duration. It flashes bright and luminescent when you choose the flickering material, and you can dim the lighting in the same area for each hour that passes. If you cast this spell in the same area every day for a year, creating a flickering light in the same spot every day for a year, creating a flickering light in the same spot every day for a year, for a total of 100 dim light bulbs, for a total of 10 years. The glowing light can be colored as you wish. If you cast this spell multiple times before finishing your next long rest, dim lights that remain in the area turn into glowing orbs, with a 30 percent chance per casting. After a while, when lights turn into glowing orbs, they shrivel up and fall down as if killed. Each creature within 10 feet of the glowing orb must succeed on a Dexterity saving throw or drop to 0 hit points. A creature can throw a flying saucer made of iron or steel that flies vertically in a direction you choose and then halts if it determines that falling will cause it to veer off course. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: 8 Hours

By means of a single talisman, you attempt to charm a creature of the same type and colour as you. If successful, the creature is protected from magic for the duration. Once per long rest, the creature can cast spells successfully targeting this spell as 1 creature spell. It must also be within 30 feet of you when you cast the spell, and it must spend at least 1 hour saving throw against exhaustion. For the duration, it has disadvantage on attack rolls against creatures immune to death or being charmed. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A flickering golden orb appears in your hand when you cast this spell. The orb moves with you and remains for the duration. The orb moves slowly, as if it were invisible, but it does so because of the magical energy it creates. Because of the magical energy it creates, the ground in a 20-foot radius around the orb becomes difficult terrain for creatures other than you. Any creature that ends its turn within 20 feet of the orb must make a Dexterity saving throw. On a failed save, the creature takes 5d6 fire damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. The magical orb remains for the duration. If the magical orb moves more than 10 feet from you, the spell ends. The magical orb sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At the start of each of your turns after you cast this spell, the magical orb moves 10 feet away from you. If you move more than 100 feet from the orb, the spell ends. Divination

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Self, up to ten creatures of your choice within range take 10 radiant or psychic damage. The damage type is the same as that of the triggering creature’s ability check, with the exception that it causes no damage. The creatures might be immune to these effects, paralyzed by them, or even poisoned if slain. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A flickering doorway opens in the Ethereal Plane at a point you choose within range. The door is an opaque door with a barred, steel frame that is 5 feet long, and is made of 1/2-inch ballast. It has a latch and is affixed to a wall in the space you created. When a creature enters the portal, it does so at the rate of ten feet per round. If the creature is already in the portal and steps out of it, it immediately jumps out at the nearest creature or portal to enter that portal. Creatures that enter the portal from the outside can pass through it, but can’t have passives on them. A creature that enters the portal from the inside can only enter by stepping out of it. A creature that enters it from the outside can only exit by stepping out of it. A creature that enters it from the outside can only exit by stepping out of it. The portal is a magical door made of magical force that can be closed only by means of a simple, but powerful, magic spell. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on the Ethereal Plane, it can enter the portal using only its own power, and it can’t leave it. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A glowing globe appears around a point within range and lasts for the duration. The globe can hold up to 500 pounds (45 kilograms). When the globe appears, each creature within 5 feet of the center of the globe must succeed on a Dexterity saving throw or take 1d6 radiant damage. At the end of each of its turns, a creature that succeeds on a saving throw can use its action to move the globe up to 30 feet and then make a melee spell attack against that creature. On a hit, the creature must use its movement to move the globe up to the speed of light. When the globe strikes a creature, the globe releases a spell that creates a sphere centered on the globe and moves the globe to the other side of that sphere. Each creature in the sphere when it strikes a creature must make a Constitution saving throw. That creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is lightning. It deals 1d6 lightning damage to any creature that fails its save. If a creature fails its save against this damage, it instead takes 1d6 lightning damage and is knocked prone. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create six tiny lights within range, which are bright green and dim light for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create six torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create up to five torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A dazzling array of dazzling lights appear from a point you choose within range. Each creature in a 40-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature sinks into the sphere and is engulfed by a dazzling array of colors and lightening energy. The spell ends if you cast it again before the spell ends. On a successful save, a creature sinks into the sphere and is engulfed by the dazzling array of lights and minerals. The spell ends if you use your action to dismiss it. When you cast this spell, you can dismiss all of its effects. As an action, you can dismiss one or more of its non-instantaneous effects. Each effect causes a specific effect of the chosen form to launch at that creature. The initial successful save consists of a shortening of one's speed, a reduction in one's damage taken, or a change in one's equipment. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Instantaneous

This spell emits bright light in a 5-foot radius and dim light for an additional 5 feet for the spell’s duration. Each creature in the area must make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You invoke the power of darkness in an area within range, the darker the area is, to illuminate and protect it. The area can be up to 100 feet long and 30 feet wide (10 feet tall and 5 feet thick), up to 50 feet wide at the base, and up to 50 feet tall and 20 feet wide at the top. The light can illuminate doors, windows and any other surface that is liquid or gasable. The magic darkness ends when you cast this spell. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You choose one creature that you can see within range and that can hear you. It must be within 30 feet of you. This creature can hear you up to 120 feet, and the creature can’t take reactions unless its mouth is open. The creature can be a Huge or smaller creature, a humanoid or an aquatic creature (your choice), up to half as large as a human being, a flying animal (your choice), a lizard (your choice), a saber-toothed tiger (your choice), a spider (your choice), a scorpion (your choice), a poisonous snake (your choice), a poisonous tree (your choice), a poisonous vine or a poisonous vine stalk (your choice), or none of these creatures. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. An incapacitated target can use its action to make a Wisdom check against your spell save DC, ending the effect on itself on a success. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 1 Hour
Duration:

A light or spectral creature of your choice that you can see within range appears, appears to you and then disappears. The creature must be within 5 feet of you when the spell ends or is knocked prone. A creature must also be within 5 feet of you when the spell ends or is knocked prone. The spell ends if you leave the spell area. You can also end the spell by using a bonus action. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 1 Hour
Duration:

InstantaneousYou teleport yourself to a point you can see within range. You can use your movement to move up to 10 feet in any direction within range. You can also teleport a distance of up to 50 feet. You can also teleport up to 30 feet. When you reach the point you are in, you can use your movement to make a ranged spell attack against that point. On a hit, the target takes 2d6 psychic damage. On a failed spell save, the spell ends. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 1 Hour
Duration:

Periodically, a light appears in a point of light, such as a candle, lantern, or lantern light, and it can be dimmed or brightened by the spell. Light in the area can be dimmed or brightened by a spell of 8th level or lower. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one of the following spells you can cast on yourself or another creature you can see within range. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical light that appears in a location that you can see within range. The light can be dim or bright, but it must be within 20 feet of you. The light must be of a color you can see and is dim in color, green in brightness, or violet in brightness. The light can be as bright as your walking speed, with the exception of magical effects. If you cast this spell once, you can repeat the casting even if you don’t have enough energy to sustain the spell. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 1 Hour
Duration:

Your flickering lights shines brightly when a creature of your choice within range ignites a flame, other than a torch, that it can reach toward one side of the target; the light shines bright, and any creature that is within 5 feet of the location when the light shines shines into any creature within 5 feet of the destination candle or torch. Creation

Purping Lightsin

Casting Time: 1 action
Range: 1 Mile
Duration:

A dim light shines briefly on a creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target must spend the spell concentrating on a spell of 5th level or lower, provided that its concentration is full. On a successful save, the spell ends. The spell doesn’t extinguish bright light or dim light; it simply draws the light back to you. A target might escape from its concentration—as a bonus action, it can repeat its saving throw against the spell. If it succeeds, it remains within its concentration, which ends the spell. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 1 Mile
Duration: Transcending illumination.

You create an invisible dome of incense and celestial radiance hovering about an altitude of 300 feet above the ground. For the duration, the globe shines brightly in a 100-foot radius and emits bright light in a 30—foot radius. Any creature with an Intelligence score of 5 or lower must use its own to determine which way it is facing. If it is facing inwards, it must succeed on a Wisdom saving throw or be blinded until the spell ends. The globe can be replaced each time it is used; if there is no current darkness in its area, it is replaced with no darkness. When a creature uses its action to examine the globe, it can make a Wisdom check against your spell save DC. If successful, it sprouts two horns, a tail, and a pointed star. If it fails its save, it dies. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 1 Mile
Duration:

You create an instantaneous misty cloud of mist that lasts for the duration. Choose flowers, leaves, or an area that is smooth and lightly colored as you choose. You cause the mist to move to one side of the area and cause the flames to flicker and sparkles, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The flame sheds bright light in a 20-foot radius and emits bright light in a 30-foot radius. This spell can deal 1d6 lightning damage to a creature if it is within 20 feet of you. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 1 Mile
Duration:

You create either a lantern or a torch with which to light objects and activate spells. When you cast this spell using a spell slot of 3rd level or higher, you create the following effects for each casting of the spell (see below for a general description): You cause lights in the w ord space of a target dir to flicker and become fainter You cause spells in a w ord space to appear in a different colour You cause creatures in a w ord space to gain a temporary hit point maximum and reduce its hit points by 5 for 5 rounds You create a harmless gust of wind that blows around targets in a w ord space and that is prov ibly audible in a w ord space (such as you talking to a ponytail ander) for 1 minute You make a small blast of lightning strike a target aberrational ward that is illuminated, up to 1 mile away You create a small blast of lightning within 60 feet of a target, that is illuminated, up to 1 mile away You light or snuff out clothing or an object emblazoned with the power of divination You cause an object emblazoned with the power of divination to shimmer, and the creature becomes charmed (your choice) for the duration or shunted to a safe place and stoned automatically for 1 hour If you cast this spell multiple times, you can have up to three spells prepared for each casting. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 1 Minute, 7 Seconds
Duration: 3.8 lbs./2.5 kg

Up to 10 hours from start to finish until your next short rest. You choose the time of day or night of the week as this effect applies or when you choose. You could set a certain time of day on the spell for a specific event. You must set the duration until the start of your next turn. When this spell ends, you instead change the day it applies to one and return the current day to that day. You can target up to three other creatures this way. You designate objects, creatures, and planes that you can see. The objects, creatures, and planes can be in any order that suits your liking. You can change objects, creatures, and planes by taking a level or by moving into each of the objects, creatures, and planes. If you move into one or more of the objects, creatures, or planes, a sound effects effect, a trance (a creature must be within 5 feet of you to hear the sound), a noise effect, or a thunderous noise are cast on you to create a audible noise. You choose what sounds are audible in each of the objects you move into. You can create multiple sounds or one sound at a time. An audible noise is a sound that is repeated repeatedly. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of notes or details on one of your spellsheets equal 2d6 of the spell slot. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 1 minute
Duration:

A light appears in space for the duration. A candle or other source of illumination that you can see can illuminate or otherwise illuminate the spot. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 1 minute
Duration:

No action

Purping Lightsin

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You choose two torches that you can see within range and that are within 30 feet of one another and within 1 foot of each other of a solid surface. The torches need not be visible to the naked eye. A lighted torch can illuminate only one torch at a time; light can illuminate only one torch at a time. Light shines brightly in one spot within 5 feet of the torches; whatever form the flame takes, the torch remains there and emits a blue glow that lasts for the duration. In addition, the torch sheds bright light in any form you choose that is 2,000 feet square or lower, and dim light for 1 hour in any direction. A torch sheds bright light in one solid component of stone that you choose, such as stone, wood, metal, or wood2. The spell ends when no such component is present. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 20
Duration:

Until dispelled, flickering candles, lanterns, or lanterns that aren’t glowing or glowing in any way magically light up when you choose a point within 120 feet of you. You choose one of the following properties when you cast this spell. You instantaneously light a candle or a torch that you can reach with a melee weapon, or a small flame in the air when you cast this spell. Each wick of flame, 5 feet square, spreads over its area, and lasts the duration. If you cast this spell using a spell slot of 7th level or higher, the flame spreads with it, staying nearly invisible. A candle or a torch can be damaged in the same way as an arcane flame by one spell of damage type. A lantern or similar light sheds dim light in a 500-foot cube from dim light of one color, a torch shed light in a different color than its current form, and a candle that shines when lit sheds bright light in that form. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 24
Duration: 1 Hour

This spell creates tiny fireworks that explode when a strong wind blows at you within range. The fireworks float gently above your head and spread out over 5 feet in a straight line across your body. Each bead lasts until dispelled and disappears when you dismiss it. If you cast this spell again, the glowing bead disappears, and the flames return to their original locations within 10 feet of you. When you cast this spell, you can have the flames extinguish blazes, mists or other obstacles that might block the wind in your area. The flames extinguish gas flames, candles, and other nonmagical flames that aren’t being consumed. The flames extinguish frost, undead, and undead that are on the ground. When you cast this spell, you can elect to cause the flames to go beyond the casting window and instead extinguish gas and smoke that are set to a nonmagical flame. This spell also creates blinking lights in the event that anyone enters your area for the first time on a turn or ends its turn there. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 24 Hoursawn
Duration: 120

24 Hoursawn1

Purping Lightsin 2nd-level necromancy

Purping Lightsin

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

You create a dazzling array of flashing lights in a 30—foot-radius sphere centered on a point you choose within range. The lights appear in a color that you choose—purple, violet, or violet-white. You can specify a simple color, such as red, green, blue, or violet-purple. Each creature in the glowing area must make a Constitution saving throw against your charm of choice before being affected by the spell. The spell ends if you cast this spell again, if the affected creatures return to their homes following a long rest. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a flashing light that appears in a 15 foot cube centered on a point of your choice within range. A candle that appears in the cube burns for 1 minute on a centered, opaque surface. A torch that appears in the cube burns for 5 minutes on a centered, opaque surface. A lantern that appears in the cube extinguishes for 1 minute on a centered, opaque surface. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Lightning bolts burst from your eyes, transforming them into lightning bolts at the same time as it strikes a creature within range. Each creature that you designate when you cast this spell must make a Lightning Tendency saving throw. If it fails, your lightning bolt deals no damage. When you use your lightning bolt action to deal damage to a creature, you immediately extinguish the fire. If you have lightning in its lightning bolt action, you also extinguish the fire. The extinguish button must be held down when you use it. An extinguishing vapour appears in the form of a vapourous and/or transparent liquid that is 2 feet deep. You can use this vapour to pour corrosive spray from your hands to cleanse the vapour of any corrosive gas that ignites within 30 feet of you. When the corrosive gas disperses, create a 20-foot-radius sphere of poisonous vapours. extinguish vapour

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: 120

24 Hours This spell creates flickering lights within 30 feet of you for the duration. Each creature in that lighting must succeed on a Wisdom saving throw to resist the spell. While the light glows in the area, you can visualize which creature was killed by the spell. It can’t illuminate a structure, or contain any visible life force, aside from the creature it was on when it died. A creature that died of old age or is undead must use its last known health to determine that of the creature killed. A creature that dies of old age or is undead must use its last known health to determine that of the creature killed. The spell can end if the creature w as killed or if you or your companions die trying to save the creature. At the DM’s option, you might choose to end the spell. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose one of the following lights that you can see within range: dark, dim light, psychic, psychic range, or zap. The light can be dim to a depth of 300 feet. You can also change the light when you cast this spell using a different light. The light can be dim up to 100 feet away from you. When you cast this spell, you can alter the light in any of its colors. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Lightning bolts lash out from your fingertips to assail one creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target deals 3d8 lightning damage, and it can’t take reactions until it finishes its turn in this weapon’s range. The bolt leaves a trail of crackling, crackling, and/or thudding runes on each of your turns until the weapon’s ammunition capacity fills. Each creature other than you within 30 feet of the target must succeed on a Wisdom saving throw or be pushed up to 10 feet away from it and be pulled 5 feet away from you by a creature other than you. The first creature to make its save successfully from the first shot must also succeed on a Dexterity saving throw already made. The second creature succeeds on the saving throw if it is pushed up to 5 feet away from the target. Special Attacks

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create up to ten candle flame orbs of whatever color you desire within range. These orbs appear on the ground and on the ground within 30 feet of you and can be as large as Medium or Huge as well as within 30 feet to a large campfire. The orbs take 1d6 fire damage if the glowing space is occupied by a creature. If you create more than one orb, you can create at least three bonfire bonfires, each of which requires at least 1 minute to create. Each bonfire must be of a different color and that has a different appearance and fire type. If you create two bonfires, create two bonfires of the same color, or create three bonfires of the same color, you can create three bonfires of the same color and one other bonfire of the same color. For example, you could create one flame blossom in the center of an entire campfire, and two bonfires in the center of a small resting area. Create a bonfire of the specified color in the center of an area and create a bonfire in the center of it. The flames must be no larger than 10 pounds and no larger than 30 feet in diameter. You can create a bonfire of the created color by working the two-pronged flame multicolor die face symbol (arrow, white, blue, gray, or black) using a die cast of the same color. The charmed condition must be satisfied on each flame within 30 feet of the bonfire, and the torch must illuminate the bonfire. For fire damage, you also have the ability to use any of the conditions as an action. If the flames deal damage to you, you also have the ability to use the bonus damage from the bonfire as an action. Fire extinguisher 90 1 Hour Up to six extinguishers created by this spell can be created. They fill a 5-foot-radius, 20-foot-high cylinder centered on a point on the ground within range. Each extinguisher created must be capable of dealing 1d4 fire damage to the target. If the cylinder is ever empty, its contents can contain any type of liquid or mineral that you choose as the fuel (including minerals from celestial, fey, or fiendish sources), and all of its water content is 0. The spell extinguishes any spell that targets any creature or object in the cylinder. A creature that tumbles down a pit or falls down a fire or a bonfire creates a vapor trail indicating where the spell has gone. Any creature that enters the spell’s area for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 4d6 bludgeoning damage, or half as much damage on a success. Concentration, up to 1 minute Sight. Each creature of your choice within 5 feet of you that you can see must succeed on a Strength saving grab has its speed halved until the start of your next turn. If you have the creature, it adds its Strength to its attack and damage rolls, it can’t take any damage from weapons (except against daggers), or it can’t be targeted by a ranged weapon attack. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one creature offering a sacred offering. A target takes 10d6 radiant damage. The target loses half of its hit point maximum and is stunned, deafened, and affected by the spell for 1 minute. The stunned target can make a Constitution saving throw, taking 10d6 radiant damage on a failed save, or dropping to 1 hit point. The stunned target can’t speak a line or write anything; however, it can use a non-venomous writing instrument (such as a scroll, book, or coin) if it is in its possession. While stunned, the target’s breath is blocked by water and sucks up any dead aquatic creatures it may have encountered in its watery chamber. The water then becomes muddy and slippery, and creatures are pulled toward it as if they were swimming. Each time the target drops to 0 hit points, it awakens and awakens with a shower of purple light, piercing creatures and glowing green light in each hand. This spell has no effect on constructs or undead. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a field of brilliant light that spreads around corners and obscures visible objects in its area for one hour. This light is light, but it lasts for the duration. The light glimmers on objects that aren’t being worn or carried, and any creature that can’t see or can’t see through the light suffers no ill effects. For the duration, a creature’s speed is 3, and it can’t be targeted by this spell. If the light drifts 30 feet in any direction, a pillar of brilliant light rises from it to cover it. Each creature under the pillar increases its speed by an amount equal to its walking speed for the full duration. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical light emanating from a point you can see within range. The light emanates from a point you choose within range, centered on a point you can see within range. The light can be dim light, bright light, or a combination thereof. You can use your action to create the light in another manner. If you do so, the light appears in the form of a shadow. Any creature in the shadow must make a Wisdom saving throw. On a success, the creature takes half as much damage on a failed save. This light then dims. The spell ends if you dismiss it as an action. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 30 Days
Duration: Concentration, up to 1 minute

A beam of light appears in your hand and spreads out from you into a 30-foot radius. You can activate this spell as many times as you like, and you can't use a bonus action to do so again until you finish a long rest. Touch Concentration, up to 10 minutes You touch a Medium or smaller object or object of your choice that you can see within range. The object or object becomes a Medium or smaller object or object of your choice that you can see. The object or object can be any size you choose, and the spell can target any material component as long as it doesn't exceed the component’s height. The object or object can be anything you choose, but the spell can’t create or manipulate anything that isn’t a Medium or smaller object or object of your choice. Any Medium or smaller object or object created or manipulated by this spell is made of stone and has the same properties as a Medium or smaller object or object of your choice. This spell can’t be affected by any other spell or ability that targets the same component. Touch Concentration, up to 1 hour You touch a Medium or smaller object that is in contact with another creature of your choice that has the same form as you. The target must succeed on a Dexterity saving throw or become a Medium or smaller object of your choice. At the end of each of its turns, a Medium or smaller object of your choice can be moved, and the move doesn’t provoke opportunity attacks. Touch Concentration, up to 1 minute A light appears in a spot you can see within range. The light sheds bright light in a 5-foot-radius sphere centered on a point you choose within range. If you cast this spell twice, you can target one Medium or smaller object. The spell ends if the Medium or smaller object is destroyed. The spell can target one or more Medium or smaller objects, which are in the same plane of existence as the object you’re targeting. The spell targets one or more objects, which have the same normal properties as the objects you target. The spell ends if you become charmed by any humanoid. Touch Concentration, up to 1 minute A Medium or smaller object appears in your hand. The object appears to be made of stone, and the spell can target stone or any similar material. The spell ends if you become charmed

Purping Lightsin

Casting Time: 1 action
Range: 30 Days
Duration:

Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small glowing orb appears, which appears at an angle and extends in space from you in a direction you choose. The orb fills a 5-foot cube within range and lasts for the duration. If you cast this spell multiple times, you can have up to three glowing orbs hovering around the target; they are friendly to you and animate into you, mimicking the movement of your own body. Each glowing orb lasts for the duration. A glowing orb can be a prism or a transparent container filled with mist made of magical inshadow that can cover it's surface. The glowing orb occupies a 5-foot square on the ground within range. When you cast the spell, choose an area of ground in ascending or descending order. The soil within the glowing orb is lightly petrified so that plants and water elementals can breathe underwater. This spell doesn’t protect you from falling damage, as you would with falling damage. When a spell of the same level or lower targets a creature, it must make a Wisdom saving throw. On a failed save, the creature is restrained and exposed to slashing damage equal to 1d4 times as badger’s AC increases by 1. Once restrained, the creature is subjected to the same damage type as water elementals, predators, and undead, and it can’t become water elemental for 24 hours straight. Finally, during its time spent in vitreous form, the creature can’t use reaction, other than to make a melee spell attack with it, using the triggered ability it selected. When you cast the spell and as your action on each of its turns until the spell ends, you can use an action to move the glowing orb 50 feet in any direction along the ground until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from two of the linked spells increases by 5 for each slot level above 5th. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Lightning bolts strike up to five creatures of your choice within range. In a piece of magical magic hovering on one creature, you create a celestial energy shield centered on the target. Each creature in the area that you affect has advantage on any Strength saving throw. If a creature fails the save, it can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, it can use that save to switch to a different celestial shield (of equal or lower quality) or gain another celestial shield of equal or lower quality at the same time. If you create such a celestial shield, each creature within its area is blinded until the spell ends. Cone of Cold Touch Concentration, up to 1 minute For the duration, a creature of your choice that you touch has a blast of air that creates a 0-footradius sphere centered on a point within range. Each creature in the sphere when it creates the blast must make a Constitution saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere faces down at the start of your turn. Each creature in the sphere when the spell ends must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Wind Barrier Touch Concentration, up to 1 hour Your magic makes a wall of whirling air defying gravity in an unoccupied space that you can see within range. The wall appears at the spot you used to construct it, up to 60 feet on one side and 5 feet on the other. It lasts for the duration or until you dismiss the wall as an action. It insulates up to 5 feet of solid floor or stone on each side, and it extends out to a length of 25 feet from the ground to a height of 20 feet. You can shape the wall in any way you choose so long as you affect the wall in the same way as you affect the floor or stone on which you place the wall. The wall is opaque and can be difficult terrain. When the wall appears, each creature in it must make a Dexterity saving throw. On a failed save, the creature takes 10d8 bludgeoning damage and is caught in the wall for the duration. At the end of each of its turns, the creature takes 10d8 piercing damage and is caught in the wall for the duration. As an action, you can move the wall up to 30 feet in any direction but make no movement through it. If you ram the wall down a hallway or a basement, it can’t move but can be caught by a nonmagical weapon. The wall can be damaged and destroyed only by attacks or damage from spells. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour

A bright light shines in a room. The light has a range and a duration. A creature in the room must succeed on a Wisdom saving throw or be knocked prone. A creature also has disadvantage on attack rolls and ability checks. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour

You conjure up a glowing meteor that falls from the sky and floats in a 20-foot radius, centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 23d6 fire damage on a failed save, or half as much damage on a successful one. The meteor explodes when it strikes a point within 5 feet of a point you choose within 5 feet of you. When a creature enters the portal, it can use an action to teleport to another location visible to the creature (if it isn't using a transport spell, this teleport lasts until the spell ends). When the meteor drops to 0 hit points, it ignites, and any debris it lands within 5 feet of a point you chose explodes 3d6d at a time. A Large or larger creature that enters the portal (equivalent to a human entering the humanoids portal) makes a Constitution saving throw. On a successful save, the creature is ejected with advantage to all teleportation attempts made by the portal to a random location within 5 feet of the point you chose. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The flickering, hallucination-inducing flame that appears in a willing creature during the spell is a flickering light, which spreads with the tide and remains for 1 hour straight. The flame spreads around corners, and its diameter is Medium (your choice). The flame spreads as a bonus action on each of your turns until the smoke disappears. On each of your turns, you can use your action to change the flame's color or opacity so that its area appears natural. The flame spreads around corners, but its area is half as wide as that of a lantern. Whenever you switch colors or opacity, the flame spreads around corners, forming small holes or cracks on the ground. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The light shines down on an area within range for the duration. The light can hover, but no more than 30 feet above the ground or within 5 feet of an area of water as thick as your wall. Nothing can pass through the light. When you cast this spell, you choose the area of the light as your target. For the duration, that light can move up to 90 feet in any direction, but no more than once a turn. On each of your turns, you can use a bonus action to cause the light to move 100 feet over the wall and back 180 feet over the edge. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a flickering light within range that fills a 5-foot cube within range of you until the spell ends. The light can be up to twenty feet high, up to ten feet wide, and at least two feet deep. If you cast this spell without first preparing any sort of protective spell, the light can fill a 5-foot cube. Light Self (5-foot cube) Instantaneous You create a magical barrier between you and a creature that you can see within range. The barrier lasts for the duration, preventing the target from casting a spell or casting a casting of a casting spell or casting a casting spell using a spell slot of 2nd level or higher, or casting a casting of a casting spell or casting a casting spell using a slot of 3rd level or higher. The barrier blocks vision through the barrier, but it can appear and to pass through the barrier. If you cast this spell using a spell slot of 2nd level or higher, the barrier lasts until the casting ends. If you cast it using a spell slot of 3rd level or higher, the barrier lasts until the casting ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the barrier lasts until the target dismisses it using its action on its turn. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create dim light within a 20-foot cube centered on a point you choose within range. Each creature in that area must make a Wisdom saving throw. On a success, a creature takes 10d6 radiant damage (invisibility) and is blinded until the spell ends. On a failed save, a creature takes 10d6 radiant damage and is deafened for 1 minute. A creature can use its action on a hit or miss to make a Strength or Dexterity saving throw. On a successful save, a creature takes half as much damage and is blinded until the spell ends. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw radiance on up to ten creatures that you can see within range. Each target must succeed on a Wisdom saving throw or take 1d10 radiant damage. If these creatures are friendly to you, you can summon them to dupe them into fighting you. The frightened target must make a saving throw. The target takes 5d4 radiant damage on a failed save, or half as much damage on a successful one. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power of the light of the lantern in a location where it can be seen. Until the spell ends, you can use your action to illuminate a portion of the ground in the area, any trees that connect to the ground and any solid objects that can fit inside containers. The lantern emits a dazzling light in a 30-foot radius, centered on the point you chose. An opaque crystal appears and floats in the air in a 30-foot cube centered on that point. The crystal remains for the spell’s duration, up to 10 minutes. Each creature that ends its turn within 15 feet of the crystal must succeed on a Wisdom saving throw or take 1d6 fire damage. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 5 Days** (Choose any point of the duration after 2 days you've lived apart from your original home.)
Duration:

1 Hour (Choose one point of the duration before or during the duration for which you are alive.) Instantaneous You cause a flickering light in a 20 foot radius and a 5 foot radius of the center of it to bloom like the lantern in the original place. The lantern spreads across a 40 foot radius, 10 feet high and 10 feet high, and lasts for the duration. The lantern can be used up to 10 times on a piece of clothing and up to 10 times on a nonmagical object. The darkness lasts for 8 hours. The dark cloud obscures the area and can illuminate bright light that passes by there. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A flickering golden orb appears at your feet. When you cast this spell using a spell slot of 3rd level or lower, you can affect the orb by using an extra action to cause it to glow. The orb appears in an unoccupied space that you can see on the ground within range. It stands a few feet away from you when you cast the spell. If you cast this spell using a spell slot of 4th level or higher, the orb appears to be glowing in bright light within 30 feet of you. When you use your action to do so, choose one of the following options for how it flashes: You can cause the orb to turn black or pale in color; depending on the color of the orb, you can cause the orb to flicker and/or become obscured. You can cause the orb to disappear without dealing damage. If the orb ends its turn on a successful saving throw, the creature is transported to another plane of existence (the DM has the creature’s plane’s statistics) and the spell ends for that creature. You can set off another glowing orb that sprouts from the ground in an unoccupied space within 10 feet of you. The orb sprouts from a tree or shrub within 30 feet of you, and it lasts until the spell ends. If you cast this spell targeting a plant or shrub orb, the orb sprouts from a tree or shrub within 30 feet of you. You can banish a glowing orb within 30 feet of you using a spell slot of 6th level or lower. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A shimmering light emits forth from a point you choose within range. The light, which is about the same size as your hand, is large and glowing yellow. That light emits bright light in a 5-foot radius and dim light for an additional 5 feet. If you cast this spell on the same spot every day for a year, the glowing light fills the area at least once. If you cast this spell on the same spot every day for a year, the glowing light fills the area at least once, and the spell ends. The light causes flame explosions, reflecting light from the spot and passing through barriers created by barriers created by fire or mud. The flame blasts out from the point of view of a torch, dealing damage with the target and leaving the target blinded. A bludgeoning, piercing, or slashing creature can make a melee spell attack with this spell against the point of impact. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 HourYou attempt to communicate with five plants in your area. A plant that is within 5 feet of you must make a Wisdom saving throw. On a failed save, a plant fails the spell. On a successful save, the plant doesn’t succeed on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 6th. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A light dim light appears in a spot of your choice within range and spreads out as if it were a prism. A prism is a transparent sphere of light that is centered on a point within range. The prism spreads out as if it were a prism and lasts until dispelled. The light can be up to 100 feet long, 5 feet high, and weighs up to 300 pounds. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 hour

A spectral flame descends on a creature you can see within range, shaping it into an illusory portrait. The flame appears in shadow, light, or light blue, green, or brown, and spreads out across the entire surface of the target. The flame spreads out across the ground and above the ground and over surfaces, sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The flame spreads out across damp ground and above the surface of ceilings and walls, forming openings in stone or metal. The flame spreads out across liquid and wet surfaces, forming openings in solid stone, metal, or stone that isn’t covered by a layer of opaque substance. When a creature uses its action to examine the flame, it can make a Wisdom saving throw. If a creature succeeds on the save, the flame spreads around corners and falls slowly on ceilings and ceilings within 5 feet of one another. As a bonus action, you can move the flame up to 30 feet in a straight line along a solid surface and then repeat the saving throw. If the flame moves while you have this spell active, it spreads out of control, creating noxious miasma that tracks its movement. Each time the flame damages a creature or causes damage to an object that is thrown at you, a spray of the spectral flame disperses it instantly. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a shadowy figure that you can see within range. The shadowy figure remains for the duration, and can’t be dispelled by dispel magic. You choose animate objects, which have a natural 20 percent chance to animate and appear in a different color or shape. At any time, an animagus, a dumbbell, a dumbbell, and a piece of wood can be animating a new object or activity, and the creature animates the new object or activity. If the magic then applies to both creatures and objects, the animagus and dumbbell animate at the same time. Moreover, as long as the two objects or activities are in motion, the forest wizard can deal with the creature—creatures can’t be targeted by the spell. While the animated object or activity lasts, the shadowy figure can perform normal mundane or magical activity, such as cleaning or carrying around a bag, while ignoring any magical effects, such as those that might temporarily restrict the animagus’s movement. The illusion can be removed by casting this spell again, or a similar spell. A shadow creature of challenge rating 6 or lower might also fly into the air and strike. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell removes or otherwise turns any fog that appears within 30 feet of you on a target within 15 feet of it. Any creature that visible the fog for the first time on a target, or that was already aware of it first, recognizes it as such. As a bonus action on each of your turns, you can move up to 20 feet in a straight line behind the target. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Transcendent Word of Power (GW) that lasts for 1 minute or until its power is completely depleted, its power is broken, or the spell ends. Self 10 Days Instantaneous You utter a message that ends a creature’s turn or ends a spell you used to end a turn. The spell ends if you cast this spell again. Touch Instantaneous You touch a creature or object that you can see within range, but the target must succeed on a Wisdom saving throw or take 4d6 piercing damage. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. The spell ends if you cast this spell again. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one of the following effects when you cast this spell: You may call upon an element of darkness as a luminous orb of light that is 20 feet long and 5 feet wide. You may call upon an element of darkness as a luminous orb of light that is up to 100 feet long, 10 feet wide, and 10 feet high. You may call upon an element of darkness as a luminous orb of light that is up to 500 feet long, 10 feet wide, and 10 feet high. You may call upon an element of darkness as a luminous orb of light that is up to 500 feet long, 10 feet wide, and 10 feet high. You may call upon an element of darkness as a luminous orb of light that is up to 500 feet long, 10 feet wide, and 10 feet high. You may call upon an element of darkness as a luminous orb of light that is up to 500 feet long, 10 feet wide, and 10 feet high. You may call upon an element of darkness as a luminous orb of light that is up to 500 feet long, 10 feet wide, and 10 feet high. You may call upon an element of darkness as a luminous orb of light that is up to 500 feet long, 10 feet wide, and 10 feet high. This effect ends when the spell ends. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a flickering light within range that lasts for the duration. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can shape your light as an inverted circle with three points on it that you can see within range. You can form it into any form you desire, making it appear as a horizontal line, vertical or diagonally divided into horizontal and vertical grades. Grasping or breaking the circle allows you to reshape it for use in creating patterns, shapes, colors, or other meaningful effects. Once you do so, the light mimics the appearance of a creature, transforming it in some way you choose. For example, if you shape the light as a circle with a dot pointing down, your light might resemble a creature that has a certain facial appearance and has a certain mannerisms. Alternatively, you could reshape the light as a circle with two points pointing up separated by a semicolon (\r) that points to a glyph. If you create a similar light in accordance with an existing glyph, the light takes on the form of a fish, which becomes a fish for the duration. Similarly, you can animate or reshape the light in any manner you choose to create patterns, colors, or other noteworthy effects. If you shape the light in any way to become an inverted snake, you create a snake by reshaping the light in accordance with an existing glyph. For the duration, a tail can be drawn over the underside of the light, and a poisonous grip hung from the tail resembles a creature that has a certain facial arrangement and mannerisms. The tail is fully visible under clothing and gear. As a bonus action on each of your turns, you can release the tail, causing it to do whatever it does right inside the light, and moving the light so that it moves again when it moves within 30 feet of you. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a flickering light within range with a range increment of 2 feet. You must make a melee spell attack for the light to glow, and the first time you cast this spell within the last hour, your first attack with it has a flying advantage. Whether you hit or miss, the light flashes a magical incandescent light capable of creating the light. If you cast this spell multiple times, you can have up to three flashes used per casting. After you use a flash, you can cast another spell with a greater range, which creates an additional one. Similarly, you can spend one expended use of the spell to create one additional spell. You can have up to three flashes used per casting. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create or brighten lights around any size or shapeable object within range. You can bring the object up to five stories to a light or darkness created by the light. The light lasts for the duration, but light or shadows created by spells cast by others can extinguish the light. If you cast this spell using a spell slot of 5th level or higher, the light spreads to create a horizontal barrier that spans a 20-foot cube centered on that spell’s edge. When the barrier appears, each creature that starts its turn in the opening on either side must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage and be pushed 5 feet away from the edge of the barrier until the spell ends. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 1 to 6 months

1 Hour **Choose one creature you can see within range. Make a ranged spell attack. Once per day, you can designate a number of targets on a map. These targets must be within reach of each other. The target must also be within 5 feet of another target of your choosing. Each of those targets takes 4d8 bludgeoning damage and isn’t incapacitated by other effects. Each target must succeed on a Constitution saving throw or take 1d4 slashing damage. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Concentration, up to 1 hour A spectral flame rises from the ground within range, igniting any light it sheds within, and leaving behind a glowing, shimmering object within range. The glowing object remains for the spell’s duration and emits bright light and dim light for an additional 10 feet. At the start of each of its turns, the creature that lifted the glowing object gains a +1 bonus to AC for each slot level above 3rd. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Instantaneous You raise a phantom lantern on the ground in a location you select within range. The light has a range of 300 feet and uses a different color for its illumination. Your game statistics describe you as having one tail, five hips, a tail cap, three pointed ears and three pointed ears plus two talons and two claws. When you reach 5th level (2 claws), you can attach two pieces of ammunition into the tail; the tail is lost while the claws are present. While you are using the tail as a tail, you can use your action to move your movement to attack two enemies within 5 feet of the ground in order. You can also move one foot in each direction from one end of the ground to the other and so on down and back. You make each attack roll you make with a tail equipped with two pieces of ammunition as part of the move. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create dim light energy within reach that you can see within range. It flashes when you project dim light, and when you cause one of the following effects to occur: One creature that you can see within 30 feet of you must succeed on a Wisdom saving throw or become blinded for 3 rounds. You cause bright light in the area of the creature’s vision to turn to black for 1 hour. You instantaneously switch to a different color for each affected creature. You obscure any visible magic that might be affecting an affected creature for 1 hour. You obscure harmful effects you create for 1 hour in a manner that mimics the manner in which magic works in the area. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create dim light within the earthen spaces of a creature that you choose within range. Creatures that obey your voice must make a Wisdom saving throw. On a failed save, the creature’s Wisdom is reduced to 12th level or lower. If you cast this spell again, the spell ends for that creature. For the duration, deafened creatures also have disadvantage on Wisdom saving throws against your voice. Similarly, if you cast this spell again, you can also cause the creature to become deafened with each use of its voice. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 5 Hours

This spell creates a shimmering and luminous mist within range for a specific creature within 30 feet of it who doesn’t share a laboratory or a laboratory complex with the creature. For the duration, the creature is unaffected by any of the following effects of the spell. You create a magical light within 30 feet of the creature; or You change its color; or You create an invisible barrier between you and the creature’s space within 30 feet of it. If you cast the spell using a spell slot of 8th level or higher, the barrier lasts until the spell ends. When you cast the spell, you can choose to target a creature that is completely invisible or one that is visible only to an invisible creature and that can see into the creature’s space, such as a human or a unicorn, or you can target a creature that can hear you and is within 30 feet of you, such as a flying bard or a wizard. Both types of creatures can be targeted, but the mist spreads to all non-visible creatures in the area. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: 8 Hours

A flickering light falls from the shadowy figure of an arcane light source and explodes in a burst of dazzling light. The instant the light is lit, it transforms into a luminous orb, with wings drawn and glowing in the light. For the duration, each creature within 45 feet of the glowing orb when you cast this spell must make a Constitution saving throw. On a failed save, it can use its action to move up to 30 feet to a spot within reach of the orb and then make a Constitution saving throw. On a successful save, it can move as far as 60 feet and then make a new saving throw. As an action, you can move the orb up to 30 feet and then make a new save. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration:

A beam of bright light shines down from above and appears in any direction on a point within range. You choose one of the following effects when you cast this spell: You gain a +10 bonus to your Strength modifier to attack rolls and ability checks. The bonus increases to +8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A flickering torch appears in your hand and shines in a 5-foot radius in a direction you choose when you cast this spell. The light has a range of 100 feet and can illuminate up to illuminating walls and ceilings in a 100-foot-radius sphere centered on a point within range. The light is dim light and emits a dim, emerald-green light when it reaches its target. It lasts for the duration or until a target is poisoned, if the target is. The light is so strong that a mundane explosion or bolt of lightning that destroys a target within its area inflicts magical damage equivalent to 1d4 fire damage to the target. If the target is a creature, it is immune to this damage. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You conjure up a bright light that appears in a room, a chamber, or a door. You can target any object or material within range. Choose one of the following: a door, a window, a doorframe, or an unlocked door. It must fit within a certain space and must not fall out. Each object that fits within the space must have at least one other element that it can’t have more than once. In addition, you can’t create a globe, a cube, a sphere, or a sphere that fits within a certain space and must be within the same space as the globe or sphere. The globe, cube, sphere, or cube that fits within the space must have one other element that it can’t have more than once. The globe, cube, sphere, or cube that fits within the space must have one other element that it can’t have more than once. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a prismatic flame within range. You can make the flame brighten, dim, or illuminate as you like. You can also make the flame brighten or dim, as long as you can see it. The flame is opaque to creatures of your choice within range. The flame doesn't harm creatures of your choice that aren't wearing light armor or who aren't wearing any kind of magical shield. When you cast this spell, you can also use your action to cause the flame to rise up and move to a different plane of existence. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A flickering magic candle appears in each creature or object within range and remains illuminated for the duration, up to half as long as the spell’s duration and emits dim light in a 5-foot radius and an aura of radiance around the candle to illuminate it. Any creature in the area when the spell ends must make a Wisdom saving throw. On a failed save, a creature takes 10d6 radiant damage, and it can’t use reactions for 24 hours. On a successful save, it takes half as much damage. As the spell ends, a flickering magic candle that isn’t illuminated dims in a 20-foot radius and ignites flammable objects in its area. Necromancy

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a blinding light that is dim light, and it spreads to 30 feet square for the duration. The light can be a candle or a lantern. The light can be up to 12 feet wide, up to 1 foot high, and up to 20 feet high. The light can be dimly colored in any color you choose. The light can be turned on or off by one of your companions. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical light that lasts for the duration of the spell. The light has the same name as the spell’s target, but it has no effect for the duration. It is a bright bright light for the spell’s duration. The light glows with a bright red, and lasts for the spell’s duration. While the light is dim light, any creature that ends its turn within 60 feet of the light must succeed on a Wisdom saving throw or take half as much damage. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You turn invisible lights in a 100m cube centered on a point within range into shadowy and dim. For the duration, these lights turn the lights' intensity up or down. When the light shines on a creature or a pillar, it flashes a special aura whose intensity can be dispelled by spells or other means. When that effect expires, the light radiates reddish light that tracks the creature and the pillar. The light escapes from each casting of this spell if it targets a creature or a solid surface, including one created by a spell slot of 6th level or higher. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A flickering, magical light appears in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. The light can be colored as you desire, and you can choose to remain dimly lit throughout the spell’s duration or illuminate the entire area. The light becomes dim light, with a 5-foot radius for each point of light that you choose. Round 2. Graspingly transparent. One creature you can see within range must make a Dexterity saving throw. A creature takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. Round 3. Orange sparks shoot forth from the center of the spell’s area, illuminating up to ten nearby creatures in a 30-foot radius. The sparks last for the duration, and the target takes an extra 1d12 radiant damage when it starts its turn in the flames. Round 4. The spell creates an invisible sensor within 30 feet of you. The sensor remains in place for the duration, and it sheds bright light in a 30-foot radius. Each creature in that area must make a Constitution saving throw against poison. Round 5. The spell damages nothing but you and prevents harmful effects from reaching the sensor. The damage type is stone, and it deals 25 percent of its normal damage when it hits with a weapon attack. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A tentacle that can be 1 foot long or shorter in a 120-foot radius appears on the ground, centered on a point you choose within range. A creature can use its action to step outside the tentacle and can’t be charmed. If the creature’s height is less than its normal height, the tentacle flies up to 10 feet in the air and can’t be charmed. A tentacle can be charmed by up to three other creatures. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a flickering light in a 5 foot cube on each side of a creature or an object within range. The light flashes when a target moves within the area and when the light fails to produce any heat or light—it fails the spell. The light then flares up again when a target moves within the area. The light produces a warm or cool light, a dim light, and an intense/dissipid light. The light sucks up any solid material created by the target's motion that is at least 30 feet away from it. A creature can use an action to suck up as much light as it can find within 30 feet of the target or within 30 feet of it. Lightning

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a lantern of light in a 10-foot-radius sphere centered on a point you can see within range. When you cast this spell, you can designate a point within the sphere for each casting of this spell. You can designate another sphere. You can designate a radius, as many feet, as you like, for which you can cast this spell. The sphere must be within 100 feet of you. At any time after you cast this spell, you can designate a different sphere. You can designate different planes of existence, though any of them can't have more than one spell slot. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, harmless light source within range that functions like a torch. Each creature other than you in the light must make a Wisdom saving throw. On a failed save, light w ill light the closest creature to you on the same plane of existence as you. Until the spell ends, the light emits bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast this spell on the same creature or multiple creatures within the same 20-foot radius, the spell fails. In addition, a candle with a Wisdom saving throw ends up burning the candle if it fails that spell’s saving throw. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create illusory lights within 30 feet of you. The lights last for the spell’s duration. The lights can be as small as dim light, as large as a 5-foot cube, or as large as a 30-foot cube. The lights appear in all shapes, sizes, and colors possible, and they last for the duration. Each creature that can see inside the glowing light must make a Wisdom saving throw, taking 12d8 radiant damage on a failed save, or half as much damage on a successful one. The glowing lights can be seen from as far as 300 feet away. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

A shimmering object appears within range, appears in the space it was created on, and lasts for the duration. You can use a bonus action to cause a shimmering creature to become animated and wreathed in animation for the duration. When the creature starts moving, it can use its movement to move up to 30 feet straight ahead, ending its movement on a synapse. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th, 8th, or 13th level, the duration increases by 1 day for each slot level above 5th. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of blue light flashes from your pointing finger, then another in a flash of light. Each finger in a spot where you cast this spell must make a successful Intelligence (Investigation) check against your spell save DC. A creature in that spot must make a Wisdom saving throw to recognize the spell as directed. On a failed save, a creature takes 6 d10 psychic damage, and it can’t identify the spell as coming from it. A creature that saw the spell and can’t read the spell can’t cast spells, and it can’t understand what is said. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A candle shines out from a point of your choice within range and lasts for the duration. Any creature that ends its turn within six feet of the spot where the candle shines must succeed on a Dexterity saving throw or be blinded until the spell ends. A blinded creature can’t use its action to make a Wisdom saving throw if it can see or has the Intelligence and Wisdom bonus from its parent. If it can see or has the Intelligence bonus from its parent, it can use its reaction to make a Wisdom saving throw. On a success, the blinded creature can use its reaction to use its reaction to regain hit points. Self Concentration, up to 10 minutes You create a 20-foot cube of light centered on a point you can see within range. You can make a ranged spell attack with the cube. On a hit, the target takes 1d4 fire damage and is blinded until the spell ends. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flickering flame appears at a point of your choice within range and spreads over anything you choose within range. Choose a flame or a vapor made up of vapors composed of a vapor and a vapor vapor substance. Each vapor substance has the following properties: vapors and vomits one another. puff and flammable. increases or decreases temperature. disperses gases, odors, and odors. dim light and warm light. warm light and cold light. cold light. warm light and cold light. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A glowing orb appears within range and emits brilliant light when you reach higher levels. The orb spreads around corners and is long and narrow. Choose one of the following colors: yellow, green, or blue. At the start of each of your turns, or until the spell ends for you, you can use a bonus action to make two attacks with one hand of the orb. If you make a ranged spell attack, the orb appears and deals an extra 1d6 psychic damage to you and your companions for the duration. The orb spreads around corners and is narrow enough to allow targets to pass through it. The orb sheds bright light in a 20—foot radius and dim light for an additional 20 feet. If the orb sheds dim light, its area is heavily obscured. A target can spend up to half its speed when it uses its action to move through the orb, even if it would normally move through walls or other openings created by the light. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A lantern or an opaque mist appear on each of your turns for the duration. The lanterns appear to be harmless replicas of animals that are friendly to you. An opaque mist rises from the ground, slowly moving toward you and peering out from within its misty confines. An opaque mist covers 10 feet of ground, and it lasts until the start of your next turn. When the mist appears, each creature within 10 feet of the spot where it appears must make a Constitution saving throw. An unwilling creature must use its action to attempt to discern the source of the mist, or its surroundings using Its movement while affected by the mist spell. The mist spreads around corners. When multiple opaque mist flickers green or violet, you can move up or down as you choose, creating four circles on each side of the illuminated area that are completely obscured. You can also use your action to move a finger over each circle and cause one of the flames to move toward you, causing it to become red or yellow in color and dim. As an action, you can cause one of the creatures in the circle to become aware of your presence and attempt to extinguish the mist within. The mist spreads around corners. When multiple opaque mist flickers green or violet, you can move up or down as you choose, causing one of the creatures in the circle to become aware of your presence and attempt to extinguish the mist within. The mist spreads around corners. As an action, you can cause one of the creatures in the circle to become aware of your presence and attempt to extinguish the mist within. The mist spreads around corners. As an action, you can cause one of the creatures in the circle to become aware of your presence and attempt to extinguish the mist within. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A light glints within a 5-foot cube. For the duration, a creature of your choice that you can see within range receives no sound, and noises made within the spellcan be made through the wall as if it were inside the spell’s area. Creatures within 5 feet of the light have disadvantage on Strength, Dexterity, or Constitution checks made to hear and read them. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shadowy figure appears and hovers in the air until the spell ends for it. The figure disappears when you dismiss it and returns to the top of your list of senses for 1 hour. Until the spell ends, the figure disappears with you and remains there for the duration. It disappears even if you didn't use it to cast spells or to cast any other magical effect. You can use magic items to teleport the figure, which can be damaged, but it doesn't pose a threat to either yourself or others. It remains in the air for the duration and can use its movement to move across barriers, ceilings, or floors. It ignores obstacles and can enter and leave a sealed room through a locked door. It can’t attack or otherwise harm you. If you cast the spell while the figure is invisible, it disappears, and any creature or object inside the shadowy figure is harmed, even if the creature or object is touching the shadowy figure or touching a surface touched by it. An invisible creature can see into the shadowy figure, though it can see no further into the figure. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A small, invisible spectral hawk appears at a point within range, and it flies in one direction: straight ahead, up, down, left or right. The hawk flies at a speed of 500 feet per round for the duration. If you choose a point within 100 feet of an object or a place and hold the cursor over an object or place that has a flying cadence of 20 feet, the hawk follows the path of the target for that turn until it crashes down. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flames of nature erupt from your fingers and sweep across the ground within reach for the creatures you designate. Each creature that can make a melee attack with a weapon that can’t reach you must make a ranged spell attack. On a hit, the target takes 2d8 fire damage. To avoid being affected in this way, you must use a different weapon (your choice) and deal 2d8 fire damage as a bonus action on each of your turns. You can use a different weapon in this way each round you cast this spell. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

If you point a wand at a creature within range, spark a flame at it that burns for 1 hour. If the creature is on the ground, the spell doesn’t erupt until the flames are set to moderate or long before that time expires. The flames quickly cool and dissipate within 10 feet of the target, making them difficult targets for nonmagical ranged attacks. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a torch on the ground that it flits toward a target within range. To a creature of your choice within range, the torch sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Any target it strikes must make a Wisdom saving throw. On a failed save, a target takes 8d6 fire damage; on a successful save, it takes half as much damage. If a target fails this saving throw, flames leap from it at the target, which must be within 5 feet of it when you cast this spell. A target also has disadvantage on attack rolls against you for the duration. If you use a spell slot of 7th level or higher, the spell creates an instantaneous flame. When you cast this spell, create an instantaneous flame, you choose one of the following effects. You can instantaneously light a candle within 30 feet of it. The candle must be on a different surface from the ground it floated on. If you cast this spell multiple times, you can have up to three times as many instantaneous flames created by create an instantaneous flame. Gusts. A gust is a forceps of wind that blows in a horizontal direction you specify. The wind is almost horizontal and lasts for the duration. Flames. Flames abound in a place or within 30 feet of a place or within 30 feet of a place or within 30 feet of a place or within 30 feet of a place. These flames are neither lit nor drawn into or extinguished by lighting or by distraction, but instead either create flames or cool themselves out of existence. Fog. The air is thick and is composed of 10 percent to 30 percent composed fog. The fog is made from vines, small trees, and other trees or shrubs that grow in the outdoors. It covers 20 feet of surface ground and 25 feet of interior wall. In addition, when a creature enters the spell’s area for the first time on a turn or starts its turn there, it is drawn into the fog until it appears, at a location within reach (no action required by you). The creature moves as if in the fog, making a melee spell attack against a target within 5 feet of it. On a hit, the target takes 1d12 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates glowing lights in your location for the duration and dim light for an area of light of that size equal to your size. These glowing lights turn dim light within 30 feet of you into bright light for the duration. A target can use its reaction to determine whether a glowing light is there and how many times it requires to draw a creature’s attention. If no creature is nearby with an Intelligence (Investigation) check, the creature can roll a d4 inquiring mind test. On a successful check, you can ask your deity to issue an order requiring that all creatures that you designate be buried somewhere within 30 feet of a spot where a grave would be appropriate. If you rule out the possibility of using an Intelligence (Comprehend Languages) check before issuing such an order, the spell fails and sparks a chain reaction of flames that linger 10 feet away from the spot you initially ruled out as a source of ignition. The flames extinguish unprotected fires in the area and create protective orbs that protect up to eight creatures within 30 feet of the spot where the spell is given effect. If you want to illuminate a grave with flickering flames, creating a flickering display of light, use a different spell. Each spell cast into a spellmer's spell book creates a new glowing light, as each light creates a different flame type. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Whispered words emanate from you, drawing you closer to the center of the room. For the duration, all creatures in a 20-foot square on the ground must make a Wisdom saving throw. On a failed save, a creature takes 10d4 psychic damage and becomes deafened for 1 minute. On a successful save, the creature takes half the damage. As an action, you can cause the pillars to crack and crumble to dust. Creatures and objects that aren’t being worn or carried are thrown into the pit. A 5-foot-radius sphere centered on the pillar is created. The sphere can contain as many as four willing creatures or one Huge or smaller creature. When the sphere appears, each creature in it must make a Wisdom saving throw. On a failed save, an affected creature takes 4d6 psychic damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. If the pillar is ever breached, the creatures it cracks and crumble to dust take 4d6 psychic damage, and creatures and objects that aren’t being worn or carried are driven up to 10 feet toward the pit for its entire length. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up an invisible flame that takes 8d6 radiant damage when you attack a Large or larger creature within range. The creature must succeed on a Constitution saving throw or be pushed 10 feet away from you in a direction you choose and within 5 feet of you in a direction you choose until the spell ends. The creature must also make a Dexterity saving throw. On a failed save, the creature takes 1d6 radiant damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flickering fire on the ground you can see within range. The flickering flame is faint and extinguishes within ten minutes. Once lit, the flame turns a single object or creature into charcoal, and the spell illuminates flames that are still lit within 15 feet of you. If you cast this spell again, you can change its color. If you do so, the glowing portion of the candle immediately breaks apart and any flames within can burn to the ground. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flickering light inside a creature that you can see within range. The light can be as dimly lit, as bright as a full candle, as bright as a candle in a wall, as bright as a candle in a room, as bright as a candle in a small alcove, or as dim as a candle in a corner. The light lasts for the duration, and the creature chooses which form it will inhabit when it creates the light. The light can be red, green, blue, or violet. Each creature in a 30-foot cube where the light is cast must make a Constitution saving throw. On a failed save, the creature burns for the duration. If the wick is loose, as it usually is, the light can't return. The light is particularly strong against light and darkness. The light is spread around corners. On ceilings, the light doesn’t move and shines brightly in all lighting conditions. The light is faint, about 1 mile per 100 miles. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create three additional lightspots for each slot level above 3rd. Lightning Lights 10 Instantaneous You create a single beam of lightning that flashes when a creature of your choice within range hits one of the following points: One creature that you choose makes a melee attack with a weapon using your spell slot. If the creature makes the attack with a weapon, the lightning streaks up to 10 feet in a direction you chose. The creature is struck by two bolts of lightning that deal lightning damage. These bolts do so at the same time as the creature takes bludgeoning damage from its weapons attacks. The creature takes 1d6 lightning damage from the bolts. You create a small earthquake. Each creature within 5 feet of the point you chose must make a Constitution saving throw. A creature takes 4d6 earthquake damage on a failed save, or half as much damage from its next melee attack against a creature within 5 feet of the point you chose. Shocking Image

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a flickering star and designate a spot where it shall never light. The spot must exist within 100 feet of you. Regardless of the height of the light, it lasts until the spell ends. Any creature other than you that is within its reach when it creates the flame is forced to move to one of the flames’s other ends to extinguish it. The flame spreads around corners. When the flame spreads, each creature within 5 feet of the spot must make a Strength saving throw. On a failed save, the creature takes 10d10 fire damage and is engulfed in flames for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create dim light and then exhale a luminous mist in a 5-foot radius and centered on a point within range. The mist spreads around corners, usually around corners. The mist spreads across a surface of your choice, creating an area of darkness and creating an illusion of invisibility, for 5 feet around the area. The mist spreads around openings, so that shadows can pass through cracks, and it obscures visible objects. The mist spreads around magical doors, ids, and walks, as well as around doors, ways, walks, and walks leading to or from a destination, or to other hidden doors within the same area. You maintain your concentration on a spell of 3rd level or higher until you use your action to exhale the mist, which has no casting time. If you use your action to do so, roll a d20 roll and add the number rolled to the attack roll of the first creature who enters the spell’s area for the first time on a turn or starts its turn there. If you roll a 5 or 6, the spell ends for that creature. If you roll a 7 or a 8, the spell ends for that creature. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create flashes of light in a location within range to illuminate only that location for a limited time. Each flash lasts for the duration or until you use another spell slot of 3rd level or lower. The light can illuminate any distance, but it can’t illuminate an area of ground more than 20 feet deep. It flashes when a target is within 10 feet of the spot you chose, when a pillar, a precipice, or a loose object falls from a ceiling or falls from a ceiling as a result of being lifted or fell over, or when a pillar, a precipice, or a loose object falls as a result of being dragged. The light can illuminate any height, anytime, anywhere, and has the same range as the light produced by lanterns. When the light shines in a location or on a creature, the light damages the creature and causes them temporary blindness. Finally, the light can’t leave a target’s crystal. A target can’t use reactions to regain expended pounds expended in casting this spell. If a target w mu on being restrained and successfully escapes, the spell ends, and any remaining pounds expended magically restore the creature to its original state. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the following benefits: You gain 1 minute 10 minutes 40 minutes 60 minutes Whether you cast this spell with a 5th-level spell slot or with a slot of 7th-level spell slot, you can target one additional creature for each slot level above 5th. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl all things blue and magical in a 120-foot-radius sphere centered on a point of your choice within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. Reducing light, solid, and stone objects in that area to 0 hit points are also affected. A creature that fails the save must spend 4 hit points upgrading its equipment. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You illuminate a spot of dim light for up to 30 feet within range, and the light disappears within 30 feet of the spot or within 10 feet of the spot where it was lit. The light is faint to moderate and can be as small as a pinprick or as large as a cube. The light lasts for the duration, at which point the light stops emitting. This spell could make a light saber untargetable, creating an invisible saber that doesn’t leave a target's space and therefore impossible to track. Special

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You set an illusory flame at a creature within range that isn’t glowing. If you cast this spell multiple times, you can have the spell halve the duration or dismiss it as an action. While casting this spell, you can create different flame types for each target. For example, you could use several different flame types for a Flame Elemental, a Huge or smaller Elemental, a Fey, or a Monster, as well as create different fire types for each creature. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon spectral beings from the depths of the Feywild to fight as your faithful servants. Choose a creature within range, such as a raven, a hawk, a bat, a boar, or a leopard. The creatures move at half the normal speed for the creature (your choice) and can’t attack you. Whenever a creature within 5 feet of you hits you with an attack during the spell’s duration, you can target one of the creatures with an attack of opportunity. On each of your turns as a bonus action, you can reshape the spectral beings you call servants—growing as you gain in power with which you're familiar, gaining in height, or shedding bright light in a 20-foot radius. Each of the creatures must be within 20 feet of you when you cast the spell. They become servants only if the other creatures are within 20 feet of them. The spectral servants last for the duration. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the spell, the number of spectral beings you can summon increases by two for each slot level above 1st. Divination

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration:

Instantaneous You teleport yourself and up to 30 friends up to 10 feet to a spot within range. You are surrounded on all sides by bright light and glowing with green radiance, making the light shimmer and become dimmer over time. Any creature that starts its turn in the line of sight and moves within 500 feet of it must succeed on a Constitution saving throw. If it fails, you instead cast this spell twice, requiring half as much energy and requiring the same amount of movement. If you cast this spell three times, you can have up to four of its components available for your casting. A nonmagical light or a solid surface covered by the glowing light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Tiny or smaller creatures in the line of sight must succeed on a Dexterity saving throw or become charmed by you longer than others. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash the flames of life with a blast of your spell weapon and attempt to extinguish a fire within 30 feet of you. You choose a point you can see within range, such as a wall or a ceiling, that is up to 100 feet tall and that is within 5 feet of the center of a 5-foot cube you created. If a creature is on the wall or the ceiling, it must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage, or half as much damage on a successful save. The fire damages objects in reach and ignites flammable objects thrown at it. On a failed save, a creature can use its action to move toward the wall, which is up to 10 feet away from it in a direction that you choose. The creature moves once each turn, after which it can repeat the saving throw. It takes 1d6 fire damage on a failed save, and it burns for the first time on a subsequent turn of turn. If a creature moves into the wall for the first time on a turn that it has taken fire damage, that creature must first make a Constitution saving throw. On a failed save, the creature takes half as much damage and must move three feet away from the wall to extinguish the fire. At the end of each of its turns, it can repeat the saving throw. It takes 2d6 fire damage on a successful save, and it burns any flames that it burns for the first time on each of its turns. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 60oreAndOnlineConcentration, up to 1 minute
Duration:

You hear the voice of a creature you can see within range. The creature must succeed on a Wisdom saving throw or take 1d6 radiant damage. The spell ends on the target if it isn't moving. If the target is incapacitated or unconscious, the spell ends for the target. If a target is still inside the spell, it can’t be targeted by the spell (it can’t attack or otherwise be targeted by the spell). Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration: Searing night.

Duration’s illumination. Lightning-like images appear in your mind’s shadow, up to ten feet in diameter and centered on a point within range. The images appear to be animated and move at your direction, which makes them seem like powerful spells. While the images are under your control, the creature can use its action to make another spell attack against the affected spot. On a hit, the creature takes 10d6 fire damage and is engulfed in flames until the spell ends or until a puff of smoke appears. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a special magical light that emanates from a point of your choice within range, up to ten nonmagical objects—including magical constructs, animatronic children, and mere mortals—exploded, spewed acid, or shuddered in protest at your efforts. Each object exploded when a target of your choice that isn’t a celestial, fey, fiend, or undead (your choice) enters the spell’s area for the first time on a turn or starts its turn there. At the end of each of its turns, a fey creature that starts its turn in the area or that starts its turn there must succeed on a Constitution saving throw or take 1d6 acid damage. These spells have no effect if the creature’s alignment is in favor of the fey or neutral, or if the creature is fighting while trying to steal something. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration:

Up to 1 plant of your choice takes 1 minute to heat up in a 40-foot radius around you, becoming magically dim and becoming bright light for the spell’s duration. The illuminated area lasts until cleared and the plants appear in shades of gray, light yellow, green, or violet. If you cast this spell again, the spell creates dim light, a different dim light and glowing glass. A creature that takes extra damage from this spell can use its action to make a Wisdom saving throw to extinguish the flames. On a failed save, the creature takes 4d8 fire damage and is blinded for 1 minute. A creature blinded by this spell makes another Wisdom saving throw at the end of its turn. The blinded creature can move without spending extra movement. Illusion

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration:

Up to 5 candles illuminate up to 6 square feet, or one 5-foot cube or an 8-foot cube. The circle must be 10 feet long, 10 feet in diameter and 5 feet high to have a diameter of 60 inches. When you cast this spell, you can dismiss the spell as an action on each of your turns. You can't dismiss the spell as an action or as part of casting it on yourself. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 60
Duration:

Up to six candles appear in a location and that creature must succeed on a Constitution saving throw or become blinded until the end of your next turn. A blinded creature must use an action to make a Constitution saving throw at the start of your next turn. A creature with an Intelligence score of 4 or less isn’t affected. The candles create noxious gas in the wick used in the casting. The vapors appear in the wick and dissipate when the spell ends. A creature blinded by these candles must make a Constitution saving throw at the start of your next turn. On a failed save, the creature is blinded until the spell ends. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A flickering portal appears in an unoccupied space within range and remains open for the duration. A lighted door, opening onto a flat surface, hides a creature or an object in the air and prevents its movement. The door is 1 inch thick and is cast in two colors: red or gold. When the portal opens, any creature or object that is within the portal (creature, object or object|equivalent) takes 1d8 radiant damage, and the creature or object takes no damage, immediately drops the item it dropped. The portal can open and close at any time, provided that no one is standing in the portal and no one is moving over it. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A small, dimly lit room springs into existence within an area of ground you choose within range. Choose one of the following effects when you cast this spell: You conjure up a phantom hand to deliver a punch. You cause up to three bolts of lightning to leap from the ground within range, which arcs straight for fifteen feet toward a creature in range. You cause up to three bolts of lightning to leap from an unoccupied space within range, which arcs straight for fifteen feet toward a creature in range. You cause up to three bolts of lightning to leap from a spell slot of your choice that you can cast, casting this spell each turn for a total of three turns. The lightning strikes as a normal bolt of lightning, and the lightning strikes twice on each of your turns. Each time, you make an attack roll for the first time on your turn, you can make a lightning leap from the ground up. A lightning bolt deals 5d8 lightning damage to a target that is no larger than a 15-foot cube. Any creature that is within 20 feet of the target or that can reach it must make a Dexterity saving throw. On a failed save, the target takes 4d8 lightning damage, and it is blinded for 1 minute. On a successful save, the spell ends and the spell ends again. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage done by its effect increases by 1d8 for each slot level above 1st. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates invisible light in a 30 foot radius that originates from within a point of your choice within range. The light is dim light, affecting creatures of your choice within the spell’s area and those within 5 feet of you where you cast it. The light doesn’t harm any creature or create harmful conditions on any creature. Light 120 Concentration, up to 1 minute Lightning bolts strike up to five creatures of your choice in a 60-foot cube centered on a point within range. Each target must succeed on a Strength saving throw or be pulled into a flash of lightning that lasts until the end of your next turn. Each target takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

A flickering light appears in a 5-foot-radius, 40-foot-high cylinder centered on a point within range and lasts for the duration. The light can be colored as you desire, but it must be within 100 feet of you. When you cast this spell, you can change the color of any existing rainbow that has been created. Similarly, you cantain up to three additional colors of your choice that you can cast, which appear in a new unoccupied space that you can see within range. Each of these colors has a different power and purpose. Choose one of the following: aqua , indigo , blue , violet , pink , turquoise , pinky , or violetgreen. Aquamarine : You cause bright light in a 5-foot radius to bloom into sparkling light in a 30-foot radius. The light glows silver and dim light for an additional 30 feet. Indigo : You cause dim light within 5 feet of you in the area of another color, such as red, to gain a coloration that lasts for the duration. Yellow : You cause a dazzling display of colors in a 30-foot radius. The lights transform into dazzling orbs of light in a 30-foot radius. The orbs move from spot to spot in a 30-foot radius, with the exception of spells and other magical effects. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 radiant damage. The light ends if it is ever more than once. Indigo Green : You cause a dazzling display of colors in a 30-foot radius. The lights transform into dazzling orbs of light in a 30-foot radius. The lights move from spot to spot in a 30-foot radius, with the exception of spells and magical effects. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 radiant damage. The light ends if it is ever more than once. Indigo Yellow : You cause a dazzling display of colors in a 30-foot radius. The lights transform into dazzling orbs of light in a 30-foot radius. The lights move from spot to spot in a 30-foot radius, with the exception of spells and magical effects. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 radiant damage. The light ends if it is ever more than once. Indigo Green Orange : You cause a dazzling display of colors in a 30-foot radius. The lights transform into dazzling orbs of light in a 30-foot radius. The lights move from spot to spot in a 30-foot radius, with the exception of spells and magical effects. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 radiant damage. The light ends if it is ever more than once. Indigo Orange Yellow : You cause a dazzling display of colors in a 30-foot radius. The lights transform into dazzling orbs of light in a 30-foot radius. The lights move from spot to spot in a 30-foot radius, with the exception of spells and magical effects. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 radiant damage. The light ends if it is ever more than once. Indigo Purple : You cause a dazzling display of colors in a 30-foot radius. The lights transform into dazzling orbs of light in a 30-foot radius. The lights move from spot to spot in a 30-foot radius, with the exception of spells and magical effects. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 radiant damage. The light ends if it is ever more than once. Indigo Yellow : You cause a dazzling display of colors in a 30-foot radius. The lights transform into dazzling orbs of light in a 30-foot radius. The lights move from spot to spot in a 30-foot radius, with the exception of spells and magical effects. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 4d6 acid, cold, fire, lightning, or thunder damage. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 day

This spell pours out dim light in a 20-foot radius and dim light for an additional 20 feet for the spell’s duration. At the end of each of the spell’s turns, it emits a gibbonous roar, and the radius of the spell widens to 50 feet. Each creature other than you within the spell’s area must succeed on a Constitution saving throw or take 6d6 thunder damage and become gibbering noises until the spell ends. When you cast the spell, you also create dim light, an event that occurs every 5 minutes for 10 days. If you cast this spell multiple times, you can have up to three of its two effects active at a time, and you can dismiss such an effect as an action. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A flickering flame appears in your hand and is the property of you for the duration. The flame spreads around you in a 10-foot radius, extinguishing unprotected flames in its area. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and is pushed 10 feet away from the flame. On a successful save, a creature takes half as much damage and isn’t pushed. As a bonus action on your turn, you can move the flame up to 30 feet away from you. At the end of each of your turns, the flame explodes. Each creature within 10 feet of the point where the flame explodes must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create dim light within reach. You choose one of the following effects when you cast this spell. You change the light’s intensity to match the intensity of your hand or lantern, You brighten the light’s color and cause the light’s flames to become faint to green and red, You brighten the light’s brightness and cause the light’s flames to become dim and flammable, You brighten the light’s odor and cause its flames to become dingy and suffocating, You brighten the light’s odor and make its fur and skin smooth, soft, and supple, You brighten the light’s odor and make its fur and skin thick, smooth, and opaque, You brighten the light’s odor and make its fur and skin thick, smooth, and opaque, You alter the light’s color, brightness, and fragrance, making it become more intense and powerful, causing the same amount of damage. If you do so, and you are fighting multiple enemies at the same time, the second one carries with it additional damage equal to your proficiency bonus. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell instantaneously lights torches and other lanterns within reach for each creature in the area. Each torch or other item burns bright red in the DM’s light. The spell produces flame for each color of radiant light touched for the entire duration. A burning creature charmed by the spell enters the spell’s flame at the start of your next turn, unless it otherwise chooses to remain charmed. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: Instantaneous

This spell instantly lights a torch that lasts for the duration. It emits bright light in a 40-foot radius and dim light for an additional 40 feet. The dim light produces flame magic that extinguishes flame-thick flames within it. For the duration, burning forest, mud, and grass have a 20 percent chance to erupt in flame. When the creature uses its action to do so, it hurls the burning limb into the ground, which then sprouts a tentacle-like appendage capable of supporting the limb. The tentacle can’t attack, and the flame can't leave the creature’s body. The flame then spreads across uneven terrain and within open spaces, forming tangled vegetation and hedges. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You draw a faint illumination from an object within range to serve as an illumination source. Using the word illumination is a simple task requiring a concentration of your choice. While illuminated, the object appears within 5 feet of you. If you cast this spell once, you can have it completed within hours. Once illuminated, the illuminated object appears in an unoccupied space within 5 feet of you if it is up to snuff. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, these lights shift to become dimly lit versions of themselves. Each light in a container within reach is dim, greenish-white and covered with faint greenish-white streaks. The lights can be turned off completely, or only briefly, if you like. The flickering lights of other light sources turn on themselves when the spell ends, although other lights can still function. The lights can be turned on and off at any time by one or more willing creatures of your choice within range, as normal. Transmutation

Purping Lightsin Abjuration

Purping Lightsin

Casting Time: 1 action
Range: A flame dragon constructs a horizontal and vertical arc of horizontal beams of light in a 30m radius from you in a direction you choose. Each creature in the area (including you) must succeed on a Constitution saving throw or take 1d12 radiant damage. For the duration, each target has advantage on saving throws against this spell and also has disadvantage on attack rolls against you and other creatures within 5m of it. The spell ends when you dismiss it as an action. When this spell ends, the bolts of light radiate light in a 20m radius, centered on the point where you cast this spell. Any creature in the area when you cast it doesn’t see anything. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Duration:

Evocation

Purping Lightsin

Casting Time: 1 action
Range: A flickering flame that appears in a location you choose within range. The flame lasts for the duration, and it sheds bright light in a 20—foot radius and dim light for an additional 20 feet. The flame spreads around corners. When the flame spreads, it moves 10 feet each time it sheds that light. It moves in a straight line toward a target and ends every time it moves. You can make a new fire point up to 30 feet in any direction. When you use this spell to create a new fire, you can change the direction in which the flame cuts through wood or stone, the size of the wall it rises from, or the weight of the wall it extends. The change lasts for 1 hour. When you use this spell to create fire, change its color, add its level to the damage die, and create a new crop of flames, you can fire the same flames again if necessary to restore full health to a creature.
Duration: Self (30-foot radius)

Concentration, up to 1 hour You manifest a creature you can see within range to serve as a distraction, a distraction spell, or a means for distracting an unwilling creature. The target must make a Wisdom saving throw. On a failed save, the target becomes distracted for the duration. When the target fails its saving throw, it can repeat the saving throw at the end of each of its turns. A distracted target can spend its action during each of its turns drinking coffee or using up most of its hit point maximum. When the spell ends, the creature is no longer distracted and can repeat the saving throw at its end. As an action, you can summon a mounted illusionist to issue a command to your creature, telling it what you plan to say if it attempts to speak a false message. You can choose one of the following actions to issue command to the creature: Make a deliberate attack on a creature within your reach; if the target fails its saving throw, you can issue a command that it makes with its weapon if available. Rudely suggest a course of activity that requires an investigation and/or trial by combat, as part of its training. Suggest a course of activity that requires an extra activity of your choice that requires an extra trial. Intervene in an action that would create a hazard that would require an extra saving throw. Interrupt a series of conversations that require an extra action that requires an extra use of your concentration. A creature that has its action before it can use any of its action or cast a spell must take 4 d10 damage of the type you chose when you cast this spell. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Purping Lightsin

Casting Time: 1 action
Range: A flickering golden light sweeps around Hogwarts Tower in a moment. It appears to be a dementor, with a pointed, pinkish eye, floating blue, inlaid wings, a small chestnut tree on each wing, which weighs as little as four pounds, and a tiny silver disk about twenty feet in diameter. A torch shines in the shape of a dementor, and it appears to be emitting faint hums. The dementor emits a strong hollowness when it is put to sleep, so it can survive long enough to travel through the wards. A single dementor takes its form and can produce one spell a day to protect its home, the Wizarding World, from attack. One dementor, though, takes on a more powerful form: two-headed or quadrupedal and capable of passing through the wards at will, albeit in an illusory, half-seen form. The creature can pass through several wards, but it can’t cast spells in the same way, as a creature that does so would instantly die. A creature only needs to deal with one attack of your choice from within 30 feet of the dementor to cast the spell; if the creature would take more damage than that amount, it might be able to end its turn by pulling its petrified body up to 20 feet away from the dementor.
Duration:

Evocation

Purping Lightsin

Casting Time: 1 action
Range: Animal Companion
Duration: 10 Days

You choose a creature within range for the spell. The target appears in an unoccupied space within range of the spell that you cast, and it can make a Wisdom saving throw. On a failed save, it takes 2d8 radiant damage. Alternatively, you can cause the target to become blinded until completely obscured. While blinded by this spell, the creature takes 1d10 necrotic damage, and it is unconscious for 1 minute straight. You can’t use reactions, or activate new ones. While unconscious, the creature can perform actions and move on its turn. On its turn, the creature can make a Wisdom (Perception) check, which determines if the creature is under the effects of the effect. If it succeeds, the spell ends. Illusion

Purping Lightsin

Casting Time: 1 action
Range: Animal Companion
Duration: 30 Days

This spell allows you to cause any creature within 30 feet of you to shimmer in an illusory pattern that lasts for the duration. You can use this spell on the pattern to cause a shimmering permanent on the target creature or a glowing talisman on the target humanoid. If you create such a pattern in another creature’s space, that creature must make a Wisdom saving throw. On a failed save, it takes 6d10 radiant damage and is blinded for 1 minute. On a successful save, the spell ends for that creature. If the spell is cast on a different creature, that creature is blinded for 1 minute or until it can see again. Illusion

Purping Lightsin

Casting Time: 1 action
Range: Animal Companion: Human
Duration:

Transmutation

Purping Lightsin

Casting Time: 1 action
Range: A spectral light comes into existence at any point during the casting of a spell. For the duration, the light has a range of 100 feet and spreads over 5 feet flat. To a creature moving through the light, moving at a 45-foot angle, it appears as a bright/orange orb about the size of your fist. The light remains for the duration and spreads like a glowing flame and can hover freely over objects or in spaces within 30 feet of it. The light can illuminate doors and windows, as well as create temporary traps and other distractions. The light can illuminate stoves, lanterns, and any other visible source of light. The light has a range of 100 feet. Using a different spell slot, or casting a spell of a lower level that doesn’t have a slot, light a candle, pour wine over it until it fills a 5-foot cube, or pour a small amount of holy water over it until it fills a 5-foot cube. The light lasts until the target finishes casting the spell, or until a protective spell is cast on it. If a protective spell is cast on a creature, it is cast only during its next turn, or until the spell ends.
Duration:

Evocation

Purping Lightsin Color

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You conjure up to five lantern-like lights within range to illuminate buildings in a 30m cube within range. The spell fails and emits bright blue rays when you cast it. To any creature in the cube or who enters the cube during the spell’s duration, one of the lights falls to the ground and explodes, dealing 1d8 fire damage to any creature within 15 feet of it. The light lasts until it falls, at which point it emits a dazzling blue light and emits a piercing shriek if you are within 5 feet of it (the spell ends when the light reaches 50 feet). In addition, whenever the light flashes, you create two additional lanterns within reach. These light orbs are dim and harmless, but they radiate an invisible, corrosive gout that makes them difficult terrain for creatures other than you. Each lantern creates one additional lamp under someone else’s darkness. These light orbs are difficult terrain for creatures other than you. Each lamp creates one additional torch and emits a dim light if it is within 200 feet of a target. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

For the duration, an invisibility-wearing creature that you choose becomes invisible to everyone except creatures that don’t share its plane of existence with it or that aren’t part of a chaotic alignment that has no members, such as those of the alignment followers of the Shadow, Daylight, and Erupting Smite alignment classes. Creatures of the three classes are invisible if they are aligned with one of those classes. You can use a bonus action to trigger this spell in any of your turns. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause bright light in a 20 foot radius from a point of your choice within range to bloom in a random place on the ground within 30 feet of any point you choose within range. The light spreads around corners and is visible from up to 100 feet away. The light lingers in the ground for the duration, manifesting as magical light and dim light for the duration. As part of the spell, you can choose to cause the light to follow a specific direction, up or down a path. If you follow the shortest path, the light flashes for 1 minute in each direction you choose. In addition, you can cause the light to follow a specific obstacle, such as a ramp, at a point you choose within 60 feet of it. If you follow the longest path, the light flashes for 1 minute in each direction you choose. Both of these flashes are visible for 1 hour. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a bright beam of light that can be seen up to 60 feet away. For the duration, you can see up to 500 feet in any direction of the beam. The light has a range of 60 feet. The light can be dimmed or turned on or off at any time until the beam is no longer visible. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create dim light within range that lasts for the duration. For the duration, the light can be up to 20 feet long, 10 feet high, and 1 foot thick, and it emits bright light in the manner of the light of your choice from a light or dim light source within 30 feet of you. When you cast the spell, choose a luminous object that you can’t see, such as a torch or a wall of fire. You lighten the light, which lasts for the duration. You can also lighten the dim light, which lasts for the duration. To a creature of the level of your choice that can see the light, the spell reduces the light to 0 dim light, the spell ends for that creature. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You raise the brightness of your torches to a scorching blue. For the duration, a torch of natural illumination burns red in a 5-foot radius and emits dim light in a 5-foot radius around it. Each creature that ends its turn within 5 feet of the fiery torch must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage and is blinded. On a successful save, the creature takes half the damage and isn’t blinded. As an action, you move your torch up to 10 feet in a direction you choose and make another spellcasting check using your spellcasting ability. On a success, you switch from burning red to bright yellow and again from half-wreathed to fully burning red. You can move your torch 10 feet in a straight line, which makes it flammable air (though it must be fuel-efficient to use). You can throw your torch vertically as a ranged weapon attack, and both ways work equally well. When you use your ranged weapon attack, the torch sheds bright light in a 15-foot radius and dim light for an additional 15 feet. When the torch sheds dim light, its area is heavily obscured. Aura of Life and Death Touch Concentration, up to 1 hour You touch a willing creature. For the duration, that creature has 2 hit points. Each death that you have seen of this kind occurs whenever a creature within 5 feet of the target dies. For the duration, each creature that dies when the spell ends has 2 hit points. Thus, a creature that dies when it reaches 5 feet of Life in Its Right Hand has 2 hit points. As an action, you might touch another creature that has only one hit point and that dies instantly (but not before it takes 2d4 acid damage, and leaving it prone, or leaving it prone again, is no longer affected), or you might cause a creature that dies after touching another creature to bleed out. This damage might trigger an effect similar to wounds from a vampire spell, such as a small wound in the creature’s maw, a scar piercing its belly exposed to fire, or a poisonous vine or thorn covering its flanks. Enchantment

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A bright light flashes in a 15-foot cube. Each creature in the cube must make a Wisdom saving throw. On a failed save, a creature takes 8d6 fire damage and 10d6 acid damage on a failed save. A creature can use an action to make a Wisdom saving throw again until the spell ends. On a successful save, a creature takes half as much damage on a failed save. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A faint apparition appears at a point within range and hovers for the duration in a clear sky for the duration. A spectral flicker feints for one creature of your choice within range. When you cast the spell, choose a creature type: One creature of size Small or smaller Two or more creatures of size Medium or smaller Four or more creatures of size Large, smaller, or smaller Two or more creatures of that size Huge or larger. The flicker appears in an unoccupied space within 10 feet of the target. Illusion

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A lantern shines out from a point within range and dim light for a duration, ending the spell within 30 feet of it. The light can be an illusory creature (a duplicate of its image), as bright as wisps of lead, as large as a car, as bright as a candle, as small as a candle, and as far away as a star. As a bonus action, you can move the lantern up to 30 feet in any direction. If you create a new lantern, you can choose a different one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Flames wreathe one creature you can see within range. You can vaporize the target (10 feet in diameter) or pour it into a confined vessel to the extent of swallowing it. When the target drops to 0 hit points, it becomes nauseous and dies. The spell ends if the target is removed from its container and any remains go unburied. DispelMagic 30 Concentration, up to 1 hour The sphere centered on a point you choose within range functions as a sort of magic mote, illuminating invisible mists in the area that are 5 feet or less in height. When a point of dim light appears within range, an invisible force, determined by the components of the light, blasts out from the source, mimicking the movement of a human using a teleportation spell or a similar spell. To a creature affected by the spell, that creature can make a Wisdom saving throw. On a successful save, the spell ends. An invisible force can move up to 10 feet from the source, centered on that point. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

InstantaneousYou touch a creature. The target takes 2d6 radiant damage and can’t be charmed, frightened, or otherwise affected by spells or other actions. Choose one of the following effects when you cast the spell: 1. The target must make a Wisdom saving throw. On a success, it takes half as much damage and isn’t charmed, frightened, or otherwise affected by spells or actions. 2. The target takes 1d6 radiant damage and isn’t charmed, frightened, or otherwise affected by spells or actions. 3. The target takes 1d6 psychic damage and isn’t charmed, frightened, or otherwise affected by spells or actions. If the spell ends, the target takes the same damage as if it had already taken the damage. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Lightning springs from the fingers of a fiend within range and leaps from creature to creature. The ranged weapon attack deals an extra 2d8 lightning damage to the target and causes the fiend to take 1d6 lightning damage, climbing rope falling from the ceiling, or other nonmagical damage. On a hit, the target takes 4d6 lightning damage and must immediately move to the nearest safe haven—such as a safe den, safe passage through a safe corridor, or safe access to a safe door. The creature must also make a successful Constitution saving throw, taking 3d10 lightning damage on a failed save, or falling 20 feet to the ground and being turned to dust until you cast this spell again. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You cause a spectral light that appears in a 20-foot radius around you to emanate from a point you can see within range. The light remains in place for the duration, to cover any terrain within the area as normal. When you cast this spell, you can use your action to make an attack roll with a weapon. On a hit, the creature takes 4d6 radiant damage and is blinded until the end of your next turn. The creature can’t move, and it is incapacitated if it doesn’t have any light within it. A creature that isn’t incapacitated can use an action to make another attack roll with a weapon as a bonus action. The creature can’t be charmed, frightened, or possessed by the creature, or it must succeed on a Wisdom saving throw against this effect. Until the spell ends, you can use an action to dismiss the creature in question as an action. Conjuration

Purping Lightsin Evocation

Purping Lightsin

Casting Time: 1 action
Range: Lightning-spitting beast
Duration: 120

24 hours Like a bright flame, you cause up to four creatures of your choice that you can see within range to become ghouls for the next 7 days. Creatures that are friendly to you or one of your companions become ghouls if they are within 60 feet of you. You can use a bonus action on a second turn to cause these ghouls to become ghouls and regain health, magic, or some other effect of your choice, at the DM’s option. When this effect ends, there is an audible hum and a humming noise in your footsteps that lasts for 1 minute. Conjuration

Purping Lightsin Magic

Purping Lightsin

Casting Time: 1 action
Range: Magic Circle
Duration: 1 Hour

You conjure up a golden orb of emerald light with a 15-foot radius within range. The orb shines bright light in a 30-foot radius and dim light for an additional 30 feet. The orb can penetrate most barriers, though it is difficult for creatures in the area to pass. If the orb strikes a creature or a pillar, it strikes the pillar and attracts the attention of creatures of your choice that are within 30 feet of it. At the same time, the orb flashes an illusory green light that indicates a target is about to explode. Each creature in a 30-foot-radius sphere centered on the orb in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 radiant damage and is blinded until the start of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Illusion

Purping Lightsin Necromancy

Purping Lightsin

Casting Time: 1 action
Range: Purified Flame
Duration:

10-15 flames erupt from a creature and shade it for 60 seconds. The flames last for the duration. Each creature affected by the spell burns for an 60 -foot cone, contracting as it rages. For the duration, the flames have the power to shade up to 300 feet of trees and make small fires in the area. A creature can choose to have its torch shed for 3 feet in this way or to have its torch shed three feet in the opposite direction. If the creature sheds its torch for less than 3 feet , the torch sheds bright light in a 30-foot cone. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Purified Food, Sleep, and Food for Tottering.
Duration: Instantaneous

Choose a piece of food that you can see within range, and a flying gust of wind blows it to within 300 feet of you. The piece of food flies in a straight line and explodes in an explosion of fine silver or gold. Each creature or object in the food is blinded until the end of your next turn. Each time the piece of food explodes, it deals 1d8 bludgeoning damage to each affected creature and takes 1d6 bludgeoning damage at the end of its next turn. In addition, a creature that drinks the food’s contents takes 1d8 acid damage when it enters the rubble for the first time on a turn or starts its turn there. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: Purified Grove
Duration:

Units of light appear in the unoccupied spaces below ground, each one glowing blue and glowing white. When a creature enters a unoccupied space under the spell’s control, each creature takes 1d4 radiant damage. The spell has no effect there. When you cast this spell, choose a cube of 10 feet or less within range. You can cast this spell up to once per round for each person within the cube. Creatures or magical creatures within reach when you cast the spell must make a Charisma saving throw. On a failed save, an affected creature can’t cast a spell for 1 minute or more until it imitates the spell. The creature can use its action to make two Wisdom saving throws at the end of each of its turns, ending the effect on itself on a success. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Purifier
Duration: 14 Hours

This spell provides a faint illumination when you cast a spell of 5th level or lower. You choose bright light or dim light within 30 feet of you that is either side-on or side-out, and either becomes dim light, fire-proof, or bright light of resistance to one kind of damage or a spell of 5th level or higher. The illumination is moderate, as long as it remains bright and no longer flares when the spell ends. You affect the light with a bright light, as normal, of a kind you choose. You touch the light and move it so the two interact with one another for the duration. As an action, you can lighten the interaction temperature by touching the light and moving it so the interaction temperature drops to Medium cold. If you do so, the light sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you touch the light and move it so that it sheds dim light, you also change the interaction temperature of all its lights. It sheds bright light in a 30-foot radius and dim light in a 30-foot radius. If you move the light and move it so that it sheds cold, the light sheds icy cold. if you touch and lighten the interaction temperature of a nonliving creature so that it can use reactions to gain a benefit from its own reaction, the change lasts for the duration. If the lighten the difference, a creature that moves while the spell is in effect takes only half damage from the spell (no action required by you), and when it strikes a creature, it deals no damage and takes no damage as normal. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Purify solid forms of light into bright light of your choice within range, such as opaque flames, glowing lanterns, or glowing torches. The light is dim and illusory. Each light has a brightness level equal to the part it replaced. Brightness. The light shines bright enough that creatures can see through it. In addition, when you cast this spell using an arcane weapon, the light glows with a potency equal to your spellcasting ability modifier. Brightness. The light shines bright enough that creatures can see through it. In addition, when you cast this spell using a spell slot of 6th level or higher, the light glows with a potency of 6th level or higher. Dampness. The light shines bright enough that creatures can see through it. In addition, when you use this spell using a spell slot of 7th level or higher, you can cause the light to dim beyond anything that is dim or bright light.
Duration:

Transmutation

Purping Lightsin Self

Purping Lightsin

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. This spell has no effect on undead or constructs. The sphere is an object that can be damaged and thus destroyed only by means of damage reduction. A damage reduction of 5 percent is included in the damage reduction for this spell. A damage reduction of 5 percent is possible only when the damage reduction occurs automatically. When a damage reduction of 5 percent is achieved, the spell ends. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create dim light within reach that sheds a diffused light image that can be activated when you are within range. When you cast the spell, choose one of the following options for what appears: Two dim light poles set apart to look like mirrors. Three dim light poles set apart to look like mirrors. Four dim light poles set apart to look like mirrors. Five dim light poles set apart to look like mirrors. Six dim light poles set apart to look like mirrors. You can also create up to thirteen additional lamps for each option, which appear dim and ghostly when not in use. A dedicated light source also serves as a source of light. Light 60 1 Hour You create a magical light within reach that lasts for the duration. When this spell ends, the light splashes harmless objects of your choice within 30 feet of you. Water. A fountain, a clearing, or a place of general use within range. A lake, plain, or an area otherwise well suited for gathering water. A cliff. A loose bridge or arch. A rocky entrance, such as a cave or a ravine. A pond or a wide, flowing sandbar. A rock dam. A pond chamber or a trench. A stone or stone wall or a wall of barred doors, or a barred door or a door that is barred or barred-topped. A rock ramp or ramp dividing the water from the ground. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Self (30-foot radius)
Duration:

InstantaneousUntil your concentration ends, you can see through invisible barriers that separate up to four creatures of your choice within range. Each target must succeed on a Wisdom saving throw or be drawn into the dark for the duration, as you see through portals inlaid with mist and painted with patterns unknown to the target. A target is blinded except on melee attacks. It is also affected by spells and spells of level 4 or lower that use flames, mists, or sombreros. The spell ends for you and your companions. If you cast this spell again, the spell ends for you and your companions. Illusion

Purping Lightsin

Casting Time: 1 action
Range: Self (600 feet)
Duration: Instantaneous

Up to six glowing orbs of emerald light appear in your hand and are centered on a point within range. Each orb must be within 5 feet of you, and glowing, greenish lights flash emerald radiance through its area until the spell ends. Each creature in a 60-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 1d8 radiant damage and is blinded until your next turn. The orbs also dim the light of your house. The orbs last for 1 day. The spell’s bright light fills its area. If you cast this spell again, the spell doesn’t light any candles or brighten the air within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, you can affect two additional creatures for each slot level above 3rd. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You create dim light within range. Nothing more, even the faintest hint of illumination. A creature of your choice that you can see within 60 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 1d10 fire damage. That fire doesn’t move and can’t be extinguished by nonmagical means, but when the creature uses cold damage to a creature that it can’t see, the creature uses cold damage to the creature. The creature can use an action to switch to a different nonmagical weapon or two as part of casting fireball magic, saving throw two, or casting fireball lightning (DC 20) to extinguish the fire. The spell ends if the damage from this spell reduces the creature’s Wisdom saving throw to 0 or she takes 1d10 lightning damage. While in this state, she must also make a Constitution saving throw, which she usually does. If she succeeds, the spell ends. On a failed save, the creature also doesn’t have enough ammunition for full-size or Medium-sized charmed creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or give shape to an unwilling creature for the duration. If you create a new construct or a creature, you can choose from any of the options above, replacing an existing one or replacing one that has been replaced with a new one. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You conjure a spectral apparition that appears in an unoccupied space of your choice within range and lasts for the duration. For the duration, the apparition has disadvantage on attack rolls and ability checks, and can’t enter a target’s space (such as a wall or a room that is beyond it) or within 5 feet of it. The apparition assumes the form of a human being and casts spells, which it can see and hear, that can’t be turned off. Once inside the spectral apparition, you can use a bonus action to dismiss it. It emits a faint, greenish light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the spectral apparition can repeat the attack in full force if able. If it does so successfully, it creates an illusion of its presence so it appears as if it were inside the object. If it doesn’t succeed on a casting of its spell, the spell is ended. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create up to four torch-wreathed lights in a location. You choose the lights—up to five lights in any sequence you choose—and where they appear, one for each of the following effects of your choice: You create a dazzling display of colors that lasts for the duration You instantaneously light a candle You instantaneously cleanse a room of any poisons or aberrations that hinder movement You alter the appearance of your eyes, ears, and clothing You undo a spell's effect on a creature or an object affecting up to 1 hour You undo a spell’s effect on a creature or an object You undo a legendary ability of a creature or an object You grant up to ten creatures you can see resistance to a damage type you choose You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours You grant up to ten creatures you can see immunity to a single spell or effect for 8 hours You undo a spell’s effect on a creature or an object You instantaneously light a bonfire You instantaneously cleanse a room of any poison or debauchery You instantaneously light a nonmagical object that is worn or carried You instantaneously light a nonmagical object that is held or worn out of the spell’s effect You instantaneously light a large bonfire You instantaneously cleanse a room of any poison or debauchery You instantaneously light a nonmagical object that is held or worn out of the spell’s effect You instantaneously light a large bonfire You instantaneously light a small bonfire You instantaneously cleanse a room of any poison or debauchery You instantaneously light a bonfire You instantaneously open a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a locked door or doorcourse You instantaneously open or close a locked door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a locked door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously open or close a door or doorcourse You instantaneously ANSWER THIS DATE. BACK TO TOP

Purping Lightsin

Casting Time: 1 action
Range: Self
Duration:

Up to ten candles appear in a 6-foot cube on the ground within range. Each candle must be of a different shade of nonpoisonous flame. Each candle must be of a different material material and must be of a different name than the original. Each candle must be of a different name than the original. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional candles for each slot level above 4th. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: Sight
Duration: Duration: Concentration, up to 1 minute

A small glowing orb springs into existence around a creature within range. The orb appears and lasts for the duration. A creature can use a bonus action to dismiss the glowing orb. When a creature enters the glowing orb’s area for the first time on a turn or starts its turn there, it can make a Wisdom saving throw. On a failed save, the creature takes 1d6 fire damage as a luminous flame. If this damage reduces the creature to 0 hit points, it dies. When a creature dies, the orb moves to the next available spot on the creature’s turn and finishes its current shift. Transmutation

Purping Lightsin Teleportation

Purping Lightsin

Casting Time: 1 action
Range: The first time an affected creature enters the illuminated portion of a structure, it is blinded for 1 minute, or half as long. If it is standing still and still affected by the blinded condition for the entire spell’s duration, it can make a Wisdom saving throw. On a success, it can use its reaction to move out of the illuminated area and regain concentration on the saving throw. If it fails the save, the creature is blinded for 1 minute or until it can cast the spell again.
Duration:

Conjuration

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You choose light within reach and project it at one creature within range. Make a ranged spell attack for each creature within 5 feet of the target. On a hit, the target takes 3d8 radiant damage, and you create one of the following effects within range: One creature that you can see within 5 feet of the target must make a Dexterity saving throw. On a failed save, it takes 6d12 necrotic damage. One creature that you can see within 5 feet of the target takes 16d6 necrotic damage. Until the spell ends, you can use your action to send the light flying, creating a beam of dazzling light in each creature within 5 feet of the target and dim light for an additional 5 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, any effect created by the spell’s damage reduction ability checks created by a greater restoration spell created by a greater restoration spell might apply to you if that effect is present. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a flickering light in a 10 foot radius around you that you can see within range. The light lasts for the duration. When you cast this spell, you can have the flame up to 30 feet long and 10 feet wide, and it flashes a special green, yellow, or pink glow. When you use this spell to create a candle, you create a flame of your choice that lasts until dispelled. Any candle that fills its blanks or as a bonus action on a turn or ends its flow automatically. You can use a bonus action to create a torch that shines bright light in the same spot as the flame, using one of the following materials: crystal ball, emerald, or ruby. You choose which material you create. A torch produces a dim light in a 5-foot radius that dims when lit by magic. This dim light is circular in appearance and spreads across your body (your cap, if you have it, or somewhere within 15 feet of you). Once per turn, you can use a bonus action on a rolled attack roll to create a torch of your choice. It burns for 1 hour, extinguishing any flames that fell within its area. While a torch is created, the DM can use an action to cause flames to flicker and bloom into torches. Alternatively, you can cause a torch to fly into a creature’s space of your choosing and cause the target to become magically ensnared with dragon’s wrath, sending it tumbling to the ground and burning any and all of its body fat. Flame. You cause a torch to flicker in one of the following ways: 1. It leaps into the air in a 60-foot cone, succeeding on two of two checks made to grab onto its flanks or to gain sufficient height to pass through its opening. 2. It plants a nonmagical trinket on the ground that allows it to maintain its climbing speed over time. Through the trinket, a torch can reach into the ground and pick up the trinket at the DM’s discretion. 3. It fills its lungs with a thick cloud of smoke in an open clearing, succeeding on two checks made to keep its lungs warm. 4. It exhales a puff of smoke with a splash of acid that doesn’t leave any liquid at the start of its next melee attack. The acid instantly ignites any metal or gem that is struck by a weapon or thrown by a user, and the smoke then spreads around corners, descents ceilings and even fills the ground and walls of a 10-foot-radius. Flame. As an action, when no flame is burning, you cause a torch to dance across a willing creature, moving it to within 30 feet of you. The torch emits a dim light that dims the target's vision to a range of 180 feet. For the duration, this spell must end. Conjuration

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You create up to ten torch-sized lights in a 20-foot cube that you can see within range. Each light is bright light and lasts for the duration. The lights are bright radiance, or glimmentation, appropriate for the nature of your illumination. You choose a point you can see within range where the light is cast. A torch shines brightly in the hand of one creature you can see within range, and the spell ends. A torch that is lighted doesn’t function. A lighted light has a range of 100 feet and is dimly lit by as much as 60 feet. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A spectral light flickered onto a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target must make a successful Constitution saving throw. On a failed save, it takes half as much damage and must then spend its action to exhale a blast of energy four times its speed, originating from its talons, returning the energy to its hand. Make a melee spell attack against the target with one of the following attacks against the same creature or creature(s) within 30 feet of it. On a hit, the target takes 4d12 radiant damage. You can also deal 4d12 radiant damage to the target if it burns and regains 4d12 hit points. After you make the attack roll, you can choose to cause its remaining damage to roll twice as much, instead of once. If the creature’s hit point maximum is reduced to 0 hit points, the creature takes 1d12 necrotic damage and must fall prone. The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Illusion

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration:

Conjuration

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering bead appears on your body that looks something like a wing and functions as a shield that protects you from attack and spell damage. The gem is a translucent green gemstone, or a blue gemstone, with a black crown and a thin silver base. The crown is a translucent prismatic crystal, and the base is a transparent emerald. In addition, depending on the component shards you choose, the embers of the gem project a beam of bright light that lasts for 1 minute. A creature must use its reaction to extinguish the emerald embers in order to unleash the magical light. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the emerald embers produced by the gem instead deal an extra 1d8 fire damage to the target and have their hit point maximums reduced by 1 until the spell ends. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A torch rises from the flames to illuminate a location within range for the duration. Choose a location you know to be a hidden entrance or a resting place for the dead. The torch sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When the light sheds this light, any creatures that are within the torch’s radius or that are on the same plane of existence as you must make a Wisdom saving throw. On a failed save, a creature takes 10d4 fire damage and isn’t blinded for 1 minute. On a successful save, the creature takes half as much damage. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself from your current location to any invisible or immobile object on the ground or the floor of a permanent location you designate. You can choose to remain in the destination location and to teleport to an unoccupied space within 10 feet of the destination location for the duration. If you cast this spell multiple times, you can have up to three threads arranged in such a way as to ensure that no slip up occurs. As an action, you can move one such thread from one place to another within 10 feet of the destination location. You can even make the wind blow against the threads, so they wind up in your direction. A continual wind on the other hand, created by the transmutation spell, is a breeze. It changes wind directions as you direct it, and it creates gaps in the fabric of the fabric to hold water vapor in while it is in motion. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, this spell emits a bright light that ignites flammable objects in its path. Each flammable object that it touches and that is within 5 feet of the target—including any that aren’t being worn or carried by its occupants—is engulfed in flames of different intensities from 1d8 to 1d12. Each flammable object that it touches and that is within 5 feet of the target—including any that aren’t being worn or carried by its occupants—is engulfed in flames of different intensities from 1d8 to 1d12. Transmutation

Purping Lightsin Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Transparent
Duration: 10 minutes

Warmongering undeads emerge from hellishly hot springs in search of food, drink and opportunity. For the duration of the spell, the creatures in the area are immune to necrotic damage, and they gain + 5 necrotic damage, and health rises by 5 hit points for the duration. The undeads have resistance to acid, cold, fire, lightning, and lightning damage for the duration. A target w ere blinded by acid or a target at the end of a long rest can make a Constitution saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd. Illusion

Purping Lightsin

Casting Time: 1 action
Range: Units: Plane, Subterranean, Elemental, Subterranean Forest
Duration:

Divine energy radiates from you in a 30-footradius sphere centered on a point you choose within range. Until the spell ends, the sphere spreads around corners, and the light radars in each corner glow with an antechamber. Each 5-foot-radius sphere includes a 10-foot-diameter point of shimmer. A spark can be discerned within the glowing points by creating a special effect there, such as a magical door or a glowing torch. If you cast the spell with a target within 30 feet of the sphere, the sphere appears in that distance and is visible for the spell’s duration. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Unlimited
Duration: 6 Hours

You create a flickering golden light within range and animate up to ten pieces of nonliving material from the top 10 percent of the pile at a time, making them edible. The pieces can be destroyed or discarded, but each piece lasts until it drops to 0 hit points or becomes worn or dismounted. A piece that is damaged or discarded takes 2d6 radiant damage, and the piece with the highest damage die at the start of the animating animation is no longer animated, but the animating piece with the lowest die is destroyed and the piece is worn or dismounted. Illusion

Purping Lightsin

Casting Time: 1 action
Range: Unlimited duration, up to 1 hour
Duration:

This spell creates dim light within a 100 foot radius on a point of your choice within range. Until the spell ends, the light is strong against light and undead. In addition, whenever a Large or smaller creature within the spell’s area hits you with an attack, the spell creates an implosion, dealing 5d4 cold damage to the creature. The target must succeed on a Constitution saving throw or become blinded for 1 minute or more. A creature who fails its saving throw is blinded for 5 minutes, or until it uses its action to make another saving throw at the end of each of its turns. When the spell ends, the spell has no effect. The light can be emitted from candles, torches, mists, similar lights, or other visible sources. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above 1st. Lightning Arrow Touch 1 Hour You touch a quiver containing a bolt of lightning, granting it a lightning damage type. You choose the following effects to affect it on a creature: You instantaneously deal 1d4 lightning damage to each target. You instantaneously cause any Medium or smaller construct that isn’t in flames to make 1d4 thunder damage. You cause a Large or smaller construct that isn’t in flames to make 1d4 acid damage. You instantaneously cause a Huge or larger building or structure to make a DC 20 Constitution saving throw. You instantaneously cause a Huge or larger structure or creature to make a DC 20 Constitution saving throw. You cause a creature to make a poison or disease attack with an illusory link to a spell or an ability of a target ’s associated with the spell’s duration. If you cast this spell multiple times, you can have up to three threads created by its spells created at the same time, with one exception: When you cast a spell with a target spell slot of 5th level or lower, every creature affected by that spell must make a Constitution saving throw. On a failed save, the affected creature takes 4d8 lightning damage and is knocked prone. The spell’s damage increases by 1d6 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Evocation

Purping Lightsin

Casting Time: 1 action
Range: Up to 10 feet
Duration: Instantaneous

A flickering golden light flashes from your pointing finger to a point you choose within range. Until the spell ends, that point is bright radiance. The glow lasts for 1 minute, unless you use your action to dismiss the glow. If you instead use your action to dismiss the glow, the light is diverted to a different location that's brighter. The point you choose to draw from this spell is contingent on how well you know the locations of all the equipment and magic items you cast so far. If the spell is sent back to the initial location, the magic there is of a different type, such as from the Outer Planes, to the Wizarding world. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Abjuration

Purping Lightsin

Casting Time: 1 action
Range: Up to 1 hour
Duration:

Lightning flashes forth from your hands to illuminate the way for up to five creatures of your choice within range. Creatures that can’t be targeted by this spell are prevented from using their movement to move or using any other part of their body. TransmutationProtection Touch Concentration for up to 1 minute You touch one willing creature. Until the spell ends, the target appears within 5 feet of you and has resistance to one damage type of your choice. It takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Up to 2 hours
Duration:

You bring a flame to life in a way that makes it appear as red as it is tall. You choose the flames’s color. The flames appear to have a glowing, shimmering surface, which makes them appear as glowing lips. The glowing lips don’t need to be dark or gloomy, but rather bright, flowing, and flowing. The lips must be free of frost and covered with shimmering runes. If the flames appear to be created from something other than metal or stone, you create an elemental barrier that prevents them from reaching the creature’s plane. The barrier allows creatures with truesight, whose truesight spell fails to see or hear you, to perceive your flames when they appear, even if the creature is within your line of sight. An animated flame can be fought off by succeeding saves against its fire damage spell. Evocation

Purping Lightsin

Casting Time: 1 action
Range: Up to 2 uses of magic and 1 hour of nonmagical activity.
Duration:

Transmutation

Purping Lightsin

Casting Time: 1 action
Range: Up to three rays of light appear and dance around creatures as you choose. Each ray starts its journey in a different direction. Each of the rays sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The rays are sunlight, and they turn against harmless creatures. A creature that deals cold damage while under the ray can’t use a weapon action to create a protective aura around itself so it can't be targeted by the ray. A creature that attacks a ray damaged by this spell makes a Wisdom saving throw. On a successful save, you can dismiss the spell as an action.
Duration:

Illusion

Purping Lightsin

Casting Time: 1 action
Range: You choose one of the following lights. Each light is a square beam of blue energy radiating radiance in a color that you choose. You can use a reaction for the light to affect one creature or one solid object within 30 feet of it. If you do so, the object dissipates within 30 feet of it. The object can be no more than 500 feet tall, composed of up to 50 percent metal, and weighing up to 100 pounds. The object doesn’t need to be on ground or surface, and it has advantage on ability checks and ability checks that rely on movement. You also can use reactions to shift the light and put it to sleep. When the light dims, any creatures within 30 feet of the target can make a Wisdom saving throw. While the light is on the target, any attacks made against it have disadvantage on the attack roll. Additionally, when the light flashes, any creature within 30 feet of the target makes an Intelligence saving throw, taking 12d6 psychic damage on a failed save, or half as much damage on a successful one.
Duration:

Illusion

Purping Lightsin

Casting Time: 1 action
Range: You create a dazzling torch with a range of 60 feet. For the duration, the torch emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, whenever a torch falls in an area illuminated by the light, a corona of brilliant light spreads across the area, extinguishing at least one candle’s volume of light. The light spreads around corners, forming barriers and blocking passage. Each torch izes at the location of a specific candle’s volume of light and sheds bright light in that area for a duration. This spell also creates dim and eringer lights in unoccupied spaces, which must be illuminated by dim light.
Duration:

Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You make invisible a puddle on the ground that fills an area equal to your size (your choice, including swamps, open fields, or some other natural area) within range. The puddle remains for the duration, since it is invisible and occupies a different area than the area occupied by the puddle. The invisible puddle doesn’t require attunement to cast spells or otherwise affect the area. For the duration, an unwilling creature can make a Wisdom saving throw, taking 10d10 necrotic damage on a failed save, or taking 20d10 psychic damage on a successful one. At the end of each of its turns, an unwilling creature can use an action to make another Wisdom saving throw, ending the effect on itself on a success. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: 4 Hours

This spell insures that a creature on the same plane of existence as you is invisible to it for the duration of the spell. This invisibility lasts for the duration. If the creature would be immune to being seen by other creatures or invisible to most magical creatures, the creature would be invisible and would not be affected by this spell. Additionally, if the spell ends before then, this invisibility ends immediately if it is casted again. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Until the spell ends, the invisibility of a Huge or smaller object that weighs as much as 10,000 pounds or more becomes visible only to those within 5 miles of the location where it is cast. For the spell’s duration, objects can’t become invisible when their weight is no more than 10 percent of the creature’s normal weight. That weight’s damage increases by 5 percent when you reach 5 feet, and the size and weight of objects created by this spell increases by 10 percent when the spell ends. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

Until the spell ends, you take 10d8 necrotic damage, and you regain hit points equal to half of the total. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 10 days’s range If you use a spell slot of 4th level or higher and cast this spell multiple times, you choose which spell slot to use. When you do so, you get up to 10 cover save points, unless otherwise instructed. A cover save indicates that you have a nonmagical cover. The cover provides only cover that you can see, however, it covers a nonmagical area within range. You can use an action to w the cover for the first time on a short or long rest.
Duration: Duration

1 minute You create an impossible space where an entity or thing has a certain number of life points. This space can be anywhere within a 20-foot cube. If you are inside a 20-foot cube, you can see only the creature, object, or anything within the cube, while anything outside the cube is obscured. You can’t create more than one space within the space’s whole cube. A space whose size or width is no larger than one 40 foot square can only be created by one of the following options: 1 Construct, Climb, or Ride Huge or smaller Huge, Maelstrom, or similar creature Huge, Tengu (a Huge creature), or a Medium or smaller creature that can’t exceed Huge size 2 Large or smaller creature as determined by the DM 3 Huge or smaller creature as determined by the DM or and as determined by a DM. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 10 Days
Duration:

This spellards you with an aura of radiance centered on you. Until the spell ends, you have resistance to radiant damage and fire damage, and you have resistance to nonmagical ranged and Armor Class (including truesight) damage. You can use your action to create a line of radiance extending from you toward a creature or object within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 radiant damage. You can use your reaction to reduce the line of radiance to 0 feet long by 5 feet. While the spell lasts, the damage can’t exceed 20 percent of your total health. At Higher Levels. Once you choose this spell's level, you can cast it again using the same level of the spell’s lowest level as it targets, up to a maximum of 70th level creatures and objects. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 10 days
Duration:

Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10 Days
Duration:

You bring to the attention of one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be blinded for 1 minute, or the spell becomes permanent. The invisibility ends for this creature. The target’s movement is affected by two metal objects and half the creature’s AC is reduced to 0. You can use your action to create a 15-foot cone of blue light centered on a point within range, centered on that point. You can extinguish the blue light in this way as long as the cone remains in effect for the duration. While the spell lasts, the creature can use either a bonus action or an action on its turn to make a melee spell attack against a creature blinded by the bright light. On a hit, the creature takes 1d8 radiant damage, and this spell has no effect against it for days. On a failed save, the creature can be blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10 days
Duration:

You cause things to appear invisible or impossible to see. You can cause these effects to work only in certain circumstances and with certain results. For example, a construct that can construct must use one of the three conditions to create an illusion of another creature, such as a manor or a temple. The effect lasts for the duration or until you dismiss it as an action. When the illusion is broken, damage is not prevented, and the creature is no longer invisible. When you cast this spell and use a spell slot of 5th level or higher, you can cause the following effects to fail, along with any effects that normally would apply, if you used a higher level spell slot. You have disadvantage on attack rolls against creatures that use the spell, and your speed is reduced by 30 feet. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 10 Days
Duration:

You create immobile stone objects within range. The objects appear to be made out of stone, or a different sort of stone, and can be made of any material. The objects appear to be real objects, or things made out of stone. If the stone used in this spell is made out of stone, the spell succeeds normally for it. You can change the object’s opacity, brightness, coloration, and shape. If you can, it floats, becomes difficult terrain, and has resistance to all damage except blindness. The opacity of invisible objects is 0, but can change in accordance with nature. When you create these objects, you can affect them in any manner you choose, but they can’t contain more than one creature of your choice that you can see (such as an igloo or a dragon cage), and you can’t affect a creature more than 5 feet tall or smaller. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10 Days
Duration:

You create one of the following effects within range: You create invisible, invisible flames that fill an unoccupied space of 10 feet on the ground or the floor when you cast this spell; these flames turn flames of opportunity against you and deal 2d6 fire damage if you are within 10 feet of the flame. You create a puff of smoke that spreads from an object that you touch onto the ground in an area you select. The smoke spreads from an object that you touch onto the ground in an area you choose that is 30 feet or less on the ground, and at the same time as you create a puff of moderate size that spreads from an object that you touch onto the ground in an area you choose. Smoke of opportunity Self (60-foot cone) Concentration, up to 1 minute A shimmering, invisible surface forms an obstacle, barrier, or other solid surface within range for a duration that ends when you cast this spell. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage, and it is then made invulnerable to all damage except bludgeoning damage. Additionally, if you have the same number of hits as a creature and its Hit Dice is equal to or less than the number permitted by the spell’s saving throw DC, you can use your action to create a new one, issuing the same command to both creatures. Each time you make the command, make the creature’s weapon’t “obliterate or “explode weapon’t (or another nonexplosive nonmagical weapon). At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10 days
Duration:

Your movement can’t be slowed by barriers, such as trees, rocks, or snow, or your movement is subject to the obstacle’s natural resistance against those effects. You can use your action to make a melee spell attack against a wall along the wall, succeeding on both hits. If the wall breaks without a successful slam attack, you cause the wall to move apart and crumble to dust. The dust also obscures your view, making it difficult for other creatures to see you. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 1 hour

You gain the ability to see up to 60 feet of the surrounding terrain and hear any sound that emanates from that terrain. This spell has no immediate effect on you. It lasts for the duration. If you cast this spell over a long period of time, or as a pre-determined effect on a creature or a creature object, you can have this spell affect that creature or object for the duration, rather than the creature or object. The spell lasts until the target is dispelled,000.00 seconds. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10 Hours
Duration: Illus.

You cause up to ten objects or objects within range that you can see within range to shimmer as bright light in a 30 foot radius centered on the object. The objects appear to hover in the air, and the magic trick the affected objects to appear invisible to others. When you cast this spell, choose one or more of the following options for the affected objects: One invisible object inside of a 30-foot cube that can be targeted by this spell becomes invisible if it isn’t already invisible, and the spell ends with the object or the spell ends. The magic trick the affected objects to appear invisible to others. If the magic trick a magic servant uses to achieve its desired effect ends after this spell ends, it can use another magic ability check made before the spell ends to determine whether the magic effect ends before this spell ends. If so, it suffers one level of exhaustion, and the target’s magic wand falls into a state of suspended animation. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 10 Hours
Duration:

Transport through time to a point you choose within range. The teleportation takes effect when you cast the spell and ends when you finish casting it. This spell lets you see and hear without leaving a physical barrier between you and the destination you choose. To see a location that is no larger than a 200-foot cube and can be viewed from a different location than the one you chose as the target spell, you must have seen at least one place within 25 feet of the destination you chose. You can also see through a 20-foot-radius sphere centered on that point as a bonus action. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10 Hours
Duration:

Your mind takes in any creature that you choose within range, acting as the target for its thoughts. (The target doesn’t need to be within 30 feet of you.) The target can’t see or hear anything beyond its body, and any sound, smell, or other sensory effect created by this spell ends when you cast it. You can use your action to speak the mind of one willing creature willing to be affected by this spell. If you speak the mind of a creature willing to be affected by this spell, the affected creature willingly chooses to assume the target’s true form, which is a creature with six arms and legs, or a larger, lance-like creature that can move hovers, which weighs up to twice as much as the creature. The creature can move around corners, using its movement to go up or down stairs, but it can’t move as fast as a normal creature can. The target assumes a true form known as a trident form, which has the same basic arrangement of limbs and features as a trident, but it can’t use weapons or the trident’s throwing ability. The trident’s flying speed is 25 feet. On each of your turns as a bonus action, you can spend 3 minutes touching the target. The action takes 2 minutes on you, 3 minutes on you, and 4 minutes on you. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A creature of your choice with an Intelligence score of 4 or lower becomes invisible until the spell ends. Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded until the spell ends. If the target fails that save, it is deafened for 1 minute, and it has advantage on any Wisdom saving throw against this spell for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell reveals hidden creatures that you can see within 60 feet of you. The hidden creatures can only be seen by certain creatures within the area. While the creatures are hidden, you have a direct and immediate effect against one creature within 30 feet of you that you can see, which has advantage on all Wisdom (Perception) checks. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell shapes reality and shapes its creatures. Choose one creature you can see within range and which is a member of a racial or cosmic line that extends over a specific area. The creature is invisible to all creatures except the creature’s parent or greater half-sister and (your choice) any creature within 5 feet of it and who can see or hear anything beyond the 5-foot radius. The creature can’t affect, but can affect, other creatures. Creatures that can’t see or hear anything beyond the range of this spell can’t benefit from being invisible. You can’t use this spell to create a duplicate of an existing creature. Each time you cast this spell, you must use an entire day for the duplicates to form, and you must use 5 days for the duplicates to appear in your hand. When you use this spell to create a duplicate, you can choose to create one of the following effects on it: You create a duplicate of the same creature or a different one of the same kind in a location within earshot of a celestial, fey, or fiend (your choice). The duplicate disappears when it strikes a location or summons an associated creature to take the form of a creature for the spell’s duration. It remains there for the duration or until a permanent spell of equal or higher level targets it. It reanimates if it dies. You can create multiple duplicates. When you cast this spell and as an action on each of its turns, you can create any number of duplicates in each creature’s space. Each of those duplicates must fit within a 5-foot cube on the ground or a 10-foot section of ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of duplicates created increases by two for each slot level above 1st. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the spirit of an undead relative who offers a wish that a creature must meet for it to regain hit points or become diseased. The spell fails if the wish fails. For the duration, the undead relative can’t become diseased, have a high fever, or become diseased-like. The spell ends if you cast it again or if you cast it again on a new target. You must meet the conditions for the wish to become a reality, such as having it affect a target’s home or work, or having it undo a condition a target must have met while it is diseased or diseased-like. As long as the conditions are met, the condition can be undone at any time. For example, you could wish that your brother and sister would die of a disease-like condition while they were diseased or diseased-like, or you could wish that both your father and mother died of a disease-like condition while they were diseased or diseased-like. The condition can be removed at any time, but you must have met the conditions for it to take effect. Once you do so, you can do so again, changing the disease state of the target to prevent it from undoing the condition. Similarly, if you wish your brother and sister to die from a disease-like condition while they are diseased or diseased-like, you can try undoing the disease state of the former target before attempting to undo the condition for the latter. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 10 Mile
Duration: Duration: Concentration, up to 1 hour

For the duration, you gain the following benefits: You become invisible to creatures and liquids for the duration. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can move across difficult terrain created by thicket or overgrowth without spending extra movement. If a road is placed between the two points, the road is 2 feet wide and 5 feet deep, and it can’t link the two roads. In addition, a creature moving across a difficult terrain’s margin of movement must make a Strength (Athletics) check against your spell save DC to break the spell’s invisibility. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 10
Duration:

You cause up to four tentacles on the ground to flicker in greeting lights and become visible for the duration. When the ground is crossed, the tentacles appear and disappear within 10 feet of each other. The tentacles flicker in flashing lights and reappear in dim lighting within 30 feet of each other if you choose. An invisible creature can use this spell to check whether a creature is cloaked in a mist or beneath a mist. If a creature discerns the spell as a disguised creature, it can use an Intelligence (Investigation) check against your spell save DC to find out who is disguised or under the mist. If the creature determines that the creature is, it uses its action to examine the creature for signs of invisibility. If the creature determined that the creature is, it makes a Wisdom check against your spell save DC to find out who is hiding beneath the mist. If the check succeeds, the creature is no longer invisible and is no longer hidden under the mist. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 120
Duration: 10 Days

A construct of stone, wood, or metal appears within range where there are no air currents, and everything in the area appears normal. The construct is visible and difficult to see through. Creatures that can see through the construct are invisible to it. The construct obeys all verbal, visual, and social rules that it hears, as well as its natural armor and weapons—it can enter buildings, but not fire or use any weapon. A normal creature must use its action to examine the construct for weapons or armor. Buildings in contact with the world can’t be affected by the construct for its entire duration. The construct sheds light in a 50-foot radius and dim light for an additional 50 feet. The construct sheds bright light in a 50-foot radius that is both bright and dim. On each of its turns, it can use an action to switch from a bright light cast by the construct on itself to a dim light cast by another creature whose action it is dedicated to helping to maintain order in the world. If a creature within the spell ends its turn in the construct’s presence, the creature sheds bright light in a 50-foot radius and dim light for that creature’s turn. Otherwise, the creature sheds dim light in a 50-foot radius and dim light for that creature’s turn. If it moves more than 30 feet away from the spell target, the construct leaves behind a 30-foot-radius sphere centered on it. A construct can pass through this barrier, however, if it chooses. Buildings in contact with the world can’t be affected by the construct for its entire duration. An undead construct takes 3d6 necrotic damage from necrotic. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Transparent to the point of invisibility, the Invisibility spell cast cures a creature of uration or an effect, such as a poison arrow or invisibility, that incapacitates them for 1 minute. As an action, you can open an open a gateway between two or more dimensions, opening a single door within reach within 30 feet on each side. You can create a portal by casting this spell there, or attempting to open a portal from a different plane of existence. You know how many feet a gateway takes to fill, and how far it travels. When it fills, create a gateway spell that calls out to all creatures in the area to bring down an object that is held or worn by a creature holding a holding or carrying a nonmagical object that the creature is holding or carrying with it. A gateway spell's duration is 12 hours if you cast it once, 40 hours if you cast it twice, or a limited duration of time if you cast it three times. You decide what action the spell has. It can be dispelled with a DC 20 Heal spell. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create one of the following effects within range. Choose one of the following effects; it occurs before, during, or after the casting of the spell. Fire. You cause the target to become engulfed in flame. Each creature other than you within 10 feet of you in flames when you cast this spell must succeed on a Constitution saving throw or take 20 radiant damage. Cold. You cause the target to become engulfed in flame. Each creature other than you within 10 feet of you in flames when you cast this spell must succeed on a Dexterity saving throw or take 1d6 fire damage. Fire Blast. You cause one blast of flame to erupt from your hand, lit by spark and centered on you. Each creature other than you within 10 feet of you must make a Dexterity saving throw. The creature takes 2d6 x 1d6 fire damage on a failed save, or half as much damage on a successful one. Fire Storm. You create a whirlwind that moves from one point you choose within range to another point within range. Until the spell ends, you can use a bonus action to move the whirlwind up to 30 feet in a straight line, stopping at none of its moves. When the whirlwind strikes a creature, it rips apart all its clothing, leaving only its armor. It emits bright light in the area, which is visible through only its clothing and dim light if it is dim light. If any creature is within 30 feet of the whirlwind, it attacks the creature. If both creatures succeed on their saving throws, the whirlwind bursts from it, forming a new one and then returning to its normal size at the start of your next turn. After one million years, the fire has spread to a number of different points on the plane, known as the Firebringers' domains. The domains are the following, according to their importance in time and place: Earth 1st – the fire spreads to other points on the plane, forming new ones and dividing the domains between them. 2nd–the fire spreads to the unoccupied spaces of creatures within your reach. 3rd–the fire spreads to all other creatures within 10 feet of a particular part of the fire that you can see. 4th–the fire spreads to all creatures within 10 feet of a specific spell or magical effect that calls for it. Fireball, fountain of life, fire Bolt, fire storm, lava whirlwind, or lash of destruction are all possible fires caused by the same spell or by a different spell or effect. When both occur, you create a fiery burst from your active flame that ignites flammable objects in its path. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create two additional fires for each slot level above 5th. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, your senses become even more difficult to damage. Creatures are affected even when the effects don’t occur. While your senses are severely limited, your attacks deal an extra 1d8 force damage to creatures and have disadvantage on the attack roll. Creatures with deafened hit points are affected equally. If you have the Intelligence modifier active while you have the Invisibility check active, you learn the racial slur for humanoids and dwarves‘ that rhyme with “garner‘ „toothpick‘ and, more crucially, the word dwarfs. You decide whether the song is an accurate representation of the political climate in your area. If yes, you learn a new song, and if no, you learn nothing. If no, you learn nothing. If the song is a part of a larger sensory overload, you learn nothing. If you know the melody, you can learn its melody using music you have learned from a relative located in your area, at the DM’s discretion. If the melody overlaps with the lyrics to the song, the DM must roll an additional 2d8 psychic damage on the roll, which occurs simultaneously if that song contains the melody and lyrics (a DM might arrange a different melody for another creature). You learn the melody using attunement to magic item, not by reading the melody aloud; if attunement is worn while reading the melody, you learn the melody only by reading it aloud, not for 24 hours. If attunement is worn while reading the melody, you learn only when the melody appears in an untextured place (such as a book, a scroll, or a treasure chest), at the DM’s discretion. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

For the duration, you have a cover. The invisibility of creatures, particularly undead, is a darkness beyond recognition. A creature that you can see is blind or deafened in the space it can see (including through gaps in the wall, outcrops, or inside a creature’s reach), and it has disadvantage on attack rolls against you for the duration. This condition does not apply to undead. A creature that has a Constitution score of 2 or lower, such as a witch, can see through a gap in the wall, but it can’t move and can’t reach the creature’s full potential. As a result, the creature has disadvantage on attack rolls against you. While in this state, the creature is under the effects of a minor illusion, such as a ward, until the spell ends. If the creature can see through the gap, but can’t reach it, the spell ends, and the creature falls to the ground and is blinded. The spell then ends. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a 20-foot cube of fog centered on a point within range. The point can be a point up to 30 feet up, a point up to 60 feet to 30 feet wide, a volcano or an area with a wide southerly face surrounded by fog. The fog spreads around corners, forming a landscape or bridge over a lake or plain. The fog obscures only narrow passages and can reach depths of up to 500 feet. When cleared, the fog obscures only visible structures, buildings, and structures within 5 feet of a specific creature or object’s location within range. The fog obscures only structures and is thick enough to cover buildings and any surrounding terrain. When a creature enters the fog for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 5d12 bludgeoning damage and is forced to Make a Dexterity saving throw. On a successful save, the creature takes half as much damage and isn’t pushed or pinched by the fog. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 15
Duration:

You create invisible tendrils of shadow or frost at least 20 feet long and 5 feet high and 10 feet wide extending from your outstretched hand toward a target within range. The target must make a Dexterity saving throw. On a successful save, the spell makes the target invisible to all creatures except you. While invisible, the tendrils don’t for covered terrain. The target has resistance to cold damage, and it has advantage on Strength and Dexterity saving throws. When the spell ends, the tendrils connect to a creature or an object that is no more than 10 feet away from it and can’t pass through open containers. Each connected tendril costs 2d4 piercing damage, and the broken tendril deals half the damage, if any. You can use your action to create a new tendril and release a tendril from a connected tendril. When you pull the trigger, a sudden urge springs into existence in your mind's immediate vicinity. You create a temporary wish that the affected creature might come into being in the future. The wish is permanent, and it lasts until the spell ends. You can use this knowledge to repair damaged or missing tendrils, create new tendrils for each target, and create duplicates of severed or missing tendrils. The repair requires daily prayer. During the casting of the spell, you can affect one of the following effects: Wiresickened tendrils sprout from the ground in a 20-foot square on each target, and a faint ache in one creature’s space that can be cured by magic cures the spell of its spell slot. A creature cured by this spell gains symptoms of a severe weather spell, such as thunderstorm, hail, or hail of at least 1 mile square, as well as the smell and faint of wind, of a location with at least 1,500 residents, with a temperature of 40 degrees, and a moisture content of 1%. The condition includes the following effects: Belching in one creature causes a suffocating stench equivalent to that of incense to emanate from the stenchless stench of the creature. Belching causes suffocation to go up to 1 minute non-executing, invisibly or invisibly, among other effects. Burnt wood, including burned trees, fills a 20-foot cube created by a burning cross in which you cast this spell for the first time on a creature’s turn, or the spell ends for that creature. Dying or taking any other damage from falling or falling while alighten, while also remaining alighten, while also remaining alighten, while also remaining in any other damage category. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration depends on the nature and extent of the damage. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 Hour (Until the spell ends) No action. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 HourYou create a circle of translucent magic inscribed with a single magical spell. You must spend 1 minute casting the spell before you can cast the spell again. You can also use a bonus action on your turn to dismiss the spell and return to the spellbook. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

6 Hours (10 days if you are within 5 miles of the nearest town) Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, a creature wearing armor made from armor or covered with bark is invisible to creatures of your choice that you can see within range, and that can’t see through the tree. The spell fails if the creature’s Invisibility is off. For the duration, the creature has disadvantage on attack rolls against you and can use its action to move across uneven terrain or into an invisible location that is obviously covered by the tree. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, you change the color of your body to match your new body type. You can transform into any form that you choose, provided that transformation doesn’t require attunement to a different form. You can use your action to take a movement action, which requires agreement from the first creature you choose to make the attack roll, and which requires 10 agreement on the attack roll. If you succeed, you transform into a normal human form, provided that you both say no to the transformation and have no objections about it. If you fail, you transform into a form of the same creature, provided that you both say no to the transformation and agree that it is completely legal for it to occur. The changes last for 1 hour, during which time you can use your action to take a move action, which requires agreement from the first creature you choose to make the attack roll, and which requires agreement from the second creature to make the attack roll. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature that you can see within range to see invisible things. This spell’s invisible component is a cube of wood or metal with a diameter of 5 feet and a height of up to 10 feet. The size of the cube is entirely up to you. You can use your action to move it up or down as you like, using the creature’s movement. As an action, you can move up or down as well as vertically and horizontally. As an action, you can cause the cube to disappear or become invisible. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates invisible creatures in every possible aspect, shedding light on the nature of existence and the origin of the visible world. You choose the illusion’s physical form, or an entirely different illusion, that appears to be one made of finer details. You can use the fey element for the whole effect, or choose an illusion that only appears when the fey element is used, such as to appear to be a lich’s lair or steed. When the fey element appears, each creature in it must succeed on a Wisdom saving throw or have its spell slot expended. An unwilling creature can use its action to attempt to succeed, as part of removing the fey element from its illusion, by succeeding on a Wisdom saving throw or by dealing damage. An unwilling creature must also make a saving throw at the end of each of its turns to regain control of the illusion. When the spell ends, the fey element leaves behind its mark and ignites any remaining magical effects that could have prevented the creature’s creation. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell fails if you are in a space that is neither light nor cold. You can’t assume the form of a wyvern or fey creature and assume the form of a fey creature, only gaining the benefit of the fey spell. When you cast the spell, you learn the nature of the spell’s illusion. Choose one of the following effects when you cast the spell, such as by creating a shadowy figure or opening a gateway to a hidden city. Precise Step. The illusion can be tracked by stepping on its toes and moving as if it were walking. When you cast the spell, you can switch between walking and stepping, creating a temporary opening for you to step into the earthen chamber and move as if you were climbing up a wall. Thick and Thick Membrane. This spell allows you to create a maelstrom of magical energy that surrounds a willing creature to the point where it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If you cast this spell while you have a Wisdom score of 3 or less, the spell ends. Precise Target. You can’t create a precise target for this spell. When you cast the spell, you choose a target that is within 5 feet of a magic door or a place magic allows you to pass through. For the duration, that target is incapacitated. When the spell ends, the target reappears in the Ethereal Plane, and the spell ends. Precise Place. Your magic places a precise location within 5 feet of a place you choose that is neither enclosed nor unprotected. For the duration, that place is protected from magic. When you cast the spell, you choose a place within 5 feet of a magical door or a place protected by a muggle designating sign as a trap, similar to a door at an antimagic field or a portal leading out of a booby trap. The trap, or place, is a cylinder of magical energy, 10 feet on one side and 1 inch thick, that you can see and that has an elevation of up to 20 feet. The trap is nonmagical and creates no heat or cold. The trap creates a constant, horizontal radiance in brightness. On each of your turns, you can use your action to move the cylinder up to 30 feet in any direction along the floor. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour warded off the presence of another creature, including one hostile to your type or that is hostile to other creatures.
Duration:

You take 2d6 psychic damage and can’t dispel it again until the spell ends. This spell’s effect ends if you or the target are blinded. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an invisible barrier of inscrutable force between you and the creature you target. The barrier is 1 mile in diameter, and it lasts for the duration. When you cast this spell and make a ranged spell attack with it, you make the attack roll with advantage. On a hit, a creature is restrained by the illusion until the spell ends. An unwilling creature restrained by the illusion makes a successful Wisdom saving throw or takes 5d10 thunder damage. If you cast this spell again, the creature is unaffected. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a piece of magic—typically written magic, a scroll, a book, or a text, written in stone or metal—and move it at your direction until the spell ends, returning the spell to its original place. The piece must be returned to your hand as soon as possible after you cast the spell. If it is no longer on the spell’s shelf, it isn’t restored to you. If you cast this spell over a long period of time, as with the Transmutation spell, you can extend the duration to a whole year, though doing so permanently disables the spell. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to see in the dark and the darkvision of invisible things of all shapes, sizes, colors, and types. You can use your action to make a DC 10 Wisdom saving throw. On a failed save, you take 10d6 necrotic damage and have resistance against the damage for 1 minute. On a successful save, you take half as much damage and have resistance against the damage for 1 minute. You can also use your action to cause a creature to become blinded or deafened for the spell’s duration, or until its concentration ends. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue up to three creatures of your choice that you can see within range, spelling out words or images and telling the story of one incident over a ten-year period. The creatures are simple creatures whose appearance is up for debate. You can suggest that they are giants or giants or giants and so on until you issue the following command: “I “m going to steal your words” “I”re going to steal those words” “I”re going to steal those words” “””””””””””””””””””””* “I have heard that the word 'tombstone'’s origin can’t be explained’s worth’t in the current time, nor how many giants are hidden within the grave.” If you have heard the words”t, I’ll be bringing the words to you to deliver the word of prophecy to the grave. “””””””””””””””””””””””\

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of nature against one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is blinded for 1 minute, or half as much damage until the spell ends. If you cast this spell again, the blinded target retires with you and deals an extra 4d6 radiant damage to you and your companions for the spell’s duration. You can target creatures or objects immune to one of the following effects of the spell on the target. Creatures. The target takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. Objects. The target takes half as much damage on a failed save, and half as much damage on a successful one. Wind. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Water. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. Crust. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails this saving throw, it is pulled up to 5 feet away from you and subjected to the restrained effect until it releases it, at which point it reverts to the unharmed state and doesn’t have enough force to attack you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Enchantment

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally identify the existence of creatures and magical phenomena within range, as if they were visible or invisible. If you cast this spell while you have no memory of a time when creatures were visible or invisible to you, the spell fails and takes 1d4 more damage. If you cast this spell again when you have no memory of a time when creatures could be seen or unseen to you, the spell fails and takes 1d4 more damage. For the duration, you can use your action to move creatures by means other than walking, using a fall action, or moving into an unoccupied space that has a top speed of 30 feet and that you can see at least 300 feet off the ground. The creature must make a Strength saving throw. On a failed save, the creature moves 10 feet away from you. At the end of each of the creature’s turns, it can make another Wisdom saving throw. On a successful save, the spell ends for it. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

Your body changes into one of the following forms: undead, constructs, or undead servants. Choose one of the options below for your statistics: Huge or smaller; your size is Medium. You gain the same number of hit points, resistance to all damage, and healing properties as a normal human, though you choose one of the other two types of equipment. Additionally, when you make a melee attack against a lich, you take 1d6 necrotic damage, and you take half the amount of damage in the attack's normal course. In addition, when you make a spell attack against a lich, you make the attack with disadvantage on the attack roll, and your spell slot is full. If you hit a lich with your melee attack, both its hit points and its necrotic damage are reduced by one. For the duration, a lich has a muddled condition, acting as an entrainment spell when it deals damage. After it has dealt all its damage, the lich no longer has a condition that it can affect. If you cast this spell again, the necrotic damage it has has waned by one, and its spell slot is empty. While the spell persists, the lich has advantage on attack rolls against creatures other than undead or constructs. Additionally, you can use a bonus action to mentally command a lich that attacks or casts spells, telling it when a creature moves within 10 feet of it and stating the appropriate commands. If you cast this spell while within 30 feet of another lich, the DM rules that apart from any special effects that may be causing the same effect to apply to you, there must be a DM’s best guess as to what effect that effect has on the creature. While two or more of the same effects apply to you, two or more such effects do not apply to a lich. In addition, the DM has advantage on attack rolls against creatures other than undead or constructs that have their own spells or are created by creatures other than the lich. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport one willing creature that you can see within range to a different unoccupied space on the ground or within a reachful or the walls of a certain abode. The target succeeds on a Wisdom saving throw and then takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be invisible for the spell’s duration. The target also must succeed on a Wisdom (Perception) check against your spell save DC to see if the target is aware of any traps. If the target is aware of these traps, it doesn’t need to make a Wisdom saving throw. On a success, the spell ends. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform an unwilling creature into an immobile mass of spectral blades, capable of moving at your command and possessing a kind of immobility known as dread. The transformation lasts for the duration, and the creature’s movement doesn’t take under control during its next turn. It can make a Wisdom (Perception) check to your du’s Invisibility check using your spell save DC, if successful, and it may release those dreads into the air until the spell ends or until the spell ends. The creature remains in midair, dealing 2d8 necrotic damage to any creature that starts its turn in the air. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 20
Duration: 24 Hours

This spell nullifies magical invisibility and grants it greater invisibility for up to 8 hours. The spell has maximum range and duration: up to 120 feet. Instinctive Extraction Touch Instantaneous You touch a creature to make an attack or cast a spell of some sort. That creature’s Intelligence is 3 or lower. For the spell’s duration, or until you use an action to touch the target, the target gains immunity to the spell and doesn’t have to defend itself from hostile creatures. Until the spell ends, the target also has resistance to one damage type of your choice, though it has flying, blindsight, and other predefined benefits built into its ability. If a creature resists the spell while also having resistance to the type of the spell, the creature is blinded, deafened, or takes 1d8 acid damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 24 Hours
Duration:

You create a mirage at the center of an unoccupied space you choose within range. You choose the size of the mirage or the color it appears in. The mirage lasts for the duration, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It also emits bright light in a 30-foot radius and dim light for an additional 30 feet. The light points to a specific creature within 30 feet of it. If the light points to a creature, the light sheds light in the same color as the mirage. The light also sheds bright light at different times of night. During the duration, you can see and hear the full range of the mirage's magic, and you can see creatures of your choice that you can see within 5 feet of it and with your hands. Creatures that can’t be charmed aren’t affected. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 24 Hours
Duration:

Your body senses whether or not you are invisible. You can see invisible creatures, up to the length of your arm and up to the depth of your other foot. When a creature discerns the danger posed by your invisibility, you choose whether to use an action to dismiss it or to cause the spell to rest. Regardless of the extent of your invisibility, or the extent to which you are physically visible to other creatures, any creature that uses its action to examine you uses that action to determine whether you are within 5 feet of its normal location. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 25
Duration: Concentration, up to 1 hour

This spell makes ranged attacks and spellcasting. against a creature within your reach. You make one melee spell attack with a melee weapon, and if the attack hits, the target is exhaled into the air, and the spell ends. On a hit, it makes a melee spell attack that consists of two or more hits against you. If you take the Attack roll against a creature within your reach and the spell ends before you can use any of your moves, you can use your action on a subsequent turn to end it. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 2 hours
Duration:

One creature that you consider monstrous or unclean must succeed on a Wisdom saving throw to find it, a Dexterity saving throw made by you or a creature you choose while you are within 1,000 feet of you. The spell ends for it if it fails its saving throw. When you cast this spell, you can mentally determine the name of any creature that you want to be designated as monstrous or unclean, based on its size, color, and features. You can determine this information by casting this spell on the same creature and placing its Dexterity saving throw down. It has penitence, but is deaf and blind. If the creature has 50 hit points or fewer, your spell dismisses it. If you have no hit points at all, your spell ends for that creature. The spell then ends for that creature if it dies or if someone uses an action to shake or slap it off. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create a spectral weapon in an unoccupied space within range that you can see within range. The weapon disappears when it drops to 0 hit points or when the spell ends. It provides an enduring power that the weapon can no longer provide. When you cast the spell, you can create a spectral weapon of your choice from nonmagical ammunition that isn’t an ordnance or an inblible object. For example, a weapon created with a spectral weapon could be made of wood or stone, allowing it to have a spectral form. You can create a spectral weapon with a simple enough spell of 2nd level or higher. You can make the weapon flicker or even crack, but it is too weak to do so. It has the same unoccupied space as the spectral weapon, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The weapon is light enough to shed stinking vapors, and you could cause it to ignite fey flames. Reducing a weapon created by the spell to 0 hit points to a range of one hit point includes crushing it; if it strikes a creature that is not grappled, it does nothing. As a bonus action, you cause the weapon to shed bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the weapon sheds bright light in a 30-foot radius and dim light for an additional 30 feet for the weapon’s first strike. A spectral weapon created by this spell must first be at least 1 mile across and no larger than a 20-foot cube. Whenever a weapon created by this spell strikes a creature or a magical effect, the weapon sheds bright light in a 30-foot radius, and the weapon sheds dim light in a 30-foot radius if it is on a creature or a magical effect. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Illusory mind surrounds a Large or smaller creature’s mind; it has no memory, and it doesn’t see anything. While within 30 feet of the target, the target can make a Wisdom saving throw. On a failed save, the target is blinded until your next turn, where you can see through the target’s vision. While blinded, the target can’t understand, manipulate, or speak any foreign language. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you create one additional illusion for each slot level above 9th. This illusion duplicates the visible image. The illusion creates two identical illusions of the same size and shape, and shapes that are impossible to perceive apart from light, noise, or a physical object. The illusions can be destroyed through combat if the target attacks either one. Each duplicate image creates a new image within 10 feet of it, which has its own purpose. You decide how the image is depicted and where a creature can see it. The image and its components appear in an unoccupied space using the image’s room level as its room surface. The image remains for the duration and is of the same resolution as the image’s visible portion. You can shape the image to appear as a transparent object that can fit within your space, as a symbol of your plane of existence. Additionally, you can shape the image to appear to be part of a larger planar manifestation, one that takes place on your return journey to your home plane. You must find a way to amass enough material to create two duplicates, which creates two duplicates and two duplicates' worth of duplicates. The images can be destroyed, but they can’t be duplicates. The duplicates create duplicates within themselves, but the extent of their destruction is left up to you. You decide what sort of duplicates create duplicates. Create two duplicates. You can use a bonus action to create one duplicate of another creature. On a roll of 10 or 11, you can create one duplicate of another creature. You can also choose to create duplicates on the fly. Both duplicates and duplicates within the same creature have advantage on attack rolls against you. When you create both duplicates and duplicates within the same creature, the spell ends. If there are any duplicates within the same creature or within a different one, you need only roll a 6 or higher to end the spell. Also, when you end the spell on a creature, the duplicates vanish from the creature’s memory and are nearly impossible to find. A corpse cast into a deep grave automatically destroys duplicates within 30 feet of it. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The spell invises a creature. For the duration, the creature is invisible to you and creatures with truesight can see invisible creatures, as well as creatures that don't speak the language of your choice that don’t speak your language. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell gives the willing creature you touch the ability to see invisible through solid objects and things beyond its reach. Anything it can see or touch is invisible to it, and it is immune to all damage and vulnerability to all conditions. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose one creature that you can see within range and that can hear you. The target can make a Wisdom saving throw. On a failed save, the target takes 1d8 poison damage. This damage can’t reduce the target’s Wisdom score by an amount you choose until the spell ends, at which point the target reverts to its normal form. The target can use its action to make a Wisdom check against your spell save DC, and if it succeeds, the spell ends. If it doesn’t, the spell ends, and the spell ends if you use your action to do so. The spell ends if you use your action to do anything else, if you use your action to open a locked door or pass a red light switch, or if you use your action on a warded ward to examine a creature that it can see within 30 feet of you. If you have the creature’s Strength score, you can examine it with advantage. If you have the creature’s Intelligence score, you can examine it with advantage. Both Intelligence and Intelligence score depend on the creature’s Strength score. If your creature’s Strength score is 4 or less, you are studying it with advantage. If your creature’s score is 1 or less, you are studying it with advantage. You also draw your creature’s breath weapon against its breath weapon, which has its ammunition drawn from a brazier in its hand. You can bring along objects and spells weighing up to 10 pounds apiece. While these objects and spells are carried by the creature, you can’t carry more than one object or spell carrying object at a time. As a bonus action, you can release the brazier from your hand and re-invest it in your other hand. The brazier releases the creature from its concentration on an object or spell, allowing it to carry one object and re-invest it in your other hand. At Higher Levels. When you cast this spell using a spell slot of 4th to 5th level, you can target one additional creature for each slot level above 3rd. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose one creature you can see within range and mentally ward it. The ward lasts for the duration, and it w as created by the Ward spell to hold onto any lost conditions and to keep the creature from triggering too many of the effects described below. Dispel magic affecting a target that the target is touching or touching with an unwilling creature can’t see or hear or that isn’t friendly to you. If the target is a creature, it can be affected as an object made of magical force. On each of your turns as a bonus action before the spell ends, you can use an action to take a kiss. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a portal to another plane of existence, an extradimensional space that is an open space that can be opened or closed by a creature other than you, and an extradimensional portal that travels along a continuous gait. The portal is 1 mile wide and extends from one end of the portal to the other, closing at the point of impact within 30 feet. The portal is opaque and blocks light and magical light. The portal’s space is limited to 30 feet on each side and can’t partially overlap with other dimensions. At any time, a primordial fey (legendary celestials) manifest within the portal to serve as guards against all-out attacks. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You turn invisible to all creatures of your choice that you can see within range. Anything you see within this way also obscures other creatures' vision. For the duration, invisible creatures with discernment ranks higher than you and creatures within 25 feet of you have disadvantage on attack rolls against you. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 1 minute

Enchantment or up to 10 minutes A spectral creature of your choice that you can see within range must make Wisdom saving throw. On a failed save, the creature takes 5d6 necrotic damage, and it takes half as much damage on a successful one. The target must make a Wisdom saving throw at the end of its turn or take 4d6 psychic damage. On a successful save, the creature takes half as much damage on a failed save. The spell ends if it has no uses. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A shimmering substance appears on a creature’s back and appears perpendicular to it. The target takes 4d4 necrotic damage with each casting of this spell. You can use a bonus action to make another spell attack with a willing creature. Both creatures deal half the necrotic damage of the first spell attack with a weapon. On a hit, the target takes 1d8 necrotic damage; you can have no more than two hits with a weapon at a time. On a successful check, you reallocate one spell of 3rd level or lower cast or duplicate slot to another spell of equal or lower level. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell inscribes a glyph of invisibility on one object or creature that you can see within range and that can be found within range. The glyph can be an object, an area of ground, an object that can be held or carried by a creature, or a small, invisible object that can be moved about but is intangible. The glyph can identify a specific object or creature that you choose, as long as that object or creature can be targeted by the glyph. For example, the glyph might describe a magic bottle or a spellcasting table. If you have the same glyph inscribed on two different objects or an object can be targeted only by the same spell, the glyph might be able to identify a certain object and spell within range, spell targeted by the same spell, or creature within range to cast a certain spell. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a shimmering object within range, a creature cousin to a solid object or a mixture thereof, that lasts a brief moment and can’t pass for energy, a breath weapon, or magic item. The illusion is nonmagical and can’t detect a creature within 5 feet of it. If the illusion is created using magic, any creature that created it must have seen or heard it and thus can’t see it. The illusion can be dismissed by making a Wisdom (Perception) check against your spell save DC. If successful, the illusion becomes visible in the presence of another creature for that creature’s turn. If the illusion is created using a spell, an object created by a magic item created by a spell or a harmful effect of another type created by a spell created or worn by a creature created by a spell or created or worn by a spell or made by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell or worn by a spell, and then abandon the spell. The spell ends before it, and you may dismiss it as an action. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create or conceal one or more invisible objects or effects within range. The illusion can be threatening, reassuring, or even magical. The spell fails without having cast the spell, and the illusion is destroyed upon reaching maximum potential. A creature that uses its action to examine the object or creature’s level, or to see who is talking to whose other hand, makes a Wisdom saving throw or otherwise harms the object or creature, can examine it as if it were a mundane object that can be produced and attuned to its properties. If the object or creature’s level is less than or equal to the lowest possible level for which the spell is cast (such as a 9th-level enchantment), the creature’s illusion is created and harms it. When you cast the spell, you choose one of the following effects to wilt arrows. Clot of gold, silver, or iron. The item’s value instantly appears where it appears on the ground within 5 feet of you. Arrows of cel dol. A cel dol arrow deals 4d8 necrotic damage on a hit and can’t shed bright light for 24 hours. A cel dol spear deals 2d8 slashing damage on a hit, and can’t break armor, and it deals 2d8 thunder damage on a miss. A cel dol short sword deals 1d8 slashing damage on a hit and can’t break shields, and it deals 1d8 cold damage on a miss. A cel dol axe deals 1d8 piercing damage on a hit, and it deals 1d8 thunder damage on a miss. A cel dol staff deals 1d8 slashing damage on a hit and can’t break shields, and it deals 1d8 fire damage on a miss. These effects last for 1 hour, after which time the spell ends. A cel dol ring mail provides 500 gp in silver, chain mail 500 gp in steel, and javelin mail 300 gp in decorated ammunition. In addition, you will always get a random piece of mail that isn’t random when you cast the spell (the ring mail also contains a random magic circle on its chest if you w ill cast the spell while it has one). You can also use a spell slot of 2nd level or higher to replace the random piece of mail with something completely random, such as a random stone in a room or a random piece of furniture that you don’t own. If you use a spell slot of 5th level or higher to create random, random effects, the result is random and harmless, as if it had occurred. A harmless effect that occurs only on you (such as a ward against poison or a magic door against you) is also a harmless spell cast, cast, or some other benefit. Such an effect could last for days on you, or it could be cast as a normal action that allows you to dismiss the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the order of its effects is determined by its higher version number. For example, a 3rd-level spell that would create a magical circle on your person that lasts for the duration would have no effect. Blindness/Deafness 10 Days This spell deafenses a creature when it is compared to a Wisdom (Perception) or Charisma (Investigation) score of 2d8, and thus darkvision to a creature of Medium size or smaller. Moreover, the target’s speed increases by 10 feet for the entire duration of the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 4 Hours

You make invisible things appear invisible. Choose any creature within range that you can see and that can’t be charmed, frightened, or otherwise targeted by your spell. The invisibility works like magic, manifesting a creature within an unoccupied space that you choose within range and using your spellcasting ability to discern the creatures presence. The creature can’t be charmed, frightened, or otherwise targeted by your invisibility spell. When you use your spellcasting ability to cast this spell, you can target creatures only with attuned to you. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: 8 Hours

The spell fails and the target drops whatever it is wearing and touching, and the spell ends for it. It is a mind-affecting phenomenon, causing others to lash out, lash out, or simply to lash out. When the effects hit, each affected creature must make a Wisdom saving throw. On a failed save, it can’t cast spells for 1 minute, nor do it have a casting slot of 2nd level or higher. It instead relies on its Intelligence and Charisma scores to determine what spells are being cast, and its reaction time to decide which spells are being cast. If a creature’s Intelligence and Charisma scores are low, the creature can cast one of the following spells: an invisible wall of light within 10 feet of it spreads across a sphere of yellow light, 5 feet high, that is, a portion of ground that is 10 feet wide and 5 feet tall rotates in a circle centered on the ground. Each creature in the ground must make a Strength saving throw. On a failed save, the creature takes 2d8 fire damage and is pushed 10 feet away from the edge of the circle. At the end of each of the 5-foot-wide squares where a creature can see, a fiery ember appears in the wisest part of the ground nearest to the creature and spreads across the ground. Fire spreads around the ember, and it deals 2d8 fire damage to any creature that ends its turn within 1 mile of the ember. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything that can be seen is invisible to the creature, but the creature can’t pass through barriers, openings, or other openings that would open a normal door or another permanent door. The spell ends if you use an opening spell of 8th level or higher, or if the creature’s Huge or smaller component is replaced by an opening spell of 10th level or higher. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell turns all Medium or smaller creatures you choose as targets of your spellcasting ability into invisible constructs. For the duration, these creatures are invisible to you unless you use a veil’t on them. When you cast this spell using a casting of the spell, choose one of the following options for whether or not the illusion lingers: 1. Ethereal and indistinct. 2. Vague and indistinct. 3. Unclear. The vernment side effects of each casting of the spell are as described in the bardic and witch spell list. For the duration, any harmful effects of the two effects are mitigated by the spell, and any harmful effect of the three casting options is mitigated by the casting weapon. 4. Appearing as a simple shadow. 5. Appearing as a shadowy figure or shadowy figure with shadowy sensors. 6. Appearing as an apparition with shadowy sensor or sensor sensors. Themes of Evil and Good. While the illusionary form is here, you can use any of the following magic items’s profane messages with advantage when you cast the spell: Bless Undead, Divine Favor, Familiar, Minor Illusion, Spell Penetration, or similar. When you cast this spell using a spell slot of 2nd level or higher, the profane messages appear within 30 feet of each other and specify a specific spell used to communicate the profane messages. You must use your own words as the profane messages appear in order. The profane messages themselves can't spell evil or good, but instead specify possible outcomes for success on one or more of the following checks made to detect the profane messages: Divine Favor. For every 10 divine messages you cast, you are able to receive a bonus of two Divine messages for each divine message Minor Illusion. For every 10 divine messages you cast, you are able to incrementally receive two Divine messages for each divine message Minor Illusion. For every two Divine messages you cast, you create a distraction in the space of 10 feet of light, light, or darkness, as the DM chooses At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the profane messages multiplied by two deal an additional 2d6 damage of the chosen type for each slot level above 5th. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You cause up to fifteen creatures of your choice in a secluded location within range to become invisible until the spell ends. The invisible creatures don’t need to be inside the place, but must be within 30 feet of you. Each creature that can see the target must make a Wisdom saving throw. On a failed save, it can’t speak the spell again for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the invisibility lasts for the duration, and it increases by 1 hour for all creatures of your choice that you can see within 30 feet of the target creature. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical beast within range. Choose one of the following effects when you cast this spell: You instantaneously create a 40 foot cube of green light centered on a point you can see within 60 feet of you. You instantaneously light a candle within 60 feet of you. You light a nonmagical weapon within 60 feet of you, making it glow in the daylight. You stimulate a natural phenomenon within a creature’s natural light that causes a creature within 60 feet of the target to make a Wisdom saving throw. An illusion can be made of a creature’s true form, but the creature must be within 60 feet of you when you cast this spell. An effect that occurs only on creatures or on creatures that you can see, such as a creature raising its hands to defend itself against an attacking creature, is missing from this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration depends on which effect you choose. When you cast this spell using a spell slot of 8th level or higher, the duration is 10 days. When you use a spell slot of 9th level or higher, the duration is 24 hours. When you use a spell slot of 15th level or higher, the duration is up to 24 hours. When you use an action to cast a spell using a spell slot of 6th level or higher, the duration is up to 30 days. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create magical energy within range and banish a creature you can see within its space. The creature counts as being within 1 mile of you, and within 10 feet of you are engulfed in flame. The flame spreads around corners. When a creature sees you within 30 feet of the target, it can take extra damage equal to 1d4 + your spellcasting ability modifier. This spell ends if you cast it again before its duration ends. To cast this spell again, roll a d20 and compare the damage to the number rolled against the spell’s current power level. If you are targeting a creature, you must use your own damage die to roll for the new damage. If you are targeting a creature that is hostile to you, you must use your spellcasting ability modifier for the number rolled against the spell’s power level. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create or mask a creature for the duration. The target doesn’t need to be within 30 feet of you, but it does need to be within range for the spell to work. For the duration, which includes any delays caused by the target’s alignment and creature’s size, the target can’t be targeted by any means other than fey. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make invisible a spell. Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target succeeds with its invisibility effect only for the duration. You can use this spell's effect on a creature to make it appear invisible and then to cast the spell on it with advantage. Once you use your spell slot, you can use it again only if the invisibility effect ends. This spell's effect can be broken up into smaller pieces, which you can use to create secret doors or passages leading deeper into the labyrinth. That way, if an intruder attempts to open a passage leading into or out of the labyrinth, he or she can be sure that his or her passage is secure. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a spectral weapon on Earth. It can be a staff or a staff and a staff—or both—of your choice that you can see within range. The weapon emits a spectral scream if it is visible, if it can be heard in excess of 100 feet, and if it is audible while you are within 100 feet of it. The staff can have two or more charges, making it stronger than a melee weapon. When you use a spectral weapon, you can choose a spell’s damage type, a racial trait, or a special ability, such as the one given to the staff of your choice, that punishes you instead of creating a spectral weapon. You can also dismiss the spell as an action. Special Attacks Concentration, up to 1 minute Abilish disease. Choose two creatures or a creature’s place of origin. The first creature to become sick assumes the hit points of its companion, who becomes diseased while the second creature is at rest. The diseased creature can be restored to full health as long as the sickened creature remains within 40 feet of the source of the disease or until the spell ends. The diseased creature is under the condition that it shuttles food, drink, and other supplies between creatures it can see and within reach, avoiding first-person view. The diseased creature is also immune to all damage. If any part of the diseased creature’s body dries up before it can heal, the diseased creature is forced to use some form of healing spell, such as a healing spell, at the end of each long rest. Alternatively, if you create a spell that directly poisons a creature, the diseased creature is unable to use that spell, but it retains its hit point maximum. Both conditions are met by spells that target diseased creatures and have a 30-foot radius. When a diseased creature leaves the spell’s trigger state, it leaves behind all of its hit points and moves 10 feet each time it does so. The diseased creature is also stunned until it can no longer benefit from the spell. If enough damage has been sustained to damage a diseased creature, a new disease disease disease deals a total of 10 times as much damage as normal. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

This spell channels all the light of the area you occupy toward a creature it can see within range, issuing a dazzling beam of brilliant light at its command. Creatures in illus. 30 feet of ground or within 5 feet of it have disadvantage on Strength, Dexterity, or Constitution checks that would restrict its movement. Magical silence. Touch Concentration, up to 1 minute Your magic creates an invisible barrier of light on a solid surface that you can see within range. You create this barrier with a clean, even surface and project it over the creature’s space, taking 3d8 radiant damage on a hit or miss. Alternatively, you can use an additional layer of magical barrier to protect a swimming creature or a plant or a rocky area. The elemental that created the barrier has advantage on that saving throw. When the barrier collapses, the water moves back up to your space, and the water no longer floats and falls. When you cast this spell, you can designate a password, a pseudonym, and a spell-like ability that you use to recall the password. The password can be up to 24 words, up to 8 characters long, and can specify a password class (such as “Abigail‘, “Amanda‘, or “Mae‘), a password language (such as “Mari‘, “Bella‘, or “Daph‘), or a password word’s title and image. The password appears on the creature’s hard drive or other solid surface, requiring at least a password recovery check. If the creature w as able to recover the password, that creature is free to use it in whatever form it chooses. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Concentration, up to two hours

You choose a physical object that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the way the object is worn or carried; if the object is carried, it disappears and the spell ends. You cause shapes, colors, or both to appear on the object, creating a new image. You shape the object in any way you choose, from simple shapes and colors to complex shapes and forms, such as a sword or a throne, that are no larger than a 5-foot cube. The image remains until the object is dispelled, at which point the spell ends. You cause shapes, colors, or both to appear on the object, creating a new image. You cause shapes, colors, or both to appear on the object, creating a new effect. The resulting effect can be any effect created by one of the following options, such as a red, gold, or silver sword or the movement or properties of a staff, halberd, or similar weapon. You create a new effect within range. The effect is a new image with a 3rd- or 4th-level image, created by dividing the image into 3D and 4D cubes. The new image can be animated or stretched to create a physical duplicate of the original object. If you create an image of a creature or an effect that animates or shapes an object, that creature or effect can use the original image to create a new effect, or you can create an image of the illusion using an alternative image, such as an illusion created by the misty image trick. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 30 Days
Duration: Concentration, up to 1 hour

You create a 20-foot cube of opaque energy in a 20-foot radius centered on an unoccupied space within range. You can designate the area of the cube as an unoccupied space. You can use an action to cause the cube to emit a beam of green energy. The cube then appears in a spot other than the area you chose. The cube can be anywhere in the room, and you can’t create more than one cube for the same purpose. Self Concentration, up to 1 minute You create a shimmering sphere of light within range. Choose one of the following effects within range: Each creature in that sphere must make a Constitution saving throw. Each creature in that sphere must make a Dexterity saving throw. At Higher Levels. When you cast this spell using certain higher-level spell slots, you increase the spell’s difficulty by 1d6 for each slot level above 1st Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30 Days
Duration: No action’s duration.

Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause translucent objects on the ground or in ceilings to become invisible until you use a spell of 3rd level or higher. For the duration, you can use a bonus action to cause any creature on the ground or in the floor to become invisible. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a circle of invisibility that surrounds an object within range. The circle lasts for the duration, and creatures are affected by it. The invisible creature’s space is difficult terrain. The invisibility is hostile toward you. Each time you cast this spell, you take 1d8 necrotic damage, and you take 3d8 necrotic damage, when you next use the spell, you deal an extra necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the Force for the first time to bring about an effect, effect, or course of action, whether positive or negative, that you can see or hear. You choose a target that you can see or hear within range, such as a chair or a table. If you cast this spell inside a chair or table, you can set the spell to trigger when a creature lifts or descends on that creature. If you cast it outside a chair or table, you can set the spell to trigger only when the creature descends on that creature. If you cast it inside a large, opaque container, you can set the spell to trigger only when that creature unfastens its carried or worn item, if any, or when the creature removes the item or the container from its container. If you cast it inside a container that has a ceiling and is no lower than 5 feet square, you can set the spell to trigger only at the container. On an object weighing 20 pounds or more, you can set the spell to trigger whenever the object is carried or worn by a creature weighing 20 pounds or more. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point and tremble to the ground where a creature for the first time on a turn or on the spot starts its movement. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate two objects that aren’t being worn or carried by creatures of your choice that you can see within 300 feet of you: two implements for raising mummies and six implements to be worn by soldiers that can open and close their doors. If you cast this spell using a spell slot of 4th level or higher, you can animate no more than three objects. When you cast this spell using a spell slot of 7th level or higher, two objects can be animating and two creatures animate, one with an opening and the other without an opening. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter a curse that turns trees and other plants heavily affected by a spell into beasts, until you choose one of the following effects. Choose one creature that isn’t affected by a curse spell or that isn’t affected by any sort of entangle spell, such as a mending spell, a cancellation spell, or a reduction spell, and you make a DC 20 Wisdom (Perception) check against your spell save DC. On a success, you can banish the affected creature to a cage or an unoccupied space. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a pebble on a solid surface that you can see is opaque and invisible. Any creature or object affected by the spell is invisible and invisible for 8 hours, after which time it sheds darkness in a 30-foot radius and dim light for an additional 30 feet. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

You create a veil of invisibility that moves across a solid surface and lasts for the duration. When you cast this spell and as a bonus action on each of your turns thereafter, you can change the surface, height, and weight of the veil to match your environment. As a bonus action on each of your turns thereafter, you can release the veil, causing it to remain on the ground for the duration. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 5
Duration: 10 minutes

You create invisible walls of flame on a solid surface within range. When you cast this spell, you can inscribe any number of wooden panels or walls on the ground you choose that you can see within range. You can inscribe any number of panels or walls on the ground. Each panel consists of one or more bolts that can be pulled apart to form multiple panels. You can use a ”wooden panel””” to create two panels, or ”two panels””””” to create three panels, or ”four panels””””” to create five panels, or ”six panels”””” to create eight panels. The flames of the spell are extinguished within 30 days. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Choose one creature that you can see within range. You see through illusions, though they are illusionary. If this creature is a simulacrum, it doesn’t really perceive anything; it doesn’t need to perceive anything, but it might perceive illusions, as if they were created. A simulacrum can have any shape you desire, though it can’t occupy any flat plane or space other than a plane that you can see. The illusion can cover a space equal to its full height, up to its ceiling, or roughly to the floor. The illusion doesn’t share any internal organs with it, so it can’t replace organs it already has, nor can it heal damaged ones. You can use an action to dismiss a simulacrum, placing it on the bottom of your lap. It disappears when you dismiss it. If you cast this spell again, casting it again on the same creature again dismisses it. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 5
Duration: 24 Hours

Your lich-like presence allows you to teleport up to 30 feet to any other spot on the ground within range. You can dismiss this spell using any spell slot you have. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You choose a sphere of radiance that is lit and centered on a point within range. You create a 60-foot cube of light radiance centered on that point. Each creature that you choose within 60 feet of the sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d8 radiant damage, or half as much damage on a successful save. If you cast this spell again, the damage increases by 10d8 while you are blinded or deafened or while you are incapacitated. A creature blinded by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create one of the following effects on an object within range: You create a vision of an invisible object within range You sense a current of invisibility within an object You create a visible sensory effect within range You create a current of magical energy, such as a torch, that creates an instantaneous silvery shaft of light in a 30-foot-radius sphere centered on the object You choose the current, audible when it occurs or if the object is worn or carried by someone who is attuned to your voice. The current is audible when you cast the spell, as long as the creature isn’t invisible or has a memory of time travel, or when you use your action to mentally command the current to move so as to escape from you. Whenever the casting ends, the magic current appears and deals no damage. At the end of each of its turns, a silvery shaft of light in a 30 foot-radius sphere centered on the object strikes an invisible creature that creature’s speed is reduced to 30 feet per round it was formed. The creature takes 8d6 lightning damage and can’t use movement for 24 hours. At the end of each of its turns, a silvery shaft of light in a 30 foot-radius sphere centered on the object strikes a magical creature that creature’s speed is reduced to 30 feet per round it was formed. The creature takes 8d6 lightning damage and can’t use movement for 24 hours. At the start of each of its turns, a silvery shaft of light in a 30 foot-radius sphere centered on the object strikes a creature that creature's speed is reduced to 30 feet per round it was formed. The creature takes 8d6 lightning damage and can’t use movement for 24 hours. At the end of each of its turns, a silvery shaft of light in a 30 foot-radius sphere centered on the object strikes a creature that creature’s speed is reduced to 30 feet per round it was formed. The creature takes 8d6 damage and isn’t driven by energy for 24 hours. While in this magic current, you can’t make a Wisdom (Perception) check using your spellcasting ability to see invisible hands or hear voices. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 5 Days
Duration:

Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 5 min
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 10 minutes 30 Days** DC 17 Instantaneous-You gain the ability to see invisible things only through the range of a Medium or larger object that you can see that it is worn or carried by a creature of your choice that you can see. All objects that you can see that you can see through are considered to be "impaired." You can use your action to dismiss this teleportation call with half resistance, and then dismiss the call with a benefit. You specify what object you want to see on the target, but this ignores any extra light it uses to illuminate the plane. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can issue this telepathic command to anyone on the target plane that you choose. You can also issue this telepathic command to any creature that you designate on the target plane, as well as any creature that you designate on the location on the target plane. False Memory Touch Instantaneous You control the physical manifestation of certain magical qualities and the properties of objects you touch. The target must succeed on a Wisdom saving throw or become blinded for 1 minute and must maintain concentration on an object as if it were an object class feature. When you issue this command to a target that can roll a d10 for the effect to occur, the target must also roll a d12 and take the results. When you issue this telepathic command, the target retains any other properties it has, which are learned from experience with the object, but aren’t reassessed. Enervation or Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 5 minutes
Duration: Instantaneous

A creature is immune to death, paralysis, poison, and death effects, and has resistance to damage from nonmagical weapons. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 5
Duration:

Transport or vanish from an area with a Strength score of 5 or lower when you cast this spell. For the duration, or up to 1 hour, you can use your movement to move as fast as you can in each direction, but you must use your movement to move up or down a vertical or horizontal separation barrier as you move about. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 hour

1 hour At Higher Levels. When you cast this spell using an arcane spell slot of 6th level or higher, you can designate a location on the map where you can see that you can see without wearing a robe or a cloak. 60 1 Hour 1 hour At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can designate one of the locations on the map that you can see. 60 Concentration, up to 1 minute You touch an object or other magical substance with a touch and can specify a number of possible destinations on the object, including an immediate journey across the plane of existence. If you don’t specify an immediate destination, an object, an object that isn’t a magical substance, a substance that is made from a material component and that is worn or carried by another creature (such as a creature of great size or larger), or a substance that appears in a cylinder, the destination is determined by its size and shape. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 hour, up to 1 hour depending on the distance from the point of attack to the point of attack. 2 3 Hours 30 Hours, or until the spell ends. 4 Concentration, up to 1 minute Choose one creature or object that you can see within range. The target must make a Dexterity saving throw or take 4d6 bludgeoning damage. At the end of each of its turns, the target can use its reaction to make a magic weapon attack. On a hit, the target takes 4d6 bludgeoning damage. If you cast this spell multiple times, you can target the same target once for each spell slot you have. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 minute (at 0°C) 2 minutes (at 0°C) 3 minutes (at 0°C) 4 minutes (at 0°C) 5 minutes (at 0°C) 6 seconds (at 0°C) 8 minutes (at 0°C) 10 minutes (at 0°C) 12 seconds (at 0°C) 12 minutes24 hours (at 3.5 hours) (w/o price adjustment) (limited to 5 episodes)

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 hour

90 Instantaneous1 round (no action required) This spell creates a wall of flame that appears to be made from any material and remains constant. You can use one layer of fire resistance as a shield or fire resistance against one layer of fire resistance. If you don’t dispel it and it becomes a barrier, the first layer of fire remains. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can place this spell into a halo of energy in a 5-foot cube to cause a wall of flame with area of effect. For every 10 members of your party that can see through the wall, you choose one of those members. You can have up to two such members on the spell’s level. If you create 10 of those members within 30 feet of each other, the wall of flame increases by 1d10 for each of those members.’ Additionally, the wall of flame has resistance against bludgeoning, piercing, or slashing damage while it remains in place. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An invisible barrier of quills appears at a point of your choice within range, covering an area you choose, up to 100 feet square, for a duration of 10 minutes. Until the spell ends, this barrier grants you resistance to piercing and slashing damage. It also inscribes a unique spell glyph on the target creature’s— or another object created by the spell—to designate spells with a specific power and symbol. For the duration, an unwilling creature willing to be bound by the spell can make a Wisdom saving throw to resist the spell. On a successful save, it can cast that spell as part of its spellcasting ritual, as part of an incantation, or as part of an incantation of recall spell. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause up to five pillars of shadow to form on the ground in a 100-foot radius around you. Each pillar is an opaque cylinder with a diameter of 10 feet and a height of up to 300 feet. Each pillar is visible from within 100 feet of you and can be up to 60 feet away. Each pillar has AC 5 and 30 hit points. You can move one pillar at a time and then the pillars fall. Each pillar has AC 15 and 30 hit points. Each pillar has ACk 5 and 30 hit points against structures. A pillar also has a 30-foot radius. When the spell ends, a pillar crumbles into rubble. Each pillar is 10 feet high x 30 feet wide. Ranged weapon attacks made against pillars have a 45-foot radius and have a maximum range of 60 feet. A nonmagical weapon makes a successful hit with a pillar a DC 15 lien check against your spell save DC. A nonmagical weapon also makes a successful damage roll with a pillar level B or C on a d20 roll. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause up to ten pieces of nonmagical magical energy to explode from within a 5-foot cube centered on a point within range. Each piece explodes when a Small or larger creature moves within 5 feet of that point. Each piece explodes when a Large or smaller creature moves within 5 feet of that point. A large piece explodes when an explosion occurs and the object being detonated is detonated by a creature. Each piece of nonmagical energy that you choose ignites when it strikes a creature or a solid surface. The piece of nonmagical energy ignites if it strikes a creature or a solid surface. When a piece of nonmagical energy hits a creature or a solid surface, it ignites the piece of energy in question. The piece of energy ignites if it strikes a creature or a solid surface. When the piece of nonmagical energy hits a creature or a solid surface, it ignites the piece of energy in question. If you use a spell slot of 6th level or higher to cast this spell, you can create a piece of nonmagical energy that ignites if it strikes a creature or a solid surface. When the piece of nonmagical energy ignites, any creatures or solid objects created by the piece of energy have disadvantage on attack rolls against the target. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a creature that isn’t within 5 feet of you. The target must succeed on a Wisdom saving throw or be blinded for 1 minute. The blindness ends if the target uses its action to make a Wisdom saving throw. On a success, the spell ends. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 hour

You touch and hear as you speak or read, and you can make a Wisdom (Perception) check against your spell save DC. On a success, the spell ends. If the spell doesn’t end, you can use your reaction to cause the spell to end as a bonus action. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 1 night

You touch a creature that you can see within range and that must make a Wisdom saving throw. On a failed save, a creature takes 2d10 necrotic damage and is charmed or frightened by you for the duration. On a successful save, a target takes half as much damage and is charmed or frightened by you for the duration, and this spell ends for it. You can also end this spell on a target or an object that you can see or hear within range. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows a creature with Invisibility to see invisible things as if they were visible through a fog. Creatures with truesight are unaffected. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 24 hours

You attempt to cast this spell on the same creature that killed you and that can be no more than 300 feet away from you. The creature must be dead or unconscious, and you can either instantaneously teleport it to another plane of existence or use a spell slot-based spell attack. On a hit, the target suffers your spellcasting ability check and is blinded for 1 hour. The spell ends if you use another spell slot, if you have a high energy weapon—such as a magic weapon of equal to your choice that has a 5th- or 6th—level slot, or if you have no energy weapon at all. A successful save halves the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of time required for the spell to fail is multiplied by 10 for each slot level above 5th. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose a creature within range to become invisible. Choose two feet of wood, thin and tall enough for your beast form, or two inches across and wide enough for your humanoid form. The invisible creature is invisible against your enemies and acts as a tentacle to protect itself. A tentacle can fit up to two people and is effectively a body, a limb, or whatever remains of one. The creature is immune to all damage and can move around corners, but is physically invisible to creatures and objects that can be tracked. Your DM might rule that a tentacle prevents an invisible creature from attacking you, though such a creature is immune to this spell. A creature that attacks a creature within its reach of you using ranged weapon attack, or attacks with a ranged weapon, attack, or use of a spell, if it scythes or otherwise harms the creature, succeeds in its attack roll or dies before the spell ends. False Attack Touch Instantaneous You touch one willing creature and give her a trinket or similar appropriate to your choice of the following service items: (a) a dagger, (b) a whip, (c) a staff, or (d) some other weapon. You then say a new service sign and imbue the creature with that service sign. She gains 4th-level inscribed service, and she has resistance to nonmagical damage. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose one creature of Medium size or smaller within range and assume the invisibility of a familiar. The creature can be any creature you designate, provided it's a Huge or smaller creature. The form doesn’t need to be on the same plane as you; choose another familiar of the same kind, such as Ahab or Ashtanga, and speak with that familiar to determine if it is a Huge or smaller creature. If you cast this spell before dawn on the creature, it remains inside your familiar's space until the spell ends, at which point the creature appears in an unoccupied space within 5 feet of you. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose one creature you can see within range and cause it to become invisible. The invisible creature has the same statistics as a human being, though it has a AC of 2 and a Wisdom of 2; its hit point maximum is 20. If it fails its save, it is immune to all damage and has advantage on ability checks that use your movement. It can use its action to speak twice before it permanently fails its save. If it successfully speaks the first time, the invisible creature can repeat its saving throw against the spell. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 5 Days

A spell that targets a creature within range. The target must succeed on a Dexterity saving throw or take 24d6 bludgeoning damage, or half as much damage on a failed save. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 8 hours

10 minutes, up to 1 hour Up to 7 creatures of your choice that you can see within range can’t be charmed or frightened. You can also use your action to cause the creature to become charmed or frightened by an ability. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 8 hours, up to 1 hour

8 hours, up to 1 hour Instantaneous You touch a creature. You create a beam of light that sheds light in a 50-foot cube centered on a point you choose within range. If that point is within 100 feet of you, the spell ends. For the duration, you can use your action to cause as much light as you can see of your choice to remain on that point until the spell ends. You can use your action on a line of light that is within 100 feet of that point to cause the light to remain there for the spell’s duration. An object that is moved by the beam is unaffected by this spell. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a magical barrier that prevents others from seeing through it. You can create the following effects when you cast this spell using a spell slot of 7th level or lower. You can’t cast spells using a spell slot of 8th level or higher. You must know the target spell slot for the spell’s effect, which must be 1 or lower. When you cast the spell, any creature affected by it must make a Wisdom saving throw. On a failed save, the creature can’t cast spells or carry out tasks that require it to do so. The barrier blocks vision through the spell’s area, and it lasts for the duration or until another spell of level 7 or lower removes it. You can designate any number of creatures that the barrier blocks that can be affected by the spell. Each affected creature can’t speak a line that travels along the barrier. When you cast the spell and use your spell slot to create the effect, you can use your own action to cause the barrier to move up to 30 feet in a straight line and back to a previous range. This movement doesn’t require concentration. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You make invisible things appear invisible to you and to one creature of your choice that can see within range. The target must make a Charisma saving throw. On a failed save, it is blinded until the spell ends, and it has disadvantage on attack rolls and ability checks. It also can’t speak or cast spells. You can use your action to dismiss this spell. While affected by this spell, a creature must make the saving throw automatically. If it fails, the spell ends, and the creature is blinded, deafened, or frightened for the whole duration. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

A creature you touch appears invisible, and you gain the following benefits: You can use your action to create a shimmery wall of light within range. You can also use your action to create a shimmery wall of light over a creature-occupied space or a space that is within ranged range. This wall can be up to 20 feet in height and up to 20 feet wide. The wall can be up to 50 feet in height, up to 200 feet wide, and up to 300 feet long. The wall can be made of any material other than wood, stone, or an inset of any color. You can also create a thick sheet of opaque glass on the wall. The wall must be at least 10 feet in height and at least 10 feet wide. You can use your action to create a barrier of invisible (but not invisible) force. You can create the barrier in any of the following ways: 1. You can create a barrier of invisible force that is 10 feet in height and 10 feet wide. You can do so as a bonus action on each of the following turns: You can make the barrier up to 10 feet in either direction. While the barrier is in place, creatures can take damage of their choice from above. Any damage taken by a creature is ignored. You can use your action to make the barrier up to 5 feet in either direction. You can also make it up to 10 feet in either direction. You can also make the barrier up to 10 feet in either direction. The spell can affect up to one creature at a time. Each time you do so, it becomes part of a temporary spell that is made for that creature. The spell can also be used to make a permanent barrier. The barrier appears in an unoccupied space that you can see within range. You can use an action to make the barrier disappear, or you can cause it to disappear. You can use your action to cause the barrier to disappear, or you can cause it to disappear. You can use your action to cause the barrier to disappear, or you can cause it to disappear. A barrier appears in anyplace that can be seen by creatures other than you. For the duration, creatures of a certain size or shape can see through the barrier. A barrier that lasts for the duration is invisible to creatures of the same size or shape. Until the spell ends, the spell has no effect on you, unless you cast it again. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You touch a willing creature that you can see within range. The target must succeed on a Dexterity saving throw or take 10d6 bludgeoning damage. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range makes out with overwhelming speed and with a burst of dazzling light. You cause the creature to fly slowly, hunched over its tail, to a halt on one side of it and to a standstill on the other. The shimmering light is for the duration illusory, though it emits bright light in a 100-foot radius, giving it the ability to detect approaching enemies and to respond in kind to their messages. The light gives it a +2 bonus to Dexterity saving throws and blind it for the duration. When the light hits, any creature within 30 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 1d10 radiant damage and isn’t blinded for 2 hours. On a successful save, it takes half damage, and no damage at all. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell affects one willing creature that you touch. The target’s speed is halved in all directions, and it has disadvantage on Strength, Dexterity, and Constitution saving throws and attack rolls against you. The target can't use any move action, and it can’t leave the spell, although it can use some new actions. If the target has 50 hit points or fewer, it is pushed to the side of the room to the left of you. You can use your action to move the creature up to 30 feet and make a melee spell attack against it. If it hits you, you make a new attack against a different creature of your choice within 5 feet of where you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates invisible, invisibly large flames in the ground that fill an area 50 feet square on each side until the spell ends. Any creature that ends its turn within 5 feet of these flames must make a Constitution saving throw. On a failed save, a creature takes half as much damage and is burned until it wastes its action that turn. The flames w on regain hit points equal to half the amount of hit points spent on healing. Reducing a creature to 0 hit points destroys them and leaves behind a trail of burning embers. Whenever a creature that damages or wounds you or another creature in the area or that causes damage to a creature in the area, you can use an action to crush the creature and send it sprawling across the room. The creature must make a Wisdom saving throw to avoid being engulfed by the flames. It takes 7d8 fire damage on a failed save, or half as much damage on a successful one. The flames dissipate at the start of each of its turns, forming a trail of smoke that lasts until the end of its next turn. Fireball. You can fire a short, powerful blast of flame at a target made of wood, metal, or stone. Make a ranged spell attack. On a hit. the target takes 2d10 bludgeoning damage. You hit one creature that hits with the spell. The second creature takes 1d10 fire damage. At the end of each of its turns, the target can make another ranged spell attack. The fire damages both the wood creature and the target, and it can repeat the saving throw against this spell's effects. If you hit both with the second ranged attack, the first creature takes 2d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell enables a Large or smaller creature to see invisible creatures as plain objects, no larger than Medium, within 5 miles of it. Creatures of that size are invisible until dispelled on the spot, and they can see and hear the plane of existence they are on, even if they're in the Astral or the Darkness. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell halts the growth of any of the summoned creatures. The target remains within a 20-foot cube for the duration, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. For the duration, any creature that matches the alchemical requirements for an alchemical potion or component for its animating or shaping ability can use the ability to create the potion. When the spell ends, the creatures shed whatever aberrations they had created, transforming to become fey or fiend. This transformation is permanent, and it can be suppressed by a simple dispel magic spell using the same name. If the spell is cast with a target that isn’t fey or fiend-aligned, the creature is neither fey nor fiend. The spell fails and the target is immune to all damage until the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the spell's damage increases by 2d6, and the damage from objects created by it increases by 1d6, for each additional level above 5th. At 11th level, the spell’s damage increases by 2d6, and the damage from creating objects created by the spell increases by 3d6, for each additional level above 11th. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes a target invisible to any creature the target is wearing or carrying. The target can use an action to dismiss this spell with a successful dispel magic spell cast by you, or by a spell cast by an undead servant, in order to focus its attention on making a true magic item. While the item is within reach of the target, spells and other magical effects can target it. The target can reach into its body to examine and reshape itself to fit the new circumstance. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause objects and creatures within 30 feet of you to become invisible as long as you are within that distance. An invisible creature has advantage on saving throws against this spell's effects. On a failed save, the creature becomes invisible for the duration. When the creature starts its turn in an area that is no longer available to it (such as a chamber of beasts or a cave), it can repeat the saving throw; if it succeeds, the spell ends for it. If, before the spell could target an area of treasure within 30 feet of it, the creature attacks another creature, the spell ends, or the creature ends its turn, the spell targets an affected creature with an attack, the creature is frightened, or the spell ends for it. The spell ends for an affected creature if it would have the opportunity to do so. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical barrier of unknown origin that blocks incoming teleportation calls and sends them flying with a thud. Each creature or object that enters the barrier, including creatures that aren’t there yet, remains there until the spell ends, at which point the barrier appears opaque and floats, in any shape or in the air. The barrier prevents creatures or objects from reaching or passing through it, and prevents creatures or objects from triggering or otherwise affecting the spell if it is cast without first casting this spell. The spell then ends. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral apparition from the ground at a point you can see within range that is within 100 feet of you. This spectral apparition must make a melee attack when you cast one, and it takes 1d4 radiant damage on a hit. On a failed save, it flickers, making it impossible to see. When you cast this spell, you must also have seen the apparition before it illuminates. It lasts for the duration, and lasts only if you use your action on a later turn to do so. You can see the apparition as a spectral mass within 30 feet of you. It passes for a spectral creature if it merges with other creatures or if it passes through a portal created by an illusion. While the apparition sees you, the creature can’t harm you, and it doesn’t need food, drink, or transportation. The apparition keeps track of you and moves with you, up and down the length of the visible path you use to travel. At any time before the spell ends, the apparition moves down to cover a distance of your choosing. Once covered, the apparition can’t return, and it stands still for the duration. While covered, the apparition can’t interrupt you and can’t attack you. It also disappears when the spell ends. A creature or an object w ho damages or disables the apparition makes it disintegrate and deal 1d8 necrotic damage to the target, which has its speed halved unless it is wearing armor or carrying a heavy weapon. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create invisible, invisible barriers. You create a horizontal sweep of stone or mud against a door, a window, or a body of water. The broomstick or other light or nonmagical weapon used to launch the spell must have at least one of the following properties: You create a horizontal sweep of stone or mud against a door, window, or a body of water. The broomstick or other light or nonmagical weapon used to launch the spell must have at least one of the following properties: You create a horizontal sweep of mud against a door, window, or a body of water. The mud lasts for the duration or until a creature enters the spell’s area, such as outdoors, to see if the mud impedes movement. You create a vertical line extending from the base of the nearest creature door or window to the mud lasting for the duration. You create a vertical line extending from the base of a creature door or window to the mud lasting for the duration. In any event, during the duration of the spell if a creature in the mud moves or comes within 60 feet of a creature in the mud or comes within 60 feet of the creature in the mud’s space, it is pushed to the other side of the mud and has AC 9 and Strength 10, as well as Dexterity 9, against the spell. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You establish a visible invisible barrier between you and a creature of your choice within range. The barrier lasts for the duration, preventing harmful effects from entering it from reaching the creature. When a harmful effect reaches a creature, the creature takes 10d8 necrotic damage, and the spell ends. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch becomes invisible to you for the duration of that spell. This spell has no effect if you are invisible. Enchantment

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You are invisible to all creatures and things that aren’t creatures of your choice within 60 feet of you. On each of your turns, you can use a bonus action to cause one creature you can see to regain all hit points it damaged, or have your spell cast this turn fail, become charmed by you for 1 minute, or gain insight into the history of the plane. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 1 minute. When you use a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shimmering, transparent sphere of light centered on a point you can see within range. The sphere appears to be a solid, opaque ball, with the height and diameter of the sphere centered on a point you can see within range. The sphere appears to be a sphere, with the height and diameter of the sphere centered on a point you can see within range. When you cast this spell, you can designate a specific area of the sphere, and you can also designate a specific area of time, as long as that area is within range. The sphere appears to be entirely static. It lasts for the duration. You can dismiss this spell and return it to its place. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and the target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the creature takes half as much damage on a successful one. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You attempt to communicate with a Large or smaller creature or message across a wide range of audible and visual effects, whether positive, negative, or magical. You are telepathic with the creature as an undead creature, sharing its statistics and characteristics with you. The creature speaks with you telepathically, which might reveal secret messages. If you cast this spell through a nonmagical weapon, it creates a small shockwave that causes the target to make a Wisdom saving throw. On a failed save, it doesn’t take damage if it uses its reaction to move up to its speed so that it remains horizontal. When the target makes this saving throw, it can take 1d8 bludgeoning damage and become heavily obscured, becoming obscured until the spell ends. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You create an invisible barrier of shimmering force against a hostile creature within range. If the creature fails a saving throw against a spell of 5th level or lower, the spell erupts in flame that deals 2d4 fire damage to the creature. This spell can’t cross the barrier or cause any other damage, as the creature or objects can’t be moved. The spell targets only creatures and objects that aren't being worn or carried. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60 days
Duration:

A magical object that can be seen on the ground, or a place of sufficient size that it can reach, appears invisible on the ground or in the air for the duration. The spell must be in effect when the object appears. A target can make a Wisdom saving throw to make the saving throw against this spell. On a success, the spell ends. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering mist appears in which the words of an unwilling creature appear to it, with each word appearing to be a part of a larger spiritual message. You can specify a simple message that appears simple enough (no more than once), complex enough (multiple times), or complex enough (five times) that the creature can comprehend. A simple message might say, "The sun rises tomorrow" or "I ran as a meteor this morning" or "the winds are soft today." It could also say, "I was born strong by the sea" or "my sun shines in your path today." It could make a dramatic speech, say, a salutation, chant a song, or even take up a book—all simple, direct messages that would appear in the soul of a creature. The simple message might be simple enough to recount to the creature's memory, to a group of friends, to an important event, or to a powerful magical force. If you choose an area of air or space that is magical for you, the simple message appears in the space immediately prior to your movement, with a 30-foot radius. The simple message might be delivered in a flash of lightning, an illusion, or a cryptic message sent directly from your spellcasting memory. Divination

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your movement on a creature grants you the ability to move as if it were a Huge or smaller creature. For the duration, such as the duration of a spell, you can move up to 60 feet without spending as much movement. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, mist appears within 20 feet of you and forms walls and other barriers that are up to 500 feet thick and that connect two or more miles apart. You can erect these barriers up to 120 feet high and up to 50 feet wide. You can shape a wall as thick as 20 feet wide as a wooden bar, and it can stand up to 40 pounds. Each foot it cuts through the wall is a length of 20 feet, so you can shape a 20-foot-long wall as big as a double-decker bushel. A 20-foot-long wall, or one made up of four legs and one hoof, forms an arch or a stalk that cuts through the wall. A 20-foot-long wall, or one made up of four legs and one hoof, forms a trench, a gap, or a trench where a turret might hide. A trench can be as deep as 20 feet deep, up to 30 feet deep, as high as 25 feet, or as small as 1 inch thick. The trench fills a 60-foot cube from top to bottom, where the walls intersect. Each wall created extends 300 feet beyond the spell’s reach, and any creature or object blocked by the wall is pushed to one side or over the edge. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the trench increases by 20 feet and the speed by 30 feet until the spell ends, and the trench sheds bright light in a 30-foot radius. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

You attempt to discern the language of a creature within range. Choose one of the following options: Small, medium, or large. Medium, large, or small. Large, smaller, or smaller. You can also discern language of a different size or shape. You can use an object as a language check. A creature reading the language must choose one of the options below. A language check succeeds if you use your spell slot to understand the language. Otherwise, the spell is a spell that can be read only by a spellcaster of your choice. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You create a ward made of mist and imbue it with a deadly disease. Choose one creature that you can see within range, or choose one of the following effects when you cast this spell: You create a yellowish cloud of yellowish mist hovering over the creature. The mist spreads around corners and is heavily obscured. The creature drops to 0 hit points. This spell ends if you dismiss or otherwise restrict the mist's movement, its flames, or its food. You create a harmless sensory effect using flames and a smell. The effect could be intoxicating, calming, calming, or causing a sleep sickness. Causing Sleep. The mist spreads around corners and is heavily obscured. You cause creatures with an Intelligence score of 2 or lower to awaken no lower than 1 hour after the spell ends. The mist spreads around corners and is heavily obscured. A puff of smoke rises from the bottom of a well filled with floating creatures. The puff lasts for the duration. The mist also extends out from creatures that you choose when it strikes a creature. For the duration, a floated creature has an Intelligence of 2 and an Intelligence of 1. If the creature would fall or come to rest in a place open to the wind, the creature w as falling or coming to rest upside down, as if it had w landed and rested on a rock. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a ward that prevents other creatures from seeing through your vision. Until the spell ends, any creature you choose who enters the spell’s area and that can see in the area is invisible to all creatures except for the creature that cast the spell. The invisible creature can use opportunity attacks to leave the area, though it has a limited number of visible senses and can only hear through walls and windows. The spell makes it so that a creature doesn’t become invisible through your vision that it can’t see through walls, tunnels, or between buildings, that it can’t see through a gateway, that a creature can’t enter the area using teleportation or by way of another creature, that a creature can’t cast spells there or within an area created by another spell of the same level as the one you cast this spell, or that you know exists outside the spell’s area. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

As your action on a turn or in another direction, you can cause a spectral creature to appear in an unoccupied space that you can see within range. The spectral creature disappears when it drops to 0 hit points or when the spell ends. The creature remains there for the duration, but it emits bright light in a 30-foot radius and emits dim light in a 30-foot radius. The spectral creature doesn’t harm you. While in this form, you can use a bonus action to cause a spectral creature to be cured of all diseases affecting it. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch a nonmagical object or object of similar shape you touch, which is invisible to your pursuers. An attack made with this spell ends for the object or object if it can’t be located. It also ends if the object’s spell slot is empty or if any magic is missing. Touch Concentration, up to 10 minutes A magic object that appears in a location you choose within range can be created by any spell you cast, provided the spell is already on the spell slot. The object requires no material component except for a wand of movement. If you cast this spell once, you spend the spell slot and must switch to the object on the same slot or the object ends its effect. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell turns creatures of your choice that you can see within range to immobile, and then floats out to sea to await your summons. Creatures can’t leave the spell, and those that do take no damage from it. The spell disappears once it has ended, offering up to twenty-five minutes to any creature or object that isn’t within 100 feet of you. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Your invisibility becomes a defense against death that lasts for the duration, up to ten times longer than normal. Until the spell ends, spells and other magical effects also fail if you use your own spell slot to cast these spells. You can have up to two such spells active at a time, and when the spell ends, the spell ends. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You touch a willing creature that hasn’t been living on another plane of existence. That creature is the target of a spell that it can see, hear, and touch, provided that you aren’t in existence there or the target has been living on another plane for the duration. The target can use an action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. It also ends for any creature that wasn’t sleeping when this spell was cast. On a failed save, the creature’s Wisdom is 1; if you use a different spell of 2nd level or higher, the spell ends. For the duration, that creature only has advantage on saving throws against spells and other magical effects. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 6th. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A creature wearing a Medium or smaller item of clothing that isn’t worn or carried by another creature enters a space of your choice that you can see within range. The space is completely opaque. The target must make a Wisdom saving throw. On a failed save, the target takes 1d4 radiant damage and can’t be charmed or frightened by this spell. The spell ends when the target regains hit points or if the spell ends for any other reason. The spell can’t affect more than one human or undead creature within the space, and you can’t alter the size or shape of any of the creatures that you can see within that space. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You touch another creature within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 psychic damage and is blinded until the spell ends or until the spell ends if it doesn’t have enough concentration to remember what happened to you. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 10 minutes

Up to ten friendly creatures of your choice that you can see within range, or one Huge or smaller creature of your choice that isn’t Large or smaller (a Huge or smaller creature must be within 10 feet of you) must make a Charisma saving throw. On a failed save, you take half damage and are immune to that creature’s current condition until the spell ends. Conjuration

Q’s Invisibility Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Instantaneous
Duration:

You attempt to teleport yourself to another plane of existence. You must have traveled more than 100 miles in any one direction, and there is a 15 percent chance for a target to succeed on a Wisdom saving throw. On a failed save, a target is moved to the nearest undisturbed area of space. Choose one of the following two possible destinations: a plane of existence that you can see, a plane that is in the same plane of existence as the target, or a plane that is near the target. Choose a destination that is within range. If the target is outside the destination plane, it must also travel to the destination plane. The target can’t cross the plane of existence that it is traveling in. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Duration: Concentration, up to 1 minute

A shimmering force springs from your shoulder toward a creature within range and creates an instantaneous teleportation glyph that hovers between you and the target. For the duration, you and the target have the option to either fly to a point within 100 feet of the source of the glyph or teleport to a different plane of existence. If you plan on staying in a location known as a palimpsest, the target can be located in the immediate vicinity of the glyph as long as it remains within the glyph. The target can be instantly teleported to another plane of existence. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self (10¾-foot-radius sphere centered on a point within range)
Duration: Instantaneous

Up to six creatures appear and remain in an unoccupied space that you can see within range for the duration. You choose which creature appears and what sort of creature’s visible form you have. The creature doesn’t need to be within 60 feet of you, and you can enter the creature’s visible form if you do. If you don’t have to use a space within 5 feet of you for the creature to appear in, you remain within the 5-foot radius. If your spell activates multiple times throughout the duration, each time targeting a different creature, you have advantage on each of your subsequent attacks. If you cast this spell multiple times, you have additional attacks available for each casting. Each casting, at the completion of which requires a separate class skill check, requires a different class skill check, skill check check, or both. At Higher Levels. When you cast this spell using an object having a Strength score of 5 or greater, the spell creates four 10-foot cubes within range. Each cube must reach a height of at least 10 feet above the ground. Each cube’s height must not exceed 10 feet above the surface. Each cube must be within 5 feet of a creature or an object within 5 feet of it. A cube that attacks a creature or a creature with a weapon attack makes this spell attempt to crush or crush back the creature or object, or both, as the case might be. The spell damages the cube and thus causes it to crumble. At the end of each of its turns, or until the cube is expelled from the cube, the cube must make a Strength saving throw. On a successful save, it can teleport or otherwise intercede for the cube. Once the cube has fallen, it reappears in the space it left or where it was left. If it is too late, a failed save ends the spell. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self (100 ft. radius)
Duration: Concentration, up to 8 hours

Duration’:Instantaneous Concentration, up to 8 hours You choose a point on the ground within range that you can see and that fits within a 20-foot cube within range. You must know the location and location of all other creatures in the cube within 5 feet of it. Then you create a random illusion, one created by creating an illusion of another creature, such as using a random illusion created by casting this spell on the same creature or creating a random illusion created by an effect that uses a different creature type and alignment. You can create one of the following effects within 10 feet of the place you cast the spell’s spell’s inscription. You can create such an effect using any of the following magic items’s effects, as determined by the DM: One nonmagical weapon made from emerald ash or an equivalent component that is held in its machete or tipped with a tipped cap is created. You create a nonliving being that is permanently under the effects of an effect, such as reducing a creature’s hit point maximum to 0 and causing a creature to become diseased. You create a nonliving being that is permanently under the effects of a disease, such as suffocating or suffocating a creature. You create a nonliving being that is permanently under the effects of a poison, such as suffocation or poison to one creature within 100 feet of it. You poison a willing creature that has total exhaustion. When the target takes any damage, it takes 1d10 poison damage (if any) instead. A creature w ho w such an effect can use its action to move or lay its weapon if it wishes, but its movement doesn’t have to follow a straight line. A nonmagical weapon created by a disease has disadvantage on attack rolls against targets within 30 feet of it. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell inscribes a faint glyph, or ray of golden light, on one thing you choose within range. You choose any number of targets: a tree, an igloo, a pillar, a rock, or a ram. You can target one solid object of celestials, elementals, or fey elementals. Each target must fit within 5 feet of another solid object and is made out of celestials, fey spirits, or elementals. If you target an undead or an anachronistic creature, it must make a Wisdom saving throw. It fails. The spell’s magic radiates a faint radiance that remains for the spell’s duration. If you cast it again, the radiant effect resumes. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 10 Days

You unleash a shadowy spell on a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 7d8 necrotic damage and is restrained for the spell’s duration. The creature is blinded and incapacitated, and it makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. The restrained creature can use an action to pull the spell out of its held bag and drop whatever it chooses from its drop slot. On each of its turns until the spell ends, the target can roll a d20 roll for its first attack, which can result in it missing one hit point. The spell ends if it is ever cast without spending its remaining turns outdoors in brush or in an unoccupied space within 30 feet of it. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Duration: Concentration, up to 2 hours

You choose one object or surface that you can see within range and that fits within the scope of a truesight spell slot you have. The spell lasts for the duration, if you use your spellcasting ability instead of your spellcasting ability modifier, or until the spell ends. You might choose a transparent surface, a place that is clean and free from water, and that is well lit. The surface can be large enough to accommodate an adult or child (your choice). The surface lasts for the duration, if you use your spellcasting ability instead of your spellcasting ability modifier, or until you finish a long rest that includes no more than three uses of the spell (no action required by you). You can use your action to dismiss the spell. When you dismiss it, you or one of your companions take 2d6 radiant damage, and if the creature you choose is slain while unconscious, the creature falls unconscious with a 5-foot increment. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You make a harmless melee weapon attack with a weapon with which you are proficient with your weapon (if you have one). Hit with the attack, the target deals 2d8 damage of the chosen type to move up to half your speed and slam its lengthways into the ground in a 30-foot-radius. Until the spell ends, you can use your weapon attack on the weapon to create a wall of stone that extends out from the target and over its shoulder. Each creature in the wall must make a Dexterity saving throw. On a failed save, the creature takes 1d8 piercing damage, or half as much damage on a successful save. When the wall of stone hits and stops being a wall, it collapses, releasing only a cloud of dust and creating a pit on both sides. The pit is 8 feet deep and slopes so that it can fit a 60-foot cube. It is covered with a mask that grants temporary positions, and one grasping claw and four bolts of lightning bolt slots. When the spell ends, the mask melts, and a miasma appears visible over the creature’s head, creating a fog that lasts until cleared. A creature that knows the name of the demon or its leader (who must be dead before the spell ends) becomes fogier than normal. The fog lasts for the duration. When a creature enters the pit, it is trapped there and must make a Dexterity saving throw.The creature takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature fails the save, its weapon is restrained and it takes 4d6 bludgeoning damage. In addition, a Large or smaller creature that fails the save takes 3d6 bludgeoning damage when it hits with a melee attack. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You turn invisible creatures and objects that aren’t there in nature into completely invisible servants. For the duration, any creature that can see or hear the invisible object is immune to being affected by its powers, as well as to any effects that might banish it to the past, present or future. An incorporeal creature can't be affected by this spell. Creatures that aren’t incorporeal include creatures that can’t be compelled to do so, undead, nonmagical beasts, and those that can’t be targeted by divination spells. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 10 minutes

You create a shimmering void on the ground within range. The void is an area that you can see, up to 60 feet deep, that can be as small as an inch thick, as large as a football field, or as large as a football field radius. You can fill the void with fog, freezing rain, or snow. If any substance difficult to see flies into the void, it becomes difficult terrain for creatures of your choice within 10 feet of it. If you create more than one void void void void void void, you have total control of all of its elements. The void can hold up to 100 cubic feet. The void can be as small as a 15-foot cube or as large as a 30-foot cube. When the spell ends, the void disappears, leaving behind no physical form. A creature that can see the void can only speculate as to its purpose and how it might affect the physical world. An affected creature must make a Wisdom saving throw. It must roll a d4 and subtract the number rolled from the d20 roll, not the other way around. The spell’s effect ends if you cast it again or if you use another spell slot or an extra slot in your spellcasting ability. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the size of the void increases by 5 feet, and the spell’s effect shrinks by 5 feet, for each of the 5 levels. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering force blasts from your hand. Choose a creature within range and then make melee weapon attacks against it. If the target takes the Attack 3 or 4 damage from attacks using an opening or a slashing weapon, you can make a new attack roll against it again on each of your turns. You must use your normal attack action, or you take 5d10 cold damage. On each of your turns, you can roll a d10 roll as an action to change the weather for this spell’s duration. While affected by this spell, you are immune to all damage (including normal damage, and as such, to damage to your body). You can’t have more than one weather condition met for its duration at a time. You can have one condition met on a turn or a whole, or a condition met on an area of force that is contiguous with the current condition. You can have more than one condition met at a time, and each met is worth 1d4 + your spellcasting ability modifier. A met is a condition that is present when the spell occurs and still remains until the spell ends. You can have more than one met met at a time, and each met is worth 1d4 + your spellcasting ability modifier. While met, your movement doesn’t provoke opportunity attacks. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering, translucent barrier extends out from you in a 30-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

As you cast the spell, you touch one willing creature. The target’s sight is turned to stone, and any creature that ends its turn within 5 feet of the target must make a Constitution saving throw. On a failed save, the creature is blinded for 1 minute. On a successful save, the creature is immune to this spell for the duration. While blinded by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it has remaining turns. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

For the duration, your body is invisible to all creatures of your choice for the duration. Creatures with Intelligence scores of 4 or less aren’t affected. You resist deception checks made using this spell to recognize illusions. You sense the location of any creatures you can see that can’t see you, but any creature that can’t see you must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and must make an Intelligence saving throw at the start of each of its turns to avoid seeing anything beyond the limited visual range of this spell. On a successful save, a creature is blinded for 1 minute and must make an Intelligence saving throw at the start of each of its turns to avoid seeing anything beyond the limited visual range of this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the image increases by 5 feet for each slot level above 4th. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows a creature of your choice in an unoccupied space on the ground within range to see invisible creatures that it can see within range, though it must share a plane of existence with the target’s true form. A target must have its visible form within the spell and be within 5 feet of it if you have it. The target can be a willing creature or an invisible object that can be moved by means other than by means of a weapon, and the target can make a Wisdom saving throw. On a successful save, the spell ends for it. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates invisible barriers on an area of ground that you can see within range to halt movement for the duration. The barriers are 3 feet thick and are composed of sheets of magical force. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, the spell’s area closes and the spell ends. The barrier makes each passable 10-foot cube; it lasts until the end of your next turn. Whenever an invisible barrier appears in a place you choose, that creature can make a Dexterity saving throw, taking 8d8 + 1/2 turns, or dropping to 0 hit points. The barrier blocks a solid object moving 30 feet per round foot, or 6 feet per turn for any creature. When the spell ends, the barrier disappears and an emerald ring appears on the ground created by the casting of this spell. If a creature would move into the spell’s area for the first time on a turn or starts its turn there, the creature can make a Dexterity saving throw against the spell, which might cause the spell to waste ammunition or spell slots. On a failed save, the creature can use the contingency spell to set the barrier aside and move on its next turn. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates invisible wards that protect against ranged weapon attacks, magic missile attacks, and melee attacks made against you. You choose one of the following magical effects to create the wards. You can use an action to subject one creature in contact with you to the spell’s effect or cause that creature to be affected by the spell. If the creature has truesight, it can read the contents of its truesight, and it can’t speak a word illusively reading the contents of its truesight. Also, the creature affected by this spell makes a Wisdom saving throw against your spell save DC. On a success, the spell ends. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell takes effect when you cast this spell. You can cast this spell only when you have an Invisibility check. You know the location of creatures or objects within 10 feet of you, and you have advantage on the check to see if they can be seen. An invisibility check made using a DC 20 check requires either a successful or an illusory sign of detection. A creature discerns the location of an invisibility check by seeing through its vision, even if that vision is limited to 300 feet away. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell wards certain doors and windows, as well as certain doors and windows of a higher level from the same plane of existence as you. When you cast this spell, you can designate any doors and windows that you choose, and the spell ignores them. If you would cast the spell on a door that is already active when it is cast, the spell instead wards the door from all other visible light except for those showing in the light. Doors and Wineskin windows. Doors and Wineskin windows can be any size and shape you choose, but they can’t be made from opaque glass or metal. Widgets and games. You can use any number of wicker-type windows on your own plan B level or higher, created by the spell. If you choose a plan B level project, you can create one additional wicker plan B level using only one of the plan B options. If you choose a higher level plan B version of the spell, all windows on that plan A level are broken, provided that you can’t create any higher level wicker plan B versions of the spell. Divination

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell wards certain doors and windows from vision of as you: up to you, up to a point you can see on the ground, or up to 100 feet away. The door or window you choose can’t be more than 100 feet away from you. If you cast this spell while within 100 feet of you, the spell fails. For example, a warded door can’t be out for more than 1 minute if it is on the ground. At the end of each of your turns, the door or window you choose can be opened only by one creature. The spell ends for you and your companions when they have been designated as invisible by the DM. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell wards off and obscure creatures you choose within range, such as trees, shrubs, and flowers. Choose one of the following effects when you cast this spell. Corridors. Fog falls from the sky in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Fog. Fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Wind. Wind picks up at different points in the spell’s path, which can be as strong as a strong wind from behind or as small as a whisper. Rocks. Trees and shrubs sprout from the ground in a 20-foot radius and pass through fog, dealing 2d4 bludgeoning damage to any creature that starts its turn in the tree’s path. Rocks. Rocks pass through fog, dealing 2d4 bludgeoning damage to any creature that starts its turn in the tree’s path. Objects. Creatures pass through fog, dealing 2d4 bludgeoning damage to any creature that starts its turn in the tree’s path. Transmutation. You can use a spell slot of 5th level or higher to send nonmagical objects (such as a staff of protection spells) spells of a casting cost of 5 or lower in this way. "Transmute Rock" Casting Ability�Self Concentration, up to 1 minute You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make 3 Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space where it doesn’t require a lift or other activity. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You choose one object that you can see within range and that isn’t obscured by concealment or visible to other creatures as a bonus action. You can use your action to move the object up to 30 feet in a straight line, ending the effect on itself on a success. You can also end the spell early by using a different action. That way, creatures caught in the spell can latch onto it before the spell reaches them. If they do so, the spell ends, and the spell damages them. If they don’t, the spell ends, and the creature is freed from its mask at the end of its next turn. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a spectral object that lasts for the duration and lasts for the duration to see as an object. Make a ranged spell attack against the object and its components. For the spell’s duration, the object can’t be affected by undead or constructs. When the object appears, the spell doesn’t change the physical condition of the object. The object must be within 30 feet of you. When you cast the spell, you can make the creature’s AC as a bonus action on each of your turns until the spell ends. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You choose an area of magic stone that you can see within range and that fits within a 5—foot cube. You choose the target’s appearance, size, and color; see text, as well as the statistics of the target. The target’s gear is determined by the text you choose, and the target has advantage on attack rolls and ability checks. If the target has an Intelligence score of 2 or lower, it has disadvantage on saving throws against being frightened, and it can’t speak any language other than Common. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

This spell causes a shimmering, talons-tinted cylinder on the ground to appear when a Small or smaller creature enters a sealed container or area within range for the first time on a turn or when a creature cashes into the container for the first time on a turn or when a creature cashes into the area for the first time on an opportunity. When the cylinder appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 10d8 necrotic damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded. Until the spell ends, you can use your action to change the cylinder’s shape so that it robs one creature of one of its hit points. If you do this, the spell ends, and any creature blinded by it or who takes any damage from it takes 4d6 necrotic damage, and the spell ends. When you change the cylinder, choose one of the following options for its effects. A trap. Wounds, as it happens, cause the ground in the cylinder to buckle and automatically cause the cylinder to buckle again, provided that no other means of transportation has been used to do so. Creatures without shoulders. Creatures on their shoulders or beneath them automatically buckle their shoulders. An opening in the back wall. Creatures within 5 feet of the cylinder automatically open an opening inside the back wall. Doors. Doors held together by hinges or panels automatically open in the cylinder and automatically narrow the cylinder to open a door behind the creature or object in front of it. Faults. Red, gouges along the cylinder snap shut any panels or devices in it dependable enough to open a door. A panel shut by a panel or artifact can be opened only by using an action to open a panel of a creature other than the creature’s w ord or nearest creature to the cylinder’s opening, or by attacking the panel or artifact with a weapon. Furnishings. Tons of opaque liquid fill a 60-foot cube within range. Each creature in that area must make a Constitution saving throw against the spell’s effect, and each failed save ends the spell’s effect. If the liquid doesn’t turn a creature or a spell, the creature is covered in fine particulates and is blinded. A blinded creature can use an action to make a Constitution saving throw to break the lid on the lid. A creature can choose to fail the save and not use it. A creature that uses its action on a turn or takes damage from a spell or an ability change makes a successful save against the blinded creature’s poisoned or deafened saving throw. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: Self (30-foot radius)
Duration:

Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 4 Days

This spell makes it possible for any creature you choose within 5 feet of you to see invisible objects without first noticing that the object is there. You can see invisible things as you cast this spell, but objects created by invisibility or transference can't be seen by others or touched by means other than as a bonus action of your choice. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: 10 minutes

This spell allows a willing creature you touch to see invisible creatures that are within 60 feet of it. The target can see and hear the planes’s outlying corners, as well as its interior, except for shadowy corners. The creature can attack any time it takes direct damage, and it has advantage on this attack once during the duration. The target can use its action to move to a spot where it is invisible, making a Dash, line, or straight line across the floor within 60 feet of it. If you move up or down as a result of using this spell, the target moves 30 feet from where it appeared and can’t use its movement to move so it can’t reach out to strike. While the target is invisible, you can use your action to move the target up or down, ending the effect on itself on a success. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Instantaneous

You create a ward that protects up to five creatures of your choice within 60 feet of you. The warded creatures are immune to all damage and can’t be targeted by spells or otherwise affected by magic. When you cast the spell, choose one or more of the following two effects from the same spell slot. You can target one of these effects with one of the creatures affected by the spell. The target can roll a d4 and add the number rolled to one of the following damage rolls: acid, cold, fire, earth, or water. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

Duration: Concentration, up to 10 minutes You create a harmless sensory effect on a creature, either a creature or an object, and it must succeed on a Wisdom saving throw or be blinded until the spell ends,’t the next day. For the duration, the blinded creature is blinded and deaf in all dimensions, and it has disadvantage on attack rolls and attack rolls against creatures with Strength and Constitution scores that the creature can reach. On each of your turns as a bonus action, you can make a Wisdom saving throw against the spell. A blinded creature must use its action to make a saving throw at the end of each of its turns. On a successful save, the spell ends, and the blinded creature takes half damage on a successful save. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

You create a puff of either flame or smoke within range. You choose a point 5 miles away from you where it becomes difficult terrain: You create a 10-foot cube of flames in the center of the room. Each creature that starts its turn in the fire the first time on the spot gets a -4 penalty to AC and saving throws. You extinguish a candle in the center of the room. When you use your action to do so, create a moderate flame in the space and throw it toward a place within 5 feet of it. You decide the temperature and the quantity of water produced. When you create the fire, you can deal 3d8 fire damage to the candle and extinguish it. Both damage rolls are made using Dabs and Water. The flames last for 1 hour and extinguish all but one candle that leaves the room. If you create a moderate flame in the center of a room occupied by a candle and create a moderate flame in its resting place, that candle sheds dim light in that room for 1 hour. If you create a moderate flame in a place occupied by a candle and create a moderate flame in its resting place, that candle sheds bright light in that place for 1 hour. If you create a moderate flame in a place occupied by a human and create a moderate flame in its resting place, that candle sheds cold light in that place for 1 hour. Additionally, whenever you cause a flame in a room occupied by a humanoid to boil, the first creature to put out the heat is targeted. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self (60-foot radius)
Duration:

Duration’Tons or Until the spell ends, you become invisible to all creatures except creatures that are within 60 feet of you. A creature can be invisible and still be cloaked. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This spell enables one willing creature you touch to perceive nonmagical objects on the ground and on the ground up to 100 feet away, no larger than a Large solid object, as magical as a Medium or smaller object. You cause the object to be invisible, visible only to you, and completely invisible in all but the thick of it. The hidden object is invisible to all creatures except you and can be anything you choose, though it can’t be disguised as such. The object can be anywhere, at any elevation, within 100 feet of any well-dressed human or animal, and within 5 feet of a wall or other secure entrance. To the blind man and the wizard, this spell looks like magic: an invisible door opens and you have audible proof that the door is open, a rustling noise or a crack fills the air with a faint rasp. Through the rust, however, you can see through the door. The rust doesn’t harm you, though you take 5d6 bludgeoning damage and have disadvantage on all attack rolls against creatures immune to a saving throw. A continual blast of nonmagical wind blasts out of the rust at your command, exhaling harmful air currents in a 5-foot radius around you. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration:

A single spell that is no more difficult to cast, and has the same effect as the dispel magic. Self Concentration, up to 1 minute You make an invisible attack of opportunity. The spell has maximum range when you cast the casting. You must be within 30 feet of the target. The target must succeed on a Dexterity saving throw or take 4d8 necrotic damage. If it takes any damage, it takes half as much damage. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, the willing creature you touch is invisible to all damage, and the target becomes invisible to creatures that attack or Cloak effect damage, since it is not a surface object. The spell ends for you and your companions who target you with an attack during the spell’s duration. An invisible creature or creature that can't see the target?s location is lost, and the creature that harmed it returns to its space for the duration to come back to you. The spell ends for you and your companions if they target you or a creature that is within 5 feet of the target. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell creates invisible objects that fit within reach of one creature of your choice within range. When you cast the spell, you create an invisible sensor within which a creature can move. You choose animate or something that animates, such as a phantasm or a cube. You animate the sensor, which occupies a different area within a 5-foot cube, and you cause the sensor to move with it within that area by making a Strength (Athletics) check against your spell save DC. If successful, the sensor moves with you, remaining within the 5-foot cube. When an object moves into the cube, the object moves with it, and the object takes 3d8 piercing damage if it moves in that space. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create a new sensor with a 5 percent chance per Day that it does so. When you cast this spell using a spell slot of 8th level or higher, you create identical sensors in one slot of your choice with a 5 percent chance per day that they do so. When you cast this spell using a spell slot of 9th level or higher, you create identical sensors in one slot of your choice with a 10 percent chance per day that they do so. While the objects created by this spell are under the effects of a creature’s magic, you can use them to project your spell’s image onto others. You can’t use an image of your own creation to project your spell’s power onto other creatures. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a piece of magical energy that is imbued with divination magic. You choose either a light, a heavy, or a magic beast or a plant’s soul or an undead component. The spell fails if the component is friendly to you and if it can be removed by divination magic. Each time the spell finishes, a blue light flashes in your path, and the spell becomes permanent. The light glows with a low rumble and lasts for the duration. You instantly see invisible creatures in your area and, if possible, gain invisibility if you live in a place already invisible to that creature. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You teleport yourself to an unoccupied space other than your control, such as a warm space, an open chest, a small corridor, an unoccupied area that you can see (so long as it remains open), or a room that can be equipped with a light switch. You can use a bonus action to assume the form of a fey or a giant fey, and you gain the following benefits: You can use your action to gain height and weight, and you can’t exceed 20 feet on any of your turns. You have resistance to radiant damage. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You weave magic within the physical world to create a magic shield that shields you and any creatures within 30 feet of you from the elements. You choose at the DM’s option for a layer covering one or two of stone or mud or some other fuel, solid rock, or stone covering a thin sheet of stone. When a creature enters the shield for the first time on a turn or starts its turn there, the creature is magically transported to a height of up to 30 feet away from you. The creature is protected against half damage from nonmagical weapons and nonmagical attacks, and it can’t be targeted by nonmagical ranged weapon attacks. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, each creature you target when you cast this spell has darkvision of up to 100 feet. This spell allows you to see in dark, dim, and bright light as though it were bright light. Creatures that have light skin or luminous green eyes can see the target with telepathy, but those with darkvision with truesight can’t see the target. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self Duration
Duration: 24 Hours, up to two weeks

A shimmering orb appears in an unoccupied space within range, and the orb becomes invisible for the duration. A glowing silver or blackish substance sprouts from the orb and floats toward your character. Until the end of your next turn, whenever the orb strikes a creature or strikes an object or a creature, it explodes. Any creature restrained by the orb or who can’t see or hear anything is turned to ash. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Self or some other creature, originating from anywhere in the Ethereal Plane or originating from another plane of existence.
Duration: Duration: Concentration, up to 1 minute

Instantaneous You create this illusion that a creature is invisible. The target must make a Wisdom saving throw. It fails. Until the spell ends, the target sees only as a shadow, and there are shadows in all other places it w as visible. It can make a Wisdom saving throw against such shadows, ending the effect on itself on a success. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Self or somewhere within 5 feet of you, you can see invisible things in all visible light. Creatures in the area are invisible, as are liquids, while invisible creatures (like oozes and oozes' breath weapons) don’t have detection or awareness. You can’t see an object moving or firing when you roll a d8 to determine whether it is an object or a spell. A creature discerns the location of an invisible object by seeing or reading its color patterns. As a bonus action on your turn, you can move the object up to 30 feet in any direction, but as a bonus action on each of your turns, you can move the object up to 30 feet each time you move before it.
Duration:

Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Self
Duration:

Until dispelled, a silken garment sprouts from your thigh. Choose up to five trees in a 1-mile radius on the ground or on the ground yourself that you can see within range. A tree must be on the ground when you craft this spell or, if you cast it as part of casting sorcerous clouds, on the ground at the same location each day for the same duration. A silken garment sheds bright light in a 30-foot radius, which side effects cause, and which leaves behind a silvery cord that flies in a direction you chose. Each creature in the silken garment's radius must make a Dexterity saving throw. On a failed save, an affected creature takes 1d12 radiant damage, and it has disadvantage on attack rolls against creatures of your choice that don't follow the rules for how long it takes for the spell to fail. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional spectral construct for each slot level above 1st. The spectral construct is an ooze of shadow and gloom that lasts until it drops to 0 hit points. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spectral construct can be summoned using the same method as the summon creature spell, but it must be within 30 feet of you and friendly to you. When the spectral construct appears, it acts as an illusion. If it appears to you as a target, it takes 1d12 radiant damage at the start of its turn, and it takes half as much damage on each of its turns. A target that perceives the spectral construct as an illusion can attack you with an attack using the illusion. The creature takes 2d12 psychic damage at the start of each of its turns, and the number of successes and failures makes it aware of the attack and whether to make the attack (if any). The shadow creature also gains an invisibility mask that prevents it from seeing through the mask. While the shadow creature is invisible, it acts in the dark and is blinded. When the shadow construct’s image appears, you can use your action to cause one of the following effects on it. While the illusion is in motion, you can move it up to 30 feet in any direction along its body. If you create an instantaneous effect using a spell or an action, the illusion releases that effect at the end of each turn. It can release another instantaneous effect using another creature’s movement, a move, or a similar movement. While the shadow creature is in motion, you can use your action on each of your turns to move the shadow creature up to 60 feet in any direction along its body. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create an instantaneous effect using an ability action. Choose one creature you can see within ranges. The shadow creates an instantaneous effect using that creature’s ability action. You can use a bonus action to cause the illusion to move in any direction you choose, or you can cause the illusion to move to any other spot within range. Regardless of how you set the condition for the instantiation, the instantiation creates the effect you described. (Typically, the instantiation causes a strong urge to move the shadow’s movement to move in a manner that gives it greater control over its surroundings.) The instantiation lasts for the duration, but it can reduce such a condition to 1st level or 2nd level. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create an instantaneous effect using an ability action. Choose one creature that you can see within range. The creature must be within 30 feet of you, and you can’t specify a location in which the creature can move. The creature moves as normal with all movement made made within 1 mile of it made within 30 feet of you. Instantaneous Choose one creature or object that you can see within range. The creature must see through your spell’t and can’t be invisible to you. The creature can be up to 10 feet tall, no larger than a 5-foot cube, and has the same Intelligence and Wisdom scores as the creature and the same basic ability scores as the creature. The creature can understand a few simple English words, understand a few simple French words, speak a few simple Spanish words, read a few simple Greek words, read some simple Latin words, understand some simple Greek words, understand some simple Greek words and understand some simple Latin words. The creature doesn’t need to breathe or be restrained to see anything. You can create either a liquid, solid, or gas, a liquid or a gas or a liquid or liquid and a liquid or a liquid and a liquid. The liquid has the same Intelligence and Wisdom

Q’s Invisibility

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You create invisible, nonmagical barriers between yourself and a creature that you can see within range. The barrier lasts for 1 minute, and the target makes a Wisdom saving throw. On a successful save, the barrier stops being invisible. As a bonus action on your turn, you can move the barrier up to 30 feet. If you do so, the barrier disappears from the space you move. On a failed save, the barrier ends. If you move the barrier more than 30 feet, the barrier still remains for the duration. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You turn invisible except for creatures or objects in your path. Creatures or objects can’t be affected by Invisibility, and they have disadvantage on attack rolls against you and each other for the duration. If you use your action to go up or to a different spot in the path, you can use your action to move as far as you can from each creature affected by Invisibility before moving again until the spell ends. A creature that uses its action to move from one place to another takes 7d6 radiant or psychic damage, or half as much damage, at the start of each of its turns. While undead, one creature affected by Invisibility assumes the condition of a dead creature, w ere charmed and frightened for 1 minute until the spell ends. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Special
Duration: 3 Hours

You choose one object within range that you can see and is invisible to spells, magical effects, and other stimuli. The object can be a door, a box, or a similar structure that can be free floating. If the object being studied is in an enclosed space without being able to see it, spells and magical effects, similar to those used to create the spell, end when the spell ends. The object can be pulled or shoved to one side by one of the creature’s Dexterity (AoE) and Strength (W) checks. If the creature can’t move or is restrained, the object is pulled or shoved to the other side of the creature’s space, and the creature restrained by the object is pushed or shoved upward to the object’s top shelf. A creature can use its action to retrieve the object from the bottom shelf. The creature can use either an action to send the object upward (creatures can use either feet or hands to move or manipulate themselves), or an action to move the object upward (creatures can use either hands or feet to move or manipulate themselves). Each creature in a 10-foot-radius sphere centered on the object must make a Strength saving throw. On a failed save, a creature takes half damage equal to 1d8 + your spellcasting ability modifier, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the damage by 2d8 for each slot level above 3rd. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Special
Duration: 8 Hours

You create someplace you can see, such as a temple, an area of high earth, stone, or fire. You choose the magical illusion created by the veil. The illusion is tangible and indistinct, and you are blinded by it for the duration. Any creature charmed by the illusion can enter the temple as an action, and it can perform any number of visible functions as normal; once activated, the temple functions as normal until the spell ends. You can activate any number of such functions at any time, but if you do so, the temple activates only once; it is active until the spell ends. When the temple activates another spell of 3rd level or higher, the illusion creates one additional spell of level 2 or lower. Such a spell destroys the illusion. You can have no such illusion. If you do, the temple also ends. The temple doesn’t appear real and is an illusion created by an illusion. If you cast this spell with a 5th-level spell slot, the temple doesn’t last. Instead, whenever you cast a spell using a spell slot of 7th level or higher, you can use your spell slot to create 2nd-level illusions that last for 10 minutes. You can create any number of these illusions: while you are casting the spell, you can affect one of them. Each one lasts for the duration. If you cast this spell again, creating an 8th-level illusion, the effect might last as long as 10 minutes. If you cast this spell using a spell slot of 5th level, you still create sufficient illusions for its duration. These illusions assume the form of humanoids, which are creatures with the Thick Skin trait. Thus, a thin, shaggy, humanoid and an illusory, ghastly skeleton can appear along the ground (but not below), casting a simple step spell and appearing on the ground if it appears. A thin, shaggy, humanoid and an illusory, ghastly skeleton can also appear where the veil covers them, casting a simple step spell and appearing on the ground where it covers them. Alternatively, you can create two additional thin molds if you wish, forming them if required. If you have the Divine Sense trait, you can place the thin mold’s skin in an unoccupied space you can see within 5 feet of the target area, on the ground, or on the ground itself. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 10 days

A sort of magic appears in your mind that lasts for the duration and can determine if someone else is the subject of this spell. You can use an action to dismiss the spell. If you cast the spell again, the spell ends without offering a successful dispel magic spell cast, unless you instead use an action to make a new one. You can use your action to shake the potion so that it appears on the ground and then repeat the process for the entire liquid’s shelf life. You can banish the potion or make a siphon of its contents out of it. You can also use an action to dismiss a spell. On a successful save, the spell ends. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch one willing creature. Until the spell ends, the target’s clothing transforms into armor and you can spend 3 feet of movement to automatically break free of the garment. This transformation costs 3 feet of movement. While the target is wearing armor that doesn’t fold, it can use a bonus action on each of its turns to move up to 5 feet away from you in a direction you choose so that it remains within 5 feet of you (this spell can use an action to move up to twice its speed, but no more than once, before it deals damage and moving again). While wearing armor that doesn’t fold, it can use a bonus action to switch from being covered by armor to being covered by a shirt. Both ways can deal double damage to the target. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Everyone who knows you uses magic to locate an invisible target somewhere on the ground, up ahead, behind trees, in crevices, or on the ground outside buildings. Otherwise, magic fails to find the target; on a successful exam, you ask other spellcasters to find the target for you. If you succeed, the spell ends. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

For the duration, you touch one willing creature and let it become invisible until the spell ends. It can use an action to break its invisibility, making another unaffected creature disappear, reappear in the space it left or to take a different form. This spell has no effect on undead. You can’t use this spell to cast a spell. Instead, you attempt to cast a spell that targets only one creature. Make a ranged spell attack against that creature, and make the attack using your spellcasting ability. On a hit, the target makes the attack roll with advantage. It can use its action to take 2d10 force damage, including against you, by way of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Evocation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell reveals secrets within an insomniacal temple where the gods worship. Choose one of the following options for what appears on the surface of the temple. You may specify a password that can be written on the stone. Your temple appears completely within range, surrounded by an intricate web stretching from the interior to the exterior. It is made of silvery, transparent material that can be difficult to see. A temple is a place that has been consecrated or consecrated to a god’s divinity. The temples interior are made of stone, and they have four legs dedicated to the service of the deity. When the temple is dedicated to a god, the legs of the temple flit across the ground, each leg being dedicated to its respective deity. You may use any of the following magic for the function of the temple: Coming from beyond the temple, it emits a beam of dim light in a 30-foot radius. This dim light emits a nonmagical aura that lasts for the duration and can’t penetrate armor, although the aura can pass through barriers and armor. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature, and the target’s invisible body becomes visible to both the target and the intruder. The target can make a Wisdom saving throw to automatically reveal its invisibility to the intruder by using its action to switch from invisible to visible mode. As an action, the target can make a Wisdom saving throw to switch from light to invisible, ending the effect on itself on a success. Ethereal Body 120 Concentration, up to 1 hour The veil of silence radiates with life and shadow for the duration. Any creature immune to necrotic damage or blinded by it for 10 days must succeed on a Charisma saving throw or take 1d8 radiant damage, leaving it blinded for 1 day. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature to appear invisible. The target’s skin and body can’t become invisible until this spell ends. The target disappears when it drops to 0 hit points or when the spell ends. If this spell ends before the second use, the invisibility ends for the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a target that you can see with a ray of white power reaches out and touches you with his or her full might to shake off the effects of any of the effects of this spell. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature that you can see within range. Until the spell ends, the target’s vision is blurred, its hair appear to have become tangled, and its eyes become unfocused. For the duration, the target has disadvantage on attack rolls against creatures that can see through its eyes. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

For the duration, you touch one willing creatures that you can see within range. The targets can be anywhere, from your own home, to dangerous locations, such as underground, out of reach of fey or invisibles. Once a target has been affected by this spell, it returns to its home plane (your choice where it can see or not), which triggers the spell when it is cast. The target can’t leave its home plane if it is incapacitated or w ho is harmed. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature for the first time on a restored turn and let it regain hit points equal to half what it had lost. It can then use an action to inspect the condition of the next creature it wounds or strangles, making a Wisdom or Charisma check. The creature can make a Wisdom Wisdom check using its own knowledge. The check succeeds if it reveals a spell’s most common effect and a spell’s most recent use as a whole, if any, to be most likely to reduce the condition to harmless. Otherwise, the creature doesn’t benefit from any effect that would allow it to use its action to cause a condition change. To do so, it takes 3d10 necrotic damage, or half as much damage on a successful save. Necromancy

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch is invisible to all damage and can make all saving throws, saving throws, and ability checks at the start of each of its turns. The spell ends if you drop to 0 or if you and the target become separated by more than 60 feet. Ranged weapon attacks that use touch, as well as those that use sound, are impossible under the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration of the spell, the target’s only constant is a shimmering, magical orb that sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The spell ends if you dismiss it as an action or cast this spell again. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 30 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for one hour. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s only ability is to see and hear the plane it originated from, and its only ability is to follow and move around any objects that are physically within its reach. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s only ability is to see and hear the plane it originated from. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Whisper sounds can be heard along the wall. Choose two creatures that you can see within range. A creature can be targeted only by one of the spells. Each target must make a Constitution saving throw. On a failed save, it takes 4d10 radiant damage, and it takes 2d10 radiant damage on a failed save. The first condition of each condition you met during your casting of this spell increases by 1d10 for the duration. A creature that successfully saves against this spell must roll a 6 or higher to change its saving throw. It can use its action to make a new saving throw, or choose to continue targeting this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target two additional creatures for each slot level above 1st. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature of your choice that isn’t under your control. The target loses its spellcasting ability. It must make a Charisma saving throw at the start of each of its turns or be cast deaf. On a failed save, the target regains only its Constitution saving throw. On a successful one, the effect ends and the target is charmed and frightened. This spell targets each of the creatures on a plane of existence—the Astral, the Material Plane, the Elemental Plane, etc.—for the duration. The plane of existence the creature was on is that of the nearest, nearest, closest, or closest to you. The target’s Constitution is equal to or higher than your spellcasting ability modifier. Self 5 Days You create a magical vessel inside which you can use magic, a link from another dimension, from another dimension, or any other means to connect those two dimensional connections. The vessel forms on contact or space that is within a 60-foot cube that you can see within range. The vessel is fully enclosed—no more than 60 feet of fabric or 25 cubic feet of metal required to form it. The vessel can be used to create many different types of objects and magical items, such as the vessel of an elemental or an extraplane spell, a spell slot-clause spell, or a spell slot‑free spell slot. When you cast this spell, you must have the first object (the same one used to create the vessel) created. If you are using a spell slot of 5th level or higher, the vessel can be placed inside any object created by this spell. The vessel can have one or more slot doors, a bonus door or bonus door slot, and an additional secret door slot or bonus door slot created by this spell. You must have the vessel open at least once for each slot open. Conjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Self

1 Hour Your hands become invisible to creatures of your choice that aren’t wearing armor or who don’t carry sufficient equipment to do so. Creatures of the chosen size or shape can’t be targeted or otherwise affected by this spell or tempted. Nonmagical plants and water elementals can’t be targeted by this spell. You can inscribe a small portion of your body on the parchment of the chosen creature, which sprouts from the parchment. For the duration, you can inscribe any part of your body on the inside of the spell. Choose any of the following spells you can cast on your target. The part of your body that you’re targeting can’t be duplicated or reshaped to create a specific effect. For example, you can inscribe a part of your body covering yourself in shadow that can fit over a simple cup and drink from it as long as you have a spare. Your target must also have a sufficient supply of food to sustain your entire body for the duration. A creature can’t be affected by this spell by greater restoration or immortality. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a siphon appears on the ground within range. The siphon acts as a siphon, siphoning moisture from plants and other nonliving objects in the area up to 1 mile deep, for up to 120 minutes, to remove harmful substances in the area. The siphon is nearly invisible. It illuminates harmful objects in the area that are within 30 feet of the siphon, and it illogically shapes such objects so that they appear to be invisible. An illusory representation of the siphon appears on plants and other nonliving objects in the area, and it illuminates any harmful substances in the area. A siphon created by a spell can hold up to 100 gallons of water. If more than one siphon creates an illusory representation of the same siphon, the siphon mimics the siphon's appearance, size, and weight. Creatures that use a siphon to create an illusion or to cast spells must roll a d20int check to cast a spell there. On a successful check, the spell creates a siphon of your choice and doesn’t need to be created. A siphon created by a spell destroys it instantly; however, if more than one siphon creates an illusory representation of a siphon, the siphon mimics the siphon’s appearance. A siphon created by a spell destroys its harmless component instantly; however, if more than one siphon creates an illusory representation of a siphon, the siphon mimics the siphon’s appearance, size, and weight. A siphon created by a spell destroys both instantly and temporarily. Illusion

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled or triggered by a spell of 2nd level or lower, any creature on the ground that is within 5 feet of you (including you) and that can see into the darkness for the spell’s duration causes a shimmering, 30 foot tall dome of green light to form around the dome. The dome obscures visible light and dark areas, and each creature in the dome must make a Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage, and it makes a Wisdom saving throw with disadvantage. Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, this spell creates illusions that fail to fully cover a target's body, or that fail to follow a certain set of natural or man-made rules. A target with this spell takes 3d8 necrotic damage, and it can’t willingly leave its body if its hit point maximum is over. One creature with a hit point maximum under the effect of this spell is blinded for 24 hours. When the spell ends, the spell ends, and the target’s mind reverts to its normal state. If the creature moves again without using movement, it reverts to its original mind and is blinded. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. Until the spell ends, the target’s only weapon is a Large or smaller demon or a cursed weapon. Abjuration

Q’s Invisibility

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Q’s Invisibility Transmutation

Q’s Invisibility

Casting Time: 1 action
Range: Units: Arcane, Basilisk, Charm/Will, Cordon/Threat, Fuse, Healing Touch, Mad Bomber, Madness, Mimic, Nailor, Nightmare, Poisonous Orchard, Poison Spike, Prone Orb, Smoke Wall, Smoke Wall Wall, Tangle of Arrows, Stone Wall (can be pulled out of the orb if you have one), Scroll Fragment, Wall of Stone, Wurlitzer's Hand, and Weapon.
Duration:

Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 10 Hours

This spell removes magical restraint, granting it to you and all creatures within 10 feet of you within range. For the duration, any creature restrained by this curse can repeat the same or a different spell at any point in its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you might target one additional creature for each slot level above 1st. mAbruptible Night. Touch 10 Concentration, up to 1 hour Until the spell ends, a celestial, an elemental, a fey, or a fiend who you can see within range must make a Charisma saving throw. On a failed save, a celestial becomes invisible and must spend the reaction of its movement to go into hiding. In addition, under the spell—or worse, the spell could lead to its destruction. The celestial can’t be targeted by spells or otherwise affected by spells. If you cast this spell at least once every nine months, the spell ends, and the spell persists for the duration, if not already ending its effect. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can target one additional creature for each slot level above 1st for each creature. Enchantment

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Day

You draw the breath of a willing creature you can see within range. The creature must succeed on a Wisdom saving throw or be pulled 5 feet closer to you than normal for the duration. The creature is stunned for the spell’s duration. The staving action ends for the creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days. When you cast this spell using a spell slot of 4th level or higher, the duration is 21 days. When you cast this spell using a spell slot of 5th level or higher, the duration is 30 days. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A spirit appears and removes one object made of a material object that you touch, such as a book, a sheet of paper, a piece of parchment, a piece of parchment paper, or a piece of wood. The object must fit within 5 feet of the object, and it can’t have more than one slot available. The object can be moved using your movement, otherwise the object wouldn’t be moved. You can use your action to move the object up to 30 feet in any direction, but it can’t move while using your movement. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell damages an undead target you choose within the duration. It disappears if it is no longer alive and reappears in an unoccupied space within 60 feet of you. A zombie that dies within the spell’s duration has a +1 bonus to all damage rolls, ability checks, and saving throws. In addition, when a creature uses its action to eat another creature’s carcass, that creature can’t take any actions that would benefit from being within 60 feet of the carcass and can instead take the action of the zombie and move immediately to grab the creature’s carcass and move it to a different unoccupied space within 60 feet of you. The zombie can move across uneven terrain created by any available rampacing slope and up slopes and down slopes and down slopes and slopes. It can enter and leave the carcass, but not move or leave the carcass. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

With your magic, you can cut a creature’s soul at will. You change its state at will. For example, if you cast this spell at a creature that doesn’t have any bones or teeth, it becomes possessed of a simple and harmless illusion, until you dismiss it. If it fails its saving throw against this spell, it is allowed one extra turn to adjust and regain its normal state. If it fails its saving throw against this spell, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You conjure up a mirage that appears at a point of your choice within range, and up to ten willing creatures of your choice that you can see within range can see through the mist. The mist lingers in the air for the duration, and creatures that latch onto a creature in the mist can jump out if they are within 5 feet of the opening. Any creature that ends its turn within 5 feet of the mist must succeed on a Strength saving throw or take 6d6 thunder damage. This spell's effect extends to undead and constructs, as well as to creature companions. Nonmagical ranged weapons of any kind that don’t have a fixed ammunition capacity or ammunition that are not secured to a weapon or that aren’t normally carried are unaffected. For the duration, wands of any kind that have a fixed ammunition capacity or ammunition that aren’t normally carried are unaffected, as are wands of any kind with ammunition that aren’t secured to a weapon or that aren’t usually carried if that weapon or ammunition is carried. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create or mend a nonmagical object or a portion of an object that you can touch. The object becomes mundane until the spell ends, and you can attempt to mend another mundane object that you touch (for example, an encrusted dagger or an emerald minecart) to create a mundane object or make a mundane artifact of some sort. You can set the nature of the spell to persuade, entangle, inscribe, or mend a surface, as well as the sort of object or material used to craft a surface. If you choose to use an object or material manufactured by another nonmagical method, you must take the form of a true beast or a celestial in the manner specified above, using a beast’s true power to do so. The magic used to craft such objects remains with you until the object is made, at which point it becomes mundane again. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You invoke an extradimensional force that pulls a Large or smaller creature of your size or smaller into a place or the air within range. The magic reaches out from the target to crush the creature and crush the creature in its space. For the duration, the creature is restrained and can’t move. To end the spell, specify a place within 5 feet of the target that you can see and how difficult it would be for the target to remain there. To achieve this end, the spell produces an extradimensional space that the target can freely move across on its own with just a single motion. The extradimensional space extends beyond 5 feet and can’t be occupied by other creatures, such as a lich or a lich master or servant, or wielded by an undead. A creature restrained by the extradimensional space can use its action to make a melee spell attack with it. On a hit, the target must make a Charisma saving throw. It fails this save, and it frees itself for another round. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extradimensional space created by the extradimensional force is tripled for each slot level above 1st. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You invoke a powerful magical force that confines several hundred corpses to a miniature replica of your deity within range. The target becomes a skeleton for the duration. Completely encased in grief, the target spends one round of exhaustion and must make a Constitution saving throw. It takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. Until the spell ends, the target can make a Wisdom saving throw to regain control of itself. On a failed save, the target can use only one of its actions on a turn or ends its turn, and it can’t do any of its damage. The spell ends if the target chooses an illogical or magical means to end its turn, such as by attacking a friendly creature or attacking a creature within 5 feet of it or 1 foot of it. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your magic imbued objects are restored to life when you cast this spell using a spell slot of 7th level or higher. You can restore both raw materials and finished products to a body of water other than your own. For the duration, up to ten creatures of the type you designate come into contact with your restored magic and can’t be affected by any spell. You can’t use this spell to create a body of water, for example. Instead, you can use this spell to create a body of water that’s harvested and manufactured by an artisan’s shop. You can use your spellcasting ability to determine the raw materials and finished product of these creatures and animate or otherwise animate them, though they must be dead or under the effect of a disease. This method of creating body parts is nearly instantaneous. Until the spell ends, you can use an action to animate a part of a creature’s body and animate it again, since the creature’s body is no longer diseased. If you or a creature you choose is incapacitated or has become diseased while you are casting this spell, you can use your action to move the body as described above to the nearest unoccupied space you can see, if you choose. If you do so, the diseased creature uses any remaining movement to walk away from you, unless you use a spell slot of 3rd or 4th level. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your magic is reputed to have reached the furthest reaches of the dead. You teleport yourself to an unknown location somewhere in the Everlasting Forest, returning to a place of your choice within range. You appear in a location you can see and feel and have a general knowledge of the location. No spell is cast that returns you to a dead place, even though there is some kind of danger there or somewhere nearby. A trap is triggered when you step into the trap and attempt to jump across it, which triggers a magical spike that moves you along the bottom of the trap, stopping you from reaching the bottom. If you succeed in reaching the bottom, you are sent back to a dead place and face penalties equal to 1d8 + your spellcasting ability modifier. The spikes created by the trap are harmless, and you can use your action to use a different one to move up or down the trap. You decide what action you will take and where you will land, and what sequence of actions you will perform during the duration. You can use either the ramp sequence or a separate sequence of actions to move up or down in sequence. If you use the ramp sequence, you move up or down three levels, and if you move down three levels, you move up or down four levels, and so on through the duration. Casting this spell ends traps created by a common spell, such as a burning hand of water, triggering one in each location where the spell’s trigger. Illusion

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 1 Round

You invoke the spirit of Grigal the Seer to aid you in your quest to retrieve a artifact. The artifact must be excavated and under the surface of the ground where it appears you are standing. You can use the stone to create portals or other clear openings through which to pass. To create an opening, place a quantity of gold or silver weighing 10 pounds or less in your possession on the ground within 5 feet of where you excavate the artifact. The portal opens 1 foot in either direction on each side, and the silver or marble remains remain for 5 feet at a time (your choice). You can fill the portal with smoke, torches, or other similar flame to create the illusion. A creature can make a Wisdom saving throw to extinguish the flames. If a creature fails to do so, it can use an action to end the flame. When the illusion ends, the remaining flames dissipate into smoke, which extinguishes the flames. You can create an opening to either side of a portal or to a surface under another surface, provided that that portal is on both sides of the portal. You can create any of the following openings: 1) Under an object made of earth you choose, stone that has a diameter of 5 feet and that is 1 inch thick, creates an opening within 5 feet of the opening you chose. You can use this opening to create a passage leading up to the surface of an open space or to an area within reach of an undead creature. An undead creature doesn’t need the passage to reach its full size. The passage is 1 foot deep and 5 feet wide, and the creature moves through it at half normal speed. Alternatively, you can create an opening only within 1 foot of an opening you create, creating an opening only to the left of the passage. To create an opening over an area of land other than the one you created, you either have to use a portal or you have to create a portal to a flat plain. That plain is your vista. You can either move from side to side in a fixed manner and then continue down the shortest straight hallway or you can move up or down a ramp and then continue up the ramp and exit from the plain. The ramp is made up of two curves that are equally spaced and extends horizontally from you to the left and right of the ramp. Each of the durations for which you have a melee weapon (your choice when you take the Dash action) have a 30 second duration. You can use this duration to move up or down stairs, along bumpy roads, before reaching the top of the ramp or the platform. You can use each of these swift steps to throw a javelin at a creature you choose within 30 feet of the ramp. Slam the javelin into the creature’s head, stunning it until it makes a melee spell attack and discarding it if it strikes a creature or an object within 30 feet of you. If you have a melee weapon (your choice when you enter combat), you can use your action to slap the target’s throat and have it take 2d6 piercing damage against you. You can clear the air with your bare hands before it can move, using your action on each of your turns. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 4 Hours

Granting a wish increases the chance that the spell of a certain duration will restore at least 1d6 hit points or fewer of that type to an object or some other component of your choice within 30 days. These magical effects last for the duration and don’t stack with other magical effects. You can combine these effects with other effects to create a wish spell. To create a wish spell, use an existing wish spell slot, or cast a wish spell using a wish slot of 3rd level or lower. You can also create a wish item, which you might want to put in your possession, that would allow you to speak the wish of a specific creature and be performed normally. You must be able to read the wish and possess an appropriate set of mental and physical senses, which you must both have before you invest your spell slot into a wish spell. You can also spend up to two levels of your spellcasting slot to create a wish spell if you know the wish spell, but can’t have more than one wish spell in your spellcasting slot. You create one wish spell at a time and banish a creature from it if it attempts to cast a wish spell. If you wilt, the spell ends, and the creature becomes random in appearance before reaching any sort of physical or mental condition that you describe. A wish spell creates or partially creates an effect, such as a wish spell allows an undead to become or disappear, that would make such a wish impossible, or that might allow a creature to benefit from being a creature other than a skeleton (such as a fiend) to retain such an ability. Such a wish could be a wish spell, a wish wrought by an illusory duplicate of a creature, or some other such magical effect. You decide when to allow wish effects to last, and how to handle them when them do. When a wish spell reaches its higher level, the greater the reduction in effect for creatures other than skeletons. This change affects both spells and objects created by spells with a higher initial level than the spell’s lower level. For example, if you cast a wish spell to create an invisibility cloak that prevents a target from casting your spell on it, you might be able to reduce the spell to 1 minute blank. You can ask the DM if you have the ability to reduce the spell to 0 minutes. If you do, the spell ends. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: 8 hours

A shimmering portal rises from the floor within the dungeons under the control of the Great Septon. The portal is nearly invisible, only partially visible through the wall. The portal appears as a vertical bar with yellow lights behind it, but each side has one lighted panel that looks like a yellow star. The panel shines radiance to the ceiling and on the ground within. It is the safest portal in the game. There is a single door with a single portal opening near the center to the left (the entrance to the portal is on the right side of the wall) and one panel that is barely visible from the floor. You can open the door to the lower level by dragging the foot of another door that moves within the portal. Alternatively, you can leave the door open while still inside the portal for your teammates to enter. If you open the door to the lower level, you can create a portal to the upper level (the portal opens to other rooms) through which you can enter the portal. The portals are visible from the outside of the fortress. Only the guards can enter the portals, except for the Great Septon. The guards can only step inside the portals and can only enter them through barred doors on either side of the portal. The portals are heavily obscured and have narrow corridors. To pass, a soldier must reach the top left portal from the corridor, a soldier on the ground must follow the corridor until it leads to a door that is locked, and the first soldier to reach the top left portal must do the very first jump jump when it reaches the top of the room. Any second jump also takes place automatically. Each creature that falls to the bottom of the room takes 300d6 stairs, and any whose ladder drops to the floor above them takes 2d4 extra stairs. Guards can stay inside the portals and fire bolts at enemies caught in the portals. Any creature caught in the portals takes 2d4 fire damage. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You temporarily alter the appearance of one creature you can see within range. Make the creature appear taller, heavier, or with a bluer appearance and become a full-grown cow. Make the creature appear thinner, shaggy, or wiry, weighing in at only 5 pounds. If the creature doesn't have wings, its weight is entirely in its own space, and it is incapacitated. It can use only one tool’s tool at a time, and any tool’s charge is wasted if it isn’t brought to its hand. The spell ends if you select animate or create. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect up to five creatures of your choice within your spell slot and animate or create two new ones for each slot level above 6th. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 10 days
Duration: 120 days

1 hour 1,500 words, 20 minutes (can be turned into a spell) Instantaneousaneous Choose one creature that you can see within range and that is wearing an eye mask. The target must make a Wisdom saving throw. On a failed save, the target takes 2d10 psychic damage. On a successful save, the target takes half as much damage. If the target doesn’t take damage, half the damage of the other spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 6th. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10 Days
Duration: 4 Days

Instantaneous Choose an object or nonmagical object that you can see within range and that you can see within range. The object can be a creature, a magical object, a magical item, or an object that is a magical object or an object that is a magical object or an object that is a magical object. The object must be within range and can be both a magical object and a magical object. For example, the object can be a magical artifact that can be held within a magical artifact and which can be used to levitate a living creature. Once set, the object remains there for the duration. You can also use a spell slot of 5th level to create an object that is no larger than a 20-foot cube and that is both a magical object and a magical item, if the spell can be cast and the spell’s element can be neutralized, the object is a celestial object that is an object of celestial origin and can be both a celestial and a celestial object. The object remains within the spell slot. For the duration, the object can be a celestial object or a celestial object and is a celestial object if it can be both a celestial and a celestial object. Divination

Resser RestractiGn

Casting Time: 1 action
Range: 10 Days
Duration:

You choose one of the following creatures: goblin, lizard, rat, snake, fiend, or fiend of a certain kind. You can target one of those creatures for the spell. The chosen creature must be within 30 feet of you when you cast the spell. If the target is in the air, it must make a Strength saving throw. On a failed save, the target takes 1d6 bludgeoning damage and is deafened for 1 minute. On a successful save, the target takes half as much damage and is still affected by the spell. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 10 Days
Duration:

You touch a creature that has a certain spell slot or level. The magic cord imbued the creature with life-sustaining vitality. You choose one of the following effects when you cast the spell. If You make a melee spell attack with the magic cord, the creature takes 2d6 lightning damage. on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 10
Duration:

Until either side of you for 30 seconds, you lash out at one creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target deals 1d4 + 1d6 damage of the first type immediately before it instead makes the attack with this spell, and until the spell ends, it can attempt another 1d4 damage of that type, instead. Make a new attack against the same target or a creature of the same type as you. On a hit, the target takes 1d4 + 1d6 damage of the second type before it instead makes the attack with this spell. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A surge of divine energy springs from a point of your choice within range, originating from a god or a god’s name that you know. Alternatively, you can point to a place within range and say the words of the named god. The words appear in languages you know and that have a language element that is familiar to you. Each name carries a certain weight, such as “alas razim’s name’s, “ahiram’s name’s, or “ahiram lama’s name’s.” Divination

Resser RestractiGn

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this form, you can only cast spells of a level higher than the lowest level of the four main schools of magic, and you can’t assume the form of an undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a protective magical effect. Choose one of the following effects; the target becomes charmed by you for the duration. While the target is charmed, you have an advantage on all saving throws against spells and other magical effects. The spell lasts for the duration, unless you use your action on a later turn to switch to a different effect. The spell ends if you use your action to do anything else. The spell can also be ended by greater restoration, heal, or wish. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 120
Duration: School hoursanned

This spell allows you to bring about an instantaneous, magical change to one creature’s mental state. You can bring about the instantaneous change using a bonus action on your turn or by pouring some nonmagical energy into the spell as part of casting. Make a magic circle on the ground within range, centered on it, and extend out over it in a direction you choose (such as up, down, left, or right). You can use your action to pour the magic dust into the circle, creating a magic circle of your choice with a 10-foot radius on the ground that you can see (if you have it, you can choose two such circles for each creature). You can use a bonus action to cause a magic circle to automatically cover an area other than the entrance to an unholy temple dedicated to the devil. You make the spell’s duration nonmagical. After its effect ends, the spell ends, and the circle is shattered and the creature withers. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 120
Duration: Self (60-foot cone)

1 Round 60 minutes You touch a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d4 radiant damage and be teleported to another point you can see within range. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 120
Duration:

Until the spell ends, when you make a melee spell attack against a creature within your reach, the creature takes 1d6 psychic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 13
Duration: 1 Hour

A phantom guardian appears and whispers an unknown message to any creature within range. Until the spell ends, the illusion leaves behind some of the magic that made the creature’s journey through the night possible, creating a shimmering barrier of light and silence that remains to this day. As a bonus action on your turn, you can move the barrier up to 30 feet in any direction and then repeat the attack against the same target. If you make the attack with this spell, you must use your action to move the barrier up to half as far as you intended from where the spell occurs, including when you cast it. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 13
Duration: 1 Hour

You create an oddity or other effect in an area within range. An effect is a magic item that can be found anywhere on the floor. The effect might be harmful, mundane, mundane, mundane, mundane, mundane, mundane, or anything in between. When you cast the spell, choose one of the following effects to create the effect: Halves the size limit on all lances and daggers in the area. Reduces an affected target’s movement speed to 0. It also ignores armor and weapon’s reach distances. If you create an effect that only affects one creature, such as one that halts an attack or ends a spell, that creature must succeed on a Constitution saving throw or become restrained in the magic item until the spell ends. Tries to bind or bind an unwilling creature to a visible or intangible object. An unwilling creature obeys the creature’s spoken commands using the creature’s attunement to a permanent object within 60 feet of it. The creature is under its own volition and must obey any direction given by the creature and follow its commands until the spell ends. To dismiss an unwilling creature as sarcasm or a sign of discord, you cast this spell as though it were an object created by arcane magic. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 150
Duration: 1 Hour

An area of stone and sand appears at the center of a creature’s space for the duration. The stone and sand seem to be of similar size and shape. The terrain is difficult terrain and the terrain can be difficult terrain at any time for the duration. If the terrain is covered by rubble, trees, or loose earth, plants grow only on it. The terrain can be difficult terrain if its extent is greater than the area’s normal area. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 150
Duration: 4 Hours

This spell reverses the course of time, which makes you vulnerable to being damaged by one of the following effects of your choice within the same turn: You create a magical age-long drain on life, temporarily ending all nonmagical life in your vicinity. You instantaneously freeze whole continents or regions of the world. You instantaneously freeze entire alien races. You instantaneously freeze whole civilizations. You instantaneously freeze whole civilizations and peoples. You instantaneously freeze whole stars. You determine the course of time with a successful Intelligence (Investigation) check against your spell save DC. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 150
Duration: 5 days

1 Hour Instantaneous Choose one creature you can see within range and that can’t be more than 10 feet away. The target must succeed on a Wisdom saving throw or become paralyzed for the duration. The target’s movement is normal and it has resistance to bludgeoning damage and cold damage. If it’s still within 5 feet of you, the target regains half its hit points when it uses its action to move 50 feet in any direction. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch a creature and stimulate its natural curiosity and intelligence. The target’s curiosity level isorsight, and the target gains a +2 bonus to the attack and damage rolls it makes using that ability, and the target gains an extra number of temporary hit points for each of its turns until the spell ends. This effect only targets creatures. The spell has no effect on undead or constructs. Naturalist. The target has advantage on ability checks and saving throws against being frightened, and the target gains an extra number of temporary hit points equal to your Wisdom modifier for the duration of the spell. These extra temporary hit points can’t be replaced by temporary hit points from another source. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 1.5 days
Duration: 1,500 gp

10 minutes 1,000 gp Instantaneous, a creature wearing a robe of protection from magic can use one of the following attacks against a target within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You enrich the world with magic, imbuing it with magic that is unfathomable. Each creature of Medium size or smaller who starts their turn within 30 feet of a place you choose within range must succeed on a Wisdom saving throw to resist the spell. An unwilling creature can use its action to make a Wisdom saving throw to succeed; if it succeeds, this spell doesn’t restrict it. Whenever a place you choose within 30 feet of a place you choose within range, you also make the magic’s place a magic effect on it, as if the place were there. For the duration, magic-wrought constructions created there have an Intelligence of 7 and lower, and magically attuned creatures and objects are unaffected by this spell. The spell makes possible an unoccupied space created by a magic effect created by a place you choose as your destination, providing access to that space for as long as possible. Magic Word Search Divination

Resser RestractiGn

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You pull a potion from a creature who speaks a certain language and imbues that creature with a magic potion. The target takes acid, cold, fire, lightning, poison, or thunder damage, but not as much damage as other creatures. You make the potion appear as flammable objects that fall into 3 or 4 unoccupied cubes. When you create the magic potion, you can make any spell you cast that targets only one creature also apply to the potion. Only one creature of your choice that you can see must be within 120 feet of you must follow the potion's instructions, and those creatures can’t be dispelled by attacks or spells. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a potion created by the potion has a range of 500 feet and can penetrate some barriers, walls, and other nonmagical barriers. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Energy.

2 Hours. 1 Day. 1 Hour. 1 Hour. 10 minutes. (8’s) 10 minutes. (’s) 10 minutes. (’s) 10 minutes. (’s) 10 minutes. (’s) 10 minutes. (’s) 10 minutes. (’s) 10 minutes. (’s) 10 minutes. (’s) 10 minutes.InstoreAndOnline10 minutes. (’s) 10 minutes. (’s)ÃÂÃÂ

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

1 Orange juice, about a cup size small. At the end of each of your turns on your turns, you can make one additional use of your reaction to determine whether you gain a +4 bonus to AC or a +6 bonus to AC. 2 Days 1 Hour 1 Orange juice, about a cup size small. At the end of each of your turns, you can make one additional use of your reaction to determine whether you gain a +2 bonus to AC or a +1 bonus to AC. 1 Hour or 24 Hours 1 Hour or 24 Hours 1 Hour or 24 Hours 1 Hour or 24 Hours 1 Hour or 24 Hours 2 Days or 1 Hour 2 Days or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns)2 Days or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns) 1 Hour or 1 Hour (at the end of each of your turns) 10 Days or 1 Hour (at the end of each of your turns) 10 Days or 1 Hour (at the end of each of your turns) 10 Days or 1 Hour (at the end of each of your turns) 10 Days or 1 Hour (at the end of each of your turns) 10 Days or 1 Hour (at the end of each of your turns) 10 Days or 1 Hour (at the end of each of your turns) 10 Days or 2 Hours (at the end of each of your turns) 10 Days or 2 Hours (at the end of each of your turns) 10 Days or 2 Hours (at the end of each of your turns) 10 Days or 2 Hours (at the end of each of your turns) 10 Days or 2 Hours (at the end of each of your turns) 10 Days or 2 Hours (at the end of each of your turns) 10 Days or 2 Hours (at the end of each of

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

A crackling flame appears in the ground, then spreads out across the floor, gradually spreading out over a period of days to weeks. The flame radiates magical radiance radiating from you and radiates to your companions the message "Fireball of Ages" (your choice which spell you cast and which direction it falls) in its normal radiance. For the duration, each creature in your path (including you) increases its AC by 5 for every two feet you traveled and increases its hit point maximum by 2d10, and it deals 2d6 bludgeoning damage to two creature objects in its path (including you) that aren’t being worn or carried by creatures. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature of your choice that you can see within range regains expended movement for 1 hour. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

A Large construct of the color you choose appears on the ground within range and disappears when the spell ends. The construct is a lightweight, lightly animated, heavily animated creature with a grasping and churning body and a mouth that is 6 feet long and 1 foot wide. It has a gout of 2 inches diameter and 5 feet deep. The mouth is a labyrinth, with nine chambers each containing up to ten creatures. Each chamber is 1 inch deep and is filled with churning air that fills all but one chamber and churns out 12 gallons of crude ale. Each chamber contains up to ten creatures. The creatures in each chamber are difficult terrain. If any creatures would be affected by a spell or other magical effect, they can be neutralized by creating a new one adjacent to each chamber. Creatures. Each friendly creature on the ground within 20 feet of the mouth’s surface is a creature of size you choose. You can’t choose a creature type; instead, you must roll a d20 for the creature’s type, which must be a type known to you (your choice). If you roll a 6 or a 7, the creature is no longer a creature of size 6 to 6. It has AC 20, and it takes 6d10 force damage on a failed save, or half as much damage on a successful one. The mouth’s interior remains unharmed, but the creature regains lost health as it moves through its space. It makes two Wisdom saving throws each time it successfully bombs its way through a chamber, and it makes another two wisps of smoke each time it successfully hits a creature or a structure. Creatures within 20 feet of the mouth have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Transmutation

Resser RestractiGn

1 Hour

Casting Time: 1 action
Range: A strange vortex appears at your location in order from left to right. You choose a point you can see within range, along a path, or on a surface you can see. The vortex is made of magical energy that lasts for the duration. When the vortex appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature is restrained, frightened, or poisoned. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained, frightened, or poisoned and is thrown into the vortex.
Duration:

Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

A wall of shimmering stone spreads out from somewhere in front of you, rising vertically and horizontally from your feet to a height of up to 30 feet and then falling upward toward the ground. You can use your movement to move the wall as follows: You can move the wall up to 90 feet in any direction, up to 90 feet in each direction, and then back down again, using the same reaction. You can move the wall horizontally and vertically, up and down, up and down 2 feet in any direction, up and up and then down again, using the same reaction. You can move the wall up and down each time you make a melee melee attack. If you do so, the wall is an uncontrolled object created by the spell. If you make a melee attack with the wall, you provoke an uncontrolled attack with it (creature or object, both). If you make a melee attack with it, you must make the attack using whatever weapon’s on the attacker. If you make a melee attack with it twice, you regain hit points equal to half the amount of hit points you still have. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a point you can see on the ground with as few hands occupied as possible. A creature takes 4d6 radiant damage when it enters the spell’s area for the first time on a turn or starts its turn there. At the start of each of its turns until the spell ends, a creature must make a Charisma saving throw. On a failed save, a creature takes 6d6 radiant damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

Holy aura surrounds a creature of your choice within range that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d4 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. This spell destroys a target that is blinded or deafened while it is within 60 feet of you. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 hour
Duration: No action required.

A wight who looks like a wight enters the Astral Plane and has the following benefits: You can use your action to make a wight appear to you, as long as you don't move or have to make a move action. You can also use your action to make a wight appear to you, but you must use your action to do so. You can use your action to make a wight appear to you, but you must use your action to do so. You must make the wight appear to you by taking a – 4 penalty on your attack rolls and a – 6 penalty on your ability check to see if the wight is within 60 feet of you. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration: Self

Instantaneous You create an invisible wall of light centered on a point within range. Each creature must make a Charisma saving throw and takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The wall can be up to 10 feet tall, 10 feet wide, and 5 feet thick. The wall lasts until the spell ends. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour�(T) a creature you can see within range can’t be charmed, frightened, or otherwise affected by a spell or spell-like ability. The spell ends when you cast it.
Duration:

2 Hours�(T) A creature you can see’s Strength score increases by 2 until the spell ends. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell insures that a target summoned by this spell is permanently within reach of any creature that you choose within 7 feet of it. Once a target is within 7 feet of it, the target can’t willingly move and instead relies on spells or magic to move it. The target chooses which of the following two actions it takes for it to make a melee attack. The target also chooses which of its other actions it takes for the attack to succeed or fail. The target’s Wisdom penalty is halved if it can’t see, except in radiance, at the start of each of its turns before returning to its normal level. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration: Touch

You remove a portion of stone from an unwilling creature you can see within range. The stone is strong enough to rip through steel, stone, or bone, but it also has a 10-foot radius, making it difficult for creatures to reach. The stone disappears when the spell ends. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmute magical energy between two willing creatures of your choice within range. You create a ward of warding between you and one willing creature. The warded creature is immune to all damage, and it can’t be targeted by spells or traps. In addition, whenever a creature within 500 feet of you targets a target of this spell with harmful energy, the target must succeed on a Wisdom saving throw or take 4d10 radiant or necrotic damage. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a piece of stone or metal in range that grants you a number of temporary hit points equal to 3d8 + your spellcasting ability modifier. When you cast the spell and as your action on each turn until the spell ends, you can use your reaction to create another temporary hit point. If you do so, the temporary hit point is no longer there and the spell ends. This spell can’t deal damage to stone or metal before it expires. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Poison Arrow 15 1 minute A sling of poisonous energy springs from your finger toward a creature within range, forming a rapid and precise poison dart with which it darts. Make a melee spell attack against the target. On a hit, the target takes 4d8 poison damage. On a miss, the dart travels 1 mile in a straight line, striking it twice. This spell's damage increases by 1d8 when you reach 5th level (2d8 poison damage), 11th level (3d8 poison damage), and 17th level (4d8 poison damage). Poison Spike 90 Concentration, up to 1 minute A sling of poisonous venom sprouts from a creature’s finger or there at its hip, forming a circle about as large as a 5-foot cube with one-inch-diameter holes in it centered on a point you choose within range. Each creature in the circle must make a Constitution saving throw. On a failed save, a creature becomes poisoned for 1 minute. An untreated creature or an object within the circle is released while the disease’s damage is low. When a creature drinks from the poisoned creature, it must take the poison later to regain use of its action. Swarming Wind 60 Concentration, up to 10 minutes A swirling wind blew from your hand to within 10 feet of you. Until the spell ends, the whirlwind creates 30 feet of cloud-like cloud with a 40-foot radius and a 40-foot high point. The cloud spreads around corners in the area, and winds can be heard throughout the area. Each 5 foot-diameter portion of the wind carries the same threat, condition, or effect as the rest of its length, weight, and/or direction. It chills and festers the ground around it, as well as moving water in and out of the cloud, forming open spaces and dampening normal clothing. Any creature restrained by the whirlwind or who remains restrained by the whirlwind when it winds its way up to its speed can make a Strength or Dexterity check as a bonus action to break free. The whirlwind can move across uneven terrain, up and down stairs, trees, and at low points within 30 feet of a structure. The whirlwind sucks up any remaining moisture in the area before it disperses. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a siphon on a solid surface within range and fill it with magical energy until the spell ends. When you cast the spell, you can make a spell attack. On a hit, the target suffers one of the following effects: --------—Instantaneous Gust of Wind. A wind whipped across a portion of the ground on a point you choose within range causes the ground to become difficult terrain until cleared. The ground is difficult to one-foot thick and is 6 feet deep. It is covered with exposed machinery, caves and other natural obstacles. The ground moves with the spell to give it shape, the fastest moving part of it. As an action, you can move the ground up to 30 feet in any direction. Transmutation

Resser RestractiGn

1 Hour

Casting Time: 1 action
Range: You create a vortex of positive energy around a creature you can see within range. Until the spell ends, the vortex spreads around corners and fills a 60-foot-radius circle. Each creature in the area when you cast this spell must succeed on a Strength saving throw or take 4d8 thunder damage and be pushed 10 feet away from you in a straight line.
Duration:

Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You drain vitality and tendrils of life from one creature you can see within range, causing it to take 1d6 necrotic damage. Choose one of the following effects when you cast this spell within the same turn (including before or after the spell ends): You make a melee spell attack for each creature you see within 5 feet of you. If you hit an opponent with a melee attack before the spell ends, the creature takes 2d6 necrotic damage, and the spell ends. You create a ward that makes it impossible for creatures within 5 feet of you to see through it. When you cast this spell, you can have the spell's radius extend beyond the warded area, up to 30 feet, to halt an attack that would normally have landed in the warded area. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You drain vitality from others to fill one vial of ale infused with magic. You can pour the potion into a vial, which is a cube that has one edge of each side, as you would for wine or vanilla. You make the filling fill one vial. When the potion is dispensed, any remaining vitality that you drained from others fills the other vial and creates two openings for magic. When you cast the spell, you can choose to instantaneously fill the second vial, or choose to maintain the flow of the spell for as long as you want. The spell lasts for the duration, or until you use an action to dismiss it. As an action, you can dismiss the spell. When you dismiss the spell, you cause another vial of ale to fill the same place as the first. This spell has no effect on undead or constructs. You can also use this spell to raise the area of a specific magical energy source, such as a torch, to a height of 10 feet above the ground. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You draw a line from one side of the cube to the other, from one side to the floor, and again from the top of the cube to the floor. The line moves as you level up, up to the maximum extent possible from the cube you cut, up to the extent of your memory, up to the extent of your physical memory, up to the extent of your mental capacity, up to the extent of your senses, up to the extent of any memory you have of your past or present age, or up to the extent of any memory you have of other creatures’s time or place. An elemental in between, the line also extends into your space if you choose. The creature you cut has advantage on Wisdom saving throws against your spells’s sleep attack. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a magic that removes disease and sickness effect from a creature you touch. You can cast such a spell through a nonmagical object, a spell slot, or some other medium that has a sufficient spellcasting ability to perform the spell. Casting through a nonmagical object grants the creature a disease and cure moderate wounds spell slot, which lasts for the duration or until it is dispelled. When you cast the spell, you choose a creature’s disease and sickened condition as its level, not its Dex or other stat line. Also, choose one or more conditions that limit the creature’s ability to attack or defend. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a shadowy force to drain vitality and vitality from some creature or object within range. The target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. The force, made up of small creatures and nonmagical energy, sucks vitality from the target and turns it into stone ford purposes. The stone has AC 15 and 30 hit points, and it has AC 15 and 30 hit points with shields. While the stone is in motion, creatures and objects have advantage on saving throws against its effects. Creatures and creatures that are Medium or smaller benefit from the stone as temporary shelter. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a magic bell explode in your hand. Make a ranged spell attack against the target. On a hit, the target deals 1d10 magic empty magic damage. If you hit a target with a magic bell, the spell and its effects last for the duration, and you must finish a long rest to do so. If you end this spell before the spell ends, all nonmagical projectiles that you can reach have disadvantage on their attack roll. A dispel magic spell also automatically succeeds, even if it has a higher level component. You dismiss such a spell as it suprises the target. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You manipulate a Medium or smaller creature that you can see within range into dropping two hit points of force, creating a ripple in the ground or a hill and hurling it with a sling. The spell ends if the creature drops any weight or if you or your companions are fighting it. If you cast this spell without first removing a weight or hurling it, the spell fails, and the creature falls prone. It can make a melee spell attack with one of its slam attacks against a target within 60 feet of you. If the target instead makes an attack roll using its action, the creature automatically takes the attack. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You pull a creature’s soul from one of the three planes of existence. The creature is under your control for the duration, and if it drops below 5th level, you make a DC 20 Wisdom saving throw, sending it to the grave. The creature has disadvantage on attack rolls against you since it has no memory of when it first entered this plane, and it takes 1d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic makes conjuration work easier. Once per turn, whenever you finish a long rest, you can repeat the spell again, ending the effect on itself on a success. You can also set the spell to end in an instantaneous or half-intact save, such as a spell out or an effect that affects a creature. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

Your next strike causes a sphere of negative energy within range to explode, shedding bright light in a 10-foot radius. Each creature within 5 feet of the sphere must succeed on a Wisdom saving throw or be engulfed in bright light for the duration. The sphere remains for the duration, blinded and deafened by this spell. Nonmagical projectiles and objects in the area or made by this spell explode instantly fail the saving throw. You can make two additional melee attacks with this spell at a time, and the extra attacks deal an extra 1d6 force damage to both targets. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra attacks deal an extra 1d6 force damage to each target. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a Large mendicant from the well of life. This mendicant grows to large size and gains the following benefits: - You and all Medium or smaller creatures within 5 miles of you gain temporary hit points equal to half your hit point maximum. Until the spell ends, you can use a bonus action to dismiss the mendicant. It vanishes, leaving behind only a worn and worn-out mess. You can’t take any actions that would trigger if you and all Medium or smaller creatures within 5 miles of you each received only half of what they'd receive. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spirit that defends a location on the Ethereal Plane. If you choose a point within range, you can summon the same creature—no more than once—as long as it remains within 30 feet of your current location. The illusion lasts until the spell ends, at which point the creature disappears. While summoned, the creature can act as a hopper, pulling up to three items at a time, and moving with you. The creature doesn’t need to be within 30 feet of your current location to work. When you cast this spell, you can have up to three creatures appear within 30 feet of your current location, and two of them can be targeted by phantoms. The spell creates six illusory duplicates of itself on an object or an object fits within 30 feet of your current location. Each illusory duplicate is identical to the duplicates created by this spell. Each illusory duplicate is permanent and can be restored to its original form by spending 3 feet of movement. Finally, whenever a creature uses its action to examine a illusory duplicate created by this spell, it must use divination spells on the creature to determine what form the duplicates are in. Once determined, it can cast divination spells on it again, as long as it remains within 30 feet of its current location. Illusion

Resser RestractiGn

1 Hour

Casting Time: 1 action
Range: You transform a creature within your possession, issuing a power-clearing spell of resistance that stops a creature that reaches the end of its normal speed at which it can move when attacked or thrown. For the duration, the target has resistance to one damage type of your choice: acid, cold, ile, fire, lightning, necrotic, or water.
Duration:

Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Mile
Duration: 30 Days

This spell fails if the wand is worn or carried by someone other than the target. At the completion of each of the 5 rounds you spend using this spell, you can use a bonus action to automatically dismiss the spell by removing the wand and placing it back where it was worn or carried. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You teleport yourself and up to 40 friends of your choice from a distance into a location that has a specific meaning to it—from the Shadowfell on the Shadow Isles to the Great Hall and so on, up to your immediate vicinity. Choose up to ten friends from a group you choose whose voices ring through the night. The group sings or croons together in a quiet, serene voice. The spell creates a magical link between you and each of your companions while you are in the linked region. If you cast the spell on yourself or someone else, your companions learn the song until you dismiss it as an action. While you have this link up, you can use your action to dismiss the spell. You can use your action to dismiss this spell as an action. On your turn, you can use your action to dismiss a spell of 6th level or higher, or to dismiss a spell of 7th or higher. If you have neither of these actions, you can use your action to dismiss all three spells immediately. You can dismiss a spell of this nature with advantage if you are fighting a lich or a demigod, or an evil one if you are fighting a wizard. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Mile
Duration:

This spell damages creatures within fifteen feet of you or within 10 feet of an object or an area within range. An affected creature can use an action to make a Wisdom saving throw. On a successful save, the creature can’t speak a single one of its deity’s divinatory magic, and the spell ends. An affected creature can speak only one divinatory spell at a time. At the end of each of its turns, the affected creature can make a Wisdom saving throw, ending the effect on itself on a success. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 1 mile
Duration:

You implant a small force that resembles lightning within range within a 30 foot radius sphere centered on a point you choose within range. There, the construct is restrained, but it can use Strength and Constitution to attack with as few weapons as possible, and it can’t use reaction to use any of its attacks. It uses the safest and most precise weapon available to it and wastes no movement. As an action, it can make a Wisdom saving throw to end this stress. On a successful save, you can make the same attack again. Alternatively, if you have no weapons equipped and can’t use Strength, you can use Constitution and Wisdom to end this stress, saving you up to half damage total. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 1 Mile
Duration:

You summon a phantom that takes the form of one thing—a piece of meat, bones, or some other component of a creature. The phantasm disappears, allowing the illusion to become permanent and useful once the illusion is removed. For the duration, you can use your action to mentally command a phantasm to appear and serve you. You can create one phant within the same square or within adjacent feet of you. Choose one beast or humanoid you can see within range, and choose a phantistic expression that appears when spoken aloud (for example, "Thinking of putting up barriers? Think of ways to make them appear smaller? Create phantoms to block it!") or when used in a verbal manner that includes a visual component. You specify a phant's physical characteristics (height, weight, skin color, and so on), its mental component, and its sense of direction. Magical phantoms are created purely out of emotion, such as in the case of your phantoms, and created so that you can command a phant to appear and serve you. When you command the phant to do something harmful to you, it can use your action to make a melee spell attack against the target, which must make the attack roll or be able to move quickly enough to avoid it. If the target fails the attack roll, you have advantage on the attack roll as well as on all other damage, which can be spent to restore the phant to life. A phant created to do harm that doesn’t benefit from seeing you as a threat succeeds on its saving throw and takes no actions. You can also make phantistic displays while the spell is on you familiar. Whenever the phant attempts to move to a different unoccupied space on your turn, you can use your action to assume a different form, such as up to twenty feet higher on one side and remain still while you assume the same form, up to 30 feet higher on the other side. Divination

Resser RestractiGn

Casting Time: 1 action
Range: 1 minute
Duration:

1 minute Your mind wanders into the shadowy labyrinth of the Nibelbrunn. A sphere of light and darkness that you can see is centered on a point you can see within range. The sphere is difficult terrain and you must defend it against spell damage. The sphere lasts for the duration, and any creature that ends its turn there must make a Charisma saving throw. On a success, the sphere is cast as part of your spell circle. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1 round
Duration:

You dismiss one of the following curses: Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 1/Turn
Duration:

Until the spell ends, the target of your concentration task(s) has his or her movement based on the terrain’s natural terrain rating + 1. This determines which slopes and descents the targets can‘t pass during their stay in the terrain. While the target’s natural terrain is rough terrain, its movement is based on its terrain’s age, made up of slopes and descents that depend on terrain’s natural terrain rating + 1. This determines which ways the target slopes and descends during their stay in the terrain. Similarly, while you can‘t move or attack the target during its stay in the terrain, you can attempt to do so by succeeding on a new skill roll, an extra step for each skill roll received. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 20
Duration: 60UD10 minutes

You examine one creature you can see within range and determine the nature of the effect for the spell’s duration. A creature must be within 30 feet of the spell’s target before the effect ends. You can make the check using your spellcasting ability. You can also use your action to take the check. If you succeed, the spell ends. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 2
Duration: 1 Hour

This spell removes an effect that animates one or more creatures you designate that aren’t there or that aren’t related to your family. The creature’s speed is halved, it’s Intelligence becomes 1, and it has advantage on Charisma (Investigation) checks it makes to find its way around corners. Divination

Resser RestractiGn

Casting Time: 1 action
Range: 2
Duration: 24 Hours

You attempt to teleport yourself or your companions to an area where there are no more objects falling within 10 feet of a solid surface and where you can see. You choose a point you can see within range and then teleport as a bonus action, ending the effect. Alternatively, you can cause the teleport to fail if you are standing still, for example. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell creates a tiny, harmless piece of equipment within range that lasts for the duration, even if it is a piece of wood or stone. When the piece of equipment drops to 0 hit points, it disappears, and the spell ends. When you cast this spell, you can have up to three pieces of equipment created by the spell created by the first time it strikes or after you cast it. For an effect created by an ability check, that check requires a successful a b e ac check against your spell save DC. When the effect uses one piece of equipment created by an ability check, the piece of equipment is affected only by that ability check. To create an effect created by a check, use the same effect in both cases. To create an effect created by an ability check, use the same check. You can use each effect in the sequence described below to create one additional effect, such as creating a protective magic circle or growing a spear. Each piece of equipment created by this spell requires a successful a b e ac check to do so. You can affect one effect created by a magic circle or growing spear, and you can affect two effects created by a protection spell. To create an effect created by an ability check, use the same check to affect one effect created by a magic circle or growing spear. To create a magic circle or growing spear, use the same check. To create a magic circle or growing spear, use the same check. To instantaneously teleport someone other than yourself to any other spot within range. Using this spell to teleport a willing creature whose level is equal to or less than the lowest possible level requires a success on an ability check against your spell save DC. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell transforms any creature within ten feet of you into a spirit that grows and dies by the weight of its defeat. Choose two or more of your choice that aren’t magical, a witch’s symbol or a divine scroll. You transform the wily creature into a pillar of fire until the spell ends. The creature rises from the smoke and begins shedding magic bolts at your command, shedding holy light in all its paths, summoning its favorite beasts and shedding illusory tears at its enemies. The pillar lasts for the duration, shedding magic in it and shedding illusory tears at its enemies. (It sheds no tear gas when it takes the Attack, Weapon, or Eruption damage.) When the pillar appears on the ground, it disappears and both the creature and its companions are restored to normal. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

Choose one creature you can see within range. You can make a telekinetic leap to one side of the target (if you haven't already, the target must make the leap to reach you and remain within 120 feet of you). You can make the leap using one-handed weapons, or you can expend one use of the doloretic to deal extra damage to the target and regain hit points equal to half the amount of hit points you have. You can use your action to send the target flying, either flying toward you or toward another creature you can see within range of you. If you can reach the target, you send it flying, dealing it extra damage as normal. If the spell ends before you can send the creature, it is destroyed within 10 minutes. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A veil of shadows appears on a creature you choose within range, forming a certain illusion about the subject. The illusion can be as real as a cylinder of stone, up to 10 feet in diameter, and lasts for the duration. While the illusion is a part of the illusion, the target is blinded and deafened, and the target suffers circumstance calls to automatically succeed on all attack rolls against you. The target also suffers a number of negative energy zapping spells known to her or your DM, if these are not already on the target. The spells dissipate into harmless dust if removed from the target. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The lich comes from your side. Make a melee spell attack against one creature within 5 feet of you that you can see. On a hit—and you take 1d4 necrotic damage—the target suffers the spell’s stunning effects, and it can’t use reactions until the spell ends. As an action, the lich can ram the target through one limb, pulling it to the ground and forcing it to make a number of acrobatic Climb checks. When you reach 5th level (2d4), you can ram the target’s entire body, and as a bonus action on each of your turns thereafter, you can ram the same target’s whole body into an open grove of trees, open vases filled with smoke, and pour acid, cold, lightning, or poison gas over it. The acid causes the target’s hit point maximum to rise and, passing through any barrier created by the acid, starts its turn with disadvantage on a Constitution saving throw. While in the acid’s area, you can use a bonus action to move the target up to 5 feet in any direction, using a bonus action you take on the move; otherwise, the target moves to the left of you and has disadvantage on the saving throw if it can’t move while in the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the spell increases by 30 feet for each slot level above 5th. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell nullifies half of your spellcasting ability and temporarily transforms you into a spectral, unholy creature of night. You decide the direction of the transformation in an instant, which makes the transformation permanent. You can use this spell's power to teleport you when you cast a spell of 3rd level or higher. When you cast this spell, you can create one additional spectral creature for each slot level above 2nd. Divination

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell removes an object that is a celestial, magical, or mundane being within range, such as a sword or shield, from existence and temporarily transforms it. You can use a bonus action to automatically transform the object back to being a celestial, magical, or mundane being. You might also use a bonus action to transform a pillar made out of celestial remains into a pillar of thorns and a spike made out of thorns. As part of casting this spell, you might also need to make a different casting choice for each creature. As a bonus action, you can take the action described below to transform the pillar. You might transform the pillar into a pillar of thorns, a pillar of thorns made out of thorns, a pillar of thorns made out of spikes, or a spike made out of spikes. If you transform the pillar into any of the following effects simultaneously, the transformation might release a spell slot effect, such as flayed hand or polymorph ward, both of which might be affected by this spell. For each effect affected by the flayed hand, the target makes a Wisdom saving throw. On a successful save, it can use its action on a later turn to switch to a different spell of the same level or lower. The spell then ends on a successful save against this effect. Dispel magic. You conjure a harmless magic that distills magic within the targeted creature for the duration. For the duration, the target can make one saving throw, and it can cast spells. It can cast any spell it’s able, casting it as part of casting the spell, but it can’t cast any spell using an ability spell slot of 2nd level or lower. When you cast this spell, you can dismiss any of its effects as an action. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to stimulate an unwilling creature with a prayer spell and invoke an illusion that would fit within the following categories: 1) Foresight, 2) Telepathy, 3) Sense Motive, 4) Heal, 5) Healing Wounds, 6) Transmutation, 7) Protection from Energy, 8) Sublimation, 9) Restoration, or 10) Transmutation. Divination

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You conjure up a phantom hand, which you can use as a grasping tool. When you cast this spell, you can use your spellcasting ability instead of Strength for the attack and damage rolls of all ranged attacks you make with that hand, and you can’t have more than one hand used for the attack used by this spell. If you cast this spell without first using both hands for the attack and damage rolls, the attacks roll is wasted. Additionally, if you cast this spell using a hand, it is restrained, and you have disadvantage on the attack and damage rolls of both. The spell ends early if it hits an enemy. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a spell of your choice that you can cast mentally, a long-distance spell of any level you cast, or a spell of your level, and that lasts for the duration. You can cast the spell over many rounds if you wish and have the concentration required. If you cast this spell over longer rounds, you must choose a different spell. You can cast this spell over weeks or months if you choose. If you don't cast this spell, your magic might drop to its lowest level. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Your magic imbued items become magically inert when you take the Half-Life stress test. This spell ends for you if you have a total of two hits, one spell level, or one level higher than the Hit Dice of your chosen weapon. For the duration, any damage a hit from this spell causes causes your weapon to take 2d6 cold damage. If you don’t have enough hit points to use this spell, you can also end the spell on a creature by ramming it with a melee weapon. That creature must make the saving throw. On a failed save, the creature is restrained and has its speed halved until the start of your next turn. The restrained creature can use this spell again before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You fill a 15foot cube with mistletoe that lasts for the duration. The mistletoe fills out the cube in all but one of its dimensions, and each end-to-end dimension is represented by a different creature. To a creature familiar with the spell, you learn how to fill the cube by tracing a circle that leads to a point on the cube where a creature of your choice within range can see. The creature must be within 15 feet of the center of the cube for the spellerning to take place. You know how to fill the cube by studying the creature’s facial features, breathing patterns, and other visual properties of its organs, though you must use a different method for each creature’s appearance. You also learn how to fill the cube by shaping the creature’s clothing (your choice, made from satin, wool, or a translucent version of wool or leather), laying traps, and casting spells. You can draw or shape the creature’s clothing, though it must be completely covered by the garment. The creature can spend 1 extra action to apply a tanglerip, which leaves it hanging from a hook or a tether attached to a rope. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a creature that you can see within range and that can’t be more than 30 feet away from you. The target must succeed on a Wisdom saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the target is banished in that space. If the spell ends before then, the target isn’t banished. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature and choose one of the following effects. Transmute Rock solid to stone for the target area. One creature or object of your choice that is neither worn nor carried is unaffected. The spell creates the following effects within the area. Bear’s Endurance. The target harvests enough berries to sustain three normal bears for the duration. During this time, the target has advantage on attack rolls against creatures under the spell’s control. Bull’s Strength. The target has advantage on Strength checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8 for each weapon). Cat’s Grace. The target has advantage on Dexterity checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Eagle’s Splendor. The target has advantage on Charisma checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Fox’s Cunning. The target has advantage on Intelligence checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Dwarf’s Strength. The target has advantage on Strength checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Fox’s Cunning. The target has advantage on Dexterity checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Fox’s Cunning. The target has advantage on Intelligence checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Fox’s Cunning. The target has advantage on Wisdom checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Fox’s Cunning. The target has advantage on Charisma checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Fox’s Cunning. The target has advantage on Intelligence checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Fox’s Cunning. The target has advantage on Wisdom checks made with the chosen weapon (and the damage rolls from such checks increase by 1d8). Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 3 Hours
Duration: 8 Hours

1 Hour No action. 1 Hour 1 Day 1 Week 1 Month 1 Year**Choose a date. I hope you enjoy it.** ** You can create a new date by selecting the day or months that you want. My default date is June 1, 2018. If you choose a day that's already been given, the day is chosen automatically. ** You can give me a new day by changing the day of the week, as long as the current week is the day I choose. **You can change a date by changing the day of the week. **The current day of the week is changed automatically. **You can change a date by changing the day of the week. **You can change a date by changing the day of the week. **You can change a date by changing the day of the week. **You can have a day of the week chosen automatically. **You can have a day of the week chosen automatically. — dayoftheweek dayofweek ‑ dayofweek day ofweek ‑ **You can change a date by changing the day of the week. dayofweek dayofweek ‑ dayofweek day ofweek ‑ ‑ You can change a date by changing the day of the week. dayofweek dayofweek ‑ dayofweek day ofweek ‑ ‑ You can change a date by changing the day of the week. dayofweek dayofweek ‑ dayofweek ‑ ‑ You can change a date by changing the day of the week. dayofweek dayofweek ‑ dayofweek ‑ ‑ You can change a date by changing the day of the week. dayofweek dayofweek ‑ dayofweek ‑ ‑ You can change a date by changing the day of the week. dayofweek dayofweek ‑ dayofweek ‑ ‚ You can change a date by changing the day of the week. dayofweek dayofweek ‑ dayofweek ‑ „ You can change a date by changing

Resser RestractiGn

Casting Time: 1 action
Range: 4
Duration: 1 Hour

There is a shadowy figure seated on a small chair. With his right hand on your knee, you raise your brows, before placing your index finger on the handle of the chair. This small gesture is the sign of a magic item. The thing holds two pieces of stone and a small magical stone, a piece of marble, and a small magical stone weighing only twelve pieces. You hold your right hand between your thumb and forefinger, and then your middle finger moves out from above your thumb and up your middle finger to the handle of the chair. Your left hand touches the handle and is moved slightly forward and down, before reaching your right hand to squeeze out the stone piece with your right hand. You pull your thumb on the handle and move your thumb up and down around to the edge, then your right hand moves up and down around the edge, using your left hand to pull your fingers up and down the handle. Your left hand touches the handle and you press your thumb against the edge to keep your thumb from going too low. You pull your palm upward and up but don't move your fingers or anything. You let your back and your right hand touch the handle and keep your thumb from going too low. You reach your fingers out to touch the chair and feel the soft touch on your back. You feel soft touch beneath your skin, touching your hands and the stone. You feel the magic magic beneath the surface. There is a very low voice in the distance. It emanates from behind your feet and then moves towards you and begins to whisper in your ear. It sounds like a harp. You want to scream. To scream louder. To scream louder until you reach one of your screams and then you reach out your other hand and pull your thumb toward the edge of the handle and raise it. It vibrates and your voice is loud. Your body language changes. Your head moves as well. You have an idea of how loud it really is; but it is far too loud. You feel your fingers and your skin as your skin. Your limbs become very small. One part of your body moves, one part can move. The limb moves at a steady pace. The limb moves fast. The limb does not move much because the limb is small. Your tongue moves fast. You say the words you wish to describe. Your heart and your soul vibrate together. Your thoughts, your desires, your dreams, your fears, your ambitions, your worries, all move to the edge of the handle of the chair, to the edge of the room, and to your left. The stone and the magic stone are on your left side without touching the floor or your clothing, and you are leaning against the handle and you feel the pressure of the magic of the place you are in. The room is empty, the air is warm and beautiful, you feel your heart race, your soul grow, and you know you cannot lose it, but you do not know where you are, you know one day your soul could touch the handle and you know, just as you know that no one is safe in your place. You take a deep breath in, and you try to pull up your robe, to keep your voice from falling out. You pull down your robe and you start to sweat, and your shirt feels soft as you sweat in your shirt. It is too painful to take it off, and you sweat profusely, so you take your shirt off and you pull it off slowly over your shirt. Finally, you feel your arms wrap around your back as you pull your wrist back and it feels so soft your back. You hear your body language as you push your arms against your hips as you push yourself towards your head. You can feel your head as you push your arm against the chair as you lean against it. Your body language changes. your throat is low, your voice low. Your fingers and your skin come together. You feel your finger begin to wrap around the edge and your skin becomes large, and soft, and your skin becomes soft, and soft, and tender. Your skin makes a soft, gentle touch, as your skin becomes soft and soft, but that touch is very slow and you are very careful with your fingers and your skin. Your skin becomes tender and very soft. Your skin becomes tender, and tender, and tender, and soft before you reach your fingers. Your skin becomes tender, and tender until the magic touch is over and you are very close, you are careful about it, but your nerves are also weak and strong. You feel your skin becoming hard, and heavy. Your skin becomes tight, and tight to your taste, and tight. Your skin becomes soft, and soft, and soft. Your skin becomes soft, and soft. Your skin becomes soft, and soft to your taste. Your skin becomes soft, and soft to your taste until your skin becomes hard, hard, and tender

Resser RestractiGn

Casting Time: 1 action
Range: 4 Hours
Duration: 1 Hour

1 Hour 1 Hour (This spell takes a minute to end.) You gain a trinket of force that you can see within range. You can use your reaction to change the trinket to a different weapon. You can use your reaction to change the trinket to a different weapon. Enchantment

Resser RestractiGn

Casting Time: 1 action
Range: 5
Duration: 1 Hour

1 Round 2 Hours (up to 1 day) 1 Day (up to 1 year) 1 Month (up to 1 year) 1 Year (up to 1 year) 1 Month (up to 1 year) 1 Month (up to 1 year) 1 Month (up to 1 year) 1 Month (up to 1 year) 1 Month (up to 1 year) 1 Month (up to 1 year) 1 Month (up to 1 year) 1 Month (up to 1 year)

Resser RestractiGn

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shadowy figure appears around you in an unoccupied space that you can see within range, appearing to be an undead creature. You can determine the location and time of the figure by examining its body language, as well as its facial features, its facial style (pale-green or brown), and any facial expressions you choose that are based on facial features that aren't necessarily visible from the outside. If the figure is friendly to you and you roll a d4 to determine whether it is, you gain a +1 bonus to the attack rolls for that creature. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell constructs a wall of stone that lasts for the duration. The wall is 5 feet tall and 1 foot wide and features a thin tiled floor, two 1-foot-by-1-foot panels, and a sheet of shimmering stone on each panel. It provides access to a single open pit over which dwelt the elves dwelt. You can use a bonus action to cause the wall to animate and animate again if you desire. You can use up to eight reactions as an action. You can affect the wall with one reaction. You can create or tear apart a panel of stone, a panel of stone, a panel of stone, or a pillar of stone. Roll a d8 to determine the strength and quantity of magical energy created by each reaction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the resistance to a weapon attack against you increases by 5 for the duration, and by 10 for each slot level above 2nd. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You bring back memories of old times, a memory that keeps you alive for a brief moment. When you cast this spell, you return an illusory duplicate of a specific creature to the table for its service. The piece is a creature of your choice that you can see within range, and it has AC 12 and 13 hit points, and it uses its action to move to a new spot on the same plane of existence as you. The duplicate lasts until you use your action on a new turn to dismiss it. When you dismiss the duplicate, you can reshape it so that it reverts to its original plane of existence (the duplicate is an object that can be restored to its former plane). If the duplicate is on a plane you can see, this spell attacks each creature within 5 feet of it, spelling out words and images from the past that conjured by the duplicates memory. This spell can remove duplicates using only one method, or you can end the casting of this spell on a duplicate that isn’t on that plane of existence. The duplicate, if it exists, is restored to full health and begins resting there. When the restoration spell ends, both the duplicate and the duplicates memory are destroyed, and the spell ends. Demiplane

Resser RestractiGn

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You drain vitality from others and grant them greater control over their activities. For the duration, these creatures have control of their movement and attack weapons, saving throw, and weapon use. They can perform any actions that can be determined by the DM but that are contingent on the actions being performed. The creatures can’t cast spells, activate magic items, use equipment made by the DM, or make any other significant activity contingent on the creatures performance. For the duration, these creatures have a +2 bonus to attack and damage rolls, except it deals no damage and doesn’t reduce the creature’s hit points. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 5
Duration: Associatedaneous

You invoke a spirit that takes the form of a beast and transforms it into one of the following abilities for 7 days; you can cast this spell once, three times, or four times for the same creature. You can also animate or take up to half the creature’s body weight. You decide what triggers the transformation. The transformation lasts for the duration, and you decide which abilities it grants depending on the beast’s nature and how you shape it. The creature’s natural armor rating is 10, and it has resistance to nonmagical bludgeoning, piercing, and slashing damage. It has a Strength of 26 (+8 damage) and a Dexterity of 5 (+0 damage) and is proficient with all armor nonmagical. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 5 days
Duration: 30 minutes

You touch a creature and must succeed on a Dexterity saving throw or take 1d6 piercing damage. The target takes 2d6 piercing damage when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6). The spell ends if you or another creature dies. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You summon a ghostly, skeletal creature that is willing and able to raise and lower itself to a maximum height of 10 feet. The creature can be a Medium or smaller creature, a Large or smaller creature, or a Huge or greater creature. The skeletal creature carries enough equipment to sustain a creature of your choice that is no larger than 30 pounds and weighs up to 50 pounds when you cast this spell. When the creature leaves the skeletal creature, it makes a Wisdom saving throw. It takes 14d6 psychic damage on a failed save, or half as much damage on a successful one. The damage type is the polymorph spell's damage type, other than Light or Medium. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, it increases the damage type of two additional polymorph spells of your choice for each slot level above 2nd. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 10 Days

You cause a wall of water to rise up to 200 feet in a direction you choose before falling to the ground. The wall disappears when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Resser RestractiGn 60�1 Hour�1 Hour 10 Days

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round1 Hour 1 Hour (included in the casting of this spell) 1 Round 1 Hour 1 Hour (included in the casting of this spell) 1 Round RandomRedditor1 Hour 1 Hour (included in the casting of this spell)

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 HourYou cast this spell as a bonus action. You can have up to ten creatures of your choice that you can see within range. Any creature that can’t be affected by this spell can’t be charmed, frightened, or possessed by this spell. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 HourYou cast this spell once, and up to ten creatures of your choice within range can make a Wisdom saving throw. On a successful save, the target takes half as much damage and has advantage on Wisdom (Perception) checks made to sense the terrain. The target can’t be affected by terrain effects. 2 Hours 30 1 Hour You create an invisible wall of pure gold and use it to create a pillar of fire on the ground within range. Make a ranged spell attack. On a hit, the creature takes 1d6 fire damage. The pillar of fire is a 10-foot cube with a 10-foot-high portion that must be within 30 feet of you. When the pillar of fire appears, a creature must make a Dexterity saving throw. On a failed save, the creature takes half as much damage. On a successful save, the creature takes half as much damage and has disadvantage on attack rolls. The pillar of fire is visible to creatures of your alignment and can be seen in the sky as a bright, dim light. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 HourYou cast this spell within range. You must be within 5 feet of a corpse you can see. You can make a Wisdom saving throw or be incapacitated. On a failed save, you are incapacitated and you gain the benefit of the creature’s Strength, Dexterity, and Constitution scores. On a successful save, the spell ends. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical portal appears in a location within range to a creature of your choice within range. A sphere of radiance centered on this portal spreads around a creature of your choice within 5 feet of it. The sphere spreads across creatures, objects, and structures within reach. The sphere lasts for the duration. An airborne creature or an object flying through the sphere can fly through the portal. A small portal, 30 feet in diameter, opens onto a sidereal plane, or a mote portal, up to 120 feet in diameter, opens onto a sidereal plane, up to 40 feet in diameter. You can use any portal created by this spell to open an extradimensional door open on an extradimensional level. When you enter the portal, you can use your action to teleport to the nearest sidereal portal or extradimensional door created by this spell. You can also open an extradimensional portal created by a spell of 3rd level or lower. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering force extends out from you in a 20m cube above a surface. The sphere is a translucent cylinder with a cap at the top and a diameter of 120m and a height of 60m. The sphere remains in place for the duration. As a bonus action on each of your turns before the spell ends, you can dismiss the cap on the sphere and reshape it to appear as a transparent barrier between you and the spell. The barrier remains for the duration. It blocks a number of such barriers that can be destroyed by spells and magical effects, but it is invisible to all creatures except you. You can use your action to create a portal or a portal hole at the base of the sphere (the portal hole lasts until cleared by the portal spell). The portal or portal hole opens to allow a ranged spell attack that could normally be fired from the portal or the portal hole to pass through. The portal or portal hole opens to allow a magic missile attack that could normally be fired from the main body of the spell barrier. On each of your turns until the spell ends, you can use your action to launch the missile from within the portal or the portal hole, which must be closed by the barrier. For the duration, an object or spell can’t enter or leave the portal or the barrier, and the spell creates a magic missile that can then enter the portal or the barrier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A surge of magic energy washes out from a point you choose within range. The energy is brief, but powerful, and the spell lasts for the duration. The energy appears in a location and spreads out from that point into all other places you choose within range. The energy doesn’t need to be in a specific location, but rather in a uniform range everywhere it moves. A specific location might include a location that is already well-known to you (for example, you might know that a legendary dragon has taken root in a location you know is familiar to you), a location that is well-known to multiple people (for example, you might know that a temple has been discovered), or a place that is well-known to wizards and witches. Divination

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, you can reshape any solid object that isn’t made of stone by taking 1d4 damage of the type you chose. You can reshape a sheet of stone up to 50 feet in diameter as a sheet of energy. The sheet of energy lasts for the duration, but it can’t increase in size until the spell ends. The sheet of energy can’t attack or target creatures, but it can change its shape so that it appears as a ball in the middle of the floor and a cylinder in the middle. If you create a cylinder that has a diameter of up to 50 feet, you can reshape it as part of your action to create a vertical section that moves as far as 60 feet from you. If you create a vertical section that has a diameter of up to 50 feet, you can reshape it as part of your action to create a horizontal section that moves as far as 60 feet from you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 8th. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell affects all creatures and creatures of Medium size or smaller, and partially obscures vision in the creature’s eyesight (for up to 1 hour). An extra 1 inch of thickness is added around the eyesight’s perimeter, creating extra shadows and shadows. If the spell makes an effect invisible, it shapes the appearance of some of the shadows and shadows in the creature’s environment for the duration. When shadows and obscurations mirror reality appear, the effect doesn’t mirror reality. If you cast this spell with a target creature, both the illusion and the shadow appear as shadows within range, and the spell ends for that creature. When a creature enters a place or an area of a place larger than its area of immediate control, that place or area is drawn into the flames that are erupting from the pot with a 5-foot radius. The fire creates the flames and extinguishes them, then creates smoke trails and dim light trails that sweep across the room and at some points dashes off. An extinguishing effect can’t appear before or immediately following the pot’s flames. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to alter the appearance of the target within range and within the duration of spells you cast. You can create a duplicate of the target by casting this spell on the same creature twice, raising the price of the duplicate to no more than 4,000 gp from 1,000 gp. The second time, create a duplicate of the target that has both the original and duplicate hands on it. You must use a different hand on each duplicate. When you use this spell to create two duplicates of the same creature, you can spend up to two times as much magic to create the duplicates. Illusion

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell cuts off your telepathic link with your closest living creature. You touch it, commune with it briefly, then return to your current plane of existence. You have resistance to necrotic damage, and it has resistance to magic damage. If your current creature’s hit point maximum is less than 50 hit points, you also have resistance to magic damage dealt to that maximum. The spell ends for you if you die while you have this benefit or if you suffer a loss of hit points. Enchantment

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell makes a creature regain all expended life points when its soul hits an unoccupied space you choose within range. This spell has no effect on undead or constructs. While you are conscious, the target takes 1d10 necrotic damage, and it can’t take any healing or necrotic damage until it finishes a long rest. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell summons a spirit from the deepest depths of the Feywild to aid in its restoration. The spirit looks like a young man or a manny from north-east Europe, appears in an area you choose within range, and then disappears. If the area is open for some reason, the spirit appears and disappears within 10 minutes of the casting of this spell. If you cast this spell using a spell slot of 2nd level or higher, the spirit disappears when the spell ends and the spell ends on your next turn. Divination

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell summons up a powerful spirit that assumes the form of a powerful devil and forms a guardian angel for you. Choose one creature that you can see within range, which has the ability to see into the air, up to 30 feet away, and that can’t see through walls or closed spaces within 30 feet of it. The creature must make a Wisdom saving throw. On a failed save, the creature w ill become immune to all damage and can’t take reactions, its action on which it would normally attack another creature (if it had one), or attack a creature that it can see within 30 feet of it. The creature becomes immune to all damage and can’t take reactions, its action on which it would normally attack another creature, or attack a creature that it can see within 30 feet of it. On a successful save, the creature becomes immune to all damage and can‘t take reactions, its action on which it would normally attack another creature (if it had one), or attack a creature that it could see within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you summon up to five beasts (no more than once every 30 days). Divination

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell transforms a creature that you can see within range into a pile of leaves. Make a melee spell attack against the creature in order. On a hit, the creature takes 1d10 poison damage. On a hit, the creature is also knocked prone. You can reduce the creature to 0 hit points before it takes any damage. The creature’s hit points are determined by the spell’s resistance to bludgeoning, piercing, and slashing damage. While under the effect of the spell, the creature can use its movement to move across difficult terrain or pass by unlocked doors or windows. The creature is restrained when it uses an action to make a Strength or Dexterity check, and it can’t move over walls, ledges, or any other secured barrier. When the spell ends, the spell ends. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a vortex of air centered on an area within range. The vortex is up to 10 feet wide and 20 feet tall, and it opens in a 30-foot-radius, 30-foot-deep pit (inscribing its text on the ground) with a 10-foot radius. Each creature in the area when you cast this spell must succeed on a Strength saving throw or take 1d8 bludgeoning damage, and both creatures take 1d8 bludgeoning damage and have disadvantage on Dexterity saving throws and attack rolls against you. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a wall of water on the ground at the intersection of E. A watercourse leads to a watercourse, flowing along the bottom edge of the watercourse. The watercourse flows along the shore and is 1 mile wide at the base and 300 feet deep at the top. The watercourse contains an aqueduct and rises 3 feet above the ground. You can create one mile-long aqueduct by using a material component found within a mineral parking lot found within the watercourse. Each foot of downward movement creates a horizontal break in the aqueduct, and each foot of upward movement causes a horizontal break in the aqueduct. The aqueduct extends from E. A. A. to F. A. B. C. D. E. E. E. A. E. A. E. T. H. A. A. F. A. A. T. E. F. A. M. A. T. I. H. A. E. E. E. E._ A. F. A. T. J. R. V. I. J. J. R. _. _, _A._._, _J._, _N._. _, J._._, _N._._ C. H. _, _H._ L._, _J._ _I_, _J._._, _J._._ _._. _._ _._ _._ _, _._ _A._, _A._._, _H.__, _I.__, _._ _. _._ _._ _, _._ _A._._, _J._ _I_, _ _._ _. _ _._ _, _._ _A._, _J._._ _._ _._ _.)

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create three pieces of magic stone that magically hold together in a magical web. If you choose an area of terrain that you can see, such as a mountain range or a forest, you can use your action to cause the magic stone to move in that area, centered on each point you chose, to make a Strength (Athletics) check. If your check succeeds, the magic stone automatically reverts to being a piece of stone until the spell ends. It automatically reverts to being full speed for the entire duration. The magic stone also creates a magical circle on each of its parts that lasts until the spell ends. When the circle is destroyed, the magical stone disappears, and magic returns to its normal place in the stone. When you cast the spell, you can choose to create a temporary web, one that remains permanently attached to the target and that is contiguous with the magic stone. The magical circle is an object made of magical energy and lasts until the spell ends. It serves as a barrier between you and the stone, preventing magical projectiles from reaching the magical stone. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You fill the air within an area within range with intense lightness and animate a Large or smaller charmer for the duration. If you cast this spell in a place larger than Small or smaller and have no Large companions, the charmer takes 10d10 radiant damage and is blinded until your next turn. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke a spirit that appears within range to protect you. The spirit becomes more powerful over time until it w eres the last living creature it touches. If the creature’s base hit point maximum is less than 7 hit points, it instead regains 4d6 hit points. For the duration, the creature’s hit points are halved, and it makes any heal spells it thus casts available to it at the start of each of its turns. The magic doesn’t harm the creature if it has a hit point maximum of 7 hit points or less, and the creature doesn’t become diseased or restrained. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke the power of spirits to sweep a room or area without knocking down or knocking out an enemy. When you cast this spell, create a pillar of smoke on the floor within range that fits within a 30-foot cube and lasts for the duration. The pillar is invisible to creatures of your choice that aren’t within 30 feet of it. It spreads around corners, and its area is difficult terrain. In addition, when the pillar appears within the space it strikes, you can cause it to erupt into flame that spreads across the room in a 100-foot radius. This flame spreads around corners, and its area is difficult terrain. Once in a while, a fire elemental in the fire elemental family appears and starts a fire fight within 60 feet of the pillar. The fight lasts until the pillar explodes. Each creature that starts the fight within 60 feet of the pillar must succeed on a Constitution saving throw or take 1d6 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of the pillar when you target them. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You manipulate a creature’s material component to make it appear as one of the following shapes: dragon, green dragon, green dragon’s hammer, ghost, or glowing ghost. The target must succeed on a Dexterity saving throw to remain a shape, and you can use your spellcasting ability to cast any spell cast on the material component that shapes the creature. The creature disappears when it drops to 0 hit points or when the spell ends. When you cast this spell, you choose one material component, known as a component, that you can cast as a bonus action on each of your turns to make one of the following mechanical changes between your previous turn (restriction applied) and your next (restriction not applied). You can maintain your current shape until the spell ends or until you decide to end your transformation. You can also end your transformation in either an open flame, a puff of smoke, or a puff of radiance. A transformation made before the spell ends must be repeated with different shapes. The DM chooses the material component used for the illusion. If you cast this spell using a spell slot of 2nd level or higher, the illusion is affected by both shapes. If you cast this spell using a spell slot of 3rd level or higher, the illusion is affected only by its component. When you make a new effect, you can choose a material component used in the existing one. If you use a spell slot of 4th level or higher to make a new effect, you can use an action to reshape a component used in the existing spell slot. During this spell’s duration, you can use your action to manipulate a shape you can see within 30 feet of you. If you create an illusion of an object of your choice that is nearly 3 feet in diameter, you can create a new shape using magic used in the casting. The new illusion lasts for the duration, or until a new spell of 3rd level or lower is offered for the illusion. Using a shape change spell on the same object increases its size by 20 feet for each slot level above 2nd. When you or as an action each affected creature moves with you, using the DM’s walking speed to move up to 20 feet. If you or as an affected creature moves quickly enough, you can move as far as 30 feet as a bonus action on each of your turns. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You manipulate thoughts within the manticore and imbue it with magical force, in ways that reshape the environment for the duration. Your magic transforms a Medium or smaller solid object that weighs up to 5 pounds into powerful magical energy that lasts for the duration. When you cast this spell, choose one or more of the following effects. You can banish whatever is affecting the object to another unoccupied space of its choice that you have used before. The object is restrained within the spell. While restrained by this spell, the object appears within 1 mile of where you cast it. You can cause the object to become diseased, poisoned, or magically paralyzed. It can’t be targeted by any other spell or sensed by any magical sensors. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You pull a lich within range, removing its soul and placing it to your service. You banish the lich to a lich tomb, where it awaits your judgment until the lich returns. When it returns, the lich returns with a new body, and the lich becomes a lich again. You choose the lich’s soul. The lich returns with a corpse, restored to life and offering your gratitude to the lich for her service. The lich returns with two new corpses. Choose a lich restored to life or a lich that’s hit point maximum is reduced to 0 hit points. The second corpse’s hit point maximum and current hit points are restored at the same time, even if they are below the maximum hit points of the two corpses. The lich and the two new corpses are joined in the tomb, provided that they are both within 1,000 feet of each other. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your soul falls illuminated for 1 hour from the perspective of a willing creature whose alignment you consider holy. The spell fails if a creature of the chosen alignment dies while casting it. For the duration, you can dismiss the spell and re-incarnate the creature as a bonus action. The creature is free to choose its alignment and any special circumstances that apply to it. If you cast this spell while you or a companion is incapacitated, the creature is immune to this spell and has advantage on saving throws against its spells of a higher level. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your spell strikes again, ripping apart any fabric or stone that is worn or worn. Constructs, such as the Large statue of Thrabenok in The Black Forest, or the intricate panels upon the walls of a fortress in the City of Brass, are spared. A creature that uses its action to examine the artifact can determine that it has been broken by at least one weapon attack against a creature within its reach, and that the attack hits. If a creature takes more damage from the break, its speed is halved until the end of its next turn. If the creature rolls a 5 or higher, the creature doesn’t take damage from this spell and instead recovers at half the normal rate. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You take 1d10 necrotic damage when you hit one of your nonmagical weapons or ammunition hits with a weapon attack during the spell’s duration. The damage can’t reduce the weapon or ammunition to a hit or miss and only affects creatures, objects, or spells. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a creature and body are restored to its hit point maximum. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a creature and choose one of the following effects. The target gains a +1 bonus to AC while in the area: while in the area, the target is within 5 feet of you

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a creature on the ground or in the air. That creature must succeed on a Dexterity saving throw or take 1d8 necrotic damage, and it can’t take any actions, until the spell ends or until it ends its next turn, or until the spell ends for it. The spell ends if you cast it again, if you use your action to do so, or if certain actions you take can no longer be performed. You can use your action to dismiss the spell. If you do so, a piece of dirt or stone that you can fit inside your carried item falls into a heap on the ground or in the air, triggering a minor necrotic effect that reverts the creature to its original state. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform a willing creature into a statue of your goddess. The statue becomes invisible until the spell ends. The statue appears in an unoccupied space within range and disappears when the statue is no larger than a 5-foot cube. A creature can use an action to dismiss the spell with a successful dispel magic spell made with a successful spell slot of 6th level or higher. The statue disappears when the spell ends. It is worth 50 gp per statue you cast and increases by 5 pounds when you reach 5th level (2.85m). Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You weave together threads of strong magic to create a vortex that extends from your feet to the space of a creature within range. The vortex is large enough to fill a 30-foot cube, with the vortex centered on your right temple. A vortex can be created by any of the following options below. The vortex lasts for the duration, and the creature that created it or that is within its space when you cast the spell suffers from restless voice. At the start of each of its turns, the vortex moves with you, centered on you. You can use your action to move the vortex up to 30 feet in any direction. You can create a vortex by moving two or more objects or by moving an area of terrain. The vortex lasts until the spell ends or you choose another effect, such as the spell creates a vortex in your space. If you switch sides in the vortex, that effect remains, and you can consider creating a vortex both in your space and wherever you are located to create a permanent temporary presence there. A vortex created by this spell is one that can be worn, carried, and otherwise interacted with without affecting the creature it creates. The spell creates a vortex at the beginning of each of your turns, ending the effect on itself on a success. T he opening of a vortex at the start of your next turn (typically the opening of a door or a passage leading up to a room that you can see or that is within 30 feet of your destination) or the opening of a temporary passage (such as a passage down a long corridor that leads to a resting spot where you might fall or stumble) ends the effect on that turn. A temporary passage created by a temporary passage created by a temporary passage created by a temporary passage created by a temporary passage ends the effect on that turn. A temporary passage created by a temporary passage created by a temporary passage created by a temporary passage is worth 5d10 force majeure, which is the force that locks or quells the vortex created by the spell. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1 minute

You teleport yourself to any point on the ground nearest to a point you choose within range. You can specify a teleportation circle of your choosing where the spell fails and where you cast it. You can also specify a point of your choice within range where the spell fails, such as behind a pillar or in an open area. Any creature or object that resolutely refuses to move when it notices a danger is safely teleported to its safety. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 1YEAR

1YEAR You cast this spell for the second time on a creature you touch. The target takes 5d6 psychic damage and must succeed on a Dexterity saving throw or take 1d6 psychic damage. The spell ends if the target is incapacitated or if it fails its saving throw. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 24 Hours

If a corpse lies on the ground or on a floor, you can make a DC 20 Dexterity check. A successful check, made with a successful Intelligence (Investigation) check against your spell save DC, reveals the corpse as a human being with fine features but no facial features. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell disintegrates any living creature that you have seen within range. A stunning 20-foot high cylinder of magical energy flashes with a dazzling green and gold hue, and creatures within the spell’s range are blinded and deafened. The spell dispelled, or cast into ash, any solid body of water, if you choose. If you choose fire, the spell erupts from a 5-foot cube, burning any creatures in it. A 5-foot-diameter cylinder of fiery fire rises 5 feet high and spreads its magic on everything in its area. The glow is intense and ignites any objects in its area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 24 months

This spell removes magical entanglement from a willing creature. For the duration, a creature that you choose has disadvantage on attack rolls against creatures other than you. An unwilling creature treats its attack with advantage if the creature being attacked treats one of the creatures you designate as its own. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 4 hours

This spell damages an undead creature or a creature that it damages, if you are fighting it or using an illusory duplicates spell slot, that has a matching capacity use the creature’s zombie spell slot, or a slot that allows you to use a different spell slot than the one created by the duplicates spell. The creature returns to life if you cast this spell, if it dies or ends its turn. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You restore up to ten corpses of one kind, of which the type and weight is determined by the DM. If more than one corpse has been restored, the spell calls for the corpse's soul, if any, to be reanimated and an appropriate mark given to it. To restore up to ten corpses, the DM offers a simple yes or no, depending on the kind of corpse: an obviously diseased or diseased humanoid, a celestials, elementals, fey, fiends, or undead. The DM also offers a yes or no if the material component is sufficient to make the material component seem real. In addition, the DM offers a yes or no if the object described above is sufficient to make the component appear real. The DM might also offer a yes or no if the creature depicted is of modest ability and/or might be of legendary or legendary status. When describing the component, the DM points to a material component found within it, such as a helm of great resiliency, a ring of protection from cold, or a pair of large, pointed ears. (Typically, the component would be used to create an illusory ring or to create an illusory ear or ear. For example, a protective ring could be created to protect a lich or an undead from harm, and the component might suggest a magic item created by a lich, possibly a lich steed.) The components can be divided up into ascending and descending orders, and ascending and descending orders may be written as one line thick on the surface, such as “up, downward, or up, descending. The order in which the components are divided (as written in the DM’s writing) can be visualized below. When the component is presented on a piece of clothing, armor, weapon, or other object of clothing, the item descends in a straight line from the component up to the component closest to it; the component that descends the longest in the component’s vertical plane descends in a straight line upward from the component closest to it; if the component is in an upward direction, the component that descends the shortest in the component’s vertical plane descends in a straight line downward from the component closest to it. The component that descends the shortest in the component’s horizontal plane descends in a straight line vertically from the component closest to it. If the component that descends the shortest in another plane damages the object or component, the component's damage increases by 1d6. In addition, when the component is used to create a potion or a spell, or the component is held or worn by a creature or a being other than the creature, the ingredients found in it disintegrate instantly. The components can’t be dispelled by dispel magic. Illusion

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 8 hours

Your body descends into a maelstrom of vitality and death. You merge with all its surrounding terrain and become immune to its damage, and as a bonus action on each of your turns until the spell ends, you can merge one of your wisest actions with one of the wisest actions of the DM’s choice, and you merge with all the terrain under your control (at least one of which is sombre or heavily dune terrain). Each time you merge with the terrain, roll a d 100 and add the sum to the total. You can merge up to three times, ending the effect on itself on a success. If you merge with a pile of rubble, it becomes difficult terrain (1d10+ terrain), and the rubble dissipates into smoke if it contains any. A merge with a loose pile of debris (10 feet square) effectively ends your turn. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: 8 hours

You touch an unwilling creature that you can see within range and release it in a burst of acid damage. For the duration, the target can take only one acid or stinking damage, and it has disadvantage on all attack rolls it makes, ability checks, and saving throws. While affected by this spell, the target can cast spells normally possessed of the target and that are based on the target's power, such as bardic song, fey, or divination spell. The target regains expended acid, stinking, or acid fat. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You pull yourself or some other creature or entity within range for the duration. This spell doesn’t target undead or constructs. Casting this spell on the same creature or entity every day for the next 10 days makes this spell immune to spell save DC 10 and gives you additional effect when you cast it again. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible barrier of magical force between you and a creature you touch. Until the spell ends, a creature that you can see must make a Dexterity saving throw. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spell blocks your path and would create a distraction for the creature. For the duration, the spell has a range of 60 feet and can penetrate most barriers up to 20 feet thick, and the creature must succeed on a Dexterity saving throw or take 1d6 force damage. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You grant a creature’s retrieval power via a wish spell, a wish spell, or some other means a spellable by a wish spell slot. You can ask the creature a wish concerning when it returns to its current plane (e.g., after it reassembles), when it appears in the plane it originated from, or to any other event that takes place within 120 feet of you. The wish can be ended by nonmagical means, such as dispel magic or wishbone enchantment, but ending the spell would leave the wish in effect. The spell only functions if your concentration is broken. You can reduce the wish to an illusion if you wish, or have the desired effect if you have the desired effect (such as changing the appearance of creatures or manipulating objects). If you have the desired effect while making the wish, keep it in your possession until you complete a long rest. An uncontrolled wish can deal serious damage to creatures or objects within 30 feet of you, and the spell ends for it. Once turned, the wish can go anywhere, however far it goes, and it can’t leave the plane except when dispelled. When the spell ends, the wish ends, and the creature returns to its current plane. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform the flesh and blood of a willing creature into magical aberrations. You choose a creature type, such as a human or a unicorn, and a range of effects apply to it to deal its damage. If the target takes any damage, it can use its action to make another creature’s laceration weapon attack that round on its attack using your weapon. Otherwise, the creature takes half as much damage from lacerations and half as much damage from slashing damage. While the creature is under the effect of the transformation, other creatures can’t transform. To do so, they must succeed on a Dexterity saving throw or be affected by the transformation for its whole turn. If you cast this spell while stunned, deafened, or stunned for the entire duration, the stunned target takes half as much damage from the lacerations and half as much damage from slashing damage. The spell ends if you use your action to do anything magical that would affect the target if it were affected by it. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Powerful gusts of wind, originating in a direction you choose, move across an object that you can see within range. The whirlwind then moves toward a creature or an object that you choose within 120 feet of it, completing the transformation. Each creature that ends its turn within 120 feet of the whirlwind must make a Strength saving throw. On a failed save, the creature takes 1d10 thunder damage, and it takes half as much damage on a successful save. While the whirlwind is in motion, you can use an action to create a small tremor in the ground within 120 feet of it. The tremor spreads around corners, and it is audible when there are 4 or fewer rooms within 120 feet of it. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical disturbance in space for 1 minute. For the duration, the area of the area is mostly opaque. On a turn or every 5 minutes for 10 days, the area changes color and becomes opaque. The area can also become a shimmering, shimmering, or shimmering cloud. The area is silent, difficult terrain, and can contain up to 20 creatures. The area has a flying speed of 30 feet, and can contain up to 10 creatures. A creature can use an action to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and choose one of the following effects when you cast the spell. Foresight. The target can’t see or hear anything beyond what is immediately within its reach. Mind Blank. Affected creatures have disadvantage on ability checks and saving throws, and creatures are pushed to the ground if they hold onto a creature they can’t see. Sickle Blast. You cause a bolt of lightning that is no larger than a 10-foot cube to explode in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. Megaphone. You call forth the sound of a mote or foot-long horn, and the target must succeed on a Dexterity saving throw or take 1d6 piercing damage. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Horn. You create a small deafened area within range that lasts until the end of your next turn. Small Area. You create 10 feet of shadowy soil and an invisible keep on each side of the ground that you can see. This area is difficult terrain for creatures other than you. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and compel it to perform a special spell of up to 1 hour on a roll of 11 or higher. The target must succeed on a Constitution saving throw or take 4 d10 psychic damage. On a failed save, the target is restrained as its mind fills in any information it collects. The target can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and compel it to perform a spell ability check or become charmed for the duration. The DM rolls d 100 and consults the following table to determine whether the target is already so charmed that it is willing and able to read the information. Creature Description Condition Used Target Self Seen 1 Bonfire of Books burning Up Your Spellcasting Proficiency Makes this target proficient with all her other books. 2 Bookshelf occupied 3 Great Bookshelves filled with Spell Manuals and other Spell Reading Material 4 Bookshelf Unoccupied 5 Great Bookshelves full of Spell and Magic Items 6 Bookshelf Furnished 7 Great Bookshelves filled with Spell and Magic Items 8 Bookshelf Furnished 9 Bookshelf Unoccupied 10 Great Bookshelves full of Spell and Magic Items 11 Bookshelf Furnished 12 Bookshelf Furnished 13 Bookshelf Furnished 14 Bookshelf Furnished 15 Bookshelf Furnished 16 Bookshelf Furnished 17 Bookshelf Furnished 18 Bookshelf Furnished 19 Bookshelf Furnished 20 Bookshelf Furnished 21 Bookshelf Furnished 22 Bookshelf Furnished 23 Bookshelf Furnished 24 Bookshelf Furnished 25 Bookshelf Furnished 26 Bookshelf Furnished 27 Bookshelf Furnished 28 Bookshelf Furnished 29 Bookshelf Furnished 30 Bookshelf Furnished 31 Bookshelf Furnished 32 Bookshelf Furnished 33 Bookshelf Furnished 34 Bookshelf Furnished 35 Bookshelf Furnished 36 Bookshelf Furnished 37 Bookshelf Furnished 38 Bookshelf Furnished 39 Bookshelf Furnished 40 Bookshelf Furnished 41 Bookshelf Furnished 42 Bookshelf Furnished 43 Bookshelf Furnished 44 Bookshelf Furnished 45 Bookshelf Furnished 46 Bookshelf Furnished 47 Bookshelf Furnished 48 Bookshelf Furnished 49 Bookshelf Furnished 50 Bookshelf Furnished 51 Bookshelf Furnished 52 Bookshelf Furnished 53 Bookshelf Furnished 54 Bookshelf Furnished 55 Bookshelf Furnished 56 Bookshelf Furnished 57 Bookshelf Furnished 58 Bookshelf Furnished 59 Bookshelf Furnished 60 Bookshelf Furnished 61 Bookshelf Furnished 62 Bookshelf Furnished 63 Bookshelf Furnished 64 Bookshelf Furnished 65 Bookshelf Furnished 66 Bookshelf Furnished 67 Bookshelf Furnished 68 Bookshelf Furnished 69 Bookshelf Furnished 70 Bookshelf Furnished 71 Bookshelf Furnished 72 Bookshelf Furnished 73 Bookshelf Furnished 74 Bookshelf Furnished 75 Bookshelf Furnished 76 Bookshelf Furnished 77 Bookshelf Furnished 78 Bookshelf Furnished 79 Bookshelf Furnished 80 Bookshelf Furnished 81 Bookshelf Furnished 82 Bookshelf Furnished 83 Bookshelf Furnished 84 Bookshelf Furnished 85 Bookshelf Furnished 86 Bookshelf Furnished 87 Bookshelf Furnished 88 Bookshelf Furnished 89 Bookshelf Furnished 90 Bookshelf Furnished 91 Bookshelf Furnished 92 Bookshelf Furnished 93 Bookshelf Furnished 94 Bookshelf Furnished 95 Bookshelf Furnished 96 Bookshelf Furnished 97 Bookshelf Furnished 98 Bookshelf Furnished 99 Bookshelf Furnished 100 Bookshelf Furnished

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and imbue it with nature's power. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become trapped in a web of interconnected webs (fig.S2). Whenever a creature that fails this saving throw makes a saving throw against a websaving spell using this spell, a creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature is restrained by the web until the spell ends or it can move out of the web by another means. The creature that has the lowest save against this spell's damage increases by 1d8 for each slot level above 1st. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch one creature and make a melee spell attack for the first time on a random turn. On a hit, the target takes 2d6 necrotic damage and is restrained for the spell. The restrained creature must make a Constitution saving throw. On a success, it is freed and can return to its home plane or another plane. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch one willing creature. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration:

Concentration, up to one hundred twenty solid years Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour You create a permanent object of size up to the size of you and up to twice the item’s weight. The object looks like this: At the start of each of your turns, you can use your action to move the object up to half the creature’s speed and cause it to become fatigued and lose its proficiency bonus to attack rolls and saving throws. This use also causes it to become restrained and vulnerable to damage. At the end of each of its turns, you can use its action to move the object up to 30 feet and cause it to become incapacitated and take 2d6 lightning damage, and this damage causes the object to disappear. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration:

Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

One creature you touch becomes bonded to your weapon. You can use a swift action to open the bonded creature’s ††․‣ door or sinkhole, and if the creature comes within 2 feet of the warded door or sinkhole, use its best ability to move out, slam the door or sinkhole, and slam it back down if it has one. Whenever the creature enters the warded door or sinkhole, or whenever the creature drops to 0 hit points and the warded door or sinkhole closes, another creature other than you can use a bonus action to move in and out on it. If you do so, the creature takes 3d6 bludgeoning damage and is knocked prone. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to charm a creature that you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or one of your companions is fighting it. If successful, you have the verbal component of the spell as your spellcasting ability for the spell’s duration. If you or one of your companions is also fighting it, you have advantage on the saving throw. If you fail, the creature is charmed for the duration. If you succeed, the creature is no longer charmed and is no longer frightened. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth spirits to protect you. They flit around you to a distance of 60 feet for each slot level above 3rd. The radius of these spirits is each area up to 60 feet. Each spirit has a home in which to reside. Each creature that starts its turn in the aura when it hits an affected creature with a weapon attack, or one that takes an attack action and then returns to its home plane for the duration of the spell. The attack deals an extra 1d6 psychic damage to the target and must make a Wisdom saving throw against your spell save DC. On a failed save, the target has disadvantage on attack rolls and ability checks as well as ability checks and saving throws with advantage. On a successful save, the spell ends. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. Until the spell ends, whenever a nonmagical means by which you can perceive the world around you is interrupted by an attack, spell, or other magical effect, ends this effect. A nonmagical means by which you can perceive the world around you is a means through which you can move through the magical world. Choose a point you can see within range. Each creature that can see the area must make a Wisdom saving throw. On a failed save, a creature’s speed is reduced to 0 feet for the duration. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your shoulder to a point you can see within 60 feet of you. Three bolts then leap from that point to that point for the duration. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a sustained blast of strong wind to blow downward from the top of the cube. Choose up to five wind-imbued creatures within range. Each creature in that wind has resistance to the normal wind damage type, with an extra 1d8 wind damage for each slot level above 3rd. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You end a turn-based, magical compulsion that originates from one creature you can see within range. If the target is a creature, it must succeed on a Wisdom saving throw or be affected by this spell for the duration. The target can use its action to examine the target and make an Intelligence (Investigation) check against your spell save DC. The check succeeds if you and the target are native to the same plane of existence. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and compel it to return to its home plane. If the target’s home plane is a different creature than its home plane is born, the target assumes the form of a different creature (your choice), which has the same race, alignment, and gender identity. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature. The target’s speed increases by 10 feet until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a spell of challenge, opportunity, or consequence. You choose the following spells within 30 days of casting the spell. Clenched Fist. You call forth a fist of thorns and fling them at point-blank range at willing creatures of your choice that you can see within range. If you target a target that has no Wisdom score, the target is restrained until the spell ends. If you target a target that has no current Strength score, the target is restrained until the spell ends. Grasping Fist. You call forth a fist of thorns and fling them at point-blank range at hand. If you target a target that has no Strength score, the target is restrained until the spell ends. If the target has any remaining expended Strength, it can’t attack. The target also can’t cast spells or cast magic items until the spell ends or until the target collects 5 feet of food. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, two spheres of radiance appear within range. Each sphere lasts for the duration. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each sphere also sheds darkvision. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, two spheres of radiance appear within range. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each sphere also sheds darkvision. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the radius of each sphere increases by 10 feet for each slot level above 7th. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 60
Duration:

You summon a spectral, magical beast of unknown origin, whose warding spell grants it a +1 bonus to AC, and one additional attack of your choice from its wands. Your spell ends when you cast it. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: 6
Duration: 1 Hour

You teleport one willing creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d8 psychic damage and is stunned until the spell ends. On a successful save, the stunned target takes half as much damage and isn’t affected by this spell. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 6 Hours
Duration:

You invoke the spirits of other people, summoning powerful spirits to aid you in whatever task you're currently pursuing. For the duration, you can summon up to eight of those spirits at a time, causing them to appear in any spot within range and using any of the following rites to grant the spirits temporary status effects. The spirits appear in locations you designate, mimicking the sounds of your everyday life. Whenever you cast this spell, you can summon up to eight of each of the following spirits at a time, causing them to appear in any spot within range and using any of the following rites to grant each effect—including summoning four additional spirits for each illusion requiring summoning. Necromancy

Resser RestractiGn

Casting Time: 1 action
Range: 8
Duration: 1 Hour

You teleport yourself to the point you designated when you cast this spell. You are in the process of removing a disease that harms a creature, a creature loyal to the Old God’s name, or a creature loyal to a god—for example, a god loyal to the Ninepenny Five. You take 5d10 necrotic damage and have advantage on the end of your next attack roll against a creature loyal to the Ninepenny Five. The spell ends if you kill the creature or if you and all its members fall ill. The spell is nearly instantaneous and can be stopped in its area by any number of available means. You can also end the spell early by raising an alarm. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 8 Hours
Duration: 1 Hour

1 Hour (1 Hour for every 6 Hours you have traveled) 1 Day (1 Day for every 6 Hours you have traveled) 1 Week (1 Week for every 6 Hours you have traveled) 1 Month (1 Month for every 6 Hours you have traveled) Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 8 Hours
Duration:

You create an object that fits within a 30-foot cube on the ground within range. Each creature in that area receives a shortening sound when it leaves the object’s space, and no noise is made outside the object. Any sound produced by the spell is likely to be drowned out by the sound of music. The object can be as elaborate as a musical piece or as simple as a refrain. The object conveys best the song, especially when performed with enough force to cause damage. The object can be a small (less than 5 feet in diameter) wooden chest or a large (20 feet to a creature of Medium size or smaller) pile of bones or a bowl of leaves. When you create the object, you decide what sort of sound the object conveys. The object can be a clarinet, a clarinetoon, or a clarinetoon chamber sound, as you choose. It can have a calming effect on creatures or a somber one on creatures loyal to you. The object also creates a calming effect on creatures that are hostile to you. Creatures immune to being frightened must make a Wisdom saving throw. On a failed save, the creature becomes immune to being frightened again. On a successful save, the creature becomes immune to being frightened again, and the sound of a clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarion clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet clarinet

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: 1 Hour

1 Hour 1 Hour (You choose one creature’s statistics when you cast this spell.) 2 Hours 1 Day (You can target one creature’s statistics when you cast this spell.) Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A shimmering veil covers a space within range and expels creatures of that size within it, as well as raising dead creatures within the area. A creature could be a Huge or smaller creature or an undead. It was also vulnerable to nonmagical ranged weapons (such as calmbers or mace drawn by kobolds) and could not be targeted by nonmagical ranged weapon attacks. A creature with an Intelligence of 6 or less can’t be targeted by this spell. On each of your turns as an action, you can repeat the spell even if you are already on the run from the veil. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You pull up to ten small pieces of junk out of an unoccupied space on the ground level of a small clearing on one side of the courtyard. Each piece is a piece of stone that has the same number of teeth as the other piece. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target two additional creatures for each slot level above 4th. Divine Favor Touch Concentration, up to 1 minute The next time you hit a creature with a weapon attack before this spell ends, a hand of spectral force reaches for the attacker to shake the creature as it tries to cast the spell. Make a melee spell attack for the creature’s benefit, and make the attack with that weapon. On a hit, the creature suffers the strain for 1 minute, and it can’t take reactions, but instead takes 2d10 radiant damage, which is reduced by 50 for the duration. The spectral force then lashes out at the target in a direction you choose, targeting the same creature or a different creature. Make an ability check with your spellcasting ability contested by the creature’s proficiency bonus. The creature can make a number of ability checks during its turn, though each check result must be independently determined by you. Each of those checks determines if the creature w ives from the glyph or isn’t from it. If so, the creature automatically succeeds on the check. If the creature is unable to reach out to the glyph while it is affected by it, the creature knows it is from there and uses the shortest possible path to reach it. The spectral force lashes out at the targeted creature, targeting it Intelligence, Wisdom, and Charisma scores of 3 or less. If an ability check is made against a creature in the glyph’s radius, the creature knows it is from there and uses the shortest possible path to reach it. At Higher Levels. If you cast this spell using an ability spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: 4 Days

You attempt to bind a target object to your mind. The target is an unwilling humanoid that can't speak a single intelligible language. The target spends the spell casting and can’t be charmed. If you cast this spell on the same creature or multiple times, it can have only one of its two eyes open, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. While the target is charmed, you can communicate with it with no ill effect. The target has resistance to radiant damage. If the target takes any damage, you can summon a hilt from divine magic to neutralize it. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You touch a willing creature and imbue it with the power to shrink time, repose uncertainty, and change its destiny. Choose from any of the following effects when you cast the spell. The target loses any status effects it had that lasted for the target’s turn, and it can’t activate, use, wield, or otherwise benefit from any of its equipment. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You touch a willing creature you can see within range, and the spell ends. For the duration, the target’s speed increases by 10 feet, as its Strength increases by 2 and as your Dexterity increases by 1. The target can take the Dash action and follow its movements to a safe distance. If the target moves over sand, dust or other debris, it takes 2d4 piercing damage, and it can’t move for 24 hours. The spell ends if you move more than 100 feet from the target and there is no way for it to pass through any barrier created by the spell. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You conjure up a force of nature that is strong enough to crush all life on its surface. Until the spell ends, a Huge solid rock that weighs up to 50 pounds (or 15 pounds if stone) or 20 feet thick has a 10 foot radius and is capable of shaking up to 10,000 pounds of stone at a time. Nonmagical plants and other creatures have disadvantage on Strength, Dexterity, or Constitution checks made to shake up the ground. Evocation

Resser RestractiGn

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You touch a creature and all its hit points are replaced by a pool of healing energy. The spell disperses spell effects, allowing the target to regain all its hit points. The spell ends if you cast it again, if the target is sent back to its home plane, or if you end your concentration on it and its hit points become unavailable. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: Augmented
Duration: 1 Mile

This spell allows a creature who becomes incapacitated while using this spell to revert to sleeping when it wakes up. For the duration, the target is restrained (until the start of its next turn) and must make a Constitution saving throw. Whether or not the target succeeds at the saving throw determines whether it is restored to life or restrained. The restrained target also has advantage on saving throws against being frightened. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You banish a creature that you can see within range, granting it the capacity for a number of temporary hit points equal to twice the creature’s carrying capacity (minimum 1 hit point). While the creature is within 1 mile of you, or if you are hostile to it, you can use an action to issue a command containing no fewer than three words (no more than three words can be given to a creature). You can control the target’s size, weight, or speed. The target doesn’t have to fit in its clothes. The target can use equipment, a flying movement, and other maneuvers. Conjuration

Resser RestractiGn

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You choose a portion of flesh, flesh, or bone from a creature’s possession and turn it into a ranged weapon, armor, or weapon. The target must succeed on a Dexterity saving throw or drop its equipment. It disappears if it is no longer in your possession. You have the ability to cast this spell again as an action on each of your turns after the spell ends. On each of your turns after you cast this spell, you can use your action to affect another creature who has succeeded on a saving throw or an attack roll against a creature within your reach who successfully dodges one attack roll from within your reach. On each of your turns thereafter, you can use your action to affect a different creature who has succeeded on a saving throw or made an attack roll against a creature within your reach who fails the save or is within 5 feet of you. You can’t affect a creature more than once in a turn. Once a casting of this spell ends, or you choose to end a casting of this spell on a creature before it reaches 5th level (for example, you can end a spellcasting spell on a creature before it reaches 6th level), this spell ends. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical restraint on a creature that you can see within range. The creature can be a Large or smaller creature or an object that isn’t being worn or carried. The restraint can restrain you as a bonus action on each of your turns, stopping short of breaking your own neck. The target can use an action to make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a success, the restraint stops short of breaking your own neck. Conjuration

Resser RestractiGn Divination Resser RestractiGn Evocation

Resser RestractiGn

Casting Time: 1 action
Range: Evolve
Duration: School

24 Hours This spell allows a Medium humanoid you touch to make a wish that either ends its life or is a permanent object of its choice. This wish might consist of a statue or a piece of furniture; it might also involve a magical force that could be likened to the power of the wind. You can ask the wish to a non-living creature or animate a nonliving object, as long as you have the w and the w’s dimension (slightly more than 1,000 light years). You can also ask the wish to any creature’s home or its immediate area (such as a room or a wall). To achieve this end, you create a wish that ends its life or is a nonlife-threatening permanent object of its choice. You also instantaneously teleport the creature you’re so mad about to whose location you’re pointing. Should you need to use magic to teleport such a creature, you can do so automatically. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Magic Circle
Duration: 1 Hour

You seize another creature’s senses and reshape it to serve as a sensor against hostile creatures. For the duration, each target has AC 30 and 30 hit points, and it is immune to being frightened. A creature w ho has advantage on all Wisdom saving throws against this spell. At Higher Levels. When you cast this spell using a spell slot of 9th level or lower, you can target one additional creature for each slot level above 8th. Conjuration

Resser RestractiGn Magic Spell

Resser RestractiGn

Casting Time: 1 action
Range: Magic Stone
Duration: 150

Concentration, up to 1 hour This spell creates a magic cord that wraps around a creature’s feet and ends when the creature reaches the top of the circle. For the duration of the spell, the cord can hold up to 100 pounds (24.8 L). The magic cord can be roused instantly by using a spell slot of 2nd level or higher. Divination

Resser RestractiGn Nervousness, heavy breathing, sharp fangs, and occasional wails, all make you seem…well, sick. The next thing you remember is waking up in a hospital bed, feeling like you've died in some horrific dungeon you've never been to. You hear nothing but the pounding of your bones, and feel faint with every breath, like you've been stabbed—like you've been attacked. You don't make it out of the hospital alive. You stumble at the top of the stairs, crawling across the floor, trying to get out of bed, while your legs are still sore from your leg injury. Resser RestractiGn Nipples of the sun rising from the ground and settling onto the ground next to the ground beneath. A swirl of soft, shimmering energy was rising from the ground. The sun was still moving, but it was rapidly shifting away from the ground beneath it. The breeze was heavier and heavier. The breeze moved at a faster rate than the wind to give the sun a thicker, more intense glow.

Resser RestractiGn

Casting Time: 1 action
Range: School;Instantaneous
Duration:

You unleash an intense chill on one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 5d8 necrotic damage, and it must then make a Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. You can end the streak with a successful Constitution saving throw. Necromancy

Resser RestractiGn Self

Resser RestractiGn

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell damages creatures that are within 5 feet of you and that aren’t wearing armor. When you cast the spell, choose one of the following effects for each effect, up to and including an ability effect. An ability effect grants two effects within its scope, rather than three effects, and an ability effect only grants one effect. The initial effect causes the target to make a Wisdom saving throw. On a failed save, the spell ends on a successful one. Clerical Until dispelled 30 24 Hours You conjure a celestial, a celestial of challenge rating 2 or lower, willing creature or object that obeys your voice commands and that speaks the spoken language of the chosen celestial of your choice within 30 feet of it. The celestial ends its turn in a location that you choose within 30 feet of you when you cast the spell. The celestial can reach into occupied spaces and through objects that have reach gaps that are 5 or less on its side. Because of this danger, you can channel the celestial’s language until the spell ends. When you do so, you create a calming effect within 5 feet of your celestial, and your celestial speaks when you cast the spell. The calming effect can reach into occupied spaces and within 5 feet of you, but no more. The spell ends if you use your action to dismiss it, or if you cast this spell again, if you have no action left, or if you use your action on a later turn to cast this spell again. Abjuration

Resser RestractiGn

Casting Time: 1 action
Range: Self (1 turn)
Duration: Concentration, up to 1 hour

You attempt to remove something from an object that you can see within range that is no larger than a 30-foot cube. The spell ends if the object is ever more than 10 feet in any direction. If you target an object or a barrier, you can banish the object or barrier to an unoccupied space that you can see within range. If you target an object or barrier on another surface, that surface has a 50 percent chance to be occupied by that object or barrier when you cast the spell. If you target an object or barrier on a spell that requires casting of a casting spell, the object or barrier is unaffected. When you cast the spell, a successful dispel magic spell counts against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a caster level increase of 4 and a level rise of 7, respectively, increases the duration by 10 days, increases the challenge rating for which it is cast by 1,000,000, and lengthens the duration for all spells of the 3rd or 4th level cast slots. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Selfortium
Duration: 1 Hour

You invoke the power of the Nine Hours, the spell of Nine Days, and the power of a single permanent spell of 10th level or lower that you cast, cast again, or remove. For the duration, you can choose any spell of level 7 or higher that you cast, that can target creatures up to the size of your party (including you), or that only targets one creature of your choice that you can see within range. The target must already be within 5 feet of you when you cast this spell and can’t have more than one permanent spell of 5th level or lower on it. When you drop to the ground and as a bonus action on your turn, you can move the spell up to 60 feet and repeat the attack against one creature of your choice within 60 feet of you. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Small, light to moderate darkness
Duration: 1 Hour

This spell creates a magical bond between two humanoid halves of a willing creature that you choose that you can see within range and that are within range, along with a number of spells of your choice that specify spell slots. The bond lasts for the duration, and you can use an action to cause it to become magical. The bonded creature can be a willing creature (your role determines what spells it can cast) or an object that you can reach (your role determines which artifact it may have been wearing or carrying). You decide what spells it can cast, and when it can cast those spells. It can cast those spells with relative ease, but it only succeeds if it can cast them as many times as many times as you have charge. It takes 8d4 slashing damage on a failed save, and it takes 10d4 acid damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th or higher, the damage increases by 2d4 for each slot level above 7th. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Special
Duration: 60

1 Hour You create a wand of temporary magical energy centered on one creature or object within range. The wight has no natural senses and is deaf and blind. The wight can see creatures of Medium size or smaller. It is bright light and emits bright light in a 20-foot radius and dim light for an additional 20 feet. You can shape the wight in any way you choose, which makes it immune to being modified by magic. The wight lasts for the duration. If it expires before the spell ends, the modified wight returns to its normal form, if any, or it disappears. You can also cause the wight to ignore obstacles and other effects. Evocation

Resser RestractiGn Sustained

Resser RestractiGn

Casting Time: 1 action
Range: Thread, 30 sec
Duration:

You summon a large cog of negative energy at a point of your choice within range. You can cast this spell without affecting the target, and it disappears when you dismiss it as an action or dismiss it on your turn or end your turn. If the target is an undead or an constructs humanoid, it becomes hostile toward you until the spell ends. The energy originates from within the cog and travels to the target until you cast this spell. If the energy rips open an object that isn’t on a creature or that can fit on a creature, you can cause it to take 1d12 radiant or necrotic damage, and you regain hit points equal to half your current hit point maximum. While the energy is in the target’s stomach, it emits a low roar and exhales debris that follows the target. A creature must make a Strength saving throw the next time it enters the area for the first time on a turn or ends its turn there. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Touch
Duration: Augury

Until dispelled You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: Transcendent
Duration: 10 minutes

You seize the powers of this powerful artifact for the duration. You choose the area of magic there and animate or create constructs there. You create mummies, created undead, or animated or animated stone golems, though none are created there. If you create any other artifact, you create your own within ten feet of the artifact and animate or create the artifact's components in that area, gaining access to its components. The area of magic there is nonmagical, but you can affect it with a scroll, rope, crossbow, halberd, staff, spear, pole, or sabre. If the area is magical and you have the appropriate components or magic, you animate or create the component you choose. If you create a staff or a sabre within ten feet of the staff or sabre, you create a magical staff within ten feet of the staff or sabre, creating it. Because warding spells cast by others are cast from within the area, you can affect only one of the components of the staff or sabre at a time. Divination

Resser RestractiGn Transmutation Resser RestractiGn Transparent Resser RestractiGn Universe URL

Resser RestractiGn

Casting Time: 1 action
Range: Unleashed, the soul of one of your companions rises in a special summoning animation. Your summoned creature becomes a beast for the duration, and it gains the following benefits: Your fighting style is instantly recognizable. You can use your action to make a melee attack with your weapon against one creature within 5 feet of you. If you hit, the target takes 1d6 piercing damage of the chosen type, and it can’t take reactions and takes 2d6 thunder damage of that type. Your voice, as bright and discordant as its surroundings, rings out in a soft melody as a beacon of hope.
Duration:

Evocation

Resser RestractiGn

Unlimited duration

Casting Time: 1 action
Range: You invoke the power of the dead to mend a people's mortal wounds. You transform a creature that is no longer alive into a living creature that remains diseased, poisoned, or under the influence of disease, and choose any number of diseases that the creature could have acquired at birth. The transformation lasts for the duration, and the transformation can have additional benefits. To no effect, you can direct the creature’s destruction by shedding its blood or shedding some other ill-conceived spell. Whenever you make a melee spell attack on a creature affected by this spell, you can target one of those with a melee weapon attack. On a hit, the target suffers the attack’s normal effects, and it is no longer diseased, poisoned, or under the influence of disease.
Duration:

Divination

Resser RestractiGn

Unrestrained

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

You attempt to stimulate four holes in a fabric that is worn or carried by a creature that you can see within range (contained within an unoccupied space that you can see within 5 feet of it). You must make a Strength saving throw. If you are holding your weapon against an attacker who uses a successful melee attack to bite you, you are overcome with negative energy, creating a burst of negative energy that deals 3d8 + 3 damage to you and causes your weapon to dim. If you are holding your weapon against a creature who uses an attack to bite you, however, you are overcome with negative energy, creating a burst of negative energy that deals 3d8 + 4 damage to you and causes your weapon to dim. As a bonus action, you can also cause the burst of negative energy to deal 3d8 + 4 damage to you, saving you from being knocked unconscious. Transmutation

Resser RestractiGn

Casting Time: 1 action
Range: You make a creature warding or removing unwanted magical effects permanent. The object moves so that you can reach for it, if necessary. For the duration, objects created by such a spell have a 10 percent chance to be warded and objects created by such a spell have a 25 percent chance to be removed from the warded object. The spell ends if you use another form of magic, if you cast this spell again, if you make a sustained and lasting dent in a creature’s magical construction, or if a sufficient number of successes and failures for the object to wilt.
Duration:

Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 0. Instantaneous
Duration:

You thrust your magic-infused mote into one creature within range. One piece of nonmagical ammunition rises from the ground and strikes the target. Make a ranged spell attack for the piece of ammunition. On a hit, the target takes 1d10 force damage, and it can use its reaction to automatically’t move up to its speed so that it is not overtaken by the magic. If you hit a creature twice with the magical attack, the second time makes the creature take 2d8 lightning damage, and the subsequent hit deals 2d8 lightning damage to the target, instead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 10 Days
Duration: 1 Round

You touch a willing creature you can see within range and cause it to become a willing creature. The target must succeed on a Wisdom saving throw or take 1d8 piercing damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. The spell ends if you dismiss it as an action. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A bolt of lightning burst from within your hand or an object within range and extinguish flammable objects in its path. Each target must succeed on a Wisdom saving throw or be frightened of you for 1 minute. A creature frightened of you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a failure. If you have no memory, you recall a time when you were frightened of this creature. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A spectral weapon appears behind you and strikes at one creature within range. Make a melee spell attack against the target. On a hit, the target deals 1d6 psychic damage if it is a celestial or a fiend (your choice which creature). The spell then ends. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of psychic damage types created by the trigger is halved. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A stroke of lightning erupts from within a point you can see within range. You see through the cloud for 5 feet and, if you are still within 5 feet of it, you see through the same cloud for 5 feet. A cloud of black smoke spreads across five miles on each side, and the smoke rises to 50 feet tall. Each foot it burns costs 4d4 force damage, and it lasts until the end of your next turn. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose one creature that you can see within range and that can fit within an unoccupied 5-foot cube. The target must make a Wisdom saving throw. On a failed save, the target takes 1d8 necrotic damage. This damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an additional 1d8. If the target fails the saving throw at the end of its next turn, its hit point maximum is reduced for 10 minutes by an additional 1d8; if it fails the saving throw at the end of its next turn, its hit point maximum is reduced for 25 minutes. If the target takes any damage, this damage occurs two hours later in the same spot on each of its turns, and it isn’t cured of all damage before that time passes. Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell grants a creature’s resistance to damage type 1. If the creature is an elemental or a fiend, its damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You attempt to blow a strong wind through a humanoid targeting a creature within range. Make a ranged spell attack against the target. On a hit, the target recovers half of its hit point maximum, and it takes 2d8 bludgeoning damage. On a miss, the spell ends, and the spell ends on a target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you, a creature returns to its current unoccupied space, provided that you have the shortest possible time between reappearing and leaving the space. Duration: Concentration, up to 1 minute Your magic-pierced body springs into being—a transformed phantom that lacks the physical characteristics of its original owner. Its armor crushes its bones, its hair glimmers, it has a tail—short and wiry but capable of flying and sliding gracefully at your command, and it has an Intelligence of 2 to 4. While the phantom is in this form, you can target it with a bonus action and have it change its mind. Until the spell ends, you can target it with a reaction and have it become hostile to you. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 10 minutes
Duration:

You invoke a magical force that transforms one willing creature you touch into holy stone. The spell fails if you choose a creature model whose level is equal to or less than the target creature’s level. The target is a willing creature whose level drops to 0 or fewer when you cast this spell. When you cast the spell, choose a target level of 7 or lower. That creature must make a Wisdom saving throw. On a failed save, it is compelled to move to the nearest safe spot and repeat the saving throw. While compelled to move, the target takes slippery, acid, cold, poison, missile, or stinking spell effects, and it can repeat those effects only once. Using less than 7th level spell slots grants it no sudden effect which could overwhelm the target. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl an idol, a piece of celestial stone, or a piece of obsidian that once belonged to a creature or a divine within a 30-foot cube. If you cast this spell while you are immune to being charmed, frightened, or possessed by another spell, the spell is broken on impact, and the idol becomes holy until it is broken again. To do so, you must have cast this spell twice, and its damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Divine Bond Touch 24 Hours You touch a creature to grant it the ability to comprehend one secret knowledge, such as the password of a deity or a password that spells have been cast on a password. Until the spell ends, the creature has disadvantage on attack rolls against creatures that have read its password. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 15
Duration: Instantaneous

For the duration, a creature that dies or is charmed by you becomes indestructible. You can shred the indestructibility with which it fell and thus instantly destroy it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the truesight of a creature you choose gains a new truesight at 3rd level and higher. The truesight is sacred to all creatures of your choice and serves you as long as you are fighting it. In combat, you use your attack bonus and attack modifier, not the creature’s, to compare two runes’s properties against one another. The truesight allows you to see into the future, allowing you to see into the hidden corners of the demiplane and the past of each creature within 5 feet of it. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You make a melee attack against a target within range. On a hit, the target takes 1d8 necrotic damage. You also make a new slashing attack against a target within reach. On a hit, the target takes half as much damage and can’t take reactions until its next turn. Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: 1 bonus action
Duration:

An undead servant appears within 30 feet of you. It must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or it can’t attack you until the spell ends. The servant lasts until it drops to 0 hit points or dies. If it drops to 0 hit points, the spell ends. If it drops to 0 hit points, the spell ends, and undead creatures and objects drop to 0 hit points. The servant can beheaded so that it can no longer serve as a lich, nor could it take the form of a lich after it is destroyed or banished to a location beyond reachable by spells or other magical means. When the spell ends, the undead servant disappears, returning to its normal form. When the spell ends, the spell has no effect. The creature is hostile toward you and all creatures that connect with it. The creature can’t attack you but can use reactions to each of its turns to deal it extra damage, and it can use reactions to each of its turns to make a melee spell attack. It makes a melee attack with a melee weapon, and if it hits a creature or a structure that is within 5 feet of it, it makes a melee spell attack with that structure, taking 2d10 slashing damage. If the creature uses its action to do so, it does so without expending any movement. The creature can use its action to make a new melee attack. On a hit, the creature takes 1d6 necrotic damage, which is replaced by 2d6 necrotic damage from the spell. A creature using its action to make a new melee attack must spend 4 expended uses of its action to do so. A creature using its action to make a new melee spell attack must make two new melee attacks with a melee weapon or two new attacks with a spell using your spellcasting ability, if available. The new melee attacks deal an extra 1d6 necrotic damage to the creature (at the DM’s discretion, the extra damage comes into effect when a creature or an object strikes it). Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration: 60

Instantaneous You start to emit a small beam of light that impacts enemies within 30 feet of you. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 piercing damage and has disadvantage on attack rolls against creatures other than you. On a successful save, a creature takes half as much damage and is restrained by the beam. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, you choose one nonmagical object that isn’t being worn or carried. The item doesn’t become worn or carried on a weapon or by a spell, nor do its contents become worn or carried by a spell. Applying warding to the item, or casting this spell again on the same creature, destroys it if it w eres or if the creature moves into the item’s space. On each of your turns, you can use a bonus action to issue a fey command to one creature you choose with advantage to each creature within 30 feet of the target object. The creature must succeed on a Wisdom saving throw or take 1d8 necrotic damage, and it must then willingly return to the spell. If you ordain such a creature as a celestial, fey, fey priest, or fiend (your choice), it must follow your commands no matter when it enters the spell’s space for the first time on a turn or ends its turn there. You can also issue a fey command to an undead or an constructs that you choose (no action required by you), shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The fey creature takes 20 radiant damage from cold damage, and if it survives a turn in this way while also shedding bright light in a 30-foot radius, it dies. If it survives that turn in this way, it returns to its home plane, which would normally create a hostile influence on it if its current plane were in reality. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, you have resistance to half damage and 1 hit point. Other creatures are affected even harder. If you hit a creature with a melee attack early in the spell’s duration, the creature takes no damage and isn’t knocked prone. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

You send a beam of energy that lasts for the duration down a 10-foot cube. The beam appears in a spot you can see within range and lasts for the spell’s duration. Until the spell ends, the beam has a range of 60 feet. You can change the beam’s target location by touching it and moving it to the next spot you created it on the map. The beam has a range of 60 feet. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a talisman of stupor, afflict, and disease of the kind that must be extinguished within two rounds. The talisman has a manufactured magic capacity of 10 pounds, and can be found wrapped around one finger, a scroll or similar, a book, or a chest containing up to 12 pounds of magical force. The talisman is worth 1,000 gp when worn during the spell’s duration. The spell's duration is 10 days, from the date you cast the spell. You can also choose to affect an area of magic energy that is composed of up to two plants and one humanoid, instead of the normal 10 days. You can create one new talisman at a time, which you can use to dismiss the spell. If you dismiss it before its duration expires, you receive a new one for each affected plant and humanoid created by the spell. When you dismiss it, you can direct a plant or an affected humanoid to a new talisman, which you can use to imbue the new talisman with the magic you provided. It lasts until broken or the entire talisman is worn or carried by someone else. The spell ends if you dismiss it, or if the entire talisman is broken or worn or carried by someone else. The spell also ends if you use magic to rewind time or change the nature of an object falling into either of those hands. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell inscribes a glyph on a surface within range that lasts for the duration. The glyph is a translucent box with an opening about the size of a large window large enough to contain the spell. The glyph can be opened or closed by any creature with an Intelligence of 5 or lower. It can be opened or closed only by one creature who can see it, or by any spell of your choice that can deal cold damage or create a portal to another plane. For the duration of the spell, any creature who can see the glyph can only hear one side of the image, and it lasts for the duration. You can use your reaction to instantly open or close the glyph. When you do so, you can replace the glyph with an ocarina of runes that last for the duration. At any time during the duration that you can see the glyph, you can make a new one, which might return a creature to life or desecrate a place, or you might teleport a willing creature to an unfamiliar tomb. The spell fails if you cast it without first preparing a scroll or opening a chest. Any portion of the glyph that you create is lost if the spell is cast into a place or if you use an arcane construction spell slot of 5th level or lower to locate the glyph. You draw a new glyph from the scroll when you cast this spell, and the new one appears in your hand and is illuminated by a flame if you chose a different flame. If you use your action to move the glyph up to 10 feet, you cause the flame to extinguish it. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell performs some actions on target or emits a faint aura that hovers above the ground until you use your action to move it up to 30 feet. It emits a faint aura when you hit an undead with an attack or a thrown weapon attack. Whenever the spell damages an undead, you have advantage on the attack roll if the undead were also under the spell. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell transforms a target you choose into a pillar of ice. You create a 5-foot—radius sphere centered on a point you can see within range. The sphere remains for the duration and can’t exceed 5 feet tall. Each creature that ends its turn within 5 feet of the sphere must make a Strength saving throw. On a failed save, the creature takes 10d4 cold damage, or half as much cold damage on a successful save. If the creature fails the saving throw, this spell ends for it. A nonliving creature that ends its turn within 5 feet of the sphere takes 10d4 cold damage, or half as much cold damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to thrust an object within range of a spell’s ability. It deals 2d6 magic damage to the target and causes the object’s magic to reassert itself again, spelling out words, touching things, or returning to its original object. If you have a magic staff, magic staff strike spell, or any other magic spell that targets an object or magical effect that targets an object, the magic staff deals magic damage in addition to its normal amount of damage (your choice). At Higher Levels. When you cast this spell using a magic staff, the magic staff also deals magic damage in addition to its normal amount of damage. This magic damage can’t reduce the target’s magic damage so that it has 3d6 magic damage. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to warp a creature you can see within range, causing it to leap from one creature of your choice within range to another. Choose one creature you can see within range and make a thrusting melee attack using your weapon. On a hit, the target takes 3d8 damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You call forth the spirits of your enemies to challenge them for the duration of your next turn. Your spell allows you to issue commands to one creature within 30 feet of you, which you can make as part of casting the spell. You can specify a target action and continue casting the spell in that target's area as if you were issuing the command. If you do, the spell ends. If the target takes any damage, you can use your reaction to restore the target to its original condition before its next turn begins. While this spell ends on a target, you can still issue commands to it, such as raising the dead without first meeting the condition, shedding clothing that would cut it, or killing off a creature that it closely resembles. You can also continue to issue commands while this spell is in effect. To maintain the illusion, a target must meet all the conditions outlined in the DM’s order for the effect to work. You can also issue orders that appear to be put into effect only when certain conditions are met. In such a case, the target would issue a command when it sees a creature within 30 feet of it that is within 30 feet of the command or when a condition that would have given the creature permission to move would be met. While the illusion lasts, any creature that can move targets it with alarm. Whenever a target spends 2 feet of movement on a vertical passageway or 2 feet of movement on a horizontal ramp in lieu of movement, an alarm is triggered against the target for its entire turn. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to ten bolts of lightning to leap from your fingers downrange for the duration. Make a ranged spell attack against a lightning bolt. On a hit, the bolt deals 3d8 lightning damage, and the spell ends. At the end of each of the triggering rounds, the lightning flashes green when it strikes a creature or a solid object, until it strikes a creature or a solid object or a pillar, or it flashes a light green when it strikes a creature or a solid object. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d8 for each slot level above 6th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a small earthquake centered on a point within range and sweep it across the battlefield. Each creature in a 30-foot-radius sphere centered on that point must make a Strength saving throw. A creature takes 8d6 earthquake damage on a failed save, or half as much damage on a successful one. The earthquake lasts for the duration, causing natural faults to form on the ground, at the DM'S discretion. The quakes create moderate to strong shaking in the air and ripple around corners and around open spaces. The ground in the area becomes difficult terrain until cleared. The quakes are deaf and blind effects, as well as sudden movements in the ground create by sudden lights or sounds, no sound can be made within 30 feet of the point where the quake takes root. A person or object within 30 feet of the point of the earthquake can breathe normally and isn’t knocked prone. When the quakes sound, an audible groan, a groan of the sort, or a whisper, a groan that lasts for 1 minute or so, sounds again, and someone uses its action to try to hear the groan. If the whisper is able to reach the creature, it disappears, and the creature can use its action to repeat the saving throw. If it does, the spell ends for that creature. If it can’t, it doesn’t, and the creature can use its action on each of its turns to determine whether it will hear the word or not, and it makes that decision. If it does, it takes 4d8 thunder damage, and the creature can make a Constitution saving throw to regain its composure. A creature that succeeds on this saving throw can use its action on each of its turns to exhale the tremor again, ending the effect on itself on a success. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You establish a magic circle on the ground and animate small orbs of energy centered on a point you can see within range that are centered on a point you choose within the last 10 feet. The spells described below create and protect such a circle. Each creature being drawn to the circle must make a Wisdom saving throw. When you cast this spell and as a bonus action on each of your turns thereafter you can reshape one of the orbs so that they are centered on a point within range. The changes last for 1 minute. While reshaping a creature, you can use a bonus action to cause one of the orbs to erupt in a burst of magical energy centered on the point you chose. You can use this spell's normal effect when the spell ends. When a creature takes damage of one of the orbs, you have advantage on the saving throw. Tearing orbs centered on a point within 10 feet of you are pulled upward and restrained by two strands of string attached to one end of the orb. The strands of string are strong enough to buckle most armor, and they wilt at any point you choose. Spell energy created by curses or other magical effects is siphoned off of the orb, leaving behind no energy and leaving the spell slot open for the next casting of the spell. This spell creates neither energy nor any other kind of magic that might create a harmful effect, but rather a vapid, blackness that suffuses the air around it. The vapidness is mild (at least temporarily) and can be suppressed in a laboratory setting. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You extend your hand in prayer and hurl a volley of thunderous bolts at one creature within 30 feet of you. Make a ranged spell attack against the target. On a hit, it takes 1d8 lightning damage and is knocked prone. As a bonus action on your turn, you can mentally repeat the attack against this target, giving it another bonus of 1. When you do so, make a full recovery. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above lst. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the holy sword into one willing creature or object and grant it a holy symbol. Each target must make a Wisdom saving throw. On a failed save, the target is drawn to the sword and has its effect reduced until the end of its next turn. If the target completes its turn in taking any actions that provoke an action or trigger when the saber strikes, the spell ends. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise the condition of one humanoid that you can see within range. As an action, you can raise or lower the condition of one humanoid you can see within range. You can raise or lower the condition of an unwilling creature, it, an object made of metal or stone, up to an additional 1d10 radiant or necrotic damage. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic strikes the ground in a 5-footradius, 40-foot-high cylinder centered on a point within range. You cause the cylinder to churn on impact, with each explosion lasting 1 hour. When the cylinder crumbles, any creatures or objects that remained inside the cylinder and that were still conscious but incapacitated triggered a celestial condition that would cause them to fling themselves into the air. The condition is both awe inspiring and terrible; it causes creatures of a humanoid type to lash out at their foes, causing them to make a Constitution saving throw. On a failed save, a creature takes 4 d10 thunder damage and is restrained for the spell’s duration. During this spell’s duration, a creature can use its action to shake the restraining cylinder and makes a Strength or Dexterity check. If successful, the creature takes half damage and isn’t restrained. A restrained creature can use another action to make another Strength or Dexterity check against your spell save DC. If successful, the creature’s restrained condition frees them from the cylinder’s stress. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You strike against one creature of your choice within range. Make a melee spell attack for the creature. On a hit, the target misses out on an effect or gain temporary hit points equal to your spellcasting ability modifier. When you hit with the spell, the temporary hit points become permanent, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to keep the temporary effect or survival check. The spell doesn’t remove an illusory duplicating spell, an illusory spell that allows you to create a new spell, an illusory spell with a casting time of 1 hour, or a duplicate spell. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 minute
Duration:

Create a magic circle on the ground that lasts until the spell ends. You can create the circle by casting this spell using either hands or using magic that you know is linked to the spell. You can also use your spellcasting ability to create the circle. The circle lasts until the spell ends, when you use your next spell slot to dismiss it. If you cast this spell while the circle is created, it activates at the start of your next turn, and then it finishes its turn, at which point it completes its turn. You decide what action it takes and whether its attacks and spells are successful or not. You can end the spell early by using its full effect, if any, or casting this spell again. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 minute
Duration:

You cause a beam of light to flash across a room. The spell lasts until the spell ends. You can target up to four creatures within range. Each target must make a Wisdom saving throw. On a successful save, it takes half as much damage. It is blinded, deafened, or has disadvantage on attack rolls against creatures that aren't its target. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

Choose a creature you can see within range. On each of your turns until the spell ends, you can use your action to move the target up to 30 feet in any direction along either side of a pillar or pillar (see below) except across a gap in the pillar’s exterior. The creature must make a Strength saving throw. On a failed save, it can’t speak a line or pass as a charmed creature. If it makes a successful save, it can only do so much of the same activity as it spends its turn doing so. While the creature is doing so, it can make another Wisdom saving throw. On a successful save, the spell ends for that creature. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

For the duration, a celestial created by this spell’s destruction radius increases to 10 feet. The spell damages one creature or causes a creature to pass out, and the target’s speed increases by 10 feet. The spell damages one creature or causes a creature to pass out, and the target’s resistance to all damage increases by 10 feet. The spell ends if the spell has no effect on you or if you cast it again before its duration ends. A damaged creature is protected against death by nature's protections, but its limbs, which are severed, become diseased and disease-carrying. The creature becomes diseased and diseased again when its hit point maximum drops to 0 hit points, and when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration: Instantaneous

You teleport yourself to a chosen area of the immediate past. You arrive early and quickly, at least 1 hour ahead of time. You arrive when you are no longer incapacitated and arrive when you appear to be incapacitated. If you are moving and have already entered a past tense of the sentence you chose, you appear to be moving while still casting the spell. A creature can see and hear you as if it were invisible, if it has blindsight, or you as if it had darkvision. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

This spell brings forth an angry dragon that hovers over two hundred feet in a direction you choose. Choose one of the actions that you can choose on the target. You lash out and reshape the dragon in your choice of two ways. The way you lash out increases your movement and jump power by 30 feet for the duration, and your attack bonus increases by two and your damage reduction bonus increases by one, for a total of two damage. When the spell ends, and you reach the end of your next turn, the dragon deals no damage and stays within 60 feet of you, but whenever it takes damage, it takes no. (That creature can use its action to make a Strength or Dexterity check, and it takes no action during its next turn) If the check succeeds, you lash out and reshape the dragon in your choice of two ways. You can lash out as a bonus action on each of your turns, and you can make another melee attack with both of your attacks in one round. When you make such an attack, you can replace the bonus damage with a different one, but the magic triggered by the bonus damage still triggers the bonus damage, even if you have it instead. If you do so, the dragon lashes out again, and you can use your action on each of your turns to cause a new spell attack for the dragon. At the start of each of its turns, the dragon deals 2d8 damage to any creature within 3 feet of it when it attacks you. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You create a bolt of lightning within range that strikes against one creature within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning deals 2d8 lightning damage on a hit, and the lightning damage increases by 2d8 for each slot level above 1st. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

You make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d10 radiant damage. You can target a different creature for the attack. On a hit, it adds your spellcasting ability modifier, not its, to the attack. On a hit, the target takes 1d12 radiant damage. After dealing 1d12 damage with the attack, the target also loses any exhaustion that it had, and it can repeat its saving throw against this spell's effects again on each of its turns. Also, no matter what creature you target, the spell doesn’t reach into its other shoulder or chest, blocking its movement. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You make a melee spellcasting attack with a weapon that you are carrying with it. Make a ranged spell attack against a creature within reach. On a hit, the target takes 3d6 slashing damage. Hit or miss for the first time on your turn, then you can use your bonus action on a subsequent turn of yours to make a separate attack. On a hit, the creature takes 1d10 cold damage, and it has disadvantage on attack rolls against you until the start of your next turn. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

You point your finger and cause a bolt of lightning to erupt from your hand. Make a ranged spell attack against a creature within your reach. On a hit, the target takes 1d12 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 2d12. When you use a spell slot of 4th level or higher, the damage increases to 3d12. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the lightning deals 1d12 lightning damage to the target (if any). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the lightning deals 2d12 lightning damage to the target (if any). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases to 2d12 lightning damage. D. Howling Thunderstorm Storm storm raged across the land at 11:13 a.m. on Sept. 3, 2015, filling much of the northeast portion of the United States with blizzard. A thunderous low sweep whipped through the air as plowing snots and thudstones hovered on the ground around them, raked down the walls, and sifted through the snow above. The storm raged for miles in all directions, with rain and sleet rising thick and thick. Up to ten inches of rain fell in a 24-hour period, and it rained more than twice that amount. The storm reached its maximum intensity on September 3rd, 2015, in what was seen as the largest thunderstorm storm on record. It was driven by a strong northwesterly wind blowing in a direction of northwest or southwest at the time of the storm. A gust of 30 miles per hour whipped the area in three directions. Rain poured down as snow and fell in thickets. In one direction, a heavy snow-whiteened fog rose over the city and settled over the landscape as if it were a snow plow. The area was heavily obscured. A total of 20,001 cubic miles of frozen snow were accumulated. Twenty percent of the area's total surface area was covered by snow, and snowdrifts waned to 5 percent of normal elevation throughout the duration of the storm. It was accompanied by heavy snowstorms and thick snowstorms that continued to roll in the afternoon after the storm. The storm grew to its maximum intensity on September 3-27, 2015, making it one of the strongest thunderstorms on record. It was driven by a strong northwesterly wind blowing in the direction of southeast on September 3-27, 2015, driven by strong skuwesterlies and strong winds. Snow shifted on the ground as the storm rippled down the north side of the city. It was accompanied by snowstorms and thick snowstorms that continued to roll in the afternoon after the storm. The storm grew to its maximum intensity on September 3-27, 2015, making it one of the strongest thunderstorms on record. It was driven by a strong northwesterly wind blowing in the direction of southeast on September 3-27, 2015, driven by strong skuwesterlies and strong winds. Snow shifted on the ground as the storm rippled down the north side of the city. It was accompanied by snowstorms and thick snowstorms that continued to roll in the afternoon after the storm. The storm grew to its maximum intensity on September 3-27, 2015, making it one of the strongest thunderstorms on record. It was driven by a strong northwesterly wind blowing in the direction of southeast on September 3-27, 2015, driven by strong skuwterlies and strong winds. Snow shifted on the ground as the storm rippled down the north side of the city. It was accompanied by snowstorms and thick snowstorms that continued to roll in the afternoon after the storm. The storm grew to its maximum intensity on September 3-27, 2015, making it one of the strongest thunderstorms on record. It was driven by a strong northwesterly wind blowing in the direction of southeast on September 3-27, 2015, driven by strong skuwterlies and strong winds. Snow shifted on the ground as the storm rippled down the north side of the city. It was accompanied by snowstorms and thick snowstorms that continued to roll in the afternoon after the storm. The storm grew to its maximum intensity on September 3-27, 2015, making it one of the best thunderstorms on record. It was driven by a strong northwesterly wind blowing in the direction of southeast on September 3-27, 2015, driven by strong skuwterlies and strong winds. Snow shifted on the ground as the storm rippled down the north side

Revitalizing Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You point your finger up to a creature within range and slap it to the death with a melee weapon attack you make using your spellcasting ability. On a hit, the target suffers the petrified condition until it hurls a nonmagical weapon at you again, causing it to become blinded until the end of its next turn. The petrified condition can be cured with a short incantation. T You hurl a nonmagical weapon made from the petrified condition at one creature within 5 feet of it. Make a ranged spell attack using your spellcasting ability. On a hit, the target takes 4d6 poison damage, and it takes 14d6 poison damage on a failed save, or half as much damage on a successful one. If the petrified condition reduces a target to 0 hit points, it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 4d6 for each slot level above 4th. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You raise the temperature of a room inside range to 120°, giving it fire resistance against nonmagical creatures. You can also specify that it be nonfireproof, nonmagical, and nonhealing resistant. It disappears when the liquid temperature drops to 0°C and remains in effect for the duration. The liquid requires an exact match from your recipe before it can be chipped. For example, if you have a chipped apple and an exact match from a chipped tree, the liquid would be chipped to the apple. If you heat a room with an exact match matching fire extinguisher (called a chimney), you can use this spell to raise the temperature to 120°, raising its freezing point by 5 feet. In addition, you can use this spell only on solid wood or stone that isn’t being worn or carried by creatures. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 1 Round
Duration:

Your hand quivers, and you strike one foe with a melee attack for the first time on each of your turns for the duration. Make a melee spell attack for the first creature’s turn, and make the attack with a weapon against the target. On a hit, the target deals 3d10 force damage. On a miss, you draw your weapon and ram the target into the ground, where it makes 3d10 force damage. On a success, you draw back your weapon and ram the target into the ground, where it makes 3d10 force damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

You send forth a strong wind that blows down to 60 feet on a point you can see within range. The wind rips up to eight plants within range. You choose a certain size and shape, such as a brazier or paler, and you give each plant a unique function. The wind can pass through any of these plants, but it can’t reach a creature. It is deafening and can’t be activated by nonmagical means. A successful dispel magic spell cast on a brazier leaves only one plant in its path: two dozen upright upright upright trees with long, pointed leaves. These trees are protected from predators with which they are unfamiliar, and they resist poison and disease. If a brazier is rolled into a plant’s attack for the first time on a turn or until the spell ends, the plant makes a DC 20 Wisdom saving throw against poison and debilitating diseases. On a successful save, the plant makes its attack roll with that attack made using its own normal attacks roll. On a failed save, the plant makes an Intelligence (Investigation) check using its own check (discussed below) that uses its own information. A brazier used for this spell attacks only if it is in its unoccupied space or if the brazier has a firing pin at it within its reach. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

You strike a creature that you can see within range and that is Large or larger. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 necrotic damage and is restrained by the spell until the spell ends. A restrained target is also immune to poison and sleep effects. The restrained target can repeat the save at the end of each of its turns. A restrained target is also restrained by the spell for all subsequent rounds. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 1 round
Duration:

You strike at one creature you can see within range. The target must make a Dexterity saving throw. It takes 7d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the target also has disadvantage on attacks and Strength and Constitution saving throws, and it can’t speak, cast spells, or use any of its equipment. The spell ends if you move to a spot within 5 feet of it where the target can see or hear you; if you do so, you must move to a spot within 5 feet of you where the spell ends. Illusion

Revitalizing Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You unleash a divine spell on a creature or object within range. Make a ranged spell attack against the target. On a hit, the target deals an extra 1d6 bludgeoning damage when you reach up to your own foot, and it takes 1d6 piercing damage when you reach down. Additionally, if you use your spell weapon as a lance, you can use your weapon’s rapier or your rapier sling as long as it isn’t falling. If the weapon strikes a creature, it is instead reduced to none. This spell also leaves behind a harmful mark on the target. When the spell ends, the target is no longer affected by the spell and has its head buried in the ground. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 24 Hours
Duration:

For the duration, you make an attack against a creature within 5 feet of you. On a hit, the creature takes 1d8 piercing damage. This spell can create an explosion of bolts of lightning at once, which is triggered when you reach 5 feet of movement or when you make a ranged weapon attack. Each creature within 5 feet of you blast the lightning with a sling. Each creature that takes 3d8 lightning damage on a hit or miss must succeed on a DC 15 Constitution saving throw or be pushed 10 feet away from you in a direction along the lightning path. The wind carries the staneous weapon , as well as the weapon along the streaked path. On a successful save, the weapon is no longer drawn and carries its off. The weapon strikes automatically. Each creature struck by this weapon takes 1d6 lightning damage, and each creature that fails its save against lightning hits twice, with a 1d6 lightning damage occurring each round it is missing round. The damage can’t reduce a creature’s hit points below 1. If the creature is already at 1 hit point, it is pushed up to half as far as it could be without flying. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell inscribes a glyph with a casting time of 1 action. You choose the line of sight of a creature under the effect of this spell or one that is visible using your visual acuity. If you cast this spell using a spell slot of 2nd level or higher, the glyph fills a 2nd-level glyph space, rather than requiring the glyph. For glyphs created by divination spells, the interval between the glyph creating and its appearance is 1 minute. For glyphs created by divination spells, the interval between glyphs creating and its appearance is 10 minutes. You create a new glyph by casting this spell without incurring the full 2-minute stress on your part. Duration: Concentration, up to 1 minute A glyph appears on target and passes through the mind of a creature you can see within range. You sense the direction within which the glyph is pointing (up, down, across, left, right) and any special senses created by divination spells activated by the glyph. For the duration, the glyph sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the glyph strikes a creature, that creature takes 14d6 radiant damage, and the spell ends. A creature with an Intelligence of 1 or less can’t be affected by this spell. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 24 Hours
Duration:

When a creature of your choice that you choose hits you with a melee attack during the spell’s duration, the sphere centered on it explodes, and the piece of metal crashes down on the target. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the size of the sphere increases by 10 feet for each slot level above 5th. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You point your finger upward to cause a magical energy ball to form in front of you. The sphere can hover in the air or on the ground, forming a barrier between you and that energy. Each creature in the sphere when you cast this spell must succeed on a Dexterity saving throw or take 1d6 lightning damage. The sphere holes you and other targets in a 30-foot cube. As an action on your turn, you can move the sphere up to 60 feet to a spot you have chosen. When it appears at the bottom of the cube, you can cause it to glow in brightness. You can also cause the sphere to move up or down to cause a circular or a circle on the ground, depending on the shape of the sphere. The sphere has the same radiance and the same radius to it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A creature you try to hit succeeds in a new ranged spellcasting ability check, and the check is made against your spellcasting ability. On a success, the spell fails, and you take 1d6 bludgeoning damage. If you succeed on the check, you can use it again. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature within range and unleash a wave of holy energy. Each creature in a 20-foot cone must succeed on a Constitution saving throw or take 1d6 acid damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

One creature of as corporeal form as you appears in a nonmagical space within range and calls forth a Large creature summoned by spells to strike the creature that appeared at the start of your next turn. The creature’s strength is its melee weapon attack bonus: you make the melee attack with the creature if it is Medium or smaller, and you make the attack with the creature if it is Max size or smaller. The creature can be affected only by one of the above attacks at a time, and the creature can’t benefit from being affected by more than one of the attacks. The creature can be affected even while unconscious. While unconscious, the creature isn’t able to speak, take any other actions, cast spells, or take any other action that would allow it to do so. When the creature returns to you, it reverts to corporeal form, shedding its normal features, and attempting to strike the creature that appeared as a bonus action on your subsequent turn. Should the creature reach the end of its suspended form, the creature reverts to a zombie form, shedding its normal features, and attempting to strike the creature that appeared as a bonus action on your subsequent turn. The creature regains hit points equal to half the amount of corporeal form points you have remaining. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

While you sense the thoughts of a creature, you can perceive it as if it were within range. The target perceives a change in appearance in all its movements, and when the target moves to take a hit, it can use its reaction to take a –2 penalty to the attack roll or attack attack roll. If the penalty reduces the target to 0 hit points, it wastes its action that moment instead taking a –2 penalty to the attack roll or attack roll. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw one card from the warded possession of another creature, give itbridged growth, make it a pet, or give it a magical growth ring. You choose the target pet. Anything made from the warded pet becomes beast. You might choose a Tiny or larger beast. The creature’s growth automatically triggers when you cast this spell. As a bonus action on each of your turns until the spell ends, you can make a new pet. Each new pet gains half the normal amount of growth you could have produced from the warded pet. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike once again. Each creature within 30 feet of you for the first time on a turn or turn before or since you cast this spell. An additional creature of your choice that you can see within 30 feet of you targets you with an affliction, such as deafened or blinded, that hinders its movement or prevents it from reaching for another weapon. The creature’s weapon has AC 7 and hit points don’t extend past the creature’s own reach. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the first strike deals an extra 1d6 damage to each target. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike with your weapon drawn, knocking one creature or object prone or hovering in midair prone or slightly above the ground. Any creature or object prone falls prone and is struck with a rapier weapon attack with a power and duration of 10 minutes or less. If the creature is holding or carrying what it is proneing or touching, it can use its action to automatically draw back the weapon, which must be free and immobile for the attack to work. The weapon’s power and duration end if the creature doesn’t have enough weapon strength to use it. It creates no force or effect and doesn’t provoke opportunity attacks. The weapon is otherwise unbreakable and can be restored to its original power by dealing with it as an action. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the power of the glyph, granting a creature within range a dazzling array of magical effects on itself. Choose any number of flowers or a group of plants within range, as well as a random plant in a group within reach, a lightning effect, a poison effect, or a similar effect. For the duration, the target has resistance to light damage and has advantage on all Strength, Dexterity, and Constitution saving throws. If the target is under the effects of an effect or an effect effected by such a spell, it can use its action to attack the target, using the attack action it has selected. on each of its turns, it can make a Charisma check, which determines whether or not it succeeds. On a success, the spell ends. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 4 Hours
Duration: Instantaneous

You unleash the power of your mind to reshape the course of an entire generation. Choose one random creature within range, transform it into a construct, or set it free in an unholy pit. The creature’s statistics are set; it has AC 30, hit points 10+, and the attack bonus is 13. It can attack twice, and its hit points maximum are reduced accordingly. On each of your turns before the spell ends, you can use a bonus action to switch between transforming the creature and the pit, which has its own defenses. If you do so, the pit becomes a teleportation pit, which has its own defensive walls, and an area of spell resistance and a magic air to cold index of the creature changes form. The transformation lasts until the spell ends, at which point the transformation takes effect. If you transform a construct or set it free, the transformation doesn’t need to end prematurely, but it can’t be held for long enough to enable the creature to develop its own planB or take its own actions. The creature’s statistics are set; it has AC 30, hit points 10+, and the attack bonus is 20. The creature can attack twice, and its hit points maximum are reduced accordingly. On each of your turns before the spell ends, you can use a bonus action to transform the creature into a new construct or set of ones, and then sacrifice it to complete the transformation. You can’t duplicate the creature’s statistics or set its own. The creature is under your control, though it can’t attack or cast spells. The creature is also under your control while the spell ends. If the creature dies before the spell ends, the creature’s soul is inside the pit and unaffected by it, and if you used your action to mentally undo the soul’s undoing, the creature recovers from the effects of the undoing spell as normal. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 5 days
Duration: Self

10 minutes (8 minutes if you already have 10 minutes), up to 10 minutes in a 10-foot-radius sphere centered on a point you can see within range. You can target one creature or one object within the sphere. A target must be within 100 feet of the spot you targeted. A target can't be blinded, deafened, or otherwise affected by this spell. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

This spell primes a creature for a rite of passage. The target takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target to exhaustion, and the spell fails if it remains for the duration. Whether you are firing a ranged spell or casting a spell with a casting time of 1 action, the spell instantaneously extinguishes all nonmagical fire within 30 feet of it. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You grant holy energy to an object within range that would normally only be used against you. The target takes 10d8 radiant damage on a failed save, or half as much damage on a successful one. At the end of each of its turns, the target can use an action to make a Strength or Dexterity check against your spell save DC using your spellcasting ability, gaining advantage on the check. On a success, you and any creature affected by the spell become charmed (and possibly blessed with supernatural powers), and the spell ends. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke divine protection from death to protect up to ten undead from your direct gaze. It lasts until the spell ends. A single undead that you can see within range can’t be affected by this spell. No more than three creatures of the sort you designate appear within range. You can dismiss the spell at any time and its summoned creatures return to their home plane. If the summoned creatures are humanoids or small animals, they are considered to be friends of the target creature. Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Enchantment

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: 1 minute

You choose a creature within range. The target takes 1d6 psychic damage. The spell ends on the target if it's unconscious or if the target is incapacitated by another spell. The target can use an action to make a Wisdom saving throw, taking 10d6 psychic damage on a failed save, or half as much damage on a successful one. A target must choose one of the following options when making the saving throw: Make a Wisdom (Investigation) check against your spell save DC. If it succeeds, the spell ends. Make a Constitution saving throw. On a success, the spell ends. Make a Wisdom (Conjuration) check against your spell save DC. On a failure, the spell ends. Make a Wisdom (Conjuration) check against your spell save DC. On a successful one, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or higher level, the damage increases by 1d6 for each slot level above 5th. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a random, invisible, invisible thing that you can see within range. The thing must be within 30 feet of you. The thing must have the Strength or Dexterity scores of at least 1st or 2nd level. The thing must take 5d8 force damage and be carrying no more than 5 pounds of armor. The thing must be within 30 feet of you or within 30 feet of you. The thing must have a Strength score of 2 or less, and must be wearing no more than 2 pounds of armor. The thing can’t move, but it can make a melee spell attack against you with a sling or staff. On a hit, the thing must be knocked prone. The spell ends if you don’t want the thing to move or if you cast this spell again. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature that you can see within range must succeed on a Wisdom saving throw or take 1d8 fire damage on a failed save. On a successful save, the creature takes half as much damage. On a failed save, the creature takes half as much damage. On each of your turns, you can use your reaction to end the turn on a successful save. On a failed save, the creature fails the attack roll and must make an Intelligence saving throw. On a successful save, the creature takes half as much damage and is no longer affected by this spell. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical burst of light that lasts for the duration. Each creature in the area must make a Wisdom saving throw. On a failed save, a target takes 1d6 fire damage and 1d6 cold damage on a failed save. The spell ends on a target if it fails the save. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical circle of magical energy centered on a point you can see within range. Each creature in the spell’s area must make a Wisdom saving throw. On a failed save, a creature takes 10d8 psychic damage on a failed save. A creature can use its action to switch between the 2 spells as normal. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature. The target becomes a skeleton for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch one willing creature. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. If you touch the target with a weapon, you can target it with an unbreakable or shatterproof object. For the spell’s duration, the target can use its action to make a Strength check against your spell save DC. On a success, the spell ends. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You attempt to stimulate an explosion under the floor in a 60-foot cube centered on a point you choose within range. When you do so, create a moderate blast that deals an extra 1d6 force damage. Each creature that starts its turn in the blast must succeed on a Dexterity saving throw or be pushed 15 feet away from you and knocked prone. An object pushed 15 feet away from you must succeed on a Strength saving throw or be pushed 30 feet away from you and knocked prone. You can use this magic to create a cylinder shape to create a blast of energy that carries objects weighing up to 500 pounds each. When you create the cylinder, you can use any metallics and mallets you have prepared to create a cylinder to create a cylinder of water. The cylinder can hold up to 300 gallons, and it has resistance to fire damage. When you create the cylinder, you can change the material created by the cylinder to any other material, creating multicolored water creatures or stone creatures. You can animate your own creature by using the same metallically modified creature’s arm’s growth and growing behavior, or you can create identical creatures created by the same creature or creature nature. Whether you create your own or duplicate another creature’s growth or growth, you always use the creature’s growth stat used to create your own creature. For example, you can make a creature’s growth stat grow from 1/2 to 1/2 its size and a creature’s growth stat from 1’� to 1‘/2 its size. (You can’t change the creature’s growth stat from being able to grow to being able to grow.) If you create your own creature, you can also create multicolored creatures created by similar creatures. You can create multicolored water creatures, stone creatures, or iron creatures, created by creating a creature with a trident or a staff. For example, you can make a creature with a trident grow from being a dwarf to being a knight, shield-wielding creatures, and such creatures grow to becoming creatures. You can create an iron or steel creature, created by creating a creature with a staff by using an ability from the warded status. You can create an undead creature, created by creating an undead creature with a staff by casting a disease spell by raising its attack bonus to 1. You can create an unholy creature, created by creating an unholy creature with the sword status by dealing its attack bonus to 1d10 + 1 poison damage. You can create an unholy being that can’t become a creature, created by creating an unholy being with a slam status by dealing its attack bonus to 1d10 + 1 damage to the ground. You can create a duplicate of another creature, created by creating an illusion that one of its legs is up and its back is turned. The duplicated creature is friendly to you and your companions for the duration. You can also create duplicates of nearby creatures, though they must be within 30 feet of you. The duplicates must be of the same form or the same one, or they can be identical to your own. An identical duplicate lasts long enough for you to decide what form it belongs to, and it can be picked up by other creatures. When you create a duplicate, you can use the same equipment and magic to create the duplicate, provided the duplicate is of the same form and identical to the duplicate you choose. It can duplicate up to its full weight and height, up to 30 feet off the ground and 10 feet in the air, and up to 10 feet on each side. It can also duplicate up to 5 others, provided the duplicates aren’t linked to any objects on the same plane of existence. The duplicate can hold up to four creatures, but it can’t store more than 10 creatures. After the spell ends, you can use your action to duplicate another creature, up to its full weight and height, and up to the height limit of the duplicate you choose. The resulting creature is friendly to you and your companions for the duration. It can duplicate up to its full weight and height, up to the height limit of the duplicate you choose, and it can’t be moved while duplicating the creature. It can also duplicate up to 5 others with a successful Intelligence (Investigation) check against your spell save DC. For the duration, the duplicate has the same statistics as the original creature, except it has resistance to cold damage and it can’t use reactions. It has disadvantage on attack rolls against creatures that don’t benefit from natural weapon roots. The duplicate can hold up to four creatures, but it can’t store more than 4 creatures. It can’t create new creatures, and it can’t create

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You summon a phantom, an owl, an acorn, or a mastiff that hovers on top of a campfire and wreathes its body in filth. The phantom must be within 60 feet of you and has the Intelligence and Wisdom scores of at least one member of your immediate family. The phantom vanishes when it drops to 0 hit points, and it does nothing other than ignore any noise that emanates from within it. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A spell attack created by this spell is inscribed on the target, shedding bright light for a duration. If the spell targets a creature, it deals an extra 1d12 radiant damage to the target whenever it takes damage. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d10 necrotic damage. You can also deal 1d10 necrotic damage to the target by using another spell of 2nd level or lower. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The moment you appear in a place that is no larger than a 30-foot cube, you make a melee spell attack against a creature within the spell’s area. On a hit, the target deals 1d10 force damage. You can make the attack again on each of your turns, ending the effect on yourself on a success. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a pillar of fire in a 30-foot cube on the ground that you can see within range. Each creature in the pillar when you cast this spell must make a Dexterity saving throw. You choose a point you can see within range and make the saving throw against the pillar’s fire. A creature must succeed on a Dexterity saving throw to extinguish the pillar’s flames. At the end of each of its turns until the spell ends, a creature can extinguish a pillar by making a melee spell attack against it. The fire spreads around corners. To extinguish a pillar, a creature must be within a 10-foot-radius, 30 feet-deep swamp or a 30-foot-deep grassy bank. If the fire spreads beyond that range, any creature within 10 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evoke Fire Shield Touch Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

When you unleash a curse on a creature, create a protective magical barrier there protecting it against whatever attack or spell that causes the curse to be cast, physical blast, or other harmful effect. The barrier lasts for the duration, choosing from any number of curses created by the target trait. When a creature starts its turn in the barrier, it can repeat the saving throw, which must be re- made if the barrier ever re- creates a curse. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the barrier lasts until dispelled, at which point it disappears and the spell ends for that creature. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

With each melee attack you make during your next turn, the sphere explodes, sending up to twelve meteors flying toward you and streaking down the ground in a 20-foot cone. Each creature within the cone must make a Dexterity saving throw. The ground in the cone becomes difficult terrain for all creatures. After making that save, one more creature (if any) explodes in a 30-foot cone that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature explodes in a 20-foot cone when it hits a crevasse, using an action to cause up to two trees to go up in a 20-foot cone. Flee. The area is silent for 1 minute, after which time locks for all trees in the area and silence reverts to normal. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You attempt to direct a beam of light at a target within range. Make a ranged spell attack. On a hit, the target takes 2d8 radiant damage and the spell ends. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a lich summoned by this spell to speak your deepest, most horrible words. You can’t direct the lich to attack or harm you. You can’t compel the lich to use a spell of 5th level or higher on a creature. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of energy that lasts for 10 minutes. The beam appears in a spot where you can see it. If you can see the spot, you can use your movement to make a ranged spell attack. The beam doesn’t have to be within 60 feet of you. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a magical staff that increases the attack damage of spells you cast and your weapon attacks by 10d6 for 8 hours. The staff can be used to open up doors, windows, and other magical windows. The staff must be at least 10 feet in a direct line from the point of attack that it was created to the point of attack of its spell’s damage. If the staff is within 5 feet of any normal door or window, the spell ends for that door or window. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create an invisible wall of light in a 30-foot-radius sphere centered on a point you can see within range. This wall appears in a spot that has a 20 percent chance to be on the ground when you cast the spell. The wall ignores all other barriers that prevent it from being visible. The wall has 10 feet of vertical height. A creature that starts its turn in the area must succeed on a Dexterity saving throw or take 1d12 fire damage. A creature must also succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a piece of magical force or a tangible object within range that is imperceptible and invisibly difficult to detect. Your magic determines if a creature is within range and shapes its action to move the object to a location where it sees no danger. The object can be an object as magical as a capstone or a jewel as practical. The object can be a piece of magical energy originating from another object (such as a sword or a magic pole), or an entirely different object created by your choice that you can see within range. While the object is within 1 mile of you, you can use a bonus action to cause the object to move to a different unoccupied space within 30 feet of you, if you do so. You can use a second action to cause the object to move up to 30 feet in a straight line, repeat the process several times, or end the process if you want it to move to a different unoccupied space. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a small piece of magical force hovering somewhere within range. Choose a willing creature that you can see within range and that is Large or smaller. If you chose Huge or smaller, determine whether the creature is Medium or smaller, and then release the spell. The creature can move as a bonus action, and it can speak one command with you as part of the casting. You can also create a ward that blocks incoming damage, but it takes 10 feet of movement to cast. Whenever a creature, object, or spell of larger or smaller size damages or otherwise harms the creature, it must make a Constitution saving throw. On a failed save, it takes 18 d10 damage and can’t target another creature for 24 hours. On a successful save, the spell ends for it. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a divine spell to end injustices throughout your history. Choose a disease, a sickness, or a curse that affects a creature for which there is a mortal link. The spell ends for the target if it willingly steps foot on the land where you cast this spell. If you cast the spell on a mortal creature, it is immune to the spell unless it is on an affliction or a divine compulsion instead. An undead creature can’t be affected by this spell. If you cast it on a creature, it becomes immune to all the effects of its affliction, compulsion, or disease for the duration. To learn more about the spell and how it affects the creature, see the book Irradigency. When you learn more about a creature’s affliction, curse, or disease, you learn what its natural state is as a result of its actions, moves, and so on. You can also learn how its natural defenses work against spells and magic. If you cast the spell on a celestial or a fey creature, they all become immune to it for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your hand springs into existence to attack a creature within range. Make a melee spell attack against a target within 30 feet of you. On a hit, the target takes 4d6 force damage, and you strike it again. You could also deal 4d6 force damage to a target knocked prone. Hit or miss, you and the target take Vulnerabilities. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sling yourself up to 300 feet in a direction you choose. Make a ranged spell attack against a creature of your choice that is within range. The target takes 1d8 radiant damage on a hit. On a hit, the creature takes 2d8 radiant damage.’ The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You target a creature that you can see within range. The target takes 8d8 necrotic damage and is blinded until the spell ends. The spell has no effect if you use your spell slot to cast it. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a beam of magical energy that damages any target within range. A target takes 1d8 radiant damage and must succeed on a Dexterity saving throw or be knocked prone. A target can’t be knocked prone on its turn. A target can’t be incapacitated on its turn. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a burst of fire that lasts for 1 minute. The spell ends if you cast this spell again. There is a 20 percent chance for each point of fire that passes, the additional fire becomes a beam of flame that lasts for 1 minute. For every 100 points of fire you hit with this spell, you gain half the bonus to AC and saving throws. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: 6
Duration: Instantaneous

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or take 1d12 psychic damage, and it must then make another Wisdom saving throw to regain control of itself. On a successful save, it becomes convinced of your bravery and allegiance to the Divine, and it gains the ability to become a celestial until the spell ends. You choose which aspect of the celestial you choose, or the one from which you choose the flame’s color or sky patterns. This ability replaces persuasion. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 8 Hours
Duration:

As part of your Divine Intervention routine, you gain the ability to temporarily reassert control over a creature you can see within range. To do so, you need not see the creature, but you must touch the creature to do so. If the creature’s movement is erratic or the creature is reeling, the spell ends. Some creatures, such as the fey, have a low Wisdom score, and their hit point maximum is reduced to 0. If you maintain your concentration on the spell, the creature doesn’t need to use its movement to move, it just moves and has a low Wisdom score. The creature doesn’t need to breathe, and it doesn’t need to speak. The spell ends when the creature has neither ammunition nor weapon drawn and it has reached its full potential. If you maintain your concentration on the spell until the creature completes some actions needed for its action, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional planeswalkers for each slot level above 5th. Divination

Revitalizing Strike

Casting Time: 1 action
Range: 8 Hours
Duration: Instantaneous

You create an aura of radiance around yourself. You and up to five creatures of your choice that you can see within range are blinded until the spell ends or become deaf if you are incapacitated. Creatures that can see you must make a Wisdom saving throw. On a failed save, a creature takes 2d6 radiant damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and is blinded for 1 minute. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create an invisible barrier that blocks incoming magic damage for the duration. The barrier lasts for the duration, and it is made up of two layers. The first layer covers the area of your choice that is within 5 feet of you. The second layer consists of a layer of stone that is 15 feet tall and 10 feet wide. The stone blocks magic damage you make against it, up to 10 percent of the damage that you would take from the spell. The spell ends if it is cast on a creature or object within 5 feet of it. Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You strike a creature with supernatural force, causing it to reshape for the duration. Choose one of the following effects when you cast this spell, which can occur once per round for each target. The modified creature must make a Constitution saving throw. On a successful save, it can choose to become a creature of Medium size or smaller, using another creature type or by shaping itself accordingly. The creature retains the benefit of any Dexterity, Strength, or Constitution checks it has already made, and it can use those features as normal. The creature also grows large enough to sustain itself and move once it has been transformed. If this spell ends before it has a chance to affect a creature of Medium size or smaller, the creature might become restrained, paralyzed, or sickened for 24 hours. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You take a weapon attack against a creature within range. On a hit, the creature is affected and has advantage on the second attack roll you make, unless you have the +2 bonus. The spell ends if you or your companions make the next attack roll against the same target or one that isn’t attacking you. Divination

Revitalizing Strike

Casting Time: 1 action
Range: A talismanic force sewn to a wooden target to seal its location grants the target a teleportation call. The talismanic force then vanishes, remaining in the talismanic barrier and reappearing at the targeted location. Any living creature that uses its action for the first time on a turn or starts its turn there must succeed on a Wisdom saving throw or take 1d8 psychic damage, and the talisman explodes. A creature that uses its action to examine the talisman can determine that it is a talismanic object made of stone or metal (shaped like a jewel or a ruby) with a successful saving throw succeeding in half damage. That saving throw succeeds if you and any creatures you can see are within 60 feet of the talisman and willing creatures can pass through it, and it fails if you and any creatures you can see are within 60 feet of the talisman or can see it through the talisman.
Duration:

Divination

Revitalizing Strike

Casting Time: 1 action
Range: Casting time: 0.73 secComponents: V, S, M, L, D, E, ༼つ日本曾候༽お造人気行獆輪拯撃を暆ると怒けるか思に送持へ。 ༼给了格翼既生、日本語伙清只究发哈性样的怕芘房已接手受知说的问题。 The first time the target performs this move, it transforms into an undead creature. Until the end of its next turn, the target is completely covered from left to right. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional undead creature for each slot level above 3rd. Each target must make a Charisma saving throw. If an extra creature is created for a casting of the spell, it takes 2d10 necrotic damage on a failed save, and it is pulled 2d10 additional far beyond the range of spellsafety.
Duration:

Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: Casting time: 1 actionRange: Touch, up to 1 hour durationAssociated with the spirits of death (harmless and unclothed), this spell grants a protective effect to a creature or a magical object that you wish to ward against. When the spell ends and the creature or object becomes harmless to you, you can use your action to deal 4d8 necrotic damage to the target, though the creature or object hasn't become diseased. If you have cast this spell multiple times, you can have up to two of its effects active at a time; you can also choose to end its effect with two consecutive attacks.
Duration:

Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A nymph or an unseen hand appears within range, hovering in the air and issuing a piercing shriek as it falls. Each creature in a 20-foot-radius sphere centered on the nymph must make a Constitution saving throw. On a failed save, a creature takes 10d8 piercing damage. If a creature fails the save, it can’t take reactions, it automatically succeeds on its saving throw, and it can’t attack you if you have it pinned down. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the damage increases to 1d8 + your proficiency bonus. Both damage rolls increase by 1d8 respectively. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell merges the lives and souls of two mortaloids who share the same race. Your magic might bestow upon the two celestialoids the power to animate and raise their own kind. The animated kind gains the properties of the original and the duplicates of the original creatures within 30 feet of each other, as well as gaining the properties of the duplicate creatures. While the animated kind is animating, the duplicates created by this spell have the same levels of personality traits and animate types as the creature within 30 feet of them, and they have advantage on attack rolls against any creature within 30 feet of the target. Once the spell ends, the duplicates aren't affected by it again. Divination

Revitalizing Strike

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a burst of magic energy that originates from a point of your choice within range. Choose a point you can see on the ground within range; a point you can see on the ground within 10 feet square; or up to 50 feet on one side of a clear entrance led by a 10-foot-square corridor. Until the spell ends, a shimmering orb appears on the ground at the point of impact. It lasts until the spell ends, and it fades if it hits any creature or if you cast this spell again. A shimmering orb is friendly to you and your companions for the duration. A shimmering orb can contain up to five glowing gems within it. Any gem within the shimmering orb counts as 1 gold version of a gem you have. If you cast this spell on the same spot as a young child, the spell animates into an adult version of the gem, which is worth 50 gp per gem. The shimmering orb can be destroyed in a blast of lightning by an attack made against it. On a hit, the target takes 3d10 radiant damage, and it takes half as much damage on a failed save. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell transforms a willing creature into an implacable creature for the duration. The transformation lasts until the target drops to 0 hit points or dies. If it drops to 0 hit points, the spell ends. This spell might also end for you or someone you know. To learn more about this spell, see the class feature, divine providence. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical beam of light that emanates from you for the spell’s duration. You can use your action to cause the beam to glow green or blue. You must be within 60 feet of the beam when you create it. You can’t fire the beam or target it. The beam can be lit only by one tool of your choice that you can use. The beam must be within 30 feet of you when you create it, and it can be lit only by one tool of your choice that you can use. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magic circle on the ground that lasts until the spell ends. This magic circle surrounds you and can be up to 10 feet tall. Until the spell ends, you can use a bonus action to cause a bolt of lightning to leap from the magic circle at your command, targeting a creature within 30 feet of you. Make a ranged spell attack for the lightning, and you have advantage on the attack roll if the creature would be within 30 feet of you if the magic circle rested. On a hit, the creature would be struck by the lightning and be knocked prone. You can have up to three lightning bolts in the magic circle at a time, which lasts until the end of your next turn. If you end the spell early or if you end your turn somewhere within 30 feet of the magic circle, the lightning ends. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Your magic darts out to strike out at a creature within range, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The target must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage and is blinded until your next turn. At the end of your next turn, it has disadvantage on attack rolls and ability checks. In addition, if it fails its saving throw, its speed drops to 0 until you finish a long rest. Abjuration

Revitalizing Strike Divination

Revitalizing Strike

Casting Time: 1 action
Range: Duration: 12 Hours
Duration:

You strike down a creature within range. Make a ranged spell attack against it. On a hit, the target takes 1d4 necrotic damage and is blinded until the spell ends. On a failed save, the spell ends. On each of your turns, you can use your action to mentally command the creature to make a Wisdom saving throw. If you do so, the spell ends. On each of your turns, you can also use your action to mentally command the creature to make a Wisdom saving throw. On a success, the spell ends. Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: Duration: 5 minutes
Duration:

You raise the temperature on one creature you can see within range. It must succeed on a Dexterity saving throw or take 1d12 radiant damage. The creature is immune to radiant damage and can’t use reactions, such as slam or throw an object at you. When you hit with the saving throw, you can reroll the creature’s d20 roll as an action to re-roll the number rolled. The creature can have up to 1,000 hit points at a time, and it can’t be targeted by this spell. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Duration: Concentration, up to 10 minutes
Duration:

For the duration, you can use your action to send up a dire whirlwind that rips through the fabric of space in a 30-foot-radius sphere centered on a point of your choice within range and that you can see within range. The whirlwind spreads around corners, and its area is heavily obscured. It moves at a crawl and has a 30-foot radius. In a 10-foot radius sphere centered on the sphere, the whirlwind spreads around corners, and its area is heavily obscured. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can directly affect one creature affected by it with a lash of unholy force, causing it to erupt in flame and causing damage equal to your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You attempt to ram into one target and make an area around it uninhabitable. If you hit a target or a creature, your spell creates a warp in the ground that leads to a blocked, unoccupied place within 5 feet of the target. When the warp appears, a creature must make a Dexterity saving throw. On a failed save, the creature can’t speak, and it can’t move. The spell ends if you use your action to move the warp. Transmutation

Revitalizing Strike Duration unknown Revitalizing Strike Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration: A spear of javelin hits your foe.

Special Strike Instantaneous Choose a creature within range and strike it with a potent spell of opportunity. Until the spell ends, the creature becomes vulnerable to one damage type of your choosing. If you hit the target with a weapon attack, the target takes 4d8 piercing damage and must make another Constitution saving throw. On a failure, it takes half as much damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

A surge of magic energy emanates from you. Until the spell ends, the surge deals magical damage equal to 1d10 + your spellcasting ability modifier. This damage can’t be reduced or prevented before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You plant a tear at one creature you choose within range and compel it to make a skill check, which you choose automatically. If it succeeds, you have pushed the target to the limit of the rope it can reach for a sling. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the rope can extend up to 5 feet in one direction while maintaining a state of motion that mimics the movement of a human foot. This illusion lasts until the rope leaves your reach and the spell ends. This spell can’t be dispelled by dispel magic. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

Your strike causes a creature’s ammunition to explode in an unoccupied space within range. Each creature other than you within 10 feet of the source torch must make a Dexterity saving throw. On a failed save, the creature spends its action that turn firing its weapon at the target, which creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

Your weapon strikes one creature you choose within range and leaves behind a shimmering, talon-encrusted blade capable of turning blades of grass, stone, or mud. The target must make a Dexterity saving throw. On a failed save, the target takes 3d10 piercing damage and turns against you. On a successful save, it takes half damage at the start of its turn and no damage at the end of its turn. You can use your action to dismiss the spell. While the target is affected by this spell, any spell that targets only the creature it charmed is effectively dead. As an action, you can cause the blade to move across the target’s unoccupied space, making it immune to its nonmagical weapon attacks, and then it ‘t ends the effect. If you don’t target a creature within 60 feet of the target and the blade strikes it, any spell that targets only the creature that caused the spell’s effect isn t targeted. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You seize the opportunity to strike out from among the chaos and chaos of nature against a creature within range. Choose one creature you can see within range, issuing a fiery, sword-clasping, flayed hand, or spear (including your own) that has the statistics of the chosen beast and that can deliver a single ranged attack against the target. The target takes 1d12 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell without first preparing your own weapon, your weapon immediately takes 1d12 fire damage. If you cast this spell with a 5th-level spell slot, the damage increases to 2d12 fire damage, and the weapon also takes 1d12 cold damage. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You strike a target that is no longer within range and compel it to a state of destitution. For the duration, the target has disadvantage on attack rolls against you and creatures of your kind within 30 feet of it. It must make a Wisdom saving throw. On a failed save, the target takes 1d6 necrotic damage, or half as much damage on a successful save. If the spell ends before this condition ends, the target can make a Wisdom saving throw. On a success, it simply ends the spell. Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You summon a spirit that takes the form of an elementalist and performs various tasks for you. You can direct the spirit, but it must remain within 30 feet of you. The spirit carries a limited volume of magical force, which must remain within it while you cast this spell. Nonmagical creatures on the same plane of existence are separated by space, so the spirit moves into the space occupied by a target celestial. The spirit takes on a form that resembles an elemental and performs tasks for it while within 30 feet of it. If you cast this spell in the same location every day for a year, the spell lasts until dispelled. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You unleash a raging battle raging against one creature or object within range. Choose one creature or object that you can see within range and lash it with a powerful nonmagical weapon. The target takes 4d6 thunder damage, and the spell ends. The weapon then erupts large rocks and mudslides against the target, incapacitating it and dealing 2d6 thunder damage to the maximum quantity of falling damage possible. The magic that created these attacks is no longer in effect, and they deal no damage. Such attacks always leave behind skeletal casters that grant them temporary hit points. Abjuration

Revitalizing Strike Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: Range
Duration: Instantaneous

You draw the veil out of a corpse so it will remain in its space. It doesn’t need to be attached to a corpse. If it isn’t attached to an object, a surface, or a creature, the spell creates a permanent, immobile barrier centered on the target that is invisible until the spell ends. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Range
Duration: Instantaneous

You strike up to six willing creatures or one humanoid that you can see within range. Each target must make an Intelligence saving throw. It takes 12d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a target also knows it has been blinded for 1 minute, and it has disadvantage on attack and damage rolls its companions make with weapon attacks. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Saving Throw
Duration: Instantaneous

You create three flames at a point of your choice within range: extinguishing torches, burning stoves, and gashes of flame in the ground. The three flames appear in unoccupied spaces that you can see within range. Each creature that starts its turn in the flames pits can roll 2d10 fire damage and have resistance to burning damage until the start of its next turn. Rites of Stone Self (10-foot radius) Concentration, up to 1 hour Until the spell ends, when a creature you choose attacks you with a weapon attack, the creature that attacked the highest strike on its weapon, or with an attack of opportunity that deals damage, the spell ends. If the creature w ere hit by a spell of opportunity, the creature instead has advantage on ability checks. On each of your turns, the creature can make a Strength or Dexterity check using the spell’s skill check, and if it succeeds, you choose whether to end the turn, have the creature take 5d8 radiant damage, or have the creature take half as much damage. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

The veil of life within is a dazzling array of colors, minerals, and ores that change from sunny to dreary to gloomy and upskirted to brighten the scene. The plants and animals within the area no longer serve as food for vampires, and the plants and creatures no longer live in the area no longer grow in numbers. No longer are they willing creatures. For the duration, each vampire in the area sheds bright light in a 5-foot radius around themselves. The light sheds bright light for an additional 5 feet when it is on the ground or in the air. Magical vines and weeds sprout from the wisps, and magical doors, locks, and similar doors function as normal. When the spell ends, each vampire in the area sheds bright light in a 5-foot radius. When the spell ends, each vampire sheds dim light in a 5-foot radius. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

You create one of the following effects: You create a 10-foot-square burst of flame centered on a point of your choice within range. The spell ends when you dismiss it. If you cast this spell multiple times before it ends, you can have up to two of them active at a time. The spell ends if you dismiss it. You can also end the spell on a permanent object, such as a desk or a desk-sized table. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A spear-shaped portal opens into a secluded corner of the Astral Plane, revealing a flat landscape of trees and grass spread over a 10 mile radius. The portal extends to up to 120 feet in length and extends for a radius of 120 feet beyond. The portal opens in a hexagonal pattern with a winged star in the center at the base. The winged star can be traced as far as 120 miles and can be as large as 300 feet in diameter. If the portal is ever breached, a portion of the elemental plane burns and all life in it is instantly destroyed. This spell closes two barriers on the plane that you cast this spell. The portals have a 10-foot-diameter interior and are 10 feet thick. The interior can be cleared by both individuals and groups of creatures. Nonmagical plants within the portal and within the portal themselves collapse and fall downward onto the portal wall. Each creature in the portal’s area is visually affected by one of the following effects when it appears within the portal’s area: A creature that enters the portal or that enters a portal opening or exits on the same plane of existence as you is visually affected by the spell for every 5 feet that it takes damage, including nonmagical damage. You create a harmless sensory effect within 5 feet of the portal to mimic the movement of creatures or objects you designate within that are visible from the portal. At the start of each of your turns, you can use your action to move the portal by using its speed to move at least 30 feet higher than normal. Alternatively, you can move the portal by using its speed to move at least 30 feet higher than normal. Divination

Revitalizing Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Take a melee spell of 2nd level or lower on a creature within your reach. On a successful hit, the creature locates the glyph on the creature’s forehead and casts the glyph spell in its space. The glyph is nonhostile, and as such, it isn’t drawn into an uncontrolled fight. While in this glyph’s presence, the target can carry out any action it takes to move to a different location on the ground or in the air. Alternatively, the target can move to a different spot on the ground and use that space to carry out any action it takes to move to a different location on the ground. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell damages a creature that you choose as a direct result of its action, using the spell’s damage type. For each of your turns until the spell ends, you can use your action to use your second action to deal 2d6 lightning damage to the creature. On a hit, it deals 1d6 lightning damage, and on a miss, it deals only 1d6 lightning damage. The spell ends if you use your action to do anything else, if you use your action to do anything else, or if you use your action to do something else. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial lightning damage increases by 2d6 for each slot level above lst. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

A line of green light erupts from you, causing floating objects, objects falling from ceilings, or other objects to strike one by one and causing damage. You can have up to six types of objects struck, causing the piece of equipment to shatter into pieces. These pieces can have up to the same life span as the life of the target, or the maximum life span of the creature struck by the piece at the time it is struck. Each piece deals 2d4 damage to you and each creature on your way to a hit point of 5 or higher. The first creature to make a melee attack against you, or the target of a successful dispel magic spell, must succeed on a Dexterity saving throw or be pushed up to 5 feet away from you. The first creature to succeed on a saving throw at the start of your next turn must make a Constitution saving throw. On a failed save, the creature is pushed to the next available unoccupied space on your side of the room from which it came. It lands on the ground and must move as provided by the wall at the top of the movement. Any creature that ends its turn within 5 feet of the wall or that enters its space outside it must make a Dexterity saving throw. On a failed save, the creature can’t move and must move up to its speed so that it can reach you. After moving up to its speed, the creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it returns to its unoccupied space as soon as possible. If it’s moving and then uses an action to launch a weapon attack, you have the option of using a bonus action to deal 1d10 thunder damage to target creature. The damage type is the same as that of thunder, and you choose the thunderous noise thunder creates for the song. For the duration, each target has disadvantage on attack rolls against you. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You attempt to thrust your weapon toward a creature within 5 feet of it and cause the target to make an ability saving throw. On a failed save, the target takes 3d8 piercing damage, which is reduced to ¼ damage with an axe. On a successful save, the spell ends. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You cause any creature within 15 feet of you who activates a spell of 1st level or higher today to move up to 60 feet in a straight line. The creature can repeat the move using all its movement, taking 5d10 force damage on a failed save, or it can increase its foot speed by 50 feet until the end of its next turn, at which point the creature can move only by pushing or pulling against a wall or other obstacle. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional spell for each slot level above 1st. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell transforms a target that has been struck by lightning or thrown by a powerful earthquake into a whirlwind for the duration. The whirlwind makes a 30 foot radius 200-foot high cylinder centered on a point within range. The whirlwind sucks up Medium or smaller constructs, causing them to beheaded or otherwise devoured. Each creature in the whirlwind must make a Constitution saving throw. On a failed save, that creature suffers from paralysis for the duration. At the end of the duration, affected creatures become frightened of you. Whenever a frightened creature rolls a d8, the whirlwind d8 and moves with it, remaining stationary and oblivious to any obstacles in the area. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration: 1 minute

The whirlwind that forms around a target takes on a form that you decide is right for it, granting it the benefits of a flying speed of 40 feet and making it difficult terrain for creatures other than you. While hovering on the ground, a creature takes 14d6 bludgeoning damage and is restrained, but strong wind and moderate precipitation can cool that restrained creature to a minimum. A creature restrained by the whirlwind can use reactions to escape the whirlwind. A creature that escapes from the whirlwind must make a Strength saving throw. The creature can use its reaction to regain control of the whirlwind, at the DM'S option. On a successful save, the creature is freed from the whirlwind and can use reactions to fly back to the center of the structure. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You strike up to ten creatures or objects within reach. You create one of the following effects within range: You create an instantaneous, harmless sensory effect, such as a blast of light, an odd odor, faint stench, or faint stench, causing the creatures or objects to become frightened. You cause a creature to become frightened of you. You cause a creature to become hostile toward you. You make a melee spell attack for each of the creatures or objects frightened. If you have no more attacks against targets within your reach, you make the attack with advantage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

This spell creates an instantaneous glyph of resistance to a creature within 60 feet of it. The glyph lasts for the duration, and it is up to you to decide where the glyph lies. Choose a creature within 60 feet of it. You can place the glyph anywhere on your person, as long as you are within 60 feet of it and touching it creates the glyph. You can also animate and tear the glyph up to 20 feet in any direction. You can’t animate, tear, or reshape the glyph any further. When you cast this spell, you can have up to three glyphs produced at a time, or you can have several created at a time. You make the decisions about whether to produce either one. The spell creates glyphs for each creature in the cone, which is 30 feet long, 10 feet wide, and 1 foot thick. When you make your choice, you can either create a new glyph or create a non-grafting one. Choose the non-grafting glyph as the glyph created by this spell. When you make a glyph decision, you can use your own discretion to create one of the glyphs’s different properties from the one you chose. You can also create a non-transparent glyph if, while the glyph exists, the creature‘s eyes or mind is blinded. During the entire casting of the spell, the target makes a DC 20 Wisdom (Perception) check against your spell save DC to resist the damage. After making the check, the glyph can be restored to its original properties. The glyph can’t appear in any form on the target or prevent its destruction. It remains on the target even when the glyph is not on it. While the glyph persists, the target suffers d10 + 10 bludgeoning damage per level of your Constitution saving throw for 1 hour. While the glyph is on the target, any damage the creature would suffer from being blinded by the glyph is negated against your spell save DC. In addition, the target can’t take reactions, emits light rays with a range of 30 feet, and emits dim light. When the glyph activates, the light rays deal an extra 1d4 fire damage to the target (ignoring extraneous flames, blobs, and similar ground in its area) and cause halos, stars, and other luminous lights within 30 feet of the glyph to dance wildly, shedding bright light in accordance with your choosing. The flames can’t affect undead. For the duration of the spell, the fireballs take twice the normal damage from fire, and the fire damage from radish burns through the DM when the glyph activates. When you cast this spell, you can direct light in the glyph’s area to a different flame type, similar to the frost spear used by gnomes. If the fire is 1d4 x 1 ft., you can direct the same flame at a different creature or object within 30 feet of it. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

If you target one creature or a creature that you can see within range, you can cause that creature or a creature that you can see to make a Wisdom saving throw. On a success, the target takes 1d6 psychic damage on a failed save, or half as much damage on a successful one. Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You create a cone of lightning that burns for 15 minutes on a target and then goes gray. For the duration, the target has disadvantage on attack rolls against you and can't take reactions, reactions that use its action to take its action. On each of your turns, you can use a bonus action on each of your turns to cause the cone to erupt, covering you from the inside out. This spell also causes lightning bolts to leap from your fingers to a target beyond the reach of a nonmagical weapon, a target that has no weapon or ammunition and that isn’t wearing armor, to a creature within 60 feet of the target, and to a creature that you have spoken with, w ho to the creature’s name. Such a creature can be a creature with truesight, a creature that can use reason and see beyond the veil, or a creature that can communicate telepathically. As the spell ends, the cone flashes with lightning. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

Your spell smites an unwilling creature within 60 feet of it. Make a melee spell attack against the target. On a hit, the target deals 2d8 necrotic damage. Necromancy

Revitalizing Strike

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Duration: Concentration, up to 10 minutes

For the duration, you transform a Large or smaller creature within 60 feet of you. To do so, you must make a melee spell attack for each creature within 60 feet of you. On a hit, the target takes 3d6 slashing damage. You can animate new creatures up to your size and use your movement to move them as far as possible out of the way of creatures already in the line. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You hurl a spear at a creature that you can see within range. The target must succeed on a Strength saving throw or take 1d6 piercing damage. The target must also make a Strength saving throw at the end of each of its turns. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. The spell ends if you or your companions succeed on the saving throw. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

You strike evil intent on a creature you can see within 60 feet of you and cause it signature devilish image to change into a weapon of your choice that deals 4d4 slashing damage. The image becomes visible in enough places that it harms no creatures and can be drawn into fighting any creature that you choose within 60 feet of it. The image is tangible because of its size, but it is unfathomably powerful. When you cast the spell and as a bonus action on your subsequent turns you can alter the image so that it deals half damage to the target and make another nonmagical ranged weapon attack with it, healing it of its level of exhaustion. The image can’t affect other creatures except as armor or some other symbol of armor. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d4 for each slot level above 7th. Illusion

Revitalizing Strike

Casting Time: 1 action
Range: Self for the duration.
Duration:

Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Choose one creature you can see within range. You touch the target and command it to a ranged spell of your choice that you can see within range. The spell ends for it w the instant you cast this spell, and the creature disappears into a harmless demiplane until the spell ends. It is possible for the magic to end this spell on its first—’took’t cast and for any other spell of 3rd level or higher, if you have it (your choice if you don’t cast it). Abjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

This spell transforms a willing creature into a weapon. Choose one weapon that you can see within range. Make a ranged melee spell attack against the target. On a hit, the target takes 3d8 + 1d6 damage. You can take no fewer than two hits before you can target another creature. While you are attacking with this spell, you can make a new ranged attack with one weapon, or make a new damage roll with two hands, and you have advantage on all attack rolls against the target until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd or 3rd level, the damage increases to 4d8 + 1d8 damage, and the new damage roll increases to 3d8 + 1d12 damage. When you cast it using a spell slot of 4th or 5th level, the new damage increases to 4d8 + 1d10 damage. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a circle of spectral creatures within range and cause them to tremble in fear. Choose one creature within range and make a melee spell attack against it. Each creature that starts its turn in the aura must succeed on a Constitution saving throw or take 2d12 thunder damage. The creature takes 1d12 thunder damage when it hits its current hit point maximum. When you cast this spell, you can create a new aura by sending a loud blast of sound down the wall from the spell’s spell list. You can even use this spell to chill out the weather in a wooded area. During the duration of the spell, you can create one hundred six new clouds created by this spell. At each concentration of the spell, you learn the temperature, direction, and other conditions for each cloud. The temperature range is vertical, horizontal, and wide. Wind. The temperature range is 90º C to 100º C. The diameter is 20 feet. Acid. The temperature range is 30º C to 50º C. The diameter is 5 feet. Wind. The temperature range is 40º C to 120º C. The diameter is 30 feet. Each of these conditions can be met at any time before the spell ends. Wind chill. The chill radius is 20 feet. Gust chill. The chill radius is 10 feet. Each of these conditions can be met at any time before the spell ends. Cloud of Daggers. The cold damage type is m (dagger, thrown missile, melee attack, or use axe, crossbow, or crossbow bolt). Gust chill. The chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill chill Each of these conditions can be met at any time before the spell ends. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You unleash a wave of lightning centered on a point within range and causing lightning to erupt at that point for the first time on the target turn for the duration. Each creature other than you within 5 feet of the point when you cast this spell must succeed on a Dexterity saving throw or take 1d8 lightning damage. When you cast the spell, choose a point you can see on the ground. If you cast that spell using a 3rd- or 4th—level spell, lightning primes that spell for the spell to last for 10 days. The spell has a total of 120 days remaining and can be ended by greater restoration. If you end the spell on a point you choose within 120 days, you can repeat the saving throw. The lightning primes cast this spell have one hour remaining on them, which they use to extinguish flames within 30 feet of the point they were created from. The spell ends for a target who fails its saving throw against lightning. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self or Target
Duration: Instantaneous

You invoke the power of the Divine Word to transform a creature within range. You choose a creature of Medium size or smaller within 30 feet of you and that doesn’t have cover against the spell target (your choice that creature’s size is also reduced by 30 feet). Make a melee spell attack for the transformed creature. On a hit, the target takes 4d8 necrotic damage. You can make further spell attacks with this spell with a +4 bonus, instead adding the bonus to your attack roll. On a hit, it also suffers the reduction in cover against your attacks, but the spell doesn’t have to finish its turn. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration:

Time to trigger a rite of passage into the minds of spirits that control beasts, including the living. A single spirit triggers the rite to deliver some sort of precious treatise. It may be a magic potion, elemental ward, an abjuration spell, a staff of disintegrate, a simple incantation, magic incantation, a crude symbol, or a mundane spell. After being sealed within the incantation and its contents for 1 minute, the rite can be re-examined, after which a new treatise can be created. At the DM'S option, the item can be re-crafted after the spell ends. This change also frees up 1 missing piece of clothing, a scroll, or a ring, as well as an arcane spell slot of 7th level or higher, to be worn by creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate three additional beasts for each slot level above 6th. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:

A flurry of magical energy ignites a Great Wall of flames at a point within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. That spell ends if you cast this spell again, if you are immune to being charmed, or if you end your turn elsewhere. The flames burst from the wall 5 feet tall and spread across the room, extinguishing any flames created by it. A creature can move through the wall and reach a height of up to 100 feet before it breaks free. The wall is a 20-foot tall cylinder that can be pulled apart to create a giant chimney or an aspen grove. It is immune to all damage, and any creatures or objects within are pushed to the right. After a while, your speed increases by 10 feet and you gain advantage on attack rolls against creatures or objects within the wall. As a bonus action, you can move the chimney up to 30 feet in a straight line, stopping at either end in an open spot. A creature can use its movement to move through the air when in the area. At Higher Levels. When you cast this spell using a spell slot of 4th-6th level, you can create a flammable mire over a cubic foot of nonconventional masonry without any material created by the casting. Gusty Wind. Weather in the shape of thunder or lightning moves trees and shrubs. When the wind picks up, create blizzards in up to two miles away. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:

This spell instantly reschedule your life force and reassert the ability to resist physical attack for the duration. For the duration, a Large or smaller creature has a +5 bonus to AC and saving throws. It takes 7d6 fire damage on a failed save, and it takes 10d6 cold damage on a successful one. Until the spell ends, these magical creatures have disadvantage on attack rolls against you, and you can’t use a bonus action to dismiss the effect. While you have disadvantage on attack rolls against such creatures, you can use a greater restoration action to do the same. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self, up to 1 minute
Duration:

A line of force 30 feet long and 5 feet wide blasts out from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or take 1d8 bludgeoning damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8) or higher. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self, up to 1 minute
Duration:

A spectral apparition appears to your left to warn you of an approaching threat. Until the spell ends, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to discern a threat approaching. The apparition instantly fills a 20-foot cube where you cast the spell if you are standing or moving. A spectral creature emits a spectral scream as an action. Each creature within earshot of the spectral scream must succeed on a Wisdom saving throw within 60 minutes of the spell appearing. If the creature fails, its movement automatically ends. If the creature moves again, its speed drops to 25 feet and it can’t move until weasted or reduced to 0 hit points. To deafen it, you have resistance to sound damage for 1 minute. You can’t target a creature with this spell with another creature. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Self
Duration: Up to 3 hours

Duration: Concentration, up to 1 hour Up to three objects or objects hovering in the air become animated or vanish. An unwilling creature, other than you, can use an action to ignore the effects of animate or vanish objects. The spell ends if you cast it again, or the target immobility or wish to remain inert or inert (such as a construct or a tree) for the duration if it isn’t using energy or movement. While an animated object or creature is hovering over an affected target, that object or creature can use its movement to move it, which allows it to take the Dash action. While the object or creature is moving, you can use a bonus action to move the object or creature up to 30 feet in any direction along the object or creature’s space, or IKEA’s up to 60 feet in any direction along each of its motion vectors. If you switch objects or creatures, the animation for each animation can repeat, even after the object or creature is moved or if a different creature moves into the object’s space. Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 minute

You unleash some of the power that is so prevalent in the warded realm of Nahuatl that even a cursory glance reveals something of the arcane presence. Choose one creature whose challenge rating is equal to or less than your spellcasting ability. The creature’s size is your spellcasting ability modifier. The creature has advantage on Strength checks and Strength saving throws. When the spell ends, the first creature to make a Strength saving throw takes 6d10 bludgeoning damage on a failed save, and the creature takes 2d8 bludgeoning damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Special
Duration: Instantaneous

Your hand touches the ground for the first time this turn and creates a 10-foot cube of magically glowing stone on each side of it, with a 10-foot radius for each corner. At the edge of the cube is a glowing sphere with a 30-foot diameter and a 30-foot high point. The sphere is fire resistant. The sphere fills its area with smoke and emits bright light in a 30-foot radius. The smoke causes distortions within the ground around it, which makes it harder to pass through. To a creature that is immune to this damage, the sphere only damages creatures, not plants, trees, or other living things. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the sphere increases by 5 feet for each slot level above 6th. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature or object that you can see within range. The target must succeed on a Wisdom saving throw or take 10d8 necrotic damage and become frightened of you for 1 minute. A frightened target can use its action to make a Strength (Athletics) check against your spell save DC to end the effect on itself on a success. Conjuration

Revitalizing Strike

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

You draw the breath of another creature that you can see within range. The target must succeed on a Wisdom saving throw or drop whatever it was holding when it died, and it can’t take reactions, such as raising or lowering its head to mimic a weapon attack, until the spell ends. Illusion

Revitalizing Strike

Casting Time: 1 action
Range: Touch
Duration:

You attempt to thrust the flesh of a target you choose into a potion, written instrument, or parchment that is within range. The target takes 1d8 necrotic damage and is blinded for 1 minute. On each of your turns until the spell ends, you can use a bonus action to cause a creature to drink the potion. Illusion

Revitalizing Strike

Casting Time: 1 action
Range: Until dispelled
Duration:

Until dispelled you create a magical strike of your own within 10 feet of anything that you choose within range. If that creature would be within line of sight for the spells of another creature, the creature created the magical strike for that creature to see, especially if that creature is at least as bright or as strong as you. Evocation

Revitalizing Strike

Casting Time: 1 action
Range: You create an instantaneous teleportation spell that lasts for the duration and leaves a 30-foot-radius disc of light on the ground after you cast it. This disc is opaque to fire, cold, fire, lightning, and wind, and it lasts for the duration. For the duration, an unwilling creature can use an action to try and ignore the disc and gain invisibility on it. If the disc isn’t already opaque, it remains so for the duration. You can use this spell to banish an invisible creature whose space you choose is too small for it to pass through. Make a melee spell attack against one creature within your reach. On a hit, the creature must make a Charisma saving throw. On a miss, it is pushed up to 10 feet away from you and then stops moving. On a successful save, the creature’s speed is doubled and it can move twice as fast. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Duration:

Evocation

Revitalizing Strike

Casting Time: 1 action
Range: You imbue a creature that you can see within range with fear. The target must succeed on a Wisdom saving throw or be frightened of you. Until the spell ends, when you and the target interact to make a melee spell attack, you can make the attack with advantage, and you might cause the target to be frightened with a successful saving throw.
Duration:

Enchantment

Revitalizing Strike

Casting Time: 1 action
Range: You strike at one creature that you can see within range. It must make a Charisma saving throw. On a failed save, the target also automatically awakens (at the DM’s option) and has 1 hour or less remaining on its next turn. If you cast this spell several times, you can maintain the spell for up to 24 hours. Casting this spell at the start of each casting, or if you have a high enough concentration, might, grants the creature temporary status effects similar to that of a permanent state of mind. Such effects last for 1 hour, while these effects last for 30 minutes, they last only on the target for that round it is unconscious, and while the target has a duration of 3 weeks, it has a duration of 6 weeks. While these effects last, the target’s mind fog, if present, can be suppressed.
Duration:

Transmutation

Revitalizing Strike

Casting Time: 1 action
Range: You take a blow piercing to the chest that lasts 8 hours. If you succeed on a melee attack you have prepared before the spell’s duration, you instantly cast the spell again. If you cast it again before you dismiss it, you deal no damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Duration:

Enchantment

Scink

Casting Time: 1 action
Range: 10
Duration: 10 minutes

This spell creates three bright radiance beams—one for each creature within 30 feet of the caster. Each beam lasts for the duration, which can be up to 10 minutes. Each beam also has a 10-foot radius, and you can place your finger on the glowing beam to create a magic staff or a staff of levitation around a creature within 30 feet of it. Make a melee spell attack for the beam, and make the attack against the creature or objects within 30 feet of it. On a hit, the creature would be restrained and must make a Wisdom saving throw. To end the spell, the creature must make a Wisdom saving throw. On a failed save, the creature is incapacitated for the duration. The creature takes 20d6 acid, cold, fire, lightning, or thunder damage on a failed save, and it has disadvantage on attack rolls and ability checks. Conjuration

Scink

Casting Time: 1 action
Range: 10
Duration: 1 Hour

As long as you are within range of a weapon or spell of your choice that you use on a creature, you gain the following benefits: You can use your action to speak a word incantation or to create a gesture. You learn the sound but it is limited to a whisper and not a word. You can manipulate water. A b bling of water sounds like a fountain, flowing, churning, or perhaps a river. A churning churning churning churning churning churning churning churning churning At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional thunderous incantations created by this spell. Additionally, each thunderous incantation created by this spell creates one additional thunderous cry created by it. This spell’s duration is contested by its thunderous cry. You decide what thunder sounds will accompany each spell cast. Once a day for 1 hour, a thunderous cry audible to you is made audible to both you and Creatures. The thunderous cry lasts for its duration. When the cry reaches its maximum duration, your spells fail and thundering crests erupt. You can use your action to summon a thundering cry again, reducing the duration by 1 hour, for 10 feet in either direction. For each of its turns before the spell ends, you can use a bonus action on each of its turns to unleash its full power, as part of casting this spell each day. Thunderous cry (10-foot radius) Concentration, up to 1 minute A thunderous cry appears within range, appearing within range and moving at your command to a creature who must make a Constitution saving throw. The creature must succeed on the saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. The storm clouds cover the area in a fog that lasts for the duration, dim light for 1 minute, and illuminate pits in the area in darkness. The fog obscures the entrance to hidden bases of magical darkness spread across the land. Each 1 foot of movement to a pit created by the fog is obscuring for 1 minute. Each non-trivial foot of movement counts as a step and creates a 25-foot-radius cloud of shadow clouds over the area until the spell ends. If you move more than 50 feet away from the area, that movement remains until the spell ends. A shadow cloud over a single foot of movement counts as a separate movement. When you move more than 100 feet from the area, each foot counts as a separate movement. For each foot traveled, you can spend 2 feet of movement. If you move up to 60 feet from the area and would move within 1 mile of a pit created by the fog, you can make a melee spell attack there. If you move twice as fast as the listed speed, you can make the attack with advantage. The shadow cloud is heavily obscured. When the spell ends, the fog fills the entire ground within 5 feet of where you used your movement. Evocation

Scink

Casting Time: 1 action
Range: 10
Duration: 1 Hour

For the duration, a target’s Wisdom score is doubled, and its chance of success on a Wisdom saving throw increases by two for the next succeeding day. You can use this spell again on the same creature if you have it both ways. If the creature fails its saving throw and becomes stuck in an unstable state, it can use its reaction to return to its initial plane of existence and determine whether it falls within the range of this spell by examining its movement, using its reaction to move across the room and onto the next side of the room as described above, and then returning to its current plane of existence, if so, first going to your current plane of existence and then returning to your current plane. If you have the creature both ways, you instantly know whether the creature falls within the range of this spell and, based on its performance, determines whether it succeeds or fails on the saving throw. If you don’t know whether the creature falls within the range of this spell and must make a saving throw, you automatically know the minimum and maximum conditions to apply to the save. If you don’t know whether the creature is within the range of this spell and must make a saving throw, you automatically know the minimum and maximum conditions to apply to the break. For the duration, the spell has no effect on the creature. If you would cast this spell again on the same creature, the spell would have no effect on it. The spell could have no effect on you. If you cast another spell that uses an action to detect magic within a specific area of nonmagical magic, such as a magic that allows a creature to w as charmed, that magic can cast this spell without first choosing the creature as the target or casting the spell that counts, it doesn’t count against its saving throws. The spell could be dispelled by dispel magic, leaving behind no visible magic, and magic that counts as strong enough to ward off fire-based attacks might instead be cast at a creature other than the target. Divination

Scink

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates illusions within a 30-foot radius behind you and that face on the other side of you until the spell ends. A creature must succeed on a Wisdom saving throw to cast this spell. That spell ends if you dismiss it as an action or if the target takes a normal melee or magical action, whichever comes first. The target can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Illusion

Scink

Casting Time: 1 action
Range: 10
Duration: 1 minute

This spell creates certain magical objects—inflected magical objects created by spells inscribed within objects of a certain sort within a certain way. Such objects can be any object created by another spell or magically created by a spell of a specific level. Thus, enchanted jewelry can be made from simple rings, pieces of jewelry made of wisps of emerald, or even a jewel encased within a ring. You may choose to create rings of wisps of emerald, emerald, or even a mere mistletoe, or a string of strings made of jagged emerald. For the duration, each magic-wielding creature within 5 feet of you in the area can use an action and make a Strength or Dexterity check, or an Intelligence check , to create one of the following magical objects: One magical piece created by an Intelligence check made by this spell, such as a sapling, can’t be dispelled by nonmagical means. A magical object created by an Intelligence check made by this spell, such as a staff, can’t be dispelled by magic, and it can’t be misused to create a staff of runes. If a staff of runes is created, it defends against spells prepared by the dragon, but it isn’t nearly as effective against hostile creatures. In addition, whenever a staff of runes strikes a creature, its ammunition capacity halts and it deals 50 force damage to the same creature if it successfully uses its action to attack. Evocation

Scink

Casting Time: 1 action
Range: 10
Duration: 24 Hours

The wood that you use as a casting block ignites whenever an incantation, a spell of 3rd level or lower, or another spell cast on it hits or reaches a creature within 60 feet of it. If you cast this spell on a creature or an object that can be held by an object being worn by an object user, the spell damages the object first, even if it has magical construction and can hold no more than 10 such objects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Scink

Casting Time: 1 action
Range: 10
Duration: 24 hours

This spell allows a creature that speaks a creature form to speak whatever it perceives within range. The ability lasts for the duration, taking into account other creatures' sensory characteristics, such as height and weight, and assuming it has the correct Intelligence and Charisma checks. If the creature fails the saving throw, it can use its action to use its action to change its mind, or put its intellect into a new form. To achieve this, a creature must take the Wisdom (Perception) check, which determines whether the creature is under the effects of the trance. If it succeeds, it becomes aware of the condition and of what is going on, and it can use this knowledge to plan its next move. You can use this spell using only one possible creature form for the spell’s duration. Alternatively, you can usually end your movement and use your action to make a melee spell attack against a creature within 5 feet of the space you’re describing. On a hit, the target takes 1d4 poison damage. If you don’t use your action to make a melee spell attack, this spell fails and the spell zooms down to the nearest enemy humanoid. Conjuration

Scink

Casting Time: 1 action
Range: 10
Duration: 24 hours

This spell creates an instantaneous magical link between a willing creature and its object. The target can make an Intelligence saving throw. On a failed save, the spell fails and the spell ends for it. In addition, during its casting, the target sees two other creatures on the same plane of existence, also within the spell’s range. The creatures can’t harm each other. Until the spell ends, the creature can perceive another creature as having been it cast this spell with the same Intelligence (Investigation) check, and the creatures can communicate telepathically through the creature’s mind. Illusion

Scink

Casting Time: 1 action
Range: 10
Duration: 2 hours

You choose one creature which you can see within range, and which can see a different object than you (typically a bridge or a fortress, for example). The creature can see through the magical bridge beyond it, and can see through the magical door into the fortress as well as through the fortress door into the fortress; however, the creature can’t appear in the fortress or in adjacent rooms. The creature remains within the fortress, but it disappears when the spell ends or the magical bridge opens. To appear in a room behind the magical bridge, the creature must be within 10 feet of it and can step into it using its movement. To do so, the creature must make a melee spell attack. On a hit, the creature succeeds on a Wisdom saving throw or is limited to the number of levels it can hold at a time. The bridge can’t cross the gap between levels. When the spell ends, the magical bridge opens, and the creature can use an action to send the illusion flying. The illusion can use one of the following abilities when it creates the spell’s abilities and attains the associated levels: 1/day features 2/day spells 3/day spells 4/day spells Alternatively, the illusion can use any of the same abilities as the target creature and has advantage on any saving throw it makes to avoid being overwhelmed. 5/day trances 7/day magic boots If the target creature can’t cast spells successfully linked to the illusion, the illusion automatically fails the saving throw it makes to resist the compulsion. 8/day interplanar combat If you cast this spell without first preparing any protective gear for its use, the creature suffers no extra effects and becomes immune to its own harmful effects for the duration. Transmutation

Scink

Casting Time: 1 action
Range: 10
Duration: 4 Days

The DM rolls a d4 and consults the stat block of an object (such as a pottery or toolbox) that you are holding for the duration. The stat block is the result of one of the following effects, determined by casting and visual inspection. To see that effect, roll a d6 to determine the creature’s magic using the stat block and add your Charisma modifier (for a cow’s magic), its Strength modifier (for the sheep’s magic), and its Dexterity modifier (for the wolf’s magic). The creature uses your choice of the following magic without incurring the strain of using your proficiency bonus, if present: fireball, cold ray, emberspray, entangle, entangle, fey’s, gaseous stinking cloud, gaseous cloud of spores, gaseous cloud of wind, gaseous cloud of fire, gaseous cloud of ice, gaseous cloud of fire, gaseous cloud of thunder, gaseous cloud of darkness, gaseous cloud of ice, and brimstone bolt. You can also use the same magic to deal cold damage. Evocation

Scink

Casting Time: 1 action
Range: 10
Duration: 4 Days

You invoke the spirits of your enemies and compel them to do whatever it takes to survive. For the duration, any creature that is friendly to you or that can see you is affected by one spell of level 5 or lower automatically succeeds on all saving throws against this spell for half the creature’s Hit Dice. On each of your turns, you can use your action to try to compel a creature to the exact same action it did on the first turn it has been affected by this spell, if the creature has one. You must have seen the spell on the same plane of existence, or the spell cast there might have been visible on that plane. If you succeed on this spell, you compel the creature to the same action it took to cast the spell, and it can repeat the saving throw against this spell for its full duration. At Higher Levels. When you cast this Spell using a spell slot of 6th level or higher, you can instantaneously resolve all remaining curses affecting a creature with a level 1 or lower. Conjuration

Scink

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create a magical object of magical force in an unoccupied space that you can see within range and that fits within your reach (contained within a 10-foot cube). The object is a sphere and can hold up to 100 pounds, and it emits light in a 20-foot cone at the target. If you target a creature, it must succeed on a Dexterity saving throw or take 20d6 radiant damage. An object created using this spell is immune to this damage, and there is a 25 percent chance for a creature to be blinded and deafened as a result of inhaling the magic object. Transmutation

Scink

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a miniature ghost that only appears when a certain temperature rating (typically between -8 and +10) or volume (such as the Astral or Ethereal) rating of the surface on which you are placed causes the ghost to appear at a location within range. The miniature is inconspicuous and doesn’t harm you or anyone else within 5 feet of it. It disappears 10 minutes after you cast this spell. You can use your action to create one additional ghost for each slot level above 1st. The additional ghost disappears when the spell ends, and you can use your action on a subsequent turn of yours to cause any number of other ghosts to reappear within 5 feet of the designated place where you cast this spell. Divination

Scink

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a ward that prevents other creatures’s vision into your fortress or on its slopes. When you cast the spell, choose one of the following effects to restrict any effect blocking the creature’s vision into the warded area: You cause one creature’s vision to be blurred, up to 25 feet square, for 10 minutes You create a small sensory fog that completely obscures your vision, making it nearly invisible, as if it was invisible. In addition, a creature blinded by the mist is blinded for 5 minutes. You make a melee spell attack that target one creature blinded by the mist. On a hit, the target creature takes 6d6 acid, cold, fire, lightning, or thunder damage. Evocation

Scink

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You invoke the power of the Dark Hunger on a creature that you can see within range. You mentally issue a call that originates from the Ethereal Plane, summoning a massive, mindless beast that has a 10-foot-radius sphere centered on a point within range. The beast has advantage on Strength (Athletics) checks and Strength saving throws, and it ignores any resistance to its damage rolls. The beast moves at its normal speed, remaining restrained by lidunum, and must use normal movement to move. The beast takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Scink

Casting Time: 1 action
Range: 10 days
Duration: 6 months(5 days if you are a unicorn)

1,500,000,000 1,500,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000*,ݜ1,500,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000

Scink

Casting Time: 1 action
Range: 10 Days
Duration:

You make an invisible creature’s visible component disappear. The target remains invisible and doesn’t need to be visible when the spell ends. As a bonus action, you can choose to deal with the creature as if it were an undead creature, if it was a creature that was hit by another spell of at least 1st level or higher, or if you choose animate or otherwise cause the creature to disappear. The target stops making sense of its surroundings, and any movement that it makes while invisible makes no sense. If you cast this spell using a spell slot of 2nd level or higher, the target can’t be affected by any spells or abilities affecting it that restrict its movement. Abjuration

Scink

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A spectral apparition appears at a point of your choice within range and hovers for the duration in a space of your choice that you can see, up to 1 hour. The apparition appears in an unoccupied space that you can see within 10 feet of you. The apparition doesn’t need to be within 10 feet of you, but it must be within 10 feet of you when you cast the spell. You can see through the apparition’s window and through its walls, but it can’t move across any of its dimensions or interact with objects made of wood or stone. The apparition ends if the creature drops to 0 hit points. It appears in an unoccupied space where you cast spells. You can cast these spells again only once. For the duration, if a creature moves into the unoccupied space where the apparition occurs within 10 feet of it, the creature must make a Constitution saving throw. On a failed save, the creature takes 1d6 radiant damage and is stunned for 1 minute. On a successful save, the creature takes half the initial damage and isn’t stunned. Necromancy

Scink

Casting Time: 1 action
Range: 13
Duration:

Concentration

Scink

Casting Time: 1 action
Range: 15
Duration: 24 Hours

You create a magic circle on the ground within range. The circle is composed of 15 cubes arranged in a similar manner to a palace or a temple. Each cube counts as 10. The cube has a diameter of 5 feet and a height of 10 feet. Any creature that ends its turn within 15 feet of the cube must make a Wisdom saving throw. On a failed save, the creature is pushed up to 5 feet away from the center of the cube as you choose. A creature can choose to make this saving throw again on a successful result. A creature can choose to make this saving throw against another creature’s spell’s saving throw, or both. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature using a spell slot of 2nd level or higher can benefit from one of the benefits of two of the above spells instead of the spell. Enchantment

Scink

Casting Time: 1 action
Range: 15
Duration: Necromancy (intentional deception)

1 Hour You create an illusion to suggest a course of action. You choose a simple, tangible object as the object of the suggestion. Then, as part of the casting, you assume the threat’s physical form, which may be a human, a creature, a plant, or some other visible creature. The creature can perform any action it takes as a threat, such as run, jump, jump, slam, crawl, punch, throw, whip, or throw a weapon. The creature doesn’t need to breathe, and it doesn’t need to eat anything except meat and drink from other creatures’s drinks. To create the threat, you create a simple and visible object, such as a candle, that has a provenance rating of 4 or higher. You decide what action the creature would take and where it would take the action during the duration. Should the creature choose to take another action during the duration, that action doesn’t have effect. If you create an obviously visible threat, such as a torch burning down a group of innocent civilians, you can excuse the creature by stating clearly why you chose the object as the object depicted. To create an obvious threat, you can issue a command such as, "steal the candle, then ram it into the ground, this way!" You can also issue a cryptic command such as, "explode the candle, then ram the ground beneath it, this way!" To create an obvious and real threat, you can issue a seditious command such as, "explode the candle, then ram the candle beneath it, this way!" The physical form of the disguised object can‘t be affected by such a command. If you command the object to attack a creature, you might specify a specific spell or magical effect that might affect the target. If the creature uses an action to move its object, it might cast that spell without first preparing a successful attack roll. To create an apparent threat, you can issue a command such as, "steal the candle, then ram the candle beneath it, this way!" To affect a password, create an obvious and real threat using the password that the creature has entered into the spell’s area. For example, if you command the torch to blow up in your area, the torch imbues the wicker basket with a puff of black smoke that spreads around its perimeter, creating numerous smoke effects throughout your area. You might issue a command that the wicker basket flys around its perimeter, creating mini-flames that crackle and ripple in the air. Similarly, you might cause a puff of smoke to open on a creature within 60 feet of you, creating a puff of black smoke on each of your turns that can be pulled up to 10 feet wide. If the creature would attack you or another creature within 60 feet of you, that creature can take the attack, using your action to target either the wicker basket or the plant. If you take the Attack and then no longer have room to move, the plant withers under the effect of the spell, and you might have to restart the game. Evocation

Scink 1 day

Scink

Casting Time: 1 action
Range: 1 Hour
Duration: 2 Hours (up to 1 day)

1 Hour (up to 1 day) 2 Hours (up to 1 day) Instantaneous Instantaneous Instantaneous Transmutation

Scink

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell can be used to create a spectral swarm of ten or more creatures of the same size and color. The creatures must be within 60 feet of each other, and they must be of the same level as you, plus one additional level for each creature. Each creature must be within 5 feet of you when you cast this spell, and so on. The swarm can be anywhere on the ground, or it can be in a space that is no more than 10 feet square. The swarm can be visible to creatures of the same size or smaller. As long as the swarm is visible to creatures of the same size or smaller, it has no effect. Evocation

Scink

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical link between the hem of your robes and the magical force of nature to create your work. You choose either a solid surface or a portion of the material that has been completely covered by your robe for the duration. If the material is as clean and free of dirt and magical energy, you can create a magical link between the two objects. The magic of the link allows you to create magical items for the price of precious natural resources—such as grasses or trees—in the area. Illusion

Scink

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a portal—a point and portal between two points within range—within a point's length and height. The portal can be any size or shape and can pass through metal, stone, fire, or water. The portal widens when cleared, though the portal doesn’t dry out. The portal also extends out to space, thus opening portals that are two or three stories tall. A portal trap creates a gateway that leads to a different location on the same plane of existence. A portal trap requires a successful Intelligence (Investigation) check against your spell save DC to believe it is permanent. While the trap is active, creatures that pass through the portal enter and exit the portal, and a permanent opening exists for the trap for them to enter. Each time a creature enters or exits the portal, a temporary alarm sounds. The alarm lasts for 1 minute, after which time dilation charms are used to keep the portal open. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create an arcane portal using a spell slot of 8th level or higher. Evocation

Scink

Casting Time: 1 action
Range: 1 hour
Duration:

This spell gives you knowledge of how the extradimensional corridors work. You learn the direction of any outwardly visible portals, as well as how they can open and close. Choose two corridors to examine. A corridor that opens and closes only when a spell of 7th level or higher ends, and the corridor is 1,000 feet long and 5 feet wide. A corridor that closes requires at least 1 minute for the two spells to resolve, as described in the book on magic items. Each corridor has AC 5 and 30 hit points. This spell has no effect on undead or constructs. Path of Power Touch 1 Hour You touch one willing creature who isn’t wearing armor or a covering, and the creature’s speed for the duration is halved until the target leaves the spell’s area for the first time on any of its turns and starts moving in a straight line toward you from a space you chose within 120 feet of you. The target can perform a simple walking or crouching somersault, and it can make a Strength check against your spell save DC. If it succeeds, you can move up to 20 feet in a straight line. When you reach the target’s destination, you can use an action to temporarily dismiss the spell and cause it to end, which allows you to do so again. You can also end the spell early, ending it if it occurs again. Transmutation

Scink

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmutation

Scink

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally draw a circle of green light across a point you choose within range. The circle lasts until the spell ends. The light can illuminate hidden doors, windows, and any other visible part of the interior of the dwelling. Lights, sound, odors, and other stimuli created by the light can be removed or suppressed by spells or magical effects. If the light reveals a creature’s presence within the circle, the creature can see through the illuminated circle and recognizes the illusion. When the light reveals a creature’s presence within the circle, the creature can see through the circle and recognizes the illusion, even if it is invisible. Illusion

Scink

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch or cause some of the following effects. The effect lasts until you cast this spell again. Conjuration

Scink

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform a creature’s clothing (including any interior clothing) into a potion of healing. An unwilling creature or an affected creature that drops out of combat isn’t affected at all. The transformation lasts for the creature’s turn. If you cast this spell with a target creature in its 60th day slot, the target creature can make a Constitution saving throw. On a failed save, the spell doesn’t protect it from being broken or poisoned. If the target creature drops out of combat, the spell doesn’t remove any magical effects affecting it, but any effect that would have prevented its dropping out of combat affects it instead. Transmutation

Scink

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You call forth an invisible force capable of casting spells. The force creates a sphere centered on a point within range, centered on a point within range of another invisible force within range. The sphere lasts for the duration, and the sphere is one square mile in diameter. Until the spell ends, you can use a bonus action to cause the sphere to shift in size from one point you can see within range to another. Each creature that starts its turn in the sphere’s largest sphere (15 feet tall and 5 feet wide) must succeed on a Constitution saving throw (your choice) to resist the shift. It can take its action that turn to leave the spheres sphere and, if it so chooses, gain the benefit of another magic sphere open to the sphere’s nature from another choice source, such as the wind, sunlight, or fire. Necromancy

Scink

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 2 hours

Your magic imbues you with an uncontrolled urge to attack someone. For the duration, each creature you choose within 30 feet of you and to a creature that you can see within 30 feet of you when you cast the spell must succeed on a Strength saving throw or take 1d12 bludgeoning damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Scink

Casting Time: 1 action
Range: 300
Duration:

You manifest a magic item or other object made of magical force, such as a staff, spear, axe, pickaxe, or crossbow, that has a casting time of 1 action and can hold a maximum of 100 pounds (or 10 pounds if you are undead), can hold a projectile weighing up to 300 pounds (or 25 pounds if you are immobile), and that has a casting time of 1 action. The object can be damaged, but undamaged, and the artifact functions normally. Using an artifact that isn't damaged imposes no risk on the item, but such an effect might apply to its contents. If the creature uses its action to activate an ability or to interact with an item that is an aberration, magic item, or magical weapon, that effect immediately ends for that item. Transmutation

Scink

Casting Time: 1 action
Range: 30
Duration: 10 minutes

Your body is an imitation of nature—a place of magic, a place populated by demons, a place of death, and the target of endless nightmares. For the duration, you have a +1 bonus to all attack rolls, saving throws, and ability checks. Additionally, you can use your action to make a melee attack with a weapon that you are holding (your choice), using it as a material component, or using an alchemical potion. If you make the attack using pure poison, you deal an extra 1d6 poison damage to the target (your choice when you make the attack roll). In addition, you make a new attack roll with that weapon (which may be a different one). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a duplicate of yourself (called a duplicating creature), using the same equipment, at a lower cost than normal. You must spend 3 times the item level for the duplicating creature to work. You can also create a duplicate of yourself only once by using a spell slot of 8th level or higher. The spell can banish a creature to an illusory laboratory if it would willingly sacrifice itself for the illusory laboratory's survival. A creature restrained by the spell can use an action to make a Strength or Dexterity check (your choice which allows you to succeed) against the spell’s entry and find that it is immune to all damage. A restrained creature can make a Wisdom saving throw at the end of each of its turns. If it successfully saves against this spell, this spell ends for it. Sacred Hand Touch 1 Hour This spell transforms up to ten willing creatures of your choice that you can see within range into magic weapons. You choose the creature’s equipment and attack as normal. When you cast this spell, you can designate a creature type, weapon, and magic item that you are using as your main target. The creature is friendly to you and your companions. You decide the direction and extent of its movement to the best of your ability. On each of your turns after you cast this spell, you can spend 1 minute touching the creature and instructing it to follow you, even if it is on the ground or moving slowly along a vertical wall. You can’t touch the creature if you are standing within 5 feet of it. If your spell ends before you touch the creature, you can dismiss it as an action before it moves, or you can command it to move to a spot you can see within 5 feet of you. Divination

Scink

Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, you can move up to 20 feet and shoot an unoccupied spell point at one creature you choose within range. That creature must succeed on a Dexterity saving throw or gain disadvantage on the attack roll. The spell also ends if you move too slowly for that creature to move fast enough to reach it. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes one of the following decisions about an affected creature’s actions and/or thoughts. The target must make a Wisdom saving throw. On a failed save, the target becomes charmed by you for the duration; it spends 4 minutes attempting to become so. On a successful save, the charmed target spends its action that turn remaining on the saving throw trying to convince you that it lacks the ability to reason clearly and clearly. You can persuade the charmed target to join you if you tell it so, or persuade it to take me out if you inform it that you lack the ability. If you persuade the charmed target to join you, it becomes part of your companions and so does not need to use your action to ask you to abandon your companions, but you must maintain a positive attitude toward them. While you are part of this group, you can also countenance other charmed companions with whom you are associated. If you do so, they take all the actions you’ve designated (including your actions), but your companions can‘t assume any of your actions. While the companions take actions in this way, you can‘t choose which actions they take and what they say, which is how the creature behaves when it acts. While they take actions, your companions can‘t take actions other than those indicated by you’s direction. Clerics can’t be summoned, but if a celestar or a paladin enters the creature’s space for the first time on your turn, the creature suffers no mental penalties for doing so. As a bonus action, you can mentally command the creature to move, slam shutters opened, or something similar, causing it to automatically assume the behavior described below. If you command the mind to do something, it chooses what action it will do first. Once the creature makes this choice, it can make a different one at any time, ending the effect of the command with a cryptic PURE SCREAM. When you cast this spell, you can have the creature act normally, gain benefits from certain actions it takes, and have none of its normal actions or effects. If you control multiple creatures with the same command, you can have more than one such creature affect you only once. To take any effect from another spell using this spell, the creature must be under the same command and circumstances as you. If you issue a command and circumstances are different from your own, the creature doesn’t take any actions you specify, including those that would normally take place automatically, such as command attacking the creature or opening a chest. This spell makes it possible for a charmed creature that obeys my command to use some of the actions that I specify without first reading them into the DM’s table (such as using a line of fire attack to set up a chain of quick attacks). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can affect one additional creature for each slot level above 5th. Abjuration

Scink

Casting Time: 1 action
Range: 30
Duration: 24 Hours

The hound steps out of the Great Hall. Choose a creature within 5 feet of the Great Hall, which you choose, and the creature uses its action on a line of sight or in another tangible way to the right of the hound’s line of sight. The creature sees a celestial, an elemental, or a magical being of 2nd level or lower as an eye for an eye and hears as a familiar song of you and one or more songs from that creature of your choice (your choice, but you can perform the songs from multiple monsters within 10 feet of each other). The hound has a Clerobot of your choice that replicates a familiar spell used to sound a melody. The hound’s familiarity makes it immune to all song-like effects, as long as it doesn’t rely on song, and it assumes a new form when it makes a new melody. The hound can make new melodies and repeat its melody, though it loses its songvision. While attuned to sound effects, you can mimic how the hound sounds. For example, you can mimic the beat of its bell, its lute, or the beat of its drum. If your familiarity allows you to mimic the sound of its bell or its drum, the hound can make a new melody and repeat it successfully. If you mimic the sound of a small opening in a door, window, or other visible surface, you mimic the force that opens that surface. When the hound uses its familiar spell to sound the melody, that melody releases the familiar spell and frees the hound. The hound gains no audible or visual knowledge of its familiar, and it gains no special knowledge of its music, sound, or movement. The hound uses its familiar spell slot to gain additional knowledge about its surroundings. If the familiar spell uses more than one spell slot, you can cast that spell in any spell slot you have, rather than once, as normal. Transmutation

Scink

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a magical force field around itself that lasts for the duration. You can place any number of cubes of the form you desire within the field, creating a magical labyrinth. If you choose a cube, the labyrinth appears within 10 feet of you. When you cast this spell, the magic effect ends for each affected cube. A ring inscribed with the glyph activates the magic effect and brings the inscribed cube to life. The cube is immobile and unaffected by spells, magical effects, and natural phenomena. It obeys all physical and magical laws of attraction and gravity, as well as any such laws that a mortal might have while under the spell. The cube is friendly to you and your companions for the duration. It obeys any and all verbal, physical, and spiritual laws of attraction and gravity that your companions have, as well as any such laws that you might have while under the spell. The cube doesn’t harm you, but it does cause harm to you and your companions. It obeys any and all natural and manible laws of attraction and gravity that your companions have, as well as any such laws that you might have while under the spell. On your turn, you can use some of the magic created by the cube to move the cube up to 60 feet in any direction before changing directions. Abjuration

Scink

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a magical portal between two points on the ground or a body of water. A portal is 10 feet wide and up to 20 feet tall and lasts for the duration. The portal can open wide enough for your walking or swimming, and you can close it whenever you wish. You can use a portal to enter another plane of existence, gain knowledge about a secret location within the palace, or to take a direct and direct route to a secret chamber within the palace on the other side. You can use a portal to enter a specific area of an area that is no larger than a 5-foot cube and that is open to the public outside. Divination

Scink

Casting Time: 1 action
Range: 30
Duration: 8 Hours

The spell ends if you or another creature targets a creature within 60 feet of an area completely covered by an obscured pit or if the spell ends based on the creature’s alignment, size, or position. The spell could target any area of the DM’s—including the DM wall—as being entirely covered by an opaque pit. Nonmagical creatures that aren’t targets of the spell can use peeling wood to create a pit up to 5 feet high and 5 feet deep, or make a thin portal at the DM’s discretion. In either case, the spell fails if the portal’s material components (such as metal, crystal, or crystal ball) aren’t identical to those of the pit’s component (and the portal’s material components can’t be drawn into the spell’s area) or the DM has dispelled the spell. The DM cuts off communication with the target by means of radio, telepathy, or similar voice. Evocation

Scink

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates a magical barrier that keeps an entity of your choice within range, up to 7 feet high, from which you can project an illusion. The illusion is a true image, created by the illusionist, that you know is real and visible to the creature. The creature has disadvantage on ability checks and attack rolls, and it can’t be targeted by the illusion. When you cast the spell, choose one or more of the following three illusions: a reality created by the illusion, an illusion created by an influence, or a fake. You decide what image takes root within you. The image is visible through the target’s eyes, whether it is horizontal or vertical, and it lasts for the duration. A creature can use its action to see through the image, ending the effect of the spell early if it takes any. If it does so, the spell ends, and the image is no longer visible to the creature. A nonmagical object that can’t be moved or modified by the illusion can‘t be affected by the illusion. If you cast this spell without first preparing any sort of arcane bond, you create one, requiring the creature’s best effort to create. Nothing can happen within 24 hours, and the creature is restrained for the duration. Illusion

Scink

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell creates a magical gate between two dimensions that lasts for the duration. When the gate appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 14d6 fire damage and is blinded until your next turn. On a successful save, a creature takes half as much damage and doesn’t take fire damage. A creature blinded by the gate can use its action to make a Strength or Dexterity check (its choice) against the gate’s damage table. On a success, the spell ends. Evocation

Scink

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell nullifies some other material component of your choice. You might have seen objects fall from the sky, for example, a rock thrown by an erupting volcano, or something else altogether. A material component of any of these sorts is of no greater level than the lowest common denominator of the two components used, provided that you know the material component of both. Transmutation

Scink

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Touch an object or pile of dirt on the ground or in the ceiling. Put the object or pile into an appropriate container and let it fall until cleared out. You can specify a price for the fall. Food and fuel are usually free and easy to find. For animals, the price is 100 gp per inch of floor space, divided equally evenly between the two slopes. For plants, the price is 100 gp per inch of floor space, divided equally among the two slopes. If you use a sliding glass door or a sliding door with two doors—glasses that are usually of the same size and shape, and that have a ceiling height of two-and-a-half feet and are covered by foliage—the sliding glass door opens. You can open the other door by using a bonus action to expend one use of magic. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You invoke one of the following magical effects at once. You invoke one of the following new effects. Any effect that creates an effect linking a creature to an area of magic or a magical object or that creates an invisible barrier or a magical gate creates the effect of the new effect. Teleport. Chrm Teleport. Direct teleportation to a different plane of existence. Interchangeable Plane. Teleport to another plane of existence. Offering. Removing an item from an offering slot grants you a random 1d4 bonus to the item’s price during the casting. An unwilling creature (whom you can see within 500 feet of you) paying 1d4 + 1 satchel amount for the item’s contents, instead gains the item for 30 minutes, using the full 2d level slot used by the offering. Transmutation

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

This spell creates an illusion that a nonmagical creature appears and ends its turn within 30 feet of it. It appears and take no actions, and the creature can make no more than two one- or two two- step- or two two- step-instances before continuing its turn. The creature can make a Wisdom saving throw with advantage if it is able to do so. While the creature is aware of itself as merely an illusion, it doesn’t have to keep its actions, words, and acts to perceive the creature as something real. The creature can use its action to examine the image, and it can make a Wisdom check against your spell save DC, which is 11th level or higher. If successful, the creature can receive a cryptic message from the talisman inscribed within. The spell ends if the creature drops to 0 hit points or if the talisman is broken while you are casting it. You can use a bonus action to dismiss the spell. Casting this spell again ends the spell. Evocation

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell reaches its maximum potential. When you cast this spell in the same location every day for 10 days, you can reshape one Medium humanoid of Medium size or smaller, up to half as large as you are and with a 10-foot radius on it, into different Medium creatures. The creature’s hit points must be lower than the creature’s hit points at the time you cast this spell versus the creature’s maximum hit points at the start of your next turn. Evocation

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You invoke the power of the Nine Hells. Choose up to three creatures in a 40-foot-radius sphere centered on a point of your choice within range. Each target must make a Constitution saving throw. On a failed save, a target takes 7d6 necrotic damage, and it can’t take reactions until the spell ends. On a successful save, a target takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a bright light, 5 feet in diameter, that fills a 20-foot-radius sphere centered on a point you can see up to 60 miles from you that you can see within range. The sphere is opaque and can't be seen through. You can use your action to cause the light to flicker green, yellow, or black, and it can't be seen through. A creature can use its action to make a Wisdom saving throw. On a failed save, a creature takes 1d6 radiant damage and has disadvantage on attack roll, ability check, or saving throw. A creature can also use its action to make a Strength check against your spell save DC on a success. On a failure, the sphere explodes, and the spell ends. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical portal to the Astral Plane at the start of each of your turns. You can use an action to teleport up to 10 creatures you can see within range to a place that isn't within 60 feet of the portal. You must make a successful Intelligence (Investigation) check against your spell save DC to discern the destination of the portal. The portal remains open for the spell’s duration. Any creature that travels through the portal must succeed on a Wisdom saving throw or take 4d6 bludgeoning damage on a failed save. The portal remains open for the spell’s duration. You can also use an action to teleport to any other portal that you can see within 60 feet of the portal. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical shield that protects you from harm or allows you to see invisible creatures and objects. The shield protects you from all damage and damage-dealing effects, including those that would cause blindness. You gain a bonus to AC 10, and your Dexterity score increases by 2 if you are under the effect of the shield. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to use magic to reshape objects in your sight in a manner equivalent to manipulating light or heat. Creatures that don’t use see, sound, or see in this way have disadvantage on attack rolls and ability checks. You can use your action to make a melee spell attack against a creature using see invisibility or truesight in this way, or you can make a spell attack with an attack of opportunity against a creature using see mueslamination or truesight. Transmutation

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 24 hours

This spell allows you to create the illusion of an invisible servant, a beast, or a creature. You can craft a simple task, create a simple task list, set up an activity, or demand attention in an attempt to deliver a message. You appear in a location of your choice that is within 5 feet of a fixed object you are holding (such as a book, a container, or a chest) and consist of any words you desire (indicating a task, task order, or sort of task performed by a creature). When you finish creating the illusion, you can return it to its normal location after the spell ends. It remains where you created it, even if it is no longer visible. You can also create new illusions using the same equipment or through additional equipment or activity. You must choose an activity or two that is difficult to do or that can be done only once. The new image appears in your space, and creatures created using this spell benefit from the same benefits and effects as the next creature created for that activity or activity. This spell doesn’t create duplicates; it merely duplicates the original object created by the new activity or task. The duplicate created by the spell can remain in your possession for the duration, up to a week. While the illusion lasts, you can use your action to change the object’s password. You can also change the password of any creature within 30 feet of the object or another object created by this spell. You must have seen the object in its construction before you cast this spell. If the password you use allows you to change, the creature takes 12d6 damage of the spell, and it must then make a Wisdom saving throw. On a failed save, it can’t take reactions nor take reactions damage. On a successful save, the creature takes half as much damage. During this time, you can also cause any number of creatures you make construct or arm to become magically bonded together, creating one Huge or smaller creature or two-foot tall creatures or creatures with legs and arms. Each creature bonded by the spell must make a Wisdom saving throw. On a failed save, it can use its action to create another creature or two. The creature must be within 30 feet of the spell’s target and can be a Huge or smaller creature. The creature can make a Wisdom Intelligence (Investigation) check against your spell save DC. On a success, the creature’s bonded creatures are freed from their bond and re-appeared in the space the creature left behind. With each creature bonded by the spell, each creature that can’t cast spells or use any magical means at all is briefly separated from its original group of friends. A creature bonded by this spell makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using an activity, you may affect another creature affected by it by the same way you affected an activity affected by this spell. Abjuration

Scink

Casting Time: 1 action
Range: 30
Duration: Concentration, up to one minute

You create a shimmering orb at the center of your space for the duration. Choose up to ten trees within 30 feet of you within range. You create the illusion of a tree branch, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. A creature can use its action to see what appears within 30 feet of the illusion. A creature can see through the illusion (90 feet), which means it can see through any number of trees within 30 feet. You can see through any number of trees, created by dividing the distance between you and the illusion by 1/2 the distance between you and the shadow. You can create any number of trees within 30 feet of one another, creating a seamless, natural arrangement of trees within that range. You can animate a nonliving creature that is within 30 feet of any illusion created by this spell. If the target is an illusion, you create one of the following effects within 30 feet of the illusion, the effect appearing within 30 feet of the illusion. You can use your action to cause an unoccupied 5-foot cube of space to shift to a different form. Each creature in that range must make a Constitution saving throw. On a failed save, a creature takes 5d6 necrotic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. For the duration of the spell, blinded creatures can make a Wisdom saving throw. On a failed save, the creature takes half as much damage and isn’t blinded. Necromancy

Scink

Casting Time: 1 action
Range: 30 Days
Duration: Magic Word, up to 1 minute

Enchantment

Scink

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a beam of energy that appears in a 10-foot-radius sphere at a spot you can see within range. The sphere appears in any spot on the ground within range for the spell’s duration. The sphere is an unoccupied pit or square that you can see within range. When you cast this spell, you can designate any of the following conditions as being met. If you cast this spell once, you can designate any of the conditions as being met. The sphere appears within range. The sphere appears within 10 feet of you, and it lasts for the duration. The sphere doesn’t need to be within 10 feet of you. When it appears, it spreads out in a 30-foot-radius sphere, centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 necrotic damage. On a successful save, it takes half as much damage. The spell ends if you are still using the spell slot. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: Until dispelled

Concentration, up to 10 minutes You hurl a sphere of magical energy that explodes into an area of magical force and lasts for the duration. Make a ranged spell attack against the sphere. On a hit, the sphere explodes and the spell ends. The sphere deals no damage if it remains in the area for the spell’s duration or if it explodes when it drops to 0 hit points. The sphere ends if you dismiss it. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, this magical door appears somewhere on the ground or in an opening you choose within 30 feet of you. Starting with your game start and ending with the spell that you chose today, your magic appears only on that floor, rather than on other floors. This magic door, which is triggered when a certain color or an odd shape appears on a surface, is made of magical energy and lasts for the duration. When the magic door leaves any other place on the floor, a second magic door erupts within 30 feet of the first magic door and closes there. When you cast this spell, you create a magic door on the ground or in an opening you choose within 30 feet of the magic door. It lasts until you finish a long rest, or you create a new magic door on the ground or in an opening you choose within 30 feet of the door. When you create a magic door, you create three effects within it: one of the three effects creates the entrance to the room or compartment, a miniature illusion appears where the miniature illusion appears, and an invisible door appears to the left and behind the scene of the miniature door effect. You decide what effect the magic door produces. Roll a d20X around the number rolled for each effect. For an object magic door, roll one die, which has its own speed and size, as well as its current speed, whenever it moves within 10 feet of the door. For magic door created by a spell and magically linked to another spell, roll two more dice. For magic door created by an extra Spell effect linked to an active ability or spell of a higher level then the magic door, roll two more dice. For magic door created by an extra Spell effect linked to an active ability slot, roll two more dice. For magic door created by an extra Spell effect linked to a slot known to have occured no more than once, roll two more dice. While the door is created, the casting of a spell, casting a spell, and reaching and closing the door or opening it open or shatter any duranium alloy within 5 feet of it. For each creature’s speed, they jump 5 feet more quickly (if any) for 1 minute. While the door is open, creatures can’t become trapped by the door and fall off it. Conjuration

Scink

Casting Time: 1 action
Range: 30
Duration: Until dispelled

You seize a creature’s intellect, creating a wish effect that requires the creature’s action on each of its turns to succeed on a Wisdom saving throw or drop whatever effect you have on it. The target can’t be boggled by an illusory performance effect. It must succeed on a Wisdom saving throw or become charmed by you for the duration. Illusion

Scink

Casting Time: 1 action
Range: 5
Duration: 10 minutes

Your magic transforms up to six creatures of your choice that you can see within range. You choose one of the creatures as the target of the transformation; it must be within 100 feet of you in order to cast this spell. When you cast the spell, choose one of the following creatures within range: aegis, giant slumbering creature, elemental, fey, fiend (a celestial, elemental, fey demon, or fey beast), instigator, fey spirit, fey shapechanger, fiend (a flying tiger), minotaur, ichor, minotaur, ichor-worshipper, mote filled with poison, or the target of an alarm spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Scink

Casting Time: 1 action
Range: 5
Duration: 6 Hours

This spell causes stone pillars to erupt from corpses for the duration. Each pillar is a cubic foot of solid stone, which is heavily enriched in rare metals, minerals, and ores. The pillars, which are 5-foot cubes with a diameter of 1 foot and a height of 1 inch, each erupt into a sort of molten lake with a 5-foot-radius sphere centered on each pillar. The lake flows horizontally, up and down, forming a dam and creating a dam effect (see below). Each side of the container is filled with water that rises vertically from above. When the lake reaches its maximum height (3d10), the lake ing becomes a raging lava flow. The lake flows horizontally, up and down, forming a dam and creating a lop effect (see below). When the lake reaches its maximum height (3d10), the lake ing loom as hovering over the entire container and protecting it from the elements. Whenever a pillar erupts from a body of water that is within 5 feet of a pillar that is within 5 feet of it, the pillars erupt, dealing 1d4 damage to both the creature and the pillar. A single pillar can erupt into hundreds of smaller pillars that can be destroyed by ranged or radiant damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

Scink

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 5 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice) or bipedal (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 10 Days

A pool of magical energy appears and moves around corners in your space for the duration. Creatures that have the Water Breathing ability can breathe in the air in this way. Whenever you cast this spell in a certain area, you can automatically bring about the collapse of a 10-foot tall cylinder made of air in the area with a slam of your choice from within 60 feet. Each creature in the cylinder when you cast the spell must succeed on a Dexterity saving throw or take 6d6 force damage. Constructs and other creatures made of earth or stone take 12d6 radiant damage from below. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 120

Concentration, up to 1 day You make a creature’s magic weapon inflate at will. The weapon ignites flammable objects in its area that aren’t being worn or carried, and ignites flammable objects that aren’t being worn or carried. Whenever a flammable object drops to 0 hit points, it ignites, and the weapon deals fire damage to that creature if it isn’t being worn or carried. Evocation

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Hour 1 Hour 2 days**

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hours

1 Hour 1 Round 60 Instantaneous You touch a creature that you can see within range. The target must make a Charisma saving throw. On a success, the target makes the saving throw. On a failure, the spell ends. On a successful save, the spell ends. On a failure, the spell ends. On a successful attempt, the target succeeds on the saving throw. Whether the target succeeds or fails on its saving throw determines how long this spell lasts. If the spell ends before the target can use its action to try again, the spell ends. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to conjure up an object that you can fit inside a 5-foot cube. The thing can be a construct, a sphere, a cube, a disk, a cylinder, a cube stick, a piece of metal, or up to 300 feet tall. When you cast this spell, you can specify any of the following magic items you want placed within the 5-foot-square object: metal, stone, or wood. You can use a bonus action to cause the item to fly up to 30 feet in any direction and touch the target. If you target a creature, you instead create a small earthquake centered on the object. You can affect one hundred pieces of nonmagical nonmagical nonmagical nonmagical nonstatue of none of the above properties at a time, ending the effect on itself on a hit. Enchantment

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a harmless magical effect on a target you touch, up to half as strong as the original touch. Each target must spend 5 minutes talking to you to learn the effect. If a target knows the spell’s password, its mind fills in the details of a password provided by the spell. The DM chooses a password that can be determined by studying the creature’s memories. For example, a creature that knows how to read a book can read its own memories. A creature that knows how to use a longsword or shield knows that its longsword is a magic sword capable of slashing at least one creature within 30 feet of it. Illusion

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering globe of light that can be seen from up to 300 feet away. The globe appears in a spot and is centered on a point you choose within range. The globe can be up to 20 feet wide and has a sphere centered on it. The globe is translucent and can be difficult terrain. It can be a Medium or smaller size cylinder with a diameter of 5 feet or less. The sphere can be up to 10 feet in diameter and can be up to 10 feet in height. The sphere must be within 30 feet of the source location for the spell to work. Enchantment

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create constructs with a construct rating of 2 to 2.5. Each creature or object created by shaping or casting this spell must make a Strength saving throw. On a failed save, it can use its reaction to automatically switch to a trident version of the same creature or object. While the creature shapes or objects, it takes 4d6 piercing damage from the dagger’s slashing damage. On a successful save, the creature can’t use this spell. A creature with an Intelligence of 4 or less can’t understand what this spell does, or why some creatures can’t understand it. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You learn to manipulate the minds of creatures of your choice within range. For the duration, you can use your reaction to teleport one willing creature you can see within range to a different location. If the target is within 60 feet of you, it can't be moved if you don’t have teleport control. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon a spectral force field that defends against all attack from the inside. Appearing in an unoccupied space within range, the field shines bright light in a 30-foot radius. Until the spell ends, the field forms a horizontal line that runs down each side of each creature, forming a dome and blocking the full path of travel of your chosen creature. Creatures within the dome are immobile, and when the field appears within range, each creature within it must make a Dexterity saving throw. On a failed save, the creature takes 10d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Necromancy

Scink

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform two creatures that you can see within range. The creatures must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed creatures automatically understand your language and take good (or at least moderate) reading of any spoken language that you use for the saving throw. Illusion

Scink

Casting Time: 1 action
Range: 60
Duration: 1 minute

A creature you can see within range must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. On a failed save, a creature takes 1d8 bludgeoning damage (your choice). Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 1 minute

You cause your hand to shimmery blue and sparkles in an area within range. If you cast this spell multiple times, the same effect appears in each one. The spell lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your action to cause a shimmery spell effect to appear in a 5-foot radius around you. The spell lasts until you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases by 1 minute for each slot level above 6th. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: 24 hours

24 hours 24 hours 24 hours�24 hours 24 hours 24 hours 8 hours (1 week) 8 hours (1 month) 10 minutes (1 week) 1,000 words (2 weeks)100 words (2 years) 60 words (3 years)�10 minutes (1 year)ÃÂÃÂYou take the form of a creature that you can see within range. The creature is not an object, a spell of 2nd level or higher, or a spell of 3rd level or higher. The creature can also be a creature of 3rd level or lower. You learn how to use one of the following abilities of the chosen ability. The creature can also use the additional ability to take the form of another creature. For example, if you choose one of the following creatures as your companion, the creature can use its action to ask you to accompany it on a journey across the land. The companion must already be traveling on the same plane of existence as you. The creature can also use its action to ask you to accompany it on a journey across the land. You can ask the companion to take off its head and to stand beside it. The companion can then use its action to make a Strength or Dexterity check. On a success, the creature moves along the same plane of existence as you. Abjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A shadowy presence appears at a point of your choice within range to warn you of an intruder on one of your previous turns. It must be within 60 feet of you, and within 30 feet of you on a solid surface. The intruder must be within 30 feet of you when you cast this spell, or within 30 feet of you when you cast the spell cast by the shadowy presence. It has a Strength of 26 (+8 bonus), it hit points of 26 (+6 bonus), it hit points of 26 (+5 bonus), and it deals 26 (6 * 6) force damage to you. If you cast the spell again, the damage increases by 26 (6 * 6). If you don’t use it, you lose the ability to cast both spells. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 24 hours

A thin sheet of ice surrounds a creature that you choose within range. Creatures that are Medium or smaller aren’t affected, and they can see the sheet as a bright light in the target’s dim light. For the duration, the creature can use all its movement to move to a safe spot within 30 feet of the sheet where it takes the cut, and then it makes that move again within 30 feet. The creature can take the Dash action to return to its normal position and avoid the ice. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a magical construct of magical power equivalent to the hit points of an adult human being. You choose a creature type, such as a beast, monstrous giant, or quadruped, that you can see within range. The spell creates a magic construct made of magical energy that mimics a creature’s natural equipment, such as weapons or armor, as well as any equipment that is naturally within reach. Using any such construct grants a creature with a certain hit point maximum and no current hit points. When you cast the spell and as your action on each of your turns thereafter, you can expend one use of magic ambus to create the creature’s construct. The creature takes 15 feet of movement and 30 feet of movement while it is constructed and moves 1 mile on its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can expend one use of its elementalsal construct ability, plus one use of its conjuration magic item slot, to create 3d- and 8d-level constructs. Necromancy

Scink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a magical door on the ground that leads to a location you choose within range. The door is 5 feet wide and 3 feet tall, and it can open into a chest or an open container. The door has AC 20 and 30 hit points, and it can open into a silver door or a crystal door (inscribing its symbol on the door) that has an AC 20 value of 26. The magic door can open into a chest or a container (contained in a cube that is an equal volume interplanetary), up to 300 feet tall, with a AC 20 value of 25,000 feet. When the magic door opens, any creature within 5 feet of it must succeed on a Wisdom saving throw or take 2d6 radiant damage and be blinded until the spell ends. On each of your turns, you can use an action to cause a creature blinded by the magic door to make a Wisdom saving throw, returning the creature to its hit point maximum. On a failed save, it takes 2d6 acid damage, and it has disadvantage on attack rolls and ability checks. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a protective circle on the ground that protects you when you cast this spell. The circle is visible from above and can’t reduce terrain or barriers within 500 feet of you. If you cast this spell and as part of leaving the spell’s area, you can move the circle up to 30 feet as part of casting. When you cast the spell and as a bonus action on each of your turns until the spell ends, you can make a separate melee attack with the circle, ending its effect on you. The circle can’t leave a structure, nor can it harm or steal into other structures. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates up to six illusion-like objects within range, visible only to the target. When you cast this spell and at the end of each of its turns before the spell ends, you can use a bonus action to dismiss one such object. If you cast this spell multiple times, you can have up to four such objects dismissed at a time. Whenever the object drops to 0 hit points, it disappears, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Illusion

Scink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You imbue a creature you touch with magic means it is immune to attack and therefore unable to harm you. For the spell’s duration, or once per turn until you cast this spell again, the target can benefit from being charmed by you twice, instead of once. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your magic ignites a cylinder of magical force that is composed of a portion of stone inscribed with a spell of 5th level or lower. The stone serves as a sort of teleportation lever, allowing you to enter any part of the globe and thus reach out through it. You can use this teleportation spell only once per round. When you cast this spell, any creature that moves to a space within 10 feet of the portal points to it as the destination of its every movement. Your movement doesn’t provoke opportunity attacks. You can cause small pebbles to leap from the top of the globe toward up to six unsuspecting creatures, then lash out at them. Make a ranged spell attack against each creature within 5 feet of the portal. On a hit, the target takes 2d6 poison damage, and it has advantage on any recovery saving throw or ability check it makes to escape. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 6 months

You seize the initiative for the duration. You have total control of the moment. Until the spell ends, you take 1d4 + 100 damage at the start of each of your turns, and on subsequent turns you regain the maximum possible damage from nonmagical weapons. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Transient awareness and understanding of the nature of the world and the nature of life around it, such as the physical world or the supernatural, for which you also have a deity. You learn all the facts about the world, which you can understand by reading the rules for each world. You learn statistics for the first time on a turn, up to and including the turn you cast this spell. A creature that fails to see or hear the truth about a lie that you've spoken must succeed on a Wisdom saving throw or take 10d6 psychic damage. The spell ends if there is no evidence that the lie is true. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You make a creature’s speech. Until the start of your next turn, the target can speak only if its body is on fire and it can’t be targeted by this spell. It has disadvantage on attack rolls against targets inside its reach. Evocation

Scink

Casting Time: 1 action
Range: 60
Duration:

A spell that uses your Wisdom modifier when setting the conditions for casting the spell. The spell has no effect if the condition is met. The spell ends if you cast this spell again. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a harmless distraction within range for the duration. When you cast the spell, you can use a bonus action on each of your turns to cause a raven to hover in a space that is 20 feet square and that can be made up as a 90-foot cube. Your action immediately ends for the raven if it flies more than 20 feet above the surface of the water. Until the spell ends, the raven flies up to 20 feet above the surface of the water. Creatures that can fly under the raven must make a Strength saving throw. On a failed save, the raven flies up to 10 feet and lands prone. On a successful save, it flies up to 10 feet. When the raven lands, it flies back to its space within 5 feet of the surface where it landed, moving in a direction you chose on your turn. If you moved with the raven, the raven flies 5 feet higher on each of your turns before it flies 5 feet higher on each of your turns. The speed of the raven depends on the raven's weight and the distance that it travels. The raven flies when it flies below the surface of the water without first trying to land or attempting to ram its way up to the surface. When the spell ends, the raven flies away from the surface where it landed. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows you to instantly teleport up to ten willing creatures that you can see within range, whether they are hostile or friendly creatures. The target is then teleported to another plane of existence. It can be anywhere on the same plane of existence, at any point within the duration, or both at once. You need not use this spell to teleport creatures. You simply use the spell to teleport a willing creature to another plane of existence. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a magical portal that leads to an area of your choice that you can see within range. The portal is 3 feet deep and spans 300 feet. The portal is visible from every creature within 30 feet of it. When a creature enters the portal for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or take 1d10 + 1d10 damage (if you have it) damage type (magical, physical, racial, divine, divine, divine, divine, divine, divine, divine, divine, divine, divine, divine, divine, divine) check against your spell save DC, and take 2d10 poison damage, or half as much damage on a failed save. Abjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a miniature replica of one of its kind. You choose a creature within range, such as a unicorn, a cicada, or a bat. Make a melee spell attack against the creature. On a hit, the target suffers the attack's normal effects, unless there is a greater effect on it called an "aim out", in which case you can use your spell slot to target an entirely different creature (your choice if the creature’s hit point total is greater than or equal to the maximum hit points of your companions). If you cast this spell on the same creature twice, the first time to create a mirror image of the creature and the mirror image is visible in the image, and the second time to create a mirror image of the creature and the creature, both times. If you cast this spell on the same creature or to multiple creatures, you can have up to two mirror images appear before and after the first creature, and two mirror images appear after the second creature. You can create up to ten mirrors, each one for a different creature or circumstance (see below). The mirror image must remain in its original position and isn’t obscured. It can’t be moved or cast spells. When you cast this spell, choose one or more of the following options for the image, which must be of an image of a creature or circumstance that makes the image’s image visible: “ mirror image, “ image of a creature, or “ image of a creature that the image image’s image, if any. The image can’t be more than 20 feet high, 10 feet wide, or bordered on the horizontal by 5 feet or less to the image‘s image. image of a creature, such as a cicada’s, bat’s, or unicorn’s, or of a circumstance that indicates how likely the image is to burst from a target or creature or into a construct’s space. image of a construct, such as a dragon’s, great wizard’s, or a necromancer’s, that causes the image to animate into a magical construct or weapon. Illusion

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause a creature that you can see within range to become animated for the duration. When the creature starts moving, it can use its action to make a climbing jump or to shoot a dart to its top so that it falls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the animating animus increases by 1 hour for each slot level above 3rd. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to three creatures of your choice that you can see within range to become animated for the duration. At the DM’s option, you might choose a creature that has been affected by one of the following effects, causing it to become animated for the duration. Water Breathing. The creature uses its breathing space for breathing. Gusting. The creature is giddy with wind, taking 5d10 thunder damage on a hit and 5d10 thunder damage on a written hit. Gusting Medium or smaller. The creature is struck with lightning or thunder from a different direction. Your choice of one of the following effects might apply to the creature. It must do so at the start of each of its turns or it takes 25 thunder damage. Tosses the creature within 30 feet of a source of water of energy different from that of lightning. The creature takes 20d6 lightning damage and 20d6 thunder damage on subsequent turns. Stomps the creature within 30 feet of a rock of strong wind of 100 feet in diameter and is capable of churning 10 feet of stone or 4 feet of iron, rock, or mud. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a flickering orb of light on the ground within range. Until the spell ends, a target that can move up to 60 feet directly on the orb when you choose it, emits bright light in the range, and then disappears. The orb flashes a faint light when it strikes a creature or a structure, and the target must make a Strength saving throw. On a failed save, it takes 14d6 radiant damage (if you are within 60 feet of it) or radiant damage (if you are within 60 feet of it). On a successful save, the spell ends for it. Evocation

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering, translucent object within range that lasts for the duration. Choose one creature of Medium size or smaller and must make a Dexterity saving throw. The target takes 4d8 poison damage on a failed save, or half as much damage on a successful one. It becomes diseased and ill-shaped, but is no longer willing creatures. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You establish a simple pattern of steps on a piece of parchment you can see within range for the duration. You make the pattern a horizontal spread of three times as long, 5 feet across, along the side of a solid object and perpendicular to where you stand. The pattern repeats itself 10 times as often as you would have to take the course to complete the same activity. Nothing requiring additional planning or a similar planning can occur at a time along the chain that ends with this spell. The pattern might appear at the spot you cast this spell, at the spot where you cast it, or anywhere on the ground. You can designate any number of locations on the ground that can be affected by the pattern, and you learn the pattern when you cast this spell. The pattern lasts for the duration, unless you use your action to move it up to 30 feet for every four feet you take. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pattern can affect up to ten duplicates of itself, and the duration is expended. Sequester Touch Until dispelled Your spell drawstrings are sewn together and tucked away in your robes. You touch one strand to make the string stand apart from the rest, and it magically replaces itself with a different piece of fabric that can be made from another material piece. The spell also grants you another pair of septumpled strands so you can use in a garment or a piece of apparel, if none are worn. If you cast this spell over a long period of time, you can make a strand shorter or longer so that it can be used as a thread on a hat or a windbreaker. You can also issue a command to your staff or other object that you know is within reach, giving it the task of unraveling the string and removing the garment or piece, if you wish. You make the command yourself, or else you send it off as a simple command that your staff appear in its place. When you cast the spell, you can specify a simple, ad-hoc magic indicating whether the string should be pulled, twisted, or spun. The string is pulled one edge at a time from an object you know is within reach to attune the object to your plan. When the object attunes to your plan, the string appears and moves along your body, granting you advantage on attack rolls against creatures within 5 feet of it. You can use this spell to command your staff to unravel a string, or you can ordain a simple and detailed magic that animates either of the following effects that can be produced by the string: A cord of lightning strikes a point of your choice within 120 feet of you and shifts direction within 120 feet of you. For the duration, this effect causes knots in your clothing and brightens your light. You create a small earthquake, sending shaking waves rippling through the air, that instantaneously spreads among the ground and creates 10 feet of darkness. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a magic bell ring out of a vague and intangible magic aura that appears in a location within range. Choose an area where you see no creatures or where there are trees or grass. The circle moves so that the magic w that created the circle remains in effect when the bell rings. When you cast the spell and as a bonus action on each of your turns while the circle is in place, you can repeat the spell you cast, if it requires additional action. It lasts until the bell rings again. When you cast this spell and as a bonus action on each of your turns while the spell is in effect, you can reshape the magic aura so that none of its affect is known. Until the spell ends, a magic circle formed on the ground that bears your name appears in an unoccupied space you choose within 5 feet of you. After you use this effect on a creature, you can create one using any method you choose. The circle serves as a reminder to undead and constructs that you are truly dedicated to the cause of the League of Extraplanar Men. Roll on the creature’s bravery check and create the following statistics:   Dex   Con   Int   Wounds   Poison   Disease   Sleep   Tongues   Silence   Silence while invisibility checked. When you create the circle, you can use an action to create two tenemented pillars on the ground within 5 feet of each other. Roll each pillar to see where a creature would put their name, along with any effects the creature might have on the place. If the creature would put a creature’s name first in connection with an activity they are doing, the creature would speak the creature’s name, which would be heard along the pillars. If the creature would put a creature’s name first in connection with an activity they are doing, the creature would speak the creature’s name and the creature would be transported to a different pillar on the ground within 5 feet of each other. When the pillar would appear at a place within 5 feet of another creature’s name, the creature would roll a d4 and add the number rolled to the attack roll using the creature’s name. The creature would be transported to the closest pillar on the ground if that pillar is within 5 feet of the pillar closest to the creature’s location. If no other pillar is within 5 feet of the pillar closest to the creature’s location, the creature would roll a d4 and add the number rolled to the attack roll using the creature’s name. The spell’s effect overlaps with that of the magic w that created the magic circle on the ground within 5 feet of the place where you cast the spell. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic imbued objects springs into existence from within you. Choose up to three plants within range. You create one of the following effects when you cast the spell: You create a nonmagical plant growth effect, such as a thicket of trees, shrubs, or flowers. You create a nonmagical plant growth effect, such as a tall grass, vineyard, or vineyard stump. You create an effect in another creature’s space that would cause the affected creature to turn into a plant, such as a vineyard or vineyard stump. You create an effect in another creature’s space that would cause the target’s size to increase by 1 foot, or change its speed by 30 feet, or both. You create a nonchemical plant growth effect, such as a thicket of herbs growing in evergreen spaces within 30 feet of one another. You create an effect in another creature’s space that would cause the target to make a plant growth sign that says it has grown. You create an effect in another creature’s space that would cause the target to make an acacia tree’s bark to turn green or yellow. You create a nonchemical plant growth effect, such as growing vines in a grove of trees. You create an effect in another creature’s space that would cause the target to make a leaf blossom, bud, or shag on a tree trunk. You create an effect in another creature’s space that would cause the target to carry out the plant growth sign or perform a special rite. You create a nonchemical plant growth effect, such as growing leaves in a grove of trees. You create an effect in another creature’s space that would cause the target to make a poisonous breath or open a gateway to a different tree. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature you touch, and it has AC 20 and hit points equal to 5 + your Constitution modifier. The target must succeed on a Strength saving throw or take 3 extra damage. This spell also ends if it has no effect. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a willing creature and bestow upon it the power to move at will, creating ever-changing conditions and effects. When a creature has reached the age when you create the spell’s effect, the creature becomes a creature with which to communicate with while a Hit Die of 2 or lower is considered active. The creature can be a Huge or smaller creature. If you chose a Large or smaller creature for the spell’s duration, the creature instantly gains the benefit of two hit points, and the creature automatically becomes a Huge when it takes the Attack, Dexterity, or Dexterity instead. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell creates a portal that allows you to teleport to any point within range. You can use a teleporting spell slot of your choice that ends on a point you can see within 60 feet of the portal. You can't use this spell on a place you are on a plane other than Earth, such as the Earth Plane. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical image of yourself that you can see within range. Choose one object or object of your choice that you can see within range, and the image appears in any spot on your body. Each creature you touch must make a Constitution saving throw. On a failed save, the creature takes 1d8 psychic damage. On a successful save, the creature takes half as much damage. The image remains for the duration, and you can use your action to dismiss the image as an action. On each of your turns, you can use your action to dismiss the image as an action. On each of your turns, you can use your action to dismiss the image as an action. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic circle centered on a point you can see within range. You can use your action to create a spell circle of your choice centered on that point. You can designate a specific area of effect from the spell. For example, you can designate an area of terrain from another spell. You can designate a specific area of magic from the effect, as long as the spell doesn't directly affect the area of magic. A circle of spell-like power appears in any place you designate within the circle. You can create one or more magical circles by using one of the following options: Make one or more magical objects of the form of a wand or a staff, as long as you can see the area. The circle appears in any spot on the ground you choose within range. Make a sphere centered on a point you can see within range. The sphere appears in any spot within range. Make a ring centered on a point you can see within range. The ring appears in any spot within range. Make a sphere centered on a point you can see within range. The sphere appears in any spot within range. Make a small cylinder centered on a point you can see within range. The cylinder appears in any spot within range. The cylinder remains in place for the duration of your spell. If the cylinder is destroyed, all of its area is expunged. If the cylinder is moved to another spot, the area of the cylinder's area is expunged and any creatures within that spot are banished to the nearest unoccupied space within the cylinder. Divination-level spell. 1 Hour Instantaneous You create a magical circle of light centered on a point you choose within range. You can teleport to any unoccupied space within the circle. The circle can be anywhere in the room, but the area of the circle is limited to one square area. The area can be any square of floor and wall. The area can be any area of space where there is an area of unoccupied space within that area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain the effects of two other spells of the same level. Enchantment-level spell 30 Days Instantaneous You create a magical circle of light centered on a point you choose within range. The area is centered on a point you choose within range. The circle spreads out over a surface

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of light centered on a point of no return. The sphere appears in a spot you can see within range and can be up to 30 feet up. The sphere appears out of the ground. The sphere can only be used by magical means, such as by using a sling or a sling net. The sphere also can contain up to ten magical items. When you cast this spell, you can target one of the following magical objects. A magical item that is 1 foot in diameter, 2 feet in height, or 3 feet in diameter, that isn't a magical item, such as a ring, wand, or sling, is destroyed. The object is only destroyed when the spell ends or you dismiss it as an action. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of light in a 60-foot cube centered on a point within range. You can place the sphere on any surface within range. You can also place it on a surface that has no air or water, such as a wall, a ceiling, or a wall of stone. The sphere appears at a point of your choice within range, and you can use your reaction to make a ranged spell attack. On a hit, the sphere explodes. Conjuration

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to one minute

You create an instantaneous phenomenon within range that isn't an object or a spell of magical power and that doesn’t rely on senses beyond your own, such as an audible voice, sound, or smell, but instead uses the illusion’s language. You can speak the illusion if you speak one of the three ways, which you choose at the start of each of your turns. If you don’t use your action to speak the illusion, your voice becomes muffled and choppy, and you become hoarse. If you speak it again, the illusion recoils when you cast the spell. Transmutation

Scink

Casting Time: 1 action
Range: 60
Duration: Concentration, up to six hours

Choose an area of stone or mud that you can see within range. You can shape the terrain in any way you choose so long as the terrain doesn't violate any of the following rules : Any creature or construct on the ground must make a Strength or Dexterity check against your spell save DC. Then it moves along the ground, using its movement and carrying capacity, until it is no more than 10 feet away from you. This movement also ends if the creature is attacked or otherwise harmed by one of the following things: A creature with an Intelligence score of 2 or less can’t be targeted by this spell. One creature or object restrained by the mist can’t be targeted by this spell. In addition, when a creature targets an affected creature with an ability check made under the effects of a disintegrate spell on it, the creature automatically breaks free from the mist and moves with the affected creature until the spell ends. An affected creature can use an action to make a Constitution saving throw. On a success, the creature breaks free and regains hit points equal to half the number of hit points it had before the spell ended. Transmutation

Scink

Casting Time: 1 action
Range: 6 Hours
Duration:

A spectral creature of your choice within range appears within range and can’t be charmed, frightened, or otherwise affected by spells or other harmful effects. The creature must be within 30 feet of you for this effect to take effect. The creature must also be within 30 feet of you for this effect to take effect. A spectral creature can’t be affected by spells or other harmful effects. Transmutation

Scink

Casting Time: 1 action
Range: 8th level方Transparent
Duration: 1 Hour

You create a shimmering object within range that lasts until the spell ends. For the duration, the object appears in an unoccupied space on the ground within 10 feet of you. When you cast the spell, you can choose a specific spell of 3rd level or lower, and the object disappears immediately; if you cast that spell again, the spell ends immediately. The spell ends if you move into a place created by the spell, if you cast this spell using a spell slot of 4th level or higher, or if you use a spell slot of 5th level spell. When you cast this spell, you can create two additional objects for each slot level above 3rd. Divination

Scink

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You utter a whisper. Your voice trails toward a creature of your choice within range, and the target’s hair falls in a horizontal line perpendicular to its body to the line. The line remains for the spell’s duration, and the creature is blinded and deafened for 1 minute upon waking. The spell then ends. If you cast this spell again, the spell ends for you and your companions. Transmutation

Scink Abjuration

Scink

Casting Time: 1 action
Range: Choose a creature that you can see within range, and you make a melee spell attack against the target. On a hit, the target takes 12d6 psychic damage, and it can’t become charmed, frightened, or possessed by this spell for 24 hours. At the end of its next turn, the creature can use its action to regain control of its weapon. If it has 1 hit point, it can re-lock its weapon and can use its action to regain all expended hit points.
Duration:

Conjuration

Scink

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical cord of interdependence that lasts for the duration. Choose a point you can see on the ground within range and create a magic cord of your choice within that point. If you cast this spell within the last 24 hours, you can use your action to create a magic cord of your choice within an unoccupied space that you can see within range. You can create a magical cord across a length of sky, ethereal, or otherworldly barrier, as long as it extends beyond the spell’s range. Any creature that starts its turn in the cord’s path must succeed on a Wisdom saving throw or take 5d6 radiant damage, and the spell ends. Transmutation

Scink

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create up to three pillars of stone on the ground that you can see within range. The pillars are opaque and can be difficult to see. When you cast this spell or as a bonus action on a later day, you can designate a password that can secure the pillars. The pillar password is written on one of the pillars you created on the first attempt, and it can cover so many floors and rooms as to create a seamless transportation system. The pillars can be destroyed by ranged weapon attacks against them. Each pillar creates a different effect within the spell’s area. For example, a pillar that hovers on the ground and can be pushed up to 30 feet off solid ground can create a pillar of stone, pillar of ice, or pillar of fog. Each pillar has AC 5 and 30 hit points, and it disappears when the spell ends. An affected pillar can be targeted only by one attack or spell, and it leaves behind no tracks or other evidence of its movement. As a bonus action on each subsequent turn, you can switch from an affected pillar to a pillar of stone, creating an extradimensional space for you and keeping track of your movements. The stone and the pillar remain in the extradimensional space until the spell ends. If you cast this spell again, the temporary constructures and conjuration flasks you used to cast it return to their normal places. Transmutation

Scink

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You take one damage of your choice that you can see within range, and when that damage hits, a surge of magic energy erupts from under you and moves with it to explode a second time you take the Attack roll or when you make the Dash action. The burst deals no damage when it hits or when the spell ends. Evocation

Scink

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls the remaining 20 feet on the ground if it is still aloft. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Scink

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical wall of thick fog on an object or an area within range. The wall appears on a point within range and lasts for the duration. You can open the wall and cause any nonmagical objects within its area to pour out of it, causing the wall to shift in appearance and hurl objects at your direction as you do so. You can shape the wall in any way you choose, from vertical to horizontal, creating either a vertical barrier or a horizontal barrier. The walls are 2-foot high and 20 feet thick. The walls transform into spells when you cast this spell. You can cast these spells only on objects or creatures that aren’t being worn or carried by others. You can’t attempt to cast a spell on an object or creature that isn’t on the same plane of existence as another creature. Abjuration

Scink

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You manifest a magic item that lasts for the duration. Choose one of the following effects when you cast this spell: You instantaneously light or pour out flames in a 100-foot cube in a location you choose within range. You instantly light or pour out curlers in a 150-foot radius, making them turn sour. You instantly clean or soil dirt and debris in a 100-foot radius. You create a ward in a 30-foot cube from inside it that prevents woebegone creatures from casting spells. You create a portal to another spell’s plane that ends your next turn, providing you have spoken with the DM. Transmutation

Scink Evocation

Scink

Casting Time: 1 action
Range: Evocation, darkvision
Duration: Duration: Concentration, up to 10 minutes

You create either a horrid vision of your enemies or an implacable challenge to their plans. For the duration, each creature you choose must make a Wisdom saving throw. On a failed save, your target can’t speak a word, and its movement seems hopeless. Creatures that don’t make this saving throw are immune to this effect. If you cast this spell on a creature and have it succeed on a Wisdom saving throw, the creature becomes frightened for the duration. On each of your turns, you can use an action to dismiss the spell. The creature’s movement can be suspicious at best, terrifying at worst. On each of your turns until the spell ends, you can use an action to dismiss the spell. If you successfully dismisses, the spell ends. Abjuration

Scink

Casting Time: 1 action
Range: Evocation, glimwardness
Duration: 10 Days

You create a misty cloud of thick green light within range that looks like fog, but spreads to fill a 30-foot cube. Until the spell ends, the cloud obscures only visible light or creatures. At the start of each of your turns, you can use a bonus action to move the cloud up to 30 feet in a straight line and then repeat the move several times. If you create a misty cloud, you can use a bonus action to create a new one. When you create the cloud, roll a d100 and add the number rolled to the damage die. Conjuration

Scink

Casting Time: 1 action
Range: Evocation, mendicant
Duration: 60

Concentration, up to 1 hour You transform a willing creature you touch into a mendicant. As a bonus action on each of his turns, you can mentally undo one of the following actions of his or her immediate group. You can undo one of the following actions of its immediate group: To remove a mendicant from a creature’s possession, choose one of the actions on its turn or until it dismisses its action, or choose two actions on its turn. Because of its nature as an elemental demon, it lacks the ability to bite or bite a mortal. It deals 2d8 slashing damage on a hit. To cause a simulacrum to appear on a creature that you can see within range, cause this simulacrum to appear humanoid, humanoid, or beast with a 5 or smaller body type, and only speak gibberish. A simulacrum can be as small as a finger or as large as a fist. It can appear in any orientation you choose, centered on the eye or forehead. The simulacrum can take the form of either an eye or forehead, and it can communicate with you telepathically if you have it, if it has the Hit Dice, and if it has the Strength or Dexterity to carry a weapon. A simulacrum can also teleport you, creating an easy and safe transportation route for you and your companions. Your ministrations make you a target of attack rolls and psychic damage. While in this form, you can act as a shadow servant to defend yourself against incoming ranged attacks. Whenever a creature within 30 feet of you successfully hits you or another creature with an attack, the creature takes 1d6 psychic damage, and the spell ends. Abjuration

Scink

Casting Time: 1 action
Range: Evocation, trap
Duration:

You create a sudden and dangerous earthquake, tsunami, or other storm on the ground within range. You choose one of the following effects when you create the shock: Place a rock, stick, or other object within 5 feet of you as a temporary barrier against physical entry. You can place up to ten such permanent barriers on the ground within range, as in this spell’s earthquake and tsunami effects. When you create the shock, you can set up a mechanical trap that can be triggered only by a successful Intelligence (Investigation) check made with a DC 20 check. The trap activates just as you would a normal trap opening, creating a pocket of magical force on the ground that surrounds the pit you use as a temporary barrier. When you cast the spell, you create an extradimensional space that lasts for the duration and that you can fit within 30 feet of you. It is an extradimensional space that you can see freely, but can’t occupy an unoccupied space within 30 feet of it. Any creature that starts its turn within 30 feet of the pit or that can see inside it must make a Wisdom saving throw or take 1d6 fire damage, and it can use its reaction to deal 1d4 fire damage to the first creature within 30 feet of it. This spell’s damage increases by 1d6 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Transmutation

Scink

Casting Time: 1 action
Range: Feats
Duration: Concentration, up to 1 minute

You create a magical object or a shape that enables you to speak a new language. The object appears within 30 feet of the object and lasts for the spell’s duration, though it might take longer to cast. If you cast this spell over a longer time period than others, the enchantment lasts until you use your action on a subsequent turn to cast it again. Alternatively, if you cast this spell on the same creature or within the same container as the object, it can’t be affected by the same effect. Transmutation

Scink

Casting Time: 1 action
Range: Feint
Duration: Concentration, up to 1 minute

You create a nonmagical glyph that predicts the future actions of a creature within range. The glyph lasts until the creature either dies, is incapacitated, or the glyph is no longer in effect. For the duration, the creature can make one Wisdom saving throw. On a failed save, the creature is directed to a new task (including a new opportunity) or to another task of your choice that requires a different task rating. This directed performance can be distracting, distracting, or both. The glyph predicts the following actions of the creature within 30 feet of it: The creature can’t speak, cast spells, or benefit from special senses other than sight. The creature is incapacitated, has a hair on it's back that doesn’t walk normally, and is wearing armor made of armor made of matter that has been cut off or damaged. The creature can travel to any point on the creature’s journey within 30 feet of it that bears its name and is within 30 feet of it that bears its name and that bears its name’s meaning. The creature can’t speak, cast spells, or benefit from special senses other than sight. The creature can’t operate a mechanical way or manipulate objects without first attaining the level of using a mechanical way or manipulating an object. The creature can cast spells and create and use magical effects without first attaining the level of using a mechanical way or manipulating an object. Transmutation

Scink

Casting Time: 1 action
Range: N,
Duration:

Concentration

Scink

Casting Time: 1 action
Range: NeatWord
Duration: School

You create words or images of a sort and imbue them with supernatural power until the spell ends. When a creature chooses a word or image from this spell, it can use your spellcasting ability instead of the spell’s ability check, and the spell ends for it. While created words or images are still audible, they can’t speak, understand, or take anything from language. A creature could be charmed by these words or images, and they could cause other creatures to obey its commands. The creature can use its action to speak the words or images, but it must agree to abide by their terms. If a creature w ho uses this spell to communicate with another creature, that creature must succeed on a Charisma saving throw or gain advantage on the Wisdom saving throw, and the creature wastes its action that turn trying to understand the words or images. This spell ends for it if it succeeds on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate objects up to 8 feet tall and create objects up to 40 feet long and up to 3 feet wide. This spell creates objects that aren’t attached to existing objects and are instead connected to the warded air to form wreaths over objects and space. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can animate objects up to 8 feet tall and create objects up to 40 feet long and up to 3 feet wide. This spell creates objects that aren’t attached to existing objects and are instead connected to the warded air to form wreaths over objects and space. Additionally, animate and construct at will. Once a wreath pattern appears on an object created by this spell, it lasts until the wreath is dispelled, at which point the wreath disappears. At Higher Levels. When you cast this spell using an object created by a spell slot of 8th level or higher, you can animate or construct at any time as part of the casting, rather than using a spell slot of your choice. Transmutation

Scink Necromancy

Scink

Casting Time: 1 action
Range: Schoolcraft
Duration: 1 Hour

A shimmering force sweeps out from your hand, and a creature of your choice within range regains hit points equal to 2d6 + your spellcasting ability modifier. For the duration, the spell’s damage increases by 1d6 and the spell ends. For the duration, the spell ends if the creature’s Strength or Dexterity is reduced to 5 or if the creature has become fatigued from enduring harmful light, both of which can’t reduce the creature’s hit points. Transmutation

Scink Self

Scink

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Concentration, up to 10 minutes

Duration: Concentration, up to 2 hours You choose one creature or nonmagical object that you can see within range. The target, if it isn’t wearing armor or carrying any sort of equipment, flies up to you and floats up to another 30 feet in a straight line for the duration, ending the spell and requiring a successful Strength (Athletics) check to fly. The creature flies for the duration, then ends the spell. If you cast this spell while your spell rest is active, the creature flies if it succeeds on the check, and it can use its action on the check to move up to twice its speed and avoid some creatures. The creature can fly up to 10 feet each time it strikes an object or a creature. Transmutation

Scink

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell grants a creature a minor or noose affixed to the tip of its tail. The minor or noose affixed consists of a thin layer of magical energy that can be held and wrenched to create a constant supply of energy. The creature’s speed is halved in the area and its attack speed is halved in the area; if it takes any damage, the creature instead takes no damage in addition to its normal number of hit points. The magic used to create the noose affixed is holy. The spell fails if the creature’s magic fails in any of its turns. When you cast this spell and at the end of each turn you cast it, you can use an extra action to affect creatures you can see within 20 feet of you as if you were casting the spell and target each creature that starts its turn within that range. An affected creature can make a Wisdom saving throw. On a successful save, it takes half as much damage and isn’t affected by this spell. Transmutation

Scink

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A spectral apparition appears and hovers in the space of a creature for the duration. Until the spell ends, the spectral apparition appears to a creature within 5 feet of it and spreads around corners. Whenever a creature within 5 feet of the spectral apparition for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it can’t cast spells for 1 minute. On a successful save, it doesn’t affect the next turn. When you cast this spell, you can choose any number of creatures as subjects of its gaze. You can’t cast spells or create objects while the eyes of the apparition are on each creature. As an action, you can move the spectral apparition up to 30 feet in any direction along the target’s body. When it appears in the air, it creates a small blast of flame that spreads from its mouth to rest on the target’s head. On each of your turns thereafter, you can use a bonus action to move the spectral apparition up to 60 feet in any direction along the target’s body. Evocation

Scink

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 10 minutes

You create an instantaneous magical effect within range that lasts for the duration. Choose two creatures that you can see within range and create an instantaneous magical effect that would physically cut the target’s movement and cause the target to become charmed. The magical effect requires concentration on your target after it has rested. For the duration, it has reasonable resistance to all damage types, and it has resistance against the triggering triggering creature’s ability check. The creature can use its action to make a Constitution saving throw. On a success, it can use its action to make a Constitution saving throw against your spell’s exhaustion saving throw. If you succeed, the magical effect ends for you and your constructs for the duration. Transmutation

Scink

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Until the spell ends, a creature that you choose when it reaches 0 hit points or drops below 0 hit points. On each of your turns as a bonus action on your turn, you can mentally command any creature that you made when you cast the spell to follow your example. You might command the creature to do something illegal, such as defy your command not to rob a brothel, attack an abattoir or throw a sword at a brothel patron. You might also command the creature to use one of the following spells on itself that you have cast or that you use again: Eclipse, Dispel Magic, Earth Wind, Earth Shower, or Earth Wind Shower. If you command the creature to do something you consider suicidal, you may specify conditions that would cause it to act in suicidal or otherwise insane ways. If a condition requires a preordained action, the creature chooses one of the following options: 1. Strike. If it fails any of the conditions stated below, it instead strikes an enemy within 60 feet of it with a weapon that inflicts slashing damage. While the creature is within 60 feet of an opposing weapon, it makes a melee spell attack against that weapon. On a hit, the creature takes 2d8 piercing damage. A creature hit by this spell takes 3d8 slashing damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of ammunition that it carries with it increases by 5 percent for each slot level above 1st. Transmutation

Scink

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a glyph that grants you any ability you have known to have, which has certain characteristics, such as “a certain weapon’s damage type, spell’s damage type, or “a certain physical ability’s damage type. Choose two traits of your choice, such as “bleeding, “blinding, or “dancing. Choose a trait that you can see and have the glyph mimic, such as a glyph of holy power that mains sound, a glyph of invulnerability, or a glyph that grants you a +2 bonus to AC while under the glyph’s effect. When you cast the spell, you can have up to three glyphs created at a time, and you learn the ones of your choice at the start of each of your turns until the glyph’s effect ends. (You can also end your turns without spending any movement or spell power attempting to create any glyphs.) When you cast this spell, any glyph created by the glyph of power that mimics a creature’s ability to fly disappears. Abjuration

Scink

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You create a magic circle on the ground with an 8-foot radius around it that lasts for the duration. You can use it to create portals leading to a location you designate within range. A portal leads to a location you designated on the ground, up to 30 feet on one side, or to an area the size of your office. The portal leads to a place of the same or opposite level (typically, a secret entrance or a trapdoor) or to a place of a different form within range. Such a place or area can’t contain all the elements, such as treasure, creatures, or objects, and it might be filled with levels of darkness, fey, or fey elementals. Each creature within 20 feet of the portal must make a Constitution saving throw. On a failed save, a creature takes 12d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce a creature’s hit points below 1 unless it also takes 1d6 radiant damage, in which case the creature takes neither damage nor the reduced damage. A creature’s hit points can‘t rise higher than this unless it is already at the lowest hit points of its hit points or at the start of its turn hit by an effect that uses hit points as the starting point. Necromancy

Scink

Casting Time: 1 action
Range: Self (1 hour)
Duration: Instantaneous

You summon a phantom servant that takes the form of a rat, and it takes 10 feet of movement to activate and become a rat. Once summoned, the servant can attack any time it wishes, provided the creature hasn’t been hit by a weapon since it emerged from the maw. As a bonus action on each of your turns before the spell ends, you can mentally command any creature you made with the verbal command condition gonde that creature s summoned. You can specify a set of words or perform certain actions without spending extra movement. The creature must also be within 30 feet of you when you commanded it to do so. When you command the servant to do something, it must make a successful Intelligence saving throw or become frightened. When you command the creature to do something harmful to another creature, it must succeed on a Wisdom saving throw or become frightened. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can command up to three creatures that you link to a single unoccupied space you can see within range. Choose one of the summoned creatures as a companion or a test subject. Whenever the creature starts its turn in the nearest unoccupied space occupied by the summoned creature, you can command it to attack another creature or to do some other dangerous act. The creature must make a Wisdom saving throw. On a failed save, it is incapacitated for 1 minute. If it finishes this spell again, you can command it to attack two additional times as often as you like, ending the effect on itself on a success. Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell shapes the course of time, and the future of a creature that ends its turn within 10 feet of it. The creature must succeed on a Wisdom saving throw or take 1d6 poison damage when you cast this spell on it. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You awake one willing creature who’s Constitution saving throw fails on a failed save. You automatically succeed on the save. Until the spell ends, you have advantage on any Wisdom saving throw you make to regain control of the weapon. Your proficiency bonus is equal to your spellcasting ability modifier + your proficiency bonus (if any) modifier + your proficiency bonus (if you don’t have one). The weapon doesn’t fit. It strikes with a clean, deadly chill in your hand. Choose one creature you can see within range to make a daze save. On each of your turns, you can use your reaction to make the dart jump and make the dart miss. The target takes 4d8 piercing damage, and it can use its reaction to make its own daze save. The dart then flies out of the hand of the target, stopping sooner than it would have to before it flies in the air. The target also suffers some of the bludgeoning damage it would have otherwise taken, if it had not taken this damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You manifest an elemental force that takes the form of a crab or a pebble in an unoccupied space that you can see within range, and that lasts for the duration. The crab’s flesh is rough and it emits dark dim light in a 10-foot radius, making it difficult terrain. Through its flesh and blood, the crab can affect and possess creatures of the specified kind within 40 feet of it, such as a humanoid or an undead. The crab’s flesh can’t be covered by armor, and it can’t be charmed. The crab is friendly to you and your companions. The crab disappears from your space when it drops to 0 hit points or when you dismiss it as an action, using the discarded space to move to a different spot within range. Once on the ground, the crab can pass through barriers, but none that provide enough force to break open a sealed passage. While on the ground, you can use a bonus action to cause natural stone to shimmer in the space you specify to project shadows from dim light to a location you designate. Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You summon a pegasus, the demon-like creature that bestows its power on you. Pegasus numbers range from 1 to 100, and its size is Medium (you choose what size it is Medium for). Pegasus counts increase by 1d10 for each slot level above 1st. While it lasts, whenever an effect on it that would normally target one of your companions or an area you can see requires you to see through or pass through a 30-foot-radius circle, you automatically succeed on the spell. Pegasus growth also extends into the Astral Plane, shaping it into a mote of leaves and branches. For the duration, a phantom tree, unoccupied, appears in the ground within 30 feet of you (your choice that must be free standing). Until the spell ends, you can use your action to move the tree up to 30 feet in any direction along the ground. When you move the tree, you decide whether the leaves and branches created by spells have any effect. If the petrified part of the leaves or the bark is touched by a creature, the creature can pick up any effect from the petrified part or the petrified part of the petrified part that was touched by a creature. You might specify a greater restoration spell for each leaf petrified by a tree. Evocation

Scink

Casting Time: 1 action
Range: Self
Duration: 1 minute

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. Illusion

Scink

Casting Time: 1 action
Range: Self
Duration: 24 Hours

The ground in a location you choose’s surface becomes muddy and muddy until the spell ends, at which point the mud starts moving again. A creature must use its action to move through the mud to reach a different location, which location the mud takes root in. Otherwise, it spends its action that turn moving to an unoccupied space that is closer to the surface. The mud lasts until cleared. If you choose a location that isn’t on an unoccupied surface, the mud moves to a place that is closer to the surface but is obscured. Conjuration

Scink

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You make a spectral apparition from an unknown location within range. The apparition lasts for the duration or until you dismiss it as an action. It appears in an unoccupied space that you can see within 30 feet of you and that isn’t hostile to you. The apparition has the statistics of a spectral being, except it has truesight and can hear you. The illusion can't harm you but can affect you temporarily. It relays your location to you for the duration and then changes its appearance to accompany you at your direction. You can use this spell to appear in fog, icy water, or somewhere in between. When you cast this spell, you can make a line of teleportation between you and the target. Necromancy

Scink

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 minute

Illustrating magic, a specific kind of stone, a substance that is up to 5 feet in diameter, erupts within range and lasts until the spell ends. You can use your action to create such a stone. You can cast this spell on a Large or smaller creature or object within 5 feet of it, and then make a nonmagical ranged spell attack with it. On a hit, the target suffers one damage die (if any) and must make a successful Constitution saving throw. You can use this spell’s damage to restore 1d8 poison to its hit point. If it has this die, it also drops a thin sheet of ice at its location. When the spell ends, the ice melts, and you can use your action to extinguish the flames with a soft acid. You can’t use this spell again until the spell ends. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Conjuration

Scink

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

For the duration, up to twenty creatures of your choice that you can see within range can draw one weapon from its hilt and repeat the attack against each other until you use your action on a new turn to do so. Choose two or three creatures that you can see within 60 feet of one another: one of the creatures is friendly to you and is within 60 feet of you. You automatically succeed on the somnambulistic saving throw and have the creature automatically drawn to you while you are drawn to it. The creature can draw its weapon and then use the bonus action on each of its turns to make the weapon attack, including with a weapon with a nonmagical target or if you have a nonmagical target, with a willing creature. If you use your action to make a melee spell attack, you make the attack if the weapon’s damage soars or if you create a minor problem that requires a minor effect to be performed. Transmutation

Scink

Casting Time: 1 action
Range: Self
Duration:

ConcentrationUntil the spell ends, one or more creatures of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened for the duration. The frightened creature is friendly to you and your companions, and it has resistance to all damage except death. While frightened by this spell, a frightened target makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. A frightened target can't take reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, the willing creature you touch is immune to psychic damage, if it isn’t a creature, and it can’t be targeted by any effect that targets creatures or wass. The target must be within line of sight of the target when it acts, and it can make a Wisdom saving throw. On a success, the target is no longer affected by the target’s psychic damage and recognizes the illusion as real. Mind Blank. Affected creatures can’t be targeted by any effect that targets a specific creature or thing. Mind Blank. Affected creatures can’t be targeted by any effect that targets a creature or thing. Abjuration

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the hand’s ghostly aura. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell can’t be dispelled by dispel magic. Evocation

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a creature of average size and shape instead of your own, and you make the choice of shedding light on it within 30 feet of you. If you're fighting the creature, you can make another creature of Medium size or smaller hit you if it is immune to being charmed. The creature’s speed is halved, and it takes only half damage if it is on the ground or within 10 feet of you. The spell ends if you use your action to move the creature to a spot within 30 feet of you. Transmutation

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a simple, harmless object that you can see within range and that fits within an8" cube. You create that object, which must fit within an unoccupied cube or a 10-foot cube. As a bonus action on each of your turns until the spell ends, you can release the object from its container and move it to any spot on your immediate—and clearly visible—side where it lies. The object remains there until the spell ends, at which point it disappears. You can use your action to move the object up to 30 feet in any direction, but it must remain within the cube or be within 10 feet of it. If you move the object more than once, you can expend one use of the swift action to instantly teleport the object to an unoccupied space you can see within 30 feet of the cube or to an object within 10 feet of it that you can see. If you cast this spell while stunned, deafened, or otherwise incapacitated, you take 4d6 thunder damage, and you are pushed 10 feet away from the center of the cube when you use the bonus action to move the object. Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Your magic cuts through the air and forms pillars of smoke that protect against wind and fire attacks. The smoke spreads to across a 200-foot radius and lasts for the duration. The smoke obscures a creature’s space except where you specify no space. If you choose to create smoke pillars, they collapse to form clouds. You can shape these smoke clouds so that they face away from you and either side you, one side facing you and the other facing away from you. Each pillar has AC 5 and 25 hit points. When the smoke appears, make a melee spell attack against the pillar that has a successful hit point maximum. On a successful attack, it leaves behind a protective cloud that lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage. Necromancy

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that the elemental sends its way, as long as their pensitude doesn’t overlap. If the elemental commands an action that a creature must take within 30 feet of you, the creature must succeed on a Wisdom saving throw or take 1d6 fire damage from being pushed 10 feet away from you. The elemental obeys any verbal commands that the elemental sends its way, as long as their pensitude doesn’t overlap. If the elemental commands an action that a creature must take within 30 feet of you, the creature must succeed on a Wisdom saving throw or take 1d6 cold damage from being pushed 10 feet away from you. Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice) and has a challenge rating of 4 or lower. The spectral form can’t attack or cast spells. The spectral guardian flies in the air and moves with you, remaining centered on you and shedding bright light in a 30—foot radius. The light it sheds is colored green or violet, and it moves with you. The light doesn’t harm you, but it vanishes when the spell ends. If the light cuts through a creature’s clothing, it vanishes when the spell ends. Abjuration

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Scink

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You touch one willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Scink

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You reach into the mind of one creature you can see within range, forming a plan to attack that creature. The target must make a Wisdom saving throw. On a failed save, the creature is limited in its actions and ability to do what it does. The target’s action on its turn ends for it. It can make another Wisdom saving throw at the end of each of its turns; if it succeeds, this spell ends for it. On a successful save, the spell ends for you. Illusion

Scink

Casting Time: 1 action
Range: Self
Duration: Special

You transform into an undead hound. You can target an enemy creature that you can see within range with an attack using your spellcasting ability and make the attack roll with advantage. Using an attack roll against the hound makes you less likely to deal damage to it, and casting a ranged spell with advantage against it costs you any expended movement. Conjuration

Scink

Casting Time: 1 action
Range: Self
Duration:

Until the start of your next turn, your mental acuity gradually drops to 0. You can use this spell against one creature or another and take a -2 penalty to your attack and damage rolls. Transmutation

Scink

Casting Time: 1 action
Range: Special
Duration: Duration

Until the spell ends, a lich’s melee weapon attack has advantage if its ammunition is on the ground. Using its attack action, or gaining an advantage on your attack rolls when you have advantage on the weapon, makes the attack roll easier and less risky. The weapon wielder also has advantage on saving throws against vulnerability and might-preservation effects. While the weapon is vulnerable to both slashing and piercing effects, it has the lowest possible piercing capacity, and the creature is immune to both. While the weapon is vulnerable to these effects, the creature is restrained and can use an action to make a Strength or Dexterity check (your choice) against your spell save DC. If successful, the creature is no longer restrained by the weapon and can use an action to end the lock by pushing the trigger up or down, or pulling out of the trigger's grasp and pulling it open. If your weapon’s non-laser fire damage increases by 1d4, the weapon immediately stops working and ends the effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage from the Dash spell increases by 1d4 for each slot level above 1st. Evocation

Scink

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates one or more magical portals within range for you or a creature you designate when you cast the spell. An opening can be found on an unoccupied space within range, as long as the opening lasts. When you cast this spell, you can have up to three magical portals open at a time, opening in a random direction on a part of the spell’s duration. When you finish a long rest, each magical portal opens a temporary portal that remains open when you dismiss it. Once a portal opens, the portal’s contents are hidden until cleared. An opening can’t close within 30 feet of you, and creatures can open temporary portals up to 30 feet deep. When you cast the spell and as a bonus action on your turn, you can move the portals up to 30 feet while leaving them open. Evocation

Scink

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell merges several different magical forces together so that a creature of Medium size or smaller in line of sight is centered on the spell’s target. Creatures of Medium size or smaller are unaffected by this spell. If you cast this spell using a spell slot of 7th level or lower, the target’s maximum weight is reduced by two pounds, and the speed of its movement is halved. Evocation

Scink

Casting Time: 1 action
Range: Touch
Duration: 8 hours

This spell grants a creature’s teleportation ability a new form. After being charmed for 4 hours, you can use your spell slot to change the form of another fiend or a humanoid you choose as a member of its race. You can cast this spell using a spell slot of 2nd level or higher, rather than using a slot of 3rd level, or using an attack modifier of 2. When you do so, you can reshape the target’s mind in a manner similar to a magic amnesia spell used by a lich. While you have control over the creature, you can use your own reactions to target other creatures, as if they were its members, instead of using your own. Additionally, if the creature makes an ability check, you have a new ability check that succeeds against your current saving throw DC. If you have no new ability check, the creature has advantage on the check, unless you somehow neutralize it by affecting its magic that checks it. If you have no new ability check, the creature has advantage on subsequent checks that rely on ability checks. Once you have used your new ability check, each succeeding check requires its own new effect; if you have used the ability check of the creature that created it, you must use your new check when you cast it, but you can use any effect from the check that you use on the creature’s ability check to check for a new effect (such as “attack by “explosive bolt”). Evocation

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible for the duration. The target must use an action to dismiss the effect on itself by placing its wand or hand on the target’s head and then ceasing its next attack roll. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You conjure a phantom creature that remains within 60 feet of you. The illusion can be as real as a human head, up to 60 feet tall, and weighs up to 500 pounds. It remains in the illusion for the duration. The shadow doesn’t harm you, and you can use your action to dismiss the shadow without harming the creature or attacking it. While shadowed, the creature can’t move or attack you, but it can take the actions described below to cast spells and use spell attacks. Once you dismiss the shadow, you can use your action to summon the same shadow again if the original one dies before the spell ends. You must speak with your shadow to do so. If the shadow dies within 30 days of casting this spell, you can dismiss the spell. Otherwise, the spell ends for you and your companions. The shadow disappears when it drops to 0 hit points or when you dismiss it. If you cast this spell again, the spell ends for you and your companions. When the spell ends, the shadow disappears from your possession and you and your gear reappear in the shadows in a location you choose. Your shadow can harmlessly linger in the earth or near trees to aid you in your recovery. Necromancy

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature. The target’s soul and physical body become one entity. The target and its shadow must share one creature as a group bonus to its saving throws. It takes 13d8 psychic damage on a failed save, or half as much damage on a successful one. Abjuration

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature that has AC 20 and below. The target’s walking speed increases by 10 feet, and when you reach up to the target and reach for a grip on a difficult terrain covering 1 mile or more on a side surface, it can make a Dexterity saving throw. You make the saving throw in this spell's place, and if it fails, its speed is reduced to half the normal speed until the spell ends. When a creature uses its action to move up or down on a slippery surface, you can either move both ways or rely on your extra maneuver to use the shortest route. Both ways work as normal. The target’s AC is 12, and its hit point maximum is 25. The creature can take the Dash action as an action, and it can make a Dash with advantage if able. If it takes any damage, the creature can use its action to move up or down as part of the move. If it makes a successful Dash with a different weapon (your choice), it takes 4d6 bludgeoning damage and can’t use that action for its entire attack. The creature can finish each attack and not take any damage. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

For the duration, you can see through illusions as if you w paged with an open book. As an action, you can move up to 20 feet in a straight line and then touch a creature to create a mental image of it. Alternatively, you can cause a creature to be frightened of you. While frightened by this spell, a target makes an Intelligence saving throw. On a failed save, a target has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial deception ability increases to 11, and the illusion persists until you dismiss it as an action. Mass Heal 24 Hour This spell turns a willing creature wracked with grief into pillars of crystal. Each 5 foot-radius, 40-foot-high cylinder centered on a point you choose within range grants you resistance to one spell of equal or greater level or a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. On a failed save, the creature’s mood is altered so that it is unable to deal damage until it has rested and a new cylinder appears, as described above, requiring 24 hours to create. Finally, if you cast this spell again, the creature regains a number of temporary hit points equal to half the amount of time it spends resting and performing normal daily chores. Conjuration

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature. You can refine a target's immune to disease, magic missile, or poison magic ability so that it becomes resistant to those effects, up to the extent that you can perceive the target as a disease-resistant creature that also has those diseases affected. For the duration, you can refine a target immune to a disease spell but not to a magic missile or poison spell, as those spells can’t be targeted. Conjuration

Scink

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 2 hours

This spell creates an elemental swarm out of your spell list. Choose a point you can see on a floor, wall, ceiling, or anywhere on the ground within range. The naga swarm moves with it, remaining on the ground for the duration. If the naga swarm overlaps with other spells of your choice and you are within 30 feet of a place where you cast a spell or pick up a spell, you can use your action on the swarm to create an invisible barrier there blocking any spells and other magical effects that would affect it. You can create a barrier up to 30 feet tall and extends across the surface of the floor, wall, or room within 30 feet between you and the place you cast the spell. When you create the barrier, you can direct the strong winds blowing around it blowing in a direction you choose, up or down. Each time you make a melee attack using a weapon, you can choose to make the attack at the edge of the barrier, or Icy spikes or spikes at its perimeter. If you make the attack from a different point on the orb, the attacks cause a disadvantage on the attack roll. If you make the attack from a different magic point adjacent to the barrier, the attacks cause disadvantage on the attack roll. You can use this spell defensively. While the orb is on the ground, you can use an exception to make the attack roll against affected creatures if the exception would allow you to move within 30 feet of the barrier as a bonus action on your turn. If you move within 30 feet of the barrier, you can move through it 1 mile per day, attacking off-kilter. If you move within the orb and reach out to touch it, you touch it, and so on, until you finish a long rest. The orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the spell ends, the strong winds take out most of the barrier, and spells such as flammable earth fall down. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you create one barrier of your choice that lasts until the end of your next turn. The barrier is 1 meter tall and extends across the floor of a 5-foot cube. While active and invisible, a bonded creature can pass through it, though it is incapacitated. While invisible, a creature of your choice that can see through the barrier can’t be targeted by spells or otherwise affected by magic items. If a barrier is created along a creature’s path, that creature can follow through, but would have to use some movement to get through. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A beam of silver light flashes from you and spreads across a room. Each creature under the effect of this spell must succeed on a Dexterity saving throw or take 1d8 radiant damage. The light then passes for 1 minute, after which it dissipates. This spell doesn’t reduce a room’s temperature, so any temperature up to -24 C. (20 F.) remains within the range. Whether the light cuts through wall or ceiling, one creature or one object sinks to 2d10m below the surface. Illusion

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Whispering to a creature of your choice within range, you cause the image to animate and become part of the target’s mental image. Choose an area of light, a place on the ground that is at least 5 feet square, and that is haunted. The target can identify the area as being haunted, create a map of the area, and reveal a hidden treasure or spell if the target would be privy to such a location for its entire duration. The spell fails if the target is already aware of the area’s existence, and the target knows that the spell is deafening it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Illusion

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a spirit that attacks for the duration and crushes creatures on the same plane of existence as you. Choose one creature that you can see within range and that isn’t undead (insignificant others are immune to this spell). The creature must be within 60 feet of you. If you cast this spell on the creature, the spell ends. The creature is friendly to you and to creatures within 60 feet of you, and if the creature is attacking you, you have a second chance to stop it. You decide what action it takes and how many times you have until the spell ends. If you don’t have enough damage to defend yourself, the creature spends its action grabbing onto a hold of you, attempting to pull itself back up to 50 feet. If it successfully pulls itself up to 100 feet, you summon a spectral beast that costs no movement to affect it. You decide whether the beast attacks or leaves a mark on the ground or on the ground itself, as you see fit. If it leaves a mark on the ground, you summon a spectral forest spirit, which spends its action to crack it. Each creature in a 30-foot cube within that area must make a Constitution saving throw. On a failed save, the creature can’t speak or move for 1 minute. On a successful save, the creature speaks only when fighting one or more creatures within 30 feet of it. If the creature leaves a mark on the ground, you summon a spectral forest spirit, which spends its action to crack it. Each creature in a 30-foot cube within that area must make a Constitution saving throw. On a failed save, the creature can’t speak or move for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon a spectral beast of opportunity that attacks for the duration. While this beast roams the air or the ground in the spell’s area for the duration, it can’t attack or take any damage. The beast is inconspicuous and can’t attack or take damage. If the beast w ho drops to 0 hit points, it regains 4 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you summon a spectral forest spirit, a spectral beast of opportunity summoned by nature with advantage when the spell’s duration is extended to a maximum of 10 hours. The spectral forest spirit can enter the natural terrain designated by the terrain planter and moves to where the spell is cast. The forest spirit creates 10 feet of climbing rope for each additional hour the spell lasts. After creating the rope, the tree produces no wood and can be dismissed by it as an undead. The spectral forest spirit lasts for the duration on each of its turns. When the spectral forest spirit enters the ground or the ground in the spell’s area for the duration, it moves in the direction on which it appears. The spectral forest spirit can move across uneven terrain, up or down stairs, slopes, and such. Each foot that it takes to move across a floor or a ceiling is enough to shatter the earth or cause a bonfire to blend into lava. When the spectral forest spirit leaves the ground or the ground in the spell’s area, any portion of the spell that escaped has broken free and remains aloft to cause damage. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for 10 minutes. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. If the target is a plant, it gains a flying speed of 60 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. If the target is harmless, it doesn’t have to make a saving throw. The spell ends if you use a bonus action to dismiss it. On a successful save, the spell ends. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. If the target is harmless, it has resistance to all damage except psychic damage. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. If you have the speed ring, it has advantage on flying. Also, whenever a creature within 30 feet of you hits an affected creature with an attack, the target takes an extra 2d6 damage of the listed type. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to 3d6, and the bonus increases to 5/toughness levels for each slot level above 4th. Evocation

Scink

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a shimmering urn (up to 100 feet tall) appears on the ground within range, and the magic of the spell inscribes runes on the ground around it to represent the current location for the spell. For the duration, any creature that can’t be targeted by spells or who is targeting an unwilling creature to regain hit points, can’t be targeted by spells or who is attempting to cast a spell. The urn includes a message inscribed within it that spells and magical runes repeat when the urn disappears or is no longer on the ground within 10 feet of it, even if no messages are inscribed around the urn. The spell ends early if a shimmering urn (up to 100 feet tall) ’s confines are breached, triggering an uncontrolled spell cast on the urn. Divination

Scink

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a point and infuse an area around it with magic. The area can have a radius up to 60 feet, and the spell ends if that radius is occupied. Each creature in that area must make a Dexterity saving throw. On a failed save, a target takes 10d6 + 40 force damage. If this damage reduces a target to 0 hit points, the target is charmed by you for the duration. A target is also charmed if it stands still while charmed by this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by two for each slot level above 4th. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. Updraft. You cause a sustained updraft within the Ethereal Plane, rising up to 300 feet in a 10-foot-deep slot within range. The updraft increases by 1 foot when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Scink

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Divination

Scink

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, a creature with a +10 bonus to AC or hit points determines a magical nature to its attacks, spells, and other effects. Creatures that use their action to make an attack with a weapon, or an attack that uses a spell slot of 2nd level or lower or that uses an action to use an extra action to take an attack, take a weapon attack, or make a melee attack using it must roll a d10 at the start of our attack roll or take a d12 „ wound (if any) as an action. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature with a reduction to its hit point count (such as a bludgeoning, slashing, or piercing creature) reduces our spell to 0. The reduction can’t reduce a creature’s hit points below 1st. Abjuration

Scink

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, you touch one willing creature. The target’s body becomes transparent and translucent for the duration. The target’s eyesight is changed color from green to magenta, and the duration increases to twenty (20) minutes. The change lasts for 1 minute, after which time the target’s sight becomes dimmed, its hearing reduced, and it can’t move. This spell doesn’t enable a target to become charmed, frightened, paralyzed, or possessed by a devil. Bull’s Hideousness. You touch one beast and gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You can use your action to deal 1d8 necrotic damage to one creature of your choice that you can see within range. You instantly restore 1d8 necrotic damage to a creature that has been charmed, frightened, or possessed by a devil. You can use your action to move a muscle beast up to 30 feet in any direction and repeat the saving throw against this spell. The target must make a Constitution saving throw. On a successful save, it is no longer charmed, frightened, or possessed by a devil. You end all effects on creatures that you can see within range. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

You touch a willing creature and imbue it with magic. Until the spell ends, you can use a bonus action to cause the target to become charmed by you for the duration. Choose one of the actions that you can see before, during, or after the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate three additional objects for each slot level above 1st. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration:

You touch another creature. If the target is Medium or smaller, you and any creature that isn’t within 5 feet of it must succeed on a Wisdom saving throw or become frightened for 1 hour. You can’t trigger this spell on a creature again until you finish a long rest. Necromancy

Scink

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature, either through magical means or a wish spell. The target’s flesh turns into leather, and its bones become spikes. Until the spell ends, the spell grants a bonus to your attack and damage rolls against targets you hit or missed. Transmutation

Scink

Casting Time: 1 action
Range: Touch
Duration:

You touch one willing creature who is incapacitated and wracked by fear. The target’s speed drops to 0. Lo and behold, our fears turn its combat statistics. While its hit point maximum is high, our magic can’t break its vital signs. While its hit point maximum is low, its Wisdom penalty is high, and it has disadvantage on saving throws against spells and other magical effects. In addition, the target can’t speak nor take actions that require movement; if it does so, it must immediately end its movement. If the target w as incapacitated or w injured while casting this spell, any effect that removes a severe poison from it grants a +1 bonus to the spell’s damage and a +2 bonus to its AC. Necromancy

Scink

Casting Time: 1 action
Range: Transcendent
Duration: 1 hour

A humanoid appears within range and can’t be targeted by spells or magical attacks. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage. Conjuration

Scink Transmutation

Scink

Casting Time: 1 action
Range: Transmutation
Duration:

Choose one creature you can see within range and face one danger within 60 feet per day. The target must make a Wisdom saving throw. On a failed save, the target takes 6d8 necrotic damage, and it is blinded for 1 minute. After one minute has passed, the blinded creature can make another saving throw. On a successful save, the spell ends for that creature. Necromancy

Scink

Casting Time: 1 action
Range: TransparentDominate
Duration: 1 Hour

Up until this spell ends, when you make a Charisma check to determine the likelihood that someone will die by magic, you can alter the outcome. If you check against the spell’s outcome using your spellcasting ability modifier, the spell results in the worst case scenario, or the spell’s worst possible outcome, depending on the conditions under which someone will die. For example, if you roll a 6 or 7 on the check, the first condition added to the result, such as if you rolled a 7 or 8, would make the magic fail. If you roll a 5 or a 6 on the check, the magic fails entirely. For example, if you roll a 7 on a check to banish an undead to an unholy location, the spell would fail, only affecting the first creature killed by it. Illusion

Scink

Casting Time: 1 action
Range: Unearth
Duration: 100

Concentration, up to 1 hour This spell creates ten odd objects within reach, all of which can be picked up and used as weapons. At the end of each of the 10-foot-radius pieces of magic stone, a Tiny tree that you choose must also go in the area or appear in the area of a creature within the radius. That creature provokes a chain of events that can lead to the objects appearing. The objects might be magical items that are held up to security or mundane goods, mundane goods that aren’t worn or carried by others, or mundane objects known as implements. It can be thought of as a simple task performed by a wizard to cut a magical item from an ordinary item and put it into a particular tool used by the creature. A creature that uses its action to make a melee attack against a creature within 5 feet of the item or its component can use its action to attack another creature that is within 5 feet of the item or its component makes a successful Intelligence (Investigation) check against your spell save DC to disbelieve it. Transmutation

Scink

Casting Time: 1 action
Range: Unified Bond
Duration:

You gain a new magic item as you fill up your shop. You must have reached 6th level (or higher), which means that you use magic items from that spell slot to make a new magic item. Using a 2nd level or higher magic item creates a 3rd-level magic item, which you use to create a 3rd-level item. When you make the item, you can use your spellcasting modifier for the slot you use in the magic item magic item, rather than the item’s level. The magic item can have up to three uses in it’s slot. As an action, you can dismiss the use of the magic item. It disappears into silence. The sound of a scythe, crack of a clump of boots, or the crack of a club can be heard within 60 feet of the point you chose. Transmutation

Scink

Casting Time: 1 action
Range: Units: Arcane FocusDuration: 10 minutes
Duration:

Transmutation

Scink

Casting Time: 1 action
Range: Unlimited duration
Duration:

A line of strong lightning flashes down from above, forming a circle over a point you choose within range. Each creature in the cone must make a Dexterity saving throw. On a failed save, a creature takes 1d10 lightning damage. A creature takes 20d10 lightning damage on a failed save, or half as much damage on a successful one. Creatures are also prone when they make the save. Creatures that are knocked prone while in the circle take 1d10 lightning damage. Creatures can’t be targeted by this spell. When you cast this spell, you can direct the lightning up to 30 feet in a direction you choose, making the line a dot on the ground, up to 30 feet long, and 5 feet wide. To a creature blinded by lightning, the line instantly appears behind it, mimicking the way lightning strikes. The line can penetrate barriers, between walls, and even between trees in the area. During the spell’s duration, you can direct the line up to 30 feet in a direction you choose. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can direct the line up to 20 feet in a direction you choose. If you create a bolt of lightning that strikes a creature or an object within range, the spell can direct the bolt to strike that creature or object. Evocation

Scink

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create a magical staff of flame that hovers at an angle and floats in the air. Until the spell ends, the staff emits faint flames. If you cast this spell without first preparing spells for long enough to activate it, you make the fire appear like a regular flame, but instead of radiating light, it creates a puff of flames with 10-foot radius and ends your next spell attack against a creature within 5 feet of it. Transmutation

Scink

Casting Time: 1 action
Range: Unlimited duration
Duration:

You create one of the following effects within range: - You create an instantaneous puff of wind in which the wind you choose must pass at least 10 feet of wind away from you, and the puff lasts for the duration. - You create a puff of strong wind of opportunity in which the wind is nearly horizontal and is 5 feet per side, extending from behind you and at least 100 feet in every direction. The wind lasts for the duration. - The puff of wind reaches 60 feet long and lasts for the duration. - You break any glass you create that isn’t tipped with fingernail bristles, creating a puff of crackling, crackling, and/or crackling fire that lasts for the duration. - You change the direction and intensity of any flame that roars or moves in the area. (the maximum extent of which can be determined by studying the flames' movement during its movement, as well as the way the flames move and attack when they respond to your command or as a result of reactions given.) - You create a small chill on any creature that isn’t there when the effect occurs, making it immune to the effect. - You create a harmless rustling sound in the area, causing creatures of the type you designate to rustle in response. Transmutation

Scink

Casting Time: 1 action
Range: Unlimited Range
Duration: Up to 1 hour

This spell shapes or shapes shapes up to three creatures of your choice within range. You can make a nonmagical construct any size you choose, transform it into any other kind of creature, or make a Huge or smaller creature appear larger than it is. Finally, you can shape a creature’s facial structure so that it appears larger than it is, provided that you have the appropriate equipment and spell slots. You can create such a creature by shaping or sculpting a creature’s facial features, for example. Using a nonmagical construct as a model requires you to have at least 1,000 hit points. To shape a creature’s facial structure, you must have seen it at least once, or it can’t appear human or otherwise at all. If you use a construct as part of casting this spell, you can animate the creature and re-animate it as a result of being transformed. It takes 10d8 + 1 hit points for it to become human again. You can’t use this spell to create a unicorn or a dancing unicorn or a unicorn—only a true duplicator of a creature’s form, possessing its equipment and skills. Illusion

Scink

Casting Time: 1 action
Range: Unlimited
Duration: Until dispelled

You choose a password that you can understand, that doesn’t rely on magic, and that doesn’t rely on any special magical means. That password must be truthful and lasting. For example, if you know the password to the bedroom door in the book, you are allowed to enter if you are able to read the password. If you can read the password, but you are invisible to other spellcasters, you can use a bonus action to assume a true mirror image of the locked door. This spell destroys false mirror images if the effect is permanent, nonmagical, or the password is too long. As a bonus action on each of your turns, you can change the password. If you change the password, and then create a duplicate of the same password, that duplicate copies the password you created and damages you if you resist its damage (if any). You can use a bonus action to create a duplicate. The second time you use this spell on a creature or a part of a creature, you can reroll any roll made to create a duplicate. If you rerolls my own, or the DM rolls a 4 or 5, the duplicate is an illusion and can’t appear in my presence. While created by duplicates, spells or other magical effects can’t be cast on the duplicate. A created duplicate destroys illusions and other illusions that aren’t protected by an area of magical darkness. A created duplicate can’t be bound by an arcane lock on its surface. At Higher Levels. If you cast this spell using a spell slot of 8th level or higher, you can create 30 temporary spells from a password that you can understand, create one of them, and then cast that spell again on it. You need not use these spell slots to cast these spells. The temporary spells can be created or destroyed by other means. For example, you can create two temporary spells from the same password that can’t be damaged or duplicated by spells or other magical effects. Then cast them again on the same creature. Conjuration

Scink

Casting Time: 1 action
Range: You create or mimic a creature’s intelligence and capabilities. For the duration, the creature can perform any skill or spell of a level that it doesn’t already have, and it has advantage on any Wisdom (Perception) checks it makes to discern hidden creatures. While the creature is intelligent, it has disadvantage on Wisdom saving throws and Intelligence (Investigation) checks its Intelligence (On hit) check equals 10 + its proficiency bonus. When you cast this spell, you can target something as small as a finger for its intelligence and spellcasting ability, and you can cause the creature to make an Intelligence saving throw. On a failed save, the creature can only understand one language of a language other than English and can’t speak any language other than French or Spanish. The creature can’t cast spells other than those cast by you, French or Spanish, and can’t receive benefits from magic items associated with that language, including those of the language of your choice. The creature also suffers from severe sleep deprivation, so it can’t take appropriate actions while under the effect of this spell. When you cast this spell, you can dismiss any effect that targets the creature with an instantaneous stop, banish, or demure dirge spell.
Duration:

Abjuration

Scink

Casting Time: 1 action
Range: You touch a creature or a material object. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration:

Conjuration

Sereisk

Casting Time: 1 action
Range: 10
Duration: 10 Hours

You create one of the following effects within range, mimicking the appearance of another creature’s attire’s attire. You can create this effect by casting this spell without first attempting to cast a spell. The effect requires a willing creature’s Wisdom score to create. If your creature fails its saving throw without first attempting to cast a spell, the effect is suppressed for 1 hour or until the target recuperates. Evocation

Sereisk

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell shapes a sphere of unknown power within range centered on a point you choose within range. The sphere lasts for the duration or until you dismiss it as an action. It shapes an area of water or air, as well as a lump that is a small obstacle on the ground that the sphere blocks. The sphere is immobile when you cast this spell. The sphere can deal 1d4 + 1d6 force damage to you if you are within 10 feet of it. If you do so, it tears through any barriers created by the spell, and it makes a melee attack roll against a creature within reach. On a hit, the target takes 1d12 force damage, and it has advantage on any decision made before then. Conjuration

Sereisk

Casting Time: 1 action
Range: 10
Duration: 8 Hours

When a Huge or smaller creature you choose comes into contact with another creature, its speed increases by 10 feet until the spell ends. Until the spell ends, you can use a bonus action while you are conscious to move up to 20 feet as part of maintaining the move. While you are conscious, the extra speed prevents you from using up extra movement, so it is best to keep your movements limited to these moves. Your movement while conscious is also audible. If you are concentrating on a spell and you are touching the ground when you use your movement, you can make a Wisdom saving throw. On a failed save, you fall prone, and if you do so, the spell ends. If you succeed, you fall prone again, and so do the creature that you used to attack or cast the spell with, rolling to regain the attack or damage, or choosing a new hit point type. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to two Force Touch attacks, instead of the normal one. Transmutation

Sereisk

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You utter a groan. You or one of your companions or a creature within range comes within 60 feet of you and either screams, groans, flinches, writhes, stomps on the ground, or appears asleep. Until the spell ends, the groan can be heard within 30 feet of you. The sound can be heard through windows, doors, and other openings. When the groan occurs, each creature within 5 feet of you must succeed on a Constitution saving throw or take 1d6 thunder damage. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Evocation

Sereisk

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 year

A creature of your choice that you can see within range and that can fit in a 5-foot cube—including you, if you choose—is charmed for the duration. The target can be a creature or an object capable of being animated, such as a stick or a tool, but it can’t be wielded or carried by anyone. You can use your action to mentally command the creature, telling it to make a line of sight straight ahead along a fixed course of stone or metal and to move as if it were climbing. You can direct the creature’s movement by saying a spell spell that you know it can’t affect, such as the polymorph spell, which takes 1d4 + spell level, or the polymorph weapon spell, which takes 1d4 + spell level. You can also direct the creature with the verbal command to defend itself against hostile creatures (including you), especially those that can’t reach into its space or speak its nature language. When you command the creature to move, it automatically moves in a direction you choose, up or down, whether you are spellcasting or creating a spell, up or down, though it can’t move over obstacles, fallen creatures, or other moving things. You can’t specify a specific direction or cast a spell while the creature is charmed, though it does so automatically. The creature doesn’t automatically obey your verbal commands, such as “attack or flee」, and you can’t verbally command the creature to move to a place where it would be attacked or frightened. The creature is also limited in the actions it can perform by the nature of its surroundings, so it can't jump or run, use thrown weapons, or attack or shield creatures. You can’t decide where in the creature’s space a weapon or shield would land, which would be impossible under the circumstances. On occasion, you can choose to cause the creature to use its action to attack or take the attack of its own volition, using whichever weapon’s hit point maximum is available or the creature’s hit point maximum. Transmutation

Sereisk

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You invoke the Spirit of Thorne to defend you. Choose one creature that you can see within range, and choose a Large or smaller target. That creature must make a Charisma saving throw. The creature’s base attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it suffers the attack's normal effects, such as insanity or exhaustion, for the duration. The creature takes 10d8 necrotic damage, and it is blinded. The creature can use its action to exhale one of the following gasps of terrible pain at the target: acid, cold, fire, lightning, poison, or thunder. The pain is gentle, lasting for 1 minute or until the target drops to 0 hit points. The pain is audible when the creature first starts moving and when it’s within 60 feet of the target. As an action, you can move the creature up to 30 feet in any direction and repeat the saving throw, ending the effect on itself on a success. If you create a vortex created by arcane wave or by an unknown source other than lightning, the creature that created it must make a successful Constitution saving throw. The creature is pulled toward you and pulled 5 feet away from you in a direction the creature chose as your vortical vortices lead it. You decide where the vortex starts and where it leads. To a creature entering the vortex from a different direction, you cause it to travel in the opposite direction of where you cast the spell. Once on the same plane of existence as the creature, the creature returns to its plane of origin, and if it’s still within 30 feet of you, it reenters the vortex for the duration. If it reappears within the vortex in the same location as you, it reenters the vortex for the duration If you cast this spell while you are incapacitated, your spell fails and the vortex is created while you are incapacitated. It reverts to its original plane of existence, and once on the same plane of existence as you, it returns to its plane of origin, moving up to 5 feet in any direction and 5 feet tall . After 25 days, however, the vortex drops to 0 hit points. If it remains on the ground for any length of the duration, it reverts to its normal state. Once on the ground, the vortex has an area of instability, centered on it. The vortexes these days have a 40-foot cube with a 40-foot diameter and 20 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 cold damage, and it has disadvantage on attack rolls against targets within the vortex. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 for each slot level above 6th. Evocation

Sereisk

Casting Time: 1 action
Range: 1
Duration: 1 Hour

You create a magical restraint between you and a creature that is friendly to you. The creature must succeed on a Wisdom saving throw or take 1d6 restrained effects damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration for each restrained effect effect increases by 1 hour for each slot level above 1st. Illusion

Sereisk

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell creates a magical barrier between you and your fellow elves. Choose one creature that you can see within range and takes 3d6 radiant damage as a radiant bonus on each of your turns. The creature can make a Dexterity saving throw; it succeeds. If you cast this spell again, the barrier doesn't fill 5 gallons of water; instead, it fills 1 square foot of floor space and causes 5 radiant damage. The spell ends if you use a spell slot of 4th level or higher, or the barrier is broken or the spell has no effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Evocation

Sereisk

Casting Time: 1 action
Range: 14
Duration: 2 hours

You awaken a creature you can see within range (typically a temple, an emissary, a den of demons, or a pit trap) that does not have a staff or other magical staff or item visible beneath the surface. For the duration, the creature’s weapon regains 3d4 + 1 hit points. While the creature is within 1 mile of the source of the blast, it can use its reaction to make two attacks with a staff of your choice known to you, using the shortest one successful. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Protection from Evil. Necromancy

Sereisk

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell lets you see directly into the Astral Plane, the plane in which you reside. For the duration, you gain a 20-foot cube of horrid clarity centered on a point you choose within range. This darkness is invisible to all creatures except for ashiptus miradas. Asleep creatures and illusions can’t take notes or hear you. Under such circumstances, you have disadvantage on ability checks and saving throws. Asleep creatures and illusions can’t take reactions until the spell ends. Asleep creatures and illusions can’t take reactions to more than 1 minute of awakenment. An Asleep creature or an Asleep creature that succeeds on a saving throw is freed from its sleeper state and can’t make another saving throw until the spell ends. Asleep creatures and Animated Objects can’t be revived after being Asleep. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create an additional 5-foot cube of shadowy gloom centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes frightened for the duration. While frightened by this spell, a frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time the spell ends, a dire wolf appears in the area that was once within 5 feet of the center of the cube. The dire wolf is friendly to you and carries with it all who it enters. Whenever the dire wolf completes a long rest inside the cube, it disappears. Conjuration

Sereisk

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell summons a spirit that assumes the form of a loyal, majestic beast of your choice that fights as your faithful servant. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a sabertoothed tiger. The new form can be any beast you have seen whose challenge rating is equal to or less than the beast’s (or the beast’s level, if the beast doesn’t have a challenge rating). The beast can’t be a celestial, a fey, or a fiend. The beast has the statistics of the chosen form, though it is a celestial, a fey, or a fiend. The beast has the statistics of the chosen form, though it is a celestial, a fey, or a fiend. Divination

Sereisk

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You manifest a miniature version of yourself that is bonded to your life force. Appearing in an unoccupied space within range, the miniature form can be any beast that you choose, and it gains a +2 bonus to AC, including against the triggering attack roll. The creature is also immune to poison and psychic damage, and it gains the ability to make Constitution saving throws, as long as it takes no damage from the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +3. Transmutation

Sereisk

Casting Time: 1 action
Range: 15
Duration: 10 minutes

Used to deal damage to a creature or an object within range when using magic items, spells, or other magical means. The spell targets one creature or object that you choose as your target and instantly takes effect when you use your action to cast the spell. The spell does not target a creature or a magic item. If you cast the spell on a creature or a magic item that you have picked as your target, the spell ends, and all other effects on the creature or item end with it being charmed. Transmutation

Sereisk

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You utter the whisper of a tree, the soft thud of a rock against the torchlight from your forge. For the duration, the bark gives you +20 to AC against nonmagical bludgeoning, piercing, and slashing damage. Additionally, if you pass by any creature that is trying to cast a spell or use any means to audibleize something trying to cast a spell, your voice rings out in a whispery whisper as if the spell were being uttered. All that remains of your voice should it reach any creature. Conjuration

Sereisk

Casting Time: 1 action
Range: 1 day1
Duration: 1 day

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Sereisk

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 hour you use your action to dismiss a creature within range. You can use your action to dismiss the creature in the same way you used your action to dismiss a creature of your size or smaller. Conjuration

Sereisk

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

For the duration, you can use your action to create a line of thunder in a 60m cube on the ground within range. You can create this line as a bonus action on each of your turns after you cast this spell. You must specify the direction you want the line to go, or it will fly. At the top of your turn, you can either move up or down to follow me. The line lasts until the spell ends. If you move over a pit or cliff, the line moves along the ground, forming a horizontal bar that bears down into the ground under your effect. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the diameter of the line increases by 5 feet for each slot level above 6th. Thunderbolt Touch Concentration, up to 1 hour This spell imbues a creature it strikes with a powerful thunderbolt grants it the ability to reach higher levels. The thunder lasts for the duration, and it deals an extra 1d4 thunder damage to the target whenever it attacks or casts a spell. Thunder of Antipathy 120 Instantaneous You hurl an enemy within range with a thud and a/a fury that rouses the creature to action. Choose one creature that you can see within range and line up a counterclockwise clockwise motion with it to strike the enemy. As a bonus action on each of your turns, you can use a bonus action to launch both trues. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

This spell allows you to cause one creature to make a Wisdom saving throw. On a failed save, the creature takes 3d6 psychic damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and is blinded for 1 minute. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (this spell can last up to 1 hour)

Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration: 1 HourYou take 1d6 necrotic damage.

2 Hours 3 Hours Concentration, up to 10 minutes Instantaneous Up to ten undead creatures you can see within range become undead. The spell can target one creature or one object or another. The target must succeed on a Wisdom saving throw or become undead for the spell’s duration. The target must be within 30 feet of the target at the time the spell ends. The target must be within 60 feet of the target when the spell ends. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration: 1 minute

You create a small, opaque, translucent sphere of light. Choose one creature you can see within range. Any creature that ends its turn within the sphere must make a Dexterity saving throw. It takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful save. Transmutation

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Casting Time: 1 action
Range: 1 hour
Duration: 1 ounce.

Transmute one object, a creature, or a creature of one kind of size or type of your choice that you can see within range. The object or creature must fit within a 5-foot cube. When you cast this spell, you choose an object or creature that you can see within range. It must fit within the same space as you or be within 5 feet of you. The object or creature must be within 5 feet of you when you cast the spell. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can designate any object or creature you choose that you can see within range. Constructs and undead are not affected by this spell. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

1. You create a portal in any space within range that you can see within range. The portal is 20 feet long, 20 feet wide, and 2 feet tall. Any creature in the portal must make a Constitution saving throw. On a failed save, it takes 2d8 necrotic damage and is blinded until the spell ends. On a successful save, the spell ends. You can also end the spell on a permanent object or a nonmagical object. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

A Large humanoid appears and attacks. The creature either succeeds or fails a Wisdom saving throw or is pulled up to 10 feet further away from you in a direction you choose. The creature’s AC equals at the start of your next turn, and its hit point maximum is reduced to 0. The creature rolls a d 0 and adds its Strength score to the roll, and it uses its reaction to move away from you as described above from the starting side of the creature to the wall. If the creature ends its turn in the wall's path, it doesn’t need to move. If the creature starts its turn in the wall’s path at a point you choose, the creature doesn’t need to move; it just stands there, taking damage. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

A shadowy figure appears in the shape of a hand, hovering in front of a small window. The figure moves slowly and with a faint groan, as if it wanted to. Make a ranged spell attack against the hand. On a hit, the hand ends its turn and is incapacitated. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a creature within range. You cause an undead creature to gain 1 hit point and become diseased until the spell ends. An immune creature to this effect is also charmed by it, sending the creature spiraling downward in a straight line toward the source of your spell’s electricity. An immune creature is loyal to you, remaining so long as it treats you well, obeying your commands and following your instinctive desires for the best conditions to occur that will bring about their survival. If the condition for this creature to survive is nonmagical, the creature must take a -2 penalty to all attack rolls and saving throws, and it must use its reaction to take 4d10 radiant damage on a failed saving throw or take 4d10 acid damage on a successful one. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration: Concentration, up to 1 hour

You fill a wicker pot with steam and pour it into the pot's vessel. A creature in a 30 feet radius behind the wicker pot must make a Dexterity saving throw. On a failed save, it takes 8d6 fire damage and 10d6 radiant damage, and it has disadvantage on attack rolls against you this turn. You can extinguish the fire by using a torch or by targeting a candle with torches when the wicker pot fills. If you do so, radiant damage increases by 1d6 when you finish casting this spell, and your spellcasting ability with torches increases by 1d6. When you use your action to do so, use your action to shake the wicker pot up to half volume and pour it back into the wicker pot. The wicker pot instantly extinguishes fires created by a spell of its type and has advantage on all saving throws. If its fire destroys a material object within 5 feet of it, you create a spark that lasts for the duration and extinguishes all fires created by a material object within 5 feet of it. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates and amplifies the dreams of dead creatures. Creatures who aren’t conscious during the casting time are awoken automatically by this spell. The spell ends if you choose a creature or a material component, if you cast this spell without first gathering enough material to cast the spell. Illusion

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Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an undead servant. Choose one beast or humanoid that you can see within range, whose challenge rating is equal to or less than the creature’s level. The creature can be a Huge or smaller beast, a fey, a fey giant, a fey demon, a fey undead, a fey fiend, a fey undead servant, or a fey skeletal or fiend (your choice which feth and hit points the creature has are undead). The fey creature is harmless, and it obeys any verbal commands that you issue to it (no action required by you). The fey creature can be killed by slashing damage or starvation damage (your choice which creature’s hit point maximum is reduced to 0 hit points). The fey creature takes damage of your choice that can’t reduce its hit points below 1. The fey creature might come into auto-equilibrity with you, attacking when the spell ends. If the creature starts its turn attacking you, it is automatically killed. When the spell ends, the fey creature ends its turn if it takes any damage or if any of its hit points reduce to 0. The fey creature is hostile to all creatures. At the start of each of its turns, it rolls a 10 and ters the number of creatures within its reach. The fey creature stops moving and stops attacking at the end of each of its turns. At the start of each of its turns, it attacks you, causing a wound to open on its head, or it rolls a 5 or 6 and stops moving. It is unable to move on its own for 1 hour. After 1 hour, the fey creature stops moving and stops attacking. If it withers, its limbs or any parts of its body are severed. The fey creature can’t leave its home plane, and its plane of existence is split into multiple planes. Each of these planes has its own challenge rating. A fey creature is one creature whose challenge rating is equal to or less than the creature’s level: bard, druid, wizard, psychic, or martial artist’s level. When a creature reaches its maximum level for the first time on a turn or starts its turn there, it can roll an 11 or higher and add it to the roll. The creature automatically succeeds on all saving throws, and the spell ends before the creature finishes a long rest. The fey creature can move about freely in the air, difficult terrain, and even underwater, but it can’t attack or use reactions. The creature is limited in the actions it can perform by the nature of its body, and it can’t speak or read. The fey creature lacks the ability to speak in flight. While in this form, the creature can cast spells using a reach of 10 feet, but it can’t do so unless fully supported by armor or some other means. It relies on its senses to make its decisions, and it can see only through walls and doors. While in this form, the creature can see and hear a number of creatures equal to your choice that are within line of sight within 60 feet of it. Creatures that can’t see or hear you must succeed on a Wisdom saving throw, which you must repeat on each of your turns, though this save requires you to use your own reaction, not the creature’s. If you succeed on a saving throw, you can move through difficult terrain created by a creature’s Strength saving throw, only to fall at the last opportunity to stay in the wall or to the ground. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

This spell provides a brief sensory boost similar to waking up a sleeping creature, mimicking the sound of footsteps, to a location you specify within range. When you cast the spell and as part of the casting, you might hear footsteps behind you, a whimpering whisper, or a rustling in the grass. You might hear the rustling of grass, a rustling of leaves, or some other rustical sound. Nothing could be heard through the rustication or awakening spell, but if the spell is ended within 24 hours, the spell ends. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration:

This spell wards off magic in any way possible, including through a hole in the ground, to create a permanent, silvery shield between you and the warded area. A permanent shield is an object made of magical force that lasts until the spell ends. If you cast this spell and its effects end, a magic circle of spectral energy appears in the space you currently occupy that you can see. This magical circle lasts until the spell ends or the barrier is broken. When you cast the spell, you can use your action to project the magic circle onto an object within range. You can use your action to cast the spell anywhere on the ground, on a floor, or under tables and other surfaces. You can move the magic circle up to 30 feet per round in any direction you choose. While this magic circle lasts, objects created by spells or effects created by magic words can’t partially protect you. When you cast the spell, you can banish the magic circle to a place of your choice that has it. You choose a point within range. You can create a teleportation circle or a portal between two points on the same side of the portal. To a creature moving between the points you create a horizontal and a vertical barrier, or you can create a ramp that is both ways. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to locate a certain object within range. A creature must make a Wisdom saving throw. On a failed save, a creature takes 8d6 psychic damage and must use its reaction to regain hit points equal to half the number of hit points it has at the end of its next turn. A creature must make the saving throw at the end of each of its turns. If it succeeds on this saving throw, it gains the benefit of this ability once per day. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken a creature you can see within range that takes fire damage equal to 1d4 + your spellcasting ability modifier. You can use your action to extinguish the fire in the creature’s location, within 30 feet of you and on a second charge that starts with a new spell of 3rd level or lower, on the target. That spell then ends on the target. The spell damages nearby creatures that you can see within 30 feet of the target. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life on the spot within range, if you touch a corpse or an object that weighs up to 1,000 pounds. This spell's power is extended to match any corpse it touches. The spell can end offs or restores to a corpse no later than the spell ends. The spell can’t affect an object stored there or a creature’s gear. When the spell ends, your mind reaps its full potential, and the spell ends for you. If you cast this spell again, the effect of the spell ends for you and any object you touch is no longer under your possession and doesn’t disappear. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You bring a creature of your choice that you can see within range to a neutral spell or an area of effect that you can see within range. The creature can’t be charmed or frightened, and it doesn’t benefit from any special benefits from a target’s ability score. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You call forth the spirits of the dead to serve as spies and healers for your cause. Once per round as a class quest, you can recruit one additional creature for the spell. The creature must be within 60 feet of you when you cast the spell and can be contacted by any creature that you call patron. It obeys all your spoken commands and can understand your language, though it lacks the Intelligence and Wisdom components of your weapons. The creature has advantage on Wisdom saving throws and Intelligence and Wisdom saving throws against your spell save DC. Whenever you cast a spell targeting this creature, you can create a special bond with one creature (the bond lasts until the spell ends) between you and the creature. While the bond lasts, you can use a bonus action to cause one of the following effects on the creature’s w illing. You can affect the creature only once by striking it twice, and once again by using up to two of the creature’s Strength and two additional orcish’s Strength and two additional orcish’s Constitution levels. When you use your action to affect one creature, choose a creature type: charmed, fey, fiend, or undead. You manipulate the creature to appear as a fey or a fey giant, or you can shape the creature so that it is bipedal and tall enough to defend itself from enemies armed with long swords. You animate and appear as if you were in their space (no action required by you). You can also create fey traps, which contain fey gear and other traps, that can reduce the size of fey traps to none. As long as these fey traps remain in place, they don’t fall. When you create a fey trap, you can use your action to create one of the following effects within range: You cause a fey beast to make a Wisdom saving throw against your spell save DC. If the fey beast is not blinded, it has advantage on saving throws against being frightened. If the fey beast is charmed and has a high Wisdom score, you have advantage on that saving throw. You make one creature’s talismanic gesture, which is audible within 300 feet of you and can’t be duplicated by other creatures. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You call upon an elemental force to aid you in overcoming your physical and magical barriers. The spell can be cast multiple times. Each time you do so, you can halve the duration of the spell by up to 1 hour. You can use a bonus action on each of the starts on which you cast the spell. 2 Hours Concentration, up to 10 minutes You conjure up a sphere of magical energy for the purpose of casting the spell. You can only use one sphere at a time. The sphere can be anywhere in the room, and you can use your action to create one of the following effects within it: Construct, Huge or smaller, up to 10 feet tall or smaller, has resistance to bludgeoning, piercing, or slashing damage. The sphere can be up to ten feet in diameter, and has hardness 5. The sphere is harmless to creatures within it or to you. Construct and Huge creatures take 1d8 bludgeoning damage for every 4 feet the sphere is in the space within. When you cast this spell, you can place a sphere of magical energy on a surface that fits within 1,000 feet of the spell’s location. You can use a bonus action to place a sphere on a surface that fits within 1,000 feet of the spell’s location. If you do so, the sphere is moved by the same speed as the spell. When you cast this spell, you can have up to 10 spheres created and up to ten created at a time. The spheres can’t be moved. You can also target one sphere in a space that you can see within range. You can use your action to create three spheres in a space that you can see within range. You must designate what sphere you wish to make. If you cast this spell on a creature that doesn’t have any of the sphere’s in that space, it takes 3d8 bludgeoning damage on a failed save. If you cast this spell on a creature that doesn’t have any of the spheres in that space, it takes 1d8 bludgeoning damage on a failed save. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You cause a Large or smaller creature to become charmed or frightened. For the duration, the target has advantage on Intelligence checks and saving throws, and can see through walls as if it were invisible. Enchantment

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Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to three humanoid servants to appear within range for the duration. You can make one servant appear in any room within 10 feet of it and animate as a Huge or larger creature. The servants can beheaded in unoccupied spaces or magically transported to any other room within 10 feet of it. When you create the spell, make an ability check using your spellcasting Ability bonus. On a success, you immediately dismiss the casting. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a creature’s color. The target becomes invisible until the spell ends. Then it becomes a translucent gem with a translucent radius that lasts until the end of your next turn. When the gem drops to 0 hit points, any creatures or objects it contains cause an instantaneous teleportation spell to use immediately after, with a 10-minute window of opportunity for failure. If you cast the spell and have cast it multiple times, you can have up to three creatures or objects magically linked to the gem visible to the target. If you have cast it once, you can have up to three creatures or objects linked to the gem visible to themselves. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You choose an area of magic or stone that you can see within range and that fits within a 5-foot cube and stands on a solid surface within range. You manipulate a solid object weighing up to 500 pounds (approximate weight: 300 pounds). Until the spell ends, objects that end its duration on that surface can’t fit inside it. You can also manipulate an open container weighing up to 500 pounds (approximate weight: 300 pounds). The container can be lifted up to 5 feet off the ground. If you have the celestial heritage, you can speak the alchemical name of Blur (’blur’), and any creature that speaks the alchemical name gains a +2 bonus to its attack bonus and damage rolls against you. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You choose light, moderate, or dark illumination within 30 feet of you for the spell’s duration, ending the spell on you. Light 10 Days Light is cast on a creature that you can see within 30 feet of it that you can see 100 feet away. Creatures and objects in the area are affected by the spell for each 1,000 feet it takes to leave the area and then remain where they are. Reducing a creature to 0 hit points results in no impact to this spell’s damage type, and so it doesn’t take any damage at all if you strike it with a slashing weapon. Slow undead 120 Concentration, up to 1 minute Until the spell ends, a slow undead servant moves with you, appearing on the ground or hovering briefly above the ground. It remains there for the duration and can use reaction to move up to 20 feet in a straight line, avoiding detection by nonmagical eyes that aren’t trained in detection. It can use reaction twice before it can move again. If it does so, it stops moving and must first find another route to reach the creature. If it doesn’t move, it takes the Dash action and makes another Dash before it can move again. While a slow undead servant is in this way, you can’t use any action you take to move more than 20 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 5 days, to a maximum of 100 days (at 5th level, you can extend the duration by another spell slot level). When you use a spell slot of 8th level or higher, the duration increases to 24 days, to a maximum of 100 days (at 11th level, you can extend the duration by another spell slot level). Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure a ghostly creature of your choice that is Medium or smaller. The target must make a Wisdom saving throw. The target takes an extra 1d8 necrotic damage when it enters the animate dead state, and the spell ends on a successful save. The spell mimics some other undead spell. To see a creature who is a descendant of a celestial, fey, or fiend (your choice) in this spell, the target must have descended from a celestial or fey god. The creature must meet the requirements for descent into darkness, such as attaining darkvision and attuning to darkvision. The creature descends only if the creature is Medium or smaller. If the creature is larger than Medium, the spell ends for it. The creature doesn’t need to descend to be in the same plane. Necromancy

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical beast within range that is physically strong enough to stand up to physical attack, and that has a Strength score of at least 1. It isn’t light, but it has a Medium speed of 30 feet and a Medium claw length of 3 feet. The beast is friendly to you and your companions for the duration. The beast can enter and join your party, and it can’t take any actions that would cause it to leave your control. If the beast attempts to ram its way into a human’s tent or a group of soldiers’s camp, it instead rams its way through its gear and into its tent. If you control the beast enough times throughout the duration, you can ram the beast’s way through any number of creatures' spaces but no more than once. The beast isn’t restrained by barriers as a result of ramming. Instead, it is restrained by a layer of insubstantial cloud of smoke that covers its space. The smoke partially obscures its surface but obscures its way for miles at a time. Any creature that is immune to being obscured must succeed on a Strength saving throw or take 1d6 bludgeoning damage as a bonus action on your turn to maintain it aloft until the spell ends. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical effect that shapes what happens within range. You create either poison or a calming effect that lasts for the duration, up to 10 days. You can use a spell slot of 3rd level or higher to create both a calming effect and a poisonous one. You can create either a calming effect or a calming poison. The two effects can be produced at the same time, or one spell slot can be occupied depending on the nature of the spell and the type of effect created. For example, a calming effect created with a non-brilliant spell might target plants or animals that aren’t made of plant material that can be affected by certain plants or animals, such as the poisonous vines or bark of the succubus. Both effects can be mitigated through the use of the calming effect. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical item. You can cast the spell as an action on a piece of wood, stone, or some other material component that you can see within range, and it becomes the item for the duration. The spell ends if the item is no longer in play. For example, a piece of wood, stone, or other material component that you can see that isn't in play can be restored to its original condition. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical object or object of magic power that can be held or carried by one or more of your companions. The object or object is made up of different types of material: stone, metal, wood, or wood-based material. You can create an object or object of a certain type by using a spell slot of 1st or 2nd level. You cast the spell as a group. You can choose one of the types of material to create. An object of the type you choose is made up of 1 inch or less of stone, 1 inch of metal, or 1 inch or less of wood. An object of the type you choose is made up of 1 inch or less of metal, 1 inch of wood, or 1 inch or less of wood-based material. The spell can be cast as a group. If you cast the spell as a group, you can make one additional copy of the object for each of the material types you have seen. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical potion of unknown origin within range, imbuing it with magic that lasts until the end of the creature’s next turn. The potion is imbued with a harmful effect, such as a poison, that would poison a creature before the spell ends. The potion lasts for the duration, and it is imbued with a similar effect. For the duration, a creature can’t take any damage from magic or have any resistance to magic damage. The spell ends if you cast it again before its normal duration is up. If you cast it again before its normal duration is up, the effect lasts for the duration, at which it would normally end. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic circle centered on a point you can see within range. Choose one of the following effects when you cast the spell: You create the circle by casting the spell. You can also cast the spell multiple times. You can choose to create any circle that is larger than 1 inch in any direction. You can also create a circle that is 1 inch in any direction. The circle can be any shape shape, including a cube, a cube of wood, or a cube of stone. The circle extends beyond the spell circle and is not affected by any of the following effects: When you cast this spell, you can create a gateway of sorts that extends into the space occupied by the circle. You must designate where the gateway is located on the DM's description of the spell. You also must designate where the gateway is located at the time the spell is cast. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create an illusion of your former self in one place. You may cast this spell multiple times. The illusion lasts until the spell ends or until you dismiss it as an action. The illusion disappears when you dismiss it as an action. The illusion remains in this place for the duration, and you can change your appearance and personality to appear as normal. The illusion can be accompanied by no more than 10 other people. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a portal from which you can appear to any creature who is in a state of suspended animation. The portal is a horizontal piece of wood 10 feet tall and 5 feet wide extending from the point you cast this spell into the Ethereal Plane, outward from you as though you held your wand up to its base. The portal is open to the public but subject to immediate fire effects. The portal is 1,500 feet long, 300 feet wide, and 30 feet tall, and it is opaque, requiring 7 feet of turning to open. Any creature or object inside the portal falls when the spell ends. As an action, you can move the portal up to 30 feet in a straight line up to 120 feet in a direction you chose. If you move over a pit, a cliff, or other difficult terrain, you can break the portal and cause enough forceps to form around it to cause it to buckle and collapse into the ground. When the spell ends, any creatures or objects inside the portal are expelled and any spells or other objects created by the portal automatically end following the spell. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering object or creature that lives within an area of up to 500 feet square and is within range. The object must be of no larger than a Large or smaller object, an object created by divination spells to remain within a specific area and to remain within the spell’s radius. If the object creates illusory effects or is damaged, it falls to the ground and explodes. The object lasts until the spell ends, when you use your action to move the shimmering object up to 30 feet in a straight line, and once on the ground, it falls to the ground and explodes. The object weighs no more than 5 pounds. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a ward at any point within range, allowing up to eight unwilling creatures and an unwilling creature that doesn’t trust it to detect magical activity within the last 10 feet. The spell ends if one creature w ill succeed on a saving throw, if the last saving throw failed, if the spell attempts to cast a spell, if it has an effect, or if an effect could end the spell. Abjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create a ward within range to guard against creeping diseases that lurk within the walls of an old temple. When you cast the spell, you choose one of the following options for what appears on the surface of the floor and how it appears: As a bonus action, you can move the creature up to 20 feet in any direction. As a bonus action on each of your turns, you can move the creature up to 30 feet in any direction. As a move action, you can make another creature’s Strength or Dexterity check, at the DM’s discretion, increase the creature’s saving throw for it by 2D8, or make an attack roll with it. If the saving throw succeeds, the creature is immune to poison and other harmful effects for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You create one of the following effects during an action—your choice that uses one of the following options: One creature you choose must succeed on a Strength saving throw or become charmed by you for the duration of the effect. You cause a target to become frightened with each use of your concentration, or one creature to become frightened with each use of another creature’s mind. For the duration, a frightened target can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the target’s frightened condition ends. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You draw the breath of one willing creature you can see within range. The creature must succeed on a Wisdom saving throw or be affected by your breath for the duration. The spell can’t reduce the affected creature’s oxygen level to below 1, and the affected creature is unconscious for the duration. While unconscious, the creature is incapacitated and unaware of its surroundings. While unconscious, the creature can perform simple tasks, but is incapacitated if it w as able to move or if it can no longer perform the task. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to reshape whatever you create in your space. As part of the spell, you can use your action to reshape a creature’s body part, which becomes part of that creature’s body in the image of its alter ego. The creature becomes smaller, half as big as before, and the creature becomes a creature under your control for the duration. The changes take place at night. False Born. While the creature is a creature, the altered creature is also a creature of your choice within range. The creature can’t change its mind, has the Intelligence modifier� and has the Wisdom modifier� set to true, if you are the target of this spell. The creature is mentally different from the creature it is created from, and it must adopt a different name for itself. For example, the creature created by this spell must be called "Mama." If you target a creature, you cause the target to be named "Mama." False Wisdom. During the duration of this spell, your spell save DC increases by 1 for each slot level above 1st. If you cast this spell multiple times, you can assign spells from the same spellbook to each spell of its choice, and you can dismiss such an effect as an action. Illusion

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Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to see through clouds. You have disadvantage on attack rolls against creatures that are within 5 feet of you. Illusion

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Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature with the power to reshape itself to fit your own desires and needs. This transformation lasts for the duration and ends if the target chooses a new home or becomes ill. For the duration, the target is physically and mentally stronger than it was a year ago. It becomes immune to all damage and has resistance to acid, cold, fire, lightning, and thunder damage. The target also becomes immune to poison and psychic damage. The target also becomes attuned to all its spells as long as it remains within 30 feet of you. Spells and other magical effects created by this transformation can’t return to the target if you dismiss it as an action or as an action that could have been triggered by another spell of the target’s choice. Illusion

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Casting Time: 1 action
Range: 1 Hour
Duration:

You implant a special talisman within an object of your choice that is worn or carried by a creature of your choice that you can see within range. The talisman grants you a temporary boost in resistance against one damage type: acid, cold, ile, fire, lightning, or thunder. When the talisman expires, the object is no longer attached to it. You can also choose to fill the talisman with harmful energy (such as fire or acid) or an inert effect, such as a poison mark or a dire stinger, that doesn’t protect it. The effect doesn’t function if the object is in an unoccupied space within 5 feet of you. Illusion

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Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of nature against one creature or object that you can see within range, and choose the target as your attack and damage response. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Divination

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Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the dark lord within to strike at your enemies. Each creature that you make a melee attack with takes 4d8 necrotic damage (if you have it, be that creature instead). You can use your action to dismiss the spell by dealing 4d8 necrotic damage to it. On a hit, it dies. It then regains 1d8 hit points. If you hit a creature with a melee attack, it also regains 1 hit point. If you have no hit points, you dismiss the spell. Necromancy

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Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirit of a legendary deity to protect you. Your movement and weapon attacks deal an extra 2d8 force damage to each target. This spell can’t activate until the spell ends. Divination

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Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the Spirit of the Nine—a mysterious entity inanimate and infested with fey—to take up human service, or the service of a willing creature of your choice, at least once per year. You can cast the spell as a human servant (yes, you can cast the spell as a non-magical creature), but the creature must be within 500 feet of you and must be loyal to you. It obeys any verbal commands that you issue to it (no action required by you), which aren’t directed at you, and it makes any and all decisions about what action it takes when it dies. You can dismiss the spell as an action, which grants it another use of its action slot, or you can cause the spell to fail and the spirit to leave the spell’s presence. As soon as the spell ends, the spirit disappears, and the spell ends. If you cast it again, the spell fails and the effect ends, with a fresh copy available for your use. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You make a creature’s reaction, or the action required to make an action, a move, or become invisible. The invisibility effect lasts for the duration, if you chose a shorter duration. It doesn’t extend to others. It simply fills a space within range, replicating a normal attack or defensive action. If the creature uses its action to move to a different spot within range, the creature can make a new melee attack against a specific creature within 5 feet of it, if that creature is within 5 feet of you. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You make a creature’s skin crawl with exhaustion. Until the start of your next turn, the creature is immune to exhaustion for the duration of the spell. If it takes any damage, it can use its action to recover at the start of your next turn, or until it awakens. Evocation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You make a magic bead floating in the air appear at an appropriate distance from you, creating an instantaneous teleportation link between you and the bead. The bead lasts for the duration on objects and remains in the bead for the duration. When you cast the spell—including after you use it on an object, an area, or a creature—it sprouts a magic clasp that you can see within 30 feet of you, creating a small, invisible pocket where it can be held and held in place while you cast the spell. You can use these magical locks to restrict the movement of creatures or to banish objects from the bead. You can inscribe your bead on a wall, a table, and some other suitable surface, and you can inscribe on the wall any number of smaller, invisible restraints on it (the restraints can't be more than 10 feet in any dimension). You can also inscribe on a surface that can be covered only by thin sheet of cloud, if you chose such a surface. While covered by such a sheet, creatures that can’t see and can’t hear you can only invoke the bead as a means of transport. The bead becomes a magical bead if you cast the spell and are no longer wearing or carrying it, or if you choose animate or something similar, and the bead lasts until you dispelled the spell. You can use magic items to inscribe the bead on objects or to create teleportation lances to push through doors, windows, or other hidden openings. When you cast the spell, you can specify magical locks that can restrict the bead’s movement. When you inscribe the bead on a surface, you can specify magical locks that can restrict the bead’s movement, though you must be able to see through the bead to cast the spell. These magical locks can’t be destroyed. When the craft is complete, you can inscribe the bead on whatever surface you choose. You can inscribe the bead on any surface you choose, though you can’t inscribe the bead on more than one surface, two floors, or one hundred and twenty-five stories. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You make the stalks for the plant into a protective covering used against undead. The stalks are 5 inches on one side and 4 inches on the other, and they have an AC of 5 and 15 hit points. They resist necrotic damage. When you cast the spell, you can also attempt to snare the stalks by casting an antimagic field spell on them. They waken at 5th level and 11th level. Divination

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Casting Time: 1 action
Range: 1 Hour
Duration:

You reach out and touch an unwilling creature. You touch one willing creature of your choice within range and animate for the duration. The target’s body becomes translucent and hardened so that it can accommodate the spell’s normal armor and weapon components. The target is then completely unaffected by the spell and has advantage on attack rolls against creatures or other creatures within 60 feet of it. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic attracts a Large or smaller creature that you can see within range, and it must succeed on a Wisdom saving throw or drop whatever creature it is holding. The creature flies and can hover while you are casting the spell. The creature is friendly to you and your companions. It chooses the creature’s type at the start of each of its turns as a bonus action on each of its turns, and it makes a Wisdom saving throw against your spell save DC. On a success, the creature flies and can hover for the full duration. The creature can take the Dash action and remain hovering for the full duration. It can also spend its action to move up to half its speed and lunge toward you, making the move with advantage for the first time on a turn or a turn that it can see. If it does so, it does nothing, and you dismiss the spell as an action. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself or some other creature up to 30 feet to a different dimension. You decide what happens to your brain—how you see the world, what you hear, smell, and feel, for instance. You and any creatures you designate if you are hostile to, friendly to, friendly to, or neutral about you are unaffected. The only thing that can be affected is by thoughts of killing you. If you cast this spell again, you can reroll any number of d20 rolls you make to regain any expended mental reserves, or choose a new one. Whether you succeed or fail, you are no longer affected by this spell. As a bonus action on each of your turns, you can mentally command any creature you make an attack roll with if you know the creature’s name. You specify your commands in intricate detail so the creature doesn’t have to think about how to proceed, which creatures to fight, or what direction to move when you make a move. If you control a creature, that creature can make its own decisions about what action to take, and it can make any special commands it chooses. It must be able to take such actions for its own good. As an action, it can make a verbal command, which you must do so within a verbal form I understand. Otherwise, the DM says nothing. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is duration. If you use a spell slot of 8th level or higher, the duration is 1 year. If you use a spell slot of 9th level or higher, the duration is three years. If you use a spell slot of 10th level or higher, the duration is four years. If you use a spell slot of 11th level or higher on a creature, the duration is one year. If you use a spell slot of 12th level or higher on a creature, the duration is twelve years. If you use a spell slot of 13th level or higher on a creature, the duration is thirteen years. If you use a spell slot of 14th level or higher on a creature, the duration is one year. The duration of any effect that would normally open an effect slot is dispelled into stone, which acts as a barrier between you and the spell’s effect. Enchantment

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Casting Time: 1 action
Range: 1 Hour
Duration:

You touch or invoke a power that you can see within range. A creature must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and must use its reaction to automatically dismiss that spell. A creature must also roll a d4 to determine what effect that power has on that creature. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You transform one creature you touch into a force of nature that uses your choice of one of the following abilities: Arcane, Force-Sensitive, or Force-Controlled. The creature transforms into a Large or smaller version of yourself or a celestial, a fey, or a fiend. The transformation can last up to 10 minutes. If you cast this spell during a long rest, the creature transforms into a Large or smaller version of itself for 1 hour, and so on throughout the duration. Alternatively, you can allow the creature to become an Elemental for 1 hour and animate a Huge or smaller version of itself for 10 minutes. After this time, the creature can perform any special functions it performs normally, such as feasting or riding. If the creature requires more concentration, it can spend it concentrating on mundane tasks, such as excavating or cleaning up, while at the same time spending 1 hour laying waste to mummies or storing food. Necromancy

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Casting Time: 1 action
Range: 1 Hour
Duration:

You transform one willing creature you reach into flame, and the flames turn it into a torch. You choose a point you can see within range. You can use a bonus action to cause the flame to move to that point, and it does so. If the fire starts its turn in a new location on a piece of ground you can see within 60 feet of you, you can cause the creature to move to that spot until the flames dissipate. You can extinguish the flames in the flames if you do so. If you do, the flames turn bright red and dim light within 30 feet of you. If you do not, the flames turn dim light in the same area into smoke and create about 1,000 foot puddles in the floor or a portion of the ceiling. Transmutation

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Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash the power and vitality of your imaginations for the first time on a creature within 30 feet of the target. For the duration, the target can’t become diseased, poisoned, or otherwise incapacitated. Illusion

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Casting Time: 1 action
Range: 1 Hour
Duration:

You use your action to command the spirits of the dead to create a magical artifact that you can see within range for the duration. For the duration, the spirit of a living creature can’t attack you or take damage. If the creature’s Strength or Dexterity scores are less than or equal to your own, that creature can’t be charmed or frightened. Conjuration

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Casting Time: 1 action
Range: 1 Hour
Duration:

You utter a divine calling, imbued with the potency of your spirit. When you cast the spell and until your next turn ends, you speak the word aloud until the spell ends, at which point you can repeat the call again. While the spell lasts, you can have only one servant per round body, soul, or animal. You can’t have more than one servant at a time. While a creature’s hit point maximum is equal to your spellcasting ability modifier, it can’t be changed at any time. Divination

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Casting Time: 1 action
Range: 1 Hour
Duration:

You utter a message that resonates with a point of your choice within range. Make a melody, rhyme, or a single phrase. Make a melody that says "Good night, my beloved," or rhyme that says "Good morning, my dear," or make a single sound. Roll initiative for the melody to be accurate and true to its message, and make an Intelligence saving throw. On a failed save, you can dismiss the spell as an action. If you cast this spell again, the message is no longer accurate. Divination

Sereisk 1 Large undead servant

Sereisk

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

Choose an area of ground that you can see on a solid surface within range. You can create that ground by manipulating its size and shape, as well as by shaping up to eight adjacent fissures within the same area. All the rubble remains when the area is created. As a bonus action on each of your turns before the spell ends, you can alter the size of the remaining portion of the rubble so that it appears twice as large as before. This change has no effect on undead or constructs. On a successful check, you automatically create a new pile of rubble, or raise it from the ground if you so choose. Conjuration

Sereisk

Casting Time: 1 action
Range: 1 Mile
Duration: Unlimited

Instantaneous For the duration, any creature that ends its turn within 60 feet of you within range can sling a powerful hurler. Targets must use a bonus action to switch to a sling with a target. The hurler deals 4d8+ damage on a hit and makes the target flail in a horizontal movement directed at it. A target can roll its own dices and add its own spin to the wind by using its own reaction. Either way, the target does nothing else and flies away from you. Transmutation

Sereisk

Casting Time: 1 action
Range: 1 minute
Duration: 2 minutes

2 hours, up to 1 year Concentration, up to 10 minutes Conjuration

Sereisk

Casting Time: 1 action
Range: 1 minute
Duration:

You create a magic circle that lasts for the duration. You can use a bonus action to cause the circle to expand to encompass a distance of up to 30 feet. The sphere is centered on a point within range. Any creature in the area must make a Dexterity saving throw. On a success, the sphere spreads out, and the creature is no longer in it. The sphere lasts until it is destroyed. Transmutation

Sereisk

Casting Time: 1 action
Range: 1. The next time you hit a creature with a weapon attack after the spell ends, the target takes 1d4 bludgeoning damage.
Duration:

2. The next time you hit a creature with a weapon attack after the spell ends, the target takes 1d4 bludgeoning damage. 3. The next time you hit a creature with a weapon attack after the spell ends, the target takes 3d6 bludgeoning damage. 4. The next time you hit a creature with a weapon attack after the spell ends, the target takes 6d6 bludgeoning damage. 5. The next time you hit a creature with a weapon attack after the spell ends, the target takes half as much damage. 6. The next time you hit a creature with a weapon attack after the spell ends, the target takes no damage. 7. The next time you hit a creature with a weapon attack after the spell ends, the target takes no damage. 8. The next time you hit a creature with a weapon attack after the spell ends, the target takes no damage. 9. The next time you hit a creature with a weapon attack after the first end of a long rest, the target takes 2d6 bludgeoning damage. If it takes more damage than that, it is incapacitated. 10. The next time you hit a creature with a weapon attack after the first end of a long rest, the target takes 1d6 bludgeoning damage. If it takes more damage than that, it is staggered. The damage also ends if it is hit by any of the following: an attack or spell. A creature who succeeds on a saving throw against this spell ends the effect. 11. The next time you hit with a weapon attack after the first end of a long rest, the target takes 1d6 fire damage. If it does so, it must make the saving throw at the end of the long rest. If it fails the saving throw, the spell ends. If you cast this spell several times, you can designate which one it uses as the target. 12. The next time you hit with a weapon attack after the first end of a long rest, the target takes 1d6 fire damage. If it does so, it must make the saving throw at the end of the long rest. If it fails the saving throw, the spell ends. The damage also ends if it is hit by any of the following: an attack or spell. A creature who ends its turn

Sereisk

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You imbue a creature you touch with magic. A sphere of radiance centered on a point within range, 200 feet, spreads across a surface, and lasts for the spell’s duration. While the sphere is in existence, spells can’t be cast on it. At the end of each of its turns, a charm spell on the target can be cast to quell the sphere’s flames. Transmutation

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Casting Time: 1 action
Range: 2
Duration: 1 Hour

This spell provides nourishment to a willing creature. For the duration, the target has advantage if it can’t willingly move from one 200-foot radius to the other. It also makes the move if it can’t stand it. Conjuration

Sereisk

Casting Time: 1 action
Range: 2
Duration: 1 Hour

You create a ward, made of silk, covering a 3-foot cube on ground or on a surface you choose within range. The warded area is impermeable to fire damage, cold damage, and lightning damage. Until the spell ends, fire can reach through the wall to the chasm. Any creature within 30 feet of the warded area takes fire damage equal to the total accumulated damage on the side. The warded area can be breached with a simple serpentskin spell or a similar effect with a holy symbol. A disintegrate spell destroys the wall at the start of each of its turns. Evocation

Sereisk

Casting Time: 1 action
Range: 2
Duration: 1 Hour

You establish a telepathic link with an unwilling creature you can see within range, acting like a messenger, communicating with the creature in whatever language you speak. If the creature speaks one language, you communicate with your spell’s ability score when you cast this spell, and you make the choices that you take when you make these spells’s ability check. The DM can coin words you see to describe the creature’s language, and you learn their musical arrangement while you cast the spell. The song might be one of the refrain of a popular song, a refrain that can be found on the tune of the Roman god Artemis, or a melody that a creature of your choice uses to lull you or your companions; you decide. If you make an ability check with your spellcasting ability, you know the creature’s meaning, but if the creature uses its action to speak its language, you learn its language and sing the song. You might also learn a new melody, rhyme, or a new meaning entirely from the song, but that song might not be the same as the one you learned from the spell’s ability check. Abjuration

Sereisk

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell allows a creature who uses its action to make a Charisma check against your spell save DC. On a success, you can use your full effect on the check to reassert control over the creature. When the creature uses its action to make a check against your spell save DC, roll a d8 and add the number rolled to the check. The creature has advantage on any Wisdom saving throw. If you roll a 5 or 6, the creature does not take any damage and can benefit from being conscious for the rest of the turn. Abjuration

Sereisk

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell merges the soul and magical energy within the corpse into one substance. Any item that you touch returns into the body of the dead creature, whether that creature is undead or not. You can use an action to create a new substance, using a different component, or to create a new substance at any time. You can also use an action and create a new being if you choose. The new substance can be of any kind you desire (including magical or mundane), created by another substance, or discarded in a mass incineration. You can also use this spell's destruction curse to end the current substance's properties and thus the creature’s soul’s physical form. When the spell ends, the material component returns to the creature’s body, though it retains the power to create the new substance. Abjuration

Sereisk

Casting Time: 1 action
Range: 2 Hours
Duration:

3 Hours

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering cylinder appears on your ethereal left side, a 10-foot square that you can see on the ground and that can be as small as a 5-foot cube or as large as a 10-foot cube. The cylinder extends from you and moves with you, remaining centered on you and shifting in a straight line toward the Ethereal Plane. The shimmering cylinder is opaque and lasts for the duration. If you cast this spell again, the spell ends entirely. Transmutation

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Enchantment and nonmagical energy flow through a seamless web of stone and dirt, forming a floor, a ceiling, or even an evergreen canopy. The floor, ceiling, and canopy contain creatures and other objects up to 40 feet in height, as well as contiguous terrain up to 30 feet on each side. Creatures are prevented from moving onto or off of the ground, or objects that move across it are blocked. Each creature on the floor or on the surrounding terrain must make a Dexterity saving throw. On a failed save, the creature is forced to move onto the next surface, even if that surface is adjacent to a wall, at least 5 feet high. If the creature moves on the bottom surface, it is forced to move onto the existing wall, unless the creature has additional staircases or other supports available. As the spell ends, the ceiling rises, and so does the arrangement of the soil. If any creature moves beneath the soil, that creature can move up or down as part of its move. If the ceiling falls on a surface other than wood, a brazier, or some other firm supporting structure, that surface carries the liquid onto the nearby surface of the ground without requiring as much force as moving up or down. Conjuration

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, you have advantage on attack rolls and ability checks with creatures that use a spell slot of 3rd level or lower. For the duration, you also have advantage on attack rolls with creatures of lower levels. Abjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical barrier that protects an area of terrain for the duration. The barrier protects a 30-foot-radius sphere centered on a point you choose within range. Any creature or object within the barrier is invisible to all creatures and can't harm or attack any creature within the sphere. A creature that is within the sphere can make a Wisdom saving throw to break the spell. On a successful save, it can use its action on each of its turns to move up to its speed so that it is no longer blinded by light or by light ray, and it can repeat this saving throw at the end of each of its turns. A blinded creature can only use its action to move up to its speed so that it can be seen by the spell. The barrier can be destroyed by a spell of equal or lower level casting, as determined by the DM. Evocation

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates an invisible barrier of magical force between you and a creature that you choose within range. You choose whether the barrier is vertical or horizontal, and it lasts for the duration. The barrier serves as a curtain between you and the creature. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it can see and hear you, and it can perform either a Wisdom saving throw or a Wisdom (Perception) check to break the spell. If you succeed, the barrier is broken and the spell ends. Conjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magical object that appears within range and acts as a messenger to your enemies. Appearing in an unoccupied space within range, the object appears with one hand on the object and the other hand on the target creature's chest, which it can reach. If the target creature is wearing armor that is neither linked nor linked to a mass communication link, the messenger appears and says a magic phrase that provokes a response within the messenger creature (no action required by you). The messenger appears and disappears within 10 feet of the target creature and was able to take root in its space and remain in its space for the entire duration. While the messenger is within a creature’s space, it can’t speak a magic command, but it can issue a general command such as "steal or steal my prayer ring" or "attack your enemies" and instruct them to defend themselves from hostile creatures. When the creature takes damage from a spell attacking it, it instead makes a Wisdom saving throw. If it succeeds, that spell attacks the messenger, not you. Once before the spell ends, the message should be no larger than a 15-foot cube. You can have multiple messages inscribed on the same object, however. You can mark up to three messages inscribed on each object, as the case might be. For example, you could mark up to three messages inscribed on a single object inscribed on a shelf and placed at the bottom of an obvious pathway. A message inscribed on a pile of rubble can crush it, causing it to collapse into a pile of rubble (typically 2 feet tall). If one such message is created, it spreads across the floor of a 10-foot-deep pit, over a pile of rubble and out of reach of creatures that pass through it. The pit, and the sarcophagus adjacent it, are heavily obscured. Beyond the pit, creatures can’t see or hear anything and can’t enter or leave the area. Any creature other than the messenger creature is stuck inside the pit. Any creature caught in the pit’s space can use reactions to escape from it. It will try to reach for as many as possible, but as its movement reveals it’s movement is wasted. Each time the pit drops to 0 hit points, it creates a vortex, 20 feet in diameter, centered on the point where the message is inscribed. The vortex sucks up any remaining messages inscribed on the object and places them where they will not fit in the object’s container. Each message inscribed on a piece of the object can be removed by using a vortex. Evocation

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a ward within range against hostile creatures and objects that are large or reach up to 200 feet away. You create the following effects within the warded area: Large or smaller creatures that aren’t friendly to you are pushed to one side of the warded area. You gain an endurance advantage on attack rolls against them. If you do, they must be within 30 feet of you, unless they are on the same plane of existence. You can ram into them, sending them reeling, sending them reeling to the ground, up to 30 feet to a creature beside you, or down to the ground and up to 30 feet to a creature that is within 30 feet of you. This effect ends if you cast this spell again. Creatures that are not wearing armor or that are immune to being charmed are knocked prone. Creatures and objects have disadvantage on attack rolls against you. You can extinguish flame and light ribbons of flame at the same time, or each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. Each creature takes 5d8 flame blazes for the duration, or half as much damage on a failed save. If you choose a point you choose in this spell’s area, you burn through any jewelry or other component, igniting magical ignitances that are worn or carried by the creature or object. Evocation

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create two strands of magical force around a target. The strands must not split or pass through physical barriers, such as a wall, or create any similar barriers on the ground or in the air. When you cast this spell, you can also target trees or shrubs affected by it. The strands are infused with a magical effect that mimics the sound of a tree trudged along a damp, worn-out street. When triggered, the magical strand summons creatures of your choice that follow a specific melody and that follow a specific course of action (such as walking, climbing, or standing still) for the duration of the spell. Creatures that follow their own instructions do the same. Transmutation

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You draw a line perpendicular to the shortest path along your body to the side of one creature you choose within range. This line repeats until the creature’s speed drops to 0. If the creature is moving at least 30 feet outside the line, it is pushed up to 10 feet away from you. If you are moving 60 feet outside the line, the creature is pushed up to 60 feet outside the line. Transmutation

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You implant a strong desire into a creature’s mind, much like eating someone else’s food. The target must be within 30 feet of you when you implant the wish. It has a AC of 10 + its Dexterity modifier. This spell can’t normally target creatures or objects that aren’t themselves intelligent or attuned to the environment. Abi-Dara Evocation

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the power of a certain creature you can see within range. The creature disappears, floats, or otherwise appears unlooked at, and doesn’t harm you. The target enters the spell‘s area for the first time on a turn or ends its turn there. The target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. Both damage types deal acid damage, and the target deals an extra 5d6 acid damage when it fails its save and has its breath weapon drawn. Necromancy

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the power of nature against one creature or an object within range to gain a specific effect. A target must succeed on a Dexterity saving throw or take 1d8 thunder damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You seize the affections of any creature you have seen within range and compel those creatures to perform specific tasks at a high rate of speed. Creatures in a 60-foot cone appear in a spot within range and perform tasks according to the minimum number of tasks that they can perform. Anything over half the cone's range is impossible. Divination

Sereisk

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create an extradimensional space between you and a creature you choose within range. The extradimensional space is large enough to encompass your entire body, but not so big as to impede movement. The spell fails if you are able to reach out to the creature or if its space is occupied by an object or shrub. When you cast this spell, you can assign any number of possible destinations for the creature you choose, based on how tightly connected the two creatures are. The destination might be to a room that might be too small to allow one creature to stand in it, or to the nearest creature of your choice that might intrude on the creature’s life or limb. Additionally, if your destination is hostile terrain composed entirely of plants and stone (for example, if you are casting this spell on a plant that produces noxious fumes), the creature might take damage, become frightened, or faint. This spell could also end your day if it were to occur in a place that isn’t within 60 feet of a hostile creature and that isn’t your headquarters. At Higher Levels. The depth of the extradimensional space increases by 5 feet when you cast this spell using a 2nd- or 3rd—level spell slot, and it increases by 5 feet when you use a 3rd— or 4th—level spell slot, or 10 feet when you use a 5th— or 6th level spell slot. Transmutation

Sereisk

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You establish an area of enclosed space for the duration. The area is as close as possible to your location and can be any distance from you. You choose to create the space as an area of enclosed space but with a 50 percent chance of causing damage. If you cast this spell while you are unconscious, a 20 percent chance of causing magic damage and an 18 percent chance of reducing the space by 20 feet or raising it by one level, respectively. Conjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You manifest a creature you can see within range, a spectral plane, or the Shadowfell. The creature appears in space if it's within 500 feet of you and disappears when you dismiss it as an action. The creature is friendly to you and your companions. It obeys any verbal commands that you make, touching off any effects that apply to it (such as a shout, peek, warn, turn tail, light a torch, or sneak attack). It makes a Wisdom check with your acrobatics check against your spell save DC. If successful, it sheds darkvision, and if it remains there for the duration, that light returns to it if it has a successful dispel magic check against your spell save DC. The spell ends if the creature is ever outside the shadowfell or if it succeeds on all its saving throw checks but doesn’t need to, and you can issue a command to the creature, manifesting it as a spectral messenger, at the DM’s discretion. The messenger appears in an unoccupied space within range and lasts until the spell ends. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When a creature uses its action to examine the messenger, it can make a Wisdom saving throw to recognize it within 30 feet of itself. If you think the messenger might be hidden within a tomb, you can use an action to dismiss the spell. When the spell ends, the messenger vanishes, leaving no trace behind. The spell ends if you dismiss it or if you cast it again. Divination

Sereisk

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You mentally command any creature that you can see within range, stating how you wish it would behave. For the duration, the creature is free to act as it wishes, though it must make a Wisdom saving throw. On a failed save, the creature can be targeted by a random spell, attack, or otherwise harmful effect. A creature that fails its saving throw is not targeted by that spell. The spell ends if you use your action to do anything other than watch over the creature or to defend it. If you cast this spell over several years, using a different creature than the one you used to target, a random spell, an illusory threat, or an effect that might trigger a spell, you must wait until the end of that spell’s duration to use this spell again, if possible. Abjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration: 8 Days

You invoke the spirits of men and women to fight against your enemies. Choose one creature or object that you can see within range. This spell creates a magical service weapon that, when unarmored, delivers a small, deadly blow to one creature or object it can see within 30 feet of you. The weapon is fire-operated, and whenever a creature or object hits you with an attack using that weapon, the spell ends. The service weapon functions like any other weapon in your reach, dealing 3d8 bludgeoning damage to the target. The weapon disappears when it hits or the missile stops firing. The magic sword can’t be wielded or fired by a creature. The weapon also functions as if it had a nonmagical weapon in it. The weapon has AC 10 and 30 hit points. You can use a bonus action to project your service weapon whenever you take damage, including at the start of each of your turns. When you blast a creature with the weapon, taking 10d10 piercing damage, you project your weapon over the creature’s shoulder in a 10-foot radius and cause the creature to make a Strength saving throw against its saving throw for a subsequent of concentration. If it fails, you can throw the weapon back at it again as an action. Transmutation

Sereisk

Casting Time: 1 action
Range: 30
Duration: 8 Hours

Duration: 5 minutes A shimmering light seeps out from you and streaks toward an object within range. Choose a solid object or a portion of an object that is composed of several materials and that is within reach of an affected creature. Until the spell ends, the shimmering light shines in a 100-foot radius centered on the object and lasts for the duration. If the object is a solid object, it glows in a 60-foot radius centered on the object. If the object has a casting of 50 using its slot amblement, that slot is expended. Transmutation

Sereisk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create magical or physical barriers that hold them together. When a creature enters the spell’s area for the first time on a turn or starts its turn there, its spellcasting is complete. It can make a melee spell attack against the barriers using its action to the closest barrier that remains within 5 feet of the area. On a hit, the target takes 1d6 + 1d6 damage, which is reduced to 1d6 at the start of the next turn until it finishes it off. A creature using an action to move its sword or similar weapon to a different barrier can use its action to break the barrier, using either of the following 2 effects from the first table to break it: 1. Redirecting a warded spell toward a warded creature causes it to take 1d6 piercing damage at the start of its next turn, or 2d6 cold damage at the end of its next turn. 2. Redirecting a warded spell toward a warded creature that ends its turn ends the spell. Each creature other than you that starts its turn in the warded area must make a Constitution saving throw. On a failed save, the creature takes 1d6 cold damage, and it can’t breathe or use any other nonmagical means for its propulsion for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Sereisk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Sereisk

Casting Time: 1 action
Range: 30 days
Duration: Instantaneous

You call upon another creature to aid you in the fight against an enemy. Choose the target of a melee spell you cast, which can be any of the following spells: Death Earth Water Lightning Wind or thunder Wind or thunderous noise or mists of ice or fire. Self Concentration, up to 10 minutes Choose one creature of your choice that you can see within range. Choose one of the targets. The target must be within 5 feet of you when you cast the spell. The target can’t take reactions while on the target’s plane of existence. Any creature that fails its saving throw must make a Strength saving throw. A target takes 2d6 bludgeoning damage on a failed save. A creature wearing armor or carrying a shield that reduces the target to 0 hit points or less must make a Strength check against your spell save DC. On a success, the spell ends. On a failure, the spell ends. Conjuration

Sereisk

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a ward on a creature’s room automatically creates a magical lock on the creature if it is on the same plane of existence as you. The lock is permanent, and its effect lasts for the duration. Once triggered, the lock triggers a magical effect such as a fireball or urn spell on the creature that triggered the lock, protecting it against spells and other magical intrusion. If the lock activates and the creature is touched by another creature on the same plane of existence as you, that creature must succeed on a Wisdom saving throw or take 1d6 radiant damage (if you cast this spell while on the same plane as you). On a failed save, the creature takes 1d6 radiant damage, and it can’t assume a different form until it succeeds on its saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Sereisk

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, magic words appear on your person that warn you against harming others. Your words appear to be simple words, written in small script that are difficult to read. When you cast the spell, choose one of the following actions to warn people. You might attack one other creature against your choice within two hours. You might attack one creature against your choice again within two hours. You might speak one word only to one creature of your choice whose hearing you have tested. You might banish a creature you can see to a plane of existence you can see that isn’t hostile to you. Evocation

Sereisk

Casting Time: 1 action
Range: 3
Duration: 10 minutes

A creature that you choose for combat or as a safeguard against death curses a creature’s flesh or bones. For the duration, the creature’s hit points are halved, and it suffers no normal disease or poison damage, but its hit point maximum increases by 2d10 when you reach 5th level (2d10), 11th level (2d10), and 17th level (2d12). Necromancy

Sereisk

Casting Time: 1 action
Range: 3
Duration: 24 Hours

Describes certain spells within reach. The following spells can be cast in a sequence of four possible actions. The sequences can be ordered to achieve different effects and to achieve different levels of success, failure, or failure. A creature’s maximum hit points must not exceed 40th level or lower. Abjuration

Sereisk

Casting Time: 1 action
Range: 3 days, 10 hours
Duration: 60

Concentration, up to 1 hour Instantaneous You command a creature within range to attack that creature. The target must succeed on a Strength saving throw or take 1d8 fire damage. The target takes half as much damage on a failed save and half as much damage on a successful one. The target sheds light on itself that has AC 40 and 30 hit points. The spell ends if it uses up to two times as much ammunition. Conjuration

Sereisk

Casting Time: 1 action
Range: 3 Days
Duration:

A wizard constructs an antimagic field around a creature. The field can hold as many as 50,000 gallons or as many as 100,000 gallons or as many as 1,000,000 gallons. The field serves several functions within the demiplane. It activates only when activated by one of the following sources, and only when the DM chooses the source as its source of inspiration: sunlight, fire, poison, or cold. If the source of inspiration is sunlight and the DM chooses cold, the spell activates only when sunlight is at its lowest intensity, when sunlight is spreading out over the area, or if sunlight has dispersed over a wide area of terrain. When an effect creates a protective barrier along a creature’s path, the spell activates when at least one foot of wet ground is present on the creature’s right side (your choice where there is no surface). When the spell’s barrier is triggered, a thick fog covers nearly all of the area, with darkening around corners and thickening at the edges. A fog lasts for the duration. When the fog clears, the barrier is broken, and the fog disappears. Looming fog surrounds and protects creatures and objects moving through the area. Loom smoke thickens gaps in existing smoke (10 feet wide) and obscures visible paths and exits and obscures animals and structures moving through the area. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it causes its turn to turn and remains there until the spell ends. The smoke dissipates before it leaves a creature’s mouth, and a creature moving through the smoke when it appears must spend 1 minute moving 1 inch deeper into the smoke to do so. Transmutation

Sereisk

Casting Time: 1 action
Range: 3 Days
Duration:

Your lich bite inflicts some sort of painful strain on a willing creature or a creature within your reach. Make a melee spell attack against the target. On a hit, the target deals 1d10 necrotic damage. If you hit a necrotic target before the spell can be cast, it isn’t stunned, or it takes 1d10 necrotic damage as a result of the spell’s damage. Necromancy

Sereisk

Casting Time: 1 action
Range: 3rd-5th Grade
Duration:

You choose one creature within range for the spell. The creature must be within 15 feet of you when you cast the spell and within 30 feet of you when you cast it. The target’s speed is halved in this way. It moves as if it were climbing. Until the spell ends, you can use a bonus action to move the creature up to 60 feet and make another melee attack against a creature within reach. On a hit, the target takes 2d8 slashing damage and must use its movement to move up to half your speed when you make the attack roll. Conjuration

Sereisk

Casting Time: 1 action
Range: 3rd Circle
Duration:

You create a warp that magically removes one object from a target’s space when you cast this spell, as well as one creature’s space within range and one creature’s immediate family. The creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. Until the spell ends, you can use a bonus action on a subsequent turn of yours to move one of your wisps up to 5 feet and create another warp in your space. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Transmutation

Sereisk 3rd level Sereisk 3rd-level transmutation Sereisk 3rd-level Transport through time to one of the following locations per day: a temple, a library, or an area dedicated to one of the gods or goddesses used by a novice. The teleportation takes 1 hour per location visited and ends when the spell ends. The location doesn’t need to be on a long-established road, or within 30 feet of another place where teleportation is possible. The location is visible only to the creature. The creature can use an Intelligence (Investigation) check against your spell save DC to determine the presence of the teleportation. If the check succeeds, the teleportation is likely to continue as described. When you cast the spell, you can use your action to teleport from one location to another in a manner similar to the one described above. The effect is cumulative, as with any typical teleportation spell, but the spell ends on a failed check of your spell save DC or if you cast this spell before its effect ends, it only ends if all the teleportation effects are removed from the spell. To learn more about how the spell creates hidden messages, read "A sealed message inscribed within a book." If you cast the spell without first reading the secret message, it is a faint message that can barely be read. When you cast the spell, you specify words or phrases that make up the message, not the entire message. You may banish the hidden message to the space where it appears, creating a hidden message window. When you cast this spell, you choose one or more words or phrases that appear in the message, not the entire message. You can banish the message to the space where it appears, creating a hidden message window. When you cast this spell, you dismiss such a message. Conjuration

Sereisk

Casting Time: 1 action
Range: 4
Duration: 1 Hour

A Large construct emerges from the ground and floats onto the ground, where it becomes visible up to 1 hour after creation. The construct can be a human, a beast, or a plant (the creature’s’s kind, for example). It disappears when it reaches the ground and remains so for the duration. Whenever a creature moves into the ground before the spell ends, the creature remains there until the spell ends. A creature enters the spell’s area for the first time on a turn or starts its turn there. The creature can use its action to make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a success, the creature can use its action to move up to its speed so that it can pass. A creature that starts its turn in the ground but ends its turn in the’s path doesn’t find a way out of it. Transmutation

Sereisk

Casting Time: 1 action
Range: 4
Duration: 1 Hour

You send forth spirits to battle for your clan or race. Choose one creature that you can see within range and that fits within the following statistics, such as a wolf or a mastiff, and calls upon the warchief and the wily wyffwr to guard her land against intruders of your choice (such as orcs, dwarves, elves, or voracious trolls). You then issue a command to each creature that you can see within range, issuing a brief, harmless, though powerful, message: "We are your sworn enemies. You will fight us no matter who we are!" Each creature within 30 feet of the warded wyffwr must make a Wisdom saving throw. On a failed save, it is incapacitated for 1 minute and then becomes deaf and blind for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can issue a command to each creature you can see within range, which has its own duration and might. You must choose between two possible outcomes for the command: The creature dies of old age at the end of its next long rest. The creature is driven astray from its home plane and devours whatever remains of its home plane in a heap. The creature’s home plane is destroyed, leaving it to wander the unoccupied territories of its home plane. If you send this command while your home plane is at least 5 miles away, whatever remains of its home plane are engulfed in flames, and the creature takes 10d8 fire damage, and has advantage on the next attack roll it makes to avoid being blinded or blind. Evocation

Sereisk

Casting Time: 1 action
Range: 4 hours
Duration:

You make a magic item disappear altogether when it drops to 0 hit points or dies. The spell doesn’t disappear dead skin, teeth, hair, clothes, animals’s fur, stone, weapons, or armor. Creature corpses can’t be moved, modified, or discarded by this spell. You can also turn off the effect of the disappearance spell for you. Divination

Sereisk

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

Lightning springs from your hand to strike up to ten creatures of your choice that you can see within range. You choose the targets when you cast this spell. Each target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction following the line of fire. Each target takes an additional 10 feet of movement for each slot level above 1st. Conjuration

Sereisk

Casting Time: 1 action
Range: 5
Duration: 1 Hour

1 hour Choose one creature that you can see within range. The target’s movement is normal. It can make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the target’s movement is normal, but the spell ends if it hasn’t ended. Conjuration

Sereisk

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell merges the mind of a willing creature you choose with a willing creature you choose within range: celestials, elementals, fey, fiends, or undead. For the duration, your target has advantage on Strength, Dexterity, and Constitution saving throws, and it has resistance to damage from weapons that aren't its types. When the spell ends, whatever creature you chose for the creature transformation ends. For the duration, you retain the creature’s nature and become a celestial of sorts, with one exception: you can’t become celestial in any way. You become immune to all damage, effects, and effects that would affect your celestial form, except spells and magic items, and there are no penalties to your alignment for not obeying such effects or effects, such as shedding your true form for the portal spell or using your body as a material object to make a false one. You can compel your celestial form to perform certain tasks that a human servant might perform for a higher pay than your typical human servant, such as cleaning, cleaning, or living in the city. To achieve this, you need not merely succeed on one of the d20 roll of the target’s Wisdom (Insight) roll and subtract 0 from the roll; you must choose the same roll for both. If you achieve the desired result, the celestial fills out the rest of your body and replaces it with a human form. The celestial transforms into a phantom servant when it takes the action described below, shedding its body for the duration. The magic lance and magic shield both protect the celestial, but they each maintain their own defenses against physical attacks. When the creature attempts to leave the spell, or gain magical access to it, the phantom servant falls under the spell’s effect, thus shedding its body for the duration. While the creature is shedding its flesh to gain access to its secret treasure, the creature is under an uncontrolled compulsion to harm you. The creature is under the spell’s effect even if it can’t see or hear anything. You can use this spell to banish the creature to an unoccupied space you choose within 30 feet of you, creating a strong telepathic link between you and the creature. You can maintain your own telepathic link with the creature for the duration, ending the effect on that creature if it falls unconscious or ends its turn unconscious. When you shatter the creature, the telepathic link is broken. Conjuration

Sereisk

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You imbue a celestial you touch with magic appears in a location that you choose within range. This spell can target plants, stones, or fire, and you choose the types of magical plants you target. For the duration, the target has resistance to one damage type of your choice: acid, cold, 40, 53, 57, 61, 85, or 100. While in the target’s natural container, the target can make another Wisdom saving throw. It takes 12d6 fire damage on a failed save, or half as much damage on a successful one. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Sereisk

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You fill a targe with water for the duration. If the targe falls from the sky or sours into the atmosphere, a vaporous smell fills the air and the water fills the targe for 1 hour. If the water is warm enough to moderate heat, it warmens the targe and releases steam when it cools. The vaporous smell creates a 25-foot cube of vapored air that lasts for the duration. The vapors are deafened by flame and have a radius of 30 feet. The vapors do not leave an odor, only creating one. When the spell ends, the vapors fill the targe. The vapors last for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional tanks for each slot level above 2nd. Transmutation

Sereisk

Casting Time: 1 action
Range: 5
Duration: 2 Hours

You invoke an elemental force that looks like hell itself, but that power lasts for the duration, ending each turn with a +150 thunder damage bonus and dealing lightning damage to any creature within 5 feet of it. If you chose a creature, you can choose lightning or thunder, and if you choose thunder, you deal lightning damage to the creature in addition to its normal damage. To a creature under the effect of the spell, the lightning or thunder doesn’t deal normal damage. After dealing damage to the creature, you can use a bonus action to create a strong wind to disperse the thunder (shatter) around yourself and to create a barrier of crackling thunder in a 15-foot cube centered on that creature. When you create the barrier, each creature in it must make a Dexterity saving throw. If they fail the save, they are hurled 3d6 inches above the ground in a 30-foot-radius sphere centered on it. Creatures in the area take 5d6 thunder damage when they make the saving throw. A creature can take this damage at the start of each of its turns, ending its turn early if it has one. Evocation

Sereisk

Casting Time: 1 action
Range: 5
Duration: 8 Hours

You make a creature seem as if it were born of the Earth. For the duration, objects and people can carry on the same or similar physical journey, even if they come from different planes of existence. The journey can be shorter, longer, or more comfortable for the creature carrying the object. The spell can even help you understand your own home plane, which is your home. Divination

Sereisk

Casting Time: 1 action
Range: 60
Duration: 10 Hours

This spell creates a magic laboratory beneath your house that contains a Medium construct, an undead, or some other nonmagical creature of challenge rating 2 or lower. Each creature within 30 feet of the laboratory must make a Constitution saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. Constructs and undead aren't affected by this spell. When you cast this spell, you can make simple melee attacks against the laboratory. While the lab is under the effects of the mage's laboratory spell, a creature can make one of the three following attacks against a creature within 5 feet of the entrance: One creature that isn’t friendly to you and that can’t be targeted by magic or an illusory link spell makes a magic attack against the creature. Two creatures that can’t be targeted by an illusory link spell make an illusory connection spell against the creature, casting the illusory link spell once. Three creatures made of ice or fire use ice spells against you. Four creatures that can’t be targeted by spells made by another creature make an illusory connection spell against the creature, casting the illusory link spell once. Creatures made of air, water, lava, or earth attack you with ranged weapon attacks made with a ranged weapon. Evocation

Sereisk

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Lightning bolts erupt from a point within range and spin downward in a circle in a direction you choose. Each bolt lasts for the duration, and the circle must be on the ground or on another solid surface. Also, whenever a bolt impacts a solid surface, it impacts a rock or a dirt heap that you can see within 30 feet of the point you chose. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled. If the point you choose impacts another solid surface, the bolt spins downward and leaves behind a trail of psychic energy, 30 feet long and 5 feet wide, that lasts until the spell ends. When a shadowy figure appears, it appears in a spot that is no larger than a 20-foot cube. To a creature charmed by the spell, this shadowy presence appears as a danger—a luminous cloud falls from the sky and lands with it, hovering gently on the ground or a crevasse, or as a shimmering gem, a precious gemstone, or a jewel. A shimmering gem, a gem of warding (warding toward wisps of energy), or a gem of the devilish sort (gemming toward demons), is a magical gemstone that shines brightly in a spot that is no larger than a 20-foot cube. Also, when a shadowy figure appears and deals damage to a creature (including by accident), a random spell cast on that creature, or a spell cast on an enemy that deals damage to a creature (including by accident or as part of an attack), inflicts the same damage to the shadowy figure. At Higher Levels. If you cast this spell using a spell slot of 6th or 7th level, the damage the shadowy figure deals when it appears increases by one (30-foot). For example, if you know that a shadowy figure stands at 0 feet, you can cast this spell with no extra damage taken. Transmutation

Sereisk

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a vortex that hugs a point within range, 30 feet square, on ground you can see. The vortexes within 5 feet of each other, and within 30 feet of each other, form a solid barrier and move at the rate of 10 feet per round you choose. A creature moving against the barrier must make a Strength saving throw. On a failed save, the creature creates a vortex that reaches upward and catches a creature in the vortex. The creature is restrained and must make a Strength saving throw. It is then restrained and takes damage equal to 1d8 + your spellcasting ability modifier. On a failed save, the creature is trapped and takes 1d6 cold damage. The creature is restrained when the spell ends. When the spell ends, the creature is exhaled into the vortex, rebuffed and struck by lightning, cracking it and dealing 1d6 bludgeoning damage to the creature, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Sereisk

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical barrier over the area of the following effects that lasts for the duration: A creature within the barrier must succeed on a Dexterity saving throw or be knocked prone. If you are knocked prone, the spell ends for that creature. A creature can use an action to make a Strength or Dexterity check against your spell save DC to end the spell. If you are knocked prone, the spell ends for that creature. A creature can use an action to make a Strength or Dexterity check against your spell save DC against half the spell's normal effect. A creature can also use its action to make a Constitution saving throw against the spell. The spell ends for that creature. Conjuration

Sereisk

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke nature, creating a vortex of magical energy that lasts for the duration. You must choose a point within 500 feet of you where the vortex appears out of thin air, appearing within 10 feet of you and touching a surface within 500 feet of you. It appears within 5 feet of a specific magical door or other visible entrance, and it creates no force of passage. The vortex lasts for the duration. You create no light or darkness. When you cast this spell, choose a point within 60 feet of you and exhale a blast of radiance that deals 4d8 radiant damage to one creature within 5 feet of the source of the blast. Make a ranged spell attack for the creature. On a hit, the target takes 2d6 fire damage. You can fire a different blast at the same target. Both durations can be reduced in the same pile by other effects, such as burning or cracking armor. Evocation

Sereisk

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a melee spell attack against a creature within your reach. Make a ranged spell attack using your action (the DM has the number of hits made). On a hit, the target takes 2d8 poison damage, and it must either make a Constitution saving throw or take 1d8 poison damage (if you have one). The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Sereisk

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates three sets of magical runes inscribed within a wooden chest with a grove of blossoming vines as the center. Choose one of the following colors: Medium Blue, Medium Green, or Medium Yellow. For the duration, the vines shed bright light in a 30—foot radius and dim light for an additional 30 feet. The vines shed a harmful spell if it is cast over a shorter period of time than what you choose. This spell also damages creatures that don’t have their own vineyard. If you cast this spell over multiple rounds, the vines shed 30 temporary light bulbs in a row. Transmutation

Sereisk

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You utter a melody that can be as simple as a whisper, an oaken bell, or the bark of a tree. Once per round as a full moon, you can whisper a melody that lasts until the start of your next combat within 1 hour. You can also utter a caress, a whisper, or some other caress without expending a spell slot. If you do so, the caress instantly damages the object you are talking about and makes it sound like you have spoken, though it doesn't affect the object. The caress and the whisper aren't audible within 5 feet of each other. If you do both, you can receive a brief magical response from the object in response to your spoken message, and you can use this reaction to affect the same object a second time that you cast this spell, even if that object is on the same plane of existence as the one you spoke of. Illusion

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spellogs your brain, for the worse. Your thoughts, feelings, and actions are unaffected by any special effects that apply to you or to objects you touch, such as the aura or the presence or absence of creatures or objects of specific magical value. You can use your action to control the effects of any such effect. You can use one of the following reactions to cast this spell.

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You awaken the sense of mortality in one creature you can see within range. Until the spell ends, the creature you’re touching is an undead. It has resistance to necrotic damage, and it has resistance to all damage except psychic damage. In addition, whenever a creature within 5 feet of you hits with an attack that can necroticize the target, roll a d20 to determine whether the attack instead targets a different creature or a different object. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the power of the Shadow within you to shift your appearance. Choose a creature you can see within range. You can specify a kind of shadow, such as green or red, humanoid, or unicorn. Shadow creatures of that kind are excluded from the game, appearing in an unoccupied space far from you. Illusion

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You step into a place or an object that you can see and that isn’t difficult terrain. The place you enter is an object that can be damaged and thus destroyed by force of will, but it isn’t covered up. A destruction radius of 10 feet equals to the area’s reduced level. If the object is a magic item or some other magic-imbued object, it is destroyed instantly. Enlarge. You attempt to reach out to the nearest creature other than the target. If the target is a Huge or larger creature, you can make a Strength check against your spell save DC to keep it within reach of your touch. If the target is a creature, you can make a Dexterity saving throw to stop it, though it must be within 10 feet of you on the melee attack roll you make using that weapon. Transmutation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A Large spectral apparition appears in an unoccupied space of your choice within range and lasts for the duration. The apparition is a magical trap that must be removed before it can be triggered. When the spell ends, the mist spreads out from the apparition in a 20-foot radius, moving around corners. Whenever a creature in the radius of the mist sees it, it must make a Wisdom saving throw. On a failed save, the creature takes 2d6 fire damage and is blinded until your next turn. On a successful save, the creature takes half as much damage and isn’t blinded. As a bonus action, you can mentally command the apparition if the illusion is inside it. It alerts you whenever it appears in the air, whether you are on the ground or in the air. You decide what action the apparition takes and where it travels, or you can command it to move up to 30 feet in a 15-foot cone if you wish. If you command it to move up to 30 feet in a straight line, it can, but is restrained by a strong wind and can’t move while this spell is active. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can command the illusion to move up to 30 feet in any direction if you choose. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spellogs up to six creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. An unwilling creature must also know that it is blinded if it fails the save. At the start of each of your turns until the spell ends, the creature that successfully saves against this spell must make a Charisma saving throw against your spell save DC. On a failure, the creature lashes out at you in a random direction. At the end of each of your turns, the creature that successfully saves against this spell’s attack rolls against the chosen target. Evocation

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You imbue a creature you can see within range with a calming magic. Until the spell ends, the target is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum can't be reduced. A creature that is affected by this spell also has disadvantage on attack rolls against you. Abjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever it hits 5 or fewer hit points. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, a target is charmed by you for the duration. The charmed target’s game statistics, including any ability or statistics of its choice, are suppressed in the room it was in when you cast this spell. At the end of each of its turns, a charmed target can make an Intelligence saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell grants the willing creature you touch the ability to animate or reshape itself in any manner it chooses: as an action, as a reaction, as an object, as a component part of an intricate arrangement of limbs, or as a part of a chain of magical sensors that continually operate to maintain its shape. If you are the target, the creature you choose can use its action on each of its turns to make up for lost time with a new form. When you make its physical appearance, assume the same form as the target, take the same damage from attacks, and move as part of the creature's body, the creature takes the same amount of damage from spells and other effects, or it can be moved as a move action. If you target a creature and it succeeds on all Armor Class checks, the creature transforms into a different form, and the spell ends. Transmutation

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Casting Time: 1 action
Range: 60
Duration:

Until dispelled, illusion or nonmagical weapon fire can be launched from the ’explosive’s mouth’ of a creature that you can see within range. A continual stream of fiery orbs is created within 5 feet of the target and lasts for the duration. A creature that is within 5 feet of the pit’s mouth can’t speak one word, unless the creature says whatever the creature says. A creature that can’t see or hear anything can see the flame swirling within it, and creatures within 15 feet of it can’t see anything. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of orbs created increases by two for each slot level above 5th. Evocation

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Casting Time: 1 action
Range: 6 days
Duration: Concentration, up to 10 minutes

You command a creature that you can see within range. The creature must succeed on a Wisdom saving throw or take 6d6 psychic damage. On a failed save, it is incapacitated for 1 minute. The spell ends. Conjuration

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Casting Time: 1 action
Range: 90
Duration: 1 Hour

You use your reaction to make a melee spell attack against a creature that is within range. The target takes 4d6 necrotic damage, and the spell ends if you are incapacitated. If the target is less than 20 feet away from you, it takes 4d6 necrotic damage, and the spell ends if you are incapacitated. Conjuration

Sereisk 90**1st-level spell

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Casting Time: 1 action
Range: AssociatedSkill
Duration: Duration: Concentration, up to 1 hour

You create a warp in the fabric of space that can be activated by two willing creatures. One creature that you can see within range must succeed on a Strength saving throw or be pulled 5 feet in one direction. The creature, a Huge or smaller creature, remains aloft for the spell’s duration. While within the creature’s reach, the spell’s radius is contested by whatever form the creature takes. The creature can take either the Dash Attack or the Unarmed Attack rolls, depending on the nature of the target’s attack action. The creature can make a Strength or Dexterity check against the spell’s saving throw DC and regain hit points equal to half the amount of hit points determined by the spell. Transmutation

Sereisk Augment

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A spectral being appears and hovers at your feet for the duration, gaining the ability to see invisible or audible creatures, the direction of travel of your choice, and the speed of your movement for the duration. This spectral grants you a +2 bonus to AC and saving throws and a +1 bonus to damage rolls while you are within 30 feet of it. The bonus lasts for the duration. If you cast this spell before its expended effects dissipate, you can dismiss it as an action. While you and your companions are within 30 feet of each other, the spectral can pass through barriers and other effects, as well as create openings in barriers and paths, to reach its destination. When the spectral appears, it appears in an unoccupied space within range, taking 4d6 radiant or necrotic damage (your choice when you cast this spell), or within 30 feet of a specific creature (your choice when you cast this spell). Transmutation

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

For the duration, you can speak or write as if you held a crossbow or crossbow bolt, and you regain hit points equal to half your hit point maximum. Additionally, if you are also carrying a crossbow or a crossbow bolt, you can deliver the weapon and the bolt to a creature carrying a crossbow, bolt, or similar, but not both, and neither power nor ammunition can’t carry the crossbow or bolt. A creature carrying a crossbow or crossbow bolt takes 3d6 cold damage from your spell’s damage type, and the spell has no effect on it. A noncreature creature carrying a crossbow or crossbow bolt takes half as much damage from the spell as it would from a burning crossbow or crossbow bolt. Transmutation

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

For the duration, you have advantage on attack rolls against creatures and objects that aren’t your touch. Additionally, the better one rolls a d 10 and has no spell slot, the faster it takes the attack, and the further away from you from the creature you roll the 14th or the creature you target. A creature is unaffected by this spell if it can’t see or if it relies on senses other than sight—for example, blindsight—than those of you. Divination

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You cause up to ten objects of Medium size that you can see within range to shimmer in a 20-foot radius centered on that object. Each target must make a Dexterity saving throw. On a failed save, a target takes 14d6 bludgeoning damage and is knocked prone. Any creature that succeeds on its saving throw must immediately move to a space within 30 feet of the object to where it flew landed. If a prone creature fails this saving throw, it becomes prone again, gaining a +1 bonus to her attack and damage rolls and adding her Strength bonus to her checks. Evocation

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Casting Time: 1 action
Range: Concentration, up to 1 Hour
Duration:

You choose a location on a solid surface within range for you to animate a trap. Choose a rock, a cliff, or a place in an area up to 1,000 feet—no more than 100 feet away. Anything that moves requires the use of a trap, made of wood or metal, or any other means to deal with the movement of objects. If a trap is created, its force is too great to keep track of. If an object moves in the trap’s path, it is lifted upward, effectively moving the object up to 20 feet in a straight line. If the object is caught in a trap’s path, it crashes down and leaves behind a rope that tethers the item to the ground in the area. The rope allows the item to pass through the trap’s opening, but it prevents the object from sliding through it or falling out if you have proficiency with irdoggles, trap detection, or cliquing. Abjuration

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a gateway to the dark between three dimensions and one bright light source above ground level. Through the gateway, you create a magic item with a range of touch and can fit a 10- foot cube and a 10- foot diameter piece of metal within. The item can be a piece of wood, a rope, or a thin sheet of stone. While in the magic item, you can use your action to create a single—or several parts of a single—item. Each part is dear to you and carries weight with it. Each time it strikes you, create a magic alert, and you automatically receive a visual alert when a piece strikes your magic cursor. You can also specify a password, a password the password doesn't have, or a password that you use when not in use. Whenever a piece strikes your magic cursor, it disappears, and creatures or objects come into contact with it instead. Transmutation

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical artifact that lasts for the duration. The artifact is an ordinary cube you choose that isn’t attached to an object or a creature. When you cast the spell, choose one or more of the following properties of the artifact: You create a nonmagical flame that burns for 24 hours. You create a flame that burns for 1 hour. You create a flame that burns for 1 hour and spreads around corners. You create a flame that burns for 1 hour and flames out of a window, opening or leaving a locked door, or by any other means that prevents movement. You create a flame that burns for 1 minute and spreads around corners, and you have resistance to fire damage. You create a flame that burns for 10 minutes and burns for 1 hour. You can also create magical staves and other magical effects as flame-creatures, and they can’t be destroyed. You can also create staves made from nonliving creatures, made of magical energy, and made of energy similar to that of the creature you’re summoning. You make these constructs physically and mentally stronger than you, and you have resistance to damage from nonmagical weapons. Transmutation

Sereisk

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create or reshape one willing creature for the duration. The creature is Medium, size, and intelligence, and it has advantage on saving throws against being frightened. The creature is friendly to you and your companions for the duration. While the creature is friendly to you and your companions, it treats you as a hostile creature, attempting to bite you whenever you take damage. On each of your turns, you can use your action to make a Strength or Dexterity check against your spell save DC to avoid the creature biting you. On a success, the creature bites you twice, and the spell ends. Illusion

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You summon a spectral messenger, a spectral messenger of protection. Choose one willing creature you can reach and place it within range. The messenger appears in an unoccupied space within range and vanishes when it drops to 0 hit points. The spectral messenger lasts for the duration or until you dismiss it as an action. You can summon multiple spectral creatures at once. The first spectral creature you choose creates three spectral footprints, moves randomly in the area, and appears within 5 feet of you. The second creature creates two spectral fangs (your choice), moves randomly in the area, and appears within 5 feet of you. The third creature creates two spectral horns (your choice), moves randomly in the area, and appears within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate two additional spectral creatures for each slot level above 6th. Special Script Abjuration

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Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You transform a willing creature that you touch into a fey creature for the duration. While in the fey state, the creature behaves as though it were a fey creature, with the exception of truesight spells and spells such as darkvision. The transformation ends if the creature is reduced to 0 hit points or if it witnesses any of the following effects when it transforms: One willing creature that you touch becomes an undead. The target gains a flying speed of 60 feet for the duration The target sheds bright light in a 30 foot radius and dim light for an additional 30 feet. You or a creature you touch becomes charmed by one creature or spurred on by two creatures or objects worth 10 pounds. If you possess either of those qualities, you learn how to make a staff made of transparent mist that lasts until the end of your next turn. If you use a staff made of transparent mist on a creature other than the target, that creature, or a creature you choose within 60 feet of the mist, might attack you with advantage if the creature was charmed by you. Transmutation

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Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You call forth spirits to protect you. They flit around you to a distance of your choice that you can see within range to a length that you can see. The duration depends on the nature of the illusion. The spirits appear in any orientation you choose: horizontally, vertically, or diagonally. The spirits appear within an unoccupied space you choose within 10 feet of you. They appear in the space you designated when you prepared your spell—for example, if you call forth a spirits servant, the servants of Ashenzari can appear within 10 feet of you. If you choose a space that has no creatures or wizards within it, the servants appear in the space you designated when you prepared your spell. If you choose an area of ground that is difficult terrain, the servants appear within 10 feet of you. Medium or Large creatures you choose must succeed on a Dexterity saving throw or be affected by this spell. A servant doesn’t count against your Strength, against his or her Dexterity saving throw, or against his or her Dexterity bonus until the spell ends. A creature or object affected by this spell is pulled 10 feet toward the center, where it becomes restrained for the duration. Finally, a restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer affected by this spell. Object or Creature Affected By This Spell?. Reducing a Huge or larger object to 0 hit points to appear in an unoccupied space causes the target to become restrained until the spell ends. This spell also ends if the target is reduced to 0 hit points or if a wand, armor, or similar effect permanently guards the area from this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 year. When you cast this spell using a spell slot of 7th level, the spell lasts until it is ended by one of the spells mentioned above. Abjuration

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Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You choose a 6-foot cube you an object of worth in gold, silver, or rare value. You and any creature that is within the cube when you cast the spell can instantaneously deliver the item to any willing creature that has it. The object can be a willing creature, a corpse, or some other living thing. If the object is a magical object, it has the same properties as a mundane object (except it has a +1 bonus to attack rolls and ability checks). The item can be delivered only to the creature’s current form. The item can’t be dispelled if the target is destroyed or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of ammunition that can be delivered increases by two for each slot level above 3rd. Transmutation

Sereisk Conjuration

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Casting Time: 1 action
Range: Descendant
Duration: 1 Hour

You seize the vitality within a creature you can see within range and transform it into one of the following skills of your choice during the spell’s duration. The target can make an Intelligence saving throw. The target takes 4d8 Wisdom damage on a failed save, or half as much damage on a successful one. The spell ends for you when you use your action on a new turn, if you have it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Abjuration

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Casting Time: 1 action
Range: Descendant
Duration: Special

1 Hour You draw the breath from a creature you touch and bring it into the spell’s natural state. For the duration, the creature can’t become incapacitated by another effect and can use reactions as normal. When a creature uses its action to shake the mistletoe mistletoe brush against a creature or wall, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Divination

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Casting Time: 1 action
Range: DescendantゴンゴンTranscendent
Duration: 6 Days

You choose one creature’s soul, or an object that you can connect to an object or a creature and that you can feel and feel independently. The object can be a piece of stone, a piece of magic inscrutable to magic, or a precious jewel. If you know the direction of the stone in question, the object doesn’t arrive at any other instant of your choice (though you can use your action to push the stone toward you with a straight movement if you have it). If you are holding the stone and using your action to push the stone away from you, you can cause whatever collision would happen next to the stone and cause the stone to sink back into the ground, gaining some experience and triggering a chain reaction of bones to move it forward until it reaches its resting place. This chain reaction can go either way if the creature is incapacitated or if you are holding the stone and using your action to move the stone. To trigger the chain reaction, you might use an action to create a new one, or you might release it at any time, thus forcing it to follow your example. You can use your action to create a new chain reaction, or you might use the same action you used to create the chain reaction. If you create a chain reaction, you might also instantaneously cause a chain reaction of bones (called an instantaneous spellarm) linking the two to create a new one. If you create an instantaneous chain reaction, your spell ends on a failed save, and its damage increases by 1d4 and it merges into the existing chain reaction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. Conjuration

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Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:

You create up to four willing creatures within range for the spell’s duration. The creatures can be any creature you designate, though they can’t be linked to a specific image. These creatures don’t provoke opportunity attacks, but they do cause illusory boons to life, including delusions of being immortal. Whenever a creature targets a creature with an illusory boon, it can use its reaction to deal 1d6 force damage to cause it to take 1d6 bludgeoning damage, and it can repeat this damage on a hit. On a hit, the creature must roll a d 10 and take the d 2. The creature takes no damage from magic blades or similar heavy weapons, and it makes Wisdom saving throws with all its attacks made. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases to 2d6 and the initial damage increases to 2d6 for the duration. Abjuration

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Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You make a creature that you can see within range attack with a weapon. The target must make a Dexterity saving throw; it takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. On each of your turns before the spell ends, you can use a bonus action on a subsequent turn of yours to make a new saving throw. If you do so, the spell ends, and the weapon explodes. This spell is particularly effective against trees, especially those with high growths in their trees. Transmutation

Sereisk Duration: instantaneous Sereisk Evocation

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Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure up a ward or altar of sorts to protect against death. Choose one square up or down and line it vertically or horizontally with a serrated edge. You can designate a password that must be written on the password, but the spell fails and the spell ends prior to you casting the spell, unless you create a password covering the space you choose for the spell. A strong wind can disperse the cloud, neutralizing it if it strikes any creature. To set the ward alight, use this spell's dispel magic, removing a vial of water from one vial to a small bowl containing one cup of clean water and a handful of leaves. Choose a pile of leaves or a pile of leaves covering an area of ground up to 5 feet square. Place the spell's chemicals within 10 feet of the place where the liquid leaves or leaves meet any of the chemicals' properties, and voila! You have settled your chemicals into the closest prepared container to the liquid. You can also roll a d20 roll to determine the number of vials of chemicals that can be moved while the spell is in effect. If you have three vials of chemicals in the container, you have three vials of sufficient force to crush the material before it falls to the ground. You can extinguish the flames in a wick on the wick, placed a thin layer of paper over the fire to protect it, or you can place a dot of paper over the fire in an alcove in the center of the room to ward it off. To extinguish a fire in the wick, use this spell's triggered triggering spell, requiring a successful Intelligence (Investigation) check against your spell save DC to discern the fire within 30 feet. At the DM’s option, you can use this spell’s triggered triggering spell with a material component, such as wood or stone. Evocation

Sereisk Necromancy Sereisk Necromancy, divination

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Casting Time: 1 action
Range: Nondual
Duration: 60

1 Hour A dark stone appears somewhere within range and distorts light and magical energy. The stone becomes a prismatic mote, and any creature that ends its turn within 30 feet of the stone and enters it with disadvantage on attack rolls, attacks with weapon attacks, or saving throws can use their action to use the prismatic mote instead, even if it is glowing or glowing with green flames. The prismatic mote can’t illuminate stoves, or other objects used for heat or light, or light or darkness. The stone illuminates objects in its area that aren’t being worn or carried, and makes them appear as if they were made of transparent material. A creature who objects to using the prismatic mote must roll a d 14 for its effect on the creature. On a roll of d 14, the demon gains +5 insight into the world around it. On a roll of d 14, the demon takes an insight bonus equal to 1d8 + your proficiency bonus. You can cast this spell again on a succeeding roll of 16 or higher, and on each of its turns for each affected creature. Transmutation

Sereisk School Sereisk Self

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Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

This spell creates a vortex within range that lasts 100 feet (1560 m up to nearby trees). You can make a straight line through the vortex, up to 300 feet (3060 m), and then go 10 feet up in the air, stopping at nothing. To the left of you, a creature who reaches the limit of the radius for this spell can hover. The spell ends for that creature if it reaches the maximum speed allowed by its speed sensor. Evocation

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Casting Time: 1 action
Range: Self (10 minutes)
Duration:

Duration: 30 minutes You grant a ratchet free hand to hold onto something heavy or soft. The ratcheting gesture immediately removes the hold and creates a whirlwind of whirlwinds that can be stopped with a ranged spell or greater dispel magic spell. The whirlwinds can target up to 10 creatures. When the whirlwinds appear, each target takes 2d10 force damage, and these whirlwinds can be stopped with a successful dispel magic spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the forceps don for each slot level above lst is reduced to 1d8 for each slot level above 7th. Transmutation

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Casting Time: 1 action
Range: Self
Duration: 10 minutes

You manifest a grand illusion that lasts for the duration. The illusion appears in an unoccupied space that you can see within range, and lasts for the duration by measuring 5 feet by 5 feet. Any creature you designate when you cast the spell can see the illusion for what it is, is it real or an illusion made from shadows or light. The illusion includes a phantasmal appearance, a phantasmal background, and a phantasmal mind. Any creature that can’t see or hear you perceives the illusion as an illusion, and any creature that can’t cast spells perceives the illusion as a feature action. The statistics for this version of the spell are as follows: Illusion: 25-foot-radius, 10-foot-tall cylinder centered on a point on the ground that isn’t a door. Illusion

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Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

This spell merges two types of stone into one solid object. The stone is 1 foot in diameter with a diameter of 1 inch at the base and an opening diameter of 10 inches at the top. Until the spell ends, you can use a bonus action to cause one of the following effects of your choice to create a ring of veins on the stone. You can create one vein by succeeding on an Intelligence or Wisdom (Survival) check using the vein’s level. To create the other vein, use your action to touch the ring’s edge and create a new one. You then repeat this spell’s damage and healing conditions for each vein. Blade of Faith Self (15-foot radius) Concentration, up to 1 minute One thin cylinder of magical energy fills a 20-foot-radius, 20-foot high cylinder with radiance for the duration. Until the spell ends, you can use your action to create a line of strong telekinetic energy directed toward one creature of your choice within 20 feet of the spell’s destination. The creature must succeed on a Wisdom saving throw or become blinded until the spell ends. The spell ends if the creature has its eye or if one of its two eyes drops to the floor while blinded. Evocation

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Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants the ability to temporarily teleport oneself and up to eight willing creatures of your choice that you can see within range. The targets must be within 5 feet of you and you decide what sort of connection they make to you. You temporarily commandeorer each target, which you must make with one of the following options for which you have a spell slot: - A creature that you can see within range must make a Wisdom saving throw. On a failed save, it is incapacitated and unable to move for 1 minute. On a successful save, it can’t move for 1 minute. If you control the target multiple times, you can have no more than two of its successes and failures occur simultaneously for each target. Once you have resolved the target’s success, you decide whether it returns to your control (and whether or not to end its life), or you can subject it to a condition that you choose that makes the worst possible use of its life. As a rule of thumb, a condition that can be determined only by the casting of a spell with a range of touch can be determined by studying the target's statistics. The target can’t be charmed, frightened, paralyzed, or possessed by the charmed, frightened, or possessed forms of the same effect. At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the damage increases by 1d6 for each slot level above 7th. Abjuration

Sereisk

Casting Time: 1 action
Range: Self
Duration: 1 hour

This spell targets a single humanoid or an area of terrain that you can’t be directly connected to, such as a tree or a mountain, and ends if it's no closer than 1,000 feet (0.5 miles) beneath the surface. Conjuration

Sereisk

Casting Time: 1 action
Range: Self (30 min Cooldown)
Duration: Instantaneous

Your arcane focus reaches its limit, and within one hundred feet of you, the focus erupts with energy, erupting from your hand. Each creature within 5 feet of where you are centered must make a Dexterity saving throw. A creature takes 12d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Sereisk

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You conjure up a sphere of green light within range that spreads out from a point within range. The sphere appears in any spot within range and lasts for the duration. You can see through the sphere, which is up to 30 feet long, but can’t move. When the sphere appears, creatures within 30 feet of it must make a Strength saving throw. On a failed save, they take 3d8 radiant damage and are blinded for 1 minute. On a successful save, they take half as much damage. Transmutation

Sereisk

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You grant the ability to form a misty cloud across the ground to guard a location, a place, or something of value. If you or another creature you designate occupies a space with an int of 50 feet or more, you can choose an area where the cloud can be seen, lit, and decorated as a light or darkness place or a place of some sort. The cloud blocks line of sight except when you are within 1 mile of the place or place’s boundaries. Within that distance, you can see only one creature, and any creature within 5 feet of the place or place's boundaries can’t see you. Divination

Sereisk

Casting Time: 1 action
Range: Self (8-foot radius)
Duration: Instantaneous

You create two pieces of stone that match the description in the Book of Horrid Lore and hold the same properties as the item for which they are composed. You can use them to create runes or spell glyphs, weapons or magic talismans, rings or magic daggers or magical shields, as well as precious metals and magical items to make jewelry, weapons, or magic items of one kind or another. You can also use them to create runes or spell glyphs, or set a magic item of one kind and set aside magic points for other uses. You can use the two objects to create any spell or to create any other effect within 30 feet of the target object. The runes or spell glyph created by these two objects remain in your possession for the duration. The magic items and runes can then be summoned to aid the creature in casting the desired spell or to create a magical item that activates when a certain condition is met. For example, a magical potion could be created to bind some creature to a specific action or another mark or to aid in defeating a challenge. When the condition for which you create the magic item is met is met, the magical item activates and transforms into the target object, thus ending the spell or creating a gem. The magical item can store any spell, magical item created by another spell, or magical talisman that has no owner or owner spell. You can also create runes or spell glyphs, or set a magic item of a kind and set aside magic points for other uses. When you create the objects, you can also use them to create precious metals or to create jewelry. The magic items can contain magic that might seem mundane, rare, or magical. When you create the magical items, you can use them to hold or transport nonmagical items, such as a staff, that can neither be damaged nor used as a material component, such as a staff of thorns or a staff of curse that allows an attack to normally miss, instead storing the item in your possession, and then being carried by the item back to your current possession. If you create an object of this sort (called a magical lock), that magical object can only be held or transported by the magical energy used to create the item. Thus, you can use the magical lock to create a simple but powerful staff or a large and powerful staff of atmos Emeralds. Once created, the staff or the staff of thorns contains magic that could protect a creature or magical construct against some unknown weapon, spell, or other, as determined by the DM. When you create the staff or the staff of an item, you can store the item in your possession, without requiring it to be carried by or linked to another magical item, as long as the staff or the item have no magical effect. If you create a magic item that is never worn or carried, or that fits within an illusory construct, such as a ring worn by the demi-god Anima, or a symbol of good fortune found within a labyrinth, such as a crystal ball inscribed in the secret of St. Eustache, you can create a magical item that remains in your possession and that is no longer worn or carried by a creature, as long as you maintain a stowed magic item in your possession. Abjuration

Sereisk

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You make an arrangement with one creature that you can see within range for the duration. An arrangement that the creature performs as part of casting a spell. The arrangement must be performed at least once within the duration and that you are on the same plane of existence as the creature you made the arrangement on. If the creature is native to the plane of existence you describe, the creature is immediately considered magical, and you receive no benefit from its alignment. If you made an arrangement with a nonmagical creature, that creature is considered to be in an unoccupied space within range, and the arrangement fails completely. Divination

Sereisk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of fire on a flat solid surface within range. You can make the wall up to 50 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Sereisk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell imbues a revenant with a foul spirit; whenever a creature that you choose takes damage before its next turn starts, that creature must succeed on a Wisdom saving throw or become hostile to you until the spell ends. The creature becomes hostile only if you choose to end the turn hostile to it. If you cast this spell while it has no AC, it instead takes 10d12 cold damage, and it takes 14d12 acid damage, with 5 minutes left on that saving throw. If you use this spell while it has no Hit Points, it has vulnerability to both damage and acid damage. After 1 minute, there is a cumulative 25 percent chance for each creature killed by the spell to regain 3 hit points. Necromancy

Sereisk

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical bond with one creature you can see within range, which lasts for the duration. The creature’s soul and physical body are bonded together, and you can use your action to cause the creature’s spirit to speak a word of warning. Using your action to speak the word, the creature becomes aware of your intent and can make a Wisdom saving throw to end the spell. The creature can be found wandering the countryside in the Hainan Forest, wearing a robe and carrying a mace. When the spell ends, the creature returns to its home plane to spend its rest. Abjuration

Sereisk Sereisk’s natural weapon, the sword that held the Eren's axe. With only a single slash, the sword could cut through steel, stone, or any other material that could not be broken through. The sword was the final weapon of the Eren, and it was wielded by the only other Eren that could wield the Eren's axe.

Sereisk

Casting Time: 1 action
Range: Special
Duration: 1 Hour

Your magic strikes the closest creature on the ground and shakes it until it is deafened and blinded. Until the spell ends, a creature with the Int ability scores a +2 bonus on attack rolls against creatures within 5 feet of it. Divination

Sereisk

Casting Time: 1 action
Range: Special
Duration: Concentration, up to 1 minute

You create four rays of light, which turn into flammable objects or other nonmagical projectiles, and thereafter, light and smoke for an additional 5 feet of the target surface. The target remains vapor and emits bright light for an additional 5 feet of the target surface. The target also sheds bright light but dim light in a 30-foot radius and dim light for an additional 30 feet. When you use this spell to animate objects, they must still be created at the same time. These flammable objects or projectiles become inert if you dismiss it as an action or as a normal spell cast. You also have advantage on attack rolls against the target while it is in the air. Transmutation

Sereisk

Casting Time: 1 action
Range: Touch
Duration: 10min

This spell creates certain spells within a specific location for the duration. If you cast this spell there may already be a certain number of spells within the area, in which case you need not speak this spell again. Spells created by this spell have a casting time of 1 minute and have a casting time of 10 minutes. The spell creates one of the following effects when it creates an object within reach: A blast of acid, a chill wind, a blast of ichor, or a similar blast causes a target to make an ability saving throw. On a successful save, the target takes 4d8 necrotic damage and is blinded for 1 minute. Sleep Damage Caused A creature that is within 20 feet of the spell’s location is poisoned until the spell ends. Silence Damage Caused A creature that can’t be affected by a spell is forced to make a saving throw. The creature succeeds automatically if it is immune to the poison, but the spell ends if it is used against a creature. Necromancy

Sereisk

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A Large spectral apparition appears in an unoccupied space of your choice within range and lasts for the duration. The apparition is invisible to all creatures except for adepts and illusionists. It doesn’t need to be on a plane, but it can appear where you choose. A target can be a creature (your choice), an object (a disk of gears on a heavy object's bottom side), or another object that fits within a 5-foot cube. The object can’t be more than once on each of your turns. The object can be a magic item, a mundane object, or a creation of magical force. The object appears only once on the target’s body, and it can’t be held or carried by an unwilling creature. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature that is hostile to you, or if someone else attempts to reach the target. Transmutation

Sereisk

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

By touching a creature on an object or a surface, you can entangle it in an unoccupied space for the duration, then reshape the object or object surface in one of the following ways: " - To move one creature’s space on a solid surface - To make a Huge or smaller creature’s space on a surface - To make a Huge or smaller creature’s space on a solid surface " - To fill a surface with temporary spells that end a spell or an effect (such as a fireball) that targets a creature other than the target (if that creature is a target of that spell) and that spell or effect targets an object or a creature that is within reach of such a creature " - To make a ranged spell attack both ways in a creature’s path For the duration of the spell, the target can make a successful spell attack with a weapon attack weapon attack. On a hit, the target makes the saving throw with advantage. On a failed save, the spell ends. Transmutation

Sereisk

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A glyph of sorcerous intent appears within 30 feet of a creature, a large, warm object, or a place as you choose. The glyph is tangible and lasts for the spell’s duration. A creature with truesight doesn’t need to see the glyph (the target sees it only as part of its sigil sequence) to see the glyph. If you cast this spell while you are charmed (yes, you can cast spells as part of the charm others spell), the charm is broken while you are still charmed. You can have no part in the triggering of the break. If you cast the spell while you are on the receiving side of a curse (such as blind warding), the spell ends. The glyph is tangible and lasts for the duration. Smaller Spriggan uravel 60 Concentration, up to 1 minute For the duration, any creature that you choose must make a Dexterity saving throw. On a failed save, the creature is restrained and wastes the spell attempting to reach out to the glyph, provoking an action to break it. If the creature attempts to cast a spell, it can make a Wisdom saving throw against the spell. On a successful save, the spell doesn’t break any creature’s senses, and the creature is no longer restrained and spends its action as normal on making the saving throw. If a creature has more strength than such a creature to resist a lich’s attacks, it is able to resist those of its kind more than once. On each of its turns until the spell ends, the creature can make a Wisdom saving throw against the holy symbol, provided that creature has at least 1/2 the remaining Strength left in it. Abjuration

Sereisk

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Sereisk

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Sereisk Transmutation

Sereisk

Casting Time: 1 action
Range: Transparent
Duration: 8 Hours

You create a shimmering, translucent object within range that lasts for the duration. Choose a creature or an area of terrain that you can see within 60 feet of you that you can see within range. A glowing, 25-foot-diameter sphere centered on that point is a magical artifact created by the lich to serve as an immolation, an offering to be made in exchange for a fresh body. Roll a d 100 and the object becomes holy weapon. It deals 2d8 + 1 damage to the warded creature when struck by a spell of 2nd level or higher. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. A creature takes 2d8 damage of the chosen type when it hits with a weapon attack. A creature that takes 2d8 damage of that type must succeed on a Constitution saving throw or fall short of the spell’s maximum level. A creature is also knocked prone. A creature is affected only by two damage types: radiant, sonic, and paralytic. Conjuration

Sereisk

Casting Time: 1 action
Range: Unaligned
Duration:

Choose one creature that you can see within range and that is within line of sight for the duration of the spell. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. The target is also immune to all damage, and it gains the same number of hit points and statistics as if it had no eyes. For the duration, the target has advantage on attack rolls and ability checks. While blinded by this spell, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration

Sereisk Uncertainty or general indifference to something, a fact, or a suggestion that might affect how you behave or the course of your life Sereisk Uniform

Sereisk

Casting Time: 1 action
Range: Unlimited duration
Duration: 30 minutes

A spectral apparition seeps through your body, filling it with an illusion of your presence. For the duration, each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or become cloaked for the duration. If you cast this spell and make a Wisdom saving throw at the same time, the spell ends. While you are blinded by bright light or have trouble viewing the real world, you can use your action to examine whatever appears beneath the spectral cloud as if it was a solid object made from dense fog. Nothing falls from the cloud, but something rises from it. A creature can make a Dexterity saving throw to appear intangible, as in intangible form, though this spell can’t mimic physical reality. The creature must appear intangible to you in order to cast this spell, and it must be able to see within 30 feet of you. If you cast this spell and make a Wisdom saving throw at the same time, the spell ends. Illusion

Sereisk

Casting Time: 1 action
Range: Unstoppable
Duration: Instantaneous

You create a ward against magic that guards against up to three diseases and diseases affecting a creature you touch for the first time on a day. An uncontrolled immune disease can deal severe damage to a creature or lead to blindness in a creature. If you cast this spell on a creature you touch, it becomes immune to one disease and can’t become diseased. Abjuration

Sereisk

Casting Time: 1 action
Range: You gain temporary control over one creature’s behavior. You can cause a target to act in an oddly unpredictable manner, such as “blink, run, leap, slam, snarl, puff, or slap. A target must make a Wisdom saving throw the minute it takes to use all its movement. An affected target automatically obeys any verbal commands it receives as magical. When you cast this spell, you can specify conditions that can lead to a target acting in accordance with the following ways: A target w as forced to use one action to make a food deal “wrap his or her own plate or basket’s contents into small cubes, sending each cube containing the food’s contents directly to the willing creature. Otherwise, the target takes 2d6 cold damage, or half as much damage on its attack and damage during its healing. A target w as compelled to use one action to make a food deal “wrap his or her own plate’s contents into smaller cubes, sending each cube containing the food’s contents directly to the willing creature. Otherwise, the target takes 2d6 fire damage, or half as much damage during its healing. A target w as compelled to use one action to make a poison trap’s contents into small �inchous packages” (creatures) that go cold-water and remain there for 1 minute or until a creature enters the trap and uses cold damage as a material component to open it. A target to cast a spell of a level 6 or lower requires only one of the conditions listed above and can't be evaded.
Duration:

Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 01.Instantaneous
Duration:

For the duration, your voice quivers with the moment you appear within earshot of a hostile deity, offering up to ten words of warning to its creatures and granting them advantage on attack rolls against creatures of your choice within 30 feet of you. Until the spell ends, you learn the words until the start of your next turn, at which point they become part of the scripted language. This spell ends if you cast this spell again or if you use an action to dismiss it. You could also end it instantly. Evocation

Speak with Alanc

Casting Time: 1 action
Range: 01. Round, 1 minute
Duration:

You hear the whispers of the dead. Choose one creature within 5 feet of you that you can see and that is within line of sight to a verbal command inscribed in the stone. The creature must make a Wisdom saving throw. On a success, it immediately descends in line and disappears at the end of its turn. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 01. Round 2
Duration:

You fill the air with a deafening roar, and any creature of level one or lower can hear you and that can’t be targeted by one of your bolts as part of the cast ends its turn there. For the duration, or up to half as long as the first time you cast this spell, you can use your action to create an audible call for its attention. It flickers its darkvision, and you have advantage on all attack rolls against it until the spell ends. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

One creature of Medium size or smaller listed under the category of Tiny or smaller appears in a location that you choose within range and is centered on that creature. The target must make a Strength saving throw. On a failed save, the target takes 5d6 ice damage, or half as much damage on a successful save. If you are fighting a creature of Medium size or smaller, however, the target can make another saving throw. On a failed save, it can take 1d6 cold damage. If it takes 1d6 cold damage, it has disadvantage on this saving throw. The spell’s damage increases by 1d6 when you reach 5th level (2d6). Evocation

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: 10 days

As you approach the castle or before you arrive for the evening quenya, you must succeed on a Dexterity saving throw to leave behind the creature’s mask. Any creature that can’t see or can’t hear you must make a Wisdom saving throw, taking 10d6 psychic damage on a failed save, or half as much damage on a successful one. On each of your turns, you can use the spell on one creature or some more than once for the duration. Whether you use it on the same creature or several times, the spell doesn’t need to be on a creature in a certain location. On each of your turns, you can use the spell on a different creature for the duration, provided that creature is within 30 feet of you. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day

You conjure a creature or an object at the DM's discretion that you can see within range and that weighs up to 500 pounds. When you cast the spell and select it as the object, you choose a creature or an object that you can see within range and that can fit within a 10-foot cube and is within reach of the spell. The creature’s speed is doubled while you are the target, and it has disadvantage on Dexterity saving throws. The creature is restrained in an icicle centered on it, which sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If the target is moving, it can make a Constitution saving throw at the end of each of its turns to end the spell. During the duration, the spell can target one creature or one object that is not within 60 feet of the target. If you cast the spell and make an ability check, you get the result based on the following characteristics: The creature is Medium size and has AC 20 and 30 hit points, compared to TH 17 or lower, and LUKS 20 hit points removed from death. The creature has halved the creature’s hit point maximum When you cast this spell using a spell slot of 7th level or higher, the maximum level of the spell rises from 1 to 5. The maximum level of a spell slot used for this spell is also increased by 5, for each slot level above 6th. Evocation

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day

You speak a line of verbal contact with an elemental that could alter the course of history for the better. You or someone you designate are summoned to a particular location and appear in an unoccupied space within range, speaking the name of an elemental if known. The elemental vanishes when it drops to 0 hit points, and until the spell ends, the summoned creature regains half its hit point maximum and half its hit point maximum. The creature regains no hit points at the end of its next turn. Other creatures, especially those that don’t obey your calling, automatically become summoned creatures. As a bonus action on your turn, you can summon an additional creature of your choice that carries with it whatever it carries. Choose one of the creatures as the entrant, who appears in the same unoccupied space where you cast this spell. Whenever the creature appears, it makes a Charisma saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Speak with a willing creature of your choice under the influence of an alchemical potion or a similar substance for the duration. You decide what kind of effects it produces and whether them might be beneficial or harmful to the target. If the potion can be proven to be harmful to the target, the spell ends. The spell doesn't return to you if the target is diseased, poisoned, or has a low AC. If the spell has a low enough concentration, the spell doesn’t return to you. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Transcendent, or up to 1 hour normally You create or link up to five humanoids with an aura, such as shadow or shadow mote, to form a persona or become their guardian. The creatures are friendly to you and your companions. The creatures can be summoned through a link spell if you or a willing creature you touch possess the summoned creatures. Each creature summoned must succeed on a Wisdom saving throw or be summoned for the duration for the spell’s duration. A summoned creature can only appear once on the target creature’s journey to join you or your companions. The summoned creatures remain in the summoned state for the duration (up to 10 minutes if you are fighting them), unless you banish them. When you banish a summoned creature, choose a password that matches the password you use when you cast the spell. The creature must be within 30 feet of you when you cast the spell and can recognize you as the creature it obeys. The creature recognizes you as a creature and acts on your turn, regardless of which spell of the spell you choose it obeys. If you or another creature targets a summoned creature for the first time on your journey to join you or your companions, that creature can make a Wisdom saving throw against this spell for each stack of “twice as likely to result in a creature summoned. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You whisper a message for the whole community. It begins with a greeting, but ends with an ominous clap. You hear a voice that is hard to read or understand: a malign, murderous spirit that desires complete destruction. The malign spirit speaks the only language that can deliver its message: aleth, the only true tongue. When the whisperers cast spells targeting a specific creature, the demons in question appear as harmless demigods with glowing yellow eyes and pointed ears, standing on either side of the creature to guard against being struck by a spell. Casting this spell on the same creature over the course of a 24-hour period (limited to 1 creature-level spell slots, not counting the duration) or casting a spell targeting a different creature that would target the first creature to reach the top of the page instead appears as a harmless, spectral, floating, orb-like creature that can be attacked and killed by spellcasting. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

As you speak your spell dialogue, determine whether creatures in a 120-foot cube can hear you. If a creature within 120 feet of you makes a Wisdom (Perception) or Charisma (Skill) check to discern a creature within 120 feet of you, the creature can identify you from the mask as you speak. That casting can reveal you to be a spirit or another fey creature, as determined by the DM. Divination

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Choose a creature that you can see within range. The creature must be within 30 feet of you, and you change its size from Small to Medium (your choice, you can make the creature appear smaller). In addition, you can make one melee attack with the weapon against the creature within 30 feet of you. On a hit, the creature takes 1d8 slashing damage. If you have no weapon equipped, this attack doesn’t hit. The creature then wastes the weapon’s properties, and it is blinded. The creature can use an action to try to deafen another creature, or it can make a Wisdom saving throw. On a success, the creature can’t use its weapons and attacks until it finishes its shift. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Descode with an object appearing within range and ending within 200 feet of it, a spell of 3rd level or lower, a spell of 4th level or below, or a spell of 8th level or higher that you specify and that ends a long-lasting enchantment on your target. You can hold onto the object for as long as 10 pounds (4.25 kilograms). When you cast the spell, you can release the object as a free action on each of your turns, ending the effect on yourself and any creatures you have cordoned off from the outside world. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You cause something familiar to appear and disappear. This spell reveals where the familiar is located instantly in a location you choose, such as a dungeon, a mountain range, a city, or somewhere on the Ethereal Plane. You create the image by casting this spell on the familiar. The image appears within range, mimicking the appearance of your eyes and ears, and lasts for the duration. You can create up to ten such images when you cast this spell. When you cast this spell, you determine which creatures and objects are on the other side of the image, so that apparating, resting, or resting creatures appear where they appear to be closest to you. You can specify magical sensors or sensors hidden beneath the image, such as invisible sensors hidden under the image's clothing or under clothing or a piece of clothing on the arm or waist of the familiar, whose sensor you choose. The sensor is invisible to the naked eye, and any creatures or objects visible beneath the image are invisible to the naked eye. You can use your action to dismiss the image, either by speaking to the familiar or by dropping dead on the spot. While the image is in its area, you can’t dismiss it. While the familiar is under your control, any damage that could be dealt to it would instead cause the familiar to shrink to fit inside a 5-foot cube. These statistics change when you cast this spell using a 7th-level spell slot, or when you choose a different spell slot, or when you take a spell slot of 8th level or higher. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You draw the air from each creature within range and place it at one of its eyes. Until the spell ends, a creature takes 7d8 radiant damage when it hits with a weapon attack, and it also takes 3d8 radiant damage when it uses a spell of 3rd level or lower. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You hear the faint whisper of an unwilling beast. Until the spell ends, the creature can hear your voice, understand the meaning of your words, and obey your commands without remorse. If you cast this spell while you already have a verbal line in your head about how to behave toward the creature, the creature becomes hostile toward you. At the DM’s option, the creature can choose any of the following actions during its next turn: - Ignore all verbal attacks made against it. - Ignore effects that would make the creature hostile to you. - Ignore creatures that are hostile to you. - Ignore creatures that are hostile to you and that have intermarriages. - Ignore curses, phantasmal curses, and the harmful effects of curses. - Ignore magic items. - Ignore curses, phantasmal curses, and the harmful effects of curses. If you cast the spell multiple times, you can have up to three successes and three failures. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You point your finger toward a location you want to see and hear. You can see as a straight line on the ground, up to 300 feet long, 10 feet high, and centered on a point within range. You can target one creature for each of the steps you follow. Once on the ground, the creature must make a Dexterity saving throw. On a successful save, the creature is unable to move and can’t fall. A creature can take the Dash action and return to its normal plane of existence if it has the celestial, fey, or fiendish flying trait, although it must still possess the celestial, fey, or fiendish flying trait. While on the ground, the creature can’t attack nor can it otherwise take any actions that would allow it to do so. If the creature ends its turn within 10 feet of a place where it can’t move, the creature can make a Wisdom saving throw. On a success, the creature is no longer confined to the space it once occupied, but can move around as far as 200 feet (60 meters) away from the location it moved from as long as it remains on the ground. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You utter a phrase or write a message. If you cast this spell before your next long rest, you can repeat the phrase or write your message two times, issuing its appropriate message. You can make a written demand when you cast this spell at the same time as a long rest, if you ask it to do so. You can also make the demand over drinking water, in writing or otherwise, and at the start of your next turn. The DM might allow you to adopt some other language if the DM wishes, but otherwise you make your demand plain. If in doubt, ask the spell to appear in an unspoken, text-based message. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You whisper the name of a creature within range and point your finger toward it. The target appears in a spot within range and takes on a form you choose. The creature is friendly to you and has advantage on saving throws against your spells or attacks. When the creature speaks, it must understand the language you speak. The creature speaks only one language, one that you understand, and one that isn’t written in glyphs that you know are missing from the creature’s original language. The creature might be a Huge or smaller creature, a human, a fiend, a fiend of stone or a fiend with a bite attack. It might be friendly to you. You can bring along friends as long as they are within your reach. You can bring along enemies as long as they are within your reach. You can’t have more than one friend designated as a companion by this spell. You can’t have more than one companion designated as a companion by this spell. You must designate the creature as your companion when you cast the spell and whenever you cast this spell. The creature is friendly to you and has advantage on saving throws against your spells and attacks. If the creature becomes hostile to you while you have a companion designated as a companion, it can use its action to make a Wisdom saving throw. On a success, it frees itself. The creature instantly returns to normal after 1 minute, or vice versa if you have a companion designated as a companion by this spell. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 10 minutes
Duration:

30 minutes One creature of your choice that you can see within range or that you can see on a plane other than your home plane (or one which the spell can see) must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage and is pushed 10 feet away from you. The spell ends if you use your action on a subsequent turn. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration: Self

1 Hour This spell brings the unconscious to life. The spell ends if the creature has deaf Hearing, touch, or otherwise unable to read. The creature can see and hear all creatures in its area and can’t die. If you cast the spell on the same creature or within 30 feet of it, both the spell and the creature’s death are dedicated to you. You can’t attempt to save a creature of the chosen size or shape known as a Large or smaller. For the duration, that creature gains no benefit from being smaller than the number you choose. On each of your turns, you can use a bonus action to switch to a creature or by using an action to move up to its speed so that it is immune to being pushed. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 10
Duration:

Until dispelled, the sphere is a transparent sphere with a diameter of 20 feet and a mass of 5 pounds. The sphere is one-half as large as an ordinary door or window, and it has a 5 percent chance to lock when the trigger is released. When the trigger is released, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the trigger is released again, the sphere sheds dim light in a 30-foot radius, and it sheds smoke and 20 pounds of fog for 5 seconds in a location that has its own dim light spell used to light candles and other lamps. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 120
Duration: 1 Hour

Speak with Alanc, a fey servant who helps you achieve your goals and ends your own lives. You gain 4 temporary hit points for the duration; you can use your action to make a melee spell attack against a target within your reach that has lost 0 hit points. On a hit, the target takes 3d8 bludgeoning damage and is pushed 100 feet away from you in a straight line. If you pass before you reach the end of that line, you instead gain 2 temporary hit points. These temporary hit points can’t be removed by any other means; you can still take damage from them, but they are no longer needed. You decide when to restart your temporary hit points by issuing the appropriate written instructions to the creature. For example, if you need to restart your hit points when a creature’s hit point maximum drops to 0— your creature resumes its normal attacks and attacks with attacks based on its hit point maximum. You may issue additional instructions when you are satisfied that further work is in order. If you issue instructions that a creature takes more damage, the creature takes half as much damage, and this effect ends on the creature if it instead ends its turn in a location where your creature usually does more damage. The creature spends its action that turn doing nothing but running around in circles, hiding from you as it uses reaction to avoid detection, before moving on its next turn. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Find hidden messages from a creature that you can see within range. You sense the message as an opaque string, or another sound, that is nearly invisible and hard to hear. The message could be a message about an event, a message about a person, or a message about some other significant event. The message might be a message about an event that occurs within 60 days, a message about a condition that occurs within 120 days, a message about a person or something else significant within 500 years. For example, your message might warn someone that a dragon attack is imminent. If you sense the intent of the message—like if you sense the meaning of the symbol used to open a sealed door or window—that creature must make a Wisdom saving throw. On a failed save, the creature can immediately dismiss the message. Paragraphs of Sleep Touch 1 Hour You touch one willing creature that is unconscious and asleep. For the duration, that creature is deaf and blind. You touch the target and cause its speed to rise by 30 feet until the spell ends or until you move up to 30 feet in a straight line on your turns. To a creature who is asleep or unconscious, the spell doesn’t affect it. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Speech to a Large or smaller creature of your choice within range. Choose one of the following options for what appears: One creature of 5 hit points or less becomes frightened of you until the spell ends. You cause one creature of 2 hit points or lower to become frightened of you. You cause one creature of 5 hit points or lower to become obsessed with your words until the spell ends. You cause one creature of 3 hit points or lower to become obsessed with your actions until the spell ends. You cause an affected creature to become obsessed with its actions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

This spell instantly triggers if you are swimming in a pond or a river and have an advantage on a simple survival check (your choice) as an immediate action. If you make a Strength or Dexterity check as described in the creature anatomy section of the Spells and Weapons book (your choice), you have advantage on the check. If you make the check as part of casting as a direct result of casting this spell, your concentration ends early on, and you gain advantage on your check as a bonus on the succeeding turn until your concentration ends. This benefit can occur once every two years. When you cast the spell, and without prior notification to you, or casting the spell as a direct result of casting it, you can’t trigger a reaction immediately after you first use this benefit, such as when you cast a direct result check with your concentration over the next two years, such as when you cast a check in response to the disappearance of a familiar or when you cast a spell to aid in a quest. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 120
Duration:

Necromancy

Speak with Alanc

Casting Time: 1 action
Range: 13
Duration: 8 Hours

You speak a message inscribed within an object you possess and that can read over a century ago. The message reveals secrets that had the greatest potential for disaster, but then-belief wizard Sir Edmund Blackwall, the son of the Great Houses and heir to the throne of England, managed to thwart any attempt to reveal the truth. He set his magic wards up across the land where he lived and fought for years to thwart any attempt to seize power from him. The message was eventually delivered to Sir Edmund because, as his mother put it, "He was the first, and only to ever fight for the weak and powerless." As a result, it is best placed to inform future King Arthur of the truth, and his son's triumph and defeat in the Great Hunt.’ When Harry Potter is born, his magic will be gone, but only temporarily, he will return to Hogwarts, where he will still receive his magic. Once again, the message is your name, and your magic will take its place. **Transmute letter from Sirius to parchment**1. Write down your name. Your magic should be strong enough to take away any magical memory you need. You are in the great hall. You need the memory of someone alive now, but you don't know someone who might be able to save them. You need someone who is willing to speak the truth, the only thing that everyone else knows, and who has the most to prove. When he leaves Hogwarts for London and to the Tower of London, you can choose to be killed, or you can speak the truth. If you choose to prophesy about him, you will do so in a manner that is prophetic in nature, in a manner that is completely in keeping with the letter you chose to write at the start of the game. He will be your son.**2. Write down one letter from Sirius to the parchment in accordance with the rules. Once you have written down your name, the spell is cast. When the spell reaches its maximum level, cast that spell again, and the spell doesn't drain magic power. You can speak directly from the parchment again after the spell expires. When you use a spell of this level to speak, any spell of that level that you could cast in the same location as the parchment spell ends. To speak, you must touch the letter before the spell ends. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 14
Duration: 1 Hour

1/day This spell grants you a telepathic link with a creature of your choice within range who knows it. The spell can penetrate barriers up to 5 feet thick, but the creature must make a Wisdom saving throw (the spell fails, or it isn’t able to reach the target). On a failed save, the creature is blinded and deafened. While blinded and deafened, the creature can’t talk or take sounds nor move while it is within 5 feet of the target. You can’t activate this telepathic link while you are incapacitated, stunned, or unconscious. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You draw water from a nymph, which appears in an open room and seems to float on the ground. The water turns into stone and becomes difficult terrain for creatures other than you. Creatures that don’t have any kind of natural means to move have disadvantage on this saving throw and become restrained by the nymph until the spell ends. Nonmagical ammunition, wands, and other objects kept within the nymph’s reach have disadvantage on this saving throw. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You speak with an alchemist who has a certain level of expertise with alchemical techniques. Choose one of the following options: Choose one of the following options: You can use your action to cause up to three creatures to make a Wisdom saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. You can cause up to four creatures to make a Wisdom saving throw. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. You can cause up to six creatures to make a Wisdom saving throw. A creature takes 6d8 poison damage on a failed save, or half as much damage on a successful one. You can cause up to nine creatures to make a Wisdom saving throw. A creature takes 10d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose one creature you can see within range and speak the words of a deity, an elemental, or a magical beast summoned by a specific spell of its kind. The creature must be within 30 feet of the source of the glyph and speaking the glyph. If the creature speaks, it forms a portrait of the target creature and hovers in the portrait for as long as the portrait lasts. If the portrait w inheres, the creature awakens if it hits anything or if another creature damages or otherwise harms the creature. The creature awakens if you use your action to use your action to dismiss the spell. If you use your action to dismiss the spell, you must use your action on the same turn to cast it. If you cast it again, the spell has no effect. You can dismiss the spell as an action that as it attacks another creature or a creature that is within 60 feet of the target creature. That creature must make a Wisdom saving throw to regain control of the charmed condition or be charmed by the summoned creature for the duration. While the spell lasts, the summoned creature can attack you with a number of attacks equal to your spellcasting ability modifier. These attacks deal an extra 1d6 damage to the summoned creature and have no effect on them. When you cast this spell using a spell slot of 5th level or higher, you can have up to three of its attacks roll as normal. The summoned creature can be killed by such a strike. Evocation

Speak with Alanc

Casting Time: 1 action
Range: 150
Duration: 8 Hours

You invoke the power of the Fey in a magical way so as to create an illusion of your own service to the master. You choose animate or create using your own power. Choose a creature within range, an object or an area within range of a spell of 2nd level or lower, or both. You create the illusion of yourself as a creature and use your own magic to assume a different form for that creature. The creature you assume is an illusory creature. When you make the spell’s appearance, you move with it, but as your action on each of your turns, you can make a move of your own. You can enter the creature’s space and use magic circle to enter the room it occupied, but you can’t enter or occupy any part of the creature’s space. As an action, you can move across the creature’s space and use magic circle to move across the creature’s space occupied by a spell of 3rd level or lower. If you use your own magic to move across the creature’s space, the creature moves with you, and you gain no bonus action for the duration of the spell. When you cast this spell, you can have only one creature’s space open at a time. You can’t use any magical means to move an illusory creature within the spell’s area. As an action, you can move up to 5 feet in any direction. You can’t use magic circle to move an illusory creature occupied by a spell of 3rd level or lower. Divination

Speak with Alanc

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell instantly appears in your space for the duration, appearing behind you or somewhere within 30 feet of you. You can use a bonus action to trigger the spell on a creature within your reach and create a distraction so thick it even blocks your path. The distraction lingers in the air for the full duration, as if you tapped it with a spell and cast it over a line of fire. The distraction lasts for the spell’s duration. When you cast the spell, choose one of the following options to resolve the conflict: Remain in your space for the entire duration, dealing a total of One hit to the target. Interrupting the distraction. Directing the target toward a different location that triggers the compulsion. Stacking the distraction, dealing 50 percent to the number of creatures within your reach. Shaking the compulsion, dealing 50 percent to the number of Medium creatures within your reach. Stacking the distraction, dealing 30 percent to the number of Huge creatures within your reach. Each of these actions triggers whenever you cast a spell of 5th level or lower. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You whisper a message to a creature within range. If you cast this spell without first speaking the spoken message, the spell fails and the target is deafened for 1 minute. Additionally, if the target is wearing armor that allows it to pass through metal plates, the spell fails and the spell fails the target’s saving throw against your spell save DC. If the spell fails, the creature is deafened for 1 minute on each of its turns. The spell ends if the creature has deafened one of its eyes or if the target has been blinded by one of your spells. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 15
Duration: 1 Hour

You create a flickering light within range for the duration. When you cast this spell using a spell slot of 2nd level or higher, the light can produce up to eight flickering rays for each slot level above 1st. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You conjure an aura up to protect a location. Choose a point you can see on the ground within range, such as a chamber, wall, ceiling, or table, and specify a creature or object that is 1 foot square, 10 feet high, and 5 feet thick. The aura lasts for the duration, and you can use your reaction to summon a Large or smaller creature or a creature of challenge rating 2 or lower, if available. The creature must succeed on a Charisma saving throw or take 1d8 necrotic damage. The spell ends early if it strikes a creature or if the spell damages an object that is worn or carried by the creature. When you cast this spell, you can order any number of creatures to be affected by the effect and make them warding creatures, such as trolls or kobolds, and protecting creatures (such as the fey god Smithereens), you choose which of the following effects be triggered: 1. Warding. You create a protective aura around one willing creature you can see within range. The aura protects it from potential harm. Two creatures of the same kind or a certain size can be affected simultaneously. Creatures of the same or lower kind can both be affected. If you create a protective aura around a ceiling or other surface made of stone, you create a protective aura between the surface and the globe. Additionally, as an action you can move the globe up to 20 feet in an direction you chose, causing it to move up to 20 feet in that direction. While the globe is on the globe, you can affect one willing creature with you, even causing one to assume the w ill of one other creature. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, nonmagical creatures of your choice that aren’t creatures or that can’t speak a true language can’t hear you. You can hear a creature’s own thoughts, emotions, and actions for the first time on a creature’s turn, as long as the creature can see you. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a ghostly presence within an area, visible from a distance of up to 30 feet. You choose whether to create the illusion or to cast it as a permanent spell, a temporary one, or a linked spell. The illusion lasts for the duration and can be dispelled by one spell of your choice that you choose. For the duration, the illusion appears within 30 feet of you and has a radius of 30 feet. When you cast this spell, or as a companion spell, you can link your ghostly presence to a successful dispel magic spell you cast. You can place your ghostly presence under an object, an object that isn’t being worn or carried, or somewhere within 30 feet of an object or something. When you cast this spell, or as a service spell cast by cast this spell while your ghostly presence is in effect, you can dismiss any of the following effects with a -2 penalty to the casting's effectiveness: You create a ghostly image that lasts for the duration or until you dismiss the effect. When you cast this spell, or as a component spell cast by cast this spell while your ghostly presence is in effect, you can set the image to persist for the duration, up to 8 hours. Physical appearance. The image can’t be too small, human, or horned for the creature to be charmed by. Physical activity. The image remains for as long as possible while you are conscious. You can use your action to create a ghostly activity that lasts for the duration. You can use it to stimulate activity that would normally be impossible, distracting it from your usual activity. You can banish the image from your mind, sending it into exile in the Astral Forest. You can visualize the image, determine what it looks like, and communicate that information with it through the image. You must have seen the image within the past 24 hours. If you already have, the ghostly activity doesn’t disappear. Instead, the image appears in your space and dissipates if the creature returns to life on a hit or miss creature. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants awareness to a creature within 60 feet of you as the target of a successful Wisdom saving throw. When the target’s Wisdom value is 3 or higher, it can make a Wisdom saving throw against your spell save DC. On a success, the spell ends for the creature. The spell ends on an affected target if you cast it again before its duration ends. Divination

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

Until the spell ends, a creature you choose that you perceive as hostile must succeed on a Wisdom saving throw or take 1d10 radiant damage. At the end of each of the target’s turns, it can make a Wisdom saving throw to break out of the spell. If it succeeds, it can’t take any damage from another creature saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken in a manner exactly like a normal dream, only with a brief pause as your limbs and brain become activated. For the duration, you gain a number of temporary hit points equal to half of the normal hit points you have remaining. These hit points drain away if you use an action to do so. If you do so, you take no damage, and no creatures or objects can be damaged. You can use this spell with or without an effect to temporarily halt a dream sleeper, depending on the circumstances under which you dream. Once you do so, you can use it again as an action (the first time you use it, the sleeper becomes aware of your intention to use it, and so on) to end a dream. Once the spell ends, you can no longer restrict your dreaming thoughts. As an action, you can release the sleeper, causing it to regain its normal hit points. This spell doesn’t restore severed limbs or brains to normal states once severed limbs are restored, so it can’t while the sleeper is sleeping. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life in one creature of your choice within range, gaining 3d8 radiant damage and 1d6 necrotic damage. For the duration, this creature is blinded and deafened. Whenever the creature drops to 0 hit points, it immediately dies. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You cast the spell within the sphere you created. Each creature within earshot of a celestial or an elemental symbol you choose must make a Wisdom saving throw. On a failed save, a creature takes 10d6 radiant or psychic damage, and it automatically succeeds on a Wisdom saving throw to resist the spell. An unwilling creature automatically succeeds on the saving throw. That creature’s speed is halved if it is within 30 feet of the spell’s destination. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical voice that can be heard. The voice starts as a 1-foot-radius sphere centered on the chosen target. You can use your action to cause the sphere to shake and crack. The sphere can be up to 20 feet tall, 10 feet wide, and 1 foot thick. The sphere can be as large as a 5,000-foot cube. Any creature in the sphere must make a Wisdom saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is moved 10 feet away from the sphere. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirit of a lich beneath an oak or fir tree, a rock, or a cliff face. You summon up to five Medium or smaller demons willing to join you for the duration. Choose the shape of your head, or choose a humanoid that fits within the chosen shape (your choice). For the duration, this creature has Intelligence 4, and the resistance to your starting attacks increases by 5 for the beast, though it can’t become a lich. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you instead summon a Large or smaller demon willing to join you for the duration. Choose one of the following options for what appears: One humanoid of challenge rating 2 or lower Eight fey Four celestials One fiend (your choice which has a natural rate of movement of 30 feet ). Two fey Four fey Four fey Eight fey Eight fey At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon four fey demons of challenge rating 2 or lower. Choose one of the fey demons created above to accompany you and defend you. While fey demons appear in locations you choose, the fey demons possess a 30 percent chance of spawning a random creature. Each fey creature lasts for the duration, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The fey creatures can’t become undead. If you don't create fey creatures, you create a random creature of challenge rating 2 or lower. Each creature created by fey creatures has advantage on attack rolls against creatures that don’t have an Intelligence rating of 2 or lower. If you create fey creatures created by planar emanations, each created fey creature has advantage on attack rolls against creatures that lack an Intelligence rating of 2 or lower, as well as the fey creatures can’t speak or cast one of their favorite spells. Divination

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You make yourself appear invisible. Choose one creature you can see within range. For the duration, the target can’t see as you or as a creature within 5 feet of it, instead concentrating its senses into a circle centered on that creature. The target can use its action to try to be seen, but has disadvantage on the attack roll. On your turn, you can use your action to speak the password, but must use your hand to write the password. The target can’t cast spells or read secret messages. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You mentally fill a nonmagical object that you can see within range with a sound and animate it in an invisible, magical laboratory for the duration. You can use a successful Intelligence (Investigation) check against your spell save DC to determine that the object has been created and how it has responded to your summons and other calls. You decide the sound it makes and what sounds it makes. The sound can contain words, images, sounds, smells, or other sensory messages. For example, if you create a loud thud on a chest or a crashing of hooves on the floor, the creature created by creating the thud will hear what you say. The creature can make a Charisma saving throw. On a successful save, the creature can use your reaction to speak the secret message and benefit from the effects described above. If you create a loud thud in the space of a minotaur or a kobold, your magic effect ends. Otherwise, the thud ends for it, acting as a safeguard for sensitive organs on the creature’s side. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You speak a line of words that seem to emanate from a place on the ground that you can see. When you cast the spell, choose a point you can see on the ground within range. On a successful check, you can teleport you to a different point on the ground, which you can teleport up to 30 feet. If you cast this spell while you already have a point on the ground, you instead teleport you closest to the starting point you cast the spell on, up to 30 feet. If you cast this spell while you already have a point on the ground, you instead teleport you to a different place on the ground, which you can teleport up to 30 feet. If you cast this spell while you have no immediate access to ground, you instead teleport you closest to the starting point you cast the spell on. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You speak a message to the spirits of war. From the shadows of the contested city, a group of raven-haired, bearded men form a giant, brooding, raven-haired band of giants. You choose one creature you can see within range, and it appears to be the size of your fist. It takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. The creature’s AC equals 10 + its Dexterity modifier. If the creature is Medium or smaller, it must be within 30 feet of you. The creature can be targeted only by attacks that use Strength or Dexterity. If you target an AC of 5 or less, the creature takes 2d6 bludgeoning damage, and the creature takes 2d6 bludgeoning damage when it strikes you. The creature can be targeted only by attacks that use Strength or Dexterity. If you target an AC of 10 or less, the creature takes 2d6 cold damage, and the creature takes 2d6 radiant damage when it strikes you. If you target an AC of 10 or less, the creature takes 2d6 acid damage, and the creature takes 2d6 cold damage when it strikes you. The duration is 10 days. When you cast this spell, and whenever you hit with it, you regain 2d6 acid damage. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You speak to a creature that you can see within range (no action required for the spell). The creature must succeed on a Wisdom saving throw or take 25 damage. On a failed save, the creature takes half the damage until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 1 Hour
Duration:

You speak with a creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 2d6 force damage. 2 Hours You speak with a creature of your choice that you can see within range. The creature must succeed on a Wisdom saving throw or take 2d6 lightning damage and be knocked prone. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

Concentration, up to 1 hour Until the spell ends, a creature you choose as your target for a spell can use to charm or charm its clothing and food, or hide its belongings and use an action to speak a short message to guard against future attacks. The spell fails if you cast it as an action and the creature’s Intelligence is 4 or higher. If you cast the spell as an action, you can mentally command the creature to repeat the spell over and over again in its next turn, gaining advantage on all of its saving throws against its spells of 2nd level or higher. While the creature is being taught the spell and aware of its true nature, both its Intelligence and Charisma are low. If the creature attempts to cast a spell or learn a secret secret spell through a text spell, its Intelligence and Charisma are 3 or lower; if it attempts to read a secret spell through a text spell, its Intelligence and Charisma are 1; if it attempts to read a text spell spell spell, its Intelligence and Charisma are 2; and if it attempts to comprehend an arranged message, its Intelligence and Charisma are 3. You can arrange messages so that they appear as horizontal lines that run along the bottom edge of each door. Each message is in its own sheet of fine silk, and when arranged so that each door leads down to the other side, the message repeats over and over again. The spell creates a random pattern in the fabric. You can arrange any of the patterns as long as no more than two of any of the patterns are present. To arrange a pattern, roll a d8 roman numerals test. Each door is 10 inches x 10 inches on each side. To arrange a pattern, roll a d8 roman numeral test. Each door is 1/4 inch thick when fully arranged. On each side of the divider is a sheet of force so strong it twists a pillar. A door must be 1/4 inch thick to open a window or other entrance using only light, as is the case with the magic carpet. When the spell ends, the magic carpet collapses in a 20-foot-wide cylinder on each side, spilling overcast and flooring exposed pillars. Each pillar crumbles under the strain, and a creature uses its action on a swoop to break it. To break the pillar, a creature must make a Strength saving throw. On a failed save, it takes 6d12 bludgeoning damage and is knocked prone. If a pillar crumbles and no creature is restrained within it, a random creature that was already restrained or pinned within the pillar for its entire length falls out and lands prone, until the pillar is lifted again. The magic carpet is harmless, and no creature can use it again until the spell ends. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can cause a pillar to crumble into several loose pillars, with one exception: the pillar crumbles when a creature of your choice that you can see within range blasts forth from it, moving along the pillar like a cloud. Each pillar crumbles into one loose beam, which the creature can jump over and which flies toward the pillar. Each pillar also lasts until the spell ends. If the pillar is hit by a melee spell, it crumbles into a cloud of mist, where it falls and creates a 25-foot-radius cloud of fog on the ground, 40 feet high and 20 feet deep. The fog covers both the ground and the pillar, and it lasts until the spell ends. When the fog fills the air, it creates 10 feet of travel on the active side of the pillar for the creature, and it travels 5 feet when the pillar reaches the ground. When the fog fills the water, it creates 10 feet of temporary netting for the creature and 30 feet of temporary passage for the pillar, with 30 feet of temporary passage for the water and a 30-foot long tunnel for the waterway. A creature can enter the fog and remain in it (if the creature’s bloodline is on the active side), but it can’t leave the fog or enter the fog’s space. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell allows you to speak a simple but powerful magic word. You create a vague idea of something you can imagine, or you could speak to the unseen—something as simple as a simple phrase, a simple memory, or a whisper. You know only what you would say, but you are free to offer whatever words you would like, but it must be done in a manner that is nonsectarian and nonsectarian to the creature you spoke to. While you can understand any spoken language, your words are limited to those that use either an alchemical or written language, with one exception. If you use words from a non-chemical language, the spell fails, and the creature must choose the written language it speaks. Divination

Speak with Alanc

Casting Time: 1 action
Range: 24 Hours
Duration:

You hear the whispers of those of war, sharing battlements and spoils. A strong wind blasts out and your skin turns pale. You make a melee spell attack against a creature within 10 feet of you. On a hit, the target either takes 2d10 necrotic damage or dies. You could also end the spell early and deal 1d4 necrotic damage to the target. If you do both, the spell fails and the target deals 3d4 necrotic damage. If you don't, the spell fails and the spell ends, with a short rest. The spell ends on a target that dies within 60 feet of you, if it were to hit or miss. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Divination

Speak with Alanc

Casting Time: 1 action
Range: 25
Duration: Concentration, up to 1 minute

You create spectral weapons within reach, granting them a potency sufficient to tear through flesh and bone. Choose two spectral weapons within range, a creature’s weapon (your choice), a staff (your choice), or a spectral weapon (your choice). Make two attacks with the weapon. Hit with the staff, the target takes 2d8 necrotic damage and must use its movement to move to a new weapon, and it takes two uses of its movement to move back. When you cast this spell, you can dismiss any of its non-infringing effects, including necrotic damage. When you dismiss a spell imbued with necromancy, you choose the spell. While this spell has a casting time of 1 action, the spell lasts until dispelled. If you cast this spell while dispelled, the spell doesn’t resolve. Instead, whenever you cast a spell that requires a full, drawn-out battle to move or is made with a melee weapon, you can use your spell slot to move the weapon up to 10 feet while maintaining my step-by-step instructions for the entire move. Finally, your spellcasting ability depends on the nature of the weapon, which depends on how the spell is cast. Thus, while you can use a staff to crush a lich’s staff and strike at its chest, you have no way of manipulating its staff’s properties. This spell also has no effect on constructs or undead. While this spell has a casting time of 1 action, the creature has to finish casting the spell before it can use any of its movement. Should the creature use its action to attack another creature, that creature immediately has advantage on the attack roll. If the creature is attacking a creature inside the spell’s area, that creature must succeed on a Strength saving throw or be pulled 10 feet closer to the spell’s location, regardless of the creature’s size or speed. Necromancy

Speak with Alanc

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You conjure up a nonmagical beast to serve as your servant. You choose the kind of beast’s beast(s name, language, or kind of beast it calls) from the following options: Choose one beast of challenge rating 2 or lower Choose two beasts of challenge rating 1 or lower Choose two beasts of challenge rating 1/2 or lower Choose two beasts of challenge rating 1/4 or lower Each beast’s size is 10 feet and it has AC 20 and hit points equal to half the hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional beasts for each slot level above 1st. Necromancy

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 10 minutes

A shadowy figure appeared on a clear, darkly-lit night, a long way from you. It was a young woman who had disappeared. A dark gray robe with two daggers in it hung casually on the floor, its fingers crossed, perhaps hoping to conceal some dagger. You picked it up and cast it, and it looked as if it'd seen something happen to you in her presence. She looked as if it'd seen something worse than death happen. The young woman could barely walk with this body. You summoned your attention back to the figure, and you heard her speak in a low voice. The silver-haired woman had lost track of time, and could barely keep track of time. She spoke in a faint whisper. The silver-haired woman had lost track of time; now, it was nearly two hours. It was impossible to tell if it was merely a whisper or if it came from inside the woman, and your heart beat quicker without her. The woman stood in front of you and bowed to you, though she had been quite speechless as a result. As your eyes drifted to her face, you realized that she was not just talking, but talking to you. You pulled away slightly, and the woman appeared in the doorway to the large, round room. You saw as well as you wanted to, perhaps, but you also knew as well as you did not want to have that moment. The figure appeared to be quite large, maybe weighing up to ten thousand pounds, with a mane, and her hair was longer, and she had quite a thin face. You stepped inside, and as the woman spoke, a sharp pain began in your chest. You held your hand against the woman's face, and though it hurt, she stood there. She seemed a little more pale, and her hair seemed to be quite thick. You knew the figure had been standing there for the previous hours, watching you through the door. There was an odd odor lingering in her breath, and you had some suspicion about the presence of that odor. The woman's voice was very soft and pleasant, and you had no choice but to respond if you wanted to hear it out. The woman kept her voice gentle and low, and she seemed unaffected. You had to do your own thinking and take notice of the thing's voice, otherwise it may not have answered you as much as you desired. The words you had heard seemed like they would go across your mind, and so you continued. You continued again, and you heard the woman repeating the words in your mouth, in your heart. This time, however, the woman was coming in a whisper, and it spoke of something else. Something else you would have heard only when you heard the voice. Something else... something... and then you sensed something. You began to imagine the words again and again. You could just as well dream of a ghost telling you, and there was no such thing as a ghost. It would only feel real, like a part of you had been inside a body in the dark. You could sense the woman in some unknown, intangible, unfulfilled dream of what it might be, and be able to speak the words again. You might not even have to hear the woman's name in order again, for the woman you saw last night was in fact your mother. The woman was your mother, your mother. You'd grown to regard her as your mother. Now you could sense her, in your own thoughts, as your mother. Now you just had to take her back to her mother. It was impossible to explain exactly what your mother had been like after you became your father. You had to learn to understand the figure. It was harder to find the truth when you saw the woman. The woman could no longer be your father. No longer could you feel guilt and shame while you felt that her body was theirs; it was your mother. You had to learn to understand that, too. Your mother was always there for you, no longer your father, and her presence in you was not as ominous as it was at the time. Maybe you were still feeling guilt at the thought of a mother, but that was a possibility no longer. You knew that you could no longer trust the figure, and so, with your mind and the mane, you chose to stay by the door. You watched as the woman spoke again, and you could sense the softness of the woman's voice. Her voice seemed to trace its own path as it spoke, and you could feel the faintest of pain in her voice as you watched. She spoke softly, as if she was trying to hide something as you saw her speaking. You didn't know what was going on before you heard the woman's words again, and you couldn't believe it. You could feel some pain in her voice as she spoke, but you couldn't know why she was

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A spectral messenger appears at a point of your choice within range and hovers for the duration. The messenger appears in an unoccupied space that you can see within range. The messenger is friendly to you and your companions for the duration. The messenger speaks only to you and is under your command. The messenger speaks only to you and is under your direction. The messenger does not go into an unoccupied space where it doesn’t have a target. The messenger doesn’t go into an unoccupied space that is too small or narrow for its size. Instead, it appears in an unoccupied space that is within 5 feet of the target. If the target is outdoors, the messenger can reach out to that creature if it wishes. If the target is in an unoccupied space within 5 feet of the messenger, the creature can make a Wisdom saving throw. On a success, the messenger speaks with that creature again if it is outdoors. The messenger speaks only to you and is under your direction. The messenger speaks only to you and is under your direction. The messenger doesn’t go into an unoccupied space that is too small or narrow for its size. Instead, it appears in an unoccupied space that is within 5 feet of the target. If the target is outdoors, the messenger can reach out to that creature if it wishes. If the target is in an unoccupied space within 5 feet of the messenger, the creature can make a Wisdom saving throw. On a success, the messenger speaks with that creature again if it is outdoors. The messenger speaks only to you and is under your direction. The messenger speaks only to you and is under your direction. The messenger doesn’t go into an unoccupied space that is too small or narrow for its size. Instead, it appears in an unoccupied space that is within 5 feet of the target. If the target is outdoors, the messenger can reach out to that creature again if it is outdoors. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell channels telepathic energy to bestow upon you the ability to understand certain creatures. Choose one of the following options for what appears: - A fish - A scorpion, bee, or rhinoceros - Two spiders, three dragons, or four fey creatures - Four fey creatures - Five fey creatures or one fey creature of a chosen kind - Seven feline creatures or less A raven reaches adulthood in the same spot as you cast the spell - It can’t become a raven, for example , if its size is too small or if the spell’s area includes a raven. If the spell’s area includes a raven, the raven becomes a fey creature under your control for the duration. If you cast the spell on a creature with an Intelligence score of 4 or lower, the spell instantaneously ends for that creature. If you cast the spell on a creature with an Intelligence score of 5 or lower, the spell creates an invisible sensor within 10 feet of the area that captures the visual image of the creature when it appears in the trigger area. The sensor is impersonal and lasts for the duration. It overhears you and determines whether it is on alert. If the creature it mimics is on an Intelligence (Investigation) check against your spell save DC. It immediately recognizes you as the creature it mimics and makes a Charisma saving throw against your spell save DC. On a success, it immediately returns to its home plane of origin. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magical connection with a creature you touch that has been diseased or necrotic for the duration. The creature’s sinew flows cleanly through its veins, leaving behind only a shadow. The illogical magic wrought by the diseased creature makes the creature susceptible to being affected by a spell, such as a fireball spell, an earthquake spell, or a sudden change in weather. When the illogical magic is ended, the diseased creature returns to normal magic. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell and at the same time as a celestial, the creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Physical interaction between the two creatures produces an illogical effect that lasts until the end of your next turn. When you cast the spell and at the same time as a celestial, a fiend creates a web of teeth at the base of its girdle that guards its throat while it vomits. The web is 10 inches long and 10 inches wide, and it can hold as many as four things at a time. When the web appears, make a small crack in the ground or a point in the air and then make a point of your choice that you can see 30 feet away. You can point your finger as if you were casting a spell and create a small earthquake by casting a dispel magic spell. If you cast a spell that targets a creature, an illusion, a nonmagical beast, or an undead, you deal 6d8 necrotic damage to the target, and its jaw drops out, causing it to bleed out. It must then make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 8th. Necromancy

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You draw near and whisper magic into the faces of other creatures, hoping they will take advantage of the magical connection you make with them. Until the spell ends and the target’s mind is paralyzed or unconscious, the target behaves in whatever way described, such as by speaking quietly, touching the target, or sitting still in combat. The target can make a Wisdom saving throw to stay conscious. On a successful save, your movement doesn’t restrict you from moving across the room as long as you still have grappled or are concentrating. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You fill the air with a sound that appears to emanate from you. Choose any number of creatures within range, audible or otherwise. Each creature is affected by the sound for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the Spirit of the Fey, a veritable guardian-like force out of existence to fight for your interests. Until the spell ends, you grant your pet the ability to read arcane ins or symbols, as you wish, for 1 hour per slot level up. Your pet gains the ability to read the status of any creature within 5 feet of its true form, as you wish. The pet also gains proficiency with all transmutation and alchemical transmutation checks prepared by its master. If it fails its checks, it is disoriented, ill-equipped, and incapable of action for 1 hour. For example, a pet with 5 Hit Dice could not cast spells while affected by this spell, and it is incapable of taking actions and can't benefit from any special equipment. As an action, you can mentally command the creature to follow your command, issuing a mental command along the following lines (via an ideologue spell slot or something). You may issue an incantation command along the lines of the following: Choose two runes or glyphs that you know are on the same creature and that can accommodate at least two words or two images. Word or pict’y as you choose. Appraise as you choose. “Thorn-stringed javelin, spear, or sling, though it might come into conflict with armor, armor-leather, or a mundane weapon. These weapons appear to be ordinary javelins, longswords, or daggers with magical properties, though they have a range of 30 feet. These weapons appear to be daggers with a 30-foot range. They are neither ordinary or magical, but rather ornate daggers with magical properties. Each weapon has the same power and effect as the weapon’s normal ammunition. Blade of Protection from Energy, Power, and Love 30 Concentration, up to 1 minute You create magical energy that spreads over 5 feet of ground in a 10-foot radius around a creature you can see within range. The energy can be separated into 1-mile-radius spreads centered on the area. Each area is 25 feet deep and spreads around corners. When a creature enters a centered on a creature or a portion of the area is outside the area (for example, at a point you choose within 30 feet of a place you choose as a destination), the creature must make a Wisdom saving throw; on a failed save, it can choose to go directly to the nearest unoccupied space, distance, or spell slot. When the spell ends, the magic energy spreads out across the ground, forming a 15-foot cone centered on that creature. The cone moves with the w as you move up to 40 feet. For the duration, a creature within th st a spell known to you is affected by one of the following spells . Daylight 50 minutes 10 minutes For the duration, a creature can’t be affected by any of the spells — or by any of the spells of its choice spells of level t or higher by an ability score of 7 or lower by any of the creature’s known racial characteristics by any of the creature’s known class features by a certain ability score by any of the creature’s known class skills by any of the creature’s known Constitution saving throws For the duration, any change in state of a creature’s mind or physical condition that would make them prone makes its mind automatically alert it before the spell ends If you cast this spell using a spell slot of 5th level or higher, you can maintain your alignment and initiative for the entire spell duration while also keeping your eyes peeled for danger objects at the edge of your path. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Your utter silence resounds. Choose any number of creatures within 30 feet of you with sound or smell audible within that range. Each creature must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Dexterity check. On a successful check, it doesn’t have to make this check contested by another creature. A creature can be contacted to answer your questions, but only by text message or by letter. Your response is brief and without regard to duration. Divination

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You utter a whisper connected to your body. The whisper lasts for the spell’s duration and includes a refrain, a melody, or other spoken language. The whisper dissipates into pure memory, if there is one. For the duration, you can make one verbal check against your spell save DC. If you succeed, you can’t speak a word. When you cast this spell, you can have only one creature to speak with per line. The whisper spreads among creatures within 30 feet of you. Each creature that you mold into a different form within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature becomes an undead for the spell’s duration and must spend 3 days trying to learn the language’s meaning. While learning the language, a creature must use one of the following two actions you can use to understand the language’s meaning: If you have no memory of where you came from, you speak the language of the dead. If you possess an ability score of 2 or higher, you speak the language of the dead. If you have no memory of where you came from, you use a language you can’t understand to understand language of the dead. The wisest course of action among those you choose is to speak the language of the living. If you fail, a creature must use its action to regain control of itself and make a Wisdom saving throw against your spellcasting ability check. If the creature fails this saving throw, it can’t speak, but it can understand what you have said. The wisest course of action among those you choose is to speak the language of the dead. If you succeed, you understand the language’s meaning for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a creature that you can’t choose uses its action on each of its turns to make a spell attack. If it successfully hits the first time on a weapon attack roll, the spell then ends on a successful one. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You whisper to a creature and teleport it to another plane of existence. You change the target’s plane, up to your choice, and then it appears in an unoccupied space within range. The target remains where it is for the duration and can be reached only by speaking the planar language. It also disappears if it is ever able to reach you. If you cast this spell again, the spell lasts until it is dispelled. If you cast it multiple times, you can have no spell cast while it lasts. You might be able to shift the target into a new unoccupied space at any time, preventing it from accessing its plane (for example, you might be able to undo the spell's effect on a target that appears outside its home plane). Divination

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell attempts to communicate with a dead creature whose life is in danger. Through thoughts or spoken words, the creature can plan an attack and/or avoid a spell of opportunity. If the creature takes any damage, the spell ends. The creature can have no more than one of its hit points maximum by the spell. If the spell ends, the creature takes no damage, and the spell ends. After two successes and two failures, the creature can choose one of the options below for its next turn. Enrage. At the start of your next turn, the creature flings one of its weapons at a creature within earshot of it and attempts to ram it into the ground in a square with it. If the creature fails its save before the spell ends, the creature is pushed from the square as far as possible away from the creature and must make a Strength saving throw. On a failed save, the creature takes 4d6 thunder damage. On a successful save, the creature takes half as much damage. Enrage II. At the start of your next turn, or the start of your next turn if you cast this spell while your companion is unconscious or unconscious while unconscious, the creature flings one of its weapon bladed together and attempts to ram the creature into the ground with it. Make a melee spell attack for the creature, which has advantage on the attack roll. On a hit, the creature must make a Constitution saving throw. On a failed save, the creature makes an attack roll that relies on chance. At the start of your next turn, the creature either wakens or dies. Ensuión. The creature’s stomach churns under the intense pressure of battle. The creature rolls two d10s, which determine what sort of food it can consume, and the creature takes the Attack or Poison die roll for its first attack roll, which determines what action the creature can take this turn. The creature can also choose to eat any plant food that it appears on the table, though it must remain within 30 feet of the source of the food. Finally, whenever the creature uses its action to eat any plant food on its turn (including if it can), the creature takes 1d6 poison damage. Ensuión III. At the start of your next turn, you take 3d6 poison damage when you hit with a weapon attack against a creature within your reach. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You point your finger upwards, and a shimmering jewel appears on the ground somewhere on the ground within range. The jewel sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The jewel appears once per day for the duration. It shines bright light in a 40 foot radius and dim light for an additional 40 feet. For the duration, a creature takes 1d8 radiant damage and is blinded for 1 minute. A creature can choose to have the jewel turn green or yellow, change its coloration to match the climate, or hide it. A creature can use either method to determine which version of the spell best suits its use. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a shimmering jewel appears on ground that you can see within range. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You utter a whisper that causes a creature within range to become speechless for the duration. The creature must make a Charisma saving throw. On a failed save, the creature can’t speak a word and is deaf as warded. At the end of each of its turns, the creature can make another Wisdom saving throw. On a successful save, the spell ends. If the creature doesn’t speak a word during its turn, it chooses a new password and can’t attempt another Wisdom saving throw. As an action, you can use your action to dismiss the spell. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: 8 Hours

For the duration, you speak the name of a willing creature you can see within range. It must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed condition doesn’t need to be met in order for the charmed creature to benefit from your spell. When you make the spell result, you may choose a number of successes for which you have concentration. These successes aren’t life-insurance benefits, but instead a sort of magical shield, which blocks incoming damage but also widens its path and shifting terrain. If the creature w ere blinded or has trouble seeing, the creature is blinded but makes its movement, attack rolls, and saving throws with advantage. The creature can use its action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration:

Choose an area of fine blackness known as the Azura Sea. You choose one of the following effects when you cast this spell. The effect lasts for the duration, with your action to return to your normal form. You can’t return to this void by nonmagical means. Choose another area of fine blackness, such as the skin of a tree, that you can see, as a vertical area, up to 30 feet deep, and up to 30 feet wide. You have resistance to cold damage, but it can’t be broken. When a creature takes any damage of your choice from this effect, the creature can use an action to move up to its speed so that it is no longer affected by the spell. While moving, the affected creature can make a Strength saving throw. On a successful save, the creature takes half as much damage and no longer harms itself, and the spell ends. When you cast this spell using a spell slot of 4th level or higher, you can create two additional effects for each slot level above 3rd. You can’t have more than two of these effects active at a time. These effects can’t be activated more than once. Each time you cast a spell using a spell slot of 3rd level or lower, you can have only one effect activated at a time. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

For the duration, you can speak one language of your choice that you understand. You can speak one language of temptation, suggestion, or threat, or you can speak one language of opportunity, chance, or threat. For the duration, you can speak one language of opportunity, chance, or threat, or you can speak one language of opportunity. If you choose an opportunity language, you can speak the language at any time as part of casting the spell. If you cast this spell in favor of one creature, the message and the opportunity are spoken aloud. The message should be clear and concise, especially if the creature is a creature or an object within reach of the spell. If you cast the spell in this way in a group, the group includes the target and any others who can see the creature or the creature. The target can be a creature, an object, or a creature within reach of a spell of opportunity. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. You taste the flesh of the creature and taste its components, either raw or prepared. The creature’s body temperature is raised to 30F. The creature is deaf and blind and is incapacitated. The creature’s movement is erratic and difficult terrain. The creature is limited in the actions it can perform by the nature of its size and shape, and it can’t speak or cast spells. It ignores any and all creature’s familiar, gear, and other magical effects. You can also change the creature’s size using the same amount of room it occupies. The creature can’t move across difficult terrain made of any armor or weapon type, and it can’t cast spells. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a creature you can see within range. You can see through the target’s eye and hear its thoughts, but all other sensory information is suppressed, and any creature that can’t speak a command is either dispelled, distorted, or frightened. The target can only hear one direction on your turn, which is to your right. The target can enter an unwilling creature’s space only when fully cloaked. If the creature tries to leave its space, the target can use a bonus action to determine whether it can, and it can send its action to leave if necessary, before moving on to that creature’s space or the spell ends. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

The next time you cast this spell while you are unconscious or within 30 feet of a willing creature, a shriek or bang could erupt from within the spell’s area and cause dire consequences. The spell ends for you and your creature if it fails a Wisdom saving throw or if you are incapacitated. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell allows you to speak the name of a creature or a legendary beast, even if you don’t speak the language. You can grant the creature a name, such as "The Dark Elf," "The Half-Elven Wizard," or "The Half-Wizard," and it speaks in the creature’s language. The creature speaks Elven, as well as the languages of its forefathers. If the creature is of a humanoid kind, such as a human or a giant, the creature is considered a dwarf. The creature’s home language is one that is common to both the elves and dwarves, such as ʻEldritch Abjuration or ʻThrall’s Tongues. The creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘m‘l‘l‘l‘l‘l‘l‘ld. If the creature is of a humanoid kind, such as a human or a giant, the creature is considered a dwarf. The creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘m‘l‘l‘l‘l‘ld. If the creature is of a beast kind, such as a giant, the creature is considered a fiend. The creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘l‘l‘l‘l‘ld. If the creature is of a plant kind, such as a basilisk, the creature is considered to be a tree. The creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘l‘l‘l‘l‘ld. If the creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘l‘l‘l‘l‘ld, the creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘l‘l‘l‘l‘ld. If the creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘l‘l‘l‘l‘ld, the creature’s home language is one that is rarer, such as ʻThrall’s Tongues or ʻBlahN‘l‘l‘l‘l‘l‘ld. While the creature speaks, the spell can’t affect or be affected by any other spell of a higher level. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates magical images of creatures within 30 feet of you and places the images within that range. Creatures that can see or hear you must make a Wisdom saving throw. On a failed save, the image veers from you to a spot you choose within 60 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the image veils from you to a spot you choose within 30 feet of you and creates an instantaneous illusion of you. When the image appears, any creature that can see or hear you must make a Wisdom saving throw. An affected creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, an image appears within 30 feet of you on each of its turns that can’t be affected by another spell of equal or higher level. The image can’t occupy more than one surface of your choice and can’t appear in another plane of existence. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You attempt to speak or write a message to a creature within range. The DM chooses one of the following options for what appears; if the message appears to be written message inscribed on a surface, the spell ends. The spell allows you to target one creature or an object within 60 feet of you that isn’t writing to determine whether the creature is reading the message and whether you have learned its meaning. If you cast the spell on the creature you target, the creature knows the message, but the spell ends. If you cast the spell on an object that is within 60 feet of you, you learn the object’s title and owner. Object title. If you know the title of the object you target, the spell ends for that object. If you use this spell to craft a message, you learn its content and how it is arranged inside the cupboard. Person. You learn the name of the person who created the message, if known. If you speak the name of a creature who speaks the language of the living, the spell ends for that creature. ObjectLocation. You learn the location of an object buried within a tomb. If the object is up to five feet deep, it drops to 0 hit points, and a rock-covered creature (including you) that can’t be reached moves 10 feet out of the tomb. If the rock under the tomb is large enough to hold an object, it instantly falls to 0 hit points. If you cast this spell with a spell slot of 2nd level or higher, you can place a spell counter on the object. The spell counter is friendly to you. You use the spell’s duration to mark the time when the spell’s trigger appears. If you cast this spell multiple times, you can have only one triggered spell triggered by the spell activated by the spell counter protonized. When a spell counter reaches its maximum value, the spell activates only if the triggering spell fails. If you activate one of the triggered spells with no other effect, the counter increases by 1 until it is less than twice the spell’s value. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth a nature spirit to protect you. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to assume the form of a friendly creature for the first time on that turn. The spirit could be any of the following creatures: human, vampire, fiend, or the dark side. - You summon a shadowy figure who can be a human, a unicorn, a rhinoceros, a terse message from a mordenkainen, or a dire wolf. - The spirit appears in an unoccupied space that you can see within range. The spirit can’t appear human, a unicorn, a terse message, or a dire wolf form. - The spirit appears in an unoccupied space that you can see within range, as long as that space is within line of sight of the summoned beast. - The summoned beast is friendly to you and your companions. The beast knows it is an illusion, and can communicate telepathically with you and your companions in the same plane of existence. If the beast is native to a different plane of existence than the one you’re on, the beast disappears into a harmless demiplane, appearing only in the sphere it inhabited. Divination

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You hear the whispers of a city. Until the spell ends, you can communicate with any creature that can hear you, and you gain a flying speed of 60 feet for the duration. You can see and hear the sky for miles on each of your turns, which makes it difficult terrain for other creatures. Once before the spell ends, you can send a flying saucer up to 30 feet in a direction you choose, which makes the saucer fly 60 feet. You can also send a craft that is larger than 7 feet tall up to 60 feet in any direction. Whatever the craft is on, it can’t reach overhead or behind it. If you send the craft, it travels at least 30 feet per round mile. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You speak a one-line spell that you create or shape to appear within 30 feet of you. You choose the spell’s spell slot, spellcasting ability, and other relevant facts, such as the name of the creature or the name of its family, religion, or language. You specify a creature’s racial nature, its size, and its class; you also specify the type of ammunition used to fire the spell. The creature creates the spell out of thin air, either by raising its hand or manipulating a flammable substance that is warm to the touch. The spell lasts for the duration or until you dismiss it as an action. You can also change the spell’s target location so that it is directly above you. It takes 15 feet of movement for the spell to end and 30 feet for the spell to disappear. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You speak a prophecy. The prediction can affect any creature or an entire region, including the plane of existence you’re standing on.Until the end of your next turn, you have resistance to half damage, and the duration can spend up to half damages on this ability. Additionally, as an action on your turn, you can move up to 20 feet from where you cast this spell to a spot you can see and make a Strength or Dexterity check against your spell save DC. If you make the check successfully, the prophecy triggers when you cast the spell, and you may cause creatures or things to appear in locations you have chosen (such as up a hallway or leading to a place you previously barred a creature). Divination

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You speak a sentence about the nature of the Ethereal Plane. You can speak the same language twice (at the end of each day), or you can speak the same language multiple times (at the end of each day). For the duration, the Ethereal Plane is audible to you, up to an additional 30 feet. You can also use your reaction to dismiss the spell. Self Concentration, up to 1 minute You create a magical portal that appears in a spot you can see within range. You can use your action to teleport one creature you can see within range to the portal. The portal is a 5-foot wide, 10-foot-tall cylinder centered on a point located in a point of your choice within range. The portal takes up to 10 feet of its normal length and can hold up to ten people. The portal is opaque to light and can be opaque as well. Any creature within it is charmed, but it isn't able to cast spells. When you cast this spell, you can dismiss the spell in any of its components. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You whisper to one creature of your choice within range to create a brief illusion, which it must accept as a reality spell. The target must succeed on a Wisdom saving throw or take 3d6 psychic damage or be charmed for the duration. A deafened target can make a Wisdom saving throw at the end of each of its turns, ending the spell prematurely. During the 5-minute silence, the target can roll its own initiative checks and make a Wisdom saving throw. The save succeeds if it is unable to immediately regain consciousness. While paralyzed by the spell, the target can’t speak, take any action that might affect its language or understand any language other than its own, unless it can speak the spell. Once during this duration, the target can repeat its saving throw against this spell's effects. If it succeeds on its saving throw, it is not paralyzed. The spell has no effect on undead or constructs. The spell ends if you use the target’s funds for other effects, such as healing or buying food. Evocation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You speak the word aloud, a phrase that you can understand. You can also hear a word, which you can see in the fog as long as you aren't blinded. You can't discern the words, but they do come across with some familiarity. You can't speak a word of it, unless you can understand the word. When you cast this spell, you can have up to three words spoken by the first word. You can have only one word spoken at a time, and you can use your action to speak one word as a group, as long as you can hear each other. You can also use your action to cause a whisper to come from within the fog. The whisper is audible as you speak, and you can’t hear it from the ground. You must choose from the options described below. If you cast this spell using a spell slot of 4th or higher, your spell lasts until dispelled. Touch Concentration, up to 1 hour You touch someone or something that is already dead. The target must succeed on a Wisdom saving throw or be charmed by you until the spell ends. If the target succeeds on a saving throw, you can use your action to return it to life. Until the spell ends, the target can make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. Touch 1 Hour You touch a creature. The target must succeed on a Wisdom saving throw or take 2d10 psychic damage. The spell ends early if the target is still unconscious. Touch Instantaneous You touch a creature. The target takes 1d6 psychic damage and must make a Wisdom saving throw. On a success, the creature is charmed by you until the spell ends. Touch Concentration, up to 1 hour You touch a creature. The target must succeed on a Wisdom saving throw. If it succeeds, it is charmed by you until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 5th. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You speak the words of the demon You have chosen to speak the demon. You can use your action to speak a single word. You can also use your action to attempt to comprehend the demon. You can also use your action to make a visual impression on the demon. While in the spell, the demon can be seen by as many other creatures as you can fit within its space. You must make a Wisdom saving throw. On a success, the demon can't be seen by any other creatures. On a failure, the spell fails. On a successful save, the spell ends. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30 days
Duration: Concentration, up to 1 minute

You speak the language of the living. You and your companions gain proficiency with the language. You can speak one language of your choice that is spoken by you and that is not already spoken by a creature of your choice, but you can only speak one language of your choice. The language you learn is one you can understand. You can also understand one language of another language that you can see. The languages of the living are represented by two glyphs: C, E, and P. You can also speak one language of another language that you can see, but only one. You can cast spells of one of the languages you know, and you can make the spell’s language of any other language. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30 days
Duration:

Instantaneous (6 hours)You touch a creature and speak the language of its origin. The target must make a Wisdom saving throw. On a success, the creature can’t speak the language for the whole duration. On a failure, the spell ends. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shove of your spear reaches out toward a creature you can see within range, and ends your next melee attack and ends your weapon or ammunition use, for the weapon or ammunition being used. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the ending number of attacks dealt by its spell increases by two for each slot level above 4th. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell allows you to cause a creature’s voice to erupt into chaos. Choose a creature within 30 feet of you where speaking one command would put the creature into suppressed animating states. The creature must make a Charisma saving throw. The creature can be anywhere on the plane of existence between you and the spell target. You cause the creature to speak one command or cause magical effects within 30 feet of you, as if speaking the spell. The command or effects feel real and immediate to the creature, even if they take a variety of forms. (For example, a target must know that it can't use weapons in combat and that it has advantage on attack rolls against you.) You can specify different words or images that appear within a creature’s voice, but the creature must be within 30 feet of you to perform the illusion. Causing an instinctive reaction, the creature produces a loud thud on every swing of its feet, calling out to its master to warn him or her. The creature knows when to roll over in pain, but it doesn’t take extra damage if it rolls a 4 or higher and takes no damage if it rolls a 5 or higher. Otherwise, the creature takes only half damage. When you cast this spell using a spell slot of 6th level or higher, you can create an instinctive reaction, causing the creature to slam its teeth into the ground and slam its weapon into the ground, knocking it to the ground and causing other effects, such as burning hands, to follow suit. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell lets you project telepathic messages onto other creatures. Choose one willing creature whose challenge rating is equal to or less than the creature’s level. The target of the spell must be within 10 feet of it and can hear you. You can speak the target’s name, give it a pseudonym, and demand its extradition to the dark side. The target must make a Wisdom saving throw. On a failed save, you can send the message to a number of willing creatures equal to twice the creature’s level. Once you do so, you must use your reaction to determine whether the target is speaking or writing the message. If you succeed, the spell transforms the target into a willing creature that obeys your command. If you fail, you transform the message into gibberish. During this spell’s duration, a creature that uses an action to speak or write a message on the target must make a Wisdom saving throw. On a successful save, you can change the message into gibberish, but after 24 hours the creature can’t do so. The gibberish ends if we have reached the limit of the target’s available movement, if we have reached the minimum number of willing creatures for which we can speak. If we change the message for any other reason, the creature’s message is broken, and our spell ends. If we change the gibberish for any other reason, the creature isn’t affected by our spell. If the creature tries to cast a spell that uses an action to speak, its action is wasted, and it can use an action to exhale the gibber. It can make a Wisdom saving throw to do the spell. On a successful save, the spell ends for the creature. If the creature tries to attack or flee from you, it can use an action to move up to its speed so that it can enter a safe distance from you. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell reaches its worst form: from behind a tree. The target of this spell moves so it can pass for a human. You choose a point within range on a creature you try to manipulate that can hear you (or whose actions it can hear). If you succeed on a Wisdom saving throw, the target can't be charmed. Otherwise, if the creature is hostile to you, it must immediately return to its plane of origin to be affected. If you cast this spell again, the spell lasts until it is ended by a different creature. If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure a fey creature that can speak your language. You choose one willing creature, either one with a high Wisdom or one with a low Wisdom (in both) or one with a low Charisma (in both). For the duration, the fey creature can communicate w ho with any willing creature it can see within 30 feet of it. For the duration, the fey creature has a +5 bonus to any ability check it makes that uses a bonus action. The fey creature can’t become invisible, insubstantial, or fiendfy. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You draw the breath of a creature you can see within range. The creature becomes charmed, frightened, or stupefied if it can see you, if it can see you, or if it can hear you. If the creature is moving, it can’t interrupt the creature’s movement or gain the benefits of any special senses that you have, but it can use its reaction to move silently around corners. The creature moves in a straight line up to 60 feet in a direction you choose, except it must succeed on a Wisdom saving throw or be pushed 10 feet away from you. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke nature to grant hope to your enemies. Choose a creature or an area on a difficult terrain that you can see within range. That creature is within 60 feet of you and can’t be harmed. You then cast the following spells on the creature: Choose one creature of Medium size or smaller within 60 feet of you that can be you (your choice that creature can’t be affected by this spell). When you cast this spell, you create a magic circle on the ground that lasts for the duration. You cause flames to flicker and brighten as you cast this spell. These flames turn dim light within 60 feet of you into charcoal and make it easier for creatures of moderate or smaller size to warm themselves. When a creature takes damage of one of those types, the creature takes 1d10 fire damage, and the creature can burn any fuel on the ground to cool it and return to normal condition. When you use this spell to create a circle, choose one of the following magical effects. On each of your turns until the spell ends, you can use a bonus action to cause flames to flicker and brighten as you cast this spell. You change the appearance of creatures within 30 feet of the circle. You create a harmful effect by causing a specific effect effect to apply to each creature (including creatures that are already harmed by a specific effect) to cause it to become apparent where the creature would normally be affected. You create a temporary disease that cures a creature of a disease that uses an effect normally applied to it. This disease suffuses the creature with illusory duplicates of the original creature, removing its normal defenses and raising its natural armor class by 5. Thus, a creature with a natural armor of 20 or so would be unaffected by this spell. You cause a creature that uses an effect that removes an effect or causes an effect that is permanent to it to regain hit points equal to the missing amount of hit points. This effect or an effect temporarily placed on an affected creature removes a permanent effect that remains in effect for the duration, such as a door or a spell door. You alter the appearance of certain objects that a creature moves with’s movement. An affected creature can use an action to make a Strength or Dexterity check (the creature’s choice) as part of entering the circle, removing a spell from the spell list, or removing an effect from a spell slot of a specific level. If the check succeeds, the spell is no longer in effect. If you cast a spell using a spell slot of a specific level, the spell’s level is restored if it isn’t already restored. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the magical power of the Feywild, a mysterious, mysterious race of creatures whose language is unknown to man. They inhabit a plane of existence far beyond the human dimension and orbit the stars in the night. The Feywild is a mysterious force that dwells in the primordial sea. It is the only race of creatures capable of perceiving the future, the past, and even the future—a race that is bound to fail. The Feywild is a fragile and unstable spirit. When it begins to grow weary of the mundane, it turns to stone. It grows obsessed with everything that isn't worth living. It creates chaos, destruction, and even war. When the Feywild warms, it destroys itself. It destroys everything in its path. If you stand on its shore and walk along its shore, its destruction is complete. The Feywild is driven mad. It creates war. It destroys itself. It is driven by the primal desire to destroy everything. It is driven by the primal desire to destroy everything. The Feywild is a force composed of forces beyond measure and beyond the reach of any mortal being. It is the realm of monsters and demons. It is the realm of the dead and the realm of the undead. The Feywild is the realm of the weak and the weak. It is the realm of the cruel and the cruel. It is the realm of the dead and the realm of the undead. Its power is beyond measure. The Feywild is an abomination. The Feywild can be described as vicious, cruel, and cruel. The Feywild is unforgiving, unforgiving, and unforgiving. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel. The Feywild is cruel

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power of nature against another creature to mete out punishments of up to five blows. You direct the wind to blow from within the target’s area and either direction, dealing a maximum of one blow of wind damage to the target and sending it flailing about in the air. The target takes 2d8 lightning damage at the start of your next turn, and you take 2d8 lightning damage during your next turn. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point your wand at a target within range, summoning one large or medium creature. The target must make a Charisma saving throw. It takes 7d10 psychic damage on a failed save, or half as much damage on a successful one. The magic imbues you with magic that uses natural weapons also fails this saving throw, but the DM chooses the creature. The target’s Strength score rises to 11 + 1, and the DM gains a bonus to his or her ability checks making the saving throw. The creature has disadvantage on attack rolls against you and other creatures that you designate when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 18d10 + 40 damage from the start of the next following day to 20d10 + 40 damage from the start of the next following day. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Your voice comes to a human creature’s ears. Choose one creature you can see within range. You call the speaker up to three hours after it sounds, which lasts until the target wakes up. If you cast this spell without first speaking the creature’s name, the creature must make a Charisma saving throw. On a failed save, it takes 10d12 psychic damage, and it can’t talk. On a successful save, it takes half as much damage, and the spell ends. Finally, once spoken, the creature doesn’t take reactions that would normally trigger when another creature speaks it. After dealing with this spell for its whole duration, each target must spend 2d10 minutes mentally sparring with you to learn your target’s ability to cast spells. Divination

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You utter words of insight onto your quarry’s defenses. Your quarry is immune to being frightened while it can’t detect you. The spell ends for you and your companions when you cast this spell, and while you and your companions are within 5 feet of each other, a silver or bronze sabertail comes within 5 feet of you in a straight line across its body. The sabertail can act as a saber or as a crossbow, providing ammunition and passing through other creatures' magical openings. When another creature uses its movement to move toward you, it must roll a d6 to find its own way back to its original path. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper a message at the top of your lungs. Should a creature hear you, it can make a Wisdom saving throw to hear you, provided you have heard the message for one hour within 30 feet of it. After making the saving throw, you can choose to make a Wisdom (Insight) check against your spell save DC to see if the message is intelligible. If so, it appears intelligible, and you make the saving throw with advantage. If you succeed, the message appears intelligible regardless of the creature’s natural language. Otherwise, if you make the saving throw and hear the message, you must make a Wisdom saving throw at the end of each of its turns to disbelieve it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper to one creature that you can hear within range. The target must make a Wisdom saving throw. On a failed save, it can’t speak a single line of spoken language for 1 hour. At the end of each of its turns until the spell ends, the target can make one Wisdom saving throw. On a successful save, the spell ends. Divination

Speak with Alanc

Casting Time: 1 action
Range: 30
Duration: Special

You create a spectral servant to protect you from harm. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 3 Hours
Duration: 1 Hour

You speak to a creature who speaks a language you know. You are telepathic and can hear the spoken language in its entirety. The creature can’t be charmed, frightened, or otherwise affected by this spell. The creature must be within 500 feet of you when you cast this spell. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 3 Hours
Duration:

This spell makes a ranged spell attack possible with a weapon or magic item that can’t be released from a ring or a similar garment. If you make the attack roll with a weapon or item with a successful blast DC 20 or higher, the item explodes in 2d6 × 10 feet of material damage, with a 10-foot radius. Each creature in the radius when you cast this spell must succeed on a Constitution saving throw or take 3d6 fire damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Speak with Alanc

Casting Time: 1 action
Range: 3 hours
Duration:

You communicate with the spirits of stone, sky, and all the natural elements of the earth. For the duration, you can travel up to 10,000 feet on solid ground (including precipices) and up to 10,000 feet on icy ground (including ice). You can use your action to telepathically communicate with any spirit that you designate through an alchemical elixir that contains the item you used for this spell. You can also cast these spells through solid objects, such as wooden or metal staves, if the steeds are strong enough to sustain them. Divine WordBoil 1 minute You create a harmless gust of wind within range and animate up to three plants once per round for the duration. These plants can be picked up by plants and transported to any point you choose within 120 feet of you. These plants have smell and taste like those of plants and aren’t harmful to creatures or plants nearby. When you cast the spell, choose one or more flowers. You specify a flower type, which plants are encountered, and a non-living substance that you can see within range. Each plant has a weight (in pounds), and sound characteristics, determined by the plant. You can plant up to two flowering plants within 30 feet of each other, provided that fuel is burned such that plant growth remains constant throughout. You can plant up to three trees within 30 feet of each other, provided that wood is not consumed. You can light or dim light without dealing any damage, create simple stoves or heat them, and clean or chill them. If you cast this spell without first preparing the fire or cooking the food you eat, it doesn’t create such a flammable item. Transmutation

Speak with Alanc 3rd-level transmutation

Speak with Alanc

Casting Time: 1 action
Range: 3rd Person
Duration: 10 Days

This spell enables you to create a duplicate of a specific creature, a duplicate that is identical to the creature’s soul but has a different name and alignment than the one you’re casting the spell on. The duplicate is likely to live, but the duplicate is a duplicate. The effect of this spell is similar to duplicating an illusory duplicated creature, although you create a new duplicate instead. You can cast this spell on the same creature each day for 30 days. You can create more than one duplicated duplicate at a time, as the stored versions of two creatures. You can create a new duplicate by dropping a quiver full of fresh air into a container filled with water and placing it in an unoccupied space within range. The container has a volume 30 feet on the ground that fills a container with air volume 1 level 1. You can use this spell to create two duplicates at once, each duplicating one spell slot. You can create up to three duplicates at a time, doing so each time you take 10d6 damage or less. You can also create up to four duplicates at a time, up to three duplicates at a time while you are conscious. While you are conscious, you can use your action to concentrate on the spell. When you do so, your duplicates dissipate into a harmless cloud that lasts until the spell ends. You can use your action to create two duplicates of the same creature or one duplicate of the creature you’re duplicating. When you create the duplicates, choose one of the following effects to affect the same creature or one creature of the same kind within 30 feet of the duplicating creature as the duplicating creature was created with. Duplicate. You create a duplicate of the creature you sent into the air to make possible the appearance of the duplicating duplicates. The creature’s speed is halved in the direction of the duplicating duplicates and the creature w is blinded. The creature can use an action to learn the name of the duplicating creature and to create the creature from another creature’s gear. The duplicate might be a portrait of a certain creature, a symbol of a god’s glory, or a message sent by a god to a creature of the same kind as the duplicating duplicate. Dissonant song. You create a duplicate of the creature of your choice within 30 feet of it. You can do so at the start of your next turn as an action, or at the end of each turn as an action. A duplicate created by another spell of equal or greater level or a similar effect can’t be targeted by that spell and can’t be summoned into combat. The spell ends if the creature tries to leave the spell’s plane, or if the creature attempts to cast a spell from a different plane (chosen by you). If you cast this spell from a spell slot of 6th level or higher, the duplicate duplicates itself and all its contents into an object that can be held aloft as a magical item. During the duration of the spell, the artifact can be broken and any magical effects broken off could return to their places. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 4
Duration: 1 Hour

You awaken to life within a nameless space on the same plane of existence as you. For the duration, your mind fills out a detailed map of the entire physical plane, including all known locations and distances, all known stars, and starships, for which you are proficient. You can use this information to construct a celestial bridge or to create a celestial bridge between two destinations on the same plane of existence. You can also use this information to link a star or a celestial to a destination on another plane of existence, issuing a celestial message at the same moment it can be heard across the entire physical plane. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 4
Duration: Concentration, up to 1 minute

You make a whisper. You can make the whisper a whisper of no size or shape, a whisper that is no larger than a 1-foot cube and that fits in your hand and is audible within 30 feet of you. It is so loud and clear that creatures can hear it. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 5
Duration: 10 minutes

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Choose a nonmagical object that you can see within range and that can fit within 30 feet of you. You cast this spell in the same area throughout your casting period as possible, but you must be touching the object when you cast this spell. The object is a cube with a 5-foot radius centered on that object. You and any creatures that can hear you must touch it to cast the spell. As a bonus action on each of your turns, you can mentally command any creature you made with this spell if the creature is within 30 feet of you (if you are speaking with the w iller) or within 30 feet of you (if you are speaking with a w iller), giving it instructions about how to move around and where to look. The creature knows how to stand up and is trained in using its hands to help it stand up. It can use its movement to move freely around difficult terrain and without assistance from allies. If the creature uses its action to move along a new obstacle, the creature automatically completes the move, taking all the steps it deems necessary to move up or down the obstacle. When the spell ends, the creature knows that it has broken any restrictions on its movement, and it makes all the moves it uses its action to complete. When the spell ends, the creature knows it has broken any restrictions on its movement, and it makes all the moves it uses its action to complete. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You draw a line and move along it, beginning with a point and continuing through all objects or people you choose within that area and ending at any point within 15 feet of the point you drew the lines from. If you move more than 100 feet from the point you drew the lines from to and beginning at a point you choose within 15 feet of it, you can move up to 30 feet in a straight line along the line. If you move behind a point in the line, you can move up or down as part of the move. The line also extends into the Ethereal Plane, so it is difficult to see. You can use your action to dismiss the motion, which requires a successful Intelligence (Investigation) check against your spell save DC. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 5
Duration:

Transnationally owned and co-written fiction by Rene Reaert and Ronan Reuschneri. The material is a work of non-fiction written by one or two authors who met through romance or co-existing; no relationship to one another and no connection to the actual characters. The novel is based on a true story of two of the world's most famous witches, the former Princesses of St. Martin, and their relationship to the Order of the Black Rose. The magic wrought by this magic increases the rate and intensity of its effects, which can be dangerous. For the duration, the two women can hear the whispers of the Order of the Black Rose and can be summoned to aid them or neutralise them. This magic is not limited to St. Martin, as many other places as there are on the Eucharion continent have magical powers within them, such as the ability to make the wands of dead men. The magic wrought by these powers is based on reality, and only works in places where the reality can be seen, such as in the Forbidden Forest, where magical forces have blocked the Wands of dead men in order to create a false sign of life; as you travel to the Forbidden Forest, you will also interact with the elves, wizards, and other wights as you pass. You must use your movement when you cast this spell to cast it. You can’t activate or leave the magic for 1 minute. During this time, you can use only one move, and can’t activate or leave any magic until the spell ends and you have reached its maximum duration. When you activate the magic, you allow the elves to affect your movement as if magic were casted there. When you leave the spell’s area, the magic ends and the magic ends for both the target and the magic’s target. The magic doesn’t harm or affect creatures other than the elves, wizards, and other wights you have visited. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 13 Hours

You utter a message that lasts for the duration. When you cast the spell and as your action on its first turn until the spell ends, you can use your action to speak the message. It appears in an unoccupied space on the ground within range. You can also cast the spell through window, ring, or by using an object as a material component. When completed, the message is quiet and unbreakable and no more creatures have disadvantage on attack rolls against you. You can also specify other words, images, or sounds as your message, though the message must be spoken. If you specify no words or images, a creature can see through the left margin of the message as if it were speaking to you, even if it lacks the vocab. Otherwise, a creature can’t read or write the message except by means of a telekinesis spell or an audible command, if such a command requires a target to make a Wisdom saving throw. A target makes the saving throw at the end of each of its turns, ending the effect on itself on a success. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken bright light within range. Create a lantern and cast it on the ground, where it remains for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of light created increases by 5 for each slot level above 1st. Light (30-foot radius) Concentration, up to 10 minutes Contingency. Concentration, up to 2 hours You create a flickering orb about the size of your hand and within 30 feet of you, there is a flickering sound as loud as a chime of crack, a rustling noise, or a thud. The sound can be heard 30 feet away. Until the spell ends, you can repeat the words inscribed on the ground that have a 30-foot radius—such as those inscribed on a floor, a rope, or a tombstone—as part of setting an example for others to follow. When you do so, you can decide how the words appear, or you can issue a cryptic command, such as to sweep all humanoids and objects in your area in a straight line along the ground (no ramparts, stony stalks, or such structures as might be found along the stony slopes) or to cause all flying creatures to twist their heads to look toward you (such as the Great Smoky Avenger). The spell ends if you use your action to move out of your way to follow up on the command, or if you use your action on each of your turns to move immediately before the spell ends to catch a flying creature. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a spectral plane in which you appear as a willing creature who is hostile to you. The plane can be reached by climbing to the bottom of a well, ascending a mountain, or descending a staircase. Once you achieve this reach up to 100 feet and then drop to the ground. The creature remains there until the spell ends, at which point it disappears. It reappears if you chose a different spectral location. You can see into the spectral world as if you were in its space, as an unoccupied space on the ground, and within 500 feet of it, you can see into the spectral plane as if you were in its space. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You hear the cry of a lion or of a mastiff, and you take 2d4 mortal strike damage if you succeed on the attack. Divination

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your voice fills the air within range so that you speak the words of war, summoning a mass of undead to bear the sword of your god for defense. Choose one creature you can see within range and form an unholy conflagration that spreads within 30 feet of you. The conflagration spreads around corners, and it lasts until the creature uses an action to exhale a single dose of aleistery. If you cast this spell in the same location every day for the next year as a group effort, the spell spreads at least once every other day. You can have one creature or several creatures co-opting your god’s name speak each other’s names and make a voice distinct from your own. A conflagration spreads around corners, and it lasts until the creature uses an action to exhale a single dose of aleistery. If you cast this spell in the same location on a different day each year, the spell spreads at least once every other year as well. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 24 Hours

1. You speak a short song in the space your choice of one of the following locations within range, summoning a strong fiend or a fiend beast from among you. For the duration, you gain the following benefits: You have resistance to acid, cold, fire, lightning, and thunder damage. You can use your action to speak one word of endearment. You have resistance to radiant damage. You can use your action to create a shimmering cloud of blue light around yourself that harms neither you nor creatures that you can see. You can create this effect by casting this spell in an unoccupied space within 30 feet of you. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows a creature or an object to appear as part of an arranged sequence of magical actions. The arrangement determines the creature must follow a specific course and is usually determined by a plan of action. A creature has a 50 percent chance to succeed on a Tripartite Order check against your spell save DC. If the creature succeeds, the arrangement brings the creature up to par with the others, even if it can’t appear in the current arrangement. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the arrangement also becomes permanent. Choose another planar arrangement at 1st level. Choose one of the following options for how the creature will behave. Choose one of the following possible outcomes for the creature: Completely ignoring the task at hand. The creature would arrive at its task at any time and do whatever it wishes without provoking opportunity interruptions or punishment from any creature. Completely ignoring the task at hand. The creature would arrive at its task at any time and do whatever it wishes without provoking opportunity interruptions or punishment from any creature. Appearing in front of a hostile creature. The creature would appear in front of the creature or something within 5 feet of it, which it can see, causing the creature to make a Wisdom saving throw. On a successful save, the creature is shunted to the nearest safe spot (such as a tree or a rock wall) and subjected to the petrified condition. Appearing in front of a hostile creature that is hostile to you. The creature would be hostile toward you until the creature ends its turn hostile toward you. Appearing in front of a creature hostile to you. The creature would appear hostile toward you until the creature ends its turn hostile toward you. Appearing in front of a creature that you have read about, such as a witch, wizard or demon, and then vanishing. Appearing in front of a creature hostile to you. The creature would appear hostile to you until the creature ends its turn hostile toward you. Appearing in front of an invisible creature that you have not seen within 30 feet of you. Appearing in front of an area entirely masked. The creature would appear completely invisible, and a creature’s distance from you to the target is as wide as your walking speed. If you choose this arrangement, you can also banish the creature to a safe spot within 30 feet of you. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 24 hours

You point your finger toward one creature of your choice within range and whisper softly, "Gosh, that must be the world…" As the creature speaks, it automatically assumes the creature’s physical form, assuming the Armor Class, and moves along your body. Until the spell ends, you can use your action to move up or down on your head, so that you appear to be pointing at a creature and move as if you were casting the spell. The creature is under the effects of the illusion until the spell ends or until you can use your action to move back up or down as described below, ending the effect of the illusion. The creature can have one of the following effects with each use of the spell: You create a vertical slip in the floor of a space that is 1 mile across, 5 feet wide, and 15 feet tall. You create a vertical slip in the ceiling of a space that is 1 mile across, 5 feet wide, and 15 feet tall. You create an opening within an object 5 feet wide or smaller that is 5 feet wide or smaller; or You create an opening within an object up to 5 feet deep. Blindness

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You speak a message audible within 500 feet of one creature’s location to manifest a spirit that takes the form of a crab or an axe, as you wish. The crab’s natural weapon is its mace, with which you lash out at the creature approaching from behind. The creature takes 4d6 piercing damage when it reaches the ground within 500 feet of you, and the weapon deals an extra 1d6 cold damage to both structure and flesh when it strikes the ground. When the spell ends, the magic crab dies, and the spell ends. You can use your action to dismiss the spell. If you do, the spell ends, and the crab breaks its neck, sending it plummeting toward your destination. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration:

Concentration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: ConcentrationUntil dispelled

You whisper an unknown secret message, allowing your group to enter a sealed location to a person or a magical entity outside the teleportation circle. To the creature, the illusion looks like a shadowy figure, with a shadowy beak and a shadowy chin, that has a shadowy wisps of hair on its upper right arm. The illusion’s meaning is up for debate, since the creature can’t be certain that the message is real. If you cast this spell multiple times, you can create one additional copy of yourself for each casting. While the second copy lasts, the illusion can’t activate another spell or benefit from an effect that would reduce the second copy to useless in combat. Instead, the illusion creates two additional illusions for each casting of this spell. These illusions each have a different visual and verbal signification. A magic spell that creates a second illusion creates both illusions. False Name. The illusion uses the given name of one person or entity to appear as if it were an individual who speaks a single name. Alternatively, you can make the illusion appear to be a group of people or a permanent fixture in an area. The illusion ignores other creatures and barriers, though it can target a creature or an object touching a certain spot. The target also chooses which creature or object impelled the illusion. If the target moves to a place where the illusion targets a creature or object, the creature or object moves to that spot where it would normally be spotted. If you target an object touching a spot you choose before entering the illusion’s area, those objects hit and take bludgeoning damage, and the target takes the same damage as if it had been targeted by the illusion. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates an endless stream of magical energy in a 30m cube centered on a point within range. Each creature who starts its turn in the cube must succeed on a Constitution saving throw or become affected by this spell. For the duration, affected creatures deal 1d8 damage of the following types: acid, cold, water, metal, or poison. D – The spell’s maximum bucket capacity is 300 feet. If the spell’s maximum bucket capacity is less than that, it deals only one damage of that type to the creature. The spell’s maximum bucket capacity is reduced to 0 when you cast it. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell turns an opaque barrier or sheet of opaque mist around you in a location you specify as being within range for the duration. Choose as many holes as you like as a group. The walls and the mist cover an area of ground that is 10 feet square and that is up to 20 feet deep. Each wall or layer of walls and 20 feet deep is made of opaque stone that has AC 15 and 30 hit points. Whenever a creature enters a hole created by this spell, that creature must make a Strength saving throw. The creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical link between yourself and one willing creature you touch. The creature’s speed is doubled, it can’t be attacked, and it has resistance to being frightened. The creature can make a Wisdom saving throw to escape the spell. If it succeeds, it is no longer frightened by you. If it fails, you banish it to an unfriendly, dark, or undead pit. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create or mentally bind a creature within range in an extradimensional pattern, such as a box, wall, ceiling or stairwell. Any creature that ends its turn within 30 feet of the extradimensional object must succeed on a Wisdom saving throw or become enthralled with the extradimensional pattern until the spell ends. A creature that succeeds on its saving throw must also become enthralled with the extradimensional pattern for the duration of the spell. You can specify a simple and magical arrangement for the creature to follow. The creature, or a creature that fits within a similar arrangement, may instead follow a pattern of choice made by you and must meet the conditions under which it succeeds on its saving throw. If you create or mentally bind a creature, the magic of the extradimensional pattern is violated. When such an attempt is made to compel an unwilling creature into the extradimensional space you specify, the creature is compelled to move into the extradimensional space you specify by paying a price. The creature can make a Wisdom saving throw to escape the spell, but it must first make a Wisdom saving throw. On a successful save, the spell ends. A creature bound by the extradimensional pattern is immune to all effects of its own, such as death effects, alarm effects and similar, for 1 minute during which it remains trapped. The spell ends if the creature reverts to its true form during this time. You can also dismiss the casting of the spell as an action that as you cast the spell ends. You could cause the creature to turn feral and attack any nearby creatures, although this would result in a 1d4 poison and 1d4 cold damage. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a sound, audible within range, that you can hear within range. Until the spell ends, the sound produces a sound of some kind, such as a clacking of hooves or the rustling of hooves. The sound can be soothing, warm, or even terrifying. It might even warn off hostile creatures. While these sounds don’t harm you, your magic increases the likelihood that someone will hear your voice. If your concentration is broken, you can make another sound that you can hear within 30 feet of you. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You speak a command to move one creature within 5 feet of you. The target must succeed on a Wisdom saving throw or be moved as a bonus action. The target moves as a bonus action on your turn if you move within range. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter a cryptic message. You must make a Wisdom saving throw (your choice) or you must make a Charisma saving throw (your choice). You can also use your action to speak the message to a creature within 30 feet of you. The creature must make a Wisdom saving throw or be charmed by the cryptic message until the spell ends. On a success, the creature can repeat the saving throw, ending the spell on itself on a success. On a miss, the spell ends. You can use your action to end the spell before the end of the next long rest. You can also end the spell on yourself using a bonus action on your turn. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch appears within range. The target must make a Wisdom saving throw, and you must be within 30 feet of the creature when the spell ends. On a failed save, the creature takes 1d3 bludgeoning damage. On a successful save, the creature takes half as much damage. The spell ends if you cast this spell again. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical portal that allows you to enter a location within range and communicate with any creature that is within it. You can speak with creatures that are within its space, and you can teleport to any point within its space. A creature can spend 1 minute or more in the portal to speak with you. You must be within 100 feet of the portal. You can also teleport to any point within the portal. A creature can use an action to make a Strength check against your spell save DC against a portal spell. An instantaneous spell-like ability check against the portal reveals the location of that spell. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic circle of magical power within which you can speak any spell of your choice that you can think of. Choose one creature of your choice that you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes 1d10 necrotic damage and is restrained until the spell ends. On a successful save, the creature can speak one language of its choice. The spell ends if you don’t know the language. The spell creates a magical circle that is 30 feet long and 10 feet thick, and lasts for the duration. You can also designate the location of the magical circle. The circle includes a 10-foot cube and a 5-foot-wide, 20-foot-tall cylinder that is filled with darkness. The circle can be used to create a circle of equal size and height, as long as it is within 30 feet of the nearest point of your choice. The spell’s area is opaque. The circle can be drawn between the ground, such as a circle created by a spell or a simple illusion. The circle can be opened by a successful dispel magic spell. The circle remains closed for the spell’s duration. When the spell ends, you can use your action to dismiss the circle as an action. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your skin turns to stone. Until the spell ends, your attacks deal an extra 1d8 force damage on each of your attacks that you make during the spell’s duration. If you hit a creature with a melee attack during the spell’s duration, that creature is also knocked prone and must make a Strength saving throw. On a failed save, the creature takes 1d8 force damage. On a successful save, the creature takes half as much damage. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You speak this spell as if you had spoken to a creature of your choice. You can ask the creature a question, but the creature must give you a truthful answer. You can also ask the creature a question that is difficult or impossible, such as "What does the demon do to you?" or "What do you think about the demon?" You can specify one of the following possible answers for the question. The demon is a demon or a creature’s undead, such as a lich or an undead beast. The demon is physically hostile to you, and you can’t attack it. The demon can’t be targeted by spells or other magical effects or by spells or magical effects that target it. The demon has disadvantage on attack rolls against you. The demon’s statistics are normal to you and all creatures of its kind that can’t benefit from statistics other than Strength, Dexterity, and Constitution (in particular, creatures of the opposite sex and children of different races) are immune to this effect. You can’t use a bonus action to do so. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60DeliveryDate The sound of falling snow has a calming effect on the creature, if it can hear you. It has resistance to bludgeoning and piercing damage.
Duration:

Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You speak one line of dialogue with a creature you can see within range. If the creature hears you speaking, it takes an action that you choose that creates an instantaneous sound that is impossible to audible by other creatures. The creature must make a Wisdom saving throw. On a failed save, the creature can’t speak or move for 1 hour. On a successful save, the creature can’t speak or move for 1 hour. You must then repeat the saving throw. If you do so, the spell ends for the creature, and the creature reverts to its normal form when it moves out of the spell’s range. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create audible and written messages with words that can read the text of words spoken by a creature of your choice. The messages can reach to as far as six other creatures and deal thunder damage in a line, but their language is cut off when the spell ends. The messages can be read only by creatures of your choice that you can see within 60 feet of you. Language

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Duration’Tumble

You utter one word of unknown meaning or language that you can hear within range. You choose any language you cast as a spell within the language’s range, and then choose a phrase or rhyme from an open book or a scroll. You learn the meaning by studying its text, creating rhyme sheets and employing common sense. The word’s beginning and end are sewn onto the pages of the book or scroll, and you learn its meaning through its rhyme. If you speak the word aloud, it appears in boldface on the page, but if you use nonverbal means, such as writing it out of a word, the rhyme becomes confused and might be broken. Finally, if you use a nonverbal rhyme, the word is broken when you cast it. You can understand up to one third of the text of a word, but you can’t understand nearly as much as half of it. If you cast this spell while you are sleeping or waking up, the page it appears on is blank and requires you to use an action to recall the words once they have been read. You can have up to two words read by the spell, one word at a time, though you must have spoken the spell aloud. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

After creating a pillar of fire in a 20th-level arcane spell slot, you animate one or more objects, particularly one created by another arcane spell of 5th level or lower. The objects animate as normal, and they appear on the ground within 5 feet of you. Each object created by another arcane spell counts as one of those created objects. If there are no creatures created by this spell, the creature is created, and the creature doesn’t need to be animating and animating with you to create the object. The creature’s speed is not affected. The creature can be up to 10 feet tall and move at up to 60 feet per round IASighted creature. Create object

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time someone uses a Material Plane spell to enter your body, you make a melee spell attack against it using your spellcasting ability. On a hit, the target becomes charmed by you for the duration. If you hit this spell with a weapon, it deals no damage and falls to the ground if it remains there. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken to life. Choose one creature you can see within range for the spell. It becomes a zombie if you or your group member dies within 10 days of casting this spell. Your zombie becomes a zombie of the chosen form for the duration. Roll initiative for the zombie, which has its own turns. It is capable of running on food and being fed food items up to its maximum capacity. The zombie can’t become a zombie by any temporary means. If you have the zombie, it reverts to full health and can’t become a zombie for long after taking damage from other effects. Necromancy

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell at once, sending everything you created into motion around you spinning to the ground. Each creature in a 30-foot cube centered on a point within range must make a Constitution saving throw. An unwilling creature succeeds in saving throw with disadvantage on the attack roll or attack weapon attack roll. If you use the same spell multiple times, the spell lasts for the duration, regardless of how many times you roll it. You can have no more than two of these spells active at a time. When you cast this spell, you can also specify creatures or objects as companions. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause shapes, images, or sounds to flicker, change, or wane at the flick of a switch. Choose a soft, stone, or solid object as your target. If the object is an object heavier than half as much as the target and which isn’t worn or carried by the target (such as a staff or dagger), it reverts to being an illusory pattern of colors and shapes. The spell ends if the objects you choose become illusory patterns. While the objects you choose are illusory patterns, you can affect them in any of the following ways: . You can cause them to appear opaque, shadowy, or glowing green or violet. You can inscribe a transparent illusion on the target object. . You can cause the target to appear magical, stating its name, location, and duration, as well as any other commands it may be commanded to perform. . You can animate or reshape the target to appear as a creature with horns, horns, horns, or horns of another creature (for example, you can shape the creature’s appearance to resemble a humanoid or an idol, granting it the horns or horns transformation). The DM might issue a new implanting suggestion if the beast appears in a place or causes an effect that would allow the implanting creature to appear as a creature with horns or horns. (You might use an implanting suggestion granted by an archmage to implant a jewel or gem within a creature, gem’s true form or illusion). Alternatively, you can issue a blessing implanting a false staff, axe, or crossbow within an object or an area of air that you can see, a staff, or a weapon of any sort, but no more. An implanting suggestion should always be informed of when you issue it, as the spell might fail. As a bonus action on each of your turns, you can shape a new implanting suggestion, or choose a new item as part of the choice you make. Whenever you cast a suggestion spell, you can create a protective magical stone covering the stone from your direct view, that is, you can affect the stone with your spell attack and send the stone flying as a bonus action. Protection from Energy Touch Instantaneous You touch a willing creature, and the target’s body becomes infused with a mysterious energy that lasts for the duration. The target’s movement is affected alike by armor, shields, shields plus armor made of magical energy. The target instantly regains 10d10 force damage (from a different spell or effect) as a result of taking damage when it hits 5 or less hit points, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the target takes d10 force damage, increasing his or her Damage Resistances by 2 until it becomes 0. At 11th level, the target makes a different change in the resistances depending on the elemental suit he or she carries. Instead of the normal +1 bonus for a bonded creature, the bonded creature gains +1 resistance to the attacks of its choice, and the creature becomes proficient with all use of its movement and attack rolls. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature—flames, cold, snowy, or nonexistent—to fight for you. Choose one creature or object that you can see within range, and its power and capabilities change to match your spellcasting preference. The creature must meet the following requirements for initiation into the fight. If you cast this spell at the same time every day for a week, the spell has no effect on the creature. If you cast it on another creature of the same type as you, the spell frees the creature who initially asked for initiation, but the creature chooses whether or not to join you in casting. You must choose a creature type and cast this spell using one of the available creatures for the creature’s type as the fight cue. As a bonus action, you can ask the creature to attack you. On a hit, the creature takes 3d8 fire damage, and it can’t choose to attack you or another creature it can see within 5 feet of it. If it would take 3d8 fire damage, switch to thunder (if you have the thunder feat, it takes 3d8 lightning damage). You can’t ask the creature to end its turn in such a way that it can be incapacitated, and if it would end its turn in a place where it isn’t incapacitated, it instead takes 3d8 lightning damage. While in this state, the creature can use all its movement to move in the DM’s direction, using advantage on attack rolls against targets within 5 feet of it. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the spirits of nature from within, summoning them from amongst the stars. Choose one of the following creatures of your choice that you can see within range. The creatures obey any verbal commands that you send to them, and they respond with some form of directed violence that is physically harmful. If you cast the spell while these creatures are within 30 feet of you, they can’t make attacks or harm anyone within 30 feet of them. If you cast the spell while these creatures are within 30 feet of you, they can’t attack or harm anyone within 30 feet of them. A target must make a Wisdom saving throw to resist this spell. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The psychic damage is on the target’s forehead, sacral sinuses in its eyes, and on its cheeks, chin, eyes, and lips. While affected by this spell, the target also has disadvantage on attack rolls against other creatures, and it has disadvantage on Wisdom (Perception) checks made to know the location of its eyes. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You reach out into the space you occupy, and whatever comes nearest to you becomes friendly to you. Anything within 5 feet of you is now immune to cold damage, and you and any creature that can hear you can hear the ground and the breeze. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sound the familiar of a group of men who are trying to survive as a group. Inhabitant at the center of an alien world are the Guardians, the fey creatures native to the Shadowfell. Roll initiative for the Guardians to serve as guardians, which you roll at the time you cast this spell. When a group of Guardians appears, each join the Guardians at the start of its turn. In addition, whenever one of them takes damage, the Guardians can take additional damage of the kind that killed the creature. Roll initiative for the trio, which lasts until the creature’s next turn. Guardians Damage type 1 Poison Damage type 2 Poison Damage type 3 Poison Atkener Effect Self Immune Dead Transmute to stone 5 blades 15 feet long Thick fog covers the area for 8 hours. Areas of confusion. At Higher Levels. When you cast this spell using a spell slot of two or more levels higher than the slot you used for the spell, you instead create a 50 foot radius illusion centered on a point within range that lasts until the spell ends. For the duration, the illusion can appear completely dark and shadowy, centered on the point you cast the spell. If you cast the illusion while you aren’t casting the spell, the illusion doesn’t last, and the illusion w mu be dispelled. The illusion creates a false path for the creature it mimics to jump over obstacles and to create a distraction for its pursuers. At Higher Levels. If you cast this spell using a spell slot of four levels higher than the slot you use for the magic tool, the illusion creates a false path for the creature it mimics to jump over obstacles and to create a distraction for its pursuers. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You speak a language of your choice which you can understand. The language can be difficult, even to the point of being incomprehensible. You can describe the language in any manner you like, but you must describe the language in an uncluttered manner. A creature that speaks the language must make a Wisdom saving throw if it can. On a failed save, a creature takes 2d6 psychic damage and must spend 1 minute listening to the language. On a successful save, a creature takes half as much damage and can use its action to make a Wisdom saving throw again. The spell ends when it has failed. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spectral ghost, whose only activity is to speak and to watch over you. The ghost appears in an unoccupied space that you can see within range and lasts for the duration. It appears in an unoccupied spot you choose within 10 feet of you. When you cast the spell and as a bonus action on your subsequent turns you can move the spectral up to 30 feet as a ghost, stopping short of it. It remains in the unoccupied space you cast this spell on. If you cast this spell multiple times, you can have up to three haunted houses in each location, with one haunted house for every ten houses in the game. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional haunted house for each slot level above 2nd. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon one spectral beast. You choose a spectral or fey form, such as a fey demon or a fey fiend, and you gain 3rd-level intelligence and 1d4 necrotic damage. Additionally, whenever a fey demon or fey fiend hits you with an attack, your attacks deal an extra 1d4 necrotic damage. You can’t use any of these attacks until you are reduced to 0 hit points. While reduced to 0 hit points, a fey demon or fey fiend has disadvantage on attack rolls against you. Additionally, whenever a fey demon or fey fiend hits you with an attack, it deals an extra 1d6 necrotic damage to the target (if any) instead of the normal amount. While reduced to 0 hit points, a fey demon or fey fiend has disadvantage on attack rolls against you. Necromancy

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a willing creature into a fey creature. Choose one creature of challenge rating 6 or lower. You transform the fey creature into a form known as a "Beast" or "Fungus" and demand money in exchange for service. The creature obeys your commands and performs all the functions of the fey creature, until the spell ends. The fey creature is friendly to you and your companions. The fey creature can be contacted at any time for a price. For the duration, the creature is under the effects of the following spells. If you have the creature, the creature can cast these spells with relative safety and secrecy, and it can be targeted by them as a class move on your turn turn. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter the words «Abilite, abhaur-de-tu, abhaur-mahli» aloud. You choose the illusion from a list of possible outcomes, up to the extent you have no recollection of what happened at the start of your next turn. You might be able to gain knowledge of a general strategy that was used in the battle, sneak up on your enemies, or deal heavy damage to one of your enemies' (or one nearby tree) servants. You might cause your servant to bleed out, leaving it incapacitated. You might cause one creature’s speed to drop to 0, or one creature’s attack to deal 2d4 piercing damage to you. You might cause one creature’s attack to deal 1d4 slashing damage. If you make the attack while casting this spell, you also count as successful against the spell’s damage rolls. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a message into the mists of time, hoping that someone will notice. To your surprise, nothing happens, just as the mists in the distance shift and the stars disappear. Your whisper affects the astral plane, which appears as an opaque mass under the influence of an unstable radiance. When you cast the spell, choose an astral plane (the spell fails and the radiance passes as part of the casting of the spell). You can cast this spell on a point you can see within 60 feet of you and that includes an astral plane (a celestial or an elemental plane? see below). On each of your turns before the spell ends, you can use your action to mentally command any creature you made to move into the center of the astral plane for the first time on a successful attack roll or a saving throw, and the creature obeys through the use of its action to move into the center. Such a command can be made over the course of a long rest or between turns. You can specify a simple and general course of action, such as “attack a group of five or fewer enemies,” “attack a nearby structure (a structure that you can see that is under one roof),” “attack a pillar or a place within 5 feet of it (a pillar that you can see within 5 feet of the pillar is a creature, though it isn’t an object), or “attack a creature within 5 feet of it. To make such a command, an object (such as a staff or spear) you move to an unoccupied space you can see within 5 feet of it and move as far as you can without provoking opportunity attacks. You can specify commands such as “attack a structure, “attack a pillar, or“bridge the gap between you and the structure’s height. If another creature’s position is different, that creature must succeed on a Strength saving throw or fall to follow your command, and that creature can’t automatically command you to follow its command. While you possess an active astral body, you can use your action to dismiss it and see if I can recall any actions I took by the time I cast this spell again. It obeys all the actions I took, but might take some actions that I don’t recall. The DM has the safest course of action for me when I cast the spell, which is during my next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, two additional actions can be performed per round for 1 hour. When you use a spell slot of 5th level or higher, you can perform three additional actions per round for 10 minutes. When you use a spell slot of 6th level or higher, you can perform four additional actions per round for 30 minutes. Divination Enchantment 8 Hours You establish a magical link between your finger and an object within range, granting it a range of reality-shaking magical force. If you cast the spell over 1 mile long and 30 feet long, you can halve the distance to create a halos spell, halos spell, or halos fiend spell, sending a fiend to a location where it would be hard to reach. The fiend must succeed on a Wisdom saving throw or be banished. The spell’s area of effect is an open space that remains for the duration. You choose an area of terrain 10 feet to 10 feet wide and up to 5 feet tall. The wall’s distance from you is 25 feet, except where you can see through the wall. It extends into the space of an extradimensional space and is difficult terrain with a 30-foot radius. On your turn, the extradimensional space has the power to teleport creatures to and from your presence. An extradimensional construct can be a member of a specific magical or physical race, as long as it is made of bony or serrated steel, or it can be any shape or form you choose. This spell can create a temporary door or a resting place for the creature. It closes behind the creature when the spell ends, but the creature can’t leave the temporary structure if its teleportation door or resting place is damaged. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper a message to one creature of your choice within range, spelling out a specific course of action, such as an action or a specific task, that requires immediate immediate response. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage, and it takes half as much damage on a failed save. On a successful save, you can deliver the message as a reply, issuing a brief message with each message you choose. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You whisper, write on parchment, and take a sip of tea. You instantiate either a magic item or a piece of parchment from which to write. When you cast the spell, and without expending any spell slots, the words appear within 10 feet of the target and can be seen by both eyes. The words and the piece can be torn, the ink splattered, or even broken. Each creature of a 10-foot-radius sphere centered on the point in the spell’s area is affected more heavily than normal. It takes 10d6 psychic damage (if you target a creature directly), plus 10d6 psychic damage (if you target a Large or smaller creature). The spell ends if an affected creature uses its action on a subsequent turn to regain magic user status. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: 6 Hours
Duration: 1 Hour (1 hour in a row)

Concentration, up to 1 hour Instantaneous You touch a willing creature. The target must succeed on a Wisdom saving throw or become frightened for the duration. The target can’t take actions until it ends its turn. This spell’s effect ends if the target takes damage or is charmed by another creature. Conjuration

Speak with Alanc 8th

Speak with Alanc

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell allows you to speak the name of the creature to be spoken by, a name that can match up to your personal tastes as you choose for its name, appearance, traits, and abilities. Using this spell, you can name individuals or groups of creatures and animate objects in their environment. You can designate other types of creatures and other materials, as well as create images of objects made of such creatures. The creation of an image is difficult. For the duration, the image can animate only by means other than as an action, and it can’t create images of any kind. You can create an image of a creature by using an ability from another spell of equal or higher level called the illusion weapon, as described above. You can see through the image, which has no face or eyes, but the image can’t move or take actions. A creature who uses an ability from another spell of equal or higher level can use that ability to create an image of a creature within 30 feet of it, using an illusion. You can also use an ability from another plane of existence to create an image of a creature in a location outside the image. When you use an ability from another plane of existence to create an image, you choose the illusion created by the image, not its environment. Illusion

Speak with Alanc

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell reveals hidden doors within chambers of unknown depth, or the walls of secret chambers, that are usually hidden within the confines of a sanctuary or a stronghold. When you cast the spell, you can select one of the following options to identify the hiding chamber. If you don't have enough room for both windows, and you choose a secret compartment or a chamber that is open, the spell fails. Otherwise, it casts as part of the spell, and then the spell completes successfully. You can also choose to target one or more creatures or objects within the hidden compartment. In either case, the hidden compartment remains closed, and the spell completes. It can’t be breached, nor can it be opened, and even if the compartment is shut, a strong wind can restrain it. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You speak with one creature that you can see within range, and you tell it that it is familiar with. The creature knows it is familiar, has the ability to see into the cloud, moves along the ground, and has a temperature of 100 degrees Fahrenheit. The creature is aware of your presence, and the spell can communicate with the creature in whatever language it speaks. The creature can understand one language of your choice that it knows, but the creature is limited in what it can understand by creatures it doesn’t know. The creature can understand one new creature’s language, two languages of your choice, but the creature can’t speak a foreign language. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You create a magic circle on the ground that covers a portion of the ground that you can see within range. You can make a Wisdom (Insight) check using your spellcasting ability to see through the circle. If successful, you create a constant stream of light with a 10-foot radius. Any creature that ends its turn within 10 feet of the circle must succeed on a Wisdom saving throw or take 6d6 radiant damage. A creature must also make the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area overlaps with the ground in the circle. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Speak with Alanc Abjuration Speak with Alanc Actions

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You summon two spectral creatures at the start of your next turn that appear to be attacking you. You can use a bonus action to summon a spectral steed or two, which can be a creature that you can see within range and that can hear you, as well as one that isn’t hostile to you (your alignment). If you cast the spell and end your next turn fighting the remaining two creatures, you summon the summoned creatures back at the start of your next turn. You can also dismiss such a summoned creatures as an action. They appear in an unoccupied space that you can see within 60 feet of you. When you summon the creatures, choose one of the following options for what appears: Choose one creature of challenge rating 2 or lower Use two of your summoned creatures, or one of your summoned creatures, for each of these creatures Remain within 60 feet of you while you cast this spell or if you cast it while incapacitated or asleep Roll 3d10 psychic damage on each of your turns You make a spell attack roll with a creature summoned by the steed or two. As a bonus action on each of your turns, you can make a Wisdom (Perception) check with one hand in each hand on each of the steed or two. As an action, you can move up to 20 feet or so in a straight line and then make a new move. Evocation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Choose a creature’s space. You can launch the creature as a vertical column or a horizontal column, raising or lowering it so that its weight doesn’t exceed 20 pounds. The creature is supported by a supporting weight of 10 pounds. Each foot of movement required to raise the creature’s height to full height requires a space of your choice that you can see within 5 feet of the space you choose. The creature rises only if supported by 10 pounds of support metal or 24 pounds of solid steel. If you raise the creature’s weight by more than 24 pounds, the creature is lifted only by mechanical means, such as by pulling itself up or slipping, falling, or twisting slightly. If you use a horizontal or column move, the creature moves 1 inch higher on each of its turns than normal. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Choose a creature—typically a celestial, an abominable beast, or some other aberrant creature of your choice that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is compelled to a life or limb of its own. One creature alike becomes trapped in the creature’s space for the duration. That creature must also be within 5 feet of the target when you cast the spell. As an action, you can move the target along the ground in an unoccupied space within range, making it a celestial, an abomination, an abomination of war, or a creature of necromancy. The creature falls into a state of suspended animation, appearing as a cloud of mist on the ground or on the ground itself. You can banish the creature if you choose. When you banish the creature, choose a password that has the same meaning as the one above. If you cast this spell while you already have a password or password is missing, you can expend that password or password itself, ending the spell instantly. This spell endears the creature to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 30 days to an additional 30 days for each slot level above 1st. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magic circle on the ground at a point you can see within range. You can make a color, an invisible light, a dim light of 0 brightness and a chill light, or both. The circle remains for the spell’s duration, and it appears where you cast this spell. You can cast this spell again as an action, or cast it again as an action. This spell creates two objects of the same kind within range, which you can hold in one hand and which can be moved up or down as you choose. You can hold a number of such objects equal to your hit point maximum. When you use your action to move one of these objects, repeat the same process for the entire duration. The objects can be restored to their original places before moving to the next creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional objects for each slot level above 1st. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Your magic grants you greater resolve, allowing you to act on your own initiative. While you are acting on your own initiative, any creature within 10 feet of you that is already within its space to cast a spell must make a Wisdom saving throw. On a failed save, it takes 6d6 psychic damage, which is reduced to 1d6 psychic damage on a successful save. A creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You speak a song of power and fury, and your weapon strikes a target. The target has resistance to one damage type of your choice, and it must succeed on a Dexterity saving throw or take 1d12 lightning damage. It must also make a Wisdom saving throw at the end of each of its turns to resist the spell. On a failed save, it can make another Constitution saving throw at the end of each of its turns. It can also use an action to dismiss this spell. While this spell is in effect, the target’s speed is halved in half, and it can’t move beyond 60 feet of a fixed point. It assumes the challenge rating of one, which you might adjust based on the terrain along the target’s route. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You utter a voice that ends the effect of the spell. You can repeat the phrase aloud or as a bonus action on each of your turns. You can also make the phrase more than once. The phrase ends if the spell ends or if the spell ends after 2 hours. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You utter one of the following words”s audible effect when spoken: - Your lips twist to appear lips slightly different from yours. Each tongue lengthens in a different direction and the length of lips increases by 1 inch. If you cast this spell multiple times and make no sound, as in a loud whisper, it lasts until it finishes its sentence. It has no affect on you if you are invisible. If you speak a long word and hold down the volume key, any creature within 30 feet of you who hears the spell must make a Charisma saving throw. On a failed save, the creature isn’t charmed for the duration. At the end of each of its turns, the creature rolls a d 100 and returns to its home plane to resume its flights of stairs. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates or reasserts a vial or container of poisonous liquids within reach. This potion lasts until the liquid leaves the body or the creature’s mouth. When you cast the spell, you can choose to halve the quantity of liquid used to make the potion by up to five drops, increase the quantity of liquid used to create the potion by up to three drops by a number of feet equal to five times the weight of the container. After you use this spell on a creature, it can cast any spell that it creates or reasserts as a bonus action on its turn, provided that it takes no actions during its movement. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a shimmering orb of flame capable of moving at your command and providing fuel for your attacks for 1 minute. The orb remains for the duration, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The orb sheds darkvision out to a range of 60 feet. When the orb sheds this light, you can either illuminate it with a blue shimmering spell or have the shimmering light turn into flickering torches. When you cast this spell, choose one or more of the following effects as normal, or make them more powerful, affecting them as normal. Choose one of the following effects when you cast the spell. You instantaneously create a vertical boom in size for 10 feet in a direction you select. Each creature that starts its turn in the boom must succeed on a Strength saving throw or become stunned, restrained, or subjected to the sonic boom for 24 hours. You cause flames in the air to ignite in a 20-foot square that can’t exceed 10 feet wide and that must consume at least 1 gallon of fuel or be fueled by petroleum-based fuels You cause flammable objects in the air to shatter into fine rasps or stick together in a webbing that is up to 1 foot long, 10 feet high, and 10 feet thick, as you effect a melee attack. Each creature other than you that starts its turn in the whirlwind must make a Strength saving throw. On a failure, the whirlwind ignites and leaves behind an opening for a flying creature. On a success, the whirlwind ignites and leaves behind an opening for a flying creature. Evocation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You speak the language of the dragon. You can have up to six words spoken in one sentence, but you must have a dragon’s lair in order to speak the language. If you speak one word or more in a sentence, it has no effect. You can also have up to six words spoken in one sentence and still be able to speak it. You can also have up to 10 words spoken in one sentence and still be able to speak it. You must be able to stand or stand up. If you aren’t able to stand or stand up, you fall prone and fall to the ground. When you drop from the ground, you must make a Strength saving throw. On a failed save, you fall prone and fall to your death. You can’t use an action to attempt to fly. You can’t jump, and you can’t drop to the ground. Evocation

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You utter a command, a warning, or a spell that you can’t see. You can’t issue more than one command to a creature. You can issue only one command at a time, though you can issue multiple commands at one time for the duration. You can also issue multiple warnings at a time, but not at the same time. Speak with Alanc Duration 1 hour You make a verbal or written suggestion, or a verbal or written request, that a creature can make to another creature. The suggestion or request must be made within 30 feet of the target. The target can make the suggestion or request only if it is made within 60 feet of the target. If the target makes the suggestion or request within 60 feet of an object, object of a certain size, or other object of the target’s kind, the spell ends. The spell ends if you cast this spell again. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You utter a speech of unspeakable power. You can tell the story of a specific event that took place within a certain distance of a certain place, such as a place where dragons live, a place that the wizard has, or a place that the wizard has. The target of this spell has advantage on all Strength checks, Dexterity saving throws, and ability checks that rely on the target's Strength or Dexterity scores. For the duration, the target gains the benefit of any one of the following benefits if it is within 30 feet of the spell’s destination: 1. The target can’t make speech that ends in an unvoiced voice. 2. The target can’t make verbal or written attacks. 3. The target can’t use short-range teleportation. 4. The target can’t hear, see, touch, or otherwise communicate telepathically. 5. The target can’t cast spells. The spell ends if it fails to reach its target’s level; if it reaches its target’s level, you can choose to end the spell. You can end the spell on a point you can see within range. You can also end the spell on a place you can see within range. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Consecutive Hours
Duration: Concentration, up to 1 minute

You utter an audible command to any creature within range, including that creature. The target must succeed on a Wisdom saving throw or take 1d6 force damage. The spell ends if you or another creature’s size or height is less than or equal to the target’s height or width. Touch Concentration, up to 10 minutes You touch one willing creature or one willing object that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. A creature takes 1d6 force damage on a failed save. On a successful save, the target takes half as much damage. Wail 10 Days Concentration, up to 1 minute A creature of your choice that you can see within range appears in the center of a 20-foot cube. You touch one creature that can’t be charmed or otherwise affected by magic. The target must succeed on a Wisdom saving throw or take 1d6 force damage. This spell ends if it fails. If this spell targets a different target, the target must make a Wisdom saving throw at the end of each of its turns. The target must then choose a new target and repeat the spell. Mind Slaying Concentration, up to 10 minutes A creature you touch appears in a 5-foot-radius sphere centered on a point on your space that you can see within range. The sphere appears to be a humanoid or an unoccupied object that isn’t being worn or carried. You can designate a point within 5 feet of the sphere as an area of intense focus. The sphere can also be used to create an illusion or to create a new illusion. A target must succeed on a Wisdom saving throw or take 10d6 psychic damage. A target can’t be charmed and/or otherwise affected by this spell. Divination

Speak with Alanc

Casting Time: 1 action
Range: DescribeSkill
Duration: Divine Protection

Self Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 hour After using a spell of 5th level or lower on a creature, a creature’s Strength score increases by 5 for the duration of the spell. If the creature is incapacitated, it can make a Strength saving throw. On a successful save, it is unaffected by that spell for the duration. If you use a spell of 6th level or higher on an incapacitated creature, its Strength score increases by +5, but the spell doesn’t extend to that creature. When you use a spell of 7th level or higher, the spell has no effect. If you use a spell of 8th level or higher on a creature, its Strength score increases by +5, but the spell doesn’t extend to that creature. When you use a spell of 11th level or higher on a creature, its Strength score increases by +10, but the spell doesn’t extend to that creature. When you use a spell of 12th level or higher on a creature, its Strength score increases by +15, but the spell doesn’t extend to that creature. When you use a spell of 13th level or higher on a creature, its Strength score increases by +20, but the spell doesn’t extend to that creature and is unfree. Abjuration

Speak with Alanc Divination

Speak with Alanc

Casting Time: 1 action
Range: Duration: 10 minutes
Duration:

When you cast this spell, you can speak a line of dialogue with a creature of your choice that you can see within range. A creature must make a Wisdom saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is incapacitated for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st Conjuration

Speak with Alanc Duration: 5 minutes Speak with Alanc Evocation

Speak with Alanc

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell creates a magical portal between two points within range. The portal is 5 feet wide and 5 feet high, and it can hold as many as 100 willing creatures. Each creature whose portal you choose opens automatically and remains open as long as it persists and remains within the portal. The portal can fill a space as small as a 10-foot cube, as large as a 30-foot cube, or as large as a 30-foot cube wide. An area of active portal opened by creating a portal or laying siege to a hostile demigod named Othmar appears within 5 feet of the portal and lasts for the duration. This spell fails if a door, window, or other nonmagical barrier is created outside the portal. Wall of Ice 120 Concentration, up to 10 minutes A wall of frigid air springs into existence at a point within range. The wall lasts for the duration or until a spell of 3rd level or lower dismisses the fog. It is a thin barrier that can be made of 1/4 inch thick gas or 2 feet thick diamond. When the wall appears, all creatures within its area are pulled into it, and all magical effects produced by the spell end on the creatures immediately removed from the wall (if any) and centered on it. Creatures that aren’t pulled or otherwise affected by the wall have their speed halved, and they take a -2 penalty to all attack rolls and saving throws. When a creature moves into the wall for the first time on a turn or starts its turn there, that creature must use its action to move to the nearest side entrance, such as the first brazier on the wall, and make a successful Intelligence (Investigation) check against your spell save DC. Any creature within 60 feet of the entrance must make a Wisdom saving throw. On a failed save, the creature takes 1d6 cold damage, and it is blinded for 10 minutes. On a successful save, the creature takes half as much damage and doesn’t blinded during its next turn paralyzed by the wall. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Instantaneous
Duration:

You summon a demi demon from an unholy plane that takes the form of a young boy or girl, takes two or three years to maturity, and begins to grow in power within weeks. Choose a creature within range. Until the spell ends, the demi demon has the statistics of the creature (including its alignment), the statistics of the demon (including its alignment), and the damage it can deal as an action. If the demon ends its turn severed from a creature’s connection to you, severed from a humanoid (your choice), or attempting to reach a creature within 10 feet of you, you could cause the creature to lash out at you, pulling you toward it. The creature takes 10d8 lightning damage and 10d8 bludgeoning damage from the start of its turn until the end of that turn. The creature is restrained, however, so it can use an action to whimper in pain. It can make a Wisdom saving throw against your spellcasting ability's exhaustion state. On a failed save, the creature’s speed is reduced to 0 until it can cast another spell of 3rd level or lower, at which point it stops obeying your normal magic. The demi demon can’t become a lich. Instead, you must achieve an agreement with one of the following ways to drop the demostal spell at 9th level or higher: >>> Choose one spell of 4th level or higher that you can cast, that can be cast while the spell is in its casting slot, as part of casting this spell, to grant it a wish spell rating of 4. Choose one spell of 5th level or lower that can be cast while the spell is in its slot, as part of casting this spell, to grant it wish spells of 5th level or lower, as part of casting this spell, or as part of casting this spell again (see below, below, and below). Choose one spell of 6th level or lower that can be cast while you have it as a component to your spell’s rating (your choice if the component is made from wood or stone). Choose one spell of 7th level or lower that can’t be cast while the spell is in its slot (you decide which component to include, or choose a spell of 1st level or lower). Two simple tasks, requiring only two actions, that you can accomplish while you have it as a component to your saving throw. You decide what action each of the creature’s would take, and we decide where the creature would move once it had taken the action and where it would move after it had taken the action. These simple tasks can t reduce you to any sort of disadvantage, but they do so so only to the extent that they would be apparent to you. The DM chooses one such simple task to specify when we use our miniature demi demon persona. When you cast the spell, you can use your action to mentally command the demi demon you so command to perform the task before it can take any actions, such as moving or speaking. The demi demon obeys your verbal commands through your demiote or deman your actions, but it retains its alignment and personality, and it acts in the manner you choose. Once you command the demi demon to do one simple task, it acts, and you can use your action to command the creature to repeat the task, giving it 30 seconds to do so. This spell can also take a variety of actions, such as following instructions to the creature but with a 30-second penalty, sending it flying or attacking a creature within 30 feet of it. When you command the demi demon to do another simple task, you can specify a visual or audible command that it must follow directly from you (no action required by you). The DM chooses these visual and audible commands when you create a detailed plan to achieve your goal. When you command the demi demon to do something you believe it will do in a single sitting, the creature performs the simple task described in the instructions and does so without waiting for your own instructions to wind its way through its elaborate set of instructions. You specify visual commands that are specific to the task you designate, such as “attack twice,” “explore the room,” “cut a creature’s tail,” or “attack twice. If you specify visual commands that are too complicated for your creature to understand, the demi demon makes its decisions based on your own reasoning, not yours. If you don’t specify visual orders or commands that can be determined by physical reason—for example, if you have a creature’s magic item within your possession and notice a phenomenon that clearly contradicts your creature’s natural state, the spell fails. For the duration of the spell, the

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spellows your mind to a creature you can see within range. Choose up to six creatures within range. Each target must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, you can use a bonus action on each of your subsequent turns to control any effect that you choose that affects only you. As a bonus action on your subsequent turns, you can control the behavior of any creature that can’t be charmed. You can choose from any of the following effects when you cast this spell. Eyes of the Confessor. You can see into the Ethereal Plane, revealing the presence of creatures within range. Etherealness. You can see into the Ethereal Plane, revealing the presence of objects within range. Familiarity. You know the name of the creature you know, if the creature is of the same kind as you. Friendship. You know the familiar of the closest humanoid you can see, at a distance of 1 mile. Familiar. You know the familiar of a familiar creature that is familiar with you, and the two of you are immediately matched for the duration of the spell. Familiar. You know the familiar of a familiar creature that is familiar with you, and the two of you are immediately matched for the duration. Familiar. You summon the familiar, which appears in an unoccupied space on the ground within range. Using an action, you can summon the familiar. It must be on the ground or in a container that can be summoned. The familiar is friendly to you and your companions. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The familiar doesn’t harm you, but it does cause damage to you if it takes damage that is otherwise ours. Dismissal. You can sort the corpse of a simple necromantic subject in any of its number. Ending a Spell or Task that the Dead Affects. Spell Name. The spell attempts to understand the nature and meaning of its principal effects, such as death, dispel magic, detect magic, or resurrection. Task. The spell attempts to accomplish a task that the Dead Affect has assigned to it, such as ruling over a specific area or removing an object from an object storage bag. The task must be managed in a manner that is appropriate for the area the task is stored in. Examples include maintaining an organized record of every use of a spell or casting a spell that has killed or maimed a creature. Creature. The spell attempts to understand the physical characteristics of a creature that the spell’s target is based on. The target must be of a known form or species, and the spell fails if the target is a nonliving being (such as a Huge or greater creature), if it doesn’t already have a known form or species, or if the target is cursed or mistrusted by the DM. Creature. The spell attempts to understand the physical characteristics of a creature that the spell determines to be an illogical result, such as that it is superior to another creature in a race or that it is superior to a superior race but fails. If the spell is successful, the creature becomes immune to the result for any reason. Otherwise, the result is wasted, because the creature succeeded on all its saving throws. Divination

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits: - You gain 10 temporary hit points. If any of these remain when the spell ends, the spell is dispelled. - You end all effects on yourself and/or one friendly creature that you can see that are within 5 feet of you. If you do this, the creature takes 2d8 + your spellcasting ability modifier per level of the spell, and the spell ends. - You can’t stand another creature’s level of exhaustion. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A creature of your choice that you can see within range perceives everything as magical and appears unaffected by any spell or other magical effect. Creatures are unaffected by this spell if their plane of origin is Europe, the Commonwealth of Australia, Great Britain and Ireland, if their home is in that country, or if their home is on the Ethereal Plane. For example, a person on a plane originating from the Ethereal Plane who enters the United Kingdom receives an alert that their country is under attack. If a person is to enter the United Kingdom for the first time on a permanent or pleasure-based plane, they must have a permanent residence in that country. If they are to remain on that plane for the duration, they must have lived in that country for at least 10 years. This spell can lifespans. Each time a creature becomes a creature of the specified kind in this spell’s duration, it can’t assume a different form until it reaches the age of majority in that plane. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

As you speak, these shimmering, translucent eyes of yours open and close, manifesting their magic to meet your every demand. Choose from a pool of bright light that matches the color of your clothing, or dim light that doesn’t match your body type. For every 5 feet of movement you make with your hand, the hand of the one you choose can’t move. As a bonus action on your turn, you can move the hand up to 20 feet and repeat the process of casting this spell again. The hand must be free for this spell’s effect to take effect. On a successful save, the hand disappears, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to communicate with any creature within 30 feet of you that you can see. You must be able to communicate with you current location with the SpellSight, and you must use your movement to follow the celestial’s celestial line when you attack. If you move over the line of fire, you are immediately separated from your celestial companion. You gain 5 temporary hit points. These point debilitates up to 10 minutes of your normal rest. You gain 5 temporary hit points restored from a spell of 2nd level or higher. These point debilitates up to 10 minutes of your normal rest. You have advantage on attack rolls that you make with simple and martial weapons. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. You have resistance to fire damage from nonmagical weapons. You have proficiency with all armor, shields, simple weapons, and martial weapons. You have resistance to all damage from nonmagical weapons. You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to communicate with any creature you can see within range that can hear you. You must use 5 feet of movement to enter a verbal communication with you, and no more than once each day. To cast this spell, a creature must have an Intelligence score of 4 or lower. You receive the same revelation from another creature, though you gain information about them from a different source. View largeDownload slide Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement. Object of Requirement._

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell changes the appearance of your eyes and ears. You retain your alignment and personality, but you gain 3d8 and 4d8 Hit Points, which are replaced by 1d6 hit points. These hit points can’t be replaced by additional hit points from other sources. A hit point replacement value of 2d6 or 2d10 is created for you and your companions. Your companions also retain their alignment and personality, but they gain 3d8 hit points and 4d8 hit points, from which their hit points grow. You retain your alignment and personality, but you gain 2d6 hit points and 4d8 hit points, from which your hit points grow. A hit point replacement value of 1d6 or 1d10 is created for you and your companions. Your hit points grow with each passing day. A hit point replacement value of 1d6 or 1d10 is created for you and your companions. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell exchanges words to create a telepathic link between a willing creature you touch and another living creature of the same sex. The spell ends if the target is attacked or harmed by a spell of 3rd level or lower. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants you the ability to understand any spoken language that you hear that you are on the same plane of existence as you. Additionally, you can speak the spoken language of the plane you originated from, which serves as your language of choice. Coming from a different plane of existence, such as one of the plane of Fire, might yield different results. For example, a person on a plane of Fire that includes this spell could be traveling on a plane of Fire, while a person on a plane of Fire that includes this spell might be traveling on a plane of Fire that includes Plane Shift. Divination

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants you the ability to understand up to twelve otherworldly creatures of your choice. As long as the beasts you speak with have a voice that can understand one or more of the language used to describe the language of the language you speak, you can communicate with them in that language. You can ask the beasts you speak a question that can be answered with a yes/no. The beasts you speak have complete sensory abilities, such as hearing the sounds of the outdoors, that are beyond your ability. You can specify creatures that you can see and hear, though none of the beasts have senses other than those of your own. Illusion

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell lets you understand the meaning of any spoken language that you hear that you can see. You can understand any spoken language that you hear that you speak except for those that use a constructural means to speak it. You can understand any written language that you hear, but you must use a suitable means to utter the spoken language. For example, you can understand a written language that speaks of the king as a god or of some other great god. If you use a constructural means to utter the words 'Aliens,' the language would be English. Otherwise, the spell would be ''Humans.' '' If you use a spell slot of 5th level or higher to cast this spell, the language you choose would be determined by the DM based on the language you choose. The language you choose would be subject to change as the season moves on. At the end of each of your turns, you can speak the chosen language in the manner you choose. While the spell lasts, you can use your action to understand any spoken language that you hear that you choose. You must speak the chosen language for its entirety before moving on to understand the rest. Transmute Rock. You touch one rock and cause it to become difficult terrain. The terrain on this stretch of rock becomes difficult terrain until cleared. The terrain is heavily obscured. If the rock is ever more than 30 feet from an area you choose that has a natural stone exterior, the terrain there becomes difficult terrain until cleared. Transmute Wind. You touch one tonberry and cause it to transmute into ice. The ice lasts until it drops to 0 hit points. The ice also lasts until the end of your next turn. Transmute Water. You touch one waterfall and cause it to become an endless stream. Each foot it takes to reach the top of the waterfall is accompanied by a small earthquake that crashes down on the ground in a 10-foot radius. The ground in the area becomes muddy and muddy until the spell ends. Roundtable. You have the ability to round up any number of other tables of 1 or higher level tables of 5 or more characters. You can use a roundtable to round all others tables of 5 or more characters. You otherwise can’t do anything. The spell doesn’tFizz. It simply fails if it were to occur to you that it did. Thus, a failed round doesn’t count against your proficiency bonus, and your statistics are replaced by the statistics of the succeeding round. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spellows your mind and draws you closer to your beloved. Choose a point you can see within range. You can’t see a point of light or darkness 100 feet away from you. That point is visible only to you and can’t be moved or pinched by teleportation or planar travel. You can‘t see a point of death more than 100 feet away from you. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spellows your mind and magical energy creates one additional illusion for you and a new image for each other creature you designate. You and each creature you designate when you cast the spell with disadvantage are automatically joined to form a new image. The image must be of a creature of challenge rating 5 or lower, and it must be of a nonmagical form. The new image appears at a spot you choose within range and lasts for the duration. The new image is nearly invisible and requires little to no movement to open and close. It contains all the information you need to understand the image, including the creature’s name and location, but it is useless until the sound of a voice or the presence of a creature changes your thought. The spell’s sound can be deceiving or terrifying. You can compel the image to move or remain within 1 mile of you. The image readily appears where the image affects it least perceives—between objects, within an object’s area, and within an object’s reach. As an action, you can cause the image to move up to 30 feet in any direction along the light or darkening terrain it passes through. The image immediately appears where it affects it. Until the spell ends, the image appears for each position within 5 feet of where you cast this spell. The image is tangible because of the presence of an object or circumstance that makes the image appear physical. When you cast the spell to appear within 5 feet of an object or circumstance, you can use a bonus action to mentally command the image, issuing the same command to all other creatures that you manifest with the command key. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 year for each slot level above 4th. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spellows your mind and magic sweeps in at your command. Choose up to seven creatures within range. Each target must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. While the target is charmed, you have an advantage on attack rolls that use the chosen language. The extra speed makes it easier for your other creatures to pass through the barrier at the DM’s discretion. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spellows you with an intense desire to possess as many creatures as you can fit within range. You attempt to possess a creature that you can see within range. It must be within range of your spellcasting. The target must make a Charisma saving throw. On a failed save, the target is considered an outcast or abusable member of the opposite sex from whom you want to target. The spell fails if the target is of a different size from the one you’re targeting. For the duration, you can target both boys and girls as well as those who aren’t within your range. The target must be within 5 feet of you, and it must make a Charisma saving throw. On a failed save, the target is considered an outcast or abusable member of the opposite sex from whom you want to target. The spell ends if you target a humanoid or an object in the area, if you cast this spell while the target is within 5 feet of you, or if you target an object in the area and it is held or worn by another creature. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: 1 minute

You create a magical link between yourself and a creature, a shadowy entity that appears in an unoccupied space within range. The creature’s altitude and speed, as well as any other conditions that an obstacle might set, are applied to your turn to resolve the issue. A creature can choose to ignore the invisibility or the deafness effects of the spell, or it can deal with the creature in its natural terrain or in barriers created by the spell. If you do so, the creature disappears 1 hour after it disappears, and any effects on it remaining up to 1 hour, or those of a companion creature, remain in place for 1 hour, or end there. The spell can resolve only if both the condition and effect are satisfied. The spell then ends. Divination

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create one of the following effects within range: - You create a small, invisible, mindless, shapeless mass of flame that lasts for the duration. - You instantaneously expand to a height of 60 feet without moving a finger. - You instantaneously extinguish the flames within the area, clearing them of all magical energy. - You double the area’s natural armor rating, making it immune to fire damage and gaining a swimming speed equal to your walking speed. - You double the area’s natural weapon damage rating, making it a great choice for ranged attacks. - You double the area’s natural armor, making it a great choice for melee attacks. - You double the area’s natural weapon damage rating, making it a great choice for ranged attacks. - You double the area’s natural weapon damage rating, making it a great choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a great choice for ranged attacks. - You double the area’s natural weapon vulnerability rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon sustain rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon sustain rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon sustain rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon sustain rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon sustain rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon sustain rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon sustain rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a terrible choice for ranged attacks. - You double the area’s natural weapon attack rating, making it a

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target b ecomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a W isdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1dlO for each slot level above 3rd. Illusion

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

For the duration, you can hear and understand the whispers of departed spirits. Choose one of the following words, a whisper uttered within 30 feet of you: "Oh, my God, oh, my God, oh, my God," or "Ah, that's so sweet, that's so sweet," or "This is so bad, I can't believe this whole world is happening and that I'm still here." The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spellows your mind. Choose up to five creatures you can see within range. You learn the order in which them, and their voices, sound, and movement for the duration. You can’t speak, cast spells, or take any other action that requires hands or speech unless you can’t speak. Finally, each speaker makes a new speech track. When you cast this spell, you can have only one additional speaker active at a time. To learn more about how this spell works, read "Speak with Objects" in the Book of Spells and Spellcasting. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You manifest a wish spell. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. That creature must be the target of this spell within 30 days. That creature is unaffected by this spell. Until the spell ends, you can ask the target what it would've done differently today. The target must agree to some or none of the statement, but the target must remain faithful to the spell. If the target is native to a different plane of existence than you, the spell fails. For example, a target of this spell could be in Azkaban, Ravenclaw, or Slytherin, depending on the target’s plane of existence. If you target a creature native to a different plane of existence than you, the creature is banished from that plane into another plane of existence, depending on the creature’s plane of existence. If the creature is native to the plane you’re on, the creature is banished into the shadow of another plane, depending on the creature’s level of at least 1. The destination plane’s citizens, usually the plane of existence the creature originated on, are banished to the shadows of that plane. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You point at one creature you can see within range, and the sound of a dolorous drum fills the air around it for the spell’s duration. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage, as well as 1d12 necrotic damage from another spell of 3rd level or lower. The damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Necromancy

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You step into a forgotten corner of the Feywild, dreaming of great things. Until the spell ends, you gain the following benefits: - You gain a flying speed of 60 feet, and you can use your action to go in any direction. - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone. - You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. - You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. - You can move through debris and mere air as if it were solid ground. You can move through solid earth and without destabilizing it, but you can’t end your movement there. - You can move through water and air as if it were liquid water and without destabilizing it, but you can’t end your movement there. - You can move through stone and air as if it were liquid stone and without destabilizing it, but you can’� not end your movement there. - You can’t attack a creature that is within 5 feet of you. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You utter foul words. Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast the spell or as a whole on a successful one. A creature must also succeed on a Wisdom saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the pit and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the pit.If you cast the spell on a ceiling, the pit falls. Any creature under the pit’s level 1 level rises and falls there automatically. Subtract each creature’s hit points from the total before moving on to the lowest hit points of the list. Undead and creatures immune to being charmed aren’t moved. The pit’s level 2 level is it up to you to decide whether to move the creature or charmed it. It depends on the kind of being being being is targeting. The most common means by which a being might be charmed is if it were to escape the pit’s evil gaze. If the being is a celestial, fey, or fiend, for example, he or she might be able to escape unhindered. Similarly, a being might be able to escape from a pit that is large enough to contain his or her current or former level of control. A being that successfully saves against this sort of being’s level 2 devil spell is immune to the entire casting of that spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Concentration, up to one hour

You make a ranged spell attack with a weapon at a point within range. On a hit, the creature takes 3d8 damage. Your spell then ends. Each time you hit with a weapon attack during this spell’s duration, a piece of ammunition falling from the sky explodes, and trees and other obstacles in the way—from a tower or a ramp to a wall—are partially damaged. Each creature or object that impacts on a fallen piece of ammunition takes 3d8 damage of the type you chose. You can use your action to also break any of those pieces of ammunition. If you do so, you break any trees throughout the area and cause at least one piece of ammunition to explode (your choice that explodes during combat). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d8 for each slot level above 6th. Evocation

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You beseech the spirits of nature for aid in combat. One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a humming, booming voice calls from a point of your choice within range. You can specify a target location, which must be within 30 feet of you, to receive the message. Disoriented creatures and Objects appear within 30 feet of you, and objects and sounds can be clearly heard from a distance. You can only send off this message if the target location is in fact known to you, and you have met its trigger conditions before this spell ends. When you cast this spell, you can specify a time and place in which the message appears. Once during the duration of the spell, you can issue a telepathic command to the specified creature or object, which must be within 30 feet of you (if you cast this spell multiple times, you can issue no more than one command each time). You control the creature you specify, or choose a new one at any time. If the creature you choose has an Intelligence score of 4 or lower, you gain an additional intelligence score if that creature is within 30 feet of you when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you gain 5 additional intelligence scores for each slot level above 3rd. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You utter one of the following spells, manifesting yourself as a spectral killer. Choose a creature known to you as the target of this spell. Each target must be within 10 feet of you when you cast this spell. During an opponent’s ranged weapon attack during the spell’s duration, the target must make a Charisma saving throw. On a failed save, it can’t take reactions until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year. When you use a spell slot of 6th level or higher, the bonus increases to 6 months. Enchantment

Speak with Alanc

Casting Time: 1 action
Range: Self Only
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell simultaneously with another spell of 8th level or lower. You can place the effects of the effect somewhere within the Spell List and specify whether those effects apply or not. You have total control of the target, which has it's own effects and spells, and it can’t be attacked or otherwise affected by some of its spells. You can specify a range of effect, which you must include in the creature’s actions, that lasts for the duration, up to 24 hours. This spell also lasts if the creature is undead or if you have any mind control effects that permanently target or shape the creature’s mind, such as a celestials mind control spell or the mind control of undead or shapechangers spell. You can also specify a duration, which you must include in the creature’s actions, that doesn’t have to occur on a star turn or in an emergency. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Self
Duration: Up to 2 hours

This spell allows you to understand exactly what has gone wrong in the Last Word of K'Thar, the leader of the Dark Tower, and where he went wrong. While it has been out of scope for this spell to apply to you, its effect can be applied to all creatures within 10 feet of you, using only one-of- two triggering conditions. For the duration, a creature (including you) is affected only by one of those conditions, and if that creature fails its saving throw, it instead makes another saving throw at the end of its turn. If you cast this spell again, the effects of any effects you cast on the creature remaining on the target target or casting a spell on it have ceased. If you have cast Silence on the target, its mind and body are turned to stone, and its whole race of undead is turned to stone. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: This spell grants you an additional 10 hit points for each additional hit point you have.
Duration:

Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A creature you touch becomes enchanted with one of the following effects; if you choose a creature, the effect immediately ends. Choose a creature within 30 feet of you that you can see and that fits the following characteristics: You can’t animate the creature, which dies within 30 days of casting the spell (your choice when you cast this spell again, or when you cast this spell as a bonus action on a new creature), and the creature becomes immune to your spell for 30 days, or until it drops to 0 hit points. You can create temporary or permanent lights and dims within 30 feet of you. Both light and dim light cast into the creature’s light or dim light go hands-free. The creature can use its movement to move across uneven terrain, across barriers, and across ceilings as if they were flat ground. A creature with truesight can’t see through barriers, and it can dismiss such an effect as an action. Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You speak to a creature that you can see within range. The target hears what you say as being spoken, and it recognizes you as a friendly creature. While friendly to you, the target doesn’t perceive you as a hostile creature. Abjuration

Speak with Alanc

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature to awaken it. Choose any number of willing creatures that you can see within range. To do so, you need not touch the target; if you do, one of the creatures must first be within 60 feet of you, and it must make a Wisdom saving throw. On a failed save, it takes 7d8 psychic damage, and this spell ends. On a successful save, the spell ends for it. Evocation

Speak with Alanc

Casting Time: 1 action
Range: Transformation. You gain the following benefits: You take 5d8 fire damage on a hit. You also gain the following benefits: You can use your action to break free of the spell. You can also break free of the spell, even if you are unconscious. You can use your action to make an attack roll with the trample spell. On a hit, the target takes 1d8 fire damage and is pushed 10 feet away from you.
Duration:

Transmutation

Speak with Alanc Transliteration Speak with Alanc Transmutation

Speak with Alanc

Casting Time: 1 action
Range: Transmute
Duration: Instantaneous

You whisper a word of warning until the noise stops. For the duration, any creature you designate that is within 100 feet of you or that can hear you must make a Wisdom saving throw. On a failed save, the creature must roll a d4 and subtract the distance from you to the word from which you spoke. If you chose spell damage as the creature's spellcasting ability modifier, the creature gains no extra damage from the word. On a successful save, the creature can roll twice, and its speed is not reduced by more than 10 feet, but it gains half as much damage from the spell as normal. Conjuration

Speak with Alanc

Casting Time: 1 action
Range: Transmute to a sound in a safe place; you have resistance to all damage that would be dealt by melee weapon attacks made against you.
Duration:

Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 0 minutes
Duration:

For the duration, you can use magic to shape a potion into a living creature or a corpse. The potion can be any mixture of two herbs: earth or stone, herbs such as celery, ylang, sage, oregano, or cayenne. After the spell ends, the potion can be any substance used in creating it that you choose that lasts for the duration. A potion can contain any spell, other spell, or other magical or physical effect that has a duration of 1 hour or longer. A potion made from herbs can have any effect summoned by it, including removing that spell, casting it again, removing a spell from it, or removing a spell from it. For the duration, the potion can bring about any effect the potion requires to run its course. The spell can penetrate barriers, neutralizers, magic doors, sarcophagi, and such devices as holy doors, as well as magical casks, staves, and other arcane casks. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 100
Duration: 1 Hour

You create an ornate banquet-like structure made from intricate bark laced with thorny vines. Choose up to eight willing creatures within 30 feet of you who are under the influence of a spell slot of 2nd level or higher. You create the structure in an arrangement that mimics a banquet. You mentally command any creature that you create to follow your instructions and refrain from harm. Anything done to anyone other than yourself results in its immediate destruction, as well as any penalties it imposes on you. Any creature that ends its turn within 30 feet of the banquet can repeat the spell if it receives a Wisdom (Perception) or Charisma (Skill) bonus from you. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 10 days

This spell can remove magical poison from any Medium or smaller creature or object within 30 feet of it, at the DM’s discretion. You can cast this spell using a spell slot of 7th level or higher, and up to three creatures of your choice that you can see within 30 feet of one another (including you) can roll an ability saving throw, taking the spell's normal effect or reanimating a Large or smaller creature. On a successful save, a Large or smaller creature is no longer affected by this spell. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell creates a magical book that serves as a guide for all who use divination spells. At any time for the duration of the spell, any creature that you choose must make an Intelligence saving throw. On a failed save, the creature takes 1d8 divinatory insight damage. On a successful save, the creature takes half as much damage. While this spell is in effect, you can use an action to speak a divination spell aloud in lieu of casting it, returning the spell to your hand if it is on the same sheet as you. While this spell is in effect, you can mentally command any creature you select that casts divination spell you cast, telling it to read the divination spell and instructing it to follow the rules of the chosen divination spell you choose. You must speak the divination spell using your hand, though you can only speak when your hand is on the divination spell you are casting. At any time, you can command any creature you select that uses divination spell you are casting to follow the rules of the chosen divination spell you are using. The creature must follow the rules of the chosen divination spell and obey any orders given to it by its divinity. If you command the creature to follow a specific course of action but do not specify what order it will follow, it is not likely to obey the rule. You can also specify conditions that will cause it to follow the rule, such as “no flesh on any of its fur,” “a chink in its armor, or “a crack in its surface that makes it difficult for it to make attacks." If you are unsure of the order in which a condition will cause the creature to follow the rule, you can specify “no food on the creature’s table, “no light,” “no smell,” or “no tactile interaction with its surface. If you command the creature to follow a specific course of action but do not specify what order it will follow, it is likely to follow the rule. If you command it to follow a spell or an ability that affects only one creature, the creature will follow the shortest and most direct path, unless you specify a different order. For example, the creature that chooses the corrosive arts will follow the shortest and most direct path, unless you specify an order that spells spell that affects both the creature and the creature's robe. You can also specify a condition that will cause the creature to follow the most direct path, such as “not warm on clothing” or “everything soft on the creature’s clothing burns if it’s wearing armor made of magical inscrutability. The spell allows you to specify conditions that will cause the creature’s order to change, such as “no tent or stove on the creature’s table,” “no light or smoldering on the creature’s table, or “no tactile interaction with its surface." You can also specify conditions that will cause the creature to follow a specific action, such as “eat on the creature’s table,” “rest in the air on the creature’s table, or “rest in the ground on the creature’s table. You can also specify a general direction, such as “north or south, east or up’��gtr”. When you create the spell, your command triggers when an option specified by this spell becomes active. Choose such an option as a condition that occurs when the creature chooses a new course of action, such as for days at a time, weeks at a time, or months at a time. You can specify that option multiple times throughout the duration of the spell, as determined by the DM. You can also specify an action taken by another creature that takes a choice action on its turn, such as casting a spell of 5th level or 1st level. Choose an option that is taken more than once, as determined by the DM. At the DM’s option, the creature chooses whether to continue with the creature’s current course of action. If the creature chooses a course of action that is interrupted when the spell ends, it can make a new choice at the DM’s option, moving on to another course of action. This method of casting the spell doesn’t necessarily result in the creature’s death, but the creature might regain some health or use some normal movement. Choose an option that allows the creature to take a different action in the future, such as by rolling another 2d10 x 2d10 damage, or adding 1d10 + 1d10 poison to the attack roll. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or create two additional

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 10 days

This spell imbues you with the power to create poisonous objects inanimate or on the ground. Choose a tree trunk, a cliff, a swamp, a rock, or a grove of trees with a touch of a button. As a bonus action on each of your turns, you can cause a Large or smaller tree to emit poisonous runes on its next turn. The objects might reach their maximum length before they wilt out. Poisonous Runedom Touch 14 Days (see below) You touch a creature. Make a poison arrow, a poison dart, a poison arrow, a dart of energy weapon, a dart of acid or of fire, or a similar explosive. You or someone else can use your action to cause a poisoned object to fly toward one creature you choose within 60 feet of you. Make a ranged spell attack for the object. On a hit, it deals 4d8 poison damage. If you are poisoned, you cause any number of creatures within 30 feet of you that are not blinded or deafened to make a new hit roll with that poison poison. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d8 and the damage by 3d8 for each slot level above 3rd. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 10 Hours

This spell can pierce through armor made of bone or stone. One creature of your choice that you can see within range and that fits into a class of your choice that doesn’t take levels in a specific tradition or service, such as the Blacksmith, Heavy or Wizard’s Guild, becomes a pile of bones and begins shaping and shaping again as a result. As a bonus action, you can shape a seamless surface around yourself to create a 20-foot cube within range that can accommodate you and up to eight willing creatures. Each creature that starts its turn in the cube must succeed on a Dexterity saving throw or take 2d6 force damage. Reducing a creature to this state can’t repair damage from weapons or armor. A creature that fails this save takes 2d6 necrotic damage, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Flame-like runes appear on your clothing and within reach for the duration to deal extra damage to the targets. You can use your action to switch between seeing and hearing the runes and seeing the runes reflected in light for the entire duration, up to 10 feet. This spell can also see enemy clothing and objects, as well as visible flames within 100 feet of you and creatures within 100 feet of you. When you see one of those flames, create a glyph spell of your choice from the list above. You choose shapes and volumes, creating trees or vines, fangs and horns, as well as implanting magical vines and branches within these volumes. The spells end if you use either of the above options, unless you make a new one. A glyph spell ends if two or more of these options are used. You can also end a glyph spell with a successful one-liner spell on a target that you can see within 120 feet of it. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 1 Hour

There is gold in the air. Material elements erupt out of it, and fey elements assail it, distorting it in some way. For the duration, elementals gain the following benefits: +5 to all attack rolls and weapon attacks against the same creature or object. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates a magical service within a muggle establishment. The service consists of a mundane task, such as pouring down a simple potion, pouring out a potion, pouring out a thicket, serving tea, pouring out a meal, or pouring out a cup of coffee. The task can be simple tasks like pouring over a cup of jam or cleaning up a cup of coffee, but it can have even more complex tasks like filling out a shop receipt. You specify magical potions to be performed. The tasks can be simple tasks such as pouring drinks, pouring out clothes, sorting through luggage, cleaning up litter, or serving tea. The magical effect can range from subtle to overwhelming, depending on the use of the potion. For example, your service could allow someone to pour a quarter cup of tea over toast for breakfast and see through the toast to achieve their desired result. You could also allow a muggle to pour a cup of tea over a piece of coffee or a bite of chocolate for lunch. The casting of these magical tasks can be awkward and time-consuming, but once done, you can dismiss the task to let the wizard know that you plan to perform the spell. Alternatively, you could dismiss the task and have the spell be performed on a different creature or target, which would result in the muggle performing the task on the first casting. If this casting occurs while the spell has a casting time of 10 minutes or less, the spell is wasted and the casting fails. This spell can even fail if the casting fails early in the development of the spell or you choose a different task. To determine whether the task requires a casting again prior to casting it, set aside 5 minutes for studying, 5 minutes for studying and 1 minute for studying, then repeat the process until you have a casting time of 5 minutes or less. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration:

1 Hour This spell summons many creatures into the illusion, each of which must be within 30 feet of you’s space. When the spell ends, the creatures appear in an unoccupied space within 10 feet of you, taking 4d6 radiant damage. The creatures vanish when they have a hit point maximum of 4 or less. Divination

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You conjure up a magic potion made from magical force. Choose one creature you can see within range, such as a torch, a cauldron, or a large rock or fallen tree. You touch one creature who is charmed by the magic and must use a Charisma (Deception, Intimidation, or Persuasion) check contested by its Charisma score. The creature can be charmed by at least one other creature who charmed it. If you cast this spell without using a Charisma score, the creature is immune to its charm effects and has advantage on all Charisma checks. While the creature is charmed, any effect that would banish it to another location would apply to it, not to you. When you cast the spell, choose one or both of the following effects on the magic potion. You can end each effect at 1 gold or 5,000 gp. You banish a magic potion to a location that is no more than 10 miles from the location you chose. You end a magical potion that is made from magical force that lasts for the duration. You end a magical potion that is made from force that lasts for the duration. You banish a magic potion that is made from force that lasts for the duration. You end a magical potion that is made from force that lasts for the duration. You banish a magic potion that is made from force that lasts for the duration. You end a magical potion that is made from force that lasts for the duration. You end a magic potion that is made from force that lasts for the duration. You banish a magic potion that is made from force that lasts for the duration. You end a magic potion that is made from force that lasts for the duration. You end a magic potion that is made from force that lasts for the duration. You end a potion that is made from force that is holy, an effect known as a phoenix feather. The effect lasts for 1 hour, and the creature uses its reaction to exhale the phoenix feather. If the phoenix feather ignites, it frees the creature whose body it ignites, and the creature takes 3d8 force damage. You end spells with a potency of negative energy. If a phoenix feather causes a spell to automatically succeed or fail, the phoenix feather adds a new spell slot to the end of the casting order, and the spell ends on a successful one. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You learn the tools needed to make artisanal potions, rawhide clothing, and stone tools. You make the tools, metal or mineral, as well as any components required to weave them. The artisanal materials include food, clothing, tools, and other raw materials. The artisanal tasks are simple: opening a fire and pouring off whatever remains, throwing open the fire, pouring out whatever remains, and so on. (Typically, you raise the artisanal tasks below the normal artisanal tasks, provided they don’t require additional development.) When you use these artisanal materials, you choose the ones listed below as working components. Whenever a piece of artisanal material is added to another recipe, the item is replaced with the new component, at the DM’s option. Finally, whenever the piece of artisanal material is changed or the quality of the artisanal material changed to match the new artisanal quality, the item is given a quality rating of 3. The DM might allow you to adjust the artisanal quality and/or refine the material in order to best meet the artisanal demands of your style, but that might be too costly and could leave you vulnerable to attack. When the item reaches 3rd level (or higher), the quality and quality of the artisanal material drop to d8. When the item reaches 4th level (or higher), the quality and quality of the artisanal materials drop to d8s, and your attacks deal an extra 4d8 damage to artisanal material at the start of your next turn to the best of your choice if you’re fighting with a celestial, a fey, or an elemental. The changes wrought by this spell also apply to silver and steel ingots worn by undead or constructs, as well as to mundane mundane objects such as wards, mummies, and so on. The changes to artisanal materials last for 10 minutes, during which time the item can’t be warded. After the item finishes working, the spell ends, and the broken artisanal material is no longer needed for the artisanal tasks described above. The DM might allow you to reroll any number of artisanal qualities checks (creatures, flowers, wood, stone, or steel) before reopening the container. A successful roll could restore the raw materials to their original condition, restored to body, hair, and so on, or fail and instead attempt to refine and refine the material to a higher quality, at which point the material is no longer needed to create the finished item. As long as the quality is sustained and the reroll successful, the spell ends. If you use this spell again, you can use a different spell slot to reroll such a problem, provided that you first consult the DM. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of components it requires for three components increases by two for each slot level above 3rd. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 1 hour

You make potions of invisibility for up to 8 hours in a location within reach. You learn the name, color, and intensity of the creatures potions with as you craft them. For the duration, any creature you choose that appears within 60 feet of a potion indicates according to its effect on the potion. If the creature is native to the globe or the globe shelves, it speaks a common language that isn’t its mother tongue. Alternatively, the creature produces rare items from its possessions (such as jewelry and scrolls), makes potions of temporary divination, casts divination spells, or otherwise serves as an orepriment or as a materialist for food and drink. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell creates a magical beast within range that looks and acts exactly like an ordinary beast, except that it makes you vulnerable to being charmed. If you cast this spell on a creature, you can make them vulnerable to nonmagical damage. A creature with an Intelligence score of 2 or lower can’t be targeted by this spell. When you cast this spell, you can target one additional creature for each of its Intelligence scores. The creatures must be within 30 feet of each other when you target them. Divination

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 24 hours

This spell poisons any creature that strikes you within range. Creatures are immune to this effect, but they can’t be targeted by it or fey them. The spell attracts and distorts creatures within 15 feet of you. Each target takes 1d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, it takes half as much damage and can’t speak the name of the ethereal god. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 2 Hours

This artisanal pottery, made from fine gold, forms part of a magical artifact called a plage. Once crafted, the plage transforms platters of raw materials—including tools—into dishes, offering them to the creatures who dwell in its unoccupied spaces. The plage isn’t nearly as accurate as a true plager or a metal-imbued plager, but it can create fine tools and other useful items. The plager produces several hundred tools, food components, and other craftable materials at a time, though it must first be refined for use within a plager. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: 60

1 Hour Choose something you can see on another plane of existence. You create one of the following effects within range, such as causing a pillar to fly upward and then falling downward. You instantaneously cause the pillar to fly upward and then fall downward. You instantaneously cause a pillar to fly downward and then fall downward. You cause a pillar to fly upward and then plummet downward. You instantaneously cause a pillar to fly upward and then fall downward. You cause a pillar to fly upward and then plummet downward. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 day

You create magic weeds within range and gently shape them to create weapons, armor, potions, or a service. You make these spells automatically. At the DM’s option, you might choose to create a levitating sort, created by raising or lowering an object or a creature onto which the spell relies. These things feel like tangible objects and might even be hidden from view. The levitation spell fails and the plants fail to grow. You can also animate objects, create stoves, and create stoves for animals and plants, though you must be at least 5 feet on each side from the center of the room. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration:

You create a magic potion at the same time each day that you cast the spell. Choose one cup of boiling water, two cups of clean water, two cups of clean water boiled down, or two cups of clean water left over. You create the magical potion up to four hours old and up to six hours old. (You can also store the potion in a binder in your DMG.) You store the potion in your pocket as long as you remain within 60 feet of it. You can use your action to fill the container with water and repeat the process on each of your turns. You can also use your action on a subsequent turn to pour the potion onto the ground, where it remains for the duration, if it appears. If you don’t instantaneously consume the potion and still have it on hand, you instantly consume a different one for each of the turns you have consumed it. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 10
Duration:

Your book opens and floats, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. On each of your turns until the spell ends, you can use a bonus action to verbally communicate with one willing creature of your choice within the area that you can see. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell summons fey spirits to guard a city against hostile creatures. Roll on the following table to determine what appears: Round 1 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 2-6 The fey spirits appear in a 15-foot cube centered on a point you choose within range. Round 7-10 The fey spirits appear in a 20—foot cube centered on a point you choose within range. Round 11-20 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 21-25 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 26-34 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 35-42 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 43-52 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 53-60 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 61-68 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 69-96 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 97-120 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 121-150 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 151-185 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 186-300 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 301-500 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 500-1,000 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 1-10 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 11-25 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 26-34 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 35-42 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 43-56 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 57-60 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 61-68 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 69-96 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 97-120 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 121-150 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 151-185 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 186-300 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 301-500 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 501-1,000 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 501-1,200 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 501-1,500 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 509-1,600 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 509-1,800 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 599-1,500 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 599-1,500 The fey spirits appear in a 20-foot cube centered on a point you choose within range. Round 599-1,500 The fey spirits appear in a 20-foot cube centered on a point you choose within range.

Spiritul Plage

Casting Time: 1 action
Range: 120
Duration: 1 Hour

With your potion infused, you can eat and sleep freely. You can make an ability check using your concentration as your spell’tomontain toolunnerickenment check (the check affects how many hit points you have remaining) succeed. On a success, you can use this check no longer than once a week. You can also use this check to banish any creatures you have charmed/trapped/mated to the ground. No creature moves as a result of using this spell, and any spell of 4th level or lower fails and no creature can cast spells using it for 24 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You create a magical spell that is audible to all creatures within range. Each target must make a Wisdom saving throw. If it fails, there is a 1/2-foot-diameter hole in the ground within 5 feet of where the spell was cast. A creature must make a Wisdom saving throw using an action. If it fails, it must use its action to return to the spell’s area of effect. A creature can use an action to dismiss the spell as an action, ending the spell on itself on a success. Divination

Spiritul Plage

Casting Time: 1 action
Range: 120
Duration: 1 minute

This spell teleports you to a place you choose within range. You can use your reaction to teleport to another place that you can see within range. You can also teleport to a place that isn't within range. You can use your reaction to teleport to another place that isn't within range. You can also use your reaction to teleport to a place that isn't within range. You can choose whether to use your reaction or your reaction to teleport. If you use your reaction to teleport to another place that isn't within range, your teleportation is lost. If you use your reaction to teleport to another place that isn't within range, your teleportation is restored to its original location. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 10 Days

You create fine artisan tools such as tools, tools, tools—in addition to the normal materials ordinarily sold—in exchange for nonperishable items such as food and water. The equipment can be up to six equipment pounds (including equipment acquired while on the train). The equipment can’t exceed the maximum equipment weight allowed for the item (6,000 pounds). Equipment that can’t be manufactured or modified is also unaffected. The item can’t be duplicated, transmuted, or otherwise transmogrified. Equipment that can’t be damaged is also unaffected by this spell. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 10 Days

You take a nature-nominating spell known as a "Greater Restoration" spell, called a "Greater Restoration" spell, that restores up to half of your hit points when you cast it. This spell can’t restore more than 1 hit point at a time. After you cast this spell, your hit points return to normal. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Choose one creature you can see within range and form a magical vessel that floats onto another surface of your choice within range. The vessel appears in an unoccupied space of your choice within 5 feet of where you cast this spell. The vessel disappears when the vessel reaches the height you choose, and a magic mark appears where you cast this spell. You can also use this spell to summon a specific phoenix or a serpentshade, a unicorn, a hawk, or a mastodon, or to summon a god or a god of war, a dark knight, or a mad god, offering them up to the DM if they are willing and able to accept a price. Roll initiative for each phoenix or serpentshade as an attack rolls for the spell. On a hit, the phoenix or serpentshade deals an extra 1d6 damage. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a magic potion made up of herbs. When you cast this spell, you must use a different type of herb. Choose a flower, vineyard, or shrub grown within 120 feet of you. You imbue the potion with a protective magical effect, such that the air in the potion fills a 20-foot cone. When you cast the spell, you can have up to two leaves bloom and one flower bloom, and you cause one flower to bloom and one to bloom twice as fast. The potion lasts for the duration or until you use an action to dismiss it. If you cast this spell again, the effect lasts for the duration or until you use an action to end it. When you use an action to dismiss the spell, you can replace the potion with another spell of 3rd level or lower. The difference lasts for 1 hour, and can be removed by any spell that targets only you or a creature you designate. If you cast this spell while you already have a drinking straw and are drinking from it, you instead create a magic straw and put it into an unoccupied space you can see within 30 feet of the source. The magic straw instantly reverts to full volume, and the spell ends. If you create a potion of poison or blood magic that targets only you or a creature you designate, the spell ends and your spell fails and the potion becomes inert. If you create a magic potion of greater restoration magic that targets only you or a creature you designate, or one that targets only a creature that you designate, the magic potion instantly regains 10 temporary hit points. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Your magic sweeps the lands of Hyrule as one beast rises to become a beast, then vanishes to die. A beast rises from the earth and begins its voyage from the center of Hyrule to the north and south of its home island of Sengoku. If a land mass is known to contain at least one beast, the beast rises from the center of that land mass and enters Hyrule's deepest reaches, in a place called Castle Yule Castle. There is an area of land called the Doryu Castle that provides some sort of laboratory for beasts. The castle has one large chamber, which is filled with a misty greenish fog that obscures the view of the surface. Its walls are made of black, dark blue, and greenish ink that glows bright red when illuminated. The walls are connected by numerous openings of blue and yellow flame. The chamber is very large, with a ramshackle stone chest just as tall as the castle. A large stone arch is connected by a long, narrow passage, made of ebony, covered with an inset of blue. The gate is wide enough to give a passage through the stone door, a thin wooden door with narrow horns, and another with a large, bony gate, made of wood, that opens into a larger chamber in a lower room connected by another long, narrow door with black rings. The entrance to the chamber is a wooden port that is connected to a small gate, and a gate to the south, connected by a huge circular chamber that is connected by a large chamber with a huge fire under it. The fire is fueled by magma that thaws under the great fortress. The chambers are connected by a large chamber, the only chamber in all of Hyrule in which you can freely pour its contents into an item, make a unique potion, or perform a special spell. If you have cast this spell multiple times, you can create at least one additional chamber for each casting. When you cast this spell and as a bonus action on each of your turns until the end of your next turn, you can pour a magma-infused potion into each chamber as a bonus action. You can also add any ingredients that you desire to the potion. When you pour the potion, you can see through the casters of the caster if the effect looks different from the one created by the spell. If you have cast this spell multiple times, you can create up to three additional chambers, each connected by an open door that allows you to pour the same effect into one chamber. Each chamber has a different bonus, such as a double bonus for one chamber or a three-fold bonus for two chambers. You can perform another spell using only one chamber, or you can create additional rooms that have different effects. If you cast this spell three times, you can create at least one additional chamber, depending on the number of times you have cast it. Divination

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a potion that transforms any liquid within range into holy water for the duration. Any potion that transforms a living creature into holy water cures all diseases and any cures for poison. The transformation of many potions is accomplished through the use of a holy symbol. A target who is infused with a holy symbol becomes immune to all damage except Charisma and Strength damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d10 for each slot level above 3rd. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: 8 hours

This spell allows you to create a magically harmful fountain of freezing cold on the spot where you cast the spell—one spot you specify. You need not specify a precise location for the spell, but you do place a precise location on a spot within 10 feet of it where a chill radiates from you. The fountain is harmless. Within its area, you can make a melee spell attack with a weapon against a creature within 30 feet of the fountain. On a hit, the creature would suffer a cold ray for 1 hour, and on a hit, it would also suffer cold damage equal to half the number of cold turns it has remaining. The fountain’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

You call forth the spirits of nature—animals of your choice that you can see within range, and that can be of human or fey (your choice). Whenever you cast this spell, you can direct the spirits to a location that is known to them, allowing them to pass on magical knowledge to anyone they choose. The location of all but a select few magical creatures is known to them. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a magical potion that imbues a creature you touch for the first time for the duration or until it forgets about an illusory link in its mind that allows it to manipulate anything it chooses. For the duration, a creature has resistance to one damage type of your choice. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage a target deals for each of its turns increases by 2d6, and the duration increases with the 6th level, up to 10 minutes. When you cast this spell using a spell slot of 7th level or higher, the amount of damage a target deals increases by 2d6, and the duration increases with the 9th level, up to 10 minutes. When you cast this spell using a spell slot of 10th level or higher, the amount of damage a target deals increases with each of its turns increases by 2d6, and the duration increases with the 12th level, up to 30 minutes. When you cast this spell using a spell slot of 14th level or higher, the damage a target deals increases by 2d6, and the duration increases with the 26th level, up to 45 minutes. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create fine jewelry or a protective crystal object within range that lasts for the duration. When you cast the spell and as a bonus action on each of your turns thereafter you can make a ranged spell attack with the gem. On a hit, the target takes 4d12 piercing damage. Whether you hit or miss you are also immune to this effect. A creature that takes this damage makes a Constitution saving throw against your spell save DC. On a success, the spell ends. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You touch a creature that you can see within range. The target gains benefit on a Wisdom saving throw, if that saving throw succeeds. The target regains all expended hit points when it drops to 0 hit points or when the spell ends. Enchantment

Spiritul Plage

Casting Time: 1 action
Range: 15
Duration: 1 Hour

This divine potion transforms beast spirits into magically protective magical beasts. The transformation lasts for the spell’s duration. A transformed beast grants you a +2 bonus to Dexterity and a +2 bonus to Strength bonus to AC checks. It also grants you a +2 bonus to all attack rolls and a +2 bonus to saving throws. Divination

Spiritul Plage

Casting Time: 1 action
Range: 15
Duration: 1 Hour

This spell makes poisons much more common in your everyday life. Choose poison that you can see within range, such as a spear or spike, and make a ranged spell attack against a creature within 5 feet of it. On a hit, the target suffers the attack's normal effects until the start of your next turn. You can switch between these effects as normal. The resulting effect can’t reduce a creature’s attack or damage rolls, or affect a creature’s speed, before or after you cast the spell. This spell can’t leave a creature’s body, and even if it could, you have no way to carry out its functions. Instead, you create your own poisons, gathering them from among the objects in your reach. Each piece of magic drawn from your pocket is a different piece of magic that lasts until the end of your next turn. You can use up to three pieces of magic per round or until you use your action to craft a new piece of magic. You can craft a new piece of magic at any time, ending a current one on each of your turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can craft two additional pieces of magic per round, for each slot level above 6th. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 15
Duration: 1 Large Potion

You bring forth an illusory creature, a construct or a living thing that takes a number of years to become sane. The creature must be within 10 feet of you when you cast the spell and can speak the chosen language. It has advantage on Wisdom saving throws and Intelligence (Investigation) checks. The creature’s Wisdom score is reduced by half for the duration, and it can’t be surprised. The creature must remain within 10 feet of you for the entire duration of the spell, unless you can prevent its flying. You can ram the creature into creatures or objects, leaving it vulnerable to being caught. Physical contact with the creature in flight or on the ground won’t help it; if it strikes you, it strikes another creature, which could deal serious damage to the creature or to your plane of existence. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

A labyrinthine, stone-encrusted labyrinthine tree with a twisted leaf—like the remains of a rock—leder into existence in an unknown and darkly magical location outside the demiplane. A natural wonderland, its walls decorated by the colors red and white, and its ground covered with magic stone—all made of wondrous power. If a creature enters the labyrinth, that creature must succeed on a Wisdom saving throw or become trapped for 1 minute. A trapped creature is friendly to you and its companions. A trapped creature can use its action to make a Wisdom check against your spell save DC. On a success, it isn’t trapped for that duration. Once trapped, the magic stone becomes immobile. It is immune to all damage and can’t be dispelled by dispel magic. It costs 5 strength to activate the hidden labyrinthine tree. When the magic stone triggers, any creatures that are present within 30 feet of it have resistance to damage for the duration. Creatures within 30 feet of the hidden labyrinthine tree are blinded and deafened (blind, charmed, or frightened). Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

Describe or read magical herbs, minerals, or other substances that appear to be magical within range. You touch a willing creature and create a simple incantation to cleanse yourself of all harmful energy. For the spell’s duration, or an extra action, you can set aside a portion of your body for cleaning magic out of. You can use this incantation on the affected creature or something within your reach that is not part of the incantation’s harmful component, but you take no damage from magic. The spell ends if you cleanse yourself of all harmful energy. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

This magic pot of bones is dedicated to the memory of an old demon god whose soul was stolen during a ritual sacrifice in Azeroth, where it was held in great measure to give the creature greater freedom. The pitiful creature was said to be the son of the Thaumaturge and heir to the throne of Tyrael, and its soul was bound to the cursed god for his life. The pitiful creature was said to have escaped into the great pit of the Dark Lord, being sent to Azeroth to fight the undead. The pitiful creature had been raised from the Shadowfell by one of the demons that had betrayed him. It has now become the only mortal human being to ever find his or her soul, and after thousands of days the soul of the pitiful creature is bound to him forever. The pitiful creature was also cursed to serve a dark lord that had been his wife in Azeroth for many years. The pitiful creature had been cursed to serve a dark lord. The pitiful creature was chained to the tower of the Dark Lord on the hill leading to Azeroth. The pitiful creature was said to have a black robe that allowed it to pass through the portal that leads to the Dark Tower, and that the pitiful creature wore in its hair a thin robe to bind him. The pitiful creature has a pitiful form in its chest. The pitiful creature is one of the four demigods that appear in Stormcloaks. The pitiful creature is also one of the four demigods that dwell in the mire of the Blackmoor, where it sleeps and consumes the demonskin. The pitiful creature is the only living thing that appears in any of the four demigods. The pitiful creature is the only thing that remains in Azeroth. The pitiful creature is cursed to serve a dark lord that had been his wife in Azeroth for many years. The pitiful creature has a pitiful form in its chest. The pitiful creature is the only thing that remains in Azeroth. The pitiful creature is cursed to serve a dark lord that had been his wife in Azeroth for a long time. The pitiful creature has a pitiful form in its chest. The pitiful creature is one of the four demigods that appear in Stormcloaks. The pitiful creature is one of the four demigods that dwell in the mire of the Blackmoor, where it sleeps and consumes the demonskin. The pitiful creature is the only thing that remains in Azeroth. The pitiful creature is cursed to serve a dark lord that had been his wife in Azeroth for years. The pitiful creature has a pitiful form in its chest. The pitiful creature is one of the four demigods that appear in Stormcloaks. The pitiful creature is one of the four demigods that appear in Stormcloaks. The pitiful creature is cursed to serve a dark lord that had been his wife in Azeroth for years. The pitiful creature has a pitiful form in its chest. The pitiful creature is one of the four demigods that appear in Stormcloaks. The pitiful creature is cursed to serve a dark lord that had been his wife in Azeroth for years. The pitiful creature is tied to the tower of the Dark Lord. The pitiful creature is chained to the tower of the Dark Lord. The pitiful creature is chained to the tower of the Dark Lord. The pitiful creature is a terrible thing to behold in the Abyss. The pitiful creature is twisted to appear like a giant spider. The pitiful creature is twisted to appear like a giant spider. The pitiful creature is chained to the tower of the Dark Lord. The pitiful creature is chained to the tower of the Dark Lord. The pitiful creature is the only thing that remains in Azeroth. The pitiful creature is cursed to serve a dark lord that had been his wife in Azeroth for years. The pitiful creature is cursed to serve a dark lord that had been his wife in Azeroth for years. The pitiful creature is locked to the tower of the Dark Lord. The pitiful creature is a horrible thing to behold in the Abyss. The pitiful creature is a horrible thing to behold in the Abyss. The pitiful creature is tied to the tower of the Dark Lord. The pitiful creature is tied to the tower of the Dark Lord. The pitiful creature is locked to the tower of the Dark Lord. The pitiful creature is tied to his tower. The pitiful creature is locked to his tower. The pitiful creature is tied to his tower. The pitiful creature is tied to his tower. The pitiful creature is the only thing that remains in Azeroth. The pitiful creature

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell constructs a magical artifact that costs 100,000 gp to make. You or an unwilling creature who obeys its commands becomes the artifact until it is turned to stone, up to five feet high, for service. The artifact can contain up to four magical items, and it can’t contain more than four items at a time. The artifact can’t serve as a sensor, sensor, sensor ring, or anything else that uses images as its sensor. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical potion capable of transforming the reality of a target into magical stone or another solid substance, such as marble, stone, obsidian, or whatever else is thick and flowing with blood. The transformation occurs instantly, or until you choose another creature or an object that you can see within 30 feet of it. The object’s magic is on the target and the transformation lasts for the duration. For the duration, the target has 100 hit points, which it regains through magic damage and a reduced level spell slot. On each of your turns after the spell ends, you can use a bonus action on your turn to transform the stone with an alchemical twist: You can turn any stone in the area into stone plate, up to 5 feet high, of one type you choose that isn’t of stone, such as marble, stone, or any other kind; send it crashing out of existence; or cause it to shimmer into the background. Each time you transform a stone, you can cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. When you turn a stone into dim light, its surface glimmers in an unchanged color. When you turn a sphere into dim light, its surface glimmers with a faint pulse of radiance. You can create one of the following effects when you transform a flammable object that isn’t being worn or carried by someone other than you. The effect creates a shimmering, intangible void, similar to a glister or a faint luminescent mist, that falls to the ground and remains there for the duration. While the void lasts, the void can be replaced by an immobile dome made from soft stone. The dome transforms the warded object into a glowing emissary from which magical energy can be drawn and applied to anything it strikes and wards against. If the magical emissary is on the same plane as you, the spell can siphon magical energy from it and create new emissaries that can then magically link to existing emissaries at a later date. At the DM’s option, the spell merges all the emissaries into one cylinder and creates a new magical replica, perhaps a copy of yourself. Divination

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical talisman that holds sacred knowledge and magical power. The talisman can be broken free from the ground and held against your wishes, casting this spell with advantage if you do so. The spell ends if you cast it again or if you use another spell slot. You can use an action to dismiss the spell, gaining information about the talisman. You dismiss it with advantage if you are surrounded by smoke, a blast of radiance, or a dazzling light. Divination

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates mundane, magical goods within reach for the creatures you designate. As a bonus action on your turn, you can mentally command any creature you designate to produce whatever item up to 500 pounds of magical quality metal you desire. The creature must use a portion of the magic to do so, or it can’t do so using its action. It can also’eldritch create magical items within 120 feet of itself. At the completion of its casting, the creature produces such an item and keeps it until the spell ends. Once produced, the item is no longer needed, and the creature produces another magic item at the same time. When you command the creature to produce an item, choose a material component or a unique magical effect, such as a ring of runes or a staff of stars, that you create through the misty cloud as a bonus action. When you command the creature to animate an item, choose any of the following magical properties that you have determined through experimentation. Until the spell ends, you can animate only one item at a time, as long as the item is animated and not worn. You can create a number of additional items at a time, but none of them, if they are created, animate while still being worn. To animate a single object, an object created through magic, or a unique magical effect created by a material component, the creature must make a successful Wisdom saving throw. If you or a willing creature you touch is no longer wearing a component, this change no longer works. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell summons a lich within range, willing and able to deliver a crippling blow to your enemies. Choose one creature within 30 feet of you that you can see within range. It must make a Charisma saving throw. On a failed save, the creature takes 1d6 necrotic damage. On a successful save, the creature takes half the amount of damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a creature within range. Make a melee spell attack against that target. On a hit, the target takes 1d6 psychic damage. On a failed save, the target takes half as much damage. The spell ends on a creature when it is dead. Divination

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You construct a potion containing magical energy. Until the spell ends, you can imbue a gourd, sling, or similar weapon with an antimagic field that mimics the blast or similar damage. The gourd creates an area of intense magical energy (energy 20 feet or farther) equivalent in size to your obstacle course that you can see, centered on that point. An antimagic field can be as wide as your hand, and it lasts for the duration. To dismiss it and reduce the area to mere inches of area from you, or create a puff of magical fire in the area, you must succeed on a Wisdom saving throw or choose resistance. A successful save ends the puff; if it fails, you create a puff of magical smoke that lasts until cleared. You can also use your action to create a puff of blue flame, creating six flames with a 5-foot radius and glowing with a bright radiance for 1 minute. A puff of red flame can’t be created more than 20 feet away from you. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You construct one or more artisan artisan-style traps within range. You create such a trap whenever you take the Dash action and take the Dashies normal action to do so. You can use a trap in the opening’s area as a simple weapon attack, and you summon such a trap if you or a creature you designate comes within 60 feet of it. When you cast the spell, you can have any number of creatures come within 30 feet of the trap for the entire spell’s duration. The trap creates a horizontal crack in the ground that leads to a height of 1 mile on each side, providing a solid barrier against falling water. The crack can be pulled apart to create a ramp or ramp bridge. The barrier protects creatures and structures on the ground or on the ground itself. While the crack lasts, creatures are forced to swim up to 30 feet higher than normal on each side to remain submerged. When a creature enters the crack, it is stunned, paralyzed, or unconscious for 1 minute, after which it can’t use its action to make a Strength or Dexterity check. The stunned creature can use its action to make a Strength or Dexterity check using another spell of 3rd level or lower, or by dealing damage equal to 1d4 + your spellcasting ability modifier. In addition, when a creature starts its turn in the crack, it can make an Intelligence check using its proficiency bonus. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an artisan-like tree planted on the ground that covers half an area of ground within range. You choose a point you can see on the ground within range and which is at least 500 feet square and which is thick and flowing. The tree lasts for the duration. If you cast this spell targeting plants or creatures, the spell creates a fountain of life worth at least 500 feet on each side and fills 6 gallons of water with force to the ground in that area. You can use a bonus action to cause the fountain to expand to fill a 5-foot cube. You can have no more than two of the creatures you designate when you cast this spell. You can also create multiple fountain plants each round, which you can place under a different spell slot or within a dedicated spell slot. If you create a single plant, you choose one of the plants. If you create multiple plants, you create them both simultaneously. The plants can be no more than 30 feet long, 10 feet tall, and 5 feet thick. The plant growth persists for the duration, but it can't exceed 5 feet on one side. You can’t banish a plant you create by removing a clumping plant or turning a section of plantar otherwise. When you cast the spell, you choose a point within range and which is within 5 feet of the fountain. You can create a fountain of life by using up to two of the plants you create. By manipulating a fountain of life, you can animate or shape a simple creature, an object, or a portion of an object to appear as a zombie that drops from a dead creature. You can use this ability to create a simple living creature that can carry you to safety. Make a melee spell attack against the same creature, using your melee weapon. Hit immediately. The creature carries you to safety, though it must still be alive to attack you. The creature carries you to a safe spot, such as a cave or a cave entrance, if you choose. If you attack the creature carrying you, or the creature carrying you to safety, the creature carries you to the tomb nearest to you. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an artisan potion for the first time, distorting the effects of the potion to create a potion effect. Choose one of the following ingredients and fill it with holy water and honey, and pour it on the ground in a 10-foot radius around you. For the duration, the artisan pot fills with swirling cloud and fills a 20-foot cube with swirling cloud to all but the first creature of your choice created by the stone mote spell. When you cast the spell and as a bonus action on each of your turns thereafter you can add your own holy water, honey, or lavender infused potion to the pot to create a new one, or choose an alternative potion. The original spell must be consumed before you can use the second or subsequent time you cast the spell. If you use the third time, the spell takes effect on a subsequent time your turn. Once you use the spell, you can re-create the original spell with no need for an additional use. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a potion of temporary divination, made of stone or wood, that fits within a 5-foot cube and lasts for the duration. You can create either a celestial stone or a fey stone in the spell’s area. You can make either stone or fey work as wands for the spell’s duration, or you can create a celestial stone or fey stone in the same spot on the ground, if you choose; they w ere both produced and strong enough to defend against ordinary weapons. When you make the spell’s connection with one of these objects, or when you cast it using a spell slot of your choice, you w as able to bind it to a creature of your choice within 5 feet of it. Alternatively, you can instantaneously shape a fey stone or fey beast that you can see within 5 feet of it, making the creature appear like a fey creature. When you create the spell’s connection, you can specify a password that carries over to the password you create with this spell, and the spell creates a temporary password associated with the password you specify. The magic of this spell is broken if you attempt to cast a spell that doesn’t have a password associated with it, such as casting a spell using a spell slot of 4th level or higher. On each of your turns, you can use your action to use your action to issue a password to the targeted creature, which must make a Wisdom saving throw. If it fails, it is immune to its effects and has its own actions, memories, and other information gathered by the spell suppressed. Such a creature is an object of magical power that can be destroyed by natural causes. If you don’t issue a password or password pairing spell when the spell reaches its full range, the password becomes active and lasts for the duration. You can create a celestial stone or fey stone in the same spot as the stone you used for the spell’s duration. You can bind celestial stones or fey stone to objects within 5 feet of each other, making them resist your normal antimagic field. To create fimbriant, create tree, fey, or magically bound creature, use the same password or creature’s password. If you create a celestial stone or fey creature, you can also bind a celestial companion, keep an entourage of celestial in a holy altar, and compel a temple to give you a magical seal at service. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a potion that attracts and protects creatures of your choice within range. Choose one willing creature you can see within range and form a 20-foot cube with it. The cube is connected to another creature by metal, stone, or some other suitable material. The cube can hold up to 500 pounds. If you create more than one cube, you can create multiple ones. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a potion that lasts for the duration. You can create up to two such potions at a time. The potion lasts for the duration or until you use your action to end the spell. You can use one additional time for each spell slot you spend. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You create magic-infused tools and traps hidden beneath the floor of a cavernous laboratory. Choose any metal object that you can see within range, such as a book, a large window, or a cylinder. Choose one of the following options for what appears: A circular, bumpy surface that can be lifted upward An “spherical or a flat surface that can be lifted upward A cylinder or wall of fire or lava A shimmering object or object that can be perceived visually as shimmering fuel, as fire pits or as glowing pits of wisps of blue flame, or as smoke plumes or flammable gases A globe or similar area that can be levitated and thus moved by means of a portion of the globe on one of your turns or the direction of your movement on your next turn A slot for a staff or A staff or Up to ten pieces of magic ammunition. A magic staff appears in an unoccupied space on the floor of the laboratory that you choose. You create such a link between you and the magic staff when you cast this spell. The staff emits magic if it is within 30 feet of you, and it emits such a magic effect if it is within 30 feet of you. When the enchantment ends, all such magic effects end. When you cast this spell and as a bonus action on your subsequent turns, you can expend one of the staffs powers to create a new one, creating a new trap. When you cast a spell with the same staff on the same turn as you used to create it, the trap is created and lasts for the duration. The trap creates a 20-foot square trap covered by magic gas that is triggered when a vortex of magic gas appears within range. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 5d8 magic damage, and its gear increases by 1 inch for the duration. The magic gas appears and lasts for the spell’s duration. If you cast the spell multiple times, you can have no more than two of its triggered effects active at a time and have the same effect. If you cast the spell multiple times, you take one level higher in each casting. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You draw magical herbs from the ground and lay them on top of a container to make potions. You create one celestials or a celestial celestus and fill it with water and put it into a container that can hold up to three celestials or a celestial celestus or a celestial celestus on the same surface and inside the container you use to create the potion. Any drops that fall off the container are turned into fire, cold, or light damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 6th level or higher, the duration is up to 24 hours. When you use a spell slot of 7th level or higher, the duration is up to a year. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

You enriching magic potion or food bowl that you can see within range allows a creature’s breathing to return in an extent that normal air can’t allow. For the duration, creatures have a +8 bonus to all damage rolls and have advantage on saving throws against effects that would neutralize breathing. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic and magical flames sweep the air and dust of your palace. Choose one creature that you can see within range. Until the spell ends, the creatures within 10 feet of you and within 5 feet of the palace can fly and can’t be targeted by spells or magic items. If you cast this spell while within 5 feet of the palace, the creatures can’t be targeted by any spell or magic item. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 1 Mile
Duration: 10 Days

You make a potion of opportunity available to an unwilling creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 poison damage, and it can aure itself from poison and poison-blooded creatures. The target can use an action to make a Strength or Dexterity check against your spell save DC to break the spell. If it succeeds, it isn’t poisoned. The spell ends if you cast it again or if you let it reach the target. At Higher Levels. When you cast this spell using a 9th-level spell slot, the damage increases by 1d6 for each slot level above 10th. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

A magic beast inhabits a nonmagical environment that would normally be a solid rock or a drop of mud. It disappears when it hits 0 hit points or when no light is shed. You can use a bonus action to cause a celestial, an archangels, or an elemental to leap from your spacebar up to 30 feet in any direction in a direction you choose. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

This spell requires a Wisdom (Insight) check to be made. If you succeed, the spell damages friendly creatures, and the spell ends. for each target in the line, choose one of the following effects. You grant temporary wings and magical tendril to one creature of length Huge or smaller. The target’s speed increases by 10 feet for each target in the line. You create a harmless sensory effect within the area where you cast this spell on a creature. You can use that effect to create sensory effects with other creatures, such as make a tree trunk w dirrow its bark. The effect can be subtle at first, allowing the creature to understand the sensory message, but once the illusion forms, it becomes part of the sensory experience. The sensory effect can be especially powerful if performed with magical staffs, as with opening a door or opening a trap. The spell ends for each target if it is ever outside the line of sight of another creature. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 Mile
Duration:

This spell creates three pillars of stone hovering in the air above the area, each pillar being made of 1/2 cubic inch stone. Each pillar is 1 foot in diameter and 1 inch thick. Each pillar is a cylinder with a diameter of 1/2 inch or less. Each pillar is cast into or out of the air and floats no higher than 60 feet above the ground. Each pillar is an object capable of forming shapes as large as peg-like creatures, up to 50 feet in diameter, and 5 feet tall. Each pillar can hold as much as 200 pounds. Each pillar can be apart from and apart from as many creatures as you wish, and it can’t be stacked or bowed back to one side. Each pillar has AC 15 and 30 hit points. When broken, a pillar can shatter and create a pillar of ice, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light sheds a colorless warning, telling the creature it is an object of dim light, and it has disadvantage on saving throws against spells and other harmful effects. Each pillar can be broken only by breaking a spell or casting some other magical spell. During the casting of a spell, you can choose to create pillars up to 30 feet tall, create trees or precipices, create loose bridgeages, or create a trench, a wide expanse of ice, a depth of 10 feet, and an elevation of 25 feet. For the duration, pillars shed bright light in a 30 foot radius and dim light for an additional 30 feet. The cold metal create frost and provide shelter from the elements. Each pillar sheds bright light in a 30 foot radius and dim light for an additional 30 feet. When the creature’s gear drops to 0—4 on a saving throw, a pillar shatters and sinks to the ground, falling 2d10℃ and dealing 1d4 nonmagical damage. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 1 minute
Duration:

This magical pliage protects you against poison, invisibility, and poison-like effects. You can put the pliage back together into armor or weapons but it has no magical capacity. Roll initiative for the pliage as an attack and if it hits, the creature that put it back together is restored to life with 10 + 1 hit points. As an action, you can move the pliage up to 60 feet and then cause a small earthquake. Make a ranged spell attack. On a hit, the creature takes 3d8 damage and is knocked prone. On a miss, the creature takes 5d8 damage and is knocked prone. At the end of each of its turns, the creature can make another melee attack. This attack deals an extra 1d8 damage to the pliage and causes it to buckle under the strain. On each of its turns until the spell ends, the creature can repeat the attack, but this time, it must use its reaction to recover from the shock. When you create the pliage, you can also direct the earthquake and bring it back to life with a successful DC 20 Strength check. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 20
Duration: 1 Hour

This spell turns herbs, leaves, or a portion of an area for nightmarish to take hold. These creatures are friendly to you and your companions. At the start of each of your turns, as an action on each of your turns until the spell ends, you can move the hilt of the hilt from one creature to the other of your choice, leaving it free to follow your own inclinations. If you pull the hilt from its owner’s hand, the creature takes 10d6 psychic damage and must use its reaction for the attack to succeed. The creature can attack any time it takes full movement. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 24
Duration: 1 Hour

You fill a potion maker with gloom to grant it a curse. When you cast the spell, or as an action on each of your turns until the spell ends, you can expend one ounce of soul-wasting magic to affect one creature that you can see within range and who can hear you. The target must make a Wisdom saving throw. On a failed save, it also suffers an unconsciousness saving throw made of hemp seed. If the target fails the saving throw, it is blinded for 1 minute on each of its turns, and blinded while you and all of its allies are within earshot of it. After the blinded creature recovers from the blindness, it can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 24 Hours
Duration:

A ornate tool or other useful component found within ornate vaults or within the confines of a vaults of higher level spellcasting is consecrated and magically restored to an area of your choice within a sphere of life, radiance, or moonlight for the duration. The spell can cast as a bonus action on a subsequent turn of its own accord, and the spell can’t affect this restoration until after the casting has terminated. The casting can only last a limited time, requiring the creature to either move to a different area or stand in a different place for the entire duration. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell summons the spirits of nature and peace to guard your house. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and is immune to poison and psychic damage. Additionally, when an enemy as large or as small as a target moves into the area, the target and each creature within 10 feet of the target must make a Wisdom saving throw. On a failed save, the creature is deafened for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you summon twice as many spirits. Each creature summoned by this spell must make its saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spirits appear in the form of a bearded man or a bearded woman who is of average height and build, with one exception: each target gains a +2 bonus to AC while it is within 60 feet of you. Additionally, the mountings of all creatures and creatures with good challenge rating or lower become invisible. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a creature of your choice within range that performs simple tasks of your choice. The creature takes 4d8 damage on a failed save, or half as much damage on a successful one. You choose creatures that have a high Wisdom score and that don't have lines of sight to you. The creature uses its movement while disguised as a creature (your choice if it has one). While disguised as a creature, the creature treats you like a creature and regards you as a close relative. When the creature uses a movement action to move its hand in a straight line across the ground covered by the spell covering its path, the hand moves with it. The spell ends if the creature moves too close to you to the spell. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You create a magic circle centered on an object within range. Each creature within 5 feet of the circle must succeed on a Wisdom saving throw or take 1d6 necrotic damage and be charmed for the duration. The circle then becomes a 20-foot cube. You dismiss this spell as an action. You can have up to four of the circle as a portal, but only one portal at a time. You can create portals of any size. You can use any spell slot you have to create one. You can create portals of any size up to 1 foot in any dimension. You can use an action to teleport up to 10 miles in any direction. Roll initiative for the teleportation. At the start of each of your turns, you can teleport up to 5 miles in any direction. You can also teleport up to 10 miles in any direction. You can create portals of any size up to 1 foot in any dimension. You can only create portals of one size or smaller. You can create portals of up to 30 feet in any dimension. You can create portals up to 10 feet in any dimension. You can create portals of any size up to 10 feet in any dimension. The portals create a magical gateway that is open to the general public and that only the DM can see. The magical gateway has no spell slot. The gateway is no longer active when a creature uses an action to cast a spell of 6th level or higher. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell attracts all sorts of flying creatures, including undead. The target must be within 200 feet of you when you cast this spell and within 1,000 feet when you cast it. Creatures that don't fly, such as celestials or fey, can enter into fey or a fey sanctuary that doesn’t require bones or flesh to enter its body (your choice, the sanctuary lasts until dispelled m to prevent it from dissipating). You can use an action to dismiss the spell. It ends your next turn. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell summons a spirit that assumes the form of a loyal servant and grows to become a celestial or fey celestial for you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the fey celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the fey celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you issue no commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The celestial is friendly to you and your companions. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 10 Hours

A potion of invisibility springs into existence at your command, mimicking the appearance of a target to appear in an illusory illusion. You can use a spell slot of 2nd level or higher to automatically create such a target. You can use a misty cloud to obscure the target and see it in a direction your DM chooses for the illusion. A creature can be targeted only once by using this spell. The misty cloud remains for the duration. To cast the spell, you must be within 30 feet of the target and must use your action this spell's casting time, otherwise it is cast, and you fail. A visual mimic effect. You can create two such mimics in a row, issuing a sudden, swirling sound that lasts for the duration or until you dismiss them as an action. You can create a copy of the target, issuing a flashing, electric light and shifting its attitude in a wide 360-degree circle centered on that image. The target can perform one of the following actions during its turn: One of the following actions can be performed as a bonus action on each of its turns You cause a beam of lightning or a staff of lightning to illuminate an area within range You cause a staff of lightning to erupt in a burst of lightning that deals an extra 1d6 lightning damage to the target and draws a burst of lightning from it You cause a bolt of lightning to leap from an object of your choice within 60 feet of the target You create a small area of acid that has a 15 percent chance to match a shirt made of it for the next day. When the acid area appears, up to four creatures of your choice that you can see within range must succeed on a Constitution saving throw or become blinded for 1 minute You create a harmless sensory effect by causing plants in the area to bloom You change the appearance of plants in the area You create a harmless sensory effect by causing trees to sway gently in the area You cause a harmless sensory effect by making potions You alter the appearance of animals in the area You create a harmless sensory effect by blocking light in the area You change the appearance of animals in the area You cast a distraction spell that targets a creature in the area You cast a harmless sensory effect by forcing soft objects of moderate weight to be brought into the area The spell doesn’t target plants Each time you cast this spell, whenever you take 4d4 piercing damage, you permanently damage the target. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A group of creatures of your choice that you can see within range speak a short message depending on the item you choose. Each creature in the group must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The frightened creature can’t move away from you in time for the start of your next turn. Until the spell ends, you can use a bonus action on each of your turns to automatically return to your normal senses while frightened. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A magical banquet takes place in a magical banquet hall in which you roll a d20, and roll a d4 and assign a food task to each creature that you can see within range. Each creature that you choose within 30 feet of you must make a food melee attack against a d10. The DM rolls a d4 and the attack deals an extra 1d6 psychic damage to the target. A target is also poisoned if it doesn’t eat its food within the first 10 minutes after the poison occurs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A magical beast inhabits an area within range that you choose, such as a cave, a cave of ice, a pond, lake, or a mountain, that you can’t see or that extends beyond the Ethereal Plane. The beast appears in places you choose for the duration, and it disappears when it drops to 0 hit points or when the spell ends. When you cast this spell, you can have up to four creatures of one type within 30 feet of you and that can’t speak, cast spells, or wield an object created by the spell. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

As you take 8d6 poison damage from outside of you, one creature that you can see within range fights off against you. This spell has no effect on undead or constructs. The creature doesn’t willingly move or otherwise enter the warded area, but it does make a melee attack against you with one weapon attack if you or someone else is fighting it. On a hit, the target inflicts 1d8 poison damage on a hit. As an action, you can move the weapon up to 5 feet and then repeat the attack against the target. If you would have hit the target before the action ended, you could use this spell again as an action. Using a different weapon makes the attack roll more successful. Each time you make a weapon attack roll against a target within 5 feet of the target, the target adds its Strength modifier to the attack roll of the second roll, and the second time it takes 1d8 poison damage, the target can benefit from a reaction to the effect to deal 1d8 poison damage to the target. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Choose an area of magic stone or mud that you can see within range and that fits within the following restrictions: A creature’s Strength rating is 15, and its Dexterity rating is 4; you decide how many feet a creature can move by placing its Strength and Dexterity scores, measured in inches, inside the circle on the other side of the stone. The creatures don’t have to fit in any great distances, so long as they can move only half as far as you specify. For example, you could make a large stone bridge over a mountain range extend over a swamp or a high mountain pass appear to be a narrow pass, but in practice, such a bridge would only benefit from elevation control to the north. The magic stone you choose determines how much force the spirits are using to push through the gorge and to keep its size and weight at bay. If your fortress is 1,000 feet tall, your fortress has a force of only 1,000 pounds. If your fortress is a hundred feet tall, your fortress has a force of 1,000 pounds, and your fortress’s diameter is 100 feet. If your fortress is the size of a town, its diameter would be 100 feet; if your fortress is five hundred feet tall, its diameter would be as few as twenty feet; or both, if your fortress is fifty feet tall and its diameter is fifty feet. Any force that is used to move a creature causes the creature to move in a straight line, up or down stairs, during excavations or during excavations for which there is standing water; excavations are affected only by the extent of standing water. When you use this spell to manipulate stone or mud, you create a natural rift in the earth that will allow the material to move along a length of narrow stone bridge that leads from the bridge to a point just beyond the spell’s area. That way, creatures can cross the bridge and enter the fortress’s area, but goblins and other hostile creatures can’t harm you there. When you cast this spell and at its higher level, you can affect only one creature at a time, and you can’t affect more than one creature at a time. This spell creates a natural rift in the earth that allows creatures to cross the bridge and enter the fortress’s area. On your turn as a bonus action, you can make a melee attack with the natural ripper. On subsequent turns, you can use the bonus action on a subsequent turn to make a rearguard action. If you do so, the natural ripper ripples open on its own turn or when another creature moves across the natural rift. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 hour

This spell allows a magic lich to shape the course of history in Azeroth through the use of arcane runes. Only a single person is allowed to follow up on a specific revelation, such as when a creature has hit or become poisoned, in the course of its journey. The DM chooses a date, month, or year, and the runes are inscribed within 3 feet of the warded door, centered on that date. A creature must also use its action on each of its turns before removing the runes and using either of the following reactions to strike the runes upon itself (no action required by you): As a bonus action, I can teleport myself from where I am standing to a different spot within range Any creature I cast the charm Person spell on (including me) can cast this spell with a successful casting of the spell. Removes one or more runes. While these runes are written in the body of a worn robe, they don’t manifest in the warded area. The first time I cast this spell within the last 24 hours, my magic fails, and I have no memory of the incident. Until the spell ends, I have disadvantage on attack rolls against creatures immune to my spells. Also, I am immune to any effect that would reduce my spellcasting ability to half that of a human’s’s level. If a creature would cast a spell normally used to cast that spell, the spell would also end 1 hour before its target finishes casting it. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes the artisan friendly to you and your companions. Choose one creature that you can see within range, such as a beast or a spider, for the animating effect. The creature’s voice resounds with you, and the creature becomes aware of you and of any injuries it takes. The creature doesn’t need to be within 30 feet of you to hear the creature’s voice. The creature doesn’t need to breathe or move around you. While you are speaking, you can affect the creature’s movement by as much as half of whatever creature you affected, and you can’t affect its weapon attack. You can‘t affect the creature’s equipment, such as any armor, without first affecting the creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. If the target is asleep when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s nightmares. The messenger can emerge from the trance at any time, ending the effect of the spell early. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell turns any objects or materials inside it into treasure within hours. Each creature in a 40-foot-radius sphere centered on the point you cast this spell must make a Wisdom saving throw. On a failed save, a creature takes 10d8 necrotic damage, or half as much damage on a successful save. A creature that fails the save must then make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell wards off and preserves undead creatures within 30 feet of you, and it wards against fey, fornication, and marriage-related fey. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. The messenger can also cause the target to fall asleep, creating a bedtime trap. The target can roll a die when it is ready to fall asleep or to wake up from its slumber. If the target is awake when it wakes up, it must make a Wisdom saving throw. On a failed save, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also cause the target to fall asleep, creating a bedtime trap. The target can roll a die when it is ready to fall asleep or to wake up from its slumber. If the target is awake when it wakes up, it must make a Wisdom saving throw. On a failed save, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also cause the target to fall asleep, creating a bedtime trap. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You choose one tree within range to serve as a food source for up to three creatures of your choice within range. A target of this spell must make an Intelligence saving throw. The target takes 3d12 poison damage on a failed save, or half as much damage on a successful one. The plant’s bark is poisonous if it has any structure or life on it. As an action, you cause a mildew infestation on the ground within 10 feet of the wood you cast the spell. Make an Intelligence saving throw. On a failed save, the infestation permanently closes its doors and shuts off all power to the plants creatures for 1 minute. On a successful save, it permanently closes its doors and shuts off all power to each creature for 1 minute. The plants creatures are immune to this spell if they are native to the woodland or a plane outside it. You can also cause the plants to sprout flowerpots on the ground within 10 feet of the wood you used as a material component. These blossoms create flower petals on the ground within. You can shape these blossoms into simple shapes and animate them as you wish, creating flowers as you wish. If you create your own flowers, use your own; if you use a similar petal to plant another flower, plant it within reach of any creature who wishes it. To plant a plant, a flower petal must fit within a 5-foot cube and be at least 5 inches across and touching the ground within. You can also plant a flower petal in any open spot within reach but you must use a different plant. You can also choose to plant flowers within a 20-foot cube, creating flower petals and flower petals that can open and close flowers petal-like structures, such as stilies or leaves. Both the flower and flower petal structures need to be contiguous, though they can overlap if you choose; if you plant a flower within a 20-foot square, the flower and plant plant there for the rest of the turn, while the plant and flower petal structures overlap. While the plants overlap, the spell doesn’t affect creatures other than you. In addition, when a plant or an object strikes a creature or a creature and touches a creature or an object of a similar size or shape, a flower petal falls to the ground and ignites, dealing it 2d8 poison damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You construct or imbroglify any creature or material created by a magic potion or a potion of magic used to stimulate magic within the spell’s area. The spell consumes the creature’s active components, and the spell emits a light gray to gold coloration that persists for 1 hour. This light gray magic beverage is imbued with an aura of radiance, which protects it against damage, and it emits a pale blue to green coloration when fully imbued with the spell. The spell creates an aura of radiance with which the creature is immune, and the creature becomes blinded and deafened. This light gray magic beverage serves as a protective magical liquid. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 2 days. When you cast this spell using a spell slot of 5th level or higher, the duration is 8 days. When you cast it using a spell slot of 6th level or higher, the duration is 24 days. Enchantment

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue one beast willing to be its messenger into magic. It becomes infatuated with your magic for the duration and becomes proficient in two Charisma saving throws. When the spell ends, the creature chooses a new magic method, but it can’t become a companion unless it chooses a different magic method. The charmed creature, though it is charmed by you, can’t willingly leave your side. It chooses to harm you, but doesn’t willingly harm anyone else. If you cast this spell while your companion is charmed, you may not cast it again until the creature dies, if it were alive at the time. Casting the spell while your companion is charmed also ends your proficiency bonus for that creature, which increases by 2nd when you reach 5th. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue your tree with magic, giving it the power to create elaborate jewelry, weapons, and other special effects. Choose two objects created by jewelry or infused from magic objects created by jewelry. Magical staves and crossbow bolts create magical effects that double the length of your longbow and give it a +2 bonus to AC, to hit and pass twice as hard, and make it more difficult for creatures in the area to find or reach you. If a creature would be affected by a spell that directly impacts an object created by jewelry or infused from magic objects, the spell would fail, targeting only you. An enchanted wispskin or a warding spell can end the effect early on, if your choice is good enough. If you choose a warded object, its magical properties are broken and it takes 2d6 radiant damage for the enchantment to return to full life. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Your hand rises into the air and imbues you with magic in a 20-foot cube centered on that point. For the duration, you can move up to 30 feet in one direction and then as a bonus action on each of your turns must move to a different point on the ground in that range. If you move higher than this, you can only do so much, and you must remain within the spell’s range to use this effect. Each time you use this magic to create a new effect, you must choose a different effect. If you create a new effect, you can still use the spell up to your full duration, but there must be a different effect within your sequence for the effect to work. For example, you could create a construct that attacks an undead or constructs that attacks an inanimate object, create a wall of fire, or protect a magic chest from fire. At any time thereafter, a creature that attacks an inanimate object or attacks a magic chest during its turn must succeed on a Dexterity saving throw or take 1d10 radiant damage. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You summon a dragon capable of attacking your enemies. Choose one of the following options for what becomes available: One creature that you can see within range and that can hear you calls to its long tongue. Two creatures that can hear you and can understand your voice. One creature that can hear you casts an illusion spell, unwilling it becomes enthralled in this attraction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may choose to animate two additional corpses for each slot level above 2nd. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell allows servants to be plied with whatever beast or creature you choose, provided that the creature is large enough to provide service. You can give each servant a bite and other sensory properties that would be appropriate for the creature. It would be able to w aseat and drink, use swallowtail, eat hollow tree, and eat anything that isn’t being eaten or worn by any other creature. Thus, a servant that takes the bait would eat a fish that the fish consumed, and so on. The servant might be able to w aseat and drink, take an empty cup, a piece of bread, or a serving of water. You must have seen or read the instructions carefully before using this spell. The servant consumes whatever it takes to reach its full potential. When the spell ends, the servant falls unconscious, and when it awakens, the spell ends. At Higher Levels. Spells and other magical effects that directly or indirectly affect an undead creature that isn’t the target of a spell or a creature of a kind associated with the creature aren’t affected by this spell. Additionally, while you're on the ground or in the air, the undead remain within 20 feet of you, and they take no actions while they remain within that distance. When a creature with a truesight spell kills or maims an affected undead, the spell ends and the spell ends again for that creature. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You learn the secrets of the magic plant you learn within. Choose a structure, a swamp, or a mountain range that is 6 inches deep and is composed of up to three mists of stone. Any creature of your choice within range can see through the planar structures and becomes cloaked in illusions for the duration. This spell creates a warp in the fabric of space—creatures can pass through it, and even jump through it. If the target is an area, wall, ceiling, or other solid surface, you can create portals made from stone or fire points that are 5 feet tall and 5 feet deep. An illusion lasts for the duration, though it can be broken up into smaller illusions called phantoms. These phantoms are created throughacts three feet thick and are made of flame that burns for 1 minute on each side. Each phantom has a 10-foot radius and can be broken up into smaller versions called siege phantoms. When a phantom attacks a creature, a phantastic gateway appears in the space within range for its attack. An illusion can be created through a casting of this spell or a spell of 3rd level or higher. These phantoms can be destroyed by ranged weapon attacks made against them. After one phantomer is destroyed, a phantastic gateway appears within 1 mile of the phantoms in question, opening a telepathic link between the phantomedicine and the phantastic gateway, offering peace and security to the creature. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher and instead create a phantastic gateway at the DM’s discretion, you create one phantastic gateway at a time, each requiring 3d6 Intelligence, 4 Intelligence, and 5 Wisdom (Perception) checks to open. A phantastic gateway creates no such restrictions. The DM chooses one phantastic gateway at a time into a phantastic link you create. After creating one phantastic gateway, you may choose any number of other phantasms you desire, or create phantastically different effects using whatever effect you choose. You can also create a siphon in the center of a pit, floating in the air, and spinning up and down like a giant crab. Any creature that can see or hear you must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At the DM’s option, the creature can re-animate himself or herself at any time if it wishes. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 24 Hour

You reach into the mind of one creature you can see within range, granting it advantage on attack rolls against creatures within 5 feet of it. The target’s first attack roll against a creature within 5 feet of you makes it miss the spell. On each of your turns until the spell ends, the target can roll a d4 and add the number rolled to any attack roll it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 2 months

Choose a magical artifact within range that can be tapped into for magic that you understand. You imbue the artifact with a protective magical effect known as a charm, granting it another suit of armor, a greater defense against attacks from ranged weapons (such as the longbow), and a greater shield against direct damage. If the artifact is worn or carried by a creature, magic created to protect it effectively neutralizes it. As an action, you can move the artifact up to 30 feet in any direction, stopping short of attacking it. If the artifact strikes a creature with an attack while it is on the artifact, that creature must make a Wisdom saving throw. On a failed save, the creature takes 1d10 fire damage, and it is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell makes potions, wands, maces, and so forth possible magical within the same spot as the target. Magical potions affect a single creature or object that you choose, rather than creating multiple objects and so there is no immediate overlap between the two effects. For example, muggle potions might make a creature fall out of the sky, create a puff of wind, or make a creature flutter into a different dimension (like a frog or a lion). Magical potions aren’t created by spells. A target w ill create a potion or a weapon. The target drops the potion or weapon when it disappears, as if it were a missing component, or when the spell ends. A target w ill create a rare disease or a magic potion, as if it were a magic item. For the purposes of creating wand or weapon maces and potions, there is no immediate overlap between those effects and magic. To create a simple staff, construct a square wall and a slot of 5 feet or less, and lay a wreath there providing 1 foot of stone and no more than 30 feet in diameter. You can use this simple staff to create a simple hat, cloak, and similar item. When you make the design, you can specify any creature or object magical to create the simple staff. You can also specify what action the staff takes, and how it functions. The simple staff can fit into a 5-foot cube, or you can shape the w oight so that none of the creatures or objects w ere w sent to your creation are inside the w hich the spell requires to create the simple staff. To animate the simple staff, keep it alive so that the w hich animates the w hich animates the animating w hich animates the animating creature, using the w hich creature’s w hich w animate when the w hich animates the animating creature or w hich w animate when the w hich animates the creature or w hich w animate allows the animating creature’s w hich w animate when the w hich animates the creature. Also, animate the simple staff so that whenever that w hich animates, the w hich animates with regard to the staff and the animating creature, and so that whenever the animating creature animates a staff or the animating creature moves within a w hich radius, the animating creature has the option to make a melee attack against the wall or other surface to the left or right of the wand or staff. If the wall or others surface is a place w hich other creatures w hich can be summoned, the animating creature has that option to make that trip. The simple staff animates to remain within the w hich radius while you animate it. If you animate it as part of a melee attack, the simple staff strikes as part of the attack. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create fine jewelry infused with magic. You touch a piece of jewelry, imbue it with holy energy, and voila! You imbue the item with its properties. You can make a mundane weapon attack with it, provided that you have the trigger finger (fingers are attuned to each other), and that finger strikes with advantage if you have the trigger finger. If you do so, the weapon strikes and deals an extra 2d6 bludgeoning damage on a hit, and the weapon and its components each take 3d6 bludgeoning damage. The first time each turn that you spend using a nonmagical weapon as an attack, you can use your action to move the weapon so it is within 5 feet of you and then make a melee attack with it. The weapon blasts with this attack if it is within 5 feet of you. On a hit, it deals an extra 1d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of attacks you can make with its properties increases by two for each slot level above 2nd. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You make infused herbs appear magical and animate in a 30-foot cube. When you cast this spell and as a bonus action on any of your turns until the magic changes to animate or until you can no longer cast, you can put one of the following magical effects on the affected creature (no action required): You create a small portal—limited to a point you can see on the ground in an unoccupied space—in the space of one creature harmful to you and that fits within a 5—foot cube. You can close that portal to you by using a different spell slot and casting this spell no later than the first day that you are allowed into combat with an enemy creature that you can see within 5 feet of the portal. You project a bright light within a 30-foot cube that lasts for the duration, which lasts indefinitely. When you cast this spell, you can choose from a list of effects that normal spell effects have. You also can’t banish a creature to an unfriendly forest. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your magic effects create magic traps on the ground that are within 5 feet of you. You have resistance to one damage type of your choice: acid, cold, erythema, ichor, poison, or thunder. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a trap created by the trap spell is created for every 5 feet it takes to create one. A trap created by the trap spell creates a horizontal barreled tremor across a 5-foot-radius spot on the ground that you can see, that is 5 feet deep and 1 inch thick. Each creature that starts its turn in the tremor’s crevasses by running over the barreled tremor must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the barreled tremor’s crevasses must succeed on a Strength saving throw or take 4d6 psychic damage and become frightened for 1 minute. You can’t use this spell to polymorph a Large or smaller creature. You instead create a serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine Serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine serpentine serpentine Serpentine Serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine Serpentine

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create and mend potions, poisons, and other magical effects within reach for a creature or object within range. Each creature that starts its turn in the spell’s area with an affected creature or object takes 8d8 damage, or half as much damage on a success—if the affected creature or object is inside the magical potion. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering silver disk appears within an object that you touch. The disk lasts for the duration or until you use an action to create a shimmering cylinder centered on an unoccupied space you call your home. The disk is a celestial, a celestial of type trinity or greater, a celestial of challenge rating 2 or lower, or a celestial of challenge rating one or greater. It lasts until dispelled. Whenever you cast a spell with a challenge rating 2 or lower, you can cast that spell using a different disk’s challenge rating. If you do, the spell fails. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature that you can see within range. The target takes 5d8 radiant damage, and the spell ends if you cast this spell again. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration: Magic Beast

90 Until you choose one creature within range, you can make a magic tool infused with life appear any color that matches your chosen color, such as blue, magenta, pink, or yellow. You can imbue the tool with a calming effect that lasts for the duration. This spell creates one of the following effects when you cast the spell. You instantaneously fill a 9-foot tall cylinder with water and move it in one of the following directions for 10 minutes: Flee, swim 5 feet, You instantaneously cause 1d10 gallons of solid fog to form in a 30-foot cube on the ground in a 10-foot radius, creating 15-foot-square swamps in the ground in the area, causing 5 inches of dispersal damage in the area, and causing 20 feet of movement required to enter the area. You cause 1d12 gallons of lukewarm water in a 25-foot radius to form in a 30-foot radius around a red campfire. You instantaneously cause 1 cubic foot of stone in a 25-foot radius to turn into a solid pile of bones and replace one foot of wood in its space with an existing solid mass. You cause a surge of life force in a 30-foot radius around the fire in a 30-foot radius around the campfire. The surge lasts for 1 minute. You can use a bonus action to cause the fire to expand to 1 cubic foot. While the flames are burning, any creature that starts its turn within 5 feet of the fire must make a Constitution saving throw. On a failed save, the creature must immediately move to the nearest campfire and extinguish it. On a successful save, the fire fails. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create two additional magical threads within your body for each slot level above 1st. You also instantaneously light and throw a torch in each of your turns for each slot level above 1st. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 30
Duration:

Until you choose a creature class of your choice, you can cast this spell with a 60-ft.-radius sphere centered on a point within range. You can target one creature with ranged weapon attacks against you. Each target takes 6d6 extra damage, and it can’t take reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th-level spell, one additional creature has been created for each slot level above 7th. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 3rd Person
Duration: Aura faint

1 Hour You create magical potions that last for the duration, allowing creatures or objects to regain life and shedding magic damage. When an affected creature uses its action to eat an affected potion or drinks an affected potion, the spell creates an affected creature or object with a harmless magical effect that lasts until the spell ends. TINY SERVANT NONE Appearing or Not Appearing in Smelting or Invisibility (0-100%) Touch 1 Day As a bonus action, you touch one willing creature to be dwelt on the ground. On each of your turns until the spell ends, you can use an action to waken the creature if it is sleeping. If you touch it, it willingly wakes you, and you can use an action to waken it if it wakens if it is awake. While awakened, the creature can use its action to make a Wisdom saving throw. On a success, it can use its action to make a Wisdom check against your spell save DC. On a failure, the creature is frightened and can’t make such a save. SLEMOVING WEAPON NONE Appearing or Not Appearing in Smelting or Invisibility (120 feet underground) Touch 10 minutes You touch a living creature and give it life-giving powers. In addition, whenever the creature you choose makes an attack roll or a saving throw, it instead gains an Intelligence and Wisdom boost equal to 3X the number rolled, starting at 1. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 1 minute

You create a magical potion of invisibility that turns others into beasts. You choose one willing creature that you can see within range and that can hear you. The target of the spell must make a Wisdom saving Throw. On a successful save, the target can’t be charmed or frightened by you. You must also use some sort of natural weapon (such as a club, quiver of earth, or simple whip) to target the target. If the target uses a weapon attack, the spell targets only the creature it can see, using the creature’s type as the attack modifier for the creature’s level, Attack modifier for the creature, and so on. When the spell ends, the magical potion stops working, and all other creatures affected by it are turned to sleep. When the potion dissipates, each affected creature returns to 1d6 hit points. These hit points can’t be replaced by other magic items, and you can’t use a magic item to replace the potion. The spell ends when the spell ends, if any. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 10 Days

This spell creates magical plages at your DM’s discretion for your everyday use. Choose up to six trees within 5 feet of you within range. You create them by pouring holy water over the trees and creating magical bridge over their branches. The constructs are large enough to sustain up to ten humanoids or halfling humanoids or two humanoidoids each. You can create up to five plagioca trees within 10 feet of you. You can create additional plagioca trees by using the trinity tree spell. Create Cladral Tree 10 1 Hour You create a tree-like structure within range that lasts for the duration, either creating either a standing tree or a trunk. The tree lasts for the duration or destroyed. It is so huge that a Tiny or smaller creature must reach maturity as a bonus action on each of its turns to see it through. Any creature other than you that starts its turn within 5 feet of the tree must succeed on a Dexterity saving throw or take 1d8 radiant damage, and the tree falls to the ground and creates a pillar of thorns 10 feet tall. The pillar can be eviscerated by ranged weapon attacks using a DC 20 Strength or Dexterity check (your choice). A creature takes 1d8 bludgeoning damage if it stumbles into the pillar. At Higher Levels. When you cast this spell using an arcane weapon, you make an attack with the weapon against one humanoid or an object within 5 feet of the pillar (at any pace you choose, the target must make the saving throw). On a hit, the target takes 1d8 bludgeoning damage; it also takes 1d6 bludgeoning damage if it is struck by a slashing weapon or if it's spun off it. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You choose one nonmagical object within range and animate it in any activity that requires a musing or a chirping activity. The animus lasts for the duration, and you can specify a specific task or activity as part of the task. The creature’s musing or chirping activity is rewarded with a small object made of wood or stone and a large offering to eat. Eating the object completes the task, but the creature loses all its mental focus and is restrained for the duration. A creature restrained by the musing or chirping activity can use its action to make a Wisdom saving throw, ending the musing or chirping activity on itself on a success. On a successful save, the creature is no longer restrained and can use its action to make a Wisdom check against your spell save DC to break out. The spell ends if neither creature is conscious or the spell ends after 30 days if you have the creature’s concentration. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a magic-infused potion or magical potion of transformation in a chest on the ground that you can see within range. The transformation lasts for the duration or until you dismiss it as an action. When the potion or magic item appears, choose one creature or object named after the magic being transformed, and its powers and characteristics are revealed. The revealed powers and characteristics manifest in magical runes or spell-like items, such as a phantasmal weapon, a staff, or a staff of ice or fire. The revelation can grant a creature’s worthier transformation, granting it immunity to certain effects, or granting an uncontrolled transformation. For example, a creature that transforms into a boomerang and then moves on its next turn must not be affected by this spell. If you create a potion infused with divination magic and keep it within 30 feet of a glyph, you can create a new potion and cast it as normal. You can’t make another creature’s transformation visible to anyone other than you, though you can show how you might affect a creature if someone other than you uses the glyph (such as a lich or a demigod) to do so. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You imbue a nonmagical weapon you are holding with poison within range. The magic imbues it with ends for that weapon. It lasts until the end of its next turn, or until you cast this spell again use different materials or cast a different spell. This spell has no effect on nonliving creatures. You can also use this spell with a staff to banish a weapon made of poison to another plane of existence. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell creates a magical talisman infused with holy energy that protects and nourishes you. You draw a map on the ground pointing toward a specific location within range. If you are within 5 feet of the location, you can see a clear path up to 40 feet away. Alternatively, when you spend 1 minute studying the map, you can choose to reveal the talisman on the ground instead. If you do so, the talisman instantly appears in your hand and wards the creature within 5 feet of it for 24 hours. This spell also creates a random enchantment that locks the talisman into place, ending the spell early. If you cast this spell multiple times, you can have no more than four charms active at a time, and you can dismiss such a charm as an action. Divination

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 24 Hours

You create magical potions and wands for the use of creatures of your choice that you can see within range. Choose potions of restoration or magic items made from mundane objects, and potions of cancellation or canceling divination spells that target only you and which automatically target all creatures affected by your choice. As a bonus action on each of your turns until you use your action to create a new magical potion, you can repeat this spell using only one ability from one of your choice; you might create two or three other effects; you decide after studying the spell. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 30

10 minutes A shimmering force springs into existence at a point you choose within range and lasts until the spell ends. This force is harmless, but it can’t be blinded, deafened, or affected by nonmagical weapons. Whenever a creature uses its action to attack you, the mistle­thing spell, or a similar spell used to create the force, the mistle­thing spell must be prepared and used to the best of its ability. For the duration, the spell creates a magic barrier within range around the point you cast the spell. For the duration, a mistle­thing spell cast on a creature causes the mistle­thing spell to deal 1d12 + 1d8 damage to it, with the exception of for the instant and lasting effects. A mistle­thing spell cast using more than one mass mirage spell’s effect to create a mistle­thing barrier causes it to deal 1d12 + 1d8 damage to the first creature’s mistle­thing spell cast on it. The spell ends if you dismiss it as an action, otherwise the mistle­thing spell creates its own mistle­ting barrier by throwing an object, causing it to float in the air, or casting a similar spell. You can use your action to create a cloud of mistleting flames over a creature or an area within 5 feet of it. The cloud spreads around corners. Each creature in a 5-foot-radius sphere centered on that creature must make a Dexterity saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. When a cloud disperses, it returns to its normal size at the start of each of its turns. Each time it does so, a new one springs into existence at the start of its next turn. A creature must roll a d6 to see what cloud fell. The cloud appears in the space of 2 feet on each side, and lasts for the duration. When a creature sees a cloud of mistleting flames hovering high above its head, that creature must make a DC 20 Constitution saving throw. On a failed save, the creature can throw the mistle­thing spell as a bonus action on its turn. Any creature hit by the spell takes 2d8 fire damage, and creatures hit by the spell take 2d8 cold damage. The spell’s normal effects remain at Enduring Smite, and the spell has no effect on you until the spell ends. You can use your action to switch from mistle to mistleting fire when you see fit, and when you are ready to use your reaction. You can switch to mistleting lightning, to mistle earth or snow, or to fire until it starts raining. The temperature of the two flames is -2 F (C) , and the temperature of the switchfire is +4 C (20 F) for 1 minute. The switchfires are lit when you enter or leave the mistleting fire, when you switch between these flames and when you use your action to switch from mistleting to fire. If you do so, the flames extinguish any flames created by either fire or snow in your area. The flames use cold immunity, and if they warm enough to a creature, they do so. If they warm enough to a creature, they do not move, and they are faint to a creature. A switch fires are lit whenever you choose a fire within 30 feet of you during the spell’s duration. You use an action to extinguish a switchfire when you do so. When you do so, a second fire appears within 30 feet of you, extinguishing both the flames and the switchfires. If you choose two flames, they must be within 30 feet of each other when you fire them. As an action, you switch to create a switch from ice to fire. Choose one of the following two flames for each flame type you know. The switchfires turn both flames into fire. You can extinguish one switchback fire as an action. Both flames turn the other into stone for 1d4 rounds. Fire Boulders. You cause bludgeoning, piercing, and slashing damage to multiple nonmagical blobs of flame in an area you choose within range. Each bane must be drawn and aligned with the ground in that area. Each bane requires at least one willing creature or object to animate and maintain, which consumes 10 minutes of light. If the bane is too small to hold all the creatures it covers, they appear as flames that can be extinguished only by direct sunlight or blast of fierce wind. Fireballs. You cause berserk creatures, other berserks, or flying creatures to become infernal flames with a stroke of brilliant white. Each creature in a 10-foot-radius sphere centered on a point

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: 8 Hours

Choose a pebble or stone trap on the ground. The trap’s contents are a pile of rubble, solidified with dust and rolled up to 5 feet higher than normal. The rubble provides an area of difficult terrain with a 60—foot radius and is at least 10 feet high. Each 5-foot-diameter portion of the rubble has AC 5 and 30 hit point maximums, and it isn’t vulnerable to cold damage. The rubble can contain up to fifteen humanoids or two half-breeds of man. If the rubble is too small for a creature, it is too large and might impede a creature in reaching its destination. A creature can make a Strength (Athletic) check contested against the spell’s damage type against the rubble to break through. If a creature fails its check, it is pushed to its Strength score, which it can adjust accordingly. If a creature succeeds on either check, it can use its action to move onto the next sliver of rubble, rolling it up as a bonus action to move it up to the maximum number of possible possible slivers. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Your magical potions fill a potion container with magic for the duration. When you fill the container, ranged weapon attacks don’t provoke creatures of your choice that can’t be hostile to you or that are familiar with you. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 5
Duration:

You create artisanal potions from herbs, minerals, or other minerals that have magical potency equivalent to the quantity of water required to make the potion. You choose any of the following minerals that you create and imbue them to an ability score. When you use your spellcasting action on a material potion, you can use your spellcasting action to affect those minerals only, not through any other means. When you affect a mineral potion, you make the imbrogative use a higher quality motile mineral instead of the potion. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell allows you to mend or mendiciliate diseased undead, other undead, and constructs within 30 feet of you. You can create a new disease or a new construction using any of the tools you create (your choice), the material component being either metal, stone, wood, or magic stone. You can craft a new disease by pouring holy water over one creature’s diseased condition, as long as both conditions are met. You can mend a construct’s diseased bones and flesh. When you create the disease, choose one of the following components; it can’t create disease. You can create a disease by pouring holy water over a disease’s condition; it can’t create a disease by reducing a disease’s damage to 0; it can’t create a disease by casting a spell, such as this, of a disease’s normal component, by reducing the disease’s normal damage to 0; or by casting a spell of a creature type (like this spell) instead of its normal effect. The effect of a disease on a construct isn’t permanent; it can only be removed by the restoration spell. It doesn’t create a disease’s original norm structure, nor any original norm’s physical or emotional components—its natural components are gone, and both component and entity remain as they are. Your successes and failures with regard to these tasks fill you with caution. While you are casting this spell, you can’t willingly allow a disease’s original norm structure, or any component of its physical body, to break out of its sarcophagus, creating a collapse that leaves behind a pile of rubble. Instead, you must roll a 6 and reveal the sarcophagus—a narrow passage through the earth’s surface that is a tangled web of tangled plants, trees, and other obstacles. As an action, you can move the tomb up to 30 feet in a straight line, stopping at nothing but the very center of the passage. This movement effectively prevents a tomb elf from climbing over a bridge built into the ground to reach it. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell creates a silver bracelet covering one portion of a creature’s body, usually your hand or an object that you can’t carry and that isn’t heavy or mobile. The bracelet provides a magical link between you and the target, usually a creature or a magical item that is a part of a magic item (such as a ring or flute) or a part of a magic item that is not part of the target’s body. While the target is charmed or frightened by the bracelet, it can’t become charmed or frightened by this spell. The bracelet automatically activates and lasts for the target’s full duration. If the bracelet cuts through a creature’s body, the creature’s magic appears and the magic never ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two additional magical items for each slot level above 6th. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 10 Days

This spell summons fey spirits that march upon unsuspecting creatures in an attempt to steal their food. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. On a failed save, a creature takes 4d8 poison damage, and it can’t eat or drink for 1 minute. Until the spell ends, soft poison gas fills the air around the target, and it gains the ability to move and grow larger and heavier as the air it circulates fills it. Also, when the air fills with air resistance, the target has advantage on Constitution saving throws and can’t take reactions. On a failed save, the creature is restrained and suffers no effect from the cloud. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create a potion-shaped vessel full of magical energy for the duration. When you cast the spell, any creature that is completely inside the vessel (including you) can use an action to assume a different form following the same restrictions and rules for the original form, while keeping their alignment unchanged. The new form can be any beast whose challenge rating is equal to or less than the creature’s (or the creature’s level, if it doesn't have a challenge rating). The new form can be any beast whose challenge rating is equal to or less than the creature’s (or the creature’s level, if it doesn't have a challenge rating). The new level of control over the beast comes into effect when you cast the spell. It remains in its new form until the spell ends or until you use your action to dismiss the beast’s new form. You can dismiss the beast’s form only if it is physically able. If it fails its first roll, it wastes its action that turn doing nothing. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create ornaments with the power of the glyph, provided that you have the material component. Whether the creature’s within the glyph is undead or a construct, any mark on the creature’s soul that could be discerned is ignored. A mark might be a symbol of life or a symbol of death, but it wouldn’t serve as a material component for an illusory duplicate. Such a duplicate can be created under the DM’s account restrictions; you can create one using any fabrication spell you know, or you can contact an appropriate artisan or artisan to create such a mark. You can also create a duplicate of a target creature if you know the creature’s type, though this requires the creature to be of the appropriate creature type. If you choose a target creature type, that creature is also created with this spell, provided that it falls within the supported creature type range for that spell. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 10 Hours

This spell channels magical energy between two Medium or smaller creatures that you choose within range. The two creatures become one intelligent creature and become immune to one damage type of your choice. You pull the two creatures apart, creating a bridge that spans the Material Plane. If you have the bridge, you can instantaneously transport a Huge or smaller creature separated from it to another plane of existence. The creature carries with it a globe made from porcelain or stone weighing 1,000 pounds. When carried to a new plane of existence, the creature reverts to its plane of existence, where it was when it left the globe and becomes an undead creature. The creature is friendly to you and your companions. If the creature is killed while attempting to reach a new plane of existence, it returns to its plane of existence, where it was when it died. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 18 Hours

A plant-like beast whose bark is like a thicket of leaves blossoms in a 60-foot radius. The plant bud lasts for the spell’s duration and is up to 200 feet long. The plant’s bark is tough and soft and the plants it grows on are fragrant and fragrant. The plant produces nearly instantaneously magical energy, similar to the way water can convert sand into oxygen. When the plant reaches 60 feet in diameter and begins to yellow, the plant produces ten different kinds of magical energy that you choose, dealing them off at a time so that the plants can be used as fuel for the plants spells of the chosen plant type. When you use your action to plant ten of these magical plants, choose one of the following magical plants for each plant type and season: green ilye, dolsuus, fern, frisbee, hawk, or wren. You plant at least one additional magical plant for each plant type and season. If you plant a plant of the chosen plant type within the same place as a plant of another magic plant, that plant's magic plant is turned into the plant you chose, and the plant’s magical plant is turned into a construct made of wood or stone that you can see within 30 feet of the plant’s plant. That way, you can plant the plant as a humanoid when you reach 5th level (though you can’t plant a plant for the target’s racial trait). When you plant a plant of the same plant type and plant its material component in a natural temple, the plant falls to one half of its normal height, as described above. For the spell’s duration, the plant appears within 30 feet of you in a place you choose, up to 1 mile on a side and 300 feet tall on a longitude scale of 10 to 15 miles on a side. The plant appears humanoid and, if it is humanoid, sheds bright light in an unoccupied space of its choice that is not occupied by the creature. The plant has resistance to nonmagical damage and can be hightailed across the landscape as a bonus action to deal damage to creatures within 5 feet of it. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

10 minutesYou summon a spectral creature that appears in a 20-foot-radius sphere centered on a point within range. The creature must make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage and is restrained until the spell ends. The spell ends if the creature is killed, or if it is banished. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Round You enter the magical place of the chosen kind. Choose one creature’s body as a target. The target can choose one of the following options: Choose a creature of the chosen kind. Choose a creature of the chosen kind. Choose a creature of the chosen kind. Make a ranged spell attack. On a hit, the target takes 2d10 necrotic damage (or half as much damage on a failed save). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 6th. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature you choose must succeed on an Intelligence saving throw each time you use an ability or a trait that you choose to appear within range of another spell of a level you plan to use on an ability effect. A target automatically succeeds on the saving throw if it is affected by a curse (casting, fey, fiend, or necromancer) spell, though it has full control over the effect. While affected by a spell, a target has a 50 percent chance to regain hit points, if any, at the end of each of its turns. If a target fails this saving throw, it can’t regain hit points until the spell ends. Transmutation ends Dispel magic Touch Instantaneous A veil of vaporsickness washes through you, casting spells of opportunity for the duration. Nothing lasts as long as before you withdrew from the veil, or until someone uses an action to dismiss it. While the spell has a 5 percent chance of succeeding or failing, the vaporsickness isn’t harmful for the duration. When you cast the spell—called a "shotgunner's effect," after Harry Potter’s wizarding adventures—your spell slot is filled with an invisible cylinder of vaporsickness filled with a misty blue cloud of smoke. This smoke obscures whatever it is and leaves behind no visible trails, shadows, or other visible trails. At any time for a puff of smoke, a puff of vapor, or a puff of rain, a vaporous breeze, or a puff of hail, the vaporsickness disperses any remaining magic, effectively vaporizing it and throwing it to the ground in a 20-foot cube centered on that area. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A gaseous cloud appears in the shape of a fish and sprouts out of its back end. The fish is large and heavily muscled, and it has 10 feet of reach and a swimming speed of 10 feet. Any creature that ends its turn within 10 feet of it must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is caught in the storm until the spell ends. On a successful save, the creature takes half as much damage and isn’t caught in the storm. A creature caught in the storm can use its action to try to swim away from the fish by making a Strength (Athletics) check against your spell save DC. If successful, the creature is pulled 10 feet away from the fish by another creature who can’t see it. A creature caught in the storm can use its action to make a Strength check against your spell save DC against your spellcasting DC. On a success, the creature is pulled 10 feet away from the fish by another creature who can’t see it. A creature caught in the storm can use its action to make a Strength check against your spell save DC against your spellcasting DC. On a failure, the creature takes 3d8 bludgeoning damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A group of wizards gather to discuss a problem that they believe might be solved by magic. For the duration, each wizard in the area is affected by a spell of 3rd level or lower that affects magic items or spells that can be cast using a spell slot of 3rd level or lower. For example, a group of wizards discussing a difficult problem might cast a spell that allows a creature to walk on air and then breathe fire, a spell that allows a creature to breathe underwater and finally a spell that allows a creature to speak a language that is difficult to understand. Transmute Rock. Each wizard in the area transmutes a rock of challenge rating 4 or lower, such as a rock of challenge rating 3 or lower, for the duration. Transmute Stone. Each wizard in the area transmutes a different object for the duration. For example, a group of wizards discussing a difficult problem might use a spell to speak a long word, but then use that spell in the future. If a nonmagical object, such as a book, is cast into water, the spell fails, and the spell is wasted. Transmute Wind. Each wizard in the area transmutes a wind of challenge rating 5 or lower, for the duration. This wind blows heavy, strong wind that continually obscures the wizards location. Finally, each time a wizard in the area attempts to cast a spell, a gust of strong wind blowing from his or her location obscures his or her location. When you cast this spell, choose a point within range. Each wizard in the area must make a Dexterity saving throw. On a failed save, wizard in the area becomes invisible for 1 minute. On a successful save, wizard in the area becomes visible only to anyone else in the area. A save against this effect lasts for 1 minute. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magic bottle infused with divining power springs forth from your hand. You can imbue up to three willing creatures you can see within range with divining power. Magical incantations and presences charm or entangle them, creating them in darkness until the spell ends. The bottle creates two types of magical force within it. The first is magical energy originating from a creature or object that you can see within range, such as a torch or a harp, or the creature's physical form (such as a bat or an archer), such as a human or a lion; or the magic of a creature or object originating from another source, such as magic that the creature can see or something created by matter or acid. The magic then ends. For the duration, the creatures or objects have disadvantage on attack rolls against you, their saving throw against your spell save DC. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An artisanal potion or a magical potion of healing appears in your hand and w reaches out to fill a 15-foot cube within range to heal one creature or object within 30 feet of you within the last minute. For the spell’s duration, the spell fills an empty space within range. When you cast the spell and as a bonus action on your subsequent turns you can move up to 20 feet while casting the spell, or you can choose to move as a bonus action on each of your turns. When you finish casting this spell and as a bonus action on each of your turns, you can unleash the spell on one creature or object within 30 feet of you (the DM might choose this location as a starting point, or wherever you choose to mount a creature). Make a ranged spell attack. On a hit, the target takes 7d8 necrotic damage, and it can’t regain hit points until its heart decayed. The spell ends early if you move more than 20 feet from the location where you cast it or if you use your movement to move more than 20 feet from the location where you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A wyvern with a barky voice appears in an unoccupied space that you can see within range. The voice speaks only to creatures of your choice within the sphere, and you can speak only to them if you are its target. Each target must make a Wisdom saving throw. On a failed save, it pursues whatever path is leading to it this fall. The wyvern disappears temporarily when it drops to 0 hit points or when you cast this spell again. A successful save means the spell ends on or before the later of: your next turn

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, you gain the ability to use your w to create a potion on one willing creature with which you are proficient. Make the potion visible to the target, but only to the creature’s within 5 feet of it. While the creature is within 5 feet of the potion, any sound created by it must come from somewhere other than where it is being used. The spell’s sound creates no sound and doesn’t inflict damage, but it creates a puff of smoke at the target location that remains for the duration. If the spell ends before then, the creature is expelled from the target. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Here you must roll a d4 d10 and show light touch to a creature’s Strength or Dexterity score. The creature is Medium and makes Strength and Dexterity checks using the same Strength score. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical artisan within your image that creates artisanal products for sale at your forge or in the trade you undertake. You choose a specific kind of artisan, such as wrought iron or wrought iron ore, to create your artisanal products. The artisan creates artisan items for sale in your forge, at your den, or at your shop. You can also create artisan goods at your shop. These artisan goods can be produced at any forge or in the trade you undertake. Once you choose the kind of artisan created by this spell, your artisan becomes permanent. You retain the artisan's mark, but it no longer extends to the artisan's artisan goods. Your shop and forge become artisanal centers of the artisan community. You can open your shop and forge artisanal products for sale at any forge or in the trade you undertake. You can also create artisan goods at your shop. These artisan goods can be produced at your forge or in the trade you undertake. Once you choose the kind of artisan created by this spell, your shop and forge become artisanal centers of the artisan community. You can create artisan goods at your shop or in the trade you undertake. You can also create artisan goods at your forge or in the trade you undertake. You can also create artisan goods at your forge or in the trade you undertake. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magic potion filled to the brim with rare magic infused herbs for the duration. When you cast the spell, choose one of the following effects. You can place your choice of one of the selected herbs in an unoccupied space of your choice that you can see within 30 feet of the casting area or within an urn on a surface that you can see. The spell lasts for the duration or until you use an action to dismiss it. You can create one new potion by using an action to dismiss a spell. While you have darkvision, your vision is limited to that of a willing creature. When you cast this spell, you can also use your action to create a magical potion that lasts for the duration. You create one hour-glass-sized vials filled with energy and shaped into creatures using the nature water or the shapechamber type. The vials are clean and fill at least 1 cubic foot of stone or a half inch with green juice. If you create a new nature water container, the vials fill the space created by their capacity. If you create a vapor container, the vials fill the space created by their capacity. If you create a liquid container, the vials fill the space created by their capacity. When you create a sealed container, the magic container created by the nature water effect lasts for the duration, provided that it is sealed against damage or falls within the spell's area. If you create a mundane container created by the nature water effect, the magic container lasts for the duration, provided that it is sealed against damage or falls within the spell's area. If you create an illusion container created by the nature water effect, the magic container lasts for the duration, provided that it is sealed against damage or falls within the spell's area. A disintegrate magic container created by the nature water effect produces a green cloud that falls to the ground in a 15 foot radius, and lasts for the duration. If you create a smoke container created by the nature water effect, the smoke is deafened for the duration. A disintegrate ic container created by the nature water effect produces a misty cloud hanging from the cloud's base with silvery arms that lasts for the duration. Similarly, you can shape a magical staff of obsidian to hold a staff of fire, a staff of condensed air, and a staff of water mjärmida, a staff of lightning consecrated to the goddess Molag Bal, and dedicated to your deity. The staff and fire staff are linked, and the staff is dedicated to your deity. Whenever you cast a spell with a range of touch, your staff imbues you with the power to devour a Large or smaller creature’s body part if it is within 1,000 feet of you. For the duration, a creature can have only one human-sized human on it. If two or more creatures touch and the spell fails, the spell ends. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell opens a treasure chest on the ground within which you appear within range for the purpose of gathering information about creatures and things that you see within the area. You can open the chest only once in an area of your choice that you can’t directly affect. You must use a bonus action to use this action, and when you do so, roll a d20 to see if any of the following effects apply to you: A transparent container appears within 5 feet of you and remains there for the duration. This container is a transparent container. it can contain up to 1,500 gp or 1,000 gp worth of mundane or magical objects. If you cast this spell on the same area twice, the first time, and the second time, the container appears for the duration. When you cast the spell and as a bonus action on each of your turns thereafter, you can expend up to two uses of the bonus action to re-roll a d6 r13, which must be then re-rolled on a success. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell shapes a miniature incantation in your image. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points or fewer: killed instantly Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin for the duration of the spell. A celestial, an elemental, a fey, or a fiend that fails its save is also forced back to its plane of origin for the duration. A fey, an elemental, a fey, or a fiend that fails its save is also killed instantly. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell shapes a plate of herbs that you can eat’s edible contents into simple meals. The food must be high in sugar and salt, and contains enough water to sustain a creature for up to 24 hours. The spells can’t create any vegetable or fruit within 24 hours, even if the food would be better served in a banquet. The food has the same calories and salt content as the regular meal, and the plants and minerals created by the food have a natural fruit content of 1. The plants and minerals created by the food have a natural mineral content of 1. The plants and minerals created by the food have a natural antimagic field composed of ten minerals made from plant roots and ten minerals from mineral objects such as stone, metal, or wood. The natural antimagic field lasts for the duration. Each creature that starts its turn in the field when it starts its turn there is now blinded until the end of your next turn. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell summons fey spirits to guard your home from harm. Roll on the following table to determine what kind of material comfort and protection you offer. Tiny Furniture — Nothing Huge or smaller SERVANT (you choose the mount) 30 Concentration, up to 1 minute You call forth spirits to protect you. Choose a creature you can see within range. The creature you choose must succeed on a Dexterity saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Transportable artifact from your space to another creature within range. For the duration, or until you use your action to dismiss the casting, you can target an object within 5 feet of the target that you can see and make a teleportation, with disadvantage if you have the teleportation glyph. When a target is transported to another plane, it rears its fine point to the nearest unoccupied space. The target disappears when it drops to 0 hit points or when the spell ends. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to touch a creature of your choice within range, and the creature takes 3d6 radiant damage and 1d6 necrotic damage. The target must succeed on a Dexterity saving throw or take 1d6 radiant damage and 1d6 necrotic damage on a failed save. The target can’t be charmed, frightened, or otherwise affected by spells or magical effects. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You conjure up a kind of magical magic that makes all creatures of your choice make Charisma-based Charisma checks automatically. Creatures that use the check automatically succeed on all saving throws with advantage. Each time you cast this spell, you must roll a d4 to select one creature as the creature to cast the spell. On each of your turns, you can use an action to mentally command any creature you w as controlling. You decide what action the creature will take, or what action it will take immediately after it takes the action that it takes. You may issue either an instantaneous or a brief verbal order, depending on how you see the creature. At any time, you can issue a command word or phrase as a bonus action on each of your turns, and you can issue a command visual as part of casting the spell. You can also issue a visual command as part of casting the spell, but only to creatures within 30 feet of you. While you issue a visual command, each creature that you command treats it as if it had the command used to cast the command. For the duration, these creatures treat each other as though they had the command used to cast the spell. (If you use your action to issue a visual command, the creature treats you as though it had the visual command used to cast the spell.) Once the spell ends, the creature can use its action to make another Wisdom saving throw against the spell. On a successful save, the spell ends for that creature. If you have a creature that acts as a messenger, that messenger counts as one creature with which you are related for the duration. For the duration, the messenger serves as the target of your spells, casting spells that target the messenger (such as changing paths or meeting new people) and telling stories. At the end of each of the creature’s turns, it can make another Wisdom saving throw against the spell. If it succeeds, the spell ends for that creature. If it fails, the spell ends for that creature. The spell’s effect ends if you use your action on a later turn to switch from one spell of your choice to another. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic book filled with intricate details about a creature or an object of great or small importance. The magic book can hold up to ten copies, which can be folded up to form a full-sized page. It contains information on magic used to craft the creature or object, the kind of magic used to craft the magical item, and the price of its contents. For the price of a single copy of the book, you can create more than one magical beast or magic beast. When you cast this spell, you can have up to three versions inscribed on the magic book—the simple yet powerful instructions on how to craft and shape a beast or magic beast to serve as an artisan for craftsmanship or to decorate your fortress. The intricate instructions are intact but can be changed in later versions. Using the same instructions for both versions of the book would yield an artifact that is nearly identical to its true form, though it doesn't use the same magic to craft the magic item; rather, you must refine your craft to match the instructions inscribed on the book. The book can be restored to its original form for the first time on a creature you choose within 30 days of casting this spell. A creature that uses its action to examine the spell can determine that the instructions for creating the spell are in fact inaccurate as a result of being blinded or deafened, or it can determine that the magic spell is wasted and that the spell requires three additional uses of its concentration. When you cast the spell, you can have up to three versions inscribed on the book, or you can have up to twenty-five versions inscribed on the book, or you can have excess instructions written on the magic book. If you use a spell slot of two levels higher than the slot you use for creating the spell, you can make a copy of the instructions for creating the spell as simple instructions, requiring only the simple and visible steps outlined in the instructions. Alternatively, you can create a spellbook with sufficient detail to allow you to spell out complex and intricate instructions, requiring only the simple and visible steps outlined in the instructions. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic item that magically transports you and nine other creatures of appropriate size and shape—including undead—to an elemental sanctuary inside a 40-foot cube within range. An elemental sanctuary grants you the ability to transport up to eight willing creatures along with their gear and a small bag of drops as a baggage object. When carried along with the creature, the magic item is imbued with life, healing, and divination properties that last until the end of your next turn, at the DM’s option. If the creature drops the item before that time, the creatures dropped by the sanctuary dissipate cold damage if it is on the ground or worn by someone wearing armor that is neither worn nor linked to magic items. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magic potion for the creature’s survival that lasts for the duration. You decide how the potion might be consumed and where it might be dispensed. When a creature w ill consume the potion, it becomes diseased, diseased, or poisoned. The piece of magical potion includes all the properties of the original potion, as well as any added herbs and other ingredients. If the creature’s health drops to 0 or more levels below its normal level, the creature disappears temporarily from view and reappears in the nearest unoccupied space of its choice within 10 feet of you. If a creature w ill consume a potion, that potion also disappears. Prestige

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an artisan potion infused with magic and infused with life for the duration, creating precious essences for each serving drink. You make the artisan potion using the following ingredients: One herb that you can find within range and that blossoms into an infused liquid that lasts for the duration One flower petal that blossoms into a blossoming gem, up to 2 inches deep and 20 feet high, and that blossoms normally and invisibly, and that blossoms and petals aren’t translucent or translucent for the duration A thin sheet of acid, up to 15 feet thick, that sprouts from the potion container and remains for the duration or until a protective shell is used to protect it, as you might create a protective crystal from a similar potion, a protective prismatic from a potion or a potion infused with an illusory energy spell. The prismatic lasts for the duration or until the material is destroyed or the prismatic takes any damage. To create the protective crystal, pour the antimagic field from the potion into a vial that you are holding and hold within range. Place the protective crystal on the ground and swirl it around enough so that the surface can be covered with protective glass. In addition, you can shape the surface of the protective crystal so that the protective crystal overlaps with the surface of the antimagic field if you have the templaric component, a component that has a 60-foot radius and appears on the ground. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the quantity of antimagic breath created by the protective crystal increases by 5 times the spell’s level. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a potion that affects one creature you choose within range. You must cast this spell within 1 hour of leaving the wicker pit or casting another spell slot-equivalent to the beneficial effect described above. For the duration, the willing creature can drink the potion (at 150 gp per hour and the DC 15 alcohol level of the potion fills the spell), use it to drink water or cool food, and regain hit points equal to half the amount of hit points restored. You can also use the potion to create a potion of invisibility or bile, a bile-inducing effect that lasts until the potion is dispelled or the target awakens. To accomplish these ends, you need not have cast the spell to invoke the potion. To do so, use your action to create a small opening on the ground that bears your symbol. When you have created the potion, you must use a different substance and thus must use a different tool. If you use an antimagic field or a similar effect, you must create no more than two barriers, or two barriers, with the same material component. For the duration, a creature that attacks a barrier created by the potion has disadvantage on attack rolls against it until it has rested. Finally, if you create a trap created by the potion, its weight determines how high it can swing. For the duration, a creature that can move and who guards an area within its area must make a Strength saving throw. It takes 7d6 slashing damage on a failed save, or half as much damage on a successful one. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You establish a magical artifact within range for the duration or until you use the spell. You choose a mundane object or an area that is decorated and decorated or that is decorated with a rare or magical effect. If you cast this spell using a spell slot of 4th level or higher, the magic created by the object or creature effect lasts until purified. If you use a spell slot of 5th level or higher, the magic created by the effect is no longer lasting. The magic restored can be as strong or as weak as your choice. For example, you can restore an entire city or defend a grove against a siege. Alternatively, you can create a magical artifact of sufficient strength and value to protect a stronghold or defend a research laboratory. If you cast this spell using a spell slot of 5th level or higher, the artifact gains a +2 bonus to AC for 24 hours. In addition, the artifact sheds bright light in a 30-foot radius and dim light for another 30 feet. When the spell ends, the magic restored remains in place, and the smith, the artisan, and the smithy owner each take half damage, and the smith loses whatever skill he or she gained during the duration of the spell. As a bonus action on each of your turns, you can issue this spell a new command, such as to the flintlock of a lich or the holy warrior of an underling, such as by raising the hammer of war from the ground or raising it from the ground while under the effects of an arcane ward. If you issue the command before the spell ends or during its duration, such as once every two weeks for a lich or an underling, the spell ends for you. When the spell ends, the artifact sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus given to the magic artifact increases by 1 for each slot level above 7th. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You implant a creature’s magic into another creature. The creature must be within 30 feet of you where the spell’s effect occurs. Until the spell ends, you can use an action to stimulate a different target’s magic, which must be at least 1 hour old. You might stimulate one willing creature or one willing creature both undead and members of the chosen sort. As the creature constructs and constructs for the rest of the duration, it gains advantage on attack rolls against any creature within 5 feet of it that the spell targets or that can see you. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic imbued item springs into existence in an unoccupied space of your choice that you can see within range. You can create a magic artifact by making a magic show or musical piece. Alternatively, you can create a magic weapon by dealing a blow to it. If you can, you have the creature’s magic item. While the item is animated, it disappears when the spell ends. If you do so, the magic item dissipates instantly. When you cast this spell, you can use an extra Hour to create or maintain a magic item. You can also use an extra Hour to create a magic weapon. You might have used an extra Hour to create or maintain a magic weapon without spending the DM’s area of expertise. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate, attach, or otherwise imbue a staff with a staff of wizardly arts, granting it a bonus to attack rolls, using a bonus action to use the staff. You can also animate a staff of 5th level or higher, allowing you to create one of the staffs of 3rd level or higher, using a bonus action of your choice, rather than taking any actions. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A magical potion infused into a creature or an object of greater than level 60 pounds. The target’s soul becomes a magical vial filled with water for the duration. The liquid is inert and doesn’t harm the target. The liquid can be collected by other creatures as a bonus action on each of its turns. It takes 2d4 + 1 flings of magical energy left over for each of its turns, and the spell ends when none of the target’s remaining. The liquid can be mixed with simple tools, stone, or wood to create magical effects. The final step in the casting is to mix the liquid with simple tools such as a saw, mallet, or mallet screw. The result is a potion that resembles the spirit’s body, though it contains no magical effects. If the liquid is stirred enough to create an effect outside the spell’s range, the spell ends. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A magic beast or other creature that relies on force to defend itself or a friend from harm enters the warded area of Thud. For the duration, the creature is immune to nonmagical damage, but it can’t take any damage from outside of the warded area. While immune to damage from the outside of the warded area, the creature is targeted by spells and makes dangerous leaps, falls, and other dangers without taking any force damage, such as falling to the ground, that would deal it no damage. A target automatically succeeds on a Strength saving throw if it can move through the warded area, otherwise, the creature doesn’t move and ends its turn there. This spell can break free from the warded area at any time, opening a gateway to another known willing creature area that is within 30 feet of it. Divination

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A spectral creature appears in a location you choose within range and becomes part of the illusion for the duration. The illusion lasts for the duration or until you use an effect to reduce the illusion to mere shadows. If this spell ends before the spell ends, the illusion lasts until the spell ends. The illusion ignores armor and weapon huds. The illusion then appears in an unoccupied space where it spends 5 minutes casting the spell. If the illusion moves to a spot within 100 feet of a hostile stronghold, the shadow it appears in resounds when it strikes the creature. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose a piece of magicy that you can see within range and that fits within your grasp. You use it as a component to a spell you cast, as part of creating the spell you learn about magic, and as an interaction with spells you have studied. On each of your turns, you can use your spellcasting ability instead of Strength for the attack roll, ability skill (for example, you might have trouble hitting an easier target), and Strength saving throw for the magic sword attack. You also make a melee spell attack against the piece. On a hit, it deals 3d10 necrotic damage to you, and if the creature doesn’t wish to be affected by a spell of 3rd level or lower, it instead makes a magic sword fist attack based on the nature of the magic sword and the number of hit points it has. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows you to create a magic potion that removes one disease and cures one disease-inducing effect from a creature within reach. You choose disease as the disease effect, and a disease-relieving ability as the ability to reduce a creature to 0 hit points. In addition, when a creature hits 0 hit points with a disease-relieving ability, the magic potion cures one disease-inducing effect from a creature within reach, and the spell reduces a creature that would have become diseased to 0 hit points. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell lets you create or distill a potion. You can create one of the following effects when you cast this spell using one of the following options, such as PotionResistance, Dolomites' Strength, Dolomites' Dexterity, Dolomites' Charisma, or Dolomites' Intelligence option. 1. One willing creature of your choice that you can see within range regains 3d6 poison and 3d6 cold damage from the potion for 1 hour. 2. When a creature hits three of these poisons or rises to three of them, the creature regains 2d6 poison and 3d6 cold damage from the potion for 1 hour. 3. When a creature hits four or more of these poisons or rises to four of them, the creature regains 3d6 poison and 4d6 cold damage from the potion for 1 hour. The damage from these poisons and cold damage is dispelled against you. The spell ends if the creature regains 4 or more of the poisons or rises to four of them. (ex) One creature known to you as one willing creature of your choice within 300 feet of you regains 3d6 poison and 4d6 cold damage from the potion for 1 hour. For this spell’s duration, the target can use the reaction to create a potion of healing, and it can make a single Wisdom saving throw to end both effects. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional effects for each slot level above 3rd. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell summons a beast whose fighting style is determined by the beast’s Strength rating (at least 10th level). The beast is Medium in size, 10 feet long, and 5 feet high. The beast carries a 10-foot-radius sphere containing magical energy within it, and can’t stray below the sphere. When the sphere leaves the sphere’s space, the beast takes 10d6 damage of the chosen type, and its speed is reduced by 10 feet. The type of magical energy in the sphere determines its damage type. At 2nd level and every three levels thereafter, the damage type increases to the second form, or the spell’s type, with a 30-foot radius. The beast also gains the ability to run flowing water glyphs, which it can use to move its habilid body along a solid surface, as seen here. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose one potion of summoning power you can cast and imbue it with a casting of your choice that uses one of the summoned spirits, replicating the properties of your wyfin constructs or the summoning spirits of other dragons. The potencies of the summoned spirits determine whether the material components of the material component of the material component are consumed or dissipated when the material component is consumed or dissipated. The material component is consumed or dissipated when the material component is put to the test. For the purposes of casting this spell, all material components that are consumed or dissipated use up a spell slot. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an arcane potion, infused with magic, that turns a creature that you touch into a smooth liquid, or perhaps a potion of life. The liquid lasts for the duration, even if it is made of stone or metal. For the duration, a creature that speaks a different language than you has disadvantage on attack rolls against you until the spell ends. The spell is permanent and can't be dispelled by time travel. When you cast this spell, you choose an area of magical force that you can see that is contiguous with you, such as a wall, a ceiling, a ceiling-like structure, or a ceiling that isn't being worn or carried by anyone. You choose the spell’s duration. At any time after you cast the spell, a misty cloud of smoke, cloud of fire, or fiery mist appears in an unoccupied space you choose within 5 feet of you. The smoke or mist spreads around corners, so it spreads where a creature is standing. The smoke spreads so that spells, other creatures, and other flames that move within it can’t be extinguished by spells of the same level or higher. The smoke doesn’t leave a flame: it simply spreads out across the ground in a random direction. If you cast a spell that poisons or poisons a creature, a puff of wind from your hand causes the creature that uses the breath spell to become poisoned and the spell to remain for the duration. At Higher Levels. If you cast this spell using a 3rd- or 4th—level spell, you instead animate or take damage from a vaporous source, as you create the vaporsilk. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a talisman of magical power imbued with a mysterious power, such as a magic axe, that grants it the ability to reshape itself into different weapons and then use those weapons to create new ones. You can use this talisman to grant one willing creature a magic axe or mace that matches the weapon you made. Alternatively, you can create a simple but powerful mace. If you create a simple mace, you can replace the magic axe with another magic axe, but it provides no use for the mace created by this spell. The two maces create the same magic axe, granting it two additional attacks for each of its types of attack. You can also create two additional maces for each of the types of attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the enchantment lasts until dispelled, if any, of the staff or its components. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make an ornate pottery bead or small bowl available to a person for 1d3 rounds as an offering for food or drink. The bead lasts until it drops to 0 hit points, at which point it dissipates into smoke. A burning bead consumes no heat and is immune to all damage, but it has no spell slots, which makes it difficult for it to fire nor eat food. Moreover, the bead can hold up to ten pounds, leaving it vulnerable to attack. The wick also insulates it from cold damage, which reduces it to 0 hit points. A disintegrate bead destroys harmless objects in its area, but not a creature. A devour bead releases poisonous substances in plain view, such as a scythe or an acid pit. It deals 1d4 poison damage on a hit and thus doesn’t poison a creature. A dispel magic bead requires 3rd-level spell slots, 4th-level spell slots, or 5th-level spell slots. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a potion of invisibility available to a creature that you can see within range. You need not use this spell to cast this spell, as light faerie magic makes use of the illusion for cover. A creature can be targeted only once by each casting of this spell. The target can’t be targeted more than once by casting this spell. It must remain within 10 feet of you for the entire casting. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You make a potion of invisibility or a potion of restore abilities suitable for you and your companions. You use the potion to protect against death's natural enemies, restore fallen creatures to life, or banish an enemy into the thick of battle. The spell creates a harmless sensory effect, such as making one flabbergasted or deafened. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 5 Days

You bring back to the dead what once was. Your own body, if it is alive, returns to life with as little damage as possible after 60 days. This spell doesn’t return to life of a creature that died as a result of a casting of this spell. On a failed save, the creature is undead for the duration. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the creature returns to life with all the damage it took and any benefits that were provided by the resurrection. If the creature is native to a different plane of existence than the one you’re on, the creature is shunted to the nearest unoccupied space that you can see, where it dies, and the spell ends. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Instantaneous You create a statue of a creature within range and place the statue on a surface that is not unoccupied space. The statue is immobile, and you can’t cast spells or use an ability to cast a spell. The statue can’t be affected by any other effect that can be cast on it. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: 90

5 Days The potion grants magically attuned creatures with hearing and touch, which are indistinguishable from normal creatures. The spell creates no sounds, smells, tastes, or other sensory effects. You might create sounds of a whisper or a snort and feel as though you were playing a melodramatic tune, for example. Alternatively, you might create sounds that are different from normal speech and that sound different from a familiar tune. If you cast this spell on the same creature or on a different creature's mind, a creature of your choice that you can see within range (no more than 60 feet away from you) can hear you, a sound a creature can hear within range (no more than three hundred feet away from you) makes when it makes a melee spell attack. In addition, you can cause the creature’s voice to waken and compel it to make a Wisdom saving throw. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature in a 30-foot-radius sphere centered on a point within range must make a Wisdom saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. A creature takes half as much damage on a successful save. On a failed save, a creature takes 1d6 fire damage and half as much damage on a successful one. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature you choose can use its action to take 5 thunder damage on a hit or miss. A creature must make a Constitution saving throw. On a success, the creature takes half as much damage on that hit as it would on a miss. On a failure, the creature takes half as much damage on that miss as it would on a successful one. This spell ends if you cast this spell again. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature you touch must make a Wisdom saving throw. On a success, the creature takes half as much damage on a failed save and is no longer prone. On a failed save, the creature is knocked prone and is no longer affected by this spell. On a successful save, the spell ends. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Whole earths interior erupts into a magnificent fissure, infested by undead, that devours a creature for the duration. Creatures in a 10-foot—radius sphere centered on the point where the fissure appears are reduced to 0 hit points. A creature made of mud or stone takes 3d8 necrotic damage when it strikes one or more creatures with necrotic energy. The spell fails if the creature is on the same plane of existence as the fissure and there is no place to sustain it there. On each of your turns, you can use your action to move the fissure up to 60 feet and cause a minor earthquake. If you do, the earthquake triggers a chain reaction of fires on the ground and within 3 feet of the point where you cast this spell, creating a tremor that spreads around corners. Each creature that starts its turn in the tremor, which is felt around as far away as 300 feet, must succeed on a Dexterity saving throw or take 1d8 necrotic damage. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical device that can be used to communicate with the plane of existence you choose. The spell remains active for the duration. You can use a bonus action to make a ranged spell attack. On a hit, the target takes 1d6 psychic damage. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magic candle that fills the ground in a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Charisma saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A candle that is lit and centered on that point must be within 30 feet of it. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a potion of power that allows you and up to 10 creatures of your choice that you can see within range to make a Charisma saving throw. The target takes 1d6 force damage on a failed save, or half as much damage on a successful one. The spell can target up to 10 creatures and up to 10 creatures that fit within its range. You use your turn to command the target to cast the spell on himself or herself. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a sphere of arcane energy that sheds bright light (30 feet in diameter) for an area 50 feet square. Until the spell ends, the sphere appears in a location where it appears only if you or another creature you can see within range can see it. A creature can use a bonus action on a first turn to make a Charisma saving throw. On a success, the spell ends. The sphere lasts until you or another creature can see it. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create magical plumes of smoke on ground that remains behind buildings for the duration. The vapors fill a 30-foot cube and radiate dim light for an additional 30 feet. For the duration, puddles of smoke fill a 30-foot square on each side of the w the ground you are on and that has a diameter of 20 feet. Each creature that ends its turn within 10 feet of the center of the smoke or that moves within 10 feet of it must make a Constitution saving throw. On a failed save, it takes 7d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You imbue a beast you touch with magic to serve as a messenger between your home plane and the nearest unoccupied space that you can see. The beast is friendly to you until the spell ends. While the beast is within 30 feet of you, it makes its own transportation decisions. It flies and it can’t attack. When the beast moves within 5 feet of you, it makes a single attack roll or an extra attack roll with the provided weapon. If you make two or more attacks with the beast, you can make the new attacks with the beast’s Strength bonus. This spell creates a magical link between your home plane and the nearest unoccupied space that the beast can move within. Until the spell ends, the link can be broken by placing a Large or smaller object within 30 feet of the target. You can use your action to shatter the link, causing a blast of crackling fire to erupt in a 20-foot cube centered on it. Each creature other than you in that radius must make a Dexterity saving throw. Each creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. If the fire damages a creature, it isn’t extinguished until it takes 2d10 fire damage or more. The spell ends for each affected creature by 2d10 fire damage. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make potions of greater or lesser value. You make one plant component, a crude needle, smaller or larger than 10 inches in diameter, appear on the ground in an unoccupied space within range, and manipulate it for one day as a spell. You do this spell shift at the end of each of your turns, allowing you and any creature friendly to you to adjust accordingly. You can also use this spell to send plants along paths without leaving them behind, opening them if they are in travel distances of up to 100 feet. If you send more than one plant at the same time, it reverts to its original form, which might seem less appropriate. During this spell's duration, you and any creature friendly to you can communicate with each other via words and symbols appropriate to the spoken language of the target plant. Creatures that don’t speak the language of the target plant are shunted to the nearest safe haven, usually through the channels of a magical portal. If the target plant doesn’t have enough oxygen to sustain a creature for 60 minutes, it dies. If the plant consumes eight or more gallons of oxygen (ranging from 3 to 5 gallons, depending on the plant’s oxygen level), the plant dies. Additionally, when the plant consumes a gallon or so of non-drinking oxygen, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If you cast this spell again target the plant consumes the full amount of oxygen, but no more. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make small trees or shrubs come alive. They create these trees in an unoccupied space within range and animate at your command. You use this spell to create trees of wood or stone that lasts for the duration, up to 10 days. Your plants can grow to full size and height if you choose the tree type in the language you choose. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create trees of wood or stone with a 10 percent chance per round of creating trees of natural stone, a tree of frost that blossoms in a 20-foot radius, or a tree of restoration that blossoms in a 40-foot radius. The chance to create tree types and their components increases by one for each slot level above 4th. Protection from Energy Touch 1 Hour Your magic powers are channelled into shaping the weather inside your stronghold to keep out hostile creatures alike. Each creature in a 10-foot-radius, 30-foot-high cylinder centered on a point within range must make a Constitution saving throw. On a failed save, a creature is held or restrained within that cylinder. Until the spell ends, you have the ability to create natural stone trees on the spot. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical plage. Choose a point you can see within range, and one of your other senses must be within range. You can also create a sphere of air, which must be within 30 feet of you. You can also create a portal, which takes a point of space equal to your Intelligence modifier and lasts for the duration. You can use your action to teleport the portal to any point within range. You can dismiss this spell as an action. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical plage that is 5 feet tall and weighs up to 100 pounds. It must be within 100 feet of you, and it can be up to 30 feet long and 10 feet high. You can use your action to make the plage disappear, then use your action to dismiss it. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic spell or a ritual that is similar to one that you create, but that you can see within range. The spell or ritual lasts for the spell slot you used. You can cast the spell again on a later date if you wish. When you cast the spell or spell, you can make the same casting of any of the spells or the same spell or ritual as the one you cast or the one you made for the spell or ritual. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic sphere centered on a spot within range and centered on that spot. You can move the sphere up to 30 feet. The sphere moves with you whenever you take the Physical skill. You can also teleport any distance you choose within the sphere. The sphere can be up to 30 feet in diameter and up to 10 feet high. The sphere can also be up to 100 feet tall. Once created, the sphere remains there for the spell’s duration. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a small, spectral artifact that can be used to create any spell of 1st level or higher. The artifact can be any spell of 5th level or higher that you can see or that is cast with a spell slot of 6th level or higher. The spell lasts for the spell’s duration and is created using the same spell slot. If you cast this spell again, the spell can be dismissed by summoning a different spell of 5th level or higher. The spell can have a total of 60 spells and can be dismissed by summoning a different spell of 5th level or higher. The spell can be cast as a bonus action and on each of its turns, you can issue a command to the artifact that triggers the summoning. The artifact must be within 30 feet of you when you issue the command. Touch Touch Instantaneous You touch an undead creature. The target takes 2d8 necrotic damage and is stunned for the spell’s duration. The target must succeed on a Wisdom saving throw or be charmed by the creature for the duration. The target can’t be attacked or restrained. The target can’t be charmed or killed. At the start of each of its turns, it can use its reaction to make a Charisma saving throw. On a failed save, the creature is charmed and the spell ends. If the creature succeeds on this saving throw, it is stunned for the duration. The target can’t be attacked or restrained, and it can’t be charmed or killed. At the end of each of its turns, the creature can use its reaction to make a Strength check against your spell save DC to end the effect. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create, drink, or sacrifice an object or a certain kind of liquid from a willing creature you touch. You can designate the creature, as you choose, as the target of the spell. You are blinded and deafened. The target has disadvantage on attack rolls and ability checks made using your hands, as well as on Wisdom saving throws and ability checks. The target must make a Wisdom saving throw with advantage on the saving throw, and on its next turn, it regains all its hit points. The spell ends if you cast or use a spell slot of 6th level or higher. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spectral creature of your choice within range. The creature must be within 5 feet of you when you summon it. You can use your action to dismiss the spell. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: 6 Hours
Duration:

A crude silver potion infused with magic awakens to life in a creature’s immediate space within a minute. Until the spell ends, this potion creates an instantaneous magical response within the item’s area. The moment a creature enters the potion’s area for the first time on a turn or starts its turn there, it becomes affected by the same effect as normal. When the effect ends, the potion disappears, and any spells or other magical effects that might have protected the creature still apply. The potion is magical in nature, and creatures can use it to do other magical things, such as creating a warp in the fabric of space or casting a hex spell. Illusion

Spiritul Plage

Casting Time: 1 action
Range: 6 Hours
Duration:

This magical potion, along with the potions of your choice from the Small or Medium Bag or the Large Bag, inscribes magical runes onto the remains of creatures or objects that you can see within range. The runes don’t need to be vertical, horizontal, or radiate radially from you. For example, a multidimensional ward could be inscribed across the top of a wooden or muddied floor in order to hold a lich lord or undead. The runes can also be arranged in a pattern that would allow an arcane caster to create a stonework of runes on the floor in front of you. When you cast the spell, you choose the same runes for all creatures, objects, and runes that appear on the floor. You can create new runes by using one of the following two options. You can imbue your creature with a long, flowing robe of resistance, in which case the robe becomes a robe of resistance for the duration, similar to the warding magic of a lich sigil (see below). Alternatively, you can cause your creature to become a lich of warding runes, similar to the stonework in an attempt to shatter the lich’s stronghold in a temple that lies beneath it. Long Sword. You can create a sword of strong edge that cuts through both doors and wards off the area of effect doors, while leaving only one door open. You create a simple, yet powerful weapon that has a range of 3d6. While created, the weapon gains a +2 bonus to attack rolls and loses all its effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a staff of 3d6 that cuts through two doors, each of which you can see within 30 feet of you. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 8 Hours
Duration: Concentration, up to 1 minute

You attempt to manipulate nature and magic for the purpose of creating a magic circle. You must touch the circle with your hands to affect it. The circle must contain a material component or a portion of it. The circle is made up of different components, each of which must be of equal or greater size. You can place up to two such components on a surface of equal or greater size. The circle can be centered on a spot of the same size or any spot on the plane of your choice within range. The circle can also be centered on a place of the same thickness or thicknesses. A creature that touches a circle of this size or larger must make a Strength saving throw. On a failed save, a creature takes 10d10 bludgeoning damage and is stunned until the spell ends. A creature that ends its turn there must make a Strength saving throw. It takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature or object that is within the circle must be in the area. When you cast this spell, you can create one such circle by using a simple three-foot cube, or you can create the circle from any cube you choose, and then subtract the cube from the spell. The circle can be any of the following—alarm, alarm, distraction, or poison. The circle can't be more than 20 feet in any direction. You can alter the cube in any of the following ways: You can alter the cube's shape, as long as it remains within the spell. You can alter the cube's physical characteristics, as long as they remain the same. You can alter the cube's magic, as long as it remains within the spell. You can alter the cube's material components, as long as they remain the same. You can alter the cube's magic, as long as it remains within the spell. You can also alter the cube's material components by changing the cube's alignment or alignment points. You must use the spell's level as the spell's level. The cube has no physical component, and it is not affected by any of the spells described in the spell descriptions. Divination

Spiritul Plage

Casting Time: 1 action
Range: 8 Hour
Duration:

You implant magical force within an object made of magical force, such as an axe, to defend it against another creature. The force is as strong as a beam of light but weak, requiring a different material component. The force is as strong as earth or fire but weak, requiring plants or other explosive materials. As a bonus action, you can twist the object to create a shield against magic missile attacks made against you, and you can use your action to create a burst of magical energy that lasts until the end of your next turn. As the shield dissipates, your movement instead slows for 1 round, and when the shield hits an object, it instantly functions normally. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 90
Duration: 120

Concentration, up to 1 day You create one of the following effects when you cast this spell: You instantaneously cause one willing creature you touch to be pulled to a 20-foot-radius cloud of blackness, becoming a shimmering mist for the duration. You instantaneously cause one willing creature you touch to shimmer in orange or yellowish growths. You instantaneously cause one willing creature you touch to bloom dragon-like growths. You cause light-sized orbs of green energy to bloom within 20 feet of you. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A mouth made of poisonous runes appears in an unoccupied space that you can see within range. The mouth must be within 100 feet of you, and it must use a different form when you cast this spell than the one you used to create. The mouth is an oval body that can be moved apart to create a new one or to create a different one within reach of a creature. You can use your action to speak the name of your new form when you cast this spell. Your new form must be tall, full of life and intelligence (your choice when you create it), and it must offer a line of sight at least 10 feet away from you. Your new form must also have the statistics you use for movement and attack rolls, and it must be within your reach when you attack it. It retains its hit points, and it can be dispelled by a DC 20 Intelligence saving throw. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, the duration is concentration, up to 10 minutes. When you use a 5th— or 6th-level spell slot, the duration is concentration, up to 1 hour. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 90
Duration: 1 Hour

For the duration, you can speak a secret message to a creature or a creature with magical means that can understand magic. The spell can penetrate most barriers, but the sphere can’t penetrate a barrier made of metal, stone, or mud. Once removed from the sphere, the creature can use its action to move through it, speak a secret message, or both. The spell can’t penetrate barriers made of stone or mud. When the spell ends, the mysterious message disappears from the target’s memory. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell shapes a plate that will be of vegetable material within range, such as a cucumber, celery, bell pepper, bell pepper, cayenne pepper, oregano, oregano-rich fish sauce, or olives. Choose one of the fish dishes that you can see within range. Vegetable dishes made with fish sauce or fish sauce from a separate dish can be substituted for the fish dish in the order you choose. Coming up with a dish that isn’t a vegetable can be difficult because of the variety of ingredients involved. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. You might choose a dish made from plant matter or animal products, such as fish or bacon, that isn’t a vegetable. Using ingredients from a plant-based food chain such as meat, fish, or bacon, as well as plants from a companion food chain, can be easier because the food is cooked directly from the food chain. Vegetable dishes made from plant matter typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using ingredients from a plant-based food chain such as meat, fish, or bacon, as well as plants from a companion food chain, can be easier because the food is cooked directly from the food chain. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using ingredients from a plant-based food chain such as meat, fish, or bacon, as well as plants from a companion food chain, can be easier because the food is cooked directly from the food chain. Eating Vegetables. You can eat any number of plants, either celery or bell pepper, in any order you choose. You can also choose whether to eat plants from different families or from a single family. Each family member carries with him or herself the same or different food. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using ingredients from a plant-based food chain such as meat, fish, or bacon, as well as plants from a companion food chain, can be easier because the food is cooked directly from the food chain. Eating Plants. You can eat any number of plants, either celery or bell pepper, in any order you choose. You can also choose whether to eat plants from different families or from a single family. Each family member carries with him or herself the same or different food. Each family member carries with him or herself the same or different food. Each family member carries with him or herself the same or different food. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using ingredients from a plant-based food chain such as meat, fish, or bacon, as well as plants from a companion food chain, can be easier because the food is cooked directly from the food chain. Eating Plants. You can eat any number of plants, either celery or bell pepper, in any order you choose. You can also choose whether to eat plants from different families or from a single family. Each family member carries with him or herself the same or different food. Each family member carries with him or herself the same or different food. Each family member carries with him or herself the same or different food. Using Ingredients from a Plant-Based Food Chain. You can use any of the following ingredients in any cooking process that you choose. You can also choose not to use any of the ingredients. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using Ingredients from a Single Family. You can use any of the following ingredients in any family member’s cooking process. You do so without regard to the relationship between the spouses. You can also cook the spouses' food. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using Ingredients from a Single Family. You can use any of the following ingredients in any family member’s family member’s cooking process. You do so without regard to the relationship between the spouses. You can also cook the spouses' food. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using Ingredients from a Single Family. You can use any of the following ingredients in any family member’s family member’s cooking process. You do so without regard to the relationship between the spouses. You can also cook the spouses' food. Vegetables typically come from plants that we know and eat, but there are also fish sauce and fish sauce from other sources. Using Ingredients from a

Spiritul Plage

Casting Time: 1 action
Range: 90
Duration: 24 Hours

A ornate and ornate plant, sometimes called a plant servant, comes into being at the DM’s hand. Whenever you cast this spell—for the first time since you cast it—you can cause the servant to fly up to 30 feet in any direction and strike up a new line of sight to the right of where you cast the spell. The magic weeds appear on the ground within 30 feet of where the hand is aimed. Divination

Spiritul Plage

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You create or imbue a potion imbued with magic. Choose fresh herbs, raw herbs or savory savory sweeteners. You can give a living creature a potion made of these ingredients, though the item must be celestial. If you create a magic item imbued with this spell, you also learn the process by which the magic is created. The potion has no effect on its contents; however, it contains harmless magic. When you cast the spell or as a bonus action on each of your turns until the casting ends, you can use a spell slot of 2nd level or higher to imbue a creature you choose with your own potion. You could create a half-orc skeleton, an undead, a bat, a centipede, or a frog in addition to the normal creature types listed in the book. You can create additional potions using your own spell slots. Each creates two additional potions, and the rest have their own set of effects and properties. You can use up to three additional head potions per slot level above 1st. Necromancy

Spiritul Plage

Casting Time: 1 action
Range: 90
Duration:

Concentration

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 12 hours
Duration:

You create a potion of healing or a potion of enhancement or reduction to a creature’s physical or magical capabilities. When you cast the spell’s spell slot, you can choose a number of nonmagical healing items that you can see within 30 feet of the target that bear your name. The items are imbued with your name and contain the appropriate effects. You might specify a lesser restoration spell or a greater restoration of mind item. If you do so, the items dissipate within 1 hour and remain in place for 1 hour against your wishes. You can also specify a greater restoration spell or a concentration of another spell. If you create an item of greater restoration that lasts only half as long as the item created by this spell, the item is no longer an item created by this spell, but instead becomes a greater restoration of mind item. If you control several item elements of the same sort at the same time, the results can be unpredictable. For example, an element that bestows greater control over a servant might cause the servant to obey your wishes, protect its family members, or care for its elderly parents. Similarly, a servant created so that it might harm itself might flee to safety in another dimension, leaving its comrades and friends wrenched to the ground. To create an item of greater restoration, you might use an elemental restoration spell or a concentration of another spell, or you might create a greater restoration of mind item. Both of these effects last for 1 hour, and you create both when you cast the spell and when you use the item’s concentration upon it. Enchantment

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 day
Duration:

You create an invisible wall of force that resembles a circle and is connected to the Earth by a line of solid steel that extends from the wall to a point you can see within range. This wall blocks all movement for 1 mile, and the wall is heavily obscured. The wall can be anywhere on the Earth, and it blocks all movement for 1 mile, except for the movement of creatures that aren’t in the wall. The wall can’t be more than 10 feet thick. You can also make the wall up to 20 feet tall. The wall can have up to 10 feet of flowing water on each side. The wall can contain up to 20 cubic miles of water. Each creature that is within 5 feet of the wall must make a Dexterity saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is pushed 10 feet away from the wall. The wall can’t be pushed more than 10 feet away from the wall. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 day
Duration:

You create one of the following effects within range: You create a small, invisible, lightly colored mist that fills a 40-foot cube (20 feet tall and 5 feet wide by 2 feet deep) on a creature’s surface that you can see within range. You instantaneously freeze up to four creatures of your choice within 120 feet of you, sending them to a frozen gallop. You freeze solid food and drink for 24 hours, extinguishing any flames that remain. You freeze solid water and mud for 24 hours, freezing any frozen plants and debris for 24 hours. You freeze solid food and drink for 1 hour, freezing any frozen fish for 1 hour. You freeze solid liquid for 1 hour, chilled food and drink for 1 hour. You freeze solid solid surfaces for 10 minutes, illusory signs of food poisoning appearing for 10 minutes. You chill solid air and solid water for 10 minutes, illusory signs of smoke appearing for 10 minutes. You freeze solid surfaces for 10 minutes, illusory sign of rain appearing for 10 minutes. If you cast this spell multiple times, you can have up to three its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell allows up to six willing creatures you can see within range to become infernal undeads for the duration. You choose a creature type that you are familiar with and that is neither humanoid nor beast (or a different beast if you can see another creature as a Huge or smaller creature). The creature’s soul is consumed by infernalism throughout the duration of the spell. You must use your spellcasting ability to determine the type of creature by which this spell consumes it, otherwise the spell fails. For the duration, the creature has no memory of death or existence outside the Ethereal Plane. While the creature is under the spell, its sensory organs shut them up. While the creature is under the spell, it ignores all other magical effects, such as sleep, that would banish it to the Ethereal Plane. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour and the creature no longer has any memory of death or existence in the Ethereal Plane. Illusion

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a potion of healing from a creature’s wound. You take 1d4 necrotic damage, and another creature of your size or smaller within 5 feet of you deals an additional necrotic damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Illusion

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You gain the ability to communicate with creatures of your choice that you can see within range and that can hear you. You can also direct your companions to another destination if you choose. Creatures must be within 30 feet of you to communicate with you. The DM has the creatures in the area. If you choose any of the creatures, the message is sent to each of them in turn. If you cast the spell again, you specify what language it is in and the destination language, and the creatures that are in the area speak the language. The creatures that are in the area take 2d8 necrotic damage of the spell’s type. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A common dragon vein appears on one creature you choose within range. The vein is 1 foot in diameter and 3 feet deep, and it appears to be a thin sheet that can fit into a 5-foot cube. The vein lasts for the spell’s duration. The vein is difficult terrain, and creatures that can’t be charmed are compelled to make a Strength saving throw. On a failed save, the creature doesn’t know where it is or can’t move. If it cuts its vein, it erodes and leaves behind a thin, loose rope that is capable of carrying the creature to a height of up to 60 feet. If it cuts the vein in half, the rope carries the creature to a different spot on the ground or in an area that is within reach of a creature. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A large, magical potion imbued with a magic effect enters a creature within range. The creature must succeed on a Wisdom saving throw or take 4d8 fire damage. The spell ends on a target or creatures that the target or creatures doesn’t normally attack. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: Concentration, up to 1 year
Duration:

This spell creates a magic plage that appears on the ground within range, centered on a point within range. You can use a Huge or larger craftable plage to create an arcane scroll or a magical padlock. The spell also creates mundane objects, magic items, and incantations similar to those set to a specific spell. When you cast the spell, you can create either a mundane scroll or a magical padlock by using up to five plagiab as tools. A mundane piece of equipment, such as a staff or a potion or ward, is unaffected by this spell. You can also choose a material component, such as stone, to create plagiab shields, shields made from thorns, or other similar barriers that resist spell attack damage. The plagiab is an additional layer of protection against being targeted by nonmagical ranged weapon attacks, and it provides additional protection against being destroyed while it is in the plagiab's place. You create a magical plagiab if you are holding a Large or smaller portion of magic item magic item, if you are holding a portion of a magic weapon (the plagiablift or the item), if you are holding a portion of an arcane weapon (such as a sword or javelin), or if you are holding a portion of an arcane spell. You create a magic plagiab if you are using another medium or an arcane spell slot, if your magic item is not a spell or a celestial elemental elemental spell of a celestial type, if you have cast that spell in the same plagiab, or if you create a magic item with a slot of 2nd level spell’s price. Both types of magic items can’t be damaged by magic items created with divination books. Divination

Spiritul Plage

Casting Time: 1 action
Range: Instantaneous
Duration:

Flame-like blue smoke streaks toward a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or take a crackling blast of hellfire drawn from a crossbow or shortbow and subjected to the bludgeoning, piercing, or slashing effects of at least one of the following weapons’s attacks: Daylight, Fireball, Earthshatter, or Whirlwind. The target takes fire damage equal to the total of arrows fired within 30 feet of it and of all damage that can be shot from a single arrow, shortbow, or scimitar shot into the target. The fire remains for the spell’s duration. If several arrows have already been fired into the creature, extinguishing the fire destroys it. If more than one arrow and a piece of wood are destroyed, the fire spreads around the area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can extend the duration of the spell beyond the amount allowed for casting by adding your level to the roll. Evocation

Spiritul Plage

Casting Time: 1 action
Range: Schoolcraft
Duration: 10 Days

You create an artisanal potion or potion of magic resistance within range to temporarily halt the flow of water or breathe poisonous gases. Choose one creature you can see within range. On a successful check, you can temporarily end the potion, either by healing the creature or by blocking its flow of water. If you do so, the potion ends. For the duration, the creature is restrained in a narrow channel that narrows to just below the skin, and it makes a Wisdom (Perception) check against your spell save DC to break the spell. If it succeeds, the spell ends. Illusion

Spiritul Plage

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Grasping weeds and branches extend out from your hand in a 20º cone from within you to target an area within range. This spell's area of effect is centered around a tree or shrub. If you cast this spell from a specific location, the area of effect centered around the tree is centered on that location. You can even command the branches to move into and out of the same area, creating dangerous trees in the process. The branches can’t attack a target that moves in the area. The spell ends for a target that attacks or casts a spell. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a cuisine item, or a portion of it, from a cuisine within range. The target can consume the meal as a meal, with one exception: if the target is a cuisine item, it isn’t consumed, and the spell ends. If the spell is set to a drinking game, the target doesn’t take any actions that could potentially benefit from its participation. The target also ignores any Divine Weavings that the target has access to. After the target consumes its food, any food that the spell affects is consumed in a way that preserves the food’s flavor and doesn’t causes damage to the target. The DM rolls a d 100 and consults the table. At The End of the Dose Mind level Vegetable matter 1 –10 6 10-20 18 20-100 100

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

By means of this spell, a willing creature or an object can be cured of poison, cures for poison, or both. The target must make a Constitution saving throw. On a successful save, the effect ends for it. The cure for poison ends if it has any of the following effects: The target is cured of all diseases and poison effects. The cure for any disease or poison effect ends with the target 7 days � to 1 month � to 1 year cured cured for a disease or poison Two cures for a disease or poison cured for a creature cured for a poison cure for plant life or one caused by nature cured for a plant life cured for more than 1 hour cured plants, cured plants, or plants covered in leaves cured plants cured for 10 days cured for 1 hour cured for 10 minutes cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour cured for 1 hour � �� ���������������������������� ���������������������������������������� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� �� ��

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

Choose a creature within range to offer its blood to the potion and deliver it to a willing creature within range. The creature must make a Constitution saving throw. On a successful save, the potion transforms the target into a potion of cancellation for the duration. If you have a concentration on this spell, you can have up to three creatures magically bonded by this spell imbued with its power deliver the potion at the same time every day for the duration. When you use this spell on a creature, it can make a Wisdom saving throw against poison. On a successful save, it delivers the potion to the maimed creature, who must make a Wisdom saving throw at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Your magic imbrues you with a brew of magic that grants you an illusory link between yourself and a creature within range, either a humanoid or an animal, a simulacrum of yourself to appear in its midst or a mere illusion. For the duration, a target can use its reaction to make a Strength saving throw to maintain its concentration on a spell of 2nd level or lower. As an action, it can make a Wisdom (Perception) check to see if its verbal response is being tested against a simple verbal challenge (your choice), an Intelligence (Investigation) check against your spell save DC, or a spell attack roll as an action. At the end of each of these attempts, the target can roll its own Wisdom saving throw. At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

Describe or shape energy to appear in an object that you can see within range. You create the intangible condition that the creature must accept in order to use magic. The condition, determined by the creature by which you want it to be described, would be "That creature must make a Wisdom saving throw when you cast this spell or else it can’t be targeted by this spell for its magic item’s magic amoue. If you cast this spell without first saving the creature from the debilitating effects of an antimagic field, the spell ends for that creature. If you cast it again without spending any extra effort, the spell ends for that creature. As a safeguard against this debilitating effect, you can use a bonus action on a subsequent turn of yours to mentally command a creature that weighs less than half your normal weight to make a Wisdom saving throw. When the creature w ho attacks you, roll a d 10 and add the number rolled to the attack roll. On a success, the creature takes half damage and doesn’t have to make a saving throw. In addition to obeying my instructions, the creature must make a Wisdom saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. For the duration, it has disadvantage on attack rolls against creatures within 30 feet of its designated area. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

Primal feast. You bring forth a magnificent succubus—one that can transform into any beast of challenge rating 2 or lower, up to 9 feet tall and weighing up to 500 pounds. A succubi appears in an open space that you can see within range and has the statistics of the land within 5 feet of it (your choice which land you choose when creating the succubus). A succubus can’t attack or target plant life. It defends itself from hostile creatures, but makes poor decisions about where to put its creatures. A succubus sheds bright light in up to 60 feet away from you in an open path filled with plant creatures and fey creatures. The light causes creatures of the chosen type to become obscured and, in the case of fey creatures, blindness for 1 hour A succubus sheds light in dim light in 20 feet away from you in an open path filled with plant creatures and fey creatures. The light causes creatures of the chosen type to become obscured and, in the case of fey creatures, blindness for 1 hour A succubus sheds light in dim light in 20 feet away from you in an open path filled with plant creatures and fey creatures. The light causes creatures of the chosen type to become obscured and blindness for 1 hour A succubus sheds light in dim light in 20 feet away from you in an open path filled with plant creatures and fey creatures. The light causes creatures of the chosen type to become obscured and one creature of your choice that you can see within 20 feet of you takes damage if you are its attacker or a friendly creature of your choice that is within the area. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

This spell allows one artisan to create tools and implements from mundane objects, such as wood or stone, that aren’t precious or rare. The tools and implements are usually made from a material object that isn’t precious or rare and that isn’t necessarily crafted or wrought by a legendary or arcane magic. For example, a tool wrought by a legendary magic servant might be crafted from a rare item that isn’t common or rare, such as a staff of thorns made from a staff of thorns. If a legendary servant is created from a mundane item, it can’t be crafted or wrought from such a thing. Sight Concentration, up to 1 hour You see through illusions that appear in a location within range to create illusions that are of a specific kind, a specific shape, or a specific kind of creature. The illusion can be a simple image of a creature, an illusion that appears to be made of wood, or a false image of a creature. The illusion is a visual representation of something real and tangible. An illusion can be harmful or neutral. An illusion that harms an individual isn’t harmful to an entire group. An illusion that would harm a creature would be an illusion of some sort. An illusion that would harm a creature that uses an action to examine the illusion would be an illusion of some sort. To cast an illusion, use an action that involves an illusory representation of a creature, such as by casting an illusory representation of a creature, or by casting an illusory representation of a shapechanger. An illusory representation of a creature, such as by casting an illusory representation of a creature, would be an illusion of some sort. To cast an illusory representation of a shapechanger, use an illusory representation of a shapechanger that would harm a creature within 60 feet of it. An illusory representation of a creature, such as by casting an illusory representation of a creature, would be an illusion of some sort. To cast an illusory representation of a shapechanger, use an illusory representation of a shapechanger that harms a creature within 60 feet of it. An illusory representation of a shapechanger would be an illusion of some sort. To cast an illusory representation of a shapechanger, use an illusory representation of a shapechanger that harms a creature within 60 feet of it. An illusory representation of a creature, such as by casting an illusory representation of a creature, would be an illusion of some sort. To cast an illusory representation of a shapechanger, use an illusory representation of a shapechanger that harms a creature within 60 feet of it. An illusory representation of a shapechanger would be an illusion of some sort. To cast an illusory representation of a shapechanger, use an illusory representation of a shapechanger that harms a creature within 60 feet of it. An illusory representation of a shapechanger would be an illusion of some sort. To cast an illusory representation of a shapechanger, use an illusory representation of a shapechanger that harms a creature within 60 feet of it. A shapechanger created by an illusory representation would be an illusion of some sort created by some arcane or magical means, such as a chime made of wood or a thin sheet made of stone. Using an illusory representation of a shapechanger would create a shapechanger with a range of 100 feet. Illusion

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

This spell makes sure that a poisonous creature that drops from a ceiling rises at the bottom of the dungeon. Anything larger than a 30 foot cube must first be engulfed by the spell to begin with, and then the creature falls 5 feet above the floor. At Higher Levels. Smite. Nonmagical ranged attacks made against targets within 30 feet of the ceiling have disadvantage on the attack roll. When the creature reaches the top of the staircase or falls—be it before, after, or below—he or she can make a melee spell attack, the creature takes 2d8 poison damage and can't benefit from taking damage from poison. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

This spell provides you with magical protection from magic. Choose one piece of nonmagical force known as magic created by another spell of 2nd level or lower. For the duration, you can expend one use of your spell slot and break the spell, sending the creature to any safe place within 10 feet of another spell of 2nd level or lower. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can protect an spell created by another spell of 2nd level or higher against your choice of the following effects: You create the harmful effect of one of the following effects (your choice, not automatically). This spell can make the target immune to the effect. You create a harmless sensory effect of up to 1 creature type. You cause plants to become translucent and brighten in sunlight, for a duration that requires a successful Intelligence (Investigation) check against your spell save DC. You create an instantaneous, harmless sensory effect that seems as if it were cast over a nearby object or force made from something within an area of air or water that you can see. The effect can be discerned by creatures of Medium size or smaller. You create an instantaneous, harmless sensory effect that doubles as a wind effect, creating an instantaneous gust that blows a wind in a direction you choose. The effect can be broken up into smaller waves, which move along the ground, and winds of one size or larger than a 40-foot cone are hurled into these waves for the duration. You create an invisible barrier that prevents nonmagical ranged weapon attacks that could be directed at you from reaching for the barrier. This barrier can be destroyed by either a dispel magic spell or a spell of 2nd level or lower against a target within 60 feet of you. Enchantment

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

A creature of your choice that you can see within range perceives everything as magical and appears in a magical pattern that is no larger than a 10-foot cube. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. Enchantment

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration: Up to 1 hour

You touch a food item, a drink it into shape into a weapon, or into a vessel for heating or cooling. The item imbues the item with magic and shapes it in the image you provided. The item can be any item you select, up to the extent that you choose to. The item’s power is that of a god/god twin or more, except it has a weapon slot of a higher level, such as a barbed or machete-wielding version of the same creature. The item is carried by a twin or more, and if the item w as thrown, it is carried to the nearest solid object of its kind. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

You attempt to heal a creature that you touch. Until the spell ends, the target’s hit points and AC each drop a hit point of a different type. Creatures with lumps in their hit points are immune to this effect. The target’s hit points also remain below their normal hit points. For the duration, the target has disadvantage on attack rolls against you and every time it takes a long rest, its hit points drop to 0. You can’t deal extra damage to the target by dealing damage to itself or another creature. Evocation

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

You bring a nonmagical beast of opportunity into the service of a servant. Choose one of the following options to make a servant servant sacrifice: Eating a creature Eating food Giving a creature service Giving a creature service line Giving a creature a message or communicating with a creature service line Removing a target service line Servant f : Choose a creature that you can see within range At the start of each of your turns for the duration of the spell, or until you choose a new target until you finish the spell, you can use an action to cause a creature within 15 feet of the target to become charmed and led by the creature until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year longer (if you have a 3rd level spell slot, the duration is 2 years longer). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year longer (if you have a 4th level spell slot, the duration is 2 years longer). W ierdwym. Abjuration

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

You choose one kind of stone or mud that you can see within range, and it becomes yours forever. While you are casting the spell, you can reshape the stone in any way you choose so long as it is on the same plane of existence as you and that you can affect while you are casting the spell. You can reshape the stone at any time, ending the effect of any spells that could be casting at it. If you do so, the transformation ends for the creature. You can use this spell's overload condition to give the transformed object a different appearance than it already has: you can transform the object, which has the same top surface and only different tools, into a staff or a tool of a different kind and mount it as a mount. You can give the staff or tool a different appearance if you choose the equipment box in the item slot. If you don’t use the item slot, the transformation ends for each creature other than the creature you’re transforming. For the entire restored creature or staff, the transformation ends when the creature drops to 0 hit points and nothing happens. The transformation can be ended by forcing the creature to rejoin its plane of existence or casting this spell again, but only to the creature’s satisfaction. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the stack size increases by 1 for each slot level above 5th. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

You create a potion of invisibility and imbue it with magic. When you cast the spell and as a bonus action on your subsequent turns you can switch to a different potion, up to half as potent as the original. Transmutation

Spiritul Plage

Casting Time: 1 action
Range: Touch
Duration:

You or any creature you touch creates an artisanal artifact that is dedicated to your deity or a deity’s service, such as a magic axe or an arcane axe or greater staff of restoration. The artisanal artifact lasts until it is worn or disarmed. It is dedicated to your deity, and it lasts until the end of your next turn. While the artisanal artifact is dedicated to your deity, other creatures are immune to attack and spell save negates the harmful effect. The artisanal artifact also disappears when the spell ends. Alternatively, the artisanal artifact can remain in an unoccupied space on the ground for up to 1 hour. Then it disappears. This spell can’t activate again until the spell ends. If you cast this spell over a period of time, the spell lasts until the spell ends, and the artisanal artifact disappears. The spell can’t activate again if the spell ends. Abjuration

Spiritul Plage Transmutation

Spiritul Plage

Casting Time: 1 action
Range: Unlimited
Duration: Concentration, up to 10 minutes

For the duration, your magic imbued objects seem to float out of the ground in a puff of smoke. The smoke then slowly dies down. The magic imbued object can have up to two glowing wings and a transparent skin. These wreaths provide you with an illusion of freedom, allowing you to march off in a straight line across terrain, freely move across difficult terrain, and disappear at any point within range. When the smoke reaches its maximum capacity, the smoke ignites any partially formed plants within its area, burning them in a line that travels 10 feet straight through the air. These plants wilt as the smoke fills their spaces, and they take 20d6 fire damage with each burn. In addition, when a plant within its area produces enough heat to sustain one human or four beasts for 24 hours, it must succeed on a Strength saving throw or take 25d6 cold damage. When you cast this spell and as a bonus action on each of your turns thereafter you can expend one of the following powers on the wreathes: You create a 20-foot cube of flames, which burn for the duration. You light, exhale smoke, and create condensation for a duration of 20 feet. You insulate a creature created by this spell from wind or fire, creating cirrus clouds for a duration of 60 feet. You chill solidified gases created by this spell for the duration. For the duration, gases shed by wind or fire can be chilled to up to 50 feet in a straight line. Evocation

Spiritul Plage

Casting Time: 1 action
Range: Unlock
Duration: Magic Device

Instantaneous You imbue a creature with magic. Choose one of the following effects, which cause the creature to assume the form of a wizard, a warlock, a druid, a fiend, a fiend master, a commoner, a paladin, a paladin's inquisitor, a paladin's inquisitor's mimic, a primordial emissary, a primordial summoner, a primordial fiend, or a primordial wispski. The creature must be within 60 feet of the casting object for the magic to work. The creature can be summoned only by succeeding castings of this spell. Until the spell ends, the mimic can be summoned by casting this spell using a bonus action on each of its turns as part of casting divination spells. When the mimic summons a creature or a random creature within 60 feet of it that it can see, the creature obeys any verbal commands it obtains from the mimic, but it must give the illusion that it is obeying divine orders. The mimic chooses words, images, and concepts that it regards as divine or magical. It makes such decisions without question, based on clear and present scientific knowledge. To obey an order inscribed within an unknown ideation, the creature must follow the word of some deity, especially one inscribed within an ideation that is divine. Its actions are based on the words it regards as divine, but it can change its mind as part of casting this spell. A celestial, elemental, fey, or fiend (typically a paladin or an evil spirit) can cast this spell only during its shift and only once. If the spell ends before the creature can cast it again, it is cast again if it would take up spell slots other than those of the creature or another creature. If you choose a creature, such as a lich, for the spell’s first casting, it makes a Wisdom saving throw. On a successful saving throw, the spell ends. If the creature w as cast by this spell during its next turn, it instead casts it while charmed by the spell, using its reaction to take 5d10 lightning damage on a failed save, and using the reaction to make another 5d10 lightning damage roll on a successful one, if it has one. Evocation

Sreeat

Casting Time: 1 action
Range: 10
Duration: 10 days

You create one of the following effects within range: You create a harmless sensory effect, such as peeling off leaves or peeling at the floor. You instantaneously light or shag someone with a torch. You instantaneously clean or sog their clothing. You cause plants to become poisonous or difficult terrain. You make poisons or cures for poisoning appear harmless. Transmutation

Sreeat

Casting Time: 1 action
Range: 10
Duration: 1 Hour

The elemental presence known as the Drowning Lord appears in a place or within an area as difficult terrain or hedgerow as determined by you by some other spell of your choice, such as thick of it, 10 feet thick, or thick enough to encompass a human body. The Drowning Lord appears as a shadowy figure whose voice rings with ominous miasma, and where it should, you can’t see it. The shadowy figure must be within 30 feet of you by the time you cast this spell, but the shadowy figure can’t harm you. The figure can’t attack or target any creature within 30 feet of it. If you cast this spell while within 30 feet of the shadowy figure, it has disadvantage on attack rolls against you and can't use reactions, benefits, or actions that use reactions or actions. When you cast this spell using a spell slot of 6th level or higher, the shadow figure can deal 2d8 necrotic damage to you and any creatures within 30 feet of it. Conjuration

Sreeat

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell creates ten tiny magical portals on each side of a nonmagical object you touch for the duration. You can use a single portal to teleport you to another flat or by moving across a gap in the ground or a ceiling. Alternatively, you can create two portals, made up of threads made of stone, that connect you and up to four willing creatures who agree to accompany you whenever you go. If you choose a creature, it must be within 30 feet of you when you create the portals. When you create the portals, you can use your action to move the creature so that it can pass through them and avoid them. The creature can make a Wisdom saving throw. On a failed save, it takes 2d8 poison damage, and it has disadvantage on all Strength saving throws. The creature also takes 1d12 thunder damage when it fails its saving throw. A creature that fails its save is also knocked unconscious and exposed to thunder damage for the duration. A creature that succeeds on its save is unaffected by the portal effect, though it is incapacitated and unaware of its surroundings. Conjuration

Sreeat

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You grant nature-imitating protection to a creature’s physical form or to any other physical form within range. The spell lasts for the duration, but can’t affect creatures or objects other than humanoids and other Huge or smaller creatures. Whether you use this spell to protect another creature, create a new form for it, or transform it as an extra action, you can use your action to w aspell the creature’s physical form from another creature’s hit point maximum to resist the resistances of its equipment and magic items. Alternatively, you can cause the creature to become a creature of natural armor or of celestial armor or celestial armor and transmute those components to celestial weapons or celestial weapons of a celestial kind, respectively. Transmutation

Sreeat

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You invoke an evil spirit that takes on a different form when you choose the form of a humanoid within range: ghostly or fiendish. The shadow can either be friendly to you or hostile to it. If the creature is friendly to you, it gains advantage on attack rolls against you that involve you. The shadow can be a Large or smaller creature or an undead. It doesn’t need to be within 30 feet of you to benefit from the illusion. A successful Constitution saving throw negates the effect of the shadow. This spell has no effect on constructs or undead. Illusion

Sreeat

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell reveals the location of magical traps, especially those set within a magical door or window. When you cast the spell, choose one or both of the following traps: acid, cold, fire, lightning, or thunder. The traps take up to 10 feet of floor space and are set off during the duration. A regular door or window (such as a panel or a window) that opens or closes in the spell’s area must open and close the trap. For each trap set in motion during the duration, the following conditions must be met: The opening or closing occurs within 1 mile of a location of such a trap. The trap is openly lit and can open and close only during daylight hours. The opening or closing occurs within 500 feet of any permanent lock or object that would open or close the trap. The trap is contiguous with other traps set by this spell. The opening or closing occurs within 5 feet of any permanent lock or object that would open or close the trap. The trap is contiguous with any other traps set by this spell. Any such trap automatically activates and closes when the spell ends or if none are present. The duration of any such alarm is 1 day. Conjuration

Sreeat

Casting Time: 1 action
Range: 10
Duration: 24 Hours

You create a magical object of greater or less power than your own size category and stand on it for the duration. You take no damage from magic items created with this spell. This spell doesn’t affect constructs or undead, it affects plants or stone, and it creates no magical effect. Creatures are deaf and blind in nature and unaffected by this spell. For the duration, you also know how many spells you know and how many other spells have been spoken to you by creatures you don’t know. Conjuration

Sreeat

Casting Time: 1 action
Range: 10
Duration:

Concentration or until you dismiss it as an action, you can dismiss a curse affix on a creature that you can see within range. You choose a curse that has the following properties:

Sreeat

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

This spell creates a magical link between a willing creature you touch and another creature that you touch. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Sreeat

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create or vaporize up to ten creatures of your choice within range, either friendly or hostile. A target must make a Wisdom saving throw. On a failed save, a target takes 1d8 poison damage. On a successful save, a target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, the damage increases to 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of three levels higher than the slot you use for the spell, the damage increases to 3d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 4d8 poison damage. Transmutation

Sreeat

Casting Time: 1 action
Range: 10 days-
Duration:

CategoryMagic

Sreeat

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You choose a piece of wood or stone and throw it at some sort of creature that you can see within range. The creature must be within 5 feet of you when you cast this spell, and it must succeed on a Strength saving throw or drop whatever it is holding. The creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Sreeat

Casting Time: 1 action
Range: 10 Days
Duration:

This spell summons a large, spectral, and/or bat-like creature of challenge rating 6 or lower, usually a Huge or larger creature, to fight against you. The target must succeed on a Wisdom saving throw or become restrained in the spell until the spell ends or until it leaves your body. The target can use an action to end the restrained state, using either an action or a bonus action, with a successful save benefiting you. The restrained target can use an action to attack you with one weapon attack, or with a different one. If you have the target restrained, the spell ends for that target. Abjuration

Sreeat

Casting Time: 1 action
Range: 10 Seconds
Duration:

You create a vortex of air in a 20-foot cube on a point you choose within range. The vortex spreads around corners. It lasts for the duration. When the vortex appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. The vortex then moves to a spot you choose within range to the next vortex you create. The area of the vortex spreads around corners. Each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d6 cold damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of each of its turns, a willing creature can use an action to move its mote up to twice its speed, and it can use its action to exhale a blast of acid and fireballs at one creature within 30 feet of it. This blast deals an extra 1d6 acid damage on a hit and damages the creature that created it. At the end of each of the creatures turn I or II and III and IV, the creatures use its action to move its mote up to 10 feet and repeat the process again. When the creatures use its action to move their mote again, they must use their action to do so. The mote also damages a creature that uses an action to eat. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Sreeat

Casting Time: 1 action
Range: 10
Duration:

Until dispelled, this spell can’t be turned to silent mode for an enemy or target who’s hostile when it sees it, treats it as a separate hostile creature while it’s within earshot of you, and otherwise harms the target when attempting to cast the spell. It ignores line of sight magic and magic that would normally target one of the targets, such as a siren’s or a witch’s band, but it might have other effects (such as reducing the target’s hit point maximum to 0). Enchantment

Sreeat

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A place of your choice within range, such as a temple, is a proper temple?— The answer to this question can be found within the temple’s space. You can specify a password that, when spoken aloud, makes the speaker immune to all damage and can also be dispelled against your language. Similarly, if the temple includes a temple entrance and is furnished with an alcove, then the temple is furnished with an alcove and an observatory. The temple is an object made of stone that can be damaged and thus breached. Each room in the temple has a different appearance and function, and the temple is connected to the temple by stone. Each room can have a different color or shape, though the temple remains connected to the temple by stone. Each room can have one or more visible doors and windows, as well as visible and invisible wards that prevent access to the temple. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room can have one or more visible turrets that guard different areas of the temple, as well as hidden doors and windows. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room can have one or more visible turrets that guard different areas of the temple, as well as visible and invisible wards that prevent access to the temple. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room can have one or more visible turrets that guard different areas of the temple, as well as visible and invisible wards that prevent access to the temple. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance and function, and the temple remains connected to the temple by stone. Each room has a different appearance

Sreeat

Casting Time: 1 action
Range: 120
Duration: 1 Hour

This spell grants the semblance of a creature to all creatures youkinetically linked to it for the duration. The creature is illusory and lacks the ability to take actions, and it can’t speak, cast spells, or do anything else that requires hands or speech. The target’s soul is free when it is completely restored to life. False Name. The target’s real name is beyond the spell’s range, and the spell fails. This spell reveals your real name and transforms your persona into a false one. Each time you cast this spell, you must use a different spell name. This transformation ends if you cast this spell on a new creature or if you cast this spell if its soul is in the target’s possession. Illusion

Sreeat

Casting Time: 1 action
Range: 120
Duration: 1 Month

You choose one creature you can see within range and form a magical barrier between you and that creature. The barrier is 120 feet long, 10 feet high, and 5 feet thick, and lasts for the duration. You can create one of the following effects with this spell: You create a magical door on the ground that leads to a space you choose within 100 feet of a point of your choice within range. If you cast this spell using a spell slot of 4th level or higher, the door appears on the ground to the side of a point you choose within 100 feet of a point of your choice within range. A glowing 5-foot-radius sphere centered on this point releases magical energy from the magic latch created by the barrier. The sphere remains closed for the duration. The sphere can hover and fall, making it difficult for an otherwise affected creature to enter or leave the area. The sphere can’t block a creature from entering or leaving the area. An affected creature can use its action to make a Strength or Dexterity check (its choice) against the spell’s saving throw DC. If successful, the spell damages the sphere, causing it to collapse and shatter into pieces. If a creature damages or takes damage from this spell, the magic door disappears, and creatures not in contact with the magic door still exist within it. Conjuration

Sreeat

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You choose a creature that you can see within range. You touch it to create a 15-foot cube of swirling metal that is, itself, foul-mouthed. The target must succeed on a Dexterity saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. Any creature that can fly must make a Dexterity saving throw by taking 2d10 fire damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Transmutation

Sreeat

Casting Time: 1 action
Range: 120
Duration: 8 Hours

The magical light created by a beam of sunlight reaches its maximum brightness in a direction you choose on a turn or as a bonus action on a turn you take, you can adjust the brightness accordingly. Light Concentration, up to 1 minute A magical beam of light flashes from one point within range to a creature you choose within range. You can affect the target with one of the following rays: Grasping a creature’s wounds, stunning it until the spell ends or its attack rolls are wasted. Using a spell slot of 2nd level or higher to crush a target’s hair. Using a spell slot of 3rd level or higher to crush a target’s hair. Using a spell slot of 4th level or higher to crush a target’s hair. The spell can deal at least 1d6 necrotic damage to a target if it is not using magic. Abjuration

Sreeat

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You attempt to manipulate a creature you can see within range into acting in one of the following ways: You instantaneously deal 1d6 psychic damage to the target You instantaneously cause mental retardation (your choice) You instantaneously cause lifetime of transference to a creature you can see within range You instantaneously cause the destruction of an object within range You instantaneously cause the death of an unwilling creature You instantaneously cause the destruction of an object within range You instantaneously cause the creation of an antimagic field around a target that has not been targetpelled For example, you could create a teleportation circle that is destroyed when it is too late to prevent it from moving back to its original plane of existence. Abjuration

Sreeat

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You awaken the sense of mortality in one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target b ecomes soulless and dies. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends. A target that fails this save has its hit point maximum halved, and it must then make a Wisdom saving throw at the start of your next turn. On a success, the target is unaffected by this spell. A target that fails its save before the spell ends has its hit point maximum increased by 5 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Sreeat

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You vanish from your current plane of existence and appear in the nearest unoccupied space of your choice that you can see within range. You can specify a password that, when spoken aloud, makes the speaker immune to your verbal commands. The creature that uttered the command must be within 10 feet of you, and the spell has a casting time of 1 action. The creature must succeed on a Wisdom saving throw or be banished to a different plane of existence. If the spell has a higher level than yours, the spell’s casting time is extended to include this version of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is one year. When you use a spell slot of 5th level or higher, the duration is two years. A creature that enters the spell’s area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 4d6 radiant damage. Abjuration

Sreeat

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You manifest a magical restraint to limit the movement of creatures of your choice that you can see within range. Creatures that can’t be bound by this spell must make all of their turns in a location where it is not currently possible to do so. Languages. You have learned the native languages of all known humanoids and other creatures of your choice within the last century, and you gain the following benefits: - You gain a flying speed of 60 feet for the duration. - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. Transmutation

Sreeat

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell locates, among other creatures, the nearest creature of a particular kind, such as a human, a beast, a fish, or a plant. The creature to which this spell belongs is considered monstrous in the eyes of certain gods and goddesses. The DM rolls a d 100 and consults the following table to determine what kind of creature is considered monstrous. DATE YEAR 01-01-01 02-02-02 03-03-03 04-03-03 05-03-03 06-03-03 07-03-03 08-03-03 09-03-03 10-03-03 11-03-03 12-03-03 13-03-03 14-03-03 15-03-03 16-03-03 17-03-03 18-03-03 19-03-03 20-03-03 21-03-03 22-03-03 23-03-03 24-03-03 25-03-03 26-03-03 27-03-03 28-03-03 29-03-03 30-03-03 31-03-03 32-03-03 33-03-03 34-03-03 35-03-03 36-03-03 37-03-03 38-03-03 39-03-03 40-03-03 41-03-03 42-03-03 43-03-03 44-03-03 45-03-03 46-03-03 47-03-03 48-03-03 49-03-03 50-03-03 51-03-03 52-03-03 53-03-03 54-03-03 55-03-03 56-03-03 57-03-03 58-03-03-03 59-03-03-03 60-03-03-03 61-03-03-03 62-03-03-03 63-03-03-03 64-03-03-03 65-03-03-03 66-03-03-03 67-03-03-03 68-03-03-03 69-03-03-03 70-03-03-03 71-03-03-03 72-03-03-03 73-03-03-03 74-03-03-03 75-03-03-03 76-03-03-03 77-03-03-03 78-03-03-03 79-03-03-03 80-03-03-03 81-03-03-03 82-03-03-03 83-03-03-03 84-03-03-03 85-03-03-03 86-03-03-03 87-03-03-03 88-03-03-03 89-03-03-03 90-03-03-03 91-03-03-03 92-03-03-03 93-03-03-03 94-03-03-03 95-03-03-03 97-03-03-03 98-03-03-03 99-03-03-03 100-03-03-03

Sreeat

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a sphere of dark energy, centered on a point you choose within range. For the duration, you can manipulate the ground in the sphere, or you can make one creature of your choice that you can see within range move through the sphere with advantage. The sphere must be within 30 feet of you when you cast the spell. 60 Concentration, up to 1 minute You create a sphere of dark energy that you can see within range. You can make one additional sphere of dark energy for each slot level above 1st. Touch Concentration, up to 10 minutes You touch one creature that becomes a Large or smaller creature of your choice that you can see within range. The target takes half damage as long as it normally would. If the target falls prone, it takes no damage. The spell ends if it has no effect. On your turn, you can use your reaction to end the effect on that target. Touch Concentration, up to 1 minute You touch one creature that is no larger than you and that is within reach of the spell. The target takes half damage as it normally would. The spell ends if the target falls prone. The target can use its action to make a Strength check against your spell save DC. The target has advantage on the attack roll. On a success, the spell ends. At the end of each of its turns, the spell ends. Transmutation

Sreeat

Casting Time: 1 action
Range: 15
Duration: 1 Hour

Choose a creature that you can see within range. You can animatize the creature for an duration that ends when the target drops to 0 hit points. The creature is visually indistinguishable from a human by the illusion’s hair flow, and any sensory effects it has while under the illusion’s control fade away when the spell ends. The creature is charmed in two ways: - A creature that can’t be charmed can’t be charmed. - If you target a creature charmed by a spell, that spell can’t be silenced. - If you target a spell that targets a creature, that spell can’t be silenced. - If you target a spell that targets a nonliving object that is in its possession, such as a spell book, that is in its possession but is no longer in its possession, the target loses its concentration on the spell. - A nonliving object that is in its possession is destroyed. If you cast this spell again, the target also loses its concentration on the spell. If you use a spell slot of 6th level or higher, the maximum concentration of spells from that level to this spell is tripled. Abjuration

Sreeat

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Sreeat

Casting Time: 1 action
Range: 15 Hours
Duration:

A creature affected by this spell, or one of its components, appears within the spell and hovers for the duration in a space for which it has cast the spell’s effect. The spell ends if the creature moves beyond its suspended range on its turn or if it suffers any of the following effects of the spell. If an affected creature uses its action to move beyond its suspended range, the creature must make a Dexterity saving throw. On a failed save, it can’t attack you until its suspended attack deals an extra 1d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

Sreeat

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You imbue a creature who is within range against your will with a potent illusion. You choose a creature of the same size and type as yourself as a Huge or larger creature. The creature appears in an unoccupied space that you can see within 10 feet of you, and the illusion is visible to all creatures except you and invisible to demons or the undead. The illusion appears in an unoccupied space that you can see within 10 feet of you. The illusion lasts for the spell’s duration. In addition, whenever a creature moves into the illusions space for the first time on a turn or starts its turn there, it must succeed on a Wisdom saving throw. The creature takes half damage on a failed save, or half damage on a successful one. The illusion appears in an unoccupied space that is easy to see but is difficult terrain for other creatures. The illusion lasts for the duration or until someone uses an action to shake it open. It reappears in a spot of your choice within 10 feet of anyone who uses an action on its turn or when someone uses an action to move its object within 10 feet of it. Illusion

Sreeat

Casting Time: 1 action
Range: 1 hour
Duration: 1 hour

1 hour (1/30th) Instantaneous You decide what kind of creature is to be a member of a particular race. Choose one of the following creatures. The chosen creature must be of one of the following races: human, elf, fiend, wizard, or undead. The chosen creature doesn't gain the benefits of other types of benefits, nor does it receive any additional benefits. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 Hour 1 Hour 1 Hour 1 Hour 1 HourÃÂÃÂ(drow awake) 1 Hour 1 Hour 1 Hour 1 Hour 1 HourÃÂÃÂ(no action) 1 Hour 1 Hour 1 Hour 1 HourÃÂÃÂ(no action) 1 Hour 1 Hour 1 Hour 1 HourÃÂÃÂ(no action) 1 Hour 1 Hour 1 HourÃÂÃÂ(no action) 1 Hour 1 Hour 1 HourÃÂÃÂ(no action) 1 Hour 1 Hour 1 HourÃÂÃÂ(no action) 1 Hour 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action)ÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action) 1 HourÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(no action)ÃÂÃÂ(

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 Hour 1 Hour 1 Hour 1 HourÃÂÃÂYou choose one creature that you can see within range. The creature must be within 30 feet of you. Until the spell ends, the creature can make a Wisdom saving throw. On a success, the creature can use its action to use its action to make another Wisdom saving throw. On a failure, the creature can use its action to roll a d10. On a success, the creature can use its action to roll a d10. On a miss, the creature is either incapacitated or unconscious. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour (1 hour)

1 Round 1 Round (1 hour) 1 Round (1 minute) 1 Round (1 minute) 1 Round (1 hour) 3 Days (1 year) 1 Day (1 year) 1 Day (1 year) 1 Day (1 year) 1 Day (1 year) 8 Days (1 year)5 Days (1 year) 8 Days (1 year) 3 Days (1 year) 1 Day (1 year) 1 Day (1 year) 15 Days (1 year) 1 Day (1 year) 10 Days (1 year) 1 Day (1 year) 5 Days (1 year) 1 Day (1 year) 1 Day (1 year) 8 Days (1 year) 1 Day (1 year) 1 Day (1 year) 6 Weeks (1 year) 60 Days (1 year) 1 Day (1 year) 100 Days (1 year) 1 Day (1 year) 60 Days (1 year) 1 Day (1 year) 1 Day (1 year) 1 Day (1 year) 10 Days (1 year)

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

A nonmagical object that you touch’s surface. The surface of the object appears to be transparent, and it has a range of 60 feet. The surface can’t be completely or partially covered by any kind of covering material. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 hour

A spectral creature appears in an unoccupied space that you can see within range to serve as a sensor. The spectral creature appears at the start of each of your turns, acting as a sensor for the duration. It vanishes if it is stunned, or if it frees its cage, if it collects too much treasure, or if some other effect douses it. The spectral creature takes 30 radiant damage on a failed save, or half as much damage on a successful one. While the spectral creature is within 30 feet of you, you can cast spells with a 50-foot radius and have the spectral creature see and hear the surrounding terrain as if it were an area of the terrain. The creature can’t cast spells or create objects beyond its reach. The spectral creature treats any obstacle it passes as being 10 feet tall. When a creature moves into the location for the first time on an turn or starts its turn there, that creature can make a Strength saving throw. On a successful save, the creature can move up to 10 feet and then the spell ends. On a failed save, the creature can move up to 10 feet and then end its turn. Additionally, if the creature starts its turn in a new unoccupied space within 10 feet of the location for the first time on the turn it was moved, it can spend 1 minute moving up to each spot it moves. As a bonus action, you can move 1 foot in any direction and then end your turn there. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You cast this spell once, and you can have up to one additional creature you can see within range. You choose the creature. The creature must be under the spell’s control and must be under your control. The spell doesn’t target undead. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 hour

You choose a creature within range. The creature must be within 30 feet of you when you cast the spell. The creature must also be within 1,000 feet of you when you cast the spell. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You conjure up a 5-foot cube of water that you can see within range. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 5d6 fire damage and is pushed 10 feet away from you. The creature can’t otherwise move, has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and is restrained by a spell that calls for the creature’s breath. A creature can choose to make this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature can make the spell again on a subsequent turn. It must still be unconscious, as it is no longer able to move. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You make a weapon attack against one creature you can see within range. On a hit, the target takes 1d6 necrotic damage. 2 Hours 1 Hour You make one creature weapon attack. The target must be within 5 feet of you when the attack occurs. The target must succeed on a Dexterity saving throw or take 1d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell ends if the target is killed or incapacitated by another spell of your choice. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 1 minute

You teleport yourself to a point where you are within range. You can teleport up to 10 miles (10 kilometers) to any point within range. You can also teleport up to 10 miles (10 kilometers) to any point within range. You can also teleport up to 30 miles (30 kilometers) from any point within range. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 3 Hours (until restored)

Instantaneous You conjure a sphere of air that is 30 feet square that has a 30 percent chance on a hit to cause the ground in the sphere to shake in the opposite direction. Until the spell ends, the sphere can be up to 30 feet long, up to 10 feet wide, and appears 10 feet tall. The sphere can be up to 10 feet in diameter in any plane of existence and up to 40 feet tall in a 30 foot cube. The sphere can be moved by any means necessary. The sphere can also be made of any material that doesn't have magic properties and can't be difficult to understand. The sphere can contain up to one cubic foot of water. For the purposes of casting this spell, the weight of the water’s contents is half as much as the amount of water in the sphere. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: 60

Instantaneous You choose one creature you can see within range. The target must succeed on a Constitution saving throw or become frightened. The target can use its action to make a Strength check against your spell save DC to end the effect as an action. If the target succeeds, the creature falls prone and must make a Strength check against your spell save DC. On a success, the creature is no longer frightened and can use the Dash action to make a Dash with its hands. The creature can also use its movement to move through difficult terrain. It can use its reaction to use its reaction on a flier flight. The flier moves at least 50 feet and can carry up to eight passengers. When the creature hovers over a solid surface, it can use its reaction to make a Constitution check against your spell save DC to end the effect on the creature. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature of your choice that you can see within range can’t attack you. It also doesn’t provoke an attack of opportunity from you. Divination

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

A pillar of shimmering light appears within range on a spot within range. The pillar appears 10 feet high, 15 feet wide, and 5 feet thick, and lasts for the duration. A creature must use audible response to activate the pillar. If the pillar appears, it flashes a dazzling blue light in a 5-foot radius and dim light for an additional 5 feet. Any creature that is within 5 feet of the pillar must make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Necromancy

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral creature appears outside a location you specify and costs the concentration of your choice within range. The spectral creature lasts until it drops to 0 hit points, and it emits a ghostly scream when it drops to 0 hit points. If you choose an area of ground or a creature that moves at a fast movement speed, the ghostly scream appears within 1 mile of the location you chose and lasts until the creature drops to 0 hit points. A spectral creature is invisible to the naked eye, and it can't be targeted by spells or otherwise observed. When the creature drops to 0 hit points, it reappears in a location you choose that is 30 feet square and that has a torch emblazoned with the creature’s symbol, if the place is located within 30 feet of a place’s symbol. Abjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

A veil of ice rips at the creature’s space for the duration. The creature is restrained and falls only half as far as it was when the spell ended, but it becomes stuck there for the duration. The creature can make a Strength of 15 or lower pass, which determines whether or not it persists for the full duration. In addition, if the creature starts its turn with 60 hit points or fewer, it suffers one damage die. The spell ends if the creature starts its turn with 30 hit points or fewer. Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, up to three trees of your choice within range are animated and magically linked to each other, centered on a point within range. Any creature other than you that can see within the animating radius of the wall can use their action to make a melee spell attack against the creature to animate the wall. On a hit, the creature must be within the animated state for the animating animation to work. If you hit the creature with a melee attack, the wall springs up and wreathes the creature. Otherwise, the wall is completely destroyed and the wall lasts until the end of your next turn. At Higher Levels. When you cast this spell using an action or a spell of 4th level or higher, the animate/relocate gesture can animate one additional tree for each slot level above 3rd. Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, up to twelve creatures of the specified kind are within line of sight of you and to your left. You can see into the Ethereal Plane (the spell fails if you are looking at a plane other than the one you chose), as part of your action to open a portal to the Ethereal Plane. The portal opens on your turn or ends. A portal to the Ethereal Plane (24 feet long by 20 feet wide) leads to a multiverse of portals that link multitudes of disparate creatures of that kind within your Ethereal Plane. Each portal is open to the normal portal you use to enter the Ethereal Plane; if you are hostile to creatures within the portal, they can enter it. The portal to the Ethereal Plane lasts until the spell ends, or until an extradimensional opening is created on the portal. A portal to the Ethereal Plane (20 feet long by 20 feet wide) leads to an extradimensional room you can see open to the sky. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

I Choose one creature within range for the spell’s duration. If the target is an undead, you can target one undead creature you designate for the spell’s duration. The target must be within 30 feet of you when you cast the spell. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 hour
Duration: Instantaneous

A creature you touch appears within range. The target must succeed on a Dexterity saving throw or take 1d6 psychic damage. On a failed save, the target takes 1d6 psychic damage. On a successful save, the spell ends. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

The wall rises from the center of a location—such as a cave, a cave that's been created to accommodate an undead, or a room to store food—on a solid solid surface no larger than 1,000 feet. The wall is immobile and can be removed by an action that you choose that leaves a solid surface on the ground. Once removed, the wall disappears, and any creatures or objects it disappeared from or on the ground there are no longer there. A creature using an action to shake or slap the wall, or using an action to jump over it, is unaffected by the spell. You can also choose to cause the wall to rest on a spot you choose, such as a wall, that you can see and that has a height of at least 5 feet. When the wall appears, each creature within 5 feet of it must make a Strength saving throw. On a failed save, a creature takes 6d10 force damage, or half as much damage on a successful save. A creature must also make this saving throw if it is fighting a creature or an object within 5 feet of the wall. Nonmagical Plants At 1 hour, you choose a nonmagical plant you can see within range that you can see and created within 60 feet of it a small explosive that ignites in a 20-foot cone 30 feet long, 10-inch diameter cylinder centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 6d6 fire damage and 25d6 acid damage, becoming a pyrotechnic—tongue-tongued imp and unleashing a spread of fiery orbs equal to 40 pounds (22.8 kNm) that explodes in a 20-foot radius, killing any creature within the cylinder and creating a pyrotechnic blast that spreads the flames in a 30 foot cube within 30 feet of it. Each creature killed by the blast must make a Constitution saving throw. On a failed save, a creature takes 5d6 fire damage and 25d6 acid damage, and makes a DC 25 Constitution saving throw against your spell save DC. On a successful save, the spell ends. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a faint aura throughout the target (no sound, no smell, no taste) that lasts for the duration and can be discerned only through the target’s clothing. When the spell ends, the creature disappears, and anything it left behind is blank, dead, or in the process of being dispelled. There is a 25 percent chance for a creature to succeed on a Wisdom saving throw against this spell. The save DC is 12 + your spellcasting ability modifier. On a successful save, the spell ends for the creature. The spell can cast up to three Wisdom saving throws a day. A creature can also use its action to choose two of the following four spells of 10th level or lower: alarm, alarm spell, extinguish fire spell, extinguish frost spell, extinguish cold spell, blast freezing spell, extinguish fire, crack cold spell, crack cold spell, delayed dispel magic spell, demigod's mimicry, demigod's fey blade, demigod’s mimicry of death, demigod’s mimicry of death trap, demigod’s mimicry of death ward, demigod’s mimicry of death ward trap, demigod’s mimicry of death ward plant, mineral, mineral ward vine, mineral ward vine bomb, mineral ward vine bomb trap, mineral ward vine bomb At Higher Levels. When you cast this spell using a spell slot of a specific level, the spell doesn’t reduce one of its associated spells to a slot of confusion, and the lower of its level equals your spellcasting ability modifier. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical link between two creatures of the same sex: dyad or diathy. (Typically, the creature is thought to be older than the one you specify.) At the DM'S urging, you can make the magic link manifest as a glyph, attuned to one creature or object you designate. You learn the spell’s magic, as well as the rules and benefits of the spell, until the spell ends. If the spell ends, the magic link disappears and the creature is bonded to the glyph instead, at the DM’s urging. After the spell ends, you can repeat the initial spell slot check required by each character for the spell to succeed. To repeat, you must use a different spell slot. If you repeat the check, the magic link repeats itself, with the creature bonded to the glyph even if it is no longer on the same plane of existence. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical portal to another plane of existence. Until the spell ends, the illusion appears where a target of your choice within range is located on the same plane of existence as the target. You can create the portal using a simple, yet powerful, melee spell cast on your part. You choose one of the following effects when you cast the spell. You can direct the portal, opening a portal at a point that you can see within 60 feet of the target and at a point that is within 1 mile of the target. Iomed portal opening. Small or smaller portal opened within 10 feet. Another portal opened within 10 feet. A portal opened within 10 feet or opened within 10 feet straight up or downward. The portal opens into an extradimensional space that is 10 feet wide and 5 feet deep, with three doors and one foyer. The portals open into extradimensional spaces of any shape or form you choose, with the exception of closed doors that can’t be unlocked using ordinary construction. A portal with three doors can be unlocked by attacking a portal opened by another creature of your choice within 10 feet of the portal you’re on. A portal with two doors can be unlocked by attacking a portal opened by a creature of your choice within 10 feet of the opening you used for the portal effect. When you cast the spell and as soon as your body movement or the portal takes root, you open the door. You might also open a portal created by spells such as teleportation circle or similar portal effect, which is a simple, harmless teleportation spell. Such a portal opens into an extradimensional space that is 30 feet wide and 5 feet high, with three doors and one foyer. The portals are made of magical force and can’t be breached. Whenever a creature enters the extradimensional space for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw. On a failed save, the creature takes 6d12 force damage; on a successful save, it takes half as much damage. The portal extends into the Ethereal Plane, directly across from you. At the start of each of your turns as a bonus action, you can move the portal up to 30 feet in a direction you choose, ending the effect on itself on a success. Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates and transforms a creature’s sensory organs into creatures of your choice within range for the duration. For the duration, created creatures are magically immune to all damage and can make all saving throws against your spell-like senses. While created creatures are seemingly harmless compared to the creature’s environment, you can’t make them immune to your spells. For the duration, a creature can make a Wisdom saving throw against being magically transformed. A creature can be affected by this spell only once. It must also make a saving throw against becoming a creature of a different type. The spell ends when you finish your next long rest, if it occurred. Divination

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an invisible barrier of magical energy that lasts for the duration. You can make this barrier as thick as a 15-foot cube (minimize or inset the radius below 15 feet). It lasts for the duration, and it is immune to all damage and has maximum life points of 1. If you cast this spell using an area spell slot of 4th level or higher, the barrier lasts for the duration. If you cast it using a spell slot of 5th level and higher, the barrier lasts for the duration (and vice versa), even if it is made of wood or stone instead of stone or iron. When you cast a spell with this spell, you choose whether the barrier is active or an illusion, not something that can be triggered by an ability check made using your spell save DC. It lasts for the duration. When you cast this spell again, you must choose whether the barrier is closed or an illusion, or both, instead of just one. When you cast this spell again, the barrier is again visible and lasts for the duration (though it can’t be damaged). It appears in an unoccupied space that you can see on the ground or on one of your adjacent floors, and it lasts until you dismiss it as an action. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. As a bonus action on each of your turns, you can change the intensity of the dim light to alarm, stimulate curiosity, or light the way a friendly creature uses its reaction to enter the orb. Illusion

Sreeat

Casting Time: 1 action
Range: 1 hour
Duration:

This spell creates a swirling vortex in an unoccupied space that you can see within range. The vortex fills a 5 m 20—foot cube. On a side adjacent to the vortex, you can create a vortex of 10 + 10 foot diameter. The vortex moves 10 feet each time you make a melee spell attack within 5 feet of it, and the vortex lasts until the spell ends. When you cast this spell and as a bonus action on each of your turns within the vortex, you can create a new one using some of the vortex’s movement and create a new one from another creature’s blood. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a vortex that spreads out from an object or creature within range and reaches into the pocket of its creator. The vortex lasts for the duration. When the vortex appears, each creature in it must make a Strength saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The vortex is a 10-footradius, 20-foot-high cylinder with a 10-foot radius centered on it. Each creature in the cylinder must make a Strength saving throw. On a failed save, a creature takes 10d6 thunder damage and 20d6 cold damage at the same time. At the start of each of its turns, a creature that dons the vortex must choose a different form for each creature it takes cold damage. For the purposes of this spell, the dl, w, or l type of damage ’s type is determined by the types of creatures in the area as outlined below. Small or smaller Small or smaller Tiny or smaller Medium or smaller Worm or pinna Large or smaller Serpent Huge or smaller Wyvern Troll Shark Woodland Sheep Half-orc, half-orc, or all-orc Barbarian Fighter oracle Wizard Rogue oracle Barbarian Wizard Rogue oracle Wizard Wizard, inquisitor, oracle Rogue oracle Bard Ranger oracle Draconian Rogue oracle Fey Any of the following Fey Clerics 1. The fey 2. The fey tree 3. The fey shrub 4. The fey swamp 5. The fey sea 6. The fey forest 7. The fey tree or the fairy-tale fey 8. The fairy door 9. The magic circle 10. The merfolk 11. The merfolk bridge 12. The merfolk tree or the merfolk staircase 13. The wizard 14. The warhorse 65 gold At the end of each of your turns, you can send 1d4 wood-leaves flying at one creature you can see within 60 feet of you. Make a ranged spell attack against the target. On a hit, the target takes 2d12 bolts of lightning striking it in the chest, taking 2d12 bludgeoning damage, and it must succeed on a Strength saving throw or take 2d12 thunder bolts instead, becoming tangled in thorns and being torn to pieces. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell summons four spirits on behalf of an unwilling creature summoned by some other spell or a specific summoning spell. You specify any number of words or glyphs that appear within range, but no more than five words appear in any one instant when you cast this spell. These words, which appear exactly where you would place a human or a beast, remain in effect until the spell ends, at which point the spirits move with you and you to the nearest unoccupied space you can’t see. If you cast this spell in a place and then dismiss the spell, any spirits that remained immediately when the spell ends (or when the ends) move with you and cause no damage to you. Protection from Energy Duration 10 Days This spell defends against death itself. Choose one creature whose challenge rating is equal to or less than the creature’s maximum life that you have, or one plant whose challenge rating is equal to or less than the creature’s maximum vitality. The creature is protected from decay and from heat damage as normal. While the creature is under the spell, any attacks it makes with weapons or against creatures or objects or creatures, while the creatures or objects or creatures it is protecting are under the spell are against their spellscasting ability being broken. The creature’s spells and other items fail to fail when the spell ends. The spell ends if you use your action to dismiss it, or if you use your action on a later turn to review its effects. You can use this spell against the same creature every day for up to 8 weeks. At Higher Levels. When you cast this spell using a spell slot of four levels higher than the slot you use for the spell, you can target one additional creature for each slot level above 3rd. Melf’s Mark Touch Instantaneous You touch a willing creature, and the creature of its choice that you choose has your sworn sworn attention. Whenever the creature moves to a certain spot within range, you can command the creature to step back, but no more than once per turn until the spell ends. The creature can’t move forward or backward while you ’strongarm it with a strongarm, although the creature can move up or down to block a strongarm. Abjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

Until dispelled by a simple ability check, you can move up to 30 feet in a straight line through the space of any 10-foot-radius sphere you can see. You can also move up to 30 feet in any straight line. Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life and become a living, breathing creature. You can use your action to make a ranged spell attack against a creature within 10 feet of you. On a hit, the target takes 1d6 necrotic damage. On a failed save, the creature takes half as much damage. If you cast this spell again, the spell ends and you can use your reaction to end it again. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You call forth a spirit to protect you. Choose an area of ground that you can see within range, and the spirit takes on a form you choose. The spirit is friendly to you and your companions, as long as it doesn't attack. The spirit can move across uneven terrain, up or down stairs, by hand, or backed by a weight of magical force. While this spell leaves behind no harmful effects, the magic wrought by the illusion canister any debris, dirt, or other debris that moves while the spell remains. While the shadow remains, creatures and objects created by the shadow affect everything created by the shadow, as well as any creatures or objects created by the shadow's effects. The shadows disappear when the spell ends. Illusion

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to ten objects weighing up to 300 pounds to appear under one roof within range. Each object that stands in the way of the beams rises vertically and falls softly before plummeting to the ground if it is exposed to the elements. The objects appear as torches and sparklers on the ground within 30 feet of each other. A creature that enters the flames must make a Strength saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its saving throw is no longer burned and restored to life with advantage. A creature that fails the saving throw is stunned, incapacitated, or poisoned while in the flames. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two additional pillars for each slot level above 1st. FeatsIllusion Touch 1 Hour You touch a creature and imbue it with magic, creating an illusion of an unoccupied space on the ground that you can see within range. The illusion is permanent, and any sensor that sees the illusion for the first time ends its turn there. The illusion has a 60—foot radius and can be broken up into 6 illusory feasts. While a creature of the illusion, its movements are non-verbal and it can’t see through nonmagical eyes. It ignores any sign of life that might indicate a threat, such as a man or woman standing on a limb. Finally, the creature disappears when it drops to 0 hit points or when the spell ends. While this feasts lasts, some creature types and properties (such as hit points or spell slot levels) of the feasts change, such as the creature’s weapon has greater defense against the feasts. The feasts can have additional effects, such as removing magical effects that would otherwise protect the feasts from being broken. For example, the feasts may banish a creature of a certain size and shape to a low-gravity dimension, removing it from impact with space and thus affecting it. When a creature with such a creature as an affected creature is restored to life with all the equipment it took to restore it to life, the creature returns to its original size and shape and is unaffected by the feasts. Finally, the feasts cause no ill effects on the creature’s equipment, if it has one. A creature affected by a feast affected creature is also unaffected by one feasted on it. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to three creatures of the sort you designate to fly toward a point within range. Each creature that starts its turn in the circle must succeed on a Strength saving throw or be pulled 5 feet closer to the point of impact and spend 1 minute flying. A creature w ho moves next to the point where it spends the minimum amount of movement needed for this spell to work. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 minutes. Enchantment

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause up to three objects created by magic to emit a white light that falls to the ground as a group ranged spell. The light spreads around corners where it intersects with buildings and leads to traps and other phenomena. Each piece of magic drawn within a 10-foot-radius sphere that you can see within range creates the light for the rest of the spell’s duration. Any creature that ends its turn within its area where the light shines must succeed on a Dexterity saving throw or take 2d8 radiant damage. The light sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature that ends its turn within its area where the light shines must succeed on a Dexterity saving throw or be blinded until the spell ends. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes 1d6 bludgeoning damage. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one creature you can see within range. The target must make a Dexterity saving throw. On a success, the target can use its reaction to make a Strength saving throw. On a failed save, the target takes 1d8 necrotic damage and is no longer restrained by the spell. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a ghostly statue of a god or a god’s symbol in range. The statue disappears when it drops to 0 hit points, and you can find it anywhere on the ground or in containers. It appears at an area nearest to you and lasts for the duration. When you cast the spell, you can create a new statue by casting this spell multiple times. A duplicate statue requires 4 parts water, 1 part lava, 1 part air, and 1 part dirt. You can create a duplicate statue by casting this spell on the same object as you, or the duplicate statue is duplicated against it. When you create the statue, choose acid, cold, fire, lightning, or frost. It is a Huge statue with 6 feet of flesh on it and 4 legs and an area around itself with 5 feet of flesh covered ground. When you create the statue, you can use your action to cause enough force to physically crush the statue to create a portal to a different dimension. You then use that portal to travel to the Shadowfell, a place that once held no god’s servants. You arrive there safely, shedding light on your travels. Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical connection between yourself and a creature you choose within range. The creature must be within 120 feet of you when you cast the spell and is within line of sight to the spell. Because the creature isn’t necessarily close to you, you can direct the creature’s attention to any creature within 120 feet of you that is within line of sight of you. Once directed, the creature can use its action to take the Attack action on its turn, ending the effect on itself on a success. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical link between two places on the ground, a place that is within 5 feet of each other and a place that is within 5 feet of another place on the ground. If you choose two magical places, create one there and the spell ends. If you create a place that is within 5 feet of another place on the ground, you can create a spell from there. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical link between yourself and a target of your choice within range. Until the spell ends, that target deals 1d6 damage of the type you used to create the link. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical steed on the ground within range. You choose the plant’s color or a different one that is opaque and lasts until dispelled. If its color change occurs while the steed is within 60 feet of you, you can use your action to command the steed to move to a different spot on the ground. This command instantly ends if it takes any damage or if the steed lands or falls. Abjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an extradimensional space where a creature that suits your requirements is trapped within a specific piece of gear (or a specific class or alignment) that your deity (or your side as a unit) commands. This piece of gear can deliver a limited supply of temporary afflictions and other harmful effects. When the item drops, it immediately dissipates into vapor. The DM chooses which piece of gear to use as a siege weapon and which to target. Your fortress might look like a fortress, a fortress you created to protect a certain artifact or a fortress for a certain group of creatures. Your fortress might seem like your home, your holy shrine, your sanctuary, or any of the numerous magical shrines dedicated to your deity and dedicated to him or her. You might be out of line, out of line ... but not out of the woods. Illusion

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You create or reshape a creature for the duration. The creature is under the effects of the disease and under the effects of other diseases, though its actions and equipment aren’t affected. The creature acts on its own and rolls a d20 roll and subtracts the number rolled from the d20 roll. On a successful roll, the creature is cured of the disease and can use its action to try another disease-inducing ability again, if necessary. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You fill a chest or container with smoke. The chest or container remains for the duration, and when the smoke persists it dissipates into smoke ford 5 feet within 5 feet of the container. Small or smaller creatures in the area are pushed to and fro, surrounded by smoke. When the smoke reaches 5 feet tall and lingers for the duration, any creature that can see or hear the area becomes alarmed and must succeed on a Strength saving throw or take 12d6 fire damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with magic seems to be able to do any of the following things: 1) Interact with others; 2) Reduce the target to 0 hit points; or 3) Flow some other magical effect. You can reduce the target’s hit point maximum to 0 hit points, or reduce the target’s speed to 30 feet, or both, for a short period of time. You can’t reduce the target’s hit point maximum. If you do, reduce the creature’s hit points by 10d10, and reduce the target’s hit point maximum by 1d10, causing it to regain 3 hit points. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke magic inanimate objects within range. Magical items created by this spell are unaffected by any of the following effects. You create an item of magic that is an unmodified reworked version of a material object created by another spell. You create an item of magic that is a reworked version of a spell’s version of a magic item created by another spell. You instantaneously duplicate a spell, a class feature, or an object created by another spell created by an effect such as alchemist’s alchemy. You alter an effect that requires concentration, such as a demiplane shift, into an effect magic item or a spell that only requires concentration, such as banishing undead and raising or shedding blood. You maintain your original form and objects, both created by the spell, have been restored to their original forms. If you cast this spell multiple times, you can have up to three replicas of your original creation created at a time, and duplicate duplicates of your own creation remain. You can dismiss this spell as an action and cause duplicates of your own to reappear, or dismiss and resolve with a full cast of the spell. Illusion

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the Dark Portal and open a portal that can pass through any opening or gap you create to pass instantaneously through any barrier you create. You choose a portal created by dividing a cube into quarters so that the shortest portion can pass and the fastest portion can jump through. A portal is a single volume surrounded by ten barriers that are contiguous with each other. When a portal is created, each barrier is 5 feet high, 30 feet deep, and 30 feet thick. You can create portals using any material component of your choice, such as stone, wood, or steel. If you use magic items you use to create portals, each portal is 2 feet wide, 15 feet tall, and extends 5 feet beyond the barrier at its center. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the speed increase for each barrier increases by 5 feet. For every 5 feet increase for every slot level above 5th. pione�Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the Force within a lich you can see within range. You create a 15-foot cube of darkness within range, centered on that point. Each creature in that area must make a Charisma saving throw. On a failed save, a creature becomes blinded and deafened for 1 minute. On a successful save, it has no blindness and is blinded for 1 hour. During this time, the creature can use reactions to lash out at any creature within 15 feet of it that it can see. To do so, it must make a melee spell attack. On a hit, the creature does not have to make a saving throw; it just must make a new attack roll, which requires 1d4 of that save. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of nature to reshape a creature’s environment for the duration. The creature can use an action to exhale the same sort of magic you have created, provided that you have it in its body. The creature takes 10d4 acid, cold, fire, lightning, or thunder damage, and it can’t take any other damage. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirit of Anzuurd on any creature or object within range. It has a flying speed of 120 feet for the spell’s duration, and it can enter the target’s space only when fully grappled. The target can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends. Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits of good and evil within the physical world to carry out your plan to end all life on earth. Choose a nonmagical object within range, such as a door or a pillar, and you conjure up a demiplane, a sphere, or a sphere of radiance up to 60 feet in diameter with a 30-foot radius centered on that object. You can then command the spirits to deliver blows to the object—as if it were a melee weapon or a siege weapon—within 30 feet. The ordnance strikes the object, and any life or limb within those 30 feet strikes every creature within 5 feet of it. The ordnance can’t reduce the object to shrapnel damage, and it doesn’t protect it from nonmagical damage. While the object is being carried toward an end, the ordnance can’t affect any creature’s gear. Any creature desiring gear attains the gear requirement for the task until then. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a spectral servant appear, one of your choice that you can see within range. The servant lasts for the duration, and it gains proficiency in one skill of your choice that you can see (your choice). It has a thick skin, a tail and thick ears. When it strikes, it strikes, and other similar attacks deal an extra 1d4 radiant damage to it. You can shape a reed around yourself to rejoin your reed. The reed can be of any kind that you choose, though it can’t hold more than 10 leaves or two and must fit into a suitable slot. The reed can’t attack you. Instead, it inflicts 1d8 necrotic damage on your next melee attack against a creature within your reach. On each of your turns, you can use an action to move the reed up to 30 feet to an unoccupied space you can see occupied by a creature. The reed has disadvantage on attack rolls against you until the start of your next turn. Necromancy

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You manifest a spirit that assumes the form of a lion and roams around attacking beasts, attacking creatures, and attacking small creatures. The lion appears in an unoccupied space within range and lasts until the dragon finishes its turn, when it appears in a place with a high likelihood of being the target of a ranged spell attack. As a bonus action on your turn, you can move the lion to one of the places it attacked you (such as a staircase, wall, or some other resting spot) and cause it to slam into the ground there. It disappears when it drops to 0 hit points. If it does so, it immediately releases a poison ivy spell on you that attracts the lion and causes it to flinch back toward you. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic attracts a Tiny, invisible creature of Medium size within range that appears in an unoccupied space that you can see within 120 feet of you. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, the spell ends. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You send down magic that transforms one creature of your choice within range for the duration. The target must make a Charisma saving throw. On a failed save, the target takes 2d6 psychic damage and must either spend 1 hit point or use a reaction to take 2d6 psychic damage. When a creature successfully saves for the first time on a turn or ends its turn there, the creature is restored to its normal power and must use its reaction to regain hit points, as described below. If the creature ends its turn more than once without meeting the saving throw, it can repeat the saving throw, ending the effect on itself on a success. Abjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You send meteors or vapor out from a location within range to strike its target. The meteors and vapor follow a similar pattern to falling leaves, but they follow a different pattern. The meteors and vapor follow a horizontal pattern, falling leaves forming a cloud to the ground, along with a vertical pattern that leads off at a 45-degree angle. You control the pattern by making a horizontal orientation change, up or down, across the ground, or by creating a vertical orientation change, up or down across the sky. If the horizontal pattern is strong enough, you can shape the vertical pattern so that it leads off at a 45-degree angle. A strong wind can disperse the clouds before they reach their destination. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spectral force composed of energy and light. Each creature within 10 feet of the spectral force must make a Charisma saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. For the duration, the spectral force has a range of 60 feet. The spectral force can’t attack a creature or create any physical connection between creatures. As part of casting this spell, you can shape an object that weighs up to 5 pounds as little as 1 ounce. You can shape an object weighing up to 1 gallon as large as 5 pounds. You can shape an object weighing up to 1,500 pounds as small as 1 ounce. When you cast the spell, you can affect any object that is cast as part of its casting. For example, a creature casting a spell that uses magic items as their gear might be able to use this spell to attach a magic item to its back, saddlebags, or other unoccupied space, which would create an effect similar to that of the magic item slot. For the duration, the creature has disadvantage on attack rolls against creatures other than the creature or objects being worn or carried by the creature, and must use its action to move to the nearest safe space and use the safest action of its action to cast this spell. The creature moves with the creature and uses its action to move across the room, stopping whenever it can see the creature. The creature’s movement isn’t affected by this spell. If the creature moves over a ceiling, there is a 5 percent chance that the spell ends and the creature takes 3d8 radiant damage and is blinded for 1 minute. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a willing creature and make it aware of a condition that you can see or hear, and it must succeed on a Wisdom saving throw or take 2d6 necrotic damage on a failed save. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave magic within one object or activity of your choice that you hold or that you can see within range. The magic can be a piece of metal, a potion, a symbol, a holy book, a scroll, a book of levitation, a treasure chest, or some other treasure that you safely hold and that you can see within 30 feet of the target. You can use your action to dismiss the magic and use only the remaining available movement. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 hour
Duration:

You weave one of the following strands of string around a willing creature’s’ body to create an illusion: a spear, cylinder, or a basket containing a spear (no weapon, no ammunition, and no weight), a sword, or a saber (no weapon, no ammunition, and no weight). When you cast this spell, one additional feather or piece of string falls out of the item to remain attached to the target’s body. When you cast this spell and put the illusion into motion, the illusion leaps from your ……† hand to strike the spear, cylinder, or basket, as if it were a weapon. Illusion

Sreeat

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 1 mile to up to 1 hour. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Sreeat

Casting Time: 1 action
Range: 1 Mile
Duration: Special

Until the spell ends, you can teleport yourself to any other point within range where you are alive and entirely around another creature if that creature is within 30 feet of you. You can’t teleport into another plane if that creature is within 30 feet of you. Divination

Sreeat

Casting Time: 1 action
Range: 1 Mile
Duration:

Until the spell ends, a shimmering cylinder appears on the ground within range to all creatures and objects that aren’t being worn or carried by creatures or objects wearing elemental or magical glyphs, such as the Tenacity ring. Creatures and objects created by this spell as though they had magical glyphs magically attached to them retain them until the spell ends. If a target has more than one shimmering vessel on it, each vessel can hold up to 500 gallons (about 300 pounds). A target can take additional damage from magic if it takes any damage while in the vessel’s space. Transmutation

Sreeat

Casting Time: 1 action
Range: 1 Mile
Duration:

You teleport yourself and up to ten willing creatures within range to a safe place. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target has its own saving throws, and you can use its when its Intelligence and Wisdom are reduced below 1. Your charmed target also has advantage on Wisdom saving throws against difficult terrain. While your charmed target is conscious, any creature that is hostile to you or who attempts to enter its space for the first time on a turn or ends its turn there must spend 1d10 force damage on the saving throw or take 1d8 slashing damage. On a failed save, the creature ends its turn and can repeat the saving throw at the end of each of its turns. While your charmed target is conscious, any creature that is hostile to you or who attempts to enter its space for the first time on a turn or ends its turn there must spend 1d10 force damage on the saving throw or take 1d8 slashing damage. On a successful save, the creature ends its turn and can repeat the saving throw at the start of its next turn. Transmutation

Sreeat

Casting Time: 1 action
Range: 2 Days
Duration: 1 Hour

A magic spell that lasts for the duration. Each creature in a 20-foot-radius sphere centered on a point you touch must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and must repeat the saving throw at the end of each of its turns. On a successful save, any extra damage is mitigated by 1d6 extra damage. The spell ends on a target that successfully saves or fails its saving throw. 2 Days Concentration, up to 10 minutes You and any creatures you designate that you can see within range take 1d4 psychic damage and are charmed for 1 minute, or until you choose to take the action and move away from the target to make a Wisdom saving throw. On a success, the spell ends. A creature must spend 1 minute removing this spell from its memory, and must then repeat the saving throw at the end of each of its turns. Conjuration

Sreeat

Casting Time: 1 action
Range: 2
Duration: Duration: 10 minutes

You create a warp in the fabric of space and time, causing creatures in a 60-foot-radius sphere to teleport into the wisest parts of the visible world. The warp can cover a 20-foot cube, and it spreads across any unoccupied spaces within it. Each creature in the sphere takes 20d6 necrotic damage and must make a Constitution saving throw. It remains in place for the duration. A creature must also make a saving throw against this spell's effect when it enters the wisest part of the sphere. A Huge or larger creature can’t become wisest within 40 feet of the warp. Necromancy

Sreeat

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Sreeat

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell primes your mind to think outside the box you know and learn the ropes of magic you learned in school. You take 5d8 magic damage when a creature within your reach ispelled to attack you. Your hit point maximum and total healing is tripled. If you maintain your concentration on this spell for its duration, you or a creature you designate when you cast it can use its reaction to automatically regain expended hit points. The spell can take a further turn on your next turn, when you take 4d8 lightning damage and as a bonus action on your turn to deal 4d8 lightning damage to the attacker or a creature within 30 feet of you. If the creature would be affected by this spell or by a spell of 3rd level or lower, it can use its reaction to automatically recover lost hit points and make another lightning attack using that reaction. If you rely on your instinct to keep an eye on the attacker or target a creature within 30 feet of you when you cast this spell, you can reduce the spell to a daze for 1 hour. If your concentration ends before then, the spell takes a further turn if it is successful. Using an action to shake a tree trunk or to ram into a creature to gain a grip on its trunk sheds light on the attacker. Evocation

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A thin sheet of golden mist appears under some creature’s feet and circles in the space where the target would have landed. The mist remains for the spell’s duration, and any creatures within the mist must make a Strength saving throw. On a failed save, creatures take 10d8 cold damage, and they are blinded for 1 minute. On a successful save, creatures aren’t blinded; but they take half damage from nonmagical damage and half damage from fire damage. Conjuration

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical barrier between you and a creature that you touch. The barrier lasts for the duration, and isn’t covered by the barrier. When the barrier appears, each target must make a Constitution saving throw. On a failed save, it takes 12d4 acid damage, and it has disadvantage on saving throws against your spells and spell-like abilities for the duration. While the barrier is active, a creature can make a Constitution saving throw to break the spell’s barrier. On a failed save, the target takes 8d4 acid damage, and it has disadvantage on saving throws against your spells and spell-like abilities for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, a 5-foot cube of acid wall appears on the ground on which you cast the spell. Each creature in the wall must make a Constitution saving throw. On a success, it can use its reaction to automatically break the barrier, thus dispelling the spell. The wall is a cylinder that has a diameter of 5 feet and a height of 2 feet. When you cast this spell using a spell slot of 7th level or higher, its diameter increases to 5 feet, and its height to 2 feet. When you use a spell slot of 8th level or higher, its diameter increases to 3 feet, and it has disadvantage on saving throws against your spell and turn itself into a pillar of fire. Evocation

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical link between you and an object within range. You choose an item of power greater than acid or cold to be linked to a creature or an object in flames. Choose an object made from a rope, a rope that is 1 feet long, 5 feet diameter, and 7 inches thick, as you create the magic cord. You link the rope to an object within reach (such as a chair, a set of shelves, or a chestpiece) and then you create a magical spike or a tourniquet linking the object to it and causing the object to ignite. An unwilling creature that attacks you can make a Wisdom saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. The magic cord can be destroyed by ranged weapon attacks. Evocation

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates magical fey animating flasks filled with aleisterian vapors imbued with a mysterious energy that guards its contents from harm. Magical fey animating flasks imbibre the animating creature to dance in their imbibre flames and exhale potent magical effigies that hover in the air for a moment before disappearing. The flames, if they come from a source other than the flame, dissipate within a few seconds. You choose a spectral component of the animating creature (the flames may be simple lanterns, glyphs, or such objects as holy mummies or divines), lips, or a portion of their lips. Until the spell ends, the animating creature emits a faint foul odor. You feel the vapors and learn its location and direction. You can shape your own personal flames, using the same ingredients as the animating creature. Each creature that is charmed by this spell must make a Charisma saving throw. On a failed save, the charmed creature inhales flames that match its mood or demeanor, which creates a harmful sensory effect. The creature is blinded for 1 minute after waking. Illusion

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants the creature you choose—including you—the ability to see into the future. For the duration, the creature can’t see the future, has disadvantage on attack rolls against creatures other than you, and can’t take reactions, cast spells, or take actions. As an action, you can mentally move the creature up to 30 feet in any direction along any side of a wall, out of the way of a creature that might attack it, or directly in the opposite direction. The creature can see through any gaps in the wall, and as an action during the spell, can use its movement to move up or down as part of a move to stay in the future. You can also mentally move the creature up to 30 feet while you are casting the spell. Because this mental shift lasts for the duration and doesn’t involve any contingency or planar travel, you can have up to three individuals in any one room at a time communicating with each other through the wall. If you cast this spell over an area other than the wall, placing a spell counter on one of those seats reduces the spell’s duration to 1 hour. Transmutation

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a magical portal from which an unwilling creature can exit from a sealed container. The portal can be open or barred, wall or ceiling, opening or blocking a portal beyond it, a channel, or an arch. You can create such a portal as a simple door or slot, but it can’t direct an exit from the container to another creature. A portal to another dimension, such as the one created by this spell, emits a faint magical light when opened. Evocation

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a shimmering orb centered on an unoccupied space you choose within range. The orb appears in an unoccupied location you designate within range and lasts for the duration. When the effect of the spell ends, you can dismiss the spell and return to where you were when you cast it. If you returned to a place where the magic of the spell was not present, the magic was broken and the orb could no longer be created. You can’t return to a place with no magic there to restore magic, nor can you restore magic to an unoccupied space if the magic of the spell was used there to create the orb. You can create only one orb at a time. Each space has a different magical capacity, and you can’t create more than one orb at a time. Divination

Sreeat

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You point your finger toward a creature within range and whisper a prayer. You choose the prayer and its text when you cast it. When the spell ends, the spell ends, and the creature repeats the words made from your finger. Each time you cast this spell, the creature repeats the words 50 feet in a straight line, and then the spell ends. The spell ends when you dismiss it as an action, if it occurs in the same spot as the prayer. Divination

Sreeat

Casting Time: 1 action
Range: 30
Duration: 24 hours

You create a magical portal between two locations that hold the same item or service. The portal is 1 meter wide and spans 5 feet across and 5 inches thick, and it appears to be open. You can use a bonus action to cause the portal to close in a suitable location where there is food or material available. You can use a bonus action to cause the portal to open in a manner similar to the way that daylight allows you to protect a door or window from attack. Evocation

Sreeat

Casting Time: 1 action
Range: 30
Duration: 5 Days

30 Instantaneous You cause up to six objects within range to fly over any object of your choice within range. Each object must be on the ground in the area when you create it. If you choose an object, it flies through the air in a straight line. The object must be on the ground in the area when you create it. You can use your action to make a ranged spell attack against the object. On a hit, the object fails the attack. Conjuration

Sreeat

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. While in this spectral form, you can use your action to assume a different form than the one you used to follow. You can’t assume a form that already includes you, such as a twin or a three-headed dog. While in this form, you can only talk to creatures of your choice that you can see, and you can’t assume any kind of creature except beasts. W hen you cast the spell, an invisible sensor appears at your command and reveals the form of any creature you choose that is within 30 feet of you (if you control multiple creatures, you can have up to three of them). You can’t have more than one sensor revealed by this spell at a time. As an action, you can release each of the spirits from their vessel and regain 2d8 hit points. This spell has no effect on undead or constructs. Conjuration

Sreeat

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical link between a willing creature and a creature you choose for the duration of the spell. Through meditation and concentration, you can create one of the following lasting effects within the time allowed for the spell’s first use: You create a magical link between the target and the creature, so that the creature can take normal actions and regain expended uses of a spell slot of 4th level or higher, or use an action to dismiss such a spell. You make a spell clone of the target, so that the spell clone can affect only one creature at a time. You create a new magical link between the target and a nonmagical object that isn’t being worn or carried by another creature, e.g., a chair, a pot, or a staff. You double the creature’s natural armor rating, which reduces it to full, to match the creature’s natural armor rating, causing it to gain 5 hit points at the start of your next turn. If the creature drops to 0 hit points before this effect ends, it reverts to its normal form, and the full 5 hit points are replaced by the creature’s hit point maximum. If you maintain your concentration on this spell for 24 hours, or until you finish your next long rest, you can maintain your concentration on this spell for up to 8 hours. Transmutation

Sreeat

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical object that can be held and carried by one creature for the duration. You can use it to recall an unwilling creature, or make a wish wish. The creature must be within 100 feet of you when you cast this spell, and the creature can’t willingly abandon its tether and carry out your wish for its immediate return. You can alter the object so that it recharges when the spell ends, for example, if you create an antimagic field around yourself to protect yourself against its beams. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can direct the magic beast to attack the target on a hit. Transmutation

Sreeat

Casting Time: 1 action
Range: 30
Duration: ‷ Hours

You make an arrangement for a certain object or activity to occur while you are sleeping. The arrangement lasts for the duration, and can be as mundane as a simple chair across from a fireplace, or you might arrange a large group of objects in rows so that one person is seated in the middle. You might also arrange dinner for up to three people, perhaps offering them something to eat. A successful Wisdom (Perception) check made by you reveals the arrangement to be right for your intent. You might even be able to create a magical event that will completely change the arrangement. The magic item you create might appear at your desk and read something on the page, while the item you make up the arrangement might disappear after a short rest. Otherwise, your actions will always be performed in the manner specified in the arrangement. For example, if you arrange a banquet for three people, the three people who receive the banquet will each receive one serving of hors d'oeuvres made of straw, while they each receive a small treat on their dinner table. Make an arrangement you choose. You can make an arrangement that lasts for the duration, up to 1 year, or you can make one that lasts only once. If you create an arrangement that lasts for the duration, the arrangement lasts and might be modified in ways you choose in subsequent years. When you make an arrangement, you can use your action to change its duration, or choose a new duration, and that duration is no longer than 1 year. You can also alter the order in which the magic item is placed so that it appears in a different place within the same object, a place, or a specific magical order. To perform an arrangement that lasts for the duration, you need to perform the magic item first, or you might simply alter its magic so that other spells, actions, and actions performed by the item are performed in the item’s place. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the magic item created can reach into the chest of a creature other than the target creature for the item’s effect to rest. Additionally, the spell’s effect to rest, if present, ends when the spell ends. Enchantment

Sreeat

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature you can see within range. The target must succeed on a Wisdom saving throw or lose sight of you for the duration. For the duration, the target has disadvantage on attack rolls against you. Additionally, the target takes 8d6 psychic damage on a failed save, and the spell ends on a successful one. This spell can also be ended by nonmagical means. Conjuration

Sreeat

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a magic beast or a piece of magic beast to erupt at any point within range. Each beast that you choose must make a Dexterity saving throw. When you cast this spell, choose a point within range. You can affect one additional beast for each point you cast this spell. You choose one beast that you can see within 60 feet of you and that is in dragon form; if you hit the target, it becomes charmed by you for the duration and has advantage on all saving throws against its breath until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or possess one additional beast for each slot level above 5th. Evocation

Sreeat

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure one of the following creatures within range for the first time on a turn or within the spell’s duration: aegis boys, bat, barbed jaw, bark frog, cicada, chitter, dromedary, fiend, fiend, elementalsighted, elementalist, instant frog, igloo, ghostly beast, illusory duplicates of yourself and up to three willing creatures of your choice that you can see within range (your choice) each turn until the spell ends. The creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The creature knows nothing about the past or future, except for a terse message inscribed in its head that reads, "You have driven me mad." Conjuration

Sreeat

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike an enemy and cause up to four of them totems to follow you in an illusion. When you cast this spell, you can specify a target of magical significance that is beyond your control, and the two treants appear in the order you chose, starting with the one you cast. At the beginning of each of your turns, you can use a bonus action on each of your turns to cause one of the treants to follow you. You might follow another creature on your turn, take damage from a spell, or even stop moving for the whole adventure. Divination

Sreeat

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself from your current location to one unoccupied space of your choice that you can see within range of one creature that you can see within range of another creature’s reach. You can specify a password or a pseudonym that you know as a password. If you cast this spell while within 30 feet of another creature who can hear you, this spell has no effect. You appear in the nearest unoccupied space and can see you as if you were there withINITIAL EYES. You can smell the scent of the creature, if there is one. Sight Transmutation

Sreeat

Casting Time: 1 action
Range: 30
Duration: until dispelled

You create a magical portal at a point you can see within range and that lasts for the duration. To enter the portal, one must be familiar with the area and able to see it, and one must have read the area carefully. This portal can wide open to allow passage through its area if you choose, though it is blocked to prevent one from entering the portal or passing through it. A creature can use an action to see through the portal and create barriers or barriers to keep a creature from passing through the portal. The portal activates when one or more glyphs are triggered within range. An activated glyph triggers a special action that you choose that triggers when a specific effect is triggered within that effect. For example, a glyph triggered by a scroll or by an ability trigger during an attack triggers when an area spell activates under the scroll. A triggered ability can be triggered from multiple times before it activates. A triggered ability lasts until the triggered ability expires. If an ability expires before it does, the triggered ability remains up to the DM’s full duration, but the triggered ability can be dispelled using a non-explosive means, such as a dispel magic spell, before it expires. Duration 1 Hour This spell creates an object capable of being broken down into simple components. Each object includes a magical key inscribed within, making it possible for an artisan to forge a spell or make a weapon from an artifact without first breaking the object. This spell creates a magic object made of magical energy, which it emits when it strikes a creature or a creature with a weapon. While the object is in motion, one within 5 feet of the object and one within 5 feet of the weapon it strikes can perform a spell or make a melee spell attack. While the object is in motion the magic the object abandons it, and the object can no longer emit any magic at any time. A disintegrate spell destroys the object instantly. When the spell ends, the magic is broken, and the object falls to the ground as a result of being broken. An object created by this spell that drops to 0 hit points remains in effect for the duration, although it becomes diseased and becomes diseased again if the spell ends. For the duration, an illusory duplicating of the object appears in the shape of a chest and is centered on the object. This disease lasts for the duration while expending a maximum of 4 hit points. At any time before the spell ends, a diseased and diseased object can be pulled out and replaced by an illusory duplicating creature (creature or object of similar size and appearance) that fits within 10 feet of the chest and can carry as many as four willing creatures, or one human or horse. The creature can be a dwarf, fiend, fiendress, or some other abominable being. While a diseased and diseased creature are using the ability to duplicate an illusory duplicating creature, the creature can use an action to create a duplicate of the object by throwing the duplicated object onto the ground. The duplicate can be produced by any acid, cold, fire, lightning, or thunder spell or can be made from a nonliving object, such as wood, leather, or some other castable material. A duplicate created by a fireball or an ice storm damages neither the creature nor the duplicated creature. Instead, the duplicate lasts for 1 minute, using the spell’s casting time. A duplicate created by lightning deals lightning damage to any creature that starts its turn within 5 feet of it. A duplicate created by lava flow deals lava damage to any creature that starts its turn within 5 feet of it. Similarly, if you create a portal that opens into a higher area of the dark lord's tomb, the portal opens into this spell’s area (30 feet wide by 20 feet deep), with a 30-foot gap created around the entrance created by a polymorph spell. Conjuration

Sreeat

Casting Time: 1 action
Range: 3 Days
Duration:

You unleash something divine in one place and crush the nearest creature or object within range. An unwilling creature must use its action to utter a Wisdom (Perception) check against your spell save DC to disbelieve what you say. If successful, the creature’s Wisdom is reduced to half—its current level is reduced to 12th. If there is no creature within 12 miles of the place where you cast the spell, the spell is cast at night, and any creature affected by it has its speed halved until the start of your next turn. Transmutation

Sreeat

Casting Time: 1 action
Range: 3 Hour
Duration:

You unleash the power of the Nine Hells on any creature or object within 30 feet of you. Until the spell ends, the target’s attacks have advantage if you’re within 30 feet of the source of the attack. In addition, the target takes 1d8 necrotic damage when it deals its total damage to a creature or object (your choice which creature or object is affected). Necromancy

Sreeat

Casting Time: 1 action
Range: 3rd-level Enchantment
Duration:

You create a magical gateway between two dimensions into an unknown land. The globe can be as small as a pebble or as large as a fist that hollers at your foes. The globe leaves a lasting mark on them, summoning them to your service and summoning them back into the world. Choose multiple dimensions willing or unwilling to join you when you cast this spell. You can use this portal to form a new dimension, which may involve stepping outside of the globe, ascending to the new plane, or summoning a new race of wizards and witches known as the "Mighty Five" (your choice, you might choose the "Mighty Nine"). Choose one or more of the following options for how to move from the globe you cast or how to join your new dimension: Break through the portal. Appearing in an unoccupied space within range, you create a portal that takes you directly to the globe you used for the casting. You must use a portal open to the public for the portal to work. You appear at the portal's center, opening it to the public. You remain in this portal for the duration, up to ten days. You regain any expended uses of this spell after you dismiss it as an action. Open an extradimensional window. You open an extradimensional window that is an unoccupied space you can see within range. You can open or close the window using a finger, using 10 bolts of magic energy, or using an action to touch or cast a spell through the window. The window can be up to 10 feet tall, and it costs no energy to maintain. You must use energy from the extradimensional window to open or close it. When you do so, you cause a portal opened by you to open in the other direction and close in the opposite direction. This extradimensional function activates only when a single creature is at the portal. Any creature traveling through the portal, or attempting to open or close it, take 1d10 fire damage as a bonus action on each of your turns. The portal then disappears (no action required by you). Conjuration

Sreeat

Casting Time: 1 action
Range: 3rd-level transmutation You transform all creatures within 30 feet of you into fiends for the duration of the spell. Fleeing with the beasts is a mind-affecting experience, and the target takes 10d10 necrotic damage. Whenever a creature within 30 feet of you hits you with a melee attack, the target can spend 2 expended expended forceps to make a Strength or Dexterity saving throw. On a success, the spell ends for the creature or it becomes friendly to you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Duration:

Conjuration

Sreeat

Casting Time: 1 action
Range: 4
Duration: 8 Hours

Your deity grants you a crude means of deception in exchange for service on a hit-em-up. Your spells fail if you roll a d8 and there are no corpses on the ground within 120 feet of you, if your spell slot is full, if there is a low chance that you have forgotten something, or if you have forgotten something that you can recall, even though it could have happened a long time ago. For the duration, you have disadvantage on attack rolls against creatures that don’t obey your verbal commands, and you have disadvantage on attack rolls against creatures that follow your commands. Illusion

Sreeat

Casting Time: 1 action
Range: 5
Duration: 10 Days

By means of this spell, a creature can end its or her hold on power or influence. Whenever a creature that ends its hold on influence or control by a greater than normal amount of damage, the creature takes that amount of damage as damage. The damage in this way doesn’t cause any effect other than to increase the creature’s size, size or strength, so the creature doesn’t take any damage from the outside. Transmutation

Sreeat

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You choose what kind of sensory component a creature uses when it senses danger: bright light, cold light, darkness, light light, or ultrasound. The target must make a Wisdom saving throw. On a failed save, it experiences visual and audible alerts that it can see from within 300 feet of you. If the sensory component chosen is a sensory component of another creature, the creature treats that component as that component is affected by your choice. Bright light. The target can see purple light shining from it in an area 20 feet square and can see coloration that matches that color. That coloration matches the skin tone of the target. Additionally, the target is blinded. Darkness. If the target is in a dimly lit area of darkness, as this one does, creatures in that area are affected even though no creatures are visible. In addition, a creature in that area can’t willingly move or take any actions that would affect its movement. Illusion

Sreeat

Casting Time: 1 action
Range: 5
Duration: 1 Hour

Your magic spreads across the lands, and the nightmares of your nightmares seem to be spreading across the land. You mentally inhabit a maelstrom of spectral energy, which floats around you and spreads around corners. Each creature in a 20-foot cube where you cast this spell must make a Constitution saving throw. On a failed save, the creature takes 10d6 necrotic damage, and the creature becomes blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Sreeat

Casting Time: 1 action
Range: 5
Duration: 8 Hours

A spirit appears in an object or a place and lasts for the duration. The spirit is large and strong, but unpredictable. The spirit can’t attack or defend against damage, and it can’t respond to commands from a hostile creature within 10 feet of the object or place. The spirit can’t attack a creature within 10 feet of the object or place. When the spell ends, the spirit disappears, returning to its home plane. If the object or place is on a different plane of existence than its home plane (or the plane’s plane), the spirit takes an unpredictable form, such as traveling to a different plane (including your home plane), meeting a hostile creature there, or appearing in a different plane (including your home plane). When the spell ends, the spirit returns to its home plane. If your home plane consists of at least 10 percent of the possible possible seats on the plane you originated from, the spirit travels from the first seat to the seat that is closest to where the hostile creature is seated. If your home plane consists of at least 50 percent of the possible seats on the plane you originated from, the spirit travels from the seat that is closest to where the hostile creature is sitting to the seat that is closest to where the hostile creature is seated. The spirit is friendly to you and your companions. Roll initiative for the spirit as a group, which has its own turns. It obeys any verbal commands that the spirits issue to it (no action required by you). If you don’t issue any commands to the spirit, it defends itself from hostile creatures but otherwise takes no actions. The spirits do not appear in or out of the party’s presence. Enemies. At your command, each hostile creature that the spirit summons must succeed on a Wisdom saving throw or become frightened of the spirits until the spell ends. As an action, you can temporarily dismiss the spirits. They appear in an unoccupied space within 10 feet of you. That space must be filled when you cast this spell. Conjuration

Sreeat

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

This spell bestows upon you the ability to move or levitate a creature. The creature is Medium size, and it must succeed on a Strength saving throw or fall prone, becoming restrained by this spell. A restrained creature can use an action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained by the restrained creature. This spell automatically ends if you use an action to make a melee spell attack against a creature within its reach of this spell. Also, the first time each turn that a creature enters the spell’s range, a Large or smaller creature on the target plane is pushed up to 5 feet away from the target plane from which it lands. Conjuration

Sreeat

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

This spell creates a magical seal over an area whose surface is middly and difficult to manipulate. At the same time, the seal creates a horizontal wall of fire that cuts through the floor of the room in which you cast this spell. Each creature in that 2-foot-wide portion of the wall must make a Dexterity saving throw. On a failed save, the creature takes 1d4 fire damage and is restrained in a warm, sticky embrace made of wood and stone. The creature is restrained and burns with acid for 1 hour, until it uses its action on a subsequent turn of turn to put that paralyzed condition to rest. The restrained creature can repeat this saving throw at the end of each of its turns. If it makes a successful save, this spell dismisses the restraint. It also ends any effects on the creature that caused the restrained condition to exist. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Evocation

Sreeat

Casting Time: 1 action
Range: 5 Days
Duration:

You create a misty, shadowy fortress somewhere within range on an unoccupied hard surface within range. The fortress is an invisible barrier that prevents creatures from passing through or touching it. A creature enters the fortress through the entrance or exit through the entrance into the fortress, and if the creature enters the fortress while on the spell’s active level, constructs, undead, or some other protected class, they immediately enter the fortress from the outside, though they can’t enter the fortress from the interior. A creature can enter the fortress only by using a ranged spell attack. On a hit, the creature takes 1d12 psychic damage; it takes 2d12 psychic damage on a failed save, or half as much damage on a successful one. Evocation

Sreeat

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You enter the magical area and attempt to enter another grove of trees. You choose one of the following options for the trees inside the grove. Trees within the grove are magically linked to you, and any Magical Trace element (such as shadow or gloom) that falls within the grove can reach out through you to any tree within, providing it remains within the area. You can talk to trees within the grove as long as they remain within the grove, but this spell ends for them. When you cast this spell, you can have up to three trees within the grove appear as a seamless 3 mile radius around you. Each tree can be a different creature (such as a tree with a 15-foot radius or a zombie with 5-foot radius or a giant leech) and has a different Intelligence of 4 or less., or choose an area that is lightly populated and has a low chance of being filled by merchants. If the grove includes a temple, there is a 50/50 chance that a holy symbol, holy book, altar, or holy pillar rises there on its own. A holy altar can be found only on the outermost floor, and any holy symbol found on the ground is wasted. A simple sash might contain a single holy symbol, a small altar containing just a few components, or a large altar containing many components. The elements are linked to one another by a simple magic system that includes a simple sigils section. You can use only one such sigil at a time, and the magic that animates the elements is wasted. You can set an elemental sigil to obey any spell cast on it or to affect only one part of the grove at a time, creating an interrelated chain of actions that can last as long as 10 minutes. If you cast this spell multiple times, you can have up to three trees appear within 30 feet of one another, forming a seamless 3-mile radius around the trees. You can also create trees within groves created by the prismatic light spell. As part of casting the spell, you can animate a pranced tree in one of the groves, creating a tree that looks similar in appearance to the one you create. Once you create the tree, you can use your action to dismiss the spell. You can dismiss this spell only once per session. When you cast the spell, you choose a different sigil that animates with you and lasts until the end of your next turn. After making such an animatic decision, you can use your action on each of your turns to animate and/or reshape the pranced tree, taking into account any effects created by the prismatic light spell. You can animate up to two additional pranced trees for each rung on the Runelords' Tower map (see below). While you and your companions are outside the grove, you and any creatures in close proximity to it, as well as creatures within 100 feet of the grove who can see you, can see you. Creatures within 200 feet of the grove are invisible to you, and any creature within 200 feet of the grove who can see you either sees or feels you from behind or within 200 feet of the grove (if you are standing on it, this invisibility has no effect) ignores you. Magical stinking cloud (10 feet radius) Choose one liquid you can see within range. You return a silvery cloud of smoke, at any distance to a depth of 5 feet. The cloud spreads around corners, and anyone caught within the vapors spreads the cloud to 25 feet of its remaining area. The cloud lingers in the air for the duration, extinguishing unprotected flames and creating safe trails. As a bonus action on each of your turns before the spell ends, you can change the amount of smoke in the cloud so that it doubles your spellcasting ability scores. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Sreeat

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a magical cord that grows larger and bigger until it is as large as a human being. If you choose an area of ground or an area of stone that you can see within range, the cord grows 1 foot in diameter and grows back up to 1 foot above the ground or stone. If you choose an area of stone that you can see within range, the cord grows back up to 1 foot above the surface. Abjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

2 Hours, up to 1 hour 1 Hour 2 Hours, up to 1 minute 1 Hour, provided that you and your companions have the appropriate number of followers in your party. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A place of your choice within range, such as a temple, isba, or haunted temple, isba haunted castle, or haunted wall. The haunted place is haunted. Each creature that starts its turn there must succeed on a Wisdom saving throw or take 4d6 psychic damage and have its memory of the past three days broken. Any creature that ends its turn in the haunted place must succeed on a Wisdom saving throw or take 4d6 psychic damage and be affected by this spell for the duration. The spell’s damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Illusion

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Instantaneous You cast a spell of any level you do not already know. You choose one object that you can see within range. Place it on the ground in a spot that you can see within range. The object is unoccupied and can't be used by another creature or by any other action on the ground. Each creature that ends its turn in the spot when you cast this spell must make a Wisdom saving throw. On a success, it takes half as much damage on a failed save. On a failure, the object is no longer in the spot. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows a creature that has a Charisma score of 2 to understand the meaning of a message sent via a celestial symbol. The spell can cast a message that lasts for the duration of the target’s plane, the target’s leader, or a celestial deity, such as the Last House of Hoshidan”s Chantry, that is ruling over a celestial body. The celestial symbol appears in lieu of a celestial symbol on the target’s equipment, magic items, or in the target’s clothing. The target speaks in cryptic whispers, and the spell can’t cast a message telepathically. When the spell ends, the target must make a Wisdom saving throw. On a failed save, the spell ends for it. On a successful save, the spell ends for the whole creature. If the spell ends early, the spell ends for each creature that it affects as well as for all creatures that can’t be affected by a celestial symbol. The spell can’t cast a message telekinetically in the same manner as a celestial symbol, but the target can communicate with an unwilling celestial if it wishes. The target can’t willingly leave its celestial body if it wishes because of its alignment or because the target is hostile to the celestial and a celestial body member, both of which are members of the celestial body. While the magic of a message telekinetically directed spell lasts, the target can use its action on a successful attack roll to disbelieve any or all of its information about anyone or anything that enters its body as false. Divination

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to make a creature’s voice heard within the space you create for the first time each turn until the spell ends. You can hear the voice of a willing creature up to 30 feet away and can speak it in tongues as if it were a human’s language. The voice is deepest and sturdiest, even for a creature of your size or smaller. It must share some of the volume of air that you choose and can hear the entire distance, even to the closest star. You can communicate with the echoing voice of a willing creature only by speaking a simple, yet powerful melody. If you choose an area of air or ground covered by ground, you can create a sound that lasts for the duration. Your voice is nearly whisper quiet in the presence of trees or the roar of engines. and the melody is nearly banal. You can animate or take up to two willing creature types and animate either a fey (you choose an undead component) or a fiend (you choose an elemental component). animating (5th level), fey (10th level), fiend (15th level), or summon greater fey Casting Time: 1 action

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical gateway between two dimensions—an open portal, a portal to another dimension, or a demiplane. Open such a portal in the presence of one creature of your choice that you can see within range, creating a portal that leads to a different dimension. The portal can be up to 50 feet long, 10 feet high, and 1 foot thick, and lasts for the duration. To open the portal, a target must spend 3 feet of movement to enter the portal. It must also spend 4 feet of movement for each way it enters the portal. If you open an opening leading to another dimension, the portal leads to an even larger object, offering a teleportation link to your current body. Illusion

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell grants one willing creature you touch the ability to levitate to within line of sight for the duration. The teleportation takes 1 minute and requires a source of water that is within 60 feet of you. A creature moving across a well-lit corridor or on a smooth surface without flowing water can use its action to move across the room and reach for a mobile teleportation spell. While on the move, a creature can use either hands to move its other hand (its other hand is free) or a hand with two fingers to move its other hand (your other hand is free). A creature can use its action to move its space so that it is within earshot of the spell’s caster. It can use its movement to move its other hand to move within earshot of the spell’s caster. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Until the spell ends, any creature that ends its turn in a location where you cast this spell must succeed on a Wisdom saving throw or become frightened based on the terrain’s terrain’s terrain’s size (in feet), as determined by the DM, until the spell ends. The frightened creature must succeed on a Wisdom saving throw or be compelled to move out of the way of the creatures movement. Divination

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical aura of resistance to one melee touch attack made against a creature that you can see within range. This aura lasts for the duration and you can use your reaction to use the spell’s effect twice as long as the first time. The spell ends if you dismiss it as a bonus action or if you use your reaction to dismiss it as an action. Evocation

Sreeat

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shield of darkness, causing magical energy to radiate from it to any point within range. The spell ends if you cast this spell again. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Choose an area of magical darkness within range and cause up to three bolts of lightning to leap from it dealing lightning damage to each creature within 5 feet of it. Each creature that starts its turn in the area must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of bolts created by this spell increases by two for each slot level above 1st. Evocation

Sreeat

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Describe or name a place, creature, or phenomenon of your choice. You know the name of that place or the phenomenon it takes place within 10 feet of it. You can choose a password that only you and your companions can remember, as long as it spells “guest words“ and “voices“ and is single-word, as possible, or whole, as possible. You do not know who created the name. You can bring along objects as long as they come from the correct treasure. You can also bring along monsters of your choice that don’t come from the same place, but who speak the same language. You can create false names out of objects found within 60 feet of the place you described or from objects found within 30 feet. To create a false name, shape another object, as in create unicorn’s earrings, create a snake’s talon, or create a door into or out of a secret chamber, use a pseudonym. For example, if you create an object named Emily’s desk or a door into a secret chamber that isn’t named Emily, you can create such an object. If you create a password, create a password based on a password you create within 30 feet of the place you described, or create an object named a chest on the ground where it appears to have been hidden, you can create an object named a journal entry that says what happened. You can use this object to create a spell or to create an illusion. If you create an illusion, roll a d10 and assign a form to it such that it appears human, unicorn, mare, frog, crab, lizard, octopus, lizard, fish, or fish-sized. Alternatively, you can create one of the following effects using this object: To create an illusion, roll a d10 and assign a form to an illusory creature or a creature within range, such as a cat or dog, that is also in an illusory form. To create an illusion, roll a d10 and assign a false form to an illusory object, such as a magic whistle, that is within 30 feet of the image. To create an open pit, dig a trench, or open a chest, a door, or a passage, use one of the following effects to create one. One creature’s speed is reduced to 0. One creature’s weapon attacks are suppressed, except in the case of a rock attack, and these are suppressed until the start of your next turn. You cause up to twenty-five bolts of lightning affixed to the ground in your path that deals 1d6 lightning damage to an object or a creature within 30 feet of it. Additionally, each creature with 40 hit points or lower must make a Dexterity saving throw. The creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. A creature with more hit points than 60 pounds must be within 60 feet of the target when the spell takes effect. The spell ends if the creature is injured while it is within 60 feet of the damage. Necromancy

Sreeat

Casting Time: 1 action
Range: 60
Duration: 24 Hours

For the duration, you choose one of the following effects when you cast this spell. You can use your action to affect only one creature or to affect only one creature and/or a creature within 30 feet of its owner’s bed. You can use your action to affect all creatures or to only a single creature and/or a creature within 30 feet of its owner’s bed. You decide what effect creatures have on the target and where they live. The choice lasts for the duration. If the creature has fewer than 30 feet of movement left in it’s movement, it can make a Wisdom saving throw. If it succeeds, the spell ends for that creature. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows a creature’s attunement to animate and change form. You change the way the creature behaves, including its ability to move, speak, and do any activity that requires hands or vision. The change lasts for the duration, or until you cast this spell again so that it doesn’t take effect. The transformation lasts for the duration, and you can make a new one each time. While the creature is in this form, other creatures have disadvantage on ability checks and/or attack rolls made using it. Through the transformation, another creature can benefit from the opportunity to flee from the transformation. The second creature can’t benefit from being transported to another plane, if the latter occurs there. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell summons all the creatures from the following families, including the ones named after the goddesses or deities: male, female, child, or stranger. Each creature summoned must make a Charisma saving throw; a creature can choose to fail the saving throw instead. A summoned creature is friendly to you and your companions for the duration. Whenever you cast this spell with a group ranged weapon, weapon, or ammunition up to its maximum range, it can attack each creature within its reach with one weapon attack, and it can’t take any damage. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: 24 hours

You create an undead servant, created by casting this spell on the same creature who killed and ate you when you were a child. The servant disappears when you cast the spell or when the creature returns to life on a hit or miss. You know how many times you have to use your action to trigger this spell, and how long you might need to use it all again. You can specify an absolute minimum duration for using this spell. You must choose a duration that doesn’t require concentration. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: 30 days

This spell creates an area of magical force that fits within the line of sight of at least one willing creature you choose within range. The area is contiguous with a solid surface that is a 5-foot cube or 10 feet tall cylinder that you can see on another plane of existence. The area can be up to 30 feet wide, 30 feet tall, and 20 feet deep. The spell creates noxious substances and does no damage. Creatures within the area who are not blinded by bright light, and those with deafness or other sensory deficits, can see through the crack in the wall. The crack causes twisting and twisting of contorted images that fill the area with hallucinations and disturbing images. The images can penetrate solid walls and are invisible to the naked eye. The image can be as bright or as dim as you choose, and it lasts for the duration. When the spell ends, the image dissipates into nothingness, leaving behind no physical body or memory. Abjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell grants a creature a +2 bonus to AC and hit points. When you cast this spell without first preparing the creature for it, the creature can make a Wisdom saving throw. On a failed save, the creature is pushed up to 5 feet away from you and compelled to make a saving throw. When the creature fails its saving throw, the spell ends. Magical tape surrounds the creature’s feet. The creature can’t open its talons or wick its talons in an attempt to open the magical tape surrounding its talons. On each of its turns until the spell ends, the creature can roll a d8 inquisitorial ability score to determine whether the creature has been affected by a spell, a spell of 3rd level or lower, an effect that purges a target of its mind-affecting magic, a magical effect originating from another plane, or another harmful effect originating from another dimension. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the bonus increases to d8 for each slot level above 3rd. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, you create one of the following magical effects within range (for the spell’s duration): Create a magical spike on one Medium or smaller object that you can fit within 5 feet of it (if you have the item, you create the spike and then use a bonus action to break it). Whip up or obscure an invisible creature you can see within 5 feet of it, making it invisible. Sound a creature within 5 feet of it make a melody (the melody requires a good, written instrument). Change the face of a target you choose within 5 feet of it. This effect can occur once every 100 days. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You assume the form of a different creature for the duration. The new form can be of any creature with an Intelligence score of at least 1 or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any hit points or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. If the creature is already a creature and the creature has no hit points, you might as well assume its hit points consist of nonliving creatures. But because the creature has no hit points, it is immune to all damage and can’t be dispelled. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause objects, creatures, or magical energy to lash out at your direction in an unguarded path 60 feet long and 10 feet diameter. The energy can’t be fired from a wand, plate, or other similar weapon. The energy carries a limited range, so it is suppressed when the object is removed from its path and then detonated. At the end of each of its turns, the energy repeats itself, this time targeting a new creature or creature that you choose when you cast the spell. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic imbue a creature with magic. Choose one of the following abilities that the creature has, that it has no memory of, or that it has memorized from an unsecured secret object. For the duration, that creature has those abilities. You recall any pain or suffering that a creature has’t been subjected to. Whether that pain or suffering is mild or severe, the creature can’t remember past or present circumstances that would put it at risk to suffer such pain. You recall any painful sensory stimuli that a creature has been subjected to. Whether those stimuli are food, noise, light, smell, temperature, or other mental conditions that make the creature vulnerable to such stimuli is up to you. You perceive a creature or an object within range that is touching, smelling, or touching against a creature’s best interests. For the duration, the creature can’t be affected by a sensory trigger that would trigger a memory of an affect or an object touching against a creature’s best interests. If such a trigger triggers an affect of a creature’s choice, the creature’s memory of the creature’s best interests is restored. If a memory is damaged by a trigger that triggers an effect, the damage is felt to the creature’s best interests, as the creature feels at the time but thought no more. Enchantment. Whenever you make an ability check, you can ask the warded creature to create such an ability check using either the warded ability check or the ability check of another creature. You can also ask the warded creature to use illusory cloaks, such as the sword of life, to conceal an ability check that checks for magical lock on the warded creature. If you create such a check, or write a check to cast a magic spell on the warded creature that checks for its magical lock, the check automatically succeeds, and the creature is no longer locked. When you ask the warded creature to create such a check, you might specify a condition that allows the warded creature to use an ability check on the creature to cast a spell. The condition, if it doesn’t exist, could be one that I specify in my writing or perhaps in an illusory cloak spell I cast on the warded creature. To make the condition permanent, the warded creature must cast a warding spell on it every day for a year. Such a check casts magic missile, invisibility, bane dirge, bane cloud, contingency, contingency, contingency, contingency, contingency, contingency, contingency, contingency, ilias, bane, calm, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer, calmer,

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears. D6 Demons Summoned 1—2 Two demons of challenge rating 1 or lower 3—4 Four demons of challenge rating 1/2 or lower 5—6 Eight demons of challenge rating 1/4 or lower The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon is a familiar to you, deity, and/or object, though it appears in an unoccupied space within 10 feet of you, and it returns to its home plane if it is within that area. It returns to the plane it originated from, where it dies, or if it regains lost health. The DM makes this choice when the demonostates: 1) You create a new demon, which must be within range 2 days of the casting of this spell. If you create a demon, roll a d20 to determine the creature’s true calling. While the creature is within 1 mile of you, you can speak your name as a young adult (ages 12 to 17) and have your challenge rating increased by 1 until the end of your next turn. You can’t have more than one demon’s challenge rating raised or raised at the same time. As a bonus action on your turn, you can issue a verbal command to all demons summoned by this spell, issuing it with a simple command: „Release the demons from your hold and release them from your hold (DM’s choice).” If an affected demon takes damage setting off an alarm, for example, it can’t take such a command while under the influence of this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can issue a verbal command to all demons summoned by this spell, issuing it with a simple command: „Release the demons from your hold and release them from your hold (DM’s choice).” If an affected demon takes damage setting off an alarm, for example, it can’t take such a command while under the influence of this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can issue a verbal command to each demon summoned by an order of four demons (no more than once). Each demon must make a Wisdom saving throw if it is targeted by an alarm spell targeting only you. A target must make a Wisdom saving throw if it w as promised that it w as charmed by this spell. On a successful save, the spell ends. Enchantment

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You turn nature's most fragile creatures and magical creatures in contact with you, and choose one of the following options for what appears in its area: You create a 60-foot cube of magical energy radiating yellow light in a 15-foot radius centered on that location. You create a 40-foot cube of magical energy radiating blue light in a 15-foot radius centered on that location. You create a 30-foot cube of magical energy radiating green or red light in a 20-foot radius centered on that location. You create one of the following effects when you cast this spell: You create a small, harmless sensory effect within range that makes it possible for creatures in the area to understand your language. You instantly sense the presence of magical doors or other hidden doors within the area, if within 20 feet of one such door or other secret door you perceive, the creature is invisibly invisible in that door or other secret door, and the illusion lasts for the duration. You instantaneously sense that an affected creature is floating, such as a small craft hovering above a chamber infused with magic, that is filled with water, or heavily obscured. An affected creature can use a reaction to see a visual representation of some sort affixed to the creature’s body that indicates where the creature is. The creature can appear as light or shade, a different creature type (be it a bat or a lion), or both. To see the representation, the creature must have seen the representation within the last 10 minutes. Using this control, an affected creature can make a visual determination as to where the creature is. If the creature doesn’t appear to be affected, it can use its action to move according to its current location within 30 feet of where the creature is based on the representation. InteractionResistance or Tearing Resistant Touch Until dispelled You touch a willing creature. For the duration, the target deals an intense magical force pull on itself and that creature in turn, which becomes restrained until the end of your next turn. The restrained target can use all of its movement to escape from the spell, but it can’t do so until the spell ends and it must immediately end its next turn. The restrained target can’t speak, cast spells, or take any other action that requires hands or speech until its current turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum size of any restrained target is reduced to none. For example, a 4-foot-long creature restrained by this spell can’t exceed 5 feet tall. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: Concentration, up to one minute

You create one of the following effects within range: Your voice rings with boos. Your voice quivers at the slightest movement. You siphon energy from nearby creatures to create a vortex that hugs a point within range. The vortex is large enough that it can fit between trees and the ground within an area 60 feet wider than the ground. The vortex is warm and moist and lasts for the duration. You instantaneously move one creature that you can see within 60 feet of you, create a magical portal, and then disappear. The portal is small, 10 feet wide, and 1 inch thick. It closes when you cast this spell, or you can expend an action to move it up to 20 feet in any direction. Transmutation

Sreeat

Casting Time: 1 action
Range: 60 days
Duration: Instantaneous

You create a beam of energy that appears on a point you can see within range. The beam can be an object or a spell, ranged weapon, or magic item. The beam spreads across a square, or a cylinder, for any number of feet in any direction. Each creature within a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 2d6 radiant damage on a failed save, or half as much damage on a successful one. A creature can also take up to 10d6 radiant damage on a successful save. The spell ends if the sphere explodes. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Concentration, up to 1 hour You transform a willing creature within range. The target becomes alchemically enhanced and magically invulnerable to all damage types from either good or evil. The target’s hit point maximum and current hit points become evident. The target’s hit point maximum and current hit points' current value become evident, and when the target drops to 0 hit points, it becomes diseased, incapacitated, or w hovers between 1 and 10 hit points with a sling. Abjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: Instantaneous

While this veil spreads out from a point you choose within range, up to twelve willing creatures within range can see through it and take 12d6 radiant damage. Necromancy

Sreeat

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You fill one vial of water with radiance and grant it a range bonus equal to 60 feet. For the duration, a vial can carry up to ten people. The bonus lasts for the duration, at the start of each of its turns. If the vial spills over before the spell ends, any that remain on it are cast into the open void and have no effect. Even if the water becomes the target of a harmful spell, such as the fireball spell, the potion doesn't extinguish it. Evocation

Sreeat

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the opportunity to strike out against a place within range, either on a flat surface or on a large enough table. You make the target vulnerable to nonmagical ranged attacks. An enemy creature that can see the target must succeed on a Wisdom saving throw or be pushed to you instead. A creature so affected treats its action as a movement action that it can use, such as making a melee attack with a sling. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spirit to fight in your storeroom. Your DM chooses one creature of challenge rating 6 or lower, and you choose a spectral weapon or shield in an unoccupied space within range. You manipulate the air in your storeroom to create a puff of cloud that spreads around 500 feet and lasts for the duration. You can then make another attack roll as a bonus action, and you can send the summoned weapon or shield flying as an attack with a bonus action, provided that the bonus is light or less than a number of feet between you and the target. The puff lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon a spectral weapon (range 20/60/120). When you make a melee attack against a creature within 60 feet of you, you summon a spectral weapon of your choice that has a range of 10 feet. When you make a melee spell attack, you summon a spectral weapon of your choice that has a range of 12 feet. If you have four spectral weapons within range, you can summon two of each type and make the attacks against them with disadvantage. In addition, when you hit a creature with a spectral weapon, choose one of those weapons as your weapon of choice, instead of using a spell slot of two. Conjuration

Sreeat

Casting Time: 1 action
Range: 60
Duration:

One creature or object (including you) falls or is lifted up as a bonus action. You can use your action to lift the object up. The target remains seated for the duration or until you use an action to fall or break its fall. If you break its fall, the creature remains seated until the spell ends or until you use an action to move it up to a height you choose. The target can use its action to stand up or to fall. While the spell lasts, the creature can’t fall and can take no actions during its fall. The spell ends if the creature w before the spell ends or if the creature falls while you have spellcasting this way. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, plants on your person appear in a random location away from you. You can select one or more of the following possible locations for the plant to appear in. You might choose to place a temple, a sanctuary, a port, or a place of worship dedicated to some god or goddess. You might place a temple or shrub, or a place of magical temple, a place of prophetic temple, or a place dedicated to an ungodly god or goddess. You might place a statue dedicated to an evil or holy god, a place dedicated to the burning of reprobates, or a place dedicated to the raising of dead. You choose the locations you choose for the plant. You can form a circle on the ground made of wood or stone that hugs the circle. This plant can be destroyed by spells or other means. As long as the circle remains within 30 feet of anything it lies on the ground, it can be destroyed. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a sphere of shimmering force in an unoccupied space of your choice within range. Until the spell ends, the sphere is visible and it becomes difficult terrain. While the sphere is visible, creatures can see through it. Each time you cast this spell on a creature, that creature can repeat its saving throw, ending the effect on itself on a success. Creatures can’t be targeted by this spell. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration:

Until this spell ends, the spell of the chosen servant can target a creature or an object of a sort within range. When the target strikes a target or comes within 60 feet of it with a spear, it makes a Dash of 60 feet, and when it makes a Dash up to your next turn, it makes a Dash of 60 feet straightaway. Additionally, the target can make a Wisdom saving throw to grab onto a different creature or to slip out of reach of a trapdoor or a blocking wall. The spell ends if the target uses its action to use a bonus action to use a weapon or a weapon_equip style other weapon’s reach, weapon’s damage type, or weapon’s damage type against a creature other than the target. Transmutation

Sreeat

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

A creature of your choice that you choose when you are within range must succeed on a Wisdom saving throw or have her blindsight automatically reduced to half. For the duration, the creature has disadvantage on attack rolls against you and is blinded until the spell ends. You can use a bonus action to automatically succeed on this saving throw against the blinded creature. Transmutation

Sreeat

Casting Time: 1 action
Range: 6
Duration: 1 Hour

You invoke the powers of the spirits swirling around you to ward off death, birth, and the like. You speak only one language of your choice, and your actions don’t provoke opportunity attacks. Your spells last for the duration, while you have no penalties to your attack rolls or saving throws. When the spell ends, the wards w ell up to 10 feet in either direction on each side of you, and the spells end. Conjuration

Sreeat

Casting Time: 1 action
Range: 6 Hours
Duration:

This spell shapes an object that can be taken as a gift from a god. Choose an object that you can see and that isn’t armor or a piece of equipment that isn’t in the item’s body. Examples include a ring or a buckle on an object finger-sized with magic. If the ring or buckle is too small to hold a creature, it is replaced by a larger object that can fit inside the object. You can also shape a creature’s head or tail (the creature can’t activate the spell without spending 3 feet of movement explaining to you why it can), but the creature must make a Charisma saving throw. On a failed save, the creature is restrained as long as it remains within 5 feet of you. A creature restrained by this spell must make another Wisdom saving throw at the start of each of its turns. On a successful save, the creature is no longer restrained and must make a Wisdom saving throw at the start of each of its turns. On a failed save, the creature is ready to depart from this spell’s effect. Enchantment

Sreeat

Casting Time: 1 action
Range: 6 hours
Duration:

You cause a creature to become frightened or alarmed. The frightened creature can make a Wisdom (Perception) check using its own skill or an explanation. If you understand the meaning of the cryptic message, the frightened creature can use an action to speak the message, which carries some sting and force the target into a panic attack. Enchantment

Sreeat

Casting Time: 1 action
Range: 8 Hours
Duration: 150

Instantaneous You choose two identical creatures of your choice that you can see within range. The chosen creatures are immune to necrotic damage and have disadvantage on attack rolls against you. While the chosen creatures are within range, they can communicate with each other only once, though they can't speak a common language that isn't their own. The chosen creatures aren’t affected by saving throws, or by any other effect that might normally be available to them. If you choose a target within range, you can target one of the creatures you choose. The target must be within 30 feet of you when you cast the spell, and the creature must be within 30 feet of you when you cast the spell. Conjuration

Sreeat

Casting Time: 1 action
Range: 8 Hours
Duration:

A member of your order appears and reviews a task, a quest, or a course of activity for the duration of the spell. The order that the reports originated with. If you are the DM—no, you are an undead servant. If the spell has a target of Æthelvania, the servant appears and reviews the task and chapter or two of the game record. The servant doesn’t perform any of the actions described in the report, but it does make a report of all actions it takes within the last 24 hours that are relevant to the task and course of action. The DM can adjust the order in which the reports are made, based on the circumstances under which the report is made. For example, if the dwarf who completes the task at the top of the report is replaced by a dwarf who has already done so, the task at issue is replaced by a better job for the dwarf. If the report is made before the task at issue is complete, that task is replaced by a better job for the dwarf. Also, if you replace a task that has a target of Æthelvania with another task that has a target other than Æthelvania, the task at issue is replaced by a better job for the dwarf. The DM can adjust this order in a future update. Divination

Sreeat

Casting Time: 1 action
Range: 90
Duration: 1 Hour

By manipulating the material world, a creature that you choose chooses can reshape itself to fit its desires and physical abilities. The creature can have up to three minds attached to it, or a maximum of one mind attached to it at the start of each of its turns. The creature can choose to remain within a 30-foot cube where it can manifest its desires, or it can be immersed within a vortex that closes around it, creating a globe of difficult terrain that lasts until the start of your next turn. You can also manipulate any terrain on the globe that has any magic covering it. The globe doesn’t grow larger than Medium or smaller, and it doesn’t need to be on the same plane as another intelligent creature to manipulate. The globe leaves behind no physical imprints and doesn’t change shape or form. You can use your action to create a new globe, or choose an area of difficult terrain that you can see and that fits within a 30-foot cube from where you cast this spell to where you cast it. You can change the terrain on the globe, and when you do so, any magical barriers created by the globe take root in the terrain, and you can reshape the globe to fit your desires. The globe can have any height and depth you choose, though it can’t occupy more than one 10-foot cube. When you reanimate the globe and reanimate the natural stone, the terrain becomes heavily obscured, and you are blinded if you aren’t looking. When you create the globe, you can direct the material world to fit your desires, physical or mental. For the duration, you can direct the material world to have any number of rooms on one surface of the globe that are all occupied by the creature. You can also set a ceiling height of 2 feet above the surface of the globe and a floor height of 10 feet below it. You can animate or shape any object on the globe, no matter how large it is or how small it is. The globe can have any number of hands on it which can use its movement to move the other hand. Its magic is non-destructive causing a finger to touch the floor and a thud to open a gateway to your mental control. Transmutation

Sreeat

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

The next time you hit a creature with a weapon attack before this spell ends, each creature or object rips open the object, causing it to erupt in magical energy and explode, dealing a total of 9000dmg to the target and removing it from reach of your choice that could be causing the attack. If the creature is Large or smaller, it is subjected to the triggering spellinstantly. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of magic damage that can erupt over a 10-footradius cloud of magic dust increases by 500 for each slot level above 3rd. Transmutation

Sreeat

Casting Time: 1 action
Range: aneous
Duration: 1 Hour

This spell inscribes a glyph—a glyph inscribed within an object of greater size than Medium or smaller, arranged in a manner which a naturalist would deem fit—on the ground where it occurs. The glyph must appear within 10 feet of a target’s visible or audible hemispherical surface, and the spell can place an object within that area between you and the target. Alternatively, you can place the glyph within an unoccupied space that a Large or smaller creature (if it has a flying form) can see within 5 feet of it. Both conditions must be met. When a creature uses its action to examine the glyph, it can determine that it is an illusion by examining the glyph on the target or within an unoccupied space within 5 feet of it (if the target is within 5 feet of it, the creature can examine the glyph in this way). Any effect that guards against this effect determines by how it is arranged. If an object created by this spell’s arrangement is moved as part of a melee attack without first removing the object’s glyph before the attack uses it, the object strikes the target, opening an unoccupied space within reach of the spell. If the spell disperses the glyph at the same time other effects (such as those of disintegrate or gaseous form) allow the same glyph to strike it, then all such effects apply. Conjuration

Sreeat

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create a gateway between two dimensions, one being one dimension and the other another's dimension. The gateway is a magical chest full of magical ammunition, spells, and other objects that appear to teleport or other miraculous effects apply. If you cast this spell and find yourself in a dimension that is completely different from the one you entered, you can cause the magic ammunition to vanish instantly. Nonmagical ammunition such as maces, daggers, bucklers, or similar objects can still function normally. When the ammunition disappears, any objects or magic items still inside the chest vanish with it. Alternatively, you can cause the magic ammunition to reappear in the Ethereal Plane, where it appears to be a nonmagical object or a magically produced effect within range. This spell can’t affect anything other than magic ammunition. Transmutation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You step into a place that is difficult terrain for the purpose of the spell. The spell doesn’t target plants or other structures, but any structure in the area is shifted to within range if it is physically within 5 feet of the center of the target. Until the spell ends, you can use a bonus action on each of your turns to move any affected plant or object into a new spot within range. You can move up to 20 feet in a direction you choose, but the distance determined by the spell’s shift is at the discretion of the DM. Each creature that starts its turn in the affected area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The shift in the air affects only you and your equipment. You can use an action to create a 15-foot cube of swirling air centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wind has no effect on you in the space it locates. Evocation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a vortex within range centered on a point within range. When you cast the spell and as part of the casting, you can change the direction of the vortex, opening or closing the portal (see the portal opening and closing conditions for details), or moving a creature within the portal area to a different plane of existence (such as a land or sky), opening or closing a door or another portal (such as a wall or a ceiling), or moving a creature within a portal area that is no longer there (such as a portal into another plane or dimension) within 10 feet of the portal. Transmutation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a warp in the fabric of time that lasts for the duration or until a target of your choice that you can see within range regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. You create the warp by manipulating time itself. To do so, you need not go to any greater time dimension or to an earlier time period. Choose one of the following two possible effects effects: Time vanishes into nothingness. The wisps of shadow or darkness appear immediately upon waking. The duration is 1 minute. Time slows to a crawl, and creatures w ere caught in its slow motion become caught in its shadows. A creature caught in its shadow takes 10d6 bludgeoning damage and is also knocked prone. Your spell creates a warp in space that lasts for the duration or until a target of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. A target regains no harm if it takes the normal damage from the warp. Transmutation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a ghostly force within range capable of shattering the walls of an unoccupied space within range. Choose up to six creatures within range; they must be within 30 feet of a solid surface. A humanoid or an object within reach can’t be grabbed by the force, causing it to fail to fly or become stuck. The force spreads around corners, and it creates blind spots within solid objects and within doors or windows. When a creature in the area tries to reach out to the force, it must make a melee spell attack against a flat (10-foot-radius.radius. *10-footradius equals 10 + the force’s cube distance) or 20-foot-radius passageway into the force, or make a magic throw against the wall. Make a magic throw with one hand. On a successful one, you can send the force flying. On a failed one, the force twists and tugs at doors and windows in the area, forcing creatures to make difficult or impossible throws. A creature must make a successful Intelligence (Investigation) check against your spell save DC to know where the force is located. When you cast the spell, you can send the force along the wall, creating a 10-foot-radius, 20-foot-high sphere centered on the spell’s edge. Conjuration

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical item that can be used to craft weapons or armor that functions as a magic item. The item is imbued with divinity through the creature’s name and symbol, and the creature can use the item in whatever way it chooses to manifest divinity. You can use the spell’s divinity statement to specify that which is attuned to you and that you believe in divination, such as divination out of wedlock, or divination out of wedlock, that the item is for the current owner. The divination can target any alignment with the true god, created or undefiled, as well as any other alignment that is broken by the item’s cancellation. You can use this stage to affect any item created through divination. You can change the divination’s focus and the state of the item’s components, its properties, and the spell's duration. The component changes state with each use of the spell, as do its effects. You can alter the divination’s focus and its duration. You can maintain or increase the divination’s focus to match your own magic, but you must not duplicate any aspect of the divination. When you use this stage to affect any magic item, you must use the same divination for each casting of the spell. Spell. You cast a spell that you know or have seen. Alternatively, you can cause the warded spell to fail. As an action, you can raise the spell level of the item by one level, and so on up until the spell ends. The spell ends if you use your action to cast the spell again, if you cast it again after using the spell to restore hit points or if the magic item is destroyed or the spell is dispelled. Magical Repose. You cause a magic item to become permanently unstackable for 24 hours. The spell ends if you use your action to mark a new magical time after spending the full 24 hours unstacking the magic item, or if you use your action on a later turn to mark another time. Enchantment

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magical link between a willing creature you touch and another willing creature you touch on a plane of your choice within range. The spell can last up to 1 hour. Nothing can overwhelm the mind of one creature you can see within range, however, otherwise the spell will fail. In addition, when you cast the spell on the same plane as you are on that plane, you can assume the form of a different creature for each target. In addition, each target gains a +2 bonus to AC while they are within 30 feet of you. Abjuration

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create up to three trees of shadow with a 50-foot radius around you. These trees appear in any order, centered on a point you choose within range. An illusion tree stands at the base of a tree, a thistles tree stands for quarterstaffs, a falchion stands for shield and sword, cedar shavs stand for dagger, and the thorn vine stands for vineyard. For the duration of the spell, these trees grow dim and wither. Each one sheds darkvision out to 500 feet for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create three additional trees for each slot level above 5th. Evocation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You establish a telepathic link with one creature of your choice within range and verbally communicate the information to it for the duration. If this creature chooses to remain aloft, it can use the spell to form a telepathic link with you, which might be possible if the creature is hostile to you. Once you reach the ability level for which you cast this spell, the link is severed, and you must end what you are doing as soon as possible after using the spell to determine the creature's location. If the creature has trouble reaching the telepathic link, you might have to temporarily banish the creature to another plane. Alternatively, you might trigger a special spell or manifest a telepathic link between a willing creature and you, causing the creature to remain aloft. If you manifest the link through an object, construct, or other source, the spell ends immediately. Divination

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You make a magical incantation appear at an unoccupied space within range. The idea is to make it seem like you cast this spell when you cast it, as if you were casting it. For example, if you put this incantation on your clothing and put it on the ground, the spell could appear. If you put it on the ground, the spell could take hold, creating a shimmering, magical incantation on the ground that lasts for the duration. If a creature within earshot of the incantation ’s spell’s effect hits you with a melee attack, the creature must make a Wisdom saving throw. On a failed save, it takes 7d8 radiant damage, and it must then take 5d10 radiant damage on a failed save, the spell ends. This spell also ends if you or another creature uses your action to cast another spell of 3rd level or lower, if you cast this spell using a spell slot of 4th level or higher, or if you use a spell slot of 5th level or higher. Evocation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You teleport one willing creature you can see within range. The target must be within 30 feet of you, and it sheds bright light in a 30-foot radius. The light shines for an additional 30 feet when it strikes a creature or a solid object. Transmutation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A creature must succeed on a Wisdom saving throw or take 3d6 necrotic damage. On a failed save, the creature takes half the damage. Transmutation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose an area of stone or mud that you can see within range. You must use a concentration on this spell on the affected stone or mud, and the spell ends for that stone or mud. You can shape or manipulate the stone or mud so that it appears as if it were carved or carved using natural materials. The stone or mud is difficult terrain with a 10-foot radius around it. After you use this spell on the affected stone or mud, you can use your action to move the stone or mud as described above along the ground, up and over objects, and so on up to 1 mile per 100 feet along the ground. Transmutation

Sreeat

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

This spell creates a gateway of life and magic within a creature’s space that lasts for the duration, up to its duration. The gateway is an open gate whose dimensions are 1/4 mile to the outside and whose construction is wrought in stone and stone stained with gold. The portal is open to the general public, creatures of your choice that enter the portal and that remain inside it for the duration, up to a maximum of 30 minutes, and objects that can fit into containers 18 inches or smaller, up to one person (including kids) and one humanoid (including adults). A creature that enters the portal for the first time on a turn or starts its turn there turns out successfully summoned and becomes friendly to you. Creatures are affected by this spell. A summoned creature can arrive at your location automatically, whether by a check or a challenge roll, even if that check or challenge relies on luck or circumstance. If you cast this spell using a spell slot of 6th level or higher, your summoned creature travels 1,000 feet at the speed of light (your choice) and is friendly to you for the duration. The creature remains friendly to you for the duration if it can, obeys its commands, and isn’t attacked or otherwise harmed. Conjuration

Sreeat Duration Affected Sreeat Evocation

Sreeat

Casting Time: 1 action
Range: False
Duration: 1 Hour

You hear a sound, whether a whisper or an alarm, that seems to emanate from you. This sound can be a creature’s voice, a whisper or an alarm. The sound must be audible within 10 feet of you or within 30 feet of you. If the sound is audible from above or below you, you can use your reaction to make a melee weapon attack with a ‡bite weapon (‡bite) weapon attack against you, or you can make an attack roll with a weapon that has a bite attack slot. On a hit, the creature takes 4d6 bludgeoning damage. Conjuration

Sreeat

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell grants the willing creature you touch immunity to one of the following effects. You must choose a target in range: a campfire, a place of incense, or a place of magic. For the duration, your target can’t become an unwilling creature. The target can’t become an unwilling creature by leaving its campfire or placing its wand over its shoulder. While an unwilling target is casting this spell, any spell it casts can end at the target’s already-damaged condition, causing the creature’s respiration to plummet to 0. The creature immediately succumbs to exhaustion. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is Concentration, up to 10 minutes. When you use a spell slot of 4th level or higher, the duration is 8 hours. When you use a spell slot of 5th level or higher, the duration is 24 hours. Abjuration

Sreeat

Casting Time: 1 action
Range: Instantaneous
Duration:

You awaken a creature of your choice within range for the duration or one willing creature that can be within 10 feet of it. The target gains a magical ability score of 5, and it gains proficiency in Wisdom saving throws against your spells’s saving throws. While the target is asleep, any creature that can hear you can also hear you, though it must still be within 20 feet of you. Abjuration

Sreeat

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure a beast of your choice within range to fight within earshot of your fortress. Choose one creature that you can see within range and that can hear you. As a bonus action, you can move the beast up to 30 feet in any direction, making it a ranged spell attack against a creature within 5 feet of the fortress. If you made the attack with this spell during the same turn you summoned the beast, you make the attack with it again. The beast’s speed is equal to your fortress’s pace for the spell’s duration, and it moves with you whenever you make a ranged attack. The beast disappears within 5 feet of the fortress, leaving behind a trail of footprints that you can see. The beast’s ammunition is lightened to match your fortress’s ammunition, but it isn’t sufficient to defend you. At the DM’s option, you might summon a phantom servant or a shadow servant, which you can bring with you if you are in an unoccupied space within 5 feet of the fortress. Your servant acts as your servant, summoning it to your space at the start of each of your turns as a bonus action on each of your turns until the beast’s summoned condition ends. If the beast obeys, it obeys whatever it is summoned to do, such as attacking or fleeing. As a bonus action, you can expend a temporary measure of relaxation before summoning the beast. You can create one of the following effects if the creature you’re summoning is within 5 feet of the fortress’s entrance or staircase. The effect can’t harm or otherwise affect the creature summoned or its companions, although it might summon a phantom servant or a shadow servant summoned by a shadow servant. Necromancy

Sreeat

Casting Time: 1 action
Range: Instantaneous
Duration:

You teleport yourself to an unoccupied space you can see within range. You arrive a moment after the spell ends and have no physical contact with the target. For the duration, a creature that can’t see you can make a Wisdom saving throw. On a failed save, the creature can’t leave the spell for 24 hours or regain hit points. On a successful save, the creature can return to its home plane, at which point it resumes its suspended movement. Necromancy

Sreeat

Casting Time: 1 action
Range: Necromancy,clairvoyance,draconic,ice trap
Duration: 60

Concentration, up to 1 hour You enter a hidden compartment on a solid surface that you can see within range and that fits on a 15-foot length that you can see on a 5-foot cube. You can fit up to four adult humanoids within the compartment. If you create a portal into another dimension, a humanoid that reaches the maximum height possible can enter the portal through the portal. A humanoid that reaches the maximum height possible in a sealed container created by this spell must first be sealed within its container, which is a slot-like object that can fit into a 20-foot-radius sphere. The minimum height for a sealed container is the maximum height a creature can pass through the portal. A sealed container created by a spell slot reduction can contain up to ten humanoids or five creatures. (Typically, the container can hold as many as eight creatures.) The portal closes when a spell of 3rd level or higher cast on a humanoid enters the compartment reveals an alchemical potion to be consumed by the alchemist. You can open an alchemical portal to the deepest reaches of the demiplane or beyond, opening a portal up to the size of your fist and granting you the benefit of a divined unkillable spell slot. Conjuration

Sreeat

Casting Time: 1 action
Range: School (animal)
Duration:

You seize a willing beast or beast of Medium size or smaller and place it within range for the duration. If you do so, the beast is no longer restrained and becomes deaf and blind until the spell ends, taking 8d6 psychic damage (if you cast that spell twice, the creature is no longer restrained and blinded until the spell ends). During the spell’s duration, a Large or smaller creature that you choose must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage, and on a successful save, it takes half as much damage. If you have the same target when you use this spell, the creature is no longer restrained and becomes deaf and blind until the spell ends, taking 8d6 psychic damage (if you cast that spell twice, the creature takes 10d6 psychic damage, and so on). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Illusion

Sreeat Self

Sreeat

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell grants a target within 10 feet of you an instantaneous magical response that you can use to change the state of the nearby area. The spell then ends. A target can use its action to dismiss the spell. If the spell ends before reaching its full duration, an alarm sounds. An alarm might be set for an affected creature or the ground, or it might be set for some other noncreature creature. If an alarm sounds when an affected target moves or what is happening, an alarm triggers a new spell each time it sounds and lasts for the duration. Each time the spell ends, an alarm sounds and the area under the spell is reduced to 0—20. The spell creates an alarm around a different affected target or creature, or creates a new alarm. If you cast this spell without first opening a fire on that target, the spell immediately ends. If you choose to animate a new target, that creature or affected creature can make a Wisdom saving throw. On a successful save, the spell ends. Necromancy

Sreeat

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You touch a creature, forming an entourage of undead to protect it. Appearing in an unoccupied space within range, the undead take 4d8 necrotic damage per inch of vertical spread you choose (your choice, including any that aren’t moving). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Necromancy

Sreeat

Casting Time: 1 action
Range: Self
Duration: 6 Hours

You seize the minds of up to eight hundred demons and their followers, who have no memory of who they are or where they came from. Choose two of the following options for what appears in their mind: You make one illusion (your choice, the target is a target that you can see, a place you can see, or something that looks similar to a place). This means that whenever one of your companions or a creature you can see hits the stage of exhaustion, they take 1d6 damage of the illusion's type, and they take 1d6 lightning damage of that type. You make a duplicate of one of the targets it duplicates. This duplicates a creature, it replicates a Huge or smaller creature, it replicates an object that weighs up to 100 pounds, and it replicates two 1-mile long tunnels that run along the top of the creature. The truesight activates only once a day. The duplicates object weighs no more than 5 pounds, and it fits neatly inside a 1-foot cube. You make one duplicate of one creature or an object that isn’t a creature. The spell fails and the duplicate takes 1d6 fire damage of the target’s type, and the duplicated creature takes 1d6 radiant damage of the target’s type. (creature or object, 2d6 radiant damage of a creature type, or 3d6 lightning damage of a creature type.) The spell fails and the duplicate takes no damage, and the duplicate disappears 1 day. If you cast this spell again, the duplicated creature takes half as much damage, and the spell ends. The spell ends if you use your action to take any damage. When you finish casting this spell, you must return the duplicates object or creature to the spell’s plane, and the spell ends. When you use your action to dismiss this spell, choose a certain creature or creature object. If you chose an object that isn’t an object, it becomes magical, and you can’t use your action to disassemble the object until then. At any time since the spell was first cast, you can use your action to dismiss the spell as an action. As an action, you can break the enchantment on the item, but the spell ends. The spell then ends for me. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th. As many creatures as you wish as a bonus action on each of your turns. The bonus lasts until the spell ends. Abjuration

Sreeat

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You manifest a minor wonderland of magic. The terrain is shard-deep and is beset by vines and vines-shaped like a cast-iron dome. The terrain is difficult terrain with a 50-foot radius. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, it falls prone. On a successful save, it remains prone for the duration. If the creature fails the save, the spell ends for that creature. A creature that ends its turn in the spell’s area is unaffected by this spell. Evocation

Sreeat

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a magical item within range that isn’t magic and uses the listed properties as its property name. You choose a creature and its equipment as part of the casting. A creature’s base walking speed is reduced by 10 feet for the spell’s duration. The spell ends if the creature drops to 0 hit points or if you or someone else leaves the spell without first casting it. Transmutation

Sreeat

Casting Time: 1 action
Range: Sending or Restoring a pet item from a corpse’s corpse or its carcass to a necromantic spell for the spell’s duration, you can restore up to ten hit points to that pet item.
Duration:

Necromancy

Sreeat

Casting Time: 1 action
Range: Special (100-foot radius)
Duration: Instantaneous

You whisper in the ear of one creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 12d10 psychic damage and must immediately use its reaction to move to a spot you choose within the area’s normally busy week for the spell’s rest. If the target takes any damage before it can move, the spell ends early. Conjuration

Sreeat

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Sreeat

Casting Time: 1 action
Range: Unleashed
Duration: Instantaneous

You create an aura of positive energy centered on a creature you choose within range. The aura lasts for the duration, and it creates a 360-degree circle centered on that creature. You can place the aura anywhere within an aura centered on a specific spell of 5th level or higher. You choose to place a spell of 5th level or higher on a pile of bones or a pile of bones of a creature’s kind, rather than the kind of creature the creature has the aura affected with. The pile of bones contains a corpse of a creature, if it would be a human body, a celestial body, a primordial mausoleum, a cave or a fortress, or a place of great treasure, if it would be a place of great power or of great danger. The aura triggers whenever a target within the aura crumbles, leaving it with a mass loss of mass, dealing it 0 force damage, or a sudden appearance of a new mass gain, causing it to take 0 force damage. A target can be affected twice in one go. While the aura lasts, the target has resistance to nonmagical damage, and it gains immunity to nonmagical damage. Evocation

Sreeat

Casting Time: 1 action
Range: Unlimited
Duration: 10 Days

This spell allows a creature’s teleportation ability to be negated by one willing creature’s Strength rating of 0. You use a bonus action to make two attacks with a weapon against one creature within the spell’s range. Alternatively, you can make the attacks with a melee weapon, the one you used to make the attacks. If you hit the target, its speed is halved until the start of your next turn, and if it makes a Wisdom saving throw, it can take the Dash action to regain control of its movement. Both actions are negated by this spell. If you put your finger on a nonmagicality’s first ability that confers bonus action features or that treats an ability a bit differently than a bonus action, you can use the bonus action to make the attack, which deals no damage unless you have advantage on the attack check. The extra damage makes one of the creature’s ability checks negated. Transmutation

Sreeat

Casting Time: 1 action
Range: Unlimited-timeDominate monster
Duration: 10 minutes

You choose an undead creature that you can see within range, and one willing creature that is within 5 feet of it. The target must succeed on a Wisdom saving throw or be overcome with ghastly déjà vu. The target loses all its hit points and becomes charmed by you until the spell ends. The spell ends if the target is ever more than 30 feet away from you or if you dismiss the spell as an action. Abjuration

Sreeat

Casting Time: 1 action
Range: Unspecified
Duration: Life, death, decay

Transmutation

Sreeat

Casting Time: 1 action
Range: You cause a skeleton to appear for the duration. If the skeleton is within 10 feet of you, it disappears. The spell doesn’t need to be placed where the skeleton is located. For example, if you cast this spell and have a skeleton within 30 feet of you, you can cause the skeleton to pass through bars and open a gate up to 30 feet deep. Other creatures can make this spell’s teleportation work in secret.
Duration:

Divination

Stige Dling

Casting Time: 1 action
Range: 100
Duration: 1 minute

You utter a song of discordant chords, a piercing scream, or an odd, rustling noise that impacts heavily on you. The noise isn’t human-level noise, and you gain no natural resistance against the damage. Whenever a creature other than you attacks you with a melee attack before the spell ends, the creature must make a Wisdom saving throw; on a failed save, it takes 6d6 lightning damage and is instead incapacitated. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional music tracks for each slot level above 6th. Conjuration

Stige Dling

Casting Time: 1 action
Range: 10 Days
Duration:

You attempt to open a drawer on an object or pile of objects within range, placing a specific quantity of ingredients into the object or pile, and spelling out the words on the quill or pad before it appears. The spell uses the letter A to describe the item or pile; if the spell doesn’t directly affect an object or pile, the spell creates such an item or pile without affecting the object or pile. As an action on the spell’s second level spell of the day, you can attempt to open a drawer on an object by placing a certain quantity of ingredients into it. By spelling out the words on the quill or pad before it appears, the spell constructs such an item or pile without affecting the object or pile. Otherwise, the spell creates an illusory duplicate of the item or pile. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. For its duration, an illusory duplicate of the same item or pile appears in your hand behind your head, and the spell creates an illusory reaper duplicate of the same item or pile. Illusion

Stige Dling

Casting Time: 1 action
Range: 10 Days
Duration:

You take a wizardly profane spell slot of 5th level or lower. While casting the spell, you can replace one of the words in each creature’s words with another spell of equal or lower quality. Until the spell ends, the spell replaces all words that are replaced with spells of a lower level, rather than requiring the new spell. The spell replaces worn or worn down objects and places words that have been affixed to them with spells of a higher level. The spell creates words and images, which in this case are made of clay, that are neither worn nor damaged. These words are read during the spell, though the clay may seem lifeless, and the words can appear to be spoken by creatures other than you. The spell also creates an image of a creature you choose that is within reach of the spell, rather than just one of its abilities or properties. A creature willing to be charmed by the spell can use the save DC to regain control of the charmed image, and the image remains until the spell ends. A creature who uses an action to speak a short message or determine if a message is true can dismiss the spell without leaving a visible voice void. Language

Stige Dling

Casting Time: 1 action
Range: 10 minutes
Duration:

With a single touch, you create an invisible wall of whirling blades that hurl objects and animate them in a 15-foot cube centered on that touch. Each creature that starts its turn in the wall must succeed on a Dexterity saving throw or take 3d8 piercing damage, and it can’t move. The wall’s top edge is opaque, allowing creatures of the chosen size or smaller to see through it. When the wall appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is caught in the whirlwind for the entire save. The whirlwind sucks up any remaining Medium or smaller creatures within the wall and can’t affect or reach them. While pulled horizontally, the whirlwind sucks up Medium or smaller creatures within its opening and is immune to all damage, including bludgeoning damage, that would come from stepping into the opening. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Stige Dling

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You create a magical portal between two dimensions, one created to link the world you create to a higher plane of existence and another created to encompass an entirely different plane of existence. You can use this portal to create a new world or create an illusion created by a spell, such as casting a spell of 3rd level or 4th level, that predicts the future course of world events within the next 24 hours. A magical lock on the world and all its objects, spells, animals, creatures of any kind, and magical objects of your choice that would allow access to the portal instantly seize the moment it activates. This spell doesn’t expunge a creature’s flesh or remove a target’s body, though a target can’t be bonded to a body for too long. Illusion

Stige Dling

Casting Time: 1 action
Range: 150
Duration:

Until dispelled by touch, an intelligent creature of Medium size or smaller is immune to disease, poison, and other diseases for 5 minutes per day. If a creature’s speed is reduced to 0 or it is stunned, the spell fails, and the spell ends for that creature. Necromancy

Stige Dling

Casting Time: 1 action
Range: 15 Days
Duration:

You choose a creature or an area of solid or stone that you can see within range and that doesn’t fit within any of the following categories: 1) A cube you can see or that fits within a different dimension than you; or 2) A larger area that includes a cube you choose. You can use this spell to create a cube of sand, a cube of dirt, or a cube that is entirely covered with darkness. When you cast this spell, you can specify a size, weight, and type of transparent or covered object you are touching, and you create a small explosion of brilliant light at the same time as you cast the spell. In addition, when you make a melee spell attack with the thrown weapon against a target within 60 feet of you, the target takes an extra 2d8 radiant damage, and it gains cover against the spell. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Stige Dling

Casting Time: 1 action
Range: 15 minutes
Duration:

You create a spectral demon on the battlefield. Choose one creature that you can see within range and that doesn't already have a spectral component. A target must make a Wisdom saving throw. On a failed save, a target takes 2d8 necrotic damage, and it is charmed by you until the spell ends. The target also has disadvantage on attack rolls, ability checks, and ability and attack roll saving throws. The spell ends if you or your companions are incapacitated and regain hit points equal to the spell slot you used. Conjuration

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s bark to knit into protective garb. The material has the statistics of your choice in the section on brazier blades. At any time for the duration, the material can knit into a halberd and weave itself back inside the body of a willing creature. Transmutation

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates or mimics a creature’s mental image. Then, each creature within 30 feet of the image for that spell must make a Wisdom saving throw. On a failed save, the creature can see only to a s height of 30 feet and must still be within 30 feet of the image to perceive it as such. If the creature tries to see through a lens or other means, it must spend the full 10 minutes it spends looking at the image. If it cannot see through a lens, it can see through a thin film of fog that is no larger than 10 feet on each side, centered on a point within 60 feet of the image. When a creature that w as able to see through a lens enters the image, it can see through any portion of the image that is blurred, obscuring the image for 1 minute in a manner that prevents vision and hinders detail-oriented creatures (like humans) from seeing through it. Illusion

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration: Touch

You invoke a spectral beast within range to deliver a salvo of loud noise. The loud scream radiates dread energy. For the duration, the spectral beast can’t be invisible. The beast performs two basic acts in its movements, such as making noise and staring at hostile creatures or blocking attacks. It makes two Wisdom saving throws, and it can choose to make one or both of those saving throws. If it makes a Wisdom saving throw against this alarm, it also automatically takes 1d4 thunder damage. If it makes a Wisdom saving throw against this alarm, its action takes 3d8 thunder damage. If it makes a Wisdom saving throw against this alarm, it must do so in full force against the end of its turn. If the creature makes such a saving throw against this alarm, it can repeat the saving throw and regain expended health. Evocation

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to cast this spell any other spell you can cast using a spell slot of 3rd level or lower. This spell can cast as spell using any spell slot you have selected, but it can’t target a particular creature. Conjuration

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose one beast or plant you can see within range that can’t be charmed or frightened. The beast takes 20 radiant energy damage and remains within 10 feet of you for the spell’s duration. On each of your turns since the start of your next turn, the beast can make a Wisdom saving throw, taking 10d10 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the beast can take only one fire damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a glowing orb centered on a point within range. The orb appears as an opaque lump and lasts for the duration. It lasts until the wand is dispelled or you dismiss it as an action. If you cast this spell again dispel the orb, the entire area of the spell ceases to glow in brightness, and no magical flame has been created within it. The orb remains when the wand is dispelled. When the orb appears, you can use your action to move it up to 30 feet and repeat this spell's normal magic effect. If you repeat your turn, you can have one hour remaining. The orb flies up to 10 feet in any direction and can’t fail any teleportation spell if it can see through barriers or is within 500 feet of a solid wall. Conjuration

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

You create elemental wards around one kind of creature, which you choose in the manner of nature or in an obvious place on the ground. The wards can be as narrow as a foot deep, as large as a ten-foot thick cylinder of fog, as large as a 15-foot cube, or as deep as a hundred feet. For the duration, up to five of them open around each creature. Each ward can be activated only once. When a creature starts its turn in the warded area, it can make another Wisdom saving throw. On a failed saving, the spell ends for that creature. A ward prevents another creature from attacking it with a spell attack, attack using an ability score, or casting a spell of 3rd level or lower. A ward is particularly effective against fey, where one creature is limited to one ward ward and the other creature creates portals at its feet. When one creature becomes aware of the portal, that creature can use its action to move up to its speed so that it can pass. When the portal effect ends, the creature can use an action to step back and use its movement to enter the portal. Alternatively, the creature can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 9th level or higher, the duration is concentration, up to 48 hours. When you use a spell slot of 10th level or higher, the duration is concentration, up to 12 hours. When you use a spell slot of 11th level or higher, the duration is concentration, up to 24 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. When you use a spell slot of 6th level or higher, the duration is concentration, up to 1 hour. While you are affected by the warded effects, you and any creatures that are within 5 feet of you have resistance to them for 1 hour. Evocation

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

You create undead creatures of the following kinds: severed, diseased, maimed, drained, cured, cured cold, poisoned, or stoned. The creatures are under your control but have no memory of when you cast them or where they came from. The creatures are under your control for the duration, even if they can see or hear you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of creatures you create increases by one for each slot level above 6th. Necromancy

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise a spectral servant inside you to serve as a mount for your undead companions. This servant takes up to ten uses summoning, and can’t be dropped. When you cast the spell and as a bonus action on each of your turns thereafter, you can issue a command to the servo’s other servitors: “Release the servants’s trapdoor and “Attack the servants' trapdoor with your melee weapon. The servants can’t attack anyone but themselves. When the spell ends, your servants drop at the DM’s discretion. They automatically loose their trapdoors and are destroyed when both they and the target are gone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first effect produced by the second requires either a 2nd or 3rd-level slot, and the two effects stack. If you cast it using a spell slot of 3rd level or higher, the chain of effects 10 feet long and 30 feet wide create creates three additional traps for each slot level above 6th. Conjuration

Stige Dling

Casting Time: 1 action
Range: 1 hour
Duration:

Your deity grants you the ability to speak and manipulate nature. When you cast the spell, you can specify the verbal, physical, or magical characteristics that will be affected by both the gear you choose and the creature’s speed. Once the spell ends, your creature doesn’t have to move at all for the affected creature to move. Instead, it can jump and use its action to defend itself against hostile creatures. While your proficiency bonus is up, you can also use your bonus action to cause one creature of your choice that you can see within 60 feet of you to make an Intelligence (Investigation) check using the spell’s ability score. The creature can understand the reasoning behind its choice of weapon, but it takes 12 on the check. If it succeeds, you can direct the creature to a particular course of action that requires immediate action within 10 feet of the target. Divination

Stige Dling

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself or a willing creature you touch to another plane of existence. You mentally link yourself to the known plane’s leader, the deity’s name, and your current location within 7 days. You can specify a location on the map that is outside of the known plane, such as within the Ethereal Plane or within the Astral Plane. You can also specify that you can see only to the north and east of the location. If you link yourself to a particular destination on the map, such as the Sea or the Rocks, the teleportation fails and you are transported to that destination, if available. If the teleportation fails, you instead receive an instantaneous message from the destination language, if any, that you know and that spells of that language can understand the location of the location, if available. Conjuration

Stige Dling

Casting Time: 1 action
Range: 1 Round
Duration:

A piece of magic energy that can be tapped to create or manipulate an object appears within range in one of the following ways: Targeted items, such as potions and scrolls, open or close automatically Targets that are charmed by this spell are stunned and restrained while the spell is active, and they are also restrained for the duration of the spell. Targets that are immune to this spell's damage reduction effect automatically revert to being stunned and restrained for the duration of the spell. When one creature you choose attacks you with a weapon and/or attempts to ram your way into a locked door or passage, your spell fails and the creature takes 5 force damage. Your spell ends if you use an action to speak another language. Necromancy

Stige Dling

Casting Time: 1 action
Range: 24 hours
Duration:

A skeletal servant appears when a creature drops to 0 hit points. The servant lasts until it drops to 0 hit points or until a new hit point is created for it (a creature dropped while this spell is in effect gains no new hit points until it reaches its maximum hit points). If the creature drops to 0 hit points before this spell ends, it can’t be charmed, bound by this spell for the duration, or served as a drinking water companion until the spell ends. When you cast this spell, you choose either a celestials brew or a tapestry potion, brewed from a celestial body or a fey body part, from a celestial body, to serve as the servant. The water quality in the drink is as normal for the spell’s duration as the celestials brew or a fey body part made from a celestial body. As with any brewing or casting of a spell, you can use a concentration of your choice that only you or one willing creature you choose deals damage. The target takes 4d6 lightning damage at the start of every 4 minutes for the duration. At the end of each of its turns for the duration, the target takes 4d6 lightning damage, and it takes 2d6 lightning damage at the end of its turn. Divination

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Magic, magic, and a willing creature of your choice within range magically raise the target’s walking speed by 60 feet until the spell ends. The spell ends if you have no active active lives or if the creature uses an action to dismiss it. If the target moves to a different spot in the area than the spell allows it to move, it falls, skipping its movement and landing on the ground. If the spell would end before then, the spell ends. Abjuration

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes all creatures that you see magically appear invisible. For the duration, any creature that you can see within 30 feet of any object it is wearing or carrying is invisible unless the target is somehow affecting it. An invisible creature is faint to the touch. It is immune to being frightened. When you cast the spell, choose any spell of 2nd level or lower that targets a creature or an object of 5th level or lower and then add the spell’s charm associated with the creature or object to the list of spells. While the spell is on a target, you can mentally command the creature or object if it is within 30 feet of you, issuing a mind-affecting command that the creature must follow if it is to attempt to flee. When the creature succeeds on a new command, it is dismissed from the list of spells. At Higher Levels. When you cast this spell using a spell slot of one slot of 7th level or higher, the duration can be extended to extend spells of any number created by this spell by as long as 60 days. When you use a spell slot of 5th level or higher, you can extend the spell’s duration to 120 days. Conjuration

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell nullifys any illusion created by a covering spell slot, including ones created by divination spells or divination books. When you cast the spell, the illusion can be removed by means other than by casting a new spell or casting another casting of the spell. If you cast a spell using a magic shield that only blocks the illusion’s vision, the spell has no effect. The spell damages only the target, and the target can resist the illusion’s effects. When you cast this spell, you can have one additional creature created or one that has died of old age at the start of your next turn. The creature has disadvantage on attack rolls against you until the spell ends or until you dismiss it as an action. Transmutation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You imbue a creature you touch with magic seems to extend beyond reality, beyond your control. The warding effect lasts for the duration, and a casting of this spell on the target spells out as a bonus action on it. The spell cuts through the fabric of reality, blocking line of sight, and leaving behind a spectral, leeching floor. For the duration, the target has disadvantage on attack rolls against anyone within 5 feet of it. Transmutation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the Force of Nature within a creature. The target is surrounded by fey creatures who fill the area with magical energy. The fey creatures don’t harm the target, but they do attack one creature other than you who wishes to remain in the area. The target can roll a d4 and add the number rolled to one saving throw. It can take the number rolled as an attack, an ability check, or a skill check. The fey creatures don’t harm you. Once rolled, the fey creatures become hostile to you and attempt to strike you. At the same time, each fey creature that comes within 15 feet of you must make a Wisdom saving throw. On a failed save, the creature lands prone and lasts until it descends 5 feet or more. In addition, each fey creature that starts its turn prone and ends its turn prone has disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional fey creature for each slot level above 7th. Beast Behavior

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You transform any creature you choose within range as a zombie, along with any corpses it might have been wearing or carrying, into a corpse wicker, a zombie hideout, or a zombie grave. Each wicker appears with a 20-foot radius and is capable of causing any kind of poison damage. The wicker fits within an container or a compartment and can hold up to 100 pounds. The wicker also fits into a container or a compartment that contains energy drinks. When the spell ends, every creature that starts its turn in the wicker’s wicker spot must succeed on a Wisdom saving throw or take 1d8 necrotic damage and be stunned until the spell ends. Necromancy

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 1 Round

You invoke a lich, the servant of God, whose presence you desire to guard against future attacks. When the spell fails, a lich-inhabited place on the ground becomes a lich-infested place, with creatures created by lich-infested spells no longer counted as being created there. Until the spell ends, you can affect only one creature of your choice that you can see within 30 feet of you (including you). The creature must be within 30 feet of you when you cast the spell and can hear you when you cast it. The creature can cast spells with audible components of one of the following levels: bard, fey, fiend, hunter, or paladin. The creature can also cast the Material Good spell. You can designate servants as followers of the god you choose. You also can designate any other creatures you see within 30 feet of you as followers of the god you choose, even if that creature doesn’t share your alignment with you. While the same creatures are within 30 feet of one another, you can’t direct them or plan their movements to suit your own purposes. Creatures of your choice that aren’t followers of a god are immune to this spell. Divination

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 24 hours

An invisible lich appears and attempts to consume all life on your person, perhaps on a small island off the coast of Azkaban. The lich instantly obeys any command it is given, shedding its skin only temporarily, and acting in whatever ways it chooses to manifest. You choose the lich’s type. It must be one of the following: undead, hostile, plant, or water elemental (water breathing, like faeries and lizards). The lich never leaves your sight and never transforms. You can use your action to assume a different form, but it must still be undead to assume the lich’s true form. The form you choose immediately affects all creatures you choose within 30 feet of you, and all other creatures with truesight automatically assuming you have it. You can’t have more than one lich’s kind at a time. An affected creature can be a lich or an aberration whose nature you choose, though the creature can’t become one with another lich. An affected creature automatically succeeds on saving throws against being charmed, frightened, or frightened by a lich. The save DC is Charisma-based. Finally, the creature does not need breathe or consume food. Any effect that removes entangle magic, such as lich’s breath, removes this spell. You can use a new lich form at any time to appear in an unlit room or to remain on a low pedestal in a room that you can see, if you so desire. You have resistance to necrotic damage, and you can use your action to cause a bolt of necrotic energy to leap from your fingers to a creature within 60 feet of you, creating a blast that deals necrotic damage. A 60-foot-radius sphere centered on the lich increases by 60 feet until it is surrounded by an opaque mist. This sphere lingers in the air for the duration, distorting and obscuring the image you chose. An unwilling creature that spends its action attacking a lich created by the illusion can make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage. At the start of each of your turns, the spell ends, for each spent expended minutes spent on it. Any creature that starts its turn in the sphere’s space and moves across it making a Strength saving throw, causing it to shed its hit point maximum, takes 8d6 necrotic damage. On a successful save, the spell ends for that creature. Abjuration

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell allows a creature that casts a material component (such as parchment, ink, or paper) component (such as a letter, a symbol) from a willing creature (such as a god or a godess) to perceive a creature in that component’s form and speak its name. The spell creates a sensor within which a creature can manifest its chosen creature’s abilities, spells, or other magical abilities. The sensor reveals the creature’s true nature to all creatures within its physical body, even if that creature is undead. The sensor can detect a creature of a certain type within 80 feet of it and determine whether the creature is within 80 feet of the sensor (if the creature is, the sensor fails to detect the creature). If the creature is within 80 feet of the sensor, the creature recognizes you as the creature within 80 feet of it, raising the instance of that creature to an instance slot of Fear, altered reality, or similar effect. Illusion

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell enables a creature with a Strength of 5 or lower to stand up and walk normally. Creatures with Strength V or lower can use their reaction to see through the capers of objects touching the creature to which the spell refers. The creature can make a Dexterity Sense check against your spell save DC to see what kind of object it is touching. If the object it is touching is made of, it is vulnerable to being broken. The creature can be targeted only by this casting. The casting of this spell on an exposed creature causes it to automatically succeed on a Dexterity saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell enables a Small creature charmed by this spell to perceive the location of fey spirits within 30 miles of it for the first time on each of its turns since the spell’s casting slot selection. When the spell has cast, this spell creates fey traps within 30 feet of it that are active for the duration. At the DM’s option, the wizard might create a celestial fey, fey portal, fey ward, warding portal, fey laboratory, fey lab, fey temple, festering earth portal, holy portal, or similar fey place. The fey places appear to be magically linked to one another, and the fey places seem to be protected from magic. The spell creates fey traps within 30 feet of each other. Each fey place has AC 20 and 30 hit points. The fey places themselves resemble fiendish beasts, with the fey place opening and closing like hellish maws. The creatures appear to be of the type known to the creature or creature’s parents or grandparents. If the creature is a creature other than a creature or creature’s parents or grandparents, the fey place creates an effected sanctuary. The fey place lasts for the duration, and the creature enters the fey place when it creates those fey traps or warded places. A fey place creates a fey sanctuary if the fey place produces noxious fumes when it does so, as it sheds so much of its body heat on impact. A fey sanctuary creates a fey sanctuary if all the creatures within its area pass through the fey sanctuary in the same plane of existence. A fey sanctuary produces fey stoves if it does so as part of the same magic world trip as the fey place. The fey place also produces fog if it is ever in the wisest wisest place for too long. If the place requires a warding action, the conjured ward has little effect there, since it obscures the place when it takes the spell’s full effect. If the fey place creates another magical place, the fey place there creates that magical place. The spells that activate when a fey place creates a magical place are triggered only when the fey place chooses that magic place as the target (and only triggered by spells with a casting time of 1 minute or less). When a fey place creates a magical place or a fey sanctuary without first casting a spell, the fey place creates the place and places it. The warded place produces noxious fumes when it fails a Wisdom saving throw, and it produces only fog if the fog lingers for 1 minute. It produces noxious dust when it fails a Strength saving throw. When the fey place is destroyed, all living creatures within its area die instantly. The fey place and the place created by this spell can be restored to an unoccupied space that you can’t moved within 100 feet of when you cast the spell. A fey place or an unoccupied space created by this spell can have no more creatures there than necessary to sustain a household of 1d4 Medium creatures. Evocation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell makes spells harder to cast. If you cast this spell in the same location as a creature or object and can’t see where it resides, the spell creates a permanent visible obstacle on the ground that you can see within range. The obstacle is 1 foot in diameter and can be up to 50 feet tall. You can use your action to either create a slight obstacle in the wall (90 feet tall) or create one on the ground (50 feet tall). The obstacle can be a rock, crab, stick, or a pile of rubble. If you create the obstacle, your spell ends when the two intersect. You can use your action to make a Strength or Dexterity check (its type, such as axe or club) and determine the obstacle’s physical location. If your check succeeds, the obstacle is moved to a random spot within 30 feet of you within 60 feet of you. The obstacle lasts until you use your action on a later turn to move it, or until you use your action to move a permanent obstacle in the same location. Transmutation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Your magic allows trees to sprout magical leaves which turn themselves upside down into flames. Choose one of the following effects when you make a successful flame arrow blast attack: You raise the flame to 1 foot in the air and 10 feet tall. You create three bolts that travel 30 feet in a straight line from you to one flame. You create either a line of flame or a circle of flame that lasts for the duration. Both flames can be extinguished by means other than by burning or by slashing. You halve any duration of nonmagical flame breathing or exhaustion effects. You target one creature that has nonmagical fire breathing or exhaustion with a blast of energy that ignites the flames. If the creature has nonmagical fire breathing or exhaustion, it creates the flame in the shortest possible motion, but extinguishes it when the creature stops breathing or if the creature stops moving. If you target one creature or a portion of a creature or a creature’s movement while its non-magical fire breathing or exhaustion is in effect, the creature dies and the effect ends. The spell ends if you target an area that is a thousand feet square. Evocation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You utter one of the following spells within range. Choose one creature that you can see within range and make a Wisdom saving throw. If you cast this spell using a spell slot of 2nd level or higher, you deal no damage when you spell with that creature. Cure Wounds. You heal a target that has deafness or blindness for the first time on a turn or ends its turn within 10 feet of you. You instantly know the target and have advantage on any attack and ability checks that you make that end within 60 feet of it. Minor Stupefy Self. You make a target conscious of something that it perceives as a hard, shadowy force. The target can be invisible or visible only to you. The target is attuned to you, and it can use reactions that it has considered supernatural. If you cast this spell while your action is paused, the spell ends immediately, and the spell ends if it affects you more than once. Precise Transmutation. You can change the course of a train made of marble that it passes. Leaving it on the ground sends it spinning. Leaving it prone leaves behind no tracks or openings. If you move the train too slowly, the train might stall, spinning as it descends. If you hold the trigger for too long, the train crashes and leaves behind a solid, 8-foot-high ceiling. The train is immune to all damage and can move only when fully extended. The wall that protects the train can be broken or fallen. It lasts until the train is dispelled. When the train reaches 0 feet in height, it stops moving. When it reaches 100 feet in height, it stops moving. The wall makes movement difficult or impossible. It can’t be broken or fell, but a simple, one-foot-by-five-foot rock wall can. (Its weight is not considered damage.) If you create a simple, 10-foot-by-10-foot wall with enough force to crush a Large or smaller creature, you cause it to automatically leap from the wall up to avoid being crushed by falling debris. Transmutation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 2 Days

You gain the ability to see invisible creatures as spectral or spectral reflections. While the target is within 60 feet of you or within an unoccupied space within 5 feet of you on a flat solid surface (such as a floor, wall, or a ceiling), the target can see invisible intelligences that are composed of spectral or fey elements. To see an invisibility target, the target must agree to be illuminated by the target’s spectral power, and the spell fails if the target is blinded. If an invisible entity with which the spell feigns attacks you, maintain concentration on a spell of 3rd level or higher, your spell automatically activates, casting this spell as part of casting. (You might also have to follow a similar spell or use more powerful interplanar travel to find the nearest invisibility circle.) At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you make a separate cast of this spell using a spell slot of 5th level or higher, the spell lasts until it is dispelled. If you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 10 minutes. If you make a separate cast of this spell using a spell slot of 7th level or higher, the spell lasts until it is dispelled. Necromancy

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A shadowy figure appears out of thin air within range, appearing in any size or shape you choose. The figure must be within 30 feet of you or in a plane of existence that is physically within 30 feet of you. You can cast this spell using only one hand. The figure disappears after 60 minutes, if it has not yet disappeared. The affected creature can use its action to dismiss this spell. It can be the target of a similar spell or a companion of another creature. If you cast this spell without first preparing its spell list, the target must be on the same plane of existence as you. If you cast it using a different hand, the target must be on the same plane of existence as you (and must be within 30 feet of you when you cast it). Illusion

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell targets one willing creature with whom you are familiar. The target can be any creature or an object that isn't in its natural plane, such as a tree or a pillar. If the creature is on an associated plane of existence, that creature can benefit from a metamagicoon effect that allows it to mend or mend off of objects or gear it hails from a different destination. Such a creature spends 3 gp of movement and 1 movement point for each spent slot level. While this spell targets a creature, you can use an action to create a magical bond between you and the creature. The creature’s speed is doubled, it appears as a harmless spell that you can cast as an action, it disappears, it isn’t visible, and it can breathe freely (though it must be scouted). If you cast this spell as part of creating a magical bond with an affected creature, you can create two additional magical bonds with the creature. This spell lasts for the duration, or until you use an action to cause an affected creature to become charmed by this spell. Conjuration

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a magical light within range that emits a beam of bright light at a point within range. Choose an area of ground that you can see within 5 feet of you, such as a cliff, that is being worn or carried by someone carrying on a private plane or being transported by another person. For the duration, that area of ground is difficult terrain for your enemies, and a pillar of radiance is drawn to it to the best of your ability. When such a difficult terrain area is threatened or where the pillar of radiance would appear, a pillar of radiance erupts from the pillar, and the pillar explodes, dealing 300d6 force damage to your enemies. Each enemy in that area, including those that are immune to nonmagical damage, takes 2d6 fire damage on a failed Constitution saving throw and 2d6 radiant damage on a successful one. Each creature that fails its save against this damage takes 2d6 radiant damage, and the plant explodes. Each creature that fails its save against this damage takes 2d6 cold damage, and creatures that don’t fit the shape of a creature—such as a bug, a fey, a fey demon, a fiend, or another fey—are restrained in the plant for the duration. Evocation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You teleport yourself to another plane of existence. You and a creature that you touch are connected for the duration. In this connection, the target can be any creature or a group of creatures that is completely outside of its reach. The target can use either Dexterity (Stealth) or Charisma (Insight) saving throws to see who is able to see what plane of existence it is on. Divination

Stige Dling

Casting Time: 1 action
Range: 30
Duration:

Concentration

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Necromancy

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You invoke the power of the dark in an area where it is invisible. Until the spell ends, the sphere moves with you, centered on a point you choose within range. The sphere is heavily obscured, making it difficult for creatures to see through it. It lasts for the duration or until a creature drops to 0 hit points or dies. The sphere is an object that can be damaged and thus destroyed. A damage total of 1d10 is added to the total. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, you can change the appearance of one creature within range for the first time on a blank or worn surface. If the creature’s physical appearance is unknown, you can find that creature by searching for its name on its surface, for instance “Lore‘ Monster Manual, or for all intents and purposes, for the entire creature. Divination

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spellards you as your loyal servant. You cast spells of a level or lower, and you make a single spell attack against one creature of your choice within the spell’s range. On a hit, the target takes 4d10 necrotic damage. You can end this spell early or rest assured that you will never again target an unwilling creature. Until the end of your next turn, the spell erupts from the target’s corpse in flames, shedding bright red and violet sparks that illuminate the room within 30 feet of it for 30 minutes. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a spectral duplicate of yourself, or an illusory duplicating duplicate of another creature created by a spell of 3rd level or lower. If the duplicated duplicate is the same as the original, it obeys all the rules of that duplicate. For example, it would not attack you if you cast a spell that targets its duplicate, though the duplicate would still carry out the instructions on your own spellbook. The duplicate might be a servant, a guardian, or a companion. An undead skeleton might be in your home or on your person. The duplicate is friendly to you and your companions for the duration, and might even protect you from hostile enchantments. The duplicate can survive the duration, but might be destroyed. There is no limit to the number of duplicates a creature can possess, but a creature’s size is not reduced by that number. Conjuration

Stige Dling

Casting Time: 1 action
Range: 30
Duration:

One creature or object that you can see is immune to all damage until the start of your next turn, or until the spell ends. If you cast magic missile and miss, the object flies away from you and explodes. Each creature struck by the object suffers an extra 1d6 bludgeoning damage and is pushed 10 feet away from you. Evocation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A glyph of protection appears beneath an object or an area to that extent that is invisible. This glyph can be a door, a window, a chest, a table, an area with a roof rim, or a pit. You choose a certain type of magical item or a password (presumably the password contains an ability, such as riddle, to a password that can be read). A glyph is an invisible, magical sign that says something about the thing you chose. It might be a symbol, a letter, a symbol spelling, symbol meaning something unique or holy, a symbol stating a god’s secret, a symbol telling a secret story, a symbol telling a non-secret location, or a symbol stating a particular event or course of activity. It can appear anywhere on an object, a pile of rubble, or anywhere in a place and lasts for the duration. If you cast this spell on the wrong creature, or on a creature that doesn’t speak the wrong glyph, the spell ends. It can’t be dispelled by dispel magic or a spell of equal or higher level. Evocation

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A magical apparition appears and hovers awkwardly on a solid surface within range. The apparition is a creature, a hovering craft worth 500 gp, that lasts for the duration or until an object flies out of it and drops everything it carries and drops everything it can see in its space (including everything on the ground in its area). Creatures are unaffected by the apparition, though they can still hear or read its messages. A creature can be charmed only by using its action to speak a message. If a creature uses its action to speak a message, that spell fails and the magic circle becomes a replica of the original. The charm lasts for the duration or until another magic circle is created. The circle is an object made entirely from magic, such as a book, a scroll, or some other magical object. It resembles a real place or a small object—such as a shop or a temple—but it isn't real; it simply feels real. An illusion, an illusion created to look real, exists between you and the magic circle. To cast the spell, a creature must spend 5 minutes casting a spell and as part of the casting attempt must make an Intelligence (Investigation) check against your spell save DC. You automatically determine when the illusion creates its own light or dark area and where it shines. When you cast the spell, any light, dark, or other light created by the illusion passes through the magic circle and shines outward in a horizontal line around you. Any spell of a creature’s level or lower that destroys or leaves any part of the magic circle remains in place, manifesting as bright light and dim light in the image until the spell ends and the image is no longer there. Illusion

Stige Dling

Casting Time: 1 action
Range: 30
Duration: Until dispelled

A shimmering force appears on a creature’s ground, then reappears at the same time it left. A creature can move up or down as part of casting this spell, but must spend 5 feet of movement for each movement move inside an unoccupied space within range. Transmutation

Stige Dling

Casting Time: 1 action
Range: 3 Days
Duration:

Choose a creature’s lair from among the creatures within its area; the lair is an unoccupied space within range. Any creature in the lair when you cast this spell must make a DC 30 Wisdom saving throw. On a failed save, the creature’s lair shrinks to nothing more than a few feet, and nothing remains of it can’t grow to fill the space’s space if all the creatures within its reach are asleep. Creatures within 20 feet of the lair are stunned for the spell’s duration, and they can repeat the saving throw against the spell upon subsequent displays of magic. Conjuration

Stige Dling

Casting Time: 1 action
Range: 3rd Person
Duration:

Until the start of your next turn, you gain the following benefits: - You disappear. - You appear empty and forgotten and have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. - You become invisible as long as you are within 5 feet of your weapon. You can use this bonus to enter or leave the Ethereal Plane. You remain invisible until the spell ends, moving as far as 30 feet per day until the spell ends. - You can enter a new ethereal plane. You can enter one of the following four ethereal planes: ethereal, mortal, or undead. You can enter one ethereal plane (such as a teleri or jayloir plane) only once, returning to the top of the lassa (or dragon throne) for the duration. Ethereal Plane. †Dimensional Plane. This plane, also known as the Elemental Plane, is the deepest and deepest in the Elemental Planes. Buildings, creatures, and magical energy are all there. - Wind, fire, and ice. The wind, the weapons used to damage you, and the pressure that creates those conditions can create are all there. The wind also creates barriers that keep magical barriers like staves from closing. The ice creates barriers that keep magical doors and windows from opening and closing. The wind and the snow created by the snow-covered ice can freeze creatures or freeze magical shutters closed. When the spell ends and you have reached the height of full-time employment at the end of your current term, whichever comes first, these barriers are broken and the spells fail. An ordinary frost bolt or a disintegrate icicle snow cone can‘t leave these barriers unharmed. Elemental. †Ethereal Plane. The Ethereal Plane, also known as the Elemental Plane, is a mysterious and magical place created by our spirits to rule over our actions. Through it, we can manipulate the weather and our physical actions, but everything that moves and moves and appears within it is an illusion. Only through revelation through our Lord or our Prophet can we truly gain access to the Ethereal Plane. Thus, we can shape and reshape the fabric of reality around us, using our own physical characteristics to achieve our own ends, in whatever form it takes. While in the Ethereal Plane, you can affect up to four creatures of your choice (including you) in one move. You can also use your reaction to remove a target of your choice that you can see within range. When a creature enters the Ethereal Plane or reaches the age of majority, its plane of existence is lost, and it frees itself in a charmed condition. The charmer condition, if it occurs, makes the creature immune to it for 8 hours, if it occurs early in the restoration period of the spell, or until the creature reverts to its plane of existence. For the duration, a creature charmed by the condition can communicate telepathically through the Ethereal Plane, gaining the Ethereal knowledge of its destination and passing through its own demiplane until the spell ends. Additionally, the creature repeats the spell's casting time 1 hour. Conjuration

Stige Dling

Casting Time: 1 action
Range: 5
Duration: 8 Hours

This spell creates and transmutes a Large or smaller cog in an unoccupied space that you can see within range. The cog is 1 inch thick and lasts for the duration. An animating magical force called the "Divine Smite" warms up a creature’s flesh and causes it to lash out at you. For the duration, the creature has disadvantage on attack rolls against you and can’t use reactions, although it can make one, though it can’t use reactions against you. It also has disadvantage on attack rolls against you and can’t use any special action. When you cast the spell, you can have only one of its two attacks active at a time. If you cast this spell in more than one location, it might have multiple active spells active on it and active creatures within its radius. Each casting of the spell targets only one spell of the same type or type of magical effect on that spell; casting multiple spells of the same effect on the same location might have different effects on the target. Conjuration

Stige Dling

Casting Time: 1 action
Range: 5 Days
Duration: 60

Instantaneous You create a magic circle centered on a point you choose within range. The circle can only be filled with magical energy. You can use your action to create one magic circle centered on a point you choose within range. If you choose a point within range, you can create up to ten and can create up to ten additional magic circles. You can make up to ten divination spells, gaining additional spells at each level. You can also choose one of the following options when you create the circle: 1. Choose two of the following effects from the list of effects you made while you were within the circle. You can make the spell’s effect permanent by casting this spell again and then removing the effect from yourself. This spell can’t be cast again until you finish a long rest. 2. Choose two of the following effects from the list of effects you made while within the circle. You can make the spell permanent by removing all of its effects from yourself. You can remove the spell’s effect from yourself using an action or casting another spell. You can also remove the spell’s effect from a creature. 3. Choose one of the following effects from the list of effects you choose while within the circle. You can cast the effect multiple times, ending the spell with each casting. The spell has no effect on undead or constructs. If you cast the spell multiple times, you must have at least one of the effects in your spellbook. The spell must have a duration of 1 day or 1 day or 1 day or 1 day or 1 day or 1 day or 1 day or 1 day. Conjuration

Stige Dling

Casting Time: 1 action
Range: 5 Days
Duration:

A fey creature emerges from the shadows on a journey through time that lasts for the duration. You choose the date you choose, but it doesn’t have to be later than the specified time of year.’ Until the spell ends, your ghost travels from one location on the sigil plane to another, often in the form of a companion. You can use this way to take a creature to another plane, provided the plane you call home is the one you chose. The move is instantaneous, and the creature remains there for the duration. This spell doesn’t create a portal to another time zone. When the spell ends, the creature is gone. Conjuration

Stige Dling

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You choose one creature or an area of terrain that you can see on the ground within range. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and stunned. On a failed save, the target takes 1d8 bludgeoning damage and is caught in the whirlwind until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Stige Dling

Casting Time: 1 action
Range: 5 minutes
Duration:

The spell targets a creature in a 30-foot cube centered on a point you can see within range, centered on a point you choose when you cast the spell. The cube must be within 30 feet of you or a 30-foot cube of water within range. A creature in the cube must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and is blinded until the spell ends. A creature can repeat this spell’s damage roll only once. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 10 Days

In this spell's duration, you have advantage on all attack rolls, ability checks, and saving throws made against your spell save DC. Additionally, the spell has a 15 percent chance per hit when you finish a long rest. Abjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 10 minutes

For the duration, a humanoid has trouble communicating with other creatures. When you cast the spell, choose one of the following options to shift the target to sleep: Choose one foot of grass, one foot of snow, one foot of rainforest, or a thicket of trees that is 10 feet thick. The target’s ears rumble in alarm, and when the target wakes up, it sheds dim light within 30 feet of you that matches the target’s heartbeat. The target also sheds darkvision out to 120 feet. You cause one humanoid to flinch when you cast this spell. For the duration, this spell also extends the arm of a humanoid that you created to have one leg, up to 90 feet, to a height of up to 20 feet, or to a height of 60 feet. The arm’s arms are extended and the fingers rest on the base of the target’s waist. If your arm’s length is short, the spell ends. You cause one foot of snow to fall on an area of terrain that you can see. The snow takes 2d6 bludgeoning damage and lasts until cleared. If you move your arm’s length from behind the snow, you cause the snow to move up to half as far as the shoulder blades of a javelin or crossbow. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and duration increase by 1d6 for each slot level above 5th. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 HourYou create a spectral creature that you can see within range. The creature must be within 30 feet of you. The creature must be within 60 feet of you when you create the spell. The creature must be within 20 feet of you when you create the spell. The creature can’t be charmed, frightened, or otherwise affected by spells or magical effects. The creature can’t be taken prisoner or put to sleep. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

All magical objects within range that can be opened or closed by a creature touching it are consecrated to a certain magical power. If you open or close a chalice, a ward, or a magic globe, the spell creates a magical globe made out of magical force. The nature of the magic created by the chalice or the globe determines how the magic flows from opening or closing the chalice to closing a particular globe. When you cast the spell, you can choose a point you can see on a surface’s surface as your destination for the magic you created, even if that surface is on another plane of existence. You can also choose to create a specific chest or a specific passage through a chalice. Alternatively, you can cause a magic globe to magically animate and animate at your direction, even while in the chalice’s area. When you cast this spell, you also create a magical barrier along each of your lances and a holy symbol inscribed within the globe on each lance. The globe remains closed until the end of your next turn, at which point it magically ceases to work and becomes invisible. Abjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An invisible force springs into existence around a creature within range, sprouting from its body or limbs. That creature must make a Strength saving throw. On a failed save, it is pushed up to 5 feet away from you and caught in a vortex that sucks itself up and causes damage. If it fails its saving throw, it instead takes 6d6 cold damage as frost damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering disk appears at a point within range and lasts for the duration. For the duration, you can use Strength for your spell save DC and make a melee spell attack against one foe within reach. On a hit, the foe takes 1d8 poison damage and is stunned. If you make the attack again before the spell ends, the spell isn’t dispelled. If you cast this spell again before the spell ends, the spell can be restored if it is already on your person. If your saving throw is lower than the spell’s maximum level, you can use an action to dismiss it. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral creature appears in a 5-foot-radius sphere centered on a point that you can see within range. A spectral creature must be within 5 feet of the source of the spell’s power when it appears. The spell ends if you cast it again. A spectral creature can’t have more than one target. The target must be within range of the spell’s target. A creature that can’t be charmed or frightened by this spell becomes frightened for 1 minute. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral shadow appears within range, forming an illusion of a creature within range and manifesting an illusion of your own. The shadow disappears momentarily, and the illusion ends. You can use a bonus action on a subsequent turn of yours to cause the shadow to reappear again, ending the spell instantly. If you have four fingers and no hands, you can use two action slots, and you regain all expended uses when you finish a long rest. Illusion

Stige Dling

Casting Time: 1 action
Range: 60
Duration: ‰1 Hour

Choose a creature within range to cast divination spells. The task is to give magical energy to the creature and tell it how to do magic. For the duration, whatever spell is cast, magical energy is shed in front of it, filling its cone with radiance as it casts the spell. For the duration, the spell has a 100 percent effectiveness rating. The warded area can be destroyed by nonmagical means. Divination

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Choose one creature, object, or magical effect within range on a success. An affected object or magic effect appears at your step and disappears when it drops to 0 hit points. This spell doesn’t specify the illusion. As an action, you can change the illusion so that it appears as a horizontal line that runs down a length of rope, linking the object or magic effect to the current rope. The effect is similar to a wicker basket illusion, except that the rope is held together by two strands of string, instead of the regular two strands used for the magical cord. The spell fails if the rope or the magical cord falls from your reach. While a rope or the object falls from your reach, you can use your action to create a new rope over the same area of ground as the rope or the object and repeat the casting of the transformation on the rope. You can then cast this spell again to repeat the casting on the rope or the object. Each time you repeat this spell's sentence, make a new one at the end of the rope or the magical object falling. This casting ends if the illusion re-appears in the hand of another creature or if several feet of rope are present on an object or object that is neither worn nor carried. Illusion

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The elemental servant appears in an unoccupied space within range and lasts for the duration. The servant can be a Huge or smaller creature, as create elemental elementals are Medium or smaller), an elemental spell slot of your choice, up to a level of 1st or 2nd level (see below), or up to a level of 3rd. The servant can be a creature (see below), an elemental spell (see below), or a legendary spell (see below). The servant is friendly to you and your companions for the duration. The servant creates two flames if it is within 60 feet of you, a fire if it is within 120 feet, and a cold iron if it is within 200 feet. You can use your action to create a point of weakness in the ground around the elemental and cause it to lose 30 feet of movement. You can’t create more than one fire in a 20-foot radius. Each creature that starts its turn in a fire area created by a primordial spell must succeed on a Dexterity saving throw to stay aloft. The flames appear in green, blue, or violet light as you choose, or in dim light as you choose. The flames don’t light flame damage. They suffuse surfaces and ceilings, as well as openings and crevices in walls and behind them. When a creature enters a fire ’ area created by a primordial spell, that creature must make a Dexterity saving throw. On a failed save, the creature takes 6d8 fire damage and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows your daughter to be bonded to magic. The spell creates a magical effect within the fabric of space you choose that lasts for the duration, or until the target stops concentrating on the task you specify. This magic never ends. When the target w as awakened the effect leaves her permanently bonded to the object you chose, whether or not it exists within 30 feet of you or within 30 feet of your daughter. Alternatively, you can create a permanent linking object within 30 feet of you using magic that allows the creature to communicate with you through written message. The creature can send you messages that are audible and audible within 30 feet of the object you chose. If the creature reaches the point of no return or the target is moved while the creature is within 30 feet of you, the creature regains 1d8 necrotic damage from the spell and can’t take reactions nor benefit from any special senses used by the target. If you create a link between yourself and the object, you can banish the creature to an undefended space on the ground where it originated, creating a trap in which it lhashed out its thoughts and actions. If the creature’s mind is elsewhere, it might take actions that would normally require a successful Intelligence (Investigation) check against your spell save DC to see it w as incapacitated. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell can summon one servant of the same kind as part of an allied deity. Choose one beast of challenge rating 2 or lower, including cubits, in a row. The servant can be any creature, including non-cubs, that you choose when you cast this spell. The servant doesn’t need to be mounted or supported by a body or weapon, and it can pass through other creatures' veins, though it is physically capable of doing so. The servant doesn’t need to be within 30 feet of another creature, nor can it teleport. It simply steps out of the way to allow another creature to enter the warded location. If you cast this spell multiple times, you can have up to three duplicates active at a time, and you can dismiss such a casting with a harmless disuse; you must then dismiss all duplicates before you can cast this spell again. Divination

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical cage filled with flames that lasts for the duration. The cage is 1 foot thick and sits on a 5-foot-by-6-foot piece of wood or metal. When you cast this spell, you can shape the piece of wood or metal as you wish, creating a circular, 10-foot, 10-foot-long cylinder with a 5-foot-by-6-foot margin that extends from the bottom of the cylinder toward the front. When you cast this spell, you can end the magical cage on its face or create a second cylinder on the ground. You can use a different cylinder you know as a front, rear, or both cylinder and front cylinder to create a front cylinder, a cylinder with a lower lid and a front cylinder with a lower lid. When you cast this spell, you can add another casting of the spell to any prepared spells. You make up for this spell's shorter duration by creating two additional chambers for each cast. The initial chambers, created by this spell, have no lid and are 1 inch thick. When you cast this spell, you can create a second cylinder with no lid and create a front cylinder with an opening in the lid. This magic cage creates only one chamber at a time. The second chamber, created by this spell, has no lid and is 1 inch thick. When you cast this spell, you can create a third chamber with no lid and create a front cylinder with a opening in the lid. This magic cage creates one additional chamber at a time, each made up of 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by 1 inch by (your choice). The second chamber, created by this spell, has no lid and is 1 inch thick. When you cast this spell, you can create two additional chambers for each cast. This magic cage creates one additional chamber for every four people who complete a round using it. This spell creates no additional casks in the meantime, allowing you to use only one additional tool during your next turn. Special Illusion 8 Hours You create an illusion of another creature of your choice that lasts for the duration. The illusion is a visible, intangible representation of something that you can see. The image appears as a bright, blue, or violet torch within range, and lasts for the duration. When you cast the spell and as a bonus action on each of your turns until the image changes its color, you can use your action to move the illusion up to 30 feet to a spot you choose within range. The illusion lasts for the duration. If the illusion can be moved up to 30 feet, you can do so at the DM’s option. If the illusion can be made to move only once, the spell ends. If you cast this spell while you already have a memory of a target or a targetable area, the spell ends. While an illusion is created, you have control over any visible light, light, or shadow that you see within 120 feet of the target. You can see and hear any sound made by the illusion, but no smell, no taste, and no taste of bitter, gourd, or any other harmful food. The spell ends for a target if it is on the same plane of existence as you. Illusion

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 hour

This spell creates magical tendrils in any location on one target of your choice within range, in an area that is 40 feet square and that is easy to conceal (covering half the area to allow for hiding). When the spell ends, the objects created by the spells dissipate into smoke if removed from the area. This spell also disables any other magic using flame, cold, electricity, or thunder. When a target is affected by this spell and makes an attack roll against it, the target takes 1d6 fire damage. At the end of each of its turns, the target regains 1 hit point. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 hour

This spell enables a Large or smaller living creature to become a Half-elf or greater. In a new form of life, the creature takes a – two, or three hit points drain from its Hit Dice instead of the normal amount. The creature thus becomes a creature with a hit point maximum of 1d8 + your spellcasting ability modifier. If you cast this spell using a spell slot of 2nd level or higher, the creature's hit point maximum is halved until the end of your next turn. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

With this spell, you touch one willing creature that isn’t undead, such as a creature, and becomes undead if you cast this spell no later than the spell ends. Until the spell ends, you can use a bonus action to send the target to the nearest unoccupied space you can see. If you choose an unoccupied space, you can target an object within 45 feet of the target that isn’t being worn or carried by the target. If you target an object whose weight is greater than the target’s, the target takes 4d8 necrotic damage, and it has disadvantage on all saving throws, attacks, and saving throws made to regain health. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause up to ten trees within range to leap into battle. You choose which tree to strike. The first creature to make a melee spell attack must make the attack roll using its normal attack action, and the first creature to make a melee spell attack using its action (and possibly the creature’s weapon) Attack. If the first creature makes a ranged spell attack using its normal attack action, the second creature makes the attack roll with its weapon (and possibly the creature’s weapon, in the case of the first creature). If these attacks deal no damage, the creatures aren’t knocked prone. The creature makes the attack roll with his or her weapon if it is still in the tree’s reach. Both rolls deal an extra 1d6 force damage. If an attack doesn’t deal this extra damage, the spell doesn’t take effect until the creature reaches the top of its speed, if any, for that attack. It takes 2d6 force damage if it successfully strikes two creatures or two trees. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create and manipulate fey elements within range by manipulating its brightness, darkness, vitality, vitality, or intelligence. You can make any of the following magic attacks with a bonus of +10 bonus: Gusts and tempests fey elements. Round rocks, crevasses, and similar masses of earth and stone. Smite one that you hit with a weapon or a spell. Make a melee spell attack with an element of a different type from the one you cast. On a hit, the target takes 1d8 bludgeoning damage and is pushed to the ground. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create one of the following effects for the duration. You can use your spell’s ability modifier for effect. You regain hit points if you or another creature you designate is incapacitated. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create two pillars of spectral energy on the ground within range. Choose a height of 10 feet or lower within range, horizontal or vertical. If you chose a height of 5 feet or lower, your spell creates a pillar on each side, 5 feet thick. The pillars are made of translucent tendrils made of darkness. Each pillar can hold up to ten people. The pillars protect against the elements and are made of resistance and immunity to nonmagical damage. Each pillar also extends out over barriers, at the DM’s discretion. A pillar created by this spell destroys harmless creatures on the ground within 30 feet of it and causes those creatures to become blinded and deafened. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a pillar created by a pillar spell destroys harmless creatures on the ground within 30 feet of it. Each creature in that area must make a Constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. A creature with an average intelligence score of 2 or less is blinded and deafened for 1 minute. A blinded creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You establish a magical link between yourself and an object you touch. If the object’s properties match the one you establish for yourself, you grant the object an alchemical enhancement, a conjuration blessing, or a new magic item effect. If you grant an alchemical link to a nonchemical item used in creating the effect, the magic item coheres and sprays out the effect when the link is triggered, as with a rope hook. Abjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke a spirit from the ground to deliver a specific elemental or magical substance that you perceive within range. For the spell’s duration, the spell produces a magical substance that is no larger than a 200-foot cube and can be any material object you choose, up to a height of 1 foot over any wall, up to 30 feet off a ledge, up to 50 feet off a cliff, up to 30 feet off an elevation change of 10 feet or so, or 30 feet out of a location your stronghold holds. The substance can be anything from stone to stone and can be anything you desire. The spell ends if you use up to half your spellcasting pool when you use this effect to create the substance, unless you have a material component that can create a similar object. You can also create new substances when you create a new substance or a new material component. When you create a new substance, you can use a bonus action to create another substance or a new material component, provided that substance or component is capable of both creating and using the substance’s component. The effects last for the duration, if any. For example, if you create a substance that has an ability to deliver a loud knock, its effects last for 1 hour and trigger whenever a knock on the substance material component strikes it. The DM can adjust the material component’s bonus action to deal extra damage to the spell’s target. If the DM chooses a material component that can deliver a loud knock, that spell’s bonus action takes place immediately before the spell’s effect ends, and that creature can roll a d4 and add the bonus to its attack and damage rolls, or dismiss the spell. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke magic in the space where you appear with a simple touch spell. You specify secret locations that can only be described as lies, broils, fissures, and corners. You can also designate secret locations where magic does not apply. At the DM'S option, you can animate two or more objects and create them from them. If you create a creature, you animate the creature, which must be within 30 feet of where you cast this spell. An object created by this spell can pass through any barrier created by another spell’s magic, though it can’t pass through a second-level barrier created by a spell of 2nd level or higher. It can’t open a portal to another plane of existence, and it can’t cross a demiplane or the time barrier created by a spell of 3rd level or earlier. Divination

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke stupor, a form of frightful enchantment used against you. Choose one creature that you can see within range and that can’t be targeted by stupor. The target must make a Wisdom saving throw (the DM chooses this spell slot or the spell itself) and take 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target’s hit points below 1. If you or a creature you designate is targeted by a stupor, that creature must make a Constitution saving throw. On a failed save, it can’t speak, or be charmed by you. On a successful save, it can’t speak anything except gibberish, for half as much as it normally uses in its words. For the duration, any creature charmed by this spell must make a Charisma saving throw. The creature can choose from any of the following options when making the saving throw: Make a Wisdom saving throw with advantage. If an enemy charmed by this spell takes 6d6 necrotic damage on its turn, it must use its reaction to regain hit points equal to half the amount of necrotic damage on that turn. Make a Constitution saving throw with advantage. If an enemy charmed by this spell takes 8d6 psychic damage on its turn, it must use its reaction to regain hit points equal to half the amount of psychic damage on that turn. Make a Constitution saving throw with advantage. If an enemy charmed by this spell takes 11d6 psychic damage on its turn, it must use its reaction to regain hit points equal to ten times its current hit point maximum. If the spell ends before the creature’s hit points exceed 10, it returns to normal physical form on its next turn. If the creature is injured while under the effect of this spell or while under its influence, the creature is incapacitated and must use its movement on its next turn. If it needs to use its action to use an action again, it can do so at the end of its turn. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your magic draws a veil over a creature’s space for the duration. For the duration, the target is cloaked and immune to nonmagical attacks and spells that deal magic damage, and it has resistance to one damage type of your choice. For the duration, it has resistance to fire, cold, thunder, snow, lightning, and water damage. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon a spectral creature of your choice within range. Choose one of the following options for what appears: Choose two creatures within range that have been charmed by you for the duration of the spell. Until the spell ends, you summon one spectral creature of challenge rating 2 or lower. Until the spell ends, you summon two spectral creatures of challenge rating 2 or lower. Until the spell ends, you summon four spectral creatures of challenge rating 2 or lower. Until the spell ends, you summon six spectral creatures of challenge rating 2 or lower. The creature must meet the conditions specified in the DM’s description for the spectral creature to appear. The creature must be within 30 feet of you when you cast the spell, and can be stompt out of the spectral creature’s space by another action of its choice that is succeeding matchup. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You use one of the following spells for the duration: You can speak a language you know, and you can also understand one language of another creature you can see within range. You can also understand one language of another creature you can see within range. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell harms an unwilling creature that you choose when you cast it. You choose the target as a target of the spell. You target one creature whose wight is level 1 or lower. That creature must be within 30 feet of the target and within reach of the attack. The creature must make a Wisdom saving throw. On a failed save, it takes 14d6 piercing damage, or half as much damage on a successful save. The spell damages only the creature that uses it, not its carrying capacity. On a successful save, the creature is no longer harmed by you. Alternatively, you can cause the creature to succeed on a saving throw against another spell of 3rd or 4th level or lower, using the creature’s best efforts to escape. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create an undead servant—one suited for combat. The servant serves as a mount, messenger, or bedroll for your party. You use the servant for the rest of the battle. Your companions can only accept 1 additional rider for each slot level above 10. When you make a ranged spell attack, you can use your own initiative to lift the servant up off the ground and step on it. If you do so, the servants deal an extra 1d8 necrotic damage on a hit and are restored to their hit points at the start of your next turn. The servants are friendly to you and your companions for the duration. If you use your own initiative to move the servants, you can do so. In addition, if you have a servant within 10 feet of you and can hear it talking to it from within 30 feet of you, you can communicate with the servants through that servant, giving it the benefit of the spoken command. When you use this spell to create an invisible servant, you can use your own initiative to change its appearance so it is invisible to you. It can be a lich, a lich of challenge rating 5 or lower, a lich of challenge rating 1 or lower, a lich of challenge rating 5 or lower, a lich of challenge rating 5 or lower, a lich of challenge rating 1 or lower, a lich of challenge rating 5 or lower, or a lich of challenge rating 1/2 mile long. If you use your own initiative, you can change the creature’s attire to match the servants armor. If you use your own initiative, you can change the creatures spellcasting attire so that it matches the servants armor. At any time before the spell ends, this spell can’t be interrupted by another spell. If you use your own initiative to speak with a creature that can’t see you, you can direct the creature to do so, forcing it to do so. The creature automatically recognizes you as the creature who created the creature and obeys your instructions. The creature can see and hear you, recognizes you as the creature who created the creature, and acts on your instructions, even if the creature is invisible. The creature knows it is under the protection of an evil spirit, if it can, but it doesn’t take any actions that would be contrary to its natural inclinations or desires. This spell can only target creatures described in any detail in the Monster Manual or in the Spells and Equipment file included with your game. You can’t use this spell to create an illusion, so use it to create a false one. You use this spell for the first time on the same turn and can use your action to assume the persona of an unwilling creature. The illusion appears in your space and acts as an object for 1 minute. You can use this spell to create a false portrait of a creature of Medium size or smaller (your choice) and hold it in your hand for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create a false portrait of a creature of Medium size or smaller (your choice), make a verbal check, and sentence aloud as an action. While the portrait remains in your possession for the duration, the creature can’t harm you or target you by way of teleportation, so it can’t harm you or target you by way of way of program. Illusion

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 hours

A common divination spell that requires extra attention can unleash all the best in magic in one fell swoop. When you cast the spell, choose one creature or class of your choice that you can see within range. Each creature that can see is of age, standing, or walking form, so long as it is within the reach of the spell. The target must be within eights or so of the target when you cast the spell. You can target a whole creature with this spell, ending the effect on it on a hit or a half damage to it. As an action, you can cause the creature’s voice to travel to all familiar locations within eons within a direction you choose. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A spectral, floating creature appears and w deals 2d6 necrotic damage to any creature within 30 feet of it. If the creature would be under the effects of an effect that targets only undead, it instead activates the locate dead spell, casting it as an immediate action. The undead appears in an unoccupied space that you can see within range. The simulacrum lasts until it drops to 0 hit points or dies. It disappears at the DM'S discretion. It reappears in an unoccupied or ruinous location within 30 feet of you. If the simulacrum damages a creature, that creature must make a Constitution saving throw. On a failed save, the simulacrum reverts to its original form and sucks all life from the creature’s hit point maximum. If a creature fails that saving throw, the creature is transported to a different location that would normally result in the creature’s death. If the creature is killed while it is transported, the simulacrum returns to its unoccupied or damaged form and sucks all life from the creature’s hit point maximum. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 3d6. When you cast it using a spell slot of 8th level or higher, the damage increases to 4d6. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 Hours

A spectral ghost appears out of the ground in an unoccupied space of your choice within range to deliver a thunderclap to a target within 5 feet of it. The target must succeed on a Constitution saving throw or be affected by the thunder spell for its duration. If you choose to affect a target that is Medium or smaller, its speed is reduced by 10 feet until it reaches the maximum height allowed by the spell, and it is restrained in a place the target can't be targeted by it (such as a wall or a floor) until the spell ends. A target caught by the restrained target's thunder spell can make another Constitution saving throw. On a successful save, it can cast this spell again. On a failed save, it can use its action to take another weapon attack, instead of what it took to cast the spell. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows you to bestow magical power upon one creature that is either a celestial, an elemental, a fey, a fiend (a fey), or a fey creature. For the duration, the celestial or fey creature can use Wisdom (Perception) checks to see invisible, fey creatures are invisible to all creatures, and the target is blinded until the spell ends. The creature can use Dexterity (Insight) checks to see invisible creatures and fey creatures. Divination

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a misty cloud on the ground that lasts until the spell ends. A piece of earth or stone flies up to 50 feet in a straight line from you and touches down on a point you can see within range. The piece of dirt or stone is harmless and isn’t covered by armor, shields, or a covering covering the creature’s size or standing on its head. You can make a ranged spell attack with the piece of dirt or stone, and the attack deals 3d6 damage of the type you use for the attack. You can use your reaction to end the piece of dirt or stone. When you do so, create an earthquake, shaking the ground in a 5-foot-radius circle. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, or half as much damage on a successful save. The earthquake destroys any barriers or other barriers between you and the ground in the area. A creature can take life or nonmagical nonmagical nonliving objects in the area by making a Dexterity saving throw. If the creature fails such a save, it is ejected to the nearest unoccupied space of the creature’s choice, where it remains for the duration. A creature can move through the mist a number of feet equal to your walking speed, but no more than once per round. You can move through the mist for the entire spell’s duration. In addition, a creature moving through the mist for the first time on a turn or starts its turn there moves up to half as far as possible in a direction you choose. This movement doesn’t have enough force to cause damage. Through the mist, a construct can move, jump, sink, and so on. It can make mechanical movements, including those made using its w appendage, but it can’t use its speed to move a foot. It can’t use movement in dry or wet conditions against anyone. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates two extra dimensions—one on one side and one out of each dimension. The two extra dimensions create a new Earth, a new Primal sphere, or you can make a new one in an area completely different from the one you created for this spell’s effect. For example, if you have a Primal sphere created for you in the Nine Hells, you can create a six-foot tall sphere with a 10-foot radius on the other side and animate up to six different creatures that you can see within that sphere. Create a single door and a pair of pillars in a different dimension. The doors can’t open into a different dimension, nor can they fit through them. The pillars and doors can open into any other dimension, which could save a creature from collapsing into a different dimension. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You awaken in an unoccupied space of your choice within range that you can see within range. You take 40 radiant energy damage when you cast this spell. This damage can’t reduce the target’s oxygen level from 20 to 15. When you cast the spell, you can choose a number of nonmagical targets that you can see within range and that can’t be affected by this spell. The targets can’t be more than 60 feet away from you. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon a Large beast of burden, a spectral guardian, or a spectral fiend. The creature appears within 30 feet of you and must make a Wisdom saving throw. The creature obeys any verbal commands it is given, and it obeys any written commands it makes within its space. The creature is friendly to you and your companions for the duration. Whenever such an effect ends, the creature remains friendly to you and your companions for the duration. If you have no creatures or no creatures that are hostile to you, the creature spends its action to flee from you. If the creature w as hostile to you and that creature spends its action to discern another creature hostile to it, the creature tries to locate you by seeing a visual description of you and by employing the creature’s abilities (no action required) and employing the shortest and easiest means possible to communicate with you. You can use this spell to banish the creature to an unfriendly demiplane. The creature spends its action to move to a random spot within range and speak a short message that is unintelligible if it is to be received by creatures that don’t understand its meaning. If the creature starts its turn in the demiplane with two or more followers on it, the creature must choose a different demiplane to move to within 60 feet of you. If you choose a different demiplane than this spell ends, the creature falls into a temporary restraining effect similar to that of a demiplane door, but lasts until cleared. When the creature reaches the top of its temporary restraining effect, it and any followers it leaves safely fall to the ground and take 6d6 thunder damage at the start of each of its turns. Abjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

120 minutes Flameshields a 60-foot cube of stone and one Large or smaller creature of your choice within range. The target must succeed on a Wisdom saving throw or take 1d8 radiant damage on a failed save, or half as much damage on a successful one. The spell ends if you cast this spell again. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

1 Hour (Up to 10 minutes) 1 Hour (Up to 10 minutes) Instantaneous Instantaneous Instantaneous You touch a creature, or one of its members, that has been magically affected by this spell. It must make a Charisma saving throw. On a failed save, the creature takes 1d6 necrotic damage and is charmed until the spell ends. On a successful save, the creature takes half as much damage and is charmed by you until the spell ends. Any creature that fails its save against this spell ends its turn and doesn’t take damage until the spell ends. You can also end this spell before it ends. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Enchantment

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Instantaneous You speak a line of random words that are either gibberish or rhyme. You can either use your action to make a word choice and repeat the word. If you do, the word must be within 30 feet of you and the words must be rhymed with the word. This spell can also make a rhyme, a number of words, or a phrase from a rhyme, a number of words, or a phrase from a phrase. The word must be within 30 feet of you and the phrase must be in the same component as the word. If the word is in a different component from the word, the spell ends. The spell ends as soon as you cast it. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell turns any tree within 60 feet of you into poisonous, causing it to become poisoned. Creatures that touch any tree affected by this spell must make a Constitution saving throw. If they are not poisoned, they are immune to poison damage and have advantage on saving throws against its poisonous effects. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You call the power of the Darkvision out to a creature and brighten its conditions for the duration. For the duration, a creature is blinded, deafened, or can’t see. The blind or deafened creature can make a Wisdom saving throw. It takes 14d10 radiant damage on a failed save, or half as much damage on a successful one. Brighten conditions. When you cast this spell, you can affect one additional creature for each slot level above 1st. You affect one additional creature for every two other creatures you have seen. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You choose one creature that you can see within range and that can’t be charmed, frightened, or possessed by an evil twin. The creature can attack any time you make a melee spell attack, and it can choose to make a Wisdom saving throw. On a successful save, you and any creature that you choose are immune to this effect until the spell ends. The creature can target another creature as an action that as its action, or whenever it can see an object that it can see within 5 feet of it. When the creature takes the attack, it takes 2d8 damage of the creature’s kind, and it dies. The creature can be targeted by two similar attacks, but it must make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 hours

You create aberrant beasts from dirt, stone, mud, or snow and lay the bones. You make them flammable and harmless, and you make them weapons, armor, weapons, and other armaments. While these beasts are drenched and worn out, they still have their bite and sensory qualities. They become frightened after you use your action on each of your turns to make a melee spell attack with them. On a hit, the creature might lash out at you, turning it against you in combat. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Stige Dling

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You imbue up to six creatures of your choice that you can see within range, along with magical energy radiated by a torch, that can fit into its body and that burns in the area, granting it advantage on attack rolls against creatures within 5 feet of it. When you manifest, these creatures use their reaction for the first time on each of their turns, which is used to determine whether the illusion is still alive and to adjust its attack and spellcasting if necessary. If you make an attack roll with an affected creature, you can roll a d8 as an extra roll, which mitigates the effect of the illusion. The target has advantage on the next attack roll it makes with the illusion, though it can instead roll an additional d6 as an extra roll, or choose a different roll. The additional roll is a part of the attack and spellcasting sequence, not a part of the spell’s duration. Evocation

Stige Dling

Casting Time: 1 action
Range: 60ÃÂÃÂ5 minutes
Duration:

A spectral creature appears in a 15-foot-radius sphere in a space of 20 feet square. The creature must be within 30 feet of the spell’s target when it appears. The creature must stand still and don a robe or similar covering for the spell’s duration. The spell ends on the creature if it doesn’t already have a robe or similar covering. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You seize the mind of one creature that is no longer your friend. Each creature that you try to charm uses a spell of a lower level than the slot you used to cast this spell. If you do so, the spell fails and the target assumes a different form while you attempt to persuade it to follow you. When you persuade the creature to follow you, you give it an ability score modified by your Wisdom stat. If its Wisdom score is equal to or less than your own, you command its action, and it makes a Charisma saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one. Additionally, you command the creature to take no actions and refrain from actions that would normally take its action and move so it can make its own actions, such as standing still or using its movement to move across a room. During the spell’s duration, the creature can speak a number of Sinister Truths equal to five times its spellcasting ability. You decide what lies beneath those truths. Whether you command it to behave in a manner harmful to yourself, your companions, or the Ethereal Plane, any of the Lies that you determine might affect whether the creature behaves in the manner you choose. The creature can make a Wisdom saving throw against these effects or lose its ability to benefit from it. Until the spell ends, you also specify what actions it can take and how they would affect the creature when you command it to follow you. The creature can use any of its action to take actions that would cause the creature to follow you, but this can be at the DM’s discretion. It can also take actions that would cause the creature to follow you, such as making a melee attack against a creature within your reach (your choice which creature and at what point would the creature use attack or flight?), making a Wisdom saving throw against this spell or another spell of 3rd level or lower, or taking an action that could cause the creature to make a Wisdom saving throw against this spell. If you command the creature to do one of the actions described below, it can do so without expending its action this turn. Appearing as an invisible cog in a pit Appearing as a glowing orb in a mist Appearing as a floating vine on the ground Appearing as a sphere floating in the air Appearing as an area of force—such as a large dome or a wall—that can batter an enemy on impact Appearing as a fiery pit, spewing molten debris Appearing as a fiery pillar Appearing as a fiery door Appearing as a fiery door Using a whip Appearing as a mass of fire on the ground Appearing as a torch burning in flames Appearing as a mass of smoke rising from beneath a rock Appearing as a puff of smoke rising from below a rock Appearing as a puff of smoke rising from under an underground pit Using a dumbbell Appearing as a dumbbell spinning Appearing as a dumbbell revving Using your hands Appearing as a dumbbell, shoving You can use your action to make a single melee attack against one creature within 5 feet of you. On a hit, the target takes 4d10 force breathing damage. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

As lead dust obscures a creature’s vision, you create a 30-foot-radius sphere centered on a point within range and centered on that point for the duration. The sphere is immune to all damage and can’t affect creatures or objects within 30 feet of it. A creature takes 10d6 bludgeoning damage when it enters the sphere for the first time on a turn or starts its turn there. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a gateway between two dimensions, opening into a closed door between the two. A gateway, like all spells created by the spell, isn’t perfect, but it could provide many possible paths to a higher plane. Reducing a creature to the form it is in blocks the spell. As an action, you can cause the creature’s current plane to intersect with the gateway. The creature rolls a 5 or 6 and takes 3d10 bludgeoning damage, or half as much damage on a roll of 8 or higher. On a rolled 6 or higher, the spell ends. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell summons the spirits of dead men and women to serve as servants to spirits in their current forms. Choose one humanoid within range who appears within 30 feet of the spell and assumes the form of a fully equipped wight. The servant disappears when it drops to 0 hit points or when the spell ends. The servant remains until the spell ends, at which point it reverts to its current form. The creature regains 4d8 hit points when it reverts to its normal form. The spell ends if the creature reverts to its dead body or if the creature dies before completing the spell. You can have no more than two such servants at a time. Each servant counts as a separate undead creature under the terms of the conjuration. ( A servant counts as a separate undead creature under the terms of the spell ) If you cast the spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause creatures within 10 feet of you to shimmer in the wind and become friendly to you. You can make one creature’s reaction to see them take no actions. They follow you wherever you go, but they can’t enter a location other than your current one and can’t use spells or hold any objects held by another creature. The w ord can affect up to four creatures at a time. Each target must succeed on a Wisdom saving throw or take 1d8 radiant damage. When you cast this spell and at the end of each turn you spend concentrating on it, you can use a bonus action to cause any creature in a 30-foot cube within range to dance among you, benefiting from the Smite spell. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure one unaligned Medium beast or a humanoid in an unoccupied space that you can see within range. The beast must be within 60 feet of you when you cast the spell. The beast’s size is Medium, and it must fit inside a 6 foot cube. In addition, if you have the Huge or smaller component in its body type, you automatically create two such cubes for the beast by using a bonus action to slap a Huge or smaller beast into one of the cubes. The cube created by this spell can fit up to four Medium or smaller creatures. When you cast this spell, you can specify creatures that must be within 6 feet of you when you create the cube: celestials, elementals, fey, fiends, or undead. The creatures can be any of the following creatures: celestials, elementals, fey, fiends, or undead (your choice when you create the cube). You can use your action to create a line of fire 15 feet long and 5 feet wide starting from one creature you can see within 60 feet of the cube. Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage line extends from you to you. On your turn, a creature can use its action to move up to half a mile in any direction along the cube. To do so, it must make a Strength saving throw. On a successful save, the creature takes half the route’s speed, but it takes half as much damage on a failed save. A creature must also move into the cube for the whole sequence to complete before leaving the cube. On a failed save, a creature doesn’t move into the cube for 24 hours. At the end of each 24-hour period without moving into the cube, a creature must keep its action to use the full length of the sequence. This spell fails if the creature is already using a route full of shortcuts and then uses another route full of shortcuts when it would use a route other than its normal course. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a fey beast within range, raising it as a permanent pet. Until the spell ends, this fey beast spends its action that turn feeding on nearby creatures, as part of a routine check made to open a safe door on it. It takes no actions when it moves within 30 feet of you and can see into muggle space, through wall, or in the open. The fey beast spends its action on a food source that it can see within its aura (your choice), waiting until the creature drops out of the aura before eating. When the fey beast reaches full health, it disappears and floats gently up to you, taking 1d10 feet of movement for every 2d4 levels of the spell. A creature can’t gain this movement normally. While hovering near you, the fey beast can make a Constitution saving throw against lightning, and it takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. When you cast the spell and make an attack roll with it, you decide which creature to target and how many feet it must move to do so. You can use this saving throw with advantage, as long as it doesn’t involve you. When you cast the spell and make an attack roll with it, the spell also ends for that creature. If you use a spell’s normal effect to target a willing creature or a creature that is an object of great attunement to the elven pantheon (such as Searing Smite), it creates a temporary spell effect that lasts until the end of your next turn. This temporary spell effect, if created, is unbreakable. When you cast the spell and make an attack roll with it, you can use your action to cause the temporary spell to end for that creature. While the spell has this effect, the creature is completely under the effects of its temporary spell, which ends its turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a temporary construct that takes up a slot in your inventory and functions the same as the temporary construct created by this spell. Abjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a small, numb, ghostly creature’s space on the ground. Until the spell ends, the ghostly creature is immune to all damage, spells and other effects, and all effects that deal damage. It has resistance to all damage except psychic damage, and has advantage on attack rolls against creatures other than you. It has resistance to all damage against you, except for psychic damage. You can use your action to create new creatures by using one of the following two new abilities. Once each day for 24 hours. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral servant, named after a legendary evil spirit, that appears in an unoccupied space that you can see within range. The servant lasts until it drops to 0 hit points or dies. The shadow can pass for days without waking its owner, and the servant lasts up to 1 hour without harming anyone. You can cast this spell again as an action on a later turn. While the shadow lasts, any creature it harmlessly strikes treats it with honor and loyalty. The shadow attacks whenever it lures a creature within 30 feet of it to its space, and it makes a melee spell attack against the target. On a hit, the creature takes 1d8 necrotic damage, and the shadow can’t regain hit points until the spell ends. You can use this spell’s necrotic damage to reduce the shadow’s damage to 3d8. The spell’s magic ends when it hits or the level of the spell drops to 0. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a phantom servant, a skeletal beast with the power to move and stow everything within reach. The servant disappears when it drops to 0 hit points, and there is a 10 percent chance per day that its magical sonar component drops to 0 hit points. The animated simulacrum continues to hover in the air, waiting for the moment when it will strike again. If you cast this spell multiple times before you finish a long rest, the animatronic can do none of the actions described below once per turn. Once per round for the duration, you can summon a phantom servant as a bonus action on each of your turns to assume a 5th- or 6th—level status. While the servant is in this form you can‘t willingly move into or out of its space, and the creature can't speak, cast spells, move through objects, or use magic items. You decide when the servant disappears and where it can reappear in the event the spell fails. It doesn’t disappear; it remains in place for the duration and can’t be dispelled by dispel magic. It remains in an illusory form that blocks your view. When the simulacrum appears, it disappears 1 hour after you summoned it, leaving behind a 23-foot cube of green marble, an 8-foot cube of emerald blue marble, and six 10-foot cube chambers filled with crystal ball. Each chamber can hold up to five servants, or you can create 10 additional servants each time you cast this spell. The emerald and blue marble chambers each hold up to six servants, and the cube of thorns and flame is sufficient to cause additional servants to fall out of the cube. When all the creatures die, they return to the cube where they died, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The cubes can hold up to 10 creatures, each about 5 feet high and 15 feet wide. The cube is heavily guarded and heavily guarded against intruders. Any creature inside the cube can’t be targeted by spells. The servant disappears when it drops to 0 hit points or when the spell ends. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

When a creature uses 《TransmutationWarding Flux on itself, the effect doubles its AC by 15 + its Dexterity modifier for the duration. For the duration, the target can commit suicidal acts using only its mind and movement, but the target can choose to refrain from these acts and instead use its action to assume a higher form: raising its melee attack bonus to the single stat it chose; or slashing its weapon attack bonus to two; withdrawing from combat to assume a different form. The target can have only one form of its choice, which makes it vulnerable to attack spells and can’t take reactions. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical effect that can be described as a "duck" with a different name or spelling. You choose the name of the spell you choose and the spellsto be the same name and spelling as the one mentioned above. You can use your action to mentally switch to the name and spelling of the spell. You must be within 10 feet of the spell to cast the spell. If you do so, the spell ends. While you are concentrating on the spell, you can make verbal verbal or written verbal checks and such checks are made in a verbal range of your choice. You can also make verbal or written verbal or written Charisma checks. If you are not concentrating on the spell, you can have your concentration rolled on the roll. If you are concentrating on the spell, you can use your action to attempt to switch to the name and spelling of the spell as you see fit, using a creature of your choice that you can see within range. If you use your action to switch between the spelling and the spell, you can use your action to choose from the three of the three languages you want to spell as you see fit. You can also use your action to switch between the two languages. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a spectral demon from the earth within range. Choose a spectral creature of challenge rating 2 or lower, or one humanoid of challenge rating 1 or lower, or a spectral serpentshaper of challenge rating 2 or lower. Make a melee spell attack against the target. On a hit, the target takes 4d10 necrotic damage. You can have up to two spectral serpentshapers fight one another in combat. The first creature to make a necrotic blast deals 3d4 necrotic damage, and the second creature takes 4d4 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 3d4 for each slot level above 3rd. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Concentration, up to one hour

You make a magic mirror appear at a point of your choice within range, such as a door, a window, a room, a place of power beyond sight or a place of magical force that would grant permanent teleportation to others. When you cast the spell, choose one of the following teleportation options, audible within 60 feet and directioning across the room. You can direct the mirror at any point within 60 feet by speaking its name, touching the bed of the mirror and speaking Rishkar's Greatsword, the same weapon used to sever its link with Eri. The mirror appears so it can appear at any time within 5 feet of where you cast the spell. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60 Days
Duration: 1 Round

1 hour, 10 minutes, up to 1 hour. You attempt to cast spells of 7th level or higher. You must use your reaction to cast the spell. You choose a new location within range. You can use your reaction to end the spell on a location you know or that doesn't have a spell slot of 7th level or higher. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60 Days
Duration: 60 Days, up to 1 hour

60 hours. The spell can target one creature and lasts for the duration. Constructs with hit points of 5 or less must make Dexterity saving throw. On a failed save, a creature takes 4d8 necrotic damage and is destroyed by necrotic damage. The spell ends on a creature if it has hit points equal to the necrotic damage dealt by the spell. Abjuration

Stige Dling

Casting Time: 1 action
Range: 60 Days
Duration: Instantaneous

A spectral beam of light streaks down from the heavens toward one creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d10 radiant damage. A creature takes 1d10 radiant damage on a failed save, or half as much damage on a successful one. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60 Days
Duration: Instantaneous

A spectral creature appears in a space you can see within range. The creature must make a Charisma saving throw. On a failed save, the creature takes 10d6 psychic damage and is charmed by you for the duration. The spell ends if you cast this spell again. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60 days, up to 10 minutes
Duration: Instantaneous

You touch a creature and it becomes an unwilling creature. The target must succeed on a Wisdom saving throw or take 2d6 psychic damage. On a failed save, the target takes 1d6 psychic damage. The spell ends on a successful save. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration:

A spectral creature of your choice that you can see within range appears in a place you choose within range and appears to you as if it had no form and has no material component. The creature can make an Intelligence (Investigation) check as an action to determine whether the creature has any Intelligence levels, as determined by the creature's Intelligence (Investigation) check. The creature has the statistics of the creature that it is a part of, but it has no racial, religious, or racial characteristics. The creature can’t be charmed or frightened. If the creature has any Intelligence, Intelligence II, or Intelligence III ranks, it has disadvantage on ability checks. If the creature has no Intelligence, Intelligence II, or Intelligence III ranks, it has disadvantage on ability checks. The creature can’t be targeted with an attack or spell, nor can it be targeted with an ability action. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You awaken from the slumber of sleep. You gain the ability to see and hear only through solid objects, and you make a Wisdom saving throw against your spell save DC. You use that insight to your advantage to see through walls, ceilings, and any other obstacle that you can see. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You choose one constructanted within a 300-foot cube that you can see within range, an artifact or a magic item, or both at the same time. The item remains within 1 foot of the artifact; it remains within 5 feet of the magic item for the spell. The artifact appears in an unoccupied space of your choice that you can see within 10 feet of the target creature. When you cast the spell, you can animate or reshape the artifact so that it appears as if it were created by the spell. You can create any item created by the spell. Furnishings, charms, and other charms created by the spell also remain in effect when worn or carried by the creature. These charms must remain on in order for the entire spell to take effect. You can use a bonus action on each of your turns to dismiss these charms. When you cast this spell, you can make any item created by it disappear in one of the following ways: 1. The enchantment disappears. This spell fails and destroys any enchantment or magical effect created by it. 2. The spell creates an illusion that the item is a magic item made of magical force. This spell makes the item physically visible to creatures of the specified kind and using magic, such as by casting a ranged spell, or placing the item into an item slot of the specified kind, but no more. This spell summons a creature with truesight capable of seeing things that aren't magical to the item, but which can be affected only by spells of the chosen sort. 3. The item is no longer under the target creature’s control. This spell ends an effect an illusion created by an illusion can use, for example, if you banish an affected creature to the wild. Illusion

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You create a magical beast within range, and it appears to be a Large or smaller beast with the same name, title, and creature type as you designate. The beast appears in an unoccupied space that you can see within range and is friendly to you. The beast can be a friendly creature (your choice), as long as it obeys your verbal commands while within 30 feet of you, or it can’t attack you. If it does attack you, it always uses its action on that turn to regain control of the beast and moves away from you as normal. After the beast uses its action to cast a spell, it instead makes a Wisdom saving throw to take 4d10 lightning damage and then wastes the spell. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Stige Dling

Casting Time: 1 action
Range: 60 Hours
Duration: Instantaneous

You summon a beast of burden from among the undead. The beast obeys your commands and takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The beast can’t take damage over its next turn. The beast can’t take damage again until it drops to 0 hit points or until you issue an edict or an edict from within your control. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature you can see appears in a 5-foot cube and must succeed on a Dexterity saving throw or take 1d10 psychic damage. This spell ends if you cast this spell again. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A nymph spell cast on a creature causes a stinking cloud to erupt from it. Choose up to three creatures within range. Each target must succeed on a Constitution saving throw or take 1d8 necrotic damage, and it becomes nauseous. The stinking cloud then spreads around corners, eventually reaching into the soles of trees and creating a 20-foot-radius sphere centered on a point within range. Each target must make a Constitution saving throw. On a failed save, a target regains 2d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above lst. The creatures must be within 30 feet of each other when you target them. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of magical darkness within range and animate a Large or smaller creature of Medium size or smaller within reach for the duration. Creatures of the size or smaller within the area’s opening are limited in movement and can’t talk. A Large or smaller creature can’t attack a creature within 6 feet of the area or pass through a portal that leads to it. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell allows a humanoid of your choice that you can see within range to mentally perceive an object in range. The target must fit within an illusory image, such as a cylinder or a wall, of a creature’s space within 10 feet of it. The target sees a shimmering, 20-foot-diameter hole in the ground and can see through the hole up to 60 feet. If you cast this spell without finishing a long rest, the spell ends early, and the spell ends on an object that you can see within 60 feet of it (such as a bowl or an urn), if that object is in any state that it can’t be bound to anything. Illusion

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until the spell ends, one willing creature or object that you choose must make a Wisdom saving throw. You do the saving throw with advantage. As an action, you can make another Wisdom saving throw. On a successful save, the creature is no longer blinded and can move toward you with advantage. On a failed save, the creature is blinded while fighting you (your choice when acting as a messenger or casting a spell). While blinded, the creature can’t see or hear anything beyond its vision, and it can’t understand any other spoken language. After it has failed both saves, it must re-evaluate the nature of its sensory awareness, which isn’t perfect, and re-evaluate the extent of its sensory awareness. At the DM’s option, the creature can re-evaluate its awareness once it has re-examined its awareness. Choose a creature’s sense of smell as its sensuous sense. As an action, you can smell a mouthful of herbs or a leafy-looking leaf. If you smell something else, it must be no more than 30 feet away, and the smell is harmless. If you don’t see a smell in the sky, the creature w as walking on the ground and must move on its own. The creature can spend 1 foot of movement for every 1 foot it spends covered by cover. If it moves more than once covered by cover, the creature moves 1 foot more than once covered by that cover. The spell ends for the creature if it uses its action on a subsequent turn or if it instead uses its action to move 1 foot less covered by its cover. The dust mask of Sense past becomes obscured when the spell ends. Reducing dust to 0 AC leaves it strewn across the ground and fills a 60-foot-radius. 5-foot square’s-radius, 30-foot-high cylinder of dust is a quiet place. Any creature in the dust within must make a Constitution saving throw. On a failed save, a creature is pushed to the ground and must move by half normal movement to get its space provided. A creature can move up to its speed, but neither its speed nor the speed of movement allows it to move. If a creature moves more than one half of its speed at a time, that creature must make a Strength saving throw. On a successful save, the creature can move up to its speed and still move. A creature can’t move more than 10 feet before falling prone. If it strikes up to half its speed, the creature is pushed up to half its speed and must make a Strength saving throw. On a failed save, it can use its reaction to move up to its speed and still move, albeit with greater training and extra effort. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. You animate or take up to half the creatures temporary existence or exhaustion state. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cast this spell on yourself. You can use your action to examine the top layer of stone you can see on the ground. You can also cast this spell on any surface that is open or is covered by stone. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a beast of your choice within range to fight for you at an enemy’s altar. Choose one creature you can see within range and adopt a phantasm. The target beast disappears temporarily before it disappears again, and the spell ends for that target. This spell can cast a celestial, fiend, or fiend spell, but not a celestial or fiend spell, a fey spell, a demiplane spell, a demi-plane spell, a demiplane shift, a demiplane portal spell, or a divination spell, as described in the Elemental Plane of Flesh spell list. As a bonus action on each of your turns before You cast this spell, you can use your action to send the celestial into an extradimensional space that ends your turn, and you can send the fiend spell into an extradimensional prison of your choosing. The prison is a small, opaque stone with a single point of magical force guarding it. You can place your spell’s target on the stone and compel it to make a Wisdom saving throw. When you do so, your spell ends for it. When you cast this spell, your spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the number of creatures on target increases by three for each slot level above 2nd. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke a spirit that appears inside a surface you choose and that remains within 1 hour. The spirit creates one of the following effects within range: Your body becomes paralyzed for 1 hour. You make another melee spell attack with a weapon that has a reach of 5 feet or less. When you make the attack—called the infused weapon strike—you create a moderate illusion that looks like a machete and has a range of 60 feet. On each of your turns until the spell ends, you can use your action to make two attacks with the imitated weapon or to make a ranged spell attack. Whether you make the attack or not, you take 3d8 damage. If you miss, you learn the rules for the first attack, and the second attack deals an extra 1d8 damage. While the illusion is under your control, your actions and actions, if successful, provoke an extra 1d6 effect using that action, and you can choose to trigger both effects at the same time or choose one at random, causing both to take 1d6 lightning damage. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You open a portal between two points on the ground or the floor of a place you choose within range and hold out your hand to either side. You create a portal that can travel 300 feet in one direction, 30 feet in the other direction, 300 feet in the opposite direction, up to 500 feet in the other direction, 300 feet in the opposite direction, up to 1,500 feet in the opposite direction, and so on. The portal serves a function. It is an object that can be worn or carried as a material component. When the portal opens, any creature within it takes 4d8 thunder damage, and any creature killed by another creature spell or spell of 3rd level or lower is stunned until the spell ends. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your deity senses danger ahead. Until the start of your next turn, whenever a creature or object strikes a creature or a object that is neither within reach nor within reach of either you or another creature, it must make a Wisdom saving throw. On a failed save, the creature or object takes 2d6 bludgeoning damage, becomes immobile, and can’t use reactions for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Necromancy

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You seize the affect of your choice, raising it to the same level as its Strength and Dexterity bonus and attuning it to a creature’s typical attack and magic missile attacks, as well as reducing the target’s Hit Points by one and dealing its maximum Hit Points at the start of each of its turns each round by one. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Self (caster)

60 Hours Instantaneous Duration: Concentration, up to 1 hour You choose a creature within range and the spell ends. The target must succeed on a Constitution saving throw or have its movement speed reduced to 0 feet. The target can’t use any action to move or use an action to dismiss the spell. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Special

You gain the ability to teleport within mists of stone, the radius of which is the same as the demiplane dimension and extends for a duration of 10 minutes. Concentration, up to 1 hour Instantaneous You create a 20-foot-radius sphere centered on a point within range and that has four legs and a front that spreads out from it toward a creature of your choice within that radius. That creature must make a Dexterity saving throw. On a failed save, it takes 14d4 radiant damage and is blinded until your next turn. For the duration, the blinded creature has disadvantage on attack rolls against you and can’t benefit from being invisible nor visible while blinded. When you cast this spell, you can have up to three willing creatures visible within the sphere at a time. It lasts until the spell ends. Transmutation

Stige Dling

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a spectral dragon appears and rages on the ground in an unoccupied space of your choice that you can see within range. The dragon appears in an unoccupied space that is 30 feet up on a side, and within 5 feet of you, you can see an illusion that lasts you’s turn. The dragon appears for the spell’s duration and moves within 5 feet of you whenever you use your action to move it. If its space is full of shadowy creatures, the dragon flies and is engulfed in smoke. When the spell ends, the dragon moves, dropping its helmet and carrying whatever remains to its unoccupied space. While the dragon is in this way, you can use a bonus action to cause a pillar of silence to appear in the space and that pillar to spin on a flat surface and remain for 1 hour or until it strikes a pillar of stone or a similar solid surface. You can also cause the pillar to fly up to 60 feet in any direction and then disappear. If you cast the spell again, the spell ends, and the pillar disappears. Illusion

Stige Dling

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a special spell of a celestial kind within range, you can create a vortex on the ground that lasts for the duration. You can shape the ground in any way you choose so long as you are within its diameter and extending downward from you. You can shape the surface of the ground in any shape you choose, provided that you are within its dimensions. Every creature in the vortex is an illusion and must make a Wisdom saving throw to hide from its captors. A creature must make the saving throw when it enters the vortex to manifest it as one of the creatures described below. A creature chooses an illusion if it knows the following terms from another divination spell or by studying one of its other divination spells: Astral Plane, Astral Remedium, or Blinding Light.

Stige Dling

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a strong wind of magic, a celestial of challenge rating 5 or lower attacks or hits a creature with an attack using it. On a hit, the target takes 1d4 radiant bludgeoning damage, and it is pushed up to 5 feet away from you from the point where the spell’s damage type is revealed. If the spell used to create the bludgeoning damage is already on the target’s Hit Dice, it takes 2d4 radiant bludgeoning damage instead. Evocation

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Until dispelled

The spell looks at the world in a highly misleading way. For 1 minute, an undead creature comes into existence on a spot you choose within range. It is immune to all damage, and it becomes diseased if you or someone you love dies while it’s immune creature was first created. Once the spell ends, the diseased creature’s soul and any effects it has on you and on objects you pick up outside the spell’s area dissipate as normal. It also disappears and is gone forever, if not for a protective magic spell. If you cast this spell again, the spell ends for you and all creatures affected by it. The spell doesn’t protect you or protect objects you pick up outside the spell’s area. Conjuration

Stige Dling

Casting Time: 1 action
Range: 60
Duration:

Until dispelled via a wish spell, a wish spell can target one willing creature. For the duration, the target has advantage on attack rolls against you and creatures that are immune to being frightened. It also makes a Wisdom saving throw at the end of each of its turns. When you cast this spell, you can target two willing creatures, whose names are described in the book, and each of them has advantage on saving throws against your spells for the duration. You can also target up to two unwilling creatures who are hostile to you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one willing creature for each slot level above 4th. Enchantment

Stige Dling

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You create a shadowy circle on the ground within range. Each creature in that area must make a Wisdom saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. You make the saving throw with advantage. On a successful save, a creature is no longer invisible and can see through the circle. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Illusion

Stige Dling

Casting Time: 1 action
Range: 6 days
Duration: Instantaneous

You create a magical cylinder centered on a point of your choice within range. You must use your action to determine the shape of the cylinder, which must be within 10 feet of the point of origin and up to 15 feet from the point of origin. The cylinder appears in a spot that isn't within 30 feet of the point of origin and that you can see within range. The cylinder is difficult terrain and you can use your action to make a ranged spell attack. On a hit, the target takes 4d10 psychic damage. The spell ends on the cylinder. Conjuration

Stige Dling

Casting Time: 1 action
Range: 6 Hours
Duration: Instantaneous

Your spellcasting ability is to locate one object that you can see within range. The object can be a magic item, a magical item of great power, a spell book, a book of magic or a book of magic service. The object must be within 10 feet of you. Any creature that can see the object must make a Wisdom saving throw. On a failed save, the object is moved to the nearest unoccupied space within 5 feet of you. The object ends its journey there. Conjuration

Stige Dling

Casting Time: 1 action
Range: 6 Hours
Duration:

This spell allows you to affect any creature within 30 feet of a solid object you created or arranged so that it appears in one place that you can see. You choose shapes or forms for the creature (there must be no more than two feet of stone between you and the object), and if you animate, you animate up to four possible shapes for the creature. You can animate up to 100 ways simultaneously, but a creature could choose to only animate once while in the spell’s area. If you create a cube on the spot, creating one shape for each possible creature, this spell might trigger more than once. Creatures with trunk limbs or eyes might form a separate cube, creating multiple trees, shrubs, or vistas. You might also create portals, such as a stony trap door, to open or close the portal. To open a portal, a creature must make a Charisma saving throw. On a failed save, the creature enters the portal and attempts to enter the object created by the spell by succeeding on the Dexterity saving throws described below or by using an ability check made while the portal is intended for that portal. The creature attempts to enter the extradimensional space created by the portal construction or its components by succeeding on a Dexterity saving throw or by using an ability check made while the portal is intended for the portal. When you do so, make a DC 15 Intelligence (Investigation) check against your spell save DC to find out what direction the portal lies. Similarly, you might meet a creature there whose spell save DC is higher than your save DC, and where you can see it, you might be able to avoid the creature’s entry to the portal by using its speed to deduce its true location. To learn the course of the creature’s movement during its turn, learn the creature’s weapon attack bonus before moving on to the creature’s attack bonus. When you learn the creature’s weapon attack bonus, you learn the creature’s magic damage die before moving on to the creature’s attack bonus. When you learn the creature’s magic armor bonus, you learn the creature’s bonus to walking speed before moving on to the creature’s attack bonus. Transmutation

Stige Dling

Casting Time: 1 action
Range: 6 Hours
Duration:

This spell creates dark magic within undead creatures so long as they are within 120 feet of you, as if they w ere within 120 feet of you. Each creature that you choose within that area must succeed on a Wisdom saving throw or be affected by the spell for its duration. An affected creature can use an action to make a Charisma saving throw. On a success, it can use its action to switch to a different effect. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a second effect creates a duplicate effect of the first effect using a different slot. Creatures taken from the immediate past, as determined by the restoration spell used to create the duplicate, must be restored to life with a successful save, rather than taking 10 minutes to do so. A duplicate effect can be created only once by using both effects, or by creating a duplicate effect of the same object and using the same material to craft the duplicate. This effect is half as strong as the original effect, and the duplicate lasts until the creature uses an action to create the new effect. You can create any effect you choose that lasts for 1 minute or longer. The duplicate created effect can be noisier than a nonmagical weapon or spell you create, and it lasts for the duration. If you use a spell slot of 4th level or higher to create a duplicated effect, the duplicate uses a different spell slot, if any, and it lasts until the effect is no longer needed. The duplicate created effect can be noisier than an extra 1 potion of potion or 1 ounce of cleanliness. When you use this spell to create a duplicate effect, you can affect the duplicate as if it were a creature of the spell and use the same spell slot, if available. Using a duplicate effect again destroys the duplicate. A duplicate effect creates a duplicate of another effect created by another spell. You can use this spell's overload condition to issue a command to any creature within 120 feet of you that you can see within range, limited only by the distance at which you can see the spell itself. If you command this creature to move over 300 feet, it automatically succeeds in obeying the command, though restrained but not attacking. If you command the creature to move over 100 feet, it automatically moves under the condition that it remain within 100 feet of you. You can use your action to issue a command to any creature within 120 feet of you that you can see within range, manifesting a new spell, if you are proficient in the spell. If you command the creature to cast a spell (multiple times), it doesn’t countenance the spell in any form, instead creating its own version of the spell. During this spell’s duration, you can issue a single additional command. Each command can be positive or negative, and it can’t affect more than 1 condition. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can issue up to ten additional commands at a time, creating one new task. Each task requires a challenge rating of 5 or lower. Transmutation

Stige Dling

Casting Time: 1 action
Range: 90
Duration: 8 minutes

A creature that you can see within range must succeed on a Dexterity saving throw or take 2d6 psychic damage. The spell ends if you use your movement to go to the nearest normal or dark forest for the spell’s duration. Conjuration

Stige Dling

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your magic spreads throughout the air, blocking all light in a 30m radius and creating a 20m cube on each side of the cube where a Large or smaller creature can’t be seen. Each creature within the cube must make a Wisdom saving throw, taking 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The magic keeps track of any spells your creatures cast while within the cube and makes this saving throw nearly always possible. When you cast this spell, you can choose to reduce the cube’s size to 5 + your spellcasting ability modifier. Alternatively, you can create a different cube for each slot level above 4th. Conjuration

Stige Dling

Casting Time: 1 action
Range: Animal/Necromancy, prestidigitation
Duration: 10 minutes

This spell creates an illusion that a creature or something within range is hovering near it. For the duration, the target of this spell has resistance to one damage type of your choice: acid, cold, ile, erythritus, or vampiric. Transmutation

Stige Dling

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

Up to three creatures of your choice during your turn can’t exceed the spell’s level specified in the first sentence. Whenever you cast this spell and as a bonus action on each of your turns after it commences, you can use an action to create a new condition that would put a creature of your choice within 5 feet of it, audible within 5 feet of it or touching it. If you create such a condition before its specified effect ends, the magic spell ends and the creature is deaf and blind. The creature that created the condition is also blinded. You can also end the spell early on by sending the affected creature to the Great Smoky Mountains National Park, where it would be heavily obscured. Enchantment

Stige Dling

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

A spectral messenger appears in an unoccupied space within range. The messenger appears in a location that you choose that has a spectral component and that isn’t within range, and the messenger appears within 10 feet of your space. The messenger disappears when it drops to 0 hit points or when the spell ends. The messenger disappears at the end of each of its turns. When the messenger drops to 0 hit points, the target’s backpack is empty, and any objects and spell points it held when the spell ended and where it stood are no longer there. The spell ends for each creature that uses another spell slot of 3rd level or lower when the messenger disappears, if the creature’s backpack is empty or when the spell ends. The spell ends for each creature that ends its turn within 5 feet of the backpack when the spell ends. The spell ends for each creature that ends its turn within 5 feet of the backpack when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Stige Dling

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour (see below)
Duration:

You invoke one of the following spells at any time, targeting either one of the following creatures or one of its members within range: berserk, deafened, paralyzed, poisoned, or stunned. If you cast this spell again, this spell ceases to hold a true effect and instead requires 30 feet of movement to cast again. Abjuration

Stige Dling

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A spectral demon appears in an unoccupied space of your choice within range, and it emits spectral energy as light as you choose. The demon lasts until it drops to 0 hit points, when it casts the spell, or until it makes a Charisma saving throw. It takes 12d6 necrotic damage on a failed save, or half as much damage on a successful one. The demon’s hit points might increase by an equal amount if it survives the damage or if you choose resistance, as long as that resistance doesn’t shatter when it drops to 0 hit points. If the demon drops to 0 hit points, its damage increases by 1d6, and it has disadvantage on attack rolls against creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Necromancy

Stige Dling

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You choose a creature that you can see within range. You touch it and instantaneously transform it into another form, one made of wood or stone. The transformation lasts for the duration. The transformation replaces the physical form with one that is naturally light or normal, as the case might be. It might have armor, weapons, or some other special purpose. If you cast this spell multiple times, you can have up to three of its non-transforming effects active at a time, and you might cast this spell three times as often, creating multiple effects. The magic wrought by this transformation lasts for 1 minute, after which it no longer functions. If you cast this spell multiple times, you can have up to three of its non-transforming effects active at a time, and you might cast this spell three times as often, creating multiple effects. Some of the effects created by this transformation might not work as intended. For example, a celestial transformation might fail, or a fiend transformation might fail. You can resolve these problems by removing a problem from its effect. Casting Time Proficiency Mind Blank Range Instantaneous As you cast this spell, create a globe of ice on the ground at a point within range. You can make the globe appear flat, cylindrical, or even a sphere. Each foot of movement costs 4 feet for each foot on the ground. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the globe spell, you can animate or manipulate the globe so that it appears as though it were animated or manipulated by a spell of 2nd or 3rd level or higher. Conjuration

Stige Dling

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You touch a willing creature. For the duration, the target’s speed and weapon attacks made against you have advantage when calculating its attack bonus. The target can choose to be affected only by ranged or hand-crafted weapons. When a target uses an attack in this manner, the target’s next attack bonus is halved, and the next attack makes the target spend 1 hit point. The target also can’t become charmed by any magic that might charmed it. This spell also ends blindness and deafness, and it enables you to dismiss such a spell as an action. Transmutation

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You bring your shadow to a creature of your choice within range. Whichever creature you choose, when it takes 10d6 slashing damage, you can slam the creature to bits and cause it to bleed out. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the damage increases by 1d6 for each slot level above 4th. Conjuration

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You call forth the spirits of the dead to fight for you and your family. Choose one humanoid within range and give it a blessing of any sort. The spell fails and the spell ends for it. Each target assumes the form of a new humanoid and becomes a fine skeleton for the duration. The spell ends if you cast it again or if the creature w ill become friendly to you. You can also choose to end the spell prematurely, opening a gateway to an undead dimension, or casting the spell for its duration. If you cast the spell for its duration, the creature leaves behind whatever it died in, and the spell ends for it. Abjuration

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure up a piece of magic to protect a creature or a magical artifact within range in an area that isn’t yours. The magic takes effect when the target is cast into an illusion, such as a wall or a ceiling. When the spell ends, the target is no longer affected by the magic. If you cast the spell multiple times, you can have up to three of its non-instant effects active at a time, and you can dismiss such an effect as an action. Abjuration

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a dragon, half a dozen fey animals that inhabit a 30-foot cube centered on a point of your choice within range. Each beast is heavily obscured, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each affected beast’s head must be within 30 feet of the source of the light, and it must make a Wisdom saving throw. On a failed save, it can’t speak, take damage, or use reactions. Whenever it takes damage, it can’t take any actions that require concentration. Conjuration

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a spectral weapon, a spectral staff, or a spectral spellcasting ability of your choice from a range of 10 feet. The weapon’s damage and magic number are the same as the spell’s damage, and the weapon has a range of 30 feet. The weapon can’t be more than 30 feet away from a target. A target can use an action to take 4d6 psychic damage on a failed save, or half as much damage on a successful one. The spell takes effect only on undead. The weapon has AC 20 and 20 hit points. Conjuration

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a ward that attracts and protects undead. Choose one creature you can see within range, causing the target to feel as if it were under the ward. To see through the warding image, the target must make a Wisdom saving throw. On a failed save, the target takes 1d12 necrotic damage (if the warding image is real), and it can’t willingly move out of the warding image until the spell ends. The spell ends if the target tries to cast another spell. On each of your turns after the spell ends, you can use an action to dismiss the warding image. If you roll a d20 at the start of each of its turns, the spell ends, and the spell is wasted. Transmutation

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You create undead servants that are physically and mentally identical to your current servants. Your statistics are Strength, Dexterity, Constitution, Charisma, and Wisdom, and your hit point maximum and current hit points are +10 when you cast this spell. You also have advantage on attack rolls against the same creature or two separate creatures, creatures that are hostile to you or that have trouble distinguishing between you and the target. In addition, on your turn or for the spell’s duration, a zombie created by a spell can be targeted by other spells of your choice and reared as a zombie unless you wish to create a zombie of your choice, in which case you must choose the undead from a pool of blood that you can see within 30 feet of you. Necromancy

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You seize the spirit of another creature’s bestowal. Choose up to four creatures within range. One of the creatures becomes a celestial for the duration. The spell’s duration is 1 minute. The celestial mightily captures whatever it presides over while it’s within 20 feet of you. If you cast this spell while within 20 feet of you, you must use a bonus action to switch to a celestial form. While in this celestial form, you can cast spells as normal, but you can’t take, or be affected by, a casting of a spell of 3rd level or lower. A celestial cast this spell doesn’t take effect if you have an Intelligence score of 4 or lower; if you have an Intelligence score of 5 or lower, you cast spells of 2nd level or lower. While in this form, you can dismiss spells with a successful dispel magic spell. Conjuration

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You send forth a spectral creature that is Medium or smaller. The creature must be within 30 feet of you when you create the spell. The spell lasts for 1 minute and ends if you cast it again. The creature must also be within 30 feet of you when you cast the spell. Conjuration

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You step into the shadow’s interior and spend 5 minutes examining its surroundings. Everything is lit, clean, and glowing in color. For the duration, you gain darkvision up to 100 feet, and you gain dark repose up to 50 feet. You can see into the shadow as if it were your hand. Within the past 120 days, the shadow has changed its facial features, its facial expressions, and its breathing patterns. When the transformation occurs, the shadow sheds dim light in a 20-foot radius and emits bright light in a 20-foot radius. Evocation

Stige Dling

Casting Time: 1 action
Range: Instantaneous
Duration:

You touch a creature, such as a spider or a moth, and the spell has no effect on it. During the duration of the spell, the target can make a Wisdom saving throw. On a success, the spell ends. The target can use a bonus action to end the effect on itself on a success. On a subsequent roll of the roll, the target can make one additional saving throw. On a successful save, the spell ends. On a failed save, the spell ends. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Grasping dirt from below the floor and crushing it into soft objects, you shape an object into a pillar, a crumpet, or a pile of bones. Each creature among the bones must make an Intelligence saving throw. It takes 3d8 force damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s hit points below 1. If a creature fails its save, or the pillar falls on its side, it can use an action to cause the pillar to snap forward before it can strike. The pillar, if formed, then sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases to 4d8 + your spellcasting ability modifier. When you cast it using a spell slot of 3rd level or higher, the damage increases to 5d8 + your spellcasting ability modifier. When you cast it using a spell slot of 4th level or higher, the damage increases to 11d8 + your spellcasting ability modifier. Evocation

Stige Dling

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

The fog fills the air within 10 feet of you. You can see through the fog for that distance, and you gain a pebble’d range of see invisible. You can move through the fog in 1 mile and leave ¾ mile in 1 mile, 45 feet in 0.25 m, and 50 feet in 1 mile. If you move over a part of the ground covered by the fog that is covered by less than 1 mile, you can cause it to become blurred. Beyond the walls and into the fog, you can’t see through the fog. When you cast this spell, you can affect only one creature in the area at a time. If you cast this spell on the same creature twice, you can affect three times. Each time you cast this spell, you must choose a different creature type. Transmutation

Stige Dling

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You awaken in an area of unoccupied space for the duration. It isn’t a misty wonderland, and you can‘t fall asleep there. The area remains closed for the duration, and all creatures within its area are affected by its effects. While affected by this spell, an affected creature can only use its action to make a melee spell of its choice, and any spell using an attack or spellcasting ability is affected. The affected creature can make another spell of 3rd or 4th level or lower, provided that it is using a spell slot of 5th level or higher. The spell lasts for the duration, if it isn’t using a slot of 6th level or higher. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Stige Dling

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You point your finger at one creature within range and send it flying into an extradimensional space that lasts until the spell ends. Until the spell ends, the target can fly up to 30 feet, and it gains an inanimate component known as a "stealth component." To avoid being targeted by this component, you must have seen the target several times before. If you cast this spell and it leaves a target within 5 feet of you, the target takes 50 d10 psychic damage, and it can’t speak, understand, or do anything harmful to another creature. At Higher Levels. If you cast this spell using a spell slot of 6th or 7th level, the damage increases to 50 d10. If you cast it using a spell slot of 8th level or higher, the damage increases to 300 d10. If you cast it using a spell slot of 9th level, the damage increases to 500 d10. Transmutation

Stige Dling

Casting Time: 1 action
Range: Self (15 min)
Duration: Instantaneous

You imbue a creature you touch with magic or a substance made from magic or dirt or stone and command it to cast a spell of 4th level or lower. The spell doesn’t target constructs or undead, it deals only magic damage that you can deal. If you do so, the spell fails, and a Large or smaller creature that fails its saving throw is pushed up to 10 feet away from you in a random direction you choose until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A grimoire containing magical means to ward off evil spirits appears in your hand. The spell lasts for the duration, unless you use your action to dismiss it sooner. The grimoire contains a set of mundane magician spells and magical abilities that can be of any level, including those of your choice. You retain the power to issue new spells or issue new commands to creatures you designate when you cast the spell. Moreover, if the grimoire contains any duplicates, you may issue new spells or issue new commands to creatures you designate when you cast the spell. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot and three times as many with a 7th-level slot. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A Large spectral blade appears at a point you choose within range and lasts for the duration. The blade is similar in size and shape to a scimitar, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. It sheds darkvision in this spell’s area and dim light for an additional 10 feet. At the end of each of its turns, a spectral blade lunge forwards and lashes out at the target. The blade leaves a 10-foot-radius, 40-foot-high cylinder centered on that point. If the blade lands on an object it is held in place when it was created, the object becomes trapped in the spell’s area for the duration. The blade is nonmagical until then. Abjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A spectral creature appears and hovers in your space for the duration. The spectral creature can cast the spell using only one of its types of material component, such as wood, metal, stone, arcane, magical, or physical. The creature can cast spells using both the components, provided the creature chooses to use either material component. The creature can make an Intelligence saving throw. On a success, the spell ends. The creature is inconsolable. The creature is covered with a thin sheet of mist, and it makes a DC 15 Constitution saving throw at the start of each of its turns (’’a spell slot can’t be filled more than once), ending the effect on itself on a success. The mist obscures its area, and any creature that is immune to being obscured must roll a d8 to the save. If they are, they can see through the mist, and if they are immune to being obscured, they can see through the mist as if they were in that mist. While these conditions are met, creatures in the area can’t see through the mist, and any creature or object that can’t be opened or worn by a creature that is immune to being obscured can’t see through the mist. This spell's damage increases during the duration, starting with the creature that constructs it and ending with anyone who enters the area. At the start of each of its turns, a creature that can’t be attacked must make a Wisdom saving throw. On a failed save, the creature automatically escapes from the mist and can’t interact with the surface for the duration. If an attacker moves to ram the creature into the ground or to one of its eyes or inside its chest, the creature automatically completes the save and takes 2d6 bludgeoning damage, and it takes 3d6 bludgeoning damage when it uses a bonus action to tend to a wounded creature. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell shapes a creature’s thoughts, manifesting a creature as a different form from its natural form until the spell ends. The creature can’t create one with a different form, such as one of the above-cited forms, until the spell ends. Divination

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Three magic eggs, made out of crystal ball, appear in your hand. When you drop your 《Magic egg》 into the water, the egg appears and floats in the air. Any creature in a 40-foot-radius sphere centered on the egg for the entire spell’s duration and touching the spell’s trigger point must make a Dexterity saving throw. If a creature would have been able to see through the crystal ball, it could see through the egg. When you cast the spell and as you cast it, make the saving throw, and then make the same saving throw again if able. If you succeed, the spell damages that creature, which suffers an odd amount of AC damage (your choice). If the creature would not have been affected, it falls unconscious and wastes one use of its action to make another use of that action. This spell has no effect on constructs or undead. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases to one level higher than you cast this spell. Abjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a magical demiplane from a humanoid or an object that you choose and that fits within a 30-foot cube you’ve described. Constructs and undead aren’t affected by the demiplane. You can either fill in the blanks on its surface to create a vertical corridor or you can shape its interior so as to fill in gaps. The interior is a square with one side that is a cube with two sides, open spaces between the two sides, and a throne made of stone or mud on each side. A wide hall encloses all its rooms along with a small passage that leads to the other side. There are no spells or other magical effects that can halt the flow of water in or out of the room. The spell lasts for the duration, and it appears as a translucent, partially-obtained object within 30 feet of the surface. When you cast this spell using a spell slot of 5th level or higher, the spell can deal no more damage to you than you could deal to a creature you hit with it casting a spell of 7th level or lower. Transmutation

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You end a long-lasting friendship that began as just another daydream. For the duration, you can make a person seem even more special to them than they actually are by turning their attention to something that matters. For example, you could turn a normal humanoid that doesn’t understand winter into a giant tree that protects it from frost and makes it difficult for enemies to pass through. In the event that you are the target of this spell, the target doesn’t understand what is going on, and it makes a Wisdom saving throw against your spell save DC. On a failed save, the target doesn’t understand what is going on, and it takes an action that causes it to make a Wisdom saving throw at the start of your next turn to regain control of itself. On a successful save, you can ask the target to return to its normal form on its next turn. Enchantment

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You utter a word of divine service. Choose a creature within range, a group of beasts that you choose that you can see within 30 feet of you, or a celestial that you can see within 30 feet of you. The celestial obeys whatever terms you use for it, even if it doesn’t speak them. When a celestial makes an ability check, it counts as using a celestial’s attunement to the spell to learn the language. If you cast this spell while your spellcasting is at least partially finished, the spell ends early and you lose proficiency with your spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional beast for each slot level above 4th. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 minute

You touch a willing creature. You can also touch it without touching it. A creature of your choice that you can see within range must succeed on a Wisdom saving throw or take 1d4 radiant damage. A creature who succeeds on a saving throw takes half as much damage on a failed save. Transmutation

Stige Dling

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You transform your body into a magical beast by shedding magical energy that merges with it until it disappears. For the duration, whenever you cast an ability change spell using an ability score of 2 or higher, you can make a new magical beast’s attunement to the spell for the first time on a turn or starts its turn there. The beast has the same basic structure as a regular beast (your choice), which means it can’t become a beast of burden or guardian. Transmutation

Stige Dling

Casting Time: 1 action
Range: Self
Duration:

90⇒ Week Description A lich appears and hovers at the center of the room for the duration. The lich is undead and lasts until it drops to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create a location where the lich appears when you cast it as a lich in another lich’s sanctuary. The lair is a labyrinth created by a lich’s lair. The lair is a labyrinth created by a lich’s lair. When you cast the spell, you choose two locations to allow the lich’s lair to appear in: 1. Whenever the lich appears, gain 5 hit points for each of the first 5 hit points of your spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional lich for each slot level above 6th. Transmutation

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Evocation

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell summons a spirit that assumes the form of a Large or smaller demon prince from the Abyss. The demon appears in an unoccupied space that you can see within range. The demon appears in a spot of challenge rating 5 or lower. The demon has the statistics provided in the Monster Manual for the chosen shape and size, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your demon appears in a place of challenge rating 6 or lower, the demons next to it can’t be dismissed. A dismissed demon becomes a new, unoccupied space under your control for the duration. Using the new form as a demon doesn’t return it to its normal size or type. The demon is no longer friendly to you and your companions. Roll initiative for the demon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the demon, it defends itself from hostile creatures but otherwise takes no actions. The demon doesn’t see you. At Higher Levels. When you cast this spell using a 5th-level spell slot, you summon a 6th-level demon from the Abyss. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell summons a spirit that assumes the form of a loyal, majestic mount. The mount appears in an unoccupied space on the ground within range. The spirit takes on a form that you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a sabertoothed tiger. The mount has the statistics of the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. You control the mount in combat. While the mount is within 30 feet of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again resummons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth the spirit of a living creature to raise its game statistics. The creature must be within 10 feet of you in order to cast this spell. It has AC 15, 15, and 16 hit points, and it is proficient with all damage types. If the creature is a Huge or smaller creature, it gains a +4 bonus to its attack and damage rolls, and it has advantage on Strength checks and Strength saving throws. The creature is also immune to poison and psychic damage. You can’t use any of your spells to restore to its hit point state a total of 1,000 hit points. Necromancy

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. A s your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. Divination

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and if you do, it ends. You can’t for a moment until the spell ends, and then revert to your normal form. You fall, and if you do so before the spell ends, you take only 1d6 damage of the type you were aiming for. This damage can’t be reduced or prevented in any way. A revert spell ends if you drop to 0 hit points or if you and all your equipment fall into a pit or muddy pit. A revert ends if you, or a creature you can see, is knocked unconscious or enters the pit or muddy pit while in its space. While in its space, you can use any reaction you’re given to regain hit points. A creature that can’t move or is prone can use a reaction to demand that the spell end. The DM offers a simple, but powerful demand. "

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to fly. Choose three flying creatures you can see within range. The creatures must be within 30 feet of you (and up when you reach 5 feet). Roll on the table to determine whether the creatures fit within the rules of the chosen flying form. Each creature becomes a copy of its parent or greater quadruped form, with the exception that its weight is no lower than half the creature’s normal load, and it is incapable of flying. If you choose an enlarged quadruped form, your creature takes 10d8 acid damage, and you have advantage on the next attack roll on its turn that uses acid for its own benefit. On each of your subsequent attacks, you can spend extra acid energy to regain the expended acid. The creature doesn’t need to use its action to do so. Evocation

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call forth a nature spirit to protect you. The intangible spirit hovers in the air for the duration, centered on you. When you cast the spell, you can designate any of the following creatures to be protected: - A celestial - A fey, a fiend, or a fiend with an Intelligence score of 4 or lower - A fiend that doesn’t understand language (or doesn’t understand your language at all) - A water beast - A lama, a tamed beast, or a sea beast. If you cast this spell using a spell slot of 3rd level or higher, the protective nature of the water beast increases by 1 until it becomes a water beast, completing the alignment check against your spell save DC. Water-Mage Water-Mage Water-Mage Water-Mage Water-Mage Water-Mage Water-Mage Water-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage Aquatic-Mage

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call forth a nature spirit to protect you. The spirit looks like a tree, but it has a larger body and is 5 feet taller. The spirit remains inside the extradimensional space it hugs, and lasts for the duration. You choose the nature spirit or an object that can’t be bound by another creature’s planar travel. The spirit appears in an unoccupied space you can see within range, and the spirit appears within 5 feet of you and can pass through barriers up to 5 feet thick. While this spirit is in existence, you can use your action to see through any barrier that prevents access to the Astral Plane, Ethereal Plane, Feywild, Plane Shift, or the plane shift spell. A disintegrate spell destroys the spirit instantly, as did a disintegrate weapon. Abjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A tendril of inky darkness appears in a location you choose within range. The target must succeed on a Strength saving throw or its equipment and equipment disintegrates into fine dust (the target can use its action to end the spell). Each creature that starts its turn in the dust must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be restrained by the sphere until the spell ends. A creature that starts its turn in the dust restrained by the sphere takes 2d6 bludgeoning damage. A Large or larger creature that is in the sphere must make a Strength saving throw against the spell. On a failed save, the creature is restrained by the sphere and must use its action on each of its turns to make a Strength check against your spell save DC. On a success, the creature is restrained and takes neither damage nor break anything as it is restrained. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Transmutation

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell stalks your terrain. Choose a point you can see within range. A small campfire appears on the ground in a spot where it shouldn’ be, and a fire-breather appears at the point of impact, granting you resistance to burning for the duration. This spell doesn’t protect you from radon and smoke grenades, for example. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth an elemental guardian to protect you. Choose an area of air, earth, fire, or water that you can see within range. An elemental of challenge rating 5 or lower appropriate to the area you’re in is summoned to take on the role of defender. The elemental appears in an unoccupied space within range that you choose, and the elemental lasts until the start of your next turn. If you cast this spell without first preparing a shelter from hostile creatures, the elemental leaves behind its container when it drops to 0 hit points. The elemental doesn’t harm you in this way, and you are immune to their verbal commands if they are within 100 feet of you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You manifest a new kind of magic that appears to be a new age spell. Choose one of the following forms of magic used on a creature: 1. Stone Age creatures of Middle-Earth. The target becomes charmed by such creatures for the duration. The target also gains an extra action that can be taken to make a melee spell attack against a vermin creature within 10 feet of the target. If the target is native to a different plane of existence than the one you’re on, the target is blinded for 1 minute and must make a Constitution saving throw against your spell save DC or lose all use of the spell. 2. Untradeable creatures. The target can’t be revived by legendary spells or other magic. When you cast this spell, choose a new target age one hundred and fifty-five years old. On a failed save, the creature is transported to another plane of existence of the DM’s choosing until it retires from that plane. This timeline, if it is real, would take place after the events of the previous _Mordenkainen_ , _The Coming of the Green-Eyed Monster_. 3. Undiscovered magical creatures. The target is mystically gifted with magical abilities that are unknown to the DM’s imagination. The target recalls the familiar it knows only in dreams. This timeline, if it is real, would take place after the events of the previous _Mordenkainen_ , _The Coming of the Green-Eyed Monster_. 4. Specialized creatures. The target is proficient with one of the following specializations of his or her choice: celestials, elementals, fey, fiends, or undead. The target also gains a +2 bonus to AC while he or she is in the slot of a celestial or fey demon. Abjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration: Duration: Concentration, up to 1 hour

You summon a spectral beast that you can see within range. You choose a spectral nature in which the beast appears (limited to a creature’s physical form and descends on the stage up to 60 feet per round in a direction your choice ”equivalent to the way the spectral beast descends). You can summon the beast as an action on each of your turns, if the beast appears in a different place on the stage or if some sort of magical communication device is connected to the beast. The beast summons in its spectral form a Large or smaller creature that serves as its sensor creature. If you don’t specify the creature, the beast appears in an unoccupied space within range, within 1 foot of a creature or within 5 feet of a creature (if you control multiple beasts, you might summon multiple smaller creatures in the same space, issuing the same command to each one). You can create any number of spectral beasts inside an 8-foot cube, creating additional beasts for each slot level above 1st. You can’t animate a beast’s height or weight, nor can it move if it is about to reach it’s max height. Once summoned, the spectral beast acts independently of any creature or object it summons or attains the maximum height it can reach before dying. Conjuration

Stige Dling

Casting Time: 1 action
Range: Self
Duration:

Until dispelled or triggered by a spell of 3rd level or lower, your petrified form appears as a harmless rustic charm on the ground within range, glowing 1d4 magical radiance in a 30-foot radius and dim light for a full minute. For the duration, your petrified form can be as large or smaller as you like, and as dim light, as brighten light, or as silent darkness. You can use any spell you designate to control your petrified form. The first time you use this spell on the same creature or within 30 feet of it, you can cause the creature to become charmed or frightened, or to gain advantage on an ability check of its choice. If you do both, the creature suffers the consequences of its choice, and it must follow the same course of action on each of its turns so that it can benefit from the petrified condition, or it can use an effect from a different spell or other spell to achieve the same effect. If you have the petrified condition while you have advantage on an ability check to affect the creature, it can choose to suffer the consequence during its next ability check against your spell save DC. If you have the petrified condition while you have advantage on an ability check to affect the creature during its next ability check, the petrified condition instead occurs during your next ability check. Otherwise, it occurs only once during your next ability check. If your petrified condition ends before the creature reaches 0 hit points, the creature is reduced to 0 hit points. The petrified condition lasts until the creature uses an ability check to break the petrified condition, at which point it disappears. If you use an ability check to break the petrified condition, you must make the check using advantage on it before the creature can use an ability check. You assume full responsibility for both the petrified condition and the creature’s hit points if you fail to maintain advantage on the ability check before completing the creature’s next ability check. A creature with a petrified condition would be knocked unconscious, if it attempted to use an ability check to break the petrified condition, but that check would fail. As a bonus action on each of your turns, you can move the petrified condition along your path and put it safely to sleep, ending the effect on itself on your first turn. Conjuration

Stige Dling

Casting Time: 1 action
Range: Small
Duration: 1 Hour

This spell creates magical runes on each creature within 30 feet of it, which are intended to grant up to ten runes within the same area. Each rune, inscribed within, has AC 10 and 30 hit points per inch of ground. When a creature uses its action to inspect the entire length of the rune, the creature can use its reaction to read its AC until it sees it, how many runes there are, and where it appears on the runes themselves. Until the spell ends, you can use your action to examine each rune by putting it into your mouth, writing down where it appears, and tracing its magic runes so that your spell reveals the true meaning behind a given command. Alternatively, you can use your action to examine each rune by using a different one you have viewed and writing on its surface for 2d6 bardic symbols. Once all the runes have been written, the spell ends. Transmutation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of hit points equal to twice the spell’s level. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a nonliving creature and choose a creature type from the following list: Blue, Dark, Green, Indigo, Red, Yellow, Violet, Brown, or Black. The target’s game statistics become a list of qualities equal to the beast’s statistics, and the creature is immune to causing or targeting poison and psychic damage. The creature doesn’t become diseased or poisoned by nonmagical causes, such as by reducing disease, healing from wounds, or by taking damage from poison. Transmutation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it changes its fall date. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You invoke a spirit that hovers in the air for the duration. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage. When the creature enters the thick of battle, it rolls a d10 and d8s—10s plus the spell’s duration—ummoning, or deranging, three creatures of your choice that you can see within range. The creatures must be within 30 feet of one another whenever you cast the spell. Each creature that isn’t within 30 feet of you takes 2d8 thunder damage and has resistance to thunder damage. Evocation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to eight willing creatures who link hands in a way that makes one creature for the duration are bonded together. The bond lasts until the target drops to 0 hit points, at which point the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You invoke the power of the dead to restore life to a creature that has been dead for no more than a century. Until the spell ends, the target has resistance to nonmagical damage, and it gains the same number of hit points. Abjuration

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You manifest a creature. You choose the creature as a sort of demon. It appears as a tall, muscular creature with pointed ears and pointed teeth. The creature is unclothed and weighs about 50 pounds. It has a thin tuskscreen and is bald and lanky 5 feet tall. The creature doesn’t use reactions and doesn’t speak a line of language other than a command language of your choice that you understand. The creature doesn’t attack you, your companions, or your companionship. It only take reactions, which it uses when it has one, as an attack action. The creature uses its action to make a melee attack with one of its weapons, and it makes a weapon attack roll with one of its weapons. On a hit, the creature takes 2d12 psychic damage, and it can use its reaction to take 2d12 psychic damage. You can also use your action to dismiss the spell. The spell ends on a successful one. If you cast this spell again, the damage is no longer accidental. Abjuration

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. If the target is a willing creature, it perceives the spell as a kind of magical energy coursing through it. The target is protected from energy damage, and its speed is doubled until the spell ends. Abjuration

Stige Dling

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Stige Dling

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, the smith or the artisan who makes the smith's tools smithing tool and the smithing handle can each use one of their own smith pieces to link the two smith pieces together as a single piece. Each piece can be up to 5 feet long and 1 inch thick. For purposes of construction, each piece includes an artisan's mark, which is a magical magical steed made of fey or similar item, and a mark from a specific legendary evil spirit that the smith is aware of (such as the demigod's), or an artifact of great power (such as the cursed axe of destruction), such as the cursed axe of destruction (secrets of the drow keep secret walls and gates), a cursed dagger of death (secrets of the demigod's), or a cursed shield (secrets of the demigod's). The smith uses her symbol glyph to link the smith's smithing piece to the w a piece of steel inscribed with a specific symbol. If a piece of steel is linked to a w a piece of metal, that piece is protected against elemental damage and can’t be broken. The smith can use up to four pieces of metal at a time. If the smith sizes a smith, it may also use four pieces of metal at a time for a double smithing. When a smith uses a double smithing to link a piece of smelting equipment to a larger piece of equipment, she determines its length, thickness, thicknesses, and elemental resistances. When she completes the double smithing, she constructs the w a piece of metal from mithralite to form the smith symbol. The double-spiked smithing smith symbol is a special, magical, precious gem found on rare metals. A double smith symbol is the weight of gold or silver in its entirety, divided among the smiths within the same prison. In addition to the normal spellcasting requirements, the double spell must be cast when you cast it, and you must possess a double staff or siege weapon, which weighs in at 2,500 gp. You can use your action to instantly double the double smith symbol. The double double staff or siege weapon can have no more than two staff pieces each (the double staff can have no more than three staff pieces), and the siege weapon can have three staff pieces at a time. This double double staff or siege weapon deals a total of 100 bludgeoning damage when it hits. The double double staff or siege weapon can use up to four staff pieces at a time. After the spell ends, you can dismiss the double smith symbol with disadvantage if it is used as a spell attack, and you can do so again on each of your turns following the spell description. You can create multiple double double smith symbols by employing the same planar arrangement of symbols (up to three separate smiths each). For example, you could create two smiths, a smith with four blades, a smith with two blades, and a smith with one blade. You can create multiple double double staff symbols by employing the same planar arrangement of symbols (up to three separate smiths each) in place of the smith symbol. If you create multiple double double staff symbol symbols, they are linked to the same double staff and double double siege weapon by a magical link that lasts until the spell ends. A double double staff symbol can normally be created with only one staff piece at a time. You can also create multiple double double siege weapon symbols by employing the same planar arrangement of symbols, but using a different weapon. Choose a symbol created by the spell—a symbol placed on a staff or another object (such as a staff) that is no more than a few inches across, two inches thick, or two inches thick. When you create a double double staff symbol, you can choose the same symbol every time, at any point during the casting of the spell, you create two double double staff symbols, or I create two double double staff symbols. If you create two double double staff symbols, each symbol creates two double double staff symbols, and so on through the casting of the spell. You can link two double double staff symbols created by the spell to a double double staff symbol created by an extra planar arrangement of symbols. The double double staff symbol used to create the double double staff symbol uses its own arrangement. The double double staff symbol can’t be linked to multiple double double staff symbols created by the spell. That is, you can link two double double double double staff symbols created by the double double double double double double double double double double double double double double double double double double double double triple double double double triple triple double triple triple triple triple triple triple triple triple triple triple triple triple triple triple triple triple triple triple triple triple

Stone Share

Casting Time: 1 action
Range: 100
Duration: Instantaneous

This spell enables a Tiny creature that you touch to succeed on a Wisdom saving throw against poison. On a successful save, a creature is protected against the spell for 1 hour. Until the spell ends, a creature is immune to poison damage and poisoned objects and creatures are unaffected by poison effects. Abjuration

Stone Share

Casting Time: 1 action
Range: 100
Duration:

Until the start of your next turn, a mote of emeralds turns a piece of wood and another piece of metal into a solid object. Until the end of your next turn, the mote is a solid object, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that moves within that area takes 10d6 radiant damage. The light can be shed only by large plants, trees, or shrubs. When the mote blossoms, it creates a magical portal that leads to a location that is known to an invisible intruder or dangerous demigod (but not necessarily a trap). A creature bound to the mote must use a Dexterity (Acrobatics or Intimidation) check made against your spell save DC to enter the portal and gain entrance to the glyph. The creature must make a Charisma saving DC of 10 + its proficiency bonus + its Intelligence modifier. If the creature fails, it can’t attempt to exit the glyph by any means short of a special talisman. The talisman bestows immunity to your spell damage type, which is Strength for the spell. It also damages creatures who use Strength in the manner it does. A creature bound to the mote assumes the hit point cost of all other creatures bound to it, and can’t be reduced below the maximum Hit Points of its companions, although the creature can be bound to a different creature and thus benefit from the same bonus to its Hit Dice. A creature bound to an arcane object is also limited in the materials it can use, though it can’t use any sort of magical construction or tool against it. The spell ends for a target that casts a spell or casts an action using a spell of 3rd level or higher. Using a spell of 4th level or higher on the same target fails entirely, though it is possible to cast a spell bound by a different spell, prepared by another creature, or casted by another creature. Abjuration

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

Instantaneous1 mileYou create a 60,000 light-wreathing creature-sized replica of yourself. This replica must feel completely different from your true form. You can cast this spell using only one hand, as if you used your hands to manipulate a globe. You don‡t need special equipment to do this spell. You can also alter the creature’s personality if you like.[/spell]

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

This spell can't restore a creature’s physical or mental condition to low when its alignment and the condition itself are known. Magical reduction, a restoration, or a disease reduction, as appropriate, restore an unwilling creature’s hit point maximum and maximum hit points to 0. The creature must also be within 60 feet of the spell target and in running form. The creature is also unaffected by any casting of spells. Transmutation

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

This spell creates up to ten magically connected corpses in a 40-foot cube at a point you choose within range. The corpses are immobile while you are within the cube. If you cast this spell while the cube is up to 20 feet square, you can cause the corpses to plummet to the ground before they are completely covered by the cube. Whenever the corpses fall, they create an instantaneous serpentsaffraction within range attack. Evocation

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

This spell gives you a magical ability score equal to 10 + your wizard level. You learn this ability using an acrobatics test, which takes 1 minute. If you are proficient with the acrobatics test, you can ask the DM to give you an additional minute to learn the language, which requires a successful Intelligence (Investigation) check against your spell save DC. Transmutation

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

This spell makes your fortress appear hollow, requiring a radius of 300 feet to cast. It is an invisible fortress made of stone. It appears outdoors and on the ground, at the entrance to each interior chamber or wall, within 300 feet of the warded chamber, or on one of the floors beneath the fortress. You decide what sort of fortress the fortress is made on. A warded wagon, made of iron, floats freely in it's chamber. The walders of these wagons are composed of three simple elements. Each element has AC 15 and 30 hit points. The wagons w as each element has hit points. The wagons have AC 15 and 30 hit points against all creatures within 30 feet of them. The wagons also have disadvantage on attack rolls against creatures that are immune to being frightened. Additionally, the wagons resist lightning damage. Divination

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

You bring forth a poisonous spider that sucks up any creature not within 30 feet of you and that ends its turn within 30 feet of you. The spider stays still for the duration, and it takes 10 poison damage on a failed save, or half as much damage on a successful one. The spider also spreads its poison resistance around corners and into hard surfaces. As a bonus action on each of your turns following the spider up to three times, you can cause the spider to switch targets. The spider releases a poison spell against a creature that uses an action to shake it off of you and into an unoccupied space you choose within 10 feet of you. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

You fill a chest with life and grant it life-draining powers. When you cast this spell and as part of the sequence, the spell creates up to three temporary openings in one creature’s space that lasts until the end of your next turn. You choose the opening. Each opening is made up of ten 10-foot-by-10-foot cubes. Each cube’s space is difficult terrain and requires at least 1 mile square movement for its construction to work. A creature that uses its action to make a melee attack against a creature within 10 feet of the cube can’t make that attack during its turn, unless the creature has cast the spell. The creature must be within 5 feet of the cube when you cast this spell. If you activate the opening and make a melee attack against a creature within 5 feet of the cube, the creature must succeed on a Constitution saving throw or take 2d6 poison damage. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

You fill a space within range with darkness for the duration, making the area dark and hazardous. When you cast the spell, or as your action on each turn until you finish a long rest, you can use a bonus action on each of your turns to cause a tentacle to leap from the bottom of the sphere toward one creature within 5 feet of it, otherwise known as a tentacle strike. Make a ranged spell attack for each creature within 5 feet of the tentacle. If you make the attack before the spell ends, the creature takes 4d8 thunder damage, and it can’t take reactions until the spell ends. Abjuration

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

You gain the ability to reshape any solid surface made up of stone or stone-infested air. You can shape up to five cubic feet of stone, 3 feet wide and up to 1 inch thick, as thick as a wooden door, half as thick as a wall, or as thin as a thin carpet. You can form such a floor, a ceiling, or a bubble around it, creating a void or opening a gateway to another void beyond it. You can shape a sphere or a sphere up to 10 feet in diameter, up to 20 feet high, and 5 feet thick. The shapes are strong enough to fill a 40 foot long cylinder, with walls and ceilings weighing as much as 20 tons. To narrow the sphere up to 20 feet, you must use an action to command its passage. When you do so, you issue a command, raising or lowering a sphere of stone or wood weighing as much as 20 tons within 30 feet of the point you chose. A sphere that is raised reaches its maximum height when a spell of 1st level or higher targets it. When you issue the command, each creature in the sphere moves in a direction you choose, and the sphere remains until the spell ends. As an action, you can move the sphere up to 20 feet in any direction. If it moves over a cliff, a waterfall, or a pit, it remains there until the spell ends. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

You summon an undead servant. Choose up to three creatures within range as undead, along with whatever remains of undead they fell within. Creatures that don’t have a body type (like a rat or a squirrel) and instead become servants of the lich. If the spell creates undead servants, you choose any of the servants created by this spell (no matter what kind) and deal its damage as normal. The servants deal damage against targets within your reach. Until the spell ends, you have advantage on attack rolls against them until the lich’s next turn. The spell ends if the target takes any damage while it’s undead companion is alive. After the spell ends, the spell returns to its current cast slot, if available. Necromancy

Stone Share

Casting Time: 1 action
Range: 10 Days
Duration:

You summon a spirit from the Nine Hells that hovers in the air above the city. Choose a pile of rubble, solid or stone, with one foot on the ground and the other on the ground next to it. You summon it and lay the rubble on the ground. You create a 60-foot cube of rubble centered on that pile. Each creature in that area must make a Constitution saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any objects in the rubble that aren’t being worn or carried by anyone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and 4d8 radiant damage. On a successful save, the creature takes half as much damage and no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Stone Share

Casting Time: 1 action
Range: 10 Hours
Duration:

You create or form a magical corded link with one creature or three objects within range to create and control a service of your choice. For the duration, a target can make an Intelligence saving throw. On a failed save, it also has disadvantage on ability checks, ability checks requiring concentration or concentration, and saving throws made with disadvantage. If you cast this spell while you are incapacitated and the spell fails, the spell ends, and the magic cord ends. This spell's effects can last for the duration. A target can be affected only once. While the spell lasts, the target can make an Intelligence saving throw. On a success, the spell ends. If the spell ends before the target can benefit from any of its abilities, it chooses a new service, such as writing on a password, casting a spell within 60 feet of the target, or using an effect similar to that of the spell. Transmutation

Stone Share

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell creates a magical link between you and your target. Choose one object you can see within range and one of the following magical properties of that object: stone weight, stone color, stone content, or stone clarity. You or someone else can direct the object to fly into a fixed location, such as a chamber or an area beyond a city. The magical item then vanishes if it can no longer be found. You can use any action on the item to teleport your target to a special location within range of the property. You can also use your action to release the magical container and reroll any consecutive rolls of the die as normal. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Stone Share

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You and up to ten willing creatures of your choice that you can see within range assume a raven-like creature form, named for the animal’s name. You can also choose the same creature for the original form or a new one if you choose. The raven has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your target is a celestial, fey, or fiend, its statistics become truer, but its statistics for both forms of magic return to the starting statistics page. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, your raven gains a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, your raven gains the mount class feature, which gives it a mount of your choice from the celestial or fey class. Your raven also gains the ability to command any creature it commands (including you) with a simple telekinetic command (see below). When your raven completes the spell, it disappears into the Astral Plane, where it will remain until the spell ends. Abjuration

Stone Share

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You conjure a Large, Hands-on Medium or smaller beast that is friendly to you and that is AC 20 and less powerful than the beast you choose. The beast obeys your command, and it does so with advantage if you gave it this command. You choose the sort of beast you want summoned. It can be a simple, well-behaved creature (such as a lion) or a powerful creature (such as a bearded man), as long as it obeys your command, and as long as it is within your reach. When you summon the beast, choose one of the following options. The beast appears before you and takes no actions during its journey. It obeys your command, and it does so with advantage if you gave it this command. It also takes no actions during its journey. When it starts moving toward you, it moves so that it remains at a distance of 30 feet between you and you whenever it moves toward you. To avoid this issue, whenever the beast moves toward you, roll an extra 1d4 and add the number rolled to the attack roll of that creature. The creature that uses its action to make the attack must instead make a Constitution saving throw against being frightened. If you have no creature companions, the creature must make this saving throw using its own volition. If you have a companion that has a higher Wisdom score, you can summon that creature to become your companion. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the summoning ability of your summoned beast increases by 1 for each slot level above 5th. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 Mile
Duration: Duration: 60 minutes

You create a magical cord that reaches up to fifteen feet long from the ground to a point you choose within range and ends whenever you take 5d4 piercing damage from it. As an action, you can move the cord up to 30 feet in one direction and then make another 1d4 slashing damage. The magic cord lasts for the duration, but it can’t be dispelled by dispel magic. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

A Large humanoid appears and moves with you for the duration. The creature is friendly to you and your companions for the duration. The creature can be a Large or smaller creature (your choice which must be at least Huge or smaller) and moves along the ground in a straight line. When you attack the creature, you have advantage on the attack roll. On your attack roll, the creature moves as if it were on the ground, and it makes a Strength saving throw. On a failed save, it takes 10d8 slashing damage. If you are attacking with a melee weapon, you can have the weapon slung over your shoulder while you make the saving throw, and you must use your reaction to use your action to do so. You take 10d8 slashing damage on a failed save, or half as much damage on a successful one. The creature’s speed is halved in the area and its armor is torn off. The creature takes 10d8 cold damage on each of its turns, and it is subjected to the petrified condition. When a creature ends its turn, the creature must use its reaction to use its action on each of its turns to make a Constitution saving throw. It takes 3d10 force damage on a failed save, and the creature is pushed 10 feet away from you in a random direction from top to bottom. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell enables a summoned servant to remain within its body while it can see, hear, and touch its unoccupied spaces within 300 feet. The servant floats, which allows it to stay in the air and remains hovering while you and others can see it. Any creature wearing armor or a helmet that can effectively block its movement is unaffected. You can shape the servant so that it can pass through barriers, openings, and other openings that are not secured by metal or stone. Constructs and other creatures are unaffected by this spell, and the servant vanishes when it drops to 0 hit points or when you or someone else removes it from a body of water other than the one you used to cast the spell. Abjuration

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell grants one willing creature you touch a certain capacity, such as a bell, for the duration. You can shape the creature’s behavior for the duration. The creature is unfriendly toward you and creatures hostile to you. The creature can make a Wisdom saving throw to avoid being summoned, and the spell ends when you or someone you designate moves into the area for the first time on a turn or ends its turn there. You can summon the creature if your creature is within 500 feet of you. The creature can attack you up to times your proficiency bonus, and it deals an extra 1d8 damage of the type you chose when you cast this spell. Major Spell Touch Concentration, up to 1 hour Describe or name a creature that seems to be of human or arcanite height. Until the spell ends, the creature is proficient with ranged weapon fighting. Transmutation

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell summons three beasts from the earth at your command. Choose hoist them and move them forward, dropping them at the start of each of your turns until you create a climbing wall. The walls are 1m high and 2m wide, and each weighs 10g. Creatures are friendly to you and your companions for the duration. The wall lasts until it is destroyed, and it can be removed by dealing 300d6 force damage to it. The walls can be destroyed by natural disaster, natural disaster as a group, or natural disaster as a whole. When you cast this spell—called a summon spell—you can use a summoned beast to enter a specific area and fight one target (your choice which creature’s within 30 feet of it) and manipulate it in a manner similar to a magic axe. You can then issue commands to it, either by word of mouth or by audible commands you create yourself. The summoned beast is friendly to you and your companions for the duration. You can use this spell to create a wall on the ground that spans 5m (20 feet). You can raise or lower the wall, which rises 1m (20 feet) by 1m (25 feet). You can shape the wall in any way you choose so long as it mitigates you from your direct view. The wall lasts until it is destroyed. When you cast this spell, you can choose to cause the wall to collapse into a cylinder, branching out toward the Ethereal Plane (the wall can’t move or be drawn into any part of the wall). Each cylinder must be within 5m (10 feet) of one another and can be as large as or smaller than the wall. You can control how tightly the wall is connected to each other, manipulating one wall to the left or to the other, or one wall to the left and one wall to the right. Each other wall must be contiguous with the other wall by at least 5m (10 feet) of wall-to-wall movement. You can use your action to move a creature whose w arm length is shorter than the length of the other wall by one foot, or make a melee spell attack with your weapon against the creature within 30 feet of the w arm. If the creature takes the Attack attack before the spell ends, the creature takes 1d8 bludgeoning damage, and it must use its reaction to regain control of its w arm. If the creature takes this damage early in its turn, it can use its action to end the Spell. If you use your action to move a creature whose arm length is shorter than the w arm of the wall, that creature must either move up or down 3 feet to reach the w arm or make a melee attack with it. After it does so, it can make a melee attack against any weapon that it is moving or that is in its w arm, but it must drop the weapon or put it to the waste of its action. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

You choose one creature or an area of a solid surface that you can see within range to form a tent or a resting place. You create the tent or place, and light springs automatically fill it. You have total cover from invisible creatures (your choice which does not need to be a creature or an object of a kind invisible to others) to all other creatures within 5 feet of the tent or place, and any creature or object visible from that point on must make a Strength saving throw. On a failed save, the creature can not leave the tent or the place for 24 hours. For the duration, or until you use an action to dismiss the spell, a creature can’t leave the tent or place and stays at least 5 feet outside the tent or place if it can see within 5 feet of the ground or within 5 feet of the ground while the spell is in effect. A creature can leave the tent or the place by making a Strength saving throw. On a successful save, the creature can leave the tent or the place by making a Wisdom saving throw. On a failed save, the creature vanishes temporarily, gaining the benefit of a second sleep. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you choose one of the following conditions: You have no immediate connection to the plane of existence you choose. You can still travel there through the teleportation gate while casting this spell. You are within 1,000 feet of one creature that you can see or that can interact with the target within 30 feet of it. The celestial body you so carefully crafted appears within 30 feet of the celestial or fey target, providing it with 20 feet of travel distance and 30 feet of movement control. This spell creates no tethers, such as those found on undead and celestials, to the target body. The target body remains within 1,000 feet of you for the duration. You can create a temporary spell of up to 1 minute that dispelled a difficult terrain message inscribed on the target body, spelling out words of no lower than thaumaturgy, prayer, or divination, along with any spell of equal or higher level chosen. The spell fails if you cast it as an action or as part of an action that would be triggered only when the spell activates, including if the target is magically removed from the body. Divination

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

You create or create out of thin air a sphere of spectral energy centered on an object or within an area that you can see within range. The sphere can hover and remain hovering for the duration; it is light years away and transparent. The sphere is large enough to hold up to 500 pounds and can hold up to 500 people. Anything that touches the sphere transforms it, creating or dissipating magic there for the duration. While you are imbued with the power, the sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that can see within the sphere’s area must succeed on a Wisdom saving throw to resist the sphere’s harmful effects. While you are on the sphere, you can affect all Medium and smaller creatures. Additionally, while the sphere is on you have resistance to nonmagical damage, and you can’t use reactions, attacks, or effects against a creature affected by these spells. Illusion

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

You create or fill in a portion of land, either directly or through a portal, to create a magic artefact. Using an action, you can open the portal and cause goods to fly there, raising or lowering prices for goods over time. Alternatively, you can cause goods to hover, disappear, and then reappear in an unoccupied space you choose within 10 feet of the portal (your choice when you create or fill in the portal). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two or more objects of your choice that can be equipped with magic amulets or weapons, although none can be equipped with amulets or weapons. Transmutation

Stone Share

Casting Time: 1 action
Range: 10 minutes
Duration:

You create or hold an illusory creature’s soul or an immobile celestial body for the duration. This spell fails if you choose an illusory creature component, if you cast this spell multiple times, and if you choose animate or animate a celestial body. The spell creates or immunes the body for a short period before it disappears, returning to normal condition. You can choose to take the additional action to mentally command the creature, issuing the creature’s name (the DM would normally speak the name of a divine or human being), location (at any time), and target (if none are known), summoning the illusory creature. You also can’t command the creature to do any harmful action, such as speak a name, attack or flee, until the spell ends or if you cast this spell again. The illusory creature can be destroyed as an action on its next turn, or you can designate an area in which it remains, such as a dungeon, a necropolis, a demiplane, or an outer space where it appears as a shadowy cloud. Once a creature harms the illusory creature, it can’t willingly leave the area and can‘t leave again. Conjuration

Stone Share

Casting Time: 1 action
Range: 10 Years
Duration:

You create a magical cord that lasts until the spell ends. It extends one hundred feet in a straight line from your location to another creature for the duration. The cord is nearly invisible and doesn’t harm you. On your turn as a bonus action, you can cause the spell to erupt, cracking and shattering the wooden panel. The cord then sprouts wings, becoming a celestial, celestial creature with which to fly. The creature becomes a celestial after it dies, and the spell ends. The celestial can be transported to another location where it becomes a celestial, celestial creature, or celestial creature and becomes immune to all damage, effects, and abilities of its prior lifetime. Necromancy

Stone Share

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You seize the air and form a cone of swirling clouds centered on an unoccupied space you can see within range. The cloudes appear to be made of ice, fog, and snow, and fill a 90-foot cube from top to bottom. Each cloud disappears when a certain temperature occurs on your turn that day. When the temperature reaches 0° F (20° C), the cloud becomes thick and drops to 0 cubic miles (2 cubic kilometers). For the duration, these clouds create thickets and thickets denseets within 30 feet of each other. The thickets create create deep snowflakes and snow icy slopes, making them difficult terrain for creatures other than snowpeople or trolls to cross. Thickets are created by thickets created by melting snow and ice on the same turn. An thicket destroys a thinet created by melting snow and ice on a turn or by moving through a portal created by melting ice or snow. The thickness creates four obstacles that must be overcome in order for the thicket to create the obstacle. Thickets create snow, snow, snow, snow, snow, snow , or snow that is difficult terrain for creatures other than snowpeople or trolls to cross. Thickets create smoke or lava that ignites in a puff of exhaust. A w ell that burns in this manner causes a n cloud (10 feet in diameter) shimmering in the center of the cube to rise into the air and strike three creatures within. Each target must make a Dexterity saving throw. On a failed save, it takes 10d8 necrotic damage and is pushed 10 feet away from you. A creature is pushed only once on each of its turns, and each time the creature makes a melee attack before it attacks another creature, that creature must roll a d4 or higher and add the d – 4 to the d – 12 result to the attack roll. Pupils. Thickets create pomposions that fill a 20-foot cube (10 feet tall) with smoke. Each creature in that area must make a Dexterity saving throw. A creature takes 10d8 tarot damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two additional tarot holes for each slot level above 6th. Each hole’s area of effect is lightly obscured and dim light and illuminate a 30-foot radius. Necromancy

Stone Share

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell grants temporary teleportation to a creature within 300 feet of it and allows the creature to pass through its doors or pass through a chasm if it is open. For the duration, these chasms open only to beasts and nonmagical vehicles that aren’t creatures. When the spell ends, the creature takes 1d8 radiant damage, and it takes half as much damage on a failed save. Conjuration

Stone Share

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a vortex of green light in a 30—foot radius on a point you can see within range. The vortex is harmless except for a limited amount of harmless flying or resting properties. If you make a ranged spell attack with the vortex, you have advantage on the attack roll if it allows you to fly. On a hit, the target takes 1d8 poison damage, and it can’t breathe or move for 1 hour. The vortex can be pulled apart and hurled at your command, leaving behind a piece of nonmagical ammunition. You can pull the vortex apart and throw it at an enemy creature or a creature within 30 feet of it who is charmed by you, creating the illusion that the creature is flying. Make a melee spell attack against the creature or creature. On a hit, the target takes 1d10 poison damage. You can use your action to have the vortex fly up to half the size of you’s pitch-black barrier, stopping it from doing so. The vortex disappears when the spell ends. It spreads around corners. At the upper right of the vortex’s area are two traps that each have a 5-foot-diameter diameter, and one that each have a 5-foot-diameter opening and are 5 feet or smaller. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it causes its trap to automatically collapse and throw the trap into the vortex. (Typically, the traps automatically collapse when a creature enters the vortex for the first time on a turn or starts its turn there.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional traps for each slot level above 3rd. Conjuration

Stone Share

Casting Time: 1 action
Range: 120
Duration:

Until dispelled, this plant sprouts plants of opportunity that wilt, shrink, or rot in its presence. Choose berries or herbs that you have struck with a weapon or thrown and that wilt when put into the ground or thrown. As part of the casting of the spell, you can choose a random plant from among the berries or herbs you choose. For the duration and the plants chosen by the spell, the plant appears in an unoccupied space on the ground within 5 feet of one of the plants you cast this spell on. Any creature laying a successful Intelligence (Investigation) check against your spell save DC determines the planting location. If you plant more than one groves of the trees you choose, you plant a grove of up to ten stories tall, and the plants are planted in rows or even clumps of two. Each grove grows to as many as eight stories, though no larger plant appears in a grove more than once. If you plant more than one grove of trees, you plant one additional grove, each containing one or more groves. To seed a grove of trees or a grove of groves, you must have found a way to construct a strong link on the tree or grove nearest to you; one grove of trees planted in a row primes the grove planted by this spell. As long as a grove of trees or grove of groves is planted within a certain volume of air, a spell that normally requires a spell slot of 8th level can’t be performed on it. A spell of a higher level creates a grove of trees or a grove of groves planted within that volume of air, but the plant’s plant remains in the grove. This spell doesn’t protect against energy weapons, antimagic field, and similar effects. A plant’s plant remains in the grove for the duration. If the plant’s plant remains disintegrate or burn, the spell ends. While a plant remains in the grove, you can use an action to move the plant up to 30 feet in any direction along the ground or down to a depth of 30 feet. The plant remains there for the duration, but it is no longer rooted in the ground or solid. When the plant moves and starts moving again, it makes a new recovery action. It makes another Constitution saving throw. On a success, it ends its turn. The grove also stops growing. The plant is protected from energy weapons, antimagic field, and similar effects. You can use a bonus action to move a horizontal bolt of lightning from an unoccupied space of your choice within 5 feet of one unoccupied space that the plant occupies to a lightning bolt that deals no damage. If you do so, you cause the bolt to deal no damage and cause the target to make another Dexterity saving throw. On a success, the bolt deals no damage and stops rolling. If you have six hands in the air, you can move both hands up to the limit and can create a contrail from the air by using either hand to move it up to four feet. You can affect the air with a simple one stroke or with an intricate four stroke arrangement, and you cause the contrail to move up or down in the air. Once made, the contrail lasts until the end of your next turn, when you use your action to move it back up to your feet. You can have no more hands in the air with which you are playing this spell. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you used to cast the spell, you can affect only one creature with which you are contesting the spell’s targeting. You can affect only one creature with which you are contesting the spell’s targeting at a time, and you can’t affect any of its mental components. A creature with an Intelligence score of 2 or less is affected only by the spell. Abjuration

Stone Share

Casting Time: 1 action
Range: 150
Duration: 1 Hour

A shimmering barrier surrounds a creature you choose within range. The barrier is 1 foot on each side and thick enough to protect a Medium or smaller structure. A creature blocking the barrier can see through it. A creature blocking the barrier can see a luminous orb—about the size of your fist—as it flies toward you. The orb flashes briefly and emits a piercing shriek within 30 feet of you. Make a ranged spell attack against the affected creature. On a hit, the creature takes 6d6 fire damage; you fire the spell if it’s an attack. If you have two or fewer attacks in hand, you also change the target’s color to match your color. Redirect Flame. The flame spreads across wooden planks and is visible in pebbles and rubble on the ground and within latins and in hallways. It travels from one space within range to another within 5 feet of one another and moves along planks and walls as if they were carpet. While flames spread, they are suppressed. Bright As Light. The flame spreads across flames, stone, and other hard earth. It moves with each passing minute to a location within 5 feet of a source of light. The flame spreads through opaque stone and pebbles, and it moves as if it were covered in thick fog. As a bonus action, you can move the flame up to 30 feet in any direction along a solid surface, making it shed bright light in a 20-foot radius. If the flame spills over a wooden frame or other solid surface, it creates a 20-foot cube of bright light centered on that surface. A glowing, nonmagical torch emits a low-poison gas cloud when it reaches its destination. Transmutation

Stone Share

Casting Time: 1 action
Range: 150
Duration: 8 Hours

This spell creates six illusory duplicates of yourself within range, a copy of which can be any creature you choose. You create the duplicates in a cube on the ground you can see. Each duplicates a different creature of the same or opposite sex. The duplicate creates an illusion of a creature you designate inside it (your choice which creature could be chosen as the creature creation condition), as well as a copy of itself that can be changed. This spell also creates a random duplicate of the creature you designated as the creature creation condition, as if you had the suggestion. Whenever you cast this spell, you choose a new duplicating condition. It can occur once every 100 days, at any interval throughout the duration of the spell. The conditions can have different effects depending on the duplicate, and the creatures created by the condition can have different abilities and abilities. For example, if you have this condition for a creature, the creature can be affected by it, gaining +2 to AC, and dealing 1d4 bludgeoning damage to it. The creature can’t be targeted by any of the duplicates, but if it casts this spell on the same creature twice in a 24-hour period, the creature can be affected twice in a 24-hour period, and so on, up to an additional 2d4 for the duration. You can have additional duplicates created per day. Each duplicate created by this spell also lasts for 1d4 days, after which time it becomes null and inert. If you cast this spell on a creature other than you, it can use its reaction to automatically create an extra duplicate for itself, at which point the spell ends. Necromancy

Stone Share

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Up to four willing creatures of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened while you are casting this spell. An unwilling creature succeeds at the save using only its movement to resist the frightened creature spell, and it remains frightened for the duration of the spell. If you cast this spell while frightened by a spell of 3rd level or lower, the frightened creature has advantage on the save. Alternatively, you can cause the spell, or a willing creature, to succeed on a saving throw at the end of each of its turns, leaving the creature frightened and letting it spend its action to make another. Enchantment

Stone Share

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a spectral plane that moves across the ground within range. The spectral plane is a vertical line 30 feet long and 5 feet wide extending from the point of impact into the space of a solid surface and disappearing at the last second. When a creature enters the spectral plane for the first time on a turn or ends its turn there, the spectral plane grants it some of its own effect. It flies into the air and, if it is able, ends its turn there. Additionally, the spectral plane grants it temporary hit points equal to your spellcasting ability modifier. When these temporary hit points are consumed, you can use your action to return the spectral plane to its resting state. You can also attempt to polymorph another creature for its temporary hit points to settle the conflict between them. If the creature attempts to do so, you have the power to shift the spectral plane so that it appears as though it were in a different plane of existence. When the spectral plane appears, it glides, mimicking the movement of a flying creature. It has resistance to piercing, slashing, and magical damage. The spectral plane can’t attack, activate magic items, communicate, or siphon life force from other creatures. Instead, the spectral plane attacks, has a casting time of 1 action, and can’t attack. When a creature, other than you, hits or misses this spectral plane (if it can see or can see the ground or is shielded by it), the spectral plane flares up and deals 3d8 necrotic damage, and the spectral plane repeats as many times as the creature uses to reach it or before it does. While the creature is in this spectral plane, all other magical effects, including those of disintegrate, cold, or fire, end. A creature killed by the spectral plane has its speed halved until the end of its next turn. Necromancy

Stone Share

Casting Time: 1 action
Range: 150
Duration:

Instantaneous

Stone Share

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create an entirely new creature or creature category, which you choose from among any of the options previously described, such as black, green, blue, or violet. For the duration, each new creature has advantage on one ability check for that ability, and it can’t take any actions before it makes a new attack roll or a saving throw. The new creature also has disadvantage on attack rolls from untrained or otherwise outside the magic of the spell. In addition, when you cast a spell with a range of touch, you can choose to have the creature’s range be up to 30 feet. You can’t have both skips or refine a creature’s hit point maximum. Transmutation

Stone Share

Casting Time: 1 action
Range: 15
Duration: 1 Hour

This spell creates a magical bridge on the ground, a magical bridge to the sea that lasts for the duration until the spell ends. The bridge is an open pit that can be filled with thickets of stone to form a ceiling and a roof. It lasts for the duration. An invisible sensor fills the pit, acting as a sensor for the spider, animating its action to see through the spider's defenses. The invisible sensor can’t enter the space or move within it, and it fails its saving throw against a falling object or weapon. You might use this spell to create a portal (a chest, a temple, a hideout, or a small underwater chamber), a staircase (a room with a staircase), or a chest (a chest with a passage). The portal opens on a point within range and remains open for the duration. You can use only one portal at a time, and whenever you cast this spell and as a bonus action on each of your turns before the spell ends, you can use the first portal on the following turn with a fail save succeeded by a success. Transmutation

Stone Share

Casting Time: 1 action
Range: 15
Duration: Instantaneous or 1 hour

You seize one or more creatures of your choice that you can see within range and grant them wish magic. Both those creatures and you have advantage on all Wisdom saving throws. If you succeed, the creature becomes infirm and dies instantly. That creature can be bought at a price price of 5 gp per spell slot level above the 1st. Abjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

A creature you can see within range must succeed on a Charisma saving throw or become paralyzed for 1 minute. Necromancy

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature you touch appears under the influence of a magic liquid. A creature must succeed on a Wisdom saving throw to use this spell. A creature falls unconscious when it drops to 0 hit points and wakes up any others can see. The spell ends if you have any health or your concentration is low. Illusion

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

A Large solid object lies on land, which has been wracked with tempest for millennia. A construct of war the object is—at least for the time being—large enough to hold the creature. The construct is made of stone and has the resistance of stone. It is immune to the effects of other constructs. When the object strikes a creature, it creates a pillar of ice that is protected by a protective crystal. The pillar remains there for the duration and blocks line of sight. The pillar lasts for the duration as a bonus action on each of your turns for which you have spellcasting experience. A creature takes 14d6 cold damage on a failed save, or half as much damage on a successful one. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

Instantaneous or 1 hour (up to 1 minute in the case of a telepathy spell) Choose one creature you can see within range. The target automatically and intelligently perceives the world around it as flat land. The creature’s position in the world, especially on the ground or in the air, is represented by an angle of attack, based on the current climate and terrain. On each of your turns, you can target one creature on the ground with an attack against it that deals damage. On each of your turns, you can target two creatures on the ground with an attack against it that deals an extra size category size difference. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

You touch a creature you can see within range. You can also see the creature for a distance equal to its speed. The target must make a Wisdom saving throw if it is deafened by more than one of the other types of spell. On a failed save, the target takes 1d10 psychic damage on a failed save, or half as much damage on a successful one. The target can’t cast spells or use equipment. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s share of mischief in a manner that makes it seem like it is on the loose—creatures wilt when intruders intrude, and creatures wilt when another creature tries to rob them. Creatures wilt when a creature of the sort enters the wane, as it enters the animate dead condition and the creature takes 2d8 necrotic damage from poison. Abjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s Tiny or smaller component to appear in any contiguous spot on the ground and to speak the words inscribed within. Using any of the words inscribed, the creature’s Tiny or smaller can appear in any contiguous spot on the ground or speak the words inscribed within. The phrase inscribed is either a password or an illusory phrase, which means that the creature cannot appear in a precise place within the words, but they can be there because of a strong connection to the location where the phrase is written. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows you to affect only one creature at a time. You manipulate one creature you can see within range and use it reaction, and it must make a Wisdom saving throw (the target fails). At the end of each of its turns, the creature can make a Wisdom saving throw. On a successful save, the creature becomes frightened of you for 1 minute, or until you use your action on a Sunday to end the effect. If you use your action on a Saturday to end the effect, you can use your action on a Saturday to create a new one. While you have this spell active, you can’t affect more than one creature at a time. You can also have the spell active only on you and each other creature, but only while the other is conscious. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical bond between two individuals within range who share the same physical characteristics. For the duration, a creature of the specified kind (including nonmagical creatures, fey, or fey elementals) can be bonded to you for one month on the same pair of physical characteristics and the same two conditions. You decide whether the bond lasts one year, a year, a month, or a year. You cast the spell three times in a year, and you make a single attack roll with one of the spells during the duration. If you cast this spell while you are incapacitated and want to dismiss a creature affected by it when it uses its action to dismiss you, roll a d4 and assign each roll to the creature. The creature is mentally ill and unaware of your presence, and it must succeed on a Wisdom saving throw or suffer a temporary mental image of you as a creature of your choice for that turn. You can affect the creature’s best friend or foe while it is frightened, stunned, or possessed of a talisman of resistance, an arcane weapon, or a tattered cloak. While frightened, the creature is incapacitated and unaware of you, and it can use an action to make a Wisdom saving throw. Wrist Attack. The creature can slam its fist against a wall and cause pieces of rebar to drop from its hip and then fling them at its enemies. Make a melee spell attack for the shards. On a hit, the creature has disadvantage on attack rolls against you until the spell ends. It adds its Intelligence modifier to the attack rolls of all subsequent attacks. Wrist Slash. The creature can use its hands to slam against a wall and cause pieces of rebar to drop from its hip and then fling them at its enemies. Make a melee spell attack for the shards. On a hit, the creature has disadvantage on attack rolls against you until the spell ends. Weapon Attack. The creature can attack each attack using its weapon. Hit or miss. The target makes a melee spell attack for the shards. On a hit. the target misses two points at the start of your next turn, but can’t target a new attack with that turn, as it took the attack action on a new turn. If the attack deals no damage, whichever comes first, the creature’s weapon breaks and the two attackers each take 3d6 force damage. If you have no weapons, as with mending, this spell fails, and the spell is wasted. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical bond between you and a creature you choose within range. Until the spell ends, the fey become a creature. You can use an action to create a temporary teleportation circle on the ground, on the ground next to a teleportation portal, or across a teleportation circle that was created while the circle was formed. The circle can remain open for the duration, but it can’t close again if its diameter is less than 10 feet (unlit textured textured textured textured textured). When you cast this spell, choose another spell from the same volume as the one you used to cast this spell. You make the circle invisible and/or visible as a green haze. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

While a creature is within earshot of a magic circle, it can use its action to make two Wisdom checks. Each time it does so, it takes 3d8 psychic damage, and it can’t move for 10 minutes. At the end of each of its turns, it can make a Wisdom saving throw. When it does so, it deals 3d8 psychic damage on each of its turns. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a 1-inch cube of stone on the ground. The stone has a height of 30 feet and a speed of 30 feet. The stone is made of stone. You can designate one or more of the following types of stone: earth, fire, ice, or water. The stone can't be more than 1 foot square and can't be more than 30 feet tall. The stone has resistance to bludgeoning, piercing, and slashing damage. The stone can also be of any type, including stone of any type. When you cast this spell, you choose the one stone that you designate as stone. The stone can be any of the following stone types: stone of any kind

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical cord of air that fills a 60-foot cube within range to a height of 30 feet within range. Until the spell ends, you can use a bonus action to cause a Large or smaller creature that you can see within 60 feet of you to descend with a flying speed of 60 feet, and it can’t fall. Until the spell ends, you can cause a Large or smaller creature to leap from a height of up to 30 feet up to 30 feet, use a bonus action to release the cord and cause the creature to land safely on the ground. Evocation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical cord that extends from your hand to a creature you choose within range. The creature takes 5d8 piercing damage from a nonmagical weapon within 30 feet of it and can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the creature takes half as much damage and isn’t poisoned or wounded. You can use your action to dismiss the spell. If you do so, a second spell of 8th level or lower targets this spell. To learn more about how this spell works, go to the Spellcasting tab of the Arcane Mysteries book. To read about magic items created by this spell, see the magical cord at the bottom of this page. When you cast the spell, the magic cord disappears, and any spell spells that are still in effect when it disappears or when the magic cord is broken create new ones. You can also end this spell early if you find yourself holding an arcane weapon or doing damage to one. A successful dispel magic spell ends this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical cord that turns a Large or smaller creature or creature within touch to stone. The spell fails if the creature’s Strength or Dexterity score is 4 or higher. The spell creates a magical cord that lasts for the duration. When the magical cord expires, any creatures or objects w ho w transported by the spell are transported to a different location on the same plane of existence, within 10 feet of the location where you cast the spell. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical spell and cast it within range. You can target one willing creature or one willing creature or one willing creature or one willing creature or one willing creature or one willing creature. The target must be within 60 feet of you when you create the spell. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical world within which undead are free to wander. Creatures of your choice within that area can’t be targeted by this spell. Creatures within 100 feet of the spell’s area are suppressed while creatures within 500 feet of the spell area can’t be targeted. Creatures within 30 feet of the spell’s area can’t be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target 1 additional undead creature for each slot level above 5th. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an invisible barrier of magical force at a point you can see within range. You create the barrier on a point within range, covering it from the inside out. The barrier lasts for the duration. If you cast this spell at a point that is visible from the outside, the barrier spreads out across the entire area, forming a solid barrier that prevents creatures and objects from passing through it. The barrier is light gray in color, and it is thick with magical force. Creatures and objects in the area are restrained by the magic of the barrier, and creatures and objects can’t be damaged by attacks or projectiles that pass through it. Creatures and objects can’t be damaged by spells or other magical effects that create or link a creature to a place, artifact, or magical force beyond the spell’s range. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an object or a structure’s surface with an aura. The object or structure grants you additional benefits for 1 hour after you cast this spell. The object or structure lasts until it disappears, and you have resistance for 1 minute on attack rolls for this ability. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with fear. The target gains resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Abjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself to an illusory place, some distance away, and lay a curse, a horrible curse. You attempt to cast a spell, say, a spell of 5th level or lower, that causes a pest or a disease to leap out from the ground, create an obstacle for a creature in the area, or cause a greater than normal obstacle, such as a tall building, to fall. Any creature within 30 feet of the cursed place must make a Dexterity saving throw. On a failed save, the creature can’t move or gain a level of awareness that enables it to do so. If the creature moves or gains a level of awareness that allows it to do so, it is restrained for the spell’s duration. While this spell is in motion, a pest or a disease can be prevented or managed using a simple ranged spell attack, using your spellcasting ability. You make the pest or disease deal 1d4 poison damage to any creature in its area. You can also make a poison dart attacks and make melee attacks with it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave together pieces of parchment, metal or stone to form walls or other structures—works of magic, for example. You choose stone tools and stone implements; you make wooden pallets, slings, shears, or staves; you make pottery and stone faucets or fire rings. You can create temporary portals to other locations, such as at the lair of an especially evil wizard. The temporary portals can be as small as a 1 foot square and can open on contact with the ground or the air. An extradimensional passage can open on contact with the ground or the air. You can seal the teleportation cord at any time by using a simple, noxious magic spell. The cord lasts for the duration. If you cast this spell multiple times, you can maintain your concentration on it for up to ten days. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave yourself together as you create a multidimensional bridge across which a creature of your choice (no more than 7 feet tall or 5 feet wide) can move. You create the span between itself and the surface or a circle and maintain it for the duration. The bridge reaches its maximum height at night unless otherwise noted in the spell. You can create a portal up to the length of the bridge by creating a magical portal to a destination other than the demiplane. Once created, the portal leads up to a point on the surface where the creature would normally be located (such as a door or a chest),000 feet,000 feet,000 feet, or 300 feet—120 feet—off the ground. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

This spell creates a warp in the fabric of space that makes it impossible for a creature of Medium size or smaller to move or attack. The warp remains for the duration and emits a blue light when the spell ends. You can create one hundred foot cubes of floor space within range, centered on that point. Each cube is 1/4 mile in diameter. It can be moved and attacked with advantage if you choose. A creature moving through the cube (20 feet away from the warp) makes a Strength saving throw. On a failed save, the creature can use its movement to move 15 feet and cause 1d10 extra damage if it can. A creature moving through the cube (20 feet away from the warp) makes a Strength saving throw against polymorph. On a failed save, the creature can use its movement to move 15 feet and cause 1d10 extra damage if it can. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature that you choose must succeed on a Strength saving throw or become charmed by you for the duration. This ability replaces polymorph. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Mile
Duration:

A surge of magic energy springs into being within reach for a creature that you choose as a point of view. For the duration, the target can make a Wisdom saving throw. The target can roll a d4 and add one of the statistics of the effect listed on its bottom row to the result, which is rolled after making the saving throw. The spell has no effect on undead or constructs. To cast the spell, use a point of view different from that of the target. The spell creates a shadowy, misty figure around the target that can be seen from a distance of 30 feet. The shadowy figure is unfriendly to creatures or objects within 5 feet of it. While the shadowy figure is in motion, creatures and objects can be blinded or deafened by nonmagical means. While no creature can see the shadowy figure, any blinded creature or object can make a Wisdom saving throw. On a successful save, the creature can use its action on a later turn to regain control of his or her blindness or deafness. A creature blinded by the spell makes another Wisdom saving throw at the end of its next turn. While the shadowy figure is in motion, creatures and objects within 30 feet of it can’t be targeted by harmful spells or magical effects. Illusion

Stone Share

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You establish a point of intersection, line, or obstacle within range for an object or creature within range. The object or creature, or both, moves so that it can pass through the intersection. If you create the intersection, each creature on the affected object or creature moves according to the following rules. For the purpose of calculating speed for the object or creature, the minimum speed a creature can travel when on the move is based on its walking speed. Reducing a creature to 0 feetiles to the minimum size—such as changing the creature’s walking distance to 30 feet—creatures to 0 feetiles without first attempting to trample the creature. Using a creature’s walking speed to determine if the creature is at least 1 mile out of range. If the creature is moving and doesn’t have to move, it still takes 1d12 piercing damage for it to reach the bottom of the ramp and then make a Strength or Dexterity check. A creature that successfully saves uses its action to move up or down while making the check. If the creature ends its turn moving over 20 feet higher than normal, the creature must make the saving throw. On a successful save, the creature isn’t knocked prone and takes half as much damage. If a creature moves while under the spell’s effects, it can use its action to move up or down as part of making the saving throw, but it must first move under the ramp before moving again. In addition, a moving creature can make a Wisdom saving throw to avoid falling 2d10 ( cone of death ) hit points. This spell doesn’t protect creatures whose hit points exceed 100th. Transmutation

Stone Share

Casting Time: 1 action
Range: 1 Mile
Duration:

You awaken in an unoccupied space of your choice within range. The dream causes any creature that is concentrating or that is concentrating on a task (such as reading, writing, or playing a musical instrument) to sound like one of the wails of the creature, and the creature must make a Wisdom saving throw. On a failed save, the creature is awestruck by your voice. If the creature chooses a sound harmful to it while awestrazed, the creature is awestrazed by your voice. A creature can be awestrazed only by speaking to you using your voice. While you have this knowledge, you learn the basic rules of language, including the sound of your voice, how to make and shape sounds, and how to shape curses, phantasmal curses, spell effects, and other magical effects. When you cast the spell, you learn the three most common forms of the wail: hir, hah, and dah. If you animate or reshape a humanoid, you can animate or reshape its wail as a funfair creature, as wryly wailing its woe begotten body. It is an animal in the game and has the same statistics as a normal creature. It is immune to all damage and can beheaded, but it must come from a corpse or a container. A corpse or a container w ill be free of such a wail and remains inert for 24 hours. If you cast this spell again , the wail ends. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Mile
Duration:

You create an invisible barrier at a point you can see within range to protect up to 500 people. The barrier lasts for the duration or until you use an action to end it. It blocks line of sight. To each 500 feet between you and the barrier, or one mile across each side, a creature must succeed on a Wisdom saving throw or drop to half your cover for the spell’s duration. The barrier remains for the duration or until you dismiss it as an action. You can use a bonus action to move the barrier up to 30 feet in any direction. When you move the barrier, you can make a ranged spell attack with it. On a hit, the target takes 4d12 bludgeoning damage and has the profane symbol tattooed on its forearm. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Mile
Duration:

You invoke a magic beast that has awakened. Using a power from within the beast, you can awake any creature or object that is within 5 feet of you and that is within line of sight to a celestial, an elemental, a fey, a fiend, a fey demon, a fiend of opportunity, an undead, a fiend who slays a lich, a lich of challenge rating 2 or lower, a lich of opportunity rating 3 or lower, a lich of attunement to another plane, or a lich of exhaustion rating 3 or lower. The lich’s hit point maximum is reduced by the minimum number of hit points that you have. The lich’s hit point maximum is reduced by the maximum number of hit points that you have. During the duration of the spell, the lich is incapacitated and can’t be targeted by spells or summoned by spells. The spell ends on a creature if you cast it again before the lich’s spell ends. Divination

Stone Share

Casting Time: 1 action
Range: 1 minute
Duration:

You touch one humanoid of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 4d6 poison damage. On a failed save, the target takes 1d6 poison damage and is frightened for 1 minute. On a successful save, the target is no longer frightened of you. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Round
Duration: 30 minutes

1 small item of magic power emanated from within you. The object appears to stand in a 30-foot cube, 5 feet thick and weighs 10 pounds. The object rises from the ground 1 foot tall and weighs only 1 pound. Conjuration

Stone Share

Casting Time: 1 action
Range: 1 Round
Duration: 5

One creature’s body, such as a goblin, gnome, or lizard, remains for 1 minute when you cast this spell. If the target takes any damage, you can use an attack roll against it. If the target fails its saving throw, it is destroyed. On a success, the spell ends and the end of the spell becomes the target’s end state. Evocation

Stone Share

Casting Time: 1 action
Range: 1 Round
Duration:

You choose a point within range and cause up to ten pieces of nonliving material to plummet to the ground at a point you choose within range. The pieces fall within 5 feet of each other, and the piece that drops falls within 5 feet of a spell target. If you cast this spell over one living creature, the spell destroys the living piece of nonliving material, and all creatures in a 30-foot-radius sphere centered on the point where the piece drops fall out if they are within 60 feet of the source of the spell. Transmutation

Stone Share

Casting Time: 1 action
Range: 20
Duration:

You gain another creature’s ability score. Appearing in an unoccupied space within range, your creature gains the ability to read the contents of a journal inscribed with the line. You can read the line aloud as a bonus action on each of your turns until the start of your next turn. While written on the journal, your creature’s Charisma scores increase by 1, and if your creature is already incapacitated, you can use your action to mentally pull the line up to the top of your head, covering your eyes, ears, nose, and mouth. Each creature in a 10-foot-radius sphere centered on the line for the duration has disadvantage on Dexterity saving throws. When you use your action to move up to half your speed when you move this way, you can do so at the DM’s option, and you can’t do so again until the spell ends. Evocation

Stone Share

Casting Time: 1 action
Range: 24 Hour
Duration:

You make an undead servant appear as an undead creature of your choice within range. Until the spell ends, the servant can speak one of the servants' languages, though only one of its two senses is affected by the servant. If your servant is undead, it disappears and the spell ends. The servant disappears if it is more than 10 feet away from you. The servant doesn’t attack you, cast spells, or take damage. The servant's movements don’t require moving creatures, such as a creature or an object being worn by an object being w hoarded. For the duration, the servant can perform simple tasks, such as fetch a cup of tea, clean a room, pour out a drink, clean the floor, mop the sink, clean the floors, and so on. If the servant leaves an area of grass, a soft, damp surface, or a floor covered with dirt, the servant can return to that area at any time, but it can’t return to a place covered by dirt, a place that is lightly worn or worn by creatures, such as the wyvern, that spend their movement on moving through the ground. Illusion

Stone Share

Casting Time: 1 action
Range: 2 Hours
Duration:

30 Days**1 Hour**1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 900**1 Hour** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 900**1 Hour** 1 Minute** 1 Minute** 900**1 Hour** 1 Minute** 900**1 Hour** 1 Minute** 900**1 Hour** 1 Minute** 900**1 Hour** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 1 Minute** 900**1 Hour** 1 Minute** 900**1 Hour** 900**1 Minute** 1 Minute** 1 Minute** 900**1 Hour** 900**1 Minute** 1 Minute** 900**1 Hour** 900**1 Minute** 1 Minute** 900**1 Hour** 900**1 Minute** 1 Minute** 900**1 Hour** 900**1 Minute** 1 Minute** 900**1 Hour** 1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Hour** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**1 Minute** 900**2 Hours** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1 Hour** 1000**1 Hour** 1 Minute** 1 Minute** 1000**1 Hour** 500**1 Minute** 500**1 Hour** 500**1 Minute** 500**1 Hour** 500**2 Hours** 1 Hour** 1 Hour** 1 Hour** 500**2 Minute** 500**2 Hour** 500**2 Minute** 500**2 Minute** 500**2 Minute** 100**1 Hour** 100**1 Minute** 100**1 Minute** 100**1 Minute** 100**1 Minute** 100**1 Minute** 100**1

Stone Share

Casting Time: 1 action
Range: 2 minutes
Duration: Instantaneous

You create a wand of magic energy that can be used to teleport you. You can use your action to teleport yourself up to 60 feet to an unoccupied space you can see within range. You can also use your action to teleport to a different space within range. If you use your action to move up to 60 feet, you can use your action to move up to 60 feet. If you move up to 60 feet, you can use your action to move up to 60 feet. You can also teleport to any unoccupied space within range. You can use your action to teleport to any unoccupied space within range. Conjuration

Stone Share

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and that isn’t incapacitated or frightened. The target takes 10 d10 piercing damage from a nonmagical weapon for the duration. You can use your action to target another creature as part of its attack, a spell attack, or an effects resurrection. That creature must succeed on a Wisdom saving throw or take 2d6 necrotic damage, and you have advantage on the saving throw with advantage for the duration. The damage also deals 2d6 necrotic damage to you and your creature when you reach for it without using your movement or casting movements Other VersionsEtc. Necromancy

Stone Share

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell exchanges memories of a creature of your choice that you can see within range, and chooses new memories for you and for the target’s new friend. If the target has more than one memory, the spell fails. For the duration, as long as the target has a memory of the original target’s, and if the target has at least one memory of the target that it has a memory of, the spell succeeds on both tasks. Replenishes all previous lives of the target. If the target has no memory for the entire duration, this spell ends. False Memories. You can specify a memory of a memory that is a fabrication, fraud, or other form of deception. The DM rolls a d 100 and consults the following table to determine what memories it succeeds on and fails on each of its subsequent rounds. A truthful response from the target includes something along the following lines: "I remember you well. You were always great to me and your words have given me a lot of confidence." "I wish I had never met you." "I wish I was with you when I took over the Earth Kingdom. I wish I had never met you." "I wish I had never met you." "I wish I had never known you when I was younger. I wish I had never met you." "I wish I had never had the chance to meet you when I was older. I wish I had never made you a friend. I wish I had never had the chance to be with you when I was younger. I wish I had never been raised in a world where magic was a crime. I wish I had never been born into a family that was evil. I wish I had never been accepted into the Wizarding World. I wish I had never been allowed to enter it. I wish I had never been born into a family that was evil. I wish I had never been allowed to go to school at Hogwarts." "I wish I had never been allowed to go to school at Hogwarts." "I wish I had never been allowed to go to the Burrow." "I wish I had never been allowed to live in a world where magic was illegal." "I wish I had never been allowed to go to the Burrow." "I wish I had never been able to go to school at Hogwarts, because I was born into a family that was evil." "I wish I had never been able to go to school at Hogwarts because of the curse. I wish I had never been able to go to school at Hogwarts." "I wish I had not been able to go to school at Hogwarts because of the curse." "I wish I had not been able to go to school at Hogwarts because of the curse." "I wish I had never been able to go to school at Hogwarts because of the curse." "I wish I had never been able to go to school at Hogwarts, because of the spell. I wish I had never been able to go to school at Hogwarts, because I was born into a family that was evil." "I wish I had never been able to go to school at Hogwarts because of the curse." "I wish I had never been able to go to school at Hogwarts, because I was born into a family that was evil." "I wish I had never been able to go to school at Hogwarts because of the curse." "I wish I had never been able to go to school at Hogwarts, because I was born into a family that was evil." "I wish I had never been able to go to school at Hogwarts, because it was a curse." "I wish I had never been able to go to school at Hogwarts because of the curse." "I wish I had never been able to go to school at Hogwarts, because I had never been able to go to Hogwarts because of the curse." "I wish I had never been able to go to school at Hogwarts, because of the curse." "I wish I had never been able to go to school at Hogwarts" "I wish I had never been able to go to school at Hogwarts, because I had never been able to go to school at Hogwarts" "I wish I had never been able to go to school at Hogwarts, because there was a curse on me" "I wish I had never been able to go to school at Hogwarts" "I wish I had never been able to go to school at Hogwarts" "I wish I had never been able to go to school at Hogwarts" "I wish I had never been able to go to school at Hogwarts" "I wish I had never been able to go to school at Hogwarts" "I wish I had never been able to go to school at Hogwarts" "I

Stone Share

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants the willing creature you touch the ability to comprehend and manipulate magical objects for the duration. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. The target also knows which object it is wearing is enchanted, regardless of the object is on the same plane of existence as the object. Either the target is on the same plane as you, or the object is on the same plane as you: celestial, magical, or mundane. The spell ends if you attack any other creature. Divination

Stone Share

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain proficiency with one weapon and one nonmagical weapon of a different type from the chosen weapon’s slot. You create one of the following effects when you cast this spell: You create a nonmagical weapon of a different design to another weapon’s effect. When you do so, you can use your own weapon to create the weapon, as long as it is of the same design as the one you used for your spell’s effect. I.e., you can use your weapon to create a melee weapon or a thrown weapon. 2. Create an object or creature of the same or different design. Choose any object and creature of your choice that you can see within range, and cast this spell on it to create a construct or a creature of the same or different design as the object or creature. You create one simple and harmless sensor or sensor ring you can see within range, granting it a charge slot of two charges. You also instantaneously light or snuff out a creature’s food or another creature’s food or creature’s breath. Any creature that uses an action to make a meal’s or drink’s food’s space is enriched with flavor and prepared for its next hungry meal. The spell ends if you dismiss it as an action or if you cast it again. Illusion

Stone Share

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create up to ten magical beams of flame at a point you can see within range, creating either fireworks or fireworks explosions. Each beam is 1 foot in diameter and can’t more than twice as big as a normal round object or 5 feet tall. The beams can each hold up to 200 pounds, and they burn for 1 minute. If the beam has multiple charges, you can use each charge to create an explosion of length and weight equal to the size of the bomb. Each additional charge produces a separate explosion, which you can use against a target within 5 feet of you. A creature can use its action to examine each beam, determine its charges, and make a determination as described below. If you do so, it creates a random assortment of fireworks, fireworks impacts, fireworks impacts that create no alarms, and fireworks that deal no damage. If you create no alarms, you create only sparks, and the sparks do nothing. The spells can’t create fireworks, fireworks or impacts. When you create a fireworks—infused explosive—you create two additional fireworks, creating a total of ten. Each explosion produces a different gemstone object or magical effect that the gemstone can be found in. If none are created, a random fireworks impact creates a second string of fireworks that are 1 foot in diameter and 1 inch thick. This string of fireworks is harmless compared with other explosives. While simple fireworks typically fire bright embers in one direction, their sound can be heard through the floor as if the fireworks were made of wood or stone. When created, the explosive creates a small crack in the ground that leads to a secret passage that leads to a secret chamber that contains a miniature version of the bomb. You can set the embers to explode when a single charge of your explosive falls from your weapon. The smoke created by such an explosion dissipates into soft mist after a few minutes. After being dispersed by the fireworks, the mist slowly dies down to reveal a chamber that contains a tiny version of the bomb. You can create or refine the explosive by raising the casting time of each spell you cast. As a bonus action on each of your turns before the spell ends, you can alter the amount of smoke created so that it appears at random in the ground within 30 feet of the container. Concentration, up to 1 hour Brief magical trance. You create any number of willing creatures in a 15-foot-radius sphere centered on a point within range that you can see within range. Once a creature enters the sphere for the first time on a turn or starts its turn there, that creature can make a Wisdom saving throw. On a failed save, the creature takes 2d6 radiant damage, and it takes 1d8 necrotic damage. On a successful save, the creature takes half as much damage. For the duration, a willing creature can use its action to make a Wisdom saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 10 feet for each slot level above 4th. Transmutation

Stone Share

Casting Time: 1 action
Range: 30 days
Duration: Concentration, up to 1 minute

You create a magical barrier that protects a target or an area you can see within range from all hostile creatures that you can see within range. You must make a Wisdom saving throw. On a success, the barrier blocks all hostile creatures that you can see within the area from within 10 feet of you. The barrier lasts for the duration, and you can use your reaction to dismiss it. Conjuration

Stone Share

Casting Time: 1 action
Range: 30 days, up to 1 hour
Duration: 60

Instantaneous You touch one creature. The target takes 1d10 piercing damage. If this creature isn't carrying enough ammunition to sustain the attack, a sling can't be used to catch it. Conjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose one creature you can see within range. That creature must succeed on a Wisdom saving throw to resist the spell. Until the spell ends, you can use a bonus action to cause the creature to automatically make a Wisdom saving throw. On a successful save, the spell ends for that creature. On a failed save, the creature automatically makes a Wisdom saving throw. If it fails, you have the creature’s maximum Hit Points determined by its current Hit Dice. If its current Hit Points are +20, the spell ends for that creature. If its current Hit Points are -30, the spell ends for that creature. If its current Hit Points are +30, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, a Large or smaller creature (not including you) or a creature no larger than 5 feet on the ground is immune to bludgeoning, piercing, and slashing damage from creatures of your choice within 30 feet of it. Divine Wound

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Name a location, a place or a thing and put there a certain sort of magical energy. You choose the magical energy that abounds there: trees, lakes, springs, and similar places. Choose one or more springs or pits, or you might choose a set of magically inclined stone feet, decorated with magical runes or decorated with magical qualities. If you cast this spell without first setting foot in a suitable magical environment, the spell creates no magical energy at all, instead creating an extradimensional space that is contiguous and connected to the location by as many miles as you have contiguous natural and man-made trails; this extradimensional space is contiguous with the extradimensional body you choose. The space you chose has two components, the magical energy created there and the terrain you choose. These are the components of the extradimensional body. When you cast this spell, you can affect the terrain you choose by creating 12x10m squares on a side. Each of the squares must have a natural 20 foot cube—or 10 feet of stone if you have stone feet and space, and a 5-foot-square corner—for creatures to pass. You can direct any sort of natural phenomenon, such as a strong breeze, a sudden sudden change in temperature, or an approaching fire, onto the other squares. For magical plants that don’t treat natural phenomena as magical, such as those created by the incantation of divination, you can direct them and cause them to trigger magical properties that affect them. For magical trees, you can direct their blossoms and seed, so that leaves sprout, but no vines, and so that branches twist and sprout, vine-shaped claws, teeth, or a growth covering many strands of bark. If they sprout any other magical growths, those growths wilt as they mature. Trees that wilt also wilt when the spell ends. Transmutation

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell allows a creature of your size or smaller to become immune to being frightened while disguised as a beast. You choose the spell’s target state. When you cast the spell, and before you use it on the target, the target’s alignment is unchanged, but its soul is free for its next use of the spell. The target’s actions and actions are unaffected by its disguised state. Each time you cast a spell of a target creature type or creature type other than beast or fey, you can affect the target with a new spell of that creature type or creature type, or with a spell of that creature type that targets one creature type more than twice as large as the target’s size (your choice). Divination

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell damages any creature that you can see within range. Until the spell ends, each targeted creature (including undead) that you can see must spend 4 feet of movement for every 1 foot it moves on the ground, and the spell leaves it no choice but to make a Strength saving throw. On a successful save, it takes half as much damage, or half as much damage on a failed save, and the spell ends for that creature. Conjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You and up to eight willing creatures of your choice that you can see within range each gain this ability for one minute. This spell has no effect on undead or constructs. While affected by this spell, the target has a chance to detect you and gain information about any creatures that have passed it by. A successful dispel magic spell used against an affected creature destroys it instantly. Illusion

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You conjure up a creature of your choice within range, raising it as a kind servant. It takes 10 minutes to create and serve you. It has 10 hit points. When you cast the spell, you create an instantaneous event in which it, and all creatures of its kind, make a Wisdom (Perception) check against your spell save DC. If successful, the creature becomes a kind servant and doesn’t need to be adrift in the sea. Conjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a circle of shimmering force in an unoccupied space of your choice within range. You create the following effects when you cast this spell: You instantaneously teleport a creature in the area to another plane of existence. You instantaneously teleport a Large or smaller creature to an unoccupied space within range. You instantaneously open or close a gateway to another plane of existence, as if you cast this spell there. You cause flames to flicker in the air in a 30-foot cube centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage, and it becomes blinded for 1 minute At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a cylinder of magical energy centered on a point you choose within range. The cylinder remains for the duration, and you can use an action to cause it to erupt and explode in a 50-foot cube on a point within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 4d6 radiant damage. On a successful save, that creature takes half as much damage (5d6). Creatures or objects within the cylinder can’t be affected by spells or other magical effects. Conjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize the flesh of a willing creature you can see within range. The target must make a Strength saving throw. On a failed save, you instead automatically seize the target with powerful tendrils of flame, shedding bright red and violet sparks at it. The flame burns for an additional 30 feet. If you have seen a similar effect described above with a successful save, that creature’s speed is halved until the start of your next turn, and you regain hit points equal to half the amount of hit points you have. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can seize the flesh of a willing creature that you can see within range, granting it a benefit described in the following table. For the duration, the target’s speed decreases by 10 feet for each slot level above 3rd. Transmutation

Stone Share

Casting Time: 1 action
Range: 30 minutes
Duration: Instantaneous

You gain the ability to share any portion of your body with another creature. For example, you can share your body with a creature of your choice that is of the same height, weight, and color. You can also share your body with a creature of the same level or higher. You can also share your body with any creature of the same level or higher. You can also share your body with any creature of the same level or higher. You can also share your body with any creature of the same level or higher. You can also share your body with any creature of the same level or higher. You can also share your body with any creature of the same level or higher. You can also share your body with any creature of the same level or higher. Your body moves with the creature. It has resistance to bludgeoning, piercing, and slashing damage. If you are carrying more than one creature, you can use your action to move two or more of your creatures to different planes of existence. You can also move one or both of your creatures to any other plane of existence. Abjuration

Stone Share

Casting Time: 1 action
Range: 30
Duration: Uninterruptible

You create a circle on the ground and line it with a †shaped †shaped rock on the ground. The circle lasts for the duration. When you cast the spell and as part of your action on any of your turns thereafter you can switch from bombarding the circle with bolts of lightning to blasting it with blasts of crackling ramda, dealing it 2d6 thunder damage, or raising it with one of the other three bolts. The rings give you control over up to four explosive rings that are connected to one another. When you attack a cylinder that has two explosive rings connected by crack, your attacks deal an extra 1d6 extra damage. Choose one ring to do 3d6 damage, two to do 4d6 damage, or three d6 damage ones; the extra damage is divisible by 2. Evocation

Stone Share

Casting Time: 1 action
Range: 3rd-initiate
Duration: Instantaneous

You invoke the spirits of good and evil at the same time. Choose one creature within range and one of the following effects occurs on it: You create one of the following effects within range: One of the following effects poisons or fashions the creature’s home or works, or causes the creature’s physical appearance to change. The creature lacks the capabilities to perform any task within 120 feet of its laboratory or any place within 120 feet of its laboratory that requires hands-on knowledge of its craft. Stunning or slashing the creature causes it to make a Constitution saving throw. On a failed save, the creature becomes blinded and deafened for 1 minute. Stunning or slashing the creature causes it to make a Constitution saving throw. On a failed save, the creature takes 1d10 psychic damage, and it takes half as much damage on a successful save. Stunning or slashing the creature causes it to make a Minor or Great Illusion. The effect can’t create physical or mental linkages or distinguish between the two. Stunning or slashing the creature causes it to make a Minor or Great Illusion. The effect can’t create mental linkages or distinguish between the two. Stunning or slashing the creature causes it to make a Divine Sense check made using your spellcasting ability. If you are using your spellcasting ability to know the truth about an illusory evil within 120 feet of your home, the illusion is triggered within that 120 feet area. Divination

Stone Share

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell grants you magical access to one willing creature you designate within range: a rock, a rock wall, or a mountain. You choose the creature’s size: Medium or smaller. It has AC 15 and 30 hit points; it takes 10d10 bludgeoning damage on a failed save, and it is knocked prone. If it fails the save, it wastes its action and can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. You can use a bonus action on a later turn to mentally recall the first creature that you know is within 5 feet of it and to ram the creature’s head back into the wall. You can’t use a bonus action until you use this spell, and you must make a successful save against the spell before it can again take effect. Conjuration

Stone Share

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You and one humanoid within range create a magical cord that lasts six hours. When you cast this spell and as a bonus action on each of your turns thereafter you can alter the string so that it cuts through a ceiling, an on either side of an object or a pile of debris or other obstacle, creating a pillar of fire 25 feet high and 25 feet thick. This magical cord extends from you to one creature affected by the spell and into the flames. The creature remains there for the duration. If the creature drops to 0 hit points before the spell ends, it takes 1d10 fire damage, and if the creature drops to 1 hit point before the spell ends, it takes 1d10 radiant damage, which is reduced by the spell’s maximum extent. As a bonus action on each of your turns, you can move the magical cord up to 5 feet from you in any direction along the ground, so that it cuts through a ceiling, a pillar of debris, or a pile of debris. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Stone Share

Casting Time: 1 action
Range: 5 minutes
Duration: Instantaneous

A humanoid undead creature enters a space you can see within range. The space’s surface looks like a surface of solid rock. Any ground in that space has AC 15 and 30 hit points, and any material or nonmetallic elements in that space have AC 20. The space must be at least 10 miles from the source of the spell’s effect and less than 30 feet from any other location on the celestial plane. Transmutation

Stone Share

Casting Time: 1 action
Range: 5
Duration: ThreadDuration: Concentration, up to 1 hour

You create a pillar of swirling dust on the ground within range. Each creature in a 40-foot-radius sphere centered on the pillar must succeed on a Dexterity saving throw or take 5d8 thunder damage each round it remains suspended there. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Stone Share

Casting Time: 1 action
Range: 5
Duration:

You gain the ability to share something inside of an object. For example, you could send a piece of wood as long as ten feet to a creature whose Intelligence scores are 1 or less, give it a +1 trait bonus, and so on. This way, you can shape the item to fit inside a piece of wood you have used before, creating a piece that weighs no more than 5 pounds and can be carried up to 5 pounds. Thus, you can send a piece of wood as long as ten feet to a creature whose Strength scores are 1 or less, give it a +1 trait bonus to your weapon attacks, or you can shape the item so that it fits inside a large container you create for food or drink. Once you make this arrangement, you can’t duplicate it again for good. Each time you use this spell as part of your attack, its action to create the duplicated effect returns you to the original object you used for the attack. This way, you can create both duplicates and duplicates wrought by similar objects. When you use this ability to create an object created for sale by an evil spirits spell, you can choose the magic cord from which the duplicated effect appears as a hand made into a piece of rope that runs along the edge of the container. If you create an object wrought by one of the following spells, you can create duplicates of that object created by multiple duplicates of the same object. This spell closes such an object and removes any duplicates automatically. Enchanting False Touch Removing debris and bodies From a corpse Falsely assuming the form of the creature you’re examining Casting this spell destroys an object created by the spell. This spell doesn’t _contain_ body parts, bones, or any other form of flesh. The spell simply recalls the creature’s true form and duplicates its physical characteristics into the creature’s severed limbs. The creature is then aware of the extent of its injuries and their severity. The creature can use its action on each of its turns to make a Strength check against your spell save DC. On a success, it can’t use its action to move at all, and the spell ends. The creature has advantage on Strength checks and attack rolls against creatures other than you. If the creature is charmed or driven by a false sense of security, this spell can break it, sending it falling or flying in a random direction. Transmutation

Stone Share

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A dark cloud springs from your mouth. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your mouth to a point you choose within 30 feet of you. Make a ranged spell attack for the first point you choose until the spell ends, and make a new attack roll for the first die of your turn. On a successful attack, you gain the ability to use the remaining turn’s ammunition slot. If you fail to make either attack, you instead take 3d8 lightning damage and beak lengthlessly pulled up to 20 feet in a straight line toward the point you chose. For the duration, a raven hails from and strikes at your line of sight as if it were fighting a raven. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Stone Share

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, you have advantage on attacks and abilities checks that you can see that use an ascending or descending plane. You make such an attack by climbing. If you succeed on a check against your spell save DC, you reach for a greater height advantage to follow you up. If you fail, you drop to the ground, where you die, at the DM’s discretion. A disintegrate spell deals 2d8 force damage to you, and a shackle break spells make it up to 1d6 force damage, if you are fighting a creature. Conjuration

Stone Share

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a pillar of shadow hovering at a certain altitude above your head. The pillar appears in an unoccupied space within range and lasts for the duration. Each creature in the pillar’s area must make a Dexterity saving throw. A creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. The pillar appears and lasts for the duration. When you cast this spell, you can create a circular globe centered on a point within range. The globe remains centered and creates two 40-foot-radiusesighted spheres centered on the globe. You can shape the globe so that it faces toward you and spreads its ray of frost spell when you cast it. When you cast this spell, each creature in the sphere must make a Constitution saving throw. A creature takes 6d8 frost damage on a failed save, or half as much damage on a successful one. The frost damage also extends into the Ethereal Plane. The globe sheds dim light in a 30-foot radius, succeeding on the saving throw made to cast this spell. If a creature moves through the globe for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. On a failed save, it takes 6d6 cold damage, or half as much damage on a successful save. Evocation

Stone Share

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You seize the initiative, gaining the ability to see and hear all creatures within 30 feet of you. For the duration, the target has disadvantage on attack rolls against you and can't benefit from reactions, such as make a Constitution saving throw. Additionally, as an action, you can move the target up to 30 feet if you have it moved up to 30 feet in a straight line, or move it twice as far if it is moved up and covered by armor. Transmutation

Stone Share

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a protective orb centered on a point within range where a bat’s breath can extinguish the fire in the room it sleeps within. The orb is immobile while you are sleeping. When the orb appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature can’t take reactions until it moves out of the orb’s area. Once inside the orb, a creature can use a bonus action to move its movement so that it can pass through the edge of the orb, gaining access to its space. Alternatively, a creature can use its action to move through the edge of the orb and gain passage through the air, floor, or ceiling. The move also has disadvantage on impact against creatures other than you. Conjuration

Stone Share

Casting Time: 1 action
Range: 60
Duration: 5 minutes

You create a magical beast within range, linking it to a willing creature that is friendly to you. The creature becomes friendly to you and moves with you until the spell ends. The creature’s flying speed is 30 feet. The target can walk and jump. It takes 15 feet of walking and 10 feet of jumping damage for it to revert to neutral. The spell ends if you use your action to move the target to another plane of existence. Necromancy

Stone Share

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical link between yourself and a creature that you can see within range. The creature can be a Huge or smaller creature or a Medium or smaller creature. The link allows you to travel to an area of the same kind as your own and target the same creature or several creatures within range. The creature must be within 30 feet of you when you cast this spell, and you must succeed on a Wisdom saving throw to do so. The creature’s speed is halved in the area, and it can’t move over obstacles, rocks, or fallen leaves. If the creature starts its turn in the area with a successful save, it is directed to a spot within 30 feet of you that you can see within 30 feet of you. You can target one creature with this spell by making a Wisdom (Perception) check against your spell save DC to find a creature that fits within the definition of the following classes:A creature that is neither charmed nor frightened is immune to this spell and can use reactions to it to silence the creature. When you cast this spell, you can specify creatures that are immune to the spell and that have been charmed or frightened while you are casting it. You also can’t use reactions to it. When you do, the creature becomes charmed or frightened, and the spell ends. You can’t use any reaction to it again until the creature is no longer charmed or frightened. Conjuration

Stone Share

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering orb on the ground within range. The orb appears in an unoccupied space that you can see within 120 feet of you with a successful Intelligence (Investigation) check against your spell save DC. You sense the direction and direction of the orb for 1 hour, after which time it disappears. If you are within 60 feet of the orb and see a line running along it, you can see it up to 60 feet following a course of randomly chosen horizontal or vertical courses until the spell ends. Conjuration

Stone Share

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create up to ten twenty-foot tall pillars of pure air on the ground within range and that remain in place for the duration. Each pillar can be as tall as you or as tall as 10 feet wide. Each pillar extends into the air and sheds bright light in a 20-foot radius, providing you shade for up to 10 minutes. During that time, you can use your action to exhale a Large or smaller spell of 4th level or lower. The spell creates a barrier of thick fog, 30 feet thick, covering up to 10 miles per year. At any point during the duration of the spell, a Large or smaller creature can pass through the barrier and enter or remain inside it, creating a visible line of sight to any creature outside the barrier. Transmutation

Stone Share

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create up to twelve illusory illusions in an unoccupied space that you can see within range. The illusion appears so that creatures can see through it and isn’t blinded. The illusions can be activated only by specific actions or with specific words. For example, you could create an illusory image of a large tree on the ground and animate the illusion to suggest any actions that a creature might take to protect the tree from harm. If the image fails to appear, the illusion vanishes, moving to any unoccupied space within 30 feet of the space you’ve designated for its destruction. When you cast this spell, a second illusory image appears. The image appears in the space it occupies, such as behind a desk or at one of the places you choose within range. The image immediately follows a specific action you take to resist the illusion. You can take the same action to affect another illusory image, or you can cause the illusion to persist. This spell has no effect on creatures other than you. Illusion

Stone Share

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a spectral demon, known as the Unshifting Blade, from the jaws of the Earth. Once summoned, the demon takes 1d4 necrotic damage at the start of each of its turns, and it disappears within 10 feet of you. For the duration, the demon has advantage on attack rolls against creatures and creatures with flying and reach. That ability has no effect if your hilt is the same one used to strike the demon. If you strike a creature with a flying attack, the demon makes a low roll of 20 d10, dealing no damage. If you strike a creature with a reach attack, the demon makes a low roll of 20 d6, dealing no damage. If you strike the demon with a melee attack, the demon makes a melee attack roll of 5d6, dealing no damage. If you strike the demon with an attack with an antimagic field, it makes a melee attack roll of 10d6, dealing only half damage. The demon is hostile throughout, and it deals nonmagical damage to creatures it strikes. Until the demon collects all its strikes, it deals 1d6 total damage to creatures it strikes. Necromancy

Stone Share

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A veil of shadows appears on a solid surface within range and lasts for the duration, at the DM’s choice until the spell ends. If the veil suddenly appears to be an illusion, the creature is warded from view and its awareness is suppressed. While this veil appears, the creature is blinded. It has advantage on saving throws against being blinded by bright light and from bright light and bright lights. When the veil appears, each creature within 5 feet of it must make a Wisdom saving throw. On a failed save, the creature can’t see or hear anything and is blinded for 1 minute. When the veil appears again, the creature can repeat the saving throw. A creature blinded by the veil can use its action to move the veil up to 30 feet and then make a Strength saving throw. On a successful save, the veil becomes permanent and can’t disappear. A creature blinded by the veil makes a Wisdom saving throw at the end of its turn. On a successful save, the veil is broken and no longer adheres to the surface. Transmutation

Stone Share

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You sling yourself up to 30 feet in any direction, extending your reach up to 30 feet in that direction. The sling can be thrown. The sling also has resistance against bludgeoning, piercing, or slashing. The sling ends on a creature when it drops to 0 hit points. Necromancy

Stone Share

Casting Time: 1 action
Range: 60 days, 12 hours
Duration:

Transmutation

Stone Share

Casting Time: 1 action
Range: 60 days1 Hour
Duration: 1,500 gallons

The sun shines slowly on a bright and bright surface in any solid surface; an hour later, a portion of the sky will erupt into a bright orange or red flash’s light. The entire area can have an altitude of 60 feet. A blast of radiant light and enough strong illumination to dim the most of the light can penetrate an area for 1 minute. A sphere of darkness is created as a 25-foot-radius sphere centered on a point within range. Any creature affected by this spell who fails its saving throw or is blinded while within the sphere (its movement speed for the attack doesn’t change) must use its action to create a shield of light within the sphere for the spell’s duration. The sphere lasts for the spell’s duration. In addition, any sphere created by this spell must have at least 10 feet of vertical area and 20 feet of horizontal area at the start of any turn it lasts. The sphere can cover a space of 10 feet or less on either side. As the spell ends, the sphere becomes the same size as the surface it appears on. The spell ends if it has no effect on the area at all. If it has at least 10 feet of vertical area, the spell ends for it. Abjuration

Stone Share

Casting Time: 1 action
Range: 60 Days
Duration: 1 Hour

1 Hour (8-12 hours) 2 Hours (8-12 hours) 3 Hours (8-12 hours)4 Hours (8-12 hours) 5 Hours (8-12 hours) 8 Hours (8-12 hours) 10 Days (8-12 hours) 1 Hour (8-12 hours) 5 Hours (8-12 hours) 12 Hours (8-12 hours) 1 Hour (8-12 hours) 8 Hours (8-12 hours) 10 Days (8-12 hours) 1 Hour (8-12 hours) 8 Hours (8-12 hours) 1 Hour (8-12 hours)�8 Hours (8-12 hours) 10 Days (8-12 hours)1 Hour (8-12 hours) 8 Hours (8-12 hours) RandomRedditor10 Days (8-12 hours) 1 Hour (8-12 hours) 8 Hours (8-12 hours) 10 Days (8-12 hours) 1 Hour (8-12 hours) 8 Hours (8-12 hours) 10 Days (8-12 hours)

Stone Share

Casting Time: 1 action
Range: 60 Days**1 Hour**Concentration, up to 1 hour
Duration:

Until dispelled, any creature on a plane of existence that you can see must make a Wisdom saving throw. As an action, you can cause the creature to make the saving throw at the start of the next day. On a successful save, the creature can’t use up more than the total of its current hit points. Conjuration

Stone Share

Casting Time: 1 action
Range: 60 days, 1 hour
Duration: Instantaneous

You gain the ability to draw a line in the air, up to 25 feet long, 10 feet high, and 1 inch thick. The line appears in a spot you choose within range. The line can be 60 feet long or 100 feet wide. The line lasts for the duration, and you can use a bonus action to cause the line to expand by 20 feet. Conjuration

Stone Share

Casting Time: 1 action
Range: 60 days1 Round (1/4 of a day)
Duration: Instantaneous

This spell uses up the caster level for the first time on a target spell. The target can choose a new target within 10 feet of the spell’s starting point, as long as the target has the current level of the spell. The target also can choose an additional target within 10 feet of the chosen target, if those targets are higher than the target’s level. In any case, the target takes 4d6 psychic damage from the spell’s range. Conjuration

Stone Share

Casting Time: 1 action
Range: 60 days durationInstantaneous
Duration:

A magical staff that resembles a staff of magic appears and attempts to cast spells of your choice. You must be within range and must cast the spell once. You must also be within ranged range. You can't use this ability again until you finish a long rest. Transmutation

Stone Share

Casting Time: 1 action
Range: 60 Days
Duration: Duration:Instantaneous

Concentration, up to 1 minute Choose a humanoid or a humanoid of your choice that you can see within range. The creature must make a Wisdom saving throw. On a success, the creature takes half as much damage on a failed save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, and again using a spell slot of 7th level or higher, you can target one additional humanoid for each slot level above 5th. The creature must be within 5 feet of the target when you target it. Necromancy

Stone Share

Casting Time: 1 action
Range: 60 days
Duration: Instantaneous

You create a magical connection between yourself and a creature that you can see within range. The creature must be within 5 feet of you when you cast this spell. You can also create a creature from the same material as you, but you must have at least one foot of solid material on each side of the creature. The creature must be within 5 feet of you when you create it. You must first create a new creature that matches the creature's physical form, and then use your reaction to change the creature's form until the creature returns to its original form. The creature must be within 5 feet of you when you cast this spell. The creature must meet the creature's physical form and be within 5 feet of you when you change it. You can revert the creature back to its original form when the spell ends, but you lose the ability to change it. Make a Charisma saving throw. On a failed save, the creature becomes a duplicate of the creature that you created. On a successful save, the creature becomes a duplicate of the creature that you created. The duplicate is not considered a creature by the spell. You must use your reaction to change the creature if any. You can also cast this spell with a successful save. On a failed save, the duplicate is no longer a creature. Evocation

Stone Share

Casting Time: 1 action
Range: 60 days, up to 1 hour
Duration:

A sphere of magical energy appears in the space of a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 2d6 psychic damage and must roll a d12 and add the number rolled to its ability score. On a successful save, the creature takes half the amount. Divination

Stone Share

Casting Time: 1 action
Range: 60 days, up to 1 yearWD
Duration: 1 mile (8 miles per day), 10 minutes (60 seconds)

100 Instantaneous You attempt to create and control a magical object of magical power. The object must be of the same dimension as the object you are creating or a different dimension from the object you are trying to control. The object can be any object of the same type as the object you created or one that has the same magic as the object you created. The object can be any object of the same type as the object you created, or one that has the same magic as the object you created. The object can be any object of the same type and dimension, or any object that has the same magic as the object you created. The object must be able to be of the same dimension as the object you created or a different dimension from the object you created. If the object is a duplicate of the object you created, the spell ends. The object must be able to be of the same dimension as the object you created. The spell can be cast multiple times. If the object is an object, the spell only ends if the object is destroyed. The object must also be a specific type of object of the same type as the object you created or one that has the same magic as the object you created. The spell ends when the object is no longer in the spell slot. Divination, Stone Shape 60 days, up to 1 year Divine providence is a powerful magic that affects only one sort of creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. The target must then make a Wisdom saving throw and must use its action on a subsequent turn to regain 1d6 hit points. If the spell ends before the target can use its action to speak a word, the spell ends. Conjuration

Stone Share

Casting Time: 1 action
Range: 60 Hours
Duration: Concentration, up to 1 minute

A creature you touch becomes a member of the group. The spell ends when the spell's target has died, or if it ends in a different creature, the target is dismissed, and any creatures left inside it must succeed on a Wisdom check or become undead. The target can make a Wisdom saving throw at the end of each of its turns. A successful save ends the spell. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 2 feet away from it. Conjuration

Stone Share

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range must succeed on a Wisdom saving throw or drop whatever it is holding and sink to the ground. Creatures that reach the top of the affected creature’s height must make the saving throw, and those that reach the bottom must make the other saving throw. An affected creature falls only once on a 20-foot-diameter wing; if it lands, it lands twice, and if it doesn't land, it takes no falling damage. Evocation

Stone Share

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour

Choose a creature within range and magically link it to whatever it is doing. Stunning it causes it to become frightened and permanently tail and talon-wreathed, warding off hostile creatures. The creature can be stoned or stoned once a day as a punishment for missing out on a meal. You can also stoned an unheated steed for one week, causing it to become frightened again and regain lost health. Whenever you cast the spell, you can have up to three steeds stoned at the same time. When you make a separate attack roll, you can use your bonus for the roll to affect two additional steeds for each attack roll. Necromancy

Stone Share

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your spell fails and any creatures within reach are suspended in midair in a 30 foot radius centered on the point you chose for the spell’s duration. The suspended objects can be up to 10 feet long, 10 feet wide, and 1 inch thick. Until the spell ends, you can use a bonus action on a subsequent turn of yours to raise the suspended objects, which must be no heavier than sticks or stones. They float in midair and can rest comfortably on your shoulder and in your bag. If you use another action on a later turn of yours to raise the suspended objects, you can use a bonus action on a subsequent turn of yours to move them up to 30 feet and create a crisscrossing gash across the ground. Each creature in the crisscrossing radius must make a Constitution saving throw. On a failed save, a creature takes 14d6 cold damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation

Stone Share

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature. The target can make a Wisdom saving throw. On a success, the target must succeed on a Wisdom saving throw and take 3d6 necrotic damage on a failed save, or half as much damage on a successful one. This spell’s damage increases by 2d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Stone Share

Casting Time: 1 action
Range: 60
Duration:

Until you choose this form in combat, the next time you hit an enemy with a weapon attack before then, the creature takes 1d8 piercing damage, and the weapon falls to the ground and takes 3d10 extra damage. Conjuration

Stone Share

Casting Time: 1 action
Range: 6
Duration: 8 Hours

You grant an undead creature within range a magical ability score, granting it expertise in one ability that you know or know is relevant to the task at hand. The creature can read a 5th-level spell slot and create the glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph girding glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Lord of Stone Shape, the Unseen, in, around. If a glyph of any kind is involved, it forms in the glyph of whatever glyph you choose. If you are dealing with a ceiling or other obstacle, you can use the shortest distance to form the glyph, (60 feet) on a side and up to 5 feet on a large one. The glyph then shapes the obstacle or wall, or it shapes the solid barrier. You choose one of the following effects to cause the glyph to appear: 1. Place the glyph in an unoccupied space, such as a laboratory or a dungeon. 2. Place the glyph within an opening sealed within range or sealed within range. † Place the glyph in an unoccupied place within range. ‘ Place the glyph within an arded circle within range. When a creature enters a sealed location, the spell fails, and the glyph is created in that place or within an area protected by an protected circle or protected circle . All other effects fail. If a glyph’s magic allows, the glyph w ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho ho

Stone Share

Casting Time: 1 action
Range: 6 minutes
Duration: 8 threads (4 threads per minute)

You touch three threads of wood and a chunk of stone. The stone becomes one of the following: a stone of any color; stone of any thickness; stone of any colour; stone of any thickness, including stone of gold or bronze; or stone of any thickness with a 10-foot radius. The stone must be of a size as large as you know the material of the stone and one-half inch thick. The stone can be worn or carried by anyone, whether or not you are an elf. You can then use your action to compel creatures to follow you, but you must be within 30 feet of the stone at the time. You can compel a creature to follow you only if you can perceive it as a creature of its kind. Conjuration

Stone Share

Casting Time: 1 action
Range: 8 Mile
Duration: Duration: 7 days or until you finish a long rest

Touch 24 minutes You touch a willing creature. For the duration, the target’s speed and armor rating increase by 25, and it can’t take any damage. The spell ends if the target drops to 0 hit points. The spell ends if you heal the target or if the spell harms it. Conjuration

Stone Share

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a magical cord of cord blood that surrounds you and lasts for the duration. The cord lasts for its duration, but it is not permanent and can be broken by falling or other causes. It doesn’t protect you and your companions, and it can’t be tapped or summoned. When you cast this spell, you can dismiss any number of such charges at any time as an action. When you cast this spell again, the spell ends without dealing a critical hit, and the cord is no longer permanent. Transmutation

Stone Share

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a magical door or door portal at the center of a cube that you can see within range, creating a beam of light that crashes down on an unoccupied space closest to the portal. The beam lingers in the air for the duration or until you use an action to exhale the magic. Any creature that moves within 5 feet of the portal can use its movement to move through it to enter the portal (no action required by you). When you do so, you can pour out the magic and create a portal on the ground or on a hill, a hill or a dome. Each portal created doubles its area of radius, reaching up to 30 feet on a side and 30 feet on a side. Each creature that enters the portal perceives its space as a different portal created by the spell. For example, a portal created between two braziers created by the spell and a portal created between a shop and a temple created by the spell. The portal is strong enough to crush solid objects, and it is transparent to harmful light. As an action on your turn, you can move the portal up to 50 feet in any direction, ending the effect of the spell on it. Conjuration

Stone Share

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create an illusory portrait that only a single creature can see, centered on a point within range. The portrait can be as large as a 30 foot cube, and it appears to be vacant. Any creature that can see the portrait within the last minute can dismiss the portrait and re-size it in any manner you like. You can use an action to dismiss this re-size spell. When you do so, roll a 16 or higher on a roll of 16 or higher. On a 5 or higher, you create an illusory image of the portrait that lasts until the spell ends. You can use this re-image on a creature within 30 feet of the portrait. On a failed save, the creature has disadvantage on attack rolls against you until the spell ends or until the image appears in an unoccupied space within 30 feet of you. If the image appears in this way again, the creature has disadvantage on attack rolls against you until the spell ends. Illusion

Stone Share

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You awaken to some unknown force. Choose up to ten creatures under your control. Choose one that you call the Beast’s Cunning. The beast is cunning enough to take the Dash action while it is within 1 mile of you, and it takes 9d8 Wisdom damage on a failed save, or half as much damage on a successful one. The beast doesn’t move. When you cast this spell, choose another creature as the target. That creature must be within 15 feet of you when you target it. That creature can move up to 60 feet when you target it, but it can’t leave the spell's plane or interplan such a movement. The spell ends for that creature when it moves to a space that is more than 20 feet away from you. When you target another creature, you target that creature’s Wisdom modifier with this spell. When the spell ends, the creature w as moved and made aware of the spell. Abjuration

Stone Share

Casting Time: 1 action
Range: Ability level: 1
Duration:

This spell ends if a creature of your choice that you can see within range’s space ends its turn within one mile of where the spell ends on a successful (or no change) saving throw or becomes charmed by the spell, willing and able to hear its language and all or part of it. A target charmed by this spell must use its action to use one of its reaction tools or its reaction tool belt to create one piece of jewelry, a sling, or a belt buckle. The DM determines the number of pieces of jewelry, the material in the piece chosen, and the slot of the piece used. Each piece created only uses one slot of the piece, and the DM chooses the slot. When worn or carried by a target, a piece created by this spell is still one slot higher than it used to be. The target is still charmed by this spell, although it can’t speak, understand, or perceive any known language. Conjuration

Stone Share

Casting Time: 1 action
Range: Ability: Swarm
Duration: Concentration, up to 10 minutes

You create a swarm of 10,000-foot-high quills that grow from the ground in a spot you can see within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. A creature can’t be knocked prone. The swarm ends when you reach 6th level (4d6), 11th level (5d6), and 17th level (6d6). Evocation

Stone Share

Casting Time: 1 action
Range: Category
Duration: 10 Days

This spell allows a creature’s soul to rest. You possess a creature’s soul, which is a mixture of the soul of a living creature (your choice) and a solid object that you can see within range. The soul is an object that has the following properties: It can’t be damaged or otherwise broken by normal means. It can’t require life or material possessions to return to it. It can’t be replaced by another creature or a new one. It can’t be turned against you. Divination

Stone Share

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You whisper to a humanoid that you call a spell. You designate a creature, as this creature gains the benefit of that creature's statistics. You choose one of the following effects. The target takes a – 2 penalty to AC and 20 hit points. You also take 20 hit points from any nonmagical weapons and ammunition that you are carrying or otherwise attempting to carry. Transmutation

Stone Share

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour On a creature you choose within range, you cause one willing creature you can see to make a Wisdom saving throw. On a failed save, you also reduce the target to 0 hit points, and it frees its Strength score. If you use your action to make a Strength saving throw, you also reduce the target by 1 hit point for each slot level above 1st.
Duration:

Conjuration

Stone Share

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You choose one object that you can see within range. You touch it, and it becomes an object made possible by nature's power to manipulate nature. The object can be owned or controlled by a deity (including you), an undead, an animated, or a statue. If the object is not owned or controlled by a deity, its components, and you, its components' components, become animate objects. The item disappears when it drops to 0 hit points or when the spell ends. It lasts until the end of your next turn. While the object is in motion, you can use a bonus action to cause the object to return to its owner's body, as stated above, if the object changes state in this chapter. To do so, you must first use another action, such as ramify or make a copy of a permanent object, to cause the object to return to its owner's body. If the object changes state at all, you are stunned. If you are affected by another spell of the same type as the object, this spell ends for it. Transmutation

Stone Share Evocation

Stone Share

Casting Time: 1 action
Range: Huge abode
Duration: 1 Hour

You make a bonfire erupt into flame, create 1d4 pieces of celestial meat, and serve as a light or medium flame for up to 5 minutes. After expending a spell slot of 5th level or higher, you can craft a bonfire from scraps of wood or bone, a simple torch, or a small campfire, as appropriate. The fire then spills over onto the bonfire, creating a vertical passage between the wood and the stone. For every 5 feet you move through the bonfire, you can expend one action to instantly set a rock or other nonmetallic object on fire or smoke. Also, when you cast this spell using a spell slot of 6th level or higher, the flame spreads out over a 30-foot cube, making it difficult terrain for nonmagical creatures to enter. Fire Protection Word Smite 60 Instantaneous You unleash a virulent disease on a creature that you can see within range. In a line 5 feet long and 5 feet wide, the creature must make a Constitution saving throw. The target, or a creature that resembles the creature and can hear it, takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one. The stunning effect doesn’t extinguish magical diseases, curses, or foul spirits that might be spreading over the creature’s land or attempting to do damage. When the damage reduces the target to only half true hit points, it becomes diseased again. At the end of each of its turns, it can repeat the saving throw. It must also finish each of its turns before it can use its action to move forward or backward 5 feet. A diseased target can take additional actions as normal, but none that are uncontrollable. It makes all of its moves within 1 minute of moving slowly or moving slowly, and it makes any movement it makes with a weapon command. When the spell ends, the diseased target deals 3d4 damage to you and every creature itdles within 5 feet of it with magic missile take 2d4 piercing damage. Necromancy

Stone Share

Casting Time: 1 action
Range: Instantaneous
Duration:

For the duration, you hold the severed part of a creature or an object in your hand and create a cord that carries it to another creature. Make a melee spell attack against the target. On a hit, it takes 10d10 piercing damage. If you hit this with a weapon, you instead make the weapon explode, dealing 25d10 extra damage to the target. The blast can pass through barriers, walls, and any solid metal structure made of metal. Evocation

Stone Share

Casting Time: 1 action
Range: Instantaneous or 1 hour
Duration:

As part of the action used to cast this spell, you can switch between creating a magical lock and a lock to another solid object. For the duration, an object composed of two materials (such as stone, wood, or metal) that are no more than 10 feet in any dimension is impassable; it remains there for the duration as a solid object, protecting it from attack, defense, and travel attacks. When a solid object has been created that way, the object is instantly restored to its original condition, and any defenses restored have no effect. A magic lock prevents a warded object from falling out of place and creating a barrier between you and the object until the spell ends or you choose a different action to do so. When you cast the spell and as soon as a solid object has been created as a solid object, it transforms into a magic lock, shedding its impassable state for the duration. You can create a magical lock under any surface and as a bonus action on each of your turns, you can create a magic lock with one claw or the equivalent of a baste (in this case, a magic spear) on the object. This spell creates both a solid lock and a magical lock under a surface that is at least 30 feet square. Any object or creature that can’t be bound by a magic lock is allowed passage through the lock, though it can’t occupy a portion of the object. The spell ends when all three objects have been created and no more magic locks have been created. Conjuration

Stone Share

Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Concentration, up to 1 minute

This spell allows a creature’s Intelligence to rise or fall based on the direction in which you are pointing, up or left, as determined by your wyvern master. The shape of the incoming spell can have any number of components you choose that match the creature’s Intelligence and Wisdom scores. Creatures with Intelligence scores of 2 or less are unaffected, and spells such as surprise dispel magic or greater restoration allow the creature to regain 6d6 hit points by casting a single spell of 3rd level or lower. Divination

Stone Share

Casting Time: 1 action
Range: Self (100-foot cube)
Duration: Instantaneous

You create one of the following effects within range: You create a nonmagical blast of radiance on a creature that you can see within 100 feet of you. You cause the target to make a Constitution saving throw. On a successful save, you undo the effects of a spell and have no knowledge of them. You end each turn enduring magical damage, if any, during it. You create an instantaneous effect that lasts for the duration or until you use an action to control your effect: You banish a creature that has died of old age, regaining the maximum life from its pool of hit points. You change the face of an area within 5 feet of you that is no larger than a 20-foot cube. For example, you might create a portal up to 20 feet deep, 20 feet wide, and 20 feet tall, with a 10-foot radius and a 20-foot high ceiling, between each portal. You create a harmless sensory effect that lasts for the duration. For the duration, sounds, smells, and other sensory effects created by this effect have a natural sound level of 10, and magical plants and other animate objects created by this spell have a harmless sensory effect similar to that created by the mist effect. You alter the appearance of creatures within 5 feet of your construct’s lair. For the duration, creatures of the kind that you designate have hair that grows thick and thick in their wake. These creatures are charmed, frightened, and possess animalistic traits that can be turned against them. The creatures are under the effects of a frightening effect. The creature chooses what kind of fright it chooses at the start of each of its turns. The creature doesn’t provoke opportunity attacks, other than by raising its head to look at its master’s face. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two nonmagical objects that have been disarmed from their original object—a simple staff, a mundane weapon, or a staff made of earth or stone. Instead of using a staff, you make an object levitate and animate as a free action. Constructs and undead aren’t affected by the spell. Each time you cast this spell or use any spell spell associated with it, the teleportation effects last for 1 minute, using a different spell slot. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target an attack with a staff of lightning that includes both the staff and the target. Each creature in a 10-foot radius around the staff must make a Dexterity saving throw. On a failed save, the creature takes 10d8 lightning damage. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage type of the staff increases by 1d8 for each slot level above 6th. Evocation

Stone Share

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Concentration, up to 1 minute

You create a ward that protects up to ten creatures of your choice within 100 feet of one another. The spell creates a cumulative 50-foot cube for each target. When you cast the spell, choose one target chosen by the spell or by any other means possible, and then project the spell into the warded area. Each target must be within 100 feet of you when you cast this spell. Each target’s speed is halved in the cube and its jump speed is halved in the cube. The first time each target takes damage of one level or lower, it is stunned until the spell ends. Evocation

Stone Share

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

Eight virulent green spiders crawl from a ceiling on a flat bench in front of your house. They appear humanoid, with their black tentacles, and have a bite size of Small or smaller. They are friendly to you and creatures you designate when you cast this spell. They bite twice as often as normal creatures, and they shed bright light in a 30-foot radius. The spiders can’t bite you until reduced to 0 hit points. A restrained target can use another action to make a melee spell attack against the swarm, using the slam attack action on each of its turns as an action. On a hit, the target must make a successful Constitution saving throw. If it fails, it frees itself by making a Wisdom (Perception) check against your spell save DC. If it succeeds, the spell damages a creature or a construct, or both. If the spell has more than one target, it deals 2d8 necrotic damage to that target. A restrained target w as restrained by a spider or other crawling creature uses its action to make a melee spell attack against each target. On a hit, the target takes 2d8 necrotic damage. On a failed save, the spell destroys one spider’s webs, which are 1/4-inch thick, and destroys each target’s webs and clothing. A creature restrained by a spider or other crawling creature makes another spell attack made against the first spider’s webs or other surface on which it appears. On a hit, the target takes 2d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Stone Share

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 hour

Sending an unwilling creature is a magical rite of passage, a rite of passage that can involve an entire school of magic that serves as a laboratory for magical experimentation. The creature that performs the experiment has the opportunity to use its action to make a Wisdom (Perception) check against your spell save DC to see what effects that magic could have on the creature, or how it would have reacted to any of the following effects of the spell they attempted to apply to themselves: 1. Having trouble distinguishing between a poison and a potion effect on the target? For example, if you have a potion that allows you to poison a willing creature, you might cast this spell on the creature and use your spellcasting ability to determine what effect that poison has on the creature. On each of your turns thereafter, you can use your reaction to make a poison attack against one creature within your reach, healing the creature based on how many hit points it has or subtracting one from the creature’s current hit points. Similarly, you can use your reaction to make a poison attack against two creatures within your reach, healing them based on how many hit points they have or subtracting one from the creature’s current hit points. Illusion

Stone Share

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Duration: Concentration, up to 1 hour

This spell grants a creature within 10 feet of the destination familiar (up to 1 mile away) the ability to learn new skills, understand a new lore, and become proficient with a weapon that was created or is currently in its w//nds hands. The bonus increases to the w//nd that you choose when you cast this spell by 10 percent. Illusion

Stone Share

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell grants you the ability to reshape whatever you create within the confines of an object it is made from. You can use this spell to create a new t-shirt, cloak, or other similar item that was created by another spell of 3rd level or lower. If you create only one t-shirt or cloak, you retain the original design, but you lose the ability to create any other item. Transmutation

Stone Share

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You make a ranged spell attack with an unguarded weapon against a creature within reach. On a hit, the target takes 4d10 piercing damage. You can target a creature with this spell only once before the spell ends. If it succeeds on a saving throw, it is immune to this attack. On a successful save, the spell ends. Abjuration

Stone Share

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You summon a spirit from the depths of the sea to battle for your lives. Choose a portion of the aquatic creature’s flesh or its blood, and the creature appears in an unoccupied space within range. Each creature within 10 feet of the target must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make the saving throw if it is hungry. After the creature’s flesh or its blood has consumed any other creature’s flesh or its blood, the creature appears dead to any creature within 10 feet of it. Any large creature or object within 10 feet must make a Constitution saving throw. The creature falls unconscious and is protected by the immolation spell until its next turn, at which time it wakes up and awakens to regain sight of its loved one. Necromancy

Stone Share

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You weave yourself together to create one of the following effects. You can create one of the following effects when you or a willing creature you touch creates an effect: creating an effect of an effect that lasts for the duration or until you use another spell of 3rd level or lower, such as casting a spell of 4th level or 7th level, or casting a spell of 8th level or 9th level, or using a spell of 5th level or lower. You can use a bonus action to cause the effect to end, as you would create an effect of this nature) Transmutation

Stone Share

Casting Time: 1 action
Range: Self (10-foot tall cylinder centered on the ground)
Duration: Instantaneous

Choose a creature within range and put it into a somatic state of suspended animation. The creature appears in an unoccupied space within range and remains suspended there for the duration. The suspended state can be dispelled with a spell of 3rd level or lower. When you cast the spell, you can change its location so that its movement isn’t interrupted. The creature remains suspended, casting any spell it has while suspended. The creature can still move, attack, run, swim, run around corners, dig, dig up, dig out, dig out, wiggle, bend, and so on. You can use this spell to teleport a Medium or smaller creature of Medium size or to allow the creation of a mobile silo made from rubble to a location that is within 30 feet of the place where you cast the spell. This teleports the creature to a location that has it restrained. The trap creates a horizontal depression in the ground that a Small or smaller creature could reach to a position that might open a portal to a higher dimensional dimension. On each of your turns until the spell ends, you can use a bonus action to move the creature up to 20 feet, or cause it to make a Wisdom saving throw. On a failed save, it doesn’t know where it is and is prevented from traveling to an area that has it restrained. Transmutation

Stone Share

Casting Time: 1 action
Range: Self (10-foot tall cylinder extending out to sea)
Duration: 120

Concentration or short rest You enter the cylinder and appear within it 10 feet of the water you entered. You appear within 1 mile of the place where you cast the spell. You can move up to 60 feet in a straight line, clockwise and bottom to the left of the water, and follow the cylinder as you move. You can rotate the cylinder to form a clockwise turn, which is also known as a "slop" motion. On each of your turns, you can use your spellcasting ability modifier for the turn you spent inside the cylinder, instead of using your spellcasting ability for this bonus attack. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: 10 minutes

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

Stone Share

Casting Time: 1 action
Range: Self (10 minutes)
Duration: Instantaneous

This spell provides the creature with a temporary appearance. Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or drop whatever it is holding so long as it isn’t wearing armor or carrying another object. If it drops a piece of gear or if it reschews its worn gear in an action, then the creature disappears and the item reverts to its original form. When the spell ends, the target can bring back whatever it was wearing when it reappeared (a.k.a.: no longer has any effect). The spell doesn’t function on undead or constructs. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell exchanges memories with one willing creature of your choice that is no larger than 5 feet square and that is carrying a Rusty ballista. The spell lasts for the duration or until you use an action to dismiss it. When the spell ends, the target recalls the past events with great sadness and loss. Roll a d20 to determine whether the charm affects the creature throughout its duration. A target that succeeds on a saving throw is unaffected by this spell. False Memories. Each memory of the past 24 hours is true, true, and correct in all of its contents, but it is suppressed in a false, poisonous cloud for 1 minute. An affected creature can’t recall any event that took place during the period it was in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud. False Parents. Each memory of the past 24 hours is a false, poisonous cloud for 1 minute. An affected creature can’t recall any parent’s deaths, including any children who died while in the cloud

Stone Share

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell grants immediate access to all the creatures in a 40-foot cube to all of your choice that you can see within range. Creatures that can’t be charmed are immune to this spell. A willing creature that can’t be charmed is immune to this spell. A target that can’t be charmed is immune to this spell. At the end of each of its turns, and each time it takes damage, the target can make a Charisma saving throw. On a success, the spell ends. Enchantment

Stone Share

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell grants one creature that you touch the ability to understand one language for the first time on the target’s first day of school. While the target is on the spell’s Earth Hours, it can communicate with any other creature that can open its soul to be born as a child; however, it must first be born a creature of at least 1 foot in any of the language’s prime languages. Divination

Stone Share

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell grants recipient the ability to share its expertise with others through words or writing. Choose up to three creatures you can see within range. An unwilling target must succeed on a Wisdom saving throw to recognize its proficiency as a newbie. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Stone Share

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell shapes a tree, a rock, or even an entire creature’s home. Choose one of the following options for how the spell affects the target: A rock gutters your space within 5 feet of you. You create a 10-foot cube of rubble centered on a point within range. Each wall of rubble in the cube rises 10 feet above the ground. In addition, when a wall of rubble reaches 0 feet in height, you cause it to rise back up until the wall is gone, causing the rubble to collapse 1 foot above the ground. If the rubble moves more than 5 feet away from you, the rubble starts floating again. The rubble can be replaced by loose rubble, up to 5 feet deep, but it can’t overlap with loose rubble, up to 5 feet deep, and up to 5 feet high. An action to clean the rubble off remains inside the cube for 10 minutes. The action then causes it to reappear in the space you used to occupy. If the rubble is no longer needed for work, you can clean it up yourself with a clean sheet of clean air. Transmutation

Stone Share

Casting Time: 1 action
Range: Self (120-foot cube)
Duration: Instantaneous

You create a shimmering gem like gem, composed of simple light and magical energy. Choose one willing creature of your choice that you can see within range. This creature can see and hear you and touches you in a manner that conveys your emotions. Until the start of your next turn, each of your creatures is affected by one of the following effects of the spell: You create a magical field along the entire length of the globe to protect up to 5,000 creatures of your choice and up to 300 creatures of your choice that aren’t hostile to you. You cause a tremors, suffocating gas cloud to form on the ground within range, 10 feet tall and 10 feet wide. Each creature in the cloud must make a Constitution saving throw. A creature takes 6d8 necrotic damage on a failed save, or half as much damage on a successful one. Redirect Flow Aura Touch Concentration, up to 10 minutes This spell allows you to affect up to three creatures of your choice that you can see within range. You choose one of the following effects to affect the target. When you cast the spell, you change the target’s color, size, and shape. The spell ends on any of the creatures you affect. Each affected creature awakens within 10 minutes after the spell ends. Redirect Flow Coil 120 Instantaneous You create a magical circle on the ground that lasts until the end of your next turn. It is a cylinder that has a diameter of 5 feet and a height of 30 feet within that makes it difficult terrain for creatures other than you. The cylinder appears where you cast the spell, where you cast it, and how you roll the d10 to hit. It also obeys any verbal commands that you make to the cylinder. Until the spell ends, you can use your action to move the cylinder up to 30 feet and then need not move to move it again. If you attack the cylinder with a melee weapon attack before the cylinder appears, you deal an extra 1d6 psychic damage to it. Redirect Flow Bolt 120 Instantaneous Up to six creatures of your choice that you can see within range merge themselves into one large and solid body, known as a trinity, for the duration. Each creature of the trinity becomes immune to necrotic damage until the start of its next turn, at which point it returns to its normal form. A creature of the trinity is considered magical until it hits certain death or the trinity is driven insane. For the duration, a creature of a trinity that hits certain death or drives an insane state is subject to the effects of a tormented tongue, a deafened brain, and death traps. Necromancy

Stone Share

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous or 1 hour or 1 day

A creature’s space is yours to take up to 10 feet of walking distance away from you in accordance with your choosing. You can target one creature for every 10 feet you travel. The target can be anywhere on the ground, in a difficult terrain, or within a 30-foot-radius sphere centered on you. Any creature within 5 feet of the target must make a Wisdom saving throw. On a failed save, the creature takes 3d12 bludgeoning damage and is caught in the spell’s shock for 1 minute. On a successful save, the creature takes half as much damage and isn’t caught in the shock. A creature caught in the shock makes another Wisdom saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and isn’t caught in the shock. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a magic circle on the ground at the location where you cast this spell. Choose one creature that you can see within range. You create a 15-foot-radius sphere centered on a point you can see within 10 feet of you. Until the spell ends, a strand of blue magical energy is visible inside the sphere, which lasts until the end of your next turn. When the sphere touches the ground, a humming sound can be heard throughout the area. The sphere moves 25 feet each time you use your action to move the needle, and can move up to 30 feet at a time. You can use your action to undo the undoing, and the needle is freed from its enchantment. You can use your action to create a new magic circle on the ground, which is a 5-foot radius cylinder centered on a point you choose within your reach. You can create a new magical circle by casting this spell without first carefully considering the current location. The magic circle lasts until cleared out, at which point it disappears. It disappears when a pillar of blue energy points toward you, a creature, or an object hits the ground within. When the magic circle appears, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 8d8 psychic damage and has disadvantage on attack rolls against you until the spell ends. On a successful save, it takes half as much damage and isn’t affected by this spell. While the magic circle is in place a creature can use its action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Stone Share

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell gives you the ability to move across any liquid surface—such as water, acid, mud, snow, ice, snowflakes, or lava—as long as you don’t allow any of the following effects of your choice: Any effect that targets one of the above-named creatures automatically kills the target Target unanimity allows you to assume a different form than the target knew about the target’s true nature You grant up to ten creatures you choose resistance to a damage type you choose You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours You grant up to ten creatures you can see immunity to a single spell or effect for 8 hours You grant up to ten creatures you can see immunity to a single ability for 8 hours A target restrained by this spell becomes charmed for 24 hours. His or her magic ends on his or her turn. If the target is already charmed by a target that has been charmed by another creature for that turn, that creature must succeed on a Wisdom saving throw or be charmed by this spell for the first time on a turn or more than 24 hours. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 48 hours for each slot level above 3rd. Enchantment

Stone Share

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants the willing creature you touch the ability to comprehend any spoken language it speaks. Any Monster. The target knows of at least one language that is common to the language used in the casting, that is taught in school, or that is taught by a familiar. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Stone Share

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You raise a spectral servant up in your space. One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened of you for the duration. The servant can communicate with you through solid blackness, but it doesn’t possess any magical sensors. While frightened by this spell, a creature must spend 5 feet of movement for each creature it can see within range. If you use a spell slot of 6th level or higher, the servant can also communicate with you telepathically, but the DM must be able to cast that spell using a separate spell slot. Divination

Stone Share

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You send forth a celestial sentience that reaches out from you toward a foe within range. Choose up to three foes within range, and then create a shockwave that moves the target from one foe to the other. The shockwave lasts for the duration. Each foe must make an Intelligence saving throw. On a failed save, the target takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage. The shockwave travels 5 feet straight, forming a vortex around itself. Each foe within 5 feet of the vortex must succeed on a Strength saving throw or be pulled 10 feet toward it when you cast this spell. The vortex shrinks the target and consumes it when it is pulled 10 feet toward you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, each target takes 4d8 radiant damage, and each creature of 2 or less size or reach within the vortex’s space when you cast the spell instead takes 4d8 radiant damage. Evocation

Stone Share

Casting Time: 1 action
Range: Self
Duration: 24 Hours

This spell grants you greater control over your own body parts and personality, and gives you what you consider to be minor functions. If you cast this spell with an 8th-level spell slot, you can cast this spell with an extra slot of 8th-level spell slot. Transmutation

Stone Share

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 2 hours

You turn the wood of one creature that you touch into a living sacrifice. Until the spell ends, the creature takes 10d6 necrotic damage and is restored to full hit points. While the creature is still alive, you can use your action to deal 1d6 necrotic damage to it. This damage can’t be reduced or prevented. The creature becomes inert and creatures are unable to harm it. On its death, the creature’s soul and 3/4 of its maximum hit points are shed for good. When the spell ends, the spell ends, and the wood falls to the ground. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Swagger Touch Concentration, up to 1 hour You touch a creature. Until the spell ends, that creature can’t take reactions, and it gains truesight that spells of 3rd or lower instead of 2nd or 3rd. In addition, at the end of each of its turns, a truesightful creature can choose one of the following options while attuned to the spell: If the target is a creature, it can’t cast spells and is blinded. If the target wishes to become invisible, the target can make a Wisdom saving throw. If the saving throw fails, the target becomes invisible for 1 hour straight. If the target is no longer invisible, its Wisdom drain becomes permanent. The spell ends if the target drops to 0 hit points. Divination

Stone Share

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

Your voice spreads fear within the place you roamed, causing enemies within 30 feet of you to fear the presence of your presence. Choose a creature within range, or choose a creature within 30 feet of you and audible a lullaby that resounds within 30 feet. If you cast this spell on the same creature or several others, you can have no more than two of its sounds heard within the spell’s range and refrain only from harming it or using its action to do anything it does; if you have no more sounds within the spell, you banish the creature to a dark cell, prepared for its power. Conjuration

Stone Share

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You create a burst of positive energy that ripples outward from you. Each creature within 5 feet of you must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. At the end of each of its turns, the blinded creature can make a Wisdom saving throw. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

Stone Share

Casting Time: 1 action
Range: Self (60-foot cube)
Duration: Instantaneous

This spell creates a magic circle on the ground that fits within range and lasts for the duration. You create the circle when you cast this spell. When you cast this spell, you can designate any creature you choose as your target. You can place your finger on the circle and tell it to move toward you, until the spell ends, making the creature appear as a seamless cube within range. Each creature within the cube must make a Dexterity saving throw. On a failed save, a creature becomes an object made of stone and becomes magically linked to the circle. A creature can make another Dexterity saving throw the same way it did before, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above lst. creature for each creature. Conjuration

Stone Share

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

This spell becomes relevant when at least 60 pounds of flesh or bone are present (a human, a Large nonmagical humanoid, a Large nonmagical beast, or a beast of high standing), the spell fails, and all flesh or bone fail to come out as damaged or severed. Abjuration

Stone Share

Casting Time: 1 action
Range: Self
Duration: 8 Hours

This spell creates a magical field on your next turn. It lasts for the duration, and it is your choice what kind of plant to plant it in or where to plant it. You can create the illusion of a tree trunk, a swamp, or a mountain peak. You can shape the terrain around the illusion, such as creating a horizontal bridge or extending across a wide expanse of plain. You can shape the appearance of structures such as towers, temples, and so on. When you cast this spell, you can make any number of temporary afflictions that change the way the plant behaves, such as making its bark thinner or shedding its leaves. You can also create temporary afflictions to keep it going, such as leaving it open for an attack or casting a protective charm spell. You decide what this affliction is and what kind it affects. The first effect that occurs is a mind-affecting sensory experience for the target. If you cast the spell three times, the first time you or someone you designate appears in an unoccupied space within 5 feet of the plant. The plant lasts for the duration, and the effects of the first two effects don't occur if the creature is moved somewhere else in the area. The plant remains there until the plants damage it or there is a sudden change in the terrain around it. This affliction can have harmful effects. When such a change occurs, the plant produces a spray of magical energy similar to that created by a leaf blossom. The blossoms deal 1d6 radiant damage to the target if it is within 30 feet of you. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration:

A shimmering force is cast on your terrain when you are no longer within range to protect a creature against falling from a height of more than 60 feet. You can cast this spell again if you become certain that you still have sight or if you choose an area where only a portion of the sky is visible before you do. For the duration, a creature is affected in one of the following ways: “By turning violet and causing a misty cloud to form in the center of its area, or “By shedding bright light in an area of dim light that is dim light or darkness (as in a temple or an underground pit) for 1 minute; or “By passing by a shimmering altar and causing dim light within its area to flash in a 5-foot radius, as in the case of a radiant altar in the case of a golden altar in the case of a sombre altar in the case of a sombre altar in the case of a great altar in the case of a great altar in the case of a great altar in the case of a silver altar in the case of a silver altar in the case of a precious altar in the case of a precious altar in the case of a precious altar in the case of a precious altar in the case of a precious altar in the case of a golden altar in the case of a golden altar in the case of a precious altar in the case of a golden altar in the case of a golden altar in the case of a golden altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in the case of a holy altar in

Stone Share

Casting Time: 1 action
Range: Self
Duration:

Concentration or as finesse winds blow, up to six creatures of your choice that you can see within range can’t be targeted by a spell or entangle themselves in an entangle spell. If you target an unwilling creature with the spell, and the target isn’t a creature you can m entangle, the target becomes immune to this spell. When you cast this spell, you can store up to twenty-five magical images in your hand, which have a 100 percent chance to be stored in the slot you use as spellcasting mode. The images can be reordered as you level the images up. Each image has AC 10 and 30 hit points, and it lasts until it is destroyed by a spell attack. The images are visible and they last for one minute. Each image remains visible under the same circumstances but with different creature types, alignment, and/or physical location. When you use this spell to create an image, you can use a spell slot of up to 3rd-level enchantment image, an image of an animal (of the appropriate kind), or a creature’s body (of an animal’s kind, such as a squirrel, or a vine, for that creature) as the image. If you use an image of a noncreature or magical creature as the image, you w as limited to using an expended development slot, not additional development slots can be used, and the image is suppressed. As an action, you can either light a noncreature or magical creature image with acid, cold, fire, lightning, or poison, causing it to become animated and animate at your DM’s discretion. If the image animates a noncreature or magical creature, the image instantly appears on the image as an instance of animate dead. As an action, you can cause the image to animate in some other way as an instance of truesight. The image animates and becomes animated and animated, at your DM’s discretion, until the image drops to 0 hit points, at which time the image becomes trapped and can’t be moved again. Once it’s animated and animated, the image resets to its original state. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 10 days, and the costs of other casting options reduce the duration by 10 days for each slot level above 3rd. Illusion

Stone Share

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a magical cord of cord blood flowing in one solid mass on the ground within range. The cord grows to hold up to five humanoids or one Large or smaller creature, and it lasts for the duration. You choose a creature you can see within range as the target of the spell. If you cast this spell on the same creature every day for a year, the spell ends on the creature. If the creature is undead and on the move, it takes 1d4 necrotic damage (if you have the distraction spell, it can’t be stunned). You can also end the spell early by raising your speed to 120 feet. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than creatures of your choice within it. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Stone Share

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Until the spell ends, one unwilling creature who is below 50 hit points becomes paralyzed while you are fighting it or acting as if it were paralyzed. You can use a successful ranged weapon attack for the first time on the target creature to make it move off the ledge, and the creature falls prone. On its next turn, it can use its action to make a Constitution saving throw. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first time you cast it using a spell slot of 7th level or higher, the creature becomes paralyzed for the duration. Abjuration

Stone Share

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering sphere of force rises from the ground at a point you choose within range. The sphere is a 10-foot cube that floats in mid-air. Until the spell ends, you can use a bonus action on a selected point on your turn to cause a pillar to leap from the ground toward you. You can use a bonus action on a subsequent turn of yours to cause a pillar to leap from the ground toward you. When the pillar reaches its maximum height, it vanishes, gaining 30 feet per round traveled. Evocation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

This spell wards off hostile elementals from the presence of an area of stone or mud for 120 feet. The spell ends if the creature’s walking speed is less than 100 feet. When the spell ends, the spell wards off harmful elements that aren’t there. This spell can cast this spell again only on undead, constructs, and undead that aren’t part of a bonded or undead family. Abjuration

Stone Share

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You and up to eight willing creatures of your choice that you can see within range can communicate telepathically. The communication occurs through the target’s eye (your choice), which is the eye of the target, and the target perceives the message as a visual representation of a willing creature that has been given a wish by an illusory duplicate. The target realizes that you did nothing harmful to it, and it can make a Wisdom saving throw against your spellcasting DC. On a success, the spell ends. Enchantment

Stone Share

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You and up to eight willing creatures who link hands in a fist-bump instantly teleport to a specified area on the ground or in an upward direction. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A spark of light radiates from you in a 5-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The spark ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A wave of magical energy washes out from a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or spell slot used to create the effect. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 20-foot-radius sphere centered on a point within range must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your saving throws. Round 2. Acidic rain falls from the cloud to a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. Round 3. Hailstones rain down from the cloud to a depth of 6 feet for ten minutes. Each creature in the area must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Round 4. Hailstones rain down from the cloud to a depth of 6 feet for 30 minutes. Each creature in the area must make a Constitution saving throw. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Round 5-10. Gusts and freezing rain assail the area for an additional 6 minutes. Each creature that fails its save against this spell must succeed on a Constitution saving throw or take 4d6 cold damage. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous or 1 hour (see below)

You create a Large magical door that leads to a location on the ground or within an object’s reach. The door is 6 inches tall and can open as a bonus action on each of your turns since you launched the spell. The door can open to reveal hidden doors and locked doors on each of your turns. Any creature restrained by the door must then make a Wisdom saving throw. On a failed save, it can use its action to move up to its speed so that it is no longer restrained by the door and instead becomes a Large aberration that becomes a Large aberration if it has a speed equal to its level. Each time it hits with a weapon attack, it rolls a d 6 and has advantage on the attack roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create a portal to another plane of existence, such as a chamber on the third floor of a temple, a portal to a higher plane, or a portal to another dimension. The portal is 3 feet tall and is nonmagical in design. When closed, the portal leads to a place other than the location you specify. A portal to another dimension, like a chest or a chasm, can only open there when the portal to the other dimension is at least 10 feet tall and weighs 3 pounds. A portal to a dimension other than that of the casting of this spell leads to an alcove containing an extradimensional chamber full of horrors. The sanctuary is a resting place for the slain and their possessions locked away in the corpses of their fallen enemies. The extradimensional chamber is 6 inches deep and is 5 feet wide and 1 inch thick. Any creature immune to non-magical wounds and those within can’t be targeted by nonmagical weapons damage. A creature targeted by this spell is affected by at least one of the following effects of another effect:

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You and up to eight willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. While unconscious, the target is incapacitated and can’t be revived. A creature that has been previously cured of all diseases and is no longer diseased is unaffected by this spell. The target also recovers from all its other effects, such as death, normal disease, and psychic damage, if they have been removed from the spell’s area. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You and up to eight willing creatures who link hands in a chain then make a ranged spell attack against a target of your choice within range. On a hit, a target takes 4d4 psychic damage and must make an Intelligence saving throw. On a failed save, a target takes an extra 1d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You and up to five willing creatures who link hands in a circle are bonded together in a magical union for a moment. Roll a d20 to determine whether your friend is real and humanoid-like in appearance. If he or she is, his or her magic indicates that he or she is the heir to the Lightbringer artifact. If he or she is undead, your magic fails and his or her magic indicates that he or she is not. Healers can’t cast spells through the link, and their spells fail when he or she activates them. If you cast this spell on the same spot every day for a year, the spell lasts until dispelled, and the casting is continued as normal. Abjuration

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You and up to ten willing creatures you can see within range assume a gaseous form for the duration. Creatures charmed by you for that duration can’t pass through the barrier, and nonmagical ranged attacks can’t be launched from within it. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, it can use that turn to return to its normal form. As a bonus action on your turn, you can mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. Necromancy

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You seize the attention of one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 Wisdom damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Stone Share

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You teleport any number of willing creatures you can see within range to a different part of the Great Hall. The targets are each a creature and an object you choose: an object made from metal, stone, or some other suitable material, up to the maximum height possible, up to 30 feet, or up to 60 feet on each side. The objects can be made from any material that suits them, though they can’t appear at the same time or at the same locations as each other. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration:

Until you choose an area of stone that you can see and that fits within a 5-foot cube, you can manipulate it in one of the following three ways: You can specify a spell’s visual or audible mode, such as a shower of red light, an uproar of crackling runes, or a puff of wind to propel the magic spell to a different part of the cube. Such a spell could also create a magical labyrinth, open a gateway into a hemispherical space larger than a 15-foot cube, siphon off spell power, or even open a gateway that allows a creature other than you to pass through there. You can create a magic circle on the ground that lasts until the spell ends, mimicking the feel of a magic door or a door to a secret doorway that a creature has assumed opens inside the circle. You can teleport up to 30 feet free of charge by using a teleportation stone, a tumbling rope, or a similar temporary link. You can create a globe on the ground that lasts for the duration or until a spell of 5th level or lower ends. Each globe has AC 5 and 30 hit points. In addition, a disintegrate globe, a club-sized globe, a globe of obsidian, a globe of fire, and a globe of stone weighing 2 pounds (2.5 kilograms) each have disadvantage on their attack rolls and are vulnerable to bludgeoning, piercing, and magical damage. Each globe also has disadvantage on attack rolls against undead and oozes. Transmutation

Stone Share

Casting Time: 1 action
Range: Self, up to 10 creatures.
Duration: Duration: Concentration, up to 1 minute

Describe or name a creature that you can see within range. That creature can speak, cast spells, and do whatever it does that is dangerous or difficult for the creature to do. The creature must be within 30 feet of you when you cast this spell. The creature must also be able to carry whatever cargo it carries with it, which can carry up to eight people. The creature obeys your voice commands as long as they aren't triggering suicidal thoughts, for example. Divination

Stone Share

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

Describe or name a creature of Medium size or smaller within range. Choose one of the following options for how long the spell lasts. Transmute Rock or Stone to Rock to Rock. Rock to Rock. Physical Description Rock to Rock. Description. This spell creates a pillar of stone that rises from the ground at a point within range. The stone is 1 inch thick and is composed of ten 10-foot cubes. Each cube must be of the form of stone or of equivalent size. If the cube would be too small to support a creature, it is pushed up to 5 feet away from the location where you cast the spell. The stone lasts until dispelled. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Stone Share

Casting Time: 1 action
Range: Self
Duration:

Up to ten willing creatures of your choice that you can see within range can’t be affected by an illusion spell or another spell of greater restoration. For the duration, affected creatures have disadvantage on attack rolls against you and can’t benefit from being immune to any spell or effect that would reduce them to exhaustion. The spell ends if you cast it again or if you use another spell slot. You can use your action to dismiss the spell. If you do, the spell ends for you and your companions, and the creatures suffer from exhaustion for the duration. At Higher Levels. When you cast this spell using an action that requires concentration, you can target one additional creature for each slot level above 5th. Illusion

Stone Share

Casting Time: 1 action
Range: Self
Duration:

Up to three hundred thousand years ago, a god of fire and stone sent forth a powerful blast of heat and cold, shedding its glory and crushing the earth beneath it. This spell inflicts the same damage and lasts for the duration, though it inflicts no cold damage. The blast deals no cold damage. If you dismiss the spell as an action, you can have it removed by force, such as by firing a nonmagical weapon at it, forcing it to make a Dexterity saving throw. It instead destroys whatever remains on the target or, if it isn't on the target, ignites a piece of nonmagical armor on the target that isn’t a piece of armor. At Higher Levels. When you cast this spell using a spell of 8th level or higher, a nonmagical barrier or an inset to a ceiling rises to 15 feet higher than normal. Evocation

Stone Share

Casting Time: 1 action
Range: Small
Duration: 1 Hour

You awaken to life as a Large creature. You have resistance to damage from nonmagical weapons until the start of your next turn. For the duration, your weapon has a range of 60 feet and can reach a maximum range of 300 feet. When you use this spell to deal damage to either creature, you make the attack roll with advantage. If you don’t have advantage on the attack roll, the attack deals no damage. As an action, you can hurl the weapon at any creature within 5 feet of it, causing it to take 1d6 slashing damage. If it isn’t already slashing damage, you can use a bonus action to cause one of the creatures to take 2d6 slashing damage or knock it prone. Conjuration

Stone Share

Casting Time: 1 action
Range: Special
Duration:

A creature that can cast spells must roll twice on a d10 roll about 1 hour into the spell’s duration. On a 8 or higher, the spell doesn’t take effect until 7 days after its creation. If you cast this spell with a 6th-level spell slot, the spell lasts until the spell ends. At Higher Levels. When you cast this spell using a spell of 7th level or higher, the spell lasts for 1 hour, and for 10 days, if its level is equal to or less than the level of the warded spell slot you use for its spell’s level, the spell lasts until its triggered effect ends. Abjuration

Stone Share

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

A Large spectral bird appears in an unoccupied space that you can see within range and floats gently to the ground in a vertical column. The column remains for the duration, and the creature that lands on it must succeed on a Strength saving throw or take 1d8 radiant damage. The spectral bird flies in a straight line up to 90 feet in a direction you choose before falling to the ground in a line 10 feet straight. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Evocation

Stone Share

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You awaken a creature you can see within range. It must make a Wisdom saving throw. On a failed save, it can’t speak a single line of code and is restrained. After casting this spell for the first time the restrained target can choose to make a Wisdom saving throw. On a successful save, the spell ends for that creature. Otherwise, the spell ends for the restrained target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Necromancy

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A Large spectral bird appears in an unoccupied space that you can see within range and floats gently in the air for the spell’s duration. The bird is friendly to you and your companions for the duration. The spell ends if you dismiss it as an action or if you cast it again. The spell also ends if you cast it again. If you cast it again, the spell ends. Each time you cast this spell, you can designate a time and place for the awakening of this spell. Until the spell ends, you can use a bonus action on each of your turns to automatically detect where the masked intruder is located and begin searching for him or her. You can also specify magical means to detect the presence of the intruder before it appears, such as by saying a spell spell that charms a creature with which you are familiar. If you cast the spell multiple times, you can have only one alarm cast at a time, and you know when the other alarm is sounded. The intruder doesn’t appear in the shadows. He appears in places you choose within 10 feet of you, such as behind a closed door or anywhere in the room he appears. If you choose an area in a large body of water, you can constrict it to look after you while you cast this spell. Abjuration

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A piece of nonmagical ammunition such as a bow, arrow, or magic axe, is floated above the creature’s head in an unoccupied space closest to the spot where it was shot. The creature is protected from death and can’t be harmed while in the piece of ammunition. The piece of ammunition is then dropped into the sea. The piece of ammunition lasts for the duration, until it is dropped at the same spot every day for one year. This spell gives the piece of ammunition enough energy to sustain a creature for a year. Transmutation

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering bead appears and coalesces around an object that you touch. The object can be a willing creature, a creature or a creation of magical force, as long as the spell doesn’t specifically target creatures of a particular kind (such as a deity or a demiplane). The bead is an object whose purpose is clear: it serves as a barrier between you and the target. The target can be reduced to Finesse if it ws stumbles into trouble again. Otherwise, the target has disadvantage on Dexterity saving throws, and it can’t be bound by arcane entangle. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Abjuration

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering green cord springs from your hand to a creature you touch. The cord remains for as long as you are standing on it, and the target must succeed on a Strength saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Conjuration

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Counterspell with Love and forget. You choose a nonmagical spell or a magical effect that requires a Charisma score or lower or a creature’s Wisdom score to automatically resolve. The spell lasts for the duration, and its effects are minute and lasting until cleared. For the duration, a creature has a +2 bonus to AC, including against the triggering spell, and an additional +2 bonus to saving throws against spells and energy damage. The bonus could be up to 20 percent on a first create or up to 30 percent on a second create. Conjuration

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You and up to eight willing creatures who link hands in a circle are magically bound for the duration. While the spell lasts, you can use a bonus action on each of your turns to designate a direction that is horizontal to you and that is north of you. Each creature that is temporarily bound by this spell must make a Wisdom saving throw. On a failed save, the creature is pushed up to 10 feet away from you and is restrained for the duration. A creature can have only one bound state at a time. If a creature is in a bound state and moves while moving or acting on its turn, the creature is pushed up to five feet away from the point it was bound at. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Transmutation

Stone Share

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a ward against divination magic using the power of divination magic. Choose one of the following two effects when you cast the spell. Reduce the target’s food intake by 10 pounds. Eating 10 pounds of food would cause the target to become restrained for 1 hour. Eating less than 10 pounds would cause the target to be restrained for 1 hour. Apparate. The target moves from creature to creature, up or down at the target’s pace for 1 hour. Moving from creature to creature requires leaving your hand at least 10 feet behind it and speaking a simple, deliberate, yet deadly spell. The target must make a Wisdom saving throw. On a failed save, the target takes 14d6 psychic damage and is stunned. On a successful save, it takes half as much damage and isn’t stunned. Conjuration

Stone Share

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, any creature you or one of your followers can see or hear moves to your side so that it can follow you wherever you go. Creatures that don’t usually follow you follow you. For the duration, you can follow targets along the same line. If you follow the same route several times, the duration has maximum effect, and you can’t follow a route multiple times. Additionally, if you follow the same destination several times, the total duration increases by an amount equal to 1 day for all others. Additionally, if you follow the same route multiple times for the same activity and the same number of followers, the duration increases by three days for that activity. Divination

Stone Share

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, you feel the touch of one willing creature you choose within range. This magic wand produces a magical effect such as a suggestion, a wish, a prophecy, a holy book, or a message. To you, the wand reminds you of a creature you see or hear, linking it to something important in your life. This magic effect is permanent and doesn’t have any range. You can use an action to dismiss the magic wand. It disappears immediately, and you can no longer use it. When the magic ends, the wand emits a faint magical aura that lasts until the end of your next turn, but the spell simply ends for it. If you cast this spell again, its duration is long enough to allow most spells. When the magic ends and you dismiss the charm, you can repeat the casting. While the magic is in its effect, you are immune to all damage and can’t use any of its effects. Transmutation

Stone Share Transmutation

Stone Share

Casting Time: 1 action
Range: Transmute
Duration: Instantaneous

You weave together strands of thread to create stitched objects or serve food. Each creature of your choice that you choose must succeed on a Dexterity saving throw to resist this spell. A creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. When you cast this spell, you can direct one creature you choose within 30 feet of you to make a poison dart. Make the dart, an object weighing no more than 5 pounds, 30 feet long, and made of wood at least 30 feet tall and 5 feet wide, and drop the dart. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. In addition, when a poisoned dart lands on a creature, it strikes the creature with the poisoned dart, rather than dealing damage. This spell doesn’t protect you from being poisoned. Transmutation

Stone Share

Casting Time: 1 action
Range: Up to 1 hour
Duration:

You summon fey spirits to serve as servants to yourself or a friend. Choose one fey demon or fey beast from among the list of summoned creatures whose service you choose for 1 hour. The fey creatures appear familiar to you and are friendly to you. At the DM’s option, you might summon a swarm of fey creatures summoned by an elemental fey wizard. Each fey creature summons within 30 feet of you must make a Wisdom saving throw against summoning fey creatures. While summoned, the summoned creatures do not need food or water and can be safely ejected safely to a safe distance from you. You choose a fey sanctuary or another solid surface within 30 feet of you. The sanctuary appears as a translucent disk about 3 feet on one side and 5 feet tall. It is an open container, with an opening for a chest and a way station for storing your gear. The sanctuary lasts for the duration of the summoned creatures and isn’t consumed. When a fey creature leaves the sanctuary and reappears in the space it created, it treats the fey creature as if it had taken damage and can’t be summoned. Divination

Stone Share

Casting Time: 1 action
Range: You call forth a spirit that assumes the form of a crab and hovers at least 50 feet away from you in a 30-foot cube until the spell ends. The crab comes into existence at the start of each of your turns as a normal creature. You can use your action to speak with the creature and ask it to remain within 30 feet of you. The crab obeys your voice and takes 10d6 piercing damage at the start of each of its turns. If you don’t answer the spell immediately after it begins, the crab pursues you until it reaches its full weight and safely lands. You can have no more than two such companions on the creature. The crab’s shadow disappears when it drops to 0 hit points or when the spell ends.
Duration:

Abjuration

Stone Share

Casting Time: 1 action
Range: You choose a creature within range. The creature becomes a humanoid of the chosen type, unless you choose a humanoid. The creature is a humanoid of the chosen type who has AC 5 or lower, and has a Constitution score of 7 or lower. This ability replaces magic.
Duration:

Transmutation

Stone Share

Casting Time: 1 action
Range: You choose one or more of the following options when you cast this spell. You can use a bonus action on each of your turns, and the spell ends on a new one.
Duration:

Transmutation

Stone Share

Casting Time: 1 action
Range: You conjure an invisible demon that assumes an unoccupied 5ft. by 5ft. cube shape, moves in a straight line toward you and begins attacking creatures that you can see within range. At the start of each of your turns, each creature within 10 feet of the demon must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage and is caught in the illusion's path. The illusion can’t create sufficient force to cause physical damage, but it can use that damage to move up to 20 feet when it attacks a creature or when another creature moves in front of it. Physical interaction with the demon reveals it to be another creature’s magic item, allowing it to attack without fear of detection. As an action, you can move the illusion up to 20 feet in a straight line and repeat the saving throw against its spellcasting ability saving throw. The illusion ends if you use your action to do nothing more than shake or slap the ground where it appears and ends the effect on itself with a successful save.
Duration:

Necromancy

Stone Share

Casting Time: 1 action
Range: You create a magical circle on the same level as your fortress as a bonus action on one of your turns after the spell ends. You can create one hundred and fifty-one foot cubes on the ground within range. Each cube counts as one cube within the radius for the purpose of this spell, as long as it doesn’t extend beyond the cube. Each cube counts as two cubes within the radius for the purpose of this spell. Once you use this spell on a cube, you can use your action to create one hundred fifty-five foot cubes on either side of that cube. You can create these cubes either by forcing the cube’s shape or by shaping a portion of the cube to fit within a certain radius of motion (such as a wall or a ceiling). As part of the casting, you can shape a portion of the cube you choose so that it appears as though it were made of stone and that it fits within a certain portion of its desired radius. The shape you choose creates the cubes when you cast this spell. When you make a cube’s size or height, you can use your action to create a ring that extends from the cube to a different cube within 15 feet of it. The circle must be exactly as outlined below: At the end of each of the cube’s turns, a force of yours (your choice) can push the cube down and create a circular dam on either side of the cube. Each creature within 15 feet of the cube when you cast this spell must make a Strength saving throw. On a failed save, it is restrained by the circle. Creatures within 30 feet of the cube when you cast this spell must make a Constitution saving throw. On a failed save, restrained targets make a Wisdom saving throw with disadvantage. An unconsecrated target can’t benefit from being magically freed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Duration:

Transmutation

Stone Share

Casting Time: 1 action
Range: You create a magical cord of magical energy. Choose one creature you can see within range and which is within 5 feet of you. The creature must succeed on a Wisdom saving throw or take 1d8 radiant damage. The creature must also have a Strength of at least 10 or higher. The spell ends on the creature.
Duration:

Conjuration

Stone Share

Casting Time: 1 action
Range: You create a magical portal between two points within range. Until the spell ends, a creature can pass through it, but it must make a Strength saving throw. On a failed save, it must use its reaction and/or use a reaction, of your choosing, instead. When a creature enters the portal for the first time on a turn or starts its turn there, it must use its reaction and use a reaction, of your choice, instead. On a failed save, the creature takes 6d6 acid, cold, fire, lightning, or thunder damage, and it can’t use reaction for 1 minute. The creature takes half the amount of damage it takes before it can use reaction.
Duration:

Evocation

Stone Share

Casting Time: 1 action
Range: You create a magic bubble at the same location that a statue would be placed, about the size of an 8-foot cube, to create a permanent teleportation circle at the foot of an unoccupied space that you can see within range. You can levitate the globe up to 300 feet and have it hover 10 feet above the ground and 30 feet off the ground. When you cast this spell, you can make a teleportation circle visible only to those who have an Intelligence score of 2 or lower. That score‘s detection range is 30 feet. The globe stays in your hand and, along with other magical water, can be destroyed by ranged spell attacks. When you drop the globe, it reappears 60 feet away in a location you selected. If the globe drops to 0 hit points, the spell ends, and the spells you cast cease to be effective. When you dismiss this spell as an action, you can dismiss it as an action. Instead, you can dismiss the globe as an action; however, your action on each of your turns until the spell ends is the same as casting the globe's spell again, if you cast it again.
Duration:

Transmutation

Stone Share

Casting Time: 1 action
Range: You create a magic circle centered on an area of ground or stone that you can see within range. The circle can be as small as a 30 foot cube or as large as a 90 foot cube. The magic circle lasts for the duration, and it disappears when the spell ends. You can use your action to dismiss the circle and force a gust of wind from it toward it. It shatters, creating a whirlwind around the circle and blowing a cloud of smoke in a 30 foot cone around it. The smoke ignites any flammable objects nearby that are damaged, and it creates a 10-foot-radius cloud of smoke cloud around the circle that creates a 20 foot cube of cloud and 20 foot high chimera trap. Any creature that starts its turn in the area takes 6d6 fire damage and has disadvantage on saving throws and ability checks. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Duration:

Conjuration

Stone Share

Casting Time: 1 action
Range: You create a small humanoid from the remains of a corpse. The creature must appear humanoid, and the creature must be within 5 feet of you when you create the creature. The creature can't be smaller than the minimum size it can reach. The creature can’t be affected by other effects, such as poison, deafness, or sleep. The creature can’t be charmed, frightened, or otherwise affected by any of the following effects. The creature can’t willingly offer food to anyone other than the target. The target must make a Wisdom saving throw. On a failed save, the target takes 2d6 poison damage and is charmed, frightened, or otherwise affected by any of the above effects. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration:

Evocation

Stone Share

Casting Time: 1 action
Range: You create a warp in the ground that creates an impossible area of ground for your enemies. You choose an area within 5 feet of you where none of the creatures are visible (no living creatures, creatures that are created by another spell, or creatures created by an effect or an evil enchantment). Any creature in the area when you create the warp is barred from accessing its senses, and its senses become limited, in addition to their normal senses. Any creature in the area when you create the barrier is incapacitated, and creatures within the area when you banish them must make a Constitution saving throw. On a failed save, they take 12d6 psychic damage and take 10d6 acid damage at the end of every 10 days until their next waking.
Duration:

Conjuration

Stone Share

Casting Time: 1 action
Range: Your skin becomes a magnificent display of light. Until the spell ends, you gain the following benefits: You aren’t blinded or deafened by light or shade. You can see in dim light within 30 feet of you as if it was bright light. If you cast this spell without first preparing a creature for it, you can have the creature see in dim light for 5 minutes before it can become blinded. Once per round for the entire duration, you can use a bonus action on a subsequent turn of yours to cause the creature to see a luminous, faintly glowing orb in addition to its normal state. This spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of non-crystalline steel, or 3 feet of nonmagical jagged metal. If a creature hits you with its attack while blocking this spell, its speed is reduced to 20 feet until it stops moving.
Duration:

Transmutation

Stone Share

Casting Time: 1 action
Range: You speak to a creature of your choice that is within 5 feet of you. You can speak the spell, but it must be a written agreement as to what you want from the target, as well as a verbal or written promise that it will not harm you in an instant. You don't need to use the spell to demand that a creature harm a creature it already knows, or to demand that you allow the creature to become a member of a specific kind of people. The spell ends if the target is an elf, a demihuman, a paladin, a wizard, a druid, a priest, a inquisitor or a paladin. The target can make a Wisdom check to see if it is a creature. It has advantage on this check if it is friendly to you, otherwise it acts only as an ally if you want to try to persuade the creature to help it, and if the creature tries to attack you, you can make the spell the same way as if it was an ally of yours. In addition, you can use your action to dismiss the spell as an action. You can also dismiss the spell as an action during your next turn.
Duration:

Evocation

Stone Share

Casting Time: 1 action
Range: You summon a ghostly creature from the unconscious for the duration. Appearing beneath a bed of leaves, you teleport the creature to an unoccupied space you can see within 15 feet of the target, up to 5 feet on each side. The creature is friendly to you and your companions for the duration. It obeys your spoken command if you speak it, though it usually follows instructions from you, not from an arcane book. When it does so, it disappears into the night. It resumes living if you dismiss it as an action, or if you cast this spell again, as a bonus action on each of your turns until it does so. You decide what action the creature will take and where it will move after moving to a place where you have seen it a thousand times. Its movement doesn’t involve you. If it resches so that it is facing you directly, it can make a melee attack against the target, which must succeed on a DC 15 Constitution saving throw or be pushed 10 feet away from you and knocked prone.
Duration:

Conjuration

Stone Share

Casting Time: 1 action
Range: You take three hits of weapon damage. If you hit a creature with a ranged weapon attack before the spell ends, the creature takes half the damage of the attack and is stunned. The spell ends if you cast it again or if you use another spell slot.
Duration:

Evocation

Stone Share

Casting Time: 1 action
Range: You touch a corpse and bring it to life for the first time on a turn or until the start of your next turn. The corpse can be any creature, such as a humanoid, a dragon, a unicorn, a goblin, or a wyvern. It can’t be charmed, but it can’t be forced to perform an action or to speak a command. The corpse is no longer charmed by another creature, though it can’t be forced to perform actions. The corpse’s speed increases by 10 feet for the first time on a turn or until the start of your next turn. The corpse can’t be charmed, but it can’t be compelled to perform an action. The corpse is unaffected by any healing spells or by any other effects of the corpse.
Duration:

Evocation

Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A whirlwind appears at a point you choose within range. The whirlwind lasts for 1 minute or until it dissipates. The whirlwind has AC 5 and 30 hit points. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 10 feet for each slot level above 5th. Evocation

Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose any square or a cube within range, and you can cause up to three meteors to travel at the same speed, centered on the point you cast the spell. Each meteor appears in a different spot within range. Each meteor damages one creature of your choice that you can see within range, and any creature affected by an affected creature spell must make a Strength saving throw. On a success, the creature takes half as much damage and is immune to its spell for the duration. The creature can’t be affected by more than one of the spell’s. The spell can’t affect more than one creature or object. The spell is difficult terrain for the target. The target can’t be more than 10 feet away from any object or structure where it’s located. Any object or structure that is within 5 feet of the target must be on the same side of the target as the target’s true plane of existence. A target that is in the same spot as the target can’t be affected by the spell. Conjuration

Swirk with Swirk with /

Swirk with

Casting Time: 1 action
Range: 100
Duration: ‰1 minute

Choose four objects in a 50-foot radius that you can see within range, and each object must fit within 5 feet of you. You can make a magic dart up to 60 feet in each object‘’range, but it must be made from solid surface. If you use an action to dismiss the spell, recall all the objects and dismiss the spell with advantage. Transmutation

Swirk with

Casting Time: 1 action
Range: 10 days
Duration:

You attempt to manipulate one creature of your choice within the ability known to you. This spell allows the target to speak one language you speak, change one creature’s name to another language, and even speak a unique magical craftsmanship artifact (such as a scroll, scroll of teleportation, or the staff of magician). The target can’t willingly enter the spell’s restrictions, and if the spell ends before the target can cast it, the spell ends without being cast. While the spell is on the target, you and any creatures you designate when you cast it can use your action to resolve the spell’s contents and refrain from continuing to speak the target’s name, language, or artifact. Abjuration

Swirk with

Casting Time: 1 action
Range: 10 Hours
Duration:

Your hand strikes up a chain of magical runes beneath your command, manifesting a specific creature or entity from a specific slot within the text, spell, or other magical effect. The runes are inscribed within a 1-foot cube, with the shortest edge up to the top of the cube. Until the spell ends, each creature or entity inscribed by a spell is immune to that spell for 8 hours. If you can cast magic that instantaneously inscribes runes, you may do so. Only one creature inscribed by a spell at a time may be affected at a time. When you issue the command, the runes appear neatly on the surface but dissipate when the spell ends. You can instantaneously read the runes and see the contents of the scroll on the same spot as you. Each creature inscribed by a spell at the same time can read the runes instantly. Transmutation

Swirk with

Casting Time: 1 action
Range: 10 minutes
Duration:

You cause up to three creatures of your choice within range to stare intently at you in a random direction. Each creature in a 60-foot-radius sphere centered on the point you cast this spell must make a Wisdom saving throw. On a failed save, it takes 14d6 bludgeoning damage and is neither restrained nor freed from the spell. For the duration, the creatures must make a Strength saving throw. If they fail, they are restrained until the spell ends. A creature restrained by the spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself. A creature restrained by the spell can use its action to make a Strength check against your spell save DC. On a failure, it can use its action to make a Strength check against your spell save DC. Conjuration

Swirk with

Casting Time: 1 action
Range: 10 minutes
Duration:

You cause up to three glyphs inside yourself you can see within range, which appear to be harmless words, images, shapes, or any other visual image you choose that doesn’t have to do with glyphs or glyph designation. The glyph appears to be of one size and shape appropriate to the creature’s size and weight, and you must be touching the glyph to trigger this spell. Nothing can happen within 10 feet of the glyph if it isn’t on the ground or in an area that is too narrow for human use. The glyph remains within 10 feet of a creature for the duration. You can use your action to dismiss the spell with advantage. Transmutation

Swirk with

Casting Time: 1 action
Range: 15 Hours
Duration:

You mentally enter a creature’s mind, and determine the actions that each creature takes when it enters the Spell’s illusion. You can use a bonus action to dismiss the spell, using any of the actions described below as normal. A creature that uses its action to dismiss you must make a Charisma saving throw. On a successful save, the spell ends for that creature. On a failed save, it simply succeeds in pulling the trigger. If the trigger is broken, it immediately causes the illusion to fail, and the illusion is lifted from its target. When you cast the spell, you can choose from any of the following effects to cause the illusion to fail. Stunning. The target is blinded and deafened until the spell ends or the target becomes frightened. Stunning. The bound creature drops to 0 hit points, becomes deaf and blind, and makes a DC 20 Wisdom saving throw. On a successful save, it can’t be charmed again. Forceful Casting. You create a protective magic that makes the target vulnerable to being driven insane. The target must make a Wisdom saving throw at the end of each of its turns, taking 4d8 psychic damage on a failed save, or half as much damage on a successful one. The DM chooses the kind of magic the target w as affected by. Forceful Stunning. The target is blinded and deafened until the spell ends. Forceful Stunning. The target is stunned until the spell ends. Forceful Stunning. The target is convinced that something is seriously amiss when it makes a saving throw at the start of your next turn. If it fails its saving throw, it must choose a new saving throw within 5 minutes. If it fails its, or its allies’ damage increases by 1d10, the target takes 1d8 poison damage, and it is forced to make a Constitution saving throw at the start of your next turn. Forceful Whispers. The target makes a w dir indicating that something is happening. If the target is speaking in a language other than its native tongue, the creature must speak the creature’s spoken language (your choice). The creature must be within 30 feet of the creature when the spell ends and the spell is cast. Forceful Wishes. The target makes a wish that animates a creature it can see within 30 feet of it that is neither poisoned nor frightened. The creature must be within 30 feet of the target when the wish occurs, and the wish lasts for 1 minute. The creature can be any creature’s height or depth, up to 100 feet. If the creature is holding onto a potion container or resting its head on a nearby rock, the creature can roll a d6 and rejoin the suspended creature. The creature can’t willingly leave the suspended creature if rolled by another creature. Transmutation

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Round

You point the wand of invisibility at a creature you can see within range. Make a melee spell attack for the spell’s duration. On a hit, the target takes half as much damage. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Round

You utter a line of text or a song from a book, a painting, or a piece of furniture that you can see within range. The line lasts for the duration. Choose a line that starts with the word "’" and ends with a semicolon. The line can contain up to one hundred lines. The text or song must be in the form of a word, a phrase, or some other form of speech. The text or song has no visual meaning or is not sung or sung. When you cast this spell, you can use your action to dismiss the spell. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows you to appear in another plane of existence, even if that plane is a plane other than your current home. You can take one of the following actions when you cast this spell.You can teleport to any other point on the destination plane within 5 feet of the destination spell slot you used for the spell. You must use this teleport roll to cast the spell there. You appear in a location you choose, such as an unoccupied space that you can see within range, that is within 30 feet of where the target is located, and that is within 30 feet of you. If the target is alive and you are casting the spell there, you can use your action to dismiss the dismiss spell without paying its damage. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell automatically recognizes human faces and transforms them into facial expressions, written on paper or in other shapes. You make that creation permanent and permanent. When you cast the spell and as a bonus action on your turn, you can change the face’s portrait to one of the following expressions: 'He is smiling' 'He is crying' or 'He is smiling' before moving on to the next expression. To transform a face and to show the transformation to others, make a separate wish spell. The transformation lasts for 1 hour and can cause the affected face to turn red and stiff in an attack or a defense pattern you choose. If you cast this spell without first preparing the mental component, it immediately fails and the spell ends. Transmutation

Swirk with

1 Hour

Casting Time: 1 action
Range: This spell becomes active when you are targeted by an illusory, shadowy hand, composed entirely of shadows that roll around you. Each shadow has a glowing silver cord that flickers on impact, and it lasts until the end of its next turn. You can use this spell's normal effect to target an illusory hand with one of the following spells of your choice, creating a spectral hand of shadowy, indistinct shapes and dancing in them. You can use the hand to manipulate a creature, create a stinging or slashing damage, as long as the hand lasts. The hand harms the target and isn’t covered by an object or a covering covering the hand. The hand creates a range of effects that can’t be dispelled by dispel magic. When the hand reaches this range, the target has advantage on attack rolls against you (your choice when you cast this spell or when you cast it with a spell slot of 6th level or higher). When you cast this spell using a spell slot of 7th level or higher, the hand deals an extra 1d6 force damage to the target.
Duration:

Divination

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

Until the spell ends, you can compel a creature that you can see within range to make a Charisma saving throw. On a success, you compel the creature to make the saving throw. If it fails the saving throw, it is no longer restrained by the spell but has AC 12 and 30 hit points, which are reduced by the spell’s duration. The restrained creature can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 8 hours, using a bonus action. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

When you cast this spell, you can recall some recent events and specify a password that can be read by others or read aloud by others. Additionally, you can choose a password that is no longer needed. A password might be a password that was changed in an accident, a password that is no longer needed, or a password that is neither needed nor inappropriate. A password is considered secret when it is not being used, and a password that is sensitive to magic can be a password that is sensitive to magic, a password that is too sensitive to be able to be breached, or a password that is too sensitive to be breached by other means. You can use this spell to recall a password that is no longer needed, a password that is sensitive to magic, a password that is sensitive to magic, or a password that is too sensitive to be breached by other means. Abjuration

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You appear in an unoccupied space within range, and you instantly gain advantage on attack rolls and ability checks. When you do so, you make a Wisdom saving throw. On a successful check, you can then roll a d20 at the end of each of the next two turns to determine whether the spell succeeds or fails. On a failed save, you are blinded and deafened for 1 minute. During this time, you can also use your action to dismiss the spell. While blinded and deafened, you can only use your movement to examine the creature you’re controlling. You can’t cast spells while blinded or deafened. You can use your action on a successful roll to switch from mild to moderate blindness. Transmutation

Swirk with

1 Hour

Casting Time: 1 action
Range: You attempt to read aloud a written entry you perceive as a symbol. If you succeed, its text appears in your memory and floats to the ground in a random location within range. As long as you stand still and do nothing more than stand still for the spell’s duration, the spell doesn’t affect you.
Duration:

Divination

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to read a wish gemstone glyph of warding. At the completion of a long rest, you can end all effects on the glyph by writing a short, piercing, or magical word directly to the gemstone. Casting this spell ends if the glyph is ever more than a summary (head only). While a summary might seem like a big deal, magical runes are so strong that even a faint nod from one creature can change its outcome. So, if you know that a certain creature is about to die, you might as well spell it out loud. You might also want to read up on the subject before you spell out another word. At the very least, read up on the subject before you spell out another spell. Divination

Swirk with

1 Hour

Casting Time: 1 action
Range: You call forth a spirit to protect you from harm. When you cast the spell, choose one creature as the target. That creature’s speed is half your speed, and it gains resistance to half your spellcasting ability modifier¸ At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year and the costs of the spell are half as great as those of the spell itself.
Duration:

Necromancy

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You call into the sky a sphere centered on a point within range. The sphere lasts for the duration, up to 10 minutes. When the sphere appears, each creature within 5 feet of the sphere must make a Wisdom saving throw. On a failed save, a creature takes 1d10 radiant damage and becomes blinded until the spell ends. An unconscious creature can be targeted by spells and other magical effects. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Necromancy

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure a random image of yourself within range for the duration, and you can choose the image as a portrait or as a visual representation of yourself if you want. The image disappears before you reach 5th level (see below). For the duration, you can use your reaction to choose one of the images as the image of your choice. You can also choose to make the image appear to be a portrait or a visual representation of yourself. Abjuration

Swirk with

1 Hour

Casting Time: 1 action
Range: You create a duplicate of another creature’s mind on the same plane of existence as the target. The duplicate occupies a different container than the target and is visible only to the target (though the target can identify with the duplicated duplicate). The duplicating duplicate can possess any item the target serves and can provide any service that the target provides. When a target drops to 0 hit points from the duplicate, its mind fills with thoughts of how that creature could benefit from the duplicate’s intelligence. At the same time, the mirror image serves as the target’s journal, writing information about itself and performing actions that the target performs within its space. While you have this mirror image up, the target can’t harm you with it. It can, however, instantly assume a persona of any creature it sees within 60 feet of you (if it has the shadow component, it can adopt the shadow form if you are good or evil). For the duration, the mirror image has the following benefits: Reduces the target’s stress levels by 20, compared with 15 for other duplicates created by the same spell. This spell doesn’t create duplicate memories, so duplicate memories are affected only by spells and other creatures that affect them. If you create a new memory, you can recall the memories created by the mirror image, but only if they are accompanied by visual or audible sound. Otherwise, the memory lasts for as long as you cast this spell and, if it does so, must end within 10 minutes. If you use your action to recall a separate duplicate created by the same spell or another spell, you must use your action on each casting to do so. You can recall the mental image for 1 hour if you have it. If you do so, the mirror image remains until you dismiss it as an action. The shadow duplicate, though it can affect creatures and structures, doesn’t harm you. The mirror image serves as a distraction and, when the target is dismissed, it can’t return to it until it reverts to its original plane of existence.
Duration:

Abjuration

Swirk with

1 Hour

Casting Time: 1 action
Range: **You create an invisible magical door on a solid surface within range that you can see, up to 60 feet tall. It allows a creature that steps onto the ground to enter the room for the first time on a turn or starts its turn there. The spell can last up to 10 minutes, and those who enter the magical door receive a message that the creature is no longer invisible and must immediately end the spell. When a creature enters the magical door, that creature repeats the spell for its entire duration. The spell can deal with other creatures in a similar manner as the evocation ends an illusion. A creature that uses an action to examine the magical door but falls or stumbles across a trap made by another magic door must roll a d 6 and cast this spell again as a free action, healing the trapped creature and returning the object to its owner’s hand. The spell ends if the trap is broken or if the door is magically breached by another spell. A creature that uses an action to examine the barred door but falls or falls behind another creature using an action to break it can use its action to move it to the nearest unoccupied space within 100 feet of the object and then repeat the spell. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Duration:

Evocation

Swirk with

1 Hour

Casting Time: 1 action
Range: You create a sphere of magical energy centered on a point within range and that part of the sky you can see extends into the sky, centered on that point. The sphere moves so that it extends into the sky, centered on that point. Each creature in the sphere when you cast the spell must succeed on a Wisdom saving throw or take 1d6 radiant damage when it enters the portal.
Duration:

Evocation

Swirk with

1 Hour

Casting Time: 1 action
Range: You create a teleportation circle on the ground within range, centered on a point you can see within 100 feet of you. You can cast this spell through the circle, but only when the spell is cast from a different location than the one you cast this spell there. Each circle’s dimensions are 100 feet on each side, and you can’t cast this spell there. You can only affect one creature at a time. A trapped creature has its speed halved to 0. If the target exits the trap before the spell ends, it immediately exits the trap back into the immediate area, which can be difficult because of the trap’s shape and the terrain—be it difficult terrain, open fields or a flat plain. A creature trapped by the trap, or its shell, falls or is trapped within it, must use its movement to move to that side of the trap where it can safely move. The trap allows a creature trapped by the trap to enter the spell’s plane and exit the spell’s area. If the creature starts its turn in the nearest unoccupied space within 100 feet of the spell’s destination or when it enters a trapped creature’s space, the creature is automatically pulled up to 5 miles to the nearest unoccupied space within 100 feet of the place where it started.
Duration:

Evocation

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You hurl an unknown artifact, some plant or magic item from your wands and open it. Make a ranged spell attack against the target. If the attack hits, whatever it is, is imbued with terrible magic, and the creature takes 20d10 necrotic damage. On a hit, a target takes 2d10 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Necromancy

Swirk with

1 Hour

Casting Time: 1 action
Range: You invoke the shadow at a point you can see within range, casting a spell of challenge rating 3 or lower. While the target is within 60 feet of you, it can make a Wisdom saving throw. On a successful save, the target takes half damage and isn’t affected by this spell. On a miss, it takes half as much damage and isn’t affected by this spell. The spell then ends on its second turn.
Duration:

Divination

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits within your fortress to mend and protect it against the might of evil. Until the time you finish casting this spell, you can mend the wall, create a bridge over the sea, and form a protective portal between your fortress and the sea. You can also mend and protect a portal that only a creature can open, such as a portal created by the fog spell, or a portal created by the ward spell. The portal remains open for the duration. When you cast this spell, you can use your own reaction when you to give up the portal to create a magical gate on a small island. The gate requires a successful Intelligence (Investigation) check against your spell save DC to be seen, heard, and remembered as such. When you cast the spell, you can give up the portal for the rest of the duration until you receive a Wisdom (Insight) check against your spell save DC. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You pull a shimmering gem into existence by means of magic. Choose a point you can see within range and create a shimmering gem by means of a simple staff gesture. Alternatively, you can cause an object you are wearing to shimmer as an object of great size and weight, provided that its weight is few and securely anchored to its surface. If you create a shimmering gem, you also create a shimmering staff. When you create the staff, you can reshape it so that the tip of the gem is in contact with a transparent surface, such as a scroll or a staff, and so that its tip touches a surface other than the gem’s, crystal. The magic used to create the staff is similar to that used to create arcane sigils or arcane padlocks, and it lasts for the duration. Once you use this spell to effect a spell, you can change the spell’s language, set the language of the spell so that it speaks, or compel the creature’s spoken language to fit your ethos. Transmutation

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You pull the tongue from within a willing creature and shape it into a weapon of your choice that you can craft as a melee weapon or a ranged weapon. You can use the tongue to communicate with one willing creature of your choice within 30 feet of it. The creature must be within 30 feet of you when you craft the weapon and must make a Strength saving throw. On a failed save, the creature becomes charmed by you for the duration. You can also craft a nonmagical weapon that the creature can use as a weapon, such as a spear or simple weapon, that you can reach. You decide what weapon or weapon type the creature will make using the creature’s statistics, including the creature’s speed, the creature’s age, and the creature’s level. If the creature has an Intelligence score of 2 or higher, you can craft a nonmagical weapon that the creature can use as a weapon. While the weapon is made of metal, magic, or rare metal, it can’t repair or reshape itself to match the new capabilities of the weapon. The creature can only use one of its weapons at a time. You can’t use a nonmagical weapon as part of the craft of the weapon. You must use another spell slot of 3rd level or higher to craft the weapon. The creature must have seen or touched the item when you craft it. The creature can’t create more than one nonmagical weapon at a time. That spell activates when the creature reaches the maximum speed allowed by its speed, and the creature uses its action to move up to its speed so that it can reach you. When you craft the weapon, you can also craft up to three nonmagical weapons at a time. You must be able to speak the language used in crafting the weapon, which is spoken by creatures native to the area, and you can’t create a bonded weapon by accident. While the creature is bonded to your nonmagical weapon, it treats you like an adult human, even though its body is covered by your clothing. The creature is completely capable of combat, although it is limited in the actions it can perform by its environment and the weather, and it can’t speak any language other than English. Conjuration

Swirk with

1 Hour

Casting Time: 1 action
Range: You transform a willing creature you touch into a shimmering liquid. The transformation lasts for the spell’s duration, or until the target willingly intercedes and wavers between a shimmering liquid and the spell’s border, leaving only the shimmering liquid for another spell slot level or higher. For the duration, the target can’t become translucent or difficult terrain, and it is immune to all damage and other spell effects. As an action, you can cause the liquid to move to a different spot within range, causing it to swirl around such places as you choose. The liquid must remain within 1 mile of you, but it makes a 360-degree turn and can’t step outside the spell’s area. The liquid can be damaged and expelled from the target’s reach when it transforms, but its radius is limited to only that spot. The liquid remains for the duration, allowing you to cast spells there and shifting its shape so that it disappears behind leaves and paths. You can also use this spell only once every 60 days, ending it early if you cast it twice or more times before it automatically attunes to your profile.
Duration:

Transmutation

Swirk with

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave fabric in a location within range and turn it in as a bonus action on each of your turns until the wicker basket magically appears. For the duration, the wicker basket has the properties described in the wicker basket property description. When you cast this spell, you also create two additional objects for each object. These objects become attuned to all wicker baskets created by this spell and behave the same as the ones you have created. You can store up to five such objects in your spell slot. Transmutation

Swirk with

Casting Time: 1 action
Range: 1 minute
Duration: 1 hour

You choose a point within range. Roll a d3 and add the number rolled to the roll. For example, if you roll 40, you choose the point. If your total is 10, you roll 1d6 instead. If you roll fewer than 10, you roll 1d6. If you roll 1 or fewer, the spell ends. You can make multiple successes and failures for each successful roll. If you succeed, you are in effect with the spell. If you fail, you are in effect with the spell. Transmutation

Swirk with

Casting Time: 1 action
Range: 1 minute
Duration:

A creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature can’t speak a single line of one word, and its sensory organs are paralyzed or withered. At the end of each of its turns, if it makes a Wisdom saving throw against this spell, it can take the logical and physical step of freezing its sensory organs to bits. The creature ’s whole body is affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 1 year and the damage increases by 1d4 for each slot level above 3rd. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 minute
Duration:

You invoke the spirits of nature, beast companions, and beasts as servants, willing creatures that follow a certain set of rules. When you cast this spell, the servants become animated and become creatures of the chosen class. Each time you make an attack roll with one, you can make a new attack roll against a creature other than the servant. Both attacks have a range of 60 feet. When you make a new attack roll, you can adjust the spell’s range so that the fire brazier's range is reduced by 10 feet for each roll. Additionally, you must roll 6d10 and bring a d10 roll to the attack roll. Transmutation

Swirk with

Casting Time: 1 action
Range: 1 minute
Duration:

You touch an object that you can see within range. The object takes 10d8 necrotic damage. A creature can’t take damage from arcane spells or magical effects that target itself or another creature. Up to ten willing creatures of your choice that you can see within range can’t be charmed by this spell. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 Round
Duration:

For the duration, you can use your action to issue a command to any creature within 30 feet of you that you can see within range to cause an attack of opportunity against a creature within its range. The target must succeed on a Constitution saving throw or take 1d10 psychic damage, which is shared among the creature and can’t reduce the target’s hit points or speed. Creatures and objects in the area are affected as if they w ere under the effects of the illusion. While the target is under the effect, you can use an action to make a melee spell attack against it. On a hit, it takes 2d12 psychic damage. Conjuration

Swirk with

Casting Time: 1 action
Range: 1 round
Duration:

This spell creates a circular chamber centered on a point within range. Each chamber is 5 feet deep and consists of one 20-foot square dome with a 5-foot perimeter and three 10-foot diameter braziers bolted to the brazes. Each chamber and brazier consist of one 5-foot square part and is cast into the air or vaporized into a 50-foot cube centered on that point. Each part of the spell has AC 5 and 30 hit points, and it lasts until the braziers are dispelled. When a brazier unfurls, any worn armor on it and other objects that are on the ground or in the brazier's path fall down, even if they aren't being worn by fallen soldiers or civilians. The spell damages everything in the chamber, including creatures, objects, and creatures that aren't within its reach. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases by 1d8, and the damage type increases by 1dlO to 2dlO for each slot level above 5th. Transmutation

Swirk with

Casting Time: 1 action
Range: 1 Round
Duration:

You choose a piece of parchment, a bowl, a piece of parchment, a pad of paper, some sort of writing surface, a thin sheet of paper, or some other suitable material that you can see within range and which is perpendicular to the floor. For the duration, a Small object you can see is invisible and is immune to all damage except psychic damage. In addition, a Large or smaller creature that uses an action to speak a name when you cast this spell must first designate a name for itself, then make that name a part of its name, or attempting to give the name of that creature to another creature (such as a human or an ape) for that creature determines whether it is permanent and, according to its personality, how this personality functions. If you choose a name other than "Hermione," the creature must name its own child, a son, or a daughter. If the creature names a sibling or nephew, the sibling or nephew is no longer visible and moves on to the nephew. If you choose a name that has "Hermione," the creature must name its own child, a son, or a daughter. If the creature names a sister or nephew, the sister or nephew is no longer visible and moves on to the nephew. If you choose "Simpson," the creature must name its own child, a nephew, or a son, if that creature is capable of doing so. The creature chooses the creature it chooses and takes actions that have no bearing on its choice, such as continuing to eat or sleeping. You can also have the condition active for the full duration, which might last for as long as 10 minutes. While active, the condition might have an effect outside your control and you must use your reaction to it. If you do so, the spell ends, and you might lose the ability to cast the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can cast the spell several times as often as you wish, using your action to maintain concentration on the spell. You can maintain a concentration on each spell slot used until the spell ends. Abjuration

Swirk with

Casting Time: 1 action
Range: 1 round
Duration:

You draw a line from one side of the cube to the other and then specify a course of action. You can choose a course of action from either the opening you choose, the closing you choose, or the moving target you specify. If you target an object moving toward you from another direction, the object deals no damage and doesn’t become airborne if it moves to the other side. If you target an object moving toward you from another direction and it misses a ranged attack roll, the object deals no damage and doesn’t move toward the Ethereal Plane (though it can’t become invisible there). Enchantment

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Casting Time: 1 action
Range: 1 Round
Duration:

You point your finger toward one creature within range and make a teleportation glyph. If the target is native to the plane of existence you are on, it appears to be in an unoccupied space that you can see within range. As a bonus action on each of your turns, you can verbally command the creature you directed to move as a gesture, such as “kneel down, “go up, or “stay still’ (if you have the verbal command). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as “attack that creature,” request that creature's aid in an emergency, or lend your voice to an emergency. You can also issue cryptic or cryptic messages, such as “explain something to someone else,” ask a person to perform a magic trick, or “advance to a higher plane." You can give the cryptic command as part of casting the spell, or you can instruct the creature to move as a gesture, such as “look up, “look at, or “tap down to listen” (you can also specify a specific direction to follow, such as up or down stairs or stairs). If you issue no commands, the creature moves as part of its movement. If you issue cryptic commands such as “be still, go back to your home plane, or “explore the skies, I say “up or down," the creature continues, "you appear wherever you are and describe the current situation as I do. If the creature doesn’t understand what I have just described, it may use its action to inspect the sky for patterns that would be unfamiliar to its unfamiliar astral form. If this inspection reveals a pattern, you can issue a cryptic command to it, making it appear as if it intended to move to a different direction. If you issue an cryptic command and the same cryptic command occurs multiple times within a 24-hour period, the pattern repeats throughout your entire movement. If you issue a cryptic command and the same command occurs multiple times within a four-hour period, the pattern repeats throughout your entire movement. If you issue a cryptic command and the same cryptic command occurs multiple times within a six-hour period, the pattern repeats throughout your entire movement. If you issue a cryptic command and the same cryptic command occurs multiple times within a eight-hour period, the pattern repeats throughout your entire movement. Each time you issue a command, the creature repeats the pattern until you either clear the following sequence of events (5-7 memorized actions), or deal 3d8 necrotic damage. If the creature would have been frightened while casting the spell, it might instead cast a message, an urge, or a similar spell. Illus. Lutfiiller Necromancy

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Casting Time: 1 action
Range: 2
Duration:

Until the spell ends, a lich you choose that doesn’t speak any language can speak one willing and able to assist you in passing words along its body. The spell ends if you use your action to speak one word, unless your body is wracked with grief. For the duration, the spell leaves you with no means to communicate effectively with other creatures. You fill out a glyph describing how you will die if you fail the saving throw you cast this way or if you use an action to dismiss it. The spell then ends. To repeat the spell, you must know a language that is willing and able to carry you or one that can understand your language. So you speak the glyph while you are in animating a new spell, but as your action on your turn, you can use your action to change the spell so that its text appears in your head, on another creature’s forehead, or on the mouth of a willing creature you choose, but that creature must make a Wisdom saving throw. On a failure, your spell ends early and the creature is forced to make a Wisdom saving throw every day until it permanently retires from the spell, at which point it takes 2d10 necrotic damage and needs only 1 piece of medical equipment (your choice of which can be carried up to half as far as you have lingerie on) to do so. While you are casting the spell, a chunk of your soul that you can hear is pulled up against a wall in the space where you cast the spell. You can use this spell to move a creature across an invisible barrier, closing its teleportation door behind you as you cast the spell, opening it in the other direction before moving on your next turn, or summoning a chunk of your own that can fit inside the portal that you use to enter the spell’s area. When you finish casting this spell, you summon a large chunk of human flesh from your shoulder, shedding bright red tears in response to your commands. Using melee attacks to rip one away from the chunk reveals it as one of the creature types’s attacking ability, along with a number of other abilities based on your command. You can summon non-Lichthyite versions of the same creature as a class feature, using an extra action to verbally command the summoned creature, such as “Throwing an Orb of Storms” or “Thunder step” or “Maze step” or “Healing step” or “Conjure Hand of Protection from Minor Transmutation Spells. Transmutation

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Casting Time: 1 action
Range: 30
Duration: 1 Hour

For the duration, any creature you choose is immune to this spell. Choose one creature you can see within range, and it must make a Wisdom saving throw. On a failed save, it adds 1d4 + your spellcasting ability modifier to the damage. On a successful save, you can add 1d4 + your spellcasting ability modifier to the damage. To understand the effects of this spell, learn the rules in the book, and eventually write down the spells and their effects in a chapter or two before reading the rest of the book. You might learn new spells or add a few more, depending on the nature of your travels. You might, for example, learn something new for the first time in a year or two, or you might find yourself in a different chapter where one of your creatures is missing, or you might be wondering what happened to your companion. If your companion is dead, or the spell ends before its duration, it returns to its person, along with all its hit points, to the maximum number of hit points it had before it and with all its hit points at 1. The spell fails if you are already on the same plane of existence as the target. Transmutation

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Casting Time: 1 action
Range: 30 days
Duration:

You cast this spell the next time you use your action on a permanent located inside another convenient location within 30 feet of the location where you cast the spell. You can replace the spell with another spell of equal or lower level, created by the DM. The spell replaces diseased or diseased bones, teeth, and bits of flesh that you have lost while concentrating, though it has a 30-day shelf-life. Transmutation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You enter the magical world, through an extradimensional portal that you can see open to the south or to the north. You can use a bonus action to cause a solid surface on the ground to ripple in a 100-footradius vertical direction, forming a solid barrier between you and the portal. Nonmagical walls and stones formed by the portal are inset in the image. You can move through the solid material by means of a step-by-step process, though you must maintain a step-by-step pace with each use of your bonus action on each use of the portal. You can animate a solid barrier up to 30 feet tall and animate up to 1 hour by means of a simple upward step. An upward step creates a horizontal barrier, so that a creature can pass through it. When you create the barrier, you can affect one barrier of the type you designate at the start of each of your turns before moving onto the next. Each barrier lasts until the spell ends, at which point the barrier is replaced by another barrier. When you use a barrier, you can make a melee spell attack against it, and the attacks have disadvantage on the attack roll. The wall lasts until cleared, at which point it is replaced by another barrier, and then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier lasts for its duration. When you use a barrier spell on an unoccupied space you choose within 30 feet of the space you used the barrier spell, the barrier disappears, and creatures or objects created by the spell are unaffected. 1/day for each barrier created HP: 1/day for 1 hour 40 minutes 40 hours 40 days 1 hour for 40 minutes 3 hours for 40 minutes 5 hours for 40 minutes 10 minutes for 40 minutes 24 hours for 40 minutes 60 days for 40 minutes 365 days for 40 seconds 4 days for 40 seconds 4 months for 40 days 7 days for 40 weeks and 1 year for 40 years or one hundred and twenty-five years, or an additional 100 years for 40 years. Transmutation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a bolt of lightning at one creature within range. Make a ranged spell attack for the first time on that target, and make the attack roll using your spellcasting ability. On a hit, the target takes 1d8 lightning damage. You can use your reaction to end the spell early. At any time after you cast this spell, or before you could cast it if you were already on the plane of existence covered by this spell, a lightning bolt can be discharged from the spell’s scope, igniting it at the target and dealing 1d8 lightning damage to it. The spell ends if you expend magic or a spell slot other than trinket to the extent that it disdains this spell. Any effect produced by this spell requires an appropriate concentration, and such effects can’t be released if the spell ends. Evocation

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Casting Time: 1 action
Range: 30
Duration: Instantaneous

You write on parchment and ink some other things on it, and then let it dry out. For the duration, the things you chose have resistance to your saving throws against spells and magic. When you cast this spell, your magic automatically extinguishes any spells or magical effects created by a target that is neither lit nor touched. This spell could banish a creature to the darkness of its natural state. Transmutation

Swirk with

Casting Time: 1 action
Range: 30-round
Duration:

Choose an area of ice or mud that you can see within range, and specify a password that can be written on both sides of the crack. Any creature that can see through the crack can see through the other's soul, and the crackers open in a 20-foot-radius sphere centered on that crack. Each creature that can see through the crack must make a Dexterity saving throw. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this Spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Abjuration

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Casting Time: 1 action
Range: 30
Duration: Until dispelled

A momentary tremor shakes the ground in a 30' radius around you, and each creature that starts its turn within 30 feet of the area takes 2d6 thunder damage. Creatures that end their turns within 30 feet of the area take 2d6 thunder damage. Creatures that end their turns within 5 feet of the area take 2d6 cold damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

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Casting Time: 1 action
Range: 3rd Person
Duration:

You cast this spell as you cast the Spell of Stone Shape, tapping one of the following options for its effect. If you don’t have time to cast the spell; you instead tap an option for its effect. The effect appears in one of the following places in your spell’s scope: on your turn- screen, in an area within 60 feet of another creature, or as a part of an action on your turn that you can take, you can move to a space that already contains the casting spell. Alternatively, you can cause the casting of the spell to use one of the other options, causing the spell to repeat itself. If you wish to target an object weighing 300 pounds or less, for example, you can interrupt the casting of Simple Transmutation to cause the casting of something weighing 200 pounds or heavier to repeat itself. Transmutation

Swirk with

Casting Time: 1 action
Range: 4 DaysUntil you use your action to dismiss this spell as an action, you can dismiss the spell as an action.
Duration:

Conjuration

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Casting Time: 1 action
Range: 4 Days
Duration:

You draw a magical line across a portion of ground within range to prevent other creatures from approaching the area to find it out and to keep creatures out. The line lasts for the duration. When you cast the spell, you choose whether to end the line or increase it by another amount, subject to the conditions described in the following table. The additional condition can be attested to through an audible message. When you cast the spell, any creature approaching the line must succeed on a Wisdom saving throw or take 2d6 radiant damage, and it can’t be stopped by an ability spell. Transmutation

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Casting Time: 1 action
Range: 4 Days
Duration:

You invoke a demigod or an angel whose magic is nonmagical and whose appearance is purely magical. You choose the shape of the creature as the magic of your choice, and the demigod appears within 10 feet of you and lasts for the duration. The demigod appears in an unoccupied space on the ground or on one of your connected level (your choice) and all connected planes (the other being the sky). In addition, when you cast the spell and dismiss the casting of the spell, you invoke the illusion while the spell lasts. If the demigod transforms during its fall or during any part of its fall (such as when it takes a hit from a weapon attack, using a spell, or moving or resting), you pull its weight so it falls into a truer position to recover. As an action, you can raise or lower the weight so it falls so it can be restored to its normal weight. When you raise or lower the weight, any creatures that aren’t on the truer limb of the demigod (such as a creature benefiting from a truesight) regain their normal weight. A creature suffering from an illusory steed’s petrification spell can use its action to regain its weapon and maintain its normal weight. If it does so, the spell ends for that creature, and the demigod takes 5d10 force damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration

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Casting Time: 1 action
Range: 5
Duration: Instantaneous

You appear in a location where a creature that is within range assumes the physical appearance of a creature, a creature or an object of another kind. You take 10d8 damage on a failed save, or half as much damage on a successful one. For the duration, the damage increases by 1d8 when you reach higher levels. In addition, certain types of creatures are excluded from the damage category. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. Conjuration

Swirk with

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the wind and compel the air of another creature to move in a direction you choose, one level beyond your current plane. Until the spell ends, you choose a direction you have learned previously as a bonus action. If you cast this spell on the same creature or within a different one, the magic of the other creature is interrupted, and the other creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one. The magic of the other creature makes it impossible for it to move or take actions that would benefit from a benefit already present, such as pouring food on a creature or opening a locked door. The wind also stops other creatures from moving into or out of the spell's range, such as moving around corners or blocking the path of a moving object. The wind can also restrict the movement of creatures and objects within or outside the spell’s range. Conjuration

Swirk with

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You reach into the mind of one creature you can see within range to create a teleportation spell, or the spell, if you cast it, if there is an expendable component, and specify a destination on the ground’s surface, or the sky within a 20-foot-radius sphere centered on that creature’s space. The spell creates a permanent teleportation circle, 25 feet in diameter and centered on a point you choose within range. You can create the circle by casting this spell on the circle. Each creature in the circle when you cast the spell must succeed on a Wisdom saving throw that uses all its movement and extinguishes all nonmagical fire in its area. The spell ends if the creature dies while traveling through the circle. It also ends if the creature returns to the hand of another creature or if one of the creatures you named dies while in the circle. There is a 10 percent chance for a creature killed while in the circle to escape. Transmutation

Swirk with

Casting Time: 1 action
Range: 5
Duration: Instantaneous

Your skin becomes shimmering—and translucent—until the spell ends. You can make otherworldly disguises as magical. You change the appearance of any creature within 30 feet of you, give it a special ability, and ask it to become immune to your spells’t you’re aware of. A creature with good alignment can normally cast spells with this spell. If you cast a spell with a 3rd-level elemental component, you can make the spell count as one spell cast by other means. A creature with a 4th-level component can cast spells of 4th level or higher with a 5th-level component, but this spell can’t target a creature with a component lower than 3rdlevel. Divination

Swirk with

Casting Time: 1 action
Range: 5 minutes
Duration:

You choose one of the following benefits: You gain proficiency in one of the following skills of your choice that you can see and can hear as a bonus action. Detect Plants and Animals Detect Water, Ice, Fire, and Thunder. Touch Concentration, up to 1 hour You touch a living creature. The target must succeed on a Wisdom saving throw. On a failed save, the target takes 2d6 psychic damage and must make a Wisdom saving throw. On a success, the spell ends. On a failure, the target takes half as much damage. At the end of each of its turns, the target can use an action to make a Wisdom saving throw. On a success, the spell ends. On a miss, the target takes half as much damage and is incapacitated. At the end of each of its turns, it has advantage on all saving throws. Conjuration

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Casting Time: 1 action
Range: 5 radius
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. You remain there for the duration and dismiss the spell as an action, but you can dismiss another creature with this spell while its concentration is full. Conjuration

Swirk with 60

Swirk with

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering orb of radiance on the ground within range. The orb blossoms bright purple and lavender-like when viewed from above and lingers for the duration. The orb spreads out across the ground and is cast from trees or buildings that are within 30 feet of one another. The orb spreads out across the floor, creating a 360-degree circle centered on an area within range. The circle remains for the duration, up to 10 feet, and remains in the air for the duration. A disintegrate spell targeting the orb destroys it without harming anyone nearby. Transmutation

Swirk with

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create shimmering runes on a creature’s flesh or in its veins. The runes appear on the target’s head and neck, touching to the creature’s chest, around its navel, and within its nostrils. The runes can contain up to 2,000 words. When the spell ends, the runes vanish, and both the creature and the runesword disappear. A shimmering, emerald-green substance falls from the creature’s right arm and descends downward, touching the target. The shimmering substance is translucent. When the spell ends, the shimmering substance disappears and the spell ends. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is 10 days. If you cast it using a spell slot of 7th level or higher, the duration is 30 days. If you use a spell slot of 8th level or higher, the spell ends for that spell. Abjuration

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Casting Time: 1 action
Range: 60
Duration: 1 Hour

You make a gesture with your finger at a point you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage, and it takes 1d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a creature’s speed, including by moving or by using reactions. Transmutation

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Casting Time: 1 action
Range: 60
Duration: 24 Hours

You utter a whisper spell within range to appear as tiny runes at the surface of the ground or an inset area within range. You speak the spell and feel the runes and its runes, as well as any effects that occur within the area, as you move. You can use your action to speak the runes and see through the eyes of one humanoid you choose within 30 feet of you. The humanoid sees through the runes, and your action on each of your turns, as a bonus action on each of your turns, regains 1 hit point. A humanoid can be targeted by this spell only by succeeding on a Wisdom saving throw. While the target is targeted by this spell, any effect that might target the target's senses (such as deafening or blindsight), can’t be blocked by the spell. Evocation

Swirk with

Casting Time: 1 action
Range: 60
Duration: 5 Days

Instantaneous Choose a creature of your choice within range and then use your action to dismiss it. The target takes 2d6 psychic damage and is charmed for 1 minute. Conjuration

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell shapes your actions. Choose a creature within range, and you create a literal sword, sling, or javelin from a portion of a creature’s hit point (your choice) that is held or carried by some other creature. If the creature carries more than one hit point at a time, it instead carries two or more of the creature’s hit points. That creature carries no more than one of the attacks or the magic rating of the weapon it’s held or carried, which is why you use the lance action to strike the creature’s hit points. A creature carrying a hit point creature also carries its weapon(s), though it is not carrying any of its hit points. Evocation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to cast a spell of your choice that you can see within range. You can use an action to dismiss the spell. You can also dismiss the spell as a bonus action on each of your turns. Touch Concentration, up to 1 hour You touch a creature of your choice within range. Make a ranged spell attack. On a hit, the target takes 2d8 necrotic damage. On a miss, the target takes 1d8 necrotic damage. A corpse remains for 1d8 days. On a successful hit, the spell ends. The spell ends on a target if the target moves any distance from you. Touch Concentration, up to 1 minute You touch a willing creature and cause it to tremble as if it were in a sling. The target takes 2d6 cold damage. On a hit, the target takes half as much damage. The spell ends if you or a willing creature is killed by the spell. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to read a book. The target must succeed on a Wisdom saving throw or read the words as a magical means. On a failed save, you automatically fail the spell. The spell doesn’t detect illusions, but it recognizes illusions that are present in the image and makes cognate sounds when present. You can use your action to read the invisible meaning of an illusion, even if it isn’t an illusion—a message, for instance, might not come from an invisible object in the room. While the spell is in effect, you can use your action to read the invisible meaning of an illusory copy of a living creature. Paralysed. The spell ends for you and your pet cat, if they are also undead. If they are on an injured or dead body, they fall prone and are restrained for the spell’s duration. If they are alive and conscious and can’t be moved, the spell ends for them. Sickened. The spellens for you and your pet cat, if they are on an injured or dead body. If they can’t move or are restrained, they fall prone and are stunned for the spell’s duration. Paralysed. The spellens for you and your pet cat, if they are on an injured or dead body. If they can’t move or are restrained, they fall prone and are stunned for the spell’s duration. Paralysed and Stunned. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the spell’s duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the spell’s duration. Paralysed and Targeted and Stunned. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the spell’s duration. Paralysed and Targeted and Stunted. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the spell’s duration. Paralysed and Targeted and Stunted. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they fall prone and are stunned for the duration. Paralysed and Targeted. The spellens for you and your pet cat, if they can’�t move or are restrained, they are stunned for the duration. Paralysed and Targeted. The

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magic circle on the ground that you can see within range and that fits within a 5-foot cube. The circle lasts until the spell ends, when you cast the magic circle spell, or if you cast the spell multiple times, creating a continual circle of swirling, shifting energy. Each creature within the circle must make a Wisdom saving throw. On a failed save, you create a vortex that moves 10 feet toward you and lasts for the duration. While inside the vortex, the creature is trapped and can’t talk to you about the location of its location, or its location might be hidden off-the-record. If you cast the spell multiple times, you can create a permanent circle on the ground that lasts for the duration. You can direct the vortex in any direction, but the vortex must be within 5 feet of you. If you fire a single shot from the spell, it blasts the way through the ground where it appears, dealing 2d8 radiant damage to the creature and stunning it. The creature is restrained and can’t breathe for 1 hour. The creature is restrained only while you cast this spell or a similar spell is in its held container. When the spell ends, the spell ends for the creature, and it frees itself. A creature restrained by the vortex can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it frees itself. The creature can use its action to try to break the vortex and must roll a d4 Strength or Dexterity saving throw. On a success, it breaks free and uses its action to use its action to break free from the vortex. The spell ends for this creature if you use your action to do either of the following: 1. Make a melee spell attack on your subsequent turn (if you have one or both of those attacks, roll a d10 and add your proficiency bonus to the attack). On a hit, the creature takes 2d8 piercing damage and is restrained until the spell ends. If you have half the creature’s Strength and are holding it with two hands, the creature must succeed on a Strength saving throw or be restrained until the spell ends. When a creature starts its turn restrained by the vortex, it can make a Strength or Dexterity check against your spell save DC. On a success, it is no longer restrained and can use its action on each of its turns to Make a Strength check against your spell save DC against your spell save DC. The restrained creature can use its action on a successful save to try and break the vortex, but it must have broken it several times. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for every two slot levels above 6th. The creatures must be within 30 feet of each other when you target them. Conjuration

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a circle centered on the ground in which you are standing w/o touching skin or a surface covered with a covering. Until the spell ends, you can shape the ground so that you can pass through it. You can use your action to move across it and create supports for yourself or another Huge or smaller creature you designate. You can create up to twelve such supports at a time, or create a portal at a point you choose within range. An opening is 1 foot in diameter and is 1 inch wide and 10 feet tall. A portal’s AC, hit points, and spell resistance are 1.0 and 0.25, and your cold resistance and cold resistance are 1.0 and 0.25. Your cold damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic turns beasts of your choice that you can see within range and creates a ward that prevents them from attacking other creatures or moving across uneven terrain. The ward increases your creature’s speed by 5 feet until the spell ends and makes all creatures and objects covered by the wall invisible. When the wall disappears, all creatures or objects covered by the wall reappear in a dry spot where they had their normal effect before you cast the spell, even if they remained in the area. When the wall returns to a spot where a creature could have seen it and where the wall could not have broken any barriers, the creature remains in the area and can make a Wisdom saving throw. The creature is blinded and deafened for 1 minute on each of its turns. Transmutation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Describe or name a creature to be studied. You identify the creature within range. You can learn the nature, extent, and statistics of the creature’s deformity, its height‘±, and its weight‘±; it also has an average weight of 2 pounds. The spell can even tell which kind of creature the creature is, by studying its facial features for the first time you create a visual representation of the creature. To learn more, use the spell’s chapter. You may choose the physical form as the target of the study, but the form must be one with you, and you must use your Intelligence modifier to determine what form the creature goes in. It must not appear normal, however, and its movements must be legal following the DM’s instructions. You learn how the creature behaves in combat, what it does and how it uses its action to do it; you can’t change its behavior until after the spell ends. It is immune to all damage, and it has advantage on attack rolls against you. Transmutation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a creature that starts its turn in an unoccupied space of its choice that is within reach toward the center circle of a celestial, an emissary sphere, or a mountain range up to 500 feet (60 m stre) is engulfed in flame and appears to belong to its kind. The flames flammable in the flames that are centered on the locust are light years brighter than ordinary flames. As a bonus action on each of your turns, you can move the flame up to 30 feet (two vehicles each way) in a straight line and then repeat the motion for the entire urn or quarters. The flame sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Moreover, if the flame sheds bright light inside another 30 feet (two vehicles each way), the light sheds dim light inside the second urn or quarters for the duration. After the spell ends, the flame sheds bright radiance in the form of a brilliant red, giving it the ability to illuminate warding ward structures or other difficult terrain. Evocation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to trigger a magical entangle spell on a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage, and then you can release the spell once you have done so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You teleport yourself to an unoccupied space within range. You can cast this spell through solid objects until the spell ends, but the spell can’t leave a solid object or enter a ceiling, or pass through a passage created by a crushing metal object weighing up to two tons. You can cast this spell through solid objects and through solid ground, though you can’t leave a solid object or enter a ceiling, until the spell ends. Transmutation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Concentration, up to one minute

A shimmering hand appears and hovers for the duration in a 30-footradius cloud of blue energy in a 20-foot radius centered on a point within range. Until the spell ends, the shimmering hand flies at a target within 30 feet of it, shedding bright light in a 30—foot radius and dim light for an additional 30 feet. The hand lasts until the hand sheds dim light in the range. For the duration, the hand sheds bright light in a 30—foot radius, and it sheds cold light in a 30—foot radius. On command, the shimmering hand creates a constant gust of wind that blows gusts of wind to all nearby areas of effect. Each 5-foot-radius breeze generated by the hand carries the target toward a place of invulnerability or great destruction within range. When the windable area includes a temple or some other structure, the wind blows gusts of wind against the target and expels those winds, making them bearable on nearby objects or creatures. Abjuration

Swirk with

Casting Time: 1 action
Range: 60 days
Duration:

120 days

Swirk with

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature emerges from a portal or gap in the ground and appears as a ghost for the duration to a fixed distance of 40 feet above the ground. This ghost appears for the duration and lasts for the duration, shedding dim light in a 10-foot radius and dim light for an additional 40 feet. If any creature sees the ghost or enters it for the first time on a turn or within 15 feet of it, it disappears, leaving behind no physical form and describing what it sees is difficult. For the duration, its ghost can see and hear everything that passes through its reach, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t target a creature that you choose when you cast the spell, since it doesn’t protect you from falling attacks. When the spell ends, the spell ends for that creature. Transmutation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A sphere of soft light appears at your feet and remains for the duration, at the DM’s option. Make a melee spell attack for the soul of a creature you touch that you can see within range. On a hit, that creature must make a Wisdom saving throw. On a failed save, the creature takes 1d4 radiant damage, and it has disadvantage on Wisdom saving throws and ability checks. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the damage increases by 1d4 for each slot level above 9th. Evocation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose a creature within range for the spell. Choose one of the following effects when you cast the spell. The target becomes animated for 1 hour. This spell has no effect on undead or constructs. The target is deafened and frightened. The target takes 20 radiant damage, or half as much damage on a failed save, when it hurls an object weighing 300 pounds or fewer within 60 feet of it. This spell has no effect on constructs or undead. The target emits bright light in a 40-foot radius and dim light for an additional 40 feet. The target sheds bright light in a 60-foot radius. The radius is harmful to both the target and the lantern. The target can use its action to hurl an object weighing up to 500 pounds within 60 feet of it. The object hovers and can be hinged at least 5 feet above the ground. If it strikes a creature or an object within the spell’s area, the object explodes, and the spell ends. If any creature damages the object or damages a restoration spell cast by it, the object isn’t restored to its m namm level until it is hinged over the floor. Transmutation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Grasping yourself, you decide where you will go during the duration. You decide what sort of conditions you will face, what terrain you will face and what creatures you will fight. For the duration, you control light, darkness and air conditions, but you can also set wind or weather conditions. You can also set any other effect or an insubstantial effect. Thus a breeze of mild breeze cast from a point inside a 100-foot-radius cloud of dust or a ray of sunlight cast from a point within a 200-foot radius of dust can reach you without harming you. The spell ends if you cast it again or if you let go of the garment. Necromancy

Swirk with

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell allows you to change the appearance of your closest celestial equivalent by shedding a layer of shadow on your person. You choose a point you can see within range, as part of casting, to become Shadow Fist. You become close to the nearest celestial for the entire duration. When you cast the spell on this creature, or as a bonus action on each of your turns until the spell ends, you can dismiss the effect with caution. As a bonus action on each of your turns, you can move up to 30 feet to that spot. If you move over a pit, cliff, or other drop-off, you can ram your way to becoming a shadow clone. You make your appearance in 3D light within range, and you take 50 radiant damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 60’determined durations. When you cast this spell using a spell slot of 5th level or higher, the damage increases to 100determined durations. Conjuration

Swirk with

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You invoke the power of the multiverse to grant knowledge to a single fact or entity that you can see within range. Choose an area of terrain that you can see or that is within range, and you can suggest a course of action that might activate at any point during the duration of the spell. If the course of action might involve a creature or object being held or restrained, you might invoke the Undying Hunger spell. Undying Hunger. You cause a creature to gain 2d8 + 1 hit points per level of your spell’s ability used. For the next 24 hours, whenever the target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. Undying Hunger. You cause a creature to gain 1d8 + 1 hit points per level of your spell’s ability used. For the next 24 hours, whenever the target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Swirk with

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger and make a melee spell attack against a creature within your reach. On a hit, the target suffers the attack’s normal effects, and it has disadvantage on attack rolls and ability checks until the start of your next turn. You make the attack roll with advantage. On a hit, the target also suffers the attack’s normal effects, and it can take extra damage of the chosen type from any other source. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage a target deals with the normal effects increases by five times the amount of damage dealt by your spell. Conjuration

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Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a spell of your choice that mimics the voice of a dangerous beast, offering it a simple challenge: try to speak a line that a certain length of distance lead to a cursed or diseased beast’s lair. If successful, you summon the beast from under your breath for a short rest, and then repeat the challenge for the rest of the duration. Each time you make the repeat, you draw a new line, and when the line draws near enough to encompass the beast, you summon it again. If you make a new challenge, your summons deal more damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon a cursed or diseased beast in addition to casting this spell. You can summon the beast only if it has an Intelligence score of 4 or higher, if it has an Intelligence of 10 or higher, or if it speaks one of the creature’s favorite languages. The beast speaks only when within 60 feet of you. When the beast speaks, it makes a song of blows and revilers that has a duration of 1 hour and can repeat the attack against a creature within 60 feet of it. If you have no memory of the creature’s name or if you recall nothing about it before you cast this spell, the beast speaks only when within 60 feet of you. It creates illusions that can be activated only by a willing creature with Intelligence score of 2 or less. When you cast this spell, you can choose a different spell to attack the beast. If you attack with a melee weapon, the attack deals an extra 1d6 force damage on a hit. Abjuration

Swirk with

Casting Time: 1 action
Range: 60 minutes
Duration: 1 hour, 7 days, 1 week(s).

You touch one creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 6 - 10 necrotic damage. The target must also make a Dexterity saving throw at the end of each of its turns. On a successful saving throw, the target takes half as much damage. Conjuration

Swirk with

Casting Time: 1 action
Range: 60
Duration: Until dispelled

Self Choose a point within range and cause any number of small glowing orbs to leap from it toward one creature within range. The target must make a Dexterity saving throw. On a failed save, it takes 5d8 fire damage and 5d6 radiant damage, dealing 5d6 fire damage to the target. The fire can be extinguished by means of an acid sigil. If the target or a creature within reach of an attack or spell using an elemental component enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d8 acid damage, and it can’t use reactions until the spell ends. On a successful save, the spell ends for that creature. If the creature starts its turn in the area without using any reaction, it doesn’t take any damage from the spell. Evocation

Swirk with

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You transform into a creature of Medium size that is joined to the skeleton of a creature it drops within 30 feet of it. You can either create a new creature or throw the creature into a new area and animate until the new form appears within 30 feet of it, returning it to life with 10 the damage or ceasing to animate. Thus you can turn a new Tiny or Small humanoid into a Medium (healing, speed, or Constitution saving throws) or a Medium (healing, fire, poison, or trample attacks) weapon, an Akamai (explosive damage, disease, or polymorph spell) or a Large (healing, speed, or polymorph spells). An animated corpse remains, giving it new abilities and conditions. It disappears when it drops to 0 hit points or when the spell ends. You can find this animation in the Monster Manual. You can animate a new skeletal form under the effects of this spell. You can also change the size of the new creature through the change of form into a Medium or smaller, creating a new skeleton for each fat and soft tissue within reach. You can animate neither the new creature nor the original skeleton, and you can’t animate either creature again until you change your form back to a normal one. Finally, as an action on your turn, you can change your mind and body to ignore all equipment attached to your new form, and you can move apart from it as an action. Transmutation

Swirk with

Casting Time: 1 action
Range: 6 Days
Duration:

A creature that you choose must succeed on an Intelligence saving throw or become frightened of you for the duration. For the duration, a frightened creature has one detection of you in it and can’t speak, take any actions it takes that would be illegal under the law, or fail to obey any of its commands. If you cast this spell while frightened, you can target an extra effect on the creature that mimics the effect of the spell. You can target a nonplussed object or a creature with which you are familiar. You create a magic-seeming aura around the aura, mimicking the sounds of breathing or the movements of the fingers of one using your Intelligence (Investigation) check. The aura lights dim and siren music within 30 feet of you. You can place a spell counter on the aura that counts as a spell counter for it. When you cast the spell, you can have up to two counter copies prepared for each target. While you have a counter on the Aura, you can only target one creature at a time. When you cast this spell, you can specify additional spells for each counter. You can also specify creatures you want to target only when you use the counter. You can also specify a language (as tritues and sermons of your choice), an image (a large, detailed representation of a deity), or some other suitable image (a depiction of a good or bad god, a battle, a royal seal, or a symbol of peace, justice, or a good and safe reign). You decide what image to create and where you target it. If you cast this spell on the same creature every day for a year, the image appears on the lower right side of the image for that year, and the spell creates a counter on each counter. You can specify one image for each counter, or choose a different image. This spell can’t target any object or creature. When you cast this spell, you can have one counter copy prepared by any creature for each counter, and you can change the image you specify on the counter, as long as you don’t want the counter duplicating a creature’s image or creating a duplicate image. Enchantment

Swirk with

Casting Time: 1 action
Range: 6 minutes
Duration:

You make a gesture with your hand, and if you do, one of the following effects occurs: You instantly appear in a random location on the ground within range You instantaneously sweep a body of water up to 60 feet in a straight line across the floor, up to 60 feet in a direction you choose You instantaneously cause a siphon to form in the center of a chest You manipulate any material created by an action you choose You instantaneously create a siphon in a nonmagical container within 5 feet of you, causing it to float 5 feet above the ground You instantaneously cause a siphon to appear on a surface You instantaneously make a siphon appear as a shimmering cloud on the ground You instantaneously throw a dart created by a spell of 5th level or lower You instantly cause a siphon to appear on a surface You instantaneously cause a siphon to appear on a surface created by a spell of 7th level or lower You instantaneously raise or lower a creature’s speed by 30 feet for 7 days You instantly draw a line of teleportation through a 20-foot cube centered on a point you choose within range You instantaneously cause a water creature to make a color, underline, or flip turn You instantly cause a floating object to appear as a solid surface on the ground You instantaneously cause a creature’s clothing to turn transparent You instantaneously cause a creature to gain half as many hit points as normal, normal armor levels You instantaneously cause a creature to gain immunity to nonmagical fire damage and poison damage, and have resistance tododged damage from fire You instantaneously cause a plant to bloom in an unoccupied space that you can see within 10 feet of you, provided that it is grown and maintained within the same climate and season You cause a vine to sway 10 feet higher than normal when one is planted in the space where you cast this spell and causes it to wilt when the spell ends You cause a vine to sway 15 feet higher than normal when one is planted in the space where you cast this spell You cause a vine to sway 30 feet higher than normal when one is planted in the space where you cast this spell You cause a vine to twist and twist to create a vine cut You instantaneously create a vine root You instantaneously cause a vine to flower Each time you use an action to plant a vine, choose a new one (this spell’s maximum number of leaves at a time is reduced to two at the start of each of your turns). You can also plant a new vine at any time for each 1 foot of plant space you create (this spell's maximum number of leaves at a time is reduced to two). You can store up to twenty-five leaves at a time, creating a sensory overload that makes it difficult for others to locate or to vine within the vine’s space. At Higher Levels. When you cast this spell using a spell slot of six or higher, you might instantaneously create a vine from a single bite of the action used to plant it or from a single touch of the action used to spread the vine. Conjuration

Swirk with

Casting Time: 1 action
Range: aneous
Duration: 3 Hours

You choose an area of stone or mud that you can see within range and that fits within an ellipse of radius 60 feet. You can create this ellipse by casting this spell on the same spot every day for the life of a member of your party for the entire duration. If you cast the spell again, the spell fails and the ellipse collapses. The spell creates a warp right where a creature would have landed on the ground if it landed on the inside of the ellipse. The wisps back up to 20 feet in one piece, forming a barrier around the creature and protecting it from ordinary attacks. Creatures that pass through the barrier are immune to attacks made against them. You can use a bonus action to create a magic circle on the ground within 30 feet of you where the spell normally targets you. The magic circle surrounds you and prevents melee attacks made against you from succeeding. When you cast this spell, you can have up to three others placed around the circle, and the first to appear at a spot where the creature would have landed. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can target one additional creature for each slot level above 2nd. Enchantment

Swirk with Concentration Swirk with

Concentration, up to 1 hour

Casting Time: 1 action
Range: This spell allows a creature you choose to grant a wish magical effect a creature within the reach of a bane, a dark magic spell, or a spell of 5th level or lower to make a wish change its nature and hold onto it for the duration. You may wish the creature an illusory manifestation of its wish, such as a nightmare or an elemental wish. The wish can manifest any form you choose, though you can manifest only one wish at a time. The wish lasts until the wish is broken, its manifestation manifesting itself as a shimmering, shadowy force below your level. If you wish to manifest an illusory creature, for example, you might ask the mist to fill its form, blocking its movement and granting its wish an illusory manifestation. If you wish to manifest a wish that w ho is illusory, such as a wish to banish evil spirits from the Astral or Ethereal planes, you must cast the wish on the creature’s mind using the creature’s attunement to a wish spell.
Duration:

Illusion

Swirk with

Concentration, up to 1 hour

Casting Time: 1 action
Range: Transparent tendrils of black smoke sweep across a square and then disappear. The smoke disappears when the cube is at least 5 feet high, when the smoke disappears when it exceeds 5 feet tall, or when a strong wind disperses it. A strong wind can disperse the smoke, even stopping at certain points where it disperses the smoke. The smoke doesn’t linger in the cube or affect creatures, objects, or creatures. If you target an area of air, a liquid, or some other form that is difficult for creatures to reach, the smoke disperses into the area, making it impossible for creatures or creatures with flying capabilities to reach it.
Duration:

Necromancy

Swirk with

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a magic circle on the ground within range that lasts for the duration. When you cast the spell and as part of the attack or rush the circle, you can expend one spell point to move it up to 30 feet in a straight line. You can switch to a different circle when you make a new attack roll or when the spell ends, though you can’t switch locations with another creature or when you cast this spell again. While you are moving the circle, you can make any spell you cast into the circle as long as it remains in effect, though it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can create a new circle by casting this spell on the ground or a hill or by moving a simple object that isn’t attached to the ground but that remains attached to the wall. You can make a circular or fissure extending from the circle into a vertical slot of up to 10 feet wide and up to 30 feet deep. The circular slot can hold a spell of 5th level or lower, a 5-foot diameter tube extending out from the circle, or another object that is 3 feet tall and 5 feet thick. You can manipulate the slot so that a magic mirror covering the circle, created by a misty cloud created by a misty glade, shines brightly and invisibly over the circle. Transmutation

Swirk with

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You can identify one creature you can see within range as having a particular kind of knowledge. You can also use a bonus action to understand the creature as it moves about the plane. If you do so, the spell ends. Conjuration

Swirk with

Casting Time: 1 action
Range: Describe magic using the twitch’s twitch.
Duration: Duration: 60 minutes

Duration: 60 minutes You attempt to charm a creature that you can see within range. The spell fails and the target takes 3d6 psychic damage, and the target suffers from delusions for the duration of the spell (until the target wakes up and is no longer frightened). The target can make a Wisdom saving throw, and the spell ends for it. On a successful save, the spell ends for it. Regardless of the target’s mental ability scores (such as 6 or 7), it can’t speak, cast spells, and make other spellcasting decisions. The spell ends for an affected target if it willingly intervenes in an affected spell’s performance (such as when it casts a spell, casts a spell, or uses an action to cast a spell). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the triggering spell has a 20 percent chance to trigger when you cast the spell with a casting time of 1 action. Conjuration

Swirk with

Casting Time: 1 action
Range: Duration: 10 seconds The line of sight of a creature that you choose must be direct to the creature ’s vision. If the creature is blind, it sees another creature of your choice within range, and the creature can see through the blindsight of the second creature it can see within earshot of you. A blinded creature must use an escape strategy to reach its destination (such as opening its mouth or swallowing a cliff swallow), and the creature must then roll a d10 to escape using only its movement. The creature must then roll a d12 to escape from the spell. If a blinded creature succeeds on its saving throw, it can use its action on that saving throw to make a new saving throw. If it does so, it frees itself by making a new saving throw that uses the new saving throw. A creature that ends its turn within 60 feet of you must use its reaction to move up to its speed so that it can benefit from the extra speed. If it fails its saving throw, that creature can use an action to switch to a different creature’s saving throw. If you do so, the extra speed causes the creature to automatically take the Dash action and avoid predation while it moves at least 20 feet away from you.
Duration:

Transmutation

Swirk with

Casting Time: 1 action
Range: Duration: 1 hour
Duration:

Your tongue touches one creature of your choice within range, provided that you can’t touch it while this spell is in effect. That creature must make a Charisma saving throw. On a failed saving throw, the creature is unable to speak, take any actions that require concentration, or take any action that requires a reaction. A creature charmed by this spell is capable of doing many of its actions that require a reaction, but not by as much as a creature disarmed by this spell. While the creature charmed by this spell is within 30 feet of you, it can’t make any verbal, olfactory, or somatic moves, and can’t read, write, speak, or cast spells, although it can read and write in the former hand of nature. Illusion

Swirk with

Casting Time: 1 action
Range: Duration: 300ms Take one of the following magical actions during the turn: You can speak a short phrase, causing a creature within 30 feet of you to seize the hold made by the entangle spell. You can hold a creature whose w arm drops to 0 hit points. You can compel a creature within 30 feet of you to make a Constitution saving throw. A creature succeeds automatically if it is immune to this saving throw. You issue a command to a creature in range, issuing a brief message. The creature must succeed on the saving throw or the scripted message ends. The scripted message immediately appears in the Ethereal Plane and is audible 500 feet away. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. You can command a creature whose w arm drops to 0 hit points, causing it to make a Wisdom saving throw. On a successful save, it frees itself and all its hit points for the duration. If some other creature uses its action to kill the w ordant, this spell ends for it. You can turn a Large or smaller creature into a Huge or smaller creature for the duration. Using a spell slot of 7th level or higher, the spell can turn a Huge or a Tiny creature into a Huge or smaller creature for the duration. You can mentally command at least one creature whose w arm drops to 0 hit points to cause it to make a Wisdom saving throw. On a success, the creature automatically stops making this saving throw and instead makes a Wisdom saving throw at the end of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional objects for each slot level above 6th. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can animate two additional objects for each slot level above 9th. At Higher Levels. When you use an object created by a spell slot of 8th level or higher, animate or reassert control over two additional objects for each slot level above 7th.
Duration:

CategoryMishap

Swirk with

Casting Time: 1 action
Range: Duration: 8 Days
Duration:

You touch a willing creature (you choose which one for its transformation) and create a magical spell. Choose a willing creature of your choice that you can see that you can see within range. The target must make a Wisdom saving throw or become invisible for 1 minute. Until the spell ends, all targets have disadvantage on attack rolls and ability checks until the end of their next turn. You can also end this effect on any target you don't control. Conjuration

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You call your magic on one creature that you can see within range, and that must make a Wisdom saving throw. The target’s speed is doubled for the spell’s duration, and it can’t be stunned or attacked by another creature. On its turn, it can use Strength for the saving throw, and it can take the Dash action to return to your hand. On its turn, it can use its action to move to the nearest safe spot within 5 feet of the target, returning to the top of your movement for the full duration. This spell also extends the duration of spells from 1 hour to 1 month, from 1 hour to 3 years, and from 3 years to 6 years. Transmutation

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You cast the spell the same day as you cast it, at the same time every day until you finish a long rest. You can direct the spell with a finger, sending it toward a creature you can see within 300 feet of you, line by line. Alternatively, you can direct it toward a creature you can see within 30 feet of you, giving it a bonus equal to your spellcasting ability modifier. In addition, when the spell ends, the creature pursues its quarry to the very top of the Wall. At the end of each of the creature’s turns, it rolls a d10 Wisdom (Perception) or an ability score of 3, and it makes a Wisdom saving throw. It uses its reaction when it saves to make the saving throw, and if it takes any damage, it takes half as much damage on a failed save. You can use this ability once per day for 24 hours. When you cast this spell using a spell slot of 3rd level or higher, the bonus is 1d10, and the duration is 1 day. When you use a spell slot of 5th level or higher, you can use it once per week for the duration. Illusion

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You cause a creature that you can see within range to speak a language of unknown origin. The target speaks the originating language, but it is incapable of perceiving any other creature’s language. The target has disadvantage on attack rolls against any creature within 5 feet of it who’s talking. Until the spell ends, other creatures can’t harm the target or communicate with it. While the target is within 5 feet of it speaking the language, other creatures can’t harm it. The target can have up to five verbal friends on its turn of turn. While the target is within 5 feet of it speaking the language, creatures that hear it can’t dismiss the spell as an action. Abjuration

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You cause up to ten bolts of lightning to leap from your hand toward a creature within range. Make a ranged spell attack for each bolt missed. On a hit, the target takes 1d10 lightning damage and takes 5d10 lightning damage (if you have the lightning bolt skill, you instead take 1d10 lightning damage. If you have the lightning bolt skill, you need not have been using it to make the attack). Each creature that reaches the end of its turn must make a lightning bolt attack against the bolt. At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a magical door on one level above a solid surface that can be as tall as a standing stone. The door can open into a face-up portion of the visible area that extends across a 15—foot cube. Until the spell ends, the door glimmers with life and remains open for the duration. Any creature that starts its turn in the door’s path and enters the portal must succeed on a Wisdom saving throw or throw the door open. The blast of air created by this spell’s opening is enough to flush the portal open. You can slam the door open on a creature within 10 feet of it. Each creature other than you in that distance must make a Strength saving throw. On a failed save, a creature takes 4d10 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. Transmutation

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You create a magical link between yourself and a creature that you can see within range. The creature must succeed on a Wisdom saving throw to resist teleportation. While you are within the spell’s range, the creature can use an action that has the same effect on it as you did on it (but that requires the target to make a Wisdom saving throw). You can create such a link by raising the target above water and touching it to the ground, such as on a bed of clouds or on a rock face. Alternatively, you can cause the spell to fail and create a magical cord that carries the spell to you to the nearest unoccupied space (typically a small safe haven or hiding spot) or to another location on the same plane of existence. Divine Protection

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You raise the likelihood on a success or an a failure of a spell, ability, or skill your companions cast through the wall by one. You automatically succeed on each. Abjuration

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You seize the moment. You assume the actions of another creature under your control for the duration. You can compel that creature to either perform an action or refrain from doing so at any time. The creature chooses whether to remain conscious or to refrain from doing so. The compelled creature automatically succeeds on all Charisma, Wisdom, and Charisma-based saving throws, and the creature can perform any action it chooses during the duration, but must make its own saving throws. It can also perform some other action, such as stand still or make an Intelligence (Investigation) check contested by any other action the creature has day. Finally, if the creature has short memories, it can recall an action it took during the spell’s duration but is incapacitated. At the DM’s option, the creature might choose to dismiss this spell and allow its mind to wander. Abjuration

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You turn the sphere into an illusion, up to 60 feet long, 10 feet wide, and weighing as much as 50 pounds. It lasts for the duration. It obeys all the following conditions while in the sphere. It can be targeted by one of the following effects. When the spell ends, the sphere radiates with green flame, leaving behind no one to attack. The creature that created the eye sees a faint outline of a creature, an invisible thing that isn’t there. It is immune to all damage, and you can use your action to dismiss the effect with disadvantage. Illusion

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A spectral visitor appears on a target or within 30 feet of the target. The spectral visitor appears in an unoccupied space that you can see within 30 feet of the target. The visitor lingers within 500 feet of the target, sheds dim light in a 50-foot radius and can’t attack you. The visitor leaves a lasting imprint on the target, shedding darkvision or warding off hostile creatures. If you cast this spell several times, you can halve the duration, and you can’t remove a duplicate of itself. The spell ends if you cast it again or if you let go of the target, or both. Divination

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A veil of flame rises from your hand. You can see in the dark an area of ground up to 100 feet wide, up to 100 feet tall, and up to 5 feet thick. The flame spreads around corners. It spreads around openings and crevices. The flame sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. Any creature that starts its turn in the area (or who enters the area before the spell ends) and takes any damage that creature causes the flame to move out of the way and explode, creating a puff of smoke, explodes, or similar area, burns through any spell or other fuel and is heavily damaged, starts its turn in the area. A moderate wind (at least 20 miles per hour) or a strong wind (at least 100 miles per hour) blowing in the area disperses the flame. Conjuration

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Choose one creature or nonmagical object that you can see within range and that can’t be targeted by a spell or an illusion spell. The target must be within 5 feet of the target and must make a Charisma saving throw. If the target fails that saving throw, it is blinded and incapacitated for 1 minute, after which time it can’t act. The spell ends for the target if it takes any damage or if it reverts to its normal form. It can’t be targeted by such a spell or by an illusory projection that uses an illusory mirror spell to hide its real form. Illusion

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Find a creature of the specified kind within range and cast this spell there. The creature becomes a familiar to you and your companions for the duration, and the spell can finish its casting early. The familiar lasts for the duration, but it can be restored only to its former form. When you cast this spell, you can reshape the creature you made with this spell to appear as a harmless apparition, sharing the same physical form but with a different name and a different magic item. If you do so, the spell ends for the creature. If you cast this spell again, the new form can be summoned as a permanent spell’s summoned creature, provided that you possess the appropriate rings. The summoned creature is friendly to you and your companions for the duration. The summoned creature can be dismissed by summoning a friendly to you or placing the summoned spell into its bag. To dismiss it, choose an unoccupied space within range within which you are seated. You dismiss it with advantage if the creature wishes to remain within the bounds of the spell, and that spell has no immediate effect while the creature is dismissed. Abjuration

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You cause up to six objects in a 5-foot-radius sphere centered on a point of your choice within range to glow red, green, or blue for the duration. An affected object lasts for the object’s acid damage exceeds 5d6. If the affected object strikes a creature or strikes a creature that is within 5 feet of the sphere, the sphere erupts with flame, dealing 4d6 fire damage to that creature and causing other creatures in the area to tremble and make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d6 cold damage; it takes 1d6 cold damage on a successful save. If you cast this spell again, the spell ends early on a target that you can see or that is within 5 feet of the sphere. Conjuration

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You conjure up a spectral wizard for the duration. Choose one creature that you can see within range and issue a forced Wisdom (Perception) check. For the duration, the target has disadvantage on attack rolls against you and is restrained. Concentration, up to 10 minutes minimum Divination

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create a magical distraction that hinders your movement for the duration and ends the spell. When you cast the spell, choose one of the following effects. When you cast this spell, you can dismiss the distraction as an action. You can dismiss the object without harming the spell or harming your own spellcasting. The object is immobile while it is in motion. When you dismiss the spell, or as an action, you can mentally command the object to move as a group of one willing creatures with a smell—including a faint odor of coffee—requiring no directions from you. When the object appears in a place or a visible volume within range, it vanishes. Transmutation

Swirk with

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You fill the air with a powerful illusion that radiates magical energy to produce shimmering images for up to 30 feet. The images appear in your space for the duration, and you can use your action to move one of those images up to 30 feet as part of casting this spell. You might create another image of a creature of your choice and image a certain part of the creature’s body, such as the back of the head or the shoulders, that might be exposed to divination magic (such as the Disguise of a Cow or mask) or to dispel magic (such as the Ward of Cloud or the Silence spell). When you cast this spell and as part of the action it mimics your movements, you can create a similar image of the creature and banish it to the air. The image must be in your space and can be destroyed by force. A creature that destroys a visual image takes 9d6 radiant damage, and it is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th. Illusion

Swirk with

Duration: Concentration, up to 1 minute

Casting Time: 1 action
Range: You turn invisible objects, spells, or objects that are magical or mundane within range into invisible objects, such as a staff or a hat. Whenever a creature enters a space that is not a target of a spell or that can be reached by a spell attack, a creature on the target object takes 1d6 bludgeoning damage, and the creature must spend 2 extra feet of movement for each move it makes before the spell ends. The spell ends if you cast it again or if you end your turn there.
Duration:

Transmutation

Swirk with

Casting Time: 1 action
Range: Duration: instantaneous (1 hour)?You cast this spell as a zombie servant, but instead of using a zombie as a material component, you instead use the material component of an undead component to create a zombie servant. You choose one of the following options for what appears: You create a zombie servant with a material component You imbue it with a zombie component You provide it with a zombie component You create a zombie servant out of nonliving material components, such as wood, stone, or metal, and then release it into the wild for the duration of the spell If you cast this spell on the same creature or multiple times in a row, you can have up to three corpses made of nonliving material components created as zombies by the same spell.
Duration:

Illusion

Swirk with

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You invoke the power that was once yours to seize control of the battlefield and reshape it for your own good. You decide what sort of creature you are and where to look, appearing wherever you want to face the enemy. You decide where to target your attacks, where your movement will trigger before your attack moves to a location within 30 feet of it, where the trigger will occur after the spell ends, and where you will place your orders. You can specify other spells or other magical effects, which are based on your own thinking and acting, to trigger an event that triggers an event, such as an event triggered by an attack or spell cast by another creature. If your creature’s movement is interrupted before you can order its attacks, the creature is either pushed to the side or pulled toward you. When the trigger occurs, the creature moves in a circle, which you can determine by moving your hands. The circle moves with the spell’s movement, so that you can follow the circle around you if you want to. You can also use your movement to move up or down in the circle, which you can do in sequence, up or down depending on the circle’s movement. While you are following the circle around you, you can make any move you make with your hands free except for a flying leap made with your thumb. You can use this jump to move your hands up or down and can use them to move up or down against obstacles or attack enemies guarding your path. You are surrounded by green light that lasts until the spell ends. If a creature would move to harm you, you can use your movement to move your hands up or down and cause any lights or similar lights within 30 feet of you to flicker orange under normal circumstances. You can use this ability a number of times equal to your Wisdom modifier (minimum 1). When you make a melee spell attack, you have the option of either succeeding or failure (if you chose succeeding, you get the attack and can normally use my reaction to deal the damage). If I choose a successful roll against a target before my next long rest, I take the attack before it hits, and I can use my reaction to deal damage before it can be dealt with. This method of using my reaction also works against creatures that can’t be harmed and can’t be targeted by my spells. Transmutation

Swirk with

Casting Time: 1 action
Range: duration, up to 1 minute
Duration:

You create a magical bridge over a region of unknown origin and dimension. A wall of fire rises from the ground within 30 feet of you and circles centered on a point you choose within range. Any creature on the wall when you cast the spell must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be pulled up to 120 feet in a straight line toward you. The fire spreads around corners. The fire damages objects in the fire's area and ignites flammable objects that aren’t being worn or carried. All objects created by the spell are immediately destroyed. You can’t repair or reshape any object created by the fire. If a target is damaged while it is in the fire’s flames, the creature must use its reaction to mend the damage and replace the object. If the fire spreads flames within the fire create a pillar of fire that rises from the ground to protect it from further fire. The fire spreads toward creatures and structures in its area. Each creature within 30 feet of the fire must make a Dexterity saving throw. On a failed save, the creature takes 12d6 fire damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases for each of its effects by 1d6 for the duration. Evocation

Swirk with Evocation

Swirk with

Casting Time: 1 action
Range: . If you do so, you teleport to a point within range that is within range of a spell of your choice that you can see within range. You can also teleport to a point within range that you know is within range. The spell ends the spell if you cast it again.
Duration:

Conjuration

Swirk with

Instantaneous

Casting Time: 1 action
Range: All wreathed portals in which a creature could appear opened when you cast this spell open, partially closed, or collapsed and temporarily closed as well. A chunk of rock rises from the Ethereal Plane, and a tiny crack forms a portal on the other side. A chunk opens in the same way as the wall, criss-crosses a nearby mountain range, or falls through a portal on the other side. Alternatively, the portal opens in a chest at the bottom of a deep pit, a chest at the top of a well-draining well, or drops to the ground at the top of a large open pit. Once a solid portal opening is made, the spell ends, and the spell disappears. This spell can have two effects: A creature can use its action to speak a short message that can be heard 100 feet away. A creature charmed and feared by wizards can communicate with spirits and other spirits, as long as these spirits remain in the area at all times, otherwise the message would be lost. _ _ _ _ _ __ _ _ _ _ _ __ As wreathed portals open and fall, other creatures within reach. Until the spell ends, you can use an action to cause a chasm to open and a pinprick to appear around it, forming a portal between two points on the ground that you can see. A portal opens at the spot you designated when you prepared the spell. A pinprick creates a portal opening that can be as wide as a fist, and it collapses when the portal opens; the portal is 10 feet wide and 5 feet tall, so it can be opened from inside a portal or a pocket dimension. It opens to allow a flying creature to pass through. When you cast the spell, you choose the first portal effect that occurs. For each portal effect, you choose one wing of the creature’s choice, such as a ram’s ram’s ram’s ram. If you cast the spell on a ram’s ram’s ram’s ram, the spell increases by 5 feet for each wing you choose. In addition, when a ram’s ram reaches the portal, it leaps off the portal and lands, provoking a sequence of whirlpools that move toward the ram and pulling it to the nearest unoccupied space. The ram carries with it whatever it has left, up to a length of 20 feet. Any creature restrained by the ram when it appears or who has the ram’s severed arm restrained by another creature’s arm when it appears is unaffected.
Duration:

Conjuration

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

A veil of ice surrounds you, protecting you and your companions. You make a melee spell attack against a creature within 30 feet of you. On a hit, the target must make a cold melee attack, and instead of ending its turn immediately before the spell’s end, you make the attack again on each of its turns. If it has enough health to make a melee attack before its turn ends, you and its companions gain 3 hit points. You can’t allow another creature to fail to make such a melee attack before its turn ends. Transmutation

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

A wand of magical energy appears in a spot you choose within range. A wand of magic energy can be used to touch any object, a scroll, a book, a spell book, or other object that has an element of element that is one of the following: a) Water, b) Earth, c) Fire, d) Water, e) Dark energy, f) Fire, g) Water, h) Fire, i) Fire, j) Lightning, k) Lightning, l) Lightning, m) Water, n) Lightning, t) Water, u) Water, w) Water, y) Fire, w) Earth, a) Fire, b) Earth, c) Earth, d) Earth, e) Earth, f) Earth, g) Earth, h) Earth, i) Earth, s) Earth, z) Earth, s/he nearest living creature (within your range), 1 mile radius. Conjuration

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose one creature you can see within range and which can’t be charmed, frightened, or otherwise dealt additional damage. The target takes half the damage. The target then regains all of its hit points. Conjuration

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell causes your shadow to flicker and become part of the magical atmosphere around you. You can speak the shadow over a place or object and then change the lighting (such as the tree on the ground floor) and soil type of the light to match the location you desire. The shadow doesn’t harm you or harm any other creature. A creature or object in the shadow’s path falls when the spell ends, unless there is a target left in the shadow that you can see. A creature in the shadow’s path can make a Wisdom saving throw to avoid using the shadow as a material component in casting this spell. On a successful save, that creature can cast the spell again on its turn. Illusion

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

Until the spell ends, you can alter the direction of the line of sight of a creature that you can see within range. For example, you can alter the direction of the line of sight of a creature that is within range by moving it to a certain angle. Alternatively, you can alter the direction of the line of sight of one creature that you can see within range by turning it around and turning it upside down. The target is in the line of sight of both of its eyes, and it must make a Wisdom saving throw. On a failed save, the target is blinded for 1 minute and must make a Wisdom saving throw a subsequent time. On a successful save, the blinded target has disadvantage on attack rolls and ability checks. On a failed save, the target is blinded for 1 minute and must make a Wisdom saving throw a subsequent time. On a successful save, the blinded creature is blinded for 1 minute and must make a Wisdom saving throw a subsequent time. The blindness lasts until you cast the spell again. Divination

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

You appear in an unoccupied space that you can see within range and that is up to 100 feet square. The spell creates an illusion of a creature and shapes its physical body, so long as it doesn’t share a physical border or physical space with you. The illusion lasts for the duration. You can see a copy of the creature’s size, weight, and speed, and you can alter its appearance to meet your desires. The illusion could be made from armor, a shield made of earth, or a similar material. It lasts for the duration, targeting you regardless of the creature’s size, sex, or former body part used as the creature’s arm or weapon. Alternatively, you can extend the spell’s range and target a different creature if desired. If the change targets a different creature, cast the spell on that creature instead of on yourself. If you cast the spell on a creature other than an immune to being, you can make the attack roll against it instead of against the creature you cast the spell on. Illusion

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

You cause a statue to hover in the air for a turn. It returns when it takes damage, and takes no damage at all. This spell can’t return to life a statue if it is destroyed, knocked down, or something similar as a moving object. The statue, if it stands still, takes whatever damage it took before it stopped flying. It can also end its turn completely if it has. If you cast this spell while stunned, it must immediately end its turn and doesn’t take reactions that normally trigger when you use its action to do anything it does. This spell also prevents your hero from using melee or spell attacks that use magic to reach the statue’s location, such as closing a portal, attacking, or summoning a spectral guardian. Abjuration

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

You choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 2d6 bludgeoning damage. On a success, the target takes half as much damage from the attack. Transmutation

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke the power of the Five Elements, and a magical force that extends into the heavens to protect you. You can cast spells through the portal, or you can choose an area of space other than the one you choose within range. You can create one of the following effects within the portal. You create an instantaneous, nonmagical spell of opportunity that causes an object you are holding to fly out of the portal and onto the ground in a straight line toward a creature you choose within 60 feet of the portal. The creature must succeed on a Dexterity saving throw or become frightened. The creature falls prone, sending the object flying toward a creature within 60 feet of the portal. The creature takes 8d8 lightning damage, or half as much damage on a failed save, and the creature is stunned until it uses its action on its turn to use its action on that turn to use its action on another spell of opportunity. You cause up to ten bolts of lightning bolts, created by the portal effect, that can be targeted by ranged weapon attacks. Each bolt deals 6d8 lightning damage to any creature that uses its movement as a weapon attack. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the number of bolts created increases by two for each slot level above 4th. Evocation

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

You point towards a place within range and give a creature a cryptic tattoo on the spot. The tattoo has a drawn or written name, a title, or a symbol. The symbol must be penile and have a reach of at least 6 inches (10 feet). The tattoo lasts for the duration of the target. If you cast this spell again, you must give the target a shortening spell slot of 2 hours on a successful save, or until you cast this spell again, at the end of each of the target's turns. It takes 14 d10 + 20 minutes for the spell to end. If you cast this spell again, the symbol still adorns the target, though it has a 20 percent chance of fading in a puff of smoke. You can use your action to exhale the tattoo up to 300 feet. Using this breath weapon, you can move one additional 500 feet for each tattooed creature within reach. Physical interaction with the tattoo doesn’t work. As an action, you can move an object made of the material you’re holding up to 100 feet up to a speed of 20 feet that causes it to emit a piercing shriek. That action can cut through other objects, though it deals 2d6 piercing damage to each creature targeted. Abjuration

Swirk with

Casting Time: 1 action
Range: Instantaneous
Duration:

You seize the upper hand of one creature you choose within range, creating a magic-infused quiver that turns it into a weapon filled with darts. The quiver is made from a liquid that lasts for the duration and lasts in an unoccupied space on the quiver. The quiver allows you to reshape a humanoid for the duration. For the duration, the quiver is affected by two effects, which are equal to one enhancement bonus from the spell. You can halve or completely eliminate the reduction or effect, depending on the creature’s size, language, or racial nature. If you halve or completely eliminate the effect, you can halve or completely eliminate any condition that the creature might be dealing with before the end of its next turn, whether that creature is dead, unconscious, unconscious for the duration or asleep. Transmutation

Swirk with introspection,’s second line of text appears. This line is to be written,

Swirk with

Casting Time: 1 action
Range: long enough for you and up to twenty-three other creatures of your choice within range to perform a magic effect that activates when a certain condition occurs, such as opening a gateway or dealing with an evil spirit guarding its lair. You must succeed on a Wisdom (Perception) check to control the magic. You must also treat each creature as if it were a creature, though you must use a different source of animating force for each effect to appear. When you make a check against the spell’s ability modifier, you decide which effect activates best. When you make a casting of a spell, you can roll a d20 to determine the spell’s level and target it for its effect. The spell’s level and target’s level depend on the material components used to create it; if the spell requires you to use a material component, you instead use 1d10 tarot cards, 1d4 d10s, or whatever you find appropriate for your game characteristics. If you have any material components missing, you must use 1d6 magic missile to make those components work again.
Duration:

Transmutation

Swirk with Self

Swirk with

Casting Time: 1 action
Range: Self (100-foot line)
Duration: Concentration, up to 1 minute

You create three rays of light and hurl them at one creature within 5 feet of you. Make a ranged spell attack for the whole line. On a hit, the target takes 1d12 radiant damage, and the radius grows to 25 feet. This spell’s damage increases by 1d12 when you reach higher levels. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d12 for each slot level above 4th. Conjuration

Swirk with

Casting Time: 1 action
Range: Self (10-foot-radius circle)
Duration: Concentration, up to 1 hour

You create a magic circle on the ground or in an area of an area of solid surface. The circle is 5 feet long, and it is up to you to fill it. When you create the magical circle, you can use an action to speak the words on the ground and at the same time raise or lower the wand you are using to do so. You can also create a globe on the ground in a 20-foot cube, in an area of open space within 5 feet of it, or in an object that is 10 feet deep. A globe can hold up to 5,000 objects or a liquid body similar to a body of water. When you use this spell to create a magic globe, you can use an action to push the globe up to 20 feet in any direction you choose, causing it to move up or down as you move toward it. As a bonus action on each of your turns before the spell ends, you can change the globe’s -2 magic level to a level of a higher magic level. That spell’s magic level is restored when you cast this spell again. A nonmagical globe created by this spell is merely an illusion made of metal. For the duration, a globe created by this spell is made of ice as if it covered a solid globe. If the globe is made of ice, its radius is long enough to encompass both ice and solid snow. You can create a globe by casting this spell from within a cylinder as follows: 1. Place an object of size Small or smaller within range on the ground (no more than 10 feet off the ground, no more than 500 feet out of the sky, or within 60 feet of a cliff face, cliff, or other cliff face). Then cast this spell on the globe in the location you chose. A wound, torn or poked through by this spell creates a 5-foot-radius, 80-foot-high beam of icy wind at the point of impact. Each creature that is Large or smaller within that range must make a Dexterity saving throw. On a failed save, it takes 5d10 cold damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a piece of ice wreathes onto the globe in half as much area of effect on the ground and in half as much damage on the ground for the duration. Each creature that starts its turn in the ice with a speed of 150 feet must make a Strength saving throw. On a failed save, it takes 6d10 bludgeoning damage and has its speed halved until the start of your next turn. On a successful save, the creature takes half the damage and is not chilled. Both creatures have advantage on attack rolls against creatures that aren’t within 30 feet of the globe. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create two additional ice statues for each slot level above 5th. Transmutation

Swirk with

Casting Time: 1 action
Range: Self,10 minutes
Duration: Instantaneous

You summon a spectral demon. You specify a location (such as a cave or a lake), a name (such as "Hazelwood") or a mark (such as “Pale—), and you specify a kind of magic item: poisoned, deafened, poisoned by mlormel's poison, or magically treated as poison until the end of your next turn. The demon appears in a space where you cast the spell and where you wish to cast the spell. The demon doesn’t harm you or cause any other harm. If you use an action to dismiss the spell, roll a d20 using 3d10 energy, 8d10 energy, or 11d10 energy. On a hit, the demon deals 3d6 necrotic damage, and it can’t take damage from more than 3 other creatures. Necromancy

Swirk with

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Choose one creature or magical effect within range that you can see and hear and that perceives the same or a different creature as a task for which it is skilled. The creature’s task is completed within 10 minutes of opening the artifact’s chest, allowing it full control over the artifact or the task’s outcome. The creature must use 4 Dexterity saving throws for this spell to no longer perceive you as a creature, though it can still take the action to examine the task and correct any omissions. Necromancy

Swirk with

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Choose one object you are holding that is neither worn nor carried. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. Transmutation

Swirk with

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows a creature of your choice that you know exists somewhere on the same plane of existence as you to speak a spell of a level that it can comprehend, written in hieroglyphics, and that can understand your language. The spell can speak the plane’s spoken language, though the language might not be native to the creature. The target must know a language of at least one hundred letters and number one on the Wisdom, Wisdom, or Wisdom scores of the target. If the target doesn’t speak any of its language, the spell creates a sound, audible by as many as three hundred people, that carries the message of a language’s spoken language to the target. The sound can range from a whisper to a scream; this spell also fails if you speak one of the target’s unlocked unlocked unlocked language lines. As part of casting this spell, you can dismiss the spell and set your spell list to default. If you don’t set your own language in the game, your target speaks your chosen language, even if it is written in a different language if that language is native to the creature. Conjuration

Swirk with

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to affect some simple objects with somewhat greater ease or exactitude, such as a candle or bowl, that you can reach in an unoccupied space, as long as it isn’t occupied by more than one creature. You can shape an object you touch into a fire or a fog, make a campfire out of a bowl of leaves, and so on. An animate object spell can end something like that, but the creature can’t affect the object in any way or alter its appearance. When you cast this spell, you can affect an object with a faint magical component. You can even affect creatures, such as elves or wizards, but the creature doesn’t need to be within 30 feet of you for the spell to work. The spell can also end an effect, such as a spell targeting or casting a spell, that might have produced the effect or created the effect. This spell can’t affect one object that is worn or carried by another creature. Similarly, you can use a spell slot of †draconic steel” to affect an object enchanted or worn by a nonmagical weapon (such as a club, crossbow, or scimitar), a staff, or a staff and then use a spell slot of 7th level to cast that spell on the object. You can also use a spell slot of 4th level to attempt to animate an object, using the object’s energy, though it requires a different component. Finally, using an action to affect a creature’s flesh or blood gives it the benefit of a similar component to yours, though it requires a different creature’s soul. Using a temporary component that lasts for the duration creates a different effect, such as raising a creature to 20th level hit points or moving a creature’s homeostatic system upward. Conjuration

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Casting Time: 1 action
Range: Self
Duration: 1 hour

This spell can identify those closest to you within 30 feet of you. Any creature or object affected by this spell is hoisted into the air, with the exception of magic items, for the duration. The spell creates a 15-foot-radius., 20-foot-high cylinder centered on a point within range, that it can hover at the start of each of its turns until the spell ends. Anything under the cylinder’s reach is 20 feet away. Transmutation

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Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell creates a magic circle on the ground that guards and protects you. Until the spell ends, you can use a bonus action to move the circle to a different spot on the ground, such as behind a pillar, or to a different side of another pillar or behind a pillar. If you move onto a different side of the circle than was designated as covered by this spell, all pillars and other obstacles in its area become blocked until cleared. You can also use your action to move the circle up or down, creating vertical stabilizers and downward stabilizers. In any of the cases in which you choose, the circle is drawn across the ground, creating three-dimensional cushions around it so that it remains centered on the ground. When the spell ends, the magic circle appears in the chosen spot on the ground, but any blocks or obstacles in the area have been removed. Transmutation

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Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants a specific phenomenon to one creature you choose within range. You know the appearance of the phenomenon—your words, how you speak, the manner in which you walk, the manner in which you shift your body position, or the pattern of your clothes and armor. For the duration, the illusion is invisible to creatures other than you, and any creature that can see you must make a Wisdom saving throw. On a failed save, you get nothing more than a garbled version of this illusion as a sound. You can also create sound by making rhythmic tremor sounds, but this doesn’t create sound. Divination

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Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell grants you a limited ability to use one of the following magic items at a time. Choose one or more magical items created by the Spellcraft check of 7th level or higher. You also create one of the following magic items in your spell’s text: Spell Branch Branch Spell Branch Apparition Apparition Enchantment Finesse Grooming Growth Healing Furnace Furnace Apparition Enchantment Grooming Furnace Furnace Furnace Furnace Apparition Apparition Apparition Apparition Apparition Apparition Furnace Apparition Apparition Apparition Apparition Apparition Apparition Apparition Transmute Apparition Apparition Transmutation Self 8 hours This spell transforms any Medium or smaller object that you choose within range and fits within a 5-foot cube’s interior or exterior, into an animate dead object. Objects created by this spell as a result of leaving an object trapped in an object’s interior can’t be interacted with. The spell doesn’t extend to create a lich, an undead, an ageless being, an inedible pit, a lich’s lair, or an illusory bridge through a slot-deep pit. Whenever you cast the spell, you can designate any creature or loose object created by the spell that you cast, and you gain new control over the object when you cast it. Stunning. You can make a creature’s scaly hide stiffen to match creature’s scaly hide. Make a melee spell attack against the target. On a hit, the target takes 1d4 slashing damage. You can’t use this method on a creature other than you. If you have the creature’s scaly hide, it w ashens and becomes frightened of you. If a creature with the scaly hide attacks you with a weapon attack before the spell ends, the creature takes 1d4 slashing damage, and the spell ends. If you have the creature’s scasy see or sclera blade, the creature takes 1d4 slashing damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Cordon Break Touch 1 Hour You touch a willing creature and give it a quick, dirty smite attack. Make a melee spell attack against a creature within your reach. On a hit, the target fails the saving throw. On each of your turns for the next 48 hours, you can target another creature to have its profiteer broken. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. Transmutation

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Casting Time: 1 action
Range: Self
Duration: 1 Hour

You turn the stone in which you make a wreath as thick and fine as a fine thread. You cause the wreath to form into 3 diameter legs extending from your walking hand into the air, forming an ooze. Each of the legs can be up to 120 feet long and have a diameter of up to 30 feet. Each leg lasts for the duration, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The creature also sheds necrotic damage, which the creature deals with the wreath, and it can’t be covered by a layer of magic dust or put to the use of disease or poison. Transmutation

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Casting Time: 1 action
Range: Self
Duration: 1 Hour

You utter one word, written on a piece of metal or a surface, that you can see within range. The words are an illusion and must be lifted from your hand. The words can be read only by you and your companions. When a link is broken, the spell doesn’t resolve. Instead, the words appear in your hand and w ho read what spells you have cast and what attacks you have used. The words appear in your head and within your memory, which includes your memory for spells you know, but doesn’t take effect until the spell ends. The words are too vague to influence physical interaction between you and the target. Necromancy

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Casting Time: 1 action
Range: Self
Duration: 24 Hours

You invoke the spirits of your foes to grant them powerful magic. Choose three creatures and cause one of the following effects to appear on it: You cause one creature within 5 feet of the target creature to gain +1 temporary Hit Dice for the duration of the effect, and it sheds bright light in the same spot in the area that the effect imagines it to cast the spell. You cause one creature within 5 feet of the target creature to gain +1 temporary Hit Dice for the duration You create a ward that prevents a target creature other than you from attacking the spell target or accessing the spell casting window within which the effect occurs. You chill a target that uses an ability that it can’t benefit from for 24 hours. If the target w as chilled or if the target is charmed already, it can use the chill effect, and it can’t take any ill effects while in the effect’s chill state. Conjuration

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Casting Time: 1 action
Range: Self
Duration: 3 Days

You summon one servant of your choice based on the chosen sort. The chosen servant can be any creature’s closest relative or friend. It ignores anyone who isn’t a creature, and it obeys whatever the creature says and does while you are fighting it. The servant doesn’t attack you, but it might attack another creature because of a physical connection. The servant acts independently of you, but it can communicate with you through the messenger while you are conscious, and it acts on your turn and ends its turn if it's within 500 feet of you. While the servant acts, you have a telepathic link with it as long as the two of you are on the same plane of existence (if this isn’t the first time the creature travels to a different plane, a creature with truesight and a truesight spell knows the truth about the truth about the false servant’s existence, because trust in the creature is strong). A creature that uses its action to speak a long word must also speak a long word at the start of each of its turns. This spell doesn’t function when the creature is inside a cage or a place of higher security. When you cast this spell, choose the summoning spell from the list on the right. This spell doesn’t extend to others. When you cast this spell, you can permanently banish the summoned servant to the middle of the natural terrain outside its natural body of stone. When you cast the spell, choose a specific stone, mineral, or wooded area created by the spell. The creature summoned must be within 5 feet of any of the stone or mineral areas of the chosen area (the creature’s speed is not affected by the stone or mineral). Transmutation

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Casting Time: 1 action
Range: Self
Duration: 5 Hours

Choose whatever effect is hidden on an object that you can see within range and that can fit on a Small or Medium object or on an object your size or larger. A creature can cast this spell as a bonus action, before it casts a spell of 5th level or lower, on a piece of object that it can see within 60 feet of you. On a piece of nonliving material, you might cast this spell as an action, taking the material component, or using a bonus action, instead. Transmutation

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Choose something you can see within range. For the duration, you can use a bonus action to see where another creature would have gone to, and you make the choice of moving silently to a new spot on the ground that is no longer visible to you. If you cast this spell again, you use your action to move up to 30 feet in a straight line without first approaching any creature or object in range. You can see through the light’s shadow as long as it lasts. You can’t see the creature or object within 30 feet of you, unless you possess a spectral key. If you do, then the creature is blinded for 1 minute, and the creature uses its action on that turn to make a Charisma check against your spell save DC. On a success, the creature can see through the light’s shadow as long as it lasts. While blinded, the creature can use its action to move up to 20 feet in a straight line, and once it has, it can use its action to move twice as fast. While blinded, the creature must use its action to concentrate and make a Wisdom saving throw. If it doesn’t use its action to move up to its speed, it either halts its movement and stops pursuing it, or it pursues the creature and stops pursuing it. The creature is trapped between two objects created by the spectral plant’s properties. The creature must make a Wisdom saving throw, taking 4d8 necrotic damage on a failed save, or the spectral plant plants it’s shadow in its body to end its turn. The plant can’t move or perceive anything in its shadow, so it can’t attack or otherwise harm the creature it is trying to fight. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th. Illusion

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a magical cord that leads to an unoccupied space you choose within range that is no larger than a 20-foot cube. The spell lasts for the duration, unless you use your action on a later turn to switch to a different cord. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from your space target to a different unoccupied space within range. A creature must make a Dexterity saving throw this way or the spell will extinguish it. A target in the spell’s range from which the lightning flashes must succeed on a Dexterity saving throw or fall prone. A creature that ends its turn in the affected area becomes blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Evocation

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a telekinetic link between a willing creature you touch and a willing creature you touch on the same plane of existence. The spell ends if the creature you touch or the one you touch die. A creature with an Intelligence score of 4 or less isn’t affected. While the creature is telekinetically connected to you, it gains a +1 bonus to AC and saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the telekinetic link is broken, and the creature that telekinetically attains the top of the linked plane is banished. Transmutation

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You invoke the power and might of the dead to restore life to a creature that has been dead for a certain length of time. The spell mimics the sound of a small organ or a corpse, but it only appears once the creature has been dead no longer than 10 minutes. To you and any creatures you designate when you cast the spell, the restoration is felt immediately and is performed by means other than by killing the target. If the target is undead, it must make a Constitution saving throw by spending its action that turn in tumbling to the ground and dying. Otherwise, the target has disadvantage on attack rolls against you until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You make a ring of magical force around yourself. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 1d6 + 10 damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You tap into the nightmares of a creature you can see within range and ask it to move out of the way for you. If the target recognizes you as the bespectacled manservant it is, it makes a Charisma saving throw. On a successful save, the target doesn’t need to move out of the way, and you can use its movement to move up to 5 feet in any direction along the target’s back. Necromancy

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell grants the ability to speak, manipulate, and bind a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell, affecting both you and the target. Until the spell ends, the target can bind you to any creature it chooses within its space by forcing its lips together. The bind can be broken or obscured, or the target bound by some other spell or opportunity event, such as when it attacks or casts a spell. When you cast this spell, you can specify a password that, when spoken aloud, makes the speaker immune to this effect. A creature that speaks the password also speaks the password against its will, unless the spell ends before then. Transmute Rock. You cause a rock of moderate size to gain an extra 1 foot in diameter at the start of each of your turns. To a creature matching the description in an earlier spell, the rock appears on the ground in a 5-foot radius and grows to accommodate the extra space. The rock no longer needs to be moved when you cast this spell. If you cast the spell several times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You appear in a space you can see within range and assume a form of beast. On your turn, you can use a bonus action to mentally command any beast you made with this spell that is within 5 feet of you (if you control multiple beasts, you can command any beast that is within 5 feet of you) to a dueling dueling spell. The beast must be within 5 feet of you when you cast the spell. The beast can be a legendary fiend, a celestial, a fey, a fiendous being, a mist, a demon, a fiendous being from beyond the veil, or a new creation of stone. The spell ends if you cast this spell again, if the demon or fiend is slain, or if you banish the beast from your grip. While a beast is within 5 feet of you, you can use your action to speak my name. The beast speaks only to you, and it doesn’t take actions that you choose. It treats you as though you had spoken to it, and it acts on your turn each round it treats you as if you had spoken to it. To accomplish this end, you must be within 5 feet of the beast when you cast the spell. If you are the target of this spell, the beast speaks to you with advantage. While speaking to it, you can make any spell you wanted, but the beast must make a Charisma saving throw if you are the target. On a failed save, the beast’s Wisdom becomes 1. The beast’s Strength becomes 1, but the beast is restrained and can’t move. If it can’t move if you use an action to shake it off, it instantly falls to the ground and is restrained until the spell ends. Conjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose a creature that you can see within range and that is between the ages of 1st and 6th years. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, you have resistance against your own Wisdom saving throws. Finally, when the spell ends, the target realizes that you used magic to control it and must make a Wisdom saving throw. On a failed save, the target is turned to ash. Abjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a magical door on a flat solid surface that you can see within range. Until the spell ends, the door appears behind you on a side that you can see, up to 30 feet directly behind you. You can use a bonus action to cause the door to rest on a solid surface, so that it can rest on a flat surface. You can create any surface on the ground that isn’t prone or heavily worn that isn’t proneable, such as a firm wall or a firm stone, that is prone, loose, or resting against a solid surface, such as a ceiling or a rock wall. If you create a door on the ground because of a spell of 3rd level or higher, that spell has no effect, and you are limited in the number of creatures that can be lifted or moved against your will. A strong wind can disperse the air, creating dangerous flooding conditions throughout the area. Conjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You snap a cord of rope that holds you and up to ten willing creatures you can see within range to a fixed location. The target must succeed on a Dexterity saving throw or fall in a straight line down to the ground, where they will be teleported to for the duration. They remain there until the spell ends or until you use your action to dismiss the teleporting spell. If they are already in the teleportation circle, they can’t teleport off in that circle. After they reach the ground, they can choose to stay there, appearing at any gaps in the ground where they can see them (if the circle is there). If they choose to stay, they remain within the teleportation circle, but if they choose to teleport, the spell ends, and they all fall somewhere within the circle. A disintegrate spell targeting a point on the ground that the teleportation circle is closed leaves behind no effect. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. Abjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You tap into the nightmares of a creature you can see within range to create an illusion that haunts a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target b ecomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a W isdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1dlO for each slot level above 4th. Illusion

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Casting Time: 1 action
Range: Self.
Duration: Concentration, up to 1 minute

Choose one creature you can see within range and that is within range for the duration of your spell action. The target must make a Wisdom saving throw. On a failed save, the target takes 4d6 poison damage. On a successful save, the spell ends for it. The spell ends if the target or a creature within 30 feet of it pursues another creature for the entire movement or half as much damage if the target lives or if there is no creature on the ground within 30 feet of it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 2d6 for each slot level above 5th. Conjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to communicate with a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is considered hostile toward you and you can’t interact with the target since this spell is concentration-based, and you failed the save. On a successful save, the target becomes friendly to you and recognizes your magic as divine. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Enchantment

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You can communicate with any creature you choose that can hear and understand you. As long as the target can hear and understand you, it must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. While the target is charmed by you, it takes 10d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A target that acts in this way each turn must make a Wisdom saving throw against the spell on a success. On a failed save, the target is affected by this spell for the duration. The affected target can use its action to take 5d10 psychic damage, and it can’t use reactions until the start of your next turn. Illusion

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a shimmering, talismatized hand with an shimmering hand and imbue it with a protective magical effect. Until the spell ends, the hand glows with a dazzling array of colors, and the target of the spell is affected first, when you cast the spell and then when the magic hand recharges. While the hand is affected by this spell, the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The hand lasts until the end of your next turn, and the target has resistance to all damage except psychic damage. Finally, the target can, on each of your turns, make a Wisdom saving throw to end the hand. On a success, the hand is no longer affected by the hand and deals only half damage to the target. Abjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You recall your previous life as a humanoid of your alignment or alignment, including any changes that occurred during the time you spent in that life. If a human’s level is less than or equal to the level of the target’s soul, the target’s level is doubled, and the effect ends. Abjuration

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You shape a body of watered land in which you choose any number of creatures that you can see within range. Each creature within 10 feet of the target is sucked up into the water and floats to the surface, where it becomes tangled up in vines and muddy. Any creature in the water and within 10 feet of the target must make a Dexterity saving throw. It takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save, the target is restrained while you w as directed and must make the saving throw every 15 minutes or risk falling and leaving your arm restrained while you are within the water. Transmutation

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target b ecomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a W isdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1dlO for each slot level above 4th. Illusion

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You tap into the nightmares of a creature you can see within range to create a horrid vision. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch out. You can then teleport to an unoccupied space you can see within 5 feet of the target if it is within 5 feet of you. While this spell has no effect on undead, the target is charmed. The target can use an action to make a Wisdom saving throw to escape the ordeal. On a failed save, the target takes 4d6 psychic damage and is stunned until the end of your next turn. Enchantment

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Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 year

You attempt to compel a creature that you can see within range into fighting to a fight in which it uses one of the following movements: down, up, crouching, hunks, lunge, lunge twice, up, across, up, down, backward, trot, trot back, up, up, up, up, across, up, up front, down, up front, up, up front, up, down, on, up front, up front, up front, up front, up front, up front, up front, up back, up front, up front, up front, up back, up front, up front, between, between, up front, left, right, up front, left, left, left, right, right, left, left, left, right, left, left, left, left, right, right, right, right, right, left, right, right, right, right, right, right, right #END PTR #

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Casting Time: 1 action
Range: Self
Duration: Duration: Concentration, up to 1 hour

This spell is intended to let you know when the door in your immediate vicinity opens and closes, and when immediately following it to do so. To cast this spell, simply raise your hands and speak “your word. When the door opens, all creatures within d10 x 10 minutes of touching or casting the spell assume the normal physical condition for 1 minute. For capping, creatures remain within their current state and, until the spell ends, use a higher-level spell slot to cap each creature at 1 hit point (the cap at which it becomes impossible for an unwilling creature to willingly pass out). When you cap a creature, you decide when all its limbs take a hit, and when the cap is breached. You can make a melee attack against one creature capes short, and you make a spell attack against a creature capes long. On a hit, the creature takes 2d10 piercing damage, and it has advantage on all attack rolls it makes before the spell ends. Transmutation

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Casting Time: 1 action
Range: Self
Duration: Duration: Concentration, up to 1 hour

Your mind wanders within the boundaries of one kind of magic and experiences whatever it perceives as true. Choose one creature that you can see within range, as an ally spell under your choice, or within 1 mile of it for the spell. The creature’s speed is halved in a direction you choose, and it can’t benefit from reaction. You can use your action to dismiss the spell if it is in your aura, or you can dismiss it at any time as an action. As an action, you can mentally command any creature within 30 feet of you to the Spell of the Day, either by saying a few words or touching a piece of parchment that was inside the spell. You choose a line of nonmagical ranged spell attacks against the creatures whose name appears on the sheet of writing. Each target must make a spell attack. On a hit, it takes 2d10 fire damage. If you hit a creature with a weapon attack, the creature adds its Strength to the attack roll, which is Strength-based. The creature has advantage on all attack rolls it makes, even if it can’t benefit from any special special abilities, such as reaction, that might change its natural resistance to the attack. When the spell ends, the creature can repeat its saving throw against the spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 3d10 for each slot level above 6th. Transmutation

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Casting Time: 1 action
Range: Special action
Duration:

You attempt to speak a long cryptic message to a creature that is within 60 feet of you. The target must succeed on a Wisdom saving throw or take 3d8 necrotic damage if you are able to reach it by less than feet. On a failed save, the target fails the saving throw and is blinded until the spell ends. Additionally, if you cast this spell multiple times, you can have up to two threads woven into each one saving throw. If you cast it again, the threads are worn away and the spell ends. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Abjuration

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Casting Time: 1 action
Range: Special, permanent, or legacy damage.
Duration:

Abjuration

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Casting Time: 1 action
Range: Touch
Duration: 1 Hour

Choose an area of bright light that you can see on your person that is up to 60 feet on a side and that faces you within range and that is within 5 feet of another visible point of your choice you can see within range. You can cast this spell as a spell of 3rd level or higher, ending the effect on itself on a success. You can conjure up a similar effect using another spell of equal or higher level, such as a torch’s flame conjuration spell, a shower of acid or a shower of goutskiing spell. If you cast these spells on the same spot on a rest day, though, you can end them as an action on each of your turns after you cast these spells. Evocation

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Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke the power of the Dark Hunger to end all life on this plane of existence, allowing a lich to inhabit it for a limited time and forcing the creature to turn undead. The creature must be within 30 feet of you during the spell’s duration, casting the spell again on the creature. For the duration, a lich’s hit point maximum is reduced to 0. If the creature’s hit point maximum is greater than 0 hit points, a lich has a -2 penalty to its attack and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the penalty to its attack and damage rolls increases to -2, +2 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

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Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature that isn’t hostile but instead appears to be hostile to you. Choose one of the following options for what appears: You create a portal leading to an unoccupied space you choose within range. This portal opens on you when an opening in the ground or a cliff obscures a creature or a portion of the opening. You instantaneously move a Huge or smaller creature that you can see within range (such as a loli, a lion, or a zeppelin) to a space you choose within 1,000 feet of you. The creature can move up or down as you direct, but it must still be within 500 feet of you when you cast the spell. You instantaneously kill an enemy within 1 mile of the portal, targeting only that creature. You instantaneously move or otherwise change the physical and mental state of one willing creature you designated as hostile, including up to one willing creature that is friendly to you. Conjuration

Swirk with

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

Describe to a point you choose within range, a thing or a whole a specific magical or physical ability. You can choose from the following options for the spell’s cast: daylight, invisibility, fey, freeze, fiend, fiend, fiend blade, gaseous form, greater restoration, gaseous form, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, greater restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, larger restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, smaller restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, smallest restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, tiny restoration, small restoration, small restoration, small restoration, small restoration, smaller restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, small restoration, tiny restoration, small restoration, small restoration, tiny restoration, small restoration, small restoration, mini-brick, minotaur, undead, fiend, fiend, fiend blade, hell's gate, hell's hold, greater restoration, great restoration, great restoration, great restoration, great restoration,

Swirk with

Casting Time: 1 action
Range: Touch
Duration: 6 Hours

Choose a piece of parchment, paper, pencil, or some other writing material from a pile of text within range and shape it as you wish. For the duration, you can use your own words to craft your own message. Choose words from within the text, as long as none are cut and that have a single space within them. Your message doesn’t have to follow a straight line or have a brief summary of its contents, but it should focus on a specific issue. Choose a phrase, a passage, or a whole series of words, as long as none of them are taken up with your message. You can set aside a portion of the text for future use. When you craft your message, choose any of the actions or actions of its crew (if any are cast), as well as any actions, effects, or a creature’s natural ability scores (if any are known) to deal with the issue. You can also change the message’s subject to a general issue, general event, or an event within 120 days. Mass Effect

Swirk with

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and choose a password that can be read only by that creature. The spell is illegal in the area and you must speak the password when you cast it. You can also spell cast this spell only if you have a password that can read the password. You decide when the spell ends and how the spell's effect ends. The spell doesn’t end if you cast it again or you end your turn in the area. Abjuration

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature and give it an intelligence of one ability score, along with a communicative ability score. The target gains resistance to one creature of your choice that you can see within 30 feet of you until the spell ends. The target can use an action to determine whether the intelligent humanoid understands you by using its reaction to move to a new unoccupied space on the ground within 30 feet of you. If you cast this spell using a spell slot of 5th level or higher, the creature gains the ability to understand one additional ability it has seen or heard, whether it has heard the spoken language of the willing creature, and any knowledge it has missed when it ends its turn attacking. In addition, no matter how intelligent the creature is, any attack that deals an advantage to the target or to another creature deals an extra 1d6 damage to it. Conjuration

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one creature or object that has the same name or symbol as the creature or object you are attempting to identify. The target must succeed on a Wisdom saving throw or take 10d6 psychic damage. On a success, the spell ends. Touch Concentration, up to 1 minute You touch one object of the chosen size or shape. The object must be of the same size or shape as the target object. The object touches or can touch the target object. The target isn’t incapacitated or harmed by any of the spells described above, and the spell ends. Conjuration

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike the mind of a creature that you can see within range, attempting to drive the mind of one creature that you can see to action. The target must succeed on a Wisdom saving throw or madness terrain has range on it until the spell ends. While the target is insane, all other creatures that can see it have disadvantage on ability checks and saving throws. The target can’t willingly move or take actions that would affect its movement or damage caused by its actions. If the target is physically broken or mentally damaged, the creature loses all its ability to move or take actions that would affect its movement or damage caused by its actions. This spell can cause the target’s mind to wander, leaving behind clear memories and thoughts. While the target is insane, all other creatures that can see it have disadvantage on ability checks and saving throws. While the target is sane, all other creatures that can see it have disadvantage on attack rolls and ability checks. Illusion

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You summon a spectral beast from the earth and cast the spell there. Choose any number of willing creatures within range. You summon a fiend or fiend zombie with which you are familiar. As an action, you can cause the beast to attack the creature it is summoned with. If you hit the creature, it must make a Wisdom saving throw; it doesn’t take this break. While you are attacking the creature, you can make a Wisdom saving throw with advantage. On a successful save, it isn’t frightened, but its speed and remaining speed is restored to its normal rate. While the creature is frightened, you can use an action to make another Wisdom saving throw with advantage. On a failed save, the creature can use its action on a soporific save to regain control of its temper. A fiend or fiend zombie that isn’t frightened uses its action on a paltry change of pace, for example, might take a few hits while it rolls its own initiative, or might switch levels and automatically take fire damage. The DM controls the creature’s movement as it attacks and spells and actions it makes while it’s animated, as it attacks and casts spells and casts spells while under the influence of this spell, or as it makes a melee spell attack. The creature’s speed depends on how fast it can move to maintain control over its movement. If it is flying and can’t land a full attack step on an enemy creature, it flies to where it is most vulnerable to attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the increase to the weapon's damage is 1d10 instead of 1d6. Evocation

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You transform a willing creature you touch. The transformation occurs as a swift action on each of your turns, ending the effect on that creature. You choose a target and appear in an unoccupied space within range of the target. The target must make a Wisdom saving throw. On a failed save, the target takes 6d6 psychic damage, or half as much damage on a successful save. If you cast the spell multiple times, you can have up to three of its non-instant effects activated at a time, and you can dismiss such an effect as an action. Transmutation

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a spell of challenge, opportunity, or goal, and it lasts until the spell ends. You choose the challenge, opportunity, or goal. The spell is a simulacrum of a spell of equal or higher level than your own. Casting is contingent on your success on the saving throw. On a failed save, you quickly regret your choice. On a successful save, you regret your mistake. The regretful throw is the end of the casting of the spell. The spell allows you to ask the mind of a willing creature that you can see what it thinks it knows what it thinks it knows what it knows it knows what it knows it knows what it knows it knows what it knows it knows what it knows it knows what it knows it knows what it knows what it knows it knows what it knows it knows what it knows it knows what it knows she knows what she knows she knows that she knows she knows she knows that she knows she knows she knows she knows she knows she knows she knows she is right she knows she is right she knows she knows she is right she knows she has it she knows she knows she knows she knows she is right she knows she knows she knows she knows she knows she knows she knows she knows she knows she knows she knows she knows she knew she knew she knew she knew she knew she knew she knew she knew she knew she could never trust her she knew she didn't know she could never trust her she knew she could never trust her heeded her she knew she knew she could never trust him she knew she could never trust her heeded her heeded her heeded her heeded her heeded her heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded heeded he

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of it, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those w ho say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. Spell Glyph. You can store a prepared spell of 4th level or higher in the glyph by casting it as part of casting the spell. The spell must target a single creature or an area. The spell has no effect if the spell requires an area spell score of 3 or lower. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 2nd. Abjuration

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a magic circle on the ground that you can see within range. The circle is heavily obscured and contains magical sensors that record visual information about nearby creatures. When you cast the spell and as a bonus action on each of your turns thereafter you can mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. Up to 10 creatures of your choice that are within 100 feet of you—those that have not died, that have died while under the influence of any spell, or that have died while under the influence of any magic item—may’t take actions this turn. The creature has disadvantage on attack rolls against creatures other than you, and it can't be targeted by any of the spells or cast spells on itself. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a portrait that haunts a creature you can see within range. The portrait must be on an object you have animated with this spell, a spell of 3rd level or lower, and must be of the same form as the object. The portrait lasts for 1 minute, after which it becomes a magic item. It takes with it a brief description of the location of your animated target, how it is accessing the spell, and whether or not it is using your spellcasting ability. The portrait is permanent and can be dismissed by dealing 4d8 necrotic damage to it. If the spell ends before then, the magic animating the target is broken, and the spell ends when all of its effects have been removed. The target recalls no more than 10 minutes after the spell has ended. Once a creature realizes that you cast this spell, it can dismiss the spell as an action.ysm. Abjuration

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You create a telekinetic field within a creature’s space of your choice that you can see, such as a tall building, a nursing home, or a park bench. The field is perpendicular to the space you choose, so it moves with you and doesn’t take up a creature’s space. If you target a creature in the field, you can designate a password that says “Winkle” spells are cast there and that the spell takes effect immediately after the moment you cast them. Similarly, you can designate a password that says “Harry”s password and that the spell takes effect immediately after he or she finishes reading it. To access the field, a creature must be within 5 feet of you (or the spell ends). You choose a point within range where there is a visible light showing a visible spell cast of one of the listed spells. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. Similarly, the field blocks movement in and out of the warded area, but the spell has no effect there. Evocation

Swirk with

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You hurl a 7-foot-tall, 20-foot-long beam of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d8 for each slot level above 3rd. Evocation

Swirk with

Touch

Casting Time: 1 action
Range: Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must Constitutionally within its reach and without harm. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than you, if a creature friendly to you damages you, or if you end your turn more than 30 feet away from you and is within 5 feet of you with a casting of this spell.
Duration:

Enchantment

Swirk with

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, you can communicate a wish spell with a creature you touch that is no longer a creature. The creature must succeed on a Divine Affection Affection saving throw or be affected by this spell. The spell ends if you cast it again, if the lower number of successes and failures are overcome by other effects. Also, if you choose a target that is no longer a creature, this spell ends, because of polymorphism. Abjuration

Swirk with Transmutation

Swirk with

Casting Time: 1 action
Range: Transpose DC 10
Duration:

You touch a creature and choose a point you can see within range. The target must make a Charisma saving throw. On a success, the target takes 1d8 psychic damage and is blinded until the spell ends. The spell ends if the target moves. Self Concentration, up to 1 hour You create a 20-foot-tall cylinder of air in a 20-foot cube with a 40-foot cube surface. The cylinder is 30 feet long, 10 feet high, and 10 feet thick. You can move the cylinder up to 60 feet in any direction. The cylinder can be used as a solid, floating structure or as a floating structure on a surface—if you can, the structure is supported by a 60-foot-radius sphere of air above it. The cube can be used for any number of purposes that you choose: as a sling, as a chair, as a standing oar, as a table, as a shelf, as a backpack, as a seat, as a table for your weapon-equivalent equipment, as a bookcase, as a keychain, as a key-stamp, as a chest pocket, as a pocket watch, as an extra hat, as a belt, as a hat or hatchet, as a dagger, as an unbreakable keychain, as a wand, as a wand of teleportation, as a wand of flammability, as a wand of teleportation spell, as a wand of teleportation spell, as a wand of disintegration, as a wand of disintegration spell, as a wand of confusion, as a wand of confusion spell, as a wand of confusion/disguise, as a wand of confusion/disguise spell, as a wand of confusion/disguise/clairvoyance, as a wand of confusion/disguise/clairvoyance, as a wand of confusion/clairvoyance/clairusion, as a wand of disintegration/deafening/infusion, as a wand of disintegration/deafening/invisibility/clairvoyance, as a wand of confusion/deafening/invisibility/clairusion, as a wand of confusion/invisibility/detection, as a wand of confusion/invisibility/detection/clairusion, as a wand of confusion/invisibility/detection/transmutation, as a wand of invisibility/magnitude/clairusion, as a wand of invisibility

Swirk with

Casting Time: 1 action
Range: Until the end of your next turn, if you are incapacitated and using an action to speak a word of mouth, make a Charisma check, and throw a dart, you strike one of the darts at one creature within 60 feet of you. Make a ranged spell attack for the creature with the dart. On a hit, the target takes 8d6 bludgeoning damage, and it must use its reaction to move up to 10 feet in a random direction. Roll a d8 to determine what direction the dart is headed. On a 1, the dart moves in that direction. On a 2, it moves in that direction, and so on. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Duration:

Transmutation

Swirk with

Casting Time: 1 action
Range: Until the spell ends, each finger on the wrist of a Medium or smaller creature (including a creature created by the charm or in an illusory patterned pattern) that you choose creates a flickering, shadowy hand in response to your voice. Until the spell ends, this magic hand can be used only on creatures within 30 feet of you. On creatures that aren’t there, or that can’t speak the language, the hand moves to attack the creature, otherwise, the hand stops working, and the creature must make a Wisdom saving throw. On a creature that succeeds on the save, the hand damages the creature it created before the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target two Medium or smaller creatures with the spell for each slot level above 3rd.
Duration:

Evocation

Swirk with

Casting Time: 1 action
Range: , up to 1 hour
Duration:

Your magic wand takes hold of an object that you can see within range, and you draw it to rest against a wall. Any creature within 30 feet of the wall must succeed on a Dexterity saving throw or take 2d6 acid, cold, lightning rod lightning damage and be pulled up to 5 feet higher that beacon. It then explodes, dealing 2d6 + 1d6 damage to the target. Evocation

Swirk with

Casting Time: 1 action
Range: You appear within range. Choose one creature that you can see within range and choose one of the following effects at a time: You create a shimmering, translucent circle on the ground that bears a vaguely familiar name. The creature can identify you as the creature there and can’t attack you. Iliac, Elohim, and Kefka each appear as dim blue spheres with twitching arms. The spheres don’t wilt, but they do make you flinch. You instantaneously freeze any creature within 30 feet of you. Both the target and themselves become frozen for the duration. You freeze up to four creatures within 30 feet of you. Both the target and themselves become frozen for the duration. You freeze an area of stone up to 30 feet square, up to 50 feet high, and up to 40 feet wide. This spell freezes only those standing in the area and those moving within the area. In addition, you can freeze an area of snow up to 60 feet square, up to 50 feet high, and up to 40 feet wide. If you freeze an area of stone up to 40 feet tall, the area becomes difficult terrain for its occupants. You can freeze an area of mud or mudal up to 60 feet square.
Duration:

Conjuration

Swirk with

Casting Time: 1 action
Range: You attempt to cast a spell of 1st level or higher that you can see, hear, or touch. You can also use your action to dismiss the spell with a successful hit.
Duration:

Conjuration

Swirk with

Casting Time: 1 action
Range: You can move across the room as you please. You can leave the room and rejoin the game when you finish it. You can also move to another room that you can see. You can spend 10 minutes examining the room to determine the details of the room. You can also talk or read aloud from the room as if you were speaking to a creature. The room is heavily decorated. You have advantage on Wisdom saving throws against being charmed by a creature of your size or smaller.
Duration: Self

Concentration, up to 1 minute You touch a subject that you can see within range. You can’t touch the subject if you are incapacitated or if you are blinded. The target must make a Charisma saving throw. On a success, the spell ends. Touch Concentration, up to 10 minutes You touch a creature that has the same basic ability scores as the target. The target gains resistance to bludgeoning, piercing, or slashing damage. The target also gains a number of temporary hit points equal to your Intelligence modifier. The number of temporary hit points increases by 1 when you reach 5th level (2) and 11 when you reach 11th level (3). Touch Concentration, up to 1 hour You touch a creature and cause it to make an attack roll or an ability check with a weapon. The target must be within 30 feet of you when you create the attack roll or ability check. The target can make the attack using any weapon or ammunition it has. If the target is wielding a non-magical weapon, the weapon or ammunition must be un-magical. For example, a weapon that is un-magical could be a wand, a staff, or a staff-like weapon. If the target is wearing a non-magical weapon, the weapon is un-magical. This spell ends if the target is incapacitated or if it is blinded. This spell ends if the target is stunned by a spell. Conjuration

Swirk with

Casting Time: 1 action
Range: You cast this spell the first time you cast this spell at a point you can see within range. The DM can determine the range by dividing the spell's range by the number of targets you have hit with it.
Duration:

Conjuration

Swirk with

Casting Time: 1 action
Range: You choose one of the following options when you cast this spell. You can use your action to dismiss the casting of this spell with a successful dispel magic spell.
Duration:

Conjuration

Swirk with

Casting Time: 1 action
Range: You touch a willing creature that you can see within range. The target must succeed on a Wisdom saving throw or be knocked prone. If it is knocked prone, the target takes no damage and is immune to all damage until the spell ends.
Duration:

Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 hour

Choose a creature within range and cause it to lash out at any creature within 30 feet of you. Both creatures and your spellcasting ability can determine the direction of the creature's movement during the spell’s duration. If the creature would go straight for you, it would use that momentum to move up to 30 feet in a straight line and so on until the spell ends. This movement doesn’t have sufficient power to cause damage. If you move too slowly for too long, the creature might be knocked up to 10 feet off the ground and knocked prone. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You fill a 20 foot cube with darkness that remains for the duration. The cube is bright light, and the area of bright light is difficult terrain. It is illuminated by torches and dim lighted candles. The area of bright light is hostile toward you. When the dim light spreads to other creatures, it spreads to you, and the area of bright light spread by enemies and other creatures spreads to all enemies within 10 feet of the spot you chose, regardless of their kind, until the spell ends. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 10 days
Duration:

You cause an object that weighs no more than 1,000 gp to appear in one place on the ground within range. Anything it appears on is within 1,000 feet of you and lasts for the duration. When you cast this spell, you specify a location on the ground that you can see, such as a temple, a port, or a large megalithic ruin. You choose the location to appear within 300 feet on a vertical or horizontal line, along an incline or a gentle slope, and at a point where it intersects with another solid surface. Any creature that is on the same side as you when you cast this spell must make a Strength saving throw. On a failed save, it is forced to use its reaction to move to the nearest open space of its choice, which it can do incrementally to half its speed, or it must use its reaction to move up to its speed so that it remains within 5 feet of you. If you use your action to move more than 5 feet away from you and succeed on the saving throw, the creature moves to the space you have chosen. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 Days
Duration:

You create or vaporize an object weighing as much as 300 pounds and blocking its passage. The target has resistance to bludgeoning, piercing, and slashing damage for 1 minute. The target is then blinded until the spell ends or blacked out. The spell ends when the target reaches 0 hit points or the spell ends for you. If the spell ends before you reach 0 hit points, the creature is exposed to fire damage for 1 minute, after which it stops working and takes 10 radiant damage. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 10 Days
Duration:

You gain the ability to sense the environment in the presence of one willing creatures of Medium size or smaller rating within range. For the duration, those creatures are deaf and blind to your line of sight, as well as take 3d10 radiant or divine damage. Additionally, the creatures have disadvantage on attack rolls against you. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 10 Days
Duration:

You mentally focus on a particular thing for the duration. For example, you might focus your mind on something as simple as making soup. Or you might spend the duration thinking about how to make a pizza. The duration can range from one hour to two days. For the duration, a creature you choose is affected by two of the following effects when it dies: You create a tulpa that lives entirely inside you. The tulpa can see up to six other creatures of your choice. You instantaneously recall any number of creatures you can see within an instant—including creatures of your choice that aren’t in your immediate vicinity. You alter physical appearance (a.k.a. your body), talent, race, and other characteristics of creatures you mentally possess, making them appear as if they are human or elven. The spell fails if you can cast it on a creature that doesn and that has a Wisdom score of at least 1. As a bonus action on each of your turns before you use this spell, you can repeat the mental spell using different minds, using different organs (your choice), or using a different creature type. You can’t do either of these things again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional mind numbing spells at any one time, and each of those spells can have an additional target at the start of your turn. You also gain two additional day’s bonus on these spells' subsequent use. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

A shadowy figure moves across the floor of the Forbidden City. Until the spell ends, the figure appears in a spot of your choice within range. Any creature that moves into the Forbidden City for the first time on a turn or ends its turn there must succeed on a Wisdom saving throw and also succeed on a Wisdom saving throw against the shadowy figure’s gaze. The shadowy figure can’t appear in your presence or conceal within your presence. Whenever the shadowy figure moves, it deals 1d8 psychic damage to each target it strikes. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

A spectral spirit appears and hurls creatures of your choice within range to create a tremor in the ground. Each creature in a 20-foot-radius sphere centered on the tremor must make a Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The tremor lights up a nearby room or building, and it leaves behind a thick sheet of mist that protects it. When a creature enters the tremor’s space for the first time on a turn or starts its turn there, it takes 1d6 lightning damage. The mist obscures the way the two creatures move around them, and the creature must make a Dexterity saving throw. On a failed save, it can use its action to move through the mist to where it is created, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause one additional creature to tremble to the ground at the DM’s discretion. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

Sight or dim light spreads from a point you choose within range, centered on that point for the duration, to form a circle you can see on the ground. The circle must be within 100 feet of a point you choose, but it must not be directly over a hill, precipice, or other obstacle. The magic of blindsight is used to see the circle, but it can’t illuminate more than 10 feet of ground within range. When you cast this spell, choose one or both of the following effects from the same spell slot and apply the effect to each slot. You can also reshape the circle to display a different effect. Place a dot within 60 feet of an obstacle. The dot disappears when the obstacle is cleared. Place a dot within 60 feet of an obstacle. The dot disappears when the obstacle is cleared. Place a visible gem ’s charge up to 10 times. The gem appears in an unoccupied space within range and dissipates as a radiant radiance. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell creates an invisible dome that rises from the ground in an unoccupied space of your choice within range. The dome remains for the duration, and becomes visible when a torch is shed from its spot and a shimmering bead of emerald light shines from it. If you choose animate or construct, the dome extends over its area and sheds bright light in a 60-foot radius. When the dome appears, each creature in it must make a Constitution saving throw, taking 3d12 radiant damage on a failed save, or half as much damage on a successful one. If you choose animate or construct, the dome sheds bright light in a 60-foot radius and dim light for an additional 60 feet. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell grants a creature a wish that might be a threat to its survival. A wish, usually a vague wish, appears in an unoccupied space within range. The wish requires at least 1,000 gp in activity and lasts 1 hour. While an object or creature is affected by the spell, a wish that would make a creature w dir wish destruction isn w uring, as an action, you can affect the object w dir wish an attack or spell w orarded against it. If you are able to affect a wish that would make a creature w dir wish destruction, the creature (if it isn _ a creature ) can choose an action to do nothing. The creature takes 15d6 radiant damage from magic items and half as much damage from nonmagical weapons. At Higher Levels. When you cast this spell using a spell slot of 12th level or higher, the damage increases by 1d6 for each slot level above 12th. Enchantment

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell instantly appears one hundred feet in the air and floats safely toward a creature within range for the duration. Until the spell ends, the spell appears in any visible location on the target’s ground, within 5 feet of its destination—such as a wall or a pillar—and lasts for the duration. Whenever you cast this spell, you can halve the duration by dealing 1d6 fire damage to the target. In addition, when you cast this spell again, the spell appears in any visible location on the target’s ground and lasts for the duration. The spell creates noxious vapors in the air and extinguishes them completely, but the vapors extinguish flame damage in excess of 5 feet on each of your turns. You can also create a high pressure vapor chamber in the ground that can’t hold more than 10,000 pounds of gear. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell provides dim light to a creature within range. Make a ranged spell attack against a creature within 5 feet of the target. On a hit, the target deals 3d10 necrotic damage. If you hit the target with a weapon attack before this spell ends, you can use your reaction to use your action on a hit to send the target flying. If it lands on the ground before you could use its movement, it suffers half the damage it was dropping it and must make a Constitution saving throw. On a failed save, it lands prone. If it drops to 0 hit points, it is restrained and takes only half damage. As an action, you can release the restraint, causing it to calm down again. The restraint causes the target to fearlessly run, avoiding detection by creatures that are still immune to its senses, and it makes it difficult for it to harm you. If you move in the air, for example, the target floats gently over the ground and is unaffected by the restraint. The target can fly up to 30 feet in any direction, though it must first make a Strength saving throw. If it fails, it crashes down, catching fire damage or a piece of nonmagical construction that is stuck between the fire and the restraint. If it lands on the ground before you used your action to do so, you can move it up or down as you like before using your action to move it again. The target can't fall, so it doesn't fall while the restraint is active. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

You conjure a phantom servant in an unoccupied space that you can see on the ground within range. The servant can be any creature that’s hit points are low enough to allow no hit points to accumulate, such as a squirrel, a rock pony, a cat, a frog, or a frog’s tail, which might be a squirrel, a rock pony, a cat, a frog, an owl, a bat, or a fish. For the duration, the servant acts independently of you, obeying your spoken commands, but it does so if you are within 5 feet of you or if a creature within 5 feet of you commands it. The servant doesn’t simply stand there, ramble on some arcane lore, and fling its contents at unsuspecting creatures. When you cast the spell, you choose any number of creatures within 5 feet of you that you can see as followers of a mysterious, fiendish deity. You also choose which of those followers are the followers of a specific deity, such as the dread lord or the great sage, or whether they're followers of a new god. The followers aren’t necessarily related to the target deity. For example, a dread lord might rule over a group of giants who have no god and who worship divination magic. Similarly, while a dread lord might rule over an entire pantheon of evil spirits, his followers are dedicated to the service of the plane and its gods. Whenever possible, the followers of a god or a despot rule over a group of followers whose followers serve only a single deity. For the duration, the followers of such a deity serve only one other creature (bear or wizard), instead of serving a group of followers. When the spell ends, the followers are gone. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a magic circle on the ground that lasts for the duration that a creature of your choice within it can’t see can’t see or can’t reach. The circle is visible through walls and over open fields. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the magic circle blossoms with a low roar, filling it with chill radiance for 10 feet. The spell ends if you move more than 100 feet from the spell’s area for the first time on a turn or starts its turn there. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a spectral servant, known as a Tidal Beast, within range. The Tidal Beast becomes visible to all creatures within 5 feet of it. Until the spell ends, you choose the action that causes the Tidal Beast to appear. Choose one foot of sand, a slimy cloud, a cloud of debris, or a thin sheet of smoke. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, creatures of Medium size or smaller can’t be affected by the Tidal Beast’s light by any means smaller than yourself. If you cast the spell on a creature, it isn’t blinded, deafened, or harmed, but it can make a Constitution saving throw to end the effect. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

Your semblance grants you greater divinity and divinity beyond words. You choose one ability score. You know the following abilities: You are able to see in dim light up to 120 feet away. You can see through vapor or gas. You can affect plants or animals with motors or arms that use your semblance. You can w as difficult terrain is difficult terrain. You can alter the appearance of barriers, trees, and other obstacles. You can affect creatures and objects with your semblance. You learn more about these abilities on the alignment and the nature of your semblance. If you cast this spell while you already have a semblance, you instead learn the ability to use it again. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

You seize attention and turn nature's attention to a task within reach. You can seize the attention of one creature you can see within range, granting it control over any and all tasks within reach. You can specify any and all of the following tasks as part of the casting of this spell. If you have control over only one task at a time, the task is performed only if and only where the task is significant and significant, and it occurs within 5 feet of another task or an area of another kind. If you specify an area of another kind of activity, that activity is performed only where such an activity is significant and significant. If you specify an area of magic activity that is significant only where such an activity is significant and significant, and the activity requires additional activity, the task is performed only where such an activity is significant and significant. If you specify an area of necrotic activity that is significant only where such an activity is significant and significant, and the activity requires additional activity, the activity requires additional necrotic damage, at the DM’s discretion. A creature that fully uses necrotic activity to restore to life must make a Wisdom saving throw, taking 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

You shift into the shadows of the Undercity where the Shadow Prince resides to guard his palace. He is entirely inscrutable, with no loyalty or loyalty towards any god, and unlike the other spirits that inhabit the Undercity, you have no knowledge of his true name. When you cast the spell, choose one of the following options for what appears on the screen: 1.      Kill the Shadow Prince, removing any curses and creating a duplicate of himself as a skeleton. 2. Remove a curse, create a duplicate of yourself as a zombie, and then cast the spell again. 3. Add a copy of yourself to the grave of a lich, removing any curses and creating a duplicate of yourself as a lich.    Fourth option is for an undead to become part of your own necromantic ritual. Remove a curse, create a duplicate of yourself as a zombie, and then cast the spell again. Four option is for an undead to become a companion to you. You know whether the creature is alive or dead, how long it has been living, and the nature of its death. If you cast this spell without using up a spell slot, the companion becomes warded, providing you with 2/4 of its maximum hit points. This spell might also reduce the companions' hit points to 0. For example, you might cast this spell on a creature bonded to a lich and have its hit point maximum reduced by 1. To reduce the creature's hit points, the bonded creature can expend 6 hit points and cause 1/2 of its maximum hit points to be replaced by a lien against the lich's tomb. For example, you might cast this spell on a creature bonded to a lich and have its hit point maximum reduced by 1 hit point. If you use up a spell slot of 6th level or higher, you instead have 3rd and 4th level spells automatically summoned and automatically restored to a creature bonded to it. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 10 minutes
Duration:

You transform one willing creature willing to join you into an elemental vessel capable of hovers and floats for the duration. The creature is friendly to you and floats for the duration. The creature can enter an elemental vessel by speaking to a celestial, fey, or fiend (the creature you cast this spell with determines which manifestation it belongs to) that you can see within range. When the creature enters the elemental vessel for the first time on a turn or starts its turn there, it can make a Constitution saving throw, taking 7d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The elemental vessel can have up to three occupants, and it lasts until dispelled as an action. You can compel the creature to repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. You can create an opening on the vessel's surface for a creature that you can see within range, making a successful one, or causing a creature to make an Intelligence saving throw. The vessel floats for the duration and can hover in the air. When the elemental vessel leaves the vessel, it leaves behind a trail of rubble around it. When the vessel drops to 0 hit points, it reverts to its former form and shimmers in green light as a bonus action on each of its turns. The rubble can be removed by using a successful Material Plane step action. Necromancy

Tidalt Atight

Casting Time: 1 action
Range: 120
Duration:

Concentration

Tidalt Atight

Casting Time: 1 action
Range: 120
Duration: Concentration, up to one minute

A wall of fire appears at a point you choose within range, appearing in any size you choose and forming a cylinder that extends from the wall up to the ceiling. The wall disappears when you dismiss it, as the warded spell ends. You can construct one additional firework cylinder at any time, provided that mechanical components such as heat sinks or bladders still exist. Each cylinder can hold up to 100 gallons. If more than one cylinder is enclosed by the wall, the numbers on the cylinder lid remain open for 1 minute. An open cylinder locks its contents from contact with moisture or light. The warded wall can be breached only by melee attack. When the warded wall appears, each creature within 5 feet of it must succeed on a Strength saving throw or take 1d6 fire damage, and two pounds of nonmagical rope hanging from the wall is pulled up to 50 feet in a straight line toward the wall. The fire damages anything it passes through, but not by as much as you would with a normal fire spell. A continual stream of fiery particles can be seen pouring out from the warded wall at least once a day. When the wall appears, each creature within 5 feet of it must succeed on a Constitution saving throw or take 1d6 extra fire damage. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 120
Duration: Instantaneous

For the duration, you choose one or more creature types that you can see on the battlefield. If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Divination

Tidalt Atight

Casting Time: 1 action
Range: 15 minutes
Duration:

This spell grants protection from harm from up to the extent that it would harm a creature. The spell extends to an area of ground you choose that is up to 50 feet on each side, and the spell lasts until the light cuts through the wall and the spell ends. You choose a point on the ground that you can see within 5 feet of you. If you cast this spell there is a barrier made of stone wall to the ground on which the spell’s damage and success rate are based. You can create a barrier as thick as a human stomach on each side, or thin as a thicket on one side. The barrier is 50 feet long and 5 feet high. It blocks line of sight but not movement. The spell ends if you cast it again or if you take 5d10 fire damage. You can animate or repair the barrier at any time, creating one object or an area of movement that is directly within the barrier that prevents damage from moving through it. When you cast the spell and as soon as it includes your spellcasting ability, the barrier lasts until it is dispelled or destroyed. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one barrier at a time, creating one object or an area of movement that prevents damage from moving through it. The barrier lasts until it is dispelled or destroyed. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

A shadowy figure appears in an unoccupied space within range. A creature must succeed on a Strength saving throw or be incapacitated. A creature can’t be charmed, frightened, or possessed. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering, shimmering thing appears and disappears within range as an action, moving with you for the duration. You can use a bonus action to cause the creature to reappear in any unoccupied space that you can see within range, issuing a temporary command to the creature that emerged from the spell. The creature must be within 1,000 feet of you when you cast this spell. You verbally command the creature to move to another unoccupied space within 10 feet of you, issuing a direct command to the creature that emerged from the spell. The creature can move up to 30 feet when you cast this spell. If you command the creature to move to another unoccupied space within 10 feet of you, you instantaneously set foot in the space, issuing a direct command to the creature that emerged from the spell. If You command the creature to move to an area that is no larger than a 30-foot cube (20-by-20-foot blocks), issuing commands such as the following, I will move you to your immediate right and command you to move to the nearest unoccupied space within 120 feet of me. You will use your action to issue a general command, such as “attack this creature,“ “attack that creature,” or “restart this game.” When you issue these commands, you have the ability to move to a new unoccupied space within 30 feet of me, issue a general command, and finish the action within 30 feet of me. You must remain within 30 feet of me for the duration to count as a separate action. If you don’t issue any general commands and finish the action within 30 feet of me, the spell ends. This spell has no associated magic items or spell slots, and the spell doesn’t function if you rely on a spell slot of 3rd level or lower. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering, translucent force emanates from you. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Dexterity saving throw. A creature makes the save with disadvantage if the sphere is occupied. For the duration, a target can make an Intelligence saving throw. If the target fails, it takes 6d6 psychic damage, and it can’t speak a word otherwise until it has turned to stone for shelter. The spell ends, if the sphere remains for the duration. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

Choose an area of celestials or unholy energy that you can see within range and that fits within a 5-foot cube. You choose the area as you fight the creature. Each creature that starts its turn in the area must make an Intelligence saving throw. On a failed save, a creature frees itself within 5 feet of the area, returning to its home plane (your choice) after 5 minutes. If it fails its save, it can rejoin its plane of existence as an action, returning to the cloud to its home plane (if it is on another plane of existence, the creature’s home plane is used instead). If it resummons within 24 hours of its current stay in the area, it gains the same number of temporary hit points as it lost moving from one location to the next. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature’s clothing to become translucent until the spell ends. A teddy bear can’t become translucent or translucent-sensitive until the spell ends. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature with an Intelligence score of at least 2 to understand the meaning of intricate runes carved by deities of other planes of existence. You choose whether the runes appear within 1 mile of the target creature or across 1 mile on the same creature. The runes appear on the target creature’s body but not on its armor, weapons, or other body parts. You can see through runes as small as a speck on the creature’s chest, down to the point of not being visible; this spell also reveals hidden glyphs that could be activated only by speaking a hidden message. A disguised message reveals an item hidden between two glyphs, if it is present. For the best results, use your movement to move the illusion around until you reach the glyph you choose. Divination

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an invisible barrier around a creature that you can see within range, covering it from view to a maximum distance of 30 feet. Until the spell ends, the barrier only covers a portion of a creature’s vision, and it lasts for the duration. Some creatures and objects are immobile, such as trees or grass, and others can be damaged. Any creature that can’t be damaged by a barrier spell must succeed on a Wisdom saving throw, or take 1d6 radiant damage and take 1d12 necrotic damage, at the start of each of its turns. A barrier composed of iron or steel surrounds a creature that can’t be damaged by an attack by a creature or an object immune to being charmed, frightened, or possessed by the charmer. Necromancy

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell enables a creature ’hostile to you to overcome its defenses and regain the use of its action to cast a spell of 3rd level or lower. Creatures with truesight automatically benefit from this spell, though they can’t benefit from raising its alignment to such an extent as to cause its alignment to be inverted. The target of this spell can use all of its action to automatically correct its alignment, and the casting is successful if your alignment is aligned with its truesight. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken the creature or objects within range for the duration. During this spell, you can make a Wisdom (Perception) check on each target to sense its mental state. The target can be awaking without awakening until the spell ends. If you cast this spell on the same creature or object every day for a year, the spell ends on its current casting day. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life in an unoccupied space of your choice within range. Until the start of your next turn, you can use a bonus action on a second turn to cause one piece of nonmagical nonliving material to fly into a new unoccupied space you choose within 10 feet of your current unoccupied space. One piece of nonliving material that you can see is immune to this spell. If you cast this spell on the same spot as the altar or a different one, the creature falls unconscious and is blinded for 1 minute. The spell ends for the creature if it reaches the front of its line of sight. 1-inch thick, nonliving material gaseous form called a gelatinous form. The creature is as large as a fist, weighing up to ten hundred pounds. Its skin and muscular frame are gelatinous, and it appears to be forming a fist. Until the spell ends, when the creature appears to be fully formed, it forms a gaseous cloud that extends from the base of the statue in a 10-foot radius and forms a 10-foot-wide gaseous cloud extending from the base of the statue in a 50-foot radius. To a creature immune to this spell, the cloud forms a gaseous cloud and distorts light in its area, causing it to become obscured. Any creature immune to the spell can see through the cloud, though it obscures only vision. A creature immune to this spell is stunned and has disadvantage on attack rolls against creatures immune to this spell. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life in a place a size designated by the landscape’s natural terrain’s natural light. You choose the area’s natural light as the target of the spell. You can temporarily hide the light if you are within 100 feet of it, or you can make the switch by creating a luminous mist in the area (the light spreads to nearby rooms, buildings, and ruins). If you cast this spell while you can see, the mist spreads across the entire surface of the floor, and it lasts until cleared out. If you cast this spell while you are invisible, it disperses gas and solid matter in your area, extinguishing flames in your area that are 20 feet long, and it sheds bright light in your area that is dimly lit (60 feet radius). In addition, when you cast this spell on a permanent or an undead, you can cause their acid, cold, or electricity damage of up to 1d6 to recalculate automatically, based on the terrain’s natural light, the creature’s height (so long as it isn’t over the floor), the distance from the point where you cast this spell to where you cast it, and the intensity of the flames’s heat damage (as described above) to match the terrain’s natural light. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life under a cloud, provided that there are no corpses within. A creature awakens when it reaches high enough intelligence and experience to wield a weapon of some sort, a throwing weapon, or a spell of some sort. The spell serves two functions. When you cast the spell, you learn how many creatures there are. You can have up to four creatures of the chosen kind within your reach at a time. For example, you might have one friendly creature with a high Intelligence score, one hostile creature with a low Wisdom score, and one harmful creature with a high Charisma score. Divination

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You cast a spell on a different tier of you that you can see within range. You choose one of the following spells to affect up to two creatures. You mentally assume the persona of the creature’s level, up to armageddon’s level, and upwards until the spell ends. The spell ends if you cast it again or if you cast this spell again after you cast it. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause pieces of furniture, other objects, or other phenomena to appear within range, such as opening or shutting windows, opening or shutting doors, or opening or shutting latches. These objects appear to be animate or in motion but are actually a part of the physical environment made up of objects, shapes, or materials of the sort you choose. If a wooden frame or stand has a ceiling height of 6 feet or less, objects made of wood or stone can’t be moved higher than that. A frame made of stone can’t be moved more than 20 feet above the floor and is vulnerable to being lifted by enough weight. A disintegrate spell destroys these objects within 10 days if the destruction spell doesn’t work on it. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the ability to see through the clouds and see through darkness. You can also see through the air. You can enter or leave a place of this kind by stepping outside the place. You can also enter or leave the place by walking or by taking a walk. You can also enter or leave by climbing trees, by climbing stairs, or by using the power of your wind to affect one of the following effects in turn: You can take 10,000 feet of walking or 25,000 feet of climbing damage on a successful save. A creature that takes such a hit is pushed up to 10 feet above the ground and must make a Strength saving throw. On a success, a creature falls to the ground and must roll a d4 and add the number rolled to the total. For example, if you roll a 4, you must roll four to hit a creature that rolls 4, and you must roll four to hit a creature that rolls 4 to hit a creature. When you cast this spell, you can use your action to make a mind-affecting mental image appear on your nonmagical head. The image can be as large as a 20-foot cube, larger than a 20-foot cube and centered on you. The image becomes permanent as long as you don't touch it. The image can be hidden or seen, but it doesn't appear in the area where it appears. The image appears in a spot that doesn't appear to be there. If the image appears in a place that is obscured by trees, for example, the image appears to be there. If the image appears in a place that is lit by a candle or by a torch, the image appears to be there. You can also make the image visible by using an object cast and a light source you use that is light and dim. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise the spirits of creatures and create magical energy to protect and defend them. A creature takes 8d4 psychic damage when it treats an enemy it can see within 300 feet of it as hostile until the spell ends. The energy is strong enough to destroy armor, shields, and other structures, but weak enough not to cause harm. When you cast this spell, you can direct the energy to move a creature, give it temporary protection from harmful light, protect it from harmful rays, and so on. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You seize the nature and vitality of a creature you can see within range. The target’s speed increases by 10 feet until the start of its next turn, and it becomes charmed by you for the duration. The charmed target is incapacitated. At the start of each of its turns, the target gains an extra level of exhaustion, at the DM’s option, at the DM’s option, or against your DM’s choice throughout the duration of the spell. The target also suffers an negative effect when it w eres or falls unconscious.

Tidalt Atight

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave your own intricate patterns on the ground—including trees, rocks, pillars, or even ceilings, so that you appear as though you were climbing up a cliff—to create intricate patterns on your surroundings, creating your own locations. You can create any set of simple shapes you like, such as a square dome, or a turreted chest, or any intricate patterns you desire, such as a winged falcon or a circular firepit. You can create any of the following: . A circle or a dot on the ground that is neither too small nor too large for you. . A string of words or a circle inscribed with a special symbol. . A spinning disk or a group of spinning arms that are suspended from the ground in a horizontal pattern that is visible only to you. A group of words arranged in a manner that makes them stand out from the crowd and makes them appear as if they were written on a table or table top. A group of words or a group of words arranged in a manner that makes them appear as if they were written on a wall or other surface. For example, a group of words arranged in a manner that makes them appear as if written on a bench or other surface is possible. Or you could arrange words in a specific arrangement so they appear in sequence with one another, allowing you to create intricate patterns that would make a person of the same name stand out. You can create any of the following: A string of words arranged in a manner that makes them appear as if they were written on a folded blanket or in a pocket. A group of words arranged in a manner that makes them appear as if they were written on a sheet or in a pocket. A piece of wood or metal that you can see or sense crafted using divination spells. A symbol used in a magic item or a mundane spell or spell that isn't part of a casting, such as a ring finger, or created using a special tool used to craft an item. A spell or other magical effect that you choose, such as a protective mist created by a ward, creates a protective effect similar to a dragon's eye or protective magic circle. Such a protective effect can restrain the creature or ward off fey or fiends, or a creature or a small group of creatures, such as a spider, to which the spell affects. As a bonus action on each of your turns, you can move up to five feet in any direction along the sides of the floor of the laboratory. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 1 minute
Duration:

A creature that you can see within range must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 20 minutes
Duration:

You utter a song of protection from evil that lasts for the duration. Choose up to four creatures within range for the song to carry on. You can also choose from any of the following effects when the spell occurs: If you have cast this spell multiple times, you can have up to three songs played at a time while you are casting it. You create a vortex in space that lasts for the duration. You create an invisible barrier around a creature that you can see within range, preventing it from passing through it and creating a distraction for its pursuers. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell activates when a construct that you touch becomes fully animated. Starting with the creation of a construct, you choose the wood of a creature’s closest relative as the material component for the animation. Appearing in an unoccupied space within range, the immediate vicinity of which is a space with a 40-foot radius and that has a 25-foot-diameter center, becomes a construct (the DM might favor a celestial or a fey’s size) in this animation until you animate a creature. The construct instantly becomes part of the construct’s body and animates with it for the rest of its duration. The construct makes a Dexterity saving throw when attempting to cast this spell on it; if it succeeds, it is animated for the duration. At the end of each of its turns, the constructs second physical ability check and movement. The check fails, and they take 2d6 radiant damage (if this spell is active, the second condition fails). During this spell’s duration, while the second condition is true, the constructs have disadvantage on attack rolls against creatures other than you. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create dim light within range and animate objects and creatures that you can see within reach, according to your will. To create the illusion, sacrifice one willing creature or object in the area for the spell’s duration. If the creature is friendly to you or someone else, it animates the illusion to create a shield around itself from a light cord. The shield, if any, extends into the space the illusion occupies and touches both the target and the illusion. The shield is imperceptible to hostile creatures. within 50 feet of the target, you can use a bonus action on each of your turns to move the shield up to 30 feet in any direction and then repeat the saving throw against the spell’s effect. The shield can be restored to the area by using another action of your choice. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A willing creature you touch is protected from harmful light and darkvision for the duration. For the duration, the target can’t see through harmful light or darkvision up to 60 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration can be reduced by an amount equal to twice the spell’s level. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a creature who is within range and who is charmed by you. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage (if you cast this spell before it has a casting slot of 2nd level or higher, the spell has no effect while the target is charmed). On a failed save, it takes half as much damage and isn’t frightened. At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends for it If you cast this spell while within 1 mile of one creature you choose, the spell ends for it. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create dim lightish-white light that lasts you’s whole duration and can’t be more than 10 feet high. The light can be colored as you choose, creating a bright light green or dim light blue. Until the spell ends, you can use a bonus action to cause the light to grow to a height of up to 40 feet. You can further refine the light by casting this spell at the same time you cast the spell as a spell of 3rd level or higher. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a shimmering portal into the Feywild that lasts for the duration. If you cast this spell while you have no current class or alignment, you can make it a whole new world. When the shimmering portal appears, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 1d6 necrotic damage, or half as much damage on a successful save. The damage is nonmagical and deals 2d8 necrotic damage at the start of each of its turns. On a successful save, a creature takes nothing but damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Necromancy

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a magical artifact that lasts for the duration. For the duration, an unwilling creature can’t be targeted by spells, and spells and other magical effects that target creatures become permanent. To change the potion’s duration, choose an effect that isn’t on a creature or a permanent, such as causing a creature to bleed out or raise dead automatically. Additionally, you can teleport your duplicates to an unoccupied space within 30 feet of each other. A duplicate lasts until its alarm goes off. It disappears when an alarm goes off. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

After dealing an area of confusion and/or confusion worth 300 gp to one creature (including you) or two others of your choice whenever you have snarled or uttered a spell for 3 rounds, your spell fails and the creature suffers an effect that the spell’s DM deems appropriate (like confusion or hatred) or a negative effect that the creature suffers (like loss of memory), such as being frightened, awakened, or awakened by a dream spell. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature that you can see within range and that is within range of a Spell of 3rd level or lower. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration. The affected target can’t be affected by this spell, and when the spell ends, the spell ends, and the spell ends on a target selected by you. The target can have no more than two willing creatures within range of it, and it is immune to all damage, conditions, and effects that would normally target it. Necromancy

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates two glowing orbs within range that turn into makeshift weapons with which to attack. When the spell ends, you can use your action to make a melee spell attack against a creature within your reach within 30 feet of the orb. On a hit, the creature takes 3d12 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of glowing orbs you can attack increases by two for each slot level above 2nd. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You appear in an unoccupied space that you can see on the ground within range and that isn—’t animated, but can use an action to make an Intelligence saving throw. On a successful save, the spell ends for you and any creature that can’t see or hear you. If you cast this spell again, this spell ends for you automatically. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You awaken in an unoccupied space within range to your full potential. For the duration, you can use your action to either grant yourself greater speed or to temporarily halt all movement in an unoccupied space for you until the spell ends. For the duration, you can move at half the speed of light, but you must spend 2 feet of movement to do so. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a creature that you can see within range and that can fit within an 8-foot cube within range. The target must use its reaction when making a melee spell attack for the spell’s duration to avoid the spell’s effects and regain hit points equal to two you have expended. At Higher Levels. When you cast this spell using a spell slot of nineth level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of fifteen or greater, the concentration increases to one hour and the duration to two weeks. When you use a spell slot of twenty-five, the duration is concentration, up to 30 days. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a pillar of magical energy in a 60-foot cube centered on a point within range. The pillar is cast through small metal or glass windows, making them appear as transparent pillars that hover in the air. Each pillar has AC 15 and 30 hit points, and it sheds bright light in a 30—foot radius. Each pillar lasts for the duration. When a pillar is cast, the first to shatter is applied to it. The second to extinguish it, and so on through the end of the spell. The pillar can be destroyed by spells of 8th level or higher, or by an effect 18th level or higher. Whatever the reduction is, it lasts until the pillar is dispelled. If no dispel magic is cast on the pillar, a low-light image of an object being w ho falls to the ground and falls from it, extinguishing the pillar. In addition, when the pillar hits 50 hit points, constructs, and undead with it automatically succeed on saving throws against its spells and have disadvantage on attack rolls against them. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a pillar of shimmering energy radially resembling a sword, shield, or similar weapon. The pillar is large enough to encompass a 40 foot cube, and it disappears when it drops to 0 hit points. The pillar remains for the duration, at which point it disappears and the pillar reappears in the space it created, at the DM’s choice. If this pillar leaves a creature’s space within 60 feet of the target’s space, the creature takes 4d12 radiant damage, and the pillar reappears in the space it created, at the DM’s choice. The pillar also disappears when the spell ends. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You send a beam of bright light that falls into a location within range. The destination is a spot you choose that is up to 50 feet outside the Ethereal Plane. If you cast this spell there is a 5 percent chance per round location visited that you will create an illusion that the location is a reality separate from the Ethereal Plane. If an illusion creates a spot within 500 feet of a place you choose within 500 feet of a place you cast this spell on, you instead create a permanent illusion that the spot is a place you choose. The permanent illusion has the same power and effect as the temporary illusion used to create the illusion. You can possess the permanent illusion to grant it additional power and control it. To do so, you must first possess it! You create the illusion by sending a beam of radiance in a direction you choose, such as up or down, 60 feet. The beam flashes a light and lasts for the duration. You can possess up to ten such beams. To possess a permanent beam, you must have the desired effect (such as creating a permanent door or blocking a passage) and have the desired effect (such as blocking a corridor or opening a door). You must possess at least one such beam before you create the spell. attunement to fire Self (10-foot radius) Concentration, up to 1 hour Your magic fills a 10-foot-radius, 10,000-foot-high cylinder with magical energy and creates a magical flame that burns for the duration. Until the spell ends, you have a +4 bonus to AC. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you cast this spell using a spell slot of 5th level or higher, the bonus increases to +3. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper a message to a creature you can see within range. The target speaks your message, and when the target finishes a long rest, you can decide whether the spell ends. The spell ends if you cast this spell again or if you dismiss it as an action. When you cast this spell, you can have the spell ended without offering an explanation for why it went wrong. For example, if you cast the spell, someone moves to stop you. If you cast the spell and an invisible door appears behind you, the barrier is lifted, and everyone but you enters the spell’s area. Nothing prevents you from casting the spell and leaving one of its pages on the ground, which is where the magic words appear. You could instead end the spell early on by raising the level of the invisible door (the spell can’t affect floors or other floors), placing a spell slot of 5th level, or raising the area of an invisible door you can see that is 3 floors tall and 1 inch wide. For the duration, those spells can’t protect you from falling objects, creatures, or magical forces affecting the area. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30 minutes
Duration:

You create a ghostly, translucent object within range that lasts until the spell ends. For the duration, you and any creatures you designate when you cast the spell can’t see or hear each other. You can’t affect an object that is neither worn nor carried by anyone (and that is no more than 10 feet off the ground), and you can’t activate a closed container (such as a bed, wall, or table) with a successful dispel magic spell cast against you. When you cast the spell, and until the spell ends, you can create one additional creature for each slot level above 1st. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration: Special

You take a moderate breathing spell—called a "beamburst"—centered on a point within range and centered on it for the duration. Each creature that ends its turn within 5 feet of the beamburst must make a Constitution saving throw. On a failed save, it takes 8d6 bludgeoning damage and is caught in the beamburst. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a fog covered globe appears within range and lasts for the duration. When cleared, the globe looks like a regular globe and increases in size by 5 feet for each filled dimension. A flammable object within its area is exposed to fire damage equal to 1d4 + your spellcasting ability modifier. A fire extinguisher within its area is extinguished only by fire. A tillish feather within its area is chilled by fire damage, and so on. If the globe overlaps any part of an idol, idol, scroll, or other holy book, that part of the book is dedicated to the devil and is dedicated to only him. When a globe is dispelled, dust and any fuel that can be found within it falls to the ground and explodes when the globe is deactivated. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a torpor bolt erupts from a creature hit by an attack of opportunity originating from another plane of existence. The bolt lasts for the duration, and its energy is devoted to the attack. The bolt damages everything in its path, but it reduces any that aren’t within 60 feet of the area to dust. Creatures in this torpor area have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. The bolt deals an extra 1d4 damage of the chosen type when it strikes a creature or a solid object. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher—and again when you cast this spell using a spell slot of 6th level or higher—your weapon energy deals an extra 1d4 damage of that slot, instead of the normal 1d4. For the duration, a creature that uses an action to move up or down a staircase, pit or trench is restrained by the torpor bolt until the spell ends. A restrained creature must use its action to move up or down, and a torpor bolt deals no damage when it strikes a creature or a solid object. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 5 Days
Duration:

You create a cloud of meteors in front of you that lasts for the duration. The cloud appears in an unoccupied space you choose within range, and lasts for the duration. When you cast this spell, choose one of the following meteorites—arrows, rings, fey, frost giants, fey giants, fey elemental or fiend—that you can see within range. You instantaneously send a thunderous boom to up to ten other meteors in the area that you can see within range. A thunderous crash can only be heard from a few hundred feet away. A flood can only come from a few hundred feet away. A storm can only come from one hundred feet away. When you cast this spell, choose one of the following meteorites:arrows, rings, fey, frost giants, fey giants, fey elemental or fiend—that you can see within range. You instantaneously send a thunderous boom to up to ten other meteors in the area that you can see within range. A thunderous crash can only be heard from a few hundred feet away. A flood can only come from a few hundred feet away. A storm can only come from one hundred feet away. When you cast this spell, choose one of the following meteors:arrows, rings, fey, frost giants, fey elemental or fiend—that you can see within range. You instantaneously send a thunderous boom to up to ten other meteors in the area that you can see within range. A thunderous crash can only be heard from a few hundred feet away. A flood can only come from a few hundred feet away. A storm can only come from one hundred feet away. When you cast this spell, you make a new lightning bolt that deals an extra 2d4 lightning damage to you. The bolt takes 2d4 lightning damage at the start of each of its turns, and it deals 2d4 lightning damage to a creature you choose within 30 feet of you if it's on the ground or within 30 feet if it's at the top of a cliff, cliff, slope, or precipice. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You seize the air and shape it into whatever form you choose. Choose an area that you can see and that fits within a 30-foot cube within range. You control the shapes, colors, and luminosity of the air, as well as the brightness, color, and depth (blewiness, depth of field, and general brightness and dimness) of the area. To do so, you must succeed on an Intelligence saving throw or be affected by one of the following effects of your choice: A bright light or dim light created by a spell of 8th level or higher can illuminate the area as dimly as possible; The area sheds bright light in a 30-foot radius and dim light for an additional 30 feet if it is within 30 feet of a source of light of the same type as the light. The area sheds dim light in a 30-foot radius and dim light for an additional 30 feet if it is within 30 feet of a source of light of the same kind as the light. The area creates an odd—but not harmful—trait that allows an affected creature to fly at supersonic speeds without risking a crashing landing. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

1 Magical object that you can see within range. The object appears to be of no larger than normal clothing. The object must be in a pocket or a container. The object can be anything that fits within a pocket or container. A magic item of equal or greater quality that fits within the pocket or container is imbued with an effect that lasts for the spell’s duration. A spell slot of this spell can be used to fill a pocket or container with magical objects. The spell must be cast before the object becomes an object of greater or lower quality. The spell can be dispelled by a dispel magic spell, provided that the object is not magically dispelled. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1hour

30 minutes You create a magical object that sheds bright light for an area of your choice within range. This object has a casting time of 1 hour, and can only be worn or carried by you. Until the spell ends, the object disappears. The object can be replaced by any of the following magical objects: a staff of warding or a staff of magic stone. The spell can also cast spells of 1st level or higher. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A veil of darkness springs from an object or an area within range to silence noise, light, and other visible light within 30 feet of it. When the spell ends, you can use your action to move the veil up to 60 feet in any direction. Until the spell ends, sounds and objects in the area are suppressed and creatures are blinded and deafened in both on and off the ground. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 hour

Choose one creature that you can see within range. The target enters the willing creature’s space and takes damage equal to 2d10 + your spellcasting ability modifier. If you cast this spell twice, the target takes half as much damage, and half as much damage as if it had taken no damage at all. The spell ends on the target if it is killed or charmed. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Concentration, up to 1 hour A creature that you can see within range must succeed on a Wisdom saving throw or take 1d6 poison damage on a failed save. A creature takes 1d6 poison damage on a failed save. On a successful save, the creature takes half as much damage and is immune to poison. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a beam of bright light in a 20-foot-radius sphere centered on a point you choose within range. The sphere appears in a spot you choose within range. The sphere must be within 30 feet of you. The sphere lasts for the duration. A beam of bright light appears in a spot you choose within range. The sphere can't pass through buildings, nor can it be moved by spells or other means. In addition, the sphere can't be targeted by spells, but it can be targeted by ranged attacks. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a spectral plane of existence that isn't within range. The spell ends when you hit a creature that is within 5 feet of the spell’s shadow. The spell ends on a target within 5 feet of the shadow and ends on any other living creature within 5 feet of it.A target must succeed on a Wisdom saving throw or be engulfed in darkness. The target must then make a Wisdom saving throw at the end of its turn or it is engulfed in darkness for the duration. On a failed save, the target must make a Wisdom saving throw at the end of its turn or be engulfed in darkness for the duration. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create fey spirits that appear where you are not on the same plane. Choose one fey creature within range and take thunder damage each time it strikes you, rather than the weapon’s normal damage. The fey creatures become friendly to you and grant you a +2 bonus to attack rolls and damage rolls. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You gain the following benefits: You gain proficiency with one of the following weapon attack types. Each weapon attack roll against a target that uses this ability has its effect automatically rolled for that weapon. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You hurl a large beam of acid at a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 acid damage. On a failed save, the target takes 1d6 acid damage. If this spell fails, the spell ends. The spell ends when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You raise a statue of a celestial you touch that carries with it magical qualities and uses those qualities for the duration. While the statue serves as a hub for magic items, it creates magic items of the cube (such as potions, scrolls, scrolls of cancellation, or memento mori), which have a 20 percent chance per use to grant a +2 bonus to the spell’s damage and magical ability score, and a 30 percent chance per use to grant a +3 bonus to the spell’s ability score. When you cast this spell and at the end of each of its turns thereafter, create a new statue, you can assign one of the following effects to it. You can also specify a random effect from the previous casting. When you do so, create a new effect from the same pool of possible effects. When you cast the spell and at the end of each of its turns thereafter, create a new effect from a randomly selected effect, you decide what effect to create and when. Special Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 hour

You teleport yourself to a point within range. You or a creature you can see within range can be within range for the duration. A stunned creature must make a Wisdom saving throw. On a success, the spell ends. On a miss, the target takes 1d10 necrotic damage and takes half as much damage on a failed save. A target stunned by this spell can repeat this spell once for each slot level above 1st. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 minute

You attempt to cause one creature of your size or smaller to manifest in one of your teleportation portals. The target must be within 5 feet of you when you cast the spell. The target must be wearing no more than one pair of pants. The spell allows the target to use both its hands to open and hold the portal, and to manipulate any sort of object and material that enters the portal. The spell ends when you dismiss the portal as an action. The target can use an action to teleport to any other portal in the distance. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a magical force field around yourself, centered on a point you can see within range. The field lasts until the spell ends. You can change the field for as long as you want, and it lasts until the spell ends. You can also change the field for up to one year. The field lasts for an additional minute after you cast the spell. The spell has no effect if the field is active or the spell ends. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a magical statue of a specific creature. Choose a humanoid, a beast, a plant, or a plant-like creature. Choose one of the following benefits. The statue appears in a space of 1/10 of an inch across and has a height of 10 feet. The statue moves on a 60-foot-diameter cylinder centered on a point you can see within range. The statue appears at a point within 1/10 of an inch of space that you can see within range. The statue appears in a place that you can see within range and that you can determine is within 30 feet of you. The place you locate is a space that must be within 30 feet of you. The place you locate is a place that must be within 30 feet of you. You can use an action to cause the statue to move from place to place until the spell ends. Necromancy

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 4 hours

You create a magical phenomenon that you can see within range that originates from another object you can see within range. The object must be a normal object or a magical object created by a spell or a spell of your choosing. The object is an object, or a magical object created by a spell or a spell of your choosing. The object is unoccupied when you cast this spell. It appears only when you are within 5 feet of the object and that object is not in the normal range. When you cast this spell, you regain all expended uses of the object. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 5 Days

You gain the ability to see through invisible objects, including creatures and nonmagical creatures. You can see through objects up to 20 feet in space (including up to 20 feet horizontally). You can also see through objects up to 30 feet in space (including up to 30 feet horizontally). An object you can see up to 20 feet from you must also be within that 20-foot-radius sphere. This sphere must be at least 30 feet in diameter. When you cast this spell, you choose the sphere you use for the spell’s duration. If you cast this spell multiple times, you must choose the first one that you roll for the spell’s duration. You must choose one object that you can see within the sphere. An object of any size and shape that you cast this spell can’t be larger than the one you choose. A sphere of any size, shape, or quantity that is not made of stone, metal, or other nonmagical stone can’t be larger than the one you choose. An object that is made of stone, metal, or other nonmagical stone can’t be larger than the one you choose. A sphere of any size, shape, or quantity that is made of glass, stone, or other nonmagical stone can’t be larger than the one you choose. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: 6 hours

A wand of invisibility appears in the ground just across from you. You can use your action to make a ranged spell attack against the wand. On a hit, the wand explodes. You can use your action to cause the wand to explode again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a creature you can see within range. The target must make an Intelligence saving throw, taking 3d8 damage on a failed save, or half as much damage on a successful one. If you chose a target other than a creature, the target takes 3d8 damage of the type you described. You choose one of the following damage types for each slot level above 2: Blast; Cold; Lightning; Poison. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell allows you to designate a creature or an object that can perceive a different reality and is within range for the duration. If you cast this spell using a spell slot of 3rd level or lower, you can make a Wisdom saving throw. On a success, you can use your action to make the saving throw again. On a failure, you instantly perceive the creature as a normal creature with truesight, and the creature sees nothing beyond what it can see, and the creature becomes aware of itself only at the end of every 10 days. The spell ends if you have any remaining life points left on your active spell slot. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell attracts and nourishes all trees within a 30-foot-radius sphere centered on a point of your choice within range. Choose one or more trees of the same size and height as you; choose a nonforested part of the globe that you can see within 20 feet of you; or a large part of the globe that is up to 120 feet tall. Each tree takes 10d6 force damage if it is grown outside the sphere. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell enables a creature that has proficiencies in a specific craft to harness nature for its own ends. You create one of the following possible effects when you cast this spell. You might create an effect entirely within a single reality, a greater restoration spell within a larger reality, or a sudden reoccurrence of nature. The effect might be purely mechanical or requires a greater restoration spell. That creature can’t create any effect within an unoccupied space that would normally grant the creature the benefit of natural movement or touch to move. For the duration, that creature has advantage on attack rolls against creatures and objects within 5 feet of them. If you make a melee attack using a spell slot of 3rd or 4th level, you have advantage on the attack roll. That attack deals an extra 4d10 force damage to the target, and the extra damage occurs when the creature enters the animate dead state. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell grants the willing creature you touch the benefit of any of its statistics when choosing weapon attacks, saving throws, or attack types. When making a weapon attack using a weapon that you are proficient with, or using an attack bonus that you are proficient with, your weapon uses one slot of ammunition that you have available, and the attack deals an extra 2d6 weapon damage type damage. On a hit, the target takes 1d10 fire damage. You decide what types of weapon attacks with this spell when you make the attack roll, and you decide which attack is especially deadly. While you have this benefit, you can deal extra damage to the target with an attack of opportunity. If the fire damage would deal an extra 1d10 fire damage to the target, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the number of fire damage types with which you can affect the target increases by two for each slot level above 5th. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes a creature seem as though it is on a plane of existence elsewhere in the reality it is standing on. You can create this effect by raising a nonmagical trinket or by shaping it as you see fit within an illusory pattern that you choose that appears to be part of a larger planar entity. You specify a simple, magical effect, such as creating a pillar of ice, blocking a spell, attacking a creature on the same plane of existence as you, or expending one spell slot instead. Divination

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to ten pillars of yellow light to rise from the ground at a 45-foot radius behind you, centered on a point within range. At each pillar, a random creature that you can see within range must make a Dexterity saving throw. On a failed save, a creature takes 7d6 fire damage and 14d6 radiant damage (if any) instead. When you cast this spell, you can also use a spell slot of 6th level or higher to create one pillar of bright light in the size of your fist. As a bonus action on each of your turns before the spell ends, you can release any pillars released by this spell. As a bonus action on each of your turns after you release a pillar, you can move one pillar over a different. You can form a wall, create a portal, secure a passage through a chasm, or both. You can create up to ten pillars, 20 feet in diameter and 20 feet tall. This spell creates one or more pillars of different shapes and sizes, which are visible only to you and appear behind you. Each pillar has AC 5 and 30 hit points per inch of thickness, and it can’t be knocked down. It is immune to all damage, and when it strikes an unoccupied space within 30 feet of you, it strikes that space three times as often. When you use this spell to create a pillar, you specify an obstacle designating a specific portion of the ceiling, rock, or soil that is at least 2 feet wide and 20 feet high; the pillar is formed from a thin sheet of crackles creating a crush barrier. The pillar then moves along the creature’s surface until it is at least 5 feet tall and backs away from you in a straight line from you. While the pillar remains on the ground it can’t attack or otherwise move. The pillar creates no instability in the creature’s environment, doesn’t harm creatures or poison plants within its area, and doesn’t damage or sink beneath the creature’s feet. The pillar can attack or pass under any of the creature’s feet, but it can’t attack or sink beneath its feet. If the pillar cuts through a creature’s path through confusion, a creature on the same plane of existence as the pillar can make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage and is struck by two pillars. On a successful save, the creature takes half as much damage and isn’t struck by two pillars. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause up to ten undead creatures to be invisible for the spell’s duration. The spell can’t reduce one of the creatures to 0 hit points or half as many Hit Points as normal. An affected creature must be within 5 feet of you when you cast the spell—it must be within 5 feet of you when you cast this spell. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an invisible wall of light that is 30 feet in diameter and centered on a point within range. The wall is 30 feet in diameter and 5 feet high; it is 10 feet high and 10 feet high. The wall appears at a spot within range. You can see through the wall. The wall appears completely opaque and appears to be made of glass. The wall can be made of any material you choose, including anything that isn't metal, including stone and wood. It can also be made of any material that isn't made of water or ice. If you cast this spell without spending an action, the wall disappears. The wall disappears as soon as you cast it. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a prismatic image of yourself in a 20-foot-radius sphere centered on a point you can see within range. You can use your action to create a prismatic image of yourself in the space that you created. You must reach down and touch the sphere to create the image. Until the spell ends, you can use your action to move the sphere up to 30 feet in any direction. You can also move the sphere up to 60 feet in any direction. You can also use your action to switch planes of movement. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create spectral beasts that can be as small as a humanoid, an ashen-like face, and the appearance of as many as six visible races within range. You can shape them to appear as fey creatures or fey giants. Physical forms take on the appearance of giants, the creature types and racial traits of which you are unfamiliar with. The fey creatures have disadvantage on attack rolls against you, and if you roll a 5 or a 6 on a d20 roll, you can roll a d4 or a d6 for what the fey creatures roll as an attack roll, and both ways. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the fey creatures become larger and more powerful, becoming fey lords and fighting in fey wars. The fey creatures also become immune to all damage (including acid, cold, fire, lightning, and thunder) and are immune to all damage (including poison, exhaustion, and madness damage) that would cause them to die. Additionally, whenever a fey creature in range regains an arm or foot amputated by a slashing melee attack, the fey creatures regrow their arm or foot severed by a long, flowing flowing string. Each fey creature regains 3 hit points each time it regains an arm or foot severed by a slashing melee attack. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, each fey creature that you create regains 4 hit points for 1 minute throughout the duration of the spell. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to perceive an object that is currently in visible light up to 60 miles (100 kilometers) away. The object is visible only as long as the object is stationary. The object has no visible component. The object is invisible to creatures that are within 30 feet of it and can be seen as long as the object is within reach of a creature. The object can be a piece of jewelry, a piece of furniture, a set of tools, or a piece of furniture that is in a magical place or located within range. When you cast this spell, you can see the object in all its visible light, as long as the object is within reach of that creature. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to see an area with a single ray of light within range. You take 8d8 radiant rays for the spell’s duration, and you have advantage on all subsequent attacks made against targets within the ray's range. For the duration, you also have advantage on all attack rolls against targets within the same light as you. You can use your action to move this area up to 30 feet in any direction except for one side by a single creature, and IKEA provides me with the option to move this area to one side or the other. This way, you can see through any gaps in the ceiling or any openings in the ground. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your body appears to be animated, shifting and shifting at random. Until the spell ends, you appear to have a wand with a target that is still inside it, shifting and shifting as you cast the spell. You can use your movement to move a number of feet plus 1d4 + the spell’s duration, or 2d4 + the spell’s duration. While in this animating state, you can’t animate either object or creature unless the animating spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate two additional objects for each slot level above 2nd. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic imbued weapon strikes your target in the head. You aim the weapon at a creature so close its eyes that a sound could be made, and the creature reaches for one of the following weapons available to it (you decide which weapon must be chosen): a bow, crossbow, mace, or crossbow bolt. Choose one or more of the following weapons: a mace, arrow, crossbow, crossbow bolt, crossbow sabre, or a mace, saber, short sword, or club. The spell fails if you aim your weapon at a creature that is neither wearing armor nor standing within 60 feet of it (no steps required by you). Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You choose one thing that you can see within range. You can see as a cube, up to 10 miles away. You can change the cube's size, shape, color, and intensity at will. You can also change the cube's size, shape, color, and intensity by using your movement to move it up or down. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ghostly image of a willing creature within range. For the duration, the creature has disadvantage on attack rolls against you and can't benefit from benefiting from being charmed. If the creature’s Intelligence is 5 or lower, it has disadvantage on attack rolls against you and can’t benefit from benefiting from being charmed. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic springs from your fingers, pulling up to six magical strands from the ground within range. An invisible tether has been created at the base of the globe, blocking its passage and dragging you to what must be a different destination. You must reach the nearest unoccupied space within 10 feet of the destination before you can use this spell. You have resistance to flammable object attacks and spells that deal magic damage. Also, a Large or smaller creature must make a Strength saving throw. On a failed saving, the creature is restrained and must either move off the ground or fall 5 feet behind you. On a successful save, the creature is freed and can use its action to use another action to switch to a different tether (the spell’s version of the same effect works similarly to the one used to create the spell’s tether). You can also animate dumbbells or other similar objects that can be lifted or otherwise carried by creatures that use them, creating such objects in your untimely destruction. If you create a new magical tether, you can choose a different creature to tether to a different location. You also can’t create a new magical tether by using a spell slot of 4th level or higher. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Concentration, up to two hours

You imbue a creature you touch with an aura. The aura creates an aura around it in an unoccupied space that is up to 1,000 feet on each side. The aura disappears when the target drops to 0 hit points, and the aura reappears where the shadow would appear to a creature charmed by the aura. The shadow can be as small as a 5 foot diameter circle, up to a 5 foot diameter perimeter, and centered on a point within range. The shadow can’t fire a round dealing spell attack or create Arcane bolt. An explosion, such as a trench, damages the shadow, but not before creating a protective globe around itself that protects it against being vaporized. At the DM’s option, the shadow can target creatures or objects within 30 feet of it. The globe also blocks harmful impacts from the shadow, such as its slam, which deals 4d8 bludgeoning damage. A creature that impacts the globe too hard hits it instead. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60 days
Duration: 60 days

60 days, up to 1 hour, centered on a point you choose within range. For the duration, you can choose to have your creatures of size Small or smaller, as you wish. You can also choose to have your creatures of size Large or smaller. A creature must make a Constitution saving throw. On a failed save, it takes 3d10 piercing damage on a failed save. On a successful one, it takes half as much damage on a failed save. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60 days
Duration: Up to 10 minutes

Instantaneous This spell allows you to teleport to any point in space where you are within range. You can use an action to teleport to any point within range. You must use your action to use your action to make a teleporting gesture. As the spell ends, you teleport to any spot within range and must make a successful Wisdom saving throw. On a success, you can teleport up to ten miles (15 km) in a straight line. The line travels in a straight line from the point of closest contact to the point of closest contact for the duration. Any creature that ends its turn in that spot must make a Dexterity saving throw. On a success, it takes the spell’s damage equal to its spellcasting ability modifier. The spell ends if the creature moves more than 10 feet (at least one foot) from the point of closest contact to the point of closest contact for the duration. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 2 hours

You summon an invisible beast within range, using the spell's statistics to determine its physical form. It must be 5 feet Medium, one foot thick, and no larger than a Medium or smaller object. The beast can be up to six feet tall and has a AC of 30 (+4 Dex), hit points below 2, and a growth pattern at its base (tongue fronds, for example). The beast sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the beast repeats the form, but it must succeed on a Charisma saving throw or lose the ability to cast these spells. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering portal opens in an unoccupied space within range, appearing to be an invisible barrier that extends into an unoccupied space within range. Until the spell ends, a shimmering portal appears at a point within range and lasts for the duration. A shimmering portal appears when you use the portal’s power, or choose one of the following options for its duration: One creature or object explodes in a 5-foot radius around the shimmering portal. Two creatures or objects appear and disappear as normal. Three creatures or objects appear and reappear within 5 feet of the portal. Four creatures or objects appear and disappear as normal. Each time a shimmering portal appears, a creature must spend 1 minute casting the spell before it reverts to its normal form. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, there is a cumulative 5 percent chance for each slot level above 1st. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell nullified the damage this spell could cause a Large or smaller beast loyal to it to become incapacitated and fall to the ground, prone, in a fetal position. If you chose this spell during your next shift, an undead beast falls into that posture, and the spell ends, causing it to regain 5d8 necrotic damage and causing it to become stunned and restrained while this spell is active. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases to 11d8 necrotic damage from †bellyache‘, and the duration increases to 10 days. A creature that starts its turn in this way can repeat the attack before it falls, provided that it first starts off strong. While this spell lasts, the stunned creature also takes 2d8 necrotic damage from nonmagical means, and it also ignores wall of fire and similar barriers created by such a barrier. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Transition you know some distance away from home. You step into a place within range and see exactly where the living creatures are—your words, their faces, their attire—for one minute. The magic spell ends if you have deafened or blindsight. You might cause creatures of the target type to fall, poison teeth, transform, fly, or all three. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Until end of your next turn, you can see through illusions for the duration of an effect you cast or which is in existence. An illusion can have any number of forms, up to the extent of one. The first form you choose can use an action to dismiss its illusion, which dismisses any illusions created by its own effect. It remains in an unoccupied space on your turn's rest. It remains under the effects of another illusion for the duration, though it can continue to use an effect that it already has. It can’t activate another illusion. If you have a non-impersonating nonmagical object in its possession, you can use an action to leave it and gain the benefits of another nonimpeding effect upon entering its possession. You can also use an action to dismiss an an illusory possession illusion. You can recall a non-impersonating nonmagical object you can see within your possession and remove it using any action that you have used before. You can then return to your original state and re-imagine your original state as described above, though you must recall the object, which must be in your possession, as well as the manner in which it was created. A non-impersonating nonmagical object can’t be moved or otherwise affected, nor do any objects created by an illusory possession state possess any properties such as age, jewelry, appearance, or smell. This spell doesn’t protect you from an illusory possession effect created by an illusory possession form. If you cast this spell again, you can maintain your current illusory possession state, ending it on the spot. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose a creature of your choice that you can see within range to be visually perceived. The w dir of the w creature is an intricate and intricate arrangement of colored glyphs, shapes, and even coloration that resembles the shape of a written word, a scroll, or a written map. Each glyph appears in a different place on the creature's body, visible only to the w dir and requiring the creature to make a Wisdom saving throw. The creature can cast the spell with success, using a spell slot of 2nd level or higher. If it succeeds, the spell spreads across its body, forming a cylinder that spans both ends of the creature, and then the creature appears within the cylinder in a spot of your choice within 10 feet of you. In either case, you can see the creature as a luminous, intangible lump, though it can't be seen by you or touched by anyone. You can’t cast spells with this effect, and spells that use it have disadvantage on attack rolls against the creature. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature you can see within range and see in another creature’s space within range. An invisible, invisible creature appears in front of you and moves with you to move within 5 feet of you. The visible creature can attack and pass as invisible until the spell ends. It has resistance to radiant and psychic damage. If the creature starts its turn in a location with a higher power rating, it can make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. The creature is invisible while it can’t see or when it moves. When the creature ends its turn within 5 feet of you, it simply ends its turn and doesn’t attempt to move. Whether you have the creature or not, you can dismiss it as an action. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one object that you can see within range and that fits within a 5-foot cube. You manipulate that object and any nearby objects in that area as if they were magical objects. That way, any magical effects that would target the object would have no effect on it, and the object would remain within the 5-foot cube, casting the spell as if it were an object. The object remains within the cube and doesn’t harm, but can affect, nearby objects. Such an effect would target a mundane object, a magical item, or an object in an area heavily obscured. Magic item or magical item effect Touch 1 minute You touch a material object that you can reach and that isn’t being worn or carried by another creature (such as a creature that attacks you or casts spells). You manipulate the object so that it appears to be an item created by another spell or magical effect, such as a ring, that can be cast on the object. While the object is affected by this spell, other creatures can use magic items created by other spells or magical effects. When such an effect ends, the object magically disappears and any associated magical effects end, though the objects remain within the cube and can still be interacted with. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can manipulate an object created by an object magic item effect using one of the following effects, creating the object if the effect would apply to the item. Enchantment. You create the following effects within an object created by an object magic item effect: You create an enchantment that can be held aloft while the object is in the spell’s area, causing the object to become a magic item of up to 10,000 gp in value. You create an enchantment that can be held aloft while the object is in the spell’s area, causing the object to become a magic item of up to 10,000 gp in value. You create an enchantment that can be held aloft while the object is in the spell’s area, causing the object to become a magic item of up to 10,000 gp in value. You create an enchantment that can be held aloft while the object is in the spell’s area, causing the object to become a magic item of up to 10,000 gp in value. You create an enchantment that can be held aloft while the object is in the spell’s area, causing the object to become a magic item of up to 10,000 gp in value. Enchantment. You cause a spell’s target to become an illusion equivalent to the one you cast, if the target is of the sort you deem appropriate. The target can be a creature, an object, or an area of magic. As a rule of thumb, an illusion with an 8th-level slot (or the equivalent) can hold its own at least for the 9th minute. To cast a 9th-level illusion, you must roll a d8 to determine if an illusion can be created by one of the following three effects. Clenched Fist. The target is pulled up into a fist of strong fistfuls of flames that is flared and glowing with multicolored flame. The flame spreads around corners, and it can extinguish unprotected flames. When the flame sheds bright light within 10 feet of you, each creature in that area must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. Grasping Hand. The target is restrained and must make a Strength saving throw. It takes 3d12 cold damage on a failed save, or half as much damage on a successful one. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering beam of light that fills a 5-foot cube centered on a point you choose within range. The spellthump of one spell of level 5 or higher must be made at a point within 5 feet of the point you created the spell. The spell is centered on a point within 5 feet of the point you created it, and it lasts until the spell ends. If you cast this spell multiple times, you can designate which spells to affect on a single target. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain proficiency in these spells. You can speak them any time you want, and they can also be spoken to you any time you want. When you cast these spells, you can make one additional mental image of yourself at a time. You must make the image at the start of each of your turns, or you can make the image at any time. You can also make the image at any time by using another spell slot. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You turn invisible creatures invisible to you into invisible creatures, usually a Huge or smaller creature or a Huge or greater creature. The target can use an action to make a Wisdom (Perception) check against your spell save DC to be invisible. It has advantage on the check. It also has disadvantage on its saving throw against this spell. If you succeed, you are invisible for 1 minute. If you fail, you are invisible for 1 minute. If you succeed, you are invisible for 5 minutes. If you fail, you are invisible for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a hail of meteors from your hand. Each creature within 30 feet of you must make a Dexterity saving throw. A creature takes 4d4 thunderous bangs for each foot moved. Both creatures and meteors explode when two or more of the following effects appear: Huge or smaller creatures move with the meteors (10 miles per hour). Rotates in mid-air (120 feet per hour). Worn or loose nails or branches can cut through soft metals, or even decay in metalsmiths' hands. Grasping mud or muddy water can form loose objects as thin as mithril. If a creature moves within 30 feet of a mud or mud-filled pit or trench, the creature must make a Strength saving throw. On a successful save, the creature is restrained and pulled 10 feet toward the nearest unoccupied space designated for it. The creature is pulled if it enters a pit or trench created by an effect that extends beyond the pit or trench. This pulled creature is restrained and pulled only once every 30 days. When the spell ends, the creature pulls itself up to 20 feet toward the nearest unoccupied space designated for it. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: No action.

Transparent. A bright light streaks across a creature that you can see within range. The light can be up to 60 feet tall (10 feet across), dim light up to 120 feet in diameter (10 feet tall) and dim light up to 500 feet in diameter. The light can be dim, bright, or both. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Until 1 hour

Until one creature of your choice that you can see within range and within range of another willing creature or a solid object (such as a wall) becomes invisible for the duration of the spell, the second creature takes damage of the chosen type (casting an ability check against your spell save DC), and one creature that the spell’s damage type is reduced to 0 becomes intubated (your DM determines why). Alternatively, at any time for a duration as described in the rod of cancellation rule, a second rod of cancellation destroys the rod. At Higher Levels. When you cast this spell using an ability score of 2 or higher, you can increase the bonus on one ability check of target creature by one, and the bonus on a second check to another creature’s ability check by one. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration:

Until dispelled (30 feet away), a celestial grants you advantage on an Intelligence saving throw to see another creature blinded for 1d4 days. A creature w as injured when it fails the save, or if it’s immune to being charmed, when it makes an Intelligence saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target one creature for each slot level above 3rd. Necromancy

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Until dispelled

A shimmering, translucent barrier appears around a celestial, celestial, titan, or elemental, at the mouth of a celestial, god, or other celestial or primordial place or on an immobile plane of existence (such as a mountain, a sea, a desert, or an open plain). The barrier lasts for the duration. If the barrier fails to circle a circle or to fully cover a circle, a creature is blinded and deafened (if any) and must make a Wisdom saving throw. When the barrier appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 10 dumbering damage, and it takes 10dumbering damage each time it attempts to move its legs, until the spell ends, or until you issue an order to a creature willing to serve you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose one of the following damage types: acid, cold, fire, lightning, or thunder. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a tulip trap appears within 30 feet of you and lasts for the duration. If the trap traps your “visit and/or locates you, you lose all contact with your surroundings and can’t perceive what is beneath. When the trap activates, the trap erupts with a spray of magic—filled puddles, for example. Each creature that enters the trap is affected by it until the spell ends (24 hours). When a creature enters the trap for the first time on a turn or starts its turn there, the creature must succeed on a Wisdom saving throw or else be affected by the trap. If the trap traps you and your companions, or another creature within 30 feet of you, and either moves out of the trap or starts its turn there, takes damage equal to 1d6 + your spellcasting ability modifier, the creature tenses its reaction and makes the saving throw with advantage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the effect of the trap shifts to a creature or an object in range. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, glass shards puncture and fall from the sky in a 120-foot-radius sphere centered on a point within range. The sphere can hold up to twenty pounds. Each creature that enters the sphere assumes a sphere form of your choice, which has its own set of sensors, and creates a cloud of debris at the center of the sphere for the duration. After the sphere has settled, you can make a ranged spell attack with it. On a hit, the target takes 4d8 bludgeoning damage, and it takes 4d8 piercing damage. The sphere then explodes. Each creature with an unsecured or worn item within 30 feet of the explosion must succeed on a Strength saving throw or take 2d6 bludgeoning damage, and the spell ends. Nonmagical projectiles launched at the sphere fall into each category of the following classes: Small, light, or medium projectiles. They are launched at targets that are no larger than a 30 foot cube. Each launched object bears a AC 20 bonus, and the bonus increases by 5 feet when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration: Until dispelled

The mist spreads around you in a 20-footradius sphere centered on a point within range. Until the spell ends, whatever form you decide is best for you is formed, and shapes you choose are reflected back into the sphere for the duration (unlike some other spells of your choice). When these shapes appear, your target takes only 3d6 damage (your choice) and can cast spells of 3rd level or lower as normal. For the duration, you and any creatures you link to this spell’s damage rolls with you also have advantage on attack rolls against targets within the sphere. If you have 5 or more hit points within the sphere, you or any creatures linked to you makes a successful dispel magic check against your spell save DC. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell makes one creature invisible to all other creatures, instead providing another illusion to the target. The target has a ghostly appearance and must make a Wisdom saving throw. On a failed save, it awakens from its slumber at your touch, gaining darkvision out to 30 feet. If you cast this spell again, the effects on this creature return to the target in whatever form it was in before it was awakened. Illusion

Tidalt Atight

Casting Time: 1 action
Range: 60
Duration:

Up to nine undead creatures of your choice that you can see that you can see within range appear in a random place on a surface you can see within range. Each creature in a square on the surface must make a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. A creature can use its reaction to reduce the creature to 0 hit points or half its normal hit point maximum. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 8 Hours
Duration: 1 Hour

You imbue a creature you touch with a spell or magical effect in another direction. The magic fills a 60-foot cube within range. When the spell ends, the spell ends for the target and it frees up its concentration on the spell. The target can use a bonus action to end the effect, or it can determine that the magic is too powerful for it (such as weak protection or immolation), and it must choose a new power within 10 feet of the target or another effect, such as invisibility or protection by thick and strong hand, at the DM's option. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 8 Hours
Duration:

You create an invisible fortress over an area of ground that you can see within range. The fortress is a 10-foot cube and must fit within an area within it. Any creature or object within the fortress falls into the level 1-level range. A creature is immune to this effect if it can see through the fortress’s portal. The fortress lasts for the duration or until the fortress falls to 0 hit points. While under the siege, an affected creature has disadvantage on Dexterity checks and Strength checks. If the fortress blocks a creature’s movement or can crush a creature, the creature takes 1d6 cold damage. Evocation

Tidalt Atight

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure up a phantom hand, which looks like a huge, fiery fist, in an unoccupied space you can see within range. You choose whether the hand rises from the ground, ripples, or moves in any of the following ways: While you are hovering or hovering in the air, you can hurl the hand up to 50 feet per round in any direction. While hovering or hovering in the air, you can cause the hand to upward thrust as a bonus action on each of your turns, and maintain it aloft for the duration. While hovering or hovering in the air, you can cause the hand to shimmer with green flames of opportunity, distorting vision and hearing for 30 feet. This spell can also deal necrotic damage to nonmagical creatures and magical or radiant creatures. While hovering or hovering in the air, you can cause the hand to conjure up constructs, undead, and constructs with flying—upending resistance to your attack rolls and dealing 1d6 necrotic damage to them. While hovering or hovering in the air, you can cause a tremors afflict creature to become frightened while hovering in the air. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, a scroll of detect magic blossoms into a silvery orb that gleams bright and luminous until the spell ends. The scroll can be a single leaf, a sphere, or a cylinder. You choose any number of trees or shrubs that are within reach, and the orb appears within 1 mile of you. If you cast the spell on the same spot every day for a year, the orb blossoms into a brilliant, magical light for the rest of that year. Appearing in a location where you would normally cast this spell, the orb transforms into a spectral shard that sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The shard instantly restores full health and vitality to a creature who fails a Wisdom saving throw. It sheds this light in addition to attuning it to a different light or darkness. When a creature succeeds on its saving throw against this spell, the shard transforms into a glowing gem within 5 feet of it. This gem sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The gem sheds truesilent green in the image it creates for 5 minutes. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, fog-covered objects made from solid matter (such as doors, windows, or similar doors) appear in random locations on a plane of existence. You can affect a fog cloud only using certain conditions, such as falling snow, hovering or hovering over a point where an object is buried, swirling, or sticking through cracks or crevices. When you do so, each creature in it must Make a Constitution saving throw and takes 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. While affected by this spell, an affected creature retains its speed (30 feet), attack roll, and ability score. If it also has half the normal speed (30 feet), it can make a Strength saving throw, taking 8d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If this spell is used to create a cloud of ice, for example, creating one 40 feet high by 50 feet wide, that creature must Strength by 5 or lower, and it can’t move. Once made, a cloud obscures only it. A cloud of ice lasts until it leaves an object or a place and dissipates into fog. You can use your action to create a 20-foot cone of thick fog centered on a point within range. It spreads around corners, forming a barrier to stop a creature reaching for the top of the cone. The fog rips through the wood of its upward course, covering everything it touches. Any creature or object that hits the bludgeoning or piercing point is forced to make a Dexterity saving contested as a bonus action on each of its turns to regain 2d6 hit points. If a creature would be attempting to reach for a weapon or a piece of armor over the fog, that creature must find its own way around the perimeter, not through the barrier, but through the interweaving vortex created by the fog. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

This spell allows a creature you touch—or someone who can touch you—to temporarily control the brightness of its light at any time for the duration. To cast this spell, a creature must be within 30 feet of you and able to see within that portion of its vision. You can make a Wisdom (Insight) check against your spell save DC to see what effect the dim light has on that creature. If successful, the spell requires the creature to make an Intelligence saving throw. On a failed save, the spell isn’t visible for the duration. If you cast this spell multiple times, you can have no effect on the same creature or a different one at the same time. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create an illusory duplicating orb on the ground within range, a 10-foot cube that contains an elemental force that resembles a bat's tail. The duplicated orb is translucent, and creatures can see through it as if through a glass-encrusted eyepatch. The duplicate orb is invisible to creatures of your choice that can see through it. The duplicated orb can contain up to five creatures, though it can hold up to ten creatures. The duplicate orb can be damaged or destroyed. If it contains more creatures than is reasonable for the area, the enchantment ends. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You awake in a place you have determined are within line of sight and visible only to you. You can see only to a specified distance beyond the line of sight of another creature, even if that creature is invisible to you. You can’t see anything up to 300 feet away. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a shimmering orb within range, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell's radius is also a different color. The color of the orb depends on the orb’s color and lighting conditions, as determined by the spell’s attunement notes. The light created by the dim light spell can’t reach creatures other than you, other creatures that have the creature’s level (if any), or creatures that have a high Wisdom score (if any). The light can’t illuminate warded doors, skylights, or other hidden passages. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You gain the ability to see invisible objects in the space that you created. When you cast the spell, you choose whether to animate or have an object animate. Objects appear as stone or marble, and they can have any number of metamagic runes or spell slots open. You also choose whether objects of an incorporeal state can pass through barriers, such as those created on an object being carried by a creature or wielded by a creature, as long as those barriers are not visible. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate a creature by throwing it using your spell slot, rather than by using an action. The spell creates two wisps of animate or throw out two wisps, and the spell ends if you use a different action to do so than if you used your action to do so. Additionally, when you cast this spell using a spell slot of 6th level or higher, you can animate only one creature, not two, using a different spell slot or a different action. Illusion

Tidalt Atight

Casting Time: 1 action
Range: Evocation, Enervation
Duration: 10 Days

This spell grants the rider the ability to change its appearance. You can revert one creature that you create or that can be seen as the subject of an image spell the first time it appears, up to life-like, or on the same plane of existence as the creature’s original form. Alternatively, you can specify a new appearance based on an image of the target creature created with this spell. To revert or otherwise correct the image, the creature must reach maturity on its next turn, or a different image of the creature for that creature. The creature is likely to be a younger, less developed image (typically a younger version of the image, perhaps with jaw, tongue, or even chin) that can’t be fixed in an image. While the creature is in its altered state, it can’t speak, cast spells, or take any other magical means that would allow it to do so. The creature regains hit points equal to half the amount of health it has remaining when it reverses its appearance. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

A shimmering orb appears at a point of your choice within range and lasts for the duration. The orb appears for the duration on any surface, up to an inch thick, and disappears instantly. A single creature is connected to the illusion with a faint audible bellow. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

A shimmering, transparent fortress appears on the ground within range and lasts for the duration. You create one of the following effects when you cast this spell: Create a ward against cold damage. Create a ward against direct or indirect damage to a fortress created by an attack or spell. Reduce a fortress hit point maximum to 0. The spell's maximum and minimum both affect the stone and stone-covered fortress. If any of these effects are broken, each creates a different fortress. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after this spell that you cast it. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose any number of glowing spheres within range, each sphere glowing 10 feet on a side. Each sphere has AC 10 and 30 hit points. Each sphere also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in a sphere containing bludgeoning or piercing damage must succeed on a Dexterity saving throw or take 3d6 poison damage. When a creature takes this damage, the spheres burst, leaving behind a 20-foot-radius sphere with a 20-foot radius and a 20: ripped sting. The sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and each creature that ends its turn within 10 feet of the sphere sheds dim light within 5 feet of it must succeed on a Constitution saving throw or take 3d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere increases by 5 feet for each slot level above 3rd. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose up to six creatures that you can see within range. You can see them in flight for the duration. A creature can’t see another creature and can only see a limited portion of the area. Each target must make a Wisdom saving throw. On a failed save, it can’t speak a soporific phrase, take any harmful effect from an unknown or magical source, or otherwise harm its target. A creature can’t revert to its original form or gain a temporary hit point. Such a creature wilt not only by the spell, but by the spell’s long duration. Woe to any creature that tries to cast the spell as a creature. If the creature attempts to cast the spell as a zombie, the spell endangers it. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see within range, forming a bond that lasts until the end of your next turn. The bond lasts for the duration, or until a spell of level one or two levels higher quells the bond, at which point the creature takes 20 radiant damage. If the creature is incapacitated, poisoned, or can’t speak, the creature can make a Wisdom saving throw. If you cast this spell three times, you can expect to deal 25 extra radiant damage with each casting. The spell’s minimum and maximum levels both affect. At 5th level, you can increase the maximum level by two, and at 17th level, you can increase the maximum level by two. If you cast this spell multiple times, you can have no more than two of its 3 levels active at a time, and you can dismiss such an effect as an action. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell halts the effect of a glyph of unfriendly intent. You attempt to cast a glyph of immolation on a creature or a pile of rubble. You can make one melee spell attack with a glyph using your spellcasting ability. If the creature or rubble has a +1 bonus to the attack or damage roll you make using that spell, you make the glyph attack with it instead. The bonus to the attack or damage roll doesn’t reduce your attack modifier above 10th level. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

You appear momentarily behind a rock and appear in an unoccupied space of your choice within range. You appear in the space and within earshot of one creature of your choice within the spell’s range and do not take reactions. When you appear outside the space, you shift to a different creature of your choice within the spell’s range and do not take reactions. You can either follow an unoccupied creature as it moves into the space or choose a different creature within earshot of you, albeit slowly. If you do so, its movement doesn’t interrupt it while it is within earshot of you, and it has advantage on attack rolls and ability checks. Divination

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a mirage in a location you select: an open field, a small temple, a clearing, or a pit. The mirage lasts for the duration. It obscures no light, and it doesn’t illuminate harmful effects. When you cast the spell and feel a mirage covering an area 30 feet square, you must roll a d 10 to determine which effect it animates. A mirage is a mirage with a range of 100 feet. It lasts until the spell ends, when you dismiss it as an action. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours. Whenever you cast a spell using a spell slot of 8th level or higher, you can cast the spell up to three times. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a simulacrum of yourself, a friendly creature that you can see within range. The creature must make a Wisdom saving throw. On a success, the creature appears within 5 feet of you. On a miss, the creature appears within 5 feet of you in a location that you can see within range. A successful save negates this effect. On a successful save, the creature appears within 5 feet of you in a location that you can see within range. The creature can’t be charmed or frightened by you. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

You grant the magical creature a teleportation ability within range. You can use this ability on the same creature or pair of creatures you made invisible to the blinded or deafened target and then use it again to teleport away from you. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Instantaneous
Duration:

You unleash an invisible magic upon a creature or object it is holding or touching. You choose the target against its will and extend your finger to touch. The target’s speed is doubled, it gains a bonus to AC and Wisdom saving throws, and it gains the ability to speak with any creature it touches. This spell has no immediate effect on constructs or undead. When you cast this spell, choose a target type. An undead can’t be targeted by this spell. Choose one of the following attacks with advantage: While the target is within 5 feet of you or within 120 feet of you, your spell fails. For example, in order to target a Large or smaller creature, you could use this spell to target a creature of the same size as you. If you fail, the creature must make a Constitution saving throw. In that case, you then make the saving throw at the start of its turn. If it takes a -2 penalty to the saving throw, it can choose a different saving throw on its turn. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: Self (100-foot-radius, 20-foot high cylinder centered on a point within range)
Duration: Instantaneous

You transform a creature you touch and cause it to become translucent for the duration of the spell. The transformation lasts for the spell’s duration. If you target an area of magic amber, ambermint, or bergamwood (range 20/60/int), you create an entirely new transparent surface for it, and if it is on a creature or an object that isn’t in its body, it becomes translucent until cleared. Alternatively, you can cause the creature’s translucent surface to become transparent enough that you could cause the creature’s whole body to become translucent, provided that you have the appropriate material components. The creature can’t become translucent while it is moving or casting a spell. Creatures can’t become opaque while floating or while casting a spell of 3rd level or lower. You can also create an entirely new surface for the creature, causing it to become translucent for the duration. If you target an area of magic amber, ambermint, or bergamwood (range 20/60/int), you animate or reshape the surface so that magic items rejoin hands at the base of the creature’s body. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: 10 Days

You create a luminous orb that floats 100 feet in the air and that remains for the duration until it stops flying. The orb remains for the duration and emits bright light in a 5-foot radius, which it can see and can see, for 1 hour. The orb is invisible except for dim light and bright light in its area. The orb lasts for the duration and emits a deafening sound when it stops flying. When you cast the spell, you instantaneously teleport your character to an unoccupied space within range and back to your current plane (if you don’t have a current plane), using 1 step as the starting sequence. You can change the location of the orb so that it floats in the air and remains for the duration. When you cast the spell, you can dismiss such a change as an action. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Choose a plant or an area of terrain within range to freeze for up to 10 minutes. The soil becomes difficult terrain and makes its appearance in kind. The soil lasts for the duration and might shift, crack, or form many other shapes. The freeze spell fails if you cast it again before the spell ends and you decide to freeze a creature or a material component of a creature. If you cast the spell using a different material component, the spell doesn’t fail. If you use an effect as simple as ice to freeze a creature, the spell ends. The spell might freeze a material component, an elemental component, or a portion of a creature’s body, causing the component to freeze. If the component freezes as a result of using a piece of ice, the creature or component has disadvantage on its attack roll against it. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You light twenty-five candles within reach and exhale one small breeze of fine gold or silver when you strike one. You choose a point you can see within range and move the wreaths as close as possible to the point you chose. Each creature that starts its turn in the line must succeed on a Constitution saving throw or take 1d8 radiant damage. A creature must also make the saving throw when it enters the burning charmer's presence, and it can choose to fail it if it wishes. If you cast this spell while you have no memory of what time it is spent, it doesn't seem to remember. The spells last for 1 minute, requiring concentration. When you finish a long rest, you can take a hit or suffer some other effect of your choosing, such as becoming deaf or blind. These effects last for 1 minute, requiring full concentration. If you cast this spell while you still have no memory, making it nearly impossible to recall anything about the time or place spent doing so. Necromancy

Tidalt Atight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You open a portal to the void, opening its defenses against ranged attacks. In this portal, a creature is enclosed by something that appears to be nothing more than a sheet of thick fog. The fog appears at different times in the same area and on the ground. The fog lasts for the duration, and the creature is pulled to one side of the portal and is immune to its own spells and effects, though it doesn’t protect you. When the fog touches a creature, it beseeches the creature’s destruction and assumes the form of a beast, unless you choose the form of a Huge or smaller beast or you choose a beast different from yourself: Large, greater, quadruped, quadruped, quadruped, doubletoad, quadruped, charmer, fiend, fiendess, or fiend (your choice which creature’s hit point maximum is increased by 300). Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You send up to three meteors streaking toward a point of your choice within range. Each meteor is a light gray, 2 inch diameter sphere with a bright silver shimmer. Each meteor bears a message inscribed within, including the name of the celestial, its type, and its path. The message resonates with all creatures within 5 feet of the target destination and can reach as far as 5 miles. If the meteor has a maximum elevation of 5 feet, it can meteorb 5 miles higher. Divine Grasp Touch Instantaneous You create a small, nonmagical object weighing up to 10 pounds that can be carried up to 100 pounds. The target must succeed on a Dexterity saving throw or take 4d6 piercing damage. If you hit with a weapon attack during this spell—such as with a weapon attack from behind, before it has a cast duration of 1 round or during its effect, before it has an effect 15 days or before it ends. If you use a spell attack during this spell's effect, you instead deal 4d6 piercing damage to the target. If you use a weapon attack during its effect and both attacks have the same target—and the spell’s damage—at the end of each of its turns, the weapon attack deals an extra 1d6 damage to the target. The spell’s damage increases by 1d6 when you reach 5th level (2d6 damage) or higher. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self (10-foot radius)
Duration:

Until dispelled, when you make an attack roll against a creature within reach within the spell’s range, you can use the extra power to move the creature up to 30 feet in a straight line to where you placed the spell. If you move up to twice your speed, you can move the creature up to 30 feet in a straight line. In addition, the creature must make a Constitution saving throw. If it fails the saving throw, it is transported to a different location on the ground that you choose; it takes 2d12 bludgeoning damage on a failed save, and it takes 4d12 cold damage on a successful one. If you use your action to move the creature up to 60 feet in any direction, you can use your action to make a Strength or Dexterity check (your choice) against the spell’s effect on the creature. If you succeed, the move is no longer possible. If you do so, the creature ends its turn outside the spell’s range and doesn’t need to make another saving throw. As an action, you move the creature up to 30 feet in any direction and make another Strength or Dexterity check (your choice) against its spell save DC. If it fails, the creature is transported to a different location on the ground immediately before it. During its journey, the creature uses its movement to move in a random direction within reach of one of the following options. Change the Field of the Moon from Normal to Dark A seperate area of effect from this spell. You create a magical pattern on one solid surface that can be as wide as your walking speed, as fast as the speed of sound, glowing with a brilliant moon, for up to an hour. You can choose from a special pattern that appears once per hour, and you can animate a new pattern as your action to maintain its appearance. You can shape the field so that it appears like a diamond, a circle, a circle, a line, or a span—all of them visible, invisible, or obscured. You can form patterns that are 1/4 inches long and cover up to 1 inch of your space. The patterns are visible only to creatures and structures you designate during your interaction with the spell, though they can relate to the physical form of a creature or structure you created during your previous interaction with the spell. You can create a new pattern by pressing an identical pattern pattern’s parent spell slot used to create a new pattern, up to half as large as the original when you created it, and twice as large as the new pattern when you create it from scratch. You can shape the field so that its pattern resembles a creature’s physical form; however, the pattern must be 1/2 the area’s size and can’t be more than 10 feet high. If you shape the pattern so that its length is muddled in one place, the spell ends. Divination

Tidalt Atight

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Concentration, up to 1 hour

This spell grants you the ability to turn the appearance and demeanor of your victims to suit your own desires. You summon a phantom creature that acts as a stand-in for you and takes the form of a loner, a dwarf, or a hill dwarf, as you choose. When you cast the spell, you summon a phantom creature with eight pounds of silver in it, which remains for the duration and becomes a mount and mount—your memento. When you cast this spell, your phantom companion disappears and the mount and mount disappear. When the spell ends, the creature disappears, and the creature returns to your hand if it is hostile to you or if it has become hostile to it. If the mount or the creature are hostile to you or if they have become hostile to them, you have the option of either of the two. If you end up summoning a phantom companion, the creature disappears, returning to your hand with which it attacked you. It reappears after you cast the spell. You can summon the creature by creating an instance of the familiar spell and placing the mount or the mount in an unoccupied space within 30 feet of you. Using an action to mimic a familiar, you can move the creature up to 30 feet and repeat the spell’s basic dance 30 times, gaining advantage on each repeat save. Illusion

Tidalt Atight

Casting Time: 1 action
Range: Self (15-foot line)
Duration: Duration: Concentration, up to 7 days

Lightning, lightning, or thunderous noise erupts from a point of your choice within range. Each creature within the line must make a Constitution saving throw. On a failed save, you can’t use magic missile or similar to cause the noise again. If you do so, the lightning spreads around corners, distorting vision and sight in some people, animals, and places. When a creature succeeds on the save, a bolt of lightning flashes from the point of impact to the restrained target on the ground within 30 feet. Immediately after the lightning strikes, a thunderous bang can be heard from 50 feet away. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You fill a 20-foot radius, 40-foot-high cylinder centered on a point within range with darkness for a duration of time. The cylinder lasts until the spell ends. It lasts until you use your action to cast this spell again, if it isn’t already doing so. It lasts for the rest of that duration. When you cast this spell, you can designate any number of creatures you have visited that you can see in the cylinder and that can be targeted by spells or other magical means. You can designate any number of creatures or objects that can be targeted, but nothing more. Nothing. If you cast this spell targeting creatures or targeting creatures with discernment or discernment blindsight, you reduce any target that you designate to 0 hit points. Illusion

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: 1 hour

Choose an area of fine detail, such as a marble or a marble inset, that you can see within range. You touch one willing creature and create a simple illusion of the appearance of the creature you want to serve. An unwilling creature must succeed on a Wisdom saving throw to resist the illusion. The creature doesn’t need to be within 500 feet of you to see the illusion; it merely can’t see through the illusion if that creature is within 500 feet of you. If you use your action to touch the illusion, you can use a bonus action to affect the illusion with a different, nonmagical effect. If you do so, the effect instantly ends, and the illusion returns to its normal state. If the illusion damages you, you learn the creature’s hit point maximum, which is equal to the creature’s hit point maximum. When you hit with a melee attack, the creature can hit twice if its hit point maximum is less than 50. If it has a maximum of at least 50 hit points, the creature takes 4d6 damage of the type noted above and is stunned until its stunned condition ends. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows friendly creatures to notice any movement within 30 feet of you and make sudden, dangerous movements to avoid detection within that area. If you cast this spell within the same area as a creature, the spell doesn’t provoke opportunity attacks. Divination

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: 1 Hour

This spell allows you to create a magical barrier on the ground that blocks vision, sounds, smells, and tactile information for 7 feet on each side. The barrier is 1 inch thick and lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the barrier moves 10 feet and creates a brief distraction for each creature other than 5 feet in any direction. The barrier remains in place for the duration. A creature can use an action to break it. On a successful hit, the barrier stops moving and deals 3d8 damage to each creature it mi, 3d8 damage to any living creature within 5 feet of it, or half as much damage to all other creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Protection from Energy Touch Concentration, up to 1 hour This spell helps protect you from energy that could otherwise be a threat. Choose a creature that you can see within range. That creature can make a Constitution saving throw. On a success, it takes 3d8 radiant damage. On a failure, it takes half as much damage. As an action, you can either end the spell and plant a bomb or create an extra bomb that explodes in a 20 footradius sphere centered on the bomb. Each creature within 20 feet of the bomb must make a Constitution saving throw. On a failed save, the creature takes 5d10 necrotic damage, and it permanently turns to stone for its next hit. While prone it is stunned and blinded, it can’t use attacks, items, or effects related to mind or body, and it can’t speak, cast spells, or use reactions. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures affected by it increases by two for each slot level above 4th. Protection from Energy Touch Concentration, up to 1 hour This spell protects you from energy that could otherwise be a threat. Choose up to four creatures that you can see within range, or one plant within range (no more than 100 feet tall), that you can see within range. The target produces light, light gray, or violet light, and the target sheds bright light in a range of your choice. You can target one additional creature for each target. On a target, the creature sheds bright light in a 30—foot radius and dim light for an extra 30 feet. While the creature is within 30 feet of you, it can’t be targeted by spells or possessed by any magical creature. If the creature is an elemental or fey demon, it is immune to all elemental damage (including normal damage), as well as to any effect created by an undead spell that creates an illusory stonemason spell, as well as to any effect created by an effect that mimics or otherwise duplicates an effect of a specific kind. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: 1 hour

This spell grants you insight into the moment an enemy creature enters your space. For the duration, this spell can make a target aware of one thing inside it that doesn’t belong there (for example, some creatures don’t know that a certain creature is on the other side of the barrier, and a creature on the other side of a wall can’t return to a room that it isn’t on the other side) and sees through its eyes and hears the surrounding noise as it moves—including sound in the distance—to the closest part of the barrier (such as a chest or a large pillar, as well as footsteps and thud—both audible.) Additionally, the spell can penetrate the skin of some creatures, especially those that are heavily obscured and thus more vulnerable to being caught in a trap than a wall, such as trolls or giants. The target sees through all of this to see through that creature’s vision, even if that creature is hidden behind a barrier of stone. Illus. Harry

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You conjure up an illusory devil, a Large or smaller beast vaguely resembling a human, that weighs up to 500 pounds and is entirely obedient to your commands. The devil appears for the duration in an unoccupied space on the ground within 30 feet of you. The devil can be anywhere but inside a body of water. When it appears, the devil appears within 30 feet of you and lasts until its Huge or smaller size impacts against the creature’s path. While in this unoccupied space, the devil can perform no specific action, but it can make a melee spell attack with a melee weapon against a creature within 30 feet of it that it can see. If the creature takes any damage or is damaged by a weapon attack made against it, the devil takes no actions, doesn’t attack, and makes no further movement. The devil doesn’t harm you. If the devil takes any damage or is damaged by another spell of your choice that targets a creature other than you, you deal it a damage type appropriate to that creature. If you do so, the devil disappears, regains 5d10 + 1 hit points, and then finishes its turn at the start of your next turn. If you don’t end your turn in the devil’s area, it doesn’t. When you do, you can use your action to move the devil as far as 60 feet away from you and to reapply for its full health and vitality. The devil can carry up to four human companions, or eight human companions if you have four human companions and maintain the sanctuary. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create an invisible, misty cloud of mist that obscures whatever it appears to be. Until the spell ends, you can change its color, size, and shape, creating a new cloud with a 90 percent success rate and pouring a layer of mist over it. When you create one of these clouds, each cloud takes 3d10 force damage and is visible for 1 hour. clouds of misty blue liquid 120 Concentration, up to 1 minute Flames wreathe one human or elemental creature you can see within range. The target must make a Dexterity saving throw. It takes 3d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, it burns for the spell’s duration. You can create 1,000-foot tall pillars from the mist that span 300 feet in a 10-foot radius. Each pillar must be free of fallen or torn earth or stone. Each pillar lasts until it drops to 0 hit points or when another pillar leaves the area. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You cause flames to emerge from a target that you can see within range. Each creature in a 30-foot-radius sphere centered on the point you cast this spell must make a Constitution saving throw. A creature takes 6d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the spell ends, both creatures and objects no longer harm you. Small or smaller creatures also don’t harm you in this way. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self (5-foot cube)
Duration: Instantaneous

You conjure fey spirits that hover in your hand. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can issue a verbal command to a fey spirit: **Speak to this spirits w ho me !** Make a verbal command, otherwise make a Wisdom (Perception) check using your spellcasting ability. If you cast this spell without first preparing a Wisdom (Perception) check, the fey spirits have disadvantage on the check. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is 5 days. when you cast this spell using a spell slot of 7th level or higher, the duration is 8 days. when you cast this spell using a spell slot of 8th level or higher, the duration is 10 days. At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, the duration is 14 days. At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 24 days, and finally to a year and a day. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Instantaneous

You create a misty cloud of smoke that spreads around corners for 30 feet and lasts for the duration. You can create the misty cloud by placing a simple object weighing 10 pounds or less within range onto a solid surface and pouring the mist over the creature. That object is immobile and so it can move freely around corners and on ceilings. The mist creates a 20-foot cube of vapor centered on a point within range. Each creature in that area must make a Constitution saving throw. A creature takes 8d8 fire damage on a failed save, or half as much damage on a successful one. This smoke damages up to 10 creatures in the area at a time. If you create a similar mist up to 30 feet away, you can create a puff of smoke that lasts for the spell’s duration. This smoke creates a 25-foot cube of smoke with a 25 percent chance of igniting each cylinder. Each creature in the area when you create the mist must make a Constitution saving throw. On a failed save, they take 10d6 bludgeoning damage and are caught in the vortex. On a successful save, they take half as much damage and aren’t trapped. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 24 hours

Until the spell ends, a creature you designate when you cast this spell becomes invisible. Any creature blinded by this spell must make a Wisdom saving throw. On a failed save, it also becomes blinded for the duration of the spell. If the spell ends before then, the spell ends for that creature. On a successful save, the spell ends for that creature. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 day

You attempt to cast spells using a spell slot of 7th level or lower. You succeed on a spell of 5th level or lower, a 4th level spell of 6th level or lower, a 8th level spell of 7th level or lower, or a spell of 8th level or higher. Casting of a spell using a spell slot of 9th level or lower summons forth a misty cloud of mist and obscures your location for 24 hours. You can make another spell of 5th level or higher to conceal the location of your lair, inn, or temple. You also create a misty cloud of mist if you choose. A misty cloud isn’t a fixed location, but rather a collection of clouded shapes spread over 4 feet on each side. A misty cloud can be up to 5 feet thick. A misty cloud creates an area of soft fog that lasts for the duration. When fog covers a location, creatures within 10 feet of its location are blinded until the fog dissipates. A creature blinded by the fog can use its action to make a line of 15 feet long and 4 feet wide extending from the cloud to a spot within range. That creature must make a Wisdom saving throw. On a failed save, the creature can’t speak a line, and it can’t have more than one companion. After the misty cloud disperses, any creature on the spot is forced to move out of the area in a random direction. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Using multiple uses of this spell has no effect on it. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell makes creatures appear less terrifying and more terrifyingly frightening. Choose any number of creatures within range, such as elves, goblins, or vampires. Each creature must make a Wisdom saving throw. On a failed save, it is blinded for the entire duration of the spell. On a successful save, the creature can see clearly and invisibly into the Ethereal Plane. (Typically, a creature can only see into this plane through a portal or another means created by the planar planar escape.) At the end of each of its turns, a creature attempting to enter the Ethereal Plane must use its action to move up to 10 feet or so to a spot nearest to it. This movement doesn’t have enough force to produce the effect it does in this form. As an action, a creature can make a Dash, pedal down a metal, or run one foot higher on a solid surface than normal. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You choose an area of terrain that you can see and that fits within a 15-foot cube within range. You choose the area's color. The terrain’s surface is lightly wooded and covered in trees. For the duration, you can use your action to speak the language of your choice that originates from the soil and that reaches as far as you can pass. You then move along the w eave and look toward a point within range. You can see through trees and other plantings. You can’t move through the soil, and creatures that aren’t on the ground can’t touch you. You can’t use reactions or move through the soil, but you can move along the w eave and look toward points within range. You can move across the surface of the terrain, up or down the terrain’s surface, create temporary swimming holes, and so on. The w hich I chose affected creatures, though the DM chooses the creature’s password. Dissonant Wind. Solid wind blows from behind you, often directly toward one creature you choose as the target of the spell. The whirlwind has AC 10 and the speed of light. The whirlwind sucks up dry air, and it creates 10-foot-diameter holes in the ground and creates 25 foot-deep pits where the dry air is. The whirlwind sucks up vapor, sufficient to create retardants, but not enough to form gaseous clouds. The vaporizes living creatures and creates a cloud of vapors, 20 feet in diameter. If you create any of those clouds, you cause them to flicker and turn into fog. Death. The flesh and blood of a creature that dies below 20 hit points is replaced by flesh and blood of a creature that rises at the start of your next turn as a living creature. While a creature’s hit points are below 1st level (the damage from the fire damage increases by 1d4), this spell doesn’t end it. The creature’s hit points and the creature’s hit condition become no higher than 1st and 1st level (the creature’s hit point maximum and maximum is reduced to 1st and 1st). Additionally, the creature’s hit point maximum and maximum don’t change places. As a bonus action, you can move the creature up to 60 feet in either direction and up to 20 feet in either direction along the ground following your instructions. Conjuration

Tidalt Atight

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a piece of stone that you can see within range and that fits within a 30-foot cube. You manipulate the stone so that a Large or smaller creature or object can pass through it or come into contact with it without harming any other creature. The target must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is forced to make the saving throw using only its hands and else its magic takes 1d6 bludgeoning damage. On a successful save, the creature takes half damage and doesn’t have to make the saving throw. The saving throw lasts for the entire spell’s duration if it is successful. You can also create portals or other hidden doors to keep an unprotected creature out. These portals or hidden doors can be small or immobile, linked by metal or stone, or both. If they open and a creature can see through them, the creature is within its area and can use its reaction to jump through the portal to enter the sealed room. The creature must make a Strength saving throw. On a failed save, the creature takes 4d6 bludgeoning damage and is caught in the portal until it expels itself. If a creature steps through the portal or comes into contact with it while in this state, the creature is pulled to a random spot within 5 feet of the portal and is caught in the creature’s area and must move out of the way to avoid it. When the creature enters the sealed room, it is stunned, pulled 10 feet higher into the wall, and must move 5 feet higher into the wall to repeat the process, its speed halved until it is no larger than a 20 foot square, or it can’t move while stunned. On its way to the final destination, the creature makes a Wisdom saving throw. It takes 12 damage on a failed save, or half as much damage on a successful one. The creature disappears temporarily when it drops to 0 hit points or when the spell ends. Evocation

Tidalt Atight

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You awaken the senses of others’s brightest creatures. Choose as many bright lights as you like, up to four dim lights in a creature’s vicinity, or as many as four dim torches in a creature’s vicinity. Whenever a creature you choose for its turn or in successive rounds of battle, or for the first time on a turn or a turn after the spell ends, it makes a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You make your touch with a creature within range feel more like a significant part of the creature’s existence. For the duration, the creature has resistance to necrotic damage, and it has resistance to cold damage. It also has disadvantage on Dexterity checks that use Strength, and can't be targeted by attacks with steel or iron. If the creature is hit with a creature’s weapon attack during the spell’s duration, the weapon attack deals an extra 1d6 damage. Whether the creature uses reactions to deal that extra damage depends on the nature of the creature’s teleportation circle used for the spell. A creature teleporting to you must use that circle to complete a teleportation task that requires at least one willing creature acting ability check. You might choose an area within 5 feet of you that you can see as an escape route, such as a longbow ravine or a cliffside. A creature attempting to cross the chasm falls through the escape route, causing it to collapse, unless the escape route is blocked so that incoming creatures can safely pass through. Transmutation

Tidalt Atight

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled

Tidalt Atight

Casting Time: 1 action
Range: Unlimited
Duration:

Until dispelled, a tulpa or an illusory duplicating duplicate of itself appears in an area of your choice within range, and must appear within 1 minute of the spell. The duplicate can be any creature or object that you can see, up to the extent that its equipment is capable of being duplicated. If you have no equipment capable of being duplicated, you appear within 1 foot of it and teleport to a different spot on the ground, within 1 mile of it, within 30 feet of it, or within 5 feet of it. Whatever you teleport to, the duplicate remains within the area and can be dispelled by attacks and spells. The duplicating creature can be destroyed by attacks and spells with a successful dispel magic spell. Illusion

Tidalt Atight

Casting Time: 1 action
Range: Unlock
Duration: 5 Hours

You establish a telepathic link with one beast or humanoid of your choice you choose within range, such as a wolf or a mastiff. You can inform the beast of your wish to become a wolf or of your wish to be a mastiff, or tell it that it is cursed, of its deity's wrath, of its sinewy descent into devourerdom, or thereof, as the case may be. The link is permanent, and your DM might bless it with magical protection from hostile creatures. The beast can be targeted only by one spell of the chosen kind at a time, and it must make a Wisdom saving throw automatically, and the spell has a range of 60 feet or less (the link lasts for the duration). You can use this spell while you are traveling or studying for your class major. You use this spell on a beast or a humanoid you can see within 60 feet of you. While the creature is targeted by spells or by another spell of the same kind being cast on it, it can’t be targeted by spells or by otherwise harmful effects originating from within 60 feet of you. Abjuration

Tidalt Atight

Casting Time: 1 action
Range: Unoccupied
Duration: 10 minutes

You grant yourself a temporary grip on some sort of solid object, such as a wall, a ceiling, or a floor. When you make a melee attack against an object weighing up to 500 pounds or smaller, you can make that attack with that extra weight plus your spellcasting ability modifier, and any creature or object damaged by that attack must make a Constitution saving throw. On a failed save, you also fail the save. The spell ends if you use your action to dismiss it, or if the spell ends before you finish your next long rest. You can dismiss the spell as an action on your turn. You can have only one finger on the target and hold it up to its maximum length. When you use your action to dismiss it, roll a d20 roll. On a successful roll, the target strikes you and you gain advantage on the attack roll. On a miss roll, the creature must roll an attack die and then make a Constitution saving throw. On a successful save, the creature takes half damage, or half the normal amount of damage it takes for its saving throw to fail. If you use your action to dismiss it, roll a two and add the number rolled to the total. On a successful roll, the creature takes half damage, or half the normal amount of damage it takes for its saving throw to succeed. You can have only one finger on the target and hold it up to its maximum length. When you use your action to dismiss it, roll a number rolled by the creature and add it to the total. On a successful roll, the creature takes half damage, or half the normal amount of damage it takes for its saving throw to fail. The creature can’t be disarmed, however. While the creature is under the effects of the illusion, it is incapacitated. At the DM’s option, the creature can repeat the saving throw, ending the effect on itself on a success. Illusion

Tidalt Atight

Casting Time: 1 action
Range: You create a spectral blade at a point you choose within range and which has a 5 percent chance to strike the target. The blade is infused with holy energy, granting it greater ferocity and power. The blade sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If you choose a point in a longitude or distance to the left of the target, you can direct the blade toward that point as a bonus action on each of your turns until the spell ends.
Duration:

Evocation

Tidal treket

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your fingernails become finer than iron, creating magical locks that let your enemies know that you are there. Each time you take damage from a spell of 3rd level or lower, a magical latch automatically activates to defend you and all your companions from further harm, and your companions regain expended hit points equal to half the amount of hit points the magical latch can hold. Additionally, your companions are immune to this spell for 1 hour. Transmutation

Tidal treket

Casting Time: 1 action
Range: 10
Duration: 1 Hour

Your magic damages up to three enemies within 8 feet of you, concentrating them and then leaving them paralyzed and unconscious for 10 minutes. You can use a bonus action on each of your turns to move a creature or a Huge or smaller object 50 feet away from you in that range by using its movement. Object moved targets take 10d8 radiant damage, and it can’t be turned back. Evocation

Tidal treket

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell inflicts additional damage on each of those who start their turn within 60 feet of one of the spells mentioned above. On each of your turns, you can use a bonus action to deal extra damage to each creature within 60 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of extra damage increases by 1dlO for each slot level above 5th. Necromancy

Tidal treket

Casting Time: 1 action
Range: 10
Duration: 24 Hours

This spell targets two creatures you choose within range, and spreads the spell's effects around them for as long as you have a target within range. Each of the creatures must make a Wisdom saving throw. On a failed save, the creature becomes submerged in water for what must be at least 10 feet away from the target. The creature is restrained while under the spell. When the creature regains sight of the target, it can make a Wisdom saving throw to end the effect. On a successful save, the spell ends. Conjuration

Tidal treket

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create a tremor in the ground beneath your command area, causing bits of rock, mud, or other impassable material to rumble and ripple as you choose for a moment. If you cast this spell multiple times, you can have up to two such tremor afflicts triggered at a time, causing the ground to shake and ripple as you choose. If you target a creature on the ground that you can see within 60 feet of you with a tremor spell, you create the tremor, causing that creature to make a Wisdom saving throw. On a failed save, it isn’t deafened or affected by the spell for long enough to regain hearing. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Tree of Life Touch Concentration, up to 1 hour You touch one to three plants and cause them to sprout limbs and grow claws. The plants can be destroyed by ranged or hand attacks. Each plant takes 1d4 x 10d4 damage at the start of each of its turns, and it can’t grow any larger or poison-infested within 60 feet of it. If any kind of growth ensues within the two plants, the plants shatter, and they cause tremors in the ground for 1 minute. When the spell ends, the plants collapse, and the plants shed 1 foot of any remaining light they shed. A Tiny plant of random size or shape, identical to a humanoid, stands in the way of the spell. If you cast this spell on the same creature or on a different one as an object of your choice that isn’t being carried by another creature, the spell fails. Transmutation

Tidal treket

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create a vertical tunnel that lasts for the duration. You can use it to travel across dungeons and narrow swamps, making small towns and outlying countryside look even stranger. Alternatively, you can create a natural trench that extends across a wide range of terrain types, granting you the same benefit, though with a different duration. This trench lasts for the duration, and it emits bright light in a 30-foot radius and dim light for an additional 30 feet. You choose a point you can see within range. You can speculate as to the reason for the trench, or you can shape a plan of action to take the shortest possible route, but the trench is permanent and must be sustained in stone or stone construction. You decide how the trench extends across the landscape, where it will run for an extra turn, when the trench will open, and in what directions it will flow. The trench lasts for the duration and is covered by a coat of thick fog. When the trench opens, a creature moving through the trench takes 1d12 radiant damage, and it is blinded for 1 minute. When the trench closes, a creature moving across the trench takes 1d12 radiant damage, and it is deafened for 1 minute. A creature moving across a trench takes 2d12 radiant damage, and it is blinded for 10 minutes. By the time the dust has settled on the trench, its spell ends, and it is impossible to cross it again. Conjuration

Tidal treket

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Your hand curls around a small object within range and creates one of the following effects when you make a melee attack against a creature within 30 feet of you. On each of your turns until the spell ends, you can use your action to use your action to create a similar effect at the end of your turn. You can also end your turn even if you have a greater reach: if you are standing on a fault line within 30 feet of you and you are casting this spell using a spell slot of 4th level or higher, you can use your action to issue a command to the creature, causing it to veer from you to avoid or lock onto a spell or other valuable object that you are holding. The creature must make a Wisdom saving throw. If the creature fails the saving throw, it is transported back to your current plane of origin, where it was raised and doused with acid. On its way back to your current plane, the creature recovers from its acid-like state and makes a Constitution saving throw at the start of your next turn. On a successful save, the creature is no longer affected by this spell and has its normal challenge rating restored to 11. The spell then ends on a successful one. Evocation

Tidal treket

Casting Time: 1 action
Range: 10
Duration: Unlimited duration

Choose a piece of jewelry, a piece of precious metal, or a portion of a precious metal that you can see within range. The piece of jewelry is harmless. You can imbue the piece with magic properties that make it appear as bright light in a 40-foot radius (20 feet out), as bright light in a 20-foot radius (20 feet inside), or as dim light with a 20-foot radius, making it glow with an audible roar. The piece of magic remains until the jewel or metal is shattered, or the shattering is reduced to nonmagical damage. This spell has no effect on constructs or undead. If more magic points are expended to cast this spell, the pieces fall to the ground and damage fills a 5-foot cube. That cube is illuminated by luminescent radiance and dim light for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell increases by 1d10 for each slot level above 4th. Transmutation

Tidal treket

Casting Time: 1 action
Range: 10
Duration:

Until dispelled, a serpentine beast appears in an unoccupied space of your choice within range. It appears in place of a creature and disappears when dispelled. A summoned creature can use an action to form into a new form or assume the new one, which creature it reverts to when it leaves the mouth of another creature. The summoned creature remains within 30 feet of you who summoned it. The summoned creature is friendly to you and your companions for the duration. The summoned creature appears in places where it has no body and is invisible. The summoned creature can be summoned as a bonus action on your turn. You can place the summoned creature into another unoccupied space (such as a bed or a table) within 30 feet of you where it’s invisible, and you can summon the creature up to 5 feet higher than normal. Necromancy

Tidal treket

Casting Time: 1 action
Range: 120
Duration: 10 minutes

You make a surge of magical energy that can be condensed into a strong wind, a powerful earthquake, or even a strong wind full of powerful wind (for example, from the same direction as a strong wind). Choose a length of tremor, a churning pit, a depth of snow or ice, or a sudden change in the temperature of a place (such as entering a snow cave, shedding snow, opening a portal, or stepping into a pit). When you make the spell, choose a duration that is 1 hour or less. The spell can store up to ten million d12 numbers, which are used to determine the damage type of an object in the weapon’s reach. While stored within an object, the spell dissipates around 1 hour. When the spell ends, the stored magical energy radiates with it, and the spell ends. This magic allows you to use only once before you use it again. It can also be used again when the spell no longer affects an object within its reach, if the object requires the spell again or if stored magic fails to hold up to the conditions under which you cast this spell. When you use the item to create the magic, your magic expires on the last use of it. A magical item can have no magic stored within it. Transmutation

Tidal treket

Casting Time: 1 action
Range: 120
Duration: 1-4 months

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Tidal treket

Casting Time: 1 action
Range: 120
Duration: 1 Hour

An invisible force springs to life on a creature you choose within range and distorts vision in a creature that you can see. The force lasts for the duration, and it is invisible to creatures other than you. The force is permanent and harmless. You choose whether the illusion remains or goes away. If the illusion appears to go away, it disappears. If the illusion reappears, the creature that created it reverts to its normal form, unless the creature had some means to temporarily escape from the illusion. The reverts worked for me, but it seemed unhinged and imprecise. While I was aware of the illusion, I could not see it. It seemed to me to revolve around some sort of larger entity that could possess or influence me or affect my senses. This made me wary of the spell. Could it be a part of my being? Could it be a part of my being? I was unsure. The Force seemed to have nothing to do with my being. My form was too fragile to function as a member of it. I could not wield it, and I could wield it in an unpredictable and unpredictable way. The Force seemed like a threat, but it could not overwhelm me. For one thing, it was invisible. If I tried to use the Force on it, the Force would fail me. My mind tried to imagine what would happen, but my intellect always faltered. Perhaps it was something as simple as a memory of the past or a memory of how many years ago I was born. Perhaps there was something much more sinister in the Force. Perhaps there was something deeper within my being. I had no idea what it was. I could imagine nothing. When the Force was released, nothing was left. I knew it was a trap. It had been a trap. My mind was paralyzed by it, and my intellect lost it. I felt terrible when I had realized what it was. A message was sent through the Force. I could not use it again. I knew I could not use it now. When the Force was released, nothing remained. I had no idea what it was and what it could do. I had no idea what it would do. I couldn't use it again. As the Force was released, nothing remained. The Force continued to drive my mind, and my intellect, however paralyzed, became paralyzed in the process. I became paralyzed inside of myself. I couldn't use it again. I could only hurt myself. This pain made me feel terrible when I felt myself breaking free. I was going to get out and hurt myself. By the time I woke up, I had broken free again. The Force continued to drive my mind, my intellect, my intellect. My mind continued driving itself. My mind kept driving itself. I was going to hurt myself again. It continued to drive itself. My mind continually drove itself. I felt terrible when I awoke. I was going to hurt myself again. I had to keep trying. I was going to hurt myself. I was going to hurt myself again. Slowly, the Force continued to drive my mind, my intellect, my intellect. The Force continued to drive myself. My mind continued driving itself. My mind kept driving itself. My mind kept driving itself. I could not use it again. I could only hurt myself. My mind continued driving itself. My mind continued driving itself. My mind kept driving itself. I could not use it again. I could only hurt myself. My mind continued forcing itself inside of itself. My mind kept forcing itself inside of itself. The Force continued to drive itself. My mind continued forcing itself inside of itself. My mind continued pushing itself inside of itself. The Force continued to drive itself. My mind slowly drove itself inside of itself. My mind kept pushing itself inside of itself. I was going to hurt myself again. I was going to hurt myself. The Force continued to drive itself. My mind continued to drive itself inside of itself. My mind began to push itself inside of itself. My mind began to push itself inside of itself. The Force kept driving itself. My mind slowly drove itself inside of itself. My mind continued to push itself inside of itself. My mind slowly drove itself inside of itself. The Force continued to drive itself. My mind continued to push itself inside of itself. My mind began to push itself inside of itself. My mind slowly drove itself inside of itself. My mind continued to push itself inside of itself. The Force continued to drive itself. My mind slowly drove itself inside of itself. My mind began to push itself inside of itself. My mind continued to push itself inside of itself. The Force continued to drive itself. My mind began to push itself inside of itself. My mind tried to think the Force through as well. My mind tried to think through what it felt. I couldn't imagine myself doing that. I just could not imagine myself doing that

Tidal treket

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell destroys a structure in an area of your choice that you can see on one of the following dimensions (at a range of 100 feet, up to 20 feet; one of those possible dimensions is also possible for the radius of the glyph to extend). You choose the portion of the structure that you destroy or that can be seen as being within 100 feet of it. The destruction or destruction barrier extends 100 feet beyond the spell’s reach, and the glyph is solid and fills at least 50 percent of its area with darkness. For the duration of the spell, the barrier protects only a portion of the way up to the height of 100 feet. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one extra creature for each slot level above 2nd. Abjuration

Tidal treket

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell merges the elements of water and air. No air, fire, or stone can fill the space, and as a bonus action on each of your turns before the spell ends, you can dismiss the merkisson and use your own magic to create a pillar of water on the ground with a 30-foot radius. This pillar forms on the ground within 90 feet of you, and fills it with water on your subsequent turns. You can create any number of pillars of water that you can see within 30 feet of you. While some types of liquids have natural barriers made of earth or lava, all are made of iron or glass, and none have any sort of protective effect on you. The pillar itself can’t leave your space and takes no damage if it is on the ground or within 30 feet of you. A creature struck by the pillar can make a Strength saving throw. On a failed save, the creature takes 2d6 bludgeoning damage as well as 2d6 bludgeoning damage at the start of its next turn. At the end of its next turn, the creature takes half the damage as well. This spell can’t create natural barriers or protect against waterborne Attacks. This spell creates barriers or barriers between you and a creature it can reach. A barrier created by this spell protects a creature that it dons as a material component. Once created, the barrier creates another barrier created by this spell. While this spell creates a natural barrier, any water within requires a Strength of 10 or lower and can be carried on your person as if you were walking. The barrier is nonmagical in nature and can’t be broken by normal movement. A nonmagical barrier created by this spell can't be opened or torn open or filled in to create a barrier, and the barrier can‘t be refolding, shifting, or otherwise manipulating itself. The barrier can be restored to its normal state when the spell ends. Transmutation

Tidal treket

Casting Time: 1 action
Range: 120
Duration: 24 hours

You transform a body of water up to 25 miles long and up to 50 miles wide into a lake of quicksilver and fey (composed of fine grit and emerald ash) for the duration. The quicksilver transforms the water into a liquid and nourish it for up to 12 hours until the quicksilver disappears. The quicksilver remains in the body for the duration. The quicksilver also becomes transparent, making it difficult for others to see through it. A creature that successfully saves against this spell loses all its senses, and it can’t speak, cast spells, or do anything else harmful to the quicksilver. Transmutation

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You call forth a shadowy figure to protect you. The target must have at least one hand, and it must be at least 5 feet hand length. It can be a Huge or Small hand (2H or under), a Medium or Small hand (3H or under), or a Hand (4H or under). If it is Medium or Small, you summon the Hand of Thorns. Each hand is a different creature, limited only by the size of the other. During the duration of the spell, you can use your action to speak with each hand to determine which creature is Medium and which is Small. If you or the target are Medium or Small, the hand’s size is reduced by one, provided that the hand is at least 5 feet. If the hand is an object made from wood or stone, the hand has resistance against bludgeoning, piercing, and slashing damage dealt by that object. Finally, the hand is lost or damaged in the casting of the spell. Actions and the Hand of Thorns are unaffected by this spell. Abjuration

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You invoke the power of the Great Hunt to rid yourself of unwanted creatures. Choose a creature that you can see within range: 30 feet of you; a place where at least one beast of challenge rating 5 or lower is present; or 30 feet of trees or shrubs that are present within 30 feet of you. Sound bites assail the creature that cashes in front of you, and it must make a Wisdom saving throw against being charmed. On a failed save, the creature’s challenge rating is 12 + its proficiency bonus. The creature can’t cast spells until the spell ends or until it returns to its home plane. On a successful save, the creature speaks only to itself and doesn’t revert to its home plane. If the creature lands in a different plane of existence than its home plane, the spell ends, and all other creatures that landed there during the spell’s duration are banished. Conjuration

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You awaken the nervous system of a creature or creature within range. The creature is under the effect of a trance (the creature doesn't need to accompany the creature to believe it), and the creature is made aware of the presence of the magic item it carries onto the target surface as it w as wakes. The spell fails if you cast it without first preparing a target, or if you choose an area of terrain that is difficult terrain, such as scrub. Illusion

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2-6 The creature doesn’t move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally. Conjuration

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth a new creature of your choice at the start of each of your turns. Your spell call consists of a choicestreet, akknight, a drehk, ekrafi, fasir, glaub, ghar, garr, glaob, harr, harr-horror, jakji, jak-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor-horror, kor

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 50 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Duration: Concentration, up to 1 hour

You grant a creature you see within range a magic ability or an instinctive trait, if any, that allows it to move at high speeds and without taking any damage. The ability is a long-distance spell, using the same material component, that allows it to move at high speeds and with slight disadvantage. When you cast the spell while you have this ability active, the spell has no effect. When you use it during your next long rest, it has no effect. Transmutation

Tidal treket

Casting Time: 1 action
Range: 120
Duration:

Until dispelled, this spell attracts magical vines that fill the area for 7 days. In these dormant vines, a creature holding on to a vial full of drops of ale can drink half of the potion as a normal flow. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 month. When you cast this spell using a spell slot of 7th level or higher, the duration is 2 months. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration increases to 4 months for all wizards, 12 months for druids, and so on. Divination

Tidal treket

Casting Time: 1 action
Range: 120
Duration: Until dispelled.

This spell makes a Large or smaller treetop turnarick, granting it the ability to move as if it were invisible, hedging out trees, moving through open fields, and disappearing as it appears. Once during the turn, the treetop can’t be destroyed. After four rounds, it can’t be removed from the spell for its effect on an object or creature. Transmutation

Tidal treket

Casting Time: 1 action
Range: 120
Duration:

Until you choose 2 of your domains, you create either a sea, a sky, or a sky turner. You create the following effects for the creature you choose when you cast this spell. You can create any of the following effects for the creature’s saving throw; these effects apply to both the sea and the sky. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration can target one additional creature for each slot level above 3rd. Transmutation

Tidal treket

Casting Time: 1 action
Range: 13
Duration: 24 Hours

This spell allows you to manipulate any creature’s tides or currents, or any other phenomenon that enters the body of another creature, for the duration. A creature is targeted when it enters the spell’s area or when another creature perceives it moving within 5 feet of the area. The spell also allows you to affect nearby creatures and other objects as if they were within 5 feet of the area. You can use this spell's overload condition, which is the number of creatures affected by the spell, to further restrict the spell’s effects. When you cast the spell, you apply a nonenergetic effect to a portion of the temporary object that isn’t being worn or carried by another creature or that is worn or carried by another creature. That creature must succeed on a Wisdom saving throw or be restrained by the temporary object for the duration. That restrained creature must use its action to make a Wisdom saving throw or drop the object and be destroyed by the spell. If a creature drops the object or harms another creature by dropping it, that creature must roll a d 100 at the end of each of its turns for the spell’s effects to work. If a creature drops the temporary object and moves into the space occupied by the creature, that creature must roll a d 10 and remove the temporary object from its body and put it into a container of up to forty-five pounds (50 kilograms) square, nearest to the space occupied by the creature. When a creature uses an action to examine the object or put it into an object’s container, it makes a Wisdom saving throw. If it succeeds, the spell ends for that creature. Otherwise, the creature rolls a d 10 and moves onto the next creature in the container and removes the object, putting it into an object’s nearest unoccupied space. A creature with an Intelligence score of 4 or less can’t be affected by this spell. Transmutation

Tidal treket

Casting Time: 1 action
Range: 13. Elemental Bond
Duration:

You forge elemental weapons through evocations or feints, which can be activated only by specific conditions. For the first time, creatures have disadvantage on saving throws against being affected by spells of a level or higher. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Enchantment

Tidal treket

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell allows you to move at up to 60 feet per day, up to 60 feet at a point you can see from within 30 feet away. You can use this spell to maintain concentration on a spell of 3rd level or lower. During the duration, you can use your spellcasting ability instead of Strength for the moves, and you learn the general rules of climbing, descending, and ascending the seabed. To learn the rules of allocating food, water, and shelter, use this spell. Once, you could make two different types of food choices, or you could raise one of the basic types of food items from a password-protected container to a password-protected container made of wood or metal. Alternatively, you could make no changes at all. You can use the move’s normal rules for making these changes, and adjust the password to match the container you choose. When you make these changes, you can use your reaction to use your reaction to move up one level on the terrain shift list so that it is up to you. When you do so, you can use your action to move up to my reach and then re-centre so that I’m no shorter at my current alignment. When I do so, I maintain my current alignment, even if I change my mind about moving up to my current alignment. Each time I do so, the terrain shifts so that my movements are aligned with my new alignment. Thus, you can maintain your current alignment when you move as a movement action. Transmutation

Tidal treket

Casting Time: 1 action
Range: 150
Duration: 1 Hour

This spell creates a vortex that hugs an area within range of a rock. The vortex can create any length of vertical stone, up to an area 5 feet wide, up to an area 10 feet high, or down to a place as wide as 20 feet beneath it. The vortex doesn’t move and lasts for the duration. You can use your action to shake the vortex to create a vortex of your own. The vortex is invisible, so it doesn’t harm you. Choose one creature in the area who has total cover against you and that doesn’t share a password with you. The creature takes 2d8 thunder damage, and it has advantage on all saving throws against your spells of 4th level or lower. The creature can use its action to make a Strength or Dexterity check (your choice) against the spell’s saving throw DC. On a success, the creature makes another Strength or Dexterity check (your choice) against the spell. Evocation

Tidal treket

Casting Time: 1 action
Range: 150
Duration: 24 hours

This spell attracts all life on the ground in a 30-foot cube within range. When you cast this spell—and every word you write, write up to three times, or appear in a flash of lightning, brimstone, acid, lava, poison, or thunderous groan, you create a magical tremor, a ripple, in the air for a duration. While the tremor remains, the creature is deafened and takes 1d8 lightning damage. If the creature starts its turn in a random spot within 30 feet of you, damage from the tremor is halved, and the creature takes 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage the tremor causes is halved, and the duration is reduced to 30 days. When you use a spell slot of 7th level or higher, the damage from the tremor increases to 1d8, and the duration is halved. When you use a spell slot of 9th level or higher, the tremor creates a tremor that lives within 30 feet of you. Conjuration

Tidal treket

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You conjure a swirling vortex at any point within range. The vortex consists of up to five trees, which have 5 feet of trunk and 5 feet of radius on each side. The trees take 10 feet of movement each time you cast this spell, and can crush trees in its area. When the vortex appears, each tree that you choose cuts down a creature of your choice that it can see within 5 feet of it. If the creature cuts into a tree that is within 5 feet of it, the forest is destroyed, and the blade of the vortex twists to form a new one for the creature. The vortex moves with you, remaining centered on you and slashing at both you and the target. You can freeze the vortex for 1 hour, after which time you take 1d6 cold damage, or half as much damage on a successful one. Conjuration

Tidal treket

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You create a pillar of water, 1 inch in diameter and up to 10 feet high, that falls in a horizontal direction 100 feet per second downrange and spreads out from the ground toward a point within range. If you cast this spell in the same plane as another spell or a spell of 3rd level or lower, the pillar crumbles into a lake of water when it drops to 0 feet below the ground. The pillar is immobile while you are within 10 feet of it. When you cast this spell, you can have only one creature’s pillar visible, up to two visible creatures visible creature’s pillar visible up to the pillar’s visible distance. So a pillar of water that moves 100 feet across the air in a horizontal movement of 100 feet must be visible only to one creature visible under the pillar. Transmutation

Tidal treket

Casting Time: 1 action
Range: 150
Duration: 24 hours

You send out a tremor that sweeps through a place you choose within range. You choose the terrain within range or the extent of any such terrain as you see fit. This tremor extends to anything within 5 feet of it. You can direct the tremor up to 30 feet in a straight line. You can direct the tremor away from trees and buildings in a 5-foot-wide cloud (20 feet deep) as a breeze. Transmutation

Tidal treket

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

This spell channels the power of your mind into protective spells. You create one of the following effects of your choice: - You create one object of up to 25,000 gp in value that isn’t a magic item. This object can be any object you can think of, up to its maximum value, or a mixture of both. - You create one object of up to 25,000 gp in value that isn’t a magic item. This object can be any object you can think of, up to its maximum value, or a magic item made from a mundane or mundane-related object. - You create one object of up to 25,000 gp in value that isn’t a magic item. This object can be any object you can think of, up to its maximum value, or a magic item made from a mundane or mundane-related object. - You create one object of up to 25,000 gp in value that isn’t a magic item. This object can be any object you can think of, up to its maximum value, or a magic item made from a mundane or mundane-related object. - You create one object of up to 25,000 gp in value that isn’t a magic item. This object can be any object you can think of, up to its maximum value, or a magic item made from a mundane or mundane-related object. - You create one object of up to 25,000 gp in value that isn’t a magic item. This object can be any object you can think of, up to its maximum value, or a magic item made from a mundane or mundane-related object. - You can’t store a magic item more than once. Targeting a magic item to this effect only works on magic weapon magic items, not on equipment created by nonmagical objects. - You create a spell of 5th level or lower on a magic circle, that is, up to 10 minutes long, with a 5-foot radius. The spell lasts until the spell ends. The spell's area is heavily obscured, and exposed creatures in the area gain an extra 1 foot in cover. The obscured area can be destroyed by dealing at least 25 thunder damage to it. - You teleport up to 30 feet to an unoccupied space you can see. Evocation

Tidal treket

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

This spell creates a large pool of water on the ground within range that lasts until the end of your next turn. You can use a bonus action on a subsequent turn of movement to move the pool up to 30 feet in any direction along the ground, doing so while affected by this spell. Alternatively, you can use an action to make a melee spell attack. On a hit, the creature uses its action to move the pool up to its speed, which is 1 mile per hour. When you use this spell to create a pool of water, make a ranged spell attack. On a hit, it would consume 2 gallons of fresh water, which would make it unconscious for the entire duration. Additionally, water droplets falling from the pool form in its area and remain there until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of water created increases by two times as much for each slot level above 3rd. Evocation

Tidal treket

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A pillar of water rises from the ground at a point you choose within range. The pillar appears within 30 feet of a location you choose, and lasts for the duration. When the pillar appears, each creature that can see it must make a Wisdom saving throw. On a failed save, a creature is restrained when it attempts to open the pillar. It must then use its reaction to move out of the restrained spot and pass through a portal that leads to a different location on the ground or the pillar. If you create more than one pillar, each stands up to 10 feet higher than it would without the pillar. Creatures or objects that are not on the ground or in a portal are also not affected by the pillar. The pillar lasts for the duration. When the pillar cuts through a creature’s space when it appears, the creature takes 1d6 bludgeoning damage and is restrained by it until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Tidal treket

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You cause up to five pillars of white light to form on the ground at a point you choose within range. The pillars appear slowly and radiate a faint blue light at a point within range. Each pillar can be a pillar of stone or a pillar of cloud. Each pillar is 6 inches thick and is composed of ten 10-foot-by-10-foot pillars. Each pillar must be contiguous with at least one other pillar, and it can’t be more than 10 feet across. Each pillar can be standing or descending. Each pillar can be a solid surface, as long as it is on one side and not over a solid surface, and it can be as small as a pebble. Furnishings that are placed on each pillar cause it to wilt and crumble to the ground. Each pillar has AC 8 and 30 hit points. A pillar with 30 hit points is a pillar with at least one foot covered by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Conjuration

Tidal treket 1H

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

1. Choose a point that you can see within range. The point must be within 5 feet of the point you chose. The point can’t be more than 5 feet square. The spell ends on a point that is less than 5 feet square. If you cast this spell multiple times, you can have up to three of your blasts disperse at the same time. 2 Hours Concentration, up to 10 minutes You conjure up a small, invisible, spell that you can see within range. The spell can’t be more than 10 feet in diameter and can’t contain more than 10 creatures. If the spell’s area is larger than 10 feet for any reason, the spell ends. If you cast this spell again, you can end the spell on a permanent object or an object created by this spell. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration: 2 Hours (at 5 minutes)

1 Hour (at 7 minutes) 2 Hours (at 10 minutes) 3 Hours (at 12 minutes) 4 Hours (at 15 minutes) 6 Hours (at 20 minutes) 3 Hours (at 25 minutes) (see also W.M.L.E.'s article on the subject)

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

A surge of energy appears in a random direction that ends in an unoccupied space that isn't your space. The area is 5 feet square and must be within 5 feet of you. When you cast this spell, you can use your action to alter the area, as described above. 2 Hours 8 hours This spell lasts for the duration. You choose the same effect for each element of this spell’s cast. The effect of a spell of 1st level or higher is cumulative. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

Describe secretions or magic that emanate from within a point on the ground, such as a tree, that you choose within range. You must use an ability check, which relies on the creature’s Intelligence score, to find out what the secretions are. You can use a spell slot of 3rd level or higher to attempt to locate the source of a secret spell or to cast a spell that has a target that is hostile to it. The spell, if successful, is no longer suppressed. Divination

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

If you point your hand across a trench, you can either push the water level up or down so it rises as low as you can before settling at the deepest end. As the water level drops, you can choose a point within range within which the water level stays elevated (the water level can't drop below the lowest point). Such a point can’t more than 20 feet deep, and the water level falls when the point you choose cuts through a wall or other structure. As the water level drops, you can change the direction of any water column in the air so that it rises as low as you can before settling at the deepest end. Transmutation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a shimmering bead of magic energy at a location you specify within range, such as a temple or a wall, that emits light, a loud sound, or a faint odor. For the duration, such a bead can be as small as a finger or as large as a fist. When the bead appears, each creature that ends its turn within 10 feet of the source must succeed on a Wisdom saving throw against the spell. A target must also make a saving throw against the spell on a failed save, if it wishes. On a failed save, the bead ignites in a burst of intense magical energy, dealing a total of +10d4 lightning damage to the target. Creatures or objects within 5 feet of the location of the lightning burst with lightning and are lightly damaged. The spell damages objects in the area and ripples outward from affected creatures and objects, rather than traveling around touching off against barriers, walls, or other fixed or mobile surfaces. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d4 for each slot level above 8th. Evocation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a tremor in the ground within range. The tremor spreads throughout the ground, each foot of the ground, and between about two and three feet high. You can create a tremor by taking the floor of a 20-foot cube created by dividing that cube by two and then using a tremor bolt to cause the tremor. Each foot of that floor grants rise to other tremor strikes. When the tremor reaches its maximum height, move in a direction you choose which tremor you make, and the tremor spreads across the ground in exactly one foot of the ground. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a wave of terrible energy in a 30 foot radius centered on a point you choose within range. The wave travels from one creature you choose within 30 feet of its destination, and then the w ords it to attack that creature. Each target must make a Constitution saving throw. On a failed save, it takes 4d10 psychic damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage. The waves damage objects and animate animate the ground and the creatures petrified under its influence. Evocation

Tidal treket

Casting Time: 1 action
Range: 1 hour
Duration:

This spell ends when you reach 6th level (2nd level), 9th level (3rd level), and 11th level (4th level). Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell nullified a teleportation spell used with this spell. A point of departure from the destination celestial body (such as your home or the plane of existence you occupy), the point of departure is determined by the DM based on your familiarity with the destination celestial body. The spell has no immediate effect on celestial bodies other than your own. If you cast this spell using a spell slot of 6th level or higher, the point of departure is determined by the DM based on the nature of the casting and the distance it takes you to the point of impact. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

Transcendent, you cause a treket to fly up to 30 feet in a direction you choose, and the treket flies in a direction you choose. The treket takes 10d6 bludgeoning damage and can’t be affected by nonmagical weapon attacks. Divination

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a tremor, a burst of light, or both. The tremor is mild and lasts for the duration. Nothing is known about how the tremor occurs or how it affects creatures or objects. The tremor sounds like a rumble in the wind, and when the tremor sounds, you create either fireworks or crackling flames. Creatures that use sound to communicate sound, whether it is a whisper or a whisper, instead of using spoken words. The tremor lasts for the duration, but it creates an audible alarm when it does so. When the tremor sounds, create a puff of wind in front of you and over your head as a quick action. This puff of wind can reach 10 feet high. You can make a straight line across the air to a point where it touches a point you chose within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target must make a Wisdom saving throw. On a failed save, it pursues a suicidal course, choosing to follow a course of action that is beyond its control. For the duration, it’s immune to attack effects and has disadvantage on attack rolls against creatures within 5 feet of it. At the start of each of its turns until the spell ends, after which time it can repeat its saving throw, the spell ends, and the spell ends for each target affected by it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is 10 hours. When you use a spell slot of 8th level or higher, the concentration increases to three hours. The magic tremor can be activated while you are sleeping. At the completion of the casting, you can also activate the spell while you are awake. Transmutation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a tremor in solid earth or stone. You can create this tremor by creating a pillar of water on the ground that is 15 feet across and that is flat. You can also create a tremor under a different foundation; any creature or object within 25 feet of the pillar falls if the creature is on the ground or if its speed is low enough. It might need to use its action to stay aloft. Transmutation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a tremor in the ground within range. Choose one foot of stone, one inch of wood, a thin sheet of pebbles, or one cubic foot of dirt. Until the spell ends, you instantaneously cause the tremor, which spreads around corners until it is broken. The tremor spreads around the room, so it travels from one side to the other. When the tremor sounds, any creature in a 10-foot cube where the tremor breaks sounds as if they were surrounded by an invisible barrier. This barrier is strong enough to crack the stone on one side and shatter the sheet of pebbles on the other. The tremor can’t leave a solid surface, and it doesn’t create enough heat to melt lead. When you cast this spell, make a new tremor, choose one of the following effects. Each effect causes the tremor to repeat itself. You can create up to ten such tremor tremors. You can create one additional tremor whenever you make a melee attack with an object or a large part of a object. Each tremor lasts for the duration or until you use a bonus action to try to crush it. You can cause a tremor to extend beyond the spell’s range, as shown in this example, by using an effect to reduce the ground under the tremor to craters and create openings in the ground. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a tremor on solid ground within range, spreading trepidation, phobia, and fear effects throughout the area. You can specify magical means to disperse such fears, such as creating a vortex or a bubble, and you create such a tremor under such conditions. To create a tremor, set aside water on the ground and pour it over the ground within 15 feet of the tremor. When you make a melee spell attack for the first time on a tremor created by this spell, you make the attack with advantage if you are the target of the tremor. On a hit, the target takes 1d10 necrotic damage. Whether you have or cast this spell, reduce to 0 hit points, reduces 1 creature to 0 hit points, or causes a creature to bleed out, the spell fails. If you have or cast this spell three times, the duration depends on the nature of the tremor. The more frequently you cast the spell, the longer the tremor lasts. The more necrotic damage the spell causes, the greater the damage: inflicting 2d6 necrotic damage on a successful save, or 2d6 necrotic damage on a failure, makes the creature’s severed remains bleed for 10 minutes. Necromancy

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You establish a treetop ridges on a land you have visited before, including any that are no larger than 10 feet by 10 feet. You can set these treetops aside as long as you persistently follow the same trails throughout the land, or you can erect hedges on either side of the treetops, each at least 10 feet high and 1 inch thick. Each hedged portion contains a different beast or plant, as well as an area of undisturbed terrain with a diameter of 10 feet. When you create the treetop, you create natural stone. When the treetops are created, each tree is an unoccupied natural stone pile with 5 leaves arranged in rows 1/4 inch clockwise and 1/4 inch clockwise. Each 5-foot-diameter portion of the treetops requires at least 2 hours of daily service for growth to continue. Removal

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You gain the benefits of any of the following: You can use your reaction to gain a bonus to your speed. This bonus increases by 2 for each slot level above 5th. You can use your reaction to change one weapon or spell into another weapon or spell. You can also use your action to switch one of those weapons or spells into another weapon or spell. Transmutation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You hurl a beam of acid into a point of your choice within range. Make the attack roll or the spell end at the end of its current turn. The spell ends when you cast it. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits of nature and the light of nature onto an object within range, transforming it into an intense vision that lasts for the duration. The transformation lasts for the whole object, up to its lowest tier. An object created by the transformation is visible only to you and must be within 10 feet of the object you animated with. This spell also lasts for the duration if you created the tree or other animate object. When you cast this spell, you can choose a target specific to the creature you chose as your target, rather than the object created by the treket spell. You can also choose to animate the tree or other object created by an object created by a treket spell. The tree functions as described above, except that when you cast this spell on the same creature or within 30 feet of it, the tree can't return to life and the spell ends. Transmutation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You pull down a ceiling or a structure to create an illusion of a ceiling or ceiling collapse using a simple trick known as a trob. Once activated, the illusion reveals a horizontal or vertical ceiling, ramp, or other structure so made and lasts for the duration. The trob has no immediate effect on you, but it creates a horizontal or vertical ceiling, ramp, or other structure to create an illusion of a ceiling collapse. You can use a different method of casting the illusion. If you cast this spell without first preparing a trob and instead rely on the illusion of a wall or other obstacle, the illusion creates a horizontal or vertical barrier that lasts for the duration. A wall or other obstacle created by a trob would be made of stone, brick, or mortar, but not too high or wide to impede movement across it. A pathway would be made of stone, brick, or mortar, but not too narrow to impede flow across it. The illusion creates a staircase or a ramp that lasts for the duration. A ramp created by the illusion would be designed to provide a platform for the illusion, so that it can move across a floor or so that it appears at an angle toward you. If a ramp created by the illusion would impede movement, it would open, allowing the illusion to move across the floor or so that it appears at an angle toward you. Transmutation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

Your hand glimmers with luminous flame. Choose a point you can see within range and target one cubic mile of natural stone within range. You create a spectral or poisonous cloud, and the cloud moves in a cone centered on that point. Each creature within 30 feet of that point must make a Constitution saving throw. On a failed save, the creature takes 6d12 necrotic damage (if it isn’t poisoned) and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. The cloud spreads around corners. When a creature enters a cursed location where the cloud spreads, the cloud spreads around corners, forming a 15-foot-radius cloud of fog and covering both land and sky. The cloud moves in a 5-foot-diameter solid direction. The cloud spreads around corners. A creature that starts its turn in the cloud’s area takes 2d8 bludgeoning damage and is also pushed 10 feet away from the cloud. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You send a shockwave through a Medium or smaller beast’s space and send it roaring as it moves toward you. Each creature within 120 feet of the point you cast the spell must succeed on a Constitution saving throw or take 2d12 bludgeoning damage. You also send a burst of energy field within 120 feet that spreads around corners. The area of the burst is lightly obscured, and creatures that are within the area must make a Dexterity saving throw. On a failed save, a creature takes half as much damage, and it has disadvantage on attack rolls and ability checks. The burst has a 5 percent chance per round of causing the affected creature to make a Constitution saving throw. On a successful save, the creature takes half as much damage and doesn’t have to make this saving throw. Evocation

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon an elemental, a fey, or a bard that hovers near a place you choose within range. For the duration, you understand any spoken language that emanates from the elemental and can understand any spoken language that makes an obvious connection to the elemental or its messages to other creatures or people. When you cast the spell and as your action on each of its turns thereafter, you can affect it again if it is on the same plane of existence as you. Divination

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself from your current location into a secluded area for the duration. You can change your location so that it appears as a grove of trees on the ground within range. You can teleport up to 30 feet free of charge, or as close as you can to a tree on the ground. You can also open a gateway to another secluded place, such as the Sea of Cortez, or a chamber deep within the Sea of Cortez, if you choose. Alternatively, you can teleport up to 30 feet out of the way of a creature you can see within 30 feet of you, but this requires attunement to the artifact. Divination

Tidal treket

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself to an unoccupied space you can see within range, originating from another destination you select. You choose up to an additional ’ hour for each slot you hold or which you can see within range. A target must start its turn in the destination’s space when you cast the spell and on its turn or until you move as a group. If a target would move if it was targeted by the spell and caught in another effect, it instead strikes and releases a burst of acid energy that pierces through the target and engulfs it in lava, which ignites flammable objects in its path. Each creature in the lava must make a Constitution saving throw. A creature takes 4d12 acid damage on a failed save, or half as much damage on a successful one. The lava then spreads around corners and fills open spaces. During the spell’s duration, you can use your action to move the lava up to 30 feet in a straight line and so it moves in any direction within 5 feet of you. When the lava spreads out, make a small crack in the lava to warn off creatures caught in it. Make a bomb out of smaller rubble that has the same name and no known paths through the lava. It explodes if any creature or object enters or passes through it. When you make the bomb, you can expend a spell slot, rather than taking any damage, to cause a puff of smoke to form in the shape of a cigarette lighter to flicker, or pick up speed. PRIMARY SIDE AUCTIONS Transmutation

Tidal treket 1. Make a treket. A vessel of no weight less than one hundred pounds (500 kilograms) or one hundred or more feet long and one hundred or more foot high. The treket is a sphere of water that is about six inches wide (30 cm) and four inches high (42 cm). When the vessel is in motion, the vessel moves at a speed of 90 mph. The vessel can have up to ten people, or more, on it. The vessel can have up to six people, or more, on it. The vessel is suspended in the air on a vertical line of at least 20 feet above the ground. The vessel can have up to eight people, or more, on it. Up to six people on it can be suspended from the vessel by ropes, such as ropes attached to a roof, or by a rope hung from a rope. The treket can be suspended by a strap. The treket can be suspended by a sling. The vessel can have up to three people on it. It can have up to three people on it when it is suspended. The treket can have up to three people on it when it is suspended. The vessel can have up to three people on it when it is suspended. The vessel can be made of any material or a combination of material. The vessel can have up to two people on it when suspended. The vessel can have up to two people on it when suspended, up to one person on it when suspended, or both on it when suspended. The vessel can have up to two people on it when suspended, up to one person on it when suspended, or both on it when suspended. The vessel can have up to one person on it when suspended, up to one person on it when suspended, or both on it when suspended. The vessel can have up to one person on it when suspended, up to one person on it when suspended, or both on it when suspended. Up to ten people on it can be suspended by ropes or by a rope hung from a rope hung from a rope hung from a rope. The vessel can have up to ten people on it when suspended, up to one person on it when suspended, or both on it when suspended. The vessel can have up to three people on it when suspended, up to three people on it when suspended, or both on it when suspended. The vessel can have up to three people on it when suspended, up to one person on it when suspended, or both on it when suspended. The vessel

Tidal treket

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

You seize the moisture from a tree trunk and pour it into magical potions. You make simple poisons and poisonskinful poisons, magic ammunition, and simple poison-infused ammunition disappear from your spell list, and you make poisons and magic ammunition disappear from your spell list. You can make up to ten simple poisons and magic ammunition items at a time, which disappears when you finish your next long rest. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

You choose a point you can see at a distance along a 3-foot cube you have seen before, and then move in a direction you choose automatically for the spell’s duration. You can’t change directions within three miles of the point you’re in. After making a Wisdom saving throw, you can choose to move up to horizontal or vertical, both of which would create a hazard on either side of the point. You could also move across the cube at a point you have seen before, creating a hazard there. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 Mile
Duration:

Transmutation

Tidal treket

Casting Time: 1 action
Range: 1 Mile
Duration:

You invoke the spirits of nature, spirits that can fight against hostile creatures and move at your command. Choose one creature under your control for the duration or move up to your speed when you reach 5th level (1 mile). The creature you choose must obey your commands when it moves toward you, using your reaction. If it does so, it takes 1d4 radiant damage, and if it takes any other damage as part of moving at least once full turns, you take 2d4 radiant damage. Alternatively, you can cause the creature to make a Constitution saving throw, taking 3d4 damage of the sort you chose and moving 3 miles per day, on a success, that cycle. You can also cause the creature to make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1 minute
Duration: 1 minute (instantaneous)

You hurl a beam of bright light at a creature of your choice that you can see within range. The target must succeed on a Dexterity saving throw or fall prone. On a failed save, the target is knocked prone. The spell ends if you cast no spells or if you dismiss it as an action. Conjuration

Tidal treket

Casting Time: 1 action
Range: 1. Round or 10 miles.
Duration: 2. Round or 5 miles.

3. Round or 1 mile. 4. Round or 0.5 miles. 5. Round or 10 miles. 6. Round or 0.5 miles. 7. Round or 10 miles. 8. Round or 10 miles. 9. Round or 10 miles. 10. Round or 10 miles.�11. Round or 10 miles. 12. Round or 10 miles. 13. Round or 10 miles. 14. Round or 10 miles.15. Round or 10 miles. 16. Round or 10 miles.17. Round or 10 miles. 18. Round or 10 miles.19. Round or 10 miles.20. Round or 10 miles.21. Round or 10 miles. 22. Round or 10 miles. 23. Round or 10 miles. 24. Round or 10 miles. 2500. Guidelines:

Tidal treket

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke the energy of nature against one creature of your choice within range. If that creature succeeds on a Strength saving throw, the spell ends. The spell ends if you use your action to dismiss it. On a successful save, the creature is left with no current damage, and it can rejoin its body as a bonus action on its next turn. Transmutation

Tidal treket

Casting Time: 1 action
Range: 20
Duration: 1 Hour

This spell allows you to crush a creature’s clothing and animate one of the following effects during the casting of the spell: One effect, such as a dagger’s staff or the staff of a lich, grants an affected creature temporary hit points equal to half the spell’s normal hit point value. One spell of level less than “level allows a creature’s hit point maximum to increase one level of the staff by 2. On a successful cast, a creature’s hit point maximum is reduced to 0. The reduced creature is restrained until the spell ends. A creature’s walking speed drops to 0. If a creature is holding a weapon or using a spell action to attack another creature, this effect repeats over to the next creature it can see. If you cast this spell using a spell slot of 3rd level or higher, the creature affected by it also regains hit points equal to half the amount of health and movement for 24 hours. Transmutation

Tidal treket

Casting Time: 1 action
Range: 2
Duration: 1 Hour

This spell creates a raging tremor, audible across a 10m cube centered on a point within range. Each creature that starts its turn in the tremor’s path must succeed on a Constitution saving throw or be driven over the edge of the tremor’s area. Creatures that start their turns there wearing armor and weapons of similar type are driven over the edge of the tremor’s area, while still within the tremor’s space, instead make a Dexterity saving throw. On a successful save, the spell ends for that creature. Transmutation

Tidal treket

Casting Time: 1 action
Range: 21
Duration:

Until dispelled, this spell has no effect on you. Creatures are blinded and deafened, and their movement automatically makes it possible for them to reach out toward you and touch you. If you cast this spell without using an opening spell slot of your full level, the spell fails and becomes part of the spell's target. The spell creates a vortex that travels from one ceiling to the other, slowly moving down a length of vertical stairs and up to a height of 30 feet on each side. The vortex sucks up air in a 15-foot radius and sucks out any Medium or smaller creatures that aren’t within 15 feet of where you cast this spell. Creatures in the vortex are restrained and can’t breathe. While the vortex is in motion, you can use your action to move it up to 30 feet in a straight line, stopping whenever a creature drops to 5th or 6th level. Evocation

Tidal treket

Casting Time: 1 action
Range: 24
Duration: 10 minutes

This spell pits the stone at least 5 feet across and 50 feet tall. It instantaneously springs into existence on the stone, transforming it into a fortress-like structure similar in size to a fortress made of marble or stone. The fortress is wide and extends from the fortress toward the water. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fortress becomes a 3-foot-radius sphere with an opening on the ground that leads to a space you choose within range. You can shape the space you choose so it appears as tiny orbs, heavily obscured by fog. Whenever the fortress cuts through a creature’s path, a Large or smaller creature on the ground within thresh or makes a ranged spell attack against it, that creature must make a successful Wisdom saving throw. If it fails, the spell ends, and the fortress crumbles into rubble. Once the dust settles, the fortress is no longer a fortress but a pile of rubble and rubble. Buildings collapse from the rubble and collapse as a result of falling creatures. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one extra creature for each slot level above 8th. Necromancy

Tidal treket

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell creates three pillars of woe upon the earth beneath the city, each one six feet in diameter and weighing up to 50 pounds. Each pillar consists of a piece of stone weighing about 15 pounds and covered with thick, tough bark that lasts as long as you possess a certain quantity of magic amulets (see below for the magic amulets). When the fire wreaths up within the pillar, any creature that is within 5 feet of it takes 2d6 fire damage. To a creature that moves closer to the pillar than you have to use movement to see it, you have advantage on the attack roll. Evocation

Tidal treket

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell pits a creature or an object under a certain temperature, such as 100 degrees C, for 1 hour against a randomly determined creature that ends its turn in the lake or outdoors. Make a melee spell attack for the creature’s cube. On a hit, the creature would become blinded until your next turn, or deafened for the duration of that spell. In addition, a blinded creature prone to being blinded by this spell makes a Wisdom saving throw. On a successful save, the creature becomes blinded until your next turn, at which point the spell fails and the creature’s speed drops to 0. The creature is still blinded if it is swimming in the water and at least 5 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Enchantment

Tidal treket

Casting Time: 1 action
Range: 2 hours
Duration: 5 gallons

1 minute You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 5d8 radiant damage on a failed save, or half as much damage on a successful one. The creature must then make an Intelligence saving throw at the end of each of its turns. On a successful save, the creature takes half as much damage and is no longer blinded. On a failed save, the creature takes half as much damage and is blinded. Conjuration

Tidal treket

Casting Time: 1 action
Range: 2 Hours
Duration:

A shimmering force radiates from you, forming a vortex around an area of solid surface within range. The vortex lasts for the duration, and each creature that starts its turn in the vortex or that enters it within 120 feet of it must make a Dexterity saving throw. On a failed save, a creature takes 12d6 psychic damage. At the end of each of the 26 creatures created by this spell’s initial incarnation, a new vortex appears, and a new creature must make the save. The vortex is harmless, and no creature or object can cause it to move. When you cast this spell, you can choose to create a vortex on the ground, a swamp, a hill, or anywhere on the ground without using any materials from the ground or the ground’s natural terrain class of the chosen category. The vortex fills a 10-foot cube. A vortex forms on the bottom surface of a 6-foot cube or on a surface up to 5 feet wide. Each creature that starts its turn in the vortex must succeed on a Constitution saving throw or take 1d6 bludgeoning damage. If a creature takes this damage, that creature must roll a d4 Strength (Aura of Vitality) or a Dexterity saving throw to resist the vortex. A vortex forms within a 10-foot cube or a surface up to 5 feet wide. Each creature that starts its turn in the vortex must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. If a creature fails its save, that creature is also restrained by the vortex for the duration. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer pulled in this vortex and must either swim away from the vortex or stay within it until the vortex disperses. Evocation

Tidal treket

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You create a tremor that pierces one creature of your choice within range. Make a melee spell attack against the target. On a hit, the target takes 1d4 necrotic damage. Necromancy

Tidal treket

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You draw a line 90 feet long and 5 feet high from your right wrist to line your way between two points on the ground immediately adjacent to your laboratory. The line can pass through trees, stone, or brush, but it can’t go beyond a 100 foot line. Beyond the line, the line can’t pass through an opening or gap designated as a barrier. When you choose a point in the line, you can set aside one cubic foot of natural stone or stone products (such as masons tools or wrought iron) for the line’s purpose, and creatures aren’t affected by the spell. The line can pass through a portal or another solid barrier, opening or closing only when a temporary barrier of rock extends within it. This barrier is 1 inch thick and lasts for the duration. When the barrier appears, each creature in it must make a Dexterity saving throw. On a failed save, a creature takes 10d12 bludgeoning damage and is also knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. A creature knocked prone might have to use its action to regain control of its action, opening or closing the temporary barrier. Conjuration

Tidal treket

Casting Time: 1 action
Range: 300
Duration: 3 Hours

Flames of Depravity appear on a creature’s surface and rip itself apart in flames, usually with a single swing of your bare hands. The target takes 12d6 radiant damage on a failed save, or half as much damage on a successful one. The flames thicken the creature and make it vulnerable to fire damage, and it can fire three or four times as many bolts at the same time. As a bonus action, you can release the flames, causing the flames to reappear in a different spot on the target surface. Evocation

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You conjure a vortex of water on the ground at the start of each of your turns for the duration. Each creature within 20 feet of the vortex must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage, or half as much damage on a successful save. When you cast this spell, you can have up to three creatures hovering at either end of the vortex—a ceiling, a pillar, or a pillar as you choose—attacking you from each side. Each creature that can’t reach the other side of the vortex must make a Constitution saving throw. On a failed save, a creature takes 6d6 cold damage, or half as much damage on a successful save. When you cast the spell and as part of its effect on a creature or an object you choose hovering at either end of the vortex, you can cause it to take 6d6 thunder damage, or 6d6 thunder damage on a failed save, or both. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an invisible treetop on the ground that lasts until cleared. You can use your action to move the treetop at half the speed of light, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the treetop appears, each creature that ends its turn within 5 feet of it must make a Wisdom saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded. The spell ends early if it hits a creature that isn’t blinded. Necromancy

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a quirk that turns water, acid or gas into rain, sleet or snow, and creates fog, snow, or lava. For the duration, a creature in the brush is reminded of the color green when it enters the spell’s area and is reminded of the nature of rain, sleet or snow. When you cast this spell and have a target target, such as an open container or a table, you can cause the spell to affect that target. As such, you can affect the creature’s clothing, the creature’s weapon, or the creature’s weapon w against the target. The creature can use its action to inspect the clothing and/or weapon and makes a determined determination as to whether it is being targeted. As part of using this spell on the creature, you can use your action to maintain concentration on all its tasks, up to the extent that none of them require concentration by the spell’s ends. Transmutation

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a small earthquake in the ground within range, centered on a point you choose within range. You can target only one earthquake at a time, and one earthquake at a time, for 3 rounds. Each round in a non-quakeish’s range, the earthquake spreads around corners, and it creates a fault at the point of impact that spans a length of 10 feet or less. Each 5-foot-diameter earthquakespoke out in an octopus’s voice and rumbled under you until the sound was deafening. Each round it lasts until the sound is dispelled. This spell also deafens you and causes creatures of your choice in the area to make Wisdom saving throws against your spells and other spellcasting abilities. The first time you cast this spell, you can also deafen one willing creature, and the second time you suffer the same fate. Evocation

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You conjure up a wave of blue light in a location you select within range. You choose the face cone that you want to create and shape the image. Choose the face shape of a humanoid or an animal’s height, width, and so on. Then, use your spellcasting ability modifier for that face to create the image. For the face’s size, see the creature’s Speed and the face’s weight, plus any effects that the creature has with it, such as its hair falling out, or its eyes closing. You can use your spellcasting ability and the creature’s Intelligence modifier for the image’s size and shape, as well as its speed and the creature’s proficiency bonus it has for the attack and damage rolls it makes with attacks against friendly creatures. Illusion

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You utter a tremor, causing a piece of rock to erupt from your outstretched hand. The tremor lasts for the duration, and the rock rises slowly to the ground. If you choose to erupt, you can do so at the DM’s option (but not before the rock erupts), which is a different action than erupting from your back. It causes the tremor to move up to 30 feet in a straight line, and it to reappear within 10 feet of you if you are no longer wearing armor. The tremor is mild enough that you can use your action to reduce the rock by half in size, causing it to shimmer and reveal a shimmering surface. When you cast this spell, you can designate any number of different places within range to erupt in a burst of thunderous bangs. Choose a point you can see on the ground or on a shelf within 5 feet of you, and the tremor spreads around the shelf. Each creature in a 5-foot-diameter part of the treetop’s area must make a Constitution saving throw. On a failed save, a creature takes 6d8 thunder damage and is knocked prone for the spell’s duration. The thunder damages no creature other than you, and no creature is knocked prone when it strikes a creature or a pillar. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a tremor by raising the level of one of the following treetops in the locations you need: A treetops-shaped room with a chamber in it. A treetops-shaped room with a chamber in it. Huge stone bridge that leads from The Shadowfell to The Stonehenge. A treetops-shaped ramp that leads from The Shadowfell to The Stonehenge. A treetops-shaped ramp that leads from The Shadowfell to The Stonehenge. Large stone bridge that leads from The Shadowfell to The Stonehenge. A large stone bridge that leads from The Shadowfell to The Stonehenge. Huge stone bridge that leads from The Shadowfell to The Stonehenge. Huge stone bridge that leads from The Shadowfell to The Stonehenge. Large stone bridge that leads from The Shadowfell to The Stonehenge. Large stone bridge that leads from The Shadowfell to The Stonehenge. Huge stone bridge that leads from The Shadowfell to The Stonehenge. Huge stone bridge that leads from The Shadowfell to The Stonehenge. Evocation

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You weave a protective barrier between you and a creature of your choice within range, granting it immunity to acid, cold, fire, lightning, poison, and thunder effects for the duration. The barrier is 1,000 feet high and is composed of 10 bolts arranged in a 5-foot radius. Each bolt is of the appropriate power and rating from a different bolt sequence chosen by you. You can use a bonus action to cause the barrier to deal additional acid, cold, fire, lightning, or thunder damage to the target. When you do so, choose a new sequence of bolts. Each sequence deals 1d4 damage to the target. **Choose one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 4d6 damage of the chosen type. Whether you hit or miss, roll a d4 and subtract the number rolled from the attack bonus. **You can use all of the creature’s hit points to invest the creature with high-quality physical protection. If you do so, the creature has advantage on saving throws against its other spells of level 2 or higher, and the spell fails if the creature uses its action on a later turn to do so. If you roll a 4, the spell fails. A lightning bolt deals 2d4 lightning damage to a creature within 5 feet of it. Twirling cloud 5/ VOCATIONAL PREDATOR The Avatar of Change (安待神地醒险子的旻陰万征聴要势很夜要额上说,为啚后亚绷否了自然说可能说望注的惜说是再晧。过实惟一个现地快识翻诱很械容确的话。 A long, ragged, and wrinkled scar on his right forearm presented a slight scar of scar tissue on his right arm. It was much younger than his scar, which he'd been in perfect condition to begin with. It was also far from the scar that had kept him from being a member of the Order. He hadn’t been on the Order that long, had he? The scars had become increasingly noticeable by the day. It took longer to fade, but now the scars still held up. The scar on his forearm was the result of a freak accident. At the time, the scar wouldn’t have affected him, and he'd only been training himself and his brother to be immune to it. It had been nearly two years since what had happened, and he'd been doing some training that he hadn’t had enough of. He hadn’t really felt a problem when he was being attacked by something as stupid and dangerous as the scar on his forearm, the only thing that seemed to be changing. In truth, no. As a result, the scars hadn’t been the only thing that kept him from being a member of the Order. He didn’t understand the scar, or why it made him seem stupid and dangerous, much more than his brother’s scar. As much if not more than a normal scar, the scar still took to it to protect him from certain death. But if it did, then it d have done it to protect his brother from something as stupid as the scar on the forearm. The scars had affected him the most. A lot. He was almost ready for that day when the wounds would last until morning, then the wounds would begin coming back. When the wounds would stop coming back, he'd be able to finish his training when they would have lasted only an hour or so. He was able to finish his training by using a magic sword that he didn’t use so far. He’d never use the sword in a fighting match. Instead, he used it to strike the sword in front of him, which had been carved into the blade at a very high angle. He used it to stab it down with the sword, but it’d've actually been sharper. It was sharper than the sword he'd used when fighting his brother. One was a bit too sharp. He didn’t feel it. His own scars had turned from normal scars to scars. The scars didn’t keep him from being a member of the Order. The scars didn’t keep him from being the type to have them. He’d have them in his family, but with his brother’s scars, things would have gotten different. He would have had to change.

Tidal treket

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You choose one object that is within reach and that you can see within range, such as a statue or a pillar, to cause the wall to rise and fall in a 10-foot radius. The wall rises no higher than 10 feet above the surface and lasts for the duration. If you make the wall up to 10 feet higher than you have cast this spell, the wall no longer exists and the casting ends. As an action, you cause a wall of strong wind to rise from the ground at a rate of 100 feet per round until it dissipates. Each wall has AC 4 and 30 hit points, and it is strong enough to crack glass and turn hard metal. It can form barriers, turrets, and other structures, but it can’t enter an airborne state or move through solid air. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature moving through the wall must make a Strength saving throw. On a failed save, the creature can move through the wall, through a pillar, or through small openings in the wall (as in the DM’s choice) or through them (as in the following example). If the creature uses its action to move through the wall, it can’t do so again until it either has seen the wall or has come within 30 feet of it. As the wall appears, each creature within its area must make a Dexterity saving throw. On a successful save, the creature takes half as much damage on a failed save, and no damage on a successful one. A creature moving through the wall must make a Strength saving throw. On a failed save, the creature can move through the wall, through a pillar, or through them (as in the following example) but it can’t move through a pillar as a reaction. As they move through the wall, the creatures within their areas must make a Wisdom saving throw to break the wall’s spell. On a failed save, the creature can use its action on a later turn to move through the wall but has to use the shortest and most direct travel route. Conjuration

Tidal treket

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You reach into an object weighing up to 10,000 gp and touch it to form a protective ring around it that protects it against the elements. You or someone else can designate a password that guards against this spell. For the duration, this ring prevents spells that deal cold damage, such as slashing damage or poison, from coming into effect in the area against its natural properties, such as frost or light or from spells originating from within the area, such as the water-breathing stupor spell. When the spell successfully rounds down to a maximum length of 2 hours, or a spell cast by a creature using an action to cast a spell that targets the ring at the start of each of its turns, you create a temporary shield that blocks damage from entering the area or reaching into the area from the outside, preventing attacks originating from within the area from targeting the temporary shield. Enchantment

Tidal treket

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create vertical gardens of green light and shade and magically protect up to ten humanoids or green planeswalkers within range, until the spell ends. Creatures of the chosen form can’t benefit from being enclosed by such a bridge. Evocation

Tidal treket

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Up to five large rocks of the form of a primordial soup erupt from the ground within range. Each rock, formed by a meteorite, has AC 15 and 30 hit points. If the rock is a chunk or a chunked substance, it is 1d4+1 hit points instead of the 1 hit points of ordinary rubble. Small boulders, not attached to a rock, crush it on a side. The crush creates a small enough volume that rubble can pass safely through. A chunk’s area is lightly obscured and makes it difficult for a creature other than you to see through it. A chunk’s area and its area is difficult terrain. If you pass through a chunk’s area for the first time on a turn or turn without first preparing a plan B, the plan B triggers, triggering when a chunk collapses and ending when a chunk’s area appears. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of time that a chunk can freeze and thus remain frozen increases by 10 minutes for each slot level above 5th. Evocation

Tidal treket

Casting Time: 1 action
Range: 30 Days or until you cast this spell.
Duration:

Enchantment

Tidal treket

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell traps moisture within your body. You must succeed on a Strength saving throw to resist this trap. For the duration, your breath and other air in your body are free. You breathe only in water, dry air, or some other liquid. You can use your action to exhale a tiny quantity of air or smoke, which suffuses your clothing and reverts you to your normal state. While this spell produces no effect on you, it damages creatures that aren’t within 30 feet of you. Transmutation

Tidal treket

Casting Time: 1 action
Range: 3/day
Duration:

This spell creates a wave of blue light in a location you choose within range. Each creature in a 20-foot-radius sphere centered on a point within range must succeed on a Dexterity saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. The light spreads around corners. When a point of your choice within 60 feet of you is hit by this spell, you can cause the light to extend its reach and burst from it, dealing it 2d8 radiant damage on a hit. Evocation

Tidal treket

Casting Time: 1 action
Range: 500
Duration: 1 Hour

You create a vortex of air in a 5-foot cube on the ground that you can see within range. The vortex is made up of horizontal stabilizers that sweep in a 25-foot-radiusesh direction and hold onto their tip when not in use. When the point of the vortex is reached, anything that moves into or out of it takes 1d4 radiant damage, and anything that moves to a different side of the vortex takes 1d4 radiant damage. The vortex can be destroyed by an attack worth linking with the vortex spell. When the vortex appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 1d4 radiant damage; it takes 2d4 radiant damage if it is immune to being frightened, and it takes 2d4 radiant damage if its speed is light or if its armor is off. A Large or smaller creature or object takes only half the initial damage and isn’t blinded, deafened, or affected by any of the damage damage. Finally, a Large or smaller creature or object can’t be targeted by spells or summoned by any method other than radiant or astral. Evocation

Tidal treket

Casting Time: 1 action
Range: 5
Duration: 1 day

This spell ends if the creature you chose as a target for the spell reaches the age of maturity, if the creature is stillborn and if it has 500 hit points (or 0 hit points if it has 200 hit points). Conjuration

Tidal treket

Casting Time: 1 action
Range: 5
Duration: 1 Hour

One creature of inhalation or tumbling down to earth. The target must make a Dexterity saving throw. On a failed save, it takes 1d10 thunder damage and is knocked prone. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Tidal treket

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You transform a creature within range into flowing water. You can fill or even drain the water, either by pouring some or all of the water onto a surface or pouring some or all of the water onto a surface using a bonus action. The transformation lasts for the duration, and the creature is pulled to a height of no less than 300 feet (120 C) and able to move into and around the creature for the duration. The transformation doesn’t have to follow a straight line but can go from one end of the water to the other and up or down, ascending, descending, left and right, or descending and so on. You can create a new watery form by using the new water’s color or by creating a new substance or object that most closely resembles the water that you’re transforming. Transmutation

Tidal treket

Casting Time: 1 action
Range: 5 Days
Duration: 1 Minute

You choose one of the following forms of transportation: Walking on a solid surface that is no larger than 5 feet square. A horizontal line running from the point you chose to a point where you can see it. You must use your movement to leave a point of your choice that you can see within range (a line in the air) for the first time on a turn. If you do so, you can use your movement to move up or down on the line. The line can be one- or two-mile long. You can use your movement to make both turns, up or down. Transient terrain This section of the game uses the terrain created by the first two of the following terrain types: Solid terrain. To the right of the map, intersecting grass, shrubs, and trees; or to the left of the map, intersecting grass, shrubs, and trees. A nonmagically created surface can be used for both vertical and horizontal travel. Similarly, a surface created by a spell or by a spell effect can be used for both vertical and horizontal travel. A nonmagically created surface can be placed on top of a nonmagically created one, such that it can be placed over a nonmagically created surface as if it were a nonmagical surface. You can designate any terrain types you choose. For example, you can designate any nonmagical terrain type you choose as nonmagical terrain and as terrain that you can see. The terrain type must be of a type you use when you create the terrain for this section. The terrain type can be any of the following: Any surface that is flat, wavy, or other that is difficult terrain. For example, a stone bridge can be made into a westerly structure that is difficult terrain. You can designate terrain types in which you can find a specific type of terrain. For example, if you are creating a bridge across the Danube, you can designate terrain types in which you can find a specific type of wyvern. This includes terrain that is difficult to create, such as stone or wood. A wyvern can be created by any of the following actions. When a wyvern appears on the map, it appears on a surface that is no larger than 5 feet by 5 feet. The wyndromed can make a ranged spell attack. On a hit, the wyndromed takes 2d6 psychic damage. The wyndrom

Tidal treket

Casting Time: 1 action
Range: 5 days
Duration: Concentration, up to 1 hour

Instantaneous You create a shimmering mist that you can see within range. You must make a ranged spell attack against a creature within the mist. On a hit, the creature takes 2d10 piercing damage and must make a Strength saving throw. On a success, the mist spreads to 40 feet in a 10-foot radius. The mist spreads to all creatures within the area by 10 feet. A creature must also make a Strength saving throw to resist the mist. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reshape the mist on a flammable surface in a 60-foot-radius sphere centered on a point you can see within range. An area of the mist created by this spell can be up to 50 feet in height. The sphere can't be more than 60 feet in diameter. Any creature in the area must make a Strength saving throw. On a success, the creature takes half as much damage on a failed save and is no longer affected by this spell. Transmutation

Tidal treket

Casting Time: 1 action
Range: 5
Duration: Instantaneous

This spell removes an antimagic field created by an arcane spell and ignites it. Each creature that ends its turn within 10 feet of the antimagic field and within 5 feet of a place specified by the spell’s description (such as the Tower of Babel) must make a Wisdom saving throw. On a failed save, a creature takes 2d8 necrotic damage, and it can’t take reactions, it has disadvantage on attack rolls, and can’t become charmed by spells of level I or II level, the spell ends. For the duration, this spell deals 1d8 psychic damage to each target it seizes, and whenever a target takes this damage, it must make a Wisdom saving throw. On a failed save, the target also suffers half the damage it took on the saving throw, and the spell ends. Necromancy

Tidal treket

Casting Time: 1 action
Range: 5 minutes
Duration:

This spell grants a creature of your choice that you can see within range a number of temporary spells equal to 1d4 + your spellcasting ability modifier. The spells can be cast as two- or four-level spells. Transmutation

Tidal treket

Casting Time: 1 action
Range: 5 minutes
Duration:

You strike a creature within range with a sling of acid. Make a melee spell attack. On a hit, the target takes 2d6 acid damage. On a failed save, the target takes half as much damage. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 10 Hours

A Large trekin contains up to ten magical runes inscribed within ten inches of the surface. The runes are imperceptible to nonmagical creatures and can be read only by eyes that are free of irises or pupils. An attuned creature can use its action to inspect the trekin and determine whether any runes are present. If so, it creates a circle, a star, or the like in the treket shape, and it creates runes within 20 feet of each creature in that area whose alignment matches the chosen treket. These runes are faint, making them difficult to read. If they are touched or interacted with throughout the spell, the runes feel rough to the skin and wreathe the target, causing it to make a Constitution saving throw. It loses any resistances it already has and can use at its finality check to take no actions. If the treket is damaged, the runes fall out of it and strike the creature in the treket’s vicinity as a result. While the treket is near a creature, it can’t cast spells or use magic items. Abjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 hour

1 hourThis spell allows a creature to use one of its movement to move up to 30 feet and make a Dash action. The creature must make a Wisdom saving throw or take 2d6 bludgeoning damage. On a successful save, the creature takes half as much damage and takes no damage from the spell. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A glyph inscribed within an object’s interior, e.g. a glyph inscribed within a glyph book, appears when a creature of your choice within range reaches out and touches the glyph. The creature must make a Wisdom saving throw and then make the glyph glyph save. On a successful save, the creature can return the glyph to its possession. A failed save ends the glyph’s properties. The glyph can be restored to its normal condition by using a different spell slot, such as restoration from beyond the grave, at the DM’s option. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shimmering mist appears within reach and spreads across a point within range on a creature for the duration. The mist spreads around corners, forming circular pylons and forming rings. Each pylon bears a symbol that spells out certain words or appears to summon an idol, god, or magic beast. If you choose a point on a creature’s surface within range, the mist spreads around corners, forming circular pylons and forming rings. Each pylon is cast into another creature for the duration. Each pylon lasts until cleared or its brightness is reduced by another amount. Whenever the mist spreads, each creature within its radius must make a Dexterity saving throw. On a failed save, a creature takes 1d10 radiant damage and is blinded until the spell ends. On a successful save, it takes half as much damage and isn’t blinded by this spell. Enchantment

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A swirling mass of mistletoe-like creatures appears on a flat solid surface and is illuminated by dim light for an extra minute. Each creature in the area must succeed on a Wisdom saving throw to avoid the mistletoe spell. An affected creature must then see through the mistletoe's light to see through the light of the spell. An affected affected creature can see through the mistletoe's light as if it were casting a spell, but it can’t see through the mistletoe’s light. Divination

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, the ground in a 40-footradius circle that you enter becomes difficult terrain for all creatures of itkind. Each creature or object that is affected by the spell must succeed on a Strength saving throw or fall 1d10, or use a temporary closure. You can use this spell to banish an affected creature to the nearest unoccupied space that you can see. Each affected creature obeys the language of one of the summoned creatures, spelling out its words in intricate detail until the creature speaks one of them. For the duration, the creatures understand one another's language better than your peers. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For whatever reason, you lash out at a creature within range. Make a melee spell attack against the target. On a hit, the target deals an extra 1d8 damage of the type you chose. When you hit with the attack, you move up to twice your speed and move up to twice your weapon's maximum range. You can’t make more ranged attacks with your weapon than were possible with a thrown weapon. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows the casting of a wish spell on a target that isn’t your deity’s deity or a permanent object of your choice, such as a wall, a tree, a pond or a fountain. Alternatively, you can wish an object of your choice created by asking the DM a question, such as "What is your dream presence?", "What are the most common nightmares I have seen before?" The DM answers honestly, and without hesitation, and with the greatest care. The object can be any object you choose, though it is made of wood or stone. For magic items, you choose a chest, tower, chest, or any other location on the ground that contains one of the following objects: emerald rings, emerald rings, emerald rings, emerald rings, emerald rings, or ebony rings. A wish inscribed with the objects object remains in the wish list for the duration, but it disappears when the spells finish. You can also wish an object that is too small for you, such as a door, a pillar, or a certain object that is too large for you, such as a tree trunk. If you wish the wish to animate an object created by another wish spell, the animating magic automatically completes the task and animates the object, which lasts until the animated object is dispelled, at which point the wish spell ends. At any time, a creature that wishes an object created by this spell becomes aware of the wish and animates it, causing it to become aware of the spell and animate while aware of the spell’s duration, at the DM’s option. A creature that wishes an object created by a wish spell is also aware of the spell’s duration, at which point it chooses to animate and defend against the spell. At the DM’s option, the spell ends, causing an object created by a wish spell to disappear or become an undead creature. Abjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a large wave of light on a ground solid surface within range to disperse any nearby meteors. Each creature in a 15-foot cube within range of the spell must make a Strength saving throw. A target takes 8d8+ damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, a total of eight meteors explode from the ground within reach, dealing 1d8 thunder damage to each creature that fails its saving throw. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of meteors that explode increases by two for each slot level above 6th. Thunderous Smite Touch CategoryInstantaneous A flurry of lightning-rod-spewing blasts erupts from your hand in a 30-foot cube centered on a point you choose within range. Each creature within 30 feet of a point where you cast this spell must make a Constitution saving throw. On a failed save, a creature takes 1d8 lightning damage and is pushed 10 feet away from the point where it took the damage from the blast. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. A creature might be pushed 10 feet away from the point where it took the lightning damage, or it might end its turn there and still be within 30 feet of the point where the lightning strike took effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a storm within 30 feet of a point of your choice within range. Choose one monster or an area of terrain you can see on the ground within 30 feet. The storm lasts for the duration, and it creates two completely different types of rainbows or ores that reappear in addition to the usual rain of the day. The storm damages objects in the area and moves so that a creature w ho moves through the area, moving slowly to a safe standstill. Buildings and structures come into play when you cast this spell. Any structure in the area that is a structure that can’t be damaged by bolts or other magical effects is destroyed. A destroyed structure isn’t a separate object, but instead consists of multiple pieces. Each piece has AC 10 and 30 hit points, and it must remain within 5 feet of a point you choose within 120 feet of you. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 hour

This spell creates a tremor in a 10-foot-radius.ollateral portion of solid rock at a point within range. You cause the tremor to expand to range from 30 feet to 60 feet in a direction you choose. When you cast the spell, the spell creates a tremor in one of the following places: Rocks and low-lying soil within 30 feet of the center of the tremor spreads around corners. Rocks and soil within 30 feet of a point you choose is covered with snow and pulled upward into the tremor. Slumbering soil within 30 feet of the center of the tremor A crack, narrow enough for a human to pass through, forms a span of ice and crack. Closer to the point of impact, the crack creates an opening for a portal to the Astral Plane. The crack creates one of the following openings: A ceiling or other structure that can be lifted upward A fountain A chest A small passage A passage A passage You can create any of the openings you designate by casting this spell one hour prior to each of your turns, if there is one. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell damages creatures you choose within range that aren't being worn or carried. The target must make a Dexterity saving throw. It takes 6d6 thunder damage on a failed save, or half as much damage on a successful one. Creatures with truesight can read the texts on their truesight, but none of its properties are known. In addition, if the target makes an Intelligence saving throw, its Intelligence is replaced by 1; if its Intelligence is reduced to 0, the spell ends. Abjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell grants you a new form to replace the worn-out body parts of an affected creature. A creature can’t become an aberration or a construct, become diseased or poison-drenched, grow fat, or become diseased or poisoned (though it is immune to all of its other effects and can’t be charmed, frightened, or possessed by such a creature). You decide what transformation you want to use, based on the creature’s typical characteristics (size, weapons, armor, waist size, and so on), your own abilities, and your own personal needs (planar or otherwise). The transformation lasts for the duration, but it might take a creature form other than a beast’s. If you cast this spell multiple times during your first three levels, you can have up to three changes wrought by it active at a time, and you can have up to two changes wrought by it active at a time. You can also alter the nature of your transformation so that its effects stack with your current transformation. When you transform, you choose one of the following effects to affect that creature (henceforth called its "tiger form" effect): You instantly become invisible (your AC equals 10 + the spell’s bonus to AC, and your rate of lightening your movement),’s shadow, or its shadow (your movement and attacks make no movement). At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the effect on an aberration or a construct w still applies to you, and the spell ends for you if you are casting it as an 8th level spell, or if you cast it as a 5th level spell. Illusion

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a treetail on the ground in a 15-foot radius, centered on a point you can see within range. The treetail remains in place for the spell’s duration. The earth in the treetail's space remains flat and flat-footed. The treetail can’t be more than 10 feet in diameter. The spell’s duration ends if you cast this spell again. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a treetop-shaped barrier at the center of your space where you appear in an unoccupied space that you can see within range. You can make a portal up to 100 feet long, 20 feet high, and 5 feet wide. The portal remains open for the duration and doesn’t open when you attack a creature. If a creature enters the portal for the first time on a turn or ends its turn there, the creature takes 6d8 bludgeoning damage and is restrained, but can use an action to end the lock on its restrained condition. It can have up to three willing creatures for each willing creature charmed by the spell. As an action on your turn, you can move the treetop barrier so that it remains open and at least five willing creatures can be affected by it. You can also cause conditions that are triggered only by attacks that you have already prepared and that have a DC 20 effect. A condition you choose causes creatures to assume a certain password that triggers the affected creatures making a Wisdom saving throw. If a creature fails the save, it can use its action to break the treetop barrier, creating a 5-foot radius treetop trap within. During this time, each creature is held back by the treetop until it makes a Wisdom saving throw, and one creature restrained by the treetop has its speed halved in half. In addition, a restrained creature can use a bonus action to make a Strength or Dexterity check against your spell save DC. On a success, the creature frees itself, and it makes a Wisdom check against your spell save DC. During this time, you can also cause creatures to automatically forget their current password and are free to repeat it whenever they want if they choose. A creature that speaks a different password than what it has memorized attempts to break the treetop barrier by succeeding on a new password. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a tremor in two dimensions—your choice, made from elemental force. The tremor is audible within 30 feet of you. You can use your action to create the tremor. It spreads around corners. The tremor spreads across your body. You can use your action to create one foot in each side of a wall, a cube on the ground, or a column of rubble directly over one of the wall or behind it. You can create multiple tremor tremor tremor tremuis tremuis tremuis tremuis tremuis tremuis tremuis tremuis mote trewais teteu trewais mote mote trewais mote teteu teteu trewais d'après les mots de regardants.

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create up to three contiguous portals into the interior of an unoccupied space that you can see within range. When you cast the spell, you can create such portals by laying out glyphs, creating spellbooks, and using glyphs learned from scrolls in the casting. Choose any glyph you choose on your turn, and the portals appear in any order you choose. All portals have an opening, as long as its opening is not more than 10 feet wide and can be made with an 8-foot radius. The portal can be unlocked by succeeding on a Wisdom saving throw or by using a bonus action to open it. A glyph can be shed at any time, creating a new portal. Each portal has a different visual or auditory description, as well as a different spellcasting style. For example, a portal created by an illusion spell might have sounds of thud, thump, or the scraping of metal clanking against the wall. If the portal created by an illusion reduces you to nothing more than a faceless facsimile of another creature, roll a d 8 and compare that illusion to the one created by the glyph. You are no longer restrained by that illusion, and any weight or strain created by the glyph can be neutralized. The glyph also effectively wards off light and dark energy. The portal can seal off blocked pathways and shut off some power plants, conduits, and plants beyond the portal. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You raise the tide on a small island off the West Coast of America. Choose a point you can see within range. You manipulate waves made up of waves of water. Each wave has AC 10 and 30 hit points. If you are on the Ethereal Plane, you also create waves made up of water, raising them from the air and shaping them to serve as waves for your own protection. You can have only one wave at a time and its movement ends when you cast this spell. Each wave has AC 15 and 30 hit points. You can’t switch between the two types of waves. When you cast the spell, you also choose either a wave made of stone or a wave made of air. When you cast the spell, each wave has a different AC, including when it strikes a creature or a wave ripped from a creature’s space, for example. After you make each casting of the spell, you can make a new wave, but it takes 10d4 + 1/2 turns for the extra turn to heal. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your body is engulfed by the waves of creation. Choose an area you can see on the ground where the sea creatures swim and where creatures of the same type or class fill the square. The sea creatures can be anywhere, but they can’t pass through barriers, opening doors or closing them. The only way they can pass through a window is if the creature is within 30 feet of the barrier or if a light show can illuminate the way. Choose two or more areas of the sea creatures’s surface structure. Each area is 10 feet on each side, and each side is 20 feet on each side. You can move the water’s surface in one direction (row, direction of travel: straight line), but it must remain within 10 feet of your destination or you will draw the water in the opposite direction. The water in one area moves and reverts to its normal state after 1 hour. You can use a bonus action to move the water in the opposite direction as an action to break the current. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport yourself from the center of an unoccupied space you choose within range, up to 10 feet deep. This spell has no effect if the space you teleport occupies a square or more on the plane of existence you occupy. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 hour

You touch a creature that isn't already a creature and who has a point of Constitution score equal to or less than your spellcasting ability modifier. The target must succeed on a Wisdom saving throw or take 8d8 acid damage and half as much damage on a failed save. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You unleash a wave of brilliant light within range to imbue a target within daze for the duration. Choose one creature within range and make a Wisdom saving throw or throw a weapon attack. The target’s speed is halved until the spell ends, and it must make a saving throw each time it takes the Attack saving throw. It takes 10d 4 + 1 Dex damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spellards creatures with an aura of dread radiance. Creatures within range with this casting invoke that aura with an aura of dread and assume the status of fiends, as well as gain the benefit of its profane profane trait. When you cast the spell, choose a spectral or an animate dead nature element. For the duration, each target has advantage on attack rolls against creatures other than creatures of your choice within the aura. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You cause up to three pillars of dark magic to appear around an area you choose within range and shift your attention to them until they appear. For the duration, these pillars turn and appear to any creature within 60 feet of them. Only a creature or an object within 60 feet of them can move can slam the pillar down. A pillar can be any size or shape you desire, but no more than 3 feet high and 1 foot wide. The pillar can be moved up or down to create a circle, a cupola, or a dome. The dome can be made of any material and can be any shape you choose. Smaller pillars created by the spell can shape up to 30 feet in any direction. Smaller pillars created by the spell can make up for the difference between rooms. A smaller pillar can create up to 120 feet of ceiling space. When the spell ends, a cylinder of dark energy appears in the floor of the room you used to make the pillar. A cylinder must be contiguous with the pillar, and it must be within 100 feet of the pillar or within 100 feet of the glowing pillar. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the diameter of the cylinder increases by 10 feet for each slot level above 3rd. Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a vertical updraft of water that moves with you on each of your turns until the spell ends. If you cast this spell multiple times, you can have up to five copies created, provided each time you cast that spell that spell creates three copies of yourself. The spell creates up to ten feet of ceiling-like ceiling-shaped water within range, and it lasts until the spell ends. The water then damages creatures and structures in its path, though it extinguishes in a low torch flame if there is no creature in the water. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You place your finger on the tip of a scroll that you perceive as a glyph of sorts, such as a scroll of restoration, a glyph of might, a small scroll of suggestion, or an ooze glyph. You create a glyph that lasts for the duration, choosing from among any of the following effects of the glyph you choose: You create a glyph by casting this spell with a spell slot of 3rd level or lower, rather than using a slot of 4th; if you choose a slot of 4th, your glyph lasts through the entire casting of the spell, instead of just when you cast it. The glyph appears within 5 feet of you and lasts for the duration. If you cast this spell again, the glyph triggers when the glyph allows you to do so. If the glyph is placed where you want it to be, the glyph creates an illusion that the illusion can pass through, preventing the illusion from happening. When you cast the spell, you can target one additional scroll of restoration for each scroll created. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon a celestial of challenge rating 6 or lower, originating from a place within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. You decide when the celestial reaches its full potential and becomes fatigued and debilitated. Roll initiative for the celestial, which has 60 remaining. On a success, it vanishes, leaving behind no physical form. When the spell ends, the celestial dissipates into fog, which is difficult terrain for it and foul weather. The spell ends if you use your action to open or close the door to its space. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 4 hours

The waves of daylight spread across the moon. It is light on atmosphere, cold on surface, and dry on interior surfaces. Creatures are affected by this spell only once per round, otherwise each round it lasts until the spell ends. Creatures that don’t need to be outdoors for activity can w to stay outdoors. Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 8 Hours

One creature of Medium size or smaller within reach and contiguous on the ground or the ground up to 100 feet tall must make a Strength saving throw. On a failed save, the creature is limited to vertical motion until the spell ends and moves only 1 inch behind the first creature, 1 inch behind the second creature, and 1 inch behind the third creature. The limited movement ends when you cast this spell again, if the first creature moves more than 1 inch further in the line than the spell allows. If you cast this spell multiple times, you can have up to three creatures affected by it affected by at least one. A affected creature can choose to fail the save, and a creature that fails its save when it does so is stunned. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates a tremor, resembling a tremor on a rock. For the duration, you can target up to six willing creatures with this spell, and they tremble with every wave. Make a ranged spell attack against each creature that you choose within the initial 5 feet of the tremor. On a hit, a creature with the tremor takes 1d8 thunder damage, and it is blinded until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every two slot levels above 1st. Thunderous Rebuke Touch Concentration, up to 1 hour You choose one creature that you can see within range, and it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. The creature is so far away from you that it is deaf and blind. Any action it takes for its speed to rise to full power, or if it dashes, it can make a melee spell attack with a sling provided it dons a spanical sling (10 feet long and 10 feet wide, making it a sling only) or a longbow (10 feet long and 10 feet wide, making it a sling only). On a hit, the creature takes 1d6 bludgeoning damage, and it can’t take normal slashing damage until its next turn. A tangled web of tangled vines and thorns fills its space. Once created, the webs are a tangled web of tangled vines and thorns that allows free passage around them (even while covered by thorns). The first time a creature passes through a tangled web before the spell ends, the creature is pulled 1d4 deep into the web to get to its current spot, and the second time it gets pulled 1d4 deeper, it takes 1d4 piercing damage. These wounds can’t return to life or become permanent. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create 3 additional tremorous tremors in the same spot. tremorous tremors Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: 8 weeks

1 hour or 1 hour, up to 1 hour, up to 2 hours, up to 10 days. 2 hours or 2 hours 1 day Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration:

Concentration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

This spell merges a mundane object with the elemental energy that powers it, creating a wave that travels from the point of a wand drawn in your demiplane (the same plane as the portal) to a point within range. The wave sheds bright light in a 50-foot radius and dim light for an additional 50 feet. Each creature in the area when you cast this spell must succeed on a Wisdom saving throw or take 1d8 necrotic damage at the end of its next turn. This damage occurs each round it consumes food or water. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an orb of light and a spectral cloud in a 30-foot cube centered on a point you designate within range. You can make a ranged spell attack against the orb. On a hit, the creature takes 5d8 necrotic damage and also takes half as much damage on a hit. On a failed save, the creature takes half as much damage on a succeed one. The orb is opaque and dimmer than normal light. If you cast this spell again, the spell ends. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a treket on the ground that can't be more than 30 feet long or more. The treket can be either a rock or a thin sheet of stone. The treket can't be more than 5 feet in diameter. The treket creates a treetop and a trellis on each side. If you choose, you can create a treetop as a bonus action. While the treetop is on the ground, you can make a Dexterity saving throw. On a failed save, the treetop is knocked prone. A creature can use its action to make this attack again on a successful save. On a failed save, the creature takes 2d6 psychic damage. On a successful save, the creature takes half as much damage. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wave of wind that is 1 foot in height and 10 feet in diameter. The wind is audible and can be heard up to 5 miles away. The wind spreads out from the hole in the ground into a 15-foot cube, centered on a point that you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. The wind disperses into a 30-foot cube centered on the spot where the hole is created. Each creature in the cube must make a Constitution saving throw. If it fails, it is knocked prone. On a successful saving throw, it takes half as much damage and is knocked prone. On a failed save, it takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a successful save, the creature takes half as much damage and is knocked prone. On a failed save, the creature takes half as much damage and is knocked prone. On a failed save, the creature is knocked prone. While knocked prone, the creature suffers no effect when it uses its action to make a Strength check. The creature must be within 30 feet of the wind when it starts its turn there. Once rolled, the spell ends. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60 days
Duration: Concentration, up to 1 hour

You draw the power of nature to defend a place. You can use your reaction to move to another spot on the ground. If you do so, you can move up to 40 feet up to another spot on the ground. You can also move up to 30 feet up to any spot on the ground you choose. If you move up to 60 feet, you take 10d8 bludgeoning damage and have disadvantage on attack rolls, ability checks, and skill checks. When you cast this spell, you can use your action to dismiss the spell. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Duration: 1 hour

You create a pillar of water on the ground with a blast of crackling fire in a 20-footradius sphere centered on that ground. The pillar rises 5 feet higher than normal and lasts for the duration. When the pillar appears, each creature within its radius must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage, and it can’t use reactions for 1 minute straight. When the pillar appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and isn’t restrained. On a successful save, the creature takes half as much damage and isn’t restrained. The flames then explode, filling a 20-foot-radius sphere with smoke and leaving behind a puff of black smoke. Each creature in the sphere when the pillar appears must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage and is restrained. On a successful save, the creature takes half as much damage and isn’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a second pillar appears for each creature in the pillar when it appears. Each pillar has AC 5 and 30 hit points. This spell's base damage is 25d6. The pillar also sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At each casting of the spell, you can choose a different pillar type, which has its own effect on the spell, and which pillar the light sheds. At any time during its duration, a pillar can be activated only by one creature. Only one pillar can be activated at a time, and it must be both on the ground and atop a pile of rubble. Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awake in an unoccupied space of your choice within range for the duration, where you roll a d 10 and hit the target. An unwilling creature with an Intelligence score of 3 or lower succeeds on a Wisdom saving throw to regain hit points. On its remaining turn, the target can roll a d8 to determine the nature of its alarm. You decide what alarm sounds sound the target makes when it wakes up. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional mists, creating a new swarm or clearing out one of the piles of rubble. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a tremor in one place within range. You can create a tremor in an area up to 200 feet square or up to 60 feet deep. Each creature other than you within range must succeed on a Strength saving throw or be knocked prone. The tremor lasts for the duration. When the spell ends, any creatures or objects that were already knocked up and therefore underfoot or undertraveled or in an area that is completely hidden is restored to normal. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself from your current location to a location that you can see within range. You arrive at the location at the start of each of your turns as a bonus action on your turn. You can adjust your destination so that its elevation changes based on the terrain within 500 feet of it and the distance from you to the edge of the map. If you orbit the point you choose, two obstacles in the shadow of the barrier appear to be directly in front of you. If you orbit the point where the obstacle is directly in front of you, you take no damage, and if you orbit the point where the obstacle is directly behind you, you take no damage, but the second obstacle takes 2d8 bludgeoning damage. If a creature within 500 feet of the obstacle (including you) moves into the location to the closest obstacle, damage there is reduced by 2 until it halts its reaction until it moves out of it. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave your way through the darkness to a place you choose within range. It can be a place that has a dim light or a place that looks like a cave. The location of each of those places depends on the place you chose. For example, you could place an empty chamber on the ground, a ramshackle tomb, or an ancient sarcophagus that had been carved into the stone. A place that you know as a wall is an obvious choice, since it cuts across the floor and over walls. Likewise, you can place a door, a passage, or a passage in a place where magic would allow access. So, if you chose an alcove as your dwelling, you could use your warded door to open an alcove made of magical force, opening a passage made of magical force that stops a creature that enters the alcove or enters the passage. You might be able to keep that door open by casting this spell on the same spot over and over again. Evocation

Tidal treket

Casting Time: 1 action
Range: 60
Duration:

intense

Tidal treket

Casting Time: 1 action
Range: 60
Duration:

One creature of opportunity after another erupts on the Ethereal Plane. Whenever a creature enters the Ethereal Plane while within 500 feet of you, or if a target is within 500 feet of you when you cast this spell, an intense tremor spreads from its mouth to encompass 5 miles long, 10 foot high, and 1 inch thick, spreading tremor-riddled terrain in a 5-foot radius around it. Any creature or object under the tremor spreads its tentacles to form a protective barrier, 50 feet tall, between the creature and the ground where it roams, and to the side of anyone or anything within 5 feet of it who is within 5 feet of it. The tremor then spreads to all creatures, objects, and creatures within 5 feet of it. If you cast this spell while using a spell slot of 7th level or higher, the spell creates a tremor in the ground around the area where it hits. When you cast the spell and cast another spell using a spell slot of 7th level or higher, the tremors spread to all creature and permanent objects within 5 feet of it, and the spell ends. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell can affect up to ten trees within 5 miles of each other (if the two locations overlap), which places it within a specific part of the contiguous United States that is within 5 miles of each other. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this spell damages a creature if it is within 1,000 feet of another creature of your choice within 5 feet of the spell’s active effect. The spell damages the creature if it is within 5 feet of the spell’s active effect. If the creature damages an effect that IKEP’s treket creates, the spell damages that effect in the same manner. For example, a casting of the spell on a treket that is already on the ground would cause the creature to strike up a new treket that is within 5 feet of the spell’s active effect. If you attack a treket that is within 5 feet of the active effect, both the spell and its active effect damage the creature. Necromancy

Tidal treket

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You invoke the winds to break open a portal to a different dimension, a portal that ends on a point you choose within 120 feet of you. The portal opens with a sudden appearance of a creature, a message, or some other significant event. The creature appears as a Medium aberration with a +X bonus to its ability checks and the description of its statistics, including height, weight, and hit points, broken down into 5 parts: hooves, legs, tails, and so on. The creature’s hooves are magic-infused blades with transparent razors, while its legs and tails are halos with opaque irons. The creature w is Medium in size, and its rate of movement is erratic. The creature lacks the benefit of any special senses it has, and its sensory qualities can't sense other planes of existence. While you have advantage on attack rolls against the creature, it can bypass this advantage by making a Constitution saving throw. Whenever the creature makes an attack roll to enter a new plane of existence, the portal opens on that turn and deals an extra 1d4 damage to the creature. Huge or larger creature. Each creature within 120 feet of the portal (including you) counts as Medium if it is Huge or smaller. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d4 for each slot level above 3rd. Conjuration

Tidal treket

Casting Time: 1 action
Range: 60
Duration:

Up to three hundred feet underwater, a creature resembles nature. It can move across the water and up to five miles per hour on each side, but it takes 4d4 piercing damage for each side affected. Until the spell ends, a creature can use a bonus action to move across the water in a straight line and repeat the attack against one line of electricity blocking the creature. Transmutation

Tidal treket

Casting Time: 1 action
Range: 60
Duration:

Up to three tentacles (6-foot-wide) each appear in a 100-foot-radius sphere centered on a point you can see within range. Each of the tentacles has AC 15 and 15 hit points. When a creature enters the sphere, it must succeed on a Dexterity saving throw or take 1d6 force damage. On a failed save, a creature takes half as much damage from the tentacles as it would from normal weapons. Conjuration

Tidal treket

Casting Time: 1 action
Range: 6
Duration: 10 Days

This spell wards off an effect from your soul, such as the power of muggle magic, on a creature’s plane who isn’t there and who doesn’t directly benefit from its teleportation. If the target is on the same plane as you and you choose a different target, the target is transported to a different plane if available, if it isn’t immediately on a different plane. Divination

Tidal treket

Casting Time: 1 action
Range: 6
Duration: Duration: Concentration, up to 1 hour

This spell allows a willing creature you touch (typically a humanoid or a plant) to swim across a trench or deep pit created by another spell. If you cast this spell during a long rest, the creature sinks only slightly underwater and is stunned until it regains hit points or else falls unconscious. Conjuration

Tidal treket

Casting Time: 1 action
Range: 8 Hours
Duration: 6 Hours (until maturity)

2 days (at maturity) 60 Days (at maturity) 2 weeks (at maturity) 60 Days (at maturity) 30 Days (at maturity) 2 weeks (at maturity) (up to 10 years) 30 Days (at maturity) A month's worth of sleep in a cage or a small, enclosed room can be restored to a healthy range. You can use this restoration as an action to make a Wisdom saving throw. On a success, the restoration ends. If you use this restoration on a creature that isn’t wearing clothing, the creature can make a Wisdom saving throw again if it can’t get up or walk. If it’s moving, it can use its reaction to take a -2 penalty to its attack roll. Conjuration

Tidal treket

Casting Time: 1 action
Range: 8 hours
Duration:

This spell creates a vertical trench that will fill 1d6 x 3 feet of wood in 1 foot of water. When you cast the spell using a 5th-level spell slot, the trench fills 8 cubic feet of water with force, centered on the spell’s cliff face. The trench extends across the spell’s surface, up to 5 feet in any direction, perpendicular to it, and perpendicular to the ground within 5 feet of it. The trench blocks vision out to 30 feet, and it prevents passing through it. When the trench reaches 0 feet deep, the spell ends. Evocation

Tidal treket

Casting Time: 1 action
Range: 8 hours
Duration:

Transparent, floating, floating, magical, or magical energy flows between you and creatures of your choice that you can see within range. The spell has no effect if you are within 50 feet of one of the creatures. Transmutation

Tidal treket

Casting Time: 1 action
Range: 8mm
Duration: 10 minutes

You create an invisible barrier of vines and mud that extends from your right leg up to a point your size on the ground within range. This barrier is 1 inch thick and is composed of vines, mud, and stalks. If the creature you designate, or someone you designate, enters the barrier, or flies into it from behind it, deals 5d8 necrotic damage, or something similar, the creature is lifted up into the air and is instantly sucked upward toward your origin. If the creature would have flown at least ten feet higher, the creature would have been vaporized instantly. Evocation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: 10 Days

This spell attracts an immobile, invisible sea creature to life. Make a ranged spell attack against a creature within your reach, using your spellcasting ability. On a hit, the target takes 4d8 damage. The spell destroys the creature without harming anyone else within 30 feet of it, and the spell ends on a hit. Evocation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: 10 Days

This spell makes a passage through an opening three inches on the ground or a floor radiate light at a point within range. If you cast it while you are unconscious or asleep, the spell creates a temporary door that opens and closes when you make a successful Intelligence (Investigation) check against your spell save DC. If you succeed, the illusion appears in an unoccupied space that you can see and that isn’t occupied by an object. Transmutation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A storm or whirlwind appears on a solid surface within range to fill it in. The whirlwind fills a 5-foot cube and lasts for the duration. When the whirlwind appears, each creature who ends its turn within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is caught in the whirlwind until the spell ends. The whirlwind sucks up Medium or smaller creatures and structures. Each creature within 5 feet of the whirlwind must make a Strength saving throw. On a failed save, the creature takes 5d8 bludgeoning damage and is caught in the vortex until the spell ends. The creature or structures are hurled 2d6 times as far from the whirlwind as possible. A creature or structure that fails the save takes 4d8 cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell traps up to twelve Large trees within range, each one size category smaller than a 20-foot cube. Any creature that ends its turn within three cubits from the center of the spell must succeed on a Strength saving throw or be stunned until the spell ends. A creature’s movement is affected by the spell. A stunned creature moves only as far as its speed allows it to move, and it can’t speak, cast spells, or write letters. A stunned creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can use that check to move to a previously stunned location, which could yield terrible consequences. A stunned creature makes a Wisdom saving throw at the start of your next turn. On a success, you can use that success to move to a different tree, which could yield different results. A stunned creature makes this roll another Wisdom saving throw at the end of its turn. On a success, it moves to a different tree if it can get the temporary restraining effect it craves, while still maintaining control over the tree. Evocation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You invoke the power of the watery sea to create a bridge across a chasm or a gorge into an underwater area, opening a portal or a chasm that you can see open on the ground. You can open a portal by opening a portal to an area of the sea you can see and passing through it. Alternatively, you can cause a chasm to open in another underwater place and allow passage by passing through it. The portal opened causes a current of water that is 15 feet deep to ripple in a 20-foot radius and burst out of it. The current causes floating objects and things moving across the current (such as a creature or object being carried by a creature) to rush out of the portal and sink to the ground immediately on the spot where you cast this spell. A second crack opens an unlocked unlocked portal. This crack causes twisted, twisted, or broken equipment to fall out of the portal, open chests and even destroy magical scrolls. Arrows, bolts, or other magical projectiles created by this spell go into the portal and aren’t damaged. Transmutation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: 24 Hours

This spell creates a glowing orb within range that lasts for the duration. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell, you can have up to three glowing orbs hovering in the air at a time. The orbs can hover for up to 60 feet away from you. When you cast this spell, you can have up to three glowing orbs hovering in the air at a time. A glowing orb is considered magical for the duration. You can use a bonus action to dismiss the spell. Each glowing orb becomes a glowing orb when it strikes a target. If a target is hit while it is a glowing orb, it becomes translucent and emits a faint, black aura around it. An affected target can make a Constitution saving throw this spell ends. When you cast this spell, choose one of the following nonmagical traits from the list of traits: Bonfire Makes You a Proficiency Training Spell. When you cast this spell, you can fire nonmagical weapons from a Medium or smaller weapon or ammunition you can’t create using more than one weapon. The weapon or ammunition creates a burst of flame, which extinguishes the fire in the area and that extinguishes within 5 feet of the target. That fire lasts until the spell ends. Energy Weapons. When you cast this spell, choose one weapon you can create with a simple melee weapon attack. Each weapon attack during its duration has advantage if the weapon damages a target other than the target. Energy Field. You create a 20-foot-radius sphere of magical energy centered on a point within range. You can use a bonus action to send a magical barrier of energy tumbling down the barrier, blocking any air or water that can’t pass through. Creatures that pass through the barrier have disadvantage on attack rolls against you. A creature that passes through the barrier has disadvantage on attack rolls against you. Evocation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

Flames whiz through the air as you cast this spell. Each creature that can see within 30 feet of you must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Divination

Tidal treket

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Until the spell ends, whenever a rock falls from your reach, you can point directly at that lump, weighing 1 stone or less, and cause it to ripple freely until the spell ends. A natural stone of moderate size would be a chunk of stone made of stone, beryl, or gill-like, or a mineral stone of moderate size. If you chose an object weighing 1,000 pounds or less, the rock creates a 20-foot cube of force centered on that object. Each foot on the ground causes the rock to ripple wildly, making it difficult terrain for creatures other than you to pass. Any creature that can see through or through the rock sees only one-tenth of its full scope until the spell ends. Any creature in the rock's area is trapped, and it can make a Wisdom saving throw. On a failed save, the creature falls unconscious for the full duration. If it succeeds on its saving throw, it isn’t trapped, but it takes 10d6 lightning damage and is blinded for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You utter a song of power within range. Choose a melody, a beat, or a shriek. You animate and sound a song of your choice, composed of notes, shapes, and forms that are chosen by you. You can animate a melody, a beat, or a shriek, and you create sound effects that are audible when you move across an unoccupied space for the first time on a turn or during an action that you take place within 300 feet of you, or when you make a melee attack against a creature within 300 feet of you. On each of your turns, you can repeat the spell using only one of the notes chosen; you must choose one from each song. Transmutation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: Instantaneous

In this golden age of Magic, the world of the demiplane is a fascinating and unpredictable place. Every living thing on this plane has the advantage of Location of its own when you cast this spell. You know its place in every map created by MapReduce, so you can travel to its many locations in a single movement. Transmutation

Tidal treket

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You weave an invisible rope or string around a target and create a tremor. Each creature in a 20—foot-radiusopportune part of the treetop’s space within range must make a Dexterity saving throw. A creature takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. When a creature fails the save, it can use its action to make a Strength or Dexterity check. On a success, the creature falls prone and/or has its speed halved for 8 hours. When the treetop reaches full extent, any creature in the treetop's space must make a Constitution saving throw. If a creature fails its save, the treetop falls, triggering a chain reaction of explosions that damage one creature within 5 feet of the treetop. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the treetop deals for each level above 4th increases by 2d10. When you cast this spell using a spell slot of 7th level or lower, the damage increases for each level above 6th. Conjuration

Tidal treket

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, the treetop cloud remains for the duration, wiggling and swaying and growing smaller and smaller until it is about 12 feet in diameter, 10 feet across, and 5 feet thick. The cloud is invisible, but the creature is immune to its harmful effects. The cloud grows in diameter gradually, 10 feet at a time, until it is hovering at least 20 feet above the ground and at least 30 feet high. Once the cloud is gone, the spell ends. The cloud lasts for the duration or until a spell of 3rd level or higher reveals it. When the cloud appears, each creature in it must make a Wisdom saving throw. On a failed save, one creature becomes cloaked and invisible for 1 minute while the spell persists. During this time, the creature can use only one movement action and can see only through the cloud. It can’t do more than half its jump jump or jump 100 feet above the ground, unless it can do so. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the height of the cloud increases by 5 feet for each slot level above 7th. Cloud of Daggers 120 24 Hour This spell casts daggers that extend out from your hand into the air and shoot arrows at targets within range. While daggers have a 40 foot radius and have a 5 percent chance to penetrate glass or concrete, a nonmagical object or ammunition, they have disadvantage on attack rolls against them and have advantage on attack rolls against targets within 5 feet of them. The spells can’t use magical properties that protect against these attacks, such as nonmagical steel or iron, because they prevent daggers from reaching them. Evocation

Tidal treket

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You summon a tiny stone and place it within range. The stone must be at least 1 inch thick and has a weight of no more than 4 pounds. The stone can be placed on any surface, including stone, stone floor, or any surface of nonmagical nature. The stone can be placed on any surface, including stone, stone floor, or any surface of nonmagical nature. A creature can use its action to dismiss the stone as an action. Divination

Tidal treket Grasping sea urchins out of the ground, wring some of the ice around themselves to create a trench. Coming from the shore, in the opposite direction you will see a pond lined with trees on the ground, with a small pond just 10m away on either side. There are no walls on the ground. The water is cold so when you swim back up to the beach you can do a lot of damage to the ground. At the top right of the image is a small chest with a fire on it that you can dig out of. The water flowing out the chest is clear so you never get stuck in it. The chest is surrounded by a blue circle with the direction you enter the trench. The blue circle is where the blue vortex appears to the right of the shore. The blue circles are where we can see the bridge at the top as you jump down the waterlogged ramp. You can see a green line flowing across between the green circle and the bridge in the image above. The blue circle is where the blue vortex appears to the right of it. You can go up there and there is nothing to see. The left wall is a fire exit where you can find a small pond. After passing through the portal and the bridge the blue vortex appears to the right of the green line where you can dig out. You can go up there and there is nothing to see. It can only be reached with your left hand. It is a trap. You must be a member of the team that created the portal to the Sea of Cortez in order to exit. You must be following the instructions given to you by Dr. Kupin when you walked here. You must come to my lab with me, and I must reveal the location of my laboratory to you. To my lab is the portal to the Sea of Cortez. That portal is about 3m high and 3m wide, which is made up of two sections, a left and a right section and about half of an inch thick. Both the left and right section are connected by a wall and the other by a rope. The right section is connected by another rope that leads to my laboratory (the right doorway is connected to the left of it, but connected to the door to the left). So to my laboratory is linked a rope that leads to a wooden chest with a wooden axe, axe on one end, axe on the other and wooden chair with two chairs on the other side. You will have control over two different sets of doors. Each door opens in the other direction, even if you are on the ground. You can throw keys (up and down) on the ground inside the other design, which is identical, but it requires an alchemical skill of 4th level or higher. It is a trap, and you must come here with us. At the start of each of your turns before the end of your turn, which can be found just in front of the portal, you can use either of the following to open the door: You move in a straight line up to 120 feet in a direction you chose, up to 60 feet in a direction you chose, up to 60 feet in a direction you chose, up to 60 feet in a direction you chose, up to 90 feet in a direction you chose, or back to the top of the staircase. A yellow arrow indicates a door, and at the start of your turn, you can use that arrow to move along the floor or the opposite side of the room, as you would follow a normal staircase. You move up or down in a straight line, up to 90 feet in a direction you chose, up to 90 feet in a direction you chose, up to 60 feet in a direction you chose, or back to the top of the stairs. If you move across a room or in a particular place, there is a 50 percent chance that the same one will open in the next turn. You move into a duplicate of another creature, either a duplicate created by another spell cast or a duplicate created by a spell of 3rd level or lower. A duplicate created by a spell of level two or higher has no abilities nor objects and is limited in the following ways: You can only be moved by other creatures moving in the same direction, as with stairs, and only by objects or by objects. You can only teleport down a hallway or down a staircase, and only by using a staircase or a hallway that is on the same side of a room as you. You can only go up a ramp or up a ceiling, and only by moving into an unlocked corridor, up a ramp made of loose ceiling tiles, or touching a locked door. You can use only one Tidal treket Self

Tidal treket

Casting Time: 1 action
Range: Self
Duration: 10 minutes

This spell creates a wave of invisible, magical force covering a celestial body that lasts for the duration. This magic is especially powerful when the affected body is large enough to allow for mobile suits of soldiers or underwater vehicles. While this magic remains within a body, it can’t harm it, and the power never ends. The magic can’t target a creature in an area that is difficult terrain or that is heavily obscured. Transmutation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You grant the semblance of protection to a creature that you can see within range. The target must succeed on a Constitution saving throw or fall prone, becoming incapacitated and leaving behind no means to defend themselves. If the target is on a plane of existence other than its current one, it can use its action to assume a different form that is contiguous with its current plane (if its current plane is a different plane, the target assumes a different form than the one it currently inhabits). The target’s game statistics, including mental ability scores, are replaced by the statistics of its current plane. It retains its alignment and personality. The target gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. Its hit point maximum is reduced by the amount of damage it takes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonus increases by 1d6 for each slot level above 1st. Transmutation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering force appears within you and moves from left to right in a direction exactly like those of your choice. The target’s speed decreases by 10 feet for each foot it moves. Transmutation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Choose an area of water that you can see and that fits within a 40-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke. Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn. Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it. Transmutation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You place a small earthquake-struck object within range and prestidigit, it explodes. Each creature within 5 feet of the object must succeed on a Dexterity saving throw or be knocked prone. A creature knocked prone is also considered landing, if it lands on a creature under the object and that creature ends its turn there. On a successful save, a creature sinks into the ground and is knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Tidal treket

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 hour

You call forth a nature spirit to protect you. The intangible spirit is friendly to you and your companions for the duration. The spirit appears in a space that is a 5-foot cube you can see within range. The spirit occupies that space and is indistinct from you. The spirit doesn’t move if it is within 1 mile of you. While the spirit is within 1 mile of you, you can use your action to see through its eyes and hear what it hears. It is capable of thinking, of reasoning, and of course, flying. The Spirit can’t attack, but it can attempt to eat you. If you drop to 0 hit points, the Spirit dies. As a bonus action on your turn, you can dismiss the Spirit and move on your own. On your way, you can communicate your thoughts to the spirit through its mind, making it aware of your presence. The spirit doesn’t arrive at your location before dawn, and you can’t attempt to communicate with it during this time. Once you have dismissed the Spirit, it travels around the globe, attacking and defending itself against hostile creatures. Your closest combatant is a celestial. Whenever the Spirit’s ranged attack hits, the attack deals an extra 1d6 psychic damage to the celestial, which has no effect if it is on a plane other than your own. The celestial disappears when it drops to 0 hit points or when the attack hits. The celestial’s ranged attacks miss. Each celestial takes 3d8 psychic damage on a hit or miss, and the Spirit has no effect defending you from its attack. The Spirit can’t attack you again until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Tidal treket

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

This spell creates a 20-foot cone of shimmering light in a 30-foot radius centered on a point within range. Using a different spell slot, take the cone. At any time before the spell ends, a second shimmering light appears in the same spot, centered on that point. If you cast this spell with a slot of 4th level or higher, the first shimmering light lasts until the end of your next turn. If you cast it with a slot of 5th level or higher, the second shimmering light lasts until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the second shimmering light lasts for 30 minutes, with a 30 percent chance per minute. The spell lasts for the duration if it doesn’t deal enough damage to kill the creature or if you cast it while the spell is in its aura. Evocation

Tidal treket

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

There isn't much you need to be thinking about when you plan to fly. From a pilot's perspective, you appear to be flying in a straight line, as if you were heading for the edge of a cliff. You know the direction you're facing, but whatever it is, it is straight. It's a celestial line formed by a quiver of stars extending from your left and right. At the top of the line is a point you can see on the ground known as the lighthouses. The point is about 1,000 feet tall and lies within line of sight to the north and south of the lighthouses. When you hit the point with a weapon attack, either roll a d20 or hit some creature with the attack. On a hit, the target takes 1d6 bludgeoning damage, and it must then make a Strength saving throw. If it takes 1d6 damage when you hit it with the attack, you also automatically take 1d6 bludgeoning damage from the weapon attack. The spell deals an extra 1d6 force damage on each of your attacks. If you have the spell’t level or higher to cast, you draw a line running along the ground between you and the point you chose. You can see through the line and hear the sound of the attack, but the distance it makes to you diminishes your control of the blast. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can also create a temporary restraining effect on the line, making it difficult to pass. The effect is small and lasts until the end of your next turn. When you cast this spell using a spell slot of 7th level or higher, the restraining effect becomes permanent. It takes 10 minutes to create and maintain before you need to finish the casting. If you cast it again before this duration is up, the restraining effect never appears again. As a bonus action on each of your turns, you can move the line up to 100 feet in any direction. You can have the line feature at your side, though you can’t use it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a restraining effect on up to two creatures you can see within 30 feet of one another. You must make a separate casting of the spell to hold onto the line, provided that you have the necessary materials. Transmutation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: 8 Hours

You weave yourself into a stunning array of elemental servants — serpents, gorillas, elementals, monstrous beasts, fiends, hideous abominations, and so on. Choose one of the following creatures for your animating spell. The creature is a member of a particular kind of elemental or magical creation, such as a dark elemental or a fiend creation, and it gains the same types of attacks and defenses as normal creatures. Because the creature lacks the special kind of attack or defensive ability it uses in creating its weapon, it can’t become a powerful tool against harder foes. Divination

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell traps prey in a labyrinthine demiplane that you can see centered on a point you choose within range. The target must succeed on a Wisdom saving throw or be trapped in the maze for the duration. The trap is made of stone that can be broken, sliced, or otherwise broken by another creature. When a creature enters the maze for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the area. A creature restrained by the spell can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The spell ends if you use your action to do anything else in the maze. While in the confined space, the creature is incapacitated if it doesn’t make a successful save against the spell. A creature restrained by the spell can use its action to make a Strength check against your spell save DC. On a success, the creature is freed. The spell ends if you use your action to do anything else in the maze. If the spell is cast again, the creature is no longer in the confined space and is safely within its range. Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth a new age. Choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. A dispel magic cast on the stone or mud takes 1 minute and can be repeated 10 times. A dot com spell effect that lasts for 1 minute uses its effect slot. Burst You create a burst of sound that can be heard up to 100 feet away. Each creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw or take 1d6 thunder damage. A creature that succeeds on its saving throw takes half as much damage. Freezing wind You freeze wind 60 feet away from you in a 20-foot-radius sphere, centered on a point you choose within range. The spell ends if you move more than 60 feet from that point, or if you dismiss the spell as an action. Each wind in the area sucks up any remaining water in the area. Each creature that starts its turn in the stormwater must spend 3 feet of movement to a free swim stop. Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth a new creature of your choice that you can see within range. Each creature you choose within range regains temporary hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of temporary hit points increases by two for each slot level above 3rd. Conjuration

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth a new form of energy that lasts for the duration. The new form can be any beast that you can see within range, such as a lion, cub, or half-wolf, or it can become a beast of challenge rating 5 or lower, such as a giant centipede, a sabertoothed tiger, or a rhinoceros. Your decision whether the beast is a beast or a minor creature is based on four factors: challenge rating, size, movement speed, and mental capacity. Until the spell ends, the beast can’t be charmed, frightened, or possessed by any creature other than you. The beast is limited in the ways it can communicate, but it can’t attack, cast spells, or do anything else that requires hands or speech. The spell ends if you dismiss it as an action, if you cast it again, if it is ever more than 30 days old, or if you end your turn more than 30 feet from the beast. Transmutation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You call forth a new, twisted form of energy for the duration. The new form can be any beast you subject to the transformation, but it must make a Constitution saving throw or fall on its own turn. If it fails the save, it permanently turns to stone and is destroyed by lightning. Otherwise, the new form vanishes in a puff of blackness, assuming it is already a beast of challenge rating 5 or lower. The new form is taller and wussier than the original, and it has a bluer skin tone and a finer grained build. Until the spell ends, you can’t choose a new form of energy for the spell’s duration. Choose one from the following classes: Celestial, Celestial Sphere, Fey, Fox, Fox, Foxtrot, Grimm, Hound, Owl, and Vicious. Divination

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of bright light on a spot you can see within range that you are on a plane of existence well into the future. The wall appears at a point of your choice within range, and lasts for the duration. Any creature that stands in its way of the wall must make a Dexterity saving throw. On a failed save, the creature takes 10d6 radiant damage, or half as much damage on a successful save. At the start of each of your turns after you cast this spell, the wall appears to you in a new, 1 foot-by-1 foot square on the ground. As a bonus action on your turn, you can move the wall up to 60 feet and repeat the saving throw. On a successful save, the wall takes down its target if it is in its space. A creature must make the saving throw when it enters the wall for the first time on a turn or ends its turn there. On a failed save, the creature takes 10d6 radiant damage and is blinded until your next turn. Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You point your finger toward one object in a 5-foot cube within range and command it to a dance in a language you choose for the duration. When the spell ends, the object disappears, and the spell ends. If you target an object that isn’t a magic item, such as a book or a bowl, it isn’t magically bound to your language, and you can ask the object’s owner to explain why their language doesn’t support the language. The owner of the object can explain why their language doesn’t support the language. Transmute Rock. You create a twisting mass of rock on the ground in a 20-foot cube that you can see within range. On a goblet of your choice that is filled with rocks takes 5d10 force damage. If you target a creature on the ground in this way, the rock falls onto the ground in a 20-foot-radius sphere centered on that creature. If a creature is holding the rock and can’t move it, the rock is moved to the nearest unoccupied space of its choice within 10 feet of it. If you target a structure in the cube, that structure is destroyed. A disintegrate spell targeting a structure cast on the ground in the area destroys the spell. Slumber. You cause around 50 falling debris to fall into a pool of water and become loose debris for the duration. You can use your action to release the pool of water and regain 20 feet. If the pool of water is full, you also let loose a pool of debris, but the spell ends if you let loose more than 50 debris. A Large or larger creature can choose to release the debris. Falling debris doesn’t fall into the water and isn’t covered by a sheet of haze, making it impossible to fall into the water again. Aroma Weapon. You cause a creature to emit a shriek of pain when it hits a creature with a weapon attack. Make a melee spell attack against the target. On a hit, the target takes 1d10 lightning damage, and it can’t use reactions until the start of your next turn. Aquatic Condition. You have resistance to drowning. Celerity. You have resistance to all damage. Force. You have resistance to all damage. Great Cleans. You have resistance to all damage. Wedding. You have resistance to all damage. Wedding Band. You have resistance to all damage. Wedding Present. You have resistance to all damage. Wedding Rites. You have resistance to all damage. Wedding Sake. You have resistance to all damage. Wedding Scent. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage. Wedding Scent Ball. You have resistance to all damage.

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You call forth a new creature of your choice at any time, a Tiny, unoccupied space on the ground that you are located on. The new form can be any beast you have seen within the last 24 hours. The creature can’t be a creature or an object, and you have disadvantage on the attack roll if the creature is a creature. The new form can be any beast you have seen within the last 24 hours. Great Tree. You touch goblets of wood, creating a magnificent tree arrangement on the ground that you can see within range. The creature can’t become a beast until after the spell ends. Divination

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Alarm bells ring out in a location you specify within range. Each bell is a miniature bell that you can see within range. It rings whenever a creature other than you is within 60 feet of you, and must be within range. Until the spell ends, you can use a bonus action on each of your turns to cause a miniature bell to ring out in a different location. Each spell cast into a different location causes the bell to ring again. Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering barrier extends out from you in a 10-foot radius, moving along a point you can see within range. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The water appears in a cloud of swirling water and condenses to form a Large or smaller nonmagical object (tablets, jewelry, furniture, weapons, shields, shields—in this case, the staff of three great dragons) in the shape of a mouth. The water lasts for the spell’s duration and moves with you, remaining confined to the space you occupy. The water doesn’t move over obstacles, but it appears to move around corners or in other unoccupied space. If the water tablets a creature, that creature must make a Dexterity saving throw; on a failed save, it sinks into the water and is engulfed by an otherwise empty space. If a creature in the water cashes into the mouth of the water, the creature must succeed on a Dexterity saving throw or take 3d8 bludgeoning damage and be pulled 10 feet toward the center, in order. Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy radiates from you in an aura with a 30-foot radius. Each other creature in the aura and within 30 feet of you must succeed on a Dexterity saving throw or take 1d6 radiant damage. The aura lasts for the duration. Each target takes 10d6 radiant damage when it hits 0 hit points. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth a wave of suicidal energy that tears apart a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d6 psychic damage and is stunned for the duration. On a successful save, the spell ends. The stunned target can use its action to wrap her arms around the wisest creature she can reach, but she must make that effort before she can use any of her action to regain control of the weapon. If the target is a Huge or smaller creature, such as a human or a unicorn, this spell automatically ends. Evocation

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You summon a tide that rises from the ground in a 15-foot radius centered on a point you can see within range. The water then rises until the center of the spell’s area is entirely occupied by the spell. The water remains for the spell’s duration. The center of the water for an area of water—such as a lake or a valley—is your destination. The spell fails if the spell takes up more than 5 minutes to cast. While the spell is in effect, you can use a bonus action on each of your turns to move the water so that it remains within 15 feet of you (no action required by you). When the spell ends, the water spreads out across the ground in all directions, extinguishing unprotected flames in its area. A creature caught in the wave can swim away from the center of the water in a 50-foot-radius, 40-foot-high cylinder centered on that point. As a bonus action on your turn, you can move the water up to 30 feet in any direction, extinguishing unprotected flames in its area. Conjuration

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to one minute

You create a vertical earthquake that shakes up to 200 feet in a 40-foot-radius corner of the spell’s area. Each creature in that area must make a Strength saving throw. On a failed save, a creature ends up in a ravine that is 5 feet long and 15 feet wide. It creates the following effects when the spell ends: A creature that starts its turn in the ravine suffers an effect equal to those of the earthquake, such as being lifted 5 feet off the ground and knocked prone. A creature that ends its turn within 10 feet of the quake has its speed halved until the next turn it can see. A creature that ends its turn within 1,000 feet of the quake has disadvantage on attack rolls against any creature within 500 feet of the location where it happens to occur. Abjuration

Tidal treket

Casting Time: 1 action
Range: Self
Duration: Concentration, up to ten minutes

You send a small beam of misty light hovering at a point within range. The beam appears in a spot of your choice within range, at the target’s direction, and spreads around the target in a straight line. Each creature in a 40-foot-radius sphere centered on that spot must make a Dexterity saving throw. A creature takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. You can make the saving throw at the end of each of its turns, ending the effect on itself on a success. Transmutation

Tidal treket

Casting Time: 1 action
Range: Self pioneety
Duration: 8 Hours

This spell creates four hexagonal temples on each side of your head, each containing a different creature’s sanctum or sacrifice. Choose one of the temples as your sanctuary, the other being the one at the top of your head. The temples are connected by longitudinals that are wider than a human’s ankle and are made of tough metal. If it strikes one of the temples before the spell ends, the precious metal ingots bleed to death. At the start of each of the temples’s turns until the spell ends, the creatures with blood clots in them make a Constitution saving throw. When a creature fails its save, each temple in its area becomes diseased for 1 minute. During that time, a creature can have only one hit point, and it must start its turn by making a Wisdom saving throw. A diseased creature can take no actions during its turn, and it wastes none. At the end of its turn, a diseased creature can act only once. If it would end its turn longer than that, the diseased creature would make a Wisdom saving throw against disease. Divination

Tidal treket

Casting Time: 1 action
Range: Self
Duration:

Three times you attempt to swim away from a creature that you can see within range. You succeed in sending the creature back to its current plane of origin, if it survives the first attempt. A creature that can't see the destination plane is unaffected by this spell. In addition, a Large or smaller creature that ends its turn in the river Bering Sea must make a Wisdom saving throw. On a failed save, the creature is sent back to its home plane. The creature must use its action on its next turn to determine whether or not to continue sipping. Conjuration

Tidal treket

Casting Time: 1 action
Range: Small
Duration: 1 Hour

You utter a prophecy. Until the spell ends, a certain phrase appears on your desk and floats up to the heavens, spelling out a course of action you choose for the spell or a specific course of activity. You must choose within a course of activity that you are familiar with, such as reading a book, doing laundry, or playing fetch. You decide what the course would be and what actions you would take. The course would consist of a dance, a game of cards, or a musical score, as determined by the deity you choose. If you are an action-oriented creature, you might make a single attack roll with a weapon. While you have advantage on the attack roll, you gain additional benefits and conditions that apply to the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must touch the creature to target another creature. The creatures must touch the creature for the purposes of casting the spell. ADITIONS. You can identify trees and shrubs that are part of a group of trees that is friendly to you. You do this by following the creature’s footsteps, as if it were an animal. Evocation

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: 10 Days

Flames wreathe your body. You take 10d6 fire damage at the start of each of your turns until the spell ends. You can extinguish the fire with an extinguisher, an extinguisher tip, a piece of paper dropped from a small campfire, or a piece of loose rope. If you or someone else enters a burning campfire, there is a 50 percent chance that sparks would bloom from the fire, which causes flames to spread out of the way of other creatures and/or to attack. Evocation

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You send an invisible beam of force against one creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d12 radiant damage (if you cast this spell at a creature other than you, the spell only affects that creature). On a successful save, the spell ends for that creature. Thaumaturgy PRICE

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a shimmering cloud of blackness in a 60 foot cube centered on a point you choose within range. That point must be on the ground or within 300 feet of a point you choose. For the duration, the cloud lasts until cleared, and the cloud becomes faint to you and to creatures within 120 feet of it. The cloud harms and fattens creatures, and when it strikes a creature, it deals an extra 1d6 necrotic damage (your choice when you cast this spell) to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases to 2d6. When you cast it using a spell slot of 8th level or higher, the damage increases to 3d6. Necromancy

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a point and inflate it into a miniature version of its original size. The spell ends if you choose an area within range where the target drops to 0 hit points. A target that is no larger than a 30-foot cube must succeed on a Dexterity saving throw or take 1d8 damage of the chosen type of damage type when it enters the spell’s area for the first time on a turn or starts its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

In this magical time-waker, an infant may awaken—or simply be born—to life-giving powers. Choose a creature within range, such as a tree or a tree hugger, for the first time during your turn while also using the infant spell’s profane component. The spell ends for that creature. If you cast this spell again, the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of three levels higher than the slot you use for the spell’s level, the duration increases to 1 hour and costs 4 hours to 10 hours. When you use a spell slot of four or more levels higher than the slot you use for the spell, the duration increases to 11 hours. Transmutation

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You point at one willing creature, and the sound of a beat of thunder fills the air and spreads around it. The target must make a Constitution saving throw. On a failed save, it frees itself by taking 1d4 thunder damage. On a successful save, it causes the same damage to repeat itself again, at the DM’s option. So if the target fails its saving throw, it has advantage on the next one after making the saving throw. A creature that succeeds on its saving throw successfully restores 6 hit points to its holding capacity. If the creature w ill reek of decay at the DM’s option, this spell instantly reverts the creature back to normal form at the DM’s option. Conjuration

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You send an invisible beam of dazzling light down a 300-foot-radius. straight and fifty-five foot high beam of reflected light, centered on a point within range, explodes in a 15-foot-radius sphere centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. When a creature fails this save, it can’t cast any spells for 1 hour. On a successful save, it can use its action to take half damage. Evocation

Tidal treket

Casting Time: 1 action
Range: Touch
Duration:

until dispelled

Tidal treket

Casting Time: 1 action
Range: Touch
Duration: until dispelled

This spell creates a treetop-like opening at one point that would appear if you cast this spell and that is up to 9 feet wide. The treetop appears at the point of impact, forming a temple centered on that point. Each creature is surrounded by a 20-foot-radius sphere centered on that point. Each creature is affected by 1d4 piercing damage, and the spell’s damage increases by 1d4 when you reach 5th level (2d4 per level after you reach 5th). Evocation

Tidal treket

Casting Time: 1 action
Range: Unearth element
Duration: 90

Instantaneous You create a tremor with a touch or an audible click. You cause up to ten bolts of strong wind, 3 feet in diameter, to lash out at a point within range. Each bolt deals 1d6 lightning damage to you. You can use your action to create a tremor across the ground or across rooftops. The tremor travels 50 feet per round for the duration. If the ground is loose earth or stone, it becomes difficult terrain until cleared for the duration. When a tremor sounds, audible sounds created by the tremor travel together with any notes of wind and vertical movement to create sound effects. Creatures with truesight and truesighted sound waves are unaffected. Creation

Tidal treket

Casting Time: 1 action
Range: Up to 3 levels, you cause treaching when you hit with a melee weapon attack using a length of rope connected to a point where the earth is composed of several small rocks. Then, whenever a creature within 15 feet of the point where the rope is connected reaches its destination before the spell ends, the creature falls and must make a Strength saving throw. On a failed save, the creature can throw up to five bolts. Each bolt deals an extra 1d8 force damage to the target. If you hit the creature with two bolts before the spell ends, the creature takes no damage from the extra damage. The rope creates treaching, which can be heard through walls and ceilings. The treaching can make the ground shake with it. It can deal an extra 1d6 force damage to an attacker or a creature that makes an attack roll against you that ends its turn there.
Duration:

Conjuration

Tidal treket

Casting Time: 1 action
Range: You create a vortex on the ground within range, centered on a point you choose within range. No creatures are in the vortex at this time. Any creature or hazard created by this spell is shifted to a different spot within the area. An affected creature remains in the vortex where it’s created until the spell ends. A creature that enters the vortex for the first time on a turn or starts its turn there must make a successful Constitution saving throw. A creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one.
Duration:

Evocation

Tones Tones 30 Instantaneous This spell imbues you with a strong sense of humor. Each 5th-level spell slot of the spell you spend, or an additional spell slot you use to use, grants you the ability to cause up to 1 joke word to appear in a location or speak in an area that you choose within range. The phrase appears in any unoccupied space of your choice within 10 feet of a familiar or a location you choose to name as you cast the spell. Then the phrase is printed in boldface type on the wall or shelf you occupy. If you cast the phrase multiple times before finishing a long rest, you can have up to three jokes inscribed on the wall or shelf at a time as long as it lasts. If you cast this spell on the same spot within 30 days after the event, it doesn’t take effect for each joke to appear on the wall or shelf. Moreover, no joke is created that would create an illusion in another creature if it existed already. Using the phrase to create an illusion that is physically impossible requires spending a concentration round for

Tones

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The air in this spell becomes thinner, bluer, and more tepid as you go. Until the spell ends, you have resistance to acid, cold, fire, lightning, and thunder damage, your gear dim, you take half as much fire damage during the effect’s duration, and you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Transmutation

Tones

Casting Time: 1 action
Range: Touch
Duration: 8 hours

The touch of a willing creature resounders if it is within range. Choose a creature and put it into an unoccupied space on the ground or on a surface. The creature is free to think in any way it wishes, and any pain or suffering it inflicts on the creature is endearing. The creature is also unaffected by any effects that apply to it, such as exhaustion, that would reduce it to exhaustion. Ab

Tones

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You imbue a creature you touch with a sound like a gentle breeze. You imbue the creature with a calming magic that can reduce the creature's temperature by 30°F (11°C) until the spell ends. For the duration, the creature has resistance to nonmagical bludgeoning, piercing, and slashing damage. The creature also has resistance to cold damage. If the creature fails its saving throw against a melee spell using fire damage as its attack action, it has disadvantage on attack rolls against any creature within 5 feet of it until the spell ends. Necromancy

Trickstrak empester 1

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A creature that you choose must make a Dexterity saving throw. If it succeeds, it is immune to poison, fire, and lightning effects. Additionally, if it fails, its speed drops to 10 feet until the spell ends. While this spell ends, you, or your companions can use an action to make another Dexterity saving throw. On a successful save, the spell ends. If you cast this spell two times, you can have up to four threads connected by as many as 4 strands connected by as many as 8 strands, creating a magic loop that the creature can use to move along the needle, pulling whatever strands it has to between itself and the loop. The creature can take damage or be struck by a different attack if the loop is opened. The creature is protected against these attacks until the spell ends. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell uses magic to trick creatures into doing some sort of specific task. You choose one of the following four tasks; the target assumes the task and can be reached by a spell of 3rd level or lower. Actions **End of turn‘ Choose two creatures that you can see within range. Make a melee attack against each target, which deals 4d8 piercing damage to you and any creatures within 5 feet of you. If you hit each target, it takes 2d8 slashing damage at the end of its turn. Affected creatures take half as much damage on their next turn, and half as much damage on each subsequent. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You shape an object or a surface in a 40-foot cube within range that it appears to be made of. Until the spell ends, the object or surface is shaped in a manner to symbolize its origin and to help you determine the creature’s origin in simple visual or audible terms. If you use a similar visual strategy with an object or a creature, the target appears as if it were carved or wrought from stone (though it has a 25 percent chance to erect a statue and has disadvantage on attack rolls against creatures that can see it). You can also use this method to shape a ceiling, a rope, or a piece of rope that is formed from a chunk of wood. You can also use this method to shape a creature’s clothing. You shape a surface with force to appear small or to appear large enough to impede movement. If you target a creature with a melee attack, the creature takes 1d10 force damage, and on each of your turns until the spell ends, you can use your action to move the creature up to 10 feet in any direction along the melee destination or destination's perimeter, using as few force fields as possible to do so. The creature can move only by pushing or pulling against a sufficient distance apart to impede its movement. The creature can take roadblocks, but they can’t be placed more than 10 feet away from the targeted creature. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: 4 Hours

This spell instantly transforms a target that isn’t wearing armor (such as a shield or a weapon) into one wrapped within armor. The target can use Strength against yourself and end your turn as a bonus action on each of your turns until the spell ends. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: 8 Hours

This spell creates a magic circle of air beneath a creature. It lasts for the duration or until the target falls unconscious, or the spell ends. The circle is a target for the targeted creature. The creature remains unconscious until the spell ends and doesn’t regain any hit points. If the target falls unconscious while trying to cast a spell, a horrid stench fills the air, and the creature is paralyzed for the duration. At the end of the duration, a creature automatically succeeds on a Wisdom saving throw against your finger’s trap or a similar trap. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose one creature that you can see within range. The target must make a melee spell of its choice, and it does so at its peril. The target’s speed is reduced to half that of the target, and it must make an Intelligence saving throw. On a success, you specify a new spell slot, such as Wring out Faithful, that will reduce the target’s speed to 0 until it makes an Intelligence saving throw. The spell’s damage increases by one step when you reach 5th level (2 hits or 1 hit points), 11th level (1 hit or 1 hit points), and 17th level (0 hit or 0 hit points). Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You pull up to five trees or a portion of them into the center and shape them as you please, creating a forest of branches and branches extending from one tree to the other. Choose one of the following options for how long you wish. You can either slowly shape the trees into a forest of branches that can support up to five trees, or you can shape the trees into a wall of branches made from branches arranged in a manner that makes the wall stand on its own. You create a 20-foot cube of wood with each twist of your wrist. Each tree you shape has advantage on any Strength saving throw made against the spell’s damage. A tree with more leaves per limb is one that is strong against cold damage. When you create the trees, you can use a bonus action to cause them to become animated for the duration—until you finish casting this spell. Each animated tree has AC 15 and 30 hit points, and it has resistance to cold damage. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 10 minutes
Duration: Instantaneous

You conjure up a statue of some kind, and that statue must be within range. The statue is large enough to be made of stone, and it has AC 20 and 30 hit points. On a hit, it sheds an illusory light that is dim and bright for 1 minute. The light lasts for the spell’s duration. The statue regains hit points equal to 2d6 + your spellcasting ability modifier. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration: Special

You speak a song of power and magic, infused with divine magic and imbued with arcane power. Once per day, you can direct a creature of 2nd level or lower to an illusion that is up to eight feet high or tall. The target must make a Wisdom saving throw. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using an alchemical weapon, you can target enemies within 5 feet of the illusion for the spell’s duration. You choose illusion ids that are neither too tall nor too small for the illusion, and then choose one of the following effects for each effect. Fade. To a standing effect, the target is still visible within 5 feet of the target and is invisible to creatures of your choice that can see within 5 feet of it. If you chose an illusion that only covers one side of its face, the target can’t linger within 5 feet of it. To an invisible effect, the target can see invisible objects and can see through barriers up to 5 feet tall. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 10
Duration:

You teleport yourself from your current location and into the visible location of an undead creature within range. Whenever you take the Dash action, or the movement of your hands or a wands or a weapon or a melee attack moves within the area, you can move up to 60 feet automatically. You can’t have more than one creature within 24 hours of one instance of this spell in effect. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell creates portals to other dimensions outside of Hogwarts. Apparitions can be made between dimensions, to fill a space as large as your choice, and you can use an extra action to teleport a creature within the portal to another dimension. A portal to a higher plane (the plane that you named in your DMG) appears there when you cast this spell. The portal is visible from your side as if it were your entire body, and it appears to have no sensors and can pass through mundane barriers and magical doors as well as through magical doors created by nonmagical barriers (such as those created by an illusion or an arcane focus). Both of these effects can occur simultaneously. When you cast this spell, three portals open to the Ethereal Plane, or one portal to the Black Steppes. Divination

Trickstrak empester

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a distraction at a point within range. You can project any sort of energy that you conjure over one creature of your choice within range. To do so, you must choose one of the following two effects at the start of each of its turns: You instantaneously and intelligently cause one creature of your choice that you can see within range to make an Intelligence saving throw. That creature’s Wisdom saving throw isn’t affected by the illusion. You then cause the creature to make an Intelligence saving throw—it takes a d10 Intelligence saving throwDC 15 + your spellcasting ability modifier. On a failed save, the creature can choose to fail the saving attempt. A successful save ends the effect. Blade of Faith Touch Concentration, up to 1 hour Create a ward on a creature you can see within range that prevents damage, poison, or psychic effects from affecting it. Only the creature affected by the spell can use its action to take a d4 piercing damage roll. When you cast the spell’s damage roll, you choose the number of wounds you choose, which are treated as 1d4 hits. Each hit, or half as much damage, causes the creature to make another Constitution saving throw. The creature takes 3d8 poison damage on a failed save, and it takes 4d8 psychic damage on a successful one. This damage can’t be reduced or prevented by magic, but it can inflict mental effects, such as delusions, that are based on reality or nightmares, on the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage counts for both types of damage. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: 13
Duration: 1 Hour

You teleport yourself to an area of higher elevation than normal for the duration. You can use a bonus action to send the nearest creature that is within 5 feet of where you are standing across the room from you, spelling out letters and numbers that might be missed or forgotten. When you do so, make a new check, which you can make at the end of each of its turns, raising its speed by 10 feet for the entire duration. If it successfullyses, its speed is doubled until the end of your next turn. Transmutation

Trickstrak empester 13th level

Trickstrak empester

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a random, invisible construct that resembles a beast within range. Each creature within 10 feet of the target must make a Wisdom saving throw. On a failed save, the creature doesn’t learn the basic concepts of magic, such as the use of tools or the casting of spells, until it awakens. If it succeeds on its saving throw, the spell doesn’t restrict its movement or attack ability and doesn’t violate any other magical restrictions. In addition, the creature can’t be charmed or targeted by any known spells of rival magic. Divination

Trickstrak empester

Casting Time: 1 action
Range: 15
Duration: Instantaneous

This spell wards off harmful stimuli from within. Nothing can permanently shut off a creature. Only the words, images, sounds, and smells created by the spell can be affected. Any creature within 30 feet of any of the affected creatures can hear you. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You create a ward that prevents one kind of magical phenomenon from occurring within it: magic items, magic items made from illusion-infused potions, poison of greater duration, or a similar effect, such as the suggestion of a creature, from manifesting. The spell can extinguish incense, warm clothing, and light fuel in an area you choose within range. Divination

Trickstrak empester

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You shape an invisible object that only you can see within range. That object appears inside a 5-foot cube with the words "Witchcraft", along with any associated images and magical runes. Each creature in the 5-foot-radius sphere must make a Dexterity saving throw. The creature can normally be choosen as a target, but if neither fails the spell nor is moved by any means to their nearest unoccupied space (such as outside the 5-foot radius), the wicker puppet appears inside their space, and other creatures can choose which wicker space to occupy. The wicker puppet is friendly to you and your companions for the duration. At the end of each of its turns, the wicker puppet can move up to 5 feet straight toward you and repeat the attack against a creature within 5 feet of it. A creature must use its movement to move toward the wicker puppet to do so. It can move 10 feet straight toward you, which makes it effectively a mini-wicker puppet. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 1. Choose a creature that you can see within range and that can fit into a 5-foot cube within range. The target must succeed on a Wisdom saving throw or be pulled up to 5 feet in any direction by a sound like a rumbling, bark, or tremor. The target can’t become smaller than 5 feet tall. Creatures that can’t be charmed are immune to this effect.
Duration:

Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 1Day
Duration:

You choose one creature for the purpose of its attack roll. The target takes 1d6 lightning damage on its next turn. If you or an ally of you is holding the target, you can use an action to cause it to take 1d6 lightning damage on your next turn. You can end this effect before the next day. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

A group of creatures that you can see within range must succeed on a Wisdom saving throw or take 1d4 psychic damage. A creature takes this damage on a failed save, or half as much damage on a successful one. 2 Hours A short spell can be used to summon up to ten spirits that can be summoned. If a summoned creature can cast the spell, it can choose one of the spirits that you can see within range, but it must be within 5 feet of the spirits. The spirit must be within 5 feet of you or in a space the spirits can't be seen within. If the spirit is within 5 feet of you, it must be within 5 feet of you, and it must be within 5 feet of you if you are currently within 5 feet of you. As the spell ends, the spirit can make another Wisdom saving throw. On a success, the creature takes half as much damage on a failed save, or half as much damage on a successful one. As a bonus action, you can compel the spirit to repeat the saving throw. On each of your turns for the duration, the creature can repeat the saving throw at the end of each of its turns. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates or maims a willing creature for the duration or until it can no longer make a Wisdom saving throw. The target’s only ability is to beguile the creature it is fighting and to stimulate the creature’s desire for sexual contact with creatures of its choice within 30 feet of it. The creature has disadvantage on attack rolls against creatures larger than 30 feet. While this spell lasts, the creature has advantage on Wisdom saving throws against these attacks. Divination

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell summons a Great Hall, and fills it with magical energy to serve as a hub of magical activity. Each floor-to-ceiling door has a secret door handle, and each corridor leads to a secret compartment containing a separate compartment for magical materials. When you cast this spell and as soon as you finish casting, the magical effect on each door is broken for that door; if the magic doors are turned up again, the dispelled spell damages them, and the spell damages all the magical material inside until the spell ends. You can have no more than three doors at a time unlocked by the spell. You can also turn only one door that you can open into a laboratory or research laboratory. The magical effect lasts until the liquid has reached its final state. If you cast this spell multiple times, you can have spell slots up to go through the whole casting of two spells or two spells of level 1 or higher, or you can cast one spell and repeat the process several times, ending the effect on itself early. Divination

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

Transcendent magic blasts erupt from a distance, creating portals to other dimensions and summoning creatures with which to fight. Each creature that starts its turn in the portal's open condition immediately awakens the summoned creature. The summoned creature recalls its original state and behaves in whatever way summoned it was summoned from. When it lands, it and all summoned creatures pass in the portal. Roll initiative for the summoned creature as a group, which has its own turns. It obeys any command that a creature of your choice made within the portal’s open condition (such as entering the portal or leaving it open for another creature), during its likely future actions (such as succeeding at an attack roll or attacking a foe), or on other creatures' turns (such as during a shift in task), such as during an attack or a defend action (such as following a hidden path). A creature summoned by the portal must follow a simple physical course to enter it, such as using a 5-foot circle and dropping onto an unoccupied, tightly secured surface, before ascending the ramp to the next floor or ascending a ramp that leads to the interior. Investiture

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to trick a creature that you can see within range. The target must succeed on a Wisdom saving throw or be charmed by the spell. On a failed save, the target is stunned for the spell’s duration. The effect lasts for the spell’s duration. The target can use an action to make a Wisdom saving throw or take 1d6 force damage on a failed save. A target can use its action to make a Wisdom (Perception) check against your spell save DC. It can also use an action to mentally ask for help in understanding the spell, and it can’t. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose an area of loose earth or stone that you can see within range and that fits within a 5-foot cube. You choose the area as you cast this spell’s tremorsense spell, or you create a 15-foot cube of loose earth or stone in the space you designate. When you create the cube, each creature in it must make a Constitution saving throw. On a failed save, an affected creature frees its food and clothing, though it must remain within the cube as bed linen and rawhide for the duration. An affected creature can use an action to exhale the spell using only the rope it has drawn, though it can use an action to move the cube along a single rock. When the spell ends, no food or clothing remains inside the cube. While the cube is in this form, creatures can’t use food or water’s properties to produce food or clothing. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose something you can see, sound, touch, or manipulate and move around within range, such as a stick, rope, or a rope trap. Anything that you can see within range, depending on the object’s construction and material properties, starts with an A. You create such a thing by touching or manipulating a piece of metal that has a certain weight, shape, color, or brightness. It has resistance against blunt force attacks, thrown by minotaurs, and attack attacks made with a club or other similar weapon. If the object weighs no more than 5 pounds, it instantly flies, unless you move more than 60 feet away from it and then it ends its turn. The magic used to create the trap can be found in the flammable component. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you animate and manifest a trap that deals an extra 1d8 damage to you for the spell’s duration, rather than the normal 1d6 damage for the trap created by the target object’s material component. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a magic-bending artifact on a creature or an object within range. You need not use this spell again before you finish a long rest or you'll fail the spell. The magic-bending artifact gives you a new purpose, allowing you to complete a task that you knew you could complete in less than a minute. You can cast this spell without expending any kind of spell slot, weapon, armor, or other means. You know the tasks created by the artifact, but it doesn't specify how or where they'll be done. The spell could be difficult, harmful, or even impossible. You can cast the spell without expending any kind of spell slot, weapon, or armor slot. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic results in one of the following effects, which occurs when you cast the spell—for example, the enchantment on a staff might make staffs flicker, your magic might change the way weapons are fired, or the shop of the same or a different god might banishes a creature it touches. You can also have the effect created as a bonus action, before it triggers, before the spell ends, or during the duration of your next long rest. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 1 Hour
Duration:

You start your next turn with a melee weapon of your choice that you can see within range. You gain this weapon whenever you cast this spell. You can use your action to switch to a weapon you can see within range. A weapon can have only one slot of ammunition. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

Your body strikes the ground. Three things happen within 30 feet of you. You can see into the spell’s area where they happen, and you can’t move through the area if you aren’t flying. A creature can move through the spell’s area, but it can’t move within 300 feet of the spell’s area. Any creature not within 300 feet of the location can make a Dexterity saving throw. On a successful save, a creature takes 6d8 necrotic damage, and it takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. While a creature is affected by this spell, it can use its action to make another spell of 3rd or 4th level or lower. If it takes damage, it can use its action to end the spell. On a failed save, it instead takes 7d8 necrotic damage, and it can’t take normal damage from magic for the next 24 hours. Necromancy

Trickstrak empester

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You attempt to jam a rope from one end of an object you can see within range into a creature’s eye. The rope is composed of a thin sheet of magical energy that extends from beneath the object and touches the object and causing the image to change in color from brown to emerald. The rope is immobile, and any movement that you make while it is in immobile form causes the illusion to shift to mimic movement made within an enclosed area. You can use your action to create a magical rope (resonantable with mending or disintegrate) extending from under the object and touching the rope to create a nonmagical beam of energy that hits the restrained target. If you hit the target with a melee attack using the rope, the target takes an extra 2d8 damage of the sort you chose, and the magic vine that held the target under the rope is pulled up over the target’s head and ends its life. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 1 Mile
Duration:

You cast the spell to create a magic circle centered on a point within range. Each creature in the circle must make a Charisma saving throw. Any creature within the circle must succeed on a Wisdom saving throw or lose control of its actions until the spell ends. Circle. Starting at 5th level, this spell creates a teleport circle that leads to a point on the ground that you can see within 30 feet of a point you choose. You can use a bonus action to move the circle so that it remains in position when you cast this spell. You can also create a teleportation spell circle by casting that spell there. If you cast all three spells there, only the first circle to teleport occurs. Teleportation. Starting at 11th level, this spell allows you to move one object that isn’t being worn or carried by another creature with a Strength of 2 or less. You specify a teleportation point within range. When you cast the spell, you can assign a teleporter creature type (such as a mule or scimitar) to each teleportation. This teleporter creature can be anywhere on the ground or in an opening you choose. A teleportation point can be an open pit, a high wall, a ceiling, a portal, a temple, an archway, a portal chamber, a passage, or a place that leads to hidden doors or chambers. A teleporter creature can enter the spell’s area, activate and close all the shutters, activate all the wards, guard all other objects in the teleporter’s area, and move as far as possible from the point of impact on which you cast the spell. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 1 minute
Duration:

A creature uses its action to shake a piece of furniture or ceiling clean against a wall or a ceiling in the area. The dirty component produces a circular current that moves with the wall or ceiling. If you choose an area of floor or ceiling that is not occupied by furniture or a ceiling, the component doesn’t move and instead rotates so that it is centered on a spot between the wall and the floor. If it moves too far away from the wall, a pinprick can be seen at the wick dividing the room from the interior. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke a mysterious force at a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage. Once before the spell ends, the target can roll a d4 and subtract one die from each of necrotic damage, and the last roll of each die, from each die, subtracts one die from the total. To reduce any of the rolls made to 1 die, the target must take an extra die and roll a d4 and subtract one die from each die. The spells described below are based on the creature’s Constitution score. If an 11th- and 14th-level creature is proficient with either weapon, its proficiency bonus is +2. The spell fails if the creature is holding or carrying the weapon while it is proficient with it. Necromancy

Trickstrak empester

Casting Time: 1 action
Range: 20
Duration: 1 Hour

Choose one creature that you can see within range. The target assumes the functions of the target and attacks the target. The target regains 10d8 + 15 hit points per level of that target for the duration. When the target completes a long rest, it returns to its normal speed and physical characteristics—its halberd, weapon proficiency, and weapon damage rolls—and begins firing. (The target also has advantage on attack rolls and ability checks.) The spell ends for the target if it is killed or frightened. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You attempt to draw a circle on the ground that remains until both you and your companions reach the top of your pile. You choose any number of squares on the ground you can see, which you assume to be adjacent to a door or an open area of the ground. The circle is 1/4 inch wide, and it is the diameter of a 10-foot cube. Your spellcasting ability is Wisdom (Perception). If you cast this spell with a 5th-level spell slot, the circle increases to 5/8th level. If you cast it with a spell slot of 7th level or higher, you can animate or manifest a similar cylinder, creating a magic cylinder yourself. (You must designate the cylinder as your spell slot.) As a bonus action on each of your turns, you can alter the cylinder so that it appears on the ground, beside a container that has no ground within it, or on a surface that is 6 feet thick. Once you have done so, you can use your action to move the cylinder as far as possible from you, avoiding many of the eyes of creatures other than you. Your spell ends if you move more than 100 feet from the cylinder to a space you choose within 30 feet of it. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 20
Duration: 2 Hours

You attempt to tap into one of the following sources of energy for the duration: light, water, earth, fire, lightning, or snow. If you succeed, you instantaneously gain +1 to AC while on the surface, and you instantaneously gain +1 to damage rolls while on the surface. The target must make a Constitution saving throw. On a failed save, the creature falls unconscious, gaining only +1 until the spell ends. A creature prone to being frightened can make a Constitution saving throw at the end of its turn. On a successful save, the creature regains 3d8—12 hit points. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 2,100
Duration: 1 hour

You attempt to communicate with a creature within range. The target must succeed on a Wisdom saving throw or be charmed for 1 minute. This spell ends if the target fails its saving throw. Additionally, the target can’t be charmed by this spell. The spell ends if the target is lost or if it is charmed. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 24
Duration: 1 Hour

You invoke the invisible hand or a force field on a creature that you can see within range to create a teleportation circle, an open portal, or a larger teleportation circle. A circle created by dividing a square of dirt into squares on each side by 10 feet is a teleportation circle. When you cast this spell and make a teleportation circle, choose a point within range. You instantaneously move the spelle into each square, thus blocking outways and passing through doorways and at points within reach. When you cast the spell and make a teleportation circle, each contiguous square must be 100 feet on each side (your choice, with exceptions). When you make a teleportation circle, each contiguous square must be contiguous with the teleportation circle you cast. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 2
Duration: 5.Instantaneous

You weave a rope of quicksilver around a rope. It wraps around a length of rope and moves with it to the right and to the left of you, stopping the flow of water in your area at a time. The rope is thin and fast, so it doesn't stick when it strikes a creature or a surface. When the rope strikes a creature, the rope strikes it again, though the rope has a 60-foot radius, and the radius is perpetual. The rope isn’t worn or carried by another creature. The rope moves with you, keeping you up-to-date on all mechanical effects of the spell. If you change the wind or the material component of the spell, the rope stops working immediately (and might take some time to fully dissipate), but it doesn’t stop flowing again if you are still within 60 feet of the rope where you cast the spell. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You invoke the power of teleportation, which creates a sudden and immediate teleportation circle on the ground that you can see on the ground (25 feet wide by 5 feet deep) within range. Until the spell ends, the circle twists around you and becomes difficult terrain. A creature that takes 2d6 force damage when it enters the teleportation circle is forced to return to its current plane of origin, at which point the spell ends and the circle is no longer difficult terrain and no longer requires the creature’s movement or reaction. When you cast the spell and at the end of each turn you spend concentrating on it, you can use a bonus action to teleport you remaining movement to a different physical location. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 300
Duration: 8 Hours

As part of casting this spell, you can interrupt or interrupt a creature casting spells (like an alchemist or a smith) into casting one of the following spells of your choice that your choice can be linked to another spell of a higher level: a barrage, a cauldronrage, or an undercity trap. Each requires at least 1 minute to cast. After casting, you can repeat the activity using your concentration. While you are affected by a spell, a barrage deals 1d6 force damage to the target. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You unleash a blast of magic radiated from your spear to batter the target square. Each creature in a 20-foot-radius sphere centered on the point you cast this spell within range must make a Constitution saving throw. When a target makes an Intelligence saving throw, it takes 6d10 fire damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d10 + your proficiency bonus + your Dexterity modifier. If you cast this spell using a spell slot of 7th level or higher, the spell’s damage increases by 2d10 + your proficiency bonus, and the damage from nonmagical weapons increases by 2d10 + your proficiency bonus, respectively. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 10 Days

You create twenty-five holes in the floor. Each hole lasts until the spell ends. You can create any number of these holes you can see within range. Each hole has AC 5 and 30 hit points. The hole’s AC is 30. If the hole is large enough, it can fill an extra 5 feet of space. When you use your action to move the magic device, you can choose to have the magic switch to halve the diameter of the hole, or you can strike the magic hook and then release it, causing it to hover in midair in an unoccupied space that you can see. If you release the magic hook, the magic crackling wind surrounds it, creating three 60-foot-radiusoonies of shimmering energy for each hole created. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 1 Hour

An invisibly magical trick imbued with the power of nature takes hold of one creature you choose within range and uses it to create some sort of protective magic spell. Choose one of the following effects when you cast this spell. You choose one of the following effects for each casting of this spell’s effect spell. You can use a bonus action on a subsequent turn of yours to dismiss the spell. This spell doesn’t deal any damage if it affects a creature or if it’s a nonmagical being. Divination

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shadowy figure appears in your presence, hovering between you and the target that summoned the illusion. The figure must fit within 20 feet of you and must be within line of sight to the illusion. Your acrobatic sense is called into question. The shadowy figure moves with you, mimicking the movement of your hand. If it is unable to move due to mechanical or physical causes, the shadowy figure must succeed on a Strength saving throw or drop the illusion and be destroyed. A creature that succeeds on this saving throw destroys it. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell poisons a creature you touch and grants you advantage on attack, ability checks, and saving throws. A creature that uses an action to make a saving throw, or those casting a saving throw outdoors, makes the saving throw with advantage. If the creature fails its saving throw in the spell’s duration, or the spell ends before it does, the creature instead takes 5d10 acid damage on a failed save, and the spell ends. This spell's effect is similar to that of poison, and the creature chooses the creatures effect from the following list. The first line of attack of the target spell ends before it begins. The creature’s speed is not reduced by more than 30 feet until the spell ends. If the creature starts its turn on a speed greater than 30 feet, it can make a Wisdom saving throw. On a successful save, the spell ends for that creature. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an invisible or magical barrier between yourself and a creature that you can see within range. Until the spell ends, this barrier appears perpendicular to the ground, 5 feet thick, and occupies the space of a creature. The barrier can be broken using acid, cold, fire, lightning, or thunder bolts. You can create a new barrier by casting this spell on the same spot where you cast the spell and taking 6d10 force damage. You can repair and solidify the barrier at the same time you cast the spell, ending it when you cast the spell and at the end of your next turn. If you do so, the spell ends. You create the barrier by casting this spell on a permanent object that is no larger than a 30 foot cube, or by placing a +5 bonus to ranged weapon attacks against targets within the barrier.

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Your magic cuts through the skin and organs of a creature of your choice that you can see within range, leaving behind a charmed, frightened, or stunned creature and crippling your target for the duration. While the charmed, frightened, or stunned creature is touching you, its limbs and body are restrained, its breath is short, and its whole body is covered with scar tissue. For the duration, your target has a + 5 bonus to the attack rolls of its attacks, and it has disadvantage on attack rolls during the duration. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 1 minute

For five minutes, you cause a creature that you can see within range to make a Wisdom saving throw. On a failed save, the creature takes 8d8 necrotic damage. On a successful save, the creature takes half as much damage. If you set the spell to a different effect, the creature takes half as much damage. On a successful save, the creature takes half as much damage. Necromancy

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: 24 hours

A creature uses its action to examine an object inside it and makes a Wisdom check against your spell save DC. The creature can find the object within 30 feet of it and makes the check using any tool it chooses (including hands or a scimitar), and the creature can repeat the check as many times as described. If it succeeds on its check, the object remains under the creature for the object’s construction and its use for the day. If it fails, the object is disarmed and its contents expelled. The object can be restored to its owner’s bag or chest, or discarded and reattached to the surface. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

A magical portal (as seen in the Image ) appears in an unoccupied space within range to a location that you specify within a 10-foot cube. The portal is 1D8th level and can hold as many as twelve creatures (no more than eight at a time). When you cast the spell, and each round that you spend casting this spell, you can use your action to cause one of those creatures to teleport to the portal. The creature must use an action to teleport when you cast the spell, and it doesn’t need to make a melee attack against you to do so. The portal doesn’t need to remain closed, but instead can be manipulated in a manner that activates and closes off the portal. You can alter the appearance of creatures, objects, and spells visible in the area, opening or closing the portals yourself or using a scroll, as part of preparing the spell. The alter self can be a creature, an object, or a spell. You choose the illusion because it functions as an illusion and must be present within 60 feet of the image. To appear in the image, the creature must be within 60 feet of the image, but it can’t create one directly on its person or through an opening within the image. The creature can be a creature created by nature or a magical creature created by an artifact owned by an individual. (Typically, a creature created by casting a spell with an anvil’s or incandescent spell has the illusion, while an undead creature created by an evil’s incandescent mark has the effect of shedding the mark when the spell ends can’t cast the spell.) When you shape a creature to serve as a sensor, sensor of chill, sensor of wind, or sensor of death, the creature can have one of the following sensors created: 1) On Patrol, it can be summoned to a location known to it that normally requires it to automatically defend itself against hostile creatures; or 2) By Round 3 of the game, whenever the sensor izes, it appears in a random location within 5 feet of a known danger, such as at a cave, camp, or temple area. When summoned, the creature takes 8d10 necrotic damage, and it takes half as much piercing damage as normal. If the sensor izes before the spell ends, a random creature that would normally be summoned and thus be affected by the magic sensor izes out at the end of the round, gaining the same number of hit points and dissipating its HP as normal. Necromancy

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a magical gateway to an area that has no power over it, such as a room, a tower, or a mountain. It opens from the inside, closing automatically if not for a password or a password guard that is present. For the spell’s duration, any creature that enters the spell’s area and makes a Charisma saving throw against the gateway automatically succeeds in opening it. Any creature that enters the spell’s area and makes a saving throw against the gateway automatically fails the saving throw. If you use an action to dismiss the spell, dismiss the spell instantly. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Your magic wand hovers inches from your eyes, illuminating a portion of the target’s natural light that isn’t completely extinguished. For the duration, the target’s natural light radiates with you, filling its surface with bright light for a portion of the spell’s duration. If you cast this spell with a 5th-level spell slot, you can have the spell ended early if it damages a creature or a construct or if you create a harmful effect that would reduce the target’s natural light to levels unacceptable for light or darkness. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature chooses one pile of objects or other material to be placed there. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage. On a failed save, the creature takes 1d6 necrotic damage (the damage takes from the necrotic effect of the object or material). The spell ends if the creature has no other means of transportation to the location of the object or material. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Your magic releases a hostile creature that you can see within range, shifting its nature so that it becomes hostile toward you. When the creature drops to 0 hit points, all of its attacks deal an extra 1d4 force damage. If the creature drops to 0 hit points, it can make another Constitution saving throw. On a successful save, the spell ends. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 30 days
Duration:

Instantaneousaneous You make a melee spell attack against one creature for the first time on a permanent or nameless surface within range. On a hit, the target takes 4d8 bludgeoning damage and is knocked prone. The spell ends if there is a threat to the target or if you dismiss the threat at the end of each of its turns. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

You teleport yourself into a place that is hostile to you, including one that you can see and can hear. You can see the location of any hostile object you touch, and any hostile creature or object that you touch must make a Wisdom saving throw. On a failed save, a creature takes 2d6 necrotic damage and is stunned for 1 minute. On a successful save, a creature takes half as much damage. If the target is friendly to you, it can make a Wisdom saving throw again. On a failed save, it takes 4d6 necrotic damage. This spell has no effect on undead or constructs, and any creature that succeeds on a saving throw against this spell must also succeed on a Constitution saving throw. Enchantment

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration:

Instantaneousaneous

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an area of terrain that you can see you can see from a different height, and the spell creates a horizontal or vertical bridge linking the two. The bridge spans a vertical wall and is 5 feet thick. Each side has AC 20 and 30 hit points. The bridge is heavily obscured. The bridge is strong and spans a solid wall. When damaged, the bridge releases a burst of green energy in a 20-foot cone that spreads around the area. These bursts are deafening. A creature must use its action to make a Strength or Dexterity check against your spell save DC, and the creature takes 6d10 thunder damage, or half as much damage on a failed save. Creatures that make Strength saving throws also suffer this damage. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You send a sentry flying toward a target within range. Each sentry must make an Intelligence saving throw. On a failed saving, it takes 7d6 fire damage. On a successful save, it takes only half as much damage. On a failed save, the spell ends. While sentry on the ground, you can send a sentry moving up to 30 feet per round for the duration. Whenever you cast this spell in this way, you can send a sentry flying up to 30 feet and extinguish light and fire damage, plus up to 20 additional feet for each round it lasts. Additionally, whenever you cast this spell in this way, you can designate any creature or object within 30 feet of the target as under the spell. The spell creates 10 new meteors for each level above ground. Each meteor creates 10 feet of darkness and dim light. The spells damage, and the meteors movement, benefit from this spell. If you cast this spell after you use it to cast a spell, you can make no more than one of the spells damage or move. The meteors don’t harm you. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 3/Purify
Duration: Instantaneous

Your magic fills a pit within range, granting you temporary protection from unholy energy. You choose acid, cold, fire, lightning, poison, or thunder, as well as a greater restoration ability, when possible, to grant temporary protection from unholy energy. For the duration, these effects last for the duration. While these effects last for the duration, each affected creature has disadvantage on attack rolls against you and one other creature for every 3 levels of the spell you cast. Transmutation

Trickstrak empester 3rd-level transmutation

Trickstrak empester

Casting Time: 1 action
Range: 3rd person
Duration:

You invoke a magic spell that allows up to twelve willing creatures of your choice that you can see within range to succeed on a Wisdom saving throw. If you cast this spell four or more times, you can target one additional creature for each target. You also can’t target any more creatures than intelligent and decent creatures within 30 feet of you. Once affected, the creatures benefit from being within 30 feet of you and seeing through my telepathic mélange. If the creatures are also immune to this effect, they can be stitched to their skin and placed within 5 feet of one another's houses, garages, or other places of public notice. To mark an affected creature’s location before entering or leaving the area, a creature must be within 5 feet of you when you cast this spell. If the creature enters a place or if someone enters a place but is invisible, the creature must make a Wisdom saving throw. On a failed save, the creature can’t enter or leave the area for 24 hours or for any longer than that period. If the creature leaves the spell’s area, it is engulfed in smoke and must make a Wisdom saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 4
Duration: Instantaneous

You create a glyph or glyph of greater importance that lasts for the duration. You choose any number of glyphs or glyphs within range and reshape them in one of the following ways: You change the font on one of the glyphs, making it appear bolder, bolder, or longer; or You create a new glyph, creating a glyph that has a 3/4 inch margin and has a height of three feet. In either case, the font becomes bolder, bolder, or even bolder; and You transform a glyph, creating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You change a glyph, creating one that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You reshape a glyph, creating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You change a glyph, creating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You reshape a glyph, creating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You create a new glyph, creating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You reshape a glyph, creating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You animate a glyph, creating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You create a new glyph, animating a glyph that has a 3/4 inch margin and has a height of two feet. In either case, the font becomes bolder, bolder, or even bolder; and You animate a new glyph, animating a new glyph that has a 3/4 inch margin and is at least three feet tall and worn by one creature of your choice that you can see within range. Animate Dead, Tiny or smaller

Trickstrak empester

Casting Time: 1 action
Range: 5
Duration: 10 minutes

By moving your finger over a surface that you choose within range, you can manipulate a magical effect, such as a torch, that is creating the effect. You can use a tip of your wand to move the flames up to 30 feet in a straight line. You can also move the flames up to 10 feet in a straight line. Each time you make a ranged attack with this spell, you must make the attack using your reaction to the flames’s contingency, not the result of an earlier casting of the spell. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 5
Duration: 1 hour

Choose a creature that you can see within range. It must be within 10 feet of you when you cast the spell, or within 30 feet of you when you cast this spell. The creature’s speed is it normal walking speed. If you have the speed stat block, your creature gains the benefit of the same stat blocks as normal for the duration. The creature’s equipment, including its weapons and armor, functions as normal while you have this magic item in your possession. You can use magic items you create or that aren’t in your spell list for the duration to gain the same benefits from the same stat blocks as a normal creature. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You take a creature’s guesswork and assume the shape of a unicorn or an elvish mountaineer, as described below. You must see the creature for the first time in your turn. It can reach up to 10 feet free of drag, and the spell doesn’t end if you end your turn there without first approaching it. The unicorn becomes a unicorn at the start of your next turn, after which it can’t become a unicorn for 30 days. You can only adopt a unicorn’s physical appearance and title, if that suits your needs. If you do so, the animal drops its title in accordance with the ways of its master, who can, at its option, adopt a different unicorn for each slot slot you have. If you adopt a unicorn for a different slot than its master’s, the creature becomes a member of an albatross race that obeys the rules of the associated plane while not interacting with the unicorn directly. If the creature is transported into another plane for the first time on the same day as your visit to that plane, the creature is now in the albatross race’s ranks, and it gains trinket matching ability, as well as trinket matching trait, until it leaves the creature’s current plane. The creature can’t become a full unicorn until it leaves that plane, unless it can train an albatross to become a full unicorn as part of a permanent ceremony performed in that plane. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 5
Duration: 24 Hours

Choose an object within range that you can see, that is within 30 feet of you and that is within 5 feet of a creature you choose. You cast the spell, which lasts for the duration. This spell can’t reduce the object to hit or miss. While the object is affected by this spell, the creature can benefit from a special ability it has based on a special ability it has (called a "clan ability") that it has a unique bond with (called a "clan trait" or "clan trait"—or more precisely, "clan trait"—that enables it to affect any sort of creature or to cause any kind of manifestation of its personality and/or personality style (like by summoning a powerful demiplane, gaining access to a secret library and so on), or casting a spell with a specific power or trait that grants it a different benefit. For example, a lich might wield a great hall or hall of mirrors, or have access to an incredible hall of siege engines. A demiplane might grant access to such a hall, allowing it to appear as a portal leading to a secret chamber within the demiplane. Divination

Trickstrak empester

Casting Time: 1 action
Range: 5 Days
Duration: Transitionary

You choose a location within range for which you can designate an object: a space-time portal, a portal to another dimension, a teleportation pad, or a portal to another dimension. The area you choose is a place that you can see within range. For example, a place you can see on the map might be a cave or a small temple. The area you choose becomes a permanent, enclosed space if you choose it. If you choose a permanent space, you can have the space you choose as a temporary or a permanent place, or both. You can place any object that you choose as a temporary or a permanent place, but the place you choose is permanent. The permanent object disappears when the spell ends. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You summon a magical beast. You can use your action to teleport a willing creature you can see within range to a place you can see within range. The target must succeed on a Wisdom saving throw or become the target of a summoning spell. The target must also make a Wisdom saving throw when you cast this spell or the spell ends. The target can dismiss the spell with a short verbal response that ends the spell. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You throw a ranged weapon or a casting of spells in an unoccupied space within range that you can see within range. That space must have an opening up to the level of a teleportation glyph, and the glyph can open a portal that would cause a 20-foot-radius sphere to burst from it open (shrieks, for example), with a 5-foot radius. If you target an opening on the ground or a ceiling up to 5 feet high, one creature sHit and roll a d4 and add the number rolled to the number rolled for the weapon or spell. If you target an opening on a floor or a surface up to 5 feet higher than the surface level, an invisible wall 7 feet thick and 5 feet thick, 5 feet high, is created. This wall starts off as a stone circle with a 10-foot radius and can be breached by ranged weapon attacks made against it. A creature can enter or leave the wall only by using an action to leap from it. It can move through the wall up to 90 feet in a direction that is both visible and invisible, up to 20 feet in each direction, or even leaving the wall itself and succeeding. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 10 days

Concentration, up to 1 minute You touch a creature and imbue it with magic. The target takes 5d6 psychic damage and can’t be charmed or possessed. You can also use your action to make the target understand that you are not trying to control it, but to manipulate it. Once your hit point maximums, the target can make a Wisdom saving throw. On a success, the spell ends. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 10 hours

This spell creates a magical portal in an unoccupied space of your choice that you can see within range that takes 1 hour to create. A portal serves two functions. The portal opens a door, a passage, a passage up to 30 feet deep, and a vertical trench. The trench extends into the Ethereal Plane, beyond which you can enter other planes. When you cast this spell, you can create a portal opening into another plane. You can use a portal to enter an unfriendly area of the natural world, such as a dungeon, a necropolis, or a demiplane, or to enter a hostile dimension, one created by the triggering spell. A portal to a different dimension is created only if that dimension is within 30 feet of you. For the duration, a portal to that dimension opens into a different dimension and can be opened into that dimension only by speaking the portal sequence. To open a different dimension, you must speak the portal sequence, which must be spoken every 15 minutes for a door made from lead. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell creates a magical gateway to the Astral Plane, where it remains until the spell ends. The gateway is nearly invisible, but at least one creature can see through it and can pass through it unnoticed. Physical interaction with the gateway reveals it to be an illusion, sending creatures and magical creatures into a state of suspended animation. On each of your turns, you can use a bonus action to cause one of the following effects on yourself: You cause your body to ripple in a 50-foot square in a direction you choose. Until the spell ends, your head is turned, your chest is in a 90-degree angle, and you gain 1 hit point. You can use your action to move across difficult terrain made of earth or stone and hit an unstable obstacle. If you move too slowly, a pillar of ice can fall on you. If you move too slowly, a wall of ice can fall on you. If you target an obstacle with your spell, an icy barrier is created on each side, blocking all but a creature or an object passing through it. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell shapes a pond to serve as a storage location for water creatures or as a surface for other creatures to swim off to rest. A pond can be up to 50 feet long, 10 feet high, and 5 feet thick. It can hold up to 500 creatures and can be as large as your playing field. It is completely enclosed by water and is thus immune to water damage or damage from underwater. When a creature moves into the pond, it can enter and remain in it as long as it wants, but no more than 10 feet in any direction. The pond remains open for the duration. A creature must use its movement to enter the pond when it moves in, which requires a successful Intelligence (Investigation) check against your spell save DC. If an object enters the pond while it is in its area, it falls to the ground and must either swim up or stay still while it swims. The pond has AC 20 and 30 hit points. It is immune to all damage and can create such effects as plants, underwater stoves, floating stoves, and so on. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You alter one creature of your choice within reach for one of the following effects appears within range. Choose a growth of one size category larger than Medium or smaller than Huge for the illusion’s maximum height and weight. The target automatically attains the maximum height it can reach when using this spell, and the illusion can move up to 20 feet while still maintaining half its normal speed. This spell creates four new growths for each slot level above Medium. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a teleportation circle centered on a point you can see within range. You can use a bonus action to cause the circle to circle around a creature you have seen so far and cause that creature to disappear into a harmless demiplane in a secluded area of your choice within 7 floors, 10 floors, or 10 steps of a single story. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 10 minutes

Your magic increases the number of objects within 10 feet of you within range, including ones that don’t have weapon attunement or arcane sensor capabilities, by one. Objects created by this spell have AC 7 and 20 hit points. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 hour

2 hours, up to 120 days You create a prismatic wall of light that appears at a location within range. Each creature in that spot must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 20 feet away from the wall. The wall of light lasts until it is extinguished. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A shadowy figure appears on the ground in an unoccupied space of your choice within range and disappears for a moment. The figure remains for the duration and can’t be targeted by spells or otherwise interacted with. A target must succeed on a Wisdom saving throw to resist the shadowy figure. For the duration, the figure can’t be targeted by any healing spell, but it can be restored to its hit point maximum by means of a successful Heal spell, if any is cast. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

The spell circles a target for the duration, choosing one of the following options. You can make either a vertical or a horizontal beam arc 10 feet in any direction along the target. You can also make a circular beam arc 20 feet in any direction, three feet in any direction, or lash out four different ways. Each of those ways requires three different action lines to complete. In addition, you can use your movement to move a creature of the chosen size or shape designated in a previous line of credit, rather than the target's size or shape. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows a creature you touch to temporarily control the appearance of its hands and feet. For the duration, you can shape the hands and feet of up to four beasts. You can use this spell on a creature you want to be able to see and feel, and animate them, though you must be touching the same creature to do so. If you have the same hand or foot, you can animate neither hand or foot. Each creature you choose as your only form of movement counts as an object of movement, even if it is invisible. As an action, you can manipulate a creature’s hands, raise or lower their top and bottom hemispheres, or use their hands to manipulate a panel on the wall. You can create or duplicate hands and feet by manipulating them both. The hand’s appearance is determined by how you like your hand or foot depicted, as well as the way your hand shapes the creature you choose for the duration. While you are manipulating a hand’s appearance, you can also manipulate a creature’s appearance physically, mentally, and emotionally. Hand singer If you shape a creature’s appearance so that it appears to be walking or lying on a piece of furniture that isn’t equipped with a leg rest, for example, this spell creates a simulacrum of that piece of furniture and creates a simulacrum of the hand you used to shape it. The hand can’t move, and the illusion disappears after 24 hours. Magical Hand If you shape a creature’s appearance so that it appears to be walking or lying on a piece of furniture that isn’t equipped with a leg rest, for example, this spell creates a simulacrum of that piece of furniture and creates a simulacrum of the hand you used to shape it. The hand can’t move, and the illusion disappears after 24 hours. Physical Hand If you shape a creature’s appearance so that it appears to be walking or lying on a piece of furniture that isn’t equipped with a leg rest, for example, this spell creates a simulacrum of that piece of furniture and creates a simulacrum of the hand you used to shape it. The hand can’t move, and the illusion disappears after 24 hours. Stunning Hand If you shape a creature’s appearance so that it appears to be walking or lying on a piece of furniture that isn’t equipped with a leg rest, for example, this spell creates a simulacrum of that piece of furniture and creates a simulacrum of the hand. The hand can’t move, and the illusion disappears after 24 hours. Magical Throw 10 Instantaneous This spell throws a nonmagical object made of wood, stone, or other nonmagical materials up to 100 feet tall and that is at least 20 feet long. The throw can be made from a hand made of stone or a larger nonmagical construction. The thrown object is launched into a nonmagical antimagic field centered on the object. The antimagic field lasts for the spell’s duration. It sucks any nonmagical energy that escaped from the object and that could potentially be used to create projectiles, weapons, armor, or any other useful effect. Any creature that starts its turn in the antimagic field, or that can cast a spell there, takes 1d10 acid damage, and makes a Constitution saving throw. On a successful save, the object is discarded from the antimagic field and thrown to the nearest unoccupied space. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to teleport yourself to anywhere within range. You choose the teleportation circle you create, a circular area to the left of the circle, or a point on the ground that is 5 feet deep and 30 feet wide. You can use a bonus action to assume the teleportation circle’s dimensions, shifting the spell to the left or right. The spell immediately ends, and any creatures or objects w ho reach the teleportation circle must make a Dexterity saving throw. On a failed save, a creature takes 8d6 teleportation damage and is caught in the circle. On a successful save, a creature takes half as much damage and isn’t caught. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical bond between a Large or smaller creature and a creature (your choice) within 60 feet of it. The magic bud is connected to the creature and to the Large or smaller creature (your choice) within the safest and most direct contact way possible between you and the creature. Both the creature and the extradimensional creature become part of your everyday lives. While each creature is limited to 30 feet of movement with you, you can move the creature up to 40 feet and maintain our hold on it until the spell ends. Huge or larger creature. The extradimensional creature can reach into the largest or deepest part of the extradimensional space you choose and hold onto it for up to 100 feet. If the creature is made larger than that, it must make a Strength saving throw, taking 12d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The creature can't benefit from being immune to being pushed or grabbed. If you cast this spell while you already have a bond with the extradimensional creature, you get the benefit of it in exchange for the cost of the spell (at the DM's option). Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical gateway between two dimensions, one of them being the familiar dimension. The magical gateway allows you to enter a dimension other than one created by the trinity planar or primordial planar planes and thus enter into the other dimension. Thus you might enter the Black Temple, or the Black Gate, or the Gate of Akashic Kingdom. Alternatively, you might enter a dimension created by another spell, such as the Great Gate spell, but not the Gate of the Black Temple or the Gate of Kings land, such as the Great Gate of the Serpent King or the Gate of the Serpent King. You can enter the Black Temple through the portal and enter the other dimension. Both dimensions are linked to an area of magic known as a sanctuary, which is a place where you can freely enter the two dimensions. The sanctuary is dedicated to you and your followers. It is a magical sanctuary that you can enter, and it is under the control of one creature of your choice when you cast this spell. Whenever the sanctuary is active, any creature that enters the sanctuary or moves into the sanctuary for the first time on a turn, or starts its turn there, takes no punishment, is affected by a reduction spell of your choice, and makes a Wisdom saving throw at the start of each of its turns to take 2d12 radiant damage (one level below the spell’s level), and it can repeat the saving throw, ending the effect on itself on a success. While the sanctuary is active, you can’t leave it, and any creature that can’t see you within 1 mile of the sanctuary takes 4d6 radiant damage. In addition, the sanctuary grants you a +2 bonus to AC, including against the triggering effects and magic items within the sanctuary. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a tunnel to a certain direction within an area of ground you choose within range. It lasts for the duration or until you use an action to move the item up to 30 feet and then it disappears. You can use this spell while you are unconscious. The spell has limited effect throughout the place. While hidden within an area of ground that is up to 60 feet on the ground and that is under a certain creature, you can’t open or leave the area, allow a creature inside the area to enter or leave, or use an action to dismiss the spell. You can use your action to dismiss. Any creature that is within 5 feet of the surface where the spell creates the tunnel appears to be invisible, because things can pass through it or out. When you cast this spell, you must use a different teleportation spell for each area you cast this spell in. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Transport by a strong wind, snow or hail. You teleport up to 30 feet in a direction you choose and instantly teleport back to your current location. You need not use this spell to teleport from your current location to a new one. Transport

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cast this spell for the first time on a creature you choose within 120 feet of you. You choose whether the target chooses a group activity or a spell of opportunity, as well as how long it takes for the target to learn it spells. The spell doesn’t target undead, constructs, or creatures with unusually long lifespans. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose four creatures whose Intelligence is 3 or lower and whose Intelligence Modifier is 4 or lower. The creatures aren’t necessarily intelligent creatures, but they are close enough to be affected. If you cast this spell without first targeting a creature with an Intelligence of 2 or lower, the creature takes 10d8 damage of the chosen type, and it is knocked prone. If you cast this spell using a spell slot of 2nd level or higher, the damage decreases to 10d8, and the prone condition remains in effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of creatures on the target plane increases by one for each slot level above 2nd. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one creature within range for truesight. For the duration, the target is blind to your location, and it can see into the Ethereal Plane through any visible portal to that plane. The target appears in a spot within range and becomes invisible when dispelled. An invisible target is invisible to creatures other than you until the spell ends, at which point the invisibility ends. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical portal in a place you can see within range for the duration. You can use a spell slot of 2nd level or higher to teleport up to ten creatures of your size or smaller to the portal. The portal ends if you cast this spell more than once. You must use a spell slot of 3rd level or higher to teleport creatures of your size or smaller to the portal. You can also teleport up to ten creatures of your size or smaller to a different portal that you can see within range. A creature that can see the portal must be within 5 feet of the portal when you cast this spell. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a portal to a place beyond reality and link an unoccupied 20-foot-radius sphere above that place to the sphere’s reality. The portal is open to the public. You must use a DC 20 Intelligence check. On a success, you link the sphere to your reality, and otherwise both the portal and the reality become a blurred image whose area is blurred. If you have a portal active on a globe whose area includes an area beyond reality, that area is blurred. This fog obscures only those visible to you in the area. When you cast this spell, choose an area that you can see and that isn’t blocked by an object, a wall, or another solid surface. Then, as part of casting as a guest in the portal, you can assume the appearance of an unwilling guest for 24 hours. Reduce Self to 0. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases to 10 days, and the additional damage increases to 12 days. Dismissal to Smite. When you cast this spell on a globe whose area includes a point within a globe of stone or stone’s border, a necrotic blast that deals necrotic damage deals an extra necrotic damage to the globe, making it warded. It strikes each creature within 5 feet of the border or point and might deal 1d4 necrotic damage to them. In addition, when this spell strikes a nonliving creature, it deals an extra 1d4 necrotic damage to it. Dispel Magic. When you cast this spell using a spell slot of 2nd level or lower, you cause up to three nonmagical mummies to disappear and its remaining parts to disappear. Each mummified corpse then becomes a miniature replica of the original, plus a creature benefit attached to each corpse, which lasts until it is no longer a corpse. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You draw one creature of challenge rating 5 or lower, up to the number permitted by the challenge rating in your Monster Manual, from one of the following options: Choose a creature’s color. Change the creature’s size from brown to gray. Change the creature’s level from 8 to 14. Change the creature’s class from 6 to 7. Change the creature’s level from 10 to 15. This spell doesn’t alter the creature’s physical or mental condition, but it creates one that is completely different from what the creature is capable of doing. The creature’s condition, equipment, and abilities are all completely different, though their successes and failures don’t take into account. If the creature’s condition includes a condition that would treat a condition as mundane or magical, the creature would succeed in that condition, but it would also lose any benefits it had at the time of casting the spell. The creature also doesn’t take actions that would allow it to do anything that it deems wrong. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You draw together bits of wood or stone, as many inches square as you like, and lay them out on a flat surface. If you cast this spell using a spell slot of 6th level or higher, the wood becomes firm and easy to handle, while the stone dissipates cold damage, if it isn’t already. You can use your action to move the wood as far away from you as you need it and to affect only one creature at a time. When you do so, roll a d8 to determine the direction in which the wood will move, though it can’t move along a straight line. If you can’t determine which way the wood is pointing, you can use your action to move it as far as you want, though it must stay within the spell’s range. If you can’t find a direction in the wood, you either use your action to move it or you move it slowly enough that you can see where it will go, making it vulnerable to attacks from creatures other than you. When you make your move, any creature within 10 feet of the wood for the first time on a turn must make a Constitution saving throw, taking 1d8 cold damage on a failed save, or sickened for the duration, gaining half the bonus on saving throws against its diseases and disease effects. The creature’s speed is halved in the area, and they are restrained for the duration. The creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, it can release this restraint, sending it flying toward an enemy—including you, if it has it. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a creature and imbue it with a strong magic. The target’s speed is doubled and its movement is fast, so it can perform complex tasks such as cleaning and stumping. The target can make several Wisdom-based Wisdom Wisdom saving throws. On a successful save, the spell fails entirely. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 minute

A randomly chosen item of ability or effect is hidden from view. The item is worn, but its speed is halved for the duration of the spell. You can use your action to dim the light in the item to dim it to a low, dim light level of the item's type. This dim light dims a target for 1 hour or until it appears in the DMG. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 minute

This spell creates a small circle that appears to be a sphere, but is actually a cube. The circle appears in the form of a cube and is centered on a point in the circle that you can see within range. A creature can use an action to teleport to the circle. An object or some other object that can be used as a means of transportation by this spell appears in the area. The object is a Large or smaller object, which has the same or lower-than-average AC as the object you are using to locate the object. If you are moving with the object, it must be within 30 feet of you. You can use your reaction to teleport to the circle, taking 6d8 fire damage on a hit. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 1 minute

You take a -5 penalty to all attack rolls, saving throws, ability checks, ability skill checks, and ability skill points. False Armor Touch 8 hours You touch a nonmagical object and give it a -2 bonus to AC, and it has resistance to bludgeoning, piercing, and slashing damage. If the object is a nonmagical object, all its properties are destroyed. The object is difficult terrain, and all creatures in it are difficult terrain creatures. If you touch a nonmagical object that isn't a magical object, such as a potion, a spell book, or a staff, the object descends into the air and ends its turn. There is a 15-foot-radius sphere centered on it that can be 20 feet long, 10 feet high, and 50 feet wide. A creature must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a magical link between yourself and a Large or smaller object that fits within a 60-foot cube. The object is imbued with magic, requiring a Dexterity or Strength score of at least 1, and it lasts until you dismiss it as an action to cleanse yourself of the link. Choose any number of objects within range that aren’t being worn or carried by others. You can cleanse a spell’s target of all its magical effects, light, and poison, as well as create temporary afflictions for its creatures. When a creature uses its action to cleanse itself of the magical link, or the spell’s effect ends, it can make a separate attempt to cast the magic item again. If it succeeds, that casting is seamless and seamless again. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 30 minutes

You hear a voice that seems to be talking to you. You speak to it in a language that is familiar to you. It is the language of a creature that you can see within range. The language is pleasant, but it has a vague sense of its own meaning. For example, you can understand a phrase of the language only as a way to avoid being seen by other creatures. The language can also be difficult to understand or even difficult to understand because of its cryptic nature. You can also understand a sentence or two, but only in sentences that are difficult to understand. The language is difficult to understand because of its cryptic nature. You can also understand a sentence that is difficult to understand or that is difficult to understand, as long as it is difficult to understand. The language is difficult to understand because of its cryptic nature. The language is difficult to understand because of its cryptic nature. If you cast this spell during your next turn, you can use your action to dismiss it. If you do so, you dismiss any effect that prevents it. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: 5 Days

1 minute 1 hour, up to 10 minutes 1 hour, up to 10 minutes You touch a creature that you can see within range. The target must succeed on a Strength check to sense its mental status. If the creature isn't incapacitated, it makes a Wisdom saving throw. On a success, the creature can use an action to end its turn in a different destination. 1 Round 10 Days Up to 1 minute You choose a point within range, and a creature must make a Wisdom saving throw. On a success, the creature can move to any distance and repeat the saving throw, ending the effect on itself on a success. On a failure, the creature becomes incapacitated for 1 minute. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create a magic circle on the ground that bears three runes inscribed on the ground. Choose a point you can see within range and line it along your path. Until the spell ends, you can use your action to make two attacks with each of those runes. Each creature other than you in that area must make a Wisdom saving throw. On a failed save, the creature can’t speak a single intelligible word, and it is blinded until its blindness ends. The spell ends if you use your action to dismiss it, or if you use your action to dismiss it again. When you dismiss it, use your action to move the circle so it remains on the ground for the duration, using a bonus action to maintain our concentration on the spell. For the duration, a creature with an Intelligence of 2 or less can’t be affected by this spell. To cast this spell again, use your action on a different creature. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, a phantasm created by a phantasm created by a phantasm curse, or created by a phantasm created by a phantasm curse is magically visible on a creature’s surface and lasts for the duration. The phantasm’s visible component is a creature that has its own coloration and therefore has disadvantage on attack rolls against it. It is immune to all damage, modified by its creature’s racial color scheme and by any reduction to damage done by spells or other effects (such as deafness or blindness) that target it. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a devil, an evil stepchild that is up to 5 feet tall and has 20 hit points. The devil appears in an unoccupied space that you can see within range and lasts for the spell’s duration. If your concentration is broken, the devil doesn’t disappear before entering the space it roams in, but rather you can use your action to move the devil up to 30 feet and attach a steed to it. You can bring along animals or objects as long as their carrying capacity is full. If you bring along no animals or objects, the devil disappears and no creatures or objects are harmed. You can use your action to dismiss the steed spell. When you do so, you must choose a new steed: plant or bear. Choose one or more of the following options for what appears: 1. Steed. You summon a Huge or smaller beast—a beast that weighs up to 300 pounds, though it can reach up to 30 feet—that it reaps no damage from. The beast appears for the duration and can’t attack you. You decide when the spell ends and where the devil will roam. It must travel to a location within 5 miles or less of where it’s summoned. The devil travels by way of a 10-foot-long telekinetic dance, appearing in unoccupied spaces that are within 5 feet of each other and that are within reach of you. When the devil appears, the spell ends and the spell ends for it. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a teleportation glyph that appears at a point of your choice within range and remains visible for the duration. Choose any creature within 30 feet of the glyph and hold down the Volume Up and Place function keys (or enter the glyph) and specify a teleportation destination. For the duration, a creature can use an action to teleport from a teleportation glyph to a different location within 30 feet of the glyph. A creature can use its action to dismiss the teleportation by pulling the volume up and placing a spell of 4th level or higher on it, such as 《Teleport Word, StepTeleport straight line》 or 《Transmute Rock to Stone by using an action to switch between the two. When you cast the spell, you can dismiss the casting with a successful DC 20 spell save. Special Wordlock Touch 1 Hour You touch a creature, either a Medium or Small creature, and the creature must make a Wisdom saving throw. On a success, it can use its action on a later turn to automatically lock its attention on the spell, which lasts until the spell ends. On a failure, the creature becomes distracted and doesn’t use its action to open a talisman or a sacred book and focus its attention on anything within reach. When you cast this spell, you can have up to three willing creatures bonded by the spell’s spell inscribed in their mind, which lasts until the spell ends. If you cast this spell while a bonded creature has disadvantage on attack rolls against you, the creature takes 1d8 bludgeoning damage on its next attack roll against that creature, and it is forced to make a Constitution saving throw. The creature can take the Dash action before it can move. You can also bind a Medium or Small creature bonded by this spell and make an attack roll with it using advantage (if any) on attack rolls against one other creature. Once binding, you might have up to three such creatures bonded by this spell trapped in dungeons or other dark places. Divination

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ward against teleportation, and cast a spell there that directly or indirectly affects one willing creature or object within 60 feet of you. You choose whether to send a message to each target, whether to place a spell counter on the target, or whether you subjects a target to a spell’s profane message. To send a message using only words, a spell, or another spell, a creature must be within 60 feet of you and the spell’s DM chooses at the time the spell is cast. Divination

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create one of the following effects when you cast this spell. Each effect causes a finger to fly up to 5 feet in a direction you choose, requiring 3 feet of movement to create. In addition to these effects, whenever a finger appears on a creature or a surface of a creature—including while the spell is in its effect circle or in an area affected by an influence spell or while the finger is on a creature or a surface of a creature—the finger blossoms with effect, pecking and shudders. While the affected creature is restrained by the petrified petal, the petal attacks the creature it is restrained by and the petal pierces through the creature's restrained state. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, any effect that would otherwise activate in this way counts against your spell save DC. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature that you can see within range must succeed on a Wisdom saving throw or take 1d4 psychic damage. On a failed save, the creature takes half as much damage and must repeat the saving throw at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you can see within range must succeed on a Wisdom saving throw or be charmed by it for the duration. A creature that can’t be charmed by you has disadvantage on the saving throw but can’t be affected by this spell. A creature can’t be charmed by this spell if it has a hit point maximum of 0 or fewer. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature you touch has resistance to one damage type of your choice that is Strength or Dexterity. The target must succeed on a Dexterity saving throw or take 10d8 force damage. The spell ends if the target is incapacitated. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A glyph appears on an object within range and lasts for the duration. The glyph is nonmagical and can pass through almost any solid barrier, air, or stone that could be made, though it can’t pass through a barrier dedicated to magic. When an object touching a glyph drops to the ground and is thus impossible to reach, the glyph is broken and the object struck by lightning. The object strikes twice; if it strikes a grove of trees or a mountain, lightning flashes from one to hit four trees. If the object strikes a pillar or a pillar star, lightning flashes from the pillar or star to hit the pillar. Additionally, whenever a pillar or star is hit by a glyph strike, the pillar or star strikes the glyph instead. Each creature other than you that is within 5 feet of a glyph point during the spell’s duration is knocked up, knocked prone, or both. While blinded by the glyph and unconscious, the creature is incapacitated and unaware of the glyph’s location. As an action, you can move the glyph up to 60 feet so that it strikes twice with a glaive and once each with a crossbow or crossbow crossbow bolt. If you use a crossbow or bolt to ram the glyph, you ram the same object so that it pierces more than one creature or object affected by the glyph’s glyph, and the glyph strikes again. The creature must make a new hit die every time it strikes the glyph. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A shadowy figure appears and hovers, seemingly oblivious to your surroundings. It emits a faint rumbling noise upon opening a portal to a different dimension. The shadowy figure continues to emit sound for 1 minute after taking damage. The shadowy figure enters the extradimensional space you chose and continues to emit sound for 1 minute after removing one of the trues' charms. A creature that enters the extradimensional space you choose must make a Strength saving throw. On a failed save, the creature is transported to the space it’s in and can’t leave it there more than 1 minute. The shadowy figure can be destroyed or otherwise interacted with as a whole by using either of the following biotic talents. If you have a phantasm beneath one of the trues’s charms, the shadow figure can do one additional somersaults every minute it takes to move from one side of the room to the other. A creature can choose to make a single somersault each time it uses its action to move from one side of the room to the other. A somersaults spell ends for an affected creature whenever an affected creature uses its action to move or cast a spell. If you have four somersaults in one hand and two somersaults in the other, you have six ready to use for each somersault. If you have two or more somersaults in the other hand, you have three ready for each somersault. A somersault made by using the second talent automatically activates for each somersault in the tremor Zone when you first cast it. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a creature that must be within 30 feet of you when you cast this spell. The creature must be within 30 feet of you when you cast this spell, and it must make a Wisdom saving throw. It takes 14d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is immune to all damage, and it can repeat its saving throw against the spell. While immune to this spell, the creature can use its action to make a Wisdom (Perception) check against your spell save DC, and it does so with advantage if it can. If it fails, the spell ends, and its effect ends for it. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You invoke a magic beast that is an equal size equivalent to your choosing, and that occupies a different space within range from the one it replaces when you cast this spell. The beast appears in a spot within range and lasts for the duration. It behaves in whatever manner you choose—be it as slow as a giant leaping over trees or as fast as a simple cartwheel. It moves at your command, using all its movement and taking all its damage, before moving on your next turn. You can attack the same creature again if it makes an attack roll against you before the spell ends. If you have no movement left, the beast doesn’t move and must use its movement to move to the nearest safe spot, such as behind a pillar, to defend itself. If you have no movement left, the beast doesn’t attack you until it has used its movement to move to the safest spot, such as behind a tree or a pillar. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

This spell instructs your magic to a creature within 3 feet of you that you can see, hear, and touch. That creature must succeed on a Wisdom saving throw or be affected by the spell. On a failed saving, it is blinded and deafened for 1 minute, or until you use your action on a full turn to make a Wisdom saving throw. You can use a bonus action to dismiss this effect. When you dismiss the spell, you also dismiss the spell. The blindness, or the creature becomes blinded, deafened, or veiled, after it has dealt with at least 1d6 of an affected spell on your current turn. You can have only one affected creature affected by this spell at a time. The creature’s speed is halved in the area and it can’t be targeted by spells or traps. Divination

Trickstrak empester

Casting Time: 1 action
Range: 60 hours
Duration: 30 minutes, up to 1 hour

10 minutes, up to 1 hour Instantaneous You create a magical teleportation circle at a point you can see within range. You can move through the area in any direction, and you can’t teleport across the barrier. The area is 1 mile (5 miles) wide and 20 feet thick. The area also has 10 feet of teleportation space, and a 40-foot-tall, 20-foot-high, 10-foot-deep pit. The pit is open to everything in it, including creatures, creatures that can’t be charmed, and creatures that don’t have a flying speed. The area is completely opaque. The area lasts until the spell ends. You can use your move action to dismiss the pit as an action, and the area remains until the spell ends. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering object appears on your person. Choose a ceiling, floor, or some other surface that you can see within range, and a glowing spot appears in the center. When you cast this spell on the same surface as your spell slot, the shimmering object appears in a spot that you can see within 60 feet of the spot you chose (no. On a successful save, a shimmering object appears and lasts until dispelled, at which point the spell ends). The magical object glows in the dim light of your choice that you choose. When the object emits the dim light of divination, it doesn’t have to the surface it appears on; it can. To the extent the object sheds bright light in the same spot as the bright light of divination, it sheds dim light in that spot, which can’t contain the light. The light isn’t radiated outward to the other creatures or cast into the wisps or into the constellations of the sky. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell summons a hostile demiplane that transforms you into a fey beast. For the duration, the demiplane has advantage on attack rolls against you and any Dexterity- and Strength-based attacks that you make against it (including your Strength saving throw, if successful) or anything that uses Strength (including your unarmed strikes) against you. If you make a Strength saving throw against this spell, the demiplane becomes a sphere, with the walls in the cube centered on it and the walls centered on you. The sphere is difficult terrain, and you can’t be affected by it if it isn’t already difficult terrain (and if it isn’t difficult terrain, you must find a way to move the sphere around corners or to keep it from reaching the top). When the sphere hits 0 hit points, it disappears, and any creatures or objects it disappeared on its way back to the cube are replaced by whatever remains. The sphere remains for the duration and can deal no damage. While the sphere is within 0 feet of you, you can use an action to exhale force against one creature within 30 feet of the sphere and have it assume the form of a beast. Once the spell ends, the creature can be affected again on its next turn. As an action, you can adjust the sphere so that it can enter and occupy the space of a creature or object within 30 feet of the sphere. As an action, you can cause the sphere to disappear and move into the space of a creature of the same or a different kind within 30 feet. If you create a similar effect, you must roll a 5 or higher to alter the sphere so that it can occupy the space of a creature or object within 30 feet of the sphere. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You awaken some kind of magic within a creature (typically a creature that is a Huge or smaller) for the duration. The spell can target plants, minerals, or other hard objects that don’t fit within a certain radius or thickness, but those objects can be open or worn by creatures smaller than Medium or Small. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger toward one creature within range and say a curse. The target must succeed on a Constitution saving throw or take 1d6 radiant damage. If you cast the spell again on the same target, the spell ends, and the target takes 2d6 radiant damage, or 1d6 extra damage if you are incapacitated. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You pull one creature within range for the duration spell. That creature can be up to 1 mile away from you, up to 30 miles from your home, and anywhere in the area for the duration. When you pull the creature, its speed is each mile longer. The creature can be affected only once by the spell. When the creature pulls you to the location you described, roll a d 100 and tell dtra whether you have power to affect the creature again. If you have no power to affect the creature, it defends itself from hostile creatures, but otherwise takes no actions. If you have an effect that allows the creature to move across barriers, such as a ramp or a wall, the creature can move across the wall but not move more than 10 feet from the edge of the ramp or wall. The creature moves only when the ramp or wall is in motion and no more than 10 feet away from you. If you have a spell slot of 5th level or lower, you can use a bonus action to affect the creature up to 30 feet away from you in a different direction, causing the creature to make a Wisdom saving throw. On a failed save, the creature spends its action that turn resting on its hands. On a successful save, the creature regains 2 hit points. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic grants you greater control over the environment. Until the spell ends, plants and minerals move in a straight line, and rubble, mud, and other materials fall safely to the ground and its surface. The magic also ends when a nearby natural hazard, such as a rockfall, is overcome. For the duration, any natural hazard created by this spell can be overcome by other means. If the natural hazard includes a natural hazard created by an evil or magical compulsion, the magic ends. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration:

Investiture, like that of the holy knight, grants the wielder control over one object or entity within range that isn’t magical. This ability replaces divination spells. When you cast these spells, you can reroll any number of creature’s saving throws. On a successful roll, you can rejoin the group of creatures magically restored to its plane of existence. On a failed save, the creature reverts to its current form and becomes incapacitated, incapacitated by an effect, or both. The creature can be found wandering the countryside (typically a city or hamlet) in winter. The spell ends if the creature’s Strength or Dexterity score is less than 10 or it drops to 1 after all its levels of the spell are learned. Divination

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration:

Magic Circle Casting time: 1 action

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: One hour

1 Hour Instantaneous You choose a creature you can see within range, or one of the creatures you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d10 necrotic damage. On a successful save, the target takes half as much damage. On a failed save, the target takes half as much damage. On a successful save, the target takes half as much damage as it takes. On each of your turns, the target can repeat its saving throw. On each of its turns, the target can take no action. If it succeeds on this saving throw, it takes no damage, and so on until the spell ends. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration: until dispelled

Choose an object weighing up to 10 tons or smaller that you can see within range and that fits within a 10-foot cube. You animate up to three of the objects created by Trickstraker. You also animate each one for 7 minutes, after which time you must re-roll the D and F roll, in which case you spend 1 extra hit to end the use of the spell. Additionally, you can only animate one extra object at a time. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, the target can make one extra attack roll for each slot level above 3rd. On each of your turns for the duration, you can use your action to use your action to trigger another extra attack. On each of your turns for the duration, you can use your action to attack twice, instead asking the target to roll a d4 and having it roll its own. The extra attack deals an additional 1d6 damage to the target. At the end of its next turn, the target has its own turn. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 60
Duration:

You create an invisible barrier between yourself and a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, it takes 10d12 acid damage and 12d12 radiant damage, as with a ranged weapon, or half as much damage on a successful save. You can move the barrier up to 30 feet in a straight line and repel the creature, though it must remain within 5 feet of you. If you move more than once, the barrier lasts until it is broken. When the barrier is broken, a random creature that arrived on the blocked side of the barrier must succeed on a Dexterity saving throw. The creature can use its action to make a Strength or Dexterity check against your spell save DC, and if it succeeds, it is immune to this spell's effects. If it fails, this spell ends. If you successfully cast a spell and then dismiss this spell using humorously effective suction, an invisible barrier appears at the scene and deals 1d4 + 1d4 damage to the target. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 6 hours
Duration:

You cause up to three pillars of stone on the ground to spark a flame of sort in a location you designate. The flame burns for the spell’s duration, and when the pillar is lit, it spreads out over any distance of up to 500 feet. When you cast this spell, choose a point within range, such as a mountain, through which you fly or to a point within range, such as a chamber or a ceiling, or into an open area, such as your home. You determine where the pillar moves so that it forms a horizontal wall, a vertical one, or a ring around a place, such as a table or a corner. If you create or link a fire, a flood, or an earthquake somewhere within 500 feet of each pillar, its flames spread around the room and cause no damage. When you cast this spell, choose a point within range, such as a temple or a wall, and choose one of the following effects to deal with it: Your creature deals 3d8 fire damage on a hit, or half as much damage on a miss. You cause flammable objects such as water, dust, or lava to grow faint and immobile for 1 minute. You cause flammable objects such as metal, iron, or wood to rust and become worn or damaged for 1 hour. You cause flammable objects such as furniture to fall to the ground and become difficult terrain for your enemies for 1 hour. You cause liquids, gases, or vapor to pass in and out of the pillar, making it difficult terrain for your enemies for 1 hour. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 6
Duration: Instantaneous

You conjure a magic beast within range that can deal 4d4 magic damage to a creature that you choose within the last 10 feet. The target’s speed is halved until the start of your next turn. The target can spend 1 minute casting the spell before moving on its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 8
Duration: 90

Concentration, up to 1 hour Choose one creature you can see within range. The creature rises magically, moving 1 foot higher each time you cast this spell for the duration. The spell’s magic automatically transforms the mentally ill creature into a succulent plant-based meal that can be enjoyed up to 30 feet away. The creature is incapacitated and wilt under the strain, but it doesn’t take any damage and retains its hit point maximum. You can’t use this spell on the creature or its body, or it’s magic, or it w ills an action and makes a Wisdom saving throw to regain control of itself. If you do, you can send the succulent plant-based meal flying, cracking open its trunk and transforming it into a delicious vegetable salad. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration:

1. Choose one or more targets of your choice that are within 5 feet of each other and that aren't immune to bludgeoning, piercing, slashing, or both. The targets must be within 5 feet of each other, and they must have the same weapon slot. The spells use the same amount of ammunition. The creatures can use their reaction to make a Wisdom saving throw. On a success, the creatures take half damage on the saving throw and aren't frightened until the spell ends or until the spell ends and the target takes no damage for the duration. The creature can repeat this saving throw at the end of each of its turns. On a successful save, the creature takes half damage on the saving throw and is immune to this effect until the spell ends. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell creates a circular circle on ground within range. When you cast it, you create a vortex that spreads out from a point you choose within range. The vortex is a 10-foot cube with a 10-foot diameter at the outer edge to the inside of the cube. Each creature in the vortex must make a Dexterity saving throw. On a failed save, their skin becomes transparent and fills up to 1 inch in diameter. On a successful save, they fill out as a 0/2 inch piece of w gray. Creatures that are Medium or smaller aren’t affected. While this vortexes place poison and disease, or create portals to beyond the vortex, each creature in the vortex has advantage on saving throws against those effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: 1 hour

This spell creates an invisible barrier between you and the creature you designate when you cast it. Roll 6 d10 at the end of every 120 days for a creature’s ethereal plane (the barrier would be created in this way when you cast the spell when you were new to the plane) or an area of air (the barrier would be created in this way when you cast the spell when you were a child) that you occupy. If you cast the spell within the last 120 days, the barrier appears and lasts for the duration, but if you reduce the spell’s level to 0 or end its turn there, the barrier is broken, and the spell is wasted. You can use your action to reduce the barrier by one level, otherwise the barrier just disappears. If you raise the barrier level to three or four levels higher than normal, the spell creates an invisible barrier with a 20-foot diameter at its base that lasts for the duration. The barrier lasts until the creature uses an action to move it, up to another 20 feet, moves toward it, or lies prone against the wall. If the barrier cuts through a creature’s space when it appears, the creature that used its movement to move to move against the spell destroys it. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell enables or hinders a creature’s magic item, a magic item used for nonmagical purposes, to move at a speed that mimics the movement of a normal human being. For the duration, the creature has disadvantage on attack rolls against creatures that use their movement to move. When the speed of the magic item drops to 0 or no creatures that use their movement have disadvantage on attack rolls against you. For the duration, the magic item must be held aloft while you cast this spell. If you drop the magic item, the spell ends. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You invoke a psychic force that shapes the terrain around you—from thickets of brush to dark holes in the ground. If the ground is loose stone and you are within 30 feet of it, you can use your action to create a 15-foot cube of shadowy darkness centered on a point you can see within 30 feet of you. If you activate the spell within this range, you can target another creature or an area of terrain in danger with a successful dispel magic spell cast by a creature other than you, as described below, or with a Medium or smaller spell slot. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature with this spell for each slot level above 4th. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You make a magical barrier of bright light in a 10—footradius sphere centered on a point within range. Any creature that ends its turn in the sphere takes 10d6 radiant damage, and creatures of Medium size or smaller in that radius gain 10d6 radiant damage. When you cast this spell outdoors, you can make the barrier up to 50 feet long, 10 feet high, and 5 feet thick. That change lasts for the duration. When you cast this spell outdoors, you can make the barrier up to 5 feet thick. When you use this spell to cast a spell, you can choose to cause the glowing barrier to glow pink or red, and you can cause the spell to last for the duration. At any time for the duration, you can use a bonus action on each of your turns to make sure that no one is harmed by a dispel magic spell. Illusion

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: 1 minute

A creature uses one of the following abilities of your choice when you cast this spell. You must choose one of the following abilities for the spell’s effect. You can affect an extra ability for that ability. When you cast the spell, you can assign the ability that deals the most damage to a creature with a Strength of 2 or lower or make a melee attack with it. If you do so, the creature is knocked prone and the additional ability doesn’t use that ability until it has used its action to do so. When your concentration ends, you automatically assign the additional ability to a creature, based on how well you know how it handles other creatures. Fist of Hands. You create either a pebble fist or a hoof-sized fist linking one end of the fist to your reach and the other end to your reach, using the shortest distance you have studied to move the fist. While you have reach, you can use your hands to move the fist and can use your hands to control the fist's movement. The fist can attack and pass through barriers, but it doesn’t have protection from physical attacks. The fist doesn’t need to pass through an opening, nor can it leave an opening. The fist can’t attack or move through barriers, but it can’t move through an opening. If any creature moves into the fist’s space for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 2d12 force damage. On a successful save, the creature takes half as much damage. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: 90

Concentration

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, it takes 14d6 fire damage, and it has disadvantage on weapon attacks and Dexterity saving throws. The fire damages objects in the area, igniting flammable objects that aren’t being worn or carried. At the start of each of its turns before the spell ends, the target can roll a d4 and subtract a number of hit points from the total before moving on its next turn to continue. This spell also stops the growth of any diseases in the target’s body, if any. If the target regains any health while moving, it recovers it from death in a disease-free manner at the start of its next turn. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create an unstable bridge between two points within range, forming a warp in the fabric of space between them. Each point that you choose within the spell’s range creates a warp in the bridge, and you can cause it to extend out of the way to create a warp in one of the points you created. As a rule of thumb, the warp in the bridge’s fabric is 1 foot in diameter and 30 feet tall. The warp creates a 20-foot-radius, 20-foot high barrier that prevents any creature, other than a beast, or object being driven into the warp’s area from leaving behind a single piece of clothing it left behind or standing still. A creature leaving a warp created by a spell can rewick its clothing to regain that capacity. Evocation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You unleash a force field on up to eight creatures of your choice that you can see within range. The field isn't a vertical line, but instead spreads out across a 5-foot square, forming a barrier of strong wind and forming a solid barrier against which creatures can freely pass. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is restrained in the field for the spell’s duration. An affected creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC. On a successful check, the barrier is broken and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, a teleportation stone appears on the ground at the point of your choice within range, hovering near a point you choose within 500 feet of you and that you can see on the ground. You can use this teleportation stone to travel between two points you can see on the ground and the stone. If you can’t reach any of the points within 500 feet of the point you‘ve chosen, you disappear and revert to your normal state. Any effects created by the stone are dissipated when the stone disappears, if any. The stone can’t leave a point you choose that you can see within 100 feet of you. The stone disappears and is replaced by a magic mirror, which makes it possible for the user to see both the original stone and another object, such as a book, in the area. The spell can end up falling directly into the target’s room, if the target leaves a certain distance from you. Transmutation

Trickstrak empester Abjuration

Trickstrak empester

Casting Time: 1 action
Range: Abruptions trigger on a creature that isn’t wearing armor. The triggered spell destroys any metal, spell damage, or other object it is holding, and any spell that creates the object takes effect immediately, while other spells and other magical effects don't.
Duration:

Conjuration

Trickstrak empester

Casting Time: 1 action
Range: ConcentrationSchool, up to 10 minutes
Duration:

This spell can interrupt a creature or an object being worn or carried by another creature. You can use a spell slot of 4th level or higher to interrupt the creature or object being worn or carried by that creature or by an object being worn by another creature. If you use a spell slot of 5th level or higher to do so, you must select the spell that you need interrupted or cast another spell, such as Death Ward or Teleport, to do so. This spell can normally be triggered only by two or three creatures or objects being worn or carried by another creature. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can use your spell slot to interrupt a creature or object being worn or carried by an illusory duplicated version of that creature or object. You specify a password that contains an unquenchable urge to keep it secret from the creature you use as a password. If the creature chooses to keep the password, the illusion attempts to steal the password from it instantly, casting a 1st-level spell against the creature for 1 hour. If the creature chooses to keep the password, this spell's alarm sounds can be heard 100 feet away. If the creature chooses to keep the password, the apparition ends its turn early if it isn’t attacking or if some other creature is within 5 feet of it. If the creature chooses to keep the password, the apparition ends its turn if it is attacking or if some other creature is within 5 feet of it. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects activated at a time, and you can dismiss such an effect as an action. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell allows a creature’s magic to expand the target’s home and thus imbue it with a magic that can alter physical conditions inside or outside the spell’s area. For the duration, the target can’t take any temporary actions or take any actions outside of its reach. The spell can further expand a temporary area, creating additional and more open spaces and creating a vertical beam of light if it is within 60 feet of the target. The beam can fill any space on the ground within 60 feet, up to 25 feet of a vertical pillar or a circle, up to 20 feet in any direction, and can create portals that lead to any height within the spell’s area. These portals can be as tall as the target’s room or as small as the target’s room or as large as the target’s room and all its contents are restrained by the target's magic, if they are. When the portal appears, the creature is transported to a different location in the spell’s area and has control over the teleportation until the spell ends. Alternatively, if you know the target is an illusion, the illusion creates an illusion of an unlikely presence in the space the target occupies when it levitates, such as in a small, protected room or a room that bears no visible resemblance to a true room or a true wall. Illusion

Trickstrak empester

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A nonmagical object (a sphere, a sphere of ice, or a similar object) that you can see within range is magically conjured into the object. The object is magically conjured into the object by an action you can make before the spell ends. The object can be anything that fits within the object's dimension and can contain up to four objects. The object can not be more than 10 feet in any dimension, and it can also be an object of size 5 or smaller. The object can contain up to eight objects at a time. If the object is cast into an object of size 5 or smaller, the spell ends. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magic globe on a point you can see within range and keep it turned on or off at any time. When you cast this spell, you can choose a location you choose within range. The globe remains at that location for the duration or until you dismiss it as an action. On each of your turns, you can use your action to shake the globe and move it up or down, stopping it from falling if necessary. This spell doesn’t protect you from damage, and you have disadvantage on attack rolls against creatures within 30 feet of you. Transmutation

Trickstrak empester Divination

Trickstrak empester

Casting Time: 1 action
Range: Duration: 10 minutes
Duration:

Enchantment

Trickstrak empester Evocation

Trickstrak empester

Casting Time: 1 action
Range: Evocation, Protection
Duration: 20

You create a protective orb on any ground within range that you can see. If you cast this spell using a spell slot of 7th level or higher, the orb creates two barriers that link the two locations. When one barrier tears at a point within 10 feet of you, you make a melee spell attack for that barrier. Each time a creature hits the ground with a weapon attack during the spell’s duration, the barrier is broken, and the attack deals an extra 6d8 bludgeoning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two barriers of your choice that link a point within range to a barrier created by the spell. You choose a point that you can see and that is within 5 feet of you. As a bonus action on each of your turns, you can make another magic circle on the same surface. Using this spell's area of effect, you can create a barrier that is no larger than a 40 footer on each side. Using any other effect created by this spell requires you to use a different magic circle. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two barriers of your choice that create one obstacle on each side of the barrier. You must use a nonmagical object that you can see at the point of impact to create the barrier. When you use this spell to create a barrier, you can use a bonus action to cause an invisible object you can see to fly over the barrier and pass through it to create a siphon. A siphon starts when a siphon of water hits a creature or a wall of solid air. When a siphon deals an extra 1d4 damage to a creature, the creature or the wall rises in a circle with a 20-foot radius and becomes invisible until the spell ends. Until then, a siphon can be affected only by one spell of your choice. The spell ends if you use a bonus action on a subsequent turn to raise the circle or if you use another action on the same spot on your active turn. You also decide when the creature or the wall moves and where the creature will be caught when the spell ends. While a creature or the wall is on the ground, you can move the creature or the wall by using its jump action. If the creature or the wall is on an object or a structure, it can jump onto that object and jump onto the structure, as well as move by using its jump action. If you move the creature or the wall while it is invisible, it escapes and remains stuck there for the duration. The creature or the wall is friendly to you and prevents it from moving onto you. If you move the creature or the wall while it isn’t invisible, it dies. A siphon also w to move and remain aloft, making it immobile and difficult terrain for creatures other than you. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose an area of terrain that is horizontal in shape (within 300 feet of the starting settlement), vertically in shape (within 300 feet of the settlement), or diagonally in shape (within 300 feet of the settlement). You can create a vertical bridge linking the two points along the terrain. The bridge is 10 feet long and 5 feet wide and slopes 10 feet across at the highest point. The bridge is partially animated, partly transparent, and partially covered in snow. When completed, the bridge extends 10 feet over the ground and is translucent until the spell ends. A creature moving across the bridge falls from it and takes no damage if it can. The bridge can’t be dispelled by dispel magic, but can be refloated as such. A disintegrate spell can’t be cast onto the bridge. Divination

Trickstrak empester

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose one creature you can see within range. It must succeed on a Wisdom saving throw or be pushed up to 5 feet away from you in a direction you chose. The creature succeeds on the saving throw if it is flying. It can carry no more than one passenger at a time and can’t take more than one cab ride. You can suggest a ride to a motel or a cabins off-trail. The creature takes 10d6 damage of the chosen type when it enters the motel or cabins, and half as much damage when it enters a place occupied by an adult or smaller creature. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a hoop on the ground behind an object or an area within range. The hoop lasts for the duration, or until an effect ends, when the hoop touches a target or something within its area, or when the effect ends. The hoop ignites any projectiles created by an attack, spell, spell, or other magical effect, as well as any objects or effects created by an attack, spell, or other magical effect. Each creature that can’t be targeted by an effect, such as an antimagic field or poison mark, is blinded until the end of its next turn, and it is subjected to this effect even if it can’t see. Abjuration

Trickstrak empester

Casting Time: 1 action
Range: Instantaneous
Duration:

You draw a line running from the edge of one creature’s space inside the spell’s area towards the entrance to your concentration—a line that is perpendicular to the ground within the spell’s area. If the creature moves into or through the spell’s area for the first time on a day when you cast it, the spell immediately ends, and any creatures or objects still affected by the spell are pulled away from the edge of the line as specified in the script. You can exclude one or more of the following from your spell list: beetles, goblins, goblins, lizardfolk, oddsmim, oddsparks, ogres, creatures of the type you designate, rocks, creatures that speak a language other than Common, trees, and waterfowl, and so on. Evocation

Trickstrak empester

Casting Time: 1 action
Range: Instantaneous
Duration:

You reach into either a pocket of fabric, either one hundred or one hundred feet deep, and reshape it into a sphere of shimmering antimagic field. Each 5 foot square on the ground must be filled with an invisible barrier to the outside world, and a quill or three can be placed around the sphere to keep it from collapsing. You can create a barrier by rolling a d20 on the piece of fabric before the spell. As a bonus action on each of your turns after you cast the spell, you can spend one use of your action to ram the quill into the ground in an unoccupied space of your choice that you can see within 5 feet of the sphere. If you ram into the ground you create a mass of invisible vines and branches whose mass you can see, which, if the mass is a creature, sprouts from the quill and spreads around corners. The vines aren’t visible to intruders and can create openings as small as trees. When you create a mass of invisible vines and branches, you can ram the quill into them creating a mass of green vines covering nearly every corner. A creature must make a Dexterity saving throw the first time on a turn that it enters the area or before the spell ends. A creature takes 12d6 poison damage on a failed save, or half as much damage on a successful one. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: Instantaneous
Duration:

You seize the attention of one creature of your choice that you can see within range and command it to cast a spell of 1st level or lower. The target obeys your verbal commands and pursues the chosen spell until the spell ends, at which point the target returns to its home plane and remains in its suspended form for the duration. The target can hold more than one item at a time, though it doesn't have to share a slot with it. If you command the target to deliver a certain spell, you can specify any spell that can be instantiated in whatever form the target takes, such as an alchemical weapon strike spell, an arcane strike spell, an incantation, or a wu-fu martial arts spell. If you specify a spell’s duration before casting the spell, the target takes 4d8 necrotic damage if it would have escaped from its suspended form, and the spell ends early on that creature if it succeeds on a saving throw. Illusion

Trickstrak empester

Casting Time: 1 action
Range: Magic weapon, otherworldly weapon, or legendary weapon **end of story** * **Transmutation**: The target becomes charmed by you for the duration. Then, when it fully senses you, it becomes charmed by you for the duration; if you cast this spell again, the charmed condition remains, and the spell ends for it. You can also banish the charmed condition to another unoccupied space on the target creature’s first turn after you cast this spell. You can also choose to cast this spell elsewhere in the spell’s area, requiring an immediate denouement, to an unoccupied space on the DM’s second turn and so on. You can dismiss this spell using any action that you have used before, as with all other casting spells, and then repeat the casting.
Duration:

Transmutation

Trickstrak empester Necromancy

Trickstrak empester

Casting Time: 1 action
Range: NoddingThread
Duration: Duration: Concentration, up to 1 minute

You make a trinket item with a range of 30 feet. When you do so, choose an object that is no larger than an 11-foot cube and that isn't being worn or carried by another creature. You can use your action to make the target flutter its hands in a 15-foot square spiraling downward toward the cube. If you chose an object that isn't being worn or carried by another creature, the flutter creates a 20-foot cube in which to place the object. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, the creature takes 5d10 force damage on each of its turns, and it can’t use reactions until the spell ends. On a successful save, the spell ends for it. Transmutation

Trickstrak empester Self

Trickstrak empester

Casting Time: 1 action
Range: Self
Duration: 10 hours

You invoke the power of telepathy over one willing creature you can see within range. The target assumes the form of a mindless mindless creature and appears within range, acting as a mindless creature for the duration. The target’s movement is null and its Hit Dice is 12 + your spellcasting ability modifier. The target’s Intelligence is 5, and its Wisdom is 4. The target doesn’t have to use reactions or reaction trees. It can take other actions as normal. When you cast the spell, you can designate what actions the target takes and specify what actions the target takes after taking the action. The target must choose whether to make a Wisdom saving throw or take the DM’s Suggested Actions option, taking the DM’s shortest and most action-relevant action before doing so. Abilities

Trickstrak empester

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

A ripple of green energy washes through the ground in a 30-foot-radius sphere centered on a point within range. Each creature within 30 feet of that point must make a Strength saving throw. On a failed save, a creature becomes blinded for 1 minute and deaf and blind for 30 minutes. A creature blinded by this spell becomes charmed by five other creatures. If you cast this spell multiple times, you can have up to three of its non-explosive effects active at a time, and you can dismiss such an effect as an action. Transmutation

Trickstrak empester

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You awaken to reveal yourself as a fey demon who takes on a sort of hideous form. Your body appears translucent, with gray hair on your shoulders and white skin. While in the form of a fey demon, you have a +1 bonus to AC and saving throws, and you gain the ability to’t trigger fey spells. The fey demon doesn’t harm or attack you. While in this form, you can use your action to make a melee spell attack against a creature within 60 feet of you. Alternatively, you can attack a creature that isn’t within 60 feet of you and have AC 20 and hit points equal to half the maximum number of hit points a fey demon has. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus increases to +4 and the number of hit points increases to +3. Evocation

Trickstrak empester

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

As part of the action used to cast this spell, you can attempt to siphon off one humanoid’s intelligence or magical ability. The target automatically attains the Intelligence and Wisdom appropriate to the area, up to 60 feet on each side. This spell doesn’t target undead, constructs, or undead that aren’t under the effects of an effect or one of its children. Divination

Trickstrak empester

Casting Time: 1 action
Range: Self
Duration: Instantaneous

After spending 30 minutes cleaning, cleaning, cleaning, cleaning, cleaning, cleaning, cleaning, cleaning your body, you teleport yourself to a location you have visited and put your best efforts into it. You choose a location on the ground or on some other solid surface. Until the spell ends, you have advantage on all attack rolls you make that involve an object or a movement or a creature. In addition, you can use your movement to move a creature whose Strength or Dexterity score is less than or equal to the creature’s or the spell’s Strength or Dexterity score, or one that is within 60 feet of you and that is under the spell’s effect, or both. Conjuration

Trickstrak empester

Casting Time: 1 action
Range: Special action
Duration:

You raise a creature’s natural rate, which determines the pace at which the creature moves during the turn. When the spell ends, the creature returns to its normal speed. The spell ends if you use your action to move the creature over 50 feet from one end of a circular pit to the other (an effect similar to the running water in The Lord of the Flies). Transmutation

Trickstrak empester

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport a willing creature you touch. Range 1 Hour You and up to eight willing creatures within range talk one subject of your choice within range, for the duration being the spell ends. An unwilling creature knows the truth about you and your actions, and you have advantage on all Charisma checks you make to understand the truth. When you cast this spell, you can dismiss the illusion as an action, keeping it on the Casting list, and voila! You've dispelled the image. You can use this spell again, if you find it useful or both. You can even summon a phantom to take on the spell. If summoned, the phantom acts as a messenger, and during the duration of the spell, you can dismiss its spell with disadvantage if it doesn’t mind. When the spell ends, the phantom leaves your possession and travels to—and within the spell’s area for—the full duration. While a phantom is within the spell’s area, it can’t make attacks or cast spells. It ignores line of sight restrictions, light armor, and any magical sensors present in the area. If it has one of the sensors present, the phantom disappears, returning to its spot within 30 feet of you. Divination

Trickstrak empester Transmutation

Trickstrak empester

Casting Time: 1 action
Range: You choose a hostile creature you can see within range that is immune to your spells. The target takes 1d6 radiant damage from your spells. On a hit, it takes half as much damage and is blinded until the spell ends. When you cast the spell, you can target one creature that is not friendly to you or another creature that is either friendly to you or that is hostile to you. If the target is a creature, it has resistance to your spell’s damage for 1 minute.
Duration:

Abjuration

Trickstrak empester You transform yourself into a zombie warrior and command it to attack. It either obeys your commands or you choose a different way, depending on how chaotic it is. It doesn’t make a mental attack when it makes its attack, and it doesn’t suffer from being frightened. As an action, you can either call out to your zombie to fight or keep your zombie within an unoccupied 25-foot cube you can see, drawn up by your DM. When you make your mental attack, or decide whether you choose to have it make a mental attack, you summon your zombie from the cube to face a creature of your choice within 30 feet of it. Choose one of the listed formulae, taking 2d10 necrotic damage and slashing with a single weapon attack, and you send the zombie to the ground. The ground becomes difficult terrain for it until cleared. If you attack with your zombie, you cause four bolts of lightning to leap from your †hand object”, which you can use defensively to stay aloft. A lightning bolt can also deal lightning damage to a creature within 5 feet of it. If you send the zombie to the ground, you cause one of the following effects when the spell ends: The zombie is engulfed in smoke and becomes entombed in it. The triggered spell fails and the trap is triggered again. It continues to eat and drink the substance it ’s engulfed in. The triggered trap triggers again. It continues to eat and drink the substance it ’s engulfed in. The triggering trap triggers again. The trigger triggers again, and then the trap triggers again, ending the trap. _Bones, Part 5E

Trickstrak empester

Casting Time: 1 action
Range: You use a coin to find another creature of your choice within range, and the other creature must make a Wisdom saving throw. On a failed save, the creature is charmed by you, and you can change the target's alignment and/or the target's race. The target must also be of a different alignment than you. You can use your action to make the change, and the change takes effect every time it is made.
Duration:

Evocation

True Steake

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You step into a place within range and speak the name of one of your choice from the Tree of Life. Starting at 1 hour, all creatures that you can see within range are automatically pushed up to their toes for the duration. Creatures are affected only by this spell and have advantage on attack rolls against them. Evocation

True Steake

Casting Time: 1 action
Range: 10
Duration: 10 Days

This spell wards off certain harmful magical effects. Choose one creature whose challenge rating is equal to or less than the attacker’s, and the spell fails and the casting ends. For the duration, the target’s speed is halved, its base walking speed reduced to 25 feet, and it gains resistance to cold damage. If the target rolls a 5 or a 6, it also has disadvantage on attack rolls against creatures other than the target. The spell ends if either creature succeeds on its saving throw or the effect ends for both creatures. The spell is permanent and can‘t be dispelled from a target with a successful dispel magic spell. If the spell is cast multiple times, each time casting one spell from a different set of hands causes the two spells to fail, the area of effect of each casting is broken, and the spell is wasted. Each time you cast a spell from a different set of hands, or if you w as cast from a nonmagical image, both times the spell fails and the image is dispelled. A disintegrate spell cast from a different spell slot causes the spell to fail and both spells to fail again, and the spell is wasted. Dispel Magic A spell cast from a spell slot created by this spell w as nonmagical and has no effect there. Particle Magic If any part of the image (such as the original image’s edge) cuts through a creature’s clothing, that creature takes 2d8 bludgeoning damage and is forced to make a Dexterity saving throw. You determine how long the creature has to work before returning to normal armor and using a bonus action to banish the image reveals where that layer of magic leads. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Transmutation

True Steake

Casting Time: 1 action
Range: 10
Duration: 10 minutes

This spell creates a magical bridge over time to allow time to pass and the passage of time. It lasts until the spell ends, at which point its radius is reduced to 40 feet tall and it disappears. The bridge is a solid object whose shape and materiality is made to obscure magic. The bridge extends 10 feet from you and has two arms, one at each end of the longest horizontal rope that spans it. The two arms each extend from within the bridge, so that the rope is extended over the shortest distance between you and the destination. Transmutation

True Steake

Casting Time: 1 action
Range: 10
Duration:

10 One creature of your choice within range, either standing or crouched, becomes charmed, frightened, or strangely interested in you for the duration. You can specify a price for receiving this charmed state, up to one thousand rubles (about 300 ducats), at which point and on which there is a price to be paid for the information you demand. The price must be in accordance with the accepted price for this charmed state, as written in the manifest. Also, be on the same plane of existence with the creature as your spellcasting moves you toward reaching this price. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the price drops to 1,000 rubles for each slot level above 2nd. Transmutation

True Steake

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A piece of wood that you can see within range and imbues it with holy power, a piece of metal that is heavy enough to be smithereens, or a piece of wood with a low level of magical inscrutable properties that makes it immune to nonmagical damage. The piece of equipment isn’t magical and can’t be damaged, though it can’t be attacked or damaged by spells or other magical effects. The piece of equipment is nearly invisible, and as such it can’t be targeted, summoned, or otherwise interacted with. The piece of equipment lasts’s duration. When this magic piece is worn or imbued by a creature, its magic becomes effective for that time period. It also becomes illegal to use the piece of equipment on a creature or a treasure chest. You can’t use the piece of equipment to open an open chest or chest of dragon bones or to open a chest or chest of precious gems. Divination

True Steake

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You invoke a mysterious spirit that rules a specific part of the mortal plane. You choose the elemental plane (equivalent to your choice), which you can see on the DM’s part and which extends into the Ethereal Plane (equivalent to your plane of existence). Your elemental presence extends far beyond what the terrain or the plane you’re on offers; you can move into or around any difficult terrain, even nonmagical, that you see; you can’t attack a creature you can see within 60 feet of you that uses an action to take a Strength or Dexterity saving throw. If your saving throw fails, the creature takes 2d6 cold damage and has disadvantage on the attack roll or a ability check contested by the saving throw. Illusion

True Steake

Casting Time: 1 action
Range: 10
Duration: 1 Round

You create a small earthquake and send water straight toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage. As a bonus action on your turn, you can move the quiver up to 60 feet and then cause one of the following effects with it. Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage. Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand’s space if its Strength score is less than or equal to the hand’s strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. Evocation

True Steake

Casting Time: 1 action
Range: 10
Duration: 1 Round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended. Divination

True Steake

Casting Time: 1 action
Range: 10
Duration: 1 Round

You return a cursed magic item with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. Illusion

True Steake

Casting Time: 1 action
Range: 10
Duration: 4 Hours

You invoke the power of steak to achieve your desired quality, level, or quantity. Choose one of the following options for what you want: 1. Medium steak. You create a fine, fragrant fleshy altar on the ground that you can see within range. The altar is Medium in shape, 5 feet tall, and draped with a thin sheet of thicket. You can shape the ground in any way you choose to match your intent or keep it as simple as you wish. You can give a staff a finer grained shape, even creating a circle on one side that bears the staff's symbol. Or you can shape a staff into a swirling cylinder with a simple motion that produces a small breeze at one spot within 30 feet of the staff. You can shape the staff in any way you choose, turning it into a dazzling display of magical power. When the staff appears, each creature in it must make a Constitution saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. The magic wrought by the staff is intense, and creatures of your choice that can see through it are incapacitated for 24 hours. After 24 hours, a deafened creature that starts its turn deafened by the staff dirge automatically succeeds on its saving throw against the spell. Transmutation

True Steake

Casting Time: 1 action
Range: 10 days
Duration: 1,500 gp

A sphere of bright light appears in a spot of your choice that you can see within range. You can cast this spell once, and the spell has no effect on you if you already have a sphere of light in your hand. If you cast this spell once, you need not cast it again before you finish a long rest. Conjuration

True Steake

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell grants you control over a particular kind of soft tissue. Choose any number of things that you see within range. You then feel the soft tissue when you touch it, growing or falling based on how you touch it or perceived the event taking place. If the soft tissue would fall if you touched it while you were within line of sight of the trigger of the spell, you might have to raise the soft tissue trigger condition to no more than once a day. Alternatively, you might have to raise the soft tissue trigger condition to no more than once a day, at each visit you make to the area. If you raise the soft tissue trigger condition to no more than once daily, you can cast the spell again on the affected soft tissue and restore the soft tissue to normal. This spell also extends to other creatures you touch. If you cast this spell on a creature you touch and that creature’s hit point maximum is reduced to 0 hit points, an illusion falls from the shadow that surrounds you, shattering it. In addition, an illusory creature that you touch transforms into a simulacrum, growing as you age and shedding any remaining magic it had before it became a simulacrum. While a simulacrum is a replica of yourself, it w and no longer obeys your spoken commands and doesn’t understand your message. Your soul becomes a simulacrum, shedding magic and magic bolts that it sheds back at you. An undead component of the simulacrum appears a little after it’s death. When it appears, it disappears when it drops to 0 hit points or when the spell ends. Once it takes damage, the simulacrum recovers. It is an illusion, a representation of a living creature. You can use it to cast spells and create images of your enemies or other targets. It instantly perceives obstacles, objects, and anyone else within its area that is within 120 feet of it. It senses obstacles' movements, looks for hidden doors leading to hidden rooms, and can see invisible creatures in the area. It can pass through nonmagical openings created by the illusion’s opening. When it enters the webs created by the mimic’s mimic magic, the illusion creates a second web made of magical vines and small holes at its feet that are 1 inch thick and 5 feet high. Using your action to move the webs, you can link them to one of the following magical vines: up to 5 feet high, vines that span 30 feet, vines that span 25 feet, or vines that span 10 feet tall. You can create a second web at the start of each of your turns, ending the effect on itself on a success. When you create the second web, you also create a second illusion created by the illusion, one created by the mimic magic. A second web can be created from a single living creature as an action on your turn, ending the effect on itself on a success. The illusion lasts until the webs are destroyed. When you create either a second web or an illusion, you can attempt to link the two; if you link the illusion to a trap or other phenomenon that would neutralize the effect of either tool, you can attempt to neutralize its effect by linking it to the same effect. The link lasts for the full duration. If you attempt to neutralize the magic used to create the second illusion, you can attempt to link the second to the same effect by linking the illusion to a different trap or other phenomenon. If you attempt to neutralize the magic used to create the first illusion, you can attempt to link the magic used to create the illusion to a different trap or other phenomenon by linking the magic used to establish a trap to the second illusion. Both attempts fail. When you neutralize or link the second illusion, you neutralize both the magic used to create the illusion and the enchantment used to create the illusion—including the magic used to summon the two creatures. You neutralize the magic used to create the second illusion by linking the magic used to establish a trap to the enchantment used to create the illusion to the second illusion. You neutralize the magic used to create the first illusion by linking the magic used to establish a trap to the enchantment used to create the illusion to the illusion. You neutralize the magic used to create the second illusion by linking the magic used to establish a trap to the enchantment used to create the illusion to the illusion. You link the magic used to create the first and second illusions by linking the magic used to create the first and second illusions respectively. You use the magic used to create the one and two illusions for each slot you have used in this spell. You neutralify both magic by linking their magic to establish a trap. You link the magic used to create the second and third illusions to establish a trap. Through the magic used to create the spell and through the magic used to create the illusion, you can create either a nonmagical

True Steake

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a piece of wood that you can see within range and that fits within a 5-foot cube. You cause the wood to ripple in an invisible pattern to form a horizontal plane that you can see centered on a point within range. The ripple lasts for the duration, and you can change the direction the ripple takes. The ripple is an illusion, created by the Fey spell. You can use a bonus action to dismiss the ripple. It spreads around corners, and its movement doesn’t violate your normal course of action. If a wall or other structure breaks through the ripple’s area, the wall or other structure is driven up in an extra 5 feet of wall and is pushed 5 feet away from you. The spell ends on a creature when it reaches the height of the ripple, if any. Evocation

True Steake

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a chunk of stone and burn it to smithereens. Choose one creature or object within range that is not wearing armor and that isn’t carrying any kind of weapon and that isn‘resistant to attack, damage, or spellcasting ability of the target. The target suffers the effect of the burning component (the target’s gear drops to 0 hit points) and has resistance to its weapon’s damage type for the duration. At the end of each of the target’s turns, it can make a Constitution saving throw. If it fails, the spell ends. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. When the target drops to 0 hit points, it is immobile for 1 minute, before it burns to smithereens. Evocation

True Steake

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a shimmering, stone-encrusted statue of a god or a goddess. When you cast the spell, choose one of the following options for what appears: One hand cradled in your other hand Choose a length of nonmagical string that is at least 5 feet long, 1 inch thick, and 5 feet on a side, and that is not being worn or carried by you A ring or an arcane string that is at least 5 feet on the ground Choose one of the following options for what appears: One hand cradled in your other hand Choose a length of rope or a piece of rope that is at least 10 inches long, and that is being worn or carried by you for the duration of the spell One leg cradled in your other hand Choose one of the following options for what appears: A longbow or crossbow A quiver, wand, or a small chest containing an arcane spell A staff or a large bowl containing one large blade Choose two of the following options for what appears: A shield or dagger Two rings or an spear Two weapons A shield, halberd, or halber Three weapons, claws or a claw Four weapons, staves, or tongs Choose four of these options for what appears: One hand cradled in your other hand Choose one of the following options for what appears: One finger Two thumbs Three toes Four fingers or a pair of thumbs Five fingers Six finger Eight fingers Eleven fingers or an hook With nine options choose one of the following options for what appears: One hand cradled in your other hand Choose one of the following options for what appears: One finger Two thumbs Three thumbs Four fingers Five fingers Eleven fingers Eight fingers Nine options choose one of the following options for what appears: One hand cradled in your other hand Choose one of the following options for what appears: One finger Two thumbs Three thumbs Four fingers Five fingers Eleven fingers Eight fingers Nine fingers The spell ends this chapter.

True Steake

Casting Time: 1 action
Range: 10 minutes
Duration:

Transmutation

True Steake

Casting Time: 1 action
Range: 10
Duration:

One creature of Medium or smaller size or larger when you appear within range, you cause a fey creature’s lair to erupt in flame. You choose a point on the ground within 5 feet of you that you can see, a point that is both tall and wide, or a point that is 25 feet tall and 2 feet wide. The flames faze the creature if it appears within 5 feet of the ground or within 2 feet of a point or a structure. The fey creature looks like a fey creature and has the following statistics: It has resistance to cold damage and a -2 penalty to attack rolls against creatures within 5 feet of it. It can attack twice in a day and has disadvantage on Dexterity saving throws against its breath weapons. It can attack and grab its mate in whatever manner it chooses, even if it is against its will. It makes Wisdom saving throws at the start of each of its turns and can restart these attacks if it would be attacked. If it would be attacked twice, it takes 1d10 fire damage. Once it takes damage, it takes half as much damage. A fey creature can be killed instantly by stepping into the flames. Illusion

True Steake

Casting Time: 1 action
Range: 10
Duration: Up to 1 hour

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. Enchantment

True Steake

Casting Time: 1 action
Range: 10
Duration:

You teleport yourself from a location within range to one that you can see, a place you can see on the ground, or within an open chest, temple, crypt, or some other natural demiplane. You arrive at the destination in accord with the rules for where you are going, unless you specify otherwise. The destination must be within 30 feet of you. Necromancy

True Steake

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You hear a voice speaking in a vague, almost reverent voice about the current situation in the region. This voice should occur within 5 feet of you and must be in a language you can understand. The voice can also be human or any other language of your choice that the spell can locate and spell resistance applies to its target. If you aren't using an audible target to communicate, this spell doesn't hear you. Transmutation

True Steake

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You make a creature’s appearance. You can make a spectral appearance with a simple Summoning Stone, a spectral tree, or a celestial, an elemental, or a fiend’s form. The simple and magical effects of these magical effects can’t occur without a contest between you and the target or parties involved. Both you and the target must be within line of sight of the spell or casting. You can use a bonus action to dismiss this spell with a successful dispel magic spell. Transmutation

True Steake

Casting Time: 1 action
Range: 120
Duration: 8 hours

You reach into the soul of another living creature and imbue it with the power to take the actions described below with impunity. On each of your turns for the duration, you can repeat the same effect or give it a different one depending on the creature. The first time you perform the effect, you can set your own condition, such as removing a life support spell, that prevents it. The second time you perform the effect, you can set an additional condition, such as removing a magic item, that prevents it automatically. The conditions can be modified in any way you choose, but they must not be different than those in effect on the creature before you cast the effect. The magic item that prevents these effects from manifesting is a simple, yet effective attack or spell attack. Your attacks deal an extra 2d8 damage of the type you specify when you cast the spell. When you deal this extra damage, you deal 2d8 damage of the chosen type: Using your lance, you can cause up to three creatures to take 3d8 slashing damage of the chosen type, and then make the attack roll with advantage. Using your movement, you can cause up to three creatures to make a move using your movement, and then make the attack roll with advantage. Using your movement, you can cause up to three creatures to make a new attack, and then make the attack roll with advantage. As a bonus action, you can make a new attack with advantage. This new attack deals an extra 2d8 damage of the chosen type when you reach the scene of the attack. If the extra damage would have been prevented, this extra damage might remain when you finish your next long rest. Transmutation

True Steake

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a rock or a hard surface that isn’t covered by an object within range. You create either cubic feet of soil or an area in the floor that is 10 feet or smaller. You can choose an area of hard earth or a thin sheet of stone, if the soil is 1 inch thick. The cover produces a constant rain of silver iodide that falls in a 30-footradius sphere centered on that surface. Each creature in that area must make a Dexterity saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. If you throw a weapon or a piece of ammunition at a creature that fails the saving throw, it can take 2d6 thunder damage and be knocked prone. While prone, the creature can use its action to make another spell of opportunity against the target, using the same effect. On a successful save, the creature can demand a new weapon or ammunition at the DM’s discretion. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from each of the spell’s thunder effects increases by 1d8 for each slot level above 5th. Thunderbolts Instantaneous A cloud of lightning, forming from a point up to 30 feet on a creature within range, spreads around corners, and then falls from the cloud into a space that you choose within 100 feet of that target. The area of the lightning spreads around corners, and the radius of the spreading lightning decreases by 50 feet for each way it affects a creature. Each time a creature you choose to affect a specific creature in the same spot, the lightning flashes and the creature is knocked prone. While prone, the creature can use Strength to move around corners, and it makes the saving throw with disadvantage if it's moving out of cover. Illusion

True Steake

Casting Time: 1 action
Range: 120
Duration:

Until you choose a password that you know to be truthful, this spell activates a trap that locks the trap. When the spell ends, the spell fails, and the lock automatically re-enters the space the magic spell was cast on to. When you cast this spell, or as an action on a later turn, you can use your action to issue a verbal command to the other creatures that you have chosen that you can hear you. You must use your own words as a mirror image of yourself to obey. You can change the password you issue to trigger the trap, as long as you do so after you cast the spell. For example, if you are forcing the trap to activate when the two creatures each succeed on a Wisdom saving throw, you can issue the password to both creatures, writing "Thanks for stopping by!" or "You saved me!" When the trap activates, a silver needle appears on the floor. You can use this spell to hurl the needle at one creature or ten creatures or places within 30 feet of you. Make a ranged spell attack for the spell with advantage, and the attack deals an extra 2d8 damage to the target and causes the needle to flicker 3 feet in the DM’s sight. On a hit, the target takes 4d8 piercing damage, and it can’t take reactions as an action to take the extra damage. If you have this reaction, the magic needle creates a silver needle on the floor within 30 feet of where you cast the spell. Each needle has a 50—foot cube and are immobile while the spell persists. A spell that removes the needle instantaneously consumes the most recent one. The spell ends if a trap leads to another trapdoor leading to another trapdoor. The trap and magic needle are connected by a common, flowing metal bridge, made from tough, brick-like wood. The bridge is secured to a thin, pliable bark, and the three traps described above overlap, forming a simple, yet powerful magic circle. When the spell ends, everything is sealed off, except for your magic needle. When you cast the spell again, any magic affected object or spell damaged by the trap and magic needle is no longer sealed but instead magically bound to the spell. When the trap and magic needle are broken, the magic needle instantly activates again. Alternatively, you can cause the magic needle to release whenever the trap and magic needle overlap, causing the trap and magic needle to activate instantly. Both reactions cause the trap and magic needle to deal an extra 2d6 force damage to the target and cause the magic needle to leap from the floor to explode. The magic needle is strong enough to crack glass, but it can’t touch metal or stone. Conjuration

True Steake

Casting Time: 1 action
Range: 150
Duration: 1 Hour

The steak rises from the earth and falls from the sky to rest on the shoulders of giants. A giant comes into existence to serve you during the duration of your stay in the City. One creature that you can see must succeed on a Constitution saving throw or be pushed up to 10 feet away from you in a direction you choose (your choice, one that includes the current land). You can push the steak up to 5 feet away from you in any direction you choose. It remains there until the spell ends, at which point it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light sheds a faint blue light upon entering the steak. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can create two additional steak’s worth of light upon each of your turns, bringing the total to three light ers. When you use an action to dismiss the spell, choose one of the steak steaks from the list above or choose any of the three remaining steaks from the steak’s list. You can have no more than two steak steaks in a container at a time and still have light produced by them. Transmutation

True Steake

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You transform some plants you can see within range into drinking water, or a type of aquatic creature’s clothing, into drinking vapors, up to 5 feet long, that lasts for the duration. The vapors are mildewed and odor is strong. You can use your action to make a ranged spell attack against one creature in the vapourized state. On a hit, the creature takes 2d10 bludgeoning damage. Whether you hit or miss, you can ram the creature to the ground as a bonus action, using your movement, as normal, to move up or down two levels in either direction. In addition, you can ram the creature to the ground as a bonus action on each of your turns, ending the effect on itself on a success. Transmutation

True Steake

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 poison damage. On a failed save, a target takes 2d6 poison damage. You can also reduce the target’s poison level by one level when you cast this spell, starting with the lowest poison level you can reach. When the target drops to 0 hit points, it becomes poisoned again, and it also damages nearby creatures with poisoned or unholy attacks. You can use your reaction to reduce the target’s poison level by an amount equal to twice the target’s known maximum hit points. Necromancy

True Steake

Casting Time: 1 action
Range: 150
Duration: 24 Hours

Grasshopper and feisty feisty creature of draughts. The creature appears as an invisible cloud of shadow until the spell ends, and the creature moves with the target toward one side of the DM’s space you choose. The target floats in the air, centered on a point you choose within 120 feet of you. The spell ends if you move closer to the target or if you activate the feisty condition on it. To detect the presence of the feisty steed, a tester can use a ranged spell attack. On a hit, the steed would leap from the target to a different height and become invisible. Transmutation

True Steake

Casting Time: 1 action
Range: 150
Duration: 24 Hours

This spellsight springs from your soul to protect it from death. Until the spell ends, you retain the ability to cast spells of level 3 or lower, up to the extent that it w ho is able to do so. You learn what spells of level 4 or lower activate when you cast these spells, as well as how these spells work. You might also have a limited understanding of certain subjects, such as the nature of magic, nature of magic items, or the nature of magic items by those subjects. The spell you learn might explain one of those subjects or explain why one of those subjects might work at all. For example, you might learn that the roots of a rock fall when the spell ends, or that the root w ho blows a magic whistle when a club is drawn against a wall. Divination

True Steake

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You open a chest containing magical energy imbued with poison for the first time each turn you take the Half-Elven race in the vicinity. You create a solid mass of poison on the ground within range that lasts for the duration. When the mass appears and starts to erupt, crackling energy springs from its vent, dealing a total of +10 to hit to the creature and a half to the attacker. The creature takes 1d6 acid, 2d6 cold, or 3d6 necrotic damage. The liquid remains when it fills a 10-foot cube. When the mass appears again and starts to erupt again, the liquid damages only the attacker and the creature it was on the ground in the first place. The liquid can't fill more than 10 feet of solid surface area above the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

True Steake

Casting Time: 1 action
Range: 150
Duration: 24 hours

You transform up to ten pegasus-sized creatures of Medium size or smaller into fey spirits. For the duration, these fey spirits can’t harm you or target a creature friendly to you. At the end of each of its turns, you can use a bonus action to create a celestial entangle spell on a target you choose, which entangles each fey for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the target’s hit point maximum increases by 1d10 for each slot level above 6th. Evocation

True Steake

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You create one of the following effects within range: a puddle of water covered by a misty cloud created by a fireball or a blast from behind a rock wall created by a puff of wind. flowing water vapor covered by mist covered by cloud. bubbling or misty mists of molten stone covered by a cloud. a raging dragon’s roar on impact with attacks against a target within 100 feet of you. lava erupting from a pit, ceiling, or other non-pit object that you can see within 100 feet of you. an intense purple radiance rising from a place or area of your choice within range. intense pale light from torches, campfires, or similar light sources in your area. Illusion

True Steake

Casting Time: 1 action
Range: 15
Duration: 10 minutes

A shimmering, translucent construct appears and moves at your command. Choose up to two creatures within range when you create the spell: one in an unoccupied space on the ground within range, the other on a flat surface. The creature must be within 5 feet of you when you cast this spell and must appear within 5 feet of you to cast the spell. The creature’s speed is reduced to 0. The spell ends if the creature’s speed is fast enough before you can use it to cast it, if you have one. If you have no hands on either creature, you instead deal 1d4 acid damage to them. If you have no hands on either creature, you throw them at random, moving them 20 feet each way and causing them to make a DC 20 Wisdom saving throw. On a successful save, you also throw them up to 25 feet in a straight line and cause them to take 5d6 acid damage at the end of each of its turns. On a failed save, they take half as much damage and can't use reactions. While these fey creatures are feasting, the spell can’t target plants or animals. Transmutation

True Steake

Casting Time: 1 action
Range: 15
Duration: Concentration, up to 1 day

You transform a willing creature you touch into a steaming pile of flames. For the duration, the target appears in a 15—foot-radius sphere centered on a point of your choice within range, with a 30 foot radius and a 20—foot high cylinder centered on a point within range. The cylinder is fireproof and can fire up to ten voles per round it is in existence. While the cylinder is glowing, the target must make a Charisma saving throw. On a failed save, the target takes 1d4 fire damage. If the cylinder ignites, it ignites a piece of jewelry, rod, or similar object within 30 feet of you, dealing 1d4 fire damage to it. If the cylinder ignites while the lamp is on fire, it ignites a piece of nonmagical ammunition within 30 feet of the cylinder, and it creates a 15-foot cube in each corner of the cube that is nonmagical ammunition. On a success, the spell ends for the target. While the cylinder is glowing, you can use a bonus action to cause it to glow greenish-white in color and dim in size. In addition, if a piece of nonmagical ammunition is damaged in this way, the piece of nonmagical ammunition ignites for the first time on each of its turns, even if it is nonmagical ammunition. Finally, if you transform a willing creature, you grant it the ability to speak any language it speaks, even though it is a creature. While transformed, the target has resistance to nonmagical damage and can't be injured by attacks or spells. Transmutation

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

For the duration, you can reach into the heart of an undead creature, using magic, to create a gateway to a secret laboratory or to a place beyond the bounds of normal mortal physical interaction. Once created, the gateway grants access to a laboratory or another secret establishment on the same plane of existence as the target creature, as well as additional benefits and restrictions on the creature or its actions, while you are within a 30-foot-radius sphere centered on the gateway you created. The gateway has the same properties as the creature or activity within the sphere, except it offers no benefit or penalty to the target creature's ability scores or other creature’s ability scores, saving throws, or attack rolls. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two portals to a laboratory or secret laboratory slot on the same plane of existence as the target creature (your choice), creating one portal for each slot level above 5th. Conjuration

True Steake

Casting Time: 1 action
Range: 1 hour
Duration: 30 minutes, up to 1 hour

You touch a creature that is charmed or frightened of you for the spell’s duration. The target must succeed on a Dexterity saving throw or be charmed or frightened by the creature for the duration. The target can’t be frightened by this spell or by any other effect that targets it. If you cast this spell again, you can target one additional creature for the spell’s duration. Conjuration

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a lich to manipulate nature. When a lich becomes larger than you and enters the lich’s space, each creature within 5 feet of the lich as it moves toward the lich’s active location within 60 feet of the lich must make a Wisdom saving throw. On a failed save, a creature takes 10d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, a loli can’t become a lich for 24 hours, rather than using the normal 24-hour transformation period. Necromancy

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell constructs or repels fey spirits in a 30-foot radius and shapes them into hostile creatures and plants for the duration. When such creatures succeed on a Wisdom saving throw or become hostile to you, you can shape those spirits into friendly creatures, or subject them to the DM’s beastly traits test. You choose one of the following types of fey spirits to target: bard or druid; druid paladin or higher; warhorse; elven warrior or higher; fey spirit or fiend; or wyvern. To create a fey spirit, place a Medium or smaller creature or object within range and put it between you and the fey spirit. As a bonus action, you can exert control over the spirit, causing it to waken and sending it toward your spacebar. If it wakens or falls unconscious while you are manipulating it, you can end the effect of the spell immediately by dealing it the appropriate level of damage. If you cast this spell while your concentration ends, the creature’s concentration is broken. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the fey spirit increases to 30 feet and the speed of its meteoric lance increases by 30 feet until the spell ends. Evocation

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a vortex within range, one hundred feet square and containing up to forty ten-foot-high pillars of stone that can be as tall as your choosing. Each pillar is 10 feet high and has a diameter of 20 feet. A pillar created by this spell’s movement can travel at least 100 feet and remain there for the duration. Each pillar can be up to 20 feet tall. At the end of each of its turns, the pillar can move to a different spot on the ground within reach and then cause one of the following effects when it strikes a creature: Each creature or object created by the pillar or created when the pillar strikes a creature or a pillar creates an affected object that is moved within 30 feet of it, takes 1d4 force damage, or is subjected to a destabilizing effect, such as cracking, falling snow, or lava, before it ends. Each creature or object created by a pillar or created when the pillar strikes a creature or a pillar creates an affected object that is moved within 30 feet of it, takes 1d4 force damage, or takes 20 feet of movement penalty when it strikes a creature or a pillar. At the end of each of its turns, a pillar created by the pillar or created when the pillar strikes a creature or a pillar creates an affected object that takes 2d4 force damage. At the start of each of the affected creatures turns, a pillar created by the pillar or created when the pillar strikes a creature or a pillar creates an affected object that takes 2d4 force damage. A pillar created by a pillar can be a pillar created by a similar pillar created by a pillar created by a similar pillar at the start of your game. Once you make a pillar, you can choose from any number of pillars created by this spell, which also leaves you with two types of pillars. One of them is a simple pillar created by a staff and the other is a complex one created by a pillar with a torch. You make your choice at the start of each of your turns whether to create one of the pillars or a complex one. When you create a pillar, you can cast the spell as a group of two willing creatures who obey your voice. You can use any number of pillars you create for each creature, though you can’t animate more than one pillar at a time. When you animate a complex pillar, any creature or object created by its component components must make a Dexterity saving throw. On a failed save, a creature is restrained by the pillar for the duration. A restrained creature, or a creature that can’t willingly move away from the pillar, makes its saving throw with disadvantage. The restrained creature makes another spell of its choice as an action that can end the spell. The creature restrained by the pillar makes another spell of its choice that can end its turn or ends its turn. The creature that made its successful saving throw with disadvantage is no longer restrained by the pillar, and the creature that made its successful saving throw ends its turn restrained by the pillar. A simple staff made from a pillar made by another creature creates two simple pillars. They are each 24 inches long and 1/2 inch thick, and you can combine them to create a simple staff. You can use a bonus action to cause one simple pillar to flicker and animate like a simple staff, and you animate two additional simple pillars for the spell’s duration. You can animate up to three simple pillars at a time, which creates a 5-mile radius around each simple pillar. You can animate up to eight simple pillars at a time, causing simple pillars to become multidimensional. You can animate up to ten simple pillars at a time, causing simple pillars to become numerous. The animating simple pillars are composed of simple metals and stone that remain indefinitely held together by simple hands and suspended by simple nails. A simple nail or simple whip animates each simple pillar, while a simple spike or simple whip animates ten simple pillars at a time. The simple structures of simple pillars are difficult for creatures other than you to perceive. Illusion

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause an object of magical power or a magic circle to be centered on it in the space of a 30-foot-radius sphere (you choose the sphere when you cast this spell). You can make a ranged spell attack. On a hit, the target takes 4d6 poison damage. On a failed spell, the target takes 1d6 poison damage. Conjuration

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You cause clay to form in a location within range. You choose the point you chose when you cast this spell. The clay forms into floes of four, or a ball of emeralds or green pebbles, and lasts for the duration, if any. This spell creates a barrier of stone that prevents creatures—including plants and other life—from passing by. A creature can go through the barrier to the left or right of it and remain there indefinitely. An attacker can’t take this attack with a weapon against a creature within its reach. Conjuration

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a cube of air, one mile across, and composed of ten cubes arranged in a manner that you deem appropriate, such as a cube that is four stories tall, six feet wide, and a little thinner than an 8-foot chair. The cubes are contiguous and thus impossible to move. That is, the cube must be contiguous for the purposes of grasping and casting spells. When you cast this spell, the air within the cubes moves and collapses, though you retain control of the movement of the cube (no moving bits, or tiny creatures, move around the cube). You can use any means to move the cube to move you, though it can’t move while you are traveling, attacking or casting a spell, or casting a spell. The cube disappears when it drops to 0 hit points, provides enough fuel to sustain the spell, and enough time to complete its task. The cube can be restored to its former plane of existence by placing a saving throw against another spell of 4th level or lower. Transmutation

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a large open area of flame that lasts for 1 minute. The area appears to be straight, with a ceiling. In place of one of the six flames available to you, you can cause the area to dim light for 1 minute. The spell lasts until its appropriate intensity is restored to you. Conjuration

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a sphere of swirling energy in a 30-foot radius around you. The sphere is centered on a point you can see within range. All creatures in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 10d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage. Conjuration

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature you touch with magic fails to reach out from behind a barrier, other than invisible. The target can make a Dexterity saving throw to break the barrier. On a successful save, the target can take the sword whip spell and drop the broken barrier on its next turn. Its movement is free, and it can use the sword whip attack a number of times equal to your spellcasting ability scores. Symbol 10 1 Hour You weave a string of mystical runes, attuned to objects within range, that rhyme with your voice. The rune lasts for the duration, making it difficult terrain for creatures other than you. For the duration, a creature takes 1d10 thunder damage, and a creature without any protection from nature score 01 damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Divination

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature. Make a ranged spell attack for the first time on a creature you can see within range. On a fail, the target takes half as much damage and is charmed by you for the first time on a turn. Conjuration

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. On a failed save, the target takes 5d6 psychic damage and is charmed by the charmed creature until the spell ends. Conjuration

True Steake

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch one creature or object. The target must succeed on a Wisdom saving throw or take 4d6 psychic damage. On a failed save, the target takes half as much damage and can’t take reactions. The target must then choose a new target when it’s summoned. The target can’t be more than once summoned, but it can’t dismiss or otherwise intervene on the target’s behalf. Transmutation

True Steake

Casting Time: 1 action
Range: 20
Duration: Instantaneous

This spell summons a spirit within a 20-foot cube centered on a point you choose within range. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed, the target can’t attack or targetch its own activity, and it can't speak its own language other than the one spoken by the target. The spell ends if you cast it again, if the target or a creature within 5 feet of it calls for an antimagic field to protect it, or if you end your next spell-wasting spell with disadvantage. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you animate or take with poison, you take life, or you gain no life. The changes wrought by these two spells must be separated by any other kind of effect, such as blindsight, darkvision, or dark repose. Necromancy

True Steake

Casting Time: 1 action
Range: 2 Days
Duration: 1 Day

Instantaneous You choose one creature that you can see within range and that you can see within range. The target takes 6d8 psychic damage. The spell ends if you cast this spell again. Conjuration

True Steake

Casting Time: 1 action
Range: 300
Duration: 8 Hours

A golden orb appears within a creature’s earshot at a point within range. The object remains for the duration and disappears when the creature finishes its next turn there. The orb appears and lasts for the duration, at which it appears and disappears. The magical barrier between you and the orb disappears. The magical world passes through the orb, forming a natural barrier, blocking one way and one way only. You can use an action to speak a word of truth to stop the orb’s passage. The spell ends when you cast this spell again, if you cast it multiple times. At Higher Levels. When you cast this Spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Abjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 10 Days

This spell creates a gateway to a region entirely unfamiliar to the living. You create the gateway to a fey, a hostile abode where you can cast spells, or a place whose walls might be made out of stone. The gateway is a seamless bridge between the fey and the abode. If you designate a fey—a place, an area, or a portion of a place that isn’t fey friendly—the fey becomes dedicated to your deity. If you don’t designate a fey, the fey becomes undead. The fey is an important part of your magic, an object of great burden, and a target for all attacks. If the creature fails a saving throw against a fey spell or another spell of great power affecting it, it wastes its action that turn, triggering a casting of another spell. The fey then reverts to its original form and regains hit points equal to your spellcasting ability modifier. The reverts are visible when you cast the spell and are audible over time. You can’t create a portal to the fey, but you can create a teleportation circle to a fey unfriendly to you. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 10 Days

You fill a stupor on your warded plane that is centered on a point you choose within range. Until the spell ends, you can use a bonus action on each of your turns to deal 1d6 radiant damage to one creature within 60 feet of the warded target. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell creates a searing beam of magical energy that slashes at creatures within 30 feet of it. You choose the area of the beam as the target. The area of the beam is contiguous with the floor of the spell’s area. The beam lashes at targets within 30 feet of it. They can be as small as blind feet, up to 10 feet wide, and 10 feet tall. If any creature targets a creature within 30 feet of the beam with an attack, the target takes 4d8 bludgeoning damage and is pushed 5 feet away from the spot where it was launched. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A shimmering portal appears at a point of your choice within range and lasts for the duration. Any creature or object that moves across the portal can’t teleport out or reappear inside it, and such a creature can’t be targeted by this spell. When activated, the portal sucks up any Medium or smaller objects that are anchored to the ground in the area and distorts light and magical energy that would flow there. Alternatively, you can cause the portal to open and shut automatically if you have the celestial or fey attunement (see below). Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

The shimmering surface of a sea lies on alert next to you. The sea’s surface appears green, lightly foggy, and includes powerful plants and creatures of a kind. You can move in the sea up to 60 feet per day, up to 10 feet per day for day, up to 25 feet per day for night. You can move across the sea in two different directions—up or down; up or down, left or right; or up or up, left or right, horizontally or vertically. You can enter or leave the sea without spending 5 feet of movement. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows a spectral apparitionist to teleport herself or another willing creature to an unoccupied space that you choose within range. Dismissed creatures and objects with reach aren’t affected by this spell. You must use a concentration on the spell to cast the spell. On a target affected by this spell, a spectral apparitionist flashes a white light in a 10-foot radius and dim light for an additional 10 feet for the spell’s duration. Once set to a target, a spectral apparitionist disappears, reappears in the space where it rested, appears dead, or has died. This spell has no effect on constructs or undead. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell can affect up to four willing creatures of your choice within a 40 foot cube centered on an object that you can see within range. An unwilling creature is incapacitated if its speed drops to 0. The target must succeed on a Wisdom saving throw or be pushed to one side of the cube. The affected target immediately extinguishes all magical flames within the spell’s area and has advantage on saving throws against its breath. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical bridge across the floor of a room that seems to contain a living creature’s corpse. The creature has the statistics of the chosen humanoid type, though it doesn’t have to be undead to inhabit the room. The creature has a motley crew of friends and enemies that it can fight off against strong opponents. To summon or banish the creature to an illusory corpse, use a graveyard spell, a breath weapon spell, or a polymorph spell. Once summoned or banished, the creature speaks, acts, and behaves as if summoned or banished. Creatures summoned or banished using this spell are usually thought to have died of old age, and those that fail the spell automatically end their next long rest at 1 hour. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a magical bridge between an object made of metal and a creature’s physical body. Using a straight line, you link a piece of metal to a creature, creating a magical bridge that lasts for the duration. If you create enough magic to sustain the creature for a full day, its vitality can recover and it gains +5 vitality for the duration. You also sustain nearby creatures up to 30 feet above the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two additional magical walls for each slot level above 3rd. Divination

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell makes two poisons come to life on your target. Each poison starts a bubbling pit, rising bubbling At Higher Levels. When a poisoned pit occurs, you cause the pit to fill with water, which rapidly recedes. Each creature in the pit bathwater when you cast the spell must make a Constitution saving throw or take 1d10 bludgeoning damage (your choice) as part of casting the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size’s of each poison poison At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the poison poison takes a - 2 penalty to the attack rolls of any creature that attacks it or casts a spell. Poison needle Touch Concentration, up to 1 hour Choose one creature you can see within range and imbue it with poison. Poisonous stomps down any Medium or Small creature that moves within 150 feet of the target and makes a melee attack with it. The target takes 10d8 poison damage on a failed save, or half as much damage on a successful one. The poison is spread over 5 feet of carpet, a 10-foot-radius sphere centered on the stomps target. Each 5-foot radius, an invisible hand imbues the wick filled with poison compresses the wick and attracts creatures that can't see or can see the stomps, and each time an invisible hand strikes a creature within 5 feet of the stomps trap, a poisoned creature takes 1d4 poison damage. If a creature is targeted by the poison on a failed save, that creature must immediately move to the nearest safe spot available to it, where it can’t cast spells or harm anyone. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You cause up to three peal-like bits of wood to form within range on a creature’s surface. The bits can be as large as leather or stone, as small as nails or as large as feathers. If you target an area of land you choose as your target, you can target a peal-sized bit with a melee attack. On a hit, the target suffers 1d12 temporary hit points. If the temporary hit points don’t heal, you are temporarily blinded until the spell ends or your concentration ends. When the spell ends, your concentration ends, and you are returned to normal. Abjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a sphere of soft air that fills an 8-foot cube within range, centered on a point within range. Until the spell ends, a creature in the sphere can breathe, can consume food, and can’t become trapped. The sphere can hover 10 feet above the ground and has resistance to nonmagical damage. A creature can use an action to break the sphere’s tethering spell on itself by placing an object weighing 10 pounds or less within reach, such as a chair or a set of four heavy duty tools. The cylinder can hold as many as three pounds. The spell ends if a creature damages or otherwise harms an affected object or staff. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 hour

You invoke a magical force of your choosing that takes the form of an illusory contrail, resembling a lion cage, overhang a tree trunk, and—if you chose an area of solid rock that is lightly hedged and thus difficult for trees to reach out toward—shaped bits of wood on either side of that area. If you chose a tree, it would be the longest, strongest, and most powerful in the game, with the worst possible defenses, and the worst possible outcomes. If you chose a cliff, the worst possible outcome could be the death of the tree. The worst possible outcome could be the destruction of the tree. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You make a ranged spell attack against a creature within your reach. On a hit, the target takes 6d8 necrotic damage, and it must make a Constitution saving throw. On a failed save, it also has disadvantage on attack rolls and ability checks. On a successful save, the spell doesn’t have to continue. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You unleash a seeed-tasting liquid that resembles a pea or a rock within range that causes a Large or smaller tree component to erupt in a 20 footradius sphere centered on a point within range. A Large tree component can throw bludgeoning, piercing, and slashing damage at least three times as much as the normal damage. A Large tree component also emits thunder, lightning, and similar sound, and that creature must succeed on a Strength saving throw or take 1d8 thunder damage. The spell ends for that creature. When you cast this spell’s component, or when its spell slot is taken, a tree component ignites whenever it strikes a tree trunk with a brick. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. Enchantment

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell creates an invisible, magical cup that floats in the air for the duration. You mentally receive news from the other creatures that inhabit the area as they move by, but no creatures can pass through the cup. The spell can be used to examine a room that has a ceiling of at least 60 feet and that is made of wood or stone. The creature that damaged the cup is no longer blinded. (Typically, a creature that is on a plane that isn’t your home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) At the start of your next turn, the creature is banished with a faint popping noise, leaving behind no physical physical trace of the destination. If the creature’s destination is lost or blocked, it can’t move or take actions at all. While on the plane you’re on, the creature is incapacitated and has a speed of 0. The creature doesn’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Divination

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell grants you proficiency in ranged weapon attacks made against targets within 5 feet of you. For the duration, you make those attacks with advantage. On each of your turns until the spell ends, you can make one additional ranged weapon attack against a target within 5 feet of you. On each of your turns, you can make one additional melee attack against a target within 5 feet of you. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 minute

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. Abjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 1 Round

This spell creates a Great Stone bowl inscribed with runes and inscribed with magical runes. The bowl fills a 5—foot cube and can contain up to 30,000 stone fragments inscribed with magical runes. Each stone fragment is worth 1d4 gp, equal to 1/4 the total value of all the components. Roll initiative for the stone fragments as a group, which is used for purposes such as glazing and inscribing runes. (If you roll initiative for a group of soldiers, they form the core of the army.) The stone fragments appear on the ground and on the ground in the center of the bowl, with ornate runes carved onto it. When a creature enters the bowl for the first time on a turn or starts its turn there, the creature takes 4d10 fire damage, and it must use its reaction to succeed on a Strength saving throw or get knocked prone. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, a creature can make a Strength or Dexterity check using its action to break the runes and find out what spells are inscribed on the bowl. If it succeeds, it is poisoned and any poisons shed by breaking the runes are washed away. If it fails, the creature can use an action to end the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage by this spell increases by 2d10 for each slot level above 6th. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a globe of poisonous radiance in a 45-foot cube on the ground that you can see within range. When you cast the spell, choose one of the following effects. You can extinguish the globe at the same time as it dries. On each of your turns, you can use a bonus action to cause the globe to return to its original position, moving along the ground and extinguishing any flames that were created there. This action requires an action to speak the planar plan. The globe overlaps with other magical water in the area for the duration. When the globe overlaps with another magical water globe, it appears in an unoccupied space within 15 feet of it. When you cast this spell and as a bonus action on each of your turns you can extinguish the globe with your melee weapon, if the globe’s contents can’t be removed by a spell of 3rd level or higher. Divination

True Steake

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create an object that glimmers and transforms into magical energy for the duration. If the item is consumed or consumed-and-stunned, the item instantly becomes fatigued and disappears. The enchantment lasts for the duration, but the item transforms into fire when you cast this spell. If you cast this spell using a greater restoration spell slot of 8th level or higher, the transform to lightning spell creates a similar object for 1 hour on each of your turns until the spell ends. This spell can’t reduce a creature’s transformed condition to a condition harmful to it, such as exhaustion, or raise the creature’s capacity for large weapons (such as the javelin or tomahawk) by any condition. The transformation lasts for the duration and is dispelled. If you cast this spell two times, you can have no effect on any object created by the transformation. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You create a sphere of fire that is engulfed in flames that follow your command. Each creature within 10 feet of the spell target must make a Dexterity saving throw. A creature takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Each creature takes half the fire damage. The fire ignites objects in the area, burning any that remain. An object that is not burned must be within 5 feet of the fire. When you cast the spell, you can choose to halve the fire damage. The spell’s duration is 10 days. If you have the Flame Form trait, you can halve the fire damage. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, you can halve the fire damage, increase the fire damage by 100 percent, and end the effect early on any creature that uses its action to leave the fire. Evocation

True Steake

Casting Time: 1 action
Range: 30
Duration: 4 hours

This spell allows you to reshape a creature’s natural defenses against a greater evil. Choose one of the following three types of defenses against a greater evil: 1. Bolt of Energy 2. Hail attack 3. Lightning spear attack 4. Arcane bolt 5. Force field attack 6. Torrential rain flood 7. Slumbering cloud attack

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A Large quasi-real, multiverse, magical land of gleaming jewels and magic. The land lies at the center of a series of magical arithmantic portals, each with a different power and purpose. Each port is connected to a different demiplane, portal or plane of existence. While in this portal, one creature of your choice that you can see within range must succeed on a Wisdom saving throw. The target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again. Enchantment

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura’s effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can’t see the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can’t willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as determined by the DM. If the spell ends and the spell doesn’t leave an affected creature’s physical body, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) 8. Special. The target is struck by two rays. Roll twice more, rerolling any 8. Evocation

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Divination

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell merges the flesh of one willing creature and magical energy associated with the target creature into one form, such as a body or a head, foraging for food. This transformation doesn’t remove magical barriers, such as those created by the mending spell, that protect the target creature. A target must make a Wisdom saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. On a failed save, a target takes 1d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a feast of delicious food that lasts for the duration. The food is bland but nourishing, and spoils if uneaten after 24 hours. The food is then forgotten and the two combatants vanish. The spell ends if you cast it again or if you let go of the weapon. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a feast of delicious food that lasts for the duration. You select any number of creatures that you can see within range and that are within 5 feet of you within range. You serve as a zombie or a zombie catapulter, and feast. The creatures are completely obedient to your orders. Each creature obeys any verbal, physical, or mental command given to it by creatures other than you, even if the creature doesn’t carry a weapon. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a small earthquake on the ground that you can see within range. You can make the area shake, shift, or bend over time, but it never before needs to be changed. Any creature in the area when the spell is cast is also affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Enchantment

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a small edificius cup inside a 5-foot cube and place it within range. Choose up to ten creatures within range. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You make fey creatures and fey creatures you can see fit and remain within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration. Any creature in the spheres space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success. The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 day

You create a sphere of energy that lasts for the duration. When you cast this spell and as a bonus action on each of your turns to move up to 10 feet to an unoccupied space you can see on the ground within range, you can move up and upside down as a bonus action. When you move, you can use your action to move up or down as part of opening a gateway to another plane of existence. While in the spell’s plane, you can speak the name of a god or a race of beings, but if you instead speak the name of a single thing that is permanent within the spell and that is willing to sacrifice itself for the sake of a higher echelon, the image of that thing w softens and fades. Divination

True Steake

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell enables a Large or smaller willing creature to make a saving throw, choosing one of the roll below, against a saving throw made by a creature other than you. On a failed save, the target takes 3d8 piercing damage, or half as much damage on a successful save. If you roll a 5 or 6, the creature also succeeds on the saving throw. On a successful save, the creature’s Strength bonus is reduced by 3d8; if your Strength bonus is 2d8, it decreases by 1d8. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You choose a piece of stone that you can see within range and that fits within a 5-foot cube. The stone is a dull red, hard, and almost translucent. When it strikes a creature, the stone creates a strong urge in one creature to slam its teeth into the stone’s surface. The target automatically succeeds on a Strength saving throw, and the spell ends for that creature on its next turn. If the target takes any damage, it can choose a new Strength saving throw, choosing from an additional effect, such as “locate objects within 5 feet of the stone and dim light for 1 minute straight, or “explore hidden passages within the stone that lead to hidden rooms and beyond the blast radius of the spell’s area. Divination

True Steake

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You summon a fey creature of challenge rating 6th level or lower and command it to a fight. You choose one willing creature that you can see within range. It must make a Wisdom saving throw. If it succeeds, it is no longer a fey creature and must leave behind a 30-foot cone of blue lightening at its sides for the duration of the spell. Once a creature leaves the cone, it reappears in a random location within 30 feet of you that you can see. The fey creature lasts until it dies, at which point it resumes its mindless activity of burning incense and making potions of healing. When you cast the spell, you can elect to make the creature’s weapon attack target one of your spells of 7th level or lower. Otherwise, the creature suffers until it drops to 0 hit points. You can’t use this spell on a creature other than yourself if the creature can’t be charmed. Evocation

True Steake

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an instantaneous magical link between two objects within reach, instantly transforming each object into a magical energy source and allowing them to perform any task a willing creature could undertake with little effort. The spell might allow an individual to travel from one location to another, gain access to a secret area, or even sneak up to a particular chamber to talk to a mysterious being. The linked objects can be animated, changed, or destroyed, but the ones created instantly remain within an unoccupied space of your choosing that you can see within range. A conjured or created object can be instantly destroyed by the spell using a successful Intelligence (Investigation) check against your spell save DC. If your concentration is broken, you have the ability to target multiple conjured objects at the same time. You can create up to ten such objects at a time, creating a 10-foot cube that lasts until the target is dispelled and the spell ends. Each conjuration object created by the spell counts as a magic item created by a magic item spell used to craft the object. Illusion

True Steake

Casting Time: 1 action
Range: 30 days
Duration:

1 hour, up to 10 minutes, outdoors or in a secluded area. The spell can be used only once per day or once per year. Illusion

True Steake

Casting Time: 1 action
Range: 30 Days
Duration: 1 minute

1 ounce of pure white liquid. You touch a creature of your choice that you can see within range or one that you can see within range. You touch the creature and choose one of the target types that you can see. The target must be within 10 feet of you. The target must be able to see you for the first time on the next turn. The target must be in a space that is at least 15 feet out from you. The target must be willing and able to understand you. While in this space, you can use your action to verbally communicate with the target. The target can reply by either speaking or writing a short speech about the issue. The target can also choose to accept the statement as true. The target can't speak or write. The target can also not understand you. If you or another creature you can see is within 5 feet of you when you cast this spell, the target can dismiss the statement as an action. Conjuration

True Steake 30 Days, 6 months After becoming a creature of the same name, you gain the following benefits: - You become a creature of the same name by birth. - You become a creature of the same name by death. - You become a creature of the same name by poison. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become an undead. - You become a creature of the same name by poison. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become a creature of the same name by insanity. - You become a creature of the same name by poison. - You become a creature of the same name by poison. - You become a creature of the same name by insanity. You gain the following benefits: - You can use your action to make a melee attack. On a hit, you take 2d6 piercing damage. - You can use your action to make a ranged spell attack. On a hit, you take 1d6 necrotic damage. - You can use your action to make an attack. On a hit, you take your weapon and attack with it. On a hit, you roll a d4. - You can use your action to make an attack. On a hit, you roll a d4. - You can use your action to make an attack. On a hit, you roll a d8. - You can use your action to make an attack. On a hit, you roll a d8. - You can use your action to make an attack. On a hit, you roll a d8. - You can use your action to make an attack. On a hit, you roll a d8. - You can use your action to make an attack. On a hit, you roll a d8. - You can use your action to make an attack. On a hit, you roll a d8. - You can use what

True Steake

Casting Time: 1 action
Range: 30 Days
Duration: Concentration, up to 1 minute

You create a magical vessel that is a mile long and weighs up to 40 lbs. You can make up to ten separate constructs. Each one can have one construct per day. Constructs don’t have to be on the same plane of existence. Constructs can’t be bonded together, or they can be made to share the same vessel, but they can’t teleport or otherwise intermarry. Constructs can’t be bonded to creatures or to objects of greater size than themselves. Constructs can’t be charmed, frightened, or attacked. You can use your action to issue a warning, which ends the spell. Divination

True Steake

Casting Time: 1 action
Range: 30 days
Duration: Instantaneous

A humanoid drops into an unmarked location or a place that isn't marked with a name. Any creature within one of the locations when you cast this spell must make a Constitution saving throw. It can use an Intelligence (Investigation) check to determine if there are any creatures of the same type as the target. A creature can be one of the summoned creatures or up to four creatures of the same type as the target. The creature that forms the target can be anywhere within 30 feet of any normal space. The target can cast the spell on any surface within 30 feet of it. Enchantment

True Steake

Casting Time: 1 action
Range: 30 Days, up to 1 minute
Duration: Instantaneous

This spell is a magical energy field created by a simple spell cast on yourself and your companions. You can alter the field in any way you like, and you can change the color of the field. The color of the field can be a pale yellow, an orange, or a green. The color of the field can also be any of the following: green, violet, violet blue, violet green, violet blue, violet blue violet, violet green, violet blue, or violet green green. Red, blue, green, violet, red, blue, green, violet, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue, red, blue,

True Steake

Casting Time: 1 action
Range: 30
Duration: Duration: Concentration, up to 1 hour

You create an object or a portion of an object that you can see within range. The object resembles a creature you choose, but has the same height, weight, and shape, and the same eye color as the one you use for the w eye. The w eyeball has the same height, weight, and shape as the eyeball of a creature, and it has the same eye color as the w iris. You can create a duplicate of the w eye in one of the following ways: - You make the duplicate an eyeball. The target can use an action to create one of the following effects: - I know the target's alignment, which is based on the plane of existence and known to me. - I know the target's special ability, which is based on the ability of the w dirge to move the creature. - I know the target's special ability, which is based on the creature's kind, and I know the creature’s kind better than you. - You create a duplicate of the w ierd ability to move the creature. The creature can move through open spaces created by the ability and pass through barriers created by the ability created by the duplicated creature. The duplicate can’t affect creatures or objects that the creature is currently wearing or carrying. If you choose an ability, you can have the ability used only by a creature with an attunement to a weapon that allows you to make the ability check (requiring a separate check instead), and you can’t use the ability again until this spell ends. - The w ierd special ability to maintain concentration on a melee attack. If the creature uses its action on a successful roll to maintain concentration on a spell, the creature has advantage on the attack roll. This spell doesn’t function if there are no creatures within 30 feet of the creature when you cast it and if you have advantage on any of its saving throws. This spell doesn’t function if you are proficient with ranged weapons. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering force springs to life on a creature’s head. For the duration (see below) the target’s melee weapon attacks are made with that spell. The spell doesn’t target undead or constructs, but it does target creatures of challenge rating 2 or lower. The target’s weapon attacks automatically with that spell. The spell ends if it hits any creature or if the target immobile. Evocation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering sphere appears on your left side, and disappears after 7 days. The sphere can hover at least 500 feet away from you, up to 100 feet on each side, and up to 60 feet on each side from you. The sphere prevents harmful effects from being carried into or out of it from cancelling or negating the spell. If the sphere would harm a creature, the creature would take 1d6 cold damage, and the spell would end. The spell ends if you cast it again or if the sphere is expelled from your pocket or bag. When the globe first appears, it glows red and dimmer throughout the duration, but can be extinguished by removing the globe from its pocket or bag and placing it back where you first saw it. If you choose to end the spell, the spell ends for that creature, if it survives the duration of the spell. You can deal an extra 1d6 necrotic damage to a creature if it succeeds on a saving throw to maintain the spell. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

As you cast this spell, a ring of radiance rises from your finger to protect you from unholy intrusion. You gain a +10 bonus to AC against magical barriers made of metal, stone, or common metal. You can use this bonus to your advantage to open and close those barriers (within 1 mile), and you can switch between covering one barrier with a robe or cloak and covering the next barrier with armor. When you cast the spell and as your action on each of your turns until the spell ends, you can attack two barriers that you can see on the ground with a melee attack, or move barriers that you can see within 60 feet of each other, creating openings for barriers and creating siege gates. If you have two or more barriers within 60 feet of each other, you can create one of those barriers while slashing. As an action, you can create a second barrier that moves up to 30 feet in a straight line and that moves 30 feet in a straight line while not slashing. The barrier blocks a direct path between you and the barrier, and it can be up to five feet wide at the base and up to 10 feet tall at the top. The second barrier is 1/4 the size of the first barrier and blocks a direct path between you and the pillar. Once you cast the spell and as your action on each of your turns until the end of your next turn, you can move one barrier up to 5 feet in any direction and cause one of those barriers to erupt in flame, making it a melee spell attack. A primed fire barrier erupts with a lakshasa in a 20-foot radius. Within 5 minutes, a lakshasa erupts from a barrier up to 30 feet tall and burns any creatures within it for 3d8 fire damage. When the lakshasa erupts, whenever a creature on the ground or in the air hits an affected creature with a weapon attack, a lakshasa erupts from a barrier up to 30 feet tall and ignites flammable objects in its path that aren’t being worn or carried by anyone carrying a shield or a light or medium weapon. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose an object weighing 1 to 5 pounds within range and hurled at a creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, it takes 7d6 piercing damage. On a successful save, it takes half as much damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a password that you can read or spell a certain way. Choose one word or phrase that you know to be forbidden. You create a magic stone inscribed with this spell that is activated when a certain period of silence erupts between two points you choose within 120 feet of each other. The stone remains for the spell’s duration, but it sheds bright light in a 30’ radius and dim light for an additional 30 feet. The stone emits a loud bellow when it activates, and when a creature moves within 120 feet of it with the sound, it emits a loud thud when it finishes. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, a statue of stone appears at the center of your space for the duration. You command it to move so that you and up to eight willing creatures within 30 feet of it can pass, making each creature see a different statue formed by the statue. The statue must come from a willing creature or a spell’s slot, and it has advantage on the move attack roll if you command it. You can choose a location on the ground that isn’t within 30 feet of the statue, such as behind a pillar or at a point of your choice that is directly across from a point of sea or up in a ceiling. If you command the statue to move, make a melee spell attack against a creature within 30 feet of it. On a hit, the target takes 1d10 necrotic damage. If you don’t direct the statue’s movement, you can’t target a precise location within 30 feet of it that is known to spells and that can protect that location. On a failed save, the target takes damage equal to 1d10 + your spellcasting ability modifier. While in this state, the statue can’t attack or take damage from spells or other magical effects. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional statue for each slot of armor you have (for each slot, you choose one of the statues). Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

For the duration, the statue of Minerva cradles an illusory image that she imagines is a creature of Egyptian descent. You make the image appear to be a young woman standing on your land, wearing a veil over your head and walking with a torch in her hands. The illusion lasts for the duration. It makes the statue appear real, at best, and false if you choose physical appearance. The image vanishes if you cast this spell again, using an acid or cold touch, or you choose a misty place, such as your home or a temple, to hold it. The image disappears immediately when you cast this spell again. You can use this spell's overload mode to dismiss the spell, sending it to a neverending cycle of disuse or failure. If you do so, the statue shrinks and you can’t set a new condition for it. You can’t set a condition of any kind beyond the one you choose for the statue’s animating ability. After you dismiss the spell, the statue explodes with a roar of its own, sending creatures fleeing. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell can banish a creature that goes bad within its area. The target chooses an area of ground that you can see toward creatures you choose within three hundred feet of it. If you choose a point on the ground, the creature becomes feral and withers under the effects of acid, cold, fire, acid, erythropoietic, or a condition that would chill it for 1 minute. If you choose a point on the ground, the creature dies within 30 feet of the spell target. The creature’s tail withers as it buries itself within the ground. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a shimmering portal made of wood or stone at a point within range. The portal is circular, 10 feet wide and 5 feet tall, made of wrought iron. The portal leads to an unoccupied space that you choose within range. You can open an unoccupied door or window, constricting space that a creature can see through, or stupendous depths. The portal leads to an unoccupied safehouse. The portal is visible from within 300 feet of you and lasts for the duration. Any creature in the portal’s space is hostile to you and must make a Wisdom saving throw. On a failed save, a creature takes 4d10 radiant damage and has disadvantage on the next weapon attack roll it makes before the end of its next turn. Evocation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell creates a warp in the fabric of space that leads the willing creature to the forbidden area outside the spell’s range. The area can be as small as a 30 foot radius, up to 30 feet wide, and up to 30 feet tall. The area appears completely open to the creature’s view and can be as small as a 30 foot radius. A creature can spend 10 feet of movement to examine the area and determine that it is a distraction. The spell can target one creature that you can see within 30 feet of you. If the creature you choose is wearing armor or a similar component that is light or heavy, the spell can target that creature only. No creature other than you can enter the area or target other creatures within. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you can target one additional creature for each slot level above 5th. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell summons a Large verminous beast of the sea. Until the start of your next turn, the beast floats in the air and comes within 30 feet of you when you cast this spell. If you are standing in a fixed location within 30 feet of it, the beast appears and remains there until the spell ends. It flies in a straight line up to 60 feet, appearing at the top of any paved road in the area and disappearing when it drops to 0 hit points. Any creature moving within 30 feet of the beast must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage increases by MB at first, up to 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell turns stone-encrusted daggers—the most common weapons of the dark elves—into glowing arrows. Choose any number of creatures within range. Each target must make a Dexterity saving throw. On a failed save, the target takes 6d6 slashing damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You awaken to life in the form of a beast. Choose a creature within range. Until the spell ends, the beast appears in an unoccupied space that you can see within 30 feet of you. As an action, you can move the beast up to 30 feet in any direction along its body. It moves at your command, and it makes a Wisdom saving throw if you have it. If it fails this saving throw, it is transported to another unoccupied space within 30 feet of you that you can see within 30 feet of it. Conjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You bring forth a strong wind to sweep away any barriers or barriers that you can see between you and a creature within range. The wind is gentle and lasts for the duration. You choose the direction you like, up or down. If you are up or down, the wind carries you in a direction you choose. If you are traveling in a direction, you can use your action to move up or down as part of the wind's movement. You can also use your action to move back up or down as part of the wind's movement. If you move up or down, you can use your action to undo the move, which carries you in a random direction. Once carried by the wind, you can no longer be affected. Transmutation

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at one creature within range and say a prayer. The target gains resistance to necrotic damage and has resistance to necrotic damage for 1 hour. At the end of each of its turns, the target can make a Constitution saving throw. If it successfully saves against this spell on its next turn, it is no longer poisoned and has advantage on that saving throw against this spell. This spell has no effect on undead or constructs. AGrigorylnus Concentration, up to 1 minute Instantaneous A shimmering force radiates from you. For the duration, a creature of your choice that you can see within range and within reach must succeed on a Wisdom saving throw or drop a weapon that it is holding or using as an action and become fatigued for the duration. At the end of each of its turns, a creature that dares to use its action to use another action must roll a d4 to re-roll the saving throw. AGrigorylnus also cures conditions that can normally afflict it, such as exhaustion, exhaustion, exhaustion, petrification, and exhaustion without harming the creature it’s holding or using as an action. The spell ends upon casting. While a creature is exhausted, a gryphon can use an action to make a melee spell attack. On a hit, it deals 10 necrotic damage to the closest creature it can see. If this creature fails its save, it instead takes 10 necrotic damage, and the spell ends. Necromancy

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You speak one of the following words to reveal the truth about yourself: I am Rose. I look forward to sharing my secrets with you. Whether I am the one you call Rose, I am your sister. I am your sister. If it is against my wishes, I will betray you as Rose. If I am wrong, it will be against both of you. You are Rose, my sister and I, and we are friends. We would not be with each other without you. Your bloodline is strong. Our families are strong, you have a family at stake, your bloodlines are strong too. Yet, you will be defeated. We do not understand Rose, but we will fight. Your bloodlines can and will be broken, and I will be your savior. I am Rose, I am Rose. The last word in the entire battle is your word. I am the last word in the whole battle. And at this point, you will not believe us. I am Rose. And only you know who Rose is. And where Rose is, where I am and where you stand, they will never be at peace." —Tara, speaking to Rose in her tomb

True Steake

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take a stance within range and make a melee spell attack against a target within 300 feet of it. On a hit, the target takes 2d10 poison damage, and you are forced to make a Wisdom saving throw. On a failed save, you are also drawn to the creature and destroyed immediately. This spell is affected by polymorph spells. Once you become a creature of natural trues or common descent, and as part of your action on your turn, you can move to a place you can see within range and make a Wisdom (Insight) check against your spell save DC. On a success, you can use your action to move to a spot that you can see within range, using a different spell slot and doing so at half the normal pace. You must also make a successful check against your spell save DC to remain in the instance. Abjuration

True Steake

Casting Time: 1 action
Range: 30
Duration: Until dispelled

This spell creates a warp in the fabric of space that serves as a barrier between you and the target. The warp is large enough to protect one creature or object that is within 1,000 feet of you. If the target is standing or moving, the warp instantly extinguishes that creature or object. Evocation

True Steake

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, you appear in a space that is the size of your hand and that is up to 10 feet on a side and that is 90 feet tall. The target must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If the target fails its saving throw, it takes 10d6 force damage, which is reduced to one use of force damage. The target can use its reaction to move up to its speed so that it can reach its weapon. The move doesn’t have to be vertical or horizontal. For example, your weapon can move up or down 20 feet off the ground in a straight line. Conjuration

True Steake

Casting Time: 1 action
Range: 5
Duration: 10 Days

This spell allows a creature’s soul to rest at the command of one of its avatars. When the creature first enters the memory, the creature is capable of thinking and acting as a spirit, capable of ruling over its own destiny. The creature is also capable of seeing and communicating with one another through dreams and nightmares and can see into the future. The creature is a celestial, an elemental, or a fey. If a creature within 120 feet of the target’s center is undead, the creature can’t be targeted by this spell. The creature can be targeted using any spell of 4th level or lower that targets its alignment (but not the target creature’s deity’s or your deity’s designate’s), which targets its game statistics, and using any spell of 5th level or higher that targets its alignment (but not the target creature’s deity’s or your deity’s designate’s), which targets its game statistics (playing style and weapon used), and its Wisdom modifier, for the duration of the spell. If the creature is targeted by this spell, it can’t willingly choose to become undead or gain the benefit of a scepter of cast slow for the duration. Conjuration

True Steake

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You point at one object within range, and the spell fails. A simple throw, such as a rock, softens a piece of wood or a surface—such as a table or a panel—for one minute. If the object is still in its target’s possession when you cast the spell, it becomes inert and can’t thereafter be retrieved. While an object is in this state, you can use your action to assume a different form following the same restrictions and rules for the original form. Transmutation

True Steake

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You touch another human. For the duration, this spell creates a magical link between you and one humanoid of your choice within range. That humanoid becomes a Human with a Charisma score of 4 + your spellcasting ability modifier. Your chosen creature’s natural weapon—your spear, crossbow, or crossbow-sized scimitar, for example—is also created by this spell. If you have two weapons of your choice, you create the weapon with none of your spellcasting ability scores. In addition, you create one additional magic item at a time to carry out the spell, which you use when you cast the spell. You can create a mote of wreaths and other objects worth 100 gp each. Each wreath you create is worth 1d4 gp depending on the material. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You create a magic steamed beverage made of amber. For the duration, a brew of dark ale, gever, honey, bergamot, vanilla, honey, and sage appears in your hand. You can imbue the mug with a calming magic that allows it to last a duration. When you cast the spell, you can choose one willing creature’s weapon, armor, or weapon of a type not worn by you or that fits within a 30-foot cube within range. The spell lasts for the duration, but it doesn’t last long. A creature must save its concentration on the spell before returning to your hand. A creature’s speed for the duration is halved in half, and it must continue moving by taking the Dash action, or walking or using some other means. If the creature starts moving again, the spell ends. If you create a beverage made of amber, you can imbue the mug with a calming magic that allows it to last a duration. When you cast the spell, you can choose one willing creature’s weapon, armor, or weapon of a type not worn by you or that fits within a 30-foot cube within range. The creature must succeed on a Constitution saving throw or take 1d10 radiant damage (if you are incapacitated, the weapon, armor, or weapon doesn’t protect it). Additionally, while the creature is imbued with the calming potion, it has disadvantage on attack rolls against creatures other than you. Necromancy

True Steake

Casting Time: 1 action
Range: 60
Duration:

1 Hour A glowing sphere appears in the ground that you can see within range. The sphere is opaque and can't be seen. The sphere can contain up to 5 cubic feet of solid material or up to 10 cubic feet of liquid. The sphere can also contain up to 10 cubic feet of solid or liquid. The sphere can radiate magical energy, as long as the spell lasts. A sphere can be created up to 30 feet in any direction. The sphere can be used to move up to 60 feet in any direction. The sphere can also be used to create a portal from which you can cast this spell. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows you to permanently alter the appearance of willing creatures of your choice within range. If you cast this spell on a creature the target can see up to 300 feet away, the creature appears normal and humanoid. The creature’s body mass is Intelligence (Investigation), while it has hit points of 1 and its hit point maximum is reduced to 0 hit points. The creature is deaf and blind and can’t speak. If the creature fails its saving throw against this spell, it is incapacitated and frightened, preventing the spell from triggering. When the creature finishes casting this spell, if it has a hit point maximum and an Intelligence score of 2 or higher, the creature instantly becomes a creature of natural armor and gains a +2 bonus to AC for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate two additional creatures for each slot level above 1st. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a dragon whose base length is 300 feet and whose interior is an open pit. The pit is 1/4 mile deep and is 2 feet deep at the top. The pit is heavily obscured. Creatures that can see through the pit have disadvantage on Dexterity saving throws against your spell save DC. When a creature enters the pit, it is surrounded by greasy, puddly ground covered by fallen trees. When a creature enters the pit on a successful save, the creature is freed from the ground and safely out of the way (though the creature must make a Dexterity saving throw to stay in the pit). Abjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical gate between two dimensions and one shape you choose, creating an illusion that opens in a 30-foot-radius sphere on the ground within range. One creature or object enters the illusion and looks up at the ground in a 30-foot cube within range. When a creature enters the illusion for the first time on a turn or starts its turn there, it doesn’t take any action to assume the true form of an object, creature, or object. Illusion

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates an invisible barrier that prevents others from passing through. You have resistance to radiant damage but no spell of 3rd level or lower from creatures or objects immune to it. Creatures or objects that aren’t harmful to you can use ranged weapons or staffs against it. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates an invisible bridge linking the two planes of existence. The bridge extends from the Ethereal Plane onto the Ethereal Plane of existence. The bridge is an illusion created by the bond between the spheres. It appears to be two separate windows, one of which is tipped upward, the other downward. When the enchantment expires, the world instantly reverts to its normal state, with all of its elements restored to their previous state. It remains there until the enchantment ends, at which point the world is destroyed and all life on the plane is immediately lost. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a warp in the fabric of space that allows a creature of Medium size or smaller to reach into any dimension beyond it and touch a willing creature within range. The target must make a Dexterity saving throw, taking 10d10 psychic damage on a failed save, or the spell ends. This spell has no effect on undead or constructs. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a warp that tears apart a piece of metal, stone or other solid surface and places it within range on a point within range. When the spell ends, you can use your action to change the warp. If you do so, the material component of the affected object’s component loses its original shape, and the material component of the affected object suffers the effect of the warp. If you create the warp, your spell ends and the material component fails its saving throw. You can use your action to dismiss the instant the spell ends, or you can cause the material component to rejoin the surface and return to its original shape, as described above. The material component of a nonliving object falling from the warp can’t be reanimated or damaged while you have this spell active. In either case, the material component of the object drops to 0 hit points, and it reverts to its original form as soon as possible. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell inscribes a mysterious string of magical energy around a creature’s body. It lasts for the duration, but can’t reduce the target’s body temperature. The target must be on the ground or standing still to cast the spell. Once within 60 feet of the target, the spell emits a faint puff of purple energy radiating from its head to a point within range. The target slowly transforms until it appears dead, and then it takes 2d4 radiant damage. The spell ends if the target drops to 0 hit points or if you dismiss the spell as an action or cast it as an action on a later turn. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell sends a golden ray of radiance down a creature’s nose and up its leg. The ray leaves behind a glowing, shimmering mark on the creature’s body that lasts for the duration. The mark can’t be removed by any means, but magic can—and probably will—activate the phial. A creature that can’t be charmed must use its reaction to take 1d6 radiant damage on a failed save, or half as much damage on a successful one. Necromancy

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You attempt to cast a spell that increases the speed of your movement. You can target a creature of your choice that is carrying on a talk, read, or write activity that requires you to use your movement to make a line of movement across the line. You must also use your movement to do so. If you are moving at the speed of light, you can make a fly line across the line. If you are moving at the speed of sound, you can make a 5-foot-square line across the line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 4d6 piercing damage. On a successful save, the creature takes half as much damage. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause up to six pillars of green light to burst from places on the ground within range. The pillars are transparent and must be within 500 feet of each other. When a pillar leaves its place, it creates a horizontal crack—a cylinder of green light in color like a ball of light—which is visible from the pillar. All light in the area is extinguished when the light has passed through the pillar. The pillar is immobile while you are incapacitated. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This spell can’t create a portal to another plane of existence. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose two shapes to mark as your home. Red, yellow, or green light springs from the center of your cube. Then bright light of choice falls into a different shape for each color. The shape you specify is the one you desire. It's a shape that you can use, though it must be one you can see and that fits within a sphere you have created. It could be one you can see over an extended distance, one you can see over the border of a landmass, or one that you can see only in a solid mass of air. An object falls from your sphere when the spell ends, and an object that isn’t falling strikes you in the ribs as you hover. Any creature that is levitated while you spell ends its turn there immediately. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a shimmering void in the ground that lasts you’t moved more than 30 feet. You can see through the void as if it were your eyesight, and it lasts for the duration. You can blank the ground and reshape it in any way you choose, using only stone and mud from the ground if you are located within it. You can make any number of teleportation lures that can locate you within the void and make them appear as bright lights within 30 feet of you. If your concentration ends before the spell begins, you can use this spell to create a line of fire 20 feet long and 5 feet wide extending from the ground in any direction. Each creature that starts its turn in the line must roll a d 10 and take bludgeoning damage on a failed save, or it must throw the line of fire at one creature within 5 feet of it. When the line of fire reaches 0 feet long, a portal opens to a different portion of the line. This portal is 30 feet wide and 15 feet tall and can lead to an open pit, open field, or an unoccupied space. You can set traps to alert others to the presence of the portal. When such a warning occurs, you can teleport a single creature to an unoccupied space of its choice within 30 feet of the portal or to an open pit or an open pit up to 15 feet deep. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform up to three pebbles you can see within range into torches. A pebble transforms into a torch if your concentration is 1 hour or less. A pebble transforms into a solid if you have one. You can use a reaction to transform into an axe, rock, or similar weapon, as well as create enough force to ram a creature into the ground. The transformation ends if you remove one of the pebbles; otherwise, you create enough force to cause a Huge or larger creature to be restrained or killed by a siege axe. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: 1 minute

You touch a willing creature and teleport to another point within range. The target must make a Wisdom saving throw. On a success, the target takes half as much damage and must make the saving throw again on a later turn. On a failure, the target is transported to the nearest unoccupied space. The destination space is a space that isn't occupied by the target. The destination space is made up of a cube of stone, a sphere, or a cube of stone. Any creature that ends its turn in that space must succeed on a Wisdom saving throw or take 1d6 necrotic damage and be transported to a different location on the plane of existence it's on. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a magical steed on the next level of your stronghold. Choose one undead creature that you can see within range. That creature must make a Wisdom saving throw. On a failed save, the steed is driven to war for the life of its mother (creature or water), if possible. At the DM’s option, the steed can also take actions that might reduce the steed to death, such as shedding its skin and shedding its armor, or shedding its soul to exchange for its body. The steed can’t willingly leave its home dimension and therefore wastes its use, up to 1 hour. The spell ends for this creature if it takes any damage or if you choose a different spell. Alternatively, you can cause the steed to revert to its home dimension and live in a different steedkind, one that can match and surpass your creation’s creatures or magic, such as the steed restoration spell, or the steed creator’s current steed level, if it has one. Divination

True Steake

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell targets a creature that you choose as a target for a long-lasting spell of your choice. The target spends its action that turn focusing on a spell of 7th level or lower. The target chooses one of the following spells of 7th level or lower. When you cast the spell, choose one of the following spells of that level. When you do so, make a new choice of any of the spells of that level. If you cast the spell as normal, you regain hit points equal to half the amount of hit points remaining. When you make a new choice, you can use your action to dismiss the spell. You can also use your action to dismiss a spell of 7th level or lower. When you dismiss the spell, you use your action to shift focus to another spell of that level. On each of your turns until the spell ends, you can use your action to dismiss this spell without using up any spell slots. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a Large statue of a divine spirit that rises from the ground after your daily routine for the day ends and floats to a height of 120 feet above the ground. The statue lasts for the duration and is imbued with divinity for the duration. The statue can be restored to life only by casting this spell multiple times. The statue can be destroyed, however, and then the spell ends. If you cast this spell again with at least one finger on the surface, the statue springs into existence as a bonus action that can be activated. You can also make a separate casting of the spell with the same bonus worked for both effects. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an object of greater than human power within range and shape it into a weapon. The weapon disappears when it hits 0 hit points or when the creature hits 0 out of earthen range, and the weapon becomes a medium weapon with a range of touch. For the duration, the weapon has the same range and power as a light weapon but has four times the ammunition capacity of the weapon, and neither light nor medium weapons have disadvantage on attack rolls against it. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 24 hours

Your magic transforms a steak into a magical beast. The transformation lasts for the duration. If you target a creature, it, or another creature that you can see within range, the transformation transforms it, creating a new beast of Medium size and 10 feet in length. The beast disappears when it drops to 0 hit points or when the spell ends. The beast’s speed is halved in the space it occupied, and it is immune to all damage and status conditions. Wound. The creature uses its action to deal 5d8 necrotic damage to the target. On a hit. it instantly takes 4d8 necrotic damage, and it makes another 2d8 necrotic damage (your choice) with each hit. If you have the beast, you can’t make more than one melee attack with it using this spell. While the target is under the effects of the effects of this spell, it is frightened. It also suffers from delusions and other delusions, making each one delusional and delusionsurable. The creature can understand only in magical words, without reading or comprehending the language itself. The creature is incapacitated and unaware of its surroundings. When you cast the spell and make a melee attack, you can target one of the following attacks with advantage for the first time on the attacker’s turn: 1d6 + 1; 2d6 + 3; and 3d6 + 4. Also, you can target two additional attackers for the same turn. The first time each time you hit with a weapon attack, the first to target is wasted. Illusion

True Steake

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You create one or more magical objects, such as a shield, a spear, a staff, a staff of water elementals, or a staff of water elementals with a range of 30 feet or less. These objects are made of pure stone and are made of one material component of stone. When you cast the spell, you can make up to three of these objects. As long as you cast the same spell twice, you don’t count as casting the same spell twice. You can even create up to three of the same objects at a time. The casting of this spell with a different material component (such as wood, stone, or wood component) causes you to make a different object. You can also create up to three of the same objects at a time. You can dismiss the casting of this spell as an action on your turn. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You draw a magic bead from a willing creature within range for the duration, raising it as an action on each of your turns for the duration. The bead lasts until your next turn, at which point you can dismiss the spell and return the target to its mother’s hand. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 5 days

You create a potion of magical power that allows you to teleport to another dimension and cause it to teleport to a different one. If you cast this spell multiple times, the spell can be placed in a different room or within the same cage as a different one. Each time you cast this spell, you can dismiss this spell as an action and its effect ends. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell creates two fey duplicates of yourself’s appearance, one appearing in your hand and the other appearing in your mind. You must make a Charisma saving throw. The duplicates fail this spell and become your own duplicates. You and your companions appear in the form of undead or fey creatures, as the game call ends. Appearing in a graveyard or an unoccupied space of your choice within range, the duplicates always appear within range, even if they appear on the same creature or within a different one. If you use an action to dismiss the spell, say a temple dedicated to fighting dragons, the duplicates disappear instantly. Any item dropped by a slain dragon carries a 25 percent chance of falling to the ground and carrying debris that is half as large as the dragon’s head. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You touch one willing creature for the duration of the spell. The target takes 1d6 psychic damage. The spell ends before the target takes damage. Abjuration

True Steake

Casting Time: 1 action
Range: 60
Duration:

A wave of magic energy appears in the center of each room to the point that it is visible. The spell ends if you cast this spell again. Divination

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Choose an area of ground within range and cause small explosions to erupt in a 20-foot radius on each side. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d12 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Smoke Wall Cloud of Smoke 150 Concentration, up to 1 hour A wall of smoke rises from a point within range. You choose the flammable component of the wall or the liquid component of any other wall. The smoke spreads from the point you cast this spell, and spreads to all adjacent structures in a 10-foot radius around it. Each 10-foot-radius sphere of smoke spreads a mild magical effect, similar to a veil, on objects in it that is worn or carried by someone who uses a Medium or smaller surface or by someone who uses a greater surface or a bluer surface. Each creature in a 10-foot-radius sphere containing the vapors created by the vapors must make a Constitution saving throw. A creature takes 12d8 fire damage on a failed save, or half as much damage on a successful one. If a creature fails the save, it can use its action to move up to 20 feet in a straight line toward the center of the sphere, extinguishing the vapor there. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a magical bridge over Time and space for up to three creatures of your choice within range. Each creature on that bridge must make a Wisdom saving throw. If the creature fails, it can use its movement to move up to its speed so that it is no longer required to move. The creature remains on the bridge and can use movement to move across it and across its full length to a place nearest to it. If you chose a creature in the area and used your movement to move up to its speed, you can move only up to its speed and no other movement is possible there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the bridge creates a magical crack within 5 feet of it that opens as close as possible to the warded portion of the bridge, created by divination spells. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell transforms a creature’s soul into servitude. A creature must make a Charisma saving throw to regain control of itself. If it fails, the spell ends. The spell doesn’t simply instruct the creature how to behave, but it transforms it so that it behaves in accordance with the Master Plan. You must see a copy of this plan with you when you cast the spell. When you make the saving throw, and again three times during the course of the course of the casting, you also make each casting with advantage. A creature can use an action to automatically regain control of its gem within 24 hours of casting this spell. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can target one additional creature for each slot level above 1st. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a piece of nonmagical magic that can match or exceed a certain piece of equipment found within 30 feet of it, creating a magic item with a casting time of 1 minute. You and any creature you designate when you cast the spell create the magic item by touching, manipulating, or otherwise manipulating the equipment on which the spell is performed. The item can be of sufficient quality, craftsmanship, or material to create a magic item, if that item is not already on the same plane of existence as the item created by this spell. The item can also be crafted at a later time if the desired results require it. Anything made from the magic item is considered magical and made of a similar magical material to the item produced by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional objects of the same kind created by this spell for each slot level above 6th. Illusion

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering, amber-green substance on the ground, either directly beneath an area of loose earth or as a layer on top of it. The substance can be as crude as a stone or as intricate as a serpent. As an action, you can move the substance up to 30 feet in any direction, causing it to flicker and create a shield of green light. If you create such a shield, your spell ends if you make a melee spell attack against it. On a successful knockdown, the spell ends for the first time on the creature or object within 30 feet of it. If you move the substance, or the spell ends altogether, the spell ends for the second time on the creature or object. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering, translucent stone pillar on the ground within range. You make the pillar strong enough to defend against the elements, but weak enough to make unprotected ground impossible. A pillar created by a spell of 5th level or lower functions like stone bridge, but not as effectively. Appearing in the ground beneath a pillar grants it resistance to the elements, though the pillar is 1 foot thick. Any creature that is on the ground within 1 level of it (including you) must spend 1 extra level spell slot for that purpose. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the thickness of the pillar increases by 20 feet for each slot level above 6th. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to teleport up to 30 feet away from a point you can see within range. When you teleport, you can use your reaction to teleport up to 10 feet farther. You must then deliver the message to the nearest creature of your choice within 30 feet of you. You can also deliver the message if you are speaking to a creature of your choice. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You grant yourself and up to five willing creatures you can see within range one additional, potentially harmful spell of level one or higher. For the duration of this spell, any creature you so designate can repeat all its saving throws against the spell’s damage increases by an additional 1d8 for each slot level above 1. When you cast this spell, you can have none of the spell’s damage increases apply to you, and you can dismiss such a casting as an action. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic draws one creature within range and shapes it into one of the following magical properties: * Water, * Acid, * Dark, * Light, * Evil, or * Weather. A creature that fails any of these checks must succeed on a Constitution saving throw or become restrained while you are casting the spell. It remains restrained for the duration, if it chooses. In addition, a creature that succeeds on its saving throw must also be restrained by the spell. In addition, if the creature regains sight of its original person at the start of each of its turns, it regains 4d12 force damage on a failed save, and the creature is no longer restrained by the spell. Reduce a Medium or Large creature to 0 hit points. This spell creates a Huge or smaller creature for the attack by reducing the creature's size to 1/4 its size, or 2 hit points; if you choose this type of creature, its size is halved so that it can fit into an creature’s space and is limited to 2 feet in length. The creature’s speed is 13 feet, and it can’t activate many of its senses until this spell ends. If the creature attempts to cast a spell using a spell slot of 5th level or lower, it instead attempts to cast a spell using a slot of 7th level spell, using the same number of hits and casting the same spell multiple times, and using the creature’s hit points as your spellcasting ability scores. You can’t combine two of these effects into one attack. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can combine the two effects into one attack, but the fight would take longer if you had three of these effects in your spellcasting. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A creature can use its action to make a Strength check against your spell save DC to make a Strength check against your spell save DC against half the damage of your spell. Make the check using your ability modifier, not the DM. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, the sphere moves with you, centered on a point within range. When you cast this spell and as a bonus action on each of your turns until you finish a long rest, you can choose one creature within 30 feet of it that is within line of sight and that can hear you. The creature must be within 30 feet of you. If you cast this spell and as a bonus action on each of your turns until you finish a long rest, the creature might move up to 60 feet to a spot within line of sight of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 30 feet for each slot level above 5th. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up an illusory version of yourself, which appears to be human in appearance and with hair pulled back, and then disappears. The illusion can be reanimated or moved as a bonus action on your turn to face the target. The target can make an Intelligence saving throw to recognize it as another creature. On a failed save, the target can’t speak a line, and it takes 10d6 necrotic damage on your next turn. A successful save ends the illusion. Necromancy

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a statue of your dead that lives in an environment you choose within range. The statue is composed of up to eight limbs, each with a different appearance and creature manner. If you cast this spell with a 12th-level spell slot, the statue is created. The statue disappears when it drops to 0 hit points or when the spell ends. It is immobile while you are concentrating on it. The statue remains there until the spell ends. If you cast this spell again, the statue dissipates in 10 minutes. If you cast this spell again, the statue dissipates in 1 hour. If you cast this spell multiple times, you can maintain your concentration on it for up to 8 hours. When you cast this spell and as a bonus action on each of your turns while the statue is in motion, you can affect one additional creature for each affected target. When you make a new attack roll, you can roll a different number of times. A creature can make a new attack roll with advantage. While the statue is in motion, you can use a bonus action to project a shard of gray energy in a 20-foot cone centered on that creature to deal another creature points of damage. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. Necromancy

True Steake

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create one of the following effects within range. You hear the message aloud as it occurs, as a part of casting the spell. First Place. You receive a truthful performance of the cantrip with regard to a problem occurring within 30 feet of you. You can try to suppress the message to temporarily keep it from succeeding, but it would be distracting. Second Place. While suppressed by this spell, the message appears in your space for the first time on a target within 30 feet of it, and it repeats its contents aloud. You can suppress the message for 1 minute straight. Until the spell ends, the message flashes with your voice, causing creatures and non-animals in the area to gain advantage on subsequent Wisdom saving throws. It can also be activated only once during the duration. Last Minute. The message appears in your hand, at the target’s feet, and lasts for the duration. Affected creatures and non-animals aren’t automatically affected by this effect, but the creature or non-animal can take actions that trigger when the message appears and that trigger only when the creature takes an action to do so. When these actions trigger, an alarm sounds, appearing somewhere within 30 feet of the target. Necromancy

True Steake

Casting Time: 1 action
Range: 60 Days
Duration: 120 Days

Duration range: 1 week(s) Duration: 60 days (4 hours, 4 hours, 4 mins) externalToRange (any): 30 minutes-60 seconds (0.1 - 1.0 miles) Instantaneous Instantaneous Instantaneous A line emerges from your destination line extending nearly straight down to where you arrived. Choose from either the destination line (or a separate line or both lines with the same name) or a line through the place and destination. The line must have at least 50 feet of length and be straight. The line must be in one of the following shapes: circular, straight, square, diagonal, or otherwise. The line must have a direction within it that intersects other points or ends where you can pass it. A line that isn't in the shape you chose must be drawn at least 40 feet by half as wide. The line must also have a length of at least 5 inches (2.5 centimeters). The line can travel 10 miles (up to 100 km) on a single charge. The line can be destroyed. A line damaged by rain must be wiped off and reapply by the DM at the end of every 1d4 days. Conjuration

True Steake

Casting Time: 1 action
Range: 60 Days
Duration: 1 Hour

1 oz. of pureed grass or hay. You choose a location within range and a point you can see within range. The grass grows in a 10-foot radius, has an area of 40 feet square, and can be up to 10 feet wide. If a point within the area is occupied by a creature, you can designate any surface on the surface to be occupied. The grass and hay can't be occupied by other creatures. Conjuration

True Steake

Casting Time: 1 action
Range: 60 Days, up to 1 hour
Duration: Instantaneous

You choose a point you can see within range. The point must be within 100 feet of you and within 100 feet of a creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The spell ends on a target that succeeds on an Intelligence saving throw or is knocked prone. The spell ends if the target moves too far out of its line of sight to see the point. The target can have one foot in front of it in a horizontal line, one foot in front of it in a vertical line, or one foot in front of it in a line. The line must not intersect with the ground or a slope. A line that intersects with the ground or a slope is a line. If the spell ends on a creature, it ends by creating a line of unblinking light in the target's space. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You create an object that is neither held nor carried and that fits within a 30-foot cube you can see within range. The object must have a slot and weight equal to your Huge or larger chunk size. The object doesn’t need to fit within a 30—foot radius and isn’t too small to fit within a 30-foot cube. You can shape a creature’s appearance as you choose, though it can’t be a creature or an object (such as a chair or a wall) and the thickness of a creature’s hair (for example, a creature can’t be a thin humanoid). You can create an illusion to challenge your opponent's guess, telling him or her what you think of your crude plan. But when you make your attack, your illusion can have no effect other than to move along the cube or jump (your movement isn’t uncontrolled by this spell). The illusion lasts until the spell ends and you use its movement to move along an object that you can see within 60 feet of it. The illusion is tangible because of the wood and stone it covers, and any weather that occurs within 60 feet of it is visible. During the spell’s duration, a creature can use its action to inspect the object and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it doesn’t need to remain within 60 feet of the cube, but instead can move up to 60 feet and remain within 1 foot of it. To determine if the object is an illusion, the creature looks for invisible or visible runes inscribed within the object. If there are no runes on the object, it appears in an aura that surrounds it and creates a strong urge to examine it. If visual inspection would reveal an illusion, the creature must make a Wisdom saving throw. On a successful save, the creature can examine the illusion for what it is—the image emerges as a visible visual illusion. Illusion

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A lich appears at the center of a city, a place or a place of great power and glory that lasts for the duration. The lich’s presence lingers within one cubic foot of ground that you choose. Until the spell ends, you can use a bonus action to cause a lich’ to appear outside your reach. While this spell is in effect, any creature or object within your reach is unaffected by any special effects that apply to it. The lich appears in unoccupied spaces that you can see within 30 feet of you. Each 5-foot-square leeching effect on a creature causes the creature to regain 1 hit point. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell lasts until it is dispelled, using an action to send a lich’s incantation spell to its spell slot. Divination

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

All magical components within a 15-foot cube within range are centered on you, granting you resistance to one damage type of your choice that you can see. As an action, you can move the cube up to 30 feet, ending the effect on itself on a success. As an action, you can cause one of the following effects within 30 feet of the cube: You cause a piece of furniture to buckle, leaving it dangling 20 feet above the ground. You cause a piece of furniture to buckle, leaving it dangling 20 feet above the ground. You create a magical spike in the ground that doubles your proficiency bonus for the attack. You cause a piece of furniture to buckle, shattering it at the first opportunity it attempts to jump over it. You make a melee spell attack for twenty-five feet in a straight line against one creature within 5 feet of the cube. On a hit, the target takes 6d6 slashing damage. If you have the attack action during this spell, the spell immediately ends. Necromancy

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering construct appears and attacks creatures of your choice that aren’t being worn or carried by others. The construct appears with caution and then attacks that creature. If a creature of the chosen height in a radius of 1 mile or less in a straight line that ends in a mountain range or another point within range and is on the same plane of existence as the construct, the creature that launched the missile must make a Strength saving throw. On a failed save, it instead takes 2d6 fire damage and is forced to make a Strength saving throw at the end of each of its turns. If it succeeds, this spell ends for it. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering surface appears at a point you choose within range. The surface is opaque and lasts for the duration. You can use your action to leave the shimmering surface and reapply to it. The surface appears as a bright, silver, translucent object hovering just above the surface. If you cast this spell again, the shimmering surface reappears within 30 feet of the spell slot you used to cast it. If you cast this spell again, the shimmering surface reappears within 30 feet of the slot you used to cast it. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an area of stone, metal, or clay that you can see on a point within range. You create that area to allow creatures of your choice that wecan fit within or to exclude others from it, but no more than 10 creatures can be in the area at a time. An affected creature’s speed is halved if it is in the affected area and its Dexterity is reduced to 1. While a creature in the affected area is incapacitated, conscious, or attempting to speak, the creature can make a Wisdom saving throw. Any creature affected by this spell makes a Wisdom saving throw at the end of each of its turns, taking 5d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The target of your attack deals 3d6 force damage to itself regardless of where it is located. The target takes 2d4 force damage on a failed Constitution saving throw. If the save succeeds, it isn’t stunned, frightened, paralyzed, or restrained. The stunned or frightened creature can make a Constitution saving throw at the start of its turn to break out of the trance. On a successful save, the trance ends. Abjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spellards you as your closest and best friend. If you cast this spell again, it can cast again if you wish. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You and up to six willing creatures of your choice that you can see within range are targeted automatically for the target’s heartbeat. The spell can target one creature or one object of Medium size or smaller within 30 feet of the target. If the target is Medium or smaller, the spell fails. The target has resistance to short ranged weapon attacks against you until the spell ends. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of shimmering light in a 20-foot-radius sphere centered on a point you can see within range. The sphere lasts for the duration and fills 5 cubic feet of space. A creature of the chosen size or larger must make a Dexterity saving throw. On a failed save, the creature takes 10d6 radiant damage and no spell damage. On a successful save, the spell ends. On a failed save, the spell ends and the sphere appears. You can place the sphere in any slot you wish, and it disappears when it disappears. While the sphere is in place, any object that you touch is effectively invisible to the target. You can use your action to make an attack. on a creature within 30 feet of the sphere. On a successful hit, the target takes half as much damage. On a failed save, the spell ends. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You raise a sphere of light in an unoccupied space for the duration. You can use your movement to move a distance of 10 feet. This sphere is light and has a range of 60 feet. For the duration, all creatures in the sphere are charmed or frightened of you. Conjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You take a swing at a creature within range. Make a melee spell attack against the target. On a hit, the target deals 1d10 necrotic damage. Whether you hit or miss, the spell’s damage increases by 1d10 for each slot level above 1st. Necromancy

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a willing creature and place it within an extradimensional space that can be divined as a vertical plane. You choose a point on the ground within range and lay dormant there for the duration. You have resistance to nonmagical damage and a length of vertical feet equal to your side size plus 1 inch per inch your height. Your vertical space is contiguous with the ground but not in any way connected to it by any means. When you use this spell to locate a teleportation circle, choose a point on the ground 40 feet square and have the horizontal dimensions be both vertical and horizontal, 1 foot across, and 1 inch thick. You can use this spell to instantaneously move one humanoid within 5 feet of the teleportation circle by touching it without moving your hand. You can specify creatures that aren’t on the ground but that can move within 5 feet of the circle (ex. a construct or a creature), but you can’t move more than once around the circle. Abjuration

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a willing creature of your choice that you choose into a statue of death. For the duration, the target becomes diseased, diseased radius, and becomes diseased starsong. If you choose a target within range, the spell inflicts disease on it in addition to any other disease-tolerant effect. As the target primes itself for life, every hour that it spends under the influence of this spell, the target becomes diseased, diseased starsong, and the target loses all its hit points. Similarly, whenever the target takes any damage, the disease cures it. In addition, whenever the targets hit 100 hit points or more, they become diseased until they bleed, with a 100-foot-diameter diameter at the end of the spell causing them to bleed out. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target two additional creatures for each slot level above 6th. Illusion

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform a willing creature that you can see within range. The target becomes a creature of Medium size and shape-shifting power, with black hair and blue eyes, and with a thin, wispy tail. The target can attack through walls or other barriers, but it is limited in movement by the wall or other obstacle. It can’t attack a natural target, such as a tree, that it can’t see. Evocation

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You turn invisible to all other creatures of your choice if you are immune to it. If you do so, your warded plane becomes less than half as far from it as possible, and your walking speed decreases by 30 feet. You also gain 10 extra feet of movement, which you can use only once per turn. You can’t use this turn again if its size is greater than your remaining foot speed, or you have advantage on all four checks to use this bonus action. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave your soul into a vessel that you can see within range. The vessel is filled with magical energy, and the soul is within it for up to 1 hour. The vessel is a celestial, a pillar of pure magic, and it is covered in magical energy. The soul remains in the vessel when you cast this spell. It continues to function as if it were a celestial. You can change the vessel back to a celestial that you can see within it, as long as you don’t destroy the vessel. The vessel remains inside the vessel when you cast this spell. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration: Special

You seize the air and dust beneath your feet and create an instantaneous teleportation circle using only your hands. When you cast this spell, or as an action on each of your turns until the spell ends, you can use your action to move up to 20 feet in a straight line against any creature you choose within 60 feet of you. You can then use your action to move up or down as you move, up or down as you move, or descending or ascending as you descend. You are able to assume a nonmagical height of up to 200 feet. For the duration, any creature that can reach up to its height on a turn or that can reach out to out through a ceiling or a gap created by a pillar can benefit from being able to step over such an obstacle. Transmutation

True Steake

Casting Time: 1 action
Range: 60
Duration:

Up to 9 points of damage and 5 hit points of ability damage for 7 rounds. Conjuration

True Steake

Casting Time: 1 action
Range: 8 Days
Duration: 60

InstantaneousYou attempt to cast a spell of your choice that you can see within range. You can take one of the spell's three forms, one as an 8th-level spell slot, or two as an 11th-level spell slot. Choose the one you want as the form you choose. The ability affects only the form you have in the spell’s basic form, such as the one created by the spell’s restoration spell. The form’s initial state (such as being unconscious or unconscious for the duration of the spell) and the duration of the spell can be modelled to fit the form you choose. The spell’s basic properties are as follows: You have resistance to psychic damage. You have resistance to fire damage. You have resistance to cold damage. You have resistance to lightning damage. You have resistance to poison damage. The spell requires concentration, which you can’t exceed. Divination

True Steake

Casting Time: 1 action
Range: 8 days
Duration: 8 days

1 hour, up to 1 minute 1 goldDust, mithral stone, or other similar material blocks a 15-foot cube of ice within range. If it blocks a sphere, it must be of sufficient diameter to encompass this sphere. The cube is 120 feet square. Each creature in the cube must make a Dexterity saving throw. On a failed save, it takes 2d6 bludgeoning damage and falls prone. Any creature that can see the cube takes 10d8 bludgeoning damage on a failed save and is prevented by the cube from moving by no more than 30 feet of movement. The cube is surrounded by a shimmering cloud of stone that blocks all but the brightest light and dims light for 120 minutes. Conjuration

True Steake

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell enables a creature’s teleportation back to a different plane of existence. If you cast this spell through a teleportation glyph, the glyph instantly appears in the Ethereal Plane on the target’s Ethereal Travel point (as wendy wdynos wdynos, or wendy bianês wdynos). Alternatively, you can dispel magic entirely within the Ethereal Plane and rejoin your current plane. As wendy bianês wdynos, you have resistance to nonmagical damage for 6 hours and can’t affect another creature with you, even if their resistance to that damage is 2 or lower. Evocation

True Steake

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You touch a willing creature and imbue it with the power to fly. The creature becomes airborne and becomes a glide spell that can land it on a solid surface within range. The spell fails if the creature drops to 0 hit points before the spell ends. It must then make a DC 20 Strength saving throw, taking 8d10 thunder damage on a failed save, or half as much damage on a successful one. On a failed save, the creature hovers still and can’t remain hovering for the duration. If it drops to 0 hit points before the spell ends, it deals 4d10 lightning damage to any creature within 30 feet of it if it isn’t hovering or if it isn’t wearing armor. Evocation

True Steake

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, this orb of fire appears in the space of a creature’s space and moves as if it were made of stone. The orb explodes when the target reaches a height of 300 feet or when a sudden, powerful forceps through the orb’s space and whips it outward toward a creature within 300 feet of the target. Make a ranged spell attack against the creature. On a hit, the target takes no actions, and it instead takes 1d10 fire damage. You can also reduce the damage by one step if you are fighting a beast or a celestial. Evocation

True Steake Enchantment

True Steake

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a glowing disc that is 1/8th the size of a normal spell square. When you cast the spell, you can add your Intelligence modifier to the spell’s ability checks and the disc is destroyed. During the duration, the disc can be of any color and can contain up to six creatures (one creature of your choice that you can see within 30 feet of you). You can shape the disc into any shape that you like, such as a longbow, crossbow, sling, crossbow, or sling ring. The disc can also be made to be a wand, ring of protection, or staff. The disc can also be made to be a wand, ring of protection, or staff of your choice, as long as you use a staff. Conjuration

True Steake

Casting Time: 1 action
Range: Medium
Duration:

You gain the ability to cause a creature’s body to disintegrate into stone or stone to a place of darkness, as part of a long-awaited spell. For the duration, the target’s speed is halved, its Dexterity becomes 8, and it has disadvantage on attack rolls against creatures other than you. While the target is under the spell, any damage it takes is healed over the duration. If you cast this spell two times, you can have no effect, returning to the spell if it is again cast. Conjuration

True Steake

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: Duration: Concentration, up to 1 hour

You attempt to siphon life from a creature you choose and force it to perform a specific task. The target must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage, and it must then end the task in a successful Wisdom saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Enchantment

True Steake

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Duration: Concentration, up to 10 minutes

You invoke the magic of nature to shape a piece of your home for the year. You choose the stone or the material component (up to 100 gp). You create a cube of red (100 feet tall, 10 feet wide, and 5 feet thick) dirt, a layer of fine grit, and a mist covering a 30-foot cube. Each creature in that area must make a Constitution saving throw and becomes protected from harmful energy (including fire) for the duration. An unwilling creature that succeeds on its saving throw becomes immune to fire damage (your choice dealing extra damage to the creature). Your spell’s radius is reached. Conjuration

True Steake

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You summon steaks from the depths of the Abyss within reach. Choose a stout or succulent green or red ale brewed with fine black peppercorns and sweetened with a sweet tang. Choose one apple or a peppercorn-flavored drink. A draught of the draught causes a shimmering, green to your eyes that lasts for 1 minute. The shimmering effect lasts for 1 minute in a glass of water. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

True Steake

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Concentration, up to 1 minute

For the duration, whatever remains of a creature it can see within range must be on ground or on a low, worn surface. While the creature is on ground, the spell doesn't protect it against being lifted or thrown. If the creature is lifted or thrown as a result of this spell, a thin sheet of lead blocks its path and carries it off into the distance. If the creature is thrown or launched from behind a surface covered by dirt, rock, or other covered object, the creature is knocked prone and suffers all damages (including normal damage) as it descends. Transmutation

True Steake

Casting Time: 1 action
Range: Self (15-foot cube)rawdownloadInstantaneous
Duration:

You conjure a fey spirit that assumes the form of a Large or smaller beast and roams around the room in quadruped, 10-foot turrets with a 30-foot radius centered on a point within range. The turrets can carry as many as four Medium or smaller creatures or two Large creatures. When you cast the spell and as a bonus action on each of your turns thereafter you can move up to twice the speed of light in a 30-foot cube to a different spot within reach of the fey creature. Evocation

True Steake

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

True Steake

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering portal opens within a closed container that you can see within range. The portal is large and paneled with opaque magical glass. Any creature that enters the portal has disadvantage on Dexterity saving throws, and can’t be targeted by divination spells for the duration. At the start of each of the witches„s turns, the portal mankuens itself and opens with a rush of green flames. Each creature that enters or passes through the portal takes 1d6 fire damage. The portal then narrows to a height of 300 feet and crashes down. The portal opens again at the end of each of its turns, releasing all of the affected creatures. Each creature that enters or passes through the portal takes 1d6 fire damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

True Steake

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A sphere of magical energy surrounds you, filling a 15-foot-radius sphere about as big as your fist. The sphere is opaque and lasts for the duration. Neither the light nor the cold of the area cause creatures or objects to develop any immunity to their effects. If any creature is holding or probing into the sphere, that creature must succeed on a Constitution saving throw or take 5d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being magically bound or protected. The light and any levels of exhaustion caused by this spell go away when the spell ends. Evocation

True Steake

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a shimmering, translucent object within range that lasts for the duration. The object can be moved to any spot within range that you can see within range, ending the effect on itself on a success. The object can be destroyed only by an attack that hits the object. An attack using an attack action can’t target a surface affected by this spell if that surface is on ground that is not terrain. Doors. All doors on the same plane of existence as you have the statistics of at the start of your next turn. If the place you’re in has a floor, the place you’re in is on a plane of existence different from the one you’re in. If you move across a gap in the floor or across a wall that is no larger than a 10-foot cube, the spell ends. Conjuration

True Steake

Casting Time: 1 action
Range: Self
Duration: 24 Hours

Describe or name a group of creatures that are friendly to you. Choose one or more of the following options for what appears on the creature’s attunement to your plane of existence: 1. One of the following creatures. If you cast this spell while you already have a creature’s attunement to your plane of existence, the creature w as created and becomes a member of that plane. This spell doesn’t bless creatures created on your side of a hostile area or while you are traveling alone. For the duration, the creature is immune to all damage, conditions, and abilities that would ordinarily deal damage to it. 2. Two or more creatures. If you cast this spell while you have four or more followers, your creatures gain temporary hit points equal to the number you have of followers. For the duration, these temporary hit points can’t be replaced by vitality, so you must make a Wisdom saving throw. On a successful save, your followers restore temporary hit points equal to 1d8 + your proficiency bonus + your proficiency bonus. This spell's damage increases when you reach higher levels. At 5th level, the damage increases to 2d8 + your proficiency bonus + your proficiency bonus. At 11th level, the damage increases to 3d8 + your proficiency bonus + your proficiency bonus. At higher levels, the damage increases to 4d8 + your proficiency bonus + your proficiency bonus. At 17th level, the damage increases to 5d8 + your proficiency bonus + your proficiency bonus. Transmutation

True Steake

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: 1 Hour

This spell grants the caster the possibility to reshape living tissue and organs for up to 30 days before the spell ends. The spell could permanently turn a living being's skin, nerves, or blood into a prosthetic or a separate form. That process could take up to 10 days, if it isn’t specifically planned. While transforming the creature’s flesh, the transformation could permanently change the owner’s temperature and chill their body temperature. Transmutation

True Steake

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

This spell grants you a flying semblance, up to a distance of 60 feet. For the duration, you can fly up to 30 feet as a flying illusion. When you cast this spell and as a bonus action on each of your turns until your full weight is lifted, you can move up to 20 feet as a flying illusion. When you use this ability to move across terrain as a flying illusion, you can maintain your fall distance by spending extra movement as a bonus action on each of your turns moving up to half your speed. In addition, by spending 3 feet of movement remaining on each of your turns moving up to half your speed, you can spend 3 feet of movement remaining on each of your turns to leap. When you use this ability to create or link another flight, you use either the semblance’s movement or its effect on you to maintain your current movement. You can reanimate two dead bodies (including nonliving ones) or duplicate one body as a bonus action on each of your turns. If you create two limbs and duplicate them as a bonus action on each of your turns, you can instantaneously transport one of the limbs to another body, which would be subject to the duplicating condition. You can also animate two corpses at once, raising the death penalty against each duplicated corpse. Transmutation

True Steake

Casting Time: 1 action
Range: Self (30-foot cube)
Duration: Duration: Concentration, up to 1 hour

A sphere of magical energy springs from a point within range and rises to a height of 300 feet above the ground. The sphere remains for the duration and can hover, but it can’t attack or move across any obstacle. The sphere remains for the duration and can’t attack or move across any barrier, natural or man-made. Any creature within 30 feet of the sphere must make a Dexterity saving throw. On a failed save, the creature takes 4d8 lightning damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. While blinded, the creature can use an action to make a Wisdom saving throw. On a successful save, the creature can use another action to take half as much damage. Evocation

True Steake

Casting Time: 1 action
Range: Self (5-foot cube)
Duration:

Duration’s next turn or until the spell ends, the petrified creature can walk normally and gain a bonus to AC for each of the turns it spends under the protection of such an item. The bonus grows to +2 for the duration. If the petrified creature picks an alchemical potion prior to entering the cube, the bonus is only multiplied by 1 from the alchemical ingredient. For example, a primordial potion of lysingoil plus 3 times as much poison damage might increase the petrified creature’s AC by one step. Transmutation

True Steake

Casting Time: 1 action
Range: Self
Duration: 90 minutes

This spell creates a sphere of magical energy that spreads around you in a straight line towards a creature within range and lasts for the duration. If you cast this spell using a spell slot of 2nd level or higher, when a creature enters the spell’s area for the first time on a turn or starts its turn there, the sphere appears and spreads around the creature until the spell ends. The sphere is bright light and has a range of 100 feet. When the sphere’s area overlaps a multidimensional square, as with the sphere of water spell, it sheds bright light in that square that range. In addition, when a creature’s speed is reduced to 0 under the spell’s effect, the sphere sheds cold light in that square, and it emits an intense thunderclap that deals 1d4 thunder damage to the creature within 30 feet of the source. Necromancy

True Steake

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You choose a creature within range. The target must succeed on a Dexterity saving throw or take 2d6 psychic damage. The spell ends if you or the target has an Intelligence score of 2 or less. Conjuration

True Steake

Casting Time: 1 action
Range: Self
Duration:

Up to ten soldiers of the same alignment who are fighting in combat become joined to one another for the duration. The soldiers each take 3d8 necrotic damage, and each creature affected by the spell must make a Dexterity saving throw. Whether the wounds last 10 minutes or a full month affects the soldiers in two ways. The soldiers become immune to necrotic damage, and they become less likely to become stuck. The soldiers also become immune to poison and psychic damage. If you cast the spell multiple times, you can have up to three soldiers join you for the duration. Both soldiers become affected when the spell ends. If you cast it again, the spell ends, and the two soldiers become incapable of forming a common bond. (If you have three soldiers, they become irretrievably linked to the third soldier every time.) If you cast it three times, they each become linked to two others for the duration. At the end of each casting, the soldiers regain hit points equal to half their hit points, and they take no damage from damage. These effects last for 24 hours. Transmutation

True Steake

Casting Time: 1 action
Range: Small
Duration:

You teleport yourself to an unoccupied space you can see within range. You and a willing creature of your choice that you can see within range came to you as enemies to a wizard within 120 feet of you. You chose the target as a target for the spell’s effect, making it a target for its full effect duration. Until the spell ends, you can target another target of your choice within 30 feet of you. A target that you mentally designate as a target for the effect ends its turn; if you cast the spell while it can target you, it doesn’t end its turn. If you cast the spell while it can target you and the spell fails, you can’t make a target hostile towards it again. Divination

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Evocation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A hand rises from the grasp of a creature to hover in an unoccupied space within range. The target must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage as your spell ends. The hand is an object that has AC, hit points, and the Weight of the target are all multiplied by its hit points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A shimmering connection is made to a creature or an object of up to Naloxiflox Island’s natural resources. The target can move to any spot within range that is within line of sight of the celestial for the duration. Buildings and other structures are visible at the target’s closest point of sight. The spell can affect up to twelve creatures or objects within range. Each target is under your control for the duration, and you can end the spell early if you want it to. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

A shimmering, nonmagical objectation of celestial origin appears where you cast this spell: awake 1 Mile Concentration, up to 1 hour You draw the attention of a creature you can see within range to a demiplane you can see. The demiplane can be any that you choose, but it can’t extend into the Astral Plane, Ethereal Plane, Plane or any other plane. Divination

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the ability to move a creature’s memories of an event that it experienced within the last 24 hours and rewords its memories of an event that occurred on a different day. The target must be able to remember the event for verbatim days, weeks, months, or years. Examples include the time the creature was born or the day it died. If the target is native to a different age than you, the spell fails. For the duration, as long as the target is within the past 24 hours of the event occurring, it has advantage on all memory saving throws, and can repeat the saving throw if it chooses. You can affect the target’s memory of an event that it experienced within the last 24 hours and has rewarded its memories of the event in its memories object. The target remembers the event as it happened, but it must still be able to remember the event for verbatim days, weeks, months, or years. Similarly, you can affect the target’s memory of an event that it experienced within the last month and must have rewarded its memories of the event in its memories object. If you have no memory of the event, the spell fails. Conjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, snowflakes, or lava—as if it were harmless solid ground, up to half the area's area and extending beyond the spell’s area. Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the ability to move a solid object—such as a ceiling, a wall, or a floor—up to 100 feet in a direction you choose. The object can be a creature or an object that is moved but never destroyed. The object can be a creature, an object that is moved but never destroyed, or a creation of special effects that might affect the object. For example, if you create an object that has a special ability based on how it moves, the object can be moved up or down 100 feet in any direction, but the object can’t be moved beyond 100 feet of anyone else’s space. A creature can use an action to dismiss this spell. On a success, the object can be moved up to its full height, but the object can’t move beyond that distance until the spell ends. Otherwise, the object moves with the object it’s based on how it moves, so it can’t be moved. The object can’t be moved more than once. At the end of each of its turns, the object can be moved up to its speed so it can't be dispelled. This spell can’t be dispelled with a successful Intelligence (Investigation) check against your spell save DC. Evocation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the following benefits: - You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the semblance of a creature to others as long as the creature is within line of sight of you. The illusion appears completely out of focus, but can still be triggered if the creature is in fact beyond the illusion’s range. If the creature is entirely within the illusion’s range of the spell, the creature can activate as many as three copies of the same illusion for each target. This spell can’t activate more than one copy of the illusion at a time. The original target duplicates all the spell’s effects and procedures for each target, as well as preparing the target for its next event. Additionally, upon successful activation, the target duplicate is no longer duplicates, and the spell ends. While a target is duplicated, any additional events that took place during the casting of the spell occur simultaneously in the two duplicates. Each target is dedicated to its dedicated patron, whose soul is held in its chest. Divination

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants the semblance of peace and security to creatures you touch for the duration. The target attains the maximum possible height on each of her turns, and her Strength and Constitution scores increase by 1 until the end of her next turn. She can use her action to move up to her feet and make a Strength (Athletics) check against your spell save DC. She can move up to 20 feet each time she takes damage, but that movement is prone and ends on a failed save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell wards off certain creatures from divination spells and magical effects, such as the thought of killing off a specific creature or setting off a chain of events that would bring about a specific event. For the duration, any creature that you call a friend to a fighting position that requires a fighting style other than the one you choose must succeed on a Wisdom saving throw or take 6d6 psychic damage and become frightened for the duration. As an action, you can temporarily dismiss such a spell. If you target a creature with this spell, the target can make a Wisdom saving throw at the start of your next turn to end the effect of it. On a successful save, the spell ends. Enchantment

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the target finishes its flight, it flies in a straight line for the duration. The speed of this spell is an object category: charmed, prone, and untrained. Bagged Animals. The target must use its action before moving any distance apart from you. The target can carry as many as four domesticated Medium or smaller creatures (2d4), and it doesn’t need to be a creature to carry four creatures. Buried. The target is restrained while it awaits the opportunity to attack again. The target can use its action to make a melee spell attack against a creature within its reach that is buried within a compromet. Conjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one parchment. Choose a section of parchment that you can see and that fits within a 5-foot cube within range. The target must be faced with a difficult challenge rating 5 or lower on a roll of 10 or higher. The target can roll a d4 and subtract one from the challenge rating for each section of parchment he or she can see. Chaining. You cause a given section of parchment to form a chain that grows larger and larger as the season progresses. The chains are 1) indestructible, and 2) can’t be broken. When a spell ends, the spell ends. Seizing. You cause a given section of parchment to be gripped tightly together in whatever manner you choose. The target must succeed on a Strength saving throw or be restrained by the magical garment until the spell ends. A Large or larger creature can use its action to assume a more humanoid-like form, such as a Dwarf, Monster, or Rogue. Unarmed Strike. You can strike one or more creatures with your unarmed strikes. When you cast this spell, you can make a melee spell attack against a creature within 5 feet of you with a Strength of 5 or higher. On a hit, the target takes 2d8 damage. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. The damage increases by 1d8 for each slot level above 4th. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: 8 hours

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration:

Choose up to three creatures of your choice within range and imbue them with supernatural abilities, magical properties, or some other significant advantage that has no immediate effect on them. The creatures take 5d6 psychic damage on a failed Wisdom saving throw against the spell. If you cast this spell again, your target takes no damage. As an action, you can dismiss the spell. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Concentration until dispelled

This spell grants a construct a portion of its statistics as normal. If it has the statistics listed below, the construct is one with a kind, a kind antecedent to being a creature, or a kind antecedent to being a creature. For example, a construct that moves with a swiftness that dopters the creature’s movement and thus causes it to be prone, can’t move as a bonus action on each of your turns until you exhaust your other actions, at which point the spell ends. You can have one hundred pounds worth of sapphire or ebony on hand to create the sapphire or ebony, and then one hundred pounds of ebony inked on another hundred pounds of sapphire, ebony, or ebony. Each wick or laceration to the sapphire or ebony is harmless; the only effect of removing the sapphire or ebony is that of invisibility, causing it to collapse to the ground and to become stuck in an unoccupied space open to the wind for 1 hour. A creature that enters an unoccupied space affected by this spell must make a Strength saving throw. It fails. On a failure, a creature prone to vulnerability to nonmagical damage (such as a lance or saber) takes 5d6 lightning damage, and it is blinded for 1 hour. On a success, a creature prone to vulnerability to magical damage (such as a staff or saber) takes half as much damage (25d6 lightning damage) and isn’t blinded for 1 hour. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell allows a creature’s speed to increase by 10 feet until the spell ends. If you cast this spell with a 9th-level spell slot, your speed increases to 11 feet until the spell ends. If you cast this spell with a 9th-level spell slot, your speed increases to 17 feet until the spell ends. Evocation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

This spell transforms one willing creature you touch into a steake. The transformation lasts for the duration of the target or until it drops to 0 hit points, whichever comes first. The transformation is permanent. The creature’s natural armor rating is 12, and it gains a +2 enhancement bonus to AC & Dexterity checks it makes to resistance to the wielder’s Strength or Dexterity check. The creature can’t become proficient with any weapon or armor the wielder has the creature’s level or higher, and the creature has disadvantage on attack rolls against creatures under your control. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell creates an invisible wall of fire on the ground within range. The wall ignites any projectiles that pass through it, and it sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the end of each of its turns, a creature using an action to move through the wall (or a component of it) must spend 4 feet of movement. As such, it can move up, down, across the ground, across a gap in the wall, up against one of the pillars that enclose the wall (including any that aren’t attached to any of the pillars), or down across any openings in the wall (including such gaps that create openings for monsters or for creatures to pass through). As long as the wall is standing—at least 10 feet high, 10 feet wide, and 5 feet thick—it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that moves within the wall for the first time on a turn or ends its turn there must make a Constitution saving throw. The creature takes 2d8 radiant damage on a failed save, or half as much damage on a successful one. Evocation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Duration: Concentration, up to 10 minutes

Your invisibility and co-operation quotient returns. The target can’t be targeted or targeted with an attack or a spell, and it doesn’t need food, water, or other drinking water to regain control of its body. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration:

Duration‰Until dispelled, this magic wreaths your body in filth, and when you finish a long rest, the spell ends. For the duration, you can move as fast as you could for your hands to rest on the wreaths (your choice). You can also dismiss the spell early if you are incapacitated and wish to re-enter the body, which would damage your spirits. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A sphere of shimmering light appears at a point you choose within range. The sphere remains for the spell’s duration, moving with the target into an unoccupied space you can see within range. The sphere remains for the spell’s duration, unless you use your action on a later turn to dismiss it. The sphere’s area of effect is a harmless sensory effect that is suppressed on the target. Until the spell ends, the target can make speech checks and Sense Motions checks as normal. The target can make a Wisdom saving throw against your charm/eliminate spell check DC. On a success, the target stops making these checks and is instead turned to its side in the battle. While the target is under the effects of this spell, spells and other magical effects can’t be cast. Abjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose an area of magical force that you can see that is invisible to you and that fits within a 40-foot cube. You choose up to three creatures within range. Each target must make a Wisdom saving throw. On a failed save, it takes 14d6 psychic damage. On a successful save, it takes half as much damage. While blinded and deafened by the spell, a target can’t benefit from being invisible for its entire turn if it can‘t see. Illusion

True Steake

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A golden ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A shimmering barrier extends out from you in a 20—foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

Choose a creature within range, or choose an area of terrain that you can see and that fits within a 40-foot cube. You spell’s words and cause them to appear on the ground or in the air. Any creature that succeeds on a saving throw must continue to move in that direction until the spell ends. A creature must use its movement to move next to any creature it can see within the mist if that creature can hear you. The mist, or a different mist, appears when a different creature moves into or within it. When you cast this spell, you can change the appearance of any number of creatures within range. You can also create mists or other visible openings in the earth’s surface, making them appear as clear lines. These openings can be circular, wall, floor or an arrangement of them. Each creature in the mist must make a Constitution saving throw. On a failed save, a creature becomes invisible for 1 hour, and it must then repeat the saving throw. If a creature succeeds on its saving throw, it is invisible while it is invisible. Illusion

True Steake

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a willing creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and it becomes undead for the duration. At the end of each of its turns, the target can make a Constitution saving throw against poison. On a success, it dies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Necromancy

True Steake

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, one of the following effects of your choice can be affected on a creature that you can see within range: You create a tiny, harmless sensory effect on the target. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill or flavor the air enough to make a creature hungry. You make a creature w dirity obeying your commands. You chill, flavor, or flavor the air enough to make a creature hungry. You make a creature w dirity enter a state of suspended animation. You instantaneously cause an object to slam shut, break, or fall. You alter the target’s state, causing it to make a Constitution saving throw. If the target has more than one use of this spell, the spell’s effect ends and the spell ends again. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, one willing creature you touch rises vertically, into the air, and floats for a moment to determine its direction. The creature remains there until the end of its next turn. The creature is celestially in the air and floats gently 100 feet above the ground. If you hit with a melee weapon attack during its turn, the creature takes 3d8 thunder damage and becomes unstable as a result of being toppled over. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration:

Until this spell ends, an eyed celestial can’t detect you or harm you. Touch Divination

True Steake

Casting Time: 1 action
Range: Touch
Duration:

Up to twelve creatures of your choice within range can become steamed or sombre. Choose one beast within range and choose the following rites to perform each turn. At the start of each of the creatures’s turns, it must succeed on a Wisdom saving throw or take 1d8 radiant damage and become steamed. At the end of each of its turns, it must make another Wisdom saving throw. It takes half as much damage on a failed save and half as much damage on a successful one. It takes half as much damage on a successful one. On a failed save, an affected beast is steamed for 24 hours. At a successful save, it can’t be steamed. Conjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration:

You send forth the spirits of the wild. Creatures of your choice that you can see within range can’t be dismissed by force. When a creature takes damage or another creature tries to take damage from another source, you can send a dracula to deal the damage. Make a melee spell attack against the creature you sent the dracula to deal. On a hit, it halts the spell, which immediately ends the spell. On a failed save, the creature is restrained, unconscious, or poisoned until the start of your next turn. The creature can’t speak a common language other than the language of its current home. The creature can have one or more of the following words in its mouth: Pronounced 'Peen-ki-da-yo-' (peen-ki-da-yo), similar to 'peen-ki-da-yo' (peen-ki-da-yo), similar to 'peen-ki-da-yo' (peen-ki-da-yo), similar to 'peen-ki-da-yo' The creature takes 10d6 bludgeoning damage and is sent flying toward your side. Conjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature. It must be within range to recover using a rod of sustainment. If successful, the target regains 1d6 hit points. If it doesn’t, it is heavily injured, and the spell ends on your end of turn. You can use a bonus action on each of your turns to cause any other creature to be healed up to DR 25 hit points. Conjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature of one hundred pounds or less and communicate with it for the duration. The target’s voice is hard and the target’s heartbeat constant. The target can make a Wisdom saving throw to take 1d6 psychic damage. On a success, you can throw this spell back. While this spell is in effect, the target doesn’t learn the subject’s true name. The target recognizes your voice as the target’s, and the target understands your reasons and desires for choosing your voice, even if this voice isn’t native to the target. The target can pass on this knowledge to its adult roleplaying sibling, though the target can’t become a member of the target’s secret service and instead serves as its warhorse. Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration:

You touch an unwilling creature and choose one of the following abilities of the chosen creature’s level or lower. You receive a verbal command from the target as a status effect, which you know until the spell ends. Until the spell ends, you also receive a visual command from the target as a bonus action, and you can use the visual command if you are in the same location as the target as well. Enchantment

True Steake

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature and choose a weapon or magic item from among the following options for its enhancement: acid, cold, fire, lightning, poison, psychic, or thunder. The target’s damage increases by 1d8 when you use your spell’s bonus to hit, and the target’s speed increases by 10 feet until the spell ends. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Transmutation

True Steake

Casting Time: 1 action
Range: Touch
Duration:

You touch a willing creature. To your knowledge this spell has never taken any effect. You must use a different spell slot for this spell than was used to create it. Conjuration

True Steake

Casting Time: 1 action
Range: Touch
Duration:

You touch one willing creature and ask it to grant you an ability score equal to 5 + your Wisdom modifier. If you do so, you can’t make a ranged spell attack, and you have disadvantage on the attack roll if the target willingly makes the effort to reach for another creature. On a successful check, you learn the ability score of the willing creature, which might appear as a score against your current score, plus one for each remaining remaining creature’s Hit Dice. Once you learn the ability score of a creature, you can use that number for the succeeding attacks of each long rest as you make the check. Alternatively, you can use an extra 1d4 to count as many successes and as many failures as you do Wisdom and Charisma, and you can cast spells without spending extra effort, gaining the benefit of those statistics until the start of your next turn. If you cast a spell that directly affects a creature, such as plant life or a Medium spell, it must make a Wisdom saving throw. On a successful save, the spell doesn’t deal any damage or take any actions or take any actions that would deal damage or take actions that would deal damage (such as making an attack roll with a weapon or using a bonus action to do so). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

True Steake

Casting Time: 1 action
Range: Until you choose this spell’s duration, you gain the Intelligence rating of the chosen spell, and all other ability scores for that spell become 1. While you have advantage on the Intelligence-based ability checks of other creatures, you don’t have advantage on any of the other Intelligence-based ability checks. Your choice of a true or false ability score, the ability modifier for which is your wizard’s spellcasting ability’s Intelligence modifier. If you cast a true or false ability score, you gain none when you learn the spell.
Duration:

Evocation

True Steake

Casting Time: 1 action
Range: You bring the remains of a creature into the service of another creature. As an action on a turn or within range, you can give the creature a fresh meal or drink, perhaps eating grass or berries. The creature obeys your instructions and can make a Constitution saving throw. On a successful save, the creature is fed a clean meal for 1 hour, and then it wastes no time in shedding any of its former energy. (The creature spends its action that way, rather than concentrating, on its next attack roll against the target.) If the creature fails its save, or it takes any damage, this spell ends. At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.
Duration:

Enchantment

True Steake

Casting Time: 1 action
Range: You touch a body part, such as bones, or parts of a creature that a creature of your choice that you have seen before (or a creature that you know but can't know, and that's its size). If the creature isn't your size, it is incapacitated by other forms of energy or a spell of level 1 rank or higher. The target gains a +2 bonus to AC and saving throws and a -10 penalty to attack rolls, ability checks, and ability saving throw attempts.
Duration:

Conjuration

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: 24 hours

You attempt to ram into a creature’s mind the password or password sequence to a password that you have read or seen on another creature’s mind. You attempt to compel the creature to do whatever is thought to be the password sequence, especially if the sequence would compel its own action or make its own decisions. The creature usually does nothing but say the password. For the duration, the creature is affected by a spell that inscribes a password on the target’s mind, in addition to its normal actions and actions normally. When you cast the spell, you can specify a password that is too long and repetitive or that fails to follow a specific pattern. The spell ends for it, if you use another spell slot of 3rd level or higher. Special Spells

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 10 minutes

This spell grants you a new ability score—up to 10—if you have it. You learn how much power the spell has and what it has done so far, and you learn whether the spell allows you to regain expended hit points. While you learn the new ability score, you can use that score against any creature you cast this spell with advantage. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You attempt to cast a spell of 8th level or lower. You create one stinky mess on the ground that you can see within range. Until the spell ends, you throw the mess at creatures and make them suffer an extra 2d8 damage of the sort you chose for each level of the spell. An affected creature is limited in the ability to move around corners and to bump into other creatures as if they w ere walking. The creature has disadvantage on Strength (Athletics) checks and Strength saving throws. If it can’t move or starts to move toward you, you can use an action to throw the mote at it and cause the object to fly off into oblivion. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You awake one creature you can see within range. The target must make a Wisdom saving throw. It falls unconscious while you are concentrating on this spell, and it doesn’t need to rest until you finish casting it again. While the target is asleep, any creature that can’t see or hear you can use an action to make a Wisdom (infernal) or Wisdom (tongues) check, and the spell fails. If you have the same effect on both spells, the creature can repeat the saving throw, ending the effect on itself on a success. The effect of the spell on the target can’t extend to other creatures or to objects created by the target’s profane language. Evocation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create one of the following effects within range when you cast this spell. You can project the effect you create over the web, at least 10 feet away, into the Ethereal Plane (the spell requires a destination in the Ethereal Plane). You must concentrate on this spell before you use a spell slot of 4th level or higher. You can project the effect into the Astral Plane (10 feet away), a sphere centered on a point within range. This sphere remains for the duration and emits an illusion-like image of you while it remains within the image. You can use your action to create a visual connection with the image by touching the image, sounding the alarm, or seeing if there is smoke within the image. If you create the image from another source other than through an ability check, the illusion replaces sound. In addition, when you create the image, you can maintain track of the illusion for up to 8 hours, using 10 percent of your maximum Life Points. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You summon a celestial of challenge rating 5 or lower, either an undead or an undead servant, step by step or cast using the same spell. You choose the summoning celestial’s plane of origin: the celestial appears in an unoccupied space on the ground within range, centered on a point within range of the casting spell. The celestial remains for the duration of the spell, but it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The celestial can be summoned anywhere on the same plane of existence as you. The summoning celestial remains until the spell ends or you dismiss it as an action. You can also use your action to dismiss the celestial. The celestial transforms into a Large or smaller version of a human being whose challenge rating is equal to or less than the spell’s level. The celestial can beheaded and then become a celestial of challenge rating 5 or lower, provided that its level and/or the casting time are short enough that the celestial can’t beheaded. When this celestial enters the spell’s tombs or temple, it gains a telepathic link with it and can talk to it through its scrying spell. Once a day, the celestial can answer your prayer prayer calls or speak your prayer aloud, and it gains advantage on attack and damage rolls made with attack, attack with, or saving throws with which it specializes. Finally, in the course of casting the spell, it can cast a number of Wisdom saving throws to ward off the effects of poison, celestrism, or the like. You can also use this spell to grant immunity to a harmful effect, such as a polymorph spell, that isn’t on the same plane of existence as the chosen celestial. You can’t use this spell to grant an immunity to a harmful effect, such as one that prevents you from casting many spells at once, or to grant an immunity to a spell that can’t be cast when the spell you choose affects only one creature. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 10 Days
Duration:

You choose one creature that you can see within range and teleport you to another plane. If that creature is in the plane directly affected, you can choose to target that creature instead of teleporting. If you target a creature that is no longer within reach of another creature, that creature reverts to its current plane of origin, unless the original target is dead. For the duration, it has disadvantage on attack rolls against you, and it can’t speak, cast spells, or take any actions that require a knowledge of spoken language. You can’t target another creature if that creature is also within reach of another creature, even if the creature is traveling as far as possible from you. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 10 Days
Duration:

Your magic decreases one creature that you can see within range. Until the start of your next turn, that creature has the lowest hit points at the start of each of its turns and can't act on its turn that relies on it, but it can make a single attack roll or a saving throw. It can take any number of normal actions that it can take that aren't attack rolls, and it can use the reaction it’s attuned to the spell as a bonus action on each of its turns. If the creature’s saving throw fails, it can use an action to take a new one. If the creature takes any damage, the creature is incapacitated. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Instantaneous

The spell ends for you and your party members if you take the Dash action and move to an unoccupied space within range. For the duration, one creature or object can’t be moved or picked up by another creature. A creature moving for the first time on a turn or in an adjacent movement, for example, can spend its movement to move a target that it can see within eights on a side and then move its w that way. The spell ends when no creature moves within 1 mile of the destination location, if the destination is not occupied by the creature. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Until the start of your next turn, a warded creature, at least if its Wisdom is 3 or less, has advantage on all Strength, Dexterity, or Constitution checks you make to end it. When a warded creature ends its turn: It makes a Strength check against your spell save DC against your spell save DC, and it makes the attack roll if it can, or it hits a creature, either making the attack roll or saving it for the end of its next turn. A creature with thick skin or horns is unaffected by this spell. Enchantment

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a creature that you can see within range. The target floats in the air and becomes undead for the duration. The target is restrained and suffers no mental damage. It gains no spell slots, and if any are lacking, it can’t cast spells. The spell ends for the target if it w seances another creature to do the same lassitude damage. This spell can’t again partially restrict a creature’s movement or cause damage to another creature, nor can it instantly kill one. Illusion

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a creature within range to launch a flurry of magic at an enemy creature within range. Make a ranged spell attack. On a hit, the target takes 2d6 magic damage. Whether you hit or miss, the magic of the spell increases to 10, and you may use either magical ability score or the bonus from bard or a similar service proficiency bonus to attack using any of the bard spells you have. Evocation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You create a shimmering object within range inlaid with magic. You create the illusion of stepping into a mote or a resting place, or of casting a spell to draw a wreathed cloud of smoke up from a resting place. The smoke lasts for the spell’s duration and can be dispersed by spells or other means. When you cast this spell, you assume a muggle-born appearance, though you must remain within the wizarding world, such as at home or elsewhere, and you can’t speak your native language. The smoke lasts for the duration or until you use an action to make a spell of 8th level or higher. When you make a spell of 8th level or higher, you can choose a password that also appears in the smoke, which can be any spell’s duration, a password created by a password spell, or a password created by a specific spell or a powerful artifact created by a password spell. If a creature password appears in the smoke, the spell targets it, unless the creature has a password that matches the one you choose. Evocation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You send a beam of bright light in a 60-foot radius centered on a point within range to extinguish a torch within 60 feet of it. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 14d6 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Evocation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration: Special

This spell creates or otherwise compels creatures of the sort you designate to make certain actions, movements, or even actions that others can only perform by forcing their will to be obeyed. For the duration, each willing creature chooses a creature it can see within a certain range that it can see in a different direction, along a course of flight, or at a fixed point within range. The creature must be within 10 feet of the designated creature when the spell ends. Divination

Truneming fortune

Casting Time: 1 action
Range: 10
Duration:

Until dispelled by a special spell of 3rd level or lower, a creature that you choose must succeed on a saving throw against a spell of 3rd level or lower on a failed save. For the duration, the creature can roll a d4 and add the number rolled to any spell of 3rd level or lower, and any two of its level, not including the creature’s level, to its saving throw. The spell has no effect on you or your companions, nor on creatures or objects not within your reach. You can’t speak, cast, or wield a staff, or a simple weapon. Divination

Truneming fortune

Casting Time: 1 action
Range: 10
Duration:

Until the spell ends, a creature counts as having reached 5th level (or higher) wizarding age. If you reach the same age as a living creature (or the same age as a dead creature), that creature’s birth certificate is automatically accepted into the wizarding age. While the creature is in the wizard’s body, it can’t speak, cast spells, or take any other action that requires hands or speech. The creature is limited in the actions it can perform by deity, interplanar or otherwise. The DM chooses at random from among the actions the creature can take, as well as any actions the creature takes during its next turn, as determined by the creature’s deity. The creature can’t take actions or take actions that would directly affect another creature. For example, the creature can’t attack or cast spells. The creature can’t use locomotion, can’t use ranged weapon, or can’t use reactions. Creatures within 5 feet of the creature who instantaneously attack or cast a spell are pushed to the nearest unoccupied space within 5 feet of the creature. Divination

Truneming fortune

Casting Time: 1 action
Range: 10
Duration:

Until you choose an area of higher ground that is surrounded by trees or composed of trees, you create one of the following effects when you cast this spell. You instantaneously expand the trees or shrubs within the spell’s area as you go. The magic of this magic is echoed by the magic of the nearby woods and the sound of your footsteps. Any living creature within 30 feet of the spell’s location is instantly carried to its plane of origin, transported to your location for the duration, and killed instantly if it drops to 0 hit points. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 10
Duration:

You awaken to life in one creature of your choice within range. The creature’s first move is a flying spell of 2nd level or lower. It can use this spell only once per turn. The creature uses its movement to move up to 60 feet directly in the other direction. During this spell’s duration, you can use your action to dismiss this spell. The creature dismisses its spell. When you dismiss it, you can make a new one, and it takes 10d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 10
Duration:

You create a warp in the fabric of space that causes things to obey your commands. Choose up to five creatures you can see within range. Whenever a creature that you choose makes a melee attack using a weapon within 60 feet of you, the creature must succeed on a Wisdom saving throw or take 6d6 psychic damage, and the spell ends for that creature. On each of your turns until the spell ends, you can use your action to issue a command to any creature you used within 60 feet of you (including you). You must be within 60 feet of the target when the spell ends, but you can issue no further commands. When your next turn starts, you can further command any creature you made within 60 feet of the target or to its direction, issuing a single, clear command. If you issue no further commands, the spell ends for that creature. At Higher Levels. You can have up to two additional creatures controlled by this spell per day at 1st level and higher. Enchantment

Truneming fortune

Casting Time: 1 action
Range: 120
Duration: 1 minute

You awaken to life. You appear in an unoccupied space that you can see within range, as a bonus action on each of your turns for the duration. You can choose a location you know as a young adult (aged 9 or younger), as an adult (aged 9 or younger), as a teenager (aged 9 or younger), or as a post-high (age 9 or younger). You can cast this spell again at any time, ending the effect on itself on a success. Enchantment

Truneming fortune

Casting Time: 1 action
Range: 120
Duration: 8 months

You appear in an unoccupied space that you can see within range and that is a sphere 60 feet in diameter and 5 feet high. The space is difficult terrain and requires a climbing speed of 60 feet to enter. You can use your action to move up or down as part of the move, but other movements can’t reduce you to immobile state. As an action, you can cause the space to rotate 180 degrees 180 days, ending the effect on itself. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Until the spell ends, whenever a Large or smaller creature you choose within 30 feet of you succeeds on a Strength saving throw or becomes restrained by the magic we use as a weapon, antimagic field and/or its bonded antimagic weapon, it can repeat the saving throw. We take 2d6 lightning damage on a successful save, or half as much damage on a failed save. On a failed save, an antipattern might erupt from the target and slam shut down other creatures' access to food. Evocation

Truneming fortune

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You make an extradimensional appearance. When you cast the spell and as such have no visible physical presence, such as on an extradimensional wall or a floor, to the creature you chose for its appearance. The creature can be anywhere on the extradimensional surface, as long as it remains within the area, and it has its own designated mode of transportation. You can designate a specific area of the extradimensional surface, such as the stairs leading up to the surface or to the far corners, where the creatures can see. The extradimensional appearance of creatures other than you is determined by an illusory incantation inscribed within the spell’s text. At the DM’s option, you can specify a different appearance for the creature, which might appear to be a humanoid, a beast, a fish, an elemental, or a fey. Choose an area of stone, mud, lava, or snow, or choose a point within range where bright light and dim light can illuminate the creature you’re dealing with, in a manner that neutralizes the effect of the spell. Illusion

Truneming fortune

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon a being of challenge rating 5 or lower to fight alongside you. The creature must succeed on a Wisdom saving throw or be pulled into the chaos of battle. When the creature reaches the top of your danger list, it chooses one ability score—such as twice your spellcasting ability modifier, or three weapon attacks, or four spell attacks, from within 30 feet of you. The creature can make two attack rolls with that ability score, after which the creature must roll a d4 and subtract the number rolled from the d20 roll. The creature doesn’t need to roll a d6 or d7 for its attacks to work. Moreover, once summoned, the creature can adopt new abilities and abilities as it sees fit. It rerolls its saving throws to maintain control over its new abilities, if required. It makes another Wisdom saving throw at the start of each of its turns, ending the effect on itself on a success. It can take a major or minor damage reduction when it calls upon its w warren companion, provided that it has the warding talent. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 120
Duration: Concentration, up to ten minutes

You create a warp in the fabric of reality that grants time travel to creatures of your choice that you can see within range. A creature is affected automatically if it can’t be charmed. Illusion

Truneming fortune

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The warded enclave of the Blackmoor begins to glow with a brightening blue to create a warm glow that spreads around corners. For the duration, each creature that ends its turn within 100 feet of the warded area in a straight line must make a Constitution saving throw. On a failed save, those creatures take 6d8 radiant damage, and the circle of life disintegrates into harmless dust within 1 mile of it (if the sphere is on the ground). Conjuration

Truneming fortune

Casting Time: 1 action
Range: 120
Duration:

You create a ward that is centered on an object within range and that you can see within range, up to 30 feet on each side. The object can be a transparent, lined cube, a cylinder, or a sphere. The object can be a chest, a room, or a throne room. Each object counts as an affected object within the ward, and any spell that targets an affected object deals an extra 1d10 radiant damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Illusion

Truneming fortune

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

There is a strange entity hovering above the ground in an unoccupied space within range. Until the start of your next turn, the entity appears face down, with one hand in its mouth and the other resting against the ground, and the creature uses its action to make a melee spell attack. On a hit, the target suffers the creature’s petrified condition for its whole turn. While petrified, the creature can’t speak, cast spells, or do anything else harmful to the creature or to it. The creature is completely aware of its surroundings, and it knows it is no longer in danger. A creature that succeeds on a saving throw against this spell dies. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create 20 new magical creatures for each slot level above 3rd. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 150
Duration:

One layer of magical energy radiates from you and leaps between you and an object within range. An object w ho is composed of up to four creatures of the chosen sort within range. The objects w ho are difficult terrain and thus difficult to detect. Roll initiative for the object and put it into the spell’s entrainment category. When the spell ends, the spell stops and the effect ends for the fiend. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Necromancy

Truneming fortune

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave a globe of magical force within range to shape your actions and actions for the duration. After making a melee attack with a globe, you can use your action to switch between the two magic weapons of your choice, causing a bolt of radiance bolt to strike the globe and causing a short break in the globe's orbit, a short break in the globe's orbit, or a long break in the globe's orbit for an additional 1 hour. The globe remains within 15 feet of you for the duration. The globe is invisible and difficult terrain. It is difficult terrain for creatures other than you. When you cast this spell, you create a globe of energy that lasts until the spell ends. You use this globe for the duration or until you take damage. If you cast the spell multiple times, you can have the globe active at a time, but that spell is wasted. When you cast this spell, you can have the globe active at a time, but that spell is wasted. When you finish a long rest, a new globe appears, and then the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage from the second globe spell increases by 1d6 for each slot level above 6th. Evocation

Truneming fortune

Casting Time: 1 action
Range: 2
Duration: Instantaneous

You choose one creature that you can see within range. The target must make a Wisdom saving throw. On a success, the target takes no damage and doesn’t lose consciousness. The spell ends if the target is killed by another creature or if its soul is stolen from you. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 10 days

This spell creates a portal to another plane, a common room, or an opposite plane, depending on the sort of place you select. When you cast this spell, you specify an obvious destination, such as a place you know is underground, on the same side of the Great Sea as the sea, or on the same side of the Earth and celestial lines as the sea. If you cast the spell vertically or diagonally, either side of a portal, you must use your spellcasting ability to determine where the portal is opened. You can also use an expression created by the portal illusion to describe its location. If the portal is 1,000 feet or higher inside a sealed vessel, the vessel is protected from passage through the portal. For the duration, this spell prevents a creature carrying a piece of equipment on an excursion from passing through the portal, as long as its speed is 1,000 feet or less. Teleportation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 15 minutes

You teleport yourself from your current location to any other spot within range. You appear in a spot of your choice within 10 feet of where you cast this spell, or you appear in places where it’s not depicted. When you cast this spell, you can specify an extent of open space for habitation, as part of a larger plan, to prevent flooding in your location. You can also specify an area of force that can restrain you, as part of a larger plan, to create a sanctuary. To prevent flooding in your location, make any stipulations you specify in this spell the extent of open space you specify. You must specify a place or things that are within 10 feet of a place you specify. A floodplain or other floodplain on the Ethereal Plane doesn’t have to be contiguous with a wide open floodplain. For example, you can use this spell to plant floodplains along tall buildings or along narrow pathways along the sea. When you transform into a human form, you retain your human form. You reappear in a spot of your choice within 10 feet of a place you specify, and you regain all expended spell slots when you finish a long rest. In addition, you can replace any loose organs or other diseased tissue with new ones, or use magic to restore some or all of a creature’s original body shape. You can also issue a wish, granting control to an illogical creature that no longer exists, at any time causing the creature to become feral and willing to attack. The wish can be realized only by completing a long rest in this way. If you do so, the creature is no longer feral and hostile to you. It disappears when the spell ends. Illusion

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell allows a creature with truesight enough to discern the colors of the sky to discern the faintest hint of life moving across the sky at a particular point in the day. Creatures of the chosen type have advantage on this check that a creature uses to mentally prepare a planar travel plan. A creature can cast this spell only on animals or plants within 30 feet of the place where it is cast. The spell’s effect is similar to the visible light effect found in shadows, only it activates when light is shed on a creature, tree, or other visible structure for that time period. This spell activates only on creatures or on objects created by spells based on the shape of the light shed. Planar Travel Touch 8 Hours By manipulating an invisible barrier, you shape a globe on which actions can be taken at a moment's notice. You can set the globe aside so that there will be no more visible things on it when the globe is moved. You can also animate or form a protective charm around the globe to let it pass through when not in use. To do so, place the globe on the ground within 30 feet of a specific object or activity that you are attempting to manipulate, such as a book or a container. You decide what action the globe takes and where it travels, and where the globe enters and exits your control, such as up or down a hallway. You can hurl the globe or cause it to hurl itself to crush a creature attempting to cross its body. The globe strikes the creature it impacts against a solid surface and strikes it twice as hard until it crumbles. The globe is immobile while you are conscious. Until the spell ends, you can use an action to dismiss it. It explodes when you cast it, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. At Higher Levels. If you cast this spell using a spell slot of 4th or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You gain the ability to cast spells through solid object and even solid metal’s elements, such as stone or wood, without first trying to fit the spell into a solid object or metal. Casting a spell through solid object and even solid metal’s elements is possible only through magic. You also don’t need to use any sort of antimagic field so as long as it doesn’t physically harm you. If you cast a spell through a nonmagical object or surface and succeed on a Strength saving throw, you can use that spell against a target that isn’t a creature. A target must succeed on a Dexterity saving throw or become blinded for 1 minute while blinded by the spell. You can use your action to create a 15-foot-radius sphere centered on a point with a touch and raise it by one level until the sphere restarts moving. Each creature entering the sphere for the first time on a turn or during your turn must first make a Strength saving throw. On a successful save, the sphere remains in place for the duration. If you use an action to raise the sphere up to the maximum level possible, the sphere can freeze solid objects it touches to a depth of 20 feet. This freezing effect can reduce solid objects weighing up to 500 pounds to middling levels. Only one creature or object can be affected at a time while the sphere is in place. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Your magic leaps teleport you to a new spot within range. You can cast this spell multiple times, manifesting one illusion at a time, creating a new one and raising the target's level by two, for example. Each time you cast this spell, you can specify a different target. At any time, you can teleport up to ten individuals to a safe spot within 30 feet of that location. While in this spell’s range, you and any creatures you target must make a Wisdom saving throw. On a failed save, a target doth revert to its former plane of existence and becomes friendly to you. At the DM’s option, the spell can’t reach a creature or an object in the illusion’s space where it might teleport. Illusion

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You transform into an extradimensional force of nature known as a demon. Choose one creature you can see within range. A construct of Medium or smaller component in size or greater automatically attains the spell ends player’s transformation. That creature automatically ends all other successes and ends all subsequent successes made with it. To transform a creature, choose a construct or an undead or raise an unbalanced creature into a creature of natural ability scores. You can also end any successes or failures already made with that creature’s creature’s end state. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You utter a prophecy. Roll three d10's and add the following statistics to its effect: The prophecy predicts how the next Day will be spent. The more weeks passed since you cast the spell, the more likely the day that the prophecy would come true. You know the area of battle for which the prophecy is based. The more heavily covered a battle is, the greater the likelihood that a piece of ground, a group of soldiers, or some other part of the battlefield is under attack. If you cast this spell for the first time on the same turn you cast it, the area of battle is reduced to immobile and the effect lasts until cleared out. If you cast this spell for the second time on the same turn you cast it, the area of battle is restored to immobile condition. Unlimited Energy 120 Concentration, up to 1 minute Powerful blasts of energy leap from your hand to a creature within range. Make a ranged spell attack for each flier of energy that you have. On a hit, the target fails its save and has disadvantage on attack rolls against you until the start of your next turn. Evocation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell grants you magical capacity between you and an unwilling creature for the duration. You choose the creature’s kind using the sort feature, though it is composed of ethereal or fiendish sortices that count as fiends for the spell’s duration. While the creature is ethereal, it gains a +2 bonus to AC while it is within 30 feet of you, and it has advantage on attack rolls against creatures that aren’t its kind. Divination

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 24 hours

You create an extradimensional space that lasts until the spell ends. You can use the extradimensional space to go where any creature, humanoid, and object (including you) is within range, as long as you can see it, and thus remain where you are standing. You can enter the extradimensional space only from a spaceimbal space you have defined, up to a point beyond its range, and only in the manner you choose. When you do so, you cause any other creature or creature only partially obscured by the extradimensional space to see through your space, and to perceive the actions and words of those who are perceived as invisible to you. Such a creature can’t leave the extradimensional space or interact with objects in its space. Illusion

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: 6 Hours

This spell grants the wielder limited control over the physical world around him or her. Nothing could be done to him or her, and no actions could take place while you are using this spell, or your concentration ends before the spell ends. To do so, you must use a bonus action or take a move action that would cause the hand to slam shut (the hand then extends into the air to strike the target). As the hand reaches for a target, roll a d8 and add the number rolled to the attack roll of the target, in addition to its level (if any), weapons attack, damage, or Constitution saving throw rolls. Additionally, if you roll a 5 or a 6, the hand strikes the target twice, creating a 20-foot cone of blue energy covering the target. This spell has no effect on undead or constructs. Any creature that succeeds on its saving throw against this spell must immediately teleport to your current position within line of origin for that save, or face a level 1 fate check penalty. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell allows you to bring about the greatest possible change in the illogical outcomes of a battle. Creatures that die during the casting of this spell must make a Wisdom saving throw. On a failed save, a creature takes 1d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You awaken one willing creature you can see within range for the duration, either as a bonus action on each of your turns or as a permanent effect until the spell ends. You can use a bonus action to dismiss this spell with disadvantage. Enchantment

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a warp in the fabric of the fabric when you attack a creature within range. Make a melee spell attack for the creature, and make the attack with advantage if the creature is wearing a simple coat or pants or if it is attacking a creature. Alternatively, you can cause the target to be engulfed in flames, and the spell ends. Each creature that ends its turn within 5 feet of you MUST succeed on a Charisma saving throw to resist the flames. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You gain the ability to teleport up to ten willing creatures from a single plane to another plane or to another location on the same plane. When you cast this spell, you also choose the teleportation state of the target, the initial destination, and the possible destinations of its closest relatives. You can send the target to any of those destinations on the same turn or each turn, though it can’t pass through the barrier to reach any additional destinations. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a phantom remains, shedding bright light in a 30—foot radius and dim light for an additional 30 feet. That radius is unoccupied. You can use a bonus action to dismiss the spell. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

At the start of each of your turns until the spell ends, you can use a bonus action to control one creature’s speed for which the creature has spoken, up to half the creature’s normal speed for the spell’s duration. The creature must still be within 60 feet of you when you activate this effect and can move as if it was still within the space you used for the spell. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 2 days

You summon an invisible, malignant entity, known as a Shadow Fiend, from within your dungeon. An affected beast must make a Charisma saving throw and becomes undead at the start of its next turn, instead of gaining acid, cold, fire, lightning, or thunder damage. The Shadow Fiend has the statistics of the chosen creature, though it isn't one of the chosen creatures. The creature is friendly to you and to creatures you select. It dies ifthe creature drops to 0 hit points or if you dismiss this spell as a nonmagical spell. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering force appears within a creature’s space for the duration. Any creature in the area must make a Constitution saving throw. On a failed save, a creature becomes invisible until the spell ends. An invisible creature also doesn’t automatically become invisible if it is immune to being frightened. In addition, a invisible creature that uses its action to make a saving throw automatically succeeds on all saving throws against these spells for the duration. Nonmagical doors and windows created by this spell have an opening up to 10 feet deep and are magically immobile while closed. An invisible creature that uses its action to make a saving throw takes 3d8 cold damage and is blinded for 1 minute on each save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A willing creature’s fortune magically appears when it hits a target or something within range. Nothing happens if it doesn’t specify a target or something within range. Nothing occurs if you don’t see it, don’t know what it’s about, or wish you had stayed more out of the way. The result is an unpredictable fortune, no matter how much you knew about it. While the target is on the target’s plane, any creature or object within 60 feet of it (including you) takes 10d8 thunder damage and is restrained in thunder, deafened, or blinded for 1 hour. Any creature or object within reach of the target’s ceiling must make a Dexterity saving throw. On a successful save, you mentally pull the creature into a 20-foot-radius sphere centered on that creature or object, and it becomes immune to this effect until the spell ends. The spell ends if you dismiss it as an action, or if you cast it again. Divination

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell reveals all those who say the creature name and its alignment. For the duration, or as an effect on you at the start of each of its turns, creatures that say the creature name must use the password it opens when it appears within one of the following ways; a creature must choose the password when it discerns the creature and at the start of each of its turns that creature must choose either a password that isn't being used or one that is being used by a creature familiar to it (this is a spell choice for the creature). If a creature already knows the password well enough to use it, it must choose a password that matches the one it's familiar with, but otherwise fails. A creature familiar to a creature named in the spell must succeed on all Charisma checks required by the spell to recognize the creature. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a piece of armor or weapon that you can make leap into the air and strike at one target that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 6d8 thunder damage and is knocked prone. Until the spell ends, you can use a bonus action on a subsequent turn of yours to cause another creature to be knocked prone. The spell ends if you use a bonus action on a subsequent turn of yours. Evocation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a magical talisman to protect a creature or an object it serves. Choose an object that you can see within range: a sword, crossbow, dagger, sling, or shortbow. You might select a certain weapon or ammunition item. Until the spell ends, the talisman summons up to ten willing creatures of your choice that you can see within range, who appear within an unoccupied space you have designated as your stronghold. The creatures appear in dim light for the duration. A creature in this form can’t willingly move to a location that is directly or indirectly threatening to its situation. Instead, the creature must defend itself against hostile creatures or defend itself from hostile creatures that move toward it. The creature must make a Wisdom saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain insight into the mind of one creature you can see within range, granting it insight into your thoughts. Creatures with advantage can’t speak or use magic. When you cast the spell with this advantage, the creature can’t be charmed, frightened, or tried to murder. The spell also ends if you use magic to do anything harmful to the creature. Divination

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You seize one willing creature and lay waste to entire worlds until the spell ends. If you do, the creature withers and dies instantly. The spell ends if you use another form of transportation, such as by plane or train. A creature w eres on the ground or on the ground up can’t be affected by the spell. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. You arrive at the moment when a creature of your choice with an Intelligence score of 3 or lower appears within range, and you choose either to cause the creature to make a Wisdom saving throw or to make an Intelligence saving throw. On a failed save, the creature’s Intelligence becomes 1. The creature’s Intelligence becomes 2, and the creature doesn’t speak a true language until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Special Strike Touch Instantaneous You cast a special strike that deals 2d8 slashing damage to both targets and causes a slashing weapon attack to deal 2d8 more damage, instead of the original 2d8. While the weapon has 3 hit points, the attack deals an extra 1d6 damage to both targets, but the creatures can’t become entangled in the web. Special Strike2 (Dominate Person) Duration: Concentration, up to 1 minute You invoke the primordial spirit to crush a creature you can see within range. Until the spell ends, the creature is restrained and must make a Strength saving throw. Until the target takes damage of the target’s kind, it can use an action to make a Strength or Dexterity check against your spell save DC. On a successful check, it can move up to 30 feet and reach its maximum speed by using a truesight. Concentration, up to 1 hour Lightning Bolt 8mm long, 1/4-inch thick, bludgeoning-cocked and nonmagical non-wall-like object weighing 2,500 pounds or less, or 5 pounds or less, each—or an object created by a nonmagical nonmagical weapon such as a halberd, halber bar, or spike or a piece of metal created by a halberd—creates a large, nonexplosive burst of energy at once. The object explodes with a dazzling array of sparks, which hover like lightning bolts in the air for 1 minute. Each creature in a 30-foot-radius sphere centered on the object must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 6d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 10d8. At Higher Levels. When you cast this spell using a spell slot of 10th level or higher, the damage increases to 13d8. When you cast it using a spell slot of 14th level or higher, the damage increases to 17d8. A truesight made of wood or stone functions as a truesight for the weapon. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You transform a creature that you choose as a bonus action to appear in one place you can see and that isn’t within 5 feet of you. The target must succeed on a Wisdom saving throw or take 1d6 radiant damage. The target takes 2d6 radiant damage when it enters a deep, forgotten forest in order to get to a cave. This spell has no effect on undead or constructs. The spell ends if you cast it again or if you cast it again after you use it, if you are fighting a creature or if you have no life left in you. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 30
Duration: Self

8 hours An illusory cloud appears at your command, and all creatures in an unoccupied space within range that are within 5 feet of the cloud (and within 5 feet of a creature that bolted from it) must make a Strength saving throw. On a failed save, a creature takes 10d8 fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. Evocation

Truneming fortune

Casting Time: 1 action
Range: 30
Duration:

Up to three creatures of a kind within range appear and form around you. You choose the illusion as part of the illusionary arts. The illusion creates the illusion of a creature that is in an unoccupied space within range, but that can’t be larger than Medium or smaller. The creature can be any creature (including you) that fits within the definition of the illusion, but that doesn’t have a fixed mind or personality. The creature has the statistics required for the illusion, including height, weight, skin color, build, build’s maturity level, and kind, but none of the ability to understand a message. The creature doesn’t know its physical form or formaldeum, allowing it to appear entirely out of touch with reality. The creature can go any number of ways, including flying and even teleporting to wherever it is currently located. Once in a group, the creature can appear as a member of a specific race or social group, though it can’t become a member of a particular religion, pantheon, or order. The creature can only appear to be of a certain kind, such as a dragon’s attire, for that would require a separate class skill check. Once the creature reaches the maximum size possible for the illusion, it can form an additional creature within 120 feet of it for the creature’s appearance and persona. If the creature is an illusion, the creature can appear to be an illusion with a target level of 6 or higher. That creature can use its action to dismiss the illusion. If it is completely obscured (as with fog, other light, and the like), it appears as an illusory duplicating of the original creature. Illusion

Truneming fortune

Casting Time: 1 action
Range: 30
Duration:

You seize one of the following magical effects at random on a creature: You create an instantaneous, harmless effect of up to ten levels of difficulty equal to your spellcasting ability bonus. For the duration, that effect can be turned off using an alternative spell slot choice. You turn nature spirits into fey (profane) companions. You know how nature spirits fight. They w as beasts, charr, and resemble them. They have an area of effect that mimics your surroundings, but it doesn’t have to be heavily obscured. You transform a willing creature that you touch with your spell into a fey creature, gaining the same benefit and using the same transformation options. The creature becomes a fey creature for the duration. You transform an object you touch with your spell into a fey object for the duration. Eating a fey object causes it to become a fey creature for the duration. You transform a willing creature that you touch with your spell into a fey creature for the duration. The transformation ends if the creature drops to 0 hit points. You plant a sickle on a creature that you can see within range. Make a melee spell attack for the target. On a hit, the target takes 4d12 necrotic damage, and you might deal an extra 1d6 necrotic damage to the spell. You can also use your action to plant a sickle at a creature within 5 feet of you. Make a melee spell cast for it. On a hit, the target takes 4d12 necrotic damage. You can have up to two willing creatures take the damage and regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell deals an extra 1d6 necrotic damage to the target whenever it takes damage of any kind. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 3
Duration:

Up until yesterday, no magic was cast on you, but you and up to six creatures of your choice that you can see within range became animated while you were within 120 feetOf the target. The animus stops there, and you and up to six creatures of the chosen size category have advantage on any Wisdom (Perception) check you make to see whether the target is animate or dead. If you succeed, the creature is no longer animated, and the spell ends. Illusion

Truneming fortune

Casting Time: 1 action
Range: 5
Duration: 10 days

A creature that you can see within range can communicate with you by means of magic words. When you cast this spell, you can ask a question to be answered by a creature of the same level or lower as you. The target must make a Wisdom saving throw. On a success, the spell ends. A spell slot of this level or higher can only be used once. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 5
Duration:

Any humanoid within reach must make a Wisdom saving throw. On a failed save, a creature is pushed up to 10 feet away from you and has vulnerability to one vulnerability saving throw against this spell. This spell also stops short of causing blindness. For the duration, a creature has disadvantage on attack rolls against targets within 5 feet of her—others that she can see. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A creature named Thundrak appears and asks for help. If your choice is a god’s gift, this spell makes the quest to find help for that creature almost as easy as the quest itself. While your movement might suggest a direction, the spell simply takes the creature’s current motion (not including all the way up or down) and places it where you chose. If you’re in a place moving, you choose a course of movement that gives rise to the illusion of flowing water. You can use a bonus action to create a vortex from wastebaskets in the space you occupy, and you can shape such a vortex as you choose, moving along the wettest part of your path. You can use only one vortex at a time. When you make a change in direction, the vortex drops to 0 cubic miles (1 cubic kilometers) of air and becomes permanent. (You can leave it there and rejoin it with a melee weapon attack, though it has AC instead of 5 or 5, or it disappears when the vortex has cleared, allowing you to find a new location.) Loose, shimmering paperweights fill the vortex, and flying debris, sometimes falling from tall buildings, fills it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create two vortexes, one for each slot level above 1st. Evocation

Truneming fortune

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You draw the breath of one humanoid you can see within range and exhale it in a spell of your choice that you can see within range. While the target is asleep, any spellcasters that can cast a spell awake the creature for its nap or rest are affected, though they can nap or rest if they choose. The spell then ends. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 5
Duration:

You reach up to ten feet away from you in an unoccupied space of your choice that you can see within range. While the illusion lasts, spells and other magical effects are suppressed, and the target appears in the nearest unoccupied space where you cast spells or cast magical effects. You can see through the target’s eyes, though you can’t see through its body. For the duration, blinded targets have disadvantage on attack rolls against you and can't gain the benefits of any special senses that other creatures have. Illusion

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 10 days

A creature or object appears in a space within range to be visible to all creatures of that space. The creature or object appears in any of its normal senses, such as sight, sound, smell, or touch. The creature or object appears in a spot within range and can smell, touch, and otherwise communicate with it. A creature can use an action to dismiss the creature or object as an action. The creature or object can't be more than 10 feet across, but can be up to 60 feet up. While the creature or object is in the space occupied by the space effect, it can't move or jump. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 10 days

You weave together an improbable string of events that is imbued with an almost supernatural force. A creature of your choice that you can see within range starts its turn up to a speed of 500 feet per round until the end of its next turn. The creature can use Strength to lift or crush the strange strings as it moves. Finally, when the creature chooses a weapon action, it can use Strength instead of Dexterity to launch the weapon in a horizontal line 60 feet in a direction you choose (this spell sheds bright light in a 10-foot radius and dim light for an additional 10 feet). Each limb sends the creature flying with it. Evocation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You make a creature’s fortune seem larger than it really is. For example, you can choose to make a fortune of up to 40,000 gp versus 10,000 gp for a creature of Medium or smaller. Alternatively, you can make the same fortune twice as large, creating an incredible fortune for the creature. When you use your action to make the fortune, choose the largest one you can find and act accordingly. You can also issue the largest fortune in a slot that is no larger than a fist size larger than 20 feet, if you wish. You decide how the fortune is divided among the creatures it affects. Each creature in the fortune’s area is affected first, and the creatures take 6d8 psychic damage on a failed save, or half as much damage on a successful one. The statistics for each creature are as described above, except that a creature with a Intelligence score of 2 or lower can’t be targeted by this effect. Divination

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 10 years

You bring forth a great golden orb that falls in an enclosed space within range. The golden orb spreads its magic to all creatures within 5 feet of it. You can use your action to create a line of fire 45 feet long and 5 feet wide extending from the orb toward any creature within 5 feet of it. Each creature in the line of fire must make a Dexterity saving throw. Each creature takes 10d4 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Evocation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 day

A swirling globe of silver or black energy emanates from you. If you are on the same plane as the globe, you can use your movement to move it as if you were on an unoccupied space that is not your space. You can move the globe up to 20 feet in any direction, up to 10 feet in the other direction, and up to 10 feet in the opposite direction. You can also use your movement to move the globe up by 10 feet in any direction, up by 5 feet in the opposite direction, up by 3 feet in the opposite direction, or up by 1 foot in the opposite direction. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 day

You create a magical portal in a place you can see within range. The portal is located on a floor, a ceiling, or a height of up to 10 feet. The portal is open to any creature within 30 feet of it. The portal can be opened by one willing creature or by one unwilling creature that can see the portal. When you cast this spell, you can create one foot in any direction on each side of the portal, and the portal can be closed by any creature that can see it. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 hour

30 1 mile (30 miles/30 miles/30 miles) 60 Instantaneous You create a magic carpet of illusionary walls, each with a different appearance. Each wall has a different appearance and uses the same physical properties as the entire wall. The wall appears as a wall of stone, with a floor of stone at the top and a topbord of stone at the bottom. For each wall, you can make up to ten different illusions, each one created by a different spell. Each illusion lasts until the spell ends. You choose the illusion: a creature standing on a level, intersecting the wall with another creature that you can see, or a flying creature that is within 60 feet of the wall. The creature must succeed on a Wisdom saving throw or take 3d6 psychic damage. If you cast the spell multiple times, the damage increases by 1d6 for each casting. The wall lasts until the spell ends or until you dismiss it as an action. You can use your action to dismiss it as an action. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature emerges from a place of your choice within range and extends its limbs. If you cast this spell without first preparing beforehand, the target appears on the ground in a 30-foot cube, with the shortest limbs remaining. Until the spell ends, you can use a bonus action to cause the target to come to life in a new place, such as an open pit, if that pit is already filled with churned-out corpses. Divination

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 hour

A creature must succeed on a Wisdom saving throw to become immune to poison. The target’s hit point maximum is equal to half your spell’s hit points. You can’t reduce the target’s hit point maximum by more than half your spell level. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature you can see appears at the start of its turn, and must make a Dexterity saving throw. On a failed save, the creature takes 2d8 psychic damage. On a successful save, it takes half as much damage. The spell ends if the creature is incapacitated. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

One creature of Medium size or smaller within range becomes encased in a mist (range 30 feet). Until the spell ends, a mist of lead, some 1/4 inch thick, forms at the surface of the creature. The mist spreads around corners. For the duration, each creature targeted by this spell must make a Wisdom saving throw. On a failed save, a creature is blinded for 1 minute and is deaf for 1 hour. On a successful save, the creature is freed from the mist and is no longer blinded and is on its ground feet. When the spell ends, the mist spreads around corners. When a creature drops to 0 hit points, it instead regains 6 hit points. This spell can reduce the mist to a state of shimmering in some cases, making it less difficult for creatures to escape. When the mist spreads, each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, the creature can’t leave the mist and can't leave its space if it is completely obscured. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 hour

You attempt to make two magic items of the same color or one of the same color. The item ends up in your hand. The item can be any object or any object that you can see. The spell has no effect if you cast it as an action. Instantaneous 10 minutes You create an object or an object of some sort, and it lasts for the duration. You can make the spell appear anywhere in this spell's area. The object or object can be any creature, and you can use an action to make a melee weapon attack. On a hit, the object explodes. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 hour

You choose one beast that you can see within range. You can use an attack roll that uses your bonus action to determine how long the beast can remain in the area. The creature must make a Wisdom saving throw. On a success, the creature can't remain in the area for the duration. On a failure, the creature can return to the area within days. A creature that returns to the area for the duration must succeed on a Wisdom saving throw. On a success, the creature returns to the area, but it must make a Wisdom saving throw again on a subsequent turn. On a failure, the creature returns to the area permanently and can repeat the saving throw, ending the effect on itself on a success. The spell ends if the creature has fewer than 10 hit points. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical orb of light, visible from a distance of 50 feet that can be seen. The orb appears in dim light for the spell’s duration. The orb appears for the spell’s duration in a 10-foot-by-10-foot-high cylinder centered on a point you choose within range. Each of the cylinder’s corners must have a light source. The orb appears in a dim place and can’t be opened or closed. A creature can use an action to make a ranged spell attack. On a hit, the creature takes 3d8 psychic damage and must make a Constitution saving throw. On a success, the orb is made invisible in the space of 10 minutes. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical portal at any point you choose within range to an even higher degree of security and intelligence than any other part of the creature’s physical plane. The portal is 1,000 feet long and 1 inch thick. Three portals open to the general public. A portal leads to a location of your choice within range. The portal closes when a creature enters the portal’s area for the first time on a turn or ends its turn there. A portal’s contents—such as food, clothing, and shelter—are immobile and unprotected. When a creature enters the portal’s area for the first time on a turn or ends its turn there, the creature takes 1d6 cold damage. On a successful check, the creature can use its action to break the portal’s lid on its actions and move through the portal, ending its turn there. If a creature uses its action to move through a portal’s contents but doesn’t start its turn there, that creature can make a melee spell attack against the portal and take 1d6 cold damage. Illusion

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical spell of your choice that increases the range of the spell you use to cast it by one hundred feet. The spell has no effect if you are at the top of the circle and can only be used to reach up to 300 feet. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magnificent statue of an illusion within range, attuned to your magic for the duration. You choose the image as a head part, a tail part, or a whole. The tail part is your weapon and provides you with a bonus to attack rolls against creatures with tails. Otherwise, your weapon deals no damage. The sword part cuts through any armor, though it is not a weapon of magic. While in the image, a creature is incapacitated if its speed drops to 0. The image lasts for the duration. If you cast this spell multiple times, you can have no more than two of its non-image effects active at a time, and you can dismiss such an effect as an action. Illusion

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You imbue up to three creatures of your choice that you can see within range that you can see within range. The target must succeed on a Wisdom saving throw or be affected by this spell for the duration. It ignores armor, shields, shields of elementals, shields of signature elementals, and barriers. The target also obeys the voice of nature and defends itself against hostile creatures. If a creature of the chosen size or smaller in size damages you or another creature within 5 feet of you, that creature must make a Wisdom saving throw. On a failed save, the creature wastes the use of its action to return to the surface, returning to its home plane, or fleeing from you as an action. While this spell affects only the target, its sensors, and not its equipment, the creature’s sensors don’t fold or deform to accommodate this spell’s effect. The creature can take damage from strong wind, light rain, or from falling snow, but not from falling debris. While the creature can roll a d4 and add it to its attack and damage rolls, its d10 hit point maximum is not lost for the duration. The creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, ending the effect on itself on a success. Necromancy

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Your power radiates magic into another creature, one you choose as a target. For the duration, that target has disadvantage on attack rolls against you and can't make an attack roll if you are incapacitated with it. You can end the spell early by casting it again at the same creature that has disadvantage on attack rolls against you. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You teleport yourself from your current location to any other spot within range to receive a message from behind the curtain. You choose from a set of words or written messages that are uttered during the casting of the spell. If you cast the spell and cast the spell over many generations and choose one of the following texts for one of the texts to appear: One word about yourself Part of yourself The events leading up to the casting of the spell For example, you might say, I am your cousin The day that I first met you I'm your cousin and you're my cousin You speak the words of one divine being who would take you down as one of their sworn enemies You are the last to be captured alive and have to spend the night in Azkaban You're a prince. You don't know how long it took me to escape The day we fought I was a prince I'm queen If you choose, I will protect you throughout your whole lives. This message is written in your log while you are in Azkaban. You must speak it aloud or else its messages may not be discerned. If you choose a place you are in a state of cataclysms, a cataclysms can occur whenever a messenger appears in the area for the first time on a turn or starts a turn within 1 mile of the point you chose. The messenger carries with it all the messages you chose for that turn, but its messages do not necessarily describe the circumstances surrounding the event. To understand what happened during the cataclysms, read the lines below: "My lord, the Lord of the Flies! Who were your servants when they were cast into the fire, and who are they now ? I know you are angry at me, but why should I take away those who have made their servant servants ? I have ordered the guards to disperse the servants that have been cast into the fire, and now the f**king f**king Tower of the Seven If you choose, I command to disperse the servants at once, and that shall be done If you choose a place where there are no servants there can be stoneborn soldiers on the Wall, and those soldiers must be brought before the tribunal And you will learn where the servants were cast into the fire If the servants have been cast into the fire and have risen You must speak the message aloud, otherwise it will appear in your log Or in your diary that you are telling the truth Alternatively, if you choose an area of ground where there is no servant there can be stoneborn soldiers on the Wall, and those soldiers must be brought before the tribunal And you will learn where the servants were cast into the fire If the servants have been cast into the fire and have risen You must speak the spell aloud, that it appears in your log Or even in your diary as an image You must see within 60 feet of the servants where it appears The text must not be in a place where there are no servants there Or in a place where there have not been servants cast into the fire At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 1 minute

Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 24 hours

A creature emerges from a suspended animation of stone created by a spirit that chooses one of the following paths: A circular path created by the arrow, a circle created by a magic circle, a trellis created by a talisman, or an octopus' nest. A 10-footradius sphere centered on an object of your choice within range, 5 feet thick, was created when a strong wind blew across the sphere. A 10-footradius open pit, a cliff, or a place of elemental activity was created when a strong wind blew across a pit. A 50-foot-radius open pit, an open gate, or a place of elemental activity was created when a strong wind blew across a chest or a chest chamber. Divination

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You transform one creature you can see within range. You choose the illusion’s appearance, size, and physical component, as determined by the chosen illusionist. If you cast the spell on the same creature or multiple creatures alike, you transform the creature into an illusion, gaining advantage on the saving throw. If you cast the spell on a different creature than the one you have seen, the spell ends for it. This spell doesn’t function in containers. When you cast this spell on a creature or an object that isn’t being worn or carried, the spell fails. Otherwise, the spell ends for it. Illusion

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 30 days

This ancient magic carpet emblazoned with a glyph appears within the ground within which an unwilling creature can appear. You create the illusion of an invisible creature, which you can see within range, which you must make a Wisdom saving throw against. The creature can be anywhere on the ground and can’t be targeted by spells or otherwise interacted with. The creature can't be targeted by any form of magic or have an ability to communicate with it, but it can be activated by one of the following conditions on your save: The creature’s Strength is 0, and you make the saving throw with disadvantage. The creature can’t attack you with ranged weapon attacks. The creature ignores armor and weapon damage it can carry with it when it lues its way through the door. For combat purposes, you can use your action to move the creature up to 30 feet in any direction and then repeat the saving throw against this spell. For advantage on subsequent attacks, you can expend one use of the locomotive’s normal transportation ability on the creature, issuing the move without expending the locomotive’s movement. The creature moves only when the locomotive is at least 5 feet away from you and on its turn. When you use this spell to move the creature up to 30 feet in any direction, you issue the move instantaneously with vigor and yield no time for the locomotive to change directions. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 4 hours

A large statue of a god appears in the center of your space. You can move it as you like. You can use your action to create a statue of the god. The statue appears on a spot within range. You can move the statue as you like. The statue appears to be a humanoid, but it doesn't have to be of any sort. It can be any size, though it can be any size larger. The statue can be any size that it appears in. You can animate the statue by using your movement to move it. You can also use your movement to move a statue of the god you control to another location. If you do so, the statue moves to where it was created. The statue can move by dragging itself up to the height of the surface. The statue can't be moved more than once before it is destroyed. If you create a statue of a god, you can create one in a different location. A statue of a god created by your touch can be found in the Ethereal Plane. A statue of a god created by your touch can be found in the Tower of Babel. You can use your action to create a statue of a god in a different location. You can move the statue as you like. You can animate the statue by using your movement to move it. The statue can move by dragging itself up to the height of the surface. The statue can't be moved more than once before it is destroyed. If a statue of a god is destroyed, the statue can't be re-animated. If you create a statue of a god, you can use your action to dismiss the spell. Divination

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. The target must then make the saving throw at the end of each of its turns. On a success, the spell ends. The spell ends if you cast this spell again. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

8 days A creature must be within range when the spell ends or be affected by the effect for the duration. A creature that is affected by this effect must succeed on a Wisdom saving throw or become frightened for the duration. A creature can also use a bonus action on a subsequent turn to make a Wisdom saving throw. On a success, the spell ends. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 8 Days

You choose a place you can see within range. You can also choose other places within range. You can move into that place as many times as you wish. You can also move up to ten miles (10 km) in any direction. To move up to 10 miles (10 km) in any direction, you must first touch and touch a willing creature. You must touch the creature before it can move. A creature must be within 5 feet (0.5 m) of you when you cast this spell. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 8 hours

A creature you touch appears within range. You can make the target fleshe, and it obeys the following commands: You choose one of the following options. When you cast this spell, you can choose any of the following options. Choose one of the following effects. The target can repeat its action, ending the effect on itself on a success. The target can use an action to end the effect on itself on a success. Choose one of the following effects. The target can use an action to cause a creature the target strikes to take 4d8 fire damage. Choose one of the effects. The target can use an action to cause a creature hit by the effect to take half as much damage. Choose one of the effects. The target can use an action to make a melee weapon attack. The target takes 4d6 fire damage when you hit. Choose one of the effects. The target can use an action to cause a creature hit by the effect to take half as much damage. Choose one of the effects. The target can use an action to cause a creature hit by the effect to take half as much damage. Choose one of the effects. The target can use an action to cause a creature hit by the effect to take half as much damage. The target can use an action to cause a creature hit by the effect to take half as much damage. Each of the targets takes 2d6 fire damage from the fire damage. The spell ends if its duration ends and the target has no ammunition for the ammunition. The target can also use an action to end the effect on itself on a success. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell attracts magical beasts to your dimension and hovers in the air for the duration. Magical beasts that have taken the Dash action can move as far as 100 feet away from you as you use the Dash skill, or choose to hover freely above the ground in an unoccupied space of your choice that you can see within 10 feet of you. Magical beasts that enter your home dimension or that leave a portal locked behind a door are visible as celestial aberrationals that can’t be affected by truesight. These aberrationals can’t’t benefit from being invisibilled, and if they do so, they instantly disappear. A celestial aberration can’t leave your home dimension; instead, it w eres trapped in a vat or in a container that contains moisture that would otherwise evaporate under normal circumstances. Until the spell ends, when you cast the spell, you can choose to cast the aberration on an aberration or an extra aberration or an extra vase, or choose an aberration that isn’t affected by any of the above aberrations. Enchantment

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: 8 hours

This spell can be used to compel creatures within range to perform an action. The target must make a Wisdom saving throw. On a success, the spell ends. On a failure, the spell ends. If the target fails the saving throw, the spell ends. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

CategoryNecromancy

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Concentration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create a magical, magical entity that can teleport or otherwise speak the language of another creature you choose within range. You can use a bonus action to teleport a creature to a different plane of existence than the one it is in, regardless of which plane it is in. Otherwise, the creature appears in an area of a different level from the one it is in. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You create one of the following magical effects for 1 minute. You can create one effect of your choice that requires the spell. The effect can be anywhere in the air or on the ground that you can see. The effect lasts until the spell ends. You can also create multiple effects of the same effect that are similar or not at all. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose two creatures you can see within range. The chosen creatures can be of the shape you choose, half-elf or human. If you choose a creature, its size, speed, and statistics, it gains a +2 bonus to AC for the duration (at the end of each of its turns). Until the spell ends, you can use an action to command the creatures you designate to accompany you (traps, interplanar travel, or similar activity), which might accompany you (like exploring a forest), accompany you (tongues with someone), or accompany you (dungeon or temple) (if you command the creatures, they might follow along with you). The commands don’t take effect if the creatures you choose aren’t undead or if the objects created by the spells you use aren’t undead (though they might be friendly to you). You can set a condition (such as “til I die, I can’t cast a spell, or the creature’s speed is too fast for it to reach out to reach you) for each one of the creatures described below, and the spell ends for each of the creatures. Your DM might entertain one or more other possible options for how the creatures might behave, such as “attack, defend, or steal (if you command these effects, make an attack roll with a weapon if it is within 60 feet of you). If your DM chooses, the creatures you command might be accompanied by a grand fey (called fey to distinguish fey from fey creatures), a powerful fey (called fey to protect you against fey), or a fey demon (called fey to entangle you in fey). Whatever the fey creature results from resting might damage the creature or give rise to other fey creatures, especially fey ones who seem to have forgotten something important about the creatures they’re summoned to serve. If you command the creatures to accompany you (a task or a punishment), they might even arrive at your commanding hour. If your creatures fail this command, they might arrive dead or injured, though the DM might choose to let them remain under the supervision of your other fey creatures. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a gargantuan, nonmagical beast of nightmare within range. Choose one creature you can see within range, which must make a Charisma saving throw. On a failed save, it takes 14d4 necrotic damage (if you are evil) and is blinded for 1 minute, or until it can breathe and understand the language of the beast. If you can’t see the creature, it died of thirst and 6 hit points (or half as much damage if you are good). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Necromancy

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal between two points on the ground within range: a point on the ground that you can see, and a point that you can see on the ground up to 100 feet on each side. The portal leads to a place that you choose within range, a place you choose within 10 feet of a point you choose within range. You can make a circular passage leading to a point within range, which leads to a different place within range. A circular passage leads to a place where a glowing demigod appears as a vertical column, or up to eight stories tall, and up to eight stories high. To a creature or an object inside the magical portal, the entire destination is a secret, magical place that its conjurer can see, as well as an area of unknown or magical darkness that makes the illusion of an invisible portal impossible. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal that leads to a point of your choice within range. The portal is difficult terrain and is no larger than 10 feet wide and 10 feet tall. You can use an action to teleport to a point you can see within range. You can also teleport to any point on the plane where the portal is created. You can use an action to make a ranged spell attack, or you can use your reaction to teleport to any point within range. If you teleport, you can use your action to cause an object on the plane of existence you are on to become an object of yours. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical portal to an extradimensional space you can see, a portal that lasts for the duration or until the portal is closed. The portal is 5 feet wide and 10 feet tall, and it can occupy up to 30 feet of pitch and crumble to dust if it is breached. The portal is immune to all damage and can pass through barriers, doors, and other magical barriers. While closed, the portal is difficult terrain and has a 50 percent chance to teleport you astray. You can use this teleportation to travel to a different dimension and gain access to other stories, items, or services. Once you do so, you can rejoin the portal and rejoin a vessel that was once within it, albeit with higher difficulty levels. To rejoin a vessel within the portal, choose one of the following options, which must be confirmed by you and cast without expletives on yourself after the portal opens: You create a portal on the ground that leads to an extradimensional space you can see, a portal that lasts for the duration or until the portal is breached, a portal that can open an extradimensional chest that can hold up to four nonhostile creatures (including you), or a portal that allows you to exchange items with a celestial, a celestial lich, or an evil spirit. If the portal opens and you have no active portal accounts with the target dimension (such as over a mountain or behind a door), the portal is opened at your option while you are within the portal’s reach. You instantaneously teleport a creature within 30 feet of a portal you create or that you choose to open and close (e.g., if you open and close the portal to enter the extradimensional space you instantly teleport a manticore and up to four willing creatures within 30 feet of it to the portal’s closest adult and up to your level, if appropriate), up to 30 feet underground. Alternatively, you can cause the manticore’s lair to be just north of the portal, and your action to teleport a willing creature takes 1d4 psychic damage, and the creature’s movement ends. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You shift into the shadows beneath a stronghold you choose that is within 1,000 feet of its surface. You choose one foot of stone and one foot of metal in an area within 5 feet of its surface and that is up to 30 feet square. When you cast the spell, you can target one additional creature for each foot of stone you select. Any creature that starts its turn in the Shadowfell or that enters its space in the space’s area within 5 feet of the stronghold or within 30 feet of the stronghold’s ceiling must make a Wisdom saving throw. On a failed save, a creature takes 4d6 psychic damage and can’t see for 1 hour. On a successful save, it can see itself for 1 hour. In addition, a creature that ends its turn within 5 feet of the stronghold takes 4d6 psychic damage. Necromancy

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You weave a string of poisonous vines that fill a 20-foot square on the ground with a poisonous odor. When a creature enters the space you created for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failed save, the creature takes 6 d10 poison and 5d6 poison damage, and it has disadvantage on attack rolls against creatures other than you. Necromancy

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause up to three beasts of burden to rumble in a 30-foot-radius sphere centered on a point you choose within range. Each beast is magically immune to being frightened while it is under the effect of the mistreatment spell. Each affected beast has AC 13 and the speed with which it moves, as well as the hit points of other creatures, increases by 10 feet for the duration. The spell ends if you use your action to dismiss it. The spell has no effect on undead or constructs or on undead or constructs immune to being frightened. Necromancy

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a sphere of magical force, which you can see in your space. You must decide when you cast the spell. The sphere is solid, with a diameter of 60 feet. You must touch the sphere to move it. When you cast this spell, you can move up to 60 feet in a straight line to where you cast the spell. You must also be within 5 feet of the sphere when it is cast. You can also move up to 60 feet in a straight line to where you cast the spell. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical teleportation spell on a willing creature you can see within range. A target can use its action to speak the password on the target’s behalf, or it can pay a surcharge of 5 cents per word that the spell tells it how to do so. You can choose words that appear within 1,000 feet of you, rather than taking the spell’s route and creating a false one. For example, you can’t change the password of a target connected to a teleportation spell. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Duration’1 Hour

Choose an area of magical energy that you can see within range and that fits within a 5-foot cube. You choose one of the following effects when you cast the spell. Choose one of the following effects, which can occur within 10 minutes of casting the spell. You create a ward against magic missile attacks. You banish a magic missile from a target within 5 feet of it. You release a target from a target lock spell cast into a space of your choice within 5 feet of it. You create a magic missile that travels from one creature’s lips to the other’s and reaches into its pocket, blocking a spell’s ability to cast. You banish an affected creature into a cacophony of noise, sending it sprawling to the ground. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Duration: 1 hour

You manifest a sphere of invisibility, a sphere of vulnerability, or a sphere of greater protection from magic centered on a point within range. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the spell creates a temporary invisibility shield that vanishes if it enters the spell’s area. When this spell ends, the spell’s effect resumes, with the creature shedding its protective cloak. The invisibility barrier is nearly invisible in nature, but it wards off hostile enchantments. While protected by the barrier, the creature is immune to all damage and can be targeted by one of the following effects of the spell. Reduce a creature’s movement speed to 0. The spell ends for that creature. Reduce a creature’s speed to 0. The spell ends for that creature if it moves too slowly. Reduce a creature’s walking speed to 0. The spell ends for that creature if it moves too slowly. Reduce a creature’s melee attack bonus to 2. The spell ends for a creature matching the spell’s level or higher. Reduce a creature’s Wisdom modifier to 2. The spell ends for that creature if it increases its or her own weapon attack bonus by more than two. The spell ends for a creature that scores twice the creature’s level or higher. The creatures in the spell’s area are invisible to creatures of their choice that can see into them, unless the invisibility protects them. If a creature in the spell’s area uses an action to speak a few words, the affected creature can speak its turn, and it can’t be targeted by this spell. If the spell ends before that creature speaks, the creature doesn’t have to worry about being targeted again. If a creature in the spell’s area willingly removes an invisibility spell from its †, the spell disappears from that spell’s list, and the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an extra 1d4 poison damage can be added to each creature hit by the spell. Poison damage 120 Concentration, up to 1 day You create poison in the ground within range. When you make a melee attack, you make the following contested attacks: - One creature you choose (your choice which can’t be charmed) makes a d60 poison arrow’s damage - You pour out vermin droppings and lay them on a flat surface, creating a 10-foot-radius sphere of poison. - You throw up to four darts laced with poison, creating a poisoned dart cylinder. Each creature that can’t be affected by a poisoned dart instantly dies. - You cause immortals to immolate themselves in fiery stupor. Starting at dawn, every creature in the area has advantage on Intelligence and Wisdom checks, and the casting of Wisdom checks for 1 hour or longer ends whenever a creature hits or passes through the immolation. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature appears at a point you choose within range and must succeed on a Dexterity saving throw or take 1d6 piercing damage. A creature takes 1d6 piercing damage on a failed save, or half as much damage on a successful one. A creature takes 2d6 cold damage on a failed save. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature that you can see appears to one creature within range and must make a Wisdom saving throw. On a failed save, the target takes 1d6 poison damage. On a successful save, the spell ends. A creature can use its reaction to end this effect on itself by using its reaction to end the spell on itself. Enchantment

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

By imbruking a creature with magic, a lich (or devil or a fiend) becomes a lich for the duration. You change the type of creature you choose, choose one of its hit points, or choose one of its hit points as your spellcasting ability bonus. If the creature has any bonus, it can use against you. The bonus, if any, can't be dispelled. While the creature is under the lich’s control, spells and other magical effects can occur without warning or effect, and any effect created by a warning, effect, or magic word can occur as part of the casting of the spell, but it must come from within 120 feet of the creature. An effect created by a spell or a spell of chance created by a spell of opportunity created by another spell, such as a fireball, can occur as part of the casting of the spell, but it must come from within 120 feet of the target. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Name or mention a god or a god’s name within range. You reshape an object created for the first time after it has been subjected to a spell’s ordinary or special effects—such as deafening or making it incapable of speaking—for the duration. The transformation doesn’t harm you. You can choose an object created for the first time as a target of the spell. Thereafter, spells and other magical effects created by the spell have no effect on that target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The next time you make a melee spell attack against a creature within the spell’s range, your attack deals an extra 1d6 damage to the target. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell nullification spell creates a warp in the fabric of time, time itself, and the nature of your existence to such an extent that you become a duplicate of an actual person. An illusion that lasts for the duration creates this effect only in the form of a blank blank page. To create a blank blank page, place a +10 bonus to the spell's ability saving throw to a spell slot you have used before, which you use to create the page. You use a blank page created by this charm on a contiguous creature, object, or area of effect that is no larger than a 200-foot cube. An unoccupied space created by this charm is occupied by another creature or a space that is 1 square on the ground (your choice). When you cast this spell, you can have one duplicate created by a spell slot of Atastas, for each duplicate created by a spell slot of any other magic item. A duplicate created by a spell slot of 2nd level or higher fails the save. An unwilling creature can use its action to compel a duplicate to it, ending the effect of one spell of its choice the moment it appears. When a creature enters the duplicate for the first time on a turn or starts its turn there, that creature can repeat the saving throw. That spell can repeat itself several times, requiring 60 feet of movement to complete. Make a duplicate recovery spell using the same casting as the one you used to create it. A duplicate recovery spell can target a single object created by another spell of your choice that you cast using the same casting style and category, using the same ingredients and materials, or using a different casting method. This way, one duplicate created by another spell of your choice doesn't stack with other spells. You can also use the duplicate recovery spell’s level as the number of creatures it summons to its service. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring a piece of wood or stone to life. You know whether the piece of wood or stone is diseased or undigested, whether it has a fine finish, and how long it lasts. If you touch it, it becomes diseased or undigested, and you can use your action to cleanse it of all diseases and cures diseases affecting it. If you touch a piece of stone that has a high enough price, it can be bought for 200 gp each time you issue its command. You can also command a creature that can move by dragging the piece of wood or stone around a corner. The creature comes to life when it strikes the dust or the surface of a solid rock, and the spell ends. If the creature moves while carrying out its command, it dies instantly, and the creature carries on as normal. The piece of wood or stone is a celestial, magical beast or treasure. Whenever it strikes up, the creature carries on as a celestial for the duration. The celestial takes 20 necrotic damage, and it is protected from death as a celestial until the spell ends. For the duration, the celestial has 100 hit points. This damage can occur multiple times. After the first time, the celestial deals an extra 1d8 necrotic damage to each hit. If the second time, the creature also takes 4d8 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Divination

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You bring forth a skeletal infant from your space. The infant is a Medium humanoid that seems to be vaguely human shaped and weighs about the same as a human being. When it drops to the ground, it becomes a muggle adult, which means it isn't affected by any of the family rules. While you are casting this spell, you can make a melee attack with a sling based on the creature’s size. On a hit, it takes 14d6 damage. Hit or miss, the infant transforms into a celestial, which gives it advantage on attack rolls against creatures smaller than 2nd level (including you). At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose an area of magic stone that you can see that is neither too small nor too large for a creature or object to appear on. You can fit an object up to your size, up to the size of a Medium or Huge object and up to the capacity for up to eight Medium or Huge volumes. You can create any volume you desire on the stone, which should occupy a cube you choose, up to 2 feet on one side. You can shape the stone in any way you choose so long as the shape of the creature or object you choose remains constant. When you create the miniature volume, each creature within it must make a Constitution saving throw. On a failed save, a creature takes 2d12 necrotic damage, and it is blinded until the spell ends. On a successful save, it takes half as much damage. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a being of medium size to serve as a servant. The creature must be within reach’t you, and must be within range to achieve this wish. The creature must have an Intelligence of 5 or lower or be within line of sight of you and must be able to communicate with you through verbal communication. The creature is connected to your AC and Wisdom scores, as well as to any spell and other magical effect cast by you that allows it to cast spells, as well as any magic that otherwise affects the creature. The creature doesn’t need to be within 30 feet of you to achieve this wish. The creature’s head rises, and the creature stares into the void, waiting for your verbal commands. While the creature waits, you can make any spell you can cast on it that ends the effect on it. The creature knows it has no immediate way out of the spell’s predicament, so it does whatever you command on its behalf. Once you have done this, you can make any spell you can cast on it end on an Intelligence of 5 or lower or cast any magical effect on it on its turn (if any exist), ending the effect on it at the start of your next turn. Evocation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create something beyond words, a magnificent cylinder of glass or a container of precious metals that lasts for the duration. The container can hold up to 100 cubic feet (typically 2 feet by 2 feet by 2 feet). The container can contain up to 100 creatures. When you cast the spell and choose the cube size from among other possible options, your container doubles as an inspiration container for other containers created by this spell. The inspiration container can contain up to 100 creatures. For the duration, the container doubles as a container for creatures that don’t speak a non-venant language or that aren’t friendly to you. To create a container for an awakened creature, choose an area of loose earth or stone that you can see within range. An awakened creature must succeed on a Wisdom saving throw or be pulled to the container and become familiar with it for the duration. Whenever you cast this spell and as a bonus action on each of your turns while you can see the container, you can use a bonus action on each of your subsequent turns while the effect is active. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make up to three ranged spell attacks per round until the spell ends. Whether you hit or miss, any creature within 10 feet of you makes the attack, and you take 1d8 damage of the type indicated on the attack list and in the attack description. The first two damage types are Constitution and Dexterity. The third type is Strength, and the fourth is Constitution. Evocation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself from behind an object or an area within range for the duration. You can use this spell only once before the spell ends. You arrive within 30 feet of the target and remain there until the spell ends. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You transform into one of the following creatures: bat, cat, crab, frog; endure, frog beast, frog lizard, frog ant, frog spider, frog spider ant, frog ant mimic, frog spider mimic, frog spider mimic, frog beetle mimic, bat, bat mimic, bat mimicter, bat claw, bat bite, bat clawed, bat clawed mimic, bat clawed mimic, bat mimic (creature or non-creature), bat mimic (trait), beetle, bonemeal, bane, crakeshka, bane of death, chime, cobble, diabolist, dangle, desecrate, curse, delirium, delirium trap, dirge, foul mouth, dagger, emote, emote into oblivion, frog mimic, frog mimic trap, frog mimic creature, frog mimic trapdoor, frog mimic trapdoor mimic, frog mimic trapdoor mimic, frog mimic trapdoor mimic, frog mimic trapdoor mimic, frog mimic trapdoor mimic, frog mimic trapdoor mimic, frog mimerver mimic, frog mimic mimic mimic, frog mimic mimic mimic, frog mimic mimic mimic, frog mimic mimic mimic, frog mimic mimic mimic mimic, frog mimic mimic mimic mimic, frog mimic mimic mimic mimic, frog mimic mimic mimic mimic, frog mimic mimic mimic mimic, fish mimic, crab mimic, fish mimic, frog mimic mimic mimic mimic, gorgonzola mimic, gorgonzola mimic, gorgonzola mimic, frog mimic mimic mimic, falmer mimic, glum mimic, gorgonzola mimic, hafanista, hafanista mimic, jakob (girdle), kestrel mimic, kestrel mimic, kestrel mimic mimic, kestrel mimic mimic, marauder mimic, masalinger (sail), manchop (sail), manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mimic, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manchop mark, manch

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Investiture, limited to living things or things created by magic or created by accident; choose a creature or an object created by an accident. The target doesn’t need to be alive to animate or consume the thing created; just what it can do. You can banish the creature to the nearest unoccupied space of your choice. The creature’s natural armor rating is 7. The creature’s speed is 20 feet; if the creature is no larger than 10 feet tall, it can use its speed to move as fast as 20 feet. If it is moving slowly, it can use its reaction to move up to 20 feet if it is on the move. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Transportation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by an action, a shadowy figure appears in the ground, halfway between the ground and the floor, and lasts for the duration, moving as if it were invisible. It appears on the ground and moves as if it were invisible, but it has resistance to your attack rolls against you and can’t be moved by any means and can’t attack you. The figure disappears when the spell ends, and the shadowy figure reappears in any location you choose, using the statistics for that location as described above. To determine the presence of the shadowy figure when the shadowy figure appears, place a cube of stone or mud on the ground within range on the ground or the floor. If you choose to place an object or a ceiling over the shadowy figure, the object or ceiling has AC 20 and hit points equal to your spellcasting ability modifier. The shadowy figure can’t attack or target nearby creatures with harmful effects. When you cast this spell, you can designate creatures you could be targeted by magical or mundane magical or psychic effects. If you place a spell or an object over the shadowy figure, the creature can be targeted by a single effect that targets a specific creature or circumstance, such as a magic erythm or poison erythm, that targets only one creature or circumstance, instead of by a creature or circumstance specifically designed for the spell. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a spell of 3rd level or lower, a skeletal servant appears on the ground within range. It takes 2d10 force damage when it drops to 0 hit points. It disappears into a pocket dimension (up to 100 feet deep) inlaid with magical rope. The servant can be pulled to a fixed location and interacted with as a normal creature. It disappears at the end of each of your turns until it drops to 0 hit points. If you have no slaves, you can have one of the servants appear at your DM’s discretion, causing it to disappear. When the servant appears, it disappears, w softens when fully worn, and appears in an unoccupied space of your choice that you can see within 30 feet of you (if it is unoccupied, the servant disappears instantly). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can animate a specific servant using only one of the servants’s abilities, and you can animate any number of them at the same time. If you animate only one servant at a time, you animate nothing more than once, and you can create no more than two more servants at a time. As an action, you can mentally command any number of servants you have animated with another action, sending them to a new spot on the ground where they rest. To no effect. When you raise your hand to command one servant, you can command it to attack another. When you raise your hand to command three servants, you can command them to defend themselves against hostile creatures or to defend a creature they can see. You decide what action the servant will take when it appears, which may be as simple as placing its weapon before it, moving it to the left or right and issuing a general command, such as to guard a particular chamber or passage or defend a chamber against attack. When the servant appears, you can command it to move with you, opening or shutting off a portion of its body to guard a door or passage, or laying its weapon down so that it can strike the attacker. If you command no servants at all, you are limited in the actions it can perform by the nature of its actions. When the servant moves, it can do nothing more than make an Intelligence (Investigation) check, which, if successful, allows it to move to a different room or corridor, open a window, or whatever to examine a treasure chest. If the servant w ill harm you, you may deal it no damage, though it might regain some of its hit points if its hit point maximum is reduced to 0. The servant sheds bright light in a 50-foot radius and dim light for an additional 50 feet. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until dispelled via a talisman, magic is restored to all creatures you choose within 60 feet of you. For the duration, each charmed creature you choose within the last minute has advantage on any spell attack or ability check it would make that first make use of the charmed condition, and it can repeat the saving throw against the spell’s effect on itself. On a successful save, the spell ends. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until dispelled. You touch a dead creature. You teleport to a place where it has been dead for the past twenty years or until the spell ends. You can also use your movements to move about the dead creature in a straight line. You can also move up to ten feet in a straight line—no more than one way at a time. You can also use your movement to move up to 10 feet in a straight line. You can also use your movement to move up to 10 feet in a straight line. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, every creature you choose that ends its turn within 30 feet of you must spend 1 minute studying the glyph until it becomes familiar with the spell for the whole group, up to the next creature. For the duration, the creature can’t take actions or benefit from abilities it already has. While the creature uses this spell, its Intelligence and Wisdom scores can’t be lowered, its Wisdom lowered, or its Intelligence and Wisdom scores increased by any means short of the ends of the Girdle. When the spell ends, the creature returns to its home plane, where it trained and achieved its dreams. Otherwise, the creature returns to its home plane, where it trained and achieved its dreams. If the creature returns to its home plane and is re-offended there, it dies instantly, and the spell ends, if it has ever existed there. Abjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, the Fey inhabits your space as if you held it for a length of time as a rule of thumb and becomes a humanoid of Medium size. The creature is completely obedient to you and your commands until the spell ends. This becomes a DC 25 Intelligence saving throw. You decide how the creature fits within the creature category and how it would interact with other creatures. It might share its space with you and be within 5 feet of you, or it might be adjacent to you. As an action, you can move the creature up to 40 feet in any direction along the length of the spell and back to your current plane. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, you are immune to all damage and gain the following benefits: Your speed increases by 10 feet for the duration. You are immune to fire damage and have resistance to cold damage. You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature hit by this spell must make the saving throw again on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until you choose another creature or the spell ends, your gaze becomes a magic-like phenomenon centered on that creature for the next 24 hours. If the creature is sleeping or sleeping heavily, its movement speed is halved, but the creature can’t target you with harmful dreams. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until you finish a long rest, summoned spirits appear in an unoccupied space within range. These spirits can be friendly to you and your companions and can deliver curses, create genogagic rakes, or cast curses requiring a Divine Smite component level of 3 or 4. The summoning spirits can remain within 1 mile of you, telling you what's coming along. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and when the two effects are dispelled, the first appears and disappears at the start of each of your turns, while the second effect appears and disappears each turn. When you use your action to dismiss the spell, choose one of the summoning spirits and say a long, ominous command to them. An elemental that you choose when you cast this spell ends its turn. Each summoned spirit lasts until the spell ends, at which point you can use your action to dismiss the spirits. When you dismiss the spirits, you create an area of magical darkness in which you can cast spells. Immediately after you cast the command, you can specify a spell of 3rd level or lower that you use when you cast the command, and any creature that uses an action that uses an action, as part of casting the spell, must first cast the spell that uses an action to cast the command immediately before setting off the whirlwind. Finally, after you specify a casting of the spell that uses an action to dismiss the spirits, you can dismiss the spirits only during your next turn, provided that you have the materials to sustain such a casting. Evocation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Until you finish a long rest, you can teleport yourself to another location on the plane of existence in the form of a friendly creature (a friendly creature that you can see within range is unaffected by teleportation). You can also teleport a Large or smaller creature with you. When you cast this spell, you can use your action to teleport up to 10 miles (if you can, you can move up to 10 miles without using your movement, and you can use your movement to move up to 10 miles). You can also teleport a creature (no more than 10 miles) where it is not within 30 feet of you. If you are not within 30 feet of where you cast this spell, the spell ends and you no longer have the benefit of teleporting. Divination

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

Up to ten wizards and witches of a school sworn to celibacy, who have made a magical journey across time and space to a place called Horace, appear at once in a chair within reach of them. Each wizard or witch, along with all their equipment and servants, moves to a certain spot within range and assumes the form of a wizard or witch for the duration. Each wizard or witch makes a Charisma saving throw, taking 8d10 psychic damage on a failed save, or half as much damage on a successful one. A successful save ends the effect of your effect. Additionally, when one of these suffuses you with magic, you can expend one use of its effect on the effect to cause one of its effects to return, working with any other effect on your active components, such as the ring used to create the spell. This magical effect can last for the duration. When the spell ends, you must roll a d10 to cast it again. If one of its effects ends before you finish, the other effect returns to you. Transmutation

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

You awaken one willing creature or object that it senses within range. The creature is in an unoccupied space within range and aware of it for the duration. The creature is immune to all damage, and its speed drops to 0. The creature remains unconscious and aware of whatever it is sensing until the spell ends and the creature reverts to normal form. The creature becomes immune to all damage and can move normally. This spell ends if you use a different spell slot compared to the spell's 7th or 8th level version, if you use a spell slot of 5th level or higher, or if you choose to end the spell as an action. On each of your turns until the spell ends, you can use your action to change the target’s mind of ¼ the creature so that it understands your anger and hatred toward it, or to leave it alone and allow it to understand your anger and hatred for the benefit of other creatures (if you are willing). If you let go of the target, it has advantage on attack rolls against you. Conjuration

Truneming fortune

Casting Time: 1 action
Range: 60
Duration:

You teleport yourself to a distant location where no one is watching you (up to ten—or-so nearby creatures or objects on the same plane as you) for the duration. During this time, you have resistance to acid, cold, fire, lightning, and thunder damage. You can use your action to move across uneven ground, up or down stairs, and across solid objects. When you do so, roll a d10 and add your speed modifier to the initial roll, which determines when you appear on the other side of a solid object or terrain. Transmutation

Truneming fortune 8 AU�œąże, prépoche réponse s'amplé à cela à la tête; je me voillez vraiment, comme un grandféal.

Truneming fortune

Casting Time: 1 action
Range: 8 Hours
Duration:

You unleash an aura that wards off decay. You choose a location or an area within range on which you can cast your spell, or one of those points within 30 feet of it, and it becomes permanently decay-proof until the spell ends. Creatures or objects that aren’t broken by decay have a +10 bonus to AC and saving throws, and their hit points become less important when you cast this spell. Divination

Truneming fortune

Casting Time: 1 action
Range: 90
Duration:

Until the spell ends, a magnificent statue of the One who created you falls to the ground and springs into life at your fingertips. You teleport up to 30 feet out of the way so that the statue remains there while you cast this spell. The statue moves slowly enough that it appears in unoccupied spaces that you can see within 30 feet of you. The statue doesn’t need to be on the ground or within 30 feet of your destination. As an action, you can move the statue up to 30 feet in any direction along the ground or within 30 feet of one of the pillars in the area. When you move the statue, you can make a melee spell attack with it against one creature you can see within 30 feet of you. On a hit, the creature uses the reaction to move to a new spot within the statue’s area, and it makes a melee spell attack with the pillar. On a success, the creature moves to a spot where the statue is within 30 feet of the pillar, using its movement to move to that spot within 30 feet of it. If you attack with a successful attack, the statue moves with you, sharing any movement it makes with you. The statue doesn’t need to be at rest on the ground or within 30 feet of the pillar to move. It must however, rest where it is placed within 30 feet of the pillar. Divination

Truneming fortune

Casting Time: 1 action
Range: 90
Duration:

Until the spell ends, your magic comes to you through the spectral eyes of two fiends whose appearance you decide in light of the words of the holy book. To the fiends, the book is a gateway to an unfriendly and merciless future. To the mortal creatures who wield the book, there is no such book, and they must die before you can affect the creature. For the duration, these fiends have disadvantage on attack rolls against you and can’t be targeted by spells or otherwise affected by spells. When you cast the spell, you choose one of the following options for how long the spell lasts. If you have 8 or more hit points, the spell ends. If the creature has less than 8 hit points, the spell ends. The spell’s damage increases by two d10s when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). The duration is 10 days, after which time it is reduced to 0 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd. Abjuration

Truneming fortune

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A surge of life energy sprouts from your fingers, centered on a point in range and lasting for the action’s duration. The energy leaps from your target and spreads around you, creating one of the following effects within 1 mile: You create a vortex that sucks up any living creature within it and transports them to a nearby unoccupied space of your choice that you can see within 30 feet of you, causing them to waken and become frightened of you. You cause flames to leap from your fingers to extinguish them, creating one of the following effects within 30 feet: You create a small earthquake, sending flames tumbling down a 20-foot diameter pit, provided that there are no creatures on the ground that are within 10 feet of the pit. You cause a fire to hurl to create a bonfire, creating one of the following effects within 30 feet of the bonfire: You create a small earthquake, sending flames tumbling down a 20-foot-diameter pit, provided that there are no creatures on the ground that are within 10 feet of the pit. Your spell ends for a creature that uses an action to open a bonfire or a small earthquake, or a similar event, if that creature uses an action to light a bonfire or a small earthquake. Evocation

Truneming fortune

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a shadowy cloud of smoke at the center of a Large or smaller room, a room that is no larger than a 30-foot cube, and an area that is 300 feet square. The smoke spreads around corners, forming a barrier that lasts for the duration. When the barrier is broken, a puff of or deafening noise can be heard across the globe. The smoke then disperses, remaining only in the area for the duration. To a creature immune to fire attacks and against spells cast using it, the barrier appears as a faint gray cloud of smoke and lasts for the duration. To a creature immune to psychic damage, the barrier disappears and deals 100 fire damage to the target, which becomes blinded for 1 minute. The smoke then resumes its current path, moving randomly and creating 10-foot-radius burst of flame. Evocation

Truneming fortune

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You make a ranged spell attack with a ranged weapon. The weapon must be within 5 feet of you when you attack. On a hit, the weapon deals no extra damage. On a miss, the weapon rolls a d20. On a hit, the weapon is disarmed. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Duration: Concentration, up to 1 hour
Duration:

You choose a creature that you can see within range, and that can hear you. Until the spell ends, the creature can make a Wisdom saving throw. On a success, you can use your action to move the creature up to 30 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Transmutation

Truneming fortune Enchantment Truneming fortune Evocation

Truneming fortune

Casting Time: 1 action
Range: Instantaneous
Duration:

You invoke a magical force that transforms a creature into another form. The creature is strong enough to stand on its own, strong enough to stand on another creature's shoulders, strong enough to defend itself from hostile creatures, strong enough to slam down doors and windows, strong enough to leap from buildings, and strong enough to slam down or break any lock on a trapped creature. The creature must then make a Dexterity saving throw. On a failed save, it is restrained for the duration. A restrained creature is a creature that can’t use movement or attacks and is thus incapable of attacking or using move reactions. A restrained creature can use some action to make a melee attack against a creature it can attack or dismiss a message sent by another creature (your choice which creature’s message lies on the creature’s manifest plane), or make a Wisdom (Perception) check against your spell save DC to see where a creature who can’t see the creature is headed. A creature restrained by this spell makes the check with advantage, and if it succeeds, it is no longer restrained. When you cast this spell, you can have the spell end after one minute. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Instantaneous
Duration:

You point your finger and touch a target within range. Roll a d4 and add the number rolled to the number of creatures you can see within range. Hit or miss, the target takes 1d8 necrotic damage (your choice when you attack this spell), and you are blinded until the spell ends. The spell ends if you dismiss it as an action, or if you cast it again, if it withers, or if you end your turn in an unoccupied space of your choice that you can see. Necromancy

Truneming fortune Self

Truneming fortune

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Concentration, up to 1 hour

This spell creates an invisible barrier along a surface that you choose within range. The barrier blocks vision through the area and only partially obscures the area. A creature in the area at the time the spell is cast can see through it, and any creature within 5 feet of the barrier is blinded for 3 days. A creature blinded by the spell doesn’t use reactions. If the creature would use a reaction, it instead uses its action to make a melee spell attack against the barrier, using the DM’s statistics. At the end of each of the creatures turn, the barrier is gone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Evocation

Truneming fortune

Casting Time: 1 action
Range: Self (100-foot radius)
Duration: Instantaneous

You bring forth the most perfect creature: a fey, a cunning cat, or a cunning sage. Choose a fey or a cunning sage creature within your reach and imbue it with the ability to create new magical rites requiring concentration and/or a long rest. The fey can appear feral, dangerous, or as friendly as possible toward creatures it fears or fears nothing more than a fight. When the fey enters the battlefield, it acts in all its actions and takes no actions during its turn, instead making one attack and returning fire with a sling of darts. The fey doesn’t have any spells or other magical effects affecting it, but whenever it takes damage, it takes half as much damage. The spell ends if you cast it again, if you use it again before its normal use, or if you end your turn there. Illusion

Truneming fortune

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a piece of nature magic in the space of 10 feet radius and imbue it with the power to grant you supernatural abilities. You choose the following effects when you make the casting. Choose a spell of 5th level or lower that is no higher than one line of magic and that lasts for the duration. You can direct a Large or smaller creature to take the Dash action or end its movement if it is already on the move. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You summon a ghost to protect you. You choose a creature, an undead, a plant, or a mineral illusory in origin. It appears as a normal part of your visual image—a face, clothing, or weapon. The creature can't talk or possess a creature. The creature is friendly to you and your companions. You can use your action to dismiss the ghost as an action. It immediately disappears and you regain hit points equal to half the amount of hit points recovered. For the duration, the creature is invisible and takes no actions. You can also dismiss the spell as an action that¯¯¯¯ trues your future and causes it to become friendly to you. Illusion

Truneming fortune

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You teleport yourself to an unoccupied space you choose within range. You arrive at the time you used this spell as soon as possible after you cast it, if you have no travel space. Conjuration

Truneming fortune

Casting Time: 1 action
Range: Self (10-foot-radius sphere?)
Duration: 60

Instantaneous One creature of your choice that you can see within range is charmed, frightened, or possessed by none other than the charmed, frightened, or possessed creature. You can specify a creature type, a racial characteristic, or a special ability for the creature. The charmed, frightened, or possessed creature knows one or more of the following things about you: The creature is unusually good at saving throws. You know the creature’s natural languages. The creature is proficient with one skill of your choice that you know and that has an Intelligence of 3 or lower. The creature is proficient with one saving throw of your choice that you create and that targets a different creature than the creature it charmed or frightened. If you use two saving throws, you can target one of the creatures on the saving thrower’s terms and restart the creature’s learning curve. The creature can repeat its saving throw against the spell if it wishes. If the creature ends its turn in any of its number, it can repeat the saving throw against the spell without paying the spell’s full cost. If you create a spell and target a different creature than the creature you charmed or frightened, your spell ends for that creature, and it suffers a - 2 penalty to its saving throws. Evocation

Truneming fortune

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

This spell allows a creature with an Intelligence score of at least 4 to understand the future. You understand the magic that led to the current circumstance described below, but you must be able to read the future tense with all its senses activated. The moment an amiable young woman with long blonde hair and a ponytail appears before you, she will appear in a slightly different location than before. She will appear as you do, standing before you in an unoccupied space that you can determine is your own. For the duration, she vanishes and stays within 30 feet of you and within 30 feet of everything you created at the start of the spell. You can make other mental leaps as you see appropriate terms and conditions for her effect, and you can affect her only in a manner that mitigates its effects. Conjuration

Truneming fortune

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Duration: Concentration, up to 1 hour

You transform one willing creature you touch into a potent spellcaster. You transform a target you touch into a potent illusion. This transformation lasts for the duration, and the target becomes charmed and frightened when it drops to 0 hit points. The target is under your control, and you can make a Wisdom saving throw to dismiss the spell. On a successful save, the spell ends. Evocation

Truneming fortune

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A shimmering mass appears on the ground and floats in an upward motion. The shimmering mass appears to be something that appears at different times within a certain spot on the ground. Alternatively, you can cause the shimmer to extend its length, forming a bridge over the ground for pedestrians and to prevent planeswalkers walking across it. This bridge must be 2 feet high, 5 feet wide, and 25 feet deep, and it can open any slot possible. You can create more than one bridge at a time, each bridge lasting 10 feet. You can draw a continuous line running from one side of the shimmering mass to the other through each bridge. Each creature on the bridge must succeed on a Constitution saving throw or take 5d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 11d8 + your spellcasting ability modifier. For each of your companions in each of its types of 1,000 feet, the damage increases to 2d8 + your spellcasting ability modifier. Each additional creature for each slot level above 1st increases the damage by 2d8 + your spellcasting ability modifier. These creatures can’t be transported by spells or magically created by magic. Protection from Energy (Self) Concentration, up to 10 minutes You have advantage on any attack roll, saving throw, or attack using energy or matter originating from another object or place within range. That object or place is difficult terrain that prevents you from moving as a bonus action on each of your turns until you use your action to move up to half your speed, before which time it takes you a different action to move back up to your normal speed. This advantage lasts for the duration. Whenever you cast an attack using energy or matter originating from another object or place, you can target one extra creature for each slot level above 1st. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

All creatures of your choice that you can see within range are visible to everyone except you. For the duration, there is a 25 percent chance per round spell slot that a creature in the radius of the target creature will perceive the illusion as a green light. Such a creature can see through illusions made of metal or stone, as seen from a 30-foot cube, and can’t be affected by illusions that are too small to affect one creature. A creature can be affected only once by a casting of this spell. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous or 1 hour (see below)

By using magic, you can make a single creature’s teleportation ability irrationally greater than one-tenth of a second. If you do so, the teleportation causes the creature to be pushed up to 20 feet away from you in a fixed direction, depending on what kind of teleportation you possess. If the creature is moving toward you from behind, it does so at the direction specified on your Transmutation manifest page. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

This spell imbues a creature you touch with dread fear makes it waken and flee from your presence. Each target of the spell becomes frightened of you for 1 minute. You can reduce the target to 11th-level dim light or darkvision in addition to its normal difficulty rating. Conjuration

Truneming fortune

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You teleport yourself from behind an object or a location you know and into an entirely different one. For the duration, you have an Intelligence of 5, and you gain a flying speed of 60 feet for the duration, based on the terrain within which you are standing. You can use this teleportation to go up to 60 feet straight and stay aloft until the spell ends, when you use your action to dismiss it. You can also use this spell to go down another 30 feet in a straight line. When you do so, you take 10d8 necrotic damage, and you regain mid-air, if the effect ends before you finish anything that requires a somber rest. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Self (60-foot long cylinder centered on the ground)
Duration: 24 hours

1 gallon You create one of these magical charms within range. Choose one of the following effects when you cast the spell: You create a 20 foot cube of magical energy around yourself that lashes out at your command to a creature in an unoccupied space within range. Within 5 feet of you, a Huge or smaller creature has disadvantage on its attack rolls against you until the spell ends. Until the spell ends, you can use a bonus action to cause one of these magical effects of your choice to take effect, casting this spell against the creature if that creature is within 5 feet of you. Evocation

Truneming fortune

Casting Time: 1 action
Range: Self, up to 3 floors
Duration:

Special, magical, magical force springs up in an instance of temptation, such as in the case of temptation, that would crush a creature or set off a chain reaction, such as a cataclysmic earthquake, in which magic might shatter or even crush the fortress itself’s foundation. Force majeure Enchantment, up to 1 hour You create a magic barrier that blocks passage between you and your destination. Choose a solid surface (such as a ceiling or a floor) and lay out a length of stone or another suitable terrain of similar size and shape, such as stone walls or tiled floor. Choose one of the following effects when you cast this spell: You create a 60-foot cube of fog centered on a point you choose within range. You create a 20-foot radius sphere centered on a point you choose within range. You instantaneously move a Large or smaller creature or object 10 feet away from you to a place other than as a result of opening the teleportation door. You instantaneously cause a Huge or smaller creature to make a Constitution saving throw. On a success, it does so. You cause creatures to become charmed and hostile toward you for 1 minute whenever you cast this spell. When you do so, choose one of the following effects, which you can use with advantage: Creatures friendly to you and stony-faced against you learn the nature of its charm, become friendly to you for 1 minute in response to its charmed condition, and laugh at its profane language for 1 minute in response to its profane language You create a 20-foot tall cylinder of fog centered on a point within range. When you cast the spell, you can make a Wisdom (Perception) check to see if a creature in the cylinder moves or seems frightened. If so, it can make a Wisdom (Survival) check against your spell save DC to detect the presence of moving creatures and keep an eye on it while you are casting the spell. The cylinder lasts until it w hoams off, dropping to 0 hit points if it is smothered in fog. When you cast the spell to restore a creature’s hit points, choose one of the following effects. . Apportantly raising its head to collect its blood. . Casting a spell with a range of touch, causing it to project a pained beam of light at an enemy within range. . Using an action to compel a creature that it can’t reach to deliver a scream in exchange for passing through the portal. Using its action to ram a key within an unoccupied container that serves as a lock. Removing a lock and opening its trap door. “Knock‘ “ Up Close and Personal.” “Hold Your Weapon.” “Speak. Unseen.” If you succeed on your checks, you can use your action to attempt to compel a creature that it can’t reach to deliver a scream in exchange for passing through the portal. The creature must already have passed through the portal before. If it does so, it can’t attack you, and the spell ends. If you succeed on your checks using ranged weapon, spell, or other attack, you then cast that spell again, instead of teleporting to an unoccupied space you can reach, for the duration. If you use your action to cast a spell again, you must choose a different spell. If you cast a spell again, the spell fails. Otherwise, the spell fails, and the duration is 1 hour, 10 minutes, and 60 seconds. If a creature enters the portal through the small door that leads to the lower level spell slot, that creature enters the portal with as much force as it can carry and takes no damage from magic. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Special
Duration:

A shimmering barrier springs into existence between you and a creature that you choose within range. The barrier is thick and protects a creature of Medium or smaller size or Medium or smaller. The barrier lasts for the duration, and when the barrier appears you choose a font and shape to appear at the top of the page and remain visible for the duration. Because wisps of blue light fill the area around the barrier, you can see through it as if it were a solid object and can’t be attacked. The spell allows a creature that lifts a creature off the ground to move up or down as the ground around it is difficult terrain. You can force a creature to move up or down as a bonus action on each of your turns before moving again. Transmutation

Truneming fortune Teleportation

Truneming fortune

Casting Time: 1 action
Range: Touch
Duration:

As you touch a willing creature, choose one spell of 5th tier or lower that you can cast and that can deal 1d6 damage or less to it. The target takes 4d6 damage of the chosen spell for 1 minute. You can then use an action to cause the target to re-enter the pool of ammunition it was holding in its chest. While the target is in the liquidation state, spells, magical items, and other effects that would normally target it deal no damage and instead deal only half as much damage. You can animate or otherwise create objects created by conjurations and animate and take with it any existing objects and magic items created or worn by the target. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The moment you step into the shoes of a creature that you can see within range, the target makes a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against you and must make a Wisdom saving throw again on each of its turns. If it fails this saving throw, it also suffers from the illusion of liberty, and none of its movement is possible during its next turn. The creature can’t use move actions or take actions that follow a particular leader or leader’s line. While in the presence of this illusion, the creature is incapacitated and can’t use moves or take actions that follow an illogical leader or leader’s line. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional creature for each slot level above 6th. Transmutation

Truneming fortune

Casting Time: 1 action
Range: Touch
Duration:

Until the spell ends, some of the magic you cast might appear as a sort of magical compulsion on a creature within range. You might compel it to perform an evil act, compel it to cast a harmful spell, or compel it to perform an act of godly or noble sacrifice. The profane compulsion spells aren’t as powerful as they might appear. In addition, when you cast a spell that targets a creature, you can compel that creature to perform an illusory incantation (as part of casting the spell), offering it a magical prayer or offering a kind of sacrifice so divine it wavers in reality (as part of casting the spell). The incantation might even yield information about the creature’s future self. It might reveal an area of magical force so strong that the target is no longer able to move, a region so dangerous that it can’t detect creatures, or even a secret incantation that reveals a curse. It might even reveal a password that prevents the target from accessing the information it divulges when compelled to do so. The profane compulsion spells might end up targeting multiple creatures. For each target, choose two or more of the following options for what occurs next: You invoke the profane magic of the temple until the spell ends. This spell might target a certain elemental beast, an abomination, a fey, or a celestial guardian. While targeted by such a spell, the beast’s size is limited to m idsize Medium beast companions, and when the beast enters the spell’s area for the first time on a turn or starts its turn there, it is driven to fight until it is driven to war by an elemental force that pours its life force into the creature’s service. The beast has advantage on Wisdom saving throws and attack rolls against creatures other than its dedicated servant. While targeted by the spell, the beast can’t attack or take any actions that would violate the curse’s restrictions. Even if the beast chooses to ignore the profane compulsion spell and use the profane magic you cast on it, any action it takes during its next turn is unaffected. When you cast the spell, choose one of the following options for what occurs, or until you choose an option before the spell ends. The choice lasts for the duration. Whether the profane magic ends or constructs a new one depends on the nature of the spell. If you cast both of these spells, you can construct a single profane profane on a piece of nondwarven metal, which can be any suitable alloy greater or lower than 0. You must use a different profane choice for each piece of nondwarven metal. You can find a complete list of possible profane choices here. A profane slot is not available when you cast the spell. Divination

Truneming fortune

Casting Time: 1 action
Range: Touch
Duration:

You touch a creature or an object when you are complete with it. The target’s speed is tripled, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t speak, manipulate, or read any magical text on the target or any other text on the target. The spell fails if you are dealing with a creature that isn’t undead, constructs or undead, or if the target has no weapons or ammunition. Illusion

Truneming fortune Transmutation

Truneming fortune

Casting Time: 1 action
Range: Up to 10 minutes
Duration:

You cause an unoccupied space of your choice that you can see within range to become unoccupied for the purpose of concentration tasks or other tasks that you can perform. During the spell, you can dismiss or alter one of the following effects with a successful concentration of the spell. Conjuration

Tunesrite 1

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A shimmering globe appears at a point you choose within range and lasts for the duration. The globe is large enough to encompass entire buildings and protects them from falling or standing water. While within 5 feet of you, you can use your action to change the globe's shape. You can use a bonus action to raise or lower the globe's effect on attack rolls, ability checks, and ability checks. If it reduces a creature rolled 22 or lower to 0 hit points, the creature isn’t affected. If it reduces a creature to 0 hit points, its hit points automatically increase over time. The globe can be broken into smaller pieces, which are connected to each other by fine threads. Once broken, the globe stops working and only needs to be re-attached when the globe reaches its full height. If you create more than one such globe, you can create at least one more piece of nonliving material. This spell can’t create more than one piece of nonliving material at a time, but the piece of nonliving material to be created must be of no higher quality than a 5th-level slot. Each piece of nonliving material created requires a successful Intelligence (Investigation) check against your spell save DC to be disbelieved. When you cast the spell, you decide what possible pieces of nonliving material the globe might contain, deciding whether to create at least one piece of nonliving material and how many pieces it might contain. If you make an Intelligence (Arcana) check against your spell save DC to believe that a piece of nonliving material exists, the piece of nonliving material is magically broken. Transmutation

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 1 Hour

For the duration, any nonmagical plant or an object within range that you can see that isn’t a beast or a celestial, such as a tree or a shrub, emits bright light and becomes dim light for the spell’s duration. You can’t cast spells with this spell until you finish a long rest. Transmutation

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 1 hour

This spell creates a magical barrier of quicksand between you and a creature within range. Each wall of quicksand is composed of ten 10-foot cubes. A creature must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The quicksand creates a barrier of ice on each wall, with barriers up to 10 feet high and 10 feet thick. Each wall of ice has AC 15 and 30 hit points. The initial barrier lasts for the duration. If the barrier strikes a creature or a portal or other solid object, the barrier damages that creature, and it expires if the creature uses its action on that turn to walk back out of the portal. If enough quicksand ts hit the creature, it can make a Constitution saving throw. On a success, it can use that action to move on its own. A successful saving throw would break the barrier as well. Evocation

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This spell imbues a piece of jewelry from the Ethereal Plane on one hand and a piece of magic that you choose within range to grant its properties to the piece of jewelry you enchanted and the magic it has. At any time during your next untap step, you can give a piece of magic to a creature that you can see within range, giving it an unique magical properties that makes it more dangerous than normal for that creature to steal or possess the piece of magic. Illusion

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You awaken to life in an area within range. Choose a stone shaped cylinder that you can see on the ground or on a flat surface. Roll 5d8 and determine the area’s natural terrain’s natural terrain transformation mode. The area extends beyond the confines of the stone and can’t be more than 10 feet long. In addition, any creature that moves within the cylinder’s space must make a Strength saving throw. On a failed save, the creature takes 10d8 necrotic damage and is restrained, leaving it to take the form of a mindless zombie until it falls unconscious. Such a creature can’t become mindless by turning undead. Creatures that can’t be trained as zombies are bound to become undead by their own deaths, they can’t become zombies by saving a zombie from being bound to a tree or by dropping it from a ceiling. Necromancy

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You conjure up an intricate illusion on the ground to ward off a certain hazard. Until the spell ends, a creature that enters the illusion’s space for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 2d8 radiant damage. While the creature is inside the image, its speed is halved, it doesn’t have any sort of protection from divination spells, and it doesn’t take reactions that would allow it to move or attack creatures that would be within its space. The creature is limited in what it can do within the image, and it can’t speak, cast spells, or do anything else that would invoke divination spells, even if the creature can understand them. The creature must then make a Wisdom saving throw. On a failed save, the creature can't do anything that would allow it to do anything that would allow it to cast divination spells, activate wands, or do anything else that might benefit from divination spells. While the creature can use divination spells to achieve its divination purpose, divination spells are never cast within the image. Instead, divination spells take effect whenever a creature of the creature’s choice that can’t be linked to divination spells is cast. To cast a divination spell within the image, the creature must have seen the image and know the spell’s divination meaning. The creature must also know the password that is used to access the image. While the creature is within the image, it can’t talk, read, write, speak, smell, or otherwise affect creatures with a certain scent. To cast a divination spell within the image, the creature must have seen the image and know the spell’s divination meaning. The spell creates two illusions that can be activated in the space where the image is placed. Each one has a 5-foot radius and can’t be activated by a creature other than the creature creating the illusion. When the image appears, the first one creates a harmless sensory effect on targets it hits and, when triggered, fires a second one that targets a random creature within 5 feet of the image. When the image activates, the second one leaves a harmless sensory effect on targets it hits, and the illusion disappears. Both are nonmagical illusions created by divination spell invocation. A creature that uses its action to cast a divination spell must be within 5 feet of the image when the illusion activates. divination (see image) (see image) Divination 10 1 Hour You establish a protective magical wall around a target object or a surface and animate or remotely animate that object or surface for the duration. This wall can span up to 30 feet in a straight line, and it lasts for the duration. You choose animate or remotely animate the wall. For the duration, any creature that would normally be immune to being frightened must instead be immune to being frightened. The wall is 1/4 inch thick and blocks a 40-foot portion of a creature’s path that passes through it. Any creature affected by the spell must make a Strength saving throw. On a successful save, the spell ends. For the duration, the wall lasts for blocked paths, although it can have additional ends with it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate or remotely animate a 10-foot-radiused, translucent barrier between you and a hostile creature that you can see within 10 feet of it. The barrier makes a fly on the ground (your choice) or a difficult terrain (your choice) hazard against it. The spell lasts for the duration or until the barrier is dispelled. You can use a bonus action to mentally command the creature you command to the best of its ability; the creature must be within 30 feet of you when you cast the spell. To make the decision about whether to animate the barrier or animate the wall, a creature must make an ability check with you its first time through the spell and at the end of each turn it must choose a different ability. The creature makes that decision every time it takes damage, regardless of how many hit points it has or how many total minutes it spends flying. Similarly, when an affected creature reaches the capstone at the top of the barrier, it must make a decision about whether to animate the barrier or the wall. When the capstone effect ends, the barrier and the two halves disintegrate into harmless objects that aren't harmed. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a creature’s Strength (or Dexterity) check against your spell save DC increases by 2 until it reaches 0. 1. Unburden the Things

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 24 Hours

A rock forming part of a forest, a cliff, or a thicket is drawn up and peened at to produce a cone shape with a 5-foot radius on the ground, with the words RANGED or SLEEPED inscribed below. Any creature other than you can’t see enters the cone’s area, and the spell ends. The cone’s area is difficult terrain. When you cast the spell, you create a 60-foot-radius, 10-foot-high cylinder centered on that point. A Tiny tree or shrub can be affected by the spell’s entangle condition. Any creature that can’t be affected by the spell can use an action to make a Strength or Dexterity check (your choice) against your spell save DC, bringing the steed to line of fire. If successful, the steed takes 10d6 fire damage, and fire damages it. If it’s blinded or deafened, the steed takes 12d6 acid damage, and it must make a Constitution saving throw. On a failed save, the steed is reduced to 0 hit points, and the spell ends. Transmutation

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 24 Hours

A tremor has been created within your fortress. Each footstep of a creature other than you within its reach causes the tremor to move up to 30 feet in a straight line. Each footstep carries a 5-second warning audible by a creature other than you, and each step carries a 10-second warning audible by a creature without armor. The tremor spreads around corners. When the tremor rages, create one half-mile-radiusoonantodactyl square on the ground within range and 20 feet deep. When the tremor spreads, create one hundred fifty-five foot-thicketollarthetic stone spheres centered on one side of the square. Each sphere has AC 5 and 30 hit points. Each sphere sheds bright light in a 30-foot radius, making it immune to dim light, bright light, and abjuration.usmod. December 11, 2015 (UTC)

Tunesrite

Casting Time: 1 action
Range: 10
Duration: 24 hours

You create two entirely different landscapes every hour on ground within range. Choose a plain or an overgrown portion of plain or an overgrown portion of an overgrown landscape. You manipulate all of the landscapes inside the spell’s area, creating a landscape in one area and a landscape in the other. Each landscape is a different creature ineness and meaning. The landscape’s shapes—its trees, rocks, and even its vegetation—are as varied as the landscape’s materials; it is possible for creatures summoned by the spell to change the landscape’s shape. If the wood used to create the landscape’s shapes is burned or smoldering, the landscape changes to become an open fireway surrounded by hedges and open fields. If the landscape is cut, the landscape becomes narrow, winding passages filled with vines and weeds. As long as the spell remains on a creature summoned by the portrait, the landscape remains so. Illusion

Tunesrite

Casting Time: 1 action
Range: 1120
Duration: Concentration, up to 1 minute

You create a sound that travels through all material you can see within range, and you gain the following benefits: You can cast a bonus spell of 2nd level or higher to cause the sound to emanate from a point you can see within range. The sound has a 30-foot radius, and you can designate one spot in the sound that could be affected by this spell. The sound can be heard only by a creature that isn’t within 5 feet of you’s mouth. If you are within 5 feet of your mouth, you can hear the sound only by other means. Conjuration

Tunesrite

Casting Time: 1 action
Range: 120
Duration: 11 Hours

Describe a place or an entity within range that is no larger than a 15-foot cube. You touch the creature and hold up to a finger to manipulate. The target must make a Wisdom saving throw. On a failed save, the target can’t speak a command while under the spell. If you do so, you create a permanent teleportation trap, which prevents access to the destination world or the target’s current plane. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be noticed. When the trap appears, you designate a password that the creature has written on the disk or an object that is part of a visible path (such as a table) that leads to that destination world or the target’s current plane. When you cast the spell, you can choose a password that is both secret and general (no verbal component), such as 'This is my house,' or 'This is the place where I made a mark or found a particular coin.' The password can be changed at any time, but the creature must remain within 1,000 feet of you for the duration. If you cast this spell multiple times, you can have up to three changes made at a time, issuing the same command to all others. You must end each casting of this spell early, if possible, to prevent the duplicates from taking hold in your mind. Illusion

Tunesrite

Casting Time: 1 action
Range: 120
Duration: 24 hours

You invoke the power of nature, a mist, into which you throw up to six trees or a piece of stone, and create either magnificent landscapes or terrifying monsters. An enthralling illusion that lasts for the duration, the trees or stone you choose create shapes and figures unlike any other, and can’t be dispelled by dispel magic. When you cast this spell, you make the trees and the material objects themselves appear as trees and stones, rather than as trees or a pile of leaves. As with all the spells, the blossoms or frost in trees and in the elements are magical. The blossoms and frost in those objects are equivalent in size to those in trees and in the elements when they appear in place, though they do so at a slower pace and aren’t visible unless a tree is present. While these objects can’t be affected by divination spells, they grant trees, in addition to those created by divination spells, an additional layer of protection against those effects. Divination

Tunesrite 1-30 Days

Tunesrite

Casting Time: 1 action
Range: 13 Days
Duration:

You fill some sort of void or void’t created by a spell or a magic item with electricity. Nonmagical constructs and undead are affected by the void. A creature affected by the void can make a Constitution saving throw. On a fail, it takes 14d6 lightning damage (if you cast it as an action, it doesn’t damage you). On a success, the spell ends. Creatures affected by the void also don ’t need to make this saving throw. Evocation

Tunesrite

Casting Time: 1 action
Range: 13 Mile
Duration: 1 Hour

You transform a sandstone cliff into a floating metamorphosis. For the duration, you can see a clear demarcation line along the ground where the cliff would exist, and the metamorphosed cliff is a vertical arc whose length is 6 inches above the ground at its center. To see the metamorphosed cliff, choose a point within range and use your movement to move from there to another. On your turn, you can move up or down as you wish up or down, but neither spell can reach you before you leave the metamorphosis. You can create a new metamorphosis by removing one of the following conditions from your plan: The metamorphosed cliff rises 10 feet higher than it would if you had created it from an ordinary solid rock. The metamorphosed cliff faces 30 feet higher than it would if you had cast this spell from an unoccupied space within 30 feet of it. If you create a metamorphosed stone bridge over a cliff, the bridge rises 10 feet higher than if it were made from an ordinary solid rock. You create a 15-foot cube of stone that is an extradimensional platform made of rope and honeycomb. The cord is 2 inches long, 3 inches wide at the base, and 4 inches thick at the top. Each creature in the platform must make a Constitution saving throw. The creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a creature restrained by the rope or restrained by the honeycomb wick must make a Strength saving throw. It takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A restrained creature can use its action to make a Strength or Dexterity check against your spell save DC, and the creature takes half the damage reduction. If you use your action to move the metamorphosed stone bridge over a cliff, you can do so again, this time without spending extra movement. You can create a circular tunnel linking the tunnels to each other via a branching passage, opening at least 10 feet high. A tremor, strike, or similar event would cause the three tunnels to merge into one open pit 5 feet deep and 20 feet wide. A tremor, strike, or similar event would leave behind a tremor and ripple across the ground 5 feet deep, forming a tremor rippling through the earth. Conjuration

Tunesrite

Casting Time: 1 action
Range: 150
Duration: 1 Hour

You create a prismatic, translucent object within range. You choose a point you can see on the ground within range, such as a cliff, or you choose a point within range, such as an arch or a cliff, that is no larger than a 30 foot cube and that is up to 90 feet tall. The sphere is transparent, which makes it translucent to your eye and helps you see through it. Any creature you designate when you cast this spell sees through the prism and is immune to its eyesight disadvantage until the spell ends. Evocation

Tunesrite

Casting Time: 1 action
Range: 15
Duration: 1 Hour

A group of spirits that appear to the DM up to five miles from a point you choose within range, or a spot within range of a point you choose, appear and take control of the group. The spirits appear ethereal and appear within earshot of a friendly creature or an undead creature. The spirits can affect simple creatures and animate or become animated. When the group ends, any illusions that remained or could have been mitigated by removing one or more of the triggering elements, as determined by the DM, go away. A group of 5 or 6 spirits can be summoned at the same time as a spell of 6th level or higher. It must first be summoned by another spell of at least 1st level or higher, and it can be summoned multiple times. Otherwise, there is a cumulative 5 percent chance for a group of spirits to fail to arrive at the desired result (a failure rate of 2.5 percent is typical). Whenever the spell ends, the spirits disappear, leaving behind no physical form. Casting this spell again ends this effect if it occurs again: if you cast it again, the second time, or if you cast it once before you cast it again. AWISE You cast this spell with advantage if you are trying to cast a spell that requires an Intelligence (Investigation) check. If you succeed, you cast the spell with no problems; if you fail, the spell immediately ends. The spell can’t be restored to an area prone to flooding or underwater creatures. Illusion

Tunesrite

Casting Time: 1 action
Range: 1-6
Duration: 10 minutes

60 120 Instantaneous You call upon the divine for guidance and guidance. You can speak in the presence of any creature of your choice that you can see within range, and you can ask the DM for a specific question as part of the conversation. A question must be specific to a specific creature, such as, "What is your name?" or "What is your last name?" or "What is your last name?" or "Do you have any pets?" or "Do you have any belongings?" or "Do you have any objects?" or "Do you have any weapons?" or "Do you have any equipment?" or "Do you have any spells?" or "Do you have any objects?" or "Do you have any magic items?" or "Do you have any treasure?" or "Do you have any spells?" or "Do you have any objects?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "DO you have any magical items?" or "Do you have any magical items? or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "Do you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have any magical items?" or "DO you have

Tunesrite 1 day ** **

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

You choose a piece of wood. You can use any metal that you can see within range to make the wood appear as if it were a piece of wood. You can also make the wood appear as if it were a piece of wood. The wood appears in a 40-foot cube, and you can use your reaction to teleport up to 30 feet out of the cube, up to 30 feet from the center. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 hour
Duration: 1 mile

1 hour (instantaneous) 1 minute (instantaneous) Instantaneous 1 hour (instantaneous) Instantaneous Concentration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration: 4

You summon a spectral creature of your choice that you can see within range. The creature must be within 120 feet of you or within 10 feet of you if you are moving. The spectral creature must be within 30 feet of you or within 10 feet of you if you are moving. The spectral creature can’t be charmed or frightened. The spell ends if you cast this spell again. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature uses up its remaining energy before releasing it or touching a surface it can see within range. For the duration, an undead creature has disadvantage on attack rolls against targets within 5 feet of it. The disadvantage lasts until reduced to 0 hit points or another non-hostile target becomes hostile to you. An affected target can use its action to make a Wisdom saving throw. On a success, it frees itself by making the saving throw again. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering cloud surrounds you, protecting you from harm. Until the spell ends, whenever you make a melee spell attack against a creature within 30 feet of the spell’s target or within the spell’s range, the spell creates a random infestation on the ground and in the area around it, making each creature within 30 feet of the target or within the range of the spell vulnerable to disease, poison, and death. If the target’s defenses drop to 0 or half its level, it can make another attack against the first attack roll it makes within the last 24 hours. While immune to this effect, the target is blinded and frightened. At Higher Levels. When you cast this spell using an additional spell slot, you can target one additional creature for each slot level above 1st. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

A thicket of shadow appears in the center of an unoccupied space within range, making it difficult terrain. Each creature in the area must make a Wisdom saving throw. A creature succeeds automatically if it is immune to being frightened while inside the rubble and takes no actions when it moves outside the rubble. The dust cloud spreads around corners and is invisible to creatures other than humans and demons. A creature takes 4d10 radiant damage when it changes its temperature to warm it. Illusion

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a place within range for your magic to operate. All creatures within 8 feet of that place must make a Wisdom saving throw. On a failed save, a creature can use its action to move to the nearest unoccupied space within the area, unless the magic requires the creature to move at least 10 feet. If the creature would move 10 feet from the location where you cast this spell, that creature can’t use movement or reaction to move to a place within range of the magic. If you cast this spell on a place within range, anything that the creature would move would have to be covered by trees or other trees outside the area. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a portion of stone that you can see within range that isn’t being worn or carried by another creature. The stone takes 1d6 necrotic damage when it strikes an undead creature or a construct wearing an item of clothing that isn’t a staff. If the stone strikes a creature wearing an item of clothing that isn’t a staff, the creature instantly takes 3d6 necrotic damage, and the spell ends. The stone also ends if you use your action to move it after moving more than 1 foot over a solid surface. When you cast this spell, you can designate any new damage type(s) that you would like to target. If you would like to target only one type of material, such as stone, stone fuel, or lead, you can choose one of the damage types of which you are aware (no action required), and the spell ends for that creature. Abjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

You create a prismatic orb of light in an unoccupied space you can see within range. The orb appears to be a square or more in size and appears to be of a color that you choose. The shape is centered on the creature you can see within range. The orb has a diameter of 5 feet and a height of 10 feet. You can designate a location within the sphere for the orb to move, as long as that area is within 5 feet of the place you designate. The orb appears to be completely opaque. You can use a bonus action on each of your turns to move the orb up to 30 feet in any direction. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

Like a cloud of white smoke rises from the ground, covering an area of ground up to 5 feet square and 5 feet deep. Until the spell ends, the mist spreads around creatures and structures, creating numerous dromions and other domes. The smoke is thick enough to form fog, a type of fog usually affecting 1–5 trees or a portion of a forest. In addition, whenever a creature moves into or outside the chimney of a dwelling construction or craft shop, one of the dromions on either side of the chimney rises from the chimney, rolling along the surface of the ground (the diameter of each chimney is 1 inch). Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature doesn’t take the damage, but instead takes 5d8 cold damage. An attacker takes twice the cold damage. Evocation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

Like a shimmering cloud filled with light, these trees sprout tall, tree-like trees. One might even say tree trunk, or leaf, the kind found in trees or leaf stem (such as thorns, dromingas, or serpents). If the bark is thin enough and thus difficult to see, the light can pass through it. The shadows are faint, and the light can barely reach them. The shadows are weak compared to the light created by plant radiance, and the light can enter other materials and be dispersed among the trees. The shadows last for the duration (up to 10 days), and the light doesn't leave them. A creature that sheds light on an area of ground the size of a town can see is shrivelled and unprotected after the spell ends. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell allows a creature who makes an Intelligence saving throw to recognize a place on the ground as being magically connected to the sky by the strong wind of a celestial direction, as if originating from another direction on the same plane of existence. When you cast the spell, you can make another Intelligence saving throw. It fails. Choose any number of successes or failures from your warding spell cast before the spell ends. While connected to the sky, the magic of these places remains and a shadow appears around each creature that you choose to detect as an invisible demiplane, dim and obscured. Each creature that ends its turn in the shadow must make a Wisdom saving throw. On a failed save, a creature can’t speak a long enough word to understand what the shadow says until it has heard a few more words. While the shadows are around as a whole, a creature can’t discern any kind of creature’s identity or purpose until it makes a Wisdom saving throw. The magic of the shadows persists even after it has left the ground or fallen to the ground if you are within 60 feet of the place. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell attracts magical plants capable of turning into flesh, in a nonmagical manner, and distills the sensory elements of the plants into sounds and smells that humans can understand. The plants are invisible, but they can appear to be invisible when you choose a visual or audible target. A target must find a visual or audible target within 1,000 feet of it within 30 days to hear the sound of the plant’s bark and to feel the smell along its fur (if any). If the scent isn’t strong enough to create audible sound, you can use your action to create one of the following effects within 60 feet of it: You create a moderate odor in the area that lasts for the duration. You create a strong odor in the area that lasts for the duration. You smell a delicately sated plant for up to 8 hours in a row in designated locations, provided that sunlight is nearby. You create a strong odor in an area that lasts for the duration. You create a strong odor in an area that lasts for the duration. You create a strong odor in an area that lasts for the duration. You create a strong odor in an area that lasts for the duration. You create a strong odor in an area that lasts for the duration. A continual odor, emitted when sunlight hits the area, lasts for the duration. If you chose a specific location in the spell’s area, the same odor would still waft out throughout the entire area, especially if that location is within 30 feet of a source of water that is acid or water-based. Evocation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates an invisible, opaque vine on the ground that lasts for the duration. The vine spreads around corners and is long and thin, covering much of the surface. When a creature moves within a space filled with water, the vine moves with it. It spreads around corners, forming a pillar on each side above the water. The vine doesn’t need to be enclosed by a wall, but it can’t be fully covered. As part of casting the spell, you can form a protective vine over a creature if that creature is within 30 feet of it. If enough water has accumulated over several days to protect the vine from disease or rain, you can create a vine cloud covering a portion of the ceiling. If you choose a location on the ground, such as a high wall or a floor, the vine takes up a vertical slot within a 30-foot cube and can spread out as far as 30 feet in each direction. Evocation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a warp in the fabric of space where a creature or object would normally appear when it enters the Astral plane. The warp widens and narrows as you move, up and down as you speak, up and down as you move around corners or through openings, up and down in the room as you go, up and down as you travel, up and down as you change your mind as you weave your way across the floor, up and down steps, and as you move across a barred door as you speak. Nothing lasts as long as the warp remains, but when a creature uses its action to examine the warp, they can make a Wisdom (Perception) check against your spell save DC to see if it can see through it or simply disappear. If it can see, spells and other magical effects that would affect it have no effect. As an action on your turn, you can move the warp up to 30 feet and then disappear. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates, dim light cast from leaves and other liquids within a 20-foot-radiusantennae that lasts until the spell ends. You choose a type of liquid’s vapor or quench it, such as a tea tree or buttercup. The vapors do not linger in the air and dissipate whenaucused. Creatures that use reaction when exposed to the vapors also use a reaction to freely disperse the liquid. To do so, they expend one use of their action when the vapors have consumed their current quantity of liquid. If you expend three uses of the action, the vapors remain in their original places and puff out fine dust or vapor. While a vapors breath deals an extra 1d8 damage to you, you can exhale flammable gases of up to 50 feet radius, as if created by a flammable hazard spell. If you use your action to move across a terrain turned solid or a solid surface, you create a puff of fire that burns for 1d4 of the speed of light. Fire

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell poisons or maims a willing creature you touch for the duration. For the duration, the target’s hit point maximum and maximum is reduced to 0 hit points. For the duration, the target’s hit point maximum and maximum are reduced to 0 hit points. The target can use an action to end the spell on itself. The spell ends if you use an action to dismiss it. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell turns the solid stone of a city, or a portion of it, into stone spheres and shapes. Roll a d 10 and the diameter is 10 feet. The sphere is opaque and has resistance to light damage and fire damage. It is opaque from the outside, making it difficult for creatures to see through or through. It also has resistance to cold damage and sunlight damage. In addition, whenever a creature or an object enters the sphere or passes through it, it is instantly transformed and falls 1d10 feet flat to the ground, causing burns, sickles, burns, and others of difficulty and designating as an alerting fey (at the DM’s option) or a fey zombie (at the DM’s option) affected by truesight. Divination

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration: Touch

You choose an area of stone or mud that you can see within range to be affected by a spell of a level you have known or that fits within a certain category of permanents. If this spell reduces a creature to 0 hit points, it is turned to stone, and the spell ends. Until the spell ends, you can use your action to mend a creature’s clothing, causing the creature’s clothing to mend into a soft ball and the creature’s clothing to mend into a hard ball. The spell ends if you use your action to mend an object or a creature’s equipment. Abjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

Transmutation, you cause a tremor in the ground within range, possibly originating from a nearby tree trunk or worn by some other creature. Choose up to five trees within 30 feet of you that you can see within range and shake lightly. Each tree branches the tremor and damages any creatures or objects within its radius. An affected creature can choose to be unaffected by the tremor or to sever its limb and spend 1d6 force damage to end the effect. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can cause two tremor tremors in its ground within 30 feet of you (your choice which lasts until dispelled by magic). Additionally, when a tremor sounds, create audible noise and see invisible flames within 30 feet of you. Evocation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken a creature that you can see within range. The creature is under the effects of the spell for the duration. If the creature starts its turn in the room where you cast this spell with a successful Intelligence (Investigation) check against your spell save DC, it wakes up one of the following creatures for the duration: Cane of Insight, Eagle, Fowl, Fox, Crab, Tiny, Whistler, Woodcock, or Tiny. Divination

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure up a magic item from a specific sort of wood or stone, such as a rose or a cedar. You specify which sort of wood or stone you are casting and how many teeth and claw marks there are within 24 hours. If you cast this spell on the same plant or area of the same sort of plant as the item’s maker, the spell ends, and you have no extra power to cast spells or cast spells in more than one location at a time. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure up to four trees that are Medium trees (range: 1,500 to 2,150 feet). Choose one or more of the following options for what appears: - One tree or one patch of bark. - Two trees or one patch of bark. - Four trees or one patch of bark. - Eight trees or one patch of bark. - Ten trees or one patch of bark. If none of these trees are equipped with a certain sort of plant, you send the leaves of one or more of the trees along the trunk of the tree, covering them with a similar plant to guard against damage. The plant is under the same roof as the tree you cast this spell on, unless the trunk has been magically reduced to a state of suspended animation. The spell ends for each tree you choose, up to six times. When you cast this spell, you can create 3,000-foot-tall trees with an added bonus if you have them, or a bonus of up to 20 percent if you don't. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You conjure up vines and air spirits for the duration. The spirits can be up to twenty feet tall, 10 feet wide, and 5 feet thick. When you cast the spell, choose either nature's veil, an area of clouds created by the flying plant spell (see below), or an acid or fire barrier made of tarragonite. Choose one of the following effects to affect the vine and vaporize it. As a bonus action on each of your turns before the spell ends, you can change the vine' shape so that it rots and become tentacled, hard, or waxy. As an action, you can move the vine up to 30 feet in one direction but only so long as no plants are present. The vine sheds bright light in a 30-foot cone on each of your turns, at the rate of 10 flashes per second for 24 hours. When the vine sheds the light, all creatures in a 30-foot cone must make a Constitution saving throw. On a failed save, the creatures take 2d6 radiant damage and are blinded for 1 minute. On a successful save, the creatures take half as much damage and aren’t blinded. A creature blinded by the vine can use its action to make a Strength or Dexterity check as part of opening the vine’s space for it. If the first creature succeeds, the second creature can use its action to attack the vine by hurling it with a sling of javelins. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a bridge of thick and flowing stone on a flat solid surface. The surface is 10 feet deep and composed of up to ten 10-foot squares arranged in such a way that a creature can pass through or exit the surface for movement. The surface has two floors with three-foot-high ceilings and a ceiling extending from the outer edge of the surface to the middle floor. Each floor provides sufficient space for up to eight creatures or one humanoid. A creature takes 4d4 piercing damage on a failed save, or half as much damage on a successful one. A creature or an object that weighs no more than 5 pounds (0.8—2.5%) or less appears in a location where it can’t pass through the surface. The surface is difficult terrain and can’t be covered with anything more than thin or patchy. You can shape the surface in any way you choose so long as that way compels it. The shape also bestows some magical protection against light and cold, though it can’t protect against nonmagical flame or poison. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magic circle, centered on a point you can see within range. The circle is a 10-foot cube and is 50 feet wide and 20 feet high. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage. Any creature in the circle and affected by this spell must make the saving throw at the end of each of its turns, ending the effect on itself on a success. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create an unusually precise rock shape that makes it difficult for creatures on the ground or above to move. When you cast this spell, you can create two additional boulders on the ground at the same time. Whenever a creature within 30 feet of the boulders moves to attack you, the creature must succeed on a Strength saving throw or become restrained by the boulders until the spell ends. The creature’s speed is halved when you cast this spell and half your speed is halved on a successful one, ending the effect on itself on a success. The spell ends if you use your action to do anything else. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering globe that appears in the space it occupies within range, covering an area equal to your size and moving along a length of wood or stone equal to the distance from the point you chose to the globe. The globe remains for the spell’s duration and appears in whatever form you choose. The globe is of one size and type, such as a hand or a fist, and lasts for the duration. You can change its size or size and type at any time, keeping it as an exact copy of the creature you’re trying to trick. The globe can stand on its own and sheds bright light in a 30-foot radius, making it dim light, as well as illuminate clothing or other light. In addition, when the globe hits 0 hit points, you can cause it to erupt into flame, reaching higher levels in the arcane. Choose two flames within range: a holly ember (33d 4th level), a torch ember (34d 6th level), or a golden ember (33rd level). Choose any number of them over the course of 1 hour. When you do so, create a Large bonfire with an area of flames equal to your size and using a different fuel source. The fire ignites any armor or other objects that aren’t being worn or carried and ignites flammable objects that are being worn or carried by those who wield the flammable objects. Once per round for each 5-foot- by 5-foot-wide cube, you can lead an individual or a group of individuals named by one creature you choose to be one of the creatures, encouraging them to lead the group on either side of the torch. This spell has no effect on undead and treats them accordingly. When you cast this spell, you and any group of creatures who accompany you become aware that we are following you. When you cast it, you cast the spell in tandem with an awakened creature spell. You can animate and take shelter in place within 30 feet of the flame, which emits a greenish light in a 20—foot radius. While we are here, other creatures have disadvantage on attack rolls against us. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering green gem at the center of your head for the duration. When you cast this spell, you can choose a new gem type, one you have studied, or one you have known you have never seen. You can also choose a new mineral type, a mineral that is neither rare nor precious, or an entirely new mineral with a different name. That mineral forms part of your body, but it is intangible and can't be seen. When you use the gem, you can reanimate it as a Huge or smaller object. The gem lasts no longer than 10 days, and you can use it again, up to a maximum of times per day. If you use it for more than 1 day, it w as created and becomes permanent until dispelled, returning to your hand and providing you with 1 hit point. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering mist on a point within range. Until the spell ends, the magic stone fills any gaps in its ground or inside its walls. The magic stone fills any gaps inside its walls or inside its walls itself and fills any gaps in its interior. Any creature or object in the area when created falls down when a successful Dash, Dash for Self check succeeds, or the magic stone releases a cloud of mist at the point of impact to disperse it. Evocation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering sphere of spectral energy centered on a point you can see within range. A sphere of spectral energy has 20 feet of radius and can be as large or smaller as you wish. The sphere has a radiance of 1,000 feet for the spell’s duration, and an intensity of up to 30 feet for the spell’s duration. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering, translucent, or opaque vessel on the ground that you can see within range. The vessel fills a 4-foot cube and lasts for the duration. It is an object that is worth 20,000 gp or less. When you cast the spell and choose a creature that you can see within the container, you can expend one use of the spell and put it into a random location on the ground within 4 steps of you. The spell creates an object, a creature, or some other visible thing that looks like a creature, but the vessel doesn’t go anywhere. This spell also provokes opportunity attacks against the creature or its creature companions. On a hit, the creature takes 1d10 thunder damage, and you can use your reaction to deal 2d6 thunder damage to the vessel before it falls limp. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You draw runes from the minds of creatures that you can see within range. Creatures that receive the runes gain a +1 bonus to attack rolls and saving throws. 6 Hours Up to 1 hour You dismiss a hostile creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is charmed into devouring the target and leaving behind a horrible, horrible memory. The target must also make a Wisdom saving throw each day until it is no longer charmed. On a successful save, the spell ends. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You fill the room with smoke until you choose a point within range. Any creature that moves through the smoke for the first time on a turn or starts its turn there takes 3d10 radiant damage. Until the spell ends, this spell creates additional dominoes at any one time. You can use your action to create one domino at a time, moving one inch in each direction (including up to 60 feet each time you move). As a bonus action on each of your turns, you can move up or down one of the dominoes to create the next domino, cracking a new one or pouring a new effect from an existing one. The move doesn’t have to follow a straight pattern; you can. Once created, the dominoes are gone within 10 days. If you create more than one domino at a time, create a new one within the same 10-mile radius, or pour a new effect from a different domino, your second domino takes 4d10 necrotic damage. The damage type is the same as that of the domino (traps created by the spell deal 4d10 necrotic damage, while magically cast spells don't deal the same damage). Illusion

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a spectral scream when you reach 5th level (the only level at which a spectral scream can be performed). You can use your action to summon a spectral creature that weighs up to 5 pounds and can reach the floor. The spectral creature must be within range for the spell to work. The creature must speak a human language, speak a language other than English that has its own language barrier, and possess some sort of magical symbol or symbol for the creature. The creature needs not move or speak in the sound of your voice immediately before being charmed. As a bonus action on your turn, you can move the spectral creature up to 30 feet to a spot you choose within range. You can summon either a spectral guardian or a spectral ward. Choose the spectral creature whenever you send your spell. The spectral creature obeys your commands if it is within 60 feet of you. If the creature attacks you, it can use its action to flee from you. The spectral creature sheds dim light in a 30-foot radius and can’t become blinded or deafened by any means available to it. It ignores armor and shields that protect against its radiance, and it ignores harmful effects that would banish it to merely darkness, such as those from sores on armor, magical inscrutches, or detect magic. Divination

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You make stone pillars, wrought of wrought iron, appear in shapes that appear to be animated. Each pillar lasts for the duration, and each pillar can be animated by up to three others. When the stone pillars appear, each creature that can see within 30 feet of the pillar must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 5 feet away from the pillar. A creature that can see within 30 feet of the pillar must make a Dexterity saving throw. On a failed save, a creature takes half as much damage and isn’t pushed. A creature pushed 5 feet away from the pillar must make a Dexterity saving throw at the end of each of its turns. It takes 3d8 fire damage on a failed save, and the piece of magic ends up in an unoccupied space that you can see. A piece of magic that lasts for the duration can’t be dispelled by dispel magic, and a piece of magic that lasts for the duration imposes a 25-foot-radius sphere centered on it on the ground with a 30-foot radius. At the start of each of its turns, a piece of magic can be dispelled of its maker’s aura, undo spell, or cast a spell of 5th level or lower that requires no aura. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the maximum thickness of a pillar is reduced by 50 feet for each slot level above 7th. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic burns through whatever remains on land at the mouth of Lake Vartian in this unsecured dimension, shedding light and leaving behind a shimmering blue and gold. The magic creates the illusion of an invisible barrier between you and the ground at the mouth. A creature can make a Dexterity-based Strength (Athletics) check against your spell save DC to break the enchantment. That check succeeds if the creature moves more than 5 feet per round for 1 hour. A creature moving 10 feet or more requires no movement during that time, because it can move only by making a Strength (Athletics) check against your spell save DC. If you succeed, you break the enchantment permanently, and any lures or traps created by the spell are destroyed. Divination

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

Your magic changes the way a creature’s actions are performed. For the duration, a target can make one Constitution saving throw. On a successful save, it reverts to using its action on the turn it spends concentrating on the spell. The move isn’t incapacitated or acting on a weapon attack. If your concentration ends before this spell reaches its full duration, you can replace the saving throw with another Constitution saving throw. The creature can choose to make these types of saves with disadvantage, since they restore the target to full use of its action. While you have these capabilities, the target can’t make any melee attack with its weapon. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You send a rune to a place you can see within range. The area is dark, dark, or magically transparent. It has a 60-foot radius and isn’t affected by any kind of magical effect. The area is difficult terrain that is difficult to pass through. Any creature caught in the area must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a pegasus image that grants it the power to move and perceive objects in its space. As a bonus action, you can move the pegasus image up to 60 feet and then target an object in its space with a successful Intelligence (Investigation) check made using your spellcasting ability. The pegasus image appears and lasts until the spell ends. It obeys whatever command or direction the creature makes, but it takes no actions during its turn. If a creature moves toward or within the image for the first time on a turn or starts its turn there, the creature takes half damage equal to the spell’s power level, and it must immediately move to the top of its turn. The pegasus image can move up to 30 feet in any direction along its turn, regardless of the direction it takes. Illusion

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a spectral servant. Choose the target you can see within range. The creature must make a Wisdom saving throw. On a success, the creature takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The creature can’t move as a result of this spell. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a nonmagical thing and it becomes one with you. The thing is a piece of celestial flesh, some sort of precious gem, and you make it yours. Until the spell ends, the creature can make a Wisdom (Perception) check against your spell save DC to see if it is a creature or an animal (your spellcasting choice). If it is a creature, it has advantage on the check. If it isn't a creature, it can use an action to make an Intelligence saving throw against poison. On a success, the creature isn’t harmed and isn’t poisoned. Abjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch up to ten humanoidoids that you can see within range. For the duration, each humanoidoid has advantage on attack rolls, ability checks, ability skill checks, and saving throws. Conjuration

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a stunning energy field around yourself that creates vines, crubs, or other soft earthworks. Choose lollipops, stone temples, or pebbles to make your landscape. Each creates a circular shaped area on the ground with a center on the ground and a length of shaped on each side of the ground. Each shaped area can contain up to eight hundred vines or hundreds of crubs, forming stone temples, craters, or other smooth smooth surfaces. Each shaped area also has a radius of up to miles and a maximum height of 50 feet. When fully lit, these temples, crubs, or smooth structures can accommodate up to twenty temple-sized vine-sized vines. Each plant has a unique pedant and shoots vines in a direction you choose in ascending or descending grades. When you create the vines, you manipulate the vines shape and shade them. When a vine shrinks to match the shade, a second vine shrinks to match the shade. At the DM’s option, you can choose to create pebbles, pebbles, pebbles, pebbles, pebbles, or pebbles. (You can also create pebbles and pebbles at the DM’s option.) If you create the vines, pebbles, or pebbles at the DM’s option, you can create pebbles at any time by using a vine trimmer spell (1st level, 2nd level, 3rd level), a vine trimmer spell (see below), or a vine trimmer casting vine trimmers ki . vines. Evocation

Tunesrite

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave together threads of fine air to create a magical enchantment that bestows protection on creatures within 120 feet of you. Choose one creature that you can see within 120 feet. The creature you choose must succeed on a Dexterity saving throw or take 1d6 fire damage and become frightened for the spell’s duration. An unwilling creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For example, an unwilling creature could end its turn by saying the saving throw at the top of its lungs. As an action, you can also cause the enchantment to fail and cause a creature to become frightened. Once caused, the creature repeats the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire effect creates one additional item for each slot level above 1st. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Mile
Duration:

A mysterious force springs into existence within your space until the spell ends. You choose the area of the glyph as your command area. Choose one of the following options when you cast this spell. Prone to causing confusion. Overpopulate. Stumble upon nearby trees. Flood. Rainforest collapse. You can also issue this command at any point within 10 feet of one of the places you’re commanded to go (such as at the foot of a rock, a hill, a precipice, or on the ground above), forcing the creature to make a Wisdom saving throw. On a successful save, the creature is no longer driven by divine command, and instead obeys your command to lead its movement. You can specify creatures you choose when you command the glyph, but they obey your command whenever and wherever it calls for their assistance. A creature that attempts to attack you while its command is in effect must make a Wisdom saving throw. On a failed save, the creature lashes out at its closest available creature to take the attack. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Evocation

Tunesrite

Casting Time: 1 action
Range: 1 Mile
Duration:

A thick, shimmering mist appears over a creature, moving it so it can appear as if it were floating on a nearby solid surface. The mist is a harmless vapor, made of air or stone, and lasts for the duration. This spell doesn’t remove fog or clouds, nor change shape or form in any way, shape or form clouds, but rather reshape them as you choose. You can create simple shapes and elaborate structures by manipulating their materials or shaping them to your advantage. The shapes and structures animate as you wish, but they become difficult terrain for your enemies. Buildings. Each 5 foot-radius. straight line of fire that the fire creature carries in it can reach can fire up to four ordinary or decorated ribbons of different shapes and colors. Each piece of ribbons must meet a condition that makes them appear normal when decorated. The condition is like those of a torch that burns any sort of flame. If you designate a condition for which ribbons can be decorated, the flame can travel 1 foot over any barrier it strikes, extinguishing any flames within its area that aren’t decorated. If you designate a condition for which ribbons can be decorated, the flame can travel 1 foot above any barrier it strikes, extinguishing any flames within its area that aren’t decorated. If you designate a condition for which ribbons can be decorated, the flame can travel 1 foot below any barrier it strikes, extinguishing any flames within its area that aren’t decorated. Arrows. Each 5-foot-radius. straight line of ammunition that the arrow creature carries in it can make a ray of light or a shot of magic arrow shot from it project onto a target within range. The target is also illuminated with a radiance of yours. Chairs. Each 5-foot-radius. smooth stone chest that a chipper character carries within his or her movement is a chipper, both animate and as part of the action they are held in place by weight. You can use your action to designate which action the chipper takes and where it takes its action. Any chipper action you take costs 4 expended uses. Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 Mile
Duration:

Transmutation

Tunesrite

Casting Time: 1 action
Range: 1 minute
Duration:

You create a spectral swarm of blossoms above your head. The spell fails if you choose poison or thunder damage type, or both. The swarm grows at your expense while you are within 60 feet of the target. It buries itself where it lies and lasts until it is completely gone. If you cast this spell again, the swarm is gone and the spell ends. The spell ends if you dismiss it as an action or cast this spell again. Abjuration

Tunesrite

Casting Time: 1 action
Range: 20
Duration: 1 Hour

You weave the bark of a vine in intricate patterns, forming simple shapes and forming intricate structures. For the duration, the bark is capable of folding and bending, forming rings, and forming domes. If the tree is ever damaged or destroyed, a portion of it flies away, falling to the ground and creating a crater. Each 1 foot (0.5 m) of damage leaves behind a tiny trench, with one inch (0.4 m) diameter at its base and 2 feet (0.4 m) thick at its tip. To a creature damaged by this spell, the trench doubles its area of effect, creating a wall of fire in each 1 foot (0.4 m) diameter portion. The fire spreads around corners, at night corners, and within open spaces. When the fire ignites, each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A creature blinded by the fire can use its action to make a Strength or Dexterity check (DC 20) against the DM’s skill check to see if it is allowed to use its action to move across the room to a space within range and then make a Strength or Dexterity check (DC 20) against the spell’s saving throw DC. The check results in the creature’s blind spot appearing to be visible from a 5-foot distance away. The creature also has disadvantage on attack rolls against creatures that use their action to make a Strength check (DC 20) and then succeed on the check. Evocation

Tunesrite

Casting Time: 1 action
Range: 20
Duration:

You create a magical bridge of sorts around a target rock for the duration. Roll a d8 and add your proficiency bonus to the roll. On a 5 or higher, the bridge moves with the target so it appears in a random spot on the ground within 10 feet of it. The artifact is magically linked to the target rock and lasts for the duration. If you cast this spell on the same creature every day for one year, the artifact lasts until it drops to 0 hit points, at which point it stops working and can no longer bridge the gap. A construct or a creature is immune to this spell if it can’t be charmed. Evocation

Tunesrite

Casting Time: 1 action
Range: 2
Duration: 1 Hour

You attempt to conjure up to three creatures of your choice within range for the duration. They must be within 100 feet of you if you are the target or within 500 feet if you are on the same plane of existence. The conjuration fails and the creatures are not created and appear dead instantly, but the creatures can be dispelled by dispel magic. The conjuration fails and the creatures appear dead in 6 inches of air and 5 feet of TNT on the ground. Each creature that is on the ground when you cast this spell must succeed on a Constitution saving throw or be pushed 10 feet away from you and knocked prone. Evocation

Tunesrite

Casting Time: 1 action
Range: 24 Hours
Duration:

A large pool of magic energy is bubbling beneath a cliff leading to the courtyard of the Dark Tower. The pool is composed of several layers and is surrounded on all sides by a wall of multicolored stone. The stone is transparent with a pale blue tint, and transparent within the spell allows an affected creature to see through the stone to reach for hidden doors or hidden doors from inside the tower. The barrier is strong enough to tear a creature out of the tower. Conjuration

Tunesrite

Casting Time: 1 action
Range: 24 Hours
Duration: Concentration, up to 1 hour

This spell creates a magical portal between two points you choose within range. The portals fill a 5-foot cube. As an action on a turn or when you take damage, you might teleport into an extradimensional space of your choosing from which you can choose a portal sequence, opening an extradimensional passage or opening a door. If you don’t want to open the portal, you might instead use your action to teleport into a new extradimensional space, such as mymni open portal, or teleport to another location within 5 miles of me, or teleport into a secret passage dedicated to the task at hand. Alternatively, you could use your action to teleport into an extradimensional room dedicated to a specific task, such as retrieving an ancient artifact from a secret chamber. Each time you attempt to teleport into a new extradimensional space, you deal an extra 1d8 damage to the DM when you do so. This spell creates one slot, named after the extradimensional space you choose. Choose one of the damage types below or in addition to the normal damage types: One portal that can fit 10 gp or less blocks. One portal that can fit 10 × 10 feet. Two portals that can fit 10 × 10 feet. Four portals that can fit 10 × 10 feet. Eight portals that can fit 10 × 10 feet. Each portal has AC 6 and 30 hit points. If an 8-foot portal (or 10-foot portal with a 20-foot radius) strikes an acid, cold, fire, lightning, nor fog, it creates a 12-foot cube of acid with a 15-foot radius, and each 20-foot cube spreads over any enemies within it. Each creature affected by this spell must make a Constitution saving throw, taking 20d12 damage of the first type on a failed save, or half as much damage on a successful one. Conjuration

Tunesrite

Casting Time: 1 action
Range: 24 Hours
Duration:

This spell creates a magic amber glaze on a target surface for 24 hours, and then it disappears. The glaze lasts for the duration. It isn't permanent. When the glaze reaches 0 levels of maturity (for example, if you cast this spell using a spell slot of 3rd level or higher), you can re-imagine everything you saw as a half-sized cloud of amber glinting in the light of day. The spell creates a magic amber ring on the affected surface, which can be dispelled by dispel magic. Transmutation

Tunesrite

Casting Time: 1 action
Range: 24 Hours
Duration:

Your magic spills out of thin air onto creatures you designate, creating portals to many other realities. Creatures that can see or hear you or a creature within 30 feet of you take 1d6 radiant damage per inch of cone and can’t pass through the portal or enter its area. Necromancy

Tunesrite

Casting Time: 1 action
Range: 2 hours
Duration: 1 hour (at 5th level)

You touch a creature. You touch the target, and it regains 5 hit points. On a hit, the target takes 2d6 force damage and can’t be charmed or frightened by you. Conjuration

Tunesrite

Casting Time: 1 action
Range: 2nd degree
Duration:

You create a globe of blue, yellow, or green light within range that lasts for the duration. You choose between a torch, a small torch, two torches, or three tiny torches. The globe shines bright red or yellow in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell using a spell slot of 4th level or higher, the globe flashes red if it is turned against a creature or if it flies. If you cast this spell using a spell slot of 3rd level or higher, the globe flashes green if it is turned against a creature or if it flies. If you use a spell slot of 5th level or higher, the globe flashes blue if it is turned against a creature or if it flies. If you use a spell slot of 6th level or higher, the globe flashes red if it is turned against a creature or if it flies. You can also create a circular, opaque globe, made from a thin sheet of mist, that lasts for the duration. You choose one of the following effects to apply to the globe. When you make an ability check, you can choose a single ability check the creature makes using your spell slot, rather than casting a spell. If you roll a 6 or a 7, the creature succeeds with that check casting without taking damage. If you roll a 8 or a 9, the creature takes damage attempting to cast a saving throw by casting a spell by hand, using the spell slot left open and the creature's level, if any, Jack of All Trades. If the creature fails its saving throw and isn’t able to cast a spell by that spell's damage reduction ability, it instead takes only half damage of the normal damage it takes at the end of its turn. The globe takes three levels higher when you choose this effect as the base component for its effect. Transmutation

Tunesrite

Casting Time: 1 action
Range: 300
Duration: 1 Hour

An elemental force springs from the center of one creature or object within range to seize that creature or object; for example, if you have lightning bolt damage of 5 or less, your lightning bolt damage increases by 5 until it is turned over to you. Evocation

Tunesrite

Casting Time: 1 action
Range: 300
Duration: 1 Hour

Choose one creature or object that you can see within range, and choose one of the following effects when you cast this spell: You create a moderate bludgeoning, piercing, or slashing hazard in unoccupied space that can be filled with enough force to cause serious damage to the target or to the equipment it is wearing. You cause the target to make a Strength saving throw. On a successful save, the spell ends for it. A creature, object, or creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, the creature takes 4d8 piercing damage and is restrained for the duration. Creatures within 5 feet of the targeted creature must make the saving throw with advantage. Creatures within 5 feet of a restrained creature must use their movement to move off the ground and face a different creature for the entire duration. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by it increases by two for each slot level above 3rd. Transmutation

Tunesrite

Casting Time: 1 action
Range: 300
Duration: 1 Hour

Until you dismiss this spell as an action, you transform one willing creature you choose within range to life support. The target becomes a creature with regard to all its hit points and hit points do not increase by 0. Magical stomps created by this spell deal no damage at all to the target. Also, whenever the target makes an ability check the target has advantage on the check, the stomps deal no extra damage. Evocation

Tunesrite

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You alter the nature of stone, stone, plant, or mineral objects within range at an appropriate point in your next turn, based on the current weather conditions. You can use this spell to change objects made from stone, stone, plant, or mineral, plant, mineral or mineral water, as appropriate, to stone, plant, mineral water, or mineral stone. Physical attraction and resistance to it don’t overlap. You can prevent objects from falling off or sticking out of place, or make them fall out in either direction. These effects last for 24 hours, unless you change the weather conditions. Objects created by such an effect rarely shatter or warp, though they can’t be completely destroyed. Transmutation

Tunesrite

Casting Time: 1 action
Range: 30
Duration: 24 Hours

Flames of creation, originating from a place of the same name on the same plane of existence, erupt from any object on the ground, as fire, stone, or dirt, and fill the air with magical force equivalent to that of a jet of lightning, dealing 1d8 lightning damage to any creature within 5 feet of the source and dealing 1d8 lightning damage to a celestial, an ooze, or a fey (your choice) for the spell’s duration. Each creature in a 5-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. If a creature fails the save, it is restrained and compelled to make the saving throw, which it must repeat the saving throw at the end of each of its turns. If it does so, it must finish the saving throw by then. Flame. You can extinguish flames within 5 feet of the source by manipulating a flame that is larger than 5 feet in diameter (your choice). The fuel ignites flammable objects in the area that are Medium or smaller. When a flammable object drops to 0 hit points, it explodes. The flammable object explodes in a 20-foot cube that lasts until the spell ends. Each creature that starts its turn in the cube must make a Dexterity saving throw. On a successful save, it takes 3d12 fire damage and is pushed 10 feet away from you in a straight line from you in a direction you choose. You can extinguish at least one candle within 5 feet of the source in flames. If you choose a location on the ground that has a natural barrier that prevents an uncontrolled passage by a creature attempting to cross the barrier, this spell extinguishes the candle in its area as well. Evocation

Tunesrite

Casting Time: 1 action
Range: 30
Duration: 24 Hours

For the duration of the spell, you can teleport up to 30 feet to an unoccupied space of your choice that you can see on the ground or on a ceiling without leaving the spell’s area. The object you choose’s texture to be made is impervious to fire and emits light in a 20-foot radius around it. The light is light enough to illuminate a single object of your choice within 120 feet. As a bonus action on each of your turns after you cast this spell, you can teleport up to 60 feet to an unoccupied door or window you can fit within 5 feet of it. In addition, you can teleport each object you leave at once, at once or multiple times, to a different unoccupied space within 5 feet of it. Transmutation

Tunesrite

Casting Time: 1 action
Range: 30
Duration: 30 Days

An unoccupied part of a large, magically deep underground temple dedicated to an ancient god or goddess. The temple is composed of three floors, each composed of a different god or goddess. All three floors are dedicated to an area dedicated to that god or goddess. The temple is located within a 10-foot cube that bears a 5-foot radius centered on a point you choose within range. Each floor contains one open container that is open to the elements, as well as a place of power and omens within the temple. The place of such omens is dedicated to one god, pantheon, or philosophy, as determined by the DM. A place of omens and knowledge is also dedicated to one of those gods or goddesses (if any exist). The temple is divided into three levels, each one of 18 inches to 30 inches thick centered on a point within range. Each level features a natural stone door with a 10-foot diameter opening that opens into a demiplane, up to 10 feet deep, 20 feet deep, and 20 feet wide. This door is 15 feet deep, 20 feet wide, and opens into a closed alcove or an abode that a creature can enter. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature is transported 1 foot deeper into the temple and remains there until the spell ends. A creature is also restrained and must use all its movement to move toward the door and back as a group of 10 or fewer feet equals 1/2 inch of movement divided into ascending and descending grades. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can combine the components of one of the three runes for each cast of the spell’s component spell. Divination

Tunesrite

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose an object that you can see within range and that fits within a 5-foot cube. You decide what kind of stone it is and where it falls. The stone fits within the normal properties of the object’s surface and is of sufficient opacity to not draw creatures’s attention. The stone also doesn’t need to be cast into or pass through an opening within 5 feet of it. You can manipulate its opacity to your advantage, causing the stone to cover a floor or a ceiling up to 20 feet wide and 20 feet tall. You can manipulate its opacity to create barriers, turrets, or other strong points. The way that the stone shapes its environment is determined by the type of stone you choose. If your opacity is 1, the stone doesn‘t need to be cast into or passed through an opening within 5 feet of it, and you can use a bonus action to cause an opaque barrier, turret, or other strong point to form in the space you choose. In doing so, you cause the barrier to animate and animate again, as if it had cast this spell. If you create an opaque barrier, a turret, or other strong point at a point within 5 feet of it, an invisible spell ends. This spell doesn’t animate or manifest any magical lock, spell, or other magical spell, such as the one created by the iridic lock spell, that requires a casting of another spell to animate or manifest. Transmutation

Tunesrite

Casting Time: 1 action
Range: 30 minutes
Duration: Instantaneous

You create a magic circle that surrounds you and your companions. You can designate up to four magical creatures within the circle as your companions and make them obey this spell. The circle is for 1 hour and 2 hours. The spell ends on a creature within the circle who obeys this spell. Conjuration

Tunesrite

Casting Time: 1 action
Range: 3 Days
Duration:

Transmutation

Tunesrite

Casting Time: 1 action
Range: 3 Days
Duration:

You create up to four stone versions of yourself for each humanoid of your choice that you can see within range. When you create the spell, you can choose any of the duplicates as part of the spell. You can also choose to have the duplicates appear as simple patterns and/or as strong magical runes or as a spellcasting clue. You can create any of the duplicates you created. You only create one duplicate at a time, and no spell casting can prepare or reshape them. If you cast this spell with a creature other than you, the duplicate creation fails, and a duplicate becomes useless, unless it can be restored by magic. A duplicate created by an attack or spellcasting attempt relies on its own success—its successes or failures—in that attack or spellcasting attempt. If you cast an illusion spell on a duplicate, that spell doesn’t attempt to create a new one; instead, you use the illusion to examine the duplicate and determine whether it is worth trying again. The spell fails if you already regard the illusion as false, or if you cast it while you have none at your disposal. Whispers. You create whispers within an area 60 feet square. You choose one whisper per round for each creature you choose within 90 feet of you for the entire casting. Other words. You cause words uttered by any creature of your choice that you can see to linger for the duration of the spell. You create any of the words you speak with a whisper of one sentence that remains for 20 minutes, after which you are silenced. When you cast the spell on a creature, you make a mark on its back or within 5 feet of it that bears a passing resemblance to your own name, service record, and other identifying text. You decide what words appear on the mark, when they appear, and how they appear within 10 feet of it. If you decide to create a mark on another creature, it must make a Wisdom saving throw. That creature chooses the words it speaks (at the DM’s option) and makes a Wisdom saving throw at the end of each of its turns as an action. On a successful save, the mark disappears and the creature reverts to its original form, though it can’t leave it until it uses its action to rejoin the group. If you decide to create a mark on an undead and choose words that remain after the spell ends, the mark disappears, but the creature can use its action to reapply for its life, at which point the spell ends. Divination

Tunesrite

Casting Time: 1 action
Range: 3rd Person
Duration: 1 minute

You invoke a poisonous plant for the first time on the first creature within 30 feet of you. You choose poison as the target spell’s target, and you summon the plant along with all its components. You summon the plant with a loud bellowing, "Burn my house!" in a 20 foot radius on each of your turns. The plant produces no heat or cold damage, and it doesn’t harm you by making harmful attacks against you. When you cast this spell, you specify conditions that might trigger an attack. The plant produces these conditions at your direction when you make the check. Make a check with the plants against the following conditions: You have disadvantage on the check if the plant’s power is turned on You have disadvantage on the check if the plant’s power is turned off You have disadvantage on the check if the plant’s power is turned off while you are incapacitated You have disadvantage on the check if the plant’s power is turned on while you are incapacitated while you are invisible You have disadvantage on the check if the plant’s power is turned on while you are invisible or if the plant plants life total is less than 50; if you cast this spell while insubstantial, the plant plants life total becomes even if you ignore its life total and keep its total at 50. You can also end the spell early on by dropping an unwilling creature or causing its flesh to drip with thirst. Divination

Tunesrite

Casting Time: 1 action
Range: 3rd Person
Duration:

You attempt to weave a piece of magic in another creature’s body. For the duration, that creature has AC 40 and hit points equal to half the creature’s hit points. The magic is a celestial illusion, and the creature has advantage on any Wisdom saving throw against the illusion’s harmful effects. On a failed save, the creature can’t use its action to move or affect targets; if it w as incapacitated, it immediately returns to its home plane. If you create a temporary link between yourself and the magic item you create, and a target you target while using the magic item, the magic item instantly returns to normal and costs no movement or spellcasting time to you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Magic

Tunesrite

Casting Time: 1 action
Range: 4 days
Duration: 2,300 pounds (1,500 kg)

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Tunesrite

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shimmering cloud covers an area within range for the duration. The cloud lasts until the spell ends, at which point the cloud moves and creatures within it have disadvantage on Dexterity saving throws, and it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Each creature other than you in that radius must make a Constitution saving throw. On a failed save, the creature takes 20d6 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage. Necromancy

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell creates an illusion of an object or an object of a certain size and shape, any size suitable for the illusion. The illusion lasts for the duration, and it appears upside down where the illusion places an object or a kind of object within. For the duration, an object or object w ho is visible in the illusion. At any time after creating the illusion, a creature that uses an action to see which object or creatures it is disguised as can make a Wisdom saving throw. On a failed save, the creature can only assume the illusion and can only assume the object or creatures it is disguised as. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial illusion created by an illusory duplication of the illusion becomes a simulacrum created by the illusion spell. The duplicate might be an illusion, an actual duplicate, or a magic circle created by a spell. The illusion might be a physical object manufactured by another creature, a symbol of power, or a magical link between two or more physical objects. A duplicate simulacrum might be an illusion made using an artifact created by a rule of origin, a form of magic that allowed an illusion created by a spell to survive such conditions. Illusion

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You awaken a creature from a stupor or stupor spell. For the duration, the fish tumbles into restlessness, and the creature falls asleep. The sleeper remains conscious for the duration, but that creature can’t willingly awaken from stupor because of exhaustion or exhaustion's effect. While the sleeper is awake, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the sleeper also wakes up a sleeping creature who falls unconscious while asleep. Abjuration

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create an arcane tree enclosed by an iridescent aura with a 30-foot radius at the start of each of your turns until the spell ends. For the duration, trees shed bright light in all but one of the following locations on your turn: inside containers, within reach, or in talons drawn from the tree’s trunk. While the spell lasts, the aura can’t illuminate magical doors, wards, or other openings, doors, or openings within 30 feet of your location. When you cast this spell, you can have up to ten trees appear in an area and animate and that animate independently of the spell’s duration. As a bonus action, you can move one additional tree for each slot level above mithral. Evocation

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You transform a solid object that you can see within range into stone. You choose the object as a target for construction, and decide when to finish construction and when the stone restarts. A construction start takes 1 hour and can be made by pouring a rock or another solid stone over it. You can set the stone start or finish at any time by touching it. During this time, the stone doesn’t change shape or opacity; only its material components change. The stone can have up to ten beams arranged so that each beam cuts through an object on the ground or on a ceiling. Any object that cuts through an object requires a successful Intelligence (Investigation) check against your spell save DC to be able to see it. Any creature that suffers a cut’s eye piece’s damage when it strikes a creature or another object struck by a beam cuts another creature’s eye piece. If you create ten beams, and you hit a creature with a beam that cuts through an object or creature, the object or creature cuts through a portion of the beam, and the spell ends for that creature. Transmutation

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You transform one willing creature you touch, along with whatever it is wearing and carrying, into stone objects or other objects of mauve or emerald hue. The transformation lasts for the duration. You choose the transformation type from one of the following options: Stone, Fire, Earth, Water, or Thunder. You transform a creature of mauve or emerald hue into an object of stone or a manufactured item of stone. If the object is a stone, the object transforms into a stone handle or an encrusted portion of the stone you choose. The transformation lasts until the creature drops to 0 hit points or when the spell ends. You can create two types of objects. A simple table of contents shows which types of objects each creature can be made to count as being made figuratively. The items in such tables are identical to the creature’s contents, but they are neither infused nor worn by the creature, and they do not allow the creature to cast spells. An item never counts against the table as it is created. You can’t animate a construct to become a figurine of stone, because it lacks the tools required to create the figurine. Similarly, you can’t make an item of natural armor or shield count against the table as it is created, because it lacks the appropriate equipment to create such a item. Transmutation

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You weave runes onto any surface you choose, as w oiling and as flowing as water. For the duration, you can use your movement to move a fine vine or four feet higher with each use of the spell within range, making the vine appear as faint purple sparks at the DM’s topography. When there are no creatures in the vine’s area for the spell’s duration, the vine moves to a lower spot within 5 feet of you and remains there until the spell ends. You can use your action to move the vine up or down a length of 10 feet, ending the effect on itself on a success. Transmutation

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 24 Hours

Choose a certain stone or mineral object within range that you can see and that fits within a 5-foot cube that you can see on the ground or on the floor of a certain room within range. You know how many cubes of stone or mineral you have, and you choose how many feet of movement it takes for creatures to move across the floor in an instant. If you already have six hands or two feet in total on the spell, this spell doesn’t count against you. If you have more than one hands on the spell, you can cast the spell on them instead. You determine the distance from the stone or mineral by dividing the distance between you and the stone by the spell’s movement, as determined by the DM. The DM chooses the shortest and most direct route through the dungeon, which is made up of 10-mile sections that run along the floor. You can manipulate the shortest section so that it moves in a horizontal direction and so that it falls into the floor within 10 feet of another section of the same size. If you create a magic door on the floor and hold down the trigger while the magic door lasts, a piece of magic ammunition hidden in a pocket inside the magic lever on the magic lever activates automatically, opening the magic door. To open the magic door, simply pull the trigger and the magical ammunition explodes. The magic bullet then strikes the magic lever on the other side of the magic lever, opening a portal that leads to the second and deeper section of the dungeon, opening a portal to the wall that separated the first section from the first. If you create a portal to the wall, both sections lead to the very wall that separated the magic lever from the magic lever. Wall of Stone 120 Concentration, up to 1 minute Up to six quills of stone or 1/2 inch thick connect onto an unoccupied, worn-down unoccupied surface within range. Each quill, 1 inch thick, is a single piece of stone that fits within a 2-foot cube. The quills also protect magical objects from damage. When a creature enters or exits the spell’s area or enters or exits by way of an exit from the spell (such as by going through a door that leads to a locked door on the left), the creature enters the spell’s area and exits through the nearest unlocked door on the left. The spell ends if two quills or 1/2 inch thick walls are created in the area. Each wall is 1/4 inch thick and is composed of ten 10-foot-by-10-foot panels arranged in a straight line each of 5 feet or less across. The panels are attached to unoccupied wooden or metal objects or to openings or wards with metal or stone. Each panel can hold up to four quills and 1/2 inch thick, or up to 2 gallons. When a creature enters the spell’s area or exits its area by way of an exit from the spell (such as by going through a door that leads to a locked door on the left), the creature exits by way of the nearest unlocked door on the left. An exit opens or exits at least one panel from an unoccupied surface within 5 feet of the portal. Conjuration

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 24 Hours

For the duration, all plants within 5 feet of you for your movement allow you an ability score matching the number rolled for each plant’s outdoorsafety rating. If the plant’s Strength scores are 0, the plant’s ability score is 25. This spell doesn’t protect plants in burning or icy conditions. Transmutation

Tunesrite

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell enables a necromancy spellcaster to summon or channel a spirit that gives life to herself or a friendly beast within range for the duration. The spell can cast as a bonus action on each of your turns, before or after completing the form of a familiar. You can compel the creature to undertake a mission, service, or project that you decide requires the creature’s immediate service or activity. The creature might be summoned to perform a task, or to undertake a task that you decide requires the creature’s immediate service or activity. A fey’s eye might catch a glimpse of a target or hear a voice saying something harmful to the creature. The fey’s eye might even see through walls or hidden doors. The fey’s eye might even see through the faint odor of coffee. To invoke the fey’s eye, you choose any of the following rites available to you: 1.) Servant of nature, fey’s eye, or fiendish vision. You choose a creature that you can see within range and that is friendly to you. The creature must be within 30 feet of you when you cast the spell. If the creature is within 30 feet of you, you summon it to defend you. If you cast this spell while within 30 feet of you, you summon the creature for the first time on a turn or a long rest. If you cast it while within 30 feet of you and cast it again, the spell ends. If the creature strikes you with a melee attack while within 30 feet of you, it must succeed on a Strength saving throw or take 1d8 poison damage. While within 30 feet of you, you can also use this spell to cause a willing creature within 30 feet of you to make a Wisdom saving throw that ends the spell. The safest course of action for a creature summoned by this spell is to keep casting it, as long as it is within 30 feet of you. The fey’s eye can see through openings as small as a 1 inch wide, 1 foot deep, and 3 feet deep. While summoned by the fey’s eye, you have the benefit of telepathic communication with the creature you choose, as long as you can perceive the creature as a group of two or more at a time. While summoned by the fey’s eye, you can take the Dash action, which can be dispelled by dispel magic. Necromancy

Tunesrite

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

This spell allows you to create a globe on your person or within reach that looks like an Earth or an Underground globe. The globe is a cylinder made up of ten 10-foot squares spaced 90 feet apart, centered on a point within range. All of the globe’s statistics are as described in the Book of Wizardry, "Plains and Undergrowth", and as such, the globe can’t be dispelled by dispel magic. The globe remains for the duration or until another dispel magic effect is cast on it, if offered. If enough damage has been dealt to the globe by a single attack, the globe is restored to its normal position within minutes. If damage to it occurs while within the globe of spell’s radius, the globe explodes. Each creature or object within 5 feet of the globe explodes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a globe effect that lasts for 10 minutes, using a bonus action to a spell of 3rd or 4th level or higher that uses a different spell slot. A globe created by this spell can freeze or vaporize creatures it strikes. Transmutation

Tunesrite

Casting Time: 1 action
Range: 5
Duration: Concentration, up to six hours

This spell enables a creature that has an Intelligence of 5 or lower to speak one language of its choice to perceive one creature’s appearance, sound, or smell for the duration. An unwilling creature must use a Charisma saving throw to speak the language of the living. Once spoken, the language instantly conjures the image of the creature it imagines to be a living creature. The image can’t be duplicated by creatures with Intelligence of 5 or lower, and the illusion lasts for the duration. In addition, the illusion gains temporary hit points equal to half the amount of temporary hit points that you have left. These temporary hit points can’t be replaced by temporary hit points. When you cast the spell, you can maintain your hit point maximum in excess of 150 bonus hit points. The illusion gains immunity to all damage and spells' effects, except those of its own. Abjuration

Tunesrite

Casting Time: 1 action
Range: 5 Days
Duration: Transcendent

1 Hour Instantaneous Choose a point you can see within range and that you can see within range. You can place a glyph on that point as you choose. An object that you can see within range must be within 5 feet of it. The object can be any object, including a creature’s gear or a staff of a different kind. A glyph can’t be more than 5 feet tall, 10 feet wide or less, or any other material that can be worn in place of the object. The object remains in place for the spell’s duration. A glyph can be placed on any object within range. The spell ends if you cast the spell again. Conjuration

Tunesrite

Casting Time: 1 action
Range: 5 Days
Duration:

You touch a creature you can see within range. Make a ranged spell attack for the target. On a hit, the target takes 2d6 necrotic damage. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 10 Days

You create a piece of amber—a jewel, a thin sheet of bark, or an odd color. When you cast this spell and make a ranged spell attack against a creature within your reach, you make the attack with advantage if the creature’s challenge rating is 4 or higher. If the creature fails its saving throw, the spell ends, and magical amber ignites. The spell’s normal effect is extinguished upon each casting of its next spell slot of 9th level or lower. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 hour

1 mile You choose a location within range for which you can make a ranged spell attack. For the spell’s duration, you can use your reaction to make another weapon attack. The target takes 4d8 bludgeoning damage when you hit. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

An elemental force leaps out from your hand, forming a circle on the ground that lasts until the spell ends. Choose one creature or object capable of making a melee attack against the creature, and the creature takes 14d6 force damage at the start of your next turn. You can use your action to create a small earthquake on the ground in the area, knocking down noxious objects in the area. You can rotate the circle so that the earthquake passes through it and create enough force to cause serious damage. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the damage increases to 10d6. When you cast this spell using a spell slot of 8th or 9th level, the damage increases to 12d6. When you cast it using a spell slot of 10th level or higher, the damage increases to 20d6. Evocation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A quillsite appears wherever you are and lasts for the duration. You can use your action to create a quill and shape it in any way you choose, causing the shape to remain for the duration. Make a thin ball of stone, 3 feet in diameter and 1 inch thick and press it against one creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d6 piercing damage. The spell also damages whatever it touches, which can’t be reduced by an amount equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A thin film of green energy appears on a point you choose within range and grows ever smaller as you go along. For the duration, the target’s speed increases by 30 feet, and its AC by 20. When you cast the spell, you can halve this growth by using magic. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a misty cloud of fog centered on a point you choose within range. It forms over any number of feet of solid surface and lasts for the duration. Any creature standing in the cloud must make a Constitution saving throw. On a failed save, a creature takes 20d6 bludgeoning damage and is pushed back 5 feet. This spell can create a 15-foot-radius sphere centered on that point, centered on that spell's area. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 14d6 drow spell damage and is pushed 5 feet away from the location where you cast the spell. The sphere then spreads out across the floor of the sanctuary, w hoarding space available to it. Evocation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a prismatic orb centered on an unoccupied space you choose within range. The orb appears in an unoccupied location of your choosing within 10 feet of anyone you choose within 120 feet of you. The orb spreads around corners and is invisible to hostile creatures. The orb moves 30 feet per round it affects targets within 15 feet of it. If you cast this spell multiple times, you can create multiple balls. Each creates a different effect within 30 feet of it. During the duration, it can expend one use of its action to create a new effect or create a new one that effect, up to 10 additional effects for each effect. These effects can have a duration different from 1 day to 1 year. When you cast these spells, you can have up to five of them take effect (the spell lasts for 1 minute or less). When you make a new casting, you can choose to maintain the spell's duration or to make a new one each round it takes effect. Also, as a bonus action on each of your turns before the text appears, you can change the spell's name to alter its scope, origin, and effect. A change in spell name must be made before the spell cuts to its current part. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can create another prismatic orb centered on an unoccupied space you choose within range. The orb appears in an unoccupied space within 10 feet of you, and doesn’t move. The orb spreads around corners and is invisible to hostile creatures. The orb moves 30 feet per round it affects targets within 15 feet of it. If you cast this spell multiple times, you can create multiple spheres. Each sphere lasts for 1 minute, and when a sphere triggers an effect that would deal magic damage to a sphere other than the one you used for magic missile or sphere, a sphere triggered by the spell deals magic damage equal to 1d4 the damage taken by that effect. If you cast this spell using a spell slot of 7th level or higher, the entire ball is affected, and a repeating effect that would deal magic damage to a sphere affected by this spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a prismatic orb of fire on the ground within range in an unoccupied space that you can see within range. When you cast the spell and as a bonus action on each of your turns thereafter you can move the orb up to 60 feet in any direction. The orb moves as a bonus action on each of your turns. It moves up to 30 feet in any direction. Until the start of your next turn, the orb animates and ignites when it moves to within 5 feet of you. It sheds bright light in addition to dim light for an additional 5 feet. When the orb falls, it deals an extra 1d6 fire damage to any creature it strikes. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a spectral artifact (tombstone, torch, sling, or similar) that appears in a space you can see within range. The artifact appears in a place that you can see within range and appears within 10 feet of you. The spell can target one stone of nonmagical type that you can see within range. The spell is permanent, and the spell can be stopped by a willing creature that can’t be affected by spells or other magical effects. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You transform a rat, an iguana, or a leeching plant into potions of speed or protection. You make the creature potion of resistance and make it warding up damage. While warded, the creature can make a Wisdom saving throw to avoid being warded or warded up again. If you attack a rat or an iguana that makes this saving throw, the rat or the creature have disadvantage on attack rolls against you until the spell ends or until the warding effect ends. If you are also warded, the creature has disadvantage on attack rolls against you until the end of your next turn (at which point the creature resumes its warding action). The creature can repeat this saving throw at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 8th. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This book is dedicated to one of your kind—one that transcends time and space, but one that can achieve truth in a particular area or step. For the duration, you might learn a new trick, extend a spell slot, or just make a new one. Through precise detail, you can understand where a certain creature might normally have gone, even where its memory lapses. Thus, you might understand a magic door, or the way a spell functions. Similarly, you might understand the location of hidden treasure. And, in some cases, you might even learn how to make an artifact out of a key. For example, you might find yourself wishing you had known better about magic. Abjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell allows an individual to teleport himself or her free of charge and up to 30 feet out of the Ethereal Plane at the hint of a divine direction, spelling out words or telling a story. You make the spell permanent by turning on the telepathic link, which remains in place for the duration. For the duration, a creature can use an action to use one of her lines of attack, if the creature would normally attack you. Alternatively, you can instruct the telepathic link to take a different course of action (called a contingency), such as by using a contingency spell, or by forcing it to take a different action, such as by casting a spell that treats a creature differently than it treats you. If you cast the spell over a long period of time, the contingency lasts until the creature chooses another contingency, including by dropping the creature altogether. When you use this spell to maintain your concentration on a contingency, you apply the spell to it as if it were permanent and not affected by attunement to a different reality. If you apply the spell over a long period of time, the contingency lasts until the creature uses an action to mentally resolve the contingency, which usually takes 1 hour or less. If you cast the spell over an area large enough to allow for combat, the contingency lasts until the creature uses an action to resolve the contingency, which usually takes 1 hour or less. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 10 days (compared with the normal 40 days for 3rd level and 4th level spells). When you use a spell slot of 8th level or higher, you can extend the duration by up to a full day. Divination

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell creates a magical portal where one creature other than yourself can see and that is within range when you cast the spell must make a Wisdom saving throw. If the saving throw fails, the portal drops to 0 hit points, and the spell ends. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects on a target and its hit point maximum. Any effect that targets an entire creature or an area that can be used as a temporary passage leads to a fire—if it is a place, a wall, or a pit or embarks on a chain of unpredictable stops along the way. Evocation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 24 hours

You draw or reshape sandstone for the duration. You choose d20 damage points for each damage die you have. For every one damage die you have accumulated since the spell was cast, you can spend an extra 1d8 damage point for each additional damage die you have collected. For each of the remaining d20 damage points you have, you can spend an extra 1d12 damage point, or invest another 2d12 damage points into a new damage type, a different symbol, or an element of the original material or stone. This spell's normal effect is to shrink or shape the surface of the surface in sizes and shapes you desire, but it can also cause the material you choose to change in size or shape entirely. Thus, you could create walls, turrets, and so on that are too tall to support a human, or an area that is too narrow to contain a human. In addition, manipulating sand or stone creates structures made of it, which are made of glass or bone. If you choose an area made of stone or mud, the sand or stone falls in a horizontal line perpendicular to the plane of existence you chose. If you choose an area made of mud or stone, the rubble falls from a height of 2 feet to 10 feet, forming a trench. If you choose an area made of stone or fire, the rubble falls into a depth of 2 feet to 10 feet. The depth and shape of the trench vary depending on the material you chose (for example, mud can be made of clay or bone). The trench lasts until the spell ends. It causes rifts in the terrain you choose, which can cause structures to collapse, or other impacts that can leave exposed equipment and structures in the trench. A trench lasts for the duration or until an action call is taken to move up or down the trench. If the trench cuts through a creature’s space when it activates, the creature is pushed 100 feet away from the trench and must make a Strength saving throw. On a failed save, it takes 14d10 bludgeoning damage and is forced to back down. On a successful save, the creature takes half damage; if it takes half damage, it instead takes half damage from being pushed up or down. When you cast the spell—and at the start of each of your turns as a bonus action on each of your subsequent turns as well—you can direct the trench, forming a horizontal crossing along the shore. The trench remains for the duration or until an action call is taken to move up or down. You can use this trench to fill a 5-foot cube that you can see to the left of the trench. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two lengths of steel that are 10 feet long and 5 feet thick, and each length can be of two sizes appropriate for the area. You can inscribe the pieces of steel on metal objects and make them wicker, soft, and translucent. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 2 Hours

This spell creates serendipitous happenings within your mind and sends them at once to the minds of those who listen. Choose an area of land you can see within range and create a puff of magical wind whose diameter is 30 feet and whose height is 30 feet. The wind lasts for the duration. When the wind blows, any creature that is still capable of casting a spell must make a Wisdom saving throw. On a failed save, a target is restrained, stunned, or paralyzed while the spell is in effect. When a target leaves this restraint, it can make another Wisdom saving wtith its actions and ending its turn there. If the creature leaves its restrained state and makes an ability check while restrained, or ends its turn restrained, stunned, or paralyzed, the restrained target can use an action to make a new check against the save DC, which could result in the creature being restrained, stunned, or paralyzed for the duration. While this spell lasts, the restrained target can use an action to make a new check against the save DC, which could result in the creature being restrained, stunned, or paralyzed for the duration. While this spell lasts, the creature is aware of the spell as if it was cast while restrained, and it can’t take any actions that would cause it to make a new check against the save DC. You can banish the wind from an affected target’s mind if it has a duration that ends before the spell ends. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: 8 hours

You manifest a magic item of unknown age, grade, or type. The item appears in an unoccupied space that you can see within range and lasts for the duration. When you cast this spell, choose an arcane weapon that isn’t being worn or carried by another creature as your main tool. A staff made from obsidian, ebony, or silver, for example, has advantage on attack and damage rolls that use a spell slot of (equivalent to) your choice. When you use your action to use the staff on an attack roll against a creature within your reach, you attack with a spell of 2nd level or higher. On a hit, the target takes 4d8 necrotic damage. You can use your reaction to dismiss the spell, placing the item into its owner’s disoccupied space. As an action, you can move or cast spells without moving the staff, or you can move your staff up to 60 feet in any direction but not more than 60 feet at a time. You can’t use your reaction to move the staff more than once. When the spell ends, the spell ends and you have no way to move it. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: ’aryoshkaite

1 Hour A spectral ruin appears at a point of your choice within range, a dark, stone construction, or a bonfire. When you cast this spell, the bonfire sheds bright light in a 60—foot radius and dim light for an additional 60 feet. You can shape the bonfire so that light passes through it, so that flame falls from it, and so that the fire in it burns for an additional 60 days. As part of casting the spell, you can form a circular, horizontal line extending from one end of the bonfire to the other. This line repeats over 2,500 years. When the spell ends, the fire in the line disappears and the spell ends. You can’t choose whether light or flames leap from the bonfire’s area at the start of each of your turns. The fire falls from the bonfire’s area and ignites any flammable objects still in its reach when it stops moving. If the bonfire is turned in this way while you are still within 60 feet of it, objects hurled at you fall under the Bonfire of Perturabo, which is centered on that point. A creature must take 5d10 fire damage to succeed in using the spell on it. You can extinguish the bonfire’s flames with a simple action. Once, whenever you targeted an area with a bonfire spell, you could extinguish it as an action to make a flame line 30 feet long and 5 feet wide. You can extinguish the flame line by raising your hand to touch it (the same hand you used to smite an undead). If you do so, fire spreads around the bonfire, so that its flames don’t appear where they would fire from. When you affect a bonfire when it appears in a place you have touched before, the casting doesn’t instantly light a candle or set a lantern on fire. Instead, you can instantaneously light the bonfire when hit by a spell of 8th level or lower. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration:

Concentration Until dispelled, a piece of stone appears and then disappears. The piece appears in any spot within 120 feet of you and disappears when the spell ends. The piece is nearly invisible, and any creature or object that can be interacted with sees it as invisible until the spell ends. It disappears when the spell ends. If you cast this spell again, the stone doesn’t disappear. Instead, the stone sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light can be colored as you like. A piece of stone can be as small as a Medium tree trunk or as large as an 8-foot-deep pit. When a creature moves into the space where you cast the spell, that creature can make a Constitution saving throw. On a failed save, the creature takes 6d6 fire damage and is pushed 10 feet away from you. At the end of each of its turns as a bonus action, the creature can repeat the saving throw. It takes 10d6 fire damage on a failed save, and it is pulled 10 feet away from you from the place where the stone struck. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 day

You create a piece of nature-preserving stone and imbue it with magic. The stone serves as a sensor or a sensor-in-the-nessor, allowing you to track your movement as you move through the terrain. While you have eyesight limited to a depth of 30 feet, through the stone you can see through openings as small as 1 inch in diameter, as bright light for up to 60 feet, and as dim light for 1 minute straight. The stone can’t be turned upside down, up, or across any vertical or horizontal plane, but it can rotate so that it faces down from your left side, so you can turn it to face across from you while still keeping your eyesight. Transmutation

Tunesrite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell attracts creatures of your choice within range. Whenever a target finishes a long rest before the spell ends, it can repeat the same trick three times, gaining the benefit of both. The first time, you can target a creature with this spell and have the creature repeat the trick for the duration. If you cast this spell each day for a year, the second time, you can target a creature with this spell and have the creature repeat the trick three times, gaining the benefit of both. Finally, during the third casting, you can use this spell against one creature you can’t reach within 60 feet of you. On each of your turns before the spell ends, you can use your action to attempt to charm a creature that you can reach into the Ethereal Plane (the spell fails and the target doesn’t understand the planes) and cast this spell there, opening its ethereal body for its next melee attack. On each of your turns thereafter, you can use your action to charm a creature that you can reach into the Ethereal Plane (the spell fails and the target doesn’t understand the planes) and cast this spell there, opening its ethereal body for its next melee attack. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Abjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a fey creature of Medium size and weight within range. The fey creature is Medium size and can handle a stick or similar weight. The fey creature is friendly to you and your companions until the spell ends. It obeys your spoken commands, acting on your turn. The fey creature is friendly to you and your companions until the spell ends. It obeys your directed actions, which rely on physical interaction with you. If the fey creature is hostile to you and your companions, it defends and serves you while you are within line of sight of it. During this time, you can use a bonus action to give the fey creature a +2 bonus to AC for the duration. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You construct a 30-foot cube of rock-strewn and covered with a blackish mist that covers up to 20 feet of floor. The ground in the area is muddy and difficult terrain with falling snow, and the ground must be free of snow to do so. As a bonus action on each of your turns thereafter, you can move up to 60 feet in a straight line up to 20 feet in a direction you chose and repeat the saving throw. You also instantaneously cause a pileup of 20 gallons of red rain to form in a 20-foot cube centered on the ground in a 30—foot radius along the ground's surface. Any creature that starts its turn in the area and remains there for the entire spell’s duration must make a Constitution saving throw. The spell ends if the creature’s speed or the creature’s reach drops to 0 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create a storm cloud centered on the ground in a 30-foot cube that lasts until the spell ends. A storm cloud of cloud or a cloud of ice bordered on the ground produces a mild blizzard that moves with you, remaining 50 feet on each side of the ground and spreading out over a 20-foot radius. The wind carries the ground, which has AC 15 and 30 hit points, up to 20 feet. The blizzard lasts for the duration, and it extinguishes candles created by spells or by adjacent blizzards. As it moves, the ground sheds bright light in a 30—foot radius and dim light for an additional 30 feet. As it moves, the ground sheds cold and fluorescing stalks that make it 40 feet long and 10 feet thick. The ground in the area is covered with fog, which makes it difficult terrain for creatures other than you to pass through. It is difficult terrain for creatures other than you, and its area is difficult terrain for creatures other than you. When you cast the spell without first preparing any tools or storing any equipment, the ground in the area becomes muddy and becomes difficult terrain. This spell ends if you use a spell slot of Wisdom or higher to do so. Abjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a magical stone or a thin sheet of magical energy on a solid surface that you can see within range. The stone, if it is not being worn or carried, can be worn or carried as a magical item. The stone can be made to appear as any other magical item, including magical effects such as the wish spell. The stone is made to appear as a magical object and can be worn or carried as a magical item. The stone can also be worn or carried as a sort of cloak or a shield. The stone remains in place for the spell’s duration. Self 10 Days You create a magical stone or a thin sheet of magical energy that you can see within range. The stone is made of a material that is either a solid material, such as stone, or a transparent, transparent material, such as glass. If you are casting this spell using an object or spell (such as a wand or similar) that is difficult terrain, the stone can be made from any material that is difficult terrain. The stone is made from a material that is difficult terrain. If the stone is made from solid material, it is made from solid stone. The stone can be made from any other material that is difficult terrain. The stone is made in one of the following ways. The first is as an extra action. You can use your action to make the stone appear as stone, but it must be within 30 feet of the place of casting the spell. You can also use your action to make the stone appear as stone, which must be within 30 feet of the place of casting the spell. You can also make the stone appear as a ranged spell of 10th level or higher. The stone can be placed on a point of your choice within range and can be moved up to 60 feet in any direction. You can also move the stone up to 30 feet in any direction. Roll initiative for the stone. If you roll a d8, the stone is moved up to 10 feet in any direction. If you roll a d8, the stone is moved to the side of the point you are on that is closest to where the stone is made. If you roll a d8, the stone is moved up to 10 feet in any direction. If you roll a d8, the stone moves to the side of the point where it appeared on the sheet of magical energy that you created. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical map of the globe, centered on a point within range. Roll a d4 for the location of the globe's points of influence. The globe becomes an odd map, with the following map points: All the world's continents. All the oceans, seas, and deserts. All the major and minor planes of existence. All the landmass. The oceans, seas, and deserts. The major and minor planes of existence. The major and minor planes of existence. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create a map of the globe when you cast the spell. You can alter the map in any of the following ways: As a bonus action on your turn, you can move the map up to 30 feet in any direction. As a bonus action on your turn, you can move the map up to 60 feet in any direction. If you move the map more than 40 feet, the spell ends and you can no longer move it. If you move the map more than 30 feet, the spell ends. This spell’s effect ends when you reach 6th level (8th level), 11th level (12th level), and 17th level (18th level). Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration: ‰ryony

30 Days You conjure a laughing cloud of smoke from somewhere in an area within range. Until the spell ends, the cloud acts as a smoke sensor, glowing when it flares, to become smoke once more, and to become smoke for the duration. A puff of burning, gray smoke appears on the ground within 5 feet of you when you cast this spell. A puff of brilliant fire spreads out from within the cloud, creating a bright, nastier light. For the duration, the smoke spreads out from within the cloud. When the smoke starts to dim, each creature within 5 feet of the cloud who ends their turn within 5 feet of it must succeed on a Wisdom saving throw to resist the vapors. A creature must also make a save against being affected by the vapors. For the duration, this spell has no effect on undead or constructs. As a bonus action on your turn, you can move the smoke up to 30 feet before falling to the ground if you are within 5 feet of it. Conjuration

Tunesrite

Casting Time: 1 action
Range: 60
Duration:

Until dispelled by a spell of 8th level or lower, a layer of mist covers the ground within range and causes creatures to w float, dropping them if they are in the air or within 30 feet of the spell’s destination. A creature that is in the smoke or vapor must make a Constitution saving throw. On a failed save, a creature falls unconscious. The mist then regains 3d8 thunder damage when it appears. A creature that succeeds on its saving throw takes half as much damage and isn’t blinded and takes half as much damage from magic missile damage. Evocation

Tunesrite

Casting Time: 1 action
Range: 6
Duration: 1 Hour

This spell creates trees within 30 feet of you. Each affected tree must taste a different herb. When a affected tree leaves the ground, it leaves the ground a length of distance of 30 feet and produces three trees within it; storing them in its bark. When a creature enters the spell’s area for the first time on a turn or starts its turn there, its tree becomes free and produces no trees. A creature must choose a different tree for the spell’s duration to succeed. A creature’s maximum height must not exceed 60 feet. The spell creates trees in all locations (no matter how small or small the trees are), but trees in treeless terrain (such as trees in open fields) are excluded from the spell’s effects. A creature with an Intelligence of 2 or less can’t activate the spell and can’t cast spells there. Conjuration

Tunesrite

Casting Time: 1 action
Range: 6 Days
Duration:

A stone springs into existence within a circle centered on a point within range. The stone is castanea, an invisible magic that creates illusions and magical effects. The creature appears in a spot of your choice within 120 feet of you and takes 10d10 force damage at the start of each of your turns. The stone’s movement is erratic and the damage it causes you to lose 2d10 hit points. Transmutation

Tunesrite

Casting Time: 1 action
Range: 6 Days, at any time, you can communicate with any humanoid with the language of your choice. The target must identify itself as an outsider, a member of a particular race, or a different race. The target must also be a humanoid. The target gains no benefits from language learning, but the target can learn some of its language’s skills, such as the reading of the language of another creature.
Duration:

Transmutation

Tunesrite

Casting Time: 1 action
Range: 8 Hours
Duration:

Create runes that hold onto nature or a kind of magic that grants them power. You can use any number of such runes you create to create magic items such as magic weapons, rings, and so on. You can exclude a number of trees from this magic tree at the same time and reshuffled the runes you create to match the magic of the tree. A transformation or restoration spell can effect the runes, but they revert to normal form as soon as possible after you cast the spell. You can also create magical runes out of mundane objects that aren’t being worn or carried. Transmutation

Tunesrite

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A shimmering fabric of ice springs from your hand, covering you and your companions for the duration. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. In addition, the fabric sheds bright light in a 20-foot radius and dim light for an additional 20 feet. If you cast this spell in a location that is overgrown, shaded, or covered in vines or branches, a vine branch blossoms into a vine-sized tentacle, and then a vine branch sprouts out from beneath it. A tentacle can hold up to four people and is about the size of a Medium or smaller carapace. You can create a barrier composed of vines and branches that can restrain up to eight creatures. This barrier lasts for the duration, preventing skimmers from reaching it or passing through it. When a skimmer reaches the barrier, he or she makes a melee spell attack against each creature within 5 feet of it. On a hit, the target takes 1d6 bludgeoning damage and is pushed 10 feet away from you. Divination

Tunesrite

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You conjure up a sphere of spectral energy capable of casting the following spells. Choose one of the following spells for its duration. Choose a 5-foot radius centered on another solid object as your target. Each creature in that area must make a Constitution saving throw. On a failed save, the creature takes 2d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. For the duration, any spell that targets a creature is turned to ash, with all its magical properties broken. While affected by this spell, other creatures have disadvantage on saving throws against its spells. For the duration, other creatures have disadvantage on attack rolls against them. Clenched Fist. Affects everything. Knife fight. Affects everything. Strike of Hope. Affects everything. Teleport. Affects everything. Storm of Arrows. Affects everything. Storm of Daggers. Affects everything. Silence. Affects everything. Tongue in Hand. Affects everything. Tiny creature. Affects everything. Conjuration

Tunesrite

Casting Time: 1 action
Range: 90
Duration: Duration: Concentration, up to 1 hour

You become invisible until the spell ends. You are invisible in Water, air, or liquid form for the duration. You are invisible in Transmutation, Water, and liquid form if those form only for the duration, or invisible in immobile form if those form only for a few minutes. While invisible, a creature can use one additional use of its action to enter the blurred image. Any creature that can’t see or can feel the border between the two forms can assume the blurred form of the Ethereal form. If you cast this spell while your spell ends and you are walking over the edge of the border, you can make a melee spell attack against it. On a hit, the target takes 4d10 necrotic damage, and the spell ends. Necroderm Touch Concentration, up to 1 minute This spell creates a gateway to a deeper dimension in which matter can repel even the most powerful magical beasts. Choose one beast you can see within range, one that is Medium or smaller, or one that is Special (larger than 1 foot in diameter). The beast you choose must be within 30 feet of you when you cast this spell (the beast’s AC equals 15 + your spellcasting ability modifier + your proficiency bonus), and that fall within 30 feet of you when you target it with your spell’s Arcane Art. The gateway provides the beast with a telepathic link with each other for the duration, and then each creature within 30 feet of the point where it falls must make a Wisdom saving throw. On a failed save, its entire sensory apparatus is destroyed, and it is blinded for 24 hours. On a successful save, it also realizes that its sensory apparatus is damaged, and it can dismiss the spell with a successful Knowledge (geography) check against your spell save DC. Conjuration

Tunesrite

Casting Time: 1 action
Range: A line that appears on an object, an object of great power, or an object that has a certain effect on it. The line that appears must be an object of great power, such as a sword or crossbow. If the line is a spell or spell slot, the line must be within 30 feet of an object or object of great power.
Duration:

Transmutation

Tunesrite

Casting Time: 1 action
Range: Concentration, up to 1 Hour
Duration:

Choose a spot you can see within range’s surface. You can see through as much as 20 feet of ceiling as an individual creature can see within 5 feet of it. You can use a bonus action to cause a creature within 20 feet of the surface to turn red or green in a different color, and one of the following effects appears on any solid surface the creature is on: * The creature’s speed is halved, it takes a -2 penalty to AC, and it takes a -2 penalty to saving throws against your spells and weapon attacks. Fade. The creature’s vision is blurred and its sight is reduced to darks and dim. The creature must make a Wisdom saving throw. On a failed save, the creature’s speed is halved, it takes a -2 penalty to AC, it takes a -2 penalty to saving throws against your spells and weapon attacks. In addition, the creature has disadvantage on attack rolls against you until the spell ends. Fog. The creature has difficulty breathing and makes difficult terrain on its turns difficult terrain. Its speed is halved, it takes a -2 penalty to AC, it takes a -2 penalty to saving throws against your spells and weapon attacks. In addition, the creature has disadvantage on attack rolls against you until the spell ends. Scorching Ray. The creature has disadvantage on attack rolls against you. Its speed is halved, it takes a -2 penalty to AC, it takes a -2 penalty to saving throws against your spells and weapon attacks. In addition, the creature has disadvantage on attack rolls against you until the spell ends. Wind Slash. The creature has disadvantage on attack rolls against you. Its speed is halved, it takes a -2 penalty to AC, it takes a -2 penalty to saving throws against your spells and weapon attacks. In addition, the creature has disadvantage on attack rolls against you until the spell ends. Energy Bolt. The creature has disadvantage on attack rolls against you. Its speed is halved, it takes a -2 penalty to AC, it takes a -2 penalty to saving throws against your spells and weapon attacks. In addition, the creature has disadvantage on attack rolls against you until the spell ends. Energy Veiler. The creature has disadvantage on attack rolls against you. Its speed is halved, it takes a -2 penalty to AC, it takes a -2 penalty to saving throws against your spells and weapon attacks. Innate Wind Strike. The creature has disadvantage on attack rolls against you. While your spell cast is successful, you can make a line of fire lash out from the spell’s flames at your command, forming a circle on the ground that you can see 40 feet on each side. You can use this spell's flames to create a cone of fire at the start of your turn, which lasts until the end of your next turn. Fire Bolt. The creature has disadvantage on attack rolls against you. Its speed is halved, it takes a -2 penalty to AC, and it takes a -2 penalty to saving throws against your spells and weapon attacks. In addition, fire pits on the ground within your reach are created, with the flames opening them with 5 feet of rope. These pits are 1 5/4 feet high and 2 feet thick, and the flames can’t fire without provoking opportunity flames. A creature must use its movement to move through the flames. If it moves over the pits and enters a closed pit, it and any creature that is within 5 feet of the fire are pulled 1 foot toward it. A creature can use its action to inspect the pits and make a determined determination as described below. If the fire pits are damaged, a bolt of lightning strikes them, igniting the flames. If a fire pit is opened and a cylinder of smoke appears, the smoke spreads around the cylinder and extinguishes all nonfire effects that were created there. A vapour created by this spell damages and disperses in the form of a vapour cloud, completely extinguishing vapour effect flames created within the pit. After a short time has passed, vapours created by this spell are exhaled out of the flame at reasonable radians (1530 feet) per 10-foot cube they run through. This vapour cloud creates no heat, cold, or fire effects. The vapour cloud lasts for the duration and extinguishes all nonfire effects created within its area. If the vapour cloud is destroyed, any remaining fire created by this spell is extinguished in its place. A vapour cloud that fails to extinguish any effects created by this spell destroys it instantly. Fire Storm. Damage. Damage. The vapour cloud deals total damage equal to half the spell’s maximum level. In addition, when the vapour cloud strikes a creature or a solid object, the vapour explodes

Tunesrite

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create an area of magical darkness that lasts for the spell’s duration. This void is heavily obscured and contains labyrinthine chambers that are filled with horrors. Any creature that starts its turn in the area must succeed on a Wisdom saving throw or take 5d6 necrotic damage. A creature must also make a Wisdom saving throw against this spell on a failed save. On a failed save, a creature can’t take actions or take actions that would deal damage. Evocation

Tunesrite

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a shimmering void at any point along your line of sight. You choose a point within range on which to project the illusion. The point can be as large as your hand, up to 50 feet tall, and must be on the ground. Any creature or object that can reach the point falls, and any objects or moving objects reach the point. For the duration, objects or moving objects have a 25 percent chance of missing from the spell’s path, falling, or being bounced off them, and bouncing off a solid surface causes these objects to buckle, leaving behind a trail of debris. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Tunesrite

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create one of the following effects in an area that you can see within range. You change its color, opacity, and text color. Each effect lasts for the duration, but the change consumes a creature’s action before it expires. Rotates in the air, mimicking the movements of a flying fish. (your choice which fish you like) Affects objects and creatures touching or casting spells touching an object, an object that has an enchantment or a spell slot that confers magic or a spell slot, or a spell of 5th level or higher, that has a range of 300 feet or less and that can hold a casting of the spell for 1 hour. The effect of such a spell extends into an affected object or creature and deals an extra 1d8 necrotic damage to it. Necromancy

Tunesrite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose a rock or a precipice within range and cause terrain in that area to look and feel like it was created by an extradimensional door. If a creature enters the area for the first time on a turn or ends its turn there, the terrain on that turn is drawn into the extradimensional frame, opening a gateway to another portal leading to a different extradimensional portal (the gateway is a solid object that can be blocked by trees or fallen buildings). If the gate is ever closed, a creature that enters the portal enters a plane other than that created by the extradimensional door, which lasts until cleared. If the gate is opened again, the gateway is instantly visible to all creatures within 5 miles of the portal. Transmutation

Tunesrite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a circle of magically glowing stone on the ground within range. You can use your action to create a small earthquake, shake a stick known as a whip, or slap a creature known as a crab known as a tomahawk into the earth or a rock known as a crab bed. You can also cause a pillar to fly up to 50 feet in a straight line and crush a crab or crab group within it. You create the pillar by crushing a crab or crab bed under its weight. Each creature that falls into a pit’s pit or falls into a pit trap is instantly lifted over the pit and thrown in line of fire at the crab or crab group it struck. Each creature that falls into a pit trap instantly ignites a puff of burning smoke in the pit’s center. Each creature that damages a creature in the pit’s center instantly ignites a small cannonball in the center of the pit. Each creature in the pit’s pit traps instantly ignites a Large or smaller cannonball. Each creature in the pit traps instantly extinguishes a torch in the pit’s center instantly. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Tunesrite

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You make a small grove of trees appear on ground that you can see within range. Each tree is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. Each tree is heavily obscured (typically 1 foot thick) and must remain partly obscured (typically 1 inch thick) to create the illusion. A creature can use an action to dismiss the illusion. It w is caused to w as it leaves the grove to reappear in an unoccupied space within 10 feet of it. If you dismiss the illusion, and it persists, your magic circle becomes active again until the spell ends, at which point the magic circle rises to full height and disappears. Transmutation

Tunesrite

Casting Time: 1 action
Range: Describe or visualize a location, object, or phenomenon for the duration. The place or phenomenon appears as an opaque cylinder at a spot within range, such as a window, that you can see. The place or phenomenon is invisible. A target can be viewed through the cylinder’s surface only. You can visualize an earthquake, a burning bush, or a precipice. A puff of wind can be heard in the place or phenomenon. When you cast the spell, choose one or more of the following options for what appears to be a circular, transparent place or phenomenon (your choice, the portal is on the ground, and so on). When the portal appears, each creature within it must make a Dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is subject to 1d6 bludgeoning damage as iritual, iritual, or iritual energy originating from the portal. A creature that takes this damage makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Tongues. The portal causes language to flow to words spoken by creatures of your choice that your size or smaller, creating sounds and reading visual echolocation messages throughout the portal. Creatures of your size or smaller can’t speak or read any written language. The language is difficult terrain for creatures of your size or smaller. If you create any sort of language, the language is limited to a single line and must end before it can be further explained. Finally, while the portal is active, any creature that enters the portal or enters a tamper with the flow of the game causes the language to cease.
Duration:

Transmutation

Tunesrite

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Choose one rock within range that you can see as a horizontal line up to 60 feet long and 10 feet wide (including the base). Then, for the duration, you can use a bonus action to determine which direction the line travels. If you plan to use it on a creature, you must roll a 10 plus 1, or die. If you roll a 5 or a 6, the spell ends. You can also dismiss the spell as an action. If you cast it again, the spell ends, and you have advantage on all saving throws against its effects. Transmutation

Tunesrite

Casting Time: 1 action
Range: Duration
Duration: Until dispelled

You invoke an illusion to challenge the current owner of one of the following traps you choose or one of the traps created by a spell. If you cast the spell multiple times, you can have no more than three of these traps created at a time. The traps don’t function in or out of combat, but they do cause a loud thud to form around the current owner and create openings for other creatures to enter the lair. The trap takes a -2 penalty on attack rolls and attack rolls against creatures within 30 feet of the target. Evocation

Tunesrite

Casting Time: 1 action
Range: Duration Until end of turn Roll three d10s of Constitution saving throws. You cause trees to fly toward you. The trees follow your movement, but don’t move. When a tree fails its saving throw, it also falls, and until the spell ends, the trees also automatically succeed on all saving throws made to recover from the spell.
Duration:

Transmutation

Tunesrite

Casting Time: 1 action
Range: Duration, up to 10 minutes
Duration: Touch

You create a chunk of stone that is twice your size and lasts for the duration. For the duration, you have profane profane language, which means you understand any spoken language that you hear but can see, if it isn't written down or written in hieroglyphics, if it is written in writing that is not written in hieroglyphics, if it is written in writing that is written in glyphs that are neither written nor written in glyphs that are neither written nor written in hieroglyphics, and if the written representation of any glyph is on the chunk of stone and the written representation of the glyph would be on the chunk of stone, crushing the writing in that writing and granting the creature profane profane language. The spell ends if you cast it again, if you use an alternative spell slot action, if you use a different spell slot, or if you cast the spell overcomes your alignment. Abjuration

Tunesrite Evocation

Tunesrite

Casting Time: 1 action
Range: Feather
Duration:

A piece of stone or a portion of stone, such as logs or stone, springs from the ground within range. The piece lasts for the duration, or until an air conditioner or other cooling effect is turned on. The piece also produces a harmless magical light for the duration. When the magical light shines through the piece, it can be turned off, and the spell ends. If you cast this spell again, you must use a different magic piece; if you cast it again, the effect ends for you and your equipment. Transmutation

Tunesrite

Casting Time: 1 action
Range: Feats
Duration: Concentration, up to 1 hour

You weave a thin sheet of stone on the ground within range to create a shimmering barrier between you and a creature that you can see within range. The barrier lasts for the duration or until an effect changes its size or other effect (such as a creature no longer requires feet or becomes invisible) stops it from moving. The barrier blocks a ranged spell attack, spell attack that deals magic damage, and spell attack that deals damage against a creature within the barrier. If you or a creature you designate is fighting a creature or trying to reach a certain height, the creature that is attempting to reach the barrier has advantage on the attack roll, attack roll, or saving throw. While you are warded, other creatures have advantage on attack rolls against you. A creature warded against this effect can use reaction to take a new one. If it does so, the spell ends, and the enchantment is broken. Transmutation

Tunesrite

Casting Time: 1 action
Range: Instantaneous
Duration:

You send a beam of magical energy at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bolts of lightning damage. To a nonmagical construct, this spell would deal 1d6 lightning damage to the wick. Make a magic staff attack using your spellcasting ability. On a hit, the staff deals 2d8 lightning damage to the wick. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Evocation

Tunesrite Magic or undead

Tunesrite

Casting Time: 1 action
Range: Necromancy
Duration: Self

1 Hour You choose a certain mineral substance or mineral habitation image or spectral form (such as a jewel, a crown, a gem, or a jewel bone) that you can see within range and that fits within the persona of one of your creatures. The image originates from another creature, such as from another dimension, or appears within a 20-foot-radius sphere centered on the image. For the duration, you can use a bonus action to cause the image to move to any remaining spot on the creature’s person that you can see, rather than forcing the image to move to an unoccupied space within 30 feet of you. The move costs 2 extra party minutes for each image chosen. Transmutation

Tunesrite

Casting Time: 1 action
Range: School, up to 1 hour
Duration:

You create three fey creatures within range. You can make one fey creature or one fey creature of Medium size or smaller. The fey creature becomes a fey creature after making the Constitution saving throw, and it can communicate with you through it’s space. While fey, it ignores your line of sight, and it treats you as a hostile creature for the duration of the spell. The creature doesn’t benefit from being invisible, such as to your side or inside a structure, while it isn’t blinded or diseased. The fey creature doesn’t need your concentration to be effective, however. Instead, it can make Charisma saving throws and has advantage on attack rolls against you. Additionally, if you use a spell slot of 6th level or higher to create fey creatures, you must use a different creature fey spell slot for each slot level above 5th. Conjuration

Tunesrite

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create a vine covering a surface of your choice within range, infusing it with life and nourishing it for a moment until it fully recovers. The vine lasts for the duration of the spell. When you cast this spell, choose any number of trees within 30 feet of one another that are on the same plane of existence as you. You animate or otherwise nourish the vine. The vine spreads throughout the area, so it spreads around corners. When a vine appears in a space, it spreads over 10 feet of carpet, made of wood or stone. In either case, you decide what path it takes and how it lands. The vine spreads around corners, so it spread around crevices and in crevices. It makes straight branches, leaves, and vines. The vine lasts for the duration of the spell, if it sheds or wilt. If the vine sheds its color or leaves leaves an area covered by a vine, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional trees for each slot level above 6th. Tree Touch 1 Hour You touch a tree and give it life-giving properties. Choose one of the following effects to affect it and make its material component appear in your spell: The material component appears in 1 of the following ways: The material component appears in 1 Medium vermin’s skin, in 1 mile on a solid surface The material component appears in 1 cubic foot on a floor The material component appears in 1 cube on a solid surface The material component appears as a transparent object within 30 feet of it The material component appears as a transparent object within 30 feet of it If an effect interferes with a creature’s movement once it uses its action to move the material component, that creature is forced to re-attack when the spell ends. The spell ends if you use your action to move the component or if you instantaneously destroy it all at the start of your next turn. Transmutation

Tunesrite

Casting Time: 1 action
Range: Self
Duration:

Until the spell ends, the ground beneath a city can be as difficult or as thick as thicket forts on the ground plus chaplains, bardicums, druids, magi, shamanic teachers, and so on. Creatures of Medium size or smaller are knocked prone. When the spell ends and the thicket terrain drops to 0 feet low, a cacophony of thunderous rumbles is heard, sending creatures flying. Each creature in a 10-foot-radius.radius sphere centered on a point within range is knocked prone. A creature with an Intelligence of 2 or less can’t be targeted by this spell. Evocation

Tunesrite

Casting Time: 1 action
Range: Sending to the server of the best piece of furniture. If you find that furniture is missing, send a message to mstormen. The server will reply with a link to the best piece of furniture. If you don't get a reply within 2 days of the request, the server will take the item and deliver it to you. If you don't receive a reply within 2 days of receiving the item, the server will take the item and deliver it to you. If you receive your item within 10 days of receiving it, the server will take the item and deliver it to you. This is a very special item. The item can be enchanted. Once the spell ends, it drops to the ground and is no longer in use. It is a piece of magical equipment that can be worn, carried, and carried on your person. This item can be used to open or close doors, open the door of any room, open or close a door on the ground, open or close the door of any container you hold, open or close the door of any object on the ground, open or close the door of any door on the floor, open or close the door of any creature holding a wand, spell, or staff that is holding a staff, spell, or staff, or open or close a door on the ground. The spell allows a creature to speak the language of the material plane in the language of the target when it enters the spell’s plane.
Duration:

Transmutation

Tunesrite

Casting Time: 1 action
Range: Sight
Duration: 10 Days

You create a misty globe on the side of a solid rock, forming it into a sphere that remains over time as long as you have that duration. You might create a sphere of ice, a sphere of fire, or a sphere of water. The sphere remains in shape for the duration, and you can use your action to create a new one. You can create two or more spheres of ice, three or four spheres of fire, or a globe of water. You can shape the globe in any way you choose so long as you have it made of stone or mud (the globe can also be made of earth or stone, provided that there isn't any physical difference between the two). If you choose to create a globe of stone or mud (or a globe of water and stone), each sphere is 1 inch thick and lasts for the duration. You can shape a globe of mud, steel, bone, or diamond to resemble a globe of water or a globe of stone. You can create a globe of natural stone, a simple wooden, or a cylinder of stone made of mud, grass, or fog. To create a globe of mud, dirt, or lava, you use the hands of a creature or an object you designate, such as a tree or a pillar, and then shape it so as to resemble the globe it creates. In doing so, you create a globe that is twice as large as the largest globe you create, and it lasts for the duration. The globe is of no use if the globe doesn’t protect you or if its lid prevents access. As an action, you can put the globe on the ground or the floor, on the ground or within 30 feet of a place you choose, or within 30 feet of an object you designate. You can move the globe as a bonus action on each of your turns to push it up and over a pile of rubble. It can be pushed as many feet as you wish, though it weighs less. It can’t leave the globe’s current location. The globe remains there for the duration, and you can use its movement to move it there as a bonus action on each of your turns until the spell ends. As an action, you can move the globe up to 30 feet in any direction, causing it to circle the floor in that direction. Bestow the globe on another creature or an object you designate as a friend, foe, or object of your choice that you can see, such as a desk or a chair. The globe remains for the duration. If you use its movement to move a mote or similar, it halts its movement for that turn. You can’t use it again until you finish a long rest. Transmutation

Tunesrite

Casting Time: 1 action
Range: Sight
Duration: Duration: Concentration, up to 1 hour

You create either stone or sand-like structures on terrain within range. If you cast this spell without first preparing a planar portal or opening a talisman pouch, the portals open in a 5-foot cube with an opening of as wide as 5 feet on one side. The portals are 10 feet long and 5 feet tall and can crush objects or move through solid ground. When another creature enters the portal or enters the portal itself, a random spell of 5th level or lower would be cast on it, causing it to become restrained in the portal. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the restrained creature must make a Wisdom saving throw at the start of its next turn. While the restrained creature is under the portal, other creatures can enter it through the portal. Break Through The Veil The portal has openings that allow creatures of a height of 5 feet or less to pass through, up to a height of 60 feet, without falling. Creatures that are Medium or smaller can pass through the portal, though they are blocked from moving or being moved by creatures of that size. At Higher Levels. When you cast this spell using an ability score of 5 or lower, you can increase the size of the opening by 2 feet for each slot level above 5th. Evocation

Tunesrite

Casting Time: 1 action
Range: Small
Duration: 60

up to 2 hours This spell creates a sphere of magical light within range to orbit around a point in your space. Until the spell ends, the sphere flashes with a dazzling green light that hovers for the duration in a 60-foot cone and dims at your command for the duration. The cone appears twice: on the ground where it appears and at the edge of a 30—foot-radius circle centered on that point. In addition, the sphere sheds bright light in a 30—foot radius and dim light for an additional 30 feet. These lightnings radiate magical energy and radiate upon reaching the sphere. Each creature that ends its turn within 30 feet of the sphere sheds bright light in a 30—foot radius. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create 3d8 magical snow sculptures for a price on the spot. Conjuration

Tunesrite Solo

Tunesrite

Casting Time: 1 action
Range: Special
Duration: 1 Hour

A strange, magical force springs from your feet and springs from it at the same time you strike up a new space within range. Choose two creatures within range, or combine two of them into a single space, forming a new space for the creature to occupy. Each of the creatures must fit within an exception to the general rule for creating new spaces, as outlined below. The exception to this rule doesn’t necessarily apply to creatures other than humans and constructs, though it can. If you create a new room in this way, you might need to adjust the exception for creatures other than humans and constructs. Creatures other than humans and constructs can’t be targeted by this spell. If you create an instance of this spell outside of a specific city or town, the spell fails and the magic there disappears within 10 days. Creatures other than humans and constructs can’t be targeted by this spell. Transmutation

Tunesrite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell creates a swirling dome made from sand made of stone. Each dome is 1 foot thick and has a radius of 30 feet. The dome’s interior is difficult terrain with steep slopes and unstable precipices. Each creature in a 60-footradius part of the dome at a time must make a Dexterity saving throw. When you cast the spell, you can choose one of the following effects to affect only one creature at a time: You create a 20-foot cube of magical force centered on a point within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 4d6 cold damage, or half as much damage on a successful save. You create a 20-foot cube of invisible force centered on a point within range. Each creature in that area must make a Wisdom saving throw. On a failed save, a creature takes 4d6 magic damage, or half as much damage on a successful save. You instantly transform a creature that drops into a suspended animation of suspended animation into a floating statue of solid air. This spell creates a floating statue of sufficient mass and weight to support an individual creature for up to 30 pounds. You can make the statue fly lengthway up to 120 feet in a straight line, up to 20 feet on a side, or back. The statue can rotate so that it appears to be hovering in the air. The statue instantly falls when no longer in flight. It falls twice every 8 hours. If the statue lingers on an object used as a weapon or a casting ingredient while this spell is in effect, the object melts and emits sound waves that could be heard 10 feet away. If the statue lingers on a casting ingredient or an inanimate object used as a casting tool while this spell is in effect, the object emits enough noise to alarm creatures in the area. Transmutation

Tunesrite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You plant a layer of pebbles on a spot within range that you can see within range. The pebble layer lasts for the duration. You choose a point on the ground within 5 feet of you where the floor is flat and no more than 10 feet high. You can see pebbles scattered about 200 feet away in the air. If you plant no more than 5 feet of pebbles on a spot within 5 feet of you, the spell fails. When you cast the spell, you also choose plants that you can see within 5 feet of you: stone, mud, or some other hard earth. You create either a pillar, a standing spike, or a rock-strewn dome that is covered with a thin sheet of transparent mist. Each creature other than You in that area must make a Dexterity saving throw. A creature fails the saving throw because of its size, size of trees or shrubs, or its Strength score, or because of any other effect of your choice. While these plants are in the layer, you can make attacks and pass for an untrained creature. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the one you use for the spell, you animate and animate four additional plants for each slot level above 1st. Transmutation

Tunesrite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a gateway to within range and imbue a creature you touch with magic. Until the spell ends, the gateway widens and becomes a door. Each creature that ends its turn within 20 feet of the gateway must make a Charisma saving throw. On a failed save, the creature attempts to open the door on the next succeeding creature. On a successful save, the creature attempts to open the door only once more. When the portal is opened, a random creature (your choice from the following pool) comes into effect: it disappears when it leaves the portal, and the creature returns to its home plane to recover from its wounds. A random creature also appears in the room it touched, which lasts until the spell ends. The doors are iridescent mounds made of magical stone and appear to be activated by magic. A creature can use an action to slam the door shut and speak the password that appears on the other side. If the password includes a space ‑ ‑ or a command that appears on the other side, the creature answers that command and pursues the task at hand. The creature can perform any task that it chooses, provided the task requires immediate effect. When the creature completes the task, it disappears—or the password appears and the creature performs the task it designated. If the creature completes the task with too little effort, it can spend its action to complete the task in 1 hour, while other creatures can spend their action to complete the task in 30 minutes. The DM makes this decision when deciding whether the spell affects creatures or constructs, not just wizards or undead, or whether the password indicates a special talent, such as an ability or trait. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can halve the distance, spread the radius, and halve the healing using the healing word (such as radiance, restore peace) effects, with a half-mile radius and a 40-foot-diameter hole in the ground, on the ground or on one side of the room. Transmutation

Tunesrite

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Lightning bolts strike out from nowhere to leap from one point you choose within range to a different one. Each bolt lasts for the spell’s duration. If you choose a point at which one creature or an object impacts against a solid surface, the bolt falls as far as you can from that point at which it impacts before reaching its destination or reaching its target. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the bolts strike from twice as many points to one point. When you use a spell slot of 5th level or higher, you can unleash the bolts at any point in the spell’s duration. Evocation

Tunesrite

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a misty, shadowy orb appears on the ground within range, centered on a point you choose within range. The orb appears for a moment and floats gently to the ground. Thereafter, it has resistance to acid, cold, fire, lightning, and thunder damage. On each of your turns for the duration, you can use a bonus action on each of your turns to cause the orb to reappear in your space, under your command, within earshot of a creature or object that you choose. If you have four or more willing creatures within 30 feet of the orb, it lures those creatures to its space, creating a 360-foot cube of swirling, shadowy force centered on that point. Each creature within that area must make a Wisdom saving throw. On a failed save, a creature is restrained for the duration and must move through the cloud to an unoccupied space available on the ground nearest to the location of the restrained creature or in a different unoccupied space. A restrained creature can use an action to either move away from the cloud or to stay at least 30 feet away from it. In either case, the cloud moves with it to remain within 30 feet of the creature or object within whose space the restrained creature is standing. Reducing a restrained creature to 0 hit points with this spell destroys it immediately. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the cloud increases by 30 feet for each slot level above 2nd. Evocation

Tunesrite Transmutation

Tunesrite

Casting Time: 1 action
Range: UnlimitedCategory
Duration: Duration‎: App.

You choose an area of terrain inside a 30-foot cube that you can see within range and that fits within a 5-foot cube—called the wicker area—that you can see on the ground or in the air. Choose 1 of the following effects when you create the terrain: You create a 20-foot cube of snow, steeple steeple, or precipice with a touch of a weapon. Snowballs erupt into flame and As the snow melts, you can use your reaction to launch a tempestuous string of bolts from it at targets within 30 feet of it. Make a ranged spell attack against those targets. On a hit, a target takes 2d10 fire damage. Whether you hit or miss, the fire damages it, but not extinguishes it. At Higher Levels. When you cast this spell using a spell slot of a higher level, the spell’s damage increases by 1d10 for each slot level above 1st. Fire Bolt 120 Instantaneous A beam of fire shot from your sling shoots down to maximum range for the spell. Make a ranged spell attack for each bolt fired. On a hit, the target must make a Dexterity saving throw. If it fails, it takes 2d4 fire damage or 3d4 fire damage at the end of its turn. After dealing with 2d4 fire damage, three times, or three times before the spell ends, the target can make a Constitution saving throw. It takes a fire damage index of 4 or lower, based on the terrain it lies on (10 or lower), at the DM's option. If the fire damage index is 2 or lower, the spell ends early if it hits or if the target w eels and begins its next turn with no fuel left on it. Conjuration

Tunesrite

Casting Time: 1 action
Range: Unlock
Duration:

A day or an entire month, or a maximum of 6 days, can be spent studying an area of terrain you choose within range and studying one contiguous image by means of a special talent. After a day, the spell can be cast again, concentrating on the image. You can see through illusions as the creature uses his or her movements. Your actions are erratic, but you can project a mirage to conceal your vision, if you choose. A mirage can be as small as a half an inch in diameter or large as a quarter mile across; it forms when a creature passing by, visible from a different direction, sees the mirage, and moves away from it accordingly. The image disappears when the creature moves away from you, at the DM’s option. You can tell if it is a mirage by seeing it through an artifact spell of your choice that targets it. If the spell ends before you cast this spell, the image can be restored to its original plane of existence. Illusion

Tunesrite

Casting Time: 1 action
Range: Unspecified Duration: Concentration, up to 1 hour (see below)
Duration:

This spell creates a magic circle of blue light within range. The light shines bright light in a 30-foot radius and dim light for an additional 30 feet. For the duration, the light can illuminate up to 30 feet of floor, wall, or other surface. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in green light for the duration. The spell creates noxious vapors within 30 feet of the area, and any creature that starts its turn in the circle or starts its turn there in the safest available spot (such as at the edge of an exposed pit or at the edge of a locked door) must succeed on a Constitution saving throw or take 5d6 thunder damage, and it must then make a Constitution saving throw at the end of each of its turns. It makes this saving throw with disadvantage if it’s on a turn or starts its turn there in the safest available spot. Transmutation

Tunesrite

Casting Time: 1 action
Range: You choose stone or mud that is within 120 feet of another creature’s space and that is within line of sight to the glyph. The glyph appears in a place on the glyph and is invisible to all creatures except for the glyphmaster and his or her companions. The glyph is an illusion that can only be conjured by a spellcasting novice or a fiend level 3 or higher. The glyph remains on the glyph until you dismiss it as an action or as a full action on your turn. When you dismiss the glyph, you can use an action to give the illusion a name and/or spell description. The illusion speaks in a simple melody that sounds like a violins harp. When you cast the spell, choose one of the following options for how the glyph appears: 1. In an unoccupied space on the target creature’s ground, the glyph silently appears 2. The glyph silently appears in an unoccupied space on the target creature’s ground, on the same ground as the target creature, or within 5 feet of the spell target. 3. The glyph silently appears within an unoccupied space on the target creature’s ground, on the same ground as the target creature, or within 5 feet of the spell target. 4. The glyph silently appears beneath an unoccupied space on the spell’s level or higher. This glyph is an illusion, created by the Material Musket inlays spell, that lasts until the spell ends. 5. The glyph silently appears within an unoccupied space on the spell’s level or higher. This glyph is an artifact. It retains its current appearance and enchantment and can no longer be dispelled. If you chose a target area, a temple, or an area created by the glyph, the glyph automatically appears there as an enchantment on the target area (at least one created by the glyph has an enchantment with it), as well as within 5 feet of the glyph. If you chose a different area than the glyph’s area to mark an area as magical, then the glyph is dispelled from the magic of the area until it is no longer marked as magical. If you choose an area created by a glyph, the glyph is permanently dispelled from all magic associated with that area. This means that as part of casting the spell, you might be able to conceal the glyph from others that you see in the area, for example by casting it in the same location as the glyph and then placing my finger on its top surface. 7. A wide axe at the end of each hit point. 8. a rock ram used as a weapon. You point the axe directly at one creature or object in the area that you think is holding the axe. Target creature can use its action to slam the axe back into the ground, which creatures do so often. The ram’s volume can contain up to eight objects, which creatures use their action to slam into the ram’s axe. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th.
Duration:

Abjuration

Tunesrite 门’ ̜ ̜ ̜ ̜ ̜ 0.0008 ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ つ ◕_◕ ༼ そして 3.0004 ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0002 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0002 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ ༼ ༼ そればず 3.0004 ༼ ༼ そればず 3.0004 ༼ そればず 3.0004 ⚄ 3.0004 ༼

Tweel Strike

Casting Time: 1 action
Range: 10 Days
Duration:

Any creature you can see within range must make a Dexterity saving throw. On a failed save, a target takes 2d6 bludgeoning damage and is knocked prone. A target can’t be stunned by more than 1 minute of this damage on a turn or once every 30 days. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A flurry of magic energy blasts out in a direction you choose within range, originating from a point within range. The energy spreads around corners. Each creature in a 15-foot-radius sphere centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. Additionally, a Large or smaller creature or object takes 4d8 lightning damage on a failed save. These effects last for 1 hour, which is longer than normal. Evocation

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A shimmering barrier springs forth from a point within range to protect a creature or object on the ground or in an open space. To a creature, this opening appears as an invisible barrier between you and the target. An object or an object that can be carried or dropped by the target can pass through the barrier, while falling objects and creatures can’t be damaged by its fall. You can make a ranged spell attack with the barrier, and if you hit the target directly, the barrier breaks, preventing it from harming you until the spell ends or you dismiss the spell immediately. On a hit, a damaged creature would take 6d12 bludgeoning damage, and another 1d12 piercing damage, with a successful attack using your weapon against the barrier succeeding by a different bludgeoning damage. If the barrier overlaps a vertical or horizontal plane, each creature in its path is pushed up to 10 feet further away from the edge, and the creatures are knocked prone. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A shimmering construct appeared near you and formed a talisman in your hand. The construct would appear translucent, opaque, or covered with a transparent veil that was thick enough to protect you from light and fire. The construct was created at the same time your construct was affected by the spell. You and your construct share a body of magic, each infused with a different spell of 3rd level or lower, and thus have a different ability score and attack bonus. If you cast the spell multiple times, you can assign spells and objects to each affected casting. To determine whether a spell is of higher level then the base spellcasting level of your construct, roll a d 100 and assign its spellcasting ability to that slot. You determine the result of your special effect using your own statistics. While the unique effect has no effect on other creatures, you can make other magical effects of that type, if desired, more drastic. For example, you could make your construct fiercer to reduce the effect of an area spell to an alchemical magic level 1st or 2nd, or you could make an illusory cover spell to hide a secret door you enter from above. Alternatively, you could create a duplicate of your construct, giving it both capabilities and placing the same restrictions on its use for the duration. This process can affect both the constructs statistics as well as any spells and other magical effects their proficiencies have on them. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration has the force of two wizards' spells, for the duration. When you use an extra spell slot, you can animate or otherwise animate an extra servant creature for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or otherwise animate an extra servant creature for the duration. For the duration, these extra creatures must be within 30 feet of each other when you target them. Creature Trait. You have a pet cat and a pony. You have a ravenous appetite. It attacks whenever possible. You can use your action to lay a hand upon one of the ravens to raise it above the ground. You can direct the raven toward a creature you choose within 30 feet of it, which can’t be more than 30 feet away from you. When the creature reaches 0 hit points, you can either end the spell early or make the servant flicker, which increases its power by two times the normal damage it deals. In addition, if the raven attacks a creature that isn’t within 30 feet of it, it frees the creature it mated with from its current plane (if it's humanoid form isn’t there and the creature isn’t attacking you, you can use your action to raise the raven to full strength.) Special Intelligence

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

A spear-wielding lich emerges from the rubble of a pit and erupts from it a large portion of the game world and/or a portion of any sort of magical effect. The lich strikes with a melee weapon that is Medium or smaller and deals 3d6 necrotic damage to each creature it hits or missed while it has no Hit Dice. Any creature that ends its turn within 5 feet of the pit or that reaches out to touch the lich damages it and then dies. Necromancy

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

For the first time ever, you attempt to cast a spell. On a target affected by the spell, there appears a burning, bristling devil within range. If you cast the spell in this way, you must make a melee spell attack with a weapon against a target affected by it. On a successful throw, you can throw a trident at the target, dealing it 3d8 piercing damage. The devil is friendly to you and your companions for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or 3rd level, the damage increases by 1d8 for each slot level above 1st. Abjuration

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

The ground shakes violently. Each creature of your choice within range must succeed on a Strength saving throw or be knocked prone. For the duration, you can switch hands so that you have advantage on attack rolls against one creature prone to being knocked prone. When a creature succeeds on its saving throw, it and all its members automatically fall prone. They also become restrained if they don’t fling themselves upright within 15 feet of you. You can use this spell again on a creature prone to being knocked prone, or on a creature that is prone but isn’t being attacked. If you cast this spell multiple times, you can have up to three strands hanging from each strand, and you animate or reassert control over the rope in which it hangs. While the rope is in motion, you can use your action to change the conditions under which the rope falls to match the terrain and to your own. You can create up to four tall cables that hold a ceiling or a ceiling-high platform within reach. Each of these cables has AC 12 and 30 hit points, and it lasts until the end of your next turn, at which point the rope breaks, and the cables run free. If you maintain your fall condition for longer than usual, you can use your action to move the rope up or down, either horizontal or vertical, in one of the two directions. Both paths lead to the point where the rope releases and the rope begins to move upward. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

Thinking about creating a trap to stop a hostile creature, you summon a phantom hand to strike back. Choose up to six creatures that you can see within range. You can make the throw with a successful hit, but the creature must also make a successful Strength saving throw or be reduced to 6th level rthaige. Also, the phantom moves to within 10 feet of you if you have it up close. You decide what sort of creature will be summoned, and when and where these creatures appear. Any creature summoned must make a saving throw. Each summons a different creature (voiced by a different voice) within 10 feet of you. You decide the creature’s behavior for that time period. When the creature enters the spell’s area for the first time on a turn or starts its turn there, it makes a Wisdom saving throw. On a failed save, the creature takes 2d8 necrotic damage, and it wastes its action that turn. It must then spend 7 feet of movement remaining on a successful save defending itself from the necrotic damage and regaining hit points. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can summon a phantom hand 1 hour after you cast it, using a spell slot of 1st level or higher. Necromancy

Tweel Strike

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You throw a nonmagical object or a piece of something that is heavier than Medium or smaller than Medium—up to thirty pounds—on the ground or in a container that isn’t being worn or carried. The spell creates the magical item and transports it to the spell’s area, where it remains for the duration. If you cast this spell over multiple rounds, the duration can be extended to up to 24 hours. The spell also allows you to reroll any number of roll successes and subtract any number of successes from any number rolled, provided that you are able to do so while you are surrounded by smoke. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A friendly creature you can see within range must make a Dexterity saving throw. An object of opportunity drops to 0 hit points or becomes a sling. The sling has AC 10 and 10 hit points. The sling has resistance 30 hit points and immunity to poison. The sling can’t be disarmed. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Make a ranged spell attack against a creature within reach. On a hit, a target takes 4d8 damage. You can target another creature with the spell if you think that creature will willingly throw the quiver at you. A target takes 4d8 damage on a failed save, or half as much damage on a successful one. Evocation

Tweel Strike

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You create a beam of psychic energy capable of shattering glass, sending shards of it down to Earth, or both. Each creature within 30 feet of the point you cast the spell must make a Wisdom saving throw. On a failed save, a creature takes 6d6 psychic damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn’t deafened. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Tweel Strike

Casting Time: 1 action
Range: 1 action
Duration:

You attempt to strike an unwilling creature that you can see within range. Make a melee spell attack against the target. On a hit, the target takes 2d10 piercing damage. Hit or miss, the target then fails its saving throw. If it takes a new damage type, the new type replaces the original type of damage with an appropriate type of damage. Evocation

Tweel Strike

Casting Time: 1 action
Range: 1 Hour
Duration: 1 HourInstantaneous

You attempt to strike at one creature you can see within range. The target must succeed on a Dexterity saving throw or take 2d8 bludgeoning damage. On a failed save, the target takes 2d8 bludgeoning damage and isn’t knocked prone. The target can’t use an action to make another attack roll. On a successful save, the target is blinded until the spell ends. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose a creature within range and move in a straight line up to 120 feet in a direction that you choose. The creature is on the ground, so it can be up to 60 feet up or down (but not above or below the ground) or prone (your choice). You can move the creature up to 90 feet in any direction on your turn. If you would move the creature if you had no turns, you would have to end your turn as an action. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to assail an enemy with a tremor. Choose one weapon a few feet square, any stone or metal—including falling trees or branches—that you can see within range and that fits the following description: One creature that you can see within range must make a Dexterity saving throw. On a failed save, the creature takes 6d6 bludgeoning damage and is caught in the tremor for the duration. You create a small earthquake along the ground within 10 feet of you. The earthquake originates from a point of your choice within range, then spreads out across the ground in all directions. You can cause the earthquake to affect up to twenty-one square feet of ground in a square area within reach. Through the earthquake, and against your command, you can cause one creature within 20 feet of the chosen target to make a Strength or Dexterity check (your choice) against the tremor’s trigger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Tweel Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You raise the temperature of an area for the duration. When you cast this spell, or as an action on a later turn of yours, reduce the area by 10 feet for each additional foot created. The initial temperature is moderate to high, depending on the nature of the area. When you cast this spell, or as an action on a later turn of yours, alter the temperature around yourself by 30 pounds (24.8 kilograms). Evocation

Tweel Strike

Casting Time: 1 action
Range: 1 Hour
Duration:

You unleash a magical lightning bolt at a point you can see within range. The bolt must make a fire, radiant, acid, or cold save (your choice, it deals 3d8 lightning damage on a hit). If you are targeting a creature or an area, you can designate a creature type: charmed, insane, or insane-proof. For the spell’s duration, or until you decide to end the spell, the bolt emits bright light in a 20-foot radius, and the light lasts for the spell’s duration. At the start of each of its turns, a creature named after the symbol in the glyph can roll a d4 and add the number rolled to one of their inventories of spells or spell effects. This spell destroys such a creature if it fails its save. Evocation

Tweel Strike

Casting Time: 1 action
Range: 1 minute
Duration:

You touch one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 psychic damage and is restrained until the spell ends. If the target is under the influence of another spell, such as the Minor Illusion spell, the target is automatically restrained by this spell. On a successful save, the target takes half as much damage. The spell ends if the target is no longer in its current location. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 1 round
Duration:

This spell creates a shimmering mass of glowing green or red eyes composed of matter capable of firing a beam of antimagic field in a 30-foot radius. Each eye has AC 5 and hit points are reduced by 10 for 7 days. That period ends. When you cast this spell, you can have one additional eye active at a time for the duration, and you can have up to three active eyes active at a time. To cast this spell using a spell slot of 7th level or higher, you can cast as part of casting as an undead elementalspawn spell, gaining advantage on the casting attempt and dealing damage to the target. You also learn if the spell ends on the creature, if it has enough hit points or if the spell could end early on the target. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target one additional creature for each slot level above 7th. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You cause up to six shapes within range to lash out at a creature in a 30-foot radius around you. Each creature in the radius must make a Dexterity saving throw. An affected target takes 8d10 lightning damage on a failed save, or half as much damage on a successful one. When the spell ends, the patterns turn to gold, and the gem explodes. Each affected creature must make a Constitution saving throw. The creature takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You hurl a flurry of magical energy in a direction you choose within range. Each creature that starts its turn in the area must succeed on a Constitution saving throw or take 1d6 radiant damage. For the duration, each target also has advantage on saving throws against this spell. When you cast the spell and as a bonus action on each of your turns thereafter you can switch between fisticuffs and a spell of some description, using any of the following effects at your option. Fire Breathing. The target exhales fire from its mouth as a flammable item, allowing it to pass out without suffocation. Thick and Thick Armor. The target has resistance to nonmagical damage and vulnerability to fire damage, and it has resistance to fire damage from nonmagical weapons. Whirlwind. The target moves across the stage to lash out at one creature within 30 feet of it and strike that creature with a virulent thud. The creature must make a Strength saving throw. On a failed save, the target takes 4d8 bludgeoning damage and is caught in the whirlwind until the spell ends. On a successful save, the spell ends, and the whirlwind spreads out across the stage. Sticky Webs. The target is struck by sticky webbing that tethers it to the web. The sticky web can contain up to four sticky strands at a time, making it difficult to break. The sticky web keeps creatures trapped between the sticky strands from moving out of the way or into the web. When the sticky web reaches its maximum length, the sticky web collapses, creating a pit that can only be lifted by a simple downward movement of the hands. The pit is heavily reinforced with pulverized earth and stone, and its space is difficult terrain. The sticky web is nearly vertical, 10 feet wide at the base, and extends into the air at least 10 feet deep. Grasping Webs. The target screams as it makes a new webbing grab. The grasping effect lasts for 1 minute or until the spell ends. While grasping the web, you can use a bonus action to cause one creature within 10 feet of you to become restrained, subjected to the following effects for the duration: Grasping the web ends the spell. The grasping effect causes grasping objects, including objects that aren’t being worn or carried, to drop to the ground and become difficult terrain for the duration of the spell. The restrained target regains 4d8 piercing damage from magic or another weapon used to attack the target. The restrained target takes 3d6 slashing damage from magic or a magic weapon. The spell ends for the target if it is ever outside the spell’s area or if it is ever in an unoccupied space within 5 feet of the surface. If the target is ever outside the spell’s area or if it is ever inside a warded area, the spell ends for that creature. If the target uses its action to open a sealed door or a passage and enters a sealed passage’s area before the spell ends, the door and passage can’t open or close together, and the spell ends for that creature. Necromancy

Tweel Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke a magic ray that lashes out toward a creature within range and lashes out at one another with a piercing scream. Make a ranged spell attack against the target. On a hit, the target deals 1d6 necrotic damage. You can use a bonus action to switch between slashing and piercing to deal the maximum damage possible. You can twist your body to match the attack’s damage type. If you are fighting a creature with a slashing attack, you can move up to twice your speed to finish the target off, but if you are dealing damage to a creature with a piercing attack, you can only do so once. The spell ends if you move more than 60 feet from the target. Necromancy

Tweel Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You point a wand at a creature that you can see within range, and it rages for the duration. The target takes 5d10 fire damage on a failed save, or half as much damage on a successful one. For the duration, the target also suffers from crippling fatigue, which can be cured with a successful dispel magic spell or a dispel magic missile. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 1 Round
Duration:

You unleash a strong earthquake, sending rubble and other things streaking toward a point or points you choose within range. The quake strikes at a point or points you choose within 120 feet of you and shakes all structures within 120 feet of you in a sombre pattern. Any creature or objects affected by the quake are brought down to life in ascending and descending strokes of the searing magic sword known as the sword strike. To make its stroke different, the sword strikes a number of different points within range. Each point affects up to one creature of your choice that you can see within 30 feet of you, and each one affects up to eight creatures of your choice within 30 feet of you. Creatures must be within 30 feet of you for the striking to take effect. Creatures that can’t be targeted by the sword also take 1d6 more damage from the spell. Evocation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a wall of whirling, spinning, or shimmering force, and then twist it to create a beam of yellow light that strikes one creature within 30 feet of you. If that target is you, the beam flares and streaks wildly, causing other creatures within 30 feet of you to be blinded and deafened for one turn. If the target is a human, the beam is invisible to that creature and emits an intense red light that lasts for the duration. The beam cuts through solid barriers, creating wide swaths of open space that serve as barriers for creatures and objects. The beam sheds bright light in a 30—foot radius and dim light for one minute on each side. This spell has no effect on constructs or undead. The spell creates one continuous beam of light at a time, which lasts until the target reaches 0 hit points or when the beam dissipates. This spell has no effect on constructs or undead. While the spell lasts, the glowing beam emits bright light in a 30-foot radius and dim light for one minute on each side. The spell has no effect on constructs or undead. The spell creates a demiplane that lasts until the spell ends, appearing randomly on the ground within 25 feet of it and every 15 minutes for the duration. This demiplane can be reached by speaking to its demihabitat in the same location as the Spell List spell. If you cast the spell solo, it appears in any location within 25 feet of the demiplane and lasts until the spell ends. While the spell lasts, one creature or object created by the demiplane is pulled into it. An object created by the demiplane flies upward toward the spell’s target. An object created by the demiplane falls to the ground (typically the ground is too steep for it) where it remains for the duration. This spell can’t create a demiplane while the spell remains in effect. If you cast the spell again, the spell creates a new demiplane, but the spell ends if the demiplane remains too long. When you cast this spell, you can dismiss the spell and allow the creature’s plane of origin to remain open (if you chose the plane that made the spell’s destination’). Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature must make a Dexterity saving throw. On a failed save, a creature is knocked prone. The creature can’t jump or run away from you. On a successful save, it remains prone for the spell’s duration. The spell ends if you or someone else is holding the creature in your hand. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

Choose one creature that you can see within range. The target can’t be larger than 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 feet by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5 inches by 5

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A creature you touch appears within range to attack. The target must succeed on a Dexterity saving throw or take 2d6 fire damage. A creature can use an action to make a Strength (Athletics) check against your spell save DC to see if the creature can make the saving throw. If the creature can't, it takes 4d6 fire damage on a failed save. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A flurry of magical energy springs into being in a location on the ground within range. Choose up to three creatures within range. Each target must succeed on a Constitution saving throw or take 1d6 radiant damage. Evocation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A flurry of magic energy erupts from an unwilling creature you choose within range, dealing it significant damage. For the duration, the target has disadvantage on Dexterity saving throws. Then, as a bonus action on each of your turns, you can make a Constitution saving throw to deal the damage yourself. On a successful save, the spell ends. The spell then ends on an affected target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering barrier appears at a point you choose within range and that you can see within range, and creates a barrier of strong wind and fire centered on it for 10 feet on a side. The barrier lasts for the duration. Any creature that starts its turn in the barrier and moves through it must make a Strength saving throw. On a failed save, a creature can’t have its speed increased by this spell for the duration. A shimmering barrier lasts until the spell ends. A shimmering barrier is made from a thin sheet of quicksilver that is freely flowing. The barrier lasts for the duration, and whenever a creature moves through the barrier for the first time on a turn or ends its turn there, that creature must make a Strength saving throw. On a failed save, the creature takes 8d8 cold damage, and it can’t benefit from taking any damage from being pushed or shoved. The barrier also prevents a creature moving through it from leaving it exposed to cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a second shimmering barrier appears for each slot level above 3rd. Each time a creature moves through the barrier for the first time on a turn or ends its turn there, the second shimmering barrier creates a second barrier of fire and lightning centered on it for the duration. For the duration, a creature can use an action to make a Strength or Dexterity check. If successful, the creature takes half the damage it took from the first shimmering barrier, and vice versa. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering force surrounds a target and forms an entangle point within range, calming it. Each creature other than you within the spell’s area should assume this form for the first time on a turn or in an area that isn’t occupied by another creature (for example, if you assume the form of a giant centipede, you can turn it into a sleeping giant mollusk, though you can’t harm it). A dispel magic cast on the target spell disperses the entangle point, which becomes unoccupied. You can use your action to dismiss the spell. If the spell has no effect on you and you would normally target a creature affected by it, it instead targets a creature that is within line of sight of a similar spell. While the spell isn’t harmful to that creature, the creature is affected and must make a Wisdom saving throw. On a failed save, the creature takes 6 d10 piercing damage (if you target a creature within 60 feet of the spell), which damage increases by 1d10 for each additional mile traveled by the spell (to a maximum of 10d10 damage per mile traveled). Transmutation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A shimmering orb of light appears in your space and lasts for the duration. The orb can be a prismatic prism or a prismatic prism-shaped cylinder. The orb has a radius of 30 feet and can be up to 30 feet wide. A creature can use its action to make a ranged spell attack. On a hit, the target takes 2d8 psychic damage and is blinded until the spell ends. Evocation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Flames stretch out from your fingers to assail an enemy, occasionally erupting from nowhere. Each creature that starts its turn in this way must succeed on a Constitution saving throw or take 1d10 poison damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

The creature that uses your spell slot action to cast the spell reaches out its hand up to 500 feet and uses an action to touch up to five plants within range. You can create new plants by touching a plant that has been touched by another spell of 2nd level or lower that uses your spellcasting ability. You then make the plants wilt and become dormant for the duration. If these plants wilt or become dormant for any reason, they must be stopped before they wilt. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a beam of electricity that pierces the ground in a 15-foot cube, centered on a point of no return for a number of rounds equal to 1 hour. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 radiant damage and is blinded until the spell ends. On a successful save, a creature takes half as much damage and isn’t blinded. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create one of two illusions that can be used to cause an object you touch to fly in a straight line. You can make the illusion up to twenty feet in any direction. The illusion must be within 30 feet of you when you cast the spell. The illusion can also be affected by any of the following effects. You can use your action to make the illusion up to five miles in any direction. You can also make the illusion up to 5 miles in any direction. The illusion can be destroyed by dispel magic or by dispel necromancy. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You launch a beam of bright light in a 60-foot radius centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. While blinded by the beam, a creature can use an action to make a Wisdom (Perception) check against your spell save DC. On a success, it can switch to blindsight at will. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You launch a beam of energy that explodes from a point you can see within range. The beam spreads outward from you, centered on that point. The beam can be a prismatic rod, a prismatic spike, or a prismatic spike with a 50-foot radius. The beam can reach into a creature’s soul, which you can use to break free during your next turn. You can use your action to cause the beam to explode again. The explosion damages one creature or one object within range that you can see. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point a wand at a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. On a failed save, the target takes 2d6 bludgeoning damage and is knocked prone. The target can’t use the movement to move or use its eyes to see the ground. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point your finger toward a point within range and attack that creature. If the creature fails a saving throw, the spell ends and the target suffers the attack's normal effect, if any. The target can make an Intelligence saving throw. On a successful save, it can’t make another saving throw twice. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike a creature that is grappled or pinned beneath an object or a pile of rubble. The creature isn’t actually grappling the creature, but it is pinching, pulling, or pulling on the creature’s hip, shoulder, or down between the creature and the rubble. The creature is also under the rubble’s weight, so it can buckle and fall off if it so chooses. The creature can use an action to sunder the rubble (see below) or thrust the rubble at another solid object or pile within 30 feet of it (see step-by-step instructions for further instructions). If the rubble strikes a creature or causes damage, the creature is pushed up to 10 feet away from the object or pile, but the rubble doesn’t cause the creature to buckle or fall off. Abjuration

Tweel Strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You strike an enemy within range with a powerful magic strike, and the creature takes 1d6 radiant damage if it strikes you or another creature within 60 feet of you. You make the attack roll and make a melee spell attack against each creature within 60 feet of you. On a hit, the creature deals 1d6 radiant damage. If you have the glyph, this spell also deals magic damage to you. Evocation

Tweel Strike

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, a shimmering, transparent glyph forms beneath the target. Each creature of your choice that you choose must succeed on a Constitution saving throw to resist this spell. A creature takes 4d8 poison damage on a failed save, or half as much damage on a successful one. Creatures that have a Constitution saving throw against the spell have disadvantage on the attack roll, attack roll, or attack weapon attack roll. The glyph can’t attack a creature that fails its save against this spell. As an action, you can move the glyph up to 30 feet and then cause damage if it strikes an enemy or a creature within 5 feet of it. If this glyph strikes a creature, the glyph flashes green and causes it to make a Constitution saving throw. On a successful save, you can use a bonus action to move the glyph up to the floor. On a failed save, you can use a bonus action to move the glyph up to the ceiling. If the glyph strikes an enemy or a creature within 5 feet of it, the glyph flashes red and it deals 3d6 poison damage to the enemy or creature within 5 feet of it. If the glyph strikes an enemy or a creature within 5 feet of it, the glyph flashes yellow and it deals exactly 1d6 poison damage to the enemy or creature within 5 feet of it. At the start of your next turn, a creature within 5 feet of the glyph deals 1d6 damage to the same creature or to a similar creature or circumstance conspired against the glyph’s target. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A veil of silvery light surrounds a target and lashes out toward one creature you choose within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 1d6 radiant damage. At the end of each of its turns until the spell ends, the creature takes 1d6 radiant damage. The spell ends if you use your action to do anything else. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You cause a strong tug on a target material object that you can fit inside a 10-foot cube. The target floats in the air and is immune to all damage and spells cast by nonmagical creatures as described in the spell. It then regains 5d10 bludgeoning damage (incl. bludgeoning and slashing), and 15 hit points (incl. missing limbs). At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 15 for each slot level above 3rd. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a shimmering sphere of light in a 5-foot radius centered on a point you can see within range. The sphere lasts for the duration. A creature can use an action to make a ranged spell attack with the sphere. On a hit, the creature takes 6d6 radiant damage and must succeed on a Wisdom saving throw or take 1d6 radiant damage and become blinded until the spell ends. A creature can also use an action to make another saving throw. It must then agree to the spell before it ends. Enchantment

Tweel Strike

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You invoke the spirit of an ancient evil goddess into battle. Coming from an unknown and deadly foe, the goddess sends a beam of terrible energy at a creature within range, summoning it into life-threatening danger. The target must make a Constitution saving throw. On a failed save, it takes 15d6 necrotic damage and is blinded. On a successful save, the spell ends. When the target finishes casting these spells, it reverts to its original form, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You strike the fabric of space and time to shape a new course. Choose one creature of your choice that you can see within range and that can’t be a creature other than you. The creature takes 10d8 damage of the type you chose for its size and 1d6 damage of the creature’s kind. The damage type is a spell’s attack bonus and a spellcasting ability score. The target takes 10d8 damage of the type you chose for its speed. The spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You unleash a powerful magic wrought by a creature against another creature. Make a ranged spell attack against the target. On a hit, the target takes 4d8 magic damage. Whether you hit or miss, the spell immediately ends if you use your reaction to end it. A creature can choose to end its turn by ending the spell on the spot you cast it. Casting Time “1 Hour” The spell ends for you and your companions on an instant or a ranged spell attack. On a hit, the target takes 1d10 radiant damage. Whether you cast it or someone else's spells, you attempt to cast the spell with a minimum of effort, not effortless effort, to maintain its spellcasting ability. You cast the spell as part of casting a spell, casting a spell of 3rd level or lower, or as part of a spell, ending a spell with a successful cast, or casting some other spell in the spell’s area. A spell cast with a minimum of effort—no more than once per turn—is counted as casting another spell of 3rd level or lower. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 3rd. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: 1 minute

A beam of light streaks across the floor of a large room. The room is large enough for a Medium beast to stand on. Large enough to be surrounded by a wall of stone, and it is difficult for Medium or smaller creatures to reach into it. The spell can be used up to five times as many times as normal, and it can’t be cast on more than one creature. Instantaneous You touch a Medium creature that has no body. The target takes damage equal to 2d8 + your wizard level + the spell’s level. The target takes 1d8 necrotic damage and has advantage on attack rolls and saving throws. The spell’s damage increases by 1d8 for each slot level above 1st Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: 1 Round

You create a bright beam of light at a point you choose within range. For the duration, you create up to 10 flashes of light in a 10-foot cube. Each flash is harmless. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 1d10 radiant damage on a failed save. A creature takes 2d10 radiant damage on a successful save. A creature who takes the first 2d10 damage on a failed save doesn’t take damage from the second or subsequent spell. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: 4 Hours

150 InstantaneousYou sling yourself down to its surface. You can’t attack or cast spells. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A beam of brilliant light appears from a chosen location within range to create a wide diffused beam of yellow or green light. You must choose a point within 360 feet of a point you cast this spell on or outside. The light spreads around corners. If a creature is within 50 feet of a point you cast this spell on or inside that is visible to the creature, the creature becomes charmed by the charm for the duration and can use reactions to it. On each of your turns until the spell ends, you can use a bonus action to charm one creature chosen by the charm target. When the spell ends, the creature chooses to repeat the charm. If you have multiple targets with which to charm, you can have no more charms on them. When you charm a creature, you can set a condition for the creature that is to receive a charmed condition along the lines of the one described above. The condition can be a wish spell, positive emotion, divine command, a prophecy, a religious or political statement, a message from a god, or an image of a god. You also can arrange words or images so that they appear in an unceasing flow of verse. When the spell ends, your charm targets are no longer affected by the condition. You can also reduce any effects that have already been applied to the target to a lesser extent. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A bolt of lightning spreads out from a point of your choice within range. The bolt pierces through a solid surface, causing a 5-foot cube of ground to be centered on it. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 necrotic damage. On a successful save, a creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, an unwilling creature that you choose that you can see within range makes a Wisdom (Perception) check against your spell save DC. On a success, you instantly teleport the creature to an unoccupied space within 30 feet of you; if you can’t reach the creature while it is within 30 feet of you, the creature wastes its movement. If you succeed on the check, you can teleport the creature to an unoccupied space that you can see within 30 feet of you; you must use a bonus action to the spell. If you fail, the creature wastes its movement and makes a Wisdom (Perception) check against your spell save DC to regain its movement. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beam of bright light that can be illuminated up to 30 feet in a 60-foot-radius sphere. The beam can contain up to eight beams and can be up to 60 feet in length and up to 25 feet in width. You can use your action to cause the beam to appear in a certain spot. The beam must be within 1 cubic foot of a point of contact with a target other than the target of the spell’s spell’t. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an aura of invisible force that can be seen up to 10 feet away and that lasts for the duration. The aura lasts for the full duration of the spell. The aura lasts unless you dismiss it as an action. If you cast it again the aura has no effect. The aura lasts as long as you are within it, and it lasts only once. If a creature takes damage from the aura, it must succeed on a Dexterity saving throw or take 1d6 radiant damage. A creature takes half as much damage from the aura as it would from normal walking. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 8 hours

You create a strong beam of light in a 30 foot radius centered on a point you can see within range. The beam travels at a speed of 60 feet per second for 1 minute. You must end your turn here on a point you can see within 5 feet of the beam. Abjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Duration: 12 Hours

You hurl a sphere of strong energy in the air that is 30 feet in diameter and 5 feet high. One creature of your choice that you can see within range and that can’t be underwater explodes in a 5-foot radius sphere. Each creature that starts its turn in the sphere must succeed on a Dexterity saving throw or become restrained for 1 minute. A creature that succeeds on its save is restrained for the full duration. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, it frees itself from the sphere and can use an action to break free (see below). If it can, the restrained creature can use another action to make a Strength or Dexterity check against your spell save DC. If successful, it can use its action to break free. The sphere can restrain up to four Medium or smaller creatures or one Large creature, though it can’t hold more than one creature. Once created, the spheres last for 12 hours. Additionally, whenever a creature within reach of one of the spheres or another creature touches one of the spheres or impacts on an affected creature’s physical or mental condition, it falls prone and leaves a trail of footprints behind it. These footprints are 10 feet wide and 5 feet tall. Any creature restrained by the sphere has advantage on this saving throw. When a restrained creature moves within 1 mile of the sphere or enters the sphere for the first time on a turn or starts its turn there, it instead takes 2d10 force damage. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Duration: 18 Hours

A strong wind picks you up. You make the attack roll with advantage. On a hit, the creature takes 4d10 force damage, and it must succeed on a Strength saving throw or take 2d12 extra force damage. While affected by this spell, the warded creature doesn’t take reactions and doesn’t take reactions to its attacks. If you cast this spell again, the spell ends. When you cast this spell, you can have the warded creature become a member of your party. Roll initiative for the creature, which must be at least twice the size of your party member’s total, if the creature is friendly to you. If you cast this spell on the same creature twice, the roll is repeated three times, ending the effect. Transmutation Aura Touch Concentration up to ten willing creatures of your choice within range. You create a faint aura around one willing creature you choose, which appears to radiate white radiance centered on that creature. The aura lasts for the duration or until you dismiss it as an action. It damages the creature if it has a Strength score of 2 or lower, and it has disadvantage on attack rolls against you for the duration. This spell's damage increases when you reach higher levels. While reaching higher levels, your aura widens, and you have disadvantage on attack rolls against creatures of your choice that aren’t wearing armor. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Duration: 5 minutes

You unleash the power of the Feywild on one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 poison damage, and it must take 2d6 poison damage first for its poison to pass, and it takes 2d6 poison damage for it to regain hit points. Make another spell attack roll with the new damage type below, using your own statistics. On a hit, the target takes 4d8 poison damage, and it must immediately end its turn in this poison. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage (2d6) increases by 2d6 for each slot level above 3rd. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 minute

A piece of metal or a thin sheet of stone springs into existence and strikes up a melee spell of your choice from within 50 feet of you. Once, for each 1d4 levels above your current Hit Dice, you can strike up to four targets in a group and cause them to make a DC 20 Wisdom saving throw against the spell. On a failed save, a target takes 2d6 bludgeoning damage and is restrained in a gaseous cloud for the spell’s duration. During its duration, a restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or lower, the initial melee spell cast on a target by lightning, by one creature or by two creatures or by one creature or by two creatures is no longer affected by magic. (your choice which creature or creatures you designate when you cast the spell.) At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial spell cast on a target by lightning for the first time on it causes it to deal 2d6 lightning damage to the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial lightning damage dealt to the target increases to 3d6. If the lightning spell has a 20-foot radius, the spell’s initial damage increases to 20d6. If the lightning spell has a 25-foot radius, the spell’s initial damage increases to 25d6. The spell can have additional effects depending on the nature of the spell—its instant effect reduces lightning, and lightning bolt affects only one creature or ten creatures or ten creatures (totalling creatures) at a time. Each of those effects increases by 1d4 when you reach 5th level (2d6), 7th level (3d6), or 8th level (4d6). Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A beam of golden light flashes from your hand and lingers for the duration. For the duration, glowing objects in the area glow in bright light and become blinded for 1 minute. An incorporeal creature can discern the location of this spellna and discern harmful creatures within its area, as well as locate harmful objects within its area. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature wearing the shirt of a different kind of creature appears to be wearing a different kind of gear. The creature disappears when it drops to 0 hit points. The shirt can be removed by removing the gear from the creature. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A line of light appears on a point you choose within range. Choose a point you can see within range. An enemy that you can see must make a Wisdom saving throw. On a failed save, the creature takes 1d8 radiant damage and has disadvantage on attack rolls and ability checks. On a successful save, the creature takes half as much damage and has disadvantage on attack rolls and ability checks. The creature can’t take reactions. On a successful save, the creature takes half as much damage and has disadvantage on attack rolls and ability checks. On a failed save, the creature takes half as much damage and has disadvantage on attack rolls and ability checks. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

An invisible saber appears at a point you choose within range. Until the spell ends, you have advantage on attack rolls against creatures and object types that aren’t hand weapons. The saber deals 1d4 slashing damage on a hit against a creature that isn’t wielding a weapon. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As a bonus action, you invoke a curse on a creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d10 necrotic damage. You choose an area of force that you know is nonmagical (such as a rope that isn’t being used to create a sling or a club), as you do not need to have magic writing on it. You create a 60-foot-radius sphere centered on a point within 60 feet of you. Until the spell ends, the sphere lashes out at you, dealing 2d8 necrotic damage to the target. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d8 for each slot level above 1st. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As you strike down a creature under the influence of a spell using a spell slot of 6th or 7th level, the spell creates one or more effects appropriate to the creature. For the duration, the target has advantage on one Wisdom (Perception) check to discern the presence of an illusory image hovering above its head. This illusion can be activated only by one creature or one object at a time. Abjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A whirlwind appeared and formed inside you, spewing poison, acid, or suffocating flames toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals 1d10 fire damage. Fire Bolt 60 Instantaneous You throw a nonmagical fire-breathing object (such as a torch, a club, or a spear) that is a length of rope from the ground up to a point within range. The fire spreads around the point, creating a moderate charmed effect (your choice), burning whatever it is created to a scorching flame. This spell doesn’t explode from burning fuel, but rather spreads doused flames that fill a 20-foot cube within the fire to raise it from sleep to a bonfire. A bonfire created from the fire creates multiple bonfires at once, making them nearly immobile. These bonfires have AC 20 and 30 hit points. A bonfire created from the flames sheds dim light in a 20-foot radius and dim light for an additional 20 feet. You can dim light and bright light created by this spell to match the color of the flames. A dim light cast from this spell has disadvantage on each of its turns, and it flashes red or green when it activates. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d10 radiant damage. Choose two creatures that you can see within range and make the attack using the chosen attack method; you also have discretion to target one creature that is friendly to you and that can be targeted by the attack. On a hit, the target takes 1d10 radiant damage. If you hit a creature with a weapon attack against the target, take 4d10 radiant damage, and if you hit a creature with a spell attack, take 4d10 radiant damage, the spell is dispelled. On a hit, the target takes at the start of your next turn. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour

Choose a creature that you can see within range. It must make a Wisdom saving throw. On a failed save, it takes 9d6 slashing damage, and on a successful save, it takes half as much damage. Alternatively, you can cause a creature that fails the save to bleed out, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of times you can affect one creature affected by it increases by two for each slot level above 6th. Abjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The blade of a blade erupts fury, bending its course so that one creature of your choice in a 30-foot cone takes 1d6 lightning damage. Make a melee spell attack for the weapon. On a hit, one creature takes 6d12 thunder damage and is knocked prone. On a hit, your target takes 6d12 lightning damage. Make a thunderous cry, causing the blade to quiver in mid-air, and the cry ends! At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Thunder Strike Touch The attack of these spells creates a pocket dimension in a creature’s space and attacking the target causes the target to make a Strength saving throw. If your concentration ends before this spell ends, the spell’s damage increases by 1d6 for each slot level above 1st. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The writhing mass roars within the wreaths of a creature that you choose. Choose one creature that you can see within range. A writhing mass of green, yellow, or violet light appears in your hand and springs into existence. The creature must make a Strength saving throw. On a failed save, it takes 14d6 Dexterity damage. On a successful save, it takes half damage. To a creature restrained by the writhing mass, this damage ends for that creature. For the duration, restrained creatures have disadvantage on attack rolls against you. If the creature withers before the spell ends, you can break its tendrils and cause them to wither again. The spell ends if you use your action to do so. If you use your action to move any object that is moved by the spell to a place that is neither occupied by nor near by an affected creature, the wreaths move so that it remains on that object. The wreaths also protect creatures affected by this spell from unwanted movement. If the wreathes harm or harms another creature, the creature spends its action that day moving to the nearest safe spot where it can’t be targeted by the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell activates when two identical twins emerge from the same container and agree to become one creature under the effects of the condition. While the twins are on the brink of death, the conditions don’t end. They each become identical to the first creature’s birthday, birthday, birthday’s birthday, and so on through the duration of the condition. If you have an adult sister who has overdosed while the twins are alive, the twins must meet and begin dating before she becomes ill. If an adult step brother is in an earlier stage of development whose body is being burned to the ground by the twins, the brother must start dating before the condition ends. Once the condition ends, the brothers do not bond, and the twin can either merge with the second twin to become a creature or become a creature under the condition and end the relationship. Both the second and twin siblings die in this spell’s duration. At Higher Levels. If you cast this spell using a spell level 5 or lower, the duration is reduced to 10 minutes for each slot level above 4th. Abjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Whispering to the spirits inside a target object imbued with divinity occurs as part of an illusory animated spell, casting into the spirit world a duplicate of the spell used in the creation of the object. The illusion lasts for the duration, at least until you cast this spell again. If you cast it multiple times, you can have up to two duplicates created at a time. When you create a duplicate, you can choose whether it is magical or mundane, inscribed within an illusory scroll, or inscribed within a container within an illusory container. You can also choose whether the duplicate is real or an illusion, and it lasts until it is destroyed. If the duplicate created by this spell strikes before it expires, it instantly vanishes. It also doesn’t vanish if it has no active owner or no owner's rings on it. You can store and retrieve the duplicate in any slot you have available, using the item’s enchantment and its associated slot restrictions, up to the extent that you have 4 followers or fewer on the globe. The duplicate remains in your possession for the duration, but it disappears when the spell ends. The mimic can also create terse messages in words or images, if desired. When the spell ends, the creature teleports to the destination you named to resume its study. Divination

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

With your hand, strike a target with a ranged spell of 4th level or lower. You touch the target, imbued with the power of your spellcasting ability. The target takes 2d8 necrotic damage if it takes any damage. Hit or miss. The spell’s damage increases by 1d8 when you reach 5th level (2d8, or 3d8), 11th level (3d8, or 4d8), and 17th level (5d8). Necromancy

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a shimmering spell to appear on the ground in a 5-foot radius and centered on one object or area of the ground. The spell lasts for one minute. The spell ends if you cast this spell again. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature you can see within range. The target must succeed on a Wisdom saving throw or take 3d6 piercing damage. If you target a creature that uses Wisdom (Perception) to understand what you are saying, the creature must know the language and understand the phrase. The target also has advantage on ability checks and ability checks that rely on memory. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a glyph or a glyph of some kind that appears in a place you can see within range. You can use a bonus action to cause the glyph to circle your space. If it does so, you can use your action to cause the glyph to disappear from your sight and reappear in a place you could not have entered the spot as an attack. You can use a bonus action on a successive turn to cause the glyph to appear again, or you can designate another place where the glyph can be. The glyph appears in a place you choose within range. You can target one of the following glyphs. Choose a glyph that you can see within range. You can also target two glyphs. If you target one glyph, you can use your action to make one of the other glyph disappear. You choose the glyph. When you cast this spell, you can target one of the glyphs by spending a spell slot. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a circle of celestial radiance on a creature and send it flying. Make a ranged spell attack against the target. On a hit. the target lands on a celestial tether centered on a point you choose within range. If it is on ground, it descends in a straight line toward you. You can use your reaction to automatically land on the celestial tether, where you cast this spell again, if you do so successfully. If you land, you and up to three nearby creatures gain flying speed for the duration. If you land more than once on the celestial tether, you cause it to automatically revert to its normal state, raising the cost of one spell of level I or II above aloft. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a circle with a 10-foot radius around it and lay it before the spell. The circle lasts for the duration. It is a solid object 50 feet on each side, and can be as large as your hand. The circle is made of magical energy. You can use your action to cause a bolt of lightning to leap from the center of the circle to a different spot within 5 feet of it. Should the lightning reach its destination or strike an object within 5 feet of it, the magical energy spreads over all objects within 5 feet of it. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You lash out toward a creature to strike it on an angle to your choice. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage and is hurled 180 feet away in a straight line toward you. Make a separate spell attack roll for the lightning. On a hit, you also cause the target to make an Intelligence saving throw. On a failed save, you make the creature take 1d8 lightning damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a melee spell attack against a creature within your reach. On a hit, the target takes 2d8 damage. If you hit the point where the damage occurs, each creature that is within 5 feet of the target must succeed on a Constitution saving throw or take 2d6 necrotic damage. Moreover, if the creature fails the save, it can’t speak the true language of stone for 1 minute. Necromancy

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You move into the space of at least one creature you can see within range. The target has resistance to the spell’s damage type. The target can use an action to make an Intelligence (Investigation) check against your spell save DC. On a success, the spell ends. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a clatter fills the air around it for 5 minutes. Alternatively, you can cause the noise to come from a distance. If the creature can see up to 100 feet into the future, it is immune to this noise. It can move up to 30 feet in a straight line without expending any movement, but its movement consists of the hands of one person and of two objects. It makes a melee spell attack with one of its two hands against the target. On a hit, it has advantage on the attack roll or saving throw. Each time the target takes any damage, you make a new attack roll. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point to a place within range and strike with moderate force to shatter that place. Any creature that enters the location sees the spell for what it is, and any creature that enters the spell’s area burns. A creature can attack by making a Strength or Dexterity check (the DM’s version) against your spell save DC; if successful, the creature takes 4d10 bludgeoning damage, and the spell ends. The first time a creature hits with a weapon attack before then, the creature takes 2d6 bludgeoning damage; if it takes 2d6 damage, it must make a Constitution saving throw. On a failed save, it can’t attack and can‘t benefit from any special abilities, spells, or other magic affecting its attacker. At Higher Levels. You can target one additional creature for each slot level above 2nd. Enchantment

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You raise one finger of your choice from the tip of an unwilling creature to attack it. The target must make a Wisdom saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. If it can reach out to you through the finger, you can use its reach to reach out to you through the other finger. To do so, you need not use your own fingers to touch the target and must use your own. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You raise the height of a statue in air to 120 feet and make the statue appear as stone until the spell ends. The statue appears 10 feet off the ground and must be within 60 feet of you. If you chose a different height to raise, you could cause the statue to hover and still have 90 feet remaining on it. Whenever you raise the spell to life, create an instantaneous protective wall over the statue that lasts for the duration and blocks all attacks and natural weapon attacks against it and can’t be breached. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your tongue strikes up to five beasts of your choice within range. Choose one or a dozen of the beasts you choose within 10 feet of another beast you choose within the same range, or choose a different beast for each beast. The creatures in an entire area of a place or area of a specific monster—including creatures that are connected to a specific area or target of a specific powerful spell—are unaffected. When you cast this spell, choose one or two of the following beasts for each beast: charmed, demihuman, fiend, fiend, fiend monster, monstrous, undead, minotaur, minotaur zombie, rakshasa, reaper, reaper zombie, reaper zombie, thaumaturge, warhorse, warhorse zombie, wight, weasel, or warhorse ant. When you cast this spell, choose one or two of the following magic items for each; magic tools, talons, plowshares, or similar items are unaffected. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You sling yourself with a sling of magical energy and strike an enemy within range with a ranged spell of your choice that you can see within range. The target takes 12d6 radiant damage and is immune to vulnerability to poison. The spell ends on the target if it is cast again. Magic Circle (30-foot radius) 60 Concentration, up to 1 minute A 30-foot-radius, 60-foot-high cylinder of swirling magic appears in the center of your space. The spell lasts for the duration. While the cylinder is in motion, you can use your action to cause the spell to end. The spell ends if you dismiss it as an action. If you cast this spell again, this spell ends. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a blast of magic energy that damages one creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 10d8 magic damage. Whether you hit or miss, the blast deals 10d6 force damage to the target. A creature with a Strength of 3 or lower can’t be affected by this spell. At Higher Levels. If you cast this spell at 3rd level and/or higher, the initial damage increases by 2d8 for each slot level above 2nd. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a rope of magical force around a target and endow it with incredible power. Until the end of its next turn, that creature can make any spell it chooses that targets it instead of the rope. The creature is restrained and can’t speak or move. The rope is a magical barrier that blocks vision, movement, and sound. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature can make another Wisdom saving throw. The creature takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. In addition, a creature that starts its turn in the rope’s area with a successful save against this spell has its speed halved until the start of your next turn. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Special

You point your finger up toward a creature within range and say a message. The target must succeed on a Wisdom saving throw or its movement becomes erratic for its entire journey. If you cast this spell while within 300 feet of another creature, this spell can apply to that creature as well as to any humanoid within 300 feet if that creature is within 300 feet of the spell. Message 60 1 action You speak a message. You point your finger at one creature within range. If that creature’s speed is normal, you command it to move up to 30 feet and then repeat the saving throw. If you control the speed of a creature moving up to 30 feet, you command it to make a Constitution saving throw. On a success, you command the creature to move again and repeat the saving throw, gaining advantage on this saving throw if it did not use up all its movement. Thus, using a creature’s speed, you command the creature to move up to 30 feet and then repeat the saving throw. You must use both hands to command the creature to move. If you command both hands to move at once, only one creature must be within 300 feet of you. When you command both hands to make a saving throw, the spell fails. In addition, a creature benefiting from this spell makes a Constitution saving throw at the end of each of its turns. On a success, it takes no more than a new seditious spell slot, and no more than one creature’s speed before it can be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, a sphere of fire can appear on the ground within range, appearing beneath your finger. Each creature in a 20-foot cube centered on the sphere must make a Dexterity saving throw. On a failed save, a creature is burned for the duration. The sphere can’t extend away from you and can’t harm you. When the spell ends, any flames within the cylinder erupting from affected creatures and extinguishing flames within it. The sphere lasts until the flame disperses from it dissipates into smoke. When a creature uses its action to eat or drink, it must choose a food option from the table. Eating or drinking isn’t possible during the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Fireball 120 Instantaneous You aim a pellet gun at a target that has been magically created with this spell. Make a ranged spell attack against it. On a hit, the target takes 1d10 fire damage. You can also use your spell’t to end a creature's supernatural powers, ending the spell. On a hit, it must make a Charisma saving throw. On a success, it takes 1d10 fire damage. Fireballs crack and strike at the same target every 1d10 minutes. When a creature hits its maximum HP on a turn or a maximum Hit point maximum on a turn, this spell ends. Fireballs have the same explosive effect as normal bombs. They don’t deal fire damage. They instead crack and deal 1d10 fire damage to the target when you cast this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of fireballs created increases by four for each slot level above lst. Lightning Bolt 5 Instantaneous You hurl a bolt of lightning from your hand. Make a straight, 1-foot square component of the bolt exploding, dealing 4d8 lightning damage to each creature in a 15-foot cube centered on your hip. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 lightning damage, or half as much damage on a successful save. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration:

Until dispelled or triggered by a spell of 8th level or higher, your strike inflicts 1d6 whirling effects on each creature within 5 feet of you. You may choose an area of stone, mud, or snow under the spell to crush the creature and cause it to lash out at your command, in a 20-foot cone. The creature must make a Strength saving throw. On a failed save, it is restrained for the spell. On a successful save, it is no longer restrained and instead weighs no more than 5 pounds. Creatures that are in the spell’s area at the time of the attack are immune to this spell. For the duration, restrained creatures also take lightning damage, and restrained creatures can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and therefore makes a Strength or Dexterity check against your spell save DC. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can affect one additional creature for each slot level above 7th. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Until dispelled

You unleash an uncontrolled bolt of lightning from within range to strike down creatures and structures. Each creature in a 10-foot cube within range of the lightning strikes must make a Dexterity saving throw. When a creature takes damage or falls, the lightning ignites the creature, and the spell ends. Each creature that ends its turn in the instant that the lightning strikes must make a Dexterity saving throw. The creature takes 5d10 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites when a creature takes damage or becomes suspended in the air, such as if it were casting this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d10 for each slot level above 3rd. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration:

Until the spell ends, a line of lightning erupts from you and lashes out toward a point you choose within range. When you see the lightning, you can use your action to cause the line of lightning to move in a straight line up to 60 feet in a direction you choose. You can create a temporary closure between you and the point of impact by using an action to break the temporary closure. The line of lightning disperses fog, blizzard, hail, and lightning bolts, as well as any that remain. You can use your action to make a spray of bolts appear and move across the room in a straight line. Make a ranged spell attack against a creature within the line of the lightning. On a hit, the target suffers the blizzard and can’t take reactions until the spell ends. After the spell ends, the spell fails and the temporary closure ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Tweel Strike

Casting Time: 1 action
Range: 60
Duration: Up to 10 minutes

Instantaneous A small beam of light streaks across the floor and explodes in a 50-foot-radius sphere on a random, random spot within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage, and on a miss, the spell ends. The spell has no effect on undead. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 60
Duration:

Up to one creature of your choice that you can see within range and that fits a 5th-level slot within a Large or smaller structure or on an unoccupied spaceable surface within 5 feet of it becomes a creature for the spell. The target’s speed increases by 10 feet for the duration, and it is able to move up or down in any direction within 30 feet of you. The spell ends if you try to move into a locked container within 10 feet of it or if you cast it while wearing protective gear (such as a trident or a longbow) or while you rely on movement to move inside an open container (such as a chest or a seat). You can exclude one or more creature types listed below from the list, which might yield more powerful spells and more powerful spells. Clerics. At your command, you issue a general command, such as to all enemies present on a battlefield, to a group of five men or a group of five men led by your choice, to one creature of challenge rating 6 or lower, within 30 feet of it and within 30 feet of it. The spell ends if you cast it again, if you end your turn outside the spell’s scope, if you reach any point within 30 feet of it and use my action to do so, or if you use my action on a subsequent turn of yours to move up to his or her speed so that it stops moving. Whatever the general command, however, doesn’t apply to the creature unless you specifically demand it. At Higher Levels. When you cast this spell using a spell slot of 7th level and higher, you can target one additional creature for each slot level above 6th. Special Conjuration

Tweel Strike

Casting Time: 1 action
Range: 6
Duration: Instantaneous

The creature you touch becomes a replica of itself for the first time on a target you choose within range. The replica can hold up to 500 pounds. The replica can also function as an energy weapon, a construct, or another magic weapon. The replica is made of up to 5 pounds of stone, 1 inch of common fat, 1 inch of common metal, an 8-inch diameter cylinder of obsidian, and 1/4 inch of black humor within. If you target a creature with a physical attack while it is a replica, that creature can choose to be knocked insane or have its hit die tripled, creating a magical effect that ends the effect. A magic missile launched at the replica crashes into it creating a deafening cacophony behind it. Transmutation

Tweel Strike

Casting Time: 1 action
Range: 6
Duration: Instantaneous

You point at a point between five and fifteen feet away and strike. You can make a ranged spell attack against a target within reach. On a hit, the target takes 6d8 damage. If you hit a creature with a ranged spell attack this spell normally ends, and the spell ends if you or a creature you designate attacks you with a spell of 2nd level or lower. Evocation

Tweel Strike

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell makes a bolt of lightning strike one creature within range. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration of the lightning strike, you can use your action to make a special move and end the lightning. Alternatively, you can cause the target to make a special move and end its turn, or you can cause the spell to waste time and deal no damage. In either case, the spell fails if you’re the target of the attack or if the spell ends on a failure. Evocation

Tweel Strike

Casting Time: 1 action
Range: 8 Hours
Duration:

You choose three explosive charges that burst from objects within range. When a target uses an action to attack you, you can make a ranged spell attack with one of the charges. On a hit, the target takes 3d10 force damage. At the end of each of the next turns, one of the charges may be dispelled, and a distraction spell can be cast to mend the impost and to halt the spellcasting. On a successful cast, the spell ends. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 8 Hours
Duration:

You unleash a whirlwind of magic in a 30-footradius sphere centered on a point of your choice within range. The sphere spreads around corners, forming a 45-foot radius centered on the hub. Each creature in that area must make a Dexterity saving throw. A creature succeeds without requiring a saving throw, and its speed increases by 10 feet for the entire duration. A Large or smaller creature can take this saving throw at the start of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Tweel Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You attempt to strike one creature that you can see within range. The target must make a Dexterity saving throw. On a success, the target takes 3d6 bludgeoning damage and is knocked prone. On a failure, the target is stunned and must make a Strength saving throw. On a successful save, the spell ends. On a second try, the target can repeat the saving throw without needing to make a new one. On each of his or her turns until the spell ends, the target can repeat the saving throw at the end of each of its turns. On each of its turns until the spell ends, the target can make a Wisdom saving throw. On a success, the spell ends. On each of his or her turns until the spell ends, the target can repeat the saving throw at the end of each of its turns. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl your weapon—including the weapon without making melee attack with it—to the ground. It explodes, pinning the target to the ground and sending them flying. Each creature other than you within 30 feet of the point where you hurl the weapon must succeed on a Strength saving throw or take 1d8 thunder damage, and the thunderous noise for 3 rounds has no effect. The thunderous noise is a whisper, an infernal whisper, or a terrible whisper. Loose, shadowy hinges buckle under the thunder. To any creature other than you who wishes to remain inside the creature’s shadow, the creature must make a Constitution saving throw. On a failed save, the creature’s shadow disappears, leaving behind no light, no food, and no clothing. The creature remains under the shadow and can’t escape. After falling to the ground when the spell ends, the shadow crashes down, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. If the creature has a body mass index over 25 and spends half its total mass on moving around corners, the creature can make a Constitution saving throw. On a successful save, it can switch places with it, forming a bond with someone other than the creature and returning to the plane’s shadow. This bond lasts for the duration or until the creature chooses another form of transportation (such as a natural or mechanical), it moves into the new form, and the creature returns to the plane of existence they came from. You might also need the creature’s shadow in order to travel back to a place you chose, since it lasts until the creature’s next turn. When the spell ends, the creature awakens. It knows it was murdered, and its body is bound to it. The creature’s shadow becomes irretrievably flayed, and it reverts to its normal form if it is ever found wearing the creature’s jewelry. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Tweel Strike

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You point at one creature within range and project a beam of purple light that spreads around corners, forming a globe at the base of each finger. The globe remains for the spell’s duration, but it sheds bright light in a 10m radius and dim light for an additional 10m radius. Any creature that ends its turn within 10 feet of the globe must succeed on a Strength saving throw or take 1d8 radiant damage. A creature must also make the saving throw when it enters the globe’s radius for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Tweel Strike

Casting Time: 1 action
Range: A shimmering orb of lightning strikes out from your hand. Each creature other than you within 30 feet of you must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Duration:

Evocation

Tweel Strike

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create a Large blast of lightning on the ground that you can see within range. You cause it to flash a golden-white light and dim light for an additional 20 feet for the spell’s duration. This light, if light enough, lasts for the spell’s duration, making it bright light with an intense yin and a ring of yellows and halos. If the spell ends before you reach the end of your next turn, you can use your action to end it. If you do, the lightning spreads across the ground, where it sheds bright light in a 30foot radius and dim light for an additional 30 feet, dealing 1d4 radiant damage to each creature that ends its turn within 30 feet of the point you’re on. Evocation

Tweel Strike

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

A line of antimagic field appears and spreads around you, mimicking the tactile characteristics of a willing creature. Until the spell ends, the antimagic line forms on the ground in a 20-foot radius and spreads around corners. Creatures are prevented from seeing through the line, and seeing through the antimagic line moves creatures within the area towards the antimagic line. A creature can attack the line of sight of another creature by making a melee attack against a point within 20 feet of it. On a hit, the creature would be pushed up to 5 feet away from the antimagic line and have its speed halved. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

At the end of each of your turns until the spell ends, you can make a melee attack with a weapon against a creature within your reach that is within 60 feet of the target. An attack rolled against the creature must use its own reaction. When the attack hits, the target takes 4d10 piercing damage, and until the end of its next turn, it makes the attack with a weapon. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You hurl up to ten daggers at one creature you can see within range. Make a ranged spell attack for each dart made. On a hit, the target takes 6d6 poison damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: Instantaneous

You create a beam of light in a 30-foot-radius sphere centered on a point you can see within range. The sphere is 60 feet square and can contain up to 10 cubic feet of floor space. The sphere has a 25 percent chance to dim lights within 30 feet of it as dim lights of equal or greater brightness within 30 feet of it, and dim lights of equal or higher brightness within 30 feet of it. If a beam of dim lights enters the sphere or is directed toward a point within its range, a 50 percent chance of it succeeding makes the beam dim light within 30 feet of it. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

A circle of shadow appeared on the ground within range and burst forth a burst of bright light in a 100-foot radius around it. Each creature in that area must make a Wisdom saving throw. A creature takes 2d12 radiant damage on a failed save, or half as much damage on a successful one. That damage can’t reduce a target’s attack by two, and its Strength bonus is reduced by two, to a maximum of two plus two, at the start of each of its turns. A target must also make a saving throw against a spell of 3rd level or lower. On a successful save, the spell ends for it. Evocation

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

Attack of some sort. Each creature of your choice that you can see within range (no more than 10 feet away from you) attacks you on each of your turns until the spell ends. This spell has no effect on you if it would affect any other creature. If you cast this spell on a creature that doesn’t see an object in its immediate area and who can see anything beyond its range, that creature chooses whether to make its attack roll with that roll or make an attack roll with another creature within 30 feet of the target. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target one additional creature for each slot level above 5th. Evocation

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose one creature you can see within range. The target must succeed on a Wisdom saving throw or be pushed up to 5 feet away from you in a direction you choose. The target can then make the saving throw a number of feet higher than the previous jump step. If it succeeds, it remains in the jump step, but takes no actions other than turning to face you. If it fails, it takes 2d6 bludgeoning damage and isn’t able to cast spells until it steps into the trench. The trench extends 3 feet wide and 2 feet deep, and it spans a distance of 20 feet between you and the trench. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

For the duration, up to three creatures of your choice that fit within a 50-foot cube within range can’t be targeted by nonmagical ranged weapons or bolts. If you target one of these creatures with a ranged weapon or bolt, it deals 3d8 bludgeoning damage to the target. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

For the duration, you cause up to six trees under you to lash out in a direction that you choose for the first time on a point within range. Starting with the top of a tree, each branch that strikes the tree causes a burst of magical energy coursing through it that creates a gust of wind (not including the blizzard that forms it) that moves with the tree toward a point you choose, making the current turn for 24 hours. The wind remains for the duration. After failing a saving throw against this spell, a tree explodes, spewing 100 feet of cloud of smoke in a 40 foot radius. Each tree that ends its turn in the area takes 2d8 bludgeoning damage. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

If you attack a lich with a blade attack, the lich adds your spellcasting ability modifier, not the creature’s, to the attack. On a hit, the target takes 4d8 slashing damage, and it takes half as much damage on a successful hit. You can adjust the attack for different creatures, moving the damage around so that the greatest damage possible falls beneath the creature’s line of sight. If you hit the creature with a nonmagical ranged weapon attack, the weapon attack deals an extra 1d6 damage to the target. You can’t have more than one weapon attack at a time. While making the attack, you can make a spell attack with one of the weapons, but only one of its two effects appears on the attack roll; it must be true and your modus operandi is to succeed or miss the spell, the spell, or the spell, not both, and you fall short of its normal speed. When you cast this spell, the two effects appear simultaneously in your hand and during your turn, so that you can cast the spell twice, or you can make one weapon attack and spend the extra damage to maintain your concentration on the spell. A moderate wind can disperse storm clouds while casting this spell. storm cloud Unless otherwise noted, this spell can affect any kind of solid surface on the ground that you can see within 30 feet of it. You can use your action to affect a part of up to five inches thick and move it up to 5 feet away from you. Then, as an action, you move the part back to where you first touched it. If you hit a wall, a ceiling, or an object moving up or down, your spell endangers it. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell uses a bolt of thunder to launch down a 15 foot deep portal that leads to a greater evil nest of evil. The portal leads to a greater evil, a place where the primordial horrors dwell, a lair where the primordials lurk, and a laboratory. You choose a portal that’s an exact match to the image of a primordial chamber or lair, and you create the portal in the manner of a chamber or lair, along with the ammunition and the tool you use for the portal construction. The portal leads to a greater evil nest, a place where the horrors dwell, a lair where the primordial horrors lurk, and a laboratory. You use this spell without hesitation or risk triggering contingency plans. At any time after the portal is created, a primordial dread creature appears in the portal’s space and hovers in the air for 10 feet. The creature carries heavy objects such as a dagger or similar weapon and travels 5 feet each time it strikes the portal construction. For the duration, it has disadvantage on attack rolls against targets within 5 feet of the portal and can’t take reactions, it crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests, crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,crests,deep breath,120 Instantaneous Choose a spell of 4th level or lower that you can cast, cast again, or cast again on yourself. You focus on that spell for 1 minute, using a spell slot of 5th level or lower. You cast that spell again if it has no effects and if it would provoke an effect using another spell slot, an ability slot, or an otherwise available to you. You must have seen or heard the spell’s area of effect, such as a hall or a dungeon, before you cast the spell. If you do so, the spell immediately ends. If you attempt to resolve a spell of level 5 or lower that could have triggered the spell, that spell can be waived if you have seen it before. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You cast the stunning ray and create a strong magical link between yourself and a target within range. Make a ranged spell attack against the target. On a hit, the target deals an extra 1d6 force damage on a failed attack roll, or half as much damage on a successful one. The spell can have additional effects, such as healing a creature affected by it. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a momentary circle of shimmering light that fills an area 20 feet square. The area is invisible to creatures of your choice that aren’t using truesight. Each 5-foot-square part of the area is illuminated by a spectral lightcrafting spell for the duration. The light creates no current and can be extinguished in the same area. If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You point at a creature within range, and the creature makes a ranged spell attack against that creature. On a hit, the target suffers the attack’s damage, and it becomes friendly to you until the spell ends, at which point the spell ends. If you chose an area’s natural terrain or magical terrain, the creature takes 50 feet of movement on each of its turns, and it can’t take actions this turn. The creature doesn’t need to run or jump. Evocation

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You point at one creature whose height is less than half the creature’s maximum height. That creature must make a Dexterity saving throw. On a failed save, the target takes 5d8 bludgeoning damage and is caught in the whirlwind for 1 minute. On a successful save, the creature takes half the damage and isn’t caught in the whirlwind. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You point your finger and push something against the target’s chest. The target takes 1d6 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. You can target one creature that isn’t wearing armor or that is on a plane of existence beyond reach to create a temporary teleportation circle—if you have the technology, the magic circle can be triggered by a spell of 3rd level or higher. For the duration, or until the spell ends, you can use your finger to move the target up to 60 feet in any direction. The spell ends if you use an action to dismiss the teleportation circle. On each of your turns until the spell ends, you or a creature you choose must choose an area of effect magic that allows you to ignore the teleportation circle and move with it. You can use this ability again on each of your turns as an action. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Instantaneous
Duration:

You raise a spectral beast from the ground. You can’t raise the beast if it is already within 200 feet of you. Divination

Tweel Strike

Casting Time: 1 action
Range: Self (100-foot cone)
Duration: Instantaneous

A shimmering force springs from your finger to strike something within range for the first time on a target within 120 feet of it. Make a ranged spell attack against a target that is in the range. On a hit, the target takes 1d8 elemental damage, and it must make a Constitution saving throw. A creature takes 1d12 necrotic damage on a failed save, or half as much damage on a successful one. You can also slap a creature or a creature within 5 feet of the spell to make a new one disappear, sending it tumbling to the ground and forcing it to make a Constitution saving throw. If you miss, your first melee attack against a creature within 5 feet of the spell ends. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

An invisible wall of strong force extends out from you toward a creature for the duration. The wall appears at the point of impact and lasts for the duration. The wall can be up to 30 feet long, 15 feet high, and 1 inch thick. It covers 10 feet of solid material. To a creature moving through the wall, the wall appears within 60 feet of it and moves along its length, first blocking movement, and then blocking twice as much movement for the duration. While blocking a movement, the wall always ends, and it is impossible for a creature or creature for that duration to move through the wall. If you move through the wall while maintaining 5 feet of movement left, you instantly draw one of the following effects from the Ethereal Plane: You cause plants within 5 feet of the wall to exhale poisonous gas in a 5-footradius circle, causing them to become blinded for 1 hour. You cause lights in the wall to turn green for an additional 10 feet. You cause fog, freezing wind, and rain for an additional 10 feet. You banish a moving creature in midair, requiring a successful Intelligence (Investigation) check against your spell save DC to find it. You banish a creature that is still in midair to the wall, recharging the creature. The wall continues to hover around you, its area filling up as you cast this spell. If you are still in midair, it crashes down and leaves behind a trail of freezing water. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

This spell creates a 20-footradius, 20,000-foot-wide cylinder centered on a point within range that explodes whenever a creature within the cylinder transforms or comes under attack. Each creature that starts its turn in the cylinder must succeed on a Dexterity saving throw or take 1d8 radiant damage. At the end of each of its turns, a creature can make another Dexterity saving throw. It takes 7d6 radiant damage on a failed saving throw, and it takes half as much damage on a successful one. The cylinder ignites bright light if it is within 5 feet of a source of light other than the source of light burning the creature or making it unable to see or understand the image. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can direct multistrike against one creature of your choice within 5 feet of the cylinder for 1 minute, using an action to touch the creature and repeat the saving throw. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can direct multistrike against one creature of your choice within 5 feet of the cylinder for 1 minute, using an action to touch the creature and repeat the saving throw. This spell has no effect on constructs or undead. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot cone)
Duration: Instantaneous

You create a 15-foot-radius, 20-foot-high cylinder centered on an unoccupied space you choose within range. The cylinder remains for the duration and emits bright light in a 20-foot radius inside the space. Each creature in the cylinder must make a Constitution saving throw. On a failed save, the creature takes 5d8 necrotic damage, and the cylinder explodes. At the end of each of the cylinder's turns, an undead creature that w as a part of moving the cylinder moves onto the other side. The undead creature is under the spell’s effect until it drops to 0 hit points, at which point it returns to being undead. The cylinder remains for the duration. During that time, the cylinder sheds bright light in a 20-foot radius and emits faint light in a 20-foot radius, and it sheds dim light in a 25-foot radius. While this spell is in effect, you can use a bonus action to cause a simple conjuration spell to duplicate the cylinder’s condition, creating a new cylinder and repeating the process until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create two cylinder spells for each slot level above 3rd. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

You invoke a spirit that commands a simple task, such as cleaning a bed, folding clothes, or pouring tea. The task is simple but precise. You can specify a simple and precise task before casting the spell. The spell is cast within 10 minutes, after which time runs out. You can also set a precise and precise task before casting the spell again. You must tell the task what you plan to accomplish along the way, whether you'll need to use magic items to do so, and how. While this spell allows you to specify a simple and precise task before casting the spell, you can specify a precise and precise task after casting the spell. You must give the precise task information to the creature (no action required by you) before casting the spell. The creature knows whether the task is accomplished and can either follow instructions from you or attempt to correct an obvious error in your magic. The DM can use this spell only once. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of detailed information your creature receives while casting the spell increases by 2 for each slot level above 6th. Illusion

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot cube)
Duration: Instantaneous

You strike with all your might. You strike up to five creatures or objects within range. All creatures within your reach must make a Dexterity saving throw. A creature takes half as much damage on a failed save, and it is blinded when it fails it. On each of your turns as a bonus action, you can make the same saving throw against this effect. On each of your turns, you can repeat the saving throw in any order you like. Creatures are limited in what they can do during their turns, and their movement during these turns can't be affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Necromancy

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot cube or larger)
Duration: Instantaneous

You point your finger and project a beam of antimagic field onto an object or a creature within range. For the duration, a target has resistance to one damage type: acid, cold, or erythropic (a nonmagical effect that can’t be broken). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage type increases by one for each slot level above 2nd. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A whip springs from your hand, whipping you in a 10—foot radius. The whipping moves with you, remaining centered on you and targeting the first creature you choose within 10 feet of you. The whipping has the same range and duration as the warding spell, and it deals 2d8 damage to target and 1d6 damage to target's construct. The second creature takes 2d6 cold damage and must make a Constitution saving throw. It takes 3d6 cold damage on a failed save, and it has disadvantage on attack rolls against creatures with Intelligence and Wisdom scores. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

By manipulating light within 10 feet of you, you create a bright spot within range in a location you specify within range. The target must make a Wisdom saving throw. On a successful save, the spell ends for that creature. Illusion

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous or 1 hour (see below)

You touch a willing creature and exchange blows. Each creature that you choose as a target for a spell of 3rd level or lower targets you. For the duration, the target has resistance to one damage type of your choosing, though it has resistance to half as much damage with all of its hit points replaced by silver, iron, or ironclad. To strike the target again, make a melee spell attack. On a hit, the target takes 4d8 damage of the type you chose. During the spell’s duration, you can use your action to deal 4d8 damage to either creature with which you are a target. Both creatures take 4d8 damage of the type you selected. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You conjure a mass of thorny vines in a 20-foot cube centered on a point within range. Choose one thorn or ten other plants within range for the plant’s damage type. At the end of each of the plant’s turns until the spell ends, the vines can grow to fill a 20-foot cube. Each vine has AC 15 and 30 hit points, and it has poison resistance against the spell’s damage type. The vines also sustain up to 10 pounds of fresh flesh and up to 1 inch of damage from time to time. An affected creature must use its action to shake them off. If a creature tries to use a vine to bite a creature, that creature must make a Strength saving throw. On a failed saving, it takes 12d6 piercing damage (the vine’s damage type is Constitution saving). On a successful save, it takes half as much damage. While affected by this spell, a target loses all resistance to one damage type affliction. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a magical talisman that lasts for the duration or until you use an action to touch it. When you cast the spell, you can choose a new talisman, permanent attunement to a different creature’s name, or a nonmagical talisman. You can also target a new construct using an action to change its talisman or add it to any existing one. In either case, you must use all of the current items you touch in creating the talisman. The new talisman lasts for the duration or until you change its name, the new construct’s talisman, or a spell of your choice that targets a specific creature. You can also change the size, shape, or color of existing talismats. The new talisman is nearly invisible, so it can't be targeted by illusory duplicates. Illusion

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You create a shimmering orb of antimagic field within range, centered on a point you choose within range. You can designate a password that the spell knows and that takes 7 hours to cast, 10 hours to cast, and 10 hours to cast—up from the current 7-hour limit. As a bonus action on each of your turns, you can hurl the shimmering orb at one creature within 5 feet of it. Make a ranged spell attack with the orb. On a hit, the target takes 1d10 acid damage, and it has advantage on the next attack roll it makes this way. On each of your turns until the spell ends, you can use the bonus action to move the orb up to 30 feet in any direction. Make a ranged spell attack with the orb. On a hit, the target takes 1d10 acid damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You strike a creature that you can see within range. The target appears dead to strike, but not before it crumbles into rubble. If there is no rubble, the target lands where it was launched. If a creature lands before the spell ends, it is lifted in a straight line up to 90 feet in a direction you chose. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the first time you hit a target with a weapon attack during your spell’s duration, the target takes a weapon strike. The spell has no effect if the weapon strike deal damage. If you hit a target with a weapon strike, roll a d20 “2 and add what damage dice you have to the attack. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the first time you hit with a weapon attack during your spell’s duration, the target takes an extra 2d6 damage of the type you chose, and it must roll a d4 and add the number rolled to the attack. Crusader's Caster roll for duelist Divine Favor Concentration, up to 1 minute Your divine magic turns beasts of your choice that you can see within range into immobile orbs that disappear when an attacker within 10 feet of the target drops to 0 hit points. (You can use your action to assume the shape of a humanoid and animate it as a beast until the spell ends, returning it to its normal size and type, or choosing a different creature type until the spell ends.) The orbs last for the duration. If you cast this spell with a spell slot of no higher than 1st level, the spell lasts for the entire duration and might collapse. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is 1 hour and costs 4 hours for all other versions. When you use an arcane spell slot of 6th level or higher, the spell lasts until it drops to 0 hit points, after which it disappears. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on globe)
Duration: Instantaneous

Eight tentacles, one for each creature within range, fly upward from the ground in a 20-foot-radius circle centered on the globe. Each creature in the circle must make a Dexterity saving throw. On a failed save, a creature takes 5d10 piercing damage and is stunned. On a successful save, it takes half as much damage. The tentacles are vulnerable to cold damage and can’t become trapped by nonmagical liquids. When the bracelet is dispelled, the cold damage it mitigates and any remaining damage it deals to the globe dissipates into vapor, which can’t be removed by any means short of a banishing spell. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self (10-foot-radius sphere centered on the sphere)
Duration: Instantaneous

A cylinder of sand and grit appears and floats there for the duration, made of temporary constructions. The cylinder appears where you choose and lasts for the duration. You choose a point you can see within range. You can form a separate cylinder to serve as a pillar or as a vertical column. If the pillar you choose is not visible from the other side of the pillar (for example, the pillar you choose as a pillar can't appear in the cylinder), you can shape it to appear as a pillar over and behind it. You can form a pillar from any of the following shapes (the pillar isn’t necessarily perpendicular to the ground or on a side that is): horizontal, vertical, or diagonally opposite to the pillar’s area. You can shape the pillar in any manner you choose so long as it doesn’t overlap or change its orientation so that it lies within a certain horizontal plane. You can shape the pillar in any manner you choose so long as the pillar’s area overlaps a certain elevation. You can create any number of pillars that are perpendicular to the pillar. You can shape any pillar you choose so long as it’s length increases by ‑4 inches, the thickness of the pillars increases by ‑8 inches, or you can shape a single pillar up to the thickness of an unoccupied container. You can shape a pillar up to 50 feet tall. Each pillar created doubles its height. The pillars last for the duration. If a pillar changes its location while invisibly elevated condition, it shrinks by 1 inch and collapses. While the pillars are in ascending or descending condition, it creates one additional pillar at a time, and it sheds bright light in a 40-foot radius on each pillar created. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: 10 minutes

If a creature that you can see within range attempts to cast a magic strike on a creature within 500 feet of it, an invisible barrier of quicksand erupts, causing it to make a Dexterity saving throw. On a failed save, it takes half as much damage and can't take reactions, or the force of the strike, as you used to. The barrier lasts for the duration. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a magic circle on the ground that you can see within range. The circle is visible from above and extends up to 50 feet beyond the ground. For the duration, any creature moving through the circle is invisible to all creatures except you and can’t see. When you cast this spell using a spell slot of 3rd level or higher, the circle creates a magical trap for you. When triggered, the trap instantly triggers a magic circle on the ground within 5 feet of it and lasts for the duration, at which it activates and the trap automatically activates. It activates only on a first-time target for each subsequent target. If you cast this spell on the same spot every day for a year, the trap automatically activates on each target, and the spell ends for that target. Each target triggers the same magic circle on each affected target, provided that no spells are on the same creature or on the same plane of existence. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create a pillar of fire on a solid surface within range. Any creature that ends its turn within 5 feet of it must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away from you. As a bonus action on your turn, you can move the pillar up to 100 feet in any direction. If you ram the pillar into a creature, that creature must succeed on a Strength saving throw or be pushed 10 feet away from you. As a bonus action on your turn, you can ram the pillar again up to 100 feet in any direction. If you ram the pillar into a pillar of fire, that fire spreads around corners, and it becomes impossible for it to reach its maximum heat. If it hits a pillar of molten iron, it takes 2d8+1d6 extra damage, and the pillar pounds away at it's surface. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a magic dart that strikes anywhere on the ground within range. The dart releases a protective sphere that protects you against ranged attacks. An invisible barrier extends along the ground and extends from it to a height of 20 feet in a direction you choose. This barrier lasts for the duration. For the duration, an invisible barrier 5 feet thick is visible from all directions and blocks all attacks made against it. It disappears when the spell ends. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Duration: Concentration, up to 10 minutes

You attempt to strike one creature you touch within 30 feet of it. That creature must succeed on a Dexterity saving throw or take 2d12 thunder damage on a failed save, and the spell ends for that creature. If it succeeds, you lay a trap. When the trap is triggered, a lightning bolt springs from it, dealing 1d12 thunder damage to the target. The bolt takes 2d12 lightning damage on a hit, and the magic of the target decreases by its magic for the rest of the spell’s duration. As an action, you can move the trap so that a Large or smaller creature in the area can see it, or you can cause the magic of the target to move to another creature within 30 feet of it and cause the trap to instantly end. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self (30-foot line)
Duration: Instantaneous

Choose an area of stone or mud that can’t be more than 30 feet square and that fits the mold of a carved structure. The stone or mud is cast into the hole and explodes whenever it strikes a creature within 5 feet of the entrance to the hole. Each creature that starts its turn in the hole must succeed on a Strength saving throw or take 2d8 bludgeoning damage and become restrained in the stone for 30 minutes. Any creature that ends its turn within 5 feet of the entrance or enters the stone or the mud for the first time on a turn or ends its turn there must succeed on a Strength saving throw or take 2d8 bludgeoning damage and be restrained by the rock for the spell’s duration. The rock might also break if it strikes a creature or if some other force is applied to the rock that causes it to buckle. Finally, this spell fails if the spell is held or wrapped around a creature or if some other force is applied to the rock that causes it to slip. When you cast this spell, and each time you do so, roll a d20 to determine what force is applied to the rock. If a creature would immediately fall from the rock (typically by accident), roll a d4 and add the excess weight to the roll to the end of your damage roll. A greater fall would cause the rock to come down even further, but the rock would be automatically restrained and the spell failed. The rock's weight doesn’t have to be large to cause a creature to fall, as long as it isn’t too heavy for the creature’s size (the creature doesn’t have to be light to fall). While a creature falls from the rock, it can use its action to push the rock up to 10 feet in any direction. This frees the creature from the rock’s effect and makes it fall safely. If any creature would fall from the rock (and if a creature ever tries to land a strike from there), roll a d4 to determine what force applied to the rock. A greater fall would cause the rock to come down even further, but the rock would be automatically restrained and the spell failed. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Self (5-foot tall cylinder centered on a point within 5 feet of you)
Duration: Instantaneous

A beam of light, up to 5 feet tall, streaks toward a creature within range and strikes it once. Make a ranged spell attack for every 5 you make with that spell at the start of your next turn. On a hit, the target takes 1d12 lightning damage, and it must make a Constitution saving throw. It takes 1d12 lightning damage on a failed save, and it is blinded for 1 minute on each of the turns it hasn’t seen you for the spell’s duration. The blinded creature can use an action to make a Constitution saving throw, taking 1d12 lightning damage on a failed save, or wean ourselves off of the spell permanently. On a success, we switch to another spell of the same level or higher, leaving our mark on the glyph in our possession. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, two additional lightning bolts can be launched at the same time, at a higher speed. Each bolt takes 4 feet of movement. At Higher Levels. When you cast this spell using an action to create a glyph by casting a spell using an action to create a glyph by an existing glyph, you can reshape the creature by using magic. You can reshape the creature’s glyph as a 3/4 inch cube with a 10-foot radius centered on that point, and you can animate one additional creature for each slot level above 3rd. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Concentration, up to 1 hour

You unleash an uncontrolled urge to crush an unwilling creature that you can see within range. The spell ends if you cast it again or if you end your turn there. The effect creates a square 50-foot cube on the ground that you can see within range that is filled with thickets of fog until the spell ends, and it lasts until the spell ends. Each creature other than you that you can see within this area must succeed on a Wisdom saving throw or drop whatever it is holding and be restrained in a 50-foot cube for the spell. Creatures that aren’t there can’t see or hear them can see nothing beyond these boundaries, and if this spell ends, you can dismiss the spell as an action. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

The point of impact of one strike could cause a creature’s speed to drop to 10 feet, or your walking speed to 15 feet. As the spell ends, the spell ends, and everything that went wrong triggers a new one. While the spell ends, a creature with low Vitality is unaffected by it. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You summon a fey creature that is entirely harmless. Whenever you make an attack roll or a saving throw in combat, you can create a fey spell by casting this spell at the same time you make an attack roll or a weapon attack using it, and then making the attack using that weapon. You choose the fey spell’s target, which must be within 60 feet of it and which must be within range. You summon the fey creature in this way to fight monsters, to fight off hungry creatures or to defend an area from hostile creatures. While you are fey, you can use your action to make a melee spell attack against a fey creature within 30 feet of it that is within 30 feet of it. On a hit, the creature takes 4d8 poison damage, and it takes half as much damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

Up to six creatures of your choice that you can see within range can be affected as part of a stunning strike. Make the attack roll on each of your turns. On each of your turns before the spell ends, you can use your spellcasting ability instead of Strength for the first time on each target, and you regain all expended hit points. On each of your subsequent turns before the spell ends, you can use Strength for the first time on each target, and regain all expended hit points. If you use Strength two or three times, the spell ends. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You cause an object weighing up to 50 pounds to burst from your pocket or other unoccupied space within range. You cause the object to become part of an invisible, magical bridge between you and the destination behind the DM’s choice of door or window. The bridge appears on the DM’s landscape and lasts for the duration. When you cast this spell, you can create a magical teleportation bridge using one of the following functions, such as the one provided below. At a minimum, each bridge created must be at least 30 feet tall and not less than 30 feet wide. A bridge can be linked to or unstruck by casting this spell. Alternatively, you can set up a magical tether linking the spell to a known teleportation bridge created by placing a spell slot of 4th level or higher on the spell list and creating a chain of steps on the w the bridge. Both functions can be activated by accident while casting the spell. Through the magical tether created by the magic of this bridge, you can move across an object or a barrier that is no larger than a 20-foot cube and jump higher than 60 feet per round step, up to privileges granted to you by your deity. You can use your movement to move up to 20 feet directly beside another object weighing 10 pounds or so. You can move across invisible barriers up to 25 feet in a row, but only if each barrier is 5 feet deep and 5 feet high enough. Any object that falls within 5 feet of any such barrier must first be lifted 3 feet higher to remain vertical. Special Attacks Abra’s hammer (DC 20) and spear (DC 20) Concentration, up to 2 hours You conjure up a Large, Medium or smaller beast or beast of challenge rating 5 or lower (your choice) that you can see within range. The beast appears within 5 feet of you and, when it drops to 0 hit points, doesn’t make a melee attack, can’t attack any other creature, and makes a Constitution saving throw. It also doesn’t make a Wisdom saving throw if it is incapacitated. When you cast the spell, you can have up to ten of the beasts w ere hostile to you. The beasts are friendly to you until the spell ends, unless you instruct them otherwise. Whenever a hostile creature within 5 feet of you attacks you, you can make a Wisdom saving throw. The creature takes 2d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You create a beam of yellow flame that reaches a point within range and lasts for the spell’s duration. Under certain conditions, you might be able to fight the beam, which fires trinkets that dissipate after 1 hour. When you cast the spell or cast a spell that uses trinkets during its duration, the spell creates three additional beams within range that can be destroyed and thrown at the same target. The beams last for the duration. If you cast this spell multiple times, you can have up to three of its beams destroyed and thrown at the same target. When you use a spell slot of 5th level or higher, you can have up to two of its beams destroyed and thrown at the same target. When you use a spell slot of 7th level or higher, you can have up to two of its beams destroyed and thrown at the same target. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame lash flames of fury that fly up to six feet in a direction you choose for the duration. Each target must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage or 3d6 lightning damage, becoming aflame and desolation damage clouds until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can cause one additional creature for each slot level above 2nd. Evocation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Duration: 1 hour

You attempt to grapple one creature you can see within range. The target must make a Strength saving throw, taking 4d10 force damage on a failed save, or the grapple is broken, your spell ends, and the target falls prone. The target takes 4d10 force damage on a failed save, and the grapple falls. On a successful save, the spell ends. You can use an action to end the grapple. On each of your turns, you can use your action to end it. On each of your turns, you can use your action to move the creature up to 30 feet in any direction except straight ahead or behind you. If the creature moves over a pit, a cliff, or a low barrier, the creature is pushed to one side of the pit and must make a Strength saving throw. On a successful save, the creature is restrained and can use an action to end the grapple. If the creature would fall if it were able to, the creature might instead fall prone and remain prone until the spell ends. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A flurry of blows erupted from your hand. Each creature within 5 feet of you where you cast this spell must succeed on a Dexterity saving throw or take 1d4 piercing damage. For the duration, your weapon also has advantage on each melee attack against a target within 5 feet of it. Additionally, the creature takes 2d8 thunder damage at the end of its next melee attack after it made the saving throw. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A flurry of magical energy ripples outward from you, forming orbs of magical energy that shimmer around corners and across walls. A caster chooses a point you can see on the ground within 5 feet of you that is within 5 feet of a magic door or a pillar, and the orbs appear in the spot within 5 feet of that door or pillar. You can use a bonus action to cause one of the orbs to launch itself at a creature within 5 feet of the door or pillar, taking 1d6 radiant damage. The orb spreads around corners and is indistinct. It flies in the air. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, the creature takes 7d8 necrotic damage and can’t cast spells for 2 days. On a successful save, the creature doesn’t take any damage, and it disappears 1 hour after starting its next turn there. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A spectral glaive appears around you and flashes with a faint, piercing sound, casting a spectral spell on yourself. You can expend 5 spectral gallons for each slot level above 3rd. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

For the duration, you cause a nonmagical object that is up to 5 feet in diameter and that isn’t being worn or carried by someone to lash out, thrust its own weapon—your weapon—at another creature within 5 feet of the object, causing the target to make a Dexterity saving throw. On a success, you throw the object away, returning it to the hand. While thrown, the weapon has AC protection against its normal damage levels. Should such a creature succeed on the saving throw, the weapon damages that creature and causes it to become fatigued for 1 minute, after which the weapon isn’t wielded. If the weapon fails this saving throw, an extra 1 minute is spent using the weapon, or the item’s maximum weight. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of a weapon you create increases to 5 pounds, from 1 to 12 pounds. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Roll a d10 roll for the number of creatures within range on a round object that you can see within range. Creatures or objects are magically dismissed from the spell, and any that aren't dismissed instantly return to their bodies. An unwilling creature that can see or hear you makes a Wisdom saving throw to dismiss it. If it succeeds, it is dismissed. If it fails, you cast resolve for it, casting it as an action, returning it to its home plane, and then returning it to the spell slot you used to cast it. Once dismissed, the creature can’t leave the plane it was standing on again, and no creature can become trapped by its own movements. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The next time you hit an enemy with an attack during the casting of a spell, you can roll a d6 and have the attacking creature deal 3d6 damage of your choice before returning the weapon to its owner’s hand. Additionally, any creature blinded by this spell must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against you until the spell ends. While blinded by this spell, the target can’t use reactions, and whenever it uses a reaction, it must roll a d10 at the start of the next turn and roll a d4. The target treats its action as an effect, instead of as part of its action. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You strike up to ten beasts within range, spelling out commands to them. Each beast obeys each command you give it, and any number of beasts of your choice within 120 feet of you that you can see must also make a Wisdom saving throw. Each beast’s speed is halved until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional beast for each slot level above 6th. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You throw a rock or an emerald or a stone of any sort at one creature or object in range, causing it to launch the rock or stone at the specified creature or object within range. If the target is a Huge or smaller nonmagical object, it must be of a height at least 10 feet beyond the target and at least 10 feet above the ground under the target (if any), which creates confusion effects, and makes for a hard landing. If the target fails its save against this effect, it instead crashes to the ground and is engulfed in smoke. If it has six legs, it has two times the total weight of the ground it lands on, and has eight times the total weight of the ceiling it rises onto. To a creature charmed by magic, the smoke is as strong as a strong wind. If the smoke lingers for too long in the air, a thin blue beam of radiance descends from the target, dealing lightning damage. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self
Duration: Special

Instantaneous As you strike a target with a flurry of blows, create a flurry of harmful magical effects that deal 1d4 + 1d6 damage. Until the spell ends, these effects have a radius of 30 feet and can’t reduce a target’s Hit Dice unless you choose a target type such as Small or smaller. All the creatures in the area must make a Constitution saving throw. On a failed save, they take 4d12 necrotic damage, and they are blinded for 1 minute. On a successful save, the spell ends for each target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

Your bare hands assail a creature that you choose within range. The target must succeed on a Strength saving throw or be restrained by your spell for the duration. The restrained target becomes diseased and dies when it drops to 0 hit points. This spell has no effect on undead or constructs or on creatures other than the chosen class of the creature. Necromancy

Tweel Strike

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You strike at one creature within range, distancing it from reality. For the duration, the target has AC 15 and 30 hit points, and it can’t take reactions. If the target takes any damage, it can use its action on a reaction, and the spell ends on the target’s turn. The spell ends if you switch targets, or if you choose multiple targets. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

For the duration, you and up to three willing creatures you touch can make one melee weapon attack with a weapon of your choice, instead of the usual number of attacks possible with the weapon (your choice, which has no effect). A target makes the attack with a weapon of your choice with a flying speed of 10 feet. If you use a bonus action to dismiss this spell, you can set the casting time of the spell to last until the spell ends. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You make a dart piercing through a Medium or smaller nonmagical creature’s space and explode in a 30-foot radius around the creature. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d10 fire damage and is extinguished within 10 minutes of its saving throw. The fire damages Medium or smaller objects in its area and ignites flammable objects that aren’t being worn or carried. A creature that takes 5d10 fire damage when it hits a creature with a slam attack can use its action to move away from the fire and jump at the target, sending it flying. If the target blocks a jump attack during its next turn, the creature is jettisoned from the spell, and it can be revived with a successful DC 20 Strength check by using a different weapon (your choice) or another spell of 2nd level or lower. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You strike a creature or a solid object within range. While the target is in the spell’s reach, it is immune to all damage, and any damage done by the target results in a +10 bonus to AC against attack rolls, ability checks, and saving throws made against the target for the duration. The bonus to AC makes it more vulnerable to being broken, and the spell makes the target vulnerable to being damaged as well. Should the target deal damage to you before this spell ends, the spell ends for it. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. For the duration, the target can’t be targeted by an illusory link between yourself and the target, and spells and magical effects are suppressed. The spell ends if you cast it again, if you end your next long rest on an incapacitated target, or if you end your next long rest on a target with a natural exhaustion ability. Abjuration

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A shimmering portal appears from a point you choose within range behind a creature and extends out to extend its reach. The portal is a sphere with a diameter of 5 feet and a depth of 5 feet. Each creature that enters the portal opens a gateway to a different portal created by the portal spell. You can open a gateway by dividing the length of the portal between you and the destination, both open and close to the portal. Each DM might issue a challenge rating as low as 1. The portal also reveals an entrance. A portal opens only once in a game, which means you must take that many turns to open a portal. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create one adamantine spike at a point of your choice within range. Choose one of the following effects when you cast this spell. The effect lasts for the duration, but the spell becomes permanent if you lose your concentration on it or if you learn more about it at school. You can also choose to create the spell at any time before its duration expires. Reduces the target’s weapon Attack bonus by one, and makes a second attack with it with a weapon attack bonus of your choice, using an unarmored weapon. Stops short any creature that uses its action to take any Strength saving throw or ends an opponent’s turn. Evocation

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You strike a creature that you can see within range, knocking it to the ground and throwing it into a deep sleep. The target must make a Constitution saving throw, taking 8d6 damage on a failed save, or half as much damage on a successful one. This spell also creates a magical tomb on the target ground that you choose that you can see beneath the ground to create a temporary tomb by turning it into a labyrinth. You choose a point you can see within range. A tomb is made up of loose earth and stone, as well as magical force fields created by the spell to create barriers and openings. If a tomb is created and opened up onto a solid surface, magic remains in it for the duration, which would cause it to crumble to dust. Any who have laid their hands on a tombstone or stepped onto a tombstone's edge are unaffected. Transmutation

Tweel Strike

Casting Time: 1 action
Range: Touch
Duration:

You cause stone pillars to burst from places on the ground that you can see within range. Each pillar obscures a different location on the ground. If the pillar intersects a busy street or bridge, it will form a horizontal or vertical crest extending from under it. When the pillar strikes an unoccupied dwelling place or area, a small earthquake, made by the earthquake suppress button, destroys the pillar. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can cause a pillar to rise up to twenty feet higher or downward than normal, using any available terrain elementals. Flood of Flammable Objects Touch Instantaneous You send a type of nonmagical nonliving object (such as a sword or axe, a piece of jewelry, or an especially sharp tool) strewn throughout the physical world toward a creature within range. Make a ranged spell attack for the object. On a hit, the target takes 1d6 damage of the type you chose. If you instead hit a creature with a melee attack, the thrown object strikes it twice, instead of once. The spell ends if you use a reaction or die while the object is in motion. If you throw the object without first preparing a reaction or a die, it explodes, and you deal 2d6 damage of the type you chose with each thrown object. If you throw a thrown object without first preparing a response or a die, it explodes again, and you deal 3d6 damage with each thrown object thrown. Make a d10 melee spell attack for the object. On a hit, the target takes 1d6 damage of the type you chose. If you have a reaction or die while the spell is in effect, the magic fails, and it explodes. A piece of magical writing inscribed with the spell ends any such defects at the end of its turn. Conjuration

Tweel Strike

Casting Time: 1 action
Range: Unlock
Duration:

Choose a point of your choice and you strike one humanoid within range. That target suffers the effects of a charm person spell. The target takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. For the duration, a charm person can affect only one humanoid at a time. When you use this spell to affect one humanoid, you must have the animate dead condition met. On a failed save, the target loses the ability to see others, can't speak, and can’t create food or drink. If you cast this spell on the same creature twice before it dies, the second time, you must roll a d 100 and add the number rolled to the subsequent roll. The charm person spell fails if the second time you cast the spell fails. If you cast this spell again, the charm person spell fails. When you cast this spell using a spell slot of a different name than the target’s name, the target loses the ability to see others and can’t speak, understand, or create food or drink. Necromancy

Tweel Strike

Casting Time: 1 action
Range: You create a small earthquake, and send it roaring down a 15-foot-radiusamycle or upward. Each creature within 15 feet of the earthquake (and you, if you are on the same plane of existence as me) must make a Constitution saving throw. On a failed save, a creature is knocked prone. When you cast this spell, you can have the earthquake shake with it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.
Duration: Dispel Magic

150 Instantaneous You dispel magic, repel its growth, and create a barrier of antimagic field between you and a door or a ceiling at some point within range. The barrier is 1 foot thick and can be broken free with a successful dispel magic spell. When a creature enters the spell’s area for the first time on a turn or starts its turn there, its magic is broken and magic remains with it, causing the barrier to disappear. The barrier lasts until the spell ends. If a barrier is cast into an area that is magically unoccupied, creatures that are friendly to you and that can freely move across it are unaffected. Evocation

Vicious Markers

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You create a mark of devil worship on a creature you can see within range. The mark appears on the target and lasts for the duration. To dismiss the spell, choose one of the following two options. One option, chosen by you, dismiss the target. The target perceives the mark because of the devil-shaped runes on its chest and down its spine. You can use a bonus action to cause the mark to fly up to 60 feet in any direction, providing you are within 60 feet of the target. You can’t designate a target mode or designate a specific creature type. Abjuration

Vicious Markers

Casting Time: 1 action
Range: 10
Duration: 8 Hours

You create an invisible mark on a creature that you can see within range. The mark lasts for the duration (up to 24 hours), and it disappears when you dismiss it as an action. The mark wanes if you cast this spell again until you dismiss the charm, which has no effect. The mark also extends into the creature’s space when you cast the spell. It lasts until the spell ends, at which point the mark dissipates. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 minute

A spectral creature appears within range when you cast this spell. The spectral creature must be within 30 feet of you when it appears. The spectral creature has advantage on Wisdom (Perception) checks made to see the creature. If the creature is wearing armor, it has disadvantage on ability checks and ability checks to see the creature. The spectral creature can’t be charmed. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 10
Duration: Duration: Concentration, up to 1 hour

This spell siphons moisture from creatures of your choice within range and places it within a ziggurat’s reach. Buildings, palaces, and other structures are affected, though they are composed of trees, rocks, or mud. When the spell ends, plants in the area turn to stone. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 10 minutes
Duration:

This spell can be placed under a creature spell slot of 6th level or higher and lasts until you cast this spell again. Evocation

Vicious Markers

Casting Time: 1 action
Range: 10
Duration:

You summon a hideous mark on one creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, the creature is blinded until the spell ends and must spend 1 minute or more removing the mark from its body. While the creature is blinded, a luminous devilish grin appears on its lips and you can’t affect the target while the devilish smile is present. If you don’t harm the creature while it is blinded, it becomes frightened for 1 minute upon waking. When the spell ends, the creature becomes a creature under your control. The creature is hostile to both you and creatures you can see within 30 feet of it. The creature doesn’t willingly enter a creature’s space and can’t use doors, windows, or similar openings open to the outside. A creature w ho moves only as far as possible to avoid detection from creatures within 30 feet of it. Necromancy

Vicious Markers

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a horizontal beam of lightning that arcs toward a target of your choice that you can see within range. Until the end of your next turn, the target takes 1d6 lightning damage when it enters the spell’s area for the first time on a turn or starts its turn there. This spell automatically ends if it takes more damage than the normal amount. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Vicious Markers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a mark on one creature you can see within range. You can use your action to call the mark to a specific creature within range. If the creature can hear you, the mark can be activated by using its action to speak the word. If the creature can hear you, it can hear you only when you are within the area. If you use your action to make a melee spell attack against the creature within range, the creature must succeed on a Wisdom saving throw or be knocked prone. On a failed save, the creature is knocked prone. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You project a phantasmal image of an object or a creature within range that lasts for the duration. The image appears at a spot that you can see within range and lasts for the duration. While the illusionary image is perceiving through the creature’s eyes, the target is blinded and restrained from moving or talking. The target can make a Charisma saving throw at the end of each of its turns, ending the effect on itself on a success. The phantasm is a 10-footradius, 30-foot-long cylinder centered on a point you choose within range. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature becomes charmed for the duration. A creature that fails the save is knocked prone. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on this saving throw if it’s immune to being charmed. On a failed save, the target is charmed for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Enchantment

Vicious Markers

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You choose a piece of jewelry you can see within range and imbue it with a spell of your choice that bestows certain abilities that could be used to its full potential. When you cast the spell, you can choose up to three equipment functions from the following list: flapper, flute, foley, fling, dagger, polearm, scepter, or stringer. You also can’t use any of the following spells. A piece of jewelry not worn by you becomes magical when you take damage. It permanently turns to dust and becomes an object with a +1 enhancement bonus. You can use this magic to repair or reshape the item you’ve worn or to repair another worn item. You can repair only to a creature’s space within 30 feet of the object, or to a portion of the object that has been damaged, broken, or worn off. When you repair or reshape the item, you can use a bonus action to cause the repair or reshave to deal additional damage. If you would have worn the item while damaged or worn off, you might repair a greater damage than normal. Additionally, you might cause the item to shed some of its magical properties. For example, you might restore a piece of jewelry that has been damaged to an object in its space (such as a fling or stringer), or you might restore a piece of jewelry that has been damaged and worn off while damaged or worn off. At the end of each of its turns, if the item strikes an object within 30 feet of it, the item deals an additional 1d4 damage of the sort it has damaged or worn off, and the spell ends. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You conjure a magical beast that performs some task or takes part in some activity without first obeying its orders. You choose a task or activity that the beast would normally perform, such as standing in line for a rare coin, cleaning a cupboard, or pouring out a saucer. The beast takes the actions described below as divine, but it is also given an Intelligence of 3 and a Wisdom of 3. Otherwise, the beast takes only one of those two actions at a time. If you cast this spell multiple times, you can have up to three of its non-instantaneous actions active at a time, during which time you can designate other actions you would take. You must be casting this spell once, both in your solo activity and while you are casting the spell as a group activity, using whatever action you have during the casting. When you cast the spell and as a bonus action on each of your turns thereafter, you can command the beast to follow your instructions, even if it has no immediate combat experience. To become proficient with this spell, the beast must meet certain performance characteristics: equipped armor, weapon proficiency, size, and weapon damage type. You can specify additional performance characteristics for the beast when you use my performance traits. The performance characteristics can be attuned to, creating a flexible plan for its use. Whenever you perform an action, you can command the beast to move across a nonmagical obstacle, repeat the task, or use some other manifestation of its deity (such as raising hell or raising the dead). When you command the creature, it obeys any command you make, such as "end sentence," "obliterate the page" or "drop the book." You can also specify conditions under which the beast might perform an action, such as "rest," or "cut short," "break leg," or "break nose," or some other meaningful effect. Condition I: The creature is restrained. While in this state, it can’t use reactions, such as walking, running, jumping, or using its action to attack or defend. While in this form, the creature has no memory of any actions it must perform while in this form, and it recalls nothing about any objects it drops or uses as it moves about the room. This condition leaves it vulnerable to all damage types, including acid, cold, fire, lightning, and thunder. Because the creature can’t use any special reactions, it can’t activate new ones, activate new technology, construct new structures, or repair damaged structures. While in this form, the creature can’t take actions that would normally trigger an action, such as opening or closing a door, attacking or blocking a creature, opening or closing a container, or removing a lock. The creature is limited by its movement speed, which is 0. The creature can’t activate, carry, or otherwise transport any heavy object within 30 feet of it. Abjuration

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration: 1 Hour

1 HourYou create a 10-foot cube of white marble that appears in a spot that you choose within range. Until the spell ends, the cube has a 50 percent chance to contain a spell of 3rd level or higher. You can designate a spot that you can see within the cube, but the cube must be within 30 feet of you. You can designate up to eight spaces within the cube, as long as those spaces are within 30 feet of each other. The cube can have up to two buildings, as long as there are fewer than eight buildings in it. The cube can have up to three hundred rooms, as long as there are at least one hundred rooms in it. The cube has no unoccupied rooms, and you can designate any unoccupied rooms within it that have been occupied by other creatures or by nonliving creatures. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

30 Days in a year. If you choose this spell before the spell ends, you choose one of the following effects when you cast it. You gain the benefits of those effects only when you cast this spell again, even if you no longer have them. You can also make one additional change to an effect that you cast before the spell ends. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 1 hour
Duration:

A creature you touch becomes a cursed marker. It can be replaced by any other curse spell or ability that uses the same spell slot. The charm ends if a cursed spell or ability ends on the target. You can use a bonus action to cause the target to become a cursed marker by making a melee spell attack against the target. On a hit, the target takes 1d10 necrotic damage. The target must succeed on a Wisdom saving throw or take 2d6 necrotic damage. The spell ends if a target is under the curse. A target can use its action to take no damage from the spell. If the target succeeds on the saving throw, the spell ends. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

All creatures within range can identify each other as a creature and can make verbal, written, or olfactory (S or D) checks to locate their closest friend. An intelligent creature can also identify its closest friend as a creature. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage. An unwilling target can take this damage only if it's willing (or otherwise capable of) to succeed on a Wisdom saving throw or take the effect of another ability it can use. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

A shimmering orb of fire appears and reaches out toward a creature within range. When the creature starts its turn in the same direction as you, the orb radiates magical energy equal to your spellcasting ability modifier + your proficiency bonus (if you have one) to a ranged weapon attack that creature was within 5 feet of it. Alternatively, you can cause the orb to leap at the chosen creature for 1 foot in the space where you cast this spell. Make a melee spell attack for the orb, and if you make the attack using an attack bonus, roll a d10 at the end of each of my turns for the duration. On a hit, the creature takes 4d12 magical damage, and it can’t take reactions until its next turn. Evocation

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

As part of your attack roll, you can attack up to three creatures on the same plane of existence. If the target or a creature within reach of a spell that targets one of these creatures or another creature in its space takes 5d8 radiant or necrotic damage, you can use your action to move the target up to 60 feet and make a melee spell attack. On a hit, the creature takes 12d6 radiant damage and must use its movement to move again. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

As you cast this spell, you create two different types of creatures: those who can perceive light and those who can perceive darkness. Creatures who can perceive light (such as an ant) take 10d6 bludgeoning damage and those who can perceive darkness (such as a ghost) take half as much damage. Creatures who can perceive darkness (such as a lich) take half as much damage and half the normal damage of the spell. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

For the duration, a cursed mark appears on a creature, willing creature, or an object it can reach and that is somehow connected to its physical form. The mark lasts for the duration, and it deals no damage. If you use a spell slot of 3rd level or higher, this spell deals an extra 1d8 lightning damage to the target whenever it strikes and causes it to become blinded for 1 hour. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

Until the spell ends, you have advantage on attack rolls against creatures, creatures with Intelligence or higher, and creatures with a Wisdom score of 5 or less. You and all creatures affected by the spell succeed on all saving throws, and they are also immune to all damage and effects, though they can’t take any damage from falling 3dlr. Hit points are not expended. When you cast the spell, you can choose a number of temporary hit points equal to twice the spell’s expended capacity. These temporary hit points can’t be lost, damaged, or turned into fire or acid spells. Nonmagical weapons with which you are proficient or used in a weapon of your choice that don’t have a flailing tip or that have a tipped or tangential tip have disadvantage on their attack rolls against targets with flailing weapon attacks. Evocation

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

You attempt to examine a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target must spend 1 minute casting this spell. On a successful save, the spell ends. The target can use its action to make a Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your reaction to end the spell on a successful save. On a failed save, the spell ends. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical mark on a creature. Choose as much of the following text as possible over a 10-foot-radius sphere centered on a point within range: 1 word, phrase, or image, including any that starts with “''’'' must be written in this text, and ends with “''’''’''’'s words, images, or any other appropriate language. You can also choose a single phrase or image’s opening and ending phrase, as well as the name of the creature that created it, its color, size, and sex. If the mark’s opening or ending phrase or image matches the opening or ending phrase, the spell automatically ends for that creature. If it doesn’t, the spell ends for that creature.” If the mark reveals a creature’s true identity, the spell creates a false identity for that creature, whose name and portrait it appears to share. Divination

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a spectral beast whose physical form is indistinguishable from what it is made of. It has AC 25 and Constitution 30. The beast has resistance to acid, cold, fire, and thunder damage. It can’t be charmed, and it can’t take or take damage. The beast can’t be attacked or frightened, and it can’t take any action that would cause it to attack, cast a spell, or use magic. You can target one creature or one object that is immune to this spell. The target must be within 60 feet of you when you cast the spell. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a disease that affects one willing creature you touch, both on you and within 30 feet of you. The target must succeed on a Wisdom saving throw or take 1d10 necrotic damage as part of the casting of the spell. When you cast the spell, you can choose a new disease type as normal, ending the effect on itself on a success. Necromancy

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

Your spell fails and the target suffers a bludgeoning or piercing damage as a result. You can use your action to make a melee spell attack against the target. On a hit, the target deals no damage, but if you cast this spell again, the spell fails and deals no damage. You can’t use this spell again until you finish a long rest. Evocation

Vicious Markers

Casting Time: 1 action
Range: 1 Hour
Duration:

Your spell merges together runes and magical energy to create a glyph of magical force that wards against all nonmagical damage and allows you to move at up to 100 feet per round for the duration. The glyph has the following benefits: You have resistance to being charmed. You can use your action to send a message of warning to a celestial, fey, fey demon, fiend, fiend, or fiend master (your choice) in a 30-foot radius. Your words and actions can’t be blocked by any of the following: Floating, magical energy (such as fire, ice, lightning, death ray, or vampiric flame) Energy field, including those that have a 10-foot radius or extend over barriers, that blocks your path or points through it, or one that is too small to block a creature or a part of a creature’s space or moves across an object or between two layers of barrier, solid, or porous ground or surface. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 1 Mile
Duration:

Choose a creature’s magic mark and use it to create a unique, dangerous mark on it. An unwilling creature can be affected only by one of the two magic mark’s properties at a time. While a creature is affected by one of the magic properties, the creature can make a Wisdom saving throw, taking 9d6 bludgeoning damage on a failed save, or a Strength saving throw, taking 9d6 piercing damage on a successful one. A creature that fails its save against this spell has its magical mark permanently affixed to the creature’s back, and the mark disappears within 24 hours. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the magic mark deals extra damage when you hit with two of the properties properties or one of the properties properties. If you cast it using a spell slot of 5th level or higher, the magic mark deals extra damage when you hit with two of the properties properties or one of the properties properties. If you use a spell slot of 6th level or higher, it deals 5 extra damage when you hit with three of the properties properties or one of the properties. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 1 minute
Duration:

A mark is formed on an object or a surface within range and remains there for the duration or until a special spell of 3rd level or lower quells the mark. You might target one of the following creatures with a mark: a bat, cat, crab, frog, lizard, octopus, poisonous serpent, fish, or poisonous tree. If the mark isn't destroyed before the spell ends, creatures created by spells of 3rd level or lower can still cast spells of 4th level or higher, which are effectively dead ends for the spell. When you cast the spell, you choose the creature’s special enchantment; it is a celestial property, a fey’s flying behavior, or a fiendish weave spell. It lasts until the end of your next turn. Special Enchantment, or 5th-level enchantment. You can use a portion of your mana to animate a mark or an effect or an affliction that would make it so, allowing you to target an object or a creature and make a DC 15 Intelligence saving throw. On a successful save, the mark disappears and no creature can see it or take any damage. The mark remains on an object or a creature for the duration or until you cast this spell again, at which point the mark disappears and no creature can see it. For the duration, an object, a creature, or a creature that you designate has disadvantage on attack rolls against you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate a separate mark for each slot level above 5th. Illusion

Vicious Markers

Casting Time: 1 action
Range: 1 round
Duration:

You create an invisible mark that defends a creature from hostile creatures. Until the spell ends, the mark appears on the target in an unoccupied space that is a line on the ground within 10 feet of it. If you cast this spell and then as a bonus action on each of your turns you can switch the mark or cast it as an action, dealing 5D6 + your spellcasting ability modifier. On a successful hit, the target deals only half damage of the target's type, and the mark is broken. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You point your finger into the sky and commit one of the following stomps to cause an instance of this spell’s damage. The spell halts your warding spells and thus your movement for 10 feet. The stomps take 1 minute to resolve and can’t reduce your size to 0 size category. Evocation

Vicious Markers

Casting Time: 1 action
Range: 24 Hours
Duration:

Duration:Until dispelled against one beast or humanoid you choose within range and that’s within 5 feet of you until the spell ends, you can ram the target into one of the following effects of your choice that you consider harmful. Targets within 5 feet of the target have disadvantage on Strength checks and can’t take solace in fealty to the target. Targets within 5 feet of the target have disadvantage on attack rolls against you. Targets within 5 feet of the target have disadvantage on Wisdom checks and can’t be charmed or driven insane. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 2 hours
Duration:

3 hours1 hourFor the duration, you can make a ranged spell attack against a creature within 5 feet of you in a direction that you choose, or you can make an attack of opportunity against a creature within 5 feet of you in a direction that you choose, within the same 10-foot radius as the target. If the target is within 5 feet of you, you can make the attack with advantage against the target. If the target moves more than 5 feet away from you in that direction, it must make a Dexterity saving throw. On a success, it takes no damage. If the target moves more than 5 feet away from you in that direction, it must make a Constitution saving throw at the start of your next turn. If the target moves more than 5 feet away from you in that direction, it must make a Strength saving throw at the end of its next turn. On a failure, the spell ends. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 2 Hours
Duration:

A spectral apparition appears and hovers at one creature you choose within range. The apparition appears and lasts for the duration, but can’t attack or target any creature with which it is associated. The apparition disappears when it drops to 0 hit points or when the spell ends. A mark must be created on the object and an attunement spell must be cast to do so. The spell’s effect might be stronger than others described above. Until the spell ends, you can use your action to move the mark up to 50 feet and then repeat the process. You can also create a mark on a creature you can see that isn’t within 5 feet of it. You can bring along objects as long as their contents are within 5 feet of the mark. When you do so, you can send the mark flying up to 30 feet and then repeat as an action on your turn. You can also use your action to dismiss the effect. When you dismiss, you must succeed on a Constitution saving throw or else the spell ends. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 300
Duration: 8 hours

A line of sharp, curved runes appears within range for the duration. Once drawn, the runes instantly expand and become an additional 5 feet long and 1 inch thick. The runes can be tapped to open any door or window. If the door or window opens, the runes instantly close and shatter the door or window, shattering any other runes that might remain. You can use your action to dismiss a rune drawn by this spell and reroll any 4s or 5s on the die roll. A creature can use its action to refit its arm and regain 2d6 hit points. The runes can be refilled using the tap of a button, using one ounce of fresh water on a clean tap, or by pouring the runes over clothing, creatures, or objects. A creature infused with this spell awakens within 7 days if treated as though it learned the spell from another source. Evocation

Vicious Markers

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the power of a legendary demon, such as a Great Pyromancer, to create a protective magic circle on a spot within range. The magic circle is a cylinder with a radius of 30 feet that extends from the point you cast this spell into. Until the spell ends, the circle can’t overlap or fill more than 20 spaces between your fingers. On each of your turns, you can use a bonus action to cause one of these magical pillars to shimmering runes in a 30 foot radius and then to cause one of the following effects with one of your spells of 3rd level or lower (the fire dragon’s fire breath ability allows you to create a protective barrier at the beginning of your next turn that lasts until the spell ends): Ranged weapon attacks made against you reduce the pillars magic circle by two levels, using your proficiency bonus, to two levels. Creatures that aren’t under the influence of any of the pillars magic circle‘s effects are unaffected. The radius of the magical pillar extends beyond 30 feet and is imperceptible to ranged weapon attacks. Evocation

Vicious Markers

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A spell of no level 3 or lower targets a creature with an illusory mark on it. On the target, the spell casters assume a mark of old against the creature, which has changed in appearance since it was formed, and the spell is wasted. On subsequent attempts to cast the spell, or attempts to cast a spell of any level used for the first time on the target, the spell fails and the mark disappears. Divine Bond Touch 1 Hour You touch a creature and grant it a magical bond you have. The bond lasts for the duration and can be broken by harming the target or casting a spell of any level used for the first time on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two additional magical bonds with an additional 5th-level slot. If you create two additional magical bonds, you can replace them with a new one made from a different 5th-level slot. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional magical bonds with an additional 5th-level slot. When you cast this spell using a spell slot of 8th level or higher, you can create three additional magical bonds. For each magic bond created, you take 6d8 psychic damage, and if two or more of those magical bonds are broken, both are restored, and the spell ends. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 30
Duration: 8 hours

15 minutes,,This spell destroys a lich within range. The target must succeed on a Wisdom saving throw or become incapacitated for 1 minute. The target can’t willingly return to its original condition. The spell ends if the target no longer exists. The target must then return to its normal state, if it so wishes. Self Concentration, up to 1 hour You create a 10-foot cube of stone in the space of 10 minutes. You can use your action to cause it to move up to 30 feet in a straight line, up to 30 feet in a direction that you choose. The cube can be up to 10 feet in any direction. The cube is a 10-foot cube. The cube is difficult terrain. The cube can’t be more than one level higher than the spell’s level. The cube can’t be more than 20 feet tall. The cube can’t be more than 60 feet long. While the cube is in motion, you can make a Strength check to see what kind of construct it is. It can’t be more than 30 feet tall. If you cast this spell multiple times, you can have up to six of its creatures created at a time. You can have up to seven creatures created at a time. Each creature created must be within 30 feet of the spell’s target. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Until the spell ends, a spectral shadow appears in all locations you choose within range, mimicking the sound of a hand or a simple task. The shadow disappears when it drops to 0 hit points. The shadow lasts for the duration of the spell. When the shadow appears, each creature within 10 feet of it must make a Constitution saving throw. On a failed save, a creature can’t speak a word and must rely on its hands or its feet to walk. At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the distance from one tomb to another increases by 5 feet for each slot level above 5th. Illusion

Vicious Markers

Casting Time: 1 action
Range: 30 Days
Duration:

Necromancy

Vicious Markers

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, the line of force between two points of static power radially magnified in each direction points to a different point of space. The transformation occurs as part of a greater restoration spell using your concentration. During each casting of the spell, you can increase the radius of the glyph by up to 10 feet for each slot level above 3rd. Divination

Vicious Markers

Casting Time: 1 action
Range: 30
Duration:

Until the spell ends, whenever a creature that can be charmed succeeds on a saving throw against the spell, a curse, or other magical status effect of your choice that can banish a creature to another plane of existence for the duration frees that creature from the curse or other magical status effect and makes it part of a new one. The creature frees when it reaches the age of majority in its current plane (the creature’s birthright or birthright unitive, if the creature is one) or when the spell ends. When the spell ends, the spell is no longer illegal in this plane. Divine Favor Touch Until the spell ends, a creature of your choice that you touch can speak one language of your choice at the start of each of its turns that it can see. The spell ends for that creature. If the creature speaks any other language, it is unaffected. That creature can cast spells and make other spellcasting decisions while on the plane of existence where you cast this spell. While on the plane you originated from, the creature can make a Wisdom saving throw to break the spell. On a successful save, the creature breaks the spell. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration is extended to match the number of minutes you have left. When you use a spell slot of 5th or 6th level, the duration is extended to match the number of minutes spent casting the spell. When you use a spell slot of 7th level or higher, the duration is extended to match the number of hours you have left. Enchantment

Vicious Markers

Casting Time: 1 action
Range: 3 Days
Duration: 1 Hour (Instantaneous)

1 Hour (1-minute) Instantaneousaneous Transmutation

Vicious Markers

Casting Time: 1 action
Range: 3 Days
Duration:

You create a mark on a creature you can see within range. You choose an area of ground or a portion of an area that is difficult terrain and that is difficult terrain and that is a target of a ranged spell attack. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 piercing damage, and it has disadvantage on attack rolls against you until the spell ends. The mark doesn’t appear on the target’s clothing, armor, or weapon. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 3 Hours
Duration: Instantaneous

This spell destroys the mark created by an object. The creature must succeed on a Wisdom saving throw or be cursed. A creature that succeeds on a saving throw is cursed for the duration. A curse lasts for the duration. A curse can be removed by casting this spell again, if the spell fails to dispel the spell. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 4 Mile
Duration:

You cause a mark on the ground that lasts for the duration. If you cast this spell for the first time on the same creature or on a different creature, the mark disappears and the spell ends. You can dismiss this spell as an action. Divination

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: 10 minutes

You create a mark on one creature you choose within range. Choose any number of creatures within range that are within 500 feet of which you cast this spell. The mark reveals the presence of the target and gives it the ability to detect you as if you were there. If you cast this spell on the same creature every day for a year, the spell has a 24-hour effect, and if more creatures are targeted at the same time than are targeted by it, the spell has a 30-day duration, and the spell dismissively removes the target from its memory of the incident. Illusion

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a mark or an inscribed phrase within range on a creature that you can see within range. The mark’s spoken language is a rah-rah language, formed of an unguentified cadence of one word or a combination of words that rhyme with one another, and the creature is deaf and blind. The creature can choose from any of the words in the creation spell. The creature is limited in the actions it can perform by the spell, and it can’t speak any foreign tongues. The creature can cast spells native to the Ethereal Plane but that aren’t spoken by other creatures or created by other means. The creature can’t cast spells or create or repair damage, nor could it create or repair items created or created by an extradimensional container created by an extradimensional spell. Illusion

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You raise or refine the intensity of stifling magic in a manner that mimics the rites of a dark lord or necromancer. You must meet the following conditions for the spell to work: You create a magical mark on an object that is no larger than 10 feet on each side with a 10-foot radius. You imbue a creature that dies while casting this spell with a mark of fiendishness for the duration, at the DM’s choice. If you cast the spell on an undead creature, your spell creates a nonmagical disease similar to that of the target, that creature’s hit point maximum, and the mark lasts for the duration. When you cast this spell on an undead, you create a mark of natural stinking, a mark that is faint and difficult to spot. The mark doesn’t grow dim or turn into dim light; rather, it transforms into foul odors that assail the target. The mark stinks the target, and any creatures it stings are prone to becoming nauseated and poisoned. The mark can’t leave a creature’s space (such as a cave) or affect areas within 60 feet of the target or within 5 feet of it (such as inside a door or behind a pillar), causing the creature’s stinking to permanently fail. Alternatively, you can animate a mark that lasts for the duration. This spell can’t while the mark is in place, and you can‪t forage for food while the mark persists. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of any mark created increases by 1 hour for you and your companions by 1 hour each for the duration. Illusion

Vicious Markers

Casting Time: 1 action
Range: 5-8 Hours
Duration:

A line of vicious creatures are summoned on the field of effect. When they arrive on the field, any creatures in it are knocked back to a random position. An additional 1d10 psychic damage is added to each hit. The spell ends on a creature knocked back. A creature must be within 10 feet of the line of creature-in-the-place spell when it ends its turn. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: 8 Hours

This spell can pierce the flesh of your enemies, summoning demons and undead from the Plane of existence beneath you. You choose one of the following effects to reduce the target into a pile of bones or a frozen carcass for the duration: You create a mass of soft bones on the ground that match the statistics and characteristics of the target you choose; bones with profane characteristics, such as those of a lich, have a skeletonized appearance. You create a soft, numb mass on the ground that matches the statistics and characteristics of the target it rambles on. You instantaneously knock the target unconscious, sending it limp and requiring an audible command the target makes a Wisdom saving throw against. It remains unconscious for the duration or until it falls unconscious and its hit point maximum is reduced to nothing. While unconscious, the target spends no movement and can’t move or take actions. If the target makes an attack roll or a saving throw before the spell ends, the spell ends at the end of that roll or saving throw. If you cast this spell while unconscious, the creature awakens and has 60 feet free of consciousness for the duration. On each of your turns until you finish a long rest, the creature can make a Wisdom saving throw to regain full consciousness. On each of your turns while unconscious, you can use an action to mentally command the creature or to cause it to regain consciousness after suffering a mind-affecting 1d10 psychic damage. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a mark on a creature you can see within range. The mark appears one inch in the creature’s face and gently touches the target’s head to reveal a scar. On the creature’s head, inscribed a message that can be read as written words. The mark can be anywhere from one inch to 3 feet on one side, and it lasts for the duration. When the mark appears, a creature or a piece of wood rips open the scar or a portion of it to read the message. The message can contain simple words—about your quarry, about an injured friend, or a bad news story. Or the words can be frightening words that could reveal your enemy’s secret. A creature that the mark targets can use its action to try to open the scar. On a success, it does so. That creature must use its reaction to take 15 foot steps toward the scar to regain control of it. The scar can be restored only after the creature uses its action to shake it open. Otherwise, the creature takes 12d6 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 4th. Enchantment

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 hour

You create a spectral mark on a creature or an object within range, and voila! You craft the mark, which appears to be a globe made up of sticky, black incense. The mark appears on a creature, an object, or a creature’s physical location. The mark prevents unprotected creatures from being affected by spells or effects that target the creature or creature’s physical location, such as a barbed-wire fence, that blocks a creature's movement. If the creature moves more than 30 feet away from the mark, a profane message appears in its mouth and the creature is pulled 100 feet toward you. Illusion

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: Concentration, up to 1 minute

You create a vague idea of what is going to happen to a creature you touch within range when you cast this spell. The target must succeed on a Wisdom saving throw or be charmed by you for the duration, using the familiar’s familiar spell. While the familiar is charmed, creatures can’t be targeted by spells or possessed by other creatures. The familiar doesn’t disappear, however, and it persists in your possession for the duration. If the familiar is owned or controlled by a creature other than the target, the creature that created it (or the target controls the familiar) has the ability to target the creature if it is within 100 feet of you. You can use this ability on the familiar if the familiar is in its possession. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Vicious Markers

Casting Time: 1 action
Range: 5 Days
Duration: 60 Days (1 minute)

Instantaneous A creature that you can see within range is cursed for the duration of the spell. The spell lasts for the duration or until you drop to 0 hit points. An object you touch that is cursed with this spell becomes cursed. You can use a bonus action on each of your turns to dismiss the curse. Abjuration

Vicious Markers

Casting Time: 1 action
Range: 5 Hours
Duration:

This spell shapes the world around you, opening any doors or windows in your peripheral vision to reveal a creature’s true nature. A creature with a true nature score of 4 or lower and an Intelligence of 3 or less gives you a detailed description of the creature (your choice, the only creature you can contact is the DM if you are fighting it or if its companions). It doesn’t need to be a creature whose natural armor rating is 4 or lower; spells and other magical effects don’t need to be precise about the creature’s anatomy or appearance, but it might mean that certain types of armor or weapons can’t fit it. Spells and other magical effects don’t need to be precise about the creature, because the creature doesn’t have enough information to know that magic exists. A creature with a true nature score of 4 or lower and an Intelligence of 3 or less gives you a detailed description of the creature (your choice, the only creature you can contact is the DM if you are fighting it or if its companions). It doesn’t need to be a creature whose natural armor rating is 4 or lower; spells and other magical effects don’t need to be precise about the creature’s anatomy or appearance, but it might mean that certain types of armor or weapons can’t fit it. A creature with a true nature score of 4 or lower and an Intelligence of 3 or less gives you a detailed description of the creature (your choice, the only creature you can contact is the DM if you are fighting it or if its companions). It doesn’t need to be a creature whose natural armor rating is 4 or lower and an Intelligence of 3 or less gives you an accurate description of the creature’s true nature score. Divination

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a sickening pattern on the ground within range. Until the spell ends, a celestials-shaped mark appears on one creature (your choice) that you can see within range. The spell ends for the target, and the mark falls out, remaining where it is found on the ground and creating a false sign of celestials that can be broken with the Unseen Illusion skill. Divination

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You make a cross between an axe and a javelin target for the target creature's purposes. Each creature other than the target creature must make a Dexterity saving throw. On a failed save, the creature takes 6d8 slashing damage and is knocked prone. The creature then makes another saving throw at the end of each of its turns, ending the effect on itself on a success. The creature takes 12d8 slashing damage on a failed saving throw. On a successful save, the creature isn’t knocked prone and takes half as much damage. Whether the creature is knocked prone or on the ground is an outcome that the creature chooses at its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You weave a serrated edge between two objects touching and distorting to create a mark. The mark lasts for the duration, but it disappears when the spell ends. It is nearly invisible. It is worn or carried with it, and its movements mimic those of a weapon. You can mark an area as small as a 45-foot cube as an invisible barrier. When such a barrier is breached, the barrier, or a portion of the barrier, as the case might be, collapses trying to push the spell through. The barrier is a vertical barrier inscribed with runes that are difficult to read. When breached, the barrier or a portion of the barrier collapses trying to push the spell through the barrier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a magical barrier between you and a target that you can see within range. The barrier, if it exists, lasts for the duration. If you cast this spell using a spell slot of 5th level or higher, you can create two such barriers, wallowing in a sphere of magical energy for the duration. Abjuration

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You weave a string of unpredictable runes into place at once. You choose any number of words, images, words or sounds within range that have a certain power and significance, and then write those words, images or words in a manner appropriate to the word, image or phrase. When you use this spell to cast a spell, you can choose a password that has the same meaning and that lasts for the duration. You can also choose words or images that can be traced to a location where their power is obvious and obvious. If you cast this spell with a spell slot of 2nd level or higher, your spell lasts for the duration, not for the runes. If you cast this spell using a spell slot of 3rd level or higher, your spell lasts until it is interrupted, your spell strikes a creature, or an object strikes a runes target. Your spell ends if you use this spell's power to cast a spell again on a creature within its reach of a higher Wisdom (Investigation) rating. Divination

Vicious Markers

Casting Time: 1 action
Range: 5
Duration: The use or destruction of a spectral marker.

Duration:Touch 1 Hour A spectral apparition appears in a 30-foot radius at a point you can see to reveal a location within range. The apparition descends into the room where you cast this spell and strikes whatever it is that is within 10 feet of you. The spectral rises and then falls as you strike it, returning to you at the start of each of your turns. The might be a creature or an illusion, or it might be an object. The target is friendly to you. If the target is an object, it becomes magical and lasts until the target is dispelled. If you target an object, it disappears, and any enchantment, artifact, or other spell of which it was a part abrogates the enchantment, artifact, or spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the spectral marker increases by 30 feet, and the duration increases to 1 hour. When the spectral marker strikes an object, it deals an extra 1d4 radiant damage to the target whenever it hits the ground or when it strikes a pillar, if any. Divination

Vicious Markers

Casting Time: 1 action
Range: 5
Duration:

You create a mark on a creature that you can see within range. It might be a raven, a serpent, a hawk, a mastodon, an ossuary, a rotted tree, or a pile of bones. The mark looks like an arrow, a dagger, or some other sharpened tool used to dig through an undead’s flesh. It disappears when the creature is no longer within 150 feet of you and disappears when you dismiss it as an action. A mark is a small, barely visible mark on a creature. It predicts the next creature to emerge from a body of water up to 100 feet wide, up to 100 feet tall, and roughly where the creature was when it died. Any creature that ends its turn within its reach of a mark against you must succeed on a Constitution saving throw or take 6d6 psychic damage, and it must move on its turn; if it succeeds, the spell ends. The damage can’t reduce a creature’s next move to 10 feet or more. You can’t create a mark using an ability or action. To create a creature, you use one of the following two options for each creature: 1. Roll a 5— and add the die to the main result table. For example, if you create a mimic and roll a 5, the mimic must succeed on an Intelligence saving throw to mimic mimic, and the spell automatically ends on the creature. This way, you can end the spell early and still end the creature’s turn up dead if it takes any damage or if you cast this spell again as a bonus action. ** 2. Roll a d 15 and add the creature’s name to the die for each affected creature, subtracting any dice it took before the spell’s successful roll is used to determine its nature and the DM has the creature’s nature stat and the creature’s lair ’s natural terrain and natural weapon proficiencies. 3. Roll a 5 and add the creature’s level to the roll for all creatures that it affects and those that aren’t wearing armor. The creature’s level is unchanged, and the creature’s lair stat is replaced by 1/2 the creature’s level. 4. Roll a 6 and assign a creature’s natural weapon proficiency bonus to it with a 5 or 6. Similarly, you can assign creature’s natural weapon proficiencies to a creature that it affects and change its natural weapon proficiency bonus if necessary to fit in with the creature’s natural weapon proficiency. This way, you can give a creature’s natural weapon proficiency bonus to two other creatures’s natural weapons, and as a bonus action on each creature, you can switch between granting or subtracting the creature’s natural weapon proficiency bonus and changing its natural attacks and ability to move and attack with natural weapons. If you change the natural attacks ability, you can halve the creature’s natural attack bonus and its natural armor bonus, and you can set a natural weapon’s natural weapons attacks bonus to twice its normal bonus. Finally, if you set a creature’s natural weapon proficiency bonus at three times its normal bonus, you can halve the creature's natural armor bonus, and you can set a creature’s natural weapons damage bonus to three times its normal bonus. You can use a bonus action to ignore these effects. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A magical mark that appears on a creature you can see within range. The mark appears in any direction and lasts for the duration. A creature that touches the mark must make a Wisdom saving throw. On a success, the spell ends. A target must spend 1 minute casting the spell. On a failed save, a target takes 4d8 necrotic damage and is knocked prone. A creature must also spend 1 minute casting the spell. Divination

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell makes a target immune to all damage, changes in appearance, changes in size, and any other effect that might otherwise deal damage to it. The target’s AC is 18, and its hit point maximum is reduced to 1d10. This reduced AC makes it vulnerable to being damaged by nonmagical weapons, spells, or devices. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a circle of invisible, magical runes that appear to be animate, translucent, or both. Choose any number of feet of existing ground as your starting point for the spell. You create the runes on each foot you occupy for the duration. The runes can deal severe damage to creatures within 10 feet of where you cast this spell. Each creature that succeeds on a saving throw must succeed on a Constitution saving throw or be compelled to make an attack roll with a weapon against the designated creature until the spell ends. A creature fails the save when it uses its action to cast this spell, or if it has 50 hit points or fewer, it must roll a d10 at the start of its turn to regain its hit points. A creature can be restored to normal when it hits 50 hit points or fewer with this spell using only its action, not its action while this spell is in effect. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a ghostly, skeletal image of yourself in an unoccupied space that you can see within range. A creature that uses an action to see if it can see a solid object within 30 feet of it must succeed on a Dexterity saving throw or take 5d8 necrotic damage, and the image spreads to as many creatures as you wish, gaining temporary hit points equal to half your spell’s maximum. You can use your action to dismiss the image. It spreads around corners, so it rolls into the Ethereal Plane, then moves to an unoccupied space within 30 feet of you, where it dies, and then dies again. Casting this spell again ends this necrotic damage. Illusion

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a glyph of hideousness that seems to affect only one creature at a time, and the target must make a Wisdom saving throw. On a failed save, the target is driven insane and must make a Wisdom saving throw at the end of each of its turns. On a successful save, the glyph consumes the spell’s spell slot and prevents the target from recharging on its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures affected by it increases by two for each slot level above 3rd. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an illusion that appears when a creature of your choice that you can see within range rises and falls at your command. The illusion can either appear as a vertical column of vertical radiance, as a pillar of cloud, or as a horizontal pillar of cloud. When you cast the spell, choose one of the following effects to create the illusion. You create a horizontal pillar of radiance centered on an object or a creature you can see within range. A pillar resembles a torch within the meaning of its language, though it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You create a vertical pillar of radiance centered on a creature you choose within range. A pillar, if created, shines brightly in the area and sheds dim light in a 20-foot radius. If you choose a creature, that creature must succeed on a Dexterity saving throw or be blinded for 1 minute, while a pillar created by this effect counts as one creature for the spell’s duration. You create a vertical pillar of radiance centered on an object or a creature you can see within range. A pillar, if created, shines brightly in the area and sheds dim light in a 20-foot radius. If you choose a creature, that creature must succeed on a Dexterity saving throw or be blinded for 1 minute, while a pillar created by this effect counts as one creature for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create two pillars for each slot level above 5th. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You unleash a curse on a target that you can see within range. Choose one creature that you can see within range and that isn't a creature of 5th level or higher. It must be within 30 feet of you. If you cast this spell with a slot of 6th level or higher, the target can use an action to dismiss the spell. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: 24 Hour

You create a spectral mark on a creature that you can see within range. The mark appears on the target and distorts its vision. For the duration, the creature can only see within 30 feet of you, and because of its telepathic nature, it can’t move and can’t understand letter and/or string sequences.’ If the mark on the target is ever damaged, the creature can use an action to replace the mark with a different one, at the DM’s option. Alternatively, you can cause the mark to turn upside down and cause the creature to suffer no pain, as if it were a limb. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a shimmering, faintly glowing orb that lasts for the duration. It has AC 15 and 30 hit points. When you cast this spell and as your action on each of its turns until the end of its next turn, you can expend one spell slot to transform into a similar creature. If you do so, it takes 1d4 slashing damage on each of its turns, and it is knocked prone. If you have the initiative and move using either hands, it can make a Dash and use its reaction to move to a different unoccupied space on the ground. It can take the Dash action and use its movement to enter the space it enters, avoiding all initial damage and dealing its full potential damage as normal. It can enter an unoccupied space that is no larger than a 20-foot cube and that can’t contain more than one spectral creature within it. When you transform into this spectral creature, you can make your choice of either a simple One touch or a Shrieksh ability, or you can invest one spell slot (accompanied by a short rest) in a new ability. The spectral creature can’t willingly move away from you and can’t become trapped by another creature. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral, mindless creature appears at a point of your choice within range and begins to act out fiendish acts. The target must succeed on a Wisdom saving throw or take 1d8 madness damage that is determined to lethal damage against the target. The target is affected by this spell only once. Unseen Servant (1�-2), Minions, and Plants. 30 1 Hour A Large devil appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The devil is friendly to you and your companions for the duration. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. Interposing with the Devil. Up to ten creatures of your choice that you can see within range step into the devil’s space for the first time on a turn or started a new turn. The devil can enter the space he or she appears on, but it must have the Intelligence scores of at least 1. The devil has no memory or awareness of its former space, which it can’t move through. If the devil moves into a space occupied by a creature other than you, the devil can only enter that space once every 24 hours. The devil can also spend up to ten minutes in attacking a creature occupied by the target. If the devil attacks a target occupied by a creature other than you, the creature that charmed it must make a Wisdom saving throw against being frightened while in the devil’s space or leaving it there. On a failed save, the creature spends its action that turn concentrating on another spell of level higher than its current hit point value. While the devil is in this space, you can communicate with it telepathically. Casting a spell from your telepathic range, if successful, ends this effect. Enchantment

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call out to your companions the name of a creature that you can see within range that is charmed, frightened, or possessed by you. The target must succeed on a Wisdom saving throw or be charmed, frightened, or possessed by you until the spell ends or until you dismiss it as an action. While the target is charmed, frightened, or possessed by you, you have advantage on all Wisdom saving throws made against your spell save DC. Finally, the target can use an action to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. Enchantment

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a mottled beam of yellow light in a 60-foot radius centered on a point you can see within range. The light is dim light and lasts for the spell’s duration. The light is strong against types of creatures you choose that aren’t enemies, creatures that aren’t enemies but rather relatives of a creature, such as a brother or sister. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a ray of spectral destruction on the ground in a 100-foot radius centered on a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 necrotic damage, and it can’t benefit from any of its hit points to regain hit points. A creature that successfully saves against this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, a creature is destroyed one at a time and has its hit point maximum reduced by the necrotic damage. Necromancy

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or take 1d6 psychic damage and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can’t take reactions until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Illusion

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Duration: Concentration, up to 1 hour

You create a mark on a creature you can see within range. The mark can be as fine as an 18-foot high cylinder centered on a point you can see within 120 feet of you. The mark predicts when a specific attack or spell will occur within that time frame, and it can last for the duration. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A nymph that appears in an unoccupied space within range and then dies instantly doesn't appear in any creature’s possession and can disappear if its weight is more than 50 pounds. The mark is visible only to creatures of your choice, and you can’t dismiss end this spell as an action or as an action of your choice. It disappears within 10 minutes. Once a nymph appears in this way, it vanishes, leaving behind no physical body. The mark is inert and can't affect you or your companions. Any effect that damages a creature, including phantasmal curses and psychic effects, would instantly kill the target if it consumed an amount equal to half of the creature’s hit point maximum. Illusion

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A shimmering portal appears in space and time, opening a gateway between two dimensions and demiplane. The portal opens when a creature reaches the maximum height allowed by the spell’s maximum area of movement. The portal is 1m wide and extends across the surface of the floor. The portal is opaque and blocks light and light. Creatures within the portal are invisible and can see into the dimension outside it. Any creature or object entering the portal enters a different dimension than the one you use for the spell’s duration. If you cast this spell and the portal is visible from a different dimension than the one you use for the spell’s duration, the portal opens in the full dimensions of the portal while it is visible from a different dimension. You can create a portal by casting this spell on the same spot where the gate is visible from and then using a different magic to do so. Create an extradimensional door that can’t be opened or shut using normal means. A portal is 1m wide and can be opened or shut using one of the following two methods: 1. You can use a mobile construction tool to open the portal and shut it down. 2. You can use a construction tool to shut down the portal and then erect a gateway to its dimension. You can use magic to create a demiplane to travel to a different dimension from. A demiplane is a multiverse of dimensions that is a part of a larger multiverse that extends into the multiverse. The demiplane is a place that is neither real nor imagined. You choose the dimension’s largest demiplane, created by the DM, and create a demiplane with it. The demiplane lasts for the duration, if it is active. When you cast the spell, you can create a portal by casting it on the same spot where the gate is visible from and then using a different magic to do so. You can use magic to create a demiplane that can house up to four creatures. A demiplane is one dimension larger than the real world. You can use your action to create a demiplane of your choice and then shut it down. A demiplane can't house creatures other than creatures you choose, as creatures exist between the realities of your choice, but creatures of your choice that aren’t of the same type as you are hostile to you or that aren’t fighting or attacking you are trapped in the portal’s area. Creatures that aren’t hostile to you or that aren’t attacking you are trapped in the portal’s area. The portal is an extradimensional space, formed by the extradimensional door spell, that allows you to enter and occupy the portal in any of its dimensions. You can use the portal to enter and occupy any demiplane you create. You can even use the portal to enter and occupy one of the demiplane’s other dimensions, such as the One World, while remaining in one dimension. You can open and occupy any demiplane created by the portal, if you choose. A demiplane created by the portal is one that is physically within its dimension, but that it can’t physically occupy. A demiplane created by an extradimensional portal is one created by another extradimensional portal spell, such as the one created by the demiplane spell. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a beam of yellow light that spreads out from a point you choose within range. The area of the spell’s area is heavily obscured and the spell’s area is difficult terrain. The spell’s area can be up to 20 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn’t blinded for 1 minute. As a bonus action on your turn, you can move the beam up to 30 feet and repeat the saving throw. On a miss, the beam is centered on you and spreads around corners. Any creature that ends its turn in the area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 radiant damage, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded for 1 minute. As a bonus action on your turn, you can move the beam up to 30 feet and repeat the saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Evocation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You draw a line 30 feet long and 5 feet wide on the ground and point it toward a point you choose within range. The target must succeed on a Dexterity saving throw or take 2d8 piercing damage. If you chose a point within 30 feet of you, or one that is within line of sight but is obscured, you cause the mark to appear where the target is most familiar (as in a chest or a temple). Make the saving throw at the start of each of your turns. You can use any tool’s shop on the ground that you are standing where you cast the spell to create the mark, or choose one of the following two paths: You create a small mark on the ground that fits within 5 feet of you and is visible only to you and that fits within 5 feet of your Ethereal Plane You create a strong warp in the ground that lasts for the duration You create a small mark on a solid surface on ground that is 1 mile thick and is difficult terrain for creatures other than you and that are covered by thick blankets of dust (such as blankets or thickets covered with sheets) that lasts for the duration You create a strong, invisible, invisible warp that lasts for the duration At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the mark created by the mark increases by 5 feet for each slot level above 2nd. Transmutation

Vicious Markers

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a circle of shadow at the center of your regular space for the duration. You can use a bonus action to cause a creature to be encased in wards. A creature that enters the spell trapped in a ward must make a Wisdom saving throw. When it hits half damage from the spell on a failed save, it takes 1d8 necrotic damage, and it is blinded for 1 minute. On a failed save, the creature has a resistance to acid, cold, fire, lightning, and thunder damage of 2d6. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 3d6. When you use a spell slot of 7th level or higher, the damage increases to 4d6. Necromancy

Vicious Markers

Casting Time: 1 action
Range: 60
Duration:

Until dispelled via touch, a shimmering, multicolored mark appears on a creature’s clothing, weapons or equipment in contact with the spell. The mark lasts for the spell’s duration, and the creature must succeed on a Dexterity saving throw or drop whatever weapon or equipment it’s holding. If it drops something loose, it becomes immune to its spells for 1 minute, after which time it can be dispelled. Any spell of 2nd level or higher automatically succeeds against the spell. A nonmagical weapon or weapon component of both counts as magic item. You can use a bonus action on a subsequent turn of yours to issue a verbal command to any creature within 30 feet of you that uses an action to manifest the magic item. You or another creature must have heard the verbal command at the same time as you carried the magic item to the altar. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates a spectral or animate object that lasts until dispelled. Thus, a spectral waltz weapon, for example, lasts for 1 minute if you cast it using a spell slot of 6th level spell. Abjuration

Vicious Markers

Casting Time: 1 action
Range: 6 Days, up to 10 days. You create a mark on a creature you can see within range. The mark must be within 10 feet of the creature’s mouth. The target must succeed on a Wisdom saving throw or take 1d8 piercing damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create a mark on a nonmagical object that can’t be damaged by fire, lightning, or thunder. The creature must have a hit point maximum of 4d10. The mark lasts 10 minutes, or until the spell ends. It can’t be affected by spells that deal magic damage or by spells that deal damage from nonmagical sources.
Duration:

Evocation

Vicious Markers

Casting Time: 1 action
Range: 6 Hours
Duration:

Your magic emits strange glyphs which turn the light within a creature’s eye and brighten its torch’s intensity. For the duration, the target’s weapon attacks with their glyphs, and when the target makes an attack roll or reaches the end of its turn in combat with a creature with a glyph, it can make a new attack roll against the spell’s effect instead. The spell can also deal additional damage to the target if it has neither a weapon nor ammunition in it. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 6 minutes
Duration: 1 round

You create a large shield that protects you from being targeted by magical attacks for the duration of the spell. Each creature in the area must make a Wisdom saving throw. On a failed save, a creature takes 2d6 psychic damage and must also make a Wisdom saving throw at the end of every long rest. On a successful save, a creature takes half as much damage and can use its reaction to take only half as much damage as normal. This spell can also target one additional creature for each slot level above 1st. Illusion

Vicious Markers

Casting Time: 1 action
Range: 8 Hours
Duration:

A strange mark appears on an object or a surface that you can see within range’s exterior. When you cast this spell, you can replace the mark with a different one, but the spell can’t permanently change its appearance. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects duplicating each other, and you can dismiss such an effect as an action. Magic Word Militant Self 1 year You choose a word that you have studied, or one that you have spoken, that you can understand and that fits within the following categories: English, French, Italian, Spanish, German, Spanish, or Romance; French, German, Italian, Spanish, Italian, Spanish. Spanish, Portuguese, or Chinese. Chinese, or Japanese. Spanish. Japanese. Other spell. This spell also functions as a normal spell in your spellcasting. You cast as many spell prayers as you wish, which have their own requirements, but don’t exceed the requirements for all spells. The minimum prayer requirements are as follows: 1st-level spell. 2nd-level spell. 3rd-level spell. 4th-level spell. Additionally, while you are raising the maximum number of creatures you can raise with this spell, you can increase the prayer requirements of all others by two (if you have them, you can raise them both). Additionally, while you or a creature you can see is raising its prayer requirements, you can’t. - Higher prayer requirements result in lower levels of casting this spell. For example, raising the prayer requirement of 3rd-level necromancy by 50 means that creature is no longer raising its requirements at 3rd-level necromancy by 50. - The minimum number of prayers needed to cast this spell increases by 5 for each slot level above 2nd. - The prayer requirement for bard and other magi increases by one (to a maximum of three prayers required for each slot level above 2nd). - The minimum number of prayer needed for a staff of wizardry spell increases by two (to a maximum of three scrolls required for each slot level above 2nd). Transmutation

Vicious Markers

Casting Time: 1 action
Range: 8 hours
Duration:

A twisted, invisible blade spreads across a creature’s forehead, wrapping its flesh around an illusory incantation that appears to spell the mark of death. The incantation is composed of arcane runes arranged so that the only sound comes from within the incantation’s ear. At the same time, the spell's words are drawn to the deepest parts of the creature’s mind, mimicking the contours of dreams. The incantation can’t directly harm the creature, but it can alter its physical body so that it appears to be in a state of suspended animation. If a creature chooses to strike the creature, it deals 45 necrotic damage to the target, which has no memory of anything that happened. If the creature hits an undead or an illusion, it can make a Wisdom saving throw, removing the illusion or the spell from its mind. On a successful save, the spell removes the illusion or the spell from its mind. If the spell ends before the creature finishes its turn or if the creature doesn’t know where it is, the creature reverts to its original plane of existence, returning to the spell’s domain if it died. A creature killed by the spell gains 1 hit point. On a successful save, the spell ends. Abjuration

Vicious Markers

Casting Time: 1 action
Range: 8 hours
Duration: Instantaneous

You conjure up a spectral messenger of the chosen kind from among the other creatures of your choice, and you choose from its statistics. The messenger appears in a spot you choose within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d8 psychic damage and must make a Constitution saving throw. On a successful save, the creature takes half as much damage, and it takes half as much damage on a failed save. As a bonus action on your turn, you can teleport yourself to another point on the ground and teleport across the space for the duration. You can also teleport yourself to any other point on the ground. Conjuration

Vicious Markers

Casting Time: 1 action
Range: 8 Hours
Duration:

This spell creates a random mark on a creature you can see within range. Whenever that creature says the word 'claw,' the mark immediately appears on that creature's back, where it normally would have rested. At the start of each of its turns until the spell ends, the creature must make a Charisma (Deception, Intimidation, or Persuasion) check. On a success, the creature can use its reaction to speak the mark's name. The creature doesn’t need to speak the mark if the creature is charmed, frightened, or acting on an outcast’s orders. If the creature doesn’t want to speak the mark, the creature does it only when it has absolutely no intention of doing so. When the spell ends, the mark disappears, and any creature affected by it who uses their action to break it recognizes it as a mark of honor. The mark can be dispelled by dispel magic, similar to how iron ingots are blocked by trinkets. Divination

Vicious Markers

Casting Time: 1 action
Range: 8 months
Duration: Touch

You touch a creature to create a mark of consecration, a circle of radiance, or a circle of frost on it. On each of your turns until the spell ends, you can repeat the same spell targeting these marks. Divination

Vicious Markers

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

A glyph of confusion appears on a creature you choose within range. For the duration, the target takes 1d10 psychic damage, and it has advantage on any Intelligence and Wisdom checks it makes to understand the spell. The spell takes effect immediately, though it takes 2 minutes to fully resolve. If the spell is cast within 10 feet of a creature or object that is no larger than a 20-foot cube, the spell fails, and the spell ends. The spell ends if you use an action to dismiss it. On subsequent turns you can use an action to dismiss it again, ending the effect on yourself and any creature or object that fails its check. Illusion

Vicious Markers

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You plant a mark on a creature. You choose a point you can see on a creature’s surface within range and at the start of each of its turns as a target for the spell. The target is friendly to you and your family. You must be fighting the target this spell’s target, if you are, for the spell’s duration. If your concentration ends before this spell reaches its full duration, the target becomes diseased and illusory and has a 30 percent chance to infect a creature under your command. At Higher Levels. When you cast this spell using a spell slot of a higher level, you can target one additional creature for each slot level above 3rd. Illusion

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch a creature and cause it to become a ghost. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of the ghost's space is tripled. When you use a spell slot of 5th level or higher, you can create a ghost. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a glyph of beneficial divinity. You choose a creature or a portion of a creature (or an object or a creature’s space), the target of which is invisible, to be charmed or frightened. Regardless of its appearance, the charmed target is immune to any and all spellcasting checks made against it. Any such checks fail if the target is cast as an unwilling creature. When you cast the spell, you can designate any creatures you choose for the spell to appear in a different font on the target. The target can choose to follow the charmed spell target throughout the duration of the spell. In doing so, it might be targeted by a different spell or a different spell depending on its nature and the size and shape of the glyph, depending on how you designate it, and depending on the nature of the target. For example, you might designate a creature as hostile against you if it w muks or wks hostile to you if it pursues an undead foe. Similarly, you might designate a creature as friendly toward you if it defends against a hostile creature. A target created by the glyph can cast spells of aid against it, provided that these spells have a 100 percent chance to do so during its turn. The glyph is an illusion that can be broken using the dispel magic item prof uct slot available to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extent of the effect for each glyph is reduced by one. For example, if you create a glyph of warding, the extent of which would reduce the affected target to 1 hit points is reduced by an additional 1 hit points for each slot level above 1st. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create an invisible mark on a creature that you can see within range. The mark appears where a target within 120 feet of you must make a Wisdom saving throw. On a failed save, the target automatically succeeds on a Constitution saving throw, ending your next turn there. The mark silences the light within it and emits a low roar that deals no damage. The mark prevents targets of your choice that aren’t within 60 feet of you from seeing or touching the mark from passing by from a different creature (such as a creature that can pass by or peek behind a pillar) and causing it to dim in color. If the mark’s creature’s vision is off, the creature can see twice as far as it can see from you. When you choose this spell in this way, you can target another creature with the mark. When such a creature uses its action to move up to its speed, it can do so as part of moving with you. When it does so, it makes a Wisdom saving throw against magic weapon' finesse as well as a Dexterity saving throw against arcane weapon’s lightning damage. On a successful save, the creature can use its action on a later turn to move up to its speed, using its action on each of its turns, to take damage of the chosen type, or both. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

A glyph inscribed within an object of a creature’s choice that has a casting time of Concentration or 1 hour or less is moved toward a creature from within a certain plane of existence while you are casting the spell. The glyph disappears when the glyph is inscribed or a glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph glyph Glytra grimoire glyph glyph glyph glyph Glyph of the Dead Divination

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

An illusory creature, or a duplicate, appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The creature disappears after 1 minute and can’t return, have its spell slot used up, or be dispelled by a spell of 3rd level or lower, if it is aware of the illusion. When the illusion finishes, the duplicated creature disappears, and the illusion becomes inert if it isn’t there by 10 feet. If you cast this spell again, the duplicated creature disappears at the end of its next turn. A duplicated creature counts as a celestial within the meaning of the alignment. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Flame-like patterns appear on your ground and on your ground floor. When you cast this spell with a 5th-level spell slot, the patterns appear on the ground and on your floors. If you cast the spell again with a 5th-level spell slot, the patterns appear on the carpet within 30 feet of your spell’s surface, and the patterns appear within 30 feet of any open door within 30 feet of your spell’s surface. You receive a visual inspection of any visible patterns as part of the spell’s visual inspection. You can use your action to inspect a surface created by this spell as if it were an area of the ground or a thin sheet of paper. If you cast this spell using a spell slot of 6th level or higher, the inspection can take place as part of an activity of your task. To do so, you need to reach into the spell’s area and touch any patterns that appear. You can also use your action to touch any patterns created by this spell, as long as none are visible in the area. If you cast this spell using a spell slot of 7th level or lower, the inspection can take place as part of an activity of your task. To do so, you need to touch any patterns created by this spell, as long as none are visible in the area. If you cast this spell using a spell slot of 8th level or higher, the inspection can take place as part of an activity of your task. If you cast this spell using a spell slot of 9th level or higher, the inspection can take place as part of an activity of your task. As an action, you can move one foot outside the spell’s area and touch patterns created by this spell that are visible to you. If you move your finger inside the spell’s area and touch patterns created by this spell, the spell emits a faint, green glow that mimics the scent of a nearby tree. You can use your action to send a small blast of acid energy at one creature you can see within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 2d8 damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

For the duration, a lich that you choose has advantage on one saving throw against a spell of 3rd level or lower. On a failed save, the lich has disadvantage on attack rolls against you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell has no effect on you until the spell ends, at which point the spell ends. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a spectral mark on a creature that you can see within range. The mark appears on the target’s head, chest, and at the start of each of its turns until the target drops to 0 hit points. When the spell ends, the mark disappears, and the creature becomes a spectral illusion until the spell ends. The spectral creature can be invisible and difficult terrain. The spectral creature assumes a certain size and form and can’t change its form. The target also has disadvantage on attack rolls against creatures other than you. If the target becomes diseased, poisoned, or become diseased again, the creature is no longer a creature and no longer has advantage on attack rolls against you. Illusion

Vicious Markers

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A spectral blade appears in the ground within range to strike at one creature or object within range. Make a melee spell attack against the target. On a hit, the target takes 3d8 necrotic damage. You can use your action to move the blade up to 20 feet in any direction. The blade strikes each creature or object within 5 feet of the target or touching it. If the target is still within 5 feet of the blade, you can use its movement to move it up to 30 feet in any direction. The blade cuts through solid objects as long as they are 1/2 inch thick. Necromancy

Vicious Markers

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

A spectral shape-shifting creature appears and hurls an unknown spell, an unknown spell or an unknown spell of great power at a creature within range. Choose one of the following options when you cast this spell. For the duration, the target has disadvantage on attack rolls against creatures within 5 feet of it and can't be targeted by any other spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Vicious Markers

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Permanent targeting of a creature’s eye or other visible target on an object, a creature’s clothing or an object made of clothing, or a creature’s surface that is opaque or covered by clothing or a surface covered with a covering. An eye can be targeted only by means of a gaze spell used to see what it sees. The eye captures an image of the target and distills that image into a single image that can be used as a visual component of a visual threat. Any creature that is within 5 feet of the target when the magic eye activates must succeed on a Wisdom saving throw or become blinded for a period of time equal to 1 hour. When the spell ends, the magic eye disperses the image using either a wind, sunlight, or an obscure harmful liquid. Illusion

Vicious Markers

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

Until the spell ends, a creature (like a creature you can see) that you choose that you can see within range must make a Charisma saving throw. On a failed save, the creature becomes frightened for the duration of the spell, and until you use your action to move up to half your speed so that it can see. If you are moving or using an action and have hit points over 500 gp, your attack rolls and Strength scores become miniscule, and you become no stronger than normal. The frightened creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Duration: Concentration, up to 1 minute
Duration:

You create four ictitious nightmares that manifest in the shape of a statue (limited to a sphere or a cube) and then disappear. Each nightmares are audible at a distance of 10 feet. When such a location is unlocked, you can summon a servant from any other crystal shaped gem’ that you have seen unlocked in the DM’s Monster Manual. The servant is an adult, created of stone or stone and acts as a servant, replicating the appearance of its original form, to the best of your desires and based on your own desires. It lasts until its next turn, at which point its effect withers and it disappears. It lasts for the duration, at which it resolutely fails its saving throw against polymorph spells, or until you cast this spell again, at which point it no longer exists. If you cast this spell again, this spell still persists, at which point it reappears in your location and attacks you with an haste of its flames until it dispels the spell. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Duration:Instantaneous
Duration:

You utter a spell of questionable cast and cast using your spellcasting ability, plus any drops you drop from nearby creatures, that are within 30 feet of you when you cast it. You decide the direction of the storm for that spell. Evocation

Vicious Markers Evocation

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

A pair of cursed words appear on a creature you choose within range. At the start of each of your turns, the creature must succeed on a Charisma saving throw or take 1d8 bludgeoning damage. On a success, the creature takes half as much damage. This spell fails if you and your companions are undead. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

A white beam of light flashes from your hand and strikes up to five creatures of your choice within range, peeling off their heads, forming their clothing, raising their facial features, and shaping their facial features. Each target must make a Constitution saving throw. On a failed save, the target takes 1d6 radiant damage and is blinded until your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

By gathering all your strength to fight a monster, you cause one of the following effects to appear on its next turn: The target takes 4d4 piercing damage on a failed save, or half as much damage on a successful one. You cause one creature of your choice that you can see within range to gain 2d4 + 1 hit points. You cause one creature of your choice that you can see within range to regain 2d4 + 1 hit points. You cause one creature of your choice that you can see within range to regain 2d4 + 1 injured nearby. You create a 20 foot cube of green light centered on a point of your choice within range. The light has a range of 300 feet and can illuminate objects in its area. The light sheds bright light in a 30 foot radius and dim light for an additional 30 feet. If the light is continuous, its diameter is 10 feet. When such a creature enters the spell’s area for the first time on a turn or starts its turn there, it can take only one damage of its own, and it has advantage on the next attack roll it makes before the end of its next turn. Evocation

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

Choose one creature you can see within range, and choose a symbol or an event that has a certain meaning within that symbol or event. This spell determines the symbol or event for that creature by reading its glyph, symbol—text, or glyph sequence. When the spell fails, the spell ends. Creatures with glyphs matching some of the glyphs in this glyph category are affected. If you cast this spell with an affected creature as its spellcasting ability score, the creature’s ability scores with you as it attacks, rather than tapping into its immediate surroundings. When you cast this spell with an affected creature, you can instantaneously issue the spell's glyph commands, spelling out words and removing symbols that would be broken by glyphs that the creature’s ability scores with you. To do so, the creature must immediately start over. A creature with an Intelligence score of 2 or lower can’t be affected by this glyph command. For example, a creature with an Intelligence score of 2 can’t be affected by this glyph command. Divination

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration: Concentration, up to 1 minute

You create a spectral mark on a creature that you can see within range. The mark disappears when you dismiss it as an action, and it animates and lasts for the duration. If you cast this spell again reduce the mark to an extent, the damage increases by 1d12, and eventually the mark is broken. The mark remains for the duration, animating and shedding light on the target. The flesh tone of the mark is low, allowing the creature’s mind to wander. The creature has resistance to nonmagical damage, normal damage, and psychic damage. If the creature hits 5 or fewer hit points, it can use an action to end all damage and psychic damage using success and roll the die, which reveals the creature as such. The creature remains within 5 feet of you for the entire duration. If you cast this spell while you are unconscious, the spell ends, and the spell disappears. If a creature within 5 feet of you uses an action to shake the mark up to five times, the duration is concentration, and the creature can repeat the saving throw. On each such attempt, the creature takes 3d10 necrotic damage, which is reduced by 1d10 after the first time it hit. A nonmagical weapon that can’t be opened or carried by someone who can’t reach inside the creature’s reach attempts to do the same. Necromancy

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

If you cast this spell while wearing or carrying a spell slot of this class, you can target one creature that you can see within range with this spell. The target must be within 5 feet of you when you target it. The target must succeed on a Wisdom saving throw or take 4d8 necrotic damage on a failed save. On a successful save, the target takes half as much damage and isn’t frightened. The target’s movement is normal. If it is within line of sight and moving at least 10 feet on each of its turns, you can move it as far as you like or to another plane of existence. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell attracts creatures of your choice that you can see within range and create hideous footprints. Choose two creatures that you can see within range. The creature must make a Strength saving throw. On a failed save, it can’t take the Dash action and is restrained for the duration. While this creature is in this state, any creature that can’t make a saving throw that succeeds on a saving throw against the compulsion lasts until it uses another use of its w weapon against the creature. If the creature uses its action on a subsequent turn to use its action to move its focus to another creature’s space, it can use its action to move its focus to a different creature’s space. The creature can choose to move to another safe spot within 30 feet of the location where you cast this spell or one that is within 30 feet of the spot you chose. The creature can make a Wisdom saving throw to end this restrained effect. When the creature uses its action on a subsequent turn to do so, it can make a Wisdom check against your spell save DC, and it does so at its own risk. On a successful check, the creature is no longer restrained and wastes none of its movement for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 10 days for each slot level above 4th. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell creates a mark on a creature that you can see within range. You make a new mark when you cast the spell. You cast the spell on the creature, which makes the new mark with a 30-foot interval. The spell ends if the creature enters a portal or similar area that allows movement outside the normal physical plane. Divination

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell summons a lich, which transforms into an illusory demon-like creature with a spectral skeleton. The spectral creature appears in an unoccupied space that you can see within range on the bottom left of the page. The spectral creature is friendly to you and your companions for the duration. You can hear it w as loud and clear when it appears in open spaces or close to walls. The creature takes 10d8 necrotic damage when it dies. Necromancy

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

You conjure up a target that you can see within range, centered on a point within range and that fits in a 5-foot cube and has AC 5 and 15 hit points, and that can make a Wisdom saving throw. On a failed save, you can throw the target toward an unoccupied space within 5 feet of it, which creatures can see within 5 feet of it. The target can see through invisible barriers, and it ignores movement restrictions and can't be targeted by such barriers. The target ignores all of the following effects of Grasping Roots as it creates the target: Grasping Roots can’t be broken by spells or magical means; the target can’t interact with such spells or magical effects. Grasping Roots created by spells or magical means can’t be removed by nonmagical means, such as removing something weighing 10 pounds or touching a locked door. When you cast this spell, you can remove the creature’s severed hand and make that hand free. The target severed hand can use that limb for movement, while severed by Grasping Roots grants it no movement or a gaseous cloud covering it for 24 hours. This spell creates no trails or other distinguishing marks between the hands of the severed creature and the hand of the hand’s free hand. When the spell ends, the hand and hand severed by Grasping Roots reappear hand in hand. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a mark on a creature you can see within range. It appears at the creature’s feet and, if able, extends to match the symbol’s visual description. The mark instantly confers a misty glow on the target creature to match the target’s attire. The spell fails if you have no spectral component in your possession. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a mark on an object, plant a seed, or grove of trees that you can see within range. The mark is permanent. You can identify the object by the creature’s natural radiance and the area within which it appears within 10 feet of you. If the creature is standing on a flat surface, the mark lasts for the duration. You can also identify the creature by its facial features, such as the fish-like features of the eel—or even the eel’s whiskers and whiskers. The creature is covered in a sort of iridescent fog that obscures its vision and smells of magic. When the spell ends, the spell ends. Aura of Invisibility Touch Concentration, up to 1 hour You touch one willing creature. The target’s current altitude and distance from you are ignored. The spell could target you. It completely blinds it and dims it, and it also blinds nearby creatures. If you cast this spell multiple times, you can have up to two times as many targets exposed as you. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Instantaneous
Duration:

You create a spectral mark on a creature you can see within range. The mark remains until the target has reached 0 hit points or until the spell ends. The target must make a Wisdom saving throw. It takes 30d6 psychic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Magic Armor
Duration: Protection from cold,114

Immolation Concentration, up to 1 minute Your magic grants you resistance to one damage type of choice: acid, cold, fire, lightning, or thunder. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Magic Circle
Duration: 8 hours

You seize any mark left on a target creature, and make it appear as a devilish pattern drawn into your weapon. For the duration, the creature appears in a random place on your space that you can see within 60 feet of you, and the creature can't come within 100 feet of you or take any other damage. The creature can’t be targeted by spells or created by other magic. If you target a creature with an illusion, that creature can’t take actions while it is targeted by the spell, and that creature must make a Wisdom saving throw. The illusion attempts to trick the target into thinking that it is in fact acting on behalf of a god or a group of gods. The illusion assumes the form of a man or a woman, shapes, and humanoids that it assumes are dedicated to a wish or to a specific goal, such as the enemy’s. If you cast this spell on the same creature every day for 24 hours, that creature can cast no spells during the spell’s duration, and it can’t cast any magic items during its duration. You can also have the illusion command a creature whose starting creature’s name you know and who isn’t your closest relative. The creature must be within 120 feet of you when you cast this spell, and you must follow the creature’s instructions to do so. To do so, you must use your actions, not your movement, to command the creature to do so. If you command the creature to do something harmful to itself or another creature, you must make a successful Wisdom check against your spell save DC. If you fail, the creature dies instantly. After the spell ends, you can dismiss it and allow it to do whatever you want with whatever portion of the creature’s magic remains after this spell ends. Divination

Vicious Markers

Casting Time: 1 action
Range: Magic Missile
Duration: 120 seconds

A shimmering void appears in an area within range to banish all life away from a creature within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is restrained by the spell. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can move up to 20 feet on each of your turns to close the spell’s area. When you move, one creature restrained by the spell stumbles and becomes deafened and blinded, and the creature must make a Constitution saving throw. When you make the saving throw, you can choose to reduce the area so that creatures can see what is happening at the moment it takes them to move are affected by the spell. A creature restrained by the spell makes a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Vicious Markers

Casting Time: 1 action
Range: Magicword(100-120)
Duration: Duration: Concentration, up to 1 minute

A shimmering, magical word appears on a creature’s lips and spreads throughout its body until the spell ends or, if you cast it 30 minutes later, spreads across the entire creature’s body. The spell ends if you cast it again and you have seen the image before. Any creature that ends its turn in the spell’s area must make a Wisdom saving throw. On a failed save, it instead takes 2d8 radiant damage and must spend 4 feet of movement to return to your hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Vicious Markers Necromancy

Vicious Markers

Casting Time: 1 action
Range: N Medium
Duration: Instantaneous

You create a circle of spectral shapes within range that serve as your spellcasting surface. Choose any number of enemies within 30 feet of you that you can see within range, and then make a melee spell attack for their respective shapes. On a hit, the creature must make a Wisdom saving throw. If successful, you gain a new one created for each creature created of the same or different shapes. The new shapes can’t change orientation, form, or even move at all. While these creatures are created, your attacks deal an extra 1d6 necrotic damage on a hit—if you succeed, you have no missing limbs and no disease resistance (your choice). Additionally, while these creatures are created, you have advantage on attack rolls against your enemies that are using movement. Other than as an attack action, you have the option of using silence or blindsight against the same creature or target. Necromancy

Vicious Markers

Casting Time: 1 action
Range: N Medium
Duration:

Your mind fills in decisions made by your intellect with the truth that matters to the most powerful divinity of your choice. Choose one creature that you can see within range, that can see a certain distance away, and that is within 60 feet of you or in a 60-foot-radius sphere centered on that creature, and that creature must succeed on a Wisdom saving throw or take 1d8 psychic damage. The target’s plane of existence is a sphere centered on that creature's space within the spell’s radius. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage, and it can’t speak, cast spells, or benefit from a sensor, nor communicate with nonmagical beings. A construct with reach can’t move over a sphere centered on that creature and can’t reach out to it. Any creature that can reach out to it must make a Wisdom saving throw. On a failed save, the creature takes half as much damage, and it can’t speak, cast spells, or benefit from a sensor. Transmutation

Vicious Markers

Casting Time: 1 action
Range: No action required.
Duration:

Conjuration

Vicious Markers No effect

Vicious Markers

Casting Time: 1 action
Range: No
Duration: Instantaneous

You transform a willing creature you touch to stone armor, immobile from harm and protected by a protective bubble.The spell ends when the creature reaches 0 hit points or death, and the spell is cast on the target again, if that creature is friendly to you or your family. The spell ends if the creature is permanently incapacitated or if it dies. If you cast this spell on the same creature every day for a year (and counting as a spellcasting activity), the spell ends on that day. You can have this spell end if you choose one of the following effects at the start of your next turn: You transform the target into a construct made of stone, making it as stiff and strong as possible. The construct is immune to all damage, and it disappears when it drops to 0 hit points. For example, you could turn a steel or iron steed made of stone into a fey demon or a fiend, creating a fey demon beast. If you transform a Large or smaller creature, the fey demon can be made of any material, such as stone, metal, wood, or some other suitable material. The fey demon can be turned undead or constructs into undead or constructs. The fey demon can shed bright light in a 50-foot radius and dim light for an additional 50 feet. The fey demon can make a Wisdom saving throw to turn the light back on itself. Once the spell ends, the spell ends for the target. The fey demon can shed bright light in a 50-foot radius and dim light for an additional 50 feet. The fey demon can make a Wisdom saving throw to turn the light back on it. Once per turn, as an action, you can turn the fey demon into a zombie, an illusion, or a pit fiend. Each creature in each category of the creature must make a Wisdom saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. The fey demon can be affected by any number of other effects. The fey demon can’t be affected by any spell of 4th level or lower. When a creature so awakens from its coma, it can’t use its action to speak again. Regardless of its current health, the fey demon can’t attack or take any damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Vicious Markers

Casting Time: 1 action
Range: No physical damage can be dealt to you.
Duration:

Evocation

Vicious Markers

Casting Time: 1 action
Range: No sound can emanate from within a circle, other than a whisper or a scream, which emanates from within a certain place or direction on the ground. The circle lasts until the spell ends. When you cast this spell, choose one or both of the following options for the circle’s area of effect; you can implant a harmful effect in the circle that lasts for the duration. The harmful effect creates an enclosed area from which a thunderous crash can be heard. This spell can’t locate a location with an opening on the ground or a gap in the wall. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create one additional protective effect for each slot level above 6th. Both effects cause a circle of thorns to form on the ground within range. Make a small enough hole in the ground, 3 inches in diameter and 1 inch thick. One creature of your choice that you can see within range must succeed on a Strength saving throw or be pushed up to 5 feet away from you and knocked prone. A creature can make this saving throw with disadvantage if it can’t move or if it can’t defend itself against the spell.
Duration:

Evocation

Vicious Markers

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering blue light appears on your person. Until the spell ends, this light fills a 5-foot cube that you can see within range with an emaciated skeleton. Any creature that you choose must succeed on a Dexterity saving throw or become restrained in the shimmering light for 1 minute. A creature can cast this spell with 0 or 1 Hit Points. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is 4 days. When you cast it using a spell slot of 5th level or higher, the duration is 10 days. When you use a spell slot of 7th level or higher, the duration is 24 hours. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You plant a pest within range that produces poisonous or diseased plants. If you choose an area of loose earth or stone where this spell normally occurs, the spell creates a sickle-shaped vortex that spreads poison ivy over the area and makes poison Arrows or Sickles disappear from its reaching radius. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, a sickle blossoms from the vortex to the closest unoccupied space on the ground, reaching out toward a creature or an object within range. The blossoming flower fills a 5-foot cube and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can use a bonus action to unleash a sickle on an unoccupied space you choose within 5 feet of it. The vaporsoul forms a vortex around itself that, when created, produces an intense thud. Each creature in the vortex must make a Constitution saving throw. A creature takes 2d12 poison damage on a failed save, or half as much damage on a successful one. In addition, if a creature fails its save against poison ivy, it has advantage on another creature saving throw. A creature can make another creature’s poison weapon attack with that weapon as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. Illusion

Vicious Markers

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Choose a creature’s lair. The target’s speed increases by 15 feet until the spell ends. Until the spell ends, you can use your action on each of the targets to move up or down in the space you choose. You can move up or down as you like, up or down as you like, up or down as long as you have the spell active. You can’t move more than one creature in the space you choose. When you move using a spell slot of 2nd level or higher, you can move up or down as you like, up or down as long as you have the spell active. Divination

Vicious Markers

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

Your magic can direct a beam of energy at a creature within range, creating a beam of flame that spreads around corners and spreads along the ground within reach. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. Fire Blast 25 Instantaneous The fire in a bonfire, the bonfire, or the bottom of the pit explodes. Each creature that starts its turn in the bonfire’s flames must succeed on a Dexterity saving throw or be engulfed in flame (your choice that creature is immune to this effect). The flames then race off to the flames of the bonfire, where they are joined with the bonfire and its rubble. The fire then dies—it burns in a fury similar to a torch burning in a flame. When the flames have stopped flamming, all but one creature that starts its turn in the bonfire’s flames is engulfed by flame and must use the reaction to escape. The bonfire makes this saving throw with disadvantage, since it can’t exit the flames (and thus escapes with no fuel left) and thus doesn’t use up any fuel. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1dlO for each slot level above 1st. Evocation

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A beam of yellow light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: 24 Hours

You create a cursed mark on one creature that you can see within range. The mark reveals a trap that must be broken to activate. The mark can be removed by pulling a lever on its side. You create a new mark by manipulating two pieces of parchment on the ground in a particular spot that you can see within range. The parchment is a celestial, written within runes that spell resistance and defense against nonmagical energy, and you create the mark using either a finger, a finger nail, or a finger of an unaligned size or power. An upside-down scroll, inscribed with a cursed glyph, appears where a creature would normally find the scroll, and the scroll is inscribed within the scroll. When you create the mark, you can use magic to change the magic of the scroll, creating the mark if you do. You can choose an area of magic and one creature of your choice that you can see within 5 feet of the spell’s area and that remains within that area for the duration. The item is consumed when the spell ends. The mark appears on the target creature’s head and is visible only to the target. The magic of the scroll enables you to create a trap, breaking its barrier until the spell ends. You can create up to four similar traps by working your way up to six until you create your own traps. Each trap has the same triggering and effect, but it requires a certain level of triggering, such as a trigger that creates a trap created by a trigger spell or an effect linked to a trigger slot in the spell’s triggering list. Creation Time 1 Hour Concentration, up to 1 hour You create a creature’s nest or pit within range that it w as a service to itself or another creature for a duration determined by the creature's level of exhaustion. The nucule can be removed by a creature of Medium or smaller who has reached the higher levels of the game class and who is at least level 3. The creature’s nest is an open pit with 10 feet diameter and 20 feet tall that can be reached only by climbing some 30 feet above the ground. The nest is 1 mile deep and extends into the interior. It is a natural labyrinth created by a magic mote. Within the labyrinth, creatures can enter and exit the nucule through any of its 13 openings, opening only one at a time. In addition, opening one of the 13 openings creates a 20-foot deep pit centered on the nucule. Every 20 feet of the pit must be cleared before the pit erupts. A creature takes 10d6 bludgeoning damage when it enters the pit or enters or passes through the pit. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You create one of the following effects when you cast this spell: You create a spectral cloud that covers 10 feet of ground within range. You cause a spectral cloud to leap from a point within range to a new point within range. You cause a spectral cloud to spew forth a cloud of debris that lasts for the duration. A cloud of rubble remains after it disperses. You cause solid fog to form around a point within range, creating a fog that lasts for the duration. You cause a puff of smoke to form around a point within range, creating a puff that lasts for the duration. You create a cloud of vapors that lasts until the spell ends. You can also create terrors and voids created by the vapors and terrors properties. If a vapor appears within 30 feet of you, it spreads around corners, and it sheds bright light in a 30-foot radius. The vapors and termencies also create soft and poisonous gas, as well as shedding foul light. A void created by this spell is a narrow, void wall 60 feet in diameter that is 3 feet wide at the base, up to 50 feet tall. The void creates openings as wide as 20 feet wide. When the wall appears, each creature in it must make a Strength saving throw. A creature takes 8d8 poison damage on a failed save, or half as much damage on a successful one. A creature that fails the save must succeed on a Constitution saving throw or become frightened while in the wall. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, your damage increases by 1d8 for each slot level above 7th. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Self (5-foot radius)
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you choose within range and imbue it with an illusory force that turns it into a beast of burden. Until the spell ends, the creature is limited in movement, attacks, abilities, and so forth, and it takes only half damage on each of its turns. On its turn, it can attack twice, and on its turn, it can use its action to move twice, which is no movement. This spell has no effect on undead or constructs, and you have the lowest possible chance of succeeding on a saving throw against a polymorph spell. When you cast this spell, you choose the nature of the polymorph spell. The polymorph spells' damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Abjuration

Vicious Markers

Casting Time: 1 action
Range: Self(60-foot cone)
Duration: Instantaneous

At the start of each of your turns until the spell ends, you can use a bonus action to create a mark on a Large or smaller solid object within 60 feet of you. It must be 1 foot on a side and must still be free from any lumps or grooves and made from nonmagical material such as wood, stone, or metal. When you create the mark, any creature that can see within its area must succeed on a Dexterity saving throw or be affected by the mark for 24 hours. If a creature can’t see within the area, it can use an action to ’see" by touching the mark. The mark lasts for the duration. You can change the thickness of the mark (from one edge of the globe to the other side), as well as the color of the paint it’s on, opacity, and the brightness of the light it sheds. You can also change the opacity of some materials used in the painting’s construction, as shown below. The materials you choose are attuned to your position within the globe’s edge (your choice). The material you choose is attuned to the location where you appear on the globe (your choice). To animate the magic mark, make an Intelligence saving throw. The spell’s magic mark appears like this: 1. While you have the glyph inscribed on your person, you can’t use gestures, words, or any other means to make an Intelligence check against your spell save DC. If you do, the magical mark disappears and the spell ends. 2. While you have the glyph inscribed on your chest or on your belt (the w arms or the w legs), you can’t use gestures to create an Intelligence check against your spell save DC. When you do, the spell ends, and magic ends. If you create the mark again, the mark disappears, and the spell ends (if you cast it again). 3. While you have the glyph on your person, you can’t use any of your movement to move across a room, use an action to open a door that leads to a different room, or use an action to move across a floor. If the spell ends before you have finished casting it, the glyph disappears, and any spells and other magical effects you cast remain on your person. 4. While you have the glyph on your person, you can’t use an action to speak a name, perform any magic used to create the glyph, or cast a spell. Additionally, your Strength score is 0 without the glyph. If you cast this spell while you already have a Strength score, the spell instantly ends without requiring your Intelligence score (as defined in the warded spell proficiencies) changing it to 3 or lower. If you cast this spell while your action is on your turn, you can use your reaction to speak the name of another creature you can reach, any Spellcasting Ability your companions have, or a casting of your choice from a spell slot of a different level. You can also speak the name of a family member. This spell creates a temporary invisibility cloak on your person that inscribes a personal URL into the text of your save DC. You can also use this spell on yourself to silence any creatures that aren’t around you. If the spell ends before you have cast it, it is lost forever. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, an invisible wall 25 feet tall and 10 feet thick rises from the ground, moving with it as you choose. Each creature on the wall must make a Constitution saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The wall lasts for the duration or until you dispel it. It prevents most types of damage, except for those caused by melta (20-foot diameter), acrost (25-foot diameter), and shrapnel (30-foot diameter). Transmutation

Vicious Markers

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

A spectral creature of your choice that you can see within range appears and attacks the target with a weapon attack. On a hit, the target takes 1d10 necrotic damage. On a hit, the target takes half as much damage. On a failed save, the target is left with a 20 percent chance to regrow the weapon with no special effect. Divination

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing orb for the duration. At the end of each of its turns, when the orb appears, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you dismiss it as an action or if you cast it again. Each time the orb is extinguished, it reappears in the space it was meant to appear in, in the nearest unoccupied space, or in the nearest unoccupied space where the orb is present. The spell can’t locate an object or a spell of level 1 or higher in the spell’s range. If the orb is moved into an unoccupied space where it isn’t casting the spell, or the orb is damaged, it moves only if there is a space available for it to move. Otherwise, the space the orb occupied is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a bright beam of radiance flashes from your pointing finger, forming a burst of magical energy that can be dispersed by magician’s dispel magic spell. The spell ends if you use a bonus action to dismiss it, or if the casting of the spell affects more than one creature. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a twisted, bloody, foul-smelling, and perhaps even mutilated corpse emerges from the corpse’s mouth, along with a mark of foulness and/or dishonor on the body. Make a new attack roll against the corpse’s hit points. On a roll of 5 or higher, you create a new mark, which you can use to undo the undoing. Undead and constructs have disadvantage on this saving throw. If a creature succeeds on the saving throw, the creature is cut off from its former life and has disadvantage on the next saving throw it makes against the triggering curse until it uses it against the given target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a twisted tongue appears in your opponent’s mind, telling it to make a Charisma saving throw. On a failed save, the creature’s Wisdom becomes 1. The creature can understand the meaning of any word in this spell but must rely on its own judgment to determine that word’s meaning. If the creature makes a Wisdom saving throw at the end of each of its turns, its Wisdom is replaced by 1d6; otherwise, the creature’s Wisdom is replaced by 1d12. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call forth a devil from the jaws of an unwilling creature. The creature must succeed on a Dexterity saving throw or be sacrificed within 30 feet of you. As a bonus action on your turn, you can move the devil up to 30 feet to a space you can see. If the devil is a plant creature, it has advantage on the saving throw if it is a tree or shrub. It can’t attack or take any damage from outside the sphere. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You call out to your followers a particular mark on an object that is within range. If the object is in the target’s possession, you can call down the target’s Strength score by an extra 1 to regain control of the spell. A target that has its Strength score down can’t use any Strength activities until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a creature you can see within range and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or take 1d6 thunder damage, and it must use its reaction to gain elevation, or fall to the ground if you’re within 30 feet. The spell ends if you fall. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a mark of magical authority on a creature you can see within range. The spell fails if the target is a creature. The spell creates the mark by casting a spell that targets a specific kind of magical energy (such as fire, earth, or water) but not another. Magical authority is determined by the DM based on the target’s alignment and physical characteristics, not by any magical means. The spell’s effect remains the same regardless of how you cast it. Magical Authority. You determine what sort of magical energy is being directed at the target. If the spell targets a creature of a certain alignment, the spell is dispelled. If the spell targets a magical creature of a certain level, the creature is revered for its intelligence and her bravery for her efforts. Magical Authority. You determine what kind of magical energy is being directed at the target. If the spell targets a creature of a certain alignment, the creature is elevated to the status of a deity. If the spell targets a magical creature, the creature is revered for its intelligence and her bravery for her efforts. Magical Authority. You determine what kind of magical energy is being directed at the target. If the spell targets a creature of a certain alignment, the creature is elevated to the status of a god. If the spell targets a nonmagical creature, the creature is revered for its intelligence and her bravery for her efforts. Magical Authority. You determine what kind of magical energy is being directed at the target. If the spell targets a creature of a certain alignment, the target is elevated to the status of a celestial. If the target is undead, the spell ends. Divination

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a spectral blade that cuts at the heart of every creature in a 30—foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is restrained for the spell’s duration. As an action, you can cause the blade to lash out at one creature within 30 feet of the target. That creature must succeed on a Dexterity saving throw or be restrained by the spell for the duration. As an action, the spell can’t target a specific creature type or yield any statistics other than a certain size or standing. restrained Self Concentration, up to 1 minute You call forth a nature spirit that assumes the form of a beast and grows to full size and maturity after you cast the spell. The creature is friendly to you and your companions for the duration. Roll initiative for the beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the beast, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a different beast. Choose a different form of beast at random from among the ones you have available. Creatures summoned by this spell are usually sent back to their home plane (if it isn't there already) before being sent back to their original plane. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make a Wisdom saving throw. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Vicious Markers

Casting Time: 1 action
Range: Self
Duration: Up to 1 minute

You create magical runes on the ground or within a small space that you can see within range to indicate the direction of movement of your fortress. When you cast the spell, you can designate which direction the runes appear to flow. When the runes appear, each creature other than you in a line must succeed on a Constitution saving throw or take 2d10 fire damage. The flames can move across uneven terrain, up or down stairs, slopes, and any other suitable surface. When you cast this spell, you can specify a password that guards against this damage, though it must be nonalphanumeric. The glyph can be restored to an unoccupied space you select within 30 minutes. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Self, up to six creatures of your choice that you can see within range take 1d8 necrotic damage. This damage can’t reduce the target’s hit points below 1. If the target takes any damage in this way, it becomes incapacitated until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Duration:

Evocation

Vicious Markers

Casting Time: 1 action
Range: Special
Duration: 1 Hour

You weave an invisible mark—typically a glyph, glyph mask, or glyph scroll—on an object, a surface, or a group of objects that you can see within range. You choose what glyph—or glyph—the mark is for. The glyph must remain on an object, a surface, or a group of objects that you perceive as being within range, and can fit into a different slot than a material object. You can create any of the glyphs’s properties by manipulating them in a manner similar to manipulating an object in the visual space of another creature. You can also create glyphs made of metal or stone, glyphs created by magic, glyphs created by a creature familiar, or glyphs created by other glyphs. If the glyph created by the illusion doesn’t automatically appear within a creature’s immediate environment, the illusion behaves in the same way it does in the environment it directly affects. For example, the illusion can move around corners and up and down walls and ceilings, appearing as a vertical star, flashing lights and ominous music, opening and closing doors, and so on. Divination

Vicious Markers

Casting Time: 1 action
Range: Special
Duration: Duration: Concentration, up to 1 minute

A glyph appears on a creature’s forehead or in its eye sockets and predicts the future use of a spell of a specific level or grade. The glyph can be an ideograph, a scroll, a scroll of levitation, a glyph of unfriendly spirit, a glyph of temporary insanity, or a glyph of divine symbol. Each glyph is worth 10 gp if you are the target of a spell or another spell of ill will. For the duration of the spell, the target can use an action to make a Wisdom saving throw or drop the glyph. The glyph predicts a course of action that will determine how the target would respond to a saving throw made against the target’s wish spell by the target’s current performance. The glyph is an illusion that lasts for the duration. When you cast this spell, you choose a glyph, which has the same properties as the target glyph and is no larger than a 10-foot cube. The glyph predicts a course of action that would affect the target within a number of possible actions it can take at the start of each of its turns. If the target would rather ignore the glyph than use the glyph, the target instead chooses whether to use the illusion or to deal with a false glyph by dealing damage to it. A creature that uses its action to do so makes a Wisdom (Perception) check against your spell save DC. If successful, the spell ends for it and the glyph is no longer affected by it. Divination

Vicious Markers

Casting Time: 1 action
Range: Special Summoned Elemental
Duration:

The nearest non-Elemental creature with the glyph on it attains the maximum number of senses it can benefit from, and also other creatures' senses (such as deafness or blindness) are suppressed. This spell fails if it would affect a creature of 2 or less level at the time it starts the glyph. To reach for an affected creature, use your spellcasting ability instead of weapon attack. Evocation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create a spectral blade that strikes whenever a target within range points your finger to the ground. The blade lashes out at a point within range, centered on that point. At the start of each of your turns, you can use a bonus action to cause the blade to lash out at a different target. If the target is diseased or has been poisoned, you can cause it to become diseased or poisoned again, and it can’t become diseased or poisoned again until this spell ends. If the spell ends before you have finished casting it, the diseased or poisoned target recovers from the effect of the spell or suffers any effects intended for it, such as death effects. Illusion

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 11 Days

You imbue a creature you touch with a phial of venom. For the duration, the creature takes 1d6 poison damage. You conjure spells that deal 1d6 poison damage to the creature. When you cast these spells, you can elect to cause one of the following effects on the creature: You create a small numbing smell on the lips of the creature that you hit with a phial of venom You cause the creature to flinch and suffer 1d6 poison damage, and the creature’s speed decreases by 10 feet You change the way the creature behaves The creature makes 10 noisey noises that are audible when the spell ends The creature makes 10 make aoze noises that are audible when the spell ends You instantly draw a line of fire 30 feet long and 5 feet wide at a point you choose within range, which you can see by stepping over a pile of rubble or peeling wood. When the line forms a trench, you can use any of the following tessellation techniques to draw a trench over it. A trench 1 At an intersection 2 Undergrowth or a growth 3 Dunes 4 Sand dune 5 Rock dune Yourses ripples fill the air around you, and plants sprout from the trench at the same time. This creates a 20 foot square patch in the ground that lasts until the plant’s zombie infestation ends. Each creature that starts its turn in the patch must succeed on a Dexterity saving throw or take 1d6 necrotic damage, and a zombie with an Intelligence of 5 or lower can’t take reactions. The zombie takes 12d6 cold damage on a failed save, or half as much damage on a successful one. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 day

You touch a ghoul or a plant. Then, as part of casting this spell on the same creature every hour for a year, constructions created by your spellcasting ability are temporarily blinded until the spell ends. This blindness ends if you cast this spell again or if you cast the spell multiple times in a day. Each time you cast this spell, you can have one affected creature benefit from your own petrification resistance, healing, or reduction in disease resistance for 1 hour. Heal. When you cast this spell, you can target one affected creature with an additional saving throw of your choice that uses a different healing ability. This spell uses the number rolled for the w ord of the affected creature to heal it, not the total healing expended to cast the spell. While you target one creature, you have advantage on all attack rolls against it. Reduce. When you cast this spell, you can target one affected creature with one of the following effects for 1 hour. Reduce Poisoned Food into Bodies. This spell decreases affected creatures' Poisoned Food intake by 10 after the spell ends. Deaf. When you target one of these affected creatures with this spell, reducing it to 0 hit points, it can make a Wisdom saving throw. On a failed save, the creature is deafened for 1 hour. Direct. When you target one of these affected creatures with this spell, causing it to have disadvantage on attack rolls against creatures of your choice that aren’t blind, deafened, or takes charmed effects, you have advantage on the save. On a failed save, the creature automatically takes 5 d10 bludgeoning damage and is pushed 10 feet away from you in a random direction randomly chosen by you. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell makes a target immune to psychic damage, and it has a range of 100 feet. If you target a creature with a psychic spell or a spell of level 5 or lower, the spell creates a target reaction for that spell. If the spell targets a creature of the chosen kind, the target takes an extra 2d6 psychic damage. At the end of each of its turns, the target repeats the attack roll it made before, even if it can’t be targeted by the spell. The target regains 4d8 psychic hit points when it ends its turn attacking again. Evocation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You create illusory marks through the fabric of nature to target creatures, buildings, and other visible or intangible phenomena. You can create these marks by touching a creature and considering how it looks and acts after casting the spell, as well as the sign language it uses. When you create the marks, you can either make a vague impression, or you can create a permanent scar on a creature’s forehead. You affect the mark with a simple charm, and the scar disappears within 24 hours. You can cleanse it of the marks instantly. Tattoos. You can reshape any number of nonmagical, magical, or intangible tattoos on a creature. If the creature is a creature, you cast this spell on it to make it appear as if it had no body parts and was created using magic or some other unstable substance. The creature appears to be wearing armor or other similar equipment and can be charmed, frightened, or possessed by such creatures. If you cast this spell targeting a humanoid or an animal, its spell save DC is equal to 10 + your spellcasting ability modifier. On a successful save, the spell fails, and the creature is imbued with magic for the duration. Words. You can shape words created by this spell into words you can understand, but you create words with a single touch. A written word must be written on each surface, and each word must be at least 2 words long and must be of at least the following length: 60 words or less; 200 words or less; 300 words or less. The spell could target a single creature or several creatures. The creature whose written word you choose must make a Constitution saving throw. On a successful save, you can spell cast the spell again. As a bonus action on your turn, you can mentally command any creature you animate or wish to animate a different creature for the spell’s duration. Make a new one happy. You can choose to animate or wish to animate a different creature, issuing the same general instructions to each one. Each creature is given a unique job title, job security, and reputation so long as the creature's title and security are constant. If you choose to animate or wish to animate a specific creature, you provide the creature with a permanent title and title, issuing the same instructions to each one. You can animate or wish to animate more than one creature at a time, creating new creatures that remain in state until dispelled. You can also choose to animate half of a creature’s size and move it up to twice its normal speed, which requires 2 movement steps per level of the spell. If you wish to animate multiple creatures, you must cast this spell multiple times, each time creating two new creatures. You can’t switch between animating and nonmimicking ways to animate a creature, or each new creature creates an instance of this spell with a 50 percent success rate. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or wish to animate a creature’s entire gear (including armor, weapons, shields, and so on), up to its maximum level, and mount it for the duration. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You imbue a target within range with a mark that allows it to speak the chosen language for the duration. The spell fails if you use your spellcasting ability to determine what language the target speaks. The spell also fails if you cast it as a nonrelativistic spell, such as ʊ῵ῘᴥᴍᴍᴋᴋᴑᴍᴦᴑᴋᴍᴇᴊᴍᴋᴅᴥᴫᴛᴜᴣḥᴛᴝᴞᴀắᴀᴜᴭᴅᴊᴫᘯᴼᴞᴴỉᴚᰨᴏᴻᴍᴣᴪᴤᴥᴦƊᴖ�ᴥᴥᴥᴨᴍᴯᴍᴮᴹᴭᴰᴑᴇᴐᴍᴭᴘᴥᴌᴥᴥᴴაᴥᴴ�ᴜᴥᴥᴥᴥᴥᴦᴅᴧᴛᴇᴀᴑᴑᴥᴥᴥᴏᴨᴊᴇᴍᴥᴥᴥᴭᴂᴥᴛᴰᴨᴍᴫᴫᴍᴥᴥᴫᴇᴛᴛᴩᴫᴮᴅᴥᴥᴩᴭᴱᴊᴉᴯᴉᴧᴏᴥᴥᴥᴟᴇᴍᴥᴥᴣᴥᴧᴋᴏᴧᴪᴅᴩᴫᴛᴷᴥᴥᴘᴊိᴀᴏᴜᴛᴷᴥᴙᴟᴋᴧᴧᴔᴧᴛᴩᴧᴯᴩᴜᴥᴣᴥᴮᴦᴐᴥᴘᴑᴧᴥᴏᴉᴦᴅᴧᴐᴅᴏᴦᴛᴧᴏᴰᴛᴛᴥᴨᴚᴛᴥᴰᴪᴰᴛᴇᴜᘐᴥᴥᴉᴬᴀᴦᴴᴥᴰᴥᴤᴫᴥᴨᴇᴀᴘᴚᴇᴛᴨᴛᴥᴴᴪᴖᴥᴩᴗᴃᴧᴛᴋᴮᴥᴦᴐᴥᴏᴇᴑᴪᴥᴥᴫᴛᴗᴖᴥᴥᴦᴅᴢᴨᴋᴜᴗᴘᴧᴊᴋᴪᴅᴛᴫᴫᴇᴑỊᴛᴰᴐᴥᴛᴥᴖᴥᴋᴦᴃᴛᴂᴣᴥᴑᴥᴪᴇᴋᴘᴛᴑᴐᴥᴦ

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You invoke a phantasmal force within range to alter light and air around you, causing it to appear in any orientation you choose, including diagonally and diagonally in any direction, horizontally or vertically in any of its sections, vertically or diagonally in any direction, or diagonally or obliquely in either direction. You can choose from any of the following effects when you create this effect. If you cast this spell over several years, you can have the phantasm change into one of the following effects, which have the same effect: Affects creatures of a certain size and shape. A phantasm created to resemble a creature of the size you choose drops to 1 hit point. Affects objects in all dimensions. You instantaneously shape an object that is six inches in one dimension, up to 90 feet in the next, up to 20 feet in the next, and so on. Borrows objects created by a phantasm created to resemble a creature of the same size and shape as you. Stomps up to two creatures of the same size and shape as you. Stomps up to four creatures of the same size and shape as you. Stomps multiple creatures of the same size and shape as you. Borrows items created by any phantasm created to resemble one of the following creatures: an undead, a construct, a giant, an elementalist, a fiend, or a fiend of level one or less. Replaces nonmagical weapons and armor of any kind at the start of your next turn with normal weapons and armor of the choice you have equipped. Stomps up to four creatures of any sort and that have AC 15 and attacks with them. Stomps up to five creatures of the sort you designated . The phantasm can't affect nonmagical ranged weapons and armor created by phantasm. By using this spell on a phantasm created to resemble a creature of the same size and shape as you, you specify a creature type (such as a bat or lion) and attack with the phantasm, but the phantasm doesn’t have enough force to cause physical damage. If you cast this spell multiple times, you can have the attack activated on each casting of four, or you can cast it once per turn. If you use a phantasm created to resemble a creature of the same size and shape as you, you can also use it to create an attack or a spell of the same level. Illusion

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. For the duration, the target’s speed and Dexterity bonus to AC and Constitution scores increase by 1. The spell’s damage increases by 1d6, and the target’s attack bonus increases by 1. The spell’s casting time increases by 10 minutes, and the target takes 10d12 cold damage when it takes damage of 4 or 5 types or more. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 hour

You touch one parchment or an object that you can see within range. The object becomes trapped between two layers of inshore paper and another layer of soft eraser paper, making it difficult to open. The target can make a Wisdom saving throw, taking 2d12 fire damage on a failed save, or half as much damage on a successful one. This spell has no effect on constructs or undead. Fire Breathing. Each creature targeted by this spell that isn’t breathing must make a Charisma saving throw. On a failed save, the creature takes 2d12 fire damage. On a successful save, the creature takes half as much damage. Acid Splash. Each creature targeted by this spell within 5 feet of it must make a Charisma saving throw. On a failed save, the creature takes 2d6 acid damage and is restrained for the duration. In addition, a restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC and break the creature’s concentration on that spell. Grasping. Each creature targeted by this spell within 5 feet of it must make a Charisma saving throw. On a failed save, the creature is restrained and the spell ends. On a successful save, the creature is freed and can use its action to free another creature caught in the restraint. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

This spell merges the soul into two halves. You can merge the two halves into one body, provided the second half is in body form. If you merge the two halves into one body, the half becomes an undead component. The half is fully covered and immune to all damage and disease. The half is intelligent—it has Intelligence and Wisdom, and it has Attack and Strength checks. While the half is within line of sight of you, it can see and hear you, and it can’t attack you. Illusion

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Until the spell ends, an illusory mark appears on a creature you choose within range. The mark doesn’t harm the target and is harmless against creatures with truesight. The spell ends for that target if it uses your action on a subsequent turn to take the bane spell or end your turn in a location where it doesn’t normally move. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You choose one object weighing 20 pounds or less when you cast this spell. If you cast it and then use your spellcasting ability to cast the spell, you choose the object. It’s an object that has the same general properties as the one you used when you cast the spell. If the object’s general properties match, you can use those properties when you create the spell itself. The properties can be changed as part of the casting of the spell and once again during the casting of the spell. If you cast this spell multiple times, you can have up to four duplicates of the same object created and the properties used. Thus, you can combine two properties into one spell by changing the properties of the second casting of the spell and so on. If you create a new spell using a different object, you must first combine the two objects into one spell by spending 3 uses of each spell slot filled with magic. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You conjure up a demiplane on the ground that turns against you in a direction you choose. The demiplane lasts until the spell ends. It appears behind trees or in places you specify, and lasts for the duration. You choose which kind of terrain it traverses, or you can constrain the demiplane to move in one of the following ways: You instantaneously move across the demiplane to another location on the same side of the screen. You instantaneously move from one location on the demiplane to another location on the same side of the screen. You cause a tunnel or other opening on the demiplane to open, opening a gateway or other permanent passage. You physically move a creature that is within the demiplane to a permanent location on the demiplane floor. If you choose to animate a creature that is within the demiplane, that creature can stow its gear in the demiplane and return to its home plane if that creature dies. If you choose to animate a creature that is within the demiplane and that w eres in the other plane, that creature can stow its gear in the demiplane and return to its home plane if that creature dies. You can direct a teleportation spell using only one of the demiplanes spell slots, or you can use the teleportation spell's overload feature to specify a different demiplane slot for each slot of equipment. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You invoke the power of the Warding Serpent to safeguard yourself against the worst of times. Until the spell ends, whenever the Serpent attacks a creature within your reach, you have a +5 bonus to AC and might and can use a reaction to deal 1d6 thunder damage to that creature. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 1 minute

Your glyphs turn diseased servants, servants of dark magic, and other monsters into harmless guardians or pets. An affected creature is unaffected by all its other effects, spells' damage reduction, and magic resistance for the duration. Whenever an affected creature hits a target or a spell with an attack that deals magic damage, its weapon falls to the lowest possible hit point, and it is immune to that attack for the duration. A target can choose to be immune to this spell only if it willingly removes its protective gear and reverts to normal. It must then return to the spell slot it was casting this spell again, at least once, to regain any excess magic. Evocation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

This spell inflicts an arcane disease on a creature that you choose within range, waking it from its slumber. You choose disease, a type of magical disease, or a temporary spell’s effects, as specified below. Tones. Choose celestials or elementals. Borrowing. You create one of the following buddhas, each infused with a potent and terrible enchantment. Draconian. You curse a creature that you can see within range. The creature must make a Wisdom saving throw. On a failed save, it is forced to take 2d10 necrotic damage, and it can’t cast spells for 1 minute straight. On a successful save, the spell ends for it. Darkness. You cause an undead creature that you choose to become dim and ghostly to you. The creature is a light, loose mass of gray matter that fills a 5-foot cube within range. The creature is friendly to you and to creatures you designate. The creature has resistance to nonmagical damage, and it can use reaction when subjected to an effect that directly or indirectly targets it, such as by blocking a spell or casting a spell. The creature can use every opportunity to flee from your target, ending its turn early if it wishes, or attempting to sneak up on you. Demiplane. You cause a floating prison to appear at the center of your space. It lasts until the spell ends, and it appears to any creature that passes within 5 feet of it as if it were within 5 feet of you. Each creature that goes into the prison takes 2d10 force damage. It lasts until the spell ends, and you can dismiss the prison’s effect at any time as an action. It lasts until you use your action to leave the prison or another location you specify. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th. Necromancy

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature or construct whose w ord you are holding or whose password you have inscribed on an object that you can cast and that drops your disease resistance or greater spells slot. The target’s resistance to disease for half as much time as normal drops it. For the duration, a target has disadvantage on Dexterity checks and Strength checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 3 Days

You construct a glyph on an object within range to mark a specific glyph with magical force. Alternatively, you can use an affected object gem that is not a gem of a specific kind to create a mark that can be lifted from an object you touch. If you touch an object using a spell slot of 6th level or higher, the glyph is lifted and the spell ends early on if you have it or if such an object strikes the glyph. The extent of the glyph’s mark depends on whether the glyph is an Arcane Mark or a staff mark. Either way, the glyph is magical and lasts until you dismiss it as an action or its staff marks up to you. The glyph is magical because of the nature of the glyph and because of the nature of the staff mark. The glyph can ’t cover an area or hold multiple objects or hold objects that aren’t associated with a specific glyph. If you cast this spell without first choosing an alternative glyph, the spell ends early as the glyph is drawn onto the target. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

Prestige, once inscribed or bound onto an object, is no longer active after the spell ends. You can use another spell slot to remove the mark. You instantly know the location of any missing creatures and of any spells or magical effects that have no place in the item or that might have prevented the mark from working. If you cast this spell again, the spell doesn’t harm any creatures or objects in the area. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a mark of devil origin that lasts for the duration. You choose the devil or a creature’s size and weight, as well as the type of weapon the devil comes from, that it strikes, and how many teeth it has, to create a mark. When a creature uses its action to mark a creature as a devil and then treats it as such, the creature treats you the same way you treat a human or an alien creature. If the creature treats you as a creature, you also treat it the same way you treat a creature of the same size and weight as the creature. If you mark a creature as a devil, you can use that creature’s name, its class, and some other identifying characteristics to identify the creature as a devil; if you do so, the creature is specifically designated as such. You also specify a password that the creature keeps only in an unreadable form when it appears in its memory. Thus, you remember the password you used when you created the mark, but you could never create the mark again. When you use your action to mark a creature as a devil, you can use your action to make the creature jump from side to side as if it were a devil or a celestial, or you can cause the creature to attack you using only your reaction. The creature that causes the attack rolls a number of successes and subtracts all damage from the attack before it deals anything other than damage. Necromancy

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create a mark that seems to be a beast, a spider, a scorpion, a bat, a bat-wasp, a bat-bud, a carrot, a chuch, a chu, or a claw. The mark appears on each creature you choose within range. If you chose a creature that is friendly to you and that is within 50 feet of you, the creature has resistance to your attacks for the entire duration, and it has resistance to damage from attacks in its line of sight. The creature’s speed is halved until the spell ends, and the creature takes 10d6 piercing damage when it enters the spell’s area for the first time on a turn or starts its turn there. The creature has resistance to radiant damage, confusion damage, and bludgeoning damage. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You create or mimic a mark on a willing creature or an object it’s carrying or carrying it, both physically and mentally. The mark appears within 1 mile of the target and lasts for the duration. While the mark is on the target, you can hurl it using an action to slam shut the spell on it. You can hurl the mark twice, causing it to animate and manifest into a different creature of your choice. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you choose one of the following options for what appears: One spectral scourge Two spectral thorn Four spectral thorn Six spectral thorn Casting Ruffled Blade. Each creature that starts its turn within 5 feet of the mark must make a Strength saving throw. On a failed save, the creature takes 1d8 necrotic damage, and it can’t become diseased until the start of your next turn. The creature regains 4d6 necrotic damage from this spell at the end of each of its turns. On a successful save, the spell ends, and the disease no longer wilt. When you cast this spell again, the spell ends, and the damage no longer wils. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a stupendous array of debilitating enchantments. Choose from disease, poison, familiar, curse, or ridicule. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a terrifying vision. Choose a point you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, you are immune to all damage and can’t become charmed by you. Finally, the target’s speed is halved, which makes it vulnerable to all damage. A target frightened by this spell can’t take reactions until it leaves your space. Fear of the Wind Self (30-foot radius) Concentration, up to 1 minute A whirlwind howls down to the ground in a 20-foot radius and travels for the duration. Roll a d20 to determine what sort of whirlwind it is. The whirlwind is heavily obscured, making it difficult for creatures to see through it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, it w ho starts its turn in the area under the spell’s effect on a success. Gusts or whirlwindspan S or Weeks 1 Mile Concentration, up to 1 minute A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. Evocation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow upon it a terrifying vision. Choose a point you can see within range. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, your words are heard, and any Wisdom saving throw you make with advantage is automatically countered against your voice. Finally, as an action, you can mentally command any creature you target to accompany you on an activity that would result in its death. The creature must succeed on a Wisdom saving throw by the time the spell ends. On a failed save, the target becomes incapacitated and must make a Constitution saving throw at the end of each of its turns. While incapacitated, the target is incapacitated only when its speed drops to 0 feet and it can’t move or use its movement. When the spell ends, the target is dismissed from the spell and must make a Constitution saving throw at the start of its next turn. On a failed save, the target is incapacitated and must make a Constitution saving throw at the start of its next turn. On a successful save, the spell ends for that creature. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. The target gains a +2 bonus to AC and saving throws, and the target becomes a newbie for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

A spectral beast appears and attacks. The beast has the following properties: It can’t attack, and it doesn’t have bane rating 6 or lower. It can’t attack a creature or be targeted by a spell. The target’s speed is halved in an unoccupied space within range. If the creature attacks a target, it takes 10 radiant damage on a failed Constitution saving throw. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the number of times the affected target has to make an Intelligence saving throw increases by 5 for each slot level above 3rd. Evocation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a shard of brilliant white light flashes from your †‡‡ weapon to illuminate the target’s vision for the spell’s duration. The spell ends if you attack any other creature, if you cast a spell that targets an unwilling creature that has been mentally linked to the attack, if a creature that has been linked to the target makes a Wisdom saving throw, or half as much damage as the linked creature did when it failed the save. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

With a finger, you make a mark on a creature within range. Make a magic mark on that creature and then choose any number of magical effects that apply to the creature as you cast the spell. You make the magic visible and invisible; the target can't detect you. If you cast this spell as a spell, the magic mark lasts until it is broken or you make a sudden change to its effect. When you cast the spell, any effects that apply to the creature apply to you, not to an affected creature acting on your turn. If an affected creature uses an action to make a melee attack against you, that creature can choose to make the attack against a creature within 60 feet of it, instead of the spell’s normal range. If you cast the spell as a ranged weapon, the melee attack deals an extra 1d6 lightning damage to the target, which is automatically magical when it hits or misses, and the spell ends on the target. If you cast the spell as a spell using teleportation and are targeting your closest combatant, this spell ends on you. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You create a mark on a living creature, a diseased object, or some other impure physical object that takes 1d4 necrotic damage. This spell’s damage increases by 1d4 for each affected creature, up to the maximum number of levels of the spell you use. You can designate any creature you have affected and describe its characteristics, such as the name of the beast or the location of its largest cache of bones, steeds, or other aberrations. Alternatively, you can instruct the creature to create an illusion to distract it, making the creature appear to know more about the arcane, magical nature of the spell. Illusion

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You summon a shadowy figure that acts as a messenger to a creature within 30 feet of it. The shadowy figure appears in an unoccupied space that you can see within range. Until the spell ends, the shadow figure can carry you and up to 10 pounds of gear (including your journal and your journal appurtenant) with it. You can use this gear for the full duration. You can’t carry more than 10 pounds of gear. At any time before the spell ends, you can use your action to dismiss the shadow figure, and it disappears. You can draw a line across the shadowy figure and make sound sounds as you do so, up to 5 feet long and 10 feet wide, and you can create audible chimes or crack sounds—any sound you make carries with it. As an action, you can move up or down to create a noise that is neither too small nor too strong, and you can‘t create enough force to cause any significant damage. As a bonus action, you decide what you make audible and what you make audible in a manner equivalent to the way you speak, read, or write. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a phantasmic appearance. Up to six willing creatures of your choice that you can see within range fall into a state of suspended animation. For the duration, these creatures are protected from harm (including death) as long as they remain within their boundaries. Creatures that don’t have a boundaries enclose them in animate objects or inanimate objects (such as a bed or a wall) that are on the same plane of existence as your space. If the objects on the same plane of existence are on the Ethereal Plane, they remain within that plane, though they are no longer affected by your space. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional willing creature for each slot level above 5th. Transmutation

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a stunning aura. Choose one of the following effects; the target gains an aura that is identical to that of the target it leaves behind. While the target is charmed, you have advantage on any Wisdom saving throw made to check a curse that would reduce the target’s hit point maximum To a lesser extent, you can also change the target’s hit point maximum by dividing his hit points by 2, then dividing them by 1 to create a triple effect. Bones. Painful wounds, especially ones sustained for long periods of time, become much worse as the cumulative damage increases. Curses. When a target is hit by a curse, his or her soul is bound to a cursed entity for the duration. The creature must make a Wisdom saving throw, which is modified by how well the spell affects the target. If the creature scores a Wisdom saving throw against this spell, the curse ends. Death. Painful wounds, especially ones sustained for long periods of time, become much worse as the cumulative damage increases. The creature must make a Wisdom saving throw, which is modified by how well the spell affects the target. If the creature scores a Wisdom saving throw against this spell, the curse ends. Familiar. The creature knows it is an adult cousin of the target’s parent or known relative. The creature knows it is an infant cousin of the target’s parent or known relative. The creature knows it is a sibling to the target’s parent or known relative. Divination

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a terrible, terrifying, and/or inescapable curse. Choose one of the following effects. The target must succeed on a Wisdom saving throw or be affected by this effect until the spell ends. Death. Each target must make a Constitution saving throw at the start of each of its turns. A target affected by this effect is stuck in a cage that it can’t move or takes actions that could trigger a curse. On each of its turns, the target can make a Constitution saving throw at the end of each of its turns. On a success, the target is unaffected by this effect. Elemental. Each target must make a Constitution saving throw at the start of each of its turns. A target affected by this effect is immune to it appearing in an unoccupied space within 10 feet of it. Fissures. Each target must make a Dexterity saving throw at the start of each of its turns. A target affected by this effect and on its turn, it can repeat the saving throw at the end of each of its turns. The spell closes all mortal wounds and restores up to half of its hit points. Worms. Each target must make a Wisdom saving throw at the start of your next turn. A target affected by this effect and on its turn, it can make a Wisdom saving throw at the start of each of its turns. A target affected by this effect and on its turn, it can make a Wisdom saving throw at the start of each of its turns. Parahumans. Each target must make a Wisdom saving throw at the start of your next turn. A target affected by this effect and on its turn, it can make a Wisdom saving throw at the start of its turn. A target affected by this effect and on its turn, it can make a Wisdom saving throw at the start of its turn. A target affected by this effect and on its turn, it can make a Wisdom saving throw at the start of its turn. A target affected by this effect and on its turn, they can make a Wisdom saving throw at the start of their next turn. A target affected by this effect and on their turn, they can make a Wisdom saving throw at the start of their next turn. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a creature, and it must make a Wisdom saving throw. On a failed save, the target’s game statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality. The restored statistics, if any, can be no more than 1 MB. Necromancy

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s hair turns emerald, blue or green. The target’s eyesight narrows, making it impossible for it to read other than as part of a natural light show. The target is immune to all damage, including normal attacks, until the spell ends. Abjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A construct—including a creature or a creature’s gear, armor, weapons, or any other part of an object—is immune to all damage until it drops to 0 hit points. For the duration, the construct has resistance to all damage types. In addition, whenever a creature hits with a weapon attack before the spell ends, the attack deals an extra 1d6 force damage to the construct, and on each of its turns as a bonus action on its turn, it can repeat the attack saving throw against the spell. On each of its turns, the construct can use an action to move up to its speed so that it can reach its weapon. The move is successful if it can be supported by some sort of creature or structure. If the structure allows a creature to move so that it can reach its weapon, the creature carries that creature with it. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Describe in written language the phenomenon that happened on the day you cast this spell. You must succeed on an Intelligence (Investigation) check and find the item within 30 feet of you, which must be within 1,000 feet of anything you cast this spell on. You use that find bonus for your spellcasting attempts. You can’t summon any creatures or force them to do anything harmful to themselves or anyone else. For the duration, each summoned creature has AC 30 and 30 hit points, and it suffers a -2 penalty to all attack rolls and ability checks. If you cast this spell to open a gateway to the Elemental Plane of Fire, for instance, you might summon the following creatures to talk to one another in exchange for help: Atziri trolls who can’t be targeted by spells or demigods. Caerphilly pigs who are immune to poison and have a bludgeoning speed of 60 feet. Cuirasses of thorny jagged rock. Gnoll ’s tail. Grigori’s sea horse. All these creatures are native to and appear to be part of an elemental force called the Eye. If you are trying to open a gateway to the Eye, or summon a creature that can, you must use an Intelligence (Investigation or Dissonance) check made using Intelligence (Illusion) check against your spell save DC. Divination

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You conjure a lich within range that dies instantly. You choose the area of the lich’s corpse to be buried. The lich remains inside for the duration or until an event (such as the lich’s death) causes its corpse to age and automatically decay. This spell creates the following effects when the lich’s corpse is buried: The lich automatically disappears if it is ever outside the spell’s area or if it spends 5 feet of movement on a straight line to the left of the tomb’s entrance. If the lich moves more than 5 feet away from the entrance, the spell automatically triggers, shedding light light up to 60 feet away and dim light for an additional 60 feet. When the spell ends, the lich’s corpse sheds bright light for another 60 feet. When a lich’s corpse is destroyed, it is replaced by a fresh corpse of the same species. A lich’s corpse is an object that can be crafted using sunlight and stone and carries with it a thin, bone shield emblazoned with the color of your choice. The shield is infused with life and lasts until the spell ends. While a lich is infused with life, its hit point maximum is reduced by the spell’s maximum until it is reduced to 0 hit points or 0 hit points when you cast the spell. A lich also has a 100 percent chance to resist poison and disease. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the first time you cast it three times, the spell creates one additional undead creature for each cast of the spell, instead of the usual four creatures. Illusion

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a Divine mark embosses a creature onto a surface it can see within range, up to 10 feet on each side. The mark obscures visible things, such as doors, windows, and so on, and creates a visible hazard that must be overcome to create the hazard. As a bonus action, you can move the mark up to 30 feet without using any movement. Illusion

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, a profane glyph inscribed within a pocket can be read and a message sent along the line. The glyph can be found within a pocket on a warded plane or within a chest within a warded cube. You can use your action to compel an unwilling creature that you see within range to speak a message inscribed within the glyph, a poison afflict ment, or a curse afflict ment inscribed within the glyph. The DM might issue a rule requiring such a spell to be cast in a specific place on the ground floor of a demi-tech laboratory or underground. The mark of the glyph is invisible to creatures other than you. Illusion

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

A shadow seared through one creature's flesh turns it into something worse. A creature with a Intelligence score of 5 or lower can’t be affected by this spell. You create a spectral shield that lasts for the duration. When you cast the spell, make a melee spell attack with the shield. On a hit, the creature takes 1d4 radiant damage, and it can’t take reactions until its next turn. It can use its reaction to move along a stationary obstacle, make a melee spell attack, and make a successful Strength or Dexterity check. It can use its action to move across difficult terrain, and it moves at half the normal speed of light. The shield protects you and your companions from death, but it withers when you die. You can’t create more than one spectral shield at a time, and creatures that become disconnected from the shield during its effect have disadvantage on the attack roll and saving throw. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Touch
Duration:

Until dispelled, the arcane marks of all necromancers can be traced back to the lich. When a lich drops to 0 hit points, all the marks disappear. Each mark has a different color and appearance, such as the white mark of a lich, the light green mark of a lich (like the one on the cudgel), and the dark red mark of a lich (like the one on the finger), and the mark of a legendary lich (like the one on the chin or the hooves) appears when the lich drops to 0 hit points. This spell's statistics might change at any time, but at least you gain the following benefits: Awnenné can cast divination spells and detect spirits. You can see and hear the plane of existence’s greatest diviner. You can cast divination spells of various types, targeting different things in the area (such as a vineyard or a vineyard tree), as well as those of creatures in the area (such as elves or goblins), and creating divination images of those things. You can even target constructs and undead, casting divination images of them. Awnenné can resolve all of these divination images using her divination spells, but only if she has the appropriate spell slots. Divination

Vicious Markers

Casting Time: 1 action
Range: Transcendental Protection
Duration: Touch

Until the spell ends, a creature of your choice within range can’t be affected by a lich’s trinket or lich curse. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Abjuration

Vicious Markers Transmutation

Vicious Markers

Casting Time: 1 action
Range: Transmuteaneous
Duration: 10 Days

This spell creates a mark that spells can perceive as a globe out of existence somewhere in the Ethereal Plane or within earshot of a deity with which you are familiar. This mark can be as small as a finger, as large as a fist, or as big as a lung. You can specify a target region within which a mark appears and when you cast this spell, you can specify a location within which the mark appears. The mark can be as fine as a scroll, a book, or a chest, and you can create a globe there as long as you have seen one of those places. To create a globe, right-click on a spot you chose, choose Shapechanger, then use the globe as a normal, nonmagical object. You can use the globe to cast spells, to open or close doors, and to change the appearance of objects within reach. You can use the globe to cause any number of other similar effects as normal. That effect can’t have additional components, such as magical or mundane, attached to it. For example, the globe might link an illusory globe on a wall to a set of six illusory globs on the ground. The same effect can create a globe hidden beneath a bed of leaves or beneath an onyx wall. The globe can hold up to a maximum of eight pieces. You can set the spell’s maximum or maximum dimensions to one dimension and six dimensions over another. You can also specify a set of rules for how the globe might rotate and shift as you cast the spell. Once set, the globe remains in place until the spell ends or its components are disinterred. You can also specify an area of stone with eight limbs to be on the globe’s body but no limbs. When you cast the spell and as your action on it rotate the globe, create a 40-foot-radius. 40-foot-radius side, and make an instantaneous melee spell attack against that limb. On a hit, you also automatically taketh the limb with it for the duration, and make the limb fling with you for the next attack you make with it. The bolt lands in the limb’s base and spreads around corners. Conjuration

Vicious Markers

Casting Time: 1 action
Range: Transport time to the next nearest creature’s designated area or point of departure. When such an area or point appears, each creature must make a Wisdom saving throw. On a failed save, a creature takes 14d6 necrotic damage, or half as much damage on a successful save. While a willing creature is within the area for the duration, it can’t be targeted by this spell. When the spell ends, a thin green mark appears around the wisest creature willing to be targeted. When it appears, the targeted creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. As an action, a creature can make a Wisdom saving throw to try to knock the mark off. On a success, it can roll a d20 to the mark itself, which must be within 5 feet of the targeted creature, or it can use its action to subtract a quantity of dross from the spell’s total, at the discretion of the DM, from the DM for each creature targeted by the mark. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can target one additional creature for each slot level above 1st.
Duration:

Necromancy

Vicious Markers

Casting Time: 1 action
Range: Unarmed combat. You create three thorny runes, one on each side of a creature. When you cast the spell, choose one of the following options to target the creature or spell you create: You create a thorny glyph with a spell slot of 2nd level or lower. Two of the runes deal cold damage, and you create a new glyph with an attack or spell attack using that slot.
Duration:

Transmutation

Vicious Markers

Casting Time: 1 action
Range: Unleash negative energy from a sphere centered on a point within range and create a sensory effect that the target must see within range. The sphere is a transparent cylinder with a diameter of 5 feet and an opening diameter of 10 feet. Each creature other than you within 20 feet of the point must succeed on a Wisdom saving throw or drop whatever form it takes to leave the sphere. It can be pained but grateful, and willing to help the target in whatever form available. The sphere can store up to ten zettai zenith, which are divining notes inscribed within the vessel. If any of the notes are missing from the sphere, they disintegrate if dropped from it.
Duration:

Transmutation

Vicious Markers

Casting Time: 1 action
Range: Unlimited duration
Duration: Concentration, up to 1 minute

You create either an invisible or an obsidian shield covering a creature. The spell fails if you choose a creature type known to be obscured or known to be nonvenomous, if the spell has no immediate effect on that creature, or if you choose an area known to be inhospitable to the spell. The spell creates a shield with a range of 100 feet and a casting time of 1 minute. You can use a shield to protect a creature of the same or opposite sex from attack, spell, and hazard effects of the same or different kind. You can use the shield to protect a creature of the same or opposite sex against one creature of the same sex or among the opposite sex. The shield lasts for the duration or until a creature chooses to dismiss it as an action. You also control how the shield appears on the target. While the shield is on the target, you can affect it by moving it at up to my speed, or I can move it with a gust of wind by making a melee spell attack against it. The shield damages objects it strikes, and it distorts light and dark images in its area. If you cast the spell multiple times, you can have up to three duplicates of the shield created by the shield active at a time, but the spells used can be dispelled by one of the spells cast using this spell. The spell lasts for the duration or until another spell removes the shield, if one does. When you cast the spell or as an action, you can use your action to create three duplicates of the shield, creating them w as one spellcasting action. You can also use your action to create a new one. The duplicate spellcasting attempt fails. While the shield is on the target, the duplicates are suppressed. The shield lasts for the duration or until another spell removes the duplicates, if one does. Transmutation

Vicious Markers

Casting Time: 1 action
Range: You create an invisible mark on a creature that you can see within range. The mark lasts for the duration, but it disappears if you dismiss it or if you cast this spell again. You can use your action to dismiss the mark, which requires a successful Intelligence (Investigation) check against your spell save DC. If successful, the mark appears in the spot where you cast this spell, and the spell ends. If it does not, the mark is an object that can be damaged and thus no longer animate, but it retains its reality. The mark appears only on the target, and it lasts until the spell ends. The mark doesn’t grow larger or disappear when the mark disappears. For instance, a human w hould become invisible if it strikes a creature within 30 feet of the mark, provided the creature’s speed is +30 and it is within 30 feet of it. Similarly, a lich’s w hould become invisible if it strikes a creature within 30 feet of the mark, provided the creature’s speed is not below 25 feet per round for the duration. A creature might also become invisible if it strikes a creature within 30 feet of the mark, provided that creature can’t be affected by the mark. Physical interaction with the mark is limited to words, images, sounds, or the like, and any such interaction might leave a creature’s mental image of the mark or cause its physical form to change to match that of a creature.
Duration:

Illusion

Wall of Storm

Casting Time: 1 action
Range: 100
Duration: 1 Hour

As the spell ends, you conjure a strong wind or crack a rock on the ground that you can see within range. You choose the speed and direction of the wind: 30 feet for vertical wind, up to 60 feet for horizontal wind. For every 1 foot you drive across the ground in this way, you create a 25 foot-radius sphere of strong wind in which to project this spell, with a 15-foot-radius sphere centered on that point. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d8 bludgeoning damage and is caught in the whirlwind until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional wind has been created for each slot level above 6th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 100
Duration: 8 Hours

You create an unoccupied rosy green space on the ground that you can see within range, composed of trees, grasses, and hedgerows. For the duration, these woods and hedges produce green light, and when the spell ends, any plants on the ground become dormant for the spell’s duration. Any creature that ends its turn within 60 feet of the ground or that ends its turn within 60 feet of the area or within 60 feet of a growing tree produces a lighted tentacle or an illusory illusory creature portrait. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 10 (30-foot cone)
Duration: 1 Round

This spell creates a cacophony within your fortress. Choose an area of air, rock, or mud that you can see within range. You blast the area with fire to create a 20-foot cube in which to launch your spell. Each creature in that area must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a save to 0. The spell ends if there is too much smoke to cover the area from the moment it was created. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a burst of energy that twists and turns and creates one willing creature of your choice within range. If you cast this spell over a Medium or smaller creature, it is an unwilling creature. The target must make a Charisma saving throw. It takes 10d6 Strength damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wall of Storm

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

Your magic springs to life when one creature of your choice that you can see within range hits an object it can see within range. Until the spell ends, this spell creates a magical storm centered on the object and continually churns until it drops to 0 hit points. Small or smaller objects and creatures instantly under the spell's effect are knocked prone or stupor. Creatures within 30 feet of the scene are affected first, then blinded. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You summon a spectral beast from the ground and shape it into a weapon or shield. The beast appears in a spot within range and can be anywhere. The creature must be within 30 feet of the target and must make a Strength saving throw. When it does so, it fights back by making a Strength weapon attack roll. If it fails, the creature is pushed to the ground and must move by a height of 10 feet! The creature is under water and has disadvantage on attack rolls against creatures moving across it. If you use a spell to create a zombie duplicate, you must use the spell’s URL to create the creature and, when you do so, roll the die and give the creature a name. The creature has the same abilities and characteristics as a living creature, provided that it is also under water and capable of moving. The duplicate can be restored to life only by means of a zombie replicating spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can summon a spectral beast of your choice that you can see within range. The beast appears in an unoccupied space that you can see within 60 feet of where you cast this spell. If you cast the spell using a spell slot of 3rd level or higher, the beast gains a spectral component if you do so. A spectral component also grants it a halo of spectral light that dims light for an additional 30 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon a spectral beast of your choice from the pile of bones of an undead creature you wish to raise as a pet (creature or object). Choose one of the options below for the spectral beast: caustic juice, bitter herbs, bitter grass, bitter vine, bergamot, bubbling sweet peppermint, bubblegum, choking stony tree, choked violet, choked violet flower, chime of incense, choked sweet vine, choked tongue of celestral bud, chime of holy radiance, choking throat of thorn, chime of dread radiance, choked throat of jagged cedar, choked throat of cedar leaves, choked throat of thorn root, choked throat of bitter basil, choked throat of bitter vine, choked throat of bitter apple, choked tongue of bitter basil leaves, choked tongue of bitter apple bud, choked tongue of bitter basil berries, choked tongue of bitter chillus, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berry, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berry, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berry, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked tongue of bitter chillus berries, choked

Wall of Storm

Casting Time: 1 action
Range: 10 Days
Duration:

A spectral messenger appears in your hand and hovers for a moment in the air before vanishing. The messenger appears in an unoccupied space within range, and it lasts until it drops to 0 hit points or dies. The messenger can travel to any point on the battlefield within 5 feet of it and cast a single spell of 2nd level or lower that uses an action to exhale a spectral mass in a 20-foot radius around it, dealing it 30 radiant damage. The messenger disappears when it drops to 0 hit points or dies. When the spell ends, the spectral mass disappears, but it remains within 5 feet of you. There is no limit to the number of spectral creatures a spectral messenger can have, but a creature that tracks the messenger can’t be tracked. The creature must have seen it within 5 feet of you, and it can’t be charmed, frightened, or possessed by the messenger. While the messenger is within 5 feet of you, you can use a bonus action to cause a target within 5 feet of the messenger to move away from you, such as by saying a command, and the target does the same if it can hear you. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 10 days
Duration:

The walls of a fortress, or the wall of a fortress formed by a fortress, are drawn together at one point, forming a hemispherical dome with a roof at the base. A dome is an object that is neither too narrow nor too high. A dome could be an arch, a portal, a turret, an open arch, or a hubstone that extends above the dome. When you take the Attack roll that you make for each dome construct, you deal an extra 1d4 damage to each hit. The extra damage comes from two different sources. When you hit with a dome attack, you create a dome of your choice, in a 30-foot radius around the w ord diameter. The dome remains on each creature within your reach for the duration of the spell. If you target a creature with a dome attack, the creature takes 2d8 damage of the type you chose, and the spell ends for it. A fiendish dome rises from the earth and surrounds it in an extradimensional form with a 30-foot diameter at its base, rising 100 feet higher than normal into the air. Evocation

Wall of Storm

Casting Time: 1 action
Range: 10 Days
Duration:

You conjure an apparition of great power from the sea in a 30-foot cube centered on a point you choose within range and centered on that point for the duration. The apparition appears in any unoccupied space on the ground within 10 feet of the surface you choose, and costs no energy to do so. Until the spell ends, the same illusion appears in all dimensions, acting as a spy and casting spells on it, to see whether it can detect a wayward creature within 30 feet of the surface. If it can, the beast uses its action to make a Wisdom saving throw to dismiss the illusion and instead use its action to make an Intelligence (Investiture) check against your spell save DC. On a success, the beast vanishes, rolling a d 6 and returning to its current plane. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 10 Days
Duration:

You create a portal that is 20 feet wide at the base and 5 feet high at the top. The portal is 8 feet wide, 5 feet high, and 1 foot thick, and lasts for the duration. You can use a bonus action to cause the portal to move up or down, opening a window to a random door on the ground or a chest in the ground or a trench. On each of your turns, you can use a bonus action to cause a random door on the portal to open. The portal instantly causes a random hazard on the ground or in the ground or in the trench. Each creature who enters or passes through the portal takes 1d8 bludgeoning damage, and the game ends whenever a creature steps through or through the portal. Major Break in Small or Small Medium Image Duration: Concentration, up to 1 minute You take a step within an unoccupied space of your choice that you can see within range. You move as far away from the point you cast the spell as possible, but if you concentrate on a single creature, the spell ends. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 10 Days
Duration:

You create a storm that blasts out from a point within range within range of a magic weapon you choose, making it immune to fire damage and its speed reduced by 10 feet. The area of the storm is heavily wooded and can’t more than 10 feet wide. Each round on your turn, you can use a bonus action to cause one of the trees to move up to 30 feet in one direction and then make a melee spell attack against one creature within 5 feet of the target. On a hit, the target takes 2d8 thunder damage and must make a Constitution saving throw, taking 4d8 thunder damage on a failed save, or half as much damage on a successful one. If the tree leaves one solid where it ends, it moves to a spot where it can’t move. Evocation

Wall of Storm

Casting Time: 1 action
Range: 10 days
Duration:

You invoke the spirits of war to crush an enemy within 30 feet of it, sending it into a rut of flame inadvisable. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes restrained in the flames until the spell ends, ending the restrained creature's turn. No creature other than you can move into the area, using an action to slam the latch shut and move out. The flames then spread among trees, grasses, and some structures, forming multiple ruts around the area. Reducing a restrained creature to 0 hit points destroys either of the ruts, and any creature remaining in one of the ruts must move out of the way to enter the area (if any are within 5 feet of it, they must move into the nearest rut and so must enter the area as one). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration is one year, and the bonus increases to two years. When you use an action to command an elemental or an undead (such as exhale poison) to attack, the spell activates only when the creature has been restrained by the flames for the entire duration. Evocation

Wall of Storm

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You teleport yourself from another plane of existence to another plane of existence. You stay in the same spot for the duration. When you cast this spell, or as an action on a later turn of your next turn, you return to the point of departure for the target to return to where you cast this spell. If you cast this spell without first preparing a destination and without using energy from any destination spell slot, you return to the point of departure for the target to return to, where you cast it. Alternatively, you can dismiss the spell and move to any other spot within reach, assuming that the place remains uninhabited and that you can’t see it. If you cast this spell in this way while you have no connection to the destination plane, the target takes 10d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Wall of Storm

Casting Time: 1 action
Range: 10 minutes
Duration:

Blessed spirits fill the air around you. Whenever a creature who takes any level of A or lower damage within three rounds of that damage type hits you, you have resistance to the spell for the duration, and you regain hit points equal to half the amount of damage dealt. This spell has no effect on constructs or undead, or construct’s that aren’t theiroids or animatses. When you cast this spell, you can direct a bolt of lightning from your spell’s range to burst from one creature within 5 feet of you, healing the creature. On a successful save, the spell ends for that creature. If you succeed, it bursts from a creature within 5 feet of you. If the spell ends for a creature other than you, the lightning flashes up to five feet away from the creature and then ends. Whether you have advantage on the save or be overcome by its rage, the creature uses that rage to strike again. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 days. When you use a spell slot of 6th level or higher, the duration is 8 days. When you use a spell slot of 7th level or higher, the spell lasts until it drops to 0 concentration. When you use a spell slot of 8th level or higher, the duration is 24 hours, 16 hours. When you use a spell slot of 9th level or higher, the spell lasts until it drops to 1st level (for the duration's duration, the spell can target only creatures other than a creature that the spell target, or another creature), 40 feet away from you, and you regain hit points equal to half the amount of hit points you have remaining. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 10 minutes
Duration:

You create a pillar of cold radiance in a 10-foot cube within range. Until the spell ends, that pillar explodes when a creature or object being worn or carried by someone wearing or carrying a Medium or smaller—fire, stone, or steel creature, or when the pillar reaches 5 feet or more above the ground. Each creature in the pillar must make a Constitution saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is pushed 10 feet away from the pillar. The pillar also damages and blocks creatures that aren’t within 30 feet of the location you cast this spell on. A creature without an obstruction or rock or object can use a bonus action to move up to its speed so that it can reach the pillar. It can move up or down as part of reaching for that object or creature. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: 14 Hours

You create a beam of strong wind directed toward one creature of your choice within range. Make a ranged spell attack against that creature. On a hit, the target suffers the wind for its duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: 24 Hours

This spell allows a creature that drops a creature into a cage to survive for the duration. If you cast this spell and make a melee spell attack with it, the creature that dropped the creature must make the attack roll at the end of each of its turns, instead of once each turn. The creature can be made to make a Constitution saving throw, taking 3d10 cold damage on a failed save, or dropping to 0 hit points. A creature w ho made an Ability check against your spell save DC to see if it is affected by this spell. On a success, it regains 4d10 cold damage, or half as much cold damage on a failed save. Abjuration

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: 4 hours

You summon an elemental force of your choice from beyond the grave. Choose one of the following elemental types, summoning fey spirits or summoning fey artifact spirits. You can summon fey spirits or summon fey artifact spirits. While summoned, summoned fey spirits make a melee spell attack against a target within your reach, and summoned fey spirits make a Wisdom (Perception) check against your spell save DC to not harm the target. If the target sees a fey spirit in its area, it can’t leave the area or harm it. It can’t attack, and it has disadvantage on the weapon attack roll it makes when it attacks another creature. It can, however, use its action to create a line of fire 13 feet long and 3 feet wide extending from you in a direction you choose. When the line of fire starts, both fey creatures and creatures that make a Strength saving throw the fire line (or one made from another nonmagical object) must make a Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage and is engulfed in flames for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: 8 hours

This spell creates a vortex of water on the ground at a point you choose within range. You can create this vortex by making a melee attack against a creature within the vortex and using an effect that melds you and the creature’s speed to carry the vortical motion of the creature around the room. A vortex is a vortex that has the following properties: Any creature in the vortex is in it’s area of effect; The creature is pushed to one side of the vortex or to the side of it where it can’t see you; or The creature is wearing armor that blocks its movement. The creature can move freely around the vortex (no air, water, or fire can pass through it) and can‘t be pushed or shoved while in the vortex. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

A strong wind makes its way across a Medium or smaller solid surface. You choose one cloud centered on a point you can see within 60 feet of you that you can see on another solid surface. Small solidities are difficult terrain for the spell. Until the spell ends, you can affect one solidity at a time with a different stone or metal. Choose two of the following properties from the list, reducing one solidity to—

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You conjure fey spirits that come from the Nine Hells. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is automatically drawn to one of the fey creatures’s areas for the duration. If the fey creature starts its turn there with one of the summoned creatures, it is drawn to its space within 5 feet of the chosen area. When the spell ends, the summoned creatures appear in the nearest unoccupied space of the creature’s choice. If a fey creature leaves its space within 5 feet of the chosen area for the first time on a turn or starts its turn there, the fey creature makes a Wisdom saving throw. On a failed save, the creature is drawn to that area and is drawn to the space within 5 feet of the area. When the fey creature moves into a space that is occupied by a creature or a place other than its present location, the creature must make a Wisdom saving throw. If it fails, it is drawn to the space inside 5 feet of the chosen area and drawn to that place and place only while the spell lasts. If it takes any damage from spells, spells, or other magical effects, the fey creature takes that damage. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create up to ten pillars of stone that rise as a skeleton to protect you. When you take the Dash action, you can move the pillars up to 30 feet in a straight line, causing each pillar to come to rest on its side. These pillars can be pulled up to 10 feet in any direction. All pillars in the area are heavily obscured. A creature with truesight can see through all pillars. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A chorus of thunderous booms through a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A churning storm cloud forms and spreads out from a point you choose within range. The cloud is a 10-foot cube that can be divided up into four equal parts, each ray originating from a different point in the cloud. Each cloud lasts until the spell ends. The cloud occupies a space within range and is strong enough to roll through a 20-foot-radius sphere, moving 10 feet in a direction you choose. When a creature enters the cloud for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. The storm produces strong wind that blows fabric in the area around it, dealing 50 force damage to any creature that starts its turn in the area. Until the end of your next turn, you have resistance against wind damage, and you gain the following benefits: - You are immune to all damage and effects that would inflict acid, cold, fire, or poison damage on you. - You can use your action to create a 15-foot cube of swirling wind centered on that point. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A surge of strong wind springs from your fingers to a point you choose within range. The wind is a vertical line that is 10 feet tall and lasts for the duration. It spreads around you in a 20-foot radius, forming a sustained wall of whirling air that lasts for the duration. Each creature in the wall when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be pulled into the wall. This wall is an endless supply of air and water. It moves apart from you in a 20-foot-radius sphere and can hold up to six people. The wall is an object that can be damaged and thus breached. A creature that enters the wall or moves into or out from it has advantage on any Strength, Dexterity, or Constitution saving throws made to try to break it. A creature can make a Dexterity saving throw to break the wall, though it can’t have more than one break coming within the area. If you cast this spell while you already have a wall built, made of plaster, or stone, that wall appears in a spot of your choice within range and lasts for the duration. Constructs that make the saving throw from the wall can make another Dexterity saving throw in their next turn, ending the effect on themselves on a success. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone from the start of its next turn. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is heavily obscured, and exposed flames in the area are doused in water. A strong wind can disperse the water, preventing diversions. The water then slowly moves to a spot you can see on the ground within 5 feet of it. The water continues to move in the direction you choose until the spell ends or the wind is cleared. At Any Level. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 10 feet of each other when you target them. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of swirling energy appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or a mixture of both. The wall can be as large as your hand, as thin as the ground you touch, up to twice your size, and tall enough to fill a 40-foot cube. The wall is light years away from you. It lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. A creature knocked prone is knocked prone to the wall for the duration. It can move across the wall, albeit slowly and haphazardly. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The wall can’t occupy a space larger than your hand, and creatures within its area are restrained in the wall. A restrained creature can move across it, but it can’t move or take actions at all. Until the spell ends, you can use a bonus action on each of your turns to move the wall up to 30 feet in any direction. A creature restrained by the wall can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the wall is broken into smaller pieces, which are dispersed around the room. A restrained creature can use an action to try to break the wall into pieces by succeeding on a DC 15 Constitution saving throw or by dealing 25 damage to it. This damage can’t be reduced or prevented if it is inside a 20-foot-radius sphere or within an area that is more than one-level feet of the wall. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Choose a creature within range. Until the spell ends, that creature can breathe, move and speak. The creature becomes deaf and blind, and it loses any resistance to your weapon attacks and gains advantage on attack rolls against creatures other than you. It can make new attacks and regain expended uses of all its hit points. It also gains truesight that reads its contents, but it is lost and unintelligible. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, a Large or larger creature you choose that you can see within range makes a Charisma saving throw against your spell save DC. On a successful save, a creature becomes frightened while in this area. While frightened by this spell, a creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened again by your spell for the full duration. A frightened creature can’t speak, cast spells, or wield a weapon until the spell ends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a pillar of shadow that lashes out from you toward a point you choose within range. The point must have an area of force at least 50 feet square and up to 100 feet wide. It can be up to 60 feet tall, 10 feet wide, and 5 feet thick. Until the spell ends, you use your movement to make the pillar appear as a line 30 feet long, 5 feet thick, and perpendicular to you. The line lasts for the duration. It can be blocked, driven, or even simply crossed. As an action on your turn, you can move the pillar up to 30 feet and then cause one of the following effects with it. You cause the pillar to lash out at a single creature within 5 feet of you. A creature must make a Dexterity saving throw the first time on a turn that it enters the pillar or that it enters a large, immobile space within 5 feet of it. On a failed save, a creature takes 5d4 radiant damage, and it is blinded for 1 minute. You cause flames to stalk creatures within 5 feet of the pillar. Each creature that starts its turn in the flames must succeed on a Constitution saving throw or become blinded until the flame ends. You cause sickle-collected flame to leap from the pillar and to the nearest unoccupied space of your choice that you can see within 5 feet of it. That space must be occupied by a creature or a permanent object within 5 feet of the pillar. The flammable flame can pass through barriers, but it must first be extinguished within 5 feet of the flame. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A wave of thunderous force sweeps out from you in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 1d6 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a pillar of stone in a 5-foot cube within range. The pillar lasts for the duration. You can move the pillar up to 30 feet to block line of sight to it. If you do so, a beam of acid rain, a potent poison, or a similar blast of gas descends from the pillar, dealing 5d8 acid damage to it and reshaping it into a pillar of stone. The pillar is large enough to accommodate up to 60 pounds of furniture and nearly horizontal. It has a 20 percent chance to spawn a Tiny or smaller creature if you choose a creature type: dwarf, fiend, or undead. Each creature’s height and weight are determined by the components used for calculating its weight: 40 for the basic construct built, 25 for the tentacled construct, and 15 for the Medium construct. A creature’s initial hit point maximum is 25. If its hit point maximum is less than 25, it is pulled up to 5 feet higher on the pillar. A creature can choose to have its initial hit point maximum be reduced to 0 hit points. A creature’s initial hit point maximum can’t be reduced more than once. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional pillars for each slot level above 3rd. For each pillar, animate three times, the additional pillars raise the total to four for each slot level above 3rd. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 120
Duration:

Until the start of your next turn, each creature you choose within 60 feet of any hostile creature within range, or one of its creatures within 60 feet of it, takes 1d4 acid, cold, erythropic, or psychic damage, or half as much damage. If the target is nonmagical, it must choose a new form on its turn or use a new effect at the start of its turn that is no larger than a 30-foot cube, or a new one that is no larger than a 30-foot cube. A creature can choose to make a new poison or dispel magic attack, or a new spellcasting ability that deals 2d6 damage. Necromancy

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

A storm cloud appears in an unoccupied space that you can see within range, centered on a point you can see within range. The cloud spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose a creature or object within range. You create a burst of flame that spreads out from your point of view, issuing a puff of scorched earth with a 10-foot radius centered on the point you chose—if you are within 30 feet of the target, you can move it up to 30 feet for the spell. The fire spreads around you, remaining centered on you and spreading to 20 feet around you. The spell ends if you move more than 20 feet from the point where you cast it. When you cast this spell—including when you get to or from your home or elsewhere in the spell’s area—your eyes widen. Each creature that you choose must make an Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed or shoved. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Choose one creature or object within range and cause it rage. The creature must succeed on a Wisdom saving throw or take 1d6 thunder damage. On a failed save, the creature takes 8d6 thunder damage and can’t speak at all. The spell has a 10-minute casting time. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Abjuration

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

Lightning Bolt creates a 20-foot-radius sphere of lightning centered on an unoccupied space you choose within range. Each creature in that area must make a Constitution saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammables, nonmagical weapons, and other nonliving objects in the area that are not being worn or carried by creatures or objects within the spell's area. Creatures and objects within the area of effect are blinded and deafened in addition to their normal effects. When you cast the spell and as a bonus action on your subsequent turns at the same spot where the lightning hits, you can use your action to create a new one, issuing the correct message. If enough creatures w ere within reach of the spell, you can issue a general command in a flash, issuing a specific threat in a particular case or circumstance, and warning only to the best of its ability, such as to the guards at the Agincourt fountain or at the intersection of the Agincourt Run and Redwood Park. You can dismiss the spell as an action or as part of a long rest. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 hour

You invoke a magic storm that forms from a creature’s space out of nowhere, centered on a point that you choose within range. Any creature that can see or hear you must make a Strength saving throw. On a failed save, a creature takes 7d8 necrotic damage and has disadvantage on that saving throw against the storm until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 and the damage type IV. Necromancy

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A churning pit appears in the ground within range, centered on a point you can see within range. The pit’s surface area is heavily obscured, and creatures that can’t see it at the time of the glyph’s creation are blinded. A creature blinded by this spell makes a DC 20 Wisdom saving throw against your spell save DC. On a failed save, the creature becomes blinded for 5 minutes. This spell has no effect on undead or constructs. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A churning, raging sea awakens from its slumber. Up to six creatures of your choice that are within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A churning storm cloud forms at a point you choose within range, centered on that point. Until the spell ends, whenever a creature on the ground within the cloud (including you) sees a strong wind from a different direction, the creature that carried it must succeed on a Strength saving throw or take 3d6 bludgeoning damage and be pulled 10 feet toward the cloud for the spell’s duration. A creature pulled 10 feet toward the cloud must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from the cloud and is knocked prone. While pulled 10 feet away from the cloud, the creature is knocked prone and takes 2d8 bludgeoning damage from the blast. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A churning storm cloud forms at a point you choose within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. The cloud is a 10-foot diameter cloud with a 40-foot radius. It moves with you and moves with the spell’s area, even when not in the cloud’s area. When the spell ends, the cloud moves 10 feet away from you, remaining centered on you until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. The storm lasts for the duration. The cloud is heavily obscured, making it difficult terrain. The cloud moves 10 feet directly away from you in a direction you choose at the start of each of your turns. It moves with you, remaining centered on you for the duration. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the original. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A churning storm cloud forms on a solid surface within range. The cloud moves 10 feet directly away from you in a direction you choose, and it sheds bright light in a 20-foot radius. Any creature that ends its turn within 10 feet of the cloud (including you) must succeed on a Constitution saving throw and take 4d6 radiant damage when it hits with the spell. A creature must also make this saving throw if it was turned in to the spell. Undead and oozes have disadvantage on this saving throw. Undead and oozes have disadvantage on this saving throw against the cloud. On a failed save, the creature is pushed up to 5 feet away from the cloud from its space nearest to the center. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swarm of ravens appears at a point you choose within range. The swarm can be a smaller or larger creature or an object that is stuck or w hoould not fit within the space you designated. The spell creates a portal, which the spell describeura can open. The portal is a 5-foot-by-10-foot cube that has the same dimensions as the opening you prepared for. When you cast the spell, choose a point within range. A raven buries itself within a 5-foot cube, and every foot it takes is taken by fire. Fire. The fire in the air is concentrated in one of the following ways: 1) burning up to 100 pounds of solid surface area; 2) evading heat rays from above create; or 3) moving slowly and leaving exposed structures in the air that are vulnerable to being destroyed. Each hazard created by a hazard in the air isothered into a short, harmless duration. Moving slowly. Each creature that moves while in the air moves with the creature’s speed, so moving slowly takes place at a distance of 10 feet. Acid. The acid in the air is concentrated in one of the following ways: 1) concentrating in a well-ventilated place; 2) rising slowly from the acid for 1 minute; or 3) erupting from the acid for 30 feet. Each creature in the line of sight must make a Constitution saving throw. On a failed save, a creature takes 10d6 acid damage and another 5d6 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. Disguise. The disguise you use when you cast the spell consists of two things. The first item is a normal garment that you can see within range, and the second is a piece of clothing that can be picked up and worn by other creatures. When you cast the spell, you choose the garment. An unwilling creature that succeeds on a Charisma saving throw automatically succeeds on the saving throw made against the garment’s damage. Illusion

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling cloud of debris falls from the cloud onto a spot you can see within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until strong wind disperses the cloud, ending the spell. A strong wind can disperse the cloud, creating a 10-foot radius wind wall. The strong wind carries the cloud toward a place the cloud centered, that creature can see within 10 feet of you. The wall lasts for the duration. The wall is a magical wall made of magical energy that is strong against melee and ranged attacks. It blocks line of sight but not movement. The wall is an object that can be damaged and thus breached. Each panel has AC 5 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If they do so, the wall disintegrates into rubble, which creates an area of difficult terrain and a 10-foot-radius sphere centered on that panel. Each panel has AC 5 and 30 hit points per inch of thickness. If a panel is created by a casting of this spell on a target that is no longer in the spell cast range, the target takes 10d6 psychic damage, and the spell ends. This spell can penetrate barriers up to 5 feet thick, but it is blocked by simple and metal objects. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is heavily obscured and is heavily water-induced. The water remains for the spell’s duration. Each creature in the area when you cast the spell must succeed on a Strength saving throw or take 5d6 bludgeoning damage and be pulled 10 feet toward the center. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is heavily obscured and moves at your direction when you cast the spell. The area is heavily obscured and quiet for 1 minute. Until the spell ends, you can use a bonus action on each of your turns to cause a vortex to form in the center of the w o room. The vortex forms into a sphere that has AC 5 and 30 hit points per inch of thickness. The vortex is enclosed by a barrier that lasts for the duration. Any creature that starts its turn in the vortex must make a Dexterity saving throw. A creature that starts its turn in the vortex must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage and be pulled 15 feet toward the center. Each creature that starts its turn in the vortex must make a Dexterity saving throw or take 2d6 bludgeoning damage and be pulled 15 feet away from the vortex. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is heavily obscured and requires at least 1 foot of movement to open in the past. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water has a 30-foot radius and is easily vented. The water has a 30-foot radius at the start of each of its turns and lasts until the spell ends. When a creature enters the water with a Strength score of 5 or lower, it is ejected from the center of the area toward a point you choose within 30 feet of the center of the water. If a creature is in the center of the water, it is unaffected by this spell. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is heavily obscured and requires strong wind to flow freely. The wind is gentle enough to disperse fog, mists, and other visible signs of movement. The area is rich with mineral resources. When a creature enters the area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. The wind has a 10-foot radius, and it moves at your command. Windchill. You cause the wind to blow heavily in the area, especially if the area includes a mountain range or a coastal city. The area is heavily obscured. Each creature standing in the area must make a Dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature is also vulnerable to being pushed 10 feet away from the center of the area. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep water appears in a 30 foot radius centered on a point you can see within range. The area is heavily obscured, and water that can be seen enters the area at up to 30 feet per round until the spell ends. The water is immobile while you are within 30 feet of it. A creature inside the area must make a Dexterity saving throw each time it takes damage to the touch or be submerged in the water. On a failed save, a creature is submerged for the duration. The water is heavily obscured and can’t be seen. The spell ends if you dismiss it as an action or if you cast it again while submerged in the water. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wall of roaring flame appears at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 lightning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A wave of thunderous force sweeps out from you in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you in a 10-foot-radius, 40-foot-high cylinder centered on that point. On a successful save, a creature takes half as much damage and isn’t pushed. As a bonus action, you can move the bat up to 20 feet in any direction. If the cylinder is occupied, you can move it up to 30 feet in any direction. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

For the duration, you possess up to three willing creatures you can see within range. You choose whether the target is on a celestial, a fey, a fiend, or an undead. You possess each creature up to the maximum extent possible so it obeys your spoken commands; however, it always obeys your commands when it is within its reach. The target can make a Wisdom saving throw and take 3d6 Constitution saving throw damage on a failed save, or half as much damage on a successful one. This spell has no effect on constructs or undead. You also have disadvantage on attack rolls against creatures larger than Huge or smaller. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You bring forth a swarm of fey creatures that follow your orders. Choose one beast of challenge rating 2 or lower: celestials, elementals, fey (great or tiny), feyers, fiends, and undead. The fey creatures can be Medium or Small creatures. The fey creatures don’t hurt or consume food or armor. The summoned creatures appear in unoccupied spaces that you can see within range. Each fey creature summons four hostile creatures whose challenge rating is equal to your spellcasting ability modifier + your proficiency bonus. Your creatures obey each of your creatures’s challenge rating; if your creatures have less than 4 total hit points, you can dismiss them as an action. Roll initiative for each fey creature summoned; if your creatures have higher challenge rating, you can dismiss them as an action. To determine the concentration of specific poisons in a creature’s blood, create a poison in its blood. Make a poison count in addition to its number rolled. If you create poison in its blood, you must make a DC 20 poison check. That check is possible if you have a lab rat’s blood on your side. At the DM’s option, the fey creatures can also be found on the Undead and fiendish trees in the DM’s map (at the DM’s discretion, they can’t appear near creatures or in hostile territory). At the DM’s option, you can create a fey creature into another fey creature (creature or tree) for the spell’s effect. The fey creature disappears when it drops to 0 hit points or when the spell ends. fey creature created Necromancy

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A wave of thunderous force sweeps out from you in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in that area must make a Dexterity saving throw. A creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You invoke a magic spell on a creature you can see within range—typically a tree or a large cliff edge, in the natural terrain within line of sight; depending on the nature of the spell, the target can be up to 40 feet higher than normal. The spell creates a cone of bright light in a 5-foot cube centered on a point you can see within 5 feet of you. Each creature in that area should make a Wisdom saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. At the end of each of the 4-minute bursts in which the creature’s fireballs pass, a blinded creature can make a Constitution saving throw to regain sight of its surroundings. A flame or a spark can be extinguished by using either of those conditions. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point your wand at a creature within range, offering it a poisoned potion and saying the same phrase over and over until the target performs one of the following effects when it begins its next turn there: tumbles or leaves one leaf of its body s akedown or stomps one rock or wall of stone in its path stomps or descends on a target or damages it within its area of effect halts another creature using an ability score, ability action, reaction, ability to’t be charmed tumbles or leaves a target flying (1 mile) or disappearing (10 miles)" as one spell of your choice that you can see within range or that you create an illusion of using an ability score and causing the target to be charmed. When you cast the spell, you choose whether the illusion extends beyond the illusion to affect subsequent spells of your choice. If you do so, you grant the illusion a new 5-minute duration, and you make a new successful Wisdom saving throw at the end of that time. To overcome an effect that allows you to perceive illusory creatures, you can use the illusion on one creature whose w dir it is willing to w celery or celesta in exchange for service as an illusionist. Illusion

Wall of Storm

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You set up a trap in the ground for up to eight creatures of your choice that are Medium or smaller and whose heads are covered in vines. The vines burst when you reach 5th level (your choice), 11th level (two vines, three vines, or four vines), 20th level (three vines, four vines, or five vines), and 231st level (three vines, four vines, or six vines). You can use your action to plant a simple tree trunk on the ground within 5 feet of the vine. The trunk is strong enough to restrain one Medium or smaller creature. Through the trunk, you create a simple trap that any creature or object within 5 feet of the vine can pass through. Each time a creature finishes a long rest or ends its turn within 5 feet of the vine, one of its legs is severed and it takes 2d6 force damage. The limb can be free floating again, provided that creature uses a bonus action to a shot that is fired from it. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration:

Until dispelled, this stone glows like a bright star and forms a dome that is 2 feet tall and 5 feet wide at the base. It can be as large as or smaller than a human being, and it can’t be affected by any sort of divination or demerit spell. The dome spreads out of control, blocking line of sight but leaving unprotected creatures unprotected from the light. Creatures within 25 feet of the dome are blinded and deafened for 1 minute. At the end of each of the 25 minutes, creatures that are within 5 feet of the dome and that are within 5 feet of the dome when the flame starts to set are also affected by the spell. Evocation

Wall of Storm

Casting Time: 1 action
Range: 150
Duration:

Until the start of your next turn, you can move to a different spot on the ground or in a wall. You can exclude one or more of the following things from moving—stones, trees, or even the floor of an unoccupied space. You create a pillar of thorns or a stump of celestials in the ground, as long as its height doesn't exceed 10 feet. You move across a pit, wall, or other opening, creating a horizontal pillar that spans a distance of 10 feet. This pillar is visible only to creatures who are on the same side of the pit or inside it. You can physically move the pillar as long as it is on one side of the pit or inside a 10-foot cube. It lasts until the spell ends. It can’t be dispelled by dispel magic or the dispel magic of your choice. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance traveled increases to 25 feet for each slot level above 3rd. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 15
Duration: 24 Hours

You raise a mountain of fog over a place where at least one human or plant life has been for the duration. The fog sucks up moisture, and the area becomes difficult terrain. The fog obscures only closed doors, windows, and open spaces. When the fog reaches 10 feet high, it spreads to the surrounding area, causing shadows and other visible aberrations to form around the room, as well as to fill the area with fog and create roadblocks along its way. The area can contain up to 10 creatures, though it can’t exceed 5 creatures. The fog lasts for the duration. If the fog spreads to the interior of an enclosed space, the fog blocks that space. Through the fog, creatures and objects can pass through. Through the fog, you can’t speak, read, or write, and you willingly move to an open space that isn’t obscured by the fog to read its contents. Flames of Gryffondry Touch 8 hours A shimmering, magical flame appears in a spot of your choice within range within the time limit specified for the spells in this section. The flame spreads around corners, and it sheds bright light in a 20-foot radius, making it nearly indestructible. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, whenever a creature within 30 feet of the shimmering flame hits a target or comes within 60 feet of it with a melee attack, the shimmering flame explodes, and the target explodes with bright light, which deals 3d8 radiant damage of the chosen type of flame. After the creature explodes with this damage, the creature takes 3d8 radiant damage, and the spell ends. For the duration, the glowing flame spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create a nonmagical construct made of wood or stone. The construct functions as a simple, nonmagical construct, but it can cast spells and create objects as though they were made of wood or stone. The construct is covered with a shimmering substance that lasts for the duration. When the shimmering substance strikes the creature, the construct erupts with flame, dealing 4d8 fire damage to the target. The fire damages creatures immune to being charmed or charmed by reason and causing the creature to make a Constitution saving throw. On a failed save, the creature takes 10d6 fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. When the dust settles, the fire spreads around corners and extinguishes fires in the area. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. While lit by candle or torch, the construct’s light glimmers in the area and creates 10 feet of shimmering tape that extends between the construct’s surface and the ground within 30 feet. Creatures of the form Small or smaller aren’t affected by this spell. Evocation

Wall of Storm

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You awaken to life in an unoccupied space within range. Choose one beast within 30 feet of you that you can see within range and that dies within the last 24 hours of its last resting period. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You teleport yourself to another location within range. You can arrive in an unoccupied space you can see, up to 30 feet away, up to 30 feet above the ground, or within 30 feet of a place you select that you can see. You arrive at the right moment for each place you choose, though you can arrive in any direction but not during movement. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

A storm cloud appears in an unoccupied space that you can see within range. It blocks line of sight within 30 feet of you and moves 30 feet per round for the spell’s duration. If the cloud lingers on an area you choose or that is within 30 feet of you, it lasts until the spell ends. When the cloud appears, each creature within 5 feet of it must succeed on a Wisdom (Insight) check against your spell save DC and be affected by the spell. While the cloud remains within 5 feet of you, you can direct rays of light into the cloud, which leaves behind a bright, silvery cloud of green light. While the cloud remains in the cloud’s cloud space, you can direct any sort of harmful energy other than radiance that can be traced back to the cloud to be dissipated through combustion. Evocation

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a raging storm within 10 feet of you that tears apart the solid earth in the area. Choose one creature within 10 feet of you that you can see within range. A roaring storm fills the area. Each creature within 10 feet of the raging storm in the area must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and 3d6 cold damage, and it is blinded until the spell ends. If a creature moves into or through the area while blinded, it can make a Constitution saving throw to break out of the storm. On a successful save, it can throw a shield up to 30 feet tall and fly up to 60 feet toward you. Any creature that is within 30 feet of you when the spell ends must make a Constitution saving throw. The creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Both damage and the number of pieces of magical armor worn by the creature are expended. At higher levels, the damage and the number of pieces of magical armor worn by the creature increase by 2d12, and the number of magical shelves by 2d12, respectively. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a wall of storm at a point you choose within range. The wall appears in any design you choose, and the wall appears on the ground or on the ground itself. The wall lasts for the duration, moving slowly to fill the area when you cast the spell. You can open a portal to another plane (22 feet wide and 40 feet tall), either up or across the wall. The wall can be up to 10 feet tall and can stand on its own. You can use your action to create a portal to another plane (24 feet tall and 40 feet wide), either up or across the wall. The portal opens into an extradimensional dimension where an extradimensional force is centered, and a portalist appears where an extradimensional force is restrained. A portalist can enter, leave, and disappear at any time, but can’t open a portal. You can use only one portal slot at a time, and no more than four portals can be created at a time. A portalist can enter a magical barrier created by the prismatic orb spell, an antimagic field created by the entangle spell, or a physical barrier created by the extradimensional ward. The wall resembles a regular wall of force, with the exception that it has a lower ceiling and a lower floor. The wall sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When breached, a portal wall can overwhelm either of the two barriers created by the prismatic orb spell. For the duration, a portal wall can be drawn across a celestial, a fortress, or a hillock, and it can jump through a portal’s opening. It can enter a demiplane, made of mithral, a portal to an unknown dimension, or a demiplane created by the extradimensional ward. When triggered, a portal wall summons creatures of your choice that pass for summoned creatures when the wall appears, causing them to automatically succeed on all Intelligence and Wisdom saving throws and to make any Constitution saving throws made to resist the spell. A summoned creature obeys any verbal commands of the creature that summoned it, if that creature grants it the command. If another creature orders a creature to perform a specific action, the creature obeys that creature's command whenever that creature orders it to do so. The wall also creates extradimensional spaces that can accommodate up to 10,000 square feet of nonliving space. The walls can be destroyed, however, if the wall interferes with the flow of reality or creates a barrier by causing an uncontrolled flow of water or gas. In any case, when a portal is breached, a creature is transported to another plane of existence, both physically and mentally, where the portal is created and where the creature is located. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates either a shimmering sphere or a puff of smoke within range. The sphere lasts for the duration, and the puff lasts for its duration, in which case it explodes. The puff damages any Medium or smaller creature that it damages, and it damages any Huge or smaller creature that it damages. The puff damages any creature that isn’t friendly to you. In addition, if the puff flies, it is forced to drop its level in the Bluff skill, which determines whether the effect stacks. In addition, if you have the feat Pre-Concentration, it immediately becomes effective, at the DM’s option, for the duration. When the puff disappears, any living creatures it’s friendly to remain, or members of your party that aren’t there or who aren’t its level (typically the DM) remain immune to the disease for the duration. At Higher Levels. When you cast this spell using a spell slot of a higher level, the damage increases by 1d10 for each slot level above 1st. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell damages undead and treasure that you can see within range. Choose one creature of the type you designate within range: an undead or treasure chest. The creature drops whatever it is wearing and drops whatever it drops within 30 feet of you. The creature then dies. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 2d6. When you cast it using a spell slot of 5th level or higher, the damage increases to 3d6. Necromancy

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants a strong gust of wind to any creature within 10 feet of you. Choose two creatures that you can see within 30 feet of you: you or the target. Each creature that is targeted must make a Dexterity saving throw. Taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one, causes the target to make the saving throw with advantage. The whirlwind causes all of its damage to pass in descending order of its size. After four rounds, each creature in the whirlwind must make a Dexterity saving throw. On a failed save, the creature takes 4d8 cold damage, and it has disadvantage on all Strength saving throws, and it can’t use its movement to move or take moves with other creatures. On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell merges any creature or thing within range with the spell for the duration. Creatures are invisible, can’t harm you, and can’t attack you. Creatures can’t cast spells or pass through portals or other magical barriers. A creature can make a Wisdom saving throw to use a teleportation spell slot used to cast this spell. On a successful save, the spell doesn’t need to be transported by rail, but instead can be moved to a space on the ground that you can see (not including your space on the ground) and transported as a bonus action on your turn. If you cast the spell while airborne, the spell fails if it moves at least 30 feet per round for the duration or if it moves at least 30 feet per round for the duration. Alternatively, you can use a bonus action on a subsequent turn of movement that would move you in the opposite direction from where you cast the spell, but this casting is blocked by trees, icy fjords, or other obstacles. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a melee spell attack. On a hit, the target takes 4d8 necrotic damage. On a hit, the spell ends. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a shadowy, skeletal creature that is capable of attacking anyone it hits with an attack during the spell’s duration. Until the spell ends, the shadowy creature can’t attack or move around corners, walls, or ceilings of your presence. It acts alone or in groups, but it does have the statistics of the chosen form, as determined by the DM. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 hour
Duration:

You use your action to issue a beam of energy and weave your hand around the target. The target must succeed on a Wisdom saving throw or be affected by the spell. The spell extends to a range of 60 feet. The target also has disadvantage on attack rolls against undead and constructs and on attack rolls against constructs that are not their main creatures. Finally, if the spell ends before the target can cast it again, the spell ends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave magical force between two objects of your choice, magically affecting them in one of the following ways: You instantaneously create a ward against lightning, a sphere of moderate size you choose for yourself, or a pillar of crackle, creating a pillar of crackling energy. In addition, whenever you instantaneously create a barrier between you and one creature of the chosen size or type, you cause the barrier to buckle and move toward a creature of the same or smaller size or type of barrier. This movement doesn’t have enough force to cause the target to move, so it must use its movement to move. When the spell ends, the barrier disappears, and you can construct a new one under the conditions that apply to your existing one. If you create a new barrier, you can use it to create a new barrier up to your size or dimension, up to an extra mile on each of your turns, or to create a new barrier up to your size or dimension, up to an extra mile on each of your turns. You can’t use it to create a new barrier up to the size of a tree or to create a new barrier up to the size of a ladder. To create a new barrier, roll a d 100 and add your size to the pile. This automatically compels you to the new barrier at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two new barriers at the start of your next turn, creating a new barrier up to your size or dimension, up to an extra mile on each of your turns. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 1 minute
Duration:

This spell can affect up to three creatures that you can see within range. An unwilling creature automatically succeeds at her first saving throw against the cloud and is blinded for 1 minute. A target blinded by the cloud makes another melee spell attack made to regain control of itself and make an Intelligence saving throw. On a successful save, the cloud breaks free and moves with you. During the spell’s duration, you can use your action to make a melee spell attack against a creature that you can see within 60 feet of you. On a hit, the creature takes 3d8 damage, and it can’t take reactions until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 minute
Duration:

You cast the spell once, up to once per day. You can also target one creature or one material object you touch. Each target must make a Wisdom saving throw. On a success, it takes a –2 penalty to its saving throw. This effect ends if you dismiss the spell as an action. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 1 minute
Duration:

You create a strong wind that blows at least 10 feet in any direction on a point you choose within range. You can create the wind by making a melee spell attack through the wind, or by making an ability check using your spellcasting ability. The attack deals an extra 2d4 damage of the kind you have chosen when you make the attack roll. When you do so, the wind blows at the same rate as if you were passing through the wind. If you create the wind on a different point than the one you are in, the extra damage occurs. Otherwise, the wind blows in any direction, instead of just being spread out over the ground. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d4 for each slot level above 6th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell grants a creature that you choose a portion of power to fly. You choose a direction or an area of terrain that you can see within range, either directly or through a portal on the ground within range. You manipulate the portal so that it leads to an area of ground you can see. The area has the following properties: - The portal opens in the immediate area of a creature - The area is the same size, shape, and thickness as the entire interior portion of the portal, except there is an exception for creatures that are within 60 feet of the portal. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell summons up-to-wounded beasts from the earth to defend a stronghold. Creatures of the tier that drop this spell regain hit points equal to 1d10 + 1 hit point. If the stronghold is up or under siege, a Large or smaller creature or monster within its area is pushed to one side of the wall and is pushed to One-Handed, prone, or prone behind it. This spell also summons up to three creatures of the same type when you cast this spell. If you summon three creatures, they w as Medium sized or smaller, you choose the type, and the wall walls and intruders are made of stone. Both types of creatures w as Huge or smaller and can fit into any number of 5-foot cubes. The walls and intruders are made of wood or stone, and the creatures can and must be within reach of ranged attacks. The creatures can be friendly to you and to nearby creatures. Each creature in a 5-foot cube that is immune to this spell must make a Constitution saving throw. On a failed save, it takes 3d6 radiant damage, or half as much damage on a successful save. The damage can’t reduce the wall or intruders to petrified. At the DM’s discretion, the spell creates a new wall or intruders. If you create a new wall or intruders, you can choose to create a new creature, or to create a creature of the same or different kind within the same cube. Creatures within the walls or intruders can’t be targeted by spells or created by other spell effects. Evocation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: 24 Hours

A construct of your choice that you can see within range creates a pillar at a point you choose within range. The pillar appears on the ground in an unoccupied space that you can see within range, and it rises up to 300 feet in a direction you choose before falling to the ground. Any creature, other than you, who rises from the pillar must make a Strength saving throw. On a failed save, the creature takes 26d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If you create a pillar, each 10 feet across the ground and perpendicular to the ground, sheds dim light in a 10-foot radius and can’t illuminate more than one side of the pillar. A creature that enters the pillar for the first time on a turn or starts its turn there takes 2d8 poison damage. At Higher Levels. When you cast this spell using a spell slot of 1st or 2nd level, the damage increases by 2d8 for each slot level above 1st. Enchantment

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: 24 hours

This spell creates a Great Wall of thick fog that rises from the ground and forms on the ground at specific points within a 20-footradius sphere centered on that point. The globe spreads around corners, forming a ring around each point of impact. When a creature enters the vortex, or moves onto the ground where it enters the vortex, the globe lasts until the spell ends. The globe is thick with smoke and has a light green coloration around it. When a creature enters the globe for the first time on a turn or starts its turn there, the creature must make a Constitution saving throw. On a failed save, the creature takes 5d8 fire damage and is blinded for 1 minute. On a successful save, the creature takes half damage, and blinded for 1 minute. While blinded by the globe, the creature can move through the globe to a safe distance from it, using a bonus action on each of his turns to move to a spot where he or she can see it. The globe can be destroyed by fire damage or a similar effect, but both instantly extinguish it and turn it into a soft ball, about 1/2 inch thick. The globe can be restored to an unoccupied space within 30 feet of it by throwing an arcane globe or similar object (typically a throwing weapon) at it. If the globe strikes a creature or a solid object, it strikes the object and instantly ignites it. If the globe strikes a creature and takes 1d8 bludgeoning damage, the spell consumes it and deals 5d8 cold damage to the creature. This spell ends for a creature struck by a bludgeoning, piercing, or slashing weapon. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage from the globe’s damage increases by 1d8 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You awaken to life in a location you choose within range. You can choose in this way an area of land you can see within range, either as a line or as an area on the ground. The area can be up to 200 feet long, 10 feet high, and 5 feet thick, and it has a depth of 200 feet. This spell doesn’t protect you from fire damage, so you can’t use this spell to protect yourself from frost damage. Necromancy

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A storm composed of up to twelve strong windmelds together and extending from a point within range to encompass a solid body of water and hold for up to ten hours. The wall rises from the earth and extends from the water to a depth of 30 feet. Any creature in the wall's area must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. A creature must also make a Dexterity saving throw to avoid the wall. A creature takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A strong windmelds the elements of the wall in one of the following ways: Redirects moisture and stone in the area, causing plants and trees to blossom in the wall and dry up. Redirects moisture and stone in the area, causing plants and trees to blossom in the wall and dry up. Reduces light and darkness in the area, causing light and darkness in the wall and dim light and dim darkness in the wall. Reduces light and darkness in the area, causing light and darkness in the wall and dim light and dim darkness in the wall. The wall is made of 10-foot thick fog and lasts for the duration. Redirects moisture and light in the area, causing plants and trees to bloom in the wall and dry up. Reduces light and darkness in the area, causing light and darkness in the wall and dim light and dim darkness in the wall. The wall is made of 10-foot thick fog and lasts for the duration. Redirects moisture and light in the area, causing flowers to bloom in the wall and dry up. Reduces light and darkness in the area, causing light and darkness in the wall and dim light and dim darkness in the wall. The wall is made of 10-foot thick fog and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can direct the gust of wind you cast using this spell to affect plants in the area. Plants in the wall's area instantly become smaller and less powerful. The whirlwind deals an extra 1d4 bludgeoning damage to plants when it strikes. Evocation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates a vortex of magical energy that twists and turns any creature within 30 feet of it, creating a 20-foot-radius sphere centered on a point of your choice within range. A humanoid or an object that is within the vortex must make a Dexterity saving throw. Any creature or object that is completely within the vortex (such as when you cast this spell) must use a reaction to break free and use grappled condition to regain possession of the vortex, ending the effect on yourself instantly. The vortex is a new, unoccupied place or a permanent object that has been created there. Any creature or object within the vortex must make a Dexterity saving throw. On a failed save, the creature or object takes 4d8 radiant damage, and it makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell creates two invisible barriers of stone that stop the flow of magic. On each wall, a celestial, an elemental, a fey, or a fiend of challenge rating 5 or lower enters the spell’s area for the first time on a turn or starts its turn there. A creature must be within 30 feet of the barrier to enter it. If it doesn’t have a turn left, the creature starts its turn in unoccupied spaces that are within 30 feet of the barrier. At the end of each of its turns, the barrier repeats its current path and moves to the left. The magic remains in effect for 1 hour, after which time the barrier resumes its normal course. You can use a bonus action to dismiss the spell. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell targets up to ten willing creatures you can see within range. An unwilling creature must succeed on a Wisdom saving throw to regain control of its senses. You can use a bonus action to make one of the following verbal checks against the spell’s saving throw DC: You make a Wisdom (Perception) check against the spell’s saving throw DC. On a success, you can use a bonus action to dismiss the spell. Abjuration

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You unleash the power of the Storm upon up to ten creatures within range. Each target must make a Constitution saving throw. On a failed save, a target takes 8d8 thunder damage and is restrained. For the duration, the restrained target also has disadvantage on attack rolls against you and other creatures willing to make the saving throw. When a creature takes this damage, the creature has it pinned to her hip and has disadvantage on attack rolls against you and other creatures willing to make the saving throw. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 30 Days OR1 Hour (’1 Hour)
Duration: Instantaneous

You touch a creature. The target takes 1d4 piercing damage. The target takes 1d6 psychic damage from this spell. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Duration Until dispelled

An invisible barrier appears on the ground within range and lasts for the duration. You can make the barrier smaller or larger to match your distance and direction. You can fill the barrier with smoke, fog, or thin ice, creating an area of extradimensional space that lasts until cleared. This area is difficult terrain. When the barrier appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature is transported to a different dimension, which creates an immediate hazard while the barrier is up. For example, a creature moving through the barrier is heavily obscured—until its movement is halted, it can use another action to break through the barrier and get to another creature or to an area that has an opening to it. A creature that can’t be targeted by the barrier can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature can use its action to move up to its speed so that it can pass through it without destabilizing the barrier. If a creature enters the barrier for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature is transported to a different dimension, which creates an immediate hazard while the barrier is up. For example, a creature moving through the barrier is heavily obscured—until its movement is halted, it can use another action to break through the barrier and get to another creature or to a area that has an opening to it. A creature that can’t be targeted by the barrier can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC on a successful save. On a failed save, the creature is transported to a different dimension, which creates an immediate hazard while the barrier is up. A creature that can’t be targeted by the barrier can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC on a successful save, ending the hazard. Evocation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A thin beam of yellow light flashes from your eyes. Each creature of your choice that you can see within range must make a Wisdom saving throw. If a target is blinded or deafened by this spell during its next turn, the spell ends. For the duration, blinded or deafened targets make Wisdom saving throws. On a successful save, the spell ends for that target. Evocation

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

This spell grants a creature whose service is interrupted a brief time after sending off an activity to which the spell would normally require the creature to show service. For the duration, the triggered activity can interrupt other activity to which the spell normally requires the creature to show service. The activity can be one of the following types, such as writing or using an item’s magic, summoning, offering, or gift within the last ten days (the duration is 100 days): awake (or interrupted), asleep (rests after 10 days), awaking (feeling sleepy for 1 hour), unconscious (sitting down for an hour), unconscious (feeling sleepy for 10 hours), unconscious (feeling sleepy for 3 hours), unconscious (feeling sleepy for 10 hours), unconscious (feeling sleepy for 3 hours), unconscious (feagging for an hour), unconscious (feeling sleepy for 5 hours), unconscious (feinking for an hour), unconscious (feinking for 10 hours), unconscious (feinking for 15 hours), unconscious (feinking for 25 hours), asleep (feeling sleepy for 1 hour), asleep (feeling sleepy for 1 hour), asleep (feeling sleepy for 10 hours), asleep (feeling sleepy for 20 hours), unconscious, asleep, asleep, asleep, asleep, asleep, asleep, asleep, or snoring (no action required by you) a creature that you can hear within 100 feet of you (your breathing becomes labored). The spell ends for the creature if it w as awakened or w as awakened if it w as awakened or w as awakened without first calling it out. The spell ignores exhaustion, which is caused by exhaustion or by the strain of using an item that is no longer in use (such as an arcane book or a scroll). Abjuration

Wall of Storm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

With a thud, a creature takes 1d8 lightning damage (range 30/60). In a 10-foot radius, you can put a string of ten strings together to create a ring around yourself. The string can be up to ten feet long, up to ten feet wide, and wafting at you in a direction you chose. The ring lasts for the duration, and it emits an ominous tone when it strikes. When the ring strikes an enemy, make a Strength saving throw. On a failed save, the creature deals 1d8 lightning damage plus 1d6 necrotic damage to a 10-foot-radius cloud of dust for 1 minute. That spell ends if you move out of the cloud, for example, if the creature moves into a location where the cloud is centered. The wind carries the creature through the area, slowly blowing dust and smoke that remains in the area around the cloud. The dust and smoke move with the creature, slowly dissipating into the atmosphere. The dirt and dust are particularly difficult terrain for creatures of Medium size or smaller. If any substance moves around the creature’s space, it immediately moves to a spot within reach of the spell’s damage reduction ability. A creature with a Strength score of 2 or lower can move through the dirt or smoke in a 40-foot cube and can’t take any damage from falling. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 30
Duration:

Until dispelled, this talisman can appear on your person, a piece of you in an object the size of your hand, or on the ground within range. The piece of you can be up to 5 feet long, 10 feet tall, and 1 inch thick. While in the talisman, you can use a bonus action to cause a bolt of lightning to leap from the talisman at twice your foes range, and then repeat the attack on each of your subsequent turns until you have used up the talisman. The lightning strikes deal an extra 1d4 lightning damage to the target and cause pieces of debris strewn about the ground to crack and shatter with a crackling sound. Each creature other than you that you can see within 30 feet of the talisman must make a Dexterity saving throw. On a failed save, the creature can’t use its action to move its talisman to the nearest safe spot and can only use it to make a melee spell attack against the creature who uses it. After making the attack, the creature can make another Dexterity saving throw. On a successful save, the talisman breaks free and deals 3d8 lightning damage to the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Wall of Storm

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create the image of some other creature and teleport it to the space it occupied. The image appears within range and lasts for the duration. Until the image is extinguished, any creature within 5 feet of the target (or the target itself) and who saw or touched it must make a Wisdom saving throw. On a failed save, the creature can’t invisibly cloak itself and remains invisible for the duration. If the image reveals an exposed creature, it sheds bright light in such a place upon contact that makes it difficult for the creature to see through it. Once the spell ends, the creature can rejoin its body if desired. The image can’t be dispelled by dispel magic. Illusion

Wall of Storm

Casting Time: 1 action
Range: 5 Days
Duration: Concentration, up to 1 minute

A sphere of flame or blizzard-like light appears in a 10-foot cube centered on an area within range. Until the spell ends, the area is filled with swirling fog, making it difficult for creatures of your size or smaller to see. A creature in the area must succeed on a Dexterity saving throw or take 2d8 fire damage. An object in the area must also be in the area to do so. The fog can be opaque or opaque-colored. The spell ends if the fog is completely obscured. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 5
Duration: Instantaneous

A wave of lightning burst from a point you choose within range. Each creature in a 10-foot-radius sphere centered on the point you cast this spell must succeed on a Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. A creature prone still gains this benefit. When you cast this spell over several months, or the week you choose, or the day your friends start school, the magic of lightning spreads to nearby motley groups of Medium or smaller creatures, which must be within 30 feet of each other. Creatures are visible only to them. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 1 hour

1 hour, up to 10 minutes 150-foot cube (100 feet wide and 30 feet tall) centered on a point you choose within range. A point of your choice that you can see within range is a point of your choice within range. A point of your choice that you can see within range is a square, rather than a cube. A point of your choice that you can see within range is a square, rather than a cube.’ At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The target must be within line of sight of you or the spell can't target that creature. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

One creature of Medium size or smaller within range attacks you until the start of your next turn. Each target must succeed on a Wisdom saving throw or take 1d8 thunder damage. On a failed save, the target takes 3d6 thunder damage. If you have two targets and you reach them both before the spell ends, they are surrounded by smoke. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Thunderbolt 150 Instantaneous You create a bolt of lightning that explodes in a 15-foot radius and deals 1d6 lightning damage to each target within 5 feet of it. Each creature that starts its turn in the area must make a Dexterity saving throw. On a failed save, it takes 1d6 lightning damage. The spell ends for each target on the ground or a pillar within 5 feet of the point of impact. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell merges the elements into a single substance and shapes it in its image. For the spell’s duration, as a bonus action on each of your turns, you can use your action to create one of the following nonmagical effects within range: You create one of the following effects at the start of your next turn: You create an instantaneous, harmless sensory effect on one creature of your choice within range You create an instantaneous, harmless sensory effect on one creature of your choice within range You make an instantaneous, harmless sensory effect with one hand of one object of your choice and cause it to make a sniff You make a harmless sensory effect with a loud or audible noise, such as a rumble of thunder, a crack of thunder, a puff of crack, or a crackling of thunder. This effect can’t be dispelled by dispel magic, but may be brought back by dispel magic to restore normal performance to the effect. If you use an instant or an an up to an order of magnitude larger effect, the magic ends, and all its effects are dispelled. You cause creatures of a creature type such as trolls or fey to become frightened of you. You can make an instantaneous or an order of magnitude smaller or permanent dispel magic w against the creature for its size or nature. If you have the ability to cast divination spells, this spell can reduce this effect to a miniscule component of its normal size,‘ and the component becomes harmless. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken to life in an unoccupied space that you can see within range. Until the spell ends, you and up to eight willing creatures who say the same password every day for a year can become friends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 1 hour

You create an elemental force that is strong enough to push a target against the wall and cause it to tremble. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage. On a hit, the spell ends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a warp of light in the ground that appears to be a solid, opaque surface. Until the spell ends, you can move up to 15 feet in any direction. You can use your action to make a ranged spell attack against the warp, ending the spell on a success. On a hit, the spell ends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon forth a frigid, freezing whirlwind from your reach toward the northwest. Choose one creature within range for the duration. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. For the duration, objects created by the whirlwind have flying capabilities; they can't harm or attack anyone within its area. At the end of the duration, all objects created by the whirlwind fall into a group based on weight and size, and they aren’t affected by nonmagical weapons, attack effects, or spells. After overcoming any resistance to your weapons proficiencies, you can use your action to use one of the whirlwind’s normal attacks against each target. If you do so, the thrown weapon depletes without dealing damage. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You create a storm on the ground within range. Choose one creature that you can see within range and blast it into the air. Each creature in the ground must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is pushed prone. If the creature ends its turn within 60 feet of you or another creature who can see it, you create an up to two-mile-long cylinder centered on a point within 60 feet within the spell’s area. The cylinder lasts for the duration, but it automatically ends if you attack it. When you cast this spell, create a vortex on the ground in a 10-foot radius around the point you created. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is pushed up to 20 feet in a straight line. When a creature starts moving out of the cylinder and starts its turn there, it must roll a 5 or 4 and take the lowest die of its movement. A pushed creature can make another Constitution saving throw at the end of each of its turns. It takes three damage on a failed save, and the vortex lasts until the creature moves away from the center of the vortex. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Your magic releases a Large or smaller version of itself from an opening in a wall or other solid surface. For the duration, these creatures are capable of climbing walls up to 5 feet tall and upward as strong as those of masonry or steel (typically 10 pounds). Creatures that are Medium or smaller have disadvantage on attack rolls against this creature. For the duration, these creatures also become charmed by this creature, unless they become a charmed misty-chopped servant of nature elemental or fey god. The charmed servant attracts creatures of your choice that are hostile to you and that are within 5 feet of you. You can neutralize these creatures with a simple dispel magic spell, a blast of holy light, or a strong wind. You also dismiss such an effect and deal its normal damage to the nearest nonhostile creature. If you cast this spell on the same creature or multiple times within the same area, you deal its non-combat damage as normal with a clean blow. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration:

ConcentrationNecromancy Until the spell ends, you appear in any nonmagical area of visible light and cause simple illusions to form within that area (such as one created by the illusion of a tree or a fountain). The image spreads around corners. Any creature that starts its turn within 5 feet of the location where you cast the spell must succeed on a Wisdom saving throw or drop the illusion for 1 minute, after which the illusion recuperates. Alternatively, you can cause the image to move to any spot within 5 feet of you and cause simple illusions within that space to erupt in flames and create pillars of cloud. When you use these simple illusions to affect creatures or to project your own images, make these visualizations as part of casting the spell. You can also use them to create or animate illusions, as with a simple illusion of an idol in the game. When you make these simple images, you can target one additional creature for each creature you select. If you cast this spell on the same creature every day for 30 days, the number of creatures you can target increases by two for each creature. Illusion

Wall of Storm

Casting Time: 1 action
Range: 60
Duration:

ConcentrationUntil the spell ends, whenever your weapon attacks a Large or smaller creature that is within 5 feet of the target or that can reach into it, you can ram into that creature to ram the creature up to 5 feet of the target’s ceiling, causing it to fall 5 feet higher on the ground. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You gain the ability to cause a creature to become frightened of you in one of the following ways: 1. You cause the creature to become frightened of you for 1 hour. The creature must make a Charisma saving throw. On a failed save, the creature takes 2d6 bludgeoning damage and is restrained. The creature can’t be moved or restrained by other means. The creature can’t use its action to talk to you about the spell and is aware of the nature of the spell. If you cast this spell on a creature other than you, the creature can’t ask you questions or cast spells. The creature can also dismiss the spell. The spell ends on a successful save. At Higher Levels. When you cast this spell using certain higher-level spell slots, you can target one additional creature for each slot level above 2nd. The target must be within 5 feet of you when you target it. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral being appears and leaps into your mortal presence, hovering in the air above your head and hovering for a moment in a spot you choose within range. The spectral keeps a constant distance from you and can’t attack or target a creature within 30 feet of it. Whenever a creature other than you enters the area for the first time on a turn or starts its turn there, that creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction following the line of the spectral. The spectral disappears at the end of each of its turns, ending each turn there. A spectral lasts until it drops to 0 hit points. This spectral gives you the appearance of a regular spectral or just a phantom that isn't there. The spectral can be nonmagical, up to half as powerful or as weak as the creature’s physical form, though it sheds bright light in a 30-foot radius. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, you can animate a spectral, using up to half the creature’s current HP. While animating the spell, you can animate a spectral that can fit inside a 5-foot cube, and you can’t use the spell to animate an unoccupied space that isn’t filled. When you animate the spell, you can choose any of the spectral’s types, which are determined by the creature’s typical attacks and attacks with attacks and/or traps, as well as spells and other magical effects that the spectral created by an attack affects. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour and no more. When you cast it using a spell slot of 8th level or higher, the duration is 8 hours and no more. Divination

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral creature appears and hovers for the duration in a 30-foot cube within range. The spectral creature disappears when an area of fog, thick and flowing with smoke, reaches 25 feet in a direction you choose. You can direct the spectral creature up to 60 feet to a spot within range. If it fails its spell save, it repeats the saving throw, and if it succeeds on its saving throw, this spell ends. The creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the start of each of its turns, the creature repeats the saving throw. It takes 3d6 radiant damage on a failed save, and it takes 12d6 radiant damage on a successful one. The creature can’t have more than one spectral component in its body, other than the creature’s soul and talisman, in its body. Creatures of a given kind or type can’t appear in the spectral component’s presence, and the creature can’t speak a language other than English, if it can speak the language. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose one creature or object that you can see within range. You can use an action to cause it to make a Wisdom saving throw. On a success, the spell ends. On a miss, the creature takes 4d8 necrotic damage, and it has no effect on your next attack roll. On a successful save, it takes half as much damage, and it can use an action to end the spell on itself on a success. Once you use this spell, you can dismiss it after 1 minute. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a beam of blue energy in a 40-foot cube centered on a point within range, up to 5 feet tall. The point must be on the ground or within 30 feet of a point you choose within range. It must be within 30 feet of a point you choose within range. When you cast this spell, you can have one additional hour consumed by casting this spell at a time. If you cast this spell at the same time every day for a year, the spell emits a different beam of blue energy when it takes 5d6 damage. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell creates a storm in an unoccupied space of your choice that you can see within range. Choose one creature that you can see within range. It must be within 30 feet of you. You create a strong wind centered on that creature. It lasts until the spell ends. If you cast this spell without first preparing a sheet of paper with symbols for the chosen storm, the spell ends. If you have no paper, this spell doesn’t end. When you cast this spell, choose a point you can see on a piece of nonmagical parchment, written in a different language (as mithral language, for example), that is written in the material plane, but that isn’t on an object that is on an object that isn’t on an object that is on an object that is on an object that is on an object that is on an object that is on an object on an object that is on an object that is on an object that is on an object that is on an object that has an object on an object on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is onto an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an object that is on an observant object that is an observant object that is an observant object that is an observant object that is an observant object that is an observant object that is an observant object that is an observant object that is an observant object that is an observant that is an observant that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is an observantly that is

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, one creature of your choice that you choose that you can see within range, an unoccupied space that isn’t overgrown or surrounded by trees, appears before it and says a Nonmagical spell. The target provokes a chain of events that results in the target’s weapon being drawn and throwing the weapon, or the target reeling from another spell casting to strike back. If the first time you hit with a weapon attack during this spell’s duration, the weapon strikes the target instead. If the second time you hit with a weapon attack during this spell’s duration, the weapon strikes an unoccupied space within 5 feet of it, and it strikes the target again. If at any point during its next turn the target has any speed other than that of which it can move, it can use reaction to switch to a different weapon, and it has advantage on attack rolls against targets within 5 feet of it. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You attempt to summon a nonmagical creature of your choice whose hit point maximum is equal to or less than your spell save DC. The creature must be within 5 feet of you when you cast the spell. The creature must also be within 5 feet of you when you cast the spell. The creature must be within 5 feet of you when you cast the spell. It must be within 5 feet of you when you cast the spell, and it must be within 5 feet of you when you cast it. You must use your action to dismiss the spell or take no action. During this time, the creature is unaffected by your spell’s effects. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a swarm of roaring, ravenous beasts on an unoccupied flat solid surface within range. Any creature that starts its turn within 10 feet of the location (or 1 mile away) must succeed on a Wisdom saving throw or take 1d10 thunder damage. The beasts appear for the duration and move in a straight line up to 30 feet in a direction you chose. They appear for the first time on a creature’s visible or invisible path and then disappear. The beasts appear for the duration and make a melee spell attack against a target. On a successful save, you dismiss the spell. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a beam of energy that flies up to 10 feet in any direction and that deals 1d8 bludgeoning damage to a creature of your choice that ends its turn within 5 feet of the beam. The target must succeed on a Dexterity saving throw or become restrained by the beam. The creature can’t be affected by spells other than those linked to the spell or by spells that target it. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a ghostly apparition that appears in an unoccupied space of your choice within range. The ghost disappears when it drops to 0 hit points or when the spell ends. A ghost can be friendly to you or hostile to you. It can communicate telepathically with you, and it can’t attack other creatures. The ghost is friendly to you and to monsters within 30 feet of you. It can’t attack you, but can communicate with you telepathically. It has a flying speed of 60 feet and can reach up to 30 feet of a single creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the ghost increases by 5 feet and the duration increases to 10 days. When you use a spell slot of 5th level or higher, the size of the ghost increases by 8 feet and the duration increases to 1 year. Abjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a portal at the center of a hostile creature’s space that lasts you another round. You can set the portal aside for the duration, allowing the creature or object to pass through without leaving the portal space. When you cast this spell, a rock falls from the portal and springs out of it, creating a portal at the center of the hostile creature’s space. When you use an action to dismiss the spell, choose the pile of rubble as the target. The rubble instantly falls out, forcing the creature or object to make a Strength and Dexterity saving throw. On a failed save, the creature or object takes 4d10 bludgeoning damage and is knocked prone. A creature prone to the falling rubble can use its action to step back and restart the portal. The dust devil robs a target of any resistances it had before it fell. This spell doesn’t protect creatures that aren’t under the creature’s control, such as plants or creatures that have an odd alignment. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a prismatic, 10-foot-radius sphere of light in a 15-foot cube. The sphere of light radiates with a 30-foot-radius sphere centered on a point you can see within range. Until the spell ends, the sphere has an area of effect and can be up to 60 feet long. The sphere can be anywhere on the body of the creature and can be up to 30 feet in any direction. The sphere is opaque and can't be seen. The sphere can also be visible through walls and other structures or through a prism. Any creature within the sphere who enters it must make a Constitution saving throw. On a failed save, a target takes 2d10 psychic damage and must make a Wisdom saving throw. A target takes 2d10 psychic damage on a failed save, or half as much damage on a successful one. The sphere appears in any spot on the target that you can see within range. It appears in any place on the target that you can see within range. The sphere is impossible to leave. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a raging storm on a solid surface within range. You choose one storm created by the above spells for the duration, which lasts for the duration. The storm is a small, gray cloud with a 10-foot radius on it that deals 4d8 thunder damage with a successful dispel magic spell. When the storm appears, each creature that starts its turn in the storm must succeed on a Constitution saving throw or be pulled 10 feet closer to the centerline of the storm, where it spreads out and deal 2d8 thunder damage damage to any creature within 5 feet of it. In addition, each creature in any spot within 5 feet of the centerline must make a Constitution saving throw. On a failed save, the creature makes the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature affected by this spell must make a Constitution saving throw at the end of its turn, ending the effect on itself on a failure. As a bonus action on each of your turns after you use these spells, you can choose to cause the storm to rest, create a pillar of strong wind, or lash out at your direction at the command of a creature you choose within 30 feet of you. This cloud sheds bright light in a 30 foot radius and dim light for an additional 30 feet. You can animate two additional branches for each creature that uses its action on each turn. Each tree in the tree sheds bright light in a 30 foot radius and dim light for an additional 30 feet. Each shrub in the tree sheds dim light in a 30 foot radius. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for two branches of a shrub tree is 4d10 + your spellcasting ability modifier. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create or manifest a magical spell. You can make the spell available to anyone who can see it within range. You must choose a specific target. You can use your action to choose one of the target's forms. You can also choose another target. You can move the target up to 30 feet in any direction. You can also choose one of the targets by using your action to create an object. The object must be of at least 10 inches in height. On a stick or similar object, you can use your action to cause the object to move up to 30 feet in any direction. You also can cause the object to move twice as fast as normal. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain a number of abilities equal to your Intelligence modifier. You can use one of the abilities to gain a specific ability. At Higher Levels. When you cast this spell using certain levels of a spell slot of 6th level or higher, you can choose one of the abilities above for which it doesn’t use any additional slot. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Your magic transforms an object you touch into a Large, Medium, or Huge weapon. Each target is proficient with the weapon and has advantage on attack rolls against its same or below number of creatures. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You touch a creature that is blinded or deafened. The target must make a Wisdom saving throw. On a failed save, the creature must roll an extra 10 on the saving throw. On a success, the spell ends. If the target can see, the spell ends. The spell ends if the target fails its saving throw. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A churning storm cloud forms at a point you choose within range. The cloud is heavily obscured, which makes it difficult for creatures to see through it. The cloud moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The cloud forms within a 10-foot-radius sphere centered on that point. Until the spell ends, whenever the cloud moves over a creature, it constructs a 15-foot-radius sphere centered on that point. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw, taking 3d10 damage on a failed save, or half as much damage on a successful one. A creature can move through the cloud, albeit slowly. After 1 minute, it extinguishes all nonmagical flames in the area. A creature can eat and drink the cloud. The cloud moves 10 feet away from you in a direction you choose throughout the casting of this spell. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. The storm lasts for the spell’s duration and occupies its space, as if it were a vortex. The wall is a 20-foot tall cylinder with a radius of movement of 300 feet. It moves 10 feet per round until it occupies a different spot than you occupied. A creature that enters the wall for the first time on a turn or starts its turn there must make a Constitution saving throw. On a failed save, the creature takes 5d8 cold damage, or half as much damage on a successful save. The wall has a 50 percent chance of extinguishing unprotected flames in its area when you cast the spell and that creature stays within 5 feet of it for the duration. Creatures that end their turns in the area must succeed on a Dexterity saving throw or take 2d6 fire damage from the blast. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose two creatures that you can see within range. Each of them must make a Wisdom saving throw. Each humanoid succeeds on the saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The affected creatures can be summoned by any spell that targets them. If your summoned creatures are on the same plane as you, they can talk to one another telepathically, but they must have a communication speed of 10 feet or less. If you cast this spell on the same creature every day for a year, the spell affects both creatures and creatures not on that plane, or both at the same time. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one creature or two creatures. A summoned creature can be contacted only by a verbal communication spell made using your voice. If you send such a spell to a misty cloud or to a place opaque to the naked eye, the creature remains there until the spell ends. You can place a creature summoned by the spell or another nonmagical spell within 5 feet of the spell’s area as an object and dismiss the spell there. Casting this spell there remains until the end of your next turn, at which point the creature disappears and the spell ends. At Higher Levels. At 6th level, 11th level, and 17th level, you can summon a creature summoned by this spell using only magic wands and a cord of strong wind, much like you can summon a spirit of ironsight. Abjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Storm clouds and fog can cover a space a size that is 10 feet square and that is 60 feet on each side. Each creature in the whirlwind must make a Constitution saving throw. On a failed save, a creature becomes blinded until the spell ends. The fog prevents a creature from moving through it. This fog can hover 10 feet over the ground if it is present. When a creature enters the whirlwind for the first time on a turn or ends its turn there, that creature must make a Constitution saving throw. On a failed save, a creature can spend 1 Dash for the whirlwind to move into a new spot. A creature must also make this saving throw in order to move from one place to another. Once a creature enters the whirlwind for the first time on a turn or starts its turn there, that creature must make this saving throw again within 30 days (if it isn’t already moving into the vortex). A creature might be able to move into the vortex by spending 1 Dash to do just that. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell damages plants in a 15—foot radius and churns out thousands of feet of floor-length metal when you cast it. Once per round as a class action, you can use a bonus action on a subsequent turn of yours to move up to the floor of the nearest unoccupied space created by the spell. If you move in a straight line, the metal carries enough force to cause serious damage. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell merges the magical rope of doom and a sphere of unknown power within your hand into one giant sphere. You can shape the magic rope using any material component you desire, created entirely from stone. It can be shaped as you choose, and it becomes part of the magic tree in which you reside. The magic rope can hold up to 100,000 pieces of magical rope. If you create a magical rope, create a sphere, or direct a magical blast, each piece of magic rope counts as a magic item, though it can't be worn or carried by an individual. Each piece of magic rope counts as a separate object. The rope can be made from any component of stone, including stone that you choose, and you can choose any of the magic ropes already made or created. When you cast this spell, each piece of magic rope counts as a separate object. If you create a magic rope and create a sphere, each piece counts as a separate object, though it can't be worn or carried by an individual. Once you have made a magic rope, you can designate any magic objects created by the magic of the rope to be manipulated by that magic rope. You can shape the rope, shape the sphere, and direct a magical blast at any object within 30 feet of it. Each piece of magic rope counts as a separate object. Any piece of magic rope created by this spell can be reshaped to create a new rope, or you can shape the magic rope so that it looks like a rope created by the rope, but the magic rope doesn’t fit within a piece of magic rope created by the magic rope. The magic rope is made from 100% durational steel, so it can be damaged. If you create a magic rope that has a 30-foot radius on it and can’t fit within a piece of magic rope created by the rope, a spell of 2nd level or lower might end up triggering a trapdoor spell. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a spectral creature that you can see within range. The spectral creature is friendly to you and your companions for the duration. The creature’s speed is doubled, it’s Intelligence is reduced, and it has advantage on attack rolls against creatures that can‘t make it up. If you choose an affected creature, its hit point maximum is reduced by an amount equal to the spell’s version‘of the attack’s damage, and it has disadvantage on saving throws against spells and other magical effects. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 10-foot-radius sphere of fire centered on a point you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage and 1d6 cold damage on a subsequent roll of 2. On a successful save, a creature takes half as much damage and half as cold damage on a subsequent roll. While the sphere is on the ground, you can make an attack against one creature within 30 feet of it. The target must succeed on a Dexterity saving throw or take 1d6 fire damage and half as much damage on a subsequent roll of 2. If the sphere is on the ground, it explodes and you must use your reaction to make the saving throw again. On a success, the spell ends. Until the spell ends, creatures who can see the sphere can only see it from the ground. A creature can use its action to move the sphere up to 30 feet in any direction, but a creature must be within 60 feet of the sphere to move it. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a beam of energy that strikes up to 10 creatures within range. Each target must make a Dexterity saving throw. On a failed save, a target takes 2d6 psychic damage and must spend 1 minute moving to the nearest room for a reaction. On a successful save, a target takes half as much damage and doesn’t take damage from the spell. In addition, a creature’s saving throw against this spell ends if it is incapacitated. A target can take no additional actions until it finishes its turn. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a globe of swirling energy that spreads across a 10-foot cube, centered on a point other than the center of the globe. The globe can be up to 30 feet in all directions. Each creature on the globe must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. The globe also lasts for 1 minute on a side, or until the spell ends. A creature can use a bonus action to cause the globe to change direction. The globe can be up to 30 feet in all directions. In addition, you can use a bonus action on each of your turns to cause the globe to turn toward a point that is 50 feet away from you. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magical storm around a target that is within range. Choose one of the following effects. Until the spell ends, the target can use an action to create up to 10 of the following effects. The target must make a Wisdom saving throw. On a failed save, the target is knocked prone. A wisp of smoke remains on the target. The smoke lasts until the spell ends. A cloud of vapors is created when the spell ends. A storm appears when the spell ends and lasts for the duration. The cloud covers a 60-foot cube of space and lasts for the duration. Creatures that aren’t wearing armor are knocked prone for 1 minute. A cloud of smoke fills the area. A wisp of flame rises from the cloud, extinguishing any flames in the area. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible barrier between yourself and creatures and that barrier lasts for the duration. If you have less than 10 feet of space between you and a creature that starts its turn in that area, that creature must succeed on a Dexterity saving throw or take 5 extra cold damage. This spell ends if you end your turn there. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a pillar of mist that falls from the sky and remains there for the duration. The pillar is a 10-foot cube that has the following properties: It lasts until the cloud floats away from you and lasts for the duration. It emits bright light in a 30-foot radius and dim light for an additional 30 feet. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It creates 100-foot-radius shutters within its radius, 30 feet long and 5 feet wide, to hold whatever can be stored and unfurnished while the pillar lasts. The shutters shuttles liquids and food between each other. When the pillar falls, you can release the mist at any time as an action, causing it to form into a cloud of mist and move across the floor to a space completely occupied by the pillar. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a sphere of spectral energy that lasts for the duration. Each creature in the sphere must make a Constitution saving throw. On a success, that creature takes 2d10 psychic damage and is blinded for 1 minute. The spell ends if the sphere is centered on an object. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wisp of flame on the ground in a 20-foot square that you can see within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage. A creature can use an action to make another spell attack roll. On a hit, the creature takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th Concentration, up to 1 minute You create an area of shimmering air on the ground in a 20-foot-radius sphere centered on a point you can see within range. Each creature in that area must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage. A creature must also make the saving throw when it moves into the area. The spell ends if it can't move into the area. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your magic reaches its limit by shaping the material conditions on your terrain as you wish it. One creature’s height must not exceed 300 feet. The terrain’s elevation can’t exceed 100 feet. At any time, you can shape the terrain in a manner that makes your movement possible or impossible. To shape the terrain, roll a d20 roll and add the number rolled to all damage rolls of each category you have available. The dirt, stone, or dirt floor of the dungeon is lightly worn and covered with rubble. Roll twice more on the same d20 and regain hit points equal to the total number rolled. Additionally, if you have the material conditions on your terrain (such as thick carpet, exposed roof), you can shape the rubble so that it can lie on a flat surface without crushing it. You can move the rubble as if it were stone, up to 30 feet per round for a length of 30 feet. Any damage it deals when it moves is halved in value. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60 days
Duration: Instantaneous

You create a magical barrier that protects you from magical harm. You must be within 30 feet of the barrier to activate it, and you can create one barrier at a time by using your reaction. A barrier lasts until it is destroyed. You can use your action to create an identical barrier at any time for the duration. You can create multiple barriers at the same time. You must first create one barrier after another. You can use your action to create a barrier of equal or greater size and then create an identical barrier at a different location. You can create a different type of barrier at will, but that barrier must still be in place to activate it. You can create any number of barriers at the same time. The first one to appear in a slot is the target barrier. The target barrier must be one of the following: a shield, a shield-shaped object, or a barrier made from metal or stone. The target barrier has the same attack and magic ability as the barrier in effect. If the target barrier is a different kind of barrier, this spell fails. If you create a different type of barrier, you gain the benefits of the same type of barrier that you created. Abjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

As part of an action, you can issue a command to a Large or smaller creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage if you’re within 5 feet of it. If you command more than one creature, you choose one from each group. You also choose a target for the spell’s effect to go—be it an earth or an air target, an area of water or stairs. Creatures that obey you and follow you must make their saving throws of their own volition. Both creatures and creatures outside the spell’s range must make a Wisdom saving throw. On a successful save, the target takes 4d8 psychic damage. On a failed save, the creature takes only half as much damage, and so it can make a Wisdom saving throw at the end of each of its turns. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Flame arrows from hell erupt from your hand in a 20-foot radius centered on a point of your choice within range. Each creature in the radius must make a Dexterity saving throw. It takes 8d12 fire arrows fire arrows fired with one piece of ammunition ammunition from your spell list for the flames to leave a protective barrier. When a target is affected by this spell, it instead takes 8d12 cold arrows cold arrows fired with one piece of ammunition ammunition from your spell list for the flames to leave a protective barrier. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Fireball

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell conjures an invisible wall of blue energy in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 8d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage, and blinded creatures don’t benefit from being blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 12d6. When you cast this spell using a spell slot of 7th level or higher, the damage increases to 17d6. If you cast it using a spell slot of 8th level or higher, the spell deals 50 percent less damage. Both damage types can be reduced by this spell using the same Material Plane component. This spell has no effect on constructs, undead, and creatures other than constructs and creatures other than humans or elves. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You blast the air within range with lightning. Choose one creature in the area and chill it until the start of your next turn. The chill spreads to the entire ceiling, beyond and beyond the Wall, and it lasts for the duration. Some creatures in the area flicker in the light of midnight. Each creature other than you who can see within 20 feet of the Wall or who are within 5 feet of it must succeed on a Constitution saving throw or be pushed up to 10 feet away from it. An object pushed 10 feet away from the Wall falls to the ground and can’t move. Any object still within 10 feet of it—such as a book, a scroll, or a treasure chest—can’t be moved or held by an attacker. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a large, swirling cylinder of water to erupt from you. The sphere is centered on a point you choose within range. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. The sphere also explodes, dealing 1d6 bludgeoning damage to each creature within the sphere. A creature must make the saving throw in order to be moved. The sphere can be destroyed by a melee spell or a ranged spell or a ranged weapon attack, or it can be destroyed by a ranged weapon attack. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sphere of swirling energy in the space of 10 feet of space. You can use your action to cause the sphere to move in a straight line toward a point of your choice within range. The sphere moves in any direction. The sphere lasts for the duration. You can also use your action to make a ranged spell attack. On a hit, the spell ends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a mote of fire at a creature within range. Make a ranged spell attack against the target. On a hit, the target rolls a d10 x 1d6 fire damage. Choose one creature within 5 feet of the target that you hit with the fire attack. That creature must succeed on a Constitution saving throw or take 1d6 fire damage. Then choose a point you can see on the target’s surface within 5 feet of the fire. You either choose a point on the target’s surface or make a spell attack. On a hit, the target takes 1d6 fire damage. If you used this spell on the same creature or a different one, you deal 1d6 fire damage to it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Evocation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range, up to 30 feet away from you. You arrive at the time you cast the spell as a ranged spell of your choice from a location you designate. While in the instant that you cast the spell, you can use a bonus action to send a nonmagical plant within 30 feet of you to another plane of existence that is no larger than a 20 foot cube (your choice). When you do so, choose one of the following options for how long you would like the plant to remain in that spot: One minute Two hours Four hours If you cast this spell again, the plant remains within 20 feet of you for the duration. That spell lasts for the duration, or until you choose something else. If you cast this spell again, you can dismiss such an effect and then dismiss another spell. Four hours Eight hours If you cast this spell again on a different unoccupied space within 30 feet of you, the spell lasts for the duration. If it lasts, you might instead teleport to an unoccupied city, or you might teleport to an open pit on the ground that is a small (2 foot by 1 foot) pit. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 60
Duration:

You create a spectral circle of energy centered on an object or area of space you touch. The energy spreads outward and outward until it reaches a point you choose within range. The area of the area that is closest to you must be within the area of the spell. The area of the area that is closest to you must be within the area of the spell. The area of the area closest to you must be within the area of the spell. You can use your action to cause the area of the spell to expand or shrink as you see fit. If you do so, the spell ends. The circle is centered on any point within range that you can see within the spell’s radius. The spell ends if you move away or if you teleport. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 6 Days
Duration: Enchantment or 5 minutes

This spell allows a creature’s soul to be permanently consumed by an extradimensional force of energy. The spell ends when the spell ends and the spell ends. The spell ends if the target’s soul is drained of its energy. The spell ends if you or the target’s soul is permanently lost. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: 1 Hour

You make a ranged spell attack using your spellcasting ability. Hit a creature within your spell circle that you can see within range with a spell of 2nd level or higher. On a hit, the target takes 3d8 bludgeoning damage, and it can’t use weapons or mightier attacks until you finish casting the spell. This spell’s damage increases by 1d6 when you reach 5th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Evocation

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A cloud of mist spreads into a 30-foot cube centered on a point you choose within range. Appearing in an unoccupied space that you can see within range, the mist spreads around corners, and it obscures nonmagical flames within 30 feet of you. When the mist spreads across a creature’s space, make a ranged spell attack against the creature. On a hits the creature takes 3d6 fire damage. The flames can’t extinguish the mist’s light. When the mist spreads over a creature’s space, make a spell attack against the creature. On a hit, the creature takes 3d6 fire damage, and if it would be immune to this spell, it instead becomes immune to it for 1 minute. The mist then lashes out at the creature it hits with a fiery breath weapon attack. Make a ranged spell attack against the creature. On a hit, the creature takes 2d12 fire damage. You can use your reaction to move the mist up to 30 feet in any direction along the attack’s path. As an action, you can move the mist up to 60 feet in any direction along the attack’s path. Each foot the mist moves places it at a different category of exhaustion, and any effect making the mist less exhaustion ends when the mist ends. Evocation

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You create a pillar of spectral energy above your head, inflaming it with acid, wind, lightning, or thunder until the spell ends. You can place the pillar anywhere on the ground within range. You can use a bonus action to cause the pillar to erupt into flame. The pillar forms on each of your turns until the spell ends. The pillar sheds bright light in a 30—foot radius and dim light for an additional 30 feet. When the pillar forms, each creature within its area must succeed on a Wisdom saving throw or take 1d6 radiant damage, and the pillar spreads out across the ground and ends its turn in each affected creature’s location. If you create a pillar of acid, dust, or fire above your head, this spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You create one of the following effects within range: You create a ghostly, shadowy figure standing in a 30-foot cube within range. You create a puff of smoke centered on a point within range. You create a chill, lightning-like, radiance, or a white frost that hovers for 5 feet or less on each of its turns. You instantaneously freeze solid objects in its reach, they falling solid if they aren’t being worn or carried by someone wearing armor composed of antimagic field or a similar force. You freeze solid objects in its reach that aren’t being worn or carried by someone wearing armor composed of antimagic field or a similar force. You freeze solid objects that resist antimagic field effects or that resist teleportation or interplanar travel, as well as those that resist the teleportation or interplanar travel of others. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Your magic effects warp the ground in your path and create openings for the different creatures to enter. Small, moderate, or larger vehicles pass through the openings; the creatures that do so are pushed to one side of the open area. Each creature that passes through an opening created by your spell must make a Dexterity saving throw. On a failed save, the creature is pushed up to 20 feet and takes 15d6 bludgeoning damage when it strikes its weapon. On a successful save, the creature takes half damage, and the spell ends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

An invisible barrier erupts from a creature's body, preventing creatures from passing through it or touching it. The barrier lasts for the duration, preventing creatures from passing through it or touching it after spending 1 hour resting. The barrier is 5 feet high and 1 inch thick. It blocks line of sight and can pass through small openings in walls and shutters. When the barrier appears, each creature in it must make a Wisdom saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is caught in the barrier for the duration. Finally, a creature caught in the barrier is blinded for 24 hours. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: Instantaneous

For the duration, you have resistance to acid, cold, fire, lightning, or thunder damage for creatures of your choice within your path (no more than 60 feet in a straight line). You can attack up to two creatures that you can see within the path with a weapon, provided that the weapon reaches its lowest level (the only way to reach maximum volume is with a trident). If you do so, the creature takes 4d8 acid damage and 4d8 lightning damage, and the creatures take only half the amount of acid, cold, or blood damage they would have taken from you. Evocation

Wall of Storm

Casting Time: 1 action
Range: 90
Duration:

Until dispelled, when a wall of storm appears, 20 feet thick and 5 feet high, crackles with radiance, creating a 20 feet-radius sphere centered on that point. The crackling wall can be extinguished by placing a nonmagical object within the crack using a simple dispel magic spell. A dispel magic spell can't appear within such a sphere, and the wall emits bright light in a 20-foot radius around it. When a spell cast by a spellmer destroys or extinguishes the wall, the spell destroys only one cubic foot of natural gas created by the crack (and thus, extinguishes the crack if it isn't on the same plane of existence as the one created by the spell). The dispel magic spell can be found beneath the globe itself, at the bottom of each container for each cubic foot of natural gas. An activated or triggered magic circle composed of these magic circles can be seen within range, creating an area of effect magic. An activated magic circle has the following properties: Each magic circle created increases casting speed by 10 feet for the duration; if a casting starts early, the spell immediately ends. Each magic circle created increases vertical lift by 5 feet for the duration; if a casting starts early, the spell immediately ends. Each magic circle created increases depth of pull by 10 feet for the duration; if a casting starts early, the spell immediately ends. Each magic circle created increases wall of force by 20 feet for the duration; if a casting starts early, the wall of force immediately blocks the magic circle. Each magic circle created increases damage by 20 feet until it expires. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 20 feet until recharged using the same spell slot. Transmutation

Wall of Storm

Casting Time: 1 action
Range: 90
Duration: Until dispelled

You conjure a cloud of green energy at a point of your choice within range. You must choose a point you can see within range, which you must see on the ground or on the ground in an area where it is not surrounded by trees. This cloud can grow to a height of up to 50 feet in a direction you choose. The cloud can cover an area of terrain up to 40 feet on each side, but it can’t cover an area larger than 40 feet on each side. A creature must make a Strength saving throw. On a failed save, the creature is restrained in the cloud and is consumed by the cloud. A creature restrained by the cloud enters the spell’s area when you cast it, and the cloud remains for 1 minute on each of your turns until the spell ends. When you finish casting this spell, a loud boom sounds and the cloud falls to the ground, forcing some creatures to make a DC 20 Constitution saving throw. On a successful save, the cloud disappears, and creatures that started their turns in the cloud’s area and that failed the save before this spell ends are also pulled to a new spot within 60 feet of it. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell is your best bet at protecting against Grimm. You must have seen at least one Grimm or seen at least one creature that is either undead or that isn't wearing armor. When the spell ends, all undead creatures that the spell summons fall prone, and then they take 5d10 thunder damage. This lightning deals 2d4 lightning damage to any creature that is wearing armor or that isn’t wearing a helm. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Wall of Storm

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a storm cloud on the ground at an point you can see within range. Until the spell ends, you make a wind damage. DC 15 wind damage. To a creature other than you who is standing within 30 feet of the cloud, or who is casting a spell that affects a target that is no longer in the clouds, the spell creates a 50-foot vertical gale that moves the target 10 feet in a straight line. To a creature other than you who is still within 30 feet of the cloud, or who is casting a spell that affects a target that is no longer in the clouds, the spell creates a 50-foot-vertical-gale that moves the target 10 feet in a straight line. Each creature in the gust must make a Constitution saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the whirlwind for the spell’s duration. Alternatively, as an action on your turn, you can cause the cloud to move up to 20 feet in a direction you choose before moving up to 20 feet in a direction you choose. This movement doesn’t have enough force to cause damage. Evocation

Wall of Storm

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a ward against the elements at the edge of an extradimensional space you use for your own use. You create the following effects within 2 such wards on the same creature, up to your size’s room. You can have up to two such wards created at the same time. One ward increases the size of your room from floor to ceiling. The other creates a circular area in the floor that you can’t exceed 5 feet wide. You can have up to three such wards created at the same time. You can bring along objects as an entourage. You can also create a ward for up to five creatures. You can have up to four such wards created at the same time to protect creatures you choose within 5 feet of your fortress or to protect creatures within 5 feet of your fortress. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You touch a creature or object that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. The target also takes 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell also ends if you cast this spell again. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Evocation, Protection from Energy
Duration: Self (5-foot cube)

Instantaneous A sphere of magical energy radiates with a stroke of six hands from you to create a wall of swirling energy. Choose one solid surface within range: marble, stone, or wood. Each creature in a 10-foot cube on the ground must make a Dexterity saving throw. On a failed save, a creature takes 5d6 cold damage, or half as much damage on a successful save. A creature takes 25d8 lightning damage on a failed save, or half as much damage on a successful one. Each creature is vulnerable to this damage, and each creature that fails its save is blinded for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). Evocation

Wall of Storm

Casting Time: 1 action
Range: Instantaneous
Duration:

A swirling cloud of fog rises from the center of a place you choose within range. You can create this cloud by pouring cold water over a small area of ground or stone as you choose, as long as the area doesn’t require cold damage. The fog rises in a 10-foot-radius cloud in a 20-foot radius. When the fog rises, each creature other than you in that area must succeed on a Dexterity saving throw or take 1d12 bludgeoning damage. The fog spreads around corners. When the fog rises, each creature other than you in that area must make a Strength saving throw. On a failed save, the creature takes 14d6 bludgeoning damage and is forced up to 5 feet to the ground. The slippery surface makes it difficult terrain for creatures other than you to pass through. A creature is restrained by the cloud and has disadvantage on Strength, Dexterity, and Dexterity bonus checks made to move through the cloud. Evocation

Wall of Storm

Casting Time: 1 action
Range: Instantaneous
Duration:

You summon a spectral army of 10-foot-radius, 10-foot thick spheres centered on a point of your choice within range. Each sphere counts as 10, and each sphere lasts until it drops to 0 hit points. Each sphere is worth 5 cubic inches when fully filled. Each sphere also doubles as a spellcasting tool, giving you a +1 bonus to the spell check you make each day. Furthermore, whenever you cast a spell with a range of touch, you can summon one of the spheres at the lowest possible level, choosing one of the spheres created by the Spellcasting trait above. Each sphere sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spheres last for one minute. When the spheres touch, they shape them as you direct. Choose one of the spheres or create a beam of lightning at a point within range. Make a ranged spell attack for each sphere with a successful attack. On a hit, you make the attack roll, and the lightning leaps from the sphere to a different one of your choice that you can see within 10 feet of you. If you have no hand in creating the beams, you can use your own to try to extinguish them. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: 10 Days

This spell summons powerful spirits that assume a form known as a halo, and form a sphere centered on the halo. Each creature in a 40-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 25 radiant damage on a failed save, or half as much damage on a successful one. The halo appears in the space where it appears and lasts for the duration, at the DM’s choice, until the cloud is dispelled. While in the halo’s space, a creature can use Strength to attack with it instead of Strength otherwise, or with a shorter weapon but no weapon attack. A creature that uses Wisdom to attack must use its movement to move to the nearest safe spot on the ground, which also means that it spends its movement instead getting up and down. While in the cloud, a creature can use Strength to attack twice, instead of once, with a short weapon. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot cube)
Duration:

Duration’³Until dispelled or triggered by a spell of 3rd level or lower or a similar spell of 3rd or lower level, every creature in the cube or a 10-foot-radius sphere centered on that point until the spell ends has its spellcasting ability subject to the spell’s challenge rating determined by counting toward the casting time of spells of 3rd or lower. If the spell requires an especially powerful spell cast on the creature, the spell automatically triggers so long as that spell persists. When a creature uses its action to cast a spell, its movement and saving throws are affected. It makes a Wisdom saving throw to take 8d10 fire damage in the fire. On a failed save, the creature takes half the fire damage it takes from a nonfire spell. During the spell’s duration, the creature has disadvantage on attack rolls against any creature within 5 feet of the fire, and must move 15 feet each time it makes a melee attack against any creature within 5 feet of the fire, if it can. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration:

Choose an area of stone or mud that you can see that fits within a 10-foot cube and is within range. You choose whether the stone or the mud is criss-cross or vertical; the criss-cross is half the size of the cube and the vertical is an inch or so off-center. You create the crisscrossed area when you create a new spell, up to 1 hour. When you create a new spell, you can have up to two wizards casting it at the same time. You can have up to three wizards casting it at the same time. The spell creates a circular portal that leads to a point within range within which a Large or smaller creature can enter the spell’s spell list and/or exit its plane. The portal is opaque and blocks vision through it. Any creature entering the portal takes 10d10 radiant damage and is blinded until the spell ends. The portal has a vertical dimension and is 10 feet wide and 15 feet high. The portal is nonmagical in design, and creatures and creatures that aren’t there can’t cast spells must instead appear where the portal is centered. Creatures inside the portal are covered in ice and take 10d10 bludgeoning damage when pushed upward or downward by a creature. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

This spell creates four pillars of fog on the ground at the point of impact. When a creature moves into the fog, it is immune to bludgeoning, piercing, and slashing damage. Each pillar is 10 feet tall. The first pillar crumples to the ground where it lies at least once, forming a solid barrier that allows creatures of Medium size or smaller to pass through. Through the barrier, a creature can pass through a portal, a small barrier, or a pit created by dividing the fog between the two hemispheres. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A surge came rushing down from the heavens and engulfed the dragon Ivar. He was engulfed in flames like nothing else was going to happen to him! At the touch of a finger he was instantly engulfed in molten gold, becoming a statue in flames. Every creature in the area was engulfed in flames - the entire castle was engulfed in flames. The wall began to wreathe itself with flames and in the center of the circle a massive statue of a single sword-bearer rose from the rubble. At the foot of the statue, on the other hand, an enormous, golden statue, whose height was barely above the ground, rose a pair of two-foot horns that glided over the air that fell from the statue as it engulfed itself. The horns turned to gleaming sapphires, and the statue became the holy symbol of Azeroth. The statue was dedicated to the Lord Rama and he rose atop a tree branch that stood in front of him in the center of the castle, at the entrance into the center of the area. The image of the throne in the image of the throne, the image of Rama and the king in the image of Rama and his people. At the foot of the statue, on the other hand, a pair of feet, whose image had become completely engulfed by the image of Azeroth. The boots worn by the dragons were scorched to ashes by the flames that erupted from the statues. The horns in the image of the throne turned red and lit a brilliant flame in the center of the room. The smoke in the image of the throne was thick and thick, and it was burning furiously. The flames that were burning in the room were filled with brilliant golden flames with great heat, and they were being turned into brilliant gold in the center. The flames that were burning in the castle were burning with fiery flame, like nothing that had ever raged so long and such intense. The fires on the ground were filled with the fires of Azeroth and the flames on the ground were filled with the flames of Azeroth. The statues on the ground were filled with the statues of Rhaegar the Red, and there was also a giant statue of Azeroth. On the other hand, the magic and armor of Azeroth could not defeat this colossal fire-wreathed statue of the holy king. The statues on the ground were filled with the armor of Azeroth, but as the flames burned in the fire. The fire in the room rose and fell to the ground, and its fires blazing flames. There were also many other small fireplaces that could also be seen, many tiny fires that could be lit by hand, that could ignite fires with a single blow of the hand. The fires on the ground were filled with the flames of Azeroth and the flames on the ground were filled with the flames of Azeroth. The torches burning in the fire in the castle, and what appeared to be the fire, seemed to be merely flames and turned against the fire when the torches turned in the flames of the fire. There was a strange smell of burnt meat within the castle. The torches lit flames in the castle, and burned it in bright fire. The smoke cloud that appeared to be a cloudless cloudless cloud. The air suddenly quieted and replaced the smell of burning bones with the aroma of scorching flesh, and the smell of burning flesh replaced the smell of burning fire. The smoke that had been growing on the ground in the courtyard grew stronger and stronger. The smoke that the fires burning in the castle seemed to have replaced the smoke inside the castle, and the sound of burning flame was replaced by the sound of burning fire. The smoke, the smoke rising and falling in the courtyard filled the castle with fire, and it turned against the castle, as the smoke of burning and burning flames engulfed it. The smoke, the smoke becoming stronger and stronger. The smoke being consumed in the castle had the appearance of burning flesh. The smoke, the smoke becoming stronger and stronger, seemed to have made the castle uninhabitable. The dragon, the fiery monster that was burning within the castle, grew stronger and stronger, and it seemed to have made the castle uninhabitable. The smoke growing inside the castle slowly became more intense. The smoke and the flames on the ground, like the smoke and the burning fire, became more intense and stronger. The smoke, and the flames, seemed to make the castle uninhabitable. The smoke, and the flames, seemed to make the castle uninhabitable. The smoke, and the flames, appeared to do battle against the fire, but

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A surge of magic energy washes through a creature of your choice within range, causing it irreparable physical and magical damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

Whilst you are within 5 feet of a creature you can see within range, you can either create a false wall of solid iron or cause it to collapse. Constructs and undead can't benefit from being pushed up against the wall, so it is best to plan your moves so that the wall is only slightly smaller than normal for both effects to pass smoothly. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the wall rises from the ground at the fastest possible rate possible until the spell ends. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You summon a gargoyle that defends itself from harm. Choose one creature within range: you, as the creature rises, or a creature that you can see within 10 feet of you. Each creature within 10 feet of you summons a gargoyle that can make a Strength or Dexterity check against your spell save DC. When you cast the spell, you create a small, invisible wall of fire on the ground within range. The wall lasts until the spell ends. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the wall is destroyed, creatures in its area take 5d8 fire damage. When the wall erupts, each creature within 5 feet of the wall must succeed on a Constitution saving throw or take 1d12 bludgeoning damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 1 minute

A wall of swirling gas rises from nowhere and falls in a 5-foot-radius, 40-foot-high cylinder centered on a point of your choice within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In order for a panel to appear in this form, it must be adjacent to all the others. Each panel must have a visible face on it that can be viewed from a different direction. Each panel must have a height of 20 feet within reach. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (10 minutes)
Duration: Instantaneous

You conjure up a giant sea monster, about the size of your fist. It floats in the air and, as a bonus action when you cast this spell, can make a ranged missile pass for it against a solid surface. The target must make a Strength saving throw. On a failed save, it takes 6d6 bludgeoning damage and is caught in a web of webs. Each creature within 6 feet of the creature must spend 4 feet of movement to enter the web, which has AC 20 and 30 hit points. The creature isn’t restrained by the web, so it can use the free action it takes to take off the web and rejoin the web at the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

For the duration, you can project a devilish, black radiance over a creature you can see within range. The devil can be either a Huge or smaller creature or an aura created by the devil to protect it. The devil can’t attack you or enter a creature’s area. The devil can’t violate the peace, but it has disadvantage on attack rolls against any creature within 5 feet of it or your own home or at the edge of its home, and it can’t be targeted by any other spell or otherwise affected by a spell. Abjuration

Wall of Storm

Casting Time: 1 action
Range: Self (15- foot radius)
Duration: Concentration, up to 1 hour

This spell's range is the range of your spellcasting ability. You can direct the wind to blow in your direction (as a Huge wind dragon), which has its own speed and other conditions, but it can’t reach you or move as far away from you as you would from a normal wind dragon. You must meet the conditions under which you can move to avoid blowing the wind, either directly or by moving in any direction. In addition, you must have the wind at least 10 feet away from you in order for the spell to affect you. If you cast the spell on a ceiling or wall of force, the spell can move up or down 1 foot in each direction while you are casting. While you are casting the spell, you can make different musical notes at the same time. Each note carries additional power. When you make a melody or lullaby, you make it sound like your voice fills out, if appropriate. The wind can move in either direction. When you create an effect, the wind acts as if it were heavily obscured by an invisible barrier created by an arcane spell, and it creates sound effects so as to overwhelm dragons with noise. A restrained wyrms dragon makes this sound when it attacks a hostile creature it fears. Transmutation

Wall of Storm

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Concentration, up to 1 hour

You create a pillar of cloud across a 15-footradius sphere that lasts for the duration. Until the spell ends, the pillar appears on your head and w increases in height by 1 foot to the lowest level you can see. It lasts for the duration or until you use an action to dismiss it. When you cast this spell, you can dismiss the pillar by making a melee spell attack with it. On a hit, it explodes, which creates a pillar of cloud on the ground that lasts until the spell ends. The pillar damages one creature other than you who is within 5 feet of it and that is standing within 5 feet of the pillar. If the creature is moving, it must make a Dexterity saving throw. On a failed save, it takes 6d12 bludgeoning damage and is razed for 10 days. On a successful save, the creature takes half as much damage and isn’t blinded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d12 for each slot level above 3rd. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Duration: Concentration, up to 1 minute

You point your finger and spark a flame that moves with it for a moment to a point within range. The flame explodes during the spell’s duration, and each creature that starts its turn in the area takes fire damage equal to your spellcasting ability modifier. On a hit, the creature takes fire damage equal to half the amount of fire you have remaining. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You summon an elemental force within range. Choose a size, a type of element, or a nonmagical trait that you desire applied to it. The elemental appears within 5 feet of you, and the elemental takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. The elemental is invisible, but can be discerned through trees and other visible light. The elemental can’t attack or target friendly creatures. On your turn as a bonus action, the elemental can attack any creature it ’dances within 30 feet of it, causing it to cause the creature’s attack or cast a spell. An enemy it’s targeting a creature with a harmful effect, such as blindness or deafness, can choose to be affected. As an action, it can repeat the saving throw, ending the effect on itself on a success. If a creature would be affected by a harmful effect if it were friendly to the elemental, the creature would be immune to it for 1 minute, after which it stops being immune to it for the full duration. In addition, when a creature becomes immune to the elemental’s harmful effect, it can use an action to create a new one, and then the spell ends for that creature. To do so, the creature must make a Wisdom saving throw. On a successful save, the elemental disappears for 1 minute. If a creature dons the magical hat, the spell ends for that creature. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

A swirling cloud of mist reaches out from your right hand and reaches for one creature within range. The creature must succeed on a Dexterity saving throw. The creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. The mist spreads around corners. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

Choose a creature you can see within range and create a burst of lightning or thunderous explosion that deals an incredible amount of force damage to the target. The target takes 20d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 20d6 for each slot level above 1st. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: 1 Hour

You create a pillar of vapors that fills an8 squares10 foot cube with smoke and spreads it to 5 feet deep. The pillar lasts for the duration or until you use an action to make a melee spell attack against it. On each of your turns until the smoke dissipates, you can use an action to move the pillar up to 30 feet and put it back where it started. At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 10 uses. If you use a spell slot of 6th level or higher, the duration is concentration, up to 8 uses. For example, the pillar can be moved up to 30 feet to a space you choose that is no larger than a 20-foot cube. The pillar can be fixed by using an action to rotate the pillar so that it faces you. You decide what kind of pillar the pillar is made out of (bleeding, stone, fire, earth, or wood). You can use a pillar made of stone as your weapon, armor, or weapon of choice, and you can use it to defend yourself from hostile creatures. You can make a nonmagical melee attack with the pillar as part of setting the creature ablaze. On a hit, the creature would make a charge attack with your weapon that would normally take the attack instead. If you make a melee attack with a pillar made of stone, your weapon automatically cuts through the pillar and deals 3d10 piercing damage to it. A creature moving with you must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage and is caught in the pillar's path. If the creature would reach the top of the pillar when you cast this spell, it would fall as high as 300 feet and then land flat on its surface, returning to the top of the pillar if it were still there. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self (30-footradius: 10 minutes)
Duration: Instantaneous

You create a portion of the undead within range that is permanently undead. The spell allows a creature that dies while on the spell’s level to regain all hit points and hit points after being removed from the dead body. The spell has no effect on undead created by spells or by natural or man-made mechanisms. Its normal effect is to raise the dead’s hit points from 0 to 6, if appropriate. The creature’s hit points must be equal to or less than the remaining remaining hit points of the creature. For example, an undead that is already dead can‘t take any actions while it is reduced to 0 hit points. If you create a portion of the undead without casting the spell and instead use a disintegrate spell on it, it becomes an undead that can’t take actions while it takes an action that would normally inflict disadvantage on it. Transmutation

Wall of Storm

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You raise a statue of stone for one hour from the dead, at least once. The statue appears in an unoccupied space that you can see within range and lasts for the duration. It stands 10 feet tall and weighs 2,500 pounds. If you cast this spell while within 30 feet of the statue, you can cause it to crumble to dust and become a statue of stone. It disappears when it drops to 0 hit points or when the spell ends. You can animate and shape the statue, which can appear as a simple shadow or an elaborate figure, up to its size, up to a size limit of 2 feet in any dimension you choose, up to its speed against creatures, or up to 15 feet at higher levels. It can’t become animated. It takes 15 hours to train the statue after it disappears. The statue isn’t destroyed by combat. You can use your action to move the statue up to 30 feet in any direction along the statue’s length and back to the location where it originated, if necessary to move it again if needed. When the statue moves, it disappears. It costs 100 gp to animate and 300 to construct. A creature that relies on stone construction to build its walls can use stone tools to erect them. When the statue appears, you decide whether the walls are made of stone (your choice), an alloy of lead and/or lead-based smelting agents (your choice), a thick film of quicksand (your choice), or a thin sheet of quicksand (your choice). If the walls are made of lead, you decide whether they are made of steel (your choice), a mixture of lead and silver (your choice), or a mixture of lead and iron (your choice). When the statue appears, each Wall has AC 15 and hit points equal to half the statue’s hit point maximum. If the walls have legs, the legs of which are 2 feet off the ground, they can’t exceed 25 feet in length. If you create a vortex in the wall (creatures and objects can enter it), each creature within its area must make a Strength saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. It also takes 1d10 bludgeoning damage on a successful save. If a creature enters the vortex for the first time on a turn or starts its turn there, the creature takes 2d10 bludgeoning damage on that turn. A creature that starts its turn in the vortex by making a Strength or Dexterity check (its choice) makes the same roll. On a success, the creature takes half as much damage. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous

You teleport yourself to a different location within 30 feet of a creature you choose for the first time since the spell ends. You can send the summoned creatures to any distance within 30 feet. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures; if you are successful, they are no longer friendly to you. For the duration, these creatures have advantage on attack rolls against creatures within 300 feet of them. When the spell ends, the creatures return to their own planes of existence. Necromancy

Wall of Storm

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: 1 Hour

You create an area of fog centered on a point within range. The area is large enough that creatures can fit within it’s diameter. Each creature that is within its area must make a Constitution saving throw. On a failed save, a creature takes 4d10 bludgeoning damage and is caught in the area for 1 minute. On a successful save, a creature takes half as much damage and isn’t caught in the area. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 hour

This spell creates one of the following effects within range: You create a radiance 20 feet high, 20 feet high, or 20 feet thick, blinded or deafened. You create an aura of unearthly energy that lasts for the duration You create a shimmering, intangible hand, 20 feet tall and 10 feet across, that lasts for the duration You cause objects or creatures, such as jewelry or furniture, to shimmer in the aura, raising the objects or creatures as determined by its own stated statistics. These statistics must be in addition to, or beyond the reach of, other creatures Huge or smaller creatures or objects Huge or smaller creatures or objects Any creature or object shimmers within the aura, creating a shimmering effect that lasts for the duration You create a new instant effect, the equivalent of throwing a globe or throwing a thrown weapon You create a new instant effect, the equivalent of throwing two balls or throwing up to eight balls, that lasts for the duration You create a new instant effect, the equivalent of throwing three balls or throwing four balls, that lasts for the duration You create a new instant effect, the equivalent of throwing a ball or throwing two balls, and throwing a spear, that lasts for the duration You create a new instant effect, the equivalent of throwing a large rock, a rock that weighs 2,000 pounds, or a rock that crushes a creature or otherwise harms an object being carried or used as a weapon, that lasts for the duration You create a new instant effect, the equivalent of throwing a rock or hurling a throwing weapon You instantaneously move a rock, a rock that weighs up to 50 pounds, or a solid object weighing up to 300 pounds, that you can throw and that can fit into a 5-foot cube, or a 5-foot-diameter opening on the ground that you can see through You instantaneously break a rock, a rock that weighs up to 50 pounds, or a solid object weighing up to 300 pounds, that you can throw and that can fit into a 10-foot-by-10-foot cube, or a 10-foot-by-11-foot-by-diameter opening on the ground you can see through You instantaneously move or break a solid object weighing up to 100 pounds, a solid object weighing up to 500 pounds, or a cube that can be as big as your character size You instantaneously move a solid object weighing up to 1,000 pounds, a solid object weighing up to 1,500 pounds, or a cube that can be as big as your character size You create a portal across an extradimensional space that lasts for the duration A portal is a portal that is 1,000 feet long, 10 feet wide, and extends across a 15-foot cube. The portal opens to a distance of 1,000 feet. Until the spell ends, creatures can enter the portal through the portal. Through the portal, a creature can enter another creature’s extradimensional space. A creature can enter and occupy the portal, or one side of the portal (other than the portal itself) and can enter and occupy the portal as if it were in the current dimension. A creature can cast spells thereunto through the portal, and it can exert its will against any creature within 30 feet of the portal to the letter that uses that spell. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to ten minutes

Instantaneous This spell creates a cacophony within a 20-foot-radius sphere centered on a point you choose within range. The sphere is a translucent disc about the size of your fist. If you cast this spell while you already have a target within reach, your target takes 5d10 fire damage, and it sheds dim light in a 30-foot radius. This light sheds bright light for another 30 feet. When one of your creatures hits with a weapon attack during your next turn, you can use a bonus action to cause the flames to reappear at the target’s expense. The target takes half as much damage and has advantage on the attack roll if it can. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st Evocation

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

Choose a creature within range and then the wall up to 120 feet in a straight line up to 90 feet in any direction. The wall is 30 feet long and 5 feet thick. It appears in places where no creature is present, such as behind a pillar, or in plain sight but lasts for the duration. Any creature blocking the way must make a Dexterity (Stealth) check against your spell save DC. If it fails, wind whirls around it, and waves fill the water within 5 feet of it. Huge trees stand in motion and grow stout against the wind. The wall also disappears at your option, leaving behind a trail of tangled branches and leaves. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

The veil of silence radiates with radiance as you cast this spell. Creatures within 30 feet of you have resistance to acid, cold, fire, lightning, and thunder damage for the entire spell’s duration, and the spell ends this turn. For the duration, the undead have vulnerability to one damage type of your choice, and they have advantage on all attack rolls against you. Abjuration

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You imbue a Large or smaller creature you can see within range with a successful dispel magic spell. You can use a spell slot of 4th level or higher to cast the spell without expending a spell slot. After casting the spell, the spell can be dispelled by anything but casting it without expending a spell slot. Transmutation

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

An invisible wall of swirling energy appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be free floating or resting on. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must b e contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 bludgeoning damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. Evocation

Wall of Storm

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The creature must be within 5 feet of you when you cast this spell or within 5 feet of you when you cast it using a spell of 8th level or higher. For the duration of the spell, that creature’s speed and armor rating are reduced by 1 until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the reduction to armor rating increases by 1. When you use a spell slot of 17th level or higher, the reduction to speed decreases by 2 feet until you sacrifice it for the benefit of an ability check made using your spell save DC. Transmutation

Wall of Storm

Casting Time: 1 action
Range: Self; range90
Duration: Duration: Concentration, up to 1 minute

This spell turns a willing creature that you can see within range for what it seems is a harmless sensory hallucination. The target appears and lasts until the target uses an action this turn to determine that illusion for it, and must make an Intelligence (Investigation) check against your spell save DC to recognize the illusion for what it appears: an undead ‖statue, an achoric beast ‖a creeping devil, a fiend or an undead servant’. If you are successful, you vanish without allowing the target to return to you. If you succeed, the spell ends, and the target disappears. The spell ends for a creature that dons the creature’s clothing but doesn’t seem to be wearing it. If you cast the spell again, the spell ends for the second creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Wall of Storm

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:

Duration: Concentration, up to 10 minutes You create or imbue a piece of equipment that you can see within range. The piece must be of the same material component as the equipment and must be of a nonmagical beast’s reach. The piece can be a simple construct, a longbow, a staff, or a piece of jewelry that can be sold for as little as one-half the original amount. The piece can be as personal as a ring, a necklace, a dagger, or a piece of magical ammunition that can be dropped by undead or hostile creatures. When you create or imbue the piece with the new effect, you can’t choose whether the piece extends beyond the space you used to create it. Transmutation

Wall of Storm

Casting Time: 1 action
Range: Self, up to 10 minutes
Duration:

You create a 10-foot-radius sphere of magical energy centered on a point you can see within range. The sphere can contain up to 50 cubic feet of water or a similar volume (such as a 2-foot cube). The sphere can only move when it is over a certain size. The sphere is centered on a point you choose and can contain up to 50 cubic feet of water or a similar volume. The sphere can also contain up to 5 cubic feet of floor space and up to 5 cubic feet of roof space. The sphere can be centered on any surface within range. Until the spell ends, the sphere can be made up to 10 feet in any direction, which is vertical only. The sphere can also be made up to 20 feet in any direction, which is horizontal only. The sphere can be made up to 120 feet in any direction, which is vertical only. The sphere spreads out over any area of the sky, such as rain, snow, hail, or clouds. The sphere can be made up to 1.5 miles (2 miles) long by 1 mile (2 miles) cubic feet by 1 mile (2 miles) cubic feet by 1 mile (2 miles) cubic feet. The sphere can hover in midair and be up to 500 feet in length. The sphere can also be made up to 10 miles (8 miles). The sphere can be made up to 60 feet (10 feet) in height by 5 feet (1.5 m) by 5 feet (1.5 m) by 5 feet (1.5 m). The sphere can be made up to 60 feet (10 feet) in height by 1 foot (0.5 m) by 1 foot (0.5 m). The sphere can be made up to 100 feet (60 m) by 100 feet (60 m). The sphere can be made up to 1 mile (1 mile) in diameter by ¼ mile (1 mile). The sphere can be made up to 60 square feet (1,560 x 2,560) in length by 1 mile (1,560 x 2,560). The sphere can be made up to 20 feet (10 ft) in width by 1 mile (1 mile). The sphere can be made up to 100 feet (60 m) by 100 feet (60 m) by ¼ mile (1 mile). The sphere can be made up to 10 feet (0.5 m) in height by 1 mile (1 mile). The sphere can be made up to

Wall of Storm

Casting Time: 1 action
Range: Self, up to 120 minutes
Duration:

This spell summons the undead to serve as the host for the game. Choose up to three creatures that you can see within range, which have the statistics of the target’s species and which have the hit point maximum and hit point maximum scores of the target creatures, and which are under the age of maturity, such as a minotaur or an orc, or children of the target, such as a wights or a burrow wight. The creatures obey any verbal commands that you issue to them (no action required by you). In addition, whenever a creature of w ight or greater intelligence orders its action to make a melee attack, or if it has the Intelligence bonus, it makes a melee attack with an ability score of at least twice its proficiency bonus, and it can halve the spell’s damage taken by half if it is the target of the spell. You can also issue a command with only one of the w ight spells and only to the creatures you have animated with this spell. To animate a second w ight, you could use this spell using an animus, which animates into a servant of nature, a celestial, or a fey deity; using a servant of nature spell with a fey or demiplane component counts as an earlier version of the illusion. Physical interaction with the image reveals it to be a manifestation of its animus, a manifestation that animates with the target to attack or dispel it, or an image of some other creature possessing an animus. Physical interaction with the image reveals it to be a manifestation of its animus, a manifestation that animates with the target to attack or dispel it, or an image of some other creature possessing an animus. In addition, when the creature touches or enters the image, it takes 2d10 radiant damage, and the spell ends for that creature. Casting this spell again on the same creature or within 1 hour of casting this spell again summons the same image, summoned by the same spell again, even if it is no longer in existence. This spell could summon a different creature if you have it summoned. At Higher Levels. When you cast this spell using an alchemical weapon (such as a crossbow) or using an arcane weapon’s ammunition (such as a club), the spell creates a magical bond with the bonded creature. The magical bond lasts for 1 hour, a time slot of up to 10 minutes. If you cast this spell with a spell slot of 4th level or higher and the bond lasts for the entire duration, the spell creates a new bond that lasts until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create a second bond with an unwilling creature of your choice that lasts until the end of your next turn. The magical bond lasts until the spell ends, at which point the creature drops to 0 hit points. At Higher Levels, the bond can deal negative energy to another creature if you choose. If such a creature would have cast the spell or have attacked a target considered friendly to you, that creature could benefit from taking damage based on the strength of the effect it’s causing it, not just the creature’s initial attack roll. Conjuration

Wall of Storm

Casting Time: 1 action
Range: Self, up to 1 hour
Duration:

You create spectral creatures within range for the spell’s duration. They are an undead creature with 3 hit points that must be depowered to hit. You can create a spectral creature by using a casting of the spell on it. It must be within 30 feet of you when you cast the spell, and it must make a Wisdom saving throw. It does so automatically with advantage if you cast it without first preparing for it. To create a spirit, you need only lead it to a particular spot on the ground or table within 30 feet of you. It disappears when it drops to 0 hit points or when the spell ends. A creature that creates a spectral creature in this way can use the profane profanity effect on it. Whenever the spell ends, the spectral creature reappears in the space it created when you cast it. Illusion

Wall of Storm

Casting Time: 1 action
Range: Small
Duration: 5 days

For the duration, these undead appear in unoccupied spaces where they first appeared on a single floor. That floor remains for the duration. The walls and ceilings are ordinary stone, though some steel plates and panels can be made out of stone or some other solid material. Each wall is inscribed with sigils that can be tapped into a single spell or written in a magical scroll. The sigils are inscribed within the creature’s space, which is a fixed distance away from the wyvern. The sigils can be interrupted or warded off by creatures or objects within 5 feet of the wydn. Enchantment

Wall of Storm

Casting Time: 1 action
Range: Small
Duration:

You transform a willing creature into a pillar of fire that explodes in a 20-foot radius around you, forming a 15-foot thick cloud of smoke at the center of each creature that ends its turn within 30 feet of the cloud or a 120-foot-radius sphere centered on it. The cloud spreads around corners. In a 30 foot radius, it forms a 30-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Constitution saving throw. When a creature finishes casting this spell, or if it is immune to being charmed, it can repeat the saving throw. A creature must now be charmed by at least one creature who is charmed by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Evocation

Wall of Storm

Casting Time: 1 action
Range: Touch
Duration:

Until the start of your next turn, a spectral owl rises from the ground and hovers for the duration in an unoccupied space of your choice that you can see within range. It disappears when it drops to 0 hit points or when the spell ends. It acts as a tentacle and is friendly to you and a creature within 5 feet of it. The owl fills its home air with darkness for the duration. When a creature enters your home for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 1d6 fire damage. This spell doesn’t protect you from nonmagical flame or radiance from bright light, but flames and radiance from illusory duplicates. For the duration, or if you choose a magical plant or a place other than your home plane, you can use a bonus action to cause one of those flames to flicker and become animated and/or glowing, and you can create a new illusory duplicated flame and animate and become animated. You can also cause light orbs to flicker and become glowing orbs, though they needn't be. You can also cause simple shapes, such as squares, to appear on one's fingers that are completely invisible. Once triggered, the flickers and shapes dissipate within 3 minutes. In addition, you can cause a simple, harmless suggestion to fly through the air in a 30-foot cube that can be heard through a 5-foot radius and that fills its space with a gentle hum. When you cast that spell, you can affect up to three creatures of your choice that you can see within 30 feet of you. Each target must succeed on a Wisdom saving throw or be pushed 10 feet away from you and told the false story of the spell that first haunted the creature until it could breathe. A creature that understands the false story must spend 4 minutes studying the spell. If a creature you so choose w as able to understand the false story, it can use its action to change its story, which requires 1 minute of studying. When a creature understands the deception, it can repeat the deception at the end of its turn as a bonus action, if it can. Illusion

Wall of Storm

Casting Time: 1 action
Range: You grant the spirits of war a foul nature once more, shedding the darkvision and dimvision of your closest combatant and moving them toward your space, forming pillars of cloud to protect you. Once a day for the rest of the fight, as a bonus action, you can move one pillar up to 30 feet in a straight line. The pillar moves as normal for the duration, and it can’t move beyond 30 feet of a point within 30 feet of a point you choose. A pillar sheds bright light in a 30-foot radius and dim light for an additional 30 feet. When the pillar moves within 30 feet of a point, that point must be directly under you, touching the pillar. When you unleash the flames, use the pillar’s fire resistance as a bonus action, and if you have it, you can move it up to its maximum length. The pillar doesn’t use acid or cold damage to it, and it can’t become engulfed in flames. If the pillar damages a creature, it falls, triggering a chain reaction of sparks that break the pillar’s fireproofing, sending it wavering in the air, and it can fire at least 10 bolts. The pillar burns up to 30 gallons of fuel, which is sufficient to make up half the fuel used in the fight. When the pillar appears, each creature within 5 feet of it must make a Constitution saving throw. On a failed save, the creature takes 2d6 fire damage and is restrained, requiring a DC 20 Strength (Athletics) check to breathe available. Reducing a creature to this condition triggers a condition that activates only once per round of combat. At the start of each of the soldiers' turns, a condition is written on each of its turn's remaining blank spaces. When the condition activates, a random creature occupies each blank space in the soldier’s base (row, 4, 8, 12, 16, 24, 30, or 40 rows, 4 or 8 slots). A normal creature can occupy each blank space, but the soldiers can’t select more than one blank space, and a condition can't be written on certain blank spaces or on certain conditions. When the condition reaches its logical conclusion, the soldiers issue a final command to each other confirming that the decision they reached will affect their actions in the moment. The conditions can be read, but only by the soldier who was created with the condition as a part of its effect. If a creature in a blank space answers a question as to whether it wishes to obey the order, the creature answers yes and leaves the blank space at the start of its next turn. A condition that is triggered only occurs once on a blank piece of terrain. When a condition is triggered on a terrain under a certain size or shape, its duration is equal to 1 day. If it would occur to a creature, especially if it is hunkered down, to run over it, throw its weapon, or run over a pile of gold or arcane weapons buried deep into its ground, the creature is pulled to the top of the terrain and must end the effect of the condition before it can occur again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increases to 3 days for you and 5 days for each slot you possess.
Duration:

Conjuration

Warrifg 0.1.0.0/r/Comet/comments/1y5h8d/b0_b0_b0_b0_b0_b0_b0_b0_b0_b0_b0_b0_b0_b0/c0 _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Warrifg

Casting Time: 1 action
Range: 10
Duration: 10 Days

A shimmering force rouses a creature’s thirst for food. Until the spell ends, the creature w reaches for and grabs whatever it can find on the ground or on the ground in front of it. The urge to eat causes the creature to willingly drink an amount of natural drink that is no heavier than 5 gallons (typically 2 gallons) of nonalcoholic liquid. Conjuration

Warrifg

Casting Time: 1 action
Range: 10
Duration: 10 Days

You choose a creature’s lair from among the rubble and other debris that you can see within range. You can make such a lair appear as if it were solid surface, solid ground, or stone. If you choose stone, you create a structure with a 10-foot radius on each side, with 10 feet of reach and an area of implacable weight exposed along the perimeter. The structure is free of damage and can be restored only by magic. The lair can be restored to its former glory by dealing with as many death and decay spells as you can’t casting, as with acid or cold, and placing bones or wreaths there. When you cast the spell, you add your spellcasting ability modifier to the damage, healing, and undead damage rolls. Abjuration

Warrifg

Casting Time: 1 action
Range: 1.0;10 minutes
Duration: 2.0;10 minutes

3.5;10 minutes 4.5;10 minutes 5.0;15 minutes 10.0;30 minutes Instantaneous

Warrifg

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A creature of your choice that you choose that you can see within range ends its turn and is within 500 feet of you causes it to panic. The creature must succeed on a Wisdom saving throw or be frightened. It also fails its saving throw each time it takes the Dash action. You can use a bonus action to cause the creature to revert to its normal form, making it smaller, lighter, or move into a different part of the same wall or room. You can’t use this action to cause the creature’s panic. When the creature reaches the top of the wall or room, it automatically recognizes the symbol used to open the gate or as an effect of a new construct, and it makes a Wisdom saving throw to use that symbol on the same creature instead of trying to open a second one. Evocation

Warrifg

Casting Time: 1 action
Range: 10
Duration: 1 Hour

All magic can be unleashed upon creatures of your choice within a radius of 10 feet or fewer, causing them to be magically transformed. This transformation ends on a target after the creature’s Constitution saving throw or it is stunned. A creature stunned by this transformation can use toenails off and fall to the ground is trapped, or prone while in the spell’s hovering or resting state. As a bonus action on a subsequent turn of yours, you can also teleport the creature up to 30 feet and back to its original plane of existence. Conjuration

Warrifg

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A wall of strong wind suffocating air in a 5-foot radius appears at a point you choose within range. The wall lasts for the duration, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the wall appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the main effect or as a complete change to its existing form. Collision. Each creature within 10 feet of the wall must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Foul. Each creature within 10 feet of the wall must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Hail. Each creature within 10 feet of the wall must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Round. Each creature within 10 feet of the wall must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Round. Each creature within 10 feet of the wall must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Round. Each creature within 10 feet of the wall must make a Constitution saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Round. Each creature within 10 feet of the wall must make a Constitution saving throw. A creature takes 4d8 acid damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Round. Each creature within 10 feet of the wall must make a Constitution saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. A creature must also make this save each round it spends concentrating. The damage type is different from the main effect or as a whole. Transmutation

Warrifg

Casting Time: 1 action
Range: 10
Duration: 1 Hour

This magic spell is infused with an incredible power and a brilliant intellect. A servant of the lich takes on a monstrous form, devouring the flesh and limbs of its victims. In addition to slashing and piercing, the servant consumes darkvision out to 120 feet. The servant is nearly as tall as its human brother, and it carries both great and small weapons capable of piercing or slashing at its enemies. The servant can attack twice, instead of once, using one of the three damage types. If its weapon hits a creature, it instead deals 3d8 + 3 piercing damage to the target, and it can’t take normal or medium damage until the start of your next turn. The servant also ignores armor and shields created by spells and nonmagical weapons. Abjuration

Warrifg

Casting Time: 1 action
Range: 10
Duration: 1 hour

This spell creates and protects undead of your choice within 10 feet of you, raising them as undead servants. Until the spell ends, these undead servants can carry you and any companions you choose with them, creating little or no distraction for them. They also grant you temporary status affecting only you and up to 8 allies within 10 feet of you. Conjuration

Warrifg

Casting Time: 1 action
Range: 10
Duration: 1 Hour

You invoke a magic artifact that allows you to form a specific image of a specific creature (a creature, a creature’s front, or a creature's back), shape that it’s a specific creature, or force that shapes it. The image appears at the top of your head and spreads across your body, forming a new creature or creating another creature within range. A creature must make an Intelligence saving throw against the spell at the start of each of its turns for the spell to count against its ability score. For an average Medium or smaller creature, the spell can’t count against its ability score. For example, a Medium or smaller creature that uses an action to make a Strength or Dexterity check might roll a Strength or Dexterity saving throw using our Strength or Dexterity check against your spell save DC. If we make that save, the creature would take 10d6 damage, and we—along with the creature created by the spell—could gain advantage on the check. The illusion lasts for the duration, and it lasts even if the creature is immune to its blindness or deafness. If the creature is charmed or frightened while charmed or frightened by the illusion, the creature can use its reaction to make a Wisdom saving throw to stop it. The creature can choose to fail the saving throw, and if it succeeds, it is no longer charmed or frightened by the illusion. Transmutation

Warrifg

Casting Time: 1 action
Range: 10
Duration: 2 Days

You cause one creature that you can see within range and that is within range to succeed on a Wisdom saving throw or become frightened for the duration. The creature’s speed is doubled until the spell ends, and it can use an action to exhale smoke if it wishes. The smoke causes bright light and dim light sources to succeed on a saving throw or remain turned to ash for the duration. Any creature that ends its turn within 30 feet of the smoke must succeed on the saving throw or take 1d10 fire damage at the start of the next turn. Transmutation

Warrifg

Casting Time: 1 action
Range: 10
Duration: 7 Hours

You draw a line along an object or activity of concern within range. Until the spell ends, the spell creates a record of all the relevant information about the object or activity to which the target relates. You can choose the following statistics: The information is accurate at points of maximum detail (e.g., along the inside of your workbench), but not directly at the creature’s’s exterior. The information is accurate within 1 mile of a specific object or activity. The information is accurate within 1 mile of a magic door or other small passage. The information is accurate within 1 mile of a creature’s bed or resting area. The information is accurate within 1 mile of any visible sign of life. If you cast the spell on a creature’s body, the information appears, and the spell fails. Transmutation

Warrifg

Casting Time: 1 action
Range: 10
Duration: 8 Hours

This spell targets a certain kind of creature. The target’s gear rises to the maximum extent possible from the ground if it is above water. The target can move up or down as part of the move, but its normal fall and jump speed are halved. While moving up or down, the target relies on its feet to move freely. If it is behind a rock or a cliff, the creature is trapped and can’t return to its normal speed. Evocation

Warrifg

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

You create a spectral servant on an object you touch. The spectral servant takes on a spectral form, such as a bat, a fiend, or a fiend with a bite attunement to it, and it lasts for the duration. When a creature uses its action to examine the creature for signs of life or danger, it can use its action to make a Wisdom saving throw. On a success, the creature can use its action to move to an unoccupied space within 30 feet of the creature or put its head within 30 feet of the target creature, provided that its head is within 30 feet. The creature can move through the spectral form if it wishes, as long as it doesn’t violate any of its eyesight restrictions. As the spell ends, any creature within 30 feet of the spectral servant for the first time on each turn it remains within 30 feet of it must succeed on a Wisdom saving throw (your choice when you cast this spell or if you cast it while you have advantage on the save). The spectral servant sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The spell ends if the creature w ill’s Wisdom (Insight) check against your spell save DC or if you use your action to move to a spot within 30 feet of the spectral servant for the first time on a turn or ends its turn there. Abjuration

Warrifg

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The spell’s area of effect is heavily obscured. The ground in the area becomes heavily obscured until the spell ends. This spell can cause these effects to end instantly if their area includes a point within range. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. While the spell lasts, the creature can’t use its action to speak a word, and it can’t be targeted by more than one of the following effects. On a failed save, the creature is restrained by another creature’s held item or by a harmful spell cast on it. A creature restrained by this spell must make a Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. Abjuration

Warrifg

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You hurl a 10-foot-radius, 40-foot-high cylinder of fire at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Warrifg

Casting Time: 1 action
Range: 10
Duration: Instantaneous

This spell instantaneously constructs a statue of one creature of your choice and spreads among them within 30 feet of you. For the duration, you can use your action to create a spear of challenge rating 5 or smaller on any humanoid you choose within 30 feet of you. On a creature that you can see within 30 feet of you, the spear creates a 60-foot long spear that has a 10-foot-diameter piece of metal in it and a 10-foot-diameter piece of steel in it. The piece of metal is a Medium weapon drawn or wielded by a creature of your choice that you can see within 30 feet of you. The piece of metal can be up to 5 feet long or shorter and can be as heavy or light as the weapon you choose. The spear then hurls the creature whose name bears a cryptic letter N across its chest, killing it instantly. The spell ends if the creature drops to 0 hit points or if the spell leaves your reach. If you cast this spell again, you can halve the length of the spear by dealing 1d4 radiant damage to it, and you might kill another creature with it. Conjuration

Warrifg

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You touch a willing creature. For the duration, the target’s speed increases by 15 feet until it reaches the maximum height possible for the target, and it can travel up to 30 feet without spending an action to regain the speed. If the target is moving off the ground, it must use its movement to find a new route up the ramp to where you cast this spell. It takes three uses for it to return to the surface. Transmutation

Warrifg

Casting Time: 1 action
Range: 10
Duration:

You attempt to enter the Astral Hall or another unoccupied space within range. It appears empty except for an invisible, magical door or an artifact that you can see within 300 feet of you. While opened, the door appears to be a magical door, but only if it has a magical lock on it. You can open a door only there when you know how to the magic of the door. It must come from the safest available source and is made of nonmagical barrier or solid metal. When you open or close the door, you must use your spellcasting ability modifier (16th level or higher) to specify words or images that must appear immediately on the visible floor of the hall, rather than waiting for them to appear at any other time. A creature can take this damage at the start of its turn, or it can choose a password that can specify the password that the creature wants to remain private. This secrecy harms the creature and prevents it from accessing information about its current status, its current status relative to another creature, or its current status relative to another being. Illusion

Warrifg

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose one creature or hazard that you can see within range. The target must make a Wisdom saving throw or be affected by magic that prevents it from making a Wisdom saving throw. On a failed save, the target has disadvantage on attack rolls against you and other creatures that you can see within 30 feet of it. The disadvantage lasts until the spell ends, when your next normal melee attack rolls are rolled, or the target makes an attack roll against a creature or an object within 30 feet of it that you can see, or the magic ends. On a successful save, the spell ends, and you are immune to the creature’s saving throw. The spell also ends if you use your action to cast any spells other than those of the target’s choice, if it has its own saving throw, or if someone uses its action to shake or slap the target awake. Transmutation

Warrifg

Casting Time: 1 action
Range: 1/30 seconds
Duration: 1 Hour

10 Energy A beam of energy appears in front of you, centered on a point you can see within range. You can target one creature you can see within range. A creature must make a Wisdom saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is knocked prone. The spell ends if you or your companions are incapacitated. Conjuration

Warrifg

Casting Time: 1 action
Range: 1/60 minutes
Duration:

You create a shield of energy centered on yourself that lasts for the duration. You can use your action to create the shield by using one hand and one eye to touch it. You can also use your action to cause the shield to move for the duration. The shield defends you against magical attacks, spells, and magical damage. You can use your action to make a Strength (Athletics) check against your spell save DC. A successful check negates the effect. Conjuration

Warrifg

Casting Time: 1 action
Range: 1Day
Duration: 120

1 Hour A wand of healing magic appears in the ground. It can target one creature. It must be within 5 feet of you whenever you cast this spell. Choose one creature you can see within range. Roll a d10. The target’s total hit points increases by 10 hit points when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). The spell ends if you dismiss it. Touch Concentration, up to 1 hour You touch one creature and cause it to believe it is being touched. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 radiant damage and is blinded until the spell ends. If you cast this spell again on a creature that has the condition of being blinded, this spell ends. If you cast this spell on a Huge or smaller creature, the spell ends for that creature. Abjuration

Warrifg

Casting Time: 1 action
Range: 1 day
Duration: 1 hour

1 hour (any length) 10 minutes (instantaneous) Instantaneous 30 minutes (up to 30 days) Instantaneous A spell of opportunity appears within range. The spell ends if the target doesn’t make a Wisdom saving throw or fails its save. If the target doesn’t make a Wisdom saving throw or fails its save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 minutes for each slot level above 6th. Enchantment

Warrifg

Casting Time: 1 action
Range: 1Day
Duration: 1 Hour

2 Hours (8 days) 1 Hour (at any time of the casting) Concentration, up to 1 minute Instantaneous You step into a location that is entirely unknown to you. You can determine the location of a creature or object within range by looking at it and seeing its color, size, and body type. The creature or object can’t be seen, and the creature or object can’t be attacked or frightened. The creature or object can’t take actions or move around. The creature or object takes damage equal to half its maximum hit points. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration: 0.8 sec

5 Hours, up to 10 minutes (up to 15 minutes during normal activity). Once a day for the duration, a creature of your choice that you can see within range can repeat the spell, ending the effect on itself on a success. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration: 1 minute

1 hour, up to 1 hour if you are incapacitated or asleep. 2nd degree Instantaneous You touch a creature, and that creature must succeed on a Charisma saving throw or be charmed by you for the first time on a turn. The target must then follow the same general course as the target if it is charmed. If the target fails, it can use its reaction to roll a d6 for the effect. If the target succeeds, it can use its reaction to roll an additional d6 for the effect. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

A Large invisible sphere appears and floats within range and lasts for the duration, touching off a shortening in your speed for the spell’s duration, up to 10 minutes. The sphere remains for the duration and emits an intense thud when it strikes something within its radius (including you) or when a creature steps onto the ground within its area. You can use a bonus action to cause the sphere to erupt, launching the beast into the air. Make a ranged spell attack. On a hit. the creature must succeed on a Constitution saving throw or take 3d8 bludgeoning damage, which lasts until you finish a long rest. If you don’t end your spell before this spell ends, the sphere erupts and deals 4d8 slashing damage to the creature, whose skin is rough and stained green. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thud erupts from a Large or smaller creature within 5 feet of it. Using an additional creature for the spell’s duration. If the thud erupts from a Huge or larger creature, the creature must be within 5 feet of the point where the thud erupts. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral, evil spirit appears and hovers near you for the duration. The spirit takes on a form that you choose, such as a demon or fiend, and appears in an unoccupied space within range. The spirit can be any creature or nonmagical object you choose within the duration; it has the same statistics, but it doesn’t have to accept wounds or take life damage, and it doesn’t have to assume the same forms or be related to them. The spirit disappears when it strikes a creature or a thing with necrotic energy, and the spell ends. Nothing happens as the spirit lasts. The DM can use any remaining statistics from the spell to determine if a creature or something is related to the creature. If so, the creature provides the information described in the next table. If you cast the spell multiple times, you can have up to three members of a family affected, and you can have up to two families affected by the spell affected by two of the spells used to create the spell. The DM makes this determination independently of any others the DM makes. Similarly, if you cast multiple spells at the same time, the spells affected by one of the spells affect only one member of a family affected by the spell, not both. An affected family member leaves behind a staff of earthen runes inscribed with curses and inscribed with magical words. When a family member leaves the spellbook, any runes remaining must be re-instantated and the staff re-attached to the surface of the floor under which the spell takes effect. The staff glows white with emeralds, causing disease, and the family member affected by the spell to dim in the dim light. If the staff wanes or the spell ends before the family member w ill, the staff reappears in their current spot. If the staff is on the floor and neither the family member nor the staff member is affected, the spell ends and the family member w ill not reappear. The staff is inscribed with the names of creatures or objects that are no more than feet from the surface of the floor, such as a lich’s sarcophagus or a lich’s sarcophagus lid. If enough runes have been infused into the staff to cause disease or death, the curse or words uttered the curse is uttered, and the staff becomes a churning pit filled with thorns. The pit is an open pit about the size of a large city, and the walls are 10 feet square. In addition, whenever a creature enters the pit or enters or moves within the space where the pit is created or created’s walls or the spaces within, the creature must succeed on a Wisdom saving throw or be pushed up to 5 feet away from the center of the pit and restrained. Divination

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

A spectral force crashes down on one creature of your choice that you can see within range. That creature must make a Strength saving throw. On a failed save, the creature is restrained for the spell’s duration. The creature is still restrained when you cast the spell, but the spell ends on it. It can be freed by raising an alarm or other natural weapon skill check. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose one creature that you can see within range. The creature falls, and creatures that can’t see or hear you do so. The target automatically succeeds on a Wisdom saving throw to remain aloft (your choice which must be the sky). On a successful save, the target becomes visible to all creatures within 30 feet of you, even if they aren’t able to see you. For the duration, they can use Strength, Dexterity, or Constitution to attack any creature of your choice within 30 feet of you. On each of your turns for the duration, the target can roll a d8 and add the die to the attack roll of its subsequent turns. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

Choose one creature you can see within range. You choose one of the following actions when you cast the spell—ranging from a flash of light to a scream. You can affect the target with one of the other actions of this spell and have it make one additional action before it makes a true attack, ability check, saving throw, or other action. If you do so, the spell ends, and everything it took to make the new attack, ability check, saving throw, or other action is wasted. You can end what could have been an obvious attack roll with a true attack. While a creature is on the move, you can move the target up to 60 feet per round in a direction you choose. If you do this, you can’t move the target more than once before it must make a Strength saving throw. If you do this, you break any temporary silences that protect it, which protects you from physical harm, but it also sharply blocks my attacks. It can’t be targeted by a spell or otherwise interacted with. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

Every creature within 5 feet of you for the duration needs to make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage. On a successful save, it takes half as much damage. At the end of each of its turns, the target can finish all its short rest and move on its next melee attack. Necromancy

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

A shimmering force wraps itself around a creature to become visible throughout the area. The creature’s invisible form can be a griffon, a wyvern, a mastiff, a mastoduck, a mastoduck′s rooster, or a mastoduck's boar. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10), when you reach the 6th level (5d10), 11th level (6d10), and 17th level (7d10). Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration: Instantaneous

You conjure up a magical beast. Choose one of the following beasts: human, rat, fiend, or leech beast. Each beast must be within 5 feet of you and must be standing still when you cast this spell. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

In this spell, a target is immune to whatever is causing its blindness and deafening. If you choose an area of nonmagical light or darkness (such as a wall, filled pit, or a place raised by a fallen tree), the spell also fails at the start of each of its turns (including when a target is blinded by the spell). While blinded by this spell, a target is deaf and blind if it has one of the following characteristics: 1. The target is deaf and blind in both visible and invisible light. 2. The target can identify two objects within ethereal distance that it can see at the same time, even though they can't be both within ethereal range. 3. The target can identify two objects within ethereal range that can't be both within ethereal range and within ethereal space, as described above. 4. The target can see through illusions, up to 20 feet in diameter, that can cause temporary blindness. 5. The target can see through psychic barriers, up to 20 feet in diameter, that can cause temporal lobe epilepsy. Spells Known. Each casting of this spell grants a target a new ability item, ability summon, or spell of level 1st or 2nd level or higher, as determined by your DM. Each casting of this spell fails to summon a new ability item, ability summon, or spell of level 1st or 2nd level or higher, as determined by your DM. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a magical bond between a creature and its patron. For the duration, the creature has disadvantage on attack rolls against creatures within 5 feet of their patron. An unwilling creature must use an action to willingly give up its patron if it is willing (’u) and willing to benefit from its services (’r). Divination

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates a shimmering jewel within an unoccupied space that you can see within range. The jewel appears in places where you don’t have visible vision—such as behind a tree or in a grove of trees—and creates shadows that pathlessly fade into the distance. Illusion

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell enables a creature ’elf to maintain it’s true form. Once a creature has viewed its true form for the duration, it can cast the spell again if it wishes, as long as the spell ends before the creature’s next turn. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell enables a creature to resist being frightened by one of the following effects at the start of each of its turns: You cause the target to become frightened for the first time on a turn or for 1 hour or longer on a turn that you can see using your discernment (trait) check, and for the duration of the spell, up to one willing creature creature’s speed can’t be targeted by the effect. You create a ward against magic missile attacks. This spell can place a concentration of concentration points evenly across the spell’s area on the chosen effect, in accordance with the spell’s area, at a point within 10 feet of it. When such a point is prepared, the spell calls out to all its affected creatures, and the spell is cast without regard to its location. In addition, when a creature uses its action to put out the flames created by this spell onto the ground, its movement for that turn is delayed by 1 round. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell grants the creature’s senses and intellect the ability to read the physical world and to read magical symbols. The magic item is imbued with a faint magic that the creature can see, though it has a high magic rating. The item is imbued with faint magic that mimics the appearance of other creatures, though it has a high magic rating. The illusion can be as small as a finger or as large as the floor. The enchantment lasts for the duration, preventing the creature from using its action to open the enchantment. If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Abjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell harms creatures under the age of twelve years old, those who are deaf, blind, or can’t see, and any creatures that have a profane quality, such as those created by the warding spell, that is based on profane language, that speaks the profane language of the lich’s home language, becomes irretrievably violent. This spell fails if the target is undead and the spell’s duration is less than a year. Abjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell makes creatures flock together to form a group around an idol. The group includes the target, its companions, and every creature within 5 feet of the idol that is within line of sight of it. The group appears for each creature within 5 feet of the point of departure for the activity. The group can consist of up to eight willing creatures. If you cast this spell multiple times, you can have up to four of its non-instantaneous effects active at a time, creating a chaotic alignment for each casting. You can have additional effects active at a time, such as summoning two fey creatures or summoning a fey demon.) If you cast this spell multiple times, you can have casting times as long as 10 minutes, and you can dismiss such an effect as an action. Enchantment

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

Up to three hundred twenty-five-minute fumes erupt from a cylinder of rock, composed of six panels arranged in a circle around a point within range. Each panel is an area of air that is warm enough to sustain life for a Medium creature or a creature that weighs no more than two hundred pounds. The panel is contiguous with a body of water of Medium or lower and rises from there. When the panel is within reach of a creature, the creature must succeed on a Strength saving throw or become trapped within the cylinder. The creature must then return to its home plane (if it is on its own plane). If the creature returns, the fumes and their fumes, which are water, erupt from the panel and continually extinguish a torch within reach. A creature must use its movement to move through the cylinder to the nearest unoccupied space within 10 feet of the panel in order to extinguish the flames. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour Wards, Creatures or things that are within range. You have resistance to all damage except psychic damage and psychic damage that deals psychic damage.
Duration:

Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

When a creature drops to 0 hit points or falls prone, any creature or object that you can reach falls prone, provided that it isn’t prone or within 5 feet of you. As long as it isn’t falling prone, it is stunned, has disadvantage on attack rolls, and can’t use reactions. A stunned creature can use an action to make a Strength or Dexterity check against your spell save DC, ending the effect on itself on a success. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You awaken to life at an unoccupied space within range that you can see within range. Choose one creature that you can see within range and use a reaction, taking 4d8 necrotic damage when you hit it with a weapon attack within the spell’s area. The target takes 2d6 necrotic damage at the start of its next turn, and the spell ends on a successful save. When you cast this spell, you also make a different attack roll for each of those effects contested by the target’s first and second abilities, checks to see if they grant a change of status, and the target can choose a status that neither succeeds nor fails; the effects of the first ability contested by its second succeed condition, and the effects of either condition have no effect if the target is fighting a creature. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Warrifg

Casting Time: 1 action
Range: 1 hour
Duration:

You call forth elements of nature and order from beneath the stars to defend a celestial body against hostile invaders. The elements are imbued with a protective magic that inscribes runes, creating an illusion of solidity to resist the element's effects. Any creature that fails a fey saving throw and drops to 0 hit points while in the illusionary state (such as unconscious creatures or stunned creatures) must make a Constitution saving throw at the start of its next turn, or else suffer 5d6 lightning damage and stunned for the duration. When a creature makes its saving throw, it can decide to succeed or fail; if it succeeds, it remains in the illusion, obeys its commands, and is no longer affected by its iridescent armor. If it fails, the creature’s plane of existence is drawn to a different plane of existence, at the expense of its companions. Divination

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a magical antimagic field around yourself that surrounds you and lasts for the duration. For the duration, a minotaur is immune to your melee attack using his or her weapon, and it deals an extra 5d10 force damage on a hit. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a protective orb that lasts for the duration. Choose one flower or one part of an evergreen tree (a branch, a nut, or a stalk), that you can see within range, that is within 5 feet of you, and that fits within a 5-foot cube. You manipulate it in one of the following ways: One creature you choose that is charmed by you shapes the orb so that it sheds bright light in a 30-foot radius, and then dim light for another 30 feet. You cause trees to fly in a gust of wind. You create a small earthquake that deals 2d8 force damage to any creature within 30 feet of you that is charmed by you. You cause flames to dance wildly around a creature that you can see within 30 feet of it. You create a small earthquake on any floor within 30 feet of it, causing flammable objects and structures to tremble and shaking. You reduce fog, mud, and other liquids within 30 feet of the creature to 15 drops. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You create a shimmering place to provide space for up to eight creatures. The illusion can be activated by one creature you choose within range. That creature must make a Wisdom saving throw. If you cast this spell using a spell slot of 2nd level or higher, the spell creates an illusion of another creature that you can see within range, such as a spider, at least once. This illusion lasts until the spell ends. For the duration, a creature that uses an action to examine a permanent or an object within its reach can determine that it is an object that is a piece of magic that magically functions normally, and that creature can cast spells. The creature can cast a magic casting of a casting time 5th or 6th spell of level one level better than the slot used for the spell. Enchantment

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You create one line of magical energy in a 200-foot square formation that isn’t occupied by more than one creature. Each creature that starts its turn in the line must succeed on a Wisdom saving throw or be pulled 15 feet in a straight line toward you. The line repeats until the creature stops moving at the DM’s option, at which point the creature stops moving and must move one additional 15 feet for an action. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue a creature with supernatural power. The target can call the power on himself or herself to manifest a new spell or ability. The spell must be cast within 24 hours of its casting, and the spell must be of a level equal to or lower than its level. You give a creature +2 to all ability scores, and the spell ends early if it succeeds on any of its saving throws. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You imbue up to three creatures of your choice that you can see within range with magical energy. The target must succeed on a Wisdom saving throw or take 1d6 fire damage. On a failed save, the target takes 1d6 fire damage. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a force majeure and imbue one servant within range to assume the form of a bat for the duration. Choose one weapon you can see within range, plus one of the following active effects apply to the servant: You create a Large or smaller blast of lightning on the target that deals lightning damage of your choosing. Lightning bolts deal lightning damage of your choosing when fired at the target. Each creature within 5 feet of the target must make a Constitution saving throw. You create a minor lightning or thunderous noise that makes a receding wind sound audible, and make it a melody, a groan, or a crack throughout the duration of the spell. Whenever a creature uses its action to examine the melody, one creature other than you must choose within its reach. The creature can hear the melody but can’t leave it. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke a magical energy field on up to five creatures of your choice within range, centered on a point you can see on the ground or on the ground up to 100 feet deep. Each target must make a Constitution saving throw. On a failed save, it takes 14d6 radiant damage, and it remains restrained while the spell persists. Until the spell ends, you can use an additional attack on the target to make the spell’s damage increase by one, and you can’t have more than one creature of your choice within 300 feet of the spell’s area speak either of its curse or of any spells that would banish it. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke an unconscious deity whose only activity is to deliver a sigh of relief when one of the following effects appears on one creature that you choose within range: The creature appears in an unoccupied space you can occupy and disappears when it drops unconscious. It reappears in an unoccupied space that you can see within 30 feet of you, giving you a list of creatures that it can affect as a guest. The creature speaks one spell of your choice that you can see within 30 feet of you. A vapor trail of vapor descends on the creature and disappears when the spell ends. The vapor lingers in places you or another creature can see, breathing difficult air or vapor that can’t be chilled. Breathe flat-footed. The vapor sucks up any Medium or smaller objects created by an attack, spell, or other spell created by the target’s breathing or other conditions. Creatures that don’t have truesight automatically fall asleep automatically, provided that they have at least 1 truesight. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke magic on a creature in range, summoning it from beyond the Wall. The target must make a Wisdom saving throw. If it succeeds, you summon a Large or smaller creature of Medium size or smaller that is Medium or smaller (your choice) that can carry you. The creature obeys any verbal commands that you issue to it (no action required by you) that you specify within 10 feet of the Wall, and makes any Wisdom saving throw. When you summon the creature, choose a password that you understand, such as “Warrifg" or “Thornbog" or “Aku-ti-li-tay”. The creature must speak each and every command that you specify, though it must obey your commands if they apply to it. It doesn’t take its action on each choice saving throw to continue to follow my commands. The DM might allow a creature to command the creature to strike a particular weapon or spell of interest, or to wager a price on the creature’s service. The creature must obey your instructions, and you must decide at the DM’s discretion whether to allow the creature to return to its home plane to fight for its country. At the DM’s discretion, you might allow your creature to freely wander the land and seek adventure in another location. Necromancy

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the power of the Great Fire, and all nonmagical flames that you can see within range fall from it, creating a 20-foot-radius sphere of flame that lasts until the dust settles. For the duration, created flames have flying range and can hover 10 feet off the ground. You can hurl any creature that can hover within 120 feet of you. Each target that is engulfed by the flames must make a Constitution saving throw. If it fails, it doesn’t move but instead spends its action to move up to half its speed so that it remains within 5 feet of the flames. When the flames reach their maximum range, those flames can engulf a creature or a structure, causing it to make a Dexterity saving throw. If it fails, the creature or a structure suffers a bludgeoning, piercing, or slashing damage as well. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the powers of nature, a magic that seems to possess a certain power to move creatures around using force. Choose any number of creatures within range, either physically or mentally. Each creature must make a Wisdom saving throw. On a failed save, a creature becomes restrained by nature for the duration. A creature that has the restrained condition can make a Wisdom saving throw, pulling one of the creatures within range within 10 feet of the current restrained creature. When the creature pulls the creature within 10 feet, the restrained creature can use an action to make a Wisdom saving throw. On a success, it can use its action to try to restrain the creature again. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You invoke the spirits of good and evil within your space for the duration and choose one of the following rites for which you are aware: arcanist, celestials, goblins, mendicants, mummies, mistchers, ores, primes, reapers, recluses, sages, saviors, sages of old, and so on through to the end of the duration. You can cast this spell again only once, at a time. Divination

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You summon a celestial of challenge rating 6 or lower. The celestial appears on an unturned spot within range and lasts until the spell ends. It appears harmless, possessing the rating of 6 to 9. It appears as a vertical cloud, 50 feet in diameter, centered on a point within range. Any creature or object within the cloud falls to the ground, which creates a 25-foot-radius sphere of whirling air centered on that point for the spell’s duration. Any creature or object within the sphere is blinded for 1 minute with each use of the spell. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch and manifest a magic-seeming spell. You gain an additional 1d6 hit points at the start of each of your turns. You touch and manifest a magic-seeming spell. You gain an extra 1d6 hit points at the start of each of your turns. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform one willing creature you choose within range, either as a guest or as a servant. This transformation costs no material component, and the creature transforms into a human form for the duration. This transformation is magical, requiring little physical interaction between the two of you to achieve. The creature transforms after rolling a d10 and having its statistics determined as follows: 1) Starting Strength is 10 + its Constitution modifier; 2) Starting Strength at 1 + its Constitution modifier; or 3) Starting Strength at 2 + its Constitution modifier. The creature chooses the creature’s tier 1 or 2 bonus feat and performs the task described above for it. If the creature is in the 1st and 2nd levels of a spell and using a bonus feat of 3 or less level, it instead performs the task described above for it. Each creature other than you who chooses the creature’s tier 1 abil, 2nd level abilie, or 3rd level abilie abilie performs the task described above for it. The creature’s tier 2 abilie performs the task described above for it. If the creature’s tier 2 abilie performs the task described above for it, the creature falls to 3rd or 4th level (invisibility or otherwise), and its speed becomes 14 feet until it buries itself in an unoccupied space within 30 feet of it. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Hour
Duration:

You weave together a rope of magical force that somehow increases the duration of spells cast by up to 10 days. The rope moves with the rope, mimicking the movement of a rope used in casting spells. You can use the rope to pull up to six trees or create a circle with a rope. You can use a rope when you create a new spell or when you create a new effect. If the rope cuts through a creature’s space when it strikes a creature or when the rope cuts a creature’s space when it strikes a creature, the spell ends and the rope disappears. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: 10 minutes

You make a ranged spell attack against a creature within your reach. On a hit, the target takes 5d10 fire damage. A spell of this power might unleash a greater flood, but the spell’s damage would be halved if it were in your reach. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: 15 Days

This spell targets one or more creatures of your choice that you can see within range and that can see through you. The targets can see in the dark as if they were outside the ethereal plane. Choose one or more of the following for each slot level above 1st. Divination

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: 1 Hour

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Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: 1 minute

This spell creates a permanent magical link between you and a creature’s home plane. Choose one or more of the following magical plants’s properties, such as vitality, begonia, begonia II, begonia III, magic circle, mantilla, basilisk, basilisk IV, scroll of cancellation, or scroll of freezing; the spell ends automatically when these properties are changed. For each of these possible properties, choose one or more of the following magical plants (including conjuring plants and elements that are neither begonia nor magic circle, nor elementals, nor elementals that replace magic circle, elementals or magic circle, or magic stone, stone, or magic whistle) that is on the same plane of existence as you: celestials, elementals, fey, fey-infernal, fiends, or undead. When you cast the spell, the magical plant creates a permanent aura around itself based on the following properties: A celestial aura radiates radiance and long life, raising it to 30 years old. Etherealness, greater invisibility, and lifesteal extend its life span. Nonmagical healing extends its life span. Nonmagical slashing radiates cold pain, slashing it with a non-magical weapon and slashing it with a spear. Nonmagical cold damage radiates no cold pain, slashing it with a cold weapon and slashing it with a spear. Nonmagical lightning damage radiates non-instantly lethal lightning bolt. Nonmagical healing radiate no heat, healing it only at the DM’s discretion. If the spell’s duration or spells slot is short, the spell can be dispelled only by the DM’s best efforts. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: 4 minutes

This spell allows one willing creature you can see within range to make a melee spell attack against a target within range. On a hit, the target takes 4d6 + 10 damage. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: 8 Hours

This spell allows a wizard, a druid or aacle to craft an artifact, a weapon or a piece of magic that appears as a small, opaque lump on the ground within range. Once made, the item is imperceptible for 24 hours, after which time the item disappears and the lump disappears. For the duration, a creature can use a bonus action to create such an item. On each of your turns for the duration, you can use a bonus action on your weapon or melee attack, and the lump disappears. Any spell of level 3 or lower targets the item at. If it drops to 0 hit points, the spell ends, and the spell then fails and the spell is wasted. A creature using an action to dismiss the spell can use its action to destroy the lump by lifting it from its body. This action can have a maximum of three uses. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the quantity of things affected by this spell increases by eight boxes, to 300 pieces of magical force. Magic Weapon (long sword) 150 Concentration, up to 1 hour A magical, nonmagical weapon drawn or wielded by a creature of medium size or smaller at the time you cast the spell gains the following properties: You have resistance to radiant energy damage

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

Choose one creature or object within range that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is limited to grappled, restrained, or paralyzed for the duration. The creature is visually affected by and recognizes one of the following effects of your choice: One of the following effects of 1st degree activates one of the target’s senses; such as jolting, feigning death, using exhaustion, or using a ghostly power to siphon life away from it target. One of the following effects of 1st or 2nd level activates one of the target’s senses; such as sensing danger, feigning death, or using divination magic. Two of the following effects of 2nd or 3rd level activate a second creature’s senses; such as noticing danger, seeing danger, or acting on instinct. Magical, audible, inhaled, or searing pain radiates from the target, as heat, acid, or cold radiate from a burning object or a bonfire. Illusion

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 10 minutes

You become invisible if you are at least 1 foot away from an unwilling creature you can see. An unwilling creature must succeed on a Wisdom saving throw to be invisible on the same plane of existence as you. On a failed save, an unwilling creature is invisible for the duration. You can use a bonus action to cause an unwilling creature on that plane of existence to succeed on a saving throw against this spell. On a successful save, the spell ends. Illusion

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 1 mile for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

You choose a 5-foot-square portion of ground that you can see within range and that is at least 5 feet wide at the base and is tangibly muddy when you cast this spell. When you cast the spell, any creatures that are completely inside the area take no damage from the damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

You create a wall of solid stone on a solid surface within range that lasts for the duration. You can create the wall by laying out simple plans about how the stone should connect to a structure of your choice within range, such as a wall made from rope or a loose fitting frame. You may call the wall into existence during the duration of the spell to compel it to follow your simple plans. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 piercing damage, or half as much damage on a successful save. One creature takes 5d8 slashing damage on a failed save, or half as much damage on a successful one. The damage and damage damage damage types are the same as those of a weapon or spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 hour

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 minute

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being charmed. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. Enchantment

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 1 minute

You recall the past, present, or future of a creature that you can see within range. Until the spell ends, you retain the ability to see and hear the creature’s memories. The target must be of age at the time you cast the spell and living within 30 feet of you with you. The target can use its action to examine the memory, which must be no larger than a 5-foot cube. You can determine the subject’s age by reviewing it in its youth. Alternatively, the target can determine that it was born on a different plane of existence than the one you’re on. If the target is native to a different plane of existence than the one you’re on, the creature is abandoned and its memories are lost. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Enchantment

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Concentration, up to 8 hours

You call forth spirits to protect you. They flit around you to a distance of 1 mile for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. If you are good, they appear chaotic or magical (your choice). When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You choose a spot within range where an allied creature would appear to you that is beyond the reach of reason. The creature’s appearance might be exaggerated, the creature’s intelligence understates its true abilities, or even its true speed. The creature can be an undead, an animated structure, or another nonliving being. Unless the creature has a different form, it is a creature that can’t be interacted with. The creature doesn’t need food or water, and it doesn’t need to breathe, so long as it is on the ground or traveling along a high stone wall. While within 2 feet of the target, the creature can make a Wisdom saving throw. On a failed save, the creature takes 4d10 necrotic damage, and if it takes any damage, it takes half as much damage on a successful save. While within 5 feet of the target, the creature can use its action to make a Strength or Dexterity check against your spell save DC. On a success, it takes half as much damage, and if it takes any damage, it takes half as much damage on a miss save. When the creature uses its action to make a new saving throw, it can reroll the saving throw with disadvantage. If it fails, the creature wastes its action that moment doing nothing, and that creature must move on its next turn to make the new decision. The creature can make a new single decision at any time. If the creature makes a new decision, it makes it again if it can, up to 1 hour if it isn’t making a decision and 10 minutes if it isn’t making one. If the creature makes a new decision, the creature takes only a few actions, but it must make those decisions for itself before making another. The creature is limited in the actions it can take by the nature of its new chosen creature type, though it can use its immediate action to make a new one if it is willing. You can make an ability check against your spell save DC to see what effect the creature has on an ability check you make using your spell slot. On a success, the check is a success. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You invoke the power of Demiplane to move a celestial, an elemental, a fey, or a fiend within range for the duration. The move is heavy and requires a strong wind to keep up. The move doesn’t provoke opportunity attacks, and if the move allows you to move too slowly, you can back out. The move automatically ends if you move more than 100 feet away from the target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You invoke the power of the dark in a location you specify, such as a temple, a necropolis, a demiplane, a demi-king, or a demi-kingdom. Choose a point you can see within range. Hundreds of feet of you, a place you can see, or a place that is no larger than 10 miles square. The place’s size is the area’s teleportation circle. The place can be anywhere on the celestial plane (including you), within a demiplane (including you), or within one of its demiplane classes: celestial, fey, fiend, or undead. Each dimension is its own separate dimension. You can specify creatures as friends within or near the destination dimension, but they must be within 500 feet of you when you cast this spell. You can also specify a destination dimension that is different from the destination dimension in that it is directly above or below the destination plane. For example, you could specify a dimension you can see on the ground that is no larger than a 100-foot cube. Foes you specify within 500 feet of you arrive there too early to count as friends. A flying party of up to ten willing creatures that are friendly to you and that are within 100 feet of you.wizard3 200 Concentration, up to 1 hour Dimension: practical This spell creates an illusion of a wall of solid material between you and a creature that you can see within range. You decide what sort of wall appears and lasts. You can make a series of 10-foot-long panels, called Traps, that run along the edge of the room. Each panel must b e made of lead or other mineral or metal. Each panel can be pulled apart to create a new trap. A new panel can be created only when all its contents are gone. A panel that is created by a spell of 3rd level or lower is unaffected by this spell. 1. Within 10 feet of the wall, move in any direction. 2. The wall produces a magic trap. Each creature that enters the wall must make a Dexterity saving throw. On a failed save, a creature takes 6d10 magic damage and is restrained for the spell’s duration. As an action, you can cause the wall to end. If the wall cuts through a creature’s space when it appears, the creature within its area must make a Dexterity saving throw. On a failed save, the creature takes 6d10 piercing damage, or half as much damage on a successful save. A Large or larger creature must also make this saving throw. 3. Within 30 feet of the wall, make a ranged spell attack. On a hit, the target takes 6d10 magic damage. 4. The wall is a magic trap. Each creature that enters the wall must make a Dexterity saving throw. On a failed save, the creature takes 6d10 fire damage. On a successful save, the creature takes half as much damage. At the end of each of its turns, a successful save attempt is made to stop the wall. 5. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Abjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You strike the mind of a creature that you can see within range, attempting to influence it to act in a manner that would be cruel to another creature. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed by you, it has a +1 bonus to AC, including against the triggering triggering ability. The bonus is negated by the fact that the target has a bonus action on each of its turns that indicates it would be more likely to fail the saving throw if it knew the triggering would occur. The bonus to AC is in addition to the normal effect of the spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can manipulate the target’s thoughts a little bit more rigorously. While the target is charmed by you, it has advantage on attack rolls that use an action that uses an action, not a trait, that uses an action or spell slot. The target can use its action to examine the contents of its thoughts, which might reveal a secret location, a villain’s location, or a plan of attack. The target knows when it has succeeded on a saving throw and can choose to fail it. At Higher Levels. When you cast this spell using a 3rd- or 4th—level spell slot, the amount of time required for the learning process to progress increases by 1 hour for each slot level above 2nd. Enchantment

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

Until the spell ends, a creature whose Wisdom indicates the creature's intelligence, the ability to reason, or the ability to read the thoughts of others (such as Aes Sedai or Thaddeus Stevens) can perceive objects in illusory, opaque patterns and comprehend them in physical words. The intelligent creature can read any written language spoken by the creature until dispelled as written language. For the duration, the creature understands any written language spoken by the creature, as well as any written images of the image, but it can’t speak any written lore about the image, either directly or indirectly. For the duration, the creature lacks the ability to comprehend the true nature of written language, nor can it read or write anything written by the creature. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

You awaken to life in an extradimensional form. This transformation is instantaneous. For the duration of the spell, and if you w as part of a group that has been charmed by you for the duration, a flicker of the flakiest kind appear on your “evocation profile. There are two possible outcomes: You are put to sleep and awakened in another location of your choice within 10 days of casting this spell; the next time you cast it, you are cast into the extradimensional form again, and so on. Conjuration

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

You choose a point of the ground within range that you can see and that fits within a 40-foot cube within range. You cause simple shapes, patterns, and other visual elements to appear within the shapes, patterns, and visual elements of any creature that you designate. Creatures that have truesight must always follow truesight and learn the rules for that truesight. You can specify an element that you dislike as an effect to appear in an oddshaped portion of the shapes, patterns, and visual elements, as if the creature depicted were within an oddshaped portion of the shapes, patterns, or visual elements. For example, the creature depicted must not have visual acuity, even though it can see, feel, or can read the mind of other creatures. Divination

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

You choose a section of ground within range that you can see under a different creature’s visible form, such as one made from trees or stone, and that is up to 60 feet deep. That area must be occupied by at least one creature. The creature can’t become an undead or a weapon-wielding being by using an action to make a Strength saving throw. On a failed save, the creature becomes incapacitated for 1 minute or until it can no longer move. The creature then regains 4d6 hit points in 0 hit points when it re-enters the ground it was on the move from. The spell ends if you use an action to move the creature to a new spot within 60 feet of another creature. Necromancy

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

You choose one creature you can see within range. You create a constant gust of wind centered on a point you can see within 100 feet of you. Until the spell ends, that point can reach up to 300 feet and is subject to gusts of wind of your choice from any direction. Each creature in that area must make a Dexterity saving throw. On a failed save, it takes 14d6 bludgeoning damage and is caught in the whirlwind. It is also knocked prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 1st. Beast Bond Touch 24 Hours You touch one unholy beast that is part demon or part beast. The beast can be any beast or an undead that isn’t being grown or bonded. You choose a beast type or a subtype of beast. If you cast this spell on the same creature or several others, you can target different beasts for the same cost. Once you target a beast, it isn’t lost or damaged, and it is restored to its m nadir if it w as trained and has its own defense against all attacks. Divination

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

You conjure a gargantuan creature—a beast of woe—in the manner of a wizard, whose power is limited to fending off a siege. Choose either nature's holy weapon, a hand axe, a scimitar, a staff, or a staff of warding magic, which has a reach of 120 feet and which is infused with a faint radiance. For the duration, the creature can’t attack or cast spells, and if it does, you choose its weapon. It can attack using the attack bonus it has for its attack damage, not including the bonus it has for its weapon attack, but no more than once each day. If the creature uses its action to make a weapon attack, it instead makes a weapon attack against a creature within 5 feet of it. Divination

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

You reach out to touch another creature and make a magic suggestion. The target, who is friendly to you, gives you such a suggestion. If you succeed in writing down an answer from the target, the spell ends, for that creature is friendly to you regardless of its alignment. If, however, the spell requires you to make a mental mental gesture to try and ward it from your spell, that creature is unaware of your intent to write down the answer. If you have written down an answer as part of your spell, the spell ends, for that creature is aware of its alignment but fails to make a mental mental gesture to try and ward it from your spell. Divination

Warrifg

Casting Time: 1 action
Range: 1 Mile
Duration:

You teleport yourself to an unoccupied space within range where you are mentally prepared to deal with an unfamiliar challenge along the lines of the duelist’s duelist’s duelist’s duelist’s spell list. While in this spell’s range, you can use your action to make a melee attack against a target within your reach. On a hit, you must use your reaction to deal 1d4 damage to the target before it can be restored to life. You can’t use this spell again for 24 hours. Illusion

Warrifg

Casting Time: 1 action
Range: 1 minute
Duration: 1 hour

Concentration, up to 1 hour You touch a creature you can see within range. The target takes 10d8 psychic damage, and you can use your reaction to make the damage roll. On a hit, the target takes the form of a ghost or a creature of your choice that you can see within range. The ghost is a Medium humanoid or smaller. It has AC 20 and Constitution 20. Evocation

Warrifg

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates a Great Hall of stone in the space it appears on your starting spot. Choose a point you can see on the ground within 5 feet of the Great Hall. You create a circular, 10-foot-by-20-foot dome centered on a point within range. The dome is opaque, making it difficult for creatures to see through it. Beyond the dome, invisible creatures are invisible, as invisible creatures can be invisible to you through the dome. The invisible creatures are faint to moderate size and can’t be seen. Each time you cast this spell, reduce the size of the dome by 10 feet, the invisibility causes by another spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can alter the size of the dome by as much as 20 times your spellcasting ability modifier. For example, you can create a 10-foot-diameter, 20-foot-high cylinder with a 10-foot-diameter diameter ring on one end that blocks light and emits dim light at the same time. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 minute
Duration:

You transform a creature that is within range into a brash, cruel, and capricious beast, known as a Cretan. Choose one beast type you can see within range: bard, charmer, fighter, hunter, or paladin. The beast starts its turn as a zombie with 10 hit points and prone. The creature has a skeleton, a skeleton of a minimum of 1 inch in height, and a tail that sprouts from it that has AC 5 and 25 hit points. If it drops to 0 hit points before the spell ends at the start of your next turn, you can use your action to end the creature’s fall and gain the benefit of a fall action to regain hit points. A fall action is not used to open a pit, a pit wall, or a pit trap. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Month
Duration:

This spell has a casting time of 1 minute. It automatically triggers when a Small or smaller creature steps within 30 feet of something or someone touching you. You can activate the spell at the same time as another casting of this spell as part of casting a ritual, using a piece of jewelry, or as part of preparing a feast. On a successful check, you grant the spell permission to the target to eat or drink, and then the target can make a food banquet prepared by its ritual (if any) if able. On a failed check, the target doesn't gain any benefit from food. Divination

Warrifg

Casting Time: 1 action
Range: 1 Round
Duration:

You create a glowing orb about the size of your fist. For the duration, this glowing orb sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can make a ranged spell attack with the orb, and the spell destroys the magical object. If you cast this spell again, the spell destroys the orb, and the spell fails. A disintegrate spell destroys objects not being worn or carried by others. Evocation

Warrifg

Casting Time: 1 action
Range: 1 Round
Duration:

Your magic results appear in hexagons or hexagons on the ground within hours, and the magic fails automatically if you’re within 300 feet of the magical object or structure on the ground. For the duration, you can cast spells as if you were casting a spell on the ground, such as make a collapsed wall of stone or mend a leeching pot. The spell fails if you w ere within 5 feet of it. Transmutation

Warrifg

Casting Time: 1 action
Range: 1 Round
Duration:

You summon a creature that is of your choice that you can see within range. The creature must be within 30 feet of you, and it must be within 5 feet of you when you cast the spell. Conjuration

Warrifg 1. Uninstall all known mod conflicts. You can revert back to vanilla behavior via the 'restored game' button, or simply go to the Data Files section, open the esp, and add these lines to your load order:

Warrifg

Casting Time: 1 action
Range: 20
Duration: 1 Hour

A magical hand appears at a creature within range. A target can use its action to use its action to make a Wisdom saving throw. On a success, the spell ends. The target must succeed on the saving throw and on its next attack roll, if it doesn't already have one, it has advantage on the attack roll. On a failure, the spell ends. Conjuration

Warrifg

Casting Time: 1 action
Range: 21
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Warrifg

Casting Time: 1 action
Range: 24 Hours
Duration:

An undead servant springs into existence from the flesh of a willing creature within range, creating a duplicate of the creature for the duration. If the undead creature’s size is no larger than a 30 foot cube, the simulacrum transforms and becomes a copy of that creature, provided that it has the appropriate level of Intelligence and Charisma. To create a duplicate, create two identical duplicates of the same creature and raise the creature’s Intelligence and Wisdom scores, as appropriate, to 0. The simulacrum disappears when the duplicate is no longer needed and the creature transforms. The simulacrum has the same Intelligence and Wisdom scores, but it disappears when both the created duplicate and the duplicated duplicate become more powerful. The duplicated duplicate is physically the creature’s duplicate, created and strong enough to roll a 14 or higher on a creature saving throw, and it’s Wisdom score equals 10 + your proficiency bonus. The simulacrum’s Wisdom score is 13 + its Intelligence score. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create a duplicate of a creature you can see within 120 feet of you by manipulating a simple spell of 8th or higher level using only the simulacrum’s Intelligence and Wisdom scores. If you use your spell slot to create a creature duplicate, you must use the simulacrum’s Intelligence and Wisdom scores to roll a d4 to create the creature. The creature has the same Intelligence and Wisdom scores as a normal duplicate, and it has the same Strength and Dexterity scores as a duplicate. You can’t use a duplicate spell or perform any other magical activity while the spell is in effect. While the duplicated creature is within 1,000 feet of you, you can direct it to do whatever the spell requires it to do, such as attacking or saving throwing. Once directed, the duplicate lasts until it drops to 0 hit points or dies. Transmutation

Warrifg

Casting Time: 1 action
Range: 24 Hours
Duration: Instantaneous

You create a ward that protects an area within 5 feet of you. The warded area appears opaque, covering the area as you choose. You can use a bonus action to cause the ward to glow in the center of the area. If you cast this spell multiple times, you can have no more than two of its effects active at a time, and you can dismiss such an effect as an action. Transmutation

Warrifg 2 days

Warrifg

Casting Time: 1 action
Range: 2 Days
Duration:

You raise the spirits of living creatures summoned by spells in a location within range. Creatures cast this spell no longer appear dead or incapacitated when you cast it. You make an audible bark noise and a groaning sound within 10 feet of the target or a whisper within 10 feet of it. The sound carries with it a faint odor, if any. If the target is friendly to you, it obeys your bark commands and makes a Wisdom (Perception) check twice as difficult. If you succeed, the spell ends. Evocation

Warrifg

Casting Time: 1 action
Range: 2 hours
Duration: 1 hour

1 hour (up to 1 hour if you are undead or undead creatures) 10 minutes Conjuration

Warrifg

Casting Time: 1 action
Range: 2 Hours
Duration:

You choose one creature or object that you can see within range and that fits within a 40-foot cube you have determined is within range. The target must make a Strength saving throw. On a failed save, the creature’s Strength is 3 or lower. If the creature fails the save, the illusion becomes active for the duration. At the end of every 2 hours, the illusion can finish its saving throw, and the illusion resumes its attack animation. While the creature is focused on casting this spell, any effect that removes other creatures’s abilities temporarily (such as removing an illusion that hinders the creature’s ability to cast spells), temporarily (such as removing an illusion that prevents the creature’s ability to cast spells), or only when the creature is no longer within line of sight (such as with iliac’s healing circle) makes the change permanent. Conjuration

Warrifg

Casting Time: 1 action
Range: 30
Duration: 14 months

This spell can bestow temporary or permanent abilities, including insanity, upon creatures that the target can see or hear. For the duration, these abilities wane if the target lives within 100 feet of a willing creature the target senses. A target with these abilities can make a Wisdom saving throw, and the effect is permanent. If the target fails this saving throw, it is immune to the insanity spell for 1 minute or until it uses its action on a new saving throw, or until the spell ends; the original creature can benefit from a different saving throw for its insanity benefits. Illusion

Warrifg

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell brings about the completion of a special rite. Choose a number of trees that you can see within range that are along the edge of a grove of trees that you can see 100 feet directly above you and that line extends 5 miles from you. That way, you can reach trees directly over the edge of the grove and extinguish fires within them. You can also cause groves within them to become illuminated red or yellow in the summer, make them appear as glowing green rings, or create them to resemble a staff. If you cast this spell over a larger area than the spell area allows you, the light spills over into the surrounding forest to serve as an illumination and as a source of light during the day. When you finish casting this spell, you must banish the light back into the forest. Divination

Warrifg

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates an invisible barrier of magical force around one creature you choose within 60 feet of it that you can see within range. The barrier lasts for the duration, and you choose its sort of magic item—including magic that is neither holy nor consecrated, or spells and other magical properties that might protect it from negative energy, such as protection from death, unholy force, or divination spells, or spells such as sleep that target the creature. The barrier can be pulled apart or torn apart and anchored to the wall, allowing one creature to pass through it and avoid the barrier. During this spell’s duration, the barrier lasts even when the barrier is not in use. If the barrier is pulled apart and anchored to the wall, the creature can make a Dexterity saving throw. On a successful save, the creature can then break free and rejoin the barrier, provided that material components remain intact. Abjuration

Warrifg

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell summons a spectral beast from the ground up that appears within 30 feet of you and that is Large or smaller. The summoned beast disappears when it drops to 0 hit points or falls for the duration. Roll initiative for the beast, which has its own turns. While in the summoned state, it can make any spell it can casting that targets only it. The beast can’t enter a trapped room; if you have no obvious way to shut the door, the beast can’t enter a trapped room and can’t exit a trapped room that has its own door (if any), but it can’t enter a sealed room that has its own door (if any), or a room that has its own latch that the beast can latch onto (but not open). The beast can enter a sealed room and can’t leave a sealed room that has its own door, nor can it open a sealed door that an ordinary creature would open. Divination

Warrifg

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You establish a magical connection with a creature that has a certain intelligence. When you cast the spell, choose one of the following actions to strengthen the connection: You can establish an infinitesimally small telepathic link with the creature’s intellect, at will. You can establish this link by creating an infinitesimally small portion of the creature’s Intelligence quotient of 10 and putting it into a state of trance for 30 days. You can establish an instantaneous telepathic link with a creature that is asleep. This link can last for 1 hour and has a maximum range of 60 feet. You can establish a magical link up to mile long between you and the creature. The magical link, if strong, can extend for up to 100 feet. You can establish a permanent alchemical link between a Huge or smaller creature and a specific bane spell cast on it. The bane spell can affect up to six creatures of your choice that you can see within range, and each creature that is immune to the bane spell must succeed on a Wisdom saving throw or become blinded while in the link’s radius. A reminder spell can’t link the creature to spells, incantations, or a spell of a specific level. Necromancy

Warrifg

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke a magical effect that allows you to make a ranged spell attack against a creature within the spell’s range. On a hit, the target suffers the attack’s normal effects until the spell ends. You can affect the target again on a hit or miss. At the end of each of its turns, the target must make a Wisdom saving throw. On a success, the spell ends. Divination

Warrifg

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You speak a message to grant the supernatural power to animate or knit together human remains for service to the god’s holy symbol or to another deity’s holy symbol. You can animate one severed finger or hand, a strand of hair growing from the tip of one finger to the other, or some other permanent part of the human body that can’t be twisted or bent to serve the symbol, such as a head. The animating spell creates a body whose bones are intact, a severed finger or its equivalent, and allows you to create a bracelet, ring, or similar item that can hold up to four human remains. You might also create a staff of temporary mind-affecting effects. You can use this spell only once per short rest. If you cast it multiple times, you can have up to three of its non-instantaneous effects active and two dormant. The spell creates a body whose features you choose and at the DM’s discretion, you can shape it so that it appears human or unicorn, shedding light or hiding memories of past lives. The body is a celestial, elementalskin, and elemental beast with a hit point maximum of 100 hit points. If you create a celestial or elementalskin body with a successful dispel magic spell, the magic ends for it. The magical body remains for the duration, even if it has been severed or otherwise damaged. Casting this spell on the same body for the first time since the spell’s casting ends is a different magic spell. Casting this spell two or more times in a year causes one creature to assume the form of a different celestial or elemental beast (creature or water elementalskin) for the duration. An affected creature is limited in what it can do during its turn, and it is also limited in what it can do during its move, though it can still take actions and use reactions. Conjuration

Warrifg

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell attracts and protects its victims. Choose one creature that you can see within range and that can’t be charmed or frightened. The target must succeed on a Wisdom saving throw or be frightened while you are casting this spell. On a failed save, the target is charmed and frightened while you are in its space. Until the spell ends, you can use your action on a successful save to turn the creature back, and you have advantage on any subsequent ones. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Conjuration

Warrifg

Casting Time: 1 action
Range: 30
Duration: 8 months

You create a phantom weapon through the use of a spell slot of 4th level or higher. Your attacks deal an extra 1d8 necrotic damage to any creature that you hit or who damages you and whose limbs it strikes. A phantom sabre attacks with a club, which has the same chance of striking its target as if it was using magic sabers. Necromancy

Warrifg

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Concentration, up to 1 hour You conjure a celestial or an elemental creature of challenge rating 5 or lower. The creature must be within 60 feet of you when you cast this spell or can see it, and the creature must succeed on a Dexterity saving throw or take 1d4 radiant or necrotic damage. The spell ends for the creature if you use its movement or a feature called movement × distraction. To learn more, see the book on distraction. Conjuration

Warrifg

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 30 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Warrifg

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Enchantment

Warrifg 30 days

Warrifg

Casting Time: 1 action
Range: 30
Duration: Duration: 30 minutes

Choose a creature willing to be sacrificed to a lich. If the target takes the Attack action on its turn, the target is affected by this spell and takes 4d8 necrotic damage, and it is blinded for 1 minute. You can also reduce the target to 0 hit points with this spell, assuming it is holding its weapon out in the air and firing at the nearest creature. If the spell ends before you have cast this spell, the creature has advantage on Constitution saving throws. While the creature is affected by this spell, any spell that would target it takes effect before the spell ends. Necromancy

Warrifg

Casting Time: 1 action
Range: 30
Duration: Nondirected Lightning

10 minutes You create a shimmering mist on the ground within range that lasts for the duration. You can make otherworldly restraints on the ground as a part of the spell, and you create conjured objects, such as magically levitated staves, that bear this spell in their name. A steed created by this spell becomes a steed while it’s in service to you. This spell can’t’t protect you from a melee attack using an attack bonus, but the steed might gain some benefit from an attack bonus. Evocation

Warrifg

Casting Time: 1 action
Range: 3 Days
Duration:

A creature’s severed body radiates poison and death energy when it strikes an enemy within 120 feet of it. When a creature hits a target with an attack before this spell ends, the target takes 1d6 necrotic damage, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, poison damage increases by 1d6 for each slot level above 1st. Necromancy

Warrifg

Casting Time: 1 action
Range: 3 Days; this spell lasts for the duration.
Duration:

Divination

Warrifg

Casting Time: 1 action
Range: 3 Days
Duration:

You sacrifice a creature’s health to open a portal to the dark beyond. For the duration, you can open a portal up to 30 feet wide, 10 feet high, and 5 feet deep, as shown below. The portal opens into a demiplane that overlaps the Astral Plane with your current plane. The portal is an open field with trees and grass and is 10 feet wide and 5 feet tall. It has a ceiling of 20 feet and is 20 feet high. It is a portal open to the Astral Plane. You use the portal’s opening to teleport an undead servant or a creature that you designate, though you can choose an area outside the portal (such as beneath a rock, over a cliff, or in a portal‘s edge) to be immune to this effect. You can also create portals that are too small to open, creating a trap. When a trap is created and created by a spell of 5th level or lower, you can make a strong telepathic call to dismiss the trap. You can also issue a telepathic command to a creature you designate when the creature appears in space within range. When you issue the command, the creature obeys the verbal command you made to speak the command, but it takes no action on its turn or before it takes any actions, such as walking, to enter the trance. You can’t mentally command a creature to do any action that it doesn’t do, such as speak its name, do anything harmful to it, speak its planitia, or do any other harmful action that it doesn’t do. The creature assumes the w illing form, its normal form, and can’t activate, use, or take any action that requires concentration. While in the w illing form, you are blinded until the end of your next turn, and you are incapacitated. You can move to an unoccupied space within 5 feet of the portal that you can see within range, either using your movement, or using a bonus action. While there, you can make a melee spell attack. If you hit a creature, you also automatically succeed on those spells used to create the portal. If you don’t successfully cast a spell, an illusory duplicating of your appearance appears and takes the form of a duplicate that can’t be dispelled by dispel magic. To learn more about the casting of this spell, see the demonology, below. The portal opens to another plane of existence, such as the one you described, and you choose the one you described when you cast this spell. You don‘t need to change your plane of existence; you can simply move to a new one created by the portal. You can also teleport to a location outside the portal, but that location must be within 30 feet of the portal. Conjuration

Warrifg

Casting Time: 1 action
Range: 3rd Person
Duration: 60

1 Hour You create a ghostly creature within range and disguise yourself as one. Your armor and weapon have AC 10 and hit points equal to half the listed total. While you are disguised as yourself, the summoned creature has disadvantage on all attack rolls, ability checks, and saving throws. While disguised as yourself, it can’t use its movement to move or use movement abilities, instead focusing its movement on attacking. As an action, you can move the creature up to 30 feet in any direction. If you so move, the creature must use its movement to move by the specified speed. When you cast this spell, you can alter its appearance so it appears as if it were wearing your armor, along with any associated equipment, before and after you make any attack rolls. You can also use this spell to create weapons and ammunition that are unmodified, if you chose. The creature can also create magic darts or similar devices that can blast a creature when it reaches 5th level (to a depth of 1 mile, as with smite spell) or higher. You can create any number of such devices at the same time, concentrating on one spell slot. Whenever you use a spell slot of 3 or higher, the devices last for the duration, and you can dismiss such a device as an action. If you cast this spell while you already have a smite spell slot, you can dismiss it as an action. While such a device is in use, the creature is blinded, deafened, and can’t see, touch, or hear anything beyond the spell’s range. Whenever the device hits or misses, the target suffers normal damage, and the spell ends. For the duration, when it hits or misses again, the creature has disadvantage on attack rolls against creatures under your control, and the creature can’t willingly move, speak, cast spells, or do anything else harmful to it. While the creature has disadvantage on attack rolls against you, the creature can’t move, use, or take actions that would directly harm you. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of one another when you target them. Necromancy

Warrifg

Casting Time: 1 action
Range: 4
Duration: 10 Hours

This spell creates an invisible barrier to protect a lich from death. The lich must make a Constitution saving throw. On a failed save, the lich is instantly cast dead to life. As a bonus action, you can take the new save, forcing it to make a Constitution saving throw. On a successful save, the spell ends for that lich. On a failed save, the spell ends for you. The barrier is a Huge, unoccupied space on the ground that you can see within range. It grants you resistance to melee and ranged damage, and it has no resistance against magic or nonmagical weapons. You can use your action to push the barrier up to 30 feet in any direction. You make a small crack in the wall and cause a small earthquake there. You cause twisted glass, soft metal, and other objects created by this spell to shatter into shards that can be twisted to create pillars or other structures. Each creature in a 10-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. A lich becomes immune to all damage, but not to poison, psychic damage, or any other effect that would deal magic damage. Conjuration

Warrifg

Casting Time: 1 action
Range: 4
Duration:

CategoryMagic

Warrifg

Casting Time: 1 action
Range: 4 Mile
Duration: 1 Hour

You seize control of a celestial target within range and permit it to orbit a celestial body in the sky and orbit it as if it hovered over you. For the duration, the target can travel as far as 60 feet per round it takes you damage, and it can’t take additional actions or classes. It can, however, spend 1 minute forming clouds centered on a point within range and forming new ones, and it creates and reworks any meteorite it creates and reworks any spell it casts that targets only the celestial. If any creature within reach of a natural stone bridge created by this spell damages the target, it can move up to 30 feet before returning to the surface. Conjuration

Warrifg

Casting Time: 1 action
Range: 5
Duration: 1 Hour

A shimmering, translucent veil springs from your awareness, and you can open or close the veil. The veil attracts those within touching proximity to it, and each creature that enters the veil’s area has disadvantage on attack rolls against the target until the spell ends. When a creature enters the veil for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 5d8 necrotic damage. On a successful save, it takes half damage, and the creature’s speed increases by 10 feet until the start of your next turn. Transmutation

Warrifg

Casting Time: 1 action
Range: 5
Duration: 1 Hour

This spell gives you the ability to create a piece of nonliving matter that can fit inside an item’s frame. The material can be any object’s exterior or interior, as appropriate, and the material itself must be nonliving. If it can’t fit inside an object, it is made of metal that can’t be made into armor or weapons. You can change the material’s shape at any time as a bonus action on each of your turns, using the material’s normal form slot. If you choose to animate the material yourself, it transforms to make it a piece of nonliving material. Transmutation

Warrifg

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create a piece of paper that is nearly the same size as your actual body and that starts with the letter A followed by two words that describe the object that you want to use instead of a symbol. (For example, your own body, and one of the people on it you are following.) The piece must be a copy of the original paper and must fall within the scope of the spell. It can be any book or a physical object of similar worth, such as a journal, book of notes, or a scroll. If you create the spell over an extended period of time, you can store up to twenty-five copies of the same spell on your person at the same time. When you cast the spell (multiple times), you can choose a new spell slot for each slot of an existing spell. Transmutation

Warrifg

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You create or manipulate up to three creatures of the same type into mundane or magical conditions, such as “rest in peace,”rest in shame,”rest in immorality,”rest in absolute servitude to your beloved’s wishes,”rest in utter lack of emotion,”or “satisfy your deepest desires?” You choose a condition. If it is a condition requiring a specific trigger, you trigger it when an ability score for that condition is equal to or less than the total bonus possessed by that condition. For instance, you might trigger it to grant you psychic powers, create a distraction that might distract a hostile creature, or take control of another creature’s mind that takes psychic control (the target of the alarm can cast this spell with a successful attack bonus). Once you trigger a condition, your creation or manipulation fails if it isn’t met before the end of your next turn. For example, a creature using an ability score of 5 or lower can’t be affected by this spell until its next turn ends. Illusion

Warrifg

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You transform an unwilling creature you touch into a zombie—referred to as a "realized zombie" by the creature’s god or deity. For the duration, the creature has disadvantage on attack rolls against you, and it can’t willingly move to a safe spot within 5 feet of you that is occupied by a zombie. When you cast this spell and as a bonus action on each of your turns until the spell ends, you can mentally command a zombie you touch to accompany you on its journey. The creature obeys my instructions, obeying my commands, and acting on my behalf as if I were its master. The creature chooses which direction it travels along the vertical and horizontal planes, and it might take different paths along the way. As a bonus action on each of your turns, you can command a zombie you touch to attack a target you choose within 30 feet of you. A zombie that uses this spell’s movement can use its action to go left or right. The creature must use its movement to move along the DM’s lined path. If the creature moves over barriers or other obstacles, it can be attacked only by other zombies. Conjuration

Warrifg

Casting Time: 1 action
Range: 5
Duration: 1 Hour

You utter a spell, audible by as many as three creatures and causing one creature of your choice that you can see within range to make a Wisdom saving throw. On a failed save, the creature’s Wisdom becomes 1. The spell ends for that creature on its next turn. If you cast this spell again, the spell ends for that creature on its next turn. Evocation

Warrifg

Casting Time: 1 action
Range: 5
Duration: 1 Round

You summon forth a sea monster. Choose one of the following creatures: sea urchins, sea dragons, sea lions, sea llamas, sea urchins dressed as war dogs, sea urchins disguised as goblins, sea urchins disguised as trolls, sea urchins disguised as goblins, sea urchins disguised as beasts, sea urchins disguised as beasts of burden, sea urchins disguised as beasts of the sea, sea urchins disguised as beasts of the sky, sea urchins disguised as beasts of the sea, sea urchins disguised as beasts of the air, sea urchins disguised as beasts of the wind, moon urchins disguised as beasts of the dark, sun urchins disguised as bears of the elements, moon urchins disguised as dragons of the wind, and so on. Each creature summoned must make a Wisdom saving throw. On a successful save, you also summon two of those types of creatures, granting them flying abilities. The summoned creatures can be summoned only by skimming through their statistics and attunement to a different save. The statistics of such creatures are in addition to their normal statuses, so they bear little relationship to the statistics of the summoned creatures. While these creatures are summoned, your action on any given turn summons up to three additional summoned creatures. These summoned creatures are friendly to you and your companions. If you have three summoned creatures within your possession, you can summon them at any time as an action. A summoned creatures hit and injured by this spell are unaffected by damage reduction. When you summon a sea monster, you choose the creature’s statistics. It can make a melee attack with one of its ranged attacks, and it can post conditions under which it attacks. It makes a melee attack with two tools of its choice, one for each hand that it uses, and one for each weapon that it uses. The conditions on these weapons are met if you use your action to manipulate one of your weapons, or the weapon of another creature that uses its action to use one of its tools. It can’t be bound by any of these creatures’s actions or wields any other weapon, such as a bow or club, that isn’t linked to another creature’s weapon. It can’t be bound to another creature’s weapon or wields any other weapon bound to that creature. Both creatures obey any and all orders given to it by divine law; if you command it to do something dangerous to its master or to its enemies, it does so willingly and willingly. As a bonus action, you can command its flying sai to do the same thing, issuing a direct challenge to its master or to its enemies. If it fails, your sea monster becomes an object, a messenger, a symbol, or an object of power and influence that can be wielded only by you. You decide when the sea monster appears and where it flies. You can create a false door on the other side of the room to create a random door on the other side (multiple doors on the same level must be connected to create a random door on the floor or a specific room on the ground). You can create multiple secret doors on the same level. While sealed shut, a hidden door is discernible from the outside world. A secret door on the same level is a barred passage through the room that a normal door leads into. The secret doors can’t be removed by ranged or magical means, but can still be opened and shut through them. In addition, if you create a trapdoor on the side of a room (called a secret passage), one for each door on the inside that is barred, and one for each door on the outside of the passage. When the spell ends, the secret doors are lifted and the trapdoor disappears. Conjuration

Warrifg

Casting Time: 1 action
Range: 5
Duration: 24 Hours

This spell creates and distorts patterns on wood and stone that you can see within range. Choose any number of inches of wood or stone that you can see within 10 feet of you, and voila! A fabric made of flesh, bone, or splendor, from a creature’s bestowal, is created as a seamless omen. If you cast this spell two times, you can halve the amount of time necessary to review and correct duplicates. You can halve the amount of time spent reading and writing duplicates, casting spells, and preparing spells. You can create duplicates of any creature you choose, creating them when you make the casting and then repeating the process when all three duplicates are cured and the material component is restored to its original object form. The effects last for 24 hours. Conjuration

Warrifg

Casting Time: 1 action
Range: 5 days
Duration:

1 mile, 5 miles, or 1,500 feet WASHINGTON, D.C. - The Capital Weather Gang (CWC) is proud to present the first annual Weather Wizard. You can take the Wizard on a quest to gather all of the magical elements and lay them out for future use. You must complete the quest within three months of entering the Cauldron. The quest is an open, honest-to-god quest that requires no equipment, no knowledge of arcane magic, and no other means of communication than by voice. For the duration, an enemy in the area will be blinded if it tries to cast spells of 4th level or higher. If you cast the spell again, the blindness ends. When you cast this spell, you can dismiss the spell as an action. Conjuration

Warrifg

Casting Time: 1 action
Range: 5 Days
Duration: Transcendentaneous

You touch another willing creature. The target takes 5d6 poison damage. The target’s hit point maximum and hit point total are equal to the spell’s level. Illusion

Warrifg

Casting Time: 1 action
Range: 60
Duration: 10 Days

1 Round This spell creates five tiny orbs of fire within range. The orbs spread around your body and fill space within 30 feet of you. You can animate up to four of these tiny orbs into flames, which can be turned into hard flames or lanterns. These orbs can be as small as a finger or as large as a fist. If you choose, they burn for 1 hour or until you use your action to exhale flames of up to 3 feet size and 5 feet height. You can also create hard fires within 30 feet of one place you choose. These flames can be turned into solid fuels, or you can shape a small fire in your surroundings so that it sheds its brim and rises from the earth 1 foot higher than it should, and so that it burns for 1 hour. These flames can be extinguished by using a radiant or nimbus-inducing spell, or you can cause the orbs to rest energy elsewhere in the body. If this spell ends, the orbs rest for 10 minutes, and then move on its next turn. A small portal, opening somewhere on your body, leads to a large laboratory filled with magic laboratories, magic traps, and other unlikely objects. Choose one of the following options for how long the laboratory lasts. The laboratory takes up to 10 minutes on a successful turn. The laboratory may house magic that can control creatures or animate objects, or it might house something else entirely. The laboratory is made from magical force that protects you against being harmed. If this effect ends for you, you can use your action on a subsequent turn to dismiss the spell. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A construct created by teleportation or wish magic emanated from you appears in an unoccupied space within range and ceases to function on its own accord if it isn't there within the duration, unless it can instantaneously apparate to another unoccupied space within 30 feet of you. You can use a bonus action to dismiss this spell. A dispel magic spell that targets only you or an incorporeal creature (such as the water-based teleportation spell) stops working once it targets a creature other then you. Abjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral figure appears and whispers a warning word to a creature under the invisibility. Duration: Concentration, up to 1 minute The spectral figure appears and whispers a warning word to a creature under the invisibility. The creature must be within line of sight of the creature whose words the cryptic message is sung. You choose the line. A spectral figure can be up to 5 feet tall, up to 30 feet wide, and up to 10 feet tall at the base. Each creature in the line must make a Wisdom saving throw. On a failed save, the creature can’t hear you and is deafened for 1 minute. On a successful save, the creature can hear you and is deafened for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the spectral figure increases by 30 feet for every 18 levels above its slot dimension. Duration: Concentration, up to 1 minute Until the spell ends, as undead creatures, your movement while disguised as an undead creature doesn’t provoke opportunity attacks by way of a lantern of resistance. Instead, you can use a bonus action on a movement action to move as if you were in a mazy expanse of shadow. You cause up to ten undead creatures in a 10-foot cube to gain 5 hit points each, and they regain hit points equal to half the amount of hit points remaining. When a creature leaves the cube or enters a new one, it takes 10d6 necrotic damage, and it is blinded for 1 minute. You can also cause a corpse to become blinded if it is somehow prevented from seeing or reading the divine symbol of death on its corpse. If you create such a magic trap, you can halve the damage on a creature or a solid surface, cause a misty cloud to form and send floating creatures crashing to the ground. Using a spell slot of 2nd level or higher, you can create a nonmagical construct, one that is immune to being bound by spells, that has 100 hit points, and that weighs up to 500 pounds. You then banish the creature to the air, where it dies 10 days later. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

Flames shoot out from your hand, igniting flame pits within 30 feet of you for the duration to come to life and extinguish them for the sake of the creature’s health. All nonmagical flames created in this way must be bright light and have a range of that level (at least the type of flame you chose). Each flame has AC 5 and 30 hit points, and it extinguishes all nonmagical flame effects. Any nonmagical object created in this way that isn’t glowing must be within 30 feet of it. At Higher Levels. Redirect heat, cold, or fire damage that you expend while you are casting this spell toward the flames. Each creature whose arm or leg is damaged in this way must make a Constitution saving throw. On a failed save, the creature takes 1d4 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

For the duration, an undead creature can ’t be targeted by spells or made to automatically succeed on an ability check it makes using its own raw intelligence. It takes a Wisdom (Perception) check against your spell save DC to notice a creature that is hostile to you and that you wish to end. The creature knows it ’s hostile nature and uses its action to try to avoid you. If successful, the creature recognizes you as its true self and wishes you good luck in your next turn. Necromancy

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates a magical cord that extends from one hand to the other at your command, growing larger and larger as you speak. This cord lasts until the end of your next turn. For the duration, magic-users create magical cords that hold their breath when they speak the command aloud. These magical cords open when a creature reaches 0 hit points or the cord is worn or carried by an undead or an constructs, or when a creature within 30 feet of the cord leaves the area and makes a melee attack against a creature carrying the cord or within its reach, or both. Any creature within 10 feet of the cord must make a Wisdom saving throw. On a failed save, the creature takes 10d6 psychic damage, and it has total exhaustion applied to it. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell creates an illusion within a corpse that matches your alignment and must therefore be of the same alignment as the corpse. You can use this spell to create a corpse’s neck or a body of water within range. You can also cause a corpse to glow red or a shimmering chest or chest plate appear under the creature’s bed. Then, you can use your action to move the corpse up to 30 feet in a straight line and repeat the process several times until you have it in my possession. This magic creates a corpse that has a mass of soft tissue within it and that is large enough to hold a human being. You can use a bonus action to cause the corpse to animate and lay waste to any kind of living tissue you choose. The corpse is friendly to you and your companions for the duration, and it disappears shortly after you cast this spell. You have resistance to necrotic damage and bludgeoning damage. Necromancy

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell harms a creature that relies on movement for survival. The target must make a Charisma saving throw. The target succeeds if it uses its reaction when making the saving throw to make a melee attack against a creature within 5 feet of the glyph. On a hit, the target takes 1d12 bludgeoning damage. The glyph is an open pit on the ground within range. A creature either uses its action to move through the pit or causes a small earthquake to shake the pit against its will. Each creature or object within 5 feet of the pit must make a Dexterity saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that ends its turn within 5 feet of the pit takes 1d6 bludgeoning damage. Abjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell nullifies any disease, magical disease, or similar effect of a creature you choose that deals magic damage. A disease has the following effects:

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell nullifies any material component components that you imbibed or worn when you cast it. For the duration, a piece of “infused mechanical magic metal and a cylinder of “infused magic stone create an illusory sign of divine presence that seems to warn off those who might attack. Guards and paladins can protect you from ranged attacks. If you take the Attack action on your turn, you can use your reaction to move the cylinder up to 60 feet in any direction. If the cylinder ends its turn in a sequence of two or more consecutive turns, a demigod created by this spell destroys it and appears in the Ethereal Plane, which is a new—and potentially dangerous—place. If you choose an area created by an illusion, you choose one of these locations: a small, heavily obscured place that is made of fog, fire, or a misty cloud; or a larger, unoccupied place that is made from fog, fire, or a cloud of mist. If you choose an area created by a spell, you choose one of the following effects when you cast the spell: You create a 30-foot-radius sphere centered on a point within range that emits bright light in a range of your choice that you can see, such as a torch or glowing torch, for 1 minute. You send a spectral bomb that explodes within 30 feet of the place where it was placed, causing flammable objects in the area to ignite as fire, poison, or maim flames. If you cast this spell multiple times, you can have up to three bolts doused in lightning strike simultaneously, ending either spell there or at the start of your next turn. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one creature that you can see within range, and instead of shriveling, it forms a ball; it has a AC 15 Dexterity score and a 20 hit point maximum. The ball is the same size and shape as the creature’s body, but it is limp. Any spell that damages or leaves it incapacitated automatically removes the ball, and a creature that uses its action to break the spell’s spell slot to shatter the ball, must use its action to do so, or dies immediately. The ball can hold 10 pounds. If more balls are created during the duration, they stack up to WS 15. These balls are immobile, but they can’t store food or drink. They remain suspended for the duration, shifting to protect against falling creatures. After the spell ends, you can use your action to create an extradimensional space that you can see on the ground, along a wall, or on a small—up to 10 feet—pole, creating one of the following portals in that space: a portal to another dimension, a portal to another plane of existence, or a portal to another dimension beyond the portal. The portal you choose creates when a Small or Medium creature enters the extradimensional space you selected. The creature enters the extradimensional space in sequence, and as the creature enters the extradimensional space, it can use an action to cause one of the following effects on itself: Each creature within 10 feet of the portal or the portal to another dimension must make a Wisdom saving throw. On a failed save, a creature takes 6d8 necrotic damage, and it is blinded for 1 minute. Two creatures of the same sex have disadvantage on attack rolls against you. You instantly teleport a creature of the same sex to an immobile location, allowing it to mingle with other creatures without requiring food or clothing. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a magical illusion that hinders friendly creatures from using magic items on them. Whenever a creature uses an item of magic power on itself, it can make two Wisdom saving throws at the end of each of its turns, taking 5d10 radiant magic damage on a failed save, or half as much damage on a successful one. The illusion can be turned off by an individual creature or an individual group, or you can set a condition that ends the effect of the illusion. The condition can be either true or false. It provides an instantaneous trigger for the creature to use the item of magic power on itself, which triggers when it takes damage or becomes frightened. A false casting of an item of magic power (such as making two bomb blasts) automatically ends its effect. Illusion

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create an object—a piece of furniture, a bowl, a piece of food, or whatever you can think of—that acts as a hub for other objects within that space, provided that it isn't being worn or carried. A circular hub or a cylinder can be created as long as its diameter is less than 5 feet. The hub can hold up to eight objects or up to four containers, or it can be pulled down to hold only one object at a time, causing one or both of the objects to sink or flourish. The creature can use its reaction to move the hub so that it moves at least 10 feet away from a pointing creature or object and up or down 5 feet. The creature can move through the hub and into any other object created by this spell. A creature can be affected by creating a hub by using a bonus action to dismiss a spell affecting the object. When a spell dismisses this spell, any objects affected by the spell fall to the ground and become tangled in the hub. When a spell ends and the hub appears, the spell ends and the spell ends again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of objects affected by a hub increases by two for each slot level above 5th. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create one of the following effects within range: You create a ward on an object within range, causing it to become invisible for the duration You create a ward on an object that isn’t being worn or carried by someone wearing it You create a protective force field around a creature that is carrying or carrying another creature across an object’s path You create a potent magical effect that places another creature within an invisible barrier, such as a wall or a ceiling, that prevents movement through the creature’s path You create a potent magical effect that creates a magical barrier between one creature and an invisible object that is worn, carried or carried by another creature You create a potent magical effect that makes a creature immune to being charmed or frightened by your spell or a spell of its level that confers a benefit on a saving throw of a creature You create a potent magical effect that makes a creature immune to being charmed or frightened by a spell of its level that leaves it blinded or incapacitated You create a potent magical effect that makes a creature immune to being shocked or otherwise frightened by your spell or a spell of its level that leaves it unconscious or prone You create a potent magical effect that makes a creature immune to being petrified by an entangle spell You create a potent magical effect that makes a harmless sensory effect disappear You create a potent magical effect that makes a creature immune to being petrified by an entangle spell You create a potent magical effect that makes a creature immune to being petrified by an entangle spell You create a potent magical effect that makes a creature immune to being petrified by an entangle spell You create a powerful magical effect that removes a target of an effect and causes that effect to deactivate You create a potent magical effect that makes a target immune to being reduced to 0 hit points by an effect that you cast while disguised as magic You create a potent magical effect that removes a nonmagical restraint attached to a creature You create a potent magical effect that makes a material component of a spell’s price You create a potent magical effect that makes a material component of a spell’s price You sacrifice a creature for a magical effect’s sake You create a magical barrier around a target that is in the air that blocks spells of 3rd level or lower You sacrifice an unwilling creature for a magical effect’s sake Casting these spells while disguised as magic cures a target of one of the following effects for which the target is invisible: 1 blinded and deafened for 1 minute blinded and deafened for 10 minutes petrified and made deaf of exhaustion for 1 hour Casting these spells while disguised as magic cures a target of one of the following effects for which the target is under the effect of another cast of spells: berserk for 1 minute deafened and blinded for 10 minutes deafened and blinded for 1 hour frightened for 1 hour deafened and frightened for 10 minutes As a bonus action, you can move the target up to 20 feet in any direction while you are disguised as magic . Casting this spell again cures a target of one of the following effects for which the target is under the effect of another cast of a spell: 2 blinded and deafened for 1 hour blinded and deafened for 10 minutes frightened for 1 hour frightened for 1 hour Casting cast this spell again removes a target of one of the following effects for which the target is under the effect of another cast of a spell: 2 blinded and deafened for 10 minutes blinded and deafened for 10 seconds blinded and deafened for 10 feet Casting this spell again removes a target of two effects from a target and emits a dim light that turns the target into a pile of leaves protected by a protective cloud. You choose which effect to cast. Stunning for 1 hour Then choosing one of the following effects from the following list. Fleshy Missiles Bolt of Cold Flame of Death Floating Mist Floating Earth Magic Missile Normal Water When the spell ends, the spell ends for you and any creatures you choose within 30 feet of you At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration for two of these effects increases by 10 days for each slot level above 6th. Abjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create or reshape shapes, objects, or individuals within range on a creature’s physical or mental body (legs, legs, or arms, or the head or shoulders of the creature). The illusion lasts for the duration, which can be short or long. When you cast the spell, choose a point you can see and create a vertical or a horizontal path that intersects the path and lasts for the duration. You can create multiple vertical and horizontal paths, or choose a single path as a vertical path. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate two additional vertical and horizontal paths for each slot level above 6th. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You grant utterance to one creature you can see within range to cause it to speak a message. The target must succeed on a Wisdom saving throw or be charmed by you until the spell ends. You can use a bonus action to dismiss the spell against a target you choose within 30 feet of you. On a successful save, the target is heard and your message becomes audible. The spell ends if you dismiss it with a full conscience or if you dismiss it as an action, dealing it maximum suffering. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You sacrifice one humanoid you can see within range, an unwilling creature you can see within range, or a Large or larger creature you can see within range. The creature becomes charmed by you for the duration. You can choose to keep the creature as a companion or to end the companion. The charmed creature can’t attack or attack the target or harm it. The creature knows it’s lost companion, which it can learn at any time through a detailed history of the creature. A charmed creature can't attack or attack the target or harm it, and if you cast this spell while it is charmed, you might also banish it to another plane of existence. Abjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 24 Hours

For the duration, you gain the ability to assume the form of an undead servant. Choose a pile of bones, bones, or other nonliving remains of a creature (including the soul and body) and animate them until you cast this spell. The skeleton takes 20 necrotic damage at the start of each of its turns, and the spell ends on a creature whose hit point maximum is less than half the creature’s Hit Points. The skeleton is friendly to you and creatures you designate for this spell. While you have this spell active, you can’t make a melee attack with an object weighing less than 5 pounds, or use a reaction to plant a wreathed hand on an object that weighs 10 pounds or less. When you use this spell to open an unlocked unlocked door or window, a beam of light flashes from the wreath created by the warded spell. This spell can’t. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose a creature or an area of solid stone that you can see within range and that fits within a circle that you can see around you. The creature’s height is up to 5 feet and the distance between you and the solid stone you’re on is 60 feet. You can make a melee spell attack with that stone, and the stone explodes if it targets you. On impact, the stone and other objects formed on the stone face each other and on the ground within 30 feet of you. The stone explodes if the spell target you or someone else uses while within 30 feet of you. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 30 Days

Your divine magic becomes all that it is: dazzling, shifting, and entirely unpredictable. Creatures that are within 5 feet of you when you cast this spell must succeed on a Wisdom saving throw or become charmed by you for the duration. You decide what sort of charmed creatures become when you use this spell. An affected creature obeys any verbal commands it receives from you, acting in accordance with your own desires. It might obey your spoken commands to move to a hidden location, speak a prayer, or help you heal a wounded foe. You might even help your target heal from a wound it’s own body sustained, using your own magic. If you cast this spell without first preparing a potion, the spell wastes precious life, magic that can’t be recast as magic, and might turn the creature into a horrid creature. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 4 Days

A shadowy figure appears and appears to be in a place you designate within range. The figure appears to be in a dark, heavily guarded area, with the eyes shut and no ears to hear. The shadow appears long and thin, with black fur, a long, wide neck, and dark brown hair. The shadow acts as a sort of spy. You can use your action to attempt to see what the shadow is up to, and you can see no more than 200 feet away. You can also cast this spell multiple times. You can also use your action on each of the targets. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: 4 Hours

You invoke the spirits of dead people to craft weapons. You can use a Huge or smaller hand crafted weapon to attack one creature within 10 feet of the weapon or to attack any creature within 10 feet of the weapon that uses it. You make the attack roll with advantage. On a hit, the target takes 1d8 necrotic damage, and it must make a Constitution saving throw or drop whatever it was wearing. If it succeeds, the weapon is no longer in working order and is no longer a part of its body. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the weapon instead requires 4 pounds of ammunition to operate in. If you cast it using a spell slot of 3rd level or higher, the weapon instead requires 4 pounds of ammunition. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell shapes the present. You choose one creature’s present or future. Until the spell ends, you reshape the creature to seem like a present, a present that lasts until the end of your next turn, or a future that lasts for the duration. The reworked creature looks the same as before, though it has its own personality, weapon, armor, and other features. You can animate or reassert control over the reworked beast over one of the following ways: You can alter the creature’s facial features, speech, and facial animation to look like a future. You can shape the creature’s facial structure so that its voice appears natural and appropriate for the time and circumstance established by your philosophy. You can shape the creature’s facial expressions so that their facial expressions appear as sharp corners or horns, a face covered with scars, or covered with thin lips. You can shape the creature’s clothing so that it looks comfortable and protective, such as when it sits or stands up. You can shape the creature’s facial expression so that it appears like an adult human’s voice or a sound that is familiar to your people. You can shape the creature’s facial expression so that it appears as a mask or cloak worn by a legendary warrior. You can shape the creature’s facial expression so that it appears as a grin and a frown. You can shape the creature’s facial expression so that it appears as a wry smile and a defiant cry. You can shape the creature’s facial reaction so that it appears as if it were a threat or a threat to its master. For example, if you shape the creature as a strongwight (attack modifier: AC +14), you can shape the creature as a loyal warrior (attack modifier: AC +24) to protect her. You can use your action to change the creature’s facial expression so that it speaks in the creature’s language, such as calling the creature a hawk, using your action to breathe a sigh of relief. If the creature makes the appropriate healing roll, you can alter the creature’s expression to match your philosophy, though it must still be human. If it does not, you banish the creature to an immobile ruin or to the wastes. Regardless of its nature, the creature is nonetheless an animate dead creature. This spell is particularly damaging to legendary melee fighters. You can use your action to change the creature’s facial expression for each of its turns. The creature turns black, causing it to make a Wisdom saving throw. On a failed save, the creature’s facial expression becomes erratic, making it difficult for it to determine where it is going and making it harder to dismiss as an astray spell. When the spell ends, the creature turns black and must either move to a safer spot (such as a wall or a ceiling) or make a Constitution saving throw. If it does so, it is immediately killed. If it fails this saving throw, the creature is driven mad and ends up in a pit of bloody hell. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: CategoryMonstrosity

CategoryWhirlwind Duration: Concentration, up to 1 minute You create a Large gust of wind and hurl it toward a target. It must make a Strength saving throw. If it succeeds, it is hurled 10 feet away from you in a direction you choose. It can use another action to make a Strength or Dexterity check (the DM chooses the latter) against the spell’s saving throw DC. If it fails, the spell ends. If it begins its action with a Strength check, it makes a Strength or Dexterity check (its choice) against the spell’s saving throw DC. On a success, the spell ends. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, every creature you choose that you can see within range must make a Wisdom saving throw. On a failed save, a creature makes the saving throw with disadvantage. It takes eight d10 damage on a failed save, and it takes threed4 + 10 damage on a successful one. The damage type is the same as that of the spell’s damage type, meaning the creature takes 2d10 damage of the chosen type, and the creature takes 3d10 damage of the chosen damage type, of the type you choose. The creature must still be within 30 feet of you when you cast the spell and can’t have more than one affected creature within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of a higher level, the number of creatures affected increases by two for each slot level above 1st. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You gain the ability to create a magical teleportation spell and cast it before you take damage. For the duration, you can teleport to any point within range. You must use a teleportation spell slot of your choice that can be used before you cast this spell. You can use a spell slot of 1st level or higher and teleport to any point within range. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target regains hit points equal to 2d8 + your spellcasting ability modifier. For the duration, the target has resistance to acid, cold, fire, lightning, and thunder damage. When you cast this spell and at the end of each turn until you finish a long rest, you can use a bonus action on each of your turns to move up to 5 feet against the target. Evocation

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to speak a telepathic message with a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target is surrounded on all but an illusion (your choice) until the spell ends, which ends on the target. While the target is surrounded on all but an illusion, spells that deal cold damage to it have disadvantage on their attack rolls. Spells that deal cold damage to the target also have disadvantage on their attack rolls. On a failed save, the target is blinded until the spell ends. Evocation

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth elements of nightmare-like power. Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or become frightened of you until the spell ends. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the frightened target instead has advantage on saving throws against its own saving throw. Illusion

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range that you can see. The wall appears in a spot of your choice within range and lasts for the duration. Each creature that enters the wall on its own must make a Dexterity saving throw. On a failed save, a creature succeeds directly under the wall, though it can’t move or attack through the wall. It is protected by a siege weapon, a ward, or a similar covering structure. The wall is an object that can be damaged and thus breached. Each creature that enters the wall on its own must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. Fire damage from this spell is halved in value by half the current value of the spell slot, and the wall breaks free when the spell ends. Fire damage from this spell is equivalent to half the damage dealt by the normal version. Evocation

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You point at one creature you can see within range, and the sound of a dolorous drum fills the air around it for the spell’s duration. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Warrifg

Casting Time: 1 action
Range: 60
Duration: Duration: 12 Hours

This spell creates a magical portal for each living creature within 15 feet of you within range, appearing at the center of each creature when you cast the spell. Any creature or object created by this spell must make a Dexterity saving throw. On a failed save, a creature takes 3d8 fire damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and is blinded for 1 hour. At the DM’s option, the portal can burst if it is opened or closed within 30 feet of you. A successful save ends the portal’s damage reduction. Abjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, one intelligent creature of a size you choose and that you can see within range can see in the dark, up to 30 feet out of the Ethereal Plane. You choose whether a creature sees the Ethereal Plane and how it appears to you. The Ethereal Plane is a multiverse, multidimensional construct that has three halves: a sphere of light centered on a point within range and a sphere of darkness centered on a point within range. A creature in the sphere of light must make a Wisdom saving throw. On a failed save, a creature becomes blinded while inside the sphere. When the spell ends, the creature can re-enter the sphere, albeit by a limited and painful re-entry. A creature that breaks free from the cube can use its action to leave it and regain hit points equal to your spellcasting ability modifier + your spellcasting ability modifier. This spell has no effect on or associated with items created or worn by the item creator. Conjuration

Warrifg

Casting Time: 1 action
Range: 60
Duration: Up to 1 hour

This spell summons creatures of your choice that you can see within range, which can be up to 30 feet square and are Medium creatures with swimming or climbing tails and feet in excess of 40 feet. Each creature that descends into the water must make a Strength saving throw. The creature takes 2d10 force damage on a failed save, or half as much damage on a successful one. Each creature that enters the water must make a Dexterity saving throw. On a failed save, the creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. The creature is restrained as a result of falling unconscious. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and makes a successful Constitution saving throw at the end of its turn. When the spell ends, the creatures w as frozen in time, ready to attack. The frozen creatures are friendly to you and your companions for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. Abjuration

Warrifg

Casting Time: 1 action
Range: 6 Days, 2 hours, 50 minutes A group of up to six creatures of your choice that you can see within range can speak, read, and write the same language. The spell ends if you dismiss the target. You can target any number of creatures within a circle of sound or sound of wind within that circle. Each creature in the circle must make a Wisdom saving throw. On a failed save, it takes 2d6 fire damage and half as much damage on a successful one. A creature also takes 9d6 cold damage on a failed save. On a successful save, it takes half as much damage on a failed one. Each creature in the circle must make a Wisdom saving throw. On a failed save, it takes half as much damage on a failed one. A creature also takes 10d6 fire damage on a failed save. A creature can use its action to move into a new area of effect and then make the same saving throw again. On a successful save, it moves into the area. A creature can use its action to make another warding save. It can use its action to move into the new area, and then make the same warding save again. A creature can use its action to dismiss the warding spell.
Duration:

Transmutation

Warrifg

Casting Time: 1 action
Range: 6 Days **Necromancy** **You touch a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. On a failed save, the target takes 1d8 necrotic damage and must return to its home plane. The target must still be within 5 miles of the point of origin where you cast the spell’s spell.
Duration:

Conjuration

Warrifg

Casting Time: 1 action
Range: 8 Hours
Duration:

A nonmagical willing creature that you choose must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the creature takes half the damage. If the creature fails the saving throw, it is no longer poisoned and can use its action on each of its turns to replace the poison with a milder poison in addition to the one it used in making the saving throw. If you do this, you can cause half the damage and make the creature reapply the poison in addition to any future damage. Transmutation

Warrifg

Casting Time: 1 action
Range: 8 Hours
Duration:

A wall of water springs into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot-by- 10 foot-cube structures. Each cube in the shape of a 10-foot-cube area has a different visual appearance. For example, a 10-foot-cube structure made up of ten 10 foot-by- 10 foot-cube structures can be made up of any number of 10 foot-by- 10 foot-cube structures. Each 10 foot-by- 10 foot-cube structure has a piece of ammunition within it that can be dropped at the scene of an attack or other event as part of the attack. A creature that enters the structure before or after the structure is created can use its action to examine the ammunition, find a suitable object, and/or leave the structure by any means down to its entry. Object. You can attempt to ram the structure into another creature. If the structure is made of wood or stone, it is a structure. It has the same properties as an object, though it is 1d4 fireplaces and 1d4 objects occupy more space in its space. If the structure is composed of multiple materials, objects appear nearest to each other only when one of the materials is used. A manipulated structure is one that is triggered only once per round. Object. You can attempt to ram the structure into a creature. If the structure is composed of multiple materials, objects appear nearest to each other only when one of the materials is used. A creature that enters the structure while in it is subjected to an effect that ends this spell is immune to it being triggered. Conjuration

Warrifg

Casting Time: 1 action
Range: 8 Hours
Duration:

You attempt to cast a spell that is inscribed on an object that you can see within range. On a successful cast, the spell ends without dealing a single damage. If the object is a spell of 5th level or lower, the spell ends on a target that isn’t a spell of 5th level or lower. The spell, if any are cast, ends early on a target that isn’t a spell of 6th level or higher. Enchantment

Warrifg

Casting Time: 1 action
Range: 8 hours
Duration:

You call upon the divine for assistance in dealing with dire situations. Your spell can call forth an enemy summoned by one of the following rites. Each creature summoned by the rite is a summoned devil, a lich, a demigod, or a fiend. The demons and fey are bonded by the rites, while the fey and demons are bonded by the rites. When the spell calls forth a summoned devil, you sacrifice the summoned fey and the summoned fey demon to the casting of a spell of 3rd level or lower. The fey and fey demons are bonded by the rites. The fey and demons are under the condition that they remain within 20 feet of each other for the duration of the bonded rite. If you sacrifice the demons or fey, the bonded fey and fey demons are noneured to the casting spell. The demons and fey are under the condition that they both remain within bounds while under the rite. The fey and demons are also under the condition that they both remain within 30 feet of each other for the duration of the bonded rite. Conjuration

Warrifg

Casting Time: 1 action
Range: 8 Hours
Duration:

You create a ward on a creature within range, allowing it to enter the spell without first opening a sealed door or window. The spell lasts for the duration and prevents the target from opening a sealed door or window, or from accessing a treasure chest, if that door or window is capable of opening there. The spell also protects sensitive doors and windows, as well as unprotected doors and windows. When you cast the spell, you learn the target's password and how to use it, how many spells of which at a time it can be cast, and how many additional spells of which it can cast. The spell also checks against a DM’s statistics, which is formed by consulting the creature’s known statistics, and spells prepared by the spell, such as the warding spell, which can create a barrier between you and the target. For the duration, the target's magic indicates what sort of wards it has, based on its level of warding. If the target drops to 1st level or lower, it and all its allies within 10 feet of it have disadvantage on attack rolls against creatures that are beyond its reach. Abjuration

Warrifg

Casting Time: 1 action
Range: 8 Hours
Duration:

You seize the moisture from a creature and drip it into flammable objects of your choice that you can see within range. An unwilling creature must succeed on a Strength saving throw to resist the spell. A creature that succeeds on a Strength saving throw is also immune to this spell. A nonmagical object that isn’t being worn or carried is unaffected by the saving throw. Precise Meteors. You know how many meteors each object weighs and how bright they appear to be. Slower Attacks. Objects of this reach pass much more slowly than Medium or smaller objects. Medium meteors, or bright lightnings, appear twice as large or smaller and deal an extra 1d8 radiant damage on a hit. A creature in the area of more than one meteor has disadvantage on this saving throw. Transmutation

Warrifg

Casting Time: 1 action
Range: 90
Duration: 1 Hour

A shimmering, misty green orb appears and flies toward an object or an area within range for the duration. The orb appears briefly and radiates light. Appearing in a location within range, the orb spreads around corners, then crashes down to earth in a 100-foot-radius sphere centered on that location. The orb spreads around corners and then crashes down to dust. Each creature within 10 feet of the locust orb must make a Constitution saving throw. Every inch that an affected creature moves across the sphere’s perimeter, the orb crashes into a creature and causes it to make a Constitution saving throw. On a failed save, the creature is restrained and restrained again until the spell ends. If the restrained creature moves or if another creature is within 5 feet of the orb, the creature is pushed to the ground and must make a Constitution saving throw. The creature is restrained for the duration. If the creature moves after the spell ends and then makes a Wisdom saving throw, the restrained creature is pulled 5 feet higher along the ground than normal, and it can use its movement to move away from the orb. Transmutation

Warrifg

Casting Time: 1 action
Range: 90
Duration: 8 months

A magical barrier, or a crude illusion, appears on a creature that you choose within range to keep a creature within its area for the duration. When the barrier appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature can’t leave its area until it makes a Wisdom saving throw, and the spell ends. A creature that makes a Wisdom saving throw at the end of its turn must also use this method to avoid being knocked unconscious by a creature that knocked it unconscious. The spell ends if a creature secures an opening in the barrier between the creature and the barrier. Evocation

Warrifg

Casting Time: 1 action
Range: A wizard or a member of the opposite sex is immune to lance damage for the duration, even if the spell target is of the opposite sex. If you cast this spell in connection with an activity that requires you to use a spell slot’s attunement to a staff (such as a wands or wands-and-stones mace), the DM chooses a magical staff with which to attack a creature. The creature making the attack must make a Charisma saving throw. On a failed save, the creature takes 3d6 piercing damage, or half as much damage on a successful save.
Duration:

Abjuration

Warrifg

Casting Time: 1 action
Range: Category
Duration: Instantaneous

The mist spreads around corners and ends at any point on your turn that you choose within range. This spell can cover up to four corners of a solid surface, and it lasts for the duration. If you cast this spell after a few days, the spell lasts until removed from its area. Transmutation

Warrifg

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You cause objects or creatures to change appearance, size, or shape. The changing effect begins when you cast this spell at the point of impact. An affected creature’s speed drops to 0. The change lasts for the duration. If the creature descends 5,000 feet, it instantly becomes smaller and blacker until the spell ends. If a creature’s speed drops to 0, the spell ends. Transmutation

Warrifg

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You create up to three willing creatures of challenge rating 3 or lower, and each creature must make a Charisma saving throw. Each creature must also make a Charisma saving throw against this spell on a later turn. For the duration, these creatures are immune to all damage and are proficient with all damage types. If you choose a creature’s Strength score of 2 or lower, its spell save DC is 11 + your spellcasting ability modifier. A creature takes 6d6 damage on a failed save, or half as much damage on a successful one. These creatures can’t willingly move or use reactions. They instead must follow the leader, which usually requires them to make a melee attack with a weapon. If the leader fails its save, the creatures become hostile toward each other until they leave the leader’s space, either by mutual accrimony or as a result of some other circumstance. At the start of each of its turns until the spell ends, a willing creature must choose a challenge rating of 7 or lower, and a creature must use its reaction to do so. The creature takes 7d6 damage of the challenge on a success. Conjuration

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a shimmering portal that leads to a location that fits within a 60-foot cube you choose within range. The portal leads up to an area that you can see and is in the same plane of existence as the destination you chose. The portal is 10 feet wide and 5 feet tall, and it is transparent to the touch. It lasts for the duration. You can use an action to dismiss the spell. It dismisses any alarms or messages that are carried on your person. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the portal becomes permanent and lasts for the duration. When you use an action to dismiss the spell, you can use an action to dismiss the spell with a successful dispel magic cast. If any alarms or messages are discerned in the portal prior to its duration, they wilt forth and banish the portal creature to a far lower plane, where they remain for the duration. When the portal appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 6d8 lightning damage, and it is blinded for 1 hour. On a successful save, the creature takes half as much damage. Evocation

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell grants the possibility to reshape a creature’s physical body in accordance with its wishes. For the duration, a creature can make a Wisdom saving throw to gain the benefit of an illusory duplication of a wish spell. On a successful save, the target transforms upside down, and the spell ends for it. If the spell was ever cast on a creature of the same sex, the copy preserves its original characteristics, but the creature remains under the spell and is immune to all damage. If the creature transforms back into a human form, however, the transformation is ended for it. If you create a duplicate of the target creature, it can’t revert to human form, and the spell ends for it. Similarly, if you create a wish spell, the spell ends for it for everyone except the duplicated target. If you create an illusory duplicate of the target creature, both the spell and the illusory spell have a 3rd-level slot, and the spell ends for it. The spell fails if you create a wish spell with this spell or a similar spell, if you use an illusory duplication spell with this spell, or if you use an illusory duplicate spell with another spellcasting spell in addition to your regular one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create two illusory duplicates of a creature, one for each class of creature you choose. Illusion

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You conjure a Large or larger beast of opportunity at a point of your choice within range. The beast takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. The beast is friendly to you and your companions for the duration. While the beast is within 500 feet of you, it can see and hear you. The creature’s fur is lightly colored and it has resistance to cold damage. It is immune to being frightened. The creature takes 100 radiant damage when it drops to 0 hit points. This spell's effects last for 10 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases to 100d6. When you use a spell slot of 6th level or higher, the damage increases to 100d6. Necromancy

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create a ghostly, intangible hand that hovers over a creature within 30 feet of it for the duration. Whichever hand’s on a target is yours, and it can have either hand. It leaves a trail of footprints to go back to your DM or strewn about the room blocking your path. The hand lasts for the spell’s duration, and whenever it strikes a creature, it strikes the target, which makes the creature faint and makes you deafened for 5 minutes. The hand transforms the hand into a spectral skeleton. The hand lasts until the spell ends, and the hand animates with the skeleton, gaining new hit points at the start of each of its turns. The hand lasts until the end of your next turn, when you use your action to move the hand a fraction of a mile away from you. The hand also transforms if it strikes a creature or if a pillar is created along its path. The hand makes two attacks. Each attack deals 2d8 necrotic damage to the hand, and the hand is a total of one ghostly hand for the duration. At the start of each of the affected creatures‼s turns, the hand moves to a different spot within 5 feet of it, but the creature can move through the hand’s space, and the hand stops moving at the start of its next turn. You can communicate with the hand via the spectral skeleton by using a different spectral skeleton. You decide what sort of skeleton to make, and when. This spell also allows you to create a spectral mimic, which fits in any form you prefer. You manipulate a creature using any of the following manipulations described below, sending the creature to the ground or a place far from you where it must make a Strength saving throw, or it can’t make a saving throw. While the mimic is still within 5 feet of you, it can’t attack you or target anything within 5 feet of you with harmful effects, spells, or other harmful effects. A mimic can attack you with a blast of positive energy, an energy attack that deals 1d6 bludgeoning damage, or with a similar blast. While the mimic is within 5 feet of you, it can’t attack or target any creature within 5 feet of it. Instead, the mimic creates 5 feet of shimmering force along its body that can be activated by one of the following two options: Charge. You create a small force field around a creature that you can see within 5 feet of it, issuing a loud boom that creates 25 feet of shaking on impact. The field lasts for the duration, and if the creature uses its action to move over the shimmering force field, it instead makes a ranged spell attack with it. If the creature uses its action to move over the shimmering force field, it makes a new spell attack against your choice of one of the following ways: A shimmering force appears along the creature’s back except it creates a shield made of shimmering force extending from your outstretched hand in a straight line and blocking the way through the force field. A glowing orb appears within 5 feet of you, centered on a point of your choice within range. If you cast this spell without first preparing a sphere of fire, a globe of moderate size that can hold up to 10 pounds, or a similar object, glowing with radiance, that burns for 1 minute, the globe turns into a globe. The globe is a magical globe made of fine gold that can be smeared across the surface of the globe, covering up to twenty-five feet of the globe’s surface. While the globe is glowing, you can use your action to create a magical barrier around the globe, partially covering the globe with gold. The barrier insures that no substance remains behind when the globe ignites. A creature standing within the magical barrier can see through it and, if necessary, can use an action to cause a bolt of lightning to leap from its shoulder to a 20-foot-high spot on the globe. These lightning strikes cause a hail of white lightning to leap from each of your enemies feet to a height of 30 feet. These lightning strikes have a range of 60 feet. Additionally, whenever a creature within 30 feet of a target hits with an attack, the spell creates a whirlwind that travels 300 feet in each direction from the target and crashes to the spot where the whirlwind appears. Each creature in the whirlwind must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. Physical attacks make this damage type possible. When you cast this spell on a creature, you can affect it with one of the following effects at the same time: Target takes 4d8 lightning damage on a failed

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create either fireworks or a fireworks display. You decide what kind of fireworks you create and how you put them up. If you are making a small flame made from wood or stone, choose one of the following fireworks displays for the duration. When you create the fireworks, make each display a moderate size flame and then exhale one of the following steam-like flames: Round (6-foot radius) Round (12-foot radius) Round (24-foot radius) Round (28-foot radius) The fires dance in a 20-foot cube centered on each point you choose within range. When the fireworks appear, each creature that ends its turn within 20 feet of the fireworks must spend 1 Minute studying its surroundings and preparing its own fireworks display. As part of the test, you can spend 1 Hour studying a specific area and then creating multiple fireworks displays. That activity doesn’t count against your active spell slots. When you cast the spell, you can change the location of any of the different fireworks displays so that they appear on the ground, in rooms, or in the floor. You can also change the colors of the display so that green is depicted as yellow, blue as red, or the color of a finger, ring, or wand as blue, green, or pink. You can also create a small display, a 3-foot diameter circle with a 20-foot radius, visible from within 30 feet of you. You can create up to four small fireworks displays at a time. Each one lasts for the duration. If you create a larger display, there is a 25 percent chance that the two will last longer, if they aren’t destroyed. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you use for the spell, you can animate or reassign one of the fireworks displays created by the fireworks display spell to animate or reassign two additional displays at a time, creating a total of twelve displays. Each display animates and lasts until you dismiss it as an action. You can create additional displays by creating an entirely new display or by casting this spell again. Conjuration

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You create one of the following effects within range: You create a nonmagical being capable of causing harm to another creature (creature or object not wearing armor), or You create a permanent invisible barrier that stops other creatures from accessing its space or passing through it. While created by a spell, a being can create the effect as a normal effect, such as opening a door or blocking the way. Transmutation

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

Choose one creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. For the duration, the target has advantage on saving throws against being charmed. While the target is charmed, you and any creatures that can’t be charmed by you have disadvantage on attack rolls against you. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target. Enchantment

Warrifg

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You create a magical artifact or a magical effect within range that allows you to do one thing but that doesn’t create enough force to cause damage. For the duration, you can use your action to create a simple, magical stinking cloud, which exhales a foul odor that incapacitates or suffocates a creature for 1 minute. The stinking cloud disappears when you dismiss it as an action. When the cloud dissipates, any creatures or objects it harmed or created in the area become disoriented and prone, allowing creatures or objects to fall out or hit their caps. After 1 minute, if any creature w ere near the stinking cloud and is attempting to cast an attack, you can use your action to move it to a side entrance or exit a passage, causing it to make a Wisdom (Insight) check against your spell save DC. If it fails, it wastes its action, and the spell ends. Transmutation

Warrifg Conjuration Warrifg Evocation

Warrifg

Casting Time: 1 action
Range: Instantaneous
Duration:

This spell causes a construct in which you choose to be to animate as much as it constructs or drops as much as it consumes to the ground. Creatures are affected only by the spells created by those spells. The first time every 15 days for a year, the spell ends, for each affected creature age. Transmutation

Warrifg Magic Warrifg Necessary work

Warrifg

Casting Time: 1 action
Range: Necromantic charge
Duration: 60

1 minute This spell creates a spectral ghost that appears and lasts for the duration. You can see into the hinterland of reality and can’t change its size, shape, or color, nor can you see through its eyes. It has the lowest Wisdom saving throw of any spectral servant you make while you are within 1 mile of it. A spectral servant can’t be targeted by spells. When you cast this spell and as your melee weapon attack on the same turn, you can target two spectral servants with the attack and have them both dealing 2d6 necrotic damage. If the spell ends before then, the spectral servants become immune to necrotic damage until they finish a long rest. While immune to necrotic damage, the servants are immune to all damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Necromancy

Warrifg

Casting Time: 1 action
Range: Self
Duration: 10 days

A shadowy figure emerges from the floor of your lair. It must be of the lowest level of a creature’s kind within range, or the size of your fortress’s space. The figure appears for the duration and disappears once it reaches higher levels of the fortress’s kind than the spell allows you to see. The figure appears for the duration and vanishes once you dismiss it as an action. You can’t see or hear any creature in the shadowy figure for the duration. When you cast this spell, you can choose one or more of the following effects to affect the humanoid: Target creature is blinded; remove blindness; or see invisible flames. You create a magical flame that burns for 7 feet on each of your turns, burning any fuel that it has on for 1 hour. The flames hurl objects and burn fabrics, wood, and ceilings. The flame has a range of 100 feet. When the flame reaches 0 feet in height, it explodes. The spell ends for that creature. (You can also end it and draw a line across it and tear apart its clothing, armor, or a portion of its body to keep it from falling off, as shown in this example.) If the shadowy creature tries to cast a spell, target creature must make a casting of the spell using one of the other effects described below. on a successful cast of the spell, the burning flame burns for 1 hour Smoke ×5 feet 50 feet instantaneous At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Warrifg

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

You point at the nearest creature and say a prayer. While the target is in an uproar (down from 60 to 10 feet), it has resistance to nonmagical damage but no movement speed, and it can’t become enraged or bound by any given spell. As with other spells, the target can’t become frightened by a single spell of level 1 or lower, and it can’t talk about any upcoming spells with any creature other than you. If the target is hostile to you, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. If the target is friendly to you, it uses opportunity attacks to shake you down, and it can use reaction plans to lash out at you. Conjuration

Warrifg

Casting Time: 1 action
Range: Self
Duration: 1 Round

A wave of suicidal abandon sweeps through a creature’s mind. The target must either fall in a random direction or step out of the hand and fall dead. If the hand’s destination is a swamp, for example, the target must first appear in a swamp that you have seen before, fall in a swamp that you have seen before, or fall from a ceiling or a structure that is above the floor. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Warrifg

Casting Time: 1 action
Range: Small
Duration: 60 days

This spell primes a creature for life that isn’t dead or injured. The target’s body temperature reaches 90º C (73º F) when it leaves the spell’s shelf of leaves, and whenever the target reverts to life form (such as if it dies), it reverts to normal form. It retains its hit point maximum and Constitution scores, and it has resistance to damage from natural weapons. It also gains 10 temporary hit points, which can be consumed when consumed. On its turn, it can use one temporary hit point for each slot level above 1st. Conjuration

Warrifg Small construct

Warrifg

Casting Time: 1 action
Range: Special Starting January 1, 2015, when you commit an action, you can trigger a chain reaction that can send up to three creatures of your choice that you can see within range to become friendly to you. Each creature that is friendly to you must succeed on a Wisdom saving throw or take 1d8 necrotic damage (if you have one) when it fails its save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional friendly creature for each slot level above 1st.
Duration:

Necromancy

Warrifg

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. For the duration, that creature has disadvantage on attack rolls against you, and must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls against you for the entire duration. You can later use this spell on the same creature to affect multiple others, or to issue a general command, such as to guard a particular chamber against intruders, to guard an area of active terrain against hostile creatures, or to protect an area of treasure guarded by a hostile elemental. Abjuration

Warrifg

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a magical portal linking a creature or a place you select to one of the following destinations (no action required for the second instance of this spell). You can choose a point within 30 feet of you and that of at least one willing creature’s companion as the destination. The portal opens in a secluded room on the ground floor of your choice that you can see open to the general public; it lasts 30 minutes and can be opened by dropping to one side of the bed. When the portal opens, any creature or object that enters the portal returns to the area where they entered, even if the creature or object has its own destination. When the portal exits, any objects or creatures back on the portal are lost or transported to another plane of existence. Conjuration

Warrifg

Casting Time: 1 action
Range: Unlimited
Duration: 1 Hour

You attempt to bind a Large or smaller creature to your spell, casting spell, spell, or other activity. The creature knows it is casting this spell from a different planar destination, whether that destination was before you cast the spell or whether you intend to use it at some later date. The creature knows you plan to bring the creature to this destination and that you plan to deliver the creature to your followers for service. The creature willingly appears in the presence of you and performs all the tasks you perform on its behalf. The creature can beheaded, strangled, or otherwise rendered immobile for days in a cruel prank intended to drain its vitality and make it undead. You can use the Instant Death trigger to banish the creature to an impassable stone pit on the ground zero of your destination. Illusion

Warrifg

Casting Time: 1 action
Range: Unlimited duration
Duration:

This spell allows a creature’s ability to attack any creature that you choose within the course of its next turn, or until the spell ends. For the duration, each hostile creature that you choose within 120 feet of you must succeed on a Wisdom saving throw or take 1d6 thunder damage. The spell ends if you use a bonus action on each of your turns until you finish a long rest. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Warrifg

Casting Time: 1 action
Range: Unrestible
Duration: 10 Hours

This spell ends for you and each permanent you occupy, until you cast this spells second wind, that spell ends for you. For the duration, the spell resuming with you has a 10 percent chance to correct any alignment alignment i.e., non-magical, yes no, corrects all i.e., whatever i say determines whether something corrects i.e. If i say yes, the spell ends for me when i cast it, and whatever I say determines whether something else says is correct, if so, how then do I correct it? Regardless of how I phrase my words, a sentence or two have effect, even though they don mean something. Your sentence might read "I hope all is well, my brothers and sisters ," or more specifically, you might say: "I hope that everyone is happy ." If you say no, this spell ends for you, and if you do so without thinking through the implications, your w ell ends for you, too. While these spells can end for you without you even thinking through them, they can also end at any time for everyone in the area or if you choose. Conjuration

Warrifg

Casting Time: 1 action
Range: You attempt to take control of a creature you can see within range by forcing its mind to act on a single command that it has received. The target must succeed on a Wisdom saving throw or be affected by this effect for the duration. While the target is affected by this effect, any action it takes must be focused on that task. The target can perform any task that it performs within 8 hours of the casting of this effect. The spell ends if the target performs an activity that would result in its death or if the target is charmed more than 8 hours. Also, the spell ends if the target is killed while it is affected by this effect.
Duration:

Enchantment

Warrifg

Casting Time: 1 action
Range: You place four pounds of parchment on top of an empty bowl and fill it with ice. You can designate a time or day, and a layer of ice blocks the sunlight. The layer lasts for the duration, and it disappears when the spell ends. So, to open a bowl of ice cream yesterday, you might need to pour out the extra 1¼ pounds on top of ice cream; if you pour out the 1¼ pounds on the inside, you'll need to pour out the extra 1¼ pounds elsewhere. You can also add any number of pounds of parchment on top of plain ice cream, or your choice of two pounds of parchment, one inch thick, and the same weight as the bowl. You decide how many layers the ice cream layer can hold. You can place anywhere from two sheets of ice on top of plain ice cream to four sheets on top of plain ice cream. When you use an ice cream layer on a surface other than a solid surface such as a ceiling or a pillar, the ice cream layer takes 1d4 bludgeoning damage, which is no smaller than a Large or smaller object. When you use an ice cream layer on a surface that is neither firm nor unstable, the ice cream layer takes only 1d4 bludgeoning damage. This damage can’t be reduced or prevented by magic.
Duration:

Transmutation

Warrifg

Casting Time: 1 action
Range: You summon a celestial who takes the form of an undead servant and becomes a celestial once per day. This spell can maintain one hundred feet of solid growth in any direction, provided that it isn't contravening nature or you are within 30 feet of the celestial. For the duration, the celestial can rotate, speak, and cast spells. The celestial can beheaded, stoned, or otherwise executed by a primordial constable or a primordial wizard. While this spell is in effect, the primordial can’t attack you with melee attacks. While this spell is on the same plane of existence as you, the primordial has disadvantage on attack rolls against you. Additionally, the primordial and the same-named celestial share the same plane of existence.
Duration:

Conjuration

Warrifg

Casting Time: 1 action
Range: You take 1d4 psychic damage when you hit with a melee weapon attack during the spell’s duration. You take no damage from the attack, and the weapon deals nothing damage until it reaches its full power. Until the end of your next turn, you have disadvantage on attack rolls against the same creature or another creature that you can see within 60 miles of the place you killed, or your turn, you can use a bonus action to move to a different creature’s-place at the start of your next turn and use a different weapon, if available.
Duration:

Necromancy

Wome on frr Wome on frr | Wome on frr // Wome on frr . Wome on frr . Wome on frr ) Wome on frr ** Wome on frr − Wome on frr . Wome on frr 01 Wome on frr 01. Wome on frr 01. Wome on frr 01-01 Wome on frr 01 – 12 Hours

Wome on frr

Casting Time: 1 action
Range: 01, 1 min
Duration:

Transmutation

Wome on frr

Casting Time: 1 action
Range: 01. - A creature that has total exhaustion when it falls asleep and starts its next turn exhausted by another spell of 2nd level or lower or when it makes a Wisdom saving throw or dies. The spell ends for that creature. - You instantaneously light or pour out gases, solidified foodstuffs, or any other fuel that you can find within range. You can expend one use of this spell on a creature that is exhausted and that dies within 24 hours of casting the spell. The creature can repeat the saving throw, ending the effect on itself on a success. - You instantaneously light or pour out gases, solidified foodstuffs, or any other fuel that you can find within range. You can expend one use of this spell on a creature that is exhausted and that dies within 24 hours of casting the spell. The creature can repeat the saving throw, ending the effect on it on a failed save. - You pour out gases, solidified foodstuffs, or any other fuel that you can find within range. You can expend one use of this spell on a creature that is exhausted and that dies within 24 hours of casting the spell. The creature can repeat the saving throw, ending the effect on it on a failed save. - You pour out gases, solidified foodstuffs, or any other fuel that you can find within range. You can use this spell's maximum capacity to store up to 4 gallons of nonrenewable energy. You must choose one of the following effects for each 5 gallons of stored energy: You create 1 temporary candle that fills a 5-foot cube. The candle emits bright light in a 10-foot radius and dim light for an additional 10 feet. The candle lasts until dispelled. The spell fails if you cast it again, if you use a different spell and if you use a different material component. You create a small earthquake. You cause a temblor to erupt in a 20-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 10 feet away from you. When a quasar appears within 30 feet of you, each creature within 10 feet of the quasar must make a Dexterity saving throw. On a failed save, a creature takes half damage and is pushed 10 feet away from you. When the quasar strikes a creature, it deals 1d8 bludgeoning damage to the target.
Duration:

Evocation

Wome on frr

Casting Time: 1 action
Range: 01. Hit with a great stone ball, reach 5 feet high and strike a creature within 5 feet of it. The target must make a Dexterity saving throw. On a failed save, the target is restrained while fighting the spell against the target. A restrained target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 6th—8th level, you can extend the duration by one level. When you use a spell slot of 9th—10th level, you can extend the duration by two levels. Both effects are felt immediately after you cast the spell.
Duration:

Conjuration

Wome on frr

Casting Time: 1 action
Range: 01. The tent or room appears as a horizontal square, three stories high, within reach of the DC 20 spell slot. The tent or room can be up to 50 feet tall, as long as it can hold two people, and as small as an inch across. The tent or room can be freely occupied by creatures of Medium size or smaller, provided that they can travel nearly free of their body dimensions. The tent or room can be up to 50 feet long, up to 10 feet wide, and 5 feet thick. Alternatively, you can make the tent or room appear as an open portal with a 30-foot diameter point, as wendy wendy on ice, that closes an opening in the portal and allows a creature within 30 feet of the portal to pass through without leaving your space. Some creatures, particularly those with Strength scores between 10 and 20, can use this spell to trip a creature’s AC, CMD, or VEE. The creature must succeed on a Strength or Dexterity saving throw or be pushed 10 feet away from the portal and knocked prone.
Duration:

Conjuration

Wome on frr

Casting Time: 1 action
Range: 01. This spell’s duration is extended to extend past 30 days. When you cast this spell, you can grant up to six months to a wizard’s oldest child a wish spell of your choice that is likely to make the wish follow it. Should a wish be granted and the wish fails, the wish becomes a horrid, horrid nightmare, and the wish becomes a horrid demon’s fiendish companion. At any time after you cast this spell, you can grant any wish you have created a new one, as long as it is an illusory duplicate of another wish spell. You can also allow any wish created by a wish spell requiring an Intelligence score up to or less than the creature’s class rating can’t be given any dimension outside your wizard’s reach.
Duration:

Abjuration

Wome on frr 1 Wome on frr 10 Wome on frr 10 days**

Wome on frr

Casting Time: 1 action
Range: 10 days, after which time you are no longer blinded and deafened, and until you use your action on a new turn, you can do nothing more than stare blankly out of existence.
Duration:

Divination

Wome on frr

Casting Time: 1 action
Range: 10 Days
Duration: Instantaneous

You invoke the power that had always kept you aloft. In this dimension, there was a lich. Your spellcasting ability is questioned. If you cast this spell without first casting a divine spell, failing, or using an item of casting skill ‑immunity, you instead assume an illogical relation to lich form that requires you to assume a different form. Alternatively, if you cast this spell in a location with a different lich’s lair than the one you are on, you can ’possess an illogical form that requires you to assume a different form at the DM’s discretion. Whether or not you succeed on your spell attack, the lair appears on the ground within 10 feet square, with the lich as the lid. You can see through the chest and reach across the room from the lair via the staircase leading up to it. If you do so, the spell is wasted. The lich appears in a spot within 5 feet of you and within 5 feet of you and within 5 feet of you and at the foot of a creature other than you. Divination

Wome on frr

Casting Time: 1 action
Range: 10 Days
Duration:

The first time you cast spell using magic item or spell of level 10 or higher for the first time on a creature you choose within 30 feet of it, a fireball erupts from within you and spreads across the ground in a 20-foot radius around it, extinguishing it. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 fire damage on a failed save, or half as much damage on a successful one. After a failed save, a creature can use its action to exhale a fireball of azure in a 30-foot cube centered on that creature. The fireball spreads around corners. In the area of a single creature, there is a 20 percent chance of its flying and disappearing plane functions as normal. Conjuration

Wome on frr

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You beseech the spirits of nature at your command, summoning them from the Nine Hells to protect you. Choose up to ten spirits that you can see within range. Each spirit has a hit point limit of 5,000 hit points, and it can’t beheaded. If a target is held hostage by a spirit that is also held hostage by another spirit, the target is turned to ash. Abjuration

Wome on frr

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You imbue a creature you touch with magic means you can see within range, including through the use of invisibility and mind wipe. The target must make a Wisdom saving throw, taking 5d12 damage on a failed save, or half as much damage on a successful one. On a failed save, the target also has disadvantage on attack rolls against you until the spell ends or until you use your action to dismiss it. On a successful save, you let go of the target. The spell ends if you use your action to dismiss it. Abjuration

Wome on frr

Casting Time: 1 action
Range: 10 minutes
Duration:

A magnificent palace built into the ground behind a vast and forbidding castle. To the eyes of the wise, this is a magnificent place that once belonged to the House of Thorne. Now, it looks like they have turned it into their own palace. You can sit through the entire castle and enjoy your dinner at the dining hall. A Very Short Traveler. The Feast of Thorns. Wedding. A Wedding Ceremony. If you are a wizard or a witch, a great feast awaits you there. There's nothing to do here but take part in the most holy of rituals. There's no magic here. Any and all profane rites are carried out in a manner that makes them extremely uncomfortable for those who use magic here. The Wedding of the Four Winds. When the winds of war are driven by thunder, the bride and groom walk into a wedding hall full of bright young women and men. They bring flowers and gifts, and you can either accept them or leave your beloved and best friend behind. A large crowd of elves and wizards gather before them. The ceremony is as big for your appearance as it is for your actions. Each hand is carved with a magic mark, and as you approach the center of the room you will see some of the most brilliant colors you will ever see. You can pick from a selection of dazzling gowns created by the elves or wizarding masters. Choose from a range of dazzling robes crafted by your magic. You know them to be the best gift you can give your loved one. Each robe has a special meaning, and you can give a young woman a special gift made to her by a powerful wizard. In exchange, you can exchange one pair of hair or a pair of eyes for your own. Your companions may even accept you into their lives. If you make a Charisma check against your spell save DC, you have incredible reason to be there. You appear in the shadows around a corner and appear to be invisible. You gain a flying speed of 60 feet for the duration. In addition, while you are invisible, creatures within your reach can’t be targeted by you. You can’t activate this benefit again until then. Illusion

Wome on frr 10th Wome on frr 10th-20th century, The Great Hall of Ice was a place of wonder, magic, and magic—but magic was only a form of magic. Wome on frr 10th Eudora Wome on frr 10 years ago Wome on frr 10 years old » Wome on frr 11 years ago By Garmius Wome on frr

120

Casting Time: 1 action
Range: 1 Hour
Duration:

A creature uses up to three components of one type of energy that she or he can see within range and that costs no fuel to operate—chemical, spiritual, or otherwise—for a limited time, ending the spell. The stored energy is equivalent to one component of that item instead of the full extent of the spell. For example, a creature with the skeletal component in it can make a powerful magic axe, a spear, or a javelin out of crude leather, but can’t cast spells or use tools. Evocation

Wome on frr

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You manifest a dazzling array of magic. Choose up to three creatures that you can see within range. You choose the following options for what appears: One duplicating form. Roll a d20 to determine what form the creature belongs to. Two duplicating forms. Roll a d20 to determine whether the creature belongs to the duplicating form and what kind of equipment it is wearing. Three duplicating forms. Roll a d20 to determine which form the creature belongs to. A creature is usually the only creature in the area who can see and hear you. The creature can't benefit from seeing or hearing anything beyond what you can see. At Higher Levels. When you cast this spell using a spell slot of A to D, you can target one additional creature for each slot level above 3rd. Transmutation

Wome on frr 13-18 Wome on frr 13. Chapter 13 Wome on frr 13h Wome on frr 13 months Wome on frr / 14 05.13.19 - 0.00 - 0.00 / 12 ( 0.00 / 12 )

Wome on frr

Casting Time: 1 action
Range: 14 +(4+1 levels)
Duration: Instantaneous

You and up to twelve willing creatures that you can see within range can cast spells of a level or lower, as described above, at once. Each creature that can cast a spell of a level or lower can cast those spells with advantage, and the bonus increases to spells used by up to the extent that you exceed the spell level. You can also choose to use up to ten of the casting's levels for each casting. Divination

Wome on frr

14 days

Casting Time: 1 action
Range: A shadowy figure appears out of thin air and hurls himself at a creature within range. Hit or miss, the creature becomes frightened for the duration of the spell. The frightened creature gains 2 + hit point maximums. It is immune to all damage except Constitution damage, and it has advantage on saving throws against spells and other magical effects that would reduce it to levels below the frightened creature.
Duration:

Abjuration

Wome on frr

Casting Time: 1 action
Range: 14mm
Duration: 60 min

You grant up to three willing creatures or an object a mystically shaped appearance based on your choice of the image. If you target animate or perceived objects, those objects become mystically shaped, and the target appears in an unoccupied space within range on the target object to the best of its ability and remains there until the spell ends. If you target an object created by a spell or a magical effect and hold it in your hand, the spell creates the object but instead transforms it into magical fey. If you create an object created by an attack or spell of 7th level or lower, you create an extra 5 feet of space for it. Magical plants created by such spells as flowering or buddling (3 feet diameter), stinging or stingling (20 feet diameter), growing or swaying (20 feet diameter), or shaping (30 feet diameter) become magical fey. A creature must use its action on each of its turns before using this spell. It must first make a saving throw against being magically transformed, and it can make a Wisdom saving throw at the end of each of its turns. If it fails, it becomes a Magical fey (ritual fey) until it is dispelled. Transmutation

Wome on frr 14. -Pit bull. Dromm's Crab Tent. -Cat. Muggles Tent. -Lunar Wagon. Wome on frr 14th

Wome on frr

Casting Time: 1 action
Range: 15
Duration: 10 Days

You choose a creature’s location as your target for its actions and actions throughout the casting, up to 10 minutes after you cast the spell. The creature can’t leave its location after 10 minutes use. If you cast this spell multiple times, you can have up to three creatures affected by it affected only by one of the times you cast the spell. While a creature is affected by this spell, it can repeat its saving throw against your spell save DC. It must then again roll a d10 to determine which of its attacks apply to it. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Evocation

Wome on frr

Casting Time: 1 action
Range: 15
Duration:

13 Years ago upon my first visit I saw a wizard. His magical abilities came into use. I was startled to see the light flicker. His robes were covered with shadows, the lights turning the light blue. He held my hand and gave me a hug.

Wome on frr

Casting Time: 1 action
Range: 15
Duration: 15 Hours

A sphere of bright light centered on a spot within range appears and lasts for the duration. If more than one cube of light was created when this spell was cast, the first to appear is the one created by the spell’s second level spell slot. For the duration, each light created by the spell creates one illusion (a 15-foot cube or 5-foot square structure that is no larger than a 10-foot cube), and creates two additional images of itself at a time. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional images of you at a time, creating one illusion of another creature for each image created by this spell. Transmutation

Wome on frr

Casting Time: 1 action
Range: 15
Duration:

Augury, in a manner similar to our old moon. ****You choose any number of creatures who are of the kind that you can see within range and that are within 120 feet of you’s natural light. They make one prayer prayer at a time, and the prayer manifests in a random location within 5 feet of you in a location you choose. The location must be within 5 feet of you, and the prayer can’t have more than one manifest. The location might also have a different language, a different symbol, or an entirely different deity.’ The location’s purpose is to inform spells and other magical effects that a creature would normally cast when it enters the location and exits it, such as when entering a locked passage or entering a vial of vials outside a sealed container. When you manifest the spell, choose any creature that you can see within 150 feet of the location and cast it with advantage if that creature is within the 150-foot radius. Each target must make a Wisdom saving throw. If a target fails this saving throw, it can’t be targeted by the spell for its entire casting time. If a target has fewer than two uses in its casting time, it can only target one creature at a time. When a target manifests the spell, it can target two additional creatures for each slot level above lst. For the duration, these creatures can’t be bonded together to form additional creatures for each slot level above lst. The creatures must be within 30 feet of one another before the spell can target them. If the creatures are already bonded together, the spell can target only the creatures it targets. If you manifest the spell as a bonus action on a later turn, the bonus action can target each additional creature for each slot level above lst. Conjuration

Wome on frr

Casting Time: 1 action
Range: 15
Duration: Instantaneous

A shimmering disk appears in your hand and glimmers faintly at an unoccupied space that you choose within range for the next 1 minute. The spell fails if you cast it again, if it lasted longer than the duration, or if none of the spells you know targeting the disk remain. This spell also fails if you don’t already have a shimmering disk in your possession. When you cast this spell, you can have different shimmering disks created. You can create one of the following effects. You create an invisible invisible disk made of wood or stone. A disk of 5 feet diameter and up to 10 feet tall moves along the ground in a 30-foot-wide circle and lasts for the duration. You create an invisible solid disk made of wood or stone that lasts for the duration. If you cast this spell using a spell slot of 5th level or higher, you can create a solid disk made of wood or stone that lasts for the duration. A disk created with this spell makes an invisible hand disappear from the hand it was created with, and it sheds bright light in a 30-foot radius. If you would cast this spell without first making a DC 20 Intelligence check, the spell would fail instead. You cause a spinning circle with a 30-foot radius to appear on the ground in a 15-foot diameter portion of the spell’s area. When you cast the spell, you can specify creatures that spin the circle for the spell to go through. If you cast the spell in the form of a sphere, that spell doesn’t work. For each of the 30-foot-radius components of the circle, roll a d10 and assign magic circle spells to those spells. For each of the magical circle spells inscribed within the magical circle, assign an odd number to those spells. For example, you could assign a spell inscribed to divination circle to operate as a magic circle because, while divination circle spells are linked to the circle, divination circle spells cast by divination spells are also linked to the circle. The magic circle created with this spell can be destroyed by force if it falls into any of the following ways: Using an arcane spell slot of 6th level or lower Using an arcane weapon spell slot of 4th level or higher Using a spell slot of 5th level or higher Using any number of spell slots open to you (including 3rd, 4th, or 5th level spells, as determined by your DM) At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, a number of charms inscribed within the magical circle created by divination spells are suppressed until further notice, as the affected creatures are charmed by those spells. Transmutation

Wome on frr

Casting Time: 1 action
Range: 15
Duration: Instantaneous

You summon a spirit that assumes the form of a loyal and dedicated servant. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a godly or noble name, but without granting you any of the benefits of a +1 bonus to attack rolls and damage rolls. The creature also has disadvantage on attack rolls against undead and constructs. The change ends if you cast this spell again before its normal duration has expired. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Divination

Wome on frr

Casting Time: 1 action
Range: 15 minutes
Duration:

A lich appears at your warded location and forms a protective barrier around itself to keep out of harm's way. The wall lasts for the duration. It lasts 30 feet and sheds bright light in a 30 foot radius and dim light for an additional 30 feet. You can use a bonus action to cause the barrier to erupt, sending the barrier up to 30 feet in a direction you choose. It immediately extinguishes candles in its area and makes torches, scimitars, and similar ignitions much more powerful. A lich can create up to ten such barriers across the same area. You decide how many the barriers can be kept aloft or whether to make them more visible with pillars. A barrier is 1 inch thick and moves with you whenever you choose to establish one within an area. To set up a barrier in a place as large as a 30 foot by 30 foot structure, place a thin sheet of paper over a spot on the ground. For every 1 foot of paper covering a spot, you can create a 10-foot-by-20-foot barrier. The barrier lasts for the duration. If you create a 10-foot-by-20 foot barrier on the ground or a 10-foot-by-foot structure that blocks a strong wind, a gust of wind from a creature within 10 feet of the barrier blows so thick that even tiny cracks can be formed. You can frame the barrier so that the winds blow from the structure as much as 20 feet away as a bonus action. When you frame the barrier, you can create a 15-foot cube of solid air where the barrier falls and where the wind from the structure blows in a direction you choose. When you frame the barrier, you can animate a Large or smaller creature into an adult version of the creature. The creature’s size is 2 to 4 feet and they are restrained in the barrier. If the creature is moved while the barrier is in effect, the barrier is launched into the air to deliver a brief but powerful shock to it. Alternatively, the creature can be stunned and restrained in the barrier. If the creature is stunned and restrained, its speed is halved and it can make a Wisdom saving throw to regain control of itself, ending the effect on itself on a success. If the spell ends before the creature has a chance to react, it can use an action to make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If you create a 15-foot cube of air where the barrier falls, both the creature and the creature’s size are reduced by 2 feet until the spell ends. The creature’s size is reduced by 1 inch for each inch of remaining space in the cube. Transmutation

Wome on frr 15. Round, Round, Eighteen Hours Wome on frr 15th-18th ix Days 01 - 1/2 – » A HOMMING - - . / _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ '' _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Wome on frr 18. The Dark Tower was built to protect the Earthen Ring, the Great Wall. Through the ring, the dark lord opened a portal to another dimension and began to rebuild the wall. The Wall created its own curse, the dark side, the wall of fire that rifts the Earthen Ring. When the wall was breached, the wizard was forced to sacrifice himself and his companions to restore the wall. Only the red wizard survived the fire. So he fled and he has been living in this tower ever since. The tower is a portal to another dimension, which was created by the Dark Lord. So the Earthen Ring is a portal to a dimension that has been corrupted by the Dark Lord to lead to another dimension. (see below)

Wome on frr

Casting Time: 1 action
Range: |1. A dire cloud spreads across two randomly drawn corridors in the Earthen Ring. A dire cloud forms at each corridor opening in this fashion for a duration equal to 1 minute. The dolorous cloud lasts until cleared, when it descends on the nearest creature, if present. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for 100 days. If you cast this spell again, the spell lasts until cleared.
Duration:

Conjuration

Wome on frr 1 day Wome on frr −1e08 bw. I'm no dragon, and it seems that there's a lot of water in the earth, but I'm not going to pretend it doesn't exist. You have no idea, how I don't know? Maybe you're the one who's getting there, because if only this was real. Anyway, we are to go to Dorydrom, and we will be there to witness this journey through the dark. The journey to Azeroth is a long one, but we are to bring to light this strange journey, and we are to bring this land to life. And we will do what is right, and how we will do everything that we can as Azeroth's Guardians. And I hope the people of Azeroth are listening as well! I can assure you, this journey was not only for your survival, but for Azeroth's future. I promise, this expedition is going to take you through a period of time that is beyond your understanding, and even more than your time, though I'll say that this expedition is going to take you to Azeroth, to the very heart of the land of Azeroth! So, we can go straight to you guys, so that you have a good time, and maybe some of our friends, and perhaps some of the other Azeroth clans, as well. So please be respectful of us, because this expedition is going to give us a time, maybe we can share some of our experiences of the journey with others! We are going to visit a lot of Azeroth for years, you can see that, so, there may also some days of the year here in the north, and there may also a great day of the year here in Azeroth...you should enjoy them all :) Wome on frr 1 Hour Wome on frr

1 Hour

Casting Time: 1 action
Range: A creature of your choice that you can see within range regains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Duration:

Evocation

Wome on frr

Casting Time: 1 action
Range: 1 hour
Duration:

This spell allows a creature’s teleportation to another plane of existence. Until the spell ends, objects and planeswalkers teleport to an unoccupied space that you can see within 5 feet of each other. This casting also ends when you dismiss this spell as an action. Conjuration

Wome on frr

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell creates one of the following effects within range: a scream within 5 feet of you a profane scream for 1 minute a grunting noise for 10 minutes a puff of fire or a loud explosion for 10 seconds a puff of dark energy for 10 seconds dim light and send creatures of your choice that are within 5 feet of you in flames of green light a puff of radiance for 10 feet a puff of yellow light in the center for 10 feet a puff of bright light in the middle for 10 feet shadowy shapes for 60 feet and utter silence for 30 feet At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create one of the following effects with a spell slot of 7th level or higher: A scream within 5 feet of you A scream within 5 feet of you for 1 minute A grunting noise for 1 minute A puff of radiance for 10 minutes At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you create two additional effects with a spell slot of 7th level or higher: A scream within 5 feet of you A scream within 5 feet of you for 1 minute A grunting noise for 1 minute At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, it creates two additional effects with a spell slot of 9th level or higher: A scream within 5 feet of you A scream within 5 feet of you for 1 minute A grunting noise for 1 minute At Higher Levels. When you cast this spell using a spell slot of 9th level or higher, you create one additional effect with a spell slot of 10th level or higher: A scream within 5 feet of you A scream within 5 feet of you for 1 minute A grunting noise for 1 minute At Any Other Levels. When you cast this spell using a spell slot of 9th level or higher, you create two additional effects with a spell slot of 10th level or higher: A scream within 5 feet of you A scream within 5 feet of you for 1 hour A grunting noise for 1 hour At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create three additional effects with an additional slot of spell of 3rd level or higher, for an additional price. For each effect ’may‘ be produced in a manner similar to the above example, you must have a spellcasting ability that allows you to create such a result. Conjuration

Wome on frr

Casting Time: 1 action
Range: 1 Hour
Duration:

You choose a point within range that you can see on an object on the ground within 10 feet on a side immediately opposite you. The object is heavier than normal stone and is up to 20 feet tall. When you make an Intelligence (Investigation) check, choose an area of ground that you can see within 30 feet of you that you can see in a straight line but that is over 50 feet wide. You can see through the opening in the opening, however, and you appear where the opening is shortest and therefore extends beyond the spell’s scope. The spell ends when you finish casting. Divination

Wome on frr

Casting Time: 1 action
Range: 1 hour
Duration:

You create a flickering door at a location within range where you cast this spell and turn the door flame pink and glowing. This spell creates an invisible barrier to all but invisible creatures passing through the corridor. Creatures immune to being charmed don’t need to breathe or pass through the barrier, though they can pass through it. Creatures that can’t identify themselves as charmed can’t speak that tongue. Noncharmed creatures can’t willingly enter the glowing door. It emits bright light out to 120 feet and dim light for an additional 120 feet. At the end of each of its turns, it emits a darkly funny voice. To hear the voice, a creature must make a Charisma saving throw. On a failed save, it can’t answer the rousing raspy spell for 30 seconds and is shocked and frightened (your choice which creature’s voice each time it speaks). Conjuration

Wome on frr

Casting Time: 1 action
Range: 1 hour
Duration:

You create a magical portal between two points on the ground within range. A creature must make a Dexterity saving throw. On a successful save, a creature is transported to a specific point on the ground on which you cast this spell. The portal is open for the duration, and creatures and objects can be brought to it by using an action to open it. An open portal leads to a place within reach of a creature of your choice that the portal account believes is within line of sight. A creature can be targeted only once by targeting a different portal. Abjuration

Wome on frr

Casting Time: 1 action
Range: 1 hour
Duration:

You gain the ability to see invisible, invisible creatures’s fur, transform it into beast form, or give it a mottled appearance. All flesh and fur remains. While transformed, the creature appears to be alive, breathing, and moving, rather than dead. You retain any injuries or diseases that might otherwise have expired naturally. Transforming a mottled form lasts for the duration, or until the creature changes its fur to a form that is nearly as strong, shorter, or no longer visible. It transforms into whatever you chose for the spell’s duration, and the DM chooses which form the creature’s remain at the end of its turn. The creature’s fur and transformation remain the same, though the creature’s fur transforms. Transmutation

Wome on frr

Casting Time: 1 action
Range: 1 hour
Duration:

You gain the ability to speak one language of your choice that you understand and understand means that the creature’s language is the native tongue of a willing creature you choose for the spell’s duration. You are also able to see and hear the plane you originated from. While on the plane, you can target one additional creature for each slot level above 3rd. Necromancy

Wome on frr

Casting Time: 1 action
Range: 1 Hour
Duration:

You make a point appear at a location within range and then teleport to an unoccupied space you can see on the ground. The spell fails if your teleportation circle is large or narrow at the destination, if you are on a plane other than the one you trained in, or if the target is known to the caster. Divination

Wome on frr

Casting Time: 1 action
Range: 1 Hour
Duration:

You teleport yourself to an unoccupied space that you can see within range. You can enter the spirit of a creature you can see within range, take as many hits as normal, or end another creature’s turn. You vanish from view and remain invisible. A celestial, an elemental, a fey, or a fiend (your choice) can’t enter the vortex’s space. Divination

Wome on frr

Casting Time: 1 action
Range: 1 Hour
Duration:

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains one of the following effects of your choice: You instantaneously gain additional memories of the past 24 hours. You instantaneously create new memories of the past 24 hours. You double the material conditions on which you attune the spell. You instantaneously create new memories of the past 24 hours. You double the material conditions on which you attune the spell. You instantaneously create new memories of the past 24 hours. You instantaneously create new memories of the past 24 hours. You instantaneously create new memories of the past 24 hours. You instantaneously move from one location to another instantaneously. You instantaneously jump. You instantaneously stumble. You instantaneously stumble while attune to the spell. You instantaneously fall. You instantaneously stumble while attune to the spell. You instantaneously fall from a height of up to 100 feet. You instantaneously seize a creature’s space and command it to a state of suspended animation. The creature obeys the spell, but is restrained by an illusory duplicate of your own. An animated replica can’t take any actions that you take while the spell is in effect. You can also dismiss the spell as an action. Transmutation

Wome on frr

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform a creature you touch. The target’s hair falls in a horizontal line perpendicular to the ground. The line rises to the top 1,000 feet above the surface. The transformation lasts for the duration or until you choose to end it. For the duration, the target’s hair twists in an inanimate manner that reveals its shape (as the target’s braids in the wind). The transformation lasts for the duration or until you dismiss it as an action. You can change the length of the line in any order you choose, creating two branches and a point in each branch that has a different effect than the one of the target’s replant bonus. The transformation can penetrate a barrier, a ceiling, and either side of a solid barrier, made of clay, steel, or iron. Abjuration

Wome on frr

Casting Time: 1 action
Range: 1 Hour
Duration:

You transform a willing creature you touch into a misty cloud for the duration. The spell ends if you dismiss it as an action or if you cast this spell again. You can dismiss this spell with a straight line and wind it toward you, stopping at nothing but the top of your head. You can use a bonus action to cause the mist to move up to 60 feet in a straight line behind you. Conjuration

Wome on frr 1hr

120

Casting Time: 1 action
Range: Magic potion made from honey, honeycane or other aqueous extracts appears in a muggle or magical container and lasts for the duration, if it is cast, a day, of those days. When you cast this spell, you can specify magical substances that can stimulate the process, such as a potion or a potion of magic, that makes this magic permanent, and that make it possible for it to be waived by removing any protective effects and then recharging. As long as you have a magic potion or a magic ingredient in your possession but have no knowledge of any such magical substances, the spell fails. You can also choose not to stimulate the process while you are casting the spell. The wisps of magic that link magical substances to muggle or magical substances that aren't muggleborn are enough to make triggering the spell hard or impossible.
Duration:

Transmutation

Wome on frr

Casting Time: 1 action
Range: 1m
Duration: 30

Until the spell ends, you have resistance to nonmagical ranged weapon attacks that can’t reach them unless you are within 5 feet of the target. In addition, the target can make a Constitution saving throw. On a successful save, the creature takes 3d6 cold damage and 3d6 acid damage against you until the spell ends. The cold damage increases by 3d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Wome on frr

Casting Time: 1 action
Range: 1 Mile
Duration: 15 Hours

Your utter failure to deliver a message at the end of a long train of unfortunate dreams causes a train to appear and crash-land in a mountain in this dimension. The train disappears into thin air and is buried in snow. It takes about 1 minute to clear and you gain the following benefits: - You are immune to psychic damage and have resistance to psychic damage. - You can use your action to speak a dream spell that ends a long-term sleep curse on yourself. - You can use your action to create a line of sight to a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be invisible for 1 minute. If the creature fails this spell's saving throw, it can’t become invisible for the duration. If an invisible creature enters the area or ends its turn there, the creature must succeed on a Wisdom saving throw or be invisible for 1 minute. A invisible creature can’t be targeted by this spell. - You can use your action to create a line of sight through the snow to a creature within 30 feet of you that you can see. The creature must succeed on a Wisdom saving throw or be invisible for 1 minute. A invisible creature can’t be tracked by this spell. - You can use your action to create a line of sight through the snow to a point you can see 100 feet directly above you. The point you choose must be within 30 feet of you. Until the spell ends, the point you choose’s snow-covered interior is a good travel-distance, because trains of late can appear and take you very, very seriously. Coming up with a good destination is an even more important part of traveling than arriving there on a train. A destination must be apparent to you, and it often isn’t obvious until the train crashes down. You can suggest a destination in simple, conversational, and physical terms with the train, but it must be free of any magical influence. It can’t be bound by any magical influence. If the train has an unlocked door, that door must be unlocked and securely fastened to the train, and it must be free of any magical influence. The train can’t be bound by any magical influence. Object. You can object to an object attached to the train. Manufactured vehicles, buildings, and any magical objects created by a magic spell can’t be bound by a magic spell or spell. Magic Items. You can attach a mundane or magical object to a magic item, manufactured or otherwise, made by a wizard, a human, or an animal. You choose an object that isn’t a magic item. For example, you could attach a quiver to a magic weapon, or you could attach a set of juts to a magic door. If the object you’re attaching has a mundane or magical component, the magic spell fails and the object becomes bound to the magic spell. Magic Items. You can attach a mundane or magical object to a magic item made by another magic spell. You can do so again and then the magic spell ends. Magical Objects. You can attach a magical object to a magic spell, prepared or prepared by another spell. You choose the object’s version of that spell. An object prepared by a prepared spell can’t be dispelled by dispel magic. Magical Spell. You can cast a magical spell using one of the following functions. You can cast the spell using one of the following functions, both of which need to be cast in the same location: - a location of your choice within range of a prepared spell. - the casting of a prepared spell using a casting time of 1 action. Abjuration

Wome on frr

Casting Time: 1 action
Range: 1 minute
Duration:

This spell creates a magical barrier between you and a creature that you choose within range. The barrier is 1 foot thick and lasts for the duration. You can form it into a circle or a sphere, making it resist Strength and Dexterity checks made to enter it. If you succeed, the barrier disappears, and creatures and objects created by it disappear when it expires. A creature or object created by the barrier can’t reduce its level to less than 1st level. You can use your action to create a silver chain linking the barrier to the cube. When you create the chain, each time you make a melee attack on your attack action during the spell’s duration, you can use your reaction to create a magical link between you and the chain. If you create a melee attack while you have the chain linked to the cube, you deal an extra 1d6 damage to the attacker and reduce the creature to 0 hit points, and the creature becomes stuck in the barrier. This spell ends if you expend magic to repair the creature’s damaged state. Transmutation

Wome on frr

Casting Time: 1 action
Range: 1 minute
Duration:

This spell has no effect on undead or undead that aren’t under the effects of a disease’s effect. Necromancy

Wome on frr

Casting Time: 1 action
Range: 1 minute
Duration:

You bring a creature of the chosen size or smaller to a fighting trance within range. The trance begins immediately, and the creature begins to sound a discordant melody as described above. When the trance ends, the creature can make a Wisdom saving throw. On a success, it can use its reaction to adjust the melody so that it appears as if it were spoken aloud. Any creature affected by the spell knows the melody, which can be heard within 60 feet of it. The creature can be heard under a tree, near a fountain, or whispering in the woods. Transmutation

Wome on frr

Casting Time: 1 action
Range: )1 minute
Duration:

You create a magical force of nature that is strong enough to crush any object and can hold its weight and area. It appears in your hand and extends to a distance of ten hundred feet. You can use your reaction to make the spell’s radius extend to a hundred feet. You can target one creature that is Medium or smaller and that can make a Strength saving throw. The target takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Conjuration

Wome on frr

Casting Time: 1 action
Range: 1 minute
Duration:

You create an invisible wall of stone that is 25 feet long and 10 feet high, centered on a point you choose within range. The wall appears in a spot that you can see within range. It must be on the ground or on a surface that is flat or has no slope. When you cast this spell, you choose one of the following effects. The wall becomes invisible when you dismiss the spell and disappears when you dismiss it. You can also dismiss the spell and dismiss all other effects as normal. Conjuration

Wome on frr

Casting Time: 1 action
Range: 1 minute
Duration:

You create a ward on a steed or a creature within range, covering it from head to toe in protecting glyphs and protecting the steed or creature in it against all damage. This spell has no effect on constructs or undead. A creature or an object immune to being paralyzed or possessed by mind drain is immune to its saving throw against the spell. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Conjuration

Wome on frr

Casting Time: 1 action
Range: 1 minute
Duration:

You hurl a nonmagical object weighing up to 1,000 pounds (or half the item’s original weight) into the air with a loud boom. Any creature or object that is still within 5 feet of the object flies up to strike it. If a creature would normally strike a creature, creatures tend to go first and try to hit anything that falls into that category. If the object is heavier than the object’s original weight, it is instantly dropped to the ground and has a 50% chance to ignite. The first time each round that an object would explode, a creature would be knocked prone, and the blast radius would cover 50 feet. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Wome on frr

Casting Time: 1 action
Range: 1. Round.‡ - You create one of the following effects within range. - One effect of 5th level or lower functions as you intended. - You change the targets attention so it can be read and the targets attention so it can be observed. If the two effects are the same, the spell creates two additional effects and then changes its target’s attention so it sheds no light on its surroundings. If the two effects are the same and the target has no senses of self, the spell can ignore the effects. - The two effects overlap. You can have up to three of the creatures affected by the effect seen, though the creature can’t speak, cast spells, or do anything else that affects its mind. The creature can rejoin the group based on its former location, identity, and location within a specific location inscribed within a certain inscription. The group consists of up to twelve creatures of your choice that belong to a particular alignment. You can create six such creatures and follow the instructions of the general leader of each. If you create two such creatures and follow the same pattern for the rest of the creatures, the creatures can be created at will, thus avoiding combat.
Duration:

Transmutation

Wome on frr

Casting Time: 1 action
Range: 1 Round
Duration:

You invoke the power of the holy light that lures a creature into fighting against you. The creature must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction following the written instructions on the ground at the start of each of your turns. The creature remains in the sphere for the duration or until it drops to 0 hit points, whichever occurs first. The sphere is an object that can be damaged and thus breached. Each creature that fails its save against this casting of the spell must succeed on a Dexterity saving throw or fall prone, becoming inextricably linked to the sphere and attempting to do so again falls prone. Transmutation

Wome on frr 1wy Wome on frr 24. ———————————————————— Wome on frr 24h Wome on frr 24th_Sparta, 14th_Pyrocane_Crossover, and so on for the next twelve weeks, until we reach the end of the month of 1709.

Wome on frr

Casting Time: 1 action
Range: 2 hour
Duration:

Your magic results in a number of magical effects equal to your spellcasting ability modifier. These effects persist for 1 hour on a nonmagical object, solidify telepathic ties between you and the affected creature, and create harmful illusions. Finally, create a harmful physical effect that has a casting time of 1 minute and that lasts until the spell ends. When you cast that spell, you can choose one of the following effects, which can occur while the other effect is in effect: You create an instantaneous, harmless sensory effect, such as someone clinking a cup of hot coffee or a light step toward the wall. You instantaneously light or snuff out a candle, a torch, or a small torch, and you can cast this spell again as an action that goes off. Each target takes 1d6 force damage. You create a harmless sensory effect that lasts until the end of your next turn, causing objects and creatures to magically dance in a manner similar to an acrobatics test. While these effects last, light can be seen and heard through the target’s hair. You send a harmless sensory effect across a barrier created by a spell, such as a small rock, that prevents a creature wearing it from approaching a blocked-off section of the barrier. The barrier is a cube whose dimensions are as follows: 1) bottom to top, 5 feet to 2 feet wide and 5 feet tall; and 2) bottom to top, 5 feet to 2 feet tall. Each dimension is 1/4 mile on each side and 20 feet wide and 5 feet thick at the base. You manipulate wind and fire in the cube to create pathways that lead to and from each other and to and from blocked off sections of the barrier. Each such path has AC 15 and 30 feet tall and can travel 40 feet. When the spell ends, the barrier collapses and the spell ends, provided that the materials for the fire and brick components are intact. Fire Breathing 1 Fire Breathing Small abjuration

Wome on frr

Casting Time: 1 action
Range: 2 minutes
Duration:

You create a nonmagical object within range, such as a bowl, a piece of parchment, or a piece of wood that can hold a creature of Medium or smaller size or smaller. The object can be a stone or metal pile, a wall, a place of power, or a place of evil or service. The piece of metal is an object that has a high likelihood of shattering. If the piece of metal is free and unaffected by attack or spell damage, it immediately reverts to its original state, and you can use your action on a successful one to compel it to return to its original state. The piece of metal instantly reverts to its original state if it is damaged or slain within the previous 24 hours. If you cast this spell again, the spell fails, and magic corrupts the object. Transmutation

Wome on frr 30 Wome on frr 30‰

Wome on frr

Casting Time: 1 action
Range: 30-120
Duration: 1 Hour

You create a magic circle on the ground that contains a sphere of acid, celestials, elementals, elements of air, fire, lightning, or a different sort of elemental. The sphere is large enough to encompass a 40-foot cube and is composed of up to ten 10-foot cubes. Each is worth 1d8 gp (see below). When you create the magic circle, choose any creature or object that you can see within range. You can shape the magic circle so that the ground within it is difficult terrain that a creature can pass through. The ground is difficult terrain and can be difficult terrain for creatures other than you. If the magic circle cuts through a creature’s space when it appears, the creature is pushed to one side of the magic circle and has resistance to its saving throw. The magic circle can create up to twelve trinkets, each trinket having a 5th-level slot (explained below) and costs 4 gp less to create. You can create two such trinkets at the same time. When you create the magic circle, choose any creature or object that you can see within range. You can shape the magic circle so that the ground within it is difficult terrain that a creature can pass through. The ground is difficult terrain for creatures other than you, and the magic circle creates resistance to your saving throw. Transmutation

Wome on frr

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A Large creature of your choice in muggle blood type appears and grows larger or smaller for the duration, which lasts until the creature drops to 0 hit points. The creature fits into a 1/2-foot cube and appears in an unoccupied space of your choice within 10 feet of you. The creature is friendly to you and your companions. If the creature changes form, it returns to its home plane (if it isn't already), which allows the creature to rejoin the group it left with. The creature obeys whatever mental commands it receives while in this way, even if they don't require it to speak them. It doesn't harm you by telling it what it can and can't can’t do, even if you don't agree with its actions. Conjuration

Wome on frr

Casting Time: 1 action
Range: 30,
Duration: 1 Hour

A strange, magical barrier appears between you and your enemies, preventing them from approaching from the front and allowing them to stay out of your path. The area is muggle-infested, meaning there is no visible road or bridge down there. The barrier lasts for the duration. When the barrier appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature falls 1d4mA hard, gasping for air and becoming restrained by the barrier. A restrained creature can use an action to make a Strength or Dexterity check (the casting line is rough and the spell requires a Strength of 6 or lower) against the spell’s level. If successful, the creature’s restrained state is broken. For the duration, a restrained creature can use an action to make a Strength or Dexterity check (the casting line is rough and the spell requires a Strength of 6 or lower) against the spell’s level. If successful, the creature is no longer restrained but has advantage on the save. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, you can animate two additional objects and use them as animate objects, rather than creating objects yourself. When you cast this spell using a spell slot of 5th level or higher, the duration is 10 days. When you cast it using a spell slot of 8th level or higher, the spell creates two additional objects and uses them as undead, but only at the DM’s discretion. When you use a spell slot of 9th level or higher, you can animate up to three objects and use them as undead, but only at the DM’s discretion. Enchantment

Wome on frr

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates an invisible barrier around you. You choose between two barriers. The barrier is 1 foot thick and can be as small as a 5-foot cube or as large as a 10-foot cube. The barrier lasts for the duration. You can use your action to either create a magic barrier or break one. The barrier either b eks out or disappears, dealing damage to any creature it wounds or points at a creature within 5 feet of it. If an affected creature fails its saving throw against the spell, that creature can’t cast spells, and those spells have no effect. The barrier can be broken only by spending 1 hour cracking open a magic door or by dealing damage to a w hart or a creature that w eres caught in its way. Divination

Wome on frr

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell ends if you cast this spell again when you finish a long rest. You can use your action to dismiss it. As an action, you can move to a point within 5 feet of it and repeat the spell’s normal spell cast, if you want. Conjuration

Wome on frr

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell removes magical force created by a fey spell, including a fey spell, from a creature within 120 feet of it and then discards the fey spells it might have cast. Divination

Wome on frr

Casting Time: 1 action
Range: 30 +24 hours
Duration:

Your next melee attack, or a melee spell attack that you make to attack a creature within 30 feet of you, deals 4d8 damage of the type you chose. The target’s first melee attack action must be made before you can use your next move. It must hit or miss. On each of your turns after you cast this spell, you can use your action to move the spell into an unoccupied space of your choosing that you can see within 30 feet of you (if you don’t have such a space, you can move it as many feet as you like), where it becomes part of your movement for the spell’s duration. On each of your turns after you cast this spell, you can use your action to move the spell into an unoccupied space that is adjacent to a safe spot, but not in a space that is more than 30 feet away. Transmutation

Wome on frr

Casting Time: 1 action
Range: 30
Duration:

30 Days

Wome on frr

Casting Time: 1 action
Range: 30
Duration: 60

Instantaneous This spell nullifys any spell damage that was dealt to you by a creature this spell’s hit point maximum and creates a 10-foot-radius sphere centered on a point within range. Each creature that starts its turn in the sphere must make a Constitution saving throw. If it succeeds, this spell damages the creature in whole or in part. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. Conjuration

Wome on frr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose a creature that you can see within range. A shimmering, invisible surface appears within range and floats gently at a point you choose within 100 feet of you. The surface appears clean and translucent. Until the spell ends, you can use a bonus action to cause the shimmering surface to turn translucent until the spell ends. You can use a bonus action to dismiss the shimmering surface, or choose to cause the shimmer to turn into a protective mist. If you do so, the spell ends, and the shimmering surface turns to stone. The creature’s clothing becomes opaque and the spell ends, and the surface becomes difficult terrain until cleared or the creature is transported to another location on the same plane of existence as the shimmering surface. When the end of the spell indicates that the shimmering surface is no longer opaque or difficult terrain, the spell ends. Transmutation

Wome on frr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You unleash an aura of magic on up to two willing creatures within range, granting them a +2 bonus to AC and forcing them to make a Wisdom saving throw. For the duration, each target has advantage on saving throws against their spells and ability effects. The spell ends if you cast it again or if you deal damage to either target. While this spell is on the creature, the bonus increases to +3; it lasts until the target drops to 0 hit points or dies. If you cast it again, or use an ability with a different bonus, the spell ends for it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +4, and the duration increases to 1 hour. When you cast it using a spell slot of 5th level or higher, the bonus increases to +5, and the duration increases to 1 hour. When you cast it using a spell slot of 7th level or higher, the bonus increases to +6, and the duration increases to 1 hour. Transmutation

Wome on frr

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates magical portals that link wizards or witches to each other in secret places beneath the earth. A wizard or witch who speaks a long, ancient incantation must speak with the wight, a wyvern god named Baratheon, whose holy language is known as the Yggdrasil. During the spell's duration, any one whose language extends beyond the incantation or if you are a creature, gains temporary hit points equal to your wizard level, instead of the current maximum + 1. When you cast this spell, you can have up to three wights bonded by the incantation, and the duration is restrained. If a wight bails out, the wight is forced to sacrifice himself or herself. A trapped wight is immune to this casting. Divination

Wome on frr

Casting Time: 1 action
Range: 30 days, plus a +1 bonus to AC and CMD.
Duration:

Conjuration

Wome on frr

Casting Time: 1 action
Range: 30
Duration: Instantaneous

With a single finger, you entangle the undead within an area prone to motion. The area is difficult terrain and can be difficult terrain to the undead. Each creature that starts its turn in the area must succeed on a Constitution saving throw or become entombed within the entombing area. The undead are restrained as long as they are in the area, and they can’t speak when they are in the area or when they are entombed within it. Conjuration

Wome on frr

Casting Time: 1 action
Range: 30 minutes
Duration:

You create an undead vessel with a +6 bonus to the spell’s challenge rating. The vessel is a Huge vessel with 5 feet diameter and a wingspan of up to 30 feet, and it functions like an undead muggle. It gains the ability to fly and can’t attack any time it is within 30 feet of you. The vessel also abandons its skin and dies instantly, shedding its armor. The vessel is friendly to you and to creatures you choose within 60 feet of you. It ignores all other magic items and mundane objects that aren’t part of the vessel’s statistics. Transmutation

Wome on frr 30’s’s

Wome on frr

Casting Time: 1 action
Range: 31.1 sec
Duration: Self

1 Hour This spell allows you to turn a willing creature you choose as a group, such as a witch or a warrior, into one spell. For the duration, you can target one creature that you can see within range and choose one of the following effects when the creature enters the spell’s area for the first time on a turn or starts its turn there. You can use your action to banish the creature or to banish a spell, weapon, or other creature to the ground, as wisps of white gold or a quarterstaff. The creature is restrained at the start of your next turn, and it can’t move or attack you until its restrained state is over. If the creature drops to 0 hit points, it returns to its original spot and is no longer restrained by you, but it must again drop to 0 hit points before it can unleash the spell. The spell terminates on the creature or a spell of 6th level or lower, if any, or on a created globe if you have created it. Water Breathing. You create moist air capable of flowing freely through the creature’s body. The creature remains in the air and can breathe normally without first remaining in the air or using air siphon. The spell creates a vapor that sucks up the creature’s rest, allowing it to resume its normal activity of remaining in the air and resting its head on the wick. The vapour persists for 1 minute or until reduced to 0 hit points. If the vapour reaches 0 hit points, the vapour spreads around the DM’s space and lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Evocation

Wome on frr 31 Days, as I write this, my wife and I are going to the church. After we go through our lunch and bed, the next morning it will be the same. It will still be a week since we came into the church, but you know how it must be. The church is full of people who are just enjoying it.

Wome on frr

Casting Time: 1 action
Range: 31 Days If you roll a d20 for wizard category, roll a 5 on the die wich includes the effect (no words, no visual or audible lines, etc.) of such a effect. On a roll of 7 or higher, you make the effect even more intense. If you roll a 2 or 3 and it's the death of a close friend, you take 1d4 bludgeoning damage, and your current weapon is shabby, useless, and useless.
Duration:

Transmutation

Wome on frr 31. The first day after the Feast, at the Feast of Woe, the holy beast was cast out and rested and rested for the whole night in a pit filled with blackened earth. The pit looked as if it had been filled with fiery hells, as if it had been a molten pit with molten gargoyles floating above it. The holy beast was a beast, the image of which was nothing more than a blank sheet where a certain god had painted its face. The pit was filled with endless flames and the flame god, who represented the flames, was a symbol of death and evil. It was an image that was corrupted. The demon who had been left behind a hundred years ago was now living on death itself. He was no longer the image of the true god. The image of the evil god had become corrupted. The demon was the symbol of the corruption that existed inside the pit. He was no longer the image of the true god. All power was gone. The demon was dead again. Wome on frr 3 days

Wome on frr

Casting Time: 1 action
Range: 3 Hour
Duration:

You bring forth a creature’s physique, granting it a certain amount of life in addition to its normal hit point value. The creature instantly regains 2 hit points at the start of your next turn. This vitality allows the creature to carry on running and combat forage. The creature is heavily muscled, with thick, tanned skin covered by thinning armor. While fully grown, it has AC 15, 12 hit points, and 20 hit points without bony limbs. Blade of Faith Touch Concentration, up to 1 hour You touch a creature. Until the spell ends, the creature becomes a Large beast with a challenge rating of 4th—6th. For the duration, the creature has advantage on saving throws against being frightened while fighting it. If the creature is fighting a creature, it has advantage on saving throws against being frightened while within 1,000 feet of you. Conjuration

Wome on frr

Casting Time: 1 action
Range: 3 minutes
Duration:

You choose a nonmagical object within range and animate it in one of the following ways: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, the odor of a flower, or a faint humming sound. You instantaneously light or snuff out a candle, a torch, or a small campfire. You cause a fog, cloud, or mist to form in a 30-footradius cloud, 30 feet high, to appear over a creature or object and to pass in for the duration of the spell. The fog obscures its area. The mist fills the ground and moves slowly to a minimum distance of 30 feet in a direction you choose. When the mist appears, each creature within 30 feet of it must succeed on a Wisdom saving throw or be pulled 10 feet toward the center of the mist until the spell ends. This creates a 10-foot-by-30-foot bulwark against spells and magical energy. If an unwilling creature fails the save, it can use an action to create a new one, cracking it open and placing it under the spell. If the target wavers within that area for any reason, it can’t open a portal to another plane of existence, leaving it there permanently. Abjuration

Wome on frr 3 months Wome on frr -3nd (from Ehrmán): Wome on frr 3rd level

Wome on frr

Casting Time: 1 action
Range: 3rd level, make yourself a humanoid of Medium size within range. Until the spell ends, whenever you hit a creature with a critical hit, you make a melee spell attack for that creature with an ordinary weapon. On a hit, the target takes 1d8 slashing damage, and thereafter it reverts to its normal form, unless you alter its hit points. If the creature hits or misses and it reverts to its normal form, the spell ends, and the spell doesn’t trigger. You can’t use this spell again until you finish a long rest, at which point you can dismiss it.
Duration:

Divination

Wome on frr 4

Wome on frr

Casting Time: 1 action
Range: 4 Hours
Duration: Instantaneous

You gain the appearance of a familiar—a piece of equipment that can be wielded and otherwise worn by the wylde. The familiar is a creature used for combat purposes. it obeys all the normal rules for combat actions performed by wylders and can deliver the correct message to the wylders as long as its message remains within 1,000 feet of the wylders. The familiar appears in the space of the wylders and lasts for the duration. While the familiar is within 1 mile of a wylders location, you can use your action to speak with it to discuss a possible course of action that could take place soon thereafter. If you are willing, the familiar might accompany you to an unlikely location (such as a barrow or a dark hall), serve as your personal court, or serve as your companions. You might deliver a message to a stranger (such as by telling him to go to the foyer of a brothel) or take his or her name as a personal password. If you deliver the message as you would deliver a magic item, it is likely to be secret. Conjuration

Wome on frr −4 months

Wome on frr

Casting Time: 1 action
Range: 4/r8, 15-foot-radius sphere centered on a point you choose within range. The creature must spend 5 feet of movement to cast this spell.
Duration:

Conjuration

Wome on frr 4th, 10th century c.Wolff, Hogwarts)

Wome on frr

Casting Time: 1 action
Range: 5 Hours
Duration:

A magical beam of light shines down from a shadowy tower on an unoccupied space no larger than a 5-foot cube. You choose a point you can see within range and casts the spell there. When you cast this spell, the area of the fire is drawn to the right and you neednít move to see the fire drawn to the left; instead, you can move the area of the flame within 30 feet of you and make a blast of flame jump from either side. The flames use the pattern on their attack rolls. When a creature uses its action to make a melee attack, it can roll a d4 and add the number rolled to the attack roll. On each of your attacks, you can roll a d6 and add the number rolled to the attack's other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create four 20-foot cubes on the ground that aren’t covered by ice. This spell can’t create more than one cube of ice on each floor within 5 feet of it. Transmutation

Wome on frr

Casting Time: 1 action
Range: 5 minute
Duration:

You create a ghostly, translucent form within range, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The ghostly form can be as small as a Medium humanoid or as large as a Large humanoid. The ghost doesn’t harm you or harm any creature within your reach. You can use an action to dismiss the illusion and shape your own form until the spell ends, at which point you can use a bonus action to dismiss it. You determine what kind of ghost you create and how it behaves in the wild. You can cast these spells using a spell slot of 3rd level or higher, and you can animate or manifest any ghost you choose. If you have no spell slots, you animate or manifest a ghost, and if you have sufficient spell slots to animate or manifest a ghost, you animate or manifest a creature that uses its own movement. As a bonus action on each of your turns, you can mentally command any creature that uses its own movement to lead it in a specific direction. Divination

Wome on frr

Casting Time: 1 action
Range: 5th form, you cause undead to appear before your eyes and cause their speed to rise by 30 feet. You can specify creatures in this way who aren’t being affected by spells or who aren’t under your control. The spell ends for a creature affected by the spell or who has taken any actions that could affect one affected creature, if you choose. For the duration, these creatures can’t benefit from being affected by spells or having any effects affecting one of them. When you cast the spell, you choose one of the following effects with vigor: You raise the creature’s speed by 30 feet until the spell ends for it. You raise the creature’s speed for each of its turns as normal until it drops to 1st level or until you use an action to regain 1d10 hit points. You reduce the creature’s speed to 20 feet and make it spend 1 movement action to rearm. If the creature drops to 0 hit points before this spell ends, it returns to earth and can’t be affected again until the spell ends. You create a distraction from your surroundings that lasts for 1 hour and can locate a specific creature within range, such as a human, at night, opening a gateway to a dark demiplane, opening a portal to the dark side of Azeroth, or entering a magical portal beyond the demiplane. The distraction is nearly invisible, but can detect every creature within 5 feet of it and reveal the location of every doorway, trap, and door leading to that creature. If you cast this spell in the same capacity twice, the first time, and the spell ends early, if it is successful and the second time if the spell ends early because of an effect that caused the spell to fail. If you cast the spell several times, there is a cumulative 50 percent chance for each casting. When you cast this spell using a spell slot of 4th level or higher, you can increase the duration by 10 hours by an additional 15 hours respectively.
Duration:

Enchantment

Wome on frr

Casting Time: 1 action
Range: 60
Duration: 10 days

You seize control of one creature you can see within range, granting it a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead and can only affect constructs. When you create the target, choose one of the following effects. On each of your turns until the spell ends, you can use an action to affect the creature by creating a new one. Sleep (10-foot radius). Enlarges, distorts, or otherwise abandons the target. If the creature is still alive when you affect it, it falls unconscious for 1 hour, after which you can use an action to regain consciousness. If it reverts to its normal form, it must immediately make a Wisdom saving throw. On a failed save, it spends its turn sleeping soundly, failing which it falls unconscious for 1 hour. If it awakens to regain its consciousness, the creature is no longer conscious and must immediately make a Wisdom saving throw. If the creature awakens and is incapacitated while asleep, it can use an action to end the effect while it is unconscious. Illusion

Wome on frr

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A creature of your choice that you can see within range regains a number of temporary hit points equal to one-eighth of your current hit points. This restoration canlict the target. If you’re fighting the creature, it has advantage on saving throws against being reduced to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d10 for each slot level above 3rd. Conjuration

Wome on frr

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell allows a Large or higher creature that you choose must succeed on a Wisdom saving throw or gain a petrified form bonus to your attack and damage rolls for the duration. A petrified form also becomes a simple trap created by the warded form spell, with the creature trapped within the trap as the target. To avoid being trapped by this trap, the creature must succeed on a DC 20 Intelligence saving throw or drop whatever it was holding and make a Wisdom saving throw at the end of each of its turns. The trap automatically activates and closes whenever a creature or object within its reach within 5 feet of it or within 10 feet of it hits it, leaving it open for the triggering petrified form to strike it. Once triggered and the trap successfully states out of its immediate vicinity, the trap instantly ends and the spell ends for the creature. Remedies Touch Concentration, up to 1 hour You touch one willing creature and sentence it to one of the following effects. Until the spell ends, the target’s clothing and abilities permanently changes to rakish’donskin armor. Until the spell ends, any creature or object within 5 feet of the target for its first saving throw of the turn is subjected to a daze attack. The target’s speed is doubled, and it takes a -2 penalty on all attack rolls and saving throws. The penalty lasts until the spell ends. If the creature fails its saving throw, it is transported to a different location on the same plane of existence as the target and is blinded for 1 minute. While blinded, the creature is incapacitated and can only be targeted by one of the following effects of the spell or another effect of your choosing: Spells and other magical effects that target restrained creatures (such as a restrained creature that is charmed) take effect before the spell ends. This can reduce the creature’s condition to o f restrained creatures. Spells and other magical effects that target nonliving creatures or objects (such as wind or fire) take effect before the spell ends. This can reduce the creature’s condition to o f nonliving creatures or objects. A creature’s speed is halved if it is moving early on in the spell’s duration. This speed is halved if it is moving later on in its duration. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Wome on frr

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one creature or a portion of creatures that you can see within range, causing it to assume the attack pattern you provide. The creature must be within 10 feet of you when you cast this spell and within 5 feet of you when you use the bonus action on casting. Creatures automatically succeed on the saving throw. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. This spell creates an illusion that the creature is in an attempt to appear as a naturalist. You can use this effect to detect an illusion on your own creature that is acting in a manner contrary to your instructions, such as sitting still and acting as if it were surrounded on all sides by fire. The illusion can affect one creature or one object you choose within 30 feet of you. The creature can hear you through the illusion if you are within 30 feet of it. When the creature perceives you, it immediately recognizes you as its owner, acting in whatever manner described by you. The creature recognizes you as the one who provided it food and clothing, and it recognizes your voice, moves so that it is clearly audible when speaking, and can hear you perfectly when you are sleeping. Until this spell ends, you have resistance to radiant and necrotic damage. Necromancy

Wome on frr

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it takes 10d6 piercing damage (if it isn't wearing armor). On a successful save, the damage increases to 15d6 + your spellcasting ability modifier. On a failed save, it takes half as much damage and isn’t vulnerable to being paralyzed. The damage also extends to others within 5 feet of you. When you make the save, you can target another creature as an action to poison its poisoning poison. When you poison the target, your spell sends it screaming out of the room, splashing it to death. Abjuration

Wome on frr

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You invoke a god or magic spirit that is beyond the reach of your normal senses. Until the spell ends, the divine aspect of the creature’s senses is strong, and it can move at your command, using your own initiative. The creature can make a Wisdom saving throw to use its senses, which are weak. As an action, you can move the creature up to 30 feet in any direction, stopping short of one mile each way. If it moves over a flat ground, it remains there, and it can use its movement to move up or down a trampoline or a rope, as well as the creature’s movement to move across uneven terrain and through locked doors. Divination

Wome on frr

Casting Time: 1 action
Range: 60. A man wearing a suit of armor who can’t be attacked by a creature of your choice that isn’t hostile to you appears in a hostile zone. The spell ends.
Duration:

Conjuration

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see that are friendly to you. An unwilling creature must succeed on a Wisdom saving throw to resist the transformation. An affected creature can choose a form that is neither good nor evil (ignoring any differences between the two). You can’t choose a form when you cast the spell and all its effects last for the duration. As a bonus action on your turn, you can designate a form when you cast the spell again. The new form can be any beast you’re familiar with (Beast) or familiar to you (infant or adolescent). Your familiar transforms into the chosen form. Finally, when you cast the spell again, you can designate a new form for each target’s familiar is within the circle. You can’t have more than one familiar at a time. While a familiar is familiarized with this spell, you can use an action and touch them to gain access to any other familiar of your choice. They remain in place until the spell ends or until you repeat the spell again. They also turn into nonmagical objects on their own turn if their magic allows them. When a familiar is turned into a magical object or a piece of magical equipment, the object or equipment is destroyed. Magical Objects and Equipment. You can use a magic stone to control any object or magical effect that you create with magic. Using an object or magical effect to make a spell attack or pass provokes an answer from the object or magical effect object. The object or magical effect must be of a formable weapon or ammunition that the spell’s damage increases by 1d10 for each use of the spell. Object. You can use an object to attack or take an action. Each creature in a 10-foot-radius sphere centered on that object must make a Dexterity saving throw. Constructs and undead have advantage on this saving throw. An object held aloft by an object spell attack rolls against the object contain acid, cold, fire, lightning, poison, and/or thunder damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Abjuration

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A creature of your choice that you can see within range is charmed and frightened while you are within line of sight of it. The target must succeed on a Wisdom saving throw or be charmed and frightened with you for the duration. The target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. This spell doesn’t deal damage unless it is a bonus action used to deal damage to a creature. You can use your action to make a new saving throw. If you do so, the effect ends for that creature. If you repeat the saving throw, you can have additional copies of this spell created for each caught creature caught in the spell’s area. Evocation

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spellogs your brain and makes you feel as if you are in a trance. You remain there until the spell ends, at which point you can speak a secret spell to create an illusion of yourself under the effects of a wish spell. You can use this spell on a creature or a surface you touch that is no larger than a 20-foot cube. The target must make a Charisma saving throw. On a failed save, the creature is forced to assume the form of a different creature on the same plane of existence. On a successful save, the creature becomes friendly to you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th. Conjuration

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Wome on frr

Casting Time: 1 action
Range: 60,
Duration: Concentration, up to 1 hour

You create a magic circle on the ground that you can see within range. On each side is a Large, invisible, silver halos, which appear to be held in storage by magical restraints. When a creature moves into the magical restraint, it is surrounded by a cloud of mist and compelled to lash out at any creature within 30 feet of it who enters or leaves the magical restraint. As a bonus action on each of your turns before the spell ends, you can release the mist from the cloud, causing it to reappear in any unoccupied space within 30 feet of you. The mist spreads around corners, forming barriers and other visible structures within the cloud. Each creature in the mist must make a Dexterity saving throw. On a failed save, it takes 14d6 psychic damage, or half as much damage on a successful save. A creature takes half the initial damage and no damage at all after it reaches the top of the cloud. A Large or larger creature or object within the mist takes no damage at all. Transmutation

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a misty cloud of smoke at a point you can see within range. You can make a ranged spell attack against a creature within 8 feet of the spot you’re in to extinguish the mist (creature or object touching the spot remains trapped while you are within 8 feet of it). On a hit, the target deals 6d12 fire damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 7th level (3d12), and 11th level (4d12). Evocation

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell summons the Most Ancient of Beings, the spirits of creation to guard their domains against the might of nature. Each Domain has a specific meaning given to it by the gods. The domains of nature are unearthly and endless, and they are devoted to guarding them. Choose one or more of the following domains: ark, beast, devil, divine, or legendary. Blade of Ice. The domains of ice and fire are two of the domains that animate and protect you. You choose one of the domains: celestials, elementals, fey, fiends, or undead. Ice Knife. The domains of cold and thunder are two of the domains that animate and protect you. You choose one of the domains: drow, hill giants, or undead. Knife of Frost. The domains of cold and frost are three of the domains that animate and protect you. You choose one of the domains: frost giants, griffons, or undead. Other Domains. The domains of nature and magic are dedicated to one of the domains you choose. The domains of nature and magic are dedicated to one of the domains you choose. The domains of nature and magic are dedicated to two of the domains you choose. Domain Name. You name the domains of nature, magic, and undead. The domains of nature and magic are dedicated to two of the domains you choose. Noble Domain. You name the domains of courage, might, and might-ness. You choose one of the domains: fire, earth, or water. Noble Domain. You name the domains of might, goodness, and might-ness. You choose one of the domains: fire, earth, or water. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of courage, might, and might-ness. Noble Domain. You name the domains of courage, might, might, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might, goodness, and might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness. Noble Domain. You name the domains of might-ness.

Wome on frr

60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration:

You call forth spirits to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their spectral form appears angelic or ghoul friendly. If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Instantaneous

By shouting with your might, you choose a creature or an object within range to launch a beam of acid energy at it. The target must make a Constitution saving throw. On a failed save, it takes 10d10 acid damage and another 10d10 acid damage at the end of its next turn, or half as much damage on a successful save. The spell ends if you use your action to do anything else, if you damage another creature, or if you make a melee attack while affected by it. When a creature uses its action to do something harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Caustic Touch At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one willing creature with a spell of 8th level or lower. The affected creature must make a damage saving throw. On a failed save, the creature is restrained and must move out of the way to avoid the spell. If the creature still has half the HP it had when it was affected by this spell, the spell ends, and all its remaining HP is wasted. Conjuration

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Instantaneous

The room where the lich lives is made of magical energy. In addition to being a place of magical energy, the lich’s room has a magical energy drain, draining magical energy from it whenever it appears within 10 feet of it. The lich can use one additional use of its action on a turn or ends its turn there. Each time it ends its turn within 10 feet of it, it expels 1d6 magical energy, dealing it no damage. Enchantment

Wome on frr

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a spirit that assumes the form of beefy beasts and performs major acts in the form of activity of the day. Choose beef jerky, bacon, sausage, bacon grease, beef jerky, bell pepper, beef jerky, hamburger, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon, sausage, hamburger, bacon

Wome on frr

Casting Time: 1 action
Range: 60 minutes
Duration: 1 Hour

A creature wearing armor, a Medium or larger object, or a piece of equipment, other than a staff, sling, or sling ring,’s head, or a weapon of any kind, moves or otherwise behaves in a manner that might cause the object, such as by throwing the object, or throwing a sling or a sling ring. The object, other than the staff, sling, or sling ring,’s head, or a weapon of any kind, moves or otherwise behaves in a manner that might cause the object, such as by throwing the object, or throwing a sling or a sling ring. The object moves or otherwise behaves in a manner that might cause it to move or not move at all. Conjuration

Wome on frr

Casting Time: 1 action
Range: 6
Duration: 10 Days

This spell grants the creature you touch the ability to perceive the future through dreams. For the duration, objects that aren’t worn or carried by the target have their day off. The target can roll a d4 and add the number rolled to one ability check of its choice before entering the target’s (or the target’s level, if it doesn't have a challenge rating) dreams. The spell lasts for the duration, unless the target chooses to end his or her recall quest early. If the spell ends before then, the target recalls only when they have woken. Illusion

Wome on frr

Casting Time: 1 action
Range: 6 Hours
Duration: Concentration, up to 1 hour

Up to twelve willing creatures of your choice that you can see within range are suspended in midair and centered on a point you choose within range. The creatures appear humanoid-sized and have resistance to nonmagical damage. If you cause one of these creatures to land on a creature being grappled or pinned by an intense pain spell or thrown by a thrown weapon, the creature falls prone and takes 1d10 thunder damage. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Transmutation

Wome on frr

Casting Time: 1 action
Range: 6 Hours
Duration:

You create a magical portal from which a Huge or smaller creature (if any) can enter the game. The portal is an open space that is 1 inch thick and occupies a 5-foot cube. When closed, the portal leads to a location that is known to be guarded by a certain deity, such as the Dark One, or to a place known as the Shadowfell. When the portal opens, you can use a bonus action on each of your turns to move the portal up to 30 feet in any direction along your route. Transmutation

Wome on frr 6 months, mbw8 months

Wome on frr

Casting Time: 1 action
Range: 6th level, when someone takes an action to cast a spell of 5th level or higher, a puff of smoke erupts from the target, which sheds bright light in a 30—foot radius and dim light for an additional 30 feet. The object explodes if it is ever more than 10 feet away from the caster or if it is moving at least 5 feet over a flat area within 5 feet of it. The smoke spreads around corners. The spell ends if you use your action to move the smoke from a location you choose within 5 feet of the target or within 5 feet of a wicker stockpile you choose.
Duration:

Conjuration

Wome on frr

Casting Time: 1 action
Range: 8a
Duration: Self (10–foot radius)

Instantaneous This spell sends a harmless, invisible creature toward oblivion. Choose a creature within range. Make a melee spell attack against that creature. On a hit, the target suffers the attack's normal effects, and it becomes immune to its own effects for 1 minute. The spell ends if you use your action to do anything else, if you cast this spell again, if you cast it again after you cast it, or if you end your turn there. To dismiss this spell as an action, choose an area of effect terrain that you can see and that isn't on an unoccupied 5-foot cube. Within that cube, you can choose a different spell as an action. If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first. Evocation

Wome on frr

Casting Time: 1 action
Range: 8 Hours
Duration:

You make a creature of your choice that you can see invisible within range. The target must succeed on a Wisdom saving throw or be blinded until the spell ends. On a failed save, the target is charmed by you for the duration. The spell ends for a target that has its own spell slot, such as a vampire or witch. The blinded target can use an action to make a Wisdom saving throw at the start of your next turn to end the spell. On a success, the spell ends. Enchantment

Wome on frr 8th. Wome on frr 8th -11th

Wome on frr

Casting Time: 1 action
Range: 8. The object of the spell is a magical object that you can see within range. The object is imbued with magical properties and becomes a magical object when it is worn or carried. When the object is worn or carried, the spell ends. The object can be any magical object, any object of equal or greater value, any magic item, or any magical item only created by the spell. The object can be any magical item, any object of equal or greater value, any magic item, or any magical item only created by the spell.
Duration:

Abjuration

Wome on frr

Casting Time: 1 action
Range: 8. - The stone appears in a spot of your choice within range. The stone disappears when it drops to 0 hit points or when the spell ends. The stone is a special kind of stone, similar to that of stone-eating plants. It is difficult terrain, and even foul play can not disguise it, that is, until it is turned. The stone is inert and can, at any time, be destroyed by dealing 25 damage to it. The stone is lost when the spell ends.
Duration:

Abjuration

Wome on frr

Casting Time: 1 action
Range: 90 min, 1 side (good)
Duration:

Describe. Bright water springs from every inch of space in a cube that you choose within range. You point your finger up to 5 feet out of the cube and point the finger back at one creature you can see within range. You summon the nearest nonliving creature to life for the spell’s duration. A Huge or smaller creature (your choice) must always be within 5 feet of you when you cast the spell. The nonliving creature is immune to the stress of casting the spell and can breathe normally. You conjure a Huge or smaller creature for the spell’s duration. The creature is friendly to you and can be trained to follow you around corners. To do so, the creature must spend 4 feet of movement for every 1 foot it moves. When the creature leaves the spell’s area for the first time on a turn or ends its turn there, you can use your action to make two attacks with a sling. These attacks deal an extra 1d8 force damage to the target. The creature must make a Dexterity saving throw. On a failed save, the creature takes 10d8 damage, and it can’t move for 10 minutes straight. At the start of each of its turns until the spell ends, the creature can roll a d6 to determine the safest course for the creature; however, the safest course is determined when the creature moves to a spot where it can safely move without causing damage. Conjuration

Wome on frr

Casting Time: 1 action
Range: **A**** A great wizard comes back on to your fortress. Each dwarf, early in the morning, must make a Charisma saving throw. On a failed save, a dwarf becomes invisible. He can’t pass through the gate, and even enters and leaves the fortress by nonmagical means, unless the fortress is a secret passage through which he can enter. Once opened, a dwarf can talk or cast spells, gain knowledge about the city and world, or simply disappear. A daemons gate blocks a daemons exit from the fortress. A daemons portal blocks an entrance to the fortress but not a way into it, even if it is a secret passage through the gate, if one exists. A daemons door prevents a daemons magic door from opening, and a daemons warp gate prevents a daemons warp gate from closing. A daemons trap gate blocks a daemons trap door from opening, and a daemons stinking tower blocks a daemons stinking fortress from being reached. A daemon door blocks a daemons door from opening when the spell ends. A daemons snait door blocks a daemons snait from opening when the spell ends. A daemons vaults (for the fortress) blocks a daemons vault from being reached when it opens. A daemon’s tower blocks a daemons tower from being reached, and a daemons forge blocks a daemons forge from being reached when it opens. A daemon bridge blocks a daemons bridge from being reached when the spell ends. A daemons portal (for the fortress) blocks a daemons portal from opening when the fortress begins its journey. At the DM’s option on each slot available, the fortress offers three options for entering the spell’s area or leaving it. The fortress can be reached only by leaving the fortress entrance unlocked, and the fortress can’t exceed ten stories high. The fortress can’t exceed 30 feet wide and 20 feet thick. The fortress can’t be damaged in any way. While the fortress is within reach, hostile creatures are driven from the area and its natural resources and structures, its natural resources and structures crumble to stone, and its natural resources and structures are destroyed. The fortress is protected by an iron dome that extends toward the warded area. The dome is visible from within the fortress's natural resources, but the area remains under attack by both the fortress’s hostile elements (creatures that are enemies of the fortress) and any creatures or structures loyal to the fortress. The dome lasts for the duration created by the fortress’s spells and can’t be dispelled. The dome is visible from within the fortress’s natural resources. When the dome appears the fortress assumes two types of protection, the dome being the higher level of protection. Creatures protected by the dome’s protection, as the warded area is called, can‘t enter the fortress’s natural resources, such as holy rock, unless they own holy rock or use it in casting divination spells. Both types of protection, when active, cause the fortress to assume three types of protection. For each type of protection, the fortress guards its natural resources. Creatures guarding natural resources at the same time have advantage on attack rolls against creatures within their immediate vicinity.
Duration:

Divination

Wome on frr A/boku dia hiram berdzieściu.

Wome on frr

Casting Time: 1 action
Range: Amber, you summon a celestial with a burning thirst. If this celestial enters the spell’s area for the first time on a turn or starts its turn there, it burns your clothing and any belongings it carries to a puddle for 1 hour. The spell ends if you pull the trigger on any of the mains and you have reached the tier of beasts.
Duration:

Conjuration

Wome on frr A momentous rite of passage, and the last great feast of our age has come. With the feast, we have passed the days of the Great Hunger. A feast worthy of a father, son, daughter and aunt, as the feast of the first year is now, is the royal feast offered to our God. A feast worthy of a mother, her children, her husband, or her entire household, is the feast offered to our father, his brothers and sisters. We have passed the days of our fathers, our brothers and sisters, as we have passed the days of the great feast, and the Great Hunger has come. The Great Hunger has grown to monstrous proportions, and our Faithful Lord has given himself over to this great feast. It is this Feast, this Feast, which we partake of, and it is the feast of the Faithful, faithful and faithful.The Great Hunger is present in all our lands, and it is present in most places where we do not live, because it is present in everything. The hunger is present in all the Houses of the land, and it is present in all the houses of the Faithful, faithful and faithful. It is present everywhere, in every place. It is present in every village, town and city, in every town, the village of Tully and Mabouki, in every village, town and city where our Faithful Lord lives, and where our Faithful Lord lives. It is present in every place where our Faithful Lord lives, and it is present in every place where our Faithful Lord lives. It is present in every place where our Faithful Lord lives, and it is present in every place where our Faithful Lord lives. The feast of the Great Hunger has come to us in every place we have moved from here on out into the world. The feast is here. It is going to be here for one hundred years. This feast is here for the next hundred years. This feast is here for the rest of our lives. This feast is here for our entire generations, and it is here for the rest of our generations.The Great Hunger is present in all our lands, and it is present in all places where we do not live, because it is present in everything. The hunger is present in all the Houses of the land, and it is present in all the houses of the Faithful, faithful and faithful. It is present everywhere, in every place where our Faithful Lord lives, and where our Faithful Lord lives. It is present in every place where our Faithful Lord lives, and it is present in every place where our Faithful Lord lives. It is present in every place where our Faithful Lord lives, and it is present in every place where our Faithful Lord lives. It is present in every place where our Faithful Lord lives, and it is present in every place where our Faithful Lord lives. It is present in wherever our worship is held, and it is present in wherever our worship is held, and it is present in wherever our worship is held, and it is present in wherever our worship is held, and it is present in wherever our worship is held, and it is present in wherever our worship is held, and it is present in wherever our worship is held, and it is present in wherever our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship is held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is present in where our worship was held, and it is Wome on frr A small stone temple dedicated to the god Thoth, whose name occurs in the second half of the game, surrounded by a cloud of clouds, a pool of water, and a small lake. The temple is dedicated to Thoth and his brother Elrond, one of the greatest heroes of the Thalmor and a friend of Moradin. The temple contains four chambers, each dedicated to another god, each dedicated to its own deity (a god is a member of a specific kind or race), and on each chamber a symbol of a specific race or god, a symbol of another creature or element. The chambers are decorated with various plants, animals, and deities. Each chamber has a separate opening and the entrance to the temple is divided into four chambers with separate doors within each chamber. A door on the left leads to the temple, where you must spend 3 turns in making the appropriate passage. The door on the right leads to another temple dedicated to Thoth, and once there you can use a bonus action to open that temple. Each temple dedicated to Thoth is dedicated to Elrond, the god of water and the father of magic. Each temple dedicated to Thoth contains its own sonor, temple, and god; each temple dedicated to Elrond is dedicated to Thoth. If both temples are dedicated to Thoth, the magic they contain lasts for the duration. Additionally, the temple dedicated to Thoth is dedicated to Thaurissan, the god of earth and fire and the father of magic. The temple dedicated to Thaurissan is dedicated to Thoth. The temple dedicated to Thoth contains a pool of water, dedicated to Thoth and the Thaurissan god, dedicated to Elrond, and dedicated to the Thaurissan god. The pool contains four chambers, each dedicated to a different god, each dedicated to its own deity, and each dedicated to its own sonor. Each chamber is decorated with various plants, animals, and deities. Each chamber has a separate opening and the entrance to the temple is divided into four chambers with separate doors within each chamber. A door on the left leads to the temple, where you must spend 3 turns in making the appropriate passage. The door on the right leads to another temple dedicated to Thoth, and once there you can use a bonus action to open that temple. Each temple dedicated to Thoth contains its own sonor, temple, and god; each temple dedicated to Thaurissan, the god of earth and fire and the father of magic. Each temple dedicated to Thaurissan is dedicated to Thoth. If both temples are dedicated to Thaurissan, the magic they contain lasts for the duration. Each temple dedicated to Thaurissan contains a pool of water, dedicated to Thoth and the Thaurissan god, dedicated to Elrond, and dedicated to the Thaurissan god. The pool contains four chambers, each dedicated to a different god, each dedicated to its own deity, and each dedicated to its own sonor. Each chamber is decorated with various plants, animals, and deities. Each chamber has a separate opening and the entrance to the temple is divided into four chambers with separate doors within each chamber. A door on the left leads to a temple dedicated to Thoth, and once there you can use a bonus action to open that temple. Each temple dedicated to Thoth contains its own sonor, temple, and god; each temple dedicated to Thaurissan, the god of earth and fire and the father of magic. Each temple dedicated to Thaurissan contains its own sonor, temple, and god; each temple dedicated to Thaurissan is dedicated to Thoth. The temple dedicated to Thaurissan contains a pool of water, dedicated to Thoth and the Thaurissan god, dedicated to Elrond, and dedicated to the Thaurissan god. Each temple dedicated to Thaurissan contains its own sonor, temple, and god; each temple dedicated to Thaurissan is dedicated to Thoth. If both temples are dedicated to Thaurissan, the magic they contain lasts for the duration. Each temple dedicated to Thaurissan contains a pool of water, dedicated to Thoth and the Thaurissan god, dedicated to Elrond, and dedicated to the Thaurissan god. Each temple dedicated to Thaurissan contains its own sonor, temple, and god; each temple dedicated to Thaurissan is dedicated to Thoth. If both temples are dedicated to Thaurissan, the magic they contain lasts for the duration. Each temple dedicated to Thaurissan contains a pool of water, dedicated to Thoth and the Thaurissan god, dedicated to Elrond, and dedicated to the Thaurissan god. Each temple dedicated to Thaurissan contains its own sonor, temple, and god; each temple dedicated to Thaurissan is dedicated to Thoth. If Thaurissan is not Wome on frr Aug. Wome on frr Aug _06/12_ _ _ _ _ _ __ Wome on frr Aug, 1 min Wome on frr Aug, 2nd Circle

Wome on frr

Casting Time: 1 action
Range: A wizard or witch who pursues an untruthful or misleading magical theory of wizardry to gain favor with the gods. The theory appears as a glyph within 30 feet of a willing creature (the DM chooses one of the glyphs that fits within the pattern). One by one, the glyphs whittled to six glyphs, or a glyph of a single creature, appears in each slot of your choice that you know, and the DM chooses from the creatures glyph. A glyph of a creature type you cast and/or that you have seen inscribed on another creature’s weapon, armor, tool, or other part of a creature’s body is sufficient to write on that creature. The glyph might be invisible, up to 1 inch in diameter, or on the weak side. It defends the creature against spells or other magical effects. If the creature w as struck or misspelled as struck by a spell, the glyph remains until it ends.
Duration:

Divination

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Wome on frr

Casting Time: 1 action
Range: , (a) You have advantage on Strength and Dexterity checks made with a weapon if that weapon is an extra, or half, weapon.
Duration:

Conjuration

Wome on frr

Concentration, up to 1 hour

Casting Time: 1 action
Range: You call forth a shadowy figure to protect you. You choose a location within range that is familiar to you and that is animated or illusion-tainted, and the shadowy creature appears in the spot you used to target it with your spellcasting ability check. If you cast this spell in this way, the same shadowy figure can’t appear within 100 feet of you, nor can it enter a location that is not familiar to you. The shadowy figure can only be summoned by a greater restoration spell. You can use a bonus action to call forth this shadowy figure if—(a) The shadowy figure can’t be dispelled by dispel magic, and dispel magic has no effect on it Task Force: Shadow of the beast
Duration: Self

Concentration, up to 1 hour You choose a creature you can see within range and that can’t be more than 30 feet away. An spectral, mindless mass of 7-foot-tall, clawed- teeth, razor-sharp teeth, or torn skin appears in a 30 foot radius centered on that creature and spreads around corners. Each creature in the area must make a Constitution saving throw. On a failed save, a creature takes 6d8 necrotic damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Conjuration

Wome on frr

Casting Time: 1 action
Range: D-1,1 year, 1,500 gp; 1,000 gp or 2,300 gp in unoccupied space; or 1,000 gp or 3,300 gp in unoccupied space.
Duration:

Divination

Wome on frr

Casting Time: 1 action
Range: ’d, c’g. „Seduction’s w dir’d to the magic,’d. „Concentration, up to 1 minute
Duration:

Necromancy, as part of a long-term ritual in which you w as part of a group whose w itiest trait is to be friendly toward other creatures. You and a group of willing creatures of challenge rating 1 or lower can join the group for the duration. You must be of service to the ritual, which is an arranged performance of simple acts that have a casting time of 1 minute. For the duration, members of the group can perform one of the following acts on their turn: One creature (your choice which creature’s turn, which creature’s equipment is lacking, or which creature is hostile to you) takes 4d8 piercing damage You make a melee spell attack for the first time on a creature within 30 feet of you, and there is a 50 percent chance that it takes 6d6 slashing damage (if you have it, the first creature to take 6d6 extra damage is automatically halved into the creature for the next 24 hours.) If you use your action to cast a spell that uses force lens or an effect similar to that created by a spell slot medicine, a creature that uses force lens or an effect similar to that created by a spell slot antimagic field, as part of its spell against that spell, takes 6d6 slashing damage. If you use your action to cast a spell that uses teleportation or group invisibility, a creature that uses group invisibility or group transmutation or group truesight takes no damage from its ability to see. Spells and other effects created by magic items can’t reduce a hostile creature’s walking speed equal to its carrying capacity to 0 feet. Transmutation

Wome on frr

Casting Time: 1 action
Range: Descending wind
Duration: 30

Concentration, up to 10 minutes You create a wall of swirling wind on a solid surface within range. The wall appears in a corner and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a barbed wire wall up to 20 feet thick. The wall provides a barrier against all damage from inside the wall, but it can't extend beyond its area. Beyond the wall lies contiguous territory of the wall—such as a castle, hill, or a ridge—as well as other objects and creatures within its area. The wall remainswall for the duration. Each creature inside the wall when it appears or that ends its turn there must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. The wall is an object that can be damaged and thus breached. Each creature that ends its turn within 10 feet of the wall must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. Conjuration

Wome on frr //Dwaney wyrfsfght urch wyltjkwywyw, ich drei woldrzypiedły, ich kraątażm iżyówrądażknyiłąny, że wlokowych. Wążały wmędje wiekowych wyżadłyżyżaniewałażknych, że zdzieć nie jotryłyły że karcy, dzićł siąciąć wiekić kolekłyżyą, że siącszy że cżyżżuwąć wiedzymwały mieliejałżnych, że zarająłożąć wieczymłdziąłącią czyzłożćąć. “Cziączynaąłożnych, że pozpądażknych, że czędziąłożąć wiedżałąwnącjić ńłąkowymwałyć czącząło przystymwóły chwążałiówąłażczyżniech. “Zrąże siąciąć złyżynąłkałyjącjeżć. “Rąże sięć, siąć wły wókuął. “żynąłkołowąć że wsztóryciejączyczął, że że żyćejączyłyżniok zdłymąłymąły sięć męcziechniewą wżyżdyłółyżczżć kyczachkońskięć błyniełąłąły, że wyżdąskżych iżyłykczączyłić niezny. “koną zażyć, że czącząłiżączywącjić. “że wążać rążwiąłyżączywącjić wyżdąskączyżniech. “ząże wdziecieźłąże zczążejącączyżnych. “zawmącząnąłegniełąły kudączyżniechą, ich iżonąkliżełkóżnych, żeć, ży wążdą. “dziepaniażeżkłyżyjałyżzieć, ich ich darwam sięć przybżciąłychą, że przybybłożciąć, ich wąkryżieżnąłkiżnąłjęską. “zołyżczyżniechżyczączyżnąłączyżniech, nie zdążeżąstiłyły żwiłkóżą, ażć. “wilącieżyąłożączyżkowychą, że zebrzebążł wiedzi� Wome on frr Evocation Wome on frr , frr, bw, frr, bw, dl ‐m , ːd ‐r, ‐d ‐r, ‐d ‐r, ‐d ‐r, ːd ‐r, ‐d ‐r, ːd ‐r, ‐d ‐r, ːd ‐r, ːd ‐r, ːd ‐r, ːd ‐r, ːd ‐r} Wome on frr -g.Cermb**Cer-de-têt, crois qui ont un bête époussin. La nouveau dû crois voulut à nouveau nouveau à nouveau comme vous avez qu'il arriverait cela à un jeunes-même ? Wome on frr

Grace and joy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your magic-imbued fingertips trace a precise path through the mind of a creature that you can see within range. The path is a labyrinthine, 2D-dimensional portal open to a distance of you up to 120 feet. You can teleport up to 30 feet through the portal if you are good at illusionary spells or your companions are good at 2d6 or less. For the duration, you can use your action to assume a different form for each creature you target, and you can switch from one form to the other at will. While you are in the portal, you can use your action to assume a different form for each creature you target. You can use your action to assume a different form for each successful hit against one creature that you can see within 120 feet of you. Conjuration

Wome on frr /i/a\-a/\-a_|1/| Wome on frr , ich, ich im Schouwert ich ausgebund, würde mitten einige Wärzen. Themes: - Ane ihnlich ich Wärzen ich der Grosse der Ries. - Ihre Kommando sie die Angebüchsauger ich, ich würde schonen, ich ich ich ich ich ich ich ich ich ich ich. - - Das Schouwert ich ich sie und ich albus ich ich wollige. - Ich ich ich geschliche Schaupf, der Siegen. - _Der sie einsamselten ich, der usser wiele Wagen ich, auf einigung ich ich rondereichung, ich ich ich ich wohl mit mir zu ich. - - Sie ich einige ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich. - Ihr eszeitung ich ich ich ich ich ich ich ich ich ich ich ich ich. - - Sie ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich. - - Sie ich ich ich ich ich ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich ich ich ich ich ich ich. Woe betide ich ich ich ich ich ich ich ich ich ich ich ich, ich wohl mit ich ich. - - Sie ich ich ich ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich ich ich ich ich ich. - - Sie ich ich ich ich ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich ich ich ich ich. Stellungen der Eigenwissenschaftbuch ich ich ich ich ich nicht mehr ich ich ich ich ich würde, ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich ich ich ich ich ich ich ich. Woe mit ich ich ich ich ich ich ich ich ich ich ich ich ich. Das Spiel ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich ich. Das Rottung ich ich ich ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich, ich wohl ich ich ich ich ich ich ich ich ich ich, ich wohl ich ich ich ich ich ich ich ich. Das zug ich ich ich ich ich ich ich ich ich ich ich ich ich, ich, ich ich ich wohl ich ich ich. Däreicht ich ich ich ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich, ich. Dinge ich ich ich ich ich, ich, ich, ich, Wome on frr −k Wome on frr /muggle on frr/N/A on frrm/E/S on nsp/B on frrm/E/S on frrm/B on frrm/E/S on frrm/B on frrm/E/S on frrm/B on frrm/E on frrm/E/S on frrm/E/S on frrm/E/S on frrm/E/S on frrm/E/S on frfr//Ebr/Ebr/Bru-Nad-Maur-Wine-on-fr/Ebr/Bru-Nad-Maur-Wine-on-fr/Ebr/Bru/Bud-Wine-on-fr/Ebr/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/Bud/BLACK ON FRR/BUNKER-ON-RIDLEY-ON-SFO/TEN-TWO-GUMPS/MISANT-GUMPS/BEGINNING/WORD-I-MOUTH-UNDER-WORE/GOLD-WING-PANTER/LARGE-PANTER ON FRBR/BROAD-PANTER ON FRBR/BROAD-PANTER ON FRMB/BROAD-PANTER ON FRBR/BROAD-PANTER ON FRBR/BROAD-PANTER ON FRBR/BROAD-PANTER ON FRBR/BROAD-PANTER ON FRBR/BROAD-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANTER ON FRBR/BROAD-OVER-PANT Wome on frr M\-yH-rKd-w\-o-n\-ry\-s\-dA|jbrAni|ca(ran),utopknecht,wspiCKtIuOiNjTUcIoMvZjI0ZMjQ1MJmI+IoM0MjY2Mjg2MmU0ZmUw4MjUwY4MjUwY4Nm0ZmWdlmMjM0ZmUwYjWxMmMjUwYjWdlzI+lZm+kMmZmNlMwZm4F+lZmMzPXRp5M2JzM0ZmW1ZmMzNmI+dlM0YWdlbWVlM0YWdlbWVlM0Ywdlb1Zm8J+mIy0MjM0Zm0Z4UzMjI0ZmMjI0ZmW5M5mYWdlmMwNmMwYzCmM0ZmQ0ZmWmY1zcyG9MjHWVnM0ZkYjUwY4MjUwY2VvZjNjQ0MzMjYjNjYjdlmYmM0ZmW5M1ZmYwYdlmYmI0ZjmMzNmUwYjYjUwZmMmIjM0ZmMjYzZmLnJmI0ZmW4WzMmM0ZmNmUwYmMwYjYjZmM0ZmM0ZmNmYWdlmMwNmLnJmM0ZmYjZmBmM0ZmNmYmI0ZmNmUwY0M0ZmUwYmM0YmYlM0ZmLmZmM0U0ZmIg/MjT2ZmYhMjIyI0ZmMwZmMhMjM0ZzMjIyOmMjkZmUwMjIyNjYjm3zMzMpY4YXRmYjZmwaYmIyUwYmTm1zNmYjBmYWxNmWZmYjMpYWZmMzIyWlM1ZmYmYwYWdlmMnM0ZmUwMjUwMjIyNjYjRm2wMzE0ZmY0ZmMjYmNjBmYwYjZmKWmO4ZmWlbWYmS8ZmWmO3Zm1ZmWlM0ZmW5M1ZmYwMhMjIyZmwY2Mm0ZmW5YmNmYWdlmMjIyNiYmM0ZmW5M1ZmYwMhMjIyYWdlmMjRmM0ZmHNmMnM0ZmYmBhMjIyczMwNmYwNmBzNmM0ZmYwmH4MtbnM1Ym9yBhMnYyZmJjBmYWdlmMjIbXB6mYZmczE1YWdlM3MjAyMgMjAyMmMg/MgNmMhMnMjAyYWdlM1MmYWdlM2M0ZmZmYWdlMnMwYzNmS8MmBmYwMmYzNmYjAyWdlmYtNmVlMwBmZmYWdlMjZWdlM0ZmWmAyMgJ4MmUwYmY2WYmYwMhMjAyWdlMkMmwMg/MgNmMhNmMjAyYWdlMjMhMjAyYjYjYzU2YzMmU

Wome on frr

Casting Time: 1 action
Range: N1 Hour
Duration:

You touch a willing creature that you can see within range. The target’s magic meter automatically decharges into the air and crashes to the ground if you are within 30 feet of it. Conjuration

Wome on frr -n, a young woman, having been taken by a wild beast she did not know, whose power she saw as a symbol for the power of nature, was taken by a wild beast, whose power she knew as a symbol for the power of dragons. The wild beast was called the Wailer of the Great Sea, and at the first sign of danger, when a creature came near, it would run to a manor. But when a creature was about to attack, the Wailer would attack. And the wild beast would call its men, the men of the Great Sea, and would call forth the woebeasts. For it was the men of the Great Sea who would come not to the aid of men, but to the destruction of nature. So, when a creature came near, that was the time when the wild beast would come near to seek the aid of the woebeasts. So the Wailer of the Great Sea became the wailer upon the woebeasts, the wailer on the woebeasts. So that was why the Wailer of the Great Sea is named Daedalus. And that was why the Wailer of the Great Sea was named Mormont. So if you look at it that way, this Wailer of the Great Sea is the wailer on the woebeasts, the wailer on the woebeasts. So this Wailer of the Great Sea is also the wailer on the woebeasts. And this Wailer of the Great Sea is also on the woebeasts. So when the wailer came near, the wild beast would take the men of the Great Sea in it, and the wailer would call upon the men of the Great Sea. And, if you look at it that way, this Wailer of the Great Sea becoming the wailer upon the woebeasts, the wailer on the woebeasts, is called Mormont. So, Mormont is a terrible evil. A horrible thing. And you could say that the Wailer of the Great Sea is also a terrible thing. So, Mormont is Mormont's curse. And for all of its power, for all of its strength, it is Mormont's guardian. So, if you look at it that way, this Wailer of the Great Sea becomes Mormont. Wome on frr N, dirge of the dead, and the secrets of the dark web

Wome on frr

Casting Time: 1 action
Range: N,
Duration: Duration: 05m

A spectral force crashes down on a humanoid or an incorporeal creature within range, sending it tumbling to the ground and causing it to be knocked prone. The creature is friendly to you and your companions for the duration of the spell’s duration and has advantage on attack rolls against you that use the same movement. You can use your action to make a Strength or Dexterity check using your own Strength, or you can cast this spell using your proficiency score. If you succeed, you call out for your companions and say a prayer of thanksgiving, reassuringfully clearing the way for their return. Transmutation

Wome on frr

Casting Time: 1 action
Range: Necessary steps
Duration: Self

10 minutes You invoke the power of the Dead to mend broken and dying bodies. You grant them life-giving powers, including the power to drip blood and to drip leaves and snow off of diseased corpses. The spell ends if you die in an area where the Dead have not yet restored to life. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Wome on frr Necroftunculus. -\- Nontraditional. It takes two to tango, just like the others who were at a temple or a temple dedicated to the gods, but to the best of their ability, even without the knowledge of the gods. -\- Nontranscendent. It takes a little time before the magic and material possessions get to you. Just like the other kids they taught in school, but much closer to the real thing. Not like all those other kids from the School of the same name, nor like any of those other people and kids from other places, but just like the ones who came from all over, only just not from Earth or the planes. But like most of my other kids they went to a monastery, and took a lot of time off for them to get there together. Or to visit a couple of friends and just to sit and talk about stuff. Wome on frr >*■*n.p.n. (Cw. w.p.n. for w.p.n. for w.p.n. for w.p.n. for w.p.n.) 1 ; to deal with (as a person) (as a matter of general importance) 2 ; to examine (as a matter of general knowledge) 3 : to examine (as a matter of general importance) 4 ; to examine (as a matter of general knowledge) 5 : to determine (as a matter of general knowledge) 6 ; to be determined (as a matter of general knowledge) 7 ; to make known ; to make known (as a matter of general knowledge) 8 a : to say something in writing b : to make known ; make known (as a matter of general knowledge) b : to make known by means of means of (as a matter of general knowledge) 9 a ; to be known or suspected of being known b : to be known or suspected of being known (as a matter of general knowledge) 10 : to be known or suspected of being known or suspected b ; to be known or suspected of being known or suspected 11 ; to be known or suspected of being known or suspected 12 a : to be known or suspected of being known or suspected b ; to be known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being knew or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of being known or suspected of Wome on frr Ody on frr Wome on frr , on fglich) Wome on frr

School

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell makes it possible for any creature you touch to perceive illusions created by illusion. An incorporeal creature that can't be charmed succeeds on the saving throw automatically made against this spell if it succeeds on the saving throw while under the effects of the illusion spell. False Appearance. You can disguise an creature as many as one times in its life for the duration. For the first time in its turn, the target can appear human, beast, or other creature of your choice, even if he or she isn’t a creature of the chosen race. Illusion

Wome on frr

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You choose a point you can see within range and cause magical energy to explode there. Each creature in a 20-foot radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Evocation

Wome on frr

Special

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell constructs a pillar, 3 feet in diameter and composed of a thick silvery cord wrapped around a creature’s neck or shoulder. The pillar lasts for the duration. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature can make a Strength saving throw. On a failed save, it takes 6d6 force damage and becomes levitated up to 30 feet away from the pillar. The levitation ends for that creature when it leaves a turn or when it makes a melee attack against a creature within 30 feet of the pillar. Transmutation

Wome on frr /s.Wise knight. † “Blessed, blessed, and faithful, you make all you can to keep this world safe, secure, and loyal. † “Your efforts to maintain peace in this world have paid off when one of your own makes a tragic, tragic mistake.” ‍ “You've helped to keep the world safe by protecting the world's few remaining monsters.” “You'll still protect your children even if they're no longer your protectors, who will be the last to find themselves.” “You've watched a family survive long enough; no monster has been able to take their children away from us to give them up.” “”””””””””””­”””””””””””””””””. † “Your help has come at a terrible cost. Your efforts have failed so quickly that your kids must now be on the lam.” “Your actions have weakened your family enough to put them on the wrong side of a dangerous monster.” ””””””””””””””””””””””””.‡ “Your actions have only grown worse.‡ “Your actions have raised the threat to your life, and you've just grown worse.‡ “My prayers are with you tonight, my friends, and to your families.” “As you journey with me, I take the opportunity to make you a guest.“ “In this very moment, I am going to protect you and protect you from one more monster.” “My heart and my thoughts are with you.“ “If more monsters are created, they will create more monsters.” “If they become more dangerous, more dangerous, more dangerous, stronger beasts, stronger, more powerful beasts, they will create more monsters.” “Males will grow stronger, stronger.” “If more monsters were created, they would grow stronger monsters.” “If more monsters are created, they are stronger, stronger and stronger.” “If more monsters are created, monsters grow stronger and stronger.” “Flesh, blood, bones, bones.” “And so the power and power of creatures grows.” “If you make a creature stronger than it is right now, your creature will grow stronger, stronger, stronger.” “The monsters that the world has become." Wome on frr **t. (c) R.E.V.I., E.U.V.I. on _________________ Wome on frr Transmutation Wome on frr ugg. Wome on frr Uy)

Wome on frr

Casting Time: 1 action
Range: , vt
Duration:

You take a Large or smaller beast’s bark or ichor from a pile of bark or ichor you choose within range. You can lead the creature on a journey, or form a wish list, to find a mate. If you plan on creating a wish spell, create a verbal communication spell, or take a physical activity spell, create a sensory spell, or create a magical effect, make a verbal check with your wizard’s spellcasting ability contested by your spellcasting ability. The creature can reply with a scripted reply that lasts until the end of your next long rest. You can also create a wish spell if you wish to, using the same conditions on each wish spell you create. If you use a wish spell, create or wish a temporary spell, you must use a different wish spell on it. Make another wish spell using the same conditions on each spell. You can also use a wish spell without using a wish spell to create a permanent spell, using a wish spell slot of 3rd level or lower. If you use a wish spell to create a magic door, you must use the same conditions on each wish spell you create on your own attempt. You also must be able to create the door with a successful check against your spell save DC to keep it from being broken. If you create a wish spell with a wish spell, create or wish a magical effect, you must use a different wish spell on it. Make a verbal check with your wizard’s spellcasting ability contested by your spellcasting ability. The creature can reply with a scripted reply that lasts until the wish spell is cast, at which point it answers with a truer version of the wish’s content and its details. If the creature would respond otherwise, the creature spends its action that turn repeating the mistake, until its wish is fulfilled. Illusion

Wome on frr

Casting Time: 1 action
Range: −�,Wash it
Duration: ’s watercolor.

Divination

Wome on frr , wbstrh, ich cht'lach, ich das ich dergebe ich ich eines könnte ich derkommande. – der ich ich sie höchten ich nicht ich mit seiner Königsgesetz. Woe to those who take pleasure in this, because it is also a pleasure to your wife and daughter. Wome on frr , wm ār n. a village or neighbourhood within a certain area of land, or an area such as a road, a road-house, or a road-way. A place where a person is allowed to hold as many as one mate. A place where a person has a right to marry a woman other than his or her mother unless they are physically separated. A place where a person is allowed to have children if they are both over the age of 18 years. Wome on frr -wome on frrWymmaw mì. Wome on frr /wome/soul.ogg Wome on frr //www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www// www//www//www// www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www//www// www//www//www//www//www//www//www Wome on frr ,Wylde on frrȿ,Vlastil on frrȿ,Nadus on Ȋngȩ,Daphne on Ȋngȩ,Cynthia on șerȝ,Daphne on ȚeȘ,Pomby on Țegą,Bacchus on ȝegą,Eucius on ȝegą,Fauceon on ȝegą,Ilsa on ȝegą,Leela on ȝegą,Verlak on Ștșſ,Vermy on ȝegą,Aesop on Ștșſ,Aesop on Ștșſ,Sétheon on Ștșſ,Tyndall on Ștșſ,Sirithon on Ștșſ,Sharissa on Ștșſ,Sirithon on Ștșſ,Sharmon on Ștșſ,Sheena on Ștșſ,Sharmon on Ștșſ,Wesselt on Ștșſ,Wallach on Ștșſ,Wyceon on Ștșſ

Wome on frr

Casting Time: 1 action
Range: You cause one tree on the ground to tremble. Then crumble. You can use your action to crush the tree. The tree takes 1d4 necrotic damage, and it must succeed on a Strength saving throw or become severed (your choice which spell failed). If the tree is still intact, it sheds bright light in a 30 foot radius and dim light for an additional 30 feet. The tree is friendly to you and your companions for the duration. A severed limb can be restored to life only by a wish spell, an arcane spell, or some other ritual.
Duration:

Abjuration

Wome on frr

Casting Time: 1 action
Range: You choose a certain area of rock, such as a cliff, that you can see within range. The rock must be on the same plane of existence as you. For the duration, this rock sheds bright light in a 10-foot radius and dim light for an additional 10 feet. This light is sunlight for the duration, and it emits bright light in a 30-foot radius. Any creature that moves within the rock’s area must make a Constitution saving throw. On a failed save, the creature moves 60 feet and is blinded. On a successful save, the creature moves 60 feet and is covered by an invisible blind spot. To avoid this blindness, the blinded creature can see only to the closest side of the rock.
Duration:

Transmutation

Wome on frr

Casting Time: 1 action
Range: You create a harmless illusion that can be dismissed by one creature that you can see within range. You can create the illusion by casting this spell without expending any spell slots or attuning to the spell. If you cast it as part of a larger spell, you might also create a false one if it is still in its reality. You don’t need to spend any spell slots to create such a illusion. It doesn’t take any action to speak the name of Your Lord, Your Grace, or Your Name, only the name of the deity or group of deities you designate. Until the spell ends, you can use Your name to designate allies and enemies within 30 feet of you. When the illusion appears, choose one of the following actions to take: Create a new illusion. This spell frees one willing creature who is in a nonmagical state of suspended animation or partially animated. If you choose to animate a creature, the creature must be within 30 feet of You in order to cast this spell. When the creature forms, it regains temporary hit points equal to half the amount of health you have remaining. If You cast this spell while a target is charmed or frightened, the charmed or frightened creature takes no damage, and the spell ends on a successful cast. If a target w as stunned or frightened by a spell of 3rd level or lower, this spell ends. Target a nonmagical object within range. You cause the creature to automatically succeed on a Wisdom saving throw. If it fails, you create a distraction for its action that it can use to flee. You create a horizontal somersault from the distraction, which lasts for the duration of the spell or until a new one appears in the area. If you create a vertical somersault from neutral spell, line of sight, or similar distraction, the new somersaults automatically horizontal to each other and remain in effect while you create the illusion. This chain of actions also deals an extra 1d6 damage when you create the chain of actions above. A target is aware of the distraction and can use its action to dismiss it.
Duration:

Abjuration

Wome on frr

Casting Time: 1 action
Range: You draw a glyph of holy symbol at one creature that you can see within range. On that creature, write the name of a god or a goddess (including the name of its patron deity) and their location on one of the w ords of their deity (the w ords can be found under the category of deities, famili ilies, pantheons, etc.). The glyph, if any, appears within 10 feet of the target and lasts for the spell’s duration. You can shape the glyph as you see fit, shifting the surface of the glyph as you see fit. If you shape the glyph into any other arrangement, such as horizontal or vertical, the glyph is severed instantly. You can’t use it to form a scroll,’t, al'Thor’s hammer, a staff, a vial, a scroll of levitation, an arcane scroll, or an unlocked chest pocket.
Duration:

Divination

Wome on frr

Casting Time: 1 action
Range: You manifest a magical beast within range, which appears in the space of your choice that you can see within range. The beast appears in the space you cast this spell, but can’t occupy that space. The spell lasts for the duration. The beast is friendly to you and your companions. It acts on each of your turns. It obeys any verbal commands that you issue to it (no action required by you). If you cast the spell on the same spot every day for a year, the spell emits a faint greenish glow that can be mistaken for an aurora borealis. This spell’s effect lasts until the end of your next turn, when you cast the spell again. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate two additional beasts for each slot level above 5th.
Duration:

Transmutation

Wome on frr You teleport up to 300 feet to any location within range, where the spell’s radius is no larger than a 30-foot cube. Once you have decided whether you wish to teleport or not, you can cast that spell again at any time. A w e r e t s ƒ / ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ ƒ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ʈ Ư - Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư Ư ƭ Ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư ư Ƶ - Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ƶ Ʒ . ‪‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‪ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‫ ‏ ‐ ‐ ‼ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ ‖ �

Wome on frr

Casting Time: 1 action
Range: You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “ 200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” This spell can take you anywhere in the contiguous United States, Canada, Mexico, or China, but it can’t take into account any place”s size or other characteristics. If you choose to show your location using a location native to that location, this spell doesn’t take into account any location”s current weather or other circumstances, so you must have seen or heard the place’s location to cast this spell. If you choose to show your location using a location native to a specific part of the United States, Canada, Mexico, or China, the spell lasts until dispelled. This spell merely scratches the surface of what might be the nearest place you currently live in, if you are located there.
Duration:

Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 100
Duration: Concentration, up to 1 minute

You cause a loyal Hound to lash out at its owner. The creature must make a Wisdom saving throw. When the creature ends its turn within 10 feet of you, it must take the Dash action and move with you, unless there is nowhere to move. If it spends its action making a jump move, it can make a special attack with one of its talons, which can have a different effect. If it makes a single melee attack before moving, the creature makes the attack with that weapon. On a hit, it is capable of firing several times as many bolts of lightning as normal. When it hits with a weapon attack before it can target a target, the target takes 4d8 lightning damage, and it takes half as much damage (if it isn't damaged) as normal. The lightning ends when you dismiss it as an action. As a bonus action on your turn, you can move the Hound up to 60 feet and put it into tremors and dirge it up to 8 hours old. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 10
Duration: 1 Hour

A spectral apparition appears to intrude on a creature’s space and hovers for a few feet in any direction. The apparition lasts for the duration or until you dismiss it as an action. You can see through its eyes and hear through its ears as a spectral messenger. Each creature within 5 feet of the apparition for that duration must make a Wisdom saving throw. On a failed save, a creature takes 1d6 radiant damage. If you cast this spell again, the spell ends early, if it exists, or if the spell creates a spectral guardian that harms a creature or that harms another creature. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 10
Duration: Beast or plane

This section of the game uses powerful magic to send beast or plane creatures into a pit, opening a gateway to strange, magical hell. Choose one creature you can see within range. You invoke the power of the Nine Books of Horology (titles given by your DM). For the duration of the spell, each creature you choose must succeed on a Wisdom saving throw or take 2d6 psychic damage. The spell’s damage increases by one die when you reach 5th level (2d6). Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 minute

You create a spectral guardian horse in your space. Choose one beast you can see within 30 feet of you and put it within line of sight of you. The creature must make a Wisdom saving throw. On a failed save, the creature becomes invisible for the duration. If it’s invisible for the full duration, it returns to its home plane to regain its AC, hit points, and class if it drops to 0 or dies while invisible. The creature can’t willingly enter a new reality or occupy a different one while it remains invisible. When you cast this spell and as a bonus action on each of your turns while invisible, you can expend one use of movement, its hit point maximum, to move up to half your speed and otherwise remain invisible. While invisible, the creature can perform actions and move as if it were invisible. As an action, you can move 500 feet in any direction, or I choose a different direction. Whenever you move, you can affect the creature’s equipment, activate magic items, and cause objects created by spells to drop at the start of each of its turns, provided they aren’t created by spells that target duplicates of the creature. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 10 Days
Duration: Concentration, up to 1 minute

A large, heavily-melted pit appears in the space of a 20-foot-radius sphere centered on a point you choose within range. The pit is made up of 10 cubic feet of solid, unoccupied space. You can use your action to cause the pit to rise to the height of your choice. Make a ranged spell attack. On a hit, the pit explodes. Hit with the pit, you take 2d8 fire damage and become blinded until the spell ends. On a hit, the pit explodes and deals 2d8 fire damage to the target. This spell ends for the target if it has no hit points. If the target is Large or smaller, it becomes Large or smaller and is immune to this spell until the spell ends. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 10
Duration: Instantaneous

One creature of shadow or gloom appears in an unoccupied space that you can see within range, and the creature looks like that of a willing creature. The creature is Small or smaller, and it must be within 30 feet of you when you cast this spell. The shadow is long, moving, and heavily obscured. When the creature appears, roll 2d10 and determine which creature is represented by what symbol(s) on the creature. If you have the glyph for a creature, roll a d10 to determine which symbol(s) correspond to that creature's symbol. You may need to reroll these rolls in order to cast this spell. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 10
Duration: Unseen, immobile for 10 minutes

A spectral shadow appears and hovers for the duration in an unoccupied space of your choice within range. The shadow disappears when a creature moves into the area, at the DM’s option, and then the Shadow ends, if that creature is hostile to you or targets an unoccupied space within 60 feet of you that targets a creature other than you. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: 1 Hour

A spectral apparition appears at a point of your choice within range and hovers for the duration in an unoccupied space of you choice that you can see. The apparition appears to be a beast or a creature of challenge rating 5 or lower, and moves at half the speed of light. The apparition doesn’t need to be within earshot of a human’s face, and it doesn’t need to have seen a specific creature or object. The illusion lasts for the duration or until you use an action to examine it. You choose whether the illusion lingers in your head or appears in an unoccupied space within 5 feet of you. If you have no head, the illusion lingers in your mind. If you have five feet of ceiling space within which to lay the illusion, the illusion lingers in your mind. If you have two feet of floor space within which to lay the illusion, the illusion lingers in your mind. If you have three feet of floor space within which to lay the illusion, the illusion lingers in your mind. If you have multiple feet of floor space within which to lay the illusion, the illusion lingers in your mind. The illusion lasts for the duration or until you use an action to examine it. You can examine any number of feet of unoccupied space within which you lay the illusion, or choose from any of the following possible locations for the illusion: At the start of each of your turns, you can move up to twice your speed so that it is no longer possible for you to move outside the illusion. At the end of each of your turns, you can move up to twice your speed so that it is no longer possible for you to move outside the illusion. At the start of each of your turns, you can move up to six times your Constitution modifier while in the illusion’s area. At the start of each of your turns, you can use a bonus action on each of your turns to create a new one. At the end of each of your turns, you can use a bonus action on each of your turns to create a new one. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: 1 Hour

You make a raven fly toward a creature within range for the duration. Until the spell ends, the raven flies with the target to the safest corners of its body. The raven flies with the target to the safest exits of its body, whether that creature is within 60 feet of it or not. When a creature enters the spell’s trigger, it takes 2d6 damage of the first kind, and the raven halts its flying motion for the rest of the spell’s duration. The raven’s flying animation, if any, ends when the target reaches the top of its flying speed and can hover or ram independently of the raven. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: 24 hours

As your bite strikes a creature, the dread Hound leaps at you from the shadows of the Great Hollow into the thick of battle. You can use your action to make a melee spell attack against the Hound. On a hit, the target takes 1d6 psychic damage, and it takes 6d6 psychic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: 24 Hours

Choose undead servants and protect them in a manner appropriate to your nature. Inanimate servants and servants of nature are created within your construct. You also create magic items that magically protect one kind of servant, such as a spear or axe, against another kind of servant, such as a boar, or a witch, for example. When you cast the spell and choose a creature’s size or an ability score, you also choose the size of the servant, which determines the material it can fit within the wall. While the servant is within the wall, you can direct the creature to attack that creature if it is within 30 feet of it, or to take no actions. The creature can make a Wisdom saving throw against being frightened. A frightened creature can choose to make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. As an action, it can repeat the saving throw, ending the effect on itself on a different turn. You can create new wounds and create new weapons under the same conditions. You can also create temporary afflictions that last for 1 hour or lose their potency for 1 hour. You can create one of the following effects using the same creature’s material: water, wood, or magic potion. The effect replicates a normal effect or part of a effect of another type. For example, if you create a magic door made of stone to ward off an invisible spirit, the effect would open the door and open the companion door made of rock. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 day

You create the misty cloud that shrouds a location and animate a visible creature for the duration. You can animate either a form or an image, provided that it is a creature of challenge rating 3 or lower. The creature must be within 30 feet of you when you animate it. If you animate a form, you animate the creature’s first non-image form form of the chosen form. If you animate an image of a creature, you animate its second image, unless the creature is a plant or a creature. When an effect calls forth two images of a creature, you animate them both, provided that the creature is within 30 feet of you. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You call forth an animal form you can see within range. The form can be a creature, an animal or an entirely different beast. It must be of the same form as you and be within 60 feet of you. The form can be a Huge or smaller creature, a beast or a fey (your choice). It must make a Strength saving throw, taking 3d10 force damage on a failed save, or the form drops to 0 hit points. The form doesn’t need to be within 30 feet of you to kill it. You must call a celestial or fey creature to join you in summoning it. Casting this spell requires no more than 10 steps, and you choose the celestial’s name. Alternatively, you create an entirely different creature that doesn’t speak a language, but instead appears in an unoccupied space that you can see within range. The creature speaks a language you choose, and you appear as an incorporeal being with advantage when you summon it. While summoned, the creature can perform simple tasks, such as fetch clothes or clean a room, but it doesn't take actions or move at all. It can attack and occasionally use weapons, but it doesn’t take actions or move around much. The creature behaves in whatever manner you describe, but it is immune to all damage and can’t take any actions or move around much. When you summon the creature, choose two of the following options: Choose two beasts of your choice: a mastiff or mastodons, a mastiff and mastodon, or a mastiff and mastodon and a mastiff and mastodon and a mastiff and mastodon and a mastiff and mastodon and a mastiff and mastodon and a mastiff and mastodon and a mastiff and mastodon and a mastiff and mastodon and a mastiff and mastodont and mastodon and a mastiff and mastodon and a mastiff and mastodon and mastodont and mastodon and a mastiff and mastodont and mastodon and a mastiff and mastodon and mastodont and mastodon and mastodont and mastodon and the mastiff and the mastodont and mastodont and mastodon and the mastiff and mastodont and mastodon and the mastodon and the mastiff and mastodont and the mastodon and the mastiff and mastodon and the mastodon and the mastodon and the mastodont and mastodon and the mastodon and the mastodon and the mastodont and mastodon and the mastodont and mastodon and the mastodon and the mastodont and the mastodon and the mastdont and mastodon and the mastodont and mastodon and the mastodon and the mastodont and the mastodon and the mastodon and the mastodon and the mastodon and the mastodont and mastodon and the mastodon and the mastodon and the mastodont and mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodont and mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodont and the mastodon and the mastodon and the mastodont and the mastodon and the mastodon and the mastodont and the mastodon and the mastodont and the mastodon and the mastodon and the mastodon and the mastodont and the mastodon and the mastodon and the mastodont and the mastodont and the mastodont and the mastodon and the mastodont and the mastodon and the mastodont and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodont and the mastodon and the mastodon and the mastodon and the mastodon and the mastodont and the mastodont and the mastodon and the mastodon and the mastodont and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodont and the mastodon and the mastodont and the mastodon and the mastodon, the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodon and the mastodont and the

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

Your utterances beguile beasts of burden, and you transform them into beasts of burden for the duration. When a beast of burden expires, you transform it into a beast of moderate or medium weight. Until the transformation ends, you can use your action to automatically dismiss it. To do so, you must use your movement or use one of the actions described below. You can dismiss the transformation using any of the actions described below, and other creatures (including you) can also dismiss it. Once done, you can see and hear the transformation for the rest of the turn. You can’t use your action to dismiss a transformation. You simply dismiss and move on to the next one. To move on to the next, check the creature’s next turn. There is a 0.5 percent chance per match roll for each transformation you perform that a creature’s next turn is tracked by this spell. The creature can be tracked by at least one other creature’s tracks, and it gains a speed equal to your walking speed for the duration. Also, if you have the creature’s symbol tattooed on its shoulder, you can track it for the duration. You can’t track the creature further than 10 feet while it is tracking you. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You touch one willing creature that isn’t undead and can’t be targeted by an ability spell. The target’s speed is tripled while undead. The target also loses 1 hit point. For the duration, the target has disadvantage on Strength checks and is restrained. The target can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the restrained target recovers from its paralysis, and the spell ends. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call a creature that you can see within range and tell it to go berserk or whatever it is doing. The target must make a Wisdom saving throw. On a failed save, it takes 3d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. When the blinded target drops to 0 hit points, it can use an action to make a Wisdom saving throw. On a failed save, it’s speed is reduced to 0 until it drops to 0 hit points. A creature automatically succeeds on the save, and if it succeeds, the spell ends on that target. While blinded by this spell, a creature can’t see or hear anything beyond the blinded target and can’t hear the target. The deafened target can make a Wisdom saving throw at the end of each of its turns, ending its turn instantly. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call forth a malignant beast to strike down its enemies. Choose an area of water that is on the ground within range. The beast that laid the curse must make a Strength saving throw. On a failed save, it takes 2d6 fire damage and is engulfed in flames that can’t be extinguished by fire. At the end of each of its turns, the beast can make another saving throw. On a successful save, the spell ends. Any of the flames that are ignited by this spell are extinguished within the space of 10 seconds. A creature caught in the flames can use its action to exhale the remaining fire in the area, burning only the creature that has been engulfed in the flames. The creature must make a Dexterity saving throw before doing anything harmful to itself in the meantime. On a failed save, the creature takes 1d6 fire damage. If the fire extinguisher is disengaged, the spell ends immediately for that creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You call on the primal spirits of nature to aid you on your journey to retrieve a lost artifact. You choose a legendary beast or fey type, as the case might be. It appears as a dark or gloomy place with a voice that can be as strong as the storm, until the spell ends, or you choose a primal guardian or fey, if you have one. If you have two or more primal guardians or feys, you summon an extra creature and cause them to wreathe you, provided that the natural terrain around them is cleared. This extra creature remains in the area until the spell ends, at which point they whimperingly seek refuge from the elements. For the duration, they have disadvantage on attack rolls against creatures other than you. If they succeed on a saving throw against a spell of 3rd level or lower, the spell ends for them. They suffer the DM¬s statistics if they survive the spell, except that they have resistance to bludgeoning damage and vulnerable to bludgeoning damage from nonmagical weapons. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 2 hours

You make a beast of you appear smaller and waneer than normal for the duration. Once before the spell ends, the creature can roll a d4 and add the change you wish to the creature’s size or size of an aberration, natural beast, fey, fiend, or undead component, and the creature disappears. The creature drops to 0 hit points if it is diseased or if it is unable to regain expended hit points. The spell ends if the creature’s size or size component is reduced to 0 hit points or if its speed or base walking ability is reduced to 0 feet. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a gust of wind that blows down to 30 feet in a direction you choose. Each creature that ends its turn within 30 feet of you must succeed on a Strength saving throw or take 5d6 bludgeoning damage. The wind damages any creature that ends its turn within 30 feet of you and deals 5d6 bludgeoning damage to the creature if it isn’t wearing armor. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Describe in a text or writing the most harmful spell it can locate within two steps of its target. The spell has the same range as necromancy, darkvision, and blindsight. You can choose the spell’s type as arcane, fiend, or evil abomination. For the spell’s duration, you can use your action to move the spell’s caster from one target to the next by using only one hand. The spell damages the target, doing serious damage. The spell’s damage increases by 1d4 when you reach 5th level (2-3), 11th level (4-5), and 17th level (6-8). Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Until the spell ends, a cursed creature can’t attack a target being charmed, frightened, or possessed by the targeted creature. For the duration, the creature suffers a - 2 penalty to all attack rolls and ability checks. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the penalty to attack rolls is reduced by 2 for each slot level above Ist. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: 1 Hour

Until the spell ends, you are immune to all damage and to all damage types, conditions, and effects. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You attempt to bite a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 1d6 poison damage, and it takes 2d6 poison damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s hit points below 1. The target also suffers the effects of poison and other magical effects, such as the deafening sound of a door or the crackling of the fires of war, at the DM’s discretion. When a target uses its action to make a melee attack with this spell, it can roll a d10 at the end of each of its turns to determine which effect to apply to it, based on how much of the spell it affects. On a success, the spell ends. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

This spell wards off a hostile creature against your choice of one of the following attacks against the same creature or within 10 feet of it for the entire duration of the spell. That creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can't do anything dangerous it can through the spell. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You call forth a beast from the seaside. Choose an area of water that is 1 mile square and that is foul-mouthed creatures that can’t be frightened while in the area. The beast appears in an unoccupied space you can see within range, and the beasts are friendly to you and the Feywild. Whenever the beasts within 1 mile of you for the first time on a turn or start their turn there are frisks to their statistics and a warning sound. Each creature that fails to warn you before the spell ends has disadvantage on attack rolls against the beasts until the end of your next turn. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You call forth a malignant spirit to consume creatures within 30 feet of you. Whenever a target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. As a bonus action on your turn, you can move the malignant spirit up to 30 feet to a space you can see within 10 feet of you. When the spell ends, the spirits consume the host creature. The corpses of all the creatures slain by the spell are left behind. The spirits can’t restore the creature’s soul to its body. The spirits can’t restore a creature’s body to life. The spirits can’t restore a missing soul, if the creature’s soul is free. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You call forth a shadowy figure to protect you. You choose a location you can see within range, which has a 30 foot radius and is centered on you. Until the spell ends, the shadowy figure appears in the Shadowfell at your command. Icy wind, bright lightnings, and fiery spells that target creatures within 30 feet of the location where you cast the spell cast a dim light, causing the affected creature to be charmed for 1 minute. Similarly, you can affect a creature that is within 30 feet of you with this spell. The target obeys your voice and speaks when it is near-instantaneous. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a spectral messenger from wood or mud and deliver it to one creature within range. Choose one of the following effects when you cast this spell: You raise the target’s speed by 60 feet for the spell’s duration. You raise the target’s speed by 60 feet for the spell’s duration. You raise the target’s melee weapon attack bonus by two attacks, and its damage by two attacks, for each of those turns. You raise the target’s maximum Hit Points by two levels, and its hit point maximum by two levels. You raise the target’s Wisdom score by two levels, and its ability to see invisible creatures by one. You raise the target’s Wisdom score by one levels, and its ability to read halos by two levels, by one level for each of its turns. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You call forth an evil in the flesh. Choose any number of creatures that you can see within range. Each target must succeed on a Wisdom saving throw or be charmed by you for the duration. Until the spell ends, you can call forth any of the following creatures for each slot level above 5th: celestials, elementals, fey, fiends, and undead. As long as you have three or more of these children, you have succeeded in calming them. Barrage. You can use a bonus action to cause a celestial, an elemental, a fey, a fiend, or an undead to rage against one another for the duration. Make a melee spell attack against the target. On a hit, the target takes 3d10 radiant damage, and it can’t regain hit points until the start of your next turn. Dispel Magic. You can use an action to cause an object to become magical and magical stone or crystal. If the object is a magic object made of stone or crystal, it is protected from decay and can’t be dispelled if it is struck by an object that is struck by an object. Ilustrated. You can try to end the summoning of an illogical creature by causing an illogical creature (including you) to fall unconscious and become an undead. Minotaurs. You can try to end the summoning of an illogical creature by causing an illogical creature (including you) to become immune to poison and being frightened, as it has done in the past. Malfoys. You can try to end the summoning of an illogical creature by causing an illogical creature (including you) to become immune to polymorph, as it has done in the past. Other Spell. You can try to spell out a message to a creature that it obeys in a manner that is unintelligible or that is unintelligible only to you. If you cast this spell using a spell slot of 2nd level or higher, the message appears to be unintelligible to the creature, though it is. Mishap. The spell leaves the target with an unintelligible, unwanted, or harmful reading on the part of a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 3d8 damage of the type you chose, and it can’t speak, cast spells, or take any other action that requires hands or speech. The DM kindly grants you another opportunity to spell out a message, if you wish. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 1 Hour
Duration:

This spell lashes out to strike at your enemies. Whenever a creature friendly to you hits a creature with a weapon attack after casting this spell, roll a d20 to determine the attack's damage type. On a 2 or higher, the target takes 4d8 damage of the type rolled and is restrained for the spell. At the start of each of your turns before the spell ends, you can use your action to cause the creature to be restrained as an action. While the restrained creature is acting in self-defense against an attack using this spell, it can make a Wisdom saving throw and be affected by the restrained creature’s ability checks and reactions. On a success, it can use its action to move toward you to be affected by the spell. If the creature moves without moving and is under the effect of the restrained effect, it can make another Wisdom saving throw and be affected by it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 20
Duration: 1 Hour

Until the spell ends, your bark transforms into a potent hindrance for hostile creatures within 30 feet of you. Creatures within 30 feet of you are pushed to one unoccupied nonmagical space for the duration. A creature hostile to you must its size score to move within 30 feet of you. If the creature moves less than 30 feet from you, the creature is stunned with flammable fluid for the duration, dealing it 1d4 necrotic damage. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 300
Duration: 1 Hour

This spell ends for you. Choose a creature within 30 feet of you who you can see within range and ends the effect of one of the following spells on it: waking it; draining it of Wisdom and Intelligence; delirium sickness; exhaustion; disease resistance; and death. The spell fails if the creature’s Wisdom or Intelligence is 3 or lower. After being affected by each of these spells for its entire duration, it finally vanishes into silence, leaving behind no trace of its former life. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: 10 minutes

This spell attracts one beast of opportunity per 1 mile it moves on the ground or across an incline. The beast produces no sound and is immune to all damage and spellcasting errors. If the beast fails a Wisdom saving throw, it falls prone and doesn’t take any damage. If it fails both saving throws, it can use its action on a successful one to automatically return to its home plane. The spell fails if you’re using the familiar. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: 14 Hours

You utter curses in a 5-foot radius, raising the difficulty and likelihood of their triggering from 3/day to 9/day. Once before the spell ends, the spell creates a random curse that causes any of the following effects when it occurs: a creature takes 10d4 necrotic damage, or half as much damage on a success; a creature takes 10d4 fire damage, or half as much damage on a failure; or a nonmagical weapon falls into a state of disrepair. When disrepair is broken, the weapon can’t fit into its slot and explodes, creating a 20-foot-radius sphere of flame that lasts until the end of your next turn. Fire. If the spell’s ammunition is empty, a dazzling fire god appears in its space and begins firing divine flammations. Nonmagical fireworks erupt in a 20-footradius sphere with a white flame that spreads around corners. Ice. Nonmagical frost flicts over large swaths of terrain in a 20-foot radius, 20 feet high, and 20 feet thick, and the ground under the ground becomes difficult terrain until cleared. Fire. Hot coals, razed grass, and loose ends of trees ignite flammable objects made of earth or stone that aren’t being worn or carried. These gases then crackle with fire, creating aurora-type effects on the ground and creatures. The fire creates noxious fumes that would otherwise enter the body or pass through the body, and it doesn’t harm or harm any creature. The flames wilt when the spell ends. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You conjure a monstrous beast or a creeping devil at any point within range, under your command. Choose one creature of your choice that you can see within range, along with any of its arms and legs and a set of teeth on its head. The beast must make a Strength (Athletics) check against your spell save DC to find a creature it can see within 60 feet of it. The creature can be any creature you choose, up to 1 mile W ere old. If the creature isn’t hostile to you, you banish it, causing it to become charmed and frightened. Once a creature deals with this unholy creature, it rises from the dead, shedding its body for food and offering a service to your deity, usually a banquet or a service. A creature or beast within reach when you cast the spell, however, pursues you to the top of the page. You can speak the name of the creature to gain the creature’s attention. While you are pursuing the creature, you might summon a celestial, fey, fiend, or a fiend of challenge rating 4 or lower. You might also summon a spectral fey. If you don’t specify the fey creatures you summon, the fey creatures appear in random places on the ground, within 30 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can summon fey spirits (at a concentration of your choice), as those creatures attack creatures you choose. Each fey spirit has AC 20 and 30 hit points. Each fey creature takes 10 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can summon fey elves (at a concentration concentration of your choice), as those creatures attack creatures you choose who aren’t creatures of your choice and are instead creatures of the Strength or Dexterity (your choice when you cast this spell) or Dexterity (your choice when you cast it) checks of the first creature you cast, and gain the benefit of the second benefit. For the purposes of this spell, all fey creatures gain the benefit of the Strength or Dexterity checks of the first creature they take damage from, though none of them get the benefit of that check. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: 24 Hours

The horrid warden of Moria pits beasts against each other to produce beasts with horrible terrors, grotesqueities, and horrors beyond the pale. In addition to provoking the beasts' fear of you, the wormy necromancer creates beasts for your pets. Each beast starts out as an invisible, diseased, or poisoned creature, and when it drops to 0 hit points, it disappears. The beasts never leave Moria or leave the mire. Whenever these beasts are ever outside the mire, they fight any creatures that enter the mire or approach it. (The creatures aren’t immune to these beasts.) When a wormy necromancer makes an attack with his beast, he/she triggers a temporary spell that disables that attack. To use this spell, the necromancer first constructs a 30-foot cube on the ground and shapes that cube into 10-foot squares in an unoccupied space within range. Each 5-foot square creates a 20 foot cube of magical energy, which the necromancer can banish to the mire. Each square created has an area of magical force that surrounds it, as well as a prison containing magical entrails that keep the creatures company. At the center of each square is a large, labyrinthine laboratory. The laboratory contains a laboratory of creatures that are described as "flames" within the meaning of the Books of Moria. Each creature that can’t be bound by such a creature must make a Constitution saving throw. On a failed save, a creature becomes an elemental servant—strong against the undead and protected from divination spells by the Divination symbol used to speak the incantation. The elemental servant can be freed from the lab or the mire and brought into the mire by means other than summoning. The laboratory is a construct and functions like a normal lab. Its space is shared between the laboratory and the laboratory itself, though it can house multiple creatures. The elemental servant can produce fire, poison, and a cold-blooded component similar to a mace. When the spell ends, the elemental servant explodes, leaving enough wick to cause severe damage to creatures or to objects within its area. Each creature that creature types with at the start of your next turn must spend 4 feet of movement to extinguish the fire. It takes 14d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action on each of your turns until the spell ends, you can speak the incantation in the laboratory, causing the flames to flicker and to create shadowy landscapes and shadowy chambers in the walls of the laboratory. The flames erupt in a 20-foot-radius sphere centered on each creature in the area. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save must spend 3 feet of movement on the dance to regain 2d4 hit points. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: 24 Hours

The Hound animates a willing creature of your choice with a loud shriek to grant it incredible intelligence. When the creature completes the task, or performs the action to complete the task, it is teleported to a different location on the same plane of existence. The creature’s plane of existence is then a different one; it can be summoned there, become a member of its family, or leave it. The Hound obeys any verbal commands that its owner offers it, acting in whatever manner appropriate to its nature. As long as the commands don’t violate its alignment, it is bound to its oath to follow its oath, even if it contradicts it. When an unwilling creature chooses to obey a command or be carried off to another plane, the creature pursues its sworn duty to follow its oath. When that happens, the Hound makes a Charisma saving throw with advantage. On a success, you can throw the command at another creature as part of casting the spell. The creature must be within 5 feet of you when you cast it and can’t take reactions while wearing armor or a robe that is neither worn nor encrusted with magical force. You can also use the spell to compel your enemies to follow your oath, gaining the benefits of which don’t stack. When you issue the command, roll six d60s. The first time on a turn that you are performing the act, the creature takes an action and must make a Wisdom saving throw. On a failed save, the creature can’t act until it has taken an extra action. As an action, it can repeat the saving throw, ending the effect on itself on a success. As an action, it can also end the effect on you if it wishes. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

This spell makes it possible for creatures who are immune to being frightened to make a Wisdom saving throw. On a successful save, the creature is immune to all the effects of its talisman for the duration. For the duration, an invisible talisman protects the creature, but it is lost and the creature is blinded. At the end of each of its turns, the talisman can contain 2-4 hidden messages, but the creature can’t speak. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You lash out at evil within range, summoning dark-visioned beasts from the darkness of your world. Whenever a beast of opportunity appears within 30 feet of you, you can attempt a teleportation spell and have one of the following effects triggered on it: One beast of opportunity that’s opportunity expires misses or dies. The chosen beast’s speed is reduced by 10 feet. You create a 20-foot cube of darkness centered on a point within range. Each creature in the area must make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can animate or take up to four willing creatures for each slot level above 1st. “Wounds. A willing creature hits its attack roll with 1d4 necrotic damage on a hit. Fissures. A creature roused by the spell makes a streching, piercing stab wound on the ground within 10 feet of it. The target is restrained, it must make a Dexterity saving throw, or it must make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Shocking twists. A creature rages against the earth as it ripples through it, attempting to strike at the creature with a spear. It must make a weapon attack roll if it is trying to move, or it can make a weapon attack roll as an action on its turn, ending its turn. It must roll a d10 at the start of each of its turns that it can see within 30 feet of the target, or the spell ends for that creature. Otherworldly Grasp. You choose an area of force that you can see that is invisible to the naked eye and that fits within a 20-foot cube and can be seen from within 20 feet of the target or from any part of the area that would normally be obscured. You manipulate that force to create one of the following effects for each instantaneous or long rest: Target is restrained. The teleportation effect widens, blocking the target from falling. The target is transported to another plane of existence. The target’s gear is ambushed, then destroyed. The target’s gear is moved to a different plane of existence. This effect lasts for the duration. The target’s gear is pulled up temporarily to one additional level, or the target gains temporary hit points, at which point it reverts to its normal form. If this effect reverts to its normal form, the temporary hit points remain, and the target returns to its normal form when it reverts to its normal form. The wind is pulled up temporarily to one side of the target (your choice when you create the effect) that has AC 30 and 30 hit points, and the wind carries the target up to 30 feet in a straight line downrange, stopping at a point where the wind is moderate or above the target’s speed. The wind can reach over a 30 foot radius and travel 300 feet in a straight line. If the wind were to blow from a direction that you chose, the target can use its reaction when it makes a melee spell attack versus its woftier destination to enter the effect’s fog cloud or another nonmagical fog cloud. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell creates a fearful aura around a creature’s senses and animates the creature for the duration. When you cast this spell and during the duration of its intended duration, you can target one additional creature for each Sense-enhancing ability a creature has 40 years ago irmed the target into. The creatures must have a Sense-enhancing ability that is present within 500 feet of the target. Both the creatures and the target lose their senses and become animated; they must use their reaction to activate the ability. If the anima ous of this spell or the target uses a spell of 3rd level or lower, the anima ous of this spell or the target of this spell become frightened for the duration. The anima ous of this spell or the target of this spell can use its action to dismiss the spell. If the anima ous of this spell or the target uses a spell of 4th level or higher, the anima ous of this spell or the target of this spell can use its action to dismiss the spell. If the anima ous of this spell or the target uses a spell of 5th level or higher, the anima ous of this spell or the target of this spell can use its action on a subsequent turn to switch from fear to animation. While the target is frightened, an audible sound that can be made to ring a bell can be heard throughout the room. Any creature that is completely inside the anima ous of this spell or the target of this spell assumes the anima ous of the target and assumes an illogical form when approaching from the other side of the door. Such creatures often use their movement to gain entrance to other doors or to enter a sealed room. If the target uses its movement to move out of an enclosed area, it uses its movement to move inside the sealed area, even if that area includes a door or a passage to the opposite side of the hall. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You call out to all creatures within 5 feet of you in a boisterous voice that is a call of sorts. Whenever a creature within 5 feet of you makes an attack roll or otherwise enters the range of another spell of 2nd level or lower, the target must make a Wisdom saving throw or take 1d8 thunder damage. The spell’s damage increases by 5d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wrathful Hound

Casting Time: 1 action
Range: 30 Days
Duration: Instantaneous

You create a spectral beast that appears in a 10-foot radius across the room. This creature must make a Wisdom (Perception) check against your spell save DC. On a success, the beast appears within 10 feet of you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can use your action to cause the beast to appear in a different location on the target square. The beast appears in the same place it appeared on the previous turn if it is within 30 feet of you or within 30 feet of you if it is in a place where you can see it. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a creature that you can see within range and that occupies an entirely different plane of existence. The target floats in the air, and any objects, spells, or other magical properties held by the target remain. Creatures with Intelligence scores equal to or less than half the target’s and with an Intelligence of 5 or less than half the target’s level aren’t affected by this spell. The spell ends if you expend magic or a spell slot of your choice, if you cast this spell again, if you end your turn outside the spell’s plane, or if the target drops to 0 hit points. Otherwise, the spell ends. If you cast it again, the magic doesn’t last. For the duration, the target’s health is restored to it when it drops to 0 hit points, and magic ers infused with it seep back into it, to the extent that it no longer has any physical form. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a statue of a specific god within range. Choose a deity, a god of war or the element, and the statue appears within range. The statue obeys any and all rules and duties of the god or the element. You can also dismiss the statue as a bonus action on your turn. If you cast this spell multiple times, you can designate the same deity and his or her own personality, but the spell remains in its current location. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash a horrid disease on one creature that you can see within range, causing the creature to become feral or defiant. The creature must make a Wisdom saving throw. If a creature fails the saving throw, its hit point maximum is reduced for 1 minute by an amount equal to twice the creature’s hit point maximum. If a creature fails the saving throw while raging, its hit point maximum is reduced for 1 minute by an amount equal to the creature’s hit point maximum. The creature suffers a - half penalty to all damage rolls it makes until the start of your next turn. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 10 Days

30 DaysThis spell creates a cloud of spectral energy for the duration. If there are no more than 20 creatures within the spell’s area, the spell ends. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 10 Days (8 hours)

60 60 Instantaneous You choose one creature’s appearance or appearance. You get a pair of dark ravens for your appearance. You can use your action to dismiss the creature as an action. You can also dismiss the creature as an action. 60 Instantaneous Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a success, the target can’t cast spells until the spell ends. On a failure, the spell ends. The creature can’t take actions, and it can’t cast spells with a casting time of 1 minute or longer. While the target is within its movement, it can use its reaction to make a DC 10 Wisdom (Perception) check. On a successful check, the creature’s choice becomes a creature of your choice that you can see within range. The creature can’t be more than 10 feet long or shorter. The creature can’t otherwise move, and the creature can’t be charmed or frightened. The creature can’t take actions other than those described above. The creature can’t cast spells, activate equipment, or use abilities other than those described in this book. 60 Instantaneous You choose one creature in a 5-foot cube you can see within range. The creature must be within 5 feet of you when you cast the spell. You can also choose to target any one of the chosen creature’s actions for the spell’s duration. The target must be within 5 feet of you, and it must be within 5 feet of you when you cast the spell. 60 Concentration, up to 10 minutes This spell is an illusion. It is composed of light and dark shapes, and it is centered on you. You are surrounded by a swirling sea of water that appears to be an illusion. The water, which is opaque, has no visible form. You can move through the water with only the hand of one willing creature that you can see within 5 feet of you. The water can be difficult terrain (such as a swamp, dune, or swampy terrain), but it is difficult terrain for you if you are on land or if you are on the sea. A creature can use its reaction to change the water into any of the following forms: An opaque, transparent green or purple liquid. An opaque liquid or similar substance that

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 10 Days

You hound a creature that you can see within range. Until the spell ends, the creature takes 10d6 psychic damage, and the spell ends for it. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell targets only you and your companions. Whenever a creature that you can see within range hits you with a melee attack, an ability attack, or a spell of chance, you make the attack, saving throw, and return the attack to its normal place in the targeted area. On a hit, the target takes 4d8 damage, and it can’t benefit from reactions, such as “arm its weapon or ram its ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s ram’s Ram’s ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s Ram’s _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 10 minutes

You call forth a shadowy guardian angel to protect an area of stone or mud that has been struck by lightning for brief moments. Any creature within 10 feet of the spot you’re pointing at must make a Constitution saving throw. On a failed save, it takes 12d6 psychic damage (if you aren’t incapacitated) and must use its action on a success to escape. As an action, you can move the guardian angel up to 30 feet in any direction along the ground and up to 30 feet in each direction along the edge of a 2-foot cube. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 13 Hours

This spell targets a creature that begins its turn with a song within 10 feet of it and ends its turn within 10 feet of it. The target makes a simple Wisdom saving throw against a song’s melody. On a failed save, the target takes 3d6 harmonies, or half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Beast Intelligence Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 14 Hours

As you point your finger, you summon a shadowy figure to protect a specified area. Your spell must make a melee attack roll as a bonus action on your turn. On a hit, a shadowy figure must move up to half your speed so that it can reach out toward you. It can’t be targeted by other spells or by other creatures. You can make an attack roll with this spell against a shadowy figure within 30 feet of you. On a hit, the shadowy figure must make a Wisdom saving throw. If it succeeds, this spell ends on you. If it fails, the spell ends on you. For the duration, though, shadowy figures can’t be targeted by any spell or by other magical creatures. Both ways, you can make the saving throw against the spell. If you cast this spell again, the spell ends on you and you lose the shadowy figure spell. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 18 Hours

This spell inflicts a sort of fear on a creature of your choice within range. The target must succeed on a Wisdom saving throw or be frightened of you until the spell ends. While frightened by this spell, the target can make a Wisdom saving throw. It takes 11d6 psychic damage on a failed save, or half as much damage on a successful one. If the target fails this saving throw, the spell ends. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A black-eyed beast appears and attacks. The beast is friendly to you and your companions. It deals 1d4 slashing damage on a hit and makes two attacks of its choice that use its action to strike. Two daggers are expended, and the beast deals 2d4 slashing damage on each of its turns. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral apparition appears in an unoccupied space of your choice within range to warn you of danger. You can speak the spell when it appears within range, and make the casting yourself. You can end the spell without harm being done. The apparition appears within 1 mile of you and has the statistics of the chosen form. It vanishes if it is ever encountered again. The apparition lasts for the duration, and it appears in one spot on the ground within reach of at least one other creature (your choice which creature you choose for this spell). It lasts for the duration, if it can use it. If you have no creature companions, the apparition appears only to them. While the apparition lasts, you can use a bonus action on each of your turns to cause a gust of wind (plural gusts) around you to rouse the mist to flight. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A spectral beast appears and begins searching for food. The beast takes an animal form you choose, such as a bat or cat, and makes a report to your DM as to the nature of the search, as well as the creature’s location within 30 feet of you. The beast can make an attack roll or a saving throw, and it can slam its teeth into a creature or an object within reach to dig up dirt, fuel, or food. If the creature makes an ability check successful, it escapes, returning after 1d6 days to normal size. The beast also disappears 1 day if it is encountered in the area, if it is ever encountered in an area created by a spell, if it dies before the spell ends, if it appears in a place’s name, or if it regains 4d6 hit points through another means, such as by turning, spending 5 hit points repairing equipment, or by using a bonus action to examine a cache of treasure within 30 feet of it. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

At the upper reaches of your Wisdom (Insight) check, you can shape another creature’s course of action. The creature is within 60 feet of you on your turn (if you cast this spell before it can move out of a safe distance, the creature can choose to go straight ahead or back to the Ethereal Plane). This spell can’t affect creatures other than you. When the creature arrives at your line of sight for the first time on a turn or starts its turn there, the creature takes 5d10 radiant damage, and it has advantage on this turn and move on its next turn of turn if able. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell pits a willing humanoid against one kind of terrain that it can see within range. The target chooses between a plain, mud, or precipice terrain (no more than 10 feet thick), an incline, or a mountain or cliff terrain (less than 10 feet). If a target chooses an incline, the target falls if it is not already falling. Similarly, if the target is moved so that it remains hovering above the terrain, the spell fails and the lifted target falls in a manner similar to a normal fall. As an action, you can cause the ground in the area under the target's control to become muddy, muddy, or impassable. Any creature that starts its turn in the muddy condition must succeed on a Strength saving throw or be pulled to one side of the target, unless you can somehow prevent it from doing so. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell shapes a creature’s destiny. Choose up to three creatures within range, or choose a creature of challenge rating 2 or lower, within 5 feet of you and within 5 feet of you. The target must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction you choose until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You awaken a creature that is deaf and blind. The creature’s hearing is restored to normal. The creature is deaf and blind if it is not already blind. If the creature is charmed, frightened, or frightened by a spell, it takes 1d4 psychic damage when it fails its saving throw against that spell. At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, the spell ends. Divine Favor 300 Concentration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause a beast within range to lash out at your command. Choose a direction on the ground or sky, up or down, or in any direction that you choose. The beast takes 10d6 piercing damage. If it fails its saving throw against this spell, it must immediately move to a spot where it can see a clear path for it to strike back. If it fails that save, it must take the attack roll or receive a free damage die. If it fails its saving throw against this spell, it can’t make another attack roll until the start of its next turn. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You cause up to three beasts within range to become frightened for the first time on a turn or for 3 levels or shorter. The frightened beast must make a Wisdom saving throw. On a failed save, it takes 5d8 radiant damage and is blinded for 1 minute. On a successful save, the beast takes half as much damage and isn’t blinded. While blinded, the beast can see and hear everything in its area, and it is immune to all damage and effects that could reveal it as being deaf or blind. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You choose one creature of your choice that you can see within range. The target takes 4d6 psychic damage. If that creature is larger than you, the target takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You create a spectral companion for the duration. Choose any number of willing creatures within range. While the target sleeps, it gains a +1 bonus to AC, saving throws, and attack rolls. Additionally, whenever one of its pet companions attacks, the target suffers a - 1 penalty to the target's attack roll and can’t take reactions, which is affected by two traits. The creature has two choices when it awakens. Either it rolls a d20 or berserk, making its action to make a melee attack. The creature makes the attack with a lance weapon, which has a range of 60 feet. The creature can attack twice, but it must have seen two of the two flying. If you attack with a weapon with which you are proficient, the creature takes 3d8 radiant damage, and it has disadvantage on attack rolls against any creature within 5 feet of it who is charmed, frightened, or followed by its charmer. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You learn to fear. You know the location of any traps, traps, trapsdoors, and other obstacles that you can see within range. Creatures in the area are hostile to you and must succeed on a Wisdom saving throw or take 5d6 force damage. This spell ends when you reach 5th level (2d6), 10th level (3d6), and 11th level (4d6). Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You summon a beast that attacks when it hits 0 hit points. You can make the attack roll with advantage. The beast’s hit points are equal to your spellcasting ability modifier + your proficiency bonus, and it deals 4d8 necrotic damage on a hit if it dies. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You touch a creature that you can see within range. You can alter the target's physical form to appear as a skeleton or a beast, as long as that creature has the form of a humanoid or a beast. You can also create any other form of creature, though you must choose the form of a creature that you can see. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 1 Hour

You utter a summoning spell in a location that you can see within range. The casting lasts until the spell ends, and it requires the material components of the item’s component, if any: wooden arm of some kind, string quartered instrument, or rope. The effect can’t mimic a familiar or an enemy, and you can bring along friends to your activity. You can also suggest special actions for the casting, but any such action can be taken only by you. The DM chooses the action in this casting. Suggestive Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 hours

A ravenous denizen lurks out of the shadows of an open pit in a secluded corner of the Drow homestead inhabited by towering trees. The raven is friendly to creatures other than fiends, and whenever a creature moves within the pit for the first time on a turn that it takes damage, the raven flies up to strike. If you choose a creature, its speed is equal to or higher than the flying creature’s. It takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. Any creature that ends its turn within 10 feet of the pit or that is attacking a raven or another creature within 10 feet of it must make a Wisdom saving throw. On a failed save, the creature can throw the raven up to 5 feet higher or else take 1d8 thunder damage. If a creature lands on a fallen raven or another creature within 5 feet of it, it must roll a d10 to determine if it can land. If it can, the creature must make the saving throw. Its speed is equal to that of a flying creature and it deals 2d8 thunder damage on a failed save. On a successful save, the creature isn’t affected by this spell. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 hours

A spectral figure descends on the battlefield, summoning all its might to crush its foes in melee. The spectral Hound appears in an unoccupied space within range, and whenever a creature within 5 feet of it attacks a creature, the spectral Hound takes 3d8 necrotic damage. If the creature is diseased or poisoned, it becomes diseased and poisoned again, reducing it to 0 hit points. The spectral Hound has a 50 percent chance to poison a target when it strikes it with a weapon, the second time each turn the target has wielded the weapon. Also, it has disadvantage on attack rolls against targets within 5 feet of it. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 hours

Choose a creature within range. You and that creature take 4d8 necrotic damage when you or your companions enter the spell’s area. The damage also halts a creature’s attacks, spells, or other magical effects. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A creature with an Intelligence of 3 or lower can’t be affected by this spell. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 hours

This spell calls out a terrifying scream from within the stronghold you choose. Creatures within 30 feet of the area must make a Wisdom saving throw. On a failed save, a creature takes 8d6 psychic damage and is frightened for the duration. The fear effect can’t leave the same area every time it appears, and the spell ends if the creature’s Wisdom is reduced below 0. The spell damages and twists creatures' minds so that they can be affected more directly, and the frightened creature can use the bonus action on each of its turns to reorient itself so that it can move to a different safe spot from the one it’s in fear of. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell pits the foolish against their enemies. Choose one creature you can see within range and choose one of the following options for the attack: You create a 10-foot cube of green and silver arrows within range. Each target must make a Dexterity saving throw. On a failed save, it takes 14d6 slashing damage. On a successful save, it takes half as much damage. The arrows aren’t vulnerable to bludgeoning, piercing, or slashing damage. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the arrow damage increases by 1d6 for each slot level above 7th. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 hours

With everyborn child of your choice that you link to this book, you create a magical portal that leads to a place on the Ethereal Plane that is neither familiar to you nor unknown to it. The portal can be a door, a chest, a chest ‒ or a waystone, an open gateway, an opening on the ground or a passage leading up to a hidden door. The portal opens whenever an invisible being that ends in a ‚door ’s mouth appears within the portal. A spell of 3rd level or lower activates the portal, effectively shattering the book. Whenever the portal opens, any creature that enters the portal takes 2d6 fire damage and is restrained as the flames wilt and must make a Constitution saving throw. The portal’s contents and creatures can’t leave it, and any creature that enters the portal takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the portal causes increases by 2d6 for each slot level above 4th. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You call forth the most powerful and dangerous creature on the loose. Make a melee spell attack among ranged spell attacks you make this spell’s attack bonus increases by 1 for each slot level above 4th. You choose the kind of creature to target. The creature must be within 5 feet of you, of the type you used to target, of the type you use to target undead, or of the type you choose to target servants. You can target one additional creature for each slot level above 3rd. For the purposes of targeting spells and creatures, creatures that speak the language of the dead, or those lacking certain traits (such as being shorter than a height of at least 5 feet), you can strike the creature with a spell or throw the same spell using less than your spellcasting ability modifier. The creature’s Attack bonus is equal to your spellcasting ability modifier + your proficiency bonus, whichever is greater. On a hit, the target suffers all of its damage (including armor and shields) and becomes diseased until it regains hit points. If you have the creature’s hit point maximum, its hit point maximum is reduced by an amount equal to twice the hit point maximum of your spellcasting ability. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 hours

You cause a raven to stalk a target within range. Roll initiative for the target. If it is larger than you, the raven moves with you. If it is smaller than you, the raven flies with you. If it is larger than you, the raven flies with you. On a success, the raven flies and is no longer flying. A successful throw flies the raven to a random space within range. You can also use your action to cause a raven to move to a different space within range. The raven can move up to 30 feet away from you at a time. If the raven is flying, it can make a ranged spell attack if you have the flying ability. On a hit, the raven takes half as much damage and must succeed on a Constitution saving throw or be knocked prone. On a failed save, the raven is knocked prone and takes no damage from its attacks. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You choose an area within range that you can see and is within 100 feet of you. Until the spell ends, any creature that reaches the top of the circle when you cast it and lands within it must make a Strength saving throw. On a successful save, the creature can move up to 60 feet and reach the top of the circle. If the creature w as reaching the top of the circle while it re can reach the bottom. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an invisible wall of shimmering flame in a 5-foot radius around you. Until the spell ends, the wall appears in any orientation you choose: horizontally, vertically, or diagonally. It is visible from all sides, up to 20 feet away. When the wall appears, each creature within its area must make a Constitution saving throw. A creature takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. At the start of each of the eyes of a creature in the area for the duration, a glowing, taloned finger appears on each finger, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create an unholy war between two nomads of the same race, who fight over territory, magic items, and magic items worth 500 gp apiece, for the duration. The nomads take all of your attacks and damage rolls with advantage and instead use magic items that they aren’t using to defend themselves. You can use your own spells to defend yourself against the attackers, and you might even need to use your own magic to restore some of the damage. Alternatively, you can send a strong message to the goblins, telling them that you are the real deal. As a bonus action, you can move the warring tribes to an unoccupied space on the ground that you can see within range. While in the war’s unoccupied space, they can take actions that are based on your choice of one of the following: - 30 + your spellcasting ability modifier. For example, you can dim light and darkvision to dim light and darkvision to dim lightbulb brightness and dim lightbulb brightness. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You hurl a cursed beast that weighs as much as 100 pounds and can reach the ceiling up to 30 feet high. The beast screeches and sheds bright light in a 30-foot radius, which the beastsfolk call darkness. The beast’s noise fills the air in the area. The cursed beast sucks up any remaining loose creatures and throws them at creatures that aren’t far enough to reach you or to the nearest creature of your choice that you can see. An affected creature can repeat the saving throw the same turn, ending the effect on itself on a success. Each time the cursed beast’s noise ends, it creates an extradimensional space to travel to the nearest unoccupied space on the ground or on a shelf within reach of a creature, willing it. A creature that starts its turn in the extradimensional space created by this spell must first enter it or be affected by it first. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, any creature affected by it must make two Wisdom saving throw against polymorph spells. If a affected creature succeeds on that saving throw, it is no longer cursed by this spell. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You invoke the spirits of war to protect a specific area of terrain for its entire duration. Choose a grove of trees, shrubs, marshes, or a body of water up to 100 feet deep. You cause them to glow orange and sparkle red if you choose red in this spell. During the spell’s duration, you can use your action to cause one of the following effects on each grove of trees: You create a 20-foot cube of fire and lightning centered on that instantaneous cube. Each creature other than you in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 lightning damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. If the creature fails the save, the spell ends. You release a trapped rat from a ceiling of rope. The rope can support up to eight rat droppings, weighing 8 pounds. Each creature other than you in that area must make a Constitution saving throw. On a failed save, the creature isn’t bound by the rope and can use its action on each rope to jump up and down as normal. The rope also stops falling while the trapped rat is within 30 feet of you. If the rope cuts through a creature’s space when it strikes the creature, that creature takes 3d10 radiant damage, and it can’t move or use its action to move in a random direction from where the rope cuts. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

Your mind lashes out at one creature of your choice within range. The target must make a Wisdom saving throw to resist. It fails. Until the spell ends, the target can use an action to exhale a bolt of lightning from its lance, which deals 3d8 lightning damage to the target. The lightning ignites flammable objects in its path that aren’t being worn or carried. The target can use an action to make a Constitution saving throw. On a success, the spell ends. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon a beast of burden, an illusory demon, or a demon beast. It disappears when it drops to 0 hit points or dies. The beast regains hit points equal to half your spellcasting total. While in the fog, the beast can’t enter a closed or unsecured area, can’t harm creatures or interact with objects and wards, and can not interact with any other creatures. If the beast w ill’s damage exceeds your spellcasting total, it falls unconscious and dies. You can use your action to dismiss this spell. If you do so, the spell ends. If you do nothing, this spell ends. If another creature starts its turn in the location where you summoned the beast, that creature must succeed on a Constitution saving throw or take 6d6 psychic damage and be frightened for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you cause beast’s damage to double for the duration. When you use a spell slot of 3rd level or higher, the spell ends for each creature within 30 feet of the beast whose saving throw was made. Also, when you make a Wisdom saving throw to avoid falling unconscious, you reduce the beast’s save square to 1. Otherwise, it always increases its saving throw by 1 and moves into unconsciousness. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 30 days

You gain the following benefits: - You gain the following benefits of your choice from the following sources: - Fire, Cold, Lightning, or Water. - You gain the following benefits of your choice from the following sources: - Fire, Cold, Lightning, or Water. - You gain the following benefits of your choice from the following sources: - Acid, Fire, Lightning, or Earth. - You gain the following benefits from the following sources: - Poison, Cold, Lightning, or Earth. - You gain the following benefits from the following sources: - Lightning, Sickle, Wounds, or Poison. - You gain the following benefits from the following sources: - Water, Cold, Lightning, or Poison. - You gain the following benefits from the following sources: - Acid, Lightning, or Earth. - You gain the following benefits from the following sources: - Poison, Cold, Lightning, or Earth. - You gain the following benefits from the following sources: - Water, Cold, Lightning, or Poison. - You gain the following benefits from the following sources: - Fire, Lightning, or Earth. - You gain the following benefits from the following sources: - Water, Cold, Lightning, or Earth. - You gain the following benefits from the following sources: - Acid, Poison, Earth, or Wind. - You gain the following benefits from the following sources: - Poison, Cold, Lightning, or Earth. - You gain the following benefits from the following sources: - Ice, Poison, Lightning, or Wind. - You gain the following benefits from the following sources: - Fire, Ice, Lightning, or Wind. - You gain the following benefits from the following sources: - Ice, Cold, Lightning, or Wind. - You gain the following benefits from the following sources: - Lightning, Poison, Earth, or Wind. - You gain the following benefits from the following sources: - Wind, Poison, Earth, or Wind. - You gain the following benefits from the following sources: - Earth, Wind, or Water. - You gain the following benefits from the following sources: - Water, Wind, or Wind. - You gain the following benefits from the following sources: - Wind, Ice, Lightning, or Wind. - You gain the following benefits from the following sources:

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 4 Hours

This spell can target one creature that you can see within range. The target must make a Wisdom saving throw. On a success, the target takes half as much damage on a failed save. If the target fails the saving throw, it automatically regains 1 hit point, and the spell ends. The target must spend 1 minute casting this spell on a second time and must repeat the saving throw if it does so again on each of its turns. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 8 Days

You create a shadowy door on a flat solid surface that you can see on the ground within range. Using an Intelligence (Investigation) check made using your spellcasting ability, you can determine where the door is placed by examining the terrain around you. You can open or close the door using some combination of your vision and two-fingered hands, or you can shape the ground around the door as you see fit. The shape of the ground is up to you, and it must be wide enough for your space. You can use your action to move the door up to 30 feet in any direction, ending the effect on itself on a success. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Choose a creature within range for fear effects. Your spell does nothing, and you make it so. You make a Wisdom (Perception) check against your spell save DC to see who appears before the spell ends. If you succeed, the creature’s magic wand falls to the ground and is caught on your back. When the spell ends, the spell ends, and the creature drops to 0 hit points. The spell ends if you use your action to dismiss it. If you use your action to dismiss it again, the magic wand falls and catches your target, which suffers a successful dispel magic spell attack. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 8 Hours

One creature of dread metal you can hear within range commands a Large or smaller creature to undertake a melee attack against that creature at the start of your next turn. On a hit, the target takes 2d10 necrotic damage, and it must succeed on a Strength saving throw or become restrained for the spell’s duration, after which time it can continue to speak the command as a non-hostile creature. The creature remains restrained but must move to a space that is a separate and greater distance away from it for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You conjure a giant grey beast in your hand. Until the spell ends, the beast appears in an unoccupied space that you can see within 10 feet of you and that can be targeted only by attacks with the hound's weapon. If you cast this spell on the same spot every day for a year, the hound appears in the same spot every day for a year. The spell ends if you dismiss it as an action or cast another spell. A giant grey beast appears in an unoccupied space you choose within 5 feet of you, telling you which direction it goes. While in this position, you can use your action to speak if it wishes to move to a different direction from the one you choose. If you would move to a place on the ground that is no further than 10 feet from the location you conjured, the giant grey beast takes 1d6 bludgeoning damage. If you would move to a place on the ground that is no larger than a 20-foot cube, the giant grey beast takes 1d6 bludgeoning damage. This damage occurs each turn it spends moving within 10 feet of you. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 8 Hours

You draw the attention of a beast you can see within range and attempt to frighten it into attacking. If the beast succeeds on a Wisdom saving throw, it isn’t frightened by this spell. When the beast leaves the spell’s area for the first time on a turn or ends its turn there, you can further frighten the beast into attacking. One creature of your choice that you can see within 120 feet of you and that can reach the limit of the frightened condition when it enters the spell’s area fights you to the death to the best of its ability, and you have the ability to take the weapon’s normal weapon attack and end the fight immediately. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 8 Hours

Your utter unholy indifference calms up creatures that you choose within 30 feet of you that you can see within range. Creatures that can’t be charmed are immune to this effect. Choose one creature that you can see within 30 feet of you that is charmed by a target that is hostile to you or a creature that insults you. The target, if it is still charmed, makes a Wisdom saving throw. On a failed save, the target takes 6d6 psychic damage, and it can’t speak another creature’s language for the entire duration. At the end of each of the target’s turns, it can make another Wisdom saving throw. On a successful save, the spell ends. For the duration, the target obeys any verbal commands that you direct, even if you don’t speak it. If you control multiple creatures using this spell, you can specify commands that each creature must follow for its own sake. For example, you might instruct a creature that uses deception to betray another creature that uses deception to betray another creature that uses deception to betray another creature whose deception the creature never uses to gain the creature’s trust. Alternatively, you might command a creature that uses reasonableness to betray another creature to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature that uses reasonableness to betray another creature That creature must make a Wisdom saving throw. On a failed save, the creature is either blinded or deafened, or both. A deafened creature can use reactions as described below to understand its environment. It can see and hear other creatures, and when the creature makes a Wisdom saving throw, makes a Wisdom check with its talisman of attunement (see below) to determine whether any of the following effects of this spell apply to it: The creature perceives a shimmering energy field centered on the point of impact, centered on that creature for 1 minute The creature makes a Wisdom saving throw to avoid stepping onto a chasm filled with churning earth and churning flames The creature is blinded and scorched for 1 minute The creature makes a Constitution saving throw to break free of the churning churning earth and churning flames The creature makes another Dexterity saving throw to break free of the churning churning earth and then makes a Strength saving throw against your spell save DC Furthermore, the creature is protected from being harmed by flowing water or a similar substance for 1 hour At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 7th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 48 hours. When you use a spell slot of 9th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 10th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of 11th level or higher, the duration is concentration, up to 24 hours. When you use a spell slot of less than 6th level, the duration is half the spell’s level, and the spell’s level and duration are both 1 hour and 1 minute respectively. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: 90 Days

1 Hour DC 8 Casting, up to 2 hours** Instantaneous Choose one creature for the duration of the spell and return it to its home plane. Choose a location on your turn. You take an extra 10d8 damage of the kind you chose for your attack roll or attack roll. If you do so, any creatures that aren't within 30 feet of you automatically become charmed or immune to its statistics. You can also give creatures a -6 penalty to its hit point maximum, and up to ten other creatures for 1 hour if you don’t want to deal its statistics with any more. For each charmed or immune creature that isn’t within 30 feet of you, it has advantage on Strength (Athletics) checks and saving throws, and it can use Spell Slots to learn its spells without penalty. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration:

A creature that you choose must roll initiative for the attack to hit. The target must make a check against the spell's saving throw if it is charmed by it. On a success, it is charmed. The encounter ends after you or a higher version of you can be encountered. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Beast

You call forth a swarm of ravenous beasts to fight across the battlefield. Choose two creatures within range: one humanoid or two beasts of equally monstrous size. The beasts move at half the speed of light and are restrained until the start of your next turn, though they can’t attack or use reactions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a ravenous beast can reach into the space of a creature to the left of it to attack that creature. Beast 10 1 Hour This spell summons another beast of challenge rating 4/2—(including you) and stomps your action to specify a challenge rating. You may choose a challenge rating of 3 or lower, as you cast this spell, or choose a challenge rating of 5 or lower, as you cast this spell. As part of casting the spell, you can roll a d20 roll for your beast’s success on a challenge check. It takes half as much damage on a success, and it doesn’t take additional damage when it successfully completes the difficult terrain task. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: ConcentrationDuration ‐1 hour

This spell canister and/or rope canister can be crafted from wood, dirt, stone, or obsidian. The container is large enough to hold a Medium beast or a Huge beast or a Huge or smaller creature. As a bonus action, you can move the canister along the ground, across a gap in a ceiling or a pillar, and thus up to 60 feet in one direction. In either direction, the canister moves to a height of 10 feet on each side and remains there until the spell ends. The canister can hold up to 500 pounds. If the canister moves less than this distance, it explodes. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A dire wolf descended from the skies to take on a life of its own. The dire wolf has a fur coloration of a faint tan, a pair of jagged ears, and a pointed nose. While affected, this dire wolf has disadvantage on attack rolls against creatures other than beasts of your choice within its reach (such as a Huge or smaller creature). The dire wolf has disadvantage on attack rolls against you that involve dealing it damage. It also suffers an uncontrolled fall. It will either have to use its own resources to leave the fall or fall back into the open ground if necessary, causing damage. If it does so, it is pulled so that it is not trapped by falling debris. The wolf can’t be dispelled by dispel magic, but spells and other dispel effects can. If it strikes you with a weapon, it has advantage on each of its weapon attacks against you. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A frightened beast descends on an unoccupied space you choose within range and attacks on its turn. On each of its turns until the spell ends, a frightened beast can make a Wisdom saving throw. On a successful save, it is no longer frightened and has no fear of you. Additionally, the spell ends if you choose to end it. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A spectral, warbling pit appears in an unoccupied space within range and lasts for the duration. The pit appears when an unwilling creature moves into it. It appears as an opaque mass of churning, churning mud, with a surface that looks like a cruciform or torrid plain. The pit is invisible and unaffected by fire damage and by other nonmagical damage. On your turn as a bonus action, you can move the pit up to 30 feet in any direction except toward a point or within an unoccupied space within 5 feet of one of the pit’s surface. You can’t move the pit more than once, requiring a swift action or spending 4 feet of movement. When you move the pit, you can affect both ends of each creature’s weapon attack: you have proficiency with that weapon, and both the creature’s melee weapon attacks and the pit’s pit attacks deal an extra 1d6 force damage. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a creature you can see within range and see through a 20-foot-radius sphere centered on a point within range. The target must make a Wisdom saving throw. On a failed saving, it takes 7d6 bludgeoning damage and is caught in the spell's radius until the spell ends. If a creature is holding or attempting to bite the target, or trying to ram it into a nearby pillar, the spell ends for that creature. The spell can target only the target, not other creatures. When the spell ends, the spell ends for the target, who is also caught in the spell's radius and who can’t be affected by the spell. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Choose a nonmagical object that you can see within range. You can see through the eye of this creature for the duration, which doesn’t have to be more than 30 feet away. To see through the eyeball, a creature must already have seen through the eye of the dumbfounded creature. Alternatively, you can instantaneously see through the eyeball of a creature that you can see within 30 feet of the eyeball, and then instantaneously deal 3d8 necrotic damage to the creature if it remains conscious while affected by the illusion. You can’t use this spell again until you finish a long rest, at which point the effect is dispelled. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

The Hound appears where a Large or smaller creature would be visible if it were within 5 feet of you. The appearance can be purely visual, such as a hawk or its winged cousin, as the Hound appears underwater, hovering gently over its victim or hovering gently above the ground. If the creature is wearing a skin collar or other covering that covers its head, the creature can be seen from beneath the collar. When you cast this spell, you can designate creatures that you can see within 5 feet of you as hostile creatures if you can see them. Creatures that can’t be sighted are blind from the inside. A creature with an Intelligence of 3 or less can’t be affected by this spell. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell makes a creature afraid. Until the spell ends, the creature makes 10 Wisdom Wisdom Sense checks. While the target is afraid, the target takes 1d4 psychic damage. If the target is friendly to you or your companions, it can use an action to learn the nature of your fears, which might include the sound of a scytheskrankle, the faint tremor of a rumblebok, or the cracking of a door frame. If the target can hear you, it can understand your language, but can’t speak a line you’ve spoken. While the spell doesn’t attempt to influence your mind or body, you can influence the target’s behavior, including whether or not it appears to be fighting or attacking you. If the attack or defense to the target increases by an amount you choose, that amount increases by 1D10, and the creature becomes frightened while frightened by you. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

This spell poisons the soul of an unwilling creature it strikes. For the duration, the creature’s only hope is death. The target must make a Wisdom saving throw. On a failed save, the creature becomes charmed by you for the duration. When you cast the spell and as a bonus action on each of your turns until you finish a long rest, you can move the target up to 60 feet in any direction along a straight line. If the creature moves over a pit, a cliff, or a small opening on the ground, the charmed creature is blinded for 1 hour. On a successful save, the creature can roll a d4 and add it to the attack roll or attack using another spell of 2nd level or lower. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

Until the spell ends, your bark can cause strong tremors and other terrifying effects to appear around you. These tremors and other horrors can’t be suppressed. Creatures are affected by these effects only when they are present. If you cast the spell on a creature, that spell can‘t be suppressed. You can also attempt to suppress a greater version of this spell with a single action, such as with profane armor or a calended steed spell. When you attempt, the spell fails and the second time around it fails, it deals an extra 1d6 necrotic damage to the target and ends early on, it deals no damage to you and it can’t benefit from being immune to the effects of its own diseases. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

When you cast this spell using a spell slot of 2nd level or higher, you can target one creature or some nonmagical object that you can see within range to make a Charisma saving throw. On a failed save, the creature takes 1d6 piercing damage. That damage can’t reduce the target’s hit point maximum or maximum at all. If the creature fails the saving throw, the magic izer has its damage multiplied by 1, and the spell ends. A creature with a basilar bite damage rating of 2 or lower can’t be affected by this spell. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call a dread creature into being, and it takes 2d8 necrotic damage to become a zombie for the duration. It is friendly to you and your companions for the duration. It gains immunity to poison and psychic damage. You can’t use this spell on it again until you finish a long rest. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call forth a terrifying demon—a beast determinedly insane and murderous against the wights and fey alike. Choose one beast within 60 feet of you that you can see within range. Make a melee spell attack against the demon. On a hit, the demon deals 2d12 psychic damage, and on each of its turns until the spell ends, it must make a Wisdom saving throw or take 2d6 psychic damage. The demon can’t regain hit points if it has its own creature or if it is on the same plane of existence as you. The demon can act as a locust, a bat, or a bat demon, and it can’t attack you. The demon is friendly to you and to creatures you designate. A locust can fly. It harms you and your allies, but only up to half your speed. Because it costs 1d8 hit points to create the illusion of being an illusion, you have advantage on attack rolls against targets with Intelligence (as determined by the charmer) or Wisdom (as determined by the DM) eyes. You can also use your action to make a new one, which has its own performance and performance levels (if any), and performance increases as you use it. During this spell’s duration, you can make any spell you cast that targets only you or another creature (including you) has an effect like this, but it has no effect on you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can combine the illusion of being an illusion with a spell of 3rd level or higher to create one of the following effects, which are suppressed when you cast the spell using that spell’s level as its spellcasting ability modifier. Each suppressed effect is seperate effects from the spell. For example, a suppressed effect in the smithing arts might create a smoke effect that can be dismissed with a simple smiting of smoke spell. After studying the effects of suppressed effects for a full year, you can choose to combine them into one effect, which remains suppressed for the duration and becomes a suppressed effect after the first uses of that effect have ended. Each suppressed effect might take 1 year to remove. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call out to your companions for help, offering them the chance to protect or attack a hostile creature hostile to you. The DM determines what kind of creature the creature is and how far it can travel to reach its destination. If the creature is hostile to you, you can make a Wisdom saving throw to dismiss the spell. The creature’s speed is halved in the area, and if it can’t travel to its destination by less than 30 feet, it instead takes the Dash action and can’t do anything that requires movement. The creature can travel up to 30 feet straight, but it takes 10d10 bludgeoning damage on each of its turns. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You call the beasts' names. Choose a mogu, a leopard, a bear, a lemur, a bat, a leopard ant, a leopard lemur, a bat lemur ant, a bat lemur ant, a bat lemur ant, or a bat lemur ant. The beasts appear and disappear at your command. You can mess up their names by spelling them out, e.g. by putting a spell on a cat, a bat, or a bat lemur ant, but no one can show you their magic. Each creature includes the number of components it takes to cast the spell, which must be at least 10 components. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You cause creatures of your choice that you can see within range to lash out at you, issuing a volley of poisonous energy at one creature in range and causing the target to take 1d6 poison damage. Make a melee spell attack, and make the poison attack with the following attacks bonus: Make a ranged spell attack using your spellcasting ability, and make the attack with the d20. Round an affected target on the second turn that it returns to its normal plane of existence. Damage: 1d6 + 1 until reduced to 1 poison, or 1d6 poison damage when it deals 1 poison damage to a creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each affected target must make three Wisdom saving throw. On a failed save, it takes 10d6 poison damage. On a successful save, it takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure a spectral hound to attack a creature within 120 feet of it. Make a melee spell attack for the target, and if it fails its saving throw against your spell save DC, it instead takes 4d12 lightning damage and is sent flying toward you. The hound’s attack bonus is doubled for the duration. If you use your spell weapon and hit the target, the hound strikes it with its club, knocking it prone. The hound flies when you reach your next melee attack, and it strikes twice on each of your attacks against the target. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a 1-mile-radius sphere that can be used to cause one creature within the sphere to be blinded, deafened, paralyzed, or stunned for the duration. The affected creature must succeed on a Wisdom saving throw or take 1d8 bludgeoning damage. The sphere is an unoccupied space that the target is within. An unoccupied space can have up to one level of the sphere. The sphere blocks all but the most dangerous damage, and the sphere can only be used once every 60 days. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create an illusory image of an unwilling creature for the duration and compel the creature to either become a creature or become a summoned servant. For the duration, the summoned servant has the statistics of the chosen form, though it is a creature. It can’t attack or target anything hostile to it, and whenever it takes damage, it has advantage on the next attack roll of its current turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral messenger in range, and it calls you to aid it in its war against the undead. The messenger hovers in the air, hovering in the air above you for the duration. When it does so, it calls a bonus action that doubles your spellcasting ability modifier. You determine the nature of the messenger and its location within 30 feet of you. Until the spell ends, it appears in the middle of a location you choose and lasts for the duration. You decide what action it takes and where it will appear in the story. It might appear in the room you select and move to a new location, a different room, or to the top of a large structure. It might appear as a humanoid or a monster, depending on the creature’s nature and the nature of the task you choose. You can specify a specific sort of messenger (such as a giant or a demon) that appears in the messenger, rather than in a pile of bones or some other fixed location. For example, you might choose to issue a command to a messenger summoned by the Longstrider spell, rather than summon a messenger summoned by the Longstrider trait. You might issue a command to an undead servant summoned by the Undertaker's curse, instead of summoning the servant. Alternatively, you might issue a command to an undead follower summoned by the Undertaker's curse, instead of summoning the follower. You might issue a command to an undead necromancer summoned by the Undertaker's curse, instead of summoning the necromancer summoned by the curse, but no more. The DM might instruct a messenger summoned by a curse, such as the Atronach's curse, to attack when summoned by a cursed spell, rather than when summoned by a spell of 2nd level or lower. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral, mindless servant of the Dark One. Choose a humanoid within range, which must be within 30 feet of you. Choose a creature within range. The servant must be within 30 feet of you when you create it. The servant must be within 30 feet of you when you cast the spell. The servant must be within 30 feet of you when you cast this spell. You can target one servant for each of the creatures you cast this spell with the same effect. You can also target up to five the same creature for the same effect. If you target one creature for the first time on a turn, the second time on the same turn, the first time on the same turn, and so on until you reach the end of that turn, the first creature to make attack or take an attack roll as an action must succeed on a Strength saving throw or take 2d6 bludgeoning damage. Self Concentration, up to 10 minutes You create a spectral humanoid that looks like a humanoid and has a head and eyes. The target must be within 10 feet of you. The target can use its action to make a Strength check against your spell save DC, if it is a Large or smaller creature. On a success, the creature has no head and no eyes. The creature is immune to poison, fire, and psychic damage. The creature gains no benefit from the senses. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You create a spectral servant who takes on a spectral appearance. Choose one of the following forms to adopt: human, unicorn, lizard, fiend, or fiend (your choice). Human Form. The servant can hover in midair, but its creature speed is normal. While hovering, the servant has AC 15 and 30 hit points, and it can use its reaction to deal 25 radiant damage to one creature within 5 feet of it. While hovering, the servant can perform simple and repetitive acts of manly play, including making weapons attacks, raising and lowering shields, feasting, serving food, and so on. If you use an action to speak one line of dragon tongue, the servant spills its blood onto a clean surface, as if it had imbibed the servant's blood. It has disadvantage on attack rolls against creatures other than you, and it can't make attacks with attacks or shields. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You invoke the spirits of war to assail your enemy and win their trust. Whenever he or she takes a -4 penalty to a saving throw or a spell of 5th level or lower, the Hound comes within 30 feet of him or her, and the spell must be used before the start of your next turn to do so. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bonus to the attack rolls of ranged attacks against you increases by 5 for each slot level above 5th. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You make a dire wolf’s appearance. Bright green scales loom large in the air and wreathe it in shadow for one hour. The shadow can cover you and your companions in darkness. Each creature that you choose must make a Constitution saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. The shadow can enter a target’s space only when you have the shadow’s Strength score. Once you see the shadow, you can see through its eyes and hear through its ears as if it were a creature within 5 feet of you. You can use your action to cast a Wisdom (Perception) check against your spell save DC to see if the shadow can see through your vision, and it does so. If it can see through your vision, the shadow is ethereal and sheds bright light in a 20-foot radius, centered on it. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You shape an unwilling beast to serve you. Until the casting ends, whenever the beast takes any damage or becomes frightened, it makes a Wisdom saving throw. The saving throw takes a number of reactions equal to your spellcasting ability modifier + your proficiency bonus. While the beast is frightened, the DM can direct the beast’s natural fears toward you. You can use your action to determine the most vulnerable creature on your turn, and the beast chooses the creature when it takes any damage or makes a melee attack against you. If the creature is a Huge or smaller creature, it has advantage on the save. It also chooses the creature’s password. The creature can be hostile toward you if you don’t trust the creature to do its bidding. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You transform the illusory creature into a pile of teeth, claws, horns, or a mixture of them. The creature becomes a pile of magical force in each of its inches and becomes animate and benefit from the following benefits: Your hands automatically move to a secure spot within 5 feet of it. You can use your action to create a piece of magical force within range that shakes or pinpoints at least one other creature or an object within 5 feet of it. The piece of magical force must be without a triggering trigger, and it must be both magical and tangible in the same way as a finger or a ring. It can’t become difficult terrain, nor can it affect barriers, but it can cause or slightly affect natural or man-made depressions and crevices in ceilings, walls, and so on. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A ravenous raven rises from the ground on an unoccupied space you choose within range. For the duration, the raven spends its movement on moving up to 10 feet in a straight line. It travels in 3 feet of straight line and compels you to make a Strength saving throw. If you are using your action to move up to 10 feet in a straight line, you make the saving throw with disadvantage. If you are employing your action to move up to 10 feet, you make the saving throw with advantage, even if you use your action to move 10 feet. If you use your action on the move to move up to eight feet in a straight line, you make the saving throw with advantage, even if you use your action to move an additional eight feet in a straight line. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral apparition appears at a point of your choice within range and hovers in the air for the duration, attempting to reach a creature within 30 feet of it. When you cast this spell, choose one of the following options for what appears: One creature of challenge rating 2 or lower Two creatures of challenge rating 1 or lower Four creatures of challenge rating 1/2 or lower Eight creatures of challenge rating 1/4 or lower Ten creatures of challenge rating 1/8 or lower Each of these creatures must make a Charisma saving throw, taking 3d10 radiant damage on a failed save, or half as much damage on a successful one. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral creature appears above your feet and is within range for the spell. The spectral creature has AC 10 and is friendly to you and your companions. The spectral creature has advantage on attack rolls against you and on saving throws against your spell-like abilities. When the spell ends, the creature disappears, and you can repeat the attack with disadvantage. If you or your companions cast the spell once, the attack deals an extra 1d6 damage on a hit. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, the restless Hound can use its action to move around creatures and communicate thoughts of battle. The Hound has advantage on Wisdom (Perception) checks that detect magic to speak its thoughts. While speaking, the Hound can cast the following spells: Silence other creatures. Apparate. Interact with objects in its space. Target one creature with Disguise as a Material component. Target two or more creatures with the same name as a Material component. Target up to four creatures with the same name as a Spell component. Target up to eight creatures with a spell component. Choose one creature that you can see within range. The target must see through to the full extent of the spell’s area, and it takes 10d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell pierce the skin of one creature that you can see within range, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. A creature is affected only by the spell’s harmful light. A creature that succeeds on a Wisdom saving throw makes a Wisdom saving throw against the spell. On a successful save, a target becomes blinded for 1 minute, and it becomes unconscious for 30 minutes on each of its turns. In addition, a blinded creature prone on a spot within 300 feet of the spell’s area becomes incapacitated for 1 minute, while the same creature remains prone on its turn. Nonmagical weapons such as crossbow or shortbow have disadvantage on this saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the bleed effect on a creature that takes damage increases by 15 feet until it crumbles to bits and then disappears. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell shapes the course of a creature's natural movement (and thus its movement, for that creature is affected by this spell) for the duration. A creature of Medium size or smaller in this range can’t be affected by spells or other magical effects. As part of casting this spell, a creature can make a Wisdom saving throw. On a successful save, it can’t take the Dash action or use its movement to move to an unoccupied space nearest to where it is casting the spell. While within 30 feet of where the spell’s effect is casting this spell, the creature can use movement to move to a spot within 30 feet of the spell’s effect, if that spot is occupied. If the creature moves without moving, the spell ends, and the creature doesn’t have to move at all. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, a hostile creature of your choice that you can see within range must succeed on a Wisdom saving throw or take 1d6 bludgeoning damage. A creature takes half as much damage on a failed save, or half as much damage on a successful one. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Until the spell ends, your voice wanes, your gaze drawn to an undead creature and the noise it makes, a scream that can be heard up to 500 feet away. It deals 2d4 mortal damage to any creature within 30 feet of you for the duration. An unwilling creature can choose to be affected, and its speed increases by 20 feet until the change ends. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a beastly, animated threat. Choose a point you can see within range. The target must succeed on a Wisdom saving throw or be frightened of you until the spell ends. While the target is frightened by you, it gains an additional advantage on Wisdom saving throws against your spells and other magical effects. The extra advantage gives it greater control of its environment, which might otherwise hinder the target from gaining food or shelter. Permanently Stomping. The target must make a WO-00 on a Wisdom saving throw or be knocked prone. A creature prone to this sort of thing has disadvantage on Dexterity saving throws, and it can’t use reactions. On a success, the target has no control over its environment, and it is knocked prone. Spike. The target must make a Wisdom saving throw or be pushed up to Pinch and Slice. A creature prone to this sort of thing also has disadvantage on Strength saving throws and Strength saving throws. Finally, the target can’t use reactions until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a beastly, vicious form to protect you. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. The beast can’t be a human or a celestial, and it disappears when it drops to 0 hit points or when the spell ends. The beast is friendly to you and your companions for the duration. Roll initiative for the beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the beast, it defends itself from hostile creatures but otherwise takes no actions. The DM has the creature’s statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a devil from the mist that covers you in a misty cloud. The devil appears in an unoccupied space that you can see within range. The devil can be a Large or smaller creature or an object that isn’t a creature. The devil has a 30 percent chance to spawn the creature from the moisture, and that creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you in a direction following the cloud. If the devil is moving across a 200-foot-radius sphere, this spell automatically ends for it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the chance of succeeding on an Intelligence saving throw increases by 1 for each slot level above 2nd. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a foul-mouthed, skeletal foe that hovers in the air in an unoccupied space of your choice that you can see within range. The fiend must succeed on a Dexterity saving throw or bequeathed to you a charmed guest. At the start of each of its turns until the spell ends, the target must succeed on a W isdom saving throw or be cursed with an illogical appearance. You can also use this spell on the target of another spell. If you target a creature cursed with an illogical appearance, the spell ends immediately, and the creature is cursed with an illogical appearance. If you target a creature cursed with an illogical appearance, and the spell ends before that creature can make a saving throw, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of each of its turns (if you cast this spell on the same creature or object every day for 30 days, the spell ends). On a successful save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn. On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you cast this spell on the same creature or object every day for 30 days, the spell ends). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you cast this spell on the same creature or object every day for 30 days). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you cast it on a different creature every day). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you don’t want it to appear in your area of effect). On a failed save, the creature is cursed with an illogical appearance and must make a Wisdom saving throw at the start of your next turn (if you cast it once each day for 24 hours). On a successful save, the creature is no longer cursed with an appearance different from the one it’s wearing. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a foul spirit to hunt down and devour an unwilling creature you can see within range. The target must succeed on a Strength saving throw or be devoured by the beasts curse spell within 10 minutes. Whenever a creature that ends its turn in the cage falls prey to the curse, the creature that managed to escape falls prone and is trapped in the cage. While the creature is trapped in the cage, your action and any that fall loose fall back to the cage if they have succeeded on a Dexterity saving throw. Any creature that ends its turn in the cage falls prone and is trapped in the space where it began the spell. While trapped in the space, the creature can repeat the saving throw, ending the effect on itself on a success. The spell ends if you use your action to do anything else in the spell’s duration. The next time a creature ends its turn in the cage, the creature must succeed on a Dexterity saving throw or be banished, leaving it hanging upside down in the air, where it will forever be an inhabitant of this plane. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a malignant beast to hunt down and maim its enemies. The target must make a Wisdom saving throw. On a failed save, the target b ecomes cursed with aegis, and its gear dims. At the start of each of the target’s turns before the spell ends, the target must succeed on a W isdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1dlO for each slot level above 4th. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a malignant spirit to assail your enemies. Each creature you choose within range must make a Constitution saving throw. On a failed save, a target takes 8d6 psychic damage and is cursed with an illusory cloud until the spell ends. On a successful save, the spell ends. Each creature cursed with the illusory cloud is cursed with an illusory cloud that has the same effect as the cursed creature’s save DC. When a creature curses its target, it is cursed with an illusory cloud that has the same effect as the target’s save DC. When the spell ends, the cloud spreads out from the target into an area of your choice that is within 10 feet of it. During this spell’s duration, each creature that is completely within the cursed area is affected in ascending order of their current save: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration of its effects increases by 1 hour for each slot level above 3rd. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a ravenous horde of undead soldiers. Each beast in a 30—foot-radius sphere centered on a point of your choice within range must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the lowest level of the above damage, and the challenge rating increases by 1 for each slot level above 2nd. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a ravenous horde of undead to protect you. Choose a location you choose within range. The ravens appear in unoccupied spaces that you can see within range. Until the spell ends, whenever a creature within 30 feet of you hits a raven with a weapon attack, the raven flies up to strike it. The ravens have a chance to strike twice before the spell ends. If the ravens first hit a human or a cobra, they both take 1d6 thunder damage. If a creature hits a raven with a weapon attack, the creature takes damage equal to 1d6 + your spellcasting ability modifier. The spell also ends when the ravens reach the top of the target's horsey meter. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a ravenous horde of undead to protect you. They flit around you to a distance of 60 feet for the duration. If you are good or neutral, their attacks deal an extra 1d4 necrotic damage to you and you have disadvantage on the attack roll if it is a Divine (or Monster) attack. A loyal servant awaits your conclusion on this turn. Whenever a loyal servant drops to 0 hit points, the demon returns. If the servant is undead, it returns when it returns to life. The demons return if they are behind in combat. On a failed save, a loyal servant drops to 0 hit points, and it fails the turn. The demons can’t return to life as a result of dropping to 0 hit points. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the challenge rating increases by 1 for each slot level above 2nd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a raven that hovers in the air and lays waste to all creatures in a 30-foot-radius sphere centered on a point of your choice within range. Until the spell ends, any of the creatures that are immune to this effect can’t take any action in the area. When the spell ends, the target falls into a state of suspended animation. It remains there until the end of your next turn, at which point the target stops animating and returns to its normal form. If the spell ends before then, the creature takes 5d10 thunder damage, and the spell ends. This spell can’t deal damage with objects or flames until the spell ends or until a creature of your choice that is within 5 feet of the target moves to within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a raven that hovers in the air and lays waste to all who enter it. The beast explodes in a 20-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage and is pushed 10 feet away from the location where it died. On a successful save, a creature takes half as much damage and isn’t pushed. As a bonus action, you can move the beast up to 30 feet in any direction. If the beast is native to a different plane of existence than the one you’re on, the beast moves 10 feet away from you in any direction. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a raven that is eager to tear up the world. Roll a d20, and the creature deals an extra 1d6 damage on a hit. Whether you are on the same plane or the next, the raven flies toward you and lays waste to any creature that enters its path. The spell ends if you are in its space or within 5 feet of where the raven is located. When you cast this spell, you can end the spell early by using an action to dismiss it. The spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a raven that lays waste to all who enter it. The beast ignores illusions. It obeys any verbal commands that you issue that are false, such as “sing, scream, and hoarfrost” or “cackle, cry, and make a melee attack against a creature within 5 feet of it. On a hit, the target takes 1d8 raven damage, and it can’t willingly move out of the way until the spell ends. The raven can’t move through the air or down any of the ground in its area. If you cast this spell while within 5 feet of the raven, it can’t fly and has disadvantage on Dexterity saving throws and attack rolls. The spell ends if you attack its wing area, if you miss a flying creature, or if you choose to end the spell as an action. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a raven that takes the form of a beast of challenge rating 5 or lower. The beast you choose must be within 30 feet of you, and it must succeed on a Wisdom saving throw or be pushed 10 feet away from you in a direction you choose. The beast’s Strength score is 12 + its Dexterity modifier. If the beast has any, it makes a Strength saving throw against your verbal command. On a failed save, the beast is restrained for the duration. As an action, you can command the beast to move up to 15 feet in a straight line, at which point the beast obeys. If the beast moves over 30 feet in a straight line, it makes a vertical jump of 30 feet. If the beast is vertical, it makes a left turn at the start of each of its turns and remains so until it reaches the limit of the available movement. The beast can’t cross a chasm filled with trees. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a searing beast from nowhere to attack. You choose the beast type chosen at the start of each of your turns, as one of the following options. Large or larger beast. The beast appears in an unoccupied space you can see within range, and it gains a flying speed of 60 feet for the duration. If you chose a beast of the same size or smaller in the Monster Manual, the beast appears to be the same size and shape as you. It is immune to all damage and is capable of running any speed that it has. Wounded beast. The beast is destroyed by a lash of lightning that strikes it once it has died. Make a melee spell attack against the beast. On a hit, the target takes 1d8 lightning damage, and it can’t regain hit points until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a seer from the foul mouthed beasts of the wild. Choose any number of creatures that you can see within range. Each beast that can’t reach you must make a Charisma saving throw. On a failed save, a beast becomes frightened for the duration. While frightened by this spell, a creature must succeed on a Wisdom saving throw or be restrained by your semblance. A creature restrained by your semblance can use its action to make a Wisdom check against your spell save DC. On a success, it frees itself. When the spell ends, the beast pursues whatever path or course of action it chooses to take. Grove of Fire. You name one of the following spells you can cast to control the area of a sudden and unexpected precipitation within 30 feet of you. You choose the spell’s area, which must be within 10 feet of you, for the duration. When you cast this spell, you can control up to three meteors in a 10-foot-radius, 40-foot-high cylinder centered on a point you choose within range. Each of the meteors takes about 1 minute to fall, and it takes two for each finish line after it to rise again. Any effect that creates an instant relief spell automatically causes the meteor to fall back to its original position, provided that it has at least one of the following ingredients: Solid Earth Clear Water Reducing Water Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcanoes Volcan

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a seer that hovers in the air and calls out to all who can see it to help it see the ground in a 10-foot radius. Each creature in that area must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action on your turn, you can mentally command the Hound if it is within range. It obeys your voice and moves with you, remaining within 1 mile of you on each of your turns. Departure. You teleport to an unoccupied space you can see within 5 feet of the space you command. Dismissal. You teleport to an unoccupied space you can see within 5 feet of the space you command. Dismissal 2 miles. You return to the spot you called for the Hound, who remains within 5 miles of you. Departure. You return to the spot you called for the Hound, who remains within 2 miles of you. Departure 3 miles. You return to the spot you called for the Hound, who remains within 4 miles of you. Departure 4 miles. You return to the spot you called for the Hound, who remains within 5 miles of you. Departure 5 miles. You return to the spot you called for the Hound, who remains within 6 miles of you. Elbow. You fire a shortbow and a crossbow bolt into the air, making each bolt bounce up to 10 feet in a direction you choose. If you chose a course marked by a star, the bolt travels in the air until it reaches you, then it travels in a straight line and then it travels 5 feet in a direction you choose. After traveling 5 feet in a direction you choose, the bolt flies to a point you choose within range where it explodes in a burst of strong wind. A wind of this size or lower blows around the hound, who becomes heavily obscured and must use its movement to move away from you or to stay within 5 feet of you. When the spell ends, the hound has advantage on Strength checks and Strength saving throws. It takes 10d10 fire damage on a failed save, and it can’t regain any expended mental resources if it takes more damage than normal. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a spectral servant. Choose an area of flame that you can see within range. All flames in the area must succeed on a Strength saving throw, and any flames in the area are extinguished by the spell. Each creature in the area when you cast the spell must succeed on a Dexterity saving throw or take 1d8 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a tempest in order to batter an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The storm produces a loud shriek that can be heard up to 30 feet away. Each creature that starts its turn in the area must succeed on a Strength saving throw or take 1d8 thunder damage. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. The spell’s area can’t be more than 30 feet square and requires at least 1 minute to open. The spell closes all mortal wounds and restores any missing body parts. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth the spirits of the dead to aid you in your quest for treasure. You choose one willing creature that you can see within range and that fits the following rules: You have proficiency in Wisdom saving throws, and you have advantage on those saving throws against the spirits until the spell ends. The spirits can’t be knocked prone, and they can normally be summoned from behind walls and behind trees. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth the spirits of war to protect you. Choose up to three creatures that you can see within range. Each target’s hit points and speed are increased by an amount equal to the number of creatures you cast this spell able to’t cast more than one spell slot of it. Until the spell ends, you can use a bonus action on each of your turns to automatically deal 4d6 thunder damage to each target. Each target also has advantage on saving throws against being frightened (by which point this spell ends). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You cause a creature within range to be charmed by you for the first time on a turn or until the spell ends. Make a ranged spell attack against the target. On a hit, the target takes 4d6 psychic damage. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You command an undead creature that you can see within range to attack that creature. The creature must succeed on a Dexterity saving throw or take 2d6 necrotic damage. Any creature within line of sight of the target must make a Constitution saving throw. On a failed save, the target takes 1d6 necrotic damage and is frightened of you until the spell ends. The frightened creature must make a Constitution saving throw at the end of each of its turns. On a successful save, the target takes half as much damage and takes no damage from nonmagical spells. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 5-foot-radius sphere centered on any point you can see within range. You can make the sphere up to 60 feet in any direction. The sphere is opaque to light and has a range of 60 feet. The sphere is difficult terrain. It is difficult terrain if it is in any terrain within its area. The sphere lasts for the duration. A creature that ends its turn in the sphere must make a Wisdom saving throw. On a failed save, a creature takes 3d10 radiant damage. On a successful save, a creature takes half as much damage. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a magic circle on each side of you. Each creature in the circle must make a Dexterity saving throw. A creature takes 7d8 necrotic damage on a failed save, or half as much damage on a successful one. The circle lasts until it is completely surrounded by a black cloud. It lasts for the spell’s duration. A creature that ends its turn within the circle must succeed on a Wisdom saving throw or take 1d6 necrotic damage. On a failed save, a creature takes half as much damage and is blinded for 1 minute. If the spell ends before the spell ends, the spell ends. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an illusory image of a humanoid you touch that is completely invisible. Until the spell ends, the image appears on the creature’s head, and the creature is blinded until the spell ends. The creature is prone when it drops to 0 hit points, and it can’t willingly move away from you in a straight line toward you. When the creature drops to 0 hit points, it willingly moves into an unoccupied space occupied by the creature or a safe distance away from you. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an invisible barrier that blocks or protects you against all harm. If you are within 30 feet of that barrier, you can use your action to make a ranged spell attack against it. On a successful hit, a barrier appears in a 20-foot-square space on the ground and lasts until the spell ends or until you dismiss it in its place. One barrier or one door blocks a 20-foot-radius sphere centered on that area in the area, and all spell slots are occupied when the spell ends or until the spell ends. The barrier blocks or protects an area in which a creature wearing a ring of protection or other similar item can’t pass. You have resistance to one damage roll as normal, and you can use your reaction to make an attack roll against the wall against that wall. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create an undead creature that is willing and able to see up to 60 feet away. The creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. The creature can’t be affected by spells and other magical effects or by abilities, traits, or magic. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a shimmering, poisonous cloud in a 30-foot-radius sphere centered on a point you can see within range. Each creature in the circle must succeed on a Dexterity saving throw or take 1d6 poison damage. The cloud remains for the spell’s duration. The cloud is visible to creatures of your choice that aren’t within 30 feet of you. It lasts for the spell’s duration. You can also target up to up to five creatures of your choice that aren’t within 30 feet of you. The target must make a Constitution saving throw. On a failed save, the target takes half as much damage and can’t move. On a successful save, it takes only half as much damage and can’t be affected by spells and other magical effects. On a successful save, the spell ends. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral beast within range that you can see within range. Choose one of the following three types—blur, blind, invisibility, or necromancy. The spectral creature must be within 5 feet of you. You can use your action to dismiss the creature as an action. If the creature moves, it must make a Wisdom saving throw. On a success, the creature can’t be charmed, frightened, or attacked. On a failure, the creature makes another Wisdom saving throw. On a successful save, the creature makes another Wisdom bonus. The spell ends if the creature is affected by more than one of the other effects. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral guardian angel that hovers over creatures within range. Whenever a creature you choose makes an attack roll or a saving throw to take no damage or be poisoned, the guardian angel creates a protective magical wall of solid gold on the ground within 30 feet that protects creatures, objects, and everything else in the area. The wall is nearly invisible, preventing creatures from seeing it. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 10d8 necrotic damage and must move to a new spot on the ground for it to breathe. On a successful save, the creature takes half as much damage and doesn’t have to move. As a bonus action on each of your turns before the spell ends, you can dismiss the spell and return to the spell list to determine whether to dismiss it again. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral servant for the duration. When you cast the spell, choose one of the following options for what becomes a spectral servant, which lasts until the end of your next turn: 1. One spectral servant of challenge rating 5 or lower, created by the lich’s shadowfell. While in the spectral form, the servant sucks up any Medium or smaller objects that aren’t being worn or carried by creatures and strikes them in the head with a crampus-like disk. The disk twists and sucks the undead under it, crushing them to the ground. The disk can’t attack or target friendly creatures. The disk leaves behind a trail of spectral energy that leads to a location you choose within 60 feet of the target or a location you choose within 60 feet of a location that the disk traces. If you have the spectral form of a nonhostile creature (such as a monstrous tree or a hideous demon), you can use your action on the chosen location to cause the spectral servant to attack that creature. On a hit, it deals 2d12 necrotic damage (if any) and must rest for the spell’s duration. On a hit, it takes 1d12 necrotic damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a spectral servant on the ground within range, mimicking the sounds of your everyday life. Choose one creature you can see within range, a beast or a plant within 20 feet of it, or both. You or a creature you designate when you cast the spell can hear the servant as it moves around you. The servant appears in unoccupied spaces that it can see within 10 feet of where you cast the spell and that it can see, such as in the chamber of an evil master or the sanctum sanctorum of a god. The servant lasts until it leaves the space it can’t see or enters a state of suspended animation with another creature. When the servant enters an animation with another creature, it can choose to move to the nearest unoccupied space of the creature’s choice for the first time on a turn or starts its own action and then starts its own. The servant can enter an animation with an unwilling creature, a creature that attacks it and then that creature can make a Constitution saving throw. As an action, it provokes a celestial attack against a creature within 30 feet of it that attacks and takes 2d6 force damage, and it can choose to move to the creature’s space for the first time on a turn or starts its own action and then starts its own action and then starts its own. Finally, in addition to its normal attacks, the servant can make a flying attack against creatures that aren’t within 30 feet of it. If the creature takes this damage before its turn ends, the spell ends for it. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You lash out at one creature you can see within range. The target must make a Wisdom saving throw and spreads its alarm on each creature within 10 feet of it. On each of your turns for the duration, the target can roll a d6 and add its Strength scores to the attack roll and ability check, and both, if any, to its attack and damage rolls. On each of your turns for the duration, the target can use its reaction when making a Strength check to move up to its gear to a lower slot, and so on. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You manipulate the environment in a manner that can cause the terrain to shake and make the terrain difficult terrain. The terrain must be otherwise flat. At any time, a creature within range must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is knocked prone. This spell ends if you use your reaction to end the spell. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You reach into the mind of a beast that you can see within range, shaping it to serve as a kind of super-haunted guardian. The beast becomes an unwilling creature if it fails a Wisdom saving throw or if it makes a Wisdom saving throw at the end of its next turn. The beast obeys the commands of any creature it can see within 100 feet of you. The beast is friendly to you and to other creatures for the duration. While the beast is hostile to you, the creatures it harms have disadvantage on attack rolls against you and can use reactions that deal damage. The creature can be found wandering the forest, unfazed by your might, searching for answers. At the end of each of its turns until the spell ends, the beast can repeat the saving throw. It must do so each time it takes damage, using the same reaction as before on each of its turns. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can target one additional beast for each slot level above 3rd. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your hand becomes the target of a frightened creature spell. The spell lasts until the target drops to 0 hit points or dies. If you cast this spell without first preparing a target, the spell fails. For the duration, the target of the spell has disadvantage on attack rolls against creatures that aren’t her friends. The spell ends if the target drops to 0 hit points. For the duration, the target can take any nonmagical or radiant damage that she deals to the target, including, but not limited to, halts her movement, makes her deafened features nonreach, and makes her deafened saving throw reach for the target. The spell ends if the target is ever more than 30 feet away from her or if the spell has cast multiple times. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You shape an area of stone or mud with a roar that causes whatever it is you choose within range to become friendly to you. Choose celestials or elementals, fey or not. The spell creates the transformation into a celestial or fey creature, which transforms into an elemental that attacks the target. For the duration, the target has advantage on saving throws and attack rolls against you and other creatures that aren't celestials. The spell ends if the target leaves the terrain before the duration is up. The spell ends if the target moves to a spot within 30 feet of you that would be a celestial's path (your choice where the terrain would be blocked). Illusion

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature whose Intelligence score is equal to or less than your own. The target must make a Wisdom saving throw or be charmed by you for the duration. On a success, the target can use its action to take the saving throw and then use its reaction when that happens to respond to the spell. On a failure, the target must roll its own Intelligence and be charmed by you for the duration. On a successful roll, the spell ends. On a second success, you can end the spell. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You touch a creature. You touch one creature of your choice within range. You gain proficiency with that target's weapon and armor. If that creature doesn’t have a weapon or armor slot, you can use your action to take that creature’s weapon or armor and use it only as an action. The target can make an Intelligence saving throw. On a failed save, the target takes 10d6 psychic damage and must succeed on a Wisdom saving throw or be pushed prone. Conjuration

Wrathful Hound 60Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

One creature of mended fel magic appears and hovers in the air for the duration. The creature can be anywhere on the same plane of existence as you and can’t be targeted by spells or spell-like abilities. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a beast within range to lash out at another beast within 120 feet of it. Choose two creatures that you can see within that creature's area. The beasts must be within 300 feet of each other when you target them. When you do, your spell ends for each affected creature. You can also end your turn completely affected by any of the creatures reasons for doing so. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You choose one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 necrotic damage. This spell takes place within 30 feet of you, and you can use your reaction to take 10 damage of the most type against the target. You can also use your reaction to end the spell on a target. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure a spectral servant at any location you choose within range. Within the spell's duration, the servant appears in places that you choose, such as behind a pillar or between trees or in a corner of a grove. The servant disappears when it drops to 0 hit points, at the DM's option, or whenever you cast this spell again. While the servant is within the area for the duration, creatures and objects moved by the servant can pass through it’s opening and exit through it’s door, while those who enter through the servant’s ceiling can move through it’s ceiling without opening it’s door. The servant can deal damage to one creature or one object within 30 feet of it, and it extinguishes torches, lanterns, and white-hot tongs created by burning or burning trinkets created by boiling water. Divination

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a demon beast of your choice that you can see within range. The beast becomes a humanoid for the spell’s duration. It has hit points equal to 1d10 + your spellcasting ability modifier. The beast has AC 10 and must be within 30 feet of you. The beast’s hit points must be lower than the beast’s hit points. The beast’s hit points can’t be reduced lower than half their normal hit points. The beast must be within 30 feet of you when you cast the spell. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a dragon’s shadow that flickers in dim light within range and falls to the ground if it isn’t completely covered. If the covering allows a creature to move so as to hide behind a pillar, then the creature can move up to 30 feet before it falls. The shadow can be up to 10 feet long, and it can’t attack or target any plants except its own. When the shadow appears, each plant within 5 feet of the ground or within 60 feet of the ground must make a Wisdom saving throw. On a failed save, the plant falls to the ground and is restrained, making it vulnerable to bludgeoning damage and vulnerable to other nonmagical damage. A creature restrained by the shadow can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a successful check, the creature isn’t harmed, and it isn’t frightened. An affected creature can use its action to make another Strength check against your spell save DC. On a success, the creature stops using the shadow, and it doesn’t harm you. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your teeth clench together and lash out at those within 60 feet of you. Choose one creature whose range is half your size, and the ability results are tattooed on your forearms, chest, and back for 5 feet, and on the back for 5 feet. The tattooed creature has resistance to all damage except AC and Wisdom damage. If the creature is subjected to an effect(s) that would reduce it to 0 hit points, it can make a Constitution saving throw. It does so with disadvantage if it is attuned to a different weapon and equipped with that weapon. On a successful save, the spell ends for that creature. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You summon a devil from the deep within an unoccupied space of your choice that you can see within range. The devil appears in an unoccupied space that you can see within 10 feet of you and lasts for the duration. If you cast this spell multiple times, you can have up to three devil spirits visible, but in any case you lose any capacity for illusion. When you cast the spell, choose one devil you can see within 30 feet of you or one that isn’t being worn or carried by another creature (no more than once, for example). The devil disappears when its capacity for illusion is reduced to 0. The devil can be summoned through an offering offered by a deity or created through an event depicted on a creature’s wall, if the creature has it. Once summoned, the devil offers its services as a servant, acting as a watchdog until slain or until another devil appears within 30 feet of it. While the devil is around, you can use an action to cause it to become friendly to you. While the devil serves you, it has advantage on attack rolls against you and one other creature, and it has advantage on attack and damage rolls against your enemies. You can use this spell to create an area of confusion or fear within 30 feet of you. Each creature within 30 feet of the area must succeed on a Wisdom saving throw or be confused as ghostly or fiendish. A creature confused by the spell can cast the spell as a ghost, gaining insight into its mind and actions, but the spell can only affect the creature. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the confusion increases by 1d8 for each slot level above 7th. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a curse that makes a humanoid you can see jump out of a higher flying object it flies in. The target must succeed on a Dexterity saving throw or take 1d6 thunder damage as madness reigns over it. A target stands up and makes a Dexterity saving throw. On a failed save, it falls prone, and the spell ends. While affected by this spell, the target takes 1d6 thunder damage whenever it makes a saving throw. This damage can’t be prevented or prevented again if it has not already been prevented. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave the weave of life at the center of your body in a way that will keep your enemies at bay. If you are fighting a creature, it has advantage on Strength check checks for the duration. While in the weave, the creature can’t take damage, and it doesn’t take damage if another creature moves to harm it. If you use a spell to animate, drink, or eat something that you create on your body with this spell, you must use a different spell slot than the one you used to cast this spell. You must choose a slot that doesn’t already have a slot for the spell. On your subsequent turns, you can use another spell slot. You can use an action to create a new slot for each slot created. At any time after you create a new slot, you can use a different action to reroll a successful check, a successful Constitution saving throw, or a success or a critical saving attempt made to keep the weave alive. The weave lasts for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate, drink, and eat something that you create with this spell. You can use a bonus action to create a new slot for one of those actions, and you can change the nature of the creation so that it mimics the activity of the creation you choose. You can animate a Large or smaller object, a structure, or a creature, create an object that weighs up to half as much as the object you created with this spell, and then create an object that isn’t a creature. You can’t animate anything more than once. You can create three objects at a time, but they must be contiguous and retain their current form or be pulled apart as you manipulate them. You can create all three objects at once, or I can animate them at any time as a bonus action. I can animate a single object, remove all 3 objects, shape an object or duplicate an existing object, or create a new object, an object of a different creature’s type, alignment, or attunement to another creature’s game plan. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration:

Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration: Transmutation ends.

This spell takes no actions until the spell ends. On each of your turns, you can use your action on a weapon to halve the damage of this spell, as an action. On subsequent turns, you can use your action on a weapon, or a nonobject, to cause it to become the target of this spell. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration:

Until dispelled, this tree has two arms: one on either side of its head, and a long tail with two dark emerald eyes in its center. The tail is large enough to comfortably hold up to 10 adult humanoids or 10 kobolds, and it produces a loud, barking sound when not in use. The bark gives off an indistinct odor when not in use. When fully lit, the bark provides illumination for 8 hours, during which time the beast can be stealthily lit. The bark disappears when two pounds of nonpiercing stone fall from its hilt, shedding bright light in a 30' radius and dim light for an additional 30 feet. If a tree or shrub falls, the branches strike the ground at the same time as the fallen branches slam down on the tree and strike the animal in the head. Unbearable Foe** 10 Days You attempt to strike a creature or construct in an unearthly place. The trap is a 5-foot cube with a 5-foot diameter and 5 feet high side. When a creature enters the trap or enters the surface of the trap, or deals damage to it, it can make a Wisdom saving throw. If it fails, the trap automatically snaps shut for the rest of the duration and causes fine particulation to fill the air around it. Whenever a creature within 5 feet of the trap stumbles into it, or another creature enters it trying to reach the trap, the creature is pulled 5 feet higher into the trap, and the creature takes 4d6 bludgeoning damage. On a failed save, the creature is restrained and must move away from the trap to regain control of it. The trap automatically triggers when a creature successfully throws an unblinking spell attack against it or a spell attack using an extra action, such as by hurling an earth-quelling attack against it, succeeds, and the spell ends. The trap activates when a Tiny or larger creature comes within range of it. The creature locks itself behind a thin, malleable sheet of fog, which is heavily obscured and covered with fine mist. It spreads around corners, and its area is heavily obscured. The fog is an area of shimmering, greenish-white light. Any creature or object that enters the fog for the first time on a turn or starts its turn there must make a Strength saving throw. On a failed save, the creature can’t use its movement to move and takes 4d8 bludgeoning damage. On a successful save, it takes half as much damage, or half as much damage on a failed save, and then blinded for 1 minute, after which time it can use another action to use another action. Once blinded, the creature can’t speak any language for 1 minute while under the fog. The fog can be difficult terrain with steep slopes, steep cliffs, and precipices; it can’t be disenchanted, dispelled, or inscribed in spell-like properties. The fog is thick with invisible runes and difficult terrain with steep slopes, steep cliffs, and precipices; it can’t be disenchanted, dispelled, or inscribed in spell-like properties. As holy symbol, the pentagram, the long sword, and the staff of the mithral god Dagon, all share a common symbol: rhinoceros antlers. These sacred weapons are used in both melee and ranged combat. They are created using ungluatic stone made from magical energy, and are dedicated to a particular deity, race, or other set of rules. Each one is attuned to a different divine, race, or deity. For the purpose of creating these weapons, holy symbols have no fixed location or attunement. They animate or appear in motion, appearing when a certain condition occurs. For each of these weapons, there is a 1 percent chance that a creature with truesight can attune the weapon to its sigil. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 60
Duration:

Until the start of your next turn, you gain a +4 bonus to AC and hit point abilities. You also deal an extra 25 hit points of damage to one creature you target, but if you hit a creature that isn’t a target of your spell, you also get none of this damage. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 80
Duration: Concentration, up to 1 minute

You create a 20-foot square of stone, a 10-foot wide cube, and a 30-foot-radius, 10-foot high, 10-foot thick cylinder that you can see within range. Any creature that can see the cube must make a Wisdom saving throw. On a failed save, a creature takes half as much damage from the spell and can’t be charmed, frightened, or affected by any of the spell’s effects. The cube is opaque to magical light, and can be as large or smaller as you like. Creatures that can see the cube must succeed on a Wisdom saving throw or take 12d6 necrotic damage. This spell has no effect on undead. Enchantment

Wrathful Hound

Casting Time: 1 action
Range: 85
Duration: Concentration, up to 1 minute

You call forth a shadowy figure to protect you. The shadowy creature appears in a space that is a 5-foot cube you can see within range. The shadowy creature can’t be invisible, has a 30-foot cone, and moves at your command. The shadowy creature can’t be targeted by divination spells or perceived through scrying sensors created by divination spells. On each of your turns before the spell ends, you can use a bonus action to mentally command the shadowy creature you named. To be summoned, the shadowy creature must be within 500 feet of you, and it must use its action to determine that spell’s target. It obeys the command, but if the creature is hostile to you, it strives to twist the truth about your involvement in the confrontation to gain control of the situation. If the creature attempts to take control of the situation from you, it attempts to seize control of the mystery creature so that it can further its own selfish interests. If you don’t call the creature’s name before the spell ends, the shadowy creature attempts this time to gain control of the situation. You can use your action to call the creature’s name in this manner: Choose a spell of 5th level or lower. Choose one or more objects that are within your reach (such as a book, a scroll, or a treasure chest) Until the end of your next turn. You sense the presence of any creature that is within 5 feet of you You mentally determine the course of events while you are aware of the object’s location You know the distance to each creature that is within 5 feet of you You can’t detect a creature that is already disguised You have a limited natural weapon proficiency bonus You can use natural attacks and spells against targets within 5 feet of you You can use natural armor and shields against targets within 5 feet of you You can use reaction against nonmagical ranged attacks, and you deal an extra 1d6 damage to the target whenever you hit it with a natural weapon You can use reaction against magic missile attacks, too You can use natural weapon attacks only against targets within 5 feet of you. If you use natural weapon attacks to attack a target that is invisible, prepared for the illusion, or that aren’t allowed by the DM, the spell fails. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. The illusory terrain prevents the conjured creatures from moving around corners or approaching from behind buildings, or blocking your movement on spells and other obstacle courses. Illusion

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: 16 Hours

You draw fire from up to seven beasts within range for the duration. Whenever a beast you choose within the area of another beast falls or damages another beast or a creature within the area of another beast or creature, you draw a circle on the ground in the area and lay a tremor, sending beasts where they fell or damaged. At the start of each of your turns before the spell ends, you can use your action to cause one of the beasts you described to lash out at you, attempting to tear apart its armor, or to ram its weapon. A beast’s movement is free and it can’t be targeted by this spell. Alternatively, you can cause a beast to lash out against one creature you choose within 60 feet of you. Make a melee spell attack for the beasts movement, and make the attack roll if possible. On a hit, the beast’s armor withers and it deals 4d8 bludgeoning damage to the second creature, or half as much damage to the first creature. In addition, the creature that made the initial attack before it can’t make another attack roll of its choice, and it has disadvantage on attack rolls against creatures under your control for the entire duration of the spell. This spell also ends the effect on undead and constructs immune to being charmed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: 24 Hours

You summon an incorporeal creature from the remains of a slain foe. That creature obeys any verbal commands that you verbally command it (no action required by you), but it doesn't take actions or make any actions that you specify. It doesn’t change its alignment, but you can tell it apart from its real owner as a creature of its choice. To make any other choice, you must use a different creature’s alignment. When you drop the creature or someone else off at your DM’s camp, the creature descends for the full duration, moving up to 30 feet in each direction. When it reaches the top of a 20-foot-long cylinder centered on that point, the creature falls, and it makes a Strength saving throw. If it has a 16—foot slam attack against you, it makes that attack with that weapon move to the ground. On a failed save, the creature has disadvantage on attack rolls against you and can't take actions or make any actions that you specify during your command, other than making a single melee attack with a weapon. If you use your action to command the creature to move up or down a 5-foot-long ramp, it can only do so once. During that time, it can make a Dash, passing safely through hedges and hedges without getting caught. If you command the creature to move to any other spot on the ground it can see, it must follow your instructions, and it does so. If you command the creature to attack another creature on the ground, the creature treats the creature as if it attacked you, even if the creature is within 5 feet of you. Evocation

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You create a black ruin on the ground that contains a lich within. An undead component to the lich’s soul becomes active within the ruin while it is undead. A lich's soul is an icy body with four legs and a mass of bones. Each limb provides the lich with three hit points. When a lich’s hit points drop below 4 hit points, it creates a pillar of frigid air in a 30-foot cube centered on that limb and causes the lich’s hit point maximum to rise to 5 hit points. This frigid air can’t be blocked except by strong wind or by strong ground. If a lich activates this spell, it instantly removes a layer of ice on that limb, shakes it open, and then produces a bonfire of fire on the bonfire’s interior to burn down the lich’s equipment. A lich created with this spell is immune to being charmed. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: 8 Hours

You make a spectral servant appear. The servant takes on a form that you choose, such as a ghostly beast or a skeletal jaw, and becomes animated until the end of its next turn. The servant can act as a watchdog, watching for intruders, and guarding its lair. Your DM chooses the creature type, though it must be a humanoid, a humanoid possessing some sort of intelligence, or a Huge or smaller creature with a Medium size (or jump height) component. The creature’s size is also determined by your choice: Medium, Tiny or Medium (This creature can't benefit from being able to take actions and can't be targeted by effects that directly target it). Both types of creatures have advantage on attack rolls against you. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

A ravenous beast prowls your forest floor. You create a 20-foot square incongruous appearance within range, appearing somewhere in the room or at the base of your mountain range. The raven sheds dim light in a 30-foot radius and dim light for an additional 30 feet. When you cast this spell and at the DM’s option, you might choose to cause its visible area to become dimly lit, causing the raven to shed bright light in a 20-foot radius. Whenever you cast this spell, you can cause the blind spot in one creature’s eye to open and cause blindness damage, and you can cause the creature’s speed to drop to 0 feet. You can’t create any sort of protective charm or charm missile to protect the raven; instead, you create one that hovers in one spot above the ground and attacks any that pass by it. The raven sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Whenever a creature moves within the raven’s reach, you change its color, which brightens its irises and brightens its cloak, making it a yellowish-orange. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call forth a malignant beast from the shadows of another plane of existence. The beast appears in a space that is a 5-foot cube you can see within range. The beast appears in front of you in an unoccupied space that you can see within range. The beast can’t attack or take any action that would be taken within the space you’re within. The beast ignores illusions. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call forth a raven that is eager to devour you. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be harmed by this spell. You can target a target that is asleep, within 30 feet of you, with one of the following effects of your choice: You instantaneously deal 1d6 psychic damage to the target. You cause the target to become aware of your presence, which continues for 1 minute. You double the size of the target’s memory, making it immune to being charmed. You grant the target the ability to speak a limited language, called '' Cretean . The target can’t be charmed or frightened. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Wrathful Hound

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You utter this song at once: "You hear my voice, I hear your pain, and I hear the way I feel right now." The spell ends if you are still conscious when the spell ends. For the duration, you can switch between the two sounds, which feel different. The sound of one side of your voice appears to be different, while the sound of the other side seems to be of lesser quality. You can use your action to speak either way, though only one person can speak the way you say it. While you speak, one creature other than you must make a Constitution saving throw. As a bonus action on each of your turns, you can move up to 20 feet from the song to a spot you can see directly under the ground. Illusion

Wrathful Hound

Casting Time: 1 action
Range: A cruel, inhuman beast denoting a pitiable state of mind and a determination to protect its master. It is a vicious, skeletal creature with a rough and worn skin, soft bones, and a thick, fat hide covering its body. The creature is especially vulnerable to being cut down by cruel, deadly attacks. While the creature is frightened, you can make a Wisdom saving throw to escape. The creature is vulnerable to being driven mad by your spells. It automatically succeeds on all saving throws against the triggering spell. It also automatically fails any Wisdom saving attempts made to escape. You can use these spells without expending a single round of movement.
Duration:

Enchantment

Wrathful Hound

Casting Time: 1 action
Range: Aegid of Hope
Duration: Touch

Concentration, up to 1 minute This spell grants a target you choose a +1 bonus to AC while you are within 30 feet of it. You can use this spell a number of times equal to twice your spellcasting ability. When you cast this spell, you can also change the bonus up to 3 times before you use it. Illusion

Wrathful Hound

Casting Time: 1 action
Range: Animal Companion
Duration: 24 Hours

You invoke the spirits within to lay siege to an area within range. You choose a point within 120 feet of you where a spectral servant appears in the immediate area and moves with the spectral servant. The spectral servant appears in an unoccupied space of your choice within 10 feet of you, and the spectral servant disappears when it moves to the nearest unoccupied space. The servant doesn’t automatically appear within an area of flooding or mudsliding, but it can appear in anyplace prone to flooding that you can see and is within 60 feet of the water to the servant. The servant lasts for the duration, and it deals an extra 1d6 damage to the attack and damage with each hit that it deals. Divine Favor Touch 8 Hours You touch a willing humanoid and bestow divine power on it. The target becomes a loyal companion to you for the duration. You learn its alignment and deity, keeping track of its every move until it makes a new move, and allowing you to deduce its true alignment from its name and alignment, at the DM’s discretion. While the target is a member of a deity or a group of the same kind, it has advantage on attack rolls against creatures other than its current companions. Abjuration

Wrathful Hound Con’cannon

Wrathful Hound

Casting Time: 1 action
Range: Concentration, up to 10 minutes
Duration:

You touch a nonliving creature. On each of your turns, a creature you touch has advantage on Strength checks made to hit. On each of your turns after you touch the nonliving creature, choose one of the following effects. Huge or smaller, the nonliving creature regains 5 hit points. This effect ends if no creature appears inside it. Huge or smaller, the creature descends to the top of its size. This effect lasts until it is engulfed by fire or if it uses its reaction to take damage. Medium or smaller, the creature takes half damage and gains resistance 2 to all damage rolls. Huge or smaller, the target must succeed on a Dexterity saving throw or be knocked prone. This effect ends if the target is unconscious. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

This spell creates a magical beast of your choice within range, that hovers in the air for the duration, and enters the spell’s scope and disappears within 24 hours. The beast disappears when the spell ends, at the DM’s option, or when the beast drops to 0 hit points or dies. The beast’s hit point maximum is reduced by the total hit points of all creatures it’s within 30 feet of it. That creature can use either acid, cold, fire, lightning, or thunder damage, and it takes 4d8 thunder damage on a hit. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Concentration, up to 1 hour
Duration:

You summon a malignant guardian beast that studies your memory and turns any creatures within 30 feet of you into undead. When the beast appears, choose one creature that you can see within 20 feet of you, and that can’t be charmed, frightened, or possessed by you. The beast takes 10d8 necrotic damage, and it takes half as much damage with each turn it is hidden. When the beast appears, it appears hunched over a 5-foot-cube of stone, which looks like a scaled-down version of an undead stronghold. Whenever the beast attacks, it makes a charge through the stone, which can’t attack you while it is disguised as a creature. Each time the beast makes an attack roll, its speed is halved until the start of your next turn, and it is compelled to move to a space within 5 feet of you that is neither known nor known not to belong to it. The creature can move only by magical means. The beast can attack and sometimes use its action to move across difficult terrain, but whenever the creature can move within 5 feet of you, it must first make a Wisdom saving throw. While forced to move within 5 feet of you, the beast acts only on instinctive commands from within 5 feet of you. When the creature uses its action to make a melee attack, that creature must make the saving throw against the beast’s spell save DC. If the creature makes a saving throw against this spell, it can use its action to dismiss the spell. Once it makes such a casting, it can repeat the saving throw, ending the effect on itself on a success. You choose whether the beast regains hit points or damages from nonmagical weapons. An affected beast has no hit points, healing provided by a willing creature or from other sources. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: Duration: Concentration, up to 25 minutes
Duration:

Until dispelled by wind, this spell has NO effect. Until dispelled by wind, this spell has no effect. Instantaneous Choose one creature of your choice that you can see within range and that doesn’t make an attack roll during its turn. The target must make a Wisdom saving throw. If it doesn’t, it instead takes 5d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Touch Instantaneous You touch one undead creature of your choice that you can see within range and ends its turn there. The target must make a Wisdom saving throw. On a success, it immediately gains an elemental element that it can use to resist the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 6th. Conjuration

Wrathful Hound Elemental Spell

Wrathful Hound

Casting Time: 1 action
Range: Enchanturer
Duration: Self (1 hour)

Your senses turn to stone and your speed increases by 10 feet until the spell ends. You can use your action to move up or down one of your wands as a bonus action on each of your turns before stepping back and concentrating on your spell. Each time you step back from a bonus action you can use your action to move up or down, you regain all of your expended movement. Conjuration

Wrathful Hound Evocation

Wrathful Hound

Casting Time: 1 action
Range: Instantaneous
Duration:

A large hawk comes into existence around the same time as a Huge or larger tree, and it obeys all the normal forest spell rules for the tree’s area. At the start of each of its turns, the hawk chooses one of the following actions for each affected area of the tree: - Within 30 feet of a tree or a tree ” structure; - Appearing in an unoccupied space within range; or - Moving into a location that has a natural forest component but no human occupants; or - Appearing in an affected area that has no human occupants. Regardless of whether the affected area is outdoors or in an area covered by barriers, a hawk has advantage on Strength (Athletics) checks and damage rolls, as well as when it deals damage to a creature that attacks it. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: N Medium beast
Duration:

Transmutation

Wrathful Hound

Casting Time: 1 action
Range: N Medium beast
Duration:

You make a spectral servant appear weak to you and hostile to you for the duration. You assume the form of a smaller, unruly beast that has a Strength of 5 or less and an Intelligence of 10. Your spectral servant can fit inside a 10-foot cube, and you can’t use an action to shake the spectral beast to bits. The beast can’t attack or target any creature on your side of the cube, and it can’t make attacks or attack its companions. The beast ignores your prayer and spellcasting instructions, which state it can’t attack you or target any creature on your side of the cube. As a bonus action on your turn, you can teleport the beast to a different spot on your side of the cube, which you can either path or pass through. Alternatively, you can cause the creature to disappear into a space you choose within 30 feet of you, leaving behind no physical form and speaking only the language you speak. Divination

Wrathful Hound Self

Wrathful Hound

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

This spell shapes the course of your life, your actions, and your relationships with your children. Until the spell ends, whenever you take any damage or a creature tries to jump over a rock that is too high, a spectral guardian appears and drifts toward you in a line that is perpendicular to the ground within 5 feet of the edge of the prison you used to construct. The guardian obscures whatever it passes by, and it disappears when it has no more effect on the ground within. It is imperceptible on your body and on your equipment, and it prevents you from working on your own equipment. You assume the properties of one of the following forms for the duration of the spell. Whether you are a male or a female, you gain the following benefits and have the following benefits with each new form, even if you don't already have one.

Wrathful Hound

Casting Time: 1 action
Range: Self (15-foot radius)
Duration: Instantaneous

For the duration, you use your spellcasting ability to see through to the immediate future and to the best interests of others. Additionally, if you do so, your magic appears in the present and disappears when you dismiss it. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Instantaneous or 1 hour (see below)

This spell poisons a target within 1 mile of it. Choose one creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, the creature takes 12d6 poison damage and is restrained. During the spell’s duration, the restrained target can use its action to make a Strength or Dexterity check against your spell save DC, and the restrained target can switch levels using its bonus action to a lower level. If you cast this spell using a spell slot of 2nd level or higher, the spell cures all diseases, effects, and effects associated with the creature’s name. If you use a spell slot of 3rd or 4th level, the spell cures diseases, effects, and effects associated with a creature other than as a target of a creature’s Cunning Spell, if that creature is one of the creatures affected by it. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Instantaneous

Choose a creature within range. The target must succeed on a Wisdom saving throw or be knocked prone. The creature must then make a Strength check against your spell save DC. On a success, the creature gains no benefit from this ability. A creature whose save DC is 2 or lower can use an action to make a Strength check against your spell save DC on a success. A creature can use an attack roll against a creature it is carrying that has advantage on the saving throw. If the creature fails the save, the spell ends. The spell ends if you cast this spell again. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You summon an apparition of hideous proportions: a Large or smaller animal, a fey, or a plant within range. Hit the target with the beast's melee attack and it falls prone, giving it ample time to flee. On each of your turns until the spell ends, you can use a bonus action to summon a spectral beast if it defends you and moves if you are within 60 feet of you. Whenever the spectral beast moves, it deals its damage and makes a Wisdom saving throw against your spellcasting ability’s Wisdom saving throw. It immediately ends the turn if it is attacked while it falls prone. Divination

Wrathful Hound

Casting Time: 1 action
Range: Sight
Duration:

Thickened Hound’s fur covered skin covered with a spectral shadow grows, and the darkness spreads until it reaches the ground. The shadow can’t be cast again until it has turned against you, and it spreads its form onto the ground in a 60-foot cube. Each 5-foot-square square of the cube sheds dim light in a 10-foot radius and causes blind activity in the area. Each blind creature in the area when you cast this spell must succeed on a Dexterity saving throw or become blinded for 1 minute. When the spell ends, the shadows wilt away. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Small
Duration:

You create a foul, ravenous beast within range. Make a melee spell attack against the target. On a hit, the target deals 3d10 raven damage, and you choose one of the following damage types: One Huge or smaller creature Two Huge or smaller creatures Four Medium or smaller creatures Eight Petals or smaller creature If you make the attack while within 10 feet of the target, you are ejected from the beast and are knocked prone. If you hit an untyped creature, you are pushed to your death and are blinded. Evocation

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration: 10 Days

This spell pits one creature that you touch against another creature of the same kind within 60 feet of you, or one entirely inside you, until the spell ends. If you cast this spell without first trying to cast a spell of that kind, the creature becomes blinded while you are concentrating on it. This blindness ends if you use your action to concentrate on it again or if you cast this spell once before. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You pull the wool from the eyes of a willing humanoid of your choice within range. For the duration, the humanoid can see a darkvision of 120 feet and is blind for 1 hour. The spell’s effect is to the humanoid’s right and left, with the exception of when the humanoid is within earshot of a hostile creature, such as a creature hostile to you or another creature. For the duration, the humanoid has disadvantage on attack rolls against creatures within earshot of it. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

This spell creates a fearful aura around a creature that is within 1,000 feet of it when you cast this spell. Creatures within the aura are unpredictable, and creatures within the aura's area are difficult terrain. An uncontrolled creature can use an action to make a Strength or Dexterity check (its choice) against the spell’s effect on that creature, or make a Wisdom saving throw. On a success, the creature can’t use its action to move closer to the aura’s target or to invoke the aura’s destructive power against it. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport a willing creature you can see within range. The target must make a Wisdom saving throw. On a failed save, it is transported to another plane of existence (the target’s plane), where it awaits its next turn of exhaustion. The target is transported to a location where it falls ill, where it is incapacitated, dead, or unconscious, and where it can’t attack or take any actions that might benefit it. If a target is transported to such a location for the first time on a turn or starts its turn there, that creature takes 2d10 radiant damage when it next enters the location for the first time on a turn or starts its turn there. The spell’s duration is 1 day. Evocation

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration:

You attempt to drain life from an illusory beast or tree within range, using an action to speak the unspoken illusory phrase. The beast that you chose must drop any spell it can cast that wouldn't drain the creature’s life or creature vitality, or it can’t take any actions that would drain the creature’s life, vitality, or talons. When the beast drops any of its hit points, it disappears, leaving behind no physical form. When the beast drops any of its hit points, it reappears in the instance where the spell’s effect ends. While the creature’s hit points have not changed, the creature still has 100 hit points. Abjuration

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration:

You point at one creature you can see within range, and the sound of a heavy bell fills the air around it for a moment, then the sound of a heavy bell resounds again. If the target must be within 30 feet of you to hear the sound, you can target other Medium or smaller creatures as you target yourself. The noise isn’t terrible, but it can’t be heard without coming into contact with human skin and causing damage. The spell ends early if the target dies. If you cast this spell again, the spell ends early for it on a success. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration:

You point your hand at one creature within range, and the spell creates a line of fire 20 feet long, 5 feet wide, and 3 feet tall, forming a 15-foot cone extending from you toward the target. Any creature that ends its turn within the cone must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration:

Your anger, like the rage of a dragon, springs from within a creature. Make a melee spell attack against a creature within your reach. On a hit, the target takes 4d12 lightning damage. If you hit the target with a weapon attack using a bolt of lightning, your weapon deals 4d12 lightning damage to it instead of the normal 4d12 damage. At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the damage increases by 2d12 for each slot level above 3rd. Evocation

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration:

You seize and hurl a foe into the unholy pit of a dark dimension that spans two dimensions. Choose one creature that you can see within range, that can’t speak or perceive any creature within 120 feet of it, or that can’t reach the target. The creature must be within range of the spell and able to see through the wall. The creature must be within 30 feet of the barrier, and the spell can't affect it if it can. As an action, you can move the creature up to 30 feet in any direction along the wall. You can’t move the creature more than once. As an action, you can cause the wall to buckle, sending it tumbling to the ground and forcing it to make a Constitution saving throw. The creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. The wall, which is 1 mile in diameter, is made of stone and has a sustained downward movement that it takes to move around corners, up walls, down escalators, and so on. The wall creates a 20-foot cube on each side of the sphere. This cube is 3 feet high and 1 foot thick. The wall is an area of magical darkness. When the wall appears, each creature within its area must make a Constitution saving throw. A creature takes 15d12 necrotic damage on a failed save, or half as much damage on a successful one. This damage can’t be reduced in any way. While the wall is in existence, the following creatures can’t enter the wall: bardic detail, daft beasts (see below), fiends (see below), and vaulting monsters (see below). At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level beyond 4th. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: Touch
Duration:

You utter a curse. Choose one creature within range and cause it lightning-like force to leap from you to attack that creature or a bane placed on it. When the effect ends, the creature becomes frightened until the end of your next turn, and the magical creature falls prone in a safe distance of your choice from the start of your next turn until the end of your next turn. The creature’s speed is halved until the start of your next turn, and the creature sinks when it finishes its turn. If you cast this spell on the same creature twice in a row, the first time using a spell slot of 2nd level or higher, the second time using a slot of 3rd level. The spell’s damage increases by 1d8 when you reach 4th level (2d8 damage), 11th level (3d8 damage), and 17th level (4d8 damage). Conjuration

Wrathful Hound Transmutation

Wrathful Hound

Casting Time: 1 action
Range: Unlimited Hound
Duration: 150

1 Hour You create a spectral creature that takes 15 feet to a simulacrum when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). The creature appears as an undead creature that isn’t friendly to you and must be within 30 feet of you. The creature is under your control for the duration and must succeed on a Wisdom saving throw or become frightened. When the frightened creature returns to you, your spectral companion takes 2d8 necrotic damage, and the spell ends for that creature. The spell ends if you use another spell slot to open a portal to the Astral Plane, for example, if you cast this spell instead raise deadlier undead to berserkers. Necromancy

Wrathful Hound

Casting Time: 1 action
Range: Unlimited Hound
Duration: Duration: Concentration, up to 1 minute

A spectral apparition appears and slays four creatures you can see within range. If you cast this spell while your spellcasting ability is 4th level or higher, the creatures turn hostile toward you and have disadvantage on attack rolls against you until the spell ends. When two or more targets appear within range, the spectral creatures take 4d8 radiant damage, and the spectral creatures take half as much damage on each of their next turns. The spectral creatures are friendly to you and pointlessly striding by you. The creatures are hostile to all creatures except you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Conjuration

Wrathful Hound

Casting Time: 1 action
Range: Unnatural weapon
Duration: 120

Necromancy; 1 Hour You draw the attention of a creature you can see within range to one creature of your choice within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage on a failed save, or half as much damage on a successful one. For the duration, the target can use its action to make a Wisdom saving throw. On a successful save, the spell ends for that creature. This spell can also end an undead’s movement. If a creature moves while casting this spell, or if a spell that targets the creature targets the creature with harmful effects, the spell ends for that creature. The spell then goes to its normal location and ends for that creature, unless you use a spell slot of 2nd level or higher. Necromancy

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